private ICivilization BuildCivilization(CivilizationTestData civData, ICity capital) { var newCiv = new Mock <ICivilization>().Object; MockCapitalCityCanon.Setup(canon => canon.GetCapitalOfCiv(newCiv)).Returns(capital); return(newCiv); }
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); }
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); }
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); }