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✅ Insanity cannot trigger gear on allied target

CategoryInteraction
StatusPassing
Testtests/test_abilities_complex.py::TestOseInsanity::test_insanity_cannot_trigger_gear_on_allied_target

Tests interaction between Ose, Flauros, Duban.

Preconditions

  • P1 Main Phase, P1 has 6 AP

  • Lane 0: P1's Ose (#089) — READIED

  • Lane 0: P1's ally with only a gear ability (mocked)

Action

  • Ose uses Insanity on the ally

  • Ally's only ability is gear-timed → blocked → no bonus action

from engine.abilities import execute_ability, register_ability, ABILITY_HANDLERS
from engine.status_effects import get_stat_modifier
from engine.rng import DeterministicRNG

import engine.abilities_actions
importlib.reload(engine.abilities_actions)

# Register a mock gear ability for a test demon
_mock_gear_called = [False]
def _mock_gear_handler(state, demon, targets, choices, rng):
_mock_gear_called[0] = True
return state

# Use Flauros (#013) as the ally and give it a mock gear ability
# Flauros has no registered abilities in abilities_actions by default
# Register at idx=0 as a gear ability — but we need the ability data
# to have timing="gear". The handler is registered but can_use_ability
# checks the data. Let's just check via the timing validation directly.

ose = make_demon("089", lane=0, owner=Side.PLAYER_1)
flauros = make_demon("013", lane=0, owner=Side.PLAYER_1)
enemy = make_demon("001", lane=1, owner=Side.PLAYER_2)
state, placed = _make_state_with_demons(ose, flauros, enemy, ap=6)
ose_p, flauros_p, enemy_p = placed

rng = DeterministicRNG(42)

# Capture P1 AP before
ap_before = state.players[Side.PLAYER_1].ap

result = execute_ability(
state, ose_p, ability_idx=0,
targets=[flauros_p],
rng=rng,
)

# If Flauros has no legal non-gear abilities, the bonus action is a no-op.
# Check that Insanity's current_player swap doesn't enable gear actions.
# The key check: current_player should be restored to P1 after Insanity.

Expected Postconditions

  • ignore_exhaust/ignore_ready still present (not consumed — no action executed)

  • P1 AP unchanged by bonus action

Assertions

assert result.current_player == Side.PLAYER_1, (
f"current_player should be restored to P1 after Insanity. "
f"Got {result.current_player}"
)