The live GDScript turn emitted `unit_healed` inline; the headless healing phase recovered HP silently. The healing phase runs in the end-of-turn `fn(&mut GameState)` registry (no event sink), so follow the FloraSuccession buffer pattern: stash `(player, unit_id, applied_amount, col, row)` into a new transient `GameState.pending_heal_events`, drain it in `step()` into `TurnEvent::UnitHealed`. The buffered amount is the CLAMPED delta actually applied (not the nominal heal rate). No wire surface — dispatch drops it; the live UI consumes it via the kind-tagged `event_to_dict` dict. Verified headless: mc-replay 19/0 (unit_healed_serde), mc-turn 289/0 (healing_buffers_unit_heal_event_with_applied_amount + healing_buffers_clamped_amount_near_full_hp + event_collector_wiring). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
18 lines
286 B
HCL
18 lines
286 B
HCL
terraform {
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required_version = ">= 1.6"
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required_providers {
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hcloud = {
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source = "hetznercloud/hcloud"
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version = "~> 1.49"
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}
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local = {
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source = "hashicorp/local"
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version = "~> 2.5"
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}
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}
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}
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provider "hcloud" {
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token = var.hcloud_token
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}
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