feat(CS-P1): Castle Siege phase state machine (in-memory, time-injected) + tests
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44
src/GameLogic/CastleSiege/CastleSiegeConfiguration.cs
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44
src/GameLogic/CastleSiege/CastleSiegeConfiguration.cs
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// <copyright file="CastleSiegeConfiguration.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// Configuration for the Castle Siege cycle timings.
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/// Rides on the plugin custom-configuration system (no dedicated database table in P1).
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/// </summary>
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public class CastleSiegeConfiguration
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{
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/// <summary>
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/// Gets or sets the times of day at which a new cycle opens registration.
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/// Empty by default; admins start cycles manually via chat command in P1.
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/// </summary>
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public IList<TimeOnly> RegistrationOpenTimes { get; set; } = new List<TimeOnly>();
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/// <summary>Gets or sets how long the registration phase lasts.</summary>
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public TimeSpan RegistrationDuration { get; set; } = TimeSpan.FromMinutes(5);
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/// <summary>Gets or sets how long the preparation phase lasts.</summary>
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public TimeSpan PreparationDuration { get; set; } = TimeSpan.FromMinutes(2);
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/// <summary>Gets or sets how long the siege phase lasts.</summary>
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public TimeSpan SiegeDuration { get; set; } = TimeSpan.FromMinutes(10);
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/// <summary>
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/// Returns true if <paramref name="now"/> falls within a 5-second window of any configured
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/// registration-open time.
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/// </summary>
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/// <param name="now">The current UTC time.</param>
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public bool IsRegistrationOpenTime(DateTime now)
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{
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if (this.RegistrationOpenTimes.Count == 0)
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{
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return false;
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}
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var nowTime = TimeOnly.FromDateTime(now);
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var earlier = nowTime.Add(TimeSpan.FromSeconds(-5));
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return this.RegistrationOpenTimes.Any(p => p.IsBetween(earlier, nowTime));
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}
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}
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132
src/GameLogic/CastleSiege/CastleSiegeContext.cs
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src/GameLogic/CastleSiege/CastleSiegeContext.cs
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// <copyright file="CastleSiegeContext.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// In-memory Castle Siege phase state machine (P1 skeleton: no battle/persistence).
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/// Time is injected via method parameters so it can be tested deterministically.
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/// </summary>
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public class CastleSiegeContext
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{
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private readonly List<string> _registeredGuilds = new();
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private DateTime _phaseStartedUtc;
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/// <summary>Initializes a new instance of the <see cref="CastleSiegeContext"/> class.</summary>
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/// <param name="configuration">The cycle timing configuration.</param>
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public CastleSiegeContext(CastleSiegeConfiguration configuration)
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{
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this.Configuration = configuration;
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this.Phase = CastleSiegePhase.Ownership;
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}
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/// <summary>Raised after the phase changes. Argument is the new phase.</summary>
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public event Action<CastleSiegePhase>? PhaseChanged;
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/// <summary>Gets the configuration.</summary>
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public CastleSiegeConfiguration Configuration { get; }
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/// <summary>Gets the current phase.</summary>
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public CastleSiegePhase Phase { get; private set; }
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/// <summary>Gets the current owner guild name, or null if unowned.</summary>
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public string? OwnerGuildName { get; private set; }
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/// <summary>Gets the guild names registered for the current cycle.</summary>
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public IReadOnlyList<string> RegisteredGuilds => this._registeredGuilds;
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/// <summary>Advances the state machine based on the current time.</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask TickAsync(DateTime now)
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{
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switch (this.Phase)
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{
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case CastleSiegePhase.Ownership:
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if (this.Configuration.IsRegistrationOpenTime(now))
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{
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return this.ForceStartRegistrationAsync(now);
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}
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break;
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case CastleSiegePhase.Registration:
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if (now >= this._phaseStartedUtc + this.Configuration.RegistrationDuration)
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{
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return this.TransitionAsync(CastleSiegePhase.Preparation, now);
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}
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break;
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case CastleSiegePhase.Preparation:
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if (now >= this._phaseStartedUtc + this.Configuration.PreparationDuration)
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{
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return this.TransitionAsync(CastleSiegePhase.Siege, now);
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}
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break;
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case CastleSiegePhase.Siege:
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if (now >= this._phaseStartedUtc + this.Configuration.SiegeDuration)
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{
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return this.TransitionAsync(CastleSiegePhase.Settlement, now);
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}
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break;
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case CastleSiegePhase.Settlement:
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// P1: no battle -> no winner determination yet. Settle immediately back to ownership.
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return this.TransitionAsync(CastleSiegePhase.Ownership, now);
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default:
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break;
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}
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return ValueTask.CompletedTask;
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}
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/// <summary>Admin: forces the cycle into registration now (from any phase).</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ForceStartRegistrationAsync(DateTime now)
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{
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this._registeredGuilds.Clear();
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return this.TransitionAsync(CastleSiegePhase.Registration, now);
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}
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/// <summary>Admin: forces a specific phase now.</summary>
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/// <param name="phase">The target phase.</param>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ForcePhaseAsync(CastleSiegePhase phase, DateTime now)
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=> this.TransitionAsync(phase, now);
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/// <summary>Admin: resets to the ownership (resting) phase and clears registrations.</summary>
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/// <param name="now">The current UTC time.</param>
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public ValueTask ResetAsync(DateTime now)
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{
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this._registeredGuilds.Clear();
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return this.TransitionAsync(CastleSiegePhase.Ownership, now);
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}
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/// <summary>Registers a guild (by name) for the current cycle. No-op outside registration.</summary>
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/// <param name="guildName">The guild name.</param>
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public void RegisterGuild(string guildName)
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{
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if (this.Phase == CastleSiegePhase.Registration
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&& !this._registeredGuilds.Contains(guildName))
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{
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this._registeredGuilds.Add(guildName);
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}
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}
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/// <summary>Admin: sets (or clears) the current owner guild name.</summary>
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/// <param name="guildName">The owner guild name, or null to clear.</param>
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public void SetOwner(string? guildName) => this.OwnerGuildName = guildName;
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/// <summary>Returns a human-readable status summary for admin display.</summary>
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public string GetStatusText()
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=> $"CS phase={this.Phase}, owner={this.OwnerGuildName ?? "(none)"}, "
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+ $"registered={this._registeredGuilds.Count} [{string.Join(", ", this._registeredGuilds)}]";
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private ValueTask TransitionAsync(CastleSiegePhase phase, DateTime now)
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{
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this.Phase = phase;
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this._phaseStartedUtc = now;
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this.PhaseChanged?.Invoke(phase);
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return ValueTask.CompletedTask;
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}
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}
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26
src/GameLogic/CastleSiege/CastleSiegePhase.cs
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26
src/GameLogic/CastleSiege/CastleSiegePhase.cs
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// <copyright file="CastleSiegePhase.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// The phases of a Castle Siege cycle.
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/// </summary>
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public enum CastleSiegePhase
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{
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/// <summary>Resting phase: castle is (un)owned, waiting for the next registration window.</summary>
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Ownership,
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/// <summary>Guilds can register to attack.</summary>
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Registration,
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/// <summary>Registration closed; defenders prepare before the siege starts.</summary>
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Preparation,
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/// <summary>The siege battle is running.</summary>
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Siege,
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/// <summary>Siege ended; determining the new owner.</summary>
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Settlement,
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}
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// <copyright file="CastleSiegeContextTest.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.Tests.CastleSiege;
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using MUnique.OpenMU.GameLogic.CastleSiege;
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/// <summary>
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/// Tests for the Castle Siege phase state machine (time-driven, injected clock).
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/// </summary>
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[TestFixture]
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public class CastleSiegeContextTest
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{
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private static readonly DateTime T0 = new(2026, 1, 1, 12, 0, 0, DateTimeKind.Utc);
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/// <summary>Tests that a fresh context starts in the ownership (resting) phase.</summary>
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[Test]
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public void StartsInOwnership()
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{
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var ctx = new CastleSiegeContext(Config());
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
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}
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/// <summary>Tests that force-starting moves the state machine into registration.</summary>
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[Test]
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public async Task ForceStartMovesToRegistrationAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Registration));
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}
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/// <summary>Tests that registration advances to preparation once its duration elapses.</summary>
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[Test]
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public async Task RegistrationAdvancesToPreparationAfterDurationAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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await ctx.TickAsync(T0.AddMinutes(4)); // still within registration
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Registration));
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await ctx.TickAsync(T0.AddMinutes(5)); // registration duration elapsed
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Preparation));
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}
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/// <summary>Tests a full cycle: registration -> preparation -> siege -> settlement -> ownership.</summary>
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[Test]
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public async Task FullCycleReturnsToOwnershipAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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await ctx.TickAsync(T0.AddMinutes(5)); // -> Preparation
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await ctx.TickAsync(T0.AddMinutes(7)); // +2 prep -> Siege
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Siege));
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await ctx.TickAsync(T0.AddMinutes(17)); // +10 siege -> Settlement
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await ctx.TickAsync(T0.AddMinutes(17)); // Settlement -> Ownership
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
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}
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/// <summary>Tests that guilds can be registered (by name) during the registration phase.</summary>
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[Test]
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public async Task RegisterGuildCollectsNamesDuringRegistrationAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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await ctx.ForceStartRegistrationAsync(T0);
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ctx.RegisterGuild("Attackers");
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Assert.That(ctx.RegisteredGuilds, Does.Contain("Attackers"));
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}
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private static CastleSiegeConfiguration Config() => new()
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{
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RegistrationDuration = TimeSpan.FromMinutes(5),
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PreparationDuration = TimeSpan.FromMinutes(2),
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SiegeDuration = TimeSpan.FromMinutes(10),
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};
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}
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