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| Author | SHA1 | Date | |
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@@ -483,6 +483,52 @@ class GameEngine:
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)
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available_mana = self._count_untapped_lands(sim, pi)
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# ──────────────────────────────────────────────────────────
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# Centralized damage routing
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# ──────────────────────────────────────────────────────────
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@staticmethod
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def _apply_damage(
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sim: SimState,
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source_card: Card | None,
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source_seat: int,
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target_player: Player,
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amount: int,
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) -> None:
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"""Route damage through a single path that handles commander tracking.
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Parameters
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----------
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sim : SimState
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The current game state.
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source_card : Card | None
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The card that is the source of the damage (used for commander
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identification). May be ``None`` for non-card damage sources.
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source_seat : int
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Seat index of the player who controls the damage source.
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target_player : Player
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The player receiving the damage.
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amount : int
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Amount of damage to deal. Zero or negative is a no-op.
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"""
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if amount <= 0:
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return
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target_player.life -= amount
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target_player.stats.damage_received += amount
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# Track commander damage (MTG rule 903.10a)
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if source_card is not None and source_card.is_commander:
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target_player.commander_damage_received[source_seat] = (
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target_player.commander_damage_received.get(source_seat, 0) + amount
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)
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# Check lethal: life <= 0 or commander damage >= 21
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if target_player.life <= 0:
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target_player.eliminated = True
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elif any(v >= 21 for v in target_player.commander_damage_received.values()):
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target_player.eliminated = True
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@staticmethod
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def _select_attack_target(sim: SimState, pi: int) -> int:
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"""Select the best opponent to attack.
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@@ -572,6 +618,7 @@ class GameEngine:
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)
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]
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blocked = False
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atk_player_damage = 0 # damage this attacker deals to the opponent player
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if valid_blockers and (not atk.has_keyword("menace") or len(valid_blockers) >= 2):
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if atk.has_keyword("menace") and len(valid_blockers) >= 2:
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valid_blockers.sort(key=lambda b: -b.get_toughness())
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@@ -607,12 +654,12 @@ class GameEngine:
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trample_over = 0
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if atk.has_keyword("trample") and a_pow > blocker.get_toughness():
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trample_over = a_pow - blocker.get_toughness()
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total_damage += trample_over
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atk_player_damage += trample_over
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if atk.has_keyword("double strike"):
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if a_pow >= blocker.get_toughness() or atk.has_keyword("deathtouch"):
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total_damage += a_pow
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atk_player_damage += a_pow
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else:
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total_damage += trample_over
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atk_player_damage += trample_over
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if atk.has_keyword("lifelink"):
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damage_dealt = min(a_pow, blocker.get_toughness()) + trample_over
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if atk.has_keyword("double strike"):
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@@ -620,21 +667,21 @@ class GameEngine:
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p.life += damage_dealt
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if not blocked:
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if atk.has_keyword("double strike"):
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total_damage += a_pow * 2
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atk_player_damage += a_pow * 2
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if atk.has_keyword("lifelink"):
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p.life += a_pow * 2
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else:
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total_damage += a_pow
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atk_player_damage += a_pow
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if atk.has_keyword("lifelink"):
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p.life += a_pow
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opp.life -= total_damage
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p.stats.damage_dealt += total_damage
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opp.stats.damage_received += total_damage
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# Route this attacker's damage through the centralized damage path
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if atk_player_damage > 0:
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self._apply_damage(sim, atk, pi, opp, atk_player_damage)
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p.stats.damage_dealt += atk_player_damage
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total_damage += atk_player_damage
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if events is not None and total_damage > 0:
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events.append(f"Dealt {total_damage} combat damage to {opp.name} (now {opp.life} life)")
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events.extend(combat_details)
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if opp.life <= 0:
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opp.eliminated = True
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def _build_result(
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self,
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@@ -95,11 +95,17 @@ class CommanderPlayer:
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# Whether this player has drawn their card this turn
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drawn_this_turn: bool = False
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# Commander damage received from each opponent (keyed by seat index)
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commander_damage_received: dict[int, int] = field(default_factory=dict)
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# ── Convenience pass-throughs to base Player ─────────────
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@property
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def commander_damage_received(self) -> dict[int, int]:
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"""Delegate to base Player's commander_damage_received."""
