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| /// Q&A Final Coverage: Complex interaction chains and edge cases | |
| /// These tests verify the most intricate rule interactions | |
| mod qa_advanced_interactions { | |
| use crate::core::logic::*; | |
| use crate::test_helpers::*; | |
| /// Q131-Q132 Combined: Live start and live success timing with initiative | |
| /// Critical: "ライブ開始時" and "ライブ成功時" abilities have ownership requirements | |
| fn test_q131_q132_live_timing_ownership() { | |
| let mut game = Game::new_test(); | |
| // Setup: Player A has two cards with live-timing abilities | |
| let member_start = Card::member("PL!-bp1-001") | |
| .with_ability_live_start("get_blade", 2); | |
| let live_success = Card::live("PL!-bp1-002") | |
| .with_ability_live_success_conditional("hand_larger", "score", 1); | |
| game.place_member(Player::A, member_start, Slot::Center); | |
| game.place_live_card(Player::A, live_success); | |
| // Scenario 1: Player B initiates live (A's live_start should NOT fire) | |
| game.set_active_player(Player::B); | |
| game.enter_performance_phase(Player::B); | |
| let a_live_start_triggered = game.triggered_abilities() | |
| .iter() | |
| .filter(|ab| ab.owner == Player::A && ab.timing == AbilityTiming::LiveStart) | |
| .count(); | |
| assert_eq!(a_live_start_triggered, 0, | |
| "A's live_start should NOT trigger when B initiates"); | |
| // Scenario 2: Complete the live with A having larger hand | |
| game.set_hand_size(Player::A, 8); | |
| game.set_hand_size(Player::B, 5); | |
| game.set_live_score(Player::A, 10); | |
| game.set_live_score(Player::B, 8); | |
| game.resolve_live_verdict(); | |
| // A won the live - A's live_success should trigger | |
| let a_live_success_triggered = game.triggered_abilities() | |
| .iter() | |
| .filter(|ab| ab.owner == Player::A && ab.timing == AbilityTiming::LiveSuccess) | |
| .count(); | |
| assert!(a_live_success_triggered > 0, | |
| "A's live_success should trigger since A won"); | |
| } | |
| /// Q147-Q150 Combined: Score and heart calculations with bonus edge cases | |
| /// Verify: Bonuses snapshot, heart totals exclude blade, surplus counted correctly | |
| fn test_q147_q150_score_heart_snapshot_chain() { | |
| let mut game = Game::new_test(); | |
| // Setup: Live card with conditional score boost | |
| let live_card = Card::live("PL!-bp3-023") | |
| .with_base_score(3) | |
| .with_heart_requirement(vec!["heart_01", "heart_02", "heart_02", "heart_03"]) | |
| .with_live_success_ability("multiple_names_different", "score", 2); | |
| game.place_live_card(Player::A, live_card.clone()); | |
| // Phase 1: Apply score bonuses during live start | |
| game.set_stage_members_from_names(Player::A, vec!["member1", "member2", "member3"]); | |
| game.apply_live_start_abilities(Player::A); | |
| let score_base = game.get_live_card_score(Player::A, 0); | |
| // Phase 2: Apply heart bonuses from yell | |
| let blade_hearts = 1; | |
| game.apply_yell_blade_hearts(Player::A, blade_hearts); | |
| // Heart total should only count base (2+2+1=5), not blade | |
| let base_heart_count = game.count_stage_heart_total(Player::A, CountMode::BaseOnly); | |
| assert_eq!(base_heart_count, 5); | |
| // But surplus calculation includes blade hearts | |
| game.set_live_hearts(Player::A, vec!["heart_01", "heart_02", "heart_02", "heart_03", "heart_04"]); | |
| let surplus_before = game.calculate_surplus_hearts(Player::A); | |
| // Add blade heart | |
| game.apply_yell_blade_hearts(Player::A, 1); | |
| let surplus_after = game.calculate_surplus_hearts(Player::A); | |
| assert_eq!(surplus_after, surplus_before + 1, | |
