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from tower_game.ai import MockGateway
import pytest
from pydantic import ValidationError

from tower_game.engine import DIFFICULTY_PROFILES, TowerGame
from tower_game.registry import SKILLS, STARTER_ELIGIBLE_SKILLS
from tower_game.render import reward_icon, skill_button_label, skill_card_label
from tower_game.schemas import Equipment
from tower_game.state import load_save, make_save, new_meta_state
from tower_game.stats import derived_player_stats, effective_primary_stats


ANSWERS = ["q1_s", "q2_e", "q3_i", "q4_a", "q5_s"]


def ready_state(game: TowerGame):
    state, _ = game.new_character()
    game.confirm_allocation(state, [6, 6, 6, 6])
    return game.choose_starter_skill(state, 0)


def win_current_combat(game: TowerGame, state):
    state["base_str"] = 9
    state["str_scaling_dial"] = 2.5
    state["global_dmg_mult"] = 2.0
    state["crit_chance_dial"] = 60
    state["enemy_evasion"] = 0
    while state["game_phase"] == "combat":
        state["enemy_hp"] = min(state["enemy_hp"], 1)
        game.act(state, "strike")
    return state


def select_required_rewards(game: TowerGame, state):
    while state["game_phase"] == "victory" and not state["proceed_ready"]:
        if state.get("victory_step") == "level_skill":
            game.choose_level_skill(state, 0)
            if state["game_phase"] == "skill_replacement":
                game.replace_skill(state, 0)
            continue
        index = next(index for index, reward in enumerate(state["pending_loot"]) if not reward.get("claimed"))
        game.choose_loot(state, index)
        if state["game_phase"] == "skill_replacement":
            game.replace_skill(state, 0)
    return state


def complete_victory(game: TowerGame, state):
    select_required_rewards(game, state)
    game.proceed(state)
    return state


def test_new_character_bypasses_quiz_and_uses_editable_allocation():
    game = TowerGame(MockGateway())
    state, _ = game.new_character()
    assert state["game_phase"] == "allocation"
    assert state["proposed_allocation"] == {
        "strength": 6,
        "agility": 6,
        "intelligence": 6,
        "endurance": 6,
    }
    game.confirm_allocation(state, [9, 5, 5, 5])
    assert state["game_phase"] == "starter_skill"
    assert len(state["pending_starter_skills"]) == 10
    game.choose_starter_skill(state, 0)
    assert state["game_phase"] == "combat"
    assert state["current_floor"] == 1
    assert state["completed_quiz"]
    assert state["character_profile"]["final_allocation"]["strength"] == 9


def test_dormant_quiz_flow_remains_compatible():
    game = TowerGame(MockGateway())
    state = game.new()
    state["game_phase"] = "quiz"
    game.evaluate_quiz(state, ["q1_s"] * 5)
    assert state["game_phase"] == "allocation"
    game.confirm_allocation(state, [9, 5, 5, 5])
    assert state["game_phase"] == "starter_skill"
    game.choose_starter_skill(state, 0)
    assert state["game_phase"] == "combat"


def test_starter_choices_are_distinct_bounded_and_deterministic():
    game = TowerGame(MockGateway())
    first, _ = game.new_character(seed=44)
    second, _ = game.new_character(seed=44)
    game.confirm_allocation(first, [6, 6, 6, 6])
    game.confirm_allocation(second, [6, 6, 6, 6])

    first_ids = [skill["id"] for skill in first["pending_starter_skills"]]
    second_ids = [skill["id"] for skill in second["pending_starter_skills"]]
    assert len(STARTER_ELIGIBLE_SKILLS) == 16
    assert len(first_ids) == 10
    assert len(set(first_ids)) == 10
    assert first_ids == second_ids
    assert all(SKILLS[skill_id].ap_cost <= 2 for skill_id in first_ids)


def test_starter_selection_round_trips_and_fresh_run_rerolls():
    game = TowerGame(MockGateway())
    state, meta = game.new_character(seed=70)
    game.confirm_allocation(state, [6, 6, 6, 6])
    original_choices = [skill["id"] for skill in state["pending_starter_skills"]]
    restored = load_save(make_save(state, meta))
    assert restored is not None
    loaded, _ = restored
    assert loaded["game_phase"] == "starter_skill"
    assert [skill["id"] for skill in loaded["pending_starter_skills"]] == original_choices

