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>
This commit is contained in:
gamer147
2026-06-07 00:23:07 -04:00
parent 693fba5003
commit d3508d7bd4
3 changed files with 38 additions and 6 deletions

View File

@@ -61,7 +61,7 @@ internal sealed class PlayActionsHandler : IFrameHandler
// 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);
string playedTribe = ctx.Engine.PlayedCardTribe(senderSeat, playIdx, fallback: "0");
var played = KnownListBuilder.BuildPlayedCard(
deckMap, playIdx, orderList, cost: playedCost, spellboost: playedSpellboost,