using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
using SVSim.BattleNode.Sessions;
using SVSim.BattleNode.Sessions.Dispatch;
using SVSim.BattleNode.Sessions.Dispatch.Handlers;
namespace SVSim.UnitTests.BattleNode.Integration;
///
/// Headless-Conductor milestone tests (M-HC-*). The oracle is a node-native battle:
/// a FIXED master seed + FIXED decks drive the engine's receive path headless, and we
/// assert on engine board-state. By construction the node assigns idx = position in the
/// shuffled order, so the engine's headless draw reproduces the node's draw order.
///
/// Task 1 (M-HC-0a) exit criterion: the engine seats headless (IsReady) in the
/// SVSim.UnitTests process.
///
/// Task 2 (M-HC-0b) exit criterion: a node-generated Deal seats the 3-card hand and a
/// vanilla hand-card Play resolves on ENGINE board state (card left hand, PP dropped
/// by cost, board reflects the play) — driven through the receive CONDUCTOR, not the
/// direct ActionProcessor path the M2-M12 oracles use.
///
/// Task 3 (M-HC-1) exit criterion: the mulligan ops (Swap seats the post-mulligan hand —
/// idx-3 swapped for the next unused deck idx-4) and turn ops (Ready /TurnStart /
/// TurnEnd ) resolve headless, so two full turns of a node-native battle track on engine
/// state (hand/board/PP/deck/turn/leader-life on both seats match the deterministic progression
/// at each boundary). All driven through the same receive conductor.
///
/// Task 5 (M-HC-3a) exit criterion: the opponent-facing knownList[].cost carries the
/// engine-RESOLVED play-time cost (the discounted cost the engine actually charged), closing the
/// spellboost cost-desync by construction. Proven both at the engine read (PlayedCardCost off a
/// charge-seeded reducer) and the handler emit (PlayActionsHandler -> PlayActionsBroadcastBody).
/// NOTE: a BOARD-DEPENDENT cost reducer (e.g. when_evolve_other ) is DEFERRED to M-HC-4 —
/// evolve does not yet resolve headless. Because cost is read straight off the resolved engine,
/// board modifiers are captured by construction once their ops resolve, so no separate emit-site
/// change is needed when M-HC-4 lands; only a board-dependent validation case is owed there.
///
[TestFixture]
[NonParallelizable]
public class HeadlessConductorTests
{
[Test]
public void Harness_seats_engine_headless_and_is_ready()
{
using var harness = NodeNativeBattleHarness.Create();
Assert.That(harness.IsReady, Is.True,
"Engine must seat headless: EngineGlobalInit ran + both decks seeded. " +
"If false, the most likely cause is a missing cards.json content link in " +
"SVSim.UnitTests.csproj (EngineGlobalInit reads AppContext.BaseDirectory/Data/cards.json).");
// Non-vacuous: a seated engine has live board state for BOTH seats. Reading these off a
// not-really-set-up engine would throw (Seat() guards on _mgr). Leader life is the headless
// default (20) before any frame is ingested.
Assert.That(harness.LeaderLife(playerSeat: true), Is.EqualTo(20), "seat A leader life");
Assert.That(harness.LeaderLife(playerSeat: false), Is.EqualTo(20), "seat B leader life");
}
// The node's BuildDeal opening hand: pos->idx (0,1),(1,2),(2,3). hand == deck idx 1,2,3, i.e.
// the top 3 of the node-native shuffled deck. Both seats deal the same idx triple.
private static Dictionary DealBody() => new()
{
["self"] = PosIdxList((0, 1), (1, 2), (2, 3)),
["oppo"] = PosIdxList((0, 1), (1, 2), (2, 3)),
};
// A minimal vanilla hand-card play: type 30 == PLAY_HAND; playIdx is the played card's index.
// No targetList/orderList — a vanilla follower auto-resolves with no selection.
private static Dictionary PlayBody(int playIdx) => new()
{
["playIdx"] = playIdx,
["type"] = 30,
};
// A pos->idx list (the wire shape NetworkParameter.self/oppo carry: an ordered list of
// {pos, idx} dicts). The receiver re-sorts by pos into the seat's idx list.
private static List PosIdxList(params (int pos, int idx)[] entries)
{
var list = new List(entries.Length);
foreach (var (pos, idx) in entries)
list.Add(new Dictionary { ["pos"] = pos, ["idx"] = idx });
return list;
}
// Server-authored Swap RESPONSE frame (the shadow ingests this, NOT the client's {idxList}
// Submit). It carries the POST-mulligan self hand as pos->idx. Swapping the pos-2 card (deck
// idx 3) pulls the next unused deck idx (4) — exactly battle_test_cl1's Swap receive frame.
private static Dictionary SwapBody() => new()
{
["self"] = PosIdxList((0, 1), (1, 2), (2, 4)),
};
// Server-authored Ready frame: both hands known + the idxChangeSeed/spin the receiver
// consumes to seal the mulligan and start turn 1. Mirrors battle_test_cl1's Ready receive.
