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 NUnit.Framework;
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using SepCore.Battle;
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using SepCore.CustomComponent;
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namespace SepCore.Tests
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{
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[TestFixture]
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public class BattleRuntimeViewAndLifecycleTests
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{
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[Test]
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public void BuildViewState_ReflectsUnitsAndTurnOrder()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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BattleViewState view = runtime.BuildViewState();
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Assert.AreEqual(1, view.RoundNumber);
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Assert.AreEqual(1, view.CurrentActorUnitId);
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Assert.AreEqual(2, view.Units.Count);
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CollectionAssert.AreEqual(new List<int> { 1, 2 }, view.RemainingTurnOrder);
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CollectionAssert.AreEqual(new List<int> { 1, 101 }, view.AvailableActionIds);
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BattleUnitView playerView = view.Units[0];
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Assert.AreEqual(BattleFaction.Player, playerView.Faction);
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Assert.AreEqual(1001, playerView.ConfigId);
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Assert.AreEqual(1, playerView.PartyOrder);
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Assert.AreEqual(120, playerView.CurrentHp);
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Assert.AreEqual(40, playerView.CurrentMp);
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Assert.AreEqual(12, playerView.Speed);
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Assert.False(playerView.IsDefeated);
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Assert.False(playerView.IsEscaped);
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Assert.IsEmpty(playerView.Statuses);
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BattleUnitView enemyView = view.Units[1];
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Assert.AreEqual(BattleFaction.Enemy, enemyView.Faction);
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Assert.AreEqual(3001, enemyView.ConfigId);
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Assert.AreEqual(50, enemyView.CurrentHp);
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Assert.False(enemyView.IsDefeated);
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}
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[Test]
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public void BuildViewState_AfterPlayerAction_HighlightsEnemyAndKeepsAllUnits()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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runtime.SubmitCommand(TestBattle.Attack(1, 2));
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BattleViewState view = runtime.BuildViewState();
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Assert.AreEqual(2, view.CurrentActorUnitId);
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// 同轮内列表仍包含全部单位(已行动玩家不被隐藏)
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CollectionAssert.AreEqual(new List<int> { 2 }, view.RemainingTurnOrder);
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Assert.AreEqual(2, view.Units.Count);
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Assert.AreEqual(36, view.Units[1].CurrentHp);
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}
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[Test]
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public void BuildViewState_AfterCompletion_HasNoActor()
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{
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BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
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int guard = 0;
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while (runtime.Result == null && guard++ < 200)
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{
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BattleUnit actor = runtime.CurrentActor;
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if (actor != null && actor.Faction == BattleFaction.Player)
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{
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int targetUnitId = 0;
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foreach (BattleUnit unit in runtime.Units)
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{
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if (unit.Faction == BattleFaction.Enemy && BattleRuntime.IsActive(unit))
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{
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targetUnitId = unit.UnitId;
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break;
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}
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}
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runtime.SubmitCommand(TestBattle.Attack(actor.UnitId, targetUnitId));
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}
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else
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{
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runtime.AdvanceEnemyTurn();
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}
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}
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BattleViewState view = runtime.BuildViewState();
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Assert.AreEqual(0, view.CurrentActorUnitId);
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Assert.IsEmpty(view.RemainingTurnOrder);
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Assert.IsEmpty(view.AvailableActionIds);
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}
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[Test]
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public void SequentialBattles_DoNotInheritState()
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{
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// 第一场打到玩家残血
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BattleRuntime first = TestBattle.Create1v1(TestBattle.Player());
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first.SubmitCommand(TestBattle.Attack(1, 2));
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first.AdvanceEnemyTurn();
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Assert.AreEqual(112, first.GetUnit(1).CurrentHp);
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// 第二场用同一份输入重新创建:应从满值开局
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BattleRuntime second = TestBattle.Create1v1(TestBattle.Player());
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Assert.AreEqual(120, second.GetUnit(1).CurrentHp);
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Assert.AreEqual(50, second.GetUnit(2).CurrentHp);
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Assert.AreEqual(1, second.RoundNumber);
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Assert.AreEqual(1, second.CurrentActorUnitId);
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Assert.False(second.IsCompleted);
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}
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[Test]
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public void SequentialBattles_UseIndependentActedSets()
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{
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BattleRuntime first = TestBattle.Create1v1(TestBattle.Player());
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first.SubmitCommand(TestBattle.Attack(1, 2));
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Assert.IsTrue(first.ActedUnitIds.Contains(1));
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BattleRuntime second = TestBattle.Create1v1(TestBattle.Player());
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Assert.IsEmpty(second.ActedUnitIds);
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Assert.AreEqual(1, second.CurrentActorUnitId);
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}
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}
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}
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