refactor: update Regicide commands and improve code style
This commit is contained in:
parent
d932c2f5e2
commit
2014162819
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@ -1,421 +1,417 @@
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import {IGameContext} from "@/core/game";
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import { IGameContext } from "@/core/game";
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import {RegicideState} from "@/samples/regicide/state";
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import { RegicideState } from "@/samples/regicide/state";
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import {createGameCommandRegistry} from "@/core/game";
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import { PlayerType, RegicideCard } from "@/samples/regicide/types";
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import {PlayerType, RegicideCard} from "@/samples/regicide/types";
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import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
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import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
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import { isEnemyDefeated } from "@/samples/regicide/utils";
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import {isEnemyDefeated} from "@/samples/regicide/utils";
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export type RegicideGame = IGameContext<RegicideState>;
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export type RegicideGame = IGameContext<RegicideState>;
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export const registry = createGameCommandRegistry<RegicideState>();
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/**
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/**
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* 打出一张牌(对当前敌人造成伤害)
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* 打出一张牌(对当前敌人造成伤害)
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*/
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*/
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const playCmd = registry.register({
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async function playCmd(game: RegicideGame, player: string, cardId: string) {
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schema: 'play <player:string> <cardId:string>',
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const state = game.value;
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run: async (game: RegicideGame, player: string, cardId: string) => {
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const card = state.cards[cardId];
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const state = game.value;
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const card = state.cards[cardId];
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if (!card) {
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if (!card) {
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return {success: false, error: `卡牌 ${cardId} 不存在`};
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return { success: false, error: `卡牌 ${cardId} 不存在` };
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}
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}
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// 检查卡牌是否在玩家手牌中
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// 检查卡牌是否在玩家手牌中
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const playerKey = player as PlayerType;
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const playerKey = player as PlayerType;
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const playerHand = state.playerHands[playerKey];
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const playerHand = state.playerHands[playerKey];
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if (!playerHand || !playerHand.includes(cardId)) {
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if (!playerHand || !playerHand.includes(cardId)) {
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return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
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return {
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}
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success: false,
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error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
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};
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}
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// 检查是否有当前敌人
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// 检查是否有当前敌人
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if (!state.currentEnemy) {
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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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return { success: false, error: "没有活跃的敌人" };
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}
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}
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// 计算伤害(基础伤害为卡牌面值)
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// 计算伤害(基础伤害为卡牌面值)
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let damage = card.value;
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let damage = card.value;
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let attackReduction = 0;
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let attackReduction = 0;
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// 梅花双倍伤害
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// 梅花双倍伤害
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if (card.suit === 'clubs') {
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if (card.suit === "clubs") {
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damage *= 2;
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damage *= 2;
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}
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}
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// 黑桃降低敌人攻击力
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// 黑桃降低敌人攻击力
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if (card.suit === 'spades') {
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if (card.suit === "spades") {
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attackReduction = card.value;