private static Dictionary ReadyBody() => new()
{
["self"] = PosIdxList((0, 1), (1, 2), (2, 4)), // same post-mulligan self hand as SwapBody — Ready re-echoes it
["oppo"] = PosIdxList((0, 1), (1, 2), (2, 3)),
["idxChangeSeed"] = 857671914,
["spin"] = 0,
};
private static Dictionary TurnStartBody() => new() { ["spin"] = 0 };
private static Dictionary TurnEndBody() => new() { ["turnState"] = 0 };
// An opponent play that REVEALS the played card. The wire shape is taken verbatim from
// battle_test_cl2.ndjson's first opponent PlayActions frame:
// { playIdx, type:30, knownList:[{idx, cardId, to:30, spellboost:0, attachTarget:""}] }
// type 30 == PLAY_HAND; knownList[].idx == the hidden dummy's engine Index; cardId == the real
// identity to substitute; to 30 == NetworkCardPlaceState.Field (the card lands in play).
private static Dictionary RevealPlayBody(int idx, long cardId) => new()
{
["playIdx"] = idx,
["type"] = 30,
["knownList"] = new List
{
new Dictionary
{
["idx"] = idx,
["cardId"] = cardId,
["to"] = 30,
["spellboost"] = 0,
["attachTarget"] = "",
},
},
};
[Test]
public void Swap_seats_post_mulligan_hand_headless()
{
using var harness = NodeNativeBattleHarness.Create();
var deal = harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true);
Assert.That(deal.Accepted, Is.True, $"Deal rejected: {deal.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3), "post-Deal hand");
var swap = harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true);
Assert.That(swap.Accepted, Is.True, $"Swap rejected: {swap.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3),
"the swapped slot is replaced, not removed — hand stays at 3");
// The pos-2 card was the deck-idx-3 card; the swap replaces it with the deck-idx-4 card.
// The kept cards (idx 1, 2) stay put. Assert the engine hand holds idx {1,2,4}.
var handIdxs = new[]
{
harness.PlayerHandCardIndex(0),
harness.PlayerHandCardIndex(1),
harness.PlayerHandCardIndex(2),
};
Assert.That(handIdxs, Is.EquivalentTo(new[] { 1, 2, 4 }),
"post-mulligan hand must hold deck idx 1,2,4 (idx-3 swapped for the next unused idx-4)");
}
[Test]
public void Two_turns_track_on_engine_state_headless()
{
// The oracle is the engine's OWN deterministic node-native progression off the fixed seed:
// every value below is the engine-resolved state, reproducible by construction. The shadow
// ingests the same server-authored frame stream the live node emits (Deal/Swap/Ready then
// per-turn TurnStart/TurnEnd — the exact receive frames captured in battle_test_cl1.ndjson).
using var harness = NodeNativeBattleHarness.Create();
// --- mulligan barrier: Deal, Swap, Ready -------------------------------------------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted,
Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted,
Is.True, "Swap");
var ready = harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true);
Assert.That(ready.Accepted, Is.True, $"Ready rejected: {ready.RejectReason}");
// After Ready the mulligan is sealed and the main phase is entered, but no turn has been
// opened yet (TurnStart does the ramp + draw). Seat A holds its post-mulligan 3-card hand;
// the opponent's hand stays hidden until its reveal frames land (Task 4) — node-native, the
// opponent's opening hand is never disclosed to the relay before its own turn.
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3), "seat A hand after Ready");
Assert.That(harness.Turn(playerSeat: true), Is.EqualTo(0), "no turn opened yet after Ready");
// --- turn 1 (seat A active) -------------------------------------------------------------
// Seat A is the engine's player seat and is NOT game-first here, so turn-1 draws TWO cards
// (the standard second-player turn-1 draw). PP ramps to 1.
var t1 = harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true);
Assert.That(t1.Accepted, Is.True, $"turn1 TurnStart rejected: {t1.RejectReason}");
Assert.That(harness.Turn(playerSeat: true), Is.EqualTo(1), "seat A turn counter");
Assert.That(harness.Pp(playerSeat: true), Is.EqualTo(1), "turn 1 ramps seat A max PP to 1");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(5),
"turn-1 second-player draw is 2 cards (3 -> 5)");
Assert.That(harness.DeckCount(playerSeat: true), Is.EqualTo(25), "seat A deck after draw");
// End seat A's turn.
var t1End = harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true);
Assert.That(t1End.Accepted, Is.True, $"turn1 TurnEnd rejected: {t1End.RejectReason}");
// --- turn 2 (seat B active) -------------------------------------------------------------
// Seat B opens its first turn: PP ramps to 1 and it draws its turn-1 card. (Seat B's deck
// started full at 30 because its opening hand is dealt into hidden zones, not its
// HandCardList, until reveal — so its first visible draw moves deck 30 -> 29, hand 0 -> 1.)
var t2 = harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false);
Assert.That(t2.Accepted, Is.True, $"turn2 TurnStart rejected: {t2.RejectReason}");
Assert.That(harness.Turn(playerSeat: false), Is.EqualTo(1), "seat B turn counter");
Assert.That(harness.Pp(playerSeat: false), Is.EqualTo(1), "turn 2 ramps seat B max PP to 1");
Assert.That(harness.HandCount(playerSeat: false), Is.EqualTo(1), "seat B turn-1 draw");
// Seat B's opening hand was dealt into hidden zones (not HandCardList), so its deck started at 30;
// the single turn-1 draw brings it to 29.
Assert.That(harness.DeckCount(playerSeat: false), Is.EqualTo(29), "seat B deck after turn-1 draw");
// Both leaders untouched (no damage dealt across the two opening turns) — state tracks
// cleanly on BOTH seats at the turn boundary.
