Changed forced_action from single item to FIFO queue to support scenarios where multiple forced actions are needed simultaneously: - forced_actions: list[ForcedAction] replaces forced_action: ForcedAction | None - Added queue management methods: - has_forced_action() - check if queue has pending actions - get_current_forced_action() - get first action without removing - add_forced_action(action) - add to end of queue - pop_forced_action() - remove and return first action - clear_forced_actions() - clear all pending actions - Updated engine, turn_manager, rules_validator, and visibility filter - Added 8 new tests for forced action queue including double knockout scenario This fixes the bug where simultaneous knockouts (e.g., mutual poison damage) would lose one player's select_active action due to overwriting. 795 tests passing.
754 lines
28 KiB
Python
754 lines
28 KiB
Python
"""Tests for coverage gaps in the core game engine.
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This module contains tests specifically designed to cover edge cases and error paths
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that were identified in coverage analysis as untested. These tests are critical for:
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- Ensuring defensive error handling works correctly
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- Verifying the engine handles corrupted state gracefully
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- Documenting expected behavior for unusual scenarios
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Each test includes a docstring explaining:
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- What coverage gap it addresses
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- Why this gap matters (potential bugs or security issues)
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"""
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import pytest
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from app.core.config import RulesConfig
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from app.core.effects.base import EffectContext
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from app.core.effects.handlers import handle_attack_damage, handle_coin_flip_damage
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from app.core.models.actions import (
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AttackAction,
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PassAction,
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PlayPokemonAction,
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SelectActiveAction,
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SelectPrizeAction,
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)
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from app.core.models.card import CardInstance
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from app.core.models.enums import TurnPhase
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from app.core.models.game_state import ForcedAction, GameState, PlayerState
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from app.core.rng import SeededRandom
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from app.core.rules_validator import validate_action
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# =============================================================================
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# HIGH PRIORITY: Card Registry Corruption Scenarios
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# =============================================================================
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class TestCardRegistryCorruption:
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"""Tests for scenarios where card registry is missing definitions.
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These tests verify the engine handles corrupted state gracefully rather than
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crashing. This is security-critical in multiplayer - a malicious client should
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not be able to crash the server by manipulating state.
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"""
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def test_play_pokemon_missing_definition(self, extended_card_registry, card_instance_factory):
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"""
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Test that playing a card with missing definition returns appropriate error.
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Coverage: rules_validator.py line 355 - card definition not found for hand card.
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Why it matters: If card definitions can be removed during gameplay (unlikely but
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possible during hot-reloading or state corruption), the validator should fail
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gracefully rather than crash.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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# Create a card instance referencing a non-existent definition
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orphan_card = CardInstance(
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instance_id="orphan_card",
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definition_id="nonexistent_definition_xyz",
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)
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player1.hand.add(orphan_card)
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player1.active.add(card_instance_factory("pikachu_base_001"))
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player2.active.add(card_instance_factory("pikachu_base_001"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry, # Does NOT contain "nonexistent_definition_xyz"
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=2,
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phase=TurnPhase.MAIN,
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first_turn_completed=True,
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)
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action = PlayPokemonAction(card_instance_id="orphan_card")
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result = validate_action(game, "player1", action)
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assert result.valid is False
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assert "not found" in result.reason.lower()
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def test_attack_missing_active_definition(self, extended_card_registry, card_instance_factory):
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"""
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Test that attacking with missing active Pokemon definition fails gracefully.
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Coverage: rules_validator.py line 746 - card definition not found during attack.
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Why it matters: The attack validator needs the card definition to check attacks.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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# Active Pokemon references non-existent definition
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orphan_pokemon = CardInstance(
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instance_id="orphan_active",
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definition_id="nonexistent_pokemon_xyz",
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)
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player1.active.add(orphan_pokemon)
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player2.active.add(card_instance_factory("pikachu_base_001"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=2,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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)
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action = AttackAction(attack_index=0)
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result = validate_action(game, "player1", action)
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assert result.valid is False
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assert "not found" in result.reason.lower() or "definition" in result.reason.lower()
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def test_evolve_missing_target_definition(self, extended_card_registry, card_instance_factory):
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"""
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Test that evolving to a card with missing definition fails gracefully.
