using SVSim.Database.Models; using SVSim.Database.Models.Config; namespace SVSim.EmulatedEntrypoint.Services.ArenaColosseum; public class ColosseumProgressionService : IColosseumProgressionService { /// Colosseum-specific node signal — see do-matching.md §matching_state 3008. public const int PromoteToRankMatchingState = 3008; public bool ShouldPromoteToRankMatching(ViewerArenaColosseumRun run, int matchingState) => matchingState == PromoteToRankMatchingState && !run.IsRankMatching; public AdvancementDecision DecideAdvancement(ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds) { var currentRound = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId); var currentGroup = currentRound?.Groups.FirstOrDefault(); var maxRoundId = rounds.Rounds.Count == 0 ? run.RoundId : rounds.Rounds.Max(r => r.RoundId); // No matching round config (e.g. content not seeded) — treat current state as terminal // so the controller doesn't loop forever. Champion=false because we can't tell. if (currentGroup is null) { return new AdvancementDecision(run.RoundId, IsBracketEnd: true, IsChampion: false); } // Cleared the breakthrough threshold this round. if (run.WinCount >= currentGroup.BreakthroughNumber) { bool isFinal = run.RoundId >= maxRoundId; return new AdvancementDecision( NextRoundId: isFinal ? run.RoundId : run.RoundId + 1, IsBracketEnd: isFinal, IsChampion: isFinal); } // Exhausted the per-round battle cap without clearing — bracket ends at current round. if (run.BattleCountThisRound >= currentGroup.MaxBattleCount) { return new AdvancementDecision(run.RoundId, IsBracketEnd: true, IsChampion: false); } // Mid-round, still playing. return new AdvancementDecision(run.RoundId, IsBracketEnd: false, IsChampion: false); } public IReadOnlyList BuildRetireRewards( ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds) { var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId); return round?.RetireRewards ?? new(); } public IReadOnlyList BuildFinishRewards( ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds) { var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId); var bundle = new List(); if (round is not null) { bundle.AddRange(round.FinishRewards); } if (run.IsChampion) { bundle.AddRange(rounds.ChampionRewards); } return bundle; } }