fix(battle-node): real mulligan card replacement + opponent TurnStart push

Two issues caught during v1 smoke at the mulligan / first-turn boundary:

1) BuildSwapResponse ignored the player's idxList and echoed the same
   3-card hand back. The client diffs the new self[] against the Deal
   to compute "drawn cards" — empty diff against the same hand throws
   "Card swap failed: AbandonCards[X]/DrawCards[]". Replace swapped
   idxs with fresh deck idxs (initial hand was 1/2/3, deck has 4..30
   still available). Same hand must flow into Ready since the client
   diffs again there. Move the hand computation into a new helper
   ComputeHandAfterSwap and have ComputeResponses thread it through
   both BuildSwapResponse and BuildReady.

2) The client doesn't transition to the "Opponent's turn…" display
   on its own after sending TurnEnd — it waits for the server to push
   an opponent TurnStart (per prod TK2 capture line 14). Without it
   the UI just sits on the end-of-turn frame. Add a TurnEnd handler
   that pushes a minimal TurnStart{spin} and transitions to a new
   OpponentTurn phase, which IS the documented v1 stopping point.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-01 08:30:44 -04:00
parent e06d97ef6f
commit 77fb93f3ea
5 changed files with 125 additions and 31 deletions

View File

@@ -209,10 +209,25 @@ public sealed class BattleSession
Phase = BattleSessionPhase.AwaitingSwap;
break;
case NetworkBattleUri.Swap when Phase == BattleSessionPhase.AwaitingSwap:
result.Add((ScriptedLifecycle.BuildSwapResponse(ExtractIdxList(env)), NoStock: false));
result.Add((ScriptedLifecycle.BuildReady(), NoStock: false));
{
// Compute the actual post-mulligan hand: any idx in idxList that's in the initial
// 3-card hand gets replaced with a fresh deck idx. Both Swap response AND Ready
// need the SAME hand — the client diffs them to compute "drawn cards" and errors
// out with "Card swap failed: AbandonCards[...]/DrawCards[]" if they don't agree.
var hand = ScriptedLifecycle.ComputeHandAfterSwap(ExtractIdxList(env));
result.Add((ScriptedLifecycle.BuildSwapResponse(hand), NoStock: false));
result.Add((ScriptedLifecycle.BuildReady(hand), NoStock: false));
Phase = BattleSessionPhase.AfterReady;
break;
}
case NetworkBattleUri.TurnEnd when Phase == BattleSessionPhase.AfterReady:
case NetworkBattleUri.TurnEndFinal when Phase == BattleSessionPhase.AfterReady:
// Push a minimal opponent TurnStart so the client transitions to "Opponent's turn…"
// display. v1 doesn't simulate the opponent — once this lands, the client sits
// there indefinitely (this IS the documented v1 stopping point).
result.Add((ScriptedLifecycle.BuildOpponentTurnStart(), NoStock: false));
Phase = BattleSessionPhase.OpponentTurn;
break;
case NetworkBattleUri.Retire:
case NetworkBattleUri.Kill:
// These always terminate, regardless of phase.

View File

@@ -11,5 +11,6 @@ public enum BattleSessionPhase
AwaitingLoaded,
AwaitingSwap,
AfterReady,
OpponentTurn,
Terminal,
}