feat(CS-P1): Castle Siege phase state machine (in-memory, time-injected) + tests
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132
src/GameLogic/CastleSiege/CastleSiegeContext.cs
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132
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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