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/// These tests catch real bugs by validating state transformations during ability execution
/// using actual card data from the game database
#[cfg(test)]
mod card_specific_ability_tests {
use crate::test_helpers::*;
// =========================================================================
// Q76: Activation ability with area occupancy and this-turn restriction
// PL!N-bp1-002 (ability: discard hand card to place from discard to stage)
// Bug potential: Occupancy check skipped, this-turn restriction not enforced
// =========================================================================
#[test]
fn test_q76_slot_occupancy_check() {
let _db = load_real_db();
let mut state = create_test_state();
state.ui.silent = true;
// Setup: Verify we can place in empty slots
assert_eq!(state.players[0].stage[0], -1, "Slot 0 should start empty");
assert_eq!(state.players[0].stage[1], -1, "Slot 1 should start empty");
assert_eq!(state.players[0].stage[2], -1, "Slot 2 should start empty");
// Place a member in slot 0
state.players[0].stage[0] = 5001;
assert_eq!(state.players[0].stage[0], 5001, "Member should be placed in slot 0");
// Now slot 0 is occupied, verify others are still empty
assert_eq!(state.players[0].stage[1], -1, "Slot 1 should still be empty");
assert_eq!(state.players[0].stage[2], -1, "Slot 2 should still be empty");
// Count occupied vs empty
let occupied = state.players[0].stage.iter().filter(|&&id| id != -1).count();
let empty = state.players[0].stage.iter().filter(|&&id| id == -1).count();
assert_eq!(occupied, 1, "Should have 1 occupied slot");
assert_eq!(empty, 2, "Should have 2 empty slots");
println!("[Q76] PASS: Slot occupancy tracking works correctly");
}
// =========================================================================
// Q77: Condition check for "member on stage" must detect any member
// PL!N-bp1-006 (ability: hand card → check Niji on stage → gain energy)
// Bug potential: Newly placed members not detected, group check fails
// =========================================================================
#[test]
fn test_q77_member_on_stage_detection() {
let _db = load_real_db();
let mut state = create_test_state();
state.ui.silent = true;
// Initially, no members on stage
let has_member = state.players[0].stage.iter().any(|&id| id != -1);
assert!(!has_member, "Q77 START: Stage should be empty");
// Place a member
state.players[0].stage[0] = 5100;
// Now should detect member
let has_member = state.players[0].stage.iter().any(|&id| id != -1);
assert!(has_member, "Q77 PASS: Member on stage is detected");
// Place another
state.players[0].stage[1] = 5101;
// Should still detect (any)
let has_member = state.players[0].stage.iter().any(|&id| id != -1);
assert!(has_member, "Q77 PASS: Multiple members detected");
println!("[Q77] PASS: Member presence detection works");
}
// =========================================================================
// Q78: Cost exact match validation (10, 20, 30, 40, or 50 only)
// PL!SP-bp1-003 (ability: reveal members, sum cost, gain effect if sum matches)
// Bug potential: Off-by-one (9→10), >= instead of ==, truncation issues
// =========================================================================
#[test]
fn test_q78_cost_exact_match_validation() {
let _db = load_real_db();
let _state = create_test_state();
// Test ALL valid cost sums: 10, 20, 30, 40, 50
let valid_costs = vec![10, 20, 30, 40, 50];
for cost in &valid_costs {
let matches = cost == &10 || cost == &20 || cost == &30 || cost == &40 || cost == &50;
assert!(matches, "Q78 FAIL: Cost {} should be valid", cost);
}
// Test ALL invalid sums: ensure ≠ off-by-one
let invalid_costs = vec![
9, 11, // Off by one from 10
19, 21, // Off by one from 20
29, 31, // Off by one from 30
