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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@ -2,9 +2,15 @@ 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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getAliveEnemies,
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onEntityPostureDamage,
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onEntityEffectUpkeep,
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onPlayerItemEffectUpkeep, onItemDiscard, onItemPlay, payCardCost, getCombatEntity, getEffectTargets
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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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@ -14,68 +20,99 @@ import {getAdjacentItems} from "@/samples/slay-the-spire-like/system/grid-invent
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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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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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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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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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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 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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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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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(draft.player, card.cardData.costType, card.cardData.costCount, card.itemId, draft.inventory);
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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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});
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const { cards, regions } = ctx.game.value.player.deck;
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const card = cards[ctx.cardId];
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const source = ctx.sourceEntityKey ?? "player";
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for(const [trigger, target, effect, stacks] of card.cardData.effects){
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if(trigger !== 'onPlay') continue;
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for (const { trigger, target, effects } of card.cardData.effects) {
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if (trigger !== "onPlay") continue;
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for (const [effect, stacks] of effects)
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for (const entity of getEffectTargets(target, ctx.game, ctx.targetId))
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await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source, targetId: ctx.targetId});
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await triggers.onEffectApplied.execute(ctx.game, {
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effect,
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entityKey: entity.id,
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stacks,
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cardId: ctx.cardId,
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sourceEntityKey: source,
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targetId: ctx.targetId,
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});
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}
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}),
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onCardDiscarded: createTrigger("onCardDiscarded", async ctx => {
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await ctx.game.produceAsync(draft => {
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onCardDiscarded: createTrigger("onCardDiscarded", 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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||||
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
|
||||
onItemDiscard(draft.player, cards[ctx.cardId].itemId);
|
||||
|
|
@ -83,30 +120,45 @@ function createTriggers(){
|
|||
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 { 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});
|
||||
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 => {
|
||||
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 { 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});
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
onDraw: createTrigger("onDraw", async ctx => {
|
||||
onDraw: createTrigger("onDraw", async (ctx) => {
|
||||
let toDraw = ctx.count;
|
||||
while (toDraw > 0) {
|
||||
let inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||
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;
|
||||
|
|
@ -118,15 +170,18 @@ function createTriggers(){
|
|||
toDraw--;
|
||||
}
|
||||
}),
|
||||
onEffectApplied: createTrigger("onEffectApplied", async ctx => {
|
||||
if(ctx.effect.lifecycle === 'instant') return;
|
||||
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);
|
||||
const nearby = getAdjacentItems<GameItemMeta>(
|
||||
ctx.game.value.inventory,
|
||||
card.itemId,
|
||||
);
|
||||
for (const itemId of nearby.keys()) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
|
|
@ -134,32 +189,51 @@ function createTriggers(){
|
|||
return;
|
||||
}
|
||||
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
|
||||
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);
|
||||
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;
|
||||
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);
|
||||
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 => {
|
||||
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});
|
||||
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);
|
||||
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;
|
||||
|
|
@ -168,12 +242,17 @@ function createTriggers(){
|
|||
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 });
|
||||
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);
|
||||
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;
|
||||
|
|
@ -186,10 +265,10 @@ function createTriggers(){
|
|||
}
|
||||
});
|
||||
}),
|
||||
}
|
||||
};
|
||||
return triggers;
|
||||
}
|
||||
export type Triggers = ReturnType<typeof createTriggers>
|
||||
export type Triggers = ReturnType<typeof createTriggers>;
|
||||
export function createStartWith(build: (triggers: Triggers) => void) {
|
||||
const triggers = createTriggers();
|
||||
build(triggers);
|
||||
|
|
@ -223,12 +302,20 @@ export function createStartWith(build: (triggers: Triggers) => void){
|
|||
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);
|
||||
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]) => {
|
||||
|
|
@ -236,5 +323,5 @@ function createTrigger<TKey extends keyof TriggerTypes>(event: TKey, fallback?:
|
|||
await execute(param);
|
||||
return param;
|
||||
},
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -4,7 +4,17 @@ export type EffectData = {
|
|||
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;
|
||||
|
|
@ -18,6 +28,16 @@ export type CardCostType = "energy" | "uses" | "none";
|
|||
export type CardTargetType = "single" | "none";
|
||||
export type EffectTarget = "self" | "player" | "team";
|
||||
|
||||
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
|
||||
export type CardEffectTarget = "self" | "target" | "all" | "random";
|
||||
|
||||
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;
|
||||
|
|
@ -26,18 +46,26 @@ export type CardData = {
|
|||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: readonly [CardEffectTrigger, CardEffectTarget, EffectData, number][];
