Files
SVSimServer/SVSim.BattleNode/Lifecycle/ScriptedProfiles.cs
gamer147 a6b9a942ab chore(battle-node): delete dead ScriptedProfiles.Opponent{Matched,BattleStart}Profile fields
Phase 2 absorbed the scripted opponent cosmetics + class/chara fixture
into ScriptedBotParticipant.Context; the two profile fields have been
unreferenced since (kept one phase as documentation tie-back, per PLAN.md
L104 (d)). The Context comments now describe the values directly with
frame[N] provenance instead of pointing at the deleted fields. Also
removes the now-unused SVSim.BattleNode.Protocol.Bodies import from
ScriptedProfiles.cs.

948 tests passing (unchanged).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:58:32 -04:00

39 lines
1.7 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;
// Generic non-zero spin that lands the client in "Opponent's turn..."
// display state. v1 doesn't simulate the opponent — once this lands,
// the client sits there indefinitely.
public const int OpponentTurnStartSpin = 100;
/// <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;
}