Files
systemic-game-design-course/naive-engine/rust/tests/test_00.rs
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

37 lines
1.2 KiB
Rust

//! Module 0 tests for the naive engine. See course/00-rewrite-trap/lesson.md.
use naive_engine::Game;
#[test]
fn test_00_naive_runs() {
let mut game = Game::new();
let hoarder = game.summon("Loot Hoarder");
game.deal_damage(&hoarder, 1);
assert!(game.board_names().is_empty(), "Loot Hoarder should be gone");
assert_eq!(game.cards_drawn, 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]
#[should_panic(expected = "left == right")]
fn test_00_real_rules_whirlwind_order() {
let mut game = Game::new();
game.summon("Acolyte of Pain"); // played first
game.summon("Loot Hoarder");
game.cast("Whirlwind");
assert_eq!(
game.log,
vec![
"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",
]
);
}