[MKM] Implement Cases (#11713)

* Implementing "case" mechanic

* [MKM] Implement Case of the Burning Masks

* [MKM] Implement Case of the Filched Falcon

* [MKM] Implement Case of the Crimson Pulse

* [MKM] Implement Case of the Locked Hothouse

* Address PR comments

* some minor adjustments

* adjustments to hints

---------

Co-authored-by: Matthew Wilson <matthew_w@vaadin.com>
Co-authored-by: xenohedron <xenohedron@users.noreply.github.com>
This commit is contained in:
Matthew Wilson 2024-01-29 06:41:23 +02:00 committed by GitHub
parent 25a08c736f
commit f8d15cd6ba
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
18 changed files with 941 additions and 22 deletions

View file

@ -0,0 +1,102 @@
package org.mage.test.cards.enchantments;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
public class CaseTest extends CardTestPlayerBase {
@Test
public void test_CaseOfTheBurningMasks() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
addCard(Zone.BATTLEFIELD, playerA, "Aminatou, the Fateshifter");
addCard(Zone.HAND, playerA, "Case of the Burning Masks");
addCard(Zone.HAND, playerA, "Lightning Bolt", 3);
addCard(Zone.HAND, playerA, "Impact Tremors");
addCard(Zone.HAND, playerA, "Goblin Chainwhirler");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB);
waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Case of the Burning Masks");
checkStackSize("case is not solved", 1, PhaseStep.END_TURN, playerA, 0);
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB);
waitStackResolved(3, PhaseStep.PRECOMBAT_MAIN, playerA);
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Impact Tremors");
waitStackResolved(3, PhaseStep.PRECOMBAT_MAIN, playerA);
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Goblin Chainwhirler");
setChoice(playerA, "Whenever"); // Choose trigger order
checkStackObject("case is solved", 3, PhaseStep.END_TURN, playerA, "<i>To solve", 1);
// Activate Aminatou, the Fateshifter ability to put Lightning Bolt on top of library
activateAbility(5, PhaseStep.PRECOMBAT_MAIN, playerA, "+1");
addTarget(playerA, "Lightning Bolt");
waitStackResolved(5, PhaseStep.PRECOMBAT_MAIN, playerA);
// Activate Case of the Burning Masks "Solved" ability
activateAbility(5, PhaseStep.PRECOMBAT_MAIN, playerA, "<i>Solved");
setChoice(playerA, "Lightning Bolt");
waitStackResolved(5, PhaseStep.PRECOMBAT_MAIN, playerA);
castSpell(5, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB);
setStrictChooseMode(true);
setStopAt(5, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerA, "Case of the Burning Masks", 0);
assertLife(playerB, 9);
}
@Test
public void test_CaseOfTheCrimsonPulse() {
addCard(Zone.BATTLEFIELD, playerA, "Badlands", 3 + 7);
addCard(Zone.HAND, playerA, "Mountain");
addCard(Zone.HAND, playerA, "Case of the Crimson Pulse");
addCard(Zone.HAND, playerA, "Wit's End");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Case of the Crimson Pulse");
setChoice(playerA, "Mountain");
waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
checkGraveyardCount("mountain in graveyard", 1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mountain", 1);
checkStackSize("case is not solved", 1, PhaseStep.END_TURN, playerA, 0);
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Wit's End", playerA);
checkStackObject("case is solved", 3, PhaseStep.END_TURN, playerA, "<i>To solve", 1);
setStrictChooseMode(true);
setStopAt(5, PhaseStep.UPKEEP);
execute();
assertHandCount(playerA, 2);
}
@Test
public void test_CaseOfTheLockedHothouse() {
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
addCard(Zone.BATTLEFIELD, playerA, "Case of the Locked Hothouse");
addCard(Zone.BATTLEFIELD, playerA, "Llanowar Elves");
addCard(Zone.HAND, playerA, "Plains", 1);
addCard(Zone.HAND, playerA, "Island", 1);
addCard(Zone.HAND, playerA, "Griptide");
checkStackSize("case is not solved", 1, PhaseStep.END_TURN, playerA, 0);
playLand(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Plains");
playLand(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Island");
checkStackObject("case is solved", 3, PhaseStep.END_TURN, playerA, "<i>To solve", 1);
castSpell(5, PhaseStep.PRECOMBAT_MAIN, playerA, "Griptide", "Llanowar Elves");
waitStackResolved(5, PhaseStep.PRECOMBAT_MAIN);
castSpell(5, PhaseStep.PRECOMBAT_MAIN, playerA, "Llanowar Elves");
setStrictChooseMode(true);
setStopAt(5, PhaseStep.PRECOMBAT_MAIN);
execute();
}
}