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>
This commit is contained in:
gamer147
2026-06-06 08:08:01 -04:00
parent 62a28fe2d4
commit c8314bd3c0
2 changed files with 141 additions and 1 deletions

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@@ -50,6 +50,25 @@ namespace SVSim.BattleEngine.Tests
public const int SummonedTokenAtk = 2;
public const int SummonedTokenLife = 2;
// M6 next milestone: the first card requiring TARGET SELECTION — exercises the selectedCards
// path of ActionProcessor.PlayCard (dormant through M2-M5, all of which played
// selectedCards: null). 800134020 is an ELF (clan 1) cost-1 SPELL whose sole skill is
// `when_play` `damage=5` to a SELECTED enemy follower
// (skill_target=character=op&target=inplay&card_type=unit&select_count=1), ungated
// (character=me), no RNG, no dynamic `{}` value. The new oracle dimension is SELECTION
// ROUTING: with TWO followers on the enemy board and ONE passed as selectedCards, only the
// selected follower takes the 5 damage and the un-selected one is untouched.
public const int TargetSpellId = 800134020;
public const int TargetSpellDamage = 5;
// Two zero-skill vanilla NEUTRAL followers placed on the ENEMY board. Both have life > the
// 5 damage so they SURVIVE — this gives a differential life-delta oracle (selected -5,
// un-selected -0) that reads the authoritative damage path M3 already proved, without
// depending on follower death/board-removal timing (a separate, unproven mechanic). Distinct
// base life (13 vs 7) so the two post-states can't coincidentally match.
public const int SelectTargetFollowerId = 900041010; // neutral 13/13
public const int UnselectTargetFollowerId = 102011010; // neutral 6/7
private static bool _done;
public static void EnsureInitialized()
@@ -69,7 +88,8 @@ namespace SVSim.BattleEngine.Tests
// the M5 summon-token spell AND the token it summons so each oracle can create + look up
// real stats. The summoned token id must be present: Skill_summon_token resolves it
// through CardMaster.GetCardParameterFromId during creation.
HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId);
HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId,
TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId);
// 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).
@@ -149,6 +169,22 @@ namespace SVSim.BattleEngine.Tests
return card;
}
// Put a follower DIRECTLY onto a player's board headless (vs as a side-effect of PlayCard),
// for setting up a target board state. Create it through the shared null-view seam, then drive
// the engine's own hand->field move: HandCardToField requires the card to be in HandCardList,
// then AddInplayCards it + removes it from hand (BattlePlayerBase.cs:2568). For a vanilla
// follower the OnAddPlayCard/StopBattleHandCard/OnSummonAfter events it fires are no-ops (no
// fanfare), so the follower lands on the board at its CardCSVData base stats. M2 proved the
// hand->field placement path resolves headless.
public static BattleCardBase PutFollowerInPlay(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
{
var card = CreateHeadlessHandCard(cardId, index, isPlayer, mgr);
BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
owner.HandCardList.Add(card);
owner.HandCardToField(card);
return card;
}
private static void SetField(object obj, string name, object value)
{
var f = obj.GetType().GetField(name,

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@@ -0,0 +1,104 @@
using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M6 (the first TARGET-SELECTION card): a when_play TARGETED-DAMAGE spell resolves to correct
// authoritative state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the
// M2-M5 cards proved — but for the FIRST time exercising the `selectedCards` path of
// ActionProcessor.PlayCard (Engine/Wizard.Battle/ActionProcessor.cs:401, dormant until now;
// M2-M5 all passed selectedCards: null). The new oracle dimension is SELECTION ROUTING: with
// TWO followers on the enemy board and ONE passed as `selectedCards`, the spell's `damage=5`
// must hit the SELECTED follower and leave the un-selected one untouched. A plain "a follower
// took damage" assertion would false-pass; reading the differential (selected -5, un-selected 0)
// is what proves the selectedCards path routes the effect to the chosen target. Load-bearing is
// confirmed by swapping which follower is selected and watching the damage follow the selection.
[TestFixture]
public class TargetedDamageSpellOracleTests
{
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);
}
[Test]
public void Targeted_damage_spell_hits_only_the_selected_enemy_follower()
{
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-M5 oracles): opponent refs + active turn flag. The
// spell's target resolver walks player -> opponent -> opponent's in-play followers.
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
// Seed leader life so neither leader reads as a 0-life game-over state (blocks plays, M3).
HeadlessEngineEnv.InitLeaderLife(mgr);
// Put TWO vanilla followers on the ENEMY board (the new M6 setup). Both survive the 5
// damage, so the oracle reads a differential life-delta rather than depending on death.
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SelectTargetFollowerId, 0, isPlayer: false);
var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.UnselectTargetFollowerId, 1, isPlayer: false);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.TargetSpellId);
// Place the targeted-damage spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.TargetSpellId, 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 selectedLifeBefore = selected.Life;
int unselectedLifeBefore = unselected.Life;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen target via selectedCards
// (the M6 first — every prior milestone passed null).
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List<BattleCardBase> { selected }),
"ActionProcessor.PlayCard threw on a targeted-damage spell");
// Oracle: selection routing is the new M6 dimension; the rest are the §5 spell-shaped invariants.
Assert.Multiple(() =>
{
// PRIMARY M6 assertions: the SELECTED follower takes exactly the spell's damage...
Assert.That(selected.Life, Is.EqualTo(selectedLifeBefore - HeadlessEngineEnv.TargetSpellDamage),
"selected follower did not take the spell's damage");
// ...and the UN-SELECTED follower is untouched (proves routing, not a blanket hit).
Assert.That(unselected.Life, Is.EqualTo(unselectedLifeBefore),
"un-selected follower was damaged (effect not routed to the selection)");
// Both followers survive => still on the enemy board; leader unchanged.
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore),
"enemy board count changed (a target unexpectedly left the board)");
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (damage hit the leader, not the selected follower)");
// Cost paid.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// Spell leaves hand and (being a spell) does NOT occupy the board.
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");
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");
});
}
}
}