feat(battle-engine-port): M8 COMPLETE — lethal damage proves follower death via combat math

A when_play damage=5 spell (the M6 card 800134020) played at a select_count=1
enemy follower with life <= 5 kills it as a consequence of damage -> life <= 0 ->
the dead-check + the same RemoveInplayCard/cemetery path M7 lit up (the dominant
real-card removal mechanic), reached through combat math rather than `destroy`.

Oracle LethalDamageSpellOracleTests: selected follower (1/2) removed (board -1 +
cemetery +1, the M7 dimension); un-selected control (6/7, life > 5) untouched and
still on board (M6 routing; select_count=1 hits only the selected target). 8/8
green; engine 0 errors; check_drift clean; ZERO new Engine/shim/manifest work —
the death path inherited M7's death-voice fix; the predicted damage-VFX shadow
never materialized.

Load-bearing (M4/M6 discipline): swapping the selection to the 6/7 -> it survives
at 2 and nobody dies, proving removal is gated on the SELECTED follower's life
reaching <= 0, not on selection (M7's destroy) or a blanket wipe.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 08:34:22 -04:00
parent 9fc97abee7
commit 4f76fb21f0
2 changed files with 142 additions and 0 deletions

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@@ -85,6 +85,19 @@ namespace SVSim.BattleEngine.Tests
public const int DestroyTargetFollowerId = FollowerId; // neutral 1/2 (the selected, destroyed one)
public const int DestroyOtherFollowerId = UnselectTargetFollowerId; // neutral 6/7 (the un-selected survivor)
// M8 next milestone: LETHAL damage — proves follower DEATH VIA COMBAT MATH (damage >= life ->
// 0 life -> the same RemoveInplayCard/cemetery death path M7 lit up via `destroy`, but reached
// through the dominant real-card mechanic: "deal N damage"). Reuses the M6 damage=5 spell
// (800134020) but with target followers STRADDLING 5 life so the SAME spell kills one and merely
// chips the other in a single oracle: the SELECTED target has life <= 5 and dies (board -1 +
// cemetery +1, the M7 assertions), while the UN-SELECTED control has life > 5 and survives at
// reduced life (the M6 life-delta assertion). This combines M7's removal dimension with M6's
// life-delta + routing, and distinguishes death-via-damage from the unconditional `destroy`.
public const int LethalDamageSpellId = TargetSpellId; // 800134020, when_play damage=5
public const int LethalDamage = TargetSpellDamage; // 5
public const int LethalTargetFollowerId = FollowerId; // neutral 1/2 (life 2 <= 5 -> dies)
public const int SurvivorTargetFollowerId = UnselectTargetFollowerId; // neutral 6/7 (life 7 > 5 -> survives at 2)
private static bool _done;
public static void EnsureInitialized()

