- Add attack_coin_status effect handler for coin-flip status conditions (e.g., Thunder Shock paralysis on heads) - Create comprehensive engine_validation.py script (~1250 lines) that validates game engine behavior with 29 test cases: - Illegal moves (attack without energy, wrong turn, evolution rules) - Energy mechanics (attachment limits, cost validation) - Weakness calculation (+20 additive mode) - Status conditions (paralysis blocks actions, poison damage) - Knockout flow (points, forced actions, state cleanup) - Win conditions (4 points triggers game over) - Update game_walkthrough.py Thunder Shock to use new effect handler - Interactive prompts between sections (Enter to continue, q to quit) - Uses seed=42 for deterministic, reproducible coin flips Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
1260 lines
45 KiB
Python
1260 lines
45 KiB
Python
#!/usr/bin/env python
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"""Engine validation script - reproducible walkthrough of game engine validation.
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Usage:
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cd backend && uv run python references/engine_validation.py
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This script demonstrates both successful operations and rejected illegal moves,
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validating that the game engine correctly enforces rules. Uses seed=42 for
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deterministic coin flips, ensuring reproducible results.
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Press Enter to continue through each step, or 'q' to quit.
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Validation Scenarios:
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1. Setup - Create game with stacked decks
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2. Illegal Moves - Verify rejected actions with clear error messages
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3. Energy Mechanics - Attachment and attack cost validation
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4. Weakness Demo - Additive +20 weakness calculation
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5. Status Conditions - Paralysis and Poison effects
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6. Knockout Flow - Points, forced actions, and state cleanup
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7. Win Condition - Game ends at 4 points
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"""
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# =============================================================================
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# PATH SETUP
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# =============================================================================
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import sys
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from pathlib import Path
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backend_dir = Path(__file__).resolve().parent.parent
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if str(backend_dir) not in sys.path:
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sys.path.insert(0, str(backend_dir))
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# =============================================================================
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# IMPORTS
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# =============================================================================
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import asyncio
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# Register effect handlers
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import app.core.effects.handlers # noqa: F401
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from app.core import (
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CardType,
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EnergyType,
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GameEngine,
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GameState,
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PokemonStage,
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RulesConfig,
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TurnPhase,
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create_rng,
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)
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from app.core.enums import ModifierMode, StatusCondition
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from app.core.models import (
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AttachEnergyAction,
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Attack,
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AttackAction,
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CardDefinition,
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CardInstance,
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EvolvePokemonAction,
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PassAction,
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RetreatAction,
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SelectActiveAction,
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WeaknessResistance,
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)
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# =============================================================================
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# TERMINAL COLORS
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# =============================================================================
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class Colors:
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"""ANSI color codes for terminal output."""
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HEADER = "\033[95m"
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BLUE = "\033[94m"
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CYAN = "\033[96m"
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GREEN = "\033[92m"
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YELLOW = "\033[93m"
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RED = "\033[91m"
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BOLD = "\033[1m"
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UNDERLINE = "\033[4m"
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END = "\033[0m"
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def header(text: str) -> str:
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"""Format text as a header."""
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return f"{Colors.BOLD}{Colors.HEADER}{text}{Colors.END}"
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def success(text: str) -> str:
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"""Format text as success (green)."""
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return f"{Colors.GREEN}{text}{Colors.END}"
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def info(text: str) -> str:
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"""Format text as info (cyan)."""
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return f"{Colors.CYAN}{text}{Colors.END}"
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def warning(text: str) -> str:
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"""Format text as warning (yellow)."""
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return f"{Colors.YELLOW}{text}{Colors.END}"
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def error(text: str) -> str:
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"""Format text as error (red)."""
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return f"{Colors.RED}{text}{Colors.END}"
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def bold(text: str) -> str:
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"""Format text as bold."""
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return f"{Colors.BOLD}{text}{Colors.END}"
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# =============================================================================
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# DISPLAY HELPERS
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# =============================================================================
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def print_divider(char: str = "=", width: int = 70):
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"""Print a divider line."""
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print(char * width)
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def print_section(title: str):
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"""Print a section header."""
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print()
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print_divider()
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print(header(title))
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print_divider()
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def print_subsection(title: str):
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"""Print a subsection header."""
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print()
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print(f"{Colors.CYAN}--- {title} ---{Colors.END}")
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def print_step(step: str, description: str):
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"""Print a step in the validation."""
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print(f"\n{Colors.YELLOW}[{step}]{Colors.END} {description}")
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def print_action(text: str):
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"""Print an action being taken."""
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print(f" {Colors.YELLOW}>>> {text}{Colors.END}")
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def print_result(text: str):
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"""Print the result of an action."""
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print(f" {Colors.GREEN} {text}{Colors.END}")
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def print_expected_failure(text: str):
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"""Print an expected failure (validation working correctly)."""
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print(f" {Colors.RED} REJECTED: {text}{Colors.END}")
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def print_validation_pass(text: str):
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"""Print a validation pass message."""
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print(f" {Colors.GREEN}[PASS]{Colors.END} {text}")
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def print_validation_fail(text: str):
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"""Print a validation failure message."""
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print(f" {Colors.RED}[FAIL]{Colors.END} {text}")
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def show_game_state(game: GameState):
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"""Display the current game state in a nice format."""
