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Let the AI pay for converge and sunburst when X is the colour knob #11485
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83 changes: 83 additions & 0 deletions
83
forge-gui-desktop/src/test/java/forge/ai/ability/ConvergeXCastTest.java
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,83 @@ | ||
| package forge.ai.ability; | ||
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| import forge.ai.AITest; | ||
| import forge.ai.ComputerUtilMana; | ||
| import forge.ai.SpellApiToAi; | ||
| import forge.game.Game; | ||
| import forge.game.card.Card; | ||
| import forge.game.card.CounterEnumType; | ||
| import forge.game.phase.PhaseType; | ||
| import forge.game.player.Player; | ||
| import forge.game.spellability.SpellAbility; | ||
| import forge.game.zone.ZoneType; | ||
| import org.testng.annotations.Test; | ||
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| import static junit.framework.Assert.assertEquals; | ||
| import static junit.framework.Assert.assertNotNull; | ||
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| /** | ||
| * On a converge or sunburst card X only buys colors, so the AI announces the least X that reaches | ||
| * the most of them - whether the count lands on the card as counters or as the size of the effect. | ||
| */ | ||
| public class ConvergeXCastTest extends AITest { | ||
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| @Test | ||
| public void sunburstCountsEveryColourItCouldPayFor() { | ||
| Game game = newGame(); | ||
| Player ai = game.getPlayers().get(1); | ||
| fiveColours(ai); | ||
| addCardToZone("Engineered Explosives", ai, ZoneType.Hand); | ||
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| settleAndPlay(game, ai); | ||
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| Card ee = findCardWithName(game, "Engineered Explosives"); | ||
| assertNotNull("the AI cast it", ee); | ||
| assertEquals("sunburst counted all five colours", 5, | ||
| ee.getCounters(CounterEnumType.CHARGE)); | ||
| } | ||
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| /** | ||
| * Sweep the Skies counts its colors in Y, so X is not the token count and is easy to leave | ||
| * unannounced - but it is still what buys the colors. Asserted on the announced X rather than | ||
| * on a played turn, because TokenAi gates token spells behind a random roll. | ||
| */ | ||
| @Test | ||
| public void convergeSizesAnEffectTheCostDoesNotName() { | ||
| Game game = newGame(); | ||
| Player ai = game.getPlayers().get(1); | ||
| fiveColours(ai); | ||
| addCard("Island", ai); | ||
| Card sweep = addCardToZone("Sweep the Skies", ai, ZoneType.Hand); | ||
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| game.getPhaseHandler().devModeSet(PhaseType.MAIN2, ai); | ||
| game.getAction().checkStateEffects(true); | ||
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| SpellAbility sa = sweep.getFirstSpellAbility(); | ||
| sa.setActivatingPlayer(ai); | ||
| SpellApiToAi.Converter.get(sa.getApi()).canPlayWithSubs(ai, sa); | ||
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| assertEquals("X paid for the four extra colours", 4, sa.getXManaCostPaid().intValue()); | ||
| assertEquals("so all five are spent", 5, ComputerUtilMana.getConvergeCount(sa, ai)); | ||
| } | ||
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| private Game newGame() { | ||
| Game game = initAndCreateGame(); | ||
| game.getPlayers().get(0).setTeam(1); | ||
| game.getPlayers().get(1).setTeam(0); | ||
| return game; | ||
| } | ||
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| private void fiveColours(Player p) { | ||
| addCard("Plains", p); | ||
| addCard("Island", p); | ||
| addCard("Swamp", p); | ||
| addCard("Mountain", p); | ||
| addCard("Forest", p); | ||
| } | ||
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| private void settleAndPlay(Game game, Player ai) { | ||
| game.getPhaseHandler().devModeSet(PhaseType.MAIN2, ai); | ||
| game.getAction().checkStateEffects(true); | ||
| gameLoopUntilNextPhase(game); | ||
| } | ||
| } |
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I don't think the reasoning for this was zero X since that's another regression and more like AI unable to coordinate which one is actually a smart choice