feat(battle-engine-port): M9 COMPLETE — when_play draw resolves headless (hand/deck-delta oracle)
Proves the deck->hand transfer dimension (design §5 draw oracle) — the last deterministic, non-RNG card-effect class no prior milestone touched (M3/M4/M6/M8 moved stats, M2/M5/M7 the board, M3 the leader). Card 800114010 (clan-1 ELF cost-1 when_play draw 1 from own deck, ungated, no evo/preprocess). The resume-guide's skill_target=none/no-RNG shape does not exist in cards.json — EVERY draw selects from the deck via a random_count filter (skill_option is always literally 'none'). RNG neutralized structurally: seed the deck with EXACTLY ONE known card so random_count=1 is deterministic regardless of seed. New primitive HeadlessEngineEnv.SeedDeck (create via the null-view seam + engine AddToDeck). Oracle DrawSpellOracleTests asserts: seeded card moves deck->hand (by id + by reference), deck -1, drawn card IsInHand, spell pays cost + leaves hand + resolves to cemetery, board/opponent untouched. Load-bearing confirmed the M7 way (seed a different id -> the by-id assertion fails). Shim gap fixed (the predicted M9 cost): Skill_draw's BattleLog tail (UpdateFusionedCardSkillDrewCard, unguarded; + the IsBattleLog AddLogSkillDrawCard calls) dereferences BattleLogManager.GetInstance(), an M1 'default!' null singleton -> NRE after the draw already committed. One-line HEADLESS-FIX (M9) in BattleLogManager.g.cs returns the existing _instance singleton (all its methods are no-ops), per the M2/M7 Null*-singleton playbook. No Engine/ edit (drift clean). 9/9 green; check_drift.py clean; engine still 0 Error(s). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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SVSim.BattleEngine.Tests/DrawSpellOracleTests.cs
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118
SVSim.BattleEngine.Tests/DrawSpellOracleTests.cs
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using System.Linq;
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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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// M9 (the §5 draw oracle): a when_play DRAW spell resolves to correct authoritative state HEADLESS
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// via the same IsForecast/IsRecovery + ActionProcessor path M2-M8 proved. The NEW oracle dimension
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// is the HAND/DECK DELTA — the deck->hand transfer no prior milestone read: M3/M4/M6/M8 moved
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// stats, M2/M5/M7 the board, M3 the leader. The spell's `draw 1` must pull the single seeded deck
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// card into the caster's hand (deck -1, that exact card now in hand) while the spell itself pays
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// its cost and leaves to the cemetery.
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//
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// RNG is neutralized structurally (see HeadlessEngineEnv.DrawSpellId): every real draw selects from
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// the deck via a `random_count` filter, so the deck is seeded with EXACTLY ONE known card — a
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// single-card pool makes `random_count=1` deterministic regardless of the RandomSeed. This rides
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// the M5 prefab card-creation path (the deck card is engine-created off the null-view seam) the same
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// way the summon-token milestone did.
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[TestFixture]
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public class DrawSpellOracleTests
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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 Draw_spell_moves_the_seeded_deck_card_into_hand()
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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-M8 oracles): opponent refs + active turn flag. The
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// draw resolves onto the active player's own hand/deck (the skill filter is character=me).
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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: this spell deals no damage, but the play-legality gate still rejects a
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// play when a leader reads as a 0-life game-over state (M3 learning).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Seed the card-template prefabs the internal (createNullView:false) creation path clones —
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// the draw VFX touches the drawn card's view layer, so keep the M5 prefab surface available.
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HeadlessEngineEnv.InitCardTemplates(mgr);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DrawSpellId);
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// Seed EXACTLY ONE known card on the caster's deck (forces the random_count=1 selection),
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// and place the draw spell in hand with PP to spare.
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var deckCard = HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.DeckSeedCardId, index: 2, isPlayer: true);
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DrawSpellId, 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 deckBefore = player.DeckCardList.Count;
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int cemeteryBefore = player.CemeteryList.Count;
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int playerInplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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// Sanity: the to-be-drawn card starts in the deck, not the hand.
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Assert.That(player.DeckCardList, Does.Contain(deckCard), "seeded card not in deck pre-play");
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Assert.That(player.HandCardList, Does.Not.Contain(deckCard), "seeded card already in hand pre-play");
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// Resolve the play through the real engine.
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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: null),
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"ActionProcessor.PlayCard threw on a draw spell");
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// Oracle: the deck->hand transfer is the new M9 dimension; the rest are the §5 spell-shaped
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// invariants proven by M3.
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Assert.Multiple(() =>
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{
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// Primary M9 assertion: the seeded deck card moved into the caster's hand...
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Assert.That(player.HandCardList, Does.Contain(deckCard),
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"drawn card did not land in hand");
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Assert.That(player.HandCardList.Any(c => c.CardId == HeadlessEngineEnv.DeckSeedCardId), Is.True,
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"no card with the seeded id is in hand");
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// ...and left the deck (deck -1, down to empty here).
