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15 changed files with 1865 additions and 2257 deletions

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@ -1,46 +1,35 @@
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal"; import {MutableSignal, mutableSignal} from "@/utils/mutable-signal";
import { import {
Command, Command,
CommandRegistry, CommandRegistry, CommandResult,
CommandResult,
CommandRunnerContextExport, CommandRunnerContextExport,
CommandSchema, CommandSchema,
createCommandRegistry, createCommandRegistry,
createCommandRunnerContext, createCommandRunnerContext, parseCommandSchema,
parseCommandSchema,
} from "@/utils/command"; } from "@/utils/command";
import { PromptValidator } from "@/utils/command/command-runner"; import {PromptValidator} from "@/utils/command/command-runner";
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng"; import {Mulberry32RNG, ReadonlyRNG, RNG} from "@/utils/rng";
export interface IGameContext<TState extends Record<string, unknown> = {}> { export interface IGameContext<TState extends Record<string, unknown> = {} > {
get value(): TState; get value(): TState;
get rng(): ReadonlyRNG; get rng(): ReadonlyRNG;
produce(fn: (draft: TState) => void): void; produce(fn: (draft: TState) => void): void;
produceAsync(fn: (draft: TState) => void): Promise<void>; produceAsync(fn: (draft: TState) => void): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>; run<T>(input: string): Promise<CommandResult<T>>;
runParsed<T>(command: Command): Promise<CommandResult<T>>; runParsed<T>(command: Command): Promise<CommandResult<T>>;
prompt: <TResult, TArgs extends any[] = any[]>( prompt: <TResult,TArgs extends any[]=any[]>(def: PromptDef<TArgs>, validator: PromptValidator<TResult,TArgs>, currentPlayer?: string | null) => Promise<TResult>;
def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>,
currentPlayer?: string | null,
) => Promise<TResult>;
// test only // test only
_state: MutableSignal<TState>; _state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>; _commands: CommandRunnerContextExport<IGameContext<TState>>;
_rng: RNG; _rng: RNG;
} }
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
export function createGameContext<TState extends Record<string, unknown> = {}>( export function createGameContext<TState extends Record<string, unknown> = {} >(
commandRegistry: CommandRegistry<IGameContext<TState>>, commandRegistry: CommandRegistry<IGameContext<TState>>,
initialState?: TState | (() => TState), initialState?: TState | (() => TState)
): IGameContext<TState> { ): IGameContext<TState> {
const stateValue = const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
typeof initialState === "function"
? initialState()
: (initialState ?? ({} as TState));
const state = mutableSignal(stateValue); const state = mutableSignal(stateValue);
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any; let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
@ -64,12 +53,7 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
return commands.runParsed<T>(command); return commands.runParsed<T>(command);
}, },
prompt(def, validator, currentPlayer) { prompt(def, validator, currentPlayer) {
return commands.prompt( return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
def.schema,
validator,
def.hintText,
currentPlayer,
);
}, },
_state: state, _state: state,
@ -77,28 +61,20 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
_rng: new Mulberry32RNG(), _rng: new Mulberry32RNG(),
}; };
context._commands = commands = createCommandRunnerContext( context._commands = commands = createCommandRunnerContext(commandRegistry, context);
commandRegistry,
context,
);
return context; return context;
} }
export type PromptDef<TArgs extends any[] = any[]> = { export type PromptDef<TArgs extends any[]=any[]> = {
schema: CommandSchema; schema: CommandSchema,
hintText?: string;
};
export function createPromptDef<TArgs extends any[] = any[]>(
schema: CommandSchema | string,
hintText?: string, hintText?: string,
): PromptDef<TArgs> { }
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema; export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
return { schema, hintText }; return { schema, hintText };
} }
export function createGameCommandRegistry< export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
TState extends Record<string, unknown> = {},
>() {
return createCommandRegistry<IGameContext<TState>>(); return createCommandRegistry<IGameContext<TState>>();
} }

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@ -2,37 +2,39 @@
# type: 'item' = inventory item card, 'status' = status effect card # type: 'item' = inventory item card, 'status' = status effect card
# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free # costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
# targetType: 'single' = target one enemy, 'none' = no target # targetType: 'single' = target one enemy, 'none' = no target
# effects := ~cardEffect(card) # onPlay: effects triggered when card is played
# onDraw: effects triggered when card enters hand
# onDiscard: effects triggered when card is discarded
id,name,desc,type,costType,costCount,targetType id,name,desc,type,costType,costCount,targetType,effects
string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none' string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none',['onPlay'|'onDraw'|'onDiscard';'self'|'target'|'all'|'random';@effect;number][]
sword,剑,【攻击2】【攻击2】,item,energy,1,single sword,剑,【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2]
greataxe,长斧,对全体【攻击5】,item,energy,2,none greataxe,长斧,对全体【攻击5】,item,energy,2,none,[onPlay;all;attack;5]
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2];[onPlay;target;attack;2]
dagger,短刀,【攻击3】【攻击3】,item,energy,1,single dagger,短刀,【攻击3】【攻击3】,item,energy,1,single,[onPlay;target;attack;3];[onPlay;target;attack;3]
dart,飞镖,【攻击1】抓一张牌,item,energy,0,single dart,飞镖,【攻击1】抓一张牌,item,energy,0,single,[onPlay;target;attack;1];[onPlay;self;draw;1]
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single,[onPlay;target;attack;6];[onPlay;self;crossbow;0]
shield,盾,【防御3】,item,energy,1,none shield,盾,【防御3】,item,energy,1,none,[onPlay;self;defend;3]
hat,斗笠,【防御8】,item,energy,2,none hat,斗笠,【防御8】,item,energy,2,none,[onPlay;self;defend;8]
cape,披风,【防御2】下回合【防御2】,item,energy,1,none cape,披风,【防御2】下回合【防御2】,item,energy,1,none,[onPlay;self;defend;2];[onPlay;self;defendNext;2]
bracer,护腕,【防御1】抓1张牌,item,energy,0,none bracer,护腕,【防御1】抓1张牌,item,energy,0,none,[onPlay;self;defend;1];[onPlay;self;draw;1]
greatshield,大盾,【防御5】,item,energy,1,none greatshield,大盾,【防御5】,item,energy,1,none,[onPlay;self;defend;5]
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none,[onPlay;self;damageReduce;3]
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none,[onPlay;self;removeWound;1]
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none,[onPlay;self;attackBuff;2]
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none,[onPlay;self;defendBuff;2]
vitalityPotion,活力药剂,获得1点能量,item,uses,3,none vitalityPotion,活力药剂,获得1点能量,item,uses,3,none,[onPlay;self;gainEnergy;1]
focusPotion,集中药剂,抓2张牌,item,uses,3,none focusPotion,集中药剂,抓2张牌,item,uses,3,none,[onPlay;self;draw;2]
healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none,[onPlay;self;removeWound;3]
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none,[onPlay;self;energyNext;1];[onPlay;self;drawNext;2]
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none,[onPlay;self;defendBuffUntilPlay;2]
belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none,[onPlay;self;drawChoice;1]
torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none,[onPlay;self;burnForEnergy;1]
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none,[onPlay;self;attackBuffUntilPlay;3]
blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none,[onPlay;self;transformRandom;1]
wound,伤口,无效果占用手牌和牌堆,status,none,0,none wound,伤口,无效果占用手牌和牌堆,status,none,0,none,
venom,蛇毒,弃掉时受到3点伤害,status,none,0,none venom,蛇毒,弃掉时受到3点伤害,status,none,0,none,[onDiscard;self;attack;3]
curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none,[onDraw;self;curse;1]
static,静电,在手里时受电击伤害+1,status,none,0,none static,静电,在手里时受电击伤害+1,status,none,0,none,[onDraw;self;static;1]
fatigue,疲劳,占用手牌,status,none,0,none fatigue,疲劳,占用手牌,status,none,0,none,
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none,[onDraw;self;expose;3]

1 # cardDesert: unified card definitions for item cards and status cards
2 # type: 'item' = inventory item card, 'status' = status effect card
3 # costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
4 # targetType: 'single' = target one enemy, 'none' = no target
5 # effects := ~cardEffect(card) # onPlay: effects triggered when card is played
6 # onDraw: effects triggered when card enters hand
7 # onDiscard: effects triggered when card is discarded
8 id,name,desc,type,costType,costCount,targetType id,name,desc,type,costType,costCount,targetType,effects
9 string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none' string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none',['onPlay'|'onDraw'|'onDiscard';'self'|'target'|'all'|'random';@effect;number][]
10 sword,剑,【攻击2】【攻击2】,item,energy,1,single sword,剑,【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2]
11 greataxe,长斧,对全体【攻击5】,item,energy,2,none greataxe,长斧,对全体【攻击5】,item,energy,2,none,[onPlay;all;attack;5]
12 spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2];[onPlay;target;attack;2]
13 dagger,短刀,【攻击3】【攻击3】,item,energy,1,single dagger,短刀,【攻击3】【攻击3】,item,energy,1,single,[onPlay;target;attack;3];[onPlay;target;attack;3]
14 dart,飞镖,【攻击1】抓一张牌,item,energy,0,single dart,飞镖,【攻击1】抓一张牌,item,energy,0,single,[onPlay;target;attack;1];[onPlay;self;draw;1]
15 crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single,[onPlay;target;attack;6];[onPlay;self;crossbow;0]
16 shield,盾,【防御3】,item,energy,1,none shield,盾,【防御3】,item,energy,1,none,[onPlay;self;defend;3]
17 hat,斗笠,【防御8】,item,energy,2,none hat,斗笠,【防御8】,item,energy,2,none,[onPlay;self;defend;8]
18 cape,披风,【防御2】下回合【防御2】,item,energy,1,none cape,披风,【防御2】下回合【防御2】,item,energy,1,none,[onPlay;self;defend;2];[onPlay;self;defendNext;2]
19 bracer,护腕,【防御1】抓1张牌,item,energy,0,none bracer,护腕,【防御1】抓1张牌,item,energy,0,none,[onPlay;self;defend;1];[onPlay;self;draw;1]
20 greatshield,大盾,【防御5】,item,energy,1,none greatshield,大盾,【防御5】,item,energy,1,none,[onPlay;self;defend;5]
21 chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none,[onPlay;self;damageReduce;3]
22 bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none,[onPlay;self;removeWound;1]
23 poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none,[onPlay;self;attackBuff;2]
24 fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none,[onPlay;self;defendBuff;2]
25 vitalityPotion,活力药剂,获得1点能量,item,uses,3,none vitalityPotion,活力药剂,获得1点能量,item,uses,3,none,[onPlay;self;gainEnergy;1]
26 focusPotion,集中药剂,抓2张牌,item,uses,3,none focusPotion,集中药剂,抓2张牌,item,uses,3,none,[onPlay;self;draw;2]
27 healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none,[onPlay;self;removeWound;3]
28 waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none,[onPlay;self;energyNext;1];[onPlay;self;drawNext;2]
29 rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none,[onPlay;self;defendBuffUntilPlay;2]
30 belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none,[onPlay;self;drawChoice;1]
31 torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none,[onPlay;self;burnForEnergy;1]
32 whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none,[onPlay;self;attackBuffUntilPlay;3]
33 blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none,[onPlay;self;transformRandom;1]
34 wound,伤口,无效果占用手牌和牌堆,status,none,0,none wound,伤口,无效果占用手牌和牌堆,status,none,0,none,
35 venom,蛇毒,弃掉时受到3点伤害,status,none,0,none venom,蛇毒,弃掉时受到3点伤害,status,none,0,none,[onDiscard;self;attack;3]
36 curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none,[onDraw;self;curse;1]
37 static,静电,在手里时受电击伤害+1,status,none,0,none static,静电,在手里时受电击伤害+1,status,none,0,none,[onDraw;self;static;1]
38 fatigue,疲劳,占用手牌,status,none,0,none fatigue,疲劳,占用手牌,status,none,0,none,
39 vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none,[onDraw;self;expose;3]
40

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@ -1,4 +1,4 @@
import type { CardEffect } from './cardEffect.csv'; import type { Effect } from './effect.csv';
type CardTable = readonly { type CardTable = readonly {
readonly id: string; readonly id: string;
@ -8,7 +8,7 @@ type CardTable = readonly {
readonly costType: "energy" | "uses" | "none"; readonly costType: "energy" | "uses" | "none";
readonly costCount: number; readonly costCount: number;
readonly targetType: "single" | "none"; readonly targetType: "single" | "none";
readonly effects: CardEffect[]; readonly effects: ["onPlay" | "onDraw" | "onDiscard", "self" | "target" | "all" | "random", Effect, number][];
}[]; }[];
export type Card = CardTable[number]; export type Card = CardTable[number];

