refactor: reorganize trigger code
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import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
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import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
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import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import getEffects from "../effect.csv";
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export function addCardEventTriggers(triggers: Triggers) {
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const effects = getEffects();
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function findEffect(id: string): EffectData {
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const found = effects.find(e => 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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}
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// storm: give static card to player when storm enemy attacks
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triggers.onEnemyIntent.use(async (ctx, next) => {
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await next();
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const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
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if (!enemy || !enemy.isAlive) return;
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const storm = enemy.effects.storm?.stacks ?? 0;
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if (storm > 0) {
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for (let i = 0; i < storm; i++) {
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await triggers.onEffectApplied.execute(ctx.game, {
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effect: findEffect("static"),
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entityKey: "player",
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stacks: 1,
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sourceEntityKey: ctx.enemyId,
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});
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}
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}
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});
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// crossbow: replay other crossbows on same target
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triggers.onEffectApplied.use(async (ctx, next) => {
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await next();
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if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
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const { cards, regions } = ctx.game.value.player.deck;
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const handIds = [...regions.hand.childIds];
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for (const id of handIds) {
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const card = cards[id];
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if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
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await triggers.onCardPlayed.execute(ctx.game, {
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cardId: id,
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targetId: ctx.targetId,
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sourceEntityKey: "player",
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});
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}
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}
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});
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// burnForEnergy: consume adjacent item, gain energy when its card is played
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triggers.onCardPlayed.use(async (ctx, next) => {
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await next();
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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if (!card) return;
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const playedItemId = card.itemId;
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const adjacent = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, playedItemId);
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for (const [adjItemId] of adjacent) {
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const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
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if (!adjEffects) continue;
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const burn = adjEffects.burnForEnergy;
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if (!burn || burn.stacks <= 0) continue;
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await ctx.game.produceAsync(draft => {
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const item = draft.inventory.items.get(adjItemId);
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if (item) {
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draft.inventory.items.delete(adjItemId);
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}
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draft.player.energy += burn.stacks;
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delete draft.player.itemEffects[adjItemId];
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});
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break;
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}
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});
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// sandwormKing: heal 10 hp when player discards fatigue
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triggers.onCardDiscarded.use(async (ctx, next) => {
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await next();
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const card = ctx.game.value.player.deck.cards[ctx.cardId];
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if (!card || card.cardData.id !== "fatigue") return;
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const sandwormKing = ctx.game.value.enemies.find(
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e => e.enemy.id === "沙虫王" && e.isAlive
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);
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if (!sandwormKing) return;
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await ctx.game.produceAsync(draft => {
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const king = draft.enemies.find(e => e.id === sandwormKing.id);
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if (king) {
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king.hp = Math.min(king.hp + 10, king.maxHp);
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}
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});
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});
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// vulture: give vultureEye when vulture deals damage
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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const dealt = ctx.amount - (ctx.prevented ?? 0);
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if (dealt <= 0 || !ctx.sourceEntityKey) return;
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫") return;
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await triggers.onEffectApplied.execute(ctx.game, {
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effect: findEffect("vultureEye"),
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entityKey: "player",
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stacks: 1,
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sourceEntityKey: ctx.sourceEntityKey,
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});
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});
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}
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@ -0,0 +1,192 @@
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import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import {
