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:
@@ -75,6 +75,94 @@ internal static class KnownListBuilder
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}
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}
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/// <summary>Mine choice/Discover-token identities: for each <c>isChoice</c> add op (idx, isSelf,
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/// candidates), resolve its cardId from the keyAction <c>selectCard</c> pick whose cardId is in that
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/// op's candidate pool. Yields <c>(idx, cardId, isSelf)</c> — same shape as <see cref="MineAddOps"/>,
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/// routed by the same <see cref="BattleSessionState.RecordTokensFrom"/> rule. The pick is on
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/// keyAction.selectCard, NOT the add op (RegisterChoiceAdd strips the concrete cardId,
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/// <c>NetworkBattleSetupCardEvent.cs:531-543</c>); the candidate-membership join handles the single
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/// case unambiguously (multi-choice: each chosen cardId matches the one choiceAdd whose candidates
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/// contain it). <c>type</c>/<c>cardId</c>/<c>open</c> on the keyAction are ignored here — <c>open</c>
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/// only gates the strip (<see cref="StripKeyActionForOpponent"/>), not the recording. An add whose
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/// candidates contain none of the picks is skipped (defensive — no record, no desync); Echo (no
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/// keyAction) yields nothing, leaving it mining-only via <see cref="MineAddOps"/>.</summary>
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public static IEnumerable<(int Idx, long CardId, int IsSelf)> MineChoicePicks(object? orderList, object? keyAction)
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{
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if (orderList is not IEnumerable<object?> ops) yield break;
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// Flatten every selectCard.cardId pick across all keyAction entries into a membership set.
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var picks = new HashSet<long>();
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if (keyAction is IEnumerable<object?> kaEntries)
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{
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foreach (var ka in kaEntries)
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{
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if (ka is not IDictionary<string, object?> kaDict) continue;
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if (!kaDict.TryGetValue("selectCard", out var scRaw) || scRaw is not IDictionary<string, object?> sc) continue;
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if (!sc.TryGetValue("cardId", out var idsRaw) || idsRaw is not IEnumerable<object?> ids) continue;
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foreach (var id in ids) picks.Add(AsLong(id));
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}
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}
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if (picks.Count == 0) yield break;
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foreach (var op in ops)
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{
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if (op is not IDictionary<string, object?> opDict) continue;
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if (!opDict.TryGetValue("add", out var addRaw) || addRaw is not IDictionary<string, object?> add) continue;
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if (!add.ContainsKey("isChoice")) continue;
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if (!add.TryGetValue("card", out var cardRaw) || cardRaw is not IDictionary<string, object?> card) continue;
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if (!card.TryGetValue("candidates", out var candRaw) || candRaw is not IEnumerable<object?> candidates) continue;
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// The chosen cardId is the candidate that the active player picked (∈ picks). One per op.
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long? chosen = null;
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foreach (var c in candidates)
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{
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var cid = AsLong(c);
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if (picks.Contains(cid)) { chosen = cid; break; }
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}
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if (chosen is null) continue; // no pick in this op's pool — skip (no desync, just no record)
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add.TryGetValue("isSelf", out var isSelfRaw);
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var isSelf = (int)AsLong(isSelfRaw);
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if (!add.TryGetValue("idx", out var idxRaw) || idxRaw is not IEnumerable<object?> idxList) continue;
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foreach (var i in idxList)
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yield return ((int)AsLong(i), chosen.Value, isSelf);
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}
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}
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/// <summary>Map an inbound keyAction (the active player's send) to the opponent-facing list:
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/// for each Choice(1)/HaveBeforeSkillChoice(5) entry, keep <c>{type,cardId}</c> and drop
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/// <c>selectCard</c> when its <c>open==0</c> (hidden draw-to-hand pick stays secret), pass it
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/// through when <c>open==1</c> (visible board choice — provisional reveal-immediately, §6).
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/// Non-choice KeyActionTypes are dropped (current behavior) until their own specs. Returns null
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/// for absent/empty keyAction or when every entry was dropped (vanilla play unchanged).</summary>
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public static IReadOnlyList<KeyActionEntry>? StripKeyActionForOpponent(object? keyAction)
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{
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if (keyAction is not IEnumerable<object?> entries) return null;
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var result = new List<KeyActionEntry>();
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foreach (var e in entries)
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{
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if (e is not IDictionary<string, object?> d) continue;
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d.TryGetValue("type", out var typeRaw);
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var type = (int)AsLong(typeRaw);
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if (type is not (1 or 5)) continue; // only Choice / HaveBeforeSkillChoice handled
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d.TryGetValue("cardId", out var cardIdRaw);
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var cardId = AsLong(cardIdRaw);
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SelectCardEntry? selectCard = null;
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if (d.TryGetValue("selectCard", out var scRaw) && scRaw is IDictionary<string, object?> sc)
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{
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sc.TryGetValue("open", out var openRaw);
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var open = (int)AsLong(openRaw);
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if (open != 0 && sc.TryGetValue("cardId", out var idsRaw) && idsRaw is IEnumerable<object?> ids)
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selectCard = new SelectCardEntry(ids.Select(AsLong).ToList(), open);
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}
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result.Add(new KeyActionEntry(type, cardId, selectCard));
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}
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return result.Count == 0 ? null : result;
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}
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/// <summary>Rename <c>targetList</c> -> <c>oppoTargetList</c>; <c>isSelf</c> is actor-relative
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/// and passes through unchanged (F2). Null for a missing/empty list.</summary>
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public static IReadOnlyList<OppoTargetEntry>? RenameTargets(object? targetList)
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