Files
SVSimServer/SVSim.BattleEngine/Rng/HeadlessBattleMgr.cs

48 lines
2.3 KiB
C#

using Wizard.BattleMgr;
namespace SVSim.BattleEngine.Rng
{
// The headless authoritative single-battle mgr. Overrides the three BattleManagerBase RNG methods
// (now virtual per the Task-4 DP5 patch) to delegate to an injected IRandomSource instead of the
// IsForecast-gated System.Random fields. This is the F2 decoupling: VFX stays suppressed
// (IsForecast == true) while RNG rolls real. The skill RNG path calls BattleManagerBase.GetIns()
// .StableRandom*, and the base ctor registers `this` as the singleton, so constructing the battle as
// HeadlessBattleMgr makes every roll dispatch (virtually) to these overrides.
//
// randomResult is set inside the overrides (it has a protected setter, reachable only from a
// subclass — NOT from RandomSourceBridge); it is read by the Phase-2 NetworkSkill_cost_change emit
// path, so the overrides keep it faithful. The arithmetic itself lives in RandomSourceBridge so it
// stays unit-testable and reusable by a future NetworkBattleManagerBase-derived mgr.
public sealed class HeadlessBattleMgr : SingleBattleMgr
{
private readonly IRandomSource _rng;
public HeadlessBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
: base(contentsCreator)
{
_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
}
// KNOWN DIVERGENCE: the base StableRandom/StableRandomDouble also bump a private
// `stableRandomCount` diagnostic field; these overrides cannot (it's private to the base) and do
// not. The field is currently unread anywhere in the engine, so this is harmless; if a future
// replay/audit path starts reading the count, promote it via a protected accessor (another DP5
// patch) rather than leaving it silently zero.
public override int StableRandom(int val)
{
double unit = _rng.NextUnit();
randomResult = unit;
return RandomSourceBridge.Range(val, unit);
}
public override double StableRandomDouble()
{
double unit = _rng.NextUnit();
randomResult = unit;
return unit;
}
public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val);
}
}