refactor(slay-the-spire-like): update combat targeting and effect logic
Refactor combat targeting types and effect application logic in the Slay the Spire-like sample. - Update `getEffectTargets` to use `IntentEffectTarget` and more descriptive target keys (e.g., `eachEnemy`, `randomEnemy`). - Update `promptMainAction` to use `enemy` instead of `single` for card target types. - Refactor `addInstantEffectTriggers` to remove unused effect loading and improve enemy/card instantiation logic
This commit is contained in:
@@ -2,157 +2,167 @@ import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
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import { moveToRegion } from "@/core/region";
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import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
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import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
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import getEffects from "../effect.csv";
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import getCards from "../card.csv";
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export function addInstantEffectTriggers(triggers: Triggers) {
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const effects = getEffects();
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const cards = getCards();
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const cards = getCards();
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function findEffect(id: string): EffectData {
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const found = effects.find((e: EffectData) => e.id === id);
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if (found) return found;
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return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
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function findCard(id: string) {
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return cards.find((c) => c.id === id);
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}
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function createStatusCard(
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draft: CombatGameContext["value"],
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cardId: string,
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): void {
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const cardData = findCard(cardId);
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if (!cardData) return;
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const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: instanceId,
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regionId: "",
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position: [],
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itemId: cardId,
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cardData: {
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id: cardData.id,
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name: cardData.name,
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desc: cardData.desc,
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type: cardData.type,
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costType: cardData.costType,
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costCount: cardData.costCount,
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targetType: cardData.targetType,
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effects: cardData.effects,
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},
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};
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draft.player.deck.cards[instanceId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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}
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function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
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const seen = new Set<string>();
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const result: (typeof state.enemies)[number]["enemy"][] = [];
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for (const enemy of state.enemies) {
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if (!seen.has(enemy.enemy.id)) {
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seen.add(enemy.enemy.id);
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result.push(enemy.enemy);
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}
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}
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return result;
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}
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function findCard(id: string) {
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return cards.find(c => c.id === id);
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}
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function createStatusCard(draft: CombatGameContext["value"], cardId: string): void {
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const cardData = findCard(cardId);
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if (!cardData) return;
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const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: instanceId,
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regionId: "",
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position: [],
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itemId: cardId,
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cardData: {
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id: cardData.id,
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name: cardData.name,
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desc: cardData.desc,
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type: cardData.type,
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costType: cardData.costType,
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costCount: cardData.costCount,
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targetType: cardData.targetType,
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effects: cardData.effects,
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},
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};
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draft.player.deck.cards[instanceId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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}
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function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
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const seen = new Set<string>();
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const result: typeof state.enemies[number]["enemy"][] = [];
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for (const enemy of state.enemies) {
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if (!seen.has(enemy.enemy.id)) {
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seen.add(enemy.enemy.id);
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result.push(enemy.enemy);
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}
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function summonEnemy(
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draft: CombatGameContext["value"],
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enemyId: string,
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hp: number,
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) {
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for (const enemyData of getAllEnemyDataFromState(draft)) {
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if (enemyData.id === enemyId) {
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const existing = draft.enemies.find(
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(e) => e.enemy.id === enemyId && !e.isAlive,
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);
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if (existing) {
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existing.isAlive = true;
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existing.hp = existing.maxHp;
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return;
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}
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return result;
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}
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function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) {
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for (const enemyData of getAllEnemyDataFromState(draft)) {
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if (enemyData.id === enemyId) {
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const existing = draft.enemies.find(e => e.enemy.id === enemyId && !e.isAlive);
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if (existing) {
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existing.isAlive = true;
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existing.hp = existing.maxHp;
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return;
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}
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const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
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const instanceId = `${enemyData.id}-${draft.enemies.length}`;
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const intents: Record<string, typeof intent> = {};
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for (const i of enemyData.intents) {
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intents[i.id] = i;
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}
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draft.enemies.push({
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id: instanceId,
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enemy: enemyData,
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hp,
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maxHp: hp,
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isAlive: true,
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effects: {},
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intents,
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currentIntent: intent,
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});
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break;
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}
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const intent =
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enemyData.intents.find((i) => i.initialIntent) ??
