refactor: reorg
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@ -1,5 +1,5 @@
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import {Part} from "./part";
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import {RNG} from "@/utils/rng";
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import {ReadonlyRNG} from "@/utils/rng";
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export type Region = {
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id: string;
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@ -107,7 +107,7 @@ export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMe
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region.partMap = buildPartMap(region, parts);
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}
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export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG){
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export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){
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if (region.childIds.length <= 1) return;
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const childIds = [...region.childIds];
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@ -1,6 +1,7 @@
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import {CombatEntity, EffectTable} from "./types";
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import {EffectData} from "@/samples/slay-the-spire-like/system/types";
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import {PlayerEntity} from "@/samples/slay-the-spire-like/system/combat/types";
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import {CombatState} from "./types";
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export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){
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let current = effects[effect.id];
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@ -43,7 +44,10 @@ export function onPlayerItemEffectUpkeep(entity: PlayerEntity){
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}
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}
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// TODO
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export function onDraw(entity: PlayerEntity, cardId:string ){}
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// TODO
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export function onDiscard(entity: PlayerEntity, cardId: string){}
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export function* getAliveEnemies(state: CombatState) {
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for (let enemy of state.enemies) {
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if (enemy.isAlive) {
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yield enemy;
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}
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}
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}
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@ -14,7 +14,7 @@ export async function promptMainAction(game: CombatGameContext){
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action: 'end-turn' as 'end-turn'
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};
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const exists = game.value.player.deck.hand.includes(cardId);
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const exists = game.value.player.deck.regions.hand.childIds.includes(cardId);
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if(!exists) throw `卡牌"${cardId}"不在手牌中`;
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const card = game.value.player.deck.cards[cardId];
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@ -1,35 +1,132 @@
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import {createMiddlewareChain} from "../utils/middleware";
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import {CombatGameContext} from "./types";
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import {getAliveEnemies} from "@/samples/slay-the-spire-like/system/combat/utils";
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import {
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onDiscard, onDraw,
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addEntityEffect,
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addItemEffect,
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getAliveEnemies,
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onEntityEffectUpkeep,
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onPlayerItemEffectUpkeep
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} from "@/samples/slay-the-spire-like/system/combat/effects";
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import {promptMainAction} from "@/samples/slay-the-spire-like/system/combat/prompts";
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import {moveToRegion, shuffle} from "@/core/region";
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import {createMiddlewareChain} from "@/utils/middleware";
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import {EffectData} from "@/samples/slay-the-spire-like/system/types";
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import {getAdjacentItems} from "@/samples/slay-the-spire-like/system/grid-inventory";
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import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
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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: { entityKey: "player" | string, },
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onShuffle: {},
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onCardPlayed: { cardId: string, targetId?: string },
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onCardDiscarded: { cardId: string, },
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onCardDrawn: { cardId: string, },
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onEffectApplied: { effectId: string, entityKey: "player" | string, stacks: number, },
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onDraw: {count: number},
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onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string },
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onHpChange: { entityKey: "player" | string, amount: number},
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}
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function createTriggers(){
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return {
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const triggers = {
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onCombatStart: createTrigger("onCombatStart"),
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onTurnStart: createTrigger("onTurnStart"),
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onTurnEnd: createTrigger("onTurnEnd"),
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onShuffle: createTrigger("onShuffle"),
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onCardPlayed: createTrigger("onCardPlayed"),
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onCardDiscarded: createTrigger("onCardDiscarded"),
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onCardDrawn: createTrigger("onCardDrawn"),
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onEffectApplied: createTrigger("onEffectApplied"),
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onTurnStart: createTrigger("onTurnStart", async ctx => {
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await ctx.game.produceAsync(draft => {
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const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
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if(entity) onEntityEffectUpkeep(entity);
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if(entity === draft.player)
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onPlayerItemEffectUpkeep(draft.player);
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})
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}),
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onTurnEnd: createTrigger("onTurnEnd", async ctx => {
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if(ctx.entityKey !== "player")return;
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const {regions} = ctx.game.value.player.deck;
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for(const cardId of Object.values(regions.hand.childIds)){
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await triggers.onCardDiscarded.execute(ctx.game,{cardId});
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}
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await ctx.game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy);
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await triggers.onDraw.execute(ctx.game,{count: 5});
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}),
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onShuffle: createTrigger("onShuffle", async ctx => {
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await ctx.game.produceAsync(draft => {
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const {cards, regions} = draft.player.deck;
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for(const cardId of Object.values(regions.discardPile.childIds))
