@drmxrcy/tcg-lorcana 0.0.0-202602060544
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +160 -0
- package/package.json +45 -0
- package/src/__tests__/integration/move-enumeration.test.ts +256 -0
- package/src/__tests__/rules/section-01-concepts.test.ts +426 -0
- package/src/__tests__/rules/section-03-gameplay.test.ts +298 -0
- package/src/__tests__/rules/section-04-turn-structure.test.ts +708 -0
- package/src/__tests__/rules/section-05-cards.test.ts +158 -0
- package/src/__tests__/rules/section-06-card-types.test.ts +342 -0
- package/src/__tests__/rules/section-07-abilities.test.ts +333 -0
- package/src/__tests__/rules/section-08-zones.test.ts +231 -0
- package/src/__tests__/rules/section-09-damage.test.ts +148 -0
- package/src/__tests__/rules/section-10-keywords.test.ts +469 -0
- package/src/__tests__/spec-01-foundation-types.test.ts +534 -0
- package/src/__tests__/spec-02-zones-card-states.test.ts +295 -0
- package/src/card-utils.ts +302 -0
- package/src/cards/README.md +296 -0
- package/src/cards/abilities/index.ts +175 -0
- package/src/cards/index.ts +10 -0
- package/src/deck-validation.ts +175 -0
- package/src/engine/lorcana-engine.ts +625 -0
- package/src/game-definition/__tests__/core-zone-integration.test.ts +553 -0
- package/src/game-definition/__tests__/zone-operations.test.ts +362 -0
- package/src/game-definition/__tests__/zones.test.ts +176 -0
- package/src/game-definition/definition.ts +45 -0
- package/src/game-definition/flow/turn-flow.ts +216 -0
- package/src/game-definition/index.ts +31 -0
- package/src/game-definition/moves/abilities/activate-ability.ts +51 -0
- package/src/game-definition/moves/core/__tests__/move-parameter-enumeration.test.ts +316 -0
- package/src/game-definition/moves/core/challenge.test.ts +545 -0
- package/src/game-definition/moves/core/challenge.ts +81 -0
- package/src/game-definition/moves/core/play-card.ts +83 -0
- package/src/game-definition/moves/core/quest.test.ts +448 -0
- package/src/game-definition/moves/core/quest.ts +49 -0
- package/src/game-definition/moves/debug/manual-exert.ts +36 -0
- package/src/game-definition/moves/effects/resolve-bag.ts +35 -0
- package/src/game-definition/moves/effects/resolve-effect.ts +34 -0
- package/src/game-definition/moves/index.ts +85 -0
- package/src/game-definition/moves/locations/move-character-to-location.ts +42 -0
- package/src/game-definition/moves/resources/put-card-into-inkwell.test.ts +462 -0
- package/src/game-definition/moves/resources/put-card-into-inkwell.ts +51 -0
- package/src/game-definition/moves/setup/alter-hand.test.ts +395 -0
- package/src/game-definition/moves/setup/alter-hand.ts +210 -0
- package/src/game-definition/moves/setup/choose-first-player.test.ts +450 -0
- package/src/game-definition/moves/setup/choose-first-player.ts +105 -0
- package/src/game-definition/moves/setup/draw-cards.ts +37 -0
- package/src/game-definition/moves/songs/sing-together.ts +47 -0
- package/src/game-definition/moves/songs/sing.ts +56 -0
- package/src/game-definition/moves/standard/concede.test.ts +189 -0
- package/src/game-definition/moves/standard/concede.ts +72 -0
- package/src/game-definition/moves/standard/pass-turn.ts +49 -0
- package/src/game-definition/setup/game-setup.ts +19 -0
- package/src/game-definition/trackers/tracker-config.ts +23 -0
- package/src/game-definition/win-conditions/lore-victory.ts +26 -0
- package/src/game-definition/zone-operations.ts +405 -0
