Files
SVSimServer/SVSim.BattleEngine.Tests/TargetedDestroySpellOracleTests.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

116 lines
7.2 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M7 (the first card to prove follower DEATH / board-removal): a when_play TARGETED-DESTROY spell
// resolves to correct authoritative state HEADLESS via the same IsForecast/IsRecovery +
// ActionProcessor + selectedCards path M6 proved — but for the FIRST time exercising a mechanic
// that REMOVES a card from the board. M2-M6 only ever ADDED to / mutated stats of cards already in
// play; none proved the engine commits board REMOVAL inside the authoritative part of PlayCard
// (rather than the cosmetic post-Process tail the prior docs flag). The new oracle dimension is
// BOARD REMOVAL: with TWO followers on the enemy board and ONE passed as `selectedCards`, the
// `destroy` must remove exactly the SELECTED follower (enemy board count -1, selected gone, landed
// in the enemy CemeteryList) while leaving the un-selected follower on the board. The un-selected-
// survives assertion is load-bearing the same way M4's delta-vs-base and M6's differential were:
// it distinguishes "the destroy was routed to the selection" from "a blanket board wipe" — and is
// confirmed by the routing already proven in M6 (the effect follows the selectedCards entry).
[TestFixture]
public class TargetedDestroySpellOracleTests
{
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 Targeted_destroy_spell_removes_only_the_selected_enemy_follower()
{
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-M6 oracles): opponent refs + active turn flag. The
// destroy's target resolver walks player -> opponent -> opponent's in-play followers.
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 (blocks plays, M3).
HeadlessEngineEnv.InitLeaderLife(mgr);
// Put TWO vanilla followers on the ENEMY board (the M6 setup). destroy is unconditional, so
// their stats are irrelevant — distinct ids only so the selected vs un-selected can't be
// confused. The selected one is destroyed; the un-selected one must survive.
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyTargetFollowerId, 0, isPlayer: false);
var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.DestroyOtherFollowerId, 1, isPlayer: false);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.DestroySpellId);
// Place the targeted-destroy spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.DestroySpellId, 1, isPlayer: true, mgr);
player.HandCardList.Add(card);
player.Pp = 10;
// Pre-state snapshot.
int ppBefore = player.Pp;
int handBefore = player.HandCardList.Count;
int playerInplayBefore = player.ClassAndInPlayCardList.Count;
int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
int enemyCemeteryBefore = enemy.CemeteryList.Count;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen target via selectedCards.
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
var ap = new ActionProcessor(pair);
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: new List<BattleCardBase> { selected }),
"ActionProcessor.PlayCard threw on a targeted-destroy spell");
// Oracle: board removal is the new M7 dimension; the rest are the §5 spell-shaped invariants.
Assert.Multiple(() =>
{
// PRIMARY M7 assertions: the SELECTED follower is removed from the enemy board...
Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
"selected follower still on the enemy board (destroy did not remove it)");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
"enemy board count not -1 (a destroy did not commit, or hit the wrong number of cards)");
// ...and it landed in the enemy's CemeteryList (the engine's destroy/death path).
Assert.That(enemy.CemeteryList, Contains.Item(selected),
"destroyed follower not in the enemy CemeteryList");
Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
"enemy cemetery count not +1");
// ...while the UN-SELECTED follower stays on the board (proves routing, not a board wipe).
Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(unselected),
"un-selected follower was destroyed (effect not routed to the selection)");
// Leader untouched (destroy targets a follower, not the face).
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (destroy hit the leader, not the selected follower)");
// Cost paid.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
// Spell leaves hand and (being a spell) does NOT occupy the board.
Assert.That(player.HandCardList, Does.Not.Contain(card), "spell still in hand");
Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
Assert.That(player.ClassAndInPlayCardList, Does.Not.Contain(card), "spell wrongly placed on the board");
Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore), "player board count changed");
});
}
}
}