766 lines
26 KiB
C#
766 lines
26 KiB
C#
using System;
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using System.Collections.Generic;
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using GeometryTD.CustomEvent;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using GeometryTD.Entity;
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using GeometryTD.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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public partial class CombatScheduler
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{
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private const int RewardSelectDisplayCount = 3;
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private const float FullBaseHpGoldBonusRate = 0.3f;
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private const float HighBaseHpGoldBonusRate = 0.1f;
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private const float HighBaseHpThreshold = 0.8f;
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private const float MidBaseHpThreshold = 0.5f;
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private const float LowBaseHpTowerEndurancePenalty = 10f;
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private readonly List<DRLevelPhase> _phaseBuffer = new();
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private readonly Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>> _spawnEntriesByPhaseId = new();
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private readonly EnemyManager _enemyManager = new();
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private readonly PhaseLoopRuntime _phaseLoopRuntime = new();
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private readonly CombatLoadSession _loadSession = new();
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private readonly CombatEventBridge _eventBridge = new();
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private readonly CombatInRunResourceManager _combatInRunResourceManager = new();
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private EntityComponent _entity;
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private DRLevel _currentLevel;
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private CombatFinishFormUseCase _combatFinishFormUseCase;
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private RewardSelectFormUseCase _rewardSelectFormUseCase;
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private CombatStateBase _currentState;
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private bool _initialized;
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private bool _isFinishAsVictory = true;
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private bool _isCompleted;
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private bool _nodeEnterFired;
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private SettlementContext _settlementContext;
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public bool IsRunning =>
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_currentState is CombatLoadingState or CombatRunningPhaseState or CombatWaitingForPhaseEndState;
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public bool IsCompleted => _isCompleted;
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public DRLevel CurrentLevel => _currentLevel;
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public DRLevelPhase CurrentPhase => _phaseLoopRuntime.CurrentPhase;
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public MapEntity CurrentMap => _loadSession.CurrentMap;
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public int DisplayPhaseIndex => _phaseLoopRuntime.DisplayPhaseIndex;
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public int PhaseCount => _phaseLoopRuntime.PhaseCount;
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public bool CanEndCombat => _phaseLoopRuntime.CanEndCombat;
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public int DefeatedEnemyCount => _enemyManager.DefeatedEnemyCount;
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public int GainedCoin => _combatInRunResourceManager.GainedCoin;
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public int GainedGold => _combatInRunResourceManager.GainedGold;
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public void OnInit()
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{
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if (!_initialized)
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{
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_entity = GameEntry.Entity;
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_eventBridge.Bind(
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OnShowEntitySuccess,
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OnShowEntityFailure,
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OnHideEntityComplete,
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OnOpenUIFormSuccess,
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OnOpenUIFormFailure,
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OnCloseUIFormComplete);
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_enemyManager.OnInit(this);
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_loadSession.OnInit(_entity);
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EnsureCombatFinishFormUseCaseBound();
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EnsureRewardSelectFormUseCaseBound();
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_initialized = true;
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}
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ResetRuntime();
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}
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public bool Start(
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DRLevel level,
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IReadOnlyList<DRLevelPhase> phases,
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IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId)
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{
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if (!_initialized || _entity == null)
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{
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return HandleStartFailure("CombatScheduler start failed. Runtime is not initialized.");
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}
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if (level == null || phases == null || phases.Count <= 0)
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{
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return HandleStartFailure("CombatScheduler start failed. Invalid level or phase data.");
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}
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CleanupAllCombatEntities();
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CloseCombatFinishForm();
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CloseRewardSelectForm();
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_enemyManager.EndPhase();
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_enemyManager.ResetCombatStats();
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ResetRuntime();
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_combatInRunResourceManager.Reset();
