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package game
import (
"log"
"strings"
"testing"
"muhq.space/muhqs-game/go/utils"
)
func TestPioneerFullAction(t *testing.T) {
mapDef := `map: |1-
HST
H H
FW
symbols:
T: tower
H: house
F: farm
S: street
W: deep water
`
s := NewLocalState()
m, _ := readMap(strings.NewReader(mapDef))
s.SetMap(m)
player := s.AddNewPlayer("p", NewDeck())
p := s.addNewUnit(NewCard("base/pioneer"), Position{1, 1}, player)
sword := s.addNewEquipment(NewCard("base/sword"), Position{0, 1}, player)
palisade := s.addNewArtifact(NewCard("base/palisade"), Position{0, 0}, player)
a := p.FullActions[0]
opts := a.Target().Options()
if len(opts) != 11 {
log.Printf("%q\n", opts)
t.Fatal("expexted 11 targets to neutralize")
}
if !utils.InterfaceSliceContains(opts, sword) {
t.Fatal("sword is missing")
}
if !utils.InterfaceSliceContains(opts, palisade) {
t.Fatal("palisade is missing")
}
a.Target().AddSelection(m.TileAt(Position{0, 1}))
s.ResolveAction(a)
if m.TileAt(Position{0, 1}).Type != TileTypes.Neutral {
t.Fatal("tile not neutralized")
}
a = p.FullActions[0]
if len(a.Target().Selection()) != 0 {
t.Fatal("full action still has target selection")
}
a.Target().AddSelection(palisade)
s.ResolveAction(a)
if m.TileAt(Position{0, 0}).Permanent != nil {
t.Fatal("palisade not destroyed")
}
}
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