Adding unit tests for The Ruling Ring and Isildur's Bane
This commit is contained in:
@@ -2,12 +2,19 @@ package com.gempukku.lotro.cards.official.set01;
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import com.gempukku.lotro.cards.GenericCardTestHelper;
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import com.gempukku.lotro.common.*;
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import com.gempukku.lotro.game.AbstractActionProxy;
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import com.gempukku.lotro.game.CardNotFoundException;
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import com.gempukku.lotro.game.PhysicalCardImpl;
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import com.gempukku.lotro.game.state.LotroGame;
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import com.gempukku.lotro.logic.actions.ActivateCardAction;
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import com.gempukku.lotro.logic.decisions.DecisionResultInvalidException;
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import com.gempukku.lotro.logic.effects.PutOnTheOneRingEffect;
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import com.gempukku.lotro.logic.timing.Action;
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import org.junit.Test;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.List;
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import static org.junit.Assert.*;
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@@ -18,17 +25,26 @@ public class Card_01_001_Tests
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return new GenericCardTestHelper(
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new HashMap<>()
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{{
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put("card", "1_1");
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// put other cards in here as needed for the test case
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put("sword", "1_299");
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//Shadow wounding
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put("snuffler", "13_52");
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//Maneuver wounding
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put("picket", "6_101");
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//Archery wounding
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put("marksman", "1_176");
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//Skirmish wounding
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put("soldier", "1_271");
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//Regroup wounding
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put("gollum", "9_28");
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}},
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GenericCardTestHelper.FellowshipSites,
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GenericCardTestHelper.FOTRFrodo,
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GenericCardTestHelper.RulingRing
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"1_1"
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);
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}
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@Test
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public void TheOneRingStatsAndKeywordsAreCorrect() throws DecisionResultInvalidException, CardNotFoundException {
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public void IsildursBaneStatsAndKeywordsAreCorrect() throws DecisionResultInvalidException, CardNotFoundException {
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/**
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* Set: 1
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@@ -47,8 +63,7 @@ public class Card_01_001_Tests
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var scn = GetScenario();
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//Use this once you have set the deck up properly
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//var card = scn.GetFreepsRing();
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var card = scn.GetFreepsCard("card");
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var card = scn.GetFreepsRing();
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assertEquals("The One Ring", card.getBlueprint().getTitle());
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assertEquals("Isildur's Bane", card.getBlueprint().getSubtitle());
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@@ -58,18 +73,133 @@ public class Card_01_001_Tests
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assertEquals(1, card.getBlueprint().getVitality());
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}
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// Uncomment any @Test markers below once this is ready to be used
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//@Test
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public void TheOneRingTest1() throws DecisionResultInvalidException, CardNotFoundException {
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@Test
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public void IsildursBaneConvertsWoundsTo2BurdensDuringAnyPhaseWhenRingIsWorn() throws DecisionResultInvalidException, CardNotFoundException {
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//Pre-game setup
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var scn = GetScenario();
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var card = scn.GetFreepsCard("card");
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scn.FreepsMoveCardToHand(card);
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var frodo = scn.GetRingBearer();
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var ring = scn.GetFreepsRing();
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scn.FreepsAttachCardsTo(frodo, "sword");
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var marksman = scn.GetShadowCard("marksman");
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var soldier = scn.GetShadowCard("soldier");
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var picket = scn.GetShadowCard("picket");
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var snuffler = scn.GetShadowCard("snuffler");
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var gollum = scn.GetShadowCard("gollum");
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scn.ShadowMoveCharToTable(marksman, soldier, picket, gollum);
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scn.ShadowMoveCardToHand(snuffler);
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//Cheat and add an ability to Frodo which puts on the One Ring
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scn.ApplyAdHocAction(new AbstractActionProxy() {
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@Override
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public List<? extends Action> getPhaseActions(String playerId, LotroGame game) {
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ActivateCardAction action = new ActivateCardAction(frodo);
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action.appendEffect(new PutOnTheOneRingEffect());
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return Collections.singletonList(action);
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}
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});
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scn.StartGame();
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scn.FreepsPlayCard(card);
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assertEquals(0, scn.GetTwilight());
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scn.FreepsUseCardAction(frodo);
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assertEquals(1, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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scn.FreepsPassCurrentPhaseAction();
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//Shadow wounds can convert to burdens
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assertTrue(scn.RBWearingOneRing());
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assertTrue(scn.ShadowPlayAvailable(snuffler));
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scn.ShadowPlayCard(snuffler);
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assertEquals(3, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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scn.ShadowPassCurrentPhaseAction();
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//Maneuver wounds can convert to burdens
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assertTrue(scn.RBWearingOneRing());
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(picket);
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scn.FreepsDeclineOptionalTrigger();
