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fe361dc877 |
@@ -2,92 +2,92 @@
|
||||
|
||||
## Commands
|
||||
|
||||
Prefer `bash.exe`(C:\Users\Administrator\AppData\Local\Microsoft\WindowsApps\bash.exe) over Powershell.
|
||||
Shell environment: git bash (bash.exe) on Windows.
|
||||
|
||||
```bash
|
||||
npm run build # Build ESM bundle + declarations to dist/ (via tsup)
|
||||
npm run test # Run vitest in watch mode
|
||||
npm run test:run # Run vitest once (no watch)
|
||||
npm run typecheck # Type-check without emitting (tsc --noEmit)
|
||||
npm run build # ESM bundle + declarations to dist/ (tsup)
|
||||
npm run build:samples # Build samples separately (tsup.samples.config.ts)
|
||||
npm run test # vitest in watch mode
|
||||
npm run test:run # vitest once (no watch)
|
||||
npm run typecheck # tsc --noEmit
|
||||
```
|
||||
|
||||
### Running a single test file
|
||||
```bash
|
||||
npx vitest run tests/samples/tic-tac-toe.test.ts
|
||||
```
|
||||
Run a single test file: `npx vitest run tests/core/game.test.ts`
|
||||
Run tests matching a name: `npx vitest run -t "should create"`
|
||||
|
||||
### Running a single test by name
|
||||
```bash
|
||||
npx vitest run -t "should detect horizontal win for X"
|
||||
```
|
||||
`npm run prepare` runs `npm run build` on install — if `inline-schema` isn't available, installs will fail.
|
||||
|
||||
## Local Dependency
|
||||
|
||||
`inline-schema` is a **local peer dependency** at `file:../inline-schema` — must exist as a sibling directory before `npm install`. Both vitest and tsup load custom plugins from it (`inline-schema/csv-loader/rollup` and `inline-schema/csv-loader/esbuild`). `yarn-spinner-loader` is also a local dependency at `file:../yarn-spinner-loader` — it can be changed and published if needed. It provides vitest and tsup/esbuild plugins for `.yarnproject` dialogue files.
|
||||
|
||||
## Architecture
|
||||
|
||||
- **MutableSignal\<T\>**: extends Preact Signal — `.value` to read, `.produce(draft => ...)` to mutate (uses `mutative`). `.produceAsync()` awaits interruption promises first, then mutates.
|
||||
- **GameHost**: lifecycle manager — `start(seed?)`, `tryInput(string)`, `tryAnswerPrompt(def, ...args)`, `dispose()`. Reactive signals: `state`, `status`, `activePromptSchema`, `activePromptPlayer`, `activePromptHint`.
|
||||
- **GameModule**: `{ registry?, createInitialState, start }`. `registry` defaults to `createGameCommandRegistry()` if omitted.
|
||||
- **Command system**: CLI-style parsing with schema validation via `inline-schema`. `CommandRunner.run()` uses `this` bound to a `CommandRunnerContext`.
|
||||
- **Prompt system**: `game.prompt(def, validator, currentPlayer?)` — validator **throws a string** to reject, **returns a value** to accept. `PromptEvent.tryCommit(Command | string)` returns `null` on success, error string on failure. `promptEnd` event fires after resolve or cancel.
|
||||
- **Part collections**: `Record<string, Part<TMeta>>` keyed by ID. `Object.values()` for iteration, `Object.keys()` for count/IDs.
|
||||
- **Region system**: `createRegion()` factory; `partMap` maps position keys to part IDs.
|
||||
- **Barrel exports**: `src/index.ts` is the single public API surface.
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
src/
|
||||
core/ # Core game primitives (game, part, region)
|
||||
samples/ # Example games (tic-tac-toe, boop)
|
||||
utils/ # Shared utilities (mutable-signal, command, rng, async-queue)
|
||||
index.ts # Single public API barrel export
|
||||
tests/ # Mirrors src/ structure with *.test.ts files
|
||||
index.ts # Barrel export (single public API)
|
||||
core/
|
||||
game.ts # Game core logic
|
||||
game-host.ts # GameHost lifecycle manager
|
||||
part.ts # Part entity
|
||||
part-factory.ts # Part factory
|
||||
region.ts # Region/space management
|
||||
utils/
|
||||
mutable-signal.ts # MutableSignal<T> (extends Preact Signal)
|
||||
rng.ts # Mulberry32 seeded PRNG
|
||||
async-queue.ts # Async queue
|
||||
middleware.ts # Middleware chain
|
||||
command/ # CLI-style command system (7 files)
|
||||
types.ts, command-parse.ts, command-registry.ts
|
||||
command-runner.ts, command-validate.ts, command-apply.ts, schema-parse.ts, index.ts
|
||||
samples/
|
||||
tic-tac-toe.ts # Simple sample game
|
||||
boop/ # Boop board game
|
||||
onitama/ # Onitama card game
|
||||
regicide/ # Regicide card game
|
||||
slay-the-spire-like/ # Roguelike deckbuilder (see samples/slay-the-spire-like/AGENTS.md)
|
||||
tests/ # Mirrors src/ with *.test.ts (20 files)
|
||||
core/ # game-host, game, part, part-factory, region
|
||||
samples/ # Each sample + slay-the-spire-like submodules
|
||||
utils/ # mutable-signal, rng, async-queue, middleware, command
|
||||
```
|
||||
|
||||
`src/global.d.ts` — `*.yarnproject` module declaration.
|
||||
|
||||
`testsgames/` and `testsrules/` — empty directories (reserved).
|
||||
|
||||
## Samples Build
|
||||
|
||||
`tsup.samples.config.ts` auto-discovers entries from `src/samples/` (directories → `index.ts`, files → direct `.ts`). It rewrites `@/core/*`, `@/utils/*`, and `@/index` imports to external `boardgame-core`.
|
||||
|
||||
## Code Style
|
||||
|
||||
### Imports
|
||||
- Use **double quotes** for local imports, **single quotes** for npm packages
|
||||
- Use `@/**/*` for `./src/**/*` import alias (configured in tsconfig.json)
|
||||
- Use `@/index` when importing from the public API surface in samples
|
||||
- Double quotes for local imports, single quotes for npm packages
|
||||
- `@/*` alias maps to `src/*` (configured in tsconfig, vitest, and tsup)
|
||||
- Group imports: npm packages first, then local `@/` imports, separated by blank line
|
||||
|
||||
### Formatting
|
||||
- **4-space indentation** (no tabs)
|
||||
- **Semicolons** at statement ends
|
||||
- **Arrow functions** for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
|
||||
- No trailing whitespace
|
||||
- Trailing commas in multi-line objects/arrays
|
||||
|
||||
### Naming Conventions
|
||||
- **Types/Interfaces**: `PascalCase` — `Part`, `Region`, `Command`, `IGameContext`, `GameHost`
|
||||
- **Classes**: `PascalCase` — `MutableSignal`, `AsyncQueue`, `Mulberry32RNG`, `GameHost`
|
||||
- **Functions**: `camelCase`, verb-first — `createGameContext`, `createGameHost`, `parseCommand`, `isValidMove`
|
||||
- **Variables**: `camelCase`
|
||||
- **Constants**: `UPPER_SNAKE_CASE` — `BOARD_SIZE`, `WINNING_LINES`
|
||||
- **Test files**: `*.test.ts` mirroring `src/` structure under `tests/`
|
||||
- **Factory functions**: prefix with `create` or `mutable` — `createGameContext`, `createGameHost`, `mutableSignal`
|
||||
|
||||
### Types
|
||||
- **Strict TypeScript** is enabled — no `any`
|
||||
- Use **generics** heavily: `MutableSignal<T>`, `CommandRunner<TContext, TResult>`
|
||||
- Use **type aliases** for object shapes (not interfaces)
|
||||
- Use **discriminated unions** for results: `{ success: true; result: T } | { success: false; error: string }`
|
||||
- Use `unknown` for untyped values, narrow with type guards or `as`
|
||||
- 4-space indentation, semicolons, trailing commas in multi-line
|
||||
- Arrow functions for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
|
||||
- Strict TypeScript — no `any`; type aliases for object shapes (not interfaces)
|
||||
- Discriminated unions for results: `{ success: true; result: T } | { success: false; error: string }`
|
||||
- Derive state types via `ReturnType<typeof createInitialState>`
|
||||
- Factory function prefix: `create` or `mutable` — `createGameHost`, `mutableSignal`
|
||||
- Validation error messages in Chinese (e.g. `"参数不足"`)
|
||||
|
||||
### Error Handling
|
||||
- Prefer **result objects** over throwing: return `{ success, result/error }`
|
||||
- When catching: `const error = e as Error;` then use `error.message`
|
||||
- Use `throw new Error(...)` only for truly exceptional cases
|
||||
- Validation error messages are in Chinese (e.g. `"参数不足"`)
|
||||
- Prompt validators return `null` for valid input, `string` error message for invalid
|
||||
## Testing
|
||||
|
||||
### Testing
|
||||
- **Vitest** with globals enabled (`describe`, `it`, `expect` available without import)
|
||||
- Use `async/await` for async tests
|
||||
- Narrow result types with `if (result.success)` before accessing `result.result`
|
||||
- Define inline helper functions in test files when needed (e.g. `createTestContext()`)
|
||||
- No mocking — use real implementations
|
||||
- For command tests: use `waitForPrompt()` + `promptEvent.tryCommit()` pattern
|
||||
- Test helpers: `createTestContext()`, `createTestRegion()`
|
||||
|
||||
## Architecture Notes
|
||||
|
||||
- **Reactivity**: `MutableSignal<T>` extends Preact Signal — access state via `.value`, mutate via `.produce(draft => ...)`
|
||||
- **Command system**: CLI-style parsing with schema validation via `inline-schema`
|
||||
- **Prompt system**: Commands prompt for input via `PromptEvent` with `resolve`/`reject`; `tryCommit` accepts `Command | string` and validates against schema before custom validator; `promptEnd` event fires when prompt completes (success or cancel)
|
||||
- **GameHost**: Lifecycle manager for game sessions — provides `setup()`, `onInput()`, `dispose()`, reactive `state`/`status`/`activePromptSchema` signals
|
||||
- **Barrel exports**: `src/index.ts` is the single public API surface
|
||||
- **Game modules**: export `registry` and `createInitialState` for use with `createGameContextFromModule` or `createGameHost`
|
||||
- **Region system**: plain `Region` type with `createRegion()` factory; `parts` are stored as `Record<string, Part>` keyed by ID, with `partMap` in regions mapping position keys to part IDs
|
||||
- **Part collections**: Game state uses `Record<string, Part<TMeta>>` (not arrays) for O(1) lookup by ID. Use `Object.values(parts)` when iteration is needed, `Object.keys(parts)` for count/IDs
|
||||
- **Mutative**: used for immutable state updates inside `MutableSignal.produce()`
|
||||
- Vitest with globals enabled, but **test files import explicitly**: `import { describe, it, expect } from 'vitest'`
|
||||
- Use `@/` imports in test files (vitest resolve alias)
|
||||
- Command/prompt test pattern: `waitForPrompt(ctx)` → `promptEvent.tryCommit(Command)` → returns `null` | error string
|
||||
- No mocking — real implementations. Define inline helpers (`createTestContext()`, `waitForPrompt()`) per file.
|
||||
- Narrow result types: `if (result.success)` before accessing `result.result`
|
||||
Generated
+364
-3
@@ -10,11 +10,13 @@
|
||||
"license": "MIT",
|
||||
"devDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"@types/node": "^25.6.0",
|
||||
"inline-schema": "file:../inline-schema",
|
||||
"mutative": "^1.3.0",
|
||||
"tsup": "^8.0.2",
|
||||
"typescript": "^5.3.3",
|
||||
"vitest": "^1.3.1"
|
||||
"vitest": "^1.3.1",
|
||||
"yarn-spinner-loader": "^0.2.0"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
@@ -34,10 +36,20 @@
|
||||
"@types/node": "^25.5.0",
|
||||
"tsup": "^8.5.1",
|
||||
"tsx": "^4.21.0",
|
||||
"typescript": "^5.9.3"
|
||||
"typescript": "^5.9.3",
|
||||
"vitest": "^4.1.4"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@rspack/core": "^1.x"
|
||||
"@rspack/core": "^1.x",
|
||||
"esbuild": "*"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@rspack/core": {
|
||||
"optional": true
|
||||
},
|
||||
"esbuild": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/aix-ppc64": {
|
||||
@@ -534,6 +546,44 @@
|
||||
"@jridgewell/sourcemap-codec": "^1.4.14"
|
||||
}
|
||||
},
|
||||
"node_modules/@nodelib/fs.scandir": {
|
||||
"version": "2.1.5",
|
||||
"resolved": "https://registry.npmjs.org/@nodelib/fs.scandir/-/fs.scandir-2.1.5.tgz",
|
||||
"integrity": "sha512-vq24Bq3ym5HEQm2NKCr3yXDwjc7vTsEThRDnkp2DK9p1uqLR+DHurm/NOTo0KG7HYHU7eppKZj3MyqYuMBf62g==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@nodelib/fs.stat": "2.0.5",
|
||||
"run-parallel": "^1.1.9"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
},
|
||||
"node_modules/@nodelib/fs.stat": {
|
||||
"version": "2.0.5",
|
||||
"resolved": "https://registry.npmjs.org/@nodelib/fs.stat/-/fs.stat-2.0.5.tgz",
|
||||
"integrity": "sha512-RkhPPp2zrqDAQA/2jNhnztcPAlv64XdhIp7a7454A5ovI7Bukxgt7MX7udwAu3zg1DcpPU0rz3VV1SeaqvY4+A==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
},
|
||||
"node_modules/@nodelib/fs.walk": {
|
||||
"version": "1.2.8",
|
||||
"resolved": "https://registry.npmjs.org/@nodelib/fs.walk/-/fs.walk-1.2.8.tgz",
|
||||
"integrity": "sha512-oGB+UxlgWcgQkgwo8GcEGwemoTFt3FIO9ababBmaGwXIoBKZ+GTy0pP185beGg7Llih/NSHSV2XAs1lnznocSg==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@nodelib/fs.scandir": "2.1.5",
|
||||
"fastq": "^1.6.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
},
|
||||
"node_modules/@preact/signals-core": {
|
||||
"version": "1.14.0",
|
||||
"resolved": "https://registry.npmjs.org/@preact/signals-core/-/signals-core-1.14.0.tgz",
|
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|
||||
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz",
|
||||
"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/vite": {
|
||||
"version": "5.4.21",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
|
||||
@@ -2783,6 +3113,37 @@
|
||||
"node": ">=8"
|
||||
}
|
||||
},
|
||||
"node_modules/yarn-spinner-loader": {
|
||||
"version": "0.2.0",
|
||||
"resolved": "https://registry.npmjs.org/yarn-spinner-loader/-/yarn-spinner-loader-0.2.0.tgz",
|
||||
"integrity": "sha512-tWq+n7qziugn7pj+0Zf/XXWXqVxXZez1JkqQgk7JJD4yikHbY1OihYwqSvsUiNeav52j5VCrpU8vWlerwCawPw==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"ajv": "^8.17.1",
|
||||
"fast-glob": "^3.3.2"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"esbuild": ">=0.20.0",
|
||||
"rollup": ">=4.0.0",
|
||||
"vite": ">=5.0.0",
|
||||
"webpack": ">=5.0.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"esbuild": {
|
||||
"optional": true
|
||||
},
|
||||
"rollup": {
|
||||
"optional": true
|
||||
},
|
||||
"vite": {
|
||||
"optional": true
|
||||
},
|
||||
"webpack": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/yocto-queue": {
|
||||
"version": "1.2.2",
|
||||
"resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-1.2.2.tgz",
|
||||
|
||||
+4
-2
@@ -18,7 +18,7 @@
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"build:samples": "tsup --config tsup.samples.config.ts",
|
||||
"prepare": "npm run build",
|
||||
"prepare": "npm run build && npm run build:samples",
|
||||
"test": "vitest",
|
||||
"test:run": "vitest run",
|
||||
"typecheck": "tsc --noEmit"
|
||||
@@ -30,11 +30,13 @@
|
||||
},
|
||||
"devDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"@types/node": "^25.6.0",
|
||||
"inline-schema": "file:../inline-schema",
|
||||
"mutative": "^1.3.0",
|
||||
"tsup": "^8.0.2",
|
||||
"typescript": "^5.3.3",
|
||||
"vitest": "^1.3.1"
|
||||
"vitest": "^1.3.1",
|
||||
"yarn-spinner-loader": "^0.2.0"
|
||||
},
|
||||
"keywords": [
|
||||
"boardgame",
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
import { createPromptContext, PromptDef } from "@/utils/command";
|
||||
import { computed, effect, signal } from "@preact/signals-core";
|
||||
import { createGameContext, IGameContext } from "./game";
|
||||
|
||||
export enum ClientStatus {
|
||||
Idle = "idle",
|
||||
Running = "running",
|
||||
Disposed = "disposed",
|
||||
}
|
||||
|
||||
export type PromptInfo =
|
||||
| {
|
||||
hasPrompt: false;
|
||||
player: string;
|
||||
}
|
||||
| {
|
||||
hasPrompt: true;
|
||||
player: string;
|
||||
def: PromptDef<unknown[]>;
|
||||
tryAnswer(...args: unknown[]): string | null;
|
||||
};
|
||||
|
||||
/**
|
||||
* 1. create a client instance
|
||||
* 2. setStatus("running")
|
||||
* 3. select("selector", t => {}) for c# to capture game state
|
||||
* 4. useClient("status" | "prompt") for c# to handle prompt / game status
|
||||
*/
|
||||
export abstract class BaseGameClient<
|
||||
T extends Record<string, unknown> = Record<string, unknown>,
|
||||
R = unknown,
|
||||
> {
|
||||
protected _initialState: T;
|
||||
protected _context: IGameContext<T>;
|
||||
protected _prompts = createPromptContext();
|
||||
protected _status = signal(ClientStatus.Idle);
|
||||
protected _result = signal(null as null | R);
|
||||
public get state() {
|
||||
return this._context.value;
|
||||
}
|
||||
constructor(is: T) {
|
||||
this._initialState = is;
|
||||
this._context = createGameContext(this._prompts, is);
|
||||
}
|
||||
|
||||
async setStatus(status: ClientStatus) {
|
||||
this._status.value = status;
|
||||
if (status === ClientStatus.Disposed) {
|
||||
this._prompts.reset();
|
||||
} else if (status === ClientStatus.Running) {
|
||||
this._prompts.reset();
|
||||
this._context._state.value = this._initialState;
|
||||
this._result.value = null;
|
||||
this._result.value = await this.start(this._context);
|
||||
this.setStatus(ClientStatus.Idle);
|
||||
}
|
||||
}
|
||||
|
||||
abstract start(ctx: IGameContext<T>): Promise<R>;
|
||||
|
||||
assignSelector<S>(selector: (t: T) => S, callback: (s: S) => void) {
|
||||
const selected = computed(() => selector(this._context.value));
|
||||
return effect(() => {
|
||||
callback(selected.value);
|
||||
});
|
||||
}
|
||||
|
||||
addInterruption() {
|
||||
let resolve!: () => void;
|
||||
const promise = new Promise<void>((resolver) => {
|
||||
resolve = resolver;
|
||||
});
|
||||
this._context._state.addInterruption(promise);
|
||||
return resolve;
|
||||
}
|
||||
|
||||
selectPrompt(callback: (prompt: PromptInfo) => void) {
|
||||
return this._prompts.handleCall.use(async (ctx, next) => {
|
||||
function tryAnswer(...args: any[]) {
|
||||
try {
|
||||
const res = ctx.validator(...args);
|
||||
ctx.resolve(res);
|
||||
return null;
|
||||
} catch (reason) {
|
||||
if (typeof reason === "string") {
|
||||
return reason;
|
||||
}
|
||||
throw reason;
|
||||
}
|
||||
}
|
||||
|
||||
try {
|
||||
callback({
|
||||
hasPrompt: true,
|
||||
player: ctx.player || "global",
|
||||
def: ctx.def,
|
||||
tryAnswer,
|
||||
});
|
||||
return await next();
|
||||
} finally {
|
||||
callback({
|
||||
hasPrompt: false,
|
||||
player: ctx.player || "global",
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
selectStatus(callback: (status: ClientStatus) => void) {
|
||||
return effect(() => {
|
||||
callback(this._status.value);
|
||||
});
|
||||
}
|
||||
selectResult(callback: (status: R | null) => void) {
|
||||
return effect(() => {
|
||||
callback(this._result.value);
|
||||
});
|
||||
}
|
||||
}
|
||||
+37
-93
@@ -1,95 +1,39 @@
|
||||
import { ReadonlySignal, Signal } from '@preact/signals-core';
|
||||
import {
|
||||
CommandSchema,
|
||||
CommandRegistry,
|
||||
PromptEvent,
|
||||
} from '@/utils/command';
|
||||
import {createGameCommandRegistry, createGameContext, IGameContext, PromptDef} from './game';
|
||||
import { createPromptContext } from "@/utils/command";
|
||||
import { PromptContext } from "@/utils/command/command-prompt";
|
||||
import { ReadonlySignal, Signal } from "@preact/signals-core";
|
||||
import { createGameContext, IGameContext } from "./game";
|
||||
|
||||
export type GameHostStatus = 'created' | 'running' | 'disposed';
|
||||
export type GameHostStatus = "created" | "running" | "disposed";
|
||||
|
||||
export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
export class GameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
> {
|
||||
readonly state: ReadonlySignal<TState>;
|
||||
readonly status: ReadonlySignal<GameHostStatus>;
|
||||
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
|
||||
readonly activePromptPlayer: ReadonlySignal<string | null>;
|
||||
readonly activePromptHint: ReadonlySignal<string | null>;
|
||||
readonly prompts: PromptContext;
|
||||
|
||||
private _context: IGameContext<TState>;
|
||||
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
private _status: Signal<GameHostStatus>;
|
||||
