This commit is contained in:
SepComet 2026-03-11 16:48:26 +08:00
parent 113decb414
commit 9c5871b518
21 changed files with 611 additions and 47 deletions

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@ -1,6 +1,6 @@
# Id 列1 Title Description Options # Id 列1 Title Description Options
# int string string string # int string string string
# 事件编号 策划备注 事件题目 事件描述 事件选项 # 事件编号 策划备注 事件题目 事件描述 事件选项
1 赌马 一名商人邀请你下注。赢了就能赚一笔。 [{\"optionText\":\"下注 100- 稳健70% 赢 150\",\"requirements\":[{\"type\":\"GoldAtLeast\",\"param\":{\"Count\":100}}],\"costEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":-100}}],\"rewardEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":150}}],\"probability\":0.7},{\"optionText\":\"下注 100- 激进30% 赢 250\",\"requirements\":[{\"type\":\"GoldAtLeast\",\"param\":{\"Count\":100}}],\"costEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":-100}}],\"rewardEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":250}}],\"probability\":0.3}] 1 赌马 一名商人邀请你下注。赢了就能赚一笔。 [{"optionText":"下注 100- 稳健70% 赢 150","requirements":[{"type":"GoldAtLeast","param":{"Count":100}}],"costEffects":[{"type":"AddGold","param":{"Count":-100}}],"rewardEffects":[{"type":"AddGold","param":{"Count":150}}],"probability":0.7},{"optionText":"下注 100- 激进30% 赢 250","requirements":[{"type":"GoldAtLeast","param":{"Count":100}}],"costEffects":[{"type":"AddGold","param":{"Count":-100}}],"rewardEffects":[{"type":"AddGold","param":{"Count":250}}],"probability":0.3}]
2 工匠的熔炉 工匠以金币交换防御塔组件。 [{\"optionText\":\"交出 3 个白色组件,获得 50 金币\",\"requirements\":[{\"type\":\"CompCountAtLeast\",\"param\":{\"Count\":3,\"Rarity\":\"White\"}}],\"costEffects\":[{\"type\":\"RemoveRandomComps\",\"param\":{\"Count\":3,\"Rarity\":\"White\"}}],\"rewardEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":50}}]},{\"optionText\":\"交出 2 个绿色组件,获得 70 金币\",\"requirements\":[{\"type\":\"CompCountAtLeast\",\"param\":{\"Count\":2,\"Rarity\":\"Green\"}}],\"costEffects\":[{\"type\":\"RemoveRandomComps\",\"param\":{\"Count\":2,\"Rarity\":\"Green\"}}],\"rewardEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":70}}]},{\"optionText\":\"交出 1 个蓝色组件,获得 80 金币\",\"requirements\":[{\"type\":\"CompCountAtLeast\",\"param\":{\"Count\":1,\"Rarity\":\"Blue\"}}],\"costEffects\":[{\"type\":\"RemoveRandomComps\",\"param\":{\"Count\":1,\"Rarity\":\"Blue\"}}],\"rewardEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":80}}]},{\"optionText\":\"拒绝\",\"rewardEffects\":[]}] 2 工匠的熔炉 工匠以金币交换防御塔组件。 [{"optionText":"交出 3 个白色组件,获得 50 金币","requirements":[{"type":"CompCountAtLeast","param":{"Count":3,"Rarity":"White"}}],"costEffects":[{"type":"RemoveRandomComps","param":{"Count":3,"Rarity":"White"}}],"rewardEffects":[{"type":"AddGold","param":{"Count":50}}]},{"optionText":"交出 2 个绿色组件,获得 70 金币","requirements":[{"type":"CompCountAtLeast","param":{"Count":2,"Rarity":"Green"}}],"costEffects":[{"type":"RemoveRandomComps","param":{"Count":2,"Rarity":"Green"}}],"rewardEffects":[{"type":"AddGold","param":{"Count":70}}]},{"optionText":"交出 1 个蓝色组件,获得 80 金币","requirements":[{"type":"CompCountAtLeast","param":{"Count":1,"Rarity":"Blue"}}],"costEffects":[{"type":"RemoveRandomComps","param":{"Count":1,"Rarity":"Blue"}}],"rewardEffects":[{"type":"AddGold","param":{"Count":80}}]},{"optionText":"拒绝","rewardEffects":[]}]
3 代价与回报 某种黑暗力量向你索取代价。 [{\"optionText\":\"展示你的防御塔\",\"requirements\":[{\"type\":\"TowerCountAtLeast\",\"param\":{\"Count\":2}}],\"rewardEffects\":[{\"type\":\"AddGold\",\"param\":{\"Count\":50}}]},{\"optionText\":\"离开\",\"rewardEffects\":[]}] 3 代价与回报 某种黑暗力量向你索取代价。 [{"optionText":"展示你的防御塔","requirements":[{"type":"TowerCountAtLeast","param":{"Count":2}}],"rewardEffects":[{"type":"AddGold","param":{"Count":50}}]},{"optionText":"离开","rewardEffects":[]}]

