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