M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试
- 删除中间契约(BattleStartRequest/BattlePlayerInput/BattleReturnPlan/桥接与策略接口/FlowState),收敛为 BattleViewState/BattleStep/一层 BattleEvent - 新增内部 BattleRuntime/BattleUnit/BattleStatus 共享上下文;TurnBattleComponent 成为唯一外部入口,吸收启动/暂停/回写职责 - 内核支持 1v1 攻击闭环:效果公式、HP/MP 钳制、阵亡、Victory/TotalDefeat、敌人随机决策;敌人行动间歇 0.6s 由组件协程编排并经 StepListener 推送 - UI:玩家卡片/敌人槽/回合槽按战局重建,图标配置驱动(含新增 EnemyConfig.Icon),每轮刷新一次 TurnSlots 且轮内只移动高亮 - 新增 Tests 程序集 + InternalsVisibleTo,25 个 BattleRuntime 纯逻辑用例全部通过
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"actionIds": [
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"dropTableId": 1
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"dropTableId": 1,
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"icon": "敌人1"
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"id": 3002,
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"dropTableId": 2
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"dropTableId": 2,
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"icon": "敌人2"
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"id": 3003,
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"dropTableId": 3
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"icon": "敌人3"
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"atlasPath": "Characters.png",
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"spriteIndex": 3
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{
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"key": "敌人1",
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"atlasPath": "Monsters.png",
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"spriteIndex": 0
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{
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"key": "敌人2",
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"atlasPath": "Monsters.png",
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"spriteIndex": 1
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{
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"key": "敌人3",
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"atlasPath": "Monsters.png",
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"spriteIndex": 2
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{
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"key": "旧硬币",
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"atlasPath": "Items.png",
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