阶段 S3 - 收口出战合法性
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88641f17b0
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@ -1,3 +1,4 @@
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using System.Text;
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using GameFramework.Event;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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@ -30,6 +31,22 @@ namespace GeometryTD.Procedure
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ReturnToMenu = 2
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}
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public enum ProcedureMainCombatEntryBlockReason
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{
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None = 0,
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InventoryUnavailable = 1,
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NoValidParticipantTower = 2
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}
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public sealed class ProcedureMainCombatEntryValidationResult
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{
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public bool CanEnterCombat => BlockReason == ProcedureMainCombatEntryBlockReason.None;
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public ProcedureMainCombatEntryBlockReason BlockReason { get; set; }
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public CombatParticipantTowerValidationSummary ValidationSummary { get; set; }
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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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@ -95,6 +112,140 @@ namespace GeometryTD.Procedure
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}
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}
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public static class ProcedureMainCombatEntryValidationService
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{
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public static ProcedureMainCombatEntryValidationResult Validate(BackpackInventoryData inventory)
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{
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if (inventory == null)
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{
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return new ProcedureMainCombatEntryValidationResult
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{
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BlockReason = ProcedureMainCombatEntryBlockReason.InventoryUnavailable,
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ValidationSummary = new CombatParticipantTowerValidationSummary()
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};
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}
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CombatParticipantTowerValidationSummary summary =
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CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
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return new ProcedureMainCombatEntryValidationResult
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{
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BlockReason = summary.HasAnyValidParticipantTower
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? ProcedureMainCombatEntryBlockReason.None
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: ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
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ValidationSummary = summary
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};
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}
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public static string BuildInvalidParticipantTowerLog(
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CombatParticipantTowerValidationSummary summary)
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{
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if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
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{
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return "none";
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}
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StringBuilder builder = new StringBuilder();
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for (int i = 0; i < summary.InvalidResults.Count; i++)
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{
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CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
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if (result == null)
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{
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continue;
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}
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if (builder.Length > 0)
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{
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builder.Append(", ");
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}
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builder.Append('#');
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builder.Append(result.TowerInstanceId);
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builder.Append(':');
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builder.Append(result.FailureReason);
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}
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return builder.Length > 0 ? builder.ToString() : "none";
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}
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public static DialogFormRawData BuildBlockedCombatDialogRawData(
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ProcedureMainCombatEntryValidationResult validationResult)
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{
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return new DialogFormRawData
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{
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Mode = 1,
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Title = "无法进入战斗",
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Message = BuildBlockedCombatDialogMessage(validationResult),
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PauseGame = false,
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ConfirmText = "知道了"
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};
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}
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private static string BuildBlockedCombatDialogMessage(
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ProcedureMainCombatEntryValidationResult validationResult)
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{
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if (validationResult == null)
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{
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return "当前无法确认出战信息,请稍后重试。";
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}
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switch (validationResult.BlockReason)
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{
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case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
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return "当前无法读取库存快照,暂时不能进入战斗。请重新进入本轮流程后再试。";
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case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
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return BuildNoValidParticipantTowerMessage(validationResult.ValidationSummary);
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default:
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return "当前出战校验未通过,暂时不能进入战斗。";
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}
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}
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private static string BuildNoValidParticipantTowerMessage(
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CombatParticipantTowerValidationSummary summary)
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{
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if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
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{
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return "参战区至少需要 1 座完整装配了枪口、轴承、底座的塔,才能进入战斗。";
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}
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StringBuilder builder = new StringBuilder();
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builder.Append("参战区没有可出战的完整塔。");
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for (int i = 0; i < summary.InvalidResults.Count; i++)
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{
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CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
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if (result == null)
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{
