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Move the auto-schedule from context-owned state to the plugin config (single source of truth): RegistrationOpenDays + RegistrationOpenTimes + Registration/Preparation/ SiegeDuration are all editable in the AdminPanel plugin config and take effect live (context refreshes its config reference each tick via UpdateConfiguration). /csschedule now writes the config. Removed the duplicate Persisted schedule fields. 12 tests pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
203 lines
8.9 KiB
C#
203 lines
8.9 KiB
C#
// <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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/// <summary>Tests the full siege objective chain: destroy defenses, then hold both switches to capture the throne.</summary>
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[Test]
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public async Task FullSiegeObjectiveChainToOwnershipAsync()
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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.ForcePhaseAsync(CastleSiegePhase.Siege, T0);
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ctx.SetDefenseCount(2);
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// Both switches held but defenses still up -> no capture.
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ctx.SetSwitchHolder(217, "Attackers");
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ctx.SetSwitchHolder(218, "Attackers");
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Assert.That(ctx.TryCaptureThrone("Attackers").Success, Is.False);
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ctx.NotifyDefenseDestroyed();
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ctx.NotifyDefenseDestroyed();
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// Only one switch held -> still no capture.
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ctx.SetSwitchHolder(218, null);
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Assert.That(ctx.TryCaptureThrone("Attackers").Success, Is.False);
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// Both switches held by the same guild + defenses down -> capture at the Sinior/Crown.
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ctx.SetSwitchHolder(218, "Attackers");
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Assert.That(ctx.TryCaptureThrone("Attackers").Success, Is.True);
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Assert.That(ctx.OccupierGuildName, Is.EqualTo("Attackers"));
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await ctx.TickAsync(T0.AddMinutes(20)); // Siege -> Settlement
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await ctx.TickAsync(T0.AddMinutes(20)); // Settlement -> Ownership
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Assert.That(ctx.OwnerGuildName, Is.EqualTo("Attackers"));
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}
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/// <summary>Tests that two different guilds each holding one switch cannot capture the throne.</summary>
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[Test]
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public async Task ThroneRequiresBothSwitchesBySameGuildAsync()
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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.ForcePhaseAsync(CastleSiegePhase.Siege, T0);
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ctx.SetDefenseCount(0);
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ctx.SetSwitchHolder(217, "A");
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ctx.SetSwitchHolder(218, "B");
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Assert.That(ctx.TryCaptureThrone("A").Success, Is.False);
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Assert.That(ctx.TryCaptureThrone("B").Success, Is.False);
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}
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/// <summary>Tests that capturing the throne outside the siege phase is a no-op.</summary>
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[Test]
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public void ThroneCaptureOutsideSiegeIsNoOp()
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{
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var ctx = new CastleSiegeContext(Config());
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ctx.SetSwitchHolder(217, "A");
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ctx.SetSwitchHolder(218, "A");
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Assert.That(ctx.TryCaptureThrone("A").Success, Is.False);
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Assert.That(ctx.OccupierGuildName, Is.Null);
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}
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/// <summary>Tests that restoring persisted state sets phase/owner/registrations without raising PhaseChanged.</summary>
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[Test]
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public void RestoreStateSetsStateWithoutFiringPhaseChanged()
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{
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var ctx = new CastleSiegeContext(Config());
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var phaseChangedFired = false;
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ctx.PhaseChanged += _ => phaseChangedFired = true;
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ctx.RestoreState("Winners", CastleSiegePhase.Ownership, T0, new[] { "Winners", "Losers" });
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Assert.That(ctx.Phase, Is.EqualTo(CastleSiegePhase.Ownership));
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Assert.That(ctx.OwnerGuildName, Is.EqualTo("Winners"));
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Assert.That(ctx.RegisteredGuilds, Is.EquivalentTo(new[] { "Winners", "Losers" }));
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Assert.That(phaseChangedFired, Is.False);
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Assert.That(ctx.ConsumeDirty(), Is.False, "restore must not mark the state dirty");
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}
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/// <summary>Tests that the weekly auto-schedule (stored in config) only fires on a matching day/time window.</summary>
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[Test]
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public void ScheduleFiresOnMatchingDayAndTimeWindow()
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{
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var ctx = new CastleSiegeContext(Config());
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ctx.SetSchedule(new[] { DayOfWeek.Sunday }, new TimeOnly(20, 0));
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var config = ctx.Configuration;
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var sunday = new DateTime(2026, 1, 4, 20, 0, 2, DateTimeKind.Utc); // a Sunday, +2s into the window
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var sundayLate = new DateTime(2026, 1, 4, 20, 0, 30, DateTimeKind.Utc); // past the 5s window
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var monday = new DateTime(2026, 1, 5, 20, 0, 2, DateTimeKind.Utc); // wrong day
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Assert.That(config.IsRegistrationOpenTime(sunday), Is.True);
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Assert.That(config.IsRegistrationOpenTime(sundayLate), Is.False);
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Assert.That(config.IsRegistrationOpenTime(monday), Is.False);
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Assert.That(ctx.ConsumeDirty(), Is.True, "SetSchedule marks the state dirty");
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ctx.SetSchedule(Array.Empty<DayOfWeek>(), null); // cleared -> never opens
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Assert.That(config.IsRegistrationOpenTime(sunday), Is.False);
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}
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/// <summary>Tests that state-changing operations flip the dirty flag, which ConsumeDirty reads-and-resets.</summary>
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[Test]
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public async Task DirtyFlagTracksPersistableChangesAsync()
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{
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var ctx = new CastleSiegeContext(Config());
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Assert.That(ctx.ConsumeDirty(), Is.False, "a fresh context has nothing to persist");
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await ctx.ForceStartRegistrationAsync(T0); // phase transition -> dirty
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Assert.That(ctx.ConsumeDirty(), Is.True);
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Assert.That(ctx.ConsumeDirty(), Is.False, "ConsumeDirty resets the flag");
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ctx.RegisterGuild("Attackers"); // registration -> dirty
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Assert.That(ctx.ConsumeDirty(), Is.True);
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ctx.SetOwner("Attackers"); // owner change -> dirty
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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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PreparationDuration = TimeSpan.FromMinutes(2),
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SiegeDuration = TimeSpan.FromMinutes(10),
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};
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}
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