Files
SVSimServer/SVSim.BattleEngine.Tests/HeadlessFixture.cs
gamer147 9fc97abee7 feat(battle-engine-port): M7 COMPLETE — targeted destroy resolves headless (follower death / board-removal)
First proof that follower DEATH / board-removal commits in the authoritative
part of PlayCard headless (not the cosmetic post-Process tail). Card 800144120
(cost-0 when_play destroy of a select_count=1 enemy follower) resolves via the
M6 selectedCards path: selected enemy follower removed (board -1 + cemetery +1),
un-selected untouched (routing confirmed load-bearing by swapping the selection).

Shim gap fixed (the predicted M7 cost): SkillProcessor.SelectCardToHaveDestroyVoicePlay's
cosmetic death-voice tail NRE'd on three M1 default!/Null* shadows
(IBattleCardView.VoiceInfo, CardVoiceInfoCache.GetCardVoiceInfoForBattle,
ReadOnlyVoiceInfo.GetDestroyVoice — the last unusable as the interface since
m1_stub_gen dropped its : IReadOnlyVoiceInfo base). Fix = one hand shim
HeadlessVoiceInfo : IReadOnlyVoiceInfo returning the engine's own
VoiceAndWaitTime._nullVoice sentinel, wired into the two generated seams with
// HEADLESS-FIX markers. No Engine/ edit (drift clean).

dotnet test SVSim.BattleEngine.Tests -> 7/7 green; check_drift.py clean; engine 0 Error(s).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 08:23:53 -04:00

244 lines
16 KiB
C#

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