fix(battle-node): assign turnState per side instead of hardcoding 0
Both PvP clients received turnState:0 ('both go first'). BuildBattleStart
now takes turnState; the Loaded arm assigns 0 to A, 1 to B — no Type check,
correct in Scripted (real player = A = first) and PvP (first arriver first).
Updated three existing BuildBattleStart callers in the test suite to pass
turnState:0 (the param is now required).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -71,7 +71,7 @@ public class ScriptedLifecycleTests
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[Test]
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public void BuildBattleStart_HasTurnStateZero_AndUsesContextBattleType()
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{
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var env = ScriptedLifecycle.BuildBattleStart(FixtureCtx(), ScriptedBotCtx(), selfViewerId: 1);
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var env = ScriptedLifecycle.BuildBattleStart(FixtureCtx(), ScriptedBotCtx(), selfViewerId: 1, turnState: 0);
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var body = (BattleStartBody)env.Body;
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Assert.That(body.TurnState, Is.EqualTo(0));
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Assert.That(body.BattleType, Is.EqualTo(11));
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@@ -87,7 +87,7 @@ public class ScriptedLifecycleTests
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BattleType = 42,
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};
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var env = ScriptedLifecycle.BuildBattleStart(ctx, ScriptedBotCtx(), selfViewerId: 1);
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var env = ScriptedLifecycle.BuildBattleStart(ctx, ScriptedBotCtx(), selfViewerId: 1, turnState: 0);
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var body = (BattleStartBody)env.Body;
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Assert.That(body.SelfInfo.ClassId, Is.EqualTo("7"));
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