extends SceneTree ## Regel-, KI- und Spielstand-Tests ohne Fenster: ## godot --headless --path . -s tests/test_runner.gd var passed := 0 var failed := 0 func check(cond: bool, msg: String) -> void: if cond: passed += 1 else: failed += 1 printerr("FEHLER: " + msg) func C(id: String) -> Cards.Card: return Cards.by_id(id) func setup(human_hand: Array = [], opp_hand: Array = [], n_opp: int = 1) -> Array: var deck := [] for i in 10: deck.append(C("f_kobold")) var human := Game.Player.new("Du", deck, true, 30) var opps := [] for i in n_opp: opps.append(Game.Player.new("Gegner %d" % (i + 1), deck, false, 15)) var r := RandomNumberGenerator.new() r.seed = 0 var g := Game.new(human, opps, r) g.turn = 1 human.max_energy = 10 human.energy = 10 for cid in human_hand: human.hand.append(C(cid)) for o in opps: o.max_energy = 10 o.energy = 10 for cid in opp_hand: o.hand.append(C(cid)) return [g, human, opps] var next_uid := 9000 func put(p: Game.Player, cid: String, ready: bool = true) -> Game.Creature: next_uid += 1 var cr := Game.Creature.new(C(cid), p, next_uid) cr.ready = ready cr.attacks_left = cr.attacks_per_turn() if ready else 0 p.board.append(cr) return cr func _initialize() -> void: test_kartenpool() test_kombos() test_wesen_spielen() test_flink() test_waechter() test_waechter_nur_eigener_besitzer() test_kampf_beidseitig() test_schild() test_doppelschlag() test_einfrieren() test_zauber_ziel() test_flaechenschaden() test_zurueck_auf_hand() test_buff_heilung() test_limits() test_leeres_deck() test_gleiche_regeln() test_zugreihenfolge() test_tote_gegner() test_jeder_gegen_jeden() test_gegnerzahl() test_sieg_niederlage() test_deckregeln() test_gegnerdeck() test_booster() test_spielstand() test_resonanz() test_feldkombos() test_schild_effekt_und_dreifach() test_kopie() test_ki_lethal() test_ki_besser_als_gierig() test_ki_spiele_enden() test_spielstand_migration() test_erfolge_und_tagesaufgabe() test_kampagne() test_fallen() test_ki_sieht_fallen_nicht() test_hotseat() test_zufallssamen() test_deck_slots_und_werkstatt() test_spielstand_sicherung() test_mulligan() test_merkmale() test_ki_zwei_schritte() test_snapshot() test_statistik_pity_tagesaufgaben() test_deck_umbenennen_und_auffuellen() test_neue_fallen() test_kapitel_zwei_und_merkmalwahl() test_herausforderung_und_bestenliste() test_deckstaerke_und_schwierigkeit() test_starter_gegen_passende_gegner() test_kurve_statistik_vorschlag_verbesserung() test_wasser_antworten() print("%d Prüfungen bestanden, %d fehlgeschlagen" % [passed, failed]) quit(1 if failed > 0 else 0) func test_kartenpool() -> void: check(Cards.all().size() == 109, "109 Karten") for key in Cards.COMBOS: var found: bool = Cards.all().any(func(c): return c.is_combo() and Cards.combo_key(c.elements) == key) check(found, "Kombo vorhanden: " + key) for e in Cards.ELEMENTS: check(Cards.all().any(func(c): return c.elements == [e]), "Element vorhanden: " + e) for c in Cards.all(): check(c.rarity in Cards.RARITIES, "Seltenheit " + c.id) check(not c.is_creature() or c.health > 0, "Leben " + c.id) check(C("el_koenig").text() == "Wächter, Flink, Schild. Beim Ausspielen: Alle befreundeten Wesen erhalten +1/+1.", "Kartentext") check(C("f_funke").text() == "2 Schaden an ein Ziel.", "Zaubertext") check(C("ww_eiszeit").text() == "Friere alle gegnerischen Wesen ein, Ziehe 1 Karte.", "Eiszeit-Text") func test_kombos() -> void: check(Cards.combo_name(["Feuer", "Feuer"]) == "Inferno", "Feuer+Feuer = Inferno") check(Cards.combo_name(["Luft", "Feuer"]) == "Blitz", "Luft+Feuer = Blitz") check(C("ff_phoenix").is_combo() and C("ff_phoenix").combo() == "Inferno", "Phönix ist Inferno") check(not C("f_funke").is_combo(), "Funke keine Kombo") func test_wesen_spielen() -> void: var s := setup(["f_wolf"]) var g: Game = s[0] var h: Game.Player = s[1] check(g.play_card(h, C("f_wolf")) == "", "Wolf spielen") check(h.energy == 8 and h.board.size() == 1, "Energie bezahlt") check(not h.board[0].can_attack(), "Erschöpfung") g.end_turn() g.end_turn() check(h.board[0].can_attack(), "bereit im nächsten Zug") func test_flink() -> void: var s := setup(["l_falke"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] g.play_card(h, C("l_falke")) check(g.attack(h.board[0], o) == "", "Flink greift sofort an") check(o.life == 12, "Falke 3 Schaden") func test_waechter() -> void: var s := setup() var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var a := put(h, "f_wolf") var w := put(o, "e_wall") check(g.attack(a, o) != "", "Wächter blockt Angriff auf Held") check(g.attack(a, w) == "", "Wächter angreifen") check(w.health == 1 and a.health == 2, "Schaden verrechnet") func test_waechter_nur_eigener_besitzer() -> void: var s := setup([], [], 2) var g: Game = s[0] var h: Game.Player = s[1] var a := put(h, "f_wolf") put(s[2][0], "e_wall") check(g.attack(a, s[2][1]) == "" and s[2][1].life == 12, "Wächter schützt nur Besitzer") func test_kampf_beidseitig() -> void: var s := setup() var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var a := put(h, "f_asche") var d := put(o, "w_reiter") g.attack(a, d) check(not (d in o.board) and not (a in h.board), "beide sterben") check("Aschekrieger stirbt." in g.log, "Log") func test_schild() -> void: var s := setup() var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var sh := put(o, "ee_bastion") var a := put(h, "f_asche") g.attack(a, sh) check(sh.health == 7 and not sh.shield, "Schild blockt einmal") var b := put(h, "f_wolf") g.attack(b, sh) check(sh.health == 4, "zweiter Schaden zählt") func test_doppelschlag() -> void: var s := setup() var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var a := put(h, "l_schlange") g.attack(a, o) g.attack(a, o) check(o.life == 11, "zwei Angriffe") check(g.attack(a, o) != "", "kein dritter Angriff") func test_einfrieren() -> void: var s := setup([], ["w_eis"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var a := put(h, "f_wolf") g.end_turn() check(g.play_card(o, C("w_eis"), a) == "", "Eis spielen") check(a.frozen, "eingefroren") g.end_turn() check(not a.frozen and not a.can_attack(), "taut auf, setzt aus") g.end_turn() g.end_turn() check(a.can_attack(), "wieder bereit") func test_zauber_ziel() -> void: var s := setup(["w_eis", "f_funke"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] check(not g.can_play(h, C("w_eis"))[0], "Eis ohne Ziel") check(g.can_play(h, C("f_funke"))[0], "Funke mit Held als Ziel") g.play_card(h, C("f_funke"), o) check(o.life == 13, "2 Schaden") func test_flaechenschaden() -> void: var s := setup(["ff_phoenix"], [], 2) var g: Game = s[0] var h: Game.Player = s[1] var o1: Game.Player = s[2][0] var o2: Game.Player = s[2][1] put(o1, "f_kobold") put(o2, "e_golem") g.play_card(h, C("ff_phoenix")) check(o1.life == 11 and o2.life == 11, "Helden 4 Schaden") check(o1.board.is_empty() and o2.board[0].health == 1, "Wesen getroffen") func test_zurueck_auf_hand() -> void: var s := setup(["l_stoss"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var d := put(o, "e_troll") g.play_card(h, C("l_stoss"), d) check(o.board.is_empty() and C("e_troll") in o.hand, "zurück auf Hand") func test_buff_heilung() -> void: var s := setup(["e_haerten", "e_baum"]) var g: Game = s[0] var h: Game.Player = s[1] var a := put(h, "f_wolf") h.life = 20 g.play_card(h, C("e_haerten"), a) check(a.attack == 5 and a.health == 4, "+2/+2") g.play_card(h, C("e_baum")) check(h.life == 25, "Heilung") func test_limits() -> void: var s := setup(["f_kobold"]) var g: Game = s[0] var h: Game.Player = s[1] for i in Game.MAX_BOARD: put(h, "f_kobold") check(g.can_play(h, C("f_kobold"))[1] == "Dein Feld ist voll", "Feld voll") h.hand = [] for i in Game.MAX_HAND: h.hand.append(C("f_kobold")) g.draw(h) check(h.hand.size() == Game.MAX_HAND, "Hand voll verbrennt") func test_leeres_deck() -> void: var s := setup() var g: Game = s[0] var h: Game.Player = s[1] h.deck = [] g.draw(h, 3) check(h.life == 30 - 6, "Ermüdung 1+2+3") func test_gleiche_regeln() -> void: var r := RandomNumberGenerator.new() r.seed = 0 var g := Game.new_battle(Profile.starter().deck_cards(), 3, r) var first: Game.Player = g.players[0] check(g.current() == first and first.max_energy == 1 and first.energy == 1, "Startspieler: 1 Energie, kein Bonus") check(first.hand.size() == Game.START_HAND + 1, "Startspieler 5 Handkarten") for p in g.players: check(p.life == Game.START_LIFE, "gleiches Leben") if p != first: check(p.hand.size() == Game.START_HAND + 1 and p.start_bonus == 1, "Nachzieher: Karte mehr, Bonus offen") g.end_turn() var second: Game.Player = g.players[1] check(g.current() == second and second.max_energy == 1 and second.energy == 2, "Nachzieher: 1 Energie plus Ausgleich") check(second.hand.size() == Game.START_HAND + 2, "Nachzieher 6 Handkarten nach dem Ziehen") for i in 4: g.end_turn() check(g.current() == second and second.energy == 2 and second.max_energy == 2, "Ausgleich nur einmal") func test_zugreihenfolge() -> void: var starters := {} for seed in 12: var r := RandomNumberGenerator.new() r.seed = seed var g := Game.new_battle(Profile.starter().deck_cards(), 2, r) starters[g.players[0].name] = true check(g.players.size() == 3 and g.human in g.players and g.opponents.size() == 2, "alle am Tisch") for i in g.players.size(): check(g.players[i].order == i, "Reihenfolge nummeriert") check(g.log[0].begins_with("Zugreihenfolge:"), "Reihenfolge im Verlauf") var g2 := g.clone() check(g2.players.map(func(p): return p.name) == g.players.map(func(p): return p.name), "Kopie behält Reihenfolge") check(starters.size() > 1, "Startspieler wechselt (%d verschiedene)" % starters.size()) func test_tote_gegner() -> void: var s := setup([], [], 2) var g: Game = s[0] s[2][0].life = 0 g.end_turn() check(g.current() == s[2][1], "toter Gegner übersprungen") g.end_turn() check(g.current() == s[1] and g.turn == 2, "zurück beim Spieler, Zug 2") func test_jeder_gegen_jeden() -> void: var s := setup([], [], 2) var g: Game = s[0] var h: Game.Player = s[1] var o1: Game.Player = s[2][0] var o2: Game.Player = s[2][1] check(g.enemies_of(o1) == [h, o2], "Gegner bekämpft Spieler und anderen Gegner") check(g.enemies_of(h) == [o1, o2], "Spieler bekämpft alle Gegner") g.end_turn() o1.hand = [] o1.mulligan_done = true var a := put(o1, "f_wolf") check(g.can_attack(a, o2)[0], "Gegner darf Gegner angreifen") check(g.attack(a, o2) == "" and o2.life == 12, "Gegner trifft Gegner") var act := AI.choose_action(g, o1) check(act.type == "end", "KI-Zug endet ohne weitere Aktion") o2.life = 2 var b := put(o1, "f_kobold") check(AI.choose_action(g, o1).target == o2, "KI nutzt Lethal gegen anderen Gegner") func test_gegnerzahl() -> void: var r := RandomNumberGenerator.new() r.seed = 2 for n in range(1, Game.MAX_OPPONENTS + 1): var g := Game.new_battle(Profile.starter().deck_cards(), n, r) check(g.opponents.size() == n, "%d Gegner" % n) check(g.players.all(func(o): return o.life == Game.START_LIFE), "gleiches Leben bei %d" % n) check(g.players[0].max_energy == 1 and g.current() == g.players[0], "Startspieler bei %d" % n) check(g.human.hand.size() == Game.START_HAND + 1, "Handkarten bei %d" % n) check(Profile.REWARD_WIN.has(n), "Belohnung bei %d" % n) func test_sieg_niederlage() -> void: var s := setup([], [], 2) var g: Game = s[0] g.damage(s[2][0], 99) g.check_end() check(g.winner == "", "noch offen") g.damage(s[2][1], 99) g.check_end() check(g.winner == "human", "Sieg") var s2 := setup() var g2: Game = s2[0] g2.damage(s2[1], 30) g2.check_end() check(g2.winner == "opponents", "Niederlage") func test_deckregeln() -> void: var starter := Profile.starter().deck_cards() check(Game.validate_deck(starter)[0], "Starterdeck gültig") var d := [] for i in 19: d.append(C("f_kobold")) check(not Game.validate_deck(d)[0], "19 Karten ungültig") d = [] for i in 4: d.append(C("f_kobold")) for i in 16: d.append(C("f_wolf")) check(not Game.validate_deck(d)[0], "4 Kopien ungültig") d = [] for cid in ["f_kobold", "f_wolf", "f_asche", "f_funke", "w_geist", "w_reiter"]: for i in 3: d.append(C(cid)) d.append(C("e_wall")) d.append(C("e_wall")) check("Elemente" in Game.validate_deck(d)[1], "3 Elemente ungültig") check(not Game.validate_deck(starter, {"f_kobold": 1})[0], "nicht besessen") func test_gegnerdeck() -> void: var r := RandomNumberGenerator.new() r.seed = 1 for e in Cards.ELEMENTS: var deck := Game.build_opponent_deck(r, [e]) check(Game.validate_deck(deck)[0], "Mono-Gegnerdeck gültig: " + e) check(Game.deck_elements(deck) == [e], "nur Element " + e) check(Game.validate_deck(Game.build_opponent_deck(r, ["Feuer", "Luft"]))[0], "Zwei-Element-Gegnerdeck") func test_booster() -> void: var r := RandomNumberGenerator.new() r.seed = 3 for i in 50: var cards := Profile.roll_booster(r) check(cards.size() == 5, "5 Karten") check(cards.any(func(c): return c.rarity != "gewöhnlich"), "mindestens eine seltene") var p := Profile.new() p.coins = Profile.BOOSTER_COST var