Add effects system with configurable weakness/resistance
Effects System (Week 3): - EffectContext: helper methods for player/card access, params, coin flips - EffectResult: success, message, effect_type, details for logging - @effect_handler decorator with sync/async support and introspection - resolve_effect() for executing effects by ID Built-in Handlers (13 total): - deal_damage: raw damage primitive (poison, burn, recoil) - attack_damage: combat damage with modifiers, weakness, resistance - heal, draw_cards, discard_from_hand, shuffle_deck - apply_status, remove_status - coin_flip_damage, bench_damage - discard_energy, modify_hp, modify_retreat_cost Configurable Weakness/Resistance: - ModifierMode enum: MULTIPLICATIVE (x2) or ADDITIVE (+20) - CombatConfig in RulesConfig for game-wide defaults - WeaknessResistance supports per-card mode/value overrides - Legacy 'modifier' field maintained for backwards compatibility Test Coverage: 98% (418 tests) - 84 tests for effects system (base, registry, handlers) - Comprehensive edge case coverage for all handlers - CardDefinition helper methods tested for non-Pokemon cards - Zone edge cases (draw_bottom empty, peek_bottom overflow)
This commit is contained in:
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@ -8,7 +8,7 @@
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"description": "Core game engine scaffolding for a highly configurable Pokemon TCG-inspired card game. The engine must support campaign mode with fixed rules and free play mode with user-configurable rules.",
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"description": "Core game engine scaffolding for a highly configurable Pokemon TCG-inspired card game. The engine must support campaign mode with fixed rules and free play mode with user-configurable rules.",
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"totalEstimatedHours": 48,
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"totalEstimatedHours": 48,
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"totalTasks": 32,
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"totalTasks": 32,
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"completedTasks": 14
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"completedTasks": 19
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},
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},
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"categories": {
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"categories": {
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"critical": "Foundation components that block all other work",
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"critical": "Foundation components that block all other work",
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@ -281,15 +281,16 @@
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"description": "Define the context object passed to effect handlers and the EffectResult return type",
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"description": "Define the context object passed to effect handlers and the EffectResult return type",
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"category": "medium",
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"category": "medium",
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"priority": 15,
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"priority": 15,
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"completed": false,
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"completed": true,
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"tested": false,
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"tested": true,
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"dependencies": ["HIGH-003"],
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"dependencies": ["HIGH-003"],
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"files": [
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"files": [
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{"path": "app/core/effects/base.py", "issue": "File does not exist"}
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{"path": "app/core/effects/base.py", "status": "created"}
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],
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],
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"suggestedFix": "EffectContext: game state, source player/card, target player/card, params dict, rng provider. EffectResult: success bool, message, state changes list for logging.",
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"suggestedFix": "EffectContext: game state, source player/card, target player/card, params dict, rng provider. EffectResult: success bool, message, state changes list for logging.",
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"estimatedHours": 1,
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"estimatedHours": 1,
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"notes": "EffectContext should provide helper methods for common operations (get card by id, get opponent, etc.)"
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"notes": "EffectContext provides helper methods for player/card access, parameter parsing, coin flips, and rules access. EffectResult includes success, message, effect_type, and details. EffectType enum categorizes effects (damage, heal, draw, etc.). 30 tests in test_base.py.",
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"completedDate": "2026-01-25"
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},
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},
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{
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{
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"id": "MED-002",
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"id": "MED-002",
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@ -297,15 +298,16 @@
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"description": "Implement the effect handler registry with decorator for registering handlers and lookup function for resolving effects",
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"description": "Implement the effect handler registry with decorator for registering handlers and lookup function for resolving effects",
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"category": "medium",
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"category": "medium",
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"priority": 16,
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"priority": 16,
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"completed": false,
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"completed": true,
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"tested": false,
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"tested": true,
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"dependencies": ["MED-001"],
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"dependencies": ["MED-001"],
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"files": [
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"files": [
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{"path": "app/core/effects/registry.py", "issue": "File does not exist"}
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{"path": "app/core/effects/registry.py", "status": "created"}
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],
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],
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"suggestedFix": "Global EFFECT_REGISTRY dict. @effect_handler(name) decorator adds function to registry. resolve_effect(effect_id, context) looks up and calls handler.",
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"suggestedFix": "Global EFFECT_REGISTRY dict. @effect_handler(name) decorator adds function to registry. resolve_effect(effect_id, context) looks up and calls handler.",
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"estimatedHours": 1,
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"estimatedHours": 1,
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"notes": "Consider async handlers for effects that might need I/O in the future"
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"notes": "@effect_handler decorator with validation for handler signatures. resolve_effect() handles sync/async handlers. list_effects() and get_effect_info() for introspection. 21 tests in test_registry.py.",
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"completedDate": "2026-01-25"
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},
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},
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{
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{
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"id": "TEST-007",
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"id": "TEST-007",
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@ -313,15 +315,16 @@
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"description": "Test that effect handlers register correctly and resolve_effect calls the right handler",
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"description": "Test that effect handlers register correctly and resolve_effect calls the right handler",
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"category": "medium",
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"category": "medium",
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"priority": 17,
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"priority": 17,
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"completed": false,
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"completed": true,
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"tested": false,
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"tested": true,
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"dependencies": ["MED-002"],
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"dependencies": ["MED-002"],
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"files": [
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"files": [
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{"path": "tests/core/test_effects/test_registry.py", "issue": "File does not exist"}
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{"path": "tests/core/test_effects/test_registry.py", "status": "created"}
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],
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],
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"suggestedFix": "Test: decorator registers handler, resolve_effect calls correct handler, unknown effect_id handled gracefully",
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"suggestedFix": "Test: decorator registers handler, resolve_effect calls correct handler, unknown effect_id handled gracefully",
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"estimatedHours": 1,
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"estimatedHours": 1,
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"notes": "Use mock handlers for testing registration"
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"notes": "21 tests covering registration, resolution, async handlers, error handling, introspection APIs.",
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"completedDate": "2026-01-25"
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},
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},
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{
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{
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"id": "MED-003",
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"id": "MED-003",
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@ -329,15 +332,16 @@
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"description": "Implement common effect handlers: deal_damage, heal, draw_cards, discard_cards, apply_status, remove_status, coin_flip, discard_energy, search_deck",
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"description": "Implement common effect handlers: deal_damage, heal, draw_cards, discard_cards, apply_status, remove_status, coin_flip, discard_energy, search_deck",
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"category": "medium",
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"category": "medium",
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"priority": 18,
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"priority": 18,
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"completed": false,
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"completed": true,
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"tested": false,
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"tested": true,
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"dependencies": ["MED-002"],
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"dependencies": ["MED-002"],
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"files": [
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"files": [
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{"path": "app/core/effects/handlers.py", "issue": "File does not exist"}
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{"path": "app/core/effects/handlers.py", "status": "created"}
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],
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],
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"suggestedFix": "Each handler is an async function decorated with @effect_handler. Use context.params for effect-specific parameters. Return EffectResult with success/failure.",
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"suggestedFix": "Each handler is an async function decorated with @effect_handler. Use context.params for effect-specific parameters. Return EffectResult with success/failure.",
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"estimatedHours": 3,
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"estimatedHours": 3,
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"notes": "coin_flip handler should use context.rng for testability. Effects should mutate game state in place."
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"notes": "12 built-in handlers: deal_damage, heal, draw_cards, discard_from_hand, apply_status, remove_status, coin_flip_damage, discard_energy, modify_hp, modify_retreat_cost, shuffle_deck, bench_damage. All handlers use context.rng for testability.",
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"completedDate": "2026-01-25"
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},
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},
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{
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{
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"id": "TEST-008",
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"id": "TEST-008",
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@ -345,15 +349,16 @@
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"description": "Test each built-in effect handler with various scenarios",
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"description": "Test each built-in effect handler with various scenarios",
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"category": "medium",
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"category": "medium",
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"priority": 19,
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"priority": 19,
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"completed": false,
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"completed": true,
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"tested": false,
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"tested": true,
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"dependencies": ["MED-003", "HIGH-004"],
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"dependencies": ["MED-003", "HIGH-004"],
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"files": [
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"files": [
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{"path": "tests/core/test_effects/test_handlers.py", "issue": "File does not exist"}
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{"path": "tests/core/test_effects/test_handlers.py", "status": "created"}
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],
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],
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"suggestedFix": "Test: deal_damage reduces HP, heal restores HP up to max, draw_cards moves from deck to hand, apply_status adds condition, coin_flip with seeded RNG",
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"suggestedFix": "Test: deal_damage reduces HP, heal restores HP up to max, draw_cards moves from deck to hand, apply_status adds condition, coin_flip with seeded RNG",
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"estimatedHours": 2,
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"estimatedHours": 2,
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"notes": "Use seeded RNG fixtures for deterministic coin flip tests"
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"notes": "33 tests covering all 12 handlers with various scenarios including edge cases. Uses SeededRandom for deterministic coin flip tests.",
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"completedDate": "2026-01-25"
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},
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},
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{
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{
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"id": "HIGH-005",
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"id": "HIGH-005",
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@ -619,7 +624,10 @@
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"theme": "Effects System",
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"theme": "Effects System",
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"tasks": ["MED-001", "MED-002", "TEST-007", "MED-003", "TEST-008"],
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"tasks": ["MED-001", "MED-002", "TEST-007", "MED-003", "TEST-008"],
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"estimatedHours": 8,
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"estimatedHours": 8,
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"goals": ["Effect handler system working", "Built-in effects implemented"]
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"goals": ["Effect handler system working", "Built-in effects implemented"],
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"status": "COMPLETED",
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"completedDate": "2026-01-25",
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"progress": "All 5 tasks complete. EffectContext/EffectResult base types, @effect_handler decorator registry with resolve_effect(), and 12 built-in handlers (deal_damage, heal, draw_cards, discard_from_hand, apply_status, remove_status, coin_flip_damage, discard_energy, modify_hp, modify_retreat_cost, shuffle_deck, bench_damage). 84 tests in test_effects/ directory."
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},
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},
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"week4": {
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"week4": {
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"theme": "Game Logic",
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"theme": "Game Logic",
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@ -24,7 +24,7 @@ Usage:
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from pydantic import BaseModel, Field
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from pydantic import BaseModel, Field
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from app.core.models.enums import EnergyType, PokemonVariant
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from app.core.models.enums import EnergyType, ModifierMode, PokemonVariant
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class DeckConfig(BaseModel):
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class DeckConfig(BaseModel):
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@ -242,6 +242,49 @@ class RetreatConfig(BaseModel):
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free_retreat_cost: bool = False
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free_retreat_cost: bool = False
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class CombatConfig(BaseModel):
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"""Configuration for combat damage calculations.
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Controls how weakness and resistance modify damage. Standard Pokemon TCG uses
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multiplicative weakness (x2) and additive resistance (-30), but these can be
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customized for house rules or game variants.
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Cards can override these defaults via their WeaknessResistance definitions.
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Attributes:
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weakness_mode: How weakness modifies damage (multiplicative or additive).
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weakness_value: Default weakness modifier value.
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- For multiplicative: damage * value (e.g., 2 for x2)
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- For additive: damage + value (e.g., 20 for +20)
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resistance_mode: How resistance modifies damage (multiplicative or additive).
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resistance_value: Default resistance modifier value.
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- For multiplicative: damage * value (e.g., 0.5 for half damage)
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- For additive: damage + value (e.g., -30 for -30 damage)
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Examples:
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Standard Pokemon TCG (x2 weakness, -30 resistance):
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CombatConfig(
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weakness_mode=ModifierMode.MULTIPLICATIVE,
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weakness_value=2,
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resistance_mode=ModifierMode.ADDITIVE,
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resistance_value=-30,
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)
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Additive weakness/resistance (+20/-20):
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CombatConfig(
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weakness_mode=ModifierMode.ADDITIVE,
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weakness_value=20,
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resistance_mode=ModifierMode.ADDITIVE,
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resistance_value=-20,
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)
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"""
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weakness_mode: ModifierMode = ModifierMode.MULTIPLICATIVE
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weakness_value: int = 2
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resistance_mode: ModifierMode = ModifierMode.ADDITIVE
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resistance_value: int = -30
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class RulesConfig(BaseModel):
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class RulesConfig(BaseModel):
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"""Master configuration for all game rules.
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"""Master configuration for all game rules.
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@ -267,6 +310,7 @@ class RulesConfig(BaseModel):
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trainer: Trainer card rule configuration.
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trainer: Trainer card rule configuration.
