feat(arena-colosseum): playable bracket + rank-match promotion (phase 2)
Closes 4 more arena-colosseum spec shapes (6/16 → 10/16): the dual-prefix
battle URLs (colosseum_battle/* and colosseum_rank_battle/*) for both
do_matching and per-match finish, plus the bracket-end /finish + /retire
pair on /arena_colosseum.
* ColosseumProgressionService: pure-logic decisions for win-threshold
advancement, 3008 promotion trigger, and per-round reward bundles.
Extends ColosseumRoundsConfig with FinishRewards/RetireRewards per
round + a top-level ChampionRewards list.
* MatchContextBuilder.BuildForColosseumAsync: lifts the registered deck
via IDeckRepository (NOT viewer-graph) per project_ef_nav_include_pitfall.
* ArenaColosseumBattleController: dual route prefixes off one controller
via explicit absolute [HttpPost("/...")] routes — does NOT extend
SVSimController's [Route("[controller]")]. Same pattern as FreeBattle.
URL-vs-IsRankMatching mismatch returns 400 with a phase-mismatch error;
no-deck triggers the standard 3001 matchmaking-illegal state. 3008
flips run.IsRankMatching exactly once via the progression service.
* /arena_colosseum/finish + /retire share FinishResponse (rewards +
reward_list + colosseum_status). Champion finish appends ChampionRewards
and surfaces colosseum_status.is_champion = true. Both delete the run
row after granting via IInventoryTransaction.GrantAsync.
* DI: ModePolicy entries for "colosseum_battle" and "colosseum_rank_battle".
* Tests: 8 progression-service unit tests (pure logic), 5 battle-controller
HTTP tests, 5 bracket-terminate HTTP tests, 2 full-bracket E2E walks
(champion path + retire mid-round). Full suite: 1331/1331.
This commit is contained in:
@@ -0,0 +1,69 @@
|
||||
using SVSim.Database.Models;
|
||||
using SVSim.Database.Models.Config;
|
||||
|
||||
namespace SVSim.EmulatedEntrypoint.Services.ArenaColosseum;
|
||||
|
||||
public class ColosseumProgressionService : IColosseumProgressionService
|
||||
{
|
||||
/// <summary>Colosseum-specific node signal — see do-matching.md §matching_state 3008.</summary>
|
||||
public const int PromoteToRankMatchingState = 3008;
|
||||
|
||||
public bool ShouldPromoteToRankMatching(ViewerArenaColosseumRun run, int matchingState) =>
|
||||
matchingState == PromoteToRankMatchingState && !run.IsRankMatching;
|
||||
|
||||
public AdvancementDecision DecideAdvancement(ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
|
||||
{
|
||||
var currentRound = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
|
||||
var currentGroup = currentRound?.Groups.FirstOrDefault();
|
||||
var maxRoundId = rounds.Rounds.Count == 0 ? run.RoundId : rounds.Rounds.Max(r => r.RoundId);
|
||||
|
||||
// No matching round config (e.g. content not seeded) — treat current state as terminal
|
||||
// so the controller doesn't loop forever. Champion=false because we can't tell.
|
||||
if (currentGroup is null)
|
||||
{
|
||||
return new AdvancementDecision(run.RoundId, IsBracketEnd: true, IsChampion: false);
|
||||
}
|
||||
|
||||
// Cleared the breakthrough threshold this round.
|
||||
if (run.WinCount >= currentGroup.BreakthroughNumber)
|
||||
{
|
||||
bool isFinal = run.RoundId >= maxRoundId;
|
||||
return new AdvancementDecision(
|
||||
NextRoundId: isFinal ? run.RoundId : run.RoundId + 1,
|
||||
IsBracketEnd: isFinal,
|
||||
IsChampion: isFinal);
|
||||
}
|
||||
|
||||
// Exhausted the per-round battle cap without clearing — bracket ends at current round.
|
||||
if (run.BattleCountThisRound >= currentGroup.MaxBattleCount)
|
||||
{
|
||||
return new AdvancementDecision(run.RoundId, IsBracketEnd: true, IsChampion: false);
|
||||
}
|
||||
|
||||
// Mid-round, still playing.
|
||||
return new AdvancementDecision(run.RoundId, IsBracketEnd: false, IsChampion: false);
|
||||
}
|
||||
|
||||
public IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildRetireRewards(
|
||||
ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
|
||||
{
|
||||
var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
|
||||
return round?.RetireRewards ?? new();
|
||||
}
|
||||
|
||||
public IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildFinishRewards(
|
||||
ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
|
||||
{
|
||||
var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
|
||||
var bundle = new List<ColosseumRoundsConfig.RewardEntry>();
|
||||
if (round is not null)
|
||||
{
|
||||
bundle.AddRange(round.FinishRewards);
|
||||
}
|
||||
if (run.IsChampion)
|
||||
{
|
||||
bundle.AddRange(rounds.ChampionRewards);
|
||||
}
|
||||
return bundle;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
using SVSim.Database.Enums;
|
||||
using SVSim.Database.Models;
|
||||
using SVSim.Database.Models.Config;
|
||||
|
||||
namespace SVSim.EmulatedEntrypoint.Services.ArenaColosseum;
|
||||
|
||||
/// <summary>
|
||||
/// Pure-logic decisions for the Colosseum bracket lifecycle. Reads a
|
||||
/// <see cref="ViewerArenaColosseumRun"/> + <see cref="ColosseumRoundsConfig"/> snapshot and
|
||||
/// returns advancement / promotion / reward decisions. Side-effectful (debits, grants,
|
||||
/// run-row writes) live on the controllers — this service just computes.
|
||||
/// </summary>
|
||||
public interface IColosseumProgressionService
|
||||
{
|
||||
/// <summary>True when the node signal <c>matching_state == 3008</c> indicates the run
|
||||
/// has been promoted to the ranked bracket and we haven't already flipped the flag.
|
||||
/// Subsequent battle URLs route to <c>colosseum_rank_battle/*</c>.</summary>
|
||||
bool ShouldPromoteToRankMatching(ViewerArenaColosseumRun run, int matchingState);
|
||||
|
||||
/// <summary>Triggered post-match-finish when wins/losses cross thresholds. Returns the
|
||||
/// next round id (or current if no change), whether the bracket has ended, and the
|
||||
/// champion flag for the final-round-cleared case.</summary>
|
||||
AdvancementDecision DecideAdvancement(ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds);
|
||||
|
||||
/// <summary>Bundle to grant on <c>/retire</c>. Reads
|
||||
/// <see cref="ColosseumRoundsConfig.RoundEntry.RetireRewards"/> for the run's
|
||||
/// <see cref="ViewerArenaColosseumRun.RoundId"/>. Empty when no matching round.</summary>
|
||||
IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildRetireRewards(
|
||||
ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds);
|
||||
|
||||
/// <summary>Bundle to grant on <c>/finish</c>. Combines the current round's
|
||||
/// <see cref="ColosseumRoundsConfig.RoundEntry.FinishRewards"/> with
|
||||
/// <see cref="ColosseumRoundsConfig.ChampionRewards"/> when the run is a champion.</summary>
|
||||
IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildFinishRewards(
|
||||
ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds);
|
||||
}
|
||||
|
||||
/// <summary>Output of <see cref="IColosseumProgressionService.DecideAdvancement"/>.</summary>
|
||||
public sealed record AdvancementDecision(int NextRoundId, bool IsBracketEnd, bool IsChampion);
|
||||
Reference in New Issue
Block a user