Naive engine in Rust and TypeScript (immediate damage, inline triggers, recursive Deathrattles, cards defined in the engine) with test_00_naive_runs and the expected-fail test_00_real_rules_whirlwind_order, plus the Module 0 lesson. Co-Authored-By: Claude Opus 5.5 <[email protected]>
37 lines
1.2 KiB
Rust
37 lines
1.2 KiB
Rust
//! Module 0 tests for the naive engine. See course/00-rewrite-trap/lesson.md.
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use naive_engine::Game;
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#[test]
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fn test_00_naive_runs() {
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let mut game = Game::new();
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let hoarder = game.summon("Loot Hoarder");
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game.deal_damage(&hoarder, 1);
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assert!(game.board_names().is_empty(), "Loot Hoarder should be gone");
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assert_eq!(game.cards_drawn, 1, "its Deathrattle draws one card");
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}
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// EXPECTED TO FAIL. This test states the order the real game uses (all damage
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// first, then damage triggers in order of play, then deaths and Deathrattles).
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// The naive engine cannot produce it. Read course/00-rewrite-trap/lesson.md,
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// "Predict", before changing anything here.
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#[test]
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#[should_panic(expected = "left == right")]
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fn test_00_real_rules_whirlwind_order() {
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let mut game = Game::new();
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game.summon("Acolyte of Pain"); // played first
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game.summon("Loot Hoarder");
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game.cast("Whirlwind");
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assert_eq!(
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game.log,
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vec![
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"damaged Acolyte of Pain 1",
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"damaged Loot Hoarder 1",
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"triggered Acolyte of Pain",
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"drew a card",
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"died Loot Hoarder",
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"deathrattle Loot Hoarder",
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"drew a card",
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]
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);
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}
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