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>
97 lines
5.2 KiB
C#
97 lines
5.2 KiB
C#
using System.Collections.Generic;
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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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// M3 (next-hardest deterministic card): a FIXED-DAMAGE SPELL resolves to correct authoritative
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// state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the M2 vanilla
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// follower proved (design §5 / DP4 + M3 resume recipe). The new oracle dimension over M2 is the
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// OPPONENT LEADER-LIFE DELTA: the spell's when_play `damage=3` to the enemy leader must reduce
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// that leader's Life by exactly 3, with the spell consuming its cost and NOT entering the board.
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[TestFixture]
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public class FixedDamageSpellOracleTests
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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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// The spell's sole skill is `damage=3` to the enemy leader (cards.json skill_option for 900124030).
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private const int ExpectedLeaderDamage = 3;
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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 Fixed_damage_spell_reduces_opponent_leader_life()
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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 oracle): opponent refs + active turn flag. The
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// spell's target resolver walks player -> opponent -> opponent's class card (the leader).
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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 (engine's InitializeClassLife subset) so the enemy leader is a live,
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// damageable target rather than a 0-life game-over state that blocks the play.
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HeadlessEngineEnv.InitLeaderLife(mgr);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.SpellId);
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// Place the spell in the active player's hand with PP to spare; empty board otherwise.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.SpellId, 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 enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine.
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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 fixed-damage spell");
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// Oracle: the leader-life delta is the new M3 dimension; the rest are the §5 spell-shaped invariants.
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Assert.Multiple(() =>
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{
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// Primary M3 assertion: opponent leader takes exactly the spell's fixed damage.
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Assert.That(enemy.ClassAndInPlayCardList[0].Life,
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Is.EqualTo(enemyLeaderLifeBefore - ExpectedLeaderDamage),
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"opponent leader life not reduced by the spell's fixed damage");
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// Cost paid.
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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// Spell leaves hand.
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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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// A spell is not a follower: it must NOT occupy the board (resolves to graveyard).
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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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// Opponent board (leader card only) count unchanged — only its life moved.
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board count changed");
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});
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}
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}
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}
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