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return self.base.commander_damage_received
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@commander_damage_received.setter
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def commander_damage_received(self, value: dict[int, int]) -> None:
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self.base.commander_damage_received = value
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@property
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def name(self) -> str:
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return self.base.name
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@@ -152,6 +152,11 @@ class Player:
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# p.commander_tax[name] = tax + 2
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commander_tax: dict = field(default_factory=dict)
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# Commander damage received from each opponent seat.
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# Keyed by opponent seat index; value = cumulative commander damage.
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# A player loses when any single value reaches 21+ (MTG rule 903.10a).
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commander_damage_received: dict[int, int] = field(default_factory=dict)
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stats: PlayerStats = field(default_factory=PlayerStats)
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@@ -0,0 +1,342 @@
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"""
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Regression tests for centralized damage routing (Issue #86).
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Covers:
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- _apply_damage() source-aware routing
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- Commander damage accumulation via combat
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- Commander damage elimination at 21+
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- Regular (non-commander) combat damage does NOT track commander damage
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- Trample overflow from commanders tracks correctly
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- Double strike commander damage doubled correctly
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- Lifelink healing alongside commander damage tracking
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- Multi-attacker mixed commander + non-commander combat
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- Full game with commander damage kill
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"""
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import pytest
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from commander_ai_lab.sim.models import Card, Player, PlayerStats, SimState
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from commander_ai_lab.sim.engine import GameEngine
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# ── Helpers ──────────────────────────────────────────────────
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def _make_creature(
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name: str = "Bear",
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power: int = 2,
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toughness: int = 2,
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keywords: list[str] | None = None,
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is_commander: bool = False,
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card_id: int = 1,
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owner_id: int = 0,
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turn_played: int = -1,
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) -> Card:
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"""Create a creature card for testing."""
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c = Card(
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name=name,
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type_line="Creature",
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pt=f"{power}/{toughness}",
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power=str(power),
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toughness=str(toughness),
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keywords=keywords or [],
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is_commander=is_commander,
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id=card_id,
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owner_id=owner_id,
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turn_played=turn_played,
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)
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return c
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def _two_player_sim(
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p0_life: int = 40,
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p1_life: int = 40,
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p0_battlefield: list[Card] | None = None,
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p1_battlefield: list[Card] | None = None,
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) -> SimState:
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"""Create a minimal 2-player SimState for damage tests."""
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sim = SimState()
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sim.init_battlefields(2)
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sim.players.append(Player(name="Attacker", life=p0_life, owner_id=0, stats=PlayerStats()))
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sim.players.append(Player(name="Defender", life=p1_life, owner_id=1, stats=PlayerStats()))
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for c in (p0_battlefield or []):
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sim.add_to_battlefield(0, c)
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for c in (p1_battlefield or []):
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sim.add_to_battlefield(1, c)
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return sim
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# ── _apply_damage unit tests ─────────────────────────────────
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class TestApplyDamage:
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"""Direct tests of the _apply_damage static method."""