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@@ -0,0 +1,129 @@
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M8 (death VIA COMBAT MATH): a when_play TARGETED-DAMAGE spell whose amount is >= the target
// follower's life resolves to correct authoritative state HEADLESS via the same IsForecast/
// IsRecovery + ActionProcessor + selectedCards path M6/M7 proved. M3 proved `damage` to the LEADER
// (life-delta, no death). M7 proved board-removal via UNCONDITIONAL `destroy`. M8 closes the gap
// between them: the follower dies as a CONSEQUENCE of damage -> life<=0 -> the dead-check + the same
// RemoveInplayCard/cemetery path M7 lit up — the dominant real-card removal mechanic (most "deal N
// damage" cards), reached through combat math rather than a `destroy` skill.
//
// The spell is select_count=1 (proven in M6 — it hits ONLY the selected target), so the oracle is:
// with two followers on the enemy board STRADDLING the 5 damage and the LETHAL one passed as
// `selectedCards`, the selected follower (life 2 <= 5) DIES from combat math (enemy board -1, gone,
// in CemeteryList — the M7 removal assertions, but reached via damage not `destroy`), while the
// un-selected control (life 7 > 5) is UNTOUCHED (life unchanged, still on board — the M6 routing
// assertion). The STRADDLE is what makes death-via-combat-math falsifiable: the load-bearing probe
// (swap the selection to the 6/7) makes that follower SURVIVE at 2 (7-5) and NOBODY die — proving
// the removal is gated on the SELECTED follower's life reaching <= 0 (combat math), not on
// "selected gets removed" (which would be M7's unconditional `destroy`) or a blanket wipe.
[TestFixture]
public class LethalDamageSpellOracleTests
{
private static void SetPrivateField(object obj, string name, object value)
{
var t = obj.GetType();
var f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
f.SetValue(obj, value);
}
[Test]
public void Lethal_damage_spell_kills_the_selected_follower_and_chips_the_survivor()
{
HeadlessEngineEnv.EnsureInitialized();
BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
var mgr = new SingleBattleMgr(new HeadlessContentsCreator());
mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
var player = mgr.BattlePlayer;
var enemy = mgr.BattleEnemy;
// Minimal opponent/turn wiring (see M2-M7 oracles): opponent refs + active turn flag. The
// spell's target resolver walks player -> opponent -> opponent's in-play followers.
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
// Seed leader life so neither leader reads as a 0-life game-over state (blocks plays, M3).
HeadlessEngineEnv.InitLeaderLife(mgr);
// Put TWO vanilla followers on the ENEMY board STRADDLING the 5 damage: the SELECTED target
// has life 2 (<= 5) so it dies; the un-selected control has life 7 (> 5) and, being a
// select_count=1 spell's non-target, is untouched. (The straddle powers the load-bearing
// probe: selecting the 6/7 instead makes it survive at 2 and nobody die.)
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.LethalTargetFollowerId, 0, isPlayer: false);
var survivor = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SurvivorTargetFollowerId, 1, isPlayer: false);
// Sanity: the chosen ids actually straddle the damage (one lethal, one not) at setup.
Assert.That(selected.Life, Is.LessThanOrEqualTo(HeadlessEngineEnv.LethalDamage),
"selected follower's life is not <= the spell damage (it would not die)");
Assert.That(survivor.Life, Is.GreaterThan(HeadlessEngineEnv.LethalDamage),
"survivor follower's life is not > the spell damage (it would not survive)");
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.LethalDamageSpellId);
// Place the lethal-damage spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.LethalDamageSpellId, 1, isPlayer: true, mgr);
player.HandCardList.Add(card);
player.Pp = 10;
// Pre-state snapshot.
int ppBefore = player.Pp;
int handBefore = player.HandCardList.Count;
int playerInplayBefore = player.ClassAndInPlayCardList.Count;
int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
int enemyCemeteryBefore = enemy.CemeteryList.Count;
int survivorLifeBefore = survivor.Life;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen (lethal) target via selectedCards.
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List<BattleCardBase> { selected }),
"ActionProcessor.PlayCard threw on a lethal targeted-damage spell");
Assert.Multiple(() =>
{
// PRIMARY M8 — death via combat math: the SELECTED follower (life <= damage) is removed
// from the enemy board and lands in the cemetery (the M7 removal dimension, reached
// through damage rather than `destroy`).
Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
"lethal-damaged follower still on the enemy board (death-via-damage did not remove it)");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
"enemy board count not -1 (lethal damage did not commit a removal, or hit the wrong count)");
Assert.That(enemy.CemeteryList, Contains.Item(selected),
"lethal-damaged follower not in the enemy CemeteryList");
Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
"enemy cemetery count not +1");
// PRIMARY M8 — routing: the UN-SELECTED control (life > damage) is UNTOUCHED and stays on
// the board (the M6 routing assertion; select_count=1 hits only the selected target, so
// this proves the lethal removal was routed to the selection and is not a blanket wipe).
Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(survivor),
"un-selected follower was removed (effect not routed, or a blanket wipe)");
Assert.That(survivor.Life, Is.EqualTo(survivorLifeBefore),
"un-selected follower took damage (effect not routed to the selection)");
// Leader untouched (the spell targets a follower, not the face).
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (damage hit the leader, not the selected follower)");
// Cost paid; spell leaves hand and (being a spell) does NOT occupy the board.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
});
}
}
}