feat(battle-engine-port): M2 step 1 — SingleBattleMgr constructs headless
First green of the M2 go/no-go probe: `new SingleBattleMgr(StandardBattleMgr- ContentsCreator)` now builds the two-player pair fully headless against the shim, no Unity runtime. Verdict: headless construction is feasible; every blocker was a mechanical no-op shim fill or data seam, not a Unity/logic wall. Shim fills (authored): - GameMgr: lazy non-null DataMgr/PrefabMgr/InputMgr/SoundMgr/BattleControl. - GameObject: lazy cached component model so GetComponent<T>/AddComponent<T> return non-null no-op instances for Component-derived T (F1: unguarded view touches). - Resources.Load(string): cached non-null GameObject so the prefab->Instantiate-> GetComponent chain (UnityEventAgent) yields a real object. - ClassBattleCardViewBase: re-attach dropped IClassBattleCardView (no-op members); ClassBattleCardBase.Setup casts the created view to it. Engine copy (DP1/DP3 mis-cut fix): - CardIconControl.cs copied verbatim (manifested) + generated null-stub deleted. SplitAndCompleteIconStr is pure string logic on the resolution path that M1 had wrongly stubbed as "View" -> null deref in SkillCreator.CreateBuildInfo. Test harness (SVSim.BattleEngine.Tests, authored fixture): - HeadlessContentsCreator/HeadlessPhaseCreator: deterministic replica of the solo practice init (StandardBattleMgrContentsCreator + SingleBattlePhaseCreator) with no-op recovery/replay managers. - HeadlessCardMaster: reflects the loader cards.json dump into CardMaster. - HeadlessMasterData: minimal Data.Master (class-character list, empty collections) + Data.Load + player/enemy chara ids. - ConstructionProbeTests.SingleBattleMgr_constructs_headless — GREEN. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using System;
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namespace Wizard.Battle.View;
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public class CardIconControl
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{
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public static string[] SplitAndCompleteIconStr(string iconStr, string[] skillTypeStr)
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{
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int skillCount = skillTypeStr[0].Split(',').Length;
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int num = 0;
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if (skillTypeStr.Length > 1)
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{
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num = skillTypeStr[1].Split(',').Length;
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}
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if (iconStr == null)
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{
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string[] array = new string[2]
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{
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CompleteIconDefaultParam(skillCount),
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null
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};
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if (num > 0)
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{
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array[1] = CompleteIconDefaultParam(num);
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}
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return array;
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}
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iconStr = iconStr.Replace(" ", "");
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if (string.IsNullOrEmpty(iconStr))
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{
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string[] array2 = new string[2]
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{
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CompleteIconDefaultParam(skillCount),
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null
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};
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if (num > 0)
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{
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array2[1] = CompleteIconDefaultParam(num);
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}
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return array2;
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}
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return iconStr.Split(new string[1] { "//" }, StringSplitOptions.RemoveEmptyEntries);
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}
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public static string CompleteIconDefaultParam(int skillCount)
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{
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string text = string.Empty;
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for (int i = 0; i < skillCount; i++)
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{
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text = ((!string.IsNullOrEmpty(text)) ? (text + ",none") : "none");
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}
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return text;
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}
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}
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