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@ -1,32 +0,0 @@
id,card,trigger,target,effects
string,@card,'onPlay'|'onDraw'|'onDiscard','self'|'target'|'all'|'random',[@effect;number][]
sword,sword,onPlay,target,[attack;2];[attack;2]
greataxe,greataxe,onPlay,all,[attack;5]
spear,spear,onPlay,target,[attack;2];[attack;2];[attack;2]
dagger,dagger,onPlay,target,[attack;3];[attack;3]
dart,dart,onPlay,target,[attack;1]
dart-draw,dart,onPlay,self,[draw;1]
crossbow,crossbow,onPlay,target,[attack;6]
crossbow-combo,crossbow,onPlay,self,[crossbow;0]
shield,shield,onPlay,self,[defend;3]
hat,hat,onPlay,self,[defend;8]
cape,cape,onPlay,self,[defend;2];[defendNext;2]
bracer,bracer,onPlay,self,[defend;1];[draw;1]
greatshield,greatshield,onPlay,self,[defend;5]
chainmail,chainmail,onPlay,self,[damageReduce;3]
bandage,bandage,onPlay,self,[removeWound;1]
poisonPotion,poisonPotion,onPlay,self,[attackBuff;2]
fortifyPotion,fortifyPotion,onPlay,self,[defendBuff;2]
vitalityPotion,vitalityPotion,onPlay,self,[gainEnergy;1]
focusPotion,focusPotion,onPlay,self,[draw;2]
healingPotion,healingPotion,onPlay,self,[removeWound;3]
waterBag,waterBag,onPlay,self,[energyNext;1];[drawNext;2]
rope,rope,onPlay,self,[defendBuffUntilPlay;2]
belt,belt,onPlay,self,[drawChoice;1]
torch,torch,onPlay,self,[burnForEnergy;1]
whetstone,whetstone,onPlay,self,[attackBuffUntilPlay;3]
blacksmithHammer,blacksmithHammer,onPlay,self,[transformRandom;1]
venom,venom,onDiscard,self,[attack;3]
curse,curse,onDraw,self,[curse;1]
static,static,onDraw,self,[static;1]
vultureEye,vultureEye,onDraw,self,[expose;3]
1 id card trigger target effects
2 string @card 'onPlay'|'onDraw'|'onDiscard' 'self'|'target'|'all'|'random' [@effect;number][]
3 sword sword onPlay target [attack;2];[attack;2]
4 greataxe greataxe onPlay all [attack;5]
5 spear spear onPlay target [attack;2];[attack;2];[attack;2]
6 dagger dagger onPlay target [attack;3];[attack;3]
7 dart dart onPlay target [attack;1]
8 dart-draw dart onPlay self [draw;1]
9 crossbow crossbow onPlay target [attack;6]
10 crossbow-combo crossbow onPlay self [crossbow;0]
11 shield shield onPlay self [defend;3]
12 hat hat onPlay self [defend;8]
13 cape cape onPlay self [defend;2];[defendNext;2]
14 bracer bracer onPlay self [defend;1];[draw;1]
15 greatshield greatshield onPlay self [defend;5]
16 chainmail chainmail onPlay self [damageReduce;3]
17 bandage bandage onPlay self [removeWound;1]
18 poisonPotion poisonPotion onPlay self [attackBuff;2]
19 fortifyPotion fortifyPotion onPlay self [defendBuff;2]
20 vitalityPotion vitalityPotion onPlay self [gainEnergy;1]
21 focusPotion focusPotion onPlay self [draw;2]
22 healingPotion healingPotion onPlay self [removeWound;3]
23 waterBag waterBag onPlay self [energyNext;1];[drawNext;2]
24 rope rope onPlay self [defendBuffUntilPlay;2]
25 belt belt onPlay self [drawChoice;1]
26 torch torch onPlay self [burnForEnergy;1]
27 whetstone whetstone onPlay self [attackBuffUntilPlay;3]
28 blacksmithHammer blacksmithHammer onPlay self [transformRandom;1]
29 venom venom onDiscard self [attack;3]
30 curse curse onDraw self [curse;1]
31 static static onDraw self [static;1]
32 vultureEye vultureEye onDraw self [expose;3]

View File

@ -1,15 +0,0 @@
import type { Card } from './card.csv';
import type { Effect } from './effect.csv';
type CardEffectTable = readonly {
readonly id: string;
readonly card: Card;
readonly trigger: "onPlay" | "onDraw" | "onDiscard";
readonly target: "self" | "target" | "all" | "random";
readonly effects: [Effect, number][];
}[];
export type CardEffect = CardEffectTable[number];
declare function getData(): CardEffectTable;
export default getData;

View File

@ -9,14 +9,9 @@ export function addCardEventTriggers(triggers: Triggers) {
const effects = getEffects(); const effects = getEffects();
function findEffect(id: string): EffectData { function findEffect(id: string): EffectData {
const found = effects.find((e) => e.id === id); const found = effects.find(e => e.id === id);
if (found) return found; if (found) return found;
return { return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
id,
name: id,
description: "",
lifecycle: "instant",
} as EffectData;
} }
// storm: give static card to player when storm enemy attacks // storm: give static card to player when storm enemy attacks
@ -67,17 +62,14 @@ export function addCardEventTriggers(triggers: Triggers) {
if (!card) return; if (!card) return;
const playedItemId = card.itemId; const playedItemId = card.itemId;
const adjacent = getAdjacentItems<GameItemMeta>( const adjacent = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, playedItemId);
ctx.game.value.inventory,
playedItemId,
);
for (const [adjItemId] of adjacent) { for (const [adjItemId] of adjacent) {
const adjEffects = ctx.game.value.player.itemEffects[adjItemId]; const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
if (!adjEffects) continue; if (!adjEffects) continue;
const burn = adjEffects.burnForEnergy; const burn = adjEffects.burnForEnergy;
if (!burn || burn.stacks <= 0) continue; if (!burn || burn.stacks <= 0) continue;
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const item = draft.inventory.items.get(adjItemId); const item = draft.inventory.items.get(adjItemId);
if (item) { if (item) {
draft.inventory.items.delete(adjItemId); draft.inventory.items.delete(adjItemId);
@ -97,12 +89,12 @@ export function addCardEventTriggers(triggers: Triggers) {
if (!card || card.cardData.id !== "fatigue") return; if (!card || card.cardData.id !== "fatigue") return;
const sandwormKing = ctx.game.value.enemies.find( const sandwormKing = ctx.game.value.enemies.find(
(e) => e.enemy.id === "沙虫王" && e.isAlive, e => e.enemy.id === "沙虫王" && e.isAlive
); );
if (!sandwormKing) return; if (!sandwormKing) return;
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const king = draft.enemies.find((e) => e.id === sandwormKing.id); const king = draft.enemies.find(e => e.id === sandwormKing.id);
if (king) { if (king) {
king.hp = Math.min(king.hp + 10, king.maxHp); king.hp = Math.min(king.hp + 10, king.maxHp);
} }
@ -117,8 +109,7 @@ export function addCardEventTriggers(triggers: Triggers) {
if (dealt <= 0 || !ctx.sourceEntityKey) return; if (dealt <= 0 || !ctx.sourceEntityKey) return;
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey); const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫") if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫") return;
return;
await triggers.onEffectApplied.execute(ctx.game, { await triggers.onEffectApplied.execute(ctx.game, {
effect: findEffect("vultureEye"), effect: findEffect("vultureEye"),

