Files
SVSimServer/SVSim.BattleEngine.Tests/LethalDamageSpellOracleTests.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00

132 lines
8.4 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
{
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
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 = HeadlessEngineEnv.NewSeededSingleBattleMgr();
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");
});
}
}
}