Files
SVSimServer/SVSim.BattleEngine.Tests/VanillaFollowerOracleTests.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

94 lines
5.1 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M2 first-green (go/no-go step 2): a single zero-skill vanilla follower resolves to correct
// authoritative state HEADLESS via the proven IsForecast/IsRecovery + ActionProcessor path
// (design §5 / DP4). No Unity runtime, no VFX clock.
[TestFixture]
public class VanillaFollowerOracleTests
{
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 f = obj.GetType().GetField(name,
BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
// Walk up the hierarchy if declared on a base type.
var t = obj.GetType();
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 Vanilla_follower_resolves_to_correct_state()
{
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;
// Wire the opponent links + active turn. The full BattlePlayerBase.Setup(opponent) does
// this but cascades into UI/manager init irrelevant to the resolution path, so set the
// minimal state directly: each player's opponent ref, and the active player's turn flag
// (the on-enter-play skill sweep reads opponent.IsSelfTurn / IsGameFirst).
SetPrivateField(player, "_opponentBattlePlayer", enemy);
SetPrivateField(enemy, "_opponentBattlePlayer", player);
player.IsSelfTurn = true;
enemy.IsSelfTurn = false;
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.FollowerId);
// Place the follower in the active player's hand with PP to spare; empty board otherwise.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.FollowerId, 1, isPlayer: true, mgr);
player.HandCardList.Add(card);
player.Pp = 10;
// Pre-state snapshot.
int ppBefore = player.Pp;
int handBefore = player.HandCardList.Count;
int inplayBefore = player.ClassAndInPlayCardList.Count;
int enemyHandBefore = enemy.HandCardList.Count;
int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// 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 vanilla follower");
// Oracle (§5 invariants).
Assert.Multiple(() =>
{
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
Assert.That(player.HandCardList, Does.Not.Contain(card), "card still in hand");
Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
Assert.That(player.ClassAndInPlayCardList, Contains.Item(card), "card not in play");
Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(inplayBefore + 1), "in-play count not +1");
Assert.That(card.Atk, Is.EqualTo(cardParam.Atk), "follower atk != CardCSVData base");
Assert.That(card.Life, Is.EqualTo(cardParam.Life), "follower life != CardCSVData base");
// Opponent unchanged.
Assert.That(enemy.HandCardList.Count, Is.EqualTo(enemyHandBefore), "opponent hand changed");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed");
// §5 "zero VFX registered with VfxMgr": structural here — the shim VfxMgr is a pure
// no-op (RegisterImmediate/SequentialVfx do nothing) and IsForecast suppresses
// registration in the real engine, so no VFX is ever played headless. Covered by the
// DoesNotThrow above; there is no meaningful count to assert against the no-op shim.
});
}
}
}