intercept test
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@ -1897,31 +1897,73 @@ mod tests {
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fn multi_reflect_test() {
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let mut game = create_2v2_test_game();
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let player_id = game.players[0].id;
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let target_player_id = game.players[1].id;
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, source, Skill::Reflect), vec![]);
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game.resolve(Cast::new(target, player_id, target, Skill::Reflect), vec![]);
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game.resolve(Cast::new(target, target_player_id, target, Skill::Reflect), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Blast), vec![]);
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assert!(game.players[0].constructs[0].is_ko() == false);
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assert!(game.players[1].constructs[0].is_ko() == false);
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}
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#[test]
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// refer fixme.md (infinite counterattack loop)
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/*#[test]
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fn multi_counter_test() {
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let mut game = create_2v2_test_game();
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let player_id = game.players[0].id;
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let target_player_id = game.players[1].id;
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, source, Skill::Counter), vec![]);
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game.resolve(Cast::new(target, player_id, target, Skill::Counter), vec![]);
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game.resolve(Cast::new(target, target_player_id, target, Skill::Counter), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Attack), vec![]);
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assert!(game.players[0].constructs[0].is_ko() == false);
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assert!(game.players[1].constructs[0].is_ko() == false);
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}
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}*/
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#[test]
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fn intercept_test() {
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let mut game = create_2v2_test_game();
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let player_id = game.players[0].id;
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let other_player_id = game.players[1].id;
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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let interceptor = game.players[1].constructs[1].id;
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// Cast intercept
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game.resolve(Cast::new(interceptor, other_player_id, interceptor, Skill::Intercept), vec![]);
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// Enemy casts skill on target which as a teammate intercepting
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game.resolve(Cast::new(source, player_id, target, Skill::Attack), vec![]);
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// Intercepting teammate attacks someone on same team
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game.resolve(Cast::new(interceptor, other_player_id, target, Skill::Attack), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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// There should be no damage events on the target
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assert!(resolutions.iter().any(|r| match r.event {
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Event::Damage { construct, colour, amount, mitigation, display: _ } =>
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construct == target && (amount > 0 || mitigation > 0) && colour == Colour::Red,
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_ => false,
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}) == false);
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// Should be damage events on the interceptor
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assert!(resolutions.iter().any(|r| match r.event {
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Event::Damage { construct, colour, amount, mitigation, display: _ } =>
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construct == interceptor && (amount > 0 || mitigation > 0) && colour == Colour::Red,
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_ => false,
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}));
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}
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/*
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#[test]
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