S3-01 + S3-02

This commit is contained in:
SepComet 2026-03-09 17:50:49 +08:00
parent 793a87c171
commit 88641f17b0
19 changed files with 838 additions and 46 deletions

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@ -106,7 +106,7 @@ namespace GeometryTD.CustomComponent
_commandModel.AddGold(gainGold); _commandModel.AddGold(gainGold);
} }
public bool TryAddParticipantTower(long towerInstanceId, int maxCount = 4) public ParticipantTowerAssignResult TryAddParticipantTower(long towerInstanceId, int maxCount = 4)
{ {
EnsureInitialized(); EnsureInitialized();
return _towerRosterService.TryAddParticipantTower(towerInstanceId, maxCount); return _towerRosterService.TryAddParticipantTower(towerInstanceId, maxCount);

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@ -16,7 +16,7 @@ namespace GeometryTD.CustomComponent
_maxParticipantTowerCount = Mathf.Max(1, maxParticipantTowerCount); _maxParticipantTowerCount = Mathf.Max(1, maxParticipantTowerCount);
} }
public bool TryAddParticipantTower(long towerInstanceId, int maxCount) public ParticipantTowerAssignResult TryAddParticipantTower(long towerInstanceId, int maxCount)
{ {
int resolvedMaxCount = Mathf.Max(1, maxCount); int resolvedMaxCount = Mathf.Max(1, maxCount);
resolvedMaxCount = Mathf.Min(resolvedMaxCount, _maxParticipantTowerCount); resolvedMaxCount = Mathf.Min(resolvedMaxCount, _maxParticipantTowerCount);

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@ -0,0 +1,188 @@
using System.Collections.Generic;
namespace GeometryTD.Definition
{
public enum CombatParticipantTowerValidationFailureReason
{
None = 0,
TowerMissing = 1,
MissingMuzzleComponent = 2,
MissingBearingComponent = 3,
MissingBaseComponent = 4
}
public sealed class CombatParticipantTowerValidationResult
{
public long TowerInstanceId { get; set; }
public bool IsValid => FailureReason == CombatParticipantTowerValidationFailureReason.None;
public CombatParticipantTowerValidationFailureReason FailureReason { get; set; }
public TowerItemData Tower { get; set; }
}
public sealed class CombatParticipantTowerValidationSummary
{
public IReadOnlyList<TowerItemData> ValidTowers { get; set; } = System.Array.Empty<TowerItemData>();
public IReadOnlyList<CombatParticipantTowerValidationResult> InvalidResults { get; set; } =
System.Array.Empty<CombatParticipantTowerValidationResult>();
public bool HasAnyValidParticipantTower => ValidTowers != null && ValidTowers.Count > 0;
}
public static class CombatParticipantTowerValidationService
{
public static CombatParticipantTowerValidationResult ValidateTower(
BackpackInventoryData inventory,
long towerInstanceId)
{
if (!TryGetTowerById(inventory, towerInstanceId, out TowerItemData tower))
{
return new CombatParticipantTowerValidationResult
{
TowerInstanceId = towerInstanceId,
FailureReason = CombatParticipantTowerValidationFailureReason.TowerMissing
};
}
return ValidateTower(inventory, tower);
}
public static CombatParticipantTowerValidationResult ValidateTower(
BackpackInventoryData inventory,
TowerItemData tower)
{
if (tower == null || tower.InstanceId <= 0)
{
return new CombatParticipantTowerValidationResult
{
TowerInstanceId = tower != null ? tower.InstanceId : 0,
Tower = tower,
FailureReason = CombatParticipantTowerValidationFailureReason.TowerMissing
};
}
if (!HasComponent(inventory?.MuzzleComponents, tower.MuzzleComponentInstanceId))
{
return new CombatParticipantTowerValidationResult
{
TowerInstanceId = tower.InstanceId,
Tower = tower,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent
};
}
if (!HasComponent(inventory?.BearingComponents, tower.BearingComponentInstanceId))
{
return new CombatParticipantTowerValidationResult
{
TowerInstanceId = tower.InstanceId,
Tower = tower,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingBearingComponent
};
}
if (!HasComponent(inventory?.BaseComponents, tower.BaseComponentInstanceId))
{
return new CombatParticipantTowerValidationResult
{
TowerInstanceId = tower.InstanceId,
Tower = tower,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingBaseComponent
};
}
return new CombatParticipantTowerValidationResult
{
TowerInstanceId = tower.InstanceId,
Tower = tower,
FailureReason = CombatParticipantTowerValidationFailureReason.None
};
}
public static CombatParticipantTowerValidationSummary ValidateParticipantTowers(BackpackInventoryData inventory)
{
List<TowerItemData> validTowers = new List<TowerItemData>();
List<CombatParticipantTowerValidationResult> invalidResults =
new List<CombatParticipantTowerValidationResult>();
HashSet<long> processedTowerIds = new HashSet<long>();
if (inventory?.ParticipantTowerInstanceIds == null || inventory.ParticipantTowerInstanceIds.Count <= 0)
{
return new CombatParticipantTowerValidationSummary
{
ValidTowers = validTowers,
InvalidResults = invalidResults
};
}
for (int i = 0; i < inventory.ParticipantTowerInstanceIds.Count; i++)
{
long towerInstanceId = inventory.ParticipantTowerInstanceIds[i];
if (towerInstanceId <= 0 || !processedTowerIds.Add(towerInstanceId))
{
continue;
}
CombatParticipantTowerValidationResult result = ValidateTower(inventory, towerInstanceId);
if (result.IsValid)
{
validTowers.Add(result.Tower);
}
else
{
invalidResults.Add(result);
}
}
return new CombatParticipantTowerValidationSummary
{
ValidTowers = validTowers,
InvalidResults = invalidResults
};
}
private static bool TryGetTowerById(BackpackInventoryData inventory, long towerInstanceId, out TowerItemData tower)
{
tower = null;
if (inventory?.Towers == null || towerInstanceId <= 0)
{
return false;
}
for (int i = 0; i < inventory.Towers.Count; i++)
{
TowerItemData candidate = inventory.Towers[i];
if (candidate != null && candidate.InstanceId == towerInstanceId)
{
tower = candidate;
return true;
}
}
return false;
}
private static bool HasComponent<TComponent>(IReadOnlyList<TComponent> components, long componentInstanceId)
where TComponent : TowerCompItemData
{
if (components == null || componentInstanceId <= 0)
{
return false;
}
for (int i = 0; i < components.Count; i++)
{
TComponent component = components[i];
if (component != null && component.InstanceId == componentInstanceId)
{
return true;
}
}
return false;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,22 @@
namespace GeometryTD.Definition
{
public enum ParticipantTowerAssignFailureReason
{
None = 0,
TowerMissing = 1,
InvalidTower = 2,
AlreadyAssigned = 3,
ParticipantAreaFull = 4
}
public sealed class ParticipantTowerAssignResult
{
public long TowerInstanceId { get; set; }
public bool IsSuccess => FailureReason == ParticipantTowerAssignFailureReason.None;
public ParticipantTowerAssignFailureReason FailureReason { get; set; }
public CombatParticipantTowerValidationFailureReason ValidationFailureReason { get; set; }
}
}

