feat(battle-node): derive Matched.seed + Ready.idxChangeSeed from master seed
InitBattle now emits Stable(master) as the shared effect seed and the master- shuffled deck as selfDeck; Swap emits each recipient's per-side IdxChange seed. BattleSession exposes + logs the master seed per battle for future replay. Updated lifecycle/dispatch/integration tests (deck assertions now permutation- based since selfDeck is shuffled). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -25,7 +25,8 @@ internal sealed class InitBattleHandler : IFrameHandler
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{
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new(ctx.From, ServerBattleFrames.BuildMatched(
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ctx.From.Context, ctx.Other.Context, ctx.From.ViewerId, ctx.Other.ViewerId,
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ctx.BattleId, BattleFrameDefaults.BattleSeed), false),
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ctx.BattleId, BattleSeeds.Stable(ctx.State.MasterSeed),
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ctx.State.GetShuffledDeck(ctx.From)), false),
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};
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ctx.SenderPhase = BattleSessionPhase.AwaitingLoaded;
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return r;
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@@ -27,10 +27,11 @@ internal sealed class SwapHandler : IFrameHandler
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foreach (var p in swappers)
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{
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var opponent = ReferenceEquals(p, ctx.A) ? ctx.B : ctx.A;
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var idxSeed = BattleSeeds.IdxChange(ctx.State.MasterSeed, p.ViewerId);
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var ready = opponent is IHasHandshakePhase
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&& ctx.State.PostSwapHands.TryGetValue(opponent, out var oppoHand)
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? ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p], oppoHand)
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: ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p]);
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? ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p], oppoHand, idxSeed)
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: ServerBattleFrames.BuildReady(ctx.State.PostSwapHands[p], idxSeed);
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routes.Add(new DispatchRoute(p, ready, false));
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}
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}
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