use crate::core::logic::*; use crate::test_helpers::{create_test_state, load_real_db}; #[test] fn test_refresh_on_empty_draw() { let mut state = create_test_state(); state.players[0].deck = vec![].into(); state.players[0].discard = vec![121, 124, 122].into(); // Real IDs let _db = load_real_db(); // Drawing 1 card should trigger refresh state.draw_cards(0, 1); assert_eq!(state.players[0].hand.len(), 1); assert_eq!(state.players[0].deck.len(), 2); assert!(state.players[0].discard.is_empty()); assert!(state.players[0].get_flag(PlayerState::FLAG_DECK_REFRESHED)); } #[test] fn test_refresh_on_look_at_top_x() { let mut state = create_test_state(); state.players[0].deck = vec![120].into(); // Only 1 card in deck state.players[0].discard = vec![121, 124, 122].into(); let db = load_real_db(); let ctx = AbilityContext { player_id: 0, ..AbilityContext::default() }; // O_LOOK_DECK, Value 3 (Look at top 3) // Rule 10.2.2.2: Refresh because deck (1) < needed (3) let bytecode = vec![O_LOOK_DECK, 3, 0, 0, O_RETURN, 0, 0, 0]; state.resolve_bytecode_cref(&db, &bytecode, &ctx); // After refresh, deck should have 1 (original) + 3 (refreshed) = 4 cards. // However, LOOK_DECK pops 3 cards from the deck. // So remaining deck should be 4 - 3 = 1 card. assert_eq!(state.players[0].deck.len(), 1); assert_eq!(state.players[0].discard.len(), 0); assert!(state.players[0].get_flag(PlayerState::FLAG_DECK_REFRESHED)); // Looked cards should contain 3 cards (top of deck) assert_eq!(state.players[0].looked_cards.len(), 3); // Original card (120) MUST be one of them (the top one) assert_eq!(state.players[0].looked_cards[0], 120); } #[test] fn test_refresh_order_preservation() { let mut state = create_test_state(); state.players[0].deck = vec![121, 120].into(); // 120 is on top state.players[0].discard = vec![124, 122, 137].into(); // Force refresh state.resolve_deck_refresh(0); // Rule 10.2.3: Existing cards (121, 120) stay on top // pop() should get 120, then 121. assert_eq!(state.players[0].deck.pop(), Some(120)); assert_eq!(state.players[0].deck.pop(), Some(121)); // Refreshed cards are at the bottom. Discard had 3, so total 5. After 2 pops, 3 left. assert_eq!(state.players[0].deck.len(), 3); } #[test] fn test_refresh_on_look_and_choose() { let mut state = create_test_state(); state.players[0].deck = vec![120].into(); // Only 1 card (Honoka) state.players[0].discard = vec![121, 124, 122].into(); let db = load_real_db(); let ctx = AbilityContext { player_id: 0, choice_index: 0, // Pick the top card ..AbilityContext::default() }; // O_LOOK_AND_CHOOSE, Value 3, Attr 30 (Hand destination), Target 0 (Deck source) // Rule 10.2.2.2: Refresh because deck (1) < needed (3) let bytecode = vec![O_LOOK_AND_CHOOSE, 259, 0, 6, O_RETURN, 0, 0, 0]; state.resolve_bytecode_cref(&db, &bytecode, &ctx); // After refresh, deck should have 1 + 3 = 4 cards. // Pop 3: 120, ?, ? -> These go to looked_cards. // Deck now has 1 card left: [?] // Choice 0: 120 goes to hand. // Rest [?, ?] go BACK to deck (since Attr doesn't say discard). // Final deck: [?, ?, ?] (length 3?) // Wait, resolution logic: // Looked cards: [120, ?, ?] // picked: 120 // rest: [?, ?] // back to deck: [?, ?] // deck was [?] // new deck: [?, ?, ?] // assert_eq!(state.players[0].hand.len(), 1); assert_eq!(state.players[0].hand.last(), Some(&120)); assert_eq!(state.players[0].deck.len(), 3); }