feat(battle-engine M13): M3 spell emits PlayActions headless via OperateMgr -> NetworkBattleSender (O1 read = GO)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,17 +1,19 @@
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using Wizard.BattleMgr;
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namespace SVSim.BattleEngine.Rng
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{
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// The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission
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// lives on NetworkBattleManagerBase (NetworkBattleSender's ctor demands one), so the M13 emit read
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// needs this subclass; HeadlessBattleMgr : SingleBattleMgr cannot reach the sender. RNG overrides are
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// identical to HeadlessBattleMgr (the same BattleManagerBase virtuals + RandomSourceBridge), so the
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// M14 rand-list emit reuses this mgr unchanged. M13's deterministic card never exercises a roll.
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public sealed class HeadlessNetworkBattleMgr : NetworkBattleManagerBase
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// lives on the NetworkBattleSender, and the *override that actually invokes it* (SendPlayCard ->
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// NetworkSender.SendPlayCard) lives on NetworkStandardBattleMgr, NOT NetworkBattleManagerBase: the
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// base SendPlayCard is an empty virtual no-op (NetworkBattleManagerBase.cs:598). NetworkStandardBattleMgr
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// is the production standard-PvP mgr; its ctor also creates the NetworkSender (NetworkStandardBattleMgr.cs:92),
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// so no manual sender wiring is needed here. Extending the base instead would resolve state but never
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// emit (spec §7 risk 2a). RNG overrides are identical to HeadlessBattleMgr (the same BattleManagerBase
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// virtuals + RandomSourceBridge), so the M14 rand-list emit reuses this mgr unchanged. M13's
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// deterministic card never exercises a roll.
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public sealed class HeadlessNetworkBattleMgr : NetworkStandardBattleMgr
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{
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private readonly IRandomSource _rng;
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public HeadlessNetworkBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
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public HeadlessNetworkBattleMgr(Wizard.BattleMgr.IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
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: base(contentsCreator)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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@@ -212,7 +212,10 @@ namespace Wizard.Battle.View {
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ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; }
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bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; }
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HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => default!; }
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// HEADLESS FILL (M13): generator emitted `default!` (null); the OperateMgr emit path calls
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// BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422). Redirect to a shared no-op
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// HandViewBase so the presentation call is a safe no-op (the played card is never in its list).
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HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => global::Wizard.Battle.View.HeadlessHandViewStub.Instance; }
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HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; }
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BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
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@@ -312,7 +315,10 @@ namespace Wizard.Battle.View {
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ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; }
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bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; }
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HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => default!; }
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// HEADLESS FILL (M13): generator emitted `default!` (null); the OperateMgr emit path calls
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// BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422). Redirect to a shared no-op
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// HandViewBase so the presentation call is a safe no-op (the played card is never in its list).
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HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => global::Wizard.Battle.View.HeadlessHandViewStub.Instance; }
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HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; }
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BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
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GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
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28
SVSim.BattleEngine/Shim/View/HeadlessHandViewStub.cs
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28
SVSim.BattleEngine/Shim/View/HeadlessHandViewStub.cs
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@@ -0,0 +1,28 @@
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// AUTHORED SHIM (not copied). A non-null no-op HandViewBase the headless emit path needs.
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//
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// On the OperateMgr/network play path, BattlePlayerBase.SetupActionProcessorEvent subscribes an
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// OnBeforePlayCard handler that calls BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422) —
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// a pure presentation-layer hand-card removal. The m1_stub_gen generated IBattlePlayerView.HandView getter
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// returns default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
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// (SetupActionProcessorEvent is OperateMgr-only). Seed a single shared no-op HandViewBase whose card-view
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// list is non-null so RemoveCardFromView is a safe no-op (the played card is never in this view's list, so
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// the abstract RearrangeHand is never reached). Nothing here touches game state.
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using UnityEngine;
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namespace Wizard.Battle.View
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{
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public sealed class HeadlessHandViewStub : HandViewBase
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{
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// Shared instance the generated IBattlePlayerView.HandView getters return headless.
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public static readonly HeadlessHandViewStub Instance = new HeadlessHandViewStub();
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// Base param ctor initializes the protected _battleCardViewList (the default ctor leaves it null,
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// which RemoveCardFromView would NRE on). CreateHandControl is overridden to a null no-op below.
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public HeadlessHandViewStub() : base(null, null) { }
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protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
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protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
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}
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}
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