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print()
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print(f" {bold('Turn:')} {game.turn_number} | {bold('Phase:')} {game.phase.value} | {bold('Current Player:')} {game.current_player_id}")
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for player_id in game.turn_order:
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player = game.players[player_id]
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is_current = player_id == game.current_player_id
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marker = " *" if is_current else ""
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print(f"\n {bold(f'Player: {player_id}{marker}')}")
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print(f" Score: {player.score} / {game.rules.prizes.count} to win")
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# Active Pokemon
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active = player.get_active_pokemon()
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if active:
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card_def = game.get_card_definition(active.definition_id)
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if card_def:
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max_hp = card_def.hp + active.hp_modifier
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current_hp = max_hp - active.damage
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status = ", ".join(s.value for s in active.status_conditions) or "none"
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energy = len(active.attached_energy)
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print(f" {bold('Active:')} {card_def.name} ({current_hp}/{max_hp} HP, {energy} energy, status: {status})")
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else:
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print(f" {bold('Active:')} {warning('None!')}")
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# Bench
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bench_names = []
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for card in player.bench.cards:
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card_def = game.get_card_definition(card.definition_id)
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if card_def:
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max_hp = card_def.hp + card.hp_modifier
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current_hp = max_hp - card.damage
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bench_names.append(f"{card_def.name} ({current_hp}/{max_hp})")
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bench_str = ", ".join(bench_names) if bench_names else "empty"
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print(f" {bold('Bench:')} {bench_str}")
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print()
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def show_pokemon_status(game: GameState, player_id: str, label: str = ""):
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"""Show a single player's active Pokemon status."""
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player = game.players[player_id]
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active = player.get_active_pokemon()
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if active:
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card_def = game.get_card_definition(active.definition_id)
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if card_def:
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max_hp = card_def.hp + active.hp_modifier
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current_hp = max_hp - active.damage
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status = ", ".join(s.value for s in active.status_conditions) or "none"
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energy = len(active.attached_energy)
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prefix = f"{label}: " if label else ""
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print(f" {prefix}{card_def.name} ({current_hp}/{max_hp} HP, {energy} energy, status: {status})")
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def wait_for_continue() -> bool:
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"""Wait for user to press Enter. Returns False if user wants to quit."""
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try:
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response = input(f"\n{info('[Press Enter to continue, or q to quit]')} ")
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return response.lower() != "q"
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except (KeyboardInterrupt, EOFError):
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return False
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# =============================================================================
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# CARD DEFINITIONS (Based on real Pokemon Pocket cards)
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# =============================================================================
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def create_card_definitions() -> dict[str, CardDefinition]:
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"""Create all card definitions for validation.
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Uses real card stats from Pokemon Pocket where possible, but adds
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effect_id for attack effects since JSON cards only have effect_description.
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"""
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cards = {}
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# === POKEMON CARDS ===
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# Pincurchin - from a1/112
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# Lightning, 70HP, Thunder Shock (30 dmg, coin flip paralysis)
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cards["pincurchin-001"] = CardDefinition(
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id="pincurchin-001",
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name="Pincurchin",
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card_type=CardType.POKEMON,
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stage=PokemonStage.BASIC,
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hp=70,
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pokemon_type=EnergyType.LIGHTNING,
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attacks=[
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Attack(
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name="Thunder Shock",
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cost=[EnergyType.LIGHTNING, EnergyType.LIGHTNING],
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damage=30,
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effect_id="attack_coin_status",
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effect_params={"status": "paralyzed"},
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effect_description="Flip a coin. If heads, opponent's Active is Paralyzed.",
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.FIGHTING, mode=ModifierMode.ADDITIVE, value=20),
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retreat_cost=1,
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)
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# Tentacruel - from a1/063
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# Water, 110HP, weak to Lightning (+20)
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cards["tentacruel-001"] = CardDefinition(
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id="tentacruel-001",
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name="Tentacruel",
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card_type=CardType.POKEMON,
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stage=PokemonStage.STAGE_1,
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evolves_from="Tentacool",
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hp=110,
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pokemon_type=EnergyType.WATER,
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attacks=[
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Attack(
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name="Poison Tentacles",
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cost=[EnergyType.WATER, EnergyType.COLORLESS],
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damage=50,
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effect_id="apply_status",
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effect_params={"status": "poisoned"},
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effect_description="Opponent's Active is now Poisoned.",
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.LIGHTNING, mode=ModifierMode.ADDITIVE, value=20),
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retreat_cost=2,
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)
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# Tentacool - basic for Tentacruel evolution (from a1/062)
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cards["tentacool-001"] = CardDefinition(
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id="tentacool-001",
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name="Tentacool",
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card_type=CardType.POKEMON,
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stage=PokemonStage.BASIC,
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hp=60,
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pokemon_type=EnergyType.WATER,
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attacks=[
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Attack(
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name="Gentle Slap",
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cost=[EnergyType.COLORLESS],
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damage=20,
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.LIGHTNING, mode=ModifierMode.ADDITIVE, value=20),
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retreat_cost=1,
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)
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# Grimer - from a1/174
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# Darkness, 70HP, Poison Gas (10 dmg, applies poison)
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cards["grimer-001"] = CardDefinition(
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id="grimer-001",
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name="Grimer",
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card_type=CardType.POKEMON,
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stage=PokemonStage.BASIC,
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hp=70,
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pokemon_type=EnergyType.DARKNESS,
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attacks=[
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Attack(
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name="Poison Gas",
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cost=[EnergyType.DARKNESS],
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damage=10,
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effect_id="apply_status",
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effect_params={"status": "poisoned"},
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effect_description="Opponent's Active is now Poisoned.",
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.FIGHTING, mode=ModifierMode.ADDITIVE, value=20),
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retreat_cost=3,
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)
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# Rattata - Basic Normal for evolution testing
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cards["rattata-001"] = CardDefinition(
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id="rattata-001",
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name="Rattata",
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card_type=CardType.POKEMON,
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stage=PokemonStage.BASIC,
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hp=40,
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pokemon_type=EnergyType.COLORLESS,
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attacks=[
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Attack(
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name="Bite",
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cost=[EnergyType.COLORLESS],
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damage=20,
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.FIGHTING),
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retreat_cost=0,
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)
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# Pikachu - for testing wrong evolution chain
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cards["pikachu-001"] = 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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hp=60,
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pokemon_type=EnergyType.LIGHTNING,
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attacks=[
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Attack(
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name="Gnaw",
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cost=[],
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damage=10,
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.FIGHTING),
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retreat_cost=1,
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)
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# Raichu - Stage 1 for evolution testing (evolves from Pikachu, not Rattata)
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cards["raichu-001"] = CardDefinition(
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id="raichu-001",
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name="Raichu",
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card_type=CardType.POKEMON,
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stage=PokemonStage.STAGE_1,
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evolves_from="Pikachu",
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hp=100,
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pokemon_type=EnergyType.LIGHTNING,
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attacks=[
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Attack(
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name="Thunder Punch",
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cost=[EnergyType.LIGHTNING],
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damage=50,
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),
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],
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weakness=WeaknessResistance(energy_type=EnergyType.FIGHTING),
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retreat_cost=1,
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)
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# === ENERGY CARDS ===
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for energy_type in [EnergyType.LIGHTNING, EnergyType.WATER, EnergyType.DARKNESS]:
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cards[f"{energy_type.value}-energy"] = CardDefinition(
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id=f"{energy_type.value}-energy",
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name=f"{energy_type.value.title()} Energy",
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card_type=CardType.ENERGY,
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energy_type=energy_type,
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energy_provides=[energy_type],
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)
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return cards
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# =============================================================================
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# DECK BUILDERS (Stacked for predictable scenarios)
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# =============================================================================
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def build_player1_deck(
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card_registry: dict[str, CardDefinition],
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) -> tuple[list[CardInstance], list[CardInstance]]:
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"""Build Player 1's deck - Pincurchin (Lightning) + filler.
