refactor: decouple card effects from card data in desert sample
Moves card effects from `card.csv` to a dedicated `cardEffect.csv` file. This allows for more granular control over card triggers (onPlay, onDraw, onDiscard) and targets, improving the data model for the slay-the-spire-like sample. Also updates triggers and tests to reflect this new structure.
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@ -2,39 +2,37 @@
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# type: 'item' = inventory item card, 'status' = status effect card
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# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
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# targetType: 'single' = target one enemy, 'none' = no target
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# onPlay: effects triggered when card is played
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# onDraw: effects triggered when card enters hand
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# onDiscard: effects triggered when card is discarded
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# effects := ~cardEffect(card)
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id,name,desc,type,costType,costCount,targetType,effects
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string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none',['onPlay'|'onDraw'|'onDiscard';'self'|'target'|'all'|'random';@effect;number][]
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sword,剑,【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2]
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greataxe,长斧,对全体【攻击5】,item,energy,2,none,[onPlay;all;attack;5]
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spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2];[onPlay;target;attack;2]
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dagger,短刀,【攻击3】【攻击3】,item,energy,1,single,[onPlay;target;attack;3];[onPlay;target;attack;3]
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dart,飞镖,【攻击1】抓一张牌,item,energy,0,single,[onPlay;target;attack;1];[onPlay;self;draw;1]
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crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single,[onPlay;target;attack;6];[onPlay;self;crossbow;0]
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shield,盾,【防御3】,item,energy,1,none,[onPlay;self;defend;3]
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hat,斗笠,【防御8】,item,energy,2,none,[onPlay;self;defend;8]
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cape,披风,【防御2】下回合【防御2】,item,energy,1,none,[onPlay;self;defend;2];[onPlay;self;defendNext;2]
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bracer,护腕,【防御1】抓1张牌,item,energy,0,none,[onPlay;self;defend;1];[onPlay;self;draw;1]
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greatshield,大盾,【防御5】,item,energy,1,none,[onPlay;self;defend;5]
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chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none,[onPlay;self;damageReduce;3]
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bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none,[onPlay;self;removeWound;1]
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poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none,[onPlay;self;attackBuff;2]
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fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none,[onPlay;self;defendBuff;2]
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vitalityPotion,活力药剂,获得1点能量,item,uses,3,none,[onPlay;self;gainEnergy;1]
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focusPotion,集中药剂,抓2张牌,item,uses,3,none,[onPlay;self;draw;2]
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healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none,[onPlay;self;removeWound;3]
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waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none,[onPlay;self;energyNext;1];[onPlay;self;drawNext;2]
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rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none,[onPlay;self;defendBuffUntilPlay;2]
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belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none,[onPlay;self;drawChoice;1]
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torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none,[onPlay;self;burnForEnergy;1]
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whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none,[onPlay;self;attackBuffUntilPlay;3]
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blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none,[onPlay;self;transformRandom;1]
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wound,伤口,无效果占用手牌和牌堆,status,none,0,none,
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venom,蛇毒,弃掉时受到3点伤害,status,none,0,none,[onDiscard;self;attack;3]
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curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none,[onDraw;self;curse;1]
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static,静电,在手里时受电击伤害+1,status,none,0,none,[onDraw;self;static;1]
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fatigue,疲劳,占用手牌,status,none,0,none,
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vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none,[onDraw;self;expose;3]
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id,name,desc,type,costType,costCount,targetType