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addEntityEffect,
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getCombatEntity,
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} from "@/samples/slay-the-spire-like/system/combat/effects";
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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 getEffects from "../effect.csv";
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export function addDamageTriggers(triggers: Triggers) {
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const effects = getEffects();
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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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}
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// block / damage prevention
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity) return;
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let preventable = ctx.amount - (ctx.prevented ?? 0);
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const blocks = entity.effects.defend?.stacks ?? 0;
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const blocked = Math.min(blocks, preventable);
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if (blocked) {
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ctx.prevented = (ctx.prevented ?? 0) + blocked;
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preventable -= blocked;
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}
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const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
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if (damageReduce > 0) {
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const reduced = Math.min(damageReduce, preventable);
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ctx.prevented = (ctx.prevented ?? 0) + reduced;
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preventable -= reduced;
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}
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const expose = entity.effects.expose?.stacks ?? 0;
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if (expose > 0) {
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ctx.amount += expose;
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}
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await next();
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});
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// spike: damage attacker
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triggers.onDamage.use(async (ctx, next) => {
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await next();
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if (ctx.amount - (ctx.prevented ?? 0) <= 0) return;
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity || !entity.isAlive) return;
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const spike = entity.effects.spike?.stacks ?? 0;
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if (spike > 0 && ctx.sourceEntityKey) {
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await triggers.onDamage.execute(ctx.game, {
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entityKey: ctx.sourceEntityKey,
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amount: spike,
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sourceEntityKey: ctx.entityKey,
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});
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}
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});
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// energyDrain: player loses energy when enemy takes damage
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity) return;
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const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
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if (energyDrain > 0 && ctx.entityKey !== "player") {
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const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0));
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if (dealt > 0) {
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await ctx.game.produceAsync(draft => {
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draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
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});
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}
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}
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await next();
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});
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// molt: enemy flees if molt >= maxHp
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (!entity || !entity.isAlive) {
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await next();
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return;
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}
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const molt = entity.effects.molt?.stacks ?? 0;
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if (molt >= entity.maxHp) {
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await ctx.game.produceAsync(draft => {
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const e = draft.enemies.find(en => en.id === ctx.entityKey);
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if (e) {
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e.isAlive = false;
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e.hp = 0;
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}
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draft.result = draft.enemies.every(en => !en.isAlive) ? "victory" : null;
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});
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if (ctx.game.value.result) throw ctx.game.value;
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return;
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}
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await next();
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});
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// aim: double damage, lose aim on damage
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triggers.onDamage.use(async (ctx, next) => {
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if (ctx.sourceEntityKey === "player") {
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const player = ctx.game.value.player;
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const aim = player.effects.aim?.stacks ?? 0;
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if (aim > 0) {
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ctx.amount *= 2;
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}
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}
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await next();
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});
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// roll: consume 10 roll per 10 damage
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triggers.onDamage.use(async (ctx, next) => {
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if (ctx.sourceEntityKey === "player") {
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const player = ctx.game.value.player;
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const roll = player.effects.roll?.stacks ?? 0;
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if (roll >= 10) {
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const rollDamage = Math.floor(roll / 10) * 10;
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ctx.amount += rollDamage;
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await ctx.game.produceAsync(draft => {
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addEntityEffect(draft.player, findEffect("roll"), -rollDamage);
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});
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}
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}
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await next();
