gamer147 51419d15cd feat(battlenode): emit engine-resolved cost on every knownList entry (M-HC-3)
The opponent-facing PlayActions knownList now carries the engine-RESOLVED
play-time cost (KnownCardEntry.cost), sourced from the headless shadow engine's
PlayedCost on the just-resolved card. This closes the spellboost cost-desync BY
CONSTRUCTION: the engine already knows the true discounted cost (spellboost +
board modifiers folded in), so no bookkeeping is needed.

- DTO: add non-nullable cost to KnownCardEntry (prod emits cost 45/45).
- SessionBattleEngine.PlayedCardCost(seat, idx, fallback): finds the resolved
  card by engine Index across in-play/cemetery/hand zones and returns PlayedCost
  (captured by PlayCard at resolution == discounted Cost), degrading to fallback
  when the engine is not owned/ready.
- PlayActionsHandler sources the played card's cost from ctx.Engine (ShadowIngest
  already resolved the play before the handler runs). Spellboost-map plumbing
  stays for now; Task 6 (M-HC-3b) retires it.
- Validation: engine-read test (charge-seeded reducer 101314020: base 5, cost
  5/1/0 at charge 0/4/5) + handler-emit test asserting knownList[0].cost == 1
  (discounted, not base 5) with non-vacuity. Board-dependent (when_evolve_other)
  case deferred to M-HC-4 (evolve not yet headless); cost is read off the resolved
  engine so board modifiers are captured by construction once their ops resolve.
- Harness: promote alt vanilla follower id (101211120) to AltVanillaFollowerId.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 21:18:29 -04:00
2024-09-05 08:20:09 -04:00
2026-06-03 13:56:59 -04:00
Description
The SV Simulator server code, including the DCG Engine, SVSim content, and an entrypoint for the official game client.
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