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>
This commit is contained in:
gamer147
2026-06-07 00:11:28 -04:00
parent daaec20afb
commit 693fba5003
7 changed files with 228 additions and 21 deletions

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@@ -43,15 +43,27 @@ public sealed record SelectCardEntry(
/// the played card's accumulated spell-charge count read straight off the resolved engine /// the played card's accumulated spell-charge count read straight off the resolved engine
/// (<c>SessionBattleEngine.PlayedCardSpellboost</c>); the wire-derived spellboost bookkeeping is retired. /// (<c>SessionBattleEngine.PlayedCardSpellboost</c>); the wire-derived spellboost bookkeeping is retired.
/// Cost already folds the discount in by construction; the count rides the entry only to stay prod-faithful /// Cost already folds the discount in by construction; the count rides the entry only to stay prod-faithful
/// (prod sends the real count). attachTarget stays ""; clan/tribe remain deferred (receiver re-derives /// (prod sends the real count).
/// them from cardId).</summary> /// <para><c>clan</c> and <c>tribe</c> are likewise ENGINE-SOURCED (M-HC-4e) — read off the resolved card's
/// <c>BattleCardBase.Clan</c>/<c>BattleCardBase.Tribe</c> getters (via
/// <c>SessionBattleEngine.PlayedCardClan</c>/<c>PlayedCardTribe</c>), which fold in
/// any skill-applied clan/tribe CHANGE/ADD (e.g. <c>change_affiliation</c>), so the wire carries the LIVE
/// clan/tribe the engine resolved, not the static card-master value. PROD ALWAYS EMITS BOTH on every
/// knownList entry (tk2 capture <c>battle-traffic_tk2_regular.ndjson</c>, e.g.
/// <c>{idx:17,cardId:128821011,...,clan:8,tribe:"7,16",...}</c>): <c>clan</c> is the int <c>ClanType</c>
/// ordinal (present even when 0); <c>tribe</c> is the comma-joined int <c>TribeType</c> ordinals as a
/// STRING, <c>"0"</c> when the card has no tribe (== <c>ClanType/TribeType.ALL == 0</c>, never empty/omitted —
/// the client reads it via <c>item.Value.ToString()</c>, NetworkBattleReceiver.cs:2382). Both are always
/// present (non-null string for tribe), so neither is null-omitted. attachTarget stays "".</para></summary>
public sealed record KnownCardEntry( public sealed record KnownCardEntry(
[property: JsonPropertyName("idx")] int Idx, [property: JsonPropertyName("idx")] int Idx,
[property: JsonPropertyName("cardId")] long CardId, [property: JsonPropertyName("cardId")] long CardId,
[property: JsonPropertyName("to")] int To, [property: JsonPropertyName("to")] int To,
[property: JsonPropertyName("spellboost")] int Spellboost, [property: JsonPropertyName("spellboost")] int Spellboost,
[property: JsonPropertyName("attachTarget")] string AttachTarget, [property: JsonPropertyName("attachTarget")] string AttachTarget,
[property: JsonPropertyName("cost")] int Cost); [property: JsonPropertyName("cost")] int Cost,
[property: JsonPropertyName("clan")] int Clan,
[property: JsonPropertyName("tribe")] string Tribe);
/// <summary>Renamed <c>targetList</c> entry. <c>isSelf</c> is actor-relative and passes through /// <summary>Renamed <c>targetList</c> entry. <c>isSelf</c> is actor-relative and passes through
/// verbatim — no perspective flip (bullet-3 audit F2).</summary> /// verbatim — no perspective flip (bullet-3 audit F2).</summary>

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@@ -56,8 +56,16 @@ internal sealed class PlayActionsHandler : IFrameHandler
// to stay prod-faithful (prod sends the real count). Same senderSeat mapping as the cost read. // to stay prod-faithful (prod sends the real count). Same senderSeat mapping as the cost read.
int playedSpellboost = ctx.Engine.PlayedCardSpellboost(senderSeat, playIdx, fallback: 0); int playedSpellboost = ctx.Engine.PlayedCardSpellboost(senderSeat, playIdx, fallback: 0);
// clan/tribe are ALSO engine-sourced (M-HC-4e) — read off the resolved card's Clan/Tribe getters, so
// any skill-applied clan/tribe change (e.g. change_affiliation) rides the wire (the static card-master
// value would miss it). Prod always emits both on every knownList entry: clan as the int ClanType
// ordinal, tribe as the comma-joined int TribeType string ("0" for none). Same senderSeat mapping.