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string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none'
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sword,剑,【攻击2】【攻击2】,item,energy,1,single
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greataxe,长斧,对全体【攻击5】,item,energy,2,none
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spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single
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dagger,短刀,【攻击3】【攻击3】,item,energy,1,single
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dart,飞镖,【攻击1】抓一张牌,item,energy,0,single
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crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single
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shield,盾,【防御3】,item,energy,1,none
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hat,斗笠,【防御8】,item,energy,2,none
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cape,披风,【防御2】下回合【防御2】,item,energy,1,none
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bracer,护腕,【防御1】抓1张牌,item,energy,0,none
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greatshield,大盾,【防御5】,item,energy,1,none
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chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none
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bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none
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poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none
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fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none
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vitalityPotion,活力药剂,获得1点能量,item,uses,3,none
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focusPotion,集中药剂,抓2张牌,item,uses,3,none
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healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none
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waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none
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rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none
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belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none
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torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none
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whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none
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blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none
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wound,伤口,无效果占用手牌和牌堆,status,none,0,none
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venom,蛇毒,弃掉时受到3点伤害,status,none,0,none
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curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none
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static,静电,在手里时受电击伤害+1,status,none,0,none
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fatigue,疲劳,占用手牌,status,none,0,none
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vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none
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@ -1,4 +1,4 @@
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import type { Effect } from './effect.csv';
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import type { CardEffect } from './cardEffect.csv';
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type CardTable = readonly {
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readonly id: string;
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@ -8,7 +8,7 @@ type CardTable = readonly {
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readonly costType: "energy" | "uses" | "none";
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readonly costCount: number;
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readonly targetType: "single" | "none";
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readonly effects: ["onPlay" | "onDraw" | "onDiscard", "self" | "target" | "all" | "random", Effect, number][];
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readonly effects: CardEffect[];
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}[];
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export type Card = CardTable[number];
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@ -0,0 +1,32 @@
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id,card,trigger,target,effects
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string,@card,'onPlay'|'onDraw'|'onDiscard','self'|'target'|'all'|'random',[@effect;number][]
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sword,剑,onPlay,target,[attack;2];[attack;2]
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greataxe,长斧,onPlay,all,[attack;5]
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spear,长枪,onPlay,target,[attack;2];[attack;2];[attack;2]
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dagger,短刀,onPlay,target,[attack;3];[attack;3]
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dart,飞镖,onPlay,target,[attack;1]
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dart-draw,飞镖,onPlay,self,[draw;1]
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crossbow,十字弩,onPlay,target,[attack;6]
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crossbow-combo,十字弩,onPlay,self,[crossbow;0]
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shield,盾,onPlay,self,[defend;3]
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hat,斗笠,onPlay,self,[defend;8]
