Issue #11 - SelectPrizeAction: - Add _execute_select_prize() method to GameEngine - Add prize card mode support to process_knockout() - Add _award_prize_cards() helper for random/player-choice selection - Support multi-prize selection (EX/VMAX worth 2-3 prizes) Issue #15 - Turn Limit Check: - Add turn limit check at start of start_turn() - Add GameEndReason.TURN_LIMIT enum value (distinct from TIMEOUT) - Game ends when turn limit exceeded, winner determined by score - Equal scores result in DRAW Added 12 new tests for prize card mode and turn limit functionality. 788 tests passing.
This commit is contained in:
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0534c57430
@ -3,16 +3,16 @@
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**Date:** 2026-01-25
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**Updated:** 2026-01-26
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**Reviewed By:** Multi-agent system review
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**Status:** 765 tests passing, 94% coverage
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**Status:** 788 tests passing, 94% coverage
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---
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## Executive Summary
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The core engine has a solid foundation with good separation of concerns, comprehensive documentation, and thorough test coverage. The review identified **8 critical issues** - **5 have been fixed** as part of the Energy/Evolution Stack refactor and CardDefinition validation work. The remaining 3 critical issues and several medium-priority gaps still need attention.
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The core engine has a solid foundation with good separation of concerns, comprehensive documentation, and thorough test coverage. The review identified **8 critical issues** - **all 8 have been fixed**. The fixes span the Energy/Evolution Stack refactor, CardDefinition validation, and knockout processing verification.
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**Fixed:** #1, #2, #5, #7, #8
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**Still Open:** #3 (end_turn knockouts), #4 (win condition timing), #6 (engine knockout processing)
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**Fixed:** #1, #2, #3, #4, #5, #6, #7, #8
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**Still Open:** None - all critical issues resolved!
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---
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@ -39,7 +39,7 @@ for zone_name in ["deck", "hand", "active", "bench", "discard", "prizes", "energ
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### 2. ~~No Validation That Pokemon Cards Have Required Fields~~ FIXED
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**File:** `app/core/models/card.py:163-231`
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**Severity:** CRITICAL
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**Status:** FIXED in commit TBD
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**Status:** FIXED in commit 7fae1c6
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Added a Pydantic `model_validator` to `CardDefinition` that enforces:
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- **Pokemon cards** require: `hp` (must be positive), `stage`, `pokemon_type`
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@ -52,29 +52,37 @@ This prevents invalid card definitions at construction time rather than runtime
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---
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### 3. end_turn() Doesn't Process Knockouts
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### 3. ~~end_turn() Doesn't Process Knockouts~~ FIXED
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**File:** `app/core/turn_manager.py:312-421`
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**Severity:** CRITICAL
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**Severity:** CRITICAL
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**Status:** FIXED - was already implemented correctly in commit eef857e
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`end_turn()` identifies knockouts from status damage and adds them to a `knockouts` list, but it **never moves the KO'd Pokemon to discard**. The comment says "should be handled by the game engine" but the engine also doesn't process them.
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Investigation revealed this was a false positive. The `end_turn()` method at lines 409-413 **already calls** `process_knockout()` for each knockout detected from status damage. This processes:
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- Moving the Pokemon to discard pile
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- Discarding all attached energy and tools
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- Discarding the evolution stack (cards underneath)
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- Awarding points to the opponent
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- Checking win conditions
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- Setting up forced action for new active selection
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**Impact:** Pokemon knocked out by poison/burn damage remain in play.
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**Fix:** Either:
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- Process knockouts fully in `turn_manager.end_turn()`
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- Or ensure `GameEngine.end_turn()` calls `process_knockout()` for each KO
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**Verification:** Added 8 integration tests in `TestStatusKnockoutIntegration` to confirm the full flow works correctly.
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---
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### 4. Win Condition Checked Before Knockout Processing
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### 4. ~~Win Condition Checked Before Knockout Processing~~ FIXED
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**File:** `app/core/turn_manager.py:398-401`
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**Severity:** CRITICAL
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**Severity:** CRITICAL
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**Status:** FIXED - was already implemented correctly in commit eef857e
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The code checks `no_pokemon_in_play` BEFORE the knockout is actually processed. The KO'd Pokemon is still in `active.cards` at this point.
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Investigation revealed this was a false positive. The win condition check happens **inside** `process_knockout()` (lines 483-500), which is called **after** the Pokemon is moved to discard (line 474). The sequence is:
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1. Pokemon removed from active zone (line 453)
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2. Attachments discarded (lines 458-471)
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3. Pokemon added to discard (line 474)
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4. Points awarded (lines 476-481)
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5. Win by points checked (lines 483-491)
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6. Win by no Pokemon checked (lines 493-500)
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**Impact:** Win condition check will always fail because the KO'd Pokemon is still technically "in play".
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**Fix:** Move win condition check to AFTER knockout processing completes.
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**Verification:** Tests `test_end_turn_status_knockout_triggers_win_by_points` and `test_end_turn_status_knockout_triggers_win_by_no_pokemon` confirm proper ordering.
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---
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@ -93,21 +101,21 @@ When a Pokemon is knocked out or retreats, attached energy moves to the owner's
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---
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### 6. Status Knockouts Not Processed by Engine
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### 6. ~~Status Knockouts Not Processed by Engine~~ FIXED
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**File:** `app/core/engine.py:858-881`
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**Severity:** CRITICAL
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**Severity:** CRITICAL
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**Status:** FIXED - was already implemented correctly in commit eef857e
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`GameEngine.end_turn()` receives knockout information from `TurnManager` but doesn't process them:
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Investigation revealed this was a false positive. The `TurnManager.end_turn()` method **already processes knockouts internally** before returning the result. The `GameEngine.end_turn()` doesn't need to call `process_knockout()` again because `TurnManager` handles it.
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```python
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def end_turn(self, game: GameState) -> ActionResult:
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result = self.turn_manager.end_turn(game, self.rng)
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if result.win_result:
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apply_win_result(game, result.win_result)
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return ActionResult(...) # Knockouts not processed!
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```
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The flow is:
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1. `GameEngine.end_turn()` calls `turn_manager.end_turn()`
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2. `TurnManager.end_turn()` applies status damage, detects knockouts
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3. `TurnManager.end_turn()` calls `process_knockout()` for each knockout
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4. `TurnManager.end_turn()` returns result with win_result if game ended
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5. `GameEngine.end_turn()` applies win result if present
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**Fix:** Add knockout processing loop that calls `turn_manager.process_knockout()` for each knockout in `result.knockouts`.
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**Verification:** Added 3 tests in `TestEngineEndTurnKnockouts` confirming the full engine flow works correctly.
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---
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@ -160,12 +168,18 @@ If both players' active Pokemon are KO'd simultaneously, only one `forced_action
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---
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### 11. No SelectPrizeAction Executor
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**File:** `app/core/engine.py:440-444`
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### 11. ~~No SelectPrizeAction Executor~~ FIXED
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**File:** `app/core/engine.py:440-444`
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**Status:** FIXED in current session
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The `SelectPrizeAction` validator exists but there's no handler in `_execute_action_internal`. Prize card mode is broken.
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Added complete prize card system:
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- `_execute_select_prize()` method in engine.py (lines ~887-949)
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- Prize card mode support in `process_knockout()` via `_award_prize_cards()` helper
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- Supports both random selection (auto-takes prizes) and player choice (sets `forced_action`)
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- Multi-prize selection for EX/VMAX knockouts (worth 2-3 prizes)
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- Win detection when all prizes taken
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**Fix:** Add `_execute_select_prize` method.
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**Note:** The validator already allows `select_prize` during forced actions regardless of phase, so abilities/effects causing knockouts during main phase work correctly.
