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