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