public void ReverseMapAggregateInitialGame_ShouldReturnSameLobby() { //arrange var lobbyMapper = new LobbyMapper(_mapperFixture.GetLobbyMapper()); var lobby = new LobbyBuilder() .WithPlayers(_players) .Build(); lobby.NewRound(); lobby.DealDeck(); //act var data = lobbyMapper.Map(lobby); var lobbyReversed = lobbyMapper.Map(lobbyMapper.Map(lobby)); //assert lobby.Should().BeEquivalentTo(lobbyReversed); lobby.Rounds.Count.Should().Be(1); }
public void ReverseMapAggregateWithRounds_ShouldReturnSameLobby() { //arrange var lobbyMapper = new LobbyMapper(_mapperFixture.GetLobbyMapper()); var lobby = new LobbyBuilder() .WithPlayers(_players) .WithRoundOne() .WithPlayedCards() .WithVotedCards() .Build(); //act var data = lobbyMapper.Map(lobby); var lobbyReversed = lobbyMapper.Map(lobbyMapper.Map(lobby)); //assert lobby.Should().BeEquivalentTo(lobbyReversed); lobby.Rounds.Count.Should().Be(1); lobby.CurrentStoryCard.Owner.Should().NotBeNull(); lobby.CurrentStoryCard.Owner.Should().BeEquivalentTo(lobby.CurrentStoryTeller); }