A when_play damage=5 spell (the M6 card 800134020) played at a select_count=1 enemy follower with life <= 5 kills it as a consequence of damage -> life <= 0 -> the dead-check + the same RemoveInplayCard/cemetery path M7 lit up (the dominant real-card removal mechanic), reached through combat math rather than `destroy`. Oracle LethalDamageSpellOracleTests: selected follower (1/2) removed (board -1 + cemetery +1, the M7 dimension); un-selected control (6/7, life > 5) untouched and still on board (M6 routing; select_count=1 hits only the selected target). 8/8 green; engine 0 errors; check_drift clean; ZERO new Engine/shim/manifest work — the death path inherited M7's death-voice fix; the predicted damage-VFX shadow never materialized. Load-bearing (M4/M6 discipline): swapping the selection to the 6/7 -> it survives at 2 and nobody dies, proving removal is gated on the SELECTED follower's life reaching <= 0, not on selection (M7's destroy) or a blanket wipe. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
257 lines
17 KiB
C#
257 lines
17 KiB
C#
using System.Reflection;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle;
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using Wizard.Battle.Phase;
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using Wizard.Battle.Recovery;
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using Wizard.Battle.Replay;
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using Wizard.Battle.Resource;
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using Wizard.Battle.View.Vfx;
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using Wizard.BattleMgr;
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namespace SVSim.BattleEngine.Tests
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{
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// Initializes the global engine state a headless battle assumes exists. In the real client this
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// is populated from /load/index at login; here we author the minimum the resolution path reads.
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public static class HeadlessEngineEnv
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{
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// Simplest zero-skill vanilla follower in cards.json: neutral (clan 0), cost 1, 1/2, no skill.
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public const int FollowerId = 100011010;
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// M3 next-hardest deterministic card: a fixed-damage spell. 900124030 is an ELF (clan 1, matches
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// PlayerClassId) cost-3 spell whose sole skill is `when_play` `damage=3` to `card_type=class`
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// (the enemy leader) — auto-targeted (no select_count), no RNG. Deterministic burn to the face.
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public const int SpellId = 900124030;
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// M4 next-hardest deterministic card: a when_play SELF-BUFF follower. 103111050 is an ELF
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// (clan 1) cost-1 1/1 whose sole non-evo skill is `when_play` `powerup` `add_offense=1&add_life=1`
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// with skill_target `character=me&target=self` — it buffs ITSELF, so no target selection (the
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// fanfare auto-resolves). Fixed +1/+1 => a deterministic stat-delta oracle. The skill is gated on
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// `play_count>2`; the headless harness seeds that via the public AddCurrentTrunPlayCount (see the
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// oracle test). Base 1/1 -> 2/2 after the fanfare.
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public const int BuffFollowerId = 103111050;
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public const int BuffAddOffense = 1;
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public const int BuffAddLife = 1;
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// M5 next-hardest deterministic card: a when_play SUMMON_TOKEN spell. 800134010 is an ELF
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// (clan 1) cost-1 spell whose sole skill is `when_play` `summon_token=100011020` with
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// `skill_target=none` and an UNGATED condition (`character=me`, trivially the caster): it
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// summons exactly ONE neutral 2/2 follower TOKEN onto the caster's board — no target
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// selection, no RNG (Skill_summon_token's random branch is `num >= 0 && !IsForecast`, and
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// this option carries no `random_count`, so num=-1 => the deterministic literal-id path).
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// The new oracle dimension over M2/M3/M4 is a BOARD-COUNT DELTA from a SKILL-CREATED card:
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// a token that was never in the hand/deck appears in play. This is also the first headless
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// exercise of the PUBLIC prefab card-creation path (CardCreatorBase.CreateCard,
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// createNullView:false, via BattlePlayerBase.CreateNextIndexCard) — class-card construction
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// hits `default: return null` and the M2-M4 hand cards used the private null-view seam, so
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// the view-building creation path is genuinely new here.
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public const int TokenSpellId = 800134010;
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public const int SummonedTokenId = 100011020; // neutral 2/2 follower token
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public const int SummonedTokenAtk = 2;
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public const int SummonedTokenLife = 2;
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// M6 next milestone: the first card requiring TARGET SELECTION — exercises the selectedCards
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// path of ActionProcessor.PlayCard (dormant through M2-M5, all of which played
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// selectedCards: null). 800134020 is an ELF (clan 1) cost-1 SPELL whose sole skill is
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// `when_play` `damage=5` to a SELECTED enemy follower
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// (skill_target=character=op&target=inplay&card_type=unit&select_count=1), ungated
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// (character=me), no RNG, no dynamic `{}` value. The new oracle dimension is SELECTION
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// ROUTING: with TWO followers on the enemy board and ONE passed as selectedCards, only the
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// selected follower takes the 5 damage and the un-selected one is untouched.