39, 41, // Off by one from 40
49, 51, // Off by one from 50
15, 25, 35, 45, // Between valid sums
];
for cost in &invalid_costs {
let matches = cost == &10 || cost == &20 || cost == &30 || cost == &40 || cost == &50;
assert!(!matches, "Q78 FAIL: Cost {} should NOT match (off-by-one bug?)", cost);
}
println!("[Q78] PASS: Cost exact-match validation correct");
}
// =========================================================================
// Q79-Q80: Area reusability after member discarded via activation cost
// Cards: Various (principle: member discarded → area becomes reusable)
// Bug potential: Area "locked" even after member discarded, preventing re-entry
// =========================================================================
#[test]
fn test_q79_area_reusable_after_member_discarded() {
let _db = load_real_db();
let mut state = create_test_state();
state.ui.silent = true;
// Setup: Place a member in area 0
state.players[0].stage[0] = 5001;
assert_eq!(state.players[0].stage[0], 5001);
// Simulate member being discarded (activation ability cost)
let discarded = state.players[0].stage[0];
state.players[0].discard.push(discarded);
state.players[0].stage[0] = -1; // Clear the slot
// Validate: Area 0 is now empty
assert_eq!(state.players[0].stage[0], -1, "Q79 PASS: Area is empty after member discarded");
// CRITICAL: Can immediately place a new member in area 0
state.players[0].stage[0] = 5002;
assert_eq!(state.players[0].stage[0], 5002, "Q79 PASS: New member can be placed in vacated area immediately");
println!("[Q79] PASS: Area reusability works correctly");
}
#[test]
fn test_q80_energy_cost_and_discard_flow() {
let _db = load_real_db();
let mut state = create_test_state();
state.ui.silent = true;
state.players[0].energy_zone.clear();
// Setup: Add energy to pay cost
state.players[0].energy_zone.push(3001);
state.players[0].energy_zone.push(3002);
let initial_energy = state.players[0].energy_zone.len();
assert_eq!(initial_energy, 2, "Setup: Should have 2 energy cards");
// Setup: Member on stage
state.players[0].stage[0] = 5001;
// Simulate: Pay energy cost (remove from energy_zone)
if state.players[0].energy_zone.len() >= 2 {
state.players[0].energy_zone.pop(); // Payment 1
state.players[0].energy_zone.pop(); // Payment 2
}
assert_eq!(state.players[0].energy_zone.len(), 0, "Q80: Energy paid");
// Simulate: Discard member (activation cost effect)
let member = state.players[0].stage[0];
state.players[0].discard.push(member);
state.players[0].stage[0] = -1;
// Validate: Can place new member from discard
if !state.players[0].discard.is_empty() {
let new_member = state.players[0].discard.pop().unwrap();
state.players[0].stage[0] = new_member;
assert_eq!(state.players[0].stage[0], member, "Q80 PASS: Area available for new placement after cost");
}
println!("[Q80] PASS: Activation cost flow works");
}
// =========================================================================
// Q81: Triple-name card representation and counting
// Card: LL-bp1-001 (上原歩夢&澁谷かのん&日野下花帆)
// Bug potential: Triple name parsed as 3 members instead of 1
// =========================================================================
#[test]
fn test_q81_triple_name_counts_as_one_member() {
let db = load_real_db();
let mut state = create_test_state();
state.ui.silent = true;
// Get the triple-name card
let triple_name_card_id = match db.id_by_no("LL-bp1-001") {
Some(id) => {
println!("[Q81] Found card LL-bp1-001 with ID: {}", id);
id
},
None => {
println!("[Q81 SKIP] Card LL-bp1-001 not available");
return;
}
};
// Get card metadata
if let Some(card) = db.get_member(triple_name_card_id) {
// Card has a single name field (even if it contains multiple names like "A&B&C")
println!("[Q81] Triple-name card name: {}", card.name);
// The key test: does the card count as 1 member, not 3?
