refactor(slay-the-spire-like): rename depletion to consumedUses
Rename `depletion` to `consumedUses` in `GameItemMeta` to better reflect its purpose. Update combat effect logic and tests to use the new field name. Also apply consistent formatting and import organization to combat effect modules.
This commit is contained in:
parent
08c6a67d16
commit
9bed2ca13e
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@ -1,134 +1,170 @@
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import {CombatEntity, CombatGameContext, CombatState, EffectTable, PlayerEntity} from "./types";
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import {
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CardData,
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CardEffectTarget,
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CardTargetType,
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EffectData,
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EffectTarget
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CombatEntity,
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CombatGameContext,
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CombatState,
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EffectTable,
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PlayerEntity,
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} from "./types";
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import {
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CardData,
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CardEffectTarget,
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CardTargetType,
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EffectData,
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EffectTarget,
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} from "@/samples/slay-the-spire-like/system/types";
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import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress/types";
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import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
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import { GridInventory } from "@/samples/slay-the-spire-like/system/grid-inventory/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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if(!current) current = {data: effect, stacks};
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else current.stacks += stacks;
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if(current.stacks === 0 && effects[effect.id])
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delete effects[effect.id];
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else if(current.stacks !== 0 && !effects[effect.id])
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effects[effect.id] = current;
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export function addEffect(
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effects: EffectTable,
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effect: EffectData,
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stacks: number,
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) {
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let current = effects[effect.id];
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if (!current) current = { data: effect, stacks };
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else current.stacks += stacks;
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if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
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else if (current.stacks !== 0 && !effects[effect.id])
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effects[effect.id] = current;
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}
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export function addEntityEffect(entity: CombatEntity, effect: EffectData, stacks: number){
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addEffect(entity.effects, effect, stacks);
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export function addEntityEffect(
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entity: CombatEntity,
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effect: EffectData,
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stacks: number,
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) {
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addEffect(entity.effects, effect, stacks);
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}
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export function addItemEffect(entity: PlayerEntity, itemKey: string, effect: EffectData, stacks: number){
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entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
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addEffect(entity.itemEffects[itemKey], effect, stacks);
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export function addItemEffect(
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entity: PlayerEntity,
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itemKey: string,
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effect: EffectData,
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stacks: number,
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) {
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entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
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addEffect(entity.itemEffects[itemKey], effect, stacks);
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}
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export function onEntityEffectUpkeep(entity: CombatEntity){
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for(const effect of Object.values(entity.effects)){
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'temporary')
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addEntityEffect(entity, effect.data, -effect.stacks);
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else if(lifecycle === 'lingering')
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addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
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export function onEntityEffectUpkeep(entity: CombatEntity) {
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for (const effect of Object.values(entity.effects)) {
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const lifecycle = effect.data.lifecycle;
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if (lifecycle === "temporary")
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addEntityEffect(entity, effect.data, -effect.stacks);
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else if (lifecycle === "lingering")
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addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
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}
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}
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export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
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for (const effect of Object.values(entity.effects)) {
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const lifecycle = effect.data.lifecycle;
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if (lifecycle === "posture")
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addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
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}
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}
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export function onPlayerItemEffectUpkeep(entity: PlayerEntity) {
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for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
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for (const effect of Object.values(itemEffects)) {
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const lifecycle = effect.data.lifecycle;
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if (lifecycle === "itemTemporary")
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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}
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export function onEntityPostureDamage(entity: CombatEntity, damage: number){
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for(const effect of Object.values(entity.effects)){
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'posture')
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addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
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export function onItemPlay(entity: PlayerEntity, itemKey: string) {
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const effects = entity.itemEffects[itemKey];
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if (!effects) return;
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for (const effect of Object.values(effects)) {
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if (effect.data.lifecycle === "itemUntilPlay") {
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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}
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export function onPlayerItemEffectUpkeep(entity: PlayerEntity){
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for(const [itemKey, itemEffects] of Object.entries(entity.itemEffects)){
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for(const effect of Object.values(itemEffects)){
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'itemTemporary')
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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}
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export function onItemPlay(entity: PlayerEntity, itemKey: string){
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const effects = entity.itemEffects[itemKey];
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if(!effects)return;
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for(const effect of Object.values(effects)){
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if(effect.data.lifecycle === 'itemUntilPlay'){
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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}
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export function onItemDiscard(entity: PlayerEntity, itemKey: string){
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const effects = entity.itemEffects[itemKey];
