- 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
566 lines
19 KiB
C#
566 lines
19 KiB
C#
using System.Collections.Generic;
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using SepCore.CustomComponent;
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using SepCore.Definition;
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namespace SepCore.Battle
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{
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/// <summary>
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/// 当前战斗的事实唯一来源,仅战斗期间存在。
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/// 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;
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/// 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。
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/// M1 只支持 1 名玩家与 1 名敌人的普通攻击闭环。
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/// </summary>
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internal sealed class BattleRuntime
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{
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/// <summary>
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/// 触发本场战斗的遭遇 ID,用于结果回写关联地图敌人。
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/// </summary>
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public readonly int EncounterId;
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/// <summary>
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/// 本场全部单位,创建顺序即稳定显示顺序(玩家在前)。
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/// </summary>
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public readonly BattleUnit[] Units;
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/// <summary>
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/// 是否为本场先制战斗(只影响第一轮;M1 未启用)。
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/// </summary>
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public readonly bool IsPreemptive;
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/// <summary>
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/// 当前轮次,从 1 开始。
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/// </summary>
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public int RoundNumber = 1;
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/// <summary>
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/// 当前行动者;无行动者或战斗完成时为 0。
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/// </summary>
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public int CurrentActorUnitId;
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/// <summary>
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/// 本轮已获得行动机会的单位 ID。
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/// </summary>
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public readonly HashSet<int> ActedUnitIds = new HashSet<int>();
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/// <summary>
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/// 本次推进产生的待展示行动记录,推进结束时被 BattleStep 取走。
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/// </summary>
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public readonly List<BattleEvent> PendingEvents = new List<BattleEvent>();
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/// <summary>
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/// 战斗结束后的结果;非 null 即表示战斗已完成。
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/// </summary>
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public BattleResult Result;
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private readonly IRunRandomSource _random;
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private readonly IBattleConfigProvider _config;
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/// <summary>
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/// 是否已完成。
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/// </summary>
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public bool IsCompleted => Result != null;
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/// <summary>
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/// 当前行动者单位;无行动者时返回 null。
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/// </summary>
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public BattleUnit CurrentActor => GetUnit(CurrentActorUnitId);
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private BattleRuntime(int encounterId, BattleUnit[] units, bool isPreemptive,
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IRunRandomSource random, IBattleConfigProvider config)
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{
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EncounterId = encounterId;
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Units = units;
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IsPreemptive = isPreemptive;
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_random = random;
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_config = config;
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}
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/// <summary>
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/// 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。
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/// 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。
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/// </summary>
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public static BattleRuntime Create(BattleEncounter encounter, IReadOnlyList<RunPlayerState> players,
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IBattleConfigProvider config, IRunRandomSource random)
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{
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if (encounter == null || players == null || players.Count == 0 || config == null || random == null)
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{
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return null;
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}
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EnemyPartyConfig party = config.GetEnemyParty(encounter.EnemyPartyConfigId);
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if (party == null || party.EnemyIds == null || party.EnemyIds.Count == 0)
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{
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return null;
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}
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List<BattleUnit> units = new List<BattleUnit>(players.Count + party.EnemyIds.Count);
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int nextId = 1;
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foreach (RunPlayerState state in players)
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{
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if (state == null)
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{
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return null;
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}
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BattleUnit unit = new BattleUnit(nextId++, BattleFaction.Player, state.CharacterId, state.PartyOrder,
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state.CurrentHp, state.MaxHp, state.CurrentMp, state.MaxMp,
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state.Atk, state.Mat, state.Speed);
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if (state.AttackActionId != 0)
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{
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unit.ActionIds.Add(state.AttackActionId);
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}
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if (state.SkillActionId != 0)
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{
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unit.ActionIds.Add(state.SkillActionId);
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}
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units.Add(unit);
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}
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int enemyOrder = 1;
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foreach (int enemyId in party.EnemyIds)
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{
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EnemyConfig enemy = config.GetEnemy(enemyId);
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if (enemy == null)
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{
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return null;
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}
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BattleUnit unit = new BattleUnit(nextId++, BattleFaction.Enemy, enemy.Id, enemyOrder++,
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enemy.MaxHp, enemy.MaxHp, enemy.MaxMp, enemy.MaxMp, enemy.Atk, enemy.Mat, enemy.Speed);
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if (enemy.ActionIds != null)
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{
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unit.ActionIds.AddRange(enemy.ActionIds);
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}
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units.Add(unit);
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}
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BattleRuntime runtime = new BattleRuntime(encounter.EncounterId, units.ToArray(),
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encounter.IsPreemptive, random, config);
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runtime.SelectNextActor();
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return runtime;
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}
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/// <summary>
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/// 按运行时 ID 获取单位;不存在时返回 null。
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/// </summary>
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public BattleUnit GetUnit(int unitId)
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{
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foreach (BattleUnit unit in Units)
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{
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if (unit.UnitId == unitId)
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{
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return unit;
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}
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}
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return null;
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}
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/// <summary>
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/// 单位是否仍在战斗中(未阵亡且未逃跑)。
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/// </summary>
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public static bool IsActive(BattleUnit unit)
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{
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return unit != null && !unit.IsDefeated && !unit.IsEscaped;
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}
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/// <summary>
