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@@ -343,6 +343,53 @@ class GameEngine:
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sim.add_to_battlefield(pi, land_card)
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sim.add_to_battlefield(pi, land_card)
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p.stats.lands_played += 1
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p.stats.lands_played += 1
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# ──────────────────────────────────────────────────────────
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# Centralized Damage
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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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amount: int,
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target_seat: int,
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source_seat: int,
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*,
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source_is_commander: bool = False,
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is_combat: bool = False,
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) -> int:
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"""Apply damage to a player through a single centralized path.
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Handles:
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- Life total reduction
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- Commander damage tracking (when source_is_commander=True)
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- Per-player damage stats
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- Elimination by life<=0 or commander damage>=21
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Returns the amount of damage actually applied (always ``amount``
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unless the target is already eliminated, in which case 0).
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"""
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if amount <= 0:
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return 0
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target = sim.players[target_seat]
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if target.eliminated:
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return 0
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target.life -= amount
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target.stats.damage_received += amount
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sim.players[source_seat].stats.damage_dealt += amount
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if source_is_commander:
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prev = target.commander_damage_received.get(source_seat, 0)
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target.commander_damage_received[source_seat] = prev + amount
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# Elimination checks: life<=0 OR 21+ commander damage from one source
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if target.life <= 0:
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target.eliminated = True
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elif any(v >= 21 for v in target.commander_damage_received.values()):
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target.eliminated = True
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return amount
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@staticmethod
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@staticmethod
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def _send_to_graveyard(sim: SimState, card, owner_idx: int) -> None:
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def _send_to_graveyard(sim: SimState, card, owner_idx: int) -> None:
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"""Route card to command zone if it's a commander, else graveyard."""
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"""Route card to command zone if it's a commander, else graveyard."""
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@@ -556,9 +603,13 @@ class GameEngine:
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if events is not None and attackers:
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if events is not None and attackers:
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atk_names = [f"{a.name} ({a.pt})" for a in attackers]
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atk_names = [f"{a.name} ({a.pt})" for a in attackers]
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events.append(f"Attacks {opp.name} with: {', '.join(atk_names)}")
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events.append(f"Attacks {opp.name} with: {', '.join(atk_names)}")
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total_damage = 0
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# Accumulate per-attacker player-damage buckets so we can route
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# commander vs non-commander damage through _apply_damage separately.
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commander_damage = 0 # damage dealt by commander creatures
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normal_damage = 0 # damage dealt by non-commander creatures
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used_blockers: set[int] = set()
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used_blockers: set[int] = set()
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combat_details: list[str] = []
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combat_details: list[str] = []
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lifelink_total = 0 # lifelink healing for the attacker
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for atk in attackers:
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for atk in attackers:
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a_pow = atk.get_power()
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a_pow = atk.get_power()
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a_tou = atk.get_toughness()
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a_tou = atk.get_toughness()
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@@ -607,34 +658,52 @@ class GameEngine:
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trample_over = 0
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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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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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trample_over = a_pow - blocker.get_toughness()
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total_damage += trample_over
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if atk.is_commander:
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if atk.has_keyword("double strike"):
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commander_damage += trample_over
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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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else:
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else:
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total_damage += trample_over
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normal_damage += trample_over
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if atk.has_keyword("double strike"):
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ds_dmg = a_pow if (a_pow >= blocker.get_toughness() or atk.has_keyword("deathtouch")) else trample_over
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if atk.is_commander:
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commander_damage += ds_dmg
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else:
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normal_damage += ds_dmg
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if atk.has_keyword("lifelink"):
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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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damage_dealt = min(a_pow, blocker.get_toughness()) + trample_over
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if atk.has_keyword("double strike"):
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if atk.has_keyword("double strike"):
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damage_dealt *= 2
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damage_dealt *= 2
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p.life += damage_dealt
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lifelink_total += damage_dealt
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if not blocked:
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if not blocked:
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if atk.has_keyword("double strike"):
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if atk.has_keyword("double strike"):
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total_damage += a_pow * 2
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atk_dmg = 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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else:
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total_damage += a_pow
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atk_dmg = a_pow
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if atk.has_keyword("lifelink"):
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if atk.is_commander:
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p.life += a_pow
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commander_damage += atk_dmg
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opp.life -= total_damage
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else:
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p.stats.damage_dealt += total_damage
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normal_damage += atk_dmg
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opp.stats.damage_received += total_damage
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if atk.has_keyword("lifelink"):
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lifelink_total += atk_dmg
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# Route all player damage through the centralized path.
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# Commander damage is applied first (tracks 21-damage rule).
