48 lines
2.3 KiB
C#
48 lines
2.3 KiB
C#
using Wizard.BattleMgr;
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namespace SVSim.BattleEngine.Rng
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{
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// The headless authoritative single-battle mgr. Overrides the three BattleManagerBase RNG methods
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// (now virtual per the Task-4 DP5 patch) to delegate to an injected IRandomSource instead of the
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// IsForecast-gated System.Random fields. This is the F2 decoupling: VFX stays suppressed
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// (IsForecast == true) while RNG rolls real. The skill RNG path calls BattleManagerBase.GetIns()
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// .StableRandom*, and the base ctor registers `this` as the singleton, so constructing the battle as
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// HeadlessBattleMgr makes every roll dispatch (virtually) to these overrides.
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//
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// randomResult is set inside the overrides (it has a protected setter, reachable only from a
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// subclass — NOT from RandomSourceBridge); it is read by the Phase-2 NetworkSkill_cost_change emit
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// path, so the overrides keep it faithful. The arithmetic itself lives in RandomSourceBridge so it
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// stays unit-testable and reusable by a future NetworkBattleManagerBase-derived mgr.
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public sealed class HeadlessBattleMgr : SingleBattleMgr
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{
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private readonly IRandomSource _rng;
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public HeadlessBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
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: base(contentsCreator)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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}
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// KNOWN DIVERGENCE: the base StableRandom/StableRandomDouble also bump a private
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// `stableRandomCount` diagnostic field; these overrides cannot (it's private to the base) and do
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// not. The field is currently unread anywhere in the engine, so this is harmless; if a future
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// replay/audit path starts reading the count, promote it via a protected accessor (another DP5
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// patch) rather than leaving it silently zero.
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public override int StableRandom(int val)
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return RandomSourceBridge.Range(val, unit);
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}
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public override double StableRandomDouble()
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return unit;
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}
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public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val);
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}
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}
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