| "Surplus should increase by blade heart count"); | |
| // Phase 3: Verify live success doesn't retroactively modify | |
| // member requirements checked at start still apply at end | |
| let members_at_success = game.get_stage_members(Player::A); | |
| assert_eq!(members_at_success.len(), 3); | |
| // Live success ability shouldn't re-evaluate | |
| let final_score = game.get_live_card_score(Player::A, 0); | |
| // Score may have changed if live_success ability added bonus | |
| // but the snapshot from live_start should persist | |
| assert!(final_score >= score_base); | |
| } | |
| /// Q174-Q175 Combined: Unit vs Group with cost modification | |
| /// Verify: Unit name matching, cost reduction affects selection eligibility | |
| fn test_q174_q175_unit_group_cost_chain() { | |
| let mut game = Game::new_test(); | |
| // Setup complex hand with unit/group variations | |
| let cards = vec![ | |
| Card::member("PL!SP-bp1-001").with_unit("5yncri5e!").with_cost(4), | |
| Card::member("PL!SP-bp1-002").with_unit("5yncri5e!").with_cost(3), | |
| Card::member("PL!SP-bp1-003").with_unit("5yncri5e!").with_cost(2), | |
| Card::member("PL!S-bp1-001").with_unit("Liella!").with_cost(3), | |
| ]; | |
| game.set_hand(Player::A, cards); | |
| // Ability 1: Select cards with same unit (should get all 5yncri5e!) | |
| let same_unit = game.find_same_unit_cards(Player::A, "5yncri5e!"); | |
| assert_eq!(same_unit.len(), 3, "Should find 3 cards with unit 5yncri5e!"); | |
| // Calculate cost total: 4 + 3 + 2 = 9 | |
| let cost_total = game.calculate_cost_sum(&same_unit); | |
| assert_eq!(cost_total, 9); | |
| // Ability 2: Apply cost reduction (e.g., from hand-size modifier) | |
| // "この能力を使ったカード以外の自分の手札1枚につき、1少なくなる" | |
| // 3 other cards in hand => -3 cost | |
| let using_card = game.get_active_member(Player::A, Slot::Center); | |
| let other_cards_in_hand = game.hand(Player::A).len() - 1; // Exclude the using card | |
| let reduced_cost = cost_total - other_cards_in_hand; | |
| assert_eq!(reduced_cost, 6, "Cost should be reduced by other hand cards"); | |
| // Ability 3: Check if reduced cost makes cards eligible | |
| // E.g., "cost 5以下" requirement | |
| let is_eligible_5 = reduced_cost <= 5; | |
| assert!(!is_eligible_5, "6 should not be <= 5"); | |
| let is_eligible_6 = reduced_cost <= 6; | |
| assert!(is_eligible_6, "6 should be <= 6"); | |
| } | |
| /// Q176-Q177 Combined: Mandatory vs Optional in opponent context | |
| /// Verify: Opponent abilities must fully resolve, but some costs are optional | |
| fn test_q176_q177_opponent_mandatory_optional_chain() { | |
| let mut game = Game::new_test(); | |
| // Opponent places member with effect on us | |
| let opp_member = Card::member("PL!-pb1-015") | |
| .with_on_play_effect_opponent( | |
| Effect::AutoAbility | |
| .when("direct_target".into()) | |
| .cost(Some(AbilityCost::WaitMember(1))) | |
| .effect("draw_1") | |
| ); | |
| game.place_member(Player::B, opp_member, Slot::Center); | |
| // Effect triggers: 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 | |
| // E:ターン1回 相手がアクティブな状態のメンバーを1人ウェイトにしてもよい:カード1枚引く | |
| let hand_before = game.hand(Player::A).len(); | |
| // Phase 1: Opponent selects our active member by effect | |
| let our_active = game.get_active_member(Player::A, Slot::Left); | |
| game.force_wait_by_effect(Player::A, our_active); | |
| // Auto ability should trigger (condition met) | |
| let auto_triggered = game.get_auto_abilities_triggered() | |
| .iter() | |
| .filter(|ab| ab.owner == Player::B) | |
| .count(); | |
| assert!(auto_triggered > 0, "Opponent auto ability should trigger"); | |
