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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")
}
}
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