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Seek-Battle-Evacuate/Assets/GameMain/Scripts/Runtime/Battle/BattleSnapshot.cs
T

223 lines
6.6 KiB
C#

using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 单位剩余状态快照。
/// </summary>
public sealed class BattleStatusSnapshot
{
/// <summary>
/// 状态类型。
/// </summary>
public readonly BattleStatusType StatusType;
/// <summary>
/// 剩余持续次数(行动机会);重复施加取较大值,移除后为 0。
/// </summary>
public readonly int RemainingRounds;
public BattleStatusSnapshot(BattleStatusType statusType, int remainingRounds)
{
StatusType = statusType;
RemainingRounds = remainingRounds;
}
}
/// <summary>
/// 单个战斗单位的只读视图。
/// </summary>
public sealed class BattleUnitSnapshot
{
/// <summary>
/// 本场战斗单位的唯一运行时标识;重复配置的敌人拥有不同 ID。
/// </summary>
public readonly int BattleUnitId;
/// <summary>
/// 阵营。
/// </summary>
public readonly BattleFaction Faction;
/// <summary>
/// 配置标识:玩家为 CharacterId,敌人为 EnemyConfigId。
/// </summary>
public readonly int ConfigId;
/// <summary>
/// 同阵营同速度的最终并列规则顺序。
/// </summary>
public readonly int PartyOrder;
/// <summary>
/// 当前 HP。
/// </summary>
public readonly int CurrentHp;
/// <summary>
/// HP 上限。
/// </summary>
public readonly int MaxHp;
/// <summary>
/// 当前 MP。
/// </summary>
public readonly int CurrentMp;
/// <summary>
/// MP 上限。
/// </summary>
public readonly int MaxMp;
/// <summary>
/// 攻击。
/// </summary>
public readonly int Atk;
/// <summary>
/// 魔力。
/// </summary>
public readonly int Mat;
/// <summary>
/// 当前速度。
/// </summary>
public readonly int Speed;
/// <summary>
/// 是否阵亡。
/// </summary>
public readonly bool IsDefeated;
/// <summary>
/// 是否已逃跑。
/// </summary>
public readonly bool IsEscaped;
/// <summary>
/// 剩余状态列表。
/// </summary>
public readonly IReadOnlyList<BattleStatusSnapshot> Statuses;
/// <summary>
/// 可用行动配置 ID 列表。
/// </summary>
public readonly IReadOnlyList<int> AvailableActionIds;
public BattleUnitSnapshot(int battleUnitId, BattleFaction faction, int configId, int partyOrder,
int currentHp, int maxHp, int currentMp, int maxMp, int atk, int mat, int speed,
bool isDefeated, bool isEscaped, IReadOnlyList<BattleStatusSnapshot> statuses,
IReadOnlyList<int> availableActionIds)
{
BattleUnitId = battleUnitId;
Faction = faction;
ConfigId = configId;
PartyOrder = partyOrder;
CurrentHp = currentHp;
MaxHp = maxHp;
CurrentMp = currentMp;
MaxMp = maxMp;
Atk = atk;
Mat = mat;
Speed = speed;
IsDefeated = isDefeated;
IsEscaped = isEscaped;
Statuses = statuses != null ? Copy(statuses) : new BattleStatusSnapshot[0];
AvailableActionIds = availableActionIds != null ? Copy(availableActionIds) : new int[0];
}
private static BattleStatusSnapshot[] Copy(IReadOnlyList<BattleStatusSnapshot> source)
{
BattleStatusSnapshot[] copy = new BattleStatusSnapshot[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
private static int[] Copy(IReadOnlyList<int> source)
{
int[] copy = new int[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
/// <summary>
/// 只读战斗快照,是 UI 和敌人策略唯一允许读取的战斗状态。
/// 每次推进都创建逻辑上的只读快照,不把可修改的内部列表或战斗单位引用暴露给调用方。
/// </summary>
public sealed class BattleSnapshot
{
/// <summary>
/// 当前轮次,从 1 开始。
/// </summary>
public readonly int RoundNumber;
/// <summary>
/// 当前是否为先制战斗第一轮。
/// </summary>
public readonly bool IsPreemptiveRound;
/// <summary>
/// 当前行动者;战斗完成时为 0。
/// </summary>
public readonly int CurrentActorUnitId;
/// <summary>
/// 全部单位的只读视图,保持稳定显示顺序。
/// </summary>
public readonly IReadOnlyList<BattleUnitSnapshot> Units;
/// <summary>
/// 本轮从当前行动者开始的剩余运行时单位 ID;速度变化后重建。
/// </summary>
public readonly IReadOnlyList<int> RemainingTurnOrder;
/// <summary>
/// 流程状态。
/// </summary>
public readonly BattleFlowState FlowState;
public BattleSnapshot(int roundNumber, bool isPreemptiveRound, int currentActorUnitId,
IReadOnlyList<BattleUnitSnapshot> units, IReadOnlyList<int> remainingTurnOrder,
BattleFlowState flowState)
{
RoundNumber = roundNumber;
IsPreemptiveRound = isPreemptiveRound;
CurrentActorUnitId = currentActorUnitId;
Units = units != null ? Copy(units) : new BattleUnitSnapshot[0];
RemainingTurnOrder = remainingTurnOrder != null ? Copy(remainingTurnOrder) : new int[0];
FlowState = flowState;
}
private static BattleUnitSnapshot[] Copy(IReadOnlyList<BattleUnitSnapshot> source)
{
BattleUnitSnapshot[] copy = new BattleUnitSnapshot[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
private static int[] Copy(IReadOnlyList<int> source)
{
int[] copy = new int[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}