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moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
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shuffle(regions.drawPile, cards, ctx.game.rng);
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});
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}),
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onCardPlayed: createTrigger("onCardPlayed", async ctx => {
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await ctx.game.produceAsync(draft => {
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const {cards, regions} = draft.player.deck;
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moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
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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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const {cards, regions} = draft.player.deck;
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moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
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});
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}),
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onCardDrawn: createTrigger("onCardDrawn", 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.drawPile, regions.hand);
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});
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}),
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onDraw: createTrigger("onDraw", async ctx => {
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let toDraw = ctx.count;
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while(toDraw > 0){
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let inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
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if(inDraw <= 0) await triggers.onShuffle.execute(ctx.game,{});
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inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
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if(inDraw <= 0) break;
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const children = ctx.game.value.player.deck.regions.drawPile.childIds;
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const cardId = children[children.length - 1];
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await triggers.onCardDrawn.execute(ctx.game,{cardId});
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toDraw--;
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}
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}),
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onEffectApplied: createTrigger("onEffectApplied", async ctx => {
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if(ctx.effect.lifecycle === 'instant') return;
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if(ctx.effect.lifecycle.startsWith("item")) {
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if(ctx.cardId){
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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const nearby = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, card.itemId);
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for(const itemId of nearby.keys()){
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await ctx.game.produceAsync(draft => {
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addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
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});
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}
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}
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return;
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}
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if(ctx.effect.lifecycle.startsWith('card')){
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await ctx.game.produceAsync(draft => {
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// TODO
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});
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return;
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}
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await ctx.game.produceAsync(draft => {
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const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
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if(entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
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})
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}),
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onHpChange: createTrigger("onHpChange", async ctx => {
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await ctx.game.produceAsync(draft => {
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const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
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if(!entity) return;
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entity.hp += ctx.amount;
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entity.isAlive = entity.hp > 0;
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draft.result = !draft.player.isAlive ? "defeat" : draft.enemies.every(e => !e.isAlive) ? "victory" : null;
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});
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if(ctx.game.value.result) throw ctx.game.value;
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}),
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}
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return triggers;
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}
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export type Triggers = ReturnType<typeof createTriggers>
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export function createStartWith(build: (triggers: Triggers) => void){
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@ -38,56 +135,43 @@ export function createStartWith(build: (triggers: Triggers) => void){
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return async function(game: CombatGameContext){
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await triggers.onCombatStart.execute(game,{});
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// TODO at the end of a damage effect, if win/loss is achieved, break the loop with a throw
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// catch the throw and return the result here
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while(true){
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await triggers.onTurnStart.execute(game,{entityKey: "player"});
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await game.produceAsync(draft => {
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onEntityEffectUpkeep(draft.player);
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onPlayerItemEffectUpkeep(draft.player);
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});
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while(true){
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const action = await promptMainAction(game);
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if(action.action === "end-turn") break;
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if(action.action === "play"){
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await game.produceAsync(draft => onDiscard(draft.player, action.cardId));
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await triggers.onCardPlayed.execute(game, action);
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try {
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while (true) {
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await triggers.onTurnStart.execute(game, {entityKey: "player"});
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while (true) {
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const action = await promptMainAction(game);
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if (action.action === "end-turn") break;
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if (action.action === "play") {
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// TODO: energy/use consumption handling
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await triggers.onCardPlayed.execute(game, action);
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}
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}
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}
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for(const cardId of [...game.value.player.deck.hand]){
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await game.produceAsync(draft => onDiscard(draft.player, cardId));
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await triggers.onCardDiscarded.execute(game,{cardId});
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}
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await triggers.onTurnEnd.execute(game,{entityKey: "player"});
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await game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy);
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for(let i = 0; i < 5; i++){
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const cardId = game.value.player.deck.drawPile[0]; // TODO: should this be drawPile[-1] ?
