Files
SVSimServer/SVSim.BattleEngine.Tests/HeadlessFixture.cs
gamer147 171f07ec74 feat(battle-engine-port): M2 COMPLETE — vanilla follower resolves headless (go/no-go = GO)
First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to
correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor.
PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play;
atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the
port approach is validated through the resolution path, not just M1's compile path.

VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN.
HeadlessCardMaster now loads the follower's real id from cards.json.

Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams,
never a Unity/logic wall):
- M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null):
  Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton
  was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator
  stub + its _IfaceImpl block; both manifested, check_drift clean.
- _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the
  explicit impls (which returned default!), shadowing public stubs. Fixed
  IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a
  non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs.

(GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl
copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 01:57:15 -04:00

86 lines
4.6 KiB
C#

using Wizard.Battle.Phase;
using Wizard.Battle.Recovery;
using Wizard.Battle.Replay;
using Wizard.Battle.Resource;
using Wizard.Battle.View.Vfx;
using Wizard.BattleMgr;
namespace SVSim.BattleEngine.Tests
{
// Initializes the global engine state a headless battle assumes exists. In the real client this
// is populated from /load/index at login; here we author the minimum the resolution path reads.
public static class HeadlessEngineEnv
{
// Simplest zero-skill vanilla follower in cards.json: neutral (clan 0), cost 1, 1/2, no skill.
public const int FollowerId = 100011010;
private static bool _done;
public static void EnsureInitialized()
{
if (_done) return;
// Wizard.Data.Load: static /load/index snapshot. The ctor's CreateBackgroundId reads
// Data.Load.data._userTutorial (LoadDetail self-inits _userTutorial). Suppress VFX too.
Wizard.Data.Load = new Load { data = new LoadDetail() };
// CardParameter(CardCSVData) reads Data.Crossover.RestrictedCard for deck-limit calc;
// an empty Crossover returns the default count (no restriction). Private setter -> reflect.
typeof(Wizard.Data).GetProperty("Crossover",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)
.SetValue(null, new Wizard.Crossover());
BattleManagerBase.IsForecast = true;
// CardMaster must be non-null before construction (the leader/class card looks up id 0).
// Load the M2 vanilla follower so the oracle can create + look up its real stats.
HeadlessCardMaster.Load(FollowerId);
// Master reference data (class-character list) for leader/class card resolution.
HeadlessMasterData.Install();
// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).
// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
// AvatarBattle info (more null statics) which the resolution path doesn't need (the
// TryGet* accessors are null-tolerant).
var dm = GameMgr.GetIns().GetDataMgr();
SetField(dm, "_playerCharaId", HeadlessMasterData.PlayerCharaId);
SetField(dm, "_enemyCharaId", HeadlessMasterData.EnemyCharaId);
_done = true;
}
private static void SetField(object obj, string name, object value)
{
var f = obj.GetType().GetField(name,
System.Reflection.BindingFlags.Instance |
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Public);
if (f == null) throw new System.InvalidOperationException(
$"{obj.GetType().Name} has no field '{name}'");
f.SetValue(obj, value);
}
}
// Test-side replica of the engine's own StandardBattleMgrContentsCreator (the practice/solo
// init path: GameMgr.cs:244 `new SingleBattleMgr(new StandardBattleMgrContentsCreator(null, null))`).
// Authored here (not copied) so we control the seed deterministically; uses the real engine
// managers verbatim. The real StandardBattleMgrContentsCreator + SingleBattlePhaseCreator were
// cut from the M1 copy set (entry-point constructors), so we reproduce them minimally.
public sealed class HeadlessContentsCreator : IBattleMgrContentsCreator
{
public int RandomSeed => 12345; // fixed; vanilla follower has no RNG so value is irrelevant
// No-op managers (vs the practice path's file-backed SingleBattleRecoveryRecordManager):
// the ctor's FirstRecoverySetting/FirstReplaySetting dereference these, and recovery/replay
// recording is irrelevant to the M2 oracle, so use the engine's own null implementations.
public IRecoveryManager RecoveryManager { get; } = new NullRecoveryManager();
public IRecoveryRecordManager RecoveryRecordManager { get; } = new NullRecoveryRecordManager();
public IReplayRecordManager ReplayRecordManager { get; } = new NullReplayRecordManager();
public IBattleResourceMgr CreateResourceMgr() => new BattleResourceMgr();
public VfxMgr CreateVfxMgr() => new VfxMgr();
public IPhaseCreator CreatePhaseCreator(BattleManagerBase battleMgr) =>
new HeadlessPhaseCreator(battleMgr);
}
// Equivalent of the engine's SingleBattlePhaseCreator: inherits PhaseCreatorBase wholesale.
public sealed class HeadlessPhaseCreator : PhaseCreatorBase
{
public HeadlessPhaseCreator(BattleManagerBase battleMgr) : base(battleMgr) { }
}
}