M0 回合制战斗壳层:接口与单局状态、调试入口、暂停联动

This commit is contained in:
huangjun
2026-09-01 10:20:02 +08:00
parent fce331da84
commit 8413c2688b
82 changed files with 12032 additions and 8 deletions
@@ -12,10 +12,22 @@ public partial class GameEntry : MonoBehaviour
public static SaveComponent Save { get; private set; }
public static RandomComponent Random { get; private set; }
public static TurnBattleComponent TurnBattle { get; private set; }
/// <summary>
/// 单局战斗协调器(普通类,非场景组件)。
/// </summary>
public static RunBattleCoordinator RunBattle { get; private set; }
private static void InitCustomComponents()
{
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
Luban = UnityGameFramework.Runtime.GameEntry.GetComponent<LubanComponent>();
Save = UnityGameFramework.Runtime.GameEntry.GetComponent<SaveComponent>();
Random = UnityGameFramework.Runtime.GameEntry.GetComponent<RandomComponent>();
TurnBattle = UnityGameFramework.Runtime.GameEntry.GetComponent<TurnBattleComponent>();
RunBattle = new RunBattleCoordinator();
}
}
@@ -0,0 +1,8 @@
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@@ -0,0 +1,178 @@
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 单个效果对单个目标产生的数值或状态变化。
/// </summary>
public sealed class BattleActionEffectRecord
{
/// <summary>
/// 目标单位。
/// </summary>
public readonly int TargetUnitId;
/// <summary>
/// 效果结算前的 HP。
/// </summary>
public readonly int BeforeHp;
/// <summary>
/// 效果结算后的 HP。
/// </summary>
public readonly int AfterHp;
/// <summary>
/// 效果结算前的 MP。
/// </summary>
public readonly int BeforeMp;
/// <summary>
/// 效果结算后的 MP。
/// </summary>
public readonly int AfterMp;
/// <summary>
/// 状态变化列表;无状态变化时为空。
/// </summary>
public readonly IReadOnlyList<BattleStatusChangeRecord> StatusChanges;
public BattleActionEffectRecord(int targetUnitId, int beforeHp, int afterHp, int beforeMp, int afterMp,
IReadOnlyList<BattleStatusChangeRecord> statusChanges)
{
TargetUnitId = targetUnitId;
BeforeHp = beforeHp;
AfterHp = afterHp;
BeforeMp = beforeMp;
AfterMp = afterMp;
StatusChanges = statusChanges != null ? Copy(statusChanges) : new BattleStatusChangeRecord[0];
}
private static BattleStatusChangeRecord[] Copy(IReadOnlyList<BattleStatusChangeRecord> source)
{
BattleStatusChangeRecord[] copy = new BattleStatusChangeRecord[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
/// <summary>
/// 状态变化记录。
/// </summary>
public sealed class BattleStatusChangeRecord
{
/// <summary>
/// 状态类型。
/// </summary>
public readonly BattleStatusType StatusType;
/// <summary>
/// 变化后的剩余持续次数;状态被移除时为 0。
/// </summary>
public readonly int RemainingRounds;
public BattleStatusChangeRecord(BattleStatusType statusType, int remainingRounds)
{
StatusType = statusType;
RemainingRounds = remainingRounds;
}
}
/// <summary>
/// 一次行动产生的有序行动记录。
/// 首版 UI 立即消费并显示;未来动画系统可以逐条等待播放,不需要修改战斗规则内核。
/// </summary>
public sealed class BattleActionRecord
{
/// <summary>
/// 行动者。
/// </summary>
public readonly int ActorUnitId;
/// <summary>
/// 指令类型,对应配表 BattleActionType。
/// </summary>
public readonly BattleActionType CommandType;
/// <summary>
/// 攻击或技能配置 ID;逃跑为 0。
/// </summary>
public readonly int ActionConfigId;
/// <summary>
/// 按结算顺序排列的效果记录。
/// </summary>
public readonly IReadOnlyList<BattleActionEffectRecord> Effects;
public BattleActionRecord(int actorUnitId, BattleActionType commandType, int actionConfigId,
IReadOnlyList<BattleActionEffectRecord> effects)
{
ActorUnitId = actorUnitId;
CommandType = commandType;
ActionConfigId = actionConfigId;
Effects = effects != null ? Copy(effects) : new BattleActionEffectRecord[0];
}
private static BattleActionEffectRecord[] Copy(IReadOnlyList<BattleActionEffectRecord> source)
{
BattleActionEffectRecord[] copy = new BattleActionEffectRecord[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
/// <summary>
/// 战斗推进返回值。
/// </summary>
public sealed class BattleAdvance
{
/// <summary>
/// 本次推进产生的有序行动记录列表。
/// </summary>
