固定 10 节点大关的生成层,但还没有接入主流程
- 新增了 FixedRunNodeSequenceBuilder.cs,现在 Plain 主题会固定生成 1战 2事 3战 4店 5战 6事 7战 8店 9事 10Boss。普通战斗节点的 LinkedLevelId 固定映射为 1 -> 2 -> 3 -> 1,第 10 个 Boss 节点固定绑定 Level 4。 - RunStateFactory.cs 增加了 CreateFixedRun(...),可以直接创建带 10 节点固定序列的 RunState。RunModel.cs 也补了几个只读查询:NodeCount、GetNodeBySequenceIndex(...)、IsBossNode(...),方便后面接真实流程。
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using System.Collections.Generic;
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using GeometryTD.Definition;
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namespace GeometryTD.Procedure
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{
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public static class FixedRunNodeSequenceBuilder
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{
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private const int FixedNodeCount = 10;
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private static readonly int[] PlainCombatLevelCycle = { 1, 2, 3, 1 };
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public static IReadOnlyList<RunNodeSeed> Build(LevelThemeType themeType)
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{
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if (themeType != LevelThemeType.Plain)
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{
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return new List<RunNodeSeed>();
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}
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List<RunNodeSeed> nodeSeeds = new List<RunNodeSeed>(FixedNodeCount)
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{
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CreateNodeSeed(1, 0, RunNodeType.Combat, themeType, PlainCombatLevelCycle[0]),
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CreateNodeSeed(2, 1, RunNodeType.Event, themeType, 0),
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CreateNodeSeed(3, 2, RunNodeType.Combat, themeType, PlainCombatLevelCycle[1]),
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CreateNodeSeed(4, 3, RunNodeType.Shop, themeType, 0),
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CreateNodeSeed(5, 4, RunNodeType.Combat, themeType, PlainCombatLevelCycle[2]),
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CreateNodeSeed(6, 5, RunNodeType.Event, themeType, 0),
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CreateNodeSeed(7, 6, RunNodeType.Combat, themeType, PlainCombatLevelCycle[3]),
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CreateNodeSeed(8, 7, RunNodeType.Shop, themeType, 0),
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CreateNodeSeed(9, 8, RunNodeType.Event, themeType, 0),
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CreateNodeSeed(10, 9, RunNodeType.BossCombat, themeType, 4)
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};
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return nodeSeeds;
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}
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private static RunNodeSeed CreateNodeSeed(
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int nodeId,
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int sequenceIndex,
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RunNodeType nodeType,
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LevelThemeType themeType,
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int linkedLevelId)
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{
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return new RunNodeSeed
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{
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NodeId = nodeId,
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SequenceIndex = sequenceIndex,
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NodeType = nodeType,
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ThemeType = themeType,
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LinkedLevelId = linkedLevelId
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};
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -88,6 +88,8 @@ namespace GeometryTD.Procedure
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public IReadOnlyList<RunNodeState> Nodes => _nodes;
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public int NodeCount => _nodes.Count;
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public RunNodeState CurrentNode
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{
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get
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@@ -103,6 +105,29 @@ namespace GeometryTD.Procedure
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public bool CanEnterCurrentNode => !IsCompleted && CurrentNode != null && CurrentNode.Status == RunNodeStatus.Available;
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public RunNodeState GetNodeBySequenceIndex(int sequenceIndex)
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{
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if (sequenceIndex < 0)
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{
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return null;
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}
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foreach (RunNodeState nodeState in _nodes)
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{
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if (nodeState.SequenceIndex == sequenceIndex)
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{
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return nodeState;
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}
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}
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return null;
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}
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public static bool IsBossNode(RunNodeState nodeState)
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{
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return nodeState != null && nodeState.NodeType == RunNodeType.BossCombat;
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}
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public int CompletedNodeCount
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{
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get
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@@ -5,6 +5,15 @@ namespace GeometryTD.Procedure
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{
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public static class RunStateFactory
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{
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public static RunState CreateFixedRun(
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LevelThemeType themeType,
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BackpackInventoryData initialInventorySnapshot,
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string runId = null)
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{
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IReadOnlyList<RunNodeSeed> fixedNodeSeeds = FixedRunNodeSequenceBuilder.Build(themeType);
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return Create(themeType, initialInventorySnapshot, fixedNodeSeeds, runId);
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}
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public static RunState Create(
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LevelThemeType themeType,
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BackpackInventoryData initialInventorySnapshot,
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