feat(battlenode): evolve resolves on engine state via view-untangle (M-HC-4b)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -427,6 +427,89 @@ public class HeadlessConductorTests
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"neither leader takes damage in a follower-vs-follower trade");
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}
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// === M-HC-4b: evolve resolves headless =======================================================
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[Test]
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public void Evolve_resolves_on_engine_state_headless()
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{
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// Seat A plays a vanilla follower (base 1/2, evo 3/4 — a +2/+2 plain evolve, no target), then ramps
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// to the turn its EP unlocks and EVOLVES it. Assert the engine-state mutation: the follower is marked
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// evolved, its atk/life rise by the card's evolve deltas, and seat A's EP drops by 1. Driven entirely
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// through the receive conductor (Push -> engine.Receive).
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//
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// Uniform vanilla deck so the card dealt at engine Index 1 is unambiguously the 1/2 vanilla. Card
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// 100011010: base atk 1 / life 2, evo_atk 3 / evo_life 4 -> evolve delta +2/+2 (read from cards.json).
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const int evolvedAtk = 3;
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const int evolvedLife = 4;
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var deck = Enumerable.Repeat(NodeNativeBattleHarness.VanillaFollowerId, 30).ToList();
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using var harness = NodeNativeBattleHarness.Create(seatADeck: deck);
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// --- mulligan + open seat A turn 1, play the vanilla onto seat A's board --------------------
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Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
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Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
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Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
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Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
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Is.True, "turn1 TurnStart");
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Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(1), isPlayerSeat: true).Accepted,
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Is.True, "turn1 vanilla play");
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Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(1), "seat A follower on board after play");
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// The follower can't evolve yet — seat A's EvolveWaitTurnCount has not counted down to 0.
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Assert.That(harness.EvolveWaitTurnCount(playerSeat: true), Is.GreaterThan(0),
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"evolve is locked on seat A's first turn (wait-turn counter not yet 0)");
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int attackerIdx = harness.InPlayCardIndex(playerSeat: true, boardPos: 0);
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// --- ramp seat A to the turn its evolve unlocks (EvolveWaitTurnCount counts down per seat-A turn) ---
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// End turn 1 first (TurnEnd sets NowTurnEvol = true, the other CanEvolution precondition), then
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// alternate A/B TurnStart/TurnEnd until seat A's EvolveWaitTurnCount reaches 0, leaving seat A's
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// turn OPEN. A guard bounds the loop so a never-unlocking bug fails loud instead of hanging.
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Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnEnd");
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bool seatA = false; // next TurnStart is seat B's
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int guard = 0;
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while (harness.EvolveWaitTurnCount(playerSeat: true) > 0)
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{
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Assert.That(++guard, Is.LessThan(20), "evolve never unlocked — EvolveWaitTurnCount stuck > 0");
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Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: seatA).Accepted, Is.True, "ramp TurnStart");
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if (seatA && harness.EvolveWaitTurnCount(playerSeat: true) == 0) break; // leave seat A's turn open
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Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: seatA).Accepted, Is.True, "ramp TurnEnd");
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seatA = !seatA;
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}
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// EP precondition: seat A holds at least 1 evolve point and evolve is now unlocked.
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Assert.That(harness.EvolveWaitTurnCount(playerSeat: true), Is.EqualTo(0), "evolve unlocked on seat A's turn");
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int epBefore = harness.Ep(playerSeat: true);
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Assert.That(epBefore, Is.GreaterThanOrEqualTo(1), "seat A must hold >= 1 EP before evolving");
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// Pre-evolve stats: the un-evolved vanilla is 1/2 and not yet flagged evolved.
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Assert.That(harness.IsEvolved(playerSeat: true, boardPos: 0), Is.False, "follower not evolved before the evolve");
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int atkBefore = harness.InPlayCardAtk(playerSeat: true, boardPos: 0);
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int lifeBefore = harness.InPlayCardLife(playerSeat: true, boardPos: 0);
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Assert.That(atkBefore, Is.EqualTo(1), "vanilla base atk is 1 before evolve");
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Assert.That(lifeBefore, Is.EqualTo(2), "vanilla base life is 2 before evolve");
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// --- the evolve: a plain EVOLUTION frame addressing the follower by its in-play Index -------
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var evolve = harness.Push(
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NetworkBattleUri.PlayActions, NodeNativeBattleHarness.EvolveBody(attackerIdx), isPlayerSeat: true);
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Assert.That(evolve.Accepted, Is.True, $"evolve rejected: {evolve.RejectReason}");
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Assert.That(harness.IsEvolved(playerSeat: true, boardPos: 0), Is.True,
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"the follower must be flagged evolved after the EVOLUTION frame resolves");
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Assert.That(harness.InPlayCardAtk(playerSeat: true, boardPos: 0), Is.EqualTo(evolvedAtk),
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"evolved atk must equal the card's evo_atk (3) — base 1 + evolve delta +2");
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Assert.That(harness.InPlayCardLife(playerSeat: true, boardPos: 0), Is.EqualTo(evolvedLife),
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"evolved life must equal the card's evo_life (4) — base 2 + evolve delta +2");
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Assert.That(harness.Ep(playerSeat: true), Is.EqualTo(epBefore - 1),
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"an evolve must spend exactly one evolve point");
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}
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// TODO(M-HC-4): EVOLUTION_SELECT target path uncovered — needs an evolve-target fixture card.