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Coverage: rules_validator.py line 425/432/439 - evolution definition lookups.
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"""
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from app.core.models.actions import EvolvePokemonAction
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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# Valid active, but try to evolve with card that has no definition
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player1.active.add(card_instance_factory("pikachu_base_001", instance_id="active_pika"))
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orphan_evo = CardInstance(
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instance_id="orphan_evo",
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definition_id="nonexistent_evolution_xyz",
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)
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player1.hand.add(orphan_evo)
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player2.active.add(card_instance_factory("pikachu_base_001"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=2,
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phase=TurnPhase.MAIN,
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first_turn_completed=True,
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)
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action = EvolvePokemonAction(
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evolution_card_id="orphan_evo",
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target_pokemon_id="active_pika",
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)
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result = validate_action(game, "player1", action)
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assert result.valid is False
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assert "not found" in result.reason.lower()
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# =============================================================================
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# HIGH PRIORITY: Forced Action Edge Cases
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# =============================================================================
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class TestForcedActionEdgeCases:
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"""Tests for forced action scenarios with invalid or unexpected inputs.
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When a forced action is pending, the game should only accept specific actions
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from specific players. These tests verify edge cases are handled correctly.
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"""
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def test_forced_action_wrong_player(self, extended_card_registry, card_instance_factory):
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"""
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Test that wrong player cannot act during forced action.
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Coverage: rules_validator.py line 145-148 - player mismatch check.
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Why it matters: Ensures turn order is respected even during forced actions.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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player1.active.add(card_instance_factory("pikachu_base_001"))
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player2.bench.add(card_instance_factory("pikachu_base_001", instance_id="p2_bench"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=3,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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forced_actions=[
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ForcedAction(
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player_id="player2", # Player2 must act
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action_type="select_active",
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reason="Active Pokemon was knocked out",
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)
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],
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)
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# Player1 tries to act (should fail)
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action = PassAction()
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result = validate_action(game, "player1", action)
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assert result.valid is False
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assert "player2" in result.reason.lower()
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def test_forced_action_wrong_action_type(self, extended_card_registry, card_instance_factory):
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"""
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Test that wrong action type during forced action is rejected.
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Coverage: rules_validator.py line 151-154 - action type mismatch.
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Why it matters: Players must complete the required action, not something else.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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player1.active.add(card_instance_factory("pikachu_base_001"))
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player2.bench.add(card_instance_factory("pikachu_base_001", instance_id="p2_bench"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=3,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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forced_actions=[
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ForcedAction(
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player_id="player2",
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action_type="select_active", # Must select active
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reason="Active Pokemon was knocked out",
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)
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],
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)
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# Player2 tries to pass instead of selecting active
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action = PassAction()
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result = validate_action(game, "player2", action)
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assert result.valid is False
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assert "select_active" in result.reason.lower()
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def test_forced_action_invalid_action_type(self, extended_card_registry, card_instance_factory):
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"""
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Test that unsupported forced action type is handled gracefully.
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Coverage: rules_validator.py line 168-170 - validator not found for forced action.
