def test_advent(): for _ in range(100): # Setup rigged game context gc, ef = helpers.fresh_gc_ef(random.randint(5, 8)) h = helpers.get_a_hunter(gc) s = helpers.get_a_shadow(gc) n = helpers.get_a_neutral(gc) c = helpers.get_card_by_title(ef, "Advent") # Check that shadows do nothing s.damage = 3 c.use({'self': s, 'card': c}) assert s.state == 2 and s.damage == 3 # Check that neutrals do nothing n.damage = 3 c.use({'self': n, 'card': c}) assert n.state == 2 and n.damage == 3 # Hunter do nothing gc.ask_h = helpers.answer_sequence( ['Do nothing', 'Reveal and heal fully', 'Heal fully']) h.damage = 3 c.use({'self': h, 'card': c}) assert h.state == 2 and h.damage == 3 # Hunter reveal and full heal c.use({'self': h, 'card': c}) assert h.state == 1 and h.damage == 0 # Hunter full heal h.damage = 3 c.use({'self': h, 'card': c}) assert h.state == 1 and h.damage == 0
def test_diabolic_ritual(): for _ in range(C.N_ELEMENT_TESTS): # Setup rigged game context gc, ef = H.fresh_gc_ef(random.randint(5, 8)) h = H.get_a_hunter(gc) s = H.get_a_shadow(gc) n = H.get_a_neutral(gc) c = H.get_card_by_title(ef, "Diabolic Ritual") # Check that hunters do nothing h.damage = 3 c.use({'self': h, 'card': c}) assert h.state == C.PlayerState.Hidden and h.damage == 3 # Check that neutrals do nothing n.damage = 3 c.use({'self': n, 'card': c}) assert n.state == C.PlayerState.Hidden and n.damage == 3 # Shadow do nothing gc.ask_h = H.answer_sequence(['Do nothing', 'Reveal and heal fully']) s.damage = 3 c.use({'self': s, 'card': c}) assert s.state == C.PlayerState.Hidden and s.damage == 3 # Shadow reveal and full heal c.use({'self': s, 'card': c}) assert s.state == C.PlayerState.Revealed and s.damage == 0
def setup_hermit(title, n_players=random.randint(5, 8)): """ Return a game context, element factory, a hunter, shadow and neutral from that game, and a card of a given title """ gc, ef = helpers.fresh_gc_ef(n_players) h = helpers.get_a_hunter(gc) s = helpers.get_a_shadow(gc) n = helpers.get_a_neutral(gc) c = helpers.get_card_by_title(ef, title) return (gc, ef, h, s, n, c)
def test_disenchant_mirror(): for _ in range(100): # Setup rigged game context gc, ef = helpers.fresh_gc_ef(random.randint(5, 8)) h = helpers.get_a_hunter(gc) s = helpers.get_a_shadow(gc) n = helpers.get_a_neutral(gc) c = helpers.get_card_by_title(ef, "Disenchant Mirror") # Check that shadows reveal c.use({'self': s, 'card': c}) assert s.state == 1 # Check that hunters do nothing c.use({'self': h, 'card': c}) assert h.state == 2 # Check that neutrals do nothing c.use({'self': n, 'card': c}) assert n.state == 2
def test_disenchant_mirror(): for _ in range(C.N_ELEMENT_TESTS): # Setup rigged game context gc, ef = H.fresh_gc_ef(random.randint(5, 8)) h = H.get_a_hunter(gc) s = H.get_a_shadow(gc) n = H.get_a_neutral(gc) c = H.get_card_by_title(ef, "Disenchant Mirror") # Check that shadows reveal c.use({'self': s, 'card': c}) assert s.state == C.PlayerState.Revealed # Check that hunters do nothing c.use({'self': h, 'card': c}) assert h.state == C.PlayerState.Hidden # Check that neutrals do nothing c.use({'self': n, 'card': c}) assert n.state == C.PlayerState.Hidden