S4-07 process 2

当前 `Tag.txt -> DRTag -> TagGenerationRuleRegistry` 已形成组件 Tag 生成规则闭环:
- `InventoryTagRuleService` 不再主要依赖内部 `MinRarity` 硬编码,而是统一消费 `DRTag` 提供的 `MinRarity + Weight`
- `ShopFormUseCase`、`EnemyDropResolver`、`InventorySeedUtility` 也已切回这一统一入口。
- 现阶段的职责边界明确为:`Tag.txt` 负责基础字典与生成规则,`TagConfig.txt` 负责触发阶段、描述与效果参数。
This commit is contained in:
SepComet
2026-03-11 11:20:16 +08:00
parent 9de2e50262
commit b1b68ebde5
46 changed files with 615 additions and 452 deletions
@@ -204,6 +204,15 @@ namespace GeometryTD.Procedure
TagConfigRegistry.LoadFromRows(tagConfigTable.GetAllDataRows());
}
}
if (ne.DataTableAssetName == AssetUtility.GetDataTableAsset("Tag", false))
{
var tagTable = GameEntry.DataTable.GetDataTable<DRTag>();
if (tagTable != null)
{
TagGenerationRuleRegistry.LoadFromRows(tagTable.GetAllDataRows());
}
}
}
private void OnLoadDataTableFailure(object sender, GameEventArgs e)
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f18d07456c02b1546b198ed25ba69e18
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,4 +1,3 @@
using System.Text;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
@@ -9,243 +8,6 @@ using UnityGameFramework.Runtime;
namespace GeometryTD.Procedure
{
public enum ProcedureMainFlowPhase
{
Hub = 0,
NodeActive = 1,
RunCompletedPendingFinish = 2
}
public enum ProcedureMainRunAdvanceResult
{
NoChange = 0,
NodeException = 1,
AdvancedToNextNode = 2,
RunCompleted = 3
}
public enum ProcedureMainRunCompletionResult
{
NoChange = 0,
ShowCompletionDialog = 1,
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(
RunState runState,
RunNodeCompletionStatus completionStatus,
BackpackInventoryData snapshot)
{
if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, completionStatus, snapshot))
{
return ProcedureMainRunAdvanceResult.NoChange;
}
if (runState != null && runState.IsCompleted)
{
return ProcedureMainRunAdvanceResult.RunCompleted;
}
return completionStatus == RunNodeCompletionStatus.Exception
? ProcedureMainRunAdvanceResult.NodeException
: ProcedureMainRunAdvanceResult.AdvancedToNextNode;
}
}
public static class ProcedureMainRunCompletionService
{
public static ProcedureMainRunCompletionResult TryEnterCompletedPendingFinish(bool isCompletionDialogShown)
{
return isCompletionDialogShown
? ProcedureMainRunCompletionResult.NoChange
: ProcedureMainRunCompletionResult.ShowCompletionDialog;
}
public static ProcedureMainRunCompletionResult TryConfirmReturnToMenu(
ProcedureMainFlowPhase flowPhase,
bool isReturnToMenuPending)
{
if (flowPhase != ProcedureMainFlowPhase.RunCompletedPendingFinish || isReturnToMenuPending)
{
return ProcedureMainRunCompletionResult.NoChange;
}
return ProcedureMainRunCompletionResult.ReturnToMenu;
}
}
public static class ProcedureMainNodeEventGuardService
{
public static bool MatchesCurrentNode(
RunState runState,
int nodeId,
RunNodeType nodeType,
int sequenceIndex)
{
RunNodeState currentNode = runState?.CurrentNode;
if (currentNode == null)
{
return false;
}
return (nodeId <= 0 || nodeId == currentNode.NodeId) &&
(nodeType == RunNodeType.None || nodeType == currentNode.NodeType) &&
(sequenceIndex < 0 || sequenceIndex == currentNode.SequenceIndex);
}
}
public 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;
@@ -467,7 +229,9 @@ namespace GeometryTD.Procedure
case RunNodeType.BossCombat:
ProcedureMainCombatEntryValidationResult validationResult =
ProcedureMainCombatEntryValidationService.Validate(
GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null);
GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetInventorySnapshot()
: null);
if (!validationResult.CanEnterCombat)
{
LogCombatEntryBlocked(currentNode, validationResult);
@@ -659,4 +423,4 @@ namespace GeometryTD.Procedure
_isReturnToMenuPending = true;
}
}
}
}
@@ -0,0 +1,13 @@
using GeometryTD.Definition;
namespace GeometryTD.Procedure
{
public sealed class ProcedureMainCombatEntryValidationResult
{
public bool CanEnterCombat => BlockReason == ProcedureMainCombatEntryBlockReason.None;
public ProcedureMainCombatEntryBlockReason BlockReason { get; set; }
public CombatParticipantTowerValidationSummary ValidationSummary { get; set; }
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5699aa9933294974875bfce1d34d1d4b
timeCreated: 1773198121
@@ -0,0 +1,140 @@
using System.Text;
using GeometryTD.Definition;
using GeometryTD.UI;
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。";
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: be3e90d1a1874e26af6d1555c301aa26
timeCreated: 1773198334
@@ -0,0 +1,22 @@
namespace GeometryTD.Procedure
{
public static class ProcedureMainNodeEventGuardService
{
public static bool MatchesCurrentNode(
RunState runState,
int nodeId,
RunNodeType nodeType,
int sequenceIndex)
{
RunNodeState currentNode = runState?.CurrentNode;
if (currentNode == null)
{
return false;
}
return (nodeId <= 0 || nodeId == currentNode.NodeId) &&
(nodeType == RunNodeType.None || nodeType == currentNode.NodeType) &&
(sequenceIndex < 0 || sequenceIndex == currentNode.SequenceIndex);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 212a0e12be2248bf9415a779414312a1
timeCreated: 1773198194
@@ -0,0 +1,26 @@
using GeometryTD.Definition;
namespace GeometryTD.Procedure
{
public static class ProcedureMainRunCompletionService
{
public static ProcedureMainRunCompletionResult TryEnterCompletedPendingFinish(bool isCompletionDialogShown)
{
return isCompletionDialogShown
? ProcedureMainRunCompletionResult.NoChange
: ProcedureMainRunCompletionResult.ShowCompletionDialog;
}
public static ProcedureMainRunCompletionResult TryConfirmReturnToMenu(
ProcedureMainFlowPhase flowPhase,
bool isReturnToMenuPending)
{
if (flowPhase != ProcedureMainFlowPhase.RunCompletedPendingFinish || isReturnToMenuPending)
{
return ProcedureMainRunCompletionResult.NoChange;
}
return ProcedureMainRunCompletionResult.ReturnToMenu;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8d565626cc594843989da76a623a1698
timeCreated: 1773198165
@@ -0,0 +1,27 @@
using GeometryTD.Definition;
namespace GeometryTD.Procedure
{
public static class ProcedureMainRunFlowService
{
public static ProcedureMainRunAdvanceResult TryAdvanceRun(
RunState runState,
RunNodeCompletionStatus completionStatus,
BackpackInventoryData snapshot)
{
if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, completionStatus, snapshot))
{
return ProcedureMainRunAdvanceResult.NoChange;
}
if (runState != null && runState.IsCompleted)
{
return ProcedureMainRunAdvanceResult.RunCompleted;
}
return completionStatus == RunNodeCompletionStatus.Exception
? ProcedureMainRunAdvanceResult.NodeException
: ProcedureMainRunAdvanceResult.AdvancedToNextNode;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f62dcb2d97fe4f0c884e6eab3d500edf
timeCreated: 1773198145