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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using System.Collections.Generic;
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using SepCore.Definition;
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namespace SepCore.Battle
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{
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/// <summary>
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/// 单场战斗的运行时单位,仅 BattleRuntime 及其协作者读写。
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/// UI 与探索层通过 BattleUnitView 读取,不直接持有本类型。
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/// </summary>
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internal sealed class BattleUnit
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{
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/// <summary>
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/// 本场战斗单位的唯一运行时标识;重复配置的敌人拥有不同 ID。
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/// </summary>
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public readonly int UnitId;
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/// <summary>
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/// 阵营。
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/// </summary>
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public readonly BattleFaction Faction;
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/// <summary>
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/// 配置标识:玩家为 CharacterId,敌人为 EnemyConfigId。
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/// </summary>
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public readonly int ConfigId;
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/// <summary>
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/// 同阵营同速度的最终并列规则顺序。
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/// </summary>
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public readonly int PartyOrder;
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/// <summary>
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/// HP 上限。
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/// </summary>
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public readonly int MaxHp;
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/// <summary>
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/// MP 上限。
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/// </summary>
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public readonly int MaxMp;
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/// <summary>
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/// 攻击。
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/// </summary>
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public readonly int Atk;
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/// <summary>
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/// 魔力。
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/// </summary>
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public readonly int Mat;
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/// <summary>
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/// 当前 HP。
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/// </summary>
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public int CurrentHp;
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/// <summary>
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/// 当前 MP。
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/// </summary>
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public int CurrentMp;
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/// <summary>
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/// 当前速度;可被战斗内效果修改。
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/// </summary>
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public int Speed;
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/// <summary>
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/// 是否阵亡。
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/// </summary>
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public bool IsDefeated;
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/// <summary>
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/// 是否已逃跑。
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/// </summary>
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public bool IsEscaped;
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/// <summary>
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/// 当前剩余状态。
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/// </summary>
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public readonly List<BattleStatus> Statuses = new List<BattleStatus>();
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/// <summary>
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/// 该单位可用的行动配置 ID。
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/// </summary>
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public readonly List<int> ActionIds = new List<int>();
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public BattleUnit(int unitId, BattleFaction faction, int configId, int partyOrder,
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int currentHp, int maxHp, int currentMp, int maxMp, int atk, int mat, int speed)
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{
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UnitId = unitId;
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Faction = faction;
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ConfigId = configId;
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PartyOrder = partyOrder;
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CurrentHp = currentHp;
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MaxHp = maxHp;
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CurrentMp = currentMp;
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MaxMp = maxMp;
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Atk = atk;
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Mat = mat;
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Speed = speed;
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}
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}
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}
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