SECURITY: Implement hidden information filtering to prevent cheating. - Create VisibleGameState, VisiblePlayerState, VisibleZone models - get_visible_state(game, player_id): filtered view for a player - get_spectator_state(game): filtered view for spectators Hidden Information (NEVER exposed): - Opponent's hand contents (count only) - All deck contents and order - All prize card contents - Energy deck order Public Information (always visible): - Active and benched Pokemon (full details) - Discard piles (full contents) - Energy zone (available energy) - Scores, turn info, phase - Stadium in play - 44 security-critical tests verifying no information leakage - Tests check JSON serialization for hidden card ID leaks - Also adds test for configurable burn damage Completes HIGH-008 and TEST-012 from PROJECT_PLAN.json Updates security checklist: 4/5 items now verified
799 lines
26 KiB
Python
799 lines
26 KiB
Python
"""Tests for the visibility filter module.
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This module contains SECURITY-CRITICAL tests that verify hidden information
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is never leaked to unauthorized viewers. These tests are essential for
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preventing cheating in multiplayer games.
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Test categories:
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- Own information visibility (player can see their own hand, etc.)
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- Opponent information hiding (opponent's hand, deck hidden)
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- Public information visibility (battlefield, discard, scores)
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- Spectator mode (no hands visible)
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- Edge cases and error handling
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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.models.card import CardDefinition, CardInstance
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from app.core.models.enums import (
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CardType,
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EnergyType,
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GameEndReason,
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PokemonStage,
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PokemonVariant,
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TurnPhase,
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)
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from app.core.models.game_state import ForcedAction, GameState, PlayerState
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from app.core.visibility import (
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VisibleGameState,
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get_spectator_state,
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get_visible_state,
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)
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# =============================================================================
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# Fixtures
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# =============================================================================
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@pytest.fixture
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def pokemon_def() -> CardDefinition:
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"""Create a basic Pokemon card definition."""
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return CardDefinition(
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id="pikachu-001",
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name="Pikachu",
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card_type=CardType.POKEMON,
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stage=PokemonStage.BASIC,
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variant=PokemonVariant.NORMAL,
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hp=60,
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)
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@pytest.fixture
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def energy_def() -> CardDefinition:
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"""Create a basic energy card definition."""
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return CardDefinition(
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id="lightning-energy-001",
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name="Lightning Energy",
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card_type=CardType.ENERGY,
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energy_type=EnergyType.LIGHTNING,
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)
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@pytest.fixture
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def trainer_def() -> CardDefinition:
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"""Create a trainer card definition."""
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return CardDefinition(
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id="potion-001",
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name="Potion",
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card_type=CardType.TRAINER,
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)
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@pytest.fixture
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def full_game(
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pokemon_def: CardDefinition,
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energy_def: CardDefinition,
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trainer_def: CardDefinition,
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) -> GameState:
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"""Create a full game state with cards in various zones.
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Player 1 has:
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- 3 cards in hand (including a secret trainer)
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- 1 active Pokemon
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- 2 benched Pokemon
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- 5 cards in deck
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- 3 prize cards
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- 2 cards in discard
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- 3 cards in energy deck
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- 1 card in energy zone
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Player 2 has:
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- 4 cards in hand
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- 1 active Pokemon
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- 1 benched Pokemon
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- 4 cards in deck
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- 3 prize cards
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- 1 card in discard
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- 2 cards in energy deck
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- 2 cards in energy zone
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"""
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# Create card instances for player 1
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p1_hand = [
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CardInstance(instance_id="p1-hand-0", definition_id=pokemon_def.id),
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CardInstance(instance_id="p1-hand-1", definition_id=energy_def.id),
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CardInstance(instance_id="p1-hand-2", definition_id=trainer_def.id), # Secret!