private _activePromptSchema: Signal<CommandSchema | null>;
|
||||
private _activePromptPlayer: Signal<string | null>;
|
||||
private _activePromptHint: Signal<string | null>;
|
||||
private _createInitialState: () => TState;
|
||||
private _eventListeners: Map<'start' | 'dispose', Set<() => void>>;
|
||||
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
|
||||
private _isDisposed = false;
|
||||
|
||||
constructor(
|
||||
registry: CommandRegistry<IGameContext<TState>>,
|
||||
createInitialState: () => TState,
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>
|
||||
) {
|
||||
constructor(public readonly gameModule: TModule) {
|
||||
const { createInitialState, start } = gameModule;
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
|
||||
this.prompts = createPromptContext();
|
||||
const initialState = createInitialState();
|
||||
this._context = createGameContext(registry, initialState);
|
||||
this._context = createGameContext(this.prompts, initialState);
|
||||
this._start = start;
|
||||
this.state = this._context._state;
|
||||
|
||||
this._status = new Signal<GameHostStatus>('created');
|
||||
this._status = new Signal<GameHostStatus>("created");
|
||||
this.status = this._status;
|
||||
|
||||
this._activePromptSchema = new Signal<CommandSchema | null>(null);
|
||||
this.activePromptSchema = this._activePromptSchema;
|
||||
|
||||
this._activePromptPlayer = new Signal<string | null>(null);
|
||||
this.activePromptPlayer = this._activePromptPlayer;
|
||||
|
||||
this._activePromptHint = new Signal<string | null>(null);
|
||||
this.activePromptHint = this._activePromptHint;
|
||||
|
||||
this._setupPromptTracking();
|
||||
}
|
||||
|
||||
private _setupPromptTracking() {
|
||||
let currentPromptEvent: PromptEvent | null = null;
|
||||
|
||||
this._context._commands.on('prompt', (e) => {
|
||||
currentPromptEvent = e as PromptEvent;
|
||||
this._activePromptSchema.value = currentPromptEvent.schema;
|
||||
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
|
||||
this._activePromptHint.value = currentPromptEvent.hintText || null;
|
||||
});
|
||||
|
||||
this._context._commands.on('promptEnd', () => {
|
||||
currentPromptEvent = null;
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
});
|
||||
|
||||
// Initial state
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
}
|
||||
|
||||
tryInput(input: string): string | null {
|
||||
if (this._isDisposed) {
|
||||
return 'GameHost is disposed';
|
||||
}
|
||||
return this._context._commands._tryCommit(input);
|
||||
}
|
||||
|
||||
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs){
|
||||
return this._context._commands._tryCommit({
|
||||
name: def.schema.name,
|
||||
params: args,
|
||||
options: {},
|
||||
flags: {}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -110,10 +54,10 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
|
||||
start(seed?: number): Promise<TResult> {
|
||||
if (this._isDisposed) {
|
||||
throw new Error('GameHost is disposed');
|
||||
throw new Error("GameHost is disposed");
|
||||
}
|
||||
|
||||
this._context._commands._cancel();
|
||||
this.prompts.reset();
|
||||
|
||||
const initialState = this._createInitialState();
|
||||
this._context._state.value = initialState as any;
|
||||
@@ -122,8 +66,8 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
this._context._rng.setSeed(seed);
|
||||
const promise = this._start(this._context);
|
||||
|
||||
this._status.value = 'running';
|
||||
this._emitEvent('start');
|
||||
this._status.value = "running";
|
||||
this._emitEvent("start");
|
||||
|
||||
return promise;
|
||||
}
|
||||
@@ -134,15 +78,15 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
}
|
||||
|
||||
this._isDisposed = true;
|
||||
this._context._commands._cancel();
|
||||
this._status.value = 'disposed';
|
||||
this.prompts.reset();
|
||||
this._status.value = "disposed";
|
||||
|
||||
// Emit dispose event BEFORE clearing listeners
|
||||
this._emitEvent('dispose');
|
||||
this._emitEvent("dispose");
|
||||
this._eventListeners.clear();
|
||||
}
|
||||
|
||||
on(event: 'start' | 'dispose', listener: () => void): () => void {
|
||||
on(event: "start" | "dispose", listener: () => void): () => void {
|
||||
if (!this._eventListeners.has(event)) {
|
||||
this._eventListeners.set(event, new Set());
|
||||
}
|
||||
@@ -153,7 +97,7 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
};
|
||||
}
|
||||
|
||||
private _emitEvent(event: 'start' | 'dispose') {
|
||||
private _emitEvent(event: "start" | "dispose") {
|
||||
const listeners = this._eventListeners.get(event);
|
||||
if (listeners) {
|
||||
for (const listener of listeners) {
|
||||
@@ -163,18 +107,18 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
}
|
||||
}
|
||||
|
||||
export type GameModule<TState extends Record<string, unknown>, TResult=unknown> = {
|
||||
registry?: CommandRegistry<IGameContext<TState>>;
|
||||
export type GameModule<
|
||||
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
> = {
|
||||
createInitialState: () => TState;
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
}
|
||||
};
|
||||
|
||||
export function createGameHost<TState extends Record<string, unknown>>(
|
||||
gameModule: GameModule<TState>
|
||||
): GameHost<TState> {
|
||||
return new GameHost(
|
||||
gameModule.registry || createGameCommandRegistry(),
|
||||
gameModule.createInitialState,
|
||||
gameModule.start
|
||||
);
|
||||
export function createGameHost<
|
||||
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
>(gameModule: TModule): GameHost<TState, TResult, TModule> {
|
||||
return new GameHost(gameModule);
|
||||
}
|
||||
|
||||
+25
-41
@@ -1,37 +1,37 @@
|
||||
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
|
||||
import {
|
||||
Command,
|
||||
CommandRegistry, CommandResult,
|
||||
CommandRunnerContextExport,
|
||||
CommandSchema,
|
||||
createCommandRegistry,
|
||||
createCommandRunnerContext, parseCommandSchema,
|
||||
} from "@/utils/command";
|
||||
import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
|
||||
import { PromptValidator } from "@/utils/command/command-runner";
|
||||
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
|
||||
import { PromptContext } from "@/utils/command/command-prompt";
|
||||
|
||||
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>;
|
||||
produce(fn: (draft: TState) => undefined): void;
|
||||
produceAsync(fn: (draft: TState) => undefined): Promise<void>;
|
||||
prompt: <TResult, TArgs extends any[] = any[]>(
|
||||
def: PromptDef<TArgs>,
|
||||
validator: PromptValidator<TResult, TArgs>,
|
||||
player?: string,
|
||||
) => 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> = {}>(
|
||||
commandRegistry: CommandRegistry<IGameContext<TState>>,
|
||||
initialState?: TState | (() => TState)
|
||||
promptContext: PromptContext,
|
||||
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;
|
||||
const { prompt } = promptContext;
|
||||
|
||||
const context: IGameContext<TState> = {
|
||||
get value(): TState {
|
||||
@@ -40,41 +40,25 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
|
||||
get rng() {
|
||||
return this._rng;
|
||||
},
|
||||
produce(fn) {
|
||||
produce(fn: (draft: TState) => undefined) {
|
||||
return state.produce(fn);
|
||||
},
|
||||
produceAsync(fn) {
|
||||
produceAsync(fn: (draft: TState) => undefined) {
|
||||
return state.produceAsync(fn);
|
||||
},
|
||||
run<T>(input: string) {
|
||||
return commands.run<T>(input);
|
||||
},
|
||||
runParsed<T>(command: Command) {
|
||||
return commands.runParsed<T>(command);
|
||||
},
|
||||
prompt(def, validator, currentPlayer) {
|
||||
return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
|
||||
},
|
||||
prompt,
|
||||
|
||||
_state: state,
|
||||
_commands: commands,
|
||||
_rng: new Mulberry32RNG(),
|
||||
};
|
||||
|
||||
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
export type PromptDef<TArgs extends any[]=any[]> = {
|
||||
schema: CommandSchema,
|
||||
export function createPromptDef<TArgs extends any[] = any[]>(
|
||||
schema: CommandSchema | string,
|
||||
hintText?: string,
|
||||
}
|
||||
export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
|
||||
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
|
||||
): PromptDef<TArgs> {
|
||||
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
|
||||
return { schema, hintText };
|
||||
}
|
||||
|
||||
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
|
||||
return createCommandRegistry<IGameContext<TState>>();
|
||||
}
|
||||
+2
-2
@@ -1,5 +1,5 @@
|
||||
import {Part} from "./part";
|
||||
import {RNG} from "@/utils/rng";
|
||||
import {ReadonlyRNG} from "@/utils/rng";
|
||||
|
||||
export type Region = {
|
||||
id: string;
|
||||
@@ -107,7 +107,7 @@ export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMe
|
||||
region.partMap = buildPartMap(region, parts);
|
||||
}
|
||||
|
||||
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG){
|
||||
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){
|
||||
if (region.childIds.length <= 1) return;
|
||||
|
||||
const childIds = [...region.childIds];
|
||||
|
||||
+62
-18
@@ -4,31 +4,75 @@
|
||||
*/
|
||||
|
||||
// Core types
|
||||
export type { IGameContext } from './core/game';
|
||||
export { createGameCommandRegistry, createPromptDef } from './core/game';
|
||||
export type { IGameContext } from "./core/game";
|
||||
export { createPromptDef } from "./core/game";
|
||||
|
||||
export type { GameHost, GameHostStatus, GameModule } from './core/game-host';
|
||||
export { createGameHost } from './core/game-host';
|
||||
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
|
||||
export { createGameHost } from "./core/game-host";
|
||||
|
||||
export type { Part } from './core/part';
|
||||
export { flip, flipTo, roll } from './core/part';
|
||||
export type { Part } from "./core/part";
|
||||
export { flip, flipTo, roll } from "./core/part";
|
||||
|
||||
export { createParts, createPartsFromTable } from './core/part-factory';
|
||||
export { createParts, createPartsFromTable } from "./core/part-factory";
|
||||
|
||||
export type { Region, RegionAxis } from './core/region';
|
||||
export { createRegion, createRegionAxis, applyAlign, shuffle, moveToRegion } from './core/region';
|
||||
export type { Region, RegionAxis } from "./core/region";
|
||||
export {
|
||||
createRegion,
|
||||
createRegionAxis,
|
||||
applyAlign,
|
||||
shuffle,
|
||||
moveToRegion,
|
||||
} from "./core/region";
|
||||
|
||||
export * from "./core/game-client";
|
||||
|
||||
// Utils
|
||||
export type { Command, CommandDef, CommandResult, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
|
||||
export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
|
||||
export type {
|
||||
Command,
|
||||
CommandDef,
|
||||
CommandResult,
|
||||
CommandSchema,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
} from "./utils/command";
|
||||
export {
|
||||
parseCommand,
|
||||
parseCommandSchema,
|
||||
validateCommand,
|
||||
parseCommandWithSchema,
|
||||
applyCommandSchema,
|
||||
} from "./utils/command";
|
||||
|
||||
export type { CommandRunner, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './utils/command';
|
||||
export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, runCommandParsed, createCommandRunnerContext, type CommandRegistry, type CommandRunnerContextExport } from './utils/command';
|
||||
export type {
|
||||
CommandRunner,
|
||||
CommandRunnerHandler,
|
||||
CommandRunnerContext,
|
||||
PromptEvent,
|
||||
CommandRunnerEvents,
|
||||
} from "./utils/command";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
unregisterCommand,
|
||||
hasCommand,
|
||||
getCommand,
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
type CommandRegistry,
|
||||
type CommandRunnerContextExport,
|
||||
} from "./utils/command";
|
||||
|
||||
export type { MutableSignal } from './utils/mutable-signal';
|
||||
export { mutableSignal } from './utils/mutable-signal';
|
||||
export type { MutableSignal } from "./utils/mutable-signal";
|
||||
export { mutableSignal } from "./utils/mutable-signal";
|
||||
|
||||
export type { RNG } from './utils/rng';
|
||||
export { createRNG, Mulberry32RNG } from './utils/rng';
|
||||
export type { RNG, ReadonlyRNG } from "./utils/rng";
|
||||
export { createRNG, Mulberry32RNG } from "./utils/rng";
|
||||
|
||||
export * from '@preact/signals-core';
|
||||
export type { MiddlewareChain } from "./utils/middleware";
|
||||
export { createMiddlewareChain } from "./utils/middleware";
|
||||
|
||||
export * from "./utils/spawner";
|
||||
|
||||
export * from "@preact/signals-core";
|
||||
|
||||
Vendored
+2
-2
@@ -6,5 +6,5 @@ type BoopPartTable = readonly {
|
||||
|
||||
export type BoopPart = BoopPartTable[number];
|
||||
|
||||
declare const data: BoopPartTable;
|
||||
export default data;
|
||||
declare function getData(): BoopPartTable;
|
||||
export default getData;
|
||||
|
||||
@@ -1,75 +1,11 @@
|
||||
import { BoopGame } from "@/samples/boop/types-extensions";
|
||||
import { PlayerType } from "@/samples/boop/types";
|
||||
import { turn } from "@/samples/boop/commands/turn";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
|
||||
export const registry = createGameCommandRegistry<BoopGame['value']>();
|
||||
|
||||
/**
|
||||
* 放置棋子到棋盘
|
||||
*/
|
||||
const placeCmd = registry.register({
|
||||
schema: 'place <row:number> <col:number> <player> <type>',
|
||||
run: async (game, row, col, player, type) => {
|
||||
const {place} = await import('./place');
|
||||
return place(game, row, col, player, type);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 执行boop - 推动周围棋子
|
||||
*/
|
||||
const boopCmd = registry.register({
|
||||
schema: 'boop <row:number> <col:number> <type>',
|
||||
run: async (game, row, col, type) => {
|
||||
const {boop} = await import('./boop');
|
||||
return boop(game, row, col, type);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查是否有玩家获胜(三个猫连线)
|
||||
*/
|
||||
const checkWinCmd = registry.register({
|
||||
schema: 'check-win',
|
||||
run: async (game) => {
|
||||
const {checkWin} = await import('./win');
|
||||
return checkWin(game);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查并执行小猫升级(三个小猫连线变成猫)
|
||||
*/
|
||||
const checkGraduatesCmd = registry.register({
|
||||
schema: 'check-graduates',
|
||||
run: async (game) => {
|
||||
const {checkGraduates} = await import('./graduate');
|
||||
return checkGraduates(game);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查并执行 8-piece 规则
|
||||
*/
|
||||
const checkFullBoardCmd = registry.register({
|
||||
schema: 'check-full-board <player:string>',
|
||||
run: async (game, player) => {
|
||||
const {checkFullBoard} = await import('./full-board');
|
||||
return checkFullBoard(game, player);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 处理一个回合
|
||||
*/
|
||||
const turnCmd = registry.register({
|
||||
schema: 'turn <player:string>',
|
||||
run: async (game, player) => {
|
||||
const {turn} = await import('./turn');
|
||||
return turn(game, player);
|
||||
}
|
||||
});
|
||||
import { boop } from "./boop";
|
||||
import { checkFullBoard } from "./full-board";
|
||||
import { checkGraduates } from "./graduate";
|
||||
import { place } from "./place";
|
||||
import { checkWin } from "./win";
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
@@ -79,10 +15,11 @@ export async function start(game: BoopGame) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
|
||||
state.currentPlayer =
|
||||
state.currentPlayer === "white" ? "black" : "white";
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
@@ -91,11 +28,4 @@ export async function start(game: BoopGame) {
|
||||
return game.value;
|
||||
}
|
||||
|
||||
export {
|
||||
placeCmd as place,
|
||||
boopCmd as boop,
|
||||
checkWinCmd as checkWin,
|
||||
checkGraduatesCmd as checkGraduates,
|
||||
checkFullBoardCmd as checkFullBoard,
|
||||
turnCmd as turn
|
||||
};
|
||||
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
|
||||
|
||||
+10
-18
@@ -5,38 +5,30 @@ export type {
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart
|
||||
} from './types';
|
||||
BoopPart,
|
||||
} from "./types";
|
||||
|
||||
export type {BoopGame} from './types-extensions';
|
||||
export type { BoopGame } from "./types-extensions";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
BOARD_SIZE,
|
||||
MAX_PIECES_PER_PLAYER,
|
||||
WIN_LENGTH
|
||||
} from './constants';
|
||||
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
|
||||
|
||||
// State
|
||||
export {
|
||||
createInitialState,
|
||||
type BoopState
|
||||
} from './state';
|
||||
export { createInitialState, type BoopState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export {prompts} from './prompts';
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
registry,
|
||||
start,
|
||||
place as placeCmd,
|
||||
boop as boopCmd,
|
||||
checkWin as checkWinCmd,
|
||||
checkGraduates as checkGraduatesCmd,
|
||||
checkFullBoard as checkFullBoardCmd,
|
||||
turn as turnCmd
|
||||
} from './commands';
|
||||
turn as turnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
@@ -45,5 +37,5 @@ export {
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition
|
||||
} from './utils';
|
||||
findPartAtPosition,
|
||||
} from "./utils";
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import parts from './boopPart.csv';
|
||||
import getParts from './boopPart.csv';
|
||||
import {createRegion, moveToRegion, Region} from "@/core/region";
|
||||
import {createPartsFromTable} from "@/core/part-factory";
|
||||
import {BoopPart} from "@/samples/boop/types";
|
||||
@@ -6,6 +6,7 @@ import {BOARD_SIZE} from "@/samples/boop/constants";
|
||||
import {PlayerType, PieceType, RegionType} from "@/samples/boop/types";
|
||||
|
||||
export function createInitialState() {
|
||||
const parts = getParts();
|
||||
const pieces = createPartsFromTable(
|
||||
parts,
|
||||
(item, index) => `${item.player}-${item.type}-${index + 1}`,
|
||||
|
||||
Vendored
+2
-2
@@ -7,5 +7,5 @@ type CardsTable = readonly {
|
||||
|
||||
export type Cards = CardsTable[number];
|
||||
|
||||
declare const data: CardsTable;
|
||||
export default data;
|
||||
declare function getData(): CardsTable;
|
||||
export default getData;
|
||||
|
||||
+108
-78
@@ -3,13 +3,10 @@ import {
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards
|
||||
initializeCards,
|
||||
} from "./types";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
import { moveToRegion } from "@/core/region";
|
||||
|
||||
export const registry = createGameCommandRegistry<OnitamaState>();
|
||||
|
||||
/**
|
||||
* 检查位置是否在棋盘范围内
|
||||
*/
|
||||
@@ -29,8 +26,12 @@ function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
||||
/**
|
||||
* 检查玩家是否拥有某张卡牌
|
||||
*/
|
||||
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean {
|
||||
const cardList = player === 'red' ? state.redCards : state.blackCards;
|
||||
function playerHasCard(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
): boolean {
|
||||
const cardList = player === "red" ? state.redCards : state.blackCards;
|
||||
return cardList.includes(cardName);
|
||||
}
|
||||
|
||||
@@ -38,13 +39,17 @@ function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string
|
||||
* 获取卡牌的移动候选项,根据玩家视角进行旋转
|
||||
* 黑方需要将卡牌旋转180度
|
||||
*/
|
||||
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) {
|
||||
export function getCardMoveCandidates(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const card = state.cards[cardName];
|
||||
const candidates = card.moveCandidates;
|
||||
|
||||
// 黑方需要将卡牌旋转180度
|
||||
if (player === 'black') {
|
||||
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy }));
|
||||
if (player === "black") {
|
||||
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
|
||||
return candidates;
|
||||
@@ -53,7 +58,15 @@ export function getCardMoveCandidates(state: OnitamaState, cardName: string, pla
|
||||
/**
|
||||
* 检查移动是否合法
|
||||
*/
|
||||
