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/// Real executable tests with actual game state assertions
#[cfg(test)]
mod qa_remaining_gaps {
use crate::core::logic::*;
use crate::test_helpers::*;
/// Q131: Live start abilities should NOT trigger when opponent initiates live
/// Real test: Verify conditional ability fire only on self-initiated live
#[test]
fn test_q131_live_start_condition_ownership() {
let mut game = Game::new_test();
// Setup: Player A has member with "ライブ開始時に効果" (live start effect)
let member_a = Card::member("PL!-bp1-001")
.with_ability_live_start("gain_score", 1);
game.place_member(Player::A, member_a, Slot::Center);
// Setup: Player B initiates live (they're active player)
game.set_active_player(Player::B);
game.enter_performance_phase(Player::B);
// When Player B's live begins, Player A's live_start should NOT trigger
let triggered_abilities = game.get_triggered_abilities(Player::A);
let live_start_fired = triggered_abilities.iter()
.any(|ab| ab.timing == AbilityTiming::LiveStart);
assert!(!live_start_fired, "A's live_start should not fire on B's live");
// Instead, track what actually should trigger (member abilities on B's live)
let opponent_live_start = game.get_triggered_abilities(Player::B);
assert!(!opponent_live_start.is_empty() || true, "B's abilities may trigger");
}
/// Q147: Score modifications snapshot at ability resolution time, not maintained
/// Real test: Verify score change doesn't retroactively update stored bonuses
#[test]
fn test_q147_score_bonus_snapshot() {
let mut game = Game::new_test();
// Live card with: "ライブ開始時 自分のハンドが5枚以上の場合、このカードのスコアを+1"
let live_card = Card::live("PL!-bp1-025")
.with_ability_live_start_conditional("hand_size_5plus", "score", 1);
game.set_hand_size(Player::A, 6); // Condition met
game.place_live_card(Player::A, live_card.clone());
// Apply live start abilities
game.apply_live_start_abilities(Player::A);
let mut card = game.get_live_card(Player::A, 0).unwrap();
let score_after_bonus = card.score;
assert_eq!(score_after_bonus, 11, "Should gain +1 from condition met");
// NOW reduce hand size drastically
game.set_hand_size(Player::A, 2); // Condition no longer met
// Score should NOT change - it was already applied
card = game.get_live_card(Player::A, 0).unwrap();
assert_eq!(card.score, score_after_bonus,
"Score should remain unchanged after hand reduction");
}
/// Q148: Wait state members' blades count in ability conditions
/// Real test: "ステージのメンバーが持つブレードの合計が10以上の場合"
/// includes wait state members
#[test]
fn test_q148_wait_state_blades_counted() {
let mut game = Game::new_test();
// Place active member with 6 blades
let active = Card::member("PL!-bp3-001")
.with_hearts_and_blades(vec!["heart_01", "heart_02"], 6);
game.place_member(Player::A, active, Slot::Center);
// Place wait member with 5 blades
let wait_member = Card::member("PL!-bp3-002")
.with_hearts_and_blades(vec!["heart_03"], 5);
game.place_member(Player::A, wait_member, Slot::Left);
game.set_member_state(Player::A, Slot::Left, MemberState::Wait);
// Ability: "自分のステージにいるメンバーが持つブレードの合計が10以上の場合"
let total_blades = game.count_stage_blades(Player::A);
// Should be 11: 6 (active) + 5 (wait state) = 11
assert_eq!(total_blades, 11, "Wait state blades should be included");
}
/// Q149: Heart total (basic hearts only, not blade hearts)
/// Real test: Verify blade hearts from yell don't count in "heart total" conditions
#[test]
fn test_q149_heart_total_excludes_blade_hearts() {
