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

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@@ -69,6 +69,22 @@ namespace SVSim.BattleEngine.Tests
public const int SelectTargetFollowerId = 900041010; // neutral 13/13
public const int UnselectTargetFollowerId = 102011010; // neutral 6/7
// M7 next milestone: targeted DESTROY — the first card proving follower DEATH / board-removal
// resolves in the AUTHORITATIVE (committed) part of PlayCard headless, not the cosmetic
// post-Process tail. 800144120 is an ELF (clan 1) cost-0 SPELL whose sole skill is `when_play`
// `destroy` of a SELECTED enemy follower
// (skill_target=character=op&target=inplay&card_type=unit&select_count=1), ungated
// (skill_condition=character=me), no RNG, no dynamic value. `destroy` is UNCONDITIONAL removal
// (vs `damage` needing a >=life amount), so the oracle is the cleanest possible "card left the
// board": selected follower gone + enemy board count -1 + selected card in CemeteryList, while
// the un-selected follower stays (routing, M6's lesson, confirmed load-bearing by swapping the
// selection). Reuses the two M2/M6 vanilla followers as the target board (destroy is
// unconditional so their stats are irrelevant — distinct ids only so selected vs un-selected
// can't be confused). InitCardTemplates is NOT needed (destroy creates no card).
public const int DestroySpellId = 800144120;
public const int DestroyTargetFollowerId = FollowerId; // neutral 1/2 (the selected, destroyed one)
public const int DestroyOtherFollowerId = UnselectTargetFollowerId; // neutral 6/7 (the un-selected survivor)
private static bool _done;
public static void EnsureInitialized()
@@ -89,7 +105,7 @@ namespace SVSim.BattleEngine.Tests
// real stats. The summoned token id must be present: Skill_summon_token resolves it
// through CardMaster.GetCardParameterFromId during creation.
HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId,
TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId);
TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId, DestroySpellId);
// Master reference data (class-character list) for leader/class card resolution.
HeadlessMasterData.Install();
// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).

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@@ -0,0 +1,110 @@
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M7 (the first card to prove follower DEATH / board-removal): a when_play TARGETED-DESTROY spell
// resolves to correct authoritative state HEADLESS via the same IsForecast/IsRecovery +
// ActionProcessor + selectedCards path M6 proved — but for the FIRST time exercising a mechanic
// that REMOVES a card from the board. M2-M6 only ever ADDED to / mutated stats of cards already in
// play; none proved the engine commits board REMOVAL inside the authoritative part of PlayCard
// (rather than the cosmetic post-Process tail the prior docs flag). The new oracle dimension is
// BOARD REMOVAL: with TWO followers on the enemy board and ONE passed as `selectedCards`, the
// `destroy` must remove exactly the SELECTED follower (enemy board count -1, selected gone, landed
// in the enemy CemeteryList) while leaving the un-selected follower on the board. The un-selected-
// survives assertion is load-bearing the same way M4's delta-vs-base and M6's differential were:
// it distinguishes "the destroy was routed to the selection" from "a blanket board wipe" — and is
// confirmed by the routing already proven in M6 (the effect follows the selectedCards entry).
[TestFixture]
public class TargetedDestroySpellOracleTests
{
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 Targeted_destroy_spell_removes_only_the_selected_enemy_follower()
{
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-M6 oracles): opponent refs + active turn flag. The
// destroy'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 (the M6 setup). destroy is unconditional, so
// their stats are irrelevant — distinct ids only so the selected vs un-selected can't be
// confused. The selected one is destroyed; the un-selected one must survive.
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyTargetFollowerId, 0, isPlayer: false);
var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyOtherFollowerId, 1, isPlayer: false);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DestroySpellId);
// Place the targeted-destroy spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DestroySpellId, 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 enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen 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 targeted-destroy spell");
// Oracle: board removal is the new M7 dimension; the rest are the §5 spell-shaped invariants.
Assert.Multiple(() =>
{
// PRIMARY M7 assertions: the SELECTED follower is removed from the enemy board...
Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
"selected follower still on the enemy board (destroy did not remove it)");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
"enemy board count not -1 (a destroy did not commit, or hit the wrong number of cards)");
// ...and it landed in the enemy's CemeteryList (the engine's destroy/death path).
Assert.That(enemy.CemeteryList, Contains.Item(selected),
"destroyed follower not in the enemy CemeteryList");
Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
"enemy cemetery count not +1");
// ...while the UN-SELECTED follower stays on the board (proves routing, not a board wipe).
Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(unselected),
"un-selected follower was destroyed (effect not routed to the selection)");
// Leader untouched (destroy targets a follower, not the face).
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (destroy hit the leader, not the selected follower)");
// Cost paid.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// Spell leaves hand and (being a spell) does NOT occupy the board.
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");
});
}
}
}