private ICivilization BuildCivilization(CivilizationTestData civData, ICity capital)
        {
            var newCiv = new Mock <ICivilization>().Object;

            MockCapitalCityCanon.Setup(canon => canon.GetCapitalOfCiv(newCiv)).Returns(capital);

            return(newCiv);
        }
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        private ICivilization BuildCivilization(CivilizationTestData data)
        {
            var newCiv = new Mock <ICivilization>().Object;

            MockCivilizationHappinessLogic.Setup(logic => logic.GetNetHappinessOfCiv(newCiv)).Returns(data.NetHappiness);

            return(newCiv);
        }
        private ICivilization BuildCivilization(CivilizationTestData civData)
        {
            var newCiv = new Mock <ICivilization>().Object;

            BuildHexCell(civData.CapitalLocation, newCiv);

            return(newCiv);
        }
        private ICivilization BuildCivilization(CivilizationTestData civData)
        {
            var newCivilization = new Mock <ICivilization>().Object;

            MockIncomeModifierLogic
            .Setup(logic => logic.GetYieldMultipliersForCivilization(newCivilization))
            .Returns(civData.YieldMultipliers);

            return(newCivilization);
        }
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        private ICivilization BuildCiv(
            CivilizationTestData data, List <IResourceDefinition> resources,
            List <IImprovementTemplate> availableTemplates
            )
        {
            var newCiv = new Mock <ICivilization>().Object;

            MockCityPossessionCanon.Setup(canon => canon.GetPossessionsOfOwner(newCiv))
            .Returns(data.Cities.Select(cityData => BuildCity(cityData, resources, availableTemplates)));

            return(newCiv);
        }
        private ICivilization BuildCivilization(CivilizationTestData civData)
        {
            var mockCiv = new Mock <ICivilization>();

            var mockTemplate = new Mock <ICivilizationTemplate>();

            mockTemplate.Setup(template => template.IsBarbaric).Returns(civData.IsBarbaric);

            mockCiv.Name = "Mock Civilization " + AllCivilizations.Count.ToString();
            mockCiv.Setup(civ => civ.Template).Returns(mockTemplate.Object);

            var newCiv = mockCiv.Object;

            AllCivilizations.Add(newCiv);

            return(newCiv);
        }
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        private ICivilization BuildCivilization(CivilizationTestData testData, List <IResourceDefinition> resources)
        {
            var newCiv = new Mock <ICivilization>().Object;

            for (int i = 0; i < testData.ResourceSummaries.Count; i++)
            {
                var resource = resources[i];
                var summary  = testData.ResourceSummaries[i];

                MockResourceTransferCanon.Setup(canon => canon.GetTradeableCopiesOfResourceForCiv(resource, newCiv))
                .Returns(summary.TradeableCopies);

                MockFreeResourcesLogic.Setup(logic => logic.GetFreeCopiesOfResourceForCiv(resource, newCiv))
                .Returns(summary.FreeCopies);
            }

            return(newCiv);
        }
        private ICivilization BuildCivilization(
            CivilizationTestData data, IEnumerable <ICity> cities,
            IEnumerable <IResourceDefinition> resources
            )
        {
            var mockCiv = new Mock <ICivilization>();

            var newCiv = mockCiv.Object;

            MockCityPossessionCanon.Setup(canon => canon.GetPossessionsOfOwner(newCiv)).Returns(cities);

            foreach (var resource in resources)
            {
                MockFreeResourcesLogic
                .Setup(canon => canon.GetFreeCopiesOfResourceForCiv(resource, newCiv))
                .Returns(1);
            }

            return(newCiv);
        }