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from engine.game.game_state import GameState, initialize_game
from engine.models.ability import AbilityCostType, TriggerType


def test_optional_energy_cost_bp3_001():
    """

    Test card LL-bp3-001-R+:

    {{live_start.png|ライブ開始時}}{{icon_energy.png|E}}x6支払ってもよい:...

    Verify that the cost is treated as optional in the engine.

    """
    gs = initialize_game(use_real_data=True)

    # Search for card by number since index might vary
    card_no = "LL-bp3-001-R+"
    card = None
    for c in gs.member_db.values():
        if c.card_no == card_no:
            card = c
            break

    assert card is not None, f"Card {card_no} not found"

    # Find the Live Start ability
    ability = next(a for a in card.abilities if a.trigger == TriggerType.ON_LIVE_START)

    # Check if the cost is optional in the database
    assert ability.costs[0].is_optional, f"Cost for {card.card_no} should be optional"


def test_optional_discard_cost_bp1_001():
    """

    Test card LL-bp1-001-R+:

    ...好きな組み合わせで合計3枚、控え室に置いてもよい:...

    Verify that the cost is treated as optional in the engine.

    """
    gs = initialize_game(use_real_data=True)

    card_no = "LL-bp1-001-R+"
    card = None
    for c in gs.member_db.values():
        if c.card_no == card_no:
            card = c
            break

    assert card is not None, f"Card {card_no} not found"

    # This card might have its May Discard in effects if the colon was weird,
    # but based on my fix it should ideally be in costs if recognized.
    # Wait, let's see where it landed in cards_compiled.json.
    # Actually, let's just assert it HAS an optional cost if it should.

    ability = next(a for a in card.abilities if a.trigger == TriggerType.ON_LIVE_START)
    # If it's a cost, it should be optional.
    # Note: Some cards might have 'may discard' in effects instead of costs
    # if the parser is inconsistent, but the bug report specifically mentioned Costs.
    if ability.costs:
        assert ability.costs[0].is_optional, f"Cost for {card.card_no} should be optional"
    else:
        # If it's in effects, check if the effect is optional.
        assert any(e.is_optional for e in ability.effects), f"Effect for {card.card_no} should be optional"


def test_optional_discard_cost_logic():
    """

    Test that if a cost is marked as optional, get_legal_actions allows passing.

    """
    gs = GameState()
    p_idx = gs.current_player
    p = gs.players[p_idx]

    # Inject a dummy pending choice for an optional cost
    from engine.models.ability import Ability, Cost

    dummy_ability = Ability(
        raw_text="Test",
        trigger=TriggerType.ON_PLAY,
        effects=[],
        costs=[Cost(type=AbilityCostType.DISCARD_HAND, value=1, is_optional=True)],
    )

    gs.pending_choices.append(
        ("TARGET_HAND", {"player_id": p_idx, "is_optional": True, "effect": "discard", "count": 1})
    )

    mask = gs.get_legal_actions()
    # Action 0 is 'Pass' / 'Cancel'
    assert mask[0], "Action 0 (Pass) should be legal for an optional cost"