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- Added Auratouched Mage and test suite.
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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.other;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Ignore;
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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 jeffwadsworth
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*/
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public class AuratouchedMageTest extends CardTestPlayerBase {
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/**
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* Auratouched Mage Creature — Human Wizard 3/3, 5W When Auratouched Mage
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* enters the battlefield, search your library for an Aura card that could
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* enchant it. If Auratouched Mage is still on the battlefield, put that
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* Aura card onto the battlefield attached to it. Otherwise, reveal the Aura
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* card and put it into your hand. Then shuffle your library.
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*
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*/
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@Test
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public void testAuratouchedMageEffectHasMadeIntoTypeArtifact() {
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//Any Aura card you find must be able to enchant Auratouched Mage as it currently exists, or as it most recently existed on the battlefield if it’s no
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//longer on the battlefield. If an effect has made the Mage an artifact, for example, you could search for an Aura with “enchant artifact.”
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//Expected result: An effect has made Auratouched Mage into an artifact upon entering the battlefield. An aura that only works on artifacts should work.
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 7);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 7);
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addCard(Zone.HAND, playerA, "Auratouched Mage"); //5W cost
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addCard(Zone.HAND, playerA, "Argent Mutation"); //2U cost. Target is an artifact until end of turn
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addCard(Zone.LIBRARY, playerA, "Relic Ward"); //Only enchants an artifact permanent
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Argent Mutation", "Auratouched Mage");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Auratouched Mage", 1);
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assertPermanentCount(playerA, "Relic Ward", 1);
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}
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@Test
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public void testGainsLegalAura() {
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// Expected result: Brainwash gets placed on Auratouched Mage
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 7);
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addCard(Zone.HAND, playerA, "Auratouched Mage");
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addCard(Zone.LIBRARY, playerA, "Brainwash");//legal aura for Auratouched Mage
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Auratouched Mage", 1);
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assertPermanentCount(playerA, "Brainwash", 1);
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}
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/*
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@Ignore //If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice.
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@Test
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public void testAuratouchedMageNotOnBattlefield() {
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// Expected result: Auratouched Mage is exiled immediately after entering the battlefield, the legal aura (Brainwash) gets put into controller's hand
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 7);
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addCard(Zone.HAND, playerA, "Auratouched Mage");
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addCard(Zone.HAND, playerA, "Swords to Plowshares"); //exiles Auratouched Mage
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addCard(Zone.LIBRARY, playerA, "Brainwash"); //valid aura for Auratouched Mage
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addCard(Zone.LIBRARY, playerA, "Animate Wall"); //not a valid aura for the Auratouched Mage
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Swords to Plowshares", "Auratouched Mage");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Auratouched Mage", 0);
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assertPermanentCount(playerA, "Brainwash", 0);
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assertHandCount(playerA, "Brainwash", 1);
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assertLibraryCount(playerA, "Animate Wall", 1);
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}
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*/
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}
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