using System.Collections.Immutable;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Lifecycle;
///
/// v1 hand-rolled scripted opponent. Static frame builders for the five lifecycle uris
/// (Matched / BattleStart / Deal / Swap response / Ready) plus a trivial opponent TurnStart
/// the dispatch pushes after the player's TurnEnd. The values are templated from the TK2
/// captures at data_dumps/captures/battle-traffic_tk2_regular.ndjson — anything
/// hardcoded here came from a real prod frame, with names + provenance in
/// . The player-half of Matched/BattleStart now reads from
/// instead of .
///
public static class ScriptedLifecycle
{
///
/// Viewer id we present as the opponent on every scripted push. Out-of-range vs. real
/// viewer ids so it can't collide with a real account in the auth pipeline.
///
public const long FakeOpponentViewerId = 999_999_999L;
public static MsgEnvelope BuildMatched(MatchContext ctx, long playerViewerId, long opponentViewerId, string battleId) =>
EnvelopeForPush(NetworkBattleUri.Matched,
new MatchedBody(
SelfInfo: new MatchedSelfInfo(
CountryCode: ctx.CountryCode,
UserName: ctx.UserName,
SleeveId: ctx.SleeveId,
EmblemId: ctx.EmblemId,
DegreeId: ctx.DegreeId,
FieldId: ctx.FieldId,
IsOfficial: ctx.IsOfficial,
OppoId: opponentViewerId,
Seed: ScriptedProfiles.BattleSeed),
OppoInfo: ScriptedProfiles.OpponentMatchedProfile with { OppoId = playerViewerId },
SelfDeck: BuildPlayerDeck(ctx.SelfDeckCardIds)),
bid: battleId);
public static MsgEnvelope BuildBattleStart(MatchContext ctx, long playerViewerId) =>
EnvelopeForPush(NetworkBattleUri.BattleStart,
new BattleStartBody(
TurnState: 0, // player goes first
BattleType: ctx.BattleType,
SelfInfo: new BattleStartSelfInfo(
Rank: ScriptedProfiles.PlayerRank,
BattlePoint: ScriptedProfiles.PlayerBattlePoint,
ClassId: ctx.ClassId,
CharaId: ctx.CharaId,
CardMasterName: ctx.CardMasterName),
OppoInfo: ScriptedProfiles.OpponentBattleStartProfile));
public static MsgEnvelope BuildDeal() =>
EnvelopeForPush(NetworkBattleUri.Deal,
new DealBody(
Self: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) },
Oppo: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) }));
///
/// Initial 3-card hand idxs from . Each position in this array
/// is one card; the value is the card's deck idx. enforces
/// the "read-only constant" contract at the type level — callers cannot mutate it, even
/// accidentally (the prior long[] allowed in-place modification by anyone with the
/// field reference).
///
private static readonly ImmutableArray InitialHand = ImmutableArray.Create(1, 2, 3);
///
/// Compute the player's hand after a mulligan. For every idx in
/// that is currently in the hand, replace it with the next unused deck idx (starting at 4,
/// since 1..3 were dealt). Positions of kept cards are preserved.
///
public static long[] ComputeHandAfterSwap(IReadOnlyList swapIndices)
{
var hand = InitialHand.ToArray();
var nextDeckIdx = 4L;
for (var pos = 0; pos < hand.Length; pos++)
{
if (swapIndices.Contains(hand[pos]))
{
hand[pos] = nextDeckIdx++;
}
}
return hand;
}
public static MsgEnvelope BuildSwapResponse(IReadOnlyList hand) =>
EnvelopeForPush(NetworkBattleUri.Swap,
new SwapResponseBody(Self: BuildPosIdxList(hand)));
public static MsgEnvelope BuildReady(IReadOnlyList hand) =>
EnvelopeForPush(NetworkBattleUri.Ready,
new ReadyBody(
Self: BuildPosIdxList(hand),
Oppo: BuildPosIdxList(InitialHand),
IdxChangeSeed: ScriptedProfiles.ReadyIdxChangeSeed,
Spin: ScriptedProfiles.ReadySpin));
///
/// First half of the v1.1 scripted opponent turn cycle: pushed after the player's
/// TurnEnd, transitions the client into "Opponent's turn…" state. Paired with
/// , which immediately follows and hands control
/// back to the player.
///
public static MsgEnvelope BuildOpponentTurnStart() =>
EnvelopeForPush(NetworkBattleUri.TurnStart,
new OpponentTurnStartBody(Spin: ScriptedProfiles.OpponentTurnStartSpin));
///
/// Server-pushed TurnEnd transition that closes the opponent's turn and hands control
/// back to the player. Paired with in the v1.1 loop.
/// Wire shape from prod capture battle-traffic_tk2_regular.ndjson L18:
/// {"uri":"TurnEnd","turnState":0,"resultCode":1,"playSeq":N}.
///
public static MsgEnvelope BuildOpponentTurnEnd() =>
EnvelopeForPush(NetworkBattleUri.TurnEnd, new TurnEndBody(TurnState: 0));
private static IReadOnlyList BuildPosIdxList(IReadOnlyList hand)
{
var list = new List(hand.Count);
for (var pos = 0; pos < hand.Count; pos++)
{
list.Add(new PosIdx(Pos: pos, Idx: (int)hand[pos]));
}
return list;
}
private static IReadOnlyList BuildPlayerDeck(IReadOnlyList cardIds)
{
var deck = new List(cardIds.Count);
for (var i = 0; i < cardIds.Count; i++)
{
deck.Add(new DeckCardRef(Idx: i + 1, CardId: cardIds[i]));
}
return deck;
}
private static MsgEnvelope EnvelopeForPush(NetworkBattleUri uri, IMsgBody body, string? bid = null) =>
new(uri,
ViewerId: FakeOpponentViewerId,
Uuid: WireConstants.ServerUuid,
Bid: bid,
Try: 0,
Cat: EmitCategory.Battle,
PubSeq: null,
PlaySeq: null,
Body: body);
}