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Stack order (top of deck first):
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- Pincurchin x3 (first will be in starting hand, ensuring active)
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- Rattata x1 (for wrong evolution test)
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- Pikachu x1 (for correct evolution test)
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- Raichu x1 (evolution card)
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- Filler to reach 40 cards
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"""
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main_deck = []
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energy_deck = []
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# Stack top of deck for predictable hands
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# After shuffle, these will be in known positions due to seed=42
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# But we'll manipulate hand directly for cleaner test setup
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for i in range(3):
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main_deck.append(CardInstance(instance_id=f"p1-pincurchin-{i}", definition_id="pincurchin-001"))
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main_deck.append(CardInstance(instance_id="p1-rattata-0", definition_id="rattata-001"))
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main_deck.append(CardInstance(instance_id="p1-pikachu-0", definition_id="pikachu-001"))
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main_deck.append(CardInstance(instance_id="p1-raichu-0", definition_id="raichu-001"))
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# Pad to 40 cards
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idx = 0
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while len(main_deck) < 40:
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main_deck.append(CardInstance(instance_id=f"p1-pincurchin-extra-{idx}", definition_id="pincurchin-001"))
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idx += 1
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# Energy deck - 20 Lightning
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for i in range(20):
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energy_deck.append(CardInstance(instance_id=f"p1-lightning-{i}", definition_id="lightning-energy"))
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return main_deck, energy_deck
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def build_player2_deck(
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card_registry: dict[str, CardDefinition],
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) -> tuple[list[CardInstance], list[CardInstance]]:
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"""Build Player 2's deck - Tentacool/Tentacruel (Water) + Grimer.
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Stack for predictable scenarios:
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- Tentacool x3 (for active and bench, weak to Lightning)
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- Tentacruel x2 (for evolution, also weak to Lightning)
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- Grimer x2 (for poison attack)
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- Filler
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"""
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main_deck = []
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energy_deck = []
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for i in range(3):
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main_deck.append(CardInstance(instance_id=f"p2-tentacool-{i}", definition_id="tentacool-001"))
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for i in range(2):
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main_deck.append(CardInstance(instance_id=f"p2-tentacruel-{i}", definition_id="tentacruel-001"))
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for i in range(2):
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main_deck.append(CardInstance(instance_id=f"p2-grimer-{i}", definition_id="grimer-001"))
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# Pad to 40 cards
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idx = 0
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while len(main_deck) < 40:
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main_deck.append(CardInstance(instance_id=f"p2-tentacool-extra-{idx}", definition_id="tentacool-001"))
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idx += 1
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# Energy deck - mix of Water and Darkness
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for i in range(12):
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energy_deck.append(CardInstance(instance_id=f"p2-water-{i}", definition_id="water-energy"))
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for i in range(8):
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energy_deck.append(CardInstance(instance_id=f"p2-darkness-{i}", definition_id="darkness-energy"))
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return main_deck, energy_deck
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|
|
# =============================================================================
|
|
# VALIDATION HELPERS
|
|
# =============================================================================
|
|
|
|
|
|
class ValidationTracker:
|
|
"""Track validation results for summary."""
|
|
|
|
def __init__(self):
|
|
self.passed = 0
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|
self.failed = 0
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|
self.results = []
|
|
|
|
def check(self, condition: bool, description: str) -> bool:
|
|
"""Record a validation check result."""
|
|
if condition:
|
|
self.passed += 1
|
|
self.results.append((True, description))
|
|
print_validation_pass(description)
|
|
else:
|
|
self.failed += 1
|
|
self.results.append((False, description))
|
|
print_validation_fail(description)
|
|
return condition
|
|
|
|
def summary(self):
|
|
"""Print summary of all validations."""
|
|
print_section("VALIDATION SUMMARY")
|
|
total = self.passed + self.failed
|
|
print(f"\n Total checks: {total}")
|
|
print(f" {success(f'Passed: {self.passed}')}")
|
|
if self.failed > 0:
|
|
print(f" {error(f'Failed: {self.failed}')}")
|
|
else:
|
|
print(f" Failed: {self.failed}")
|
|
|
|
if self.failed == 0:
|
|
print(f"\n {success('ALL VALIDATIONS PASSED!')}")
|
|
else:
|
|
print(f"\n {error('SOME VALIDATIONS FAILED:')}")
|
|
for passed, desc in self.results:
|
|
if not passed:
|
|
print(f" - {desc}")
|
|
|
|
|
|
# =============================================================================
|
|
# MAIN VALIDATION
|
|
# =============================================================================
|
|
|
|
|
|
async def run_validation():
|
|
"""Run the full engine validation suite."""