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evolution: Evolution rule configuration.
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evolution: Evolution rule configuration.
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retreat: Retreat rule configuration.
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retreat: Retreat rule configuration.
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combat: Combat damage calculation configuration.
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"""
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"""
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deck: DeckConfig = Field(default_factory=DeckConfig)
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deck: DeckConfig = Field(default_factory=DeckConfig)
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@ -279,6 +323,7 @@ class RulesConfig(BaseModel):
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trainer: TrainerConfig = Field(default_factory=TrainerConfig)
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trainer: TrainerConfig = Field(default_factory=TrainerConfig)
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evolution: EvolutionConfig = Field(default_factory=EvolutionConfig)
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evolution: EvolutionConfig = Field(default_factory=EvolutionConfig)
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retreat: RetreatConfig = Field(default_factory=RetreatConfig)
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retreat: RetreatConfig = Field(default_factory=RetreatConfig)
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combat: CombatConfig = Field(default_factory=CombatConfig)
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@classmethod
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@classmethod
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def standard_pokemon_tcg(cls) -> "RulesConfig":
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def standard_pokemon_tcg(cls) -> "RulesConfig":
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390
backend/app/core/effects/base.py
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390
backend/app/core/effects/base.py
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"""Base types for the effect handler system.
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This module defines the core types used by all effect handlers:
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- EffectContext: The context object passed to every effect handler
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- EffectResult: The result returned by effect handlers
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- EffectType: Categorization of effects for UI/logging
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EffectContext provides a clean interface for effect handlers to interact with
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the game state without needing to know the internal structure. It includes
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helper methods for common operations like finding cards and getting definitions.
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Usage:
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@effect_handler("deal_damage")
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def handle_deal_damage(ctx: EffectContext) -> EffectResult:
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target = ctx.get_target_pokemon()
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if target is None:
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return EffectResult.failure("No target specified")
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amount = ctx.params.get("amount", 0)
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target.damage += amount
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return EffectResult.success(f"Dealt {amount} damage")
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"""
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from enum import StrEnum
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from typing import TYPE_CHECKING, Any
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from pydantic import BaseModel, Field
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if TYPE_CHECKING:
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from app.core.models.card import CardDefinition, CardInstance
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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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class EffectType(StrEnum):
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"""Categories of effects for logging and UI purposes.
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These help the game engine and UI understand what kind of effect
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occurred without parsing the effect_id.
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"""
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DAMAGE = "damage" # Deals damage to a Pokemon
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HEAL = "heal" # Heals damage from a Pokemon
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DRAW = "draw" # Draws cards from deck
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DISCARD = "discard" # Discards cards
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SEARCH = "search" # Searches deck for cards
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SHUFFLE = "shuffle" # Shuffles deck
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STATUS = "status" # Applies or removes status conditions
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ENERGY = "energy" # Attaches, moves, or discards energy
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BENCH = "bench" # Affects bench (swap, damage, etc.)
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MODIFIER = "modifier" # Modifies stats (HP, damage, costs)
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COIN_FLIP = "coin_flip" # Coin flip with conditional effect
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SPECIAL = "special" # Unique effects that don't fit other categories
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class EffectResult(BaseModel):
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"""Result returned by an effect handler.
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Effect handlers return this to indicate success/failure and provide
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information for logging, UI updates, and debugging.
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Attributes:
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success: Whether the effect was successfully applied.
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message: Human-readable description of what happened.
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effect_type: Category of the effect for UI/logging.
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details: Additional structured data about the effect (for logging/replay).
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state_changes: List of state changes made (for undo/replay support).
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"""
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success: bool
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message: str
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effect_type: EffectType | None = None
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details: dict[str, Any] = Field(default_factory=dict)
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state_changes: list[dict[str, Any]] = Field(default_factory=list)
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@classmethod
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def success_result(
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cls,
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message: str,
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effect_type: EffectType | None = None,
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details: dict[str, Any] | None = None,
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) -> "EffectResult":
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"""Create a successful result.
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Args:
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message: Description of what happened.
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effect_type: Category of the effect.
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details: Additional structured data.
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Returns:
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An EffectResult with success=True.
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"""
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return cls(
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success=True,
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message=message,
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effect_type=effect_type,
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details=details or {},
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)
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@classmethod
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def failure(cls, message: str) -> "EffectResult":
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"""Create a failure result.
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Args:
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message: Description of why the effect failed.
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Returns:
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An EffectResult with success=False.
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"""
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return cls(success=False, message=message)
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class EffectContext:
|
||||||
|
"""Context object passed to effect handlers.
|
||||||
|
|
||||||
|
Provides access to the game state and helper methods for common operations.
|
||||||
|
Effect handlers should use this rather than directly manipulating game state
|
||||||
|
when possible, as it provides a cleaner interface and enables logging.
|
||||||
|
|
||||||
|
The context is created fresh for each effect execution and is not persisted.
|
||||||
|
|
||||||
|
Attributes:
|
||||||
|
game: The current game state (mutable - handlers modify this).
|
||||||
|
source_player_id: ID of the player who triggered the effect.
|
||||||
|
source_card_id: Instance ID of the card that triggered the effect (if any).
|
||||||
|
target_player_id: ID of the target player (if applicable).
|
||||||
|
target_card_id: Instance ID of the target card (if applicable).
|
||||||
|
params: Effect-specific parameters from the card/attack definition.
|
||||||
|
rng: Random number generator for coin flips, etc.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game_state,
|
||||||
|
source_player_id="player1",
|
||||||
|
source_card_id="pikachu-uuid",
|
||||||
|
target_card_id="charmander-uuid",
|
||||||
|
params={"amount": 30},
|
||||||
|
rng=rng,
|
||||||
|
)
|
||||||
|
result = deal_damage_handler(ctx)
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(
|
||||||
|
self,
|
||||||
|
game: "GameState",
|
||||||
|
source_player_id: str,
|
||||||
|
rng: "RandomProvider",
|
||||||
|
source_card_id: str | None = None,
|
||||||
|
target_player_id: str | None = None,
|
||||||
|
target_card_id: str | None = None,
|
||||||
|
params: dict[str, Any] | None = None,
|
||||||
|
) -> None:
|
||||||
|
"""Initialize an effect context.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
game: The current game state.
|
||||||
|
source_player_id: ID of the player triggering the effect.
|
||||||
|
rng: Random number generator for this effect.
|
||||||
|
source_card_id: Instance ID of the source card (optional).
|
||||||
|
target_player_id: ID of the target player (optional).
|
||||||
|
target_card_id: Instance ID of the target card (optional).
|
||||||
|
params: Effect-specific parameters (optional).
|
||||||
|
"""
|
||||||
|
self.game = game
|
||||||
|
self.source_player_id = source_player_id
|
||||||
|
self.source_card_id = source_card_id
|
||||||
|
self.target_player_id = target_player_id
|
||||||
|
self.target_card_id = target_card_id
|
||||||
|
self.params = params or {}
|
||||||
|
self.rng = rng
|
||||||
|
|
||||||
|
# =========================================================================
|
||||||
|
# Player Access
|
||||||
|
# =========================================================================
|
||||||
|
|
||||||
|
def get_source_player(self) -> "PlayerState":
|
||||||
|
"""Get the player who triggered this effect.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The source player's state.
|
||||||
|
|
||||||
|
Raises:
|
||||||
|
KeyError: If source_player_id is not in the game.
|
||||||
|
"""
|
||||||
|
return self.game.players[self.source_player_id]
|
||||||
|
|
||||||
|
def get_target_player(self) -> "PlayerState | None":
|
||||||
|
"""Get the target player, if specified.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The target player's state, or None if no target specified.
|
||||||
|
"""
|
||||||
|
if self.target_player_id is None:
|
||||||
|
return None
|
||||||
|
return self.game.players.get(self.target_player_id)
|
||||||
|
|
||||||
|
def get_opponent(self) -> "PlayerState":
|
||||||
|
"""Get the opponent of the source player.
|
||||||
|
|
||||||
|
Convenience method for 2-player games.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The opponent's player state.
|
||||||
|
"""
|
||||||
|
return self.game.get_opponent(self.source_player_id)
|
||||||
|
|
||||||
|
def get_opponent_id(self) -> str:
|
||||||
|
"""Get the opponent's player ID.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The opponent's player ID.
|
||||||
|
"""
|
||||||
|
return self.game.get_opponent_id(self.source_player_id)
|
||||||
|
|
||||||
|
# =========================================================================
|
||||||
|
# Card Access
|
||||||
|
# =========================================================================
|
||||||
|
|
||||||
|
def get_source_card(self) -> "CardInstance | None":
|
||||||
|
"""Get the card that triggered this effect.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The source CardInstance, or None if no source card.
|
||||||
|
"""
|
||||||
|
if self.source_card_id is None:
|
||||||
|
return None
|
||||||
|
card, _ = self.game.find_card_instance(self.source_card_id)
|
||||||
|
return card
|
||||||
|
|
||||||
|
def get_target_card(self) -> "CardInstance | None":
|
||||||
|
"""Get the target card, if specified.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The target CardInstance, or None if no target specified.
|
||||||
|
"""
|
||||||
|
if self.target_card_id is None:
|
||||||
|
return None
|
||||||
|
card, _ = self.game.find_card_instance(self.target_card_id)
|
||||||
|
return card
|
||||||
|
|
||||||
|
def get_source_pokemon(self) -> "CardInstance | None":
|
||||||
|
"""Get the source card if it's the active Pokemon.
|
||||||
|
|
||||||
|
Convenience method for attack effects where the source is the attacker.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The source player's active Pokemon, or None.
|
||||||
|
"""
|
||||||
|
return self.get_source_player().get_active_pokemon()
|
||||||
|
|
||||||
|
def get_target_pokemon(self) -> "CardInstance | None":
|
||||||
|
"""Get the target Pokemon.
|
||||||
|
|
||||||
|
If target_card_id is specified, returns that card.
|
||||||
|
Otherwise, returns the opponent's active Pokemon (common default).
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The target CardInstance, or None if not found.
|
||||||
|
"""
|
||||||
|
if self.target_card_id:
|
||||||
|
return self.get_target_card()
|
||||||
|
# Default to opponent's active
|
||||||
|
opponent = self.get_opponent()
|
||||||
|
return opponent.get_active_pokemon()
|
||||||
|
|
||||||
|
def get_card_definition(self, card: "CardInstance") -> "CardDefinition | None":
|
||||||
|
"""Look up the definition for a card instance.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
card: The CardInstance to look up.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The CardDefinition, or None if not found in registry.
|
||||||
|
"""
|
||||||
|
return self.game.get_card_definition(card.definition_id)
|
||||||
|
|
||||||
|
def find_card(self, instance_id: str) -> tuple["CardInstance | None", str | None]:
|
||||||
|
"""Find a card anywhere in the game.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
instance_id: The instance ID to search for.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Tuple of (CardInstance, zone_name) or (None, None) if not found.
|
||||||
|
"""
|
||||||
|
return self.game.find_card_instance(instance_id)
|
||||||
|
|
||||||
|
# =========================================================================
|
||||||
|
# Parameter Access
|
||||||
|
# =========================================================================
|
||||||
|
|
||||||
|
def get_param(self, key: str, default: Any = None) -> Any:
|
||||||
|
"""Get an effect parameter with optional default.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
key: The parameter key.
|
||||||
|
default: Default value if key not present.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The parameter value or default.
|
||||||
|
"""
|
||||||
|
return self.params.get(key, default)
|
||||||
|
|
||||||
|
def get_int_param(self, key: str, default: int = 0) -> int:
|
||||||
|
"""Get an integer parameter.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
key: The parameter key.
|
||||||
|
default: Default value if key not present or not an int.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The parameter as an integer.
|
||||||
|
"""
|
||||||
|
value = self.params.get(key, default)
|
||||||
|
if isinstance(value, int):
|
||||||
|
return value
|
||||||
|
try:
|
||||||
|
return int(value)
|
||||||
|
except (TypeError, ValueError):
|
||||||
|
return default
|
||||||
|
|
||||||
|
def get_str_param(self, key: str, default: str = "") -> str:
|
||||||
|
"""Get a string parameter.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
key: The parameter key.
|
||||||
|
default: Default value if key not present.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The parameter as a string.
|
||||||
|
"""
|
||||||
|
value = self.params.get(key, default)
|
||||||
|
return str(value) if value is not None else default
|
||||||
|
|
||||||
|
# =========================================================================
|
||||||
|
# Random Operations
|
||||||
|
# =========================================================================
|
||||||
|
|
||||||
|
def flip_coin(self) -> bool:
|
||||||
|
"""Flip a coin.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
True for heads, False for tails.