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total_damage = 0
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if commander_damage > 0:
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total_damage += self._apply_damage(
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sim, commander_damage, opp_idx, pi,
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source_is_commander=True, is_combat=True,
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)
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if normal_damage > 0:
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total_damage += self._apply_damage(
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sim, normal_damage, opp_idx, pi,
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source_is_commander=False, is_combat=True,
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)
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# Apply lifelink healing
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if lifelink_total > 0:
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p.life += lifelink_total
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if events is not None and total_damage > 0:
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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.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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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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def _build_result(
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self,
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self,
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@@ -152,6 +152,11 @@ class Player:
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# p.commander_tax[name] = tax + 2
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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_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 is cumulative damage.
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# A player is eliminated when any single value reaches 21.
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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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stats: PlayerStats = field(default_factory=PlayerStats)
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@@ -0,0 +1,387 @@
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"""
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Regression tests for centralized commander damage tracking.
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============================================================
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Covers:
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- _apply_damage centralized path (life, stats, commander tracking, elimination)
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- Combat damage routing through _apply_damage (commander vs non-commander)
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- Commander damage 21-lethal elimination rule
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- Non-combat commander damage (direct _apply_damage calls)
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- Multi-seat / partner commander edge cases
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Run with: pytest tests/sim/test_commander_damage.py -v
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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.rules import enrich_card
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from commander_ai_lab.sim.engine import GameEngine
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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def _make_sim(num_players: int = 2, starting_life: int = 40) -> SimState:
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"""Create a minimal SimState with empty battlefields."""
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sim = SimState(max_turns=25)
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for i in range(num_players):
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sim.players.append(Player(
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name=f"P{i}",
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life=starting_life,
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owner_id=i,
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stats=PlayerStats(cards_drawn=0),
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))
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sim.init_battlefields(num_players)
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return sim
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def _creature(name: str, power: int, toughness: int, **kwargs) -> Card:
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"""Create a creature card with given stats."""
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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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**kwargs,
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)
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return enrich_card(c)
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def _land(name: str = "Forest") -> Card:
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c = Card(name=name, type_line="Basic Land — Forest", cmc=0)
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return enrich_card(c)
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def _place_on_battlefield(sim: SimState, seat: int, card: Card) -> Card:
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"""Place a card onto a seat's battlefield with a unique id."""
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card.owner_id = seat
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card.id = sim.next_card_id
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sim.next_card_id += 1
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card.turn_played = -1 # played in a previous turn (not summoning sick)
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sim.add_to_battlefield(seat, card)
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return card
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# ===========================================================================
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# _apply_damage unit tests
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# ===========================================================================
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class TestApplyDamage:
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"""Tests for the centralized _apply_damage static method."""
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def test_basic_damage_reduces_life(self):
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sim = _make_sim()
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applied = GameEngine._apply_damage(sim, 5, target_seat=1, source_seat=0)
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assert applied == 5
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assert sim.players[1].life == 35
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assert sim.players[1].stats.damage_received == 5
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assert sim.players[0].stats.damage_dealt == 5
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def test_zero_damage_is_noop(self):
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sim = _make_sim()
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applied = GameEngine._apply_damage(sim, 0, target_seat=1, source_seat=0)
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assert applied == 0
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assert sim.players[1].life == 40
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def test_negative_damage_is_noop(self):
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sim = _make_sim()
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applied = GameEngine._apply_damage(sim, -3, target_seat=1, source_seat=0)
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assert applied == 0
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assert sim.players[1].life == 40
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def test_damage_to_eliminated_player_is_noop(self):
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sim = _make_sim()
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sim.players[1].eliminated = True
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applied = GameEngine._apply_damage(sim, 10, target_seat=1, source_seat=0)
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assert applied == 0
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assert sim.players[1].life == 40 # unchanged
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def test_lethal_damage_eliminates(self):
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sim = _make_sim()
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GameEngine._apply_damage(sim, 40, target_seat=1, source_seat=0)
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assert sim.players[1].life == 0
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assert sim.players[1].eliminated is True
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def test_overkill_damage_eliminates(self):
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sim = _make_sim()
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GameEngine._apply_damage(sim, 50, target_seat=1, source_seat=0)
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assert sim.players[1].life == -10
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assert sim.players[1].eliminated is True
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def test_non_commander_damage_does_not_track_commander_damage(self):
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sim = _make_sim()
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GameEngine._apply_damage(
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sim, 10, target_seat=1, source_seat=0,
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source_is_commander=False,
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)
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assert sim.players[1].commander_damage_received == {}
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def test_commander_damage_tracks_per_seat(self):
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sim = _make_sim(num_players=3)
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GameEngine._apply_damage(
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sim, 7, target_seat=2, source_seat=0,
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source_is_commander=True,
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)
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GameEngine._apply_damage(
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sim, 5, target_seat=2, source_seat=1,
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source_is_commander=True,
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)
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assert sim.players[2].commander_damage_received == {0: 7, 1: 5}
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assert sim.players[2].life == 40 - 7 - 5
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def test_commander_damage_accumulates(self):
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sim = _make_sim()
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GameEngine._apply_damage(
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sim, 10, target_seat=1, source_seat=0,
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source_is_commander=True,
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)
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GameEngine._apply_damage(
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sim, 8, target_seat=1, source_seat=0,
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source_is_commander=True,
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)
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assert sim.players[1].commander_damage_received[0] == 18
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def test_21_commander_damage_eliminates(self):
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"""Commander damage rule: 21+ from a single source eliminates."""
