M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试
- 删除中间契约(BattleStartRequest/BattlePlayerInput/BattleReturnPlan/桥接与策略接口/FlowState),收敛为 BattleViewState/BattleStep/一层 BattleEvent - 新增内部 BattleRuntime/BattleUnit/BattleStatus 共享上下文;TurnBattleComponent 成为唯一外部入口,吸收启动/暂停/回写职责 - 内核支持 1v1 攻击闭环:效果公式、HP/MP 钳制、阵亡、Victory/TotalDefeat、敌人随机决策;敌人行动间歇 0.6s 由组件协程编排并经 StepListener 推送 - UI:玩家卡片/敌人槽/回合槽按战局重建,图标配置驱动(含新增 EnemyConfig.Icon),每轮刷新一次 TurnSlots 且轮内只移动高亮 - 新增 Tests 程序集 + InternalsVisibleTo,25 个 BattleRuntime 纯逻辑用例全部通过
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using System.Collections.Generic;
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using NUnit.Framework;
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using SepCore.Battle;
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using SepCore.CustomComponent;
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using SepCore.Definition;
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namespace SepCore.Tests
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{
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[TestFixture]
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public class BattleRuntimeAttackLoopTests
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{
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[Test]
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public void PlayerAttack_DealsAtkDamageAndHandsTurnToEnemy()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 2));
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Assert.Null(step.Result);
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Assert.AreEqual(1, step.Events.Count);
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BattleEvent battleEvent = step.Events[0];
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Assert.AreEqual(1, battleEvent.ActorUnitId);
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Assert.AreEqual(BattleActionType.Attack, battleEvent.CommandType);
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Assert.AreEqual(1, battleEvent.ActionConfigId);
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Assert.AreEqual(2, battleEvent.TargetUnitId);
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Assert.AreEqual(50, battleEvent.BeforeHp);
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Assert.AreEqual(36, battleEvent.AfterHp);
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Assert.AreEqual(36, runtime.GetUnit(2).CurrentHp);
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Assert.AreEqual(120, runtime.GetUnit(1).CurrentHp);
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Assert.AreEqual(2, runtime.CurrentActorUnitId);
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Assert.AreEqual(1, runtime.RoundNumber);
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}
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[Test]
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public void EnemyCounterAttack_DamagesPlayerAndStartsNextRound()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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runtime.SubmitCommand(TestBattle.Attack(1, 2));
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BattleStep step = runtime.AdvanceEnemyTurn();
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Assert.Null(step.Result);
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Assert.AreEqual(1, step.Events.Count);
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BattleEvent battleEvent = step.Events[0];
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Assert.AreEqual(2, battleEvent.ActorUnitId);
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Assert.AreEqual(1, battleEvent.TargetUnitId);
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Assert.AreEqual(120, battleEvent.BeforeHp);
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Assert.AreEqual(112, battleEvent.AfterHp);
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Assert.AreEqual(112, runtime.GetUnit(1).CurrentHp);
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Assert.AreEqual(1, runtime.CurrentActorUnitId);
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Assert.AreEqual(2, runtime.RoundNumber);
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}
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[Test]
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public void AttackLoop_EndsWithVictory()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleStep final = PlayToCompletion(runtime);
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Assert.NotNull(final.Result);
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Assert.AreEqual(BattleOutcome.Victory, final.Result.Outcome);
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Assert.AreEqual(1, final.Result.EncounterId);
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Assert.AreEqual(1, final.Result.Players.Count);
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Assert.AreEqual(1001, final.Result.Players[0].CharacterId);
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Assert.False(final.Result.Players[0].WasDefeated);
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Assert.False(final.Result.Players[0].Escaped);
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Assert.Greater(final.Result.Players[0].CurrentHp, 0);
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Assert.True(runtime.IsCompleted);
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Assert.AreEqual(0, runtime.CurrentActorUnitId);
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}
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[Test]
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public void AttackLoop_EndsWithTotalDefeat_WhenPlayerDies()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(currentHp: 5, maxHp: 5));
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BattleStep final = PlayToCompletion(runtime);
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Assert.NotNull(final.Result);
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Assert.AreEqual(BattleOutcome.TotalDefeat, final.Result.Outcome);
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Assert.AreEqual(0, final.Result.Players[0].CurrentHp);
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Assert.True(final.Result.Players[0].WasDefeated);
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Assert.True(runtime.IsCompleted);
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}
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[Test]
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public void PlayerAttack_WithHealEffect_ClampsHpToMax()
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{
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TestConfigProvider config = TestConfigProvider.Standard1v1();
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config.AddAction(TestConfigs.AttackAction(2, 200, BattleStatType.None, 0));
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(), config);
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BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 2, 2));