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@ -75,6 +75,26 @@ namespace GeometryTD.Procedure
} }
} }
public static class ProcedureMainNodeEventGuardService
{
public static bool MatchesCurrentNode(
RunState runState,
int nodeId,
RunNodeType nodeType,
int sequenceIndex)
{
RunNodeState currentNode = runState?.CurrentNode;
if (currentNode == null)
{
return false;
}
return (nodeId <= 0 || nodeId == currentNode.NodeId) &&
(nodeType == RunNodeType.None || nodeType == currentNode.NodeType) &&
(sequenceIndex < 0 || sequenceIndex == currentNode.SequenceIndex);
}
}
public class ProcedureMain : ProcedureBase public class ProcedureMain : ProcedureBase
{ {
public override bool UseNativeDialog => false; public override bool UseNativeDialog => false;
@ -177,19 +197,21 @@ namespace GeometryTD.Procedure
} }
RunNodeState currentNode = _currentRunState?.CurrentNode; RunNodeState currentNode = _currentRunState?.CurrentNode;
if (currentNode != null && if (!ProcedureMainNodeEventGuardService.MatchesCurrentNode(
((args.NodeId > 0 && args.NodeId != currentNode.NodeId) || _currentRunState,
(args.NodeType != RunNodeType.None && args.NodeType != currentNode.NodeType) || args.NodeId,
(args.SequenceIndex >= 0 && args.SequenceIndex != currentNode.SequenceIndex))) args.NodeType,
args.SequenceIndex))
{ {
Log.Warning( Log.Warning(
"ProcedureMain.OnNodeEnter() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.", "ProcedureMain.OnNodeEnter() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
args.NodeId, args.NodeId,
args.NodeType, args.NodeType,
args.SequenceIndex, args.SequenceIndex,
currentNode.NodeId, currentNode?.NodeId ?? 0,
currentNode.NodeType, currentNode?.NodeType ?? RunNodeType.None,
currentNode.SequenceIndex); currentNode?.SequenceIndex ?? -1);
return;
} }
Log.Info( Log.Info(
@ -220,6 +242,24 @@ namespace GeometryTD.Procedure
return; return;
} }
RunNodeState currentNode = _currentRunState?.CurrentNode;
if (!ProcedureMainNodeEventGuardService.MatchesCurrentNode(
_currentRunState,
args.NodeId,
args.NodeType,
args.SequenceIndex))
{
Log.Warning(
"ProcedureMain.OnNodeComplete() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
args.NodeId,
args.NodeType,
args.SequenceIndex,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1);
return;
}
Log.Info( Log.Info(
"ProcedureMain.OnNodeComplete() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, CompletionStatus={4}, CombatWon={5}.", "ProcedureMain.OnNodeComplete() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, CompletionStatus={4}, CombatWon={5}.",
string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId, string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,

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@ -261,8 +261,18 @@ namespace GeometryTD.UI
return; return;
} }
if (!_useCase.TryAddParticipantTower(args.TowerItemId)) ParticipantTowerAssignResult result = _useCase.TryAddParticipantTower(args.TowerItemId);
if (result == null || !result.IsSuccess)
{ {
if (result != null)
{
Log.Warning(
"RepoFormController denied participant assignment. TowerId={0}, FailureReason={1}, ValidationFailureReason={2}.",
result.TowerInstanceId,
result.FailureReason,
result.ValidationFailureReason);
}
return; return;
} }

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@ -33,7 +33,7 @@ namespace GeometryTD.UI
out _); out _);
} }
public bool TryAddParticipantTower(long towerItemId) public ParticipantTowerAssignResult TryAddParticipantTower(long towerItemId)
{ {
if (GameEntry.PlayerInventory == null) if (GameEntry.PlayerInventory == null)
{ {

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@ -6,35 +6,75 @@ namespace GeometryTD.CustomUtility
{ {
public static class InventoryParticipantUtility public static class InventoryParticipantUtility
{ {
public static bool TryAddParticipantTower(BackpackInventoryData inventory, long towerInstanceId, int maxCount) public static ParticipantTowerAssignResult TryAddParticipantTower(
BackpackInventoryData inventory,
long towerInstanceId,
int maxCount)
{ {
if (inventory == null || towerInstanceId <= 0) if (inventory == null || towerInstanceId <= 0)
{ {
return false; return new ParticipantTowerAssignResult
{
TowerInstanceId = towerInstanceId,
FailureReason = ParticipantTowerAssignFailureReason.TowerMissing,
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
};
} }
int resolvedMaxCount = Mathf.Max(1, maxCount); int resolvedMaxCount = Mathf.Max(1, maxCount);
NormalizeParticipantState(inventory, resolvedMaxCount); NormalizeParticipantState(inventory, resolvedMaxCount);
if (!TryGetTowerById(inventory, towerInstanceId, out TowerItemData tower)) CombatParticipantTowerValidationResult validationResult =
CombatParticipantTowerValidationService.ValidateTower(inventory, towerInstanceId);
if (!validationResult.IsValid)
{ {
return false; return new ParticipantTowerAssignResult
{
TowerInstanceId = towerInstanceId,
FailureReason = validationResult.FailureReason == CombatParticipantTowerValidationFailureReason.TowerMissing
? ParticipantTowerAssignFailureReason.TowerMissing
: ParticipantTowerAssignFailureReason.InvalidTower,
ValidationFailureReason = validationResult.FailureReason
};
} }
inventory.ParticipantTowerInstanceIds ??= new List<long>(); inventory.ParticipantTowerInstanceIds ??= new List<long>();
if (inventory.ParticipantTowerInstanceIds.Contains(towerInstanceId)) if (inventory.ParticipantTowerInstanceIds.Contains(towerInstanceId))
{ {
tower.IsParticipatingInCombat = true; if (validationResult.Tower != null)
return false; {
validationResult.Tower.IsParticipatingInCombat = true;
}
return new ParticipantTowerAssignResult
{
TowerInstanceId = towerInstanceId,
FailureReason = ParticipantTowerAssignFailureReason.AlreadyAssigned,
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
};
} }
if (inventory.ParticipantTowerInstanceIds.Count >= resolvedMaxCount) if (inventory.ParticipantTowerInstanceIds.Count >= resolvedMaxCount)
{ {
return false; return new ParticipantTowerAssignResult
{
TowerInstanceId = towerInstanceId,
FailureReason = ParticipantTowerAssignFailureReason.ParticipantAreaFull,
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
};
} }
inventory.ParticipantTowerInstanceIds.Add(towerInstanceId); inventory.ParticipantTowerInstanceIds.Add(towerInstanceId);
tower.IsParticipatingInCombat = true; if (validationResult.Tower != null)
return true; {
validationResult.Tower.IsParticipatingInCombat = true;
}
return new ParticipantTowerAssignResult
{
TowerInstanceId = towerInstanceId,
FailureReason = ParticipantTowerAssignFailureReason.None,
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
};
} }
public static bool TryRemoveParticipantTower(BackpackInventoryData inventory, long towerInstanceId, int maxCount) public static bool TryRemoveParticipantTower(BackpackInventoryData inventory, long towerInstanceId, int maxCount)

