Card 900124030 (ELF cost-3, when_play damage=3 to enemy leader) resolves to correct authoritative state headless via the IsForecast/IsRecovery + ActionProcessor.PlayCard path. New oracle dimension (opponent leader-life delta) passes; 3/3 tests green; engine still 0 errors; check_drift clean. Four headless gaps, each mechanical (no logic/Unity wall): - Data seam: InitLeaderLife (SetupInitialGameState->InitializeClassLife subset); leader BaseMaxLife was 0 => game-over => play silently rejected. M2 missed it (only asserted leader life unchanged: 0==0). - Runtime cast: re-attach IClassBattleCardView on the generated NullClassBattleCardView stub (members already present; base-clause recovery stripped the decl). Compiled fine -> M1 loop never surfaced it. - M1 mis-cut: copy NullVfxWithLoading verbatim (its GetInstance() lazy singleton was stubbed to default!/null). Same pattern as M2 NullCardVfxCreator. - Card events: CreateHeadlessHandCard now calls SetupCardEvent so a spell's OnPlay->RemoveSpellCardFromHand / OnFinishWhenPlaySkill->AddSpellCardToCemetery fire (the bare CreateCardWithoutResources seam skips them). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
107 lines
6.0 KiB
C#
107 lines
6.0 KiB
C#
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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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 so each oracle can create +
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// look up its real stats.
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HeadlessCardMaster.Load(FollowerId, SpellId);
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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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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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