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]
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p1_active = CardInstance(instance_id="p1-active", definition_id=pokemon_def.id)
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p1_bench = [
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CardInstance(instance_id="p1-bench-0", definition_id=pokemon_def.id),
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CardInstance(instance_id="p1-bench-1", definition_id=pokemon_def.id),
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]
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p1_deck = [
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CardInstance(instance_id=f"p1-deck-{i}", definition_id=pokemon_def.id) for i in range(5)
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]
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p1_prizes = [
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CardInstance(instance_id=f"p1-prize-{i}", definition_id=pokemon_def.id) for i in range(3)
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]
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p1_discard = [
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CardInstance(instance_id="p1-discard-0", definition_id=energy_def.id),
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CardInstance(instance_id="p1-discard-1", definition_id=trainer_def.id),
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]
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p1_energy_deck = [
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CardInstance(instance_id=f"p1-energy-deck-{i}", definition_id=energy_def.id)
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for i in range(3)
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]
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p1_energy_zone = [
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CardInstance(instance_id="p1-energy-zone-0", definition_id=energy_def.id),
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]
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# Create card instances for player 2
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p2_hand = [
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CardInstance(instance_id=f"p2-hand-{i}", definition_id=pokemon_def.id) for i in range(4)
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]
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p2_active = CardInstance(instance_id="p2-active", definition_id=pokemon_def.id)
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p2_bench = [
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CardInstance(instance_id="p2-bench-0", definition_id=pokemon_def.id),
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]
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p2_deck = [
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CardInstance(instance_id=f"p2-deck-{i}", definition_id=pokemon_def.id) for i in range(4)
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]
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p2_prizes = [
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CardInstance(instance_id=f"p2-prize-{i}", definition_id=pokemon_def.id) for i in range(3)
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]
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p2_discard = [
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CardInstance(instance_id="p2-discard-0", definition_id=energy_def.id),
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]
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p2_energy_deck = [
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CardInstance(instance_id=f"p2-energy-deck-{i}", definition_id=energy_def.id)
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for i in range(2)
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]
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p2_energy_zone = [
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CardInstance(instance_id=f"p2-energy-zone-{i}", definition_id=energy_def.id)
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for i in range(2)
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]
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# Build player states
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p1 = PlayerState(player_id="player1", score=2)
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for card in p1_hand:
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p1.hand.add(card)
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p1.active.add(p1_active)
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for card in p1_bench:
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p1.bench.add(card)
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for card in p1_deck:
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p1.deck.add(card)
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for card in p1_prizes:
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p1.prizes.add(card)
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for card in p1_discard:
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p1.discard.add(card)
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for card in p1_energy_deck:
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p1.energy_deck.add(card)
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for card in p1_energy_zone:
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p1.energy_zone.add(card)
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p2 = PlayerState(player_id="player2", score=1)
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for card in p2_hand:
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p2.hand.add(card)
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p2.active.add(p2_active)
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for card in p2_bench:
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p2.bench.add(card)
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for card in p2_deck:
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p2.deck.add(card)
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for card in p2_prizes:
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p2.prizes.add(card)
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for card in p2_discard:
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p2.discard.add(card)
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for card in p2_energy_deck:
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p2.energy_deck.add(card)
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for card in p2_energy_zone:
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p2.energy_zone.add(card)
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# Build game state
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game = GameState(
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game_id="test-game",
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rules=RulesConfig(),
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card_registry={
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pokemon_def.id: pokemon_def,
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energy_def.id: energy_def,
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trainer_def.id: trainer_def,
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},
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players={"player1": p1, "player2": p2},
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current_player_id="player1",
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turn_number=3,
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phase=TurnPhase.MAIN,
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turn_order=["player1", "player2"],
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)
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return game
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# =============================================================================
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# Own Information Visibility Tests
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# =============================================================================
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class TestOwnInformationVisibility:
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"""Tests verifying players can see their own information."""
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def test_player_sees_own_hand_contents(self, full_game: GameState):
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"""
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Test that a player can see the full contents of their own hand.
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This is essential for gameplay - players must know what cards
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they can play.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.hand.count == 3
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assert len(own_state.hand.cards) == 3
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# Verify specific cards are visible
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hand_ids = [c.instance_id for c in own_state.hand.cards]
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assert "p1-hand-0" in hand_ids
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assert "p1-hand-1" in hand_ids
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assert "p1-hand-2" in hand_ids
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def test_player_sees_own_active_pokemon(self, full_game: GameState):
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"""
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Test that a player can see their own active Pokemon.
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Active Pokemon details are always public.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.active.count == 1
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assert len(own_state.active.cards) == 1
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assert own_state.active.cards[0].instance_id == "p1-active"
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def test_player_sees_own_bench(self, full_game: GameState):
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"""
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Test that a player can see their own benched Pokemon.
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Bench contents are always public.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.bench.count == 2
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assert len(own_state.bench.cards) == 2
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def test_player_sees_own_discard(self, full_game: GameState):
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"""
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Test that a player can see their own discard pile.
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Discard piles are always public.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.discard.count == 2
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assert len(own_state.discard.cards) == 2
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def test_player_sees_own_deck_count_only(self, full_game: GameState):
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"""
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Test that a player sees their deck count but not contents.
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Even your own deck order is hidden to maintain game integrity.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.deck_count == 5
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def test_player_sees_own_prize_count_only(self, full_game: GameState):
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"""
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Test that a player sees their prize count but not contents.
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Prize cards are revealed only when taken.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.prizes_count == 3
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def test_player_sees_own_energy_zone(self, full_game: GameState):
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"""
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Test that a player can see their energy zone (available energy).
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Energy zone is public - it shows what energy can be attached.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.energy_zone.count == 1
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assert len(own_state.energy_zone.cards) == 1
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def test_player_sees_own_score(self, full_game: GameState):
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"""
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Test that a player can see their own score.
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Scores are always public.
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"""
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visible = get_visible_state(full_game, "player1")
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own_state = visible.players["player1"]
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assert own_state.score == 2
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def test_is_current_player_flag(self, full_game: GameState):
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"""
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Test that is_current_player is set correctly for self.
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This flag helps the UI know which player state is "mine".
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"""
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visible = get_visible_state(full_game, "player1")
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assert visible.players["player1"].is_current_player is True
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assert visible.players["player2"].is_current_player is False
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# =============================================================================
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# Opponent Information Hiding Tests (SECURITY CRITICAL)
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# =============================================================================
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class TestOpponentInformationHiding:
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"""SECURITY CRITICAL: Tests verifying opponent information is hidden."""
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def test_opponent_hand_contents_hidden(self, full_game: GameState):
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"""
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SECURITY: Opponent's hand contents must NEVER be visible.
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This is the most critical security test. Leaking hand contents
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would allow cheating.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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# Count should be visible
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assert opponent_state.hand.count == 4
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# Contents must be empty
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assert len(opponent_state.hand.cards) == 0
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def test_opponent_hand_card_ids_not_leaked(self, full_game: GameState):
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"""
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SECURITY: Opponent's hand card IDs must not be exposed anywhere.
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Verify no hand card IDs appear in the visible state.
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"""
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visible = get_visible_state(full_game, "player1")
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# Serialize to check for any leakage
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json_str = visible.model_dump_json()
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# These are player 2's hand cards - they should not appear
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assert "p2-hand-0" not in json_str
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assert "p2-hand-1" not in json_str
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assert "p2-hand-2" not in json_str
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assert "p2-hand-3" not in json_str
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def test_opponent_deck_order_hidden(self, full_game: GameState):
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"""
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SECURITY: Opponent's deck order must not be visible.
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Only the count is allowed.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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# Only count, no card data
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assert opponent_state.deck_count == 4
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def test_opponent_deck_cards_not_leaked(self, full_game: GameState):
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"""
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SECURITY: Opponent's deck card IDs must not appear anywhere.
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"""
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visible = get_visible_state(full_game, "player1")
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json_str = visible.model_dump_json()
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# Player 2's deck cards should not appear
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for i in range(4):
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assert f"p2-deck-{i}" not in json_str
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def test_opponent_prizes_hidden(self, full_game: GameState):
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"""
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SECURITY: Opponent's prize card contents must be hidden.
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Only count is visible.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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assert opponent_state.prizes_count == 3
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def test_opponent_prize_cards_not_leaked(self, full_game: GameState):
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"""
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SECURITY: Opponent's prize card IDs must not appear anywhere.
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"""
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visible = get_visible_state(full_game, "player1")
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json_str = visible.model_dump_json()
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for i in range(3):
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assert f"p2-prize-{i}" not in json_str
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def test_opponent_energy_deck_hidden(self, full_game: GameState):
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"""
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SECURITY: Opponent's energy deck order must be hidden.