Assert.That(harness.LeaderLife(playerSeat: true), Is.EqualTo(20), "seat A leader life");
Assert.That(harness.LeaderLife(playerSeat: false), Is.EqualTo(20), "seat B leader life");
}
[Test]
public void Opponent_reveal_seats_card_on_seat_B_headless()
{
// Seat B's deck idx 1 is a known vanilla follower, so the reveal's wire cardId maps to a real
// card the opponent can play to the board. (Seat A's deck is left at default — irrelevant here.)
var seatBDeck = new List { NodeNativeBattleHarness.VanillaFollowerId };
seatBDeck.AddRange(NodeNativeBattleHarness.DefaultDeck());
seatBDeck = seatBDeck.GetRange(0, 30);
using var harness = NodeNativeBattleHarness.Create(seatBDeck: seatBDeck);
// --- drive to seat B's turn (reuse Task 3's two-turn sequence) ---------------------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted,
Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted,
Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted,
Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnEnd");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted,
Is.True, "turn2 TurnStart (seat B active)");
// Seat B's opening hand is hidden (deck reads full minus its single turn-1 draw); its cards
// have NOT been disclosed to the relay yet. The dummy at engine Index 1 is whatever card the
// shuffle seated at that index (shuffledDeck[0]), parked in a hidden zone — NOT on the board.
// Confirm seat B's board is empty BEFORE the reveal, so the post-reveal +1 is decisively the
// reveal seating the card. (Node-native, the harness seeds each side's cards with their real id
// — it knows both decks — so this test's reveal substitution is identity-preserving by choice;
// CreateActualCard builds the card purely from the wire cardId regardless of which card the
// shuffle parked at Index 1. The board delta is what proves ReplaceReceivedCard.ReplaceCard ->
// CreateActualCard resolved the card onto the board headless. The companion test
// Opponent_reveal_overrides_seeded_identity_headless stresses a MISMATCHED cardId to prove the
// wire id — not the seeded identity — is what gets seated.)
var boardBefore = harness.BoardCount(playerSeat: false);
Assert.That(boardBefore, Is.EqualTo(0), "seat B has no board followers before the reveal");
// --- the reveal: an opponent PlayActions frame carrying a knownList that discloses idx 1 ---
const long revealedCardId = NodeNativeBattleHarness.VanillaFollowerId;
var reveal = harness.Push(
NetworkBattleUri.PlayActions, RevealPlayBody(idx: 1, cardId: revealedCardId),
isPlayerSeat: false);
Assert.That(reveal.Accepted, Is.True, $"opponent reveal rejected: {reveal.RejectReason}");
Assert.That(harness.BoardCount(playerSeat: false), Is.EqualTo(boardBefore + 1),
"the revealed follower must seat on seat B's board");
Assert.That(harness.InPlayCardId(playerSeat: false, boardPos: 0), Is.EqualTo((int)revealedCardId),
"the seated card's identity must equal the wire cardId from the reveal");
}
[Test]
public void Opponent_reveal_overrides_seeded_identity_headless()
{
// This is the substitution half of M-HC-2: prove the seated card's POST-reveal identity is the
// WIRE cardId even when it DIFFERS from whatever the shuffle parked at that engine Index.
// ReplaceReceivedCard.CreateActualCard builds the card purely from cardData.CardId, independent
// of the seated dummy's id — so a reveal whose cardId mismatches the seed must OVERRIDE it.
//
// Z (seeded) vs W (revealed) are DIFFERENT cost-1 vanilla followers, both present + creatable in
// cards.json:
// Z = 100011010 — the proven vanilla follower (char_type 1, cost 1). Seat B's deck is made
// UNIFORMLY of Z, so whichever idx the shuffle parked at Index 1 is unambiguously Z.
// W = 101211120 — a different cost-1 vanilla follower (char_type 1, cost 1, no skill). Cost 1
// seats at seat B's first-turn PP (1). The id is NOT in seat B's deck, so the only way it
// can appear on the board is the reveal substituting it in.
const long Z = NodeNativeBattleHarness.VanillaFollowerId; // 100011010
const long W = NodeNativeBattleHarness.AltVanillaFollowerId; // 101211120
Assert.That(W, Is.Not.EqualTo(Z), "Z and W must differ for the substitution to be observable");
// Uniform Z deck for seat B (every dummy is Z regardless of shuffle). Seat A left at default.
var seatBDeck = Enumerable.Repeat(Z, 30).ToList();
using var harness = NodeNativeBattleHarness.Create(seatBDeck: seatBDeck);
// --- drive to seat B's turn (same two-turn sequence as the sibling reveal test) -------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted,
Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted,
Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted,
Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnEnd");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted,
Is.True, "turn2 TurnStart (seat B active)");
var boardBefore = harness.BoardCount(playerSeat: false);
Assert.That(boardBefore, Is.EqualTo(0), "seat B has no board followers before the reveal");
// The reveal discloses idx 1 (seeded as Z) with the MISMATCHED wire cardId W.
var reveal = harness.Push(
NetworkBattleUri.PlayActions, RevealPlayBody(idx: 1, cardId: W), isPlayerSeat: false);
Assert.That(reveal.Accepted, Is.True, $"opponent reveal rejected: {reveal.RejectReason}");
Assert.That(harness.BoardCount(playerSeat: false), Is.EqualTo(boardBefore + 1),
"the revealed follower must seat on seat B's board");
// The decisive assertion: the seated identity is W (the wire cardId), NOT Z (the seeded id).
// Because the deck is uniformly Z, this can only pass if the reveal OVERRODE the seeded identity.