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attackReduction = card.value;
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}
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}
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const enemyHpBefore = state.currentEnemy.hp;
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const enemyHpBefore = state.currentEnemy.hp;
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await game.produce(state => {
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await game.produceAsync((state) => {
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// 对敌人造成伤害
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// 对敌人造成伤害
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state.currentEnemy!.hp -= damage;
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state.currentEnemy!.hp -= damage;
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// 记录黑桃的攻击力降低
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// 记录黑桃的攻击力降低
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if (attackReduction > 0) {
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if (attackReduction > 0) {
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state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
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state.currentEnemy!.value = Math.max(
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}
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0,
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state.currentEnemy!.value - attackReduction,
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// 从手牌移除卡牌
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);
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const hand = state.playerHands[playerKey];
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const cardIndex = hand.indexOf(cardId);
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if (cardIndex !== -1) {
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hand.splice(cardIndex, 1);
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}
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// 将卡牌移到弃牌堆
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state.cards[cardId].regionId = 'discardPile';
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// 红心能力:将弃牌堆洗回酒馆牌堆
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if (card.suit === 'hearts') {
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const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
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if (discardIds.length > 0) {
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// 将弃牌堆(除当前敌人外)移回酒馆牌堆
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for (const discardId of discardIds) {
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state.cards[discardId].regionId = 'tavernDeck';
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}
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state.regions.tavernDeck.childIds.push(...discardIds);
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state.regions.discardPile.childIds = [state.currentEnemy!.id];
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}
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}
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// 方块能力:从酒馆牌堆抓牌
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if (card.suit === 'diamonds') {
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const tavernDeckCount = state.regions.tavernDeck.childIds.length;
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if (tavernDeckCount > 0) {
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const drawCardId = state.regions.tavernDeck.childIds.shift()!;
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state.cards[drawCardId].regionId = `hand_${player}`;
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hand.push(drawCardId);
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}
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}
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});
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// 检查敌人是否被击败
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const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
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return {
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success: true,
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result: {
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damage,
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attackReduction,
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enemyHpBefore,
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enemyHpAfter: game.value.currentEnemy!.hp,
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enemyDefeated,
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suitAbility: card.suit
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}
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};
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}
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}
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});
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// 从手牌移除卡牌
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const hand = state.playerHands[playerKey];
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const cardIndex = hand.indexOf(cardId);
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if (cardIndex !== -1) {
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hand.splice(cardIndex, 1);
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}
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// 将卡牌移到弃牌堆
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state.cards[cardId].regionId = "discardPile";
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// 红心能力:将弃牌堆洗回酒馆牌堆
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if (card.suit === "hearts") {
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const discardIds = state.regions.discardPile.childIds.filter(
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(id) => id !== state.currentEnemy!.id,
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);
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if (discardIds.length > 0) {
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// 将弃牌堆(除当前敌人外)移回酒馆牌堆
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for (const discardId of discardIds) {
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state.cards[discardId].regionId = "tavernDeck";