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// The EVOLUTION_SELECT driver (NodeNativeBattleHarness.EvolveSelectBody, opcode 21) is in place, but
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// no card in the current cards.json carries an evo_skill/evo_skill_target (the skill/translation tables
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// are placeholders per CLAUDE.md — only base stats + plain evolve deltas are dumped). Driving an
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// EVOLUTION_SELECT with no targeting skill degenerates to the plain-evolve path (empty select list), so
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// it would not exercise GetOpposingCardObjTarget / the select view leaves. Add a real fixture (a
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// follower whose on_evolve targets/damages an opposing card) once a fuller card-skill dump lands.
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[Test]
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public void Deal_seats_three_card_hand_headless()
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{
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@@ -171,6 +171,15 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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/// <summary>True while the in-play follower at <paramref name="boardPos"/> can still attack this turn.</summary>
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public bool InPlayCardAttackable(bool playerSeat, int boardPos) => Engine.InPlayCardAttackable(playerSeat, boardPos);
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/// <summary>True once the in-play follower at <paramref name="boardPos"/> has evolved (M-HC-4b).</summary>
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public bool IsEvolved(bool playerSeat, int boardPos) => Engine.IsEvolved(playerSeat, boardPos);
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/// <summary>The seat's current evolve-point count (M-HC-4b). An evolve spends one EP.</summary>
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public int Ep(bool playerSeat) => Engine.Ep(playerSeat);
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/// <summary>Turns remaining until the seat may evolve (0 == unlocked) (M-HC-4b).</summary>
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public int EvolveWaitTurnCount(bool playerSeat) => Engine.EvolveWaitTurnCount(playerSeat);
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/// <summary>Build an envelope for <paramref name="body"/> and ingest it into the engine for the
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/// given seat (player == seat A). Mirrors <c>BattleNodeFlowTests.MakeEnvelopeWith</c> +
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/// <c>SessionBattleEngine.Receive</c>.</summary>
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@@ -229,6 +238,46 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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},
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};
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/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.EVOLUTION</c> opcode — confirmed
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/// <c>= 20</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c> (EVOLUTION_SELECT is 21). The
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/// receiver maps the wire <c>type</c> int straight to the enum; EVOLUTION/EVOLUTION_SELECT route through
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/// the SAME InPlayAction dispatch arm as ATTACK (NetworkOperationCollection.cs:163-170).</summary>
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public const int EvolutionOpcode = 20;
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/// <summary>The engine's <c>NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT</c> opcode — confirmed
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/// <c>= 21</c> in <c>SVSim.BattleEngine/Engine/NetworkBattleDefine.cs</c>.</summary>
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public const int EvolutionSelectOpcode = 21;
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/// <summary>Build a PlayActions EVOLUTION frame for the in-play follower addressed by its engine
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/// <c>Index</c> (<paramref name="cardIdx"/> == the wire <c>playIdx</c>). A plain (non-targeted) evolve
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/// carries no targetList — the dispatch's <c>list</c> stays empty and the engine evolves the card in
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/// place (InPlayCardReflection.Evol).</summary>
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public static Dictionary<string, object?> EvolveBody(int cardIdx) => new()
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{
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["playIdx"] = cardIdx,
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["type"] = EvolutionOpcode,
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};
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/// <summary>Build a PlayActions EVOLUTION_SELECT frame: the follower at engine <c>Index</c>
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/// <paramref name="cardIdx"/> evolves and targets the card at <paramref name="targetIdx"/>. The target is
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/// described in the SAME <c>{targetIdx, vid, selectSkillIndex}</c> shape as <see cref="AttackBody"/>
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/// (the dispatch resolves the target's owner from <c>vid</c> under IsRecovery, not from an isSelf key);
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/// <paramref name="targetOnEnemySeat"/> selects the vid stamp.</summary>
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public static Dictionary<string, object?> EvolveSelectBody(int cardIdx, int targetIdx, bool targetOnEnemySeat) => new()
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{
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["playIdx"] = cardIdx,
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["type"] = EvolutionSelectOpcode,
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["targetList"] = new List<object?>
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{
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new Dictionary<string, object?>
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{
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["targetIdx"] = (long)targetIdx,
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["vid"] = targetOnEnemySeat ? EnemySeatVid : SelfSeatVid,
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["selectSkillIndex"] = new List<object?>(),
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},
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},
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};
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public void Dispose() { /* engine holds no unmanaged resources; nothing to release. */ }
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/// <summary>Minimal test-only <see cref="IBattleParticipant"/> exposing only the
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