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Genarrative/server-rs/crates/module-combat/src/lib.rs
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init with react+axum+spacetimedb
2026-04-26 18:06:23 +08:00

836 lines
28 KiB
Rust

use std::{error::Error, fmt};
use module_runtime_item::{
RuntimeItemRewardItemSnapshot, TreasureFieldError, normalize_reward_item_snapshot,
};
use serde::{Deserialize, Serialize};
use shared_kernel::{build_prefixed_seed_id, normalize_required_string};
#[cfg(feature = "spacetime-types")]
use spacetimedb::SpacetimeType;
pub const BATTLE_STATE_ID_PREFIX: &str = "battle_";
pub const INITIAL_BATTLE_VERSION: u32 = 1;
pub const BASIC_FIGHT_COUNTER_RATIO: f32 = 0.14;
pub const MIN_FIGHT_COUNTER_DAMAGE: i32 = 4;
pub const SPAR_MIN_HP: i32 = 1;
const LEGACY_ATTACK_FUNCTION_IDS: [&str; 5] = [
"battle_all_in_crush",
"battle_guard_break",
"battle_probe_pressure",
"battle_feint_step",
"battle_finisher_window",
];
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum BattleMode {
Fight,
Spar,
}
impl BattleMode {
pub fn as_str(&self) -> &'static str {
match self {
Self::Fight => "fight",
Self::Spar => "spar",
}
}
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum BattleStatus {
Ongoing,
Resolved,
Aborted,
}
impl BattleStatus {
pub fn as_str(&self) -> &'static str {
match self {
Self::Ongoing => "ongoing",
Self::Resolved => "resolved",
Self::Aborted => "aborted",
}
}
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum CombatOutcome {
Ongoing,
Victory,
SparComplete,
Escaped,
}
impl CombatOutcome {
pub fn as_str(&self) -> &'static str {
match self {
Self::Ongoing => "ongoing",
Self::Victory => "victory",
Self::SparComplete => "spar_complete",
Self::Escaped => "escaped",
}
}
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum CombatFieldError {
MissingBattleStateId,
MissingStorySessionId,
MissingRuntimeSessionId,
MissingActorUserId,
MissingTargetNpcId,
MissingTargetName,
MissingFunctionId,
InvalidVersion,
InvalidPlayerVitals,
InvalidTargetVitals,
InvalidRewardItem(String),
BattleAlreadyResolved,
UnsupportedFunctionId,
InsufficientMana,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct BattleStateInput {
pub battle_state_id: String,
pub story_session_id: String,
pub runtime_session_id: String,
pub actor_user_id: String,
pub chapter_id: Option<String>,
pub target_npc_id: String,
pub target_name: String,
pub battle_mode: BattleMode,
pub player_hp: i32,
pub player_max_hp: i32,
pub player_mana: i32,
pub player_max_mana: i32,
pub target_hp: i32,
pub target_max_hp: i32,
pub experience_reward: u32,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub created_at_micros: i64,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct BattleStateSnapshot {
pub battle_state_id: String,
pub story_session_id: String,
pub runtime_session_id: String,
pub actor_user_id: String,
pub chapter_id: Option<String>,
pub target_npc_id: String,
pub target_name: String,
pub battle_mode: BattleMode,
pub status: BattleStatus,
pub player_hp: i32,
pub player_max_hp: i32,
pub player_mana: i32,
pub player_max_mana: i32,
pub target_hp: i32,
pub target_max_hp: i32,
pub experience_reward: u32,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
pub turn_index: u32,
pub last_action_function_id: Option<String>,
pub last_action_text: Option<String>,
pub last_result_text: Option<String>,
pub last_damage_dealt: i32,
pub last_damage_taken: i32,
pub last_outcome: CombatOutcome,
pub version: u32,
pub created_at_micros: i64,
pub updated_at_micros: i64,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct ResolveCombatActionInput {
pub battle_state_id: String,
pub function_id: String,
pub action_text: String,
