public void CreateTurn_SetsPlayer() { // Arrange IList <IDiscardedCardState> roundDiscard = new List <IDiscardedCardState>(); IDiscardableCardState roundHand = new CardState(0, 0); Guid playerId = Guid.Empty; IRoundPlayerState playerState = new PlayerState(playerId, roundDiscard, null, outOfRound: false, roundHand: roundHand); IList <IDiscardableCardState> turnHand = new[] { roundHand }; IDiscardedCardState turnDiscard = null; IDrawablePlayerState initialTurnPlayerState = new PlayerState(playerId, null, turnHand, turnDiscard: turnDiscard); var expected = initialTurnPlayerState; _playerFactory .Setup(pf => pf.CreateTurnPlayer(playerState)) .Returns(initialTurnPlayerState); IDrawableCardState turnDeck = new CardState(44, 55); // Act TurnStateFactory factory = this.CreateFactory(); var turn = factory.CreateTurn(playerState, turnDeck); var actual = turn.DrawablePlayerState; // Assert Assert.AreEqual(expected, actual); }
private void SimThread(IPlayer player, IEnemy enemy) { TurnStateFactory factory = new TurnStateFactory(); TurnStateMachine stateMachine = new TurnStateMachine(factory); GunSlingerSimulation simulator = new GunSlingerSimulation(stateMachine, rng, numTurns); List <SimulationSummary> summaries = new List <SimulationSummary>(numSimsPerThread); for (int i = 0; i < numSimsPerThread; i++) { summaries.Add(simulator.Simulate(player, enemy)); } sims.Add(summaries); }