public void Defence_IsNormal_WhenUnitIsUnfortified(IUnit<Archer> unit) { // :::: ARRANGE :::: var fortifiableUnit = new FortificationAction<Archer>(unit); // :::: ACT :::: var actualDefence = fortifiableUnit.Defence; // :::: ASSERT :::: actualDefence.Should().Be(unit.Defence); }
public void RemainingMoves_IsZero_WhenUnitIsFortified(IUnit<Archer> unit) { // :::: ARRANGE :::: var fortifiableUnit = new FortificationAction<Archer>(unit); fortifiableUnit.PerformAction(); // :::: ACT :::: var actualRemainingMoves = fortifiableUnit.RemainingMoves; // :::: ASSERT :::: actualRemainingMoves.Should().Be(0); }
public void RemainingMoves_IsNormal_WhenUnitIsUnfortified(IUnit<Archer> unit) { // :::: ARRANGE :::: var fortifiableUnit = new FortificationAction<Archer>(unit); // :::: ACT :::: var actualRemainingMovement = fortifiableUnit.RemainingMoves; // :::: ASSERT :::: actualRemainingMovement.Should().Be(unit.RemainingMoves); }