diff --git a/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs b/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs
index aa9069a..27692e7 100644
--- a/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs
+++ b/SVSim.BattleNode/Sessions/Engine/SessionBattleEngine.cs
@@ -8,6 +8,7 @@ using NetworkBattleDefine = engine::NetworkBattleDefine;
using BattleManagerBase = engine::BattleManagerBase;
using BattlePlayerBase = engine::BattlePlayerBase;
using BattleCardBase = engine::BattleCardBase;
+using UnitBattleCard = engine::UnitBattleCard;
using ClassBattleCardBase = engine::ClassBattleCardBase;
using CardCreatorBase = engine::CardCreatorBase;
using CostAddModifier = engine::CostAddModifier;
@@ -92,6 +93,16 @@ internal sealed class SessionBattleEngine
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
+ // Seat the evolve points + evolve-wait-turn counters exactly as the real match-load's
+ // SetupInitialGameState -> SetupEvolCount does (BattleManagerBase.cs:1115/1132). The headless
+ // Setup builds the seats by hand and never runs SetupInitialGameState, so without this both seats'
+ // CurrentEpCount/EvolveWaitTurnCount stay at their field defaults (0/0) and CanEvolution always
+ // fails (CurrentEpCount - GetEp() < 0). doesPlayerGoFirst == false here: seat A (BattlePlayer) is
+ // the SECOND player (IsFirst defaults false; seat A's turn-1 draws 2), so it gets SECOND_PLAYER_EP
+ // (3) + EvolveWaitTurnCount 4, and seat B (BattleEnemy, first) gets FIRST_PLAYER_EP (2) +
+ // EvolveWaitTurnCount 5. TurnEvolveControl (run on each TurnStart receive) counts the wait down.
+ mgr.SetupEvolCount(doesPlayerGoFirst: false);
+
InitLeaderLife(mgr); // a 0-life leader reads as game-over and silently blocks plays
InitCardTemplates(mgr); // play/draw resolution touches the (no-op) card view layer
InitHeadlessViews(mgr); // turn/play cycle dereferences UI-container + emotion refs
@@ -201,6 +212,25 @@ internal sealed class SessionBattleEngine
public bool InPlayCardAttackable(bool playerSeat, int boardPos) =>
Seat(playerSeat).ClassAndInPlayCardList[boardPos + 1].Attackable;
+ /// True once the in-play follower at (0-based, leader excluded)
+ /// has evolved (, set true inside the engine's own
+ /// UnitBattleCard.Evolution mutation). Only followers carry the
+ /// flag; a non-follower (or the leader) reads false. The evolve test's decisive engine-state assertion
+ /// (M-HC-4b).
+ public bool IsEvolved(bool playerSeat, int boardPos) =>
+ (Seat(playerSeat).ClassAndInPlayCardList[boardPos + 1] as UnitBattleCard)?.IsEvolution ?? false;
+
+ /// The seat's current evolve-point count (). An
+ /// evolve spends one EP, so the evolve test asserts this decrements by 1. EP is granted at setup by
+ /// the engine's SetupEvolCount (2 for the game-first seat, 3 for the second) and unlocks once
+ /// EvolveWaitTurnCount has counted down (M-HC-4b).
+ public int Ep(bool playerSeat) => Seat(playerSeat).CurrentEpCount;
+
+ /// Turns remaining until may evolve
+ /// (); 0 means evolve is unlocked. Lets a test ramp to
+ /// the evolve-enabled turn deterministically (M-HC-4b).
+ public int EvolveWaitTurnCount(bool playerSeat) => Seat(playerSeat).EvolveWaitTurnCount;
+
/// The engine-RESOLVED play-time cost of the card whose engine Index ==
/// on (M-HC-3a). This is the discounted cost the play actually paid —
/// spellboost reduction, board-dependent modifiers and all — read straight off the engine, so the
diff --git a/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs b/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs
index 4be9a1d..14d3c9c 100644
--- a/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs
+++ b/SVSim.UnitTests/BattleNode/Integration/HeadlessConductorTests.cs
@@ -427,6 +427,89 @@ public class HeadlessConductorTests
"neither leader takes damage in a follower-vs-follower trade");
}
+ // === M-HC-4b: evolve resolves headless =======================================================
+
+ [Test]
+ public void Evolve_resolves_on_engine_state_headless()
+ {
+ // Seat A plays a vanilla follower (base 1/2, evo 3/4 — a +2/+2 plain evolve, no target), then ramps
+ // to the turn its EP unlocks and EVOLVES it. Assert the engine-state mutation: the follower is marked
+ // evolved, its atk/life rise by the card's evolve deltas, and seat A's EP drops by 1. Driven entirely
+ // through the receive conductor (Push -> engine.Receive).
