package org.mage.test.cards.cost.modification;
import mage.cards.Card;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
import java.util.UUID;
/**
* Arcane Melee:
* Enchantment
* Instant and sorcery spells cost {2} less to cast.
*
* @author noxx
*/
public class ArcaneMeleeTest extends CardTestPlayerBase {
/**
* While on battlefield, "Arcane Melee" should reduce cost.
* So one Island would be enough to cast "Divination" that can be checked by playerA's card count
*/
@Test
public void testOnBattlefield() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
addCard(Zone.BATTLEFIELD, playerA, "Arcane Melee", 1);
addCard(Zone.HAND, playerA, "Flow of Ideas", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flow of Ideas");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
// by default players don't draw 7 cards at startup in tests (it can be changed through command though)
// 6 Islands => draw 6 cards
assertHandCount(playerA, 4);
}
/**
* "Arcane Melee" shouldn't cause any affect while being in hand
*/
@Test
public void testInHand() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
addCard(Zone.HAND, playerA, "Arcane Melee", 1);
addCard(Zone.HAND, playerA, "Flow of Ideas", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flow of Ideas");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
// by default players don't draw 7 cards at startup in tests (it can be changed through command though)
// 2 cards: 1 Flow of Ideas (not enough mana to cast) + 1 Arcane Melee
assertHandCount(playerA, 2);
}
/**
* Test cumulative effect of cost reduction effects
*/
@Test
public void testMultiArcaneMelee() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 1);
addCard(Zone.BATTLEFIELD, playerA, "Arcane Melee", 3);
addCard(Zone.HAND, playerA, "Flow of Ideas", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flow of Ideas");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
// by default players don't draw 7 cards at startup in tests (it can be changed through command though)
// 1 card: Flow of Ideas should be cast and one card should be drawn
assertHandCount(playerA, 1);
// check there is 'Flow of Ideas' in graveyard
boolean found = false;
for (UUID cardId : playerA.getGraveyard()) {
Card card = currentGame.getCard(cardId);
if (card.getName().equals("Flow of Ideas")) {
found = true;
break;
}
}
Assert.assertTrue("Flow of Ideas wasn't found in graveyard, means it wasn't cast", found);
}
/**
* Tests that "Arcane Melee" doesn't affect creature card
*/
@Test
public void testNonInstantAndSorcery() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 1);
addCard(Zone.BATTLEFIELD, playerA, "Arcane Melee", 1);
addCard(Zone.HAND, playerA, "Merfolk Looter", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Merfolk Looter");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
// by default players don't draw 7 cards at startup in tests (it can be changed through command though)
// 1 card: Merfolk Looter (Arcane Melee doesn't affect creatures' costs)
assertHandCount(playerA, 1);
}
}