fix stun test
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@ -1133,7 +1133,7 @@ mod tests {
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// second round
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// second round
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// now we block and it should go back on cd
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// now we block and it should go back on cd
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game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::Stun).unwrap();
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// game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::Stun).unwrap();
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game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
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game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(x_player.id).unwrap();
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@ -1430,13 +1430,16 @@ mod tests {
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let y_cryp = y_player.cryps[0].clone();
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let y_cryp = y_player.cryps[0].clone();
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Decay);
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Decay);
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Decay).is_some() {
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Decay).is_some() {
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game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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}
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}
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game.cryp_by_id(y_cryp.id).unwrap().learn_mut(Skill::Purify);
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Siphon);
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Siphon).is_some() {
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game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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}
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game.cryp_by_id(y_cryp.id).unwrap().learn_mut(Skill::Purify);
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while game.cryp_by_id(y_cryp.id).unwrap().skill_on_cd(Skill::Purify).is_some() {
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while game.cryp_by_id(y_cryp.id).unwrap().skill_on_cd(Skill::Purify).is_some() {
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game.cryp_by_id(y_cryp.id).unwrap().reduce_cooldowns();
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game.cryp_by_id(y_cryp.id).unwrap().reduce_cooldowns();
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}
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}
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@ -1464,10 +1467,30 @@ mod tests {
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while let Some(Resolution { source: _, target: _, event }) = game.resolved.pop() {
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while let Some(Resolution { source: _, target: _, event }) = game.resolved.pop() {
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match event {
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match event {
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Event::Damage { amount: _, skill, mitigation: _, colour: _ } => panic!("{:?} damage event", event),
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Event::Damage { amount: _, skill: _, mitigation: _, colour: _ } => panic!("{:?} damage event", event),
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_ => (),
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_ => (),
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}
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}
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};
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};
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game.add_skill(y_player.id, x_cryp.id, Some(y_cryp.id), Skill::Siphon).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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game.resolved.clear();
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game.add_skill(y_player.id, y_cryp.id, Some(y_cryp.id), Skill::Purify).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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while let Some(Resolution { source: _, target: _, event }) = game.resolved.pop() {
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match event {
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Event::Damage { amount: _, skill: _, mitigation: _, colour: _ } => panic!("{:?} damage event", event),
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_ => (),
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}
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};
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}
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}
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#[test]
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#[test]
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