Assert.That(harness.InPlayCardId(playerSeat: false, boardPos: 0), Is.EqualTo((int)W),
"the seated card must be the wire cardId W, overriding the seeded Z identity at that idx");
}
// === M-HC-4a: attack resolves headless =======================================================
[Test]
public void Attack_on_enemy_leader_resolves_on_engine_state_headless()
{
// Seat A plays a vanilla follower on turn 1, then on its NEXT turn (past summoning sickness)
// attacks seat B's leader. Assert seat B's leader life drops by the follower's attack (1) and the
// attacker is spent. Driven entirely through the receive conductor (Push -> engine.Receive).
//
// Uniform vanilla deck so the card dealt at engine Index 1 is unambiguously the 1/2 vanilla.
var deck = Enumerable.Repeat(NodeNativeBattleHarness.VanillaFollowerId, 30).ToList();
using var harness = NodeNativeBattleHarness.Create(seatADeck: deck);
// --- mulligan + open seat A turn 1 ------------------------------------------------------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
// Play the vanilla (engine Index 1, cost 1) onto seat A's board.
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(1), isPlayerSeat: true).Accepted,
Is.True, "turn1 vanilla play");
Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(1), "seat A follower on board after play");
// The just-played follower has summoning sickness this turn (can't attack yet).
Assert.That(harness.InPlayCardAttackable(playerSeat: true, boardPos: 0), Is.False,
"a follower has summoning sickness the turn it is played");
int attackerIdx = harness.InPlayCardIndex(playerSeat: true, boardPos: 0);
int attackerAtk = harness.InPlayCardAtk(playerSeat: true, boardPos: 0);
Assert.That(attackerAtk, Is.EqualTo(1), "the vanilla follower's attack stat is 1");
// --- advance to seat A's NEXT turn (turn 3) so the follower is past summoning sickness ---------
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnEnd");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted, Is.True, "turn2 TurnStart (B)");
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: false).Accepted, Is.True, "turn2 TurnEnd (B)");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True, "turn3 TurnStart (A)");
Assert.That(harness.InPlayCardAttackable(playerSeat: true, boardPos: 0), Is.True,
"the follower can attack on seat A's next turn (summoning sickness cleared)");
int leaderLifeBefore = harness.LeaderLife(playerSeat: false);
Assert.That(leaderLifeBefore, Is.EqualTo(20), "seat B leader untouched before the attack");
// --- the attack: seat A follower -> seat B leader (Index 0, on the enemy seat) ----------------
var attack = harness.Push(
NetworkBattleUri.PlayActions,
NodeNativeBattleHarness.AttackBody(attackerIdx, targetIdx: 0, targetOnEnemySeat: true),
isPlayerSeat: true);
Assert.That(attack.Accepted, Is.True, $"attack rejected: {attack.RejectReason}");
Assert.That(harness.LeaderLife(playerSeat: false), Is.EqualTo(leaderLifeBefore - attackerAtk),
"seat B leader life must drop by the attacker's attack stat");
Assert.That(harness.InPlayCardAttackable(playerSeat: true, boardPos: 0), Is.False,
"the attacker is spent after attacking (can't attack again this turn)");
}
[Test]
public void Follower_vs_follower_attack_is_a_lethal_trade_headless()
{
// Seat A plays a 1/1 vanilla; seat B reveals a 1/1 vanilla (M-HC-2 reveal pattern). On seat A's
// next turn the follower attacks seat B's follower. Each deals 1 to a 1-life body -> a lethal
// trade: both followers' life drops and both leave the board.
var oneOne = NodeNativeBattleHarness.VanillaOneOneFollowerId;
var seatADeck = Enumerable.Repeat(oneOne, 30).ToList();
var seatBDeck = Enumerable.Repeat(oneOne, 30).ToList();
using var harness = NodeNativeBattleHarness.Create(seatADeck: seatADeck, seatBDeck: seatBDeck);
// --- mulligan + seat A turn 1: play the 1/1 -------------------------------------------------
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnStart");
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(1), isPlayerSeat: true).Accepted, Is.True, "turn1 play 1/1");
Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(1), "seat A 1/1 on board");
int attackerIdx = harness.InPlayCardIndex(playerSeat: true, boardPos: 0);
// --- seat B turn 2: reveal a 1/1 onto seat B's board ------------------------------------------
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True, "turn1 TurnEnd");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted, Is.True, "turn2 TurnStart (B)");
Assert.That(harness.BoardCount(playerSeat: false), Is.EqualTo(0), "seat B board empty before reveal");
Assert.That(harness.Push(NetworkBattleUri.PlayActions, RevealPlayBody(idx: 1, cardId: oneOne), isPlayerSeat: false).Accepted,
Is.True, "seat B reveal-play 1/1");
Assert.That(harness.BoardCount(playerSeat: false), Is.EqualTo(1), "seat B 1/1 on board after reveal");
int targetIdx = harness.InPlayCardIndex(playerSeat: false, boardPos: 0);
// --- back to seat A (turn 3): the 1/1 is past summoning sickness ------------------------------
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: false).Accepted, Is.True, "turn2 TurnEnd (B)");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True, "turn3 TurnStart (A)");
Assert.That(harness.InPlayCardAttackable(playerSeat: true, boardPos: 0), Is.True, "attacker past summoning sickness");
Assert.That(harness.InPlayCardLife(playerSeat: true, boardPos: 0), Is.EqualTo(1), "attacker 1/1 full life before trade");
Assert.That(harness.InPlayCardLife(playerSeat: false, boardPos: 0), Is.EqualTo(1), "target 1/1 full life before trade");
// --- attack follower -> follower (target on enemy seat B) ------------------------------------
var attack = harness.Push(
NetworkBattleUri.PlayActions,
NodeNativeBattleHarness.AttackBody(attackerIdx, targetIdx, targetOnEnemySeat: true),
isPlayerSeat: true);
Assert.That(attack.Accepted, Is.True, $"follower trade rejected: {attack.RejectReason}");
// 1/1 vs 1/1: each takes 1 -> both at 0 life -> both die and leave the board (lethal trade).
Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(0), "attacker 1/1 died in the trade");
Assert.That(harness.BoardCount(playerSeat: false), Is.EqualTo(0), "target 1/1 died in the trade");
Assert.That(harness.LeaderLife(playerSeat: false), Is.EqualTo(20),
"neither leader takes damage in a follower-vs-follower trade");
}
[Test]
public void Deal_seats_three_card_hand_headless()
{
using var harness = NodeNativeBattleHarness.Create();
var result = harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true);
Assert.That(result.Accepted, Is.True, $"Deal rejected: {result.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3),
"Deal must seat the 3-card opening hand on the player seat.");
}
[Test]
public void Vanilla_play_resolves_on_engine_state_headless()
{
// Deck idx 1/2/3 are the top three of the shuffled deck; arrange idx-1 to be a known vanilla
// follower so the Play assertion is decisive. Put the vanilla follower first; the rest of the
// default deck (spellboost + vanillas) follows.
var deck = new List { NodeNativeBattleHarness.VanillaFollowerId };
deck.AddRange(NodeNativeBattleHarness.DefaultDeck());
deck = deck.GetRange(0, 30);
using var harness = NodeNativeBattleHarness.Create(seatADeck: deck);
var deal = harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true);
Assert.That(deal.Accepted, Is.True, $"Deal rejected: {deal.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(3), "post-Deal hand");
var ppBefore = harness.Pp(playerSeat: true);
var handBefore = harness.HandCount(playerSeat: true);
var boardBefore = harness.BoardCount(playerSeat: true);
// The played card is at hand index 1 (deck idx 1 -> the first dealt card; engine card Index
// mirrors deck position+1). The shuffle determines which deck idx-1 maps to; we only need a
// vanilla follower in the opening hand. Use the first dealt idx.
var playIdx = harness.PlayerHandCardIndex(0);
var play = harness.Push(NetworkBattleUri.PlayActions, PlayBody(playIdx), isPlayerSeat: true);
Assert.That(play.Accepted, Is.True, $"Play rejected: {play.RejectReason}");
Assert.That(harness.HandCount(playerSeat: true), Is.EqualTo(handBefore - 1),
"the played card must leave the hand");
Assert.That(harness.BoardCount(playerSeat: true), Is.EqualTo(boardBefore + 1),
"a follower play must add one to the board");
Assert.That(harness.Pp(playerSeat: true), Is.LessThan(ppBefore),
"PP must drop by the played card's cost");
}
// === M-HC-3a: engine-resolved cost on the knownList ==========================================
// The spellboost cost-reducer 101314020 (base cost 5). Its when_spell_charge cost_change skill
// (skill_option add=ADD_CHARGE_COUNT*-1) reduces its OWN cost by 1 per accumulated spellboost
// charge — so resolved cost == max(0, 5 - charge). The harness seeds the charge directly
// (SeedHandCardSpellboostCost registers the same CostAddModifier(-1)/charge the engine's own
// Skill_cost_change builds) because pumping real charge needs the VFX-coupled spell-charge chain.
private const long SpellboostReducerId = NodeNativeBattleHarness.SpellboostCardId; // 101314020
private const int SpellboostReducerBaseCost = 5;
// A deck made UNIFORMLY of the spellboost reducer, so whatever idx the shuffle parks at engine
// Index 1 (the first dealt card) is unambiguously the reducer — no need to chase the shuffled
// position. (A non-uniform deck would shuffle the reducer off idx 1; the cost read would then be a
// vanilla's base 1, masking the discount — that is exactly the first RED this surfaced.)
private static IReadOnlyList ReducerDeck() => Enumerable.Repeat(SpellboostReducerId, 30).ToList();
[TestCase(0, SpellboostReducerBaseCost)] // no charge -> base cost (5)
[TestCase(4, 1)] // 4 charges -> 5 - 4 = 1
[TestCase(5, 0)] // 5 charges -> max(0, 5 - 5) = 0
public void PlayedCardCost_reads_engine_resolved_discounted_cost(int charge, int expectedCost)
{
// ENGINE-READ proof (the count->cost resolution off the real Cost getter). Drive a node-native
// battle to seat A's turn 1, seed the reducer's spellboost charge, play it, and read the cost the
// engine actually charged. expectedCost is base(5) - charge, the engine's authentic resolution —
// and the differing values across charge levels are the non-vacuity (a wrong charge -> wrong cost).
using var harness = NodeNativeBattleHarness.Create(seatADeck: ReducerDeck());
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted,
Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted,
Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted,
Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
// The reducer dealt at engine Index 1 (deck position 0). Seed the charge on it WHILE it is in hand,
// then confirm the engine's Cost getter resolved the discount BEFORE the play (pre-play pin).
