Files
huangjun 7dcac0ac87 M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试
- 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
2026-09-02 08:42:04 +08:00

138 lines
5.6 KiB
C#

using System.Collections.Generic;
using NUnit.Framework;
using SepCore.Battle;
using SepCore.CustomComponent;
using SepCore.Definition;
namespace SepCore.Tests
{
[TestFixture]
public class BattleRuntimeEnemyTurnTests
{
[Test]
public void AdvanceEnemyTurn_WhenPlayerIsCurrent_ReturnsNoOp()
{
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player());
BattleStep step = runtime.AdvanceEnemyTurn();
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
Assert.AreEqual(120, runtime.GetUnit(1).CurrentHp);
Assert.AreEqual(50, runtime.GetUnit(2).CurrentHp);
}
[Test]
public void EnemyWithoutUsableActions_SkipsItsTurn()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
// 敌人唯一行动改为 MP 不足(100 > 敌人 MP 0),无可用行动
config.AddAction(TestConfigs.AttackAction(201, 0, BattleStatType.ATK, -1000, 100));
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(), config);
runtime.SubmitCommand(TestBattle.Attack(1, 2));
BattleStep step = runtime.AdvanceEnemyTurn();
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
Assert.AreEqual(2, runtime.RoundNumber);
Assert.AreEqual(120, runtime.GetUnit(1).CurrentHp);
}
[Test]
public void EnemyWithNoActionIds_SkipsItsTurn()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddEnemy(TestConfigs.Enemy(3001, 50, 8));
BattleRuntime runtime = TestBattle.Create1v1(TestBattle.Player(), config);
runtime.SubmitCommand(TestBattle.Attack(1, 2));
BattleStep step = runtime.AdvanceEnemyTurn();
Assert.Null(step.Result);
Assert.IsEmpty(step.Events);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
Assert.AreEqual(2, runtime.RoundNumber);
}
[Test]
public void EnemyWithMultipleActions_ChoosesByRandomSequence()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddAction(TestConfigs.AttackAction(201, 0, BattleStatType.ATK, -1000));
config.AddAction(TestConfigs.AttackAction(202, -30, BattleStatType.None, 0));
config.AddEnemy(TestConfigs.Enemy(3001, 50, 8, 201, 202));
config.AddParty(TestConfigs.Party(4001, 3001));
// 随机序列 [0] -> 选 201,伤害 = ATK = 8
BattleRuntime runtimeA = TestBattle.Create1v1(TestBattle.Player(), config, new TestRandomSource(0));
runtimeA.SubmitCommand(TestBattle.Attack(1, 2));
BattleStep stepA = runtimeA.AdvanceEnemyTurn();
Assert.AreEqual(112, stepA.Events[0].AfterHp);
// 随机序列 [1] -> 选 202,固定伤害 30
BattleRuntime runtimeB = TestBattle.Create1v1(TestBattle.Player(), config, new TestRandomSource(1));
runtimeB.SubmitCommand(TestBattle.Attack(1, 2));
BattleStep stepB = runtimeB.AdvanceEnemyTurn();
Assert.AreEqual(90, stepB.Events[0].AfterHp);
}
[Test]
public void SameInputsAndRandomSequence_ProduceSameRecords()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddAction(TestConfigs.AttackAction(201, 0, BattleStatType.ATK, -1000));
config.AddAction(TestConfigs.AttackAction(202, -30, BattleStatType.None, 0));
config.AddEnemy(TestConfigs.Enemy(3001, 50, 8, 201, 202));
config.AddParty(TestConfigs.Party(4001, 3001));
BattleRuntime runtimeA = TestBattle.Create1v1(TestBattle.Player(), config, new TestRandomSource(0, 0, 0, 0));
BattleRuntime runtimeB = TestBattle.Create1v1(TestBattle.Player(), config, new TestRandomSource(0, 0, 0, 0));
List<string> recordsA = CollectRecords(runtimeA);
List<string> recordsB = CollectRecords(runtimeB);
CollectionAssert.AreEqual(recordsA, recordsB);
}
private static List<string> CollectRecords(BattleRuntime runtime)
{
List<string> records = new List<string>();
int guard = 0;
while (runtime.Result == null && guard++ < 200)
{
BattleUnit actor = runtime.CurrentActor;
BattleStep step;
if (actor != null && actor.Faction == BattleFaction.Player)
{
int targetUnitId = 0;
foreach (BattleUnit unit in runtime.Units)
{
if (unit.Faction == BattleFaction.Enemy && BattleRuntime.IsActive(unit))
{
targetUnitId = unit.UnitId;
break;
}
}
step = runtime.SubmitCommand(TestBattle.Attack(actor.UnitId, targetUnitId));
}
else
{
step = runtime.AdvanceEnemyTurn();
}
foreach (BattleEvent battleEvent in step.Events)
{
records.Add(string.Format("{0}:{1}:{2}:{3}:{4}",
battleEvent.ActorUnitId, battleEvent.ActionConfigId, battleEvent.TargetUnitId,
battleEvent.AfterHp, battleEvent.AfterMp));
}
}
return records;
}
}
}