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}
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state.regions.tavernDeck.childIds.push(...discardIds);
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state.regions.discardPile.childIds = [state.currentEnemy!.id];
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}
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}
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// 方块能力:从酒馆牌堆抓牌
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if (card.suit === "diamonds") {
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const tavernDeckCount = state.regions.tavernDeck.childIds.length;
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if (tavernDeckCount > 0) {
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const drawCardId = state.regions.tavernDeck.childIds.shift()!;
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state.cards[drawCardId].regionId = `hand_${player}`;
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hand.push(drawCardId);
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}
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}
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});
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// 检查敌人是否被击败
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const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
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return {
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success: true,
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result: {
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damage,
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attackReduction,
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enemyHpBefore,
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enemyHpAfter: game.value.currentEnemy!.hp,
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enemyDefeated,
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suitAbility: card.suit,
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},
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};
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}
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/**
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/**
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* 打出A配合另一张牌
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* 打出A配合另一张牌
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*/
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*/
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const playWithACmd = registry.register({
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async function playWithACmd(
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schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
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game: RegicideGame,
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run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
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player: string,
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const state = game.value;
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aceCardId: string,
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const aceCard = state.cards[aceCardId];
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otherCardId: string,
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const otherCard = state.cards[otherCardId];
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) {
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const state = game.value;
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const aceCard = state.cards[aceCardId];
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const otherCard = state.cards[otherCardId];
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if (!aceCard || !otherCard) {
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if (!aceCard || !otherCard) {
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return {success: false, error: '卡牌不存在'};
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return { success: false, error: "卡牌不存在" };
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}
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}
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// 检查是否是A牌
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// 检查是否是A牌
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if (aceCard.rank !== 'A') {
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if (aceCard.rank !== "A") {
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return {success: false, error: `第一张牌必须是A`};
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return { success: false, error: `第一张牌必须是A` };
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}
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}
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const playerKey = player as PlayerType;
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const playerKey = player as PlayerType;
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const playerHand = state.playerHands[playerKey];
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const playerHand = state.playerHands[playerKey];
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// 检查两张牌都在手牌中
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// 检查两张牌都在手牌中
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if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
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if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
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return {success: false, error: '卡牌不在手牌中'};
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return { success: false, error: "卡牌不在手牌中" };
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}
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}
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if (!state.currentEnemy) {
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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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return { success: false, error: "没有活跃的敌人" };
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}
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}
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// 计算两张牌的总伤害
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// 计算两张牌的总伤害
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let totalDamage = aceCard.value + otherCard.value;