    game.choose_starter_skill(state, 1)
    restarted = game.restart(state, meta)
    rerolled = [skill["id"] for skill in restarted["pending_starter_skills"]]
    assert restarted["game_phase"] == "starter_skill"
    assert rerolled != original_choices


def test_legacy_quiz_profile_can_start_a_fresh_run():
    game = TowerGame(MockGateway())
    profile = {
        "quiz_answers": ANSWERS,
        "opening_archetype": "Iron Challenger",
        "tower_reading": "A legacy reading.",
        "proposed_allocation": {"strength": 8, "agility": 6, "intelligence": 5, "endurance": 5},
        "final_allocation": {"strength": 8, "agility": 6, "intelligence": 5, "endurance": 5},
        "starting_skill_id": "power_strike",
    }
    state = game._run_from_profile(profile, new_meta_state(), 91)
    assert state["game_phase"] == "starter_skill"
    assert state["opening_archetype"] == "Iron Challenger"
    assert len(state["pending_starter_skills"]) == 10


def test_combat_caps_and_resistance_direction():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["base_end"] = 99
    state["global_armor_bonus"] = 99
    state["current_hp"] = 100
    state["max_hp"] = 100
    state["base_agi"] = 0
    state["evasion_bonus_dial"] = 0
    game._damage_player(state, 100, "Physical")
    assert state["current_hp"] == 70

    state["base_end"] = 0
    state["global_armor_bonus"] = 0
    state["current_hp"] = 100
    state["elemental_affinity_dict"]["Fire"] = 0.5
    game._damage_player(state, 100, "Fire")
    assert state["current_hp"] == 50


def test_victory_requires_rewards_and_proceed():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    win_current_combat(game, state)
    assert state["game_phase"] == "victory"
    assert state["current_floor"] == 1
    assert not state["proceed_ready"]
    game.proceed(state)
    assert state["current_floor"] == 1
    game.choose_loot(state, 0)
    assert not state["proceed_ready"]
    assert state["rewards_selected"] == 0
    game.choose_level_skill(state, 0)
    game.choose_loot(state, 0)
    assert state["proceed_ready"]
    assert state["current_floor"] == 1
    game.proceed(state)
    assert state["current_floor"] == 2
    assert state["game_phase"] == "combat"


def test_level_growth_does_not_restore_ap_and_clamps_hp():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    start_max_hp = state["max_hp"]
    start_max_ap = state["max_ap"]
    state["current_hp"] = state["max_hp"] - 2
    state["current_ap"] = 0
    win_current_combat(game, state)
    assert state["level"] == 2
    assert state["max_hp"] == start_max_hp + 5
    assert state["current_hp"] == state["max_hp"]
    assert state["current_hp"] <= state["max_hp"]
    assert state["max_ap"] == start_max_ap
    assert state["current_ap"] == 0

    complete_victory(game, state)
    state["current_ap"] = 0
    win_current_combat(game, state)
    assert state["level"] == 3
    assert state["max_ap"] == start_max_ap + 1
    assert state["current_ap"] == 0


def test_reward_healing_uses_asset_only_for_equipment():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["current_hp"] = 1
    win_current_combat(game, state)
    heal_index = next(index for index, reward in enumerate(state["pending_loot"]) if reward["kind"] == "heal")
    heal = state["pending_loot"][heal_index]
    assert reward_icon(heal, game.assets) is None
    equipment = next(reward for reward in state["pending_loot"] if reward["kind"] == "equipment")
    assert reward_icon(equipment, game.assets)
    game.choose_level_skill(state, 0)
    game.choose_loot(state, heal_index)
    assert state["reward_heal_claimed"]
    assert state["current_hp"] <= state["max_hp"]


def test_progression_reaches_evolution_and_refusal():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    for expected_floor in [1, 2, 3, 4]:
        assert state["current_floor"] == expected_floor
        complete_victory(game, win_current_combat(game, state))
    assert state["current_floor"] == 4.5
    assert state["game_phase"] == "evolution_reveal"
    assert state["pending_evolution"]
    game.embrace_evolution(state)
    if state["game_phase"] == "evolution_skill_replace":
        game.replace_skill(state, 0)
    assert state["game_phase"] == "evolution_healing"
    game.heal_choice(state, False)
    assert state["current_floor"] == 5
    assert state["heals_refused"] == 1


