using System.Linq; using System.Reflection; using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M9 (the §5 draw oracle): a when_play DRAW spell resolves to correct authoritative state HEADLESS // via the same IsForecast/IsRecovery + ActionProcessor path M2-M8 proved. The NEW oracle dimension // is the HAND/DECK DELTA — the deck->hand transfer no prior milestone read: M3/M4/M6/M8 moved // stats, M2/M5/M7 the board, M3 the leader. The spell's `draw 1` must pull the single seeded deck // card into the caster's hand (deck -1, that exact card now in hand) while the spell itself pays // its cost and leaves to the cemetery. // // RNG is neutralized structurally (see HeadlessEngineEnv.DrawSpellId): every real draw selects from // the deck via a `random_count` filter, so the deck is seeded with EXACTLY ONE known card — a // single-card pool makes `random_count=1` deterministic regardless of the RandomSeed. This rides // the M5 prefab card-creation path (the deck card is engine-created off the null-view seam) the same // way the summon-token milestone did. [TestFixture] public class DrawSpellOracleTests { private TestBattleScope _scope; [SetUp] public void SetUpScope() { _scope = new TestBattleScope(); } [TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; } 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 Draw_spell_moves_the_seeded_deck_card_into_hand() { BattleManagerBase.IsForecast = true; // suppress VFX registration (F1) var mgr = new SingleBattleMgr(new HeadlessContentsCreator()); _scope.Ctx.Mgr = mgr; mgr.IsRecovery = true; // collapse wait delays to 0 (F1) var player = mgr.BattlePlayer; var enemy = mgr.BattleEnemy; // Minimal opponent/turn wiring (see M2-M8 oracles): opponent refs + active turn flag. The // draw resolves onto the active player's own hand/deck (the skill filter is character=me). SetPrivateField(player, "_opponentBattlePlayer", enemy); SetPrivateField(enemy, "_opponentBattlePlayer", player); player.IsSelfTurn = true; enemy.IsSelfTurn = false; // Seed leader life: this spell deals no damage, but the play-legality gate still rejects a // play when a leader reads as a 0-life game-over state (M3 learning). HeadlessEngineEnv.InitLeaderLife(mgr); // Seed the card-template prefabs the internal (createNullView:false) creation path clones — // the draw VFX touches the drawn card's view layer, so keep the M5 prefab surface available. HeadlessEngineEnv.InitCardTemplates(mgr); var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DrawSpellId); // Seed EXACTLY ONE known card on the caster's deck (forces the random_count=1 selection), // and place the draw spell in hand with PP to spare. var deckCard = HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.DeckSeedCardId, index: 2, isPlayer: true); var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DrawSpellId, 1, isPlayer: true, mgr); player.HandCardList.Add(card); player.Pp = 10; // Pre-state snapshot. int ppBefore = player.Pp; int handBefore = player.HandCardList.Count; int deckBefore = player.DeckCardList.Count; int cemeteryBefore = player.CemeteryList.Count; int playerInplayBefore = player.ClassAndInPlayCardList.Count; int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count; // Sanity: the to-be-drawn card starts in the deck, not the hand. Assert.That(player.DeckCardList, Does.Contain(deckCard), "seeded card not in deck pre-play"); Assert.That(player.HandCardList, Does.Not.Contain(deckCard), "seeded card already in hand pre-play"); // Resolve the play through the real engine. var pair = mgr.GetBattlePlayerPair(isPlayer: true); var ap = new ActionProcessor(pair); Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null), "ActionProcessor.PlayCard threw on a draw spell"); // Oracle: the deck->hand transfer is the new M9 dimension; the rest are the §5 spell-shaped // invariants proven by M3. Assert.Multiple(() => { // Primary M9 assertion: the seeded deck card moved into the caster's hand... Assert.That(player.HandCardList, Does.Contain(deckCard), "drawn card did not land in hand"); Assert.That(player.HandCardList.Any(c => c.CardId == HeadlessEngineEnv.DeckSeedCardId), Is.True, "no card with the seeded id is in hand"); // ...and left the deck (deck -1, down to empty here). Assert.That(player.DeckCardList, Does.Not.Contain(deckCard), "drawn card still in deck"); Assert.That(player.DeckCardList.Count, Is.EqualTo(deckBefore - 1), "deck count not -1"); // The drawn card is the engine's OWN seeded deck object, not a fresh creation. Assert.That(deckCard.IsInHand, Is.True, "drawn card not marked in-hand"); // The spell itself: pays exactly its cost... Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost"); // ...leaves the hand (it is consumed, the drawn card replaces it -> net hand count flat)... Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand"); Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore), "hand count changed (spell -1 + draw +1 should net flat)"); // ...resolves to the cemetery (a spell is not a follower; it never occupies the board). Assert.That(player.CemeteryList, Does.Contain(card), "spell did not resolve to the cemetery"); Assert.That(player.CemeteryList.Count, Is.EqualTo(cemeteryBefore + 1), "cemetery count not +1"); Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board"); Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(deckCard), "drawn card wrongly placed on the board"); Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed"); // Opponent untouched (the draw is character=me). Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed"); }); } } }