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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