- package/src/game-definition/zones/zone-configs.ts +59 -0
- package/src/game-definition/zones.ts +283 -0
- package/src/index.ts +189 -0
- package/src/operations/index.ts +7 -0
- package/src/operations/lorcana-operations.ts +288 -0
- package/src/queries/README.md +56 -0
- package/src/resolvers/__tests__/condition-resolver.test.ts +301 -0
- package/src/resolvers/condition-registry.ts +70 -0
- package/src/resolvers/condition-resolver.ts +85 -0
- package/src/resolvers/conditions/basic.ts +81 -0
- package/src/resolvers/conditions/card-state.ts +12 -0
- package/src/resolvers/conditions/comparison.ts +102 -0
- package/src/resolvers/conditions/existence.ts +219 -0
- package/src/resolvers/conditions/history.ts +68 -0
- package/src/resolvers/conditions/index.ts +15 -0
- package/src/resolvers/conditions/logical.ts +55 -0
- package/src/resolvers/conditions/resolution.ts +41 -0
- package/src/resolvers/conditions/revealed.ts +42 -0
- package/src/resolvers/conditions/zone.ts +84 -0
- package/src/setup.test.ts +18 -0
- package/src/targeting/__tests__/filter-resolver.test.ts +294 -0
- package/src/targeting/__tests__/real-cards-targeting.test.ts +303 -0
- package/src/targeting/__tests__/targeting-dsl.test.ts +386 -0
- package/src/targeting/enum-expansion.ts +387 -0
- package/src/targeting/filter-registry.ts +322 -0
- package/src/targeting/filter-resolver.ts +145 -0
- package/src/targeting/index.ts +91 -0
- package/src/targeting/lorcana-target-dsl.ts +495 -0
- package/src/targeting/targeting-ui.ts +407 -0
- package/src/testing/index.ts +14 -0
- package/src/testing/lorcana-test-engine.ts +813 -0
- package/src/types/README.md +303 -0
- package/src/types/__tests__/lorcana-state.test.ts +168 -0
- package/src/types/__tests__/move-enumeration.test.ts +179 -0
- package/src/types/branded-types.ts +106 -0
- package/src/types/game-state.ts +184 -0
- package/src/types/index.ts +87 -0
- package/src/types/keywords.ts +187 -0
- package/src/types/lorcana-state.ts +260 -0
- package/src/types/move-enumeration.ts +126 -0
- package/src/types/move-params.ts +216 -0
- package/src/validators/index.ts +7 -0
- package/src/validators/move-validators.ts +374 -0
- package/src/zones/card-state.ts +234 -0
- package/src/zones/index.ts +42 -0
- package/src/zones/zone-config.ts +150 -0
|
@@ -0,0 +1,426 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Section 1: Concepts
|
|
3
|
+
*
|
|
4
|
+
* Tests for rules 1.1-1.9 from Disney Lorcana Comprehensive Rules (Aug 22, 2025)
|
|
5
|
+
* Note: Section 1.10 (Multiplayer Games) is skipped per plan - focusing on 2-player rules only
|
|
6
|
+
*/
|
|
7
|
+
|
|
8
|
+
import { afterEach, beforeEach, describe, expect, test } from "bun:test";
|
|
9
|
+
import {
|
|
10
|
+
LorcanaTestEngine,
|
|
11
|
+
PLAYER_ONE,
|
|
12
|
+
PLAYER_TWO,
|
|
13
|
+
} from "../../testing/lorcana-test-engine";
|
|
14
|
+
|
|
15
|
+
describe("Section 1: Concepts", () => {
|
|
16
|
+
let testEngine: LorcanaTestEngine;
|
|
17
|
+
|
|
18
|
+
beforeEach(() => {
|
|
19
|
+
testEngine = new LorcanaTestEngine(
|
|
20
|
+
{ hand: 7, deck: 53, inkwell: 0 },
|
|
21
|
+
{ hand: 7, deck: 53, inkwell: 0 },
|
|
22
|
+
{ skipPreGame: true },
|
|
23
|
+
);
|
|
24
|
+
});
|
|
25
|
+
|
|
26
|
+
afterEach(() => {
|
|
27
|
+
testEngine.dispose();
|
|
28
|
+
});
|
|
29
|
+
|
|
30
|
+
describe("1.1. General", () => {
|
|
31
|
+
/**
|
|
32
|
+
* Rule 1.1.3: The Disney Lorcana TCG is a game played with two or more people.
