Files
huangjun 202ab337f9 M2 回合制调度:速度/阵营/队伍顺序规则、先制第一轮、4v4 调试入口与调度测试
- BattleRuntime 调度替换为完整规则:速度高优先、同速玩家优先、同阵营同速 PartyOrder 小优先;先制第一轮玩家全先行,第二轮恢复普通排序;RemainingTurnOrder 同步按调度序输出
- TurnBattleComponent 开局行动者为敌人时自动推进,协程等待 UI 监听注册避免先手事件丢失
- 调试入口支持 1v1 / 2v2 / 4v4 与先制开关;新增敌人队伍预设 4005(四普通敌人)
- UI:修复 UIForm 复用导致第二次开战按钮监听丢失;EnemySlots/TurnSlots 改为按数量复用 item,图标同一单位不重复加载
- EditMode 新增 10 个调度用例(共 35 个):排序规则、先制两轮、重复敌人分别击杀、4v4 创建、死亡移出候选、固定随机序列复现
2026-09-02 10:12:30 +08:00

644 lines
21 KiB
C#

using System.Collections.Generic;
using SepCore.CustomComponent;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 当前战斗的事实唯一来源,仅战斗期间存在。
/// 调度、指令校验、效果、状态和敌人决策共享同一实例,不复制单位、轮次和状态集合;
/// 内部不为函数调用建立请求/响应 DTO,玩家与敌人的行动都走同一条执行管线并产生同一组 BattleEvent。
/// M1 只支持 1 名玩家与 1 名敌人的普通攻击闭环。
/// </summary>
internal sealed class BattleRuntime
{
/// <summary>
/// 触发本场战斗的遭遇 ID,用于结果回写关联地图敌人。
/// </summary>
public readonly int EncounterId;
/// <summary>
/// 本场全部单位,创建顺序即稳定显示顺序(玩家在前)。
/// </summary>
public readonly BattleUnit[] Units;
/// <summary>
/// 是否为本场先制战斗(只影响第一轮;M1 未启用)。
/// </summary>
public readonly bool IsPreemptive;
/// <summary>
/// 当前轮次,从 1 开始。
/// </summary>
public int RoundNumber = 1;
/// <summary>
/// 当前行动者;无行动者或战斗完成时为 0。
/// </summary>
public int CurrentActorUnitId;
/// <summary>
/// 本轮已获得行动机会的单位 ID。
/// </summary>
public readonly HashSet<int> ActedUnitIds = new HashSet<int>();
/// <summary>
/// 本次推进产生的待展示行动记录,推进结束时被 BattleStep 取走。
/// </summary>
public readonly List<BattleEvent> PendingEvents = new List<BattleEvent>();
/// <summary>
/// 战斗结束后的结果;非 null 即表示战斗已完成。
/// </summary>
public BattleResult Result;
private readonly IRunRandomSource _random;
private readonly IBattleConfigProvider _config;
/// <summary>
/// 是否已完成。
/// </summary>
public bool IsCompleted => Result != null;
/// <summary>
/// 当前行动者单位;无行动者时返回 null。
/// </summary>
public BattleUnit CurrentActor => GetUnit(CurrentActorUnitId);
private BattleRuntime(int encounterId, BattleUnit[] units, bool isPreemptive,
IRunRandomSource random, IBattleConfigProvider config)
{
EncounterId = encounterId;
Units = units;
IsPreemptive = isPreemptive;
_random = random;
_config = config;
}
/// <summary>
/// 从遭遇、单局玩家状态、配置和本局随机源创建唯一战斗运行时。
/// 任一必要输入缺失或配置缺失时返回 null,表示启动失败且不产生任何副作用。
/// </summary>
public static BattleRuntime Create(BattleEncounter encounter, IReadOnlyList<RunPlayerState> players,
IBattleConfigProvider config, IRunRandomSource random)
{
if (encounter == null || players == null || players.Count == 0 || config == null || random == null)
{
return null;
}
EnemyPartyConfig party = config.GetEnemyParty(encounter.EnemyPartyConfigId);
if (party == null || party.EnemyIds == null || party.EnemyIds.Count == 0)
{
return null;
}
List<BattleUnit> units = new List<BattleUnit>(players.Count + party.EnemyIds.Count);
int nextId = 1;
foreach (RunPlayerState state in players)
{
if (state == null)
{
return null;
}
BattleUnit unit = new BattleUnit(nextId++, BattleFaction.Player, state.CharacterId, state.PartyOrder,
state.CurrentHp, state.MaxHp, state.CurrentMp, state.MaxMp,
state.Atk, state.Mat, state.Speed);
if (state.AttackActionId != 0)
{
unit.ActionIds.Add(state.AttackActionId);
}
if (state.SkillActionId != 0)
{
unit.ActionIds.Add(state.SkillActionId);
}
units.Add(unit);
}
int enemyOrder = 1;
foreach (int enemyId in party.EnemyIds)
{
EnemyConfig enemy = config.GetEnemy(enemyId);
if (enemy == null)
{
return null;
}
