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

View File

@@ -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,