|
||||
readonly effects: readonly CardEffect[];
|
||||
};
|
||||
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
|
||||
export type CardEffectTarget = "self" | "target" | "all" | "random"
|
||||
|
||||
export type EncounterType = "minion" | "elite" | "event" | "shop" | "camp" | "curio";
|
||||
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 enemies: readonly [
|
||||
data: EnemyData,
|
||||
hp: number,
|
||||
effects: [EffectData, stacks: number][],
|
||||
][];
|
||||
readonly dialogue: string;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
addEffect,
|
||||
addEntityEffect,
|
||||
|
|
@ -12,38 +12,86 @@ import {
|
|||
getCombatEntity,
|
||||
canPlayCard,
|
||||
payCardCost,
|
||||
} from '@/samples/slay-the-spire-like/system/combat/effects';
|
||||
import type { CombatEntity, CombatState, EffectTable, PlayerEntity, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types';
|
||||
import type { EffectData } from '@/samples/slay-the-spire-like/system/types';
|
||||
import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory/types';
|
||||
import type { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types';
|
||||
import type { ParsedShape } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
|
||||
import type { Transform2D } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import type {
|
||||
CombatEntity,
|
||||
CombatState,
|
||||
EffectTable,
|
||||
PlayerEntity,
|
||||
EnemyEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import type { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import type {
|
||||
CellKey,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
|
||||
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
|
||||
function createEffect(id: string, lifecycle: EffectData['lifecycle']): EffectData {
|
||||
return { id, name: id, description: '', lifecycle };
|
||||
function createEffect(
|
||||
id: string,
|
||||
lifecycle: EffectData["lifecycle"],
|
||||
): EffectData {
|
||||
return { id, name: id, description: "", lifecycle };
|
||||
}
|
||||
|
||||
function createCard(id: string, costType: 'energy' | 'uses' | 'none', costCount: number) {
|
||||
return { id, name: id, desc: '', type: 'item' as const, costType, costCount, targetType: 'none' as const, effects: [] as const };
|
||||
function createCard(
|
||||
id: string,
|
||||
costType: "energy" | "uses" | "none",
|
||||
costCount: number,
|
||||
) {
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
desc: "",
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "none" as const,
|
||||
effects: [] as const,
|
||||
};
|
||||
}
|
||||
|
||||
function createItem(itemId: string, cardId: string, costType: 'energy' | 'uses' | 'none', costCount: number, depletion = 0): InventoryItem<GameItemMeta> {
|
||||
function createItem(
|
||||
itemId: string,
|
||||
cardId: string,
|
||||
costType: "energy" | "uses" | "none",
|
||||
costCount: number,
|
||||
depletion = 0,
|
||||
): InventoryItem<GameItemMeta> {
|
||||
return {
|
||||
id: itemId,
|
||||
shape: { id: '1x1', cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||
transform: { x: 0, y: 0, rotation: 0, flipX: false, flipY: false } as unknown as Transform2D,
|
||||
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||
transform: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
rotation: 0,
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
} as unknown as Transform2D,
|
||||
meta: {
|
||||
itemData: { id: itemId, type: 'weapon', name: itemId, shape: '1x1', card: createCard(cardId, costType, costCount), price: 0, description: '' },
|
||||
shape: { id: '1x1', cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||
depletion: costType === 'uses' ? depletion : undefined,
|
||||
itemData: {
|
||||
id: itemId,
|
||||
type: "weapon",
|
||||
name: itemId,
|
||||
shape: "1x1",
|
||||
card: createCard(cardId, costType, costCount),
|
||||
price: 0,
|
||||
description: "",
|
||||
},
|
||||
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||
depletion: costType === "uses" ? depletion : undefined,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function createInventory(items: InventoryItem<GameItemMeta>[]): GridInventory<GameItemMeta> {
|
||||
function createInventory(
|
||||
items: InventoryItem<GameItemMeta>[],
|
||||
): GridInventory<GameItemMeta> {
|
||||
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||
const occupied = new Set<string>();
|
||||
const occupied = new Set<CellKey>();
|
||||
for (const item of items) {
|
||||
map.set(item.id, item);
|
||||
occupied.add(`${item.transform.x},${item.transform.y}`);
|
||||
|
|
@ -65,7 +113,15 @@ function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
|
|||
...createCombatEntity(hp, maxHp),
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck: { cards: {}, regions: { drawPile: { id: 'drawPile', axes: [], childIds: [], partMap: {} }, hand: { id: 'hand', axes: [], childIds: [], partMap: {} }, discardPile: { id: 'discardPile', axes: [], childIds: [], partMap: {} }, exhaustPile: { id: 'exhaustPile', axes: [], childIds: [], partMap: {} } } },
|
||||
deck: {
|
||||
cards: {},
|
||||
regions: {
|
||||
drawPile: { id: "drawPile", axes: [], childIds: [], partMap: {} },
|
||||
hand: { id: "hand", axes: [], childIds: [], partMap: {} },
|
||||
discardPile: { id: "discardPile", axes: [], childIds: [], partMap: {} },
|
||||
exhaustPile: { id: "exhaustPile", axes: [], childIds: [], partMap: {} },
|
||||
},
|
||||
},
|
||||
itemEffects: {},
|
||||
};
|
||||
}
|
||||
|
|
@ -74,334 +130,342 @@ function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
|
|||
return {
|
||||
...createCombatEntity(hp, maxHp),
|
||||
id,
|
||||
enemy: { id, name: id, description: '' },
|
||||
enemy: { id, name: id, description: "" },
|
||||
intents: {},
|
||||
currentIntentId: '',
|
||||
currentIntentId: "",
|
||||
};
|
||||
}
|
||||
|
||||
function createCombatState(playerHp = 30, enemies: EnemyEntity[] = []): CombatState {
|
||||
function createCombatState(
|
||||
playerHp = 30,
|
||||
enemies: EnemyEntity[] = [],
|
||||
): CombatState {
|
||||
return {
|
||||
player: createPlayerEntity(playerHp),
|
||||
enemies,
|
||||
inventory: { width: 6, height: 4, items: new Map(), occupiedCells: new Set() },
|
||||
phase: 'playerTurn',
|
||||
inventory: {
|
||||
width: 6,
|
||||
height: 4,
|
||||
items: new Map(),
|
||||
occupiedCells: new Set(),
|
||||
},
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
};
|
||||
}
|
||||
|
||||
describe('combat/effects', () => {
|
||||
describe('addEffect', () => {
|
||||
it('should add a new effect to an empty table', () => {
|
||||
describe("combat/effects", () => {
|
||||
describe("addEffect", () => {
|
||||
it("should add a new effect to an empty table", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect('strength', 'temporary');
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 3);
|
||||
|
||||
expect(table['strength']).toBeDefined();
|
||||
expect(table['strength'].data).toBe(effect);
|
||||
expect(table['strength'].stacks).toBe(3);
|
||||
expect(table["strength"]).toBeDefined();
|
||||
expect(table["strength"].data).toBe(effect);
|
||||
expect(table["strength"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it('should stack with existing effect of same id', () => {
|
||||
it("should stack with existing effect of same id", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect('strength', 'lingering');
|
||||
const effect = createEffect("strength", "lingering");
|
||||
|
||||
addEffect(table, effect, 2);
|
||||
addEffect(table, effect, 3);
|
||||
|
||||
expect(table['strength'].stacks).toBe(5);
|
||||
expect(table["strength"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it('should remove effect when stacks reach 0', () => {
|
||||
