Files
SVSimServer/SVSim.BattleEngine.Tests/FixedDamageSpellOracleTests.cs
gamer147 b13cfa0fad test(battle-engine-port): M4 COMPLETE — when_play self-buff follower resolves headless (4/4 green)
Fold SetupCardEvent into a shared HeadlessEngineEnv.CreateHeadlessHandCard primitive
(consolidating the duplicated M2/M3 helpers), then add the M4 oracle: card 103111050
(ELF cost-1 1/1, when_play powerup add_offense=1&add_life=1 to target=self). New oracle
dimension = the played card's OWN stat delta (1/1 -> 2/2). Gate play_count>2 seeded via
the public AddCurrentTrunPlayCount; proven load-bearing (without the seed the fanfare
gates out and Atk stays 1). No new shim/data gaps were needed — only harness seeding.
Engine still 0 errors; check_drift clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 02:36:02 -04:00

92 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
{
// 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()
{
HeadlessEngineEnv.EnsureInitialized();
BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
var mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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");
});
}
}
}