BattleUnit unit = new BattleUnit(nextId++, BattleFaction.Enemy, enemy.Id, enemyOrder++,
enemy.MaxHp, enemy.MaxHp, enemy.MaxMp, enemy.MaxMp, enemy.Atk, enemy.Mat, enemy.Speed);
if (enemy.ActionIds != null)
{
unit.ActionIds.AddRange(enemy.ActionIds);
}
units.Add(unit);
}
BattleRuntime runtime = new BattleRuntime(encounter.EncounterId, units.ToArray(),
encounter.IsPreemptive, random, config);
runtime.SelectNextActor();
return runtime;
}
/// <summary>
/// 按运行时 ID 获取单位;不存在时返回 null。
/// </summary>
public BattleUnit GetUnit(int unitId)
{
foreach (BattleUnit unit in Units)
{
if (unit.UnitId == unitId)
{
return unit;
}
}
return null;
}
/// <summary>
/// 单位是否仍在战斗中(未阵亡且未逃跑)。
/// </summary>
public static bool IsActive(BattleUnit unit)
{
return unit != null && !unit.IsDefeated && !unit.IsEscaped;
}
/// <summary>
/// 校验并执行当前玩家指令(单次行动)。
/// 非法指令不消耗 MP、行动机会或随机数;玩家行动后仅选择下一个行动者,
/// 不自动推进敌人回合——间歇节奏由组件在外部编排。
/// </summary>
public BattleStep SubmitCommand(BattleCommand command)
{
if (!ValidatePlayerCommand(command))
{
return new BattleStep(new BattleEvent[0], BuildViewState(), null);
}
PendingEvents.Clear();
BattleUnit actor = GetUnit(command.ActorUnitId);
ExecuteAction(actor, command.CommandType, command.ActionConfigId, command.TargetUnitIds);
MarkActed(command.ActorUnitId);
CheckBattleEnd();
if (!IsCompleted)
{
SelectNextActor();
}
return new BattleStep(DrainEvents(), BuildViewState(), Result);
}
/// <summary>
/// 推进当前敌人行动者的自动回合(单次行动)。
/// 当前行动者不是敌人、没有行动者或战斗已完成时返回无变化步骤;
/// 与玩家指令共用同一执行管线并产生同一组 BattleEvent。
/// </summary>
public BattleStep AdvanceEnemyTurn()
{
BattleUnit actor = CurrentActor;
if (actor == null || actor.Faction != BattleFaction.Enemy || IsCompleted)
{
return new BattleStep(new BattleEvent[0], BuildViewState(), null);
}
PendingEvents.Clear();
ExecuteEnemyTurn(actor);
MarkActed(actor.UnitId);
CheckBattleEnd();
if (!IsCompleted)
{
SelectNextActor();
}
return new BattleStep(DrainEvents(), BuildViewState(), Result);
}
/// <summary>
/// 构建当前只读视图。
/// </summary>
public BattleViewState BuildViewState()
{
List<BattleUnitView> unitViews = new List<BattleUnitView>(Units.Length);
foreach (BattleUnit unit in Units)
{
List<BattleStatusView> statusViews = new List<BattleStatusView>(unit.Statuses.Count);
foreach (BattleStatus status in unit.Statuses)
{
statusViews.Add(new BattleStatusView(status.Type, status.RemainingRounds));
}
unitViews.Add(new BattleUnitView(unit.UnitId, unit.Faction, unit.ConfigId, unit.PartyOrder,
unit.CurrentHp, unit.MaxHp, unit.CurrentMp, unit.MaxMp, unit.Speed,
unit.IsDefeated, unit.IsEscaped, statusViews));
}
List<int> remainingOrder = new List<int>();
if (!IsCompleted)
{
foreach (BattleUnit unit in GetRemainingCandidates())
{
remainingOrder.Add(unit.UnitId);
}
}
List<int> availableActions = new List<int>();
BattleUnit actor = CurrentActor;
if (actor != null && actor.Faction == BattleFaction.Player)
{
availableActions.AddRange(actor.ActionIds);
}
return new BattleViewState(RoundNumber, CurrentActorUnitId, unitViews, remainingOrder, availableActions);
}
private bool ValidatePlayerCommand(BattleCommand command)
{
if (command == null || IsCompleted)
{
return false;
}
if (command.ActorUnitId != CurrentActorUnitId)
{
return false;
}
BattleUnit actor = GetUnit(command.ActorUnitId);
if (actor == null || actor.Faction != BattleFaction.Player)
{
return false;
}
if (command.CommandType != BattleActionType.Attack)
{
return false;
}