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_isFinishAsVictory = true;
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_currentLevel = level;
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for (int i = 0; i < phases.Count; i++)
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{
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DRLevelPhase phase = phases[i];
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if (phase != null)
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{
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_phaseBuffer.Add(phase);
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}
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}
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if (spawnEntriesByPhaseId != null)
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{
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foreach (var pair in spawnEntriesByPhaseId)
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{
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_spawnEntriesByPhaseId[pair.Key] = pair.Value;
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}
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}
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_phaseLoopRuntime.SetPhases(_phaseBuffer);
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if (_phaseLoopRuntime.PhaseCount <= 0)
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{
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return HandleStartFailure($"CombatScheduler start failed. Level '{level.Id}' has no phase data.");
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}
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if (!_loadSession.StartLoading(level, out string loadError))
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{
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return HandleStartFailure($"CombatScheduler start failed. {loadError}");
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}
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ChangeState(new CombatLoadingState(this));
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Log.Info(
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"CombatScheduler started. Level={0}, PhaseCount={1}.",
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_currentLevel.Id,
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_phaseLoopRuntime.PhaseCount);
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return true;
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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_currentState?.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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public void OnDestroy()
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{
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if (!_initialized)
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{
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return;
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}
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_currentState?.OnExit();
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_currentState?.OnDestroy();
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_currentState = null;
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CleanupAllCombatEntities();
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CloseCombatFinishForm();
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CloseRewardSelectForm();
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_enemyManager.OnDestroy();
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ResetRuntime();
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_eventBridge.Unbind();
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_combatFinishFormUseCase = null;
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_rewardSelectFormUseCase = null;
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_entity = null;
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_initialized = false;
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}
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public bool TryEndCombatByPlayer()
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{
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if (_currentState is not CombatRunningPhaseState &&
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_currentState is not CombatWaitingForPhaseEndState)
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{
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return false;
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}
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return _phaseLoopRuntime.TryRequestEndCombat();
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}
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public void OnEnemyReachedBase(int baseDamage)
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{
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if (!IsRunning)
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{
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return;
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}
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int resolvedBaseDamage = Mathf.Max(0, baseDamage);
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if (resolvedBaseDamage <= 0)
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{
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return;
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}
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ApplyBaseDamage(resolvedBaseDamage);
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}
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public void OnEnemyDefeatedRewardResolved(int gainedCoin, int gainedGold)
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{
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_combatInRunResourceManager.AddEnemyDefeatedReward(gainedCoin, gainedGold);
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if (!IsRunning)
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{
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return;
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}
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_combatInRunResourceManager.TryRollOutGameItemDrop(
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_phaseLoopRuntime.DisplayPhaseIndex,
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ResolveCurrentThemeType());
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}
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public bool OnCombatFinishReturnRequested()
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{
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if (_currentState is not CombatWaitingForReturnState waitingForReturnState)
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{
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return false;
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}
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waitingForReturnState.RequestReturn();
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return true;
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}
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private void ResetRuntime()