|
|
33
|
+
* Each player needs a deck of Disney Lorcana cards that they'll use in the game.
|
|
34
|
+
*/
|
|
35
|
+
test.failing("Rule 1.1.3 - Game requires two or more players with decks", () => {
|
|
36
|
+
// Arrange: Game is already set up with two players
|
|
37
|
+
const state = testEngine.getState();
|
|
38
|
+
|
|
39
|
+
// Assert: Both players should exist in the game
|
|
40
|
+
expect(Object.keys(state.external.loreScores)).toHaveLength(2);
|
|
41
|
+
expect(true).toBe(false); // Will fail until fully implemented
|
|
42
|
+
});
|
|
43
|
+
|
|
44
|
+
/**
|
|
45
|
+
* Rule 1.1.4: Each player needs a way to track their lore totals and mark damage
|
|
46
|
+
* on characters and locations.
|
|
47
|
+
*/
|
|
48
|
+
test.failing("Rule 1.1.4 - Game tracks lore totals for each player", () => {
|
|
49
|
+
// Arrange: Game state
|
|
50
|
+
const state = testEngine.getState();
|
|
51
|
+
|
|
52
|
+
// Assert: Lore tracking should exist for both players
|
|
53
|
+
expect(state.external.loreScores[PLAYER_ONE]).toBeDefined();
|
|
54
|
+
expect(state.external.loreScores[PLAYER_TWO]).toBeDefined();
|
|
55
|
+
expect(true).toBe(false); // Will fail until fully implemented
|
|
56
|
+
});
|
|
57
|
+
|
|
58
|
+
/**
|
|
59
|
+
* Rule 1.1.6: Some cards include reminder text set in italics.
|
|
60
|
+
* Reminder text isn't rules text. It's only a memory aid.
|
|
61
|
+
*/
|
|
62
|
+
test.failing("Rule 1.1.6 - Reminder text is not rules text", () => {
|
|
63
|
+
// This is a card definition/parsing rule - test that reminder text
|
|
64
|
+
// is stripped from ability resolution
|
|
65
|
+
expect(true).toBe(false); // Will fail until implemented
|
|
66
|
+
});
|
|
67
|
+
});
|
|
68
|
+
|
|
69
|
+
describe("1.2. Golden Rules", () => {
|
|
70
|
+
/**
|
|
71
|
+
* Rule 1.2.1: If the text of a card contradicts a game rule, the card effect
|
|
72
|
+
* supersedes that rule.
|
|
73
|
+
*
|
|
74
|
+
* Example: The game doesn't allow a character to challenge a ready character,
|
|
75
|
+
* but a player has a character with an ability that reads, "This character can
|
|
76
|
+
* challenge ready characters." The ability overrides the game rule.
|
|
77
|
+
*/
|
|
78
|
+
test.failing("Rule 1.2.1 - Card effect supersedes game rule", () => {
|
|
79
|
+
// Arrange: Create a character with ability to challenge ready characters
|
|
80
|
+
const attacker = testEngine.createCharacterInPlay(PLAYER_ONE, {
|
|
81
|
+
strength: 3,
|
|
82
|
+
willpower: 4,
|
|
83
|
+
});
|
|
84
|
+
const readyDefender = testEngine.createCharacterInPlay(PLAYER_TWO, {
|
|
85
|
+
strength: 2,
|
|
86
|
+
willpower: 3,
|
|
87
|
+
});
|
|
88
|
+
// TODO: Add ability "This character can challenge ready characters"
|
|
89
|
+
|
|
90
|
+
// Act: Attempt to challenge the ready defender
|
|
91
|
+
// The base game rule should prevent this, but the ability overrides it
|
|
92
|
+
|
|
93
|
+
// Assert: Challenge should succeed due to card ability
|
|
94
|
+
expect(true).toBe(false); // Will fail until ability system implemented
|
|
95
|
+
});
|
|
96
|
+
|
|
97
|
+
/**
|
|
98
|
+
* Rule 1.2.2: If a rule or effect prevents something from happening, that rule
|
|
99
|
+
* or effect supersedes other rules and effects that allow it to happen.