def test_complete_deterministic_ascension_and_quiz_not_repeated():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    guard = 0
    while state["game_phase"] != "ascension" and guard < 150:
        guard += 1
        if state["game_phase"] == "combat":
            win_current_combat(game, state)
        elif state["game_phase"] == "victory":
            select_required_rewards(game, state)
            game.proceed(state)
        elif state["game_phase"] == "evolution_reveal":
            game.embrace_evolution(state)
        elif state["game_phase"] == "evolution_healing":
            game.heal_choice(state, True)
        elif state["game_phase"] in {"skill_replacement", "evolution_skill_replace"}:
            game.replace_skill(state, 0)
    assert state["game_phase"] == "ascension"
    assert state["ascension_level"] == 1
    next_state, meta = game.continue_ascension(state, new_meta_state())
    assert meta["completed_runs"] == 1
    assert next_state["game_phase"] == "starter_skill"
    assert len(next_state["pending_starter_skills"]) == 10
    game.choose_starter_skill(next_state, 0)
    assert next_state["game_phase"] == "combat"
    assert next_state["completed_quiz"]
    assert next_state["level"] == 1


def test_defeat_restart_preserves_character_without_quiz():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["game_phase"] = "defeat"
    restarted = game.restart(state, new_meta_state())
    assert restarted["game_phase"] == "starter_skill"
    assert restarted["completed_quiz"]
    assert restarted["final_allocation"] == state["final_allocation"]
    assert len(restarted["pending_starter_skills"]) == 10


def test_save_round_trip_and_invalid_save():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["current_hp"] = state["max_hp"] + 50
    state["_sidebar_open"] = False
    payload = make_save(state, new_meta_state())
    restored = load_save(payload)
    assert restored is not None
    loaded_state, _ = restored
    assert loaded_state["game_phase"] == "combat"
    assert loaded_state["current_hp"] == loaded_state["max_hp"]
    assert loaded_state["animation"] == "idle"
    assert "_sidebar_open" not in loaded_state
    assert load_save({"version": 1}) is None
    assert load_save({"version": 999}) is None


def test_cooldown_labels_count_down():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    skill = SKILLS["power_strike"].model_dump()
    state["cooldowns"]["power_strike"] = 2
    assert skill_button_label(skill, state).endswith("[2T]")
    assert "CD: 2T" in skill_card_label(skill, state, "18 damage")
    game._tick(state)
    assert skill_button_label(skill, state).endswith("[1T]")
    assert "CD: 1T" in skill_card_label(skill, state, "18 damage")
    game._tick(state)
    assert "[1T]" not in skill_button_label(skill, state)
    assert "CD: 1T" in skill_card_label(skill, state, "18 damage")
    shadow = SKILLS["shadow_step"].model_dump()
    assert "CD:" not in skill_card_label(shadow, state)


def test_attack_animation_tracks_element_and_resets_for_new_encounter():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["active_skills"] = [SKILLS["arc_bolt"].model_dump()]
    state["current_ap"] = state["max_ap"]
    state["enemy_intent"] = "Defend"

    game.act(state, "skill", "arc_bolt")

    assert state["animation"] == "skill"
    assert state["animation_element"] == "Lightning"
    nonce = state["render_nonce"]
    game._start_encounter(state)
    assert state["animation"] == "idle"
    assert state["animation_element"] == "Physical"
    assert state["render_nonce"] == nonce
    assert state["visual_event"] is None


def test_unavailable_skill_does_not_start_an_animation():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["active_skills"] = [SKILLS["arc_bolt"].model_dump()]
    state["current_ap"] = 0

    game.act(state, "skill", "arc_bolt")

    assert state["animation"] == "idle"
    assert state["animation_element"] == "Physical"