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let totalDamage = aceCard.value + otherCard.value;
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// 如果另一张牌是梅花,双倍伤害
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// 如果另一张牌是梅花,双倍伤害
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if (otherCard.suit === 'clubs') {
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if (otherCard.suit === "clubs") {
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totalDamage *= 2;
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totalDamage *= 2;
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}
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}
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let attackReduction = 0;
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let attackReduction = 0;
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if (aceCard.suit === 'spades') {
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if (aceCard.suit === "spades") {
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attackReduction += aceCard.value;
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attackReduction += aceCard.value;
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}
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}
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if (otherCard.suit === 'spades') {
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if (otherCard.suit === "spades") {
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attackReduction += otherCard.value;
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attackReduction += otherCard.value;
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}
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}
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await game.produce(state => {
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await game.produceAsync((state) => {
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// 对敌人造成伤害
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// 对敌人造成伤害
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state.currentEnemy!.hp -= totalDamage;
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state.currentEnemy!.hp -= totalDamage;
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// 记录黑桃的攻击力降低
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// 记录黑桃的攻击力降低
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if (attackReduction > 0) {
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if (attackReduction > 0) {
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state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
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state.currentEnemy!.value = Math.max(
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}
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0,
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state.currentEnemy!.value - attackReduction,
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// 从手牌移除两张牌
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);
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const hand = state.playerHands[playerKey];
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const aceIndex = hand.indexOf(aceCardId);
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const otherIndex = hand.indexOf(otherCardId);
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if (aceIndex !== -1) hand.splice(aceIndex, 1);
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if (otherIndex !== -1) hand.splice(otherIndex, 1);
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// 将卡牌移到弃牌堆
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state.cards[aceCardId].regionId = 'discardPile';
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state.cards[otherCardId].regionId = 'discardPile';
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});
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const enemyDefeated = isEnemyDefeated(state.currentEnemy);
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return {
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success: true,
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result: {
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damage: totalDamage,
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attackReduction,
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enemyHp: state.currentEnemy!.hp,
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enemyDefeated
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}
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};
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}
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}
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});
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// 从手牌移除两张牌
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const hand = state.playerHands[playerKey];
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const aceIndex = hand.indexOf(aceCardId);
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const otherIndex = hand.indexOf(otherCardId);
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if (aceIndex !== -1) hand.splice(aceIndex, 1);
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if (otherIndex !== -1) hand.splice(otherIndex, 1);
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// 将卡牌移到弃牌堆
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state.cards[aceCardId].regionId = "discardPile";
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state.cards[otherCardId].regionId = "discardPile";
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});
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const enemyDefeated = isEnemyDefeated(state.currentEnemy);
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return {
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success: true,
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result: {
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damage: totalDamage,
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attackReduction,
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enemyHp: state.currentEnemy!.hp,
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enemyDefeated,
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},
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};
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}
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/**
