refactor: update Regicide commands and improve code style
This commit is contained in:
+219
-185
@@ -1,8 +1,15 @@
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import {IGameContext} from "@/core/game";
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import {RegicideState} from "@/samples/regicide/state";
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import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
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import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
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import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
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import { IGameContext } from "@/core/game";
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import { RegicideState } from "@/samples/regicide/state";
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import {
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buildEnemyDeck,
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buildTavernDeck,
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createAllCards,
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getPlayerHandRegionId,
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} from "@/samples/regicide/utils";
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import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
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import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
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import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
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import { enemyCounterattackCmd, playCmd } from ".";
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export type RegicideGame = IGameContext<RegicideState>;
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@@ -12,228 +19,255 @@ export type RegicideGame = IGameContext<RegicideState>;
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* @param playerCount 玩家数量(1-4)
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* @param seed 随机种子(可选)
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*/
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export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
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if (playerCount < 1 || playerCount > 4) {
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throw new Error('玩家数量必须为 1-4 人');
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export async function setupGame(
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game: RegicideGame,
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playerCount: number,
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seed?: number,
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) {
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if (playerCount < 1 || playerCount > 4) {
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throw new Error("玩家数量必须为 1-4 人");
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}
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if (seed) {
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// RNG seeding handled by game context
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}
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// 创建所有卡牌
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const allCards = createAllCards();
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// 构建敌人牌堆(J/Q/K)
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const enemyDeck = buildEnemyDeck(game._rng);
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// 构建酒馆牌堆(A-10)
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const tavernDeck = buildTavernDeck(game._rng);
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// 初始化游戏状态
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await game.produceAsync((state) => {
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state.cards = allCards;
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state.playerCount = playerCount;
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state.currentPlayerIndex = 0;
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state.enemyDeck = enemyDeck;
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// 设置酒馆牌堆区域
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for (const card of tavernDeck) {
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card.regionId = "tavernDeck";
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state.regions.tavernDeck.childIds.push(card.id);
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}
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if (seed) {
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// RNG seeding handled by game context
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// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
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state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
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// 给每个玩家发牌
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const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
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for (let i = 0; i < playerCount; i++) {
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const player = players[i];
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const regionId = getPlayerHandRegionId(player);
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for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
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if (tavernDeck.length === 0) break;
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const card = tavernDeck.shift()!;
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card.regionId = regionId;
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state.playerHands[player].push(card.id);
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const region = state.regions[regionId as keyof typeof state.regions];
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region.childIds.push(card.id);
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}
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}
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// 创建所有卡牌
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const allCards = createAllCards();
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// 构建敌人牌堆(J/Q/K)
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const enemyDeck = buildEnemyDeck(game._rng);
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// 构建酒馆牌堆(A-10)
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const tavernDeck = buildTavernDeck(game._rng);
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// 初始化游戏状态
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await game.produceAsync(state => {
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state.cards = allCards;
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state.playerCount = playerCount;
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state.currentPlayerIndex = 0;
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state.enemyDeck = enemyDeck;
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// 设置酒馆牌堆区域
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for (const card of tavernDeck) {
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card.regionId = 'tavernDeck';
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state.regions.tavernDeck.childIds.push(card.id);
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}
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// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
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state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
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// 给每个玩家发牌
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const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
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for (let i = 0; i < playerCount; i++) {
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const player = players[i];
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const regionId = getPlayerHandRegionId(player);
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for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
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if (tavernDeck.length === 0) break;
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const card = tavernDeck.shift()!;
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card.regionId = regionId;
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state.playerHands[player].push(card.id);
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const region = state.regions[regionId as keyof typeof state.regions];
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region.childIds.push(card.id);
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}
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}
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// 翻开第一个敌人
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if (enemyDeck.length > 0) {
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const firstEnemy = enemyDeck.shift()!;
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state.currentEnemy = firstEnemy;
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}
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});
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// 翻开第一个敌人
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if (enemyDeck.length > 0) {
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const firstEnemy = enemyDeck.shift()!;
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state.currentEnemy = firstEnemy;
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}
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});
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}
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/**
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* 启动游戏主循环
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*/
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export async function start(game: RegicideGame) {
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const state = game.value;
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const state = game.value;
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// 检查游戏是否已设置
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if (!state.currentEnemy) {
