refactor(battle-node): extract RetireKillHandler
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -42,6 +42,8 @@ public sealed class BattleSession
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[NetworkBattleUri.Swap] = new SwapHandler(),
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[NetworkBattleUri.Swap] = new SwapHandler(),
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[NetworkBattleUri.TurnEnd] = new TurnEndHandler(),
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[NetworkBattleUri.TurnEnd] = new TurnEndHandler(),
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[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
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[NetworkBattleUri.TurnEndFinal] = new TurnEndFinalHandler(),
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[NetworkBattleUri.Retire] = new RetireKillHandler(),
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[NetworkBattleUri.Kill] = new RetireKillHandler(),
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};
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};
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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private FrameDispatchContext BuildContext(IBattleParticipant from, MsgEnvelope env) =>
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@@ -0,0 +1,16 @@
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class RetireKillHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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ctx.State.SessionPhase = BattleSessionPhase.Terminal;
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return new[]
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{
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new DispatchRoute(ctx.From, BattleFrames.BuildBattleFinish(BattleResult.RetireLose), true),
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new DispatchRoute(ctx.Other, BattleFrames.BuildBattleFinish(BattleResult.RetireWin), true),
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};
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}
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}
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