feat(battle-engine-port): M5 COMPLETE — summon_token spell resolves headless (board-count delta oracle)
Card 800134010 (clan-1 cost-1 ungated spell, summon_token=100011020): a when_play summon places one new neutral 2/2 follower token on the caster board. New oracle dimension = board-count + token-identity delta from a SKILL-CREATED card. 5/5 green; engine 0 errors; check_drift clean; zero new Engine copies. This is the first headless run of the PUBLIC prefab card-creation path (CardCreatorBase.CreateCard, createNullView:false) — engine-internal card creation (summon/draw/token) has no null-view path in solo mode, unlike the M2-M4 hand-card seam. Built that path headless: - Self-consistent no-op Unity object graph (UnityShim.cs): Component.gameObject/ transform, GameObject.transform, Transform.parent/Find now lazily non-null + cached; GetComponent routed through the GameObject component model. - Targeted NGUI material backing-field wiring (UIFont.mMat / UILabel.mMaterial) so the copied material getters return non-null via their simple branch (blanket/deep wiring would make them delegate down a re-nulling chain). - getUIBase_CardManager() default! -> field-wired no-op via new ShimView.Create<T>(). - Test-side seeds: SBattleLoad card templates + 3D scene GameObjects (InitCardTemplates). Load-bearing proof: swapping to the M3 non-summoning spell fails the board-count (Expected 2, was 1) + token-not-found assertions; reverted to green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,4 +1,5 @@
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using System.Reflection;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle;
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using Wizard.Battle.Phase;
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@@ -32,6 +33,23 @@ namespace SVSim.BattleEngine.Tests
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public const int BuffAddOffense = 1;
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public const int BuffAddLife = 1;
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// M5 next-hardest deterministic card: a when_play SUMMON_TOKEN spell. 800134010 is an ELF
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// (clan 1) cost-1 spell whose sole skill is `when_play` `summon_token=100011020` with
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// `skill_target=none` and an UNGATED condition (`character=me`, trivially the caster): it
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// summons exactly ONE neutral 2/2 follower TOKEN onto the caster's board — no target
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// selection, no RNG (Skill_summon_token's random branch is `num >= 0 && !IsForecast`, and
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// this option carries no `random_count`, so num=-1 => the deterministic literal-id path).
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// The new oracle dimension over M2/M3/M4 is a BOARD-COUNT DELTA from a SKILL-CREATED card:
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// a token that was never in the hand/deck appears in play. This is also the first headless
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// exercise of the PUBLIC prefab card-creation path (CardCreatorBase.CreateCard,
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// createNullView:false, via BattlePlayerBase.CreateNextIndexCard) — class-card construction
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// hits `default: return null` and the M2-M4 hand cards used the private null-view seam, so
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// the view-building creation path is genuinely new here.
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public const int TokenSpellId = 800134010;
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public const int SummonedTokenId = 100011020; // neutral 2/2 follower token
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public const int SummonedTokenAtk = 2;
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public const int SummonedTokenLife = 2;
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private static bool _done;
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public static void EnsureInitialized()
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@@ -47,9 +65,11 @@ namespace SVSim.BattleEngine.Tests
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.SetValue(null, new Wizard.Crossover());
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BattleManagerBase.IsForecast = true;
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// CardMaster must be non-null before construction (the leader/class card looks up id 0).
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// Load the M2 vanilla follower + the M3 fixed-damage spell + the M4 self-buff follower so
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// each oracle can create + look up its real stats.
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HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId);
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// Load the M2 vanilla follower + the M3 fixed-damage spell + the M4 self-buff follower +
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// the M5 summon-token spell AND the token it summons so each oracle can create + look up
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// real stats. The summoned token id must be present: Skill_summon_token resolves it
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// through CardMaster.GetCardParameterFromId during creation.
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HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId);
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// Master reference data (class-character list) for leader/class card resolution.
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HeadlessMasterData.Install();
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// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).
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@@ -77,6 +97,34 @@ namespace SVSim.BattleEngine.Tests
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((ClassBattleCardBase)mgr.BattleEnemy.Class).InitBaseMaxLife(life);
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}
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// The PUBLIC prefab card-creation path (CardCreatorBase.CreateCard, createNullView:false) —
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// used by anything the engine creates INTERNALLY (summons, token-draws, etc.), as opposed to
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// the test's direct private null-view seam for hand cards — clones card-template prefabs held
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// on BattleManagerBase.SBattleLoad. The real async battle load (CoLoad) builds these; the bare
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// `new SingleBattleMgr(...)` construction path leaves SBattleLoad null (the M2 NRE was here).
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// Seed it with non-null no-op CardTemplates: their `.gameObject` is a lazy shim no-op, and the
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// shim's CloneObjectToParent + self-consistent object graph carry the rest. Nothing here
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// computes game state — the token's authoritative stats come from CardCSVData, not the view.
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public static void InitCardTemplates(BattleManagerBase mgr)
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{
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mgr.SBattleLoad = new SBattleLoad
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{
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UnitCardTemplate = new CardTemplate(),
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SpellCardTemplate = new CardTemplate(),
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FieldCardTemplate = new CardTemplate(),
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};
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// The created card's transform is positioned/parented under the battle's 3D scene-graph
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// containers (CardCreatorBase.CreateCardTypeBuildInfo reads ins.CardHolder/ECardHolder/
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// PCardPlace/Battle3DContainer). The real battle load instantiates these; seed non-null
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// no-op GameObjects so the positioning resolves (no-op transforms; nothing rendered).
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mgr.Battle3DContainer = new GameObject();
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mgr.CardHolder = new GameObject();
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mgr.ECardHolder = new GameObject();
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mgr.PCardPlace = new GameObject();
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mgr.ChoiceCardHolder = new GameObject();
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mgr.EvolveCardHolder = new GameObject();
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}
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// The shared headless card-creation primitive. CardCreatorBase.CreateCardWithoutResources is
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// the engine's own null-view creation path (CreateBase -> new *BattleCard(buildInfo).Setup(
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// createNullView:true)); it's private, so reflect it rather than reimplement the 14-arg
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