阶段 S3 - 收口出战合法性

This commit is contained in:
SepComet
2026-03-09 19:47:46 +08:00
parent 88641f17b0
commit af20eeecfa
3 changed files with 409 additions and 14 deletions
@@ -1,3 +1,4 @@
using System.Text;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
@@ -30,6 +31,22 @@ namespace GeometryTD.Procedure
ReturnToMenu = 2
}
public enum ProcedureMainCombatEntryBlockReason
{
None = 0,
InventoryUnavailable = 1,
NoValidParticipantTower = 2
}
public sealed class ProcedureMainCombatEntryValidationResult
{
public bool CanEnterCombat => BlockReason == ProcedureMainCombatEntryBlockReason.None;
public ProcedureMainCombatEntryBlockReason BlockReason { get; set; }
public CombatParticipantTowerValidationSummary ValidationSummary { get; set; }
}
public static class ProcedureMainRunFlowService
{
public static ProcedureMainRunAdvanceResult TryAdvanceRun(
@@ -95,6 +112,140 @@ namespace GeometryTD.Procedure
}
}
public static class ProcedureMainCombatEntryValidationService
{
public static ProcedureMainCombatEntryValidationResult Validate(BackpackInventoryData inventory)
{
if (inventory == null)
{
return new ProcedureMainCombatEntryValidationResult
{
BlockReason = ProcedureMainCombatEntryBlockReason.InventoryUnavailable,
ValidationSummary = new CombatParticipantTowerValidationSummary()
};
}
CombatParticipantTowerValidationSummary summary =
CombatParticipantTowerValidationService.ValidateParticipantTowers(inventory);
return new ProcedureMainCombatEntryValidationResult
{
BlockReason = summary.HasAnyValidParticipantTower
? ProcedureMainCombatEntryBlockReason.None
: ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
ValidationSummary = summary
};
}
public static string BuildInvalidParticipantTowerLog(
CombatParticipantTowerValidationSummary summary)
{
if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
{
return "none";
}
StringBuilder builder = new StringBuilder();
for (int i = 0; i < summary.InvalidResults.Count; i++)
{
CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
if (result == null)
{
continue;
}
if (builder.Length > 0)
{
builder.Append(", ");
}
builder.Append('#');
builder.Append(result.TowerInstanceId);
builder.Append(':');
builder.Append(result.FailureReason);
}
return builder.Length > 0 ? builder.ToString() : "none";
}
public static DialogFormRawData BuildBlockedCombatDialogRawData(
ProcedureMainCombatEntryValidationResult validationResult)
{
return new DialogFormRawData
{
Mode = 1,
Title = "无法进入战斗",
Message = BuildBlockedCombatDialogMessage(validationResult),
PauseGame = false,
ConfirmText = "知道了"
};
}
private static string BuildBlockedCombatDialogMessage(
ProcedureMainCombatEntryValidationResult validationResult)
{
if (validationResult == null)
{
return "当前无法确认出战信息,请稍后重试。";
}
switch (validationResult.BlockReason)
{
case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
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。";
case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
return BuildNoValidParticipantTowerMessage(validationResult.ValidationSummary);
default:
return "当前出战校验未通过,暂时不能进入战斗。";
}
}
private static string BuildNoValidParticipantTowerMessage(
CombatParticipantTowerValidationSummary summary)
{
if (summary?.InvalidResults == null || summary.InvalidResults.Count <= 0)
{
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。";
}
StringBuilder builder = new StringBuilder();
builder.Append("参战区没有可出战的完整塔。");
for (int i = 0; i < summary.InvalidResults.Count; i++)
{
CombatParticipantTowerValidationResult result = summary.InvalidResults[i];
if (result == null)
{
continue;
}
builder.Append('\n');
builder.Append("塔 #");
builder.Append(result.TowerInstanceId);
builder.Append(' ');
builder.Append(GetFailureReasonMessage(result.FailureReason));
}
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。";
default:
return "不满足当前参战条件。";
}
}
}
public class ProcedureMain : ProcedureBase
{
public override bool UseNativeDialog => false;
@@ -314,9 +465,13 @@ namespace GeometryTD.Procedure
{
case RunNodeType.Combat:
case RunNodeType.BossCombat:
if (!HasAvailableParticipantTower())
ProcedureMainCombatEntryValidationResult validationResult =
ProcedureMainCombatEntryValidationService.Validate(
GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null);
if (!validationResult.CanEnterCombat)
{
Log.Warning("ProcedureMain blocked combat start. No participant tower is available.");
LogCombatEntryBlocked(currentNode, validationResult);
OpenBlockedCombatDialog(validationResult);
return;
}
@@ -348,6 +503,51 @@ namespace GeometryTD.Procedure
}
}
private void OpenBlockedCombatDialog(ProcedureMainCombatEntryValidationResult validationResult)
{
GameEntry.UIRouter.CloseUI(UIFormType.DialogForm);
GameEntry.UIRouter.OpenUI(
UIFormType.DialogForm,
ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(validationResult));
}
private void LogCombatEntryBlocked(
RunNodeState currentNode,
ProcedureMainCombatEntryValidationResult validationResult)
{
switch (validationResult?.BlockReason)
{
case ProcedureMainCombatEntryBlockReason.InventoryUnavailable:
Log.Warning(
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}.",
_currentRunState?.RunId,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1,
ProcedureMainCombatEntryBlockReason.InventoryUnavailable);
return;
case ProcedureMainCombatEntryBlockReason.NoValidParticipantTower:
Log.Warning(
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason={4}, InvalidParticipantTowers={5}.",
_currentRunState?.RunId,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1,
ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(
validationResult.ValidationSummary));
return;
default:
Log.Warning(
"ProcedureMain blocked combat start. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}, Reason=Unknown.",
_currentRunState?.RunId,
currentNode?.NodeId ?? 0,
currentNode?.NodeType ?? RunNodeType.None,
currentNode?.SequenceIndex ?? -1);
return;
}
}
private void HandleRunAdvanceResult(ProcedureMainRunAdvanceResult result)
{
switch (result)
@@ -375,12 +575,6 @@ namespace GeometryTD.Procedure
}
}
private static bool HasAvailableParticipantTower()
{
return GameEntry.PlayerInventory != null &&
GameEntry.PlayerInventory.GetParticipantTowerSnapshot().Count > 0;
}
private void EnterHubFlow()
{
_flowPhase = ProcedureMainFlowPhase.Hub;