39 lines
1.8 KiB
C#
39 lines
1.8 KiB
C#
namespace SVSim.BattleEngine.Rng
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{
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// The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission
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// lives on the NetworkBattleSender, and the *override that actually invokes it* (SendPlayCard ->
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// NetworkSender.SendPlayCard) lives on NetworkStandardBattleMgr, NOT NetworkBattleManagerBase: the
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// base SendPlayCard is an empty virtual no-op (NetworkBattleManagerBase.cs:598). NetworkStandardBattleMgr
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// is the production standard-PvP mgr; its ctor also creates the NetworkSender (NetworkStandardBattleMgr.cs:92),
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// so no manual sender wiring is needed here. Extending the base instead would resolve state but never
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// emit (spec §7 risk 2a). RNG overrides are identical to HeadlessBattleMgr (the same BattleManagerBase
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// virtuals + RandomSourceBridge), so the M14 rand-list emit reuses this mgr unchanged. M13's
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// deterministic card never exercises a roll.
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public sealed class HeadlessNetworkBattleMgr : NetworkStandardBattleMgr
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{
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private readonly IRandomSource _rng;
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public HeadlessNetworkBattleMgr(Wizard.BattleMgr.IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
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: base(contentsCreator)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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}
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public override int StableRandom(int val)
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return RandomSourceBridge.Range(val, unit);
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}
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public override double StableRandomDouble()
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return unit;
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}
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public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val);
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}
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}
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