using System.Collections.Generic; using System.Reflection; using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M3 (next-hardest deterministic card): a FIXED-DAMAGE SPELL resolves to correct authoritative // state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the M2 vanilla // follower proved (design §5 / DP4 + M3 resume recipe). The new oracle dimension over M2 is the // OPPONENT LEADER-LIFE DELTA: the spell's when_play `damage=3` to the enemy leader must reduce // that leader's Life by exactly 3, with the spell consuming its cost and NOT entering the board. [TestFixture] public class FixedDamageSpellOracleTests { private TestBattleScope _scope; [SetUp] public void SetUpScope() { _scope = new TestBattleScope(); } [TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; } // The spell's sole skill is `damage=3` to the enemy leader (cards.json skill_option for 900124030). private const int ExpectedLeaderDamage = 3; 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 Fixed_damage_spell_reduces_opponent_leader_life() { 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 oracle): opponent refs + active turn flag. The // spell's target resolver walks player -> opponent -> opponent's class card (the leader). SetPrivateField(player, "_opponentBattlePlayer", enemy); SetPrivateField(enemy, "_opponentBattlePlayer", player); player.IsSelfTurn = true; enemy.IsSelfTurn = false; // Seed leader life (engine's InitializeClassLife subset) so the enemy leader is a live, // damageable target rather than a 0-life game-over state that blocks the play. HeadlessEngineEnv.InitLeaderLife(mgr); var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.SpellId); // Place the spell in the active player's hand with PP to spare; empty board otherwise. var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.SpellId, 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 enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life; // 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 fixed-damage spell"); // Oracle: the leader-life delta is the new M3 dimension; the rest are the §5 spell-shaped invariants. Assert.Multiple(() => { // Primary M3 assertion: opponent leader takes exactly the spell's fixed damage. Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore - ExpectedLeaderDamage), "opponent leader life not reduced by the spell's fixed damage"); // Cost paid. Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost"); // Spell leaves hand. 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"); // A spell is not a follower: it must NOT occupy the board (resolves to graveyard). 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"); // Opponent board (leader card only) count unchanged — only its life moved. Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board count changed"); }); } } }