public void Should_Change_State_Of_Resource_To_IsAvailable_After_Being_Returned() { // Arrange var membershipId = _normalMember.Id; var resourceId = _book.Id; _resourceManager.AddResourceToInventory(_book); _membershipManager.AddMembership(_normalMember); _borrowingManager.AddEntryToBorrowedItemsHistory(_book, _normalMember); // Act _library.ReturnItem(resourceId, membershipId); var isReturned = _book.IsAvailable; // Assert Assert.True(isReturned); }
public void Should_Throw_Exception_If_Membership_Id_Borrowing_Limit_Is_Exceeded() { // Arrange const int resourceId = Book; const int membershipId = BronzeBorrowingLimitMember; // Act _resourceManager.AddResourceToInventory(_book); _resourceManager.AddResourceToInventory(_boardGame); _membershipManager.AddMembership(_memberWithBronzeBorrowingLimit); _library.BorrowItem(BoardGame, membershipId); // Assert var exception = Assert.Throws <MembersBorrowingLimitExceededException>( () => _library.BorrowItem(resourceId, membershipId)); Assert.Same("Members borrowing limit exceeded", exception.Message); }
public void Should_Return_True_When_When_Member_Is_Active() { // Arrange var id = 1; //Act _membershipManager.AddMembership(_member); var isActiveMembership = _membershipManager.IsMemberActive(id); //Assert Assert.True(isActiveMembership); }