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@ -536,6 +536,7 @@ impl Game {
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return self;
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return self;
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}
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}
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// maybe this should be done with a status immunity
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if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
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if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
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self.add_resolution(&cast, &Event::Reflection { construct: cast.target });
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self.add_resolution(&cast, &Event::Reflection { construct: cast.target });
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@ -1928,8 +1929,6 @@ mod tests {
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game.new_resolve(Cast::new(target, target_player_id, target, Skill::Counter));
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game.new_resolve(Cast::new(target, target_player_id, target, Skill::Counter));
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game.new_resolve(Cast::new(source, player_id, target, Skill::Attack));
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game.new_resolve(Cast::new(source, player_id, target, Skill::Attack));
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println!("{:#?}", game.resolutions);
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assert!(game.players[0].constructs[0].is_ko() == false);
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assert!(game.players[0].constructs[0].is_ko() == false);
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assert!(game.players[1].constructs[0].is_ko() == false);
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assert!(game.players[1].constructs[0].is_ko() == false);
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}
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}
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