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
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@@ -49,10 +49,18 @@ namespace SepCore.Tests
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}
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public static EnemyConfig Enemy(int id, int maxHp, int atk, params int[] actionIds)
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{
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return EnemyWithSpeed(id, maxHp, atk, 8, actionIds);
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}
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/// <summary>
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/// 指定速度的敌人;独立方法名避免与上面 params 重载产生歧义。
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/// </summary>
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public static EnemyConfig EnemyWithSpeed(int id, int maxHp, int atk, int speed, params int[] actionIds)
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{
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return TestConfigFactory.Create<EnemyConfig>(
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"Id", id, "Name", "敌人" + id, "MaxHp", maxHp, "MaxMp", 0, "Atk", atk, "Mat", 0,
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"Speed", 8, "ThreatLevelId", 1, "AiType", EnemyAiType.Random,
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"Speed", speed, "ThreatLevelId", 1, "AiType", EnemyAiType.Random,
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"ActionIds", new List<int>(actionIds), "DropTableId", 0);
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}
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@@ -163,21 +171,22 @@ namespace SepCore.Tests
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internal static class TestBattle
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{
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/// <summary>
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/// 标准玩家 1001:120 HP / 40 MP,ATK 14,攻击行动 1,技能行动 101。
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/// 标准玩家:120 HP / 40 MP,ATK 14,攻击行动 1,技能行动 101。
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/// </summary>
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public static RunPlayerState Player(int currentHp = 120, int maxHp = 120, int atk = 14)
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public static RunPlayerState Player(int currentHp = 120, int maxHp = 120, int atk = 14,
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int speed = 12, int partyOrder = 1, int characterId = 1001)
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{
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return new RunPlayerState
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{
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CharacterId = 1001,
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PartyOrder = 1,
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CharacterId = characterId,
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PartyOrder = partyOrder,
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CurrentHp = currentHp,
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CurrentMp = 40,
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MaxHp = maxHp,
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MaxMp = 40,
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Atk = atk,
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Mat = 6,
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Speed = 12,
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Speed = speed,
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AttackActionId = 1,
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SkillActionId = 101
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};
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