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"""
End-to-End Behavioral Tests for Card Abilities
These tests verify that abilities produce the correct game state changes,
not just that they don't crash.
"""
import numpy as np
import pytest
from engine.game.game_state import Group, LiveCard, MemberCard, Phase
from engine.models.ability import (
Ability,
Effect,
EffectType,
TargetType,
TriggerType,
)
class TestRecoverLiveBehavior:
"""Test RECOVER_LIVE effect produces correct state changes."""
@pytest.fixture(autouse=True)
def setup(self, game_state):
self.game = game_state
self.p0 = self.game.players[0]
self.p1 = self.game.players[1]
# Create mock member card
self.game.member_db[100] = MemberCard(
card_id=100,
card_no="M100",
name="Test Member",
cost=5,
hearts=np.zeros(6, dtype=np.int32),
blade_hearts=np.zeros(7, dtype=np.int32),
blades=1,
groups=[Group.from_japanese_name("ć©ćć©ć¤ćļ¼ćµć³ć·ć£ć¤ć³!!")],
)
# Create mock live cards
for i in range(200, 203):
self.game.live_db[i] = LiveCard(
card_id=i,
card_no=f"L{i}",
name=f"Live {i}",
score=1,
required_hearts=np.zeros(7, dtype=np.int32),
groups=[Group.from_japanese_name("ć©ćć©ć¤ćļ¼ćµć³ć·ć£ć¤ć³!!")],
)
def test_recover_live_moves_card_to_hand(self):
"""Verify that selecting a live card from discard moves it to hand."""
# Setup: Put a live card in discard
self.p0.discard = [200, 100] # Live 200 + Member 100
self.p0.hand = [101]
self.p0.main_deck = [999] # Prevent auto-reshuffle Rule 10.2
initial_discard_size = len(self.p0.discard)
initial_hand_size = len(self.p0.hand)
# Create RECOVER_LIVE effect
effect = Effect(EffectType.RECOVER_LIVE, 1, TargetType.CARD_DISCARD)
# Trigger the effect resolution
self.game.pending_effects.append(effect)
self.game._resolve_pending_effect(0)
# Verify: A choice should be created
assert len(self.game.pending_choices) > 0, "A SELECT_FROM_DISCARD choice should be pending"
choice_type, params = self.game.pending_choices[0]
print(f"DEBUG: Choice Type: {choice_type}")
print(f"DEBUG: Params Cards: {params.get('cards')}")
assert choice_type == "SELECT_FROM_DISCARD"
assert 200 in params["cards"], "Live card 200 should be in choices"
assert 100 not in params["cards"], "Member card 100 should NOT be in choices (wrong type)"
# Execute selection (action 660 = select index 0 from discard choices)
# The action ID depends on how get_legal_actions maps it
# For SELECT_FROM_DISCARD, action IDs are 660 + index
new_state = self.game.step(660) # Select first card (index 0 = card 200)
# Verify: Card moved from discard to hand
assert 200 in new_state.players[0].hand, "Live card 200 should be in hand"
assert 200 not in new_state.players[0].discard, "Live card 200 should NOT be in discard"
assert len(new_state.players[0].hand) == initial_hand_size + 1, "Hand should have 1 more card"
assert len(new_state.players[0].discard) == initial_discard_size - 1, "Discard should have 1 fewer card"
class TestDrawBehavior:
"""Test DRAW effect produces correct state changes."""
