refactor(battlenode): engine-first token identity (cardId); keep wire-mining fallback (M-HC-4f, partial)
Source the played card's opponent-facing knownList[].cardId off the shadow engine (SessionBattleEngine.PlayedCardId -> BattleCardBase.CardId), engine-first with the wire-mined idx->cardId map as the fallback. PROVEN engine-resolved (each backed by a HeadlessConductorTests PlayedCardId_* test): deck cards and receive-path substituted/ revealed tokens (engine seats the wire id at the wire idx). PARTIAL retirement: the wire-mining bookkeeping (MineAddOps/MineChoicePicks/MineCopyTokens + Record*From) is KEPT as the load-bearing fallback. The choice/Discover, copy/clone and cross-side (isSelf:0) token cases are NOT proven to resolve at a wire idx headless — the autonomous token_draw path seats a chosen token at engine Index 0 (would collide with the leader), and copy/cross-side aren't cheaply fixturable. Deleting their mining on faith would silently corrupt opponent reveals, so it stays behind a TODO(M-HC-4f) gate. - SessionBattleEngine.PlayedCardId: new accessor mirroring PlayedCardClan/Tribe. - BuildPlayedCard: signature deckMap->explicit cardId; null on cardId==0 (no engine id AND no mined/deck-map fallback). - PlayActionsHandler: cardId = engine.PlayedCardId(seat, idx, fallback: mapped) ; mining retained. - Tests: PlayedCardId_* (deck/substituted/degrade pass; choice-gap [Explicit] documents the Index-0 finding). KnownListBuilder + CaptureConformance call-sites updated to new signature. Full BattleNode suite 263/263 green; HeadlessConductorTests 27/27; drift clean; no Engine edits. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -5,10 +5,13 @@ using SVSim.BattleNode.Sessions;
|
||||
namespace SVSim.BattleNode.Sessions.Dispatch;
|
||||
|
||||
/// <summary>Mutable per-session state shared across frame handlers. The mulligan barrier's
|
||||
/// post-swap hands, plus (PvP-equivalency, vanilla slice) the per-side idx->cardId map used to
|
||||
/// synthesize the opponent-facing <c>knownList</c>. Generated tokens (cardIds mined from
|
||||
/// orderList <c>add</c> ops) are recorded into the SAME
|
||||
/// <see cref="IdxToCardId"/> map via <see cref="RecordToken"/>; a reveal-gate set is still future.</summary>
|
||||
/// post-swap hands, plus the per-side idx->cardId map used as the FALLBACK identity source for the
|
||||
/// opponent-facing <c>knownList</c>. As of M-HC-4f the played card's identity is ENGINE-first — the handler
|
||||
/// reads <c>SessionBattleEngine.PlayedCardId</c> and uses this map only as the fallback (non-engine session,
|
||||
/// or a token case the engine doesn't resolve at a wire idx). The map still holds deck cards (seeded from the
|
||||
/// shuffled deck) and the wire-mined generated/choice/copy/cross-side token identities (recorded via
|
||||
/// <see cref="RecordToken"/>) — those token cases remain wire-mined pending an engine-read proof
|
||||
/// (TODO(M-HC-4f) in <c>PlayActionsHandler</c>).</summary>
|
||||
internal sealed class BattleSessionState
|
||||
{
|
||||
/// <summary>The one random value chosen per battle. Every per-battle RNG (shared effect seed,
|
||||
|
||||
Reference in New Issue
Block a user