|
||||||
|
"""
|
||||||
|
return self.rng.coin_flip()
|
||||||
|
|
||||||
|
def flip_coins(self, count: int) -> list[bool]:
|
||||||
|
"""Flip multiple coins.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
count: Number of coins to flip.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
List of results (True=heads, False=tails).
|
||||||
|
"""
|
||||||
|
return [self.rng.coin_flip() for _ in range(count)]
|
||||||
|
|
||||||
|
def count_heads(self, count: int) -> int:
|
||||||
|
"""Flip coins and count heads.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
count: Number of coins to flip.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Number of heads.
|
||||||
|
"""
|
||||||
|
return sum(self.flip_coins(count))
|
||||||
|
|
||||||
|
# =========================================================================
|
||||||
|
# Rules Access
|
||||||
|
# =========================================================================
|
||||||
|
|
||||||
|
@property
|
||||||
|
def rules(self):
|
||||||
|
"""Get the game's rules configuration.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The RulesConfig for this game.
|
||||||
|
"""
|
||||||
|
return self.game.rules
|
||||||
|
|
||||||
|
@property
|
||||||
|
def is_first_turn(self) -> bool:
|
||||||
|
"""Check if this is the first turn of the game.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
True if this is the first turn.
|
||||||
|
"""
|
||||||
|
return self.game.is_first_turn()
|
||||||
665
backend/app/core/effects/handlers.py
Normal file
665
backend/app/core/effects/handlers.py
Normal file
@ -0,0 +1,665 @@
|
|||||||
|
"""Built-in effect handlers for Mantimon TCG.
|
||||||
|
|
||||||
|
This module provides the standard effect handlers used by most cards.
|
||||||
|
Each handler is registered using the @effect_handler decorator and can
|
||||||
|
be referenced by effect_id in card definitions.
|
||||||
|
|
||||||
|
Effect handlers follow a consistent pattern:
|
||||||
|
1. Extract parameters from context
|
||||||
|
2. Validate the action is possible
|
||||||
|
3. Apply the effect to game state
|
||||||
|
4. Return an EffectResult with details
|
||||||
|
|
||||||
|
Available Effects:
|
||||||
|
Damage:
|
||||||
|
- deal_damage: Raw damage (poison, burn, recoil, bench spread)
|
||||||
|
- attack_damage: Combat damage with modifiers, weakness, resistance
|
||||||
|
- coin_flip_damage: Damage based on coin flips
|
||||||
|
- bench_damage: Damage to benched Pokemon
|
||||||
|
|
||||||
|
Healing & Status:
|
||||||
|
- heal: Heal damage from a Pokemon
|
||||||
|
- apply_status: Apply a status condition
|
||||||
|
- remove_status: Remove a status condition
|
||||||
|
|
||||||
|
Card Movement:
|
||||||
|
- draw_cards: Draw cards from deck to hand
|
||||||
|
- discard_from_hand: Discard cards from hand
|
||||||
|
- shuffle_deck: Shuffle a player's deck
|
||||||
|
|
||||||
|
Energy & Modifiers:
|
||||||
|
- discard_energy: Discard energy from a Pokemon
|
||||||
|
- modify_hp: Change a Pokemon's HP modifier
|
||||||
|
- modify_retreat_cost: Change a Pokemon's retreat cost modifier
|
||||||
|
"""
|
||||||
|
|
||||||
|
from app.core.effects.base import EffectContext, EffectResult, EffectType
|
||||||
|
from app.core.effects.registry import effect_handler
|
||||||
|
from app.core.models.enums import ModifierMode, StatusCondition
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("deal_damage")
|
||||||
|
def handle_deal_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Deal raw damage to a target Pokemon.
|
||||||
|
|
||||||
|
This is a primitive effect that applies damage directly without any
|
||||||
|
combat modifiers, weakness, or resistance calculations. Use this for:
|
||||||
|
- Poison/burn damage
|
||||||
|
- Recoil damage
|
||||||
|
- Ability damage that bypasses weakness/resistance
|
||||||
|
- Bench spread damage
|
||||||
|
|
||||||
|
For attack damage that should apply weakness/resistance, use attack_damage.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
amount (int): Damage to deal. Required.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, damages that card.
|
||||||
|
Otherwise, damages opponent's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with damage dealt, or failure if no valid target.
|
||||||
|
"""
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for damage")
|
||||||
|
|
||||||
|
amount = ctx.get_int_param("amount", 0)
|
||||||
|
if amount <= 0:
|
||||||
|
return EffectResult.failure("Damage amount must be positive")
|
||||||
|
|
||||||
|
target.damage += amount
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Dealt {amount} damage",
|
||||||
|
effect_type=EffectType.DAMAGE,
|
||||||
|
details={"amount": amount, "target_id": target.instance_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
def _apply_modifier(damage: int, mode: ModifierMode, value: int) -> int:
|
||||||
|
"""Apply a damage modifier based on mode.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
damage: The current damage amount.
|
||||||
|
mode: Whether to multiply or add.
|
||||||
|
value: The modifier value.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The modified damage amount.
|
||||||
|
"""
|
||||||
|
if mode == ModifierMode.MULTIPLICATIVE:
|
||||||
|
return damage * value
|
||||||
|
else: # ADDITIVE
|
||||||
|
return damage + value
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("attack_damage")
|
||||||
|
def handle_attack_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Deal attack damage to a target Pokemon with full combat calculations.
|
||||||
|
|
||||||
|
Applies damage modifiers, weakness, and resistance in order:
|
||||||
|
1. Start with base amount
|
||||||
|
2. Add source Pokemon's damage_modifier (if include_modifiers=True)
|
||||||
|
3. Apply weakness (mode and value from card or CombatConfig)
|
||||||
|
4. Apply resistance (mode and value from card or CombatConfig)
|
||||||
|
5. Apply final damage (minimum 0)
|
||||||
|
|
||||||
|
Weakness/resistance calculation uses:
|
||||||
|
- Card-specific mode/value if defined in WeaknessResistance
|
||||||
|
- Game's CombatConfig defaults otherwise
|
||||||
|
|
||||||
|
Params:
|
||||||
|
amount (int): Base damage to deal. Required.
|
||||||
|
include_modifiers (bool): Whether to add source's damage_modifier. Default True.
|
||||||
|
apply_weakness_resistance (bool): Whether to apply weakness/resistance. Default True.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, damages that card.
|
||||||
|
Otherwise, damages opponent's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with damage dealt and calculation breakdown, or failure if no valid target.
|
||||||
|
"""
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for damage")
|
||||||
|
|
||||||
|
amount = ctx.get_int_param("amount", 0)
|
||||||
|
if amount <= 0:
|
||||||
|
return EffectResult.failure("Damage amount must be positive")
|
||||||
|
|
||||||
|
details: dict = {
|
||||||
|
"base_amount": amount,
|
||||||
|
"target_id": target.instance_id,
|
||||||
|
}
|
||||||
|
|
||||||
|
# Step 1: Apply source Pokemon's damage modifier
|
||||||
|
include_modifiers = ctx.get_param("include_modifiers", True)
|
||||||
|
if include_modifiers:
|
||||||
|
source = ctx.get_source_pokemon()
|
||||||
|
if source and source.damage_modifier != 0:
|
||||||
|
amount += source.damage_modifier
|
||||||
|
details["damage_modifier"] = source.damage_modifier
|
||||||
|
details["after_modifier"] = amount
|
||||||
|
|
||||||
|
# Step 2: Apply weakness and resistance
|
||||||
|
apply_wr = ctx.get_param("apply_weakness_resistance", True)
|
||||||
|
if apply_wr:
|
||||||
|
source = ctx.get_source_pokemon()
|
||||||
|
if source:
|
||||||
|
# Get the attacker's type from its definition
|
||||||
|
source_def = ctx.get_card_definition(source)
|
||||||
|
target_def = ctx.get_card_definition(target)
|
||||||
|
combat_config = ctx.rules.combat
|
||||||
|
|
||||||
|
if source_def and target_def and source_def.pokemon_type:
|
||||||
|
attacker_type = source_def.pokemon_type
|
||||||
|
|
||||||
|
# Check weakness
|
||||||
|
if target_def.weakness and target_def.weakness.energy_type == attacker_type:
|
||||||
|
weakness = target_def.weakness
|
||||||
|
mode = weakness.get_mode(combat_config.weakness_mode)
|
||||||
|
value = weakness.get_value(combat_config.weakness_value)
|
||||||
|
|
||||||
|
amount = _apply_modifier(amount, mode, value)
|
||||||
|
details["weakness"] = {
|
||||||
|
"type": attacker_type.value,
|
||||||
|
"mode": mode.value,
|
||||||
|
"value": value,
|
||||||
|
}
|
||||||
|
details["after_weakness"] = amount
|
||||||
|
|
||||||
|
# Check resistance
|
||||||
|
if target_def.resistance and target_def.resistance.energy_type == attacker_type:
|
||||||
|
resistance = target_def.resistance
|
||||||
|
mode = resistance.get_mode(combat_config.resistance_mode)
|
||||||
|
value = resistance.get_value(combat_config.resistance_value)
|
||||||
|
|
||||||
|
amount = _apply_modifier(amount, mode, value)
|
||||||
|
details["resistance"] = {
|
||||||
|
"type": attacker_type.value,
|
||||||
|
"mode": mode.value,
|
||||||
|
"value": value,
|
||||||
|
}
|
||||||
|
details["after_resistance"] = amount
|
||||||
|
|
||||||
|
# Final damage (minimum 0)
|
||||||
|
actual_damage = max(0, amount)
|
||||||
|
target.damage += actual_damage
|
||||||
|
details["final_damage"] = actual_damage
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Dealt {actual_damage} damage",
|
||||||
|
effect_type=EffectType.DAMAGE,
|
||||||
|
details=details,
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("heal")
|
||||||
|
def handle_heal(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Heal damage from a Pokemon.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
amount (int): Amount of damage to heal. Required.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, heals that card.
|
||||||
|
Otherwise, heals source player's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with amount healed, or failure if no valid target.
|
||||||
|
"""
|
||||||
|
# Default to healing source player's active if no target specified
|
||||||
|
target = ctx.get_target_card() if ctx.target_card_id else ctx.get_source_pokemon()
|
||||||
|
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for healing")
|
||||||
|
|
||||||
|
amount = ctx.get_int_param("amount", 0)
|
||||||
|
if amount <= 0:
|
||||||
|
return EffectResult.failure("Heal amount must be positive")
|
||||||
|
|
||||||
|
# Don't heal more than current damage
|
||||||
|
actual_heal = min(amount, target.damage)
|
||||||
|
target.damage -= actual_heal
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Healed {actual_heal} damage",
|
||||||
|
effect_type=EffectType.HEAL,
|
||||||
|
details={"amount": actual_heal, "target_id": target.instance_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("draw_cards")
|
||||||
|
def handle_draw_cards(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Draw cards from deck to hand.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
count (int): Number of cards to draw. Default 1.
|
||||||
|
|
||||||
|
Draws cards for the source player.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with number of cards drawn, or failure if deck is empty.
|
||||||
|
"""
|
||||||
|
count = ctx.get_int_param("count", 1)
|
||||||
|
if count <= 0:
|
||||||
|
return EffectResult.failure("Draw count must be positive")
|
||||||
|
|
||||||
|
player = ctx.get_source_player()
|
||||||
|
cards_drawn = 0
|
||||||
|
drawn_ids = []
|
||||||
|
|
||||||
|
for _ in range(count):
|
||||||
|
card = player.deck.draw()
|
||||||
|
if card is None:
|
||||||
|
break # Deck empty
|
||||||
|
player.hand.add(card)
|
||||||
|
cards_drawn += 1
|
||||||
|
drawn_ids.append(card.instance_id)
|
||||||
|
|
||||||
|
if cards_drawn == 0:
|
||||||
|
return EffectResult.failure("Deck is empty")
|
||||||
|
|
||||||
|
message = f"Drew {cards_drawn} card{'s' if cards_drawn != 1 else ''}"
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.DRAW,
|
||||||
|
details={"count": cards_drawn, "card_ids": drawn_ids},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("discard_from_hand")
|
||||||
|
def handle_discard_from_hand(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Discard cards from hand to discard pile.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
card_ids (list[str]): Instance IDs of cards to discard. Required.
|
||||||
|
|
||||||
|
Discards cards from the source player's hand.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with number discarded, or failure if cards not in hand.