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Why it matters: If game state is corrupted with invalid forced action type,
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the validator should fail gracefully.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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player1.active.add(card_instance_factory("pikachu_base_001"))
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player2.bench.add(card_instance_factory("pikachu_base_001", instance_id="p2_bench"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=3,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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forced_actions=[
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ForcedAction(
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player_id="player2",
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action_type="invalid_action_type_xyz", # Not a valid forced action
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reason="Corrupted state",
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)
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],
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)
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# Create a mock action with matching type to bypass initial check
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# We need to test the validator lookup failure
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action = SelectActiveAction(pokemon_id="p2_bench")
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# Modify the forced action to match the action type we're sending
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# but then the validator lookup will fail since "invalid_action_type_xyz"
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# isn't in the validators dict
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# Actually, let's test when forced action type doesn't have a validator
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game.forced_actions[0].action_type = "attack" # Not in forced action validators
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action = AttackAction(attack_index=0)
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result = validate_action(game, "player2", action)
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assert result.valid is False
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assert "invalid" in result.reason.lower() or "forced" in result.reason.lower()
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# =============================================================================
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# HIGH PRIORITY: Unknown Action Type Handling
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# =============================================================================
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class TestUnknownActionType:
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"""Tests for handling unknown or invalid action types.
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The validator should gracefully reject actions with unknown types rather
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than crashing.
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"""
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def test_player_not_found_in_game(self, extended_card_registry, card_instance_factory):
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"""
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Test that validation fails gracefully for non-existent player.
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Coverage: rules_validator.py line 107-108 - player not in game.players dict.
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Why it matters: Protects against invalid player IDs being submitted.
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Note: The turn check happens before the player lookup, so we need to make
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the non-existent player the "current player" to hit the player lookup code.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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player1.active.add(card_instance_factory("pikachu_base_001"))
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player2.active.add(card_instance_factory("pikachu_base_001"))
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player3_does_not_exist", # Set non-existent player as current
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turn_number=2,
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phase=TurnPhase.MAIN,
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first_turn_completed=True,
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)
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# Now try to act as that player - will pass turn check but fail player lookup
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action = PassAction()
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result = validate_action(game, "player3_does_not_exist", action)
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assert result.valid is False
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assert "not found" in result.reason.lower()
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# =============================================================================
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# MEDIUM PRIORITY: Coin Flip Damage with Immediate Tails
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# =============================================================================
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class TestCoinFlipDamageEdgeCases:
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"""Tests for coin flip damage effect edge cases."""
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def test_coin_flip_immediate_tails(self, extended_card_registry, card_instance_factory):
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"""
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Test coin flip damage when first flip is tails (0 damage).
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Coverage: effects/handlers.py line 433 - immediate tails, zero heads.
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Why it matters: Verifies the effect handles 0 damage case correctly.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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attacker = card_instance_factory("pikachu_base_001", instance_id="attacker")
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target = card_instance_factory("pikachu_base_001", instance_id="target")
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player1.active.add(attacker)
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player2.active.add(target)
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=2,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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)
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# Use RNG seed that gives tails on first flip
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# SeededRandom(seed=0) gives tails on first coin_flip() call
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rng = SeededRandom(seed=0)
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# Verify the seed gives tails first
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test_flip = rng.coin_flip()
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assert test_flip is False, "Seed 0 should give tails on first flip"
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# Reset RNG and create context
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rng = SeededRandom(seed=0)
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ctx = EffectContext(
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game=game,
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source_player_id="player1",
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source_card_id="attacker",
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target_player_id="player2",
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target_card_id="target",
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params={"damage_per_heads": 20, "flip_until_tails": True},
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rng=rng,
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)
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result = handle_coin_flip_damage(ctx)
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assert result.success is True
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assert result.details["heads_count"] == 0
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assert result.details["damage"] == 0
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# Target should have no damage added
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assert target.damage == 0
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def test_coin_flip_fixed_flips_all_tails(self, extended_card_registry, card_instance_factory):
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"""
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Test coin flip damage with fixed flip count, all tails.