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@ -1,15 +1,15 @@
# Id 列1 TagType TriggerPhase Description Param # Id 列1 TagType TriggerPhase Description Param
# int TagType TagTriggerPhase string string # int TagType TagTriggerPhase string string
# Tag配置编号 策划备注 所属Tag类型 触发阶段 描述 参数Json # Tag配置编号 策划备注 所属Tag类型 触发阶段 描述 参数Json
1 元素 Fire OnAfterHit 持续对敌人造成<color=red>火</color>伤害 {\"BurnDurationSeconds\":3,\"BurnDamagePerSecondPerStack\":20,\"MaxEffectiveStack\":5} 1 元素 Fire OnAfterHit 持续对敌人造成<color=red>火</color>伤害 {"BurnDurationSeconds":3,"BurnDamagePerSecondPerStack":20,"MaxEffectiveStack":5}
2 元素 BurnSpread None 燃烧向邻近敌人传播 {\"SpreadRadius\":2,\"SpreadDamageRate\":1} 2 元素 BurnSpread None 燃烧向邻近敌人传播 {"SpreadRadius":2,"SpreadDamageRate":1}
3 元素 IgniteBurst None 燃烧结束或击杀时爆炸 {\"BurstRadius\":1,\"BurstDamageRate\":0.5} 3 元素 IgniteBurst None 燃烧结束或击杀时爆炸 {"BurstRadius":1,"BurstDamageRate":0.5}
4 元素 Inferno OnAfterHit 强化燃烧伤害或持续时间 {\"BonusBurnDurationSeconds\":0.1,\"BonusBurnDamagePerSecondPerStack\":0.1} 4 元素 Inferno OnAfterHit 强化燃烧伤害或持续时间 {"BonusBurnDurationSeconds":0.1,"BonusBurnDamagePerSecondPerStack":0.1}
5 控制 Ice OnAfterHit 命中附加减速 {\"SlowDurationSeconds\":2,\"SlowRatioPerStack\":0.2,\"MinMoveSpeedMultiplier\":0.4} 5 控制 Ice OnAfterHit 命中附加减速 {"SlowDurationSeconds":2,"SlowRatioPerStack":0.2,"MinMoveSpeedMultiplier":0.4}
6 控制 FreezeMask None 冻结积累条 / 冻结面具机制 {\"FreezeBuildUpPerStack\":0.1} 6 控制 FreezeMask None 冻结积累条 / 冻结面具机制 {"FreezeBuildUpPerStack":0.1}
7 控制 Shatter OnBeforeHit 对已减速 / 已冻结目标增伤 {\"RequiresSlowedTarget\":true,\"DamageBonusPerStack\":0.1} 7 控制 Shatter OnBeforeHit 对已减速 / 已冻结目标增伤 {"RequiresSlowedTarget":true,"DamageBonusPerStack":0.1}
8 控制 AbsoluteZero OnAfterHit 强化减速,或提高冻结触发速度 {\"BonusSlowDurationSeconds\":0.1,\"BonusSlowRatioPerStack\":0.2} 8 控制 AbsoluteZero OnAfterHit 强化减速,或提高冻结触发速度 {"BonusSlowDurationSeconds":0.1,"BonusSlowRatioPerStack":0.2}
9 穿透 Pierce None 子弹贯穿多个目标 {\"ExtraPierceCount\":2} 9 穿透 Pierce None 子弹贯穿多个目标 {"ExtraPierceCount":2}
10 穿透 Crit OnBeforeHit 命中前按概率暴击 {\"CritChancePerStack\":0.1,\"CritDamageMultiplier\":1.5} 10 穿透 Crit OnBeforeHit 命中前按概率暴击 {"CritChancePerStack":0.1,"CritDamageMultiplier":1.5}
11 穿透 Overpenetrate None 贯穿后保留部分伤害继续飞行 {\"ExtraPenetrationCount\":0.1,\"RemainingDamageRate\":0.2} 11 穿透 Overpenetrate None 贯穿后保留部分伤害继续飞行 {"ExtraPenetrationCount":0.1,"RemainingDamageRate":0.2}
12 穿透 Execution OnBeforeHit 对低血量目标增伤或直接处决 {\"TargetHealthThreshold\":0.3,\"DamageBonusPerStack\":0.5} 12 穿透 Execution OnBeforeHit 对低血量目标增伤或直接处决 {"TargetHealthThreshold":0.3,"DamageBonusPerStack":0.5}

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namespace GeometryTD.Definition
{
public static class CombatParticipantTowerValidationText
{
public static string GetFailureReasonMessage(CombatParticipantTowerValidationFailureReason failureReason)
{
switch (failureReason)
{
case CombatParticipantTowerValidationFailureReason.TowerMissing:
return "已不存在,无法参战。";
case CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent:
return "缺少枪口组件。";
case CombatParticipantTowerValidationFailureReason.MissingBearingComponent:
return "缺少轴承组件。";
case CombatParticipantTowerValidationFailureReason.MissingBaseComponent:
return "缺少底座组件。";
case CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent:
return "枪口组件耐久为 0无法参战。";