def test_equipment_stats_replace_cleanly_and_clamp_resources():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    base = derived_player_stats(state)
    state["equipment"]["armor"] = {
        "id": "endurance_plate",
        "name": "Endurance Plate",
        "slot": "armor",
        "rarity": "Rare",
        "asset_id": "armor_1",
        "stat": "endurance",
        "value": 4,
        "element": "Physical",
    }
    game._recalculate_player(state, full_heal=True)
    boosted = derived_player_stats(state)
    assert effective_primary_stats(state)["endurance"] == base["endurance"] + 4
    assert boosted["max_hp"] == base["max_hp"] + 20
    assert boosted["armor"] == base["armor"] + 4

    state["equipment"]["armor"] = {
        **state["equipment"]["armor"],
        "id": "lighter_plate",
        "name": "Lighter Plate",
        "value": 1,
    }
    state["current_hp"] = boosted["max_hp"]
    game._recalculate_player(state)
    replaced = derived_player_stats(state)
    assert effective_primary_stats(state)["endurance"] == base["endurance"] + 1
    assert replaced["max_hp"] == base["max_hp"] + 5
    assert state["current_hp"] == state["max_hp"] == replaced["max_hp"]

    state["equipment"]["accessory"] = {
        "id": "ap_charm",
        "name": "AP Charm",
        "slot": "accessory",
        "rarity": "Epic",
        "asset_id": "accessory_1",
        "stat": "max_ap",
        "value": 2,
        "element": "Magical",
    }
    game._recalculate_player(state, full_heal=True)
    assert state["max_ap"] == base["max_ap"] + 2
    state["equipment"]["accessory"] = None
    game._recalculate_player(state)
    assert state["current_ap"] == state["max_ap"] == base["max_ap"]


def test_equipment_primary_stats_update_damage_preview_and_ap_regen():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["crit_chance_dial"] = 0
    state["enemy_base_def"] = 0
    before = game.skill_preview(state, "power_strike")
    state["equipment"]["weapon"] = {
        "id": "strength_blade",
        "name": "Strength Blade",
        "slot": "weapon",
        "rarity": "Rare",
        "asset_id": "weapon_sword_1",
        "stat": "strength",
        "value": 4,
        "element": "Physical",
    }
    after = game.skill_preview(state, "power_strike")
    assert after > before

    state["equipment"]["accessory"] = {
        "id": "regen_ring",
        "name": "Regen Ring",
        "slot": "accessory",
        "rarity": "Rare",
        "asset_id": "accessory_1",
        "stat": "ap_regen",
        "value": 2,
        "element": "Magical",
    }
    state["current_ap"] = 0
    game._tick(state)
    assert state["current_ap"] == min(state["max_ap"], 3)


def test_generated_loot_never_contains_skills():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    win_current_combat(game, state)
    rewards = state["pending_loot"]
    assert [reward["item"]["slot"] for reward in rewards[:3]] == [
        "weapon",
        "armor",
        "accessory",
    ]
    assert all(reward["kind"] != "skill" for reward in rewards)


def test_item_selection_uses_the_selected_inventory_entry():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["inventory"] = [
        {"id": "minor_tonic", "name": "Minor Tonic", "effect": "heal", "value": 20},
        {"id": "spark_draught", "name": "Spark Draught", "effect": "ap", "value": 2},
    ]
    state["current_ap"] = 0
    state["enemy_intent"] = "Defend"
    game.choose_item(state, 1)
    assert [item["id"] for item in state["inventory"]] == ["minor_tonic"]
    assert "used_item" in state["action_history"]
    assert 0 < state["current_ap"] <= state["max_ap"]


def test_new_runs_hide_items_by_starting_with_empty_inventory():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    assert state["inventory"] == []


def test_floor_five_requires_two_distinct_reward_selections():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    for _ in range(4):
        complete_victory(game, win_current_combat(game, state))
    assert state["game_phase"] == "evolution_reveal"
    game.embrace_evolution(state)
    if state["game_phase"] == "evolution_skill_replace":
        game.replace_skill(state, 0)
    game.heal_choice(state, False)
    assert state["current_floor"] == 5
    win_current_combat(game, state)
    assert state["loot_picks_remaining"] == 2
    game.choose_level_skill(state, 0)
    if state["game_phase"] == "skill_replacement":
        game.replace_skill(state, 0)
    game.choose_loot(state, 0)
    assert not state["proceed_ready"]
    game.choose_loot(state, 0)
    assert state["rewards_selected"] == 1
    second = next(index for index, reward in enumerate(state["pending_loot"]) if not reward.get("claimed"))
    game.choose_loot(state, second)
    if state["game_phase"] == "skill_replacement":
        game.replace_skill(state, 0)
    assert state["proceed_ready"]


