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