refactor(battle-node): generalise BuildMatched/BuildBattleStart for PvP
Both helpers now take the opponent's MatchContext + an explicit seed instead of pulling ScriptedProfiles.OpponentMatchedProfile / OpponentBattleStartProfile internally. ScriptedBotParticipant.Context fixture absorbs the cosmetic fields previously hardcoded in ScriptedProfiles so Scripted's wire bytes stay identical - verified by integration tests still green. Phase 2 prep: PvP arms will call the same helpers with the real opponent participant's Context. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -1,3 +1,4 @@
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using System.Linq;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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@@ -22,8 +23,12 @@ public sealed class ScriptedBotParticipant : IBattleParticipant
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{
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public long ViewerId => ScriptedLifecycle.FakeOpponentViewerId;
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public MatchContext Context { get; } = new(
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SelfDeckCardIds: Array.Empty<long>(),
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ClassId: "0", CharaId: "0", CardMasterName: "card_master_node_10015",
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// 30 dummy card ids so oppoCtx.SelfDeckCardIds.Count == 30 (matches the
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// hardcoded OppoDeckCount that ScriptedProfiles.OpponentMatchedProfile shipped).
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SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 0L).ToList(),
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// BattleStart opponent half: ClassId/CharaId from ScriptedProfiles.OpponentBattleStartProfile.
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ClassId: "8", CharaId: "8", CardMasterName: "card_master_node_10015",
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// Matched opponent half: cosmetic fields from ScriptedProfiles.OpponentMatchedProfile.
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CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
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EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
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BattleType: 0);
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