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Only count visible.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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assert opponent_state.energy_deck_count == 2
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def test_own_deck_contents_also_hidden(self, full_game: GameState):
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"""
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SECURITY: Even own deck contents are hidden (integrity).
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This prevents any deck manipulation or tracking beyond what
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cards have been seen.
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"""
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visible = get_visible_state(full_game, "player1")
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json_str = visible.model_dump_json()
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# Own deck cards should also not appear
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for i in range(5):
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assert f"p1-deck-{i}" not in json_str
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def test_own_prize_contents_hidden(self, full_game: GameState):
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"""
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SECURITY: Own prize card contents are hidden until taken.
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"""
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visible = get_visible_state(full_game, "player1")
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json_str = visible.model_dump_json()
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for i in range(3):
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assert f"p1-prize-{i}" not in json_str
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# =============================================================================
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# Public Information Tests
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# =============================================================================
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class TestPublicInformation:
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"""Tests verifying public information is correctly visible."""
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def test_opponent_active_visible(self, full_game: GameState):
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"""
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Test that opponent's active Pokemon is fully visible.
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Active Pokemon are on the battlefield - always public.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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assert opponent_state.active.count == 1
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assert len(opponent_state.active.cards) == 1
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assert opponent_state.active.cards[0].instance_id == "p2-active"
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def test_opponent_bench_visible(self, full_game: GameState):
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"""
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Test that opponent's benched Pokemon are fully visible.
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Bench is part of the battlefield - always public.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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assert opponent_state.bench.count == 1
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assert len(opponent_state.bench.cards) == 1
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assert opponent_state.bench.cards[0].instance_id == "p2-bench-0"
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def test_opponent_discard_visible(self, full_game: GameState):
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"""
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Test that opponent's discard pile is fully visible.
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Discard piles are always public knowledge.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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assert opponent_state.discard.count == 1
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assert len(opponent_state.discard.cards) == 1
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assert opponent_state.discard.cards[0].instance_id == "p2-discard-0"
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def test_opponent_energy_zone_visible(self, full_game: GameState):
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"""
|
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Test that opponent's energy zone is visible.
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Energy zone shows available energy - public information.
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"""
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visible = get_visible_state(full_game, "player1")
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opponent_state = visible.players["player2"]
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|
assert opponent_state.energy_zone.count == 2
|
|
assert len(opponent_state.energy_zone.cards) == 2
|
|
|
|
def test_opponent_score_visible(self, full_game: GameState):
|
|
"""
|
|
Test that opponent's score is visible.
|
|
|
|
Scores are always public.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
opponent_state = visible.players["player2"]
|
|
|
|
assert opponent_state.score == 1
|
|
|
|
def test_stadium_visible(self, full_game: GameState, pokemon_def: CardDefinition):
|
|
"""
|
|
Test that stadium in play is visible to all.
|
|
"""
|
|
stadium = CardInstance(instance_id="stadium-1", definition_id=pokemon_def.id)
|
|
full_game.stadium_in_play = stadium
|
|
|
|
visible = get_visible_state(full_game, "player1")
|
|
|
|
assert visible.stadium_in_play is not None
|
|
assert visible.stadium_in_play.instance_id == "stadium-1"
|
|
|
|
def test_card_registry_included(self, full_game: GameState):
|
|
"""
|
|
Test that card registry is included for display purposes.
|
|
|
|
Clients need card definitions to render cards properly.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
|
|
assert len(visible.card_registry) == 3
|
|
assert "pikachu-001" in visible.card_registry
|
|
assert "lightning-energy-001" in visible.card_registry
|
|
assert "potion-001" in visible.card_registry
|
|
|
|
|
|
# =============================================================================
|
|
# Game State Information Tests
|
|
# =============================================================================
|
|
|
|
|
|
class TestGameStateInformation:
|
|
"""Tests for game-level visible information."""