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/// 校验并执行当前玩家指令(单次行动)。
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/// 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,
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/// 不自动推进敌人回合——间歇节奏由组件在外部编排。
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/// </summary>
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public BattleStep SubmitCommand(BattleCommand command)
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{
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if (!ValidatePlayerCommand(command))
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{
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return new BattleStep(new BattleEvent[0], BuildViewState(), null);
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}
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PendingEvents.Clear();
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BattleUnit actor = GetUnit(command.ActorUnitId);
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ExecuteAction(actor, command.CommandType, command.ActionConfigId, command.TargetUnitIds);
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MarkActed(command.ActorUnitId);
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CheckBattleEnd();
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if (!IsCompleted)
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{
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SelectNextActor();
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}
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return new BattleStep(DrainEvents(), BuildViewState(), Result);
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}
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/// <summary>
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/// 推进当前敌人行动者的自动回合(单次行动)。
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/// 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;
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/// 与玩家指令共用同一执行管线并产生同一组 BattleEvent。
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/// </summary>
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public BattleStep AdvanceEnemyTurn()
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{
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BattleUnit actor = CurrentActor;
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if (actor == null || actor.Faction != BattleFaction.Enemy || IsCompleted)
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{
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return new BattleStep(new BattleEvent[0], BuildViewState(), null);
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}
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PendingEvents.Clear();
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ExecuteEnemyTurn(actor);
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MarkActed(actor.UnitId);
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CheckBattleEnd();
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if (!IsCompleted)
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{
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SelectNextActor();
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}
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return new BattleStep(DrainEvents(), BuildViewState(), Result);
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}
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/// <summary>
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/// 构建当前只读视图。
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/// </summary>
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public BattleViewState BuildViewState()
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{
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List<BattleUnitView> unitViews = new List<BattleUnitView>(Units.Length);
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foreach (BattleUnit unit in Units)
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{
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List<BattleStatusView> statusViews = new List<BattleStatusView>(unit.Statuses.Count);
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foreach (BattleStatus status in unit.Statuses)
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{
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statusViews.Add(new BattleStatusView(status.Type, status.RemainingRounds));
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}
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unitViews.Add(new BattleUnitView(unit.UnitId, unit.Faction, unit.ConfigId, unit.PartyOrder,
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unit.CurrentHp, unit.MaxHp, unit.CurrentMp, unit.MaxMp, unit.Speed,
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unit.IsDefeated, unit.IsEscaped, statusViews));
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}
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List<int> remainingOrder = new List<int>();
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if (!IsCompleted)
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{
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foreach (BattleUnit unit in Units)
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{
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if (IsActive(unit) && !ActedUnitIds.Contains(unit.UnitId))
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{
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remainingOrder.Add(unit.UnitId);
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}
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}
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}
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List<int> availableActions = new List<int>();
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BattleUnit actor = CurrentActor;
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if (actor != null && actor.Faction == BattleFaction.Player)
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{
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availableActions.AddRange(actor.ActionIds);
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}
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return new BattleViewState(RoundNumber, CurrentActorUnitId, unitViews, remainingOrder, availableActions);
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}
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private bool ValidatePlayerCommand(BattleCommand command)
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{
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if (command == null || IsCompleted)
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{
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return false;
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}
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if (command.ActorUnitId != CurrentActorUnitId)
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{
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return false;
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}
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BattleUnit actor = GetUnit(command.ActorUnitId);
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if (actor == null || actor.Faction != BattleFaction.Player)
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{
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return false;
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}
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if (command.CommandType != BattleActionType.Attack)
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{
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return false;
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}
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BattleActionConfig action = _config.GetAction(command.ActionConfigId);
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if (action == null || action.ActionType != BattleActionType.Attack)
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{
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return false;
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}
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if (actor.CurrentMp < action.MpCost)
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{
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return false;
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}
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return TryResolvePlayerTargets(command, actor, action);
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}
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private bool TryResolvePlayerTargets(BattleCommand command, BattleUnit actor, BattleActionConfig action)
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{
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if (action.TargetType != BattleTargetType.SingleEnemy)
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{
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return false;
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}
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if (command.TargetUnitIds == null || command.TargetUnitIds.Count != 1)
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{
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return false;
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}
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BattleUnit target = GetUnit(command.TargetUnitIds[0]);
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return target != null && target.Faction != actor.Faction && IsActive(target);
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}
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private void ExecuteAction(BattleUnit actor, BattleActionType commandType, int actionConfigId,
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IReadOnlyList<int> targetUnitIds)
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{
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BattleActionConfig action = _config.GetAction(actionConfigId);
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if (action == null)
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{
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return;
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}
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if (action.MpCost > 0 && actor.CurrentMp >= action.MpCost)
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{
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actor.CurrentMp -= action.MpCost;
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}
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foreach (int targetUnitId in targetUnitIds)
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{
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BattleUnit target = GetUnit(targetUnitId);
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if (target == null)
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{
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continue;
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}
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foreach (BattleEffect effect in action.Effects)
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{