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if(!effects)return;
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for(const effect of Object.values(effects)){
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if(effect.data.lifecycle === 'itemUntilDiscard'){
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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export function onItemDiscard(entity: PlayerEntity, itemKey: string) {
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const effects = entity.itemEffects[itemKey];
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if (!effects) return;
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for (const effect of Object.values(effects)) {
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if (effect.data.lifecycle === "itemUntilDiscard") {
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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}
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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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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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export function* getEffectTargets(target: CardEffectTarget | EffectTarget, game: CombatGameContext, targetId?: string){
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if(target === 'all' || target === 'team'){
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for(const enemy of getAliveEnemies(game.value)){
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yield enemy;
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}
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} else if(target === 'self') {
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yield game.value.player;
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} else if(target === 'target'){
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if(!targetId) return;
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const entity = getCombatEntity(game.value, targetId);
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if(entity) yield entity;
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} else if(target === 'random'){
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const aliveEnemies = [...getAliveEnemies(game.value)];
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if(aliveEnemies.length === 0) return;
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const index = game.rng.nextInt(aliveEnemies.length);
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yield aliveEnemies[index];
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export function* getEffectTargets(
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target: CardEffectTarget | EffectTarget,
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game: CombatGameContext,
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targetId?: string,
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) {
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if (target === "all" || target === "team") {
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for (const enemy of getAliveEnemies(game.value)) {
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yield enemy;
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}
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} else if (target === "self") {
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yield game.value.player;
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} else if (target === "target") {
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if (!targetId) return;
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const entity = getCombatEntity(game.value, targetId);
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if (entity) yield entity;
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} else if (target === "random") {
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const aliveEnemies = [...getAliveEnemies(game.value)];
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if (aliveEnemies.length === 0) return;
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const index = game.rng.nextInt(aliveEnemies.length);
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yield aliveEnemies[index];
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}
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}
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export function getCombatEntity(state: CombatState, entityKey: string){
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return entityKey === 'player' ? state.player : state.enemies.find(e => e.id === entityKey);
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export function getCombatEntity(state: CombatState, entityKey: string) {
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return entityKey === "player"
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? state.player
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: state.enemies.find((e) => e.id === entityKey);
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}
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export function canPlayCard(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): boolean {
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if (costType === 'energy') {
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return player.energy >= costCount;
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}
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if (costType === 'uses') {
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const item = inventory.items.get(itemId);
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if (!item || !item.meta) return false;
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const depletion = item.meta.depletion ?? 0;
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return depletion < costCount;
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}
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return true;
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export function canPlayCard(
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player: PlayerEntity,
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costType: CardData["costType"],
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costCount: number,
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itemId: string,
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inventory: GridInventory<GameItemMeta>,
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): boolean {
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if (costType === "energy") {
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return player.energy >= costCount;
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}
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if (costType === "uses") {
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const item = inventory.items.get(itemId);
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if (!item || !item.meta) return false;
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const depletion = item.meta.consumedUses ?? 0;
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return depletion < costCount;
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}
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return true;
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}
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export function payCardCost(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): void {
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if (costType === 'energy') {
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player.energy -= costCount;
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} else if (costType === 'uses') {
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const item = inventory.items.get(itemId);
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if (item && item.meta) {
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item.meta.depletion = (item.meta.depletion ?? 0) + costCount;
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}
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export function payCardCost(
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player: PlayerEntity,
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costType: CardData["costType"],
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costCount: number,
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itemId: string,
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inventory: GridInventory<GameItemMeta>,
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): void {
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if (costType === "energy") {
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player.energy -= costCount;
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} else if (costType === "uses") {
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const item = inventory.items.get(itemId);
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if (item && item.meta) {
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item.meta.consumedUses = (item.meta.consumedUses ?? 0) + costCount;
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}
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}
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}
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@ -1,32 +1,32 @@
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import type { PointCrawlMap } from '../map/types';
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import type { GridInventory, InventoryItem } from '../grid-inventory/types';
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import type { ParsedShape } from '../utils/parse-shape';
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import {ItemData} from "@/samples/slay-the-spire-like/system/types";
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import type { PointCrawlMap } from "../map/types";
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import type { GridInventory, InventoryItem } from "../grid-inventory/types";
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import type { ParsedShape } from "../utils/parse-shape";
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import { ItemData } from "@/samples/slay-the-spire-like/system/types";
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/**
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* Result of an encounter (combat, event, etc.).
