using System.Collections.Generic; using System.Reflection; using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M7 (the first card to prove follower DEATH / board-removal): a when_play TARGETED-DESTROY spell // resolves to correct authoritative state HEADLESS via the same IsForecast/IsRecovery + // ActionProcessor + selectedCards path M6 proved โ€” but for the FIRST time exercising a mechanic // that REMOVES a card from the board. M2-M6 only ever ADDED to / mutated stats of cards already in // play; none proved the engine commits board REMOVAL inside the authoritative part of PlayCard // (rather than the cosmetic post-Process tail the prior docs flag). The new oracle dimension is // BOARD REMOVAL: with TWO followers on the enemy board and ONE passed as `selectedCards`, the // `destroy` must remove exactly the SELECTED follower (enemy board count -1, selected gone, landed // in the enemy CemeteryList) while leaving the un-selected follower on the board. The un-selected- // survives assertion is load-bearing the same way M4's delta-vs-base and M6's differential were: // it distinguishes "the destroy was routed to the selection" from "a blanket board wipe" โ€” and is // confirmed by the routing already proven in M6 (the effect follows the selectedCards entry). [TestFixture] public class TargetedDestroySpellOracleTests { 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 Targeted_destroy_spell_removes_only_the_selected_enemy_follower() { 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 // destroy'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 (the M6 setup). destroy is unconditional, so // their stats are irrelevant โ€” distinct ids only so the selected vs un-selected can't be // confused. The selected one is destroyed; the un-selected one must survive. var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyTargetFollowerId, 0, isPlayer: false); var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyOtherFollowerId, 1, isPlayer: false); var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DestroySpellId); // Place the targeted-destroy spell in the active player's hand with PP to spare. var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DestroySpellId, 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 enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life; // Resolve the play through the real engine, passing the chosen 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 targeted-destroy spell"); // Oracle: board removal is the new M7 dimension; the rest are the ยง5 spell-shaped invariants. Assert.Multiple(() => { // PRIMARY M7 assertions: the SELECTED follower is removed from the enemy board... Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected), "selected follower still on the enemy board (destroy did not remove it)"); Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1), "enemy board count not -1 (a destroy did not commit, or hit the wrong number of cards)"); // ...and it landed in the enemy's CemeteryList (the engine's destroy/death path). Assert.That(enemy.CemeteryList, Contains.Item(selected), "destroyed follower not in the enemy CemeteryList"); Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1), "enemy cemetery count not +1"); // ...while the UN-SELECTED follower stays on the board (proves routing, not a board wipe). Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(unselected), "un-selected follower was destroyed (effect not routed to the selection)"); // Leader untouched (destroy targets a follower, not the face). Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed (destroy hit the leader, not the selected follower)"); // Cost paid. Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost"); // Spell leaves hand and (being a spell) does NOT occupy the board. 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"); }); } } }