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:
hypercross 2026-04-22 19:35:37 +08:00
parent 38fd46618e
commit a5e2e4888e
7 changed files with 170 additions and 160 deletions

View File

@ -2,26 +2,20 @@ import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
import { moveToRegion } from "@/core/region";
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
import getEffects from "../effect.csv";
import getCards from "../card.csv";
export function addInstantEffectTriggers(triggers: Triggers) {
const effects = getEffects();
const cards = getCards();
function findEffect(id: string): EffectData {
const found = effects.find((e: EffectData) => e.id === id);
if (found) return found;
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
}
function findCard(id: string) {
return cards.find(c => c.id === id);
return cards.find((c) => c.id === id);
}
function createStatusCard(draft: CombatGameContext["value"], cardId: string): void {
function createStatusCard(
draft: CombatGameContext["value"],
cardId: string,
): void {
const cardData = findCard(cardId);
if (!cardData) return;
@ -48,7 +42,7 @@ export function addInstantEffectTriggers(triggers: Triggers) {
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
const seen = new Set<string>();
const result: typeof state.enemies[number]["enemy"][] = [];
const result: (typeof state.enemies)[number]["enemy"][] = [];
for (const enemy of state.enemies) {
if (!seen.has(enemy.enemy.id)) {
seen.add(enemy.enemy.id);
@ -58,16 +52,24 @@ export function addInstantEffectTriggers(triggers: Triggers) {
return result;
}
function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) {
function summonEnemy(
draft: CombatGameContext["value"],
enemyId: string,
hp: number,
) {
for (const enemyData of getAllEnemyDataFromState(draft)) {
if (enemyData.id === enemyId) {
const existing = draft.enemies.find(e => e.enemy.id === enemyId && !e.isAlive);
const existing = draft.enemies.find(
(e) => e.enemy.id === enemyId && !e.isAlive,
);
if (existing) {
existing.isAlive = true;
existing.hp = existing.maxHp;
return;
}
const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
const intent =
enemyData.intents.find((i) => i.initialIntent) ??
enemyData.intents[0];
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
const intents: Record<string, typeof intent> = {};
for (const i of enemyData.intents) {
@ -93,16 +95,19 @@ export function addInstantEffectTriggers(triggers: Triggers) {
await triggers.onDamage.execute(ctx.game, {
entityKey: ctx.entityKey,
amount: ctx.stacks,
sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player",
sourceEntityKey:
(ctx.sourceEntityKey ?? ctx.entityKey === "player")
? undefined
: "player",
});
} else if (ctx.effect.id === "draw") {
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
} else if (ctx.effect.id === "gainEnergy") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
draft.player.energy += ctx.stacks;
});
} else if (ctx.effect.id === "removeWound") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
const { cards, regions } = draft.player.deck;
let removed = 0;
const allPileIds = [
@ -113,7 +118,10 @@ export function addInstantEffectTriggers(triggers: Triggers) {
if (removed >= ctx.stacks) break;
const card = cards[cardId];
if (card && card.cardData.id === "wound") {
const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
const sourceRegion =
card.regionId === "drawPile"
? regions.drawPile
: regions.discardPile;
moveToRegion(card, sourceRegion, null);
delete cards[cardId];
removed++;
@ -121,35 +129,37 @@ export function addInstantEffectTriggers(triggers: Triggers) {
}
});
} else if (ctx.effect.id === "venom") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
createStatusCard(draft, "venom");
});
} else if (ctx.effect.id === "vultureEye") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
createStatusCard(draft, "vultureEye");
});
} else if (ctx.effect.id === "static") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
createStatusCard(draft, "static");
});
} else if (ctx.effect.id === "summonMummy") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
summonEnemy(draft, "木乃伊", ctx.stacks);
});
} else if (ctx.effect.id === "summonSandwormLarva") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
summonEnemy(draft, "幼沙虫", ctx.stacks);
});
} else if (ctx.effect.id === "reviveMummy") {
await ctx.game.produceAsync(draft => {
const deadMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
await ctx.game.produceAsync((draft) => {
const deadMummy = draft.enemies.find(
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
);
if (deadMummy) {
deadMummy.isAlive = true;
deadMummy.hp = deadMummy.maxHp;
}
});
} else if (ctx.effect.id === "curse") {
await ctx.game.produceAsync(draft => {
await ctx.game.produceAsync((draft) => {
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
});
}

