public CardInitInfo(CardInfo card) {
   this.id = card.getId();
   this.name = card.getUniqueName();
   this.at = card.getCurrentAT();
   this.hp = card.getMaxHP();
   this.level = card.getLevel();
 }
Exemple #2
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 public static void apply(
     SkillResolver resolver,
     SkillUseInfo skillUseInfo,
     CardInfo summoner,
     String... summonedCardsDescs)
     throws HeroDieSignal {
   if (summoner == null) {
     throw new CardFantasyRuntimeException("summoner should not be null");
   }
   Skill skill = skillUseInfo.getSkill();
   if (summoner.hasUsed(skillUseInfo)) {
     return;
   }
   List<CardInfo> livingCards = summoner.getOwner().getField().getAliveCards();
   for (CardInfo fieldCard : livingCards) {
     if (fieldCard.getStatus().containsStatusCausedBy(skillUseInfo, CardStatusType.召唤)) {
       return;
     }
   }
   resolver.getStage().getUI().useSkill(summoner, skill, true);
   List<CardInfo> summonedCards =
       DeckBuilder.build(summonedCardsDescs).getCardInfos(summoner.getOwner());
   for (int i = 0; i < summonedCards.size(); ++i) {
     CardInfo summonedCard = summonedCards.get(i);
     resolver.summonCard(summoner.getOwner(), summonedCard, summoner, true);
     CardStatusItem weakStatusItem = CardStatusItem.weak(skillUseInfo);
     resolver.getStage().getUI().addCardStatus(summoner, summonedCard, skill, weakStatusItem);
     summonedCard.addStatus(weakStatusItem);
     CardStatusItem summonedStatusItem = CardStatusItem.summoned(skillUseInfo);
     resolver.getStage().getUI().addCardStatus(summoner, summonedCard, skill, summonedStatusItem);
     summonedCard.addStatus(summonedStatusItem);
   }
   summoner.setUsed(skillUseInfo);
 }
Exemple #3
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 @Test
 public void test逃跑_横扫() {
   SkillTestContext context = prepare(120, 50, "末日预言师+逃跑-15", "占位符", "占位符", "战场女武神");
   CardInfo c末日逃 = context.addToDeck(0, 0);
   context.addToDeck(1, 0);
   context.addToDeck(2, 1);
   context.addToDeck(3, 1);
   context.getEngine().getStage().getRule().setDeckOrder(1);
   context.startGame();
   context.proceedOneRound();
   context.proceedOneRound();
   context.proceedOneRound();
   context.proceedOneRound();
   context.proceedOneRound();
   // 5回合后,逃跑时光下来
   Assert.assertEquals(1, context.getPlayer(0).getField().size());
   Assert.assertEquals(0, context.getPlayer(1).getField().size());
   context.proceedOneRound();
   // 6回合占位符没有攻击力,无法触发逃跑
   Assert.assertEquals(1, context.getPlayer(0).getField().size());
   context.proceedOneRound();
   context.proceedOneRound();
   Assert.assertEquals(2, context.getPlayer(1).getField().size());
   // 6回合被打回手牌
   Assert.assertEquals(1, context.getPlayer(0).getField().size());
   Assert.assertEquals((3 - 1), c末日逃.getSummonDelay());
 }
Exemple #4
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  @Test
  public void test骑士守护_基本() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像", "占位符+骑士守护");
    context.addToField(0, 0);
    CardInfo c占位符 = context.addToField(1, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(660 / 2 /* 骑士守护减半伤害 */, 5000 - c占位符.getHP());
  }
Exemple #5
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  @Test
  public void test反击_灵巧() {
    SkillTestContext context = prepare(50, 50, "圣泉元神", "占位符+反击10");
    CardInfo c圣泉元神 = context.addToField(0, 0);
    context.addToField(1, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(0, 1900 - c圣泉元神.getHP());
  }
Exemple #6
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  @Test
  public void test骑士守护_物理攻击_致死() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像", "残血王国小兵+骑士守护");
    context.addToField(0, 0);
    CardInfo c残血王国小兵 = context.addToField(1, 1).setBasicHP(10);
    context.startGame();

