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。
This commit is contained in:
2026-03-07 21:52:39 +08:00
parent 5afcaafff7
commit 2b86582ff7
5 changed files with 167 additions and 0 deletions
@@ -127,5 +127,75 @@ namespace GeometryTD.Tests.Editor
Assert.That(eventArgs.Succeeded, Is.False);
Assert.That(eventArgs.InventorySnapshotAfterNode, Is.Null);
}
[Test]
public void FixedRunNodeSequenceBuilder_Builds_Plain_Ten_Node_Sequence()
{
IReadOnlyList<RunNodeSeed> nodeSeeds = FixedRunNodeSequenceBuilder.Build(LevelThemeType.Plain);
Assert.That(nodeSeeds, Is.Not.Null);
Assert.That(nodeSeeds.Count, Is.EqualTo(10));
Assert.That(nodeSeeds[0].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[1].NodeType, Is.EqualTo(RunNodeType.Event));
Assert.That(nodeSeeds[2].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[3].NodeType, Is.EqualTo(RunNodeType.Shop));
Assert.That(nodeSeeds[4].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[5].NodeType, Is.EqualTo(RunNodeType.Event));
Assert.That(nodeSeeds[6].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[7].NodeType, Is.EqualTo(RunNodeType.Shop));
Assert.That(nodeSeeds[8].NodeType, Is.EqualTo(RunNodeType.Event));
Assert.That(nodeSeeds[9].NodeType, Is.EqualTo(RunNodeType.BossCombat));
Assert.That(nodeSeeds[0].LinkedLevelId, Is.EqualTo(1));
Assert.That(nodeSeeds[2].LinkedLevelId, Is.EqualTo(2));
Assert.That(nodeSeeds[4].LinkedLevelId, Is.EqualTo(3));
Assert.That(nodeSeeds[6].LinkedLevelId, Is.EqualTo(1));
Assert.That(nodeSeeds[9].LinkedLevelId, Is.EqualTo(4));
Assert.That(nodeSeeds[1].LinkedLevelId, Is.EqualTo(0));
Assert.That(nodeSeeds[3].LinkedLevelId, Is.EqualTo(0));
}
[Test]
public void FixedRunNodeSequenceBuilder_Returns_Empty_For_Unsupported_Theme()
{
IReadOnlyList<RunNodeSeed> nodeSeeds = FixedRunNodeSequenceBuilder.Build(LevelThemeType.Volcano);
Assert.That(nodeSeeds, Is.Not.Null);
Assert.That(nodeSeeds.Count, Is.EqualTo(0));
}
[Test]
public void CreateFixedRun_Creates_Ten_Node_Run_And_Completes_After_Ten_Advances()
{
RunState runState = RunStateFactory.CreateFixedRun(
LevelThemeType.Plain,
new BackpackInventoryData { Gold = 100 },
"fixed-run");
Assert.That(runState.RunId, Is.EqualTo("fixed-run"));
Assert.That(runState.NodeCount, Is.EqualTo(10));
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
Assert.That(runState.CurrentNode.NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Available));
Assert.That(runState.Nodes[9].Status, Is.EqualTo(RunNodeStatus.Locked));
Assert.That(runState.GetNodeBySequenceIndex(9), Is.Not.Null);
Assert.That(RunState.IsBossNode(runState.GetNodeBySequenceIndex(9)), Is.True);
for (int i = 0; i < runState.NodeCount; i++)
{
bool advanced = RunStateAdvanceService.TryCompleteCurrentNode(
runState,
true,
new BackpackInventoryData { Gold = 100 + i });
Assert.That(advanced, Is.True);
}
Assert.That(runState.IsCompleted, Is.True);
Assert.That(runState.CompletedNodeCount, Is.EqualTo(10));
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(10));
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(109));
}
}
}