using System.Linq; using NUnit.Framework; using SVSim.BattleEngine.Rng; using Wizard; using Wizard.Battle; namespace SVSim.BattleEngine.Tests { // M12: the first card whose outcome is a GENUINE RNG roll. The M9 draw spell over a 3-card deck with // IsRandomDraw=true selects via SkillRandomSelectFilter -> GetIns().StableRandom(poolCount), which // HeadlessBattleMgr routes to the injected ScriptedRandomSource. The oracle asserts the engine drew // EXACTLY the card the scripted roll selects, and (load-bearing) that the pick TRACKS the script: // a different scripted unit draws a different card. This is the multi-outcome roll M9's one-card pool // deliberately neutralized — it requires the F2 decoupling (real rolls under IsForecast) AND the // IsRandomDraw=true second gate, both delivered by NewAuthoritativeBattle. [TestFixture] public class RandomDrawOracleTests { private TestBattleScope _scope; [SetUp] public void SetUpScope() { _scope = new TestBattleScope(); } [TearDown] public void ResetRandomDrawGate() { // NewAuthoritativeBattle sets the process-global BattleManagerBase.IsRandomDraw = true; reset it // so this fixture doesn't leak that state into later-running fixtures (which expect the default // false / top-of-deck draw behavior). Prevents order-dependent flakes as more RNG oracles land. // (Now an ambient write inside the scope; harmless either way.) BattleManagerBase.IsRandomDraw = false; _scope?.Dispose(); _scope = null; } // Draw with a single scripted unit; return (drawnCardId, deckCountAfter). The deck is seeded with // three distinguishable cards at indices 2,3,4 -> Index-order positions 0,1,2 map to // RngDeckCardA/B/C. The draw makes one StableRandom(3) call -> index = floor(3*unit). private (int drawnId, int deckAfter) DrawWith(double unit) { var mgr = HeadlessEngineEnv.NewAuthoritativeBattle(new ScriptedRandomSource(new[] { unit })); _scope.Ctx.Mgr = mgr; var player = mgr.BattlePlayer; HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardA, index: 2, isPlayer: true); HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardB, index: 3, isPlayer: true); HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.RngDeckCardC, index: 4, isPlayer: true); var spell = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.RngDrawSpellId, 1, isPlayer: true, mgr); player.HandCardList.Add(spell); player.Pp = 10; var pair = mgr.GetBattlePlayerPair(isPlayer: true); var ap = new ActionProcessor(pair); Assert.DoesNotThrow(() => ap.PlayCard(spell, selectedCards: null), "PlayCard threw on the random draw"); // The drawn card is the new hand entry that is not the spell. var drawn = player.HandCardList.Single(c => c.CardId != HeadlessEngineEnv.RngDrawSpellId); return (drawn.CardId, player.DeckCardList.Count); } [Test] public void Random_draw_picks_the_scripted_card() { // unit 0.5 -> floor(3*0.5)=1 -> Index-order position 1 -> RngDeckCardB. var (drawnId, deckAfter) = DrawWith(0.5); Assert.Multiple(() => { Assert.That(drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardB), "scripted roll 0.5 should draw the middle (Index-order position 1) deck card"); Assert.That(deckAfter, Is.EqualTo(2), "deck should be 3 -> 2 after drawing one"); }); } [Test] public void Random_draw_pick_tracks_the_scripted_roll() { // Load-bearing: varying the scripted unit must move the pick across all three positions. // floor(3*0.0)=0 -> A ; floor(3*0.5)=1 -> B ; floor(3*0.9)=2 -> C. Assert.That(DrawWith(0.0).drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardA), "0.0 -> position 0"); Assert.That(DrawWith(0.5).drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardB), "0.5 -> position 1"); Assert.That(DrawWith(0.9).drawnId, Is.EqualTo(HeadlessEngineEnv.RngDeckCardC), "0.9 -> position 2"); } } }