Mirrors HeadlessFixture.NewNetworkEmitBattle wiring (opponent seating, leader life, card templates, deck seeding) minus the emit-only RealTimeNetworkAgent scaffolding (shadow only receives). Probe passed first run — M13 already filled the network-mgr construction gaps. No Engine/ edits; drift clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using System.Linq;
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using NUnit.Framework;
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using SVSim.BattleNode.Sessions.Engine;
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namespace SVSim.BattleEngine.Tests.SessionEngine
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{
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[TestFixture]
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public class SessionEngineConstructionTests
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{
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[Test]
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public void SessionBattleEngine_instantiates_and_is_not_ready_before_setup()
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{
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var engine = new SessionBattleEngine();
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Assert.That(engine.IsReady, Is.False);
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}
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[Test]
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public void Setup_builds_two_seat_network_battle_headless()
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{
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HeadlessEngineEnv.EnsureInitialized();
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// Load every card id the two test decks reference so CardMaster can resolve them.
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var deckA = Enumerable.Repeat(100011010L, 40).ToList(); // vanilla 1/2 follower x40
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var deckB = Enumerable.Repeat(100011010L, 40).ToList();
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HeadlessCardMaster.Load(100011010);
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var engine = new SessionBattleEngine();
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Assert.DoesNotThrow(() => engine.Setup(masterSeed: 12345, seatADeck: deckA, seatBDeck: deckB));
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Assert.That(engine.IsReady, Is.True);
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}
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}
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}
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