Esempio n. 1
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 public void PutCardToBeanFieldTest()
 {
     var target = new BeanField();
     Card card = new BohnanzaCard(BohnanzaCard.CardEnum.CocoaBeans);
     target.PutCardToBeanField(card);
     Assert.IsTrue(target.NumberOfCards == 1);
 }
Esempio n. 2
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 public void ClearBeanFieldTest1()
 {
     var target = new BeanField();
     var expected = new List<Card>();
     var actual = target.ClearBeanField();
     Assert.AreEqual(actual.Count, expected.Count);
 }
Esempio n. 3
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 public void FirstCardOnBeanFieldTest()
 {
     var target = new BeanField();
     Card card = new BohnanzaCard(BohnanzaCard.CardEnum.CocoaBeans);
     target.PutCardToBeanField(card);
     var actual = target.FirstCardOnBeanField;
     Assert.AreEqual(card,actual);
 }
 public void BeanFieldIsHarvestableTest()
 {
     var target = _player;
     var beanField = new BeanField();
     beanField.PutCard(new BohnanzaCard(BohnanzaCard.CardEnum.CocoaBeans));
     beanField.PutCard(new BohnanzaCard(BohnanzaCard.CardEnum.GreenBeans));
     const bool expected = true;
     bool actual = target.BeanFieldIsHarvestable(beanField);
     Assert.AreEqual(expected, actual);
 }
Esempio n. 5
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        /// <summary>
        ///  This will harvest a given field. Points are added to the player treasury.
        ///  Note that a beanField should be harvestable, which can be checked with method BeanFieldIsHarvestable().
        /// </summary>
        /// <param name="beanField"> BeanField which should be harvest. </param>
        /// <returns> The cards drawn from the given beanfield. So they can be returned to the discardPile eventually. </returns>
        internal List<Card> HarvestBeanField(BeanField beanField)
        {
            List<Card> cardsFromBeanField = beanField.ClearBeanField();

            if(cardsFromBeanField.Count > 0) //Prevents accessing non existing list element
            {
                //Get the number of coins earned
                int numberOfCoinsEarned = cardsFromBeanField[0].GetNumberOfCoinsforCards(cardsFromBeanField.Count);

                //Add the number of coins earned to the coinDeck.
                CoinDeck.PutCards(cardsFromBeanField.GetRange(0, numberOfCoinsEarned));

                //In the game, all points gained from harvesting are collected by turning this number of cards to the "coin-side" of the card, meaning that those cards will not be returned to the discardPile!
                //Therfore, remove the cards from cardsFromBeanField which have been added the coindeck.
                cardsFromBeanField.RemoveRange(0, numberOfCoinsEarned);
            }

            return cardsFromBeanField;
        }
 public void HarvestBeanFieldTest()
 {
     var target = _player;
     var beanField = new BeanField();
     beanField.PutCard(new BohnanzaCard(BohnanzaCard.CardEnum.CocoaBeans));
     beanField.PutCard(new BohnanzaCard(BohnanzaCard.CardEnum.CocoaBeans));
     var actual = target.HarvestBeanField(beanField);
     Assert.AreEqual(beanField.ClearBeanField(), actual);
 }
 public void PutCardToBeanFieldTest()
 {
     var target = _player;
     Card card = new BohnanzaCard(BohnanzaCard.CardEnum.CoffeeBeans);
     var beanField = new BeanField();
     var actual = target.PutCardToBeanField(card, beanField);
     Assert.AreEqual(null, actual);
 }
Esempio n. 8
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        /// <summary>
        /// Adds a card to the given beanfield.
        /// </summary>
        /// <param name="card"> Some card. </param>
        /// <param name="beanField"> Some beanField. </param>
        /// <returns> List of cards that is possible harvested when the card you wanted to place did not match the type of the beanField. </returns>
        internal List<Card> PutCardToBeanField(Card card, BeanField beanField)
        {
            List<Card> result = null;

            //If the cards on the beanField do not match the card-type you want to place, then harvest first.
            if(beanField.FirstCardOnBeanField != null)
            {
                if ( ((BohnanzaCard)card).TypeOfCard != ((BohnanzaCard)beanField.FirstCardOnBeanField).TypeOfCard)
                {
                    result = HarvestBeanField(beanField); //Cards returned from the harvest need to be returned.
                }
            }

            //The card needs to be placed on the chosen beanField.
            beanField.PutCardToBeanField(card);

            //Return cards that need to be put back on the discardPile (if any)
            return result;
        }
Esempio n. 9
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 /// <summary>
 /// This method checks whether it is allowed to harvest a beanField.
 /// See page 7, "Harvesting and selling beans", game manual.
 /// </summary>
 /// <param name="beanField"> Some beanField. </param>
 /// <returns> True if harvestable, false otherwise. </returns>
 internal bool BeanFieldIsHarvestable(BeanField beanField)
 {
     return beanField.NumberOfCards != 1 || BeanFields.All(someBeanField => someBeanField.NumberOfCards <= 1);
 }
Esempio n. 10
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 public void BeanFieldConstructorTest()
 {
     BeanField target = new BeanField();
     Assert.IsInstanceOfType(target, typeof (BeanField));
 }