- 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
128 lines
3.2 KiB
C#
128 lines
3.2 KiB
C#
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Luban;
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namespace SepCore.Definition
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{
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public sealed partial class EnemyConfig : Luban.BeanBase
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{
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public EnemyConfig(ByteBuf _buf)
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{
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Id = _buf.ReadInt();
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Name = _buf.ReadString();
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MaxHp = _buf.ReadInt();
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MaxMp = _buf.ReadInt();
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Atk = _buf.ReadInt();
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Mat = _buf.ReadInt();
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Speed = _buf.ReadInt();
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ThreatLevelId = _buf.ReadInt();
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AiType = (EnemyAiType)_buf.ReadInt();
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);ActionIds = new System.Collections.Generic.List<int>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { int _e0; _e0 = _buf.ReadInt(); ActionIds.Add(_e0);}}
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DropTableId = _buf.ReadInt();
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Icon = _buf.ReadString();
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Icon_Ref = null;
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}
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public static EnemyConfig DeserializeEnemyConfig(ByteBuf _buf)
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{
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return new EnemyConfig(_buf);
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}
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/// <summary>
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/// 敌人ID
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/// </summary>
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public readonly int Id;
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/// <summary>
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/// 原型名
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/// </summary>
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public readonly string Name;
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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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/// 攻击力
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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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/// 速度
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/// </summary>
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public readonly int Speed;
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/// <summary>
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/// 威胁等级ID
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/// </summary>
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public readonly int ThreatLevelId;
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/// <summary>
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/// AI行为
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/// </summary>
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public readonly EnemyAiType AiType;
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/// <summary>
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/// 可随机选择的行动ID
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/// </summary>
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public readonly System.Collections.Generic.List<int> ActionIds;
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/// <summary>
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/// 独立掉落表ID
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/// </summary>
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public readonly int DropTableId;
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/// <summary>
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/// 图标资源配置
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/// </summary>
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public readonly string Icon;
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public SpriteConfig Icon_Ref;
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public const int __ID__ = 1284055242;
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public override int GetTypeId() => __ID__;
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public void ResolveRef(Tables tables)
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{
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Icon_Ref = tables.TbSpriteConfig.GetOrDefault(Icon);
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}
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public override string ToString()
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{
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return "{ "
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+ "id:" + Id + ","
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+ "name:" + Name + ","
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+ "maxHp:" + MaxHp + ","
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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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+ "threatLevelId:" + ThreatLevelId + ","
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+ "aiType:" + AiType + ","
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+ "actionIds:" + Luban.StringUtil.CollectionToString(ActionIds) + ","
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+ "dropTableId:" + DropTableId + ","
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+ "icon:" + Icon + ","
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+ "}";
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}
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}
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}
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