def test_floor_ten_victory_waits_for_manual_ascension_proceed():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    guard = 0
    while state["current_floor"] != 10 and guard < 100:
        guard += 1
        if state["game_phase"] == "combat":
            win_current_combat(game, state)
        elif state["game_phase"] == "victory":
            complete_victory(game, state)
        elif state["game_phase"] == "evolution_reveal":
            game.embrace_evolution(state)
        elif state["game_phase"] == "evolution_healing":
            game.heal_choice(state, True)
        elif state["game_phase"] in {"skill_replacement", "evolution_skill_replace"}:
            game.replace_skill(state, 0)
    assert state["current_floor"] == 10
    win_current_combat(game, state)
    assert state["game_phase"] == "victory"
    assert state["pending_loot"] == []
    assert state["pending_level_skills"] == []
    assert state["victory_step"] == "final"
    assert state["proceed_ready"]
    game.proceed(state)
    assert state["game_phase"] == "ascension"


def test_victory_reward_progress_round_trips_through_save():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    win_current_combat(game, state)
    game.choose_level_skill(state, 0)
    game.choose_loot(state, 0)
    restored = load_save(make_save(state, new_meta_state()))
    assert restored is not None
    loaded_state, _ = restored
    assert loaded_state["game_phase"] == "victory"
    assert loaded_state["pending_loot"][0]["claimed"]
    assert loaded_state["proceed_ready"]


def test_level_skill_choices_are_distinct_deterministic_and_exclude_active():
    game = TowerGame(MockGateway())
    first = ready_state(game)
    second = ready_state(game)
    win_current_combat(game, first)
    win_current_combat(game, second)

    first_ids = [skill["id"] for skill in first["pending_level_skills"]]
    second_ids = [skill["id"] for skill in second["pending_level_skills"]]
    assert len(first_ids) == 2
    assert len(set(first_ids)) == 2
    assert first_ids == second_ids
    assert not set(first_ids) & {skill["id"] for skill in first["active_skills"]}


def test_level_skill_adds_directly_below_six_and_unlocks_loot():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    win_current_combat(game, state)
    chosen = state["pending_level_skills"][1]["id"]

    game.choose_level_skill(state, 1)

    assert state["game_phase"] == "victory"
    assert state["victory_step"] == "loot"
    assert chosen in {skill["id"] for skill in state["active_skills"]}
    assert state["pending_level_skills"] == []


def test_level_skill_uses_replacement_overlay_at_six_skills():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["active_skills"] = [skill.model_dump() for skill in list(SKILLS.values())[:6]]
    win_current_combat(game, state)
    chosen = state["pending_level_skills"][0]["id"]

    game.choose_level_skill(state, 0)

    assert state["game_phase"] == "skill_replacement"
    assert state["victory_step"] == "loot"
    assert state["pending_skill"]["id"] == chosen
    game.replace_skill(state, 0)
    assert state["game_phase"] == "victory"
    assert len(state["active_skills"]) == 6


def test_difficulty_profiles_are_exact_and_lock_after_floor_one():
    game = TowerGame(MockGateway())
    easy, _ = game.new_character(seed=21)
    normal, _ = game.new_character(seed=21)
    for state, mode in ((easy, "easy"), (normal, "normal")):
        game.confirm_allocation(state, [6, 6, 6, 6])
        game.set_difficulty(state, mode)
        assert state["difficulty_mode"] == mode
        game.choose_starter_skill(state, 0)
        profile = DIFFICULTY_PROFILES[mode]
        assert state["enemy_max_hp"] == profile["grunt_hp_base"] + profile["grunt_hp_floor"]
        assert state["enemy_base_def"] == round(profile["grunt_defense_floor"])
        assert state["enemy_evasion"] == profile["grunt_evasion_base"] + 1
        game.set_difficulty(state, "normal" if mode == "easy" else "easy")
        assert state["difficulty_mode"] == mode