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null {
|
||||
export function isValidMove(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
player: PlayerType,
|
||||
): string | null {
|
||||
// 检查玩家是否拥有该卡牌
|
||||
if (!playerHasCard(state, player, cardName)) {
|
||||
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
||||
@@ -80,7 +93,7 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
|
||||
|
||||
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
const isValid = candidates.some(m => m.dx === dx && m.dy === dy);
|
||||
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
@@ -102,7 +115,15 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
|
||||
/**
|
||||
* 执行移动
|
||||
*/
|
||||
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) {
|
||||
async function move(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
// 验证移动
|
||||
@@ -113,7 +134,7 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
|
||||
|
||||
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
|
||||
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
|
||||
|
||||
// 如果目标位置有敌方棋子,将其移除(吃掉)
|
||||
@@ -127,41 +148,40 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
|
||||
});
|
||||
|
||||
// 交换卡牌
|
||||
await handleSwapCard(game, player, cardName);
|
||||
await swapCard(game, player, cardName);
|
||||
|
||||
return {
|
||||
from: { x: fromX, y: fromY },
|
||||
to: { x: toX, y: toY },
|
||||
card: cardName,
|
||||
captured: capturedPawnId
|
||||
captured: capturedPawnId,
|
||||
};
|
||||
}
|
||||
|
||||
const move = registry.register({
|
||||
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
|
||||
run: handleMove
|
||||
});
|
||||
|
||||
/**
|
||||
* 交换卡牌:将使用的卡牌与备用卡牌交换
|
||||
*/
|
||||
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) {
|
||||
await game.produceAsync(state => {
|
||||
async function swapCard(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
usedCard: string,
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
const spareCard = state.spareCard;
|
||||
const usedCardData = state.cards[usedCard];
|
||||
const spareCardData = state.cards[spareCard];
|
||||
|
||||
// 从玩家手牌中移除使用的卡牌
|
||||
if (player === 'red') {
|
||||
state.redCards = state.redCards.filter(c => c !== usedCard);
|
||||
if (player === "red") {
|
||||
state.redCards = state.redCards.filter((c) => c !== usedCard);
|
||||
state.redCards.push(spareCard);
|
||||
} else {
|
||||
state.blackCards = state.blackCards.filter(c => c !== usedCard);
|
||||
state.blackCards = state.blackCards.filter((c) => c !== usedCard);
|
||||
state.blackCards.push(spareCard);
|
||||
}
|
||||
|
||||
// 更新卡牌区域
|
||||
usedCardData.regionId = 'spare';
|
||||
usedCardData.regionId = "spare";
|
||||
spareCardData.regionId = player;
|
||||
|
||||
// 更新备用卡牌
|
||||
@@ -169,75 +189,70 @@ async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: s
|
||||
});
|
||||
}
|
||||
|
||||
const swapCard = registry.register({
|
||||
schema: 'swap-card <player> <card:string>',
|
||||
run: handleSwapCard
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
|
||||
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置
|
||||
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置
|
||||
*/
|
||||
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||
const redMaster = state.pawns['red-master'];
|
||||
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) {
|
||||
return 'red';
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (
|
||||
redMaster &&
|
||||
redMaster.regionId === "board" &&
|
||||
redMaster.position[0] === 2 &&
|
||||
redMaster.position[1] === 4
|
||||
) {
|
||||
return "red";
|
||||
}
|
||||
|
||||
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
||||
const blackMaster = state.pawns['black-master'];
|
||||
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) {
|
||||
return 'black';
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (
|
||||
blackMaster &&
|
||||
blackMaster.regionId === "board" &&
|
||||
blackMaster.position[0] === 2 &&
|
||||
blackMaster.position[1] === 0
|
||||
) {
|
||||
return "black";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
const checkConquestWin = registry.register({
|
||||
schema: 'check-conquest-win',
|
||||
run: handleCheckConquestWin
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
|
||||
*/
|
||||
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父不在棋盘上,黑色获胜
|
||||
const redMaster = state.pawns['red-master'];
|
||||
if (!redMaster || redMaster.regionId !== 'board') {
|
||||
return 'black';
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (!redMaster || redMaster.regionId !== "board") {
|
||||
return "black";
|
||||
}
|
||||
|
||||
// 黑色师父不在棋盘上,红色获胜
|
||||
const blackMaster = state.pawns['black-master'];
|
||||
if (!blackMaster || blackMaster.regionId !== 'board') {
|
||||
return 'red';
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (!blackMaster || blackMaster.regionId !== "board") {
|
||||
return "red";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
const checkCaptureWin = registry.register({
|
||||
schema: 'check-capture-win',
|
||||
run: handleCheckCaptureWin
|
||||
});
|
||||
|
||||
/**
|
||||
* 综合胜利检测
|
||||
*/
|
||||
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await handleCheckConquestWin(game);
|
||||
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await checkConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
|
||||
const captureWinner = await handleCheckCaptureWin(game);
|
||||
const captureWinner = await checkCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
@@ -245,22 +260,34 @@ async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
return null;
|
||||
}
|
||||
|
||||
const checkWin = registry.register({
|
||||
schema: 'check-win',
|
||||
run: handleCheckWin
|
||||
});
|
||||
|
||||
/**
|
||||
* 获取玩家可用的移动
|
||||
*/
|
||||
export function getAvailableMoves(state: OnitamaState, player: PlayerType): Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> {
|
||||
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = [];
|
||||
export function getAvailableMoves(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
): Array<{
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}> {
|
||||
const moves: Array<{
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}> = [];
|
||||
|
||||
// 获取玩家的所有卡牌
|
||||
const cardNames = player === 'red' ? state.redCards : state.blackCards;
|
||||
const cardNames = player === "red" ? state.redCards : state.blackCards;
|
||||
|
||||
// 获取玩家的所有棋子
|
||||
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board');
|
||||
const playerPawns = Object.values(state.pawns).filter(
|
||||
(p) => p.owner === player && p.regionId === "board",
|
||||
);
|
||||
|
||||
// 对于每张卡牌
|
||||
for (const cardName of cardNames) {
|
||||
@@ -294,7 +321,7 @@ export function getAvailableMoves(state: OnitamaState, player: PlayerType): Arra
|
||||
/**
|
||||
* 处理回合
|
||||
*/
|
||||
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
|
||||
@@ -313,7 +340,7 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
}
|
||||
return card;
|
||||
},
|
||||
turnPlayer
|
||||
turnPlayer,
|
||||
);
|
||||
|
||||
await swapCard(game, turnPlayer, cardToSwap);
|
||||
@@ -334,19 +361,27 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
|
||||
return { player, card, fromX, fromY, toX, toY };
|
||||
},
|
||||
turnPlayer
|
||||
turnPlayer,
|
||||
);
|
||||
|
||||
await move(game, moveOutput.player, moveOutput.card, moveOutput.fromX, moveOutput.fromY, moveOutput.toX, moveOutput.toY);
|
||||
await move(
|
||||
game,
|
||||
moveOutput.player,
|
||||
moveOutput.card,
|
||||
moveOutput.fromX,
|
||||
moveOutput.fromY,
|
||||
moveOutput.toX,
|
||||
moveOutput.toY,
|
||||
);
|
||||
}
|
||||
|
||||
// 检查胜利
|
||||
const winner = await checkWin(game);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = winner;
|
||||
if (!winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red';
|
||||
state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
|
||||
state.turn++;
|
||||
}
|
||||
});
|
||||
@@ -354,11 +389,6 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
return { winner, move: moveOutput };
|
||||
}
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player>',
|
||||
run: handleTurn
|
||||
});
|
||||
|
||||
/**
|
||||
* 开始游戏主循环
|
||||
*/
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import cards from './cards.csv';
|
||||
import getCards from './cards.csv';
|
||||
import {Part} from "@/core/part";
|
||||
import {createRegion, createRegionAxis, Region} from "@/core/region";
|
||||
import {createPromptDef, IGameContext} from "@/core/game";
|
||||
@@ -38,6 +38,7 @@ export function createGameInfo(){
|
||||
}
|
||||
|
||||
export function createCards(){
|
||||
const cards = getCards();
|
||||
const dataMap = {} as Record<string, CardData>;
|
||||
|
||||
for(const entry of cards){
|
||||
|
||||
@@ -1,20 +1,15 @@
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
|
||||
import { isEnemyDefeated } from "@/samples/regicide/utils";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
export const registry = createGameCommandRegistry<RegicideState>();
|
||||
|
||||
/**
|
||||
* 打出一张牌(对当前敌人造成伤害)
|
||||
*/
|
||||
const playCmd = registry.register({
|
||||
schema: 'play <player:string> <cardId:string>',
|
||||
run: async (game: RegicideGame, player: string, cardId: string) => {
|
||||
async function playCmd(game: RegicideGame, player: string, cardId: string) {
|
||||
const state = game.value;
|
||||
const card = state.cards[cardId];
|
||||
|
||||
@@ -26,12 +21,15 @@ const playCmd = registry.register({
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
if (!playerHand || !playerHand.includes(cardId)) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
|
||||
return {
|
||||
success: false,
|
||||
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
|
||||
};
|
||||
}
|
||||
|
||||
// 检查是否有当前敌人
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
@@ -39,24 +37,27 @@ const playCmd = registry.register({
|
||||
let attackReduction = 0;
|
||||
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === 'clubs') {
|
||||
if (card.suit === "clubs") {
|
||||
damage *= 2;
|
||||
}
|
||||
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === 'spades') {
|
||||
if (card.suit === "spades") {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
|
||||
await game.produce(state => {
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= damage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
|
||||
// 从手牌移除卡牌
|
||||
@@ -67,15 +68,17 @@ const playCmd = registry.register({
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === 'hearts') {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
|
||||
if (card.suit === "hearts") {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(
|
||||
(id) => id !== state.currentEnemy!.id,
|
||||
);
|
||||
if (discardIds.length > 0) {
|
||||
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
|
||||
for (const discardId of discardIds) {
|
||||
state.cards[discardId].regionId = 'tavernDeck';
|
||||
state.cards[discardId].regionId = "tavernDeck";
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
@@ -83,7 +86,7 @@ const playCmd = registry.register({
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === 'diamonds') {
|
||||
if (card.suit === "diamonds") {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
@@ -104,28 +107,30 @@ const playCmd = registry.register({
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit
|
||||
}
|
||||
suitAbility: card.suit,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 打出A配合另一张牌
|
||||
*/
|
||||
const playWithACmd = registry.register({
|
||||
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
|
||||
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
|
||||
async function playWithACmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
aceCardId: string,
|
||||
otherCardId: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
const aceCard = state.cards[aceCardId];
|
||||
const otherCard = state.cards[otherCardId];
|
||||
|
||||
if (!aceCard || !otherCard) {
|
||||
return {success: false, error: '卡牌不存在'};
|
||||
return { success: false, error: "卡牌不存在" };
|
||||
}
|
||||
|
||||
// 检查是否是A牌
|
||||
if (aceCard.rank !== 'A') {
|
||||
if (aceCard.rank !== "A") {
|
||||
return { success: false, error: `第一张牌必须是A` };
|
||||
}
|
||||
|
||||
@@ -134,36 +139,39 @@ const playWithACmd = registry.register({
|
||||
|
||||
// 检查两张牌都在手牌中
|
||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||
return {success: false, error: '卡牌不在手牌中'};
|
||||
return { success: false, error: "卡牌不在手牌中" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === 'clubs') {
|
||||
if (otherCard.suit === "clubs") {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === 'spades') {
|
||||
if (aceCard.suit === "spades") {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === 'spades') {
|
||||
if (otherCard.suit === "spades") {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
|
||||
await game.produce(state => {
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= totalDamage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
|
||||
// 从手牌移除两张牌
|
||||
@@ -174,8 +182,8 @@ const playWithACmd = registry.register({
|
||||
if (otherIndex !== -1) hand.splice(otherIndex, 1);
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[aceCardId].regionId = 'discardPile';
|
||||
state.cards[otherCardId].regionId = 'discardPile';
|
||||
state.cards[aceCardId].regionId = "discardPile";
|
||||
state.cards[otherCardId].regionId = "discardPile";
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
@@ -186,33 +194,31 @@ const playWithACmd = registry.register({
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated
|
||||
}
|
||||
enemyDefeated,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 让过(不出牌)
|
||||
*/
|
||||
const passCmd = registry.register({
|
||||
schema: 'pass <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
async function passCmd(game: RegicideGame, player: string) {
|
||||
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||
return { success: true, result: { message: `${player} 让过` } };
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
|
||||
*/
|
||||
const enemyCounterattackCmd = registry.register({
|
||||
schema: 'counterattack <player:string> <discardCards:string[]>',
|
||||
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
|
||||
async function enemyCounterattackCmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
discardCards: string[],
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
@@ -240,19 +246,19 @@ const enemyCounterattackCmd = registry.register({
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.produce(state => {
|
||||
await game.produceAsync((state) => {
|
||||
const hand = state.playerHands[playerKey];
|
||||
for (const cardId of discardCards) {
|
||||
const index = hand.indexOf(cardId);
|
||||
if (index !== -1) {
|
||||
hand.splice(index, 1);
|
||||
}
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
}
|
||||
});
|
||||
|
||||
@@ -261,22 +267,19 @@ const enemyCounterattackCmd = registry.register({
|
||||
result: {
|
||||
discardedCards: discardCards,
|
||||
totalValue,
|
||||
enemyAttack
|
||||
}
|
||||
enemyAttack,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查敌人是否被击败,如果击败则翻开下一个敌人
|
||||
*/
|
||||
const checkEnemyDefeatedCmd = registry.register({
|
||||
schema: 'check-enemy',
|
||||
run: async (game: RegicideGame) => {
|
||||
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
return { success: false as const, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const defeated = state.currentEnemy.hp <= 0;
|
||||
@@ -284,7 +287,7 @@ const checkEnemyDefeatedCmd = registry.register({
|
||||
if (defeated) {
|
||||
const defeatedEnemy = { ...state.currentEnemy };
|
||||
|
||||
await game.produce(state => {
|
||||
await game.produceAsync((state) => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
|
||||
@@ -300,20 +303,20 @@ const checkEnemyDefeatedCmd = registry.register({
|
||||
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
success: true as const,
|
||||
result: {
|
||||
defeated: true,
|
||||
defeatedEnemy,
|
||||
nextEnemy: game.value.currentEnemy,
|
||||
enemiesRemaining: game.value.enemyDeck.length
|
||||
}
|
||||
enemiesRemaining: game.value.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
@@ -322,26 +325,23 @@ const checkEnemyDefeatedCmd = registry.register({
|
||||
result: {
|
||||
defeated: false,
|
||||
currentEnemy: { ...state.currentEnemy },
|
||||
enemiesRemaining: state.enemyDeck.length
|
||||
}
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查玩家是否有可出的牌
|
||||
*/
|
||||
const checkCanPlayCmd = registry.register({
|
||||
schema: 'check-can-play <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
async function checkCanPlayCmd(game: RegicideGame, player: string) {
|
||||
const state = game.value;
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
const canPlay = playerHand.length > 0;
|
||||
const canPlayWithA = playerHand.some(cardId => {
|
||||
const canPlayWithA = playerHand.some((cardId) => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === 'A' && playerHand.length > 1;
|
||||
return card && card.rank === "A" && playerHand.length > 1;
|
||||
});
|
||||
|
||||
return {
|
||||
@@ -349,27 +349,26 @@ const checkCanPlayCmd = registry.register({
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length
|
||||
}
|
||||
handSize: playerHand.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查酒馆牌堆是否为空
|
||||
*/
|
||||
const checkTavernDeckCmd = registry.register({
|
||||
schema: 'check-tavern-deck',
|
||||
run: async (game: RegicideGame) => {
|
||||
async function checkTavernDeckCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||
|
||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||
if (isEmpty) {
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||
(hand) => hand.length === 0,
|
||||
);
|
||||
if (allHandsEmpty) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'defeat';
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
@@ -379,35 +378,32 @@ const checkTavernDeckCmd = registry.register({
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length
|
||||
}
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 下一个玩家回合
|
||||
*/
|
||||
const nextTurnCmd = registry.register({
|
||||
schema: 'next-turn',
|
||||
run: async (game: RegicideGame) => {
|
||||
async function nextTurnCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
await game.produce(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
await game.produce((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex
|
||||
}
|
||||
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
export {
|
||||
playCmd as play,
|
||||
|
||||
@@ -1,8 +1,15 @@
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
getPlayerHandRegionId,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
|
||||
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
|
||||
import { enemyCounterattackCmd, playCmd } from ".";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
@@ -12,9 +19,13 @@ export type RegicideGame = IGameContext<RegicideState>;
|
||||
* @param playerCount 玩家数量(1-4)
|
||||
* @param seed 随机种子(可选)
|
||||
*/
|
||||
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
|
||||
export async function setupGame(
|
||||
game: RegicideGame,
|
||||
playerCount: number,
|
||||
seed?: number,
|
||||
) {
|
||||
if (playerCount < 1 || playerCount > 4) {
|
||||
throw new Error('玩家数量必须为 1-4 人');
|
||||
throw new Error("玩家数量必须为 1-4 人");
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
@@ -31,7 +42,7 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
@@ -39,15 +50,15 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = 'tavernDeck';
|
||||
card.regionId = "tavernDeck";
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
|
||||
|
||||
// 给每个玩家发牌
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const player = players[i];
|
||||
const regionId = getPlayerHandRegionId(player);
