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systemic-game-design-course/course/02-action-queue/tests/rust/test_02.rs
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2026-10-29 02:30:26 +01:00

142 lines
3.7 KiB
Rust

// Module 2: The action queue, depth-first. Each test matches a heading in scenarios.md.
use engine::harness::*;
fn fillers(n: usize) -> Vec<String> {
vec!["Test Filler".to_string(); n]
}
/// Sources of the `Triggered` events, in log order.
fn triggered_sources(log: &[GameEvent]) -> Vec<Id> {
log.iter()
.filter_map(|e| match e {
GameEvent::Triggered { source, .. } => Some(*source),
_ => None,
})
.collect()
}
#[test]
fn test_02_aoe_damage_then_triggers() {
let mut g = new_game(GameOpts {
decks: Some([fillers(5), fillers(5)]),
});
let s = g.summon("Armorsmith", 0);
let a = g.summon("Acolyte of Pain", 0);
g.clear_log();
g.cast("Whirlwind", 0, None);
let log = g.log();
let damaged: Vec<GameEvent> = log
.iter()
.filter(|e| matches!(e, GameEvent::Damaged { .. }))
.cloned()
.collect();
assert_eq!(
damaged,
vec![
GameEvent::Damaged {
target: s,
amount: 1
},
GameEvent::Damaged {
target: a,
amount: 1
},
]
);
let last_damaged = log
.iter()
.rposition(|e| matches!(e, GameEvent::Damaged { .. }))
.unwrap();
let first_triggered = log
.iter()
.position(|e| matches!(e, GameEvent::Triggered { .. }))
.unwrap();
assert!(last_damaged < first_triggered);
let sources = triggered_sources(&log);
assert_eq!(sources.iter().filter(|&&id| id == s).count(), 2);
assert_eq!(sources.iter().filter(|&&id| id == a).count(), 1);
assert_eq!(sources.len(), 3);
assert_eq!(g.armor(0), 2);
assert_eq!(g.hand(0).len(), 1);
}
#[test]
fn test_02_mortally_wounded_still_triggers() {
let mut g = new_game(GameOpts {
decks: Some([fillers(5), vec![]]),
});
let a = g.summon("Acolyte of Pain", 0);
g.deal_damage(a, 3);
let n = g.hand(0).len();
g.clear_log();
g.cast("Whirlwind", 0, None);
let log = g.log();
assert!(log.contains(&GameEvent::Triggered {
source: a,
trigger: "damaged".to_string(),
}));
assert!(log
.iter()
.any(|e| matches!(e, GameEvent::Drew { player: 0, .. })));
assert_eq!(g.hand(0).len(), n + 1);
assert_eq!(g.health(a), 0);
assert_eq!(g.zone_of(a), Zone::Board);
}
#[test]
fn test_02_depth_first_nesting() {
let mut g = new_game(GameOpts::default());
let e = g.summon("Test Echo", 0);
let s = g.summon("Armorsmith", 0);
let r = g.summon("Test Reactor", 0);
g.clear_log();
g.deal_damage(s, 1);
let log = g.log();
assert_eq!(triggered_sources(&log), vec![e, r, s]);
let reactor_grew = log
.iter()
.position(|ev| matches!(ev, GameEvent::StatsChanged { id, .. } if *id == r))
.unwrap();
let armor_gained = log
.iter()
.position(|ev| matches!(ev, GameEvent::ArmorGained { .. }))
.unwrap();
assert!(reactor_grew < armor_gained);
assert_eq!(g.attack(r), 2);
assert_eq!(g.armor(0), 1);
assert_eq!(g.health(g.hero(1)), 29);
}
#[test]
fn test_02_empty_deck_draw_is_fatigue() {
let mut g = new_game(GameOpts::default());
let a = g.summon("Acolyte of Pain", 0);
g.clear_log();
g.deal_damage(a, 1);
assert_eq!(
g.log(),
vec![
GameEvent::Damaged {
target: a,
amount: 1
},
GameEvent::Triggered {
source: a,
trigger: "damaged".to_string(),
},
GameEvent::Fatigue { player: 0 },
]
);
assert_eq!(g.hand(0), Vec::<Id>::new());
assert_eq!(g.health(g.hero(0)), 30);
}