- 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
79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using SepCore.Definition;
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namespace SepCore.Battle
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{
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/// <summary>
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/// 一次效果对单个目标的一层行动记录。
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/// 表达行动者、行动、目标以及数值或状态变化;
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/// StatusType 为 None 时表示没有状态变化。
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/// </summary>
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public sealed class BattleEvent
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{
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/// <summary>
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/// 行动者。
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/// </summary>
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public readonly int ActorUnitId;
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/// <summary>
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/// 指令类型,对应配表 BattleActionType。
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/// </summary>
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public readonly BattleActionType CommandType;
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/// <summary>
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/// 攻击或技能配置 ID;逃跑为 0。
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/// </summary>
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public readonly int ActionConfigId;
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/// <summary>
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/// 效果结算的目标单位。
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/// </summary>
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public readonly int TargetUnitId;
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/// <summary>
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/// 效果结算前的 HP。
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/// </summary>
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public readonly int BeforeHp;
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/// <summary>
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/// 效果结算后的 HP。
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/// </summary>
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public readonly int AfterHp;
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/// <summary>
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/// 效果结算前的 MP。
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/// </summary>
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public readonly int BeforeMp;
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/// <summary>
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/// 效果结算后的 MP。
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/// </summary>
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public readonly int AfterMp;
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/// <summary>
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/// 施加或刷新的状态类型;无状态变化时为 None。
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/// </summary>
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public readonly BattleStatusType StatusType;
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/// <summary>
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/// 变化后的剩余持续次数(行动机会);状态被移除时为 0。
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/// </summary>
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public readonly int StatusRemainingRounds;
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public BattleEvent(int actorUnitId, BattleActionType commandType, int actionConfigId,
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int targetUnitId, int beforeHp, int afterHp, int beforeMp, int afterMp,
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BattleStatusType statusType, int statusRemainingRounds)
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{
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ActorUnitId = actorUnitId;
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CommandType = commandType;
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ActionConfigId = actionConfigId;
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TargetUnitId = targetUnitId;
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BeforeHp = beforeHp;
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AfterHp = afterHp;
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BeforeMp = beforeMp;
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AfterMp = afterMp;
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StatusType = statusType;
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StatusRemainingRounds = statusRemainingRounds;
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}
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}
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}
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