View File

@ -1,187 +1,132 @@
import { CombatGameContext } from "./types"; import {CombatGameContext} from "./types";
import { import {
addEntityEffect, addEntityEffect,
addItemEffect, addItemEffect,
getAliveEnemies, getAliveEnemies, onEntityPostureDamage,
onEntityPostureDamage,
onEntityEffectUpkeep, onEntityEffectUpkeep,
onPlayerItemEffectUpkeep, onPlayerItemEffectUpkeep, onItemDiscard, onItemPlay, payCardCost, getCombatEntity, getEffectTargets
onItemDiscard,
onItemPlay,
payCardCost,
getCombatEntity,
getEffectTargets,
} from "@/samples/slay-the-spire-like/system/combat/effects"; } from "@/samples/slay-the-spire-like/system/combat/effects";
import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/prompts"; import {promptMainAction} from "@/samples/slay-the-spire-like/system/combat/prompts";
import { moveToRegion, shuffle } from "@/core/region"; import {moveToRegion, shuffle} from "@/core/region";
import { createMiddlewareChain } from "@/utils/middleware"; import {createMiddlewareChain} from "@/utils/middleware";
import { EffectData } from "@/samples/slay-the-spire-like/system/types"; import {EffectData} from "@/samples/slay-the-spire-like/system/types";
import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory"; import {getAdjacentItems} from "@/samples/slay-the-spire-like/system/grid-inventory";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress"; import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
type TriggerTypes = { type TriggerTypes = {
onCombatStart: {}; onCombatStart: {},
onTurnStart: { entityKey: "player" | string }; onTurnStart: { entityKey: "player" | string, },
onTurnEnd: { entityKey: "player" | string }; onTurnEnd: { entityKey: "player" | string, },
onShuffle: {}; onShuffle: {},
onCardPlayed: { onCardPlayed: { cardId: string, targetId?: string, sourceEntityKey?: "player" | string },
cardId: string; onCardDiscarded: { cardId: string, sourceEntityKey?: "player" | string },
targetId?: string; onCardDrawn: { cardId: string, sourceEntityKey?: "player" | string },
sourceEntityKey?: "player" | string; onDraw: {count: number},
}; onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string, sourceEntityKey?: "player" | string, targetId?: string },
onCardDiscarded: { cardId: string; sourceEntityKey?: "player" | string }; onHpChange: { entityKey: "player" | string, amount: number},
onCardDrawn: { cardId: string; sourceEntityKey?: "player" | string }; onDamage: { entityKey: "player" | string, amount: number, prevented?: number, sourceEntityKey?: "player" | string},
onDraw: { count: number }; onEnemyIntent: { enemyId: string, sourceEntityKey?: "player" | string },
onEffectApplied: { onIntentUpdate: { enemyId: string },
effect: EffectData; }
entityKey: "player" | string;
stacks: number;
cardId?: string;
sourceEntityKey?: "player" | string;
targetId?: string;
};
onHpChange: { entityKey: "player" | string; amount: number };
onDamage: {
entityKey: "player" | string;
amount: number;
prevented?: number;
sourceEntityKey?: "player" | string;
};
onEnemyIntent: { enemyId: string; sourceEntityKey?: "player" | string };
onIntentUpdate: { enemyId: string };
};
export function createTriggers() { function createTriggers(){
const triggers = { const triggers = {
onCombatStart: createTrigger("onCombatStart"), onCombatStart: createTrigger("onCombatStart"),
onTurnStart: createTrigger("onTurnStart", async (ctx) => { onTurnStart: createTrigger("onTurnStart", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const entity = getCombatEntity(draft, ctx.entityKey); const entity = getCombatEntity(draft, ctx.entityKey);
if (entity) onEntityEffectUpkeep(entity); if(entity) onEntityEffectUpkeep(entity);
if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player); if(entity === draft.player)
}); onPlayerItemEffectUpkeep(draft.player);
})
}), }),
onTurnEnd: createTrigger("onTurnEnd", async (ctx) => { onTurnEnd: createTrigger("onTurnEnd", async ctx => {
if (ctx.entityKey !== "player") return; if(ctx.entityKey !== "player")return;
const { regions } = ctx.game.value.player.deck; const {regions} = ctx.game.value.player.deck;
for (const cardId of Object.values(regions.hand.childIds)) { for(const cardId of Object.values(regions.hand.childIds)){
await triggers.onCardDiscarded.execute(ctx.game, { cardId }); await triggers.onCardDiscarded.execute(ctx.game,{cardId});
} }
await ctx.game.produceAsync( await ctx.game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy);
(draft) => (draft.player.energy = draft.player.maxEnergy), await triggers.onDraw.execute(ctx.game,{count: 5});
);
await triggers.onDraw.execute(ctx.game, { count: 5 });
}), }),
onShuffle: createTrigger("onShuffle", async (ctx) => { onShuffle: createTrigger("onShuffle", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const { cards, regions } = draft.player.deck; const {cards, regions} = draft.player.deck;
for (const cardId of Object.values(regions.discardPile.childIds)) for(const cardId of Object.values(regions.discardPile.childIds))
moveToRegion(cards[cardId], regions.discardPile, regions.drawPile); moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
shuffle(regions.drawPile, cards, ctx.game.rng); shuffle(regions.drawPile, cards, ctx.game.rng);
}); });
}), }),
onCardPlayed: createTrigger("onCardPlayed", async (ctx) => { onCardPlayed: createTrigger("onCardPlayed", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const { cards, regions } = draft.player.deck; const {cards, regions} = draft.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
payCardCost( payCardCost(draft.player, card.cardData.costType, card.cardData.costCount, card.itemId, draft.inventory);
draft.player,
card.cardData.costType,
card.cardData.costCount,
card.itemId,
draft.inventory,
);
moveToRegion(card, regions.hand, regions.discardPile); moveToRegion(card, regions.hand, regions.discardPile);
onItemPlay(draft.player, card.itemId); onItemPlay(draft.player, card.itemId);
}); });
const { cards, regions } = ctx.game.value.player.deck; const {cards, regions} = ctx.game.value.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player"; const source = ctx.sourceEntityKey ?? "player";
for (const { trigger, target, effects } of card.cardData.effects) { for(const [trigger, target, effect, stacks] of card.cardData.effects){
if (trigger !== "onPlay") continue; if(trigger !== 'onPlay') continue;
for (const [effect, stacks] of effects) for(const entity of getEffectTargets(target, ctx.game, ctx.targetId))
for (const entity of getEffectTargets(target, ctx.game, ctx.targetId)) await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source, targetId: ctx.targetId});
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityKey: source,
targetId: ctx.targetId,
});
} }
}), }),
onCardDiscarded: createTrigger("onCardDiscarded", async (ctx) => { onCardDiscarded: createTrigger("onCardDiscarded", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const { cards, regions } = draft.player.deck; const {cards, regions} = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile); moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
onItemDiscard(draft.player, cards[ctx.cardId].itemId); onItemDiscard(draft.player, cards[ctx.cardId].itemId);
}); });
const { cards, regions } = ctx.game.value.player.deck; const {cards, regions} = ctx.game.value.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player"; const source = ctx.sourceEntityKey ?? "player";
for (const { trigger, target, effects } of card.cardData.effects) { for(const [trigger, target, effect, stacks] of card.cardData.effects){
if (trigger !== "onDiscard") continue; if(trigger !== 'onDiscard') continue;
for (const [effect, stacks] of effects) for(const entity of getEffectTargets(target, ctx.game))
for (const entity of getEffectTargets(target, ctx.game)) await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityKey: source,
});
} }
}), }),
onCardDrawn: createTrigger("onCardDrawn", async (ctx) => { onCardDrawn: createTrigger("onCardDrawn", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const { cards, regions } = draft.player.deck; const {cards, regions} = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand); moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
}); });
const { cards, regions } = ctx.game.value.player.deck; const {cards, regions} = ctx.game.value.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player"; const source = ctx.sourceEntityKey ?? "player";
for (const { trigger, target, effects } of card.cardData.effects) { for(const [trigger, target, effect, stacks] of card.cardData.effects){
if (trigger !== "onDraw") continue; if(trigger !== 'onDraw') continue;
for (const [effect, stacks] of effects) for(const entity of getEffectTargets(target, ctx.game))
for (const entity of getEffectTargets(target, ctx.game)) await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source});
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityKey: source,
});
} }
}), }),
onDraw: createTrigger("onDraw", async (ctx) => { onDraw: createTrigger("onDraw", async ctx => {
let toDraw = ctx.count; let toDraw = ctx.count;
while (toDraw > 0) { while(toDraw > 0){
let inDraw = let inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
ctx.game.value.player.deck.regions.drawPile.childIds.length; if(inDraw <= 0) await triggers.onShuffle.execute(ctx.game,{});
if (inDraw <= 0) await triggers.onShuffle.execute(ctx.game, {});
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length; inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
if (inDraw <= 0) break; if(inDraw <= 0) break;
const children = ctx.game.value.player.deck.regions.drawPile.childIds; const children = ctx.game.value.player.deck.regions.drawPile.childIds;
const cardId = children[children.length - 1]; const cardId = children[children.length - 1];
await triggers.onCardDrawn.execute(ctx.game, { cardId }); await triggers.onCardDrawn.execute(ctx.game,{cardId});
toDraw--; toDraw--;
} }
}), }),
onEffectApplied: createTrigger("onEffectApplied", async (ctx) => { onEffectApplied: createTrigger("onEffectApplied", async ctx => {
if (ctx.effect.lifecycle === "instant") return; if(ctx.effect.lifecycle === 'instant') return;
if (ctx.effect.lifecycle.startsWith("item")) { if(ctx.effect.lifecycle.startsWith("item")) {
if (ctx.cardId) { if(ctx.cardId){
const card = ctx.game.value.player.deck.cards[ctx.cardId]; const card = ctx.game.value.player.deck.cards[ctx.cardId];
const nearby = getAdjacentItems<GameItemMeta>( const nearby = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, card.itemId);
ctx.game.value.inventory, for(const itemId of nearby.keys()){
card.itemId, await ctx.game.produceAsync(draft => {
);
for (const itemId of nearby.keys()) {
await ctx.game.produceAsync((draft) => {
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks); addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
}); });
} }
@ -189,95 +134,71 @@ export function createTriggers() {
return; return;
} }
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const entity = const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
ctx.entityKey === "player" if(entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
? draft.player })
: draft.enemies.find((e) => e.id === ctx.entityKey);
if (entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
});
}), }),
onHpChange: createTrigger("onHpChange", async (ctx) => { onHpChange: createTrigger("onHpChange", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const entity = const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey);
ctx.entityKey === "player" if(!entity) return;
? draft.player
: draft.enemies.find((e) => e.id === ctx.entityKey);
if (!entity) return;
entity.hp += ctx.amount; entity.hp += ctx.amount;
entity.isAlive = entity.hp > 0; entity.isAlive = entity.hp > 0;
draft.result = !draft.player.isAlive draft.result = !draft.player.isAlive ? "defeat" : draft.enemies.every(e => !e.isAlive) ? "victory" : null;
? "defeat"
: draft.enemies.every((e) => !e.isAlive)
? "victory"
: null;
}); });
if (ctx.game.value.result) throw ctx.game.value; if(ctx.game.value.result) throw ctx.game.value;
}), }),
onDamage: createTrigger("onDamage", async (ctx) => { onDamage: createTrigger("onDamage", async ctx => {
const entity = const entity = ctx.entityKey === "player" ? ctx.game.value.player : ctx.game.value.enemies.find(e => e.id === ctx.entityKey);
ctx.entityKey === "player" if(!entity || !entity.isAlive) return;
? ctx.game.value.player const dealt = Math.min(Math.max(0,entity.hp), ctx.amount - (ctx.prevented || 0));
: ctx.game.value.enemies.find((e) => e.id === ctx.entityKey); await ctx.game.produceAsync(draft => {
if (!entity || !entity.isAlive) return;
const dealt = Math.min(
Math.max(0, entity.hp),
ctx.amount - (ctx.prevented || 0),
);
await ctx.game.produceAsync((draft) => {
onEntityPostureDamage(entity, dealt); onEntityPostureDamage(entity, dealt);
}); });
await triggers.onHpChange.execute(ctx.game, { await triggers.onHpChange.execute(ctx.game,{entityKey: ctx.entityKey, amount: -dealt});
entityKey: ctx.entityKey,
amount: -dealt,
});
}), }),
onEnemyIntent: createTrigger("onEnemyIntent", async (ctx) => { onEnemyIntent: createTrigger("onEnemyIntent", async ctx => {
const enemy = ctx.game.value.enemies.find((e) => e.id === ctx.enemyId); const enemy = ctx.game.value.enemies.find(e => e.id === ctx.enemyId);
if (!enemy || !enemy.isAlive) return; if(!enemy || !enemy.isAlive) return;
const intent = enemy.currentIntent; const intent = enemy.currentIntent;
if (!intent) return; if(!intent) return;
const source = ctx.sourceEntityKey ?? enemy.id; const source = ctx.sourceEntityKey ?? enemy.id;
for (const [target, effect, stacks] of intent.effects) { for(const [target, effect, stacks] of intent.effects){
for (const entity of getEffectTargets(target, ctx.game)) for(const entity of getEffectTargets(target, ctx.game))
await triggers.onEffectApplied.execute(ctx.game, { await triggers.onEffectApplied.execute(ctx.game, { effect, entityKey: entity.id, stacks, sourceEntityKey: source });
effect,
entityKey: entity.id,
stacks,
sourceEntityKey: source,
});
} }
}), }),
onIntentUpdate: createTrigger("onIntentUpdate", async (ctx) => { onIntentUpdate: createTrigger("onIntentUpdate", async ctx => {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const enemy = draft.enemies.find((e) => e.id === ctx.enemyId); const enemy = draft.enemies.find(e => e.id === ctx.enemyId);
if (!enemy) return; if(!enemy) return;
const intent = enemy.currentIntent; const intent = enemy.currentIntent;
if (!intent) return; if(!intent) return;
const nextIntents = intent.nextIntents; const nextIntents = intent.nextIntents;
if (nextIntents.length > 0) { if(nextIntents.length > 0){
const nextIndex = ctx.game.rng.nextInt(nextIntents.length); const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
enemy.currentIntent = nextIntents[nextIndex]; enemy.currentIntent = nextIntents[nextIndex];
} }
}); });
}), }),
}; }
return triggers; return triggers;
} }
export type Triggers = ReturnType<typeof createTriggers>; export type Triggers = ReturnType<typeof createTriggers>
export function createStartWith(build: (triggers: Triggers) => void) { export function createStartWith(build: (triggers: Triggers) => void){
const triggers = createTriggers(); const triggers = createTriggers();
build(triggers); build(triggers);
return async function (game: CombatGameContext) { return async function(game: CombatGameContext){
await triggers.onCombatStart.execute(game, {}); await triggers.onCombatStart.execute(game,{});
try { try {
while (true) { while (true) {
await triggers.onTurnStart.execute(game, { entityKey: "player" }); await triggers.onTurnStart.execute(game, {entityKey: "player"});
while (true) { while (true) {
const action = await promptMainAction(game); const action = await promptMainAction(game);
if (action.action === "end-turn") break; if (action.action === "end-turn") break;
@ -285,43 +206,35 @@ export function createStartWith(build: (triggers: Triggers) => void) {
await triggers.onCardPlayed.execute(game, action); await triggers.onCardPlayed.execute(game, action);
} }
} }
await triggers.onTurnEnd.execute(game, { entityKey: "player" }); await triggers.onTurnEnd.execute(game, {entityKey: "player"});
for (const enemy of getAliveEnemies(game.value)) { for (const enemy of getAliveEnemies(game.value)) {
await triggers.onTurnStart.execute(game, { entityKey: enemy.id }); await triggers.onTurnStart.execute(game, {entityKey: enemy.id});
} }
for (const enemy of getAliveEnemies(game.value)) { for (const enemy of getAliveEnemies(game.value)) {
await triggers.onEnemyIntent.execute(game, { enemyId: enemy.id }); await triggers.onEnemyIntent.execute(game, {enemyId: enemy.id});
await triggers.onIntentUpdate.execute(game, { enemyId: enemy.id }); await triggers.onIntentUpdate.execute(game, {enemyId: enemy.id});
} }
for (const enemy of getAliveEnemies(game.value)) { for (const enemy of getAliveEnemies(game.value)) {
await triggers.onTurnEnd.execute(game, { entityKey: enemy.id }); await triggers.onTurnEnd.execute(game, {entityKey: enemy.id});
} }
} }
} catch (e) { }catch(e){
if (e === game.value) return game.value.result; if(e === game.value) return game.value.result;
throw e; throw e;
} }
}; }
} }
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & { type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & { event: TKey, game: CombatGameContext };
event: TKey; function createTrigger<TKey extends keyof TriggerTypes>(event: TKey, fallback?: (ctx: TriggerContext<TKey>) => Promise<void>) {
game: CombatGameContext; const {use, execute} = createMiddlewareChain<TriggerContext<TKey>,void>(fallback);
};
function createTrigger<TKey extends keyof TriggerTypes>(
event: TKey,
fallback?: (ctx: TriggerContext<TKey>) => Promise<void>,
) {
const { use, execute } = createMiddlewareChain<TriggerContext<TKey>, void>(
fallback,
);
return { return {
use, use,
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => { execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
const param = { ...ctx, game, event }; const param = {...ctx, game, event};
await execute(param); await execute(param);
return param; return param;
}, },
}; }
} }

View File

@ -1,13 +1,10 @@
import type { PlayerDeck } from "../deck/types"; import type { PlayerDeck } from "../deck/types";
import { import {EnemyData, IntentData} from "@/samples/slay-the-spire-like/system/types";
EnemyData, import {EffectData} from "@/samples/slay-the-spire-like/system/types";
IntentData, import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory";
} from "@/samples/slay-the-spire-like/system/types"; import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import { GridInventory } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
export type EffectTable = Record<string, { data: EffectData; stacks: number }>; export type EffectTable = Record<string, {data: EffectData, stacks: number}>;
export type CombatEntity = { export type CombatEntity = {
id: string; // player is just "player" id: string; // player is just "player"
@ -22,7 +19,7 @@ export type PlayerEntity = CombatEntity & {
maxEnergy: number; maxEnergy: number;
deck: PlayerDeck; deck: PlayerDeck;
itemEffects: Record<string, EffectTable>; itemEffects: Record<string, EffectTable>;
}; }
export type EnemyEntity = CombatEntity & { export type EnemyEntity = CombatEntity & {
enemy: EnemyData; enemy: EnemyData;
@ -33,15 +30,13 @@ export type EnemyEntity = CombatEntity & {
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd"; export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
export type CombatResult = "victory" | "defeat"; export type CombatResult = "victory" | "defeat";
export type LootEntry = export type LootEntry = {
| {
type: "gold"; type: "gold";
amount: number; amount: number;
} } | {
| { type: "item",
type: "item";
itemId: string; itemId: string;
}; };
export type CombatState = { export type CombatState = {
enemies: EnemyEntity[]; enemies: EnemyEntity[];
@ -55,5 +50,4 @@ export type CombatState = {
loot: LootEntry[]; loot: LootEntry[];
}; };
export type CombatGameContext = export type CombatGameContext = import("@/core/game").IGameContext<CombatState>;
import("@/core/game").IGameContextExport<CombatState>;

View File

@ -4,17 +4,7 @@ export type EffectData = {
readonly description: string; readonly description: string;
readonly lifecycle: EffectLifecycle; readonly lifecycle: EffectLifecycle;
}; };
export type EffectLifecycle = export type EffectLifecycle = "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent";
| "instant"
| "temporary"
| "lingering"
| "permanent"
| "posture"
| "item"
| "itemTemporary"
| "itemUntilPlay"
| "itemUntilDiscard"
| "itemPermanent";
export type EnemyData = { export type EnemyData = {
readonly id: string; readonly id: string;
@ -28,16 +18,6 @@ export type CardCostType = "energy" | "uses" | "none";
export type CardTargetType = "single" | "none"; export type CardTargetType = "single" | "none";
export type EffectTarget = "self" | "player" | "team"; export type EffectTarget = "self" | "player" | "team";
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
export type CardEffectTarget = "self" | "target" | "all" | "random";
export type CardEffect = {
readonly id: string;
readonly trigger: CardEffectTrigger;
readonly target: CardEffectTarget;
readonly effects: readonly [EffectData, number][];
};
export type CardData = { export type CardData = {
readonly id: string; readonly id: string;
readonly name: string; readonly name: string;
@ -46,26 +26,18 @@ export type CardData = {
readonly costType: CardCostType; readonly costType: CardCostType;
readonly costCount: number; readonly costCount: number;
readonly targetType: CardTargetType; readonly targetType: CardTargetType;
readonly effects: readonly CardEffect[]; readonly effects: readonly [CardEffectTrigger, CardEffectTarget, EffectData, number][];
}; };
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
export type CardEffectTarget = "self" | "target" | "all" | "random"
export type EncounterType = export type EncounterType = "minion" | "elite" | "event" | "shop" | "camp" | "curio";
| "minion"
| "elite"
| "event"
| "shop"
| "camp"
| "curio";
export type EncounterData = { export type EncounterData = {
readonly id: string; readonly id: string;
readonly type: EncounterType; readonly type: EncounterType;
readonly name: string; readonly name: string;
readonly description: string; readonly description: string;
readonly enemies: readonly [ readonly enemies: readonly [data: EnemyData, hp: number, effects: [EffectData, stacks: number][]][];
data: EnemyData,
hp: number,
effects: [EffectData, stacks: number][],
][];
readonly dialogue: string; readonly dialogue: string;
}; };

