public void RedCityAt1x1_ProducesARedArcher_AfterTwoRounds(IGame game) { // :::: ARRANGE :::: game.ChangeCityProductionProjectAt(RedCityTile, Archer); // :::: ACT :::: SkipRounds(game, 2); // :::: ASSERT :::: game.UnitAt(RedCityTile).Owner.Should().Be(Red); game.UnitAt(RedCityTile).Type.Should().Be(Archer); game.UnitAt(RedCityTile).RemainingMovement.Should().Be(1); }
public void BlueCityAt4x1_ProducesABlueSettler_AfterFiveRounds(IGame game) { // :::: ARRANGE :::: game.EndTurn(); game.ChangeCityProductionProjectAt(BlueCityTile, Settler); // :::: ACT :::: SkipRounds(game, 5); // :::: ASSERT :::: game.UnitAt(BlueCityTile).Owner.Should().Be(Blue); game.UnitAt(BlueCityTile).Type.Should().Be(Settler); game.UnitAt(BlueCityTile).RemainingMovement.Should().Be(1); }
public void BlueChariotAt4x1_DoesNotFortify_WhenRedIsInTurn(IGame game) { // :::: ARRANGE :::: game.EndTurn(); game.ChangeCityProductionProjectAt(BlueCityTile, Chariot); SkipRounds(game, 4); game.EndTurn(); // :::: ACT :::: game.PerformUnitActionAt(BlueCityTile); // :::: ASSERT :::: game.UnitAt(BlueCityTile).RemainingMovement.Should().Be(1); }