diff --git a/core/src/game.rs b/core/src/game.rs index 4ad17552..3d638240 100644 --- a/core/src/game.rs +++ b/core/src/game.rs @@ -1198,48 +1198,48 @@ mod tests { // assert!(game.phase == Phase::Finished); // } - // #[test] - // fn cooldown_test() { - // let mut game = create_test_game(); + #[test] + fn cooldown_test() { + let mut game = create_test_game(); - // let x_player = game.players[0].clone(); - // let y_player = game.players[1].clone(); + let x_player = game.players[0].clone(); + let y_player = game.players[1].clone(); - // let x_construct = x_player.constructs[0].clone(); - // let y_construct = y_player.constructs[0].clone(); + let x_construct = x_player.constructs[0].clone(); + let y_construct = y_player.constructs[0].clone(); - // // should auto progress back to skill phase - // assert!(game.phase == Phase::Skill); + // should auto progress back to skill phase + assert!(game.phase == Phase::Skill); - // assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none()); - // assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some()); - // assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none()); + assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some()); + assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none()); - // game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap(); - // game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap(); + game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap(); + game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap(); - // game.player_ready(x_player.id).unwrap(); - // game.player_ready(y_player.id).unwrap(); + game.player_ready(x_player.id).unwrap(); + game.player_ready(y_player.id).unwrap(); - // game = game.resolve_phase_start(); + game = game.resolve_phase_start(); - // // should auto progress back to skill phase - // assert!(game.phase == Phase::Skill); - // assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some()); + // should auto progress back to skill phase + assert!(game.phase == Phase::Skill); + assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_none()); - // // second round - // // now we block and it should go back on cd - // // game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap(); - // game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap(); + // second round + // now we block and it should go back on cd + game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap(); + game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap(); - // game.player_ready(x_player.id).unwrap(); - // game.player_ready(y_player.id).unwrap(); + game.player_ready(x_player.id).unwrap(); + game.player_ready(y_player.id).unwrap(); - // game = game.resolve_phase_start(); + game = game.resolve_phase_start(); - // assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_none()); - // assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none()); - // } + 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()); + } // #[test] // fn sleep_cooldown_test() {