First green of the M2 go/no-go probe: `new SingleBattleMgr(StandardBattleMgr- ContentsCreator)` now builds the two-player pair fully headless against the shim, no Unity runtime. Verdict: headless construction is feasible; every blocker was a mechanical no-op shim fill or data seam, not a Unity/logic wall. Shim fills (authored): - GameMgr: lazy non-null DataMgr/PrefabMgr/InputMgr/SoundMgr/BattleControl. - GameObject: lazy cached component model so GetComponent<T>/AddComponent<T> return non-null no-op instances for Component-derived T (F1: unguarded view touches). - Resources.Load(string): cached non-null GameObject so the prefab->Instantiate-> GetComponent chain (UnityEventAgent) yields a real object. - ClassBattleCardViewBase: re-attach dropped IClassBattleCardView (no-op members); ClassBattleCardBase.Setup casts the created view to it. Engine copy (DP1/DP3 mis-cut fix): - CardIconControl.cs copied verbatim (manifested) + generated null-stub deleted. SplitAndCompleteIconStr is pure string logic on the resolution path that M1 had wrongly stubbed as "View" -> null deref in SkillCreator.CreateBuildInfo. Test harness (SVSim.BattleEngine.Tests, authored fixture): - HeadlessContentsCreator/HeadlessPhaseCreator: deterministic replica of the solo practice init (StandardBattleMgrContentsCreator + SingleBattlePhaseCreator) with no-op recovery/replay managers. - HeadlessCardMaster: reflects the loader cards.json dump into CardMaster. - HeadlessMasterData: minimal Data.Master (class-character list, empty collections) + Data.Load + player/enemy chara ids. - ConstructionProbeTests.SingleBattleMgr_constructs_headless — GREEN. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
43 lines
1.7 KiB
C#
43 lines
1.7 KiB
C#
using System;
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using NUnit.Framework;
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namespace SVSim.BattleEngine.Tests
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{
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// M2 probe (go/no-go step 1): can BattleManagerBase / the two-player pair be constructed
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// HEADLESS at all? This drives the real practice init path
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// (`new SingleBattleMgr(StandardBattleMgrContentsCreator)`), which internally builds the
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// BattlePlayer + BattleEnemy pair, against the M1 shim — with NO Unity runtime.
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//
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// The point of this test is diagnostic: if construction throws, the stack trace tells us the
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// first shim gap on the *resolution* path (vs the compile path M1 already proved). We assert
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// success, but a failure here is the informative outcome we want surfaced.
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[TestFixture]
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public class ConstructionProbeTests
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{
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[Test]
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public void SingleBattleMgr_constructs_headless()
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{
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// Mirror the forecast flags the design pins (DP4 / §3): suppress VFX registration and
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// collapse wait delays. Set before construction so any ctor-time VFX path no-ops.
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HeadlessEngineEnv.EnsureInitialized();
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BattleManagerBase.IsForecast = true;
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SingleBattleMgr mgr = null;
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try
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{
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mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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}
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catch (Exception ex)
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{
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Assert.Fail(
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"Headless construction of SingleBattleMgr threw — first shim gap on the " +
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"resolution path:\n" + ex);
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}
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Assert.That(mgr, Is.Not.Null);
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Assert.That(mgr.BattlePlayer, Is.Not.Null, "BattlePlayer (self) not created");
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Assert.That(mgr.BattleEnemy, Is.Not.Null, "BattleEnemy (opponent) not created");
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}
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}
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}
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