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