    assert easy["enemy_max_hp"] == 26
    assert normal["enemy_max_hp"] == 30


def test_boss_difficulty_profiles_use_exact_hp_defense_and_evasion():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    for mode in ("easy", "normal"):
        state["difficulty_mode"] = mode
        for floor in (5, 10):
            state["current_floor"] = floor
            game._start_encounter(state)
            profile = DIFFICULTY_PROFILES[mode]
            assert state["enemy_max_hp"] == profile["boss_hp"][floor]
            assert state["enemy_base_def"] == profile["boss_defense"][floor]
            assert state["enemy_evasion"] == profile["boss_evasion"][floor]


def test_equipment_schema_and_rarity_bonus_counts():
    common = Equipment(
        id="common",
        name="Common Blade",
        slot="weapon",
        rarity="Common",
        asset_id="weapon_sword_1",
        bonuses=[{"stat": "strength", "value": 1}],
    )
    assert len(common.bonuses) == 1
    rare = Equipment(
        id="rare",
        name="Rare Blade",
        slot="weapon",
        rarity="Rare",
        asset_id="weapon_sword_1",
        bonuses=[
            {"stat": "strength", "value": 2},
            {"stat": "crit", "value": 3},
        ],
    )
    assert len(rare.bonuses) == 2
    with pytest.raises(ValidationError):
        Equipment(
            id="invalid",
            name="Invalid",
            slot="armor",
            rarity="Epic",
            asset_id="armor_1",
            bonuses=[{"stat": "armor", "value": 8}],
        )
    with pytest.raises(ValidationError):
        Equipment(
            id="duplicate",
            name="Duplicate",
            slot="accessory",
            rarity="Rare",
            asset_id="accessory_1",
            bonuses=[
                {"stat": "crit", "value": 5},
                {"stat": "crit", "value": 3},
            ],
        )


def test_equipment_scaling_tables_and_slot_identity():
    game = TowerGame(MockGateway())
    assert [
        game._equipment_value("strength", rarity)
        for rarity in ("Common", "Rare", "Epic", "Legendary")
    ] == [1, 2, 3, 4]
    assert [
        game._equipment_value("armor", rarity)
        for rarity in ("Common", "Rare", "Epic", "Legendary")
    ] == [3, 5, 8, 12]
    assert [
        game._equipment_value("max_hp", rarity)
        for rarity in ("Common", "Rare", "Epic", "Legendary")
    ] == [8, 14, 22, 32]
    assert game._equipment_value("max_ap", "Epic") == 1
    assert game._equipment_value("max_ap", "Legendary") == 2
    assert game._equipment_value("ap_regen", "Legendary") == 1
    assert game._equipment_value("crit", "Epic", secondary=True) == 5

    from random import Random

    for seed in range(30):
        sword = game._equipment_stats("weapon", "weapon_sword_1", "Legendary", Random(seed))
        bow = game._equipment_stats("weapon", "weapon_bow_1", "Legendary", Random(seed))
        staff = game._equipment_stats("weapon", "weapon_staff_1", "Legendary", Random(seed))
        shield = game._equipment_stats("weapon", "weapon_shield_1", "Legendary", Random(seed))
        assert sword[0] == "strength" and sword[1] in {"crit", "endurance"}
        assert bow[0] == "agility" and bow[1] in {"evasion", "crit"}
        assert staff[0] == "intelligence"
        assert staff[1] in {"max_hp", "max_ap", "ap_regen"}
        assert shield[0] in {"armor", "endurance"}
        assert shield[1] in {"max_hp", "armor"} - {shield[0]}


def test_two_bonus_equipment_updates_all_supported_derived_values():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    base = derived_player_stats(state)
    state["equipment"] = {
        "weapon": {
            "id": "hybrid",
            "name": "Hybrid Blade",
            "slot": "weapon",
            "rarity": "Legendary",
            "asset_id": "weapon_sword_1",
            "bonuses": [
                {"stat": "strength", "value": 4},
                {"stat": "crit", "value": 8},
            ],
        },
        "armor": {
            "id": "ward",
            "name": "Wind Ward",
            "slot": "armor",
            "rarity": "Epic",
            "asset_id": "armor_1",
            "bonuses": [
                {"stat": "max_hp", "value": 22},
                {"stat": "evasion", "value": 5},
            ],
        },
        "accessory": {
            "id": "engine",
            "name": "Tower Engine",
            "slot": "accessory",
            "rarity": "Legendary",
            "asset_id": "accessory_1",
            "bonuses": [
                {"stat": "max_ap", "value": 2},
                {"stat": "ap_regen", "value": 1},
            ],
        },
    }
    game._recalculate_player(state, full_heal=True)
    derived = derived_player_stats(state)
    assert derived["strength"] == base["strength"] + 4
    assert derived["crit"] == base["crit"] + 8
    assert derived["evasion"] == base["evasion"] + 5
    assert derived["max_hp"] == base["max_hp"] + 22
    assert derived["max_ap"] == base["max_ap"] + 2
    assert derived["ap_regen"] == base["ap_regen"] + 1