pub base_damage: i32,
pub mana_cost: i32,
pub heal: i32,
pub mana_restore: i32,
pub counter_multiplier_basis_points: u32,
pub updated_at_micros: i64,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct BattleStateQueryInput {
pub battle_state_id: String,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct ResolveCombatActionResult {
pub snapshot: BattleStateSnapshot,
pub damage_dealt: i32,
pub damage_taken: i32,
pub outcome: CombatOutcome,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct BattleStateProcedureResult {
pub ok: bool,
pub snapshot: Option<BattleStateSnapshot>,
pub error_message: Option<String>,
}
#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct ResolveCombatActionProcedureResult {
pub ok: bool,
pub result: Option<ResolveCombatActionResult>,
pub error_message: Option<String>,
}
pub fn validate_battle_state_input(input: &BattleStateInput) -> Result<(), CombatFieldError> {
if normalize_required_string(&input.battle_state_id).is_none() {
return Err(CombatFieldError::MissingBattleStateId);
}
if normalize_required_string(&input.story_session_id).is_none() {
return Err(CombatFieldError::MissingStorySessionId);
}
if normalize_required_string(&input.runtime_session_id).is_none() {
return Err(CombatFieldError::MissingRuntimeSessionId);
}
if normalize_required_string(&input.actor_user_id).is_none() {
return Err(CombatFieldError::MissingActorUserId);
}
if normalize_required_string(&input.target_npc_id).is_none() {
return Err(CombatFieldError::MissingTargetNpcId);
}
if normalize_required_string(&input.target_name).is_none() {
return Err(CombatFieldError::MissingTargetName);
}
if input.player_max_hp <= 0 || input.player_hp <= 0 || input.player_hp > input.player_max_hp {
return Err(CombatFieldError::InvalidPlayerVitals);
}
if input.player_max_mana < 0
|| input.player_mana < 0
|| input.player_mana > input.player_max_mana
{
return Err(CombatFieldError::InvalidPlayerVitals);
}
if input.target_max_hp <= 0 || input.target_hp <= 0 || input.target_hp > input.target_max_hp {
return Err(CombatFieldError::InvalidTargetVitals);
}
for reward_item in input.reward_items.iter().cloned() {
normalize_reward_item_snapshot(reward_item).map_err(map_reward_item_field_error)?;
}
Ok(())
}
pub fn validate_resolve_combat_action_input(
input: &ResolveCombatActionInput,
) -> Result<(), CombatFieldError> {
if normalize_required_string(&input.battle_state_id).is_none() {
return Err(CombatFieldError::MissingBattleStateId);
}
if normalize_required_string(&input.function_id).is_none() {
return Err(CombatFieldError::MissingFunctionId);
}
if !is_supported_combat_function_id(&input.function_id) {
return Err(CombatFieldError::UnsupportedFunctionId);
}
Ok(())
}
pub fn build_battle_state_query_input(
battle_state_id: String,
) -> Result<BattleStateQueryInput, CombatFieldError> {
let input = BattleStateQueryInput {
battle_state_id: normalize_required_string(battle_state_id).unwrap_or_default(),
};
validate_battle_state_query_input(&input)?;
Ok(input)
}
pub fn validate_battle_state_query_input(
input: &BattleStateQueryInput,
) -> Result<(), CombatFieldError> {
if normalize_required_string(&input.battle_state_id).is_none() {
return Err(CombatFieldError::MissingBattleStateId);
}
Ok(())
}
pub fn build_battle_state_snapshot(input: BattleStateInput) -> BattleStateSnapshot {
BattleStateSnapshot {
battle_state_id: input.battle_state_id,
story_session_id: input.story_session_id,
runtime_session_id: input.runtime_session_id,
actor_user_id: input.actor_user_id,
chapter_id: input.chapter_id,
target_npc_id: input.target_npc_id,
target_name: input.target_name,
battle_mode: input.battle_mode,
status: BattleStatus::Ongoing,
