Files
Seek-Battle-Evacuate/Assets/GameMain/Scripts/Tests/EditMode/Battle/BattleRuntimeSchedulingTests.cs
T
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

299 lines
13 KiB
C#

using System.Collections.Generic;
using NUnit.Framework;
using SepCore.Battle;
using SepCore.CustomComponent;
using SepCore.Definition;
namespace SepCore.Tests
{
[TestFixture]
public class BattleRuntimeSchedulingTests
{
[Test]
public void FasterEnemy_ActsBeforeSlowerPlayer()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 50, 8, 20, 201));
BattleRuntime runtime = BattleRuntime.Create(TestBattle.Encounter(),
new List<RunPlayerState> { TestBattle.Player(speed: 8) }, config, new TestRandomSource());
Assert.AreEqual(2, runtime.CurrentActorUnitId);
BattleStep step = runtime.AdvanceEnemyTurn();
Assert.AreEqual(1, step.Events[0].TargetUnitId);
Assert.AreEqual(1, runtime.CurrentActorUnitId);
}
[Test]
public void SameSpeed_PlayerActsBeforeEnemy()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 50, 8, 12, 201));
BattleRuntime runtime = BattleRuntime.Create(TestBattle.Encounter(),
new List<RunPlayerState> { TestBattle.Player(speed: 12) }, config, new TestRandomSource());
Assert.AreEqual(1, runtime.CurrentActorUnitId);
runtime.SubmitCommand(TestBattle.Attack(1, 2));
Assert.AreEqual(2, runtime.CurrentActorUnitId);
}
[Test]
public void SameFactionSameSpeed_PartyOrderDecides()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 500, 8, 5, 201));
List<RunPlayerState> players = new List<RunPlayerState>
{
TestBattle.Player(speed: 10, partyOrder: 2, characterId: 1002),
TestBattle.Player(speed: 10, partyOrder: 1, characterId: 1001)
};
BattleRuntime runtime = BattleRuntime.Create(TestBattle.Encounter(), players, config, new TestRandomSource());
// 玩家同速:PartyOrder 1 的角色先行动(1001 是第二个单位)
Assert.AreEqual(2, runtime.CurrentActorUnitId);
Assert.AreEqual(1001, runtime.GetUnit(2).ConfigId);
}
[Test]
public void EachUnitActsOncePerRound_2v2()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 500, 8, 20, 201));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3002, 500, 8, 5, 201));
config.AddParty(TestConfigs.Party(4001, 3001, 3002));
List<RunPlayerState> players = new List<RunPlayerState>
{
TestBattle.Player(speed: 15, partyOrder: 1),
TestBattle.Player(speed: 10, partyOrder: 2, characterId: 1002)
};
BattleRuntime runtime = BattleRuntime.Create(TestBattle.Encounter(), players, config, new TestRandomSource());
List<int> round1 = CollectActorsInRound(runtime);
CollectionAssert.AreEqual(new List<int> { 3, 1, 2, 4 }, round1);
Assert.AreEqual(2, runtime.RoundNumber);
}
[Test]
public void PreemptiveFirstRound_AllPlayersActBeforeEnemies()
{
TestConfigProvider config = BuildTankyConfig();
List<RunPlayerState> players = BuildFourPlayers(speed: 8);
BattleRuntime runtime = BattleRuntime.Create(
new BattleEncounter(1, 4001, true), players, config, new TestRandomSource());
List<int> round1 = CollectActorsInRound(runtime);
CollectionAssert.AreEqual(new List<int> { 1, 2, 3, 4, 5, 6, 7, 8 }, round1);
List<int> round2 = CollectActorsInRound(runtime);
CollectionAssert.AreEqual(new List<int> { 5, 6, 7, 8, 1, 2, 3, 4 }, round2);
}
[Test]
public void NonPreemptive_RoundOne_UsesSpeedOrder()
{
TestConfigProvider config = BuildTankyConfig();
List<RunPlayerState> players = BuildFourPlayers(speed: 8);
BattleRuntime runtime = BattleRuntime.Create(
new BattleEncounter(1, 4001, false), players, config, new TestRandomSource());
List<int> round1 = CollectActorsInRound(runtime);
// 敌人速度 20 高于玩家 8:第一轮就按速度排
CollectionAssert.AreEqual(new List<int> { 5, 6, 7, 8, 1, 2, 3, 4 }, round1);
}
[Test]
public void RepeatedEnemyConfig_HasDistinctIds_AndCanDieSeparately()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddAction(TestConfigs.AttackAction(2, 0, BattleStatType.ATK, -10000));
config.AddParty(TestConfigs.Party(4001, 3001, 3001));
BattleRuntime runtime = BattleRuntime.Create(TestBattle.Encounter(),
new List<RunPlayerState> { TestBattle.Player() }, config, new TestRandomSource());
Assert.AreEqual(3, runtime.Units.Length);
Assert.AreEqual(3001, runtime.GetUnit(2).ConfigId);
Assert.AreEqual(3001, runtime.GetUnit(3).ConfigId);
Assert.AreNotEqual(2, 3);
// 只击杀 2 号敌人:3 号保持存活,战斗继续
runtime.SubmitCommand(TestBattle.Attack(1, 2, 2));
Assert.True(runtime.GetUnit(2).IsDefeated);
Assert.False(runtime.GetUnit(3).IsDefeated);
Assert.False(runtime.IsCompleted);
// 敌人 3 反击后轮到玩家
runtime.AdvanceEnemyTurn();
Assert.AreEqual(1, runtime.CurrentActorUnitId);
// 击杀 3 号敌人:胜利
runtime.SubmitCommand(TestBattle.Attack(1, 3, 2));
