feat(battle-node): Bot dispatch arms in ComputeFrames
Three new arms gated on Type == BattleType.Bot, placed before the existing PvP / Scripted arms: - InitBattle → ack to sender (no Matched push — client uses AIBattleStart HTTP data) - Loaded → silent (no BattleStart, no Deal — client short-circuits to GotoBattle) - TurnEnd / TurnEndFinal → Judge to sender only (not broadcast) Other URIs in Bot mode fall through existing arms: Swap is Type-agnostic (per-sender SwapResponse + Ready), Retire/Kill hits the existing Scripted no-contest BattleFinish(Win), gameplay forwarders are gated on Pvp so Bot's PlayActions/Echo/etc. fall through default (drop). 8 new dispatch tests cover the wire contract. Reference: docs/api-spec/in-battle/ai-passive.md. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -135,6 +135,38 @@ public sealed class BattleSession
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phaseFrom!.Phase = BattleSessionPhase.AwaitingInitBattle;
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break;
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// --- Phase 3 Bot arms — placed BEFORE the existing handshake arms so they
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// win pattern matching on Type == Bot. Bot mode: ack handshake, silent Loaded,
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// Judge-to-sender on TurnEnd. The rest reuse Scripted's arms (Retire/Kill ->
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// BattleFinishNoContest, Swap -> per-sender response, default -> drop).
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// Reference: docs/api-spec/in-battle/ai-passive.md.
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case NetworkBattleUri.InitBattle
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
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// Ack only — NO Matched push. Client uses AIBattleStart HTTP data for
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// the lobby plates instead of the Matched envelope.
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result.Add((from, BuildAck(NetworkBattleUri.InitBattle), true));
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phaseFrom!.Phase = BattleSessionPhase.AwaitingLoaded;
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break;
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case NetworkBattleUri.Loaded
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AwaitingLoaded:
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// Silent — no BattleStart, no Deal. Client's AINetworkBattleManager
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// short-circuits to its local AI flow after Loaded; the server has
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// nothing to contribute.
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phaseFrom!.Phase = BattleSessionPhase.AwaitingSwap;
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break;
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case NetworkBattleUri.TurnEnd
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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case NetworkBattleUri.TurnEndFinal
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when Type == BattleType.Bot && phaseFrom?.Phase == BattleSessionPhase.AfterReady:
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// Judge to sender ONLY (not broadcast — there's no real other side).
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// The client's JudgeOperation → ControlTurnStartPlayer flips back to
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// the local AI's turn after this Judge arrives.
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result.Add((from, BuildJudgeBroadcast(), false));
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break;
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case NetworkBattleUri.InitBattle when phaseFrom?.Phase == BattleSessionPhase.AwaitingInitBattle:
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// Phase 1: push Matched only to the "real" participant. The session reads
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// selfInfo from from.Context and oppoInfo from other.Context (the scripted
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