def test_legacy_equipment_and_pending_skill_loot_migrate():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["equipment"]["weapon"] = {
        "id": "old",
        "name": "Old Sword",
        "slot": "weapon",
        "rarity": "Common",
        "asset_id": "weapon_sword_1",
        "stat": "strength",
        "value": 2,
    }
    state["pending_loot"] = [
        {
            "kind": "skill",
            "item": SKILLS["arc_bolt"].model_dump(),
            "claimed": False,
        }
    ]
    payload = {"version": 2, "state": state, "meta": new_meta_state()}
    restored = load_save(payload)
    assert restored is not None
    loaded, _ = restored
    assert loaded["equipment"]["weapon"]["bonuses"] == [
        {"stat": "strength", "value": 2}
    ]
    assert loaded["pending_loot"][0]["kind"] == "equipment"
    assert loaded["pending_loot"][0]["item"]["bonuses"]


def test_enemy_guard_charge_and_stun_timing():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["enemy_hp"] = 999
    state["enemy_max_hp"] = 999
    state["enemy_evasion"] = 0
    state["enemy_intent"] = "Defend"
    game.act(state, "strike")
    assert state["enemy_statuses"]["defup"] == 1
    guarded_preview = game.skill_preview(state, "power_strike")
    state["enemy_statuses"].clear()
    assert guarded_preview < game.skill_preview(state, "power_strike")

    state["current_floor"] = 5
    state["boss_deck"] = [
        {"move_id": "charge", "power": 10, "intent": "Tactic", "element": "Physical"},
        {"move_id": "crush", "power": 10, "intent": "Attack", "element": "Physical"},
    ]
    state["boss_current_decision"] = {"move_index": 0, "reaction": "Charge."}
    game.act(state, "defend")
    assert state["enemy_statuses"]["atkup"] == 1
    state["boss_current_decision"] = {"move_index": 1, "reaction": "Crush."}
    game.act(state, "defend")
    assert "atkup" not in state["enemy_statuses"]

    before_actions = list(state["action_history"])
    state["player_statuses"]["stun"] = 1
    game.act(state, "strike")
    assert state["action_history"] == before_actions
    assert "stun" not in state["player_statuses"]


def test_decline_remaining_rewards_satisfies_unused_picks():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["game_phase"] = "victory"
    state["victory_step"] = "loot"
    state["loot_picks_remaining"] = 2
    state["rewards_selected"] = 1
    game.decline_remaining_rewards(state)
    assert state["rewards_selected"] == 2
    assert state["rewards_declined"] == 1
    assert state["proceed_ready"]
    assert "declined_rewards:1" in state["action_history"]


def test_floor_five_equipment_is_strictly_better_in_every_slot():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["current_floor"] = 5
    state["equipment"] = {
        "weapon": {
            "id": "old_weapon",
            "name": "Old Weapon",
            "slot": "weapon",
            "rarity": "Rare",
            "asset_id": "weapon_sword_1",
            "bonuses": [
                {"stat": "strength", "value": 2},
                {"stat": "crit", "value": 3},
            ],
            "element": "Physical",
        },
        "armor": {
            "id": "old_armor",
            "name": "Old Armor",
            "slot": "armor",
            "rarity": "Rare",
            "asset_id": "armor_1",
            "bonuses": [
                {"stat": "armor", "value": 5},
                {"stat": "endurance", "value": 1},
            ],
            "element": "Physical",
        },
        "accessory": {
            "id": "old_accessory",
            "name": "Old Accessory",
            "slot": "accessory",
            "rarity": "Rare",
            "asset_id": "accessory_1",
            "bonuses": [
                {"stat": "crit", "value": 5},
                {"stat": "agility", "value": 1},
            ],
            "element": "Physical",
        },
    }
    rewards = game._generate_loot(state, 3, guaranteed_upgrade=True)
    assert all(reward["item"]["rarity"] in {"Epic", "Legendary"} for reward in rewards)
    for reward in rewards:
        item = reward["item"]
        assert game._equipment_score(item) > game._equipment_score(
            state["equipment"][item["slot"]]
        )


