feat: implmenet some effects for the design
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@ -1,33 +1,455 @@
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import {Triggers} from "@/samples/slay-the-spire-like/system/combat/triggers";
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import {getCombatEntity} from "@/samples/slay-the-spire-like/system/combat/effects";
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import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import {
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addEntityEffect,
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getCombatEntity,
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} from "@/samples/slay-the-spire-like/system/combat/effects";
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import { moveToRegion } from "@/core/region";
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import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
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import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
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export function addEffectTriggers(triggers:Triggers){
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// instant effects
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export function addEffectTriggers(triggers: Triggers) {
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// ========== instant effects ==========
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triggers.onEffectApplied.use(async (ctx, next) => {
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if(ctx.effect.id === "attack") {
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if (ctx.effect.id === "attack") {
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await triggers.onDamage.execute(ctx.game, {
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entityKey: ctx.entityKey,
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amount: ctx.stacks
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amount: ctx.stacks,
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sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player",
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});
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}else if(ctx.effect.id === "draw") {
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await triggers.onDraw.execute(ctx.game, {
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count: ctx.stacks
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} else if (ctx.effect.id === "draw") {
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await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
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} else if (ctx.effect.id === "gainEnergy") {
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await ctx.game.produceAsync(draft => {
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draft.player.energy += ctx.stacks;
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});
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} else if (ctx.effect.id === "removeWound") {
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await ctx.game.produceAsync(draft => {
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const { cards, regions } = draft.player.deck;
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let removed = 0;
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const allPileIds = [
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...regions.drawPile.childIds,
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...regions.discardPile.childIds,
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];
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for (const cardId of allPileIds) {
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if (removed >= ctx.stacks) break;
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const card = cards[cardId];
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if (card && card.cardData.id === "wound") {
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const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
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moveToRegion(card, sourceRegion, null);
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delete cards[cardId];
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removed++;
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}
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}
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});
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} else if (ctx.effect.id === "venom") {
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await ctx.game.produceAsync(draft => {
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const cardId = `venom-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: cardId,
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regionId: "",
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position: [],
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itemId: "venom",
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cardData: {
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id: "venom",
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name: "蛇毒",
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desc: "弃掉时受到3点伤害",
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type: "status",
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costType: "energy",
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costCount: 1,
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targetType: "none",
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effects: [["onDiscard", "self", ctx.effect, 3]],
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},
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};
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draft.player.deck.cards[cardId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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});
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} else if (ctx.effect.id === "vultureEye") {
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await ctx.game.produceAsync(draft => {
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const cardId = `vultureEye-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: cardId,
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regionId: "",
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position: [],
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itemId: "vultureEye",
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cardData: {
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id: "vultureEye",
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name: "秃鹫之眼",
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desc: "抓到时获得3层暴露",
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type: "status",
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costType: "none",
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costCount: 0,
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targetType: "none",
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effects: [["onDraw", "self", ctx.effect, 3]],
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},
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};
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draft.player.deck.cards[cardId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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});
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} else if (ctx.effect.id === "static") {
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await ctx.game.produceAsync(draft => {
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const cardId = `static-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: cardId,
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regionId: "",
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position: [],
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itemId: "static",
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cardData: {
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id: "static",
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name: "静电",
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desc: "在手里时受电击伤害+1",
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type: "status",
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costType: "none",
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costCount: 0,
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targetType: "none",
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effects: [["onDraw", "self", ctx.effect, 1]],
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},
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};