case CombatParticipantTowerValidationFailureReason.BrokenBearingComponent:
return "轴承组件耐久为 0无法参战。";
case CombatParticipantTowerValidationFailureReason.BrokenBaseComponent:
return "底座组件耐久为 0无法参战。";
default:
return "不满足当前参战条件。";
}
}
}
}

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@ -10,6 +10,8 @@ namespace GeometryTD.Procedure
{ {
public class ProcedureMain : ProcedureBase public class ProcedureMain : ProcedureBase
{ {
private const int MaxParticipantTowerCount = 4;
public override bool UseNativeDialog => false; public override bool UseNativeDialog => false;
private RepoFormUseCase _repoFormUseCase; private RepoFormUseCase _repoFormUseCase;
@ -188,8 +190,23 @@ namespace GeometryTD.Procedure
snapshot = GameEntry.PlayerInventory.GetInventorySnapshot(); snapshot = GameEntry.PlayerInventory.GetInventorySnapshot();
} }
HandleRunAdvanceResult( ProcedureMainParticipantTowerCleanupResult cleanupResult =
ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.CompletionStatus, snapshot)); ProcedureMainParticipantTowerCleanupService.RemoveBrokenParticipantTowers(
snapshot,
MaxParticipantTowerCount);
if (cleanupResult.HasAnyRemovedTower && GameEntry.PlayerInventory != null)
{
GameEntry.PlayerInventory.ReplaceInventorySnapshot(snapshot);
}
ProcedureMainRunAdvanceResult advanceResult =
ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.CompletionStatus, snapshot);
HandleRunAdvanceResult(advanceResult);
if (cleanupResult.HasAnyRemovedTower &&
advanceResult != ProcedureMainRunAdvanceResult.RunCompleted)
{
OpenRemovedParticipantTowerDialog(cleanupResult);
}
} }
private void OnNodeMapNodeEnterRequested(object sender, GameEventArgs e) private void OnNodeMapNodeEnterRequested(object sender, GameEventArgs e)
@ -404,6 +421,14 @@ namespace GeometryTD.Procedure
}); });
} }
private void OpenRemovedParticipantTowerDialog(ProcedureMainParticipantTowerCleanupResult cleanupResult)
{
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
GameEntry.UIRouter.OpenUI(
UIFormType.DialogForm,
ProcedureMainParticipantTowerCleanupService.BuildRemovedTowerDialogRawData(cleanupResult));
}
private void OnRunCompleteDialogConfirmed(object userData) private void OnRunCompleteDialogConfirmed(object userData)
{ {
_ = userData; _ = userData;

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@ -114,33 +114,10 @@ namespace GeometryTD.Procedure
builder.Append("塔 #"); builder.Append("塔 #");
builder.Append(result.TowerInstanceId); builder.Append(result.TowerInstanceId);
builder.Append(' '); builder.Append(' ');
builder.Append(GetFailureReasonMessage(result.FailureReason)); builder.Append(CombatParticipantTowerValidationText.GetFailureReasonMessage(result.FailureReason));
} }
return builder.ToString(); return builder.ToString();
} }
private static string GetFailureReasonMessage(CombatParticipantTowerValidationFailureReason failureReason)
{
switch (failureReason)
{
case CombatParticipantTowerValidationFailureReason.TowerMissing:
return "已不存在,无法参战。";
case CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent:
return "缺少枪口组件。";
case CombatParticipantTowerValidationFailureReason.MissingBearingComponent:
return "缺少轴承组件。";
case CombatParticipantTowerValidationFailureReason.MissingBaseComponent:
return "缺少底座组件。";
case CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent:
return "枪口组件耐久为 0无法参战。";
case CombatParticipantTowerValidationFailureReason.BrokenBearingComponent:
return "轴承组件耐久为 0无法参战。";
case CombatParticipantTowerValidationFailureReason.BrokenBaseComponent:
return "底座组件耐久为 0无法参战。";
default:
return "不满足当前参战条件。";
}
}
} }