|
|
100
|
+
*
|
|
101
|
+
* Example: An effect says that players can't play actions. Another effect
|
|
102
|
+
* instructs a player they may play an action for free. That player still
|
|
103
|
+
* can't play an action.
|
|
104
|
+
*/
|
|
105
|
+
test.failing("Rule 1.2.2 - Can't beats can", () => {
|
|
106
|
+
// Arrange: Set up a scenario where one effect prevents actions
|
|
107
|
+
// and another allows playing actions for free
|
|
108
|
+
|
|
109
|
+
// Act: Try to play an action while prevented
|
|
110
|
+
|
|
111
|
+
// Assert: Action should not be playable
|
|
112
|
+
expect(true).toBe(false); // Will fail until effect system implemented
|
|
113
|
+
});
|
|
114
|
+
|
|
115
|
+
/**
|
|
116
|
+
* Rule 1.2.3: Do as much as you can - If an effect tells a player to do something,
|
|
117
|
+
* the player does as much as possible even if some part of that effect can't be done.
|
|
118
|
+
*
|
|
119
|
+
* Example: Strike a Good Match has an effect "Draw 2 cards, then choose and discard a card."
|
|
120
|
+
* If an effect prevents drawing, player still must discard a card.
|
|
121
|
+
*/
|
|
122
|
+
test.failing("Rule 1.2.3 - Do as much as you can", () => {
|
|
123
|
+
// Arrange: Set up effect that draws cards and discards
|
|
124
|
+
// with draw being prevented
|
|
125
|
+
|
|
126
|
+
// Act: Execute the effect
|
|
127
|
+
|
|
128
|
+
// Assert: Discard should still happen even though draw was prevented
|
|
129
|
+
expect(true).toBe(false); // Will fail until effect system implemented
|
|
130
|
+
});
|
|
131
|
+
|
|
132
|
+
/**
|
|
133
|
+
* Rule 1.2.4: Choices that are made as a part of an effect are made as the effect
|
|
134
|
+
* is resolving and not as part of playing the card or using the ability.
|
|
135
|
+
*
|
|
136
|
+
* Example: Let the Storm Rage On reads "Deal 2 damage to chosen character. Draw a card."
|
|
137
|
+
* The choice of character happens as the effect resolves, not when playing the card.
|
|
138
|
+
*/
|
|
139
|
+
test.failing("Rule 1.2.4 - Choices made during resolution, not when playing", () => {
|
|
140
|
+
// Arrange: Play a card that requires choosing a target
|
|
141
|
+
|
|
142
|
+
// Act: Resolve the effect
|
|
143
|
+
|
|
144
|
+
// Assert: Target choice should be made during resolution
|
|
145
|
+
expect(true).toBe(false); // Will fail until effect system implemented
|
|
146
|
+
});
|
|
147
|
+
});
|
|
148
|
+
|
|
149
|
+
describe("1.3. Active Player", () => {
|
|
150
|
+
/**
|
|
151
|
+
* Rule 1.3.1: When a player starts their turn, they become the active player.
|
|
152
|
+
* When a player ends their turn, they're no longer the active player.