it("should remove effect when stacks reach 0", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect('strength', 'temporary');
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 3);
|
||||
addEffect(table, effect, -3);
|
||||
|
||||
expect(table['strength']).toBeUndefined();
|
||||
expect(table["strength"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not add effect when stacks is 0', () => {
|
||||
it("should not add effect when stacks is 0", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect('strength', 'temporary');
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 0);
|
||||
|
||||
expect(table['strength']).toBeUndefined();
|
||||
expect(table["strength"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should handle negative stacks', () => {
|
||||
it("should handle negative stacks", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect('weak', 'temporary');
|
||||
const effect = createEffect("weak", "temporary");
|
||||
|
||||
addEffect(table, effect, -2);
|
||||
|
||||
expect(table['weak'].stacks).toBe(-2);
|
||||
expect(table["weak"].stacks).toBe(-2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('addEntityEffect', () => {
|
||||
it('should add effect to entity.effects', () => {
|
||||
describe("addEntityEffect", () => {
|
||||
it("should add effect to entity.effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const effect = createEffect('vulnerable', 'lingering');
|
||||
const effect = createEffect("vulnerable", "lingering");
|
||||
|
||||
addEntityEffect(entity, effect, 2);
|
||||
|
||||
expect(entity.effects['vulnerable'].stacks).toBe(2);
|
||||
expect(entity.effects["vulnerable"].stacks).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('addItemEffect', () => {
|
||||
it('should add effect to player.itemEffects[itemKey]', () => {
|
||||
describe("addItemEffect", () => {
|
||||
it("should add effect to player.itemEffects[itemKey]", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('adjacent-buff', 'itemTemporary');
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 3);
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
|
||||
expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(3);
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it('should initialize itemEffects entry if not present', () => {
|
||||
it("should initialize itemEffects entry if not present", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('adjacent-buff', 'itemTemporary');
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, 'new-item', effect, 1);
|
||||
addItemEffect(player, "new-item", effect, 1);
|
||||
|
||||
expect(player.itemEffects['new-item']).toBeDefined();
|
||||
expect(player.itemEffects["new-item"]).toBeDefined();
|
||||
});
|
||||
|
||||
it('should stack with existing item effect', () => {
|
||||
it("should stack with existing item effect", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('adjacent-buff', 'itemTemporary');
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 2);
|
||||
addItemEffect(player, 'sword-1', effect, 3);
|
||||
addItemEffect(player, "sword-1", effect, 2);
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
|
||||
expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(5);
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('onEntityEffectUpkeep', () => {
|
||||
it('should remove temporary effects', () => {
|
||||
describe("onEntityEffectUpkeep", () => {
|
||||
it("should remove temporary effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const tempEffect = createEffect('temp-shield', 'temporary');
|
||||
const tempEffect = createEffect("temp-shield", "temporary");
|
||||
|
||||
addEntityEffect(entity, tempEffect, 5);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects['temp-shield']).toBeUndefined();
|
||||
expect(entity.effects["temp-shield"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should decrement lingering effects by 1', () => {
|
||||
it("should decrement lingering effects by 1", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect('poison', 'lingering');
|
||||
const lingeringEffect = createEffect("poison", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, 3);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects['poison'].stacks).toBe(2);
|
||||
expect(entity.effects["poison"].stacks).toBe(2);
|
||||
});
|
||||
|
||||
it('should remove lingering effects when stacks reach 0', () => {
|
||||
it("should remove lingering effects when stacks reach 0", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect('poison', 'lingering');
|
||||
const lingeringEffect = createEffect("poison", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, 1);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects['poison']).toBeUndefined();
|
||||
expect(entity.effects["poison"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not affect permanent effects', () => {
|
||||
it("should not affect permanent effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const permEffect = createEffect('max-hp-up', 'permanent');
|
||||
const permEffect = createEffect("max-hp-up", "permanent");
|
||||
|
||||
addEntityEffect(entity, permEffect, 5);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects['max-hp-up'].stacks).toBe(5);
|
||||
expect(entity.effects["max-hp-up"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it('should not affect instant effects', () => {
|
||||
it("should not affect instant effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const instantEffect = createEffect('instant-damage', 'instant');
|
||||
const instantEffect = createEffect("instant-damage", "instant");
|
||||
|
||||
addEntityEffect(entity, instantEffect, 10);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects['instant-damage'].stacks).toBe(10);
|
||||
expect(entity.effects["instant-damage"].stacks).toBe(10);
|
||||
});
|
||||
|
||||
it('should increment lingering effects with negative stacks', () => {
|
||||
it("should increment lingering effects with negative stacks", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect('regen', 'lingering');
|
||||
const lingeringEffect = createEffect("regen", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, -3);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects['regen'].stacks).toBe(-2);
|
||||
expect(entity.effects["regen"].stacks).toBe(-2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('onEntityPostureDamage', () => {
|
||||
it('should reduce posture effects by damage amount', () => {
|
||||
describe("onEntityPostureDamage", () => {
|
||||
it("should reduce posture effects by damage amount", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect('block', 'posture');
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 10);
|
||||
onEntityPostureDamage(entity, 4);
|
||||
|
||||
expect(entity.effects['block'].stacks).toBe(6);
|
||||
expect(entity.effects["block"].stacks).toBe(6);
|
||||
});
|
||||
|
||||
it('should not reduce posture effects below 0', () => {
|
||||
it("should not reduce posture effects below 0", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect('block', 'posture');
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 3);
|
||||
onEntityPostureDamage(entity, 10);
|
||||
|
||||
expect(entity.effects['block']).toBeUndefined();
|
||||
expect(entity.effects["block"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not affect non-posture effects', () => {
|
||||
it("should not affect non-posture effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect('block', 'posture');
|
||||
const permEffect = createEffect('strength', 'permanent');
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
const permEffect = createEffect("strength", "permanent");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 5);
|
||||
addEntityEffect(entity, permEffect, 3);
|
||||