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draft.player.deck.cards[cardId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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});
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} else if (ctx.effect.id === "summonMummy") {
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await ctx.game.produceAsync(draft => {
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for (const enemyData of getAllEnemyData(ctx.game)) {
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if (enemyData.id === "木乃伊") {
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const existingMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
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if (existingMummy) {
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existingMummy.isAlive = true;
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existingMummy.hp = existingMummy.maxHp;
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return;
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}
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const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
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const instanceId = `${enemyData.id}-${draft.enemies.length}`;
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const intents: Record<string, typeof intent> = {};
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for (const i of enemyData.intents) {
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intents[i.id] = i;
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}
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draft.enemies.push({
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id: instanceId,
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enemy: enemyData,
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hp: 14,
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maxHp: 14,
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isAlive: true,
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effects: {},
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intents,
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currentIntent: intent,
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});
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break;
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}
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}
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});
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} else if (ctx.effect.id === "summonSandwormLarva") {
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await ctx.game.produceAsync(draft => {
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for (const enemyData of getAllEnemyData(ctx.game)) {
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if (enemyData.id === "幼沙虫") {
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const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
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const instanceId = `${enemyData.id}-${draft.enemies.length}`;
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const intents: Record<string, typeof intent> = {};
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for (const i of enemyData.intents) {
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intents[i.id] = i;
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}
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draft.enemies.push({
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id: instanceId,
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enemy: enemyData,
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hp: 18,
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maxHp: 18,
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isAlive: true,
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effects: {},
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intents,
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currentIntent: intent,
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});
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break;
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}
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}
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});
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} else if (ctx.effect.id === "reviveMummy") {
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await ctx.game.produceAsync(draft => {
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const deadMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
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if (deadMummy) {
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deadMummy.isAlive = true;
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deadMummy.hp = deadMummy.maxHp;
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}
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});
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} else if (ctx.effect.id === "curse") {
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await ctx.game.produceAsync(draft => {
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addEntityEffect(draft.player, ctx.effect, ctx.stacks);
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});
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}
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await next();
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});
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// blocks
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// ========== block / damage prevention ==========
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if(!entity) return;
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if (!entity) return;
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const preventable = (ctx.amount - (ctx.prevented ?? 0));
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const blocks = entity.effects.block?.stacks ?? 0;
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let preventable = ctx.amount - (ctx.prevented ?? 0);
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const blocks = entity.effects.defend?.stacks ?? 0;
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const blocked = Math.min(blocks, preventable);
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if(blocked){
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if (blocked) {
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ctx.prevented = (ctx.prevented ?? 0) + blocked;
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preventable -= blocked;
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}
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const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
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if (damageReduce > 0) {
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const reduced = Math.min(damageReduce, preventable);
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ctx.prevented = (ctx.prevented ?? 0) + reduced;
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preventable -= reduced;
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}
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const expose = entity.effects.expose?.stacks ?? 0;
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if (expose > 0) {
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ctx.amount += expose;
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}
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await next();
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});
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// ========== spike: damage attacker ==========
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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if (ctx.amount - (ctx.prevented ?? 0) <= 0) return;
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity || !entity.isAlive) return;
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const spike = entity.effects.spike?.stacks ?? 0;
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if (spike > 0 && ctx.sourceEntityKey) {
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await triggers.onDamage.execute(ctx.game, {
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entityKey: ctx.sourceEntityKey,
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amount: spike,
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sourceEntityKey: ctx.entityKey,
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});
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}
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});
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// ========== storm: give static card to player on attack ==========
