werewolves/werewolves-proto/src/game_test/role/mason.rs

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use core::num::NonZeroU8;
#[allow(unused)]
use pretty_assertions::{assert_eq, assert_ne, assert_str_eq};
use crate::{
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diedto::DiedTo,
game::{Game, GameSettings, SetupRole},
game_test::{ActionPromptTitleExt, ActionResultExt, GameExt, SettingsExt, gen_players},
message::night::{ActionPrompt, ActionPromptTitle},
};
#[test]
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fn recruits_decrement() {
let players = gen_players(1..10);
let mason_leader_player_id = players[0].player_id;
let wolf_player_id = players[1].player_id;
let sacrificial_wolf_player_id = players[2].player_id;
let mut settings = GameSettings::empty();
settings.add_and_assign(
SetupRole::MasonLeader {
recruits_available: NonZeroU8::new(1).unwrap(),
},
mason_leader_player_id,
);
settings.add_and_assign(SetupRole::Werewolf, wolf_player_id);
settings.add_and_assign(SetupRole::Werewolf, sacrificial_wolf_player_id);
settings.fill_remaining_slots_with_villagers(9);
let mut game = Game::new(&players, settings).unwrap();
game.r#continue().r#continue();
assert_eq!(game.next().title(), ActionPromptTitle::WolvesIntro);
game.r#continue().sleep();
game.next_expect_day();
assert_eq!(game.execute().title(), ActionPromptTitle::WolfPackKill);
game.mark(
game.living_villager_excl(mason_leader_player_id)
.character_id(),
);
game.r#continue().sleep();
let recruited = game.living_villager_excl(mason_leader_player_id);
assert_eq!(game.next().title(), ActionPromptTitle::MasonLeaderRecruit);
game.mark(recruited.character_id());
game.r#continue().r#continue();
assert_eq!(
game.next(),
ActionPrompt::MasonsWake {
character_id: game
.character_by_player_id(mason_leader_player_id)
.identity(),
masons: Box::new([game
.character_by_player_id(recruited.player_id())
.identity()])
}
);
game.r#continue().sleep();
game.next_expect_day();
assert_eq!(game.execute().title(), ActionPromptTitle::WolfPackKill);
game.mark(
game.living_villager_excl(recruited.player_id())
.character_id(),
);
game.r#continue().sleep();
game.next().title().masons_wake();
game.r#continue().sleep();
game.next_expect_day();
}
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#[test]
fn dies_recruiting_wolf() {
let players = gen_players(1..10);
let mason_leader_player_id = players[0].player_id;
let wolf_player_id = players[1].player_id;
let mut settings = GameSettings::empty();
settings.add_and_assign(
SetupRole::MasonLeader {
recruits_available: NonZeroU8::new(1).unwrap(),
},
mason_leader_player_id,
);
settings.add_and_assign(SetupRole::Werewolf, wolf_player_id);
settings.fill_remaining_slots_with_villagers(9);
let mut game = Game::new(&players, settings).unwrap();
game.r#continue().r#continue();
assert_eq!(game.next().title(), ActionPromptTitle::WolvesIntro);
game.r#continue().sleep();
game.next_expect_day();
assert_eq!(game.execute().title(), ActionPromptTitle::WolfPackKill);
game.mark(game.living_villager().character_id());
game.r#continue().sleep();
assert_eq!(game.next().title(), ActionPromptTitle::MasonLeaderRecruit);
game.mark(game.character_by_player_id(wolf_player_id).character_id());
game.r#continue().sleep();
game.next_expect_day();
assert_eq!(
game.character_by_player_id(mason_leader_player_id)
.died_to()
.cloned(),
Some(DiedTo::MasonLeaderRecruitFail {
tried_recruiting: game.character_by_player_id(wolf_player_id).character_id(),
night: 1,
})
);
}
// todo: masons wake even if leader dead