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ApplyEffect(actor, target, commandType, actionConfigId, effect);
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}
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}
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}
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private void ApplyEffect(BattleUnit actor, BattleUnit target, BattleActionType commandType,
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int actionConfigId, BattleEffect effect)
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{
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int sourceValue = GetStatValue(actor, effect.SourceStat);
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int change = effect.FlatValue + sourceValue * effect.SourceScalePermille / 1000;
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int beforeHp = target.CurrentHp;
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int beforeMp = target.CurrentMp;
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switch (effect.TargetStat)
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{
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case BattleStatType.HP:
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target.CurrentHp = Clamp(target.CurrentHp + change, 0, target.MaxHp);
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if (target.CurrentHp <= 0)
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{
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target.CurrentHp = 0;
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target.IsDefeated = true;
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}
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break;
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case BattleStatType.MP:
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target.CurrentMp = Clamp(target.CurrentMp + change, 0, target.MaxMp);
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break;
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default:
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// M1 不处理速度/上限等目标属性修改与状态施加
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break;
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}
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PendingEvents.Add(new BattleEvent(actor.UnitId, commandType, actionConfigId, target.UnitId,
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beforeHp, target.CurrentHp, beforeMp, target.CurrentMp,
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BattleStatusType.None, 0));
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}
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private static int GetStatValue(BattleUnit unit, BattleStatType stat)
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{
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switch (stat)
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{
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case BattleStatType.HP:
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return unit.CurrentHp;
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case BattleStatType.MP:
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return unit.CurrentMp;
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case BattleStatType.MaxHP:
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return unit.MaxHp;
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case BattleStatType.MaxMP:
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return unit.MaxMp;
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case BattleStatType.ATK:
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return unit.Atk;
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case BattleStatType.MAT:
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return unit.Mat;
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case BattleStatType.Speed:
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return unit.Speed;
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default:
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return 0;
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}
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}
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private static int Clamp(int value, int min, int max)
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{
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return value < min ? min : (value > max ? max : value);
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}
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private void MarkActed(int unitId)
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{
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ActedUnitIds.Add(unitId);
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}
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/// <summary>
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/// 选择本轮下一个未行动的活跃单位;全部行动过则进入下一轮。
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/// M1 按单位创建顺序(玩家在前)轮流,每轮每个单位最多行动一次;
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/// M2 起由完整调度规则(速度、阵营、队伍顺序、先制)替换。
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/// </summary>
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private void SelectNextActor()
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{
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if (IsCompleted)
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{
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CurrentActorUnitId = 0;
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return;
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}
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BattleUnit next = FindNextActor();
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if (next == null)
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{
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RoundNumber++;
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ActedUnitIds.Clear();
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next = FindNextActor();
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}
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CurrentActorUnitId = next != null ? next.UnitId : 0;
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}
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private BattleUnit FindNextActor()
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{
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foreach (BattleUnit unit in Units)
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{
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if (IsActive(unit) && !ActedUnitIds.Contains(unit.UnitId))
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{
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return unit;
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}
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}
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return null;
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}
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/// <summary>
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/// 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;
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/// 没有可执行行动或合法目标时跳过本次机会。
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/// </summary>
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private void ExecuteEnemyTurn(BattleUnit enemy)
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{
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List<int> usableActions = new List<int>();
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foreach (int actionId in enemy.ActionIds)
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{
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BattleActionConfig action = _config.GetAction(actionId);
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if (action != null && enemy.CurrentMp >= action.MpCost)
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{
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usableActions.Add(actionId);
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}
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}
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if (usableActions.Count == 0)
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{
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return;
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}
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int chosenActionId = PickOne(usableActions);
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BattleActionConfig chosen = _config.GetAction(chosenActionId);
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List<int> targets = new List<int>();
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foreach (BattleUnit unit in Units)
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{
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if (unit.Faction != enemy.Faction && IsActive(unit))
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{
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targets.Add(unit.UnitId);
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}
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}
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if (targets.Count == 0)
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{
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return;
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}
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int targetUnitId = PickOne(targets);
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ExecuteAction(enemy, chosen.ActionType, chosenActionId, new[] { targetUnitId });
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}
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/// <summary>
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/// 等概率选一;只有一项时直接返回,不消费随机数。
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/// </summary>
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private int PickOne(IReadOnlyList<int> candidates)
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{
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if (candidates.Count == 1)
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{
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return candidates[0];
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}
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return candidates[_random.NextInt(0, candidates.Count)];
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}
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private void CheckBattleEnd()
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{
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if (Result != null)
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{
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return;
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}
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bool allEnemiesDefeated = true;
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bool allPlayersDefeated = true;
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foreach (BattleUnit unit in Units)
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{
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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;
|
|
}
|
|
}
|
|
}
|