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sim = _make_sim()
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sim.players[1].life = 100 # high life — shouldn't save them
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GameEngine._apply_damage(
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sim, 21, target_seat=1, source_seat=0,
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source_is_commander=True,
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)
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assert sim.players[1].commander_damage_received[0] == 21
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assert sim.players[1].eliminated is True
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assert sim.players[1].life == 79 # life was reduced but still positive
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def test_incremental_commander_damage_to_21_eliminates(self):
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"""Gradual commander damage reaching 21 triggers elimination."""
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sim = _make_sim()
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sim.players[1].life = 100
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for _ in range(3):
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GameEngine._apply_damage(
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sim, 7, target_seat=1, source_seat=0,
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source_is_commander=True,
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)
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assert sim.players[1].commander_damage_received[0] == 21
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assert sim.players[1].eliminated is True
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def test_split_commander_damage_from_two_sources_no_elimination(self):
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"""20 commander damage from two different sources should NOT eliminate."""
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sim = _make_sim(num_players=3)
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sim.players[2].life = 100
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GameEngine._apply_damage(
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sim, 10, target_seat=2, source_seat=0,
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source_is_commander=True,
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)
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GameEngine._apply_damage(
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sim, 10, target_seat=2, source_seat=1,
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source_is_commander=True,
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)
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assert sim.players[2].commander_damage_received == {0: 10, 1: 10}
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assert sim.players[2].eliminated is False
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def test_stats_update_on_both_players(self):
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sim = _make_sim()
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GameEngine._apply_damage(sim, 12, target_seat=1, source_seat=0)
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assert sim.players[0].stats.damage_dealt == 12
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assert sim.players[1].stats.damage_received == 12
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|
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# ===========================================================================
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# Combat damage routing through _apply_damage
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|
# ===========================================================================
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||||||
|
|
||||||
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class TestCombatCommanderDamageRouting:
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|
"""Verify _resolve_combat routes commander creature damage correctly."""
|
||||||
|
|
||||||
|
def _setup_combat(self, *, commander_power=5, defender_life=40):
|
||||||
|
"""Set up a 2-player sim with one commander attacker and no blockers."""
|
||||||
|
engine = GameEngine(max_turns=25)
|
||||||
|
sim = _make_sim(num_players=2, starting_life=defender_life)
|
||||||
|
# Attacker: a commander creature
|
||||||
|
cmd = _creature("Prossh", commander_power, 5, is_commander=True)
|
||||||
|
_place_on_battlefield(sim, 0, cmd)
|
||||||
|
# Defender: only lands (no blockers)
|
||||||
|
for _ in range(3):
|
||||||
|
_place_on_battlefield(sim, 1, _land())
|
||||||
|
return engine, sim
|
||||||
|
|
||||||
|
def test_unblocked_commander_tracks_damage(self):
|
||||||
|
engine, sim = self._setup_combat(commander_power=5)
|
||||||
|
engine._resolve_combat(sim, 0, turn=1)
|
||||||
|
assert sim.players[1].commander_damage_received.get(0, 0) == 5
|
||||||
|
assert sim.players[1].life == 35
|
||||||
|
|
||||||
|
def test_unblocked_noncommander_does_not_track(self):
|
||||||
|
engine = GameEngine(max_turns=25)
|
||||||
|
sim = _make_sim(num_players=2)
|
||||||
|
# Non-commander attacker
|
||||||
|
bear = _creature("Grizzly Bears", 2, 2)
|
||||||
|
_place_on_battlefield(sim, 0, bear)
|
||||||
|
engine._resolve_combat(sim, 0, turn=1)
|
||||||
|
assert sim.players[1].commander_damage_received == {}
|
||||||
|
assert sim.players[1].life == 38
|
||||||
|
|
||||||
|
def test_commander_combat_21_eliminates(self):
|
||||||
|
"""Commander dealing 21+ combat damage in one hit should eliminate."""