|
||||
@@ -78,13 +89,13 @@ export async function start(game: RegicideGame) {
|
||||
|
||||
// 检查游戏是否已设置
|
||||
if (!state.currentEnemy) {
|
||||
throw new Error('请先调用 setupGame 初始化游戏');
|
||||
throw new Error("请先调用 setupGame 初始化游戏");
|
||||
}
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
|
||||
// 主游戏循环
|
||||
while (state.phase === 'playing') {
|
||||
while (state.phase === "playing") {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
|
||||
@@ -92,8 +103,9 @@ export async function start(game: RegicideGame) {
|
||||
const currentHand = state.playerHands[currentPlayer];
|
||||
if (currentHand.length === 0) {
|
||||
// 玩家没有手牌,跳过回合
|
||||
await game.produceAsync(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
await game.produceAsync((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
@@ -113,31 +125,37 @@ export async function start(game: RegicideGame) {
|
||||
/**
|
||||
* 处理完整的玩家回合
|
||||
*/
|
||||
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
|
||||
export async function playTurn(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
action: "play" | "pass",
|
||||
cardId?: string,
|
||||
secondCardId?: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'playing') {
|
||||
return {success: false, error: '游戏已结束'};
|
||||
if (state.phase !== "playing") {
|
||||
return { success: false, error: "游戏已结束" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
let playResult: any;
|
||||
|
||||
// 执行玩家动作
|
||||
if (action === 'play' && cardId) {
|
||||
if (action === "play" && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === 'A' && secondCardId) {
|
||||
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
||||
if (card.rank === "A" && secondCardId) {
|
||||
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||
} else {
|
||||
playResult = await game.run(`play ${player} ${cardId}`);
|
||||
playResult = await playCmd(game, player, cardId);
|
||||
}
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await game.run(`pass ${player}`);
|
||||
playResult = await pass(game, player);
|
||||
}
|
||||
|
||||
if (!playResult.success) {
|
||||
@@ -145,7 +163,7 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
|
||||
}
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
||||
const checkResult = await checkEnemy(game);
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
@@ -160,15 +178,19 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
|
||||
enemyDefeated: false,
|
||||
needsDiscard: true,
|
||||
enemyAttack: state.currentEnemy.value,
|
||||
playerHand: state.playerHands[player]
|
||||
}
|
||||
playerHand: state.playerHands[player],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 敌人被击败,检查是否还有更多敌人
|
||||
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'victory';
|
||||
if (
|
||||
state.enemyDeck.length === 0 &&
|
||||
state.currentEnemy &&
|
||||
state.currentEnemy.hp <= 0
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
return {
|
||||
@@ -176,41 +198,44 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
gameWon: true
|
||||
}
|
||||
gameWon: true,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
await nextTurn(game);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy
|
||||
}
|
||||
nextEnemy: state.currentEnemy,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理反击阶段的弃牌
|
||||
*/
|
||||
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
|
||||
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
|
||||
|
||||
export async function handleCounterattack(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
discardCardIds: string[],
|
||||
) {
|
||||
const result = await enemyCounterattackCmd(game, player, discardCardIds);
|
||||
if (!result.success) {
|
||||
// 弃牌失败(点数和不足),游戏失败
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'defeat';
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// 弃牌成功,切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
await nextTurn(game);
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -223,17 +248,26 @@ export function getGameStatus(game: RegicideGame) {
|
||||
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
|
||||
currentEnemy: state.currentEnemy ? {
|
||||
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||
state.currentPlayerIndex
|
||||
],
|
||||
currentEnemy: state.currentEnemy
|
||||
? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
|
||||
} : null,
|
||||
hpPercent: Math.round(
|
||||
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
|
||||
),
|
||||
}
|
||||
: null,
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||
discardPileCount: state.regions.discardPile.childIds.length,
|
||||
playerHands: Object.fromEntries(
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [
|
||||
player,
|
||||
hand.length,
|
||||
]),
|
||||
),
|
||||
winner: state.winner
|
||||
winner: state.winner,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -7,8 +7,8 @@ export type {
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase
|
||||
} from './types';
|
||||
GamePhase,
|
||||
} from "./types";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
@@ -18,21 +18,17 @@ export {
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS
|
||||
} from './constants';
|
||||
NUMBER_CARDS,
|
||||
} from "./constants";
|
||||
|
||||
// State
|
||||
export {
|
||||
createInitialState,
|
||||
type RegicideState
|
||||
} from './state';
|
||||
export { createInitialState, type RegicideState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export {prompts} from './prompts';
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
registry,
|
||||
play as playCmd,
|
||||
playWithA as playWithACmd,
|
||||
pass as passCmd,
|
||||
@@ -41,7 +37,7 @@ export {
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from './commands';
|
||||
} from "./commands";
|
||||
|
||||
// Game
|
||||
export {
|
||||
@@ -50,8 +46,8 @@ export {
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame
|
||||
} from './game';
|
||||
type RegicideGame,
|
||||
} from "./game";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
@@ -63,5 +59,5 @@ export {
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId
|
||||
} from './utils';
|
||||
getPlayerHandRegionId,
|
||||
} from "./utils";
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
# slay the spire + backpack heroes
|
||||
|
||||
玩家有4x6的背包
|
||||
|
||||
装备占格子,提供同等数量的牌,并且给周围加buff,背包英雄style
|
||||
|
||||
战斗时玩杀戮尖塔
|
||||
|
||||
## Roguelike structure
|
||||
|
||||
Zone based Point Crawl:
|
||||
- 分4个区域,每个区域有独立的随机遭遇池
|
||||
- 遭遇分为随机遭遇、战斗、服务
|
||||
- 随机遭遇使用d6双阶段结构,共12遭遇
|
||||
- 战斗遭遇分简单和困难,困难可以绕
|
||||
- 服务遭遇分商店(恢复/卖装备/附魔)篝火(恢复/补充药水/下次战斗buff)npc(恢复/任务(任务=完成特定地点遭遇获得奖励))
|
||||
- 每区域12遭遇
|
||||
- 战斗:非战斗=8:4
|
||||
- 5小怪,2精英,1boss,1店1篝1npc1随机
|
||||
- 总遭遇分支1-2-3-4-5-6-6-5-4-3-2-1
|
||||
|
||||
## 战斗
|
||||
|
||||
典中典5手牌3费,每个格子1张牌,同一装备牌逻辑相同,但根据邻接吃到的牌buff不同
|
||||
|
||||
3种牌(攻击/防御/强化)攻击克强化克防御克攻击,强化比sts强化窄但效果更大
|
||||
|
||||
洗牌堆时洗入两张《疲劳》(1费/消耗)
|
||||
|
||||
背包物品可能会引用相邻的物品、同一行的物品、同一列的物品等
|
||||
|
||||
部分物品带使用次数限制,药瓶喝完可以在篝火补
|
||||
|
||||
## 费用
|
||||
|
||||
60%牌1费,20%牌2费,20%牌0费
|
||||
|
||||
怪物强化平均节奏较sts更快
|
||||
|
||||
## 关键词
|
||||
|
||||
行动关键词:以【攻击4】表示。分为指向行动或非指向行动。随机打出指向行动时,指向随机目标。
|
||||
|
||||
buff/debuff:以【防御3】表示。分为不衰减、回合衰减和临时三种。
|
||||
|
||||
物品的构筑配合按邻接性设计,临场动态策略配合按buff考虑
|
||||
|
||||
## Buff / Debuff
|
||||
|
||||
玩家buff主要按照“有默认功能的货币”考虑
|
||||
|
||||
debuff暂时只考虑“条件回合覆盖”类debuff,有时可以当货币用
|
||||
|
||||
敌人buff和debuff与玩家对称设计
|
||||
|
||||
## 遗物与药水
|
||||
|
||||
药水在sts里属于不稳定容错,比较鸡肋
|
||||
|
||||
这里药水作为物品携带,0费消耗次数使用,随篝火补充,功能较难溢出且稳定性更强
|
||||
|
||||
纯触发奖励性遗物用以调节节奏,还是要有的,但是分池发
|
||||
|
||||
## 区域设计
|
||||
|
||||
每区域10小怪,5精英,3boss,12随机遭遇
|
||||
|
||||
## 设计量
|
||||
|
||||
~20 物品 每角色每池
|
||||
-10 小怪 4 精英 1 boss 每区域
|
||||
-8 遗物 每角色
|
||||
@@ -1,92 +0,0 @@
|
||||
# Desert
|
||||
|
||||
## 小怪 - 10种
|
||||
|
||||
### 仙人掌怪
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【尖刺X】:对攻击者造成X点伤害
|
||||
|
||||
### 蛇
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
蛇毒/1费:消耗。一回合弃掉超过1张蛇毒时,受到6伤害。
|
||||
|
||||
### 木乃伊
|
||||
|
||||
概念:攻+防
|
||||
|
||||
【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌
|
||||
|
||||
### 枪手
|
||||
|
||||
概念:单回高攻
|
||||
|
||||
【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
|
||||
|
||||
### 风卷草
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
|
||||
|
||||
### 秃鹫
|
||||
|
||||
概念:攻+防
|
||||
|
||||
若造成伤害,玩家获得秃鹫之眼。
|
||||
|
||||
秃鹫之眼/0费:受到秃鹫的攻击。当你受到伤害时,自动从手牌打出。
|
||||
|
||||
### 沙蝎
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
【尾刺X】:玩家回合结束时受到沙蝎的X点攻击。受伤时失去等量【尾刺】。
|
||||
|
||||
### 幼沙虫
|
||||
|
||||
防+强化
|
||||
|
||||
每回合第一次受伤时,玩家失去1点能量。
|
||||
|
||||
### 蜥蜴
|
||||
|
||||
概念:攻+防+逃跑
|
||||
|
||||
【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||
|
||||
### 沙匪
|
||||
|
||||
概念:攻特化
|
||||
|
||||
洗牌时,将一个随机物品的牌全部弃掉。
|
||||
|
||||
## 精英 - 4种
|
||||
|
||||
### 风暴之灵
|
||||
|
||||
静电/0费:抓一张牌。在手里时,受到【电击】伤害+1。
|
||||
|
||||
【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。
|
||||
|
||||
### 骑马枪手
|
||||
|
||||
【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
|
||||
|
||||
### 沙虫王
|
||||
|
||||
召唤幼体沙虫
|
||||
|
||||
每当玩家弃掉一张牌,恢复1生命
|
||||
|
||||
### 沙漠守卫
|
||||
|
||||
召唤木乃伊
|
||||
|
||||
会复活木乃伊2次
|
||||
|
||||
## boss - 法老之灵
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
# AGENTS.md - slay-the-spire-like
|
||||
|
||||
Roguelike deckbuilder combining Slay the Spire combat with Backpack Hero grid inventory.
|
||||
|
||||
## Architecture
|
||||
|
||||
Three-layer design: **system** (content-agnostic) → **data** (CSV content) → **dialogues** (Yarn Spinner).
|
||||
|
||||
### System Layer (`system/`)
|
||||
|
||||
| Module | Files | Responsibility |
|
||||
|---|---|---|
|
||||
| `combat/` | types.ts, effects.ts, triggers.ts, prompts.ts | Combat state, effects pipeline, middleware triggers |
|
||||
| `deck/` | types.ts, factory.ts, index.ts | Deck state management |
|
||||
| `grid-inventory/` | types.ts, transform.ts, index.ts | Grid backpack, shape collision, adjacency |
|
||||
| `map/` | types.ts, generator.ts, index.ts | Procedural node generation (point crawl) |
|
||||
| `progress/` | types.ts, encounter.ts, index.ts | Adventure progress, node traversal |
|
||||
| `utils/` | parse-shape.ts, shape-collision.ts | Shape parsing and collision detection |
|
||||
| `types.ts` | — | `EffectData`, `EffectLifecycle`, `EnemyData`, `CardData`, `IntentData`, `EncounterData`, `ItemData` |
|
||||
|
||||
### Data Layer (`data/desert/`)
|
||||
|
||||
All content via CSV (loaded by `inline-schema`):
|
||||
|
||||
| File | Content |
|
||||
|---|---|
|
||||
| `card.csv` | Card definitions |
|
||||
| `effect.csv` | Effect definitions |
|
||||
| `enemy.csv` | Enemies + intents |
|
||||
| `intent.csv` | Intent definitions |
|
||||
| `item.csv` | Equipment items |
|
||||
| `encounter.csv` | Encounter nodes |
|
||||
|
||||
### Triggers (`data/desert/triggers/`)
|
||||
|
||||
Middleware hooks extending the base trigger system:
|
||||
|
||||
| File | Hooks |
|
||||
|---|---|
|
||||
| `effect.ts` | Orchestrator — calls all sub-modules |
|
||||
| `instant.ts` | `onEffectApplied` — attack, draw, gainEnergy, removeWound, summon, etc. |
|
||||
| `damage.ts` | `onDamage` — block, spike, expose, aim, roll, charge, molt, tailSting, energyDrain |
|
||||
| `turn-start.ts` | `onTurnStart` — discard, defendNext, energyNext, drawNext |
|
||||
| `card-events.ts` | `onEnemyIntent`, `onCardPlayed`, `onCardDiscarded`, `onDamage` — storm, crossbow, burnForEnergy, sandwormKing, vulture |
|
||||
|
||||
### Dialogue Layer (`data/desert/dialogues/`)
|
||||
|
||||
`story.yarn` — branching encounter dialogues (inside `dialogues.yarnproject`). Commands resolve via `tryAnswerPrompt`.
|
||||
|
||||
## Key Mechanics
|
||||
|
||||
- **Energy**: 3/turn, spent on weapon/armor/tool cards
|
||||
- **Uses**: Consumable cards use `uses` cost type instead of energy; tracked as `depletion` on `GameItemMeta`
|
||||
- **Grid adjacency**: Items buff adjacent items (e.g. burnForEnergy consumes adjacent item on card play)
|
||||
- **Effect lifecycles**: `instant`, `temporary`, `lingering`, `permanent`, `posture`, `item`, `itemTemporary`, `itemUntilPlay`, `itemUntilDiscard`, `itemPermanent`
|
||||
- **Trigger pipeline**: `createMiddlewareChain` with `use(async (ctx, next) => ...)` pattern
|
||||
- **Cards from items**: `GameCard` instances are generated from `GameItem` inventory items via deck factory
|
||||
|
||||
## Testing
|
||||
|
||||
Tests live in `tests/samples/slay-the-spire-like/`:
|
||||
- `combat/effects.test.ts` — effect application, upkeep, posture damage
|
||||
- `combat/triggers.test.ts` — full desert trigger integration tests
|
||||
- `deck/factory.test.ts` — deck creation
|
||||
- `grid-inventory.test.ts` — placement, adjacency, collision
|
||||
- `map/generator.test.ts` — procedural generation
|
||||
- `utils/shape-utils.test.ts` — shape parsing
|
||||
- `data/index.test.ts` — data loading validation
|
||||
@@ -0,0 +1,43 @@
|
||||
# cardDesert: unified card definitions for item cards and status cards
|
||||
# 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
|
||||
|
||||
# type CardType = 'item' | 'status'
|
||||
# type CardCostType = 'energy' | 'uses' | 'none'
|
||||
# type CardTargetType = 'player' | 'enemy' | 'enemies'
|
||||
|
||||
# inject effects = ~cardEffect(card)
|
||||
|
||||
id,name,desc,type,costType,costCount,targetType
|
||||
string,string,string,CardType,CardCostType,int,CardTargetType
|
||||
sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
|
||||
greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
|
||||
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
|
||||
dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
|
||||
dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
|
||||
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
|
||||
shield,盾,【防御3】,item,energy,1,player
|
||||
hat,斗笠,【防御8】,item,energy,2,player
|
||||
cape,披风,【防御2】下回合【防御2】,item,energy,1,player
|
||||
bracer,护腕,【防御1】抓1张牌,item,energy,0,player
|
||||
greatshield,大盾,【防御5】,item,energy,1,player
|
||||
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player
|
||||
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
|
||||
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player
|
||||
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player
|
||||
vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
|
||||
focusPotion,集中药剂,抓2张牌,item,uses,3,player
|
||||
healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
|
||||
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
|
||||
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player
|
||||
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,player
|
||||
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,player
|
||||
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
|
||||
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,player
|
||||
wound,伤口,无效果占用手牌和牌堆,status,none,0,player
|
||||
venom,蛇毒,弃掉时受到3点伤害,status,none,0,player
|
||||
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,player
|
||||
static,静电,在手里时受电击伤害+1,status,none,0,player
|
||||
fatigue,疲劳,占用手牌,status,none,0,player
|
||||
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player
|
||||
|
@@ -0,0 +1,21 @@
|
||||
import type { CardEffect } from './cardEffect.csv';
|
||||
|
||||
export type CardType = 'item' | 'status';
|
||||
export type CardCostType = 'energy' | 'uses' | 'none';
|
||||
export type CardTargetType = 'player' | 'enemy' | 'enemies';
|
||||
|
||||
type CardTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: CardEffect[];
|
||||
}[];
|
||||
|
||||
export type Card = CardTable[number];
|
||||
|
||||
declare function getData(): CardTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,36 @@
|
||||
# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
|
||||
# type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||
# type CardEffectList = [effect: @effect; stacks: number][]
|
||||
|
||||
id,card,trigger,target,effects
|
||||
string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
|
||||
sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
|
||||
greataxe,greataxe,onPlay,eachTarget,[attack;5]
|
||||
spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
|
||||
dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
|
||||
dart,dart,onPlay,eachTarget,[attack;1]
|
||||
dart-draw,dart,onPlay,source,[draw;1]
|
||||
crossbow,crossbow,onPlay,eachTarget,[attack;6]
|
||||
crossbow-combo,crossbow,onPlay,source,[crossbow;0]
|
||||
shield,shield,onPlay,source,[defend;3]
|
||||
hat,hat,onPlay,source,[defend;8]
|
||||
cape,cape,onPlay,source,[defend;2];[defendNext;2]
|
||||
bracer,bracer,onPlay,source,[defend;1];[draw;1]
|
||||
greatshield,greatshield,onPlay,source,[defend;5]
|
||||
chainmail,chainmail,onPlay,source,[damageReduce;3]
|
||||
bandage,bandage,onPlay,source,[removeWound;1]
|
||||
poisonPotion,poisonPotion,onPlay,source,[attackBuff;2]
|
||||
fortifyPotion,fortifyPotion,onPlay,source,[defendBuff;2]
|
||||
vitalityPotion,vitalityPotion,onPlay,source,[gainEnergy;1]
|
||||
focusPotion,focusPotion,onPlay,source,[draw;2]
|
||||
healingPotion,healingPotion,onPlay,source,[removeWound;3]
|
||||
waterBag,waterBag,onPlay,source,[energyNext;1];[drawNext;2]
|
||||
rope,rope,onPlay,source,[defendBuffUntilPlay;2]
|
||||
belt,belt,onPlay,source,[drawChoice;1]
|
||||
torch,torch,onPlay,source,[burnForEnergy;1]
|
||||
whetstone,whetstone,onPlay,source,[attackBuffUntilPlay;3]
|
||||
blacksmithHammer,blacksmithHammer,onPlay,source,[transformRandom;1]
|
||||
venom,venom,onDiscard,source,[attack;3]
|
||||
curse,curse,onDraw,source,[curse;1]
|
||||
static,static,onDraw,source,[static;1]
|
||||
vultureEye,vultureEye,onDraw,source,[expose;3]
|
||||
|
@@ -0,0 +1,19 @@
|
||||
import type { Card } from './card.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard';
|
||||
export type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player';
|
||||
export type CardEffectList = [effect: Effect, stacks: number][];
|
||||
|
||||
type CardEffectTable = readonly {
|
||||
readonly id: string;
|
||||
readonly card: Card;
|
||||
readonly trigger: CardEffectTrigger;
|
||||
readonly target: CardEffectTarget;
|
||||
readonly effects: CardEffectList;
|
||||
}[];
|
||||
|
||||
export type CardEffect = CardEffectTable[number];
|
||||
|
||||
declare function getData(): CardEffectTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"projectFileVersion": 4,
|
||||
"sourceFiles": [
|
||||
"**/*.yarn"
|
||||
],
|
||||
"excludeFiles": [],
|
||||
"baseLanguage": "en",
|
||||
"projectName": "encounters",
|
||||
"authorName": [
|
||||
"hyper"
|
||||
],
|
||||
"editorOptions": {
|
||||
"yarnScriptEditor": {
|
||||
"presenter": "try"
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
import type { LoadResult } from 'yarn-spinner-loader';
|
||||
const result: LoadResult;
|
||||
export default result;
|
||||
@@ -0,0 +1,42 @@
|
||||
title: Start
|
||||
---
|
||||
// A linear story progresses from one scene to the next.
|
||||
// Great for cutscenes, tutorials, or scripted sequences.
|
||||
|
||||
<<jump Scene1>>
|
||||
===
|
||||
title: Scene1
|
||||
---
|
||||
The sun rose over the quiet village.
|
||||
|
||||
Birds sang their morning chorus as the first rays of light crept through the window.
|
||||
|
||||
-> Continue
|
||||
<<jump Scene2>>
|
||||
===
|
||||
title: Scene2
|
||||
---
|
||||
In the kitchen, a kettle began to whistle.
|
||||
|
||||
The smell of fresh bread filled the air.
|
||||
|
||||
-> Continue
|
||||
<<jump Scene3>>
|
||||
===
|
||||
title: Scene3
|
||||
---
|
||||
A knock at the door broke the peaceful morning.
|
||||
|
||||
Who could be visiting so early?
|
||||
|
||||
-> Open the door
|
||||
<<jump Scene4>>
|
||||
===
|
||||
title: Scene4
|
||||
---
|
||||
A messenger stood at the threshold, parchment in hand.
|
||||
|
||||
"News from the capital," they said breathlessly. "You must read this at once."
|
||||
|
||||
// Your story continues from here!