public readonly IReadOnlyList<BattleActionRecord> Records;
/// <summary>
/// 推进结束后的只读战斗快照。
/// </summary>
public readonly BattleSnapshot Snapshot;
/// <summary>
/// 流程状态。
/// </summary>
public readonly BattleFlowState FlowState;
/// <summary>
/// 仅在 Completed 时存在,否则为 null。
/// </summary>
public readonly BattleResult Result;
public BattleAdvance(IReadOnlyList<BattleActionRecord> records, BattleSnapshot snapshot,
BattleFlowState flowState, BattleResult result)
{
Records = records != null ? Copy(records) : new BattleActionRecord[0];
Snapshot = snapshot;
FlowState = flowState;
Result = result;
}
private static BattleActionRecord[] Copy(IReadOnlyList<BattleActionRecord> source)
{
BattleActionRecord[] copy = new BattleActionRecord[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
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@@ -0,0 +1,52 @@
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 玩家指令。
/// 非法指令(错误行动者、错误阵营、错误目标数量、阵亡或逃跑目标)不得消耗 MP、行动机会或随机数。
/// </summary>
public sealed class BattleCommand
{
/// <summary>
/// 当前获得行动机会的玩家单位。
/// </summary>
public readonly int ActorUnitId;
/// <summary>
/// 指令类型,对应配表 BattleActionType。
/// </summary>
public readonly BattleActionType CommandType;
/// <summary>
/// 攻击或技能对应的配置 ID;逃跑为 0。
/// </summary>
public readonly int ActionConfigId;
/// <summary>
/// 按目标类型解析后的唯一运行时目标列表。
/// </summary>
public readonly IReadOnlyList<int> TargetUnitIds;
public BattleCommand(int actorUnitId, BattleActionType commandType, int actionConfigId,
IReadOnlyList<int> targetUnitIds)
{
ActorUnitId = actorUnitId;
CommandType = commandType;
ActionConfigId = actionConfigId;
TargetUnitIds = targetUnitIds != null ? Copy(targetUnitIds) : new int[0];
}
private static int[] Copy(IReadOnlyList<int> source)
{
int[] copy = new int[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
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@@ -0,0 +1,31 @@
namespace SepCore.Battle
{
/// <summary>
/// 遭遇输入,由探索层在碰撞发生时创建。
/// 地图坐标、碰撞器、GameObject 和警惕组件不进入战斗请求,由探索层继续持有。
/// </summary>
public sealed class BattleEncounter
{
/// <summary>
/// 触发碰撞的地图敌人实例的单局唯一标识;不能使用敌人配置 ID 代替。
/// </summary>
public readonly int EncounterId;
/// <summary>
/// 该地图敌人代表的敌人队伍预设 ID。
/// </summary>
public readonly int EnemyPartyConfigId;
/// <summary>
/// 碰撞时敌人警惕值未满为 true,否则为 false。
/// </summary>
public readonly bool IsPreemptive;
public BattleEncounter(int encounterId, int enemyPartyConfigId, bool isPreemptive)
{
EncounterId = encounterId;
EnemyPartyConfigId = enemyPartyConfigId;
IsPreemptive = isPreemptive;
}
}
}
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@@ -0,0 +1,18 @@
namespace SepCore.Battle
{
/// <summary>
/// 战斗单位阵营。
/// </summary>
public enum BattleFaction
{
/// <summary>
/// 玩家阵营。
/// </summary>
Player,
/// <summary>
/// 敌人阵营。
/// </summary>
Enemy,
}
}
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@@ -0,0 +1,18 @@
namespace SepCore.Battle
{
/// <summary>
/// 战斗流程状态。
/// </summary>
public enum BattleFlowState
{
/// <summary>
/// 等待当前玩家行动者提交指令。
/// </summary>
AwaitingPlayerCommand,
/// <summary>
/// 战斗完成,结果已产出。
/// </summary>
Completed,
}
}
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@@ -0,0 +1,28 @@
namespace SepCore.Battle
{
/// <summary>
/// 战斗结束结果,四种结果互斥。
/// </summary>
public enum BattleOutcome
{
/// <summary>
/// 所有敌人阵亡。
/// </summary>
Victory,
/// <summary>
/// 所有玩家成功逃跑,且没有玩家阵亡。
/// </summary>
AllEscaped,
/// <summary>
/// 至少一名玩家逃跑,其余仍在战斗中的玩家全部阵亡。
/// </summary>
PartialEscapeDefeat,
/// <summary>
/// 所有玩家阵亡,没有任何玩家成功逃跑。
/// </summary>
TotalDefeat,
}
}
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@@ -0,0 +1,80 @@
namespace SepCore.Battle
{
/// <summary>
/// 玩家输入快照,是进入本场战斗时的值快照。
/// 装备计算由单局角色快照构建器完成;战斗内核不读取角色存档、装备栏或背包。
/// </summary>
public sealed class BattlePlayerInput
{
/// <summary>
/// 角色配置标识;同时用于把结果回写到单局角色状态。
/// </summary>
public readonly int CharacterId;
/// <summary>
/// 当前战备中的顺序。
/// </summary>
