feat: rng & commands impl & tests

This commit is contained in:
hyper
2026-04-01 17:34:21 +08:00
parent ea337acacb
commit df9698b67b
10 changed files with 835 additions and 221 deletions
+7 -2
View File
@@ -26,7 +26,7 @@ export const GameContext = createModel((root: Context) => {
}
}
}
return {
parts,
regions,
@@ -35,4 +35,9 @@ export const GameContext = createModel((root: Context) => {
popContext,
latestContext,
}
})
})
/** 创建游戏上下文实例 */
export function createGameContext(root: Context = { type: 'game' }) {
return new GameContext(root);
}
+58 -4
View File
@@ -5,7 +5,7 @@ import {RNG} from "../utils/rng";
export type Region = Entity & {
// aligning axes of the region
axes: RegionAxis[];
// current children; expect no overlapped positions
children: EntityAccessor<Part>[];
}
@@ -27,7 +27,49 @@ export type RegionAxis = {
*/
export function applyAlign(region: Region){
for (const axis of region.axes) {
// TODO implement this
if (region.children.length === 0) continue;
// 获取当前轴向上的所有位置
const positions = region.children.map(accessor => accessor.value.position);
// 根据当前轴的位置排序 children
region.children.sort((a, b) => {
const posA = a.value.position[0] ?? 0;
const posB = b.value.position[0] ?? 0;
return posA - posB;
});
if (axis.align === 'start' && axis.min !== undefined) {
// 从 min 开始紧凑排列
region.children.forEach((accessor, index) => {
const currentPos = accessor.value.position.slice();
currentPos[0] = axis.min! + index;
accessor.value.position = currentPos;
});
} else if (axis.align === 'end' && axis.max !== undefined) {
// 从 max 开始向前紧凑排列
const count = region.children.length;
region.children.forEach((accessor, index) => {
const currentPos = accessor.value.position.slice();
currentPos[0] = axis.max! - (count - 1 - index);
accessor.value.position = currentPos;
});
} else if (axis.align === 'center') {
// 居中排列
const count = region.children.length;
const min = axis.min ?? 0;
const max = axis.max ?? count - 1;
const range = max - min;
const center = min + range / 2;
region.children.forEach((accessor, index) => {
const currentPos = accessor.value.position.slice();
// 计算相对于中心的偏移
const offset = index - (count - 1) / 2;
currentPos[0] = center + offset;
accessor.value.position = currentPos;
});
}
}
}
@@ -37,5 +79,17 @@ export function applyAlign(region: Region){
* @param rng
*/
export function shuffle(region: Region, rng: RNG){
// TODO implement this
}
if (region.children.length <= 1) return;
// Fisher-Yates 洗牌算法
const children = [...region.children];
for (let i = children.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1);
// 交换位置
const posI = children[i].value.position.slice();
const posJ = children[j].value.position.slice();
children[i].value.position = posJ;
children[j].value.position = posI;
}
}
+63 -7
View File
@@ -9,24 +9,80 @@ export type RuleContext<T> = Context & {
resolution?: T;
}
function invokeRuleContext<T>(pushContext: (context: Context) => void, type: string, rule: Generator<string, T, Command>){
/**
* 调用规则生成器并管理其上下文
* @param pushContext - 用于推送上下文到上下文栈的函数
* @param type - 规则类型
* @param rule - 规则生成器函数
* @returns 规则执行结果
*/
export function invokeRuleContext<T>(
pushContext: (context: Context) => void,
type: string,
rule: Generator<string, T, Command>
): RuleContext<T> {
const ctx: RuleContext<T> = {
type,
actions: [],
handledActions: 0,
invocations: [],
resolution: undefined,
}
};
// 执行生成器直到完成或需要等待动作
const executeRule = () => {
try {
const result = rule.next();
if (result.done) {
// 规则执行完成,设置结果
ctx.resolution = result.value;
return;
}
// 如果生成器 yield 了一个动作类型,等待处理
// 这里可以扩展为实际的动作处理逻辑
const actionType = result.value;
// 继续执行直到有动作需要处理或规则完成
if (!result.done) {
executeRule();
}
} catch (error) {
// 规则执行出错,抛出错误
throw error;
}
};
// 使用 effect 来跟踪响应式依赖
const dispose = effect(() => {
if(ctx.resolution) {
if (ctx.resolution !== undefined) {
dispose();
return;
}
executeRule();
});
pushContext(rule);
// 将规则上下文推入栈中
pushContext(ctx);
return ctx;
}
function* rule(){
const play: Command = yield 'play';
}
/**
* 创建一个规则生成器辅助函数
* @param type - 规则类型
* @param fn - 规则逻辑函数
*/
export function createRule<T>(
type: string,
fn: (ctx: RuleContext<T>) => Generator<string, T, Command>
): Generator<string, T, Command> {
return fn({
type,
actions: [],
handledActions: 0,
invocations: [],
resolution: undefined,
});
}