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

@@ -185,8 +185,25 @@ namespace UnityEngine
public int layer { get; set; }
public string tag { get; set; }
public void SetActive(bool value) { }
public T GetComponent<T>() => default;
public Component GetComponent(Type t) => null;
// Headless component model: the resolution-path ctor (and copied views) acquire components
// off prefab GameObjects and use them unguarded (F1). Lazily create + cache a no-op instance
// per concrete Component-derived type so those touches resolve harmlessly instead of NRE.
// Non-Component T or abstract/uninstantiable T still returns default (null).
private System.Collections.Generic.Dictionary<Type, object> _components;
private object GetOrAddComponent(Type t)
{
if (t == null || t.IsAbstract || !typeof(Component).IsAssignableFrom(t)) return null;
_components ??= new System.Collections.Generic.Dictionary<Type, object>();
if (_components.TryGetValue(t, out var c)) return c;
object inst;
try { inst = Activator.CreateInstance(t); }
catch { return null; }
_components[t] = inst;
return inst;
}
public T GetComponent<T>() => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
public Component GetComponent(Type t) => (Component)GetOrAddComponent(t);
public Component GetComponent(string t) => null;
public T GetComponentInChildren<T>() => default;
public T GetComponentInChildren<T>(bool includeInactive) => default;
@@ -196,8 +213,8 @@ namespace UnityEngine
public T GetComponentInParent<T>(bool includeInactive) => default;
public T[] GetComponents<T>() => new T[0];
public Component[] GetComponents(Type t) => new Component[0];
public T AddComponent<T>() where T : Component => default;
public Component AddComponent(Type t) => null;
public T AddComponent<T>() where T : Component => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
public Component AddComponent(Type t) => (Component)GetOrAddComponent(t);
public void SendMessage(string method) { }
public void SendMessage(string method, object value) { }
public void SendMessage(string method, object value, SendMessageOptions options) { }