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---
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@ -201,12 +215,17 @@ This catches all exceptions including programming errors, making debugging diffi
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---
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### 15. Turn Limit Not Checked at Turn Start
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**File:** `app/core/engine.py:828-856`
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### 15. ~~Turn Limit Not Checked at Turn Start~~ FIXED
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**File:** `app/core/engine.py:828-856`
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**Status:** FIXED in current session
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`TurnManager.check_turn_limit()` exists but `GameEngine.start_turn()` doesn't call it.
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Added turn limit check at the start of `start_turn()` (lines ~968-980):
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- Calls `turn_manager.check_turn_limit(game)` before processing turn
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- Returns `ActionResult` with `win_result` if limit exceeded
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- Winner determined by score (higher score wins)
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- Equal scores result in a draw (`GameEndReason.DRAW`)
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**Fix:** Add turn limit check before calling `start_turn`.
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Also added `GameEndReason.TURN_LIMIT` enum value to distinguish from `TIMEOUT` (player ran out of clock time).
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---
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@ -275,9 +294,9 @@ This catches all exceptions including programming errors, making debugging diffi
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8. ~~Fix energy discard handler to move cards~~ DONE
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### Phase 2: Functionality Gaps (Before Feature Complete)
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6. Add `SelectPrizeAction` executor
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6. ~~Add `SelectPrizeAction` executor~~ DONE (#11)
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7. Fix stadium discard ownership
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8. Add turn limit check
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8. ~~Add turn limit check~~ DONE (#15)
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9. Fix per-ability usage tracking
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### Phase 3: Polish (Before Production)
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@ -306,10 +325,13 @@ This catches all exceptions including programming errors, making debugging diffi
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| `win_conditions.py` | 99% | Near complete |
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| `engine.py` | 81% | Gaps in error paths |
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| `rng.py` | 93% | Good |
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| **TOTAL** | **94%** | **766 tests** |
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| **TOTAL** | **94%** | **788 tests** |
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### New Test File Added
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### New Tests Added
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- `tests/core/test_evolution_stack.py` - 28 tests for evolution stack, devolve, knockout with attachments, find_card_instance
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- `tests/core/test_engine.py::TestSelectPrizeAction` - 3 tests for SelectPrizeAction execution
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- `tests/core/test_engine.py::TestTurnLimitCheck` - 5 tests for turn limit checking
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- `tests/core/test_turn_manager.py::TestPrizeCardModeKnockout` - 4 tests for prize card mode in knockouts
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---
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@ -323,6 +345,25 @@ This catches all exceptions including programming errors, making debugging diffi
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## Change Log
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### 2026-01-26 - SelectPrizeAction and Turn Limit Check (Issues #11, #15)
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Fixed medium priority issues #11 and #15:
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**Issue #11 - SelectPrizeAction Executor:**
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- Added `_execute_select_prize()` method to GameEngine (lines ~887-949)
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- Added prize card mode support to `process_knockout()` via `_award_prize_cards()` helper
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- Supports random selection (auto-takes prizes) and player choice (sets forced_action)
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- Multi-prize selection for EX/VMAX knockouts (worth 2-3 prizes)
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- 7 new tests for prize card functionality
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**Issue #15 - Turn Limit Check:**
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- Added turn limit check at start of `start_turn()` (lines ~968-980)
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- Added `GameEndReason.TURN_LIMIT` enum value (distinct from TIMEOUT)
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- Winner determined by score, equal scores result in DRAW
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- 5 new tests for turn limit functionality
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**Total: 12 new tests, 788 tests passing**
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### 2026-01-26 - Energy/Evolution Stack Refactor
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**Commits:** 2b8fac4, dd2cadf
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@ -52,10 +52,11 @@ from app.core.models.actions import (
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ResignAction,
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RetreatAction,
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SelectActiveAction,
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SelectPrizeAction,
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UseAbilityAction,
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)
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from app.core.models.card import CardDefinition, CardInstance
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from app.core.models.enums import StatusCondition, TurnPhase
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from app.core.models.enums import GameEndReason, StatusCondition, TurnPhase
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from app.core.models.game_state import GameState, PlayerState
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from app.core.rng import RandomProvider, create_rng
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from app.core.rules_validator import ValidationResult, validate_action
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@ -434,6 +435,9 @@ class GameEngine:
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elif isinstance(action, SelectActiveAction):
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return self._execute_select_active(game, player, action)
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elif isinstance(action, SelectPrizeAction):
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return self._execute_select_prize(game, player, action)
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elif isinstance(action, ResignAction):
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return self._execute_resign(game, player_id)
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@ -731,7 +735,7 @@ class GameEngine:
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if card_def.hp and active.is_knocked_out(card_def.hp):
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opponent_id = game.get_opponent_id(player.player_id)
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ko_result = self.turn_manager.process_knockout(
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game, active.instance_id, opponent_id
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game, active.instance_id, opponent_id, self.rng
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)
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if ko_result:
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win_result = ko_result
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@ -770,7 +774,7 @@ class GameEngine:
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defender_def = game.get_card_definition(defender.definition_id)
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if defender_def and defender_def.hp and defender.is_knocked_out(defender_def.hp):
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ko_result = self.turn_manager.process_knockout(
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game, defender.instance_id, player.player_id
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game, defender.instance_id, player.player_id, self.rng
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)
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if ko_result:
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win_result = ko_result
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@ -880,6 +884,71 @@ class GameEngine:
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state_changes=[{"type": "select_active", "card_id": action.pokemon_id}],
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)
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def _execute_select_prize(
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self,
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game: GameState,
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player: PlayerState,
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action: SelectPrizeAction,
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) -> ActionResult:
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"""Execute selecting a prize card after a knockout.
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In prize card mode, when a player knocks out an opponent's Pokemon,
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they take prize cards. This method handles the selection.
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Args:
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game: Game state to modify.
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player: Player taking the prize.
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action: The SelectPrizeAction with the prize index.
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Returns:
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ActionResult indicating success and any win condition.
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"""
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# Remove prize card at the specified index and add to hand
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if action.prize_index < 0 or action.prize_index >= len(player.prizes):
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return ActionResult(
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success=False,
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message=f"Invalid prize index: {action.prize_index}",
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)
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prize_card = player.prizes.cards.pop(action.prize_index)
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player.hand.add(prize_card)
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# Handle multi-prize selection (e.g., for EX/VMAX knockouts)
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win_result = None
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if game.forced_action and game.forced_action.action_type == "select_prize":
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remaining = game.forced_action.params.get("count", 1) - 1
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if remaining > 0 and len(player.prizes) > 0:
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# More prizes to take
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game.forced_action.params["count"] = remaining
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game.forced_action.reason = f"Select {remaining} more prize card(s)"
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else:
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# Done taking prizes
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game.forced_action = None
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# Check for win by taking all prizes
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if len(player.prizes) == 0:
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opponent_id = game.get_opponent_id(player.player_id)
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win_result = WinResult(
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winner_id=player.player_id,
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loser_id=opponent_id,
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end_reason=GameEndReason.PRIZES_TAKEN,
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reason=f"Player {player.player_id} took all prize cards",
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)
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apply_win_result(game, win_result)
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return ActionResult(
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success=True,
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message="Took prize card",
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win_result=win_result,
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state_changes=[
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{
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"type": "select_prize",
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"prize_index": action.prize_index,
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"card_id": prize_card.instance_id,
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}
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],
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)
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def _execute_resign(
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self,
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game: GameState,
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@ -900,6 +969,7 @@ class GameEngine:
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"""Start the current player's turn.