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continue;
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}
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builder.Append('\n');
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builder.Append("塔 #");
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builder.Append(result.TowerInstanceId);
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builder.Append(' ');
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builder.Append(GetFailureReasonMessage(result.FailureReason));
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}
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return builder.ToString();
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}
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private static string GetFailureReasonMessage(CombatParticipantTowerValidationFailureReason failureReason)
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{
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switch (failureReason)
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{
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case CombatParticipantTowerValidationFailureReason.TowerMissing:
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return "已不存在,无法参战。";
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case CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent:
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return "缺少枪口组件。";
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case CombatParticipantTowerValidationFailureReason.MissingBearingComponent:
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return "缺少轴承组件。";
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case CombatParticipantTowerValidationFailureReason.MissingBaseComponent:
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return "缺少底座组件。";
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default:
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return "不满足当前参战条件。";
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}
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}
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}
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public class ProcedureMain : ProcedureBase
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{
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public override bool UseNativeDialog => false;
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@ -314,9 +465,13 @@ namespace GeometryTD.Procedure
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{
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case RunNodeType.Combat:
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case RunNodeType.BossCombat:
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if (!HasAvailableParticipantTower())
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ProcedureMainCombatEntryValidationResult validationResult =
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ProcedureMainCombatEntryValidationService.Validate(
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GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null);
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if (!validationResult.CanEnterCombat)
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{
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Log.Warning("ProcedureMain blocked combat start. No participant tower is available.");
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LogCombatEntryBlocked(currentNode, validationResult);
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OpenBlockedCombatDialog(validationResult);
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return;
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}
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@ -348,6 +503,51 @@ namespace GeometryTD.Procedure
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}
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}
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private void OpenBlockedCombatDialog(ProcedureMainCombatEntryValidationResult validationResult)
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{
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GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
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GameEntry.UIRouter.OpenUI(
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UIFormType.DialogForm,
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ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(validationResult));
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}
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private void LogCombatEntryBlocked(
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RunNodeState currentNode,
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ProcedureMainCombatEntryValidationResult validationResult)
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{
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switch (validationResult?.BlockReason)
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{
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case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
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Log.Warning(
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"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}.",
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_currentRunState?.RunId,
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currentNode?.NodeId ?? 0,
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currentNode?.NodeType ?? RunNodeType.None,
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currentNode?.SequenceIndex ?? -1,
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ProcedureMainCombatEntryBlockReason.InventoryUnavailable);
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return;
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case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
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Log.Warning(
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"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}, InvalidParticipantTowers={5}.",
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_currentRunState?.RunId,
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currentNode?.NodeId ?? 0,
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currentNode?.NodeType ?? RunNodeType.None,
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currentNode?.SequenceIndex ?? -1,
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ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
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ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(
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validationResult.ValidationSummary));
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return;
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default:
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Log.Warning(
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"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason=Unknown.",
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_currentRunState?.RunId,
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currentNode?.NodeId ?? 0,
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currentNode?.NodeType ?? RunNodeType.None,
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currentNode?.SequenceIndex ?? -1);
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return;
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}
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}
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private void HandleRunAdvanceResult(ProcedureMainRunAdvanceResult result)
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{
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switch (result)
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@ -375,12 +575,6 @@ namespace GeometryTD.Procedure
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}
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}
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private static bool HasAvailableParticipantTower()
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{
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return GameEntry.PlayerInventory != null &&
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GameEntry.PlayerInventory.GetParticipantTowerSnapshot().Count > 0;
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}
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private void EnterHubFlow()
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{
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_flowPhase = ProcedureMainFlowPhase.Hub;
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@ -1,5 +1,6 @@
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using GeometryTD.Definition;
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using GeometryTD.Procedure;
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using GeometryTD.UI;
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using NUnit.Framework;