got := p.open_booster(r) check(p.coins == 0 and got.size() == 5, "Booster kostet 100") var total := 0 for cid in p.collection: total += p.collection[cid] check(total == 5, "Sammlung +5") check(p.open_booster(r).is_empty(), "ohne Münzen kein Booster") func test_spielstand() -> void: var path := "user://test_spielstand.json" var abs := ProjectSettings.globalize_path(path) for suffix in ["", ".bak"]: if FileAccess.file_exists(path + suffix): DirAccess.remove_absolute(abs + suffix) var p := Profile.load_or_new(path) check(p.deck_valid()[0], "Starterprofil gültig") check(FileAccess.file_exists(path), "Datei angelegt") p.coins = 999 p.save(path) var p2 := Profile.load_or_new(path) check(p2.coins == 999 and p2.deck.size() == 20 and p2.collection.size() == 42, "geladen") for suffix in ["", ".bak"]: if FileAccess.file_exists(path + suffix): DirAccess.remove_absolute(abs + suffix) func test_ki_lethal() -> void: var s := setup() var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] o.life = 3 var a := put(h, "f_asche") put(o, "w_reiter") var act := AI.choose_action(g, h) check(act.type == "attack" and act.creature == a and act.target == o, "KI nutzt Lethal") func test_ki_spiele_enden() -> void: var r := RandomNumberGenerator.new() r.seed = 7 for n in [1, 3, 5]: for i in 6: var pool: Array = Cards.ELEMENTS.duplicate() Game.shuffle(pool, r) var g := Game.new_battle(Game.build_opponent_deck(r, [pool[0], pool[1]]), n, r) var guard := 0 while g.winner == "" and guard < 300: AI.take_turn(g, g.current(), i % 2 == 0) guard += 1 check(g.winner != "", "Spiel endet (%d Gegner)" % n) func test_resonanz() -> void: var s := setup(["f_wolf", "f_kobold", "e_wall"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] g.play_card(h, C("f_wolf")) check(h.board[0].power() == 3, "allein keine Resonanz") g.play_card(h, C("f_kobold")) check(h.board[0].power() == 4 and h.board[1].power() == 3, "Feuer+Feuer: beide +1") g.play_card(h, C("e_wall")) check(h.board[2].power() == 0, "Erde allein: kein Bonus") check(C("f_wolf").text() == "" and Cards.RESONANCE_TEXT.begins_with("Resonanz"), "Resonanz ist Regel, kein Kartentext") var third := put(h, "f_asche") g.update_resonance() check(h.board[0].power() == 5 and third.power() == 6, "drei Feuer-Wesen: +2") put(h, "f_kobold") put(h, "f_kobold") put(h, "f_kobold") g.update_resonance() check(h.board[0].power() == 6 and Game.resonance_for(1) == 1 and Game.resonance_for(3) == 3 and Game.resonance_for(4) == 3, "Resonanz höchstens +3") for i in [1, 3, 4, 5, 6]: h.board[i].health = 0 g.cleanup() check(h.board[0].power() == 3, "Resonanz sinkt mit den Partnern") func test_feldkombos() -> void: # Dampf: Feuer neben Wasser friert das stärkste gegnerische Wesen ein var s := setup(["w_reiter"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] put(h, "f_wolf") var weak := put(o, "f_kobold") var strong := put(o, "e_troll") g.play_card(h, C("w_reiter")) check(strong.frozen and not weak.frozen, "Dampf friert das stärkste Wesen") check(g.log.any(func(l): return l.begins_with("Feldkombo Dampf")), "Feldkombo im Verlauf") # Lava: 1 Schaden an alle gegnerischen Wesen s = setup(["e_golem"]) g = s[0] h = s[1] o = s[2][0] put(h, "f_wolf") var k := put(o, "f_kobold") g.play_card(h, C("e_golem")) check(not (k in o.board), "Lava tötet den 2/1 Kobold") # Blitz: 2 Schaden an den schwächsten Gegner s = setup(["l_wind"], [], 2) g = s[0] h = s[1] put(h, "f_wolf") s[2][1].life = 5 g.play_card(h, C("l_wind")) check(s[2][1].life == 3 and s[2][0].life == 15, "Blitz trifft den schwächsten Gegner") # Schlamm heilt, Sturm zieht, Sand gibt Schild s = setup(["e_wall", "l_wind", "w_reiter"]) g = s[0] h = s[1] h.life = 20 g.play_card(h, C("w_reiter")) g.play_card(h, C("e_wall")) check(h.life == 23, "Schlamm heilt um 3") var hand_before := h.hand.size() g.play_card(h, C("l_wind")) check(h.hand.size() == hand_before, "Sturm zieht 1 (eine gespielt, eine gezogen)") check(not h.board[2].shield, "nur eine Feldkombo je Ausspielen") s = setup(["l_wind"]) g = s[0] h = s[1] put(h, "e_wall") g.play_card(h, C("l_wind")) check(h.board[1].shield, "Sand: neues Wesen hat Schild") # Gleiche Elemente lösen keine Feldkombo aus s = setup(["f_kobold"]) g = s[0] h = s[1] put(h, "f_wolf") g.play_card(h, C("f_kobold")) check(not g.log.any(func(l): return l.begins_with("Feldkombo")), "Feuer+Feuer ist Resonanz, keine Feldkombo") # Kombokarte bringt ihr zweites Element mit s = setup(["fw_wolke", "fe_golem"]) g = s[0] h = s[1] o = s[2][0] put(h, "w_reiter") var t := put(o, "e_troll") g.play_card(h, C("fe_golem")) check(t.frozen, "Lava-Wesen neben Wasser löst Dampf aus") func test_schild_effekt_und_dreifach() -> void: var s := setup(["e_steinhaut", "fff_sonne"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var a := put(h, "f_wolf") g.play_card(h, C("e_steinhaut"), a) check(a.shield, "Steinhaut gibt Schild") var sonne := C("fff_sonne") check(sonne.rarity == "mythisch" and sonne.combo() == "Sonne" and sonne.is_combo(), "Dreifach-Kombo Sonne") check(Cards.of_rarity("mythisch").size() == 4, "vier mythische Karten") var troll := put(o, "e_troll") g.play_card(h, C("fff_sonne")) check(o.life == 10 and troll.health == 1, "Kern der Sonne: 5 Schaden an alle") check(Cards.combo_name(["Erde", "Erde", "Erde"]) == "Gebirge", "Dreifach-Name") func test_kopie() -> void: var s := setup(["f_wolf"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var a := put(h, "f_asche") var g2 := g.clone() var a2 := g2.find_creature(a.uid) check(a2 != null and a2 != a and a2.owner() == g2.players[0], "Wesen kopiert mit neuem Besitzer") g2.attack(a2, g2.players[1]) check(g2.players[1].life == 11 and o.life == 15, "Kopie verändert das Original nicht") g2.play_card(g2.players[0], C("f_wolf")) check(h.hand.size() == 1 and g2.players[0].hand.is_empty(), "Hand der Kopie unabhängig") check(g2.log.is_empty() and g2.events.is_empty(), "Kopie schreibt keinen Verlauf") func test_ki_besser_als_gierig() -> void: var r := RandomNumberGenerator.new() r.seed = 11 var smart := 0 var games := 40 for i in games: var pool: Array = Cards.ELEMENTS.duplicate() Game.shuffle(pool, r) var g := Game.new_battle(Game.build_opponent_deck(r, [pool[0], pool[1]]), 1, r) # abwechselnd beginnt die schlaue oder die gierige KI var smart_is_human := i % 2 == 0 var guard := 0 while g.winner == "" and guard < 300: var p := g.current() AI.take_turn(g, p, p.is_human != smart_is_human) guard += 1 if (g.winner == "human") == smart_is_human: smart += 1 check(smart >= games / 2, "Vorausschau-KI ist mindestens so gut wie die gierige (%d von %d)" % [smart, games]) func test_spielstand_migration() -> void: var alt := {"coins": 300, "collection": {"f_kobold": 2, "unbekannt": 1}, "deck": ["f_kobold", "f_kobold"]} var p := Profile.from_dict(alt) check(p.coins == 300 and p.collection == {"f_kobold": 2} and p.deck.size() == 2, "Version 1 gelesen") check(p.stats.games == 0 and p.achievements.is_empty() and p.campaign_stage == 0, "Standardwerte ergänzt") check(p.settings.volume == 0.8 and p.settings.animations, "Einstellungen Standard") p.stats.wins = 3 p.achievements.append("erster_sieg") p.campaign_stage = 2 p.settings.volume = 0.3 var d := p.to_dict() check(d.version == Profile.SAVE_VERSION, "Version gespeichert") var p2 := Profile.from_dict(JSON.parse_string(JSON.stringify(d))) check(p2.stats.wins == 3 and p2.achievements == ["erster_sieg"] and p2.campaign_stage == 2, "Version 2 gelesen") check(is_equal_approx(p2.settings.volume, 0.3), "Einstellungen gelesen") func test_erfolge_und_tagesaufgabe() -> void: Profile.today_override = "2026-09-16" var p := Profile.starter() var coins := p.coins var reward := p.record_battle(true, 1, p.deck_cards()) check(reward == Profile.REWARD_WIN[1], "Duell-Belohnung") check("erster_sieg" in p.achievements and "duellant" in p.achievements, "Erfolge Erster Sieg und Duellant") check(not ("tischherr" in p.achievements), "Herr des Tisches noch offen") check(p.coins == coins + reward + 100 + (p.daily_task().reward if p.daily.done else 0), "Münzen inklusive Erfolge") check(p.notices.size() >= 2, "Meldungen vorhanden") p.take_notices() check(p.notices.is_empty(), "Meldungen abgeholt") check(p.daily.date == "2026-09-16" and p.daily.task != "", "Tagesaufgabe gesetzt") # Tagesaufgabe erfüllen (je nach Aufgabe: Sieg, zwei Kämpfe oder Booster) var task := p.daily_task() if not p.daily.done: if task.kind == "game": p.record_battle(false, 2, p.deck_cards()) elif task.kind == "booster": p.coins = 100 p.open_booster() check(p.daily.done, "Tagesaufgabe erfüllt: " + task.text) var progress_before: int = p.daily.progress p.record_battle(true, 1, p.deck_cards()) check(p.daily.progress == progress_before, "erfüllte Aufgabe zählt nicht weiter") Profile.today_override = "2026-09-17" p.refresh_daily() check(p.daily.date == "2026-09-17" and not p.daily.done and p.daily.progress == 0, "neuer Tag, neue Aufgabe") Profile.today_override = "" # Mono-Deck-Erfolg var mono := [] for cid in ["f_funke", "f_kobold", "f_wolf", "f_feuerball", "f_asche", "f_glutpfeil", "f_elementar"]: for i in 3: mono.append(Cards.by_id(cid)) mono = mono.slice(0, 20) p.record_battle(true, 3, mono) check("elementarist" in p.achievements and "tischherr" in p.achievements, "Elementarist und Herr des Tisches") check(p.stats.wins == 3 and p.stats.wins_by_opp["1"] == 2, "Statistik") func test_kampagne() -> void: var r := RandomNumberGenerator.new() r.seed = 4 check(Campaign.STAGES.size() == 10, "zehn Stufen") var opps := Campaign.opponents(4, r) check(opps.size() == 3 and opps[0].name == "Vulkar" and opps[0].title == "Herr der Lava", "Stufe 5: Vulkar mit 2 Begleitern") check(Game.deck_elements(opps[0].deck).all(func(e): return e in ["Feuer", "Erde"]), "Boss-Deck aus seinen Elementen") var g := Game.new_battle_with(Profile.starter().deck_cards(), opps, r) check(g.opponents.size() == 3 and g.human.life == Game.START_LIFE, "Kampagnenkampf gestartet") var p := Profile.starter() var reward := p.record_battle(true, 1, p.deck_cards(), 0) check(p.campaign_stage == 1 and reward == Campaign.STAGES[0].reward, "Stufe 1 abgeschlossen") reward = p.record_battle(true, 1, p.deck_cards(), 0) check(p.campaign_stage == 1 and reward == Profile.REWARD_WIN[1], "Wiederholung gibt normale Belohnung") reward = p.record_battle(false, 2, p.deck_cards(), 1) check(p.campaign_stage == 1 and reward == Profile.REWARD_LOSS, "Niederlage schaltet nichts frei") p.campaign_stage = 9 p.record_battle(true, 5, p.deck_cards(), 9) check(p.campaign_stage == 10 and "kampagnenheld" in p.achievements, "Kampagne abgeschlossen") var sim := Game.new_battle_with(Profile.starter().deck_cards(), Campaign.opponents(0, r), r) var guard := 0 while sim.winner == "" and guard < 300: AI.take_turn(sim, sim.current(), true) guard += 1 check(sim.winner != "", "Kampagnenduell endet") func test_fallen() -> void: var s := setup(["f_falle"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] check(C("f_falle").is_trap() and C("f_falle").text().begins_with("Falle. Wenn ein gegnerisches Wesen"), "Fallentext") check(g.play_card(h, C("f_falle")) == "" and h.traps.size() == 1 and h.hand.is_empty() and h.energy == 8, "Falle gelegt") check(g.log.back() == "Du legt eine Falle.", "Falle bleibt im Verlauf verdeckt") g.end_turn() var a := put(o, "e_troll") check(g.attack(a, h) == "", "Angriff in die Feuerfalle") check(h.traps.is_empty() and a.health == 3 and h.life == 26, "Feuerfalle: 3 Schaden, Angriff geht durch") # Frostfalle bricht den Angriff ab s = setup(["w_falle"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("w_falle")) g.end_turn() a = put(o, "e_troll") g.attack(a, h) check(h.life == 30 and a.frozen and a.attacks_left == 0, "Frostfalle: Angriff verpufft, Angreifer eingefroren") # Erdwall beschwört einen Steinwall s = setup(["e_falle"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("e_falle")) g.end_turn() a = put(o, "f_wolf") g.attack(a, h) check(h.board.size() == 1 and h.board[0].name == "Steinwall" and h.life == 27, "Erdwall beschwört Steinwall") # Windfalle schickt ein ausgespieltes Wesen zurück s = setup(["l_falle"], ["f_wolf"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("l_falle")) g.end_turn() g.play_card(o, C("f_wolf")) check(o.board.is_empty() and C("f_wolf") in o.hand and o.energy == 8, "Windfalle: Wesen zurück, Energie weg") # Höchstens zwei Fallen s = setup(["f_falle", "f_falle", "f_falle"]) g = s[0] h = s[1] g.play_card(h, C("f_falle")) g.play_card(h, C("f_falle")) check(not g.can_play(h, C("f_falle"))[0] and "Fallen" in g.can_play(h, C("f_falle"))[1], "höchstens 2 Fallen") # Falle schützt auch Wesen: toter Angreifer trifft nicht mehr s = setup(["f_falle"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("f_falle")) var w := put(h, "e_wall") g.end_turn() a = put(o, "f_wolf") g.attack(a, w) check(not (a in o.board) and w.health == 4, "Feuerfalle tötet den Wolf, Steinwall bleibt