Deferred death: damage and destroy only mark minions; the Death Creation Step removes them when the outermost Phase ends, and Death Phases resolve Deathrattles in order of play until no new deaths occur. Deathrattle summons use the board position the Death Event remembered. Harness adds destroy(target). Expansion Drop: Twisting Nether as content only. test_02_mortally_wounded_still_triggers no longer asserts the Acolyte is still on the board: from Module 3 on it leaves at the end of the Sequence, and verify-references runs Module 2's tests against the Module 3 reference. Co-Authored-By: Claude Opus 5.5 <[email protected]>
89 lines
2.9 KiB
TypeScript
89 lines
2.9 KiB
TypeScript
// Module 2: The action queue, depth-first. Each test matches a heading in scenarios.md.
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import { expect, test } from "vitest";
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import { newGame, type GameEvent, type Id } from "../src/harness";
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const fillers = (n: number): string[] => Array(n).fill("Test Filler");
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/** Sources of the `Triggered` events, in log order. */
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const triggeredSources = (log: GameEvent[]): Id[] =>
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log.flatMap((e) => (e.type === "Triggered" ? [e.source] : []));
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test("test_02_aoe_damage_then_triggers", () => {
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const g = newGame({ decks: [fillers(5), fillers(5)] });
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const s = g.summon("Armorsmith", 0);
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const a = g.summon("Acolyte of Pain", 0);
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g.clearLog();
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g.cast("Whirlwind", 0);
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const log = g.log();
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expect(log.filter((e) => e.type === "Damaged")).toEqual([
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{ type: "Damaged", target: s, amount: 1 },
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{ type: "Damaged", target: a, amount: 1 },
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]);
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const types = log.map((e) => e.type);
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const lastDamaged = types.lastIndexOf("Damaged");
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const firstTriggered = types.indexOf("Triggered");
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expect(firstTriggered).toBeGreaterThanOrEqual(0);
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expect(lastDamaged).toBeLessThan(firstTriggered);
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const sources = triggeredSources(log);
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expect(sources.filter((id) => id === s)).toHaveLength(2);
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expect(sources.filter((id) => id === a)).toHaveLength(1);
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expect(sources).toHaveLength(3);
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expect(g.armor(0)).toBe(2);
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expect(g.hand(0)).toHaveLength(1);
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});
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test("test_02_mortally_wounded_still_triggers", () => {
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const g = newGame({ decks: [fillers(5), []] });
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const a = g.summon("Acolyte of Pain", 0);
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g.dealDamage(a, 3);
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const n = g.hand(0).length;
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g.clearLog();
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g.cast("Whirlwind", 0);
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const log = g.log();
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expect(log).toContainEqual({ type: "Triggered", source: a, trigger: "damaged" });
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expect(log.some((e) => e.type === "Drew" && e.player === 0)).toBe(true);
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expect(g.hand(0)).toHaveLength(n + 1);
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expect(g.health(a)).toBe(0);
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});
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test("test_02_depth_first_nesting", () => {
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const g = newGame();
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const e = g.summon("Test Echo", 0);
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const s = g.summon("Armorsmith", 0);
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const r = g.summon("Test Reactor", 0);
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g.clearLog();
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g.dealDamage(s, 1);
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const log = g.log();
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expect(triggeredSources(log)).toEqual([e, r, s]);
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const reactorGrew = log.findIndex((ev) => ev.type === "StatsChanged" && ev.id === r);
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const armorGained = log.findIndex((ev) => ev.type === "ArmorGained");
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expect(reactorGrew).toBeGreaterThanOrEqual(0);
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expect(reactorGrew).toBeLessThan(armorGained);
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expect(g.attack(r)).toBe(2);
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expect(g.armor(0)).toBe(1);
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expect(g.health(g.hero(1))).toBe(29);
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});
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test("test_02_empty_deck_draw_is_fatigue", () => {
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const g = newGame();
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const a = g.summon("Acolyte of Pain", 0);
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g.clearLog();
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g.dealDamage(a, 1);
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expect(g.log()).toEqual([
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{ type: "Damaged", target: a, amount: 1 },
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{ type: "Triggered", source: a, trigger: "damaged" },
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{ type: "Fatigue", player: 0 },
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]);
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expect(g.hand(0)).toEqual([]);
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expect(g.health(g.hero(0))).toBe(30);
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});
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