Files
SVSimServer/SVSim.BattleNode/Lifecycle/ScriptedProfiles.cs
gamer147 e9493e24c4 refactor(battle-node): drop BattleType.Scripted and the scripted-only builders
Removes the Scripted enum value, the bot's client-shaped emissions (BuildClient*),
the canned opponent turn (BuildOpponent*), and OpponentTurnStartSpin. The shared
server-frame builders (Matched/BattleStart/Deal/Swap/Ready + ComputeHandAfterSwap)
and OpponentJudgeSpin (Bot mode) stay.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:27:57 -04:00

34 lines
1.5 KiB
C#

namespace SVSim.BattleNode.Lifecycle;
/// <summary>
/// Named constants and templates for the v1 scripted lifecycle. Every value here
/// originated in a real prod frame in
/// <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them out
/// of <see cref="ScriptedLifecycle"/> makes the magic numerics navigable and gives
/// the seed a single source of truth instead of two duplicated literals.
/// </summary>
internal static class ScriptedProfiles
{
// Shared per the spec — selfInfo.seed and oppoInfo.seed always agree.
// From frame[2] (Matched).
public const long BattleSeed = 17_548_138L;
// From frame[5] (BattleStart). Hardcoded; see spec §Deferred plumbing — sourcing these
// from real per-viewer state needs a TK2 rank/battle-point tracker.
public const string PlayerRank = "10";
public const string PlayerBattlePoint = "6270";
// From frame[8] (Ready). Provenance is "what prod sent"; the client
// doesn't validate, but echoing matches the capture protects against
// a regression on a future tightening.
public const int ReadyIdxChangeSeed = 771_335_280;
public const int ReadySpin = 243;
/// <summary>
/// Server-pushed Judge frame spin value. Prod varies per push (55, 175, 73, ...) — it's
/// an animation seed, not a stateful value. Fixed at 100 here for test stability;
/// the client's <c>JudgeOperation</c> doesn't read it.
/// </summary>
public const int OpponentJudgeSpin = 100;
}