Assert.True(runtime.GetUnit(3).IsDefeated);
Assert.AreEqual(BattleOutcome.Victory, runtime.Result.Outcome);
}
[Test]
public void Create_With4Players4Enemies_Succeeds()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddParty(TestConfigs.Party(4005, 3001, 3001, 3001, 3001));
BattleRuntime runtime = BattleRuntime.Create(new BattleEncounter(1, 4005, false),
BuildFourPlayers(speed: 12), config, new TestRandomSource());
Assert.NotNull(runtime);
Assert.AreEqual(8, runtime.Units.Length);
HashSet<int> unitIds = new HashSet<int>();
for (int i = 1; i <= 8; i++)
{
Assert.AreEqual(i, runtime.GetUnit(i).UnitId);
Assert.True(unitIds.Add(i));
}
Assert.AreEqual(1, runtime.CurrentActorUnitId);
}
[Test]
public void UnitThatDiedBeforeItsTurn_IsSkipped()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddAction(TestConfigs.AttackAction(2, 0, BattleStatType.ATK, -10000));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 50, 8, 20, 201));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3002, 50, 8, 1, 201));
config.AddParty(TestConfigs.Party(4001, 3001, 3002));
BattleRuntime runtime = BattleRuntime.Create(TestBattle.Encounter(),
new List<RunPlayerState> { TestBattle.Player(speed: 10) }, config, new TestRandomSource());
// 第 1 轮:敌人 3001(速度 20)先行动
Assert.AreEqual(2, runtime.CurrentActorUnitId);
runtime.AdvanceEnemyTurn();
// 玩家(速度 10)直接击杀 3002(速度 1,尚未行动)
Assert.AreEqual(1, runtime.CurrentActorUnitId);
runtime.SubmitCommand(TestBattle.Attack(1, 3, 2));
// 3002 阵亡被移出候选,第 2 轮由 3001 开始
Assert.AreEqual(2, runtime.RoundNumber);
Assert.AreEqual(2, runtime.CurrentActorUnitId);
Assert.False(runtime.ActedUnitIds.Contains(3));
}
[Test]
public void SameInputsAndRandom_4v4_ProduceSameRecords()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddAction(TestConfigs.AttackAction(202, -30, BattleStatType.None, 0));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 500, 8, 20, 201, 202));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3002, 500, 8, 20, 201, 202));
config.AddParty(TestConfigs.Party(4001, 3001, 3002));
List<RunPlayerState> players = new List<RunPlayerState>
{
TestBattle.Player(speed: 15, partyOrder: 1),
TestBattle.Player(speed: 10, partyOrder: 2, characterId: 1002)
};
TestRandomSource randomA = new TestRandomSource(0, 0, 0, 0, 0, 0, 0, 0);
TestRandomSource randomB = new TestRandomSource(0, 0, 0, 0, 0, 0, 0, 0);
BattleRuntime runtimeA = BattleRuntime.Create(TestBattle.Encounter(), players, config, randomA);
BattleRuntime runtimeB = BattleRuntime.Create(TestBattle.Encounter(), players, config, randomB);
CollectionAssert.AreEqual(CollectRecords(runtimeA), CollectRecords(runtimeB));
}
/// <summary>
/// 防御性敌人配置:500 HP 保证两轮内无人阵亡,用于纯顺序断言。
/// </summary>
private static TestConfigProvider BuildTankyConfig()
{
TestConfigProvider config = TestConfigProvider.Standard1v1();
config.AddEnemy(TestConfigs.EnemyWithSpeed(3001, 500, 8, 20, 201));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3002, 500, 8, 20, 201));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3003, 500, 8, 20, 201));
config.AddEnemy(TestConfigs.EnemyWithSpeed(3004, 500, 8, 20, 201));
config.AddParty(TestConfigs.Party(4001, 3001, 3002, 3003, 3004));
return config;
}
private static List<RunPlayerState> BuildFourPlayers(int speed)
{
return new List<RunPlayerState>
{
TestBattle.Player(speed: speed, partyOrder: 1, characterId: 1001),
TestBattle.Player(speed: speed, partyOrder: 2, characterId: 1002),
TestBattle.Player(speed: speed, partyOrder: 3, characterId: 1003),
TestBattle.Player(speed: speed, partyOrder: 4, characterId: 1004)
};
}
/// <summary>
/// 驱动当前一轮全部行动,返回行动者 ID 序列;战斗提前结束则立即返回。
/// </summary>
private static List<int> CollectActorsInRound(BattleRuntime runtime)
{
List<int> actors = new List<int>();
int startRound = runtime.RoundNumber;
while (runtime.Result == null && runtime.RoundNumber == startRound)
{
BattleUnit actor = runtime.CurrentActor;
actors.Add(actor.UnitId);
if (actor.Faction == BattleFaction.Player)
{
int targetUnitId = FirstActiveEnemy(runtime);
runtime.SubmitCommand(TestBattle.Attack(actor.UnitId, targetUnitId));
}
else
{
runtime.AdvanceEnemyTurn();
}
}
return actors;
}
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)
{
step = runtime.SubmitCommand(TestBattle.Attack(actor.UnitId, FirstActiveEnemy(runtime)));
}
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;
}
private static int FirstActiveEnemy(BattleRuntime runtime)
{
foreach (BattleUnit unit in runtime.Units)
{
if (unit.Faction == BattleFaction.Enemy && BattleRuntime.IsActive(unit))
{
return unit.UnitId;
}
}
return 0;
}
}
}