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refactor: 调整录像命名
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@@ -7,7 +7,7 @@ import {
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ItemCategory,
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ReplaySystem,
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SaveCompression,
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ReplayCommandCode,
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ReplayCode,
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TileType
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} from '@user/data-common';
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import { IEnemy, IReadonlyHeroAttribute } from '@user/data-base';
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@@ -17,15 +17,15 @@ import { MainDamageCalculator } from '../src/enemy/calculator';
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import { createClosedLoopFixture } from './fixtures/closed-loop';
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/** 供测试读取的稳定指令码顺序 */
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export const REPLAY_COMMAND_ORDER: readonly ReplayCommandCode[] = [
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ReplayCommandCode.Up,
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ReplayCommandCode.Right,
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ReplayCommandCode.Down,
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ReplayCommandCode.Left,
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ReplayCommandCode.Teleport,
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ReplayCommandCode.UseItem,
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ReplayCommandCode.Equip,
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ReplayCommandCode.Unequip
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export const REPLAY_COMMAND_ORDER: readonly ReplayCode[] = [
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ReplayCode.Up,
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ReplayCode.Right,
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ReplayCode.Down,
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ReplayCode.Left,
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ReplayCode.Teleport,
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ReplayCode.UseItem,
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ReplayCode.Equip,
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ReplayCode.Unequip
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];
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vi.hoisted(() => {
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@@ -258,19 +258,19 @@ describe('DATA-01 closure', () => {
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)
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).toBe(true);
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expect(REPLAY_COMMAND_ORDER).toEqual([
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ReplayCommandCode.Up,
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ReplayCommandCode.Right,
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ReplayCommandCode.Down,
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ReplayCommandCode.Left,
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ReplayCommandCode.Teleport,
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ReplayCommandCode.UseItem,
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ReplayCommandCode.Equip,
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ReplayCommandCode.Unequip
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ReplayCode.Up,
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ReplayCode.Right,
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ReplayCode.Down,
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ReplayCode.Left,
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ReplayCode.Teleport,
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ReplayCode.UseItem,
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ReplayCode.Equip,
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ReplayCode.Unequip
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]);
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state.replaySystem.record(ReplayCommandCode.Right, 4, 'route');
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state.replaySystem.record(ReplayCode.Right, 4, 'route');
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expect(state.replaySystem.route.get(0)).toMatchObject({
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command: ReplayCommandCode.Right,
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command: ReplayCode.Right,
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params: [4, 'route']
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});
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