The opponent-facing PlayActions knownList now carries the engine-RESOLVED play-time cost (KnownCardEntry.cost), sourced from the headless shadow engine's PlayedCost on the just-resolved card. This closes the spellboost cost-desync BY CONSTRUCTION: the engine already knows the true discounted cost (spellboost + board modifiers folded in), so no bookkeeping is needed. - DTO: add non-nullable cost to KnownCardEntry (prod emits cost 45/45). - SessionBattleEngine.PlayedCardCost(seat, idx, fallback): finds the resolved card by engine Index across in-play/cemetery/hand zones and returns PlayedCost (captured by PlayCard at resolution == discounted Cost), degrading to fallback when the engine is not owned/ready. - PlayActionsHandler sources the played card's cost from ctx.Engine (ShadowIngest already resolved the play before the handler runs). Spellboost-map plumbing stays for now; Task 6 (M-HC-3b) retires it. - Validation: engine-read test (charge-seeded reducer 101314020: base 5, cost 5/1/0 at charge 0/4/5) + handler-emit test asserting knownList[0].cost == 1 (discounted, not base 5) with non-vacuity. Board-dependent (when_evolve_other) case deferred to M-HC-4 (evolve not yet headless); cost is read off the resolved engine so board modifiers are captured by construction once their ops resolve. - Harness: promote alt vanilla follower id (101211120) to AltVanillaFollowerId. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
80 lines
5.0 KiB
C#
80 lines
5.0 KiB
C#
using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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/// <summary>PvP PlayActions translator. Synthesizes the opponent-facing knownList from the sender's
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/// idx->cardId map + the orderList move op, renames targetList -> oppoTargetList, drops orderList,
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/// and forwards a stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped
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/// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens),
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/// keyAction.selectCard (choice picks), or a baseIdx copy resolved against the side's map — all mined
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/// on earlier (or the same) frames; an un-generated token idx still degrades to {playIdx,type}
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/// (no knownList). Bot drop (no rule).</summary>
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internal sealed class PlayActionsHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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if (!ctx.BothSidesAfterReady())
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return Array.Empty<DispatchRoute>();
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var entries = (ctx.Env.Body as RawBody)?.Entries ?? new Dictionary<string, object?>();
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var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.PlayIdx));
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var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.Type));
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var orderList = entries.GetValueOrDefault(WireKeys.OrderList);
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var keyAction = entries.GetValueOrDefault(WireKeys.KeyAction);
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// Mine generated-token identities from this frame's add ops into the right side's idx->cardId
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// map (isSelf:1 → sender; isSelf:0 → opponent, a cross-side gift), so a token played in a LATER
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// frame resolves its cardId — by whichever side ends up playing it (bullet-3 audit F1).
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ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
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// Choice/Discover-into-hand: the chosen cardId rides keyAction.selectCard (the orderList's
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// choiceAdd carries candidates only). Record idx->chosenCardId now so the later play reveals it.
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ctx.State.RecordChoicePicksFrom(ctx.From, ctx.Other, orderList, keyAction);
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// Copy/clone tokens: card:{baseIdx} points at a card in the actor's own index space; resolve it
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// against that side's map and record copyIdx->cardId so the later play reveals it. Ordered after
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// the plain/choice mining so a same-frame copy of a just-added token resolves against the live map.
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ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList);
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var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
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// The ENGINE-RESOLVED play-time cost (M-HC-3a). The conductor's ShadowIngest already ran
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// engine.Receive for THIS frame before this handler runs, so the engine has resolved the play and
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// PlayedCardCost reads the discounted cost it actually charged (spellboost + board modifiers folded
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// in BY CONSTRUCTION — no bookkeeping). Sender's seat == ctx.A (BattleSession.ShadowIngest uses the
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// same ReferenceEquals(from, A) mapping). Degrades to 0 when the engine isn't owned/ready for this
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// session (single-active-engine gate) so a non-engine session never crashes.
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bool senderSeat = ReferenceEquals(ctx.From, ctx.A);
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int playedCost = ctx.Engine.PlayedCardCost(senderSeat, playIdx, fallback: 0);
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// Spellboost count still rides the played card's knownList (prod-faithful; Task 6 retires this
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// bookkeeping now that cost is engine-sourced). Read the CURRENT map (state before this frame's
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// grant) for the emit, then fold THIS frame's alter ops in afterwards — a play that grants
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// spellboost (e.g. Fate's Hand) targets the REST of the hand, not the card just played.
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var played = KnownListBuilder.BuildPlayedCard(
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deckMap, playIdx, orderList, ctx.State.GetSpellboostMap(ctx.From), cost: playedCost);
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ctx.State.RecordSpellboostFrom(ctx.From, ctx.Other, orderList);
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var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList));
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// Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim,
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// separate receive slot the node forwards unchanged (bullet-3 audit F1). The node makes no
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// reveal decision; cardId presence is the sender's call. Coexists with the synthesized
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// knownList in the same frame (capture line 75).
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var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault(WireKeys.UList));
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var body = new PlayActionsBroadcastBody(
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PlayIdx: playIdx,
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Type: type,
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KnownList: played is null ? null : new[] { played },
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OppoTargetList: oppoTargets,
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UList: uList,
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// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
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// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
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KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
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var frame = ctx.Env with { Body = body };
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return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
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}
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}
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