cooldown test back
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@ -1198,48 +1198,48 @@ mod tests {
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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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// 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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// // 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).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
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assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
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// assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
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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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// 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).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
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assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_none());
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// // second round
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// second round
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// // now we block and it should go back on cd
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// now we block and it should go back on cd
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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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// game = game.resolve_phase_start();
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game = game.resolve_phase_start();
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_none());
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println!("{:?}", game.player_by_id(x_player.id).unwrap().constructs[0]);
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// assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
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// }
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assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
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}
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// #[test]
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// #[test]
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// fn sleep_cooldown_test() {
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// fn sleep_cooldown_test() {
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