First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor. PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play; atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the port approach is validated through the resolution path, not just M1's compile path. VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN. HeadlessCardMaster now loads the follower's real id from cards.json. Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams, never a Unity/logic wall): - M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null): Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator stub + its _IfaceImpl block; both manifested, check_drift clean. - _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the explicit impls (which returned default!), shadowing public stubs. Fixed IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs. (GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
100 lines
5.6 KiB
C#
100 lines
5.6 KiB
C#
using System.Collections.Generic;
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using System.Reflection;
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using NUnit.Framework;
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using Wizard;
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using Wizard.Battle;
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namespace SVSim.BattleEngine.Tests
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{
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// M2 first-green (go/no-go step 2): a single zero-skill vanilla follower resolves to correct
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// authoritative state HEADLESS via the proven IsForecast/IsRecovery + ActionProcessor path
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// (design §5 / DP4). No Unity runtime, no VFX clock.
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[TestFixture]
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public class VanillaFollowerOracleTests
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{
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private static void SetPrivateField(object obj, string name, object value)
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{
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var f = obj.GetType().GetField(name,
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BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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// Walk up the hierarchy if declared on a base type.
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var t = obj.GetType();
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while (f == null && t.BaseType != null) { t = t.BaseType; f = t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic); }
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Assert.That(f, Is.Not.Null, $"field {name} not found on {obj.GetType().Name}");
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f.SetValue(obj, value);
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}
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private static BattleCardBase CreateHeadlessHandCard(int cardId, int index, bool isPlayer, BattleManagerBase mgr)
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{
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// CardCreatorBase.CreateCardWithoutResources is the engine's own null-view creation path
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// (CreateBase -> new UnitBattleCard(buildInfo).Setup(createNullView:true)); it's private,
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// so reflect it rather than reimplement the 14-arg BuildInfo wiring.
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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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return (BattleCardBase)m.Invoke(null, new object[] { cardId, index, isPlayer, mgr, io });
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}
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[Test]
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public void Vanilla_follower_resolves_to_correct_state()
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{
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HeadlessEngineEnv.EnsureInitialized();
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BattleManagerBase.IsForecast = true; // suppress VFX registration (F1)
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var mgr = new SingleBattleMgr(new HeadlessContentsCreator());
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mgr.IsRecovery = true; // collapse wait delays to 0 (F1)
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var player = mgr.BattlePlayer;
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var enemy = mgr.BattleEnemy;
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// Wire the opponent links + active turn. The full BattlePlayerBase.Setup(opponent) does
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// this but cascades into UI/manager init irrelevant to the resolution path, so set the
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// minimal state directly: each player's opponent ref, and the active player's turn flag
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// (the on-enter-play skill sweep reads opponent.IsSelfTurn / IsGameFirst).
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SetPrivateField(player, "_opponentBattlePlayer", enemy);
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SetPrivateField(enemy, "_opponentBattlePlayer", player);
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player.IsSelfTurn = true;
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enemy.IsSelfTurn = false;
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var cardParam = CardMaster.GetInstanceForBattle().GetCardParameterFromId(HeadlessEngineEnv.FollowerId);
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// Place the follower in the active player's hand with PP to spare; empty board otherwise.
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var card = CreateHeadlessHandCard(HeadlessEngineEnv.FollowerId, 1, isPlayer: true, mgr);
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player.HandCardList.Add(card);
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player.Pp = 10;
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// Pre-state snapshot.
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int ppBefore = player.Pp;
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int handBefore = player.HandCardList.Count;
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int inplayBefore = player.ClassAndInPlayCardList.Count;
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int enemyHandBefore = enemy.HandCardList.Count;
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int enemyInplayBefore = enemy.ClassAndInPlayCardList.Count;
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int enemyLeaderLifeBefore = enemy.ClassAndInPlayCardList[0].Life;
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// Resolve the play through the real engine.
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var pair = mgr.GetBattlePlayerPair(isPlayer: true);
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var ap = new ActionProcessor(pair);
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Assert.DoesNotThrow(() => ap.PlayCard(card, selectedCards: null),
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"ActionProcessor.PlayCard threw on a vanilla follower");
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// Oracle (§5 invariants).
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Assert.Multiple(() =>
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{
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Assert.That(player.Pp, Is.EqualTo(ppBefore - cardParam.Cost), "PP not reduced by exactly cost");
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Assert.That(player.HandCardList, Does.Not.Contain(card), "card still in hand");
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Assert.That(player.HandCardList.Count, Is.EqualTo(handBefore - 1), "hand count not -1");
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Assert.That(player.ClassAndInPlayCardList, Contains.Item(card), "card not in play");
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Assert.That(player.ClassAndInPlayCardList.Count, Is.EqualTo(inplayBefore + 1), "in-play count not +1");
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Assert.That(card.Atk, Is.EqualTo(cardParam.Atk), "follower atk != CardCSVData base");
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Assert.That(card.Life, Is.EqualTo(cardParam.Life), "follower life != CardCSVData base");
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// Opponent unchanged.
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Assert.That(enemy.HandCardList.Count, Is.EqualTo(enemyHandBefore), "opponent hand changed");
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Assert.That(enemy.ClassAndInPlayCardList.Count, Is.EqualTo(enemyInplayBefore), "opponent board changed");
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Assert.That(enemy.ClassAndInPlayCardList[0].Life, Is.EqualTo(enemyLeaderLifeBefore), "opponent leader life changed");
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// §5 "zero VFX registered with VfxMgr": structural here — the shim VfxMgr is a pure
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// no-op (RegisterImmediate/SequentialVfx do nothing) and IsForecast suppresses
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// registration in the real engine, so no VFX is ever played headless. Covered by the
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// DoesNotThrow above; there is no meaningful count to assert against the no-op shim.
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});
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}
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}
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}
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