refactor(battle-node): scripted bot drives the handshake as a real participant
Implements IHasHandshakePhase and emits client-shaped InitNetwork/InitBattle/ Loaded/Swap (reacting to the session's pushes) instead of being a passive TurnEnd-only fixture the session narrates around. This is what lets the type-agnostic mulligan barrier (next task) work in Scripted mode. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -6,11 +6,14 @@ using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Participants;
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/// <summary>
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/// Server-scripted opponent (today's v1.2 testing-harness behavior, repackaged).
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/// On <see cref="PushAsync"/> with <c>TurnEnd</c> or <c>TurnEndFinal</c>, fires
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/// <see cref="FrameEmitted"/> three times: <c>OpponentTurnStart</c>,
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/// <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>. All other URIs are swallowed
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/// (no opponent reaction needed for v1.2 behavior).
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/// Server-scripted opponent that drives a client-shaped emit chain so the session brokers
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/// it through the same handshake arms as a human. <see cref="RunAsync"/> kicks off
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/// <c>InitNetwork</c>; the session's pushes then drive <see cref="PushAsync"/> reactively:
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/// <c>InitNetwork</c>(ack)→<c>InitBattle</c>, <c>Matched</c>→<c>Loaded</c>, <c>Deal</c>→<c>Swap</c>
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/// (empty mulligan). After the player's <c>TurnEnd</c> it fires the v1.2 three-frame burst
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/// (<c>OpponentTurnStart</c>, <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>). All other URIs
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/// are swallowed. Implementing <see cref="IHasHandshakePhase"/> is what makes the session
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/// treat it as a real handshake participant (mulligan-barrier swapper included).
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/// </summary>
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/// <remarks>
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/// ViewerId, Context are fixtures matching <see cref="ScriptedLifecycle.FakeOpponentViewerId"/>
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@@ -19,9 +22,10 @@ namespace SVSim.BattleNode.Sessions.Participants;
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/// <see cref="BattleSession.ComputeFrames"/> reads <c>other.Context</c> for those frames.
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/// Deal still uses fixed scripted frames that ignore Context.
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/// </remarks>
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public sealed class ScriptedBotParticipant : IBattleParticipant
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public sealed class ScriptedBotParticipant : IBattleParticipant, IHasHandshakePhase
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{
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public long ViewerId => ScriptedLifecycle.FakeOpponentViewerId;
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public MatchContext Context { get; } = new(
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// 30 dummy card ids so oppoCtx.SelfDeckCardIds.Count == 30 — prod frame[2] (Matched)
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// shipped OppoDeckCount: 30.
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@@ -33,24 +37,43 @@ public sealed class ScriptedBotParticipant : IBattleParticipant
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EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
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BattleType: 0);
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// Session reads/advances this through its phase-gated handshake arms, exactly as it
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// does for a RealParticipant. The bot doesn't read it — it reacts to pushed URIs —
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// but implementing IHasHandshakePhase is what makes the session treat the bot as a
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// real handshake participant (so its InitNetwork/InitBattle/Loaded/Swap emissions are
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// processed, and the mulligan barrier counts it as a swapper).
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public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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// Kick off the handshake like a connecting client. The session acks InitNetwork,
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// which drives PushAsync below through InitBattle → Loaded → Swap.
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public Task RunAsync(CancellationToken ct) => EmitAsync(ScriptedLifecycle.BuildClientInitNetwork(), ct);
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public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
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{
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// React to the player's TurnEnd with the three-frame burst (TurnStart / TurnEnd /
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// Judge) — that's the v1.2 "scripted bot takes its turn" behavior. Everything else
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// (including TurnEndFinal) is silently swallowed: TurnEndFinal is the player's
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// game-end signal and is handled directly by the BattleSession dispatch arm, which
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// pushes BattleFinish per-side; the bot doesn't need to react.
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if (envelope.Uri is NetworkBattleUri.TurnEnd)
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switch (envelope.Uri)
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{
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
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case NetworkBattleUri.InitNetwork: // the ack
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await EmitAsync(ScriptedLifecycle.BuildClientInitBattle(), ct).ConfigureAwait(false);
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break;
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case NetworkBattleUri.Matched:
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await EmitAsync(ScriptedLifecycle.BuildClientLoaded(), ct).ConfigureAwait(false);
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break;
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case NetworkBattleUri.Deal:
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await EmitAsync(ScriptedLifecycle.BuildClientSwap(), ct).ConfigureAwait(false);
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break;
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case NetworkBattleUri.TurnEnd:
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// v1.2 scripted-turn burst, taken AFTER the player's turn (bot is second).
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
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break;
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// Everything else (BattleStart, our own Swap-response, Ready, TurnEndFinal,
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// Judge, BattleFinish, …) needs no bot reaction.
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}
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}
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public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
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public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
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public ValueTask DisposeAsync() => ValueTask.CompletedTask;
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