player_hp: input.player_hp,
player_max_hp: input.player_max_hp,
player_mana: input.player_mana,
player_max_mana: input.player_max_mana,
target_hp: input.target_hp,
target_max_hp: input.target_max_hp,
experience_reward: input.experience_reward,
reward_items: input.reward_items,
turn_index: 0,
last_action_function_id: None,
last_action_text: None,
last_result_text: None,
last_damage_dealt: 0,
last_damage_taken: 0,
last_outcome: CombatOutcome::Ongoing,
version: INITIAL_BATTLE_VERSION,
created_at_micros: input.created_at_micros,
updated_at_micros: input.created_at_micros,
}
}
pub fn resolve_combat_action(
current: BattleStateSnapshot,
input: ResolveCombatActionInput,
) -> Result<ResolveCombatActionResult, CombatFieldError> {
validate_resolve_combat_action_input(&input)?;
if current.version == 0 {
return Err(CombatFieldError::InvalidVersion);
}
if current.status != BattleStatus::Ongoing {
return Err(CombatFieldError::BattleAlreadyResolved);
}
if current.player_mana < input.mana_cost.max(0) {
return Err(CombatFieldError::InsufficientMana);
}
let action_text = if input.action_text.trim().is_empty() {
input.function_id.clone()
} else {
normalize_required_string(input.action_text).unwrap_or_else(|| input.function_id.clone())
};
if input.function_id == "battle_escape_breakout" {
let next = BattleStateSnapshot {
status: BattleStatus::Resolved,
turn_index: current.turn_index + 1,
last_action_function_id: Some(input.function_id),
last_action_text: Some(action_text),
last_result_text: Some(format!("你抓住空当摆脱了{}的压制。", current.target_name)),
last_damage_dealt: 0,
last_damage_taken: 0,
last_outcome: CombatOutcome::Escaped,
version: current.version + 1,
updated_at_micros: input.updated_at_micros,
..current
};
return Ok(ResolveCombatActionResult {
snapshot: next,
damage_dealt: 0,
damage_taken: 0,
outcome: CombatOutcome::Escaped,
});
}
let mana_cost = input.mana_cost.max(0);
let heal = input.heal.max(0);
let mana_restore = input.mana_restore.max(0);
let base_damage = input.base_damage.max(0);
let mut next_player_hp = current.player_hp;
let mut next_player_mana = (current.player_mana - mana_cost).max(0);
let mut next_target_hp = current.target_hp;
let mut damage_dealt = 0;
let mut damage_taken = 0;
next_player_hp = clamp_hp(
current.battle_mode,
next_player_hp + heal,
current.player_max_hp,
);
next_player_mana = clamp_mana(next_player_mana + mana_restore, current.player_max_mana);
if base_damage > 0 {
next_target_hp =
clamp_target_hp_after_damage(current.battle_mode, current.target_hp, base_damage);
damage_dealt = current.target_hp - next_target_hp;
}
let (status, outcome, result_text) = if is_target_resolved(current.battle_mode, next_target_hp)
{
let outcome = match current.battle_mode {
BattleMode::Fight => CombatOutcome::Victory,
BattleMode::Spar => CombatOutcome::SparComplete,
};
(
BattleStatus::Resolved,
outcome,
build_resolved_result_text(&action_text, &current.target_name, outcome),
)
} else {
damage_taken = compute_counter_damage(
current.battle_mode,
current.target_max_hp,
input.counter_multiplier_basis_points,
);
next_player_hp = clamp_hp(
current.battle_mode,
next_player_hp - damage_taken,
current.player_max_hp,
);
(
BattleStatus::Ongoing,
CombatOutcome::Ongoing,
build_ongoing_result_text(&input.function_id, &action_text, &current.target_name),
)
};
let next = BattleStateSnapshot {
player_hp: next_player_hp,
player_mana: next_player_mana,
target_hp: next_target_hp,
status,
turn_index: current.turn_index + 1,
last_action_function_id: Some(input.function_id),
last_action_text: Some(action_text),
last_result_text: Some(result_text),
last_damage_dealt: damage_dealt,
last_damage_taken: damage_taken,
last_outcome: outcome,
