refactor(battlenode): retire spellboost bookkeeping, engine owns cost+spellboost (M-HC-3)
The headless engine accumulates spell-charge for real on the receive path (each spell play runs the played card's own AddSpellChargeCount) and resolves the discounted cost by construction, so the wire-derived spellboost-count bookkeeping is redundant. Engine-source the knownList spellboost COUNT too (prod-faithful) via a new SessionBattleEngine.PlayedCardSpellboost, using the same persist-post-play zone search as PlayedCardCost (SpellChargeCount survives PlayCard; only ctor/ReturnCard zero it). - Delete IdxToSpellboost/SpellboostMap/GetSpellboostMap/RecordSpellboostFrom (BattleSessionState) and MineAlterSpellboosts (KnownListBuilder); token/choice/ copy identity maps are untouched. - BuildPlayedCard takes an engine-sourced spellboost int (drops spellboostMap). - Seed BattleLogManager fusion lists headless (the per-frame filter cleanup NREs on null EnemyFusionCard when a fanfare card registers a CalledCreateFilter) so real spell-charge grantor plays resolve. - Add committed real-charge regression tests (no SeedHandCardSpellboostCost seam): one grantor play accumulates +1 on the reducer -> cost 5->4, count 1, persisting post-play; handler emits cost 4 + spellboost 1 engine-sourced. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -10,58 +10,27 @@ namespace SVSim.BattleNode.Sessions.Dispatch;
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internal static class KnownListBuilder
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{
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/// <summary>The played card's knownList entry, or null when its identity can't be synthesized
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/// (token idx not in the deck map, or no matching move op). <paramref name="spellboostMap"/> supplies
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/// the played card's spellboost COUNT (accumulated from prior <c>alter</c> ops via
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/// <see cref="MineAlterSpellboosts"/> / <c>BattleSessionState.RecordSpellboostFrom</c>); absent/unmapped
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/// idx → 0. Prod sends the real count here and the client reads it straight into the card's cost model
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/// (<c>NetworkBattleReceiver</c> spellboost case), so a wrong value makes the opponent compute the
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/// card at full price and silently reject the play in <c>OperateReceiveChecker.IsPlayCard</c>
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/// (PP-over → ConductError → NullOperationCollection → no render/echo). <paramref name="cost"/> is the
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/// engine-RESOLVED play-time cost (M-HC-3a) the handler reads off the shadow engine and passes in;
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/// it lands on the entry verbatim (a vanilla play naturally resolves to its base cost). attachTarget
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/// stays ""; clan/tribe remain deferred (receiver re-derives from cardId).</summary>
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/// (token idx not in the deck map, or no matching move op). <paramref name="cost"/> and
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/// <paramref name="spellboost"/> are both ENGINE-SOURCED (M-HC-3a/3b) — the handler reads the played
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/// card's resolved play-time cost (<c>SessionBattleEngine.PlayedCardCost</c>) and accumulated
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/// spell-charge count (<c>SessionBattleEngine.PlayedCardSpellboost</c>) off the shadow engine and passes
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/// them in; both land on the entry verbatim. The wire-derived spellboost bookkeeping is retired —
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/// the engine owns both cost and count by construction (cost folds the spellboost discount in already;
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/// the count rides the entry only to stay prod-faithful, prod sends the real count here). Prod's client
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/// reads cost straight into the card's cost model (<c>NetworkBattleReceiver</c>), so a vanilla play
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/// resolves to its base cost and count 0. attachTarget stays ""; clan/tribe remain deferred (receiver
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/// re-derives from cardId).</summary>
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public static KnownCardEntry? BuildPlayedCard(
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IReadOnlyDictionary<int, long> deckMap, int playIdx, object? orderList,
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IReadOnlyDictionary<int, int>? spellboostMap = null, int cost = 0)
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int cost = 0, int spellboost = 0)
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{
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if (!deckMap.TryGetValue(playIdx, out var cardId)) return null;
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var to = ExtractMoveTo(orderList, playIdx);
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if (to is null) return null;
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var spellboost = spellboostMap is not null && spellboostMap.TryGetValue(playIdx, out var sb) ? sb : 0;
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return new KnownCardEntry(
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Idx: playIdx, CardId: cardId, To: to.Value, Spellboost: spellboost, AttachTarget: "", Cost: cost);
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}
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/// <summary>Mine spellboost-count changes from a sender's <c>orderList</c> <c>alter</c> ops. For each
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/// <c>{alter:{idx:[...], isSelf, spellboost:"<op><n>"}}</c> op, yields
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/// <c>(idx, isSelf, op, amount)</c> for every idx — <c>op</c> ∈ {<c>'a'</c> add, <c>'s'</c> set,
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/// <c>'h'</c> half} (mirrors <c>RegisterAlter.ChangeType</c>; the leading letter on the value encodes
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/// the operation, the rest is the integer amount). <c>isSelf</c> is the sender's perspective tag,
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/// surfaced verbatim so the caller routes into the correct side's map (same rule as
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/// <see cref="MineAddOps"/>). Skips alter ops with no <c>spellboost</c> key (an alter can also carry
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/// cost/atk/etc.), a non-string or too-short value, an unparseable amount, or a non-list <c>idx</c>
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/// (e.g. a private-group string idx). The only form seen in real captures is <c>"a1"</c> (each spell
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/// play adds 1 to the listed hand cards); set/half are handled for completeness.</summary>
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public static IEnumerable<(int Idx, CardOwner IsSelf, char Op, int Amount)> MineAlterSpellboosts(object? orderList)
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{
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if (orderList is not IEnumerable<object?> ops) yield break;
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foreach (var op in ops)
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{
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if (op is not IDictionary<string, object?> opDict) continue;
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if (!opDict.TryGetValue(WireKeys.Alter, out var alterRaw) || alterRaw is not IDictionary<string, object?> alter) continue;
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if (!alter.TryGetValue(WireKeys.Spellboost, out var sbRaw) || sbRaw is not string sbStr || sbStr.Length < 2) continue;
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var opChar = sbStr[0];
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if (!int.TryParse(sbStr.AsSpan(1), out var amount)) continue;
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alter.TryGetValue(WireKeys.IsSelf, out var isSelfRaw);
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var isSelf = (CardOwner)(int)AsLong(isSelfRaw);
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if (!alter.TryGetValue(WireKeys.Idx, out var idxRaw) || idxRaw is not IEnumerable<object?> idxList) continue;
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foreach (var i in idxList)
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yield return ((int)AsLong(i), isSelf, opChar, amount);
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}
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}
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/// <summary>The <c>to</c> place-state of the FIRST <c>move</c> op whose <c>idx</c> list contains
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/// <paramref name="playIdx"/> (the played card's own move; later add/alter ops are the deferred
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/// token slice), or null if absent. NOTE: the sender-side <c>to</c> is passed through verbatim —
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