fix(rank-battle): use real rm_ai_setting.csv ai_id values in BotRoster

Phase 3 shipped placeholder ai_id values 4001..4008, which the client's
RankMatchAISettingList.GetSettingData() couldn't resolve — the lookup
is .First() against the rm_ai_setting.csv master table and throws
InvalidOperationException ("Sequence contains no matching element")
when the id isn't present. Surfaced on live smoke as a Unity error
during battle load:

  Wizard.RankMatchAISettingDataSet.GetSettingData (System.Int32 enemyAiId)
  BattleUI+<WaitForSetUp>d__9.MoveNext ()

Replaced with the series-1 enemy_ai_id per class from
data_dumps/client-assets/rm_ai_setting.csv:
  1111=Forest, 1121=Sword, 1131=Rune, 1141=Dragon,
  1151=Shadow, 1161=Blood, 1171=Haven, 1181=Portal

Practice mode's AI catalog (practice_ai_setting.csv) uses a different
schema keyed by (class_id, difficulty) with no enemy_ai_id field, so
practice ids aren't reusable here.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-02 09:41:38 -04:00
parent bf783639c1
commit 45c4461515
2 changed files with 20 additions and 14 deletions

View File

@@ -14,12 +14,15 @@ public class BotRosterTests
EmblemId: "0", DegreeId: "0", FieldId: 0, IsOfficial: 0, BattleType: 11);
[Test]
public void Pick_returns_a_bot_with_valid_ai_id()
public void Pick_returns_a_bot_with_valid_ai_id_from_rm_ai_setting()
{
var roster = new BotRoster();
var bot = roster.Pick(Ctx("PlayerA", "1"));
Assert.That(bot.AiId, Is.InRange(4001, 4008));
// Series-1 enemy_ai_id values from data_dumps/client-assets/rm_ai_setting.csv —
// one per class (1=Forest, 2=Sword, 3=Rune, 4=Dragon, 5=Shadow, 6=Blood, 7=Haven, 8=Portal).
// Must match a real row or the client's RankMatchAISettingList.GetSettingData() throws.
Assert.That(bot.AiId, Is.AnyOf(1111, 1121, 1131, 1141, 1151, 1161, 1171, 1181));
}
[Test]