refactor: simplify GameHost constructor to use GameModule
Update `GameHost` to accept a `GameModule` directly instead of individual parameters. This simplifies the `createGameHost` factory and improves type safety by preserving the module type. Also apply `readonly` modifiers to `ContentModule` in the slay-the-spire-like sample.
This commit is contained in:
parent
e8c995f74f
commit
23ac09ff21
|
|
@ -12,6 +12,7 @@ export type GameHostStatus = "created" | "running" | "disposed";
|
|||
export class GameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
> {
|
||||
readonly state: ReadonlySignal<TState>;
|
||||
readonly status: ReadonlySignal<GameHostStatus>;
|
||||
|
|
@ -29,16 +30,16 @@ export class GameHost<
|
|||
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
|
||||
private _isDisposed = false;
|
||||
|
||||
constructor(
|
||||
registry: CommandRegistry<IGameContext<TState>>,
|
||||
createInitialState: () => TState,
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>,
|
||||
) {
|
||||
constructor(public readonly gameModule: TModule) {
|
||||
const { createInitialState, registry, start } = gameModule;
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
|
||||
const initialState = createInitialState();
|
||||
this._context = createGameContext(registry, initialState);
|
||||
this._context = createGameContext(
|
||||
registry ?? createGameCommandRegistry(),
|
||||
initialState,
|
||||
);
|
||||
this._start = start;
|
||||
this.state = this._context._state;
|
||||
|
||||
|
|
@ -179,10 +180,7 @@ export type GameModule<
|
|||
export function createGameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
>(gameModule: GameModule<TState, TResult>): GameHost<TState, TResult> {
|
||||
return new GameHost(
|
||||
gameModule.registry || createGameCommandRegistry(),
|
||||
gameModule.createInitialState,
|
||||
gameModule.start,
|
||||
);
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
>(gameModule: TModule): GameHost<TState, TResult> {
|
||||
return new GameHost(gameModule);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,14 +5,14 @@ import type * as desert from "./desert";
|
|||
import { IRunContext } from "../system/combat";
|
||||
|
||||
export type ContentModule = {
|
||||
getCards: () => desert.Card[];
|
||||
getEffects: () => desert.Effect[];
|
||||
getEncounters: () => desert.Encounter[];
|
||||
getEnemies: () => desert.Enemy[];
|
||||
getIntents: () => desert.Intent[];
|
||||
getItems: () => desert.Item[];
|
||||
getStartingItems: () => desert.Item[];
|
||||
readonly getCards: () => readonly desert.Card[];
|
||||
readonly getEffects: () => readonly desert.Effect[];
|
||||
readonly getEncounters: () => readonly desert.Encounter[];
|
||||
readonly getEnemies: () => readonly desert.Enemy[];
|
||||
readonly getIntents: () => readonly desert.Intent[];
|
||||
readonly getItems: () => readonly desert.Item[];
|
||||
readonly getStartingItems: () => readonly desert.Item[];
|
||||
|
||||
dialogues: YarnDialogues;
|
||||
addTriggers: (triggers: Triggers, run: IRunContext) => void;
|
||||
readonly dialogues: YarnDialogues;
|
||||
readonly addTriggers: (triggers: Triggers, run: IRunContext) => void;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -3,27 +3,3 @@ export * from "./factory";
|
|||
export * from "./prompts";
|
||||
export * from "./triggers";
|
||||
export * from "./types";
|
||||
|
||||
import { GameHost } from "@/core/game-host";
|
||||
import { ContentModule } from "../types";
|
||||
import { createCommandRegistry } from "@/utils/command";
|
||||
import { createStart, createTriggers, Triggers } from "./triggers";
|
||||
import { CombatState, IRunContext } from "./types";
|
||||
|
||||
export class CombatGameHost extends GameHost<CombatState> {
|
||||
public readonly triggers: Triggers;
|
||||
constructor(
|
||||
private module: ContentModule,
|
||||
private runContext: IRunContext,
|
||||
private initialState: CombatState,
|
||||
) {
|
||||
let triggers: Triggers;
|
||||
super(
|
||||
createCommandRegistry(),
|
||||
() => initialState,
|
||||
createStart((triggers = createTriggers(runContext)), runContext),
|
||||
);
|
||||
module.addTriggers(triggers, runContext);
|
||||
this.triggers = triggers;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue