test(battle-engine-port): M6 COMPLETE — targeted when_play damage spell resolves headless (selection-routing oracle)
First card to exercise the selectedCards path of ActionProcessor.PlayCard (dormant through M2-M5, all of which played selectedCards: null). Spell 800134020 (clan-1 cost-1, when_play damage=5 to a select_count=1 enemy follower) resolves headless: with two vanilla followers on the enemy board and one passed as selectedCards, the damage hits ONLY the selected follower (13->8) and the un-selected one is untouched (7). New oracle dimension: SELECTION ROUTING via a differential life-delta on two surviving targets (selected -5, un-selected 0) — reads the authoritative damage path M3 proved, with no dependence on follower death/board-removal timing. Load-bearing confirmed (M4 discipline): swapping which follower is selected makes the damage follow the selection (assertions fail for the right reason), then reverted to green. Like M4, a clean milestone: NO new engine/shim work — the selectedCards path resolved on the existing shim surface. The only authoring was test-side: the M6 card constants, a shared HeadlessEngineEnv.PutFollowerInPlay primitive (create via the null-view seam + drive HandCardToField), and the oracle. Engine still 0 errors; check_drift clean; dotnet test -> 6/6 green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -50,6 +50,25 @@ namespace SVSim.BattleEngine.Tests
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public const int SummonedTokenAtk = 2;
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public const int SummonedTokenLife = 2;
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// M6 next milestone: the first card requiring TARGET SELECTION — exercises the selectedCards
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// path of ActionProcessor.PlayCard (dormant through M2-M5, all of which played
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// selectedCards: null). 800134020 is an ELF (clan 1) cost-1 SPELL whose sole skill is
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// `when_play` `damage=5` to 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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// (character=me), no RNG, no dynamic `{}` value. The new oracle dimension is SELECTION
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// ROUTING: with TWO followers on the enemy board and ONE passed as selectedCards, only the
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// selected follower takes the 5 damage and the un-selected one is untouched.
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public const int TargetSpellId = 800134020;
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public const int TargetSpellDamage = 5;
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// Two zero-skill vanilla NEUTRAL followers placed on the ENEMY board. Both have life > the
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// 5 damage so they SURVIVE — this gives a differential life-delta oracle (selected -5,
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// un-selected -0) that reads the authoritative damage path M3 already proved, without
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// depending on follower death/board-removal timing (a separate, unproven mechanic). Distinct
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// base life (13 vs 7) so the two post-states can't coincidentally match.
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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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private static bool _done;
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public static void EnsureInitialized()
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@@ -69,7 +88,8 @@ namespace SVSim.BattleEngine.Tests
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// the M5 summon-token spell AND the token it summons so each oracle can create + look up
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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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HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId,
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TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId);
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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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@@ -149,6 +169,22 @@ namespace SVSim.BattleEngine.Tests
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return card;
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}
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// Put a follower DIRECTLY onto a player's board headless (vs as a side-effect of PlayCard),
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// for setting up a target board state. Create it through the shared null-view seam, then drive
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// the engine's own hand->field move: HandCardToField requires the card to be in HandCardList,
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// then AddInplayCards it + removes it from hand (BattlePlayerBase.cs:2568). For a vanilla
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// follower the OnAddPlayCard/StopBattleHandCard/OnSummonAfter events it fires are no-ops (no
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// fanfare), so the follower lands on the board at its CardCSVData base stats. M2 proved the
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// hand->field placement path resolves headless.
