Files
SVSimServer/SVSim.BattleEngine.Tests/BuffFollowerOracleTests.cs
gamer147 8af1be6555 test(engine-ambient): TestBattleScope + HeadlessFixture split for multi-instance
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>
2026-06-07 22:24:21 -04:00

106 lines
6.1 KiB
C#

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