} }

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@ -0,0 +1,106 @@
using System.Collections.Generic;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using GeometryTD.UI;
namespace GeometryTD.Procedure
{
public sealed class ProcedureMainParticipantTowerCleanupResult
{
public List<CombatParticipantTowerValidationResult> RemovedResults { get; } = new();
public bool HasAnyRemovedTower => RemovedResults.Count > 0;
}
public static class ProcedureMainParticipantTowerCleanupService
{
public static ProcedureMainParticipantTowerCleanupResult RemoveBrokenParticipantTowers(
BackpackInventoryData inventory,
int maxParticipantCount)
{
ProcedureMainParticipantTowerCleanupResult result = new ProcedureMainParticipantTowerCleanupResult();
if (inventory == null)
{
return result;
}
CombatParticipantTowerValidationSummary summary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
if (summary.InvalidResults == null || summary.InvalidResults.Count <= 0)
{
return result;
}
HashSet<long> removedTowerIds = new HashSet<long>();
for (int i = 0; i < summary.InvalidResults.Count; i++)
{
CombatParticipantTowerValidationResult invalidResult = summary.InvalidResults[i];
if (invalidResult == null ||
invalidResult.TowerInstanceId <= 0 ||
!IsBrokenFailureReason(invalidResult.FailureReason) ||
!removedTowerIds.Add(invalidResult.TowerInstanceId))
{
continue;
}
if (InventoryParticipantUtility.TryRemoveParticipantTower(
inventory,
invalidResult.TowerInstanceId,
maxParticipantCount))
{
result.RemovedResults.Add(invalidResult);
}
}
return result;
}
public static DialogFormRawData BuildRemovedTowerDialogRawData(
ProcedureMainParticipantTowerCleanupResult cleanupResult)
{
return new DialogFormRawData
{
Mode = 1,
Title = "出战塔已损坏",
Message = BuildRemovedTowerDialogMessage(cleanupResult),
PauseGame = false,
ConfirmText = "知道了"
};
}
private static string BuildRemovedTowerDialogMessage(
ProcedureMainParticipantTowerCleanupResult cleanupResult)
{
if (cleanupResult == null || !cleanupResult.HasAnyRemovedTower)
{
return "当前没有需要移出参战区的损坏防御塔。";
}
System.Text.StringBuilder builder = new System.Text.StringBuilder();
builder.Append("以下防御塔已损坏,已自动移出参战区:");
for (int i = 0; i < cleanupResult.RemovedResults.Count; i++)
{
CombatParticipantTowerValidationResult removedResult = cleanupResult.RemovedResults[i];
if (removedResult == null)
{
continue;
}
builder.Append('\n');
builder.Append("塔 #");
builder.Append(removedResult.TowerInstanceId);
builder.Append(' ');
builder.Append(CombatParticipantTowerValidationText.GetFailureReasonMessage(removedResult.FailureReason));
}
return builder.ToString();
}
private static bool IsBrokenFailureReason(CombatParticipantTowerValidationFailureReason failureReason)
{
return failureReason == CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent ||
failureReason == CombatParticipantTowerValidationFailureReason.BrokenBearingComponent ||
failureReason == CombatParticipantTowerValidationFailureReason.BrokenBaseComponent;
}
}
}

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@ -185,7 +185,10 @@ namespace GeometryTD.UI
return; return;
} }
Form.SetRepoItemSelected(args.ItemId, args.Assigned); bool isSelected = _compAreaTowerIds.Contains(args.ItemId)
? _participantTowerIds.Contains(args.ItemId)
: args.Assigned;
Form.SetRepoItemSelected(args.ItemId, isSelected);
} }
private void OnCombineSlotClicked(object sender, GameEventArgs e) private void OnCombineSlotClicked(object sender, GameEventArgs e)
@ -284,6 +287,9 @@ namespace GeometryTD.UI
result.TowerInstanceId, result.TowerInstanceId,
