public void TestWithLowTierInfantry() { var lowTierInfantry = CharacterFactory.GetLowTierInfantry(); var basicInfantry = CharacterFactory.GetBasicInfantry(); var archer = CharacterFactory.GetArcher(); _sut.FilterAllowedBearerTypes(new List <IBMBCharacter>(new [] { archer, lowTierInfantry, basicInfantry })); var party = new PartyBuilder("testParty") .AddTroops(lowTierInfantry, 50) .AddTroops(basicInfantry, 10) .AddTroops(archer, 20) .Build(); int bannersAdded = ProcessAgents(party); AssertBannerAddedTimes(1, bannersAdded); }
public void TestWithLowTierInfantry() { var lowTierInfantry = CharacterFactory.GetLowTierInfantry(); var basicInfantry = CharacterFactory.GetBasicInfantry(); var archer = CharacterFactory.GetArcher(); _sut.FilterAllowedBearerTypes(new List <ICharacter>(new [] { archer, lowTierInfantry, basicInfantry }), false); var party = new PartyBuilder("testParty") .AddTroops(lowTierInfantry, 50) .AddTroops(basicInfantry, 10) .AddTroops(archer, 20) .Build(); foreach (var agent in party) { _sut.ProcessAgentOnBuild(agent, BattleType.FieldBattle); } Assert.Equal(1, _sut.AgentsThatShouldReceiveBanners.Count()); }