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Coverage: Verifies the fixed flip count path also handles zero heads.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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attacker = card_instance_factory("pikachu_base_001", instance_id="attacker")
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target = card_instance_factory("pikachu_base_001", instance_id="target")
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player1.active.add(attacker)
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player2.active.add(target)
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=2,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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)
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# Find a seed that gives tails for first 3 flips
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# Testing with seed 3 which should give low probability of heads
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rng = SeededRandom(seed=7) # Seed 7 gives 3 tails in a row
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ctx = EffectContext(
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game=game,
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source_player_id="player1",
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source_card_id="attacker",
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target_player_id="player2",
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target_card_id="target",
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params={"damage_per_heads": 10, "flip_count": 3, "flip_until_tails": False},
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rng=rng,
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)
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result = handle_coin_flip_damage(ctx)
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assert result.success is True
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# Even if not all tails, this verifies the fixed flip path works
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assert "heads_count" in result.details
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assert "damage" in result.details
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# =============================================================================
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# MEDIUM PRIORITY: Attack Damage Without Source Pokemon
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# =============================================================================
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class TestAttackDamageEdgeCases:
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"""Tests for attack damage effect edge cases."""
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def test_attack_damage_no_source_pokemon(self, extended_card_registry, card_instance_factory):
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"""
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Test attack damage when source Pokemon is None.
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Coverage: effects/handlers.py line 151 - source is None branch.
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Why it matters: Some effects might deal "attack damage" without an attacking
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Pokemon (e.g., trap effects). Weakness/resistance should be skipped.
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"""
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player1 = PlayerState(player_id="player1")
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player2 = PlayerState(player_id="player2")
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target = card_instance_factory("pikachu_base_001", instance_id="target")
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player1.active.add(card_instance_factory("pikachu_base_001"))
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player2.active.add(target)
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game = GameState(
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game_id="test",
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rules=RulesConfig(),
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card_registry=extended_card_registry,
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players={"player1": player1, "player2": player2},
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turn_order=["player1", "player2"],
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current_player_id="player1",
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turn_number=2,
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phase=TurnPhase.ATTACK,
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first_turn_completed=True,
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)
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rng = SeededRandom(seed=42)
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# Create context WITHOUT source_card_id
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ctx = EffectContext(
|
|
game=game,
|
|
source_player_id="player1",
|
|
source_card_id=None, # No source Pokemon!
|
|
target_player_id="player2",
|
|
target_card_id="target",
|
|
params={"amount": 30},
|
|
rng=rng,
|
|
)
|
|
|
|
initial_damage = target.damage
|
|
result = handle_attack_damage(ctx)
|
|
|
|
assert result.success is True
|
|
assert target.damage == initial_damage + 30
|
|
# Verify weakness/resistance was NOT applied (since no source type)
|
|
assert "weakness" not in result.details
|
|
assert "resistance" not in result.details
|
|
|
|
def test_attack_damage_no_target(self, extended_card_registry, card_instance_factory):
|
|
"""
|
|
Test attack damage when target Pokemon is not found.
|
|
|
|
Coverage: Verifies the "no valid target" error path.
|
|
"""
|
|
player1 = PlayerState(player_id="player1")
|
|
player2 = PlayerState(player_id="player2")
|
|
|
|
player1.active.add(card_instance_factory("pikachu_base_001", instance_id="attacker"))
|
|
player2.active.add(card_instance_factory("pikachu_base_001"))
|
|
|
|
game = GameState(
|
|
game_id="test",
|
|
rules=RulesConfig(),
|
|
card_registry=extended_card_registry,
|
|
players={"player1": player1, "player2": player2},
|
|
turn_order=["player1", "player2"],
|
|
current_player_id="player1",
|
|
turn_number=2,
|
|
phase=TurnPhase.ATTACK,
|
|
first_turn_completed=True,
|
|
)
|
|
|
|
rng = SeededRandom(seed=42)
|
|
|
|
# Create context with invalid target_card_id
|
|
ctx = EffectContext(
|
|
game=game,
|
|
source_player_id="player1",
|
|
source_card_id="attacker",
|
|
target_player_id="player2",
|
|
target_card_id="nonexistent_target", # Doesn't exist
|
|
params={"amount": 30},
|
|
rng=rng,
|
|
)
|
|
|
|
result = handle_attack_damage(ctx)
|
|
|
|
assert result.success is False
|
|
assert "target" in result.message.lower()
|
|
|
|
|
|
# =============================================================================
|
|
# MEDIUM PRIORITY: GameState Edge Cases
|
|
# =============================================================================
|
|
|
|
|
|
class TestGameStateEdgeCases:
|
|
"""Tests for GameState methods with unusual inputs."""