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def test_regular_creature_damage_reduces_life(self):
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sim = _two_player_sim()
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bear = _make_creature("Bear", power=2, toughness=2, is_commander=False)
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target = sim.players[1]
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GameEngine._apply_damage(sim, bear, 0, target, 5)
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assert target.life == 35
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assert target.stats.damage_received == 5
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def test_regular_creature_no_commander_damage_tracked(self):
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sim = _two_player_sim()
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bear = _make_creature("Bear", is_commander=False)
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target = sim.players[1]
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GameEngine._apply_damage(sim, bear, 0, target, 10)
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assert target.commander_damage_received == {}
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def test_commander_damage_tracked(self):
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sim = _two_player_sim()
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commander = _make_creature("Atraxa", power=4, toughness=4, is_commander=True)
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target = sim.players[1]
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GameEngine._apply_damage(sim, commander, 0, target, 4)
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assert target.commander_damage_received == {0: 4}
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assert target.life == 36
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def test_commander_damage_accumulates(self):
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sim = _two_player_sim()
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commander = _make_creature("Atraxa", power=4, toughness=4, is_commander=True)
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target = sim.players[1]
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GameEngine._apply_damage(sim, commander, 0, target, 10)
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GameEngine._apply_damage(sim, commander, 0, target, 10)
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assert target.commander_damage_received == {0: 20}
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assert target.life == 20
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assert not target.eliminated # 20 < 21
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def test_commander_damage_21_eliminates(self):
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sim = _two_player_sim()
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commander = _make_creature("Atraxa", power=4, toughness=4, is_commander=True)
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target = sim.players[1]
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GameEngine._apply_damage(sim, commander, 0, target, 21)
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assert target.eliminated
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assert target.commander_damage_received == {0: 21}
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assert target.life == 19 # still above 0 but eliminated by cmdr damage
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def test_commander_damage_over_21_eliminates(self):
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sim = _two_player_sim()
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commander = _make_creature("Atraxa", power=7, toughness=7, is_commander=True)
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target = sim.players[1]
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GameEngine._apply_damage(sim, commander, 0, target, 10)
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GameEngine._apply_damage(sim, commander, 0, target, 12)
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assert target.eliminated
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assert target.commander_damage_received == {0: 22}
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def test_life_lethal_eliminates(self):
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sim = _two_player_sim(p1_life=5)
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bear = _make_creature("Bear", is_commander=False)
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target = sim.players[1]
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GameEngine._apply_damage(sim, bear, 0, target, 5)
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assert target.eliminated
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assert target.life == 0
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def test_zero_damage_is_noop(self):
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sim = _two_player_sim()
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bear = _make_creature("Bear", is_commander=False)
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target = sim.players[1]
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GameEngine._apply_damage(sim, bear, 0, target, 0)
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assert target.life == 40
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assert target.stats.damage_received == 0
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def test_negative_damage_is_noop(self):
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sim = _two_player_sim()
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bear = _make_creature("Bear", is_commander=False)
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target = sim.players[1]
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GameEngine._apply_damage(sim, bear, 0, target, -3)
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assert target.life == 40
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def test_none_source_card_no_commander_tracking(self):
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"""Damage with no source card should not track commander damage."""
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sim = _two_player_sim()
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target = sim.players[1]
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GameEngine._apply_damage(sim, None, 0, target, 5)
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assert target.life == 35
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assert target.commander_damage_received == {}
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def test_multiple_commanders_tracked_separately(self):
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"""Commander damage from different seats tracked independently."""
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sim = SimState()
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sim.init_battlefields(3)
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for i in range(3):
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sim.players.append(Player(name=f"P{i}", life=40, owner_id=i, stats=PlayerStats()))
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target = sim.players[2]
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cmd_a = _make_creature("Atraxa", is_commander=True)
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cmd_b = _make_creature("Korvold", is_commander=True)
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GameEngine._apply_damage(sim, cmd_a, 0, target, 15)
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GameEngine._apply_damage(sim, cmd_b, 1, target, 10)
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assert target.commander_damage_received == {0: 15, 1: 10}
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assert target.life == 15
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assert not target.eliminated # neither source at 21
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def test_one_of_multiple_commanders_reaches_21(self):
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"""Elimination triggers when one opponent's commander damage hits 21."""
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sim = SimState()
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sim.init_battlefields(3)
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for i in range(3):
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sim.players.append(Player(name=f"P{i}", life=40, owner_id=i, stats=PlayerStats()))
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target = sim.players[2]
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cmd_a = _make_creature("Atraxa", is_commander=True)
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cmd_b = _make_creature("Korvold", is_commander=True)
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GameEngine._apply_damage(sim, cmd_a, 0, target, 21)
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assert target.eliminated
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# Second commander's damage is still at 0
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assert target.commander_damage_received.get(1, 0) == 0
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# ── Combat integration tests ────────────────────────────────
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class TestCombatCommanderDamage:
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"""Integration tests: commander damage tracking through _resolve_combat."""