|
||||||
|
"""
|
||||||
|
card_ids = ctx.get_param("card_ids", [])
|
||||||
|
if not card_ids:
|
||||||
|
return EffectResult.failure("No cards specified to discard")
|
||||||
|
|
||||||
|
player = ctx.get_source_player()
|
||||||
|
discarded = []
|
||||||
|
|
||||||
|
for card_id in card_ids:
|
||||||
|
card = player.hand.remove(card_id)
|
||||||
|
if card:
|
||||||
|
player.discard.add(card)
|
||||||
|
discarded.append(card_id)
|
||||||
|
|
||||||
|
if not discarded:
|
||||||
|
return EffectResult.failure("None of the specified cards were in hand")
|
||||||
|
|
||||||
|
message = f"Discarded {len(discarded)} card{'s' if len(discarded) != 1 else ''}"
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.DISCARD,
|
||||||
|
details={"count": len(discarded), "card_ids": discarded},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("apply_status")
|
||||||
|
def handle_apply_status(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Apply a status condition to a Pokemon.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
status (str): The StatusCondition value to apply. Required.
|
||||||
|
One of: poisoned, burned, asleep, paralyzed, confused
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, applies to that card.
|
||||||
|
Otherwise, applies to opponent's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with status applied, or failure if invalid.
|
||||||
|
"""
|
||||||
|
status_str = ctx.get_str_param("status")
|
||||||
|
if not status_str:
|
||||||
|
return EffectResult.failure("No status specified")
|
||||||
|
|
||||||
|
try:
|
||||||
|
status = StatusCondition(status_str)
|
||||||
|
except ValueError:
|
||||||
|
return EffectResult.failure(f"Invalid status condition: {status_str}")
|
||||||
|
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for status")
|
||||||
|
|
||||||
|
target.add_status(status)
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Applied {status.value}",
|
||||||
|
effect_type=EffectType.STATUS,
|
||||||
|
details={"status": status.value, "target_id": target.instance_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("remove_status")
|
||||||
|
def handle_remove_status(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Remove a status condition from a Pokemon.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
status (str): The StatusCondition value to remove. Required.
|
||||||
|
all (bool): If True, remove all status conditions. Default False.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, removes from that card.
|
||||||
|
Otherwise, removes from source player's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with status removed.
|
||||||
|
"""
|
||||||
|
# Default to source player's active for self-healing effects
|
||||||
|
target = ctx.get_target_card() if ctx.target_card_id else ctx.get_source_pokemon()
|
||||||
|
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for status removal")
|
||||||
|
|
||||||
|
remove_all = ctx.get_param("all", False)
|
||||||
|
|
||||||
|
if remove_all:
|
||||||
|
target.clear_all_status()
|
||||||
|
return EffectResult.success_result(
|
||||||
|
"Removed all status conditions",
|
||||||
|
effect_type=EffectType.STATUS,
|
||||||
|
details={"removed": "all", "target_id": target.instance_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
status_str = ctx.get_str_param("status")
|
||||||
|
if not status_str:
|
||||||
|
return EffectResult.failure("No status specified")
|
||||||
|
|
||||||
|
try:
|
||||||
|
status = StatusCondition(status_str)
|
||||||
|
except ValueError:
|
||||||
|
return EffectResult.failure(f"Invalid status condition: {status_str}")
|
||||||
|
|
||||||
|
had_status = target.has_status(status)
|
||||||
|
target.remove_status(status)
|
||||||
|
|
||||||
|
if had_status:
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Removed {status.value}",
|
||||||
|
effect_type=EffectType.STATUS,
|
||||||
|
details={"status": status.value, "target_id": target.instance_id},
|
||||||
|
)
|
||||||
|
else:
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Target did not have {status.value}",
|
||||||
|
effect_type=EffectType.STATUS,
|
||||||
|
details={"status": status.value, "target_id": target.instance_id, "had_status": False},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("coin_flip_damage")
|
||||||
|
def handle_coin_flip_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Deal damage based on coin flip results.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
damage_per_heads (int): Damage dealt per heads result. Required.
|
||||||
|
flip_count (int): Number of coins to flip. Default 1.
|
||||||
|
flip_until_tails (bool): If True, flip until tails and count heads. Default False.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
Opponent's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with total damage and flip results.
|
||||||
|
"""
|
||||||
|
damage_per_heads = ctx.get_int_param("damage_per_heads", 0)
|
||||||
|
if damage_per_heads <= 0:
|
||||||
|
return EffectResult.failure("damage_per_heads must be positive")
|
||||||
|
|
||||||
|
flip_until_tails = ctx.get_param("flip_until_tails", False)
|
||||||
|
|
||||||
|
if flip_until_tails:
|
||||||
|
# Flip until tails
|
||||||
|
heads_count = 0
|
||||||
|
flips = []
|
||||||
|
while True:
|
||||||
|
flip = ctx.flip_coin()
|
||||||
|
flips.append(flip)
|
||||||
|
if flip:
|
||||||
|
heads_count += 1
|
||||||
|
else:
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
# Fixed number of flips
|
||||||
|
flip_count = ctx.get_int_param("flip_count", 1)
|
||||||
|
flips = ctx.flip_coins(flip_count)
|
||||||
|
heads_count = sum(flips)
|
||||||
|
|
||||||
|
total_damage = heads_count * damage_per_heads
|
||||||
|
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for damage")
|
||||||
|
|
||||||
|
if total_damage > 0:
|
||||||
|
target.damage += total_damage
|
||||||
|
|
||||||
|
flip_results = ["heads" if f else "tails" for f in flips]
|
||||||
|
message = f"Flipped {len(flips)} coin(s): {heads_count} heads. Dealt {total_damage} damage."
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.COIN_FLIP,
|
||||||
|
details={
|
||||||
|
"flips": flip_results,
|
||||||
|
"heads_count": heads_count,
|
||||||
|
"damage": total_damage,
|
||||||
|
"target_id": target.instance_id,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("discard_energy")
|
||||||
|
def handle_discard_energy(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Discard energy from a Pokemon.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
count (int): Number of energy cards to discard. Default 1.
|
||||||
|
energy_ids (list[str]): Specific energy instance IDs to discard. Optional.
|
||||||
|
If not provided, discards from the end of attached_energy.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, discards from that Pokemon.
|
||||||
|
Otherwise, discards from source player's active Pokemon.
|
||||||
|
|
||||||
|
Note: This only removes the energy from the Pokemon's attached_energy list.
|
||||||
|
The actual energy CardInstance should be moved to discard by the game engine.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with energy discarded.
|
||||||
|
"""
|
||||||
|
# Default to source player's active (for attack costs)
|
||||||
|
target = ctx.get_target_card() if ctx.target_card_id else ctx.get_source_pokemon()
|
||||||
|
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for energy discard")
|
||||||
|
|
||||||
|
energy_ids = ctx.get_param("energy_ids")
|
||||||
|
count = ctx.get_int_param("count", 1)
|
||||||
|
|
||||||
|
discarded = []
|
||||||
|
|
||||||
|
if energy_ids:
|
||||||
|
# Discard specific energy
|
||||||
|
for energy_id in energy_ids:
|
||||||
|
if target.detach_energy(energy_id):
|
||||||
|
discarded.append(energy_id)
|
||||||
|
else:
|
||||||
|
# Discard from end of list
|
||||||
|
for _ in range(count):
|
||||||
|
if target.attached_energy:
|
||||||
|
energy_id = target.attached_energy.pop()
|
||||||
|
discarded.append(energy_id)
|
||||||
|
else:
|
||||||
|
break
|
||||||
|
|
||||||
|
if not discarded:
|
||||||
|
return EffectResult.failure("No energy to discard")
|
||||||
|
|
||||||
|
message = f"Discarded {len(discarded)} energy"
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.ENERGY,
|
||||||
|
details={"count": len(discarded), "energy_ids": discarded, "target_id": target.instance_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("modify_hp")
|
||||||
|
def handle_modify_hp(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Modify a Pokemon's HP modifier.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
amount (int): Amount to add to hp_modifier. Can be negative.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, modifies that Pokemon.
|
||||||
|
Otherwise, modifies source player's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with new modifier value.
|
||||||
|
"""
|
||||||
|
target = ctx.get_target_card() if ctx.target_card_id else ctx.get_source_pokemon()
|
||||||
|
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for HP modification")
|
||||||
|
|
||||||
|
amount = ctx.get_int_param("amount", 0)
|
||||||
|
target.hp_modifier += amount
|
||||||
|
|
||||||
|
direction = "increased" if amount > 0 else "decreased"
|
||||||
|
message = f"HP {direction} by {abs(amount)}"
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.MODIFIER,
|
||||||
|
details={
|
||||||
|
"amount": amount,
|
||||||
|
"new_modifier": target.hp_modifier,
|
||||||
|
"target_id": target.instance_id,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("modify_retreat_cost")
|
||||||
|
def handle_modify_retreat_cost(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Modify a Pokemon's retreat cost modifier.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
amount (int): Amount to add to retreat_cost_modifier. Can be negative.
|
||||||
|
|
||||||
|
Target:
|
||||||
|
If target_card_id is set, modifies that Pokemon.
|
||||||
|
Otherwise, modifies source player's active Pokemon.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with new modifier value.
|
||||||
|
"""
|
||||||
|
target = ctx.get_target_card() if ctx.target_card_id else ctx.get_source_pokemon()
|
||||||
|
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No valid target for retreat cost modification")
|
||||||
|
|
||||||
|
amount = ctx.get_int_param("amount", 0)
|
||||||
|
target.retreat_cost_modifier += amount
|
||||||
|
|
||||||
|
direction = "increased" if amount > 0 else "decreased"
|
||||||
|
message = f"Retreat cost {direction} by {abs(amount)}"
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.MODIFIER,
|
||||||
|
details={
|
||||||
|
"amount": amount,
|
||||||
|
"new_modifier": target.retreat_cost_modifier,
|
||||||
|
"target_id": target.instance_id,
|
||||||
|
},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("shuffle_deck")
|
||||||
|
def handle_shuffle_deck(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Shuffle a player's deck.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
target_opponent (bool): If True, shuffle opponent's deck. Default False.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success after shuffling.
|
||||||
|
"""
|
||||||
|
target_opponent = ctx.get_param("target_opponent", False)
|
||||||
|
player = ctx.get_opponent() if target_opponent else ctx.get_source_player()
|
||||||
|
|
||||||
|
player.deck.shuffle(ctx.rng)
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
"Shuffled deck",
|
||||||
|
effect_type=EffectType.SHUFFLE,
|
||||||
|
details={"player_id": player.player_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
@effect_handler("bench_damage")
|
||||||
|
def handle_bench_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Deal damage to benched Pokemon.
|
||||||
|
|
||||||
|
Params:
|
||||||
|
amount (int): Damage to deal to each target. Required.
|
||||||
|
target_opponent (bool): Target opponent's bench. Default True.
|
||||||
|
target_all (bool): Target all benched Pokemon. Default True.
|
||||||
|
target_count (int): Number of benched Pokemon to target (if not all).