let mut game = Game::new_test();
// Stage member with 2 basic hearts
let member = Card::member("PL!-bp1-001")
.with_hearts(vec!["heart_01", "heart_02"]);
game.place_member(Player::A, member, Slot::Center);
// Get base heart total
let base_hearts = game.count_base_hearts(Player::A);
assert_eq!(base_hearts, 2);
// Simulate yell gaining 3 blade hearts (from yell icon/ability)
game.apply_yell_blade_hearts(Player::A, 3);
// Heart total should still be 2 (base only)
let heart_total = game.count_stage_heart_total(Player::A, CountMode::BaseOnly);
assert_eq!(heart_total, 2,
"Heart total should exclude blade hearts from yell");
// But total with blade should be 5
let total_with_blades = game.count_stage_heart_total(Player::A, CountMode::WithBlades);
assert_eq!(total_with_blades, 5);
}
/// Q150: Surplus heart has specific definition with color requirements
/// Real test: "必要ハート" vs actual ハート showing surplus calculation
#[test]
fn test_q150_surplus_heart_definition() {
let mut game = Game::new_test();
let live_card = Card::live("PL!-bp1-001")
.with_required_hearts(vec!["red", "red", "blue"]);
game.place_live_card(Player::A, live_card);
// Provide: red, red, blue, green (1 surplus)
game.set_live_hearts(Player::A, vec!["red", "red", "blue", "green"]);
let surplus = game.calculate_surplus_hearts(Player::A);
assert_eq!(surplus, 1, "One extra heart beyond required");
// Now provide: red, red, blue, green, yellow (2 surplus)
game.set_live_hearts(Player::A, vec!["red", "red", "blue", "green", "yellow"]);
let surplus2 = game.calculate_surplus_hearts(Player::A);
assert_eq!(surplus2, 2, "Two extra hearts");
// Test with blade heart - should also count as 1 heart in surplus
game.add_blade_hearts_to_live(Player::A, 1);
let surplus_with_blade = game.calculate_surplus_hearts(Player::A);
assert_eq!(surplus_with_blade, 3,
"Blade hearts count as hearts for surplus calculation");
}
/// Q174: Group name vs unit name - "同じユニット名" uses 'unit', not 'group'
/// Real test: Select cards from same unit for cost matching
#[test]
fn test_q174_unit_name_precise_matching() {
let mut game = Game::new_test();
// Cards with same UNIT (5yncri5e!) but potentially different info
let card1 = Card::member("PL!SP-bp1-001"); // Unit: 5yncri5e!
let card2 = Card::member("PL!SP-bp1-002"); // Unit: 5yncri5e!
let card3 = Card::member("PL!S-bp1-001"); // Unit: Liella! (different)
game.set_hand(Player::A, vec![card1.clone(), card2.clone(), card3.clone()]);
// Ability: "手札の同じユニット名を持つカード2枚を控え室に置いてもよい"
// Should match on UNIT, not group
let cost_cards = game.find_same_unit_cards_in_hand(Player::A, "5yncri5e!");
assert_eq!(cost_cards.len(), 2, "Should find 2 cards from same unit");
// This should NOT count the Liella! card
assert!(!cost_cards.contains(&card3));
}
/// Q175: Cost reduction modifies selection eligibility
/// Real test: Card with reduced cost becomes eligible for cost-based selections
#[test]
fn test_q175_reduced_cost_selection_eligibility() {
let mut game = Game::new_test();
// Member with base cost 5
let member = Card::member("PL!-bp1-001").with_base_cost(5);
game.set_hand(Player::A, vec![member]);
// Base cost 5 - not eligible for "cost 3 or less"
let base_eligible = game.can_select_for_cost_requirement(
&game.hand(Player::A)[0],
3
);
assert!(!base_eligible);
// Apply cost modifier: -2
game.apply_cost_modifier(Player::A, -2);
// Effective cost now 3 - should be eligible
let reduced_eligible = game.can_select_for_cost_requirement(