|
|
153
|
+
*/
|
|
154
|
+
test.failing("Rule 1.3.1 - Active player changes on turn start/end", () => {
|
|
155
|
+
// Arrange: Get initial turn player
|
|
156
|
+
const initialPlayer = testEngine.getTurnPlayer();
|
|
157
|
+
|
|
158
|
+
// Act: Pass turn
|
|
159
|
+
testEngine.passTurn();
|
|
160
|
+
|
|
161
|
+
// Assert: Active player should have changed
|
|
162
|
+
const newPlayer = testEngine.getTurnPlayer();
|
|
163
|
+
expect(newPlayer).not.toBe(initialPlayer);
|
|
164
|
+
expect(true).toBe(false); // Will fail until fully verified
|
|
165
|
+
});
|
|
166
|
+
});
|
|
167
|
+
|
|
168
|
+
describe("1.4. Opponent", () => {
|
|
169
|
+
/**
|
|
170
|
+
* Rule 1.4.1: Anyone a player is playing against is their opponent.
|
|
171
|
+
*/
|
|
172
|
+
test.failing("Rule 1.4.1 - Opponent identification", () => {
|
|
173
|
+
// Arrange: Get player one's view
|
|
174
|
+
|
|
175
|
+
// Assert: Player two should be identified as opponent
|
|
176
|
+
expect(true).toBe(false); // Will fail until opponent system implemented
|
|
177
|
+
});
|
|
178
|
+
|
|
179
|
+
/**
|
|
180
|
+
* Rule 1.4.2: Teammates are identified before the game starts.
|
|
181
|
+
* Teammates aren't opponents to one another.
|
|
182
|
+
*/
|
|
183
|
+
test.failing("Rule 1.4.2 - Teammates are not opponents", () => {
|
|
184
|
+
// Note: This is for team formats - skip detailed implementation for 2-player focus
|
|
185
|
+
expect(true).toBe(false); // Placeholder
|
|
186
|
+
});
|
|
187
|
+
});
|
|
188
|
+
|
|
189
|
+
describe("1.5. Playing Cards", () => {
|
|
190
|
+
/**
|
|
191
|
+
* Rule 1.5.1: Players can play a card whenever they're the active player
|
|
192
|
+
* and there are no effects to resolve. To play a card, the player reveals
|
|
193
|
+
* it from their hand and pays the cost.
|
|
194
|
+
*/
|
|
195
|
+
test.failing("Rule 1.5.1 - Only active player can play cards when no effects resolving", () => {
|
|
196
|
+
// Arrange: Ensure player one is active
|
|
197
|
+
testEngine.changeActivePlayer(PLAYER_ONE);
|
|
198
|
+
|
|
199
|
+
// Act: Player two tries to play a card
|
|
200
|
+
// This should fail
|
|
201
|
+
|
|
202
|
+
// Assert: Non-active player cannot play cards
|
|
203
|
+
expect(true).toBe(false); // Will fail until turn order enforced
|
|
204
|
+
});
|
|
205
|
+
});
|
|
206
|
+
|
|
207
|
+
describe("1.6. Types of Abilities", () => {
|
|
208
|
+
/**
|
|
209
|
+
* Rule 1.6.1.1: Keywords are words or shortened phrases that represent
|
|
210
|
+
* a larger ability or abilities.
|
|
211
|
+
*/
|
|
212
|
+
test.failing("Rule 1.6.1.1 - Keywords represent larger abilities", () => {
|
|
213
|
+
// Arrange: Create character with a keyword (e.g., Bodyguard)
|
|
214
|
+
|
|
215
|
+
// Assert: Keyword should expand to full ability effect
|
|
216
|
+
expect(true).toBe(false); // Will fail until keyword system implemented
|
|
217
|
+
});
|
|
218
|
+
|
|
219
|
+
/**
|
|
220
|
+
* Rule 1.6.1.2: Triggered abilities continuously look for a specific condition
|
|
221
|
+
* and have an effect when that condition is met.
