feat(battlenode): attack resolves on engine state via view-untangle (M-HC-4a)
Drive ATTACK frames through the headless receive conductor and assert on engine board state (node-native harness). Two cases: follower -> enemy leader (leader life drops by atk, attacker spent) and a lethal follower-vs-follower trade (both removed). ATTACK opcode confirmed = 10 (NetworkBattleDefine.PlayActionType). Headless view-untangle (no Engine logic edits; drift clean): - IBattlePlayerView.AttackSelectControl -> non-null HeadlessAttackSelectControl (no-op RegisterAttackPair/ResetCardAfterAttack); IsCardTranslatable left to base. - IBattleCardView.CardInfo -> backing card via BuildInfo (so IsCardTranslatable reads authentic IsClass); class/null view ctors now chain : base(buildInfo). - IBattleCardView._inPlayFrameEffect -> non-null no-op control. - Seed Certification.viewer_id headless so the IsRecovery target parse (vid != UserViewerID) does not throw inside SavedataManager and silently drop the parsed targetList. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -9,7 +9,7 @@ public partial class PlayerClassBattleCardView
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private readonly PlayerClassCharacter _classCharacter;
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public IClassCharacter ClassCharacter { get; set; }
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public float OriginalRootYPosition { get; set; }
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public PlayerClassBattleCardView(BuildInfo buildInfo) { }
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public PlayerClassBattleCardView(BuildInfo buildInfo) : base(buildInfo) { } // HEADLESS-FIX (M-HC-4a): chain BuildInfo so the leader view's CardInfo resolves (attack-on-leader targetting)
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public void StartOutFrame() { }
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public void StartIntoFrame() { }
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public float GetCurrentClipTime() => default!;
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