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@ -0,0 +1,199 @@
using System.Linq;
using GeometryTD.Definition;
using NUnit.Framework;
namespace GeometryTD.Tests.EditMode
{
public sealed class CombatParticipantTowerValidationServiceTests
{
[Test]
public void ValidateTower_Returns_Valid_When_Tower_And_Three_Components_Exist()
{
BackpackInventoryData inventory = CreateInventory();
CombatParticipantTowerValidationResult result =
CombatParticipantTowerValidationService.ValidateTower(inventory, 90001);
Assert.That(result.IsValid, Is.True);
Assert.That(result.TowerInstanceId, Is.EqualTo(90001));
Assert.That(result.FailureReason, Is.EqualTo(CombatParticipantTowerValidationFailureReason.None));
Assert.That(result.Tower, Is.Not.Null);
}
[Test]
public void ValidateTower_Returns_TowerMissing_When_Tower_Does_Not_Exist()
{
BackpackInventoryData inventory = CreateInventory();
CombatParticipantTowerValidationResult result =
CombatParticipantTowerValidationService.ValidateTower(inventory, 12345);
Assert.That(result.IsValid, Is.False);
Assert.That(result.TowerInstanceId, Is.EqualTo(12345));
Assert.That(result.FailureReason, Is.EqualTo(CombatParticipantTowerValidationFailureReason.TowerMissing));
}
[Test]
public void ValidateTower_Returns_MissingMuzzle_When_Muzzle_Is_Not_Resolvable()
{
BackpackInventoryData inventory = CreateInventory();
inventory.Towers[0].MuzzleComponentInstanceId = 99901;
CombatParticipantTowerValidationResult result =
CombatParticipantTowerValidationService.ValidateTower(inventory, inventory.Towers[0]);
Assert.That(result.IsValid, Is.False);
Assert.That(result.FailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent));
}
[Test]
public void ValidateTower_Returns_MissingBearing_When_Bearing_Is_Not_Resolvable()
{
BackpackInventoryData inventory = CreateInventory();
inventory.Towers[0].BearingComponentInstanceId = 99902;
CombatParticipantTowerValidationResult result =
CombatParticipantTowerValidationService.ValidateTower(inventory, inventory.Towers[0]);
Assert.That(result.IsValid, Is.False);
Assert.That(result.FailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingBearingComponent));
}
[Test]
public void ValidateTower_Returns_MissingBase_When_Base_Is_Not_Resolvable()
{
BackpackInventoryData inventory = CreateInventory();
inventory.Towers[0].BaseComponentInstanceId = 99903;
CombatParticipantTowerValidationResult result =
CombatParticipantTowerValidationService.ValidateTower(inventory, inventory.Towers[0]);
Assert.That(result.IsValid, Is.False);
Assert.That(result.FailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingBaseComponent));
}
[Test]
public void ValidateParticipantTowers_Splits_Valid_And_Invalid_Towers()
{
BackpackInventoryData inventory = CreateInventory();
inventory.Towers.Add(new TowerItemData
{
InstanceId = 90002,
Name = "非法塔",
MuzzleComponentInstanceId = 10001,
BearingComponentInstanceId = 20001,
BaseComponentInstanceId = 99903,
Stats = new TowerStatsData()
});
inventory.ParticipantTowerInstanceIds.Add(90002);
CombatParticipantTowerValidationSummary summary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
Assert.That(summary.HasAnyValidParticipantTower, Is.True);
Assert.That(summary.ValidTowers.Count, Is.EqualTo(1));
Assert.That(summary.ValidTowers[0].InstanceId, Is.EqualTo(90001));
Assert.That(summary.InvalidResults.Count, Is.EqualTo(1));
Assert.That(summary.InvalidResults[0].TowerInstanceId, Is.EqualTo(90002));
Assert.That(summary.InvalidResults[0].FailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingBaseComponent));
}
[Test]
public void ValidateParticipantTowers_Treats_Zero_Endurance_As_Valid_For_S3_01()
{
BackpackInventoryData inventory = CreateInventory();
inventory.MuzzleComponents[0].Endurance = 0f;
inventory.BearingComponents[0].Endurance = 0f;
inventory.BaseComponents[0].Endurance = 0f;
CombatParticipantTowerValidationSummary summary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
Assert.That(summary.HasAnyValidParticipantTower, Is.True);
Assert.That(summary.ValidTowers.Count, Is.EqualTo(1));
Assert.That(summary.InvalidResults.Count, Is.EqualTo(0));
}
[Test]
public void ValidateParticipantTowers_Does_Not_Require_TowerStats()
{
BackpackInventoryData inventory = CreateInventory();
inventory.Towers[0].Stats = null;
CombatParticipantTowerValidationResult result =
CombatParticipantTowerValidationService.ValidateTower(inventory, inventory.Towers[0]);
Assert.That(result.IsValid, Is.True);
Assert.That(result.FailureReason, Is.EqualTo(CombatParticipantTowerValidationFailureReason.None));
}
[Test]
public void ValidateParticipantTowers_Handles_Empty_And_Duplicate_Participant_Ids()
{
BackpackInventoryData emptyInventory = CreateInventory();
emptyInventory.ParticipantTowerInstanceIds.Clear();
CombatParticipantTowerValidationSummary emptySummary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(emptyInventory);
Assert.That(emptySummary.HasAnyValidParticipantTower, Is.False);
Assert.That(emptySummary.ValidTowers.Count, Is.EqualTo(0));
Assert.That(emptySummary.InvalidResults.Count, Is.EqualTo(0));
BackpackInventoryData duplicateInventory = CreateInventory();
duplicateInventory.ParticipantTowerInstanceIds.Add(90001);
duplicateInventory.ParticipantTowerInstanceIds.Add(99999);
duplicateInventory.ParticipantTowerInstanceIds.Add(99999);
CombatParticipantTowerValidationSummary duplicateSummary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(duplicateInventory);
Assert.That(duplicateSummary.ValidTowers.Count, Is.EqualTo(1));
Assert.That(duplicateSummary.InvalidResults.Count, Is.EqualTo(1));
Assert.That(duplicateSummary.InvalidResults.Single().TowerInstanceId, Is.EqualTo(99999));
Assert.That(duplicateSummary.InvalidResults.Single().FailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.TowerMissing));
}
private static BackpackInventoryData CreateInventory()
{
BackpackInventoryData inventory = new BackpackInventoryData();
inventory.MuzzleComponents.Add(new MuzzleCompItemData
{
InstanceId = 10001,
Name = "枪口",
Endurance = 100f
});
inventory.BearingComponents.Add(new BearingCompItemData
{
InstanceId = 20001,
Name = "轴承",
Endurance = 100f
});
inventory.BaseComponents.Add(new BaseCompItemData
{
InstanceId = 30001,
Name = "底座",
Endurance = 100f
});
inventory.Towers.Add(new TowerItemData
{
InstanceId = 90001,
Name = "合法塔",
MuzzleComponentInstanceId = 10001,
BearingComponentInstanceId = 20001,
BaseComponentInstanceId = 30001,
Stats = new TowerStatsData()
});
inventory.ParticipantTowerInstanceIds.Add(90001);
return inventory;
}
}
}

