feat(CS): on-map siege countdown timer (S6 client protocol C1 B2 17/1E)
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Client already renders the siege-map countdown but never received the packets. New ICastleSiegeStatusViewPlugIn + RemoteView impl send the raw S6 packets: C1 B2 17 (battle start/stop flag, arms the countdown) and C1 B2 1E (remaining hour/minute). CastleSiegeEventPlugIn broadcasts them to players on the battle map every 10s during Siege and sends stop at Settlement. No client changes. +1 test. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -193,6 +193,22 @@ public class CastleSiegeContext
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return scheduleTime <= nowTime && nowTime <= windowEnd;
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}
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/// <summary>
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/// Returns how much time is left in the running siege battle (the on-map countdown value), or
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/// <see cref="TimeSpan.Zero"/> when the siege is not currently running.
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/// </summary>
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/// <param name="nowUtc">The current UTC time.</param>
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public TimeSpan GetRemainingSiegeTime(DateTime nowUtc)
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{
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if (this.Phase != CastleSiegePhase.Siege)
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{
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return TimeSpan.Zero;
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}
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var remaining = (this._phaseStartedUtc + this.Configuration.SiegeDuration) - nowUtc;
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return remaining > TimeSpan.Zero ? remaining : TimeSpan.Zero;
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}
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/// <summary>
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/// Returns whether the persistable state changed since the last call, resetting the flag.
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/// Called each tick by the plugin to decide whether to write state to the database.
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@@ -10,6 +10,7 @@ using System.Runtime.InteropServices;
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using MUnique.OpenMU.GameLogic.CastleSiege;
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using MUnique.OpenMU.GameLogic.NPC;
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using MUnique.OpenMU.GameLogic.Views;
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using MUnique.OpenMU.GameLogic.Views.CastleSiege;
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using MUnique.OpenMU.Interfaces;
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using MUnique.OpenMU.Pathfinding;
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using MUnique.OpenMU.Persistence;
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@@ -122,6 +123,10 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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await SpawnCastleDefensesAsync(gameContext, context).ConfigureAwait(false);
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await WarpRegisteredMembersToSiegeAsync(gameContext, context).ConfigureAwait(false);
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break;
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case CastleSiegePhase.Settlement:
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// Stop the on-map countdown for everyone still on the battle map.
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await BroadcastSiegeStateAsync(gameContext, false, 0, 0).ConfigureAwait(false);
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break;
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case CastleSiegePhase.Ownership when context.OwnerGuildName is { } owner:
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await AnnounceAsync(gameContext, $"The Castle Siege has ended. The castle now belongs to the guild '{owner}'!").ConfigureAwait(false);
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break;
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@@ -293,6 +298,16 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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context.SetSwitchHolder(switchNumber, holder);
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}
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// Keep the client's on-map countdown armed and in sync. Resend every 10s so players who just
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// loaded the battle map pick it up, without visibly resetting the second-counter too often.
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var now = DateTime.UtcNow;
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if ((int)(now - context.PhaseStartedUtc).TotalSeconds % 10 == 0)
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{
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var remaining = context.GetRemainingSiegeTime(now);
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var totalMinutes = (int)Math.Ceiling(remaining.TotalMinutes);
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await BroadcastSiegeStateAsync(gameContext, true, (byte)(totalMinutes / 60), (byte)(totalMinutes % 60)).ConfigureAwait(false);
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}
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}
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catch (Exception ex)
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{
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@@ -301,6 +316,25 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
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}
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}
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/// <summary>
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/// Sends the Castle Siege countdown state to every player currently on the battle map (Valley of Loren).
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/// When <paramref name="started"/> is true it also (re)seeds the remaining hour/minute.
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/// </summary>
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private static ValueTask BroadcastSiegeStateAsync(IGameContext gameContext, bool started, byte hour, byte minute)
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=> gameContext.ForEachPlayerAsync(async player =>
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{
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if (player.CurrentMap?.Definition.Number != ValleyOfLorenMapNumber)
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{
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return;
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}
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await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetBattleStateAsync(started)).ConfigureAwait(false);
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if (started)
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{
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await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetTimerAsync(hour, minute)).ConfigureAwait(false);
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}
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});
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private static async Task WarpRegisteredMembersToSiegeAsync(IGameContext gameContext, CastleSiegeContext context)
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{
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try
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@@ -0,0 +1,25 @@
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// <copyright file="ICastleSiegeStatusViewPlugIn.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.Views.CastleSiege;
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/// <summary>
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/// Interface of a view which drives the client's on-map Castle Siege countdown (Season 6 protocol
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/// C1 B2 17 = battle start/stop flag, C1 B2 1E = remaining hour/minute).
