public void GetPossibleMoves_ShouldGivePriorities_Appropriately()
        {
            var map     = new ListMap(6);
            var player  = new ListPlayer(1, map.Size, new Config());
            var player2 = new ListPlayer(2, map.Size, new Config());

            map.TakeHex(PlayerType.Blue, 0, 3);
            map.TakeHex(PlayerType.Red, 3, 3);
            map.TakeHex(PlayerType.Blue, 2, 3);
            map.TakeHex(PlayerType.Red, 3, 2);
            map.TakeHex(PlayerType.Blue, 1, 3);
            map.TakeHex(PlayerType.Red, 3, 1);

            var scout    = new Pathfinder(map, player.Me);
            var redScout = new Pathfinder(map, player2.Me);

            var path    = scout.GetPathForPlayer();
            var redPath = redScout.GetPathForPlayer();

            var inquisitor           = new Inquisitor();
            var possibleMovesForBlue = inquisitor.GetPossibleMoves(redPath, path, player.Me, map);

            TestContext.WriteLine("Blue =========");
            foreach (var move in path.Where(x => x.Owner == PlayerType.White))
            {
                TestContext.WriteLine(move);
            }
            TestContext.WriteLine("Red ========");
            foreach (var move in redPath.Where(x => x.Owner == PlayerType.White))
            {
                TestContext.WriteLine(move);
            }
            TestContext.WriteLine("Result =========");
            foreach (var move in possibleMovesForBlue)
            {
                TestContext.WriteLine(move + " " + move.Priority);
            }
        }