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*/
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export interface EncounterResult {
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/** Gold earned from the encounter */
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goldEarned?: number;
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/** HP lost during the encounter */
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hpLost?: number;
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/** HP gained (e.g., from camp heal) */
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hpGained?: number;
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/** Item IDs rewarded */
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itemRewards?: string[];
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/** Gold earned from the encounter */
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goldEarned?: number;
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/** HP lost during the encounter */
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hpLost?: number;
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/** HP gained (e.g., from camp heal) */
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hpGained?: number;
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/** Item IDs rewarded */
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itemRewards?: string[];
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}
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/**
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* Runtime state of an encounter at a specific node.
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*/
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export interface EncounterState {
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/** The node ID where this encounter is located */
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nodeId: string;
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/** Whether the encounter has been resolved */
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resolved: boolean;
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/** Optional result data after resolution */
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result?: EncounterResult;
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/** The node ID where this encounter is located */
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nodeId: string;
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/** Whether the encounter has been resolved */
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resolved: boolean;
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/** Optional result data after resolution */
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result?: EncounterResult;
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}
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/**
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@ -34,12 +34,14 @@ export interface EncounterState {
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* Bridges CSV item data with the grid inventory system.
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*/
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export interface GameItemMeta {
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/** Original CSV item data */
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itemData: ItemData;
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/** Parsed shape for grid placement */
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shape: ParsedShape;
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/** Consumed uses, if card cost type is uses**/
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depletion?: number;
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/** Original CSV item data */
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itemData: ItemData;
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/** Parsed shape for grid placement */
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shape: ParsedShape;
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/** Consumed uses, if card cost type is uses**/
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consumedUses?: number;
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/** Effects applied to the item */
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effects?: Record<string, number>;
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}
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/**
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@ -52,12 +54,12 @@ export type GameItem = InventoryItem<GameItemMeta>;
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* Player runtime state.
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*/
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export interface PlayerState {
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/** Maximum HP */
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maxHp: number;
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/** Current HP */
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currentHp: number;
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/** Current gold */
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gold: number;
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/** Maximum HP */
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maxHp: number;
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/** Current HP */
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currentHp: number;
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/** Current gold */
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gold: number;
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}
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/**
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@ -65,23 +67,25 @@ export interface PlayerState {
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* Designed to be used inside `MutableSignal.produce()` callbacks.
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*/
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export interface RunState {
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/** Generated point crawl map */
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map: PointCrawlMap;
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/** Player HP and gold */
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player: PlayerState;
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/** Grid inventory with placed items */
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inventory: GridInventory<GameItemMeta>;
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/** Current node ID where the player is located */
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currentNodeId: string;
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/** State of the encounter at the current node */
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currentEncounter: EncounterState;
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/** Set of node IDs whose encounters have been resolved */
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resolvedNodeIds: Set<string>;
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/** Internal counter for generating unique item instance IDs */
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_idCounter: { value: number };
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/** Generated point crawl map */
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map: PointCrawlMap;
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/** Player HP and gold */
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player: PlayerState;
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/** Grid inventory with placed items */
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inventory: GridInventory<GameItemMeta>;
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/** Current node ID where the player is located */
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currentNodeId: string;
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/** State of the encounter at the current node */
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currentEncounter: EncounterState;
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/** Set of node IDs whose encounters have been resolved */
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resolvedNodeIds: Set<string>;
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/** Internal counter for generating unique item instance IDs */
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_idCounter: { value: number };
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}
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/**
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* Result of a mutation operation on the run state.
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*/
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export type RunMutationResult = { success: true } | { success: false; reason: string };
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export type RunMutationResult =
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| { success: true }
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| { success: false; reason: string };
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|
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@ -82,7 +82,7 @@ function createItem(
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description: "",
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},
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shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
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depletion: costType === "uses" ? depletion : undefined,
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consumedUses: costType === "uses" ? depletion : undefined,
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},
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};
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}
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@ -591,7 +591,7 @@ describe("combat/effects", () => {
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payCardCost(player, "uses", 3, "potion-1", inventory);
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expect(item.meta?.depletion).toBe(4);
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expect(item.meta?.consumedUses).toBe(4);
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});
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it("should do nothing for none cost card", () => {
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