Files
systemic-game-design-course/naive-engine/ts/tests/test_00.test.ts
T
Lucas WintherandClaude Opus 5.5 ffa99785c3 feat: module 0 rewrite trap
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]>
2026-10-29 00:07:14 +01:00

32 lines
1.1 KiB
TypeScript

// Module 0 tests for the naive engine. See course/00-rewrite-trap/lesson.md.
import { expect, test } from "vitest";
import { Game } from "../src/engine";
test("test_00_naive_runs", () => {
const game = new Game();
const hoarder = game.summon("Loot Hoarder");
game.dealDamage(hoarder, 1);
expect(game.boardNames()).toEqual([]); // Loot Hoarder is gone
expect(game.cardsDrawn).toBe(1); // its Deathrattle draws one card
});
// EXPECTED TO FAIL. This test states the order the real game uses (all damage
// first, then damage triggers in order of play, then deaths and Deathrattles).
// The naive engine cannot produce it. Read course/00-rewrite-trap/lesson.md,
// "Predict", before changing anything here.
test.fails("test_00_real_rules_whirlwind_order", () => {
const game = new Game();
game.summon("Acolyte of Pain"); // played first
game.summon("Loot Hoarder");
game.cast("Whirlwind");
expect(game.log).toEqual([
"damaged Acolyte of Pain 1",
"damaged Loot Hoarder 1",
"triggered Acolyte of Pain",
"drew a card",
"died Loot Hoarder",
"deathrattle Loot Hoarder",
"drew a card",
]);
});