Files
SVSimServer/SVSim.BattleEngine/Rng/HeadlessNetworkBattleMgr.cs

39 lines
1.8 KiB
C#

namespace SVSim.BattleEngine.Rng
{
// The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission
// lives on the NetworkBattleSender, and the *override that actually invokes it* (SendPlayCard ->
// NetworkSender.SendPlayCard) lives on NetworkStandardBattleMgr, NOT NetworkBattleManagerBase: the
// base SendPlayCard is an empty virtual no-op (NetworkBattleManagerBase.cs:598). NetworkStandardBattleMgr
// is the production standard-PvP mgr; its ctor also creates the NetworkSender (NetworkStandardBattleMgr.cs:92),
// so no manual sender wiring is needed here. Extending the base instead would resolve state but never
// emit (spec §7 risk 2a). 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 : NetworkStandardBattleMgr
{
private readonly IRandomSource _rng;
public HeadlessNetworkBattleMgr(Wizard.BattleMgr.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);
}
}