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package org.mage.test.game.ends;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.game.permanent.Permanent;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class GameIsADrawTest extends CardTestPlayerBase {
@Test
public void GameDrawByDamage() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
// Flame Rift deals 4 damage to each player.
addCard(Zone.HAND, playerA, "Flame Rift", 3); // Sorcery {1}{R}
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 4);
// Flame Rift deals 4 damage to each player.
addCard(Zone.HAND, playerB, "Flame Rift", 2); // Sorcery
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Flame Rift");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Flame Rift");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 0);
assertLife(playerB, 0);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
}
@Test
public void GameDrawByDivineIntervention() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 8);
// Divine Intervention enters the battlefield with two intervention counters on it.
// At the beginning of your upkeep, remove an intervention counter from Divine Intervention.
// When you remove the last intervention counter from Divine Intervention, the game is a draw.
addCard(Zone.HAND, playerA, "Divine Intervention", 1); // Enchantment {6}{W}{W}
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Divine Intervention");
setStopAt(5, PhaseStep.PRECOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Both players had 0 life, game has be de a draw.", currentGame.isADraw());
}
/**
* So here I made a simple infinite loop with Stuffy Doll and Pariah's
* Shield, which should make the game a draw. But instead, it just keeps
* going...
*/
@Test
public void GameDrawByInfiniteLoop() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 5);
// All damage that would be dealt to you is dealt to equipped creature instead.
// Equip {3}
addCard(Zone.BATTLEFIELD, playerA, "Pariah's Shield", 1); // Artifact Equipment {5}
// As Stuffy Doll enters the battlefield, choose a player.
// Stuffy Doll is indestructible.
// Whenever Stuffy Doll is dealt damage, it deals that much damage to the chosen player.
// {T}: Stuffy Doll deals 1 damage to itself.
addCard(Zone.HAND, playerA, "Stuffy Doll", 1); // Artifact Creature {5} 0/1
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Stuffy Doll");
setChoice(playerA, "PlayerA");
setChoice(playerA, "PlayerA");
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Stuffy Doll");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerA, "Stuffy Doll", 1);
Permanent shield = getPermanent("Pariah's Shield");
Assert.assertTrue("Pariah's Shield is attached", shield.getAttachedTo() != null);
Assert.assertFalse("Player A has not won.", playerA.hasWon());
Assert.assertFalse("Player B has not won.", playerB.hasWon());
Assert.assertTrue("Game has ended.", currentGame.hasEnded());
Assert.assertTrue("Inifinite loop detected, game has be de a draw.", currentGame.isADraw());
}
}