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

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@ -1,3 +1,4 @@
using System.Text;
using GameFramework.Event; using GameFramework.Event;
using GameFramework.Fsm; using GameFramework.Fsm;
using GameFramework.Procedure; using GameFramework.Procedure;
@ -30,6 +31,22 @@ namespace GeometryTD.Procedure
ReturnToMenu = 2 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 class ProcedureMainRunFlowService
{ {
public static ProcedureMainRunAdvanceResult TryAdvanceRun( 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 class ProcedureMain : ProcedureBase
{ {
public override bool UseNativeDialog => false; public override bool UseNativeDialog => false;
@ -314,9 +465,13 @@ namespace GeometryTD.Procedure
{ {
case RunNodeType.Combat: case RunNodeType.Combat:
case RunNodeType.BossCombat: 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; 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) private void HandleRunAdvanceResult(ProcedureMainRunAdvanceResult result)
{ {
switch (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() private void EnterHubFlow()
{ {
_flowPhase = ProcedureMainFlowPhase.Hub; _flowPhase = ProcedureMainFlowPhase.Hub;

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@ -1,5 +1,6 @@
using GeometryTD.Definition; using GeometryTD.Definition;
using GeometryTD.Procedure; using GeometryTD.Procedure;
using GeometryTD.UI;
using NUnit.Framework; using NUnit.Framework;
namespace GeometryTD.Tests.EditMode namespace GeometryTD.Tests.EditMode
@ -170,6 +171,171 @@ namespace GeometryTD.Tests.EditMode
Assert.That(pendingResult, Is.EqualTo(ProcedureMainRunCompletionResult.NoChange)); Assert.That(pendingResult, Is.EqualTo(ProcedureMainRunCompletionResult.NoChange));
} }
[Test]
public void ValidateCombatEntry_Returns_InventoryUnavailable_When_Inventory_Is_Null()
{
ProcedureMainCombatEntryValidationResult result =
ProcedureMainCombatEntryValidationService.Validate(null);
Assert.That(result.CanEnterCombat, Is.False);
Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.InventoryUnavailable));
Assert.That(result.ValidationSummary, Is.Not.Null);
Assert.That(result.ValidationSummary.HasAnyValidParticipantTower, Is.False);
}
[Test]
public void ValidateCombatEntry_Returns_NoValidParticipantTower_When_ParticipantArea_Is_Empty()
{
BackpackInventoryData inventory = CreateCombatInventory();
inventory.ParticipantTowerInstanceIds.Clear();
ProcedureMainCombatEntryValidationResult result =
ProcedureMainCombatEntryValidationService.Validate(inventory);
Assert.That(result.CanEnterCombat, Is.False);
Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.NoValidParticipantTower));
Assert.That(result.ValidationSummary.HasAnyValidParticipantTower, Is.False);
Assert.That(result.ValidationSummary.ValidTowers.Count, Is.EqualTo(0));
Assert.That(result.ValidationSummary.InvalidResults.Count, Is.EqualTo(0));
}
[Test]
public void ValidateCombatEntry_Returns_NoValidParticipantTower_When_AllParticipantTowers_Are_Invalid()
{
BackpackInventoryData inventory = CreateCombatInventory();
inventory.Towers[0].BaseComponentInstanceId = 99903;
ProcedureMainCombatEntryValidationResult result =
ProcedureMainCombatEntryValidationService.Validate(inventory);
Assert.That(result.CanEnterCombat, Is.False);
Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.NoValidParticipantTower));
Assert.That(result.ValidationSummary.ValidTowers.Count, Is.EqualTo(0));
Assert.That(result.ValidationSummary.InvalidResults.Count, Is.EqualTo(1));
Assert.That(
result.ValidationSummary.InvalidResults[0].FailureReason,
Is.EqualTo(CombatParticipantTowerValidationFailureReason.MissingBaseComponent));
}
[Test]
public void ValidateCombatEntry_Returns_CanEnter_When_At_Least_One_ParticipantTower_Is_Valid()
{
BackpackInventoryData inventory = CreateCombatInventory();
inventory.Towers.Add(new TowerItemData
{
InstanceId = 90002,
Name = "非法塔",
MuzzleComponentInstanceId = 10001,
BearingComponentInstanceId = 20001,
BaseComponentInstanceId = 99903
});
inventory.ParticipantTowerInstanceIds.Add(90002);
ProcedureMainCombatEntryValidationResult result =
ProcedureMainCombatEntryValidationService.Validate(inventory);
Assert.That(result.CanEnterCombat, Is.True);
Assert.That(result.BlockReason, Is.EqualTo(ProcedureMainCombatEntryBlockReason.None));
Assert.That(result.ValidationSummary.ValidTowers.Count, Is.EqualTo(1));
Assert.That(result.ValidationSummary.ValidTowers[0].InstanceId, Is.EqualTo(90001));
Assert.That(result.ValidationSummary.InvalidResults.Count, Is.EqualTo(1));
}
[Test]
public void BuildInvalidParticipantTowerLog_Returns_None_When_InvalidResults_Are_Empty()
{
string log = ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(
new CombatParticipantTowerValidationSummary());
