public void MoveTo_IsNotForwarded_BecauseTheUnitBelongsToAnOpponent(ITurnTaking turnTaking, Player owner) { // :::: ARRANGE :::: var spyUnit = A.Fake<IUnit<Archer>>(); var managedUnit = new FriendlyUnitManagementOnly<Archer>(spyUnit, turnTaking); A.CallTo(() => spyUnit.Owner).Returns(owner); // :::: ACT :::: managedUnit.MoveTo(DummyTile); // :::: ASSERT :::: A.CallTo(() => spyUnit.MoveTo(A<ITile>._)).MustNotHaveHappened(); }
public void PerformAction_IsForwarded_BecauseTheUnitBelongsToThePlayerInTurn(ITurnTaking turnTaking, Player owner) { // :::: ARRANGE :::: var spyUnit = A.Fake<IUnit<Archer>>(); var managedUnit = new FriendlyUnitManagementOnly<Archer>(spyUnit, turnTaking); A.CallTo(() => spyUnit.Owner).Returns(owner); // :::: ACT :::: managedUnit.PerformAction(); // :::: ASSERT :::: A.CallTo(() => spyUnit.PerformAction()).MustHaveHappened(); }