int playedClan = ctx.Engine.PlayedCardClan(senderSeat, playIdx, fallback: 0);
string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx);
var played = KnownListBuilder.BuildPlayedCard( var played = KnownListBuilder.BuildPlayedCard(
deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost); deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost,
clan: playedClan, tribe: playedTribe);
var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList)); var oppoTargets = KnownListBuilder.RenameTargets(entries.GetValueOrDefault(WireKeys.TargetList));
// Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim, // Deck-sourced movements (fetch / search / summon-from-deck) ride the uList — a verbatim,

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

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@@ -279,6 +279,44 @@ internal sealed class SessionBattleEngine
return card?.SpellChargeCount ?? fallback; return card?.SpellChargeCount ?? fallback;
} }
/// <summary>The engine-RESOLVED clan of the card whose engine <c>Index</c> == <paramref name="idx"/> on
/// <paramref name="playerSeat"/> (M-HC-4e), as the int <c>ClanType</c> ordinal prod sends on the
/// knownList entry (e.g. <c>clan:8</c> in the tk2 capture). Reads <see cref="BattleCardBase.Clan"/>, whose
/// getter returns the skill-applied clan (<c>SkillApplyInformation.ClanSkinInfo.Last()</c> when a skill
/// changed it, else <c>BaseParameter.Clan</c>) — so a <c>change_affiliation</c> is reflected, which is WHY
/// the engine value (not the static card-master clan) is the faithful one to emit.
/// <para>Same post-resolution zone search + degrade-to-<paramref name="fallback"/> contract as
/// <see cref="PlayedCardCost"/>: no engine / no card → fallback, so a non-engine session never crashes.</para></summary>
public int PlayedCardClan(bool playerSeat, int idx, int fallback = 0)
{
if (_mgr is null) return fallback;
var card = FindByIndex(Seat(playerSeat), idx);
return card is null ? fallback : (int)card.Clan;
}
/// <summary>The engine-RESOLVED tribe of the card whose engine <c>Index</c> == <paramref name="idx"/> on
/// <paramref name="playerSeat"/> (M-HC-4e), in the EXACT wire string form prod sends: the comma-joined
/// int <c>TribeType</c> ordinals (e.g. <c>tribe:"7,16"</c> for MACHINE+SCHOOL in the tk2 capture), and
/// <c>"0"</c> when the card has no tribe (== <c>TribeType.ALL == 0</c> — prod never sends empty/omitted;
/// the client reads it via <c>item.Value.ToString()</c>, NetworkBattleReceiver.cs:2382). Reads
/// <see cref="BattleCardBase.Tribe"/>, whose getter folds in any skill-applied tribe CHANGE/ADD over
/// <c>BaseParameter.Tribe</c> (and drops ALL when the resolved list has ≥2 entries) — so the wire carries
/// the LIVE tribe, the faithful value over the static card-master one.
/// <para>Same post-resolution zone search as <see cref="PlayedCardCost"/>; no engine / no card → "" (an
/// engine that isn't owned this session emits no card, so the caller's BuildPlayedCard never fires).</para></summary>
public string PlayedCardTribe(bool playerSeat, int idx)
{
if (_mgr is null) return string.Empty;
var card = FindByIndex(Seat(playerSeat), idx);
if (card is null) return string.Empty;
var tribe = card.Tribe;
// Prod's no-tribe form is the single "0" (TribeType.ALL == 0), never an empty string; an empty list
// (defensive) renders the same "0".
return tribe is null || tribe.Count == 0
? "0"
: string.Join(",", tribe.Select(t => (int)t));
}
// Locate the card with the given engine Index across the seat's post-resolution zones. Order matters // Locate the card with the given engine Index across the seat's post-resolution zones. Order matters
// only for disambiguation; Index is unique per card so the first hit is the card. In-play (followers) // only for disambiguation; Index is unique per card so the first hit is the card. In-play (followers)
// and cemetery (spells) are where a just-resolved play lands; hand is the pre-resolution fallback. // and cemetery (spells) are where a just-resolved play lands; hand is the pre-resolution fallback.