int seededHandCost = harness.Engine.SeedHandCardSpellboostCost(playerSeat: true, idx: 1, charge);
Assert.That(seededHandCost, Is.EqualTo(expectedCost),
$"engine hand-card Cost must resolve base({SpellboostReducerBaseCost}) - charge({charge})");
// Play it. With max(0,5-charge) <= 1 for charge 4/5, and charge 0 keeping cost 5 (PP 1 can't pay
// 5), we only need the cost READ to be correct — but assert acceptance where affordable.
var play = harness.Push(NetworkBattleUri.PlayActions, PlayBody(1), isPlayerSeat: true);
if (expectedCost <= 1)
Assert.That(play.Accepted, Is.True, $"affordable reducer play rejected: {play.RejectReason}");
// The PAYOFF read: PlayedCardCost returns the engine-resolved play-time cost. For an affordable
// play this is the captured PlayedCost (post-resolution, card now in cemetery — it is a spell);
// for the unaffordable charge-0 case the card stays in hand and the live Cost (5) is read. Either
// way the value equals the engine's resolved discounted cost.
Assert.That(harness.Engine.PlayedCardCost(playerSeat: true, idx: 1),
Is.EqualTo(expectedCost),
$"PlayedCardCost must equal the engine-resolved cost {expectedCost} at charge {charge}");
}
[Test]
public void Vanilla_play_PlayedCardCost_is_base_cost()
{
// A vanilla follower has no cost modifier, so the engine resolves its base cost (1) by
// construction — the cost the knownList will carry for a non-boosted play.
var deck = new List { NodeNativeBattleHarness.VanillaFollowerId };
deck.AddRange(NodeNativeBattleHarness.DefaultDeck());
deck = deck.GetRange(0, 30);
using var harness = NodeNativeBattleHarness.Create(seatADeck: deck);
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True);
var playIdx = harness.PlayerHandCardIndex(0);
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(playIdx), isPlayerSeat: true).Accepted,
Is.True, "vanilla play");
Assert.That(harness.Engine.PlayedCardCost(playerSeat: true, idx: playIdx), Is.EqualTo(1),
"a cost-1 vanilla follower resolves to base cost 1");
}
[Test]
public void PlayedCardCost_degrades_to_fallback_for_unknown_idx()
{
// Graceful degradation: an idx with no resolved card returns the fallback (non-engine sessions
// and unmapped idxs never crash the handler).
using var harness = NodeNativeBattleHarness.Create();
Assert.That(harness.Engine.PlayedCardCost(playerSeat: true, idx: 9999, fallback: 7), Is.EqualTo(7));
}
// --- HANDLER-EMIT proof: the cost reaches the opponent-facing knownList[].cost ----------------
// A PlayActions wire frame the HANDLER consumes: it needs an orderList move op for the played idx so
// BuildPlayedCard can synthesize the entry (the engine resolves the play from playIdx/type alone, but
// the opponent-facing synthesis is driven by the wire orderList). to:30 == Field.
private static Dictionary HandlerPlayBody(int playIdx) => new()
{
["playIdx"] = playIdx,
["type"] = 30,
["orderList"] = new List
{
new Dictionary
{
["move"] = new Dictionary
{
["idx"] = new List { (long)playIdx },
["isSelf"] = 1L, ["from"] = 10L, ["to"] = 30L,
},
},
},
};
[Test]
public void Handler_emits_engine_resolved_cost_on_knownList()
{
// The end-to-end payoff: build a FrameDispatchContext over the harness (engine + state +
// participants), drive to seat A's turn, seed the reducer's charge, INGEST the play (so the engine
// resolves + captures PlayedCost), then run PlayActionsHandler.Handle and inspect the emitted
// knownList[0].cost. It must equal the engine-resolved discounted cost (NOT the base cost) —
// proving the cost-desync is closed by construction at the emit site.
const int charge = 4;
const int expectedCost = SpellboostReducerBaseCost - charge; // 1
using var harness = NodeNativeBattleHarness.Create(seatADeck: ReducerDeck());
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
// Seed the charge so the engine resolves the reducer at cost 1 (affordable on PP 1).
Assert.That(harness.Engine.SeedHandCardSpellboostCost(playerSeat: true, idx: 1, charge),
Is.EqualTo(expectedCost), "pre-play resolved hand cost");
// Ingest the play into the engine (seat A == player) so PlayedCost is captured at resolution.
var playBody = HandlerPlayBody(1);
Assert.That(harness.Push(NetworkBattleUri.PlayActions, playBody, isPlayerSeat: true).Accepted,
Is.True, "reducer play ingest");
// Build the dispatch context the way BattleSession.BuildContext does, with both stubs advanced to
// AfterReady so the PvP relay gate (BothSidesAfterReady) passes. From == seat A (the sender).
harness.SeatA.Phase = HandshakePhase.AfterReady;
harness.SeatB.Phase = HandshakePhase.AfterReady;
var env = new MsgEnvelope(
NetworkBattleUri.PlayActions, ViewerId: harness.SeatA.ViewerId, Uuid: "udid-test", Bid: null,
RetryAttempt: 0, Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
Body: new RawBody(playBody));
var ctx = new FrameDispatchContext
{
A = harness.SeatA, B = harness.SeatB, From = harness.SeatA, Other = harness.SeatB,
Env = env, BattleId = "test-battle", State = harness.State, Engine = harness.Engine,
};
var routes = new PlayActionsHandler().Handle(ctx);
Assert.That(routes, Has.Count.EqualTo(1), "one route to the opponent");
var body = routes[0].Frame.Body as PlayActionsBroadcastBody;
Assert.That(body, Is.Not.Null, "frame body is a PlayActionsBroadcastBody");
Assert.That(body!.KnownList, Is.Not.Null.And.Count.EqualTo(1), "one knownList entry (the played card)");
Assert.That(body.KnownList![0].CardId, Is.EqualTo(SpellboostReducerId), "the reducer's identity");
// THE assertion: the emitted cost is the engine-resolved DISCOUNTED cost (1), not the base (5).