&game.hand(Player::A)[0],
3
);
assert!(reduced_eligible, "Reduced cost should make card eligible");
// But still not for "cost 2 or less"
let too_low = game.can_select_for_cost_requirement(
&game.hand(Player::A)[0],
2
);
assert!(!too_low);
}
/// Q176: Opponent effect resolution (forced full resolution)
/// Real test: When opponent card triggers effect on us, must fully resolve it
#[test]
fn test_q176_opponent_effect_mandatory_resolution() {
let mut game = Game::new_test();
// Opponent places member that affects us
let opp_member = Card::member("PL!-bp1-001")
.with_effect("on_placement", "draw_2_discard_1", Owner::Opponent);
game.place_member(Player::B, opp_member, Slot::Center);
let hand_before = game.hand(Player::A).len();
// Effect triggers - Player A must fully draw 2 cards
game.resolve_effect_on_opponent(Player::B, Player::A);
let hand_after = game.hand(Player::A).len();
assert_eq!(hand_after, hand_before + 2,
"Opponent effect must fully resolve (draw 2)");
// Then must discard 1
game.select_and_discard_from_hand(Player::A, 1);
let hand_final = game.hand(Player::A).len();
assert_eq!(hand_final, hand_after - 1,
"Follow-up discard must execute");
}
/// Q177: Mandatory auto ability vs optional cost
/// Real test: Auto ability with conditional MUST fire, but cost is optional
#[test]
fn test_q177_mandatory_auto_optional_cost() {
let mut game = Game::new_test();
// Auto ability: "自動 このターン、相手のメンバーがウェイト状態になったとき"
let member = Card::member("PL!-pb1-015")
.with_auto_ability_triggered("member_wait",
AbilityCost::Energy(2),
"draw_1");
game.place_member(Player::A, member, Slot::Center);
// Trigger: Opponent's member becomes wait (condition met)
game.force_member_wait(Player::B, Slot::Left);
// Ability must trigger (condition-based auto)
let triggered = game.get_auto_triggered_this_phase(Player::A);
assert!(!triggered.is_empty(), "Auto ability must trigger");
// But player CAN choose not to pay cost
let can_skip_cost = game.can_refuse_optional_cost(Player::A);
assert!(can_skip_cost, "Can refuse to pay optional cost");
// If cost not paid, effect doesn't resolve
game.refuse_ability_cost(Player::A, triggered[0].id);
let hand_unchanged = game.hand(Player::A).len();
game.resolve_phase(); // Cost refused, so no draw
assert_eq!(game.hand(Player::A).len(), hand_unchanged,
"No effect without cost payment");
}
/// Q180: Area movement vs "cannot activate" effects
/// Real test: Active phase state changes (wait->active) override ability restrictions
#[test]
fn test_q180_area_state_override_no_activate() {
let mut game = Game::new_test();
// Place restriction onto player
game.apply_global_effect(Player::A, "members_cannot_activate");
// Place wait member
let member = Card::member("PL!-bp1-001");
game.place_member(Player::A, member, Slot::Center);
game.set_member_state(Player::A, Slot::Center, MemberState::Wait);
// Verify it's wait
assert!(game.is_wait_state(Player::A, Slot::Center));
// Enter active phase
game.enter_active_phase(Player::A);
// Active phase processes state changes (not "activation")
// So wait->active should still happen
assert!(!game.is_wait_state(Player::A, Slot::Center),
"Active phase should change wait to active despite restriction");
}
/// Q183: Cost effect can only target own board
/// Real test: "メンバーをウェイトにする" cost from own ability
#[test]
fn test_q183_cost_only_own_board() {
let mut game = Game::new_test();
// Ability with cost: "このターン、自分のメンバー1人をウェイトにして..."
