public void TestWithLowTierInfantry()
        {
            var lowTierInfantry = CharacterFactory.GetLowTierInfantry();
            var basicInfantry   = CharacterFactory.GetBasicInfantry();
            var archer          = CharacterFactory.GetArcher();

            _sut.FilterAllowedBearerTypes(new List <IBMBCharacter>(new [] { archer, lowTierInfantry, basicInfantry }));

            var party = new PartyBuilder("testParty")
                        .AddTroops(lowTierInfantry, 50)
                        .AddTroops(basicInfantry, 10)
                        .AddTroops(archer, 20)
                        .Build();

            int bannersAdded = ProcessAgents(party);

            AssertBannerAddedTimes(1, bannersAdded);
        }
Exemple #2
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        public void TestWithLowTierInfantry()
        {
            var lowTierInfantry = CharacterFactory.GetLowTierInfantry();
            var basicInfantry   = CharacterFactory.GetBasicInfantry();
            var archer          = CharacterFactory.GetArcher();

            _sut.FilterAllowedBearerTypes(new List <ICharacter>(new [] { archer, lowTierInfantry, basicInfantry }), false);

            var party = new PartyBuilder("testParty")
                        .AddTroops(lowTierInfantry, 50)
                        .AddTroops(basicInfantry, 10)
                        .AddTroops(archer, 20)
                        .Build();

            foreach (var agent in party)
            {
                _sut.ProcessAgentOnBuild(agent, BattleType.FieldBattle);
            }

            Assert.Equal(1, _sut.AgentsThatShouldReceiveBanners.Count());
        }