Assert.That(body.KnownList[0].Cost, Is.EqualTo(expectedCost),
"knownList[].cost must be the engine-resolved discounted cost, not the base cost");
Assert.That(body.KnownList[0].Cost, Is.Not.EqualTo(SpellboostReducerBaseCost),
"non-vacuity: the emitted cost must NOT be the un-discounted base cost");
}
// === M-HC-3b: REAL spell-charge accumulation (no seam) =======================================
// The spellboost GRANTOR 118311030: a cost-3 follower whose when_play spell_charge skill
// (add_charge=1, target character=me&target=hand&card_type=all) adds +1 spell-charge to EVERY card in
// the caster's hand on each play. Drives the reducer's charge for real headless — no SeedHandCardSpellboostCost
// seam. (Its authored SECOND charge skill, add_charge=5, does NOT fire headless — only +1 lands per play;
// recorded as a known fidelity follow-up, irrelevant to this regression which needs only the +1.)
private const long SpellboostGrantorId = 118311030;
// A deck of alternating reducers + grantors so both reliably populate the opening hand and early draws
// (a single front-loaded reducer would shuffle out of reach). 15 of each = 30.
private static IReadOnlyList ReducerAndGrantorDeck()
{
var deck = new List(30);
for (int i = 0; i < 15; i++) { deck.Add(SpellboostReducerId); deck.Add(SpellboostGrantorId); }
return deck;
}
// Find the engine Index of the first hand card on seat A with the given wire cardId (the hand is
// shuffled, so we locate by identity, not position). -1 if not present.
private static int FindHandIdxByCardId(NodeNativeBattleHarness harness, long cardId)
{
for (int i = 0; i < harness.HandCount(playerSeat: true); i++)
if (harness.HandCardId(playerSeat: true, i) == (int)cardId)
return harness.HandCardIndex(playerSeat: true, i);
return -1;
}
// Ramp seat A to its turn `targetTurn` by alternating TurnStart/TurnEnd A/B; leaves seat A's turn OPEN.
private void RampToSeatATurn(NodeNativeBattleHarness harness, int targetTurn)
{
bool seatA = true;
while (true)
{
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: seatA).Accepted,
Is.True, "TurnStart");
if (seatA && harness.Turn(playerSeat: true) == targetTurn) return;
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: seatA).Accepted,
Is.True, "TurnEnd");
seatA = !seatA;
}
}
[Test]
public void Real_spell_charge_drops_engine_cost_and_count_no_seam()
{
// The committed M-HC-3b closure guard: drive a REAL spell-charge sequence headless (NO
// SeedHandCardSpellboostCost seam) and assert the engine-sourced COST and SPELLBOOST COUNT the node
// now emits are both correct by construction. Proves the retired wire-derived bookkeeping is
// redundant: the engine accumulates the charge itself (each grantor play runs the reducer's own
// AddSpellChargeCount) and resolves the discount.
using var harness = NodeNativeBattleHarness.Create(seatADeck: ReducerAndGrantorDeck());
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
// Ramp to seat A turn 3 (PP 3) so the cost-3 grantor is affordable.
RampToSeatATurn(harness, targetTurn: 3);
Assert.That(harness.Pp(playerSeat: true), Is.EqualTo(3), "seat A PP at turn 3");
// Locate a reducer + a grantor in the (shuffled) hand by identity.
int reducerIdx = FindHandIdxByCardId(harness, SpellboostReducerId);
int grantorIdx = FindHandIdxByCardId(harness, SpellboostGrantorId);
Assert.That(reducerIdx, Is.GreaterThan(0), "a reducer must be in seat A's opening hand");
Assert.That(grantorIdx, Is.GreaterThan(0), "a grantor must be in seat A's opening hand");
// PRE-CHARGE non-vacuity: the reducer resolves to its BASE cost (5) and 0 charge BEFORE any grant.
Assert.That(harness.Engine.PlayedCardCost(playerSeat: true, reducerIdx, fallback: -1),
Is.EqualTo(SpellboostReducerBaseCost), "reducer cost is base (5) before any charge");
Assert.That(harness.Engine.PlayedCardSpellboost(playerSeat: true, reducerIdx, fallback: -1),
Is.EqualTo(0), "reducer spell-charge is 0 before any grant");
// Play the grantor (cost 3). Its when_play spell_charge adds +1 to every hand card — REAL engine
// resolution, no seam. This runs through the receive conductor (Push -> engine.Receive).
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(grantorIdx), isPlayerSeat: true).Accepted,
Is.True, "grantor play");
// THE engine-read assertions: the reducer (still in hand) now reads charge 1 and cost 4 (5 - 1) —
// accumulated for real by the engine, not seeded.
