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Added some Blood Cultist tests.
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3 changed files with 197 additions and 4 deletions
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.cards.triggers.dies;
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import mage.constants.PhaseStep;
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.cards.triggers.dies;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class BloodCultistTest extends CardTestPlayerBase {
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@Test
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public void testDiedFromDirectDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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// {T}: Blood Cultist deals 1 damage to target creature.
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// Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.
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addCard(Zone.HAND, playerA, "Blood Cultist", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox");
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setStopAt(3, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerB, "Devilthorn Fox", 1);
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assertPowerToughness(playerA, "Blood Cultist", 2, 2);
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}
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@Test
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public void testDiedFromCombatDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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// {T}: Blood Cultist deals 1 damage to target creature.
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// Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.
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addCard(Zone.HAND, playerA, "Blood Cultist", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1
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// Lifelink
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// {2}, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
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addCard(Zone.BATTLEFIELD, playerB, "Indulgent Aristocrat", 1); // 1/1
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox");
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attack(5, playerA, "Blood Cultist");
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block(5, playerB, "Indulgent Aristocrat", "Blood Cultist");
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setStopAt(5, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertGraveyardCount(playerB, "Devilthorn Fox", 1);
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assertGraveyardCount(playerB, "Indulgent Aristocrat", 1);
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assertPowerToughness(playerA, "Blood Cultist", 3, 3);
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}
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@Test
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public void testDiedFromCombatAfterDirectDamageDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
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// {T}: Blood Cultist deals 1 damage to target creature.
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// Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.
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addCard(Zone.HAND, playerA, "Blood Cultist", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1
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// Shambling Ghoul enters the battlefield tapped.
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addCard(Zone.BATTLEFIELD, playerB, "Shambling Ghoul", 1); // 2/3
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox");
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activateAbility(5, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Shambling Ghoul");
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attack(5, playerA, "Silvercoat Lion");
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block(5, playerB, "Shambling Ghoul", "Silvercoat Lion");
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setStopAt(5, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertGraveyardCount(playerB, "Devilthorn Fox", 1);
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assertGraveyardCount(playerB, "Shambling Ghoul", 1);
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assertGraveyardCount(playerA, "Silvercoat Lion", 1);
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assertPowerToughness(playerA, "Blood Cultist", 3, 3);
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}
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@Test
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public void testDiedByDirectDamageAfterCombatDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
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// {T}: Blood Cultist deals 1 damage to target creature.
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// Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.
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addCard(Zone.HAND, playerA, "Blood Cultist", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1
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// Shambling Ghoul enters the battlefield tapped.
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addCard(Zone.BATTLEFIELD, playerB, "Shambling Ghoul", 1); // 2/3
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox");
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activateAbility(5, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}:", "Shambling Ghoul");
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attack(5, playerA, "Silvercoat Lion");
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block(5, playerB, "Shambling Ghoul", "Silvercoat Lion");
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setStopAt(5, PhaseStep.END_TURN);
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execute();
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assertGraveyardCount(playerB, "Devilthorn Fox", 1);
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assertGraveyardCount(playerB, "Shambling Ghoul", 1);
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assertGraveyardCount(playerA, "Silvercoat Lion", 1);
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assertPowerToughness(playerA, "Blood Cultist", 3, 3);
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}
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@Test
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public void testDiedByTwoDirectDamage() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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// {T}: Blood Cultist deals 1 damage to target creature.
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// Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.
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addCard(Zone.HAND, playerA, "Blood Cultist", 1);
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addCard(Zone.HAND, playerA, "Lightning Bolt", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Shambling Ghoul", 1); // 2/3
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Shambling Ghoul");
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castSpell(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "Lightning Bolt", "Shambling Ghoul");
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setStopAt(3, PhaseStep.END_TURN);
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execute();
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assertGraveyardCount(playerB, "Shambling Ghoul", 1);
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assertGraveyardCount(playerA, "Lightning Bolt", 1);
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assertPowerToughness(playerA, "Blood Cultist", 2, 2);
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}
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}
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