champions-of-luneraria/Assets/Luneraria/View/LuneMatchRunner.cs
Martin Stickelbroeck 3871b3e2e6 U2C Simulation/View Binding
Fester Simulationstakt und Ansichten, die nur lesen; Nachweis, dass die Partie
bei jeder Bildrate dieselbe ist.

- LuneClock: Akkumulator, ganze Schritte zu 0,05 s, Alpha zum Interpolieren.
- LuneMatchRunner: Host-Ablauf einer Bot-Partie (Planung über die
  Befehlsschnittstelle, Kampf im festen Takt, Abrechnung, nächste Runde);
  LuneMatchDriver reicht in Update nur Bildzeit weiter.
- LuneTrace: Fingerabdruck der Partie (jeder Schritt, jede Abrechnung) und der
  reine Kernlauf zum Vergleich.
- Ansichten: LuneMatchView, LuneUnitView (interpolierte Position, Blickrichtung,
  Clips aus Kampfereignissen, Teamring, Lebensbalken), LuneBuildingView mit
  Einsturz und Ruine aus den autoritativen HP, Turmblitze, LuneCameraRig wie
  lune_camera.gd, vorläufige Debug-Anzeige (kein HUD; U3 portiert das G3-HUD).
- Einheitenbibliothek: Kohlenbeißer aus 131 Teilen zu einem Mesh, Animator-
  Controller mit den Blender-Clips, Ring- und Balkenmeshes, Markermaterialien.
- Tests: EditMode (30/60/120 fps, unbegrenzt, Ruckler, 8x Tempo; Seed 2 und
  Seed 9 ab Runde 21) und PlayMode in der Szene bei echten Bildraten 30, 60,
  120 und unbegrenzt: überall derselbe Fingerabdruck wie der Kern.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:31:18 +02:00

113 lines
3.8 KiB
C#

using System;
using Luneraria.Core;
namespace Luneraria.View
{
/// <summary>
/// Runs a bot match on the host (U2C/U2D) against wall-clock time: planning (the six bots plan
/// through the command interface), combat in fixed steps, a pause after the settlement, the
/// next round, until an Ancient falls. Only the core decides; time only paces the calls, so
/// the sequence of core calls is the one of LuneTrace.RunCore at every frame rate.
/// </summary>
public sealed class LuneMatchRunner
{
public enum Stage { Planning, Combat, Settled, Over }
public readonly LuneMatch Match;
public readonly LuneClock Clock;
public readonly string Profile;
public LuneTrace Trace;
public double PlanningSeconds = 1.0;
public double SettledSeconds = 2.0;
public int MaxRound = 60;
public Stage Current { get; private set; }
public int StepsThisFrame { get; private set; }
public event Action<LuneCombat> CombatStarted;
public event Action<Settlement> Settled;
public event Action<int> Finished;
double _stageTime;
public LuneMatchRunner(MatchOptions options, int startRound = 1, int extraGold = 0, string profile = "")
{
Match = NewMatch(options, startRound, extraGold);
Clock = new LuneClock(Match.Balance.SimStep);
Profile = profile;
EnterPlanning();
}
/// <summary>A match with the public fixtures the golden scenarios use (start round, gold).</summary>
public static LuneMatch NewMatch(MatchOptions options, int startRound, int extraGold)
{
var match = new LuneMatch();
match.Setup(options);
if (startRound > 1)
match.RoundNumber = startRound;
if (extraGold != 0)
foreach (Player player in match.Players)
player.Draft.Gold += extraGold;
return match;
}
void EnterPlanning()
{
Current = Stage.Planning;
_stageTime = 0.0;
for (int slot = 0; slot < 6; slot++)
LuneBot.Plan(Match, slot, Profile);
}
/// <summary>Advances by simulated seconds (frame time times match speed).</summary>
public void Advance(double seconds)
{
StepsThisFrame = 0;
switch (Current)
{
case Stage.Planning:
_stageTime += seconds;
if (_stageTime >= PlanningSeconds)
{
Match.BeginCombat();
Clock.Reset();
Current = Stage.Combat;
CombatStarted?.Invoke(Match.Combat);
}
break;
case Stage.Combat:
StepsThisFrame = Clock.Advance(seconds, StepOnce);
if (Match.Phase != Phase.Combat)
EndCombat();
break;
case Stage.Settled:
_stageTime += seconds;
if (_stageTime >= SettledSeconds)
EnterPlanning();
break;
}
}
bool StepOnce()
{
Match.StepCombat();
Trace?.RecordStep(Match.Combat);
return Match.Phase == Phase.Combat;
}
void EndCombat()
{
Trace?.RecordSettlement(Match);
Settled?.Invoke(Match.LastSettlement);
_stageTime = 0.0;
if (Match.Phase == Phase.Over || Match.RoundNumber > MaxRound)
{
Current = Stage.Over;
Finished?.Invoke(Match.Winner);
}
else
{
Current = Stage.Settled;
}
}
}
}