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@@ -294,7 +294,10 @@ public class CaptureConformanceTests
var ourEntry = ourDoc.RootElement.GetProperty("knownList")[0]; var ourEntry = ourDoc.RootElement.GetProperty("knownList")[0];
using var prodDoc = JsonDocument.Parse(prodEntry); using var prodDoc = JsonDocument.Parse(prodEntry);
// We are responsible for idx/cardId/to (+ spellboost/attachTarget). cost/clan/tribe are deferred. // This is a pure-BUILDER shape check: idx/cardId/to are synthesized here; cost/clan/tribe are
// ENGINE-sourced at the handler (PlayActionsHandler reads them off the resolved engine and passes them
// to BuildPlayedCard — covered by HeadlessConductorTests), so this builder-only call leaves them at
// their defaults and we assert only the structural keys.
foreach (var key in new[] { "idx", "cardId", "to" }) foreach (var key in new[] { "idx", "cardId", "to" })
{ {
Assert.That(ourEntry.TryGetProperty(key, out var ours), Is.True, $"knownList entry missing '{key}'"); Assert.That(ourEntry.TryGetProperty(key, out var ours), Is.True, $"knownList entry missing '{key}'");
@@ -342,7 +345,8 @@ public class CaptureConformanceTests
var ourEntry = ourDoc.RootElement.GetProperty("knownList")[0]; var ourEntry = ourDoc.RootElement.GetProperty("knownList")[0];
using var prodDoc = JsonDocument.Parse(prodEntry); using var prodDoc = JsonDocument.Parse(prodEntry);
// We own idx/cardId/to; cost/clan/tribe are deferred (receiver re-derives from cardId). // Pure-BUILDER shape check: idx/cardId/to are synthesized here; cost/clan/tribe are ENGINE-sourced at
// the handler (covered by HeadlessConductorTests), so this builder-only call leaves them at defaults.
foreach (var key in new[] { "idx", "cardId", "to" }) foreach (var key in new[] { "idx", "cardId", "to" })
{ {
Assert.That(ourEntry.TryGetProperty(key, out var ours), Is.True, $"knownList entry missing '{key}'"); Assert.That(ourEntry.TryGetProperty(key, out var ours), Is.True, $"knownList entry missing '{key}'");
@@ -424,7 +428,8 @@ public class CaptureConformanceTests
// keyAction is {type,cardId} only (selectCard stripped for the hidden open:0 choice); knownList // keyAction is {type,cardId} only (selectCard stripped for the hidden open:0 choice); knownList
// reveals the generating DECK card. The choiceAdd lands a hidden token at idx 46 (candidates). // reveals the generating DECK card. The choiceAdd lands a hidden token at idx 46 (candidates).
// Subset check covers playIdx/type/keyAction — the parts we own; knownList idx/cardId/to are // Subset check covers playIdx/type/keyAction — the parts we own; knownList idx/cardId/to are
// asserted explicitly below (cost/clan/tribe are deferred, re-derived by the receiver from cardId). // asserted explicitly below (cost/clan/tribe are ENGINE-sourced at the handler, covered by
// HeadlessConductorTests, so this builder-only call leaves them at defaults — not checked here).
const string prodFrame = """ const string prodFrame = """
{ "playIdx": 18, "type": 30, { "playIdx": 18, "type": 30,
"keyAction": [ { "type": 1, "cardId": 810014030 } ] } "keyAction": [ { "type": 1, "cardId": 810014030 } ] }
@@ -471,8 +476,8 @@ public class CaptureConformanceTests
Assert.That(ourKa.GetProperty("cardId").GetInt64(), Is.EqualTo(810014030L)); Assert.That(ourKa.GetProperty("cardId").GetInt64(), Is.EqualTo(810014030L));
// The generating deck card reveals on its own play (idx 18 -> 810014030, to 30). cost/clan/tribe // The generating deck card reveals on its own play (idx 18 -> 810014030, to 30). cost/clan/tribe
// are deferred (receiver re-derives from cardId), so only idx/cardId/to are checked — as in the // are ENGINE-sourced at the handler (covered by HeadlessConductorTests); this builder-only call
// sibling SynthesizedKnownList_* tests. // leaves them at defaults, so only idx/cardId/to are checked — as in the sibling SynthesizedKnownList_* tests.
