update test
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@ -1,6 +1,4 @@
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# FIXME
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# FIXME
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check silence skill multiplier
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check silence skill multiplier
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game ready not auto starting resolve phase
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game ready not auto starting resolve phase
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purify conditional healing
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purify conditional healing
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absorb post resolve
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@ -440,8 +440,7 @@ impl Game {
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// because need to check cooldown use before pushing them into the complete list
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// because need to check cooldown use before pushing them into the complete list
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let mut r_animation_ms = 0;
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let mut r_animation_ms = 0;
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while let Some(cast) = self.stack.pop() {
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while let Some(cast) = self.stack.pop() {
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let events = vec![];
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self.resolve(cast, vec![]);
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self.resolve(cast, events);
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// sort the stack again in case speeds have changed
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// sort the stack again in case speeds have changed
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self.stack_sort_speed();
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self.stack_sort_speed();
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@ -1718,12 +1717,12 @@ mod tests {
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let source = game.players[0].constructs[0].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 target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, source_player_id, target, Skill::Decay));
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game.resolve(Cast::new(source, source_player_id, target, Skill::Decay), vec![]);
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// 3 for Decayed =/
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// 3 for Decayed =/
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assert!(game.players[1].constructs[0].effects.len() == 3);
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assert!(game.players[1].constructs[0].effects.len() == 3);
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game.resolve(Cast::new(target, target_player_id, target, Skill::Purify));
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game.resolve(Cast::new(target, target_player_id, target, Skill::Purify), vec![]);
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assert!(game.players[1].constructs[0].effects.len() == 1);
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assert!(game.players[1].constructs[0].effects.len() == 1);
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@ -1737,7 +1736,7 @@ mod tests {
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}));
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}));
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// Check for healing here
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// Check for healing here
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}
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}
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#[test]
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#[test]
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