feat(battle-node): CountHiddenDraws — hidden shared-RNG draw tally for real spin
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -42,6 +42,41 @@ internal static class KnownListBuilder
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return null;
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}
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/// <summary>Count hidden, non-reproduced shared-RNG draws implied by an orderList: <c>move</c> ops
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/// from Deck(0) to Hand(10) for a non-played, unrevealed card (a random fetch the opponent can't
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/// reproduce — it can't enumerate the active player's deck). Each such moved card = one crank the
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/// receiver must apply (<c>spin += 1</c>). Skips: the played card's own move (<c>idx == playIdx</c>);
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/// any idx in <paramref name="revealed"/> (its identity is already on the wire — a revealed uList
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/// fetch); and lot-based randoms (a <c>move</c> op carrying a <c>rand</c> array — the receiver
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/// reproduces those by re-rolling, so counting would double-crank). An ordinary card DRAW also
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/// surfaces as a hidden <c>move(0→10)</c> but is a deterministic top-of-deck pop (no shared-stream
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/// roll) and must NOT be counted — distinguishing it from a random fetch on the wire is the open
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/// capture (real-spin design §3.1; the spec's Task 0). Base 0; see the real-spin design doc.</summary>
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public static int CountHiddenDraws(object? orderList, int playIdx, IReadOnlySet<int> revealed)
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{
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if (orderList is not IEnumerable<object?> ops) return 0;
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var count = 0;
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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("move", out var moveRaw) || moveRaw is not IDictionary<string, object?> move) continue;
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if (move.ContainsKey("rand")) continue; // lot random → receiver re-rolls
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if (!move.TryGetValue("from", out var fromRaw) || (int)AsLong(fromRaw) != 0) continue; // not from Deck
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if (!move.TryGetValue("to", out var toRaw) || (int)AsLong(toRaw) != 10) continue; // not to Hand
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if (!move.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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{
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var idx = (int)AsLong(i);
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if (idx == playIdx) continue; // the played card's own move
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if (revealed.Contains(idx)) continue; // opponent already knows this card's identity
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count++;
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}
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}
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return count;
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}
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/// <summary>Mine generated-token identities from a sender's <c>add</c> ops: yields
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/// <c>(idx, cardId, isSelf)</c> for every idx in each <c>{add:{idx:[...], isSelf, card:{cardId}}}</c>
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/// op. <c>isSelf</c> is surfaced verbatim (the sender's perspective tag on <c>CardObj.IsPlayer</c>,
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