|
|
|
|
def test_game_id_visible(self, full_game: GameState):
|
|
"""
|
|
Test that game ID is included.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
assert visible.game_id == "test-game"
|
|
|
|
def test_viewer_id_set(self, full_game: GameState):
|
|
"""
|
|
Test that viewer_id identifies who the view is for.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
assert visible.viewer_id == "player1"
|
|
|
|
def test_current_player_visible(self, full_game: GameState):
|
|
"""
|
|
Test that current player is visible.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
assert visible.current_player_id == "player1"
|
|
|
|
def test_turn_number_visible(self, full_game: GameState):
|
|
"""
|
|
Test that turn number is visible.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
assert visible.turn_number == 3
|
|
|
|
def test_phase_visible(self, full_game: GameState):
|
|
"""
|
|
Test that current phase is visible.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
assert visible.phase == TurnPhase.MAIN
|
|
|
|
def test_is_my_turn_flag(self, full_game: GameState):
|
|
"""
|
|
Test that is_my_turn is correctly set.
|
|
"""
|
|
visible_p1 = get_visible_state(full_game, "player1")
|
|
visible_p2 = get_visible_state(full_game, "player2")
|
|
|
|
assert visible_p1.is_my_turn is True
|
|
assert visible_p2.is_my_turn is False
|
|
|
|
def test_winner_visible_when_game_over(self, full_game: GameState):
|
|
"""
|
|
Test that winner is visible when game ends.
|
|
"""
|
|
full_game.winner_id = "player1"
|
|
full_game.end_reason = GameEndReason.PRIZES_TAKEN
|
|
|
|
visible = get_visible_state(full_game, "player2")
|
|
|
|
assert visible.winner_id == "player1"
|
|
assert visible.end_reason == GameEndReason.PRIZES_TAKEN
|
|
|
|
def test_forced_action_visible(self, full_game: GameState):
|
|
"""
|
|
Test that forced action information is visible.
|
|
|
|
Both players need to know when a forced action is pending.
|
|
"""
|
|
full_game.forced_action = ForcedAction(
|
|
player_id="player1",
|
|
action_type="select_active",
|
|
reason="Your active Pokemon was knocked out.",
|
|
)
|
|
|
|
visible = get_visible_state(full_game, "player2")
|
|
|
|
assert visible.forced_action_player == "player1"
|
|
assert visible.forced_action_type == "select_active"
|
|
assert visible.forced_action_reason == "Your active Pokemon was knocked out."
|
|
|
|
|
|
# =============================================================================
|
|
# Spectator Mode Tests
|
|
# =============================================================================
|
|
|
|
|
|
class TestSpectatorMode:
|
|
"""Tests for spectator view (no hands visible)."""
|
|
|
|
def test_spectator_sees_no_hands(self, full_game: GameState):
|
|
"""
|
|
Test that spectators cannot see any player's hand.
|
|
"""
|
|
visible = get_spectator_state(full_game)
|
|
|
|
# Both hands should show count only
|
|
assert visible.players["player1"].hand.count == 3
|
|
assert len(visible.players["player1"].hand.cards) == 0
|
|
|
|
assert visible.players["player2"].hand.count == 4
|
|
assert len(visible.players["player2"].hand.cards) == 0
|
|
|
|
def test_spectator_sees_battlefield(self, full_game: GameState):
|
|
"""
|
|
Test that spectators can see all battlefield information.
|
|
"""
|
|
visible = get_spectator_state(full_game)
|
|
|
|
# Active Pokemon visible
|
|
assert len(visible.players["player1"].active.cards) == 1
|
|
assert len(visible.players["player2"].active.cards) == 1
|
|
|
|
# Bench visible
|
|
assert len(visible.players["player1"].bench.cards) == 2
|
|
assert len(visible.players["player2"].bench.cards) == 1
|
|
|
|
# Discard visible
|
|
assert len(visible.players["player1"].discard.cards) == 2
|
|
assert len(visible.players["player2"].discard.cards) == 1
|
|
|
|
def test_spectator_is_not_current_player(self, full_game: GameState):
|
|
"""
|
|
Test that spectator is never marked as current player.
|
|
"""
|
|
visible = get_spectator_state(full_game)
|
|
|
|
assert visible.is_my_turn is False
|
|
assert visible.players["player1"].is_current_player is False
|
|
assert visible.players["player2"].is_current_player is False
|
|
|
|
def test_spectator_viewer_id(self, full_game: GameState):
|
|
"""
|
|
Test that spectator has special viewer ID.