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/**
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* 让过(不出牌)
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* 让过(不出牌)
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*/
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*/
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const passCmd = registry.register({
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async function passCmd(game: RegicideGame, player: string) {
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schema: 'pass <player:string>',
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// 即使让过,也会受到敌人反击(在回合结束时处理)
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run: async (game: RegicideGame, player: string) => {
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return { success: true, result: { message: `${player} 让过` } };
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// 即使让过,也会受到敌人反击(在回合结束时处理)
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}
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return {success: true, result: {message: `${player} 让过`}};
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}
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});
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/**
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/**
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* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
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* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
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*/
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*/
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const enemyCounterattackCmd = registry.register({
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async function enemyCounterattackCmd(
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schema: 'counterattack <player:string> <discardCards:string[]>',
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game: RegicideGame,
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run: async (game: RegicideGame, player: string, discardCards: string[]) => {
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player: string,
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const state = game.value;
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discardCards: string[],
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) {
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const state = game.value;
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if (!state.currentEnemy) {
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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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return { success: false, error: "没有活跃的敌人" };
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}
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}
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const playerKey = player as PlayerType;
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const playerKey = player as PlayerType;
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const playerHand = state.playerHands[playerKey];
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const playerHand = state.playerHands[playerKey];
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// 检查要弃的牌都在手牌中
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// 检查要弃的牌都在手牌中
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for (const cardId of discardCards) {
|
for (const cardId of discardCards) {
|
||||||
if (!playerHand.includes(cardId)) {
|
if (!playerHand.includes(cardId)) {
|
||||||
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
|
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 计算弃牌的点数和
|
|
||||||
let totalValue = 0;
|
|
||||||
for (const cardId of discardCards) {
|
|
||||||
const card = state.cards[cardId];
|
|
||||||
if (card) {
|
|
||||||
totalValue += card.value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const enemyAttack = state.currentEnemy.value;
|
|
||||||
|
|
||||||
// 检查点数和是否 >= 敌人攻击力
|
|
||||||
if (totalValue < enemyAttack) {
|
|
||||||
return {
|
|
||||||
success: false,
|
|
||||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// 执行弃牌
|
|
||||||
await game.produce(state => {
|
|
||||||
const hand = state.playerHands[playerKey];
|
|
||||||
for (const cardId of discardCards) {
|
|
||||||
const index = hand.indexOf(cardId);
|
|
||||||
if (index !== -1) {
|
|
||||||
hand.splice(index, 1);
|
|
||||||
}
|
|
||||||
state.cards[cardId].regionId = 'discardPile';
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
discardedCards: discardCards,
|
|
||||||
totalValue,
|
|
||||||
enemyAttack
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
}
|
||||||
|
|
||||||
|
// 计算弃牌的点数和
|
||||||
|
let totalValue = 0;
|
||||||
|
for (const cardId of discardCards) {
|
||||||
|
const card = state.cards[cardId];
|
||||||
|
if (card) {
|
||||||
|
totalValue += card.value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const enemyAttack = state.currentEnemy.value;
|
||||||
|
|
||||||
|
// 检查点数和是否 >= 敌人攻击力
|
||||||
|
if (totalValue < enemyAttack) {
|
||||||
|
return {
|
||||||
|
success: false,
|
||||||
|
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// 执行弃牌
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
const hand = state.playerHands[playerKey];
|
||||||
|
for (const cardId of discardCards) {
|
||||||
|
const index = hand.indexOf(cardId);
|
||||||
|
if (index !== -1) {
|
||||||
|
hand.splice(index, 1);
|
||||||
|
}
|
||||||
|
state.cards[cardId].regionId = "discardPile";
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
discardedCards: discardCards,
|
||||||
|
totalValue,
|
||||||
|
enemyAttack,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查敌人是否被击败,如果击败则翻开下一个敌人
|
* 检查敌人是否被击败,如果击败则翻开下一个敌人
|
||||||
*/
|
*/
|
||||||
const checkEnemyDefeatedCmd = registry.register({
|
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||||
schema: 'check-enemy',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame) => {
|
|
||||||
const state = game.value;
|
|
||||||
|
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false as const, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
const defeated = state.currentEnemy.hp <= 0;
|
const defeated = state.currentEnemy.hp <= 0;
|
||||||
|
|
||||||
if (defeated) {
|
if (defeated) {
|
||||||
const defeatedEnemy = {...state.currentEnemy};
|
const defeatedEnemy = { ...state.currentEnemy };