public readonly int PartyOrder;
/// <summary>
/// 单局临时状态中的当前 HP。
/// </summary>
public readonly int CurrentHp;
/// <summary>
/// 单局临时状态中的当前 MP。
/// </summary>
public readonly int CurrentMp;
/// <summary>
/// 已结算装备加成的最终 HP 上限。
/// </summary>
public readonly int MaxHp;
/// <summary>
/// 已结算装备加成的最终 MP 上限。
/// </summary>
public readonly int MaxMp;
/// <summary>
/// 已结算装备加成的最终攻击。
/// </summary>
public readonly int Atk;
/// <summary>
/// 已结算装备加成的最终魔力。
/// </summary>
public readonly int Mat;
/// <summary>
/// 已结算装备加成的最终速度。
/// </summary>
public readonly int Speed;
/// <summary>
/// 普通攻击行动配置 ID。
/// </summary>
public readonly int AttackActionId;
/// <summary>
/// 该角色首版唯一技能行动配置 ID。
/// </summary>
public readonly int SkillActionId;
public BattlePlayerInput(int characterId, int partyOrder, int currentHp, int currentMp,
int maxHp, int maxMp, int atk, int mat, int speed, int attackActionId, int skillActionId)
{
CharacterId = characterId;
PartyOrder = partyOrder;
CurrentHp = currentHp;
CurrentMp = currentMp;
MaxHp = maxHp;
MaxMp = maxMp;
Atk = atk;
Mat = mat;
Speed = speed;
AttackActionId = attackActionId;
SkillActionId = skillActionId;
}
}
}
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@@ -0,0 +1,84 @@
using System.Collections.Generic;
namespace SepCore.Battle
{
/// <summary>
/// 每名参战玩家的战后结果。
/// 保留原始战斗值:阵亡者 HP 为 0;恢复 1/1 的规则由 RunBattleCoordinator 统一应用。
/// </summary>
public sealed class BattlePlayerResult
{
/// <summary>
/// 角色配置标识。
/// </summary>
public readonly int CharacterId;
/// <summary>
/// 战斗结束时的当前 HP。
/// </summary>
public readonly int CurrentHp;
/// <summary>
/// 战斗结束时的当前 MP。
/// </summary>
public readonly int CurrentMp;
/// <summary>
/// 是否在本场战斗中阵亡。
/// </summary>
public readonly bool WasDefeated;
/// <summary>
/// 是否在本场战斗中成功逃跑。
/// </summary>
public readonly bool Escaped;
public BattlePlayerResult(int characterId, int currentHp, int currentMp, bool wasDefeated, bool escaped)
{
CharacterId = characterId;
CurrentHp = currentHp;
CurrentMp = currentMp;
WasDefeated = wasDefeated;
Escaped = escaped;
}
}
/// <summary>
/// 战斗结果。
/// </summary>
public sealed class BattleResult
{
/// <summary>
/// 关联原地图敌人实例。
/// </summary>
public readonly int EncounterId;
/// <summary>
/// 四种战斗结果之一。
/// </summary>
public readonly BattleOutcome Outcome;
/// <summary>
/// 每名参战玩家的原始战后结果。
/// </summary>
public readonly IReadOnlyList<BattlePlayerResult> Players;
public BattleResult(int encounterId, BattleOutcome outcome, IReadOnlyList<BattlePlayerResult> players)
{
EncounterId = encounterId;
Outcome = outcome;
Players = players != null ? Copy(players) : new BattlePlayerResult[0];
}
private static BattlePlayerResult[] Copy(IReadOnlyList<BattlePlayerResult> source)
{
BattlePlayerResult[] copy = new BattlePlayerResult[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
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@@ -0,0 +1,82 @@
using System.Collections.Generic;
namespace SepCore.Battle
{
/// <summary>
/// 探索恢复计划,由 RunBattleCoordinator 根据战斗结果统一生成,探索层只执行计划。
/// 探索层不得再次根据玩家 HP 或逃跑数量重判战斗结果。
/// </summary>
public sealed class BattleReturnPlan
{
/// <summary>
/// 关联原地图敌人实例。
/// </summary>
public readonly int EncounterId;
/// <summary>
/// 战斗结果。
/// </summary>
public readonly BattleOutcome Outcome;
/// <summary>
/// 回写后的玩家临时状态(含 1/1 恢复规则应用后的结果)。
/// </summary>
public readonly IReadOnlyList<BattlePlayerResult> Players;
/// <summary>
/// 是否移除触发敌人(胜利)。
/// </summary>
public readonly bool RemoveEncounterEnemy;
/// <summary>
/// 是否保留并恢复触发敌人,下次按完整预设重建(逃跑类结果)。
/// </summary>
public readonly bool ResetEncounterEnemy;
/// <summary>
/// 是否使用本局随机源结算掉落(胜利)。
/// </summary>
public readonly bool ShouldRollDrops;
/// <summary>
/// 逃跑类结果的保护时间(毫秒);其他结果为 0。
/// </summary>
public readonly int ProtectionMs;
/// <summary>
/// 是否恢复探索更新。
/// </summary>
public readonly bool ShouldResumeExploration;
/// <summary>
/// 是否以单局失败结束,不返回探索。
/// </summary>
public readonly bool EndsRunAsDefeated;
public BattleReturnPlan(int encounterId, BattleOutcome outcome,
IReadOnlyList<BattlePlayerResult> players, bool removeEncounterEnemy, bool resetEncounterEnemy,
bool shouldRollDrops, int protectionMs, bool shouldResumeExploration, bool endsRunAsDefeated)
{
EncounterId = encounterId;
Outcome = outcome;
Players = players != null ? Copy(players) : new BattlePlayerResult[0];
RemoveEncounterEnemy = removeEncounterEnemy;
ResetEncounterEnemy = resetEncounterEnemy;
ShouldRollDrops = shouldRollDrops;
ProtectionMs = protectionMs;
ShouldResumeExploration = shouldResumeExploration;
EndsRunAsDefeated = endsRunAsDefeated;
}
private static BattlePlayerResult[] Copy(IReadOnlyList<BattlePlayerResult> source)
{
BattlePlayerResult[] copy = new BattlePlayerResult[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
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@@ -0,0 +1,223 @@
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 单位剩余状态快照。
/// </summary>
public sealed class BattleStatusSnapshot
{
/// <summary>
/// 状态类型。
/// </summary>
public readonly BattleStatusType StatusType;
/// <summary>
/// 剩余持续次数(行动机会);重复施加取较大值,移除后为 0。
/// </summary>
public readonly int RemainingRounds;
public BattleStatusSnapshot(BattleStatusType statusType, int remainingRounds)
{
StatusType = statusType;
RemainingRounds = remainingRounds;
}
}
/// <summary>
/// 单个战斗单位的只读视图。
/// </summary>
public sealed class BattleUnitSnapshot
{
/// <summary>
/// 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。
/// </summary>
public readonly int BattleUnitId;
/// <summary>
/// 阵营。
/// </summary>
public readonly BattleFaction Faction;
/// <summary>
/// 配置标识:玩家为 CharacterId,敌人为 EnemyConfigId。
/// </summary>
public readonly int ConfigId;
/// <summary>
/// 同阵营同速度的最终并列规则顺序。
/// </summary>
public readonly int PartyOrder;
/// <summary>
/// 当前 HP。
/// </summary>
public readonly int CurrentHp;
/// <summary>
/// HP 上限。
/// </summary>
public readonly int MaxHp;
/// <summary>
/// 当前 MP。
/// </summary>
public readonly int CurrentMp;
/// <summary>
/// MP 上限。
/// </summary>
public readonly int MaxMp;
/// <summary>
/// 攻击。
/// </summary>
public readonly int Atk;
/// <summary>
/// 魔力。
/// </summary>
public readonly int Mat;
/// <summary>
/// 当前速度。
/// </summary>
public readonly int Speed;
/// <summary>
/// 是否阵亡。
/// </summary>
public readonly bool IsDefeated;
/// <summary>
/// 是否已逃跑。
/// </summary>
public readonly bool IsEscaped;
/// <summary>
/// 剩余状态列表。
/// </summary>
public readonly IReadOnlyList<BattleStatusSnapshot> Statuses;
/// <summary>
/// 可用行动配置 ID 列表。
/// </summary>
public readonly IReadOnlyList<int> AvailableActionIds;
public BattleUnitSnapshot(int battleUnitId, BattleFaction faction, int configId, int partyOrder,
int currentHp, int maxHp, int currentMp, int maxMp, int atk, int mat, int speed,
bool isDefeated, bool isEscaped, IReadOnlyList<BattleStatusSnapshot> statuses,
IReadOnlyList<int> availableActionIds)
{
BattleUnitId = battleUnitId;
Faction = faction;
ConfigId = configId;
PartyOrder = partyOrder;
CurrentHp = currentHp;
MaxHp = maxHp;
CurrentMp = currentMp;
MaxMp = maxMp;
Atk = atk;
Mat = mat;
Speed = speed;
IsDefeated = isDefeated;
IsEscaped = isEscaped;
Statuses = statuses != null ? Copy(statuses) : new BattleStatusSnapshot[0];
AvailableActionIds = availableActionIds != null ? Copy(availableActionIds) : new int[0];
}
private static BattleStatusSnapshot[] Copy(IReadOnlyList<BattleStatusSnapshot> source)
{
BattleStatusSnapshot[] copy = new BattleStatusSnapshot[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
private static int[] Copy(IReadOnlyList<int> source)
{
int[] copy = new int[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
/// <summary>
/// 只读战斗快照,是 UI 和敌人策略唯一允许读取的战斗状态。
/// 每次推进都创建逻辑上的只读快照,不把可修改的内部列表或战斗单位引用暴露给调用方。
/// </summary>
public sealed class BattleSnapshot
{
/// <summary>
/// 当前轮次,从 1 开始。
/// </summary>
public readonly int RoundNumber;
