Files
SVSimServer/SVSim.EmulatedEntrypoint/Services/ArenaColosseum/ColosseumProgressionService.cs
gamer147 cbee0f9a50 feat(arena-colosseum): playable bracket + rank-match promotion (phase 2)
Closes 4 more arena-colosseum spec shapes (6/16 → 10/16): the dual-prefix
battle URLs (colosseum_battle/* and colosseum_rank_battle/*) for both
do_matching and per-match finish, plus the bracket-end /finish + /retire
pair on /arena_colosseum.

* ColosseumProgressionService: pure-logic decisions for win-threshold
  advancement, 3008 promotion trigger, and per-round reward bundles.
  Extends ColosseumRoundsConfig with FinishRewards/RetireRewards per
  round + a top-level ChampionRewards list.
* MatchContextBuilder.BuildForColosseumAsync: lifts the registered deck
  via IDeckRepository (NOT viewer-graph) per project_ef_nav_include_pitfall.
* ArenaColosseumBattleController: dual route prefixes off one controller
  via explicit absolute [HttpPost("/...")] routes — does NOT extend
  SVSimController's [Route("[controller]")]. Same pattern as FreeBattle.
  URL-vs-IsRankMatching mismatch returns 400 with a phase-mismatch error;
  no-deck triggers the standard 3001 matchmaking-illegal state. 3008
  flips run.IsRankMatching exactly once via the progression service.
* /arena_colosseum/finish + /retire share FinishResponse (rewards +
  reward_list + colosseum_status). Champion finish appends ChampionRewards
  and surfaces colosseum_status.is_champion = true. Both delete the run
  row after granting via IInventoryTransaction.GrantAsync.
* DI: ModePolicy entries for "colosseum_battle" and "colosseum_rank_battle".
* Tests: 8 progression-service unit tests (pure logic), 5 battle-controller
  HTTP tests, 5 bracket-terminate HTTP tests, 2 full-bracket E2E walks
  (champion path + retire mid-round). Full suite: 1331/1331.
2026-06-13 12:32:56 -04:00

70 lines
2.8 KiB
C#

using SVSim.Database.Models;
using SVSim.Database.Models.Config;
namespace SVSim.EmulatedEntrypoint.Services.ArenaColosseum;
public class ColosseumProgressionService : IColosseumProgressionService
{
/// <summary>Colosseum-specific node signal — see do-matching.md §matching_state 3008.</summary>
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<ColosseumRoundsConfig.RewardEntry> BuildRetireRewards(
ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
{
var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
return round?.RetireRewards ?? new();
}
public IReadOnlyList<ColosseumRoundsConfig.RewardEntry> BuildFinishRewards(
ViewerArenaColosseumRun run, ColosseumRoundsConfig rounds)
{
var round = rounds.Rounds.FirstOrDefault(r => r.RoundId == run.RoundId);
var bundle = new List<ColosseumRoundsConfig.RewardEntry>();
if (round is not null)
{
bundle.AddRange(round.FinishRewards);
}
if (run.IsChampion)
{
bundle.AddRange(rounds.ChampionRewards);
}
return bundle;
}
}