#[allow(unused)] use pretty_assertions::{assert_eq, assert_ne, assert_str_eq}; use crate::{ diedto::DiedTo, game::{Game, GameSettings, OrRandom, SetupRole}, game_test::{ActionPromptTitleExt, ActionResultExt, GameExt, SettingsExt, gen_players}, message::night::ActionPromptTitle, }; #[test] fn no_kill_on_executing_wolf_aligned_villager() { let players = gen_players(1..21); let lone_wolf_player_id = players[0].player_id; let wolf_player_id = players[1].player_id; let scapegoat_player_id = players[2].player_id; let mut settings = GameSettings::empty(); settings.add_and_assign(SetupRole::LoneWolf, lone_wolf_player_id); settings.add_and_assign(SetupRole::Werewolf, wolf_player_id); settings.add_and_assign( SetupRole::Scapegoat { redeemed: OrRandom::Determined(false), }, scapegoat_player_id, ); settings.fill_remaining_slots_with_villagers(20); 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(); game.mark_for_execution( game.character_by_player_id(scapegoat_player_id) .character_id(), ); game.execute().title().wolf_pack_kill(); game.mark(game.living_villager().character_id()); game.r#continue().sleep(); game.next_expect_day(); } #[test] fn gets_a_kill_after_wolf_execution_and_can_kill_a_wolf() { let players = gen_players(1..21); let lone_wolf_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::LoneWolf, lone_wolf_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(20); 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(); game.mark_for_execution( game.character_by_player_id(sacrificial_wolf_player_id) .character_id(), ); game.execute().title().wolf_pack_kill(); game.mark(game.living_villager().character_id()); game.r#continue().sleep(); game.next().title().lone_wolf(); 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(wolf_player_id) .died_to() .cloned(), Some(DiedTo::LoneWolf { killer: game .character_by_player_id(lone_wolf_player_id) .character_id(), night: 1 }) ); }