fix(battlenode): PlayedCardTribe degrades to 0 not empty; clan/tribe builder tests (M-HC-4e review)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -61,7 +61,7 @@ internal sealed class PlayActionsHandler : IFrameHandler
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// value would miss it). Prod always emits both on every knownList entry: clan as the int ClanType
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// ordinal, tribe as the comma-joined int TribeType string ("0" for none). Same senderSeat mapping.
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int playedClan = ctx.Engine.PlayedCardClan(senderSeat, playIdx, fallback: 0);
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string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx);
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string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx, fallback: "0");
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var played = KnownListBuilder.BuildPlayedCard(
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deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost,
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