// 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);
		}
Пример #6
0
 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);
 }
Пример #7
0
 public BoardState()
 {
     Player   = CreatePlayerBoard();
     Opponent = CreateOpponentBoard();
 }