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assertEquals(5, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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scn.PassCurrentPhaseActions();
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//Archery wounds can convert to burdens
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assertTrue(scn.RBWearingOneRing());
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scn.PassCurrentPhaseActions();
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assertEquals(7, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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//Assignment phase
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scn.PassCurrentPhaseActions();
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scn.FreepsDeclineAssignments();
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scn.ShadowAssignToMinions(frodo, soldier);
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scn.FreepsResolveSkirmish(frodo);
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(soldier);
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//We are now in a skirmish phase, so the burden should have gotten converted
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assertTrue(scn.RBWearingOneRing());
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assertEquals(9, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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//Have to cheat because we're out of resistance haha
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scn.RemoveBurdens(9);
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scn.PassCurrentPhaseActions();
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//Regular skirmish wound converted to burden
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assertEquals(2, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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assertEquals(Phase.REGROUP, scn.GetCurrentPhase());
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//Got taken off at the start of the regroup phase
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assertFalse(scn.RBWearingOneRing());
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scn.FreepsUseCardAction(frodo);
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assertTrue(scn.RBWearingOneRing());
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//Regroup wounds cannot convert to burdens
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scn.ShadowChooseAction("wound"); //We want DaD's wounding action, not his 3 twilight action
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assertEquals(4, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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}
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@Test
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public void IsildursBaneRespondsToAnyWoundToWearRingUntilRegroup() throws DecisionResultInvalidException, CardNotFoundException {
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//Pre-game setup
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var scn = GetScenario();
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var frodo = scn.GetRingBearer();
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var ring = scn.GetFreepsRing();
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var picket = scn.GetShadowCard("picket");
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scn.ShadowMoveCharToTable(picket);
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scn.StartGame();
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scn.SkipToPhase(Phase.MANEUVER);
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assertEquals(1, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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assertFalse(scn.RBWearingOneRing());
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(picket);
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scn.FreepsDeclineOptionalTrigger(); //Declining the Picket's culture selection.
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//One Ring response
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assertTrue(scn.FreepsHasOptionalTriggerAvailable());
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scn.FreepsAcceptOptionalTrigger();
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assertEquals(3, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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assertTrue(scn.RBWearingOneRing());
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}
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}
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@@ -2,12 +2,19 @@ package com.gempukku.lotro.cards.official.set01;
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import com.gempukku.lotro.cards.GenericCardTestHelper;
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import com.gempukku.lotro.common.*;
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import com.gempukku.lotro.game.AbstractActionProxy;
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import com.gempukku.lotro.game.CardNotFoundException;
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import com.gempukku.lotro.game.PhysicalCardImpl;
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import com.gempukku.lotro.game.state.LotroGame;
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import com.gempukku.lotro.logic.actions.ActivateCardAction;
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import com.gempukku.lotro.logic.decisions.DecisionResultInvalidException;
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import com.gempukku.lotro.logic.effects.PutOnTheOneRingEffect;
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import com.gempukku.lotro.logic.timing.Action;
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import org.junit.Test;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.List;
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import static org.junit.Assert.*;
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@@ -18,8 +25,17 @@ public class Card_01_002_Tests
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return new GenericCardTestHelper(
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new HashMap<>()
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{{
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put("card", "1_2");
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// put other cards in here as needed for the test case
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put("sword", "1_299");
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//Shadow wounding
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put("snuffler", "13_52");
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//Maneuver wounding
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put("picket", "6_101");
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//Archery wounding
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put("marksman", "1_176");
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//Skirmish wounding
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put("soldier", "1_271");
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//Regroup wounding
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put("gollum", "9_28");
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}},
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GenericCardTestHelper.FellowshipSites,
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GenericCardTestHelper.FOTRFrodo,
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@@ -28,7 +44,7 @@ public class Card_01_002_Tests
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}
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@Test
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public void TheOneRingStatsAndKeywordsAreCorrect() throws DecisionResultInvalidException, CardNotFoundException {
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public void RulingRingStatsAndKeywordsAreCorrect() throws DecisionResultInvalidException, CardNotFoundException {
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/**
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* Set: 1
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@@ -37,7 +53,7 @@ public class Card_01_002_Tests
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* Side:
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* Culture:
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* Twilight Cost:
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* Type: Onering
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* Type: One Ring
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* Subtype:
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* Strength: 1
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* Game Text: <b>Response:</b> If bearer is about to take a wound in a skirmish, he wears The One Ring until the regroup phase.<br>While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead.
