Cleaning up some missed set 2 errata

This commit is contained in:
Christian 'ketura' McCarty
2023-09-12 22:02:26 -05:00
parent 4204bd7b36
commit bc94625a6a
2 changed files with 30 additions and 9 deletions

View File

@@ -72,7 +72,7 @@ public class Card_02_059_ErrataTests
var things = scn.GetShadowCard("things");
scn.ShadowMoveCardToHand(things);
scn.ShadowMoveCardToDiscard("runner2", "armory", "host", "scimitar", "relentless");
scn.ShadowMoveCardToDiscard("runner2", "armory", "host", "scimitar", "terror1", "relentless");
scn.ShadowMoveCharToTable("runner");
scn.StartGame();
@@ -81,7 +81,7 @@ public class Card_02_059_ErrataTests
assertTrue(scn.ShadowPlayAvailable(things));
scn.ShadowPlayCard(things);
assertEquals(4, scn.GetShadowCardChoiceCount());
assertEquals(5, scn.GetShadowCardChoiceCount());
}
@Test
@@ -101,7 +101,7 @@ public class Card_02_059_ErrataTests
}
@Test
public void FoulThingsDoesNotErrorOutIfNoTwilightLeft() throws DecisionResultInvalidException, CardNotFoundException {
public void FoulThingsDoesNotErrorOutIfReponseEventIsOnlyOption() throws DecisionResultInvalidException, CardNotFoundException {
//Pre-game setup
var scn = GetScenario();
@@ -109,11 +109,10 @@ public class Card_02_059_ErrataTests
var things = scn.GetShadowCard("things");
scn.ShadowMoveCardToHand(things);
scn.ShadowMoveCardToSupportArea("terror1");
scn.ShadowMoveCardToDiscard("relentless", "terror2");
scn.ShadowMoveCardToDiscard("relentless");
scn.StartGame();
scn.SetTwilight(-1);
//scn.SetTwilight(-1);
scn.FreepsPassCurrentPhaseAction();
// This bug makes no sense. Failed in PlayCardFromDiscard, line 83, replays are p3hxkhpke89tfglf and caf19xis68ev71a1
@@ -121,8 +120,11 @@ public class Card_02_059_ErrataTests
// Nothing is playable, but FT determined that an event was the only choice and failed after auto-selecting it.
// Nevertheless, it is completely unreproducible here, no matter what I do.
// assertTrue(scn.ShadowPlayAvailable(things));
// scn.ShadowPlayCard(things);
// assertEquals(4, scn.GetShadowCardChoiceCount());
//I eventually figured it out! (with major help from Phallen). Turned out it had nothing to do with
// twilight and everything to do with the fact that play-from effects have to manually ensure that they
// filter out response events which will usually match the normal filter but will crash the game
// if attempted to "play".
assertFalse(scn.ShadowPlayAvailable(things));
}
}

View File

@@ -93,5 +93,24 @@ public class Card_02_121_ErrataTests
assertEquals(3, scn.GetTwilight());
}
@Test
public void GimliIsStrengthPlus1WhenUnderground() throws DecisionResultInvalidException, CardNotFoundException {
//Pre-game setup
GenericCardTestHelper scn = GetScenario();
PhysicalCardImpl gimli = scn.GetFreepsCard("gimli");
scn.FreepsMoveCharToTable(gimli);
scn.StartGame();
assertEquals(6, scn.GetStrength(gimli));
scn.ApplyAdHocModifier(new KeywordModifier(null, Filters.siteNumber(2), Keyword.UNDERGROUND));
scn.FreepsPassCurrentPhaseAction();
assertEquals(7, scn.GetStrength(gimli));
}
}