def test_enemy_animation_variants_are_complete_deterministic_and_reset():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    grunt_variants = set()
    boss_variants = set()
    for turn in range(1, 80):
        state["active_turn"] = turn
        grunt_variants.add(game._enemy_animation_variant(state, boss=False))
        boss_variants.add(game._enemy_animation_variant(state, boss=True))
    assert grunt_variants == {
        "silver-slash",
        "thrust",
        "triple-claw",
        "projectile",
        "hex-pulse",
    }
    assert boss_variants == {"heavy-cleave", "ground-shockwave"}
    state["enemy_animation"] = "grunt"
    state["enemy_animation_variant"] = "triple-claw"
    game._start_encounter(state)
    assert state["enemy_animation"] == "idle"
    assert state["enemy_animation_variant"] == ""


def test_evolution_reveal_precedes_replacement_and_healing():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["active_skills"] = [
        skill.model_dump() for skill in list(SKILLS.values())[6:12]
    ]
    state["current_floor"] = 4
    game._advance_floor(state)
    assert state["game_phase"] == "evolution_reveal"
    old_class = state["current_class_name"]
    assert state["pending_evolution"]["class_name"] != old_class
    game.embrace_evolution(state)
    assert state["current_class_name"] != old_class
    assert state["game_phase"] == "evolution_skill_replace"
    game.replace_skill(state, 0)
    assert state["game_phase"] == "evolution_healing"


def test_one_visual_event_is_created_per_completed_round():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["enemy_hp"] = state["enemy_max_hp"] = 999
    state["enemy_evasion"] = 0
    before = state["visual_event_counter"]
    game.act(state, "strike")
    event = state["visual_event"]
    assert state["visual_event_counter"] == before + 1
    assert event["event_id"] == before + 1
    assert event["turn_id"] == 1
    assert event["player_animation"] == "strike"


def test_pending_evolution_round_trips_without_being_applied():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["current_floor"] = 4
    game._advance_floor(state)
    proposed = state["pending_evolution"]["class_name"]
    current_class = state["current_class_name"]
    restored = load_save(make_save(state, new_meta_state()))
    assert restored is not None
    loaded, _ = restored
    assert loaded["game_phase"] == "evolution_reveal"
    assert loaded["pending_evolution"]["class_name"] == proposed
    assert loaded["current_class_name"] == current_class


def test_mock_boss_selects_a_typed_decision_for_every_turn():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["current_floor"] = 5
    game._start_encounter(state)
    assert state["boss_current_decision"] is not None
    first = state["boss_current_decision"]["move_index"]
    state["enemy_hp"] = state["enemy_max_hp"] = 999
    game.act(state, "defend")
    assert state["boss_current_decision"] is not None
    assert 0 <= state["boss_current_decision"]["move_index"] < len(state["boss_deck"])
    assert state["last_boss_reaction"]
    assert isinstance(first, int)


def test_structured_events_share_turn_number_and_keep_latest_hundred():
    game = TowerGame(MockGateway())
    state = ready_state(game)
    state["enemy_hp"] = 999
    state["enemy_max_hp"] = 999
    state["enemy_evasion"] = 0
    state["enemy_intent"] = "Attack"
    game.act(state, "strike")
    recent = [
        event for event in state["combat_events"]
        if event["turn"] == 1 and event["actor"] in {"Player", "Enemy"}
    ]
    assert {event["actor"] for event in recent} == {"Player", "Enemy"}
    for index in range(120):
        from tower_game.state import append_log
        append_log(state, f"event {index}", turn=index)
    assert len(state["combat_events"]) == 100
    assert len(state["combat_log"]) == 100