public void ShouldFreezePlayerAndThenUnfreeze( int iterations, int expectedIndexPlayer, bool shouldFreeze) { //Arrange _dice. Setup(_ => _.Roll()). Returns(_twoDiceSame); var cursor = new PlayerCursor(_players, _dice.Object); //Act PlayerMove playerMove = null; for (var i = 0; i < iterations; i++) { playerMove = cursor.Next(); } //Assert playerMove.Total.Should().Be(shouldFreeze ? 0 : _twoDiceSame.Sum()); playerMove.Frozen.Should().Be(shouldFreeze); playerMove.Player.Should().Be(_players[expectedIndexPlayer]); }
public void ShouldCyclePlayers(int iterations, int expectedIndexPlayer) { //Arrange _dice. Setup(_ => _.Roll()). Returns(_twoDiceDifferent); var cursor = new PlayerCursor(_players, _dice.Object); //Act PlayerMove playerMove = null; for (var i = 0; i < iterations; i++) { playerMove = cursor.Next(); } //Assert playerMove.Total.Should().Be(_twoDiceDifferent.Sum()); playerMove.Player.Should().Be(_players[expectedIndexPlayer]); }