Files
SVSimServer/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs

91 lines
5.9 KiB
C#

using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// <summary>PvP PlayActions translator. Synthesizes the opponent-facing knownList from the sender's
/// idx->cardId map + the orderList move op, renames targetList -> oppoTargetList, drops orderList,
/// and forwards a stripped keyAction for choice/Discover plays ({type,cardId}; selectCard dropped
/// for a hidden open:0 pick). Token plays resolve their cardId from add ops (concrete tokens),
/// keyAction.selectCard (choice picks), or a baseIdx copy resolved against the side's map — all mined
/// on earlier (or the same) frames; an un-generated token idx still degrades to {playIdx,type}
/// (no knownList). Bot drop (no rule).</summary>
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
{
if (!ctx.BothSidesAfterReady())
return Array.Empty<DispatchRoute>();
var entries = (ctx.Env.Body as RawBody)?.Entries ?? new Dictionary<string, object?>();
var playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.PlayIdx));
var type = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.Type));
var orderList = entries.GetValueOrDefault(WireKeys.OrderList);
var keyAction = entries.GetValueOrDefault(WireKeys.KeyAction);
// Mine generated-token identities from this frame's add ops into the right side's idx->cardId
// map (isSelf:1 → sender; isSelf:0 → opponent, a cross-side gift), so a token played in a LATER
// frame resolves its cardId — by whichever side ends up playing it (bullet-3 audit F1).
ctx.State.RecordTokensFrom(ctx.From, ctx.Other, orderList);
// Choice/Discover-into-hand: the chosen cardId rides keyAction.selectCard (the orderList's
// choiceAdd carries candidates only). Record idx->chosenCardId now so the later play reveals it.
ctx.State.RecordChoicePicksFrom(ctx.From, ctx.Other, orderList, keyAction);
// Copy/clone tokens: card:{baseIdx} points at a card in the actor's own index space; resolve it
// against that side's map and record copyIdx->cardId so the later play reveals it. Ordered after
// the plain/choice mining so a same-frame copy of a just-added token resolves against the live map.
ctx.State.RecordCopyTokensFrom(ctx.From, ctx.Other, orderList);
var deckMap = ctx.State.GetOrSeedDeckMap(ctx.From);
// The ENGINE-RESOLVED play-time cost (M-HC-3a). The conductor's ShadowIngest already ran
// engine.Receive for THIS frame before this handler runs, so the engine has resolved the play and
// PlayedCardCost reads the discounted cost it actually charged (spellboost + board modifiers folded
// in BY CONSTRUCTION — no bookkeeping). Sender's seat == ctx.A (BattleSession.ShadowIngest uses the
// same ReferenceEquals(from, A) mapping). Degrades to 0 when the engine isn't owned/ready for this
// session (single-active-engine gate) so a non-engine session never crashes.
bool senderSeat = ReferenceEquals(ctx.From, ctx.A);
int playedCost = ctx.Engine.PlayedCardCost(senderSeat, playIdx, fallback: 0);
// The spellboost (spell-charge) COUNT is now ALSO engine-sourced (M-HC-3b) — the wire-derived
// bookkeeping is retired. The engine accumulated the true count for the played card during the
// ShadowIngest's engine.Receive (each spell play runs the card's own AddSpellChargeCount), so
// PlayedCardSpellboost reads it straight off the resolved card (persist-post-play, same zone search
// as the cost). Cost already folds the discount in by construction; the count rides the entry only
// to stay prod-faithful (prod sends the real count). Same senderSeat mapping as the cost read.
int playedSpellboost = ctx.Engine.PlayedCardSpellboost(senderSeat, playIdx, fallback: 0);
// clan/tribe are ALSO engine-sourced (M-HC-4e) — read off the resolved card's Clan/Tribe getters, so
// any skill-applied clan/tribe change (e.g. change_affiliation) rides the wire (the static card-master
// value would miss it). Prod always emits both on every knownList entry: clan as the int ClanType
// ordinal, tribe as the comma-joined int TribeType string ("0" for none). Same senderSeat mapping.
int playedClan = ctx.Engine.PlayedCardClan(senderSeat, playIdx, fallback: 0);
string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx, fallback: "0");
var played = KnownListBuilder.BuildPlayedCard(
deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost,
clan: playedClan, tribe: playedTribe);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList));
// Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim,
// separate receive slot the node forwards unchanged (bullet-3 audit F1). The node makes no
// reveal decision; cardId presence is the sender's call. Coexists with the synthesized
// knownList in the same frame (capture line 75).
var uList = KnownListBuilder.RelayUList(entries.GetValueOrDefault(WireKeys.UList));
var body = new PlayActionsBroadcastBody(
PlayIdx: playIdx,
Type: type,
KnownList: played is null ? null : new[] { played },
OppoTargetList: oppoTargets,
UList: uList,
// {type,cardId} forwarded so the opponent renders the choice token; selectCard dropped
// when open==0 (hidden draw-to-hand pick). Null for a vanilla play (no keyAction).
KeyAction: KnownListBuilder.StripKeyActionForOpponent(keyAction));
var frame = ctx.Env with { Body = body };
return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
}
}