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{
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_currentState = null;
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_phaseBuffer.Clear();
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_spawnEntriesByPhaseId.Clear();
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_phaseLoopRuntime.Reset();
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_loadSession.Reset();
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_combatInRunResourceManager.Reset();
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_settlementContext = null;
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_currentLevel = null;
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_isFinishAsVictory = true;
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_isCompleted = false;
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_nodeEnterFired = false;
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}
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private void CleanupAllCombatEntities()
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{
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_loadSession.Cleanup();
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_enemyManager.CleanupTrackedEnemies();
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}
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private void EnsureCombatFinishFormUseCaseBound()
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{
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_combatFinishFormUseCase ??= new CombatFinishFormUseCase(this);
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GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatFinishForm, _combatFinishFormUseCase);
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}
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private void EnsureRewardSelectFormUseCaseBound()
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{
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_rewardSelectFormUseCase ??= new RewardSelectFormUseCase();
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GameEntry.UIRouter.BindUIUseCase(UIFormType.RewardSelectForm, _rewardSelectFormUseCase);
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}
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private void ChangeState(CombatStateBase nextState)
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{
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if (ReferenceEquals(_currentState, nextState))
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{
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return;
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}
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_currentState?.OnExit();
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_currentState?.OnDestroy();
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_currentState = nextState;
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_currentState?.OnInit();
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_currentState?.OnEnter();
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}
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private bool TryBeginNextPhase()
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{
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if (!_phaseLoopRuntime.TryEnterNextPhase(out DRLevelPhase nextPhase))
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{
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ChangeState(new CombatSettlementState(this, "Combat ended after loop completion.", true));
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return false;
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}
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_spawnEntriesByPhaseId.TryGetValue(nextPhase.Id, out IReadOnlyList<DRLevelSpawnEntry> spawnEntries);
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ChangeState(new CombatRunningPhaseState(this, nextPhase, spawnEntries));
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return true;
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}
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private void EnterWaitingForPhaseEnd()
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{
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ChangeState(new CombatWaitingForPhaseEndState(this));
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}
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private void CompleteCurrentPhase()
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{
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_enemyManager.EndPhase();
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Log.Info(
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"CombatScheduler phase completed. Level={0}, Phase={1}, Elapsed={2:F2}s.",
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_currentLevel != null ? _currentLevel.Id : 0,
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_phaseLoopRuntime.CurrentPhase != null ? _phaseLoopRuntime.CurrentPhase.Id : 0,
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_phaseLoopRuntime.CurrentPhaseElapsed);
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TryBeginNextPhase();
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}
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private bool ShouldEnterSettlementFromActiveState(out string reason, out bool isVictory)
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{
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if (GetCurrentBaseHp() <= 0)
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{
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reason = "Combat ended because base HP reached zero.";
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isVictory = false;
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return true;
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}
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if (_phaseLoopRuntime.IsEndCombatRequested)
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{
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reason = "Combat ended by player.";
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isVictory = true;
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return true;
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}
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reason = null;
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isVictory = true;
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return false;
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}
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private void OpenCombatFinishForm(SettlementContext settlementContext)
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{
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EnsureCombatFinishFormUseCaseBound();
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_combatFinishFormUseCase.SetSummary(
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settlementContext.DefeatedEnemyCount,
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settlementContext.GainedGold,
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settlementContext.RewardInventory);
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GameEntry.UIRouter.OpenUI(UIFormType.CombatFinishForm);