View File

@ -1,4 +1,4 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import { import {
addEffect, addEffect,
addEntityEffect, addEntityEffect,
@ -12,86 +12,38 @@ import {
getCombatEntity, getCombatEntity,
canPlayCard, canPlayCard,
payCardCost, payCardCost,
} from "@/samples/slay-the-spire-like/system/combat/effects"; } from '@/samples/slay-the-spire-like/system/combat/effects';
import type { import type { CombatEntity, CombatState, EffectTable, PlayerEntity, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types';
CombatEntity, import type { EffectData } from '@/samples/slay-the-spire-like/system/types';
CombatState, import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory/types';
EffectTable, import type { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types';
PlayerEntity, import type { ParsedShape } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
EnemyEntity, import type { Transform2D } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
} from "@/samples/slay-the-spire-like/system/combat/types";
import type { EffectData } from "@/samples/slay-the-spire-like/system/types";
import type {
CellKey,
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/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";
function createEffect( function createEffect(id: string, lifecycle: EffectData['lifecycle']): EffectData {
id: string, return { id, name: id, description: '', lifecycle };
lifecycle: EffectData["lifecycle"],
): EffectData {
return { id, name: id, description: "", lifecycle };
} }
function createCard( function createCard(id: string, costType: 'energy' | 'uses' | 'none', costCount: number) {
id: string, return { id, name: id, desc: '', type: 'item' as const, costType, costCount, targetType: 'none' as const, effects: [] as const };
costType: "energy" | "uses" | "none",
costCount: number,
) {
return {
id,
name: id,
desc: "",
type: "item" as const,
costType,
costCount,
targetType: "none" as const,
effects: [] as const,
};
} }
function createItem( function createItem(itemId: string, cardId: string, costType: 'energy' | 'uses' | 'none', costCount: number, depletion = 0): InventoryItem<GameItemMeta> {
itemId: string,
cardId: string,
costType: "energy" | "uses" | "none",
costCount: number,
depletion = 0,
): InventoryItem<GameItemMeta> {
return { return {
id: itemId, id: itemId,
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape, shape: { id: '1x1', cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
transform: { transform: { x: 0, y: 0, rotation: 0, flipX: false, flipY: false } as unknown as Transform2D,
x: 0,
y: 0,
rotation: 0,
flipX: false,
flipY: false,
} as unknown as Transform2D,
meta: { meta: {
itemData: { itemData: { id: itemId, type: 'weapon', name: itemId, shape: '1x1', card: createCard(cardId, costType, costCount), price: 0, description: '' },
id: itemId, shape: { id: '1x1', cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
type: "weapon", depletion: costType === 'uses' ? depletion : undefined,
name: itemId,
shape: "1x1",
card: createCard(cardId, costType, costCount),
price: 0,
description: "",
},
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
depletion: costType === "uses" ? depletion : undefined,
}, },
}; };
} }
function createInventory( function createInventory(items: InventoryItem<GameItemMeta>[]): GridInventory<GameItemMeta> {
items: InventoryItem<GameItemMeta>[],
): GridInventory<GameItemMeta> {
const map = new Map<string, InventoryItem<GameItemMeta>>(); const map = new Map<string, InventoryItem<GameItemMeta>>();
const occupied = new Set<CellKey>(); const occupied = new Set<string>();
for (const item of items) { for (const item of items) {
map.set(item.id, item); map.set(item.id, item);
occupied.add(`${item.transform.x},${item.transform.y}`); occupied.add(`${item.transform.x},${item.transform.y}`);
@ -113,15 +65,7 @@ function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
...createCombatEntity(hp, maxHp), ...createCombatEntity(hp, maxHp),
energy: 3, energy: 3,
maxEnergy: 3, maxEnergy: 3,
deck: { deck: { cards: {}, regions: { drawPile: { id: 'drawPile', axes: [], childIds: [], partMap: {} }, hand: { id: 'hand', axes: [], childIds: [], partMap: {} }, discardPile: { id: 'discardPile', axes: [], childIds: [], partMap: {} }, exhaustPile: { id: 'exhaustPile', axes: [], childIds: [], partMap: {} } } },
cards: {},
regions: {
drawPile: { id: "drawPile", axes: [], childIds: [], partMap: {} },
hand: { id: "hand", axes: [], childIds: [], partMap: {} },
discardPile: { id: "discardPile", axes: [], childIds: [], partMap: {} },
exhaustPile: { id: "exhaustPile", axes: [], childIds: [], partMap: {} },
},
},
itemEffects: {}, itemEffects: {},
}; };
} }
@ -130,342 +74,334 @@ function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
return { return {
...createCombatEntity(hp, maxHp), ...createCombatEntity(hp, maxHp),
id, id,
enemy: { id, name: id, description: "" }, enemy: { id, name: id, description: '' },
intents: {}, intents: {},
currentIntentId: "", currentIntentId: '',
}; };
} }
function createCombatState( function createCombatState(playerHp = 30, enemies: EnemyEntity[] = []): CombatState {
playerHp = 30,
enemies: EnemyEntity[] = [],
): CombatState {
return { return {
player: createPlayerEntity(playerHp), player: createPlayerEntity(playerHp),
enemies, enemies,
inventory: { inventory: { width: 6, height: 4, items: new Map(), occupiedCells: new Set() },
width: 6, phase: 'playerTurn',
height: 4,
items: new Map(),
occupiedCells: new Set(),
},
phase: "playerTurn",
turnNumber: 1, turnNumber: 1,
result: null, result: null,
loot: [], loot: [],
}; };
} }
describe("combat/effects", () => { describe('combat/effects', () => {
describe("addEffect", () => { describe('addEffect', () => {
it("should add a new effect to an empty table", () => { it('should add a new effect to an empty table', () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect("strength", "temporary"); const effect = createEffect('strength', 'temporary');
addEffect(table, effect, 3); addEffect(table, effect, 3);
expect(table["strength"]).toBeDefined(); expect(table['strength']).toBeDefined();
expect(table["strength"].data).toBe(effect); expect(table['strength'].data).toBe(effect);
expect(table["strength"].stacks).toBe(3); expect(table['strength'].stacks).toBe(3);
}); });
it("should stack with existing effect of same id", () => { it('should stack with existing effect of same id', () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect("strength", "lingering"); const effect = createEffect('strength', 'lingering');
addEffect(table, effect, 2); addEffect(table, effect, 2);
addEffect(table, effect, 3); addEffect(table, effect, 3);
expect(table["strength"].stacks).toBe(5); expect(table['strength'].stacks).toBe(5);
}); });
it("should remove effect when stacks reach 0", () => { it('should remove effect when stacks reach 0', () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect("strength", "temporary"); const effect = createEffect('strength', 'temporary');
addEffect(table, effect, 3); addEffect(table, effect, 3);
addEffect(table, effect, -3); addEffect(table, effect, -3);
expect(table["strength"]).toBeUndefined(); expect(table['strength']).toBeUndefined();
}); });
it("should not add effect when stacks is 0", () => { it('should not add effect when stacks is 0', () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect("strength", "temporary"); const effect = createEffect('strength', 'temporary');
addEffect(table, effect, 0); addEffect(table, effect, 0);
expect(table["strength"]).toBeUndefined(); expect(table['strength']).toBeUndefined();
}); });
it("should handle negative stacks", () => { it('should handle negative stacks', () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect("weak", "temporary"); const effect = createEffect('weak', 'temporary');
addEffect(table, effect, -2); addEffect(table, effect, -2);
expect(table["weak"].stacks).toBe(-2); expect(table['weak'].stacks).toBe(-2);
}); });
}); });
describe("addEntityEffect", () => { describe('addEntityEffect', () => {
it("should add effect to entity.effects", () => { it('should add effect to entity.effects', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const effect = createEffect("vulnerable", "lingering"); const effect = createEffect('vulnerable', 'lingering');
addEntityEffect(entity, effect, 2); addEntityEffect(entity, effect, 2);
expect(entity.effects["vulnerable"].stacks).toBe(2); expect(entity.effects['vulnerable'].stacks).toBe(2);
}); });
}); });
describe("addItemEffect", () => { describe('addItemEffect', () => {
it("should add effect to player.itemEffects[itemKey]", () => { it('should add effect to player.itemEffects[itemKey]', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary"); const effect = createEffect('adjacent-buff', 'itemTemporary');
addItemEffect(player, "sword-1", effect, 3); addItemEffect(player, 'sword-1', effect, 3);
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3); expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(3);
}); });
it("should initialize itemEffects entry if not present", () => { it('should initialize itemEffects entry if not present', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary"); const effect = createEffect('adjacent-buff', 'itemTemporary');
addItemEffect(player, "new-item", effect, 1); addItemEffect(player, 'new-item', effect, 1);
expect(player.itemEffects["new-item"]).toBeDefined(); expect(player.itemEffects['new-item']).toBeDefined();
}); });
it("should stack with existing item effect", () => { it('should stack with existing item effect', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary"); const effect = createEffect('adjacent-buff', 'itemTemporary');
addItemEffect(player, "sword-1", effect, 2); addItemEffect(player, 'sword-1', effect, 2);
addItemEffect(player, "sword-1", effect, 3); addItemEffect(player, 'sword-1', effect, 3);
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5); expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(5);
}); });
}); });
describe("onEntityEffectUpkeep", () => { describe('onEntityEffectUpkeep', () => {
it("should remove temporary effects", () => { it('should remove temporary effects', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const tempEffect = createEffect("temp-shield", "temporary"); const tempEffect = createEffect('temp-shield', 'temporary');
addEntityEffect(entity, tempEffect, 5); addEntityEffect(entity, tempEffect, 5);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects["temp-shield"]).toBeUndefined(); expect(entity.effects['temp-shield']).toBeUndefined();
}); });
it("should decrement lingering effects by 1", () => { it('should decrement lingering effects by 1', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const lingeringEffect = createEffect("poison", "lingering"); const lingeringEffect = createEffect('poison', 'lingering');
addEntityEffect(entity, lingeringEffect, 3); addEntityEffect(entity, lingeringEffect, 3);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects["poison"].stacks).toBe(2); expect(entity.effects['poison'].stacks).toBe(2);
}); });
it("should remove lingering effects when stacks reach 0", () => { it('should remove lingering effects when stacks reach 0', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const lingeringEffect = createEffect("poison", "lingering"); const lingeringEffect = createEffect('poison', 'lingering');
addEntityEffect(entity, lingeringEffect, 1); addEntityEffect(entity, lingeringEffect, 1);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects["poison"]).toBeUndefined(); expect(entity.effects['poison']).toBeUndefined();
}); });
it("should not affect permanent effects", () => { it('should not affect permanent effects', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const permEffect = createEffect("max-hp-up", "permanent"); const permEffect = createEffect('max-hp-up', 'permanent');
addEntityEffect(entity, permEffect, 5); addEntityEffect(entity, permEffect, 5);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects["max-hp-up"].stacks).toBe(5); expect(entity.effects['max-hp-up'].stacks).toBe(5);
}); });
it("should not affect instant effects", () => { it('should not affect instant effects', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const instantEffect = createEffect("instant-damage", "instant"); const instantEffect = createEffect('instant-damage', 'instant');
addEntityEffect(entity, instantEffect, 10); addEntityEffect(entity, instantEffect, 10);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects["instant-damage"].stacks).toBe(10); expect(entity.effects['instant-damage'].stacks).toBe(10);
}); });
it("should increment lingering effects with negative stacks", () => { it('should increment lingering effects with negative stacks', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const lingeringEffect = createEffect("regen", "lingering"); const lingeringEffect = createEffect('regen', 'lingering');
addEntityEffect(entity, lingeringEffect, -3); addEntityEffect(entity, lingeringEffect, -3);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects["regen"].stacks).toBe(-2); expect(entity.effects['regen'].stacks).toBe(-2);
}); });
}); });
describe("onEntityPostureDamage", () => { describe('onEntityPostureDamage', () => {
it("should reduce posture effects by damage amount", () => { it('should reduce posture effects by damage amount', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture"); const postureEffect = createEffect('block', 'posture');
addEntityEffect(entity, postureEffect, 10); addEntityEffect(entity, postureEffect, 10);
onEntityPostureDamage(entity, 4); onEntityPostureDamage(entity, 4);
expect(entity.effects["block"].stacks).toBe(6); expect(entity.effects['block'].stacks).toBe(6);
}); });
it("should not reduce posture effects below 0", () => { it('should not reduce posture effects below 0', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture"); const postureEffect = createEffect('block', 'posture');
addEntityEffect(entity, postureEffect, 3); addEntityEffect(entity, postureEffect, 3);
onEntityPostureDamage(entity, 10); onEntityPostureDamage(entity, 10);
expect(entity.effects["block"]).toBeUndefined(); expect(entity.effects['block']).toBeUndefined();
}); });
it("should not affect non-posture effects", () => { it('should not affect non-posture effects', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture"); const postureEffect = createEffect('block', 'posture');