/// <summary>
/// 当前是否为先制战斗第一轮。
/// </summary>
public readonly bool IsPreemptiveRound;
/// <summary>
/// 当前行动者;战斗完成时为 0。
/// </summary>
public readonly int CurrentActorUnitId;
/// <summary>
/// 全部单位的只读视图,保持稳定显示顺序。
/// </summary>
public readonly IReadOnlyList<BattleUnitSnapshot> Units;
/// <summary>
/// 本轮从当前行动者开始的剩余运行时单位 ID;速度变化后重建。
/// </summary>
public readonly IReadOnlyList<int> RemainingTurnOrder;
/// <summary>
/// 流程状态。
/// </summary>
public readonly BattleFlowState FlowState;
public BattleSnapshot(int roundNumber, bool isPreemptiveRound, int currentActorUnitId,
IReadOnlyList<BattleUnitSnapshot> units, IReadOnlyList<int> remainingTurnOrder,
BattleFlowState flowState)
{
RoundNumber = roundNumber;
IsPreemptiveRound = isPreemptiveRound;
CurrentActorUnitId = currentActorUnitId;
Units = units != null ? Copy(units) : new BattleUnitSnapshot[0];
RemainingTurnOrder = remainingTurnOrder != null ? Copy(remainingTurnOrder) : new int[0];
FlowState = flowState;
}
private static BattleUnitSnapshot[] Copy(IReadOnlyList<BattleUnitSnapshot> source)
{
BattleUnitSnapshot[] copy = new BattleUnitSnapshot[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
private static int[] Copy(IReadOnlyList<int> source)
{
int[] copy = new int[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
@@ -0,0 +1,11 @@
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using System.Collections.Generic;
using SepCore.CustomComponent;
namespace SepCore.Battle
{
/// <summary>
/// 战斗启动请求,创建后视为只读。
/// 战斗开始失败时不得消耗随机数、修改单局状态或暂停状态计数。
/// </summary>
public sealed class BattleStartRequest
{
/// <summary>
/// 用于将结果关联回地图敌人实例。
/// </summary>
public readonly int EncounterId;
/// <summary>
/// 1 到 4 个玩家输入,保持战备顺序。
/// </summary>
public readonly IReadOnlyList<BattlePlayerInput> Players;
/// <summary>
/// 用于按队伍预设创建 1 到 4 个敌人运行时单位。
/// </summary>
public readonly int EnemyPartyConfigId;
/// <summary>
/// 是否启用第一轮玩家先制。
/// </summary>
public readonly bool IsPreemptive;
/// <summary>
/// 当前单局唯一的随机源实例,来自 RandomComponent,不创建战斗私有随机源。
/// </summary>
public readonly IRunRandomSource Random;
public BattleStartRequest(int encounterId, IReadOnlyList<BattlePlayerInput> players,
int enemyPartyConfigId, bool isPreemptive, IRunRandomSource random)
{
EncounterId = encounterId;
Players = players != null ? Copy(players) : new BattlePlayerInput[0];
EnemyPartyConfigId = enemyPartyConfigId;
IsPreemptive = isPreemptive;
Random = random;
}
private static BattlePlayerInput[] Copy(IReadOnlyList<BattlePlayerInput> source)
{
BattlePlayerInput[] copy = new BattlePlayerInput[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
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using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 战斗配置访问接口,隔离 BattleSession 与 GameEntry.Luban。
/// 运行时适配器读取现有 Luban 表,测试使用内存配置。
/// 配置缺失属于战斗启动失败,不允许用零值单位继续战斗。
/// </summary>
public interface IBattleConfigProvider
{
/// <summary>
/// 按 ID 获取敌人队伍预设。
/// </summary>
EnemyPartyConfig GetEnemyParty(int id);
/// <summary>
/// 按 ID 获取敌人配置。
/// </summary>
EnemyConfig GetEnemy(int id);
/// <summary>
/// 按 ID 获取行动配置。
/// </summary>
BattleActionConfig GetAction(int id);
/// <summary>
/// 获取全局配置。
/// </summary>
GlobalConfig GetGlobal();
}
}
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using SepCore.CustomComponent;
namespace SepCore.Battle
{
/// <summary>
/// 敌人策略接口。
/// 策略只读取快照并返回指令,不直接修改 BattleSession。
/// 当前没有可执行行动时,本次行动机会记为跳过,不能形成无限循环。
/// </summary>
public interface IEnemyBattlePolicy
{
/// <summary>
/// 为当前敌人行动者决定指令。
/// </summary>
/// <param name="snapshot">只读战斗快照。</param>
/// <param name="actorUnitId">当前获得行动机会的敌人单位。</param>
/// <param name="random">本局共享随机源。</param>
BattleCommand Decide(BattleSnapshot snapshot, int actorUnitId, IRunRandomSource random);
}
}
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namespace SepCore.Battle
{
/// <summary>
/// 探索层恢复接口。
/// 碰撞方主动把 BattleEncounter 交给 RunBattleCoordinator;协调器不扫描场景寻找敌人。
/// ApplyBattleReturn 必须按 EncounterId 精确操作触发敌人,不能按 EnemyConfigId 批量处理同类敌人。
/// </summary>
public interface IExplorationBattleBridge
{
/// <summary>
/// 执行探索恢复计划。
/// </summary>
/// <param name="plan">由 RunBattleCoordinator 生成的恢复计划。</param>
void ApplyBattleReturn(BattleReturnPlan plan);
}
}
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namespace SepCore.CustomComponent
{
/// <summary>
/// 本局共享随机数接口。
/// 同一单局的地图生成、敌人 AI、逃跑和敌人掉落依次消费同一个实例;
/// 战斗不能根据 EncounterId、回合数或当前时间重新播种。
/// </summary>
public interface IRunRandomSource
{
/// <summary>
/// 返回 [minInclusive, maxExclusive) 范围内的随机整数。
/// </summary>
int NextInt(int minInclusive, int maxExclusive);
/// <summary>
/// 以千分比概率判定是否成功;RollPermille(0) 必失败,RollPermille(1000) 必成功。
/// </summary>
bool RollPermille(int successPermille);
}
}
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using UnityGameFramework.Runtime;
namespace SepCore.CustomComponent
{
/// <summary>
/// 单局共享随机组件。
/// 种子由局外(战备/部署界面玩家输入)带入,进入单局时初始化;
/// 地图生成、物资点、敌人 AI、逃跑判定和敌人掉落依次消费同一个随机源,
/// 战斗只沿用该随机源,不创建战斗私有随机源。
/// 对应 Docs/GameDesign/03_RunExploration.md 的随机生成器约定。
/// </summary>
public class RandomComponent : GameFrameworkComponent
{
private int _seed;
private IRunRandomSource _random;
/// <summary>
/// 获取本局随机种子;未开始单局时为 0。
/// </summary>
public int Seed => _seed;
/// <summary>
/// 获取本局共享随机源;未开始单局时为 null。
/// </summary>
public IRunRandomSource Random => _random;
/// <summary>
/// 开始一局新的单局:使用局外带入的种子初始化共享随机源。
/// </summary>
/// <param name="seed">本局随机种子。</param>
public void BeginRun(int seed)
{
_seed = seed;
_random = new RunRandomSource(seed);
}
/// <summary>
/// 结束当前单局,清空种子与随机源。
/// </summary>
public void EndRun()
{
_seed = 0;
_random = null;
}
}
}
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using System;
namespace SepCore.CustomComponent
{
/// <summary>
/// 以 System.Random 实现的本局共享随机源。
/// 由 TurnBattleComponent 以单局 seed 创建,供地图生成、敌人 AI、逃跑与掉落共用。
/// EditMode 测试使用可注入的序列随机源,不依赖本类。
/// </summary>
public sealed class RunRandomSource : IRunRandomSource
{
private readonly Random _random;
/// <summary>
/// 使用指定种子创建随机源。
/// </summary>
public RunRandomSource(int seed)
{
_random = new Random(seed);
}
public int NextInt(int minInclusive, int maxExclusive)
{
return _random.Next(minInclusive, maxExclusive);
}
public bool RollPermille(int successPermille)
{
return NextInt(0, 1000) < successPermille;
}
}
}
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using System.Collections.Generic;
using SepCore.Battle;
using SepCore.Definition;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace SepCore.CustomComponent
{
/// <summary>
/// 单局战斗协调器(普通类,不挂场景)。
/// 负责从单局状态构建请求、预留战斗占用、暂停/恢复探索更新与计时、打开/关闭战斗 UI;
/// 后续里程碑在此创建并校验 BattleController,并消费 BattleResult 生成 BattleReturnPlan。
/// 不负责回合排序、效果计算和 UI 控件状态。
/// </summary>
public sealed class RunBattleCoordinator
{
/// <summary>
/// 尝试开始一场战斗。
/// 战斗占用已激活时拒绝;请求构建失败时释放占用且不暂停地图。
/// </summary>
/// <param name="encounter">探索层创建的遭遇输入。</param>
/// <returns>是否成功开始。</returns>
public bool TryStartBattle(BattleEncounter encounter)
{
if (encounter == null)
{
Log.Error("Can not start battle with null encounter.");
return false;
}
TurnBattleComponent runBattle = GameEntry.TurnBattle;
if (runBattle == null || runBattle.IsBattleActive)
{
Log.Warning("Can not start battle because battle occupancy is already active.");
return false;
}
BattleStartRequest request = BuildStartRequest(encounter);
if (request == null)
{
Log.Warning("Can not start battle because start request is invalid.");
return false;
}
// 预留战斗占用并暂停探索更新与单局计时;
// 后续里程碑在此创建并校验 BattleController,失败则释放占用且不暂停地图
runBattle.TryReserveBattle();
runBattle.SetExplorationPaused(true);
runBattle.SetTimerPaused(true);
GameEntry.UI.OpenUIForm(UIFormType.BattleForm);
Log.Info("Battle started with encounter '{0}'.", encounter.EncounterId);
return true;
}
/// <summary>
/// 关闭调试壳层并恢复探索更新与单局计时。
/// M0 调试入口专用;M7 起由 ApplyResult 按战斗结果统一回写与恢复。