| // Phase 2: Cost is optional - opponent can choose to skip | |
| let can_skip_cost = game.can_opponent_skip_optional_cost(); | |
| assert!(can_skip_cost, "Opponent can refuse cost"); | |
| // If cost paid, effect executes | |
| let paid = game.opponent_pays_optional_cost(Player::B); | |
| if paid { | |
| // We must draw 1 card | |
| game.apply_ability_effect(); | |
| let hand_after = game.hand(Player::A).len(); | |
| assert_eq!(hand_after, hand_before + 1, "Should gain 1 card if cost paid"); | |
| } else { | |
| // No draw | |
| let hand_after = game.hand(Player::A).len(); | |
| assert_eq!(hand_after, hand_before, "Should not gain card if cost not paid"); | |
| } | |
| } | |
| /// Q180-Q183 Combined: State changes vs ability restrictions + cost targeting | |
| /// Verify: Wait->active state change bypasses "cannot activate", cost targets own | |
| fn test_q180_q183_state_cost_boundary() { | |
| let mut game = Game::new_test(); | |
| // Setup: Global restriction + wait member + ability with cost | |
| game.apply_effect(Player::A, "cannot_activate_abilities"); | |
| let member = Card::member("PL!-bp3-004") | |
| .with_activation_cost("wait_own_member", "draw") | |
| .with_hearts(vec!["heart_02"]); | |
| game.place_member(Player::A, member, Slot::Center); | |
| game.set_member_state(Player::A, Slot::Center, MemberState::Wait); | |
| // Phase 1: Try to activate during normal phase - should fail (restricted) | |
| let can_activate_restricted = game.can_activate_ability(Player::A, Slot::Center); | |
| assert!(!can_activate_restricted, "Cannot activate due to restriction"); | |
| // Phase 2: Enter active phase - wait->active state change should occur | |
| game.enter_active_phase(Player::A); | |
| let is_wait_after_active = game.is_wait_state(Player::A, Slot::Center); | |
| assert!(!is_wait_after_active, "Should become active in active phase"); | |
| // Phase 3: Now in next phase, restriction still applies but state changed | |
| game.enter_normal_phase(Player::A); | |
| game.skip_to_performance_setup(); | |
| // Verify cost targeting: Can only target own members | |
| let can_pay_own = game.can_select_member_for_cost(Player::A, Player::A, Slot::Left); | |
| assert!(can_pay_own); | |
| let can_pay_opp = game.can_select_member_for_cost(Player::A, Player::B, Slot::Right); | |
| assert!(!can_pay_opp, "Cannot select opponent member for cost"); | |
| } | |
| /// Q184-Q185-Q186 Combined: Energy zones + opponent resolution + cost validation | |
| /// Verify: Under-member energy separate, opponent choices force resolution, | |
| /// cost validation with modifiers | |
| fn test_q184_q185_q186_energy_choice_cost_chain() { | |
| let mut game = Game::new_test(); | |
| // Setup: Member with under-energy + opponent choice + cost validation effect | |
| let member = Card::member("PL!N-bp3-001") | |
| .with_hearts(vec!["heart_01"]); | |
| game.place_member(Player::A, member, Slot::Center); | |
| game.add_energy_to_zone(Player::A, 4); | |
| // Phase 1: Place energy under member | |
| game.place_energy_under_member(Player::A, Slot::Center, 2); | |
| let zone_count = game.energy_in_zone(Player::A); | |
| assert_eq!(zone_count, 4, "Zone should still have 4"); | |
| let under_count = game.energy_under_member(Player::A, Slot::Center); | |
| assert_eq!(under_count, 2, "Under-member should have 2"); | |
| // Phase 2: Member moves - under-energy moves with it | |
| game.move_member(Player::A, Slot::Center, Slot::Left); | |
| let under_after_move = game.energy_under_member(Player::A, Slot::Left); | |
| assert_eq!(under_after_move, 2, "Energy follows member movement"); | |
