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* Landfall - Fixed that it also works for Instant and Soceries copied from opponents. Corrected tooltip text formating.
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12 changed files with 156 additions and 73 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.abilities.keywords;
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import mage.abilities.keyword.IntimidateAbility;
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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 LandfallTest extends CardTestPlayerBase {
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@Test
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public void testNormalUse() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains",3);
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addCard(Zone.HAND, playerA, "Plains");
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// Instant - {1}{W}
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// Target player gains 4 life.
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// Landfall - If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.
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addCard(Zone.HAND, playerA, "Rest for the Weary",2);
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playLand(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Plains");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Rest for the Weary");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Rest for the Weary");
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Plains", 4);
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assertGraveyardCount(playerA, "Rest for the Weary", 2);
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assertLife(playerA, 32); // + 8 from 1 turn + 4 from second turn
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assertLife(playerB, 20);
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}
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/**
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* If you Hive Mind an opponent's Rest for the Weary and redirect its target to yourself when it's not your turn,
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* the game spits out this message and rolls back to before Rest for the Weary was cast.
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*
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*/
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@Test
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public void testHiveMind() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains",2);
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// Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for his or her copy.
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addCard(Zone.BATTLEFIELD, playerB, "Hive Mind");
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// Instant - {1}{W}
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// Target player gains 4 life.
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// Landfall - If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.
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addCard(Zone.HAND, playerA, "Rest for the Weary",1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Rest for the Weary");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Rest for the Weary", 1);
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assertLife(playerA, 24);
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assertLife(playerB, 24);
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}
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@Test
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public void testSurrakarMarauder() {
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// Landfall - Whenever a land enters the battlefield under your control, Surrakar Marauder gains intimidate until end of turn.
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addCard(Zone.BATTLEFIELD, playerA, "Surrakar Marauder",1);
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addCard(Zone.HAND, playerA, "Plains");
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playLand(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Plains");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Plains", 1);
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assertAbility(playerA, "Surrakar Marauder", IntimidateAbility.getInstance(), true);
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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}
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}
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