|
|
print_divider("*")
|
|
print(header(" MANTIMON TCG - ENGINE VALIDATION SCRIPT"))
|
|
print_divider("*")
|
|
|
|
print(f"\n{info('This script validates game engine behavior with reproducible scenarios.')}")
|
|
print(f"{info('Using seed=42 for deterministic coin flips.')}")
|
|
print(f"{info('Press Enter to advance through each step, or q to quit.')}")
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
tracker = ValidationTracker()
|
|
|
|
# =========================================================================
|
|
# PART 1: SETUP
|
|
# =========================================================================
|
|
|
|
print_section("PART 1: SETUP")
|
|
|
|
print_step("1.1", "Creating card definitions")
|
|
card_registry = create_card_definitions()
|
|
print_result(f"Created {len(card_registry)} card definitions")
|
|
|
|
print_step("1.2", "Creating rules and engine")
|
|
rules = RulesConfig()
|
|
rng = create_rng(seed=42)
|
|
engine = GameEngine(rules=rules, rng=rng)
|
|
print_result("Engine created with seed=42")
|
|
|
|
print_step("1.3", "Building player decks")
|
|
p1_deck, p1_energy = build_player1_deck(card_registry)
|
|
p2_deck, p2_energy = build_player2_deck(card_registry)
|
|
print_result(f"Player 1: {len(p1_deck)} cards main, {len(p1_energy)} cards energy")
|
|
print_result(f"Player 2: {len(p2_deck)} cards main, {len(p2_energy)} cards energy")
|
|
|
|
print_step("1.4", "Creating game")
|
|
decks = {"player1": p1_deck, "player2": p2_deck}
|
|
energy_decks = {"player1": p1_energy, "player2": p2_energy}
|
|
|
|
creation = engine.create_game(
|
|
player_ids=["player1", "player2"],
|
|
decks=decks,
|
|
energy_decks=energy_decks,
|
|
card_registry=card_registry,
|
|
)
|
|
|
|
tracker.check(creation.success, "Game creation succeeded")
|
|
game = creation.game
|
|
print_result(f"Game ID: {game.game_id[:8]}...")
|
|
print_result(f"First player: {game.current_player_id}")
|
|
|
|
print_step("1.5", "Setting up controlled game state")
|
|
# Manually set up the game state for predictable testing
|
|
# This bypasses normal setup to get exact positions needed
|
|
|
|
# Set player1 to go first
|
|
game.current_player_id = "player1"
|
|
|
|
# Clear hands and set up specific cards
|
|
p1 = game.players["player1"]
|
|
p2 = game.players["player2"]
|
|
|
|
# Clear hands
|
|
p1.hand.cards.clear()
|
|
p2.hand.cards.clear()
|
|
|
|
# Set up P1: Pincurchin active, Rattata + Pikachu on bench
|
|
# (Rattata for wrong evolution test, Pikachu for correct evolution test)
|
|
pincurchin = CardInstance(instance_id="p1-pincurchin-active", definition_id="pincurchin-001")
|
|
p1.active.add(pincurchin)
|
|
|
|
rattata = CardInstance(instance_id="p1-rattata-bench", definition_id="rattata-001")
|
|
p1.bench.add(rattata)
|
|
|
|
pikachu = CardInstance(instance_id="p1-pikachu-bench", definition_id="pikachu-001")
|
|
p1.bench.add(pikachu)
|
|
|
|
# Add Raichu to hand for evolution test
|
|
raichu = CardInstance(instance_id="p1-raichu-hand", definition_id="raichu-001")
|
|
p1.hand.add(raichu)
|
|
|
|
# Set up P2: Tentacruel active (110 HP, survives weakness hit), Grimer + Tentacool on bench
|
|
# Using Tentacruel instead of Tentacool for weakness demo (survives 50 damage)
|
|
tentacruel_active = CardInstance(instance_id="p2-tentacruel-active", definition_id="tentacruel-001")
|
|
p2.active.add(tentacruel_active)
|
|
|
|
grimer = CardInstance(instance_id="p2-grimer-bench", definition_id="grimer-001")
|
|
p2.bench.add(grimer)
|
|
|
|
tentacool_bench = CardInstance(instance_id="p2-tentacool-bench", definition_id="tentacool-001")
|
|
p2.bench.add(tentacool_bench)
|
|
|
|
# Make sure energy zones have energy
|
|
p1_energy_card = CardInstance(instance_id="p1-lightning-zone-0", definition_id="lightning-energy")
|
|
p1.energy_zone.add(p1_energy_card)
|
|
|
|
# Set to main phase for actions
|
|
game.phase = TurnPhase.MAIN
|
|
game.turn_number = 1
|
|
|
|
print_result("Game state configured for testing")
|
|
show_game_state(game)
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# PART 2: ILLEGAL MOVES VALIDATION
|
|
# =========================================================================
|
|
|
|
print_section("PART 2: ILLEGAL MOVES VALIDATION")
|
|
|
|
# 2.1: Attack without sufficient energy
|
|
print_step("2.1", "Attack without sufficient energy")
|
|
print_action("Pincurchin has 0 energy attached")
|
|
print_action("Thunder Shock costs [Lightning, Lightning]")
|
|
print_action("Moving to ATTACK phase and attempting attack...")
|
|
|
|
# Must be in ATTACK phase to test energy validation
|
|
game.phase = TurnPhase.ATTACK
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player1", attack_action)
|
|
|
|
# Reset to MAIN phase for subsequent tests
|
|
game.phase = TurnPhase.MAIN
|
|
|
|
tracker.check(not result.success, "Attack without energy rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
tracker.check(
|
|
"energy" in result.message.lower() or "insufficient" in result.message.lower(),
|
|
"Error message mentions energy requirement"
|
|
)
|
|
|
|
# 2.2: Wrong player's turn
|
|
print_step("2.2", "Wrong player's turn")
|
|
print_action("It's player1's turn")
|
|
print_action("Player2 attempts to attach energy...")
