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268d40acd1
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268d40acd1 | ||
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44
src/GameLogic/CastleSiege/CastleSiegeConfiguration.cs
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44
src/GameLogic/CastleSiege/CastleSiegeConfiguration.cs
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@@ -0,0 +1,44 @@
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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
Normal file
132
src/GameLogic/CastleSiege/CastleSiegeContext.cs
Normal file
@@ -0,0 +1,132 @@
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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
Normal file
26
src/GameLogic/CastleSiege/CastleSiegePhase.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
// <copyright file="CastleSiegePhase.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.CastleSiege;
|
||||
|
||||
/// <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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||||
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||||
/// <summary>Registration closed; defenders prepare before the siege starts.</summary>
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||||
Preparation,
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||||
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||||
/// <summary>The siege battle is running.</summary>
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||||
Siege,
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||||
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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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@@ -0,0 +1,49 @@
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||||
// <copyright file="CastleSiegePhaseChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
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||||
|
||||
using System.Runtime.InteropServices;
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||||
using MUnique.OpenMU.GameLogic.CastleSiege;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Forces a specific Castle Siege phase. GM only. Usage: /csphase Siege.</summary>
|
||||
[Guid("A1B2C3D4-0003-4E5F-9A0B-CA5710000003")]
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||||
[PlugIn]
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||||
[Display(Name = "Castle Siege Phase", Description = "GM command: /csphase <Ownership|Registration|Preparation|Siege|Settlement>")]
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[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
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||||
public class CastleSiegePhaseChatCommandPlugIn : IChatCommandPlugIn
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||||
{
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private const string Command = "/csphase";
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||||
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||||
/// <inheritdoc />
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||||
public string Key => Command;
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||||
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||||
/// <inheritdoc/>
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||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
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||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
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{
|
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var parts = command.Split(' ', StringSplitOptions.RemoveEmptyEntries);
|
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if (parts.Length < 2 || !Enum.TryParse<CastleSiegePhase>(parts[1], true, out var phase))
|
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{
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await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Usage: /csphase <Ownership|Registration|Preparation|Siege|Settlement>", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
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||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
await context.ForcePhaseAsync(phase, DateTime.UtcNow).ConfigureAwait(false);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync($"Castle Siege: phase set to {phase}.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
// <copyright file="CastleSiegeResetChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Resets Castle Siege to the ownership phase and clears registrations. GM only.</summary>
|
||||
[Guid("A1B2C3D4-0005-4E5F-9A0B-CA5710000005")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Reset", Description = "GM command: /csreset")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeResetChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csreset";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
await context.ResetAsync(DateTime.UtcNow).ConfigureAwait(false);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege reset to ownership phase.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
// <copyright file="CastleSiegeSetOwnerChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Sets the Castle Siege owner guild by name. GM only. Usage: /cssetowner GuildName (empty clears).</summary>
|
||||
