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Final Aftermath implementation stuff
* Fixed PlayerImpl::getPlayable() to support aftermath (Needs PLAY_FROM_NOT_OWN_HAND_ZONE at the granularity of each card half rather than the whole card) * Added tests for Dusk // Dawn to make sure there are no regressions on Aftermath.
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2 changed files with 76 additions and 56 deletions
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@ -13,67 +13,73 @@ public class DuskDawnTest extends CardTestPlayerBase {
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@Test
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public void testCastDusk() {
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addCard(Zone.BATTLEFIELD, playerB, "Tarmogoyf");
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 4);
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//Cast dusk from hand
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addCard(Zone.BATTLEFIELD, playerB, "Watchwolf");
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
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addCard(Zone.HAND, playerA, "Dusk // Dawn");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dusk // Dawn");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dusk");
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertTappedCount("Plains", true, 4); // check that we paid the right side's mana
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assertPermanentCount(playerB, "Watchwolf", 0);
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assertGraveyardCount(playerB, "Watchwolf", 1);
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assertGraveyardCount(playerA, "Dusk // Dawn", 1);
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}
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@Test
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public void testCastDawnFail() {
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public void testCastDuskFromGraveyardFail() {
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//Fail to cast dusk from graveyard
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addCard(Zone.BATTLEFIELD, playerB, "Watchwolf");
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 4);
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addCard(Zone.GRAVEYARD, playerA, "Dusk // Dawn");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dusk");
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertPermanentCount(playerB, "Watchwolf", 1);
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assertGraveyardCount(playerB, "Watchwolf", 0);
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assertGraveyardCount(playerA, "Dusk // Dawn", 1);
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}
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@Test
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public void testCastDawnFromGraveyard() {
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addCard(Zone.GRAVEYARD, playerA, "Dusk // Dawn");
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
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addCard(Zone.GRAVEYARD, playerA, "Devoted Hero");
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addCard(Zone.GRAVEYARD, playerA, "Watchwolf");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dawn");
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}
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/*
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@Test
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public void testThatNoncreatureSpellsCannotBeCast() {
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addCard(Zone.BATTLEFIELD, playerA, "Hope of Ghirapur");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
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addCard(Zone.HAND, playerB, "Shock");
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attack(1, playerA, "Hope of Ghirapur");
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activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Sacrifice", playerB);
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Shock", playerA);
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 20);
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assertLife(playerB, 19);
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assertPermanentCount(playerA, "Hope of Ghirapur", 0);
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// Dusk dawn should have been cast and exiled
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// devoted hero should be in the hand
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// watchwolf should still be in the yard
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assertHandCount(playerA, "Devoted Hero", 1);
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assertGraveyardCount(playerA, "Devoted Hero", 0);
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assertGraveyardCount(playerA, "Watchwolf", 1);
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assertExileCount(playerA, "Dusk // Dawn", 1);
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assertGraveyardCount(playerA, "Dusk // Dawn", 0);
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}
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// Test that ability cannot be activated if after damage Hope of Ghirapur was removed
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// from the battlefield and returned back.
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@Test
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public void testWhenHopeOfGhirapurWasRemovedAndReturnedBack() {
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addCard(Zone.BATTLEFIELD, playerA, "Hope of Ghirapur");
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
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addCard(Zone.HAND, playerA, "Cloudshift");
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public void testCastDawnFail() {
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// Fail to cast dawn from hand
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addCard(Zone.HAND, playerA, "Dusk // Dawn");
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
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addCard(Zone.GRAVEYARD, playerA, "Devoted Hero");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dawn");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
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addCard(Zone.HAND, playerB, "Shock");
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attack(1, playerA, "Hope of Ghirapur");
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castSpell(1, PhaseStep.END_COMBAT, playerA, "Cloudshift", "Hope of Ghirapur");
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activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Sacrifice", playerB);
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Shock", playerA);
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 18);
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assertLife(playerB, 19);
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assertPermanentCount(playerA, "Hope of Ghirapur", 1);
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// Dusk dawn shouldn't have been cast and devoted hero should still be in the yard
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assertHandCount(playerA, "Dusk // Dawn", 1);
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assertGraveyardCount(playerA, "Devoted Hero", 1);
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}
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*/
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}
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