Behavior-preserving; 231 BattleNode tests green. FrameDispatchContext.BothAfterReady() -> BothSidesAfterReady() (7 call sites). The 4 inline `SenderPhase == AfterReady` checks in TurnEndHandler/TurnEndFinalHandler now read a new SenderIsAfterReady property. Both carry cross-referencing docs so the Bot-arm (sender-only) vs PvP-arm (both-sides) distinction is explicit at the type. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
22 lines
832 B
C#
22 lines
832 B
C#
using SVSim.BattleNode.Lifecycle;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Protocol.Bodies;
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namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
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internal sealed class TurnStartHandler : IFrameHandler
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{
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public IReadOnlyList<DispatchRoute> Handle(FrameDispatchContext ctx)
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{
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// PvP: the active player's TurnStart{orderList} is dropped; the opponent receives {spin}
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// (spin=0 for the deterministic-turn slice) and self-generates its turn-open.
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if (ctx.Type == BattleType.Pvp && ctx.BothSidesAfterReady())
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{
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var frame = ctx.Env with { Body = new OpponentTurnStartBody(Spin: BattleFrameDefaults.DeterministicTurnSpin) };
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return new[] { new DispatchRoute(ctx.Other, frame, Stock.Normal) };
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}
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return Array.Empty<DispatchRoute>();
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}
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}
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