[OTC] Implement Felix Five-Boots (#12074)

will need further improvements in #12173 

---------

Co-authored-by: Susucre <34709007+Susucre@users.noreply.github.com>
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PurpleCrowbar 2024-06-02 03:56:02 +01:00 committed by GitHub
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package org.mage.test.cards.triggers.damage;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.counters.CounterType;
import org.junit.Ignore;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
* @author PurpleCrowbar, Susucr
* https://scryfall.com/card/otc/42/felix-five-boots
*/
public class FelixFiveBootsTest extends CardTestPlayerBase {
// Trample. Whenever Belligerent Guest deals combat damage to a player, create a Blood token.
private static final String vampire = "Belligerent Guest";
@Test
public void testBasicFelixFunctionality() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
addCard(Zone.BATTLEFIELD, playerA, vampire);
attack(1, playerA, vampire, playerB);
setChoice(playerA, "Whenever {this} deals combat damage to a player, create a Blood token."); // need to order the triggers
checkStackSize("two triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 2);
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
}
@Test
public void testDoubleTriggerDeadAttacker() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
addCard(Zone.BATTLEFIELD, playerA, vampire);
addCard(Zone.BATTLEFIELD, playerB, "Moss Viper"); // 1/1 Deathtouch
attack(1, playerA, vampire, playerB);
block(1, playerB, "Moss Viper", vampire);
setChoice(playerA, "X=1"); // assign damage to Moss Viper
setChoice(playerA, "Whenever {this} deals combat damage to a player, create a Blood token."); // need to order the triggers
checkStackSize("two triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 2);
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
}
@Test
public void testNoBonusTriggerForEnemy() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, vampire);
addCard(Zone.BATTLEFIELD, playerB, "Felix Five-Boots");
attack(1, playerA, vampire, playerB);
checkStackSize("one trigger", 1, PhaseStep.COMBAT_DAMAGE, playerA, 1);
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
}
@Test
public void testNoTriggerOnNonCombatDamage() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
addCard(Zone.BATTLEFIELD, playerA, "Nettle Drone"); // {T}: {this} deals 1 damage to each opponent
addCard(Zone.BATTLEFIELD, playerA, "Island");
addCard(Zone.HAND, playerA, "Curiosity"); // Whenever enchanted creature deals damage to an opponent, you may draw a card
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Curiosity", "Nettle Drone", true);
activateAbility(1, PhaseStep.BEGIN_COMBAT, playerA, "{T}: {this} deals 1 damage to each opponent");
checkStackSize("one trigger", 1, PhaseStep.BEGIN_COMBAT, playerA, 1);
setChoice(playerA, true); // yes to Curiosity "you may draw"
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
}
@Test
public void testBatchEvent() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
// Whenever Olivia's Attendants deals damage, create that many Blood tokens. 6/6
addCard(Zone.BATTLEFIELD, playerA, "Olivia's Attendants");
attack(1, playerA, "Olivia's Attendants", playerB);
setChoice(playerA, "Whenever {this} deals damage, create that many Blood tokens."); // need to order the triggers
checkStackSize("two triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 2);
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertPermanentCount(playerA, "Blood Token", 6 + 6);
}
@Test
@Ignore // see #12095
public void testSelectRightPartOfBatch() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
// Whenever equipped creature deals combat damage, put two charge counters on Umezawas Jitte.
addCard(Zone.BATTLEFIELD, playerA, "Umezawa's Jitte");
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.BATTLEFIELD, playerA, "Raging Goblin");
addCard(Zone.BATTLEFIELD, playerB, "Wall of Blossoms");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Elite Vanguard");
attack(1, playerA, "Elite Vanguard", playerB);
attack(1, playerA, "Raging Goblin", playerB);
block(1, playerB, "Wall of Blossoms", "Elite Vanguard");
checkStackSize("only one Jitte triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 1);
setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertCounterCount(playerA, "Umezawa's Jitte", CounterType.CHARGE, 2);
}
}