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); }
public PlayerState(Guid id, IList <IDiscardedCardState> roundDiscard, IList <IDiscardableCardState> turnHand, bool outOfRound = false, int points = 0, IDiscardableCardState roundHand = null, IDiscardedCardState turnDiscard = null, bool isProtected = false) { Id = id; OutOfRound = outOfRound; Points = points; RoundDiscard = roundDiscard; RoundHand = roundHand; TurnDiscard = turnDiscard; TurnHand = turnHand; Protected = isProtected; }