补全 S1 测试
- 调整 CombatNode 正常结束与异常的变量语义,现在是 DidCombatWin 与 Exception - 补充测试样例 - 完成 S1 目标
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@@ -18,19 +18,26 @@ namespace GeometryTD.Procedure
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public enum ProcedureMainRunAdvanceResult
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{
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NoChange = 0,
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NodeFailed = 1,
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NodeException = 1,
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AdvancedToNextNode = 2,
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RunCompleted = 3
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}
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public enum ProcedureMainRunCompletionResult
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{
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NoChange = 0,
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ShowCompletionDialog = 1,
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ReturnToMenu = 2
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}
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public static class ProcedureMainRunFlowService
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{
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public static ProcedureMainRunAdvanceResult TryAdvanceRun(
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RunState runState,
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bool succeeded,
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RunNodeCompletionStatus completionStatus,
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BackpackInventoryData snapshot)
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{
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if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, succeeded, snapshot))
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if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, completionStatus, snapshot))
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{
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return ProcedureMainRunAdvanceResult.NoChange;
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}
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@@ -40,9 +47,31 @@ namespace GeometryTD.Procedure
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return ProcedureMainRunAdvanceResult.RunCompleted;
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}
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return succeeded
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? ProcedureMainRunAdvanceResult.AdvancedToNextNode
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: ProcedureMainRunAdvanceResult.NodeFailed;
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return completionStatus == RunNodeCompletionStatus.Exception
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? ProcedureMainRunAdvanceResult.NodeException
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: ProcedureMainRunAdvanceResult.AdvancedToNextNode;
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}
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}
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public static class ProcedureMainRunCompletionService
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{
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public static ProcedureMainRunCompletionResult TryEnterCompletedPendingFinish(bool isCompletionDialogShown)
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{
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return isCompletionDialogShown
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? ProcedureMainRunCompletionResult.NoChange
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: ProcedureMainRunCompletionResult.ShowCompletionDialog;
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}
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public static ProcedureMainRunCompletionResult TryConfirmReturnToMenu(
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ProcedureMainFlowPhase flowPhase,
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bool isReturnToMenuPending)
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{
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if (flowPhase != ProcedureMainFlowPhase.RunCompletedPendingFinish || isReturnToMenuPending)
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{
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return ProcedureMainRunCompletionResult.NoChange;
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}
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return ProcedureMainRunCompletionResult.ReturnToMenu;
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}
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}
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@@ -54,6 +83,8 @@ namespace GeometryTD.Procedure
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private NodeMapFormUseCase _nodeMapFormUseCase;
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private RunState _currentRunState;
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private ProcedureMainFlowPhase _flowPhase = ProcedureMainFlowPhase.Hub;
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private bool _isRunCompleteDialogShown;
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private bool _isReturnToMenuPending;
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#region FSM
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@@ -61,7 +92,6 @@ namespace GeometryTD.Procedure
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{
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base.OnEnter(procedureOwner);
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GameEntry.Event.Subscribe(CombatFailureReturnEventArgs.EventId, OnCombatFailureReturn);
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GameEntry.Event.Subscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
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GameEntry.Event.Subscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
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GameEntry.Event.Subscribe(NodeMapNodeEnterRequestedEventArgs.EventId, OnNodeMapNodeEnterRequested);
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@@ -83,6 +113,8 @@ namespace GeometryTD.Procedure
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_nodeMapFormUseCase = new NodeMapFormUseCase();
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_nodeMapFormUseCase.SetRunState(_currentRunState);
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GameEntry.UIRouter.BindUIUseCase(UIFormType.NodeMapForm, _nodeMapFormUseCase);
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_isRunCompleteDialogShown = false;
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_isReturnToMenuPending = false;
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EnterHubFlow();
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}
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@@ -92,6 +124,14 @@ namespace GeometryTD.Procedure
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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if (_isReturnToMenuPending)
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{
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_isReturnToMenuPending = false;
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procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneType.Menu);
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ChangeState<ProcedureChangeScene>(procedureOwner);
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return;
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}
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GameEntry.CombatNode.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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@@ -99,16 +139,18 @@ namespace GeometryTD.Procedure
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{
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GameEntry.CombatNode.OnShutdown();
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GameEntry.Event.Unsubscribe(NodeMapNodeEnterRequestedEventArgs.EventId, OnNodeMapNodeEnterRequested);
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GameEntry.Event.Unsubscribe(CombatFailureReturnEventArgs.EventId, OnCombatFailureReturn);
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GameEntry.Event.Unsubscribe(NodeEnterEventArgs.EventId, OnNodeEnter);
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GameEntry.Event.Unsubscribe(NodeCompleteEventArgs.EventId, OnNodeComplete);
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GameEntry.UIRouter.CloseUI(UIFormType.RepoForm);
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GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
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GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
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GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
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_repoFormUseCase = null;
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_nodeMapFormUseCase = null;
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_currentRunState = null;
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_flowPhase = ProcedureMainFlowPhase.Hub;
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_isRunCompleteDialogShown = false;
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_isReturnToMenuPending = false;
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base.OnLeave(procedureOwner, isShutdown);
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}
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@@ -178,26 +220,23 @@ namespace GeometryTD.Procedure
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return;
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}
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Log.Info(
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"ProcedureMain.OnNodeComplete() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, CompletionStatus={4}, CombatWon={5}.",
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string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,
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args.NodeId,