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public const int TargetSpellId = 800134020;
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public const int TargetSpellDamage = 5;
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// Two zero-skill vanilla NEUTRAL followers placed on the ENEMY board. Both have life > the
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// 5 damage so they SURVIVE — this gives a differential life-delta oracle (selected -5,
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// un-selected -0) that reads the authoritative damage path M3 already proved, without
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// depending on follower death/board-removal timing (a separate, unproven mechanic). Distinct
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// base life (13 vs 7) so the two post-states can't coincidentally match.
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public const int SelectTargetFollowerId = 900041010; // neutral 13/13
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public const int UnselectTargetFollowerId = 102011010; // neutral 6/7
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// M7 next milestone: targeted DESTROY — the first card proving follower DEATH / board-removal
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// resolves in the AUTHORITATIVE (committed) part of PlayCard headless, not the cosmetic
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// post-Process tail. 800144120 is an ELF (clan 1) cost-0 SPELL whose sole skill is `when_play`
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// `destroy` of a SELECTED enemy follower
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// (skill_target=character=op&target=inplay&card_type=unit&select_count=1), ungated
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// (skill_condition=character=me), no RNG, no dynamic value. `destroy` is UNCONDITIONAL removal
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// (vs `damage` needing a >=life amount), so the oracle is the cleanest possible "card left the
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// board": selected follower gone + enemy board count -1 + selected card in CemeteryList, while
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// the un-selected follower stays (routing, M6's lesson, confirmed load-bearing by swapping the
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// selection). Reuses the two M2/M6 vanilla followers as the target board (destroy is
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// unconditional so their stats are irrelevant — distinct ids only so selected vs un-selected
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// can't be confused). InitCardTemplates is NOT needed (destroy creates no card).
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public const int DestroySpellId = 800144120;
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public const int DestroyTargetFollowerId = FollowerId; // neutral 1/2 (the selected, destroyed one)
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public const int DestroyOtherFollowerId = UnselectTargetFollowerId; // neutral 6/7 (the un-selected survivor)
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// M8 next milestone: LETHAL damage — proves follower DEATH VIA COMBAT MATH (damage >= life ->
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// 0 life -> the same RemoveInplayCard/cemetery death path M7 lit up via `destroy`, but reached
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// through the dominant real-card mechanic: "deal N damage"). Reuses the M6 damage=5 spell
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// (800134020) but with target followers STRADDLING 5 life so the SAME spell kills one and merely
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// chips the other in a single oracle: the SELECTED target has life <= 5 and dies (board -1 +
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// cemetery +1, the M7 assertions), while the UN-SELECTED control has life > 5 and survives at
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// reduced life (the M6 life-delta assertion). This combines M7's removal dimension with M6's
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// life-delta + routing, and distinguishes death-via-damage from the unconditional `destroy`.
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public const int LethalDamageSpellId = TargetSpellId; // 800134020, when_play damage=5
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public const int LethalDamage = TargetSpellDamage; // 5
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public const int LethalTargetFollowerId = FollowerId; // neutral 1/2 (life 2 <= 5 -> dies)
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public const int SurvivorTargetFollowerId = UnselectTargetFollowerId; // neutral 6/7 (life 7 > 5 -> survives at 2)
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private static bool _done;
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public static void EnsureInitialized()
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{
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if (_done) return;
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// Wizard.Data.Load: static /load/index snapshot. The ctor's CreateBackgroundId reads
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// Data.Load.data._userTutorial (LoadDetail self-inits _userTutorial). Suppress VFX too.
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Wizard.Data.Load = new Load { data = new LoadDetail() };
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// CardParameter(CardCSVData) reads Data.Crossover.RestrictedCard for deck-limit calc;
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// an empty Crossover returns the default count (no restriction). Private setter -> reflect.
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typeof(Wizard.Data).GetProperty("Crossover",
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System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)
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.SetValue(null, new Wizard.Crossover());
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BattleManagerBase.IsForecast = true;
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// CardMaster must be non-null before construction (the leader/class card looks up id 0).