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namespace GeometryTD.Tests.EditMode
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@ -170,6 +171,171 @@ namespace GeometryTD.Tests.EditMode
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Assert.That(pendingResult, Is.EqualTo(ProcedureMainRunCompletionResult.NoChange));
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}
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[Test]
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public void ValidateCombatEntry_Returns_InventoryUnavailable_When_Inventory_Is_Null()
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{
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ProcedureMainCombatEntryValidationResult result =
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ProcedureMainCombatEntryValidationService.Validate(null);
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Assert.That(result.CanEnterCombat, Is.False);
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Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.InventoryUnavailable));
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Assert.That(result.ValidationSummary, Is.Not.Null);
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Assert.That(result.ValidationSummary.HasAnyValidParticipantTower, Is.False);
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}
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[Test]
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public void ValidateCombatEntry_Returns_NoValidParticipantTower_When_ParticipantArea_Is_Empty()
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{
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BackpackInventoryData inventory = CreateCombatInventory();
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inventory.ParticipantTowerInstanceIds.Clear();
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ProcedureMainCombatEntryValidationResult result =
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ProcedureMainCombatEntryValidationService.Validate(inventory);
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Assert.That(result.CanEnterCombat, Is.False);
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Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.NoValidParticipantTower));
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Assert.That(result.ValidationSummary.HasAnyValidParticipantTower, Is.False);
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Assert.That(result.ValidationSummary.ValidTowers.Count, Is.EqualTo(0));
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Assert.That(result.ValidationSummary.InvalidResults.Count, Is.EqualTo(0));
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}
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[Test]
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public void ValidateCombatEntry_Returns_NoValidParticipantTower_When_AllParticipantTowers_Are_Invalid()
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{
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BackpackInventoryData inventory = CreateCombatInventory();
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inventory.Towers[0].BaseComponentInstanceId = 99903;
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ProcedureMainCombatEntryValidationResult result =
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ProcedureMainCombatEntryValidationService.Validate(inventory);
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Assert.That(result.CanEnterCombat, Is.False);
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Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.NoValidParticipantTower));
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Assert.That(result.ValidationSummary.ValidTowers.Count, Is.EqualTo(0));
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Assert.That(result.ValidationSummary.InvalidResults.Count, Is.EqualTo(1));
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Assert.That(
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result.ValidationSummary.InvalidResults[0].FailureReason,
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Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingBaseComponent));
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}
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[Test]
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public void ValidateCombatEntry_Returns_CanEnter_When_At_Least_One_ParticipantTower_Is_Valid()
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{
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BackpackInventoryData inventory = CreateCombatInventory();
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inventory.Towers.Add(new TowerItemData
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{
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InstanceId = 90002,
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Name = "非法塔",
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MuzzleComponentInstanceId = 10001,
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BearingComponentInstanceId = 20001,
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BaseComponentInstanceId = 99903
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});
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inventory.ParticipantTowerInstanceIds.Add(90002);
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ProcedureMainCombatEntryValidationResult result =
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ProcedureMainCombatEntryValidationService.Validate(inventory);
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Assert.That(result.CanEnterCombat, Is.True);
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Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.None));
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Assert.That(result.ValidationSummary.ValidTowers.Count, Is.EqualTo(1));
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Assert.That(result.ValidationSummary.ValidTowers[0].InstanceId, Is.EqualTo(90001));
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Assert.That(result.ValidationSummary.InvalidResults.Count, Is.EqualTo(1));
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}
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[Test]
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public void BuildInvalidParticipantTowerLog_Returns_None_When_InvalidResults_Are_Empty()
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{
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string log = ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(
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new CombatParticipantTowerValidationSummary());
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Assert.That(log, Is.EqualTo("none"));
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}
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[Test]
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public void BuildInvalidParticipantTowerLog_Formats_TowerIds_And_Reasons()
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{
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CombatParticipantTowerValidationSummary summary = new CombatParticipantTowerValidationSummary
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{
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InvalidResults = new[]
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{
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new CombatParticipantTowerValidationResult
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{
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TowerInstanceId = 90002,
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FailureReason = CombatParticipantTowerValidationFailureReason.MissingBaseComponent
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},
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new CombatParticipantTowerValidationResult
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{
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TowerInstanceId = 90003,
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FailureReason = CombatParticipantTowerValidationFailureReason.MissingBearingComponent
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}
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}
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};
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string log = ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(summary);
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Assert.That(log, Is.EqualTo("#90002:MissingBaseComponent, #90003:MissingBearingComponent"));
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}
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[Test]
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public void BuildBlockedCombatDialogRawData_Returns_InventoryUnavailable_Message()
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{
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DialogFormRawData rawData = ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(
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new ProcedureMainCombatEntryValidationResult
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{