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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if (ctx.amount - (ctx.prevented ?? 0) <= 0) return;
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity || !entity.isAlive) return;
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const storm = entity.effects.storm?.stacks ?? 0;
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if (storm > 0 && ctx.entityKey !== "player") {
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for (let i = 0; i < storm; i++) {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect: findEffect(ctx.game, "static"),
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entityKey: "player",
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stacks: 1,
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});
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}
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}
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});
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// ========== energyDrain: player loses energy when enemy takes damage ==========
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity) return;
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const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
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if (energyDrain > 0 && ctx.entityKey !== "player") {
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const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0));
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if (dealt > 0) {
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await ctx.game.produceAsync(draft => {
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draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
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});
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}
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}
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await next();
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});
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// ========== molt: enemy flees if molt >= maxHp ==========
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity || !entity.isAlive) return;
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const molt = entity.effects.molt?.stacks ?? 0;
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if (molt >= entity.maxHp) {
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await ctx.game.produceAsync(draft => {
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const e = draft.enemies.find(en => en.id === ctx.entityKey);
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if (e) {
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e.isAlive = false;
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e.hp = 0;
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}
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draft.result = draft.enemies.every(en => !en.isAlive) ? "victory" : null;
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});
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if (ctx.game.value.result) throw ctx.game.value;
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}
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});
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// ========== discard: random discard at turn start ==========
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triggers.onTurnStart.use(async (ctx, next) => {
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await next();
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if (ctx.entityKey !== "player") return;
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const discard = ctx.game.value.player.effects.discard;
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if (!discard || discard.stacks <= 0) return;
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const handIds = [...ctx.game.value.player.deck.regions.hand.childIds];
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if (handIds.length === 0) return;
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const randomIndex = ctx.game.rng.nextInt(handIds.length);
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const randomCardId = handIds[randomIndex];
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await triggers.onCardDiscarded.execute(ctx.game, { cardId: randomCardId });
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});
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// ========== defendNext: gain block next turn ==========
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triggers.onTurnStart.use(async (ctx, next) => {
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await next();
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if (ctx.entityKey !== "player") return;
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const defendNext = ctx.game.value.player.effects.defendNext;
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if (!defendNext || defendNext.stacks <= 0) return;
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await ctx.game.produceAsync(draft => {
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addEntityEffect(draft.player, findEffect(ctx.game, "defend"), defendNext.stacks);
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addEntityEffect(draft.player, defendNext.data, -defendNext.stacks);
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});
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});
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// ========== energyNext: gain energy next turn ==========
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triggers.onTurnStart.use(async (ctx, next) => {
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await next();
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if (ctx.entityKey !== "player") return;
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const energyNext = ctx.game.value.player.effects.energyNext;
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if (!energyNext || energyNext.stacks <= 0) return;
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await ctx.game.produceAsync(draft => {
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draft.player.energy += energyNext.stacks;
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addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
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});
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});
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// ========== drawNext: draw extra cards next turn ==========
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triggers.onTurnStart.use(async (ctx, next) => {
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await next();
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if (ctx.entityKey !== "player") return;
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const drawNext = ctx.game.value.player.effects.drawNext;
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if (!drawNext || drawNext.stacks <= 0) return;
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await ctx.game.produceAsync(draft => {
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addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
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});
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await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
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});
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// ========== aim: double damage, lose aim on damage ==========
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triggers.onDamage.use(async (ctx, next) => {
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if (ctx.sourceEntityKey === "player") {
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const player = ctx.game.value.player;
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const aim = player.effects.aim?.stacks ?? 0;
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if (aim > 0) {
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ctx.amount *= 2;
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}
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}
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await next();
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});
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// ========== roll: consume 10 roll per 10 damage ==========
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triggers.onDamage.use(async (ctx, next) => {
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if (ctx.sourceEntityKey === "player") {
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const player = ctx.game.value.player;