heil") func test_ki_sieht_fallen_nicht() -> void: var s := setup(["w_falle"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] g.play_card(h, C("w_falle")) var hi := g.players.find(h) var oi := g.players.find(o) check(g.clone().players[hi].traps.size() == 1, "volle Kopie kennt Fallen") var g2 := g.clone_for(o) check(g2.players[hi].traps.is_empty() and g2.players[oi].traps == o.traps, "KI-Kopie kennt fremde Fallen nicht") g.end_turn() o.hand = [] o.mulligan_done = true var a := put(o, "e_troll") var act := AI.choose_action(g, o) check(act.type == "attack" and act.target == h, "KI greift trotz verdeckter Falle an") check(g.clone_for(h).players[hi].traps.size() == 1, "eigene Fallen bleiben in der eigenen Kopie") func test_hotseat() -> void: var r := RandomNumberGenerator.new() r.seed = 3 var d := Profile.starter().deck_cards() var g := Game.new_hotseat([d, d], 1, r) check(g.players.size() == 3 and g.humans.size() == 2, "zwei Menschen und eine KI") check(g.humans[0].name == "Spieler 1" and g.humans[1].name == "Spieler 2", "Spielernamen") var ai = g.players.filter(func(p): return not p.is_human)[0] g.damage(ai, 99) g.check_end() check(g.winner == "", "zwei Menschen übrig: weiter") g.damage(g.humans[1], 99) g.check_end() check(g.winner == "human" and g.winner_player == g.humans[0], "Spieler 1 gewinnt") var g2 := Game.new_hotseat([d, d], 1, r) for hu in g2.humans: g2.damage(hu, 99) g2.check_end() check(g2.winner == "opponents" and g2.winner_player != null and not g2.winner_player.is_human, "KI gewinnt, wenn alle Menschen tot sind") var g3 := Game.new_hotseat([d, d, d], 0, r) check(g3.players.size() == 3 and g3.opponents.size() == 2, "drei Menschen ohne KI") var guard := 0 while g3.winner == "" and guard < 300: AI.take_turn(g3, g3.current(), true) guard += 1 check(g3.winner == "human" and g3.winner_player != null, "Hotseat-Partie endet mit Sieger") func test_zufallssamen() -> void: Game.test_seed = 77 var a := Game.make_rng().randi() Game.test_seed = 77 var b := Game.make_rng().randi() Game.test_seed = 0 check(a == b, "fester Samen wiederholbar") var c := Game.make_rng().randi() var d := Game.make_rng().randi() check(c != d, "ohne Samen echter Zufall") func test_deck_slots_und_werkstatt() -> void: var p := Profile.starter() check(p.decks.size() == Profile.DECK_SLOTS and p.deck.size() == 20 and p.decks[1].cards.is_empty(), "fünf Slots, Deck 1 gefüllt") p.active_deck = 1 check(p.deck.is_empty() and not p.deck_valid()[0] and p.deck_valid(0)[0], "aktives Deck wechselt") p.deck = ["f_kobold"] check(p.decks[1].cards == ["f_kobold"], "Zuweisung geht in den Slot") p.active_deck = 0 # Migration aus Version 2 (ein Deck) var v2 := {"version": 2, "coins": 5, "collection": {"f_kobold": 3}, "deck": ["f_kobold", "f_kobold"]} var m := Profile.from_dict(v2) check(m.decks[0].cards == ["f_kobold", "f_kobold"] and m.active_deck == 0 and m.dust == 0, "Version 2 wird zu Slot 1") var v3 := Profile.from_dict(JSON.parse_string(JSON.stringify(p.to_dict()))) check(v3.decks[1].cards == ["f_kobold"] and v3.deck_name(1) == "Deck 2", "Version 3 gelesen") # Werkstatt p.collection["f_kobold"] = 5 check(p.dismantle("f_kobold") == "" and p.collection["f_kobold"] == 4 and p.dust == 5, "Zerlegen bringt Staub") check(p.dismantle("f_kobold", 3) != "" and p.collection["f_kobold"] == 4, "Deckbedarf schützt Karten") check(p.dismantle("ff_phoenix") != "", "nichts zu zerlegen") p.dust = 100 check(p.craft("ff_phoenix") != "" and p.dust == 100, "zu wenig Staub") p.dust = 1600 check(p.craft("ff_phoenix") == "" and p.collection["ff_phoenix"] == 1 and p.dust == 0, "Herstellen") p.collection["f_wolf"] = 6 var got := p.dismantle_extras() check(got == 20 and p.collection["f_wolf"] == 3 and p.collection["f_kobold"] == 3, "Überschuss zerlegt") func test_spielstand_sicherung() -> void: var path := "user://test_sicherung.json" var abs := ProjectSettings.globalize_path(path) for suffix in ["", ".bak", ".corrupt"]: if FileAccess.file_exists(path + suffix): DirAccess.remove_absolute(abs + suffix) var p := Profile.load_or_new(path) p.coins = 123 p.save(path) p.coins = 456 p.save(path) check(FileAccess.file_exists(path + ".bak"), "Sicherung angelegt") check(Profile.load_or_new(path).coins == 456 and Profile.load_or_new(path + ".bak").coins == 123, "Sicherung ist der Vorgänger") var f := FileAccess.open(path, FileAccess.WRITE) f.store_string("{kaputt") f.close() check(Profile.load_or_new(path).coins == 123, "kaputter Stand: Sicherung greift") for suffix in ["", ".bak", ".corrupt"]: if FileAccess.file_exists(path + suffix): DirAccess.remove_absolute(abs + suffix) func test_mulligan() -> void: var r := RandomNumberGenerator.new() r.seed = 9 var g := Game.new_battle(Profile.starter().deck_cards(), 1, r) var first: Game.Player = g.players[0] var hand_before := first.hand.duplicate() var swap := [hand_before[0], hand_before[1]] check(g.mulligan(first, swap) == "", "Mulligan erlaubt im ersten Zug") check(first.hand.size() == hand_before.size() and first.deck.size() == 20 - hand_before.size(), "gleich viele Karten nachgezogen") check(g.mulligan(first, [first.hand[0]]) != "", "nur einmal") check(g.log.any(func(l): return "tauscht 2 Karten" in l), "Mulligan im Verlauf") g.end_turn() var second: Game.Player = g.players[1] check(g.mulligan(first, []) != "", "nicht im fremden Zug") check(g.mulligan(second, []) == "" and second.mulligan_done, "Hand behalten zählt als Mulligan") for i in 2: g.end_turn() check(g.mulligan(g.current(), []) != "", "nicht mehr im zweiten Zug") # KI tauscht teure Karten var s := setup([], ["ff_phoenix", "f_kobold", "ww_leviathan"]) var g2: Game = s[0] var o: Game.Player = s[2][0] g2.end_turn() var act := AI.choose_action(g2, o) check(act.type == "mulligan" and act.cards.size() == 2 and not (C("f_kobold") in act.cards), "KI legt teure Karten zurück") AI.apply_action(g2, o, act) check(o.mulligan_done and AI.choose_action(g2, o).type != "mulligan", "danach normale Züge") func test_merkmale() -> void: var s := setup(["f_wolf", "l_falke", "e_wall", "f_funke"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] h.perks = ["feuer_angriff", "flink_angriff", "waechter_leben", "schild_wesen", "alle_flink", "zauber_schaden", "resonanz_doppelt"] g.play_card(h, C("f_wolf")) var wolf: Game.Creature = h.board[0] check(wolf.power() == 4 and wolf.shield and wolf.can_attack(), "Feuer +1, Schild, sofort bereit") g.play_card(h, C("l_falke")) check(h.board[1].power() == 