version: current.version + 1,
updated_at_micros: input.updated_at_micros,
..current
};
Ok(ResolveCombatActionResult {
snapshot: next,
damage_dealt,
damage_taken,
outcome,
})
}
pub fn generate_battle_state_id(seed_micros: i64) -> String {
build_prefixed_seed_id(BATTLE_STATE_ID_PREFIX, seed_micros)
}
pub fn is_supported_combat_function_id(function_id: &str) -> bool {
matches!(
function_id,
"battle_attack_basic"
| "battle_recover_breath"
| "battle_use_skill"
| "battle_escape_breakout"
) || LEGACY_ATTACK_FUNCTION_IDS.contains(&function_id)
}
fn clamp_hp(mode: BattleMode, value: i32, max_hp: i32) -> i32 {
let min_hp = match mode {
BattleMode::Fight => 0,
BattleMode::Spar => SPAR_MIN_HP,
};
value.clamp(min_hp, max_hp)
}
fn clamp_mana(value: i32, max_mana: i32) -> i32 {
value.clamp(0, max_mana)
}
fn clamp_target_hp_after_damage(mode: BattleMode, current_hp: i32, damage: i32) -> i32 {
match mode {
BattleMode::Fight => (current_hp - damage).max(0),
BattleMode::Spar => (current_hp - damage).max(SPAR_MIN_HP),
}
}
fn is_target_resolved(mode: BattleMode, target_hp: i32) -> bool {
match mode {
BattleMode::Fight => target_hp <= 0,
BattleMode::Spar => target_hp <= SPAR_MIN_HP,
}
}
fn compute_counter_damage(
mode: BattleMode,
target_max_hp: i32,
counter_multiplier_basis_points: u32,
) -> i32 {
match mode {
BattleMode::Spar => 1,
BattleMode::Fight => {
let multiplier = counter_multiplier_basis_points as f32 / 10_000.0;
let raw =
(target_max_hp as f32 * BASIC_FIGHT_COUNTER_RATIO * multiplier).round() as i32;
raw.max(MIN_FIGHT_COUNTER_DAMAGE)
}
}
}
fn build_resolved_result_text(
action_text: &str,
target_name: &str,
outcome: CombatOutcome,
) -> String {
match outcome {
CombatOutcome::Victory => {
format!(
"{}命中了{},这轮战斗已经正式结束。",
action_text, target_name
)
}
CombatOutcome::SparComplete => {
format!(
"{}压住了{}的节奏,这场切磋已经分出高下。",
action_text, target_name
)
}
CombatOutcome::Escaped => {
format!("{}后你成功脱离了当前战斗。", action_text)
}
CombatOutcome::Ongoing => format!("{}已完成结算。", action_text),
}
}
fn build_ongoing_result_text(function_id: &str, action_text: &str, target_name: &str) -> String {
match function_id {
"battle_recover_breath" => {
format!(
"你先把伤势和气息稳住了一轮,但{}仍在持续逼近。",
target_name
)
}
"battle_use_skill" => {
format!(
"{}命中了{},这一轮技能效果已经直接结算。",
action_text, target_name
)
}
_ => format!(
"{}命中了{},本次攻击已经完成结算。",
action_text, target_name
),
}
}
fn map_reward_item_field_error(error: TreasureFieldError) -> CombatFieldError {
let message = match error {
TreasureFieldError::MissingRewardItemId => {
"battle_state.reward_items[].item_id 不能为空".to_string()
}
TreasureFieldError::MissingRewardItemCategory => {
"battle_state.reward_items[].category 不能为空".to_string()
}
TreasureFieldError::MissingRewardItemName => {
"battle_state.reward_items[].item_name 不能为空".to_string()
}
TreasureFieldError::InvalidRewardItemQuantity => {
"battle_state.reward_items[].quantity 必须大于 0".to_string()
}
TreasureFieldError::MissingRewardItemStackKey => {
"battle_state.reward_items[].stack_key 不能为空".to_string()
}
TreasureFieldError::RewardEquipmentItemCannotStack => {
"battle_state.reward_items[] 可装备物品不能标记为 stackable".to_string()
}
TreasureFieldError::RewardNonStackableItemMustStaySingleQuantity => {
"battle_state.reward_items[] 不可堆叠物品必须固定为单槽位单数量".to_string()
}
other => other.to_string(),
};
CombatFieldError::InvalidRewardItem(message)
}
impl fmt::Display for CombatFieldError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Self::MissingBattleStateId => f.write_str("battle_state.battle_state_id 不能为空"),
Self::MissingStorySessionId => f.write_str("battle_state.story_session_id 不能为空"),
Self::MissingRuntimeSessionId => {
f.write_str("battle_state.runtime_session_id 不能为空")
