
package org.mage.test.cards.requirement;

import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;

/**
 *
 * @author LevelX2
 */
public class AttackRequirementTest extends CardTestPlayerBase {

    @Test
    public void testSimpleAttackRequirement() {
        // Defender
        // {G}: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
        addCard(Zone.BATTLEFIELD, playerA, "Wall of Tanglecord"); // 0/6

        // Juggernaut attacks each turn if able.
        // Juggernaut can't be blocked by Walls
        addCard(Zone.BATTLEFIELD, playerB, "Juggernaut"); // 5/3

        // Juggernaut should be forced to attack
        block(2, playerA, "Wall of Tanglecord", "Juggernaut"); // this block should'nt work because of Juggernauts restriction

        setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
        execute();

        assertLife(playerA, 15);
        assertLife(playerB, 20);

    }

    @Test
    public void testAttackRequirementWithAttackRestriction() {
        addCard(Zone.BATTLEFIELD, playerA, "Plains", 3);
        // Defender
        // {G}: Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
        addCard(Zone.BATTLEFIELD, playerA, "Wall of Tanglecord"); // 0/6

        // Creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you
        addCard(Zone.HAND, playerA, "Ghostly Prison");

        // Juggernaut attacks each turn if able.
        // Juggernaut can't be blocked by Walls
        addCard(Zone.BATTLEFIELD, playerB, "Juggernaut"); // 5/3

        castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ghostly Prison");

        // Juggernaut is forced to attack but can't without paying the Ghostly Prison cost - no pay, no attack
        setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
        execute();

        assertLife(playerA, 20);
        assertLife(playerB, 20);

    }

    /**
     * Goblin Rabblemaster isn't forcing Goblins to attack.
     */
    @Test
    public void testAttackRequirementGoblinRabblemaster() {
        // Other Goblin creatures you control attack each turn if able.
        // At the beginning of combat on your turn, put a 1/1 red Goblin creature token with haste onto the battlefield.
        // When Goblin Rabblemaster attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
        addCard(Zone.BATTLEFIELD, playerB, "Goblin Rabblemaster"); // 2/2
        // Menace (This creature can't be blocked except by two or more creatures.)
        addCard(Zone.BATTLEFIELD, playerB, "Boggart Brute"); // 3/2

        attack(2, playerB, "Goblin Rabblemaster");

        setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
        execute();

        assertLife(playerA, 12); // got damage 1 from Token, 3 from Boggart Brute + 2 + 2 from Goblin Rabblemaster = 9
        assertLife(playerB, 20);

    }
    
    // Reported bug: Berserkers of Blood Ridge not forced to attack each turn (AI controlled)
    @Test
    public void testSimpleAttackRequirementBerserkersofBloodRidge() {
        
        addCard(Zone.BATTLEFIELD, playerA, "Berserkers of Blood Ridge"); // 4/4 must attach each turn if able

        setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
        execute();

        assertLife(playerA, 20);
        assertLife(playerB, 16);
        assertTapped("Berserkers of Blood Ridge", true);
    }
}
