fix(ranked-ai): randomize bot selection and seed for AI fallback matches
Bot roster pick was hashing (UserName, ClassId) — same player always faced the same bot class. Now hashes battleId so different matches get different opponents while retries of the same pending battle stay consistent. AI start response hardcoded Seed=0 for both sides, so the client's deck shuffle/mulligan/draw RNG was deterministic every match. The BattleNode's per-battle MasterSeed (Random.Shared) was never sent to bot-mode clients because InitBattleHandler skips the Matched frame. Now populates Seed with Random.Shared.Next() on the HTTP response. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -18,7 +18,7 @@ public sealed class BotRoster : IBotRoster
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_globals = globals;
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}
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public async Task<AIBotProfile> PickAsync(MatchContext selfCtx, CancellationToken ct = default)
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public async Task<AIBotProfile> PickAsync(MatchContext selfCtx, string battleId, CancellationToken ct = default)
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{
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var roster = await _globals.GetBotRoster();
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if (roster.Count == 0)
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@@ -27,11 +27,9 @@ public sealed class BotRoster : IBotRoster
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"BotRoster is empty. Run SVSim.Bootstrap to import seeds/bot-roster.json.");
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}
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// Deterministic: hash the ctx and pick from the roster. Same ctx →
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// same bot so a mid-flight retry of /ai_<fmt>/start returns the same
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// opponent (no fresh roster pick on each call).
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var hash = StringComparer.Ordinal.GetHashCode(selfCtx.UserName)
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^ StringComparer.Ordinal.GetHashCode(selfCtx.ClassId);
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// Deterministic per battle ID: same pending battle → same bot on retry,
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// but different battles get different opponents.
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var hash = StringComparer.Ordinal.GetHashCode(battleId);
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var index = (int)((uint)hash % roster.Count);
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var row = roster[index];
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return ToProfile(row);
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