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@ -0,0 +1,136 @@
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using NUnit.Framework;
namespace GeometryTD.Tests.EditMode
{
public sealed class ParticipantTowerAssignResultTests
{
[Test]
public void TryAddParticipantTower_Returns_Success_For_Legal_Tower()
{
BackpackInventoryData inventory = CreateValidInventory();
ParticipantTowerAssignResult result = InventoryParticipantUtility.TryAddParticipantTower(inventory, 90001, 4);
Assert.That(result, Is.Not.Null);
Assert.That(result.IsSuccess, Is.True);
Assert.That(result.FailureReason, Is.EqualTo(ParticipantTowerAssignFailureReason.None));
Assert.That(result.ValidationFailureReason, Is.EqualTo(CombatParticipantTowerValidationFailureReason.None));
Assert.That(inventory.ParticipantTowerInstanceIds.Count, Is.EqualTo(1));
Assert.That(inventory.ParticipantTowerInstanceIds[0], Is.EqualTo(90001));
Assert.That(inventory.Towers[0].IsParticipatingInCombat, Is.True);
}
[Test]
public void TryAddParticipantTower_Returns_TowerMissing_When_Tower_Is_Not_Found()
{
BackpackInventoryData inventory = CreateValidInventory();
ParticipantTowerAssignResult result = InventoryParticipantUtility.TryAddParticipantTower(inventory, 99999, 4);
Assert.That(result.IsSuccess, Is.False);
Assert.That(result.FailureReason, Is.EqualTo(ParticipantTowerAssignFailureReason.TowerMissing));
Assert.That(result.ValidationFailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.TowerMissing));
Assert.That(inventory.ParticipantTowerInstanceIds.Count, Is.EqualTo(0));
}
[Test]
public void TryAddParticipantTower_Returns_InvalidTower_With_Missing_Component_Reason()
{
BackpackInventoryData inventory = CreateValidInventory();
inventory.Towers[0].BaseComponentInstanceId = 33333;
ParticipantTowerAssignResult result = InventoryParticipantUtility.TryAddParticipantTower(inventory, 90001, 4);
Assert.That(result.IsSuccess, Is.False);
Assert.That(result.FailureReason, Is.EqualTo(ParticipantTowerAssignFailureReason.InvalidTower));
Assert.That(result.ValidationFailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingBaseComponent));
Assert.That(inventory.ParticipantTowerInstanceIds.Count, Is.EqualTo(0));
}
[Test]
public void TryAddParticipantTower_Returns_AlreadyAssigned_Without_Duplicating_List()
{
BackpackInventoryData inventory = CreateValidInventory();
inventory.ParticipantTowerInstanceIds.Add(90001);
inventory.Towers[0].IsParticipatingInCombat = true;
ParticipantTowerAssignResult result = InventoryParticipantUtility.TryAddParticipantTower(inventory, 90001, 4);
Assert.That(result.IsSuccess, Is.False);
Assert.That(result.FailureReason, Is.EqualTo(ParticipantTowerAssignFailureReason.AlreadyAssigned));
Assert.That(result.ValidationFailureReason, Is.EqualTo(CombatParticipantTowerValidationFailureReason.None));
Assert.That(inventory.ParticipantTowerInstanceIds.Count, Is.EqualTo(1));
}
[Test]
public void TryAddParticipantTower_Returns_ParticipantAreaFull_When_MaxCount_Reached()
{
BackpackInventoryData inventory = CreateInventoryWithFourParticipantTowers();
ParticipantTowerAssignResult result = InventoryParticipantUtility.TryAddParticipantTower(inventory, 90005, 4);
Assert.That(result.IsSuccess, Is.False);
Assert.That(result.FailureReason, Is.EqualTo(ParticipantTowerAssignFailureReason.ParticipantAreaFull));
Assert.That(result.ValidationFailureReason, Is.EqualTo(CombatParticipantTowerValidationFailureReason.None));
Assert.That(inventory.ParticipantTowerInstanceIds.Count, Is.EqualTo(4));
Assert.That(inventory.Towers[4].IsParticipatingInCombat, Is.False);
}
private static BackpackInventoryData CreateValidInventory()
{
BackpackInventoryData inventory = new BackpackInventoryData();
inventory.MuzzleComponents.Add(new MuzzleCompItemData { InstanceId = 10001, Name = "枪口" });
inventory.BearingComponents.Add(new BearingCompItemData { InstanceId = 20001, Name = "轴承" });
inventory.BaseComponents.Add(new BaseCompItemData { InstanceId = 30001, Name = "底座" });
inventory.Towers.Add(new TowerItemData
{
InstanceId = 90001,
Name = "合法塔",
MuzzleComponentInstanceId = 10001,
BearingComponentInstanceId = 20001,
BaseComponentInstanceId = 30001,
Stats = new TowerStatsData()
});
return inventory;
}
private static BackpackInventoryData CreateInventoryWithFourParticipantTowers()
{
BackpackInventoryData inventory = new BackpackInventoryData();
for (int i = 0; i < 5; i++)
{
long towerId = 90001 + i;
long muzzleId = 10001 + i;
long bearingId = 20001 + i;
long baseId = 30001 + i;
inventory.MuzzleComponents.Add(new MuzzleCompItemData { InstanceId = muzzleId, Name = $"枪口-{i}" });
inventory.BearingComponents.Add(new BearingCompItemData { InstanceId = bearingId, Name = $"轴承-{i}" });
inventory.BaseComponents.Add(new BaseCompItemData { InstanceId = baseId, Name = $"底座-{i}" });
inventory.Towers.Add(new TowerItemData
{
InstanceId = towerId,
Name = $"塔-{i}",
MuzzleComponentInstanceId = muzzleId,
BearingComponentInstanceId = bearingId,
BaseComponentInstanceId = baseId,
Stats = new TowerStatsData(),
IsParticipatingInCombat = i < 4
});
if (i < 4)
{
inventory.ParticipantTowerInstanceIds.Add(towerId);
}
}
return inventory;
}
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -89,6 +89,52 @@ namespace GeometryTD.Tests.EditMode
Assert.That(completedRun.RunInventorySnapshot.Gold, Is.EqualTo(10)); Assert.That(completedRun.RunInventorySnapshot.Gold, Is.EqualTo(10));
} }
[Test]
public void MatchesCurrentNode_Returns_True_For_Current_Node_And_Default_Wildcards()
{
RunState runState = CreateTwoNodeRun();
bool exactMatch = ProcedureMainNodeEventGuardService.MatchesCurrentNode(
runState,
101,
RunNodeType.Combat,
0);
bool wildcardMatch = ProcedureMainNodeEventGuardService.MatchesCurrentNode(
runState,
0,
RunNodeType.None,
-1);
Assert.That(exactMatch, Is.True);
Assert.That(wildcardMatch, Is.True);
}
[Test]
public void MatchesCurrentNode_Returns_False_For_Mismatched_Node_Event()
{
RunState runState = CreateTwoNodeRun();
bool nodeIdMismatch = ProcedureMainNodeEventGuardService.MatchesCurrentNode(
runState,
999,
RunNodeType.Combat,
0);
bool nodeTypeMismatch = ProcedureMainNodeEventGuardService.MatchesCurrentNode(
runState,
101,
RunNodeType.Shop,
0);
bool sequenceMismatch = ProcedureMainNodeEventGuardService.MatchesCurrentNode(
runState,
101,
RunNodeType.Combat,
1);
Assert.That(nodeIdMismatch, Is.False);
Assert.That(nodeTypeMismatch, Is.False);
Assert.That(sequenceMismatch, Is.False);
}
[Test] [Test]
public void TryEnterCompletedPendingFinish_Shows_Dialog_Only_Once() public void TryEnterCompletedPendingFinish_Shows_Dialog_Only_Once()
{ {