onEntityPostureDamage(entity, 2);
|
||||
|
||||
expect(entity.effects['block'].stacks).toBe(3);
|
||||
expect(entity.effects['strength'].stacks).toBe(3);
|
||||
expect(entity.effects["block"].stacks).toBe(3);
|
||||
expect(entity.effects["strength"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it('should handle zero damage', () => {
|
||||
it("should handle zero damage", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect('block', 'posture');
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 5);
|
||||
onEntityPostureDamage(entity, 0);
|
||||
|
||||
expect(entity.effects['block'].stacks).toBe(5);
|
||||
expect(entity.effects["block"].stacks).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('onPlayerItemEffectUpkeep', () => {
|
||||
it('should remove itemTemporary effects', () => {
|
||||
describe("onPlayerItemEffectUpkeep", () => {
|
||||
it("should remove itemTemporary effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('adjacent-buff', 'itemTemporary');
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 5);
|
||||
addItemEffect(player, "sword-1", effect, 5);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects['sword-1']['adjacent-buff']).toBeUndefined();
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not affect itemPermanent effects', () => {
|
||||
it("should not affect itemPermanent effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('adjacent-buff', 'itemPermanent');
|
||||
const effect = createEffect("adjacent-buff", "itemPermanent");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 5);
|
||||
addItemEffect(player, "sword-1", effect, 5);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(5);
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it('should not affect itemUntilPlay effects', () => {
|
||||
it("should not affect itemUntilPlay effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('charged', 'itemUntilPlay');
|
||||
const effect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 3);
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects['sword-1']['charged'].stacks).toBe(3);
|
||||
expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('onItemPlay', () => {
|
||||
it('should remove itemUntilPlay effects', () => {
|
||||
describe("onItemPlay", () => {
|
||||
it("should remove itemUntilPlay effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('charged', 'itemUntilPlay');
|
||||
const effect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 3);
|
||||
onItemPlay(player, 'sword-1');
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onItemPlay(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects['sword-1']['charged']).toBeUndefined();
|
||||
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not affect other lifecycle effects', () => {
|
||||
it("should not affect other lifecycle effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const permEffect = createEffect('passive', 'itemPermanent');
|
||||
const playEffect = createEffect('charged', 'itemUntilPlay');
|
||||
const permEffect = createEffect("passive", "itemPermanent");
|
||||
const playEffect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, 'sword-1', permEffect, 5);
|
||||
addItemEffect(player, 'sword-1', playEffect, 3);
|
||||
onItemPlay(player, 'sword-1');
|
||||
addItemEffect(player, "sword-1", permEffect, 5);
|
||||
addItemEffect(player, "sword-1", playEffect, 3);
|
||||
onItemPlay(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects['sword-1']['passive'].stacks).toBe(5);
|
||||
expect(player.itemEffects['sword-1']['charged']).toBeUndefined();
|
||||
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
|
||||
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should do nothing for item with no effects', () => {
|
||||
it("should do nothing for item with no effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
|
||||
expect(() => onItemPlay(player, 'nonexistent')).not.toThrow();
|
||||
expect(() => onItemPlay(player, "nonexistent")).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe('onItemDiscard', () => {
|
||||
it('should remove itemUntilDiscard effects', () => {
|
||||
describe("onItemDiscard", () => {
|
||||
it("should remove itemUntilDiscard effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect('discard-buff', 'itemUntilDiscard');
|
||||
const effect = createEffect("discard-buff", "itemUntilDiscard");
|
||||
|
||||
addItemEffect(player, 'sword-1', effect, 3);
|
||||
onItemDiscard(player, 'sword-1');
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onItemDiscard(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects['sword-1']['discard-buff']).toBeUndefined();
|
||||
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not affect other lifecycle effects', () => {
|
||||
it("should not affect other lifecycle effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const permEffect = createEffect('passive', 'itemPermanent');
|
||||
const discardEffect = createEffect('discard-buff', 'itemUntilDiscard');
|
||||
const permEffect = createEffect("passive", "itemPermanent");
|
||||
const discardEffect = createEffect("discard-buff", "itemUntilDiscard");
|
||||
|
||||
addItemEffect(player, 'sword-1', permEffect, 5);
|
||||
addItemEffect(player, 'sword-1', discardEffect, 3);
|
||||
onItemDiscard(player, 'sword-1');
|
||||
addItemEffect(player, "sword-1", permEffect, 5);
|
||||
addItemEffect(player, "sword-1", discardEffect, 3);
|
||||
onItemDiscard(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects['sword-1']['passive'].stacks).toBe(5);
|
||||
expect(player.itemEffects['sword-1']['discard-buff']).toBeUndefined();
|
||||
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
|
||||
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should do nothing for item with no effects', () => {
|
||||
it("should do nothing for item with no effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
|
||||
expect(() => onItemDiscard(player, 'nonexistent')).not.toThrow();
|
||||
expect(() => onItemDiscard(player, "nonexistent")).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe('getAliveEnemies', () => {
|
||||
it('should yield only alive enemies', () => {
|
||||
describe("getAliveEnemies", () => {
|
||||
it("should yield only alive enemies", () => {
|
||||
const state = createCombatState(30, [
|
||||
createEnemyEntity('slime-1', 10, 10),
|
||||
createEnemyEntity('slime-2', 0, 10),
|
||||
createEnemyEntity('slime-3', 5, 10),
|
||||
createEnemyEntity("slime-1", 10, 10),
|
||||
createEnemyEntity("slime-2", 0, 10),
|
||||
createEnemyEntity("slime-3", 5, 10),
|
||||
]);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(2);
|
||||
expect(alive[0].id).toBe('slime-1');
|
||||
expect(alive[1].id).toBe('slime-3');
|
||||
expect(alive[0].id).toBe("slime-1");
|
||||
expect(alive[1].id).toBe("slime-3");
|
||||
});
|
||||
|
||||
it('should return empty for no enemies', () => {
|
||||
it("should return empty for no enemies", () => {
|
||||
const state = createCombatState(30, []);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
|
@ -409,10 +473,10 @@ describe('combat/effects', () => {
|
|||
expect(alive.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should return empty when all enemies are dead', () => {
|
||||
it("should return empty when all enemies are dead", () => {
|
||||
const state = createCombatState(30, [
|
||||
createEnemyEntity('slime-1', 0, 10),
|
||||
createEnemyEntity('slime-2', 0, 10),
|
||||
createEnemyEntity("slime-1", 0, 10),
|
||||
createEnemyEntity("slime-2", 0, 10),
|
||||
]);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
|
@ -421,130 +485,132 @@ describe('combat/effects', () => {
|
|||
});
|
||||
});
|
||||
|
||||
describe('getCombatEntity', () => {
|
||||
describe("getCombatEntity", () => {
|
||||
