feat: add grid-inventory

This commit is contained in:
2026-04-13 11:07:57 +08:00
parent 4bfc6db60f
commit 2a4383ff10
6 changed files with 779 additions and 3 deletions
@@ -9,7 +9,7 @@
# targetType can be one of: single, none
type,name,shape,costType,costCount,targetType,desc
string,string,string,string,int,string,string
string,string,string,'energy'|'uses',int,'single'|'none',string
weapon,,oee,energy,1,single,【攻击2】【攻击2】
weapon,长斧,oees,energy,2,none,对全体【攻击5】
weapon,长枪,oeee,energy,1,single,【攻击2】【攻击2】【攻击2】
1 # type can be one of: weapon, armor, consumable, tool
9 # targetType can be one of: single, none
10 type,name,shape,costType,costCount,targetType,desc
11 string,string,string,string,int,string,string string,string,string,'energy'|'uses',int,'single'|'none',string
12 weapon,剑,oee,energy,1,single,【攻击2】【攻击2】
13 weapon,长斧,oees,energy,2,none,对全体【攻击5】
14 weapon,长枪,oeee,energy,1,single,【攻击2】【攻击2】【攻击2】
15 weapon,短刀,oe,energy,1,single,【攻击3】【攻击3】
@@ -2,11 +2,13 @@ type HeroItemFighter1Table = readonly {
readonly type: string;
readonly name: string;
readonly shape: string;
readonly costType: string;
readonly costType: "energy" | "uses";
readonly costCount: number;
readonly targetType: string;
readonly targetType: "single" | "none";
readonly desc: string;
}[];
export type HeroItemFighter1 = HeroItemFighter1Table[number];
declare const data: HeroItemFighter1Table;
export default data;
@@ -0,0 +1,13 @@
export type { CellCoordinate, GridInventory, InventoryItem, PlacementResult } from './types';
export {
createGridInventory,
flipItem,
getAdjacentItems,
getItemAtCell,
getOccupiedCellSet,
moveItem,
placeItem,
removeItem,
rotateItem,
validatePlacement,
} from './transform';
@@ -0,0 +1,232 @@
import type { ParsedShape } from '../utils/parse-shape';
import type { Transform2D } from '../utils/shape-collision';
import {
checkBoardCollision,
checkBounds,
flipXTransform,
flipYTransform,
rotateTransform,
transformShape,
} from '../utils/shape-collision';
import type { GridInventory, InventoryItem, PlacementResult } from './types';
/**
* Creates a new empty grid inventory.
* Note: When used inside `.produce()`, call this before returning the draft.
*/
export function createGridInventory(width: number, height: number): GridInventory {
return {
width,
height,
items: new Map<string, InventoryItem>(),
occupiedCells: new Set<string>(),
};
}
/**
* Builds a Set of occupied cell keys from a shape and transform.
*/
function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<string> {
const cells = transformShape(shape, transform);
return new Set(cells.map(c => `${c.x},${c.y}`));
}
/**
* Validates whether an item can be placed at the given transform.
* Checks bounds and collision with all other items.
*/
export function validatePlacement(
inventory: GridInventory,
shape: InventoryItem['shape'],
transform: Transform2D
): PlacementResult {
if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
return { valid: false, reason: '超出边界' };
}
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
return { valid: false, reason: '与已有物品重叠' };
}
return { valid: true };
}
/**
* Places an item onto the grid.
* **Mutates directly** — call inside a `.produce()` callback.
* Does not validate; call `validatePlacement` first.
*/
export function placeItem(inventory: GridInventory, item: InventoryItem): void {
const cells = getShapeCellKeys(item.shape, item.transform);
for (const cellKey of cells) {
inventory.occupiedCells.add(cellKey);
}
inventory.items.set(item.id, item);
}
/**
* Removes an item from the grid by its ID.
* **Mutates directly** — call inside a `.produce()` callback.
*/
export function removeItem(inventory: GridInventory, itemId: string): void {
const item = inventory.items.get(itemId);
if (!item) return;
const cells = getShapeCellKeys(item.shape, item.transform);
for (const cellKey of cells) {
inventory.occupiedCells.delete(cellKey);
}
inventory.items.delete(itemId);
}
/**
* Moves an item to a new position with a new transform.
* **Mutates directly** — call inside a `.produce()` callback.
* Validates before applying; returns result indicating success.