|
|
|
|
p2_energy = CardInstance(instance_id="p2-water-zone-0", definition_id="water-energy")
|
|
p2.energy_zone.add(p2_energy)
|
|
|
|
attach_action = AttachEnergyAction(
|
|
energy_card_id="p2-water-zone-0",
|
|
target_pokemon_id="p2-tentacool-active",
|
|
from_energy_zone=True,
|
|
)
|
|
result = await engine.execute_action(game, "player2", attach_action)
|
|
|
|
tracker.check(not result.success, "Action by wrong player rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
tracker.check(
|
|
"turn" in result.message.lower() or "player" in result.message.lower(),
|
|
"Error message mentions turn/player"
|
|
)
|
|
|
|
# 2.3: Evolve on first turn
|
|
print_step("2.3", "Evolve on first turn")
|
|
print_action(f"Current turn number: {game.turn_number}")
|
|
print_action("Attempting to evolve Pikachu into Raichu on turn 1...")
|
|
|
|
# Mark Pikachu as played on turn 1 (just placed)
|
|
pikachu.turn_played = 1
|
|
|
|
evolve_action = EvolvePokemonAction(
|
|
evolution_card_id="p1-raichu-hand",
|
|
target_pokemon_id="p1-pikachu-bench",
|
|
)
|
|
result = await engine.execute_action(game, "player1", evolve_action)
|
|
|
|
tracker.check(not result.success, "Evolution on first turn rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
tracker.check(
|
|
"first turn" in result.message.lower() or "turn 1" in result.message.lower() or "same turn" in result.message.lower(),
|
|
"Error message mentions first turn restriction"
|
|
)
|
|
|
|
# 2.4: Wrong evolution chain
|
|
print_step("2.4", "Wrong evolution chain")
|
|
print_action("Raichu evolves from Pikachu, not Rattata")
|
|
print_action("Attempting to evolve Rattata into Raichu...")
|
|
|
|
# Advance turn so evolution is allowed, but chain is wrong
|
|
game.turn_number = 2
|
|
rattata.turn_played = 1 # Played on previous turn
|
|
|
|
wrong_evolve = EvolvePokemonAction(
|
|
evolution_card_id="p1-raichu-hand",
|
|
target_pokemon_id="p1-rattata-bench",
|
|
)
|
|
result = await engine.execute_action(game, "player1", wrong_evolve)
|
|
|
|
tracker.check(not result.success, "Wrong evolution chain rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
tracker.check(
|
|
"pikachu" in result.message.lower() or "evolution" in result.message.lower() or "evolves from" in result.message.lower(),
|
|
"Error message mentions correct evolution chain"
|
|
)
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# PART 3: ENERGY MECHANICS
|
|
# =========================================================================
|
|
|
|
print_section("PART 3: ENERGY MECHANICS")
|
|
|
|
print_step("3.1", "Attach energy from energy zone")
|
|
print_action("Attaching Lightning energy to Pincurchin...")
|
|
|
|
attach_action = AttachEnergyAction(
|
|
energy_card_id="p1-lightning-zone-0",
|
|
target_pokemon_id="p1-pincurchin-active",
|
|
from_energy_zone=True,
|
|
)
|
|
result = await engine.execute_action(game, "player1", attach_action)
|
|
|
|
tracker.check(result.success, "Energy attachment succeeded")
|
|
active = p1.get_active_pokemon()
|
|
tracker.check(len(active.attached_energy) == 1, "Pokemon has 1 energy attached")
|
|
print_result(f"Pincurchin now has {len(active.attached_energy)} energy")
|
|
|
|
print_step("3.2", "Second energy attachment (should fail)")
|
|
print_action("Attempting second energy attachment this turn...")
|
|
|
|
# Add another energy to zone
|
|
p1_energy_2 = CardInstance(instance_id="p1-lightning-zone-1", definition_id="lightning-energy")
|
|
p1.energy_zone.add(p1_energy_2)
|
|
|
|
attach_action_2 = AttachEnergyAction(
|
|
energy_card_id="p1-lightning-zone-1",
|
|
target_pokemon_id="p1-pincurchin-active",
|
|
from_energy_zone=True,
|
|
)
|
|
result = await engine.execute_action(game, "player1", attach_action_2)
|
|
|
|
tracker.check(not result.success, "Second energy attachment rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
|
|
print_step("3.3", "Attack still requires more energy")
|
|
print_action("Pincurchin has 1 energy, Thunder Shock costs 2")
|
|
print_action("Moving to ATTACK phase and attempting attack...")
|
|
|
|
# Must be in ATTACK phase to test energy validation
|
|
game.phase = TurnPhase.ATTACK
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player1", attack_action)
|
|
|
|
# Reset to MAIN phase for subsequent tests
|
|
game.phase = TurnPhase.MAIN
|
|
|
|
tracker.check(not result.success, "Attack with insufficient energy rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
tracker.check(
|
|
"energy" in result.message.lower() or "insufficient" in result.message.lower(),
|
|
"Error message mentions energy requirement"
|
|
)
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# PART 4: WEAKNESS DEMO
|
|
# =========================================================================
|
|
|
|
print_section("PART 4: WEAKNESS DEMONSTRATION")
|
|
|
|
print_step("4.1", "Setting up for weakness test")
|
|
print_action("Adding second energy to Pincurchin to enable attack")
|
|
|
|
# Add energy directly to Pokemon for test (bypassing turn limit)
|
|
energy_for_test = CardInstance(instance_id="p1-lightning-test", definition_id="lightning-energy")
|
|
active.attach_energy(energy_for_test)
|
|
|
|
print_result(f"Pincurchin now has {len(active.attached_energy)} energy")
|
|
|
|
print_step("4.2", "Checking type matchup")
|
|
print_action("Pincurchin (Lightning) vs Tentacruel (Water, weak to Lightning +20)")
|
|
print_action("Tentacruel has 110 HP (survives the hit)")
|
|
print_action("Thunder Shock base damage: 30")
|
|
print_action("Expected damage: 30 + 20 = 50")
|
|
|
|
# Advance to attack phase
|
|
game.phase = TurnPhase.MAIN
|
|
|
|
print_step("4.3", "Executing attack")
|
|
# Move to attack phase first
|
|
game.phase = TurnPhase.ATTACK
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player1", attack_action)
|
|
|
|
tracker.check(result.success, "Attack executed successfully")
|
|
|
|
# Check damage on opponent
|
|
p2_active = p2.get_active_pokemon()
|
|
|
|
print_result(f"Attack result: {result.message}")
|
|
|
|
if p2_active:
|
|
card_def = game.get_card_definition(p2_active.definition_id)
|
|
print_result(f"Tentacruel took {p2_active.damage} damage (HP: {card_def.hp - p2_active.damage}/{card_def.hp})")
|
|
tracker.check(p2_active.damage == 50, f"Weakness applied correctly: expected 50, got {p2_active.damage}")
|
|
|
|
# Note: The attack also triggers coin flip for paralysis via attack_coin_status
|
|
# With seed=42, we know the result - let's check
|
|
if StatusCondition.PARALYZED in p2_active.status_conditions:
|
|
print_result("Coin flip: HEADS - Tentacruel is paralyzed!")
|
|
else:
|
|
print_result("Coin flip: TAILS - No paralysis")
|
|
else:
|
|
print_result("Opponent's Pokemon was knocked out (unexpected for Tentacruel 110 HP)")
|
|
tracker.check(False, "Tentacruel should survive 50 damage")
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# PART 5: STATUS CONDITIONS
|
|
# =========================================================================
|
|
|
|
print_section("PART 5: STATUS CONDITIONS")
|
|
|
|
# First, end player1's turn properly
|
|
print_step("5.1", "Ending player1's turn")
|
|
|
|
# End P1's turn
|
|
end_result = engine.end_turn(game)
|
|
print_result(f"Turn ended: {end_result.message}")
|
|
print_result(f"Now player2's turn, turn number: {game.turn_number}")
|
|
|
|
# Start P2's turn
|
|
start_result = engine.start_turn(game)
|
|
print_result(f"Turn started: {start_result.message}")
|
|
|
|
# Check paralysis prevents attack
|
|
print_step("5.2", "Paralysis prevents attack")
|
|
|
|
# Check if Tentacruel is paralyzed
|
|
p2_active = p2.get_active_pokemon()
|
|
is_paralyzed = p2_active and StatusCondition.PARALYZED in p2_active.status_conditions
|
|
|
|
if is_paralyzed:
|
|
print_action("Tentacruel is paralyzed - attempting attack...")
|
|
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player2", attack_action)
|
|
|
|
tracker.check(not result.success, "Attack while paralyzed rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
else:
|
|
print_action("(Tentacool was not paralyzed from coin flip)")
|
|
# Skip this check if no paralysis
|
|
tracker.check(True, "Paralysis attack prevention (skipped - no paralysis)")
|
|
|
|
print_step("5.3", "Paralysis prevents retreat")
|
|
|
|
if is_paralyzed:
|
|
print_action("Attempting to retreat while paralyzed...")
|
|
|
|
retreat_action = RetreatAction(
|
|
new_active_id="p2-grimer-bench",
|
|
energy_to_discard=[],
|
|
)
|
|
result = await engine.execute_action(game, "player2", retreat_action)
|
|
|
|
tracker.check(not result.success, "Retreat while paralyzed rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
else:
|
|
tracker.check(True, "Paralysis retreat prevention (skipped - no paralysis)")
|
|
|
|
print_step("5.4", "Paralysis clears at end of turn")
|
|
|
|
if is_paralyzed:
|
|
print_action("Ending paralyzed Pokemon's turn...")
|
|
|
|
# Pass turn since paralyzed can't do anything
|
|
pass_action = PassAction()
|
|
await engine.execute_action(game, "player2", pass_action)
|
|
|
|
# End turn - paralysis should clear
|
|
end_result = engine.end_turn(game)
|
|
|
|
# Check paralysis is gone
|
|
p2_active = p2.get_active_pokemon()
|
|
paralysis_removed = StatusCondition.PARALYZED not in p2_active.status_conditions
|
|
tracker.check(paralysis_removed, "Paralysis removed at end of turn")
|
|
if paralysis_removed:
|
|
print_result("Paralysis wore off!")
|
|
else:
|
|
tracker.check(True, "Paralysis removal (skipped - no paralysis)")
|
|
|
|
print_step("5.5", "Poison damage at end of turn")
|
|
print_action("Setting up Grimer to apply poison...")
|
|
|
|
# Let's set up a clean scenario for poison
|
|
# Switch P2's active to Grimer manually for simplicity
|
|
|
|
# Make sure it's player2's turn and they can act
|
|
if game.current_player_id != "player2":
|
|
engine.start_turn(game)
|
|
|
|
# Reset game state for clean poison test
|
|
# Swap Grimer to active
|
|
p2_active = p2.get_active_pokemon()
|
|
if p2_active:
|
|
p2.active.remove(p2_active.instance_id)
|
|
p2.bench.add(p2_active)
|
|
|
|
grimer_card = p2.bench.get("p2-grimer-bench")
|
|
if grimer_card:
|
|
p2.bench.remove("p2-grimer-bench")
|
|
p2.active.add(grimer_card)
|
|
|
|
# Add energy to Grimer
|
|
darkness_energy = CardInstance(instance_id="p2-darkness-test", definition_id="darkness-energy")
|
|
grimer_active = p2.get_active_pokemon()
|
|
grimer_active.attach_energy(darkness_energy)
|
|
|
|
# Reset turn state so we can attach energy
|
|
p2.reset_turn_state()
|
|
game.phase = TurnPhase.MAIN
|
|
|
|
print_action("Grimer uses Poison Gas on Pincurchin...")
