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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@@ -10,25 +10,28 @@ namespace SVSim.BattleNode.Sessions.Dispatch;
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internal static class KnownListBuilder
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{
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/// <summary>The played card's knownList entry, or null when its identity can't be synthesized
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/// (token idx not in the deck map, or no matching move op). <paramref name="cost"/> and
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/// <paramref name="spellboost"/> are both ENGINE-SOURCED (M-HC-3a/3b) — the handler reads the played
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/// card's resolved play-time cost (<c>SessionBattleEngine.PlayedCardCost</c>) and accumulated
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/// spell-charge count (<c>SessionBattleEngine.PlayedCardSpellboost</c>) off the shadow engine and passes
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/// them in; both land on the entry verbatim. The wire-derived spellboost bookkeeping is retired —
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/// the engine owns both cost and count by construction (cost folds the spellboost discount in already;
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/// the count rides the entry only to stay prod-faithful, prod sends the real count here). Prod's client
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/// reads cost straight into the card's cost model (<c>NetworkBattleReceiver</c>), so a vanilla play
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/// resolves to its base cost and count 0. attachTarget stays ""; clan/tribe remain deferred (receiver
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/// re-derives from cardId).</summary>
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/// (token idx not in the deck map, or no matching move op). <paramref name="cost"/>,
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/// <paramref name="spellboost"/>, <paramref name="clan"/> and <paramref name="tribe"/> are ALL
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/// ENGINE-SOURCED (M-HC-3a/3b/4e) — the handler reads them off the shadow engine
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/// (<c>SessionBattleEngine.PlayedCardCost</c>/<c>PlayedCardSpellboost</c>/<c>PlayedCardClan</c>/
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/// <c>PlayedCardTribe</c>) and passes them in; all land on the entry verbatim. The wire-derived
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/// spellboost bookkeeping is retired — the engine owns cost and count by construction (cost folds the
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/// spellboost discount in already; the count rides the entry only to stay prod-faithful, prod sends the
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/// real count here). <paramref name="clan"/>/<paramref name="tribe"/> are the LIVE (skill-applied)
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/// values the engine resolved — prod always sends both on every knownList entry (clan int, tribe the
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/// comma-joined int string, "0" for none). Prod's client reads cost straight into the card's cost model
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/// (<c>NetworkBattleReceiver</c>), so a vanilla play resolves to its base cost and count 0. attachTarget
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/// stays "".</summary>
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public static KnownCardEntry? BuildPlayedCard(
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IReadOnlyDictionary<int, long> deckMap, int playIdx, object? orderList,
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int cost = 0, int spellboost = 0)
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int cost = 0, int spellboost = 0, int clan = 0, string tribe = "0")
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{
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if (!deckMap.TryGetValue(playIdx, out var cardId)) return null;
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var to = ExtractMoveTo(orderList, playIdx);
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if (to is null) return null;
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return new KnownCardEntry(
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Idx: playIdx, CardId: cardId, To: to.Value, Spellboost: spellboost, AttachTarget: "", Cost: cost);
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Idx: playIdx, CardId: cardId, To: to.Value, Spellboost: spellboost, AttachTarget: "", Cost: cost,
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Clan: clan, Tribe: tribe);
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}
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/// <summary>The <c>to</c> place-state of the FIRST <c>move</c> op whose <c>idx</c> list contains
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