* Pine Walker - Fixed that the turned face up ability did also trigger for other creatures if Pine Walker was face down (fixes #581).

This commit is contained in:
LevelX2 2014-09-29 15:18:41 +02:00
parent 87b1b64d80
commit 6a9a7d11e8
5 changed files with 61 additions and 6 deletions

View file

@ -89,7 +89,7 @@ public class MorphTest extends CardTestPlayerBase {
* Test triggered turn face up ability of Pine Walker
*/
@Test
public void testCopyFaceDwonMorphCreature() {
public void testTurnFaceUpTrigger() {
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
@ -110,6 +110,42 @@ public class MorphTest extends CardTestPlayerBase {
assertTapped("Pine Walker", false);
}
/**
* Test triggered turn face up ability of Pine Walker did not trigger as
* long as Pine Walker is not turned face up.
*
*/
@Test
public void testDoesNotTriggerFaceDown() {
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.HAND, playerA, "Icefeather Aven");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Icefeather Aven");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
attack(3, playerA, "");
attack(3, playerA, "");
activateAbility(3, PhaseStep.DECLARE_BLOCKERS, playerA, "{1}{G}{U}: Turn this face-down permanent face up.");
setChoice(playerA, "No"); // Don't use return permanent to hand effect
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerB, 16);
assertHandCount(playerA, "Pine Walker", 0);
assertHandCount(playerA, "Icefeather Aven", 0);
assertPermanentCount(playerA, "", 1);
assertPermanentCount(playerA, "Icefeather Aven", 1);
assertTapped("Icefeather Aven", true);
}
/**
* Test that Morph creature do not trigger abilities with their face up attributes
*