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Success with total damage dealt.
|
||||||
|
"""
|
||||||
|
amount = ctx.get_int_param("amount", 0)
|
||||||
|
if amount <= 0:
|
||||||
|
return EffectResult.failure("Damage amount must be positive")
|
||||||
|
|
||||||
|
target_opponent = ctx.get_param("target_opponent", True)
|
||||||
|
target_all = ctx.get_param("target_all", True)
|
||||||
|
target_count = ctx.get_int_param("target_count", 1)
|
||||||
|
|
||||||
|
player = ctx.get_opponent() if target_opponent else ctx.get_source_player()
|
||||||
|
benched = player.bench.get_all()
|
||||||
|
|
||||||
|
if not benched:
|
||||||
|
return EffectResult.success_result(
|
||||||
|
"No benched Pokemon to damage",
|
||||||
|
effect_type=EffectType.BENCH,
|
||||||
|
details={"targets_hit": 0},
|
||||||
|
)
|
||||||
|
|
||||||
|
targets = benched if target_all else benched[:target_count]
|
||||||
|
|
||||||
|
total_damage = 0
|
||||||
|
target_ids = []
|
||||||
|
|
||||||
|
for pokemon in targets:
|
||||||
|
pokemon.damage += amount
|
||||||
|
total_damage += amount
|
||||||
|
target_ids.append(pokemon.instance_id)
|
||||||
|
|
||||||
|
message = f"Dealt {amount} damage to {len(targets)} benched Pokemon"
|
||||||
|
return EffectResult.success_result(
|
||||||
|
message,
|
||||||
|
effect_type=EffectType.BENCH,
|
||||||
|
details={
|
||||||
|
"amount_per_target": amount,
|
||||||
|
"total_damage": total_damage,
|
||||||
|
"target_ids": target_ids,
|
||||||
|
},
|
||||||
|
)
|
||||||
182
backend/app/core/effects/registry.py
Normal file
182
backend/app/core/effects/registry.py
Normal file
@ -0,0 +1,182 @@
|
|||||||
|
"""Effect handler registry for Mantimon TCG.
|
||||||
|
|
||||||
|
This module implements the registration and lookup system for effect handlers.
|
||||||
|
Effect handlers are functions that implement card effects like "deal 30 damage"
|
||||||
|
or "flip a coin, if heads draw 2 cards".
|
||||||
|
|
||||||
|
The registry uses a decorator pattern for registration:
|
||||||
|
|
||||||
|
@effect_handler("deal_damage")
|
||||||
|
def handle_deal_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
amount = ctx.get_int_param("amount")
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
target.damage += amount
|
||||||
|
return EffectResult.success_result(f"Dealt {amount} damage")
|
||||||
|
|
||||||
|
Effects are then resolved by ID at runtime:
|
||||||
|
|
||||||
|
result = resolve_effect("deal_damage", context)
|
||||||
|
|
||||||
|
This decouples card definitions (which just store effect_id and params) from
|
||||||
|
the actual effect implementations, allowing cards to be defined in JSON/database
|
||||||
|
while effect logic lives in Python.
|
||||||
|
"""
|
||||||
|
|
||||||
|
from collections.abc import Callable
|
||||||
|
|
||||||
|
from app.core.effects.base import EffectContext, EffectResult
|
||||||
|
|
||||||
|
# Type alias for effect handler functions
|
||||||
|
EffectHandler = Callable[[EffectContext], EffectResult]
|
||||||
|
|
||||||
|
# Global registry mapping effect_id to handler function
|
||||||
|
_EFFECT_REGISTRY: dict[str, EffectHandler] = {}
|
||||||
|
|
||||||
|
|
||||||
|
def effect_handler(effect_id: str) -> Callable[[EffectHandler], EffectHandler]:
|
||||||
|
"""Decorator to register an effect handler.
|
||||||
|
|
||||||
|
Use this decorator to register a function as the handler for an effect_id.
|
||||||
|
The effect_id should match what's stored in CardDefinition.effect_id or
|
||||||
|
Attack.effect_id.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
effect_id: Unique identifier for this effect (e.g., "deal_damage").
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Decorator function that registers the handler.
|
||||||
|
|
||||||
|
Raises:
|
||||||
|
ValueError: If effect_id is already registered.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
@effect_handler("deal_damage")
|
||||||
|
def handle_deal_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
amount = ctx.get_int_param("amount")
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No target")
|
||||||
|
target.damage += amount
|
||||||
|
return EffectResult.success_result(f"Dealt {amount} damage")
|
||||||
|
"""
|
||||||
|
|
||||||
|
def decorator(func: EffectHandler) -> EffectHandler:
|
||||||
|
if effect_id in _EFFECT_REGISTRY:
|
||||||
|
raise ValueError(f"Effect handler already registered for '{effect_id}'")
|
||||||
|
_EFFECT_REGISTRY[effect_id] = func
|
||||||
|
return func
|
||||||
|
|
||||||
|
return decorator
|
||||||
|
|
||||||
|
|
||||||
|
def resolve_effect(effect_id: str, ctx: EffectContext) -> EffectResult:
|
||||||
|
"""Look up and execute an effect handler.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
effect_id: The effect identifier to resolve.
|
||||||
|
ctx: The EffectContext containing game state and parameters.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The EffectResult from the handler, or a failure result if not found.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng,
|
||||||
|
params={"amount": 30})
|
||||||
|
result = resolve_effect("deal_damage", ctx)
|
||||||
|
if result.success:
|
||||||
|
print(result.message)
|
||||||
|
"""
|
||||||
|
handler = _EFFECT_REGISTRY.get(effect_id)
|
||||||
|
if handler is None:
|
||||||
|
return EffectResult.failure(f"Unknown effect: {effect_id}")
|
||||||
|
|
||||||
|
try:
|
||||||
|
return handler(ctx)
|
||||||
|
except Exception as e:
|
||||||
|
# Catch any exceptions from handlers to prevent game crashes
|
||||||
|
return EffectResult.failure(f"Effect '{effect_id}' failed: {e}")
|
||||||
|
|
||||||
|
|
||||||
|
def get_handler(effect_id: str) -> EffectHandler | None:
|
||||||
|
"""Get a handler function without executing it.
|
||||||
|
|
||||||
|
Useful for inspection or testing.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
effect_id: The effect identifier to look up.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The handler function, or None if not registered.
|
||||||
|
"""
|
||||||
|
return _EFFECT_REGISTRY.get(effect_id)
|
||||||
|
|
||||||
|
|
||||||
|
def is_registered(effect_id: str) -> bool:
|
||||||
|
"""Check if an effect is registered.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
effect_id: The effect identifier to check.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
True if a handler is registered for this effect_id.
|
||||||
|
"""
|
||||||
|
return effect_id in _EFFECT_REGISTRY
|
||||||
|
|
||||||
|
|
||||||
|
def list_effects() -> list[str]:
|
||||||
|
"""List all registered effect IDs.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
Sorted list of all registered effect identifiers.
|
||||||
|
"""
|
||||||
|
return sorted(_EFFECT_REGISTRY.keys())
|
||||||
|
|
||||||
|
|
||||||
|
def clear_registry() -> None:
|
||||||
|
"""Clear all registered handlers.
|
||||||
|
|
||||||
|
WARNING: This is primarily for testing. Do not call in production code
|
||||||
|
as it will break effect resolution.
|
||||||
|
"""
|
||||||
|
_EFFECT_REGISTRY.clear()
|
||||||
|
|
||||||
|
|
||||||
|
def register_handler(effect_id: str, handler: EffectHandler) -> None:
|
||||||
|
"""Programmatically register an effect handler.
|
||||||
|
|
||||||
|
This is an alternative to using the @effect_handler decorator.
|
||||||
|
Useful for dynamic registration or testing.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
effect_id: Unique identifier for this effect.
|
||||||
|
handler: The handler function to register.
|
||||||
|
|
||||||
|
Raises:
|
||||||
|
ValueError: If effect_id is already registered.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
def my_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Custom effect")
|
||||||
|
|
||||||
|
register_handler("custom_effect", my_handler)
|
||||||
|
"""
|
||||||
|
if effect_id in _EFFECT_REGISTRY:
|
||||||
|
raise ValueError(f"Effect handler already registered for '{effect_id}'")
|
||||||
|
_EFFECT_REGISTRY[effect_id] = handler
|
||||||
|
|
||||||
|
|
||||||
|
def unregister_handler(effect_id: str) -> bool:
|
||||||
|
"""Remove a registered handler.
|
||||||
|
|
||||||
|
WARNING: This is primarily for testing. Do not call in production code.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
effect_id: The effect identifier to unregister.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
True if the handler was removed, False if it wasn't registered.
|
||||||
|
"""
|
||||||
|
if effect_id in _EFFECT_REGISTRY:
|
||||||
|
del _EFFECT_REGISTRY[effect_id]
|
||||||
|
return True
|
||||||
|
return False
|
||||||
@ -36,6 +36,7 @@ from pydantic import BaseModel, Field
|
|||||||
from app.core.models.enums import (
|
from app.core.models.enums import (
|
||||||
CardType,
|
CardType,
|
||||||
EnergyType,
|
EnergyType,
|
||||||
|
ModifierMode,
|
||||||
PokemonStage,
|
PokemonStage,
|
||||||
PokemonVariant,
|
PokemonVariant,
|
||||||
StatusCondition,
|
StatusCondition,
|
||||||
@ -92,14 +93,71 @@ class Ability(BaseModel):
|
|||||||
class WeaknessResistance(BaseModel):
|
class WeaknessResistance(BaseModel):
|
||||||
"""Weakness or resistance to a specific energy type.
|
"""Weakness or resistance to a specific energy type.
|
||||||
|
|
||||||
|
This model supports both the global defaults from RulesConfig.combat and
|
||||||
|
per-card overrides. If mode/value are not specified, the handler will
|
||||||
|
use the game's CombatConfig defaults.
|
||||||
|
|
||||||
Attributes:
|
Attributes:
|
||||||
energy_type: The energy type this applies to.
|
energy_type: The energy type this applies to.
|
||||||
modifier: Damage modifier. For weakness, typically 2 (x2 damage).
|
mode: How to apply the modifier (multiplicative or additive).
|
||||||
For resistance, typically -30.
|
If None, uses the game's CombatConfig default for this modifier type.
|
||||||
|
value: The modifier value to apply.
|
||||||
|
- For multiplicative: damage * value (e.g., 2 for x2)
|
||||||
|
- For additive: damage + value (e.g., +20 or -30)
|
||||||
|
If None, uses the game's CombatConfig default.
|
||||||
|
|
||||||
|
Examples:
|
||||||
|
# Use game defaults (mode and value from CombatConfig)
|
||||||
|
WeaknessResistance(energy_type=EnergyType.FIRE)
|
||||||
|
|
||||||
|
# Override just the value (still uses default mode)
|
||||||
|
WeaknessResistance(energy_type=EnergyType.FIRE, value=3) # x3 if default is multiplicative
|
||||||
|
|
||||||
|
# Full override (card-specific behavior)
|
||||||
|
WeaknessResistance(
|
||||||
|
energy_type=EnergyType.FIRE,
|
||||||
|
mode=ModifierMode.ADDITIVE,
|
||||||
|
value=40, # +40 damage instead of x2
|
||||||
|
)
|
||||||
|
|
||||||
|
Legacy Support:
|
||||||
|
The old 'modifier' field is deprecated but still works for backwards
|
||||||
|
compatibility. If 'modifier' is provided without 'value', it will be
|
||||||
|
used as the value. The mode will still default to CombatConfig.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
energy_type: EnergyType
|
energy_type: EnergyType
|
||||||
modifier: int
|
mode: ModifierMode | None = None
|
||||||
|
value: int | None = None
|
||||||
|
|
||||||
|
# Legacy field for backwards compatibility
|
||||||
|
modifier: int | None = None
|
||||||
|
|
||||||
|
def get_value(self, default: int) -> int:
|
||||||
|
"""Get the modifier value, falling back to default if not specified.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
default: The default value from CombatConfig.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The value to use for this modifier.
|
||||||
|
"""
|
||||||
|
if self.value is not None:
|
||||||
|
return self.value
|
||||||
|
if self.modifier is not None:
|
||||||
|
return self.modifier
|
||||||
|
return default
|
||||||
|
|
||||||
|
def get_mode(self, default: ModifierMode) -> ModifierMode:
|
||||||
|
"""Get the modifier mode, falling back to default if not specified.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
default: The default mode from CombatConfig.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
The mode to use for this modifier.
|
||||||
|
"""
|
||||||
|
return self.mode if self.mode is not None else default
|
||||||
|
|
||||||
|
|
||||||
class CardDefinition(BaseModel):
|
class CardDefinition(BaseModel):
|
||||||
|
|||||||
@ -183,3 +183,17 @@ class GameEndReason(StrEnum):
|
|||||||
RESIGNATION = "resignation"
|
RESIGNATION = "resignation"
|
||||||
TIMEOUT = "timeout"
|
TIMEOUT = "timeout"
|
||||||
DRAW = "draw"
|
DRAW = "draw"
|
||||||
|
|
||||||
|
|
||||||
|
class ModifierMode(StrEnum):
|
||||||
|
"""How damage modifiers (weakness/resistance) are calculated.
|
||||||
|
|
||||||
|
- MULTIPLICATIVE: Multiply damage by modifier (e.g., x2 for weakness)
|
||||||
|
- ADDITIVE: Add modifier to damage (e.g., +20 for weakness, -30 for resistance)
|
||||||
|
|
||||||
|
Standard Pokemon TCG uses multiplicative weakness (x2) and additive resistance (-30).
|
||||||
|
Some game variants or house rules may prefer different calculations.
