refactor: reorg

This commit is contained in:
hypercross 2026-04-17 11:06:09 +08:00
parent 4deebf67c3
commit 3a135a4ad1
8 changed files with 154 additions and 75 deletions

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@ -1,5 +1,5 @@
import {Part} from "./part";
import {RNG} from "@/utils/rng";
import {ReadonlyRNG} from "@/utils/rng";
export type Region = {
id: string;
@ -107,7 +107,7 @@ export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMe
region.partMap = buildPartMap(region, parts);
}
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG){
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){
if (region.childIds.length <= 1) return;
const childIds = [...region.childIds];

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@ -1,6 +1,7 @@
import {CombatEntity, EffectTable} from "./types";
import {EffectData} from "@/samples/slay-the-spire-like/system/types";
import {PlayerEntity} from "@/samples/slay-the-spire-like/system/combat/types";
import {CombatState} from "./types";
export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){
let current = effects[effect.id];
@ -43,7 +44,10 @@ export function onPlayerItemEffectUpkeep(entity: PlayerEntity){
}
}
// TODO
export function onDraw(entity: PlayerEntity, cardId:string ){}
// TODO
export function onDiscard(entity: PlayerEntity, cardId: string){}
export function* getAliveEnemies(state: CombatState) {
for (let enemy of state.enemies) {
if (enemy.isAlive) {
yield enemy;
}
}
}

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@ -14,7 +14,7 @@ export async function promptMainAction(game: CombatGameContext){
action: 'end-turn' as 'end-turn'
};
const exists = game.value.player.deck.hand.includes(cardId);
const exists = game.value.player.deck.regions.hand.childIds.includes(cardId);
if(!exists) throw `卡牌"${cardId}"不在手牌中`;
const card = game.value.player.deck.cards[cardId];

