public void DirectFear_GeneratesDefend() { async Task When() { // Given: using Dread Apparitions await DreadApparitions.ActAsync(ctx); // When: generating 2 fear ctx.AddFear(2); } _ = When(); Assert_DefenceIs(2); }
public async Task CityDamage_Generates5Defend() { // 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 city ctx.Tokens.AdjustDefault(Invader.City, 1); await DreadApparitions.ActAsync(ctx); // When: destroying the city await ctx.Invaders.Destroy(1, Invader.City); // Then: 5 fear should have triggered 2 defend Assert_DefenceIs(5); }
public void FearInOtherLand_Generates0() { // has 1 city and lots of dahan ctx.Tokens.AdjustDefault(Invader.City, 1); ctx.Dahan.Init(10); async Task When() { // Given: using Dread Apparitions await DreadApparitions.ActAsync(ctx); // When: Power causes fear in a different land ctx.GameState.Fear.AddDirect(new FearArgs { space = board[1], FromDestroyedInvaders = false, count = 6 }); } _ = When(); // but no defend bonus Assert_DefenceIs(0); }
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); }
public void TownDamage_Generates2Defend() { // 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 town ctx.Tokens.AdjustDefault(Invader.Town, 1); async Task When() { // Given: using Dread Apparitions await DreadApparitions.ActAsync(ctx); // When: destroying the town await ctx.Invaders.Destroy(1, Invader.Town); } _ = When(); // Then: 2 fear should have triggered 2 defend Assert_DefenceIs(2); }