View File

@ -10,7 +10,7 @@ import {
CardData,
CardEffectTarget,
EffectData,
EffectTarget,
IntentEffectTarget,
} from "@/samples/slay-the-spire-like/system/types";
export function addEffect(
@ -103,25 +103,25 @@ export function* getAliveEnemies(state: CombatState) {
}
export function* getEffectTargets(
target: CardEffectTarget | EffectTarget,
target: CardEffectTarget | IntentEffectTarget,
game: CombatGameContext,
targetId?: string,
sourceEntityKey: "player" | string = "player",
) {
if (target === "all" || target === "team") {
if (target === "eachEnemy") {
for (const enemy of getAliveEnemies(game.value)) {
yield enemy;
}
} else if (target === "self") {
} else if (target === "user") {
const entity = getCombatEntity(game.value, sourceEntityKey);
if (entity) yield entity;
} else if (target === "player") {
yield game.value.player;
} else if (target === "target") {
} else if (target === "eachTarget") {
if (!targetId) return;
const entity = getCombatEntity(game.value, targetId);
if (entity) yield entity;
} else if (target === "random") {
} else if (target === "randomEnemy") {
const aliveEnemies = [...getAliveEnemies(game.value)];
if (aliveEnemies.length === 0) return;
const index = game.rng.nextInt(aliveEnemies.length);

View File

@ -38,12 +38,12 @@ export async function promptMainAction(
}
const { targetType } = cardData;
if (targetType === "single") {
if (targetType === "enemy") {
if (!targetId) throw `请指定目标`;
const target = game.value.enemies.find((e) => e.id === targetId);
if (!target) throw `目标"${targetId}"不存在`;
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
} else if (targetType === "none") {
} else if (targetType === "enemies" || targetType === "player") {
if (targetId) throw `目标"${targetId}"无效`;
}

View File

@ -33,6 +33,7 @@ import type {
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
function createRunContext(
items: Map<string, InventoryItem<GameItemMeta>>,
@ -63,7 +64,7 @@ function createEffect(
id: string,
lifecycle: EffectData["lifecycle"],
): EffectData {
return { id, name: id, description: "", lifecycle };
return { id, name: id, description: "", lifecycle, emoji: "" };
}
function createCard(
@ -78,8 +79,8 @@ function createCard(
type: "item" as const,
costType,
costCount,
targetType: "none" as const,
effects: [] as const,
targetType: "player" as const,
effects: [] as CardEffect[],
};
}

View File

@ -6,7 +6,6 @@ import {
} from "@/core/game";
import { createRegion } from "@/core/region";
import {
createStartWith,
createTriggers,
Triggers,
} from "@/samples/slay-the-spire-like/system/combat/triggers";
@ -30,6 +29,7 @@ import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventor
import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import {
CardEffect,
getCards,
getEffects,
getEncounters,
@ -48,7 +48,7 @@ function createEffect(
): EffectData {
const found = effects.find((e) => e.id === id);
if (found) return found;
return { id, name: id, description: "", lifecycle };
return { id, name: id, description: "", lifecycle, emoji: "" };
}
function createDeckRegions(): DeckRegions {
@ -73,8 +73,8 @@ function createCard(
type: "item" as const,
costType,
costCount,
targetType: "none" as const,
effects: [],
targetType: "player" as const,
effects: [] as CardEffect[],
};
return {
id,
@ -285,7 +285,7 @@ describe("desert triggers", () => {
}),
);
const triggers = getTriggers();
const defendEffect = createEffect("defend", "posture");
const defendEffect = createEffect("defend", "temporary");
ctx._state.produce((draft) => {
draft.player.effects.defend = { data: defendEffect, stacks: 5 };

View File

@ -33,7 +33,7 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
type: "item",
costType: "energy",
costCount: 1,
targetType: "single",
targetType: "enemy",
effects: [],
};
}

View File

@ -12,7 +12,6 @@ import {
getItemAtCell,
getAdjacentItems,
validatePlacement,
type GridInventory,
type InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory";
import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory";
@ -36,7 +35,7 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
type: "item",
costType: "energy",
costCount: 1,
targetType: "single",
targetType: "enemy",
effects: [],
};
}