fix tests with stat change
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@ -1152,7 +1152,8 @@ mod tests {
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// should not be stunned because of counter
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].is_stunned() == false);
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// riposte
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assert_eq!(game.player_by_id(y_player.id).unwrap().constructs[0].green_life(), (1024 - x_construct.red_power().pct(Skill::CounterAttack.multiplier())));
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assert_eq!(game.player_by_id(y_player.id).unwrap().constructs[0].green_life(), (
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y_construct.green_life() - x_construct.red_power().pct(Skill::CounterAttack.multiplier())));
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}
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#[test]
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@ -1235,7 +1236,7 @@ mod tests {
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assert_eq!(target.id, y_construct.id);
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match event {
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Event::Damage { amount, skill: _, mitigation: _, colour: _} =>
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assert_eq!(amount, 256.pct(Skill::Attack.multiplier()) >> 1),
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assert_eq!(amount, x_construct.red_power().pct(Skill::Attack.multiplier()) >> 1),
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_ => panic!("not damage link"),
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};
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}
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@ -1872,6 +1872,7 @@ mod tests {
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.named(&"camel".to_string());
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x.red_power.force(10000000000000); // multiplication of int max will cause overflow
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y.green_life.force(1024); // make tests more flexible if we change stats
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sustain(&mut y.clone(), &mut y, vec![], Skill::Sustain);
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assert!(y.affected(Effect::Sustain));
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@ -1968,6 +1969,8 @@ mod tests {
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let mut y = Construct::new()
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.named(&"camel".to_string());
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x.blue_power.force(256);
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x.green_life.force(1024);
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x.green_life.reduce(512);
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let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]);
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