feat(battlenode): emit engine-resolved clan/tribe on knownList entries (M-HC-4e)
Prod always emits clan (int ClanType) + tribe (comma-joined int TribeType string, "0" for none) on every knownList entry (battle-traffic_tk2_regular .ndjson). Source both off the resolved engine (SessionBattleEngine.PlayedCardClan/ PlayedCardTribe -> BattleCardBase.Clan/Tribe), so skill-applied clan/tribe changes ride the wire rather than the static card-master value. Thread through KnownListBuilder.BuildPlayedCard + PlayActionsHandler; add clan/tribe to the KnownCardEntry DTO (always present, non-null). Node-side only; no engine edits, drift clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -43,15 +43,27 @@ public sealed record SelectCardEntry(
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/// the played card's accumulated spell-charge count read straight off the resolved engine
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/// (<c>SessionBattleEngine.PlayedCardSpellboost</c>); the wire-derived spellboost bookkeeping is retired.
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/// Cost already folds the discount in by construction; the count rides the entry only to stay prod-faithful
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/// (prod sends the real count). attachTarget stays ""; clan/tribe remain deferred (receiver re-derives
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/// them from cardId).</summary>
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/// (prod sends the real count).
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/// <para><c>clan</c> and <c>tribe</c> are likewise ENGINE-SOURCED (M-HC-4e) — read off the resolved card's
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/// <c>BattleCardBase.Clan</c>/<c>BattleCardBase.Tribe</c> getters (via
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/// <c>SessionBattleEngine.PlayedCardClan</c>/<c>PlayedCardTribe</c>), which fold in
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/// any skill-applied clan/tribe CHANGE/ADD (e.g. <c>change_affiliation</c>), so the wire carries the LIVE
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/// clan/tribe the engine resolved, not the static card-master value. PROD ALWAYS EMITS BOTH on every
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/// knownList entry (tk2 capture <c>battle-traffic_tk2_regular.ndjson</c>, e.g.
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/// <c>{idx:17,cardId:128821011,...,clan:8,tribe:"7,16",...}</c>): <c>clan</c> is the int <c>ClanType</c>
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/// ordinal (present even when 0); <c>tribe</c> is the comma-joined int <c>TribeType</c> ordinals as a
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/// STRING, <c>"0"</c> when the card has no tribe (== <c>ClanType/TribeType.ALL == 0</c>, never empty/omitted —
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/// the client reads it via <c>item.Value.ToString()</c>, NetworkBattleReceiver.cs:2382). Both are always
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/// present (non-null string for tribe), so neither is null-omitted. attachTarget stays "".</para></summary>
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public sealed record KnownCardEntry(
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[property: JsonPropertyName("idx")] int Idx,
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[property: JsonPropertyName("cardId")] long CardId,
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[property: JsonPropertyName("to")] int To,
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[property: JsonPropertyName("spellboost")] int Spellboost,
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[property: JsonPropertyName("attachTarget")] string AttachTarget,
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[property: JsonPropertyName("cost")] int Cost);
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[property: JsonPropertyName("cost")] int Cost,
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[property: JsonPropertyName("clan")] int Clan,
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[property: JsonPropertyName("tribe")] string Tribe);
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/// <summary>Renamed <c>targetList</c> entry. <c>isSelf</c> is actor-relative and passes through
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/// verbatim — no perspective flip (bullet-3 audit F2).</summary>
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