@pytest.fixture(autouse=True)
def setup(self, game_state):
self.game = game_state
self.p0 = self.game.players[0]
# Create mock cards for deck
for i in range(1, 20):
self.game.member_db[i] = MemberCard(
card_id=i,
card_no=f"M{i}",
name=f"Member {i}",
cost=1,
hearts=np.zeros(6, dtype=np.int32),
blade_hearts=np.zeros(7, dtype=np.int32),
blades=1,
)
# Set up deck
self.p0.main_deck = list(range(1, 15)) # Cards 1-14 in deck
self.p0.hand = []
def test_draw_moves_cards_from_deck_to_hand(self):
"""Verify that draw effect moves cards from deck to hand."""
initial_deck_size = len(self.p0.main_deck)
initial_hand_size = len(self.p0.hand)
# Execute draw 3
self.game._draw_cards(self.p0, 3)
# Verify
assert len(self.p0.hand) == initial_hand_size + 3, "Hand should have 3 more cards"
assert len(self.p0.main_deck) == initial_deck_size - 3, "Deck should have 3 fewer cards"
def test_draw_takes_from_top_of_deck(self):
"""Verify that draw takes cards from top (end) of deck."""
self.p0.main_deck = [1, 2, 3, 4, 5] # 5 is at top
self.p0.hand = []
self.game._draw_cards(self.p0, 2)
# Top cards (1, 2) should be in hand (Engine pops from 0)
assert 1 in self.p0.hand, "Card 1 (top) should be drawn"
assert 2 in self.p0.hand, "Card 2 (second from top) should be drawn"
assert self.p0.main_deck == [3, 4, 5], "Cards 3-5 should remain in deck"
class TestOnPlayAbilityBehavior:
"""Test that ON_PLAY abilities trigger correctly when a member is played."""
@pytest.fixture(autouse=True)
def setup(self, game_state):
self.game = game_state
self.p0 = self.game.players[0]
self.game.phase = Phase.MAIN
self.game.current_player = 0
# Create member with draw ability
draw_ability = Ability(
raw_text="ē»å “ę ć«ć¼ćć1ęå¼ć",
trigger=TriggerType.ON_PLAY,
effects=[Effect(EffectType.DRAW, 1, TargetType.PLAYER)],
)
self.game.member_db[100] = MemberCard(
card_id=100,
card_no="M100",
name="Draw Member",
cost=0,
hearts=np.zeros(6, dtype=np.int32),
blade_hearts=np.zeros(7, dtype=np.int32),
blades=1,
abilities=[draw_ability],
)
# Set up game state
self.p0.hand = [100]
self.p0.main_deck = [1, 2, 3, 4, 5]
self.p0.energy_zone = [2000, 2000, 2000] # Enough energy
def test_on_play_ability_triggers(self):
"""Verify that playing a member with ON_PLAY ability triggers the effect."""
# Play member to center (action = 1 + hand_idx*3 + area)
# hand_idx=0, area=1 (center) -> action = 1 + 0*3 + 1 = 2
action_id = 2
# Verify action is legal
legal_mask = self.game.get_legal_actions()
# Execute play
if legal_mask[action_id]:
new_state = self.game.step(action_id)
# The member should be on stage
assert new_state.players[0].stage[1] == 100, "Member should be in center stage"
# The ON_PLAY draw effect should have triggered
# Note: This depends on ability resolution timing
# For now, just verify the member was played successfully
class TestOptionalAbilityBehavior:
"""Test that optional abilities can be skipped."""
@pytest.fixture(autouse=True)
def setup(self, game_state):
self.game = game_state
self.p0 = self.game.players[0]
# Create mock cards
for i in range(1, 5):
self.game.member_db[i] = MemberCard(
card_id=i,
card_no=f"M{i}",
name=f"Member {i}",
cost=1,
hearts=np.zeros(6, dtype=np.int32),
blade_hearts=np.zeros(7, dtype=np.int32),
blades=1,
)
def test_optional_choice_allows_skip(self):
"""Verify that optional choices have action 0 (skip) available."""
self.p0.hand = [1, 2, 3]
# Set up an optional TARGET_HAND choice
self.game.pending_choices = [("TARGET_HAND", {"effect": "discard", "is_optional": True, "count": 1})]
# Get legal actions
legal_mask = self.game.get_legal_actions()
# Action 0 (skip/pass) should be available for optional choices
assert legal_mask[0], "Action 0 (SKIP) should be available for optional cost"
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