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cape,披风,onPlay,self,[defend;2];[defendNext;2]
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bracer,护腕,onPlay,self,[defend;1];[draw;1]
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greatshield,大盾,onPlay,self,[defend;5]
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chainmail,锁子甲,onPlay,self,[damageReduce;3]
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bandage,绷带,onPlay,self,[removeWound;1]
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poisonPotion,淬毒药剂,onPlay,self,[attackBuff;2]
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fortifyPotion,强固药剂,onPlay,self,[defendBuff;2]
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vitalityPotion,活力药剂,onPlay,self,[gainEnergy;1]
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focusPotion,集中药剂,onPlay,self,[draw;2]
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healingPotion,治疗药剂,onPlay,self,[removeWound;3]
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waterBag,水袋,onPlay,self,[energyNext;1];[drawNext;2]
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rope,绳索,onPlay,self,[defendBuffUntilPlay;2]
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belt,腰带,onPlay,self,[drawChoice;1]
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torch,火把,onPlay,self,[burnForEnergy;1]
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whetstone,磨刀石,onPlay,self,[attackBuffUntilPlay;3]
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blacksmithHammer,铁匠锤,onPlay,self,[transformRandom;1]
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venom,蛇毒,onDiscard,self,[attack;3]
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curse,诅咒,onDraw,self,[curse;1]
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static,静电,onDraw,self,[static;1]
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vultureEye,秃鹫之眼,onDraw,self,[expose;3]
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@ -0,0 +1,15 @@
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import type { Card } from './card.csv';
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import type { Effect } from './effect.csv';
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type CardEffectTable = readonly {
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readonly id: string;
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readonly card: Card;
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readonly trigger: "onPlay" | "onDraw" | "onDiscard";
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readonly target: "self" | "target" | "all" | "random";
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readonly effects: [Effect, number][];
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}[];
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export type CardEffect = CardEffectTable[number];
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declare function getData(): CardEffectTable;
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export default getData;
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@ -1,240 +1,327 @@
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import {CombatGameContext} from "./types";
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import { CombatGameContext } from "./types";
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import {
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addEntityEffect,
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addItemEffect,
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getAliveEnemies, onEntityPostureDamage,
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onEntityEffectUpkeep,
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onPlayerItemEffectUpkeep, onItemDiscard, onItemPlay, payCardCost, getCombatEntity, getEffectTargets
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addEntityEffect,
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addItemEffect,
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getAliveEnemies,
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onEntityPostureDamage,
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onEntityEffectUpkeep,
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onPlayerItemEffectUpkeep,
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onItemDiscard,
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onItemPlay,
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payCardCost,
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getCombatEntity,
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getEffectTargets,
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} from "@/samples/slay-the-spire-like/system/combat/effects";
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import {promptMainAction} from "@/samples/slay-the-spire-like/system/combat/prompts";
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import {moveToRegion, shuffle} from "@/core/region";
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import {createMiddlewareChain} from "@/utils/middleware";
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import {EffectData} from "@/samples/slay-the-spire-like/system/types";
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import {getAdjacentItems} from "@/samples/slay-the-spire-like/system/grid-inventory";
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import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
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import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/prompts";