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BlockReason = ProcedureMainCombatEntryBlockReason.InventoryUnavailable,
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ValidationSummary = new CombatParticipantTowerValidationSummary()
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});
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Assert.That(rawData.Title, Is.EqualTo("无法进入战斗"));
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Assert.That(rawData.Message, Is.EqualTo("当前无法读取库存快照,暂时不能进入战斗。请重新进入本轮流程后再试。"));
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Assert.That(rawData.ConfirmText, Is.EqualTo("知道了"));
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Assert.That(rawData.Mode, Is.EqualTo(1));
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}
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[Test]
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public void BuildBlockedCombatDialogRawData_Returns_Generic_Message_When_NoParticipantTower_Is_Assigned()
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{
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DialogFormRawData rawData = ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(
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new ProcedureMainCombatEntryValidationResult
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{
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BlockReason = ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
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ValidationSummary = new CombatParticipantTowerValidationSummary()
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});
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Assert.That(
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rawData.Message,
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Is.EqualTo("参战区至少需要 1 座完整装配了枪口、轴承、底座的塔,才能进入战斗。"));
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}
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[Test]
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public void BuildBlockedCombatDialogRawData_Lists_Invalid_Tower_Reasons()
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{
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DialogFormRawData rawData = ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(
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new ProcedureMainCombatEntryValidationResult
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{
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BlockReason = ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
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ValidationSummary = new CombatParticipantTowerValidationSummary
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{
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InvalidResults = new[]
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{
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new CombatParticipantTowerValidationResult
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{
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TowerInstanceId = 90002,
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FailureReason = CombatParticipantTowerValidationFailureReason.MissingBaseComponent
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},
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new CombatParticipantTowerValidationResult
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{
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TowerInstanceId = 90003,
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FailureReason = CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent
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}
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}
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}
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});
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Assert.That(
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rawData.Message,
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Is.EqualTo("参战区没有可出战的完整塔。\n塔 #90002 缺少底座组件。\n塔 #90003 缺少枪口组件。"));
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}
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private static RunState CreateTwoNodeRun()
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{
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return RunStateFactory.Create(
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@ -181,5 +347,38 @@ namespace GeometryTD.Tests.EditMode
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new RunNodeSeed { NodeId = 102, NodeType = RunNodeType.Event }
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});
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}
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private static BackpackInventoryData CreateCombatInventory()
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{
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BackpackInventoryData inventory = new BackpackInventoryData();
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inventory.MuzzleComponents.Add(new MuzzleCompItemData
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{
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InstanceId = 10001,
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Name = "枪口",
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Endurance = 100f
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});
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inventory.BearingComponents.Add(new BearingCompItemData
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{
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InstanceId = 20001,
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Name = "轴承",
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Endurance = 100f
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});
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inventory.BaseComponents.Add(new BaseCompItemData
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{
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InstanceId = 30001,
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Name = "底座",
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Endurance = 100f
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});
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inventory.Towers.Add(new TowerItemData
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{
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InstanceId = 90001,
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Name = "合法塔",
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MuzzleComponentInstanceId = 10001,
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BearingComponentInstanceId = 20001,
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BaseComponentInstanceId = 30001
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});
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inventory.ParticipantTowerInstanceIds.Add(90001);
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return inventory;
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}
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}
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}
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@ -96,8 +96,8 @@
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|-----|-------|------------------|--------------------------------------------------------------------------------------------------|--------------------|
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| [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 |
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| [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 |
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| [ ] | 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 |
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| [ ] | 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 |
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| [x] | 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 |
|
||||
| [x] | 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
|
||||
|
||||
|
|
@ -114,10 +114,12 @@
|
|||
- 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`。
|
||||
- 组装区 / 参战区 UI 仍保持“失败时静默拦截”的当前策略;战斗入口已补最终二次校验,避免旧快照、脏状态或外部改动绕过 `S3-02` 直接进入战斗。
|
||||
- 战斗入口校验失败时,`ProcedureMain` 现在会同时写明失败日志,并弹出 `DialogForm` 给出明确原因;空参战区会提示“至少需要 1 座完整装配了枪口、轴承、底座的塔”,脏数据则会列出具体缺失组件。
|
||||
|
||||
> 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` 与 `ParticipantTowerAssignResultTests`。
|
||||
>
|
||||
> 2026-03-09 更新:`ProcedureMainCombatEntryValidationService` 与战斗入口拦截已落地;你已确认 Unity Test Runner 全部通过,并手工验证了“空参战区开始战斗”会被拦截且弹出明确提示。
|
||||
|
||||
## 阶段 S4 - 收口品质 / Tag 规则
|
||||
|
||||
|
|
@ -158,8 +160,8 @@
|
|||
## 本周建议开工顺序
|
||||
|
||||
1. `S1` 与 `S2` 已完成口径收口,可直接进入规则侧收尾
|
||||
2. `S3-01`、`S3-02` 已完成,接下来先收 `S3-03`、`S3-04`
|
||||
3. 再决定 `S4` 和 `S5` 是完整实现还是同步缩范围
|
||||
2. `S3-01 ~ S3-04` 已完成,当前可转入 `S4`
|
||||
3. 接下来决定 `S4` 和 `S5` 是完整实现还是同步缩范围
|
||||
4. 最后补 `S6-01 ~ S6-04`
|
||||
|
||||
## 备注
|
||||
|
|
|
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Loading…
Reference in New Issue