/// </summary>
public void EndDebugBattle()
{
TurnBattleComponent runBattle = GameEntry.TurnBattle;
if (runBattle == null)
{
return;
}
UGuiForm form = GameEntry.UI.GetUIForm(UIFormType.BattleForm);
if (form != null)
{
GameEntry.UI.CloseUIForm(form);
}
runBattle.SetExplorationPaused(false);
runBattle.SetTimerPaused(false);
runBattle.ReleaseBattle();
Log.Info("Debug battle closed.");
}
/// <summary>
/// 从单局临时角色状态与共享随机源构建启动请求。
/// 请求创建后视为只读;构建失败返回 null,不消耗随机数。
/// </summary>
private static BattleStartRequest BuildStartRequest(BattleEncounter encounter)
{
IRunRandomSource random = GameEntry.Random != null ? GameEntry.Random.Random : null;
if (random == null)
{
Log.Warning("Can not start battle because run random source is not initialized.");
return null;
}
List<BattlePlayerInput> players = new List<BattlePlayerInput>();
foreach (RunPlayerState state in GameEntry.TurnBattle.Players)
{
players.Add(new BattlePlayerInput(state.CharacterId, state.PartyOrder,
state.CurrentHp, state.CurrentMp, state.MaxHp, state.MaxMp,
state.Atk, state.Mat, state.Speed,
state.AttackActionId, state.SkillActionId));
}
if (players.Count == 0)
{
Log.Warning("Can not start battle because no run player state exists.");
return null;
}
return new BattleStartRequest(encounter.EncounterId, players, encounter.EnemyPartyConfigId,
encounter.IsPreemptive, random);
}
}
}
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namespace SepCore.CustomComponent
{
/// <summary>
/// 单局临时角色状态。
/// 数值由单局快照构建器在开战前从角色与装备结算得到;战斗期间只读,战斗结束回写当前 HP/MP。
/// </summary>
public sealed class RunPlayerState
{
/// <summary>
/// 角色配置标识。
/// </summary>
public int CharacterId;
/// <summary>
/// 当前战备中的顺序,1 开始。
/// </summary>
public int PartyOrder;
/// <summary>
/// 当前 HP。
/// </summary>
public int CurrentHp;
/// <summary>
/// 当前 MP。
/// </summary>
public int CurrentMp;
/// <summary>
/// 已结算装备加成的最终 HP 上限。
/// </summary>
public int MaxHp;
/// <summary>
/// 已结算装备加成的最终 MP 上限。
/// </summary>
public int MaxMp;
/// <summary>
/// 已结算装备加成的最终攻击。
/// </summary>
public int Atk;
/// <summary>
/// 已结算装备加成的最终魔力。
/// </summary>
public int Mat;
/// <summary>
/// 已结算装备加成的最终速度。
/// </summary>
public int Speed;
/// <summary>
/// 普通攻击行动配置 ID。
/// </summary>
public int AttackActionId;
/// <summary>
/// 该角色首版唯一技能行动配置 ID。
/// </summary>
public int SkillActionId;
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.CustomComponent
{
/// <summary>
/// 单局战斗组件。
/// 负责本局临时角色状态、计时、探索暂停标志和战斗占用的最小状态。
/// 本局种子与共享随机源由独立的 RandomComponent 持有,战斗只沿用,不创建私有随机源。
/// 战斗协调(构建请求、打开 UI、回写结果)由独立的 RunBattleCoordinator 负责。
/// </summary>
public class TurnBattleComponent : GameFrameworkComponent
{
private readonly List<RunPlayerState> _players = new List<RunPlayerState>();
private float _elapsedMs;
private bool _timerPaused;
private bool _explorationPaused;
private bool _battleActive;
/// <summary>
/// 获取本局临时角色状态列表(只读)。
/// </summary>
public IReadOnlyList<RunPlayerState> Players => _players;
/// <summary>
/// 获取本局已流逝时间(毫秒)。
/// </summary>
public long RunElapsedMs => (long)_elapsedMs;
/// <summary>
/// 获取单局计时是否已暂停。
/// </summary>
public bool IsTimerPaused => _timerPaused;
/// <summary>
/// 获取探索更新是否已暂停。
/// 战斗期间为 true,地图更新统一以此作为门禁。
/// </summary>
public bool IsExplorationPaused => _explorationPaused;
/// <summary>
/// 获取当前是否存在战斗占用。
/// 战斗重复进入由此标志拒绝。
/// </summary>
public bool IsBattleActive => _battleActive;
/// <summary>
/// 开始一局新的单局:重置全部临时状态。
/// </summary>
public void BeginRun()
{
_players.Clear();
_elapsedMs = 0;
_timerPaused = false;
_explorationPaused = false;
_battleActive = false;
}
/// <summary>
/// 结束当前单局,清空全部临时状态。
/// </summary>
public void EndRun()
{
_players.Clear();
_elapsedMs = 0;
_timerPaused = false;
_explorationPaused = false;
_battleActive = false;
}
/// <summary>
/// 用指定状态替换本局临时角色列表,保持战备顺序。
/// </summary>
/// <param name="players">新的临时角色状态,可为空。</param>
public void ReplacePlayers(IEnumerable<RunPlayerState> players)