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@ -1,35 +1,132 @@
import {createMiddlewareChain} from "../utils/middleware";
import {CombatGameContext} from "./types";
import {getAliveEnemies} from "@/samples/slay-the-spire-like/system/combat/utils";
import {
onDiscard, onDraw,
addEntityEffect,
addItemEffect,
getAliveEnemies,
onEntityEffectUpkeep,
onPlayerItemEffectUpkeep
} from "@/samples/slay-the-spire-like/system/combat/effects";
import {promptMainAction} from "@/samples/slay-the-spire-like/system/combat/prompts";
import {moveToRegion, shuffle} from "@/core/region";
import {createMiddlewareChain} from "@/utils/middleware";
import {EffectData} from "@/samples/slay-the-spire-like/system/types";
import {getAdjacentItems} from "@/samples/slay-the-spire-like/system/grid-inventory";
import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
type TriggerTypes = {
onCombatStart: {},
onTurnStart: { entityKey: "player" | string, },
onTurnEnd: { entityKey: "player" | string, },
onShuffle: { entityKey: "player" | string, },
onShuffle: {},
onCardPlayed: { cardId: string, targetId?: string },
onCardDiscarded: { cardId: string, },
onCardDrawn: { cardId: string, },
onEffectApplied: { effectId: string, entityKey: "player" | string, stacks: number, },
onDraw: {count: number},
onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string },
onHpChange: { entityKey: "player" | string, amount: number},
}
function createTriggers(){
return {
const triggers = {
onCombatStart: createTrigger("onCombatStart"),
onTurnStart: createTrigger("onTurnStart"),
onTurnEnd: createTrigger("onTurnEnd"),
onShuffle: createTrigger("onShuffle"),
onCardPlayed: createTrigger("onCardPlayed"),
onCardDiscarded: createTrigger("onCardDiscarded"),
onCardDrawn: createTrigger("onCardDrawn"),
onEffectApplied: createTrigger("onEffectApplied"),
onTurnStart: createTrigger("onTurnStart", async ctx => {
await ctx.game.produceAsync(draft => {
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
if(entity) onEntityEffectUpkeep(entity);
if(entity === draft.player)
onPlayerItemEffectUpkeep(draft.player);
})
}),
onTurnEnd: createTrigger("onTurnEnd", async ctx => {
if(ctx.entityKey !== "player")return;
const {regions} = ctx.game.value.player.deck;
for(const cardId of Object.values(regions.hand.childIds)){
await triggers.onCardDiscarded.execute(ctx.game,{cardId});
}
await ctx.game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy);
await triggers.onDraw.execute(ctx.game,{count: 5});
}),
onShuffle: createTrigger("onShuffle", async ctx => {
await ctx.game.produceAsync(draft => {
const {cards, regions} = draft.player.deck;
for(const cardId of Object.values(regions.discardPile.childIds))
moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
shuffle(regions.drawPile, cards, ctx.game.rng);
});
}),
onCardPlayed: createTrigger("onCardPlayed", async ctx => {
await ctx.game.produceAsync(draft => {
const {cards, regions} = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
});
}),
onCardDiscarded: createTrigger("onCardDiscarded", async ctx => {
await ctx.game.produceAsync(draft => {
const {cards, regions} = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
});
}),
onCardDrawn: createTrigger("onCardDrawn", async ctx => {
await ctx.game.produceAsync(draft => {
const {cards, regions} = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
});
}),
onDraw: createTrigger("onDraw", async ctx => {
let toDraw = ctx.count;
while(toDraw > 0){
let inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
if(inDraw <= 0) await triggers.onShuffle.execute(ctx.game,{});
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
if(inDraw <= 0) break;
const children = ctx.game.value.player.deck.regions.drawPile.childIds;
const cardId = children[children.length - 1];
await triggers.onCardDrawn.execute(ctx.game,{cardId});
toDraw--;
}
}),
onEffectApplied: createTrigger("onEffectApplied", async ctx => {
if(ctx.effect.lifecycle === 'instant') return;
if(ctx.effect.lifecycle.startsWith("item")) {
if(ctx.cardId){
const card = ctx.game.value.player.deck.cards[ctx.cardId];
const nearby = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, card.itemId);
for(const itemId of nearby.keys()){
await ctx.game.produceAsync(draft => {
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
});
}
}
return;
}
if(ctx.effect.lifecycle.startsWith('card')){
await ctx.game.produceAsync(draft => {
// TODO
});
return;
}
await ctx.game.produceAsync(draft => {
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
if(entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
})
}),
onHpChange: createTrigger("onHpChange", async ctx => {
await ctx.game.produceAsync(draft => {
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
if(!entity) return;
entity.hp += ctx.amount;
entity.isAlive = entity.hp > 0;
draft.result = !draft.player.isAlive ? "defeat" : draft.enemies.every(e => !e.isAlive) ? "victory" : null;
});
if(ctx.game.value.result) throw ctx.game.value;
}),
}
return triggers;
}
export type Triggers = ReturnType<typeof createTriggers>
export function createStartWith(build: (triggers: Triggers) => void){
@ -38,56 +135,43 @@ export function createStartWith(build: (triggers: Triggers) => void){
return async function(game: CombatGameContext){
await triggers.onCombatStart.execute(game,{});
// TODO at the end of a damage effect, if win/loss is achieved, break the loop with a throw
// catch the throw and return the result here
while(true){
await triggers.onTurnStart.execute(game,{entityKey: "player"});
await game.produceAsync(draft => {
onEntityEffectUpkeep(draft.player);
onPlayerItemEffectUpkeep(draft.player);
});
while(true){
try {
while (true) {
await triggers.onTurnStart.execute(game, {entityKey: "player"});
while (true) {
const action = await promptMainAction(game);
if(action.action === "end-turn") break;
if(action.action === "play"){
await game.produceAsync(draft => onDiscard(draft.player, action.cardId));
if (action.action === "end-turn") break;
if (action.action === "play") {
// TODO: energy/use consumption handling
await triggers.onCardPlayed.execute(game, action);
}
}
for(const cardId of [...game.value.player.deck.hand]){
await game.produceAsync(draft => onDiscard(draft.player, cardId));
await triggers.onCardDiscarded.execute(game,{cardId});
}
await triggers.onTurnEnd.execute(game,{entityKey: "player"});
await game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy);
for(let i = 0; i < 5; i++){
const cardId = game.value.player.deck.drawPile[0]; // TODO: should this be drawPile[-1] ?
if(!cardId) break;
await game.produceAsync(draft => onDraw(draft.player, cardId));
await triggers.onCardDrawn.execute(game,{cardId});
}
await triggers.onTurnEnd.execute(game, {entityKey: "player"});
for(const enemy of getAliveEnemies(game.value)){
await triggers.onTurnStart.execute(game,{entityKey: enemy.id});
for (const enemy of getAliveEnemies(game.value)) {
await triggers.onTurnStart.execute(game, {entityKey: enemy.id});
}
await game.produceAsync(draft => {
for(const enemy of getAliveEnemies(game.value)){
onEntityEffectUpkeep(enemy);
}
});
// TODO execute enemy intent, then update with new one here
for(const enemy of getAliveEnemies(game.value)){
await triggers.onTurnEnd.execute(game,{entityKey: enemy.id});
for (const enemy of getAliveEnemies(game.value)) {
await triggers.onTurnEnd.execute(game, {entityKey: enemy.id});
}
}
}catch(e){
if(e === game.value) return game.value.result;
throw e;
}
}
}
function createTrigger<TKey extends keyof TriggerTypes>(event: TKey) {
type Ctx = TriggerTypes[TKey] & { event: TKey, game: CombatGameContext };
const {use, execute} = createMiddlewareChain<Ctx>();
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: (game: CombatGameContext, ctx: TriggerTypes[TKey]) => execute({...ctx, event, game}),
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
const param = {...ctx, game, event};
await execute(param);
return param;
},
}
}

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@ -1,9 +0,0 @@
import {CombatState} from "./types";
export function* getAliveEnemies(state: CombatState) {
for (let enemy of state.enemies) {
if (enemy.isAlive) {
yield enemy;
}
}
}

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@ -197,7 +197,7 @@ export function getItemAtCell<TMeta = Record<string, unknown>>(
* Gets all items adjacent to the given item (orthogonally, not diagonally).
* Returns a Map of itemId -> item for deduplication.
*/
export function getAdjacentItems<TMeta extends Record<string, unknown> = Record<string, unknown>>(
export function getAdjacentItems<TMeta>(
inventory: GridInventory<TMeta>,
itemId: string
): Map<string, InventoryItem<TMeta>> {

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@ -18,7 +18,7 @@ export interface CellCoordinate {
* An item placed on the grid inventory.
* @template TMeta - Optional metadata type for game-specific data
*/
export interface InventoryItem<TMeta = Record<string, unknown>> {
export interface InventoryItem<TMeta> {
/** Unique item identifier */
id: string;
/** Reference to the item's shape definition */
@ -44,7 +44,7 @@ export type MutationResult = { success: true } | { success: false; reason: strin
* Designed to be mutated directly inside a `mutative .produce()` callback.
* @template TMeta - Optional metadata type for items
*/
export interface GridInventory<TMeta = Record<string, unknown>> {
export interface GridInventory<TMeta> {
/** Board width in cells */
width: number;
/** Board height in cells */