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* Fixed some cards doing preventable non combat damage but handled the damage wrongly as non preventable combat damage.
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11 changed files with 178 additions and 57 deletions
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.cards.enchantments;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class AnimateDeadTest extends CardTestPlayerBase {
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@Test
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public void testAnimateOpponentsCreature() {
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addCard(Zone.GRAVEYARD, playerB, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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// Enchant creature card in a graveyard
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// When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard"
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// and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield
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// under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.
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// Enchanted creature gets -1/-0.
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addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Silvercoat Lion");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPowerToughness(playerA, "Silvercoat Lion", 1, 2);
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assertPermanentCount(playerA, "Animate Dead", 1);
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}
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@Test
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public void testAnimateEternalWitness() {
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// When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.
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addCard(Zone.GRAVEYARD, playerB, "Eternal Witness", 1);
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addCard(Zone.GRAVEYARD, playerA, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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// Enchant creature card in a graveyard
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// When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard"
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// and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield
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// under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.
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// Enchanted creature gets -1/-0.
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addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Eternal Witness");
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addTarget(playerA, "Silvercoat Lion");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPowerToughness(playerA, "Eternal Witness", 1, 1);
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assertPermanentCount(playerA, "Animate Dead", 1);
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assertHandCount(playerA, "Silvercoat Lion", 1);
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}
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/**
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* Buddy animated an Eternal Witness. I killed the Eternal Witness. Animate
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* Dead stayed on the battlefield. Using Meren, Eternal Witness came back to
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* the battlefield and immediately got enchanted by Animate Dead.
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*
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* Very weird. Animate Dead should've hit the graveyard the first time its
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* creature died, right?
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*
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*/
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@Test
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public void testAnimateAndKillEternalWitness() {
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// When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.
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addCard(Zone.GRAVEYARD, playerB, "Eternal Witness", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
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addCard(Zone.HAND, playerB, "Lightning Bolt", 1);
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addCard(Zone.GRAVEYARD, playerA, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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// Enchant creature card in a graveyard
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// When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard"
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// and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield
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// under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.
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// Enchanted creature gets -1/-0.
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addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Eternal Witness");
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addTarget(playerA, "Silvercoat Lion");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Lightning Bolt", "Eternal Witness");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerB, "Lightning Bolt", 1);
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assertGraveyardCount(playerB, "Eternal Witness", 1);
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assertHandCount(playerA, "Silvercoat Lion", 1);
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assertGraveyardCount(playerA, "Animate Dead", 1);
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assertPermanentCount(playerA, "Animate Dead", 0);
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}
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}
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