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// Load the M2 vanilla follower + the M3 fixed-damage spell + the M4 self-buff follower +
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// the M5 summon-token spell AND the token it summons so each oracle can create + look up
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// real stats. The summoned token id must be present: Skill_summon_token resolves it
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// through CardMaster.GetCardParameterFromId during creation.
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HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId, TokenSpellId, SummonedTokenId,
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TargetSpellId, SelectTargetFollowerId, UnselectTargetFollowerId, DestroySpellId);
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// Master reference data (class-character list) for leader/class card resolution.
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HeadlessMasterData.Install();
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// Player/enemy leaders (chara ids must map to a ClassCharacterMasterData in Master).
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// Set the backing fields directly: the public SetPlayerCharaId() also pulls MyRotation/
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// AvatarBattle info (more null statics) which the resolution path doesn't need (the
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// TryGet* accessors are null-tolerant).
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var dm = GameMgr.GetIns().GetDataMgr();
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SetField(dm, "_playerCharaId", HeadlessMasterData.PlayerCharaId);
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SetField(dm, "_enemyCharaId", HeadlessMasterData.EnemyCharaId);
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_done = true;
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}
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// Seed each leader's starting life on a freshly-constructed mgr. The engine does this in
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// BattleManagerBase.SetupInitialGameState -> InitializeClassLife (InitBaseMaxLife per leader),
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// but the full SetupInitialGameState also cascades into rotation/avatar/turn-panel UI init
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// that is irrelevant (and hostile) to a headless resolution test, so apply just the
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// InitializeClassLife subset. Without this a leader's BaseMaxLife defaults to 0 — which reads
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// as already-dead/game-over and silently blocks any card play (the M2 follower oracle never
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// noticed because it only asserted leader life *unchanged*, and 0 == 0).
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public const int DefaultLeaderLife = 20;
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public static void InitLeaderLife(BattleManagerBase mgr, int life = DefaultLeaderLife)
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{
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((ClassBattleCardBase)mgr.BattlePlayer.Class).InitBaseMaxLife(life);
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((ClassBattleCardBase)mgr.BattleEnemy.Class).InitBaseMaxLife(life);
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}
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// The PUBLIC prefab card-creation path (CardCreatorBase.CreateCard, createNullView:false) —
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// used by anything the engine creates INTERNALLY (summons, token-draws, etc.), as opposed to
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// the test's direct private null-view seam for hand cards — clones card-template prefabs held
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// on BattleManagerBase.SBattleLoad. The real async battle load (CoLoad) builds these; the bare
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// `new SingleBattleMgr(...)` construction path leaves SBattleLoad null (the M2 NRE was here).
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// Seed it with non-null no-op CardTemplates: their `.gameObject` is a lazy shim no-op, and the
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// shim's CloneObjectToParent + self-consistent object graph carry the rest. Nothing here
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// computes game state — the token's authoritative stats come from CardCSVData, not the view.
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public static void InitCardTemplates(BattleManagerBase mgr)
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{
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mgr.SBattleLoad = new SBattleLoad
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{
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UnitCardTemplate = new CardTemplate(),
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SpellCardTemplate = new CardTemplate(),
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FieldCardTemplate = new CardTemplate(),
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};
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// The created card's transform is positioned/parented under the battle's 3D scene-graph
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// containers (CardCreatorBase.CreateCardTypeBuildInfo reads ins.CardHolder/ECardHolder/
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// PCardPlace/Battle3DContainer). The real battle load instantiates these; seed non-null
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// no-op GameObjects so the positioning resolves (no-op transforms; nothing rendered).
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mgr.Battle3DContainer = new GameObject();
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mgr.CardHolder = new GameObject();
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mgr.ECardHolder = new GameObject();
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mgr.PCardPlace = new GameObject();
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mgr.ChoiceCardHolder = new GameObject();
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mgr.EvolveCardHolder = new GameObject();
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}
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// The shared headless card-creation primitive. CardCreatorBase.CreateCardWithoutResources is
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// the engine's own null-view creation path (CreateBase -> new *BattleCard(buildInfo).Setup(
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// createNullView:true)); it's private, so reflect it rather than reimplement the 14-arg
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// BuildInfo wiring. The public CardCreatorBase.CreateCard goes through prefab cloning.
