Files
SVSimServer/SVSim.BattleNode/Sessions/Participants/ScriptedBotParticipant.cs
gamer147 8052ed60ec refactor(battle-node): scripted bot drives the handshake as a real participant
Implements IHasHandshakePhase and emits client-shaped InitNetwork/InitBattle/
Loaded/Swap (reacting to the session's pushes) instead of being a passive
TurnEnd-only fixture the session narrates around. This is what lets the
type-agnostic mulligan barrier (next task) work in Scripted mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 10:51:08 -04:00

83 lines
4.6 KiB
C#

using System.Linq;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Lifecycle;
using SVSim.BattleNode.Protocol;
namespace SVSim.BattleNode.Sessions.Participants;
/// <summary>
/// Server-scripted opponent that drives a client-shaped emit chain so the session brokers
/// it through the same handshake arms as a human. <see cref="RunAsync"/> kicks off
/// <c>InitNetwork</c>; the session's pushes then drive <see cref="PushAsync"/> reactively:
/// <c>InitNetwork</c>(ack)→<c>InitBattle</c>, <c>Matched</c>→<c>Loaded</c>, <c>Deal</c>→<c>Swap</c>
/// (empty mulligan). After the player's <c>TurnEnd</c> it fires the v1.2 three-frame burst
/// (<c>OpponentTurnStart</c>, <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>). All other URIs
/// are swallowed. Implementing <see cref="IHasHandshakePhase"/> is what makes the session
/// treat it as a real handshake participant (mulligan-barrier swapper included).
/// </summary>
/// <remarks>
/// ViewerId, Context are fixtures matching <see cref="ScriptedLifecycle.FakeOpponentViewerId"/>
/// and a scripted opponent profile. The Context fixture is the source of truth for the
/// scripted opponent's half of Matched and BattleStart (cosmetics, deck count, class/chara) —
/// <see cref="BattleSession.ComputeFrames"/> reads <c>other.Context</c> for those frames.
/// Deal still uses fixed scripted frames that ignore Context.
/// </remarks>
public sealed class ScriptedBotParticipant : IBattleParticipant, IHasHandshakePhase
{
public long ViewerId => ScriptedLifecycle.FakeOpponentViewerId;
public MatchContext Context { get; } = new(
// 30 dummy card ids so oppoCtx.SelfDeckCardIds.Count == 30 — prod frame[2] (Matched)
// shipped OppoDeckCount: 30.
SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 0L).ToList(),
// BattleStart opponent half (frame[5]): ClassId/CharaId both "8" (neutral test class).
ClassId: "8", CharaId: "8", CardMasterName: "card_master_node_10015",
// Matched opponent half (frame[2]): cosmetic fields from the prod capture.
CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
BattleType: 0);
// Session reads/advances this through its phase-gated handshake arms, exactly as it
// does for a RealParticipant. The bot doesn't read it — it reacts to pushed URIs —
// but implementing IHasHandshakePhase is what makes the session treat the bot as a
// real handshake participant (so its InitNetwork/InitBattle/Loaded/Swap emissions are
// processed, and the mulligan barrier counts it as a swapper).
public BattleSessionPhase Phase { get; set; } = BattleSessionPhase.AwaitingInitNetwork;
public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
// Kick off the handshake like a connecting client. The session acks InitNetwork,
// which drives PushAsync below through InitBattle → Loaded → Swap.
public Task RunAsync(CancellationToken ct) => EmitAsync(ScriptedLifecycle.BuildClientInitNetwork(), ct);
public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
{
switch (envelope.Uri)
{
case NetworkBattleUri.InitNetwork: // the ack
await EmitAsync(ScriptedLifecycle.BuildClientInitBattle(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.Matched:
await EmitAsync(ScriptedLifecycle.BuildClientLoaded(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.Deal:
await EmitAsync(ScriptedLifecycle.BuildClientSwap(), ct).ConfigureAwait(false);
break;
case NetworkBattleUri.TurnEnd:
// v1.2 scripted-turn burst, taken AFTER the player's turn (bot is second).
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
break;
// Everything else (BattleStart, our own Swap-response, Ready, TurnEndFinal,
// Judge, BattleFinish, …) needs no bot reaction.
}
}
public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
public ValueTask DisposeAsync() => ValueTask.CompletedTask;
private Task EmitAsync(MsgEnvelope env, CancellationToken ct) =>
FrameEmitted?.Invoke(env, ct) ?? Task.CompletedTask;
}