More tests for Reality Smasher for issue #2123 - none of the tests are setup right still so @Ignore is on

This commit is contained in:
drmDev 2016-07-28 11:52:25 -04:00
parent 30519c02f0
commit 44b36bf30e

View file

@ -18,6 +18,7 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
*/
public class RealitySmasherTest extends CardTestPlayerBase {
// Cannot figure out how to setup any of these tests to work with Reality Smashers triggered ability
@Ignore
@Test
public void testSimpleKillSpellChooseToDiscard() {
@ -42,6 +43,7 @@ public class RealitySmasherTest extends CardTestPlayerBase {
assertGraveyardCount(playerA, "Reality Smasher", 1);
}
// Cannot figure out how to setup any of these tests to work with Reality Smashers triggered ability
@Ignore
@Test
public void testSimpleKillSpellChooseNotToDiscard() {
@ -61,4 +63,35 @@ public class RealitySmasherTest extends CardTestPlayerBase {
assertGraveyardCount(playerB, "Doom Blade", 1);
assertPermanentCount(playerA, "Reality Smasher", 1);
}
// Cannot figure out how to setup any of these tests to work with Reality Smashers triggered ability
@Ignore
@Test
public void testTargettedByPyromancerGoggleCopy() {
// Reality Smasher {4}{<>} Trample, haste 5/5
// Whenever Reality Smasher becomes the target of a spell an opponent controls, counter that spell unless its controller discards a card.
addCard(Zone.BATTLEFIELD, playerB, "Reality Smasher");
// {T}: Add Red to your mana pool. When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy.
addCard(Zone.BATTLEFIELD, playerA, "Pyromancer's Goggles"); // {5} Legendary artifact
addCard(Zone.HAND, playerA, "Lightning Bolt");
addCard(Zone.HAND, playerA, "Swamp", 2); // discard fodder
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt");
addTarget(playerA, "Reality Smasher");
setChoice(playerA, "Yes"); // discard a card to prevent counter (bolt targetting)
setChoice(playerA, "Swamp");
setChoice(playerA, "No"); // do not choose new targets for copy (goggles)
setChoice(playerA, "Yes"); // discard a card to prevent counter (copy of bolt targetting)
setChoice(playerA, "Swamp");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Lightning Bolt", 1);
assertGraveyardCount(playerA, "Swamp", 2);
assertGraveyardCount(playerB, "Reality Smasher", 1);
}
}