Wound agent can't invoke heal in the next round
Assume players being marked as wounded in the round `12` , players cannot invoke `heal` in the next round 13\\n```\\n    function test_heal_in_next_round_v1() public {\\n        _startGameAndDrawOneRound();\\n\\n        _drawXRounds(11);\\n\\n\\n        (uint256[] memory woundedAgentIds, ) = infiltration.getRoundInfo({roundId: 12});\\n\\n        address agentOwner = _ownerOf(woundedAgentIds[0]);\\n        looks.mint(agentOwner, HEAL_BASE_COST);\\n\\n        vm.startPrank(agentOwner);\\n        _grantLooksApprovals();\\n        looks.approve(TRANSFER_MANAGER, HEAL_BASE_COST);\\n\\n        uint256[] memory agentIds = new uint256[](1);\\n        agentIds[0] = woundedAgentIds[0];\\n\\n        uint256[] memory costs = new uint256[](1);\\n        costs[0] = HEAL_BASE_COST;\\n\\n        //get gameInfo\\n        (,,,,,uint40 currentRoundId,,,,,) = infiltration.gameInfo();\\n        assert(currentRoundId == 13);\\n\\n        //get agent Info\\n        IInfiltration.Agent memory agentInfo = infiltration.getAgent(woundedAgentIds[0]);\\n        assert(agentInfo.woundedAt == 12);\\n\\n        //agent can't invoke heal in the next round.\\n        vm.expectRevert(IInfiltration.HealingMustWaitAtLeastOneRound.selector);\\n        infiltration.heal(agentIds);\\n    }\\n```\\n
```\\n    // No need to check if the heal deadline has passed as the agent would be killed\\n    unchecked {\\n-       if (currentRoundId - woundedAt < 2) {\\n-       if (currentRoundId - woundedAt < 1) {\\n            revert HealingMustWaitAtLeastOneRound();\\n        }\\n    }\\n```\\n
User have to wait for 1 more round which led to the odds for an Agent to heal successfully start at 99% at Round 1 reduce to 98% at Round 2.
```\\n    function test_heal_in_next_round_v1() public {\\n        _startGameAndDrawOneRound();\\n\\n        _drawXRounds(11);\\n\\n\\n        (uint256[] memory woundedAgentIds, ) = infiltration.getRoundInfo({roundId: 12});\\n\\n        address agentOwner = _ownerOf(woundedAgentIds[0]);\\n        looks.mint(agentOwner, HEAL_BASE_COST);\\n\\n        vm.startPrank(agentOwner);\\n        _grantLooksApprovals();\\n        looks.approve(TRANSFER_MANAGER, HEAL_BASE_COST);\\n\\n        uint256[] memory agentIds = new uint256[](1);\\n        agentIds[0] = woundedAgentIds[0];\\n\\n        uint256[] memory costs = new uint256[](1);\\n        costs[0] = HEAL_BASE_COST;\\n\\n        //get gameInfo\\n        (,,,,,uint40 currentRoundId,,,,,) = infiltration.gameInfo();\\n        assert(currentRoundId == 13);\\n\\n        //get agent Info\\n        IInfiltration.Agent memory agentInfo = infiltration.getAgent(woundedAgentIds[0]);\\n        assert(agentInfo.woundedAt == 12);\\n\\n        //agent can't invoke heal in the next round.\\n        vm.expectRevert(IInfiltration.HealingMustWaitAtLeastOneRound.selector);\\n        infiltration.heal(agentIds);\\n    }\\n```\\n