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def _run_combat(
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self,
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attackers: list[Card],
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blockers: list[Card] | None = None,
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p0_life: int = 40,
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p1_life: int = 40,
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) -> tuple[SimState, GameEngine]:
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"""Set up and run a single combat step."""
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sim = _two_player_sim(
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p0_life=p0_life,
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p1_life=p1_life,
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p0_battlefield=attackers,
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p1_battlefield=blockers or [],
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)
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sim.turn = 1 # attackers need turn_played < sim.turn
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engine = GameEngine()
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engine._resolve_combat(sim, pi=0, turn=1)
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return sim, engine
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def test_unblocked_commander_tracks_damage(self):
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cmd = _make_creature("Atraxa", power=4, toughness=4, is_commander=True, card_id=1, turn_played=0)
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sim, _ = self._run_combat([cmd])
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defender = sim.players[1]
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assert defender.life == 36
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assert defender.commander_damage_received == {0: 4}
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def test_unblocked_regular_creature_no_commander_damage(self):
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bear = _make_creature("Bear", power=3, toughness=3, is_commander=False, card_id=1, turn_played=0)
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sim, _ = self._run_combat([bear])
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defender = sim.players[1]
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assert defender.life == 37
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assert defender.commander_damage_received == {}
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def test_mixed_attackers_only_commander_tracked(self):
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"""When commander + regular creature attack, only commander damage is tracked."""
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cmd = _make_creature("Atraxa", power=4, toughness=4, is_commander=True, card_id=1, turn_played=0)
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bear = _make_creature("Bear", power=3, toughness=3, is_commander=False, card_id=2, turn_played=0)
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sim, _ = self._run_combat([cmd, bear])
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defender = sim.players[1]
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assert defender.life == 33 # 40 - 4 - 3
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assert defender.commander_damage_received == {0: 4}
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def test_commander_trample_overflow_tracked(self):
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"""Trample overflow from commander attack should be tracked as commander damage.
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The AI blocking heuristic chump-blocks when opp.life <= a_pow * 2.
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With life=10 and attacker power=6 (10 <= 12), the 0/3 will chump block.
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Trample overflow = 6 - 3 = 3, tracked as commander damage.
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"""
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cmd = _make_creature(
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"Atraxa", power=6, toughness=6, is_commander=True,
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keywords=["trample"], card_id=1, turn_played=0,
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)
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blocker = _make_creature("Wall", power=0, toughness=3, card_id=10, owner_id=1, turn_played=0)
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sim, _ = self._run_combat([cmd], [blocker], p1_life=10)
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defender = sim.players[1]
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trample_over = 6 - 3 # power - blocker toughness
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assert defender.commander_damage_received == {0: trample_over}
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assert defender.life == 10 - trample_over
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def test_commander_double_strike_unblocked(self):
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"""Double strike commander deals 2x damage, all tracked as commander damage."""
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cmd = _make_creature(
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"Rafiq", power=3, toughness=3, is_commander=True,
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keywords=["double strike"], card_id=1, turn_played=0,
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)
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sim, _ = self._run_combat([cmd])
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defender = sim.players[1]
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assert defender.life == 34 # 40 - 3*2
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assert defender.commander_damage_received == {0: 6}
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def test_commander_lifelink_heals_attacker(self):
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"""Lifelink on commander heals attacker while tracking commander damage."""
