public async Task PickupNothing()
        {
            var game         = new Game();
            var communicator = new DirectCommunicator();
            var gameProxy    = new Library.Level3.Game(communicator);
            var decoder      = new Messaging.Level3.Actions.ActionDecoder();

            game.Seed = 0;
            game.Initialize();

            var responseTask    = gameProxy.PickupAsync();
            var decodedResponse = await ExecuteRequestedAction(decoder, communicator, game, responseTask);

            decodedResponse.Perceptions.Should().BeEmpty();
            decodedResponse.GameState.MovesLeft.Should().Be(99);
            decodedResponse.GameState.HasArrow.Should().BeTrue();
            game.GameState.Should().Be(GameState.Running);
        }
        public async Task RunOutOfMoves()
        {
            var game         = new Game();
            var communicator = new DirectCommunicator();
            var gameProxy    = new Library.Level3.Game(communicator);
            var decoder      = new Messaging.Level3.Actions.ActionDecoder();

            game.Seed = 0;
            game.Initialize();
            game.State.MovesLeft = 1;

            var responseTask    = gameProxy.PickupAsync();
            var decodedResponse = await ExecuteRequestedAction(decoder, communicator, game, responseTask);

            decodedResponse.Perceptions.Should().Contain(Library.Level3.Enums.Perception.Death);
            decodedResponse.Perceptions.Should().NotContain(Library.Level3.Enums.Perception.Win);
            decodedResponse.GameState.MovesLeft.Should().Be(0);
            decodedResponse.GameState.HasArrow.Should().BeTrue();
            game.GameState.Should().Be(GameState.Lose);
        }