fix(CS): stop crown re-capture loop + show seal panel only to the master
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- The occupier can no longer re-register its own throne (canCapture = eligible != occupier),
  which caused a repeating 60s panel loop; only a DIFFERENT guild can contest.
- The 60s registration panel (0xB2/0x15) is now sent ONLY to the master on the crown,
  not broadcast to switch-holders/other players. Shield(0x16) + capture(0x18) still broadcast.
+1 test (15 total).
This commit is contained in:
Acentech Dev
2026-07-15 16:22:13 +03:00
parent e5dfa24585
commit f135e90899
3 changed files with 64 additions and 42 deletions

View File

@@ -231,7 +231,11 @@ public class CastleSiegeContext
var wasHolding = this._crownHoldGuild is not null; var wasHolding = this._crownHoldGuild is not null;
if (eligibleGuild is null || !masterHolding) // The guild that already occupies the throne just holds it — no re-registration (avoids a capture loop).
// Only a DIFFERENT guild taking both switches can register/capture (contest).
var canCapture = eligibleGuild is not null && eligibleGuild != this._occupier;
if (!canCapture || !masterHolding)
{ {
this._crownHoldGuild = null; this._crownHoldGuild = null;
this._crownHoldStartUtc = null; this._crownHoldStartUtc = null;

View File

@@ -359,7 +359,7 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
// Crown-hold capture: when a guild holds both switches with every gate down, the crown shield drops; // Crown-hold capture: when a guild holds both switches with every gate down, the crown shield drops;
// that guild's master then holds the crown for CrownHoldDuration to take the throne (contestable). // that guild's master then holds the crown for CrownHoldDuration to take the throne (contestable).
var eligible = context.GetShieldEligibleGuild(); var eligible = context.GetShieldEligibleGuild();
var masterOnCrown = false; Player? masterPlayer = null;
if (eligible is not null) if (eligible is not null)
{ {
foreach (var player in map.GetAttackablesInRange(CrownPosition, CrownHoldRange).OfType<Player>()) foreach (var player in map.GetAttackablesInRange(CrownPosition, CrownHoldRange).OfType<Player>())
@@ -367,18 +367,35 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
if (player.GuildStatus?.Position == GuildPosition.GuildMaster if (player.GuildStatus?.Position == GuildPosition.GuildMaster
&& await GetGuildNameAsync(player).ConfigureAwait(false) == eligible) && await GetGuildNameAsync(player).ConfigureAwait(false) == eligible)
{ {
masterOnCrown = true; masterPlayer = player;
break; break;
} }
} }
} }
var holdDuration = context.Configuration.CrownHoldDuration; var crown = context.TickCrownHold(eligible, masterPlayer is not null, now, context.Configuration.CrownHoldDuration);
var crown = context.TickCrownHold(eligible, masterOnCrown, now, holdDuration);
await BroadcastCrownAsync(gameContext, crown).ConfigureAwait(false); // Shield drop/raise -> everyone on the battle map, but only when it flips (the packet pops a modal).
if (crown.Event == CrownEvent.Captured && crown.Guild is { } capturedGuild) if (crown.ShieldChanged)
{ {
await AnnounceAsync(gameContext, $"Guild '{capturedGuild}' has taken the Crown and now holds the throne!").ConfigureAwait(false); await ForEachOnBattleMapAsync(gameContext, p => p.SetCrownShieldAsync(crown.ShieldDown)).ConfigureAwait(false);
}
switch (crown.Event)
{
case CrownEvent.HoldStarted when masterPlayer is not null:
// The 60-second registration panel is shown ONLY to the master taking the crown.
await masterPlayer.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetCrownRegistAsync(0, 0)).ConfigureAwait(false);
break;
case CrownEvent.HoldReset when masterPlayer is not null:
await masterPlayer.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetCrownRegistAsync(2, 0)).ConfigureAwait(false);
break;
case CrownEvent.Captured when crown.Guild is { } captured:
await ForEachOnBattleMapAsync(gameContext, p => p.AnnounceSealCapturedAsync(captured)).ConfigureAwait(false);
await AnnounceAsync(gameContext, $"Guild '{captured}' has taken the Crown and now holds the throne!").ConfigureAwait(false);
break;
default:
break;
} }
// Keep the client's on-map countdown armed and in sync. Resend every 10s so players who just // Keep the client's on-map countdown armed and in sync. Resend every 10s so players who just
@@ -416,40 +433,12 @@ public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustom
} }
}); });
/// <summary> /// <summary>Invokes the Castle Siege status view for every player currently on the battle map.</summary>
/// Sends the crown shield state (each tick) and any crown-hold event (start/reset/capture) to every player private static ValueTask ForEachOnBattleMapAsync(IGameContext gameContext, Func<ICastleSiegeStatusViewPlugIn, ValueTask> action)
/// currently on the battle map. => gameContext.ForEachPlayerAsync(player =>
/// </summary> player.CurrentMap?.Definition.Number == ValleyOfLorenMapNumber
private static ValueTask BroadcastCrownAsync(IGameContext gameContext, CrownTickResult crown) ? player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(action).AsTask()
=> gameContext.ForEachPlayerAsync(async player => : Task.CompletedTask);
{
if (player.CurrentMap?.Definition.Number != ValleyOfLorenMapNumber)
{
return;
}
// Only tell the client when the shield state actually flips — the 0xB2/0x16 packet pops a modal
// message box, so sending it every tick would block player input.
if (crown.ShieldChanged)
{
await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetCrownShieldAsync(crown.ShieldDown)).ConfigureAwait(false);
}
switch (crown.Event)
{
case CrownEvent.HoldStarted:
await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetCrownRegistAsync(0, 0)).ConfigureAwait(false);
break;
case CrownEvent.HoldReset:
await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.SetCrownRegistAsync(2, 0)).ConfigureAwait(false);
break;
case CrownEvent.Captured when crown.Guild is { } guild:
await player.InvokeViewPlugInAsync<ICastleSiegeStatusViewPlugIn>(p => p.AnnounceSealCapturedAsync(guild)).ConfigureAwait(false);
break;
default:
break;
}
});
private async ValueTask BroadcastCastleFlagAsync(IGameContext gameContext, CastleSiegeContext context) private async ValueTask BroadcastCastleFlagAsync(IGameContext gameContext, CastleSiegeContext context)
{ {