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const roll = player.effects.roll?.stacks ?? 0;
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if (roll >= 10) {
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const rollDamage = Math.floor(roll / 10) * 10;
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ctx.amount += rollDamage;
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await ctx.game.produceAsync(draft => {
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addEntityEffect(draft.player, findEffect(ctx.game, "roll"), -rollDamage);
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});
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}
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}
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await next();
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});
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// ========== tailSting: bonus damage on attack ==========
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triggers.onDamage.use(async (ctx, next) => {
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if (ctx.sourceEntityKey && ctx.sourceEntityKey !== "player") {
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (attacker) {
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const tailSting = attacker.effects.tailSting?.stacks ?? 0;
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if (tailSting > 0) {
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ctx.amount += tailSting;
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}
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}
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}
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await next();
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});
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// ========== charge: double damage dealt/received, consume equal charge ==========
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (entity) {
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const charge = entity.effects.charge?.stacks ?? 0;
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if (charge > 0) {
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const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0));
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const consumed = Math.min(charge, dealt);
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ctx.amount += dealt;
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if (consumed > 0) {
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await ctx.game.produceAsync(draft => {
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const e = getCombatEntity(draft, ctx.entityKey);
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if (e) addEntityEffect(e, findEffect(ctx.game, "charge"), -consumed);
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});
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}
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}
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}
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if (ctx.sourceEntityKey) {
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (attacker) {
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const charge = attacker.effects.charge?.stacks ?? 0;
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if (charge > 0) {
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const baseAmount = ctx.amount;
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const targetEntity = getCombatEntity(ctx.game.value, ctx.entityKey);
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const dealt = Math.min(Math.max(0, targetEntity?.hp ?? 0), baseAmount - (ctx.prevented ?? 0));
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const consumed = Math.min(charge, dealt);
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ctx.amount += dealt;
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if (consumed > 0) {
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await ctx.game.produceAsync(draft => {
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const a = getCombatEntity(draft, ctx.sourceEntityKey!);
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if (a) addEntityEffect(a, findEffect(ctx.game, "charge"), -consumed);
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});
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}
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}
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}
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}
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await next();
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});
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}
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function getAllEnemyData(game: CombatGameContext) {
|
||||
const seen = new Set<string>();
|
||||
const result: typeof game.value.enemies[number]["enemy"][] = [];
|
||||
for (const enemy of game.value.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function findEffect(game: CombatGameContext | { value: CombatGameContext["value"] }, id: string): EffectData {
|
||||
const value = "value" in game ? game.value : game;
|
||||
const dataModule = (globalThis as any).__desertEffects;
|
||||
if (dataModule) {
|
||||
const found = dataModule.find((e: EffectData) => e.id === id);
|
||||
if (found) return found;
|
||||
}
|
||||
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -18,14 +18,14 @@ type TriggerTypes = {
|
|||
onTurnStart: { entityKey: "player" | string, },
|
||||
onTurnEnd: { entityKey: "player" | string, },
|
||||
onShuffle: {},
|
||||
onCardPlayed: { cardId: string, targetId?: string },
|
||||
onCardDiscarded: { cardId: string, },
|
||||
onCardDrawn: { cardId: string, },
|
||||
onCardPlayed: { cardId: string, targetId?: string, sourceEntityKey?: "player" | string },
|
||||
onCardDiscarded: { cardId: string, sourceEntityKey?: "player" | string },
|
||||
onCardDrawn: { cardId: string, sourceEntityKey?: "player" | string },
|
||||
onDraw: {count: number},
|
||||
onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string },
|
||||
onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string, sourceEntityKey?: "player" | string },
|
||||
onHpChange: { entityKey: "player" | string, amount: number},
|
||||
onDamage: { entityKey: "player" | string, amount: number, prevented?: number},
|
||||
onEnemyIntent: { enemyId: string },
|
||||
onDamage: { entityKey: "player" | string, amount: number, prevented?: number, sourceEntityKey?: "player" | string},
|
||||
onEnemyIntent: { enemyId: string, sourceEntityKey?: "player" | string },
|
||||
onIntentUpdate: { enemyId: string },
|
||||
}
|
||||
|
||||
|
|
@ -67,10 +67,11 @@ function createTriggers(){
|
|||
});
|
||||
const {cards, regions} = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for(const [trigger, target, effect, stacks] of card.cardData.effects){
|
||||
if(trigger !== 'onPlay') continue;
|
||||
for(const entity of getEffectTargets(target, ctx.game, ctx.targetId))
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId});
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
|
||||
}
|
||||
}),
|
||||
onCardDiscarded: createTrigger("onCardDiscarded", async ctx => {
|
||||
|
|
@ -81,10 +82,11 @@ function createTriggers(){
|
|||
});
|
||||
const {cards, regions} = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for(const [trigger, target, effect, stacks] of card.cardData.effects){
|
||||
if(trigger !== 'onDiscard') continue;
|
||||
for(const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId});
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
|
||||
}
|
||||
}),
|
||||
onCardDrawn: createTrigger("onCardDrawn", async ctx => {
|
||||
|
|
@ -94,10 +96,11 @@ function createTriggers(){
|
|||
});
|
||||
const {cards, regions} = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for(const [trigger, target, effect, stacks] of card.cardData.effects){
|
||||
if(trigger !== 'onDraw') continue;
|
||||
for(const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId});
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
|
||||
}
|
||||
}),
|
||||
onDraw: createTrigger("onDraw", async ctx => {
|
||||
|
|
@ -162,9 +165,10 @@ function createTriggers(){
|
|||
const intent = enemy.currentIntent;
|
||||
if(!intent) return;
|
||||
|
||||
const source = ctx.sourceEntityKey ?? enemy.id;
|
||||
for(const [target, effect, stacks] of intent.effects){
|
||||
for(const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game, { effect, entityKey: entity.id, stacks, });
|
||||
await triggers.onEffectApplied.execute(ctx.game, { effect, entityKey: entity.id, stacks, sourceEntityKey: source });
|
||||
}
|
||||
}),
|
||||
onIntentUpdate: createTrigger("onIntentUpdate", async ctx => {
|
||||
|
|
|
|||
Loading…
Reference in New Issue