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throw new Error('请先调用 setupGame 初始化游戏');
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// 检查游戏是否已设置
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if (!state.currentEnemy) {
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throw new Error("请先调用 setupGame 初始化游戏");
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}
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const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
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// 主游戏循环
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while (state.phase === "playing") {
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const currentPlayerIndex = state.currentPlayerIndex;
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const currentPlayer = players[currentPlayerIndex];
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// 检查当前玩家是否有手牌
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const currentHand = state.playerHands[currentPlayer];
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if (currentHand.length === 0) {
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// 玩家没有手牌,跳过回合
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await game.produceAsync((state) => {
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state.currentPlayerIndex =
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(state.currentPlayerIndex + 1) % state.playerCount;
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});
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continue;
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}
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const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
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// 等待玩家输入(出牌或让过)
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// 这里需要外部通过 prompt 系统获取输入
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// 实际使用时由 UI 或测试代码提供输入
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// 主游戏循环
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while (state.phase === 'playing') {
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const currentPlayerIndex = state.currentPlayerIndex;
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const currentPlayer = players[currentPlayerIndex];
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// 循环会在外部调用 play/pass 命令后继续
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// 当 phase 变为 'victory' 或 'defeat' 时退出
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break;
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}
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// 检查当前玩家是否有手牌
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const currentHand = state.playerHands[currentPlayer];
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if (currentHand.length === 0) {
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// 玩家没有手牌,跳过回合
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await game.produceAsync(state => {
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state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
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});
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continue;
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}
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// 等待玩家输入(出牌或让过)
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// 这里需要外部通过 prompt 系统获取输入
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// 实际使用时由 UI 或测试代码提供输入
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// 循环会在外部调用 play/pass 命令后继续
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// 当 phase 变为 'victory' 或 'defeat' 时退出
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break;
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}
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return game.value;
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return game.value;
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}
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/**
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* 处理完整的玩家回合
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*/
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export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
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const state = game.value;
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export async function playTurn(
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game: RegicideGame,
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player: PlayerType,
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action: "play" | "pass",
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cardId?: string,
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secondCardId?: string,
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) {
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const state = game.value;
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if (state.phase !== 'playing') {
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return {success: false, error: '游戏已结束'};
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}
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if (state.phase !== "playing") {
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return { success: false, error: "游戏已结束" };
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}
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if (!state.currentEnemy) {
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return {success: false, error: '没有活跃的敌人'};
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}
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if (!state.currentEnemy) {
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return { success: false, error: "没有活跃的敌人" };
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}
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let playResult: any;
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let playResult: any;
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// 执行玩家动作
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if (action === 'play' && cardId) {
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// 检查是否是A配合另一张牌
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const card = state.cards[cardId];
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if (card.rank === 'A' && secondCardId) {
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playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
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} else {
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playResult = await game.run(`play ${player} ${cardId}`);
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}
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// 执行玩家动作
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if (action === "play" && cardId) {
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// 检查是否是A配合另一张牌
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const card = state.cards[cardId];
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if (card.rank === "A" && secondCardId) {
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playResult = await playWithA(game, player, cardId, secondCardId);
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} else {
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// 让过
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playResult = await game.run(`pass ${player}`);
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playResult = await playCmd(game, player, cardId);
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}
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} else {
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// 让过
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playResult = await pass(game, player);
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}
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if (!playResult.success) {
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return playResult;
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}
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if (!playResult.success) {
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return playResult;
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}
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// 检查敌人是否被击败
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const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
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if (!checkResult.success) {
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return checkResult;
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}
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// 如果敌人未被击败,处理反击
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if (!checkResult.result.defeated) {
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// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
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return {
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success: true,
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result: {
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playResult: playResult.result,
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enemyDefeated: false,
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needsDiscard: true,
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enemyAttack: state.currentEnemy.value,
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playerHand: state.playerHands[player]
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}
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};
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}
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// 敌人被击败,检查是否还有更多敌人
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if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
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await game.produceAsync(state => {
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state.phase = 'victory';
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state.winner = true;
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});
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return {
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success: true,
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result: {