|
||||
===
|
||||
@@ -0,0 +1,52 @@
|
||||
# instant: 不施加buff,瞬间生效
|
||||
|
||||
# temporary: 施加buff,下回合开始时失效
|
||||
# lingering: 施加buff,下回合开始时失去1层
|
||||
# permanent: 施加buff
|
||||
# posture: 施加buff,每受到1点伤害移除1层
|
||||
|
||||
# item: 施加buff到周围物品,永久生效
|
||||
# itemTemporary: 施加buff到周围物品,持续到下次buff更新
|
||||
# itemUntilPlay: 施加buff到周围物品,物品被打出后失效
|
||||
# itemUntilDiscard: 施加buff到周围物品,物品被弃掉后失效
|
||||
# itemPermanent: 施加buff到周围物品,持续整场冒险
|
||||
|
||||
# type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
|
||||
|
||||
id, name, description, lifecycle, emoji
|
||||
string, string, string, EffectLifecycle, string
|
||||
attack, 攻击, 对对手造成伤害, instant, ⚔️
|
||||
defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️
|
||||
spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵
|
||||
venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, instant, 🧪
|
||||
curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering, 💀
|
||||
aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture, 🎯
|
||||
roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲
|
||||
rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥
|
||||
vultureEye, 秃鹫之眼, 抓到时获得3层暴露(临时debuff,受到的伤害+1/每层), instant, 👁️
|
||||
tailSting, 尾刺, 攻击时,伤害提升X, posture, 🦂
|
||||
energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering, 🔋
|
||||
molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚
|
||||
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️
|
||||
storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡
|
||||
static, 静电, 在手里时受电击伤害+1, permanent, ⚡
|
||||
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎
|
||||
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟
|
||||
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛
|
||||
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅
|
||||
draw, 抓牌, 抓X张牌, instant, 🃏
|
||||
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹
|
||||
defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️
|
||||
damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉
|
||||
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹
|
||||
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️
|
||||
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️
|
||||
gainEnergy, 获得能量, 获得X点能量, instant, ⚡
|
||||
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary, ⚡
|
||||
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏
|
||||
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️
|
||||
drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant, 🔍
|
||||
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay, 🔥
|
||||
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay, ⚔️
|
||||
transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant, 🌀
|
||||
expose, 暴露, 受到的伤害+1/每层, temporary, 👁️
|
||||
|
@@ -0,0 +1,14 @@
|
||||
export type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent';
|
||||
|
||||
type EffectTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
readonly emoji: string;
|
||||
}[];
|
||||
|
||||
export type Effect = EffectTable[number];
|
||||
|
||||
declare function getData(): EffectTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,40 @@
|
||||
# minion (10): minor enemies
|
||||
# elite (4): dangerous enemies
|
||||
# event (1): random dangerous event that requires reaction
|
||||
# shop (2): merchant who sells different stuff
|
||||
# camp (2): consumable restock and heal
|
||||
# curio (8): random pickup of treasure or resources
|
||||
# enemies: array of [enemyId; initialHp; buffs[]]
|
||||
|
||||
# type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
|
||||
# type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
|
||||
|
||||
id,type,name,description,enemies,dialogue
|
||||
string,EncounterType,string,string,EnemyList,string
|
||||
cactus_pair,minion,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。,[仙人掌怪;12;[]];[仙人掌怪;12;[]],
|
||||
snake_pair,minion,蛇,概念:攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。,[蛇;10;[]],
|
||||
mummy_cactus,minion,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。,[木乃伊;14;[]];[仙人掌怪;12;[]],
|
||||
gunslinger,minion,枪手,概念:单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】,[枪手;12;[]],
|
||||
tumbleweed_pair,minion,风卷草,概念:防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。,[风卷草;16;[]],
|
||||
vulture_cactus,minion,秃鹫,概念:攻+防。若造成伤害,玩家获得秃鹫之眼(0费状态牌:打出时移除。抓到时获得3层暴露)。,[秃鹫;12;[]];[仙人掌怪;12;[]],
|
||||
scorpion_snake,minion,沙蝎,概念:攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。,[沙蝎;10;[]];[蛇;10;[]],
|
||||
sandworm_larva,minion,幼沙虫,概念:防+强化。每回合第一次受伤时,玩家失去1点能量。,[幼沙虫;18;[]],
|
||||
lizard_pair,minion,蜥蜴,概念:攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。,[蜥蜴;14;[]],
|
||||
bandit_gunslinger,minion,沙匪,概念:弱化玩家。【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。,[沙匪;12;[]];[枪手;12;[]],
|
||||
storm_spirit,elite,风暴之灵,【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1),[风暴之灵;30;[]],
|
||||
mounted_gunslinger,elite,骑马枪手,【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。,[骑马枪手;25;[]];[枪手;12;[]],
|
||||
sandworm_king,elite,沙虫王,召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。,[沙虫王;40;[]],
|
||||
desert_guard,elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。,[沙漠守卫;35;[]];[木乃伊;14;[]],
|
||||
desert_merchant,shop,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。,,
|
||||
nomad_caravan,shop,游牧商队,商队:出售稀有物品、移除牌组中一张牌。,,
|
||||
oasis_campfire,camp,绿洲篝火,篝火:可以恢复生命、补充药水使用次数、获得下次战斗Buff。,,
|
||||
cave_shelter,camp,岩洞庇护所,篝火:可以恢复生命、升级一张牌。,,
|
||||
desert_relic_in_sand,curio,沙中遗物,随机获得一件遗物或受到3点伤害。,,desert_relic_in_sand
|
||||
desert_dry_well,curio,枯井,投入1能量:可能获得药水或什么也没有。,,desert_dry_well
|
||||
desert_ancient_stele,curio,古代石碑,阅读碑文:获得随机Buff直到下次战斗结束。,,desert_ancient_stele
|
||||
desert_storm_wreckage,curio,沙暴残骸,搜索残骸:随机获得一张物品牌或受到2点伤害。,,desert_storm_wreckage
|
||||
desert_mirage_chest,curio,蜃景宝箱,打开宝箱:50%获得宝藏,50%为蜃景什么也没有。,,desert_mirage_chest
|
||||
desert_buried_pot,curio,埋藏陶罐,挖掘:获得随机资源(金币、药水或遗物碎片)。,,desert_buried_pot
|
||||
desert_weathered_statue,curio,风化雕像,献祭1生命:获得一件随机遗物。,,desert_weathered_statue
|
||||
desert_oasis_fragment,curio,绿洲碎片,小型绿洲:恢复3生命并获得1张随机消耗品。,,desert_oasis_fragment
|
||||
desert_mirage_event,event,海市蜃楼,随机遭遇:可能获得宝藏或遭遇陷阱,使用d6双阶段结构结算。,,desert_mirage_event
|
||||
|
@@ -0,0 +1,19 @@
|
||||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio';
|
||||
export type EnemyList = [data: Enemy, hp: int, effects: [effect: Effect, stacks: int][]][];
|
||||
|
||||
type EncounterTable = readonly {
|
||||
readonly id: string;
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: EnemyList;
|
||||
readonly dialogue: string;
|
||||
}[];
|
||||
|
||||
export type Encounter = EncounterTable[number];
|
||||
|
||||
declare function getData(): EncounterTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,16 @@
|
||||
id,name,intents,description
|
||||
string,string,@intent[],string
|
||||
仙人掌怪,仙人掌怪,[仙人掌怪-boost;仙人掌怪-defend;仙人掌怪-attack],防+强化。【尖刺X】:对攻击者造成X点伤害。
|
||||
蛇,蛇,[蛇-poison;蛇-attack;蛇-boost],攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。
|
||||
木乃伊,木乃伊,[木乃伊-attack;木乃伊-defend;木乃伊-curse],攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。
|
||||
枪手,枪手,[枪手-aim;枪手-attack;枪手-defend],单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
|
||||
风卷草,风卷草,[风卷草-boost;风卷草-defend;风卷草-attack],防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
|
||||
秃鹫,秃鹫,[秃鹫-attack;秃鹫-defend],攻+防。若造成伤害,玩家获得秃鹫之眼(0费状态牌:打出时移除。抓到时获得3层暴露)。
|
||||
沙蝎,沙蝎,[沙蝎-boost;沙蝎-attack],攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。
|
||||
幼沙虫,幼沙虫,[幼沙虫-defend;幼沙虫-boost;幼沙虫-attack],防+强化。每回合第一次受伤时,玩家失去1点能量。
|
||||
蜥蜴,蜥蜴,[蜥蜴-attack;蜥蜴-defend;蜥蜴-molt],攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||
沙匪,沙匪,[沙匪-attack;沙匪-heavyAttack;沙匪-debuff],弱化玩家。【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
|
||||
风暴之灵,风暴之灵,[风暴之灵-storm;风暴之灵-attack;风暴之灵-defend],【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1)
|
||||
骑马枪手,骑马枪手,[骑马枪手-charge;骑马枪手-attack;骑马枪手-defend],【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
|
||||
沙虫王,沙虫王,[沙虫王-summon;沙虫王-attack;沙虫王-defend],召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。
|
||||
沙漠守卫,沙漠守卫,[沙漠守卫-summon;沙漠守卫-attack;沙漠守卫-defend;沙漠守卫-revive],召唤木乃伊;会复活木乃伊2次。
|
||||
|
@@ -0,0 +1,13 @@
|
||||
import type { Intent } from './intent.csv';
|
||||
|
||||
type EnemyTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly intents: Intent[];
|
||||
readonly description: string;
|
||||
}[];
|
||||
|
||||
export type Enemy = EnemyTable[number];
|
||||
|
||||
declare function getData(): EnemyTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,25 @@
|
||||
import getItems, { Item } from "./item.csv";
|
||||
|
||||
export type * from "./card.csv";
|
||||
export type * from "./cardEffect.csv";
|
||||
export type * from "./effect.csv";
|
||||
export type * from "./encounter.csv";
|
||||
export type * from "./enemy.csv";
|
||||
export type * from "./intent.csv";
|
||||
export type * from "./item.csv";
|
||||
|
||||
export { default as getCards } from "./card.csv";
|
||||
export { default as getEffects } from "./effect.csv";
|
||||
export { default as getEncounters } from "./encounter.csv";
|
||||
export { default as getEnemies } from "./enemy.csv";
|
||||
export { default as getIntents } from "./intent.csv";
|
||||
export { default as getItems } from "./item.csv";
|
||||
export { default as dialogues } from "./dialogues/dialogues.yarnproject";
|
||||
export { addTriggers } from "./triggers";
|
||||
|
||||
const itemSet = ["剑", "盾", "水袋", "绷带"] as string[];
|
||||
export function getStartingItems(): Item[] {
|
||||
return itemSet.map(function (name): Item {
|
||||
return getItems().find((item: Item) => item.name === name) as Item;
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
# intentId: unique intent state ID (e.g. '仙人掌怪-boost')
|
||||
# enemy: enemy template this intent belongs to
|
||||
# initialIntent: true if this is the enemy's starting intent
|
||||
# nextIntents: possible next intent IDs after this intent resolves
|
||||
# brokenIntent: possible intent IDs when defend is broken
|
||||
# initBuffs: initial buffs for this intent (applied when intent becomes active)
|
||||
# effects: effects executed when this intent is active
|
||||
|
||||
# type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||
# type IntentEffect = [IntentEffectTarget;@effect;number]
|
||||
# type IntentEffectList = IntentEffect[]
|
||||
|
||||
id,enemy,initialIntent,nextIntents,brokenIntent,effects
|
||||
string,@enemy,boolean,@intent[],@intent[],IntentEffectList
|
||||
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[source;spike;1];[source;defend;4]
|
||||
仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[source;defend;8]
|
||||
仙人掌怪-attack,仙人掌怪,false,仙人掌怪-boost,,[player;attack;5]
|
||||
蛇-poison,蛇,true,蛇-attack;蛇-attack,,[player;venom;1];[player;attack;4]
|
||||
蛇-attack,蛇,false,蛇-poison;蛇-boost,,[player;attack;6]
|
||||
蛇-boost,蛇,false,蛇-poison;蛇-attack,,[source;defend;3];[player;venom;1]
|
||||
木乃伊-attack,木乃伊,true,木乃伊-defend;木乃伊-curse,,[player;attack;6]
|
||||
木乃伊-defend,木乃伊,false,木乃伊-attack,,[source;defend;6]
|
||||
木乃伊-curse,木乃伊,false,木乃伊-defend;木乃伊-attack,木乃伊-attack,[player;curse;1]
|
||||
枪手-aim,枪手,true,枪手-attack,,[source;aim;2]
|
||||
枪手-attack,枪手,false,枪手-aim;枪手-defend,枪手-aim,[player;attack;8]
|
||||
枪手-defend,枪手,false,枪手-aim,枪手-aim,[source;defend;5]
|
||||
风卷草-boost,风卷草,true,风卷草-defend;风卷草-defend;风卷草-boost,,[source;roll;5];[source;defend;4]
|
||||
风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[source;defend;8]
|
||||
风卷草-attack,风卷草,false,风卷草-boost,,[player;rollDamage;0]
|
||||
秃鹫-attack,秃鹫,true,秃鹫-defend;秃鹫-defend,,[player;attack;6];[player;vultureEye;1]
|
||||
秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[source;defend;5]
|
||||
沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[source;tailSting;2]
|
||||
沙蝎-attack,沙蝎,false,沙蝎-boost;沙蝎-attack,,[player;attack;6]
|
||||
幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[source;defend;6]
|
||||
幼沙虫-boost,幼沙虫,false,幼沙虫-attack;幼沙虫-defend,,[source;energyDrain;1];[source;defend;4]
|
||||
幼沙虫-attack,幼沙虫,false,幼沙虫-defend;幼沙虫-defend,,[player;attack;5]
|
||||
蜥蜴-attack,蜥蜴,true,蜥蜴-defend;蜥蜴-molt,,[player;attack;5]
|
||||
蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[source;defend;6]
|
||||
蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[source;molt;3]
|
||||
沙匪-attack,沙匪,true,沙匪-attack;沙匪-heavyAttack,,[player;attack;6]
|
||||
沙匪-heavyAttack,沙匪,false,沙匪-attack;沙匪-attack;沙匪-debuff,,[player;attack;10]
|
||||
沙匪-debuff,沙匪,false,沙匪-attack;沙匪-attack,,[player;discard;1]
|
||||
风暴之灵-storm,风暴之灵,true,风暴之灵-attack;风暴之灵-storm,,[source;storm;2];[source;defend;3]
|
||||
风暴之灵-attack,风暴之灵,false,风暴之灵-storm;风暴之灵-defend,,[player;attack;8];[player;static;1]
|
||||
风暴之灵-defend,风暴之灵,false,风暴之灵-storm;风暴之灵-attack,,[source;defend;8]
|
||||
骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[source;charge;2]
|
||||
骑马枪手-attack,骑马枪手,false,骑马枪手-charge;骑马枪手-defend,骑马枪手-charge,[player;attack;6]
|
||||
骑马枪手-defend,骑马枪手,false,骑马枪手-charge;骑马枪手-attack,骑马枪手-charge,[source;defend;5]
|
||||
沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[source;summonSandwormLarva;18]
|
||||
沙虫王-attack,沙虫王,false,沙虫王-summon;沙虫王-defend,,[player;attack;9]
|
||||
沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[source;defend;6]
|
||||
沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[source;summonMummy;14]
|
||||
沙漠守卫-attack,沙漠守卫,false,沙漠守卫-defend;沙漠守卫-summon,,[player;attack;8]
|
||||
沙漠守卫-defend,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-revive,,[source;defend;8]
|
||||
沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[source;reviveMummy;1]
|
||||
|
@@ -0,0 +1,20 @@
|
||||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player';
|
||||
export type IntentEffect = [IntentEffectTarget, Effect, number];
|
||||
export type IntentEffectList = IntentEffect[];
|
||||
|
||||
type IntentTable = readonly {
|
||||
readonly id: string;
|
||||
readonly enemy: Enemy;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: Intent[];
|
||||
readonly brokenIntent: Intent[];
|
||||
readonly effects: IntentEffectList;
|
||||
}[];
|
||||
|
||||
export type Intent = IntentTable[number];
|
||||
|
||||
declare function getData(): IntentTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,26 @@
|
||||
id,type,name,shape,card,price,description
|
||||
string,string,string,string,@card,int,string
|
||||
sword,weapon,剑,oee,sword,50,【攻击2】【攻击2】
|
||||
greataxe,weapon,长斧,oees,greataxe,80,对全体【攻击5】
|
||||
spear,weapon,长枪,oeee,spear,75,【攻击2】【攻击2】【攻击2】
|
||||
dagger,weapon,短刀,oe,dagger,40,【攻击3】【攻击3】
|
||||
dart,weapon,飞镖,o,dart,30,【攻击1】抓一张牌
|
||||
crossbow,weapon,十字弩,onrersrw,crossbow,120,【攻击6】对同一目标打出其他十字弩
|
||||
shield,armor,盾,oesw,shield,50,【防御3】
|
||||
hat,armor,斗笠,oerwrn,hat,90,【防御8】
|
||||
cape,armor,披风,oers,cape,45,【防御2】下回合【防御2】
|
||||
bracer,armor,护腕,o,bracer,25,【防御1】抓1张牌
|
||||
greatshield,armor,大盾,oesswn,greatshield,70,【防御5】
|
||||
chainmail,armor,锁子甲,oesw,chainmail,60,本回合受到伤害-3
|
||||
bandage,consumable,绷带,o,bandage,20,从牌堆或弃牌堆随机移除1张伤口
|
||||
poisonPotion,consumable,淬毒药剂,o,poisonPotion,30,周围物品的【攻击】+2
|
||||
fortifyPotion,consumable,强固药剂,o,fortifyPotion,30,周围物品的【防御】+2
|
||||
vitalityPotion,consumable,活力药剂,o,vitalityPotion,25,获得1点能量
|
||||
focusPotion,consumable,集中药剂,o,focusPotion,25,抓2张牌
|
||||
healingPotion,consumable,治疗药剂,o,healingPotion,35,从牌堆或弃牌堆移除3张伤口
|
||||
waterBag,tool,水袋,os,waterBag,35,下回合开始时获得1能量抓2张牌
|
||||
rope,tool,绳索,ose,rope,30,周围物品的牌【防御】+2直到打出
|
||||
belt,tool,腰带,owre,belt,40,从牌堆周围物品的牌当中选择一张加入手牌
|
||||
torch,tool,火把,on,torch,25,下次打出周围物品的牌时将其消耗并获得1能量
|
||||
whetstone,tool,磨刀石,o,whetstone,30,周围物品的牌【攻击】+3直到打出
|
||||
blacksmithHammer,tool,铁匠锤,oerwrs,blacksmithHammer,45,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌
|
||||
|
@@ -0,0 +1,16 @@
|
||||
import type { Card } from './card.csv';
|
||||
|
||||
type ItemTable = readonly {
|
||||
readonly id: string;
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: Card;
|
||||
readonly price: number;
|
||||
readonly description: string;
|
||||
}[];
|
||||
|
||||
export type Item = ItemTable[number];
|
||||
|
||||
declare function getData(): ItemTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,129 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
|
||||
export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
description: "",
|
||||
lifecycle: "instant",
|
||||
} as EffectData;
|
||||
}
|
||||
|
||||
// storm: give static card to player when storm enemy attacks
|
||||
triggers.onEnemyIntent.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
|
||||
if (!enemy || !enemy.isAlive) return;
|
||||
|
||||
const storm = enemy.effects.storm?.stacks ?? 0;
|
||||
if (storm > 0) {
|
||||
for (let i = 0; i < storm; i++) {
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("static"),
|
||||
entityId: "player",
|
||||
stacks: 1,
|
||||
sourceEntityId: ctx.enemyId,
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// crossbow: replay other crossbows on same target
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
|
||||
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const handIds = [...regions.hand.childIds];
|
||||
for (const id of handIds) {
|
||||
const card = cards[id];
|
||||
if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
|
||||
await triggers.onCardPlayed.execute(ctx.game, {
|
||||
cardId: id,
|
||||
targetId: ctx.targetId,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// burnForEnergy: consume adjacent item, gain energy when its card is played
|
||||
triggers.onCardPlayed.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
if (!card) return;
|
||||
const playedItemId = card.itemId;
|
||||
|
||||
const adjacent = run.getAdjacentItems(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;
|
||||
|
||||
const item = run.getItemData(adjItemId);
|
||||
const maxUses =
|
||||
item?.card.costType === "energy" ? item.card.costCount : 0;
|
||||
const consumed = run.getConsumedUses(adjItemId);
|
||||
const toConsume = Math.min(maxUses - consumed, burn.stacks);
|
||||
|
||||
await run.setConsumedUsesAsync(adjItemId, consumed + toConsume);
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += burn.stacks;
|
||||
delete draft.player.itemEffects[adjItemId];
|
||||
});
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
// sandwormKing: heal 10 hp when player discards fatigue
|
||||
triggers.onCardDiscarded.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
if (!card || card.cardData.id !== "fatigue") return;
|
||||
|
||||
const sandwormKing = ctx.game.value.enemies.find(
|
||||
(e) => e.enemy.id === "沙虫王" && e.isAlive,
|
||||
);
|
||||
if (!sandwormKing) return;
|
||||
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const king = draft.enemies.find((e) => e.id === sandwormKing.id);
|
||||
if (king) {
|
||||
king.hp = Math.min(king.hp + 10, king.maxHp);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// vulture: give vultureEye when vulture deals damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const dealt = ctx.amount - (ctx.prevented ?? 0);
|
||||
if (dealt <= 0 || !ctx.sourceEntityId) return;
|
||||
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫")
|
||||
return;
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("vultureEye"),
|
||||
entityId: "player",
|
||||
stacks: 1,
|
||||
sourceEntityId: ctx.sourceEntityId,
|
||||
});
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,194 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import {
|
||||
addEntityEffect,
|
||||
getCombatEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addDamageTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e: EffectData) => e.id === id);
|
||||
if (found) return found;
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
description: "",
|
||||
lifecycle: "instant",
|
||||
} as EffectData;
|
||||
}
|
||||
|
||||
// block / damage prevention
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (!entity) return;
|
||||
|
||||
let preventable = ctx.amount - (ctx.prevented ?? 0);
|
||||
|
||||
// 1. apply damageReduce before block
|
||||
const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
|
||||
if (damageReduce > 0) {
|
||||
const reduced = Math.min(damageReduce, preventable);
|
||||
ctx.prevented = (ctx.prevented ?? 0) + reduced;
|
||||
preventable -= reduced;
|
||||
}
|
||||
|
||||
// 2. consume defend for damage prevented
|
||||
const blocks = entity.effects.defend?.stacks ?? 0;
|
||||
const blocked = Math.min(blocks, preventable);
|
||||
if (blocked > 0) {
|
||||
ctx.prevented = (ctx.prevented ?? 0) + blocked;
|
||||
preventable -= blocked;
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const e = getCombatEntity(draft, ctx.entityId);
|
||||
if (e) addEntityEffect(e, findEffect("defend"), -blocked);
|
||||
});
|
||||
}
|
||||
|
||||
const expose = entity.effects.expose?.stacks ?? 0;
|
||||
if (expose > 0) {
|
||||
ctx.amount += expose;
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// energyDrain: player loses energy when enemy takes damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (!entity) return;
|
||||
|
||||
const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
|
||||
if (energyDrain > 0 && ctx.entityId !== "player") {
|
||||
const dealt = Math.min(
|
||||
Math.max(0, entity.hp),
|
||||
ctx.amount - (ctx.prevented ?? 0),
|
||||
);
|
||||
if (dealt > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// molt: enemy flees if molt >= maxHp
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (!entity || !entity.isAlive) {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const molt = entity.effects.molt?.stacks ?? 0;
|
||||
if (molt >= entity.maxHp) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const e = draft.enemies.find((en) => en.id === ctx.entityId);
|
||||
if (e) {
|
||||
e.isAlive = false;
|
||||
e.hp = 0;
|
||||
}
|
||||
draft.result = draft.enemies.every((en) => !en.isAlive)
|
||||
? "victory"
|
||||
: null;
|
||||
});
|
||||
if (ctx.game.value.result) throw ctx.game.value;
|
||||
return;
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// aim: double damage, lose aim on damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityId === "player") {
|
||||
const player = ctx.game.value.player;
|
||||
const aim = player.effects.aim?.stacks ?? 0;
|
||||
if (aim > 0) {
|
||||
ctx.amount *= 2;
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// roll: consume 10 roll per 10 damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityId === "player") {
|
||||
const player = ctx.game.value.player;
|
||||
const roll = player.effects.roll?.stacks ?? 0;
|
||||
if (roll >= 10) {
|
||||
const rollDamage = Math.floor(roll / 10) * 10;
|
||||
ctx.amount += rollDamage;
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, findEffect("roll"), -rollDamage);
|
||||
});
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// tailSting: bonus damage on attack
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityId && ctx.sourceEntityId !== "player") {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||
if (attacker) {
|
||||
const tailSting = attacker.effects.tailSting?.stacks ?? 0;
|
||||
if (tailSting > 0) {
|
||||
ctx.amount += tailSting;
|
||||
}
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// charge: double damage dealt/received, consume equal charge
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (entity) {
|
||||
const charge = entity.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const dealt = Math.min(
|
||||
Math.max(0, entity.hp),
|
||||
ctx.amount - (ctx.prevented ?? 0),
|
||||
);
|
||||
const consumed = Math.min(charge, dealt);
|
||||
ctx.amount += dealt;
|
||||
if (consumed > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const e = getCombatEntity(draft, ctx.entityId);
|
||||
if (e) addEntityEffect(e, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx.sourceEntityId) {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||
if (attacker) {
|
||||
const charge = attacker.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const baseAmount = ctx.amount;
|
||||
const targetEntity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
const dealt = Math.min(
|
||||
Math.max(0, targetEntity?.hp ?? 0),
|
||||
baseAmount - (ctx.prevented ?? 0),
|
||||
);
|
||||
const consumed = Math.min(charge, dealt);
|
||||
ctx.amount += dealt;
|
||||
if (consumed > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const a = getCombatEntity(draft, ctx.sourceEntityId!);
|
||||
if (a) addEntityEffect(a, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
import { addInstantEffectTriggers } from "./instant";
|
||||
import { addDamageTriggers } from "./damage";
|
||||
import { addTurnStartTriggers } from "./turn-start";
|
||||
import { addCardEventTriggers } from "./card-events";
|
||||
import {
|
||||
IRunContext,
|
||||
Triggers,
|
||||
} from "@/samples/slay-the-spire-like/system/combat";
|
||||
|
||||
export function addTriggers(triggers: Triggers, run: IRunContext) {
|
||||
addInstantEffectTriggers(triggers);
|
||||
addDamageTriggers(triggers);
|
||||
addTurnStartTriggers(triggers);
|
||||
addCardEventTriggers(triggers, run);
|
||||
}
|
||||
@@ -0,0 +1,178 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import {
|
||||
addEntityEffect,
|
||||
getCombatEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { moveToRegion } from "@/core/region";
|
||||
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
|
||||
import getCards from "../card.csv";
|
||||
|
||||
export function addInstantEffectTriggers(triggers: Triggers) {
|
||||
const cards = getCards();
|
||||
|
||||
function findCard(id: string) {
|
||||
return cards.find((c) => c.id === id);
|
||||
}
|
||||
|
||||
function createStatusCard(
|
||||
draft: CombatGameContext["value"],
|
||||
cardId: string,
|
||||
): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: (typeof state.enemies)[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function summonEnemy(
|
||||
draft: CombatGameContext["value"],
|
||||
enemyId: string,
|
||||
hp: number,
|
||||
) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(
|
||||
(e) => e.enemy.id === enemyId && !e.isAlive,
|
||||
);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
const intent =
|
||||
enemyData.intents.find((i) => i.initialIntent) ??