View File

@ -107,7 +107,7 @@ namespace GeometryTD.Tests.EditMode
} }
[Test] [Test]
public void NodeCompleteEventArgs_Clones_Inventory_And_Clears_State() public void NodeCompleteEventArgs_Completed_Win_Clones_Inventory_And_Clears_State()
{ {
BackpackInventoryData inventory = new BackpackInventoryData { Gold = 66 }; BackpackInventoryData inventory = new BackpackInventoryData { Gold = 66 };
NodeCompleteEventArgs eventArgs = NodeCompleteEventArgs.Create( NodeCompleteEventArgs eventArgs = NodeCompleteEventArgs.Create(
@ -140,6 +140,54 @@ namespace GeometryTD.Tests.EditMode
Assert.That(eventArgs.InventorySnapshotAfterNode, Is.Null); Assert.That(eventArgs.InventorySnapshotAfterNode, Is.Null);
} }
[Test]
public void NodeCompleteEventArgs_Completed_Loss_Preserves_NonWin_Semantics()
{
BackpackInventoryData inventory = new BackpackInventoryData { Gold = 12 };
NodeCompleteEventArgs eventArgs = NodeCompleteEventArgs.Create(
"run-2",
8,
RunNodeType.Combat,
4,
RunNodeCompletionStatus.Completed,
false,
inventory);
inventory.Gold = 99;
Assert.That(eventArgs.RunId, Is.EqualTo("run-2"));
Assert.That(eventArgs.NodeId, Is.EqualTo(8));
Assert.That(eventArgs.NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(eventArgs.SequenceIndex, Is.EqualTo(4));
Assert.That(eventArgs.CompletionStatus, Is.EqualTo(RunNodeCompletionStatus.Completed));
Assert.That(eventArgs.CombatWon, Is.False);
Assert.That(eventArgs.InventorySnapshotAfterNode.Gold, Is.EqualTo(12));
}
[Test]
public void NodeCompleteEventArgs_Exception_Preserves_Exception_Semantics()
{
BackpackInventoryData inventory = new BackpackInventoryData { Gold = 7 };
NodeCompleteEventArgs eventArgs = NodeCompleteEventArgs.Create(
"run-3",
9,
RunNodeType.BossCombat,
5,
RunNodeCompletionStatus.Exception,
false,
inventory);
inventory.Gold = 100;
Assert.That(eventArgs.RunId, Is.EqualTo("run-3"));
Assert.That(eventArgs.NodeId, Is.EqualTo(9));
Assert.That(eventArgs.NodeType, Is.EqualTo(RunNodeType.BossCombat));
Assert.That(eventArgs.SequenceIndex, Is.EqualTo(5));
Assert.That(eventArgs.CompletionStatus, Is.EqualTo(RunNodeCompletionStatus.Exception));
Assert.That(eventArgs.CombatWon, Is.False);
Assert.That(eventArgs.InventorySnapshotAfterNode.Gold, Is.EqualTo(7));
}
[Test] [Test]
public void FixedRunNodeSequenceBuilder_Builds_Plain_Ten_Node_Sequence() public void FixedRunNodeSequenceBuilder_Builds_Plain_Ten_Node_Sequence()
{ {