result.FailureReason, result.FailureReason,
result.ValidationFailureReason); result.ValidationFailureReason);
GameEntry.UIRouter.OpenUI(
UIFormType.DialogForm,
RepoParticipantAssignDialogUtility.BuildDialog(result, MaxParticipantCount));
} }
return; return;

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@ -0,0 +1,45 @@
using GeometryTD.Definition;
namespace GeometryTD.UI
{
public static class RepoParticipantAssignDialogUtility
{
public static DialogFormRawData BuildDialog(
ParticipantTowerAssignResult result,
int maxParticipantCount)
{
return new DialogFormRawData
{
Mode = 1,
Title = "无法加入参战区",
Message = BuildMessage(result, maxParticipantCount),
PauseGame = false,
ConfirmText = "知道了"
};
}
private static string BuildMessage(
ParticipantTowerAssignResult result,
int maxParticipantCount)
{
if (result == null)
{
return "当前无法加入参战区,请稍后重试。";
}
switch (result.FailureReason)
{
case ParticipantTowerAssignFailureReason.TowerMissing:
return $"塔 #{result.TowerInstanceId} 已不存在,无法加入参战区。";
case ParticipantTowerAssignFailureReason.InvalidTower:
return $"塔 #{result.TowerInstanceId} {CombatParticipantTowerValidationText.GetFailureReasonMessage(result.ValidationFailureReason)}";
case ParticipantTowerAssignFailureReason.AlreadyAssigned:
return $"塔 #{result.TowerInstanceId} 已在参战区中。";
case ParticipantTowerAssignFailureReason.ParticipantAreaFull:
return $"参战区已满,最多只能放入 {maxParticipantCount} 座塔。";
default:
return "当前无法加入参战区,请稍后重试。";
}
}
}
}

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@ -117,7 +117,7 @@ namespace GeometryTD.CustomUtility
ConfigId = 3, ConfigId = 3,
Name = "穿透枪口", Name = "穿透枪口",
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple), Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
Endurance = 97f, Endurance = 1f,
IsAssembledIntoTower = false, IsAssembledIntoTower = false,
AttackDamage = new[] { 50, 55, 60, 80, 90 }, AttackDamage = new[] { 50, 55, 60, 80, 90 },
DamageRandomRate = 0.02f, DamageRandomRate = 0.02f,

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@ -70,6 +70,14 @@ namespace GeometryTD.CustomUtility
sb.Append(BuildTowerDesc(tower.Stats ?? new TowerStatsData())); sb.Append(BuildTowerDesc(tower.Stats ?? new TowerStatsData()));
float enduranceRate = ResolveTowerEnduranceRate(tower, muzzleMap, bearingMap, baseMap); float enduranceRate = ResolveTowerEnduranceRate(tower, muzzleMap, bearingMap, baseMap);
sb.AppendLine($"平均耐久: {enduranceRate * 100f:0.#}"); sb.AppendLine($"平均耐久: {enduranceRate * 100f:0.#}");
CombatParticipantTowerValidationFailureReason failureReason =
ResolveTowerValidationFailureReason(tower, muzzleMap, bearingMap, baseMap);
if (failureReason != CombatParticipantTowerValidationFailureReason.None)
{
sb.AppendLine("状态:已损坏");
sb.Append($"参战限制:{CombatParticipantTowerValidationText.GetFailureReasonMessage(failureReason)}");
}
return sb.ToString(); return sb.ToString();
} }
@ -139,6 +147,7 @@ namespace GeometryTD.CustomUtility
sb.AppendLine($"攻击方式:{ConvertAttackMethod(muzzleData.AttackMethodType)}"); sb.AppendLine($"攻击方式:{ConvertAttackMethod(muzzleData.AttackMethodType)}");
sb.AppendLine($"当前耐久:{muzzleData.Endurance}"); sb.AppendLine($"当前耐久:{muzzleData.Endurance}");
AppendComponentBrokenStatus(sb, muzzleData);
return sb.ToString(); return sb.ToString();
} }
@ -164,6 +173,7 @@ namespace GeometryTD.CustomUtility
sb.Append('\n'); sb.Append('\n');
sb.AppendLine($"当前耐久:{bearingData.Endurance}"); sb.AppendLine($"当前耐久:{bearingData.Endurance}");
AppendComponentBrokenStatus(sb, bearingData);
return sb.ToString(); return sb.ToString();