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import { moveToRegion, shuffle } from "@/core/region";
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import { createMiddlewareChain } from "@/utils/middleware";
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import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
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type TriggerTypes = {
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onCombatStart: {},
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onTurnStart: { entityKey: "player" | string, },
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onTurnEnd: { entityKey: "player" | string, },
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onShuffle: {},
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onCardPlayed: { cardId: string, targetId?: string, sourceEntityKey?: "player" | string },
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onCardDiscarded: { cardId: string, sourceEntityKey?: "player" | string },
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onCardDrawn: { cardId: string, sourceEntityKey?: "player" | string },
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onDraw: {count: number},
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onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string, sourceEntityKey?: "player" | string, targetId?: string },
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onHpChange: { entityKey: "player" | string, amount: number},
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onDamage: { entityKey: "player" | string, amount: number, prevented?: number, sourceEntityKey?: "player" | string},
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onEnemyIntent: { enemyId: string, sourceEntityKey?: "player" | string },
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onIntentUpdate: { enemyId: string },
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}
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onCombatStart: {};
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onTurnStart: { entityKey: "player" | string };
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onTurnEnd: { entityKey: "player" | string };
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onShuffle: {};
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onCardPlayed: {
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cardId: string;
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targetId?: string;
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sourceEntityKey?: "player" | string;
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};
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onCardDiscarded: { cardId: string; sourceEntityKey?: "player" | string };
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onCardDrawn: { cardId: string; sourceEntityKey?: "player" | string };
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onDraw: { count: number };
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onEffectApplied: {
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effect: EffectData;
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entityKey: "player" | string;
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stacks: number;
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cardId?: string;
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sourceEntityKey?: "player" | string;
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targetId?: string;
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};
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onHpChange: { entityKey: "player" | string; amount: number };
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onDamage: {
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entityKey: "player" | string;
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amount: number;
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prevented?: number;
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sourceEntityKey?: "player" | string;
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};
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onEnemyIntent: { enemyId: string; sourceEntityKey?: "player" | string };
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onIntentUpdate: { enemyId: string };
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};
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function createTriggers(){
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const triggers = {
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onCombatStart: createTrigger("onCombatStart"),
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onTurnStart: createTrigger("onTurnStart", async ctx => {
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await ctx.game.produceAsync(draft => {
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const entity = getCombatEntity(draft, ctx.entityKey);
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if(entity) onEntityEffectUpkeep(entity);
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if(entity === draft.player)
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onPlayerItemEffectUpkeep(draft.player);
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})
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}),
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onTurnEnd: createTrigger("onTurnEnd", async ctx => {
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if(ctx.entityKey !== "player")return;
