@@ -373,12 +373,6 @@ test('Flourish card adds a healing "regen" buff', (t) => {
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t . is ( state . player . currentHealth , 72 )
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let state2 = a . playCard ( state , { target : 'player' , card : flourish } )
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- // Pacify the monster...
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- // produce(state2, (draft) => {
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- // getCurrRoom(draft).monsters[0].intents = []
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- // getTargets(state, 'enemy0').intents = []
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- // })
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-
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t . is ( state2 . player . powers . regen , flourish . powers . regen , 'regen is applied to player' )
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state2 = a . endTurn ( state2 )
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t . is ( state2 . player . currentHealth , 72 , 'it doesnt go above max hp' )
@@ -409,10 +403,7 @@ test('target "allEnemies" works for damage as well as power', (t) => {
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t . is ( room . monsters . length , 2 , 'we have two enemies' )
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t . is ( room . monsters [ 0 ] . currentHealth , 24 )
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t . is ( room . monsters [ 1 ] . currentHealth , 13 )
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- t . falsy (
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- room . monsters [ 0 ] . powers . vulnerable && room . monsters [ 1 ] . powers . vulnerable ,
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- 'none are vulnerable' ,
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- )
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+ t . falsy ( room . monsters [ 0 ] . powers . vulnerable && room . monsters [ 1 ] . powers . vulnerable , 'none are vulnerable' )
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const card = createCard ( 'Thunderclap' )
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const nextState = a . playCard ( state , { card} )
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t . is ( getRoomTargets ( nextState , 'enemy0' ) [ 0 ] . currentHealth , 24 - card . damage )
@@ -508,3 +499,13 @@ test('upgraded cards are really upgraded', (t) => {
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test . todo ( 'playing defend on an enemy ?' )
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test . todo ( 'can apply a power to a specific monster' )
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+
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+ test ( '"Deal damage equal to block" mechanic works' , ( t ) => {
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+ const { state} = t . context
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+ t . is ( state . player . currentHealth , 72 )
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+ t . is ( getRoomTargets ( state , 'enemy0' ) [ 0 ] . currentHealth , 42 )
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+ const state2 = a . playCard ( state , { card : createCard ( 'Defend' ) , target : 'player' } )
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+ t . is ( state2 . player . block , 5 )
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+ const state3 = a . playCard ( state2 , { card : createCard ( 'Body Slam' ) , target : 'enemy0' } )
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+ t . is ( getRoomTargets ( state3 , 'enemy0' ) [ 0 ] . currentHealth , 42 - 5 )
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+ } )
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