View File

@@ -236,6 +236,35 @@ public class CastleSiegeContextTest
Assert.That(ctx.OccupierGuildName, Is.Null); Assert.That(ctx.OccupierGuildName, Is.Null);
} }
/// <summary>Tests that the occupier can't re-capture its own throne, but a different guild can contest it.</summary>
[Test]
public async Task OccupierDoesNotRecaptureButAnotherGuildCanContestAsync()
{
var ctx = new CastleSiegeContext(Config());
await ctx.ForceStartRegistrationAsync(T0);
await ctx.ForcePhaseAsync(CastleSiegePhase.Siege, T0);
ctx.SetDefenseCount(0);
var hold = TimeSpan.FromSeconds(60);
ctx.SetSwitchHolder(217, "A");
ctx.SetSwitchHolder(218, "A");
ctx.TickCrownHold("A", true, T0, hold);
Assert.That(ctx.TickCrownHold("A", true, T0.AddSeconds(60), hold).Event, Is.EqualTo(CrownEvent.Captured));
Assert.That(ctx.OccupierGuildName, Is.EqualTo("A"));
// A keeps holding — no re-registration loop, but the shield stays down (they hold it).
var after = ctx.TickCrownHold("A", true, T0.AddSeconds(61), hold);
Assert.That(after.Event, Is.EqualTo(CrownEvent.None));
Assert.That(after.ShieldDown, Is.True);
// B takes both switches and can contest/capture.
ctx.SetSwitchHolder(217, "B");
ctx.SetSwitchHolder(218, "B");
Assert.That(ctx.TickCrownHold("B", true, T0.AddSeconds(62), hold).Event, Is.EqualTo(CrownEvent.HoldStarted));
Assert.That(ctx.TickCrownHold("B", true, T0.AddSeconds(122), hold).Event, Is.EqualTo(CrownEvent.Captured));
Assert.That(ctx.OccupierGuildName, Is.EqualTo("B"));
}
private static CastleSiegeConfiguration Config() => new() private static CastleSiegeConfiguration Config() => new()
{ {
RegistrationDuration = TimeSpan.FromMinutes(5), RegistrationDuration = TimeSpan.FromMinutes(5),