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| """ | |
| Automated smoke tests for all card abilities. | |
| Uses the ability_test_generator to create parametrized tests for every card. | |
| """ | |
| import pytest | |
| from engine.game.enums import Phase | |
| from engine.models.ability import TriggerType | |
| from engine.tests.framework.ability_test_generator import generate_ability_test_cases | |
| from engine.tests.framework.state_validators import StateValidator | |
| def test_ability_executes_without_crash(game_state, test_case): | |
| """ | |
| Smoke test: Ensure every ability can be triggered and resolved without crashing. | |
| Does NOT verify logical correctness of the effect, just that it doesn't crash the engine. | |
| """ | |
| # 1. Setup based on trigger type | |
| trigger_name = test_case["trigger"] | |
| cid = test_case["card_id"] | |
| p = game_state.players[0] | |
| # Skip unknown triggers for now | |
| if trigger_name == "NONE" or trigger_name == 0: | |
| pytest.skip("Skipping ability with no trigger") | |
| try: | |
| if isinstance(trigger_name, int): | |
| trigger_enum = TriggerType(trigger_name) | |
| trigger_name = trigger_enum.name | |
| else: | |
| trigger_enum = getattr(TriggerType, trigger_name) | |
| except (AttributeError, ValueError): | |
| # Might be integer in compiled JSON if not re-serialized with names | |
| # Generator currently returns raw values if using names? | |
| # Let's handle if it returns int mapped strings | |
| pytest.skip(f"Skipping unknown trigger: {trigger_name}") | |
| # Might be integer in compiled JSON if not re-serialized with names | |
| # Generator currently returns raw values if using names? | |
| # Let's handle if it returns int mapped strings | |
| pytest.skip(f"Skipping unknown trigger: {trigger_name}") | |
| # Initialize state for specific triggers | |
| if trigger_name == "ON_PLAY": | |
| # Setup: Hand -> Stage | |
| # Give card + dummies for discard costs | |
| p.hand = [cid] + [999] * 5 | |
| # Sync hand_added_turn to avoid validator desync if card stays in hand | |
| # We need to sync for ALL cards | |
| p.hand_added_turn = [0] * 6 | |
| # Give infinite energy for costs | |
| p.energy_zone = [2000] * 10 | |
| p.tapped_energy[:] = False | |
| game_state.phase = Phase.MAIN | |
| # Execute: Play card | |
| # Action 1 = Play card at index 0 to stage slot 0 (0*3 + 0 + 1 => 1) | |
| game_state = game_state.step(1) | |
| elif trigger_name == "ON_LIVE_START" or trigger_name == "LIVE_START": | |
| # Setup: Card on Stage -> Live Start | |
| p.stage[0] = cid | |
| p.live_zone = [1000] # Dummy live | |
| p.live_zone_revealed = [True] | |
| game_state.phase = Phase.PERFORMANCE_P1 | |
| game_state.first_player = 0 | |
| game_state.current_player = 0 | |
| # Execute: Step(0) to trigger performance abilities | |
| game_state = game_state.step(0) | |
| elif trigger_name == "ACTIVATED": | |
| # Setup: Card on Stage -> Activate | |
| p.stage[0] = cid | |
| p.tapped_members[0] = False | |
| p.energy_zone = [2000] * 5 # Sufficient energy | |
| p.tapped_energy[:] = False | |
| game_state.phase = Phase.MAIN | |
| # Execute: Activate ability (Action 200 = Activate Slot 0) | |
| game_state = game_state.step(200) | |
| elif trigger_name == "CONSTANT": | |
| # Setup: Card on Stage | |
| p.stage[0] = cid | |
| # Constant effects are automatic, just check state or continue | |
| game_state.phase = Phase.MAIN | |
| elif trigger_name == "TURN_END": | |
| # Setup: On Stage -> End Turn | |
| p.stage[0] = cid | |
| game_state.phase = Phase.MAIN | |
| # Execute: End turn (Action 0 in Main Phase) | |
| game_state = game_state.step(0) | |
| elif trigger_name == "TURN_START": | |
| # Setup: On Stage -> Start Turn | |
| p.stage[0] = cid | |
| game_state.phase = Phase.DRAW | |
| # Execute: Process draw phase to reach turn start logic (usually handled by process_rule_checks or start_turn) | |
| game_state = game_state.step(0) | |
| elif trigger_name == "ON_REVEAL": | |
| # Setup: Manually queue the ability to simulate trigger | |
| target_ability = None | |
| if cid in game_state.member_db: | |
| card = game_state.member_db[cid] | |
| for ab in card.abilities: | |
| if ab.trigger == TriggerType.ON_REVEAL: | |
| target_ability = ab | |
| break | |
| elif cid in game_state.live_db: | |