Assert.That(log, Is.EqualTo("none"));
}
[Test]
public void BuildInvalidParticipantTowerLog_Formats_TowerIds_And_Reasons()
{
CombatParticipantTowerValidationSummary summary = new CombatParticipantTowerValidationSummary
{
InvalidResults = new[]
{
new CombatParticipantTowerValidationResult
{
TowerInstanceId = 90002,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingBaseComponent
},
new CombatParticipantTowerValidationResult
{
TowerInstanceId = 90003,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingBearingComponent
}
}
};
string log = ProcedureMainCombatEntryValidationService.BuildInvalidParticipantTowerLog(summary);
Assert.That(log, Is.EqualTo("#90002:MissingBaseComponent, #90003:MissingBearingComponent"));
}
[Test]
public void BuildBlockedCombatDialogRawData_Returns_InventoryUnavailable_Message()
{
DialogFormRawData rawData = ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(
new ProcedureMainCombatEntryValidationResult
{
BlockReason = ProcedureMainCombatEntryBlockReason.InventoryUnavailable,
ValidationSummary = new CombatParticipantTowerValidationSummary()
});
Assert.That(rawData.Title, Is.EqualTo("无法进入战斗"));
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。"));
Assert.That(rawData.ConfirmText, Is.EqualTo("知道了"));
Assert.That(rawData.Mode, Is.EqualTo(1));
}
[Test]
public void BuildBlockedCombatDialogRawData_Returns_Generic_Message_When_NoParticipantTower_Is_Assigned()
{
DialogFormRawData rawData = ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(
new ProcedureMainCombatEntryValidationResult
{
BlockReason = ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
ValidationSummary = new CombatParticipantTowerValidationSummary()
});
Assert.That(
rawData.Message,
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。"));
}
[Test]
public void BuildBlockedCombatDialogRawData_Lists_Invalid_Tower_Reasons()
{
DialogFormRawData rawData = ProcedureMainCombatEntryValidationService.BuildBlockedCombatDialogRawData(
new ProcedureMainCombatEntryValidationResult
{
BlockReason = ProcedureMainCombatEntryBlockReason.NoValidParticipantTower,
ValidationSummary = new CombatParticipantTowerValidationSummary
{
InvalidResults = new[]
{
new CombatParticipantTowerValidationResult
{
TowerInstanceId = 90002,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingBaseComponent
},
new CombatParticipantTowerValidationResult
{
TowerInstanceId = 90003,
FailureReason = CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent
}
}
}
});
Assert.That(
rawData.Message,
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。"));
}
private static RunState CreateTwoNodeRun() private static RunState CreateTwoNodeRun()
{ {
return RunStateFactory.Create( return RunStateFactory.Create(
@ -181,5 +347,38 @@ namespace GeometryTD.Tests.EditMode
new RunNodeSeed { NodeId = 102, NodeType = RunNodeType.Event } new RunNodeSeed { NodeId = 102, NodeType = RunNodeType.Event }
}); });
} }
private static BackpackInventoryData CreateCombatInventory()
{
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
});
inventory.ParticipantTowerInstanceIds.Add(90001);
return inventory;
}
} }
} }

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@ -96,8 +96,8 @@
|-----|-------|------------------|--------------------------------------------------------------------------------------------------|--------------------| |-----|-------|------------------|--------------------------------------------------------------------------------------------------|--------------------|
| [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 | | [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 |
| [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 | | [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 | | [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 |
| [ ] | 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 | | [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 ### 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` - 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。 - `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。 - 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 - 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
- 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` - 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``ParticipantTowerAssignResultTests` > 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`
>
> 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 ## 阶段 S4 - 收口品质 / Tag 规则
@ -158,8 +160,8 @@
## 本周建议开工顺序 ## 本周建议开工顺序
1. `S1``S2` 已完成口径收口,可直接进入规则侧收尾 1. `S1``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` 2. `S3-01 ~ S3-04` 已完成,当前可转入 `S4`
3. 决定 `S4``S5` 是完整实现还是同步缩范围 3. 接下来决定 `S4``S5` 是完整实现还是同步缩范围
4. 最后补 `S6-01 ~ S6-04` 4. 最后补 `S6-01 ~ S6-04`
## 备注 ## 备注