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No commits in common. "08c6a67d1697d0a1f7c54f3ecd927da262efe312" and "a82b6b0685c7c032f6e4bba5d7975ad8d156659c" have entirely different histories.

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

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@ -2,37 +2,39 @@
# type: 'item' = inventory item card, 'status' = status effect card
# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
# 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
string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none'
sword,剑,【攻击2】【攻击2】,item,energy,1,single
greataxe,长斧,对全体【攻击5】,item,energy,2,none
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single
dagger,短刀,【攻击3】【攻击3】,item,energy,1,single
dart,飞镖,【攻击1】抓一张牌,item,energy,0,single
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single
shield,盾,【防御3】,item,energy,1,none
hat,斗笠,【防御8】,item,energy,2,none
cape,披风,【防御2】下回合【防御2】,item,energy,1,none
bracer,护腕,【防御1】抓1张牌,item,energy,0,none
greatshield,大盾,【防御5】,item,energy,1,none
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none
vitalityPotion,活力药剂,获得1点能量,item,uses,3,none
focusPotion,集中药剂,抓2张牌,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
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,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
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
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,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
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
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
static,静电,在手里时受电击伤害+1,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
id,name,desc,type,costType,costCount,targetType,effects
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,[onPlay;target;attack;2];[onPlay;target;attack;2]
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,[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,[onPlay;target;attack;3];[onPlay;target;attack;3]
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,[onPlay;target;attack;6];[onPlay;self;crossbow;0]
shield,盾,【防御3】,item,energy,1,none,[onPlay;self;defend;3]
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,[onPlay;self;defend;2];[onPlay;self;defendNext;2]
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,[onPlay;self;defend;5]
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,[onPlay;self;removeWound;1]
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,[onPlay;self;defendBuff;2]
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,[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,[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,[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,[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,[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,[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,[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,[onPlay;self;transformRandom;1]
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,[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,[onDraw;self;curse;1]
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,
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 {
readonly id: string;
@ -8,7 +8,7 @@ type CardTable = readonly {
readonly costType: "energy" | "uses" | "none";
readonly costCount: number;
readonly targetType: "single" | "none";
readonly effects: CardEffect[];
readonly effects: ["onPlay" | "onDraw" | "onDiscard", "self" | "target" | "all" | "random", Effect, 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();
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;
return {
id,
name: id,
description: "",
lifecycle: "instant",
} as EffectData;
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
}
// storm: give static card to player when storm enemy attacks
@ -67,17 +62,14 @@ export function addCardEventTriggers(triggers: Triggers) {
if (!card) return;
const playedItemId = card.itemId;
const adjacent = getAdjacentItems<GameItemMeta>(
ctx.game.value.inventory,
playedItemId,
);
const adjacent = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, playedItemId);
for (const [adjItemId] of adjacent) {
const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
if (!adjEffects) continue;
const burn = adjEffects.burnForEnergy;
if (!burn || burn.stacks <= 0) continue;
await ctx.game.produceAsync((draft) => {
await ctx.game.produceAsync(draft => {
const item = draft.inventory.items.get(adjItemId);
if (item) {
draft.inventory.items.delete(adjItemId);
@ -97,12 +89,12 @@ export function addCardEventTriggers(triggers: Triggers) {
if (!card || card.cardData.id !== "fatigue") return;
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;
await ctx.game.produceAsync((draft) => {
const king = draft.enemies.find((e) => e.id === sandwormKing.id);
await ctx.game.produceAsync(draft => {
const king = draft.enemies.find(e => e.id === sandwormKing.id);
if (king) {
king.hp = Math.min(king.hp + 10, king.maxHp);
}
@ -117,8 +109,7 @@ export function addCardEventTriggers(triggers: Triggers) {
if (dealt <= 0 || !ctx.sourceEntityKey) return;
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫")
return;
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫") return;
await triggers.onEffectApplied.execute(ctx.game, {
effect: findEffect("vultureEye"),

