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manabrew_engine/ability/effects/
fog_effect.rs

1use super::EffectContext;
2
3/// Resolve `SP$ Fog` — prevent all combat damage this turn.
4///
5/// Mirrors Java `FogEffect.java` (which uses a ReplacementEffect in Java,
6/// but we use a simpler flag-based approach).
7///
8/// Sets `prevent_all_combat_damage` on `GameState`. The combat damage
9/// resolution checks this flag and skips dealing damage. The flag is
10/// reset at end of turn cleanup.
11///
12/// # Card script examples
13/// ```text
14/// A:SP$ Fog
15/// ```
16/// Struct form of this effect so it can participate in the
17/// `SpellAbilityEffect` trait hierarchy — mirrors Java's
18/// `FogEffect` class extending `SpellAbilityEffect`.
19#[manabrew_engine_macros::spell_effect(FogEffect)]
20fn resolve(ctx: &mut EffectContext, _sa: &crate::spellability::SpellAbility) {
21    ctx.game.prevent_all_combat_damage = true;
22}
23
24#[cfg(test)]
25mod tests {
26    use crate::ability::spell_ability_effect::SpellAbilityEffect;
27    use std::collections::HashMap;
28
29    use crate::ability::effects::EffectContext;
30    use crate::agent::PassAgent;
31    use crate::game::GameState;
32    use crate::ids::PlayerId;
33    use crate::mana::ManaPool;
34    use crate::spellability::SpellAbility;
35    use crate::trigger::handler::TriggerHandler;
36
37    #[test]
38    fn fog_sets_prevent_flag() {
39        let mut game = GameState::new(&["Alice", "Bob"], 20);
40        let p0 = PlayerId(0);
41
42        assert!(!game.prevent_all_combat_damage);
43
44        let sa = SpellAbility::new_simple(None, p0, "SP$ Fog");
45
46        let mut th = TriggerHandler::new();
47        let mut agents: Vec<Box<dyn crate::agent::PlayerAgent>> =
48            vec![Box::new(PassAgent), Box::new(PassAgent)];
49        let mut mp = vec![ManaPool::default(), ManaPool::default()];
50        let templates = HashMap::new();
51        let templates_variants = HashMap::new();
52        let token_fallback = HashMap::new();
53        let edition_dates: HashMap<String, String> = HashMap::new();
54        let mut rng_adapter = crate::game_rng::ThreadRngAdapter;
55        let mut ctx = EffectContext {
56            game: &mut game,
57            combat: None,
58            agents: &mut agents,
59            trigger_handler: &mut th,
60            token_templates: &templates,
61            token_art_variants: &templates_variants,
62            token_fallback: &token_fallback,
63            edition_dates: &edition_dates,
64            mana_pools: &mut mp,
65            parent_target_card: None,
66            rng: &mut rng_adapter,
67        };
68        super::FogEffect::resolve(&mut ctx, &sa);
69
70        assert!(ctx.game.prevent_all_combat_damage);
71    }
72}