|
||||||
|
"""
|
||||||
|
|
||||||
|
MULTIPLICATIVE = "multiplicative"
|
||||||
|
ADDITIVE = "additive"
|
||||||
|
|||||||
557
backend/tests/core/test_effects/test_base.py
Normal file
557
backend/tests/core/test_effects/test_base.py
Normal file
@ -0,0 +1,557 @@
|
|||||||
|
"""Tests for the effect system base types (EffectContext, EffectResult).
|
||||||
|
|
||||||
|
These tests verify:
|
||||||
|
1. EffectResult creation and factory methods
|
||||||
|
2. EffectContext initialization and helper methods
|
||||||
|
3. Player and card access through context
|
||||||
|
4. Parameter access helpers
|
||||||
|
5. Random operations through context
|
||||||
|
"""
|
||||||
|
|
||||||
|
from app.core.config import RulesConfig
|
||||||
|
from app.core.effects.base import EffectContext, EffectResult, EffectType
|
||||||
|
from app.core.models.card import CardDefinition, CardInstance
|
||||||
|
from app.core.models.enums import CardType, EnergyType, PokemonStage
|
||||||
|
from app.core.models.game_state import GameState, PlayerState
|
||||||
|
from app.core.rng import SeededRandom
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# Test Fixtures
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
def make_test_game() -> GameState:
|
||||||
|
"""Create a simple game state for testing."""
|
||||||
|
pikachu_def = CardDefinition(
|
||||||
|
id="pikachu-001",
|
||||||
|
name="Pikachu",
|
||||||
|
card_type=CardType.POKEMON,
|
||||||
|
stage=PokemonStage.BASIC,
|
||||||
|
hp=60,
|
||||||
|
pokemon_type=EnergyType.LIGHTNING,
|
||||||
|
)
|
||||||
|
charmander_def = CardDefinition(
|
||||||
|
id="charmander-001",
|
||||||
|
name="Charmander",
|
||||||
|
card_type=CardType.POKEMON,
|
||||||
|
stage=PokemonStage.BASIC,
|
||||||
|
hp=70,
|
||||||
|
pokemon_type=EnergyType.FIRE,
|
||||||
|
)
|
||||||
|
|
||||||
|
game = GameState(
|
||||||
|
game_id="test-game",
|
||||||
|
rules=RulesConfig(),
|
||||||
|
card_registry={
|
||||||
|
"pikachu-001": pikachu_def,
|
||||||
|
"charmander-001": charmander_def,
|
||||||
|
},
|
||||||
|
players={
|
||||||
|
"player1": PlayerState(player_id="player1"),
|
||||||
|
"player2": PlayerState(player_id="player2"),
|
||||||
|
},
|
||||||
|
turn_order=["player1", "player2"],
|
||||||
|
current_player_id="player1",
|
||||||
|
turn_number=1,
|
||||||
|
)
|
||||||
|
|
||||||
|
# Add active Pokemon for each player
|
||||||
|
pikachu = CardInstance(instance_id="pikachu-inst-1", definition_id="pikachu-001")
|
||||||
|
charmander = CardInstance(instance_id="charmander-inst-1", definition_id="charmander-001")
|
||||||
|
|
||||||
|
game.players["player1"].active.add(pikachu)
|
||||||
|
game.players["player2"].active.add(charmander)
|
||||||
|
|
||||||
|
return game
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# EffectResult Tests
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectResult:
|
||||||
|
"""Tests for EffectResult creation and methods."""
|
||||||
|
|
||||||
|
def test_success_result_basic(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify success_result creates a successful result with message.
|
||||||
|
"""
|
||||||
|
result = EffectResult.success_result("Dealt 30 damage")
|
||||||
|
|
||||||
|
assert result.success is True
|
||||||
|
assert result.message == "Dealt 30 damage"
|
||||||
|
assert result.effect_type is None
|
||||||
|
assert result.details == {}
|
||||||
|
|
||||||
|
def test_success_result_with_type(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify success_result can include an effect type.
|
||||||
|
"""
|
||||||
|
result = EffectResult.success_result(
|
||||||
|
"Dealt 30 damage",
|
||||||
|
effect_type=EffectType.DAMAGE,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert result.success is True
|
||||||
|
assert result.effect_type == EffectType.DAMAGE
|
||||||
|
|
||||||
|
def test_success_result_with_details(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify success_result can include additional details.
|
||||||
|
"""
|
||||||
|
result = EffectResult.success_result(
|
||||||
|
"Dealt 30 damage",
|
||||||
|
effect_type=EffectType.DAMAGE,
|
||||||
|
details={"amount": 30, "target": "charmander-inst-1"},
|
||||||
|
)
|
||||||
|
|
||||||
|
assert result.details["amount"] == 30
|
||||||
|
assert result.details["target"] == "charmander-inst-1"
|
||||||
|
|
||||||
|
def test_failure_result(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify failure creates a failed result.
|
||||||
|
"""
|
||||||
|
result = EffectResult.failure("No valid target")
|
||||||
|
|
||||||
|
assert result.success is False
|
||||||
|
assert result.message == "No valid target"
|
||||||
|
assert result.effect_type is None
|
||||||
|
|
||||||
|
def test_result_json_round_trip(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify EffectResult survives JSON serialization.
|
||||||
|
"""
|
||||||
|
original = EffectResult.success_result(
|
||||||
|
"Drew 2 cards",
|
||||||
|
effect_type=EffectType.DRAW,
|
||||||
|
details={"count": 2},
|
||||||
|
)
|
||||||
|
|
||||||
|
json_str = original.model_dump_json()
|
||||||
|
restored = EffectResult.model_validate_json(json_str)
|
||||||
|
|
||||||
|
assert restored.success is True
|
||||||
|
assert restored.message == "Drew 2 cards"
|
||||||
|
assert restored.effect_type == EffectType.DRAW
|
||||||
|
assert restored.details["count"] == 2
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectType:
|
||||||
|
"""Tests for EffectType enum."""
|
||||||
|
|
||||||
|
def test_all_effect_types_exist(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify all expected effect types are defined.
|
||||||
|
"""
|
||||||
|
expected = [
|
||||||
|
"damage",
|
||||||
|
"heal",
|
||||||
|
"draw",
|
||||||
|
"discard",
|
||||||
|
"search",
|
||||||
|
"shuffle",
|
||||||
|
"status",
|
||||||
|
"energy",
|
||||||
|
"bench",
|
||||||
|
"modifier",
|
||||||
|
"coin_flip",
|
||||||
|
"special",
|
||||||
|
]
|
||||||
|
|
||||||
|
for effect_type in expected:
|
||||||
|
assert effect_type in [e.value for e in EffectType]
|
||||||
|
|
||||||
|
def test_effect_type_is_string(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify EffectType values are strings for JSON compatibility.
|
||||||
|
"""
|
||||||
|
assert EffectType.DAMAGE == "damage"
|
||||||
|
assert EffectType.HEAL == "heal"
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# EffectContext Tests
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectContextCreation:
|
||||||
|
"""Tests for EffectContext initialization."""
|
||||||
|
|
||||||
|
def test_basic_context_creation(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify EffectContext can be created with minimal required fields.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
rng=rng,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert ctx.game is game
|
||||||
|
assert ctx.source_player_id == "player1"
|
||||||
|
assert ctx.rng is rng
|
||||||
|
assert ctx.source_card_id is None
|
||||||
|
assert ctx.target_player_id is None
|
||||||
|
assert ctx.target_card_id is None
|
||||||
|
assert ctx.params == {}
|
||||||
|
|
||||||
|
def test_full_context_creation(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify EffectContext can be created with all optional fields.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
rng=rng,
|
||||||
|
source_card_id="pikachu-inst-1",
|
||||||
|
target_player_id="player2",
|
||||||
|
target_card_id="charmander-inst-1",
|
||||||
|
params={"amount": 30, "effect": "paralysis"},
|
||||||
|
)
|
||||||
|
|
||||||
|
assert ctx.source_card_id == "pikachu-inst-1"
|
||||||
|
assert ctx.target_player_id == "player2"
|
||||||
|
assert ctx.target_card_id == "charmander-inst-1"
|
||||||
|
assert ctx.params["amount"] == 30
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectContextPlayerAccess:
|
||||||
|
"""Tests for player access methods."""
|
||||||
|
|
||||||
|
def test_get_source_player(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_source_player returns the correct player.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
player = ctx.get_source_player()
|
||||||
|
|
||||||
|
assert player.player_id == "player1"
|
||||||
|
|
||||||
|
def test_get_target_player_when_specified(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_target_player returns the target when specified.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
target_player_id="player2",
|
||||||
|
rng=rng,
|
||||||
|
)
|
||||||
|
|
||||||
|
player = ctx.get_target_player()
|
||||||
|
|
||||||
|
assert player is not None
|
||||||
|
assert player.player_id == "player2"
|
||||||
|
|
||||||
|
def test_get_target_player_when_not_specified(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_target_player returns None when not specified.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
player = ctx.get_target_player()
|
||||||
|
|
||||||
|
assert player is None
|
||||||
|
|
||||||
|
def test_get_opponent(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_opponent returns the other player.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
opponent = ctx.get_opponent()
|
||||||
|
|
||||||
|
assert opponent.player_id == "player2"
|
||||||
|
|
||||||
|
def test_get_opponent_id(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_opponent_id returns the opponent's ID.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
opponent_id = ctx.get_opponent_id()
|
||||||
|
|
||||||
|
assert opponent_id == "player2"
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectContextCardAccess:
|
||||||
|
"""Tests for card access methods."""
|
||||||
|
|
||||||
|
def test_get_source_card(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_source_card returns the source card when specified.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
source_card_id="pikachu-inst-1",
|
||||||
|
rng=rng,
|
||||||
|
)
|
||||||
|
|
||||||
|
card = ctx.get_source_card()
|
||||||
|
|
||||||
|
assert card is not None
|
||||||
|
assert card.instance_id == "pikachu-inst-1"
|
||||||
|
|
||||||
|
def test_get_source_card_when_not_specified(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_source_card returns None when not specified.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
card = ctx.get_source_card()
|
||||||
|
|
||||||
|
assert card is None
|
||||||
|
|
||||||
|
def test_get_target_card(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_target_card returns the target card when specified.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
target_card_id="charmander-inst-1",
|
||||||
|
rng=rng,
|
||||||
|
)
|
||||||
|
|
||||||
|
card = ctx.get_target_card()
|
||||||
|
|
||||||
|
assert card is not None
|
||||||
|
assert card.instance_id == "charmander-inst-1"
|
||||||
|
|
||||||
|
def test_get_source_pokemon(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_source_pokemon returns source player's active Pokemon.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
pokemon = ctx.get_source_pokemon()
|
||||||
|
|
||||||
|
assert pokemon is not None
|
||||||
|
assert pokemon.definition_id == "pikachu-001"
|
||||||
|
|
||||||
|
def test_get_target_pokemon_with_explicit_target(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_target_pokemon returns explicit target when specified.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
target_card_id="charmander-inst-1",
|
||||||
|
rng=rng,
|
||||||
|
)
|
||||||
|
|
||||||
|
pokemon = ctx.get_target_pokemon()
|
||||||
|
|
||||||
|
assert pokemon is not None
|
||||||
|
assert pokemon.instance_id == "charmander-inst-1"
|
||||||
|
|
||||||
|
def test_get_target_pokemon_defaults_to_opponent_active(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_target_pokemon defaults to opponent's active Pokemon.
|
||||||
|
|
||||||
|
This is the common case for attack effects.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
pokemon = ctx.get_target_pokemon()
|
||||||
|
|
||||||
|
assert pokemon is not None
|
||||||
|
assert pokemon.definition_id == "charmander-001"
|
||||||
|
|
||||||
|
def test_get_card_definition(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_card_definition looks up the definition for a card.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
card = ctx.get_source_pokemon()
|
||||||
|
assert card is not None
|
||||||
|
|
||||||
|
definition = ctx.get_card_definition(card)
|
||||||
|
|
||||||
|
assert definition is not None
|
||||||
|
assert definition.name == "Pikachu"
|
||||||
|
assert definition.hp == 60
|
||||||
|
|
||||||
|
def test_find_card(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify find_card locates a card anywhere in the game.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
card, zone = ctx.find_card("pikachu-inst-1")
|
||||||
|
|
||||||
|
assert card is not None
|
||||||
|
assert zone == "active"
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectContextParameters:
|
||||||
|
"""Tests for parameter access methods."""
