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path: root/go/game/areaEffect_test.go
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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")
	}
}