|
||||
enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityId: ctx.entityId,
|
||||
amount: ctx.stacks,
|
||||
sourceEntityId: ctx.sourceEntityId,
|
||||
});
|
||||
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
const spike = entity?.effects.spike?.stacks ?? 0;
|
||||
if (spike > 0 && ctx.sourceEntityId) {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityId: ctx.sourceEntityId,
|
||||
amount: spike,
|
||||
sourceEntityId: ctx.entityId,
|
||||
});
|
||||
}
|
||||
} else if (ctx.effect.id === "draw") {
|
||||
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
|
||||
} else if (ctx.effect.id === "gainEnergy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += ctx.stacks;
|
||||
});
|
||||
} else if (ctx.effect.id === "removeWound") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
let removed = 0;
|
||||
const allPileIds = [
|
||||
...regions.drawPile.childIds,
|
||||
...regions.discardPile.childIds,
|
||||
];
|
||||
for (const cardId of allPileIds) {
|
||||
if (removed >= ctx.stacks) break;
|
||||
const card = cards[cardId];
|
||||
if (card && card.cardData.id === "wound") {
|
||||
const sourceRegion =
|
||||
card.regionId === "drawPile"
|
||||
? regions.drawPile
|
||||
: regions.discardPile;
|
||||
moveToRegion(card, sourceRegion, null);
|
||||
delete cards[cardId];
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "reviveMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const deadMummy = draft.enemies.find(
|
||||
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
|
||||
);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
await next();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addTurnStartTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
description: "",
|
||||
lifecycle: "instant",
|
||||
} as EffectData;
|
||||
}
|
||||
|
||||
// discard: random discard at turn start
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const discard = ctx.game.value.player.effects.discard;
|
||||
if (discard && discard.stacks > 0) {
|
||||
const handIds = [...ctx.game.value.player.deck.regions.hand.childIds];
|
||||
if (handIds.length > 0) {
|
||||
const randomIndex = ctx.game.rng.nextInt(handIds.length);
|
||||
const randomCardId = handIds[randomIndex];
|
||||
await triggers.onCardDiscarded.execute(ctx.game, {
|
||||
cardId: randomCardId,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// defendNext: gain block next turn
|
||||
// record how many defendNext there is, before buff update
|
||||
// then apply after buff update
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
const defendNext = ctx.game.value.player.effects.defendNext;
|
||||
if (!defendNext || defendNext.stacks <= 0) {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
await next();
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
|
||||
});
|
||||
});
|
||||
|
||||
// energyNext: gain energy next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const energyNext = ctx.game.value.player.effects.energyNext;
|
||||
if (energyNext && energyNext.stacks > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += energyNext.stacks;
|
||||
addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
|
||||
});
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// drawNext: draw extra cards next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const drawNext = ctx.game.value.player.effects.drawNext;
|
||||
if (drawNext && drawNext.stacks > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
|
||||
});
|
||||
await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
# npc encounter (2): offer random trades, could be merchants or healer or something
|
||||
# shelter (2): offer consumable restock and heal
|
||||
# enemy (10): minor enemies
|
||||
# elite (4): dangerous enemies
|
||||
# boss (1): boss enemy
|
||||
type,name,description
|
||||
'npc'|'enemy'|'elite'|'boss'|'event'|'shelter',string,string
|
||||
enemy,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。
|
||||
enemy,蛇,概念:攻+强化。给玩家塞入蛇毒牌(消耗。一回合弃掉超过1张蛇毒时,受到6伤害)。
|
||||
enemy,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。
|
||||
enemy,枪手,概念:单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
|
||||
enemy,风卷草,概念:防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
|
||||
enemy,秃鹫,概念:攻+防。造成伤害后玩家获得秃鹫之眼(当你受到伤害时自动从手牌打出受到秃鹫的攻击)。
|
||||
enemy,沙蝎,概念:攻+强化。【尾刺X】:玩家回合结束时受到沙蝎的X点攻击。受伤时失去等量【尾刺】。
|
||||
enemy,幼沙虫,概念:防+强化。每回合第一次受伤时,玩家失去1点能量。
|
||||
enemy,蜥蜴,概念:攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||
enemy,沙匪,概念:攻特化。洗牌时,将一个随机物品的牌全部弃掉。
|
||||
elite,风暴之灵,【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1)
|
||||
elite,骑马枪手,【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
|
||||
elite,沙虫王,召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。
|
||||
elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。
|
||||
boss,法老之灵,沙漠区域最终Boss。
|
||||
npc,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。
|
||||
npc,绿洲篝火,篝火:可以恢复生命、补充药水使用次数、获得下次战斗Buff。
|
||||
npc,迷失的旅人,提供任务:完成特定地点遭遇以获得独特奖励。
|
||||
event,海市蜃楼,随机遭遇:可能获得宝藏或遭遇陷阱,使用d6双阶段结构结算。
|
||||
|
@@ -1,10 +0,0 @@
|
||||
type EncounterDesertTable = readonly {
|
||||
readonly type: "npc" | "enemy" | "elite" | "boss" | "event" | "shelter";
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
}[];
|
||||
|
||||
export type EncounterDesert = EncounterDesertTable[number];
|
||||
|
||||
declare const data: EncounterDesertTable;
|
||||
export default data;
|
||||
@@ -1,36 +0,0 @@
|
||||
# type can be one of: weapon, armor, consumable, tool
|
||||
#
|
||||
# shape represents a tetris-like shape, consult ../utils/parse-shape.ts
|
||||
# n
|
||||
# w o e
|
||||
# s
|
||||
# costType can be one of: energy, uses
|
||||
#
|
||||
# targetType can be one of: single, none
|
||||
|
||||
type,name,shape,costType,costCount,targetType,desc
|
||||
string,string,string,'energy'|'uses',int,'single'|'none',string
|
||||
weapon,剑,oee,energy,1,single,【攻击2】【攻击2】
|
||||
weapon,长斧,oees,energy,2,none,对全体【攻击5】
|
||||
weapon,长枪,oeee,energy,1,single,【攻击2】【攻击2】【攻击2】
|
||||
weapon,短刀,oe,energy,1,single,【攻击3】【攻击3】
|
||||
weapon,飞镖,o,energy,0,single,【攻击1】,抓一张牌
|
||||
weapon,十字弩,onrersrw,energy,2,single,【攻击6】。对同一目标打出其他十字弩
|
||||
armor,盾,oesw,energy,1,none,【防御3】
|
||||
armor,斗笠,oerwrn,energy,2,none,【防御8】
|
||||
armor,披风,oers,energy,1,none,【防御2】,下回合【防御2】
|
||||
armor,护腕,o,energy,0,none,【防御1】,抓1张牌
|
||||
armor,大盾,oesswn,energy,1,none,【防御5】
|
||||
armor,锁子甲,oers,energy,1,none,本回合受到伤害-3
|
||||
consumable,绷带,o,uses,3,none,从牌堆或弃牌堆随机移除1张伤口
|
||||
consumable,淬毒药剂,o,uses,3,none,周围物品的【攻击】+2
|
||||
consumable,强固药剂,o,uses,3,none,周围物品的【防御】+2
|
||||
consumable,活力药剂,o,uses,3,none,获得1点能量
|
||||
consumable,集中药剂,o,uses,3,none,抓2张牌
|
||||
consumable,治疗药剂,o,uses,3,none,从牌堆或弃牌堆移除3张伤口
|
||||
tool,水袋,os,energy,1,none,下回合开始时,获得1能量,抓2张牌
|
||||
tool,绳索,ose,energy,1,none,周围物品的牌【防御】+2直到打出
|
||||
tool,腰带,owre,energy,0,none,从牌堆周围物品的牌当中选择一张加入手牌
|
||||
tool,火把,on,energy,1,none,下次打出周围物品的牌时,将其消耗并获得1能量
|
||||
tool,磨刀石,o,energy,1,none,周围物品的牌【攻击】+3直到打出
|
||||
tool,铁匠锤,oers,energy,1,none,从牌堆/弃牌堆选择一张牌,随机变为一张周围物品的牌
|
||||
|
@@ -1,14 +0,0 @@
|
||||
type HeroItemFighter1Table = readonly {
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly costType: "energy" | "uses";
|
||||
readonly costCount: number;
|
||||
readonly targetType: "single" | "none";
|
||||
readonly desc: string;
|
||||
}[];
|
||||
|
||||
export type HeroItemFighter1 = HeroItemFighter1Table[number];
|
||||
|
||||
declare const data: HeroItemFighter1Table;
|
||||
export default data;
|
||||
@@ -1,6 +1,6 @@
|
||||
import heroItemFighter1Csv from './heroItemFighter1.csv';
|
||||
import encounterDesertCsv from './encounterDesert.csv';
|
||||
import * as desert from "./desert";
|
||||
export type { ContentModule } from "./types";
|
||||
|
||||
export const heroItemFighter1Data = heroItemFighter1Csv;
|
||||
export const encounterDesertData = encounterDesertCsv;
|
||||
export { default as encounterDesertCsv, type EncounterDesert } from './encounterDesert.csv';
|
||||
export default {
|
||||
desert,
|
||||
};
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
import { LoadResult as YarnDialogues } from "yarn-spinner-loader";
|
||||
import { Triggers } from "../system/combat/triggers";
|
||||
|
||||
import type * as desert from "./desert";
|
||||
import { IRunContext } from "../system/combat";
|
||||
|
||||
export type ContentModule = {
|
||||
readonly getCards: () => readonly desert.Card[];
|
||||
readonly getEffects: () => readonly desert.Effect[];
|
||||
readonly getEncounters: () => readonly desert.Encounter[];
|
||||
readonly getEnemies: () => readonly desert.Enemy[];
|
||||
readonly getIntents: () => readonly desert.Intent[];
|
||||
readonly getItems: () => readonly desert.Item[];
|
||||
readonly getStartingItems: () => readonly desert.Item[];
|
||||
|
||||
readonly dialogues: YarnDialogues;
|
||||
readonly addTriggers: (triggers: Triggers, run: IRunContext) => void;
|
||||
};
|
||||
@@ -0,0 +1,118 @@
|
||||
# 杀戮尖塔 + 背包英雄
|
||||
|
||||
玩家有4x6的背包
|
||||
|
||||
装备占格子,提供同等数量的牌,并且给周围加buff,背包英雄style
|
||||
|
||||
战斗时玩杀戮尖塔
|
||||
|
||||
## 肉鸽结构
|
||||
|
||||
区域点到点地图
|
||||
|
||||
- 分4个区域,每个区域有独立的随机遭遇池,目前先考虑第一个区域
|
||||
- 每区域10层,26个遭遇节点
|
||||
- 荒野层6层×3节点(小怪50%/精英25%/事件25%)
|
||||
- 聚落层2层×4节点(≥1篝火/≥1商店/≥1奇遇,第4随机)
|
||||
- 起点→终点,终点为boss战
|
||||
|
||||
## 战斗(小怪、精英、boss)
|
||||
|
||||
基本流程
|
||||
- 怪物战斗开始效应
|
||||
- 玩家战斗开始效应
|
||||
- 重复直至一方不剩下存活角色
|
||||
- 玩家回合
|
||||
- 怪物回合
|
||||
|
||||
怪物战斗开始
|
||||
- 获得初始buff、初始血量、初始意图
|
||||
|
||||
玩家战斗开始
|
||||
- 获得3点能量,抓5张手牌
|
||||
|
||||
玩家回合
|
||||
- buff更新阶段:临时buff消失、延时buff-1层
|
||||
- 回合开始:触发回合开始效果
|
||||
- 行动:玩家可以自由出牌直至结束回合
|
||||
- 回合结束:触发回合结束效果
|
||||
- 重置:恢复到3点能量,弃掉剩余手牌,抓5张手牌
|
||||
- 洗回牌堆:每当牌堆为空需要抓牌或与牌堆顶交互,则将弃牌堆与2张《疲劳》(没有效果,不能打出)洗回牌堆,然后再继续。
|
||||
|
||||
怪物回合
|
||||
- buff更新阶段:每个怪物临时buff消失、延时buff-1层
|
||||
- 回合开始:触发每个怪物的回合开始效果
|
||||
- 行动:怪物的意图生效,然后更新意图
|
||||
- 回合结束:触发每个怪物的回合结束效果
|
||||
|
||||
## 篝火
|
||||
|
||||
在篝火处可进行3次行动,每次行动可以:
|
||||
- 恢复20%最大生命
|
||||
- 恢复1次所有药品的使用次数
|
||||
- 合成一个物品(暂未设计)
|
||||
|
||||
## 商店
|
||||
|
||||
在商店可以买/卖物品
|
||||
- 有5个随机的不同物品可以买,价格为原价50%-150%随机
|
||||
- 购买之后不会补充
|
||||
- 可以以原价25%的价格卖出背包内的任意物品
|
||||
|
||||
## 奇遇
|
||||
|
||||
奇遇为Yarn Spinner驱动的分支对话遭遇
|
||||
|
||||
对玩家产生的影响根据Yarn Spinner的命令结算
|
||||
|
||||
在对话结束后奇遇结算结束
|
||||
|
||||
## 战斗内Effect
|
||||
|
||||
Effect分以下类型:
|
||||
- 瞬间:立即生效,直接改变状态
|
||||
- Buff:作为状态叠加到角色身上
|
||||
- 持久Buff:持续整场战斗
|
||||
- 临时Buff:持续到下次Buff更新
|
||||
- 延时Buff:每次Buff更新-1层,持续到归零
|
||||
- 姿态Buff:受到伤害时,移除同等数量的层数
|
||||
- 卡牌:作为状态卡牌加入
|
||||
- 弃牌:加入弃牌堆
|
||||
- 手牌:加入手牌
|
||||
- 牌堆:加入抓牌堆
|
||||
- 物品:作为物品状态叠加到物品上,通常是效应来源卡牌对应的物品周围的物品,若没有上下文物品则可能无效或对玩家的随机物品生效
|
||||
- 临时:持续到下次Buff更新
|
||||
- 持久:持续整场战斗
|
||||
- 永久:持续整个冒险
|
||||
- 直到打出:持续到下次打出该物品的卡牌
|
||||
- 直到弃掉:持续到下次弃掉该物品的卡牌
|
||||
|
||||
## 时机
|
||||
|
||||
产生Effect的时机包括:
|
||||
- 打出卡牌/抓到卡牌/弃掉卡牌
|
||||
- 敌人意图生效
|
||||
- Effect侦听器需要的特定侦听事件
|
||||
|
||||
## 卡牌属性
|
||||
|
||||
- 费用:能量费用或物品使用次数费用,如果不能支付则无法打出
|
||||
- 抓牌效果/打出效果/弃掉效果:包括目标(自身、选择目标、全体),效果类型,和层数,可能有复数条
|
||||
|
||||
能量费用以3费为准,希望大约60%牌1费,20%牌2费,20%牌0费
|
||||
|
||||
## 遗物
|
||||
|
||||
遗物不需要放在背包格里,且仅提供正面触发效果,暂未设计
|
||||
|
||||
## 区域设计量
|
||||
|
||||
每区域10小怪,4精英,8奇遇,1 boss(暂未设计)
|
||||
目前仅考虑沙漠一个区域
|
||||
|
||||
## 角色设计量
|
||||
|
||||
~24 物品 每角色(4种各6个)
|
||||
-8 遗物 每角色
|
||||
|
||||
在扩展更多区域后需添加更多内容随区域/奇遇解锁
|
||||
+15
-14
@@ -1,33 +1,29 @@
|
||||
# Fighter
|
||||
|
||||
战士角色:默认的角色。
|
||||
|
||||
## 物品
|
||||
|
||||
每池4种物品各5个:武器、防具、耗材、工具。
|
||||
4种物品各6个:武器、防具、耗材、工具。
|
||||
|
||||
玩家共24格,每种物品预算6格,每个物品尺寸1-6格。武器防具大部分在2-4格,少部分有5-6格,耗材、工具大部分在1-2格。
|
||||
|
||||
每种物品每格提供一张牌加入玩家牌堆。
|
||||
|
||||
使用武器、防具、工具的卡牌花费能量,每回合3点。耗材使用不计入费用,消耗本身的使用次数。使用次数在篝火处会完全恢复。
|
||||
使用武器、防具、工具的卡牌花费能量。每回合有3点能量。耗材使用不计入费用,但消耗本身的使用次数。使用次数在篝火处可以恢复。
|
||||
|
||||
### 基础
|
||||
### 初始装备
|
||||
|
||||
攻击:对目标造成伤害
|
||||
|
||||
防御:抵消本回合受到的最多3点伤害
|
||||
|
||||
剑 1x3/1费:【攻击2】【攻击2】
|
||||
盾 2x2/1费:【防御3】
|
||||
绷带 1x1/3次:随机移除1格伤口。
|
||||
水袋 2格/1费:下回合开始时,获得1费,抓2张牌。
|
||||
剑、短刀、绷带、水袋、治疗药剂
|
||||
|
||||
### 武器
|
||||
|
||||
武器是配合对象,不需要有邻接性检查。
|
||||
|
||||
剑 1x3/1费:【攻击2】【攻击2】
|
||||
长斧 4格L型/2费:对全体【攻击5】
|
||||
长枪 4格I型/1费:【攻击2】【攻击2】【攻击2】
|
||||
短刀 2格/1费:【攻击3】【攻击3】
|
||||
短刀 1x2/1费:【攻击3】【攻击3】
|
||||
飞镖 1格/0费:【攻击1】,抓一张牌
|
||||
十字弩 4格X型/2费:【攻击6】。对同一目标打出其他十字弩。
|
||||
|
||||
@@ -35,6 +31,9 @@
|
||||
|
||||
防具可以检查周围物品,每个匹配的给奖励。
|
||||
|
||||
物品被动:每个防具的周围每种不同防具+1最大生命。
|
||||
|
||||
盾 2x2/1费:【防御3】。
|
||||
斗笠 4格T型/2费:【防御8】
|
||||
披风 3格L型/1费:【防御2】,下回合【防御2】
|
||||
护腕 1格/0费:【防御1】,抓1张牌
|
||||
@@ -45,16 +44,18 @@
|
||||
|
||||
工具可以检查周围物品,给触发或者触发给强化。
|
||||
|
||||
水袋 1x2/1费:下回合开始时,获得1能量,抓2张牌。
|
||||
绳索 3格L型/1费:生效物品的牌【防御】+2直到打出。
|
||||
腰带 3格I型/0费:抓一张牌,然后从生效物品的牌当中选择一张放到牌堆顶。
|
||||
腰带 3格I型/0费:抓一张牌,然后从生效物品的牌当中选择一张加入手牌。
|
||||
火把 2格/1费:下次打出生效物品的牌时,将其消并获得1能量。
|
||||
磨刀石 1x1/1费:生效物品的牌【攻击】+3直到打出。
|
||||
铁匠锤 3格T型:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
|
||||
铁匠锤 3格T型/1费:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
|
||||
|
||||
### 消耗品
|
||||
|
||||
消耗品本身不应该给强化,但可以被防具/工具给强化。
|
||||
|
||||
绷带 1x1/3次:从牌堆或弃牌堆随机移除1张伤口。
|
||||
淬毒药剂 1格/3次:生效物品的攻击+2。
|
||||
强固药剂 1格/3次:生效物品获得的防御+2。
|
||||
活力药剂 1格/3次:获得1点能量。
|
||||
@@ -0,0 +1,94 @@
|
||||
# Desert
|
||||
|
||||
## 小怪 - 10种
|
||||
|
||||
### 仙人掌怪
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【尖刺X】:对自己施加的持续buff,对攻击者造成X点伤害
|
||||
|
||||
### 蛇
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
【蛇毒X】:对玩家施加的手牌状态(同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害。)
|
||||
|
||||
### 木乃伊
|
||||
|
||||
概念:攻+防
|
||||
|
||||
【诅咒】:对自己施加的延时buff。受玩家卡牌攻击时,卡牌对应物品【攻击】-1,直到玩家弃掉一张该物品的牌
|
||||
|
||||
### 枪手
|
||||
|
||||
概念:单回高攻
|
||||
|
||||
【瞄准X】:对自己施加的姿态buff。造成双倍伤害。
|
||||
|
||||
### 风卷草
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【滚动X】:对自己施加的姿态buff。攻击时,若有至少10层滚动,则消耗10层滚动让攻击+10。
|
||||
|
||||
### 秃鹫
|
||||
|
||||
概念:攻+防
|
||||
|
||||
若造成伤害,玩家获得秃鹫之眼。
|
||||
|
||||
秃鹫之眼:对玩家施加的抓牌堆状态卡牌(同名状态牌/0费:打出时移除。抓到时获得3层【暴露】(临时debuff,受到的伤害+1/每层))
|
||||
|
||||
### 沙蝎
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
【尾刺X】:对自己施加的姿态buff。攻击时,伤害提升X。
|
||||
|
||||
### 幼沙虫
|
||||
|
||||
防+强化
|
||||
|
||||
【能量吸取】:对自己施加的延时buff。受伤时,玩家失去X点能量。
|
||||
|
||||
### 蜥蜴
|
||||
|
||||
概念:攻+防+逃跑
|
||||
|
||||
【脱皮】:对自己施加的姿态buff。若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||
|
||||
### 沙匪
|
||||
|
||||
概念:弱化玩家
|
||||
|
||||
【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
|
||||
|
||||
## 精英 - 4种
|
||||
|
||||
### 风暴之灵
|
||||
|
||||
静电:对玩家施加的弃牌堆状态卡牌/0费:打出时自己获得1层【暴露】并抓一张牌。(临时debuff,受到的伤害+1/每层)
|
||||
|
||||
【风暴X】:对自己施加的姿态buff。攻击时,玩家获得1张静电。
|
||||
|
||||
### 骑马枪手
|
||||
|
||||
【冲锋X】:对自己施加的姿态buff,受到或造成的伤害翻倍并消耗等量的冲锋。(额外伤害不会消耗姿态)
|
||||
|
||||
### 沙虫王
|
||||
|
||||
召唤幼体沙虫
|
||||
|
||||
玩家弃掉疲劳时,恢复10生命
|
||||
|
||||
### 沙漠守卫
|
||||
|
||||
召唤木乃伊
|
||||
|
||||
会复活木乃伊2次
|
||||
|
||||
## boss - 法老之灵
|
||||
|
||||
Boss在区域终点节点触发,不属于遭遇类型池。
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
# 文件结构
|
||||
|
||||
## 系统实现
|
||||
|
||||
- `system/`:系统实现。
|
||||
- `combat/`:管理一次战斗内的战斗状态、流程、触发。
|
||||
- `progress/`:管理一次冒险的进度。
|
||||
- `map/`:管理地图生成。
|
||||
- `grid-inventory/`:管理背包状态。
|
||||
- `deck/`:管理卡组状态。
|
||||
|
||||
## 数据
|
||||
|
||||
- `data/`:所有的数据文件
|
||||
- `desert/`:游戏的测试模组,沙漠区域的内容。
|
||||
- `card.csv`:所有的卡牌定义。
|
||||