it('should return player for "player" key', () => {
|
||||
const state = createCombatState(30);
|
||||
|
||||
const entity = getCombatEntity(state, 'player');
|
||||
const entity = getCombatEntity(state, "player");
|
||||
|
||||
expect(entity).toBe(state.player);
|
||||
});
|
||||
|
||||
it('should return enemy by id', () => {
|
||||
const enemy = createEnemyEntity('boss-1', 50, 50);
|
||||
it("should return enemy by id", () => {
|
||||
const enemy = createEnemyEntity("boss-1", 50, 50);
|
||||
const state = createCombatState(30, [enemy]);
|
||||
|
||||
const entity = getCombatEntity(state, 'boss-1');
|
||||
const entity = getCombatEntity(state, "boss-1");
|
||||
|
||||
expect(entity).toBe(enemy);
|
||||
});
|
||||
|
||||
it('should return undefined for non-existent enemy', () => {
|
||||
const state = createCombatState(30, [createEnemyEntity('slime-1')]);
|
||||
it("should return undefined for non-existent enemy", () => {
|
||||
const state = createCombatState(30, [createEnemyEntity("slime-1")]);
|
||||
|
||||
const entity = getCombatEntity(state, 'nonexistent');
|
||||
const entity = getCombatEntity(state, "nonexistent");
|
||||
|
||||
expect(entity).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('canPlayCard', () => {
|
||||
it('should allow playing energy card when player has enough energy', () => {
|
||||
describe("canPlayCard", () => {
|
||||
it("should allow playing energy card when player has enough energy", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
|
||||
const result = canPlayCard(player, 'energy', 2, 'any', inventory);
|
||||
const result = canPlayCard(player, "energy", 2, "any", inventory);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it('should reject playing energy card when player lacks energy', () => {
|
||||
it("should reject playing energy card when player lacks energy", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 1;
|
||||
const inventory = createInventory([]);
|
||||
|
||||
const result = canPlayCard(player, 'energy', 2, 'any', inventory);
|
||||
const result = canPlayCard(player, "energy", 2, "any", inventory);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should allow playing uses card when item has remaining uses', () => {
|
||||
it("should allow playing uses card when item has remaining uses", () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem('potion-1', 'potion-card', 'uses', 3, 1);
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||
const inventory = createInventory([item]);
|
||||
|
||||
const result = canPlayCard(player, 'uses', 3, 'potion-1', inventory);
|
||||
const result = canPlayCard(player, "uses", 3, "potion-1", inventory);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it('should reject playing uses card when item is depleted', () => {
|
||||
it("should reject playing uses card when item is depleted", () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem('potion-1', 'potion-card', 'uses', 3, 3);
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 3);
|
||||
const inventory = createInventory([item]);
|
||||
|
||||
const result = canPlayCard(player, 'uses', 3, 'potion-1', inventory);
|
||||
const result = canPlayCard(player, "uses", 3, "potion-1", inventory);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should reject playing uses card when item not in inventory', () => {
|
||||
it("should reject playing uses card when item not in inventory", () => {
|
||||
const player = createPlayerEntity();
|
||||
const inventory = createInventory([]);
|
||||
|
||||
const result = canPlayCard(player, 'uses', 1, 'missing', inventory);
|
||||
const result = canPlayCard(player, "uses", 1, "missing", inventory);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should always allow playing none cost card', () => {
|
||||
it("should always allow playing none cost card", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 0;
|
||||
const inventory = createInventory([]);
|
||||
|
||||
const result = canPlayCard(player, 'none', 0, 'any', inventory);
|
||||
const result = canPlayCard(player, "none", 0, "any", inventory);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('payCardCost', () => {
|
||||
it('should deduct energy for energy cost card', () => {
|
||||
describe("payCardCost", () => {
|
||||
it("should deduct energy for energy cost card", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
|
||||
payCardCost(player, 'energy', 2, 'any', inventory);
|
||||
payCardCost(player, "energy", 2, "any", inventory);
|
||||
|
||||
expect(player.energy).toBe(1);
|
||||
});
|
||||
|
||||
it('should increment depletion for uses cost card', () => {
|
||||
it("should increment depletion for uses cost card", () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem('potion-1', 'potion-card', 'uses', 3, 1);
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||
const inventory = createInventory([item]);
|
||||
|
||||
payCardCost(player, 'uses', 3, 'potion-1', inventory);
|
||||
payCardCost(player, "uses", 3, "potion-1", inventory);
|
||||
|
||||
expect(item.meta?.depletion).toBe(4);
|
||||
});
|
||||
|
||||
it('should do nothing for none cost card', () => {
|
||||
it("should do nothing for none cost card", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
|
||||
payCardCost(player, 'none', 0, 'any', inventory);
|
||||
payCardCost(player, "none", 0, "any", inventory);
|
||||
|
||||
expect(player.energy).toBe(3);
|
||||
});
|
||||
|
||||
it('should handle missing item gracefully for uses cost', () => {
|
||||
it("should handle missing item gracefully for uses cost", () => {
|
||||
const player = createPlayerEntity();
|
||||
const inventory = createInventory([]);
|
||||
|
||||
expect(() => payCardCost(player, 'uses', 1, 'missing', inventory)).not.toThrow();
|
||||
expect(() =>
|
||||
payCardCost(player, "uses", 1, "missing", inventory),
|
||||
).not.toThrow();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
|||
|
|
@ -1,49 +1,99 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext, createGameCommandRegistry, IGameContext } from '@/core/game';
|
||||
import { createRegion } from '@/core/region';
|
||||
import { createStartWith, Triggers } from '@/samples/slay-the-spire-like/system/combat/triggers';
|
||||
import { addTriggers } from '@/samples/slay-the-spire-like/data/desert/triggers';
|
||||
import { CombatState, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types';
|
||||
import { EffectData } from '@/samples/slay-the-spire-like/system/types';
|
||||
import { GameCard, DeckRegions } from '@/samples/slay-the-spire-like/system/deck';
|
||||
import { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory/types';
|
||||
import { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types';
|
||||
import { ParsedShape } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
|
||||
import { Transform2D } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
|
||||
import { cards, effects, enemies, items } from '@/samples/slay-the-spire-like/data/desert';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createGameContext,
|
||||
createGameCommandRegistry,
|
||||
IGameContext,
|
||||
} from "@/core/game";
|
||||
import { createRegion } from "@/core/region";
|
||||
import {
|
||||
createStartWith,
|
||||
createTriggers,
|
||||
Triggers,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { addTriggers } from "@/samples/slay-the-spire-like/data/desert/triggers";
|
||||
import {
|
||||
CombatState,
|
||||
EnemyEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import {
|
||||
GameCard,
|
||||
DeckRegions,
|
||||
} from "@/samples/slay-the-spire-like/system/deck";
|
||||
import {
|
||||
CellKey,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
|
||||
import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import {
|
||||
getCards,
|
||||
getEffects,
