Exemple #1
0
    public async Task Strife_Stops_Ravage()
    {
        var   gs    = new GameState(new Thunderspeaker(), Board.BuildBoardC());
        Space space = gs.Island.AllSpaces
                      .First(s => !s.IsOcean &&
                             !gs.Tokens[s].HasInvaders()       // 0 invaders
                             );

        // Given: 1 strifed city
        var counts = gs.Tokens[space];

        counts.Init(Tokens.City.HavingStrife(1), 1);
        counts.InvaderSummary().ShouldBe("1C@3^", "strife should be used up");

        //   and: 1 dahan
        gs.DahanOn(space).Init(1);

        //  When: we ravage there
        await InvaderEngine1.RavageCard(InvaderCardEx.For(space), gs);

        //  Then: dahan survives
        gs.DahanOn(space).Count.ShouldBe(1, "dahan should survive due to strife on town");

        //   and so does city, but strife is gone
        counts.InvaderSummary().ShouldBe("1C@1", "strife should be used up");
    }
Exemple #2
0
    public async Task DeadDahanDoDamage()
    {
        gs.Phase = Phase.Fast;

        // Disable destroying presence
        // gs.AddBlightSideEffect = (gs,space) => new AddBlightEffect { Cascade=false,DestroyPresence=false };
        gs.ModifyBlightAddedEffect.ForGame.Add(x => { x.Cascade = false; x.DestroyPresence = false; });


        // Given: 2 dahan on a2
        gs.DahanOn(a[2]).Init(2);
        // and: dahan on a4 so it doesn't auto-select the only target available
        gs.DahanOn(a[4]).Init(1);

        //  and: 4 explorers + 1 city
        var counts = gs.Tokens[a[2]];

        counts.AdjustDefault(Invader.Explorer, 4);
        counts.AdjustDefault(Invader.City, 1);
        // and activate card
        When_ActivateCard(WordsOfWarning.Name);

        User.TargetsLand(WordsOfWarning.Name, "(A2),A4");

        // When: ravaging on A2
//			await gs.InvaderEngine.RavageCard(new InvaderCard(a[2]));
        await InvaderEngine1.RavageCard(InvaderCardEx.For(a[2]), gs);

        // Then: 1 explorer left
        // Words of Warning defend 3 cancelling out City attack leaving only 4 damage from explorers
        // 2 Dahan attack simultaneously doing 4 points of damage, killing City and 1 explorer leaving 3 explorers
        gs.Assert_Invaders(a[2], "3E@1");
    }
Exemple #3
0
        public void Level1_DefendOnly1AndNotMorePerDahan()           // not more th
        {
            Given_DahanAndTowns(4, 4);
            // 4 dahan should defend 4

            //   And: 4 fear / player
            gameState.Fear.AddDirect(new FearArgs {
                count = 4
            });

            // When: Doing Invader phase (fear+ragage)
            async Task DoIt()
            {
                await gameState.Fear.Apply();

                //			await gameState.InvaderEngine.RavageCard(invaderCard);
                await InvaderEngine1.RavageCard(invaderCard, gameState);
            }

            _ = DoIt();
            User.AcknowledgesFearCard("Dahan on their Guard : 1 : In each land, Defend 1 per Dahan.");

            // Then: 0 dahan left
            gameState.DahanOn(ravageSpace).Count.ShouldBe(2);

            //   And: 2 towns
            gameState.Assert_Invaders(ravageSpace, "2T@2");
            gameState.Tokens[ravageSpace].Blight.Any.ShouldBe(true);
        }
        async Task When_AddFearApplyFearAndRavage()
        {
            gameState.Fear.AddDirect(new FearArgs {
                count = 4
            });
            await gameState.Fear.Apply();

//			await gameState.InvaderEngine.RavageCard( invaderCard );
            await InvaderEngine1.RavageCard(invaderCard, gameState);
        }
Exemple #5
0
        public async Task NoFearCard_NormalRavage()
        {
            // Disable destroying presence
//			gameState.AddBlightSideEffect = (gs,space) => new AddBlightEffect { Cascade=false, DestroyPresence=false };
            gameState.ModifyBlightAddedEffect.ForGame.Add(x => { x.Cascade = false; x.DestroyPresence = false; });

            Given_DahanAndTowns(2, 2);

            // When: Doing Invader phase (fear+ragage)
            await gameState.Fear.Apply();

            await InvaderEngine1.RavageCard(invaderCard, gameState);

            // Then: all dahan killed
            Assert.Equal(0, gameState.DahanOn(ravageSpace).Count);
            Assert.True(gameState.Tokens[ravageSpace].Blight.Any);
        }
    public async Task DahanDamage_Generates0()
    {
        // Disable destroying presence
//		ctx.GameState.AddBlightSideEffect = (gs,space) => new AddBlightEffect { Cascade=false,DestroyPresence=false };
        ctx.GameState.ModifyBlightAddedEffect.ForGame.Add(x => { x.Cascade = false; x.DestroyPresence = false; });


        // has 1 city and lots of dahan
        ctx.Tokens.AdjustDefault(Invader.City, 1);           // don't use ctx.Invaders because it has a fake/dream invader count
        ctx.Dahan.Init(10);

        // Given: using Dread Apparitions
        await DreadApparitions.ActAsync(ctx);

        // When: dahan destroy the city
//			await ctx.GameState.InvaderEngine.RavageCard(  );
        await InvaderEngine1.RavageCard(InvaderCardEx.For(ctx.Space), ctx.GameState);

        // Then: 2 fear from city
        Assert_GeneratedFear(2);         // normal
        // but no defend bonus
        Assert_DefenceIs(0);
    }