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This handles:
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- Checking turn limit (game ends if exceeded)
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- Resetting per-turn counters
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- Drawing a card (if allowed)
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- Flipping energy from energy deck (if enabled)
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@ -911,6 +981,16 @@ class GameEngine:
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Returns:
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ActionResult with turn start details.
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"""
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# Check turn limit BEFORE starting turn
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turn_limit_result = self.turn_manager.check_turn_limit(game)
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if turn_limit_result:
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apply_win_result(game, turn_limit_result)
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return ActionResult(
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success=False,
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message=f"Turn limit reached - {turn_limit_result.reason}",
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win_result=turn_limit_result,
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)
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result = self.turn_manager.start_turn(game, self.rng)
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if result.win_result:
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@ -174,6 +174,7 @@ class GameEndReason(StrEnum):
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- DECK_EMPTY: A player cannot draw a card at the start of their turn
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- RESIGNATION: A player resigned from the match
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- TIMEOUT: A player ran out of time (multiplayer only)
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- TURN_LIMIT: The turn limit was reached (winner determined by score)
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- DRAW: The game ended in a draw (tie on points at timer expiration)
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"""
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@ -182,6 +183,7 @@ class GameEndReason(StrEnum):
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DECK_EMPTY = "deck_empty"
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RESIGNATION = "resignation"
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TIMEOUT = "timeout"
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TURN_LIMIT = "turn_limit"
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DRAW = "draw"
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@ -53,7 +53,7 @@ from app.core.models.enums import GameEndReason, StatusCondition, TurnPhase
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from app.core.win_conditions import WinResult, check_cannot_draw
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if TYPE_CHECKING:
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from app.core.models.game_state import GameState
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from app.core.models.game_state import GameState, PlayerState
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from app.core.rng import RandomProvider
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@ -407,7 +407,7 @@ class TurnManager:
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opponent_id = game.get_opponent_id(player.player_id)
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for knocked_out_id in knockouts:
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ko_result = self.process_knockout(game, knocked_out_id, opponent_id)
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ko_result = self.process_knockout(game, knocked_out_id, opponent_id, rng)
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if ko_result:
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win_result = ko_result
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break # Game ended
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@ -425,22 +425,28 @@ class TurnManager:
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)
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def process_knockout(
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self, game: GameState, knocked_out_id: str, opponent_id: str
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self,
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game: GameState,
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knocked_out_id: str,
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opponent_id: str,
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rng: RandomProvider | None = None,
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) -> WinResult | None:
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"""Process a Pokemon knockout and check for win conditions.
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This method:
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1. Moves the knocked out Pokemon to discard
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2. Awards points to the opponent (based on variant)
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3. Checks for win by points
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4. Sets up forced action if player needs new active
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2. Awards points/prizes to the opponent (based on variant and game mode)
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3. Checks for win by points or all prizes taken
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4. Sets up forced action if player needs new active or to select prizes
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Note: This should be called by the game engine after damage resolution.
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Args:
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game: GameState to modify.
|
||||
knocked_out_id: Instance ID of the knocked out Pokemon.
|
||||
opponent_id: Player ID of the opponent (who scores points).
|
||||
opponent_id: Player ID of the opponent (who scores points/takes prizes).
|
||||
rng: RandomProvider for random prize selection (required if using
|
||||
prize card mode with random selection).
|
||||
|
||||
Returns:
|
||||
WinResult if the knockout ends the game, None otherwise.
|
||||
@ -473,22 +479,33 @@ class TurnManager:
|
||||
# Finally discard the Pokemon itself
|
||||
player.discard.add(card)
|
||||
|
||||
# Award points to opponent
|
||||
# Award points/prizes to opponent based on game mode
|
||||
opponent = game.players[opponent_id]
|
||||
card_def = game.get_card_definition(card.definition_id)
|
||||
prizes_to_award = 1 # Default for normal Pokemon
|
||||
if card_def and card_def.variant:
|
||||
points = game.rules.prizes.points_for_knockout(card_def.variant)
|
||||
opponent.score += points
|
||||
prizes_to_award = game.rules.prizes.points_for_knockout(card_def.variant)
|
||||
|
||||
# Check for win by points
|
||||
if opponent.score >= game.rules.prizes.count:
|
||||
loser_id = game.get_opponent_id(opponent_id)
|
||||
return WinResult(
|
||||
winner_id=opponent_id,
|
||||
loser_id=loser_id,
|
||||
end_reason=GameEndReason.PRIZES_TAKEN,
|
||||
reason=f"Player {opponent_id} scored {opponent.score} points",
|
||||
if game.rules.prizes.use_prize_cards:
|
||||
# Prize card mode - opponent takes prize cards
|
||||
win_result = self._award_prize_cards(
|
||||
game, opponent, opponent_id, prizes_to_award, rng
|
||||
)
|
||||
if win_result:
|
||||
return win_result
|
||||
else:
|
||||
# Point-based mode - add to score
|
||||
opponent.score += prizes_to_award
|
||||
|
||||
# Check for win by points
|
||||
if opponent.score >= game.rules.prizes.count:
|
||||
loser_id = game.get_opponent_id(opponent_id)
|
||||
return WinResult(
|
||||
winner_id=opponent_id,
|
||||
loser_id=loser_id,
|
||||
end_reason=GameEndReason.PRIZES_TAKEN,
|
||||
reason=f"Player {opponent_id} scored {opponent.score} points",
|
||||
)
|
||||
|
||||
# Check if owner has no Pokemon left
|
||||
if not player.has_pokemon_in_play():
|
||||
@ -537,22 +554,33 @@ class TurnManager:
|
||||
# Discard the Pokemon
|
||||
player.discard.add(card)
|
||||
|
||||
# Award points
|
||||
# Award points/prizes to opponent based on game mode
|
||||
opponent = game.players[opponent_id]
|
||||
card_def = game.get_card_definition(card.definition_id)
|
||||
prizes_to_award = 1 # Default for normal Pokemon
|
||||
if card_def and card_def.variant:
|
||||
points = game.rules.prizes.points_for_knockout(card_def.variant)
|
||||
opponent.score += points
|
||||
prizes_to_award = game.rules.prizes.points_for_knockout(card_def.variant)
|
||||
|
||||
# Check for win by points
|
||||
if opponent.score >= game.rules.prizes.count:
|
||||
loser_id = game.get_opponent_id(opponent_id)
|
||||
return WinResult(
|
||||
winner_id=opponent_id,
|
||||
loser_id=loser_id,
|
||||
end_reason=GameEndReason.PRIZES_TAKEN,
|
||||
reason=f"Player {opponent_id} scored {opponent.score} points",
|
||||
if game.rules.prizes.use_prize_cards:
|
||||
# Prize card mode - opponent takes prize cards
|
||||
win_result = self._award_prize_cards(
|
||||
game, opponent, opponent_id, prizes_to_award, rng
|
||||
)
|
||||
if win_result:
|
||||
return win_result
|
||||
else:
|
||||
# Point-based mode - add to score
|
||||
opponent.score += prizes_to_award
|
||||
|
||||
# Check for win by points
|
||||
if opponent.score >= game.rules.prizes.count:
|
||||
loser_id = game.get_opponent_id(opponent_id)
|
||||
return WinResult(
|
||||
winner_id=opponent_id,
|
||||
loser_id=loser_id,
|
||||
end_reason=GameEndReason.PRIZES_TAKEN,
|
||||
reason=f"Player {opponent_id} scored {opponent.score} points",
|
||||
)
|
||||
|
||||
# Check if owner has no Pokemon left
|
||||
if not player.has_pokemon_in_play():
|
||||
@ -567,6 +595,73 @@ class TurnManager:
|
||||
|
||||
return None
|
||||
|
||||
def _award_prize_cards(
|
||||
self,
|
||||
game: GameState,
|
||||
opponent: PlayerState,
|
||||
opponent_id: str,
|
||||
count: int,
|
||||
rng: RandomProvider | None,
|
||||
) -> WinResult | None:
|
||||
"""Award prize cards to the opponent after a knockout.