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Assert.That(player.DeckCardList, Does.Not.Contain(deckCard), "drawn card still in deck");
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Assert.That(player.DeckCardList.Count, Is.EqualTo(deckBefore - 1), "deck count not -1");
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// The drawn card is the engine's OWN seeded deck object, not a fresh creation.
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Assert.That(deckCard.IsInHand, Is.True, "drawn card not marked in-hand");
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// The spell itself: pays exactly its cost...
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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// ...leaves the hand (it is consumed, the drawn card replaces it -> net hand count flat)...
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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), "hand count changed (spell -1 + draw +1 should net flat)");
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// ...resolves to the cemetery (a spell is not a follower; it never occupies the board).
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Assert.That(player.CemeteryList, Does.Contain(card), "spell did not resolve to the cemetery");
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Assert.That(player.CemeteryList.Count, Is.EqualTo(cemeteryBefore + 1), "cemetery 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, Does.Not.Contain(deckCard), "drawn card 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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// Opponent untouched (the draw is character=me).
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
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});
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}
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}
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}
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@@ -98,6 +98,24 @@ namespace SVSim.BattleEngine.Tests
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public const int LethalTargetFollowerId = FollowerId; // neutral 1/2 (life 2 <= 5 -> dies)
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public const int SurvivorTargetFollowerId = UnselectTargetFollowerId; // neutral 6/7 (life 7 > 5 -> survives at 2)
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// M9 next milestone: when_play DRAW — proves the HAND/DECK DELTA dimension (design §5's draw
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// oracle): the last deterministic, non-RNG card-effect class no prior milestone touched (M3/M4/
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// M6/M8 moved stats, M2/M5/M7 the board, M3 the leader — none read the deck->hand transfer).
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// 800114010 is an ELF (clan 1) cost-1 SPELL whose sole skill is `when_play` `draw` of ONE card
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// from the caster's own deck (skill_target=character=me&target=deck&card_type=all&random_count=1),
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// ungated (skill_condition=character=me), no evo skill, no preprocess, no dynamic `{}` value.
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//
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// ADAPTATION FROM THE RESUME-GUIDE SHAPE: the guide asked for a `skill_target=none` draw with
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// "no RNG", but no such card exists in cards.json — EVERY draw selects from the deck via a
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// `random_count=N` target filter (skill_option is always literally `none`; the count lives in
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// skill_target). The RNG is neutralized structurally instead: seed the deck with EXACTLY ONE
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// known card, so `random_count=1` over a single-card pool is deterministic regardless of the
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// RandomSeed. This keeps the oracle decisive (drawn id is forced) while exercising the real
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// draw path. Like the summon token, a drawn card is engine-CREATED off the deck the M5 prefab
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// way; unlike summon, the card already exists (we seed it) and the skill only MOVES it deck->hand.
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public const int DrawSpellId = 800114010;
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public const int DeckSeedCardId = FollowerId; // the single known deck card (neutral 1/2 vanilla)
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private static bool _done;
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public static void EnsureInitialized()
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@@ -118,7 +136,7 @@ namespace SVSim.BattleEngine.Tests
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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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TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId, DestroySpellId);
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TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId, DestroySpellId, DrawSpellId);
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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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@@ -214,6 +232,23 @@ namespace SVSim.BattleEngine.Tests
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return card;
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}
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// Push a known card onto a player's DECK headless (the M9 draw oracle's setup primitive). The
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// bare `new SingleBattleMgr(...)` construction leaves DeckCardList non-null-but-empty (ctor at
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// BattlePlayerBase.cs:1050), and a card's deck membership IS its `IsInDeck` (BattleCardBase.cs:970
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// `=> SelfBattlePlayer.DeckCardList.Contains(this)`) — so no separate "in deck" flag is needed.
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// Create the card through the same null-view seam hand/board cards use, then drive the engine's
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// own AddToDeck (BattlePlayerBase.cs:3038): for a vanilla follower it is just DeckCardList.Add
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// (HasDeckSelfSkill is false; the XorShiftRandom/IsMulliganEnd reshuffle bookkeeping short-
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// circuits on the null/inactive headless RNG). The drawn card is then the engine's own deck
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// object, so the oracle can assert deck->hand identity by reference, not just by id.
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public static BattleCardBase SeedDeck(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.AddToDeck(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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@@ -82,7 +82,7 @@ public partial class BattleLogManager
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public static void DestroyLogItem(BattleLogItem logItem) { }
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public static BattleLogItemSet CreateLogItemSet() => default!;
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public static void DestroyLogItemSet(BattleLogItemSet logItemSet) { }
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public static BattleLogManager GetInstance() => default!;
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public static BattleLogManager GetInstance() => _instance ??= new BattleLogManager(); // HEADLESS-FIX (M9): non-null singleton so the draw's unguarded BattleLog tail (UpdateFusionedCardSkillDrewCard, and the IsBattleLog AddLogSkillDrawCard calls) no-ops instead of NRE on a null instance
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private BattleLogManager() { }
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public void SetUp(Transform parent, BattleManagerBase battleMgr, OperateMgr operateMgr, BattlePlayer battlePlayer) { }
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public void Clear() { }
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