/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package org.mage.test.testapi; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * @author noxx */ public class TestAPITest extends CardTestPlayerBase { /** * Tests that it is possible to cast two instants in a row. * Shock should be able to remove Last Breath's target before it resolves */ @Test public void testCardTestPlayerAPIImpl1() { addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears"); addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3); addCard(Zone.BATTLEFIELD, playerA, "Plains", 2); addCard(Zone.HAND, playerA, "Last Breath"); addCard(Zone.HAND, playerA, "Shock"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Last Breath", "Grizzly Bears"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Shock", "Grizzly Bears"); setStopAt(1, PhaseStep.END_TURN); execute(); assertPermanentCount(playerA, "Grizzly Bears", 0); assertLife(playerA, 20); // no life gain, Last Breath should have been fizzled } /** * Tests that it is possible to wait until certain spell resolves with StackClause.WHILE_NOT_ON_STACK. * Shock won't be even cast here as no Last Breath should resolve. */ @Test public void testCardTestPlayerAPIImpl2() { addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears"); addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3); addCard(Zone.BATTLEFIELD, playerA, "Plains", 2); addCard(Zone.HAND, playerA, "Last Breath"); addCard(Zone.HAND, playerA, "Shock"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Last Breath", "Grizzly Bears"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Shock", "Grizzly Bears", "Last Breath", StackClause.WHILE_NOT_ON_STACK); setStopAt(1, PhaseStep.END_TURN); execute(); assertPermanentCount(playerA, "Grizzly Bears", 0); assertLife(playerA, 24); // gain 4 life from Last Breath } }