Files
SVSimServer/SVSim.BattleEngine.Tests/DrawSpellOracleTests.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

124 lines
7.3 KiB
C#

using System.Linq;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M9 (the §5 draw oracle): a when_play DRAW spell resolves to correct authoritative state HEADLESS
// via the same IsForecast/IsRecovery + ActionProcessor path M2-M8 proved. The NEW oracle dimension
// is the HAND/DECK DELTA — the deck->hand transfer no prior milestone read: M3/M4/M6/M8 moved
// stats, M2/M5/M7 the board, M3 the leader. The spell's `draw 1` must pull the single seeded deck
// card into the caster's hand (deck -1, that exact card now in hand) while the spell itself pays
// its cost and leaves to the cemetery.
//
// RNG is neutralized structurally (see HeadlessEngineEnv.DrawSpellId): every real draw selects from
// the deck via a `random_count` filter, so the deck is seeded with EXACTLY ONE known card — a
// single-card pool makes `random_count=1` deterministic regardless of the RandomSeed. This rides
// the M5 prefab card-creation path (the deck card is engine-created off the null-view seam) the same
// way the summon-token milestone did.
[TestFixture]
public class DrawSpellOracleTests
{
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 Draw_spell_moves_the_seeded_deck_card_into_hand()
{
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-M8 oracles): opponent refs + active turn flag. The
// draw resolves onto the active player's own hand/deck (the skill filter is character=me).
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
// Seed leader life: this spell deals no damage, but the play-legality gate still rejects a
// play when a leader reads as a 0-life game-over state (M3 learning).
HeadlessEngineEnv.InitLeaderLife(mgr);
// Seed the card-template prefabs the internal (createNullView:false) creation path clones —
// the draw VFX touches the drawn card's view layer, so keep the M5 prefab surface available.
HeadlessEngineEnv.InitCardTemplates(mgr);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DrawSpellId);
// Seed EXACTLY ONE known card on the caster's deck (forces the random_count=1 selection),
// and place the draw spell in hand with PP to spare.
var deckCard = HeadlessEngineEnv.SeedDeck(mgr, HeadlessEngineEnv.DeckSeedCardId, index: 2, isPlayer: true);
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DrawSpellId, 1, isPlayer: true, mgr);
player.HandCardList.Add(card);
player.Pp = 10;
// Pre-state snapshot.
int ppBefore = player.Pp;
int handBefore = player.HandCardList.Count;
int deckBefore = player.DeckCardList.Count;
int cemeteryBefore = player.CemeteryList.Count;
int playerInplayBefore = player.ClassAndInPlayCardList.Count;
int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
// Sanity: the to-be-drawn card starts in the deck, not the hand.
Assert.That(player.DeckCardList, Does.Contain(deckCard), "seeded card not in deck pre-play");
Assert.That(player.HandCardList, Does.Not.Contain(deckCard), "seeded card already in hand pre-play");
// 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 draw spell");
// Oracle: the deck->hand transfer is the new M9 dimension; the rest are the §5 spell-shaped
// invariants proven by M3.
Assert.Multiple(() =>
{
// Primary M9 assertion: the seeded deck card moved into the caster's hand...
Assert.That(player.HandCardList, Does.Contain(deckCard),
"drawn card did not land in hand");
Assert.That(player.HandCardList.Any(c => c.CardId == HeadlessEngineEnv.DeckSeedCardId), Is.True,
"no card with the seeded id is in hand");
// ...and left the deck (deck -1, down to empty here).
Assert.That(player.DeckCardList, Does.Not.Contain(deckCard), "drawn card still in deck");
Assert.That(player.DeckCardList.Count, Is.EqualTo(deckBefore - 1), "deck count not -1");
// The drawn card is the engine's OWN seeded deck object, not a fresh creation.
Assert.That(deckCard.IsInHand, Is.True, "drawn card not marked in-hand");
// The spell itself: pays exactly its cost...
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// ...leaves the hand (it is consumed, the drawn card replaces it -> net hand count flat)...
Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore), "hand count changed (spell -1 + draw +1 should net flat)");
// ...resolves to the cemetery (a spell is not a follower; it never occupies the board).
Assert.That(player.CemeteryList, Does.Contain(card), "spell did not resolve to the cemetery");
Assert.That(player.CemeteryList.Count, Is.EqualTo(cemeteryBefore + 1), "cemetery count not +1");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(deckCard), "drawn card wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
// Opponent untouched (the draw is character=me).
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
});
}
}
}