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>
135 lines
8.5 KiB
C#
135 lines
8.5 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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// M8 (death VIA COMBAT MATH): a when_play TARGETED-DAMAGE spell whose amount is >= the target
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// follower's life resolves to correct authoritative state HEADLESS via the same IsForecast/
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// IsRecovery + ActionProcessor + selectedCards path M6/M7 proved. M3 proved `damage` to the LEADER
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// (life-delta, no death). M7 proved board-removal via UNCONDITIONAL `destroy`. M8 closes the gap
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// between them: the follower dies as a CONSEQUENCE of damage -> life<=0 -> the dead-check + the same
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// RemoveInplayCard/cemetery path M7 lit up — the dominant real-card removal mechanic (most "deal N
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// damage" cards), reached through combat math rather than a `destroy` skill.
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//
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// The spell is select_count=1 (proven in M6 — it hits ONLY the selected target), so the oracle is:
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// with two followers on the enemy board STRADDLING the 5 damage and the LETHAL one passed as
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// `selectedCards`, the selected follower (life 2 <= 5) DIES from combat math (enemy board -1, gone,
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// in CemeteryList — the M7 removal assertions, but reached via damage not `destroy`), while the
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// un-selected control (life 7 > 5) is UNTOUCHED (life unchanged, still on board — the M6 routing
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// assertion). The STRADDLE is what makes death-via-combat-math falsifiable: the load-bearing probe
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// (swap the selection to the 6/7) makes that follower SURVIVE at 2 (7-5) and NOBODY die — proving
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// the removal is gated on the SELECTED follower's life reaching <= 0 (combat math), not on
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// "selected gets removed" (which would be M7's unconditional `destroy`) or a blanket wipe.
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[TestFixture]
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public class LethalDamageSpellOracleTests
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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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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 Lethal_damage_spell_kills_the_selected_follower_and_chips_the_survivor()
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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-M7 oracles): opponent refs + active turn flag. The
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// spell's target resolver walks player -> opponent -> opponent's in-play followers.
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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 so neither leader reads as a 0-life game-over state (blocks plays, M3).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Put TWO vanilla followers on the ENEMY board STRADDLING the 5 damage: the SELECTED target
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// has life 2 (<= 5) so it dies; the un-selected control has life 7 (> 5) and, being a
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// select_count=1 spell's non-target, is untouched. (The straddle powers the load-bearing
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// probe: selecting the 6/7 instead makes it survive at 2 and nobody die.)
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var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.LethalTargetFollowerId, 0, isPlayer: false);
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var survivor = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SurvivorTargetFollowerId, 1, isPlayer: false);
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// Sanity: the chosen ids actually straddle the damage (one lethal, one not) at setup.
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Assert.That(selected.Life, Is.LessThanOrEqualTo(HeadlessEngineEnv.LethalDamage),
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"selected follower's life is not <= the spell damage (it would not die)");
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Assert.That(survivor.Life, Is.GreaterThan(HeadlessEngineEnv.LethalDamage),
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"survivor follower's life is not > the spell damage (it would not survive)");
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.LethalDamageSpellId);
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// Place the lethal-damage spell in the active player's hand with PP to spare.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.LethalDamageSpellId, 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 enemyCemeteryBefore = enemy.CemeteryList.Count;
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int survivorLifeBefore = survivor.Life;
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int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine, passing the chosen (lethal) target via selectedCards.
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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: new List<BattleCardBase> { selected }),
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"ActionProcessor.PlayCard threw on a lethal targeted-damage spell");
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Assert.Multiple(() =>
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{
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// PRIMARY M8 — death via combat math: the SELECTED follower (life <= damage) is removed
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// from the enemy board and lands in the cemetery (the M7 removal dimension, reached
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// through damage rather than `destroy`).
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Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
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"lethal-damaged follower still on the enemy board (death-via-damage did not remove it)");
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
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"enemy board count not -1 (lethal damage did not commit a removal, or hit the wrong count)");
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Assert.That(enemy.CemeteryList, Contains.Item(selected),
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"lethal-damaged follower not in the enemy CemeteryList");
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Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
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"enemy cemetery count not +1");
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// PRIMARY M8 — routing: the UN-SELECTED control (life > damage) is UNTOUCHED and stays on
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// the board (the M6 routing assertion; select_count=1 hits only the selected target, so
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// this proves the lethal removal was routed to the selection and is not a blanket wipe).
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Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(survivor),
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"un-selected follower was removed (effect not routed, or a blanket wipe)");
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Assert.That(survivor.Life, Is.EqualTo(survivorLifeBefore),
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"un-selected follower took damage (effect not routed to the selection)");
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// Leader untouched (the spell targets a follower, not the face).
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
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"opponent leader life changed (damage hit the leader, not the selected follower)");
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// Cost paid; spell leaves hand and (being a spell) does NOT occupy the board.
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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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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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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});
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}
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}
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}
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