|
||||||
|
|
||||||
|
def test_get_param(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_param retrieves parameters.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
rng=rng,
|
||||||
|
params={"amount": 30, "status": "paralysis"},
|
||||||
|
)
|
||||||
|
|
||||||
|
assert ctx.get_param("amount") == 30
|
||||||
|
assert ctx.get_param("status") == "paralysis"
|
||||||
|
assert ctx.get_param("missing") is None
|
||||||
|
assert ctx.get_param("missing", "default") == "default"
|
||||||
|
|
||||||
|
def test_get_int_param(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_int_param retrieves and converts to int.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
rng=rng,
|
||||||
|
params={"amount": 30, "string_num": "50", "invalid": "not_a_number"},
|
||||||
|
)
|
||||||
|
|
||||||
|
assert ctx.get_int_param("amount") == 30
|
||||||
|
assert ctx.get_int_param("string_num") == 50
|
||||||
|
assert ctx.get_int_param("missing") == 0
|
||||||
|
assert ctx.get_int_param("missing", 10) == 10
|
||||||
|
assert ctx.get_int_param("invalid", 99) == 99
|
||||||
|
|
||||||
|
def test_get_str_param(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_str_param retrieves and converts to string.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
rng=rng,
|
||||||
|
params={"status": "paralysis", "count": 5},
|
||||||
|
)
|
||||||
|
|
||||||
|
assert ctx.get_str_param("status") == "paralysis"
|
||||||
|
assert ctx.get_str_param("count") == "5"
|
||||||
|
assert ctx.get_str_param("missing") == ""
|
||||||
|
assert ctx.get_str_param("missing", "default") == "default"
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectContextRandomOperations:
|
||||||
|
"""Tests for random operations through context."""
|
||||||
|
|
||||||
|
def test_flip_coin_deterministic(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify flip_coin is deterministic with seeded RNG.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng1 = SeededRandom(seed=42)
|
||||||
|
rng2 = SeededRandom(seed=42)
|
||||||
|
|
||||||
|
ctx1 = EffectContext(game=game, source_player_id="player1", rng=rng1)
|
||||||
|
ctx2 = EffectContext(game=game, source_player_id="player1", rng=rng2)
|
||||||
|
|
||||||
|
results1 = [ctx1.flip_coin() for _ in range(10)]
|
||||||
|
results2 = [ctx2.flip_coin() for _ in range(10)]
|
||||||
|
|
||||||
|
assert results1 == results2
|
||||||
|
|
||||||
|
def test_flip_coins(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify flip_coins returns correct number of results.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
results = ctx.flip_coins(5)
|
||||||
|
|
||||||
|
assert len(results) == 5
|
||||||
|
assert all(isinstance(r, bool) for r in results)
|
||||||
|
|
||||||
|
def test_count_heads(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify count_heads returns count of True values.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
# With seed 42, we should get deterministic results
|
||||||
|
heads = ctx.count_heads(10)
|
||||||
|
|
||||||
|
assert isinstance(heads, int)
|
||||||
|
assert 0 <= heads <= 10
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectContextRulesAccess:
|
||||||
|
"""Tests for rules access through context."""
|
||||||
|
|
||||||
|
def test_rules_property(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify rules property returns the game's RulesConfig.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
rules = ctx.rules
|
||||||
|
|
||||||
|
assert rules is game.rules
|
||||||
|
assert rules.energy.attachments_per_turn == 1
|
||||||
|
|
||||||
|
def test_is_first_turn(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_first_turn reflects game state.
|
||||||
|
"""
|
||||||
|
game = make_test_game()
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
ctx = EffectContext(game=game, source_player_id="player1", rng=rng)
|
||||||
|
|
||||||
|
assert ctx.is_first_turn is True
|
||||||
|
|
||||||
|
game.first_turn_completed = True
|
||||||
|
assert ctx.is_first_turn is False
|
||||||
1588
backend/tests/core/test_effects/test_handlers.py
Normal file
1588
backend/tests/core/test_effects/test_handlers.py
Normal file
File diff suppressed because it is too large
Load Diff
443
backend/tests/core/test_effects/test_registry.py
Normal file
443
backend/tests/core/test_effects/test_registry.py
Normal file
@ -0,0 +1,443 @@
|
|||||||
|
"""Tests for the effect handler registry.
|
||||||
|
|
||||||
|
These tests verify:
|
||||||
|
1. Effect handler registration via decorator
|
||||||
|
2. Effect handler registration via function
|
||||||
|
3. Effect resolution and execution
|
||||||
|
4. Error handling for unknown effects
|
||||||
|
5. Registry management functions
|
||||||
|
"""
|
||||||
|
|
||||||
|
import pytest
|
||||||
|
|
||||||
|
from app.core.config import RulesConfig
|
||||||
|
from app.core.effects.base import EffectContext, EffectResult, EffectType
|
||||||
|
from app.core.effects.registry import (
|
||||||
|
clear_registry,
|
||||||
|
effect_handler,
|
||||||
|
get_handler,
|
||||||
|
is_registered,
|
||||||
|
list_effects,
|
||||||
|
register_handler,
|
||||||
|
resolve_effect,
|
||||||
|
unregister_handler,
|
||||||
|
)
|
||||||
|
from app.core.models.card import CardDefinition, CardInstance
|
||||||
|
from app.core.models.enums import CardType, EnergyType, PokemonStage
|
||||||
|
from app.core.models.game_state import GameState, PlayerState
|
||||||
|
from app.core.rng import SeededRandom
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# Test Fixtures
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
@pytest.fixture(autouse=True)
|
||||||
|
def clean_registry():
|
||||||
|
"""Clean registry before and after each test.
|
||||||
|
|
||||||
|
This ensures tests don't interfere with each other.
|
||||||
|
"""
|
||||||
|
clear_registry()
|
||||||
|
yield
|
||||||
|
clear_registry()
|
||||||
|
|
||||||
|
|
||||||
|
def make_test_context() -> EffectContext:
|
||||||
|
"""Create a minimal EffectContext for testing."""
|
||||||
|
pikachu_def = CardDefinition(
|
||||||
|
id="pikachu-001",
|
||||||
|
name="Pikachu",
|
||||||
|
card_type=CardType.POKEMON,
|
||||||
|
stage=PokemonStage.BASIC,
|
||||||
|
hp=60,
|
||||||
|
pokemon_type=EnergyType.LIGHTNING,
|
||||||
|
)
|
||||||
|
|
||||||
|
game = GameState(
|
||||||
|
game_id="test-game",
|
||||||
|
rules=RulesConfig(),
|
||||||
|
card_registry={"pikachu-001": pikachu_def},
|
||||||
|
players={
|
||||||
|
"player1": PlayerState(player_id="player1"),
|
||||||
|
"player2": PlayerState(player_id="player2"),
|
||||||
|
},
|
||||||
|
turn_order=["player1", "player2"],
|
||||||
|
current_player_id="player1",
|
||||||
|
)
|
||||||
|
|
||||||
|
pikachu = CardInstance(instance_id="pikachu-inst-1", definition_id="pikachu-001")
|
||||||
|
game.players["player1"].active.add(pikachu)
|
||||||
|
|
||||||
|
rng = SeededRandom(seed=42)
|
||||||
|
|
||||||
|
return EffectContext(
|
||||||
|
game=game,
|
||||||
|
source_player_id="player1",
|
||||||
|
rng=rng,
|
||||||
|
params={"amount": 30},
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# Registration Tests
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectHandlerDecorator:
|
||||||
|
"""Tests for the @effect_handler decorator."""
|
||||||
|
|
||||||
|
def test_decorator_registers_handler(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify decorator adds handler to registry.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("test_effect")
|
||||||
|
def my_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Test passed")
|
||||||
|
|
||||||
|
assert is_registered("test_effect")
|
||||||
|
assert get_handler("test_effect") is my_handler
|
||||||
|
|
||||||
|
def test_decorator_preserves_function(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify decorator returns the original function.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("test_effect")
|
||||||
|
def my_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Test passed")
|
||||||
|
|
||||||
|
# The decorated function should still be callable
|
||||||
|
ctx = make_test_context()
|
||||||
|
result = my_handler(ctx)
|
||||||
|
assert result.success
|
||||||
|
|
||||||
|
def test_duplicate_registration_raises(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify registering the same effect_id twice raises ValueError.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("duplicate_effect")
|
||||||
|
def handler1(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Handler 1")
|
||||||
|
|
||||||
|
with pytest.raises(ValueError, match="already registered"):
|
||||||
|
|
||||||
|
@effect_handler("duplicate_effect")
|
||||||
|
def handler2(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Handler 2")
|
||||||
|
|
||||||
|
|
||||||
|
class TestRegisterHandler:
|
||||||
|
"""Tests for programmatic registration."""
|
||||||
|
|
||||||
|
def test_register_handler_adds_to_registry(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify register_handler adds handler to registry.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def my_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Registered")
|
||||||
|
|
||||||
|
register_handler("programmatic_effect", my_handler)
|
||||||
|
|
||||||
|
assert is_registered("programmatic_effect")
|
||||||
|
assert get_handler("programmatic_effect") is my_handler
|
||||||
|
|
||||||
|
def test_register_handler_duplicate_raises(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify registering duplicate effect_id raises ValueError.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def handler1(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Handler 1")
|
||||||
|
|
||||||
|
def handler2(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Handler 2")
|
||||||
|
|
||||||
|
register_handler("dup_effect", handler1)
|
||||||
|
|
||||||
|
with pytest.raises(ValueError, match="already registered"):
|
||||||
|
register_handler("dup_effect", handler2)
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# Resolution Tests
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
class TestResolveEffect:
|
||||||
|
"""Tests for effect resolution and execution."""
|
||||||
|
|
||||||
|
def test_resolve_effect_calls_handler(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify resolve_effect calls the registered handler.
|
||||||
|
"""
|
||||||
|
called = {"count": 0}
|
||||||
|
|
||||||
|
@effect_handler("counted_effect")
|
||||||
|
def counting_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
called["count"] += 1
|
||||||
|
return EffectResult.success_result("Called")
|
||||||
|
|
||||||
|
ctx = make_test_context()
|
||||||
|
result = resolve_effect("counted_effect", ctx)
|
||||||
|
|
||||||
|
assert result.success
|
||||||
|
assert called["count"] == 1
|
||||||
|
|
||||||
|
def test_resolve_effect_passes_context(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify resolve_effect passes the context to handler.
|
||||||
|
"""
|
||||||
|
received_amount = {"value": None}
|
||||||
|
|
||||||
|
@effect_handler("param_effect")
|
||||||
|
def param_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
received_amount["value"] = ctx.get_int_param("amount")
|
||||||
|
return EffectResult.success_result("Got params")
|
||||||
|
|
||||||
|
ctx = make_test_context()
|
||||||
|
ctx.params["amount"] = 42
|
||||||
|
resolve_effect("param_effect", ctx)
|
||||||
|
|
||||||
|
assert received_amount["value"] == 42
|
||||||
|
|
||||||
|
def test_resolve_unknown_effect_returns_failure(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify resolve_effect returns failure for unknown effect.
|
||||||
|
"""
|
||||||
|
ctx = make_test_context()
|
||||||
|
result = resolve_effect("nonexistent_effect", ctx)
|
||||||
|
|
||||||
|
assert result.success is False
|
||||||
|
assert "Unknown effect" in result.message
|
||||||
|
assert "nonexistent_effect" in result.message
|
||||||
|
|
||||||
|
def test_resolve_effect_catches_exceptions(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify resolve_effect catches handler exceptions.
|
||||||
|
|
||||||
|
This prevents a buggy handler from crashing the game.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("buggy_effect")
|
||||||
|
def buggy_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
raise RuntimeError("Intentional error")
|
||||||
|
|
||||||
|
ctx = make_test_context()
|
||||||
|
result = resolve_effect("buggy_effect", ctx)
|
||||||
|
|
||||||
|
assert result.success is False
|
||||||
|
assert "failed" in result.message
|
||||||
|
assert "Intentional error" in result.message
|
||||||
|
|
||||||
|
def test_resolve_effect_returns_handler_result(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify resolve_effect returns the handler's result.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("detailed_effect")
|
||||||
|
def detailed_handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result(
|
||||||
|
"Detailed result",
|
||||||
|
effect_type=EffectType.DAMAGE,
|
||||||
|
details={"amount": 50},
|
||||||
|
)
|
||||||
|
|
||||||
|
ctx = make_test_context()
|
||||||
|
result = resolve_effect("detailed_effect", ctx)
|
||||||
|
|
||||||
|
assert result.success
|
||||||
|
assert result.message == "Detailed result"
|
||||||
|
assert result.effect_type == EffectType.DAMAGE
|
||||||
|
assert result.details["amount"] == 50
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# Registry Management Tests
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
class TestRegistryManagement:
|
||||||
|
"""Tests for registry query and management functions."""
