From 4397ce2f2fc61c5eaa7d719e75b9d4a95ad00e80 Mon Sep 17 00:00:00 2001 From: ntr Date: Thu, 12 Dec 2019 14:43:09 +1000 Subject: [PATCH] update test --- core/fixme.md | 2 -- core/src/game.rs | 9 ++++----- 2 files changed, 4 insertions(+), 7 deletions(-) diff --git a/core/fixme.md b/core/fixme.md index 30084af6..21fded94 100644 --- a/core/fixme.md +++ b/core/fixme.md @@ -1,6 +1,4 @@ # FIXME check silence skill multiplier game ready not auto starting resolve phase - purify conditional healing -absorb post resolve diff --git a/core/src/game.rs b/core/src/game.rs index 31703a53..566a4f66 100644 --- a/core/src/game.rs +++ b/core/src/game.rs @@ -440,8 +440,7 @@ impl Game { // because need to check cooldown use before pushing them into the complete list let mut r_animation_ms = 0; while let Some(cast) = self.stack.pop() { - let events = vec![]; - self.resolve(cast, events); + self.resolve(cast, vec![]); // sort the stack again in case speeds have changed self.stack_sort_speed(); @@ -1718,12 +1717,12 @@ mod tests { let source = game.players[0].constructs[0].id; let target = game.players[1].constructs[0].id; - game.resolve(Cast::new(source, source_player_id, target, Skill::Decay)); + game.resolve(Cast::new(source, source_player_id, target, Skill::Decay), vec![]); // 3 for Decayed =/ assert!(game.players[1].constructs[0].effects.len() == 3); - game.resolve(Cast::new(target, target_player_id, target, Skill::Purify)); + game.resolve(Cast::new(target, target_player_id, target, Skill::Purify), vec![]); assert!(game.players[1].constructs[0].effects.len() == 1); @@ -1737,7 +1736,7 @@ mod tests { })); // Check for healing here - + } #[test]