{
_players.Clear();
if (players != null)
{
_players.AddRange(players);
}
}
/// <summary>
/// 预留战斗占用,拒绝同一帧或未结束战斗的重复进入。
/// </summary>
/// <returns>预留成功返回 true;已存在战斗占用时返回 false。</returns>
public bool TryReserveBattle()
{
if (_battleActive)
{
return false;
}
_battleActive = true;
return true;
}
/// <summary>
/// 释放战斗占用。
/// </summary>
public void ReleaseBattle()
{
_battleActive = false;
}
/// <summary>
/// 设置探索更新暂停状态。
/// </summary>
/// <param name="paused">是否暂停探索更新。</param>
public void SetExplorationPaused(bool paused)
{
_explorationPaused = paused;
}
/// <summary>
/// 设置单局计时暂停状态。
/// </summary>
/// <param name="paused">是否暂停单局计时。</param>
public void SetTimerPaused(bool paused)
{
_timerPaused = paused;
}
private void Update()
{
if (_timerPaused)
{
return;
}
_elapsedMs += Time.deltaTime * 1000f;
}
}
}
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using GameFramework.Debugger;
using SepCore.Battle;
using SepCore.CustomComponent;
using SepCore.Definition;
using System.Collections.Generic;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.Debugger
{
/// <summary>
/// 战斗壳层调试入口(仅供 Editor/Development Build,正式构建不注册)。
/// 模拟探索层:缺少单局状态时用配表角色与固定种子初始化临时状态,
/// 然后通过 RunBattleCoordinator 以固定调试遭遇开始/结束战斗,不依赖尚未实现的地图敌人。
/// </summary>
public class BattleDebuggerWindow : IDebuggerWindow
{
private const int DebugRunSeed = 240829;
public void Initialize(params object[] args)
{
}
public void Shutdown()
{
}
public void OnEnter()
{
}
public void OnLeave()
{
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
}
public void OnDraw()
{
GUILayout.Label("<b>Battle Shell</b>");
GUILayout.BeginHorizontal("box");
{
if (GUILayout.Button("Open", GUILayout.Height(30)))
{
OpenShell();
}
if (GUILayout.Button("Close", GUILayout.Height(30)))
{
GameEntry.RunBattle.EndDebugBattle();
}
}
GUILayout.EndHorizontal();
DrawRunState();
}
private static void DrawRunState()
{
GUILayout.Label("<b>Run State</b>");
GUILayout.BeginVertical("box");
{
TurnBattleComponent runBattle = GameEntry.TurnBattle;
if (runBattle == null)
{
GUILayout.Label("TurnBattleComponent missing.");
return;
}
GUILayout.Label("RunElapsedMs: " + runBattle.RunElapsedMs.ToString());
GUILayout.Label("IsTimerPaused: " + runBattle.IsTimerPaused);
GUILayout.Label("IsExplorationPaused: " + runBattle.IsExplorationPaused);
GUILayout.Label("IsBattleActive: " + runBattle.IsBattleActive);
}
GUILayout.EndVertical();
}
private static void OpenShell()
{
InitDebugRunStateIfNeeded();
// 固定调试遭遇:EncounterId=1,敌人队伍预设 1,普通战斗
bool started = GameEntry.RunBattle.TryStartBattle(new BattleEncounter(1, 1, false));
if (!started)
{
Log.Warning("Battle debug shell can not start, maybe a battle is already active.");
}
}
private static void InitDebugRunStateIfNeeded()
{
if (GameEntry.Random.Random == null)
{
GameEntry.Random.BeginRun(DebugRunSeed);
}
if (GameEntry.TurnBattle.Players.Count == 0)
{
GameEntry.TurnBattle.ReplacePlayers(BuildDebugPlayers());
}
}
private static List<RunPlayerState> BuildDebugPlayers()
{
List<RunPlayerState> players = new List<RunPlayerState>();
GlobalConfig global = GameEntry.Luban.Global != null ? GameEntry.Luban.Global.Data : null;
if (global == null)
{
Log.Warning("Can not build debug players without global config.");
return players;
}
int order = 1;
foreach (int characterId in global.NewGameCharacterIds)
{
CharacterConfig config = GameEntry.Luban.Get<CharacterConfig>(characterId);
if (config == null)
{
Log.Warning("Debug character '{0}' missing in config, skipped.", characterId.ToString());
continue;
}
players.Add(new RunPlayerState
{
CharacterId = characterId,
PartyOrder = order++,
CurrentHp = config.MaxHp,
CurrentMp = config.MaxMp,
MaxHp = config.MaxHp,
MaxMp = config.MaxMp,
Atk = config.Atk,
Mat = config.Mat,
Speed = config.Speed,
AttackActionId = config.AttackActionId,
SkillActionId = config.SkillActionId,
});
}
return players;
}
}
}
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