|
||||
|
||||
Handles both random and player-choice prize selection modes.
|
||||
|
||||
Args:
|
||||
game: GameState to modify.
|
||||
opponent: PlayerState of the player receiving prizes.
|
||||
opponent_id: Player ID of the opponent.
|
||||
count: Number of prize cards to award.
|
||||
rng: RandomProvider for random selection (required if random mode).
|
||||
|
||||
Returns:
|
||||
WinResult if taking prizes ends the game, None otherwise.
|
||||
"""
|
||||
from app.core.models.game_state import ForcedAction
|
||||
|
||||
# Cap prizes to take at available prizes
|
||||
prizes_to_take = min(count, len(opponent.prizes))
|
||||
|
||||
if prizes_to_take == 0:
|
||||
return None
|
||||
|
||||
if game.rules.prizes.prize_selection_random:
|
||||
# Random selection - take cards automatically
|
||||
if rng is None:
|
||||
# Fallback: take from the front if no RNG provided
|
||||
for _ in range(prizes_to_take):
|
||||
if opponent.prizes.cards:
|
||||
prize_card = opponent.prizes.cards.pop(0)
|
||||
opponent.hand.add(prize_card)
|
||||
else:
|
||||
for _ in range(prizes_to_take):
|
||||
if opponent.prizes.cards:
|
||||
idx = rng.randint(0, len(opponent.prizes.cards) - 1)
|
||||
prize_card = opponent.prizes.cards.pop(idx)
|
||||
opponent.hand.add(prize_card)
|
||||
else:
|
||||
# Player chooses - set up forced action
|
||||
# Note: If there's already a forced action, we may need to queue
|
||||
# For now, we overwrite (select_prize takes priority)
|
||||
game.forced_action = ForcedAction(
|
||||
player_id=opponent_id,
|
||||
action_type="select_prize",
|
||||
reason=f"Select {prizes_to_take} prize card(s)",
|
||||
params={"count": prizes_to_take},
|
||||
)
|
||||
|
||||
# Check for win by all prizes taken
|
||||
if len(opponent.prizes) == 0:
|
||||
loser_id = game.get_opponent_id(opponent_id)
|
||||
return WinResult(
|
||||
winner_id=opponent_id,
|
||||
loser_id=loser_id,
|
||||
end_reason=GameEndReason.PRIZES_TAKEN,
|
||||
reason=f"Player {opponent_id} took all prize cards",
|
||||
)
|
||||
|
||||
return None
|
||||
|
||||
def check_turn_limit(self, game: GameState) -> WinResult | None:
|
||||
"""Check if the turn limit has been reached.
|
||||
|
||||
|
||||
@ -278,7 +278,7 @@ def check_turn_limit(game: GameState) -> WinResult | None:
|
||||
return WinResult(
|
||||
winner_id=player1_id,
|
||||
loser_id=player2_id,
|
||||
end_reason=GameEndReason.TIMEOUT,
|
||||
end_reason=GameEndReason.TURN_LIMIT,
|
||||
reason=f"Turn limit reached. {player1_id} wins with {player1.score} "
|
||||
f"points vs {player2.score}",
|
||||
)
|
||||
@ -286,7 +286,7 @@ def check_turn_limit(game: GameState) -> WinResult | None:
|
||||
return WinResult(
|
||||
winner_id=player2_id,
|
||||
loser_id=player1_id,
|
||||
end_reason=GameEndReason.TIMEOUT,
|
||||
end_reason=GameEndReason.TURN_LIMIT,
|
||||
reason=f"Turn limit reached. {player2_id} wins with {player2.score} "
|
||||
f"points vs {player1.score}",
|
||||
)
|
||||
|
||||
@ -36,6 +36,7 @@ from app.core.models.enums import (
|
||||
GameEndReason,
|
||||
PokemonStage,
|
||||
PokemonVariant,
|
||||
StatusCondition,
|
||||
TrainerType,
|
||||
TurnPhase,
|
||||
)
|
||||
@ -851,6 +852,520 @@ class TestIntegrationScenarios:
|
||||
assert game.current_player_id == "player2"
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Engine End Turn Knockout Tests (Issue #6 verification)
|
||||
# =============================================================================
|
||||
|
||||
|
||||
class TestEngineEndTurnKnockouts:
|
||||
"""Tests verifying GameEngine.end_turn() processes status knockouts.
|
||||
|
||||
These tests verify Issue #6 from SYSTEM_REVIEW.md:
|
||||
The engine's end_turn() should properly process knockouts from status
|
||||
damage, including moving Pokemon to discard, awarding points, and
|
||||
triggering win conditions.
|
||||
"""
|
||||
|
||||
@pytest.fixture
|
||||
def knockout_game(
|
||||
self,
|
||||
seeded_rng: SeededRandom,
|
||||
basic_pokemon_def: CardDefinition,
|
||||
energy_def: CardDefinition,
|
||||
) -> tuple[GameEngine, GameState]:
|
||||
"""Create a game set up for knockout testing."""
|
||||
engine = GameEngine(rules=RulesConfig(), rng=seeded_rng)
|
||||
|
||||
# Create decks with minimum required size (40 cards)
|
||||
p1_deck = [
|
||||
CardInstance(instance_id=f"p1-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
p2_deck = [
|
||||
CardInstance(instance_id=f"p2-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
|
||||
registry = {
|
||||
basic_pokemon_def.id: basic_pokemon_def,
|
||||
energy_def.id: energy_def,
|
||||
}
|
||||
|
||||
result = engine.create_game(
|
||||
player_ids=["player1", "player2"],
|
||||
decks={"player1": p1_deck, "player2": p2_deck},
|
||||
card_registry=registry,
|
||||
)
|
||||
game = result.game
|
||||
|
||||
# Set up active Pokemon for both players
|
||||
p1 = game.players["player1"]
|
||||
p2 = game.players["player2"]
|
||||
p1.active.add(CardInstance(instance_id="p1-active", definition_id=basic_pokemon_def.id))
|
||||
p1.bench.add(CardInstance(instance_id="p1-bench", definition_id=basic_pokemon_def.id))
|
||||
p2.active.add(CardInstance(instance_id="p2-active", definition_id=basic_pokemon_def.id))
|
||||
|
||||
# Start the game properly
|
||||
engine.start_turn(game)
|
||||
game.phase = TurnPhase.END
|
||||
|
||||
return engine, game
|
||||
|
||||
def test_engine_end_turn_processes_status_knockout(
|
||||
self,
|
||||
knockout_game: tuple[GameEngine, GameState],
|
||||
basic_pokemon_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that engine.end_turn() processes status knockouts completely.
|
||||
|
||||
Verifies Issue #6: The engine should process knockouts from
|
||||
TurnManager's end_turn result, not just return them in the result.
|
||||
"""
|
||||
engine, game = knockout_game
|
||||
player = game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
# Set up for lethal poison damage
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
result = engine.end_turn(game)
|
||||
|
||||
# Engine should successfully process the turn
|
||||
assert result.success
|
||||
# Pokemon should be in discard
|
||||
assert "p1-active" in player.discard
|
||||
# Active zone should be empty
|
||||
assert len(player.active) == 0
|
||||
|
||||
def test_engine_end_turn_returns_win_result_on_knockout(
|
||||
self,
|
||||
knockout_game: tuple[GameEngine, GameState],
|
||||
basic_pokemon_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that engine.end_turn() returns win result when knockout causes win.
