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* Fixed a bug of ConditionalTriggeredAbility if the ability triggered multiple times at the same time.
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7 changed files with 137 additions and 79 deletions
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@ -39,108 +39,156 @@ import org.mage.test.serverside.base.CardTestMultiPlayerBase;
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* @author LevelX2
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*/
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public class BloodchiefAscensionTest extends CardTestMultiPlayerBase {
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@Test
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@Test
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public void testBloodchiefAscensionAllPlayers() {
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// Enchantment
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
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addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
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addCard(Zone.HAND, playerA, "Fireball");
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addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerD, "Mountain", 3);
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addCard(Zone.HAND, playerD, "Fireball");
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addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerC, "Mountain", 3);
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addCard(Zone.HAND, playerC, "Fireball");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
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addCard(Zone.HAND, playerB, "Fireball");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
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setChoice(playerA, "X=2");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
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setChoice(playerD, "X=2");
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castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
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setChoice(playerC, "X=2");
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castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
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setChoice(playerB, "X=2");
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// Player order: A -> D -> C -> B
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// Player order: A -> D -> C -> B
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setStopAt(4, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 18);
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assertLife(playerB, 18);
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assertLife(playerC, 18);
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assertLife(playerD, 18);
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assertGraveyardCount(playerA, "Fireball", 1);
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assertGraveyardCount(playerB, "Fireball", 1);
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assertGraveyardCount(playerC, "Fireball", 1);
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assertGraveyardCount(playerD, "Fireball", 1);
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assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
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}
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/**
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* One of my opponents in a multiplayer game had a Bloodchief Ascension in play. I took lethal damage on my turn,
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* but he didn't get a counter on Bloodchief Ascension at my end step. I think he should, even though I had left
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* the game from dying, because of:
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*
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* 800.4g. If a player leaves the game during his or her turn, that turn continues to its completion without an
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* active player. If the active player would receive priority, instead the next player in turn order receives priority,
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* or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.
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*/
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}
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/**
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* One of my opponents in a multiplayer game had a Bloodchief Ascension in
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* play. I took lethal damage on my turn, but he didn't get a counter on
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* Bloodchief Ascension at my end step. I think he should, even though I had
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* left the game from dying, because of:
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*
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* 800.4g. If a player leaves the game during his or her turn, that turn
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* continues to its completion without an active player. If the active
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* player would receive priority, instead the next player in turn order
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* receives priority, or the top object on the stack resolves, or the phase
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* or step ends, whichever is appropriate.
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*/
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@Test
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public void testBloodchiefAscension() {
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// Enchantment
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
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addCard(Zone.BATTLEFIELD, playerA, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
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addCard(Zone.HAND, playerA, "Fireball");
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addCard(Zone.BATTLEFIELD, playerD, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerD, "Mountain", 3);
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addCard(Zone.HAND, playerD, "Fireball");
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addCard(Zone.BATTLEFIELD, playerC, "Mountain",3);
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addCard(Zone.BATTLEFIELD, playerC, "Mountain", 3);
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addCard(Zone.HAND, playerC, "Fireball");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain",21);
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 21);
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addCard(Zone.HAND, playerB, "Fireball");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
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setChoice(playerA, "X=2");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
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setChoice(playerD, "X=2");
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castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
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setChoice(playerC, "X=2");
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castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
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setChoice(playerB, "X=20");
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// Player order: A -> D -> C -> B
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// Player order: A -> D -> C -> B
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setStopAt(4, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 18);
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assertLife(playerB, 0);
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assertLife(playerC, 18);
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assertLife(playerD, 18);
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Assert.assertTrue("playerB has lost", playerB.hasLost());
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assertGraveyardCount(playerA, "Fireball", 1);
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assertGraveyardCount(playerC, "Fireball", 1);
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assertGraveyardCount(playerD, "Fireball", 1);
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assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
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assertGraveyardCount(playerD, "Fireball", 1);
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assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
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}
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/**
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* Bloodchief Ascension effect is not working corretly on multiplayer.
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* Whenever one player activated Jace's Archivist, the damage of the
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* discarded cards was going on a single player, not on the players who
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* discarded the cards.
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*/
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@Test
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public void testJacesArchivist() {
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// Enchantment
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// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
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// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
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skipInitShuffling();
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addCard(Zone.LIBRARY, playerA, "Auramancer");
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addCard(Zone.HAND, playerA, "Auramancer", 2);
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addCard(Zone.BATTLEFIELD, playerD, "Bloodchief Ascension");
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addCounters(2, PhaseStep.UPKEEP, playerD, "Bloodchief Ascension", CounterType.QUEST, 3);
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addCard(Zone.BATTLEFIELD, playerD, "Island", 1);
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// {U}, {T}: Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
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addCard(Zone.BATTLEFIELD, playerD, "Jace's Archivist", 1); // {1}{U}{U}
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addCard(Zone.LIBRARY, playerD, "Demolish");
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addCard(Zone.HAND, playerD, "Demolish", 1);
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addCard(Zone.HAND, playerC, "Cobblebrute", 4);
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addCard(Zone.HAND, playerB, "Bellows Lizard", 5);
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// Player order: A -> D -> C -> B
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activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerD, "{U},{T}: Each player discards");
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Auramancer", 3);
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assertGraveyardCount(playerD, "Demolish", 2);
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assertGraveyardCount(playerC, "Cobblebrute", 4);
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assertHandCount(playerA, 4);
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assertHandCount(playerD, 4);
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assertHandCount(playerC, 4);
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assertHandCount(playerB, "Bellows Lizard", 5);
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assertLife(playerA, 14);
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assertLife(playerD, 34);
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assertLife(playerC, 12);
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assertLife(playerB, 20);
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}
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}
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