const permEffect = createEffect("strength", "permanent"); const permEffect = createEffect('strength', 'permanent');
addEntityEffect(entity, postureEffect, 5); addEntityEffect(entity, postureEffect, 5);
addEntityEffect(entity, permEffect, 3); addEntityEffect(entity, permEffect, 3);
onEntityPostureDamage(entity, 2); onEntityPostureDamage(entity, 2);
expect(entity.effects["block"].stacks).toBe(3); expect(entity.effects['block'].stacks).toBe(3);
expect(entity.effects["strength"].stacks).toBe(3); expect(entity.effects['strength'].stacks).toBe(3);
}); });
it("should handle zero damage", () => { it('should handle zero damage', () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture"); const postureEffect = createEffect('block', 'posture');
addEntityEffect(entity, postureEffect, 5); addEntityEffect(entity, postureEffect, 5);
onEntityPostureDamage(entity, 0); onEntityPostureDamage(entity, 0);
expect(entity.effects["block"].stacks).toBe(5); expect(entity.effects['block'].stacks).toBe(5);
}); });
}); });
describe("onPlayerItemEffectUpkeep", () => { describe('onPlayerItemEffectUpkeep', () => {
it("should remove itemTemporary effects", () => { it('should remove itemTemporary effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary"); const effect = createEffect('adjacent-buff', 'itemTemporary');
addItemEffect(player, "sword-1", effect, 5); addItemEffect(player, 'sword-1', effect, 5);
onPlayerItemEffectUpkeep(player); onPlayerItemEffectUpkeep(player);
expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined(); expect(player.itemEffects['sword-1']['adjacent-buff']).toBeUndefined();
}); });
it("should not affect itemPermanent effects", () => { it('should not affect itemPermanent effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemPermanent"); const effect = createEffect('adjacent-buff', 'itemPermanent');
addItemEffect(player, "sword-1", effect, 5); addItemEffect(player, 'sword-1', effect, 5);
onPlayerItemEffectUpkeep(player); onPlayerItemEffectUpkeep(player);
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5); expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(5);
}); });
it("should not affect itemUntilPlay effects", () => { it('should not affect itemUntilPlay effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("charged", "itemUntilPlay"); const effect = createEffect('charged', 'itemUntilPlay');
addItemEffect(player, "sword-1", effect, 3); addItemEffect(player, 'sword-1', effect, 3);
onPlayerItemEffectUpkeep(player); onPlayerItemEffectUpkeep(player);
expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3); expect(player.itemEffects['sword-1']['charged'].stacks).toBe(3);
}); });
}); });
describe("onItemPlay", () => { describe('onItemPlay', () => {
it("should remove itemUntilPlay effects", () => { it('should remove itemUntilPlay effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("charged", "itemUntilPlay"); const effect = createEffect('charged', 'itemUntilPlay');
addItemEffect(player, "sword-1", effect, 3); addItemEffect(player, 'sword-1', effect, 3);
onItemPlay(player, "sword-1"); onItemPlay(player, 'sword-1');
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined(); expect(player.itemEffects['sword-1']['charged']).toBeUndefined();
}); });
it("should not affect other lifecycle effects", () => { it('should not affect other lifecycle effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const permEffect = createEffect("passive", "itemPermanent"); const permEffect = createEffect('passive', 'itemPermanent');
const playEffect = createEffect("charged", "itemUntilPlay"); const playEffect = createEffect('charged', 'itemUntilPlay');
addItemEffect(player, "sword-1", permEffect, 5); addItemEffect(player, 'sword-1', permEffect, 5);
addItemEffect(player, "sword-1", playEffect, 3); addItemEffect(player, 'sword-1', playEffect, 3);
onItemPlay(player, "sword-1"); onItemPlay(player, 'sword-1');
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5); expect(player.itemEffects['sword-1']['passive'].stacks).toBe(5);
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined(); expect(player.itemEffects['sword-1']['charged']).toBeUndefined();
}); });
it("should do nothing for item with no effects", () => { it('should do nothing for item with no effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
expect(() => onItemPlay(player, "nonexistent")).not.toThrow(); expect(() => onItemPlay(player, 'nonexistent')).not.toThrow();
}); });
}); });
describe("onItemDiscard", () => { describe('onItemDiscard', () => {
it("should remove itemUntilDiscard effects", () => { it('should remove itemUntilDiscard effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect("discard-buff", "itemUntilDiscard"); const effect = createEffect('discard-buff', 'itemUntilDiscard');
addItemEffect(player, "sword-1", effect, 3); addItemEffect(player, 'sword-1', effect, 3);
onItemDiscard(player, "sword-1"); onItemDiscard(player, 'sword-1');
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined(); expect(player.itemEffects['sword-1']['discard-buff']).toBeUndefined();
}); });
it("should not affect other lifecycle effects", () => { it('should not affect other lifecycle effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const permEffect = createEffect("passive", "itemPermanent"); const permEffect = createEffect('passive', 'itemPermanent');
const discardEffect = createEffect("discard-buff", "itemUntilDiscard"); const discardEffect = createEffect('discard-buff', 'itemUntilDiscard');
addItemEffect(player, "sword-1", permEffect, 5); addItemEffect(player, 'sword-1', permEffect, 5);
addItemEffect(player, "sword-1", discardEffect, 3); addItemEffect(player, 'sword-1', discardEffect, 3);
onItemDiscard(player, "sword-1"); onItemDiscard(player, 'sword-1');
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5); expect(player.itemEffects['sword-1']['passive'].stacks).toBe(5);
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined(); expect(player.itemEffects['sword-1']['discard-buff']).toBeUndefined();
}); });
it("should do nothing for item with no effects", () => { it('should do nothing for item with no effects', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
expect(() => onItemDiscard(player, "nonexistent")).not.toThrow(); expect(() => onItemDiscard(player, 'nonexistent')).not.toThrow();
}); });
}); });
describe("getAliveEnemies", () => { describe('getAliveEnemies', () => {
it("should yield only alive enemies", () => { it('should yield only alive enemies', () => {
const state = createCombatState(30, [ const state = createCombatState(30, [
createEnemyEntity("slime-1", 10, 10), createEnemyEntity('slime-1', 10, 10),
createEnemyEntity("slime-2", 0, 10), createEnemyEntity('slime-2', 0, 10),
createEnemyEntity("slime-3", 5, 10), createEnemyEntity('slime-3', 5, 10),
]); ]);
const alive = [...getAliveEnemies(state)]; const alive = [...getAliveEnemies(state)];
expect(alive.length).toBe(2); expect(alive.length).toBe(2);
expect(alive[0].id).toBe("slime-1"); expect(alive[0].id).toBe('slime-1');
expect(alive[1].id).toBe("slime-3"); expect(alive[1].id).toBe('slime-3');
}); });
it("should return empty for no enemies", () => { it('should return empty for no enemies', () => {
const state = createCombatState(30, []); const state = createCombatState(30, []);
const alive = [...getAliveEnemies(state)]; const alive = [...getAliveEnemies(state)];
@ -473,10 +409,10 @@ describe("combat/effects", () => {
expect(alive.length).toBe(0); expect(alive.length).toBe(0);
}); });
it("should return empty when all enemies are dead", () => { it('should return empty when all enemies are dead', () => {
const state = createCombatState(30, [ const state = createCombatState(30, [
createEnemyEntity("slime-1", 0, 10), createEnemyEntity('slime-1', 0, 10),
createEnemyEntity("slime-2", 0, 10), createEnemyEntity('slime-2', 0, 10),
]); ]);
const alive = [...getAliveEnemies(state)]; const alive = [...getAliveEnemies(state)];
@ -485,132 +421,130 @@ describe("combat/effects", () => {
}); });
}); });
describe("getCombatEntity", () => { describe('getCombatEntity', () => {
it('should return player for "player" key', () => { it('should return player for "player" key', () => {
const state = createCombatState(30); const state = createCombatState(30);
const entity = getCombatEntity(state, "player"); const entity = getCombatEntity(state, 'player');
expect(entity).toBe(state.player); expect(entity).toBe(state.player);
}); });
it("should return enemy by id", () => { it('should return enemy by id', () => {
const enemy = createEnemyEntity("boss-1", 50, 50); const enemy = createEnemyEntity('boss-1', 50, 50);
const state = createCombatState(30, [enemy]); const state = createCombatState(30, [enemy]);
const entity = getCombatEntity(state, "boss-1"); const entity = getCombatEntity(state, 'boss-1');
expect(entity).toBe(enemy); expect(entity).toBe(enemy);
}); });
it("should return undefined for non-existent enemy", () => { it('should return undefined for non-existent enemy', () => {
const state = createCombatState(30, [createEnemyEntity("slime-1")]); const state = createCombatState(30, [createEnemyEntity('slime-1')]);
const entity = getCombatEntity(state, "nonexistent"); const entity = getCombatEntity(state, 'nonexistent');
expect(entity).toBeUndefined(); expect(entity).toBeUndefined();
}); });
}); });
describe("canPlayCard", () => { describe('canPlayCard', () => {
it("should allow playing energy card when player has enough energy", () => { it('should allow playing energy card when player has enough energy', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 3; player.energy = 3;
const inventory = createInventory([]); const inventory = createInventory([]);
const result = canPlayCard(player, "energy", 2, "any", inventory); const result = canPlayCard(player, 'energy', 2, 'any', inventory);
expect(result).toBe(true); expect(result).toBe(true);
}); });
it("should reject playing energy card when player lacks energy", () => { it('should reject playing energy card when player lacks energy', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 1; player.energy = 1;
const inventory = createInventory([]); const inventory = createInventory([]);
const result = canPlayCard(player, "energy", 2, "any", inventory); const result = canPlayCard(player, 'energy', 2, 'any', inventory);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it("should allow playing uses card when item has remaining uses", () => { it('should allow playing uses card when item has remaining uses', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const item = createItem("potion-1", "potion-card", "uses", 3, 1); const item = createItem('potion-1', 'potion-card', 'uses', 3, 1);
const inventory = createInventory([item]); const inventory = createInventory([item]);
const result = canPlayCard(player, "uses", 3, "potion-1", inventory); const result = canPlayCard(player, 'uses', 3, 'potion-1', inventory);
expect(result).toBe(true); expect(result).toBe(true);
}); });
it("should reject playing uses card when item is depleted", () => { it('should reject playing uses card when item is depleted', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const item = createItem("potion-1", "potion-card", "uses", 3, 3); const item = createItem('potion-1', 'potion-card', 'uses', 3, 3);
const inventory = createInventory([item]); const inventory = createInventory([item]);
const result = canPlayCard(player, "uses", 3, "potion-1", inventory); const result = canPlayCard(player, 'uses', 3, 'potion-1', inventory);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it("should reject playing uses card when item not in inventory", () => { it('should reject playing uses card when item not in inventory', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const inventory = createInventory([]); const inventory = createInventory([]);
const result = canPlayCard(player, "uses", 1, "missing", inventory); const result = canPlayCard(player, 'uses', 1, 'missing', inventory);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it("should always allow playing none cost card", () => { it('should always allow playing none cost card', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 0; player.energy = 0;
const inventory = createInventory([]); const inventory = createInventory([]);
const result = canPlayCard(player, "none", 0, "any", inventory); const result = canPlayCard(player, 'none', 0, 'any', inventory);
expect(result).toBe(true); expect(result).toBe(true);
}); });
}); });
describe("payCardCost", () => { describe('payCardCost', () => {
it("should deduct energy for energy cost card", () => { it('should deduct energy for energy cost card', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 3; player.energy = 3;
const inventory = createInventory([]); const inventory = createInventory([]);
payCardCost(player, "energy", 2, "any", inventory); payCardCost(player, 'energy', 2, 'any', inventory);
expect(player.energy).toBe(1); expect(player.energy).toBe(1);
}); });
it("should increment depletion for uses cost card", () => { it('should increment depletion for uses cost card', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const item = createItem("potion-1", "potion-card", "uses", 3, 1); const item = createItem('potion-1', 'potion-card', 'uses', 3, 1);
const inventory = createInventory([item]); const inventory = createInventory([item]);
payCardCost(player, "uses", 3, "potion-1", inventory); payCardCost(player, 'uses', 3, 'potion-1', inventory);
expect(item.meta?.depletion).toBe(4); expect(item.meta?.depletion).toBe(4);
}); });
it("should do nothing for none cost card", () => { it('should do nothing for none cost card', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 3; player.energy = 3;
const inventory = createInventory([]); const inventory = createInventory([]);
payCardCost(player, "none", 0, "any", inventory); payCardCost(player, 'none', 0, 'any', inventory);
expect(player.energy).toBe(3); expect(player.energy).toBe(3);
}); });
it("should handle missing item gracefully for uses cost", () => { it('should handle missing item gracefully for uses cost', () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const inventory = createInventory([]); const inventory = createInventory([]);
expect(() => expect(() => payCardCost(player, 'uses', 1, 'missing', inventory)).not.toThrow();
payCardCost(player, "uses", 1, "missing", inventory),
).not.toThrow();
}); });
}); });
}); });

