public void Should_fail_when_one_shooter_has_more_than_MaxLoadout_WHEN_RELOAD()
        {
            // ARRANGE
            _originalShooter.Ammunitions = 100;

            // ACT
            ShooterService target = GetTarget();

            Check.ThatCode(() => target.Reload(ShooterIdentifier))
            .Throws <Exception>()
            .WithMessage("Maximum loadout is 10.");
        }
        public void Should_not_exceed_maximum_loadout_WHEN_reload(int reloadTimes)
        {
            // ARRANGE
            _originalShooter.Ammunitions = 0;

            // ACT
            ShooterService target = GetTarget();

            for (int i = 0; i < reloadTimes; i++)
            {
                target.Reload(ShooterIdentifier);
            }

            // ASSERT
            Check.That(_originalShooter.Ammunitions).IsEqualTo(10);
        }