refactor: reformat code and introduce IGameContextExport

- Reformat `src/core/game.ts` and sample types to use 2-space
  indentation
- Add `IGameContextExport` to hide internal test properties
- Update `CombatGameContext` to use the exported context type
This commit is contained in:
hypercross 2026-04-19 15:54:05 +08:00
parent a82b6b0685
commit 601eb0f417
2 changed files with 131 additions and 101 deletions

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@ -1,80 +1,104 @@
import {MutableSignal, mutableSignal} from "@/utils/mutable-signal";
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
import {
Command,
CommandRegistry, CommandResult,
CommandRunnerContextExport,
CommandSchema,
createCommandRegistry,
createCommandRunnerContext, parseCommandSchema,
Command,
CommandRegistry,
CommandResult,
CommandRunnerContextExport,
CommandSchema,
createCommandRegistry,
createCommandRunnerContext,
parseCommandSchema,
} from "@/utils/command";
import {PromptValidator} from "@/utils/command/command-runner";
import {Mulberry32RNG, ReadonlyRNG, RNG} from "@/utils/rng";
import { PromptValidator } from "@/utils/command/command-runner";
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
export interface IGameContext<TState extends Record<string, unknown> = {} > {
get value(): TState;
get rng(): ReadonlyRNG;
produce(fn: (draft: TState) => void): void;
produceAsync(fn: (draft: TState) => void): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>;
runParsed<T>(command: Command): Promise<CommandResult<T>>;
prompt: <TResult,TArgs extends any[]=any[]>(def: PromptDef<TArgs>, validator: PromptValidator<TResult,TArgs>, currentPlayer?: string | null) => Promise<TResult>;
// test only
_state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>;
_rng: RNG;
export interface IGameContext<TState extends Record<string, unknown> = {}> {
get value(): TState;
get rng(): ReadonlyRNG;
produce(fn: (draft: TState) => void): void;
produceAsync(fn: (draft: TState) => void): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>;
runParsed<T>(command: Command): Promise<CommandResult<T>>;
prompt: <TResult, TArgs extends any[] = any[]>(
def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>,
currentPlayer?: string | null,
) => Promise<TResult>;
// test only
_state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>;
_rng: RNG;
}
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
export function createGameContext<TState extends Record<string, unknown> = {} >(
commandRegistry: CommandRegistry<IGameContext<TState>>,
initialState?: TState | (() => TState)
export function createGameContext<TState extends Record<string, unknown> = {}>(
commandRegistry: CommandRegistry<IGameContext<TState>>,
initialState?: TState | (() => TState),
): IGameContext<TState> {
const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
const state = mutableSignal(stateValue);
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
const stateValue =
typeof initialState === "function"
? initialState()
: (initialState ?? ({} as TState));
const state = mutableSignal(stateValue);
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
const context: IGameContext<TState> = {
get value(): TState {
return state.value;
},
get rng() {
return this._rng;
},
produce(fn) {
return state.produce(fn);
},
produceAsync(fn) {
return state.produceAsync(fn);
},
run<T>(input: string) {
return commands.run<T>(input);
},
runParsed<T>(command: Command) {
return commands.runParsed<T>(command);
},
prompt(def, validator, currentPlayer) {
return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
},
_state: state,
_commands: commands,
_rng: new Mulberry32RNG(),
};
const context: IGameContext<TState> = {
get value(): TState {
return state.value;
},
get rng() {
return this._rng;
},
produce(fn) {
return state.produce(fn);
},
produceAsync(fn) {
return state.produceAsync(fn);
},
run<T>(input: string) {
return commands.run<T>(input);
},
runParsed<T>(command: Command) {
return commands.runParsed<T>(command);
},
prompt(def, validator, currentPlayer) {
return commands.prompt(
def.schema,
validator,
def.hintText,
currentPlayer,
);
},
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
return context;
_state: state,
_commands: commands,
_rng: new Mulberry32RNG(),
};
context._commands = commands = createCommandRunnerContext(
commandRegistry,
context,
);
return context;
}
export type PromptDef<TArgs extends any[]=any[]> = {
schema: CommandSchema,
hintText?: string,
}
export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
return { schema, hintText };
export type PromptDef<TArgs extends any[] = any[]> = {
schema: CommandSchema;
hintText?: string;
};
export function createPromptDef<TArgs extends any[] = any[]>(
schema: CommandSchema | string,
hintText?: string,
): PromptDef<TArgs> {
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
return { schema, hintText };
}
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
return createCommandRegistry<IGameContext<TState>>();
}
export function createGameCommandRegistry<
TState extends Record<string, unknown> = {},
>() {
return createCommandRegistry<IGameContext<TState>>();
}

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@ -1,53 +1,59 @@
import type { PlayerDeck } from "../deck/types";
import {EnemyData, IntentData} from "@/samples/slay-the-spire-like/system/types";
import {EffectData} from "@/samples/slay-the-spire-like/system/types";
import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory";
import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
import {
EnemyData,
IntentData,
} from "@/samples/slay-the-spire-like/system/types";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import { GridInventory } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
export type EffectTable = Record<string, {data: EffectData, stacks: number}>;
export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
export type CombatEntity = {
id: string; // player is just "player"
effects: EffectTable;
hp: number;
maxHp: number;
isAlive: boolean;
id: string; // player is just "player"
effects: EffectTable;
hp: number;
maxHp: number;
isAlive: boolean;
};
export type PlayerEntity = CombatEntity & {
energy: number;
maxEnergy: number;
deck: PlayerDeck;
itemEffects: Record<string, EffectTable>;
}
energy: number;
maxEnergy: number;
deck: PlayerDeck;
itemEffects: Record<string, EffectTable>;
};
export type EnemyEntity = CombatEntity & {
enemy: EnemyData;
intents: Record<string, IntentData>;
currentIntent: IntentData;
enemy: EnemyData;
intents: Record<string, IntentData>;
currentIntent: IntentData;
};
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
export type CombatResult = "victory" | "defeat";
export type LootEntry = {
type: "gold";
amount: number;
} | {
type: "item",
itemId: string;
};
export type LootEntry =
| {
type: "gold";
amount: number;
}
| {
type: "item";
itemId: string;
};
export type CombatState = {
enemies: EnemyEntity[];
player: PlayerEntity;
inventory: GridInventory<GameItemMeta>;
enemies: EnemyEntity[];
player: PlayerEntity;
inventory: GridInventory<GameItemMeta>;
phase: CombatPhase;
turnNumber: number;
result: CombatResult | null;
phase: CombatPhase;
turnNumber: number;
result: CombatResult | null;
loot: LootEntry[];
loot: LootEntry[];
};
export type CombatGameContext = import("@/core/game").IGameContext<CombatState>;
export type CombatGameContext =
import("@/core/game").IGameContextExport<CombatState>;