    context.proceedOneRound();
    Assert.assertTrue(c残血王国小兵.isDead()); // 骑士守护无法防御物理致死攻击
  }
Exemple #7
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 /*
  * 弱点攻击无法破解水流护甲
  */
 @Test
 public void test水流护甲_弱点攻击() throws HeroDieSignal {
   SkillTestContext context = prepare(50, 50, "秘银巨石像+弱点攻击", "占位符+水流护甲1");
   context.addToField(0, 0);
   CardInfo c占位符 = context.addToField(1, 1);
   context.getPlayer(1).setHP(100);
   context.startGame();
   context.proceedOneRound();
   Assert.assertEquals(600, 5000 - c占位符.getHP());
   Assert.assertEquals(100 + 50, context.getPlayer(1).getHP());
 }
Exemple #8
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 @Test
 public void test守护_残血() throws HeroDieSignal {
   SkillTestContext context = prepare(50, 50, "占位符", "秘银巨石像", "占位符+守护");
   context.addToField(0, 0);
   context.addToField(1, 0);
   CardInfo c守护占位符 = context.addToField(2, 1);
   context.getPlayer(1).setHP(10);
   context.startGame();
   context.proceedOneRound();
   Assert.assertEquals(10, 5000 - c守护占位符.getHP());
 }
Exemple #9
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  @Test
  public void test种族之盾_基本() {
    SkillTestContext context = prepare(50, 50, "金属巨龙", "恶灵之剑");
    context.addToField(0, 0);
    CardInfo c恶灵之剑 = context.addToField(1, 1);
    context.startGame();

    random.addNextNumbers(1000); // 金属巨龙暴击失败
    context.proceedOneRound();
    Assert.assertEquals(328 /* 被地狱之盾挡住50%伤害 */, 1350 - c恶灵之剑.getHP());
  }
Exemple #10
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  /** 零伤害不会触发大地之盾 */
  @Test
  public void test大地之盾_零伤害() {
    SkillTestContext context = prepare(50, 50, "占位符", "占位符+大地之盾");
    CardInfo c占位符1 = context.addToField(0, 0);
    context.addToField(1, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(5000, c占位符1.getHP());
    Assert.assertFalse(c占位符1.getStatus().containsStatus(CardStatusType.晕眩));
  }
Exemple #11
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  @Test
  public void test骑士守护_魔法攻击_杀死() {
    SkillTestContext context = prepare(50, 50, "占位符+血炼10", "残血王国小兵+骑士守护");
    context.addToField(0, 0);
    CardInfo c残血王国小兵 = context.addToField(1, 1).setBasicHP(1);
    context.startGame();

    random.addNextPicks(0); // 血炼10
    context.proceedOneRound();
    Assert.assertTrue(c残血王国小兵.isDead());
  }
Exemple #12
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  @Test
  public void test圣盾_横扫_完全抵挡() {
    SkillTestContext context = prepare(50, 50, "光明之龙", "混元大师-15", "占位符");
    context.addToField(0, 0);
    context.addToField(1, 1);
    CardInfo c占位符 = context.addToField(2, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(0, 5000 - c占位符.getHP()); /* 光明之龙的横扫被正面圣盾抵挡,无法溅射 */
  }
Exemple #13
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  /** 骑士守护无法减少燕返伤害 */
  @Test
  public void test骑士守护_燕返() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像+骑士守护", "魔剑士+燕返");
    CardInfo c秘银巨石像 = context.addToField(0, 0);
    CardInfo c魔剑士 = context.addToField(1, 1);
    c魔剑士.setBasicHP(2);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(275 * 2 /* 燕返伤害无法被减免 */, 1550 - c秘银巨石像.getHP());
  }
Exemple #14
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  /** 骑士守护无法防御斩杀 */
  @Test
  public void test骑士守护_斩杀() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像+斩杀", "占位符+骑士守护");
    context.addToField(0, 0);
    CardInfo c占位符 = context.addToField(1, 1);
    c占位符.setBasicHP(1000);
    context.startGame();

    context.proceedOneRound();
    Assert.assertTrue(c占位符.isDead());
  }
Exemple #15
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 @Test
 public void test水流护甲_未超额() {
   SkillTestContext context = prepare(50, 50, "魔剑士", "占位符+水流护甲10");
   context.addToField(0, 0);
   CardInfo c占位符 = context.addToField(1, 1);
   context.getPlayer(1).setHP(100);
   context.startGame();
   context.proceedOneRound();
   Assert.assertEquals(150, 5000 - c占位符.getHP());
   Assert.assertEquals(100 + (225 - 150), context.getPlayer(1).getHP());
 }
Exemple #16
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  /*
   * 水流护甲和格挡是相同发动时机,结算顺序按技能顺序来
   */
  @Test
  public void test水流护甲_格挡() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像", "叹惋之歌+格挡5");
    context.addToField(0, 0);
    CardInfo c叹惋之歌 = context.addToField(1, 1);
    context.getPlayer(1).setHP(100);
    context.startGame();
    context.proceedOneRound();

