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>
This commit is contained in:
gamer147
2026-06-06 01:36:22 -04:00
parent 1078b1ef50
commit 2b506574e7
13 changed files with 456 additions and 22 deletions

View File

@@ -110,12 +110,15 @@ public class GameMgr
private NetworkUserInfoData _netUser;
public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr();
public SoundMgr GetSoundMgr() => _sound;
public DataMgr GetDataMgr() => _data;
public SoundMgr GetSoundMgr() => _sound ??= new SoundMgr();
// Headless: hand back non-null no-op instances. The copied manager types are pure
// data/dictionary/no-op holders (no Unity in their ctors); the resolution-path ctor
// dereferences these immediately (CreateBackgroundId / CreateManager / UnityEventAgent wiring).
public DataMgr GetDataMgr() => _data ??= new DataMgr();
public GameObjMgr GetGameObjMgr() => _gameObj;
public PrefabMgr GetPrefabMgr() => _prefab;
public InputMgr GetInputMgr() => _input;
public BattleControl GetBattleCtrl() => _battleCtrl;
public PrefabMgr GetPrefabMgr() => _prefab ??= new PrefabMgr();
public InputMgr GetInputMgr() => _input ??= new InputMgr();
public BattleControl GetBattleCtrl() => _battleCtrl ??= new BattleControl();
public NetworkUserInfoData GetNetworkUserInfoData() => _netUser;
public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData;
public Wizard.MailTopTask GetMailTopTask() => null;