tick speed tests

This commit is contained in:
Mashy 2019-12-12 16:56:02 +10:00
parent 64cce21d4d
commit d9c15273c5
2 changed files with 36 additions and 0 deletions

View File

@ -2,3 +2,5 @@
check silence skill multiplier
game ready not auto starting resolve phase
purify conditional healing
set static speed for dot ticks

View File

@ -1890,4 +1890,38 @@ mod tests {
// 320 base blue power and 125 base blue life
} == 320.pct(Skill::Blast.multiplier()) - 125);
}
/*
#[test]
fn tick_speed_tests() {
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, target, Skill::Decay), vec![]);
game.resolve(Cast::new(source, player_id, target, Skill::Siphon), vec![]);
game = game.resolve_phase_start();
let last = game.resolutions.len() - 1;
let resolutions = &game.resolutions[last];
assert!(Skill::DecayTick == resolutions[0].skill);
// Check speed ticks are static after they're cast
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, target, Skill::Decay), vec![]);
game.resolve(Cast::new(source, player_id, source, Skill::HastePlusPlus), vec![]);
game.resolve(Cast::new(source, player_id, target, Skill::Siphon), vec![]);
game = game.resolve_phase_start();
let last = game.resolutions.len() - 1;
let resolutions = &game.resolutions[last];
assert!(Skill::SiphonTick == resolutions[0].skill);
}*/
}