refactor(battlenode): retire spellboost bookkeeping, engine owns cost+spellboost (M-HC-3)
The headless engine accumulates spell-charge for real on the receive path (each spell play runs the played card's own AddSpellChargeCount) and resolves the discounted cost by construction, so the wire-derived spellboost-count bookkeeping is redundant. Engine-source the knownList spellboost COUNT too (prod-faithful) via a new SessionBattleEngine.PlayedCardSpellboost, using the same persist-post-play zone search as PlayedCardCost (SpellChargeCount survives PlayCard; only ctor/ReturnCard zero it). - Delete IdxToSpellboost/SpellboostMap/GetSpellboostMap/RecordSpellboostFrom (BattleSessionState) and MineAlterSpellboosts (KnownListBuilder); token/choice/ copy identity maps are untouched. - BuildPlayedCard takes an engine-sourced spellboost int (drops spellboostMap). - Seed BattleLogManager fusion lists headless (the per-frame filter cleanup NREs on null EnemyFusionCard when a fanfare card registers a CalledCreateFilter) so real spell-charge grantor plays resolve. - Add committed real-charge regression tests (no SeedHandCardSpellboostCost seam): one grantor play accumulates +1 on the reducer -> cost 5->4, count 1, persisting post-play; handler emits cost 4 + spellboost 1 engine-sourced. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -139,6 +139,13 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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/// Play frame would carry to play it).</summary>
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public int PlayerHandCardIndex(int handPos) => Engine.HandCardIndex(playerSeat: true, handPos);
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/// <summary>The wire CardId of the hand card at <paramref name="handPos"/> on the given seat. Lets a
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/// test find a specific card (e.g. the spellboost reducer) in a shuffled opening hand by identity.</summary>
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public int HandCardId(bool playerSeat, int handPos) => Engine.HandCardId(playerSeat, handPos);
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/// <summary>The engine Index of the hand card at <paramref name="handPos"/> on the given seat.</summary>
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public int HandCardIndex(bool playerSeat, int handPos) => Engine.HandCardIndex(playerSeat, handPos);
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/// <summary>The real wire <c>CardId</c> of the in-play follower at <paramref name="boardPos"/> on the
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/// given seat (0-based, leader excluded). Asserts an opponent reveal seated the substituted identity
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/// (M-HC-2).</summary>
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