|
||||
|
||||
If the status knockout triggers a win condition, the ActionResult
|
||||
should contain the win_result.
|
||||
"""
|
||||
engine, game = knockout_game
|
||||
player = game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
# Clear bench so knockout causes "no Pokemon" win
|
||||
player.bench.cards.clear()
|
||||
|
||||
# Set up for lethal poison damage
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
result = engine.end_turn(game)
|
||||
|
||||
# Should have win result
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.winner_id == "player2"
|
||||
assert result.win_result.end_reason == GameEndReason.NO_POKEMON
|
||||
|
||||
def test_engine_end_turn_awards_points_for_status_knockout(
|
||||
self,
|
||||
knockout_game: tuple[GameEngine, GameState],
|
||||
basic_pokemon_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that engine.end_turn() awards points to opponent for status KO.
|
||||
|
||||
The full knockout flow through the engine should award points.
|
||||
"""
|
||||
engine, game = knockout_game
|
||||
player = game.get_current_player()
|
||||
opponent = game.players["player2"]
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
initial_score = opponent.score
|
||||
|
||||
# Set up for lethal poison damage
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
engine.end_turn(game)
|
||||
|
||||
# Opponent should have gained 1 point
|
||||
assert opponent.score == initial_score + 1
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# SelectPrizeAction Tests (Issue #11)
|
||||
# =============================================================================
|
||||
|
||||
|
||||
class TestSelectPrizeAction:
|
||||
"""Tests for SelectPrizeAction execution.
|
||||
|
||||
These tests verify Issue #11: SelectPrizeAction executor is implemented
|
||||
and prize card mode works correctly.
|
||||
"""
|
||||
|
||||
@pytest.fixture
|
||||
def prize_game(
|
||||
self,
|
||||
seeded_rng: SeededRandom,
|
||||
basic_pokemon_def: CardDefinition,
|
||||
energy_def: CardDefinition,
|
||||
) -> tuple[GameEngine, GameState]:
|
||||
"""Create a game with prize card mode enabled."""
|
||||
from app.core.config import PrizeConfig
|
||||
|
||||
rules = RulesConfig()
|
||||
rules.prizes = PrizeConfig(
|
||||
count=6,
|
||||
use_prize_cards=True,
|
||||
prize_selection_random=False, # Player chooses prizes
|
||||
)
|
||||
engine = GameEngine(rules=rules, rng=seeded_rng)
|
||||
|
||||
# Create decks (need 40+ cards)
|
||||
p1_deck = [
|
||||
CardInstance(instance_id=f"p1-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
p2_deck = [
|
||||
CardInstance(instance_id=f"p2-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
|
||||
registry = {
|
||||
basic_pokemon_def.id: basic_pokemon_def,
|
||||
energy_def.id: energy_def,
|
||||
}
|
||||
|
||||
result = engine.create_game(
|
||||
player_ids=["player1", "player2"],
|
||||
decks={"player1": p1_deck, "player2": p2_deck},
|
||||
card_registry=registry,
|
||||
)
|
||||
game = result.game
|
||||
|
||||
# Set up active Pokemon
|
||||
p1 = game.players["player1"]
|
||||
p2 = game.players["player2"]
|
||||
p1.active.add(CardInstance(instance_id="p1-active", definition_id=basic_pokemon_def.id))
|
||||
p2.active.add(CardInstance(instance_id="p2-active", definition_id=basic_pokemon_def.id))
|
||||
|
||||
return engine, game
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_execute_select_prize_adds_to_hand(
|
||||
self,
|
||||
prize_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that selecting a prize adds the card to hand.
|
||||
|
||||
Basic prize selection functionality.
|
||||
"""
|
||||
from app.core.models.actions import SelectPrizeAction
|
||||
from app.core.models.game_state import ForcedAction
|
||||
|
||||
engine, game = prize_game
|
||||
player = game.players["player1"]
|
||||
|
||||
# Ensure player has prizes
|
||||
assert len(player.prizes) > 0
|
||||
|
||||
# Start turn (this draws a card), then record hand size
|
||||
engine.start_turn(game)
|
||||
initial_hand_size = len(player.hand)
|
||||
initial_prize_count = len(player.prizes)
|
||||
|
||||
# Set up forced action (as if a knockout happened)
|
||||
game.forced_action = ForcedAction(
|
||||
player_id="player1",
|
||||
action_type="select_prize",
|
||||
reason="Select a prize card",
|
||||
params={"count": 1},
|
||||
)
|
||||
|
||||
result = await engine.execute_action(game, "player1", SelectPrizeAction(prize_index=0))
|
||||
|
||||
assert result.success
|
||||
assert len(player.hand) == initial_hand_size + 1
|
||||
assert len(player.prizes) == initial_prize_count - 1
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_execute_select_prize_invalid_index(
|
||||
self,
|
||||
prize_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that invalid prize index is rejected.
|
||||
|
||||
Validation should catch out-of-bounds index.
|
||||
"""
|
||||
from app.core.models.actions import SelectPrizeAction
|
||||
|
||||
engine, game = prize_game
|
||||
engine.start_turn(game)
|
||||
|
||||
# Try to select prize at invalid index
|
||||
result = await engine.execute_action(game, "player1", SelectPrizeAction(prize_index=99))
|
||||
|
||||
# Should fail validation
|
||||
assert not result.success
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_execute_select_prize_triggers_win(
|
||||
self,
|
||||
prize_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that taking the last prize triggers a win.
|
||||
|
||||
Prize card mode win condition.
|
||||
"""
|
||||
from app.core.models.actions import SelectPrizeAction
|
||||
from app.core.models.game_state import ForcedAction
|
||||
|
||||
engine, game = prize_game
|
||||
player = game.players["player1"]
|
||||
|
||||
# Remove all but one prize
|
||||
while len(player.prizes) > 1:
|
||||
player.prizes.cards.pop()
|
||||
|
||||
engine.start_turn(game)
|
||||
# Set up forced action for prize selection
|
||||
game.forced_action = ForcedAction(
|
||||
player_id="player1",
|
||||
action_type="select_prize",
|
||||
reason="Select your last prize card",
|
||||
params={"count": 1},
|
||||
)
|
||||
|
||||
result = await engine.execute_action(game, "player1", SelectPrizeAction(prize_index=0))
|
||||
|
||||
assert result.success
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.winner_id == "player1"
|
||||
assert result.win_result.end_reason == GameEndReason.PRIZES_TAKEN
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Turn Limit Check Tests (Issue #15)
|
||||
# =============================================================================
|
||||
|
||||
|
||||
class TestTurnLimitCheck:
|
||||
"""Tests verifying turn limit is checked at turn start.
|
||||
|
||||
These tests verify Issue #15: start_turn() checks turn limit before
|
||||
proceeding with the turn.
|
||||
"""
|
||||
|
||||
@pytest.fixture
|
||||
def turn_limit_game(
|
||||
self,
|
||||
seeded_rng: SeededRandom,
|
||||
basic_pokemon_def: CardDefinition,
|
||||
energy_def: CardDefinition,
|
||||
) -> tuple[GameEngine, GameState]:
|
||||
"""Create a game with turn limit enabled."""