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Assert.AreEqual(1, step.Events.Count);
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Assert.AreEqual(50, step.Events[0].AfterHp);
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Assert.AreEqual(50, runtime.GetUnit(2).CurrentHp);
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}
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[Test]
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public void InvalidCommand_WrongActor_IsRejectedWithoutConsumption()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleStep step = runtime.SubmitCommand(TestBattle.Attack(999, 2));
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Assert.Null(step.Result);
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Assert.IsEmpty(step.Events);
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Assert.AreEqual(1, runtime.CurrentActorUnitId);
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Assert.AreEqual(120, runtime.GetUnit(1).CurrentHp);
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Assert.AreEqual(50, runtime.GetUnit(2).CurrentHp);
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}
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[Test]
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public void InvalidCommand_SkillCommand_IsRejected()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleStep step = runtime.SubmitCommand(
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new BattleCommand(1, BattleActionType.Skill, 101, new List<int> { 2 }));
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Assert.Null(step.Result);
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Assert.IsEmpty(step.Events);
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Assert.AreEqual(1, runtime.CurrentActorUnitId);
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}
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[Test]
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public void InvalidCommand_ActionConfigTypeMismatch_IsRejected()
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{
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TestConfigProvider config = TestConfigProvider.Standard1v1();
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(), config);
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// 行动 1 是攻击,却用 Skill 类型提交
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BattleStep step = runtime.SubmitCommand(
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new BattleCommand(1, BattleActionType.Skill, 1, new List<int> { 2 }));
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Assert.Null(step.Result);
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Assert.IsEmpty(step.Events);
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Assert.AreEqual(1, runtime.CurrentActorUnitId);
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}
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[Test]
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public void InvalidCommand_AllyTarget_IsRejected()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 1));
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Assert.Null(step.Result);
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Assert.IsEmpty(step.Events);
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Assert.AreEqual(1, runtime.CurrentActorUnitId);
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}
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[Test]
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public void InvalidCommand_NoTarget_IsRejected()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleStep step = runtime.SubmitCommand(
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new BattleCommand(1, BattleActionType.Attack, 1, new List<int>()));
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Assert.Null(step.Result);
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Assert.IsEmpty(step.Events);
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Assert.AreEqual(1, runtime.CurrentActorUnitId);
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}
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[Test]
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public void CompletedBattle_RejectsFurtherCommands()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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PlayToCompletion(runtime);
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Assert.True(runtime.IsCompleted);
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BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 2));
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Assert.Null(step.Result);
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Assert.IsEmpty(step.Events);
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Assert.AreEqual(0, runtime.CurrentActorUnitId);
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}
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private static BattleStep PlayToCompletion(BattleRuntime runtime)
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{
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BattleStep step = null;
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int guard = 0;
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while (runtime.Result == null && guard++ < 200)
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{
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BattleUnit actor = runtime.CurrentActor;
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if (actor != null && actor.Faction == BattleFaction.Player)
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{
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int targetUnitId = 0;
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foreach (BattleUnit unit in runtime.Units)
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{
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if (unit.Faction == BattleFaction.Enemy && BattleRuntime.IsActive(unit))
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{
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targetUnitId = unit.UnitId;
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break;
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}
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}
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step = runtime.SubmitCommand(TestBattle.Attack(actor.UnitId, targetUnitId));
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}
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else
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{
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step = runtime.AdvanceEnemyTurn();
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}
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}
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return step;
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}
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}
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}
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