using NUnit.Framework; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M13 (hub O1, deterministic): the first headless observation of the EMIT path. Drive the proven M3 // fixed-damage spell (900124030) through mgr.OperateMgr.PlayCard on a NetworkBattleManagerBase-derived // mgr and confirm the engine reaches its emission path (RealTimeNetworkAgent.OnEmit fires PlayActions) // without crashing, while the committed state still matches the M3 direct-ActionProcessor oracle. // Liveness only (E4); structural frame decoding + the RNG rand-list (M14) are deferred. [TestFixture] public class EmitPathReadOracleTests { // Reset the process globals this fixture mutates so no later fixture inherits them: // - ToolboxGame.RealTimeNetworkAgent: the injected agent (the solo oracles don't read it, but // clearing it is defensive, mirroring RandomDrawOracleTests.ResetRandomDrawGate). // - BattleManagerBase.IsForecast: the network emit harness sets this FALSE (the emit path needs it); // every solo oracle and EnsureInitialized assume it TRUE. EnsureInitialized only sets it once // (guarded), so without restoring it here a solo fixture running after this one would see // IsForecast=false and un-suppressed VFX. Restore the EnsureInitialized default. [TearDown] public void ResetGlobals() { Wizard.ToolboxGame.SetRealTimeNetworkBattle(null); BattleManagerBase.IsForecast = true; } [Test] public void M3_spell_driven_via_OperateMgr_reaches_emit_without_crashing() { var (mgr, emitted) = HeadlessEngineEnv.NewNetworkEmitBattle(); var player = mgr.BattlePlayer; var enemy = mgr.BattleEnemy; int leaderLifeBefore = enemy.Class.Life; var spell = HeadlessEngineEnv.CreateHeadlessHandCard( HeadlessEngineEnv.SpellId, index: 1, isPlayer: true, mgr); player.HandCardList.Add(spell); int cost = spell.Cost; player.Pp = 10; Assert.DoesNotThrow( () => mgr.OperateMgr.PlayCard(spell, isPlayer: true, selectCards: null), "OperateMgr.PlayCard threw driving the M3 spell through the emit path"); Assert.Multiple(() => { // Emit reached: OnEmit fired with PlayActions (the O1 liveness signal). Assert.That(emitted, Does.Contain(NetworkBattleDefine.NetworkBattleURI.PlayActions), "the engine did not reach a PlayActions emit"); // State intact vs the M3 direct-path oracle. Assert.That(enemy.Class.Life, Is.EqualTo(leaderLifeBefore - 3), "enemy leader should take 3"); Assert.That(player.Pp, Is.EqualTo(10 - cost), "PP should be paid"); Assert.That(player.HandCardList, Does.Not.Contain(spell), "spell should leave the hand"); Assert.That(player.CemeteryList, Does.Contain(spell), "spell should land in the cemetery"); Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(spell), "a spell does not occupy the board"); }); } } }