View File

@ -1,6 +1,6 @@
# CodeX TODO # CodeX TODO
最后更新2026-03-08 最后更新2026-03-09
> 目标:基于当前仓库现状,为 `docs/TODO.md` 的 M1 收口补一份更可执行的补充顺序。 > 目标:基于当前仓库现状,为 `docs/TODO.md` 的 M1 收口补一份更可执行的补充顺序。
> 原则:先收主流程,再补硬规则,最后统一文档与验收口径。 > 原则:先收主流程,再补硬规则,最后统一文档与验收口径。
@ -53,6 +53,8 @@
- [x] `ProcedureMainRunFlowService` 的成功推进、异常回退、`RunCompleted`、`NoChange` 分支测试已补齐并全部通过。 - [x] `ProcedureMainRunFlowService` 的成功推进、异常回退、`RunCompleted`、`NoChange` 分支测试已补齐并全部通过。
- [x] `ProcedureMainRunCompletionService` 的“只弹一次结束对话框”和“只在完成态允许回菜单”测试已补齐并全部通过。 - [x] `ProcedureMainRunCompletionService` 的“只弹一次结束对话框”和“只在完成态允许回菜单”测试已补齐并全部通过。
> 2026-03-09 更新:已补 `NodeCompleteEventArgs` 三种语义测试,以及 `ProcedureMain` 当前节点匹配守卫测试;你已确认本轮在 Unity Test Runner 中重新实跑 `Assets/Tests/EditMode` 且全部通过。
### S1 通过标准 ### S1 通过标准
- [x] 从主菜单开始,一条 Run 可以稳定经历“节点进入 -> 节点完成 / 异常回流 -> Boss 完成 -> 正式结束态 -> 返回主菜单”且过程中不会出现错误推进、重复进入、Boss 后回到普通 Hub、或 UI 残留。 - [x] 从主菜单开始,一条 Run 可以稳定经历“节点进入 -> 节点完成 / 异常回流 -> Boss 完成 -> 正式结束态 -> 返回主菜单”且过程中不会出现错误推进、重复进入、Boss 后回到普通 Hub、或 UI 残留。
@ -61,9 +63,9 @@
### 当前实现 ### 当前实现
- `ProcedureMain + NodeMapForm` 已能创建固定 10 节点 Run并驱动战斗 / 事件 / 商店三类节点的临时入口。 - `ProcedureMain + NodeMapForm` 已能创建固定 10 节点 Run并驱动战斗 / 事件 / 商店三类节点的主流程入口。
- `RunState`、`FixedRunNodeSequenceBuilder`、`RunStateAdvanceService` 与对应 Editor 测试已存在,说明 Run 模型、固定序列、节点推进基础能力已经落地。 - `RunState`、`FixedRunNodeSequenceBuilder`、`RunStateAdvanceService` 与对应 Editor 测试已存在,说明 Run 模型、固定序列、节点推进基础能力已经落地。
- 战斗节点已有结算、奖励选择、失败返回;事件和商店节点也会发出 `NodeEnterEventArgs / NodeCompleteEventArgs`但主流程仍属于“临时闭环” - 战斗节点已有结算、奖励选择、失败返回;事件和商店节点也会发出 `NodeEnterEventArgs / NodeCompleteEventArgs`主流程闭环已能稳定走通
- `P0-10 ~ P0-12` 不是纯空白: - `P0-10 ~ P0-12` 不是纯空白:
- 出战前已有“参与区至少有 1 座塔”的最低门槛; - 出战前已有“参与区至少有 1 座塔”的最低门槛;
- 品质 / Tag 已在组装、商店、展示链路中分散使用; - 品质 / Tag 已在组装、商店、展示链路中分散使用;
@ -72,34 +74,51 @@
### M1 目标状态 ### M1 目标状态
- M1 验收口径应以“从开始游戏到 Boss 节点结算结束,当前 Run 能稳定走完整条链”为准。 - M1 验收口径应以“从开始游戏到 Boss 节点结算结束,当前 Run 能稳定走完整条链”为准。
- `NodeMapForm` 在 M1 里应被视为正式节点地图入口,而不是只靠临时面板勉强串流程 - `NodeMapForm` 已可视为 M1 所需的节点流程界面M1 不额外要求节点地图选择 UI 或表现层打磨
- 战斗 / 事件 / 商店都需要统一节点进入、完成、失败后的回流方式,避免每类节点各走一套。 - 战斗 / 事件 / 商店都需要统一节点进入、完成、失败后的回流方式,避免每类节点各走一套。
- 出战合法性需要从“至少有参战塔”收口为“满足完整三组件条件才可出战”。 - 出战合法性需要从“至少有参战塔”收口为“满足完整三组件条件才可出战”。
### 仍未完成 ### 仍未完成
- Run 完成后的正式结束态、Boss 后收尾表现、统一的主流程回流仍未收口。 - 出战合法性仍停留在“参与区至少有 1 座塔”的最低门槛,尚未收口为“三组件完整合法参战”。
- 节点地图表现仍缺正式状态表达、说明文案与反馈,不应把这部分误记为已完成。
- 品质 / Tag / 耐久在代码里已有局部实现,但还没有统一规则入口,因此仍应视为未收口项,而不是 M1 已完成项。 - 品质 / Tag / 耐久在代码里已有局部实现,但还没有统一规则入口,因此仍应视为未收口项,而不是 M1 已完成项。
## 阶段 S2 - 收口节点地图表现 ## 阶段 S2 - 对齐节点流程 UI 的 MVP 口径
| 状态 | ID | 任务 | 交付物路径 | 验收标准 | | 状态 | ID | 任务 | 交付物路径 | 验收标准 |
|-----|-------|--------------------------------|------------------------------------|------------------------| |-----|-------|--------------------------------|------------------------------------|------------------------|
| [ ] | S2-01 | 把 `NodeMapForm` 从临时面板收口成正式节点地图 | `Assets/GameMain/Scripts/UI/Game/` | 节点地图不再只是临时占位面板 | | [x] | S2-01 | 确认 `NodeMapForm` 已满足 M1 所需的节点流程界面 | `docs/CodeX-TODO.md`<br>`docs/TODO.md` | 不再把“正式节点地图表现”视为 M1 阻塞项 |
| [ ] | S2-02 | 补齐节点状态、当前节点、完成态、Boss 节点表现 | `Assets/GameMain/Scripts/UI/Game/` | 玩家能一眼读懂当前 Run 进度 | | [x] | S2-02 | 明确 M1 不扩展节点地图选择 UI 与表现层打磨 | `docs/CodeX-TODO.md`<br>`docs/MVP-Scope.md` | 与 `MVP-Scope.md` 的范围口径一致 |
| [ ] | S2-03 | 补齐节点说明、反馈、回流提示 | `Assets/GameMain/Scripts/UI/Game/` | 节点点击、进入、完成、失败均有明确反馈 |