+ //
+ // Uniform vanilla deck so the card dealt at engine Index 1 is unambiguously the 1/2 vanilla. Card
+ // 100011010: base atk 1 / life 2, evo_atk 3 / evo_life 4 -> evolve delta +2/+2 (read from cards.json).
+ const int evolvedAtk = 3;
+ const int evolvedLife = 4;
+ var deck = Enumerable.Repeat(NodeNativeBattleHarness.VanillaFollowerId, 30).ToList();
+ using var harness = NodeNativeBattleHarness.Create(seatADeck: deck);
+
+ // --- mulligan + open seat A turn 1, play the vanilla onto seat A's board --------------------
+ Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
+ Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
+ Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
+ Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
+ Is.True, "turn1 TurnStart");
+ Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(1), isPlayerSeat: true).Accepted,
+ Is.True, "turn1 vanilla play");
+ Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(1), "seat A follower on board after play");
+
+ // The follower can't evolve yet — seat A's EvolveWaitTurnCount has not counted down to 0.
+ Assert.That(harness.EvolveWaitTurnCount(playerSeat: true), Is.GreaterThan(0),
+ "evolve is locked on seat A's first turn (wait-turn counter not yet 0)");
+ int attackerIdx = harness.InPlayCardIndex(playerSeat: true, boardPos: 0);
+
+ // --- ramp seat A to the turn its evolve unlocks (EvolveWaitTurnCount counts down per seat-A turn) ---
+ // End turn 1 first (TurnEnd sets NowTurnEvol = true, the other CanEvolution precondition), then
+ // alternate A/B TurnStart/TurnEnd until seat A's EvolveWaitTurnCount reaches 0, leaving seat A's
+ // turn OPEN. A guard bounds the loop so a never-unlocking bug fails loud instead of hanging.
+ Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnEnd");
+ bool seatA = false; // next TurnStart is seat B's
+ int guard = 0;
+ while (harness.EvolveWaitTurnCount(playerSeat: true) > 0)
+ {
+ Assert.That(++guard, Is.LessThan(20), "evolve never unlocked — EvolveWaitTurnCount stuck > 0");
+ Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: seatA).Accepted, Is.True, "ramp TurnStart");
+ if (seatA && harness.EvolveWaitTurnCount(playerSeat: true) == 0) break; // leave seat A's turn open
+ Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: seatA).Accepted, Is.True, "ramp TurnEnd");
+ seatA = !seatA;
+ }
+
+ // EP precondition: seat A holds at least 1 evolve point and evolve is now unlocked.
+ Assert.That(harness.EvolveWaitTurnCount(playerSeat: true), Is.EqualTo(0), "evolve unlocked on seat A's turn");
+ int epBefore = harness.Ep(playerSeat: true);
+ Assert.That(epBefore, Is.GreaterThanOrEqualTo(1), "seat A must hold >= 1 EP before evolving");
+
+ // Pre-evolve stats: the un-evolved vanilla is 1/2 and not yet flagged evolved.
+ Assert.That(harness.IsEvolved(playerSeat: true, boardPos: 0), Is.False, "follower not evolved before the evolve");
+ int atkBefore = harness.InPlayCardAtk(playerSeat: true, boardPos: 0);
+ int lifeBefore = harness.InPlayCardLife(playerSeat: true, boardPos: 0);
+ Assert.That(atkBefore, Is.EqualTo(1), "vanilla base atk is 1 before evolve");
+ Assert.That(lifeBefore, Is.EqualTo(2), "vanilla base life is 2 before evolve");
+
+ // --- the evolve: a plain EVOLUTION frame addressing the follower by its in-play Index -------
+ var evolve = harness.Push(
+ NetworkBattleUri.PlayActions, NodeNativeBattleHarness.EvolveBody(attackerIdx), isPlayerSeat: true);
+
+ Assert.That(evolve.Accepted, Is.True, $"evolve rejected: {evolve.RejectReason}");
+ Assert.That(harness.IsEvolved(playerSeat: true, boardPos: 0), Is.True,
+ "the follower must be flagged evolved after the EVOLUTION frame resolves");
+ Assert.That(harness.InPlayCardAtk(playerSeat: true, boardPos: 0), Is.EqualTo(evolvedAtk),
+ "evolved atk must equal the card's evo_atk (3) — base 1 + evolve delta +2");
+ Assert.That(harness.InPlayCardLife(playerSeat: true, boardPos: 0), Is.EqualTo(evolvedLife),
+ "evolved life must equal the card's evo_life (4) — base 2 + evolve delta +2");
+ Assert.That(harness.Ep(playerSeat: true), Is.EqualTo(epBefore - 1),
+ "an evolve must spend exactly one evolve point");
+ }
+
+ // TODO(M-HC-4): EVOLUTION_SELECT target path uncovered — needs an evolve-target fixture card.
