fix(deck): firstCardDamageBonus 게이트 class→kind (영구 미발동 버그)
ChargedBlow(class=warrior, kind=Attack, firstCardDamageBonus=2)의 첫-카드 보너스가 Lua·JS 양쪽에서 `c.class == "Attack"`로 게이트돼 있었다. class는 warrior/bandit 등이라 절대 "Attack"이 아니어서 보너스가 영구 미발동(죽은 코드). kind가 "Attack"이므로 `c.kind == "Attack"`로 수정(양쪽 미러). RED-GREEN 회귀 테스트 추가: class=warrior·kind=Attack 카드의 첫 카드 보너스로 7뎀 → 1턴 처치(미수정 시 5뎀 2턴). 테스트 84→85. 산출물 재생성 포함. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UUvHKjrt8jqLzDeCsRRGmj
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@@ -2886,7 +2886,7 @@
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"Name": "c"
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}
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],
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"Code": "local base2 = c.damage or 0\nlocal otherHand = 0\nif self.Hand ~= nil then\n\totherHand = #self.Hand - 1\n\tif otherHand < 0 then otherHand = 0 end\nend\nif c.damagePerOtherHandCard ~= nil then\n\tbase2 = base2 + otherHand * c.damagePerOtherHandCard\nend\nif c.damagePerAttackPlayedThisTurn ~= nil then\n\tbase2 = base2 + (self.TurnAttackCardsPlayed or 0) * c.damagePerAttackPlayedThisTurn\nend\nif c.damagePerDiscardedThisTurn ~= nil then\n\tbase2 = base2 + (self.TurnDiscardedCards or 0) * c.damagePerDiscardedThisTurn\nend\nif c.damagePerSkillInHand ~= nil then\n\tbase2 = base2 + self:CountOtherHandSkills(slot) * c.damagePerSkillInHand\nend\nif c.damagePerCardDrawnThisCombat ~= nil then\n\tbase2 = base2 + (self.CardsDrawnThisCombat or 0) * c.damagePerCardDrawnThisCombat\nend\nif c.class == \"Attack\" and (self.TurnCardsPlayedThisTurn or 0) == 0 and c.firstCardDamageBonus ~= nil then\n\tbase2 = base2 + c.firstCardDamageBonus\nend\nif c.class == \"shiv\" then\n\tif self:HasPowerField(\"shivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"shivDamageBonus\")\n\tend\n\tif self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField(\"firstShivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"firstShivDamageBonus\")\n\tend\nend\nif base2 < 0 then\n\tbase2 = 0\nend\nreturn base2",
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"Code": "local base2 = c.damage or 0\nlocal otherHand = 0\nif self.Hand ~= nil then\n\totherHand = #self.Hand - 1\n\tif otherHand < 0 then otherHand = 0 end\nend\nif c.damagePerOtherHandCard ~= nil then\n\tbase2 = base2 + otherHand * c.damagePerOtherHandCard\nend\nif c.damagePerAttackPlayedThisTurn ~= nil then\n\tbase2 = base2 + (self.TurnAttackCardsPlayed or 0) * c.damagePerAttackPlayedThisTurn\nend\nif c.damagePerDiscardedThisTurn ~= nil then\n\tbase2 = base2 + (self.TurnDiscardedCards or 0) * c.damagePerDiscardedThisTurn\nend\nif c.damagePerSkillInHand ~= nil then\n\tbase2 = base2 + self:CountOtherHandSkills(slot) * c.damagePerSkillInHand\nend\nif c.damagePerCardDrawnThisCombat ~= nil then\n\tbase2 = base2 + (self.CardsDrawnThisCombat or 0) * c.damagePerCardDrawnThisCombat\nend\nif c.kind == \"Attack\" and (self.TurnCardsPlayedThisTurn or 0) == 0 and c.firstCardDamageBonus ~= nil then\n\tbase2 = base2 + c.firstCardDamageBonus\nend\nif c.class == \"shiv\" then\n\tif self:HasPowerField(\"shivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"shivDamageBonus\")\n\tend\n\tif self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField(\"firstShivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"firstShivDamageBonus\")\n\tend\nend\nif base2 < 0 then\n\tbase2 = 0\nend\nreturn base2",
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"Scope": 2,
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"ExecSpace": 6,
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"Attributes": [],
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