View File

@ -1,99 +1,49 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import { import { createGameContext, createGameCommandRegistry, IGameContext } from '@/core/game';
createGameContext, import { createRegion } from '@/core/region';
createGameCommandRegistry, import { createStartWith, Triggers } from '@/samples/slay-the-spire-like/system/combat/triggers';
IGameContext, import { addTriggers } from '@/samples/slay-the-spire-like/data/desert/triggers';
} from "@/core/game"; import { CombatState, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types';
import { createRegion } from "@/core/region"; import { EffectData } from '@/samples/slay-the-spire-like/system/types';
import { import { GameCard, DeckRegions } from '@/samples/slay-the-spire-like/system/deck';
createStartWith, import { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory/types';
createTriggers, import { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types';
Triggers, import { ParsedShape } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
} from "@/samples/slay-the-spire-like/system/combat/triggers"; import { Transform2D } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
import { addTriggers } from "@/samples/slay-the-spire-like/data/desert/triggers"; import { cards, effects, enemies, items } from '@/samples/slay-the-spire-like/data/desert';
import {
CombatState,
EnemyEntity,
} from "@/samples/slay-the-spire-like/system/combat/types";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import {
GameCard,
DeckRegions,
} from "@/samples/slay-the-spire-like/system/deck";
import {
CellKey,
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
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 {
getCards,
getEffects,
getEncounters,
getEnemies,
getItems,
} from "@/samples/slay-the-spire-like/data/desert";
const cards = getCards();
const effects = getEffects();
const encounters = getEncounters();
const items = getItems();
const enemies = getEnemies();
function createEffect( function createEffect(id: string, lifecycle: EffectData['lifecycle'] = 'instant'): EffectData {
id: string, const found = effects.find(e => e.id === id);
lifecycle: EffectData["lifecycle"] = "instant",
): EffectData {
const found = effects.find((e) => e.id === id);
if (found) return found; if (found) return found;
return { id, name: id, description: "", lifecycle }; return { id, name: id, description: '', lifecycle };
} }
function createDeckRegions(): DeckRegions { function createDeckRegions(): DeckRegions {
return { return {
drawPile: createRegion("drawPile", []), drawPile: createRegion('drawPile', []),
hand: createRegion("hand", []), hand: createRegion('hand', []),
discardPile: createRegion("discardPile", []), discardPile: createRegion('discardPile', []),
exhaustPile: createRegion("exhaustPile", []), exhaustPile: createRegion('exhaustPile', []),
}; };
} }
function createCard( function createCard(id: string, itemId: string, costType: 'energy' | 'uses' | 'none' = 'energy', costCount = 0): GameCard {
id: string, const cardData = cards.find(c => c.id === itemId) ?? {
itemId: string, id: itemId, name: itemId, desc: '', type: 'item' as const, costType, costCount, targetType: 'none' as const, effects: [],
costType: "energy" | "uses" | "none" = "energy",
costCount = 0,
): GameCard {
const cardData = cards.find((c) => c.id === itemId) ?? {
id: itemId,
name: itemId,
desc: "",
type: "item" as const,
costType,
costCount,
targetType: "none" as const,
effects: [],
}; };
return { return {
id, id,
regionId: "", regionId: '',
position: [0], position: [0],
itemId, itemId,
cardData, cardData,
}; };
} }
function createEnemyEntity( function createEnemyEntity(enemyId: string, hp: number, maxHp: number, instanceIndex = 0): EnemyEntity {
enemyId: string, const enemyData = enemies.find(e => e.id === enemyId);
hp: number,
maxHp: number,
instanceIndex = 0,
): EnemyEntity {
const enemyData = enemies.find((e) => e.id === enemyId);
if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`); if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`);
const intent = const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
enemyData.intents.find((i) => i.initialIntent) ?? enemyData.intents[0];
const instanceId = `${enemyId}-${instanceIndex}`; const instanceId = `${enemyId}-${instanceIndex}`;
const intentMap: Record<string, typeof intent> = {}; const intentMap: Record<string, typeof intent> = {};
for (const i of enemyData.intents) { for (const i of enemyData.intents) {
@ -111,14 +61,12 @@ function createEnemyEntity(
}; };
} }
function createInventory( function createInventory(itemsList: InventoryItem<GameItemMeta>[]): GridInventory<GameItemMeta> {
itemsList: InventoryItem<GameItemMeta>[],
): GridInventory<GameItemMeta> {
const map = new Map<string, InventoryItem<GameItemMeta>>(); const map = new Map<string, InventoryItem<GameItemMeta>>();
const occupied = new Set<CellKey>(); const occupied = new Set<string>();
for (const item of itemsList) { for (const item of itemsList) {
map.set(item.id, item); map.set(item.id, item);
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`); occupied.add(`${item.transform.x},${item.transform.y}`);
} }
return { width: 6, height: 4, items: map, occupiedCells: occupied }; return { width: 6, height: 4, items: map, occupiedCells: occupied };
} }
@ -127,7 +75,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
const regions = createDeckRegions(); const regions = createDeckRegions();
return { return {
player: { player: {
id: "player", id: 'player',
effects: {}, effects: {},
hp: 30, hp: 30,
maxHp: 30, maxHp: 30,
@ -139,7 +87,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
}, },
enemies: [], enemies: [],
inventory: createInventory([]), inventory: createInventory([]),
phase: "playerTurn", phase: 'playerTurn',
turnNumber: 1, turnNumber: 1,
result: null, result: null,
loot: [], loot: [],
@ -155,71 +103,72 @@ function createTestContext(state?: CombatState): IGameContext<CombatState> {
} }
function getTriggers(): Triggers { function getTriggers(): Triggers {
const triggers = createTriggers(); let capturedTriggers: Triggers;
createStartWith(triggers => {
capturedTriggers = triggers;
addTriggers(triggers); addTriggers(triggers);
return triggers; });
return capturedTriggers!;
} }
function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) { function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) {
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.deck.cards[card.id] = card; draft.player.deck.cards[card.id] = card;
card.regionId = "hand"; card.regionId = 'hand';
draft.player.deck.regions.hand.childIds.push(card.id); draft.player.deck.regions.hand.childIds.push(card.id);
}); });
} }
function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) { function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) {
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.deck.cards[card.id] = card; draft.player.deck.cards[card.id] = card;
card.regionId = "drawPile"; card.regionId = 'drawPile';
draft.player.deck.regions.drawPile.childIds.push(card.id); draft.player.deck.regions.drawPile.childIds.push(card.id);
}); });
} }
function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) { function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) {
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.deck.cards[card.id] = card; draft.player.deck.cards[card.id] = card;
card.regionId = "discardPile"; card.regionId = 'discardPile';
draft.player.deck.regions.discardPile.childIds.push(card.id); draft.player.deck.regions.discardPile.childIds.push(card.id);
}); });
} }
function makeDummyEnemy() { function makeDummyEnemy() {
return createEnemyEntity("仙人掌怪", 999, 999); return createEnemyEntity('仙人掌怪', 999, 999);
} }
describe("desert triggers", () => { describe('desert triggers', () => {
describe("instant effects", () => { describe('instant effects', () => {
it("should apply attack effect as damage", async () => { it('should apply attack effect as damage', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
}), }));
);
const triggers = getTriggers(); const triggers = getTriggers();
const attackEffect = createEffect("attack"); const attackEffect = createEffect('attack');
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: attackEffect, effect: attackEffect,
entityKey: "player", entityKey: 'player',
stacks: 5, stacks: 5,
sourceEntityKey: "enemy-0", sourceEntityKey: 'enemy-0',
}); });
expect(ctx.value.player.hp).toBe(25); expect(ctx.value.player.hp).toBe(25);
}); });
it("should apply draw effect", async () => { it('should apply draw effect', async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const drawEffect = createEffect("draw"); const drawEffect = createEffect('draw');
addCardToDrawPile(ctx, createCard("card-1", "sword")); addCardToDrawPile(ctx, createCard('card-1', 'sword'));
addCardToDrawPile(ctx, createCard("card-2", "sword")); addCardToDrawPile(ctx, createCard('card-2', 'sword'));
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: drawEffect, effect: drawEffect,
entityKey: "player", entityKey: 'player',
stacks: 2, stacks: 2,
}); });
@ -227,203 +176,182 @@ describe("desert triggers", () => {
expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0); expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0);
}); });
it("should apply gainEnergy effect", async () => { it('should apply gainEnergy effect', async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const gainEnergyEffect = createEffect("gainEnergy"); const gainEnergyEffect = createEffect('gainEnergy');
const initialEnergy = ctx.value.player.energy; const initialEnergy = ctx.value.player.energy;
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: gainEnergyEffect, effect: gainEnergyEffect,
entityKey: "player", entityKey: 'player',
stacks: 2, stacks: 2,
}); });
expect(ctx.value.player.energy).toBe(initialEnergy + 2); expect(ctx.value.player.energy).toBe(initialEnergy + 2);
}); });
it("should remove wound cards from draw and discard piles", async () => { it('should remove wound cards from draw and discard piles', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
}), }));
);
const triggers = getTriggers(); const triggers = getTriggers();
const removeWoundEffect = createEffect("removeWound"); const removeWoundEffect = createEffect('removeWound');
addCardToDrawPile(ctx, createCard("wound-1", "wound", "none", 0)); addCardToDrawPile(ctx, createCard('wound-1', 'wound', 'none', 0));
addCardToDiscardPile(ctx, createCard("wound-2", "wound", "none", 0)); addCardToDiscardPile(ctx, createCard('wound-2', 'wound', 'none', 0));
addCardToDrawPile(ctx, createCard("sword-1", "sword")); addCardToDrawPile(ctx, createCard('sword-1', 'sword'));
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: removeWoundEffect, effect: removeWoundEffect,
entityKey: "player", entityKey: 'player',
stacks: 2, stacks: 2,
}); });
expect(ctx.value.player.deck.cards["wound-1"]).toBeUndefined(); expect(ctx.value.player.deck.cards['wound-1']).toBeUndefined();
expect(ctx.value.player.deck.cards["wound-2"]).toBeUndefined(); expect(ctx.value.player.deck.cards['wound-2']).toBeUndefined();
expect(ctx.value.player.deck.cards["sword-1"]).toBeDefined(); expect(ctx.value.player.deck.cards['sword-1']).toBeDefined();
}); });
}); });
describe("damage pipeline", () => { describe('damage pipeline', () => {
it("should prevent damage with block", async () => { it('should prevent damage with block', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
}), }));
);
const triggers = getTriggers(); const triggers = getTriggers();
const defendEffect = createEffect("defend", "posture"); const defendEffect = createEffect('defend', 'posture');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.defend = { data: defendEffect, stacks: 5 }; draft.player.effects.defend = { data: defendEffect, stacks: 5 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "player", entityKey: 'player',
amount: 8, amount: 8,
sourceEntityKey: "enemy-0", sourceEntityKey: 'enemy-0',
}); });
expect(ctx.value.player.hp).toBe(27); expect(ctx.value.player.hp).toBe(27);
expect(ctx.value.player.effects.defend?.stacks).toBe(2); expect(ctx.value.player.effects.defend?.stacks).toBe(2);
}); });
it("should reduce damage with damageReduce", async () => { it('should reduce damage with damageReduce', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
}), }));
);
const triggers = getTriggers(); const triggers = getTriggers();
const damageReduceEffect = createEffect("damageReduce", "temporary"); const damageReduceEffect = createEffect('damageReduce', 'temporary');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.damageReduce = { draft.player.effects.damageReduce = { data: damageReduceEffect, stacks: 3 };
data: damageReduceEffect,
stacks: 3,
};
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "player", entityKey: 'player',
amount: 8, amount: 8,
sourceEntityKey: "enemy-0", sourceEntityKey: 'enemy-0',
}); });
expect(ctx.value.player.hp).toBe(25); expect(ctx.value.player.hp).toBe(25);
}); });
it("should increase damage with expose", async () => { it('should increase damage with expose', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
}), }));
);
const triggers = getTriggers(); const triggers = getTriggers();
const exposeEffect = createEffect("expose", "temporary"); const exposeEffect = createEffect('expose', 'temporary');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.expose = { data: exposeEffect, stacks: 2 }; draft.player.effects.expose = { data: exposeEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "player", entityKey: 'player',
amount: 5, amount: 5,
sourceEntityKey: "enemy-0", sourceEntityKey: 'enemy-0',
}); });
expect(ctx.value.player.hp).toBe(23); expect(ctx.value.player.hp).toBe(23);
}); });
}); });
describe("spike reflection", () => { describe('spike reflection', () => {
it("should damage attacker when entity has spike", async () => { it('should damage attacker when entity has spike', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('仙人掌怪', 12, 12)],