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enemyData.intents[0];
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const instanceId = `${enemyData.id}-${draft.enemies.length}`;
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const intents: Record<string, typeof intent> = {};
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for (const i of enemyData.intents) {
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intents[i.id] = i;
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}
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draft.enemies.push({
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id: instanceId,
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enemy: enemyData,
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hp,
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maxHp: hp,
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isAlive: true,
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effects: {},
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intents,
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currentIntent: intent,
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});
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break;
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}
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}
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}
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triggers.onEffectApplied.use(async (ctx, next) => {
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if (ctx.effect.id === "attack") {
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await triggers.onDamage.execute(ctx.game, {
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entityKey: ctx.entityKey,
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amount: ctx.stacks,
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sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player",
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});
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} else if (ctx.effect.id === "draw") {
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await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
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} else if (ctx.effect.id === "gainEnergy") {
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await ctx.game.produceAsync(draft => {
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draft.player.energy += ctx.stacks;
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});
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} else if (ctx.effect.id === "removeWound") {
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await ctx.game.produceAsync(draft => {
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const { cards, regions } = draft.player.deck;
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let removed = 0;
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const allPileIds = [
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...regions.drawPile.childIds,
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...regions.discardPile.childIds,
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];
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for (const cardId of allPileIds) {
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if (removed >= ctx.stacks) break;
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const card = cards[cardId];
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if (card && card.cardData.id === "wound") {
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const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
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moveToRegion(card, sourceRegion, null);
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delete cards[cardId];
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removed++;
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}
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}
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});
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} else if (ctx.effect.id === "venom") {
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await ctx.game.produceAsync(draft => {
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createStatusCard(draft, "venom");
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});
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} else if (ctx.effect.id === "vultureEye") {
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await ctx.game.produceAsync(draft => {
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createStatusCard(draft, "vultureEye");
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});
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} else if (ctx.effect.id === "static") {
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await ctx.game.produceAsync(draft => {
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createStatusCard(draft, "static");
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});
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} else if (ctx.effect.id === "summonMummy") {
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await ctx.game.produceAsync(draft => {
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summonEnemy(draft, "木乃伊", ctx.stacks);
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});
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} else if (ctx.effect.id === "summonSandwormLarva") {
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await ctx.game.produceAsync(draft => {
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summonEnemy(draft, "幼沙虫", ctx.stacks);
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});
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} else if (ctx.effect.id === "reviveMummy") {
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await ctx.game.produceAsync(draft => {
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const deadMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
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if (deadMummy) {
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deadMummy.isAlive = true;
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deadMummy.hp = deadMummy.maxHp;
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}
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});
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} else if (ctx.effect.id === "curse") {
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await ctx.game.produceAsync(draft => {
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addEntityEffect(draft.player, ctx.effect, ctx.stacks);
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});
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triggers.onEffectApplied.use(async (ctx, next) => {
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if (ctx.effect.id === "attack") {
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await triggers.onDamage.execute(ctx.game, {
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entityKey: ctx.entityKey,
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amount: ctx.stacks,
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sourceEntityKey:
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(ctx.sourceEntityKey ?? ctx.entityKey === "player")
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? undefined
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: "player",
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});
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} else if (ctx.effect.id === "draw") {
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await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
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} else if (ctx.effect.id === "gainEnergy") {
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await ctx.game.produceAsync((draft) => {
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draft.player.energy += ctx.stacks;
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});
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} else if (ctx.effect.id === "removeWound") {
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await ctx.game.produceAsync((draft) => {
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const { cards, regions } = draft.player.deck;
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let removed = 0;
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const allPileIds = [
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...regions.drawPile.childIds,
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...regions.discardPile.childIds,
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];
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for (const cardId of allPileIds) {
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if (removed >= ctx.stacks) break;
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const card = cards[cardId];
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if (card && card.cardData.id === "wound") {
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const sourceRegion =
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card.regionId === "drawPile"
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? regions.drawPile
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: regions.discardPile;
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moveToRegion(card, sourceRegion, null);
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delete cards[cardId];
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removed++;
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}
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}
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await next();
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});
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});
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} else if (ctx.effect.id === "venom") {
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await ctx.game.produceAsync((draft) => {
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createStatusCard(draft, "venom");
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});
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} else if (ctx.effect.id === "vultureEye") {
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await ctx.game.produceAsync((draft) => {
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createStatusCard(draft, "vultureEye");
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});
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} else if (ctx.effect.id === "static") {
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await ctx.game.produceAsync((draft) => {
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createStatusCard(draft, "static");
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});
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} else if (ctx.effect.id === "summonMummy") {
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await ctx.game.produceAsync((draft) => {
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summonEnemy(draft, "木乃伊", ctx.stacks);
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});
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} else if (ctx.effect.id === "summonSandwormLarva") {
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await ctx.game.produceAsync((draft) => {
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summonEnemy(draft, "幼沙虫", ctx.stacks);
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});
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} else if (ctx.effect.id === "reviveMummy") {
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await ctx.game.produceAsync((draft) => {
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const deadMummy = draft.enemies.find(
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(e) => e.enemy.id === "木乃伊" && !e.isAlive,
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);
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if (deadMummy) {
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deadMummy.isAlive = true;
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deadMummy.hp = deadMummy.maxHp;
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}
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});
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} else if (ctx.effect.id === "curse") {
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await ctx.game.produceAsync((draft) => {
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addEntityEffect(draft.player, ctx.effect, ctx.stacks);
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});
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}
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await next();
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});
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}
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@@ -10,7 +10,7 @@ import {
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CardData,
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CardEffectTarget,
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EffectData,
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EffectTarget,
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IntentEffectTarget,
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} from "@/samples/slay-the-spire-like/system/types";
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export function addEffect(
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@@ -103,25 +103,25 @@ export function* getAliveEnemies(state: CombatState) {
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}
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export function* getEffectTargets(
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target: CardEffectTarget | EffectTarget,
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target: CardEffectTarget | IntentEffectTarget,
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game: CombatGameContext,
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targetId?: string,
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sourceEntityKey: "player" | string = "player",
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) {
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if (target === "all" || target === "team") {
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if (target === "eachEnemy") {
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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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} else if (target === "user") {
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const entity = getCombatEntity(game.value, sourceEntityKey);
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if (entity) yield entity;
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} else if (target === "player") {
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yield game.value.player;
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} else if (target === "target") {
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} else if (target === "eachTarget") {
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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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} else if (target === "randomEnemy") {
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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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@@ -38,12 +38,12 @@ export async function promptMainAction(
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}
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const { targetType } = cardData;
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if (targetType === "single") {
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if (targetType === "enemy") {
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if (!targetId) throw `请指定目标`;
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const target = game.value.enemies.find((e) => e.id === targetId);
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if (!target) throw `目标"${targetId}"不存在`;
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if (!target.isAlive) throw `目标"${targetId}"已死亡`;
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} else if (targetType === "none") {
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} else if (targetType === "enemies" || targetType === "player") {
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if (targetId) throw `目标"${targetId}"无效`;
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}
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