|
|
222
|
+
*/
|
|
223
|
+
test.failing("Rule 1.6.1.2 - Triggered abilities fire on condition", () => {
|
|
224
|
+
// Arrange: Create character with triggered ability
|
|
225
|
+
// e.g., "When this character quests, draw a card"
|
|
226
|
+
|
|
227
|
+
// Act: Quest with the character
|
|
228
|
+
|
|
229
|
+
// Assert: Triggered ability should fire
|
|
230
|
+
expect(true).toBe(false); // Will fail until trigger system implemented
|
|
231
|
+
});
|
|
232
|
+
|
|
233
|
+
/**
|
|
234
|
+
* Rule 1.6.1.3: Activated abilities have a cost and an effect that occurs
|
|
235
|
+
* if that cost is paid.
|
|
236
|
+
*/
|
|
237
|
+
test.failing("Rule 1.6.1.3 - Activated abilities require cost payment", () => {
|
|
238
|
+
// Arrange: Create character with activated ability
|
|
239
|
+
// e.g., "{exert}, 2 ink: Draw 2 cards"
|
|
240
|
+
|
|
241
|
+
// Act: Pay cost and use ability
|
|
242
|
+
|
|
243
|
+
// Assert: Ability effect should occur after cost paid
|
|
244
|
+
expect(true).toBe(false); // Will fail until activated abilities implemented
|
|
245
|
+
});
|
|
246
|
+
|
|
247
|
+
/**
|
|
248
|
+
* Rule 1.6.1.4: Static abilities are effects that are continuously active,
|
|
249
|
+
* either for a fixed length of time or for as long as the card generating
|
|
250
|
+
* the effect is in play.
|
|
251
|
+
*/
|
|
252
|
+
test.failing("Rule 1.6.1.4 - Static abilities continuously active", () => {
|
|
253
|
+
// Arrange: Create character with static ability
|
|
254
|
+
// e.g., "Your other characters get +1 strength"
|
|
255
|
+
|
|
256
|
+
// Assert: Effect should apply to other characters while card is in play
|
|
257
|
+
expect(true).toBe(false); // Will fail until static abilities implemented
|
|
258
|
+
});
|
|
259
|
+
|
|
260
|
+
/**
|
|
261
|
+
* Rule 1.6.1.5: Replacement effects are generated by some abilities.
|
|
262
|
+
* These replace one effect with another.
|
|
263
|
+
*/
|
|
264
|
+
test.failing("Rule 1.6.1.5 - Replacement effects replace other effects", () => {
|
|
265
|
+
// Arrange: Set up replacement effect
|
|
266
|
+
// e.g., "If this character would be banished, return it to hand instead"
|
|
267
|
+
|
|
268
|
+
// Act: Trigger the original effect (banish)
|
|
269
|
+
|
|
270
|
+
// Assert: Replacement effect should occur instead
|
|
271
|
+
expect(true).toBe(false); // Will fail until replacement effects implemented
|
|
272
|
+
});
|
|
273
|
+
|
|
274
|
+
/**
|
|
275
|
+
* Rule 1.6.2: Whenever an effect would affect multiple players at the same time,
|
|
276
|
+
* the active player resolves that effect first, then in turn order each other
|
|
277
|
+
* player resolves that effect.
|
|
278
|
+
*/
|
|
279
|
+
test.failing("Rule 1.6.2 - Multi-player effects resolve in turn order", () => {
|
|
280
|
+
// Arrange: Set up effect that affects all players
|
|
281
|
+
// e.g., "Each player draws a card"
|
|
282
|
+
|
|
283
|
+
// Act: Resolve the effect
|
|
284
|
+
|
|
285
|
+
// Assert: Active player resolves first, then other players in turn order
|
|
286
|
+
expect(true).toBe(false); // Will fail until multi-player effect resolution implemented
|
|
287
|
+
});
|
|
288
|
+
});
|
|
289
|
+
|
|
290
|
+
describe("1.7. The Bag", () => {
|
|
291
|
+
/**
|
|
292
|
+
* Rule 1.7.1: The bag is the zone where triggered abilities wait to resolve.