} }
@ -183,10 +193,65 @@ namespace GeometryTD.CustomUtility
sb.AppendLine($"伤害属性:{ConvertAttackProperty(baseData.AttackPropertyType)}"); sb.AppendLine($"伤害属性:{ConvertAttackProperty(baseData.AttackPropertyType)}");
sb.AppendLine($"当前耐久:{baseData.Endurance}"); sb.AppendLine($"当前耐久:{baseData.Endurance}");
AppendComponentBrokenStatus(sb, baseData);
return sb.ToString(); return sb.ToString();
} }
private static void AppendComponentBrokenStatus(StringBuilder sb, TowerCompItemData component)
{
if (sb == null || component == null || component.Endurance > 0f)
{
return;
}
sb.AppendLine("状态:已损坏,无法参战。");
}
private static CombatParticipantTowerValidationFailureReason ResolveTowerValidationFailureReason(
TowerItemData tower,
IReadOnlyDictionary<long, MuzzleCompItemData> muzzleMap,
IReadOnlyDictionary<long, BearingCompItemData> bearingMap,
IReadOnlyDictionary<long, BaseCompItemData> baseMap)
{
if (tower == null)
{
return CombatParticipantTowerValidationFailureReason.TowerMissing;
}
if (muzzleMap == null || !muzzleMap.TryGetValue(tower.MuzzleComponentInstanceId, out MuzzleCompItemData muzzle))
{
return CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent;
}
if (muzzle.Endurance <= 0f)
{
return CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent;
}
if (bearingMap == null || !bearingMap.TryGetValue(tower.BearingComponentInstanceId, out BearingCompItemData bearing))
{
return CombatParticipantTowerValidationFailureReason.MissingBearingComponent;
}
if (bearing.Endurance <= 0f)
{
return CombatParticipantTowerValidationFailureReason.BrokenBearingComponent;
}
if (baseMap == null || !baseMap.TryGetValue(tower.BaseComponentInstanceId, out BaseCompItemData baseComp))
{
return CombatParticipantTowerValidationFailureReason.MissingBaseComponent;
}
if (baseComp.Endurance <= 0f)
{
return CombatParticipantTowerValidationFailureReason.BrokenBaseComponent;
}
return CombatParticipantTowerValidationFailureReason.None;
}
public static string ConvertAttackMethod(AttackMethodType type) public static string ConvertAttackMethod(AttackMethodType type)
{ {
return type switch return type switch
@ -215,4 +280,3 @@ namespace GeometryTD.CustomUtility
} }
} }

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@ -0,0 +1,92 @@
using System.Collections.Generic;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using NUnit.Framework;
namespace GeometryTD.Tests.EditMode
{
public sealed class ItemDescUtilityTests
{
[Test]
public void BuildMuzzleDesc_Appends_Broken_Status_When_Endurance_Is_Zero()
{
string description = ItemDescUtility.BuildMuzzleDesc(new MuzzleCompItemData
{
AttackDamage = new[] { 10 },
DamageRandomRate = 0.1f,
AttackMethodType = AttackMethodType.NormalBullet,
Endurance = 0f
});
StringAssert.Contains("当前耐久0", description);
StringAssert.Contains("状态:已损坏,无法参战。", description);
}
[Test]
public void BuildTowerDesc_Appends_Broken_Status_And_Restriction_When_Component_Is_Broken()
{
TowerItemData tower = CreateTower();
Dictionary<long, MuzzleCompItemData> muzzleMap = new Dictionary<long, MuzzleCompItemData>
{
[10001] = new MuzzleCompItemData { InstanceId = 10001, Endurance = 0f }
};
Dictionary<long, BearingCompItemData> bearingMap = new Dictionary<long, BearingCompItemData>
{
[20001] = new BearingCompItemData { InstanceId = 20001, Endurance = 100f }
};
Dictionary<long, BaseCompItemData> baseMap = new Dictionary<long, BaseCompItemData>
{
[30001] = new BaseCompItemData { InstanceId = 30001, Endurance = 100f }
};
string description = ItemDescUtility.BuildTowerDesc(tower, muzzleMap, bearingMap, baseMap);
