Phase 3 shipped placeholder ai_id values 4001..4008, which the client's
RankMatchAISettingList.GetSettingData() couldn't resolve — the lookup
is .First() against the rm_ai_setting.csv master table and throws
InvalidOperationException ("Sequence contains no matching element")
when the id isn't present. Surfaced on live smoke as a Unity error
during battle load:
Wizard.RankMatchAISettingDataSet.GetSettingData (System.Int32 enemyAiId)
BattleUI+<WaitForSetUp>d__9.MoveNext ()
Replaced with the series-1 enemy_ai_id per class from
data_dumps/client-assets/rm_ai_setting.csv:
1111=Forest, 1121=Sword, 1131=Rune, 1141=Dragon,
1151=Shadow, 1161=Blood, 1171=Haven, 1181=Portal
Practice mode's AI catalog (practice_ai_setting.csv) uses a different
schema keyed by (class_id, difficulty) with no enemy_ai_id field, so
practice ids aren't reusable here.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
AIBotProfile carries the cosmetic metadata the AI rank-battle start
endpoint composes into oppo_info. BotRoster.Pick is deterministic per
MatchContext so mid-flight retries get the same opponent. ai_id values
4001..4008 are placeholders per the existing ai-start.md TODO — we have
no live capture of the prod catalog.
Future improvement: migrate Roster to a bot-roster.json seed under
SVSim.Bootstrap/Data/seeds/ for editability without rebuilds.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>