| [ ] | S2-04 | 统一节点地图与主 HUD / MainForm 的职责边界 | `Assets/GameMain/Scripts/UI/Game/` | Hub UI 职责清晰,不再重复表达同类信息 |
## 阶段 S3 - 收口出战合法性 ## 阶段 S3 - 收口出战合法性
| 状态 | ID | 任务 | 交付物路径 | 验收标准 | | 状态 | ID | 任务 | 交付物路径 | 验收标准 |
|-----|-------|------------------|--------------------------------------------------------------------------------------------------|--------------------| |-----|-------|------------------|--------------------------------------------------------------------------------------------------|--------------------|
| [ ] | S3-01 | 定义“合法参战塔”的最终判定口径 | `docs/CodeX-TODO.md`<br>`Assets/GameMain/Scripts/Definition/` | 流程层与 UI 层共用同一套判定口径 | | [x] | S3-01 | 定义“合法参战塔”的最终判定口径 | `docs/CodeX-TODO.md`<br>`Assets/GameMain/Scripts/Definition/` | 流程层与 UI 层共用同一套判定口径 |
| [ ] | S3-02 | 收口组装区与参战区的合法性校验 | `Assets/GameMain/Scripts/UI/Game/`<br>`Assets/GameMain/Scripts/CustomComponent/PlayerInventory/` | 不合法塔不能进入参战区 | | [x] | S3-02 | 收口组装区与参战区的合法性校验 | `Assets/GameMain/Scripts/UI/Game/`<br>`Assets/GameMain/Scripts/CustomComponent/PlayerInventory/` | 不合法塔不能进入参战区 |
| [ ] | S3-03 | 在战斗入口补齐最终出战校验 | `Assets/GameMain/Scripts/Procedure/` | 不满足完整条件时无法进入战斗节点 | | [ ] | S3-03 | 在战斗入口补齐最终出战校验 | `Assets/GameMain/Scripts/Procedure/` | 不满足完整条件时无法进入战斗节点 |
| [ ] | S3-04 | 给出 UI / 日志层明确反馈 | `Assets/GameMain/Scripts/UI/Game/`<br>`Assets/GameMain/Scripts/Procedure/` | 玩家知道为什么不能出战 | | [ ] | S3-04 | 给出 UI / 日志层明确反馈 | `Assets/GameMain/Scripts/UI/Game/`<br>`Assets/GameMain/Scripts/Procedure/` | 玩家知道为什么不能出战 |
### S3-01 判定口径
- `S3-01` 只收口 M1 所需的最小合法参战规则:塔实例存在,且能解析到枪口 / 轴承 / 底座三个组件实例。
- 当前阶段不把品质、Tag、耐久、属性强度纳入“合法参战塔”定义这些仍分别留在 `S4`、`S5` 收口。
- 流程层、库存层、UI 层后续都必须共用同一个判定入口,不能再分别维护“至少有塔”“参战区非空”“组件看起来完整”这类分散判断。
- 判定结果不能只返回 `bool`,还要能区分至少以下失败原因:塔不存在、缺枪口、缺轴承、缺底座。
- 批量校验参战区时,需要同时给出“合法参战塔列表”“非法参战塔及原因”“是否至少存在一座合法参战塔”三个结果,供 `S3-02 ~ S3-04` 直接复用。
> 2026-03-09 更新:`CombatParticipantTowerValidationService`、`CombatParticipantTowerValidationResult`、`CombatParticipantTowerValidationSummary` 已落地Unity Test Runner 已确认相关 EditMode 测试通过。
### S3-02 当前落地状态
- 参战分配链路已统一改为返回结果对象,而不是只返回 `bool`
- `RepoFormUseCase`、`PlayerInventoryComponent`、`PlayerInventoryTowerRosterService`、`InventoryParticipantUtility` 已接入 `S3-01` 的统一合法性校验入口。
- 当前可稳定区分以下分配失败原因:塔不存在、塔缺少三组件之一、已在参战区、参战区已满。
- 组装区 / 参战区 UI 仍保持“失败时静默拦截”的当前策略,但日志链路已经能拿到明确失败原因,后续 `S3-04` 可直接复用。
- 当前阶段仍未在战斗入口做最终出战前二次校验,这部分继续归 `S3-03`
> 2026-03-09 更新:你已在 Unity Test Runner 中确认 `Assets/Tests/EditMode` 全部通过,其中包含 `CombatParticipantTowerValidationServiceTests``ParticipantTowerAssignResultTests`
## 阶段 S4 - 收口品质 / Tag 规则 ## 阶段 S4 - 收口品质 / Tag 规则
| 状态 | ID | 任务 | 交付物路径 | 验收标准 | | 状态 | ID | 任务 | 交付物路径 | 验收标准 |
@ -130,18 +149,18 @@
## 推荐执行顺序 ## 推荐执行顺序
1. 先做 `S1`,把主流程真正收成一条稳定可验收的链。 1. 先做 `S1`,把主流程真正收成一条稳定可验收的链。
2. 再做 `S2`,把当前临时 `NodeMapForm` 收成正式节点地图表现 2. `S2` 已完成口径对齐,`NodeMapForm` 不再作为 M1 阻塞项
3. 然后`S3`,补齐出战合法性,解决 `P0-10` 3. 接下来优先`S3`,补齐出战合法性,解决 `P0-10`
4. 再做 `S4`,统一品质 / Tag 的规则口径,解决 `P0-11` 4. 再做 `S4`,统一品质 / Tag 的规则口径,解决 `P0-11`
5. 最后做 `S5`,决定耐久是完整收口还是同步缩范围,解决 `P0-12` 5. 最后做 `S5`,决定耐久是完整收口还是同步缩范围,解决 `P0-12`
6. 全部完成后做 `S6`,补测试并同步文档状态。 6. 全部完成后做 `S6`,补测试并同步文档状态。
## 本周建议开工顺序 ## 本周建议开工顺序
1. 先收 `S1-02 ~ S1-04` 1. `S1``S2` 已完成口径收口,可直接进入规则侧收尾
2. 再收 `S2-01 ~ S2-03` 2. `S3-01`、`S3-02` 已完成,接下来先收 `S3-03`、`S3-04`
3. 然后收 `S3-01 ~ S3-04` 3. 再决定 `S4``S5` 是完整实现还是同步缩范围
4. 最后再决定 `S4``S5` 是完整实现还是同步缩范围 4. 最后`S6-01 ~ S6-04`
## 备注 ## 备注