|
||||||
|
|
||||||
await game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
// 将当前敌人移到弃牌堆
|
// 将当前敌人移到弃牌堆
|
||||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||||
|
|
||||||
// 翻开下一个敌人
|
// 翻开下一个敌人
|
||||||
if (state.enemyDeck.length > 0) {
|
if (state.enemyDeck.length > 0) {
|
||||||
const nextEnemy = state.enemyDeck.shift()!;
|
const nextEnemy = state.enemyDeck.shift()!;
|
||||||
state.currentEnemy = nextEnemy;
|
state.currentEnemy = nextEnemy;
|
||||||
} else {
|
} else {
|
||||||
// 没有更多敌人了
|
// 没有更多敌人了
|
||||||
state.currentEnemy = null;
|
state.currentEnemy = null;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
// 检查是否胜利(没有更多敌人)
|
// 检查是否胜利(没有更多敌人)
|
||||||
if (!game.value.currentEnemy) {
|
if (!game.value.currentEnemy) {
|
||||||
await game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
state.phase = 'victory';
|
state.phase = "victory";
|
||||||
state.winner = true;
|
state.winner = true;
|
||||||
});
|
});
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
defeated: true,
|
|
||||||
defeatedEnemy,
|
|
||||||
nextEnemy: game.value.currentEnemy,
|
|
||||||
enemiesRemaining: game.value.enemyDeck.length
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
defeated: false,
|
|
||||||
currentEnemy: {...state.currentEnemy},
|
|
||||||
enemiesRemaining: state.enemyDeck.length
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
return {
|
||||||
|
success: true as const,
|
||||||
|
result: {
|
||||||
|
defeated: true,
|
||||||
|
defeatedEnemy,
|
||||||
|
nextEnemy: game.value.currentEnemy,
|
||||||
|
enemiesRemaining: game.value.enemyDeck.length,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
defeated: false,
|
||||||
|
currentEnemy: { ...state.currentEnemy },
|
||||||
|
enemiesRemaining: state.enemyDeck.length,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查玩家是否有可出的牌
|
* 检查玩家是否有可出的牌
|
||||||
*/
|
*/
|
||||||
const checkCanPlayCmd = registry.register({
|
async function checkCanPlayCmd(game: RegicideGame, player: string) {
|
||||||
schema: 'check-can-play <player:string>',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame, player: string) => {
|
const playerKey = player as PlayerType;
|
||||||
const state = game.value;
|
const playerHand = state.playerHands[playerKey];
|
||||||
const playerKey = player as PlayerType;
|
|
||||||
const playerHand = state.playerHands[playerKey];
|
|
||||||
|
|
||||||
const canPlay = playerHand.length > 0;
|
const canPlay = playerHand.length > 0;
|
||||||
const canPlayWithA = playerHand.some(cardId => {
|
const canPlayWithA = playerHand.some((cardId) => {
|
||||||
const card = state.cards[cardId];
|
const card = state.cards[cardId];
|
||||||
return card && card.rank === 'A' && playerHand.length > 1;
|
return card && card.rank === "A" && playerHand.length > 1;
|
||||||
});
|
});
|
||||||
|
|
||||||
return {
|
return {
|
||||||
success: true,
|
success: true,
|
||||||
result: {
|
result: {
|
||||||
canPlay,
|
canPlay,
|
||||||
canPlayWithA,
|
canPlayWithA,
|
||||||
handSize: playerHand.length
|
handSize: playerHand.length,
|
||||||
}
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查酒馆牌堆是否为空
|
* 检查酒馆牌堆是否为空
|
||||||
*/
|
*/
|
||||||
const checkTavernDeckCmd = registry.register({
|
async function checkTavernDeckCmd(game: RegicideGame) {
|
||||||
schema: 'check-tavern-deck',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame) => {
|
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||||
const state = game.value;
|
|
||||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
|
||||||
|
|
||||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||||
if (isEmpty) {
|
if (isEmpty) {
|
||||||
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
|
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||||
if (allHandsEmpty) {
|
(hand) => hand.length === 0,
|
||||||
await game.produce(state => {
|
);
|
||||||
state.phase = 'defeat';
|
if (allHandsEmpty) {
|
||||||
state.winner = false;
|
await game.produceAsync((state) => {
|
||||||
});
|
state.phase = "defeat";
|
||||||
}
|
state.winner = false;
|
||||||
}
|
});
|
||||||
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
isEmpty,
|
|
||||||
cardsRemaining: state.regions.tavernDeck.childIds.length
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
isEmpty,
|
||||||
|
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 下一个玩家回合
|
* 下一个玩家回合
|
||||||
*/
|
*/
|
||||||
const nextTurnCmd = registry.register({
|
async function nextTurnCmd(game: RegicideGame) {
|
||||||
schema: 'next-turn',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame) => {
|
await game.produce((state) => {
|
||||||
const state = game.value;
|
state.currentPlayerIndex =
|
||||||
await game.produce(state => {
|
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
});
|
||||||
});
|
|
||||||
|
|
||||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||||
|
|
||||||
return {
|
return {
|
||||||
success: true,
|
success: true,
|
||||||
result: {
|
result: {
|
||||||
currentPlayer,
|
currentPlayer,
|
||||||
currentPlayerIndex: game.value.currentPlayerIndex
|
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||||
}
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
export {
|
export {
|
||||||
playCmd as play,
|
playCmd as play,
|
||||||
playWithACmd as playWithA,
|
playWithACmd as playWithA,
|
||||||
passCmd as pass,
|
passCmd as pass,
|
||||||
enemyCounterattackCmd as enemyCounterattack,
|
enemyCounterattackCmd as enemyCounterattack,
|
||||||
checkEnemyDefeatedCmd as checkEnemy,
|
checkEnemyDefeatedCmd as checkEnemy,
|
||||||
checkCanPlayCmd as checkCanPlay,
|
checkCanPlayCmd as checkCanPlay,
|
||||||
checkTavernDeckCmd as checkTavernDeck,
|
checkTavernDeckCmd as checkTavernDeck,
|
||||||
nextTurnCmd as nextTurn,
|
nextTurnCmd as nextTurn,
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -1,8 +1,15 @@
|
||||||
import {IGameContext} from "@/core/game";
|
import { IGameContext } from "@/core/game";
|
||||||
import {RegicideState} from "@/samples/regicide/state";
|
import { RegicideState } from "@/samples/regicide/state";
|
||||||
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
|
import {
|
||||||
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
|
buildEnemyDeck,
|
||||||
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
|
buildTavernDeck,
|
||||||
|
createAllCards,
|
||||||
|
getPlayerHandRegionId,
|
||||||
|
} from "@/samples/regicide/utils";
|
||||||
|
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
|
||||||
|
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||||
