public void RoundEngine_OrderEntityListByTurnOrder_Speed_Higher_Should_Pass()
        {
            // Arrange
            var Monster = new MonsterModel
            {
                Speed           = 20,
                Level           = 20,
                CurrentHealth   = 100,
                ExperienceGiven = 1000,
                Name            = "Z",
                Id = "me"
            };

            Engine.MonsterList.Clear();
            Engine.MonsterList.Add(Monster);

            var Character = new CharacterModel
            {
                Speed           = 1,
                Level           = 1,
                CurrentHealth   = 2,
                TotalExperience = 1,
                Name            = "C",
            };

            Engine.CharacterList.Clear();
            Engine.CharacterList.Add(Character);

            // Make the List
            Engine.EntityList = Engine.MakeEntityList();

            // Sort the list by Current Health, so it has to be resorted.
            Engine.EntityList = Engine.EntityList.OrderBy(m => m.CurrentHealth).ToList();

            // Act
            var result = Engine.OrderEntityListByTurnOrder();

            // Resets

            // Assert
            Assert.AreEqual("me", result[0].Id);
        }