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args.NodeType,
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args.SequenceIndex,
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args.CompletionStatus,
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args.CombatWon);
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BackpackInventoryData snapshot = args.InventorySnapshotAfterNode;
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if (snapshot == null && GameEntry.PlayerInventory != null)
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{
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snapshot = GameEntry.PlayerInventory.GetInventorySnapshot();
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}
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HandleRunAdvanceResult(ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.Succeeded, snapshot));
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}
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private void OnCombatFailureReturn(object sender, GameEventArgs e)
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{
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if (!(e is CombatFailureReturnEventArgs))
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{
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return;
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}
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BackpackInventoryData snapshot = GameEntry.PlayerInventory != null
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? GameEntry.PlayerInventory.GetInventorySnapshot()
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: null;
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HandleRunAdvanceResult(ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, false, snapshot));
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HandleRunAdvanceResult(
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ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.CompletionStatus, snapshot));
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}
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private void OnNodeMapNodeEnterRequested(object sender, GameEventArgs e)
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@@ -275,9 +314,9 @@ namespace GeometryTD.Procedure
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{
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case ProcedureMainRunAdvanceResult.NoChange:
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return;
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case ProcedureMainRunAdvanceResult.NodeFailed:
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case ProcedureMainRunAdvanceResult.NodeException:
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Log.Info(
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"ProcedureMain current node failed. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
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"ProcedureMain current node entered exception state. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
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_currentRunState?.RunId,
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_currentRunState?.CurrentNode?.NodeId ?? 0,
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_currentRunState?.CurrentNode?.NodeType ?? RunNodeType.None,
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@@ -322,6 +361,14 @@ namespace GeometryTD.Procedure
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_nodeMapFormUseCase?.SetRunState(_currentRunState);
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CloseHubUI();
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Log.Info("ProcedureMain run completed. RunId={0}", _currentRunState?.RunId);
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ProcedureMainRunCompletionResult result =
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ProcedureMainRunCompletionService.TryEnterCompletedPendingFinish(_isRunCompleteDialogShown);
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if (result == ProcedureMainRunCompletionResult.ShowCompletionDialog)
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{
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_isRunCompleteDialogShown = true;
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OpenRunCompleteDialog();
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}
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}
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private void CloseHubUI()
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@@ -345,5 +392,37 @@ namespace GeometryTD.Procedure
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nextNode.SequenceIndex,
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nextNode.LinkedLevelId);
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}
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private void OpenRunCompleteDialog()
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{
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GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
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{
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Mode = 1,
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Title = "Run Complete",
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Message = "Boss node completed. This run is finished and will return to the main menu.",
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PauseGame = false,
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ConfirmText = "Return to Menu",
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OnClickConfirm = OnRunCompleteDialogConfirmed
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});
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}
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private void OnRunCompleteDialogConfirmed(object userData)
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{
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_ = userData;
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ProcedureMainRunCompletionResult result = ProcedureMainRunCompletionService.TryConfirmReturnToMenu(
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_flowPhase,
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_isReturnToMenuPending);
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if (result != ProcedureMainRunCompletionResult.ReturnToMenu)
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{
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Log.Warning(
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"ProcedureMain ignored run completion confirm. FlowPhase={0}, ReturnPending={1}.",
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_flowPhase,
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_isReturnToMenuPending);
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return;
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}
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_isReturnToMenuPending = true;
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}
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}
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}
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@@ -19,10 +19,17 @@ namespace GeometryTD.Procedure
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Locked = 0,
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Available = 1,
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Completed = 2,
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Failed = 3,
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Exception = 3,
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Skipped = 4
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}
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public enum RunNodeCompletionStatus
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{
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None = 0,
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Completed = 1,
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Exception = 2
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}
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[Serializable]
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public sealed class RunNodeSeed
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{
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@@ -6,7 +6,7 @@ namespace GeometryTD.Procedure
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{
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public static bool TryCompleteCurrentNode(
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RunState runState,
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bool succeeded,
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RunNodeCompletionStatus completionStatus,
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BackpackInventoryData inventorySnapshotAfterNode)
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{
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if (runState == null || runState.IsCompleted)
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@@ -22,12 +22,17 @@ namespace GeometryTD.Procedure
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runState.ReplaceInventorySnapshot(inventorySnapshotAfterNode);
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if (!succeeded)
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if (completionStatus == RunNodeCompletionStatus.Exception)
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{
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currentNode.Status = RunNodeStatus.Failed;
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currentNode.Status = RunNodeStatus.Exception;
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return true;
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}
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if (completionStatus != RunNodeCompletionStatus.Completed)
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{
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return false;
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}
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currentNode.Status = RunNodeStatus.Completed;
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int nextIndex = runState.CurrentNodeIndex + 1;
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