more game tests
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122
core/src/game.rs
122
core/src/game.rs
@ -1109,94 +1109,94 @@ mod tests {
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return game.resolve_phase_start();
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return game.resolve_phase_start();
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}
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}
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// #[test]
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#[test]
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// fn phase_test() {
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fn phase_test() {
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// let mut game = create_test_game();
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let mut game = create_test_game();
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// let x_player = game.players[0].clone();
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let x_player = game.players[0].clone();
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// let y_player = game.players[1].clone();
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let y_player = game.players[1].clone();
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// let x_construct = x_player.constructs[0].clone();
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let x_construct = x_player.constructs[0].clone();
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// let y_construct = y_player.constructs[0].clone();
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let y_construct = y_player.constructs[0].clone();
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// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
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game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
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// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
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game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).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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// game.player_ready(y_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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// assert!(game.skill_phase_finished());
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assert!(game.skill_phase_finished());
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// game = game.resolve_phase_start();
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game = game.resolve_phase_start();
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// assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
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assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
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// return;
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return;
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// }
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}
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// #[test]
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#[test]
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// fn stun_test() {
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fn stun_test() {
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// let mut game = create_test_game();
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let mut game = create_test_game();
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// let x_player = game.players[0].clone();
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let x_player = game.players[0].clone();
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// let y_player = game.players[1].clone();
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let y_player = game.players[1].clone();
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// let x_construct = x_player.constructs[0].clone();
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let x_construct = x_player.constructs[0].clone();
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// let y_construct = y_player.constructs[0].clone();
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let y_construct = y_player.constructs[0].clone();
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// while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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// game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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// }
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}
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// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
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game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
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// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
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game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).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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// game.player_ready(y_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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// assert!(game.skill_phase_finished());
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assert!(game.skill_phase_finished());
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// game = game.resolve_phase_start();
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game = game.resolve_phase_start();
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// // should auto progress back to skill phase
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// should auto progress back to skill phase
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// assert!(game.phase == Phase::Skill);
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assert!(game.phase == Phase::Skill);
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// // assert!(game.player_by_id(y_player.id).constructs[0].is_stunned());
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// assert!(game.player_by_id(y_player.id).constructs[0].is_stunned());
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// // assert!(game.player_by_id(y_player.id).skills_required() == 0);
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// assert!(game.player_by_id(y_player.id).skills_required() == 0);
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// }
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}
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// #[test]
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#[test]
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// fn ko_resolution_test() {
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fn ko_resolution_test() {
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// let mut game = create_test_game();
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let mut game = create_test_game();
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// let x_player = game.players[0].clone();
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let x_player = game.players[0].clone();
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// let y_player = game.players[1].clone();
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let y_player = game.players[1].clone();
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// let x_construct = x_player.constructs[0].clone();
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let x_construct = x_player.constructs[0].clone();
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// let y_construct = y_player.constructs[0].clone();
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let y_construct = y_player.constructs[0].clone();
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// game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().red_power.force(1000000000);
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game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().red_power.force(1000000000);
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// game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().speed.force(1000000000);
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game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().speed.force(1000000000);
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// while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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// game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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// }
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}
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// // just in case
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// just in case
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// // remove all mitigation
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// remove all mitigation
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// game.player_by_id(x_player.id).unwrap().construct_by_id(x_construct.id).unwrap().red_life.force(0);
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game.player_by_id(x_player.id).unwrap().construct_by_id(x_construct.id).unwrap().red_life.force(0);
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// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
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game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
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// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
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game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).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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// game.player_ready(y_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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// assert!(game.skill_phase_finished());
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assert!(game.skill_phase_finished());
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// game = game.resolve_phase_start();
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game = game.resolve_phase_start();
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// assert!(!game.player_by_id(y_player.id).unwrap().constructs[0].is_stunned());
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assert!(!game.player_by_id(y_player.id).unwrap().constructs[0].is_stunned());
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// assert!(game.phase == Phase::Finished);
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assert!(game.phase == Phase::Finished);
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// }
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}
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#[test]
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#[test]
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fn cooldown_test() {
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fn cooldown_test() {
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