Adding Match State controller
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13 changed files with 445 additions and 99 deletions
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@ -610,20 +610,8 @@ namespace TD.Gameplay
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}
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}
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/// <summary>
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/// Maps a client ID to the PlayerSlot assigned to that client.
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/// </summary>
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/// <remarks>
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/// STUB: Currently uses a trivial mapping where client 0 = Player1, client 1 = Player2,
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/// etc. This will be replaced when MatchState / PlayerMatchState is implemented and
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/// carries the authoritative client-to-slot assignment.
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/// </remarks>
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private static PlayerSlot ClientIdToPlayerSlot(ulong clientId)
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{
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byte slotByte = (byte)(clientId + 1);
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if (slotByte < 1 || slotByte > 9) return PlayerSlot.None;
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return (PlayerSlot)slotByte;
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}
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=> PlayerMatchState.SlotForClient(clientId);
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private void Reject(PlacementRequest req, PlacementRejectionReason reason)
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{
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