StringAssert.Contains("状态:已损坏", description);
StringAssert.Contains("参战限制:枪口组件耐久为 0无法参战。", description);
}
[Test]
public void BuildTowerDesc_Does_Not_Append_Broken_Status_When_Tower_Is_Valid()
{
TowerItemData tower = CreateTower();
Dictionary<long, MuzzleCompItemData> muzzleMap = new Dictionary<long, MuzzleCompItemData>
{
[10001] = new MuzzleCompItemData { InstanceId = 10001, Endurance = 100f }
};
Dictionary<long, BearingCompItemData> bearingMap = new Dictionary<long, BearingCompItemData>
{
[20001] = new BearingCompItemData { InstanceId = 20001, Endurance = 100f }
};
Dictionary<long, BaseCompItemData> baseMap = new Dictionary<long, BaseCompItemData>
{
[30001] = new BaseCompItemData { InstanceId = 30001, Endurance = 100f }
};
string description = ItemDescUtility.BuildTowerDesc(tower, muzzleMap, bearingMap, baseMap);
StringAssert.DoesNotContain("状态:已损坏", description);
StringAssert.DoesNotContain("参战限制:", description);
}
private static TowerItemData CreateTower()
{
return new TowerItemData
{
InstanceId = 90001,
MuzzleComponentInstanceId = 10001,
BearingComponentInstanceId = 20001,
BaseComponentInstanceId = 30001,
Stats = new TowerStatsData
{
AttackDamage = new[] { 10 },
DamageRandomRate = 0.1f,
AttackMethodType = AttackMethodType.NormalBullet,
RotateSpeed = new[] { 1f },
AttackRange = new[] { 2f },
AttackSpeed = new[] { 1f },
AttackPropertyType = AttackPropertyType.Physics
}
};
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,85 @@
using GeometryTD.Definition;
using GeometryTD.Procedure;
using GeometryTD.UI;
using NUnit.Framework;
namespace GeometryTD.Tests.EditMode
{
public sealed class ProcedureMainParticipantTowerCleanupServiceTests
{
[Test]
public void RemoveBrokenParticipantTowers_Removes_Only_Broken_Participant_Towers()
{
BackpackInventoryData inventory = CreateInventory();
inventory.MuzzleComponents[0].Endurance = 0f;
inventory.ParticipantTowerInstanceIds.Add(90002);
ProcedureMainParticipantTowerCleanupResult result =
ProcedureMainParticipantTowerCleanupService.RemoveBrokenParticipantTowers(inventory, 4);
Assert.That(result.HasAnyRemovedTower, Is.True);
Assert.That(result.RemovedResults.Count, Is.EqualTo(1));
Assert.That(result.RemovedResults[0].TowerInstanceId, Is.EqualTo(90001));
CollectionAssert.AreEqual(new long[] { 90002 }, inventory.ParticipantTowerInstanceIds);
Assert.That(inventory.Towers[0].IsParticipatingInCombat, Is.False);
Assert.That(inventory.Towers[1].IsParticipatingInCombat, Is.True);
}
[Test]
public void BuildRemovedTowerDialogRawData_Lists_Removed_Broken_Towers()
{
ProcedureMainParticipantTowerCleanupResult cleanupResult = new ProcedureMainParticipantTowerCleanupResult();
cleanupResult.RemovedResults.Add(new CombatParticipantTowerValidationResult
{
TowerInstanceId = 90001,
FailureReason = CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent
});
cleanupResult.RemovedResults.Add(new CombatParticipantTowerValidationResult
{
TowerInstanceId = 90002,
FailureReason = CombatParticipantTowerValidationFailureReason.BrokenBaseComponent
});
DialogFormRawData rawData =
ProcedureMainParticipantTowerCleanupService.BuildRemovedTowerDialogRawData(cleanupResult);
Assert.That(rawData.Title, Is.EqualTo("出战塔已损坏"));
Assert.That(
rawData.Message,
Is.EqualTo("以下防御塔已损坏,已自动移出参战区:\n塔 #90001 枪口组件耐久为 0无法参战。\n塔 #90002 底座组件耐久为 0无法参战。"));
Assert.That(rawData.ConfirmText, Is.EqualTo("知道了"));
}
private static BackpackInventoryData CreateInventory()
{
BackpackInventoryData inventory = new BackpackInventoryData();
