Fix cthulhu advancement rolls, add remaining dice tests.
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@ -50,6 +50,7 @@ impl fmt::Display for DiceRollModifier {
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}
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/// The outcome of a die roll, either some kind of success or failure.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum RollResult {
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/// Basic success. The rolled number was equal to or less than the target number.
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Success,
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@ -262,6 +263,30 @@ fn roll_regular_dice<R: DieRoller>(roll: &DiceRoll, roller: &mut R) -> RolledDic
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}
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}
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fn roll_advancement_dice<R: DieRoller>(
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roll: &AdvancementRoll,
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roller: &mut R,
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) -> RolledAdvancement {
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let unit_roll = roller.roll();
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let percentile_roll = roll_percentile_dice(roller, unit_roll);
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if percentile_roll > roll.existing_skill || percentile_roll > 95 {
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RolledAdvancement {
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num_rolled: percentile_roll,
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existing_skill: roll.existing_skill,
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advancement: roller.roll() + 1,
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successful: true,
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}
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} else {
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RolledAdvancement {
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num_rolled: percentile_roll,
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existing_skill: roll.existing_skill,
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advancement: 0,
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successful: false,
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}
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}
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}
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impl DiceRoll {
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/// Make a roll with a target number and potential modifier. In a
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/// normal roll, only one percentile die is rolled (1d100). With
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@ -280,24 +305,7 @@ impl DiceRoll {
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impl AdvancementRoll {
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pub fn roll(&self) -> RolledAdvancement {
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let mut roller = RngDieRoller(rand::thread_rng());
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let unit_roll = roller.roll();
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let percentile_roll = roll_percentile_dice(&mut roller, unit_roll);
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if percentile_roll < self.existing_skill || percentile_roll > 95 {
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RolledAdvancement {
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num_rolled: percentile_roll,
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existing_skill: self.existing_skill,
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advancement: roller.roll() + 1,
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successful: true,
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}
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} else {
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RolledAdvancement {
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num_rolled: percentile_roll,
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existing_skill: self.existing_skill,
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advancement: 0,
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successful: false,
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}
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}
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roll_advancement_dice(self, &mut roller)
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}
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}
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@ -331,6 +339,133 @@ mod tests {
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}
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}
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#[test]
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fn regular_roll_succeeds_when_below_target() {
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let roll = DiceRoll {
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target: 50,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 30, succeeding.
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let mut roller = SequentialDieRoller::new(vec![0, 3]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::Success, rolled.result());
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}
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#[test]
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fn regular_roll_hard_success_when_rolling_half() {
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let roll = DiceRoll {
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target: 50,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 25, succeeding.
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let mut roller = SequentialDieRoller::new(vec![5, 2]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::HardSuccess, rolled.result());
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}
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#[test]
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fn regular_roll_extreme_success_when_rolling_one_fifth() {
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let roll = DiceRoll {
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target: 50,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 10, succeeding extremely.
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let mut roller = SequentialDieRoller::new(vec![0, 1]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::ExtremeSuccess, rolled.result());
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}
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#[test]
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fn regular_roll_extreme_success_target_above_100() {
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let roll = DiceRoll {
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target: 150,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 30, succeeding extremely.
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let mut roller = SequentialDieRoller::new(vec![0, 3]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::ExtremeSuccess, rolled.result());
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}
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#[test]
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fn regular_roll_critical_success_on_one() {
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let roll = DiceRoll {
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target: 50,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 1.
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let mut roller = SequentialDieRoller::new(vec![1, 0]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::CriticalSuccess, rolled.result());
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}
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#[test]
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fn regular_roll_fail_when_above_target() {
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let roll = DiceRoll {
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target: 50,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 60.
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let mut roller = SequentialDieRoller::new(vec![0, 6]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::Failure, rolled.result());
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}
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#[test]
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fn regular_roll_is_fumble_when_skill_below_50_and_roll_at_least_96() {
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let roll = DiceRoll {
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target: 49,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 96.
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let mut roller = SequentialDieRoller::new(vec![6, 9]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::Fumble, rolled.result());
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}
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#[test]
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fn regular_roll_is_failure_when_skill_at_or_above_50_and_roll_at_least_96() {
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let roll = DiceRoll {
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target: 50,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 96.
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let mut roller = SequentialDieRoller::new(vec![6, 9]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::Failure, rolled.result());
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let roll = DiceRoll {
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target: 68,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 96.
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let mut roller = SequentialDieRoller::new(vec![6, 9]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::Failure, rolled.result());
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}
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#[test]
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fn regular_roll_always_fumble_on_100() {
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let roll = DiceRoll {
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target: 100,
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modifier: DiceRollModifier::Normal,
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};
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//Roll 100.
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let mut roller = SequentialDieRoller::new(vec![0, 0]);
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(RollResult::Fumble, rolled.result());
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}
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#[test]
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fn one_penalty_picks_highest_of_two() {
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let roll = DiceRoll {
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@ -395,4 +530,39 @@ mod tests {
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let rolled = roll_regular_dice(&roll, &mut roller);
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assert_eq!(30, rolled.num_rolled);
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}
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#[test]
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fn advancement_succeeds_on_above_skill() {
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let roll = AdvancementRoll { existing_skill: 30 };
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//Roll 52, then advance skill by 5. (advancement adds +1 to 0-9 roll)
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let mut roller = SequentialDieRoller::new(vec![2, 5, 4]);
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let rolled = roll_advancement_dice(&roll, &mut roller);
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assert!(rolled.successful());
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assert_eq!(5, rolled.advancement());
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assert_eq!(35, rolled.new_skill_amount());
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}
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#[test]
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fn advancement_succeeds_on_above_95() {
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let roll = AdvancementRoll { existing_skill: 97 };
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//Roll 96, then advance skill by 1. (advancement adds +1 to 0-9 roll)
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let mut roller = SequentialDieRoller::new(vec![6, 9, 0]);
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let rolled = roll_advancement_dice(&roll, &mut roller);
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assert!(rolled.successful());
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assert_eq!(1, rolled.advancement());
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assert_eq!(98, rolled.new_skill_amount());
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}
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#[test]
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fn advancement_fails_on_below_skill() {
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let roll = AdvancementRoll { existing_skill: 30 };
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//Roll 25, failing.
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let mut roller = SequentialDieRoller::new(vec![5, 2]);
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let rolled = roll_advancement_dice(&roll, &mut roller);
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assert!(!rolled.successful());
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assert_eq!(0, rolled.advancement());
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}
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}
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