Both now derive per-battle from the master seed via BattleSeeds; only animation/UI constants (ReadySpin, rank/battlePoint placeholders) remain in BattleFrameDefaults. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
30 lines
1.5 KiB
C#
30 lines
1.5 KiB
C#
namespace SVSim.BattleNode.Lifecycle;
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/// <summary>
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/// Default frame constants templated from TK2 prod captures, shared by the
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/// server-authored battle-frame builders. Every value here originated in a real prod
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/// frame in <c>data_dumps/captures/battle-traffic_tk2_regular.ndjson</c>; pulling them
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/// out of <see cref="ServerBattleFrames"/> makes the magic numerics navigable. The shared effect
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/// seed and the deck-shuffle/idxChangeSeed are now derived per-battle from a master seed (see
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/// <see cref="BattleSeeds"/>) — only animation/UI constants remain here.
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/// </summary>
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internal static class BattleFrameDefaults
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{
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// From frame[5] (BattleStart). Hardcoded; see spec §Deferred plumbing — sourcing these
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// from real per-viewer state needs a TK2 rank/battle-point tracker.
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public const string PlayerRank = "10";
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public const string PlayerBattlePoint = "6270";
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// From frame[8] (Ready). Provenance is "what prod sent"; the client doesn't validate. This is
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// an animation crank value (shared-RNG spin), NOT gameplay randomness — both clients crank it
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// identically and stay synced, so it stays a constant. See the spin-rng audit.
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public const int ReadySpin = 243;
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/// <summary>
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/// Server-pushed Judge frame spin value. Prod varies per push (55, 175, 73, ...) — it's
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/// an animation seed, not a stateful value. Fixed at 100 here for test stability;
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/// the client's <c>JudgeOperation</c> doesn't read it.
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/// </summary>
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public const int OpponentJudgeSpin = 100;
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}
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