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

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