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//
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// The engine's CreateCard also calls owner.SetupCardEvent(card); the raw
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// CreateCardWithoutResources seam skips it, so we fold it in here. SetupCardEvent wires the
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// per-card play events (BattlePlayerBase.cs:1452): for a SPELL/amulet it attaches
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// OnPlay -> RemoveSpellCardFromHand and OnFinishWhenPlaySkill -> AddSpellCardToCemetery, which
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// are how a non-follower leaves the hand at all (a follower's hand->field move is intrinsic to
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// SetUpInplay, not event-driven). For a follower SetupCardEvent only attaches an OnEvolve hook
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// that never fires on a vanilla play, so folding it in is a no-op there — making this a single
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// primitive both follower and non-follower oracles can share.
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public static BattleCardBase CreateHeadlessHandCard(int cardId, int index, bool isPlayer, BattleManagerBase mgr)
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{
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var io = mgr.CreatePlayerInnerOptionsBuilder();
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var m = typeof(CardCreatorBase).GetMethod("CreateCardWithoutResources",
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BindingFlags.NonPublic | BindingFlags.Static);
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var card = (BattleCardBase)m.Invoke(null, new object[] { cardId, index, isPlayer, mgr, io });
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BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
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owner.SetupCardEvent(card);
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return card;
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}
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// Put a follower DIRECTLY onto a player's board headless (vs as a side-effect of PlayCard),
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// for setting up a target board state. Create it through the shared null-view seam, then drive
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// the engine's own hand->field move: HandCardToField requires the card to be in HandCardList,
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// then AddInplayCards it + removes it from hand (BattlePlayerBase.cs:2568). For a vanilla
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// follower the OnAddPlayCard/StopBattleHandCard/OnSummonAfter events it fires are no-ops (no
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// fanfare), so the follower lands on the board at its CardCSVData base stats. M2 proved the
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// hand->field placement path resolves headless.
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public static BattleCardBase PutFollowerInPlay(BattleManagerBase mgr, int cardId, int index, bool isPlayer)
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{
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var card = CreateHeadlessHandCard(cardId, index, isPlayer, mgr);
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BattlePlayerBase owner = isPlayer ? (BattlePlayerBase)mgr.BattlePlayer : mgr.BattleEnemy;
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owner.HandCardList.Add(card);
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owner.HandCardToField(card);
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return card;
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}
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private static void SetField(object obj, string name, object value)
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{
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var f = obj.GetType().GetField(name,
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System.Reflection.BindingFlags.Instance |
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System.Reflection.BindingFlags.NonPublic |
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System.Reflection.BindingFlags.Public);
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if (f == null) throw new System.InvalidOperationException(
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$"{obj.GetType().Name} has no field '{name}'");
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f.SetValue(obj, value);
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}
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}
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// Test-side replica of the engine's own StandardBattleMgrContentsCreator (the practice/solo
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// init path: GameMgr.cs:244 `new SingleBattleMgr(new StandardBattleMgrContentsCreator(null, null))`).
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// Authored here (not copied) so we control the seed deterministically; uses the real engine
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// managers verbatim. The real StandardBattleMgrContentsCreator + SingleBattlePhaseCreator were
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// cut from the M1 copy set (entry-point constructors), so we reproduce them minimally.
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public sealed class HeadlessContentsCreator : IBattleMgrContentsCreator
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{
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public int RandomSeed => 12345; // fixed; vanilla follower has no RNG so value is irrelevant
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// No-op managers (vs the practice path's file-backed SingleBattleRecoveryRecordManager):
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// the ctor's FirstRecoverySetting/FirstReplaySetting dereference these, and recovery/replay
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// recording is irrelevant to the M2 oracle, so use the engine's own null implementations.
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public IRecoveryManager RecoveryManager { get; } = new NullRecoveryManager();
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public IRecoveryRecordManager RecoveryRecordManager { get; } = new NullRecoveryRecordManager();
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public IReplayRecordManager ReplayRecordManager { get; } = new NullReplayRecordManager();
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public IBattleResourceMgr CreateResourceMgr() => new BattleResourceMgr();
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public VfxMgr CreateVfxMgr() => new VfxMgr();
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public IPhaseCreator CreatePhaseCreator(BattleManagerBase battleMgr) =>
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new HeadlessPhaseCreator(battleMgr);
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}
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// Equivalent of the engine's SingleBattlePhaseCreator: inherits PhaseCreatorBase wholesale.
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public sealed class HeadlessPhaseCreator : PhaseCreatorBase
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{
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public HeadlessPhaseCreator(BattleManagerBase battleMgr) : base(battleMgr) { }
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}
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}
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