[Guid("A1B2C3D4-0004-4E5F-9A0B-CA5710000004")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Set Owner", Description = "GM command: /cssetowner <guildName>")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeSetOwnerChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/cssetowner";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var parts = command.Split(' ', 2, StringSplitOptions.RemoveEmptyEntries);
|
||||
var owner = parts.Length >= 2 ? parts[1].Trim() : null;
|
||||
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
context.SetOwner(string.IsNullOrWhiteSpace(owner) ? null : owner);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync($"Castle Siege owner set to {owner ?? "(none)"}.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
// <copyright file="CastleSiegeStartChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Forces the Castle Siege into the registration phase. GM only.</summary>
|
||||
[Guid("A1B2C3D4-0002-4E5F-9A0B-CA5710000002")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Start", Description = "GM command: /csstart")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeStartChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csstart";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
if (context is null)
|
||||
{
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege plugin not active.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
return;
|
||||
}
|
||||
|
||||
await context.ForceStartRegistrationAsync(DateTime.UtcNow).ConfigureAwait(false);
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync("Castle Siege: registration started.", MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
// <copyright file="CastleSiegeStatusChatCommandPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.ChatCommands;
|
||||
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
using MUnique.OpenMU.GameLogic.Views;
|
||||
using MUnique.OpenMU.Interfaces;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>Shows the current Castle Siege status. GM only.</summary>
|
||||
[Guid("A1B2C3D4-0001-4E5F-9A0B-CA5710000001")]
|
||||
[PlugIn]
|
||||
[Display(Name = "Castle Siege Status", Description = "GM command: /csstatus")]
|
||||
[ChatCommandHelp(Command, CharacterStatus.GameMaster)]
|
||||
public class CastleSiegeStatusChatCommandPlugIn : IChatCommandPlugIn
|
||||
{
|
||||
private const string Command = "/csstatus";
|
||||
|
||||
/// <inheritdoc />
|
||||
public string Key => Command;
|
||||
|
||||
/// <inheritdoc/>
|
||||
public CharacterStatus MinCharacterStatusRequirement => CharacterStatus.GameMaster;
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask HandleCommandAsync(Player player, string command)
|
||||
{
|
||||
var context = CastleSiegeEventPlugIn.TryGetContext(player.GameContext);
|
||||
var text = context?.GetStatusText() ?? "Castle Siege plugin not active.";
|
||||
await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p => p.ShowMessageAsync(text, MessageType.BlueNormal)).ConfigureAwait(false);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
// <copyright file="CastleSiegeEventPlugIn.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
|
||||
|
||||
using System.Collections.Concurrent;
|
||||
using System.Runtime.InteropServices;
|
||||
using MUnique.OpenMU.GameLogic.CastleSiege;
|
||||
using MUnique.OpenMU.PlugIns;
|
||||
|
||||
/// <summary>
|
||||
/// Drives the Castle Siege phase state machine: ticks it every second and carries its configuration.
|
||||
/// State is per-<see cref="IGameContext"/> and kept in memory (P1: no persistence).
|
||||
/// </summary>
|
||||
[PlugIn]
|
||||
[Display(Name = nameof(CastleSiegeEventPlugIn), Description = "Castle Siege event (P1 skeleton: phase state machine + scheduling).")]
|
||||
[Guid("6E2C8B41-9A4D-4C2E-9E7B-1F2A3B4C5D60")]
|
||||
public sealed class CastleSiegeEventPlugIn : IPeriodicTaskPlugIn, ISupportCustomConfiguration<CastleSiegeConfiguration>, ISupportDefaultCustomConfiguration
|
||||
{
|
||||
private static readonly ConcurrentDictionary<IGameContext, CastleSiegeContext> Contexts = new();
|
||||
|
||||
/// <inheritdoc />
|
||||
public CastleSiegeConfiguration? Configuration { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Castle Siege context for a game context, if the periodic tick has initialized it.
|
||||
/// </summary>
|
||||
/// <param name="gameContext">The game context.</param>
|
||||
/// <returns>The context, or <c>null</c> if not yet initialized.</returns>
|
||||
/// <remarks>Static so GM chat commands can reach the state machine without a plugin instance
|
||||
/// (<c>GetKnownPlugInsOf</c> returns Types, not instances). The tick runs every second, so the
|
||||
/// context exists within ~1s of server start.</remarks>
|
||||
public static CastleSiegeContext? TryGetContext(IGameContext gameContext)
|
||||
=> Contexts.TryGetValue(gameContext, out var context) ? context : null;
|
||||
|
||||
/// <inheritdoc />
|
||||
public object CreateDefaultConfig() => new CastleSiegeConfiguration();
|
||||
|
||||
/// <inheritdoc />
|
||||
public async ValueTask ExecuteTaskAsync(GameContext gameContext)
|
||||
{
|
||||
var context = Contexts.GetOrAdd(gameContext, _ => new CastleSiegeContext(this.Configuration ?? new CastleSiegeConfiguration()));
|
||||
await context.TickAsync(DateTime.UtcNow).ConfigureAwait(false);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public void ForceStart()
|
||||
{
|
||||
// Force-start applies to every active game context's siege.