enemies: [createEnemyEntity("仙人掌怪", 12, 12)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const spikeEffect = createEffect("spike", "permanent"); const spikeEffect = createEffect('spike', 'permanent');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.spike = { data: spikeEffect, stacks: 3 }; enemy.effects.spike = { data: spikeEffect, stacks: 3 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "仙人掌怪-0", entityKey: '仙人掌怪-0',
amount: 5, amount: 5,
sourceEntityKey: "player", sourceEntityKey: 'player',
}); });
expect(ctx.value.player.hp).toBe(27); expect(ctx.value.player.hp).toBe(27);
}); });
}); });
describe("storm static card generation", () => { describe('storm static card generation', () => {
it("should give player static cards when storm enemy executes intent", async () => { it('should give player static cards when storm enemy executes intent', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('风暴之灵', 30, 30)],
enemies: [createEnemyEntity("风暴之灵", 30, 30)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const stormEffect = createEffect("storm", "permanent"); const stormEffect = createEffect('storm', 'permanent');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.storm = { data: stormEffect, stacks: 2 }; enemy.effects.storm = { data: stormEffect, stacks: 2 };
}); });
await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" }); await triggers.onEnemyIntent.execute(ctx, { enemyId: '风暴之灵-0' });
const staticCards = Object.values(ctx.value.player.deck.cards).filter( const staticCards = Object.values(ctx.value.player.deck.cards).filter((c: GameCard) => c.itemId === 'static');
(c: GameCard) => c.itemId === "static",
);
expect(staticCards.length).toBe(2); expect(staticCards.length).toBe(2);
}); });
}); });
describe("energyDrain", () => { describe('energyDrain', () => {
it("should drain player energy when energyDrain enemy takes damage", async () => { it('should drain player energy when energyDrain enemy takes damage', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('幼沙虫', 18, 18)],
enemies: [createEnemyEntity("幼沙虫", 18, 18)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const energyDrainEffect = createEffect("energyDrain", "lingering"); const energyDrainEffect = createEffect('energyDrain', 'lingering');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 }; enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "幼沙虫-0", entityKey: '幼沙虫-0',
amount: 5, amount: 5,
sourceEntityKey: "player", sourceEntityKey: 'player',
}); });
expect(ctx.value.player.energy).toBe(2); expect(ctx.value.player.energy).toBe(2);
}); });
}); });
describe("molt flee", () => { describe('molt flee', () => {
it("should make enemy flee when molt >= maxHp after taking damage", async () => { it('should make enemy flee when molt >= maxHp after taking damage', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('蜥蜴', 14, 14)],
enemies: [createEnemyEntity("蜥蜴", 14, 14)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const moltEffect = createEffect("molt", "posture"); const moltEffect = createEffect('molt', 'posture');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.molt = { data: moltEffect, stacks: 14 }; enemy.effects.molt = { data: moltEffect, stacks: 14 };
}); });
@ -431,249 +359,233 @@ describe("desert triggers", () => {
let threw = false; let threw = false;
try { try {
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "蜥蜴-0", entityKey: '蜥蜴-0',
amount: 1, amount: 1,
sourceEntityKey: "player", sourceEntityKey: 'player',
}); });
} catch (e) { } catch (e) {
threw = true; threw = true;
} }
expect(threw).toBe(true); expect(threw).toBe(true);
expect(ctx.value.result).toBe("victory"); expect(ctx.value.result).toBe('victory');
expect(ctx.value.enemies[0].isAlive).toBe(false); expect(ctx.value.enemies[0].isAlive).toBe(false);
}); });
}); });
describe("discard at turn start", () => { describe('discard at turn start', () => {
it("should randomly discard a card when discard effect is active", async () => { it('should randomly discard a card when discard effect is active', async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const discardEffect = createEffect("discard", "lingering"); const discardEffect = createEffect('discard', 'lingering');
addCardToHand(ctx, createCard("card-1", "sword")); addCardToHand(ctx, createCard('card-1', 'sword'));
addCardToHand(ctx, createCard("card-2", "shield")); addCardToHand(ctx, createCard('card-2', 'shield'));
addCardToHand(ctx, createCard("card-3", "dagger")); addCardToHand(ctx, createCard('card-3', 'dagger'));
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.discard = { data: discardEffect, stacks: 1 }; draft.player.effects.discard = { data: discardEffect, stacks: 1 };
}); });
await triggers.onTurnStart.execute(ctx, { entityKey: "player" }); await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2); expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1); expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1);
}); });
}); });
describe("next-turn effects", () => { describe('next-turn effects', () => {
it("should gain block from defendNext at turn start", async () => { it('should gain block from defendNext at turn start', async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const defendNextEffect = createEffect("defendNext", "temporary"); const defendNextEffect = createEffect('defendNext', 'temporary');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 }; draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 };
}); });
await triggers.onTurnStart.execute(ctx, { entityKey: "player" }); await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
expect(ctx.value.player.effects.defend?.stacks).toBe(5); expect(ctx.value.player.effects.defend?.stacks).toBe(5);
expect(ctx.value.player.effects.defendNext).toBeUndefined(); expect(ctx.value.player.effects.defendNext).toBeUndefined();
}); });
it("should gain energy from energyNext at turn start", async () => { it('should gain energy from energyNext at turn start', async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const energyNextEffect = createEffect("energyNext", "temporary"); const energyNextEffect = createEffect('energyNext', 'temporary');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 }; draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 };
}); });
await triggers.onTurnStart.execute(ctx, { entityKey: "player" }); await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
expect(ctx.value.player.energy).toBe(5); expect(ctx.value.player.energy).toBe(5);
expect(ctx.value.player.effects.energyNext).toBeUndefined(); expect(ctx.value.player.effects.energyNext).toBeUndefined();
}); });
it("should draw extra cards from drawNext at turn start", async () => { it('should draw extra cards from drawNext at turn start', async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const drawNextEffect = createEffect("drawNext", "temporary"); const drawNextEffect = createEffect('drawNext', 'temporary');
addCardToDrawPile(ctx, createCard("card-1", "sword")); addCardToDrawPile(ctx, createCard('card-1', 'sword'));
addCardToDrawPile(ctx, createCard("card-2", "sword")); addCardToDrawPile(ctx, createCard('card-2', 'sword'));
addCardToDrawPile(ctx, createCard("card-3", "sword")); addCardToDrawPile(ctx, createCard('card-3', 'sword'));
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 }; draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 };
}); });
await triggers.onTurnStart.execute(ctx, { entityKey: "player" }); await triggers.onTurnStart.execute(ctx, { entityKey: 'player' });
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2); expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
expect(ctx.value.player.effects.drawNext).toBeUndefined(); expect(ctx.value.player.effects.drawNext).toBeUndefined();
}); });
}); });
describe("posture damage effects", () => { describe('posture damage effects', () => {
it("should double damage with aim", async () => { it('should double damage with aim', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('仙人掌怪', 12, 12)],
enemies: [createEnemyEntity("仙人掌怪", 12, 12)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const aimEffect = createEffect("aim", "posture"); const aimEffect = createEffect('aim', 'posture');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.aim = { data: aimEffect, stacks: 2 }; draft.player.effects.aim = { data: aimEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "仙人掌怪-0", entityKey: '仙人掌怪-0',
amount: 5, amount: 5,
sourceEntityKey: "player", sourceEntityKey: 'player',
}); });
expect(ctx.value.enemies[0].hp).toBe(2); expect(ctx.value.enemies[0].hp).toBe(2);
}); });
it("should add bonus damage with roll", async () => { it('should add bonus damage with roll', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('仙人掌怪', 99, 99)],
enemies: [createEnemyEntity("仙人掌怪", 99, 99)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const rollEffect = createEffect("roll", "posture"); const rollEffect = createEffect('roll', 'posture');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
draft.player.effects.roll = { data: rollEffect, stacks: 20 }; draft.player.effects.roll = { data: rollEffect, stacks: 20 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "仙人掌怪-0", entityKey: '仙人掌怪-0',
amount: 5, amount: 5,
sourceEntityKey: "player", sourceEntityKey: 'player',
}); });
expect(ctx.value.enemies[0].hp).toBe(74); expect(ctx.value.enemies[0].hp).toBe(74);
expect(ctx.value.player.effects.roll).toBeUndefined(); expect(ctx.value.player.effects.roll).toBeUndefined();
}); });
it("should add bonus damage with tailSting", async () => { it('should add bonus damage with tailSting', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('沙蝎', 10, 10)],
enemies: [createEnemyEntity("沙蝎", 10, 10)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const tailStingEffect = createEffect("tailSting", "posture"); const tailStingEffect = createEffect('tailSting', 'posture');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 }; enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "player", entityKey: 'player',
amount: 5, amount: 5,
sourceEntityKey: "沙蝎-0", sourceEntityKey: '沙蝎-0',
}); });
expect(ctx.value.player.hp).toBe(23); expect(ctx.value.player.hp).toBe(23);
}); });
it("should double damage with charge on attacker", async () => { it('should double damage with charge on attacker', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('骑马枪手', 25, 25)],
enemies: [createEnemyEntity("骑马枪手", 25, 25)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const chargeEffect = createEffect("charge", "lingering"); const chargeEffect = createEffect('charge', 'lingering');
ctx._state.produce((draft) => { ctx._state.produce(draft => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.charge = { data: chargeEffect, stacks: 2 }; enemy.effects.charge = { data: chargeEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "player", entityKey: 'player',
amount: 5, amount: 5,
sourceEntityKey: "骑马枪手-0", sourceEntityKey: '骑马枪手-0',
}); });
expect(ctx.value.player.hp).toBe(20); expect(ctx.value.player.hp).toBe(20);
}); });
}); });
describe("crossbow chain", () => { describe('crossbow chain', () => {
it("should replay other crossbows on same target", async () => { it('should replay other crossbows on same target', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('仙人掌怪', 20, 20)],
enemies: [createEnemyEntity("仙人掌怪", 20, 20)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const crossbowEffect = createEffect("crossbow"); const crossbowEffect = createEffect('crossbow');
addCardToHand(ctx, createCard("crossbow-1", "crossbow")); addCardToHand(ctx, createCard('crossbow-1', 'crossbow'));
addCardToHand(ctx, createCard("crossbow-2", "crossbow")); addCardToHand(ctx, createCard('crossbow-2', 'crossbow'));
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: crossbowEffect, effect: crossbowEffect,
entityKey: "player", entityKey: 'player',
stacks: 0, stacks: 0,
cardId: "crossbow-1", cardId: 'crossbow-1',
sourceEntityKey: "player", sourceEntityKey: 'player',
targetId: "仙人掌怪-0", targetId: '仙人掌怪-0',
}); });
expect(ctx.value.enemies[0].hp).toBe(8); expect(ctx.value.enemies[0].hp).toBe(8);
}); });
}); });
describe("sandwormKing fatigue heal", () => { describe('sandwormKing fatigue heal', () => {
it("should heal sandworm king when player discards fatigue", async () => { it('should heal sandworm king when player discards fatigue', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('沙虫王', 30, 40)],
enemies: [createEnemyEntity("沙虫王", 30, 40)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
addCardToHand(ctx, createCard("fatigue-1", "fatigue", "none", 0)); addCardToHand(ctx, createCard('fatigue-1', 'fatigue', 'none', 0));
await triggers.onCardDiscarded.execute(ctx, { await triggers.onCardDiscarded.execute(ctx, {
cardId: "fatigue-1", cardId: 'fatigue-1',
sourceEntityKey: "player", sourceEntityKey: 'player',
}); });
expect(ctx.value.enemies[0].hp).toBe(40); expect(ctx.value.enemies[0].hp).toBe(40);
}); });
}); });
describe("vulture on-damage", () => { describe('vulture on-damage', () => {
it("should give player vultureEye when vulture deals damage", async () => { it('should give player vultureEye when vulture deals damage', async () => {
const ctx = createTestContext( const ctx = createTestContext(createCombatState({
createCombatState({ enemies: [createEnemyEntity('秃鹫', 12, 12)],
enemies: [createEnemyEntity("秃鹫", 12, 12)], }));
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: "player", entityKey: 'player',
amount: 5, amount: 5,
sourceEntityKey: "秃鹫-0", sourceEntityKey: '秃鹫-0',
}); });
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter( const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter((c: GameCard) => c.itemId === 'vultureEye');
(c: GameCard) => c.itemId === "vultureEye",
);
expect(vultureEyeCards.length).toBe(1); expect(vultureEyeCards.length).toBe(1);
}); });
}); });