}
Self::MissingActorUserId => f.write_str("battle_state.actor_user_id 不能为空"),
Self::MissingTargetNpcId => f.write_str("battle_state.target_npc_id 不能为空"),
Self::MissingTargetName => f.write_str("battle_state.target_name 不能为空"),
Self::MissingFunctionId => f.write_str("resolve_combat_action.function_id 不能为空"),
Self::InvalidVersion => f.write_str("battle_state.version 必须大于 0"),
Self::InvalidPlayerVitals => f.write_str("battle_state 玩家生命或灵力字段不合法"),
Self::InvalidTargetVitals => f.write_str("battle_state 目标生命字段不合法"),
Self::InvalidRewardItem(message) => f.write_str(message),
Self::BattleAlreadyResolved => f.write_str("battle_state 已经结束,不能继续结算"),
Self::UnsupportedFunctionId => {
f.write_str("resolve_combat_action.function_id 当前不受支持")
}
Self::InsufficientMana => f.write_str("当前灵力不足,无法执行该战斗动作"),
}
}
}
impl Error for CombatFieldError {}
#[cfg(test)]
mod tests {
use super::*;
fn build_fight_snapshot() -> BattleStateSnapshot {
build_battle_state_snapshot(BattleStateInput {
battle_state_id: "battle_001".to_string(),
story_session_id: "storysess_001".to_string(),
runtime_session_id: "runtime_001".to_string(),
actor_user_id: "user_001".to_string(),
chapter_id: Some("chapter_001".to_string()),
target_npc_id: "npc_001".to_string(),
target_name: "黑爪狼".to_string(),
battle_mode: BattleMode::Fight,
player_hp: 60,
player_max_hp: 60,
player_mana: 20,
player_max_mana: 20,
target_hp: 30,
target_max_hp: 30,
experience_reward: 18,
reward_items: vec![],
created_at_micros: 10,
})
}
#[test]
fn validate_battle_state_input_accepts_minimal_contract() {
let result = validate_battle_state_input(&BattleStateInput {
battle_state_id: "battle_001".to_string(),
story_session_id: "storysess_001".to_string(),
runtime_session_id: "runtime_001".to_string(),
actor_user_id: "user_001".to_string(),
chapter_id: Some("chapter_001".to_string()),
target_npc_id: "npc_001".to_string(),
target_name: "黑爪狼".to_string(),
battle_mode: BattleMode::Fight,
player_hp: 50,
player_max_hp: 60,
player_mana: 10,
player_max_mana: 20,
target_hp: 30,
target_max_hp: 30,
experience_reward: 12,
reward_items: vec![],
created_at_micros: 1,
});
assert!(result.is_ok());
}
#[test]
fn validate_battle_state_input_rejects_invalid_reward_items() {
let error = validate_battle_state_input(&BattleStateInput {
battle_state_id: "battle_001".to_string(),
story_session_id: "storysess_001".to_string(),
runtime_session_id: "runtime_001".to_string(),
actor_user_id: "user_001".to_string(),
chapter_id: Some("chapter_001".to_string()),
target_npc_id: "npc_001".to_string(),
target_name: "黑爪狼".to_string(),
battle_mode: BattleMode::Fight,
player_hp: 50,
player_max_hp: 60,
player_mana: 10,
player_max_mana: 20,
target_hp: 30,
target_max_hp: 30,
experience_reward: 12,
reward_items: vec![RuntimeItemRewardItemSnapshot {
item_id: String::new(),
category: "遗物".to_string(),
item_name: "铜钥残片".to_string(),
description: None,
quantity: 1,
rarity: module_runtime_item::RuntimeItemRewardItemRarity::Rare,
tags: vec![],
stackable: false,
stack_key: String::new(),
equipment_slot_id: None,
}],
created_at_micros: 1,
})
.expect_err("invalid reward item should be rejected");
assert_eq!(
error,
CombatFieldError::InvalidRewardItem(
"battle_state.reward_items[].item_id 不能为空".to_string()
)
);
}
#[test]
fn build_battle_state_query_input_trims_and_validates_id() {
let input = build_battle_state_query_input(" battle_001 ".to_string())
.expect("query input should build");
assert_eq!(input.battle_state_id, "battle_001");
}
#[test]
fn build_battle_state_query_input_rejects_empty_id() {
let error =
build_battle_state_query_input(" ".to_string()).expect_err("empty id should fail");
