test(engine-ambient): TestBattleScope + HeadlessFixture split for multi-instance
Step 6 of multi-instancing migration. HeadlessEngineEnv.EnsureInitialized is split into EnsureProcessGlobals (idempotent, process-once) + SeedCharaIdsOnCurrentAmbient (per-test). New TestBattleScope IDisposable sets up a fresh BattleAmbientContext per test. NonParallelizable removed from converted classes; assembly-level Parallelizable(Fixtures) enabled. SVSim.BattleEngine.Tests fully green under parallel test execution. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -12,6 +12,11 @@ namespace SVSim.BattleEngine.Tests
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[TestFixture]
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public class VanillaFollowerOracleTests
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{
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private TestBattleScope _scope;
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[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
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[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
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private static void SetPrivateField(object obj, string name, object value)
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{
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var f = obj.GetType().GetField(name,
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@@ -26,9 +31,9 @@ namespace SVSim.BattleEngine.Tests
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[Test]
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public void Vanilla_follower_resolves_to_correct_state()
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{
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HeadlessEngineEnv.EnsureInitialized();
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BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
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var mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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_scope.Ctx.Mgr = mgr;
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mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
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var player = mgr.BattlePlayer;
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