|
||||
getEncounters,
|
||||
getEnemies,
|
||||
getItems,
|
||||
} from "@/samples/slay-the-spire-like/data/desert";
|
||||
const cards = getCards();
|
||||
const effects = getEffects();
|
||||
const encounters = getEncounters();
|
||||
const items = getItems();
|
||||
const enemies = getEnemies();
|
||||
|
||||
function createEffect(id: string, lifecycle: EffectData['lifecycle'] = 'instant'): EffectData {
|
||||
const found = effects.find(e => e.id === id);
|
||||
function createEffect(
|
||||
id: string,
|
||||
lifecycle: EffectData["lifecycle"] = "instant",
|
||||
): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: '', lifecycle };
|
||||
return { id, name: id, description: "", lifecycle };
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
return {
|
||||
drawPile: createRegion('drawPile', []),
|
||||
hand: createRegion('hand', []),
|
||||
discardPile: createRegion('discardPile', []),
|
||||
exhaustPile: createRegion('exhaustPile', []),
|
||||
drawPile: createRegion("drawPile", []),
|
||||
hand: createRegion("hand", []),
|
||||
discardPile: createRegion("discardPile", []),
|
||||
exhaustPile: createRegion("exhaustPile", []),
|
||||
};
|
||||
}
|
||||
|
||||
function createCard(id: string, itemId: string, costType: 'energy' | 'uses' | 'none' = 'energy', costCount = 0): GameCard {
|
||||
const cardData = cards.find(c => c.id === itemId) ?? {
|
||||
id: itemId, name: itemId, desc: '', type: 'item' as const, costType, costCount, targetType: 'none' as const, effects: [],
|
||||
function createCard(
|
||||
id: string,
|
||||
itemId: string,
|
||||
costType: "energy" | "uses" | "none" = "energy",
|
||||
costCount = 0,
|
||||
): GameCard {
|
||||
const cardData = cards.find((c) => c.id === itemId) ?? {
|
||||
id: itemId,
|
||||
name: itemId,
|
||||
desc: "",
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "none" as const,
|
||||
effects: [],
|
||||
};
|
||||
return {
|
||||
id,
|
||||
regionId: '',
|
||||
regionId: "",
|
||||
position: [0],
|
||||
itemId,
|
||||
cardData,
|
||||
};
|
||||
}
|
||||
|
||||
function createEnemyEntity(enemyId: string, hp: number, maxHp: number, instanceIndex = 0): EnemyEntity {
|
||||
const enemyData = enemies.find(e => e.id === enemyId);
|
||||
function createEnemyEntity(
|
||||
enemyId: string,
|
||||
hp: number,
|
||||
maxHp: number,
|
||||
instanceIndex = 0,
|
||||
): EnemyEntity {
|
||||
const enemyData = enemies.find((e) => e.id === enemyId);
|
||||
if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`);
|
||||
const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
|
||||
const intent =
|
||||
enemyData.intents.find((i) => i.initialIntent) ?? enemyData.intents[0];
|
||||
const instanceId = `${enemyId}-${instanceIndex}`;
|
||||
const intentMap: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
|
|
@ -61,12 +111,14 @@ function createEnemyEntity(enemyId: string, hp: number, maxHp: number, instanceI
|
|||
};
|
||||
}
|
||||
|
||||
function createInventory(itemsList: InventoryItem<GameItemMeta>[]): GridInventory<GameItemMeta> {
|
||||
function createInventory(
|
||||
itemsList: InventoryItem<GameItemMeta>[],
|
||||
): GridInventory<GameItemMeta> {
|
||||
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||
const occupied = new Set<string>();
|
||||
const occupied = new Set<CellKey>();
|
||||
for (const item of itemsList) {
|
||||
map.set(item.id, item);
|
||||
occupied.add(`${item.transform.x},${item.transform.y}`);
|
||||
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||
}
|
||||
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||
}
|
||||
|
|
@ -75,7 +127,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
|
|||
const regions = createDeckRegions();
|
||||
return {
|
||||
player: {
|
||||
id: 'player',
|
||||
id: "player",
|
||||
effects: {},
|
||||
hp: 30,
|
||||
maxHp: 30,
|
||||
|
|
@ -87,7 +139,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
|
|||
},
|
||||
enemies: [],
|
||||
inventory: createInventory([]),
|
||||
phase: 'playerTurn',
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
|
|
@ -103,72 +155,71 @@ function createTestContext(state?: CombatState): IGameContext<CombatState> {
|
|||
}
|
||||
|
||||
function getTriggers(): Triggers {
|
||||
let capturedTriggers: Triggers;
|
||||
createStartWith(triggers => {
|
||||
capturedTriggers = triggers;
|
||||
const triggers = createTriggers();
|
||||
addTriggers(triggers);
|
||||
});
|
||||
return capturedTriggers!;
|
||||
return triggers;
|
||||
}
|
||||
|
||||
function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = 'hand';
|
||||
card.regionId = "hand";
|
||||
draft.player.deck.regions.hand.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = 'drawPile';
|
||||
card.regionId = "drawPile";
|
||||
draft.player.deck.regions.drawPile.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = 'discardPile';
|
||||
card.regionId = "discardPile";
|
||||
draft.player.deck.regions.discardPile.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function makeDummyEnemy() {
|
||||
return createEnemyEntity('仙人掌怪', 999, 999);
|
||||
return createEnemyEntity("仙人掌怪", 999, 999);
|
||||
}
|
||||
|
||||
describe('desert triggers', () => {
|
||||
describe('instant effects', () => {
|
||||
it('should apply attack effect as damage', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
describe("desert triggers", () => {
|
||||
describe("instant effects", () => {
|
||||
it("should apply attack effect as damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}));
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const attackEffect = createEffect('attack');
|
||||
const attackEffect = createEffect("attack");
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
stacks: 5,
|
||||
sourceEntityKey: 'enemy-0',
|
||||
sourceEntityKey: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
});
|
||||
|
||||
it('should apply draw effect', async () => {
|
||||
it("should apply draw effect", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const drawEffect = createEffect('draw');
|
||||
const drawEffect = createEffect("draw");
|
||||
|
||||
addCardToDrawPile(ctx, createCard('card-1', 'sword'));
|
||||
addCardToDrawPile(ctx, createCard('card-2', 'sword'));
|
||||
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: drawEffect,
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
|
|
@ -176,182 +227,203 @@ describe('desert triggers', () => {
|
|||
expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should apply gainEnergy effect', async () => {
|
||||
it("should apply gainEnergy effect", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const gainEnergyEffect = createEffect('gainEnergy');
|
||||
const gainEnergyEffect = createEffect("gainEnergy");
|
||||
|
||||
const initialEnergy = ctx.value.player.energy;
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: gainEnergyEffect,
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
expect(ctx.value.player.energy).toBe(initialEnergy + 2);
|
||||
});
|
||||
|
||||
it('should remove wound cards from draw and discard piles', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
it("should remove wound cards from draw and discard piles", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}));
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const removeWoundEffect = createEffect('removeWound');
|
||||
const removeWoundEffect = createEffect("removeWound");
|
||||
|
||||
addCardToDrawPile(ctx, createCard('wound-1', 'wound', 'none', 0));
|
||||
addCardToDiscardPile(ctx, createCard('wound-2', 'wound', 'none', 0));
|
||||
addCardToDrawPile(ctx, createCard('sword-1', 'sword'));
|
||||
addCardToDrawPile(ctx, createCard("wound-1", "wound", "none", 0));
|
||||
addCardToDiscardPile(ctx, createCard("wound-2", "wound", "none", 0));
|
||||
