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from pathlib import Path

from tower_game.assets import AssetCatalog
from tower_game.registry import SKILLS
from tower_game.render import (
    render_latest_log,
    render_sidebar,
    render_stage,
    render_stage_narration,
    skill_card_label,
)
from tower_game.state import new_game_state
from tower_game.ui import CSS, JS, _tooltip_data


def test_stage_uses_reserved_huds_and_left_facing_enemy():
    state = new_game_state(phase="combat")
    state["current_floor"] = 1
    state["enemy_name"] = "Test Enemy"
    state["enemy_hp"] = 20
    state["enemy_max_hp"] = 20
    stage = render_stage(state, AssetCatalog.load())

    assert 'class="stage-hud player-stage-hud"' in stage
    assert 'class="stage-hud enemy-stage-hud"' in stage
    assert stage.index('class="stage-hud player-stage-hud"') < stage.index('class="combatant-wrap player-wrap"')
    assert "enemy-sprite faces-left" in stage
    assert "scaleX(-1)" not in CSS


def test_stage_renders_element_specific_attack_effects():
    state = new_game_state(phase="combat")
    state["visual_event"] = {
        "event_id": 1,
        "player_animation": "skill",
        "player_element": "Lightning",
        "enemy_animation": "idle",
        "enemy_variant": "",
        "enemy_element": "Physical",
    }
    stage = render_stage(state, AssetCatalog.load())

    assert "attack-fx effect-skill element-lightning" in stage
    for element in (
        "physical",
        "magical",
        "fire",
        "water",
        "ice",
        "lightning",
        "earth",
        "holy",
        "demonic",
    ):
        assert f".element-{element}::before" in CSS


def test_sidebar_removes_duplicate_skill_descriptions():
    state = new_game_state(phase="combat")
    state["active_skills"] = [SKILLS["power_strike"].model_dump()]
    state["cooldowns"]["power_strike"] = 2
    sidebar = render_sidebar(
        state,
        AssetCatalog.load(),
        {"power_strike": "18 damage"},
    )

    assert "sidebar-skill" not in sidebar
    assert "<h3>Skills</h3>" not in sidebar
    assert "Equipment" in sidebar


def test_skill_cards_include_effect_and_cooldown_without_long_description():
    state = new_game_state(phase="combat")
    skill = SKILLS["power_strike"].model_dump()
    state["cooldowns"]["power_strike"] = 2
    label = skill_card_label(skill, state, "18 damage")

    assert "Power Strike" in label
    assert "CD: 2T" in label
    assert "18 damage" in label
    assert skill["description"] not in label

    state["cooldowns"].clear()
    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)
    assert "CD: 1T" in skill_card_label(skill, state, active=False)


def test_sidebar_renders_effective_equipment_stats_and_shared_card_tokens():
    state = new_game_state(phase="combat")
    state["equipment"]["weapon"] = {
        "id": "strength_blade",
        "name": "Strength Blade",
        "slot": "weapon",
        "rarity": "Rare",
        "asset_id": "weapon_sword_1",
        "stat": "strength",
        "value": 4,
        "element": "Physical",
    }
    sidebar = render_sidebar(state, AssetCatalog.load(), {})

    assert "STR" in sidebar
    assert 'class="stat-bonus">(+4)</small>' in sidebar
    assert "Max HP" in sidebar
    assert "Max AP" in sidebar
    assert "AP Regen" in sidebar
    assert "--card-bg:#12101a" in CSS
    assert "--deck-bg:#12101ae8" in CSS
    assert "--card-border:#30283f" in CSS
    assert ".action-deck button {" in CSS
    assert "background:var(--card-bg) !important" in CSS
    assert "background-image:none !important" in CSS
    assert "border:1px solid var(--card-border) !important" in CSS
    assert "border-radius:0 !important" in CSS


def test_skill_tooltips_explain_cooldown_and_ap_disabling():
    state = new_game_state(phase="combat")
    state["active_skills"] = [SKILLS["power_strike"].model_dump()]
    state["cooldowns"]["power_strike"] = 1
    tooltip = _tooltip_data(state, {"power_strike": "18 damage"})
    assert "Ready in 1 turn." in tooltip

    state["cooldowns"].clear()
    state["current_ap"] = 0
    tooltip = _tooltip_data(state, {"power_strike": "18 damage"})
    assert "Requires 2 AP." in tooltip


def test_tooltip_observer_does_not_watch_its_own_attributes():
    assert "childList:true" in JS
    assert "attributes:true" not in JS
    assert "button.dataset.tip" in JS
    assert "#button-tooltip-data [data-target-id]" in JS
    assert "tower-tooltip" in JS
    assert "requestAnimationFrame" in JS


def test_integrated_command_panel_uses_explicit_compact_rows():
    source = Path("tower_game/ui.py").read_text(encoding="utf-8")
    assert ".action-deck {" in CSS
    assert "position:absolute !important" in CSS
    assert "grid-template-columns:repeat(2" in CSS
    assert ".skills-deck > .styler" in CSS
    assert ".submenu-row" in CSS
    assert 'elem_classes=["action-deck", "basic-actions-deck"]' in source
    assert 'elem_classes=["action-deck", "skills-deck"]' in source
    assert "for row_index in range(3)" in source
    assert "for column_index in range(2)" in source
    assert "item_toggle.click" not in source
    assert "skills_toggle.click" not in source
    assert "button.click(item_handler" not in source
    assert "submenu-grid" not in source
    assert "padding-bottom:clamp" in CSS