var ourKnown = ourDoc.RootElement.GetProperty("knownList")[0]; var ourKnown = ourDoc.RootElement.GetProperty("knownList")[0];
Assert.That(ourKnown.GetProperty("idx").GetInt32(), Is.EqualTo(18)); Assert.That(ourKnown.GetProperty("idx").GetInt32(), Is.EqualTo(18));
Assert.That(ourKnown.GetProperty("cardId").GetInt64(), Is.EqualTo(810014030L)); Assert.That(ourKnown.GetProperty("cardId").GetInt64(), Is.EqualTo(810014030L));

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@@ -1,6 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using SVSim.BattleNode.Bridge;
using SVSim.BattleNode.Protocol; using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies; using SVSim.BattleNode.Protocol.Bodies;
using SVSim.BattleNode.Sessions; using SVSim.BattleNode.Sessions;
@@ -1168,6 +1169,122 @@ public class HeadlessConductorTests
"non-vacuity: the emitted cost must NOT be the un-reduced base cost (6)"); "non-vacuity: the emitted cost must NOT be the un-reduced base cost (6)");
} }
// === M-HC-4e: engine-resolved clan/tribe on the knownList =====================================
//
// Prod ALWAYS emits clan (int ClanType ordinal) + tribe (comma-joined int TribeType string, "0" for
// none) on every knownList entry (battle-traffic_tk2_regular.ndjson, e.g.
// {idx:17,cardId:128821011,...,clan:8,tribe:"7,16",...}). The node now sources both off the resolved
// engine (SessionBattleEngine.PlayedCardClan/PlayedCardTribe → BattleCardBase.Clan/Tribe), so a
// skill-applied clan/tribe change rides the wire. The fixture 900231030 (ROYAL/clan 2, LEGION/tribe "2",
// cost 0) gives concrete non-zero values so the assertion is non-vacuous (NOT the 0/"0" no-tribe default).
private const long ClanTribeFollowerId = NodeNativeBattleHarness.ClanTribeFollowerId; // 900231030
private const int ClanTribeFollowerClan = NodeNativeBattleHarness.ClanTribeFollowerClan; // 2 (ROYAL)
private const string ClanTribeFollowerTribe = NodeNativeBattleHarness.ClanTribeFollowerTribe; // "2" (LEGION)
[Test]
public void PlayedCardClan_and_Tribe_read_engine_resolved_values()
{
// Engine-read proof (mirrors PlayedCardCost_*): drive a node-native battle under a Swordcraft (clan 2)
// seat A — so the ROYAL fixture is legal — play the cost-0 fixture turn 1, then read clan/tribe off the
// resolved engine by the played card's engine Index. They must be the engine's LIVE values (clan 2,
// tribe "2"), in the exact prod wire form.
using var harness = NodeNativeBattleHarness.Create(
seatADeck: NodeNativeBattleHarness.ClanTribeDeck(), seatAClass: CardClass.Swordcraft);
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
int handIdx = FindHandIdxByCardId(harness, ClanTribeFollowerId);
Assert.That(handIdx, Is.GreaterThan(0), "the clan/tribe fixture must be in seat A's opening hand");
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(handIdx), isPlayerSeat: true).Accepted,
Is.True, "cost-0 fixture play ingest");
// The PAYOFF reads: clan/tribe off the resolved engine, in the prod wire form.
Assert.That(harness.Engine.PlayedCardClan(playerSeat: true, handIdx, fallback: -1),
Is.EqualTo(ClanTribeFollowerClan),
"PlayedCardClan must equal the engine-resolved clan (ROYAL == 2)");
Assert.That(harness.Engine.PlayedCardTribe(playerSeat: true, handIdx),
Is.EqualTo(ClanTribeFollowerTribe),
"PlayedCardTribe must equal the engine-resolved tribe in prod wire form (LEGION == \"2\")");
}
[Test]
public void PlayedCardTribe_is_zero_string_for_a_no_tribe_card()
{
// The no-tribe form: prod sends tribe "0" (== TribeType.ALL == 0), never empty/omitted. The default
// vanilla follower (VanillaFollowerId) carries no tribe, so its engine-resolved tribe must render "0".
