public void UnitAt_ReturnsTheUnitOnTheTile(IUnit unit, string expectedUnitType) { // :::: ARRANGE :::: var stubUnitLayer = StubWorld.UnitLayer(new[] { unit }); var game = new ExtenCivGame(DummyCityLayer, DummyTerrainLayer, stubUnitLayer, DummyTurnTaking, DummyWorldAge, DummyWinnerStrategy, DummyProjects); // :::: ACT :::: var location = unit.Location; var actualUnitViewModel = game.UnitAt(location); // :::: ASSERT :::: actualUnitViewModel.Type.Should().Be(expectedUnitType); actualUnitViewModel.Owner.Should().Be(unit.Owner); actualUnitViewModel.RemainingMovement.Should().Be(unit.RemainingMoves); }
public void UnitAt_ReturnsNull_WhenThereIsNoUnitOnTheTile() { // :::: ARRANGE :::: var game = new ExtenCivGame(DummyCityLayer, DummyTerrainLayer, DummyUnitLayer, DummyTurnTaking, DummyWorldAge, DummyWinnerStrategy, DummyProjects); // :::: ACT :::: var actualUnitViewModel = game.UnitAt(DummyTile); // :::: ASSERT :::: actualUnitViewModel.Should().BeNull(); }