LovecaSim / engine /tests /cards /test_optional_costs.py
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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"