using System.Reflection; using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M10 (the first DYNAMIC `{}`-VALUE card — the first deliberate step beyond the four §5-named // oracle dimensions M2-M9 closed): a when_play spell whose effect MAGNITUDE is COMPUTED by the // engine from live game state, not carried as a literal. 112134010's sole skill is // `when_play damage={me.play_count}-1` to units; the `{}` resolves // (SkillOptionValue.ParseInt -> SkillFilterVariable.Parse -> SkillEnvironmentalPlayCount.Filtering) // to `GetCurrentTurnPlayCount() - 1`. That GetCurrentTurnPlayCount() is the SAME per-turn counter // M4 seeded via the public AddCurrentTrunPlayCount to drive a play_count GATE — M10 proves the seam // also feeds the effect VALUE. // // The new oracle dimension over every prior milestone is the ENGINE-COMPUTED VALUE: the asserted // damage is derived from the engine's OWN live play-count accessor (GetCurrentTurnPlayCount() - 1), // never a hardcoded literal. Per memory project_battle_relay_nontargeted_effects, a state-derived // value that the wire could NOT carry (spellboost cost) is exactly what desynced the PvP relay; // proving the engine resolves a `{}` value headless is the direct validation that the port (not a // relay) is the necessary path. // // Timing note (the M10 first-unknown, RESOLVED empirically by the first RED): the per-play // auto-increment AddCurrentTrunPlayCount(1) lives in ActionProcessor's OnBeforePlayCard // (BattlePlayerBase.cs:1400), which is subscribed by SetupActionProcessorEvent — and that is only // called on the OperateMgr / Prediction / OperationSimulator paths, NOT on the direct // `new ActionProcessor(pair).PlayCard` (DP4) path this harness uses. So the headless play does NOT // self-bump the per-turn play count: the skill reads EXACTLY the seeded GetCurrentTurnPlayCount() // and the damage == seeded - 1. (The first RED expected a +1 that this path never applies; the // state-derived primary assertion below was right regardless, and the concrete pins were corrected // to the observed no-bump behavior.) [TestFixture] public class DynamicValueSpellOracleTests { 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 Dynamic_damage_spell_deals_engine_computed_play_count_value() { 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-M6 oracles): opponent refs + active turn flag. The // spell's target resolver walks player -> opponent -> opponent's in-play units; the // `{me.play_count}` read keys on the active player's current turn. SetPrivateField(player, "_opponentBattlePlayer", enemy); SetPrivateField(enemy, "_opponentBattlePlayer", player); player.IsSelfTurn = true; enemy.IsSelfTurn = false; // Seed leader life so neither leader reads as a 0-life game-over state (blocks plays, M3). HeadlessEngineEnv.InitLeaderLife(mgr); // Put ONE vanilla follower on the ENEMY board. The spell is `character=both` (AoE over both // boards' units), but with no player-side units the only matched target is this enemy // follower; its base life (13) exceeds any seeded play count so it SURVIVES -> clean // life-delta read (no dependence on death/removal). card_type=unit excludes both leaders. var target = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DynamicDamageTargetFollowerId, 0, isPlayer: false); // Seed the live game state the `{}` value reads: the active player's current-turn play // count. This is the M4 seam (AddCurrentTrunPlayCount), here driving the VALUE not a gate. player.AddCurrentTrunPlayCount(HeadlessEngineEnv.DynamicSeededPlayCount); var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DynamicDamageSpellId); // Place the dynamic-value spell in the active player's hand with PP to spare. var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DynamicDamageSpellId, 1, isPlayer: true, mgr); player.HandCardList.Add(card); player.Pp = 10; // Pre-state snapshot. int ppBefore = player.Pp; int handBefore = player.HandCardList.Count; int playerInplayBefore = player.ClassAndInPlayCardList.Count; int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count; int targetLifeBefore = target.Life; int playerLeaderLifeBefore = player.ClassAndInPlayCardList[0].Life; int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life; // Resolve the play through the real engine (auto-targeted AoE -> selectedCards: null). var pair = mgr.GetBattlePlayerPair(isPlayer: true); var ap = new ActionProcessor(pair); Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null), "ActionProcessor.PlayCard threw on a dynamic {}-value damage spell"); // The engine-computed value, derived from the engine's OWN live play-count accessor (the // direct-ActionProcessor path does not self-bump it, so this reads the seeded value) — // exactly the value the skill's `{me.play_count}-1` resolved against. NOT a hardcoded // literal: this is the M10 dimension (effect magnitude computed from state the wire can't // carry). int playCountAtResolution = player.GetCurrentTurnPlayCount(); int expectedDamage = playCountAtResolution - 1; int actualDamage = targetLifeBefore - target.Life; Assert.Multiple(() => { // PRIMARY M10 assertion: the damage dealt equals the engine-COMPUTED {me.play_count}-1, // read from live state — proving the engine resolved the `{}` expression, not a literal. Assert.That(actualDamage, Is.EqualTo(expectedDamage), "damage dealt did not equal the engine-computed {me.play_count}-1 value"); // Concrete pins (catch a silent state-read failure where play_count would default to 0, // making damage -1 -> 0): the direct-ActionProcessor path applies no self-play bump, so // the resolution-time count is exactly the seeded value and the damage is seeded - 1. Assert.That(playCountAtResolution, Is.EqualTo(HeadlessEngineEnv.DynamicSeededPlayCount), "play count was not read as the seeded current-turn value"); Assert.That(actualDamage, Is.EqualTo(HeadlessEngineEnv.DynamicSeededPlayCount - 1), "net damage did not equal seeded play_count - 1 ({me.play_count}-1 mis-resolved)"); // Target survives (life > damage) and stays on the board; both leaders untouched // (card_type=unit excludes class cards). Assert.That(target.Life, Is.EqualTo(targetLifeBefore - expectedDamage), "target life delta wrong"); Assert.That(enemy.ClassAndInPlayCardList, Does.Contain(target), "target unexpectedly left the board"); Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "enemy board count changed"); Assert.That(player.ClassAndInPlayCardList[0].Life, Is.EqualTo(playerLeaderLifeBefore), "player leader damaged (unit-only AoE hit a leader)"); Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "enemy leader damaged (unit-only AoE hit a leader)"); // §5 spell-shaped invariants: cost paid, spell leaves hand, does NOT occupy the board. Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost"); Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand"); Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1"); Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board"); Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed"); }); } } }