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Added some tests.
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2 changed files with 109 additions and 26 deletions
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@ -36,19 +36,16 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
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*
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* @author LevelX2
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*/
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public class RetraceTest extends CardTestPlayerBase {
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/**
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* 702.78. Retrace
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* 702.78a Retrace appears on some instants and sorceries. It represents a static ability
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* that functions while the card is in a player's graveyard. "Retrace" means "You may cast
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* this card from your graveyard by discarding a land card as an additional cost to cast it."
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* Casting a spell using its retrace ability follows the rules for paying additional costs
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* in rules 601.2b and 601.2e-g.
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* 702.78. Retrace 702.78a Retrace appears on some instants and sorceries.
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* It represents a static ability that functions while the card is in a
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* player's graveyard. "Retrace" means "You may cast this card from your
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* graveyard by discarding a land card as an additional cost to cast it."
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* Casting a spell using its retrace ability follows the rules for paying
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* additional costs in rules 601.2b and 601.2e-g.
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*/
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@Test
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public void SimpleRetrace() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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@ -60,16 +57,16 @@ public class RetraceTest extends CardTestPlayerBase {
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addCard(Zone.HAND, playerB, "Silvercoat Lion", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Raven's Crime", playerB);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA,"Raven's Crime", 1);
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assertGraveyardCount(playerA,"Swamp", 1);
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assertGraveyardCount(playerB,"Silvercoat Lion", 1);
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assertGraveyardCount(playerA, "Raven's Crime", 1);
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assertGraveyardCount(playerA, "Swamp", 1);
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assertGraveyardCount(playerB, "Silvercoat Lion", 1);
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}
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/**
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* Test that it does cost {B}{1} + land discard
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*/
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@ -86,14 +83,14 @@ public class RetraceTest extends CardTestPlayerBase {
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addCard(Zone.HAND, playerB, "Silvercoat Lion", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Raven's Crime", playerB);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA,"Raven's Crime", 1);
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assertGraveyardCount(playerA,"Swamp", 0); // because not enough mana
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assertGraveyardCount(playerB,"Silvercoat Lion", 0); // because not enough mana
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assertGraveyardCount(playerA, "Raven's Crime", 1);
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assertGraveyardCount(playerA, "Swamp", 0); // because not enough mana
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assertGraveyardCount(playerB, "Silvercoat Lion", 0); // because not enough mana
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}
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/**
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@ -112,14 +109,41 @@ public class RetraceTest extends CardTestPlayerBase {
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addCard(Zone.HAND, playerB, "Silvercoat Lion", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Raven's Crime", playerB);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA,"Raven's Crime", 1);
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assertGraveyardCount(playerA,"Swamp", 1);
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assertGraveyardCount(playerB,"Silvercoat Lion", 1);
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assertGraveyardCount(playerA, "Raven's Crime", 1);
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assertGraveyardCount(playerA, "Swamp", 1);
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assertGraveyardCount(playerB, "Silvercoat Lion", 1);
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}
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/**
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* I noticed the other day that I was not able to cast Worm Harvest from the
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* graveyard. I'm not sure if this is an issue with all cards with the
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* "retrace" ability but I figured it should be mentioned!
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*/
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@Test
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public void RetraceCastFromGraveyard() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 5);
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// Target player discards a card.
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// Retrace
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addCard(Zone.GRAVEYARD, playerA, "Worm Harvest");
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addCard(Zone.GRAVEYARD, playerA, "Swamp", 2);
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addCard(Zone.HAND, playerA, "Mountain", 1);
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// Put a 1/1 black and green Worm creature token onto the battlefield for each land card in your graveyard.
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// Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Worm Harvest");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Worm", 3);
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assertGraveyardCount(playerA, "Mountain", 1);
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}
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}
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@ -0,0 +1,59 @@
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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.continuous;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.filter.Filter;
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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 ChiefOfTheFoundryTest extends CardTestPlayerBase {
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/**
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* Having two Chief of Foundry's out doesn't make them buff each other.
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*/
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@Test
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public void testBoostOtherFoundry() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 6);
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addCard(Zone.HAND, playerA, "Chief of the Foundry");
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addCard(Zone.HAND, playerA, "Chief of the Foundry");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Chief of the Foundry");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Chief of the Foundry");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPowerToughness(playerA, "Chief of the Foundry", 3, 4, Filter.ComparisonScope.All);
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}
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}
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