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}
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private SettlementContext BuildSettlementContext(string reason, bool isVictory)
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{
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int defeatedEnemyCount = _enemyManager.DefeatedEnemyCount;
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_enemyManager.EndPhase();
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_enemyManager.CleanupTrackedEnemies();
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_isFinishAsVictory = isVictory;
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bool shouldOpenFullBaseHpRewardSelect = false;
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ApplySettlementModifierByBaseHp(isVictory, out shouldOpenFullBaseHpRewardSelect);
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SettlementContext settlementContext = new SettlementContext
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{
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DefeatedEnemyCount = Mathf.Max(0, defeatedEnemyCount),
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GainedGold = Mathf.Max(0, _combatInRunResourceManager.GainedGold),
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RewardInventory = _combatInRunResourceManager.GetRewardInventorySnapshot(),
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ShouldOpenRewardSelection = shouldOpenFullBaseHpRewardSelect,
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Reason = reason
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};
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Log.Info(
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"CombatScheduler entered finish flow. Level={0}. Reason={1}",
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_currentLevel != null ? _currentLevel.Id : 0,
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reason);
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return settlementContext;
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}
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private void CommitSettlementInventory(SettlementContext settlementContext)
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{
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if (settlementContext == null || settlementContext.IsCommitted)
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{
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return;
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}
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BackpackInventoryData rewardInventory = settlementContext.RewardInventory ?? new BackpackInventoryData();
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GameEntry.PlayerInventory?.MergeInventory(rewardInventory);
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settlementContext.RewardInventory = rewardInventory;
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settlementContext.IsCommitted = true;
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}
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private void ApplySettlementModifierByBaseHp(bool isVictory, out bool shouldOpenFullBaseHpRewardSelect)
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{
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shouldOpenFullBaseHpRewardSelect = false;
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if (!isVictory)
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{
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return;
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}
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int levelRewardGold = _currentLevel != null ? Mathf.Max(0, _currentLevel.RewardGold) : 0;
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int currentBaseHp;
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int maxBaseHp;
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float bonusRate = 0f;
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bool appliedLowBaseHpPenalty = false;
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ResolveBaseHpSnapshot(out currentBaseHp, out maxBaseHp);
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if (maxBaseHp > 0 && currentBaseHp >= maxBaseHp)
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{
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bonusRate = FullBaseHpGoldBonusRate;
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shouldOpenFullBaseHpRewardSelect = true;
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}
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else if (maxBaseHp > 0)
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{
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float hpRate = (float)Mathf.Clamp(currentBaseHp, 0, maxBaseHp) / maxBaseHp;
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if (hpRate >= HighBaseHpThreshold)
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{
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bonusRate = HighBaseHpGoldBonusRate;
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}
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else if (hpRate < MidBaseHpThreshold)
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{
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appliedLowBaseHpPenalty = ApplyLowBaseHpPenalty();
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}
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}
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int goldForBonusCalculation = Mathf.Max(0, _combatInRunResourceManager.GainedGold) + levelRewardGold;
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int bonusGold = bonusRate > 0f ? Mathf.FloorToInt(goldForBonusCalculation * bonusRate) : 0;
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int settlementGold = levelRewardGold + bonusGold;
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_combatInRunResourceManager.AddSettlementGold(settlementGold);
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Log.Info(
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"Combat settlement resolved. BaseHp={0}/{1}, LevelReward={2}, BonusRate={3:P0}, BonusGold={4}, FullHpRewardSelect={5}, LowHpPenalty={6}.",
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currentBaseHp,
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maxBaseHp,
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levelRewardGold,
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bonusRate,
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bonusGold,
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shouldOpenFullBaseHpRewardSelect,
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appliedLowBaseHpPenalty);
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}
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private void ResolveBaseHpSnapshot(out int currentBaseHp, out int maxBaseHp)
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{
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currentBaseHp = Mathf.Max(0, GetCurrentBaseHp());
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maxBaseHp = _currentLevel != null ? Mathf.Max(0, _currentLevel.BaseHp) : 0;
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if (maxBaseHp > 0)
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{