|
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
|
||||||
|
import { enemyCounterattackCmd, playCmd } from ".";
|
||||||
|
|
||||||
export type RegicideGame = IGameContext<RegicideState>;
|
export type RegicideGame = IGameContext<RegicideState>;
|
||||||
|
|
||||||
|
|
@ -12,228 +19,255 @@ export type RegicideGame = IGameContext<RegicideState>;
|
||||||
* @param playerCount 玩家数量(1-4)
|
* @param playerCount 玩家数量(1-4)
|
||||||
* @param seed 随机种子(可选)
|
* @param seed 随机种子(可选)
|
||||||
*/
|
*/
|
||||||
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
|
export async function setupGame(
|
||||||
if (playerCount < 1 || playerCount > 4) {
|
game: RegicideGame,
|
||||||
throw new Error('玩家数量必须为 1-4 人');
|
playerCount: number,
|
||||||
|
seed?: number,
|
||||||
|
) {
|
||||||
|
if (playerCount < 1 || playerCount > 4) {
|
||||||
|
throw new Error("玩家数量必须为 1-4 人");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (seed) {
|
||||||
|
// RNG seeding handled by game context
|
||||||
|
}
|
||||||
|
|
||||||
|
// 创建所有卡牌
|
||||||
|
const allCards = createAllCards();
|
||||||
|
|
||||||
|
// 构建敌人牌堆(J/Q/K)
|
||||||
|
const enemyDeck = buildEnemyDeck(game._rng);
|
||||||
|
|
||||||
|
// 构建酒馆牌堆(A-10)
|
||||||
|
const tavernDeck = buildTavernDeck(game._rng);
|
||||||
|
|
||||||
|
// 初始化游戏状态
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
state.cards = allCards;
|
||||||
|
state.playerCount = playerCount;
|
||||||
|
state.currentPlayerIndex = 0;
|
||||||
|
state.enemyDeck = enemyDeck;
|
||||||
|
|
||||||
|
// 设置酒馆牌堆区域
|
||||||
|
for (const card of tavernDeck) {
|
||||||
|
card.regionId = "tavernDeck";
|
||||||
|
state.regions.tavernDeck.childIds.push(card.id);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (seed) {
|
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||||
// RNG seeding handled by game context
|
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
|
||||||
|
|
||||||
|
// 给每个玩家发牌
|
||||||
|
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||||
|
for (let i = 0; i < playerCount; i++) {
|
||||||
|
const player = players[i];
|
||||||
|
const regionId = getPlayerHandRegionId(player);
|
||||||
|
|
||||||
|
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
|
||||||
|
if (tavernDeck.length === 0) break;
|
||||||
|
const card = tavernDeck.shift()!;
|
||||||
|
card.regionId = regionId;
|
||||||
|
state.playerHands[player].push(card.id);
|
||||||
|
const region = state.regions[regionId as keyof typeof state.regions];
|
||||||
|
region.childIds.push(card.id);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 创建所有卡牌
|
// 翻开第一个敌人
|
||||||
const allCards = createAllCards();
|
if (enemyDeck.length > 0) {
|
||||||
|
const firstEnemy = enemyDeck.shift()!;
|
||||||
// 构建敌人牌堆(J/Q/K)
|
state.currentEnemy = firstEnemy;
|
||||||
const enemyDeck = buildEnemyDeck(game._rng);
|
}
|
||||||
|
});
|
||||||
// 构建酒馆牌堆(A-10)
|
|
||||||
const tavernDeck = buildTavernDeck(game._rng);
|
|
||||||
|
|
||||||
// 初始化游戏状态
|
|
||||||
await game.produceAsync(state => {
|
|
||||||
state.cards = allCards;
|
|
||||||
state.playerCount = playerCount;
|
|
||||||
state.currentPlayerIndex = 0;
|
|
||||||
state.enemyDeck = enemyDeck;
|
|
||||||
|
|
||||||
// 设置酒馆牌堆区域
|
|
||||||
for (const card of tavernDeck) {
|
|
||||||
card.regionId = 'tavernDeck';
|
|
||||||
state.regions.tavernDeck.childIds.push(card.id);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
|
||||||
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
|
|
||||||
|
|
||||||
// 给每个玩家发牌
|
|
||||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
|
||||||
for (let i = 0; i < playerCount; i++) {
|
|
||||||
const player = players[i];
|
|
||||||
const regionId = getPlayerHandRegionId(player);
|
|
||||||
|
|
||||||
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
|
|
||||||
if (tavernDeck.length === 0) break;
|
|
||||||
const card = tavernDeck.shift()!;
|
|
||||||
card.regionId = regionId;
|
|
||||||
state.playerHands[player].push(card.id);
|
|
||||||
const region = state.regions[regionId as keyof typeof state.regions];
|
|
||||||
region.childIds.push(card.id);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 翻开第一个敌人
|
|
||||||
if (enemyDeck.length > 0) {
|
|
||||||
const firstEnemy = enemyDeck.shift()!;
|
|
||||||
state.currentEnemy = firstEnemy;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 启动游戏主循环
|
* 启动游戏主循环
|
||||||
*/
|
*/
|
||||||
export async function start(game: RegicideGame) {
|
export async function start(game: RegicideGame) {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
|
|
||||||
// 检查游戏是否已设置
|
// 检查游戏是否已设置
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
throw new Error('请先调用 setupGame 初始化游戏');
|
throw new Error("请先调用 setupGame 初始化游戏");
|
||||||
|
}
|
||||||
|
|
||||||
|
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||||
|
|
||||||
|
// 主游戏循环
|
||||||
|
while (state.phase === "playing") {
|
||||||
|
const currentPlayerIndex = state.currentPlayerIndex;
|
||||||
|
const currentPlayer = players[currentPlayerIndex];
|
||||||
|
|
||||||
|
// 检查当前玩家是否有手牌
|
||||||
|
const currentHand = state.playerHands[currentPlayer];
|
||||||
|
if (currentHand.length === 0) {
|
||||||
|
// 玩家没有手牌,跳过回合
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
state.currentPlayerIndex =
|
||||||
|
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||||
|
});
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
// 等待玩家输入(出牌或让过)
|
||||||
|
// 这里需要外部通过 prompt 系统获取输入
|
||||||
|
// 实际使用时由 UI 或测试代码提供输入
|
||||||
|
|
||||||
// 主游戏循环
|
// 循环会在外部调用 play/pass 命令后继续
|
||||||
while (state.phase === 'playing') {
|
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
||||||
const currentPlayerIndex = state.currentPlayerIndex;
|
break;
|
||||||
const currentPlayer = players[currentPlayerIndex];
|
}
|
||||||
|
|
||||||
// 检查当前玩家是否有手牌
|
return game.value;
|
||||||
const currentHand = state.playerHands[currentPlayer];
|
|
||||||
if (currentHand.length === 0) {
|
|
||||||
// 玩家没有手牌,跳过回合
|
|
||||||
await game.produceAsync(state => {
|
|
||||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
|
||||||
});
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 等待玩家输入(出牌或让过)
|
|
||||||
// 这里需要外部通过 prompt 系统获取输入
|
|
||||||
// 实际使用时由 UI 或测试代码提供输入
|
|
||||||
|
|
||||||
// 循环会在外部调用 play/pass 命令后继续
|
|
||||||
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
return game.value;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 处理完整的玩家回合
|
* 处理完整的玩家回合
|
||||||
*/
|
*/
|
||||||
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