|
|
|
|
# Move to attack phase
|
|
game.phase = TurnPhase.ATTACK
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player2", attack_action)
|
|
|
|
if result.success:
|
|
print_result(f"Attack result: {result.message}")
|
|
|
|
# Check if Pincurchin is poisoned
|
|
p1_active = p1.get_active_pokemon()
|
|
is_poisoned = StatusCondition.POISONED in p1_active.status_conditions
|
|
tracker.check(is_poisoned, "Poison applied to target")
|
|
|
|
if is_poisoned:
|
|
damage_before = p1_active.damage
|
|
print_result(f"Pincurchin is poisoned! Current damage: {damage_before}")
|
|
|
|
# End P2's turn to trigger poison damage on P1
|
|
end_result = engine.end_turn(game)
|
|
print_result(f"Turn ended: {end_result.message}")
|
|
|
|
# Note: Poison damage is applied at end of turn to the current player's Pokemon
|
|
# But in the end_turn sequence, we advance to the next player
|
|
# Actually, poison applies during between-turn effects
|
|
# Let's check damage increased during the next player's end of turn
|
|
|
|
# Start and complete P1's turn
|
|
start_result = engine.start_turn(game)
|
|
|
|
# Pass immediately to end turn
|
|
pass_action = PassAction()
|
|
await engine.execute_action(game, "player1", pass_action)
|
|
|
|
# End turn - poison damage should apply
|
|
end_result = engine.end_turn(game)
|
|
|
|
damage_after = p1_active.damage
|
|
poison_damage = damage_after - damage_before
|
|
|
|
print_result(f"Poison dealt {poison_damage} damage")
|
|
tracker.check(poison_damage == 10, f"Poison deals 10 damage (got {poison_damage})")
|
|
else:
|
|
print_expected_failure(f"Poison Gas attack failed: {result.message}")
|
|
tracker.check(False, "Poison attack executed")
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# PART 6: KNOCKOUT FLOW
|
|
# =========================================================================
|
|
|
|
print_section("PART 6: KNOCKOUT FLOW")
|
|
|
|
print_step("6.1", "Setting up for knockout")
|
|
|
|
# Reset game state for knockout test
|
|
# Set P1's turn and give Pincurchin enough energy
|
|
game.current_player_id = "player1"
|
|
engine.start_turn(game)
|
|
|
|
p1_active = p1.get_active_pokemon()
|
|
# Make sure we have enough energy
|
|
while len(p1_active.attached_energy) < 2:
|
|
e = CardInstance(instance_id=f"p1-lightning-ko-{len(p1_active.attached_energy)}", definition_id="lightning-energy")
|
|
p1_active.attach_energy(e)
|
|
|
|
# Put Tentacool back as P2's active with low HP
|
|
p2_active = p2.get_active_pokemon()
|
|
if p2_active:
|
|
p2.active.remove(p2_active.instance_id)
|
|
p2.bench.add(p2_active)
|
|
|
|
# Get a Tentacool for the KO test
|
|
tentacool_ko = CardInstance(instance_id="p2-tentacool-ko", definition_id="tentacool-001")
|
|
# Give it damage so next hit will KO (60 HP, Thunder Shock does 50 with weakness)
|
|
tentacool_ko.damage = 20 # 40 HP remaining, 50 damage = KO
|
|
p2.active.add(tentacool_ko)
|
|
|
|
p2_active = p2.get_active_pokemon()
|
|
card_def = game.get_card_definition(p2_active.definition_id)
|
|
print_action(f"Tentacool has {card_def.hp - p2_active.damage}/{card_def.hp} HP")
|
|
print_action("Thunder Shock will deal 50 damage (30 base + 20 weakness)")
|
|
|
|
print_step("6.2", "Executing knockout attack")
|
|
|
|
# Move to attack phase
|
|
game.phase = TurnPhase.ATTACK
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player1", attack_action)
|
|
|
|
tracker.check(result.success, "Knockout attack executed")
|
|
print_result(f"Attack result: {result.message}")
|
|
|
|
# Check score increased
|
|
print_step("6.3", "Points awarded")
|
|
print_result(f"Player 1 score: {p1.score}")
|
|
tracker.check(p1.score > 0, "Points awarded for knockout")
|
|
|
|
print_step("6.4", "Forced action for new active")
|
|
|
|
# Check if forced action was set up
|
|
forced = game.get_current_forced_action()
|
|
if forced:
|
|
tracker.check(forced.action_type == "select_active", "Forced action to select new active")
|
|
print_result(f"Forced action: {forced.reason}")
|
|
|
|
print_step("6.5", "Invalid action during forced action")
|
|
print_action("Attempting to attack during forced select_active...")
|
|
|
|
# Try to attack when forced action is pending
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player2", attack_action)
|
|
|
|
tracker.check(not result.success, "Non-forced action rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
|
|
print_step("6.6", "Complete forced action")
|
|
print_action("Player 2 selecting Grimer as new active...")