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||||
cmd = _make_creature(
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"Oloro", power=4, toughness=4, is_commander=True,
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||||
keywords=["lifelink"], card_id=1, turn_played=0,
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||||
)
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||||
sim, _ = self._run_combat([cmd], p0_life=30)
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||||
attacker = sim.players[0]
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defender = sim.players[1]
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assert defender.life == 36
|
||||
assert defender.commander_damage_received == {0: 4}
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assert attacker.life == 34 # healed 4
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def test_blocked_commander_no_player_damage(self):
|
||||
"""Fully blocked commander with no trample deals no player damage."""
|
||||
cmd = _make_creature(
|
||||
"Atraxa", power=3, toughness=3, is_commander=True,
|
||||
card_id=1, turn_played=0,
|
||||
)
|
||||
blocker = _make_creature("Wall", power=0, toughness=5, card_id=10, owner_id=1, turn_played=0)
|
||||
sim, _ = self._run_combat([cmd], [blocker])
|
||||
defender = sim.players[1]
|
||||
assert defender.life == 40
|
||||
assert defender.commander_damage_received == {}
|
||||
|
||||
def test_cumulative_combat_commander_damage_kills(self):
|
||||
"""Multiple combat steps accumulate commander damage to 21+."""
|
||||
sim = _two_player_sim(
|
||||
p0_battlefield=[
|
||||
_make_creature("Atraxa", power=7, toughness=7, is_commander=True, card_id=1, turn_played=0)
|
||||
],
|
||||
)
|
||||
sim.turn = 1
|
||||
engine = GameEngine()
|
||||
# Swing 3 times (7 * 3 = 21)
|
||||
for _ in range(3):
|
||||
# Untap attacker between swings
|
||||
for c in sim.get_battlefield(0):
|
||||
c.tapped = False
|
||||
engine._resolve_combat(sim, pi=0, turn=1)
|
||||
defender = sim.players[1]
|
||||
assert defender.commander_damage_received == {0: 21}
|
||||
assert defender.eliminated
|
||||
|
||||
def test_stats_damage_dealt_tracked(self):
|
||||
"""Attacker's damage_dealt stat is correctly updated."""
|
||||
cmd = _make_creature("Atraxa", power=5, toughness=5, is_commander=True, card_id=1, turn_played=0)
|
||||
sim, _ = self._run_combat([cmd])
|
||||
attacker = sim.players[0]
|
||||
assert attacker.stats.damage_dealt == 5
|
||||
|
||||
|
||||
# ── CommanderGameState compat tests ──────────────────────────
|
||||
|
||||
class TestGameStateCompat:
|
||||
"""Ensure CommanderGameState still works after Player model change."""
|
||||
|
||||
def test_commander_player_delegates_to_base(self):
|
||||
from commander_ai_lab.sim.game_state import CommanderPlayer
|
||||
p = Player(name="Test", life=40)
|
||||
cp = CommanderPlayer(base=p)
|
||||
cp.commander_damage_received[0] = 15
|
||||
assert p.commander_damage_received == {0: 15}
|
||||
|
||||
def test_commander_game_state_deal_damage(self):
|
||||
from commander_ai_lab.sim.game_state import CommanderGameState
|
||||
sim = SimState()
|
||||
sim.init_battlefields(2)
|
||||
sim.players.append(Player(name="P0", life=40, owner_id=0))
|
||||
sim.players.append(Player(name="P1", life=40, owner_id=1))
|
||||
gs = CommanderGameState.from_sim_state(sim)
|
||||
gs.deal_commander_damage(from_seat=0, to_seat=1, amount=10)
|
||||
assert gs.get_commander_damage(0, 1) == 10
|
||||
assert gs.commander_players[1].life == 30
|
||||
# Base Player also has the damage
|
||||
assert sim.players[1].commander_damage_received == {0: 10}
|
||||
|
||||
def test_is_dead_to_commander_damage_via_base(self):
|
||||
from commander_ai_lab.sim.game_state import CommanderPlayer
|
||||
p = Player(name="Test", life=40)
|
||||
cp = CommanderPlayer(base=p)
|
||||
p.commander_damage_received[0] = 21
|
||||
assert cp.is_dead_to_commander_damage()
|
||||
Reference in new issue
Block a user