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>
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@@ -242,6 +242,12 @@ internal sealed class NodeNativeBattleHarness : IDisposable
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public int DeckCount(bool playerSeat) => Engine.DeckCount(playerSeat);
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public int Turn(bool playerSeat) => Engine.Turn(playerSeat);
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/// <summary>The engine-resolved wire <c>cardId</c> of the card at engine <paramref name="idx"/> on the
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/// given seat (M-HC-4f). Pass-through to <c>SessionBattleEngine.PlayedCardId</c> — the TRUE id the engine
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/// seated (deck id / token id / chosen-token id / copied id), the value the handler now sources for the
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/// opponent-facing knownList instead of the wire-mined map.</summary>
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public long PlayedCardId(bool playerSeat, int idx, long fallback = 0) => Engine.PlayedCardId(playerSeat, idx, fallback);
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/// <summary>The engine Index of seat A's hand card at <paramref name="handPos"/> (the playIdx a
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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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