feat(battle-node): reveal choice/Discover tokens to opponent

Choice/Discover-into-hand fanfares add a candidates-only token to hand; the
chosen cardId rides keyAction.selectCard on the generating play, not the
orderList add op. Record idx->chosenCardId at generation (candidate-membership
join) so the later play reveals the real identity via the existing
BuildPlayedCard path; forward {type,cardId} to the opponent and strip
selectCard for hidden (open:0) picks (pass through for open:1, provisional).

- KnownListBuilder.MineChoicePicks + StripKeyActionForOpponent (pure)
- BattleSessionState.RecordChoicePicksFrom (reuses IdxToCardId, no new state)
- PlayActionsBroadcastBody.keyAction + KeyActionEntry/SelectCardEntry
- PlayActionsHandler wires both; EchoHandler unchanged (picks ride the send)

Tests (TDD red->green): 8 KnownListBuilder + 2 dispatch + 2 conformance
(shape-locked to tk2_regular L151 generation / L193 reveal). Full suite 976/0.

Spec: docs/superpowers/specs/2026-06-04-battle-node-choice-token-reveal-design.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-04 08:53:48 -04:00
parent 62251482e4
commit 5c3835f4fd
8 changed files with 488 additions and 9 deletions

View File

@@ -16,6 +16,9 @@ internal sealed class EchoHandler : IFrameHandler
{
var orderList = (ctx.Env.Body as RawBody)?.Entries.GetValueOrDefault("orderList");
ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
// No RecordChoicePicksFrom here: choice picks ride keyAction.selectCard on the generating
// SEND, not the receiver's Echo (Echo carries orderList only) — the pick is already
// recorded by PlayActionsHandler. MineChoicePicks(orderList, null) would yield nothing.
}
return Array.Empty<DispatchRoute>();
}

View File

@@ -3,11 +3,12 @@ using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
/// oppoTargetList, drops orderList, consumes keyAction.
/// Token plays resolve their cardId from add ops mined on earlier frames; an un-generated token
/// idx still degrades to {playIdx,type} (no knownList). Bot drop (no rule).</summary>
/// <summary>PvP PlayActions translator. Synthesizes the opponent-facing knownList from the sender's
/// idx->cardId map + the orderList move op, renames targetList -> oppoTargetList, drops orderList,
/// and forwards a stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped
/// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens) or
/// keyAction.selectCard (choice picks) mined on earlier frames; an un-generated token idx still
/// degrades to {playIdx,type} (no knownList). Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
@@ -20,12 +21,17 @@ internal sealed class PlayActionsHandler : IFrameHandler
var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault("type"));
var orderList = entries.GetValueOrDefault("orderList");
var keyAction = entries.GetValueOrDefault("keyAction");
// Mine generated-token identities from this frame's add ops into the right side's idx->cardId
// map (isSelf:1 → sender; isSelf:0 → opponent, a cross-side gift), so a token played in a LATER
// frame resolves its cardId — by whichever side ends up playing it (bullet-3 audit F1).
ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
// Choice/Discover-into-hand: the chosen cardId rides keyAction.selectCard (the orderList's
// choiceAdd carries candidates only). Record idx->chosenCardId now so the later play reveals it.
ctx.State.RecordChoicePicksFrom(ctx.From, ctx.Other, orderList, keyAction);
var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, orderList);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault("targetList"));
@@ -34,7 +40,10 @@ internal sealed class PlayActionsHandler : IFrameHandler
PlayIdx: playIdx,
Type: type,
KnownList: played is null ? null : new[] { played },
OppoTargetList: oppoTargets);
OppoTargetList: oppoTargets,
// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
var frame = ctx.Env with { Body = body };
return new[] { new DispatchRoute(ctx.Other, frame, false) };