using var harness = NodeNativeBattleHarness.Create();
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
int vanillaHandIdx = FindHandIdxByCardId(harness, NodeNativeBattleHarness.VanillaFollowerId);
Assert.That(vanillaHandIdx, Is.GreaterThan(0), "a vanilla follower must be in seat A's opening hand");
Assert.That(harness.Push(NetworkBattleUri.PlayActions, PlayBody(vanillaHandIdx), isPlayerSeat: true).Accepted,
Is.True, "vanilla play ingest");
Assert.That(harness.Engine.PlayedCardTribe(playerSeat: true, vanillaHandIdx), Is.EqualTo("0"),
"a no-tribe card's wire tribe is the single \"0\" (TribeType.ALL), never empty");
}
[Test]
public void Handler_emits_engine_resolved_clan_and_tribe_on_knownList()
{
// The end-to-end payoff (mirrors Handler_emits_engine_resolved_cost_on_knownList): play the clan/tribe
// fixture, INGEST it (engine resolves the play), then run PlayActionsHandler.Handle and inspect the
// emitted knownList[0].clan/.tribe. They must equal the engine-resolved values (clan 2, tribe "2") —
// proving clan/tribe reach the opponent-facing wire engine-sourced, matching the prod form.
using var harness = NodeNativeBattleHarness.Create(
seatADeck: NodeNativeBattleHarness.ClanTribeDeck(), seatAClass: CardClass.Swordcraft);
Assert.That(harness.Push(NetworkBattleUri.Deal, DealBody(), isPlayerSeat: true).Accepted, Is.True, "Deal");
Assert.That(harness.Push(NetworkBattleUri.Swap, SwapBody(), isPlayerSeat: true).Accepted, Is.True, "Swap");
Assert.That(harness.Push(NetworkBattleUri.Ready, ReadyBody(), isPlayerSeat: true).Accepted, Is.True, "Ready");
Assert.That(harness.Push(NetworkBattleUri.TurnStart, TurnStartBody(), isPlayerSeat: true).Accepted,
Is.True, "turn1 TurnStart");
int handIdx = FindHandIdxByCardId(harness, ClanTribeFollowerId);
Assert.That(handIdx, Is.GreaterThan(0), "the clan/tribe fixture must be in seat A's opening hand");
var playBody = HandlerPlayBody(handIdx);
Assert.That(harness.Push(NetworkBattleUri.PlayActions, playBody, isPlayerSeat: true).Accepted,
Is.True, "fixture play ingest");
harness.SeatA.Phase = HandshakePhase.AfterReady;
harness.SeatB.Phase = HandshakePhase.AfterReady;
var env = new MsgEnvelope(
NetworkBattleUri.PlayActions, ViewerId: harness.SeatA.ViewerId, Uuid: "udid-test", Bid: null,
RetryAttempt: 0, Cat: EmitCategory.Battle, PubSeq: null, PlaySeq: null,
Body: new RawBody(playBody));
var ctx = new FrameDispatchContext
{
A = harness.SeatA, B = harness.SeatB, From = harness.SeatA, Other = harness.SeatB,
Env = env, BattleId = "test-battle", State = harness.State, Engine = harness.Engine,
};
var routes = new PlayActionsHandler().Handle(ctx);
Assert.That(routes, Has.Count.EqualTo(1), "one route to the opponent");
var body = routes[0].Frame.Body as PlayActionsBroadcastBody;
Assert.That(body, Is.Not.Null, "frame body is a PlayActionsBroadcastBody");
Assert.That(body!.KnownList, Is.Not.Null.And.Count.EqualTo(1), "one knownList entry (the played fixture)");
Assert.That(body.KnownList![0].CardId, Is.EqualTo(ClanTribeFollowerId), "the fixture's identity");
// THE assertions: clan/tribe are the engine-resolved values, in the prod wire form.
Assert.That(body.KnownList[0].Clan, Is.EqualTo(ClanTribeFollowerClan),
"knownList[].clan must be the engine-resolved clan ordinal (ROYAL == 2)");
Assert.That(body.KnownList[0].Tribe, Is.EqualTo(ClanTribeFollowerTribe),
"knownList[].tribe must be the engine-resolved tribe in prod wire form (LEGION == \"2\")");
// Non-vacuity: the emitted values must NOT be the 0/"0" no-clan/no-tribe default.
