package org.mage.test.cards.single.akh;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
* Created by escplan9
*/
public class NewPerspectivesTest extends CardTestPlayerBase {
/*
New Perspectives {5}{U}
Enchantment
When New Perspectives enters the battlefield, draw three cards.
As long as you have seven or more cards in hand, you may pay 0 rather than pay cycling costs.
*/
private final String newPerspectives = "New Perspectives";
private final String reliquaryTower = "Reliquary Tower"; // only used to not have to discard due to hand size to make testing easier
private final String flameJet = "Flame Jet"; // just a cycle card with (2) cycling
/**
* just a basic test for free cycling!
*/
@Test
public void newPerspectives_7Cards_FreeCycling() {
removeAllCardsFromHand(playerA);
addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
addCard(Zone.BATTLEFIELD, playerA, reliquaryTower);
addCard(Zone.HAND, playerA, newPerspectives);
addCard(Zone.HAND, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, flameJet);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, newPerspectives);
activateAbility(1, PhaseStep.BEGIN_COMBAT, playerA, "Cycling");
setChoice(playerA, "Yes");
setStopAt(1, PhaseStep.END_COMBAT);
execute();
assertPermanentCount(playerA, newPerspectives, 1);
assertGraveyardCount(playerA, flameJet, 1);
assertHandCount(playerA, 7); // 4 + 3 (new perspectives ETB) (+ 1 - 1) (cycling)
}
/**
* Fewer than 7 cards in hand, no free cycle!
*/
@Test
public void newPerspectives_LessThan7Cards_CyclingNotFree() {
removeAllCardsFromHand(playerA);
addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
addCard(Zone.BATTLEFIELD, playerA, reliquaryTower);
addCard(Zone.HAND, playerA, newPerspectives);
addCard(Zone.HAND, playerA, flameJet);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, newPerspectives);
activateAbility(1, PhaseStep.BEGIN_COMBAT, playerA, "Cycling");
setChoice(playerA, "Yes");
setStopAt(1, PhaseStep.END_COMBAT);
execute();
assertPermanentCount(playerA, newPerspectives, 1);
assertGraveyardCount(playerA, flameJet, 0);
assertHandCount(playerA, flameJet, 1);
assertHandCount(playerA, 4); // 1 + 3 (new perspectives ETB)
}
/*
* Reported bug for #3323:
* If you cast a second copy of New Perspective while the first one is still in play, the client will freeze.
*/
@Test
public void newPerspectives_PlayingSecondOneWithFewerThan7CardsOnCast() {
removeAllCardsFromHand(playerA);
addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
addCard(Zone.BATTLEFIELD, playerA, reliquaryTower);
addCard(Zone.HAND, playerA, newPerspectives, 2);
addCard(Zone.HAND, playerA, flameJet);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, newPerspectives);
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, newPerspectives);
activateAbility(3, PhaseStep.BEGIN_COMBAT, playerA, "Cycling");
setChoice(playerA, "Yes");
setStopAt(3, PhaseStep.END_COMBAT);
execute();
assertPermanentCount(playerA, newPerspectives, 2);
assertHandCount(playerA, 8); // 1 (flame jet cycled) + 3 (new perspectives ETB) + 1 (draw step) + 3 (2nd perspectives etb)
assertGraveyardCount(playerA, flameJet, 1);
}
/*
* Reported bug for #3323:
* If you cast a second copy of New Perspective while the first one is still in play, the client will freeze.
* Unable to reproduce by Unit Test, only through manual test.
*/
@Test
public void newPerspectives_PlayingSecondOneWithMoreThan7CardsOnCast() {
removeAllCardsFromHand(playerA);
addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
addCard(Zone.BATTLEFIELD, playerA, reliquaryTower);
addCard(Zone.HAND, playerA, newPerspectives, 2);
addCard(Zone.HAND, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, flameJet);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, newPerspectives);
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, newPerspectives);
activateAbility(3, PhaseStep.BEGIN_COMBAT, playerA, "Cycling");
setChoice(playerA, "Yes");
setStopAt(3, PhaseStep.END_COMBAT);
execute();
assertGraveyardCount(playerA, newPerspectives, 0); // check it wasn't discarded
assertPermanentCount(playerA, newPerspectives, 2);
assertGraveyardCount(playerA, flameJet, 1);
assertHandCount(playerA, 11); // 1 (flame jet cycled) + 3 Mountains in hand + 3 (new perspectives ETB) + 1 (draw step) + 3 (2nd perspectives etb)
}
}