|
|
293
|
+
* It's not a physical zone but a way to picture the process.
|
|
294
|
+
*/
|
|
295
|
+
test.failing("Rule 1.7.1 - Triggered abilities queue in the bag", () => {
|
|
296
|
+
// Arrange: Create multiple triggered abilities that fire simultaneously
|
|
297
|
+
|
|
298
|
+
// Act: Trigger condition occurs
|
|
299
|
+
|
|
300
|
+
// Assert: Both abilities should be in the bag waiting to resolve
|
|
301
|
+
expect(true).toBe(false); // Will fail until bag system implemented
|
|
302
|
+
});
|
|
303
|
+
|
|
304
|
+
/**
|
|
305
|
+
* Rule 1.7.2: It's possible for both the active player and their opponent(s)
|
|
306
|
+
* to add triggered abilities to the bag at the same time.
|
|
307
|
+
*/
|
|
308
|
+
test.failing("Rule 1.7.2 - Both players can add to bag simultaneously", () => {
|
|
309
|
+
// Arrange: Create triggered abilities for both players
|
|
310
|
+
|
|
311
|
+
// Act: Trigger condition that fires both abilities
|
|
312
|
+
|
|
313
|
+
// Assert: Both abilities should be in the bag
|
|
314
|
+
expect(true).toBe(false); // Will fail until bag system implemented
|
|
315
|
+
});
|
|
316
|
+
});
|
|
317
|
+
|
|
318
|
+
describe("1.8. Players' Cards", () => {
|
|
319
|
+
/**
|
|
320
|
+
* Rule 1.8.1: Cards a player brings to the table in their deck are their cards,
|
|
321
|
+
* and that player makes any decisions necessary for the card and its effects.
|
|
322
|
+
*/
|
|
323
|
+
test.failing("Rule 1.8.1 - Card owner makes decisions for their cards", () => {
|
|
324
|
+
// Arrange: Card with decision point
|
|
325
|
+
|
|
326
|
+
// Assert: Owner should be the one making decisions
|
|
327
|
+
expect(true).toBe(false); // Will fail until ownership system verified
|
|
328
|
+
});
|
|
329
|
+
|
|
330
|
+
/**
|
|
331
|
+
* Rule 1.8.2: When a card refers to "his," "her," "its," or "their" player,
|
|
332
|
+
* it's referring to the person who played the card.
|
|
333
|
+
*/
|
|
334
|
+
test.failing("Rule 1.8.2 - His/her/its/their refers to card's controller", () => {
|
|
335
|
+
// Arrange: Card with ability referencing "its player"
|
|
336
|
+
|
|
337
|
+
// Assert: Reference should point to the controller
|
|
338
|
+
expect(true).toBe(false); // Will fail until text parsing implemented
|
|
339
|
+
});
|
|
340
|
+
|
|
341
|
+
/**
|
|
342
|
+
* Rule 1.8.3: When a card refers to "you," "your," or "yours," it's referring
|
|
343
|
+
* to the player of the card, even if the ability was granted by an opposing effect.
|
|
344
|
+
*/
|
|
345
|
+
test.failing("Rule 1.8.3 - You/your/yours refers to card's player", () => {
|
|
346
|
+
// Arrange: Card with "your" reference
|
|
347
|
+
// Even if ability granted by opponent
|
|
348
|
+
|
|
349
|
+
// Assert: "Your" should refer to the card's player
|
|
350
|
+
expect(true).toBe(false); // Will fail until text parsing implemented
|
|
351
|
+
});
|
|
352
|
+
});
|
|
353
|
+
|
|
354
|
+
describe("1.9. Game State Check", () => {
|
|
355
|
+
/**
|
|
356
|
+
* Rule 1.9.1.1: If a player has 20 or more lore, that player wins the game.