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});
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// tailSting: bonus damage on attack
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triggers.onDamage.use(async (ctx, next) => {
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if (ctx.sourceEntityKey && ctx.sourceEntityKey !== "player") {
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (attacker) {
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const tailSting = attacker.effects.tailSting?.stacks ?? 0;
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if (tailSting > 0) {
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ctx.amount += tailSting;
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}
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}
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}
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await next();
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});
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// charge: double damage dealt/received, consume equal charge
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triggers.onDamage.use(async (ctx, next) => {
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const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
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if (entity) {
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const charge = entity.effects.charge?.stacks ?? 0;
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if (charge > 0) {
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const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0));
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const consumed = Math.min(charge, dealt);
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ctx.amount += dealt;
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if (consumed > 0) {
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await ctx.game.produceAsync(draft => {
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const e = getCombatEntity(draft, ctx.entityKey);
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if (e) addEntityEffect(e, findEffect("charge"), -consumed);
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});
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}
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}
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}
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if (ctx.sourceEntityKey) {
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const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
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if (attacker) {
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const charge = attacker.effects.charge?.stacks ?? 0;
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if (charge > 0) {
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const baseAmount = ctx.amount;
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const targetEntity = getCombatEntity(ctx.game.value, ctx.entityKey);
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const dealt = Math.min(Math.max(0, targetEntity?.hp ?? 0), baseAmount - (ctx.prevented ?? 0));
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const consumed = Math.min(charge, dealt);
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ctx.amount += dealt;
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if (consumed > 0) {
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await ctx.game.produceAsync(draft => {
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const a = getCombatEntity(draft, ctx.sourceEntityKey!);
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if (a) addEntityEffect(a, findEffect("charge"), -consumed);
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});
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}
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}
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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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@ -1,555 +1,12 @@
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import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import {
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addEntityEffect,
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getCombatEntity,
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} 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 { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
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import getEffects from "../effect.csv";
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import { addInstantEffectTriggers } from "./instant";
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import { addDamageTriggers } from "./damage";
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import { addTurnStartTriggers } from "./turn-start";
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import { addCardEventTriggers } from "./card-events";
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export function addEffectTriggers(triggers: Triggers) {
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const effects = getEffects();
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// ========== instant effects ==========
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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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const cardId = `venom-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: cardId,
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regionId: "",
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position: [],
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itemId: "venom",
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cardData: {
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id: "venom",
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name: "蛇毒",
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desc: "弃掉时受到3点伤害",
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type: "status",
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costType: "energy",
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costCount: 1,
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targetType: "none",
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effects: [["onDiscard", "self", ctx.effect, 3]],
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},
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};
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draft.player.deck.cards[cardId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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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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const cardId = `vultureEye-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: cardId,
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regionId: "",
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position: [],
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itemId: "vultureEye",
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cardData: {
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id: "vultureEye",
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name: "秃鹫之眼",
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desc: "抓到时获得3层暴露",
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type: "status",
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costType: "none",
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costCount: 0,
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targetType: "none",
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effects: [["onDraw", "self", ctx.effect, 3]],
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},
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};
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draft.player.deck.cards[cardId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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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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const cardId = `static-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