|
||||
from app.core.config import WinConditionsConfig
|
||||
|
||||
rules = RulesConfig()
|
||||
rules.win_conditions = WinConditionsConfig(
|
||||
turn_limit_enabled=True,
|
||||
turn_limit=10,
|
||||
)
|
||||
engine = GameEngine(rules=rules, rng=seeded_rng)
|
||||
|
||||
# Create decks
|
||||
p1_deck = [
|
||||
CardInstance(instance_id=f"p1-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
p2_deck = [
|
||||
CardInstance(instance_id=f"p2-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
|
||||
registry = {
|
||||
basic_pokemon_def.id: basic_pokemon_def,
|
||||
energy_def.id: energy_def,
|
||||
}
|
||||
|
||||
result = engine.create_game(
|
||||
player_ids=["player1", "player2"],
|
||||
decks={"player1": p1_deck, "player2": p2_deck},
|
||||
card_registry=registry,
|
||||
)
|
||||
game = result.game
|
||||
|
||||
# Set up active Pokemon
|
||||
p1 = game.players["player1"]
|
||||
p2 = game.players["player2"]
|
||||
p1.active.add(CardInstance(instance_id="p1-active", definition_id=basic_pokemon_def.id))
|
||||
p2.active.add(CardInstance(instance_id="p2-active", definition_id=basic_pokemon_def.id))
|
||||
|
||||
return engine, game
|
||||
|
||||
def test_start_turn_turn_limit_ends_game(
|
||||
self,
|
||||
turn_limit_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that start_turn ends game when turn limit is exceeded.
|
||||
|
||||
Verifies Issue #15: turn limit is checked before turn starts.
|
||||
When one player has a higher score, they win with TURN_LIMIT reason.
|
||||
"""
|
||||
engine, game = turn_limit_game
|
||||
|
||||
# Give player1 a score advantage
|
||||
game.players["player1"].score = 2
|
||||
game.players["player2"].score = 1
|
||||
|
||||
# Set turn number past limit
|
||||
game.turn_number = 11 # Limit is 10
|
||||
|
||||
result = engine.start_turn(game)
|
||||
|
||||
assert not result.success
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.end_reason == GameEndReason.TURN_LIMIT
|
||||
assert result.win_result.winner_id == "player1"
|
||||
|
||||
def test_start_turn_turn_limit_winner_by_score(
|
||||
self,
|
||||
turn_limit_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that higher score wins when turn limit is reached.
|
||||
|
||||
Standard turn limit resolution - higher score wins.
|
||||
"""
|
||||
engine, game = turn_limit_game
|
||||
|
||||
# Set scores
|
||||
game.players["player1"].score = 3
|
||||
game.players["player2"].score = 5
|
||||
|
||||
# Set turn number past limit
|
||||
game.turn_number = 11
|
||||
|
||||
result = engine.start_turn(game)
|
||||
|
||||
assert not result.success
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.winner_id == "player2" # Higher score
|
||||
assert result.win_result.loser_id == "player1"
|
||||
|
||||
def test_start_turn_turn_limit_not_exceeded(
|
||||
self,
|
||||
turn_limit_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that turn proceeds normally when limit not exceeded.
|
||||
|
||||
Game should continue if turn number is within limit.
|
||||
"""
|
||||
engine, game = turn_limit_game
|
||||
|
||||
# Set turn number within limit
|
||||
game.turn_number = 5
|
||||
|
||||
result = engine.start_turn(game)
|
||||
|
||||
assert result.success
|
||||
assert result.win_result is None
|
||||
|
||||
def test_start_turn_turn_limit_disabled(
|
||||
self,
|
||||
seeded_rng: SeededRandom,
|
||||
basic_pokemon_def: CardDefinition,
|
||||
energy_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that turn limit is not checked when disabled.
|
||||
|
||||
Game should continue past "limit" if feature is disabled.
|
||||
"""
|
||||
from app.core.config import WinConditionsConfig
|
||||
|
||||
rules = RulesConfig()
|
||||
rules.win_conditions = WinConditionsConfig(
|
||||
turn_limit_enabled=False,
|
||||
turn_limit=10,
|
||||
)
|
||||
engine = GameEngine(rules=rules, rng=seeded_rng)
|
||||
|
||||
# Create game
|
||||
p1_deck = [
|
||||
CardInstance(instance_id=f"p1-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
p2_deck = [
|
||||
CardInstance(instance_id=f"p2-deck-{i}", definition_id=basic_pokemon_def.id)
|
||||
for i in range(40)
|
||||
]
|
||||
|
||||
registry = {
|
||||
basic_pokemon_def.id: basic_pokemon_def,
|
||||
energy_def.id: energy_def,
|
||||
}
|
||||
|
||||
result = engine.create_game(
|
||||
player_ids=["player1", "player2"],
|
||||
decks={"player1": p1_deck, "player2": p2_deck},
|
||||
card_registry=registry,
|
||||
)
|
||||
game = result.game
|
||||
|
||||
# Set up active Pokemon
|
||||
game.players["player1"].active.add(
|
||||
CardInstance(instance_id="p1-active", definition_id=basic_pokemon_def.id)
|
||||
)
|
||||
game.players["player2"].active.add(
|
||||
CardInstance(instance_id="p2-active", definition_id=basic_pokemon_def.id)
|
||||
)
|
||||
|
||||
# Set turn number way past "limit"
|
||||
game.turn_number = 100
|
||||
|
||||
start_result = engine.start_turn(game)
|
||||
|
||||
# Should succeed - limit is disabled
|
||||
assert start_result.success
|
||||
assert start_result.win_result is None
|
||||
|
||||
def test_start_turn_turn_limit_draw(
|
||||
self,
|
||||
turn_limit_game: tuple[GameEngine, GameState],
|
||||
):
|
||||
"""
|
||||
Test that equal scores result in a draw when turn limit is reached.
|
||||
|
||||
When both players have the same score at turn limit, the game
|
||||
ends in a draw with DRAW end reason.
|
||||
"""
|
||||
engine, game = turn_limit_game
|
||||
|
||||
# Set equal scores
|
||||
game.players["player1"].score = 3
|
||||
game.players["player2"].score = 3
|
||||
|
||||
# Set turn number past limit
|
||||
game.turn_number = 11 # Limit is 10
|
||||
|
||||
result = engine.start_turn(game)
|
||||
|
||||
assert not result.success
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.end_reason == GameEndReason.DRAW
|
||||
assert result.win_result.winner_id == "" # No winner in a draw
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Game Creation - Energy Deck and Prize Card Tests
|
||||
# =============================================================================
|
||||
|
||||
@ -327,8 +327,9 @@ class TestGameEndReason:
|
||||
assert GameEndReason.DECK_EMPTY == "deck_empty"
|
||||
assert GameEndReason.RESIGNATION == "resignation"
|
||||
assert GameEndReason.TIMEOUT == "timeout"
|
||||
assert GameEndReason.TURN_LIMIT == "turn_limit"
|
||||
assert GameEndReason.DRAW == "draw"
|
||||
assert len(GameEndReason) == 6
|
||||
assert len(GameEndReason) == 7
|
||||
|
||||
|
||||
class TestEnumJsonRoundTrip:
|
||||
|
||||
@ -1107,6 +1107,446 @@ class TestKnockoutProcessing:
|
||||
assert two_player_game.players["player2"].score == initial_score + 1
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Status Knockout Integration Tests (Issues #3, #4, #6 verification)
|
||||
# =============================================================================
|
||||
|
||||
|
||||
class TestStatusKnockoutIntegration:
|
||||
"""Integration tests verifying full end_turn knockout processing.
|
||||
|
||||
These tests verify that Issues #3, #4, and #6 from SYSTEM_REVIEW.md are fixed:
|
||||
- Issue #3: end_turn() processes knockouts (moves to discard, awards points)
|
||||
- Issue #4: Win conditions are checked AFTER knockout processing
|
||||
- Issue #6: The full knockout flow works end-to-end
|
||||
"""
|
||||
|
||||
def test_end_turn_poison_knockout_moves_to_discard(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that poison knockout moves Pokemon to discard during end_turn.
|
||||
|
||||
Verifies Issue #3: Pokemon knocked out by status damage should be
|
||||
properly moved from active zone to discard pile, not just added to
|
||||
the knockouts list.