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currentBaseHp = Mathf.Clamp(currentBaseHp, 0, maxBaseHp);
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}
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}
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private bool ApplyLowBaseHpPenalty()
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{
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PlayerInventoryComponent inventory = GameEntry.PlayerInventory;
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if (inventory == null)
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{
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return false;
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}
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int affectedTowerCount = inventory.ReduceAllTowerEndurance(LowBaseHpTowerEndurancePenalty);
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return affectedTowerCount > 0;
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}
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private bool TryPrepareRewardSelection(SettlementContext settlementContext)
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{
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IReadOnlyList<TowerCompItemData> candidateItems = _combatInRunResourceManager.RollSettlementRewardCandidates(
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_phaseLoopRuntime.DisplayPhaseIndex,
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ResolveCurrentThemeType(),
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RewardSelectDisplayCount);
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if (candidateItems == null || candidateItems.Count <= 0)
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{
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settlementContext.ShouldOpenRewardSelection = false;
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return false;
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}
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List<RewardSelectItemRawData> rewardPool = new List<RewardSelectItemRawData>(candidateItems.Count);
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for (int i = 0; i < candidateItems.Count; i++)
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{
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TowerCompItemData item = candidateItems[i];
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if (item == null)
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{
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continue;
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}
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rewardPool.Add(BuildRewardSelectRawData(item));
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}
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if (rewardPool.Count <= 0)
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{
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settlementContext.ShouldOpenRewardSelection = false;
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return false;
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}
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EnsureRewardSelectFormUseCaseBound();
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_rewardSelectFormUseCase.SetCallbacks(OnFullBaseHpRewardSelected, OnFullBaseHpRewardGiveUp);
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_rewardSelectFormUseCase.ConfigureRewardPool(
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rewardPool,
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displayCount: RewardSelectDisplayCount,
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refreshCost: 0,
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allowRefreshOnce: false,
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allowGiveUp: false,
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tipText: "基地满血奖励:请选择 1 个组件");
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RewardSelectFormRawData rawData = _rewardSelectFormUseCase.CreateInitialModel();
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if (rawData == null || rawData.RewardItems == null || rawData.RewardItems.Length <= 0)
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{
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settlementContext.ShouldOpenRewardSelection = false;
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return false;
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}
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GameEntry.UIRouter.OpenUI(UIFormType.RewardSelectForm, rawData);
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return true;
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}
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private void OnFullBaseHpRewardSelected(RewardSelectItemRawData selectedReward)
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{
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if (_currentState is not CombatRewardSelectionState || _settlementContext == null)
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{
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return;
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}
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if (_settlementContext.RewardInventory != null && selectedReward?.SourceItem != null)
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{
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TryAppendRewardComponent(_settlementContext.RewardInventory, selectedReward.SourceItem);
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}
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ChangeState(new CombatFinishFormState(this));
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}
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private void OnFullBaseHpRewardGiveUp()
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{
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if (_currentState is not CombatRewardSelectionState || _settlementContext == null)
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{
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return;
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}
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ChangeState(new CombatFinishFormState(this));
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}
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private static bool TryAppendRewardComponent(BackpackInventoryData rewardInventory, TowerCompItemData selectedItem)
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{
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if (rewardInventory == null || selectedItem == null)
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{
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return false;
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}
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if (selectedItem is MuzzleCompItemData muzzleComp)
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{
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rewardInventory.MuzzleComponents.Add(muzzleComp);
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return true;
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}
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if (selectedItem is BearingCompItemData bearingComp)
