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>
143 lines
9.3 KiB
C#
143 lines
9.3 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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// M10 (the first DYNAMIC `{}`-VALUE card — the first deliberate step beyond the four §5-named
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// oracle dimensions M2-M9 closed): a when_play spell whose effect MAGNITUDE is COMPUTED by the
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// engine from live game state, not carried as a literal. 112134010's sole skill is
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// `when_play damage={me.play_count}-1` to units; the `{}` resolves
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// (SkillOptionValue.ParseInt -> SkillFilterVariable.Parse -> SkillEnvironmentalPlayCount.Filtering)
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// to `GetCurrentTurnPlayCount() - 1`. That GetCurrentTurnPlayCount() is the SAME per-turn counter
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// M4 seeded via the public AddCurrentTrunPlayCount to drive a play_count GATE — M10 proves the seam
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// also feeds the effect VALUE.
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//
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// The new oracle dimension over every prior milestone is the ENGINE-COMPUTED VALUE: the asserted
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// damage is derived from the engine's OWN live play-count accessor (GetCurrentTurnPlayCount() - 1),
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// never a hardcoded literal. Per memory project_battle_relay_nontargeted_effects, a state-derived
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// value that the wire could NOT carry (spellboost cost) is exactly what desynced the PvP relay;
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// proving the engine resolves a `{}` value headless is the direct validation that the port (not a
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// relay) is the necessary path.
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//
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// Timing note (the M10 first-unknown, RESOLVED empirically by the first RED): the per-play
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// auto-increment AddCurrentTrunPlayCount(1) lives in ActionProcessor's OnBeforePlayCard
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// (BattlePlayerBase.cs:1400), which is subscribed by SetupActionProcessorEvent — and that is only
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// called on the OperateMgr / Prediction / OperationSimulator paths, NOT on the direct
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// `new ActionProcessor(pair).PlayCard` (DP4) path this harness uses. So the headless play does NOT
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// self-bump the per-turn play count: the skill reads EXACTLY the seeded GetCurrentTurnPlayCount()
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// and the damage == seeded - 1. (The first RED expected a +1 that this path never applies; the
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// state-derived primary assertion below was right regardless, and the concrete pins were corrected
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// to the observed no-bump behavior.)
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[TestFixture]
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public class DynamicValueSpellOracleTests
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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 Dynamic_damage_spell_deals_engine_computed_play_count_value()
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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-M6 oracles): opponent refs + active turn flag. The
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// spell's target resolver walks player -> opponent -> opponent's in-play units; the
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// `{me.play_count}` read keys on the active player's current turn.
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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 (blocks plays, M3).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Put ONE vanilla follower on the ENEMY board. The spell is `character=both` (AoE over both
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// boards' units), but with no player-side units the only matched target is this enemy
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// follower; its base life (13) exceeds any seeded play count so it SURVIVES -> clean
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// life-delta read (no dependence on death/removal). card_type=unit excludes both leaders.
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var target = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DynamicDamageTargetFollowerId, 0, isPlayer: false);
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// Seed the live game state the `{}` value reads: the active player's current-turn play
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// count. This is the M4 seam (AddCurrentTrunPlayCount), here driving the VALUE not a gate.
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player.AddCurrentTrunPlayCount(HeadlessEngineEnv.DynamicSeededPlayCount);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DynamicDamageSpellId);
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// Place the dynamic-value spell in the active player's hand with PP to spare.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DynamicDamageSpellId, 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 playerInplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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int targetLifeBefore = target.Life;
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int playerLeaderLifeBefore = player.ClassAndInPlayCardList[0].Life;
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int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine (auto-targeted AoE -> selectedCards: null).
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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 dynamic {}-value damage spell");
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// The engine-computed value, derived from the engine's OWN live play-count accessor (the
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// direct-ActionProcessor path does not self-bump it, so this reads the seeded value) —
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// exactly the value the skill's `{me.play_count}-1` resolved against. NOT a hardcoded
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// literal: this is the M10 dimension (effect magnitude computed from state the wire can't
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// carry).
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int playCountAtResolution = player.GetCurrentTurnPlayCount();
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int expectedDamage = playCountAtResolution - 1;
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int actualDamage = targetLifeBefore - target.Life;
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Assert.Multiple(() =>
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{
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// PRIMARY M10 assertion: the damage dealt equals the engine-COMPUTED {me.play_count}-1,
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// read from live state — proving the engine resolved the `{}` expression, not a literal.
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Assert.That(actualDamage, Is.EqualTo(expectedDamage),
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"damage dealt did not equal the engine-computed {me.play_count}-1 value");
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// Concrete pins (catch a silent state-read failure where play_count would default to 0,
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// making damage -1 -> 0): the direct-ActionProcessor path applies no self-play bump, so
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// the resolution-time count is exactly the seeded value and the damage is seeded - 1.
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Assert.That(playCountAtResolution, Is.EqualTo(HeadlessEngineEnv.DynamicSeededPlayCount),
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"play count was not read as the seeded current-turn value");
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Assert.That(actualDamage, Is.EqualTo(HeadlessEngineEnv.DynamicSeededPlayCount - 1),
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"net damage did not equal seeded play_count - 1 ({me.play_count}-1 mis-resolved)");
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// Target survives (life > damage) and stays on the board; both leaders untouched
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// (card_type=unit excludes class cards).
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Assert.That(target.Life, Is.EqualTo(targetLifeBefore - expectedDamage), "target life delta wrong");
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Assert.That(enemy.ClassAndInPlayCardList, Does.Contain(target), "target unexpectedly left the board");
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "enemy board count changed");
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Assert.That(player.ClassAndInPlayCardList[0].Life, Is.EqualTo(playerLeaderLifeBefore), "player leader damaged (unit-only AoE hit a leader)");
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "enemy leader damaged (unit-only AoE hit a leader)");
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// §5 spell-shaped invariants: cost paid, spell leaves hand, does NOT occupy the board.
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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Assert.That(player.HandCardList, Does.Not.Contain(card), "spell 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, Does.Not.Contain(card), "spell wrongly placed on the board");
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
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});
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}
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}
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}
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