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const {regions} = ctx.game.value.player.deck;
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for(const cardId of Object.values(regions.hand.childIds)){
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await triggers.onCardDiscarded.execute(ctx.game,{cardId});
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}
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await ctx.game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy);
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await triggers.onDraw.execute(ctx.game,{count: 5});
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}),
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onShuffle: createTrigger("onShuffle", async ctx => {
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await ctx.game.produceAsync(draft => {
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const {cards, regions} = draft.player.deck;
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for(const cardId of Object.values(regions.discardPile.childIds))
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moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
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shuffle(regions.drawPile, cards, ctx.game.rng);
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export function createTriggers() {
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const triggers = {
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onCombatStart: createTrigger("onCombatStart"),
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onTurnStart: createTrigger("onTurnStart", async (ctx) => {
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await ctx.game.produceAsync((draft) => {
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const entity = getCombatEntity(draft, ctx.entityKey);
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if (entity) onEntityEffectUpkeep(entity);
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if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player);
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});
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}),
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onTurnEnd: createTrigger("onTurnEnd", async (ctx) => {
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if (ctx.entityKey !== "player") return;
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const { regions } = ctx.game.value.player.deck;
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for (const cardId of Object.values(regions.hand.childIds)) {
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await triggers.onCardDiscarded.execute(ctx.game, { cardId });
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}
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await ctx.game.produceAsync(
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(draft) => (draft.player.energy = draft.player.maxEnergy),
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);
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await triggers.onDraw.execute(ctx.game, { count: 5 });
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}),
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onShuffle: createTrigger("onShuffle", async (ctx) => {
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await ctx.game.produceAsync((draft) => {
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const { cards, regions } = draft.player.deck;
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for (const cardId of Object.values(regions.discardPile.childIds))
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moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
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shuffle(regions.drawPile, cards, ctx.game.rng);
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});
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}),
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onCardPlayed: createTrigger("onCardPlayed", async (ctx) => {
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await ctx.game.produceAsync((draft) => {
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const { cards, regions } = draft.player.deck;
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const card = cards[ctx.cardId];
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payCardCost(
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draft.player,
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card.cardData.costType,
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card.cardData.costCount,
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card.itemId,
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draft.inventory,
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);
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moveToRegion(card, regions.hand, regions.discardPile);
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onItemPlay(draft.player, card.itemId);
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});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||
if (trigger !== "onPlay") continue;
|
||||
for (const [effect, stacks] of effects)
|
||||
for (const entity of getEffectTargets(target, ctx.game, ctx.targetId))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
targetId: ctx.targetId,
|
||||
});
|
||||
}),
|
||||
onCardPlayed: createTrigger("onCardPlayed", async ctx => {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const {cards, regions} = draft.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