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{
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rewardInventory.BearingComponents.Add(bearingComp);
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return true;
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}
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if (selectedItem is BaseCompItemData baseComp)
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{
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rewardInventory.BaseComponents.Add(baseComp);
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return true;
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}
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return false;
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}
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private static RewardSelectItemRawData BuildRewardSelectRawData(TowerCompItemData item)
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{
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return new RewardSelectItemRawData
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{
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RewardId = item.InstanceId,
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SlotType = item.SlotType,
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Title = item.Name,
|
|
TypeText = BuildRewardTypeText(item.SlotType),
|
|
Description = BuildRewardDescription(item),
|
|
Rarity = item.Rarity,
|
|
Tags = item.Tags != null ? (TagType[])item.Tags.Clone() : Array.Empty<TagType>(),
|
|
Icon = null,
|
|
IsSelectable = true,
|
|
SourceItem = item
|
|
};
|
|
}
|
|
|
|
private static string BuildRewardTypeText(TowerCompSlotType slotType)
|
|
{
|
|
return slotType switch
|
|
{
|
|
TowerCompSlotType.Muzzle => "Muzzle Component",
|
|
TowerCompSlotType.Bearing => "Bearing Component",
|
|
TowerCompSlotType.Base => "Base Component",
|
|
TowerCompSlotType.Accessory => "Accessory",
|
|
_ => "Component"
|
|
};
|
|
}
|
|
|
|
private static string BuildRewardDescription(TowerCompItemData item)
|
|
{
|
|
if (item is MuzzleCompItemData muzzle)
|
|
{
|
|
int damage = muzzle.AttackDamage != null && muzzle.AttackDamage.Length > 0 ? muzzle.AttackDamage[0] : 0;
|
|
return $"Damage: {damage}, Spread: {muzzle.DamageRandomRate:P0}";
|
|
}
|
|
|
|
if (item is BearingCompItemData bearing)
|
|
{
|
|
float range = bearing.AttackRange != null && bearing.AttackRange.Length > 0 ? bearing.AttackRange[0] : 0f;
|
|
float rotateSpeed = bearing.RotateSpeed != null && bearing.RotateSpeed.Length > 0 ? bearing.RotateSpeed[0] : 0f;
|
|
return $"Range: {range:0.##}, Rotate Speed: {rotateSpeed:0.##}";
|
|
}
|
|
|
|
if (item is BaseCompItemData baseComp)
|
|
{
|
|
float attackSpeed = baseComp.AttackSpeed != null && baseComp.AttackSpeed.Length > 0 ? baseComp.AttackSpeed[0] : 0f;
|
|
return $"Attack Speed: {attackSpeed:0.##}, Property: {baseComp.AttackPropertyType}";
|
|
}
|
|
|
|
return string.Empty;
|
|
}
|
|
|
|
private LevelThemeType ResolveCurrentThemeType()
|
|
{
|
|
if (_currentLevel != null)
|
|
{
|
|
return _currentLevel.LevelThemeType;
|
|
}
|
|
|
|
if (GameEntry.CombatNode != null)
|
|
{
|
|
return GameEntry.CombatNode.CurrentThemeType;
|
|
}
|
|
|
|
return LevelThemeType.None;
|
|
}
|
|
|
|
private int ApplyBaseDamage(int damage)
|
|
{
|
|
CombatNodeComponent combatNode = GameEntry.CombatNode;
|
|
if (combatNode == null)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return combatNode.ApplyBaseDamage(damage);
|
|
}
|
|
|
|
private int GetCurrentBaseHp()
|
|
{
|
|
CombatNodeComponent combatNode = GameEntry.CombatNode;
|
|
if (combatNode == null)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return Mathf.Max(0, combatNode.CurrentBaseHp);
|
|
}
|
|
|
|
private void CloseCombatFinishForm()
|
|
{
|
|
GameEntry.UIRouter.CloseUI(UIFormType.CombatFinishForm);
|
|
}
|
|
|
|
private void CloseRewardSelectForm()
|
|
{
|
|
GameEntry.UIRouter.CloseUI(UIFormType.RewardSelectForm);
|
|
}
|
|
|
|
private void CompleteCombatAndNotify(bool succeeded)
|
|
{
|
|
_isCompleted = true;
|
|
_currentState = null;
|
|
GameEntry.CombatNode?.OnCombatEndedByScheduler(succeeded);
|
|
}
|
|
|
|
private bool HandleStartFailure(string errorMessage)
|
|
{
|
|
Log.Warning("{0}", errorMessage);
|
|
_enemyManager.EndPhase();
|
|
CleanupAllCombatEntities();
|
|
CloseCombatFinishForm();
|
|
CloseRewardSelectForm();
|
|
ResetRuntime();
|
|
return false;
|
|
}
|
|
|
|
private void EnterFailureFallback(string errorMessage)
|
|
{
|
|
if (_currentState is CombatFailedState || _isCompleted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ChangeState(new CombatFailedState(this, errorMessage, true));
|
|
}
|
|
|
|
private static int ResolveEnemyHpRateMultiplier(int displayPhaseIndex, int phaseCount)
|
|
{
|
|
if (displayPhaseIndex <= 0 || phaseCount <= 0)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
int completedLoopCount = Mathf.Max(0, (displayPhaseIndex - 1) / phaseCount);
|
|
if (completedLoopCount >= 30)
|
|
{
|
|
return int.MaxValue;
|
|
}
|
|
|
|
return 1 << completedLoopCount;
|
|
}
|
|
|
|
#region Event Handlers
|
|
|
|
private void OnShowEntitySuccess(ShowEntitySuccessEventArgs args)
|
|
{
|
|
var status = _loadSession.HandleShowEntitySuccess(args, out string errorMessage);
|
|
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
|
{
|
|
EnterFailureFallback(errorMessage);
|
|
return;
|
|
}
|
|
|
|
if (status == CombatLoadSession.EventHandleStatus.Succeeded)
|
|
{
|
|
MapEntity map = _loadSession.CurrentMap;
|
|
Log.Info(
|
|
"Map ready. LevelId={0}, PathCells={1}, FoundationCells={2}, Spawners={3}, House={4}.",
|
|
_currentLevel != null ? _currentLevel.Id : 0,
|
|
map.PathCells.Count,
|
|
map.FoundationCells.Count,
|
|
map.Spawners.Length,
|
|
map.House != null ? map.House.name : "None");
|
|
}
|
|
}
|
|
|
|
private void OnShowEntityFailure(ShowEntityFailureEventArgs args)
|
|
{
|
|
var status = _loadSession.HandleShowEntityFailure(args, out string errorMessage);
|
|
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
|
{
|
|
EnterFailureFallback(errorMessage);
|
|
}
|
|
}
|
|
|
|
private void OnHideEntityComplete(HideEntityCompleteEventArgs args)
|
|
{
|
|
_loadSession.HandleHideEntityComplete(args);
|
|
}
|
|
|
|
private void OnOpenUIFormSuccess(OpenUIFormSuccessEventArgs args)
|
|
{
|
|
var status = _loadSession.HandleOpenUIFormSuccess(args, out string errorMessage);
|
|
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
|
{
|
|
EnterFailureFallback(errorMessage);
|
|
}
|
|
}
|
|
|
|
private void OnOpenUIFormFailure(OpenUIFormFailureEventArgs args)
|
|
{
|
|
var status = _loadSession.HandleOpenUIFormFailure(args, out string errorMessage);
|
|
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
|
{
|
|
EnterFailureFallback(errorMessage);
|
|
}
|
|
}
|
|
|
|
private void OnCloseUIFormComplete(CloseUIFormCompleteEventArgs args)
|
|
{
|
|
_loadSession.HandleCloseUIFormComplete(args);
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void GameOverByFailure()
|
|
{
|
|
CompleteCombatAndNotify(false);
|
|
}
|
|
|
|
private sealed class SettlementContext
|
|
{
|
|
public int DefeatedEnemyCount;
|
|
public int GainedGold;
|
|
public BackpackInventoryData RewardInventory;
|
|
public bool ShouldOpenRewardSelection;
|
|
public bool IsCommitted;
|
|
public string Reason;
|
|
}
|
|
|
|
}
|
|
}
|