using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M13 (hub O1, deterministic): the first headless observation of the EMIT path. Drive the proven M3 // fixed-damage spell (900124030) through mgr.OperateMgr.PlayCard on a NetworkBattleManagerBase-derived // mgr and confirm the engine reaches its emission path (RealTimeNetworkAgent.OnEmit fires PlayActions) // without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle. // Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred. [TestFixture] public class EmitPathReadOracleTests : NetworkEmitFixtureBase { private TestBattleScope _scope; [SetUp] public void SetUpScope() { _scope = new TestBattleScope(); } [TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; } // The process-global reset (IsForecast=true + clear injected agent) now lives in the shared // NetworkEmitFixtureBase.ResetNetworkEmitGlobals [TearDown], inherited here — see that file // for why the leak matters. [Test] public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing() { var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle(); _scope.Ctx.Mgr = mgr; var player = mgr.BattlePlayer; var enemy = mgr.BattleEnemy; int leaderLifeBefore = enemy.Class.Life; var spell = HeadlessEngineEnv.CreateHeadlessHandCard( HeadlessEngineEnv.SpellId, index: 1, isPlayer: true, mgr); player.HandCardList.Add(spell); int cost = spell.Cost; player.Pp = 10; Assert.DoesNotThrow( () => mgr.OperateMgr.PlayCard(spell, isPlayer: true, selectCards: null), "OperateMgr.PlayCard threw driving the M3 spell through the emit path"); Assert.Multiple(() => { // Emit reached: OnEmit fired with PlayActions (the O1 liveness signal). Assert.That(emitted, Does.Contain(NetworkBattleDefine.NetworkBattleURI.PlayActions), "the engine did not reach a PlayActions emit"); // State intact vs the M3 direct-path oracle. Assert.That(enemy.Class.Life, Is.EqualTo(leaderLifeBefore - 3), "enemy leader should take 3"); Assert.That(player.Pp, Is.EqualTo(10 - cost), "PP should be paid"); Assert.That(player.HandCardList, Does.Not.Contain(spell), "spell should leave the hand"); Assert.That(player.CemeteryList, Does.Contain(spell), "spell should land in the cemetery"); Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(spell), "a spell does not occupy the board"); }); // Best-effort (F-E-7): with CurrentMatchingStatus seeded non-Disconnected (NewNetworkEmitBattle), // the flow reaches stockEmitMessageMgr.StockData(info); read it back. If the stock machinery is // not drivable headless this milestone, this assertion is DEFERRED to structural validation // (spec §6) — the OnEmit + no-throw + state checks above are the decisive O1 read on their own. var agent = Wizard.ToolboxGame.RealTimeNetworkAgent; var stocked = HeadlessEngineEnv.TryReadStockedEmitData(agent); // returns null if unreachable if (stocked != null) Assert.That(stocked, Is.Not.Empty, "the emitted dict should be stocked non-empty"); else Assert.Inconclusive("payload-presence DEFERRED: stock-sequencer not drivable headless (spec §6)"); } } }