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:
SepComet 2026-03-07 21:52:39 +08:00
parent 5afcaafff7
commit 2b86582ff7
5 changed files with 167 additions and 0 deletions

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@ -0,0 +1,52 @@
using System.Collections.Generic;
using GeometryTD.Definition;
namespace GeometryTD.Procedure
{
public static class FixedRunNodeSequenceBuilder
{
private const int FixedNodeCount = 10;
private static readonly int[] PlainCombatLevelCycle = { 1, 2, 3, 1 };
public static IReadOnlyList<RunNodeSeed> Build(LevelThemeType themeType)
{
if (themeType != LevelThemeType.Plain)
{
return new List<RunNodeSeed>();
}
List<RunNodeSeed> nodeSeeds = new List<RunNodeSeed>(FixedNodeCount)
{
CreateNodeSeed(1, 0, RunNodeType.Combat, themeType, PlainCombatLevelCycle[0]),
CreateNodeSeed(2, 1, RunNodeType.Event, themeType, 0),
CreateNodeSeed(3, 2, RunNodeType.Combat, themeType, PlainCombatLevelCycle[1]),
CreateNodeSeed(4, 3, RunNodeType.Shop, themeType, 0),
CreateNodeSeed(5, 4, RunNodeType.Combat, themeType, PlainCombatLevelCycle[2]),
CreateNodeSeed(6, 5, RunNodeType.Event, themeType, 0),
CreateNodeSeed(7, 6, RunNodeType.Combat, themeType, PlainCombatLevelCycle[3]),
CreateNodeSeed(8, 7, RunNodeType.Shop, themeType, 0),
CreateNodeSeed(9, 8, RunNodeType.Event, themeType, 0),
CreateNodeSeed(10, 9, RunNodeType.BossCombat, themeType, 4)
};
return nodeSeeds;
}
private static RunNodeSeed CreateNodeSeed(
int nodeId,
int sequenceIndex,
RunNodeType nodeType,
LevelThemeType themeType,
int linkedLevelId)
{
return new RunNodeSeed
{
NodeId = nodeId,
SequenceIndex = sequenceIndex,
NodeType = nodeType,
ThemeType = themeType,
LinkedLevelId = linkedLevelId
};
}
}
}

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@ -88,6 +88,8 @@ namespace GeometryTD.Procedure
public IReadOnlyList<RunNodeState> Nodes => _nodes; public IReadOnlyList<RunNodeState> Nodes => _nodes;
public int NodeCount => _nodes.Count;
public RunNodeState CurrentNode public RunNodeState CurrentNode
{ {
get get
@ -103,6 +105,29 @@ namespace GeometryTD.Procedure
public bool CanEnterCurrentNode => !IsCompleted && CurrentNode != null && CurrentNode.Status == RunNodeStatus.Available; public bool CanEnterCurrentNode => !IsCompleted && CurrentNode != null && CurrentNode.Status == RunNodeStatus.Available;
public RunNodeState GetNodeBySequenceIndex(int sequenceIndex)
{
if (sequenceIndex < 0)
{
return null;
}
foreach (RunNodeState nodeState in _nodes)
{
if (nodeState.SequenceIndex == sequenceIndex)
{
return nodeState;
}
}
return null;
}
public static bool IsBossNode(RunNodeState nodeState)
{
return nodeState != null && nodeState.NodeType == RunNodeType.BossCombat;
}
public int CompletedNodeCount public int CompletedNodeCount
{ {
get get

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@ -5,6 +5,15 @@ namespace GeometryTD.Procedure
{ {
public static class RunStateFactory public static class RunStateFactory
{ {
public static RunState CreateFixedRun(
LevelThemeType themeType,
BackpackInventoryData initialInventorySnapshot,
string runId = null)
{
IReadOnlyList<RunNodeSeed> fixedNodeSeeds = FixedRunNodeSequenceBuilder.Build(themeType);
return Create(themeType, initialInventorySnapshot, fixedNodeSeeds, runId);
}
public static RunState Create( public static RunState Create(
LevelThemeType themeType, LevelThemeType themeType,
BackpackInventoryData initialInventorySnapshot, BackpackInventoryData initialInventorySnapshot,

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@ -127,5 +127,75 @@ namespace GeometryTD.Tests.Editor
Assert.That(eventArgs.Succeeded, Is.False); Assert.That(eventArgs.Succeeded, Is.False);
Assert.That(eventArgs.InventorySnapshotAfterNode, Is.Null); 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));
}
} }
} }