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if(!cardId) break;
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await game.produceAsync(draft => onDraw(draft.player, cardId));
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await triggers.onCardDrawn.execute(game,{cardId});
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}
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await triggers.onTurnEnd.execute(game, {entityKey: "player"});
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for(const enemy of getAliveEnemies(game.value)){
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await triggers.onTurnStart.execute(game,{entityKey: enemy.id});
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}
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await game.produceAsync(draft => {
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for(const enemy of getAliveEnemies(game.value)){
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onEntityEffectUpkeep(enemy);
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for (const enemy of getAliveEnemies(game.value)) {
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await triggers.onTurnStart.execute(game, {entityKey: enemy.id});
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}
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// TODO execute enemy intent, then update with new one here
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for (const enemy of getAliveEnemies(game.value)) {
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await triggers.onTurnEnd.execute(game, {entityKey: enemy.id});
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}
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});
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// TODO execute enemy intent, then update with new one here
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for(const enemy of getAliveEnemies(game.value)){
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await triggers.onTurnEnd.execute(game,{entityKey: enemy.id});
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}
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}catch(e){
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if(e === game.value) return game.value.result;
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throw e;
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}
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}
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}
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function createTrigger<TKey extends keyof TriggerTypes>(event: TKey) {
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type Ctx = TriggerTypes[TKey] & { event: TKey, game: CombatGameContext };
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const {use, execute} = createMiddlewareChain<Ctx>();
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type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & { event: TKey, game: CombatGameContext };
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function createTrigger<TKey extends keyof TriggerTypes>(event: TKey, fallback?: (ctx: TriggerContext<TKey>) => Promise<void>) {
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const {use, execute} = createMiddlewareChain<TriggerContext<TKey>,void>(fallback);
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return {
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use,
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execute: (game: CombatGameContext, ctx: TriggerTypes[TKey]) => execute({...ctx, event, game}),
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execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
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const param = {...ctx, game, event};
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await execute(param);
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return param;
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},
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}
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}
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@ -1,9 +0,0 @@
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import {CombatState} from "./types";
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export function* getAliveEnemies(state: CombatState) {
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for (let enemy of state.enemies) {
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if (enemy.isAlive) {
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yield enemy;
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}
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}
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}
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@ -197,7 +197,7 @@ export function getItemAtCell<TMeta = Record<string, unknown>>(
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* Gets all items adjacent to the given item (orthogonally, not diagonally).
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* Returns a Map of itemId -> item for deduplication.
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*/
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export function getAdjacentItems<TMeta extends Record<string, unknown> = Record<string, unknown>>(
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export function getAdjacentItems<TMeta>(
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inventory: GridInventory<TMeta>,
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itemId: string
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): Map<string, InventoryItem<TMeta>> {
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@ -18,7 +18,7 @@ export interface CellCoordinate {
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* An item placed on the grid inventory.
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* @template TMeta - Optional metadata type for game-specific data
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*/
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export interface InventoryItem<TMeta = Record<string, unknown>> {
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export interface InventoryItem<TMeta> {
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/** Unique item identifier */
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id: string;
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/** Reference to the item's shape definition */
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@ -44,7 +44,7 @@ export type MutationResult = { success: true } | { success: false; reason: strin
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* Designed to be mutated directly inside a `mutative .produce()` callback.
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* @template TMeta - Optional metadata type for items
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*/
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export interface GridInventory<TMeta = Record<string, unknown>> {
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export interface GridInventory<TMeta> {
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/** Board width in cells */
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width: number;
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/** Board height in cells */
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