BattleActionConfig action = _config.GetAction(command.ActionConfigId);
if (action == null || action.ActionType != BattleActionType.Attack)
{
return false;
}
if (actor.CurrentMp < action.MpCost)
{
return false;
}
return TryResolvePlayerTargets(command, actor, action);
}
private bool TryResolvePlayerTargets(BattleCommand command, BattleUnit actor, BattleActionConfig action)
{
if (action.TargetType != BattleTargetType.SingleEnemy)
{
return false;
}
if (command.TargetUnitIds == null || command.TargetUnitIds.Count != 1)
{
return false;
}
BattleUnit target = GetUnit(command.TargetUnitIds[0]);
return target != null && target.Faction != actor.Faction && IsActive(target);
}
private void ExecuteAction(BattleUnit actor, BattleActionType commandType, int actionConfigId,
IReadOnlyList<int> targetUnitIds)
{
BattleActionConfig action = _config.GetAction(actionConfigId);
if (action == null)
{
return;
}
if (action.MpCost > 0 && actor.CurrentMp >= action.MpCost)
{
actor.CurrentMp -= action.MpCost;
}
foreach (int targetUnitId in targetUnitIds)
{
BattleUnit target = GetUnit(targetUnitId);
if (target == null)
{
continue;
}
foreach (BattleEffect effect in action.Effects)
{
ApplyEffect(actor, target, commandType, actionConfigId, effect);
}
}
}
private void ApplyEffect(BattleUnit actor, BattleUnit target, BattleActionType commandType,
int actionConfigId, BattleEffect effect)
{
int sourceValue = GetStatValue(actor, effect.SourceStat);
int change = effect.FlatValue + sourceValue * effect.SourceScalePermille / 1000;
int beforeHp = target.CurrentHp;
int beforeMp = target.CurrentMp;
switch (effect.TargetStat)
{
case BattleStatType.HP:
target.CurrentHp = Clamp(target.CurrentHp + change, 0, target.MaxHp);
if (target.CurrentHp <= 0)
{
target.CurrentHp = 0;
target.IsDefeated = true;
}
break;
case BattleStatType.MP:
target.CurrentMp = Clamp(target.CurrentMp + change, 0, target.MaxMp);
break;
default:
// M1 不处理速度/上限等目标属性修改与状态施加
break;
}
PendingEvents.Add(new BattleEvent(actor.UnitId, commandType, actionConfigId, target.UnitId,
beforeHp, target.CurrentHp, beforeMp, target.CurrentMp,
BattleStatusType.None, 0));
}
private static int GetStatValue(BattleUnit unit, BattleStatType stat)
{
switch (stat)
{
case BattleStatType.HP:
return unit.CurrentHp;
case BattleStatType.MP:
return unit.CurrentMp;
case BattleStatType.MaxHP:
return unit.MaxHp;
case BattleStatType.MaxMP:
return unit.MaxMp;
case BattleStatType.ATK:
return unit.Atk;
case BattleStatType.MAT:
return unit.Mat;
case BattleStatType.Speed:
return unit.Speed;
default:
return 0;
}
}
private static int Clamp(int value, int min, int max)
{
return value < min ? min : (value > max ? max : value);
}
private void MarkActed(int unitId)
{
ActedUnitIds.Add(unitId);
}
/// <summary>
/// 选择本轮下一个未行动的活跃单位;候选集为空时开启下一轮。
/// 调度规则(文档 6.1):
/// 1. 先制第一轮仍有玩家未行动时只在玩家中选择;
/// 2. 当前速度高者优先;
/// 3. 同速时玩家优先于敌人;
/// 4. 同阵营同速时 PartyOrder 小者优先;
/// 5. 已行动单位不因速度变化再次行动(M2 无速度变化效果);
/// 6. 候选集为空时开启下一轮,先制限制只适用于第一轮。
/// </summary>
private void SelectNextActor()
{
if (IsCompleted)
{
CurrentActorUnitId = 0;
return;
}
BattleUnit next = FindNextActor();
if (next == null)
{
RoundNumber++;
ActedUnitIds.Clear();
next = FindNextActor();
}
CurrentActorUnitId = next != null ? next.UnitId : 0;
}
/// <summary>
/// 按调度规则选本轮优先级最高的候选;没有候选时返回 null。
/// </summary>
private BattleUnit FindNextActor()
{
BattleUnit best = null;
foreach (BattleUnit unit in Units)
{
if (!IsActive(unit) || ActedUnitIds.Contains(unit.UnitId))
