Task 1's refactor made BattleSession read other.Context for the Matched / BattleStart opponent half, but the class doc still claimed the Context was ignored. Update it to match the new wiring.
57 lines
2.9 KiB
C#
57 lines
2.9 KiB
C#
using System.Linq;
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using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Participants;
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/// <summary>
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/// Server-scripted opponent (today's v1.2 testing-harness behavior, repackaged).
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/// On <see cref="PushAsync"/> with <c>TurnEnd</c> or <c>TurnEndFinal</c>, fires
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/// <see cref="FrameEmitted"/> three times: <c>OpponentTurnStart</c>,
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/// <c>OpponentTurnEnd</c>, <c>OpponentJudge</c>. All other URIs are swallowed
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/// (no opponent reaction needed for v1.2 behavior).
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/// </summary>
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/// <remarks>
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/// ViewerId, Context are fixtures matching <see cref="ScriptedLifecycle.FakeOpponentViewerId"/>
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/// and a scripted opponent profile. The Context fixture is the source of truth for the
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/// scripted opponent's half of Matched and BattleStart (cosmetics, deck count, class/chara) —
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/// <see cref="BattleSession.ComputeFrames"/> reads <c>other.Context</c> for those frames.
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/// Deal still uses fixed scripted frames that ignore Context.
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/// </remarks>
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public sealed class ScriptedBotParticipant : IBattleParticipant
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{
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public long ViewerId => ScriptedLifecycle.FakeOpponentViewerId;
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public MatchContext Context { get; } = new(
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// 30 dummy card ids so oppoCtx.SelfDeckCardIds.Count == 30 (matches the
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// hardcoded OppoDeckCount that ScriptedProfiles.OpponentMatchedProfile shipped).
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SelfDeckCardIds: Enumerable.Range(1, 30).Select(_ => 0L).ToList(),
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// BattleStart opponent half: ClassId/CharaId from ScriptedProfiles.OpponentBattleStartProfile.
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ClassId: "8", CharaId: "8", CardMasterName: "card_master_node_10015",
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// Matched opponent half: cosmetic fields from ScriptedProfiles.OpponentMatchedProfile.
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CountryCode: "JPN", UserName: "Opponent", SleeveId: "704141010",
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EmblemId: "400001100", DegreeId: "120027", FieldId: 5, IsOfficial: 0,
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BattleType: 0);
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public event Func<MsgEnvelope, CancellationToken, Task>? FrameEmitted;
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public async Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct)
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{
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// v1.2 behavior: react to the player's TurnEnd / TurnEndFinal with the
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// three-frame burst. Everything else is silently swallowed.
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if (envelope.Uri is NetworkBattleUri.TurnEnd or NetworkBattleUri.TurnEndFinal)
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{
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnStart(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentTurnEnd(), ct).ConfigureAwait(false);
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await EmitAsync(ScriptedLifecycle.BuildOpponentJudge(), ct).ConfigureAwait(false);
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}
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}
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public Task RunAsync(CancellationToken ct) => Task.CompletedTask;
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public Task TerminateAsync(BattleFinishReason reason) => Task.CompletedTask;
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public ValueTask DisposeAsync() => ValueTask.CompletedTask;
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private Task EmitAsync(MsgEnvelope env, CancellationToken ct) =>
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FrameEmitted?.Invoke(env, ct) ?? Task.CompletedTask;
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}
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