feat(battle-node): reveal copy tokens on play via baseIdx resolution

PlayActionsHandler + EchoHandler now call RecordCopyTokensFrom (ordered
after plain/choice mining) to resolve a copy add's baseIdx against the
side's live idx->cardId map and record copyIdx->cardId. A copy played in a
later (or same) frame synthesizes a knownList instead of degrading.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-04 10:11:34 -04:00
parent f9c7e6124b
commit b6edfbcf15
4 changed files with 202 additions and 5 deletions

View File

@@ -6,9 +6,10 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator. Synthesizes the opponent-facing knownList from the sender's
/// idx->cardId map + the orderList move op, renames targetList -> oppoTargetList, drops orderList,
/// and forwards a stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped
/// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens) or
/// keyAction.selectCard (choice picks) mined on earlier frames; an un-generated token idx still
/// degrades to {playIdx,type} (no knownList). Bot drop (no rule).</summary>
/// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens),
/// keyAction.selectCard (choice picks), or a baseIdx copy resolved against the side's map — all mined
/// on earlier (or the same) frames; an un-generated token idx still degrades to {playIdx,type}
/// (no knownList). Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
@@ -32,6 +33,11 @@ internal sealed class PlayActionsHandler : IFrameHandler
// choiceAdd carries candidates only). Record idx->chosenCardId now so the later play reveals it.
ctx.State.RecordChoicePicksFrom(ctx.From, ctx.Other, orderList, keyAction);
// Copy/clone tokens: card:{baseIdx} points at a card in the actor's own index space; resolve it
// against that side's map and record copyIdx->cardId so the later play reveals it. Ordered after
// the plain/choice mining so a same-frame copy of a just-added token resolves against the live map.
ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList);
var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
var played = KnownListBuilder.BuildPlayedCard(deckMap, playIdx, orderList);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault("targetList"));