public void ShouldMoveTwoPlayers(int dice, int position) { //Arrange _playerCursorMock. SetupSequence(_ => _.Next()). Returns(_player1.Move(dice)). Returns(_player2.Move(dice)); var boardCursor = new BoardCursor( _fivePlacesWithFreezeBoard, _playerCursorMock.Object); _freeStop.OnStop += FreeOnStop; _freeStop.OnPass += FreeOnPass; _freezeEntry.OnStop += FreeOnStop; _freezeEntry.OnPass += FreeOnPass; //Act boardCursor.NextTurn(); boardCursor.NextTurn(); //Assert boardCursor.Positions[_player1].Should().Be(position); boardCursor.Positions[_player2].Should().Be(position); _freeOnStopExecuted.Should().Be(2); _freeOnPassExecuted.Should().Be((dice - 1) * 2); }
public void ShouldCountFreezeStops_WhenPassAndStop( int dice, int expectedPosition, int freezeOnStopCountExpected, int freezeOnPassCountExpected ) { //Arrange _playerCursorMock. Setup(_ => _.Next()). Returns(_player1.Move(dice)); var boardCursor = new BoardCursor( _fivePlacesWithFreezeBoard, _playerCursorMock.Object); _freezeEntry.OnPass += FreezeOnPass; _freezeEntry.OnStop += FreezeOnStop; //Act boardCursor.NextTurn(); //Assert boardCursor.Positions[_player1].Should().Be(expectedPosition); _freezeOnStopExecuted.Should().Be(freezeOnStopCountExpected); _freezeOnPassExecuted.Should().Be(freezeOnPassCountExpected); }
public void ShouldFreeze_WhenThereIsAFreezeStop() { //Arrange _playerCursorMock. Setup(_ => _.Next()). Returns(_player1.Freeze); var boardCursor = new BoardCursor( _fivePlacesWithFreezeBoard, _playerCursorMock.Object); //Act boardCursor.NextTurn(); //Assert boardCursor.Positions[_player1].Should().Be(3); }
public void ShouldMovePlayerOnBoard(int totalDice, int destinationIndex) { //Arrange _playerCursorMock. Setup(_ => _.Next()). Returns(_player1.Move(totalDice)); var boardCursor = new BoardCursor( _fivePlacesBoard, _playerCursorMock.Object); //Act boardCursor.NextTurn(); //Assert boardCursor.Positions[_player1].Should().Be(destinationIndex); }