*/
export function moveItem(
inventory: GridInventory,
itemId: string,
newTransform: Transform2D
): { success: true } | { success: false; reason: string } {
const item = inventory.items.get(itemId);
if (!item) {
return { success: false, reason: '物品不存在' };
}
// Temporarily remove item's cells for validation
const oldCells = getShapeCellKeys(item.shape, item.transform);
for (const cellKey of oldCells) {
inventory.occupiedCells.delete(cellKey);
}
// Validate new position
const validation = validatePlacement(inventory, item.shape, newTransform);
if (!validation.valid) {
// Restore old cells
for (const cellKey of oldCells) {
inventory.occupiedCells.add(cellKey);
}
return { success: false, reason: validation.reason };
}
// Apply new transform
item.transform = newTransform;
// Add new cells
const newCells = getShapeCellKeys(item.shape, item.transform);
for (const cellKey of newCells) {
inventory.occupiedCells.add(cellKey);
}
return { success: true };
}
/**
* Rotates an item by the given degrees (typically 90, 180, or 270).
* **Mutates directly** — call inside a `.produce()` callback.
* Validates before applying; returns result indicating success.
*/
export function rotateItem(
inventory: GridInventory,
itemId: string,
degrees: number
): { success: true } | { success: false; reason: string } {
const item = inventory.items.get(itemId);
if (!item) {
return { success: false, reason: '物品不存在' };
}
const rotatedTransform = rotateTransform(item.transform, degrees);
return moveItem(inventory, itemId, rotatedTransform);
}
/**
* Flips an item horizontally or vertically.
* **Mutates directly** — call inside a `.produce()` callback.
* Validates before applying; returns result indicating success.
*/
export function flipItem(
inventory: GridInventory,
itemId: string,
axis: 'x' | 'y'
): { success: true } | { success: false; reason: string } {
const item = inventory.items.get(itemId);
if (!item) {
return { success: false, reason: '物品不存在' };
}
const flippedTransform = axis === 'x'
? flipXTransform(item.transform)
: flipYTransform(item.transform);
return moveItem(inventory, itemId, flippedTransform);
}
/**
* Returns a copy of the occupied cells set.
*/
export function getOccupiedCellSet(inventory: GridInventory): Set<string> {
return new Set(inventory.occupiedCells);
}
/**
* Finds the item occupying the given cell, if any.
*/
export function getItemAtCell(
inventory: GridInventory,
x: number,
y: number
): InventoryItem | undefined {
const cellKey = `${x},${y}`;
if (!inventory.occupiedCells.has(cellKey)) {
return undefined;
}
for (const item of inventory.items.values()) {
const cells = getShapeCellKeys(item.shape, item.transform);
if (cells.has(cellKey)) {
return item;
}
}
return undefined;
}
/**
* Gets all items adjacent to the given item (orthogonally, not diagonally).
* Returns a Map of itemId -> item for deduplication.
*/
export function getAdjacentItems(
inventory: GridInventory,
itemId: string
): Map<string, InventoryItem> {
const item = inventory.items.get(itemId);
if (!item) {
return new Map();
}
const ownCells = getShapeCellKeys(item.shape, item.transform);
const adjacent = new Map<string, InventoryItem>();
for (const cellKey of ownCells) {
const [cx, cy] = cellKey.split(',').map(Number);
const neighbors = [
`${cx + 1},${cy}`,
`${cx - 1},${cy}`,
`${cx},${cy + 1}`,
`${cx},${cy - 1}`,
];
for (const neighborKey of neighbors) {
if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) {
const neighborItem = getItemAtCell(inventory, ...neighborKey.split(',').map(Number) as [number, number]);
if (neighborItem) {
adjacent.set(neighborItem.id, neighborItem);
}
}
}
}
return adjacent;
}
@@ -0,0 +1,44 @@
import type { ParsedShape } from '../utils/parse-shape';
import type { Transform2D } from '../utils/shape-collision';
/**
* Simple 2D coordinate for grid cells.
*/
export interface CellCoordinate {
x: number;
y: number;
}
/**
* An item placed on the grid inventory.
*/
export interface InventoryItem {
/** Unique item identifier */
id: string;
/** Reference to the item's shape definition */
shape: ParsedShape;
/** Current transformation (position, rotation, flips) */
transform: Transform2D;
/** Optional metadata for game-specific data */
meta?: Record<string, unknown>;
}
/**
* Result of a placement validation check.
*/
export type PlacementResult = { valid: true } | { valid: false; reason: string };
/**
* Grid inventory state.
* Designed to be mutated directly inside a `mutative .produce()` callback.
*/
export interface GridInventory {
/** Board width in cells */
width: number;
/** Board height in cells */
height: number;
/** Map of itemId -> InventoryItem for all placed items */
items: Map<string, InventoryItem>;
/** Set of occupied cells in "x,y" format for O(1) collision lookups */
occupiedCells: Set<string>;
}