|
|
357
|
+
*/
|
|
358
|
+
test.failing("Rule 1.9.1.1 - 20 lore wins the game", () => {
|
|
359
|
+
// Arrange: Set up player with characters to quest
|
|
360
|
+
|
|
361
|
+
// Act: Quest until reaching 20 lore
|
|
362
|
+
|
|
363
|
+
// Assert: Game should end with that player winning
|
|
364
|
+
expect(true).toBe(false); // Will fail until win condition implemented
|
|
365
|
+
});
|
|
366
|
+
|
|
367
|
+
/**
|
|
368
|
+
* Rule 1.9.1.2: If a player attempted to draw from a deck with no cards
|
|
369
|
+
* since the last game state check, that player loses the game.
|
|
370
|
+
*/
|
|
371
|
+
test.failing("Rule 1.9.1.2 - Empty deck draw loses the game", () => {
|
|
372
|
+
// Arrange: Empty a player's deck
|
|
373
|
+
// This would require test setup to have empty deck
|
|
374
|
+
|
|
375
|
+
// Act: Attempt to draw
|
|
376
|
+
|
|
377
|
+
// Assert: Player should lose
|
|
378
|
+
expect(true).toBe(false); // Will fail until loss condition implemented
|
|
379
|
+
});
|
|
380
|
+
|
|
381
|
+
/**
|
|
382
|
+
* Rule 1.9.1.3: If a character or location has damage equal to or greater than
|
|
383
|
+
* its Willpower, that character or location is banished.
|
|
384
|
+
*/
|
|
385
|
+
test.failing("Rule 1.9.1.3 - Damage >= Willpower banishes character", () => {
|
|
386
|
+
// Arrange: Create character with willpower 3
|
|
387
|
+
const character = testEngine.createCharacterInPlay(PLAYER_ONE, {
|
|
388
|
+
strength: 2,
|
|
389
|
+
willpower: 3,
|
|
390
|
+
});
|
|
391
|
+
|
|
392
|
+
// Act: Deal 3 or more damage to character
|
|
393
|
+
// (would need damage dealing mechanism)
|
|
394
|
+
|
|
395
|
+
// Assert: Character should be banished (moved to discard)
|
|
396
|
+
expect(true).toBe(false); // Will fail until damage system fully implemented
|
|
397
|
+
});
|
|
398
|
+
|
|
399
|
+
/**
|
|
400
|
+
* Rule 1.9.2: A game state check is made at the end of every step,
|
|
401
|
+
* after any action or ability is finished resolving, and after each
|
|
402
|
+
* effect in the bag is finished resolving.
|
|
403
|
+
*/
|
|
404
|
+
test.failing("Rule 1.9.2 - Game state check timing", () => {
|
|
405
|
+
// Arrange: Set up scenario where game state check matters
|
|
406
|
+
|
|
407
|
+
// Act: Complete an action/step
|
|
408
|
+
|
|
409
|
+
// Assert: Game state check should have occurred
|
|
410
|
+
expect(true).toBe(false); // Will fail until game state check timing implemented
|
|
411
|
+
});
|
|
412
|
+
|
|
413
|
+
/**
|
|
414
|
+
* Rule 1.9.2.1: Any required actions generated from a game state check
|
|
415
|
+
* happen in turn order. If a player would win and lose at the same time,
|
|
416
|
+
* that player wins.
|
|
417
|
+
*/
|
|
418
|
+
test.failing("Rule 1.9.2.1 - Win/lose simultaneously means win", () => {
|
|
419
|
+
// Arrange: Set up scenario where player wins and loses at same time
|
|
420
|
+
// e.g., reach 20 lore same time as deck empties
|
|
421
|
+
|
|
422
|
+
// Assert: Player should win
|
|
423
|
+
expect(true).toBe(false); // Will fail until win/lose resolution implemented
|
|
424
|
+
});
|
|
425
|
+
});
|
|
426
|
+
});
|