public void Should_return_false_when_no_piece_in_passing_location() { _boardState.Remove("B6".ToBoardLocation()); BoardLocation to = "B7".ToBoardLocation(); var move = new BoardMove("A6".ToBoardLocation(), to, (int)DefaultActions.TakeOnly); Assert.False(_validator.ValidateMove(move, _boardState)); }
/// <summary> /// Creates the state of the enemy board. /// </summary> /// <param name="boardState"></param> /// <param name="owningPlayerBoardState"></param> /// <returns></returns> protected IBoardState CreateEnemyBoardState(IBoardState boardState, IBoardState owningPlayerBoardState) { IBoardState state = ModelLocator.BoardState; state.Add(boardState); state.Remove(owningPlayerBoardState); return(state); }
public void Should_RemovePositions() { // setup IBoardState state = ModelLocator.BoardState; const ChessPosition POSITION = ChessPosition.A1; state.Add(POSITION); // execute state.Remove(POSITION); // verify Assert.IsFalse(state.Contains(POSITION)); }
public void Should_RemoveAllPositionsFromBoardstate() { // setup IBoardState state = ModelLocator.BoardState; var positions = new[] { ChessPosition.A2, ChessPosition.A1, ChessPosition.A4, ChessPosition.E3 }; foreach (var position in positions) { state.Add(position); } IBoardState state2 = ModelLocator.BoardState; state2.Add(state); // execute state.Remove(state2); // verify Assert.IsTrue(positions.All(p => !state.Contains(p))); }