| card = game_state.live_db[cid] | |
| for ab in card.abilities: | |
| if ab.trigger == TriggerType.ON_REVEAL: | |
| target_ability = ab | |
| break | |
| if not target_ability: | |
| from engine.models.ability import Ability, Effect, EffectType, TargetType | |
| target_ability = Ability( | |
| raw_text="Mock Reveal", | |
| trigger=TriggerType.ON_REVEAL, | |
| effects=[Effect(EffectType.DRAW, 1, TargetType.PLAYER)], | |
| conditions=[], | |
| costs=[], | |
| ) | |
| if target_ability: | |
| game_state.triggered_abilities.append((0, target_ability, {"card_id": cid, "zone": "DECK"})) | |
| game_state.looked_cards = [cid] # Mock usage | |
| game_state.phase = Phase.PERFORMANCE_P1 | |
| game_state = game_state.step(0) | |
| else: | |
| pytest.skip("Could not find ON_REVEAL ability on card") | |
| elif trigger_name == "ON_LEAVES": | |
| # Setup: Card on Stage -> Manually queue ability | |
| p.stage[0] = cid | |
| target_ability = None | |
| if cid in game_state.member_db: | |
| card = game_state.member_db[cid] | |
| for ab in card.abilities: | |
| if ab.trigger == TriggerType.ON_LEAVES: | |
| target_ability = ab | |
| break | |
| if not target_ability: | |
| from engine.models.ability import Ability, Effect, EffectType, TargetType | |
| target_ability = Ability( | |
| raw_text="Mock Leaves", | |
| trigger=TriggerType.ON_LEAVES, | |
| effects=[Effect(EffectType.DRAW, 1, TargetType.PLAYER)], | |
| conditions=[], | |
| costs=[], | |
| ) | |
| if target_ability: | |
| # Simulate leaving (add to discard, remove from stage) | |
| p.stage[0] = -1 | |
| p.discard.append(cid) | |
| p.moved_members_this_turn.add(cid) # Satisfy HAS_MOVED condition if present | |
| game_state.triggered_abilities.append( | |
| (0, target_ability, {"card_id": cid, "area": 0, "from_zone": "STAGE"}) | |
| ) | |
| game_state.phase = Phase.MAIN | |
| game_state = game_state.step(0) | |
| else: | |
| pytest.skip("Could not find ON_LEAVES ability on card") | |
| elif trigger_name == "ON_LIVE_SUCCESS": | |
| # Setup: Live success check | |
| # We need a live in live zone, and a stage that meets requirements. | |
| p.live_zone = [2000] # Use a known live or dummy | |
| p.live_zone_revealed = [True] | |
| # Mock requirements to be met | |
| # We can't easily force success without exact hearts. | |
| # But we can try to Phase.LIVE_RESULT | |
| game_state.phase = Phase.LIVE_RESULT | |
| # This might be enough to trigger 'ON_LIVE_SUCCESS' if the engine processing flow hits it. | |
| game_state = game_state.step(0) | |
| else: | |
| # Other triggers (ON_REVEAL, etc.) might be passive or handled differently | |
| # For now, we skip complex setups to keep smoke test fast | |
| pytest.skip(f"Trigger {trigger_name} setup not implemented yet") | |
| # 2. Resolve any resulting choices (dumb AI approach) | |
| # We loop up to 10 times to resolve chained checks/choices | |
| for _ in range(10): | |
| # Continue if there are choices OR pending triggers/effects | |
| if not game_state.pending_choices and not game_state.triggered_abilities and not game_state.pending_effects: | |
| break | |
| # Make the first available choice | |
| legal = game_state.get_legal_actions() | |
| action = 0 | |
| # Prefer non-pass actions if available, unless optional | |
| import numpy as np | |
| legal_indices = np.where(legal)[0] | |
| if len(legal_indices) > 0: | |
| # Pick first valid action (prefer >0) | |
| valid_actions = [x for x in legal_indices if x > 0] | |
| if valid_actions: | |
| action = valid_actions[0] | |
| else: | |
| action = 0 # Pass/Decline | |
| game_state = game_state.step(action) | |
| # Cleanup mock state for ON_REVEAL to prevent STALE_LOOKED_CARDS | |
| # Cleanup transient state that might remain if engine logic didn't fully clear (e.g. paused abilities) | |
| game_state.looked_cards = [] | |
| # Cleanup live_zone_revealed to match live_zone to prevent LIVE_ZONE_DESYNC | |
| for p_idx in range(2): | |
| player = game_state.players[p_idx] | |
| if len(player.live_zone_revealed) != len(player.live_zone): | |
| player.live_zone_revealed = [True] * len(player.live_zone) | |
| # 3. Assert Valid State | |
| errors = StateValidator.validate_post_step(game_state) | |
| assert not errors, f"State validation failed for card {cid} ({test_case['card_name']}): {errors}" | |