Files
cards/tests/test_runner.gd

1357 lines
58 KiB
GDScript

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()
test_ki_zeitbudget()
print("%d Prüfungen bestanden, %d fehlgeschlagen" % [passed, failed])
quit(1 if failed > 0 else 0)
func test_kartenpool() -> void:
check(Cards.all().size() == 110, "110 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, -1, [], 6, {}, 1.0, 4)
check(p.suggest_difficulty() == "", "drei knappe Siege: noch kein Vorschlag")
p.records.streak = 0
p.records.margins = []
for i in 3:
p.record_battle(true, 1, mono, -1, [], 6, {}, 1.0, 20)
check(p.suggest_difficulty() == "schwer" and p.notices.any(func(n): return n.begins_with("Tipp: 3 Siege")), "drei deutliche Siege: Schwer vorschlagen")
p.records.streak = 0
p.records.margins = []
for i in 5:
p.record_battle(true, 1, mono, -1, [], 6, {}, 1.0, 2)
check(p.suggest_difficulty() == "schwer" and p.records.margins.size() == 5, "fünf Siege egal wie knapp")
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")
func test_ki_zeitbudget() -> void:
var r := RandomNumberGenerator.new()
r.seed = 12
var g := Game.new_battle(Profile.starter().deck_cards(), 5, r)
var h: Game.Player = g.players[0]
h.mulligan_done = true
h.energy = 10
h.max_energy = 10
for i in 8:
h.hand.append(Cards.by_id("f_funke"))
for p in g.players:
for i in 3:
put(p, "e_troll")
AI.time_budget_ms = 1
var t0 := Time.get_ticks_msec()
var act := AI.choose_action(g, h)
var ms := Time.get_ticks_msec() - t0
AI.time_budget_ms = 150
check(act.type in ["play", "attack", "end"] and ms < 80, "Zeitbudget greift (%d ms)" % ms)
check(Cards.by_id("wl_gischt").keywords == ["Flink"] and Cards.by_id("wl_gischt").combo() == "Sturm", "Gischtläufer für Sturm")
var v := Profile.from_dict(JSON.parse_string(JSON.stringify(Profile.starter().to_dict())))
check(v.settings.has("big_font") and not v.tutorial2_done and v.records.margins is Array, "Version 5 mit neuen Feldern")