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,26 +1,19 @@
import { describe, it, expect } from "vitest";
import {
generatePointCrawlMap,
hasPath,
} from "@/samples/slay-the-spire-like/system/map/generator";
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();
import { describe, it, expect } from 'vitest';
import { generatePointCrawlMap, hasPath } from '@/samples/slay-the-spire-like/system/map/generator';
import { MapNodeType, MapLayerType } from '@/samples/slay-the-spire-like/system/map/types';
import { createRNG } from '@/utils/rng';
import { encounters } from '@/samples/slay-the-spire-like/data/desert';
describe("generatePointCrawlMap", () => {
it("should generate a map with 10 layers", () => {
describe('generatePointCrawlMap', () => {
it('should generate a map with 10 layers', () => {
const map = generatePointCrawlMap(createRNG(123), encounters);
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 expectedStructure = [
"start",
'start',
MapLayerType.Wild,
MapLayerType.Wild,
MapLayerType.Settlement,
@ -29,7 +22,7 @@ describe("generatePointCrawlMap", () => {
MapLayerType.Settlement,
MapLayerType.Wild,
MapLayerType.Wild,
"end",
'end',
];
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 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 startNode = map.nodes.get("node-0-0");
const endNode = map.nodes.get("node-9-0");
const startNode = map.nodes.get('node-0-0');
const endNode = map.nodes.get('node-9-0');
expect(startNode?.type).toBe(MapNodeType.Start);
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 wildLayerIndices = [1, 2, 4, 5, 7, 8];
const validWildTypes = new Set([
MapNodeType.Minion,
MapNodeType.Elite,
MapNodeType.Event,
]);
const validWildTypes = new Set([MapNodeType.Minion, MapNodeType.Elite, MapNodeType.Event]);
for (const layerIdx of wildLayerIndices) {
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 settlementLayerIndices = [3, 6];
for (const layerIdx of settlementLayerIndices) {
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.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 startNode = map.nodes.get("node-0-0");
const startNode = map.nodes.get('node-0-0');
const wildLayer = map.layers[1];
expect(startNode?.childIds.length).toBe(3);
expect(startNode?.childIds).toEqual(
expect.arrayContaining(wildLayer.nodeIds),
);
expect(startNode?.childIds).toEqual(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 wildToWildTransitions = [
{ 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 wildToSettlementTransitions = [
{ 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 settlementToWildTransitions = [
{ 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 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) {
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 startId = "node-0-0";
const endId = "node-9-0";
const startId = 'node-0-0';
const endId = 'node-9-0';
for (const nodeId of map.nodes.keys()) {
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 wildToWildTransitions = [
{ 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 wildToSettlementTransitions = [
{ 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 settlementToWildTransitions = [
{ 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);
for (const node of map.nodes.values()) {
@ -311,17 +298,14 @@ describe("generatePointCrawlMap", () => {
expect(node.encounter).toBeUndefined();
} else {
// All other nodes (minion/elite/event/camp/shop/curio) must have encounters
expect(
node.encounter,
`Node ${node.id} (${node.type}) should have encounter data`,
).toBeDefined();
expect(node.encounter, `Node ${node.id} (${node.type}) should have encounter data`).toBeDefined();
expect(node.encounter!.name).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
for (let seed = 0; seed < 20; seed++) {
const map = generatePointCrawlMap(createRNG(seed), encounters);
@ -330,17 +314,14 @@ describe("generatePointCrawlMap", () => {
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
continue;
}
expect(
node.encounter,
`Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`,
).toBeDefined();
expect(node.encounter, `Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`).toBeDefined();
expect(node.encounter!.name).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
const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildPairIndices = [
@ -354,12 +335,12 @@ describe("generatePointCrawlMap", () => {
const layer2 = map.layers[layer2Idx];
// 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 layer1Repetitions = layer1Types.length - layer1Unique;
// 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 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
const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToWildPairs = [

View File

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

View File

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