using Wizard; using Wizard.BattleMgr; namespace SVSim.BattleEngine.Rng { // The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission // lives on NetworkBattleManagerBase (NetworkBattleSender's ctor demands one), so the M13 emit read // needs this subclass; HeadlessBattleMgr : SingleBattleMgr cannot reach the sender. RNG overrides are // identical to HeadlessBattleMgr (the same BattleManagerBase virtuals + RandomSourceBridge), so the // M14 rand-list emit reuses this mgr unchanged. M13's deterministic card never exercises a roll. public sealed class HeadlessNetworkBattleMgr : NetworkBattleManagerBase { private readonly IRandomSource _rng; public HeadlessNetworkBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null) : base(contentsCreator) { _rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed); } public override int StableRandom(int val) { double unit = _rng.NextUnit(); randomResult = unit; return RandomSourceBridge.Range(val, unit); } public override double StableRandomDouble() { double unit = _rng.NextUnit(); randomResult = unit; return unit; } public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val); } }