payCardCost(draft.player, card.cardData.costType, card.cardData.costCount, card.itemId, draft.inventory);
|
||||
moveToRegion(card, regions.hand, regions.discardPile);
|
||||
onItemPlay(draft.player, card.itemId);
|
||||
}
|
||||
}),
|
||||
onCardDiscarded: createTrigger("onCardDiscarded", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
|
||||
onItemDiscard(draft.player, cards[ctx.cardId].itemId);
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||
if (trigger !== "onDiscard") continue;
|
||||
for (const [effect, stacks] of effects)
|
||||
for (const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
});
|
||||
const {cards, regions} = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for(const [trigger, target, effect, stacks] of card.cardData.effects){
|
||||
if(trigger !== 'onPlay') continue;
|
||||
for(const entity of getEffectTargets(target, ctx.game, ctx.targetId))
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source, targetId: ctx.targetId});
|
||||
}
|
||||
}),
|
||||
onCardDiscarded: createTrigger("onCardDiscarded", async ctx => {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const {cards, regions} = draft.player.deck;
|
||||
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
|
||||
onItemDiscard(draft.player, cards[ctx.cardId].itemId);
|
||||
}
|
||||
}),
|
||||
onCardDrawn: createTrigger("onCardDrawn", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||
if (trigger !== "onDraw") continue;
|
||||
for (const [effect, stacks] of effects)
|
||||
for (const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
});
|
||||
const {cards, regions} = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for(const [trigger, target, effect, stacks] of card.cardData.effects){
|
||||
if(trigger !== 'onDiscard') continue;
|
||||
for(const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
|
||||
}
|
||||
}),
|
||||
onCardDrawn: createTrigger("onCardDrawn", async ctx => {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const {cards, regions} = draft.player.deck;
|
||||
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
|
||||
});
|
||||
const {cards, regions} = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
for(const [trigger, target, effect, stacks] of card.cardData.effects){
|
||||
if(trigger !== 'onDraw') continue;
|
||||
for(const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
|
||||
}
|
||||
}),
|
||||
onDraw: createTrigger("onDraw", async ctx => {
|
||||
let toDraw = ctx.count;
|
||||
while(toDraw > 0){
|
||||
let inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||
if(inDraw <= 0) await triggers.onShuffle.execute(ctx.game,{});
|
||||
}
|
||||
}),
|
||||
onDraw: createTrigger("onDraw", async (ctx) => {
|
||||
let toDraw = ctx.count;
|
||||
while (toDraw > 0) {
|
||||
let inDraw =
|
||||
ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||
if (inDraw <= 0) await triggers.onShuffle.execute(ctx.game, {});
|
||||
|
||||
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||
if(inDraw <= 0) break;
|
||||
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||
if (inDraw <= 0) break;
|
||||
|
||||
const children = ctx.game.value.player.deck.regions.drawPile.childIds;
|
||||
const cardId = children[children.length - 1];
|
||||
await triggers.onCardDrawn.execute(ctx.game,{cardId});
|
||||
toDraw--;
|
||||
}
|
||||
}),
|
||||
onEffectApplied: createTrigger("onEffectApplied", async ctx => {
|
||||
if(ctx.effect.lifecycle === 'instant') return;
|
||||
const children = ctx.game.value.player.deck.regions.drawPile.childIds;
|
||||
const cardId = children[children.length - 1];
|
||||
await triggers.onCardDrawn.execute(ctx.game, { cardId });
|
||||
toDraw--;
|
||||
}
|
||||
}),
|
||||
onEffectApplied: createTrigger("onEffectApplied", async (ctx) => {
|
||||
if (ctx.effect.lifecycle === "instant") return;
|
||||
|
||||
if(ctx.effect.lifecycle.startsWith("item")) {
|
||||
if(ctx.cardId){
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
const nearby = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, card.itemId);
|
||||
for(const itemId of nearby.keys()){
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
|
||||
if(entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
|
||||
})
|
||||
}),
|
||||
onHpChange: createTrigger("onHpChange", async ctx => {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
|
||||
if(!entity) return;
|
||||
entity.hp += ctx.amount;
|
||||
entity.isAlive = entity.hp > 0;
|
||||
draft.result = !draft.player.isAlive ? "defeat" : draft.enemies.every(e => !e.isAlive) ? "victory" : null;
|
||||
if (ctx.effect.lifecycle.startsWith("item")) {
|
||||
if (ctx.cardId) {
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
const nearby = getAdjacentItems<GameItemMeta>(
|
||||
ctx.game.value.inventory,
|
||||
card.itemId,
|
||||
);
|
||||
for (const itemId of nearby.keys()) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||
});
|
||||
if(ctx.game.value.result) throw ctx.game.value;
|
||||
}),
|
||||
onDamage: createTrigger("onDamage", async ctx => {
|
||||
const entity = ctx.entityKey === "player" ? ctx.game.value.player : ctx.game.value.enemies.find(e => e.id === ctx.entityKey);
|
||||
if(!entity || !entity.isAlive) return;
|
||||
const dealt = Math.min(Math.max(0,entity.hp), ctx.amount - (ctx.prevented || 0));
|
||||
await ctx.game.produceAsync(draft => {
|
||||
onEntityPostureDamage(entity, dealt);
|
||||
});
|
||||
await triggers.onHpChange.execute(ctx.game,{entityKey: ctx.entityKey, amount: -dealt});
|
||||
}),
|
||||
onEnemyIntent: createTrigger("onEnemyIntent", async ctx => {
|
||||
