public IncomeTaxTests() { horse = "Horse"; banker = new Banker(new[] { horse }); incomeTax = new IncomeTax( ClassicBoardFactory.IncomeTaxIndex, ClassicGameConstants.IncomeTaxPercentage, ClassicGameConstants.MaximumIncomeTaxPaymentAmount, banker); }
public static Board CreateBoard(Dice dice, IEnumerable<IMovementRule> movementRules, IEnumerable<Property> properties, Banker banker, IEnumerable<String> players) { var spaces = new List<Space>(); var board = new Board(spaces, movementRules, players); var go = new Space(GoIndex); var communityChestOne = new Space(CommunityChestOneIndex); var incomeTax = new IncomeTax(IncomeTaxIndex, IncomeTaxPercentage, MaximumIncomeTaxPaymentAmount, banker); var chanceOne = new Space(ChanceOneIndex); var justVisiting = new Space(JustVisitingLocation); var communityChestTwo = new Space(CommunityChestTwoIndex); var freeParking = new Space(FreeParkingIndex); var chanceTwo = new Space(ChanceTwoIndex); var goToJail = new GoToJail(GoToJailIndex, JustVisitingLocation, board); var communityChestThree = new Space(CommunityChestThreeIndex); var chanceThree = new Space(ChanceThreeIndex); var luxuryTax = new LuxuryTax(LuxuryTaxIndex, LuxuryTaxPaymentAmount, banker); spaces.Add(go); spaces.Add(communityChestOne); spaces.Add(incomeTax); spaces.Add(chanceOne); spaces.Add(justVisiting); spaces.Add(communityChestTwo); spaces.Add(freeParking); spaces.Add(chanceTwo); spaces.Add(goToJail); spaces.Add(communityChestThree); spaces.Add(chanceThree); spaces.Add(luxuryTax); spaces.AddRange(properties); return board; }