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>
112 lines
6.6 KiB
C#
112 lines
6.6 KiB
C#
using System.Linq;
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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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// M5 (next-hardest deterministic card): a when_play SUMMON_TOKEN spell resolves to correct
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// authoritative state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the
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// M2 vanilla follower / M3 fixed-damage spell / M4 self-buff follower proved (design §5 / DP4 +
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// M3+ resume recipe). The new oracle dimension over M2-M4 is a BOARD-COUNT DELTA from a
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// SKILL-CREATED card: the spell's `summon_token=100011020` must place exactly one NEW follower
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// token (id 100011020, a neutral 2/2) onto the caster's board — a card that was never in the
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// hand or deck. This is the first headless run of the PUBLIC prefab card-creation path
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// (CardCreatorBase.CreateCard, createNullView:false), so it stresses the view shim in a way the
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// earlier null-view-seam milestones did not.
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[TestFixture]
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public class SummonTokenOracleTests
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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 Summon_token_spell_places_a_new_token_on_the_board()
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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-M4 oracles): opponent refs + active turn flag.
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// The summon resolves onto the active player's own board (`summon_side` defaults to self).
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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: this spell deals no damage, but the play-legality gate still rejects a
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// play when a leader reads as a 0-life game-over state (M3 learning).
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HeadlessEngineEnv.InitLeaderLife(mgr);
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// Seed the card-template prefabs the engine's internal (createNullView:false) summon
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// creation path clones — the bare construction path leaves SBattleLoad null.
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HeadlessEngineEnv.InitCardTemplates(mgr);
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.TokenSpellId);
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// Place the summon-token spell in the active player's hand with PP to spare; empty board.
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var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.TokenSpellId, 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. ClassAndInPlayCardList holds the leader (index 0) on an empty board.
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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 enemyHandBefore = enemy.HandCardList.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 summon-token spell");
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// Oracle: the board-count delta + summoned token identity is the new M5 dimension; the rest
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// are the §5 spell-shaped invariants proven by M3.
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Assert.Multiple(() =>
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{
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// Primary M5 assertion: exactly one NEW card is on the player's board (the summoned
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// token), and it is the token id with its CardCSVData base stats — proving the skill
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// CREATED a card, not just moved the played one.
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(playerInplayBefore + 1),
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"player board count not +1 (the summoned token did not land)");
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var token = player.ClassAndInPlayCardList
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.SingleOrDefault(c => c.CardId == HeadlessEngineEnv.SummonedTokenId);
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Assert.That(token, Is.Not.Null, "summoned token (id 100011020) not found on the board");
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Assert.That(token.Atk, Is.EqualTo(HeadlessEngineEnv.SummonedTokenAtk), "token atk != base");
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Assert.That(token.Life, Is.EqualTo(HeadlessEngineEnv.SummonedTokenLife), "token life != base");
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// The summoned token is NOT the played card.
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Assert.That(token, Is.Not.SameAs(card), "summoned token is the played spell itself");
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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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// The spell leaves hand and (being a spell) does NOT itself occupy the board.
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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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// Opponent unchanged (the summon targets the caster's own board).
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Assert.That(enemy.HandCardList.Count, Is.EqualTo(enemyHandBefore), "opponent hand changed");
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed");
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});
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}
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}
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}
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