Files
SVSimServer/SVSim.BattleEngine.Tests/LethalDamageSpellOracleTests.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

135 lines
8.5 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using NUnit.Framework;
using Wizard;
using Wizard.Battle;
namespace SVSim.BattleEngine.Tests
{
// M8 (death VIA COMBAT MATH): a when_play TARGETED-DAMAGE spell whose amount is >= the target
// follower's life resolves to correct authoritative state HEADLESS via the same IsForecast/
// IsRecovery + ActionProcessor + selectedCards path M6/M7 proved. M3 proved `damage` to the LEADER
// (life-delta, no death). M7 proved board-removal via UNCONDITIONAL `destroy`. M8 closes the gap
// between them: the follower dies as a CONSEQUENCE of damage -> life<=0 -> the dead-check + the same
// RemoveInplayCard/cemetery path M7 lit up — the dominant real-card removal mechanic (most "deal N
// damage" cards), reached through combat math rather than a `destroy` skill.
//
// The spell is select_count=1 (proven in M6 — it hits ONLY the selected target), so the oracle is:
// with two followers on the enemy board STRADDLING the 5 damage and the LETHAL one passed as
// `selectedCards`, the selected follower (life 2 <= 5) DIES from combat math (enemy board -1, gone,
// in CemeteryList — the M7 removal assertions, but reached via damage not `destroy`), while the
// un-selected control (life 7 > 5) is UNTOUCHED (life unchanged, still on board — the M6 routing
// assertion). The STRADDLE is what makes death-via-combat-math falsifiable: the load-bearing probe
// (swap the selection to the 6/7) makes that follower SURVIVE at 2 (7-5) and NOBODY die — proving
// the removal is gated on the SELECTED follower's life reaching <= 0 (combat math), not on
// "selected gets removed" (which would be M7's unconditional `destroy`) or a blanket wipe.
[TestFixture]
public class LethalDamageSpellOracleTests
{
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 Lethal_damage_spell_kills_the_selected_follower_and_chips_the_survivor()
{
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-M7 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 STRADDLING the 5 damage: the SELECTED target
// has life 2 (<= 5) so it dies; the un-selected control has life 7 (> 5) and, being a
// select_count=1 spell's non-target, is untouched. (The straddle powers the load-bearing
// probe: selecting the 6/7 instead makes it survive at 2 and nobody die.)
var selected = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.LethalTargetFollowerId, 0, isPlayer: false);
var survivor = HeadlessEngineEnv.PutFollowerInPlay(mgr, HeadlessEngineEnv.SurvivorTargetFollowerId, 1, isPlayer: false);
// Sanity: the chosen ids actually straddle the damage (one lethal, one not) at setup.
Assert.That(selected.Life, Is.LessThanOrEqualTo(HeadlessEngineEnv.LethalDamage),
"selected follower's life is not <= the spell damage (it would not die)");
Assert.That(survivor.Life, Is.GreaterThan(HeadlessEngineEnv.LethalDamage),
"survivor follower's life is not > the spell damage (it would not survive)");
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.LethalDamageSpellId);
// Place the lethal-damage spell in the active player's hand with PP to spare.
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.LethalDamageSpellId, 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 enemyCemeteryBefore = enemy.CemeteryList.Count;
int survivorLifeBefore = survivor.Life;
int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
// Resolve the play through the real engine, passing the chosen (lethal) target via selectedCards.
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 lethal targeted-damage spell");
Assert.Multiple(() =>
{
// PRIMARY M8 — death via combat math: the SELECTED follower (life <= damage) is removed
// from the enemy board and lands in the cemetery (the M7 removal dimension, reached
// through damage rather than `destroy`).
Assert.That(enemy.ClassAndInPlayCardList, Does.Not.Contain(selected),
"lethal-damaged follower still on the enemy board (death-via-damage did not remove it)");
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore - 1),
"enemy board count not -1 (lethal damage did not commit a removal, or hit the wrong count)");
Assert.That(enemy.CemeteryList, Contains.Item(selected),
"lethal-damaged follower not in the enemy CemeteryList");
Assert.That(enemy.CemeteryList.Count, Is.EqualTo(enemyCemeteryBefore + 1),
"enemy cemetery count not +1");
// PRIMARY M8 — routing: the UN-SELECTED control (life > damage) is UNTOUCHED and stays on
// the board (the M6 routing assertion; select_count=1 hits only the selected target, so
// this proves the lethal removal was routed to the selection and is not a blanket wipe).
Assert.That(enemy.ClassAndInPlayCardList, Contains.Item(survivor),
"un-selected follower was removed (effect not routed, or a blanket wipe)");
Assert.That(survivor.Life, Is.EqualTo(survivorLifeBefore),
"un-selected follower took damage (effect not routed to the selection)");
// Leader untouched (the spell targets a follower, not the face).
Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore),
"opponent leader life changed (damage hit the leader, not the selected follower)");
// Cost paid; spell leaves hand and (being a spell) does NOT occupy the board.
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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");
});
}
}
}