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const card: GameCard = {
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id: cardId,
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regionId: "",
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position: [],
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itemId: "static",
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cardData: {
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id: "static",
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name: "静电",
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desc: "在手里时受电击伤害+1",
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type: "status",
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costType: "none",
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costCount: 0,
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targetType: "none",
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effects: [["onDraw", "self", ctx.effect, 1]],
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},
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};
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draft.player.deck.cards[cardId] = card;
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moveToRegion(card, null, draft.player.deck.regions.drawPile);
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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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for (const enemyData of getAllEnemyData(ctx.game)) {
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if (enemyData.id === "木乃伊") {
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const existingMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
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if (existingMummy) {
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existingMummy.isAlive = true;
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existingMummy.hp = existingMummy.maxHp;
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return;
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}
|
||||
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) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp: ctx.stacks,
|
||||
maxHp: ctx.stacks,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
for (const enemyData of getAllEnemyData(ctx.game)) {
|
||||
if (enemyData.id === "幼沙虫") {
|
||||
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) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp: ctx.stacks,
|
||||
maxHp: ctx.stacks,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
} 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);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== block / damage prevention ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity) return;
|
||||
|
||||
let preventable = ctx.amount - (ctx.prevented ?? 0);
|
||||
|
||||
const blocks = entity.effects.defend?.stacks ?? 0;
|
||||
const blocked = Math.min(blocks, preventable);
|
||||
if (blocked) {
|
||||
ctx.prevented = (ctx.prevented ?? 0) + blocked;
|
||||
preventable -= blocked;
|
||||
}
|
||||
|
||||
const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
|
||||
if (damageReduce > 0) {
|
||||
const reduced = Math.min(damageReduce, preventable);
|
||||
ctx.prevented = (ctx.prevented ?? 0) + reduced;
|
||||
preventable -= reduced;
|
||||
}
|
||||
|
||||
const expose = entity.effects.expose?.stacks ?? 0;
|
||||
if (expose > 0) {
|
||||
ctx.amount += expose;
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== spike: damage attacker ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
if (ctx.amount - (ctx.prevented ?? 0) <= 0) return;
|
||||
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity || !entity.isAlive) return;
|
||||
|
||||
const spike = entity.effects.spike?.stacks ?? 0;
|
||||
if (spike > 0 && ctx.sourceEntityKey) {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityKey: ctx.sourceEntityKey,
|
||||
amount: spike,
|
||||
sourceEntityKey: ctx.entityKey,
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
// ========== storm: give static card to player when storm enemy attacks ==========
|
||||
triggers.onEnemyIntent.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
|
||||
if (!enemy || !enemy.isAlive) return;
|
||||
|
||||
const storm = enemy.effects.storm?.stacks ?? 0;
|
||||
if (storm > 0) {
|
||||
for (let i = 0; i < storm; i++) {
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("static"),
|
||||
entityKey: "player",
|
||||
stacks: 1,
|
||||
sourceEntityKey: ctx.enemyId,
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// ========== energyDrain: player loses energy when enemy takes damage ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity) return;
|
||||
|
||||
const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
|
||||
if (energyDrain > 0 && ctx.entityKey !== "player") {
|
||||
const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0));
|
||||
if (dealt > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== molt: enemy flees if molt >= maxHp ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity || !entity.isAlive) {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const molt = entity.effects.molt?.stacks ?? 0;
|
||||
if (molt >= entity.maxHp) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const e = draft.enemies.find(en => en.id === ctx.entityKey);
|
||||
if (e) {
|
||||
e.isAlive = false;
|
||||
e.hp = 0;
|
||||
}
|
||||
draft.result = draft.enemies.every(en => !en.isAlive) ? "victory" : null;
|
||||
});
|
||||
if (ctx.game.value.result) throw ctx.game.value;
|
||||
return;
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== discard: random discard at turn start ==========
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const discard = ctx.game.value.player.effects.discard;
|
||||
if (discard && discard.stacks > 0) {
|
||||
const handIds = [...ctx.game.value.player.deck.regions.hand.childIds];
|
||||
if (handIds.length > 0) {
|
||||
const randomIndex = ctx.game.rng.nextInt(handIds.length);
|
||||
const randomCardId = handIds[randomIndex];
|
||||
await triggers.onCardDiscarded.execute(ctx.game, { cardId: randomCardId });
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== defendNext: gain block next turn ==========
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const defendNext = ctx.game.value.player.effects.defendNext;
|
||||
if (defendNext && defendNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
|
||||
addEntityEffect(draft.player, defendNext.data, -defendNext.stacks);
|
||||
});
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== energyNext: gain energy next turn ==========
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const energyNext = ctx.game.value.player.effects.energyNext;
|
||||
if (energyNext && energyNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
draft.player.energy += energyNext.stacks;
|
||||
addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
|
||||
});
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== drawNext: draw extra cards next turn ==========
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const drawNext = ctx.game.value.player.effects.drawNext;
|
||||
if (drawNext && drawNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
|
||||
});
|
||||
await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== aim: double damage, lose aim on damage ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityKey === "player") {
|
||||
const player = ctx.game.value.player;
|
||||
const aim = player.effects.aim?.stacks ?? 0;
|
||||
if (aim > 0) {
|
||||
ctx.amount *= 2;
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== roll: consume 10 roll per 10 damage ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityKey === "player") {
|
||||
const player = ctx.game.value.player;
|
||||
const roll = player.effects.roll?.stacks ?? 0;
|
||||
if (roll >= 10) {
|
||||
const rollDamage = Math.floor(roll / 10) * 10;
|
||||
ctx.amount += rollDamage;
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, findEffect("roll"), -rollDamage);
|
||||
});
