ClassId/CharaId/CardMasterName/BattleType flow from ctx. PlayerBattleStart Profile removed; Rank/BattlePoint remain as standalone consts pending real per-viewer rank tracker. One test updated, one new test added. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
137 lines
5.7 KiB
C#
137 lines
5.7 KiB
C#
using SVSim.BattleNode.Bridge;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Lifecycle;
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/// <summary>
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/// v1 hand-rolled scripted opponent. Static frame builders for the five lifecycle uris
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/// (Matched / BattleStart / Deal / Swap response / Ready) plus a trivial opponent TurnStart
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/// the dispatch pushes after the player's TurnEnd. The values are templated from the TK2
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/// captures at <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c> — anything
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/// hardcoded here came from a real prod frame, with names + provenance in
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/// <see cref="ScriptedProfiles"/>. The player-half of Matched/BattleStart now reads from
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/// <see cref="MatchContext"/> instead of <see cref="ScriptedProfiles"/>.
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/// </summary>
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public static class ScriptedLifecycle
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{
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/// <summary>
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/// Viewer id we present as the opponent on every scripted push. Out-of-range vs. real
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/// viewer ids so it can't collide with a real account in the auth pipeline.
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/// </summary>
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public const long FakeOpponentViewerId = 999_999_999L;
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public static MsgEnvelope BuildMatched(MatchContext ctx, long playerViewerId, long opponentViewerId, string battleId) =>
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EnvelopeForPush(NetworkBattleUri.Matched,
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new MatchedBody(
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SelfInfo: new MatchedSelfInfo(
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CountryCode: ctx.CountryCode,
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UserName: ctx.UserName,
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SleeveId: ctx.SleeveId,
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EmblemId: ctx.EmblemId,
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DegreeId: ctx.DegreeId,
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FieldId: ctx.FieldId,
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IsOfficial: ctx.IsOfficial,
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OppoId: opponentViewerId,
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Seed: ScriptedProfiles.BattleSeed),
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OppoInfo: ScriptedProfiles.OpponentMatchedProfile with { OppoId = playerViewerId },
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SelfDeck: BuildPlayerDeck(ctx.SelfDeckCardIds)),
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bid: battleId);
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public static MsgEnvelope BuildBattleStart(MatchContext ctx, long playerViewerId) =>
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EnvelopeForPush(NetworkBattleUri.BattleStart,
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new BattleStartBody(
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TurnState: 0, // player goes first
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BattleType: ctx.BattleType,
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SelfInfo: new BattleStartSelfInfo(
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Rank: ScriptedProfiles.PlayerRank,
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BattlePoint: ScriptedProfiles.PlayerBattlePoint,
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ClassId: ctx.ClassId,
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CharaId: ctx.CharaId,
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CardMasterName: ctx.CardMasterName),
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OppoInfo: ScriptedProfiles.OpponentBattleStartProfile));
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public static MsgEnvelope BuildDeal() =>
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EnvelopeForPush(NetworkBattleUri.Deal,
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new DealBody(
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Self: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) },
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Oppo: new[] { new PosIdx(0, 1), new PosIdx(1, 2), new PosIdx(2, 3) }));
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/// <summary>
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/// Initial 3-card hand idxs from <see cref="BuildDeal"/>. Each position in this array
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/// is one card; the value is the card's deck idx.
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/// </summary>
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private static readonly long[] InitialHand = { 1, 2, 3 };
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/// <summary>
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/// Compute the player's hand after a mulligan. For every idx in <paramref name="swapIndices"/>
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/// that is currently in the hand, replace it with the next unused deck idx (starting at 4,
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/// since 1..3 were dealt). Positions of kept cards are preserved.
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/// </summary>
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public static long[] ComputeHandAfterSwap(IReadOnlyList<long> swapIndices)
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{
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var hand = (long[])InitialHand.Clone();
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var nextDeckIdx = 4L;
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for (var pos = 0; pos < hand.Length; pos++)
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{
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if (swapIndices.Contains(hand[pos]))
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{
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hand[pos] = nextDeckIdx++;
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}
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}
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return hand;
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}
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public static MsgEnvelope BuildSwapResponse(IReadOnlyList<long> hand) =>
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EnvelopeForPush(NetworkBattleUri.Swap,
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new SwapResponseBody(Self: BuildPosIdxList(hand)));
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public static MsgEnvelope BuildReady(IReadOnlyList<long> hand) =>
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EnvelopeForPush(NetworkBattleUri.Ready,
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new ReadyBody(
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Self: BuildPosIdxList(hand),
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Oppo: BuildPosIdxList(InitialHand),
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IdxChangeSeed: ScriptedProfiles.ReadyIdxChangeSeed,
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Spin: ScriptedProfiles.ReadySpin));
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/// <summary>
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/// Generic TurnStart push used to transition the client into "Opponent's turn…" state
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/// after the player's TurnEnd. v1 doesn't simulate the opponent — once this lands the
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/// client sits at the opponent-turn display indefinitely.
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/// </summary>
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public static MsgEnvelope BuildOpponentTurnStart() =>
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EnvelopeForPush(NetworkBattleUri.TurnStart,
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new OpponentTurnStartBody(Spin: ScriptedProfiles.OpponentTurnStartSpin));
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private static IReadOnlyList<PosIdx> BuildPosIdxList(IReadOnlyList<long> hand)
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{
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var list = new List<PosIdx>(hand.Count);
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for (var pos = 0; pos < hand.Count; pos++)
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{
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list.Add(new PosIdx(Pos: pos, Idx: (int)hand[pos]));
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}
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return list;
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}
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private static IReadOnlyList<DeckCardRef> BuildPlayerDeck(IReadOnlyList<long> cardIds)
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{
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var deck = new List<DeckCardRef>(cardIds.Count);
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for (var i = 0; i < cardIds.Count; i++)
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{
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deck.Add(new DeckCardRef(Idx: i + 1, CardId: cardIds[i]));
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}
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return deck;
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}
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private static MsgEnvelope EnvelopeForPush(NetworkBattleUri uri, IMsgBody body, string? bid = null) =>
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new(uri,
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ViewerId: FakeOpponentViewerId,
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Uuid: WireConstants.ServerUuid,
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Bid: bid,
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Try: 0,
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Cat: EmitCategory.Battle,
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PubSeq: null,
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PlaySeq: null,
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Body: body);
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}
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