Slip- und Beschuldigungslogik überarbeitet
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Build / build (push) Successful in 2m19s
Slips werden jetzt 30 Sekunden vorgehalten und anschließend automatisch abgeschlossen; direkte Spieler-Beschuldigungen, Win-Status, SignalR-Events, MAUI-UI, EF-Mapping/Migrationen sowie Tests wurden an die neue Spiellogik angepasst.
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@@ -11,8 +11,9 @@ public interface IGameService
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Task<Game> SetPlayerReadyAsync(int gameId, int playerId);
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Task<List<PlayerCard>> DealCardsAsync(int gameId);
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Task<bool> SubmitSlipAsync(int gameId, int playerId, int cardId);
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Task<SlipChallenge> CreateChallengeAsync(int gameId, int challengingPlayerId, int targetCardId);
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Task<SlipChallenge> ResolveChallengeAsync(int challengeId, bool approved);
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Task<bool> CompleteSlipAsync(int gameId, int cardId, bool force = false);
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Task<SlipChallenge> CreateChallengeAsync(int gameId, int challengingPlayerId, int targetPlayerId);
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Task<SlipChallenge> ResolveChallengeAsync(int challengeId, bool approved, int? discardCardId = null);
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Task<GameStateDto> GetGameStateAsync(int gameId);
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Task<PlayerHandDto> GetPlayerHandAsync(int playerId);
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Task<Game> GetGameAsync(int gameId);
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