def test_player_hud_and_results_layer_above_integrated_commands():
    assert ".player-stage-hud { left:3%; bottom:51%; }" in CSS
    assert ".stage-overlay" in CSS
    assert "z-index:20" in CSS
    assert "z-index:8" in CSS


def test_stage_renders_status_icons_enemy_effects_and_accessible_tooltips():
    state = new_game_state(phase="combat")
    state["player_statuses"] = {"poison": 2, "atkup": 1}
    state["enemy_statuses"] = {"defup": 1, "stun": 1}
    state["visual_event"] = {
        "event_id": 1,
        "player_animation": "idle",
        "player_element": "Physical",
        "enemy_animation": "grunt",
        "enemy_variant": "triple-claw",
        "enemy_element": "Physical",
    }
    stage = render_stage(state, AssetCatalog.load())

    assert "player-status-rack" in stage
    assert "enemy-status-rack" in stage
    assert "Poison: Takes damage" in stage
    assert "Defense Up: Armor is increased" in stage
    assert "status-duration" in stage
    assert "enemy-effect-grunt" in stage
    assert "enemy-variant-triple-claw" in stage
    for variant in (
        "silver-slash",
        "thrust",
        "triple-claw",
        "projectile",
        "hex-pulse",
        "heavy-cleave",
        "ground-shockwave",
    ):
        assert f".enemy-variant-{variant}::before" in CSS


def test_stage_uses_cached_static_urls_and_small_payload():
    state = new_game_state(phase="combat")
    state["current_floor"] = 1
    stage = render_stage(state, AssetCatalog.load())
    assert "/gradio_api/file=" in stage
    assert "data:image" not in stage
    assert len(stage.encode("utf-8")) < 20_000


def test_normal_turn_narration_timer_is_removed():
    source = Path("tower_game/ui.py").read_text(encoding="utf-8")
    assert "gr.Timer" not in source
    assert "NARRATION_QUEUE" not in source
    assert "update_stage=False" in source
    assert "await asyncio.sleep(beat_delay)" in source
    assert "3.5" in source and "1.25" in source


def test_stage_narration_is_a_separate_lightweight_overlay():
    state = new_game_state(phase="combat")
    state["presentation_line"] = "Player: The blade finds its mark."
    narration = render_stage_narration(state)
    assert "stage-narration" in narration
    assert "The blade finds its mark" in narration
    assert "battle-frame" not in narration


def test_latest_turn_feed_has_heading_and_three_labelled_events():
    state = new_game_state(phase="combat")
    state["active_turn"] = 4
    state["combat_events"] = [
        {"turn": 3, "actor": "System", "text": "older"},
        {"turn": 4, "actor": "Player", "text": "You strike."},
        {"turn": 4, "actor": "Enemy", "text": "Enemy strikes."},
        {"turn": 4, "actor": "Status", "text": "Poison deals damage."},
    ]
    feed = render_latest_log(state)
    assert "Turn 4" in feed
    assert "older" not in feed
    assert "Player" in feed and "Enemy" in feed and "Status" in feed


def test_difficulty_picker_and_percentage_equipment_labels_are_present():
    source = Path("tower_game/ui.py").read_text(encoding="utf-8")
    assert 'label="Run Difficulty"' in source
    assert '("Easy - forgiving combat and lighter defenses", "easy")' in source
    assert '("Normal - stronger enemies and bosses", "normal")' in source

    state = new_game_state(phase="combat")
    state["equipment"]["armor"] = {
        "id": "ward",
        "name": "Ward",
        "slot": "armor",
        "rarity": "Rare",
        "asset_id": "armor_1",
        "bonuses": [
            {"stat": "armor", "value": 5},
            {"stat": "evasion", "value": 3},
        ],
    }
    sidebar = render_sidebar(state, AssetCatalog.load(), {})
    assert "+5% Armor" in sidebar
    assert "+3% Evasion" in sidebar


def test_skill_scaling_tooltips_and_combat_options_are_present():
    source = Path("tower_game/ui.py").read_text(encoding="utf-8")
    state = new_game_state(phase="combat")
    state["active_skills"] = [SKILLS["power_strike"].model_dump()]
    tooltip = _tooltip_data(state, {"power_strike": "18 damage"})
    assert "Scales with STR" in tooltip
    assert "Cinematic - readable 3.5 second rounds" in source
    assert "Fast - current 1.25 second rounds" in source
    assert "Improves Strike and STR-scaling technique damage" in source


def test_evolution_hides_raw_dials_until_developer_details():
    from tower_game.render import render_evolution

    state = new_game_state(phase="evolution_reveal")
    state["pending_evolution"] = {
        "class_name": "Towerbreaker",
        "title": "Stone Answers",
        "narrative": "Repeated force becomes law.",
        "portrait_id": "player_strength",
        "signature_skill_id": "power_strike",
        "signature_skill": None,
        "dial_changes": [{"dial": "str_scaling_dial", "delta": 0.25}],
    }
    rendered = render_evolution(state, AssetCatalog.load())
    assert "Strength scaling" in rendered
    assert "<summary>Developer Details</summary>" in rendered
    assert "<code>str_scaling_dial</code>" in rendered