+ // The EVOLUTION_SELECT driver (NodeNativeBattleHarness.EvolveSelectBody, opcode 21) is in place, but
+ // no card in the current cards.json carries an evo_skill/evo_skill_target (the skill/translation tables
+ // are placeholders per CLAUDE.md — only base stats + plain evolve deltas are dumped). Driving an
+ // EVOLUTION_SELECT with no targeting skill degenerates to the plain-evolve path (empty select list), so
+ // it would not exercise GetOpposingCardObjTarget / the select view leaves. Add a real fixture (a
+ // follower whose on_evolve targets/damages an opposing card) once a fuller card-skill dump lands.
+
[Test]
public void Deal_seats_three_card_hand_headless()
{
diff --git a/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs b/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs
index b489557..4ca78cf 100644
--- a/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs
+++ b/SVSim.UnitTests/BattleNode/Integration/NodeNativeBattleHarness.cs
@@ -171,6 +171,15 @@ internal sealed class NodeNativeBattleHarness : IDisposable
/// True while the in-play follower at can still attack this turn.
public bool InPlayCardAttackable(bool playerSeat, int boardPos) => Engine.InPlayCardAttackable(playerSeat, boardPos);
+ /// True once the in-play follower at has evolved (M-HC-4b).
+ public bool IsEvolved(bool playerSeat, int boardPos) => Engine.IsEvolved(playerSeat, boardPos);
+
+ /// The seat's current evolve-point count (M-HC-4b). An evolve spends one EP.
+ public int Ep(bool playerSeat) => Engine.Ep(playerSeat);
+
+ /// Turns remaining until the seat may evolve (0 == unlocked) (M-HC-4b).
+ public int EvolveWaitTurnCount(bool playerSeat) => Engine.EvolveWaitTurnCount(playerSeat);
+
/// Build an envelope for and ingest it into the engine for the
/// given seat (player == seat A). Mirrors BattleNodeFlowTests.MakeEnvelopeWith +
/// SessionBattleEngine.Receive.
@@ -229,6 +238,46 @@ internal sealed class NodeNativeBattleHarness : IDisposable
},
};
+ /// The engine's NetworkBattleDefine.PlayActionType.EVOLUTION opcode — confirmed
+ /// = 20 in SVSim.BattleEngine/Engine/NetworkBattleDefine.cs (EVOLUTION_SELECT is 21). The
+ /// receiver maps the wire type int straight to the enum; EVOLUTION/EVOLUTION_SELECT route through
+ /// the SAME InPlayAction dispatch arm as ATTACK (NetworkOperationCollection.cs:163-170).
+ public const int EvolutionOpcode = 20;
+
+ /// The engine's NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT opcode — confirmed
+ /// = 21 in SVSim.BattleEngine/Engine/NetworkBattleDefine.cs.
+ public const int EvolutionSelectOpcode = 21;
+
+ /// Build a PlayActions EVOLUTION frame for the in-play follower addressed by its engine
+ /// Index ( == the wire playIdx). A plain (non-targeted) evolve
+ /// carries no targetList — the dispatch's list stays empty and the engine evolves the card in
+ /// place (InPlayCardReflection.Evol).
+ public static Dictionary EvolveBody(int cardIdx) => new()
+ {
+ ["playIdx"] = cardIdx,
+ ["type"] = EvolutionOpcode,
+ };
+
+ /// Build a PlayActions EVOLUTION_SELECT frame: the follower at engine Index
+ /// evolves and targets the card at . The target is
+ /// described in the SAME {targetIdx, vid, selectSkillIndex} shape as
+ /// (the dispatch resolves the target's owner from vid under IsRecovery, not from an isSelf key);
+ /// selects the vid stamp.
+ public static Dictionary EvolveSelectBody(int cardIdx, int targetIdx, bool targetOnEnemySeat) => new()
+ {
+ ["playIdx"] = cardIdx,
+ ["type"] = EvolutionSelectOpcode,
+ ["targetList"] = new List