Assert.That(body.KnownList[0].Clan, Is.Not.EqualTo(0), "non-vacuity: clan must not be the 0 default");
Assert.That(body.KnownList[0].Tribe, Is.Not.EqualTo("0"), "non-vacuity: tribe must not be the \"0\" default");
}
// The hand POSITION (0-based) of the seat-A hand card with the given engine Index, or -1. Lets a test // The hand POSITION (0-based) of the seat-A hand card with the given engine Index, or -1. Lets a test
// re-derive a HandCardId(seat, pos) lookup from an engine Index it already located by identity. // re-derive a HandCardId(seat, pos) lookup from an engine Index it already located by identity.
private static int FindHandPosByEngineIdx(NodeNativeBattleHarness harness, int engineIdx) private static int FindHandPosByEngineIdx(NodeNativeBattleHarness harness, int engineIdx)

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@@ -132,6 +132,24 @@ internal sealed class NodeNativeBattleHarness : IDisposable
/// followers evolved (a SET, not an add) — exactly 1.</summary> /// followers evolved (a SET, not an add) — exactly 1.</summary>
public const int BoardDependentCostReduced = 1; public const int BoardDependentCostReduced = 1;
/// <summary>A non-trivial CLAN+TRIBE fixture follower (M-HC-4e). cards.json id 900231030: char_type 1
/// (follower), clan 2 (ROYAL / Swordcraft), tribe 2 (LEGION), cost 0, 2/2. Cost 0 makes it playable on
/// turn-1 PP 1; its clan (2) matches <see cref="CardClass.Swordcraft"/> so it is legal under a Swordcraft
/// seat. Its clan/tribe (2 / "2") are concretely non-zero so the engine-sourced clan/tribe read +
/// knownList emit assert REAL values (not the 0/"0" no-tribe default). Verified against cards.json AND the
/// prod wire form (comma-joined int TribeType as string: tribe 2 → "2"). Present + creatable in
/// cards.json.</summary>
public const long ClanTribeFollowerId = 900231030;
/// <summary>The engine-resolved clan of <see cref="ClanTribeFollowerId"/> as the wire int (ROYAL ==
/// ClanType 2). The M-HC-4e knownList emit asserts <c>clan</c> equals this.</summary>
public const int ClanTribeFollowerClan = 2;
/// <summary>The engine-resolved tribe of <see cref="ClanTribeFollowerId"/> in the EXACT prod wire string
/// form (LEGION == TribeType 2 → the single-element comma-join "2"). The M-HC-4e knownList emit asserts
/// <c>tribe</c> equals this.</summary>
public const string ClanTribeFollowerTribe = "2";
public BattleSessionState State { get; } public BattleSessionState State { get; }
public StubParticipant SeatA { get; } public StubParticipant SeatA { get; }
public StubParticipant SeatB { get; } public StubParticipant SeatB { get; }
@@ -176,6 +194,12 @@ internal sealed class NodeNativeBattleHarness : IDisposable
return deck; return deck;
} }
/// <summary>A 30-card deck of the <see cref="ClanTribeFollowerId"/> clan+tribe fixture (M-HC-4e). All one
/// identity, all cost 0 — so the opening hand reliably holds a copy to play turn 1, regardless of shuffle,
/// and the engine-resolved clan/tribe read off the played card is unambiguous.</summary>
public static IReadOnlyList<long> ClanTribeDeck() =>
Enumerable.Repeat(ClanTribeFollowerId, 30).ToList();
/// <summary>Seat the engine exactly as <c>BattleSession.EnsureEngineSetup</c> does: shuffle each /// <summary>Seat the engine exactly as <c>BattleSession.EnsureEngineSetup</c> does: shuffle each
/// side's deck from the fixed seed via <see cref="BattleSessionState.GetShuffledDeck"/>, then /// side's deck from the fixed seed via <see cref="BattleSessionState.GetShuffledDeck"/>, then
/// <c>SessionBattleEngine.Setup(seed, deckA, deckB, classA, classB)</c>.</summary> /// <c>SessionBattleEngine.Setup(seed, deckA, deckB, classA, classB)</c>.</summary>