Assert.That(harness.Engine.PlayedCardSpellboost(playerSeat: true, reducerIdx, fallback: -1),
Is.EqualTo(1), "one grantor play accumulates +1 real spell-charge on the reducer");
Assert.That(harness.Engine.PlayedCardCost(playerSeat: true, reducerIdx, fallback: -1),
Is.EqualTo(SpellboostReducerBaseCost - 1),
"the engine resolves the reducer's cost down to 4 (base 5 - 1 charge), no seam");
// PERSIST-POST-PLAY proof (the read-moment this milestone chose): advance to seat A's next turn
// (fresh PP 4, affording the cost-4 reducer), play the reducer (a spell -> cemetery), and confirm
// PlayedCardSpellboost/PlayedCardCost STILL read 1/4 AFTER the card left the hand — i.e. the zone
// search reads the persisted count off the resolved card, no receive-capture needed.
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True);
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted, Is.True);
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: false).Accepted, Is.True);
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True);
Assert.That(harness.Pp(playerSeat: true), Is.GreaterThanOrEqualTo(4), "seat A fresh PP affords cost-4 reducer");
// The reducer's engine Index is stable across turns; play it now.
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(reducerIdx), isPlayerSeat: true).Accepted,
Is.True, "charged reducer play");
Assert.That(harness.Engine.PlayedCardSpellboost(playerSeat: true, reducerIdx, fallback: -1),
Is.EqualTo(1), "spell-charge persists on the played reducer (now in cemetery)");
Assert.That(harness.Engine.PlayedCardCost(playerSeat: true, reducerIdx, fallback: -1),
Is.EqualTo(SpellboostReducerBaseCost - 1),
"PlayedCost captured the discounted cost (4) at play time and persists post-play");
}
[Test]
public void Handler_emits_real_engine_spellboost_and_cost_on_knownList()
{
// The end-to-end emit payoff for M-HC-3b: a REAL-charged reducer played through the conductor, then
// PlayActionsHandler.Handle, with BOTH knownList[].cost AND knownList[].spellboost read straight off
// the engine (no wire-derived bookkeeping). Cost 4 (discounted) + count 1 (real charge).
using var harness = NodeNativeBattleHarness.Create(seatADeck: ReducerAndGrantorDeck());
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
RampToSeatATurn(harness, targetTurn: 3);
int reducerIdx = FindHandIdxByCardId(harness, SpellboostReducerId);
int grantorIdx = FindHandIdxByCardId(harness, SpellboostGrantorId);
Assert.That(reducerIdx, Is.GreaterThan(0), "reducer in hand");
Assert.That(grantorIdx, Is.GreaterThan(0), "grantor in hand");
// Charge the reducer for real (one grantor play -> +1), then advance to a fresh seat A turn that
// affords the discounted reducer.
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(grantorIdx), isPlayerSeat: true).Accepted,
Is.True, "grantor play");
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: true).Accepted, Is.True);
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: false).Accepted, Is.True);
Assert.That(harness.Push(NetworkBattleUri.TurnEnd, TurnEndBody(), isPlayerSeat: false).Accepted, Is.True);
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted, Is.True);
// Ingest the reducer play into the engine (so PlayedCost/SpellChargeCount are captured at resolution).
var playBody = HandlerPlayBody(reducerIdx);
Assert.That(harness.Push(NetworkBattleUri.PlayActions, playBody, isPlayerSeat: true).Accepted,
Is.True, "charged reducer play ingest");
// Build the dispatch context the way BattleSession.BuildContext does; From == seat A (the sender).
harness.SeatA.Phase = HandshakePhase.AfterReady;
harness.SeatB.Phase = HandshakePhase.AfterReady;
var env = new MsgEnvelope(
NetworkBattleUri.PlayActions, ViewerId: harness.SeatA.ViewerId, Uuid: "udid-test", Bid: null,
RetryAttempt: 0, Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
Body: new RawBody(playBody));
var ctx = new FrameDispatchContext
{
A = harness.SeatA, B = harness.SeatB, From = harness.SeatA, Other = harness.SeatB,
Env = env, BattleId = "test-battle", State = harness.State, Engine = harness.Engine,
};
var routes = new PlayActionsHandler().Handle(ctx);
Assert.That(routes, Has.Count.EqualTo(1), "one route to the opponent");
var body = routes[0].Frame.Body as PlayActionsBroadcastBody;
Assert.That(body, Is.Not.Null, "frame body is a PlayActionsBroadcastBody");
Assert.That(body!.KnownList, Is.Not.Null.And.Count.EqualTo(1), "one knownList entry (the played reducer)");
Assert.That(body.KnownList![0].CardId, Is.EqualTo(SpellboostReducerId), "the reducer's identity");
// THE assertions: cost is the engine-resolved DISCOUNTED cost (4), spellboost is the REAL count (1).
Assert.That(body.KnownList[0].Cost, Is.EqualTo(SpellboostReducerBaseCost - 1),
"knownList[].cost must be the engine-resolved discounted cost (4), not base (5)");
Assert.That(body.KnownList[0].Spellboost, Is.EqualTo(1),
"knownList[].spellboost must be the REAL engine-accumulated charge count (1), engine-sourced");
// Non-vacuity: neither field is the un-charged default.
Assert.That(body.KnownList[0].Cost, Is.Not.EqualTo(SpellboostReducerBaseCost),
"non-vacuity: emitted cost is NOT the un-discounted base cost");
Assert.That(body.KnownList[0].Spellboost, Is.Not.EqualTo(0),
"non-vacuity: emitted spellboost is NOT 0");
}
}