"""Debug script to trace live card ability resolution.""" from engine.game.enums import Phase from engine.game.game_state import initialize_game def test(): gs = initialize_game(use_real_data=True) p1 = gs.players[0] target_id = 1001 # PL!-bp3-019-L second_muse = 1025 # PL!-sd1-020-SD p1.live_zone = [target_id, second_muse] p1.live_zone_revealed = [True, True] gs.phase = Phase.PERFORMANCE_P1 gs.current_player = 0 gs.first_player = 0 print(f"Before: p1.live_score_bonus = {p1.live_score_bonus}") print(f"gs.fast_mode = {getattr(gs, 'fast_mode', 'NOT SET')}") gs.step(0) # Performance print(f"After step: triggered_abilities = {len(gs.triggered_abilities)}") print(f"After step: pending_effects = {len(gs.pending_effects)}") print(f"After step: pending_choices = {len(gs.pending_choices)}") while gs.triggered_abilities or gs.pending_effects: if gs.triggered_abilities: pid, ab, ctx = gs.triggered_abilities.pop(0) print(f"Processing ability for player {pid}: {ab.raw_text[:50]}") print(f" Conditions: {[c.type for c in ab.conditions]}") print(f" Effects: {[(e.effect_type, e.value) for e in ab.effects]}") print(f" Effect count: {len(ab.effects)}") gs._play_automatic_ability(pid, ab, ctx) print(f" After: p1.live_score_bonus = {p1.live_score_bonus}") elif gs.pending_effects: top = gs.pending_effects[0] print(f"Resolving effect: {type(top)} = {top}") gs._resolve_pending_effect(0) print(f" After: p1.live_score_bonus = {p1.live_score_bonus}") print(f"Final: p1.live_score_bonus = {p1.live_score_bonus}") assert p1.live_score_bonus > 0, f"FAIL: bonus = {p1.live_score_bonus}" print("PASS") if __name__ == "__main__": test()