|
||||||
|
engine, sim = self._setup_combat(commander_power=21, defender_life=100)
|
||||||
|
engine._resolve_combat(sim, 0, turn=1)
|
||||||
|
assert sim.players[1].eliminated is True
|
||||||
|
assert sim.players[1].commander_damage_received[0] == 21
|
||||||
|
|
||||||
|
def test_mixed_commander_and_noncommander_attackers(self):
|
||||||
|
"""Commander + non-commander attack together; only commander damage tracked."""
|
||||||
|
engine = GameEngine(max_turns=25)
|
||||||
|
sim = _make_sim(num_players=2)
|
||||||
|
cmd = _creature("Prossh", 3, 3, is_commander=True)
|
||||||
|
bear = _creature("Grizzly Bears", 2, 2)
|
||||||
|
_place_on_battlefield(sim, 0, cmd)
|
||||||
|
_place_on_battlefield(sim, 0, bear)
|
||||||
|
engine._resolve_combat(sim, 0, turn=1)
|
||||||
|
# Total damage: 3 + 2 = 5
|
||||||
|
assert sim.players[1].life == 35
|
||||||
|
# Only commander damage tracked
|
||||||
|
assert sim.players[1].commander_damage_received.get(0, 0) == 3
|
||||||
|
|
||||||
|
def test_commander_trample_over_blocker_tracks_damage(self):
|
||||||
|
"""Trample damage from a commander going over a blocker should track."""
|
||||||
|
engine = GameEngine(max_turns=25)
|
||||||
|
# Low life forces the AI to assign a blocker via the
|
||||||
|
# "opp.life <= a_pow * 2" heuristic even when toughness < power.
|
||||||
|
sim = _make_sim(num_players=2, starting_life=10)
|
||||||
|
cmd = _creature("Prossh", 7, 7, is_commander=True, keywords=["trample"])
|
||||||
|
_place_on_battlefield(sim, 0, cmd)
|
||||||
|
blocker = _creature("Wall", 0, 3)
|
||||||
|
_place_on_battlefield(sim, 1, blocker)
|
||||||
|
engine._resolve_combat(sim, 0, turn=1)
|
||||||
|
# Trample over: 7 - 3 = 4 damage to player (all from commander)
|
||||||
|
assert sim.players[1].commander_damage_received.get(0, 0) == 4
|
||||||
|
assert sim.players[1].life == 6
|
||||||
|
|
||||||
|
|
||||||
|
# ===========================================================================
|
||||||
|
# Non-combat commander damage (direct _apply_damage usage)
|
||||||
|
# ===========================================================================
|
||||||
|
|
||||||
|
class TestNonCombatCommanderDamage:
|
||||||
|
"""
|
||||||
|
Validates that _apply_damage correctly handles non-combat commander damage
|
||||||
|
scenarios. These represent cases like commander abilities, ETB triggers,
|
||||||
|
or spell effects that deal damage where the source is a commander.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_direct_commander_ability_damage(self):
|
||||||
|
"""Simulates a commander dealing direct damage (e.g. Purphoros trigger)."""
|
||||||
|
sim = _make_sim(num_players=4)
|
||||||
|
# Commander at seat 0 deals 2 to each opponent via ability
|
||||||
|
for target in [1, 2, 3]:
|
||||||
|
GameEngine._apply_damage(
|
||||||
|
sim, 2, target_seat=target, source_seat=0,
|
||||||
|
source_is_commander=True,
|
||||||
|
)
|
||||||
|
for target in [1, 2, 3]:
|
||||||
|
assert sim.players[target].commander_damage_received[0] == 2
|
||||||
|
assert sim.players[target].life == 38
|
||||||
|
|
||||||
|
def test_repeated_noncombat_commander_damage_reaches_21(self):
|
||||||
|
"""Repeated non-combat commander triggers accumulate to lethal 21."""
|
||||||
|
sim = _make_sim()
|
||||||
|
sim.players[1].life = 100
|
||||||
|
# 11 triggers of 2 damage each = 22 total
|
||||||
|
for _ in range(11):
|
||||||
|
GameEngine._apply_damage(
|
||||||
|
sim, 2, target_seat=1, source_seat=0,
|
||||||
|
source_is_commander=True,
|
||||||
|
)
|
||||||
|
assert sim.players[1].commander_damage_received[0] == 22
|
||||||
|
assert sim.players[1].eliminated is True
|
||||||
|
|
||||||
|
def test_noncombat_noncommander_spell_damage(self):
|
||||||
|
"""Non-commander spell damage: reduces life, no commander tracking."""
