public StageInitializeUseCase( IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, IResidueCharacters residueCharacters, IResidueEnemies residueEnemies, ICharacterBufferInitializer bufferInitializer, ILoadCharacter loadCharacter, ILoadStage loadStage, IDiceFactory diceFactory, ICharacterFactory characterFactory, IStageInitializer stageInitializer, PanelView.Factory panelFactory) { _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _residueCharacters = residueCharacters; _residueEnemies = residueEnemies; _bufferInitializer = bufferInitializer; _loadCharacter = loadCharacter; _loadStage = loadStage; _diceFactory = diceFactory; _characterFactory = characterFactory; _stageInitializer = stageInitializer; _panelFactory = panelFactory; }
public void Init() { dices = A.CollectionOfFake <IDice>(6).ToArray(); diceFactory = A.Fake <IDiceFactory>(); A.CallTo(diceFactory).WithReturnType <IDice>().ReturnsNextFromSequence(dices); scoreManager = A.Fake <IScoreManager>(); }
public void TestThatFactoryCreatesBasicDice(int diceCount, int?dieType, IDiceFactory factory, IDiceSet dice) { "Given a new basic dice factory" .x(() => factory = new BasicDiceFactory()); "Creating a list of dice" .x(() => dice = factory.Create(diceCount, dieType)); "Produces the dice of the correct class type" .x(() => dice.First().Should().BeOfType <BasicDie>()); }
public void TestInvalidDiceSidesThrowsException(int diceCount, int?dieSides, IDiceFactory factory, IDiceSet dice, Action act) { "Given a new dice factory" .x(() => factory = new BasicDiceFactory()); "Creating a list of dice with an invalid number of faces on each die" .x(() => act = () => dice = factory.Create(diceCount, dieSides)); "Should throw an exception" .x(() => act.Should().Throw <ArgumentOutOfRangeException>() .WithMessage("must be 2 or greater.\r\nParameter name: type")); }
public DiceRollPresenter( IDiceFactory diceFactory, IPhaseProvider phaseProvider, IDicePhaseFinalizer dicePhaseFinalizer, ISkillRollDetail skillRollDetail ) { _diceFactory = diceFactory; _phaseProvider = phaseProvider; _dicePhaseFinalizer = dicePhaseFinalizer; _skillRollDetail = skillRollDetail; }
public void TestInvalidDiceTypesThrowsException(int diceCount, int?dieType, IDiceFactory factory, IDiceSet dice, Action act) { "Given a new Fate dice factory" .x(() => factory = new FateDiceFactory()); "Creating a list of dice with an invalid number of faces on each die" .x(() => act = () => dice = factory.Create(diceCount, dieType)); "Should throw an exception" .x(() => act.Should().Throw <ArgumentException>() .WithMessage("must not be supplied.\r\nParameter name: type")); }
public Game(IDiceFactory diceFactory, IScoreManager scoreManager) { rollableDices = new List<IDice>(); frozenDices = new List<IDice>(); for (int i = 0; i < 6; i++) { rollableDices.Add(diceFactory.CreateDice()); } this.scoreManager = scoreManager; UpdateScore(); }
public Game(IDiceFactory diceFactory, IScoreManager scoreManager) { rollableDices = new List <IDice>(); frozenDices = new List <IDice>(); for (int i = 0; i < 6; i++) { rollableDices.Add(diceFactory.CreateDice()); } this.scoreManager = scoreManager; UpdateScore(); }
public GameControllerFactory(IDiceFactory diceRollerFactory, IPlayerFactory computerPlayerFactory) { this.diceRollerFactory = diceRollerFactory; this.computerPlayerFactory = computerPlayerFactory; }
public void TestFactoryCreatesDiceWithTheCorrectNumberOfSides(int diceCount, int?dieSides, IDiceFactory factory, IDiceSet dice) { "Given a new dice factory" .x(() => factory = new BasicDiceFactory()); "Creating a list of dice with a valid quantity and number of sides" .x(() => dice = factory.Create(diceCount, dieSides)); "Produces dice with the correct number of sides" .x(() => dice.Sides.Should().Be(dieSides)); }
public void Init() { dices = A.CollectionOfFake<IDice>(6).ToArray(); diceFactory = A.Fake<IDiceFactory>(); A.CallTo(diceFactory).WithReturnType<IDice>().ReturnsNextFromSequence(dices); scoreManager = A.Fake<IScoreManager>(); }
public void TestFactoryCreatesTheCorrectQuantityOfDice(int diceCount, int?dieType, IDiceFactory factory, IDiceSet dice) { "Given a new Fate dice factory" .x(() => factory = new FateDiceFactory()); "Creating a list of dice with a valid quantity" .x(() => dice = factory.Create(diceCount, dieType)); "Produces the correct quantity of dice" .x(() => dice.Count.Should().Be(diceCount)); }
public void TestInvalidDiceQuantityThrowsException(int diceCount, int?dieType, IDiceFactory factory, IDiceSet dice, Action act) { "Given a new Fate dice factory" .x(() => factory = new FateDiceFactory()); "Creating a list of dice with an invalid quantity" .x(() => act = () => dice = factory.Create(diceCount, dieType)); "Should throw an exception" .x(() => act.Should().Throw <ArgumentOutOfRangeException>() .WithMessage("must be greater than 0.\r\nParameter name: quantity")); }