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>
144 lines
8.6 KiB
C#
144 lines
8.6 KiB
C#
using System.Reflection;
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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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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 so
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// each oracle can create + look up its real stats.
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HeadlessCardMaster.Load(FollowerId, SpellId, BuffFollowerId);
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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 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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