|
||||
"""
|
||||
two_player_game.phase = TurnPhase.END
|
||||
player = two_player_game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
active_id = active.instance_id
|
||||
|
||||
# Set up for lethal poison damage (60 HP, 50 damage, poison deals 10)
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
result = turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# Verify knockout was detected
|
||||
assert active_id in result.knockouts
|
||||
# Verify Pokemon was moved to discard (Issue #3 fix)
|
||||
assert active_id in player.discard
|
||||
assert len(player.active) == 0
|
||||
|
||||
def test_end_turn_burn_knockout_moves_to_discard(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that burn knockout moves Pokemon to discard during end_turn.
|
||||
|
||||
Same as poison test but with burn damage (20 instead of 10).
|
||||
"""
|
||||
two_player_game.phase = TurnPhase.END
|
||||
player = two_player_game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
active_id = active.instance_id
|
||||
|
||||
# Set up for lethal burn damage (60 HP, 40 damage, burn deals 20)
|
||||
active.damage = 40
|
||||
active.add_status(StatusCondition.BURNED)
|
||||
|
||||
result = turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
assert active_id in result.knockouts
|
||||
assert active_id in player.discard
|
||||
assert len(player.active) == 0
|
||||
|
||||
def test_end_turn_status_knockout_awards_points(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that status knockout awards points to the opponent.
|
||||
|
||||
Verifies Issue #3: Opponent should receive points for status KOs,
|
||||
just like attack KOs.
|
||||
"""
|
||||
two_player_game.phase = TurnPhase.END
|
||||
player = two_player_game.get_current_player()
|
||||
opponent = two_player_game.players["player2"]
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
initial_score = opponent.score
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# Normal Pokemon is worth 1 point
|
||||
assert opponent.score == initial_score + 1
|
||||
|
||||
def test_end_turn_status_knockout_ex_awards_two_points(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
ex_pokemon_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that status knockout of EX Pokemon awards 2 points.
|
||||
|
||||
EX/GX Pokemon are worth 2 prize points when knocked out.
|
||||
"""
|
||||
# Replace active with EX Pokemon
|
||||
two_player_game.card_registry[ex_pokemon_def.id] = ex_pokemon_def
|
||||
player = two_player_game.get_current_player()
|
||||
player.active.cards.clear()
|
||||
ex_pokemon = CardInstance(instance_id="ex-active", definition_id=ex_pokemon_def.id)
|
||||
player.active.add(ex_pokemon)
|
||||
|
||||
two_player_game.phase = TurnPhase.END
|
||||
opponent = two_player_game.players["player2"]
|
||||
initial_score = opponent.score
|
||||
|
||||
# EX has 120 HP
|
||||
ex_pokemon.damage = 110
|
||||
ex_pokemon.add_status(StatusCondition.POISONED)
|
||||
|
||||
turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# EX Pokemon is worth 2 points
|
||||
assert opponent.score == initial_score + 2
|
||||
|
||||
def test_end_turn_status_knockout_discards_attached_energy(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
energy_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that attached energy is discarded when Pokemon is knocked out by status.
|
||||
|
||||
Verifies that the full knockout processing (including attachments)
|
||||
happens during end_turn, not just detecting the KO.
|
||||
"""
|
||||
two_player_game.phase = TurnPhase.END
|
||||
player = two_player_game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
# Attach energy to the Pokemon
|
||||
energy1 = CardInstance(instance_id="energy-1", definition_id=energy_def.id)
|
||||
energy2 = CardInstance(instance_id="energy-2", definition_id=energy_def.id)
|
||||
active.attached_energy = [energy1, energy2]
|
||||
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# Both energy cards should be in discard
|
||||
assert "energy-1" in player.discard
|
||||
assert "energy-2" in player.discard
|
||||
|
||||
def test_end_turn_status_knockout_triggers_win_by_points(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
ex_pokemon_def: CardDefinition,
|
||||
):
|
||||
"""
|
||||
Test that status knockout can trigger win by points.
|
||||
|
||||
Verifies Issue #4: Win condition check happens AFTER knockout
|
||||
processing, so the points are correctly counted.
|
||||
"""
|
||||
# Set opponent to 5 points (need 6 to win with default rules)
|
||||
two_player_game.card_registry[ex_pokemon_def.id] = ex_pokemon_def
|
||||
player = two_player_game.get_current_player()
|
||||
opponent = two_player_game.players["player2"]
|
||||
opponent.score = 5
|
||||
|
||||
# Replace active with EX Pokemon (worth 2 points)
|
||||
player.active.cards.clear()
|
||||
ex_pokemon = CardInstance(instance_id="ex-active", definition_id=ex_pokemon_def.id)
|
||||
player.active.add(ex_pokemon)
|
||||
|
||||
two_player_game.phase = TurnPhase.END
|
||||
ex_pokemon.damage = 110
|
||||
ex_pokemon.add_status(StatusCondition.POISONED)
|
||||
|
||||
result = turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# Opponent should win (5 + 2 = 7 >= 6)
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.winner_id == "player2"
|
||||
assert result.win_result.end_reason == GameEndReason.PRIZES_TAKEN
|
||||
|
||||
def test_end_turn_status_knockout_triggers_win_by_no_pokemon(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that status knockout can trigger win by no Pokemon in play.
|
||||
|
||||
Verifies Issue #4: Win condition check for "no Pokemon in play"
|
||||
happens AFTER the Pokemon is actually removed from play.
|
||||
"""
|
||||
two_player_game.phase = TurnPhase.END
|
||||
player = two_player_game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
# Clear bench so player has only active Pokemon
|
||||
player.bench.cards.clear()
|
||||
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
result = turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# Opponent should win because player has no Pokemon left
|
||||
assert result.win_result is not None
|
||||
assert result.win_result.winner_id == "player2"
|
||||
assert result.win_result.loser_id == "player1"
|
||||
assert result.win_result.end_reason == GameEndReason.NO_POKEMON
|
||||
|
||||
def test_end_turn_status_knockout_with_bench_sets_forced_action(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
two_player_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that status knockout sets forced action when player has bench Pokemon.
|
||||
|
||||
If the knocked out Pokemon was active but player has bench Pokemon,
|
||||
they must select a new active Pokemon.
|
||||
"""
|
||||
two_player_game.phase = TurnPhase.END
|
||||
player = two_player_game.get_current_player()
|
||||
active = player.get_active_pokemon()
|
||||
|
||||
# Ensure player has bench Pokemon
|
||||
assert len(player.bench) > 0
|
||||
|
||||
active.damage = 50
|
||||
active.add_status(StatusCondition.POISONED)
|
||||
|
||||
turn_manager.end_turn(two_player_game, seeded_rng)
|
||||
|
||||
# Should have forced action to select new active
|
||||
assert two_player_game.forced_action is not None
|
||||
assert two_player_game.forced_action.player_id == player.player_id
|
||||
assert two_player_game.forced_action.action_type == "select_active"
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Prize Card Mode Tests (Issue #11)
|
||||
# =============================================================================
|
||||
|
||||
|
||||
class TestPrizeCardModeKnockout:
|
||||
"""Tests for knockout processing in prize card mode.
|
||||
|
||||
These tests verify that process_knockout handles prize card mode correctly,
|
||||
including random and player-choice selection.
|
||||
"""
|
||||
|
||||
@pytest.fixture
|
||||
def prize_card_game(
|
||||
self,
|
||||
basic_pokemon_def: CardDefinition,
|
||||
energy_def: CardDefinition,
|
||||
) -> GameState:
|
||||
"""Create a game state with prize card mode enabled."""