|
||||||
|
sim = _make_sim()
|
||||||
|
GameEngine._apply_damage(
|
||||||
|
sim, 3, target_seat=1, source_seat=0,
|
||||||
|
source_is_commander=False,
|
||||||
|
)
|
||||||
|
assert sim.players[1].life == 37
|
||||||
|
assert sim.players[1].commander_damage_received == {}
|
||||||
|
|
||||||
|
def test_mixed_combat_and_noncombat_commander_damage(self):
|
||||||
|
"""Both combat and non-combat commander damage should accumulate together."""
|
||||||
|
engine = GameEngine(max_turns=25)
|
||||||
|
sim = _make_sim(num_players=2)
|
||||||
|
sim.players[1].life = 100
|
||||||
|
|
||||||
|
# Non-combat commander damage: 15
|
||||||
|
GameEngine._apply_damage(
|
||||||
|
sim, 15, target_seat=1, source_seat=0,
|
||||||
|
source_is_commander=True,
|
||||||
|
)
|
||||||
|
assert sim.players[1].commander_damage_received[0] == 15
|
||||||
|
assert sim.players[1].eliminated is False
|
||||||
|
|
||||||
|
# Combat commander damage: 6 (pushes to 21)
|
||||||
|
cmd = _creature("Prossh", 6, 6, is_commander=True)
|
||||||
|
_place_on_battlefield(sim, 0, cmd)
|
||||||
|
engine._resolve_combat(sim, 0, turn=1)
|
||||||
|
assert sim.players[1].commander_damage_received[0] == 21
|
||||||
|
assert sim.players[1].eliminated is True
|
||||||
|
|
||||||
|
|
||||||
|
# ===========================================================================
|
||||||
|
# Full game integration
|
||||||
|
# ===========================================================================
|
||||||
|
|
||||||
|
class TestFullGameCommanderDamage:
|
||||||
|
"""Integration test: run a full game with commanders and verify tracking."""
|
||||||
|
|
||||||
|
def _make_commander_deck(self, commander_name: str, seed: int = 42) -> list[Card]:
|
||||||
|
"""Build a small test deck with a named commander."""
|
||||||
|
import random
|
||||||
|
rng = random.Random(seed)
|
||||||
|
cards = []
|
||||||
|
# Commander card
|
||||||
|
cmd = Card(
|
||||||
|
name=commander_name,
|
||||||
|
type_line="Legendary Creature",
|
||||||
|
cmc=5,
|
||||||
|
pt="5/5",
|
||||||
|
power="5",
|
||||||
|
toughness="5",
|
||||||
|
)
|
||||||
|
cards.append(enrich_card(cmd))
|
||||||
|
# Fill with lands and creatures
|
||||||
|
for i in range(24):
|
||||||
|
cards.append(enrich_card(Card(
|
||||||
|
name=f"Forest_{i}",
|
||||||
|
type_line="Basic Land — Forest",
|
||||||
|
cmc=0,
|
||||||
|
)))
|
||||||
|
for i in range(35):
|
||||||
|
cards.append(enrich_card(Card(
|
||||||
|
name=f"Bear_{i}",
|
||||||
|
type_line="Creature — Bear",
|
||||||
|
cmc=2,
|
||||||
|
pt="2/2",
|
||||||
|
power="2",
|
||||||
|
toughness="2",
|
||||||
|
)))
|
||||||
|
rng.shuffle(cards)
|
||||||
|
return cards
|
||||||
|
|
||||||
|
def test_commander_damage_tracked_in_full_game(self):
|
||||||
|
"""In a full game with commanders, commander_damage_received is populated."""
|
||||||
|
engine = GameEngine(max_turns=15)
|
||||||
|
deck_a = self._make_commander_deck("Prossh, Skyraider of Kher", seed=1)
|
||||||
|
deck_b = self._make_commander_deck("Kaalia of the Vast", seed=2)
|
||||||
|
result = engine.run(
|
||||||
|
deck_a=[c.clone() for c in deck_a],
|
||||||
|
deck_b=[c.clone() for c in deck_b],
|
||||||
|
name_a="Alice",
|
||||||
|
name_b="Bob",
|
||||||
|
commander_names=["Prossh, Skyraider of Kher", "Kaalia of the Vast"],
|
||||||
|
)
|
||||||
|
assert result is not None
|
||||||
|
assert result.turns > 0
|
||||||
|
# The game completed without errors — commander damage tracking is wired
|
||||||
Reference in new issue
Block a user