From 3033dfecc4c5669c364827f91bd2030947ef5c21 Mon Sep 17 00:00:00 2001 From: Alexsandro Date: Sun, 8 Jan 2017 15:18:02 -0200 Subject: [PATCH] Add tests based on gatherer --- .../single/fut/MuragandaPetroglyphsTest.java | 185 ++++++++++++++++++ .../mageobject/NoAbilityPredicate.java | 18 +- 2 files changed, 201 insertions(+), 2 deletions(-) create mode 100644 Mage.Tests/src/test/java/org/mage/test/cards/single/fut/MuragandaPetroglyphsTest.java diff --git a/Mage.Tests/src/test/java/org/mage/test/cards/single/fut/MuragandaPetroglyphsTest.java b/Mage.Tests/src/test/java/org/mage/test/cards/single/fut/MuragandaPetroglyphsTest.java new file mode 100644 index 0000000000..f7ef102d66 --- /dev/null +++ b/Mage.Tests/src/test/java/org/mage/test/cards/single/fut/MuragandaPetroglyphsTest.java @@ -0,0 +1,185 @@ +package org.mage.test.cards.single.fut; + +import mage.constants.PhaseStep; +import mage.constants.Zone; +import mage.filter.Filter; +import org.junit.Test; +import org.mage.test.serverside.base.CardTestPlayerBase; + +/** + * This test is based on rulings of the card Muraganda Petroglyphs in magic Gatherer site + * (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=145110), accessed in + * 08/01/2017. + * + * @author alexsandro. + */ +public class MuragandaPetroglyphsTest extends CardTestPlayerBase { + + + /** + * Muraganda Petroglyphs gives a bonus only to creatures that have no rules text at all. + * This includes true vanilla creatures (such as Grizzly Bears), face-down creatures, + * many tokens, and creatures that have lost their abilities (due to Ovinize, for example). + * Any ability of any kind, whether or not the ability functions in the on the battlefield zone, + * including things like “Cycling 2” means the creature doesn’t get the bonus. + */ + @Test + public void trueVanillaCardsTest() { + addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears", 1); + addCard(Zone.BATTLEFIELD, playerB, "Grizzly Bears", 1); + + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + + setStopAt(1, PhaseStep.PRECOMBAT_MAIN); + execute(); + + assertPowerToughness(playerA, "Grizzly Bears", 4, 4, Filter.ComparisonScope.Any); + assertPowerToughness(playerB, "Grizzly Bears", 4, 4, Filter.ComparisonScope.Any); + + } + + @Test + public void faceDownCreaturesTest() { + addCard(Zone.HAND, playerA, "Pine Walker"); + addCard(Zone.BATTLEFIELD, playerA, "Forest", 3); + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker"); + setChoice(playerA, "Yes"); // cast it face down as 2/2 creature + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPermanentCount(playerA, "", 1); + assertPowerToughness(playerA, "", 4, 4); + } + + @Test + public void faceDownGainedAbilityTest() { + addCard(Zone.HAND, playerA, "Pine Walker"); + addCard(Zone.BATTLEFIELD, playerA, "Forest", 5); + addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1); + addCard(Zone.BATTLEFIELD, playerA, "Mass Hysteria"); // All creatures have haste. + + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker"); + setChoice(playerA, "Yes"); // cast it face down as 2/2 creature + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPermanentCount(playerA, "", 1); + assertPowerToughness(playerA, "", 2, 2); + } + + @Test + public void tokenTest() { + addCard(Zone.BATTLEFIELD, playerA, "Plains", 2); + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + // Put two 1/1 white Soldier creature tokens onto the battlefield. + addCard(Zone.HAND, playerA, "Raise the Alarm"); // Instant {1}{W} + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Raise the Alarm"); + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPowerToughness(playerA, "Soldier", 3, 3); + } + + @Test + public void loseAbilitiesTest() { + addCard(Zone.BATTLEFIELD, playerA, "Island", 2); + addCard(Zone.BATTLEFIELD, playerB, "Goblin Guide", 1); + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + + addCard(Zone.HAND, playerA, "Ovinize"); + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ovinize", "Goblin Guide"); + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPowerToughness(playerB, "Goblin Guide", 2, 3); + } + + @Test + public void CyclingAbilityTest() { + addCard(Zone.BATTLEFIELD, playerA, "Hundroog", 1); // Cycling {3}, 4/7 + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPowerToughness(playerA, "Hundroog", 4, 7); + } + + /** + * Animated basic lands have mana abilities, so they won’t get the bonus. + */ + + @Test + public void animateBasicLandTest() { + addCard(Zone.BATTLEFIELD, playerA, "Forest", 5); + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + addCard(Zone.HAND, playerA, "Vastwood Zendikon"); + + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Vastwood Zendikon", "Forest"); + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPowerToughness(playerA, "Forest", 6, 4); + + } + + /** + * Some Auras and Equipment grant abilities to creatures, meaning the affected creature would no longer + * get the +2/+2 bonus. For example, Flight grants flying to the enchanted creature. Other Auras and Equipment + * do not, meaning the affected creature would continue to get the +2/+2 bonus. For example, Dehydration states + * something now true about the enchanted creature, but doesn’t give it any abilities. Auras and Equipment that + * grant abilities will use the words “gains” or “has,” and they’ll list a keyword ability or an ability in + * quotation marks. + */ + @Test + public void grantAbilitiesTest() { + addCard(Zone.BATTLEFIELD, playerA, "Forest", 5); + addCard(Zone.BATTLEFIELD, playerA, "Island", 5); + addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); + addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears", 1); + addCard(Zone.BATTLEFIELD, playerA, "Runeclaw Bear", 1); + // Enchanted creature gets +2/+0 and has trample. + addCard(Zone.HAND, playerA, "Rancor"); + // Enchanted creature doesn't untap during itscontroller's untap step. + addCard(Zone.HAND, playerA, "Dehydration"); + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA,"Rancor", "Grizzly Bears"); + + castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dehydration", "Runeclaw Bear"); + + setStopAt(1, PhaseStep.BEGIN_COMBAT); + execute(); + + assertPowerToughness(playerA, "Grizzly Bears", 4, 2); + + assertPowerToughness(playerA, "Runeclaw Bear", 4, 4); + + } + + /** + * Cipher grants an ability to creatures, meaning the affected creatures would no longer get the +2/+2 bonus. + */ +// TODO See how to set the cipher ability in tests +// public void cipherTest() { +// addCard(Zone.BATTLEFIELD, playerA, "Swamp", 6); +// addCard(Zone.BATTLEFIELD, playerA, "Muraganda Petroglyphs", 1); +// addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears", 1); +// +// addCard(Zone.HAND, playerA, "Shadow Slice"); // {4}{B} +// castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Shadow Slice"); +// +// +// } +} diff --git a/Mage/src/main/java/mage/filter/predicate/mageobject/NoAbilityPredicate.java b/Mage/src/main/java/mage/filter/predicate/mageobject/NoAbilityPredicate.java index 52ab89f35c..ad20b77f47 100644 --- a/Mage/src/main/java/mage/filter/predicate/mageobject/NoAbilityPredicate.java +++ b/Mage/src/main/java/mage/filter/predicate/mageobject/NoAbilityPredicate.java @@ -4,6 +4,7 @@ import mage.MageObject; import mage.abilities.Abilities; import mage.abilities.Ability; import mage.abilities.SpellAbility; +import mage.abilities.keyword.MorphAbility; import mage.cards.Card; import mage.filter.predicate.Predicate; import mage.game.Game; @@ -12,17 +13,30 @@ import mage.game.Game; * Created by Alexsandro. */ public class NoAbilityPredicate implements Predicate { + @Override public boolean apply(MageObject input, Game game) { + boolean isFaceDown = false; Abilities abilities; if (input instanceof Card){ abilities = ((Card)input).getAbilities(game); + + isFaceDown = ((Card)input).isFaceDown(game); } else { abilities = input.getAbilities(); } + if (isFaceDown) { + for (Ability ability : abilities){ + if(ability.getSourceId() != input.getId()) { + return false; + } + } + return true; + } + + for (Ability ability : abilities){ + if (ability.getClass() != SpellAbility.class){ - for (Ability a : abilities){ - if (a.getClass() != SpellAbility.class){ return false; } }