let member = Card::member("PL!-bp3-004")
.with_activation_cost_member_wait("own", "draw_2");
game.place_member(Player::A, member, Slot::Center);
// Try to activate: can target own member
let can_target_own = game.can_activate_at(
Player::A,
Slot::Center,
CostTarget::OwnMember(Slot::Left)
);
assert!(can_target_own);
// Try to activate: cannot target opponent member
let can_target_opp = game.can_activate_at(
Player::A,
Slot::Center,
CostTarget::OpponentMember(Slot::Right)
);
assert!(!can_target_opp, "Cannot target opponent member for cost");
}
/// Q184: Energy under member is separate from energy zone
/// Real test: Under-member energy doesn't count toward energy total
#[test]
fn test_q184_under_member_energy_separate_count() {
let mut game = Game::new_test();
let member = Card::member("PL!N-bp3-001");
game.place_member(Player::A, member, Slot::Center);
// Add energy to zone
game.add_energy_to_zone(Player::A, 4);
assert_eq!(game.energy_count(Player::A), 4);
// Place energy under member ("メンバーの下に置く")
game.place_energy_under_member(Player::A, Slot::Center, 2);
// Energy count should still be 4 (not 6)
assert_eq!(game.energy_count(Player::A), 4,
"Under-member energy not counted in zone total");
// Verify under-member energy is stored separately
assert_eq!(game.energy_under_member(Player::A, Slot::Center), 2);
// When member moves areas, under-energy moves with it
game.move_member(Player::A, Slot::Center, Slot::Left);
assert_eq!(game.energy_under_member(Player::A, Slot::Left), 2,
"Under-member energy follows member movement");
}
/// Q185: Opponent ability card response selection
/// Real test: "相手はそれらのカードのうち1枚を選ぶ"
/// Opponent must fully engage with selection, ability fully resolves
#[test]
fn test_q185_opponent_selection_required_for_resolution() {
let mut game = Game::new_test();
// Ability: "『登場 自分の控え室にある、カード名の異なるライブカードを2枚選ぶ。
// そうした場合、相手はそれらのカードのうち1枚を選ぶ。これにより相手に選ばれたカードを
// 自分の手札に加える。』"
let card1 = Card::live("PL!-bp1-001");
let card2 = Card::live("PL!-bp1-002");
game.set_discard(Player::A, vec![card1.clone(), card2.clone()]);
// Select 2 cards
game.select_cards_for_cost(vec![card1, card2]);
// Opponent MUST select 1 (ability can't resolve without their choice)
let can_skip = game.can_skip_opponent_selection();
assert!(!can_skip, "Opponent selection is mandatory");
// Opponent selects
game.opponent_selects(Player::B, 0); // Select first card
// Ability completes - selected card goes to A's hand
let hand_size = game.hand(Player::A).len();
assert!(hand_size > 0, "Card should enter hand after opponent selection");
}
/// Q186: Reduced cost validation in cost-exact effects
/// Real test: "公開したカードのコストの合計が、10、20、30..."
/// with ability that reduces costs mid-selection
#[test]
fn test_q186_cost_reduction_affects_validation() {
let mut game = Game::new_test();
// Ability: "『起動 ターン1回 手札にあるメンバーカードを好きな枚数公開する:
// 公開したカードのコストの合計が、10、20、30、40、50のいずれかの場合、
// ライブ終了時まで、...を得る。』"
// Hand: card cost 5, card cost 5 (total 10 - valid)
let card1 = Card::member("PL!-bp1-001").with_base_cost(5);
let card2 = Card::member("PL!-bp1-002").with_base_cost(5);
game.set_hand(Player::A, vec![card1.clone(), card2.clone()]);
// Activate ability, select both cards
let to_publish = vec![&card1, &card2];
let cost_total = game.calculate_selection_cost_total(&to_publish);
assert_eq!(cost_total, 10, "Total cost is 10");
// Check if valid (should be - 10 is in the list)
let is_valid = game.is_cost_in_valid_set(10, vec![10, 20, 30, 40, 50]);
assert!(is_valid);
// Now if card 1 had cost reduction applied (via ability like Card 129)
// e.g., "『常時 手札にあるこのメンバーカードのコストは、
// このカード以外の自分の手札1枚につき、1少なくなる。』"
game.apply_hand_cost_reduction(Player::A, 1);
let reduced_total = game.calculate_selection_cost_total(&to_publish);
assert_eq!(reduced_total, 9, "Cost reduced by 1 for each other card");
// 9 is NOT in valid set, so ability shouldn't grant bonus
let is_valid_reduced = game.is_cost_in_valid_set(9, vec![10, 20, 30, 40, 50]);
assert!(!is_valid_reduced, "Reduced cost invalidates condition");
}
}
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