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path: root/go/game/cardImplementations_test.go
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package game

import (
	"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 {
		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")
	}
}

func TestPikemanRange(t *testing.T) {
	mapDef := `map: |1-
 SSS
 SSS
 SHS
symbols:
  S: street
  H: house
`
	s, _, player, opo := newMockState()

	m, _ := readMap(strings.NewReader(mapDef))
	s.SetMap(m)

	p := s.addNewUnit(NewCard("base/pikeman"), Position{0, 0}, player)
	c := s.addNewUnit(NewCard("base/cavalry"), Position{0, 2}, opo)
	prot := s.addNewUnit(NewCard("base/cavalry_archer"), Position{1, 2}, opo)
	ca := s.addNewUnit(NewCard("base/cavalry_archer"), Position{2, 1}, opo)
	k := s.addNewUnit(NewCard("base/knight"), Position{2, 0}, opo)

	attackable := utils.TypedSliceToInterfaceSlice(p.AttackableEnemyPermanents())
	if !utils.InterfaceSliceContains(attackable, c) {
		t.Fatal("cavalry not attackable")
	}
	if !utils.InterfaceSliceContains(attackable, ca) {
		t.Fatal("cavalry archer not attackable")
	}
	if utils.InterfaceSliceContains(attackable, k) {
		t.Fatal("knight is attackable")
	}
	if utils.InterfaceSliceContains(attackable, prot) {
		t.Fatal("cavalry is protected")
	}

	a := NewAttackAction(p)
	err := a.Target().AddSelection(c)
	if err != nil {
		t.Fatal("invalid target:", err)
	}

	s.ResolveAction(a)
	if !c.IsDestroyed() {
		t.Fatal("cavalry not destroyed")
	}

	a.Target().ClearSelection()
	err = a.Target().AddSelection(ca)
	if err != nil {
		t.Fatal("invalid target:", err)
	}
	s.ResolveAction(a)
	if !c.IsDestroyed() {
		t.Fatal("cavalry archer not destroyed")
	}
	if p.Damage() != 1 {
		t.Fatal("pikeman not damaged")
	}

	a.Target().ClearSelection()
	err = a.Target().AddSelection(k)
	if err == nil {
		t.Fatal("unexpected valid target")
	}
}

func TestMissionary(t *testing.T) {
	mapDef := `map: |1-
 SSS
 SSS
 SHS
symbols:
  S: street
  H: house
`
	s, _, player, opo := newMockState()

	m, _ := readMap(strings.NewReader(mapDef))
	s.SetMap(m)

	mis := s.addNewUnit(NewCard("base/missionary"), Position{0, 0}, player)
	king := s.addNewUnit(NewCard("misc/king"), Position{0, 2}, opo)
	k := s.addNewUnit(NewCard("base/knight"), Position{2, 0}, opo)
	r := s.addNewUnit(NewCard("base/recruit"), Position{2, 1}, opo)

	a := mis.FullActions[0]
	err := a.Target().AddSelection(king)
	if err != nil {
		t.Fatal("invalid target:", err)
	}

	for range 20 {
		a.resolve(s)
		if king.controller != king.owner {
			t.Fatal("king not controlled by its owner")
		}
	}

	a.Target().ClearSelection()
	_ = a.Target().AddSelection(k)

	a.resolve(s)
	if k.controller != k.owner {
		t.Fatal("knight not controlled by its owner")
	}

	s.ResolveAction(a)
	if k.controller != player {
		t.Fatal("knight not controlled by player")
	}

	// recruit
	a.Target().ClearSelection()
	_ = a.Target().AddSelection(r)
	s.ResolveAction(a)
	if r.controller != player {
		t.Fatal("recruit not controlled by player")
	}

	// TODO: test return to owner
}

func TestMace(t *testing.T) {
	s, _, player, opo := newMockState()
	player.Ctrl.(*MockPlayerControl).actionToSend = NewPassPriority(player)
	opo.Ctrl.(*MockPlayerControl).actionToSend = NewPassPriority(opo)

	k := s.addNewUnit(NewCard("base/knight"), Position{0, 0}, player)
	p := s.addNewUnit(NewCard("base/pioneer"), Position{0, 1}, opo)
	mace := newEquipment(NewCard("equipments/mace"), k, player)
	s.addPermanent(mace)

	if len(s.triggers) == 0 {
		t.Fatal("mace trigger not registered")
	}

	s.fight(k, p)
	s.stateBasedActions()
	if len(s.stack.Actions) == 0 {
		t.Fatal("mace not triggered")
	}
	s.stack.resolve()

	if p.Marks(UnitStates.Paralysis) != 1 {
		t.Fatal("pioneer not paralysed")
	}

	s.destroyPermanent(mace)

	if len(s.triggers) != 0 {
		t.Fatal("mace trigger not removed")
	}
}

func TestArmor(t *testing.T) {
	s, _, player, opo := newMockState()

	a := s.addNewUnit(NewCard("base/archer"), Position{0, 0}, player)
	p := s.addNewUnit(NewCard("base/pioneer"), Position{0, 1}, opo)
	armor := newEquipment(NewCard("equipments/armor"), p, opo)
	s.addPermanent(armor)

	if armor, err := p.XEffect("armor"); armor != 1 {
		t.Fatal("pioneer not armored", armor, err)
	}

	s.fight(a, p)
	if p.Damage() != 0 {
		t.Fatal("pioneer received damage")
	}
}

func TestBanner(t *testing.T) {
	s, _, player, opo := newMockState()

	s.addNewArtifact(NewCard("equipments/banner"), Position{0, 0}, player)
	w := s.addNewUnit(NewCard("base/wormtongue"), Position{1, 0}, player)
	a := s.addNewUnit(NewCard("base/archer"), Position{0, 1}, opo)

	if a.Attack.DamageInRange(1) != 2 {
		t.Fatal("archer not buffed by banner")
	}

	if a.Movement.Range != 3 {
		t.Fatal("archer not sped up by banner")
	}

	if w.Attack.DamageInRange(1) != 1 {
		t.Fatal("wormtongue not buffed by banner")
	}

	if w.Movement.Range != 3 {
		t.Fatal("wormtongue not sped up by banner")
	}
}

func TestPatrician(t *testing.T) {
	s, _, player, _ := newMockState()
	p := s.addNewUnit(NewCard("exp1/patrician"), Position{1, 0}, player)
	fas := p.FreeActions
	if len(fas) != 5 {
		t.Fatal("patrician does not have 5 free actions")
	}

	player.Resource = 5
	s.declareAction(fas[0])
	if player.Resource != 3 {
		t.Fatal("patrician move did not cost 2 resource")
	}
	s.stack.pop()
	if p.Movement.Range != 2 {
		t.Fatal("patrician movement is not increased")
	}

	player.Resource = 5
	s.declareAction(fas[1])
	if player.Resource != 2 {
		t.Fatal("patrician attack did not cost 3 resource")
	}
	s.stack.pop()
	if p.Attack.DamageInRange(1) != 1 {
		t.Fatal("patrician has no melee")
	}

	player.Resource = 5
	s.declareAction(fas[2])
	if player.Resource != 0 {
		t.Fatal("patrician armor did not cost 5 resource")
	}
	s.stack.pop()
	x, err := p.XEffect("armor")
	if err != nil || x != 1 {
		t.Fatal("patrician has no armor")
	}
}