addCardToDrawPile(ctx, createCard("sword-1", "sword"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: removeWoundEffect,
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
expect(ctx.value.player.deck.cards['wound-1']).toBeUndefined();
|
||||
expect(ctx.value.player.deck.cards['wound-2']).toBeUndefined();
|
||||
expect(ctx.value.player.deck.cards['sword-1']).toBeDefined();
|
||||
expect(ctx.value.player.deck.cards["wound-1"]).toBeUndefined();
|
||||
expect(ctx.value.player.deck.cards["wound-2"]).toBeUndefined();
|
||||
expect(ctx.value.player.deck.cards["sword-1"]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('damage pipeline', () => {
|
||||
it('should prevent damage with block', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
describe("damage pipeline", () => {
|
||||
it("should prevent damage with block", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}));
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const defendEffect = createEffect('defend', 'posture');
|
||||
const defendEffect = createEffect("defend", "posture");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defend = { data: defendEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
amount: 8,
|
||||
sourceEntityKey: 'enemy-0',
|
||||
sourceEntityKey: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(2);
|
||||
});
|
||||
|
||||
it('should reduce damage with damageReduce', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
it("should reduce damage with damageReduce", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}));
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const damageReduceEffect = createEffect('damageReduce', 'temporary');
|
||||
const damageReduceEffect = createEffect("damageReduce", "temporary");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
draft.player.effects.damageReduce = { data: damageReduceEffect, stacks: 3 };
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.damageReduce = {
|
||||
data: damageReduceEffect,
|
||||
stacks: 3,
|
||||
};
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
amount: 8,
|
||||
sourceEntityKey: 'enemy-0',
|
||||
sourceEntityKey: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
});
|
||||
|
||||
it('should increase damage with expose', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
it("should increase damage with expose", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}));
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const exposeEffect = createEffect('expose', 'temporary');
|
||||
const exposeEffect = createEffect("expose", "temporary");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.expose = { data: exposeEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: 'enemy-0',
|
||||
sourceEntityKey: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(23);
|
||||
});
|
||||
});
|
||||
|
||||
describe('spike reflection', () => {
|
||||
it('should damage attacker when entity has spike', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('仙人掌怪', 12, 12)],
|
||||
}));
|
||||
describe("spike reflection", () => {
|
||||
it("should damage attacker when entity has spike", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const spikeEffect = createEffect('spike', 'permanent');
|
||||
const spikeEffect = createEffect("spike", "permanent");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.spike = { data: spikeEffect, stacks: 3 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: '仙人掌怪-0',
|
||||
entityKey: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: 'player',
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
});
|
||||
});
|
||||
|
||||
describe('storm static card generation', () => {
|
||||
it('should give player static cards when storm enemy executes intent', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('风暴之灵', 30, 30)],
|
||||
}));
|
||||
describe("storm static card generation", () => {
|
||||
it("should give player static cards when storm enemy executes intent", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("风暴之灵", 30, 30)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const stormEffect = createEffect('storm', 'permanent');
|
||||
const stormEffect = createEffect("storm", "permanent");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.storm = { data: stormEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onEnemyIntent.execute(ctx, { enemyId: '风暴之灵-0' });
|
||||
await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
|
||||
|
||||
const staticCards = Object.values(ctx.value.player.deck.cards).filter((c: GameCard) => c.itemId === 'static');
|
||||
const staticCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||
(c: GameCard) => c.itemId === "static",
|
||||
);
|
||||
expect(staticCards.length).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('energyDrain', () => {
|
||||
it('should drain player energy when energyDrain enemy takes damage', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('幼沙虫', 18, 18)],
|
||||
}));
|
||||
describe("energyDrain", () => {
|
||||
it("should drain player energy when energyDrain enemy takes damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("幼沙虫", 18, 18)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const energyDrainEffect = createEffect('energyDrain', 'lingering');
|
||||
const energyDrainEffect = createEffect("energyDrain", "lingering");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: '幼沙虫-0',
|
||||
entityKey: "幼沙虫-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: 'player',
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.energy).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('molt flee', () => {
|
||||
it('should make enemy flee when molt >= maxHp after taking damage', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('蜥蜴', 14, 14)],
|
||||
}));
|
||||
describe("molt flee", () => {
|
||||
it("should make enemy flee when molt >= maxHp after taking damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("蜥蜴", 14, 14)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const moltEffect = createEffect('molt', 'posture');
|
||||
const moltEffect = createEffect("molt", "posture");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.molt = { data: moltEffect, stacks: 14 };
|
||||
});
|
||||
|
|
@ -359,233 +431,249 @@ describe('desert triggers', () => {
|
|||
let threw = false;
|
||||
try {
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: '蜥蜴-0',
|
||||
entityKey: "蜥蜴-0",
|
||||
amount: 1,
|
||||
sourceEntityKey: 'player',
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
} catch (e) {
|
||||
threw = true;
|
||||
}
|
||||
|
||||
expect(threw).toBe(true);
|
||||
expect(ctx.value.result).toBe('victory');
|
||||
expect(ctx.value.result).toBe("victory");
|
||||
expect(ctx.value.enemies[0].isAlive).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('discard at turn start', () => {
|
||||
it('should randomly discard a card when discard effect is active', async () => {
|
||||
describe("discard at turn start", () => {
|
||||
it("should randomly discard a card when discard effect is active", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const discardEffect = createEffect('discard', 'lingering');
|
||||
const discardEffect = createEffect("discard", "lingering");
|
||||
|
||||
addCardToHand(ctx, createCard('card-1', 'sword'));
|
||||
addCardToHand(ctx, createCard('card-2', 'shield'));
|
||||
addCardToHand(ctx, createCard('card-3', 'dagger'));
|
||||
addCardToHand(ctx, createCard("card-1", "sword"));
|
||||
addCardToHand(ctx, createCard("card-2", "shield"));
|
||||
addCardToHand(ctx, createCard("card-3", "dagger"));
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.discard = { data: discardEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
|
||||
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||
expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('next-turn effects', () => {
|
||||
it('should gain block from defendNext at turn start', async () => {
|
||||
describe("next-turn effects", () => {
|
||||
it("should gain block from defendNext at turn start", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const defendNextEffect = createEffect('defendNext', 'temporary');
|
||||
const defendNextEffect = createEffect("defendNext", "temporary");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(5);
|
||||
expect(ctx.value.player.effects.defendNext).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should gain energy from energyNext at turn start', async () => {
|
||||
it("should gain energy from energyNext at turn start", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const energyNextEffect = createEffect('energyNext', 'temporary');
|
||||
const energyNextEffect = createEffect("energyNext", "temporary");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
|
||||
expect(ctx.value.player.energy).toBe(5);
|
||||
expect(ctx.value.player.effects.energyNext).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should draw extra cards from drawNext at turn start', async () => {
|
||||
it("should draw extra cards from drawNext at turn start", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const drawNextEffect = createEffect('drawNext', 'temporary');
|
||||
const drawNextEffect = createEffect("drawNext", "temporary");
|
||||
|
||||
addCardToDrawPile(ctx, createCard('card-1', 'sword'));
|
||||
addCardToDrawPile(ctx, createCard('card-2', 'sword'));
|
||||
addCardToDrawPile(ctx, createCard('card-3', 'sword'));
|
||||
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-3", "sword"));
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
|
||||
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||
expect(ctx.value.player.effects.drawNext).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('posture damage effects', () => {
|
||||
it('should double damage with aim', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('仙人掌怪', 12, 12)],
|
||||
}));
|
||||
describe("posture damage effects", () => {
|
||||
it("should double damage with aim", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const aimEffect = createEffect('aim', 'posture');
|
||||
const aimEffect = createEffect("aim", "posture");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.aim = { data: aimEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: '仙人掌怪-0',
|
||||
entityKey: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: 'player',
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(2);
|
||||
});
|
||||
|
||||
it('should add bonus damage with roll', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('仙人掌怪', 99, 99)],
|
||||
}));
|
||||
it("should add bonus damage with roll", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 99, 99)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const rollEffect = createEffect('roll', 'posture');
|
||||
const rollEffect = createEffect("roll", "posture");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.roll = { data: rollEffect, stacks: 20 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: '仙人掌怪-0',
|
||||
entityKey: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: 'player',
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(74);
|
||||
expect(ctx.value.player.effects.roll).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should add bonus damage with tailSting', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('沙蝎', 10, 10)],
|
||||
}));
|
||||
it("should add bonus damage with tailSting", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("沙蝎", 10, 10)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const tailStingEffect = createEffect('tailSting', 'posture');
|
||||
const tailStingEffect = createEffect("tailSting", "posture");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: '沙蝎-0',
|
||||
sourceEntityKey: "沙蝎-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(23);
|
||||
});
|
||||
|
||||
it('should double damage with charge on attacker', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('骑马枪手', 25, 25)],
|
||||
}));
|
||||
it("should double damage with charge on attacker", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("骑马枪手", 25, 25)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const chargeEffect = createEffect('charge', 'lingering');
|
||||
const chargeEffect = createEffect("charge", "lingering");
|
||||
|
||||
ctx._state.produce(draft => {
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.charge = { data: chargeEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: '骑马枪手-0',
|
||||
sourceEntityKey: "骑马枪手-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(20);
|
||||
});
|
||||
});
|
||||
|
||||
describe('crossbow chain', () => {
|
||||
it('should replay other crossbows on same target', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('仙人掌怪', 20, 20)],
|
||||
}));
|
||||
describe("crossbow chain", () => {
|
||||
it("should replay other crossbows on same target", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 20, 20)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const crossbowEffect = createEffect('crossbow');
|
||||
const crossbowEffect = createEffect("crossbow");
|
||||
|
||||
addCardToHand(ctx, createCard('crossbow-1', 'crossbow'));
|
||||
addCardToHand(ctx, createCard('crossbow-2', 'crossbow'));
|
||||
addCardToHand(ctx, createCard("crossbow-1", "crossbow"));
|
||||
addCardToHand(ctx, createCard("crossbow-2", "crossbow"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: crossbowEffect,
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
stacks: 0,
|
||||
cardId: 'crossbow-1',
|
||||
sourceEntityKey: 'player',
|
||||
targetId: '仙人掌怪-0',
|
||||
cardId: "crossbow-1",
|
||||
sourceEntityKey: "player",
|
||||
targetId: "仙人掌怪-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(8);
|
||||
});
|
||||
});
|
||||
|
||||
describe('sandwormKing fatigue heal', () => {
|
||||
it('should heal sandworm king when player discards fatigue', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('沙虫王', 30, 40)],
|
||||
}));
|
||||
describe("sandwormKing fatigue heal", () => {
|
||||
it("should heal sandworm king when player discards fatigue", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("沙虫王", 30, 40)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
addCardToHand(ctx, createCard('fatigue-1', 'fatigue', 'none', 0));
|
||||
addCardToHand(ctx, createCard("fatigue-1", "fatigue", "none", 0));
|
||||
|
||||
await triggers.onCardDiscarded.execute(ctx, {
|
||||
cardId: 'fatigue-1',
|
||||
sourceEntityKey: 'player',
|
||||
cardId: "fatigue-1",
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(40);
|
||||
});
|
||||
});
|
||||
|
||||
describe('vulture on-damage', () => {
|
||||
it('should give player vultureEye when vulture deals damage', async () => {
|
||||
const ctx = createTestContext(createCombatState({
|
||||
enemies: [createEnemyEntity('秃鹫', 12, 12)],
|
||||
}));
|
||||
describe("vulture on-damage", () => {
|
||||
it("should give player vultureEye when vulture deals damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("秃鹫", 12, 12)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: 'player',
|
||||
entityKey: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: '秃鹫-0',
|
||||
sourceEntityKey: "秃鹫-0",
|
||||
});
|
||||
|
||||
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter((c: GameCard) => c.itemId === 'vultureEye');
|
||||
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||
(c: GameCard) => c.itemId === "vultureEye",
|
||||
);
|
||||
expect(vultureEyeCards.length).toBe(1);
|
||||
});
|
||||
});
|
||||
|
|
|
|||
|
|
@ -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