public void AddCardToHand_OtherPlayersDidNotAddCard() { // Arrange WriteClass write = new WriteClass(); FakeUserInput input = new FakeUserInput(); PlayersHand playersHand = new PlayersHand(write, input); var expectedtList = new List <Player>(); expectedtList.Add(new Player("Test", 0)); expectedtList.Add(new Player("Test2", 1)); expectedtList.Add(new Player("Test3", 2)); // Act var expected = input.GetStringInput(); string deltCard = "testCard"; playersHand.AddCardToHand(deltCard, expectedtList); // Assert foreach (var player in expectedtList) { if (player.Name != expected) { Assert.IsFalse(player.Hand.Contains(deltCard)); } } }
public Hand create_players_hand_with(Chips chips_wagered, BlackJackTable black_jack_table, string hand_letter) { var players_hand = new PlayersHand(chips_wagered, black_jack_table, hand_letter); players_hand.mark_as_active(); return(players_hand); }
public void Hit() { Card topCard = Deck.Draw(); PlayersHand.AddCard(topCard); if (PlayersHand.Points().points > 21) { State = GameState.Lost; } }
public void MenuTest_ReturnValue() { FakeWriterClass writer = new FakeWriterClass(); FakeUserInput userInput = new FakeUserInput(writer); PlayersHand playersHand = new PlayersHand(writer, userInput); ShowPlayers showPlayers = new ShowPlayers(writer); Deal deal = new Deal(); Menu menu = new Menu(writer, deal, playersHand, showPlayers, userInput); var mockList = new List <Player>(); mockList.Add(new Player("Test", 0)); mockList.Add(new Player("Test1", 1)); mockList.Add(new Player("Test2", 2)); var mockDeck = new List <KeyValuePair <string, string> >(); mockDeck.Add(new KeyValuePair <string, string>("Key1", "Value1")); mockDeck.Add(new KeyValuePair <string, string>("Key2", "Value2")); mockDeck.Add(new KeyValuePair <string, string>("Key3", "Value3")); menu.GameMenu(mockList, mockDeck); }
public void Stay() { if (State == GameState.Lost) { return; } while (DealersHand.Points().points < 17) { Card topCard = Deck.Draw(); DealersHand.AddCard(topCard); } if (DealersHand.Points().points > 21) { State = GameState.Won; } else if (DealersHand.Points().points < PlayersHand.Points().points) { State = GameState.Won; } else { State = GameState.Lost; } }
public (int points, bool soft) GetPlayerHandValue() { return(PlayersHand.Points()); }