using System.Linq; using NUnit.Framework; using SVSim.BattleNode.Sessions.Engine; namespace SVSim.BattleEngine.Tests.SessionEngine { [TestFixture] public class SessionEngineConstructionTests { [Test] public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup() { var engine = new SessionBattleEngine(); Assert.That(engine.IsReady, Is.False); } [Test] public void Setup_builds_two_seat_network_battle_headless() { HeadlessEngineEnv.EnsureInitialized(); // Load every card id the two test decks reference so CardMaster can resolve them. var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40 var deckB = Enumerable.Repeat(100011010L, 40).ToList(); HeadlessCardMaster.Load(100011010); var engine = new SessionBattleEngine(); Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB)); Assert.That(engine.IsReady, Is.True); } [Test] public void Receive_one_playactions_resolves_headless() { HeadlessEngineEnv.EnsureInitialized(); var cl1 = CaptureReplay.Load("battle_test_cl1.ndjson"); var deck = CaptureReplay.SelfDeckFrom(cl1); // Load ALL deck ids in ONE call: HeadlessCardMaster.Load replaces the static CardMaster each // call, so a per-id loop would leave only the last card resolvable. HeadlessCardMaster.Load(deck.Select(x => (int)x).Distinct().ToArray()); var engine = new SessionBattleEngine(); engine.Setup(CaptureReplay.SeedFrom(cl1), seatADeck: deck, seatBDeck: deck); var firstPlay = cl1.First(f => f.Direction == "send" && f.Uri == "PlayActions"); var result = engine.Receive(firstPlay.Env, isPlayerSeat: true); Assert.That(result.RejectReason, Is.Null, $"ingest threw/rejected: {result.RejectReason}"); Assert.That(result.Accepted, Is.True); } } }