AddTower(inventory, 90001, 10001, 20001, 30001);
AddTower(inventory, 90002, 10002, 20002, 30002);
inventory.ParticipantTowerInstanceIds.Add(90001);
inventory.ParticipantTowerInstanceIds.Add(90002);
inventory.Towers[0].IsParticipatingInCombat = true;
inventory.Towers[1].IsParticipatingInCombat = true;
return inventory;
}
private static void AddTower(
BackpackInventoryData inventory,
long towerId,
long muzzleId,
long bearingId,
long baseId)
{
inventory.MuzzleComponents.Add(new MuzzleCompItemData { InstanceId = muzzleId, Endurance = 100f });
inventory.BearingComponents.Add(new BearingCompItemData { InstanceId = bearingId, Endurance = 100f });
inventory.BaseComponents.Add(new BaseCompItemData { InstanceId = baseId, Endurance = 100f });
inventory.Towers.Add(new TowerItemData
{
InstanceId = towerId,
MuzzleComponentInstanceId = muzzleId,
BearingComponentInstanceId = bearingId,
BaseComponentInstanceId = baseId,
Stats = new TowerStatsData()
});
}
}
}

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@ -0,0 +1,69 @@
using GeometryTD.Definition;
using GeometryTD.UI;
using NUnit.Framework;
namespace GeometryTD.Tests.EditMode
{
public sealed class RepoParticipantAssignDialogUtilityTests
{
[Test]
public void BuildDialog_Returns_InvalidTower_Message_For_Broken_Component()
{
DialogFormRawData rawData = RepoParticipantAssignDialogUtility.BuildDialog(
new ParticipantTowerAssignResult
{
TowerInstanceId = 90001,
FailureReason = ParticipantTowerAssignFailureReason.InvalidTower,
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent
},
4);
Assert.That(rawData.Title, Is.EqualTo("无法加入参战区"));
Assert.That(rawData.Message, Is.EqualTo("塔 #90001 枪口组件耐久为 0无法参战。"));
Assert.That(rawData.ConfirmText, Is.EqualTo("知道了"));
}
[Test]
public void BuildDialog_Returns_InvalidTower_Message_For_Missing_Component()
{
DialogFormRawData rawData = RepoParticipantAssignDialogUtility.BuildDialog(
new ParticipantTowerAssignResult
{
TowerInstanceId = 90002,
FailureReason = ParticipantTowerAssignFailureReason.InvalidTower,
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.MissingBaseComponent
},
4);
Assert.That(rawData.Message, Is.EqualTo("塔 #90002 缺少底座组件。"));
}
[Test]
public void BuildDialog_Returns_ParticipantAreaFull_Message()
{
DialogFormRawData rawData = RepoParticipantAssignDialogUtility.BuildDialog(
new ParticipantTowerAssignResult
{
TowerInstanceId = 90003,
FailureReason = ParticipantTowerAssignFailureReason.ParticipantAreaFull
},
4);
Assert.That(rawData.Message, Is.EqualTo("参战区已满,最多只能放入 4 座塔。"));
}
[Test]
public void BuildDialog_Returns_AlreadyAssigned_Message()
{
DialogFormRawData rawData = RepoParticipantAssignDialogUtility.BuildDialog(
new ParticipantTowerAssignResult
{
TowerInstanceId = 90004,
FailureReason = ParticipantTowerAssignFailureReason.AlreadyAssigned
},
4);
Assert.That(rawData.Message, Is.EqualTo("塔 #90004 已在参战区中。"));
}
}
}

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@ -60,7 +60,7 @@ def convert_excel_to_txt(folder_path='.'):
# 导出设置: # 导出设置:
# 1. sep='\t' : 使用制表符分隔 # 1. sep='\t' : 使用制表符分隔
# 2. quoting=csv.QUOTE_NONE : 不使用引号包裹字段,也不会把 " 变成 "" # 2. quoting=csv.QUOTE_NONE + quotechar='\x00' : 不使用引号包裹字段,且 " 按原样输出
# 3. escapechar='\\' : 如果单元格内恰好有 Tab 键,会用反斜杠转义,防止数据列错位 # 3. escapechar='\\' : 如果单元格内恰好有 Tab 键,会用反斜杠转义,防止数据列错位
df.to_csv( df.to_csv(
output_file, output_file,
@ -69,6 +69,7 @@ def convert_excel_to_txt(folder_path='.'):
header=False, header=False,
encoding='utf-8', encoding='utf-8',
quoting=csv.QUOTE_NONE, quoting=csv.QUOTE_NONE,
quotechar='\x00',
escapechar='\\' escapechar='\\'
) )