Card 800134010 (clan-1 cost-1 ungated spell, summon_token=100011020): a when_play summon places one new neutral 2/2 follower token on the caster board. New oracle dimension = board-count + token-identity delta from a SKILL-CREATED card. 5/5 green; engine 0 errors; check_drift clean; zero new Engine copies. This is the first headless run of the PUBLIC prefab card-creation path (CardCreatorBase.CreateCard, createNullView:false) — engine-internal card creation (summon/draw/token) has no null-view path in solo mode, unlike the M2-M4 hand-card seam. Built that path headless: - Self-consistent no-op Unity object graph (UnityShim.cs): Component.gameObject/ transform, GameObject.transform, Transform.parent/Find now lazily non-null + cached; GetComponent routed through the GameObject component model. - Targeted NGUI material backing-field wiring (UIFont.mMat / UILabel.mMaterial) so the copied material getters return non-null via their simple branch (blanket/deep wiring would make them delegate down a re-nulling chain). - getUIBase_CardManager() default! -> field-wired no-op via new ShimView.Create<T>(). - Test-side seeds: SBattleLoad card templates + 3D scene GameObjects (InitCardTemplates). Load-bearing proof: swapping to the M3 non-summoning spell fails the board-count (Expected 2, was 1) + token-not-found assertions; reverted to green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
192 lines
12 KiB
C#
192 lines
12 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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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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// 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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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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