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use crate::core::logic::*;
use crate::core::enums::*;

#[test]
fn test_opcode_draw() {
    let mut state = GameState::default();
    state.players[0].deck = vec![1, 2, 3, 4, 5];

    let db = CardDatabase {
        members: std::collections::HashMap::new(),
        lives: std::collections::HashMap::new(),
        members_vec: vec![],
        lives_vec: vec![],
    };

    let ctx = AbilityContext {
        player_id: 0,
        ..AbilityContext::default()
    };

    // O_DRAW, Value 2, Attr 0, Slot 0
    let bytecode = vec![O_DRAW, 2, 0, 0, O_RETURN, 0, 0, 0];
    state.resolve_bytecode(&db, &bytecode, &ctx);

    assert_eq!(state.players[0].hand.len(), 2);
    assert_eq!(state.players[0].deck.len(), 3);
}

#[test]
fn test_opcode_blades() {
    let mut state = GameState::default();
    state.players[0].stage[0] = 0; // Member ID 0

    let db = CardDatabase {
        members: std::collections::HashMap::new(),
        lives: std::collections::HashMap::new(),
        members_vec: vec![],
        lives_vec: vec![],
    };

    let ctx = AbilityContext {
        player_id: 0,
        area_idx: 0,
        ..AbilityContext::default()
    };

    // O_BLADES, Value 3, Attr 0, Slot 4 (SELF)
    let bytecode = vec![O_BLADES, 3, 0, 4, O_RETURN, 0, 0, 0];
    state.resolve_bytecode(&db, &bytecode, &ctx);

    assert_eq!(state.players[0].blade_buffs[0], 3);
}

#[test]
fn test_opcode_hearts() {
    let mut state = GameState::default();
    state.players[0].stage[0] = 0;

    let db = CardDatabase {
        members: std::collections::HashMap::new(),
        lives: std::collections::HashMap::new(),
        members_vec: vec![],
        lives_vec: vec![],
    };

    let ctx = AbilityContext {
        player_id: 0,
        area_idx: 0,
        ..AbilityContext::default()
    };

    // O_HEARTS, Value 1, Attr 1 (Red), Slot 4 (SELF)
    let bytecode = vec![O_HEARTS, 1, 1, 4, O_RETURN, 0, 0, 0];
    state.resolve_bytecode(&db, &bytecode, &ctx);

    assert_eq!(state.players[0].heart_buffs[0][1], 1);
}

#[test]
fn test_opcode_reduce_cost() {
    let mut state = GameState::default();
    let db = CardDatabase {
        members: std::collections::HashMap::new(),
        lives: std::collections::HashMap::new(),
        members_vec: vec![],
        lives_vec: vec![],
    };
    let ctx = AbilityContext { player_id: 0, ..AbilityContext::default() };

    // O_REDUCE_COST, Value 2
    let bytecode = vec![O_REDUCE_COST, 2, 0, 0, O_RETURN, 0, 0, 0];
    state.resolve_bytecode(&db, &bytecode, &ctx);

    assert_eq!(state.players[0].cost_reduction, 2);
}

#[test]
fn test_condition_count_hand() {
    let mut state = GameState::default();
    state.players[0].hand = vec![1, 2, 3]; // 3 cards

    let db = CardDatabase {
        members: std::collections::HashMap::new(),
        lives: std::collections::HashMap::new(),
        members_vec: vec![],
        lives_vec: vec![],
    };
    let ctx = AbilityContext { player_id: 0, ..AbilityContext::default() };

    // Condition: C_HND (204), Value 3
    // Effect: O_DRAW (10), Value 1
    // Bytecode: [C_HND, 3, 0, 0, O_JUMP_F, 1, 0, 0, O_DRAW, 1, 0, 0, O_RETURN, 0, 0, 0]
    let bytecode = vec![
        C_HND, 3, 0, 0,
        O_JUMP_F, 1, 0, 0,
        O_DRAW, 1, 0, 0,
        O_RETURN, 0, 0, 0
    ];

    // Case 1: Met
    state.players[0].deck = vec![100];
    state.resolve_bytecode(&db, &bytecode, &ctx);
    assert_eq!(state.players[0].hand.len(), 4);

    // Case 2: Not Met
    state.players[0].hand = vec![1]; // 1 card
    state.players[0].deck = vec![200];
    state.resolve_bytecode(&db, &bytecode, &ctx);
    assert_eq!(state.players[0].hand.len(), 1); // Stayed at 1
}

#[test]
fn test_opcode_play_member_from_hand() {
    let mut state = GameState::default();
    state.players[0].hand = vec![10, 20]; // Card 10 at index 0, Card 20 at index 1

    let mut members = std::collections::HashMap::new();
    let test_member = MemberCard {
        card_id: 20,
        card_no: "TEST-001".to_string(),
        name: "Test Member".to_string(),
        cost: 0,
        hearts: [0; 7],
        blade_hearts: [0; 7],
        blades: 0,
        groups: vec![],
        units: vec![],
        abilities: vec![],
        volume_icons: 0,
        draw_icons: 0,
        ability_text: "".to_string(),
        char_id: 0,
        img_path: "".to_string(),
    };
    members.insert(20, test_member.clone());

    let mut db = CardDatabase {
        members,
        lives: std::collections::HashMap::new(),
        members_vec: vec![None; 21],
        lives_vec: vec![],
    };
    db.members_vec[20] = Some(test_member);

    // We assume choice_index=1 (Card 20), target_slot=2
    let ctx = AbilityContext {
        player_id: 0,
        choice_index: 1,
        target_slot: 2,
        ..AbilityContext::default()
    };

    // O_PLAY_MEMBER_FROM_HAND (57)
    let bytecode = vec![O_PLAY_MEMBER_FROM_HAND, 0, 0, 0, O_RETURN, 0, 0, 0];

    state.resolve_bytecode(&db, &bytecode, &ctx);

    // Card 20 should be on stage slot 2
    assert_eq!(state.players[0].stage[2], 20);
    // Hand should have 1 card (Card 10)
    assert_eq!(state.players[0].hand.len(), 1);
    assert_eq!(state.players[0].hand[0], 10);
    // Tapped should be false
    assert!(!state.players[0].tapped_members[2]);
}