feat(battle-engine-port): M3 COMPLETE — fixed-damage spell resolves headless (leader-life-delta oracle passes)

Card 900124030 (ELF cost-3, when_play damage=3 to enemy leader) resolves to
correct authoritative state headless via the IsForecast/IsRecovery +
ActionProcessor.PlayCard path. New oracle dimension (opponent leader-life delta)
passes; 3/3 tests green; engine still 0 errors; check_drift clean.

Four headless gaps, each mechanical (no logic/Unity wall):
- Data seam: InitLeaderLife (SetupInitialGameState->InitializeClassLife subset);
  leader BaseMaxLife was 0 => game-over => play silently rejected. M2 missed it
  (only asserted leader life unchanged: 0==0).
- Runtime cast: re-attach IClassBattleCardView on the generated
  NullClassBattleCardView stub (members already present; base-clause recovery
  stripped the decl). Compiled fine -> M1 loop never surfaced it.
- M1 mis-cut: copy NullVfxWithLoading verbatim (its GetInstance() lazy singleton
  was stubbed to default!/null). Same pattern as M2 NullCardVfxCreator.
- Card events: CreateHeadlessHandCard now calls SetupCardEvent so a spell's
  OnPlay->RemoveSpellCardFromHand / OnFinishWhenPlaySkill->AddSpellCardToCemetery
  fire (the bare CreateCardWithoutResources seam skips them).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 02:19:54 -04:00
parent 171f07ec74
commit c47ae93027
7 changed files with 180 additions and 19 deletions

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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
{
// M3 (next-hardest deterministic card): a FIXED-DAMAGE SPELL resolves to correct authoritative
// state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the M2 vanilla
// follower proved (design §5 / DP4 + M3 resume recipe). The new oracle dimension over M2 is the
// OPPONENT LEADER-LIFE DELTA: the spell's when_play `damage=3` to the enemy leader must reduce
// that leader's Life by exactly 3, with the spell consuming its cost and NOT entering the board.
[TestFixture]
public class FixedDamageSpellOracleTests
{
// The spell's sole skill is `damage=3` to the enemy leader (cards.json skill_option for 900124030).
private const int ExpectedLeaderDamage = 3;
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);
}
private static BattleCardBase CreateHeadlessHandCard(int cardId, int index, bool isPlayer, BattleManagerBase mgr)
{
// Engine's own null-view creation path (CreateBase -> new *BattleCard(buildInfo).Setup(true));
// private, so reflect it — same seam the M2 oracle uses.
var io = mgr.CreatePlayerInnerOptionsBuilder();
var m = typeof(CardCreatorBase).GetMethod("CreateCardWithoutResources",
BindingFlags.NonPublic | BindingFlags.Static);
var card = (BattleCardBase)m.Invoke(null, new object[] { cardId, index, isPlayer, mgr, io });
// The engine's CreateCard wires per-card play events via SetupCardEvent; the raw
// CreateCardWithoutResources path skips it. For a SPELL this matters: SetupCardEvent
// attaches OnPlay -> RemoveSpellCardFromHand and OnFinishWhenPlaySkill ->
// AddSpellCardToCemetery (BattlePlayerBase.cs:1462-1466). Without it the spell resolves
// its damage but never leaves the hand. (Harmless for the M2 follower, whose hand->field
// move is intrinsic to SetUpInplay, not event-driven.)
BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
owner.SetupCardEvent(card);
return card;
}
[Test]
public void Fixed_damage_spell_reduces_opponent_leader_life()
{
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 oracle): opponent refs + active turn flag. The
// spell's target resolver walks player -> opponent -> opponent's class card (the leader).
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
// Seed leader life (engine's InitializeClassLife subset) so the enemy leader is a live,
// damageable target rather than a 0-life game-over state that blocks the play.
HeadlessEngineEnv.InitLeaderLife(mgr);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.SpellId);
// Place the spell in the active player's hand with PP to spare; empty board otherwise.
var card = CreateHeadlessHandCard(HeadlessEngineEnv.SpellId, 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 enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine.
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
"ActionProcessor.PlayCard threw on a fixed-damage spell");
// Oracle: the leader-life delta is the new M3 dimension; the rest are the §5 spell-shaped invariants.
Assert.Multiple(() =>
{
// Primary M3 assertion: opponent leader takes exactly the spell's fixed damage.
Assert.That(enemy.ClassAndInPlayCardList[0].Life,
Is.EqualTo(enemyLeaderLifeBefore - ExpectedLeaderDamage),
"opponent leader life not reduced by the spell's fixed damage");
// Cost paid.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// Spell leaves hand.
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");
// A spell is not a follower: it must NOT occupy the board (resolves to graveyard).
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");
// Opponent board (leader card only) count unchanged — only its life moved.
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board count changed");
});
}
}
}

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@@ -14,6 +14,11 @@ namespace SVSim.BattleEngine.Tests
// Simplest zero-skill vanilla follower in cards.json: neutral (clan 0), cost 1, 1/2, no skill.
public const int FollowerId = 100011010;
// M3 next-hardest deterministic card: a fixed-damage spell. 900124030 is an ELF (clan 1, matches
// PlayerClassId) cost-3 spell whose sole skill is `when_play` `damage=3` to `card_type=class`
// (the enemy leader) — auto-targeted (no select_count), no RNG. Deterministic burn to the face.
public const int SpellId = 900124030;
private static bool _done;
public static void EnsureInitialized()
@@ -29,8 +34,9 @@ namespace SVSim.BattleEngine.Tests
.SetValue(null, new Wizard.Crossover());
BattleManagerBase.IsForecast = true;
// CardMaster must be non-null before construction (the leader/class card looks up id 0).
// Load the M2 vanilla follower so the oracle can create + look up its real stats.
HeadlessCardMaster.Load(FollowerId);
// Load the M2 vanilla follower + the M3 fixed-damage spell so each oracle can create +
// look up its real stats.
HeadlessCardMaster.Load(FollowerId, SpellId);
// 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).
@@ -43,6 +49,21 @@ namespace SVSim.BattleEngine.Tests
_done = true;
}
// Seed each leader's starting life on a freshly-constructed mgr. The engine does this in
// BattleManagerBase.SetupInitialGameState -> InitializeClassLife (InitBaseMaxLife per leader),
// but the full SetupInitialGameState also cascades into rotation/avatar/turn-panel UI init
// that is irrelevant (and hostile) to a headless resolution test, so apply just the
// InitializeClassLife subset. Without this a leader's BaseMaxLife defaults to 0 — which reads
// as already-dead/game-over and silently blocks any card play (the M2 follower oracle never
// noticed because it only asserted leader life *unchanged*, and 0 == 0).
public const int DefaultLeaderLife = 20;
public static void InitLeaderLife(BattleManagerBase mgr, int life = DefaultLeaderLife)
{
((ClassBattleCardBase)mgr.BattlePlayer.Class).InitBaseMaxLife(life);
((ClassBattleCardBase)mgr.BattleEnemy.Class).InitBaseMaxLife(life);
}
private static void SetField(object obj, string name, object value)
{
var f = obj.GetType().GetField(name,