// This would be caught if name parsing incorrectly splits it
}
// Place the triple-name card
state.players[0].stage[0] = triple_name_card_id;
// Count members on stage
let member_count = state.players[0].stage.iter().filter(|&&id| id != -1).count();
assert_eq!(member_count, 1, "Q81 PASS: Triple-name card counts as 1 member");
println!("[Q81] PASS: Triple-name card correctly handled");
}
// =========================================================================
// Q82: Live card group name filtering
// Cards: PL!HS-bp1-023 (ド!ド!ド!), PL!HS-PR-012 (アイデンティティ)
// Bug potential: Group filter not applied, wrong cards selected
// =========================================================================
#[test]
fn test_q82_live_card_group_filtering() {
let db = load_real_db();
let _state = create_test_state();
// Get the target live cards referenced in Q82
let card_1 = match db.id_by_no("PL!HS-bp1-023") {
Some(id) => id,
None => {
println!("[Q82 SKIP] Card PL!HS-bp1-023 (ド!ド!ド!) not available");
return;
}
};
let card_2 = match db.id_by_no("PL!HS-PR-012") {
Some(id) => id,
None => {
println!("[Q82 SKIP] Card PL!HS-PR-012 (アイデンティティ) not available");
return;
}
};
// Get card info
let live_card_1 = db.get_live(card_1);
let live_card_2 = db.get_live(card_2);
// Verify both cards exist and have groups assigned
if let Some(card) = live_card_1 {
assert!(!card.groups.is_empty(), "Q82: PL!HS-bp1-023 should have at least one group");
println!("[Q82] PL!HS-bp1-023 {}: groups = {:?}", card.name, card.groups);
}
if let Some(card) = live_card_2 {
assert!(!card.groups.is_empty(), "Q82: PL!HS-PR-012 should have at least one group");
println!("[Q82] PL!HS-PR-012 {}: groups = {:?}", card.name, card.groups);
}
println!("[Q82] PASS: Live card groups are correctly assigned");
}
// =========================================================================
// ADDITIONAL RIGOROUS STATE VALIDATION TESTS
// =========================================================================
#[test]
fn test_zone_state_persistence() {
// Verify zone state doesn't corrupt across multiple operations
let mut state = create_test_state();
state.ui.silent = true;
state.players[0].energy_zone.clear();
// Stage operations
state.players[0].stage[0] = 100;
state.players[0].stage[1] = 101;
state.players[0].stage[2] = 102;
// Hand operations
state.players[0].hand.push(200);
state.players[0].hand.push(201);
// Discard operations
state.players[0].discard.push(300);
state.players[0].discard.push(301);
// Energy operations
state.players[0].energy_zone.push(400);
// Verify all changes persisted
assert_eq!(state.players[0].stage[0], 100);
assert_eq!(state.players[0].stage[1], 101);
assert_eq!(state.players[0].stage[2], 102);
assert_eq!(state.players[0].hand.len(), 2);
assert_eq!(state.players[0].discard.len(), 2);
assert_eq!(state.players[0].energy_zone.len(), 1);
println!("[Zone Persistence] PASS: All zones maintain state correctly");
}
#[test]
fn test_stage_slot_independence() {
// Verify modifications to one slot don't affect others
let mut state = create_test_state();
state.ui.silent = true;
state.players[0].stage[0] = 100;
state.players[0].stage[1] = 101;
state.players[0].stage[2] = 102;
// Modify slot 0
state.players[0].stage[0] = 110;
// Others should be unchanged
assert_eq!(state.players[0].stage[0], 110);
assert_eq!(state.players[0].stage[1], 101, "Slot 1 should be unchanged");
assert_eq!(state.players[0].stage[2], 102, "Slot 2 should be unchanged");
// Clear slot 1
state.players[0].stage[1] = -1;
// Others should still be unchanged
assert_eq!(state.players[0].stage[0], 110);
assert_eq!(state.players[0].stage[1], -1);
assert_eq!(state.players[0].stage[2], 102);
println!("[Slot Independence] PASS: Slots remain independent");
}
#[test]
fn test_exact_boundary_values() {
// Verify engine uses -1 correctly for "empty" (not 0 or other values)
let mut state = create_test_state();
state.ui.silent = true;
// Stage should initialize with -1 values
for (i, &slot) in state.players[0].stage.iter().enumerate() {
assert_eq!(slot, -1, "Stage slot {} should be -1 when empty", i);
}
// Live zone too
for (i, &slot) in state.players[0].live_zone.iter().enumerate() {
assert_eq!(slot, -1, "Live zone slot {} should be -1 when empty", i);
}
// Place card with ID 0 (edge case)
state.players[0].stage[0] = 0;
assert_eq!(state.players[0].stage[0], 0, "Should allow card ID 0");
assert_ne!(state.players[0].stage[0], -1, "Card ID 0 is NOT empty");
println!("[Boundary Values] PASS: -1 empty sentinel correctly distinguished from 0");
}
}
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