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:
gamer147
2026-06-06 12:23:51 -04:00
parent 25e9ae9573
commit ac0886389a
5 changed files with 179 additions and 11 deletions

View File

@@ -1,17 +1,19 @@
using Wizard.BattleMgr;
namespace SVSim.BattleEngine.Rng
{
// The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission
// lives on NetworkBattleManagerBase (NetworkBattleSender's ctor demands one), so the M13 emit read
// needs this subclass; HeadlessBattleMgr : SingleBattleMgr cannot reach the sender. RNG overrides are
// identical to HeadlessBattleMgr (the same BattleManagerBase virtuals + RandomSourceBridge), so the
// M14 rand-list emit reuses this mgr unchanged. M13's deterministic card never exercises a roll.
public sealed class HeadlessNetworkBattleMgr : NetworkBattleManagerBase
// lives on the NetworkBattleSender, and the *override that actually invokes it* (SendPlayCard ->
// NetworkSender.SendPlayCard) lives on NetworkStandardBattleMgr, NOT NetworkBattleManagerBase: the
// base SendPlayCard is an empty virtual no-op (NetworkBattleManagerBase.cs:598). NetworkStandardBattleMgr
// is the production standard-PvP mgr; its ctor also creates the NetworkSender (NetworkStandardBattleMgr.cs:92),
// so no manual sender wiring is needed here. Extending the base instead would resolve state but never
// emit (spec §7 risk 2a). RNG overrides are identical to HeadlessBattleMgr (the same BattleManagerBase
// virtuals + RandomSourceBridge), so the M14 rand-list emit reuses this mgr unchanged. M13's
// deterministic card never exercises a roll.
public sealed class HeadlessNetworkBattleMgr : NetworkStandardBattleMgr
{
private readonly IRandomSource _rng;
public HeadlessNetworkBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
public HeadlessNetworkBattleMgr(Wizard.BattleMgr.IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
: base(contentsCreator)
{
_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);

View File

@@ -212,7 +212,10 @@ namespace Wizard.Battle.View {
ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; }
bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; }
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => default!; }
// HEADLESS FILL (M13): generator emitted `default!` (null); the OperateMgr emit path calls
// BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422). Redirect to a shared no-op
// HandViewBase so the presentation call is a safe no-op (the played card is never in its list).
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => global::Wizard.Battle.View.HeadlessHandViewStub.Instance; }
HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }
@@ -312,7 +315,10 @@ namespace Wizard.Battle.View {
ITurnEndButtonUI global::Wizard.Battle.View.IBattlePlayerView.TurnEndButtonUI { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.EpIcon { get => default!; }
bool global::Wizard.Battle.View.IBattlePlayerView.IsSelecting { get => default!; }
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => default!; }
// HEADLESS FILL (M13): generator emitted `default!` (null); the OperateMgr emit path calls
// BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422). Redirect to a shared no-op
// HandViewBase so the presentation call is a safe no-op (the played card is never in its list).
HandViewBase global::Wizard.Battle.View.IBattlePlayerView.HandView { get => global::Wizard.Battle.View.HeadlessHandViewStub.Instance; }
HandControl global::Wizard.Battle.View.IBattlePlayerView.HandControl { get => default!; }
BattleCardBase global::Wizard.Battle.View.IBattlePlayerView.SelectSkillActCard { get => default!; }
GameObject global::Wizard.Battle.View.IBattlePlayerView.TurnEndBtn { get => default!; }

View File

@@ -0,0 +1,28 @@
// AUTHORED SHIM (not copied). A non-null no-op HandViewBase the headless emit path needs.
//
// On the OperateMgr/network play path, BattlePlayerBase.SetupActionProcessorEvent subscribes an
// OnBeforePlayCard handler that calls BattleView.HandView.RemoveCardFromView (BattlePlayerBase.cs:1422) —
// a pure presentation-layer hand-card removal. The m1_stub_gen generated IBattlePlayerView.HandView getter
// returns default! (null), so the call NREs. The direct-ActionProcessor solo oracles never hit this
// (SetupActionProcessorEvent is OperateMgr-only). Seed a single shared no-op HandViewBase whose card-view
// list is non-null so RemoveCardFromView is a safe no-op (the played card is never in this view's list, so
// the abstract RearrangeHand is never reached). Nothing here touches game state.
using UnityEngine;
namespace Wizard.Battle.View
{
public sealed class HeadlessHandViewStub : HandViewBase
{
// Shared instance the generated IBattlePlayerView.HandView getters return headless.
public static readonly HeadlessHandViewStub Instance = new HeadlessHandViewStub();
// Base param ctor initializes the protected _battleCardViewList (the default ctor leaves it null,
// which RemoveCardFromView would NRE on). CreateHandControl is overridden to a null no-op below.
public HeadlessHandViewStub() : base(null, null) { }
protected override void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false) { }
protected override HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera) => null;
}
}