feat: cost implementation for card play
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@@ -1,7 +1,7 @@
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import {CombatEntity, EffectTable} from "./types";
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import {EffectData} from "@/samples/slay-the-spire-like/system/types";
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import {PlayerEntity} from "@/samples/slay-the-spire-like/system/combat/types";
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import {CombatState} from "./types";
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import {CombatEntity, CombatState, EffectTable, PlayerEntity} from "./types";
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import {CardData, EffectData} from "@/samples/slay-the-spire-like/system/types";
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import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress/types";
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import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){
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let current = effects[effect.id];
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@@ -82,4 +82,28 @@ export function* getAliveEnemies(state: CombatState) {
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export function getCombatEntity(state: CombatState, entityKey: string){
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return entityKey === 'player' ? state.player : state.enemies.find(e => e.id === entityKey);
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}
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}
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export function canPlayCard(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): boolean {
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if (costType === 'energy') {
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return player.energy >= costCount;
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}
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if (costType === 'uses') {
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const item = inventory.items.get(itemId);
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if (!item || !item.meta) return false;
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const depletion = item.meta.depletion ?? 0;
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return depletion < costCount;
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}
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return true;
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}
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export function payCardCost(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): void {
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if (costType === 'energy') {
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player.energy -= costCount;
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} else if (costType === 'uses') {
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const item = inventory.items.get(itemId);
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if (item && item.meta) {
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item.meta.depletion = (item.meta.depletion ?? 0) + costCount;
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}
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}
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}
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@@ -1,5 +1,6 @@
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import { createPromptDef } from "@/core/game";
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import {CombatGameContext} from "./types";
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import {canPlayCard} from "@/samples/slay-the-spire-like/system/combat/effects";
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export const prompts = {
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mainAction: createPromptDef<[string, string?]>(
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@@ -18,7 +19,12 @@ export async function promptMainAction(game: CombatGameContext){
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if(!exists) throw `卡牌"${cardId}"不在手牌中`;
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const card = game.value.player.deck.cards[cardId];
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const {targetType} = card.cardData;
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const {cardData, itemId} = card;
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if(!canPlayCard(game.value.player, cardData.costType, cardData.costCount, itemId, game.value.inventory)){
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throw `无法支付卡牌"${cardId}"的费用`;
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}
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const {targetType} = cardData;
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if(targetType === 'single'){
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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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@@ -4,7 +4,7 @@ import {
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addItemEffect,
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getAliveEnemies, onEntityPostureDamage,
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onEntityEffectUpkeep,
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onPlayerItemEffectUpkeep, onItemDiscard, onItemPlay
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onPlayerItemEffectUpkeep, onItemDiscard, onItemPlay, payCardCost
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} from "@/samples/slay-the-spire-like/system/combat/effects";
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import {promptMainAction} from "@/samples/slay-the-spire-like/system/combat/prompts";
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import {moveToRegion, shuffle} from "@/core/region";
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@@ -60,8 +60,10 @@ function createTriggers(){
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onCardPlayed: createTrigger("onCardPlayed", async ctx => {
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await ctx.game.produceAsync(draft => {
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const {cards, regions} = draft.player.deck;
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moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
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onItemPlay(draft.player, cards[ctx.cardId].itemId);
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const card = cards[ctx.cardId];
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payCardCost(draft.player, card.cardData.costType, card.cardData.costCount, card.itemId, draft.inventory);
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moveToRegion(card, regions.hand, regions.discardPile);
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onItemPlay(draft.player, card.itemId);
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});
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}),
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onCardDiscarded: createTrigger("onCardDiscarded", async ctx => {
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@@ -190,7 +192,6 @@ export function createStartWith(build: (triggers: Triggers) => void){
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const action = await promptMainAction(game);
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if (action.action === "end-turn") break;
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if (action.action === "play") {
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// TODO: energy/use consumption handling
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await triggers.onCardPlayed.execute(game, action);
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}
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}
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