Enhance battle and room systems with new features#46
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chiimagnus merged 29 commits intomainfrom Feb 10, 2026
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- Added new animation kinds: block, turnStart, turnEnd, and energyPulse to BattleAnimationQueue. - Updated AnimationJob structure to include additional properties for cardId, playedCardContext, amount, blocked, entityId, turn, and energy. - Enhanced BattleAnimationSystem to handle new animation kinds and improved rendering logic for hand and enemy states. - Introduced FloatingTextFactory for displaying floating text effects for damage, block, and neutral events. - Updated BattleHUDPanel to display turn banners and energy information with animations. - Modified RunSession to track played card contexts and manage event sequences effectively. - Refactored BattlePresentationEvent to include playedCardContext for better event handling.
…ate management - Implemented EventRoomPanel to handle event interactions and display options. - Created RestRoomPanel for resting and upgrading cards, including UI for player health and actions. - Developed ShopRoomPanel for purchasing cards, relics, and consumables, with inventory management. - Introduced EventRoomState and ShopRoomState to manage the state of event and shop rooms. - Enhanced RunSession to support new room types and their functionalities, including event handling and shop interactions.
This reverts commit 8f873ba.
This reverts commit 97f7fba.
- 修改 BattleEvent 结构,新增 targetEntityId 字段 - 更新 BattleEngine,emit 事件时传递目标实体 ID - 调整 BattleAnimationQueue 和 BattleAnimationSystem,确保动画反馈基于目标实体 ID - 更新相关测试用例,确保新字段的正确性
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Implement a series of enhancements to the battle system, including new animation types, improved event handling, and a refined shop interface. Introduce new room panels for events, rest, and shops, along with state management for better gameplay experience. Update documentation to reflect these changes and ensure clarity on business rules and acceptance criteria.