|
||||
from app.core.config import PrizeConfig
|
||||
|
||||
# Create card registry
|
||||
card_registry = {
|
||||
basic_pokemon_def.id: basic_pokemon_def,
|
||||
energy_def.id: energy_def,
|
||||
}
|
||||
|
||||
# Create player states
|
||||
p1_active = CardInstance(instance_id="p1-active", definition_id=basic_pokemon_def.id)
|
||||
p1_bench = CardInstance(instance_id="p1-bench", definition_id=basic_pokemon_def.id)
|
||||
p2_active = CardInstance(instance_id="p2-active", definition_id=basic_pokemon_def.id)
|
||||
|
||||
p1 = PlayerState(player_id="player1")
|
||||
p1.active.add(p1_active)
|
||||
p1.bench.add(p1_bench)
|
||||
# Add prize cards
|
||||
for i in range(6):
|
||||
p1.prizes.add(
|
||||
CardInstance(instance_id=f"p1-prize-{i}", definition_id=basic_pokemon_def.id)
|
||||
)
|
||||
|
||||
p2 = PlayerState(player_id="player2")
|
||||
p2.active.add(p2_active)
|
||||
# Add prize cards
|
||||
for i in range(6):
|
||||
p2.prizes.add(
|
||||
CardInstance(instance_id=f"p2-prize-{i}", definition_id=basic_pokemon_def.id)
|
||||
)
|
||||
|
||||
# Create game state with prize card mode
|
||||
rules = RulesConfig()
|
||||
rules.prizes = PrizeConfig(
|
||||
count=6,
|
||||
use_prize_cards=True,
|
||||
prize_selection_random=True, # Random by default
|
||||
)
|
||||
|
||||
game = GameState(
|
||||
game_id="test-prize",
|
||||
rules=rules,
|
||||
card_registry=card_registry,
|
||||
players={"player1": p1, "player2": p2},
|
||||
turn_order=["player1", "player2"],
|
||||
active_player_index=0,
|
||||
current_player_id="player1",
|
||||
turn_number=1,
|
||||
phase=TurnPhase.MAIN,
|
||||
)
|
||||
|
||||
return game
|
||||
|
||||
def test_knockout_random_prize_selection(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
prize_card_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that knockout with random prize selection auto-takes prize.
|
||||
|
||||
In random mode, prize cards are taken automatically.
|
||||
"""
|
||||
opponent = prize_card_game.players["player2"]
|
||||
initial_hand = len(opponent.hand)
|
||||
initial_prizes = len(opponent.prizes)
|
||||
|
||||
# Process knockout - opponent (player2) takes prize from player1's knockout
|
||||
turn_manager.process_knockout(prize_card_game, "p1-active", "player2", seeded_rng)
|
||||
|
||||
# Opponent should have taken 1 prize card
|
||||
assert len(opponent.hand) == initial_hand + 1
|
||||
assert len(opponent.prizes) == initial_prizes - 1
|
||||
|
||||
def test_knockout_player_choice_sets_forced_action(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
prize_card_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that knockout with player choice sets forced action.
|
||||
|
||||
In player choice mode, a forced action is set for prize selection.
|
||||
Note: When the knocked out player also needs to select a new active,
|
||||
select_active takes priority. This test uses a bench knockout to
|
||||
avoid that complication.
|
||||
"""
|
||||
# Switch to player choice mode
|
||||
prize_card_game.rules.prizes.prize_selection_random = False
|
||||
|
||||
# Use bench knockout to avoid select_active conflict
|
||||
player = prize_card_game.players["player1"]
|
||||
bench_id = player.bench.cards[0].instance_id
|
||||
|
||||
turn_manager.process_knockout(prize_card_game, bench_id, "player2", seeded_rng)
|
||||
|
||||
# Should have forced action for prize selection
|
||||
assert prize_card_game.forced_action is not None
|
||||
assert prize_card_game.forced_action.action_type == "select_prize"
|
||||
assert prize_card_game.forced_action.player_id == "player2"
|
||||
assert prize_card_game.forced_action.params.get("count") == 1
|
||||
|
||||
def test_knockout_ex_awards_two_prizes(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
prize_card_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that knockout of EX Pokemon awards 2 prizes.
|
||||
|
||||
EX/GX Pokemon are worth 2 prize cards.
|
||||
"""
|
||||
from app.core.models.enums import PokemonVariant
|
||||
|
||||
# Add EX pokemon definition
|
||||
ex_def = CardDefinition(
|
||||
id="ex-pokemon",
|
||||
name="Pikachu EX",
|
||||
card_type=CardType.POKEMON,
|
||||
stage=PokemonStage.BASIC,
|
||||
variant=PokemonVariant.EX,
|
||||
hp=120,
|
||||
pokemon_type=EnergyType.LIGHTNING,
|
||||
)
|
||||
prize_card_game.card_registry[ex_def.id] = ex_def
|
||||
|
||||
# Replace active with EX
|
||||
player = prize_card_game.players["player1"]
|
||||
player.active.cards.clear()
|
||||
ex_pokemon = CardInstance(instance_id="p1-ex", definition_id=ex_def.id)
|
||||
player.active.add(ex_pokemon)
|
||||
|
||||
opponent = prize_card_game.players["player2"]
|
||||
initial_hand = len(opponent.hand)
|
||||
|
||||
turn_manager.process_knockout(prize_card_game, "p1-ex", "player2", seeded_rng)
|
||||
|
||||
# Opponent should have taken 2 prize cards
|
||||
assert len(opponent.hand) == initial_hand + 2
|
||||
|
||||
def test_knockout_win_by_empty_prizes(
|
||||
self,
|
||||
turn_manager: TurnManager,
|
||||
prize_card_game: GameState,
|
||||
seeded_rng: SeededRandom,
|
||||
):
|
||||
"""
|
||||
Test that taking all prizes triggers a win.
|
||||
|
||||
Win condition when opponent's prize pile is empty.
|
||||
"""
|
||||
opponent = prize_card_game.players["player2"]
|
||||
|
||||
# Remove all but one prize
|
||||
while len(opponent.prizes) > 1:
|
||||
opponent.prizes.cards.pop()
|
||||
|
||||
result = turn_manager.process_knockout(prize_card_game, "p1-active", "player2", seeded_rng)
|
||||
|
||||
# Should win by taking all prizes
|
||||
assert result is not None
|
||||
assert result.winner_id == "player2"
|
||||
assert result.end_reason == GameEndReason.PRIZES_TAKEN
|
||||
|
||||
|
||||
# =============================================================================
|
||||
# Turn Limit Tests
|
||||
# =============================================================================
|
||||
|
||||
@ -678,7 +678,7 @@ class TestCheckTurnLimit:
|
||||
assert result is not None
|
||||
assert result.winner_id == "player1"
|
||||
assert result.loser_id == "player2"
|
||||
assert result.end_reason == GameEndReason.TIMEOUT
|
||||
assert result.end_reason == GameEndReason.TURN_LIMIT
|
||||
|
||||
def test_player2_wins_with_higher_score(self, extended_card_registry, card_instance_factory):
|
||||
"""Test that player2 wins if they have higher score at turn limit.
|
||||
@ -1351,6 +1351,7 @@ class TestApplyWinResult:
|
||||
GameEndReason.DECK_EMPTY,
|
||||
GameEndReason.RESIGNATION,
|
||||
GameEndReason.TIMEOUT,
|
||||
GameEndReason.TURN_LIMIT,
|
||||
]:
|
||||
player1.active.add(card_instance_factory("pikachu_base_001"))
|
||||
player2.active.add(card_instance_factory("pikachu_base_001"))
|
||||
|
||||
Loading…
Reference in New Issue
Block a user