Activate Shield Command Ignored

Thanks Jana. I’ll try to send it through when I’m in front of my PC later today.

It’s running on the latest version of the starter pack - all of the new game objects are there and the engine is passing them to my bot in the game state (e.g. I can see the super nova pick up when it spawns, my player objects have the fields for shield count, etc).

It’s just ignoring the new commands that I pass back. I had a similar issue in the previous round (see this post New Starter Pack Release: 2021.2.2 - #8 by rfnel) where I initially declared my enums according to the Java convention (all caps + underscores) and the engine couldn’t map those as it appears to do a literal match on the string. I then changed the enums to remove underscores so that it would be a case-insensitive match for the .NET enum in the runner - that worked. This is what lead me to believe that the runner receives the commands, tries to map them, goes “I don’t know what this is” and then ends up with a null command when passing it to the engine. I could be wrong though.

This is in the runner Startup.cs file - this piece of code helped me to pinpoint the issue the last time round.