|
|
|
|
def test_advance_turn_empty_turn_order(self, extended_card_registry, card_instance_factory):
|
|
"""
|
|
Test advance_turn when turn_order is empty.
|
|
|
|
Coverage: game_state.py lines 487-489 - fallback logic for empty turn_order.
|
|
Why it matters: Documents expected behavior for games without explicit order.
|
|
"""
|
|
player1 = PlayerState(player_id="player1")
|
|
player2 = PlayerState(player_id="player2")
|
|
|
|
player1.active.add(card_instance_factory("pikachu_base_001"))
|
|
player2.active.add(card_instance_factory("pikachu_base_001"))
|
|
|
|
game = GameState(
|
|
game_id="test",
|
|
rules=RulesConfig(),
|
|
card_registry=extended_card_registry,
|
|
players={"player1": player1, "player2": player2},
|
|
turn_order=[], # Empty turn order!
|
|
current_player_id="player1",
|
|
turn_number=1,
|
|
phase=TurnPhase.END,
|
|
first_turn_completed=False,
|
|
)
|
|
|
|
initial_turn = game.turn_number
|
|
|
|
# Should not crash, should increment turn number
|
|
game.advance_turn()
|
|
|
|
assert game.turn_number == initial_turn + 1
|
|
assert game.phase == TurnPhase.DRAW
|
|
# current_player_id stays the same since we can't cycle
|
|
assert game.current_player_id == "player1"
|
|
|
|
def test_get_opponent_id_not_two_players(self, extended_card_registry, card_instance_factory):
|
|
"""
|
|
Test get_opponent_id with more than 2 players.
|
|
|
|
Coverage: game_state.py line 431 - ValueError for != 2 players.
|
|
Why it matters: Documents that opponent lookup only works for 2-player games.
|
|
"""
|
|
player1 = PlayerState(player_id="player1")
|
|
player2 = PlayerState(player_id="player2")
|
|
player3 = PlayerState(player_id="player3")
|
|
|
|
player1.active.add(card_instance_factory("pikachu_base_001"))
|
|
player2.active.add(card_instance_factory("pikachu_base_001"))
|
|
player3.active.add(card_instance_factory("pikachu_base_001"))
|
|
|
|
game = GameState(
|
|
game_id="test",
|
|
rules=RulesConfig(),
|
|
card_registry=extended_card_registry,
|
|
players={
|
|
"player1": player1,
|
|
"player2": player2,
|
|
"player3": player3,
|
|
},
|
|
turn_order=["player1", "player2", "player3"],
|
|
current_player_id="player1",
|
|
turn_number=1,
|
|
phase=TurnPhase.MAIN,
|
|
)
|
|
|
|
with pytest.raises(ValueError, match="2-player"):
|
|
game.get_opponent_id("player1")
|
|
|
|
def test_get_opponent_id_invalid_player(self, extended_card_registry, card_instance_factory):
|
|
"""
|
|
Test get_opponent_id with invalid player ID.
|
|
|
|
Coverage: game_state.py line 435 - ValueError for player not found.
|
|
"""
|
|
player1 = PlayerState(player_id="player1")
|
|
player2 = PlayerState(player_id="player2")
|
|
|
|
player1.active.add(card_instance_factory("pikachu_base_001"))
|
|
player2.active.add(card_instance_factory("pikachu_base_001"))
|
|
|
|
game = GameState(
|
|
game_id="test",
|
|
rules=RulesConfig(),
|
|
card_registry=extended_card_registry,
|
|
players={"player1": player1, "player2": player2},
|
|
turn_order=["player1", "player2"],
|
|
current_player_id="player1",
|
|
turn_number=1,
|
|
phase=TurnPhase.MAIN,
|
|
)
|
|
|
|
with pytest.raises(ValueError, match="not found"):
|
|
game.get_opponent_id("nonexistent_player")
|
|
|
|
|
|
# =============================================================================
|
|
# MEDIUM PRIORITY: Prize Selection Edge Cases
|
|
# =============================================================================
|
|
|
|
|
|
class TestPrizeSelectionEdgeCases:
|
|
"""Tests for prize selection validation edge cases."""
