tick speed tests
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@ -2,3 +2,5 @@
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check silence skill multiplier
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check silence skill multiplier
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game ready not auto starting resolve phase
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game ready not auto starting resolve phase
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purify conditional healing
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purify conditional healing
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set static speed for dot ticks
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@ -1890,4 +1890,38 @@ mod tests {
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// 320 base blue power and 125 base blue life
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// 320 base blue power and 125 base blue life
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} == 320.pct(Skill::Blast.multiplier()) - 125);
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} == 320.pct(Skill::Blast.multiplier()) - 125);
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}
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}
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/*
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#[test]
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fn tick_speed_tests() {
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let mut game = create_2v2_test_game();
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let player_id = game.players[0].id;
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Decay), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Siphon), vec![]);
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game = game.resolve_phase_start();
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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assert!(Skill::DecayTick == resolutions[0].skill);
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// Check speed ticks are static after they're cast
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game = create_2v2_test_game();
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let player_id = game.players[0].id;
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Decay), vec![]);
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game.resolve(Cast::new(source, player_id, source, Skill::HastePlusPlus), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Siphon), vec![]);
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game = game.resolve_phase_start();
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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assert!(Skill::SiphonTick == resolutions[0].skill);
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}*/
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}
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}
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