using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Protocol.Bodies; namespace SVSim.BattleNode.Sessions.Dispatch.Handlers; /// PvP PlayActions translator. Synthesizes the opponent-facing knownList from the sender's /// idx->cardId map + the orderList move op, renames targetList -> oppoTargetList, drops orderList, /// and forwards a stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped /// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens), /// keyAction.selectCard (choice picks), or a baseIdx copy resolved against the side's map — all mined /// on earlier (or the same) frames; an un-generated token idx still degrades to {playIdx,type} /// (no knownList). Bot drop (no rule). internal sealed class PlayActionsHandler : IFrameHandler { public IReadOnlyList Handle(FrameDispatchContext ctx) { if (!ctx.BothSidesAfterReady()) return Array.Empty(); var entries = (ctx.Env.Body as RawBody)?.Entries ?? new Dictionary(); var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.PlayIdx)); var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.Type)); var orderList = entries.GetValueOrDefault(WireKeys.OrderList); var keyAction = entries.GetValueOrDefault(WireKeys.KeyAction); // Mine generated-token identities from this frame's add ops into the right side's idx->cardId // map (isSelf:1 → sender; isSelf:0 → opponent, a cross-side gift), so a token played in a LATER // frame resolves its cardId — by whichever side ends up playing it (bullet-3 audit F1). ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList); // Choice/Discover-into-hand: the chosen cardId rides keyAction.selectCard (the orderList's // choiceAdd carries candidates only). Record idx->chosenCardId now so the later play reveals it. ctx.State.RecordChoicePicksFrom(ctx.From, ctx.Other, orderList, keyAction); // Copy/clone tokens: card:{baseIdx} points at a card in the actor's own index space; resolve it // against that side's map and record copyIdx->cardId so the later play reveals it. Ordered after // the plain/choice mining so a same-frame copy of a just-added token resolves against the live map. ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList); var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From); // The ENGINE-RESOLVED play-time cost (M-HC-3a). The conductor's ShadowIngest already ran // engine.Receive for THIS frame before this handler runs, so the engine has resolved the play and // PlayedCardCost reads the discounted cost it actually charged (spellboost + board modifiers folded // in BY CONSTRUCTION — no bookkeeping). Sender's seat == ctx.A (BattleSession.ShadowIngest uses the // same ReferenceEquals(from, A) mapping). Degrades to 0 when the engine isn't owned/ready for this // session (single-active-engine gate) so a non-engine session never crashes. bool senderSeat = ReferenceEquals(ctx.From, ctx.A); int playedCost = ctx.Engine.PlayedCardCost(senderSeat, playIdx, fallback: 0); // The spellboost (spell-charge) COUNT is now ALSO engine-sourced (M-HC-3b) — the wire-derived // bookkeeping is retired. The engine accumulated the true count for the played card during the // ShadowIngest's engine.Receive (each spell play runs the card's own AddSpellChargeCount), so // PlayedCardSpellboost reads it straight off the resolved card (persist-post-play, same zone search // as the cost). Cost already folds the discount in by construction; the count rides the entry only // to stay prod-faithful (prod sends the real count). Same senderSeat mapping as the cost read. int playedSpellboost = ctx.Engine.PlayedCardSpellboost(senderSeat, playIdx, fallback: 0); // clan/tribe are ALSO engine-sourced (M-HC-4e) — read off the resolved card's Clan/Tribe getters, so // any skill-applied clan/tribe change (e.g. change_affiliation) rides the wire (the static card-master // value would miss it). Prod always emits both on every knownList entry: clan as the int ClanType // ordinal, tribe as the comma-joined int TribeType string ("0" for none). Same senderSeat mapping. int playedClan = ctx.Engine.PlayedCardClan(senderSeat, playIdx, fallback: 0); string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx); var played = KnownListBuilder.BuildPlayedCard( deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost, clan: playedClan, tribe: playedTribe); var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList)); // Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim, // separate receive slot the node forwards unchanged (bullet-3 audit F1). The node makes no // reveal decision; cardId presence is the sender's call. Coexists with the synthesized // knownList in the same frame (capture line 75). var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault(WireKeys.UList)); var body = new PlayActionsBroadcastBody( PlayIdx: playIdx, Type: type, KnownList: played is null ? null : new[] { played }, OppoTargetList: oppoTargets, UList: uList, // {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped // when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction). KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction)); var frame = ctx.Env with { Body = body }; return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) }; } }