4, "Flink +1") g.play_card(h, C("e_wall")) check(h.board[2].health == 6 and h.board[2].max_health == 6, "Wächter +2 Leben") var life_before: int = o.life g.play_card(h, C("f_funke"), o) check(o.life == life_before - 3, "Zauber +1 Schaden") put(h, "f_kobold") g.update_resonance() check(wolf.resonance == 2 and wolf.power() == 6, "Resonanz doppelt") for perk in Game.PERKS: check(Campaign.STAGES.any(func(st): return st.perk == perk), "Merkmal vergeben: " + perk) var r := RandomNumberGenerator.new() r.seed = 2 var mara: Game.Player = Campaign.opponents(1, r)[0] check(mara.life == 35 and mara.perks == ["leben_35"], "Mara hat 35 Leben") var g3 := Game.new_battle_with(Profile.starter().deck_cards(), Campaign.opponents(9, r), r, true) var archi: Game.Player = g3.opponents[0] check(g3.players[0] == g3.human, "feste Reihenfolge: Mensch beginnt") g3.end_turn() check(g3.current() == archi and archi.max_energy == 3, "Archimagier beginnt mit 3 Energie") var nyx: Game.Player = Campaign.opponents(5, r)[0] var g4 := Game.new_battle_with(Profile.starter().deck_cards(), [nyx], r, true) var before: int = nyx.hand.size() g4.end_turn() check(nyx.hand.size() == before + 2, "Nyx zieht 2 Karten") func test_ki_zwei_schritte() -> void: # Gegner hat 5 Leben, eigenes Wesen 3 Angriff, Verhärten (+2) auf der Hand: erst verstärken, dann töten var s := setup(["e_haerten"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] h.mulligan_done = true h.turns = 2 o.life = 5 var a := put(h, "f_wolf") var act := AI.choose_action(g, h) check(act.type == "play" and act.card == C("e_haerten") and act.target == a, "KI verstärkt zuerst") AI.apply_action(g, h, act) var act2 := AI.choose_action(g, h) check(act2.type == "attack" and act2.target == o, "dann tödlicher Angriff") AI.apply_action(g, h, act2) check(g.winner == "human", "Zwei-Schritt-Plan gewinnt") func test_snapshot() -> void: var s := setup(["f_falle", "f_wolf"], ["w_eis"], 2) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] g.play_card(h, C("f_falle")) g.play_card(h, C("f_wolf")) put(o, "e_troll") var hi := g.players.find(h) var oi := g.players.find(o) var snap := g.snapshot(hi) var json: Dictionary = JSON.parse_string(JSON.stringify(snap)) var g2 := Game.from_snapshot(json) check(g2.players.size() == 3 and g2.turn == g.turn and g2.current_idx == g.current_idx, "Grunddaten") check(g2.players[hi].hand.is_empty() and g2.players[hi].traps.size() == 1 and g2.players[hi].traps[0].id == "f_falle", "eigene Hand und Fallen sichtbar") check(g2.players[oi].hand.size() == 1 and g2.players[oi].hand[0] != C("w_eis"), "fremde Hand nur als Anzahl") check(g2.players[oi].deck.size() == o.deck.size(), "fremdes Deck nur als Anzahl") var cr2 := g2.find_creature(h.board[0].uid) check(cr2 != null and cr2.card.id == "f_wolf" and cr2.owner() == g2.players[hi] and not cr2.ready, "Wesen mit Besitzer und Zustand") check(g2.events.size() == g.events.size() and g2.events.back().type == g.events.back().type, "Ereignisse übertragen") check(not g2.can_play(g2.players[hi], C("fff_sonne"))[0] and g2.valid_targets(g2.players[hi], "enemy_creature").size() == 1, "Kopie kennt die Regeln") var snap_o := g.snapshot(oi) check(snap_o.players[hi].hand is int and snap_o.players[hi].traps is int and snap_o.players[oi].hand is Array, "Sicht des Gegners") func test_statistik_pity_tagesaufgaben() -> void: Profile.today_override = "2026-09-20" var p := Profile.starter() var deck := p.deck_cards() p.record_battle(true, 3, deck, -1, ["f_kobold", "f_kobold", "f_funke"]) check(p.card_stats["f_kobold"].played == 2 and p.card_stats["f_funke"].played == 1, "gespielte Karten gezählt") check(p.card_stats["f_kobold"].games == 1 and p.card_stats["f_kobold"].wins == 1 and p.card_stats["e_wall"].games == 1, "Partien und Siege je Deckkarte") p.record_battle(false, 1, deck, -1, []) check(p.card_stats["f_kobold"].games == 2 and p.card_stats["f_kobold"].wins == 1, "Niederlage zählt Partie") var top := p.top_cards(3) check(top.size() == 3 and top[0].wins == 1, "Bestenliste der Karten") # Pity-Zähler p.coins = 100000 var r := RandomNumberGenerator.new() r.seed = 1 p.booster_since_mythic = Profile.PITY_BOOSTERS - 1 var got := p.open_booster(r) check(got.any(func(c): return c.rarity == "mythisch"), "nach %d Boostern garantiert mythisch" % Profile.PITY_BOOSTERS) check(p.booster_since_mythic == 0, "Zähler zurückgesetzt") var v := Profile.from_dict(JSON.parse_string(JSON.stringify(p.to_dict()))) check(v.card_stats["f_kobold"].played == 2 and v.booster_since_mythic == 0 and v.settings.has("music"), "Version 4 gelesen") # Zwölf Tagesaufgaben, elementbezogen check(Profile.DAILY_TASKS.size() == 12, "zwölf Tagesaufgaben") var seen := {} for day in range(1, 13): Profile.today_override = "2026-10-%02d" % day p.refresh_daily() seen[p.daily.task] = true check(seen.size() == 12, "jede Aufgabe kommt vor") for t in Profile.DAILY_TASKS: var q := Profile.starter() q.daily = {"date": Profile.today(), "task": t.id, "progress": 0, "done": false} var mono := [] for i in 20: mono.append(Cards.by_id("w_reiter")) match t.kind: "win": q.record_battle(true, 1, mono) "game": for i in t.goal: q.record_battle(false, 1, mono) "booster": q.coins = 1000 for i in t.goal: q.open_booster(r) "craft": q.dust = 10000 q.craft("f_kobold") "win_vs3": q.record_battle(true, 3, mono) "win_element:Wasser": q.record_battle(true, 1, mono) "win_element:Feuer": q.record_battle(true, 1, q.deck_cards()) "win_element:Erde": q.record_battle(true, 1, q.deck_cards()) "win_element:Luft": var luft := [] for i in 20: luft.append(Cards.by_id("l_falke")) q.record_battle(true, 1, luft) _: for i in t.goal: q.daily_event(t.kind) check(q.daily.done, "Tagesaufgabe erfüllbar: " + t.id) Profile.today_override = "" func test_deck_umbenennen_und_auffuellen() -> void: var p := Profile.starter() check(p.rename_deck(1, " Feuerdeck ") == "" and p.deck_name(1) == "Feuerdeck", "umbenannt") check(p.rename_deck(1, "") != "" and p.rename_deck(1, "x".repeat(40)) != "", "Name geprüft") check(p.autofill_deck(1) == "" and p.deck_valid(1)[0], "leerer Slot aufgefüllt und spielbar") check(Game.deck_elements(p.deck_cards(1)).size() <= 2, "höchstens zwei Elemente") p.decks[2].cards = ["l_falke", "l_wind"] check(p.autofill_deck(2) == "" and p.deck_valid(2)[0], "Luft-Slot aufgefüllt") check(p.deck_cards(2).all(func(c): return c.elements.all(func(e): return e in ["Luft", Game.deck_elements(p.deck_cards(2))[1] if