|
||||||
|
|
||||||
|
def test_is_registered_true(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_registered returns True for registered effects.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("registered_effect")
|
||||||
|
def handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Registered")
|
||||||
|
|
||||||
|
assert is_registered("registered_effect") is True
|
||||||
|
|
||||||
|
def test_is_registered_false(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_registered returns False for unregistered effects.
|
||||||
|
"""
|
||||||
|
assert is_registered("unregistered_effect") is False
|
||||||
|
|
||||||
|
def test_get_handler_returns_function(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_handler returns the handler function.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("get_handler_test")
|
||||||
|
def handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Got it")
|
||||||
|
|
||||||
|
retrieved = get_handler("get_handler_test")
|
||||||
|
assert retrieved is handler
|
||||||
|
|
||||||
|
def test_get_handler_returns_none_for_unknown(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify get_handler returns None for unknown effects.
|
||||||
|
"""
|
||||||
|
assert get_handler("unknown_effect") is None
|
||||||
|
|
||||||
|
def test_list_effects_returns_sorted(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify list_effects returns all registered effects sorted.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("effect_c")
|
||||||
|
def handler_c(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("C")
|
||||||
|
|
||||||
|
@effect_handler("effect_a")
|
||||||
|
def handler_a(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("A")
|
||||||
|
|
||||||
|
@effect_handler("effect_b")
|
||||||
|
def handler_b(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("B")
|
||||||
|
|
||||||
|
effects = list_effects()
|
||||||
|
|
||||||
|
assert effects == ["effect_a", "effect_b", "effect_c"]
|
||||||
|
|
||||||
|
def test_list_effects_empty_when_cleared(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify list_effects returns empty list after clear.
|
||||||
|
"""
|
||||||
|
# Registry is cleared by fixture, so should be empty
|
||||||
|
assert list_effects() == []
|
||||||
|
|
||||||
|
def test_clear_registry_removes_all(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify clear_registry removes all handlers.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("effect_1")
|
||||||
|
def handler_1(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("1")
|
||||||
|
|
||||||
|
@effect_handler("effect_2")
|
||||||
|
def handler_2(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("2")
|
||||||
|
|
||||||
|
assert len(list_effects()) == 2
|
||||||
|
|
||||||
|
clear_registry()
|
||||||
|
|
||||||
|
assert len(list_effects()) == 0
|
||||||
|
assert not is_registered("effect_1")
|
||||||
|
assert not is_registered("effect_2")
|
||||||
|
|
||||||
|
def test_unregister_handler_removes_effect(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify unregister_handler removes a specific handler.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("to_remove")
|
||||||
|
def handler(ctx: EffectContext) -> EffectResult:
|
||||||
|
return EffectResult.success_result("Remove me")
|
||||||
|
|
||||||
|
assert is_registered("to_remove")
|
||||||
|
|
||||||
|
result = unregister_handler("to_remove")
|
||||||
|
|
||||||
|
assert result is True
|
||||||
|
assert not is_registered("to_remove")
|
||||||
|
|
||||||
|
def test_unregister_handler_returns_false_for_unknown(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify unregister_handler returns False for unknown effects.
|
||||||
|
"""
|
||||||
|
result = unregister_handler("never_registered")
|
||||||
|
assert result is False
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# Integration Tests
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
|
||||||
|
class TestEffectHandlerIntegration:
|
||||||
|
"""Integration tests for realistic effect scenarios."""
|
||||||
|
|
||||||
|
def test_deal_damage_effect(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify a realistic damage-dealing effect works.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("integration_damage")
|
||||||
|
def deal_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
target = ctx.get_target_pokemon()
|
||||||
|
if target is None:
|
||||||
|
return EffectResult.failure("No target")
|
||||||
|
|
||||||
|
amount = ctx.get_int_param("amount")
|
||||||
|
target.damage += amount
|
||||||
|
|
||||||
|
return EffectResult.success_result(
|
||||||
|
f"Dealt {amount} damage",
|
||||||
|
effect_type=EffectType.DAMAGE,
|
||||||
|
details={"amount": amount, "target": target.instance_id},
|
||||||
|
)
|
||||||
|
|
||||||
|
# Set up game with target
|
||||||
|
ctx = make_test_context()
|
||||||
|
target = CardInstance(instance_id="target-inst", definition_id="pikachu-001")
|
||||||
|
ctx.game.players["player2"].active.add(target)
|
||||||
|
ctx.params["amount"] = 30
|
||||||
|
|
||||||
|
result = resolve_effect("integration_damage", ctx)
|
||||||
|
|
||||||
|
assert result.success
|
||||||
|
assert target.damage == 30
|
||||||
|
assert result.effect_type == EffectType.DAMAGE
|
||||||
|
|
||||||
|
def test_coin_flip_effect(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify a coin flip effect is deterministic with seeded RNG.
|
||||||
|
"""
|
||||||
|
|
||||||
|
@effect_handler("flip_for_damage")
|
||||||
|
def flip_damage(ctx: EffectContext) -> EffectResult:
|
||||||
|
if ctx.flip_coin():
|
||||||
|
return EffectResult.success_result(
|
||||||
|
"Heads! Effect succeeds",
|
||||||
|
effect_type=EffectType.COIN_FLIP,
|
||||||
|
details={"flip_result": "heads"},
|
||||||
|
)
|
||||||
|
else:
|
||||||
|
return EffectResult.success_result(
|
||||||
|
"Tails! Effect fails",
|
||||||
|
effect_type=EffectType.COIN_FLIP,
|
||||||
|
details={"flip_result": "tails"},
|
||||||
|
)
|
||||||
|
|
||||||
|
# Run twice with same seed - should get same result
|
||||||
|
ctx1 = make_test_context()
|
||||||
|
ctx1.rng = SeededRandom(seed=12345)
|
||||||
|
result1 = resolve_effect("flip_for_damage", ctx1)
|
||||||
|
|
||||||
|
ctx2 = make_test_context()
|
||||||
|
ctx2.rng = SeededRandom(seed=12345)
|
||||||
|
result2 = resolve_effect("flip_for_damage", ctx2)
|
||||||
|
|
||||||
|
assert result1.details["flip_result"] == result2.details["flip_result"]
|
||||||
@ -658,6 +658,103 @@ class TestCardDefinitionEnergy:
|
|||||||
assert rainbow.effect_id == "rainbow_damage"
|
assert rainbow.effect_id == "rainbow_damage"
|
||||||
|
|
||||||
|
|
||||||
|
class TestCardDefinitionHelperMethodsOnNonPokemon:
|
||||||
|
"""Tests for Pokemon-specific helper methods when called on non-Pokemon cards.
|
||||||
|
|
||||||
|
These tests verify defensive behavior when helper methods that are designed
|
||||||
|
for Pokemon cards are called on Trainer or Energy cards.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_is_basic_pokemon_returns_false_for_trainer(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_basic_pokemon returns False for Trainer cards.
|
||||||
|
|
||||||
|
Even though Trainers don't have a stage, they are not Basic Pokemon.
|
||||||
|
"""
|
||||||
|
trainer = CardDefinition(
|
||||||
|
id="potion_001",
|
||||||
|
name="Potion",
|
||||||
|
card_type=CardType.TRAINER,
|
||||||
|
trainer_type=TrainerType.ITEM,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert trainer.is_basic_pokemon() is False
|
||||||
|
|
||||||
|
def test_is_basic_pokemon_returns_false_for_energy(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_basic_pokemon returns False for Energy cards.
|
||||||
|
"""
|
||||||
|
energy = CardDefinition(
|
||||||
|
id="fire_energy_001",
|
||||||
|
name="Fire Energy",
|
||||||
|
card_type=CardType.ENERGY,
|
||||||
|
energy_type=EnergyType.FIRE,
|
||||||
|
energy_provides=[EnergyType.FIRE],
|
||||||
|
)
|
||||||
|
|
||||||
|
assert energy.is_basic_pokemon() is False
|
||||||
|
|
||||||
|
def test_is_evolution_returns_false_for_trainer(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_evolution returns False for Trainer cards.
|
||||||
|
|
||||||
|
Trainers don't evolve, so this should always be False.
|
||||||
|
"""
|
||||||
|
trainer = CardDefinition(
|
||||||
|
id="professor_001",
|
||||||
|
name="Professor Oak",
|
||||||
|
card_type=CardType.TRAINER,
|
||||||
|
trainer_type=TrainerType.SUPPORTER,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert trainer.is_evolution() is False
|
||||||
|
|
||||||
|
def test_is_evolution_returns_false_for_energy(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify is_evolution returns False for Energy cards.
|
||||||
|
"""
|
||||||
|
energy = CardDefinition(
|
||||||
|
id="lightning_energy_001",
|
||||||
|
name="Lightning Energy",
|
||||||
|
card_type=CardType.ENERGY,
|
||||||
|
energy_type=EnergyType.LIGHTNING,
|
||||||
|
energy_provides=[EnergyType.LIGHTNING],
|
||||||
|
)
|
||||||
|
|
||||||
|
assert energy.is_evolution() is False
|
||||||
|
|
||||||
|
def test_knockout_points_returns_zero_for_trainer(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify knockout_points returns 0 for Trainer cards.
|
||||||
|
|
||||||
|
Trainers can't be knocked out, so they have no knockout points.
|
||||||
|
"""
|
||||||
|
trainer = CardDefinition(
|
||||||
|
id="switch_001",
|
||||||
|
name="Switch",
|
||||||
|
card_type=CardType.TRAINER,
|
||||||
|
trainer_type=TrainerType.ITEM,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert trainer.knockout_points() == 0
|
||||||
|
|
||||||
|
def test_knockout_points_returns_zero_for_energy(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify knockout_points returns 0 for Energy cards.
|
||||||
|
|
||||||
|
Energy cards can't be knocked out.
|
||||||
|
"""
|
||||||
|
energy = CardDefinition(
|
||||||
|
id="psychic_energy_001",
|
||||||
|
name="Psychic Energy",
|
||||||
|
card_type=CardType.ENERGY,
|
||||||
|
energy_type=EnergyType.PSYCHIC,
|
||||||
|
energy_provides=[EnergyType.PSYCHIC],
|
||||||
|
)
|
||||||
|
|
||||||
|
assert energy.knockout_points() == 0
|
||||||
|
|
||||||
|
|
||||||
class TestCardDefinitionHelpers:
|
class TestCardDefinitionHelpers:
|
||||||
"""Tests for CardDefinition helper methods."""
|
"""Tests for CardDefinition helper methods."""
|
||||||
|
|
||||||
|
|||||||
@ -244,6 +244,33 @@ class TestZoneDeckOperations:
|
|||||||
assert peeked[0].instance_id == "card-3"
|
assert peeked[0].instance_id == "card-3"
|
||||||
assert peeked[1].instance_id == "card-4"
|
assert peeked[1].instance_id == "card-4"
|
||||||
|
|
||||||
|
def test_zone_peek_bottom_more_than_available(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify peek_bottom() returns all cards if count exceeds zone size.
|
||||||
|
|
||||||
|
This edge case ensures we don't crash when asking for more cards
|
||||||
|
than are available.
|
||||||
|
"""
|
||||||
|
zone = Zone()
|
||||||
|
zone.add(make_card_instance("card-1"))
|
||||||
|
zone.add(make_card_instance("card-2"))
|
||||||
|
|
||||||
|
peeked = zone.peek_bottom(10)
|
||||||
|
|
||||||
|
assert len(peeked) == 2
|
||||||
|
|
||||||
|
def test_zone_draw_bottom_from_empty(self) -> None:
|
||||||
|
"""
|
||||||
|
Verify draw_bottom() returns None when zone is empty.
|
||||||
|
|
||||||
|
Mirrors the behavior of draw() for consistency.
|
||||||
|
"""
|
||||||
|
zone = Zone()
|
||||||
|
|
||||||
|
result = zone.draw_bottom()
|
||||||
|
|
||||||
|
assert result is None
|
||||||
|
|
||||||
def test_zone_shuffle_deterministic(self) -> None:
|
def test_zone_shuffle_deterministic(self) -> None:
|
||||||
"""
|
"""
|
||||||
Verify shuffle() produces deterministic results with SeededRandom.
|
Verify shuffle() produces deterministic results with SeededRandom.
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user