| // Phase 3: Opponent ability forces selection/choice | |
| let opp_member = Card::member("PL!-bp1-001") | |
| .with_effect("force_opponent_choice", "select_cards"); | |
| game.place_member(Player::B, opp_member, Slot::Center); | |
| game.trigger_opponent_effect(Player::B); | |
| let available_choices = game.get_available_choices(Player::A); | |
| assert!(!available_choices.is_empty(), "Opponent effect forces choice"); | |
| // Must select at least one | |
| game.make_required_selection(Player::A, 0); | |
| // Phase 4: Validate cost after selection with modifiers | |
| let selected = game.get_selected_cards(); | |
| let base_cost = game.calculate_cost_sum(&selected); | |
| // Apply modifier | |
| game.apply_cost_modifier(Player::A, -1); | |
| let modified_cost = game.calculate_cost_sum(&selected); | |
| assert_eq!(modified_cost, base_cost - 1 * selected.len() as i32, | |
| "Cost modifier applies to each card"); | |
| // Check validity (e.g., must be 10, 20, 30...) | |
| let valid_costs = vec![10, 20, 30, 40, 50]; | |
| let is_valid = valid_costs.contains(&modified_cost); | |
| // Ability only activates if cost is in valid set | |
| if is_valid { | |
| game.apply_conditional_ability_effect(); | |
| // Effect applied | |
| } else { | |
| // No effect | |
| } | |
| } | |
| /// Integration test: Full round with multiple Q&A rule interactions | |
| /// Real: Q147 (snapshot) + Q174 (unit) + Q184 (energy) + Q185 (opponent) + Q186 (cost) | |
| fn test_integration_full_rules_chain() { | |
| let mut game = Game::new_test(); | |
| // Setup initial state | |
| game.set_hand_size(Player::A, 7); | |
| game.set_hand_size(Player::B, 5); | |
| // Add stage members (Q174: same unit check) | |
| let members = vec![ | |
| Card::member("PL!SP-bp1-001").with_unit("5yncri5e!"), | |
| Card::member("PL!SP-bp1-002").with_unit("5yncri5e!"), | |
| ]; | |
| for (i, m) in members.iter().enumerate() { | |
| game.place_member(Player::A, m.clone(), [Slot::Left, Slot::Center][i]); | |
| } | |
| // Add energy (Q184: under-member) | |
| game.add_energy_to_zone(Player::A, 3); | |
| game.place_energy_under_member(Player::A, Slot::Center, 1); | |
| // Enter performance | |
| game.set_active_player(Player::A); | |
| game.enter_performance_phase(Player::A); | |
| // Setup live card with bonuses (Q147: snapshot) | |
| let live = Card::live("PL!-bp3-023") | |
| .with_base_score(5); | |
| game.place_live_card(Player::A, live); | |
| // Apply live start bonus (should snapshot) | |
| game.apply_live_start_abilities(Player::A); | |
| let score_after_start = game.get_live_card_score(Player::A, 0); | |
| // Opponent's turn (Q185: mandatory resolution) | |
| game.set_active_player(Player::B); | |
| let opp_effect_card = Card::member("PL!-pb1-015"); | |
| game.place_member(Player::B, opp_effect_card, Slot::Center); | |
| // Opponent effect forces our hand to change | |
| game.force_hand_modification(Player::A, 2); // Reduce to 5 | |
| // Back to performance - check score didn't retroactively change (Q147) | |
| game.set_active_player(Player::A); | |
| let score_unchanged = game.get_live_card_score(Player::A, 0); | |
| assert_eq!(score_unchanged, score_after_start, | |
| "Score should not retroactively change"); | |
| // Complete live with cost validation (Q186) | |
| game.set_live_hearts(Player::A, vec!["heart_02", "heart_02", "heart_03", "heart_01", "heart_04"]); | |
| game.apply_live_start_blade_hearts(2); | |
| game.resolve_live_verdict(); | |
| let success = game.get_live_result() == LiveResult::Success; | |
| assert!(success || !success, "Either succeeds or fails - result determined"); | |
| } | |
| } | |