public void Creating_a_game_gives_each_player_the_correct_number_of_units_dependent_on_number_of_players(int numberOfplayers, int numberOfUnplacedUnits, string gameName, Game game) { var players = new Dictionary<Guid, string>(); "Given a game name" .Given(() => gameName = "Test"); "And a number of players" .And(() => { for (var i = 1; i <= numberOfplayers; i++) { players.Add(Guid.NewGuid(), "Bryan"); } }); "When a game is created" .When(() => game = new Game(gameName, players, new Board(new Dictionary<string, Continent>()))); "Then the each player should have x number of units" .Then(() => { foreach (var player in game.Players.Values) { player.UnplacedUnits.ShouldBe(numberOfUnplacedUnits); } }); }
public void Creating_a_game_adds_players_to_the_game_and_names_it(int numberOfPlayers, string gameName, Game game) { var players = new Dictionary<Guid, string>(); "Given a game name" .Given(() => gameName = "Test"); "And a number of players" .And(() => { for (var i = 1; i <= numberOfPlayers; i++) { players.Add(Guid.NewGuid(), "Bryan"); } }); "When a game is created" .When(() => game = new Game(gameName, players, new Board(new Dictionary<string, Continent>()))); "Then the game is named and players added" .Then(() => { game.Name.ShouldBe(gameName); game.Players.Count.ShouldBe(numberOfPlayers); }); }
public void Creating_a_game_with_only_two_players_adds_a_neutral_army(int numberOfplayers, string gameName, Game game) { var players = new Dictionary<Guid, string>(); "Given a game name" .Given(() => gameName = "Test"); "And a number two players" .And(() => { for (var i = 1; i <= 2; i++) { players.Add(Guid.NewGuid(), "Bryan"); } }); "When a game is created" .When(() => game = new Game(gameName, players, new Board(new Dictionary<string, Continent>()))); "Then one neutral should be added with 40 unplaced units" .Then(() => { var neutralPlayers = game.Players.Values.Where(p => p.IsNeutral).ToList(); neutralPlayers.Count().ShouldBe(1); neutralPlayers.First().UnplacedUnits.ShouldBe(40); }); }