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@@ -46,8 +62,7 @@ public class Card_01_002_Tests
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var scn = GetScenario();
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//Use this once you have set the deck up properly
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//var card = scn.GetFreepsRing();
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var card = scn.GetFreepsCard("card");
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var card = scn.GetFreepsRing();
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assertEquals("The One Ring", card.getBlueprint().getTitle());
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assertEquals("The Ruling Ring", card.getBlueprint().getSubtitle());
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@@ -56,18 +71,190 @@ public class Card_01_002_Tests
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assertEquals(1, card.getBlueprint().getStrength());
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}
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// Uncomment any @Test markers below once this is ready to be used
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//@Test
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public void TheOneRingTest1() throws DecisionResultInvalidException, CardNotFoundException {
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@Test
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public void RulingRingConvertsWoundsOnlyDuringSkirmishPhaseWhenRingIsWorn() throws DecisionResultInvalidException, CardNotFoundException {
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//Pre-game setup
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var scn = GetScenario();
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var card = scn.GetFreepsCard("card");
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scn.FreepsMoveCardToHand(card);
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var frodo = scn.GetRingBearer();
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var ring = scn.GetFreepsRing();
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var marksman = scn.GetShadowCard("marksman");
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var soldier = scn.GetShadowCard("soldier");
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var picket = scn.GetShadowCard("picket");
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var snuffler = scn.GetShadowCard("snuffler");
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var gollum = scn.GetShadowCard("gollum");
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scn.ShadowMoveCharToTable(marksman, soldier, picket, gollum);
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scn.ShadowMoveCardToHand(snuffler);
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//Cheat and add an ability to Frodo which puts on the One Ring
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scn.ApplyAdHocAction(new AbstractActionProxy() {
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@Override
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public List<? extends Action> getPhaseActions(String playerId, LotroGame game) {
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ActivateCardAction action = new ActivateCardAction(frodo);
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action.appendEffect(new PutOnTheOneRingEffect());
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return Collections.singletonList(action);
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}
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});
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scn.StartGame();
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scn.FreepsPlayCard(card);
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assertEquals(0, scn.GetTwilight());
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scn.FreepsUseCardAction(frodo);
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assertEquals(1, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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scn.FreepsPassCurrentPhaseAction();
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//Shadow wounds cannot convert to burdens
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assertTrue(scn.RBWearingOneRing());
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assertTrue(scn.ShadowPlayAvailable(snuffler));
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scn.ShadowPlayCard(snuffler);
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assertEquals(1, scn.GetBurdens());
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assertEquals(1, scn.GetWoundsOn(frodo));
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scn.ShadowPassCurrentPhaseAction();
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//Maneuver wounds cannot convert to burdens
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assertTrue(scn.RBWearingOneRing());
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(picket);
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scn.FreepsDeclineOptionalTrigger();
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assertEquals(1, scn.GetBurdens());
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assertEquals(2, scn.GetWoundsOn(frodo));
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scn.PassCurrentPhaseActions();
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//Archery wounds cannot convert to burdens
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assertTrue(scn.RBWearingOneRing());
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scn.PassCurrentPhaseActions();
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assertEquals(1, scn.GetBurdens());
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assertEquals(3, scn.GetWoundsOn(frodo));
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//Assignment phase
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scn.PassCurrentPhaseActions();
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scn.FreepsDeclineAssignments();
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scn.ShadowAssignToMinions(frodo, soldier);
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scn.FreepsResolveSkirmish(frodo);
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(soldier);
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//We are now in a skirmish phase, so the burden should have gotten converted
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assertTrue(scn.RBWearingOneRing());
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assertEquals(2, scn.GetBurdens());
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assertEquals(3, scn.GetWoundsOn(frodo));
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scn.PassCurrentPhaseActions();
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//Regular skirmish wound converted to burden
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assertEquals(3, scn.GetBurdens());
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assertEquals(3, scn.GetWoundsOn(frodo));
