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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.""" | |
| 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.""" | |
| 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.""" | |
| 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.""" | |
| 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" | |