using System.Collections.Generic; using System.Reflection; using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M2 first-green (go/no-go step 2): a single zero-skill vanilla follower resolves to correct // authoritative state HEADLESS via the proven IsForecast/IsRecovery + ActionProcessor path // (design §5 / DP4). No Unity runtime, no VFX clock. [TestFixture] public class VanillaFollowerOracleTests { 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 f = obj.GetType().GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); // Walk up the hierarchy if declared on a base type. var t = obj.GetType(); 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 Vanilla_follower_resolves_to_correct_state() { 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; // Wire the opponent links + active turn. The full BattlePlayerBase.Setup(opponent) does // this but cascades into UI/manager init irrelevant to the resolution path, so set the // minimal state directly: each player's opponent ref, and the active player's turn flag // (the on-enter-play skill sweep reads opponent.IsSelfTurn / IsGameFirst). SetPrivateField(player, "_opponentBattlePlayer", enemy); SetPrivateField(enemy, "_opponentBattlePlayer", player); player.IsSelfTurn = true; enemy.IsSelfTurn = false; var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.FollowerId); // Place the follower in the active player's hand with PP to spare; empty board otherwise. var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.FollowerId, 1, isPlayer: true, mgr); player.HandCardList.Add(card); player.Pp = 10; // Pre-state snapshot. int ppBefore = player.Pp; int handBefore = player.HandCardList.Count; int inplayBefore = player.ClassAndInPlayCardList.Count; int enemyHandBefore = enemy.HandCardList.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 vanilla follower"); // Oracle (§5 invariants). Assert.Multiple(() => { Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost"); Assert.That(player.HandCardList, Does.Not.Contain(card), "card still in hand"); Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1"); Assert.That(player.ClassAndInPlayCardList, Contains.Item(card), "card not in play"); Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(inplayBefore + 1), "in-play count not +1"); Assert.That(card.Atk, Is.EqualTo(cardParam.Atk), "follower atk != CardCSVData base"); Assert.That(card.Life, Is.EqualTo(cardParam.Life), "follower life != CardCSVData base"); // Opponent unchanged. Assert.That(enemy.HandCardList.Count, Is.EqualTo(enemyHandBefore), "opponent hand changed"); Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed"); Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed"); // §5 "zero VFX registered with VfxMgr": structural here — the shim VfxMgr is a pure // no-op (RegisterImmediate/SequentialVfx do nothing) and IsForecast suppresses // registration in the real engine, so no VFX is ever played headless. Covered by the // DoesNotThrow above; there is no meaningful count to assert against the no-op shim. }); } } }