32 lines
1.6 KiB
C#
32 lines
1.6 KiB
C#
using SVSim.BattleNode.Sessions;
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namespace SVSim.BattleNode.Sessions.Dispatch;
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/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
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/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
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/// synthesize the opponent-facing <c>knownList</c>. FUTURE: a token map (cardIds mined from
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/// orderList <c>add</c> ops, idx>30) + a reveal-gate set land alongside <see cref="IdxToCardId"/>.</summary>
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internal sealed class BattleSessionState
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{
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public BattleSessionPhase SessionPhase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
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public Dictionary<IBattleParticipant, long[]> PostSwapHands { get; } = new();
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/// <summary>Per-side idx->cardId, seeded lazily from <see cref="MatchContext.SelfDeckCardIds"/>.
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/// Deck cards only (idx 1..deckCount); tokens (idx>deckCount) are deferred.</summary>
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public Dictionary<IBattleParticipant, Dictionary<int, long>> IdxToCardId { get; } = new();
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/// <summary>The sender's idx->cardId map, seeding it from its <see cref="MatchContext"/> on first
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/// use. <c>BuildPlayerDeck</c> assigns deck idx = position+1, so entry (i+1) -> cardIds[i].</summary>
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public IReadOnlyDictionary<int, long> GetOrSeedDeckMap(IBattleParticipant side)
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{
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if (!IdxToCardId.TryGetValue(side, out var map))
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{
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map = new Dictionary<int, long>();
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var deck = side.Context.SelfDeckCardIds;
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for (var i = 0; i < deck.Count; i++) map[i + 1] = deck[i];
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IdxToCardId[side] = map;
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}
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return map;
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}
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}
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