feat(battle-node): emit real spin per-frame on forwarded PlayActions
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -48,6 +48,17 @@ internal sealed class PlayActionsHandler : IFrameHandler
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// knownList in the same frame (capture line 75).
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var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault("uList"));
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// Hidden shared-RNG draws (a random deck→hand fetch the opponent can't reproduce) advance the
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// sender's shared _stableRandom; the receiver doesn't re-run them, so it needs a spin crank to
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// stay aligned for later visible randoms. Per-frame delivery (real-spin design §3.2): the count
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// rides THIS PlayActions. A fetch we relay with an identity (uList cardId present) is already
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// known to the opponent — exclude its idxs so it isn't counted. 0 → null (omitted; client
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// assumes spin:0).
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var revealed = uList is null
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? (IReadOnlySet<int>)new HashSet<int>()
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: uList.Where(u => u.CardId is not null).SelectMany(u => u.IdxList).ToHashSet();
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var spin = KnownListBuilder.CountHiddenDraws(orderList, playIdx, revealed);
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var body = new PlayActionsBroadcastBody(
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PlayIdx: playIdx,
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Type: type,
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@@ -56,7 +67,8 @@ internal sealed class PlayActionsHandler : IFrameHandler
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UList: uList,
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// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
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// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
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KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
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KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction),
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Spin: spin > 0 ? spin : null);
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var frame = ctx.Env with { Body = body };
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return new[] { new DispatchRoute(ctx.Other, frame, false) };
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