- `effect.csv`:所有的效应定义。
|
||||
- `encounter.csv`:所有的遭遇定义。
|
||||
- `enemy.csv`:所有的敌人和意图定义。
|
||||
- `item.csv`:所有的玩家物品定义。
|
||||
- `dialogues/`:yarn对话项目目录
|
||||
- `dialogues.yarnproject`:yarn对话项目入口
|
||||
- `**.yarn`:具体的yarn对话文件,代码不关心
|
||||
- `index.ts`:统一导出所有的数据。
|
||||
- `trigger.ts`:额外的触发器脚本,用于实现测试模组中涉及的效果。
|
||||
|
||||
## 开发流程
|
||||
|
||||
### SRD / 系统设计
|
||||
|
||||
首先编写srd文档。srd文档描述游戏系统和规则,并提供少量内联的基础游戏数据。
|
||||
|
||||
SRD是系统实现的基础,系统实现只能基于SRD,不能依赖具体的游戏内容。
|
||||
|
||||
### Setting / 环境设定
|
||||
|
||||
使用SRD提供的特性来设计环境内容:
|
||||
- 效应:效应在技术上不依赖其他类型内容,可以首先确定。但在创意上可能不会直接设计效应,而是从若干创意中提取共性,并创建一个效应来作为主题。
|
||||
- 卡牌:部分效应会创建卡牌或修改卡牌。在设计时需要注意。
|
||||
- 敌人和意图:结合效应与主题表达设计敌人。通常需要为每个敌人设计独特的效应。
|
||||
- 玩家物品:结合效应与主题表达设计物品。常见物品的效应容易找到替代,不常见物品则有特殊的效应。
|
||||
@@ -1,13 +0,0 @@
|
||||
export type { CellCoordinate, GridInventory, InventoryItem, PlacementResult } from './types';
|
||||
export {
|
||||
createGridInventory,
|
||||
flipItem,
|
||||
getAdjacentItems,
|
||||
getItemAtCell,
|
||||
getOccupiedCellSet,
|
||||
moveItem,
|
||||
placeItem,
|
||||
removeItem,
|
||||
rotateItem,
|
||||
validatePlacement,
|
||||
} from './transform';
|
||||
@@ -1,232 +0,0 @@
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { Transform2D } from '../utils/shape-collision';
|
||||
import {
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
rotateTransform,
|
||||
transformShape,
|
||||
} from '../utils/shape-collision';
|
||||
import type { GridInventory, InventoryItem, PlacementResult } from './types';
|
||||
|
||||
/**
|
||||
* Creates a new empty grid inventory.
|
||||
* Note: When used inside `.produce()`, call this before returning the draft.
|
||||
*/
|
||||
export function createGridInventory(width: number, height: number): GridInventory {
|
||||
return {
|
||||
width,
|
||||
height,
|
||||
items: new Map<string, InventoryItem>(),
|
||||
occupiedCells: new Set<string>(),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds a Set of occupied cell keys from a shape and transform.
|
||||
*/
|
||||
function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<string> {
|
||||
const cells = transformShape(shape, transform);
|
||||
return new Set(cells.map(c => `${c.x},${c.y}`));
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates whether an item can be placed at the given transform.
|
||||
* Checks bounds and collision with all other items.
|
||||
*/
|
||||
export function validatePlacement(
|
||||
inventory: GridInventory,
|
||||
shape: InventoryItem['shape'],
|
||||
transform: Transform2D
|
||||
): PlacementResult {
|
||||
if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
|
||||
return { valid: false, reason: '超出边界' };
|
||||
}
|
||||
|
||||
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
|
||||
return { valid: false, reason: '与已有物品重叠' };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Places an item onto the grid.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Does not validate; call `validatePlacement` first.
|
||||
*/
|
||||
export function placeItem(inventory: GridInventory, item: InventoryItem): void {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
inventory.items.set(item.id, item);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from the grid by its ID.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
*/
|
||||
export function removeItem(inventory: GridInventory, itemId: string): void {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) return;
|
||||
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
inventory.items.delete(itemId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves an item to a new position with a new transform.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function moveItem(
|
||||
inventory: GridInventory,
|
||||
itemId: string,
|
||||
newTransform: Transform2D
|
||||
): { success: true } | { success: false; reason: string } {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: '物品不存在' };
|
||||
}
|
||||
|
||||
// Temporarily remove item's cells for validation
|
||||
const oldCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of oldCells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
|
||||
// Validate new position
|
||||
const validation = validatePlacement(inventory, item.shape, newTransform);
|
||||
if (!validation.valid) {
|
||||
// Restore old cells
|
||||
for (const cellKey of oldCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
return { success: false, reason: validation.reason };
|
||||
}
|
||||
|
||||
// Apply new transform
|
||||
item.transform = newTransform;
|
||||
|
||||
// Add new cells
|
||||
const newCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of newCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates an item by the given degrees (typically 90, 180, or 270).
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function rotateItem(
|
||||
inventory: GridInventory,
|
||||
itemId: string,
|
||||
degrees: number
|
||||
): { success: true } | { success: false; reason: string } {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: '物品不存在' };
|
||||
}
|
||||
|
||||
const rotatedTransform = rotateTransform(item.transform, degrees);
|
||||
return moveItem(inventory, itemId, rotatedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips an item horizontally or vertically.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function flipItem(
|
||||
inventory: GridInventory,
|
||||
itemId: string,
|
||||
axis: 'x' | 'y'
|
||||
): { success: true } | { success: false; reason: string } {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: '物品不存在' };
|
||||
}
|
||||
|
||||
const flippedTransform = axis === 'x'
|
||||
? flipXTransform(item.transform)
|
||||
: flipYTransform(item.transform);
|
||||
|
||||
return moveItem(inventory, itemId, flippedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a copy of the occupied cells set.
|
||||
*/
|
||||
export function getOccupiedCellSet(inventory: GridInventory): Set<string> {
|
||||
return new Set(inventory.occupiedCells);
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the item occupying the given cell, if any.
|
||||
*/
|
||||
export function getItemAtCell(
|
||||
inventory: GridInventory,
|
||||
x: number,
|
||||
y: number
|
||||
): InventoryItem | undefined {
|
||||
const cellKey = `${x},${y}`;
|
||||
if (!inventory.occupiedCells.has(cellKey)) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
if (cells.has(cellKey)) {
|
||||
return item;
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets all items adjacent to the given item (orthogonally, not diagonally).
|
||||
* Returns a Map of itemId -> item for deduplication.
|
||||
*/
|
||||
export function getAdjacentItems(
|
||||
inventory: GridInventory,
|
||||
itemId: string
|
||||
): Map<string, InventoryItem> {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return new Map();
|
||||
}
|
||||
|
||||
const ownCells = getShapeCellKeys(item.shape, item.transform);
|
||||
const adjacent = new Map<string, InventoryItem>();
|
||||
|
||||
for (const cellKey of ownCells) {
|
||||
const [cx, cy] = cellKey.split(',').map(Number);
|
||||
const neighbors = [
|
||||
`${cx + 1},${cy}`,
|
||||
`${cx - 1},${cy}`,
|
||||
`${cx},${cy + 1}`,
|
||||
`${cx},${cy - 1}`,
|
||||
];
|
||||
|
||||
for (const neighborKey of neighbors) {
|
||||
if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) {
|
||||
const neighborItem = getItemAtCell(inventory, ...neighborKey.split(',').map(Number) as [number, number]);
|
||||
if (neighborItem) {
|
||||
adjacent.set(neighborItem.id, neighborItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return adjacent;
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { Transform2D } from '../utils/shape-collision';
|
||||
|
||||
/**
|
||||
* Simple 2D coordinate for grid cells.
|
||||
*/
|
||||
export interface CellCoordinate {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* An item placed on the grid inventory.
|
||||
*/
|
||||
export interface InventoryItem {
|
||||
/** Unique item identifier */
|
||||
id: string;
|
||||
/** Reference to the item's shape definition */
|
||||
shape: ParsedShape;
|
||||
/** Current transformation (position, rotation, flips) */
|
||||
transform: Transform2D;
|
||||
/** Optional metadata for game-specific data */
|
||||
meta?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Result of a placement validation check.
|
||||
*/
|
||||
export type PlacementResult = { valid: true } | { valid: false; reason: string };
|
||||
|
||||
/**
|
||||
* Grid inventory state.
|
||||
* Designed to be mutated directly inside a `mutative .produce()` callback.
|
||||
*/
|
||||
export interface GridInventory {
|
||||
/** Board width in cells */
|
||||
width: number;
|
||||
/** Board height in cells */
|
||||
height: number;
|
||||
/** Map of itemId -> InventoryItem for all placed items */
|
||||
items: Map<string, InventoryItem>;
|
||||
/** Set of occupied cells in "x,y" format for O(1) collision lookups */
|
||||
occupiedCells: Set<string>;
|
||||
}
|
||||
@@ -1,44 +1,8 @@
|
||||
// Data
|
||||
export { heroItemFighter1Data, encounterDesertData } from './data';
|
||||
export { default as encounterDesertCsv } from './data/encounterDesert.csv';
|
||||
export type { EncounterDesert } from './data/encounterDesert.csv';
|
||||
|
||||
// Grid Inventory
|
||||
export type { CellCoordinate, GridInventory, InventoryItem, PlacementResult } from './grid-inventory';
|
||||
export {
|
||||
createGridInventory,
|
||||
flipItem,
|
||||
getAdjacentItems,
|
||||
getItemAtCell,
|
||||
getOccupiedCellSet,
|
||||
moveItem,
|
||||
placeItem,
|
||||
removeItem,
|
||||
rotateItem,
|
||||
validatePlacement,
|
||||
} from './grid-inventory';
|
||||
|
||||
// Map
|
||||
export { MapNodeType } from './map';
|
||||
export type { MapNode, MapLayer, PointCrawlMap } from './map';
|
||||
export { generatePointCrawlMap, getNode, getChildren, getParents, hasPath, findAllPaths } from './map';
|
||||
|
||||
// Utils - Parse Shape
|
||||
export type { ParsedShape } from './utils/parse-shape';
|
||||
export { parseShapeString } from './utils/parse-shape';
|
||||
|
||||
// Utils - Shape Collision
|
||||
export type { Point2D, Transform2D } from './utils/shape-collision';
|
||||
export {
|
||||
IDENTITY_TRANSFORM,
|
||||
getOccupiedCells,
|
||||
transformPoint,
|
||||
transformShape,
|
||||
checkCollision,
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
validatePlacement as validateShapePlacement,
|
||||
rotateTransform,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
} from './utils/shape-collision';
|
||||
export * from "./system/combat";
|
||||
export * from "./system/deck";
|
||||
export * from "./system/encounter";
|
||||
export * from "./system/grid-inventory";
|
||||
export * from "./system/map";
|
||||
export * from "./system/utils";
|
||||
export * from "./system/types";
|
||||
export { default as data } from "./data";
|
||||
|
||||
@@ -1,263 +0,0 @@
|
||||
import { Mulberry32RNG, type RNG } from '@/utils/rng';
|
||||
import encounterDesertCsv, { type EncounterDesert } from '../data/encounterDesert.csv';
|
||||
import { MapNodeType } from './types';
|
||||
import type { MapLayer, MapNode, PointCrawlMap } from './types';
|
||||
|
||||
/** Cache for parsed encounters by type */
|
||||
const encountersByType = new Map<string, EncounterDesert[]>();
|
||||
|
||||
function indexEncounters(): void {
|
||||
if (encountersByType.size > 0) return;
|
||||
|
||||
for (const encounter of encounterDesertCsv) {
|
||||
const type = encounter.type;
|
||||
if (!encountersByType.has(type)) {
|
||||
encountersByType.set(type, []);
|
||||
}
|
||||
encountersByType.get(type)!.push(encounter);
|
||||
}
|
||||
}
|
||||
|
||||
/** Map from MapNodeType to encounter type key */
|
||||
const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
|
||||
[MapNodeType.Combat]: 'enemy',
|
||||
[MapNodeType.Elite]: 'elite',
|
||||
[MapNodeType.Boss]: 'boss',
|
||||
[MapNodeType.Event]: 'event',
|
||||
[MapNodeType.NPC]: 'npc',
|
||||
[MapNodeType.Shelter]: 'shelter',
|
||||
};
|
||||
|
||||
/**
|
||||
* Picks a random encounter for the given node type.
|
||||
* Returns undefined if no matching encounter exists.
|
||||
*/
|
||||
function pickEncounterForNode(type: MapNodeType, rng: RNG): EncounterDesert | undefined {
|
||||
indexEncounters();
|
||||
const encounterType = NODE_TYPE_TO_ENCOUNTER[type];
|
||||
if (!encounterType) return undefined;
|
||||
|
||||
const pool = encountersByType.get(encounterType);
|
||||
if (!pool || pool.length === 0) return undefined;
|
||||
|
||||
return pool[rng.nextInt(pool.length)];
|
||||
}
|
||||
|
||||
/** Total number of layers (start + 11 intermediate + end) */
|
||||
const TOTAL_LAYERS = 13;
|
||||
|
||||
/** Node type for each layer. Undefined layers use combat/elite mix. */
|
||||
const LAYER_TYPE: Partial<Record<number, MapNodeType>> = {
|
||||
0: MapNodeType.Start,
|
||||
3: MapNodeType.Event,
|
||||
6: MapNodeType.Shelter,
|
||||
9: MapNodeType.NPC,
|
||||
12: MapNodeType.Boss,
|
||||
};
|
||||
|
||||
/**
|
||||
* How many nodes each layer should have.
|
||||
* Diamond-ish shape: 1→2→3→4→5→5→5→5→4→3→2→1
|
||||
*/
|
||||
const LAYER_WIDTHS = [1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1];
|
||||
|
||||
/**
|
||||
* Generates a random point crawl map with layered directional graph.
|
||||
*
|
||||
* Invariants:
|
||||
* - 13 layers (index 0 = start, index 12 = boss end)
|
||||
* - Layer 3 = all events, layer 6 = shelters, layer 9 = NPCs
|
||||
* - Every node has 1–2 outgoing edges to the next layer
|
||||
* - Every node is reachable from start and can reach the end
|
||||
*
|
||||
* @param seed Random seed for reproducibility
|
||||
*/
|
||||
export function generatePointCrawlMap(seed?: number): PointCrawlMap {
|
||||
const rng = new Mulberry32RNG(seed ?? Date.now());
|
||||
const actualSeed = rng.getSeed();
|
||||
|
||||
const layers: MapLayer[] = [];
|
||||
const nodes = new Map<string, MapNode>();
|
||||
|
||||
// Step 1: create layers and nodes
|
||||
for (let i = 0; i < TOTAL_LAYERS; i++) {
|
||||
const count = LAYER_WIDTHS[i];
|
||||
const layerType = LAYER_TYPE[i];
|
||||
const nodeIds: string[] = [];
|
||||
|
||||
for (let j = 0; j < count; j++) {
|
||||
const id = `node-${i}-${j}`;
|
||||
const type = layerType ?? pickLayerNodeType(i, rng);
|
||||
const encounter = pickEncounterForNode(type, rng);
|
||||
const node: MapNode = {
|
||||
id,
|
||||
layerIndex: i,
|
||||
type,
|
||||
childIds: [],
|
||||
...(encounter ? { encounter: { name: encounter.name, description: encounter.description } } : {}),
|
||||
};
|
||||
nodes.set(id, node);
|
||||
nodeIds.push(id);
|
||||
}
|
||||
|
||||
layers.push({ index: i, nodeIds });
|
||||
}
|
||||
|
||||
// Step 2: generate edges between each pair of consecutive layers
|
||||
for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
|
||||
const sourceIds = layers[i].nodeIds;
|
||||
const targetIds = layers[i + 1].nodeIds;
|
||||
generateLayerEdges(sourceIds, targetIds, nodes, rng);
|
||||
}
|
||||
|
||||
return { layers, nodes, seed: actualSeed };
|
||||
}
|
||||
|
||||
/**
|
||||
* Picks a node type for a general (non-fixed) layer.