|
|
"""
|
|
visible = get_spectator_state(full_game)
|
|
assert visible.viewer_id == "__spectator__"
|
|
|
|
|
|
# =============================================================================
|
|
# Edge Cases and Error Handling
|
|
# =============================================================================
|
|
|
|
|
|
class TestEdgeCases:
|
|
"""Tests for edge cases and error handling."""
|
|
|
|
def test_invalid_viewer_raises_error(self, full_game: GameState):
|
|
"""
|
|
Test that requesting view for non-existent player raises error.
|
|
"""
|
|
with pytest.raises(ValueError) as exc_info:
|
|
get_visible_state(full_game, "nonexistent")
|
|
|
|
assert "nonexistent" in str(exc_info.value)
|
|
assert "not a player" in str(exc_info.value)
|
|
|
|
def test_empty_zones_handled(self):
|
|
"""
|
|
Test that empty zones are handled correctly.
|
|
"""
|
|
game = GameState(
|
|
game_id="empty-game",
|
|
players={
|
|
"player1": PlayerState(player_id="player1"),
|
|
"player2": PlayerState(player_id="player2"),
|
|
},
|
|
current_player_id="player1",
|
|
turn_order=["player1", "player2"],
|
|
)
|
|
|
|
visible = get_visible_state(game, "player1")
|
|
|
|
assert visible.players["player1"].hand.count == 0
|
|
assert visible.players["player1"].deck_count == 0
|
|
assert visible.players["player1"].active.count == 0
|
|
|
|
def test_no_stadium_in_play(self, full_game: GameState):
|
|
"""
|
|
Test that missing stadium is handled correctly.
|
|
"""
|
|
full_game.stadium_in_play = None
|
|
|
|
visible = get_visible_state(full_game, "player1")
|
|
|
|
assert visible.stadium_in_play is None
|
|
|
|
def test_no_forced_action(self, full_game: GameState):
|
|
"""
|
|
Test that missing forced action is handled correctly.
|
|
"""
|
|
full_game.forced_action = None
|
|
|
|
visible = get_visible_state(full_game, "player1")
|
|
|
|
assert visible.forced_action_player is None
|
|
assert visible.forced_action_type is None
|
|
assert visible.forced_action_reason is None
|
|
|
|
def test_gx_vstar_flags_visible(self, full_game: GameState):
|
|
"""
|
|
Test that GX/VSTAR usage flags are visible.
|
|
|
|
These are public - opponents need to know if you've used
|
|
your once-per-game abilities.
|
|
"""
|
|
full_game.players["player1"].gx_attack_used = True
|
|
full_game.players["player2"].vstar_power_used = True
|
|
|
|
visible = get_visible_state(full_game, "player1")
|
|
|
|
assert visible.players["player1"].gx_attack_used is True
|
|
assert visible.players["player2"].vstar_power_used is True
|
|
|
|
|
|
# =============================================================================
|
|
# Serialization Tests
|
|
# =============================================================================
|
|
|
|
|
|
class TestSerialization:
|
|
"""Tests verifying visible state serializes correctly."""
|
|
|
|
def test_visible_state_serializes_to_json(self, full_game: GameState):
|
|
"""
|
|
Test that VisibleGameState can be serialized to JSON.
|
|
|
|
This is essential for sending to clients over WebSocket.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
|
|
# Should not raise
|
|
json_str = visible.model_dump_json()
|
|
|
|
assert isinstance(json_str, str)
|
|
assert len(json_str) > 0
|
|
|
|
def test_visible_state_roundtrips(self, full_game: GameState):
|
|
"""
|
|
Test that VisibleGameState can be deserialized from JSON.
|
|
"""
|
|
visible = get_visible_state(full_game, "player1")
|
|
json_str = visible.model_dump_json()
|
|
|
|
# Should not raise
|
|
restored = VisibleGameState.model_validate_json(json_str)
|
|
|
|
assert restored.game_id == visible.game_id
|
|
assert restored.viewer_id == visible.viewer_id
|
|
assert restored.turn_number == visible.turn_number
|