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>
94 lines
5.0 KiB
C#
94 lines
5.0 KiB
C#
using System.Collections.Generic;
|
|
using System.Reflection;
|
|
using NUnit.Framework;
|
|
using Wizard;
|
|
using Wizard.Battle;
|
|
|
|
namespace SVSim.BattleEngine.Tests
|
|
{
|
|
// M3 (next-hardest deterministic card): a FIXED-DAMAGE SPELL resolves to correct authoritative
|
|
// state HEADLESS via the same IsForecast/IsRecovery + ActionProcessor path the M2 vanilla
|
|
// follower proved (design §5 / DP4 + M3 resume recipe). The new oracle dimension over M2 is the
|
|
// OPPONENT LEADER-LIFE DELTA: the spell's when_play `damage=3` to the enemy leader must reduce
|
|
// that leader's Life by exactly 3, with the spell consuming its cost and NOT entering the board.
|
|
[TestFixture]
|
|
public class FixedDamageSpellOracleTests
|
|
{
|
|
|
|
[SetUp] public void SetUp() => HeadlessEngineEnv.EnsureProcessGlobals();
|
|
|
|
// The spell's sole skill is `damage=3` to the enemy leader (cards.json skill_option for 900124030).
|
|
private const int ExpectedLeaderDamage = 3;
|
|
|
|
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 Fixed_damage_spell_reduces_opponent_leader_life()
|
|
{
|
|
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 oracle): opponent refs + active turn flag. The
|
|
// spell's target resolver walks player -> opponent -> opponent's class card (the leader).
|
|
SetPrivateField(player, "_opponentBattlePlayer", enemy);
|
|
SetPrivateField(enemy, "_opponentBattlePlayer", player);
|
|
player.IsSelfTurn = true;
|
|
enemy.IsSelfTurn = false;
|
|
|
|
// Seed leader life (engine's InitializeClassLife subset) so the enemy leader is a live,
|
|
// damageable target rather than a 0-life game-over state that blocks the play.
|
|
HeadlessEngineEnv.InitLeaderLife(mgr);
|
|
|
|
var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.SpellId);
|
|
|
|
// Place the spell in the active player's hand with PP to spare; empty board otherwise.
|
|
var card = HeadlessEngineEnv.CreateHeadlessHandCard(HeadlessEngineEnv.SpellId, 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 enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
|
|
|
|
// Resolve the play through the real engine.
|
|
var pair = mgr.GetBattlePlayerPair(isPlayer: true);
|
|
var ap = new ActionProcessor(pair);
|
|
Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
|
|
"ActionProcessor.PlayCard threw on a fixed-damage spell");
|
|
|
|
// Oracle: the leader-life delta is the new M3 dimension; the rest are the §5 spell-shaped invariants.
|
|
Assert.Multiple(() =>
|
|
{
|
|
// Primary M3 assertion: opponent leader takes exactly the spell's fixed damage.
|
|
Assert.That(enemy.ClassAndInPlayCardList[0].Life,
|
|
Is.EqualTo(enemyLeaderLifeBefore - ExpectedLeaderDamage),
|
|
"opponent leader life not reduced by the spell's fixed damage");
|
|
// Cost paid.
|
|
Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
|
|
// Spell leaves hand.
|
|
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");
|
|
// A spell is not a follower: it must NOT occupy the board (resolves to graveyard).
|
|
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");
|
|
// Opponent board (leader card only) count unchanged — only its life moved.
|
|
Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board count changed");
|
|
});
|
|
}
|
|
}
|
|
}
|