feat(battle-engine-port): M2 COMPLETE — vanilla follower resolves headless (go/no-go = GO)
First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor. PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play; atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the port approach is validated through the resolution path, not just M1's compile path. VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN. HeadlessCardMaster now loads the follower's real id from cards.json. Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams, never a Unity/logic wall): - M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null): Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator stub + its _IfaceImpl block; both manifested, check_drift clean. - _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the explicit impls (which returned default!), shadowing public stubs. Fixed IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs. (GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -11,6 +11,9 @@ namespace SVSim.BattleEngine.Tests
|
||||
// is populated from /load/index at login; here we author the minimum the resolution path reads.
|
||||
public static class HeadlessEngineEnv
|
||||
{
|
||||
// Simplest zero-skill vanilla follower in cards.json: neutral (clan 0), cost 1, 1/2, no skill.
|
||||
public const int FollowerId = 100011010;
|
||||
|
||||
private static bool _done;
|
||||
|
||||
public static void EnsureInitialized()
|
||||
@@ -19,10 +22,15 @@ namespace SVSim.BattleEngine.Tests
|
||||
// Wizard.Data.Load: static /load/index snapshot. The ctor's CreateBackgroundId reads
|
||||
// Data.Load.data._userTutorial (LoadDetail self-inits _userTutorial). Suppress VFX too.
|
||||
Wizard.Data.Load = new Load { data = new LoadDetail() };
|
||||
// CardParameter(CardCSVData) reads Data.Crossover.RestrictedCard for deck-limit calc;
|
||||
// an empty Crossover returns the default count (no restriction). Private setter -> reflect.
|
||||
typeof(Wizard.Data).GetProperty("Crossover",
|
||||
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)
|
||||
.SetValue(null, new Wizard.Crossover());
|
||||
BattleManagerBase.IsForecast = true;
|
||||
// CardMaster must be non-null before construction (the leader/class card looks up id 0).
|
||||
// Empty load suffices for construction; the oracle reloads with the follower's real id.
|
||||
HeadlessCardMaster.Load();
|
||||
// Load the M2 vanilla follower so the oracle can create + look up its real stats.
|
||||
HeadlessCardMaster.Load(FollowerId);
|
||||
// Master reference data (class-character list) for leader/class card resolution.
|
||||
HeadlessMasterData.Install();
|
||||
// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).
|
||||
|
||||
Reference in New Issue
Block a user