View File

@ -1,13 +1,8 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import data from "@/samples/slay-the-spire-like/data"; import data from '@/samples/slay-the-spire-like/data';
import { CardData } from "@/samples/slay-the-spire-like";
describe("data import", () => { describe('data import', () => {
it("should import properly", () => { it('should import properly', () => {
expect(data.desert.getEffects).toBeDefined(); expect(data.desert.effects).toBeDefined();
expect(
data.desert.getCards().find((c: CardData) => c.id === "crossbow")?.effects
?.length,
).toBe(2);
}); });
}); });

View File

@ -1,26 +1,19 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import { import { generatePointCrawlMap, hasPath } from '@/samples/slay-the-spire-like/system/map/generator';
generatePointCrawlMap, import { MapNodeType, MapLayerType } from '@/samples/slay-the-spire-like/system/map/types';
hasPath, import { createRNG } from '@/utils/rng';
} from "@/samples/slay-the-spire-like/system/map/generator"; import { encounters } from '@/samples/slay-the-spire-like/data/desert';
import {
MapNodeType,
MapLayerType,
} from "@/samples/slay-the-spire-like/system/map/types";
import { createRNG } from "@/utils/rng";
import { getEncounters } from "@/samples/slay-the-spire-like/data/desert";
const encounters = getEncounters();
describe("generatePointCrawlMap", () => { describe('generatePointCrawlMap', () => {
it("should generate a map with 10 layers", () => { it('should generate a map with 10 layers', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
expect(map.layers.length).toBe(10); expect(map.layers.length).toBe(10);
}); });
it("should have correct layer structure", () => { it('should have correct layer structure', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const expectedStructure = [ const expectedStructure = [
"start", 'start',
MapLayerType.Wild, MapLayerType.Wild,
MapLayerType.Wild, MapLayerType.Wild,
MapLayerType.Settlement, MapLayerType.Settlement,
@ -29,7 +22,7 @@ describe("generatePointCrawlMap", () => {
MapLayerType.Settlement, MapLayerType.Settlement,
MapLayerType.Wild, MapLayerType.Wild,
MapLayerType.Wild, MapLayerType.Wild,
"end", 'end',
]; ];
for (let i = 0; i < expectedStructure.length; i++) { for (let i = 0; i < expectedStructure.length; i++) {
@ -37,7 +30,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have correct node counts per layer", () => { it('should have correct node counts per layer', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const expectedCounts = [1, 3, 3, 4, 3, 3, 4, 3, 3, 1]; const expectedCounts = [1, 3, 3, 4, 3, 3, 4, 3, 3, 1];
@ -46,23 +39,19 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have Start and End nodes with correct types", () => { it('should have Start and End nodes with correct types', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const startNode = map.nodes.get("node-0-0"); const startNode = map.nodes.get('node-0-0');
const endNode = map.nodes.get("node-9-0"); const endNode = map.nodes.get('node-9-0');
expect(startNode?.type).toBe(MapNodeType.Start); expect(startNode?.type).toBe(MapNodeType.Start);
expect(endNode?.type).toBe(MapNodeType.End); expect(endNode?.type).toBe(MapNodeType.End);
}); });
it("should have wild layers with minion/elite/event types", () => { it('should have wild layers with minion/elite/event types', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const wildLayerIndices = [1, 2, 4, 5, 7, 8]; const wildLayerIndices = [1, 2, 4, 5, 7, 8];
const validWildTypes = new Set([ const validWildTypes = new Set([MapNodeType.Minion, MapNodeType.Elite, MapNodeType.Event]);
MapNodeType.Minion,
MapNodeType.Elite,
MapNodeType.Event,
]);
for (const layerIdx of wildLayerIndices) { for (const layerIdx of wildLayerIndices) {
const layer = map.layers[layerIdx]; const layer = map.layers[layerIdx];
@ -74,13 +63,13 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have settlement layers with at least 1 camp, 1 shop, 1 curio", () => { it('should have settlement layers with at least 1 camp, 1 shop, 1 curio', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const settlementLayerIndices = [3, 6]; const settlementLayerIndices = [3, 6];
for (const layerIdx of settlementLayerIndices) { for (const layerIdx of settlementLayerIndices) {
const layer = map.layers[layerIdx]; const layer = map.layers[layerIdx];
const nodeTypes = layer.nodeIds.map((id) => map.nodes.get(id)!.type); const nodeTypes = layer.nodeIds.map(id => map.nodes.get(id)!.type);
expect(nodeTypes).toContain(MapNodeType.Camp); expect(nodeTypes).toContain(MapNodeType.Camp);
expect(nodeTypes).toContain(MapNodeType.Shop); expect(nodeTypes).toContain(MapNodeType.Shop);
@ -89,18 +78,16 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have Start connected to all 3 wild nodes", () => { it('should have Start connected to all 3 wild nodes', () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const startNode = map.nodes.get("node-0-0"); const startNode = map.nodes.get('node-0-0');
const wildLayer = map.layers[1]; const wildLayer = map.layers[1];
expect(startNode?.childIds.length).toBe(3); expect(startNode?.childIds.length).toBe(3);
expect(startNode?.childIds).toEqual( expect(startNode?.childIds).toEqual(expect.arrayContaining(wildLayer.nodeIds));
expect.arrayContaining(wildLayer.nodeIds),
);
}); });
it("should have each wild node connect to 1 wild node in wild→wild layers", () => { it('should have each wild node connect to 1 wild node in wild→wild layers', () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const wildToWildTransitions = [ const wildToWildTransitions = [
{ src: 1, tgt: 2 }, { src: 1, tgt: 2 },
@ -119,7 +106,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have each wild node connect to 2 settlement nodes in wild→settlement layers", () => { it('should have each wild node connect to 2 settlement nodes in wild→settlement layers', () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const wildToSettlementTransitions = [ const wildToSettlementTransitions = [
{ src: 2, tgt: 3 }, { src: 2, tgt: 3 },
@ -139,7 +126,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have settlement nodes connect correctly (1-2-2-1 pattern)", () => { it('should have settlement nodes connect correctly (1-2-2-1 pattern)', () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const settlementToWildTransitions = [ const settlementToWildTransitions = [
{ src: 3, tgt: 4 }, { src: 3, tgt: 4 },
@ -167,10 +154,10 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have all 3 wild nodes connect to End", () => { it('should have all 3 wild nodes connect to End', () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const lastWildLayer = map.layers[8]; const lastWildLayer = map.layers[8];
const endNode = map.nodes.get("node-9-0"); const endNode = map.nodes.get('node-9-0');
for (const wildId of lastWildLayer.nodeIds) { for (const wildId of lastWildLayer.nodeIds) {
const wildNode = map.nodes.get(wildId); const wildNode = map.nodes.get(wildId);
@ -178,10 +165,10 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should have all nodes reachable from Start and can reach End", () => { it('should have all nodes reachable from Start and can reach End', () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const startId = "node-0-0"; const startId = 'node-0-0';
const endId = "node-9-0"; const endId = 'node-9-0';
for (const nodeId of map.nodes.keys()) { for (const nodeId of map.nodes.keys()) {
if (nodeId === startId || nodeId === endId) continue; if (nodeId === startId || nodeId === endId) continue;
@ -190,7 +177,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should not have crossing edges in wild→wild transitions", () => { it('should not have crossing edges in wild→wild transitions', () => {
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToWildTransitions = [ const wildToWildTransitions = [
{ src: 1, tgt: 2 }, { src: 1, tgt: 2 },
@ -228,7 +215,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should not have crossing edges in wild→settlement transitions", () => { it('should not have crossing edges in wild→settlement transitions', () => {
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToSettlementTransitions = [ const wildToSettlementTransitions = [
{ src: 2, tgt: 3 }, { src: 2, tgt: 3 },
@ -265,7 +252,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should not have crossing edges in settlement→wild transitions", () => { it('should not have crossing edges in settlement→wild transitions', () => {
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const settlementToWildTransitions = [ const settlementToWildTransitions = [
{ src: 3, tgt: 4 }, { src: 3, tgt: 4 },
@ -302,7 +289,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should assign encounters to all non-Start/End nodes", () => { it('should assign encounters to all non-Start/End nodes', () => {
const map = generatePointCrawlMap(createRNG(456), encounters); const map = generatePointCrawlMap(createRNG(456), encounters);
for (const node of map.nodes.values()) { for (const node of map.nodes.values()) {
@ -311,17 +298,14 @@ describe("generatePointCrawlMap", () => {
expect(node.encounter).toBeUndefined(); expect(node.encounter).toBeUndefined();
} else { } else {
// All other nodes (minion/elite/event/camp/shop/curio) must have encounters // All other nodes (minion/elite/event/camp/shop/curio) must have encounters
expect( expect(node.encounter, `Node ${node.id} (${node.type}) should have encounter data`).toBeDefined();
node.encounter,
`Node ${node.id} (${node.type}) should have encounter data`,
).toBeDefined();
expect(node.encounter!.name).toBeTruthy(); expect(node.encounter!.name).toBeTruthy();
expect(node.encounter!.description).toBeTruthy(); expect(node.encounter!.description).toBeTruthy();
} }
} }
}); });
it("should assign encounters to all nodes across multiple seeds", () => { it('should assign encounters to all nodes across multiple seeds', () => {
// Test multiple seeds to ensure no random failure // Test multiple seeds to ensure no random failure
for (let seed = 0; seed < 20; seed++) { for (let seed = 0; seed < 20; seed++) {
const map = generatePointCrawlMap(createRNG(seed), encounters); const map = generatePointCrawlMap(createRNG(seed), encounters);
@ -330,17 +314,14 @@ describe("generatePointCrawlMap", () => {
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) { if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
continue; continue;
} }
expect( expect(node.encounter, `Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`).toBeDefined();
node.encounter,
`Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`,
).toBeDefined();
expect(node.encounter!.name).toBeTruthy(); expect(node.encounter!.name).toBeTruthy();
expect(node.encounter!.description).toBeTruthy(); expect(node.encounter!.description).toBeTruthy();
} }
} }
}); });
it("should minimize same-layer repetitions in wild layer pairs", () => { it('should minimize same-layer repetitions in wild layer pairs', () => {
// Test that wild layers in pairs (1-2, 4-5, 7-8) have minimal duplicate types within each layer // Test that wild layers in pairs (1-2, 4-5, 7-8) have minimal duplicate types within each layer
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildPairIndices = [ const wildPairIndices = [
@ -354,12 +335,12 @@ describe("generatePointCrawlMap", () => {
const layer2 = map.layers[layer2Idx]; const layer2 = map.layers[layer2Idx];
// Count repetitions in layer 1 // Count repetitions in layer 1
const layer1Types = layer1.nodeIds.map((id) => map.nodes.get(id)!.type); const layer1Types = layer1.nodeIds.map(id => map.nodes.get(id)!.type);
const layer1Unique = new Set(layer1Types).size; const layer1Unique = new Set(layer1Types).size;
const layer1Repetitions = layer1Types.length - layer1Unique; const layer1Repetitions = layer1Types.length - layer1Unique;
// Count repetitions in layer 2 // Count repetitions in layer 2
const layer2Types = layer2.nodeIds.map((id) => map.nodes.get(id)!.type); const layer2Types = layer2.nodeIds.map(id => map.nodes.get(id)!.type);
const layer2Unique = new Set(layer2Types).size; const layer2Unique = new Set(layer2Types).size;
const layer2Repetitions = layer2Types.length - layer2Unique; const layer2Repetitions = layer2Types.length - layer2Unique;
@ -370,7 +351,7 @@ describe("generatePointCrawlMap", () => {
} }
}); });
it("should minimize adjacent repetitions in wild→wild connections", () => { it('should minimize adjacent repetitions in wild→wild connections', () => {
// Test that wild nodes connected by wild→wild edges have different types // Test that wild nodes connected by wild→wild edges have different types
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToWildPairs = [ const wildToWildPairs = [

View File

@ -11,13 +11,12 @@
"declaration": true, "declaration": true,
"declarationMap": true, "declarationMap": true,
"outDir": "./dist", "outDir": "./dist",
"rootDir": "./src",
"rootDir": ".",
"baseUrl": ".", "baseUrl": ".",
"paths": { "paths": {
"@/*": ["src/*"], "@/*": ["src/*"]
}
}, },
}, "include": ["src/**/*"],
"include": ["src/**/*", "tests/**/*"], "exclude": ["node_modules", "dist", "tests"]
"exclude": ["node_modules", "dist"],
} }

View File

@ -1,13 +1,13 @@
import { defineConfig } from "tsup"; import { defineConfig } from 'tsup';
import { fileURLToPath } from "url"; import { fileURLToPath } from 'url';
import * as fs from "fs"; import * as fs from 'fs';
import * as path from "path"; import * as path from 'path';
import { csvLoader } from "inline-schema/csv-loader/esbuild"; import {csvLoader} from 'inline-schema/csv-loader/esbuild';
import { yarnSpinnerPlugin } from "yarn-spinner-loader/esbuild"; import {yarnSpinnerPlugin} from 'yarn-spinner-loader/esbuild';
import type { Plugin } from "esbuild"; import type { Plugin } from 'esbuild';
const srcDir = fileURLToPath(new URL("./src", import.meta.url)); const srcDir = fileURLToPath(new URL('./src', import.meta.url));
const samplesDir = fileURLToPath(new URL("./src/samples", import.meta.url)); const samplesDir = fileURLToPath(new URL('./src/samples', import.meta.url));
// Auto-discover samples entry points // Auto-discover samples entry points
function getSamplesEntries(): Record<string, string> { function getSamplesEntries(): Record<string, string> {
@ -18,13 +18,13 @@ function getSamplesEntries(): Record<string, string> {
const fullPath = path.join(samplesDir, item); const fullPath = path.join(samplesDir, item);
if (fs.statSync(fullPath).isDirectory()) { if (fs.statSync(fullPath).isDirectory()) {
// Directory sample (e.g. boop) - look for index.ts // Directory sample (e.g. boop) - look for index.ts
const indexPath = path.join(fullPath, "index.ts"); const indexPath = path.join(fullPath, 'index.ts');
if (fs.existsSync(indexPath)) { if (fs.existsSync(indexPath)) {
entries[item] = indexPath; entries[item] = indexPath;
} }
} else if (item.endsWith(".ts")) { } else if (item.endsWith('.ts')) {
// Single file sample (e.g. tic-tac-toe.ts) // Single file sample (e.g. tic-tac-toe.ts)
entries[item.replace(".ts", "")] = fullPath; entries[item.replace('.ts', '')] = fullPath;
} }
} }
return entries; return entries;
@ -37,20 +37,20 @@ const samplesEntries = getSamplesEntries();
*/ */
function rewriteBoardgameImports(): Plugin { function rewriteBoardgameImports(): Plugin {
return { return {
name: "rewrite-boardgame-imports", name: 'rewrite-boardgame-imports',
setup(build) { setup(build) {
build.onResolve({ filter: /^@\/(core|utils)\// }, (args) => { build.onResolve({ filter: /^@\/(core|utils)\// }, args => {
// Mark these as external and rewrite to 'boardgame-core' // Mark these as external and rewrite to 'boardgame-core'
return { return {
path: "boardgame-core", path: 'boardgame-core',
external: true, external: true,
}; };
}); });
// Also handle @/index imports // Also handle @/index imports
build.onResolve({ filter: /^@\/index$/ }, (args) => { build.onResolve({ filter: /^@\/index$/ }, args => {
return { return {
path: "boardgame-core", path: 'boardgame-core',
external: true, external: true,
}; };
}); });
@ -60,25 +60,11 @@ function rewriteBoardgameImports(): Plugin {
export default defineConfig({ export default defineConfig({
entry: samplesEntries, entry: samplesEntries,
format: ["esm"], format: ['esm'],
dts: true, dts: true,
clean: true, clean: true,
sourcemap: true, sourcemap: true,
outDir: "dist/samples", outDir: 'dist/samples',
external: [ external: ['@preact/signals-core', 'mutative', 'inline-schema', 'boardgame-core'],
"@preact/signals-core", esbuildPlugins: [csvLoader({ writeToDisk: true }), rewriteBoardgameImports(), yarnSpinnerPlugin()],
"mutative",
"inline-schema",
"boardgame-core",
],
esbuildPlugins: [
csvLoader({ writeToDisk: true }),
rewriteBoardgameImports(),
yarnSpinnerPlugin(),
],
esbuildOptions(options) {
options.alias = {
"@": srcDir,
};
},
}); });