|
export async function playTurn(
|
||||||
const state = game.value;
|
game: RegicideGame,
|
||||||
|
player: PlayerType,
|
||||||
|
action: "play" | "pass",
|
||||||
|
cardId?: string,
|
||||||
|
secondCardId?: string,
|
||||||
|
) {
|
||||||
|
const state = game.value;
|
||||||
|
|
||||||
if (state.phase !== 'playing') {
|
if (state.phase !== "playing") {
|
||||||
return {success: false, error: '游戏已结束'};
|
return { success: false, error: "游戏已结束" };
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
let playResult: any;
|
let playResult: any;
|
||||||
|
|
||||||
// 执行玩家动作
|
// 执行玩家动作
|
||||||
if (action === 'play' && cardId) {
|
if (action === "play" && cardId) {
|
||||||
// 检查是否是A配合另一张牌
|
// 检查是否是A配合另一张牌
|
||||||
const card = state.cards[cardId];
|
const card = state.cards[cardId];
|
||||||
if (card.rank === 'A' && secondCardId) {
|
if (card.rank === "A" && secondCardId) {
|
||||||
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||||
} else {
|
|
||||||
playResult = await game.run(`play ${player} ${cardId}`);
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
// 让过
|
playResult = await playCmd(game, player, cardId);
|
||||||
playResult = await game.run(`pass ${player}`);
|
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
|
// 让过
|
||||||
|
playResult = await pass(game, player);
|
||||||
|
}
|
||||||
|
|
||||||
if (!playResult.success) {
|
if (!playResult.success) {
|
||||||
return playResult;
|
return playResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查敌人是否被击败
|
// 检查敌人是否被击败
|
||||||
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
const checkResult = await checkEnemy(game);
|
||||||
if (!checkResult.success) {
|
if (!checkResult.success) {
|
||||||
return checkResult;
|
return checkResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 如果敌人未被击败,处理反击
|
|
||||||
if (!checkResult.result.defeated) {
|
|
||||||
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
playResult: playResult.result,
|
|
||||||
enemyDefeated: false,
|
|
||||||
needsDiscard: true,
|
|
||||||
enemyAttack: state.currentEnemy.value,
|
|
||||||
playerHand: state.playerHands[player]
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// 敌人被击败,检查是否还有更多敌人
|
|
||||||
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
|
|
||||||
await game.produceAsync(state => {
|
|
||||||
state.phase = 'victory';
|
|
||||||
state.winner = true;
|
|
||||||
});
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
playResult: playResult.result,
|
|
||||||
enemyDefeated: true,
|
|
||||||
gameWon: true
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// 切换到下一个玩家
|
|
||||||
await game.run('next-turn');
|
|
||||||
|
|
||||||
|
// 如果敌人未被击败,处理反击
|
||||||
|
if (!checkResult.result.defeated) {
|
||||||
|
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
||||||
return {
|
return {
|
||||||
success: true,
|
success: true,
|
||||||
result: {
|
result: {
|
||||||
playResult: playResult.result,
|
playResult: playResult.result,
|
||||||
enemyDefeated: true,
|
enemyDefeated: false,
|
||||||
nextEnemy: state.currentEnemy
|
needsDiscard: true,
|
||||||
}
|
enemyAttack: state.currentEnemy.value,
|
||||||
|
playerHand: state.playerHands[player],
|
||||||
|
},
|
||||||
};
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// 敌人被击败,检查是否还有更多敌人
|
||||||
|
if (
|
||||||
|
state.enemyDeck.length === 0 &&
|
||||||
|
state.currentEnemy &&
|
||||||
|
state.currentEnemy.hp <= 0
|
||||||
|
) {
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
state.phase = "victory";
|
||||||
|
state.winner = true;
|
||||||
|
});
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
playResult: playResult.result,
|
||||||
|
enemyDefeated: true,
|
||||||
|
gameWon: true,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// 切换到下一个玩家
|
||||||
|
await nextTurn(game);
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
playResult: playResult.result,
|
||||||
|
enemyDefeated: true,
|
||||||
|
nextEnemy: state.currentEnemy,
|
||||||
|
},
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 处理反击阶段的弃牌
|
* 处理反击阶段的弃牌
|
||||||
*/
|
*/
|
||||||
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
|
export async function handleCounterattack(
|
||||||
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
|
game: RegicideGame,
|
||||||
|
player: PlayerType,
|
||||||
if (!result.success) {
|
discardCardIds: string[],
|
||||||
// 弃牌失败(点数和不足),游戏失败
|
) {
|
||||||
await game.produceAsync(state => {
|
const result = await enemyCounterattackCmd(game, player, discardCardIds);
|
||||||
state.phase = 'defeat';
|
if (!result.success) {
|
||||||
state.winner = false;
|
// 弃牌失败(点数和不足),游戏失败
|
||||||
});
|
await game.produceAsync((state) => {
|
||||||
return result;
|
state.phase = "defeat";
|
||||||
}
|
state.winner = false;
|
||||||
|
});
|
||||||
// 弃牌成功,切换到下一个玩家
|
|
||||||
await game.run('next-turn');
|
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 弃牌成功,切换到下一个玩家
|
||||||
|
await nextTurn(game);
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取当前游戏状态摘要
|
* 获取当前游戏状态摘要
|
||||||
*/
|
*/
|
||||||
export function getGameStatus(game: RegicideGame) {
|
export function getGameStatus(game: RegicideGame) {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
|
|
||||||
return {
|
return {
|
||||||
phase: state.phase,
|
phase: state.phase,
|
||||||
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
|
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||||
currentEnemy: state.currentEnemy ? {
|
state.currentPlayerIndex
|
||||||
...state.currentEnemy,
|
],
|
||||||
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
|
currentEnemy: state.currentEnemy
|
||||||
} : null,
|
? {
|
||||||
enemiesRemaining: state.enemyDeck.length,
|
...state.currentEnemy,
|
||||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
hpPercent: Math.round(
|
||||||
discardPileCount: state.regions.discardPile.childIds.length,
|
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
|
||||||
playerHands: Object.fromEntries(
|
),
|
||||||
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
|
}
|
||||||
),
|
: null,
|
||||||
winner: state.winner
|
enemiesRemaining: state.enemyDeck.length,
|
||||||
};
|
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||||
|
discardPileCount: state.regions.discardPile.childIds.length,
|
||||||
|
playerHands: Object.fromEntries(
|
||||||
|
Object.entries(state.playerHands).map(([player, hand]) => [
|
||||||
|
player,
|
||||||
|
hand.length,
|
||||||
|
]),
|
||||||
|
),
|
||||||
|
winner: state.winner,
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue