M2 回合制调度:速度/阵营/队伍顺序规则、先制第一轮、4v4 调试入口与调度测试

- BattleRuntime 调度替换为完整规则:速度高优先、同速玩家优先、同阵营同速 PartyOrder 小优先;先制第一轮玩家全先行,第二轮恢复普通排序;RemainingTurnOrder 同步按调度序输出
- TurnBattleComponent 开局行动者为敌人时自动推进,协程等待 UI 监听注册避免先手事件丢失
- 调试入口支持 1v1 / 2v2 / 4v4 与先制开关;新增敌人队伍预设 4005(四普通敌人)
- UI:修复 UIForm 复用导致第二次开战按钮监听丢失;EnemySlots/TurnSlots 改为按数量复用 item,图标同一单位不重复加载
- EditMode 新增 10 个调度用例(共 35 个):排序规则、先制两轮、重复敌人分别击杀、4v4 创建、死亡移出候选、固定随机序列复现
This commit is contained in:
huangjun
2026-09-02 10:12:30 +08:00
parent 7dcac0ac87
commit 202ab337f9
14 changed files with 605 additions and 85 deletions
@@ -11,11 +11,18 @@ namespace SepCore.Debugger
/// <summary>
/// 战斗壳层调试入口(仅供 Editor/Development Build,正式构建不注册)。
/// 模拟探索层:缺少单局状态时用配表角色与固定种子初始化临时状态,
/// 然后通过 TurnBattleComponent 以固定调试遭遇开始/结束战斗,不依赖尚未实现的地图敌人。
/// 然后通过 TurnBattleComponent 以调试遭遇开始/结束战斗,不依赖尚未实现的地图敌人。
/// 支持 1v1 / 2v2 / 4v4 与先制开关。
/// </summary>
public class BattleDebuggerWindow : IDebuggerWindow
{
private const int DebugRunSeed = 240829;
private const int DebugEncounterId = 1;
private int _playerCount = 1;
private int _enemyPartyConfigId = 4001;
private bool _preemptive;
private int _builtPlayerCount = -1;
public void Initialize(params object[] args)
{
@@ -40,19 +47,50 @@ namespace SepCore.Debugger
public void OnDraw()
{
GUILayout.Label("<b>Battle Shell</b>");
GUILayout.BeginHorizontal("box");
{
if (GUILayout.Button("Open", GUILayout.Height(30)))
{
OpenShell();
}
if (GUILayout.Button("Close", GUILayout.Height(30)))
GUILayout.BeginVertical("box");
{
GUILayout.Label("队伍规模(玩家数/敌人队伍):");
GUILayout.BeginHorizontal();
{
GameEntry.TurnBattle.CloseBattle();
if (GUILayout.Button("1v1", GUILayout.Height(26)))
{
_playerCount = 1;
_enemyPartyConfigId = 4001;
}
if (GUILayout.Button("2v2", GUILayout.Height(26)))
{
_playerCount = 2;
_enemyPartyConfigId = 4002;
}
if (GUILayout.Button("4v4", GUILayout.Height(26)))
{
_playerCount = 4;
_enemyPartyConfigId = 4005;
}
}
GUILayout.EndHorizontal();
GUILayout.Label("当前选择:" + _playerCount + " 玩家 / 敌人队伍 " + _enemyPartyConfigId);
_preemptive = GUILayout.Toggle(_preemptive, "先制(第一轮玩家全先行)");
GUILayout.BeginHorizontal();
{
if (GUILayout.Button("Open", GUILayout.Height(30)))
{
OpenShell();
}
if (GUILayout.Button("Close", GUILayout.Height(30)))
{
GameEntry.TurnBattle.CloseBattle();
}
}
GUILayout.EndHorizontal();
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
DrawRunState();
}
@@ -77,32 +115,29 @@ namespace SepCore.Debugger
GUILayout.EndVertical();
}
private static void OpenShell()
{
InitDebugRunStateIfNeeded();
// 固定调试遭遇:EncounterId=1,敌人队伍预设 4001(单敌人),普通战斗
bool started = GameEntry.TurnBattle.TryStartBattle(new BattleEncounter(1, 4001, false), null);
if (!started)
{
Log.Warning("Battle debug shell can not start, maybe a battle is already active.");
}
}
private static void InitDebugRunStateIfNeeded()
private void OpenShell()
{
if (GameEntry.Random.Random == null)
{
GameEntry.Random.BeginRun(DebugRunSeed);
}
if (GameEntry.TurnBattle.Players.Count == 0)
// 规模变化时重建玩家列表(重置为满状态);同规模重开保留上次战斗回写的 HP/MP
if (_builtPlayerCount != _playerCount)
{
GameEntry.TurnBattle.ReplacePlayers(BuildDebugPlayers());
GameEntry.TurnBattle.ReplacePlayers(BuildDebugPlayers(_playerCount));
_builtPlayerCount = _playerCount;
}
BattleEncounter encounter = new BattleEncounter(DebugEncounterId, _enemyPartyConfigId, _preemptive);
bool started = GameEntry.TurnBattle.TryStartBattle(encounter, null);
if (!started)
{
Log.Warning("Battle debug shell can not start, maybe a battle is already active.");
}
}
private static List<RunPlayerState> BuildDebugPlayers()
private static List<RunPlayerState> BuildDebugPlayers(int count)
{
List<RunPlayerState> players = new List<RunPlayerState>();
GlobalConfig global = GameEntry.Luban.Global != null ? GameEntry.Luban.Global.Data : null;
@@ -112,7 +147,6 @@ namespace SepCore.Debugger
return players;
}
// M1 为 1v1:只取第一个新存档角色作为我方单位
if (global.NewGameCharacterIds == null || global.NewGameCharacterIds.Count == 0)
{
Log.Warning("Can not build debug players without new game character ids.");
@@ -122,7 +156,7 @@ namespace SepCore.Debugger
int order = 1;
foreach (int characterId in global.NewGameCharacterIds)
{
if (order > 1)
if (order > count)
{
break;
}