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>
39 lines
2.6 KiB
C#
39 lines
2.6 KiB
C#
namespace Wizard.Battle.View
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{
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// HEADLESS-FIX (M7): a non-null IReadOnlyVoiceInfo singleton for the headless death-voice tail.
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//
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// SkillProcessor.SelectCardToHaveDestroyVoicePlay (the cosmetic post-Process step that picks which
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// destroyed card plays its death voice) unconditionally dereferences
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// `card.BattleCardView.VoiceInfo.GetDestroyVoice(...).Voice` AND, when IsRecovery is set,
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// `CardVoiceInfoCache.GetCardVoiceInfoForBattle(id).GetDestroyVoice(...).Voice`. Both seams are
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// M1 `default!` shadows headless (BattleCardView is a null view; the voice cache is never primed),
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// so the left operand of that `||` NREs before board-removal can be asserted. The destroy itself
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// (board removal + cemetery move) already committed in the authoritative part of PlayCard upstream;
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// this is purely the audio tail.
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//
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// The real ReadOnlyVoiceInfo can't be reused here: m1_stub_gen dropped its `: IReadOnlyVoiceInfo`
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// base (interfaces are stripped to avoid CS0535 on the no-op stub) and its Get*Voice still return
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// null. So this hand singleton implements the interface directly, returning the engine's own
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// VoiceAndWaitTime._nullVoice sentinel (Voice == "") from every voice getter — the faithful
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// "no voice configured" result for a headless run with no audio. With Voice == "" both operands of
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// the IsNullOrEmpty check are false, the selector returns null, and no voice plays.
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public sealed class HeadlessVoiceInfo : IReadOnlyVoiceInfo
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{
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public static readonly HeadlessVoiceInfo Instance = new HeadlessVoiceInfo();
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public bool HasSummonTokenVoice { get; set; }
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public string VoiceId { get; set; } = "";
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public VoiceAndWaitTime GetPlayVoice(IReadOnlyBattleCardInfo cardInfo, BattlePlayerReadOnlyInfoPair playerPair, int executedFixedUseCostIndex, int skillVoiceIndex) => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetSummonTokenVoice() => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetEvolutionVoice() => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetAttackVoice(bool isEvolution) => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetDestroyVoice(bool isEvolution, bool isExecutedWhiteRitual) => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetSkillVoice(bool isEvolution, int skillIndex) => VoiceAndWaitTime._nullVoice;
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public int GetSkillVoiceCount(bool isEvolution) => 0;
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public void SetDestroyCardId(int id) { }
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public int AddAttachSkillVoice(string id) => 0;
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public string GetAttachSkillVoice(int index) => "";
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}
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}
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