feat(battle-node): TurnEndHandler emits {turnState:0} to opponent only in PvP

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-03 18:07:44 -04:00
parent 6e85a6b2db
commit 3c8a00c928
2 changed files with 12 additions and 18 deletions

View File

@@ -1,4 +1,5 @@
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Protocol.Bodies;
namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
@@ -16,15 +17,11 @@ internal sealed class TurnEndHandler : IFrameHandler
{
if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
{
var te = BattleFrames.BuildTurnEndBroadcast();
var jg = BattleFrames.BuildJudgeBroadcast();
return new[]
{
new DispatchRoute(ctx.From, te, false),
new DispatchRoute(ctx.Other, te, false),
new DispatchRoute(ctx.From, jg, false),
new DispatchRoute(ctx.Other, jg, false),
};
// Opponent sees {turnState}; receiving TurnEnd drives its SendJudge (handover gate).
// battleCode/actionSeq/cemetery are dropped. The paired Judge{spin} is emitted by
// JudgeHandler when the active player sends its own Judge frame.
var te = ctx.Env with { Body = new TurnEndBody(TurnState: 0) };
return new[] { new DispatchRoute(ctx.Other, te, false) };
}
if (ctx.Type == BattleType.Scripted)
return new[] { new DispatchRoute(ctx.Other, ctx.Env, false) };