Drive ATTACK frames through the headless receive conductor and assert on engine board state (node-native harness). Two cases: follower -> enemy leader (leader life drops by atk, attacker spent) and a lethal follower-vs-follower trade (both removed). ATTACK opcode confirmed = 10 (NetworkBattleDefine.PlayActionType). Headless view-untangle (no Engine logic edits; drift clean): - IBattlePlayerView.AttackSelectControl -> non-null HeadlessAttackSelectControl (no-op RegisterAttackPair/ResetCardAfterAttack); IsCardTranslatable left to base. - IBattleCardView.CardInfo -> backing card via BuildInfo (so IsCardTranslatable reads authentic IsClass); class/null view ctors now chain : base(buildInfo). - IBattleCardView._inPlayFrameEffect -> non-null no-op control. - Seed Certification.viewer_id headless so the IsRecovery target parse (vid != UserViewerID) does not throw inside SavedataManager and silently drop the parsed targetList. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
39 lines
2.3 KiB
C#
39 lines
2.3 KiB
C#
// AUTHORED SHIM (not copied) — headless no-op AttackSelectControl for the receive ATTACK path.
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//
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// The attack conductor dereferences BattlePlayer.BattleView.AttackSelectControl twice on the resolve
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// path: InPlayCardReflection.RegisterPairToAttackSelectControl (isPlayer attacks only) calls
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// IsCardTranslatable(targetView) + RegisterAttackPair(pair); ActionProcessor.Attack's non-proceeding
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// arm calls ResetCardAfterAttack(view). Headless those touch the (UI-only) attack-pair animation state
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// — purely cosmetic translate/idle tweening — so a no-op subclass keeps authoritative state intact.
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//
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// IsCardTranslatable is NOT virtual (it reads cardView.CardInfo.IsClass), so it is left to the BASE
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// impl; it resolves correctly headless because the headless BattleCardView's CardInfo is wired to the
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// backing card (see Shim/View/ViewUiTouchStubs.cs + Generated/_IfaceImpl.g.cs HEADLESS-FIX). The
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// virtual mutating-cosmetic methods are overridden to no-ops here so they never deref the null
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// _attackTargetSelectInfo._attackPairsCardIsInvolvedIn animation queue.
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View
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{
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/// <summary>A no-op <see cref="AttackSelectControl"/> seeded as the headless player view's
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/// AttackSelectControl. Overrides only the cosmetic attack-pair animation entry points the receive
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/// ATTACK path invokes; all authoritative damage/death resolution stays in ActionProcessor.Attack.</summary>
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public sealed class HeadlessAttackSelectControl : AttackSelectControl
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{
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public static readonly HeadlessAttackSelectControl Instance = new();
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// The receive path enqueues an attack pair for the translate-up animation. No UI headless, so
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// skip it entirely (the base would deref the card view's null _attackTargetSelectInfo queue).
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public override void RegisterAttackPair(AttackPair attackPair) { }
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// Post-attack card reset is a position tween; no-op headless.
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public override VfxBase ResetCardAfterAttack(IBattleCardView cardToReset) => NullVfx.GetInstance();
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public override VfxBase ResetCardAfterAttackOnReplay() => NullVfx.GetInstance();
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// Idle pingpong tween; no-op headless.
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public override void StartCardIdling(IBattleCardView battleCardView) { }
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}
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}
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