rabukasim / engine_rust_src /src /card_interaction_tests.rs
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use crate::test_helpers::{create_test_state, load_real_db};
/// Verifies that granted abilities (Wave 2) are correctly applied to a target card using real IDs.
#[test]
fn test_granted_abilities_stacking() {
let _db = load_real_db();
let mut state = create_test_state();
state.players[0].stage[0] = 121; // Eli
// Grant an ability to Card 121 (Target) from Card 124 (Source)
// granted_abilities: Vec<(target_cid, source_cid, ab_idx)>
state.players[0].granted_abilities.push((121, 124, 0));
assert_eq!(state.players[0].granted_abilities.len(), 1);
assert_eq!(state.players[0].granted_abilities[0].0, 121);
}
/// Verifies that removing a source card or explicitly clearing granted abilities works as expected.
#[test]
fn test_granted_abilities_removal() {
let mut state = create_test_state();
state.players[0].granted_abilities.push((121, 124, 0));
assert_eq!(state.players[0].granted_abilities.len(), 1);
// Manually remove
state.players[0]
.granted_abilities
.retain(|&(target, _, _)| target != 121);
assert_eq!(state.players[0].granted_abilities.len(), 0);
}
/// Verifies that multiple status effects (Blade buffs, Heart buffs) combine correctly using real card data.
#[test]
fn test_stat_buff_combination() {
let db = load_real_db();
let mut state = create_test_state();
// Eli (121) has base blades (usually 1 or 2). Let's check reality.
state.players[0].stage[0] = 121;
let base_blades = db.get_member(121).expect("Eli should exist").blades;
// 1. Apply Blade buff
state.players[0].blade_buffs[0] = 3;
// 2. Check effective blades (Base + Buff 3)
let effective = state.get_effective_blades(0, 0, &db, 0);
assert_eq!(effective, base_blades as u32 + 3);
}