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public static BattleCardBase PutFollowerInPlay(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
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{
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var card = CreateHeadlessHandCard(cardId, index, isPlayer, mgr);
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BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
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owner.HandCardList.Add(card);
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owner.HandCardToField(card);
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return card;
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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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104
SVSim.BattleEngine.Tests/TargetedDamageSpellOracleTests.cs
Normal file
104
SVSim.BattleEngine.Tests/TargetedDamageSpellOracleTests.cs
Normal file
@@ -0,0 +1,104 @@
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using System.Collections.Generic;
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using System.Reflection;
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using NUnit.Framework;
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using Wizard;
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using Wizard.Battle;
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namespace SVSim.BattleEngine.Tests
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{
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// M6 (the first TARGET-SELECTION card): a when_play TARGETED-DAMAGE spell resolves to correct
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// authoritative state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the
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// M2-M5 cards proved — but for the FIRST time exercising the `selectedCards` path of
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// ActionProcessor.PlayCard (Engine/Wizard.Battle/ActionProcessor.cs:401, dormant until now;
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// M2-M5 all passed selectedCards: null). The new oracle dimension is SELECTION ROUTING: with
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// TWO followers on the enemy board and ONE passed as `selectedCards`, the spell's `damage=5`
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// must hit the SELECTED follower and leave the un-selected one untouched. A plain "a follower
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// took damage" assertion would false-pass; reading the differential (selected -5, un-selected 0)
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// is what proves the selectedCards path routes the effect to the chosen target. Load-bearing is
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// confirmed by swapping which follower is selected and watching the damage follow the selection.
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[TestFixture]
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public class TargetedDamageSpellOracleTests
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{
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private static void SetPrivateField(object obj, string name, object value)
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{
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var t = obj.GetType();
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var f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
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Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
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f.SetValue(obj, value);
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}
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[Test]
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public void Targeted_damage_spell_hits_only_the_selected_enemy_follower()
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{
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HeadlessEngineEnv.EnsureInitialized();
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BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
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var mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
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var player = mgr.BattlePlayer;
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var enemy = mgr.BattleEnemy;
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// Minimal opponent/turn wiring (see M2-M5 oracles): opponent refs + active turn flag. The
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// spell's target resolver walks player -> opponent -> opponent's in-play followers.
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SetPrivateField(player, "_opponentBattlePlayer", enemy);
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SetPrivateField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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// Seed leader life so neither leader reads as a 0-life game-over state (blocks plays, M3).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Put TWO vanilla followers on the ENEMY board (the new M6 setup). Both survive the 5
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// damage, so the oracle reads a differential life-delta rather than depending on death.
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var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SelectTargetFollowerId, 0, isPlayer: false);
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var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.UnselectTargetFollowerId, 1, isPlayer: false);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.TargetSpellId);
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// Place the targeted-damage spell in the active player's hand with PP to spare.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.TargetSpellId, 1, isPlayer: true, mgr);
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player.HandCardList.Add(card);
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player.Pp = 10;
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// Pre-state snapshot.
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int ppBefore = player.Pp;
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int handBefore = player.HandCardList.Count;
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int playerInplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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int selectedLifeBefore = selected.Life;
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int unselectedLifeBefore = unselected.Life;
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int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine, passing the chosen target via selectedCards
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// (the M6 first — every prior milestone passed null).
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var pair = mgr.GetBattlePlayerPair(isPlayer: true);
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var ap = new ActionProcessor(pair);
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Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List<BattleCardBase> { selected }),
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"ActionProcessor.PlayCard threw on a targeted-damage spell");
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// Oracle: selection routing is the new M6 dimension; the rest are the §5 spell-shaped invariants.
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Assert.Multiple(() =>
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{
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// PRIMARY M6 assertions: the SELECTED follower takes exactly the spell's damage...
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Assert.That(selected.Life, Is.EqualTo(selectedLifeBefore - HeadlessEngineEnv.TargetSpellDamage),
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"selected follower did not take the spell's damage");
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// ...and the UN-SELECTED follower is untouched (proves routing, not a blanket hit).
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Assert.That(unselected.Life, Is.EqualTo(unselectedLifeBefore),
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"un-selected follower was damaged (effect not routed to the selection)");
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// Both followers survive => still on the enemy board; leader unchanged.
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore),
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"enemy board count changed (a target unexpectedly left the board)");
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
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"opponent leader life changed (damage hit the leader, not the selected follower)");
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// Cost paid.
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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// Spell leaves hand and (being a spell) does NOT occupy the board.
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Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
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Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
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Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
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});
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}
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}
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}
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