public void DoSelectBuildingForBuild_True() { var status = new PlayerStatus(1, "Test"); status.ReceiveDoubloons(10); var mainBoardController = new MainBoardController(4); var playerController = new PlayerController(mainBoardController, status); var university = new University(); university.ReceiveColonist(); status.Board.BuildBuilding(university); var result = playerController.DoSelectBuildingToBuild(mainBoardController.Status.Buildings.First().Key, true); Assert.IsTrue(result); }
private void DoBuilderAction(IPlayerConnection connection, bool isHasPrivilage, PlayerStatus status, MainBoardStatus board, List<PlayerStatus> opponents, PlayerController controller) { var isSuccessfull = false; IBuilding selectedBuilding = null; while (!isSuccessfull) { var building = connection.SelectBuildingToBuild(isHasPrivilage, status, board, opponents); isSuccessfull = controller.DoSelectBuildingToBuild(building, isHasPrivilage); if (isSuccessfull && building != null) { selectedBuilding = status.Board.Buildings.Single(x => x.GetType() == building.GetType()); } } if (selectedBuilding == null) { return; } var param = new BuilderParameters(); status.Board.Buildings.OfType<BuildingBase<BuilderParameters>>().Where(x=>x.IsActive).ToList().ForEach(x=>x.DoAction(ref param)); if (param.TakeAdditionalColonist && board.Colonists.CurrentColonistsCount > 0) { var isTakeAdditionalColonist = connection.IsTakeAdditionalColonist(isHasPrivilage, status, board, opponents); if (isTakeAdditionalColonist) { board.Colonists.Move(selectedBuilding); } } }