assert_eq!(error, CombatFieldError::MissingBattleStateId);
}
#[test]
fn resolve_basic_attack_advances_turn_and_applies_counter_damage() {
let result = resolve_combat_action(
build_fight_snapshot(),
ResolveCombatActionInput {
battle_state_id: "battle_001".to_string(),
function_id: "battle_attack_basic".to_string(),
action_text: "普通攻击".to_string(),
base_damage: 10,
mana_cost: 0,
heal: 0,
mana_restore: 0,
counter_multiplier_basis_points: 10_000,
updated_at_micros: 20,
},
)
.expect("basic attack should succeed");
assert_eq!(result.snapshot.turn_index, 1);
assert_eq!(result.snapshot.target_hp, 20);
assert_eq!(result.snapshot.player_hp, 56);
assert_eq!(result.snapshot.last_damage_dealt, 10);
assert_eq!(result.snapshot.last_damage_taken, 4);
assert_eq!(result.outcome, CombatOutcome::Ongoing);
}
#[test]
fn resolve_escape_marks_battle_resolved() {
let result = resolve_combat_action(
build_fight_snapshot(),
ResolveCombatActionInput {
battle_state_id: "battle_001".to_string(),
function_id: "battle_escape_breakout".to_string(),
action_text: "逃跑".to_string(),
base_damage: 0,
mana_cost: 0,
heal: 0,
mana_restore: 0,
counter_multiplier_basis_points: 0,
updated_at_micros: 20,
},
)
.expect("escape should succeed");
assert_eq!(result.snapshot.status, BattleStatus::Resolved);
assert_eq!(result.snapshot.last_outcome, CombatOutcome::Escaped);
assert_eq!(result.damage_dealt, 0);
assert_eq!(result.damage_taken, 0);
}
#[test]
fn resolve_skill_can_finish_fight() {
let result = resolve_combat_action(
build_fight_snapshot(),
ResolveCombatActionInput {
battle_state_id: "battle_001".to_string(),
function_id: "battle_use_skill".to_string(),
action_text: "试锋斩".to_string(),
base_damage: 35,
mana_cost: 8,
heal: 0,
mana_restore: 0,
counter_multiplier_basis_points: 9_500,
updated_at_micros: 20,
},
)
.expect("skill should succeed");
assert_eq!(result.snapshot.status, BattleStatus::Resolved);
assert_eq!(result.snapshot.target_hp, 0);
assert_eq!(result.snapshot.player_mana, 12);
assert_eq!(result.outcome, CombatOutcome::Victory);
assert_eq!(result.damage_taken, 0);
}
#[test]
fn spar_mode_keeps_hp_floor_at_one() {
let snapshot = build_battle_state_snapshot(BattleStateInput {
battle_state_id: "battle_002".to_string(),
story_session_id: "storysess_001".to_string(),
runtime_session_id: "runtime_001".to_string(),
actor_user_id: "user_001".to_string(),
chapter_id: Some("chapter_spar".to_string()),
target_npc_id: "npc_002".to_string(),
target_name: "卫队长".to_string(),
battle_mode: BattleMode::Spar,
player_hp: 5,
player_max_hp: 5,
player_mana: 10,
player_max_mana: 10,
target_hp: 3,
target_max_hp: 3,
experience_reward: 0,
reward_items: vec![],
created_at_micros: 10,
});
let result = resolve_combat_action(
snapshot,
ResolveCombatActionInput {
battle_state_id: "battle_002".to_string(),
function_id: "battle_attack_basic".to_string(),
action_text: "普通攻击".to_string(),
base_damage: 5,
mana_cost: 0,
heal: 0,
mana_restore: 0,
counter_multiplier_basis_points: 10_000,
updated_at_micros: 20,
},
)
.expect("spar attack should succeed");
assert_eq!(result.snapshot.target_hp, 1);
assert_eq!(result.snapshot.status, BattleStatus::Resolved);
assert_eq!(result.outcome, CombatOutcome::SparComplete);
}
#[test]
fn resolve_rejects_unsupported_function() {
let error = resolve_combat_action(
build_fight_snapshot(),
ResolveCombatActionInput {
battle_state_id: "battle_001".to_string(),
function_id: "inventory_use".to_string(),
action_text: "使用物品".to_string(),
base_damage: 0,
mana_cost: 0,
heal: 0,
mana_restore: 0,
counter_multiplier_basis_points: 7_200,
updated_at_micros: 20,
},
)
.expect_err("inventory_use should be deferred for now");
assert_eq!(error, CombatFieldError::UnsupportedFunctionId);
}
}