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== tailSting: bonus damage on attack ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityKey && ctx.sourceEntityKey !== "player") {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
|
||||
if (attacker) {
|
||||
const tailSting = attacker.effects.tailSting?.stacks ?? 0;
|
||||
if (tailSting > 0) {
|
||||
ctx.amount += tailSting;
|
||||
}
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== charge: double damage dealt/received, consume equal charge ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (entity) {
|
||||
const charge = entity.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0));
|
||||
const consumed = Math.min(charge, dealt);
|
||||
ctx.amount += dealt;
|
||||
if (consumed > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const e = getCombatEntity(draft, ctx.entityKey);
|
||||
if (e) addEntityEffect(e, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx.sourceEntityKey) {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
|
||||
if (attacker) {
|
||||
const charge = attacker.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const baseAmount = ctx.amount;
|
||||
const targetEntity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
const dealt = Math.min(Math.max(0, targetEntity?.hp ?? 0), baseAmount - (ctx.prevented ?? 0));
|
||||
const consumed = Math.min(charge, dealt);
|
||||
ctx.amount += dealt;
|
||||
if (consumed > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const a = getCombatEntity(draft, ctx.sourceEntityKey!);
|
||||
if (a) addEntityEffect(a, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// ========== crossbow: replay other crossbows on same target ==========
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
|
||||
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const handIds = [...regions.hand.childIds];
|
||||
for (const id of handIds) {
|
||||
const card = cards[id];
|
||||
if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
|
||||
await triggers.onCardPlayed.execute(ctx.game, {
|
||||
cardId: id,
|
||||
targetId: ctx.targetId,
|
||||
sourceEntityKey: "player",
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// ========== burnForEnergy: consume adjacent item, gain energy when its card is played ==========
|
||||
triggers.onCardPlayed.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
if (!card) return;
|
||||
const playedItemId = card.itemId;
|
||||
|
||||
const adjacent = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, playedItemId);
|
||||
for (const [adjItemId] of adjacent) {
|
||||
const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
|
||||
if (!adjEffects) continue;
|
||||
const burn = adjEffects.burnForEnergy;
|
||||
if (!burn || burn.stacks <= 0) continue;
|
||||
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const item = draft.inventory.items.get(adjItemId);
|
||||
if (item) {
|
||||
draft.inventory.items.delete(adjItemId);
|
||||
}
|
||||
draft.player.energy += burn.stacks;
|
||||
delete draft.player.itemEffects[adjItemId];
|
||||
});
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
// ========== sandwormKing: heal 10 hp when player discards fatigue ==========
|
||||
triggers.onCardDiscarded.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
if (!card || card.cardData.id !== "fatigue") return;
|
||||
|
||||
const sandwormKing = ctx.game.value.enemies.find(
|
||||
e => e.enemy.id === "沙虫王" && e.isAlive
|
||||
);
|
||||
if (!sandwormKing) return;
|
||||
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const king = draft.enemies.find(e => e.id === sandwormKing.id);
|
||||
if (king) {
|
||||
king.hp = Math.min(king.hp + 10, king.maxHp);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// ========== vulture: give vultureEye when vulture deals damage ==========
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const dealt = ctx.amount - (ctx.prevented ?? 0);
|
||||
if (dealt <= 0 || !ctx.sourceEntityKey) return;
|
||||
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
|
||||
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫") return;
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("vultureEye"),
|
||||
entityKey: "player",
|
||||
stacks: 1,
|
||||
sourceEntityKey: ctx.sourceEntityKey,
|
||||
});
|
||||
});
|
||||
|
||||
function getAllEnemyData(game: CombatGameContext) {
|
||||
const seen = new Set<string>();
|
||||
const result: typeof game.value.enemies[number]["enemy"][] = [];
|
||||
for (const enemy of game.value.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
addInstantEffectTriggers(triggers);
|
||||
addDamageTriggers(triggers);
|
||||
addTurnStartTriggers(triggers);
|
||||
addCardEventTriggers(triggers);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1 @@
|
|||
import {addEffectTriggers} from './effect';
|
||||
import {Triggers} from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
|
||||
export function addTriggers(triggers: Triggers){
|
||||
addEffectTriggers(triggers);
|
||||
}
|
||||
export { addEffectTriggers as addTriggers } from './effect';
|
||||
|
|
|
|||
|
|
@ -0,0 +1,158 @@
|
|||
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);
|
||||
}
|
||||
|
||||
function createStatusCard(draft: CombatGameContext["value"], cardId: string): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: typeof state.enemies[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(e => e.enemy.id === enemyId && !e.isAlive);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityKey: ctx.entityKey,
|
||||
amount: ctx.stacks,
|
||||
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 => {
|
||||
draft.player.energy += ctx.stacks;
|
||||
});
|
||||
} else if (ctx.effect.id === "removeWound") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
let removed = 0;
|
||||
const allPileIds = [
|
||||
...regions.drawPile.childIds,
|
||||
...regions.discardPile.childIds,
|
||||
];
|
||||
for (const cardId of allPileIds) {
|
||||
if (removed >= ctx.stacks) break;
|
||||
const card = cards[cardId];
|
||||
if (card && card.cardData.id === "wound") {
|
||||
const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
|
||||
moveToRegion(card, sourceRegion, null);
|
||||
delete cards[cardId];
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
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);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
await next();
|
||||
});
|
||||
}
|
||||
|
|
@ -0,0 +1,88 @@
|
|||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addTurnStartTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find(e => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
|
||||
}
|
||||
|
||||
// discard: random discard at turn start
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const discard = ctx.game.value.player.effects.discard;
|
||||
if (discard && discard.stacks > 0) {
|
||||
const handIds = [...ctx.game.value.player.deck.regions.hand.childIds];
|
||||
if (handIds.length > 0) {
|
||||
const randomIndex = ctx.game.rng.nextInt(handIds.length);
|
||||
const randomCardId = handIds[randomIndex];
|
||||
await triggers.onCardDiscarded.execute(ctx.game, { cardId: randomCardId });
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// defendNext: gain block next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const defendNext = ctx.game.value.player.effects.defendNext;
|
||||
if (defendNext && defendNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
|
||||
addEntityEffect(draft.player, defendNext.data, -defendNext.stacks);
|
||||
});
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// energyNext: gain energy next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const energyNext = ctx.game.value.player.effects.energyNext;
|
||||
if (energyNext && energyNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
draft.player.energy += energyNext.stacks;
|
||||
addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
|
||||
});
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// drawNext: draw extra cards next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const drawNext = ctx.game.value.player.effects.drawNext;
|
||||
if (drawNext && drawNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
|
||||
});
|
||||
await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
}
|
||||
Loading…
Reference in New Issue