Step 6 of multi-instancing migration. HeadlessEngineEnv.EnsureInitialized is split into EnsureProcessGlobals (idempotent, process-once) + SeedCharaIdsOnCurrentAmbient (per-test). New TestBattleScope IDisposable sets up a fresh BattleAmbientContext per test. NonParallelizable removed from converted classes; assembly-level Parallelizable(Fixtures) enabled. SVSim.BattleEngine.Tests fully green under parallel test execution. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
106 lines
6.1 KiB
C#
106 lines
6.1 KiB
C#
using System.Reflection;
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using NUnit.Framework;
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using Wizard;
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using Wizard.Battle;
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namespace SVSim.BattleEngine.Tests
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{
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// M4 (next-hardest deterministic card): a when_play SELF-BUFF follower resolves to correct
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// authoritative state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the M2
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// vanilla follower and M3 fixed-damage spell proved (design §5 / DP4 + M3 resume recipe). The new
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// oracle dimension over M2/M3 is the PLAYED CARD'S OWN STAT DELTA: the fanfare `powerup`
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// `add_offense=1&add_life=1` to `target=self` must raise the follower's Atk and Life by exactly
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// those amounts over its CardCSVData base — a self-buff, so no target selection is involved.
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[TestFixture]
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public class BuffFollowerOracleTests
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{
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private TestBattleScope _scope;
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[SetUp] public void SetUpScope() { _scope = new TestBattleScope(); }
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[TearDown] public void TearDownScope() { _scope?.Dispose(); _scope = null; }
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private static void SetPrivateField(object obj, string name, object value)
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{
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var t = obj.GetType();
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var f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
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Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
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f.SetValue(obj, value);
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}
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[Test]
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public void Self_buff_fanfare_raises_own_atk_and_life()
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{
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BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
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var mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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_scope.Ctx.Mgr = mgr;
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mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
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var player = mgr.BattlePlayer;
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var enemy = mgr.BattleEnemy;
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// Minimal opponent/turn wiring (see M2/M3 oracles): opponent refs + active turn flag. The
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// self-buff's target resolver (`character=me&target=self`) reads the active player's own
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// in-play card, so the turn flag must be set before the fanfare sweeps.
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SetPrivateField(player, "_opponentBattlePlayer", enemy);
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SetPrivateField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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// Seed leader life so neither leader reads as a 0-life game-over state that silently blocks
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// the play (M3 learning); this card deals no damage but the play-legality gate still checks it.
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// The card's fanfare is gated on `play_count>2` (cards.json skill_condition for 103111050).
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// The engine reads this from BattlePlayerBase.GetCurrentTurnPlayCount(); seed it past the
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// threshold via the public AddCurrentTrunPlayCount so the powerup actually fires. (Without
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// this the card resolves to the board but takes no buff — the delta-vs-base oracle is what
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// distinguishes "buff applied" from "fanfare silently gated out".)
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player.AddCurrentTrunPlayCount(5);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.BuffFollowerId);
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// Place the self-buff follower in the active player's hand with PP to spare; empty board.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.BuffFollowerId, 1, isPlayer: true, mgr);
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player.HandCardList.Add(card);
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player.Pp = 10;
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// Pre-state snapshot.
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int ppBefore = player.Pp;
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int handBefore = player.HandCardList.Count;
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int inplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyHandBefore = enemy.HandCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine.
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var pair = mgr.GetBattlePlayerPair(isPlayer: true);
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var ap = new ActionProcessor(pair);
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Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
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"ActionProcessor.PlayCard threw on a self-buff fanfare follower");
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// Oracle: the own-stat delta is the new M4 dimension; the rest are the §5 follower invariants.
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Assert.Multiple(() =>
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{
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// Primary M4 assertion: the fanfare powerup raised the follower's own stats by exactly
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// the buff amounts over its CardCSVData base (1/1 -> 2/2).
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Assert.That(card.Atk, Is.EqualTo(cardParam.Atk + HeadlessEngineEnv.BuffAddOffense),
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"follower atk != base + fanfare add_offense");
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Assert.That(card.Life, Is.EqualTo(cardParam.Life + HeadlessEngineEnv.BuffAddLife),
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"follower life != base + fanfare add_life");
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// Cost paid.
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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// Follower moved hand -> board.
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Assert.That(player.HandCardList, Does.Not.Contain(card), "card still in hand");
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Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
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Assert.That(player.ClassAndInPlayCardList, Contains.Item(card), "card not in play");
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(inplayBefore + 1), "in-play count not +1");
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// Opponent unchanged (the buff targets self, not the opponent).
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Assert.That(enemy.HandCardList.Count, Is.EqualTo(enemyHandBefore), "opponent hand changed");
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed");
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});
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}
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}
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}
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