// happens when equip one on top of other public void AllowMultipleWeaponsOnBoard() { _cards.Add(new EntityBuilder("", 3, 0) .Weapon().JustPlayed().Durability(2).ToCardEntity()); var board = new PlayerBoard(_cards, true); Assert.IsTrue(board.Hero.HasWeapon); }
public void IgnoreGraveyard() { _cards.Add(new EntityBuilder("", 3, 3).Graveyard().ToCardEntity()); var board = new PlayerBoard(_cards, true); Assert.AreEqual(6, board.Cards.Count); }
// Handles polymorphed and druid choice cards public void IgnoreSetaside() { var board = new PlayerBoard(_cards, true); Assert.AreEqual(6, board.Cards.Count); }
public void Damage_NotActive() { var board = new PlayerBoard(_cards, false); Assert.AreEqual(22, board.Damage); }
public void Damage_Active() { var board = new PlayerBoard(_cards, true); Assert.AreEqual(20, board.Damage); }
public BoardState(List <CardEntity> player, List <CardEntity> opponent, Dictionary <int, Entity> entities, int playerId) { Player = CreateBoard(player, entities, true, playerId); Opponent = CreateBoard(opponent, entities, false, playerId); }
public BoardState() { Player = CreatePlayerBoard(); Opponent = CreateOpponentBoard(); }