using System.Text.Json.Serialization;
namespace SVSim.BattleNode.Protocol.Bodies;
/// Opponent-facing PlayActions frame the node synthesizes from the active player's
/// send. KnownList reveals the played card's identity (null = token reveal deferred, see
/// the deterministic-turn slice). OppoTargetList is the renamed targetList
/// (independent of KnownList — a targeted hand play carries both). KeyAction forwards a
/// choice/Discover play's {type,cardId} so the opponent renders the choice-token generation;
/// the pick (selectCard) is stripped for a hidden (open:0) draw-to-hand choice. UList
/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. All are
/// omitted when null via the envelope's WhenWritingNull policy (a vanilla play carries none).
public sealed record PlayActionsBroadcastBody(
[property: JsonPropertyName("playIdx")] int PlayIdx,
[property: JsonPropertyName("type")] int Type,
[property: JsonPropertyName("knownList")] IReadOnlyList? KnownList,
[property: JsonPropertyName("oppoTargetList")] IReadOnlyList? OppoTargetList,
[property: JsonPropertyName("uList")] IReadOnlyList? UList = null,
[property: JsonPropertyName("keyAction")] IReadOnlyList? KeyAction = null) : IMsgBody;
/// Opponent-facing keyAction entry for a choice/Discover play. type/cardId
/// (the GENERATING card) pass through so the opponent re-derives the candidate pool from that card's
/// skill; selectCard is stripped (null) for a hidden (open:0) choice — the pick stays secret
/// until the chosen card is played — and passed through for a visible (open:1) board choice (§6,
/// provisional pending live confirmation).
public sealed record KeyActionEntry(
[property: JsonPropertyName("type")]
[property: JsonConverter(typeof(JsonNumberEnumConverter))] KeyActionType Type,
[property: JsonPropertyName("cardId")] long CardId,
[property: JsonPropertyName("selectCard")] SelectCardEntry? SelectCard);
/// A visible choice's revealed pick: the chosen cardId(s) and the open flag.
/// Only emitted for the open:1 pass-through case (open:0 strips the whole selectCard).
public sealed record SelectCardEntry(
[property: JsonPropertyName("cardId")] IReadOnlyList CardId,
[property: JsonPropertyName("open")]
[property: JsonConverter(typeof(JsonNumberEnumConverter))] ChoiceVisibility Open);
/// One revealed card in a knownList. cardId from the sender's deck map; cost
/// is the ENGINE-RESOLVED play-time cost (M-HC-3a) — the discounted cost the headless engine actually
/// charged (spellboost + board modifiers folded in by construction), emitted on EVERY entry (prod sends
/// cost 45/45 in captures, so it is NOT omitted). spellboost is now ALSO engine-sourced (M-HC-3b) —
/// the played card's accumulated spell-charge count read straight off the resolved engine
/// (SessionBattleEngine.PlayedCardSpellboost); the wire-derived spellboost bookkeeping is retired.
/// Cost already folds the discount in by construction; the count rides the entry only to stay prod-faithful
/// (prod sends the real count).
/// clan and tribe are likewise ENGINE-SOURCED (M-HC-4e) — read off the resolved card's
/// BattleCardBase.Clan/BattleCardBase.Tribe getters (via
/// SessionBattleEngine.PlayedCardClan/PlayedCardTribe), which fold in
/// any skill-applied clan/tribe CHANGE/ADD (e.g. change_affiliation), so the wire carries the LIVE
/// clan/tribe the engine resolved, not the static card-master value. PROD ALWAYS EMITS BOTH on every
/// knownList entry (tk2 capture battle-traffic_tk2_regular.ndjson, e.g.
/// {idx:17,cardId:128821011,...,clan:8,tribe:"7,16",...}): clan is the int ClanType
/// ordinal (present even when 0); tribe is the comma-joined int TribeType ordinals as a
/// STRING, "0" when the card has no tribe (== ClanType/TribeType.ALL == 0, never empty/omitted —
/// the client reads it via item.Value.ToString(), NetworkBattleReceiver.cs:2382). Both are always
/// present (non-null string for tribe), so neither is null-omitted. attachTarget stays "".
public sealed record KnownCardEntry(
[property: JsonPropertyName("idx")] int Idx,
[property: JsonPropertyName("cardId")] long CardId,
[property: JsonPropertyName("to")] int To,
[property: JsonPropertyName("spellboost")] int Spellboost,
[property: JsonPropertyName("attachTarget")] string AttachTarget,
[property: JsonPropertyName("cost")] int Cost,
[property: JsonPropertyName("clan")] int Clan,
[property: JsonPropertyName("tribe")] string Tribe);
/// Renamed targetList entry. isSelf is actor-relative and passes through
/// verbatim — no perspective flip (bullet-3 audit F2).
public sealed record OppoTargetEntry(
[property: JsonPropertyName("targetIdx")] int TargetIdx,
[property: JsonPropertyName("isSelf")]
[property: JsonConverter(typeof(JsonNumberEnumConverter))] CardOwner IsSelf);
/// One entry in a relayed uList (the unapproved-movement list) — a skill-driven
/// card movement (fetch / search / summon-from-deck / discard-reveal) the node forwards VERBATIM
/// (bullet-3 audit F1; the node makes no reveal decision — cardId presence is the sender's
/// call). The first five fields are always emitted; the rest are conditional in
/// SendCardDataMaker.MakeUList (cardId when revealed, clan/cost when set, etc.) and omit when
/// null. isSelf is actor-relative and passes through unchanged (F2).
public sealed record UnapprovedCardEntry(
[property: JsonPropertyName("idxList")] IReadOnlyList IdxList,
[property: JsonPropertyName("from")] int From,
[property: JsonPropertyName("to")] int To,
[property: JsonPropertyName("isSelf")]
[property: JsonConverter(typeof(JsonNumberEnumConverter))] CardOwner IsSelf,
[property: JsonPropertyName("skill")] string Skill,
[property: JsonPropertyName("cardId")] long? CardId = null,
[property: JsonPropertyName("clan")] int? Clan = null,
[property: JsonPropertyName("cost")] int? Cost = null,
[property: JsonPropertyName("skillKeyCardIdx")] IReadOnlyList? SkillKeyCardIdx = null,
[property: JsonPropertyName("randomTargetIdx")] IReadOnlyList? RandomTargetIdx = null,
[property: JsonPropertyName("isInvoke")]
[property: JsonConverter(typeof(NumericBoolJsonConverter))] bool? IsInvoke = null,
[property: JsonPropertyName("attachTarget")] string? AttachTarget = null);