const enemy = ctx.game.value.enemies.find(e => e.id === ctx.enemyId);
|
||||
if(!enemy || !enemy.isAlive) return;
|
||||
|
||||
const intent = enemy.currentIntent;
|
||||
if(!intent) return;
|
||||
|
||||
const source = ctx.sourceEntityKey ?? enemy.id;
|
||||
for(const [target, effect, stacks] of intent.effects){
|
||||
for(const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game, { effect, entityKey: entity.id, stacks, sourceEntityKey: source });
|
||||
}
|
||||
}),
|
||||
onIntentUpdate: createTrigger("onIntentUpdate", async ctx => {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const enemy = draft.enemies.find(e => e.id === ctx.enemyId);
|
||||
if(!enemy) return;
|
||||
|
||||
const intent = enemy.currentIntent;
|
||||
if(!intent) return;
|
||||
|
||||
const nextIntents = intent.nextIntents;
|
||||
if(nextIntents.length > 0){
|
||||
const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
|
||||
enemy.currentIntent = nextIntents[nextIndex];
|
||||
}
|
||||
});
|
||||
}),
|
||||
}
|
||||
return triggers;
|
||||
}
|
||||
export type Triggers = ReturnType<typeof createTriggers>
|
||||
export function createStartWith(build: (triggers: Triggers) => void){
|
||||
const triggers = createTriggers();
|
||||
build(triggers);
|
||||
return async function(game: CombatGameContext){
|
||||
await triggers.onCombatStart.execute(game,{});
|
||||
|
||||
try {
|
||||
while (true) {
|
||||
await triggers.onTurnStart.execute(game, {entityKey: "player"});
|
||||
while (true) {
|
||||
const action = await promptMainAction(game);
|
||||
if (action.action === "end-turn") break;
|
||||
if (action.action === "play") {
|
||||
await triggers.onCardPlayed.execute(game, action);
|
||||
}
|
||||
}
|
||||
await triggers.onTurnEnd.execute(game, {entityKey: "player"});
|
||||
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnStart.execute(game, {entityKey: enemy.id});
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onEnemyIntent.execute(game, {enemyId: enemy.id});
|
||||
await triggers.onIntentUpdate.execute(game, {enemyId: enemy.id});
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnEnd.execute(game, {entityKey: enemy.id});
|
||||
}
|
||||
}
|
||||
}catch(e){
|
||||
if(e === game.value) return game.value.result;
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
ctx.entityKey === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityKey);
|
||||
if (entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}),
|
||||
onHpChange: createTrigger("onHpChange", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
ctx.entityKey === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityKey);
|
||||
if (!entity) return;
|
||||
entity.hp += ctx.amount;
|
||||
entity.isAlive = entity.hp > 0;
|
||||
draft.result = !draft.player.isAlive
|
||||
? "defeat"
|
||||
: draft.enemies.every((e) => !e.isAlive)
|
||||
? "victory"
|
||||
: null;
|
||||
});
|
||||
if (ctx.game.value.result) throw ctx.game.value;
|
||||
}),
|
||||
onDamage: createTrigger("onDamage", async (ctx) => {
|
||||
const entity =
|
||||
ctx.entityKey === "player"
|
||||
? ctx.game.value.player
|
||||
: ctx.game.value.enemies.find((e) => e.id === ctx.entityKey);
|
||||
if (!entity || !entity.isAlive) return;
|
||||
const dealt = Math.min(
|
||||
Math.max(0, entity.hp),
|
||||
ctx.amount - (ctx.prevented || 0),
|
||||
);
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
onEntityPostureDamage(entity, dealt);
|
||||
});
|
||||
await triggers.onHpChange.execute(ctx.game, {
|
||||
entityKey: ctx.entityKey,
|
||||
amount: -dealt,
|
||||
});
|
||||
}),
|
||||
onEnemyIntent: createTrigger("onEnemyIntent", async (ctx) => {
|
||||
const enemy = ctx.game.value.enemies.find((e) => e.id === ctx.enemyId);
|
||||
if (!enemy || !enemy.isAlive) return;
|
||||
|
||||
const intent = enemy.currentIntent;
|
||||
if (!intent) return;
|
||||
|
||||
const source = ctx.sourceEntityKey ?? enemy.id;
|
||||
for (const [target, effect, stacks] of intent.effects) {
|
||||
for (const entity of getEffectTargets(target, ctx.game))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
stacks,
|
||||
sourceEntityKey: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
onIntentUpdate: createTrigger("onIntentUpdate", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const enemy = draft.enemies.find((e) => e.id === ctx.enemyId);
|
||||
if (!enemy) return;
|
||||
|
||||
const intent = enemy.currentIntent;
|
||||
if (!intent) return;
|
||||
|
||||
const nextIntents = intent.nextIntents;
|
||||
if (nextIntents.length > 0) {
|
||||
const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
|
||||
enemy.currentIntent = nextIntents[nextIndex];
|
||||
}
|
||||
});
|
||||
}),
|
||||
};
|
||||
return triggers;
|
||||
}
|
||||
export type Triggers = ReturnType<typeof createTriggers>;
|
||||
export function createStartWith(build: (triggers: Triggers) => void) {
|
||||
const triggers = createTriggers();
|
||||
build(triggers);
|
||||
return async function (game: CombatGameContext) {
|
||||
await triggers.onCombatStart.execute(game, {});
|
||||
|
||||
try {
|
||||
while (true) {
|
||||
await triggers.onTurnStart.execute(game, { entityKey: "player" });
|
||||
while (true) {
|
||||
const action = await promptMainAction(game);
|
||||
if (action.action === "end-turn") break;
|
||||
if (action.action === "play") {
|
||||
await triggers.onCardPlayed.execute(game, action);
|
||||
}
|
||||
}
|
||||
await triggers.onTurnEnd.execute(game, { entityKey: "player" });
|
||||
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnStart.execute(game, { entityKey: enemy.id });