    Assert.assertEquals(100 + 300 /* 水流护甲6,格挡掉的部分不会影响水流护甲的回复量 */, context.getPlayer(1).getHP());
    Assert.assertEquals(350 /* 水流护甲6 */ - 100 /* 格挡5 */, 2205 - c叹惋之歌.getHP());
  }
Exemple #17
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  /** 横扫的溅射伤害按照被格挡后的伤害算 */
  @Test
  public void test种族之盾_横扫() {
    SkillTestContext context = prepare(50, 50, "震源岩蟾", "半鹿人号角手", "占位符");
    context.addToField(0, 0);
    CardInfo c半鹿人号角手 = context.addToField(1, 1);
    CardInfo c占位符 = context.addToField(2, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(620 * 60 / 100, 1270 - c半鹿人号角手.getHP());
    Assert.assertEquals(620 * 60 / 100, 5000 - c占位符.getHP());
  }
Exemple #18
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  /** 骑士守护无法防御精神狂乱 */
  @Test
  public void test骑士守护_精神狂乱() {
    SkillTestContext context = prepare(50, 50, "占位符+精神狂乱", "秘银巨石像", "占位符+骑士守护");
    context.addToField(0, 0);
    context.addToField(1, 1);
    CardInfo c占位符2 = context.addToField(2, 1);
    context.startGame();

    random.addNextPicks(0); // 精神狂乱
    context.proceedOneRound();
    Assert.assertEquals(660, 5000 - c占位符2.getHP());
  }
Exemple #19
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  /** 如果鲜血盛宴被反弹怎无法加血,被弹死的话就死了 */
  @Test
  public void test鲜血盛宴_法力反射() {
    SkillTestContext context = prepare(50, 50, "占位符+鲜血盛宴1", "秘银巨石像");
    CardInfo c占位符 = context.addToField(0, 0).setBasicHP(500);
    CardInfo c秘银巨石像 = context.addToField(1, 1);
    context.startGame();

    random.addNextPicks(0);
    context.proceedOneRound();
    Assert.assertEquals(1400, c秘银巨石像.getHP());
    Assert.assertEquals(500 - 180 /* 法力反射6 */, c占位符.getHP());
  }
Exemple #20
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  @Test
  public void test圣盾_横扫_溅射破盾() {
    SkillTestContext context = prepare(50, 50, "光明之龙", "秘银巨石像", "占位符", "混元大师-15");
    context.addToField(0, 0);
    context.addToField(1, 0);
    context.addToField(2, 1);
    CardInfo c混元大师 = context.addToField(3, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(660, 1560 - c混元大师.getHP()); /* 光明之龙的横扫被圣盾抵挡破盾,秘银巨石像的攻击有效 */
  }
Exemple #21
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  /** 横扫为溅射 */
  @Test
  public void test横扫_冰甲() {
    SkillTestContext context = prepare(50, 50, "光明之龙", "战斗猛犸象", "秘银巨石像");
    context.addToField(0, 0);
    CardInfo c战斗猛犸象 = context.addToField(1, 1);
    CardInfo c秘银巨石像 = context.addToField(2, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(120 /* 冰甲 */, 1220 - c战斗猛犸象.getHP());
    Assert.assertEquals(120 /* 溅射 */, 1400 - c秘银巨石像.getHP());
  }
Exemple #22
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  /** 大地之盾能被脱困 */
  @Test
  public void test大地之盾_脱困() {
    SkillTestContext context = prepare(50, 50, "皇室舞者-1", "怒雪咆哮-1");
    CardInfo c皇室舞者 = context.addToField(0, 0);
    CardInfo c怒雪咆哮 = context.addToField(1, 1);
    context.startGame();

    random.addNextNumbers(1000); // 金属巨龙不暴击
    context.proceedOneRound();
    Assert.assertFalse(c皇室舞者.getStatus().containsStatus(CardStatusType.晕眩));
    Assert.assertEquals(234, 1703 - c怒雪咆哮.getHP());
  }
Exemple #23
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  /** 横扫为溅射 */
  @Test
  public void test横扫_格挡() {
    SkillTestContext context = prepare(50, 50, "光明之龙", "牛头人酋长*2");
    context.addToField(0, 0);
    CardInfo c牛头人酋长1 = context.addToField(1, 1);
    CardInfo c牛头人酋长2 = context.addToField(2, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(630 - 140 /* 格挡 */, 1050 - c牛头人酋长1.getHP());
    Assert.assertEquals((630 - 140) /* 先算溅射伤害 */ - 140 /* 2号位酋长的格挡 */, 1050 - c牛头人酋长2.getHP());
  }
Exemple #24
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 public boolean isAwaken(Race race) {
   if (this.isDead()) {
     return false;
   }
   List<CardInfo> aliveCards = this.getOwner().getField().getAliveCards();
   for (CardInfo aliveCard : aliveCards) {
     if (aliveCard.getRace() == race) {
       return true;
     }
   }
   return false;
 }
Exemple #25
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  /** 连锁攻击能够被冰甲阻挡 */
  @Test
  public void test连锁攻击_冰甲() {
    SkillTestContext context = prepare(50, 50, "麒麟兽", "战斗猛犸象*2");
    context.addToField(0, 0);
    CardInfo c战斗猛犸象1 = context.addToField(1, 1);
    CardInfo c战斗猛犸象2 = context.addToField(2, 1);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(120 /* 冰甲 */, 1220 - c战斗猛犸象1.getHP());
    Assert.assertEquals(120 /* 冰甲 */, 1220 - c战斗猛犸象2.getHP());
  }
Exemple #26
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 /*
  * 水流护甲无法防御燕返
  */
 @Test
 public void test水流护甲_燕返() throws HeroDieSignal {
   SkillTestContext context = prepare(50, 50, "秘银巨石像+水流护甲1", "魔剑士+燕返");
   CardInfo c秘银巨石像 = context.addToField(0, 0);
   CardInfo c魔剑士 = context.addToField(1, 1);
   c魔剑士.setBasicHP(1);
   context.getPlayer(1).setHP(100);
   context.startGame();
   context.proceedOneRound();
   Assert.assertTrue(c魔剑士.isDead());
   Assert.assertEquals(100 /* 水流护甲面对燕返无效 */, context.getPlayer(1).getHP());
   Assert.assertEquals(275 * 2, 1550 - c秘银巨石像.getHP());
 }
Exemple #27
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  /** 燕返不会触发逃跑 */
  @Test
  public void test逃跑_燕返() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像+逃跑", "秘银巨石像+燕返");
    CardInfo c秘银巨石像1 = context.addToField(0, 0).setBasicHP(2);
    CardInfo c秘银巨石像2 = context.addToField(1, 1).setBasicHP(2);
    context.startGame();

    context.proceedOneRound();
    Assert.assertEquals(0, context.getPlayer(0).getField().size());
    Assert.assertEquals(0, context.getPlayer(0).getHand().size());
    Assert.assertTrue(c秘银巨石像1.isDead());
    Assert.assertTrue(c秘银巨石像2.isDead());
  }
Exemple #28
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  /** 魔法伤害能杀死逃跑卡 */
  @Test
  public void test逃跑_魔法伤害_杀死() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像+火球1", "占位符+逃跑");
    context.addToField(0, 0);
    CardInfo c占位符 = context.addToField(1, 1).setBasicHP(2);
    context.startGame();

    random.addNextPicks(0).addNextNumbers(0); // 火球1
    context.proceedOneRound();
    Assert.assertEquals(0, context.getPlayer(1).getField().size());
    Assert.assertEquals(0, context.getPlayer(1).getHand().size());
    Assert.assertTrue(c占位符.isDead());
  }
Exemple #29
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  /*
   * 即使英雄在回合中被杀死,仍能在本回合被水流护甲救回
   */
  @Test
  public void test水流护甲_复活英雄() {
    SkillTestContext context = prepare(50, 50, "秘银巨石像+魔神之咒10", "占位符+水流护甲10");
    context.addToField(0, 0);
    CardInfo c占位符 = context.addToField(1, 1);
    context.getPlayer(1).setHP(100);
    context.startGame();
    context.proceedOneRound();

    random.addNextPicks(0);
    Assert.assertEquals(500, context.getPlayer(1).getHP());
    Assert.assertEquals(150, 5000 - c占位符.getHP());
  }
Exemple #30
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  @Test
  public void test骑士守护_魔法攻击_致死() {
    SkillTestContext context = prepare(50, 50, "占位符+血炼10*2", "残血王国小兵+骑士守护");
    context.addToField(0, 0);
    context.addToField(1, 0);
    CardInfo c残血王国小兵 = context.addToField(2, 1).setBasicHP(7);
    context.startGame();

    random.addNextPicks(0, 0); // 血炼10
    context.proceedOneRound();
    Assert.assertEquals(1 /* 法术致死伤害按剩余血量一半算 */, c残血王国小兵.getHP());
    Assert.assertFalse(c残血王国小兵.isDead());
  }