Files
SVSimServer/SVSim.BattleNode/Protocol/Bodies/PlayActionsBroadcastBody.cs
gamer147 e70f32db79 refactor(battlenode): close §A boolean-blindness items (MinedToken, Stock, KeyActionType)
Behavior-preserving; 231 BattleNode tests green.

- MinedToken record struct replaces the transpose-prone (int Idx, long CardId,
  CardOwner IsSelf) tuple returned by KnownListBuilder.Mine*. Positional deconstruct
  keeps the Record*From call sites unchanged.
- enum Stock { Normal, Bypass } replaces the negative `bool noStock` on
  IBattleParticipant.PushAsync and DispatchRoute, threaded through both participants,
  BattleSession, and all handler construction sites.
- enum KeyActionType mirrors the client's SendKeyActionDataManager.KeyActionType;
  the StripKeyActionForOpponent guard compares named values, KeyActionEntry.Type is
  the enum (wire-identical via JsonNumberEnumConverter).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 22:53:32 -04:00

77 lines
5.1 KiB
C#

using System.Text.Json.Serialization;
namespace SVSim.BattleNode.Protocol.Bodies;
/// <summary>Opponent-facing PlayActions frame the node synthesizes from the active player's
/// send. <c>KnownList</c> reveals the played card's identity (null = token reveal deferred, see
/// the deterministic-turn slice). <c>OppoTargetList</c> is the renamed <c>targetList</c>
/// (independent of KnownList — a targeted hand play carries both). <c>KeyAction</c> forwards a
/// choice/Discover play's <c>{type,cardId}</c> so the opponent renders the choice-token generation;
/// the pick (<c>selectCard</c>) is stripped for a hidden (open:0) draw-to-hand choice. <c>UList</c>
/// forwards the sender's unapproved-movement list (deck-sourced summons/fetches) verbatim. All are
/// omitted when null via the envelope's WhenWritingNull policy (a vanilla play carries none).</summary>
public sealed record PlayActionsBroadcastBody(
[property: JsonPropertyName("playIdx")] int PlayIdx,
[property: JsonPropertyName("type")] int Type,
[property: JsonPropertyName("knownList")] IReadOnlyList<KnownCardEntry>? KnownList,
[property: JsonPropertyName("oppoTargetList")] IReadOnlyList<OppoTargetEntry>? OppoTargetList,
[property: JsonPropertyName("uList")] IReadOnlyList<UnapprovedCardEntry>? UList = null,
[property: JsonPropertyName("keyAction")] IReadOnlyList<KeyActionEntry>? KeyAction = null) : IMsgBody;
/// <summary>Opponent-facing keyAction entry for a choice/Discover play. <c>type</c>/<c>cardId</c>
/// (the GENERATING card) pass through so the opponent re-derives the candidate pool from that card's
/// skill; <c>selectCard</c> is stripped (null) for a hidden (open:0) choice — the pick stays secret
/// until the chosen card is played — and passed through for a visible (open:1) board choice (§6,
/// provisional pending live confirmation).</summary>
public sealed record KeyActionEntry(
[property: JsonPropertyName("type")]
[property: JsonConverter(typeof(JsonNumberEnumConverter<KeyActionType>))] KeyActionType Type,
[property: JsonPropertyName("cardId")] long CardId,
[property: JsonPropertyName("selectCard")] SelectCardEntry? SelectCard);
/// <summary>A visible choice's revealed pick: the chosen <c>cardId</c>(s) and the <c>open</c> flag.
/// Only emitted for the open:1 pass-through case (open:0 strips the whole <c>selectCard</c>).</summary>
public sealed record SelectCardEntry(
[property: JsonPropertyName("cardId")] IReadOnlyList<long> CardId,
[property: JsonPropertyName("open")]
[property: JsonConverter(typeof(JsonNumberEnumConverter<ChoiceVisibility>))] ChoiceVisibility Open);
/// <summary>One revealed card in a <c>knownList</c>. Vanilla slice fills cardId from the sender's
/// deck map and leaves spellboost 0 / attachTarget "" (cost/clan/tribe deferred to the card-master
/// port — the receiver re-derives them from cardId).</summary>
public sealed record KnownCardEntry(
[property: JsonPropertyName("idx")] int Idx,
[property: JsonPropertyName("cardId")] long CardId,
[property: JsonPropertyName("to")] int To,
[property: JsonPropertyName("spellboost")] int Spellboost,
[property: JsonPropertyName("attachTarget")] string AttachTarget);
/// <summary>Renamed <c>targetList</c> entry. <c>isSelf</c> is actor-relative and passes through
/// verbatim — no perspective flip (bullet-3 audit F2).</summary>
public sealed record OppoTargetEntry(
[property: JsonPropertyName("targetIdx")] int TargetIdx,
[property: JsonPropertyName("isSelf")]
[property: JsonConverter(typeof(JsonNumberEnumConverter<CardOwner>))] CardOwner IsSelf);
/// <summary>One entry in a relayed <c>uList</c> (the unapproved-movement list) — a skill-driven
/// card movement (fetch / search / summon-from-deck / discard-reveal) the node forwards VERBATIM
/// (bullet-3 audit F1; the node makes no reveal decision — <c>cardId</c> presence is the sender's
/// call). The first five fields are always emitted; the rest are conditional in
/// <c>SendCardDataMaker.MakeUList</c> (cardId when revealed, clan/cost when set, etc.) and omit when
/// null. <c>isSelf</c> is actor-relative and passes through unchanged (F2).</summary>
public sealed record UnapprovedCardEntry(
[property: JsonPropertyName("idxList")] IReadOnlyList<int> IdxList,
[property: JsonPropertyName("from")] int From,
[property: JsonPropertyName("to")] int To,
[property: JsonPropertyName("isSelf")]
[property: JsonConverter(typeof(JsonNumberEnumConverter<CardOwner>))] CardOwner IsSelf,
[property: JsonPropertyName("skill")] string Skill,
[property: JsonPropertyName("cardId")] long? CardId = null,
[property: JsonPropertyName("clan")] int? Clan = null,
[property: JsonPropertyName("cost")] int? Cost = null,
[property: JsonPropertyName("skillKeyCardIdx")] IReadOnlyList<int>? SkillKeyCardIdx = null,
[property: JsonPropertyName("randomTargetIdx")] IReadOnlyList<int>? RandomTargetIdx = null,
[property: JsonPropertyName("isInvoke")]
[property: JsonConverter(typeof(NumericBoolJsonConverter))] bool? IsInvoke = null,
[property: JsonPropertyName("attachTarget")] string? AttachTarget = null);