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onEnemyIntent.execute(game, { enemyId: enemy.id });
|
||||
await triggers.onIntentUpdate.execute(game, { enemyId: enemy.id });
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnEnd.execute(game, { entityKey: enemy.id });
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
if (e === game.value) return game.value.result;
|
||||
throw e;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & { event: TKey, game: CombatGameContext };
|
||||
function createTrigger<TKey extends keyof TriggerTypes>(event: TKey, fallback?: (ctx: TriggerContext<TKey>) => Promise<void>) {
|
||||
const {use, execute} = createMiddlewareChain<TriggerContext<TKey>,void>(fallback);
|
||||
return {
|
||||
use,
|
||||
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
|
||||
const param = {...ctx, game, event};
|
||||
await execute(param);
|
||||
return param;
|
||||
},
|
||||
}
|
||||
}
|
||||
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & {
|
||||
event: TKey;
|
||||
game: CombatGameContext;
|
||||
};
|
||||
function createTrigger<TKey extends keyof TriggerTypes>(
|
||||
event: TKey,
|
||||
fallback?: (ctx: TriggerContext<TKey>) => Promise<void>,
|
||||
) {
|
||||
const { use, execute } = createMiddlewareChain<TriggerContext<TKey>, void>(
|
||||
fallback,
|
||||
);
|
||||
return {
|
||||
use,
|
||||
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
|
||||
const param = { ...ctx, game, event };
|
||||
await execute(param);
|
||||
return param;
|
||||
},
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,16 +1,26 @@
|
|||
export type EffectData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
};
|
||||
export type EffectLifecycle = "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent";
|
||||
export type EffectLifecycle =
|
||||
| "instant"
|
||||
| "temporary"
|
||||
| "lingering"
|
||||
| "permanent"
|
||||
| "posture"
|
||||
| "item"
|
||||
| "itemTemporary"
|
||||
| "itemUntilPlay"
|
||||
| "itemUntilDiscard"
|
||||
| "itemPermanent";
|
||||
|
||||
export type EnemyData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly intents: readonly IntentData[];
|
||||
readonly description: string;
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly intents: readonly IntentData[];
|
||||
readonly description: string;
|
||||
};
|
||||
|
||||
export type CardType = "item" | "status";
|
||||
|
|
@ -18,44 +28,62 @@ export type CardCostType = "energy" | "uses" | "none";
|
|||
export type CardTargetType = "single" | "none";
|
||||
export type EffectTarget = "self" | "player" | "team";
|
||||
|
||||
export type CardData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: readonly [CardEffectTrigger, CardEffectTarget, EffectData, number][];
|
||||
};
|
||||
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
|
||||
export type CardEffectTarget = "self" | "target" | "all" | "random"
|
||||
export type CardEffectTarget = "self" | "target" | "all" | "random";
|
||||
|
||||
export type EncounterType = "minion" | "elite" | "event" | "shop" | "camp" | "curio";
|
||||
export type CardEffect = {
|
||||
readonly id: string;
|
||||
readonly trigger: CardEffectTrigger;
|
||||
readonly target: CardEffectTarget;
|
||||
readonly effects: readonly [EffectData, number][];
|
||||
};
|
||||
|
||||
export type CardData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: readonly CardEffect[];
|
||||
};
|
||||
|
||||
export type EncounterType =
|
||||
| "minion"
|
||||
| "elite"
|
||||
| "event"
|
||||
| "shop"
|
||||
| "camp"
|
||||
| "curio";
|
||||
export type EncounterData = {
|
||||
readonly id: string;
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: readonly [data: EnemyData, hp: number, effects: [EffectData, stacks: number][]][];
|
||||
readonly dialogue: string;
|
||||
readonly id: string;
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: readonly [
|
||||
data: EnemyData,
|
||||
hp: number,
|
||||
effects: [EffectData, stacks: number][],
|
||||
][];
|
||||
readonly dialogue: string;
|
||||
};
|
||||
|
||||
export type IntentData = {
|
||||
readonly id: string;
|
||||
readonly enemy: EnemyData;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: readonly IntentData[];
|
||||
readonly brokenIntent: readonly IntentData[];
|
||||
readonly effects: readonly [EffectTarget, EffectData, number][];
|
||||
readonly id: string;
|
||||
readonly enemy: EnemyData;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: readonly IntentData[];
|
||||
readonly brokenIntent: readonly IntentData[];
|
||||
readonly effects: readonly [EffectTarget, EffectData, number][];
|
||||
};
|
||||
|
||||
export type ItemData = {
|
||||
readonly id: string;
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: CardData;
|
||||
readonly price: number;
|
||||
readonly description: string;
|
||||
readonly id: string;
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: CardData;
|
||||
readonly price: number;
|
||||
readonly description: string;
|
||||
};
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -1,8 +1,8 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import data from '@/samples/slay-the-spire-like/data';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import data from "@/samples/slay-the-spire-like/data";
|
||||
|
||||
describe('data import', () => {
|
||||
it('should import properly', () => {
|
||||
expect(data.desert.effects).toBeDefined();
|
||||
});
|
||||
describe("data import", () => {
|
||||
it("should import properly", () => {
|
||||
expect(data.desert.getEffects).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in New Issue