|
||||
foreach (var context in Contexts.Values)
|
||||
{
|
||||
_ = context.ForceStartRegistrationAsync(DateTime.UtcNow);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
// <copyright file="CastleSiegeContextTest.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.Tests.CastleSiege;
|
||||
|
||||
using MUnique.OpenMU.GameLogic.CastleSiege;
|
||||
|
||||
/// <summary>
|
||||
/// Tests for the Castle Siege phase state machine (time-driven, injected clock).
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class CastleSiegeContextTest
|
||||
{
|
||||
private static readonly DateTime T0 = new(2026, 1, 1, 12, 0, 0, DateTimeKind.Utc);
|
||||
|
||||
/// <summary>Tests that a fresh context starts in the ownership (resting) phase.</summary>
|
||||
[Test]
|
||||
public void StartsInOwnership()
|
||||
{
|
||||
var ctx = new CastleSiegeContext(Config());
|
||||
Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
|
||||
}
|
||||
|
||||
/// <summary>Tests that force-starting moves the state machine into registration.</summary>
|
||||
[Test]
|
||||
public async Task ForceStartMovesToRegistrationAsync()
|
||||
{
|
||||
var ctx = new CastleSiegeContext(Config());
|
||||
await ctx.ForceStartRegistrationAsync(T0);
|
||||
Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Registration));
|
||||
}
|
||||
|
||||
/// <summary>Tests that registration advances to preparation once its duration elapses.</summary>
|
||||
[Test]
|
||||
public async Task RegistrationAdvancesToPreparationAfterDurationAsync()
|
||||
{
|
||||
var ctx = new CastleSiegeContext(Config());
|
||||
await ctx.ForceStartRegistrationAsync(T0);
|
||||
await ctx.TickAsync(T0.AddMinutes(4)); // still within registration
|
||||
Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Registration));
|
||||
await ctx.TickAsync(T0.AddMinutes(5)); // registration duration elapsed
|
||||
Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Preparation));
|
||||
}
|
||||
|
||||
/// <summary>Tests a full cycle: registration -> preparation -> siege -> settlement -> ownership.</summary>
|
||||
[Test]
|
||||
public async Task FullCycleReturnsToOwnershipAsync()
|
||||
{
|
||||
var ctx = new CastleSiegeContext(Config());
|
||||
await ctx.ForceStartRegistrationAsync(T0);
|
||||
await ctx.TickAsync(T0.AddMinutes(5)); // -> Preparation
|
||||
await ctx.TickAsync(T0.AddMinutes(7)); // +2 prep -> Siege
|
||||
Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Siege));
|
||||
await ctx.TickAsync(T0.AddMinutes(17)); // +10 siege -> Settlement
|
||||
await ctx.TickAsync(T0.AddMinutes(17)); // Settlement -> Ownership
|
||||
Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
|
||||
}
|
||||
|
||||
/// <summary>Tests that guilds can be registered (by name) during the registration phase.</summary>
|
||||
[Test]
|
||||
public async Task RegisterGuildCollectsNamesDuringRegistrationAsync()
|
||||
{
|
||||
var ctx = new CastleSiegeContext(Config());
|
||||
await ctx.ForceStartRegistrationAsync(T0);
|
||||
ctx.RegisterGuild("Attackers");
|
||||
Assert.That(ctx.RegisteredGuilds, Does.Contain("Attackers"));
|
||||
}
|
||||
|
||||
private static CastleSiegeConfiguration Config() => new()
|
||||
{
|
||||
RegistrationDuration = TimeSpan.FromMinutes(5),
|
||||
PreparationDuration = TimeSpan.FromMinutes(2),
|
||||
SiegeDuration = TimeSpan.FromMinutes(10),
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user