feat(battle-node): TurnEndActionsHandler emits empty body to opponent in PvP
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -51,7 +51,7 @@ public sealed class BattleSession
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[NetworkBattleUri.Judge] = new JudgeHandler(),
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[NetworkBattleUri.PlayActions] = new PlayActionsHandler(),
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[NetworkBattleUri.Echo] = new EchoHandler(),
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[NetworkBattleUri.TurnEndActions] = forwardWhenReady,
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[NetworkBattleUri.TurnEndActions] = new TurnEndActionsHandler(),
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[NetworkBattleUri.JudgeResult] = forwardWhenReady,
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};
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}
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@@ -0,0 +1,19 @@
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using SVSim.BattleNode.Protocol;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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/// <summary>PvP TurnEndActions: the sender's orderList is dropped; the opponent receives an
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/// empty body (it only flips _sendEcho + runs the opponent's end-of-turn triggers via the
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/// opponent's own engine). Scripted/Bot drop.</summary>
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internal sealed class TurnEndActionsHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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if (ctx.Type == BattleType.Pvp && ctx.BothAfterReady())
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{
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var frame = ctx.Env with { Body = new RawBody(new Dictionary<string, object?>()) };
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return new[] { new DispatchRoute(ctx.Other, frame, false) };
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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