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package org.mage.test.AI.basic;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.filter.Filter;
import org.junit.Ignore;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBaseAI;
/**
*
* @author LevelX2
*/
public class TargetsAreChosenTest extends CardTestPlayerBaseAI {
/**
* Check that the AI selects a target from the own artifacts and also an
* artifact from the opponent artficats
*/
@Test
public void testRackAndRuin() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Destroy two target artifacts.
addCard(Zone.HAND, playerA, "Rack and Ruin"); // {2}{R}
addCard(Zone.BATTLEFIELD, playerA, "Mox Emerald", 2);
addCard(Zone.BATTLEFIELD, playerB, "Juggernaut");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Rack and Ruin", 1);
assertGraveyardCount(playerA, "Mox Emerald", 1);
assertGraveyardCount(playerB, "Juggernaut", 1);
}
/**
* Check that the AI does not cast Rack and Ruin if it would destroy the
* only creature on the battlefield owned by the AI
*/
@Test
public void testRackAndRuin2() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Destroy two target artifacts.
addCard(Zone.HAND, playerA, "Rack and Ruin"); // {2}{R}
addCard(Zone.BATTLEFIELD, playerB, "Mox Emerald");
addCard(Zone.BATTLEFIELD, playerA, "Juggernaut");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Rack and Ruin", 0);
}
/**
* Check that the AI does cast Rack and Ruin if it would destroy two targets
* of the opponent
*/
@Test
public void testRackAndRuin3() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Destroy two target artifacts.
addCard(Zone.HAND, playerA, "Rack and Ruin"); // {2}{R}
addCard(Zone.BATTLEFIELD, playerB, "Mox Emerald", 4);
addCard(Zone.BATTLEFIELD, playerA, "Juggernaut", 1);
addCard(Zone.BATTLEFIELD, playerA, "Composite Golem", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mox Emerald", 1);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Rack and Ruin", 1);
assertGraveyardCount(playerB, "Mox Emerald", 2);
}
/**
* Target only opponent creatures to tap
*/
@Test
public void testFrostBreath1() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
// Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
addCard(Zone.HAND, playerA, "Frost Breath"); // {2}{U}
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
addCard(Zone.BATTLEFIELD, playerA, "Juggernaut", 1);
addCard(Zone.BATTLEFIELD, playerA, "Composite Golem", 1);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Frost Breath", 1);
assertTapped("Silvercoat Lion", true);
assertTapped("Pillarfield Ox", true);
assertTapped("Juggernaut", false);
assertTapped("Composite Golem", false);
}
/**
* Target only opponent creatures also if more targets are possible
*/
@Test
public void testFrostBreath2() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
// Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
addCard(Zone.HAND, playerA, "Frost Breath"); // {2}{U}
addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
addCard(Zone.BATTLEFIELD, playerA, "Juggernaut", 1);
addCard(Zone.BATTLEFIELD, playerA, "Composite Golem", 1);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Frost Breath", 1);
assertTapped("Pillarfield Ox", true);
assertTapped("Juggernaut", false);
assertTapped("Composite Golem", false);
}
/**
* Spell is not cast if only own creatures can be targeted
*/
@Test
public void testFrostBreath3() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
// Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
addCard(Zone.HAND, playerA, "Frost Breath"); // {2}{U}
addCard(Zone.BATTLEFIELD, playerA, "Juggernaut", 1);
addCard(Zone.BATTLEFIELD, playerA, "Composite Golem", 1);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Frost Breath", 0);
assertTapped("Juggernaut", false);
assertTapped("Composite Golem", false);
}
/**
*
*/
@Test
public void testNefashu() {
// Whenever Nefashu attacks, up to five target creatures each get -1/-1 until end of turn.
addCard(Zone.BATTLEFIELD, playerA, "Nefashu"); // 5/3
addCard(Zone.BATTLEFIELD, playerB, "Bellows Lizard", 5);
// Whenever a creature an opponent controls dies, put a +1/+1 counter on Malakir Cullblade.
addCard(Zone.BATTLEFIELD, playerA, "Malakir Cullblade", 5);
attack(3, playerA, "Nefashu");
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertGraveyardCount(playerB, "Bellows Lizard", 5);
assertPowerToughness(playerA, "Malakir Cullblade", 6, 6, Filter.ComparisonScope.All);
assertTapped("Nefashu", true);
assertLife(playerB, 15);
}
/**
* Test that AI counters creature spell
*/
@Test
@Ignore // counter spells don't seem to be cast by AI
public void testRewind() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
// Counter target spell. Untap up to four lands.
addCard(Zone.HAND, playerA, "Rewind"); // {2}{U}{U}
addCard(Zone.BATTLEFIELD, playerB, "Plains", 4);
// Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
// {W}{W}: Tap target creature.
addCard(Zone.HAND, playerB, "Kytheon's Irregulars", 1);
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Kytheon's Irregulars");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerB, "Kytheon's Irregulars", 0);
assertGraveyardCount(playerB, "Kytheon's Irregulars", 1);
assertGraveyardCount(playerA, "Rewind", 1);
assertTappedCount("Island", true, 0);
}
/**
* When I have Archfiend of Depravity on the field, the AI always sacks
* creatures until it has ONE left, when the card states that you can keep
* TWO at the end of each turn. This makes it un-fun playing the Archfiend
* as it makes it a lot easier to win.
*/
@Test
public void testArchfiendOfDepravity() {
// Flying
// At the beginning of each opponent's end step, that player chooses up to two creatures he or she controls, then sacrifices the rest.
addCard(Zone.BATTLEFIELD, playerB, "Archfiend of Depravity");
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 3);
setStopAt(2, PhaseStep.UNTAP);
execute();
assertGraveyardCount(playerA, "Silvercoat Lion", 1);
assertPowerToughness(playerA, "Silvercoat Lion", 2, 2, Filter.ComparisonScope.All);
}
/**
* Target selection from EntersTheBattlefield is not varied in the AI
* calculation, so value is only calculated for the one selected target set.
*
* E.g. If AI casts an Eyeblight Assassin and opponent has a 3/1 and a 2/2,
* the AI should target the 3/1.
*
* Add test to check such situations
*/
}