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>
124 lines
7.3 KiB
C#
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");
|
|
});
|
|
}
|
|
}
|
|
}
|