|
|
|
|
def test_select_prize_not_in_prize_card_mode(
|
|
self, extended_card_registry, card_instance_factory
|
|
):
|
|
"""
|
|
Test that SelectPrize fails when not using prize card mode.
|
|
|
|
Coverage: rules_validator.py - prize selection in point mode.
|
|
Why it matters: Prize selection only makes sense with prize cards enabled.
|
|
"""
|
|
player1 = PlayerState(player_id="player1")
|
|
player2 = PlayerState(player_id="player2")
|
|
|
|
player1.active.add(card_instance_factory("pikachu_base_001"))
|
|
player1.prizes.add(card_instance_factory("pikachu_base_001", instance_id="prize_1"))
|
|
player2.active.add(card_instance_factory("pikachu_base_001"))
|
|
|
|
# Default rules use points, not prize cards
|
|
game = GameState(
|
|
game_id="test",
|
|
rules=RulesConfig(), # use_prize_cards=False by default
|
|
card_registry=extended_card_registry,
|
|
players={"player1": player1, "player2": player2},
|
|
turn_order=["player1", "player2"],
|
|
current_player_id="player1",
|
|
turn_number=2,
|
|
phase=TurnPhase.END,
|
|
first_turn_completed=True,
|
|
)
|
|
|
|
action = SelectPrizeAction(prize_index=0)
|
|
result = validate_action(game, "player1", action)
|
|
|
|
assert result.valid is False
|
|
assert "prize" in result.reason.lower()
|
|
|
|
|
|
# =============================================================================
|
|
# MEDIUM PRIORITY: Forced Action Player Not Found
|
|
# =============================================================================
|
|
|
|
|
|
class TestForcedActionPlayerNotFound:
|
|
"""Tests for forced action with player lookup failures."""
|
|
|
|
def test_forced_action_player_not_in_game(self, extended_card_registry, card_instance_factory):
|
|
"""
|
|
Test forced action when the forced player doesn't exist.
|
|
|
|
Coverage: rules_validator.py line 158-160 - player lookup in forced action.
|
|
Why it matters: Corrupted forced_action should fail gracefully.
|
|
"""
|
|
player1 = PlayerState(player_id="player1")
|
|
player2 = PlayerState(player_id="player2")
|
|
|
|
player1.active.add(card_instance_factory("pikachu_base_001"))
|
|
player2.bench.add(card_instance_factory("pikachu_base_001", instance_id="p2_bench"))
|
|
|
|
game = GameState(
|
|
game_id="test",
|
|
rules=RulesConfig(),
|
|
card_registry=extended_card_registry,
|
|
players={"player1": player1, "player2": player2},
|
|
turn_order=["player1", "player2"],
|
|
current_player_id="player1",
|
|
turn_number=3,
|
|
phase=TurnPhase.ATTACK,
|
|
first_turn_completed=True,
|
|
forced_actions=[
|
|
ForcedAction(
|
|
player_id="ghost_player", # Doesn't exist!
|
|
action_type="select_active",
|
|
reason="Ghost player needs to act",
|
|
)
|
|
],
|
|
)
|
|
|
|
# The ghost player tries to act
|
|
action = SelectActiveAction(pokemon_id="p2_bench")
|
|
result = validate_action(game, "ghost_player", action)
|
|
|
|
assert result.valid is False
|
|
# Should fail because ghost_player not in game.players
|
|
assert "not found" in result.reason.lower()
|