Fixed battle ending after any faint.
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@@ -106,6 +106,37 @@ TEST_CASE("When creature is dealt enough damage, faint it and mark battle as end
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REQUIRE(battle.GetResult() == 0);
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}
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TEST_CASE("When another creature is available on faint, make sure the battle hasn't ended", "[Integrations]") {
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auto library = TestLibrary::Get();
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auto c1 = CreateCreature(library, "testSpecies1", 100).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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CreatureParty party1{c1};
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auto battleParty1 = BattleParty(&party1, {CreatureIndex(0, 0)});
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auto c2 = CreateCreature(library, "testSpecies1", 1).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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auto c3 = CreateCreature(library, "testSpecies1", 1).WithAttack("standard", AttackLearnMethod::Unknown)->Create();
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CreatureParty party2{c2, c3};
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auto battleParty2 = BattleParty(&party2, {CreatureIndex(1, 0)});
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auto battle = Battle(library, {battleParty1, battleParty2});
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REQUIRE_FALSE(battle.HasEnded());
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battle.SwitchCreature(0, 0, c1);
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battle.SwitchCreature(1, 0, c2);
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REQUIRE_FALSE(battle.HasEnded());
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battle.TrySetChoice(new AttackTurnChoice(c1, c1->GetAttacks()[0], CreatureIndex(1, 0)));
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battle.TrySetChoice(new PassTurnChoice(c2));
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REQUIRE_FALSE(battle.HasEnded());
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battle.SwitchCreature(1, 0, c3);
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battle.TrySetChoice(new AttackTurnChoice(c1, c1->GetAttacks()[0], CreatureIndex(1, 0)));
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battle.TrySetChoice(new PassTurnChoice(c3));
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REQUIRE(battle.HasEnded());
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REQUIRE(battle.GetResult() == 0);
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}
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#endif
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