counter against counter shouldn't infinite loop

This commit is contained in:
Mashy 2019-12-13 08:54:18 +10:00
parent 02311680ae
commit 98bcb88f1c

View File

@ -1236,7 +1236,7 @@ mod tests {
game = game.resolve_phase_start();
println!("{:?}", game.player_by_id(x_player.id).unwrap().constructs[0]);
// println!("{:?}", game.player_by_id(x_player.id).unwrap().constructs[0]);
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
}
@ -1893,6 +1893,21 @@ mod tests {
} == 320.pct(Skill::Blast.multiplier()) - 125);
}
#[test]
fn multi_counter_test() {
let mut game = create_2v2_test_game();
let player_id = game.players[0].id;
let source = game.players[0].constructs[0].id;
let target = game.players[1].constructs[0].id;
game.resolve(Cast::new(source, player_id, source, Skill::Counter), vec![]);
game.resolve(Cast::new(target, player_id, target, Skill::Counter), vec![]);
game.resolve(Cast::new(source, player_id, target, Skill::Attack), vec![]);
assert!(game.players[0].constructs[0].is_ko() == false);
assert!(game.players[1].constructs[0].is_ko() == false);
}
/*
#[test]
fn tick_speed_tests() {