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playResult: playResult.result,
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enemyDefeated: true,
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gameWon: true
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}
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};
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}
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// 切换到下一个玩家
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await game.run('next-turn');
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// 检查敌人是否被击败
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const checkResult = await checkEnemy(game);
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if (!checkResult.success) {
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return checkResult;
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}
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// 如果敌人未被击败,处理反击
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if (!checkResult.result.defeated) {
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// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
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return {
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success: true,
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result: {
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playResult: playResult.result,
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enemyDefeated: true,
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nextEnemy: state.currentEnemy
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}
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success: true,
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result: {
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playResult: playResult.result,
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enemyDefeated: false,
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needsDiscard: true,
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enemyAttack: state.currentEnemy.value,
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playerHand: state.playerHands[player],
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},
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};
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}
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// 敌人被击败,检查是否还有更多敌人
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if (
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state.enemyDeck.length === 0 &&
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state.currentEnemy &&
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state.currentEnemy.hp <= 0
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) {
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await game.produceAsync((state) => {
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state.phase = "victory";
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state.winner = true;
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});
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return {
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success: true,
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result: {
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playResult: playResult.result,
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enemyDefeated: true,
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gameWon: true,
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},
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};
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}
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// 切换到下一个玩家
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await nextTurn(game);
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return {
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success: true,
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result: {
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playResult: playResult.result,
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enemyDefeated: true,
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nextEnemy: state.currentEnemy,
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},
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};
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}
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/**
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* 处理反击阶段的弃牌
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*/
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export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
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const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
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if (!result.success) {
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// 弃牌失败(点数和不足),游戏失败
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await game.produceAsync(state => {
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state.phase = 'defeat';
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state.winner = false;
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});
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return result;
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}
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// 弃牌成功,切换到下一个玩家
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await game.run('next-turn');
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export async function handleCounterattack(
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game: RegicideGame,
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player: PlayerType,
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discardCardIds: string[],
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) {
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const result = await enemyCounterattackCmd(game, player, discardCardIds);
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if (!result.success) {
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// 弃牌失败(点数和不足),游戏失败
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await game.produceAsync((state) => {
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state.phase = "defeat";
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state.winner = false;
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});
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return result;
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}
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// 弃牌成功,切换到下一个玩家
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await nextTurn(game);
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return result;
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}
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/**
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* 获取当前游戏状态摘要
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*/
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export function getGameStatus(game: RegicideGame) {
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const state = game.value;
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const state = game.value;
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return {
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phase: state.phase,
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currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
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currentEnemy: state.currentEnemy ? {
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...state.currentEnemy,
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hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
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} : null,
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enemiesRemaining: state.enemyDeck.length,
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tavernDeckCount: state.regions.tavernDeck.childIds.length,
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discardPileCount: state.regions.discardPile.childIds.length,
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playerHands: Object.fromEntries(
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Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
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),
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winner: state.winner
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};
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return {
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phase: state.phase,
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currentPlayer: ["player1", "player2", "player3", "player4"][
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state.currentPlayerIndex
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],
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currentEnemy: state.currentEnemy
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? {
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...state.currentEnemy,
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hpPercent: Math.round(
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(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
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),
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}
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: null,
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enemiesRemaining: state.enemyDeck.length,
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tavernDeckCount: state.regions.tavernDeck.childIds.length,
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discardPileCount: state.regions.discardPile.childIds.length,
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playerHands: Object.fromEntries(
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Object.entries(state.playerHands).map(([player, hand]) => [
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player,
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hand.length,
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]),
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),
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winner: state.winner,
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};
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}
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