Tests: added more tests with continuous effects and game leaving by players

This commit is contained in:
Oleg Agafonov 2019-04-28 21:33:05 +04:00
parent 9ef2e0bda7
commit 3beac51ebf
3 changed files with 77 additions and 12 deletions

View file

@ -152,4 +152,5 @@ public class EndOfTurnMultiOpponentsTest extends CardTestMultiPlayerBaseWithRang
execute();
assertAllCommandsUsed();
}
}

View file

@ -17,7 +17,8 @@ public class EndOfTurnOneOpponentTest extends CardTestPlayerBase {
public static String cardBear2 = "Balduvian Bears"; // 2/2
public static void prepareStepChecks(CardTestPlayerAPIImpl testEngine, String testName, int turnNum, TestPlayer player, boolean willBeBattle, PhaseStep mustExistUntilStep) {
public static void prepareStepChecks(CardTestPlayerAPIImpl testEngine, String testName, int turnNum, TestPlayer player,
boolean willBeBattle, PhaseStep mustExistUntilStep) {
for (PhaseStep step : PhaseStep.values()) {
// skip auto-steps without priority/checks
switch (step) {

View file

@ -71,21 +71,23 @@ public class PlayerLeavesGameTest extends CardTestMultiPlayerBaseWithRangeAll {
assertAllCommandsUsed();
}
private void prepareAndRunLeaveGameWithEffectTest(Duration duration) {
private void prepareAndRunLeaveGameWithLongEffectTest(Duration duration) {
// Player order: A -> D -> C -> B
addCard(Zone.BATTLEFIELD, playerA, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerD, cardBear2, 1);
addCustomCardWithAbility("effect", playerA, new SimpleStaticAbility(new BoostAllEffect(1, 1, duration)));
// B must checks A for online status
// 1
checkPlayerInGame(duration.toString() + " - turn 1", 1, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, true);
checkPermanentCount(duration.name() + " - turn 1", 1, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, cardBear2, 1);
checkPT(duration.name() + " - turn 1", 1, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
//
// 2
checkPlayerInGame(duration.name() + " - turn 2", 2, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, true);
checkPermanentCount(duration.name() + " - turn 2", 2, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, cardBear2, 1);
checkPT(duration.name() + " - turn 2", 2, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
//
// 3
checkPlayerInGame(duration.name() + " - turn 3 before", 3, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, true);
checkPermanentCount(duration.name() + " - turn 3 before", 3, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, cardBear2, 1);
checkPT(duration.name() + " - turn 3 before", 3, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
@ -95,7 +97,7 @@ public class PlayerLeavesGameTest extends CardTestMultiPlayerBaseWithRangeAll {
checkPlayerInGame(duration.name() + " - turn 3 after", 3, PhaseStep.END_TURN, playerD, playerA, false);
checkPermanentCount(duration.name() + " - turn 3 after", 3, PhaseStep.END_TURN, playerD, playerA, cardBear2, 0);
checkPT(duration.name() + " - turn 3 after", 3, PhaseStep.END_TURN, playerD, cardBear2, 2, 2);
//
// 4
checkPlayerInGame(duration.name() + " - turn 4", 4, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, false);
checkPermanentCount(duration.name() + " - turn 4", 4, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, cardBear2, 0);
checkPT(duration.name() + " - turn 4", 4, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 2, 2);
@ -108,25 +110,86 @@ public class PlayerLeavesGameTest extends CardTestMultiPlayerBaseWithRangeAll {
@Test
public void test_PlayerLeaveGameWithOwnPermanentAndCustomEffect() {
prepareAndRunLeaveGameWithEffectTest(Duration.Custom);
prepareAndRunLeaveGameWithLongEffectTest(Duration.Custom);
}
@Test
public void test_PlayerLeaveGameWithOwnPermanentAndWhileOnBattlefieldEffect() {
prepareAndRunLeaveGameWithEffectTest(Duration.WhileOnBattlefield);
