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
This commit is contained in:
huangjun
2026-09-02 08:42:04 +08:00
parent 8413c2688b
commit 7dcac0ac87
65 changed files with 3067 additions and 1225 deletions
@@ -0,0 +1,212 @@
using System.Collections.Generic;
using NUnit.Framework;
using SepCore.Battle;
using SepCore.CustomComponent;
using SepCore.Definition;
namespace SepCore.Tests
{
[TestFixture]
public class BattleRuntimeAttackLoopTests
{
[Test]
public void PlayerAttack_DealsAtkDamageAndHandsTurnToEnemy()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 2));
Assert.Null(step.Result);
Assert.AreEqual(1, step.Events.Count);
BattleEvent battleEvent = step.Events[0];
Assert.AreEqual(1, battleEvent.ActorUnitId);
Assert.AreEqual(BattleActionType.Attack, battleEvent.CommandType);
Assert.AreEqual(1, battleEvent.ActionConfigId);
Assert.AreEqual(2, battleEvent.TargetUnitId);
Assert.AreEqual(50, battleEvent.BeforeHp);
Assert.AreEqual(36, battleEvent.AfterHp);
Assert.AreEqual(36, runtime.GetUnit(2).CurrentHp);
Assert.AreEqual(120, runtime.GetUnit(1).CurrentHp);
Assert.AreEqual(2, runtime.CurrentActorUnitId);
Assert.AreEqual(1, runtime.RoundNumber);
}
[Test]
public void EnemyCounterAttack_DamagesPlayerAndStartsNextRound()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
runtime.SubmitCommand(TestBattle.Attack(1, 2));
BattleStep step = runtime.AdvanceEnemyTurn();
Assert.Null(step.Result);
Assert.AreEqual(1, step.Events.Count);
BattleEvent battleEvent = step.Events[0];
Assert.AreEqual(2, battleEvent.ActorUnitId);
Assert.AreEqual(1, battleEvent.TargetUnitId);
Assert.AreEqual(120, battleEvent.BeforeHp);
Assert.AreEqual(112, battleEvent.AfterHp);
Assert.AreEqual(112, runtime.GetUnit(1).CurrentHp);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
Assert.AreEqual(2, runtime.RoundNumber);
}
[Test]
public void AttackLoop_EndsWithVictory()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep final = PlayToCompletion(runtime);
Assert.NotNull(final.Result);
Assert.AreEqual(BattleOutcome.Victory, final.Result.Outcome);
Assert.AreEqual(1, final.Result.EncounterId);
Assert.AreEqual(1, final.Result.Players.Count);
Assert.AreEqual(1001, final.Result.Players[0].CharacterId);
Assert.False(final.Result.Players[0].WasDefeated);
Assert.False(final.Result.Players[0].Escaped);
Assert.Greater(final.Result.Players[0].CurrentHp, 0);
Assert.True(runtime.IsCompleted);
Assert.AreEqual(0, runtime.CurrentActorUnitId);
}
[Test]
public void AttackLoop_EndsWithTotalDefeat_WhenPlayerDies()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(currentHp: 5, maxHp: 5));
BattleStep final = PlayToCompletion(runtime);
Assert.NotNull(final.Result);
Assert.AreEqual(BattleOutcome.TotalDefeat, final.Result.Outcome);
Assert.AreEqual(0, final.Result.Players[0].CurrentHp);
Assert.True(final.Result.Players[0].WasDefeated);
Assert.True(runtime.IsCompleted);
}
[Test]
public void PlayerAttack_WithHealEffect_ClampsHpToMax()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddAction(TestConfigs.AttackAction(2, 200, BattleStatType.None, 0));
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(), config);
BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 2, 2));
Assert.AreEqual(1, step.Events.Count);
Assert.AreEqual(50, step.Events[0].AfterHp);
Assert.AreEqual(50, runtime.GetUnit(2).CurrentHp);
}
[Test]
public void InvalidCommand_WrongActor_IsRejectedWithoutConsumption()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep step = runtime.SubmitCommand(TestBattle.Attack(999, 2));
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
Assert.AreEqual(120, runtime.GetUnit(1).CurrentHp);
Assert.AreEqual(50, runtime.GetUnit(2).CurrentHp);
}
[Test]
public void InvalidCommand_SkillCommand_IsRejected()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep step = runtime.SubmitCommand(
new BattleCommand(1, BattleActionType.Skill, 101, new List<int> { 2 }));
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
}
[Test]
public void InvalidCommand_ActionConfigTypeMismatch_IsRejected()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(), config);
// 行动 1 是攻击,却用 Skill 类型提交
BattleStep step = runtime.SubmitCommand(
new BattleCommand(1, BattleActionType.Skill, 1, new List<int> { 2 }));
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
}
[Test]
public void InvalidCommand_AllyTarget_IsRejected()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 1));
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
}
[Test]
public void InvalidCommand_NoTarget_IsRejected()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep step = runtime.SubmitCommand(
new BattleCommand(1, BattleActionType.Attack, 1, new List<int>()));
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
}
[Test]
public void CompletedBattle_RejectsFurtherCommands()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
PlayToCompletion(runtime);
Assert.True(runtime.IsCompleted);
BattleStep step = runtime.SubmitCommand(TestBattle.Attack(1, 2));
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(0, runtime.CurrentActorUnitId);
}
private static BattleStep PlayToCompletion(BattleRuntime runtime)
{
BattleStep step = null;
int guard = 0;
while (runtime.Result == null && guard++ < 200)
{
BattleUnit actor = runtime.CurrentActor;
if (actor != null && actor.Faction == BattleFaction.Player)
{
int targetUnitId = 0;
foreach (BattleUnit unit in runtime.Units)
{
if (unit.Faction == BattleFaction.Enemy && BattleRuntime.IsActive(unit))
{
targetUnitId = unit.UnitId;
break;
}
}
step = runtime.SubmitCommand(TestBattle.Attack(actor.UnitId, targetUnitId));
}
else
{
step = runtime.AdvanceEnemyTurn();
}
}
return step;
}
}
}