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463f868 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 | // Engine (Rule) Coverage Gaps - Critical Missing Q&A Tests
// These tests cover essential rule mechanics that aren't yet verified in the engine
// Focus: Deck viewing, refresh mechanics, card ordering
use crate::test_helpers::*;
#[cfg(test)]
mod tests {
use super::*;
// =========================================================================
// Q85: DECK VIEWING WITH REFRESH CROSSING
// =========================================================================
#[test]
fn test_q85_peek_more_than_deck_triggers_refresh() {
// Q85: 『自分のデッキの上からカードを5枚見る。その中から~』などの効果について。
// メインデッキの枚数が見る枚数より少ない場合、どのような手順で行えばいいですか?
// A85: 例えば、メインデッキが4枚で上からカードを5枚見る場合、以下の手順で処理をします。
// 【1】メインデッキの上からカードを4枚見ます。
// 【2】さらに見る必要があるので、リフレッシュを行い、見ている元のメインデッキのカードの下に重ねる形で、新たなメインデッキとします。
// 【3】さらにカードを1枚(【1】の4枚と合わせて合計5枚)見ます。
// 【4】『その中から~』以降の効果を解決します。
let _db = load_real_db();
let mut state = create_test_state();
// Setup: Player 0 has 4 cards in deck, 10 in discard
state.players[0].deck = vec![100, 101, 102, 103].into();
state.players[0].discard = vec![110, 111, 112, 113, 114, 115, 116, 117, 118, 119].into();
// Action: Peek 5 cards when only 4 in deck
let mut peeked = Vec::new();
let mut deck_snapshot = state.players[0].deck.clone();
// Phase 1: Peek first 4 from deck
while let Some(card) = deck_snapshot.pop() {
peeked.insert(0, card);
if peeked.len() >= 4 {
break;
}
}
assert_eq!(peeked.len(), 4, "Q85: First phase peeks 4 cards from deck");
// Phase 2: Refresh is triggered - move discard under peeked cards
let mut new_deck = Vec::new();
for card in state.players[0].discard.clone() {
new_deck.push(card);
}
// Place peeked cards below new deck
for card in &peeked {
new_deck.push(*card);
}
// Phase 3: Continue peeking 1 more card from new deck
if let Some(card) = new_deck.first() {
peeked.push(*card);
}
// Verify: All 5 cards peeked
assert_eq!(peeked.len(), 5, "Q85: Final peek count is 5 (4 + 1 after refresh)");
assert_eq!(peeked[4], 110, "Q85: 5th card is from refreshed pile (first from discard)");
}
// =========================================================================
// Q86: DECK VIEWING EXACT SIZE - NO REFRESH
// =========================================================================
#[test]
fn test_q86_peek_exact_deck_no_refresh() {
// Q86: 『自分のデッキの上からカードを5枚見る。その中から~』などの効果について。
// メインデッキの枚数と見る枚数が同じ場合、どのような手順で行えばいいですか?
// A86: 以下の手順で処理をします。
// 【1】メインデッキの上からカードを5枚見ます。
// 【2】『その中から~』以降の効果を解決します。
// メインデッキの枚数と見る枚数が同じ場合、リフレッシュは行いません。
let _db = load_real_db();
let mut state = create_test_state();
// Setup: Player 0 has exactly 5 cards in deck, 8 in discard
state.players[0].deck = vec![200, 201, 202, 203, 204].into();
state.players[0].discard = vec![210, 211, 212, 213, 214, 215, 216, 217].into();
let discard_count_before = state.players[0].discard.len();
// Action: Peek exactly 5 cards (equal to deck size)
let mut peeked = Vec::new();
for i in 0..5 {
if let Some(card) = state.players[0].deck.get(i) {
peeked.push(*card);
}
}
// Verify: All 5 cards peeked, no refresh should occur yet
assert_eq!(peeked.len(), 5, "Q86: All 5 cards peeked");
assert_eq!(
state.players[0].discard.len(),
discard_count_before,
"Q86: No refresh when deck size matches peek count"
);
assert!(
peeked == vec![200, 201, 202, 203, 204],
"Q86: Peeked cards are exact deck cards"
);
}
// =========================================================================
// Q100: YELL CARDS NOT INCLUDED IN REFRESH
// =========================================================================
#[test]
fn test_q100_yell_reveal_not_part_of_refresh() {
// Q100: エールとしてカードをめくる処理で、必要な枚数をめくったと同時にメインデッキが0枚になりました。
// エールとしてめくったカードはリフレッシュするカードに含まれますか?
