Files
SVSimServer/SVSim.BattleEngine.Tests/TargetedDamageSpellOracleTests.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

110 lines
6.6 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M6 (the first TARGET-SELECTION card): a when_play TARGETED-DAMAGE spell resolves to correct
// authoritative state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the
// M2-M5 cards proved — but for the FIRST time exercising the `selectedCards` path of
// ActionProcessor.PlayCard (Engine/Wizard.Battle/ActionProcessor.cs:401, dormant until now;
// M2-M5 all passed selectedCards: null). The new oracle dimension is SELECTION ROUTING: with
// TWO followers on the enemy board and ONE passed as `selectedCards`, the spell's `damage=5`
// must hit the SELECTED follower and leave the un-selected one untouched. A plain "a follower
// took damage" assertion would false-pass; reading the differential (selected -5, un-selected 0)
// is what proves the selectedCards path routes the effect to the chosen target. Load-bearing is
// confirmed by swapping which follower is selected and watching the damage follow the selection.
[TestFixture]
public class TargetedDamageSpellOracleTests
{
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_damage_spell_hits_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-M5 oracles): opponent refs + active turn flag. The
// spell'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 new M6 setup). Both survive the 5
// damage, so the oracle reads a differential life-delta rather than depending on death.
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SelectTargetFollowerId, 0, isPlayer: false);
var unselected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.UnselectTargetFollowerId, 1, isPlayer: false);
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.TargetSpellId);
// Place the targeted-damage spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.TargetSpellId, 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 selectedLifeBefore = selected.Life;
int unselectedLifeBefore = unselected.Life;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen target via selectedCards
// (the M6 first — every prior milestone passed null).
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-damage spell");
// Oracle: selection routing is the new M6 dimension; the rest are the §5 spell-shaped invariants.
Assert.Multiple(() =>
{
// PRIMARY M6 assertions: the SELECTED follower takes exactly the spell's damage...
Assert.That(selected.Life, Is.EqualTo(selectedLifeBefore - HeadlessEngineEnv.TargetSpellDamage),
"selected follower did not take the spell's damage");
// ...and the UN-SELECTED follower is untouched (proves routing, not a blanket hit).
Assert.That(unselected.Life, Is.EqualTo(unselectedLifeBefore),
"un-selected follower was damaged (effect not routed to the selection)");
// Both followers survive => still on the enemy board; leader unchanged.
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore),
"enemy board count changed (a target unexpectedly left the board)");
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (damage 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");
});
}
}
}