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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]);
}
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