public void RedSettler_DoesNotConquerTheBlueCityAt4x1(IGame game) { // :::: ARRANGE :::: game.MoveUnit(RedSettlerTile, To(4, 2)); SkipRounds(game, 1); // :::: ACT :::: game.MoveUnit(From(4, 2), BlueCityTile); // :::: ASSERT :::: game.CityAt(BlueCityTile).Owner.Should().Be(Blue); }
public void BlueLegion_ConquersTheRedCityAt1x1(IGame game) { // :::: ARRANGE :::: game.EndTurn(); game.MoveUnit(BlueLegionTile, To(2, 1)); SkipRounds(game, 1); // :::: ACT :::: game.MoveUnit(From(2, 1), RedCityTile); // :::: ASSERT :::: game.CityAt(RedCityTile).Owner.Should().Be(Blue); }
public void RedSettlerAt4x3_DoesNotBuildACity_WhenBlueIsInTurn(IGame game) { // :::: ARRANGE :::: game.EndTurn(); // :::: ACT :::: game.PerformUnitActionAt(RedSettlerTile); // :::: ASSERT :::: game.UnitAt(RedSettlerTile).Should().NotBeNull(); game.CityAt(RedSettlerTile).Should().BeNull(); }
public void RedArcher_ConquersTheBlueCityAt4x1(IGame game) { // :::: ARRANGE :::: game.MoveUnit(RedArcherTile, To(3, 1)); SkipRounds(game, 1); // :::: ACT :::: game.MoveUnit(From(3, 1), BlueCityTile); // :::: ASSERT :::: game.CityAt(BlueCityTile).Owner.Should().Be(Red); }
public void RedSettlerAt4x3_BuildsARedCity_WhenRedIsInTurn(IGame game) { // :::: ACT :::: game.PerformUnitActionAt(RedSettlerTile); // :::: ASSERT :::: game.UnitAt(RedSettlerTile).Should().BeNull(); game.CityAt(RedSettlerTile).Should().NotBeNull(); }