View File

@ -9,10 +9,10 @@
2. 每项任务必须同时满足“交付物路径”和“验收标准”才可打勾。 2. 每项任务必须同时满足“交付物路径”和“验收标准”才可打勾。
3. 数据驱动优先:数值、掉落、商店、事件都优先落到 `DataTables` 3. 数据驱动优先:数值、掉落、商店、事件都优先落到 `DataTables`
## M1 当前口径2026-03-08 ## M1 当前口径2026-03-09
- 当前仓库已经具备 `ProcedureMain + NodeMapForm + CombatNode + EventNode + ShopNode` 的主流程 Run 闭环,可以从主菜单进入游戏,完成固定 10 节点流程,并在 Boss 结算后进入正式结束态并回到主菜单。 - 当前仓库已经具备 `ProcedureMain + NodeMapForm + CombatNode + EventNode + ShopNode` 的主流程 Run 闭环,可以从主菜单进入游戏,完成固定 10 节点流程,并在 Boss 结算后进入正式结束态并回到主菜单。
- M1 现在的真实缺口,不“有没有 Run 雏形”,而是“节点地图表现是否收口为正式口径,以及合法出战 / 品质 / Tag / 耐久规则是否真正统一收口 - `NodeMapForm` 已满足 MVP 所需的节点流程界面;M1 现在的真实缺口是合法出战 / 品质 / Tag / 耐久规则是否真正统一收口。
- `P0-10 ~ P0-12` 在代码里都已有局部实现,因此文档里统一按“部分完成但未收口”处理;只有满足最终验收标准后才可改成完成。 - `P0-10 ~ P0-12` 在代码里都已有局部实现,因此文档里统一按“部分完成但未收口”处理;只有满足最终验收标准后才可改成完成。
## 里程碑 M1P0- 最小可玩闭环 ## 里程碑 M1P0- 最小可玩闭环
@ -23,7 +23,7 @@
| [x] | P0-02 | 补齐数据表:组件、配件、敌人、波次、节点、事件、商店商品 | `Assets/GameMain/DataTables/*.txt` | 游戏启动可无报错加载全部新增表 | | [x] | P0-02 | 补齐数据表:组件、配件、敌人、波次、节点、事件、商店商品 | `Assets/GameMain/DataTables/*.txt` | 游戏启动可无报错加载全部新增表 |
| [x] | P0-03 | 新增/完善 DataRow 解析类 | `Assets/GameMain/Scripts/DataTable/*.cs` | 每个新增表都有对应 DR 类并成功解析 | | [x] | P0-03 | 新增/完善 DataRow 解析类 | `Assets/GameMain/Scripts/DataTable/*.cs` | 每个新增表都有对应 DR 类并成功解析 |
| [x] | P0-04 | 建立单局 Run 状态模型(金币、生命、库存、当前节点) | `Assets/GameMain/Scripts/Procedure/` | 已有 `RunState` / 推进模型 / 固定序列 / EditMode 测试,并已接入 `ProcedureMain` 主流程闭环 | | [x] | P0-04 | 建立单局 Run 状态模型(金币、生命、库存、当前节点) | `Assets/GameMain/Scripts/Procedure/` | 已有 `RunState` / 推进模型 / 固定序列 / EditMode 测试,并已接入 `ProcedureMain` 主流程闭环 |
| [~] | P0-05 | 实现 10 节点地图生成(最后节点固定 Boss | `Assets/GameMain/Scripts/Procedure/`<br>`Assets/GameMain/Scripts/Scene/` | 已有固定 10 节点序列、当前节点限制与 Boss 终点链路,但 `NodeMapForm` 表现层仍未收口为正式节点地图 | | [x] | P0-05 | 实现 10 节点地图生成(最后节点固定 Boss | `Assets/GameMain/Scripts/Procedure/`<br>`Assets/GameMain/Scripts/UI/Game/` | 已有固定 10 节点序列、当前节点限制、Boss 终点链路与节点流程入口MVP 不额外要求节点地图选择 UI 或表现层打磨 |
| [x] | P0-06 | 实现节点选择与跳转流程(战斗/事件/商店) | `Assets/GameMain/Scripts/Procedure/` | 战斗 / 事件 / 商店已统一接入节点进入、完成、异常回流Boss 完成后会进入正式结束态并返回主菜单 | | [x] | P0-06 | 实现节点选择与跳转流程(战斗/事件/商店) | `Assets/GameMain/Scripts/Procedure/` | 战斗 / 事件 / 商店已统一接入节点进入、完成、异常回流Boss 完成后会进入正式结束态并返回主菜单 |
| [x] | P0-07 | 战斗节点基础玩法:放置塔、出怪、基地扣血、胜负判定 | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Scene/` | 可完整打一场并得到胜利/失败结果 | | [x] | P0-07 | 战斗节点基础玩法:放置塔、出怪、基地扣血、胜负判定 | `Assets/GameMain/Scripts/Entity/`<br>`Assets/GameMain/Scripts/Scene/` | 可完整打一场并得到胜利/失败结果 |
| [x] | P0-08 | 胜利波次与结算规则100/80/50/<50 | `Assets/GameMain/Scripts/Procedure/` | 结算奖励与惩罚严格匹配设计文档 | | [x] | P0-08 | 胜利波次与结算规则100/80/50/<50 | `Assets/GameMain/Scripts/Procedure/` | 结算奖励与惩罚严格匹配设计文档 |
@ -61,9 +61,9 @@
## 本周建议开工顺序 ## 本周建议开工顺序
1. 先`P0-05``NodeMapForm` 表现层从当前占位地图收口成正式节点地图 1. 先完成 `P0-10`(把“至少有参战塔”提升为“满足完整合法参战条件才能出战”)
2. 完成 `P0-10`(把“至少有参战塔”提升为“满足完整合法参战条件才能出战” 2. 再处理 `P0-11` ~ `P0-12`(先统一 M1 范围,再决定是完整收口还是同步缩范围
3. 再处理 `P0-11` ~ `P0-12`(先统一 M1 范围,再决定是完整收口还是同步缩范围) 3. 最后补关键流程 / 规则回归测试,并同步文档状态
## 设计优化 Backlog新增 ## 设计优化 Backlog新增