feat(battle-node): ScriptedProfiles named constants for scripted bodies
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72
SVSim.BattleNode/Lifecycle/ScriptedProfiles.cs
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72
SVSim.BattleNode/Lifecycle/ScriptedProfiles.cs
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Lifecycle;
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/// <summary>
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/// Named constants and templates for the v1 scripted lifecycle. Every value here
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/// originated in a real prod frame in
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/// <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them out
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/// of <see cref="ScriptedLifecycle"/> makes the magic numerics navigable and gives
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/// the seed a single source of truth instead of two duplicated literals.
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/// </summary>
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internal static class ScriptedProfiles
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{
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// Shared per the spec — selfInfo.seed and oppoInfo.seed always agree.
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// From frame[2] (Matched).
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public const long BattleSeed = 17_548_138L;
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// From frame[2] (Matched). OppoId is overwritten per battle from the bridge.
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public static readonly MatchedSelfInfo PlayerMatchedProfile = new(
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CountryCode: "KOR",
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UserName: "Player",
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SleeveId: "3000011",
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EmblemId: "701441011",
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DegreeId: "300003",
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FieldId: 43,
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IsOfficial: 0,
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OppoId: 0,
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Seed: BattleSeed);
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public static readonly MatchedOppoInfo OpponentMatchedProfile = new(
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CountryCode: "JPN",
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UserName: "Opponent",
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SleeveId: "704141010",
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EmblemId: "400001100",
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DegreeId: "120027",
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FieldId: 5,
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IsOfficial: 0,
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OppoId: 0,
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Seed: BattleSeed,
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OppoDeckCount: 30);
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// From frame[5] (BattleStart).
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public static readonly BattleStartSelfInfo PlayerBattleStartProfile = new(
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Rank: "10",
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BattlePoint: "6270",
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ClassId: "1",
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CharaId: "1",
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CardMasterName: "card_master_node_10015");
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public static readonly BattleStartOppoInfo OpponentBattleStartProfile = new(
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Rank: "1",
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IsMasterRank: "0",
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BattlePoint: 0,
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MasterPoint: "0",
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ClassId: "8",
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CharaId: "8",
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CardMasterName: "card_master_node_10015");
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// From frame[8] (Ready). Provenance is "what prod sent"; the client
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// doesn't validate, but echoing matches the capture protects against
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// a regression on a future tightening.
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public const int ReadyIdxChangeSeed = 771_335_280;
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public const int ReadySpin = 243;
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// Generic non-zero spin that lands the client in "Opponent's turn..."
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// display state. v1 doesn't simulate the opponent — once this lands,
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// the client sits there indefinitely.
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public const int OpponentTurnStartSpin = 100;
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// BattleFinish result code for v1 no-contest finishes (player wins).
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public const int BattleResultPlayerWins = 1;
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}
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