prepareAndRunLeaveGameWithLongEffectTest(Duration.WhileOnBattlefield);
}
@Test
public void test_PlayerLeaveGameWithOwnPermanentAndEndOfGameEffect() {
prepareAndRunLeaveGameWithEffectTest(Duration.EndOfGame);
prepareAndRunLeaveGameWithLongEffectTest(Duration.EndOfGame);
}
@Test
public void test_PlayerLeaveGameWithOwnPermanentAndUntilSourceLeavesBattlefielEffect() {
prepareAndRunLeaveGameWithEffectTest(Duration.UntilSourceLeavesBattlefield);
prepareAndRunLeaveGameWithLongEffectTest(Duration.UntilSourceLeavesBattlefield);
}
// TODO: add leave tests for end of step
// TODO: add leave tests for end of turn
// TODO: add leave tests for end of your turn
@Test
public void test_EndOfTurnMultiLeave() {
// Player order: A -> D -> C -> B
addCustomCardWithAbility("boost", playerA, new SimpleStaticAbility(Zone.ALL, new BoostAllEffect(1, 1, Duration.EndOfTurn)));
addCard(Zone.BATTLEFIELD, playerA, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerB, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerC, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerD, cardBear2, 1);
// player A leaves game on turn 1 - postcombat
// end of turn effect must continue until end of turn
concede(1, PhaseStep.POSTCOMBAT_MAIN, playerA);
checkPT("turn 1", 1, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPT("turn 1", 1, PhaseStep.POSTCOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPT("turn 1", 1, PhaseStep.END_TURN, playerD, cardBear2, 3, 3);
checkPT("turn 2", 2, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 2, 2);
setStopAt(2, PhaseStep.CLEANUP);
setStrictChooseMode(true);
execute();
assertAllCommandsUsed();
}
private void prepareAndRunUntilYourTurnLeaveTest(Duration duration) {
// Player order: A -> D -> C -> B
addCustomCardWithAbility("boost", playerA, new SimpleStaticAbility(Zone.ALL, new BoostAllEffect(1, 1, duration)));
addCard(Zone.BATTLEFIELD, playerA, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerB, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerC, cardBear2, 1);
addCard(Zone.BATTLEFIELD, playerD, cardBear2, 1);
// 800.4k When a player leaves the game, any continuous effects with durations that last until
// that players next turn or until a specific point in that turn will last until that turn would have begun.
// They neither expire immediately nor last indefinitely.
// player A leaves game on turn 1 - postcombat
// until your next turn effect must continue until START of your possible next turn
concede(1, PhaseStep.POSTCOMBAT_MAIN, playerA);
checkPT(duration.name() + " - turn 1 pre", 1, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPermanentCount(duration.name() + " - perm A must exists before leave", 1, PhaseStep.PRECOMBAT_MAIN, playerD, playerA, "boost", 1);
checkPT(duration.name() + " - turn 1 post", 1, PhaseStep.POSTCOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPermanentCount(duration.name() + " - perm A must removed after leave", 1, PhaseStep.POSTCOMBAT_MAIN, playerD, playerA, "boost", 0);
checkPT(duration.name() + " - turn 1 end", 1, PhaseStep.END_TURN, playerD, cardBear2, 3, 3);
checkPT(duration.name() + " - turn 2", 2, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPT(duration.name() + " - turn 3", 3, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPT(duration.name() + " - turn 4", 4, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 3, 3);
checkPT(duration.name() + " - turn 5 (possible A)", 5, PhaseStep.PRECOMBAT_MAIN, playerD, cardBear2, 2, 2);
setStopAt(5, PhaseStep.CLEANUP);
setStrictChooseMode(true);
execute();
assertAllCommandsUsed();
}
@Test
public void test_UntilYourNextTurnMultiLeave() {
prepareAndRunUntilYourTurnLeaveTest(Duration.UntilYourNextTurn);
}
@Test
public void test_UntilEndOfYourNextTurnMultiLeave() {
prepareAndRunUntilYourTurnLeaveTest(Duration.UntilEndOfYourNextTurn);
}
}