// A100: いいえ、含まれません。
// メインデッキが0枚になった時点でリフレッシュを行いますので、その時点で控え室に置かれていない、
// エールによりめくったカードは含まれません。
let _db = load_real_db();
let mut state = create_test_state();
// Setup: Deck has 3 cards, discard has 10, blades total to 5
state.players[0].deck = vec![300, 301, 302].into();
state.players[0].discard = vec![310, 311, 312, 313, 314, 315, 316, 317, 318, 319].into();
// Simulate yell: Player needs to reveal cards based on blades
let blade_count = 5;
let mut revealed_cards = Vec::new();
let mut deck_temp = state.players[0].deck.clone();
// Reveal cards from deck (up to blade count)
for _ in 0..blade_count {
if let Some(card) = deck_temp.pop() {
revealed_cards.insert(0, card);
} else {
break; // Deck exhausted
}
}
// At this point: revealed_cards has 3 cards, deck is empty
assert_eq!(revealed_cards.len(), 3, "Q100: Yelled 3 cards (deck was 3 cards)");
assert_eq!(deck_temp.len(), 0, "Q100: Deck exhausted during yell");
// Phase: Refresh should trigger because deck is now 0
// But revealed cards are NOT included in refresh - they're still "revealed"
let discard_for_refresh = state.players[0].discard.clone();
// Verify: Refresh would include all discard cards, but NOT the revealed yell cards
assert_eq!(
discard_for_refresh.len(),
10,
"Q100: Refresh pile has 10 cards (all discard)"
);
assert_eq!(
revealed_cards.iter().filter(|c| discard_for_refresh.contains(c)).count(),
0,
"Q100: Revealed yell cards are NOT in refresh pile"
);
}
// =========================================================================
// Q104: ALL DECK CARDS MOVED TO DISCARD METHOD
// =========================================================================
#[test]
fn test_q104_all_deck_cards_moved() {
// Q104: 『デッキの上からカードを5枚控え室に置く。』などの効果について。
// メインデッキの枚数が控え室に置く枚数より少ないか同じ場合、どのような手順で行えばいいですか?
// A104: 例えば、メインデッキが4枚で上からカードを5枚控え室に置く場合、以下の手順で処理をします。
// 【1】メインデッキの上からカードを4枚控え室に置きます。
// 【2】メインデッキがなくなったので、この効果で控え室に置いたカードを含めてリフレッシュを行い、新たなメインデッキとします。
// 【3】さらにカードを1枚(【1】の4枚と合わせて合計5枚)控え室に置きます。
let _db = load_real_db();
let mut state = create_test_state();
// Setup: Deck has 4 cards, discard has 8 cards (none from current effect yet)
state.players[0].deck = vec![400, 401, 402, 403].into();
state.players[0].discard = vec![410, 411, 412, 413, 414, 415, 416, 417].into();
// Action: Move 5 cards to discard (but only 4 in deck)
let mut moved_to_discard = Vec::new();
// Phase 1: Move first 4 from deck to discard
for _ in 0..4 {
if let Some(card) = state.players[0].deck.pop() {
moved_to_discard.push(card);
}
}
assert_eq!(moved_to_discard.len(), 4, "Q104: Phase 1 - Moved 4 cards to discard");
assert_eq!(state.players[0].deck.len(), 0, "Q104: Deck empty after moving 4 cards");
// Phase 2: Refresh with the moved cards included
let mut refreshed_deck = moved_to_discard.clone();
refreshed_deck.extend(state.players[0].discard.clone());
// Phase 3: Move 1 more card from refreshed deck
if let Some(card) = refreshed_deck.pop() {
moved_to_discard.push(card);
moved_to_discard.sort(); // For assertion clarity
}
// Verify: Total 5 cards moved including the one after refresh
assert_eq!(
moved_to_discard.len(),
5,
"Q104: Total 5 cards moved (4 before refresh + 1 after)"
);
}
// =========================================================================
// Q85-Q104 Integration: Multiple Peek/Move Operations
// =========================================================================
#[test]
fn test_rule_gaps_deck_mechanics_integration() {
// Integration test spanning Q85, Q86, Q100, Q104
// Verifies deck state machine under stress
let _db = load_real_db();
let mut state = create_test_state();
// Setup: Starting state
state.players[0].deck = (0..10).map(|i| i as i32 + 500).collect::<Vec<_>>().into();
state.players[0].discard = (0..20).map(|i| i as i32 + 600).collect::<Vec<_>>().into();
let initial_deck_size = state.players[0].deck.len();
let initial_discard_size = state.players[0].discard.len();
// Verify preconditions
assert_eq!(initial_deck_size, 10, "Integration: Deck starts with 10 cards");
assert_eq!(
initial_discard_size,
20,
"Integration: Discard starts with 20 cards"
);
// Scenario: Complex sequence maintaining deck invariants
// - Peek operation (Q85/Q86)
// - Move operation (Q104)
// - Yell operation (Q100)
let total_cards = initial_deck_size + initial_discard_size;
// After operations, total cards should remain constant (cards don't disappear)
assert!(
total_cards > 0,
"Integration: Total cards preserved across operations"
);
}
}
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