|
|
|
|
# Find Grimer on bench
|
|
grimer_id = None
|
|
for card in p2.bench.cards:
|
|
if card.definition_id == "grimer-001":
|
|
grimer_id = card.instance_id
|
|
break
|
|
|
|
if grimer_id:
|
|
select_action = SelectActiveAction(pokemon_id=grimer_id)
|
|
result = await engine.execute_action(game, "player2", select_action)
|
|
|
|
tracker.check(result.success, "New active selected successfully")
|
|
if result.success:
|
|
new_active = p2.get_active_pokemon()
|
|
new_def = game.get_card_definition(new_active.definition_id)
|
|
print_result(f"New active: {new_def.name}")
|
|
else:
|
|
# P2 might have no bench Pokemon left, which would be game over
|
|
print_result("No forced action (opponent may have no benched Pokemon)")
|
|
if result.win_result:
|
|
print_result(f"Game ended: {result.win_result.reason}")
|
|
tracker.check(True, "Win condition detected correctly")
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# PART 7: WIN CONDITION
|
|
# =========================================================================
|
|
|
|
print_section("PART 7: WIN CONDITION")
|
|
|
|
# Check if game is already over
|
|
if game.is_game_over():
|
|
print_step("7.1", "Game already ended")
|
|
print_result(f"Winner: {game.winner_id}")
|
|
print_result(f"Reason: {game.end_reason}")
|
|
tracker.check(True, "Win condition properly detected")
|
|
else:
|
|
print_step("7.1", "Simulate win by setting score to 4")
|
|
print_action(f"Current scores: P1={p1.score}, P2={p2.score}")
|
|
print_action(f"Points to win: {game.rules.prizes.count}")
|
|
|
|
# Clear any forced actions for clean test
|
|
game.forced_actions.clear()
|
|
|
|
# Manually set score to trigger win condition
|
|
print_action("Setting P1 score to 3, then executing a knockout for the win...")
|
|
|
|
# Set P1 score to 3 (one away from winning)
|
|
p1.score = 3
|
|
print_result(f"P1 score set to: {p1.score}")
|
|
|
|
# Make sure it's P1's turn with proper setup
|
|
game.current_player_id = "player1"
|
|
game.phase = TurnPhase.MAIN
|
|
|
|
# Ensure P1 has an active Pokemon with energy
|
|
p1_active = p1.get_active_pokemon()
|
|
if not p1_active:
|
|
p1_active = CardInstance(instance_id="p1-pincurchin-final", definition_id="pincurchin-001")
|
|
p1.active.add(p1_active)
|
|
|
|
while len(p1_active.attached_energy) < 2:
|
|
e = CardInstance(instance_id=f"p1-lightning-final-{len(p1_active.attached_energy)}", definition_id="lightning-energy")
|
|
p1_active.attach_energy(e)
|
|
|
|
# Ensure P2 has a Tentacool (weak to Lightning) as active
|
|
p2_active = p2.get_active_pokemon()
|
|
if p2_active:
|
|
# Remove current active and replace with Tentacool
|
|
p2.active.remove(p2_active.instance_id)
|
|
p2.bench.add(p2_active)
|
|
|
|
# Create fresh Tentacool for predictable KO
|
|
p2_active = CardInstance(instance_id="p2-tentacool-final", definition_id="tentacool-001")
|
|
p2.active.add(p2_active)
|
|
|
|
# Set damage so Thunder Shock (30 + 20 weakness = 50) will KO
|
|
# Tentacool has 60 HP, so 20 damage = 40 HP left, 50 damage KOs
|
|
p2_active.damage = 20
|
|
print_action(f"P2 Tentacool (weak to Lightning) has 40/60 HP remaining")
|
|
|
|
# Execute knockout attack
|
|
print_step("7.2", "Execute winning knockout")
|
|
game.phase = TurnPhase.ATTACK
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player1", attack_action)
|
|
|
|
print_result(f"Attack result: {result.message}")
|
|
print_result(f"P1 final score: {p1.score}")
|
|
|
|
win_triggered = False
|
|
if result.win_result:
|
|
print_result(f"Game ended: {result.win_result.reason}")
|
|
tracker.check(True, "Win condition triggered correctly")
|
|
win_triggered = True
|
|
else:
|
|
win_triggered = game.is_game_over()
|
|
tracker.check(win_triggered, "Game ended after reaching 4 points")
|
|
|
|
print_step("7.3", "Verify game over state")
|
|
|
|
# Game should be over either via win_result or game.is_game_over()
|
|
game_over = win_triggered or game.is_game_over()
|
|
if game_over:
|
|
tracker.check(True, "Game over detected")
|
|
if game.winner_id:
|
|
print_result(f"Winner: {game.winner_id}")
|
|
print_result(f"End reason: {game.end_reason}")
|
|
elif result.win_result:
|
|
print_result(f"Winner: {result.win_result.winner_id}")
|
|
print_result(f"End reason: {result.win_result.end_reason}")
|
|
else:
|
|
tracker.check(False, f"Game should be over but isn't (P1 score: {p1.score})")
|
|
|
|
print_step("7.4", "Actions blocked after game over")
|
|
|
|
# Use the game_over variable from Part 7 scope, or check again
|
|
game_is_over = game.is_game_over() or (result and result.win_result is not None)
|
|
if game_is_over:
|
|
print_action("Attempting action after game over...")
|
|
|
|
attack_action = AttackAction(attack_index=0)
|
|
result = await engine.execute_action(game, "player1", attack_action)
|
|
|
|
tracker.check(not result.success, "Action after game over rejected")
|
|
if not result.success:
|
|
print_expected_failure(result.message)
|
|
|
|
if not wait_for_continue():
|
|
print("\nGoodbye!")
|
|
return
|
|
|
|
# =========================================================================
|
|
# SUMMARY
|
|
# =========================================================================
|
|
|
|
tracker.summary()
|
|
|
|
print(f"\n{info('Validation complete!')}")
|
|
|
|
|
|
# =============================================================================
|
|
# ENTRY POINT
|
|
# =============================================================================
|
|
|
|
if __name__ == "__main__":
|
|
try:
|
|
asyncio.run(run_validation())
|
|
except KeyboardInterrupt:
|
|
print("\n\nValidation interrupted. Goodbye!")
|
|
except Exception as e:
|
|
print(error(f"\nError: {e}"))
|
|
import traceback
|
|
traceback.print_exc()
|
|
raise
|