Game.deck_elements(p.deck_cards(2)).size() > 1 else "Luft"])), "Auffüllen bleibt bei den Elementen") var q := Profile.new() q.collection = {"f_kobold": 1} check(q.autofill_deck(0) != "", "zu wenig Karten: Fehlermeldung") func test_neue_fallen() -> void: check(Cards.all().filter(func(c): return c.is_trap()).size() == 10, "zehn Fallen") check(C("e_sandfalle").text() == "Falle. Wenn ein Gegner ein Wesen ausspielt: Es wird eingefroren.", "Fallentext je Auslöser") check(C("f_aschefalle").text().ends_with("3 Schaden an dieses Wesen."), "Aschefalle-Text") # Böenfalle: Angreifer zurück auf die Hand, Angriff verpufft var s := setup(["l_boenfalle"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] g.play_card(h, C("l_boenfalle")) g.end_turn() var a := put(o, "e_troll") g.attack(a, h) check(o.board.is_empty() and C("e_troll") in o.hand and h.life == 30, "Böenfalle: Angreifer zurück, kein Schaden") # Aschefalle: 3 Schaden an das ausgespielte Wesen s = setup(["f_aschefalle"], ["f_wolf"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("f_aschefalle")) g.end_turn() g.play_card(o, C("f_wolf")) check(o.board.is_empty(), "Aschefalle tötet den 3/2 Wolf beim Ausspielen") # Sandfalle friert das ausgespielte Wesen ein, Spiegelfalle beschwört einen Windgeist s = setup(["e_sandfalle", "l_spiegel"], ["e_troll", "w_reiter"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("e_sandfalle")) g.play_card(h, C("l_spiegel")) g.end_turn() g.play_card(o, C("e_troll")) check(o.board.size() == 1 and o.board[0].frozen and h.traps.size() == 1, "Sandfalle friert ein, eine Falle je Auslöser") g.play_card(o, C("w_reiter")) # Wasser neben Erde: Schlamm heilt nur, der Windgeist überlebt check(h.board.size() == 1 and h.board[0].name == "Windgeist", "Spiegelfalle beschwört Windgeist beim zweiten Wesen") check(h.traps.is_empty(), "beide Fallen verbraucht") # Nebelfalle bricht ab und zieht, Dornenfalle verletzt und heilt s = setup(["w_nebelfalle", "e_dornen"]) g = s[0] h = s[1] o = s[2][0] g.play_card(h, C("w_nebelfalle")) g.play_card(h, C("e_dornen")) h.life = 20 g.end_turn() a = put(o, "e_troll") var hand_before := h.hand.size() g.attack(a, h) check(h.life == 20 and h.hand.size() == hand_before + 1 and a.health == 6, "Nebelfalle zuerst: verpufft, Karte gezogen") var b := put(o, "f_wolf") g.attack(b, h) check(b.health <= 0 or not (b in o.board), "Dornenfalle: 2 Schaden töten den Wolf") check(h.life == 23, "Dornenfalle heilt 3, Angriff entfällt") func test_kapitel_zwei_und_merkmalwahl() -> void: check(Campaign.total() == 20 and Campaign.chapter(9) == 1 and Campaign.chapter(10) == 2, "zwanzig Stufen in zwei Kapiteln") for i in Campaign.total(): var st := Campaign.stage(i) check(st.has("perks") and st.perks.all(func(k): return Game.PERKS.has(k)), "Stufe %d hat gültige Merkmale" % (i + 1)) var r := RandomNumberGenerator.new() r.seed = 8 var opps := Campaign.opponents(19, r) check(opps.size() == 5 and opps[0].name == "Archimagier" and opps[0].perks.size() == 3, "letzte Stufe: Archimagier mit drei Merkmalen, voller Tisch") var p := Profile.starter() check(not p.perk_unlocked(), "Merkmalwahl erst nach Kapitel 1") p.campaign_stage = 10 check(p.perk_unlocked(), "nach Kapitel 1 freigeschaltet") p.perk = "feuer_angriff" var g := Game.new_battle(p.deck_cards(), 1, r, {"human_perks": [p.perk]}) check(g.human.perks == ["feuer_angriff"] and g.log.any(func(l): return l.begins_with("Du: Feuerwesen")), "eigenes Merkmal wirkt und steht im Verlauf") p.campaign_stage = 19 p.record_battle(true, 5, p.deck_cards(), 19) check(p.campaign_stage == 20 and "elementmeister" in p.achievements, "Kapitel 2 abgeschlossen") var v := Profile.from_dict(JSON.parse_string(JSON.stringify(p.to_dict()))) check(v.perk == "feuer_angriff" and v.campaign_stage == 20, "Version 5 gelesen") func test_herausforderung_und_bestenliste() -> void: Profile.today_override = "2026-09-16" var ch := Challenge.current() check(ch.has("rules") and ch.n_opp >= 1, "Herausforderung der Woche") var weeks := {} for d in range(1, 43, 7): Profile.today_override = "2026-%02d-%02d" % [1 + d / 28, 1 + d % 28] weeks[Challenge.current().id] = true check(weeks.size() >= 4, "Herausforderungen wechseln wöchentlich") Profile.today_override = "2026-09-16" var mono := [] for i in 20: mono.append(Cards.by_id("w_reiter")) check(Challenge.deck_allowed(Challenge.LIST[5], Profile.starter().deck_cards()) != "", "Reine Lehre lehnt Zwei-Element-Deck ab") check(Challenge.deck_allowed(Challenge.LIST[5], mono) == "", "Mono-Deck erlaubt") var r := RandomNumberGenerator.new() r.seed = 4 var g := Game.new_battle(mono, 3, r, Challenge.LIST[0].rules) check(g.players.all(func(p): return p.life == 20 and "start_energie" in p.perks), "Eile: 20 Leben und Startenergie für alle") check(g.players[0].max_energy == 3, "Startspieler hat 3 Energie") var p := Profile.starter() var coins := p.coins var reward := p.record_battle(true, 3, mono, -1, [], 7, Challenge.LIST[0]) check(reward == Challenge.LIST[0].reward and p.challenge_week == Challenge.week() and "wochenheld" in p.achievements, "Herausforderung belohnt") reward = p.record_battle(true, 3, mono, -1, [], 9, Challenge.LIST[0]) check(reward == Profile.REWARD_WIN[3], "nur einmal pro Woche") check(p.records.streak == 2 and p.records.best_streak == 2 and p.records.fastest_win == 7, "Serie und schnellster Sieg") p.record_battle(false, 1, mono, -1, [], 12) check(p.records.streak == 0 and p.records.best_streak == 2, "Niederlage bricht die Serie") for i in 5: p.record_battle(true, 1, mono, -1, [], 10) check("serie" in p.achievements, "Siegesserie-Erfolg") var path := "user://test_statistik.csv" check(p.export_stats(path) == "", "Statistik exportiert") var text := FileAccess.get_file_as_string(path) check(text.begins_with("karte;seltenheit;gespielt;partien;siege") and "beste_serie;5" in text, "CSV-Inhalt") DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) Profile.today_override = "" func test_deckstaerke_und_schwierigkeit() -> void: check(is_equal_approx(Cards.card_value(C("f_kobold")), 1.0) and is_equal_approx(Cards.card_value(C("ff_phoenix")), 4.6), "Kartenwert aus Seltenheit, Schlüsselwörtern, Effekten") var starter := Profile.starter().deck_cards() var rs := Game.deck_rating(starter) check(rs > 1.2 and rs < 1.5, "Starter mit zwei seltenen Karten bei etwa 1,3 (%.2f)" % rs) check(Profile.starter().deck_valid()[0] and starter.any(func(c): return c.id == "f_drache") and starter.any(func(c): return c.id == "e_baum"), "Feuerdrache und Uralter Baum im Starterdeck") var r := RandomNumberGenerator.new() r.seed = 5 for target in [1.2, 1.6, 2.2, 2.6]: for elems in [["Feuer"], ["Wasser", "Luft"]]: var d := Game.build_opponent_deck_rated(r, elems, target) check(Game.validate_deck(d)[0] and absf(Game.deck_rating(d) - target) <= 0.25, "Zielstärke %.1f für %s erreicht (%.2f)" % [target, "+".join(elems), Game.deck_rating(d)]) var strong := Game.build_opponent_deck_rated(r, ["Feuer", "Luft"], 3.0) check(Game.deck_rating(strong) >= 2.7, "Zielstärke 3,0 mit zwei Elementen nahezu erreichbar (%.2f)" % Game.deck_rating(strong)) var g := Game.new_battle(starter, 2, r, {"target_rating": 1.3}) for o in g.opponents: check(absf(Game.deck_rating(o.deck + o.hand) - 1.3) <= 0.3, "Gegner auf Zielstärke (%.2f)" % Game.deck_rating(o.deck + o.hand)) check(is_equal_approx(Campaign.target_rating(0, 1.3), 1.3) and is_equal_approx(Campaign.target_rating(0, 2.5), 2.5) and is_equal_approx(Campaign.target_rating(9, 1.3), 2.6), "Kampagne: Stufe oder eigene Stärke, was höher ist") var opps := Campaign.opponents(2, r, 1.3) check(opps.size() == 2 and absf(Game.deck_rating(opps[0].deck) - 1.5) <= 0.25 and absf(Game.deck_rating(opps[1].deck) - 1.5) <= 0.3, "Borin und Gefolge auf 1,5") var p := Profile.starter() check(p.difficulty().name == "Normal" and is_equal_approx(p.target_rating(), rs), "Normal: Zielstärke gleich eigener Stärke") p.settings.difficulty = "schwer" check(is_equal_approx(p.target_rating(), rs * 1.2) and p.difficulty().smart, "Schwer: 1,2-fach mit Vorausschau-KI") p.settings.difficulty = "leicht" check(not p.difficulty().smart and is_equal_approx(p.target_rating(), rs * 0.9), "Leicht: einfache KI, 0,9-fach") var reward := p.record_battle(true, 1, starter, -1, [], 5, {}, p.difficulty().reward) check(reward == int(round(Profile.REWARD_WIN[1] * 0.75)), "Leicht: weniger Münzen") var v := Profile.from_dict(JSON.parse_string(JSON.stringify(p.to_dict()))) check(v.settings.difficulty == "leicht", "Schwierigkeit gespeichert") v.settings.difficulty = "unsinn" check(v.difficulty().name == "Normal", "unbekannte Schwierigkeit fällt auf Normal zurück") func test_starter_gegen_passende_gegner() -> void: check(Game.archetypes("leicht").size() == 5 and Game.archetypes("schwer").size() == 5 and Game.archetypes().size() == 10, "Archetypen geteilt") check("Wasser" in Game.archetypes("leicht") and "Erde+Luft" in Game.archetypes("schwer"), "schwache und starke Archetypen") var r := RandomNumberGenerator.new() r.seed = 6 var starter := Profile.starter().deck_cards() var rs := Game.deck_rating(starter) var results := {} for key in ["leicht", "schwer"]: var d: Dictionary = Profile.DIFFICULTIES[key] var wins := 0 var games := 24 for i in games: var g := Game.new_battle(starter, 1, r, {"target_rating": rs * float(d.factor), "tier": d.tier}) var arch := Cards.combo_key(Game.deck_elements(g.opponents[0].deck + g.opponents[0].hand)) check(arch in Game.archetypes(d.tier), "Archetyp passt zur Stufe (%s)" % arch) var guard := 0 while g.winner == "" and guard < 300: var p := g.current() AI.take_turn(g, p, (not d.smart) and not p.is_human) guard += 1 if g.winner == "human": wins += 1 results[key] = wins check(results.leicht > results.schwer, "Leicht ist leichter als Schwer (%d zu %d von 24)" % [results.leicht, results.schwer]) check(results.leicht >= 16, "Leicht: Starter gewinnt meistens (%d von 24)" % results.leicht) func test_kurve_statistik_vorschlag_verbesserung() -> void: var starter := Profile.starter().deck_cards() check(is_zero_approx(DeckGen.curve_penalty(starter)), "Starterkurve ohne Abzug") var teuer := [] for i in 20: teuer.append(Cards.by_id("f_zunge")) check(DeckGen.curve_penalty(teuer) >= 0.4 - 0.001 and Game.deck_rating(teuer) < 1.0, "teures Deck: Kurvenabzug") var stats := {"f_kobold": {"played": 30, "games": 20, "wins": 16}} check(DeckGen.card_value(Cards.by_id("f_kobold"), stats) > Cards.card_value(Cards.by_id("f_kobold")), "gute Statistik hebt den Wert") check(Game.deck_rating(starter, stats) > Game.deck_rating(starter), "Deckstärke mit Statistik") var few := {"f_kobold": {"played": 3, "games": 3, "wins": 3}} check(is_equal_approx(DeckGen.card_value(Cards.by_id("f_kobold"), few), 1.0), "zu wenig Partien: Basiswert") # Vorschlag nach Serien var p := Profile.starter() var mono := starter check(p.suggest_difficulty() == "", "kein Vorschlag am Anfang") for i in 3: p.record_battle(true, 1, mono) check(p.suggest_difficulty() == "schwer" and p.notices.any(func(n): return n.begins_with("Tipp: 3 Siege")), "drei Siege: Schwer vorschlagen") p.settings.difficulty = "schwer" p.take_notices() for i in 3: p.record_battle(false, 1, mono) check(p.records.loss_streak == 3 and p.suggest_difficulty() == "normal", "drei Niederlagen: Normal vorschlagen") p.settings.difficulty = "leicht" check(p.suggest_difficulty() == "", "auf Leicht kein Abstieg") # Deck verbessern var q := Profile.starter() check(q.improve_deck_with("ff_phoenix", true) != "", "nicht besessen") q.collection["ff_phoenix"] = 1 check(q.improve_deck_with("ff_phoenix", true) == "", "Phönix passt (Feuer)") q.collection["ww_leviathan"] = 1 check(q.improve_deck_with("ww_leviathan", true) != "", "Leviathan passt nicht (drittes Element)") check(q.deck_suggestions(["ff_phoenix", "ww_leviathan", "f_kobold"]) == ["ff_phoenix"], "Vorschläge gefiltert") var before := q.deck.duplicate() check(q.improve_deck_with("ff_phoenix") == "" and q.deck.count("ff_phoenix") == 1 and q.deck.size() == 20 and q.deck_valid()[0], "Phönix eingetauscht") check(Game.deck_rating(q.deck_cards()) > Game.deck_rating(before.map(func(id): return Cards.by_id(id))), "Deck stärker") check(q.improve_deck_with("ff_phoenix", true) != "", "zweite Kopie nicht möglich") func test_wasser_antworten() -> void: var s := setup(["w_ebbe", "w_tiefenstoss", "w_strudel"]) var g: Game = s[0] var h: Game.Player = s[1] var o: Game.Player = s[2][0] var t := put(o, "e_troll") g.play_card(h, C("w_ebbe"), t) check(t.health == 5 and t.frozen, "Ebbe: 1 Schaden und Eis") g.play_card(h, C("w_tiefenstoss"), t) check(t.health == 2, "Tiefenstoß: 3 Schaden") var hand := h.hand.size() g.play_card(h, C("w_strudel"), t) check(o.board.is_empty() and C("e_troll") in o.hand and h.hand.size() == hand, "Strudel: zurück auf die Hand, eine Karte gezogen") check(C("w_ebbe").rarity == "gewöhnlich" and Profile.starter().collection.has("w_ebbe"), "Ebbe in der Startsammlung")