package game import ( "strings" "testing" ) func TestEnteringLeaving(t *testing.T) { mapDef := `map: |+1 HH symbols: H: house ` s := NewLocalState() m, _ := readMap(strings.NewReader(mapDef)) s.SetMap(m) p := s.AddNewPlayer("player", NewDeck()) t0_0 := s.Map().TileAt(Position{0, 0}) entered0_0, left0_0 := false, false t0_0.effects = append(t0_0.effects, newDynamicAreaEffect( func(Permanent) { entered0_0 = true }, func(Permanent) { left0_0 = true }, )) t0_1 := s.Map().TileAt(Position{1, 0}) entered0_1, left0_1 := false, false t0_1.effects = append(t0_1.effects, newDynamicAreaEffect( func(Permanent) { entered0_1 = true }, func(Permanent) { left0_1 = true }, )) palisade := NewUnit(NewCard("base/archer"), t0_0, p) s.addPermanent(palisade) if !entered0_0 || palisade.Tile() != t0_0 || t0_0.Permanent != palisade { t.Fatalf("palisade did not enter tile %v", t0_0) } s.destroyPermanent(palisade) if !left0_0 || t0_0.Permanent != nil { t.Fatalf("destroyed palisade did not leave tile %v", t0_0) } entered0_0, left0_0 = false, false archer := NewUnit(NewCard("base/archer"), t0_0, p) s.addPermanent(archer) if !entered0_0 || archer.Tile() != t0_0 || t0_0.Permanent != archer { t.Fatalf("archer did not enter tile %v", t0_0) } movePermanent(archer, t0_1) if !left0_0 || t0_0.Permanent != nil { t.Fatalf("moved archer did not leave tile %v", t0_0) } if !entered0_1 || archer.Tile() != t0_1 || t0_1.Permanent != archer { t.Fatalf("moved archer did not leave tile %v", t0_1) } s.destroyPermanent(archer) if !left0_1 || t0_1.Permanent != nil { t.Fatalf("destroyed archer did not leave tile %v", t0_1) } sword := newEquipmentFromPath("base/sword", t0_1, p) s.addPermanent(sword) } func TestFarmEffect(t *testing.T) { mapDef := `map: |+1 FH symbols: F: farm H: house ` s := NewLocalState() m, _ := readMap(strings.NewReader(mapDef)) s.SetMap(m) p := s.AddNewPlayer("player", NewDeck()) f := s.addNewUnit(NewCard("misc/farmer"), Position{0, 0}, p) if len(f.FullActions) != 1 { t.Fatal("farmer has no farm fullaction") } a := NewMoveAction(f) _ = a.Target().AddSelection(m.TileAt(Position{1, 0})) a.resolve(s) if len(f.FullActions) != 0 { t.Fatal("farmer still has farm fullaction") } }