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

View File

@@ -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,