using System.Collections.Generic; using System.Reflection; using System.Runtime.Serialization; using SepCore.Battle; using SepCore.CustomComponent; using SepCore.Definition; namespace SepCore.Tests { /// /// 用反射构造 Luban 生成的只读配置行,供测试的假配置提供者使用。 /// internal static class TestConfigFactory { public static T Create(params object[] fieldValues) { T instance = (T)FormatterServices.GetUninitializedObject(typeof(T)); for (int i = 0; i < fieldValues.Length; i += 2) { FieldInfo field = typeof(T).GetField((string)fieldValues[i]); field.SetValue(instance, fieldValues[i + 1]); } return instance; } } /// /// 与真实配表数值对齐的测试配置构建器。 /// internal static class TestConfigs { /// /// 单体敌方攻击行动。 /// public static BattleActionConfig AttackAction(int id, int flat, BattleStatType sourceStat, int sourceScalePermille, int mpCost = 0) { return TestConfigFactory.Create( "Id", id, "Name", "攻击" + id, "ActionType", BattleActionType.Attack, "TargetType", BattleTargetType.SingleEnemy, "MpCost", mpCost, "Effects", new List { TestConfigFactory.Create( "TargetStat", BattleStatType.HP, "FlatValue", flat, "SourceStat", sourceStat, "SourceScalePermille", sourceScalePermille, "Status", BattleStatusType.None, "DurationRounds", 0) }); } public static EnemyConfig Enemy(int id, int maxHp, int atk, params int[] actionIds) { return EnemyWithSpeed(id, maxHp, atk, 8, actionIds); } /// /// 指定速度的敌人;独立方法名避免与上面 params 重载产生歧义。 /// public static EnemyConfig EnemyWithSpeed(int id, int maxHp, int atk, int speed, params int[] actionIds) { return TestConfigFactory.Create( "Id", id, "Name", "敌人" + id, "MaxHp", maxHp, "MaxMp", 0, "Atk", atk, "Mat", 0, "Speed", speed, "ThreatLevelId", 1, "AiType", EnemyAiType.Random, "ActionIds", new List(actionIds), "DropTableId", 0); } public static EnemyPartyConfig Party(int id, params int[] enemyIds) { return TestConfigFactory.Create( "Id", id, "Name", "队伍" + id, "EnemyIds", new List(enemyIds)); } } /// /// 内存配置提供者:EditMode 使用,不依赖 Luban 与 GameEntry。 /// internal sealed class TestConfigProvider : IBattleConfigProvider { private readonly Dictionary _parties = new Dictionary(); private readonly Dictionary _enemies = new Dictionary(); private readonly Dictionary _actions = new Dictionary(); private GlobalConfig _global; public void AddParty(EnemyPartyConfig party) { _parties[party.Id] = party; } public void AddEnemy(EnemyConfig enemy) { _enemies[enemy.Id] = enemy; } public void AddAction(BattleActionConfig action) { _actions[action.Id] = action; } public void SetGlobal(GlobalConfig global) { _global = global; } public EnemyPartyConfig GetEnemyParty(int id) { EnemyPartyConfig value; return _parties.TryGetValue(id, out value) ? value : null; } public EnemyConfig GetEnemy(int id) { EnemyConfig value; return _enemies.TryGetValue(id, out value) ? value : null; } public BattleActionConfig GetAction(int id) { BattleActionConfig value; return _actions.TryGetValue(id, out value) ? value : null; } public GlobalConfig GetGlobal() { return _global; } /// /// 标准 1v1:行动 1(玩家攻击,伤害 = ATK)、行动 201(敌人攻击,伤害 = ATK)、 /// 敌人 3001(50 HP,ATK 8,行动 201)、队伍 4001(单个 3001)。 /// public static TestConfigProvider Standard1v1() { TestConfigProvider provider = new TestConfigProvider(); provider.AddAction(TestConfigs.AttackAction(1, 0, BattleStatType.ATK, -1000)); provider.AddAction(TestConfigs.AttackAction(201, 0, BattleStatType.ATK, -1000)); provider.AddEnemy(TestConfigs.Enemy(3001, 50, 8, 201)); provider.AddParty(TestConfigs.Party(4001, 3001)); return provider; } } /// /// 可注入序列的测试随机源;用尽后返回 minInclusive。 /// internal sealed class TestRandomSource : IRunRandomSource { private readonly Queue _values = new Queue(); public TestRandomSource(params int[] values) { foreach (int value in values) { _values.Enqueue(value); } } public int NextInt(int minInclusive, int maxExclusive) { return _values.Count > 0 ? _values.Dequeue() : minInclusive; } public bool RollPermille(int successPermille) { return NextInt(0, 1000) < successPermille; } } /// /// 标准测试输入与指令构造。 /// internal static class TestBattle { /// /// 标准玩家:120 HP / 40 MP,ATK 14,攻击行动 1,技能行动 101。 /// public static RunPlayerState Player(int currentHp = 120, int maxHp = 120, int atk = 14, int speed = 12, int partyOrder = 1, int characterId = 1001) { return new RunPlayerState { CharacterId = characterId, PartyOrder = partyOrder, CurrentHp = currentHp, CurrentMp = 40, MaxHp = maxHp, MaxMp = 40, Atk = atk, Mat = 6, Speed = speed, AttackActionId = 1, SkillActionId = 101 }; } public static BattleEncounter Encounter(int encounterId = 1, int enemyPartyConfigId = 4001) { return new BattleEncounter(encounterId, enemyPartyConfigId, false); } public static BattleCommand Attack(int actorUnitId, int targetUnitId, int actionId = 1) { return new BattleCommand(actorUnitId, BattleActionType.Attack, actionId, new List { targetUnitId }); } /// /// 创建标准 1v1 运行时。 /// public static BattleRuntime Create1v1(RunPlayerState player, IBattleConfigProvider config = null, IRunRandomSource random = null) { return BattleRuntime.Create(Encounter(), new List { player }, config ?? TestConfigProvider.Standard1v1(), random ?? new TestRandomSource()); } } }