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/// </summary>
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public interface ICastleSiegeStatusViewPlugIn : IViewPlugIn
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{
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/// <summary>
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/// Sends the siege battle start/stop flag (C1 B2 17). The client only ticks its countdown while this is set.
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/// </summary>
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/// <param name="started">Whether the siege battle is running.</param>
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ValueTask SetBattleStateAsync(bool started);
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/// <summary>
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/// Sends the remaining siege time as hour/minute (C1 B2 1E) to (re)seed the countdown.
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/// </summary>
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/// <param name="hour">The remaining hours.</param>
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/// <param name="minute">The remaining minutes.</param>
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ValueTask SetTimerAsync(byte hour, byte minute);
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}
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@@ -0,0 +1,78 @@
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// <copyright file="CastleSiegeStatusViewPlugIn.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.GameServer.RemoteView.CastleSiege;
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using System.Runtime.InteropServices;
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using MUnique.OpenMU.GameLogic.Views.CastleSiege;
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using MUnique.OpenMU.Network;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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/// The default implementation of <see cref="ICastleSiegeStatusViewPlugIn"/> which sends the Season 6
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/// Castle Siege countdown packets straight to the game client as raw bytes (no packet-struct exists yet).
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/// </summary>
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[PlugIn]
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[Display(Name = "Castle Siege Status View", Description = "Sends the Castle Siege on-map countdown/state packets (C1 B2 17 / C1 B2 1E).")]
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[Guid("CA5710A0-7A1B-4C2D-8E3F-0000000017E0")]
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public class CastleSiegeStatusViewPlugIn : ICastleSiegeStatusViewPlugIn
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{
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private readonly RemotePlayer _player;
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/// <summary>
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/// Initializes a new instance of the <see cref="CastleSiegeStatusViewPlugIn"/> class.
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/// </summary>
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/// <param name="player">The player.</param>
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public CastleSiegeStatusViewPlugIn(RemotePlayer player) => this._player = player;
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/// <inheritdoc />
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public async ValueTask SetBattleStateAsync(bool started)
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{
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var connection = this._player.Connection;
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if (connection is null)
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{
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return;
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}
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int WritePacket()
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{
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// C1 09 B2 17 <started> <crownAccessTime:4 bytes = 0>
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var span = connection.Output.GetSpan(9)[..9];
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span.Clear();
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span[0] = 0xC1;
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span[1] = 0x09;
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span[2] = 0xB2;
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span[3] = 0x17;
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span[4] = (byte)(started ? 1 : 0);
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return span.Length;
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}
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await connection.SendAsync(WritePacket).ConfigureAwait(false);
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}
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/// <inheritdoc />
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public async ValueTask SetTimerAsync(byte hour, byte minute)
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{
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var connection = this._player.Connection;
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if (connection is null)
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{
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return;
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}
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int WritePacket()
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{
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// C1 06 B2 1E <hour> <minute>
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var span = connection.Output.GetSpan(6)[..6];
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span[0] = 0xC1;
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span[1] = 0x06;
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span[2] = 0xB2;
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span[3] = 0x1E;
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span[4] = hour;
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span[5] = minute;
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return span.Length;
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}
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await connection.SendAsync(WritePacket).ConfigureAwait(false);
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}
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}
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@@ -179,6 +179,20 @@ public class CastleSiegeContextTest
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Assert.That(ctx.ConsumeDirty(), Is.True);
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}
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/// <summary>Tests that the remaining siege time counts down during the siege and is zero otherwise.</summary>
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[Test]
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public async Task RemainingSiegeTimeReflectsSiegePhaseAsync()
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{
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var ctx = new CastleSiegeContext(Config()); // 10 minute siege duration
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Assert.That(ctx.GetRemainingSiegeTime(T0), Is.EqualTo(TimeSpan.Zero), "no siege running -> zero");
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await ctx.ForceStartRegistrationAsync(T0);
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await ctx.ForcePhaseAsync(CastleSiegePhase.Siege, T0);
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Assert.That(ctx.GetRemainingSiegeTime(T0.AddMinutes(3)), Is.EqualTo(TimeSpan.FromMinutes(7)));
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Assert.That(ctx.GetRemainingSiegeTime(T0.AddMinutes(15)), Is.EqualTo(TimeSpan.Zero), "past the end -> clamped to zero");
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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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