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assertEquals(Phase.REGROUP, scn.GetCurrentPhase());
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//Got taken off at the start of the regroup phase
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assertFalse(scn.RBWearingOneRing());
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scn.FreepsUseCardAction(frodo);
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assertTrue(scn.RBWearingOneRing());
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//We cheat because there's too many wounds
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scn.RemoveWoundsFromChar(frodo, 4);
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//Regroup wounds cannot convert to burdens
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scn.ShadowChooseAction("wound"); //We want DaD's wounding action, not his 3 twilight action
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assertEquals(3, scn.GetBurdens());
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assertEquals(1, scn.GetWoundsOn(frodo));
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}
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@Test
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public void RulingRingRespondsOnlyDuringSkirmishPhase() throws DecisionResultInvalidException, CardNotFoundException {
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//Pre-game setup
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var scn = GetScenario();
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var frodo = scn.GetRingBearer();
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var ring = scn.GetFreepsRing();
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var marksman = scn.GetShadowCard("marksman");
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var soldier = scn.GetShadowCard("soldier");
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var picket = scn.GetShadowCard("picket");
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var snuffler = scn.GetShadowCard("snuffler");
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var gollum = scn.GetShadowCard("gollum");
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scn.ShadowMoveCharToTable(marksman, soldier, picket, gollum);
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scn.ShadowMoveCardToHand(snuffler);
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scn.StartGame();
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assertEquals(1, scn.GetBurdens());
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assertEquals(0, scn.GetWoundsOn(frodo));
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scn.FreepsPassCurrentPhaseAction();
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//Shadow wounds cannot convert to burdens
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assertFalse(scn.RBWearingOneRing());
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assertTrue(scn.ShadowPlayAvailable(snuffler));
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scn.ShadowPlayCard(snuffler);
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assertFalse(scn.FreepsHasOptionalTriggerAvailable());
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assertEquals(1, scn.GetBurdens());
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assertEquals(1, scn.GetWoundsOn(frodo));
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scn.ShadowPassCurrentPhaseAction();
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//Maneuver wounds cannot convert to burdens
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assertFalse(scn.RBWearingOneRing());
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(picket);
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scn.FreepsDeclineOptionalTrigger(); //Picket's text
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assertFalse(scn.FreepsHasOptionalTriggerAvailable());
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assertEquals(1, scn.GetBurdens());
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assertEquals(2, scn.GetWoundsOn(frodo));
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scn.PassCurrentPhaseActions();
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//Archery wounds cannot convert to burdens
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assertFalse(scn.RBWearingOneRing());
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scn.PassCurrentPhaseActions();
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assertFalse(scn.FreepsHasOptionalTriggerAvailable());
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assertEquals(1, scn.GetBurdens());
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assertEquals(3, scn.GetWoundsOn(frodo));
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//Assignment phase
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scn.PassCurrentPhaseActions();
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scn.FreepsDeclineAssignments();
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scn.ShadowAssignToMinions(frodo, soldier);
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scn.FreepsResolveSkirmish(frodo);
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scn.FreepsPassCurrentPhaseAction();
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scn.ShadowUseCardAction(soldier);
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//We are now in a skirmish phase, so the response should now be active
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assertTrue(scn.FreepsHasOptionalTriggerAvailable());
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scn.FreepsAcceptOptionalTrigger();
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assertTrue(scn.RBWearingOneRing());
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assertEquals(2, scn.GetBurdens());
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assertEquals(3, scn.GetWoundsOn(frodo));
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scn.PassCurrentPhaseActions();
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//Regular skirmish wound converted to burden
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assertEquals(3, scn.GetBurdens());
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assertEquals(3, scn.GetWoundsOn(frodo));
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assertEquals(Phase.REGROUP, scn.GetCurrentPhase());
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||||
//Got taken off at the start of the regroup phase
|
||||
assertFalse(scn.RBWearingOneRing());
|
||||
scn.FreepsPassCurrentPhaseAction();
|
||||
|
||||
//We cheat because there's too many wounds
|
||||
scn.RemoveWoundsFromChar(frodo, 4);
|
||||
|
||||
//Regroup wounds cannot convert to burdens
|
||||
scn.ShadowChooseAction("wound"); //We want DaD's wounding action, not his 3 twilight action
|
||||
assertFalse(scn.FreepsHasOptionalTriggerAvailable());
|
||||
assertEquals(3, scn.GetBurdens());
|
||||
assertEquals(1, scn.GetWoundsOn(frodo));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user