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package org.mage.test.AI.basic;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Ignore;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBaseAI;
/**
*
* @author LevelX2
*/
public class CastCreaturesTest extends CardTestPlayerBaseAI {
/**
* Tests that the creature is cast if enough mana is available
*/
@Test
public void testSimpleCast() {
addCard(Zone.HAND, playerA, "Silvercoat Lion");
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Silvercoat Lion", 1);
}
/**
* This test fails sometimes, probably because two plains are tapped for the
* first creature
*/
@Test
@Ignore
// TODO: find out why sometimes Produces error probably because of wrong mana usage of the AI - Not solved yet
public void testSimpleCast2() {
addCard(Zone.HAND, playerA, "Silvercoat Lion");
addCard(Zone.HAND, playerA, "Silvercoat Lion");
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Silvercoat Lion", 2);
}
@Test
public void testSimpleCast3() {
// Affinity for artifacts (This spell costs less to cast for each artifact you control.)
addCard(Zone.HAND, playerA, "Myr Enforcer");
// {T}: Add to your mana pool.
// {T}, {1}, Sacrifice Mind Stone: Draw a card.
addCard(Zone.BATTLEFIELD, playerA, "Mind Stone", 3);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Myr Enforcer", 1);
}
@Test
public void testSimpleCast4() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain");
addCard(Zone.HAND, playerA, "Plains");
skipInitShuffling();
addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
addCard(Zone.HAND, playerA, "Fireshrieker");
addCard(Zone.HAND, playerA, "Blazing Specter"); // {2}{R}{B}
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Plains", 2);
assertPermanentCount(playerA, "Fireshrieker", 0);
assertPermanentCount(playerA, "Blazing Specter", 1);
}
@Test
public void testSimpleCast5() {
addCard(Zone.HAND, playerA, "Plains", 2);
addCard(Zone.HAND, playerA, "Mountain", 1);
addCard(Zone.HAND, playerA, "Silvercoat Lion", 3);
addCard(Zone.HAND, playerA, "Soul Warden");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Plains", 1);
assertPermanentCount(playerA, "Soul Warden", 1);
}
@Test
public void testSimpleCast6() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1);
addCard(Zone.HAND, playerA, "Plains", 2);
addCard(Zone.HAND, playerA, "Mountain", 2);
addCard(Zone.HAND, playerA, "Silvercoat Lion", 1);
addCard(Zone.HAND, playerA, "Pillarfield Ox", 1);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Plains", 1);
assertPermanentCount(playerA, "Silvercoat Lion", 1);
}
@Test
public void testCast4Creature() {
addCard(Zone.LIBRARY, playerA, "Swamp", 1);
addCard(Zone.LIBRARY, playerA, "Mountain", 1);
addCard(Zone.LIBRARY, playerA, "Island", 1);
addCard(Zone.HAND, playerA, "Plains");
skipInitShuffling();
addCard(Zone.HAND, playerA, "Loyal Sentry"); // {W} 1/1
addCard(Zone.HAND, playerA, "Silvercoat Lion"); // {1}{W} 2/2
addCard(Zone.HAND, playerA, "Rootwater Commando"); // {2}{U} 2/2
addCard(Zone.HAND, playerA, "Bog Wraith"); // {3}{B} 3/3
setStopAt(7, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Plains", 1);
assertPermanentCount(playerA, "Mountain", 1);
assertPermanentCount(playerA, "Island", 1);
assertPermanentCount(playerA, "Swamp", 1);
// assertLife(playerB, 11); // 1 + 1+2 + 1+2+2 =
assertPermanentCount(playerA, "Loyal Sentry", 1);
assertPermanentCount(playerA, "Silvercoat Lion", 1);
assertPermanentCount(playerA, "Rootwater Commando", 1);
assertPermanentCount(playerA, "Bog Wraith", 1);
}
@Test
public void testCast4Creature2() {
addCard(Zone.LIBRARY, playerA, "Swamp", 1);
addCard(Zone.LIBRARY, playerA, "Swamp", 1);
addCard(Zone.LIBRARY, playerA, "Plains", 1);
addCard(Zone.HAND, playerA, "Island", 1);
addCard(Zone.HAND, playerA, "Plains");
skipInitShuffling();
addCard(Zone.HAND, playerA, "Loyal Sentry"); // {W} 1/1
addCard(Zone.HAND, playerA, "Steadfast Guard"); // {W}{W} 2/2
addCard(Zone.HAND, playerA, "Rootwater Commando"); // {2}{U} 2/2
addCard(Zone.HAND, playerA, "Bog Wraith"); // {3}{B} 3/3
setStopAt(7, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Plains", 2);
assertPermanentCount(playerA, "Island", 1);
assertPermanentCount(playerA, "Swamp", 1);
// assertLife(playerB, 11); // 1 + 1+2 + 1+2+2 =
assertPermanentCount(playerA, "Loyal Sentry", 1);
assertPermanentCount(playerA, "Steadfast Guard", 1);
assertPermanentCount(playerA, "Rootwater Commando", 1);
assertPermanentCount(playerA, "Bog Wraith", 1);
}
}