empath fix and tests
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@ -1064,7 +1064,7 @@ impl Night {
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..
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} => {
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let marked = self.village.character_by_id(*marked)?;
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let scapegoat = marked.role_title() != RoleTitle::Scapegoat;
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let scapegoat = marked.role_title() == RoleTitle::Scapegoat;
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Ok(ActionComplete {
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result: ActionResult::Empath { scapegoat },
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@ -58,6 +58,10 @@ pub trait ActionPromptTitleExt {
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fn masons_wake(&self);
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fn masons_leader_recruit(&self);
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fn beholder(&self);
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fn vindicator(&self);
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fn pyremaster(&self);
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fn empath(&self);
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fn adjudicator(&self);
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}
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impl ActionPromptTitleExt for ActionPromptTitle {
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@ -115,6 +119,18 @@ impl ActionPromptTitleExt for ActionPromptTitle {
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fn beholder(&self) {
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assert_eq!(*self, ActionPromptTitle::Beholder)
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}
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fn vindicator(&self) {
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assert_eq!(*self, ActionPromptTitle::Vindicator)
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}
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fn pyremaster(&self) {
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assert_eq!(*self, ActionPromptTitle::PyreMaster)
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}
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fn adjudicator(&self) {
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assert_eq!(*self, ActionPromptTitle::Adjudicator)
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}
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fn empath(&self) {
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assert_eq!(*self, ActionPromptTitle::Empath)
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}
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}
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pub trait ActionResultExt {
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@ -0,0 +1,134 @@
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use core::num::NonZeroU8;
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#[allow(unused)]
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use pretty_assertions::{assert_eq, assert_ne, assert_str_eq};
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use crate::{
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game::{Game, GameSettings, OrRandom, SetupRole},
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game_test::{
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ActionPromptTitleExt, ActionResultExt, AlignmentExt, GameExt, SettingsExt, gen_players,
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},
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message::night::{ActionPrompt, ActionPromptTitle, ActionResult},
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role::Role,
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};
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#[test]
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fn empath_nothing_on_wolf() {
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let players = gen_players(1..10);
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let empath_player_id = players[0].player_id;
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let wolf_player_id = players[1].player_id;
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let mut settings = GameSettings::empty();
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settings.add_and_assign(SetupRole::Empath, empath_player_id);
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settings.add_and_assign(SetupRole::Werewolf, wolf_player_id);
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settings.fill_remaining_slots_with_villagers(9);
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let mut game = Game::new(&players, settings).unwrap();
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game.r#continue().r#continue();
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assert_eq!(game.next().title(), ActionPromptTitle::WolvesIntro);
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game.r#continue().sleep();
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game.next_expect_day();
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game.execute().title().wolf_pack_kill();
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game.mark(game.living_villager_excl(empath_player_id).character_id());
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game.r#continue().sleep();
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game.next().title().empath();
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game.mark(game.character_by_player_id(wolf_player_id).character_id());
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assert_eq!(game.r#continue(), ActionResult::Empath { scapegoat: false });
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game.next_expect_day();
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assert_eq!(
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*game.character_by_player_id(empath_player_id).role(),
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Role::Empath { cursed: false }
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);
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}
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#[test]
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fn empath_takes_on_scapegoats_curse() {
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let players = gen_players(1..10);
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let empath_player_id = players[0].player_id;
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let wolf_player_id = players[1].player_id;
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let scapegoat_player_id = players[2].player_id;
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let seer_1_player_id = players[3].player_id;
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let seer_2_player_id = players[4].player_id;
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let mut settings = GameSettings::empty();
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settings.add_and_assign(SetupRole::Empath, empath_player_id);
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settings.add_and_assign(SetupRole::Werewolf, wolf_player_id);
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settings.add_and_assign(SetupRole::Seer, seer_1_player_id);
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settings.add_and_assign(SetupRole::Seer, seer_2_player_id);
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settings.add_and_assign(
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SetupRole::Scapegoat {
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redeemed: OrRandom::Random,
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},
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scapegoat_player_id,
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);
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settings.fill_remaining_slots_with_villagers(9);
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let mut game = Game::new(&players, settings).unwrap();
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game.r#continue().r#continue();
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assert_eq!(game.next().title(), ActionPromptTitle::WolvesIntro);
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game.r#continue().sleep();
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game.next().title().seer();
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game.mark(
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game.character_by_player_id(scapegoat_player_id)
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.character_id(),
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);
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game.r#continue().seer().wolves();
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game.next().title().seer();
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game.mark(game.character_by_player_id(empath_player_id).character_id());
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game.r#continue().seer().village();
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game.next_expect_day();
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game.execute().title().wolf_pack_kill();
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game.mark(game.living_villager_excl(empath_player_id).character_id());
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game.r#continue().sleep();
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game.next().title().empath();
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game.mark(
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game.character_by_player_id(scapegoat_player_id)
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.character_id(),
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);
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assert_eq!(game.r#continue(), ActionResult::Empath { scapegoat: true });
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game.next().title().seer();
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game.mark(
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game.character_by_player_id(scapegoat_player_id)
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.character_id(),
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);
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game.r#continue().seer().wolves();
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game.next().title().seer();
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game.mark(game.character_by_player_id(empath_player_id).character_id());
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game.r#continue().seer().village();
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game.next_expect_day();
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assert_eq!(
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*game.character_by_player_id(empath_player_id).role(),
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Role::Empath { cursed: true }
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);
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assert_eq!(
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*game.character_by_player_id(scapegoat_player_id).role(),
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Role::Villager
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);
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game.execute().title().wolf_pack_kill();
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game.mark(game.villager_character_ids().into_iter().next().unwrap());
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game.r#continue().sleep();
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game.next().title().seer();
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game.mark(
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game.character_by_player_id(scapegoat_player_id)
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.character_id(),
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);
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game.r#continue().seer().village();
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game.next().title().seer();
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game.mark(game.character_by_player_id(empath_player_id).character_id());
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game.r#continue().seer().wolves();
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game.next_expect_day();
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}
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@ -1,5 +1,6 @@
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mod beholder;
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mod elder;
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mod empath;
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mod mason;
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mod scapegoat;
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mod shapeshifter;
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