feat(battle-engine-port): M7 COMPLETE — targeted destroy resolves headless (follower death / board-removal)

First proof that follower DEATH / board-removal commits in the authoritative
part of PlayCard headless (not the cosmetic post-Process tail). Card 800144120
(cost-0 when_play destroy of a select_count=1 enemy follower) resolves via the
M6 selectedCards path: selected enemy follower removed (board -1 + cemetery +1),
un-selected untouched (routing confirmed load-bearing by swapping the selection).

Shim gap fixed (the predicted M7 cost): SkillProcessor.SelectCardToHaveDestroyVoicePlay's
cosmetic death-voice tail NRE'd on three M1 default!/Null* shadows
(IBattleCardView.VoiceInfo, CardVoiceInfoCache.GetCardVoiceInfoForBattle,
ReadOnlyVoiceInfo.GetDestroyVoice — the last unusable as the interface since
m1_stub_gen dropped its : IReadOnlyVoiceInfo base). Fix = one hand shim
HeadlessVoiceInfo : IReadOnlyVoiceInfo returning the engine's own
VoiceAndWaitTime._nullVoice sentinel, wired into the two generated seams with
// HEADLESS-FIX markers. No Engine/ edit (drift clean).

dotnet test SVSim.BattleEngine.Tests -> 7/7 green; check_drift.py clean; engine 0 Error(s).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 08:23:53 -04:00
parent c8314bd3c0
commit 9fc97abee7
5 changed files with 167 additions and 3 deletions

View File

@@ -10,7 +10,7 @@ public partial class CardVoiceInfoCache
public static void ClearCardVoiceInfo() { }
public static void CacheCardVoiceInfoForBattle(IList<int> cardID) { }
public static void CacheCardVoiceInfo(IList<int> cardID, CardMaster.CardMasterId cardMasterId) { }
public static IReadOnlyVoiceInfo GetCardVoiceInfoForBattle(int cardID) => default!;
public static IReadOnlyVoiceInfo GetCardVoiceInfoForBattle(int cardID) => HeadlessVoiceInfo.Instance; // HEADLESS-FIX (M7): non-null voice info for the IsRecovery death-voice tail
public static IReadOnlyVoiceInfo GetCardVoiceInfo(int cardID, CardMaster.CardMasterId cardMasterId) => default!;
}
}

View File

@@ -11,7 +11,7 @@ namespace Wizard.Battle.View {
float global::Wizard.Battle.View.IBattleCardView.OriginalRootYPosition { get => default!; }
IReadOnlyBattleCardInfo global::Wizard.Battle.View.IBattleCardView.CardInfo { get => default!; }
BattlePlayerReadOnlyInfoPair global::Wizard.Battle.View.IBattleCardView.PlayerInfoPair { get => default!; }
IReadOnlyVoiceInfo global::Wizard.Battle.View.IBattleCardView.VoiceInfo { get => default!; }
IReadOnlyVoiceInfo global::Wizard.Battle.View.IBattleCardView.VoiceInfo { get => global::Wizard.Battle.View.HeadlessVoiceInfo.Instance; } // HEADLESS-FIX (M7): non-null voice info for the death-voice tail
GameObject global::Wizard.Battle.View.IBattleCardView.GameObject { get => default!; }
GameObject global::Wizard.Battle.View.IBattleCardView.CardWrapObject { get => default!; }
Transform global::Wizard.Battle.View.IBattleCardView.Transform { get => default!; }

View File

@@ -0,0 +1,38 @@
namespace Wizard.Battle.View
{
// HEADLESS-FIX (M7): a non-null IReadOnlyVoiceInfo singleton for the headless death-voice tail.
//
// SkillProcessor.SelectCardToHaveDestroyVoicePlay (the cosmetic post-Process step that picks which
// destroyed card plays its death voice) unconditionally dereferences
// `card.BattleCardView.VoiceInfo.GetDestroyVoice(...).Voice` AND, when IsRecovery is set,
// `CardVoiceInfoCache.GetCardVoiceInfoForBattle(id).GetDestroyVoice(...).Voice`. Both seams are
// M1 `default!` shadows headless (BattleCardView is a null view; the voice cache is never primed),
// so the left operand of that `||` NREs before board-removal can be asserted. The destroy itself
// (board removal + cemetery move) already committed in the authoritative part of PlayCard upstream;
// this is purely the audio tail.
//
// The real ReadOnlyVoiceInfo can't be reused here: m1_stub_gen dropped its `: IReadOnlyVoiceInfo`
// base (interfaces are stripped to avoid CS0535 on the no-op stub) and its Get*Voice still return
// null. So this hand singleton implements the interface directly, returning the engine's own
// VoiceAndWaitTime._nullVoice sentinel (Voice == "") from every voice getter — the faithful
// "no voice configured" result for a headless run with no audio. With Voice == "" both operands of
// the IsNullOrEmpty check are false, the selector returns null, and no voice plays.
public sealed class HeadlessVoiceInfo : IReadOnlyVoiceInfo
{
public static readonly HeadlessVoiceInfo Instance = new HeadlessVoiceInfo();
public bool HasSummonTokenVoice { get; set; }
public string VoiceId { get; set; } = "";
public VoiceAndWaitTime GetPlayVoice(IReadOnlyBattleCardInfo cardInfo, BattlePlayerReadOnlyInfoPair playerPair, int executedFixedUseCostIndex, int skillVoiceIndex) => VoiceAndWaitTime._nullVoice;
public VoiceAndWaitTime GetSummonTokenVoice() => VoiceAndWaitTime._nullVoice;
public VoiceAndWaitTime GetEvolutionVoice() => VoiceAndWaitTime._nullVoice;
public VoiceAndWaitTime GetAttackVoice(bool isEvolution) => VoiceAndWaitTime._nullVoice;
public VoiceAndWaitTime GetDestroyVoice(bool isEvolution, bool isExecutedWhiteRitual) => VoiceAndWaitTime._nullVoice;
public VoiceAndWaitTime GetSkillVoice(bool isEvolution, int skillIndex) => VoiceAndWaitTime._nullVoice;
public int GetSkillVoiceCount(bool isEvolution) => 0;
public void SetDestroyCardId(int id) { }
public int AddAttachSkillVoice(string id) => 0;
public string GetAttachSkillVoice(int index) => "";
}
}