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* Fixed that cyle triggered abilities did not work.
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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.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 CycleTest extends CardTestPlayerBase {
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/**
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* 702.28. Cycling
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* 702.28a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand.
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* “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
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* 702.28b Although the cycling ability is playable only if the card is in a player’s hand, it continues to exist
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* while the object is in play and in all other zones. Therefore objects with cycling will be affected by
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* effects that depend on objects having one or more activated abilities.
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* 702.28c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle [this card]” means
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* “When you discard [this card] to pay a cycling cost.” These abilities trigger from whatever zone the card
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* winds up in after it’s cycled.
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* 702.28d Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card:
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* Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.”
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* This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or
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* combination thereof (as in “basic landcycling”).
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* 702.28e Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger
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* when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that
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* stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect
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* that increases or reduces a cycling cost will increase or reduce a typecycling cost.
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*/
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@Test
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public void CycleAndTriggerTest() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 5);
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// Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
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// Cycling {3}{B}{B}
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// When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
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addCard(Zone.HAND, playerA, "Decree of Pain");
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cycling {3}{B}{B}");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertHandCount(playerA, 1);
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assertGraveyardCount(playerA, "Decree of Pain", 1);
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assertPermanentCount(playerA, "Silvercoat Lion", 0);
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assertPermanentCount(playerB, "Pillarfield Ox", 1);
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assertPowerToughness(playerB, "Pillarfield Ox", 0, 2);
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}
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/**
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* Cycle from graveyard or battlefield may not work
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*/
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@Test
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public void CycleFromGraveyard() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 5);
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// Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
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// Cycling {3}{B}{B}
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// When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
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addCard(Zone.GRAVEYARD, playerA, "Decree of Pain");
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// Protection from black
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// Cycling {2} ({2}, Discard this card: Draw a card.)
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addCard(Zone.BATTLEFIELD, playerB, "Disciple Of Grace");
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cycling {3}{B}{B}");
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Cycling {2}");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertHandCount(playerA, 0);
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assertHandCount(playerB, 0);
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assertGraveyardCount(playerA, "Decree of Pain", 1);
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assertPermanentCount(playerB, "Disciple Of Grace", 1);
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}
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}
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