feat(battlenode): Setup builds two-seat network battle headless (Phase 2 N0)

Mirrors HeadlessFixture.NewNetworkEmitBattle wiring (opponent seating, leader
life, card templates, deck seeding) minus the emit-only RealTimeNetworkAgent
scaffolding (shadow only receives). Probe passed first run — M13 already filled
the network-mgr construction gaps. No Engine/ edits; drift clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 14:51:51 -04:00
parent f6cbde723b
commit c9841c012b
2 changed files with 114 additions and 2 deletions

View File

@@ -13,5 +13,19 @@ namespace SVSim.BattleEngine.Tests.SessionEngine
var engine = new SessionBattleEngine();
Assert.That(engine.IsReady, Is.False);
}
[Test]
public void Setup_builds_two_seat_network_battle_headless()
{
HeadlessEngineEnv.EnsureInitialized();
// Load every card id the two test decks reference so CardMaster can resolve them.
var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40
var deckB = Enumerable.Repeat(100011010L, 40).ToList();
HeadlessCardMaster.Load(100011010);
var engine = new SessionBattleEngine();
Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
Assert.That(engine.IsReady, Is.True);
}
}
}