{
continue;
}
if (IsPreemptiveRound && unit.Faction == BattleFaction.Enemy && HasUnactedPlayer())
{
continue;
}
if (best == null || CompareActors(unit, best) < 0)
{
best = unit;
}
}
return best;
}
/// <summary>
/// 先制限制只适用于第一轮。
/// </summary>
private bool IsPreemptiveRound => IsPreemptive && RoundNumber == 1;
private bool HasUnactedPlayer()
{
foreach (BattleUnit unit in Units)
{
if (unit.Faction == BattleFaction.Player && IsActive(unit) && !ActedUnitIds.Contains(unit.UnitId))
{
return true;
}
}
return false;
}
/// <summary>
/// 速度高优先;同速玩家优先;同阵营同速 PartyOrder 小优先。返回负值表示 a 优先于 b。
/// </summary>
private static int CompareActors(BattleUnit a, BattleUnit b)
{
if (a.Speed != b.Speed)
{
return b.Speed - a.Speed;
}
if (a.Faction != b.Faction)
{
return a.Faction == BattleFaction.Player ? -1 : 1;
}
return a.PartyOrder - b.PartyOrder;
}
/// <summary>
/// 本轮尚未行动的候选单位,按调度优先级排序;当前行动者是首个。
/// 先制第一轮只返回玩家候选(敌人等玩家全部行动后进入候选集)。
/// </summary>
private List<BattleUnit> GetRemainingCandidates()
{
List<BattleUnit> candidates = new List<BattleUnit>();
foreach (BattleUnit unit in Units)
{
if (!IsActive(unit) || ActedUnitIds.Contains(unit.UnitId))
{
continue;
}
if (IsPreemptiveRound && unit.Faction == BattleFaction.Enemy && HasUnactedPlayer())
{
continue;
}
candidates.Add(unit);
}
candidates.Sort(CompareActors);
return candidates;
}
/// <summary>
/// 敌人随机决策并执行:从 MP 足够的行动中等概率选择,单体行动从合法目标中等概率选择;
/// 没有可执行行动或合法目标时跳过本次机会。
/// </summary>
private void ExecuteEnemyTurn(BattleUnit enemy)
{
List<int> usableActions = new List<int>();
foreach (int actionId in enemy.ActionIds)
{
BattleActionConfig action = _config.GetAction(actionId);
if (action != null && enemy.CurrentMp >= action.MpCost)
{
usableActions.Add(actionId);
}
}
if (usableActions.Count == 0)
{
return;
}
int chosenActionId = PickOne(usableActions);
BattleActionConfig chosen = _config.GetAction(chosenActionId);
List<int> targets = new List<int>();
foreach (BattleUnit unit in Units)
{
if (unit.Faction != enemy.Faction && IsActive(unit))
{
targets.Add(unit.UnitId);
}
}
if (targets.Count == 0)
{
return;
}
int targetUnitId = PickOne(targets);
ExecuteAction(enemy, chosen.ActionType, chosenActionId, new[] { targetUnitId });
}
/// <summary>
/// 等概率选一;只有一项时直接返回,不消费随机数。
/// </summary>
private int PickOne(IReadOnlyList<int> candidates)
{
if (candidates.Count == 1)
{
return candidates[0];
}
return candidates[_random.NextInt(0, candidates.Count)];
}
private void CheckBattleEnd()
{
if (Result != null)
{
return;
}
bool allEnemiesDefeated = true;
bool allPlayersDefeated = true;
foreach (BattleUnit unit in Units)
{
if (IsActive(unit))
{
if (unit.Faction == BattleFaction.Enemy)
{
allEnemiesDefeated = false;
}
else
{
allPlayersDefeated = false;
}
}
}
BattleOutcome outcome;
if (allEnemiesDefeated)
{
outcome = BattleOutcome.Victory;
}
else if (allPlayersDefeated)
{
outcome = BattleOutcome.TotalDefeat;
}
else
{
return;
}
List<BattlePlayerResult> players = new List<BattlePlayerResult>();
foreach (BattleUnit unit in Units)
{
if (unit.Faction == BattleFaction.Player)
{
players.Add(new BattlePlayerResult(unit.ConfigId, unit.CurrentHp, unit.CurrentMp,
unit.IsDefeated, unit.IsEscaped));
}
}
Result = new BattleResult(EncounterId, outcome, players);
CurrentActorUnitId = 0;
}
private List<BattleEvent> DrainEvents()
{
List<BattleEvent> drained = new List<BattleEvent>(PendingEvents);
PendingEvents.Clear();
return drained;
}
}
}