using System.Collections.Generic; using System.Reflection; using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M8 (death VIA COMBAT MATH): a when_play TARGETED-DAMAGE spell whose amount is >= the target // follower's life resolves to correct authoritative state HEADLESS via the same IsForecast/ // IsRecovery + ActionProcessor + selectedCards path M6/M7 proved. M3 proved `damage` to the LEADER // (life-delta, no death). M7 proved board-removal via UNCONDITIONAL `destroy`. M8 closes the gap // between them: the follower dies as a CONSEQUENCE of damage -> life<=0 -> the dead-check + the same // RemoveInplayCard/cemetery path M7 lit up — the dominant real-card removal mechanic (most "deal N // damage" cards), reached through combat math rather than a `destroy` skill. // // The spell is select_count=1 (proven in M6 — it hits ONLY the selected target), so the oracle is: // with two followers on the enemy board STRADDLING the 5 damage and the LETHAL one passed as // `selectedCards`, the selected follower (life 2 <= 5) DIES from combat math (enemy board -1, gone, // in CemeteryList — the M7 removal assertions, but reached via damage not `destroy`), while the // un-selected control (life 7 > 5) is UNTOUCHED (life unchanged, still on board — the M6 routing // assertion). The STRADDLE is what makes death-via-combat-math falsifiable: the load-bearing probe // (swap the selection to the 6/7) makes that follower SURVIVE at 2 (7-5) and NOBODY die — proving // the removal is gated on the SELECTED follower's life reaching <= 0 (combat math), not on // "selected gets removed" (which would be M7's unconditional `destroy`) or a blanket wipe. [TestFixture] public class LethalDamageSpellOracleTests { 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 Lethal_damage_spell_kills_the_selected_follower_and_chips_the_survivor() { 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-M7 oracles): opponent refs + active turn flag. The // spell's target resolver walks player -> opponent -> opponent's in-play followers. 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 TWO vanilla followers on the ENEMY board STRADDLING the 5 damage: the SELECTED target // has life 2 (<= 5) so it dies; the un-selected control has life 7 (> 5) and, being a // select_count=1 spell's non-target, is untouched. (The straddle powers the load-bearing // probe: selecting the 6/7 instead makes it survive at 2 and nobody die.) var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.LethalTargetFollowerId, 0, isPlayer: false); var survivor = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SurvivorTargetFollowerId, 1, isPlayer: false); // Sanity: the chosen ids actually straddle the damage (one lethal, one not) at setup. Assert.That(selected.Life, Is.LessThanOrEqualTo(HeadlessEngineEnv.LethalDamage), "selected follower's life is not <= the spell damage (it would not die)"); Assert.That(survivor.Life, Is.GreaterThan(HeadlessEngineEnv.LethalDamage), "survivor follower's life is not > the spell damage (it would not survive)"); var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.LethalDamageSpellId); // Place the lethal-damage spell in the active player's hand with PP to spare. var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.LethalDamageSpellId, 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 enemyCemeteryBefore = enemy.CemeteryList.Count; int survivorLifeBefore = survivor.Life; int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life; // Resolve the play through the real engine, passing the chosen (lethal) target via selectedCards. var pair = mgr.GetBattlePlayerPair(isPlayer: true); var ap = new ActionProcessor(pair); Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List { selected }), "ActionProcessor.PlayCard threw on a lethal targeted-damage spell"); Assert.Multiple(() => { // PRIMARY M8 — death via combat math: the SELECTED follower (life <= damage) is removed // from the enemy board and lands in the cemetery (the M7 removal dimension, reached // through damage rather than `destroy`). Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected), "lethal-damaged follower still on the enemy board (death-via-damage did not remove it)"); Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1), "enemy board count not -1 (lethal damage did not commit a removal, or hit the wrong count)"); Assert.That(enemy.CemeteryList, Contains.Item(selected), "lethal-damaged follower not in the enemy CemeteryList"); Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1), "enemy cemetery count not +1"); // PRIMARY M8 — routing: the UN-SELECTED control (life > damage) is UNTOUCHED and stays on // the board (the M6 routing assertion; select_count=1 hits only the selected target, so // this proves the lethal removal was routed to the selection and is not a blanket wipe). Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(survivor), "un-selected follower was removed (effect not routed, or a blanket wipe)"); Assert.That(survivor.Life, Is.EqualTo(survivorLifeBefore), "un-selected follower took damage (effect not routed to the selection)"); // Leader untouched (the spell targets a follower, not the face). Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed (damage hit the leader, not the selected follower)"); // Cost paid; spell leaves hand and (being a spell) 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"); }); } } }