docs(battlenode): correct EVOLUTION_SELECT deferral rationale — skill data is present (M-HC-4)
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@@ -492,13 +492,16 @@ public class HeadlessConductorTests
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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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// TODO(M-HC-exit): 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; what's
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// missing is a fixture: a follower whose evo_skill + evo_skill_target are populated so the evolve drives
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// a real target/select. Such cards DO exist in cards.json — skill MECHANICS (skill/skill_timing/
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// skill_condition/skill_target/skill_option, plus evo_skill/evo_skill_target) are fully dumped and
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// engine-executed (M-HC-4c..f exercise real skills incl. cost_change/when_evolve_other/token_draw). The
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// CLAUDE.md "placeholder" note refers ONLY to card NAMES/TEXT, not mechanics. Driving an EVOLUTION_SELECT
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// against a non-targeting evolve degenerates to the plain-evolve path (empty select list), so it would
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// not exercise GetOpposingCardObjTarget / the select view leaves. Wire one of the existing evo-target
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// followers into the harness to cover this — that's the only remaining step.
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// === M-HC-4c: targeted play resolves headless ================================================
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