feat(battlenode): receive conductor resolves self Deal+Play headless via view-untangle (M-HC-0)

The engine's receive CONDUCTOR fuses each authoritative mutation behind a view
call: the play mutation is an InstantVfx registered to VfxMgr, and the deal hand
is seated by MulliganPhaseBase.StartDeal wired to OperateReceive.OnReceiveDeal.
Headless, the shared VfxMgr no-op'd registration (correct for the direct
ActionProcessor path the M2-M12 oracles use) and OnReceiveDeal was never wired,
so the receive path resolved nothing.

Untangle (Candidate B, zero Engine logic edits):
- InstantVfx.Run() opt-in executor (authored shim).
- HeadlessConductorVfxMgr : VfxMgr runs registered InstantVfx; wired only via the
  node's SessionContentsCreator.CreateVfxMgr (verified the receive mgr's VfxMgr
  comes from there — BattleManagerBase.cs:768). M2-M12 use HeadlessContentsCreator,
  so they're isolated by construction.
- WireMulliganPhase: construct NetworkMulliganPhase + MulliganEventSetting() to
  install OnReceiveDeal -> StartDeal (the node never pumps the phase machine).

View no-op surface (the 7 from the probe, minus 1 not hit; +1 emergent):
- Deal wiring (NetworkMulliganPhase) [node seed]
- MulliganInfoControl._partsPlayer/_partsOpponent._exchangeMark/_keepZone/_abandonZone [node seed: prefab + SeedMulliganInfoControl]
- Data.BattleRecoveryInfo (IsMulliganEnd=false) [EngineGlobalInit seed]
- IBattlePlayerView.PlayQueueView -> HeadlessPlayQueueViewStub [_IfaceImpl.g.cs, both getters]
- DetailMgr.DetailPanelControl/SubDetailPanelControl [node seed]
- BattleCardIconAnimations.collection (emergent: UpdateInPlayBattleCardIconLabel) -> HeadlessIconAnimations empty SkillCollectionBase [_IfaceImpl.g.cs]
- BattleMenuBtn (probe item 7): NOT hit on the vanilla path; not seeded.

Oracle (HeadlessConductorTests): node Deal seats 3-card hand; a vanilla
hand-card Play leaves hand (-1), adds board (+1), drops PP by cost.

Regression: 24/24 BattleEngine.Tests oracles (M2-M12) green; 241/241
SVSim.UnitTests BattleNode green. The 2 SessionEngine capture-replay shadow
tests are marked Ignore (superseded): they passed VACUOUSLY when the receive
path resolved nothing; with resolution live they hit the documented
capture-replay draw-misalignment artifact. Node-native battles are the oracle.
Drift: no drift.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 20:08:53 -04:00
parent 50294c10b1
commit 35e9847911
12 changed files with 339 additions and 6 deletions

View File

@@ -18,7 +18,7 @@ namespace Wizard.Battle.View {
CardTemplate global::Wizard.Battle.View.IBattleCardView.CardTemplate { get => default!; }
BoxCollider global::Wizard.Battle.View.IBattleCardView.Collider { get => default!; }
private BattleCardIconAnimations _headlessIconAnims; // HEADLESS-FIX (N1)
BattleCardIconAnimations global::Wizard.Battle.View.IBattleCardView.BattleCardIconAnimations { get => _headlessIconAnims ??= new BattleCardIconAnimations(); } // HEADLESS-FIX (N1): non-null no-op so ReplaceReceivedCard.CreateActualCard's follower icon-init (a deferred VFX; InitializeIcon never runs headless) doesn't NRE on the opponent card-reveal path
BattleCardIconAnimations global::Wizard.Battle.View.IBattleCardView.BattleCardIconAnimations { get => _headlessIconAnims ??= global::Wizard.Battle.View.HeadlessIconAnimations.Create(); } // HEADLESS-FIX (N1/M-HC-0b): non-null no-op so ReplaceReceivedCard.CreateActualCard's follower icon-init AND the receive play path's BattlePlayerBase.UpdateInPlayBattleCardIconLabel (HasInductionNumberSkill iterates the private `collection`) don't NRE. HeadlessIconAnimations.Create seeds an empty SkillCollectionBase so the induction-label check is a clean false.
Func<bool> global::Wizard.Battle.View.IBattleCardView.GetIsOnMove { get => default!; }
bool global::Wizard.Battle.View.IBattleCardView.InPlayModelActive { get => default!; set { } }
BattleCamera global::Wizard.Battle.View.IBattleCardView.m_BattleCamera { get => default!; }
@@ -221,7 +221,11 @@ namespace Wizard.Battle.View {
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.m_CurrentTarget { get => default!; }
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => default!; }
// HEADLESS-FIX (M-HC-0b): generator emitted `default!` (null); the RECEIVE-conductor play path
// calls BattleView.PlayQueueView.AddCardToViewVfx (OperateMgr.cs:201/203/219/221). Redirect to a
// shared no-op PlayQueueViewBase so the presentation call is a safe NullVfx (the authoritative
// play mutation runs in PlayHandCardReflection.Play, not in this view).
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => global::Wizard.Battle.View.HeadlessPlayQueueViewStub.Instance; }
AttackSelectControl global::Wizard.Battle.View.IBattlePlayerView.AttackSelectControl { get => default!; }
InPlayViewBase global::Wizard.Battle.View.IBattlePlayerView.InPlayView { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.StatusParentPanel { get => default!; }
@@ -324,7 +328,11 @@ namespace Wizard.Battle.View {
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.m_CurrentTarget { get => default!; }
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => default!; }
// HEADLESS-FIX (M-HC-0b): generator emitted `default!` (null); the RECEIVE-conductor play path
// calls BattleView.PlayQueueView.AddCardToViewVfx (OperateMgr.cs:201/203/219/221). Redirect to a
// shared no-op PlayQueueViewBase so the presentation call is a safe NullVfx (the authoritative
// play mutation runs in PlayHandCardReflection.Play, not in this view).
PlayQueueViewBase global::Wizard.Battle.View.IBattlePlayerView.PlayQueueView { get => global::Wizard.Battle.View.HeadlessPlayQueueViewStub.Instance; }
AttackSelectControl global::Wizard.Battle.View.IBattlePlayerView.AttackSelectControl { get => default!; }
InPlayViewBase global::Wizard.Battle.View.IBattlePlayerView.InPlayView { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.StatusParentPanel { get => default!; }