|
||||
* Elite nodes appear ~25% of the time, combat for the rest.
|
||||
*/
|
||||
function pickLayerNodeType(_layerIndex: number, rng: RNG): MapNodeType {
|
||||
return rng.nextInt(4) === 0 ? MapNodeType.Elite : MapNodeType.Combat;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates edges between two consecutive layers.
|
||||
*
|
||||
* Constraints:
|
||||
* - Each source node gets 1–2 edges to target nodes
|
||||
* - Every target node has at least one incoming edge (no dead ends)
|
||||
*/
|
||||
function generateLayerEdges(
|
||||
sourceIds: string[],
|
||||
targetIds: string[],
|
||||
nodes: Map<string, MapNode>,
|
||||
rng: RNG
|
||||
): void {
|
||||
const sourceBranches = new Map<string, number>(); // id → current outgoing count
|
||||
const targetIncoming = new Map<string, number>(); // id → current incoming count
|
||||
for (const id of sourceIds) sourceBranches.set(id, 0);
|
||||
for (const id of targetIds) targetIncoming.set(id, 0);
|
||||
|
||||
// --- Pass 1: give each source 1–2 targets, prioritising uncovered targets ---
|
||||
const uncovered = new Set(targetIds);
|
||||
|
||||
for (const srcId of sourceIds) {
|
||||
const branches = rng.nextInt(2) + 1; // 1 or 2
|
||||
|
||||
for (let b = 0; b < branches; b++) {
|
||||
if (uncovered.size > 0) {
|
||||
// Pick a random uncovered target
|
||||
const arr = Array.from(uncovered);
|
||||
const idx = rng.nextInt(arr.length);
|
||||
const tgtId = arr[idx];
|
||||
nodes.get(srcId)!.childIds.push(tgtId);
|
||||
sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
|
||||
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
|
||||
uncovered.delete(tgtId);
|
||||
} else if (sourceBranches.get(srcId)! < 2) {
|
||||
// All targets covered; pick any random target
|
||||
const tgtId = targetIds[rng.nextInt(targetIds.length)];
|
||||
nodes.get(srcId)!.childIds.push(tgtId);
|
||||
sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
|
||||
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Pass 2: cover any remaining uncovered targets ---
|
||||
for (const tgtId of uncovered) {
|
||||
// Find a source that still has room (< 2 branches)
|
||||
const available = sourceIds.filter(id => sourceBranches.get(id)! < 2);
|
||||
if (available.length > 0) {
|
||||
const srcId = available[rng.nextInt(available.length)];
|
||||
nodes.get(srcId)!.childIds.push(tgtId);
|
||||
sourceBranches.set(srcId, sourceBranches.get(srcId)! + 1);
|
||||
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
|
||||
} else {
|
||||
// All sources are at 2 branches; force-add to a random source
|
||||
const srcId = sourceIds[rng.nextInt(sourceIds.length)];
|
||||
nodes.get(srcId)!.childIds.push(tgtId);
|
||||
targetIncoming.set(tgtId, targetIncoming.get(tgtId)! + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -- Query helpers --
|
||||
|
||||
/** Returns the node with the given ID, or undefined. */
|
||||
export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
|
||||
return map.nodes.get(nodeId);
|
||||
}
|
||||
|
||||
/** Returns child nodes of the given node. */
|
||||
export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||
return node.childIds
|
||||
.map(id => map.nodes.get(id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
/** Returns parent nodes of the given node (reverse lookup). */
|
||||
export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||
const parents: MapNode[] = [];
|
||||
const parentLayer = map.layers[node.layerIndex - 1];
|
||||
if (!parentLayer) return parents;
|
||||
|
||||
for (const parentId of parentLayer.nodeIds) {
|
||||
const parent = map.nodes.get(parentId);
|
||||
if (parent?.childIds.includes(node.id)) {
|
||||
parents.push(parent);
|
||||
}
|
||||
}
|
||||
return parents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if there is a directed path from `fromId` to `toId`.
|
||||
*/
|
||||
export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
|
||||
const visited = new Set<string>();
|
||||
const stack = [fromId];
|
||||
|
||||
while (stack.length > 0) {
|
||||
const current = stack.pop()!;
|
||||
if (current === toId) return true;
|
||||
if (visited.has(current)) continue;
|
||||
visited.add(current);
|
||||
|
||||
const node = map.nodes.get(current);
|
||||
if (node) {
|
||||
for (const childId of node.childIds) {
|
||||
if (!visited.has(childId)) stack.push(childId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds all directed paths from `fromId` to `toId`.
|
||||
* Returns arrays of node IDs representing each path.
|
||||
* Beware: can be exponential in large maps.
|
||||
*/
|
||||
export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
|
||||
const paths: string[][] = [];
|
||||
const dfs = (current: string, path: string[]) => {
|
||||
if (current === toId) {
|
||||
paths.push([...path, current]);
|
||||
return;
|
||||
}
|
||||
const node = map.nodes.get(current);
|
||||
if (!node) return;
|
||||
|
||||
path.push(current);
|
||||
for (const childId of node.childIds) {
|
||||
dfs(childId, path);
|
||||
}
|
||||
path.pop();
|
||||
};
|
||||
|
||||
dfs(fromId, []);
|
||||
return paths;
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
export { MapNodeType } from './types';
|
||||
export type { MapNode, MapLayer, PointCrawlMap } from './types';
|
||||
|
||||
export { generatePointCrawlMap } from './generator';
|
||||
export { getNode, getChildren, getParents, hasPath, findAllPaths } from './generator';
|
||||
@@ -1,53 +0,0 @@
|
||||
/**
|
||||
* Types of nodes that can appear on the point crawl map.
|
||||
*/
|
||||
export enum MapNodeType {
|
||||
Start = 'start',
|
||||
Combat = 'combat',
|
||||
Event = 'event',
|
||||
Elite = 'elite',
|
||||
Shelter = 'shelter',
|
||||
NPC = 'npc',
|
||||
Boss = 'boss',
|
||||
}
|
||||
|
||||
/**
|
||||
* A single node on the map.
|
||||
*/
|
||||
export interface MapNode {
|
||||
/** Unique identifier */
|
||||
id: string;
|
||||
/** Which layer this node belongs to */
|
||||
layerIndex: number;
|
||||
/** Semantic type of the node */
|
||||
type: MapNodeType;
|
||||
/** IDs of nodes in the next layer this node connects to */
|
||||
childIds: string[];
|
||||
/** Encounter data assigned to this node (from encounter CSV) */
|
||||
encounter?: {
|
||||
name: string;
|
||||
description: string;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A horizontal layer of nodes at the same progression stage.
|
||||
*/
|
||||
export interface MapLayer {
|
||||
/** Layer index (0 = start, last = end) */
|
||||
index: number;
|
||||
/** Ordered IDs of nodes in this layer */
|
||||
nodeIds: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A fully generated point crawl map.
|
||||
*/
|
||||
export interface PointCrawlMap {
|
||||
/** Layers from start to end */
|
||||
layers: MapLayer[];
|
||||
/** All nodes keyed by ID */
|
||||
nodes: Map<string, MapNode>;
|
||||
/** RNG seed used for generation (for reproducibility) */
|
||||
seed: number;
|
||||
}
|
||||
@@ -0,0 +1,171 @@
|
||||
import {
|
||||
CombatEntity,
|
||||
CombatGameContext,
|
||||
CombatState,
|
||||
EffectTable,
|
||||
IRunContext,
|
||||
PlayerEntity,
|
||||
} from "./types";
|
||||
import {
|
||||
CardData,
|
||||
CardEffectTarget,
|
||||
EffectData,
|
||||
IntentEffectTarget,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
export function addEffect(
|
||||
effects: EffectTable,
|
||||
effect: EffectData,
|
||||
stacks: number,
|
||||
) {
|
||||
let current = effects[effect.id];
|
||||
|
||||
if (!current) current = { data: effect, stacks };
|
||||
else current.stacks += stacks;
|
||||
|
||||
if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
|
||||
else if (current.stacks !== 0 && !effects[effect.id])
|
||||
effects[effect.id] = current;
|
||||
}
|
||||
|
||||
export function addEntityEffect(
|
||||
entity: CombatEntity,
|
||||
effect: EffectData,
|
||||
stacks: number,
|
||||
) {
|
||||
addEffect(entity.effects, effect, stacks);
|
||||
}
|
||||
|
||||
export function addItemEffect(
|
||||
entity: PlayerEntity,
|
||||
itemKey: string,
|
||||
effect: EffectData,
|
||||
stacks: number,
|
||||
) {
|
||||
entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
|
||||
addEffect(entity.itemEffects[itemKey], effect, stacks);
|
||||
}
|
||||
|
||||
export function onEntityEffectUpkeep(entity: CombatEntity) {
|
||||
for (const effect of Object.values(entity.effects)) {
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if (lifecycle === "temporary")
|
||||
addEntityEffect(entity, effect.data, -effect.stacks);
|
||||
else if (lifecycle === "lingering")
|
||||
addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
|
||||
}
|
||||
}
|
||||
|
||||
export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
|
||||
for (const effect of Object.values(entity.effects)) {
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if (lifecycle === "posture")
|
||||
addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
|
||||
}
|
||||
}
|
||||
|
||||
export function onPlayerItemEffectUpkeep(entity: PlayerEntity) {
|
||||
for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
|
||||
for (const effect of Object.values(itemEffects)) {
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if (lifecycle === "itemTemporary")
|
||||
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function onItemPlay(entity: PlayerEntity, itemKey: string) {
|
||||
const effects = entity.itemEffects[itemKey];
|
||||
if (!effects) return;
|
||||
for (const effect of Object.values(effects)) {
|
||||
if (effect.data.lifecycle === "itemUntilPlay") {
|
||||
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function onItemDiscard(entity: PlayerEntity, itemKey: string) {
|
||||
const effects = entity.itemEffects[itemKey];
|
||||
if (!effects) return;
|
||||
for (const effect of Object.values(effects)) {
|
||||
if (effect.data.lifecycle === "itemUntilDiscard") {
|
||||
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function* getAliveEnemies(state: CombatState) {
|
||||
for (let enemy of state.enemies) {
|
||||
if (enemy.isAlive) {
|
||||
yield enemy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function* getEffectTargets(
|
||||
target: CardEffectTarget | IntentEffectTarget,
|
||||
game: CombatGameContext,
|
||||
targetId?: string,
|
||||
sourceEntityKey: "player" | string = "player",
|
||||
) {
|
||||
if (target === "eachEnemy") {
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
yield enemy;
|
||||
}
|
||||
} else if (target === "source") {
|
||||
const entity = getCombatEntity(game.value, sourceEntityKey);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "player") {
|
||||
yield game.value.player;
|
||||
} else if (target === "eachTarget") {
|
||||
if (!targetId) return;
|
||||
const entity = getCombatEntity(game.value, targetId);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "randomEnemy") {
|
||||
const aliveEnemies = [...getAliveEnemies(game.value)];
|
||||
if (aliveEnemies.length === 0) return;
|
||||
const index = game.rng.nextInt(aliveEnemies.length);
|
||||
yield aliveEnemies[index];
|
||||
}
|
||||
}
|
||||
|
||||
export function getCombatEntity(state: CombatState, entityKey: string) {
|
||||
return entityKey === "player"
|
||||
? state.player
|
||||
: state.enemies.find((e) => e.id === entityKey);
|
||||
}
|
||||
|
||||
export function canPlayCard(
|
||||
player: PlayerEntity,
|
||||
costType: CardData["costType"],
|
||||
costCount: number,
|
||||
itemId: string,
|
||||
run: IRunContext,
|
||||
): boolean {
|
||||
if (costType === "energy") {
|
||||
return player.energy >= costCount;
|
||||
}
|
||||
if (costType === "uses") {
|
||||
const item = run.getItemData(itemId);
|
||||
if (!item) return false;
|
||||
const maxUses = item?.card.costType === "uses" ? item.card.costCount : 0;
|
||||
const consumed = run.getConsumedUses(itemId);
|
||||
return consumed < maxUses;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
export async function payCardCost(
|
||||
player: PlayerEntity,
|
||||
costType: CardData["costType"],
|
||||
costCount: number,
|
||||
itemId: string,
|
||||
run: IRunContext,
|
||||
): Promise<void> {
|
||||
if (costType === "energy") {
|
||||
player.energy -= costCount;
|
||||
} else if (costType === "uses") {
|
||||
const consumed = run.getConsumedUses(itemId);
|
||||
await run.setConsumedUsesAsync(itemId, consumed + costCount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
import {
|
||||
CombatState,
|
||||
EffectTable,
|
||||
EnemyEntity,
|
||||
IPlayerDeck,
|
||||
IPlayerState,
|
||||
PlayerEntity,
|
||||
} from "./types";
|
||||
import { EffectData, EncounterData, EnemyData, IntentData } from "../types";
|
||||
|
||||
export function buildCombatState(
|
||||
playerState: IPlayerState,
|
||||
deck: IPlayerDeck,
|
||||
encounter: EncounterData,
|
||||
): CombatState {
|
||||
const player = createPlayerEntity(playerState, deck);
|
||||
const enemies = createEnemyEntities(encounter);
|
||||
|
||||
return {
|
||||
enemies,
|
||||
player,
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
};
|
||||
}
|
||||
|
||||
function createEnemyEntities(encounter: EncounterData): EnemyEntity[] {
|
||||
const enemies: EnemyEntity[] = [];
|
||||
let instanceCounter = 0;
|
||||
|
||||
for (const [enemyData, hp, encounterBuffs] of encounter.enemies) {
|
||||
const instanceId = `${enemyData.id}-${instanceCounter++}`;
|
||||
const intents = buildIntentMap(enemyData);
|
||||
const initialIntent = findInitialIntent(enemyData);
|
||||
const effects = buildEffectTable(encounterBuffs);
|
||||
|
||||
const entity: EnemyEntity = {
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects,
|
||||
intents,
|
||||
currentIntent: initialIntent,
|
||||
};
|
||||
enemies.push(entity);
|
||||
}
|
||||
|
||||
return enemies;
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds a map of intent ID -> IntentData for an enemy.
|
||||
*/
|
||||
function buildIntentMap(enemy: EnemyData): Record<string, IntentData> {
|
||||
const intents: Record<string, IntentData> = {};
|
||||
for (const intent of enemy.intents) {
|
||||
intents[intent.id] = intent;
|
||||
}
|
||||
return intents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the initial intent ID for an enemy.
|
||||
*/
|
||||
function findInitialIntent(enemy: EnemyData): IntentData {
|
||||
for (const intent of enemy.intents) {
|
||||
if (intent.initialIntent) {
|
||||
return intent;
|
||||
}
|
||||
}
|
||||
if (enemy.intents.length === 0) {
|
||||
throw new Error(`Enemy "${enemy.id}" has no intents`);
|
||||
}
|
||||
return enemy.intents[0];
|
||||
}
|
||||
|
||||
function buildEffectTable(buffs: readonly [EffectData, number][]): EffectTable {
|
||||
const table: EffectTable = {};
|
||||
for (const [effect, stacks] of buffs) {
|
||||
table[effect.id] = { data: effect, stacks };
|
||||
}
|
||||
return table;
|
||||
}
|
||||
|
||||
function createPlayerEntity(
|
||||
playerState: IPlayerState,
|
||||
deck: IPlayerDeck,
|
||||
): PlayerEntity {
|
||||
return {
|
||||
id: "player",
|
||||
hp: playerState.hp,
|
||||
maxHp: playerState.maxHp,
|
||||
isAlive: playerState.hp > 0,
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck,
|
||||
itemEffects: playerState.itemEffects,
|
||||
effects: {},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
export * from "./effects";
|
||||
export * from "./factory";
|
||||
export * from "./prompts";
|
||||
export * from "./triggers";
|
||||
export * from "./types";
|
||||
@@ -0,0 +1,56 @@
|
||||
import { createPromptDef } from "@/core/game";
|
||||
import { CombatGameContext, IRunContext } from "./types";
|
||||
import { canPlayCard } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
|
||||
export const prompts = {
|
||||
mainAction: createPromptDef<[string, string?]>(
|
||||
"main-action <cardId:string> [targetId:string]",
|
||||
"选择卡牌并指定目标",
|
||||
),
|
||||
};
|
||||
|
||||
export async function promptMainAction(
|
||||
game: CombatGameContext,
|
||||
run: IRunContext,
|
||||
) {
|
||||
return await game.prompt(prompts.mainAction, (cardId, targetId) => {
|
||||
if (cardId === "end-turn")
|
||||
return {
|
||||
action: "end-turn" as "end-turn",
|
||||
};
|
||||
|
||||
const exists =
|
||||
game.value.player.deck.regions.hand.childIds.includes(cardId);
|
||||
if (!exists) throw `卡牌"${cardId}"不在手牌中`;
|
||||
|
||||
const card = game.value.player.deck.cards[cardId];
|
||||
const { cardData, itemId } = card;
|
||||
if (
|
||||
!canPlayCard(
|
||||
game.value.player,
|
||||
cardData.costType,
|
||||
cardData.costCount,
|
||||
itemId,
|
||||
run,
|
||||
)
|
||||
) {
|
||||
throw `无法支付卡牌"${cardId}"的费用`;
|
||||
}
|
||||
|
||||
const { targetType } = cardData;
|
||||
if (targetType === "enemy") {
|
||||
if (!targetId) throw `请指定目标`;
|
||||
const target = game.value.enemies.find((e) => e.id === targetId);
|
||||
if (!target) throw `目标"${targetId}"不存在`;
|
||||
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
|
||||
} else if (targetType === "enemies" || targetType === "player") {
|
||||
if (targetId) throw `目标"${targetId}"无效`;
|
||||
}
|
||||
|
||||
return {
|
||||
action: "play" as "play",
|
||||
cardId,
|
||||
targetId,
|
||||
};
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,343 @@
|
||||
import { CombatGameContext, IRunContext } from "./types";
|
||||
import {
|
||||
addEntityEffect,
|
||||
addItemEffect,
|
||||
getAliveEnemies,
|
||||
onEntityPostureDamage,
|
||||
onEntityEffectUpkeep,
|
||||
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";
|
||||
|
||||
type TriggerTypes = {
|
||||
onCombatStart: {};
|
||||
onTurnStart: { entityId: "player" | string };
|
||||
onTurnEnd: { entityId: "player" | string };
|
||||
onShuffle: {};
|
||||
onCardPlayed: {
|
||||
cardId: string;
|
||||
targetId?: string;
|
||||
sourceEntityId?: "player" | string;
|
||||
};
|
||||
onCardDiscarded: { cardId: string; sourceEntityId?: "player" | string };
|
||||
onCardDrawn: { cardId: string; sourceEntityId?: "player" | string };
|
||||
onDraw: { count: number };
|
||||
onEffectApplied: {
|
||||
effect: EffectData;
|
||||
entityId: "player" | string;
|
||||
stacks: number;
|
||||
cardId?: string;
|
||||
sourceEntityId?: "player" | string;
|
||||
targetId?: string;
|
||||
};
|
||||
onHpChange: { entityId: "player" | string; amount: number };
|
||||
onDamage: {
|
||||
entityId: "player" | string;
|
||||
amount: number;
|
||||
prevented?: number;
|
||||
sourceEntityId?: "player" | string;
|
||||
};
|
||||
onEnemyIntent: { enemyId: string; sourceEntityId?: "player" | string };
|
||||
onIntentUpdate: { enemyId: string };
|
||||
};
|
||||
|
||||
export function createTriggers(run: IRunContext) {
|
||||
const triggers = {
|
||||
onCombatStart: createTrigger("onCombatStart", async (ctx) => {
|
||||
await triggers.onShuffle.execute(ctx.game, {});
|
||||
await triggers.onDraw.execute(ctx.game, { count: 5 });
|
||||
}),
|
||||
onTurnStart: createTrigger("onTurnStart", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity = getCombatEntity(draft, ctx.entityId);
|
||||
if (entity) onEntityEffectUpkeep(entity);
|
||||
if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player);
|
||||
});
|
||||
}),
|
||||
onTurnEnd: createTrigger("onTurnEnd", async (ctx) => {
|
||||
if (ctx.entityId !== "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 });
|
||||
}),
|
||||
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;
|
||||
const card = cards[ctx.cardId];
|
||||
payCardCost(
|
||||
draft.player,
|
||||
card.cardData.costType,
|
||||
card.cardData.costCount,
|
||||
card.itemId,
|
||||
run,
|
||||
);
|
||||
moveToRegion(card, regions.hand, regions.discardPile);
|
||||
onItemPlay(draft.player, card.itemId);
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityId ?? "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,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityId: source,
|
||||
targetId: ctx.targetId,
|
||||
});
|
||||
}
|
||||
}),
|
||||
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 card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityId ?? "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,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
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 card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityId ?? "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,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
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, {});
|
||||
|
||||
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||
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 });
|
||||
toDraw--;
|
||||
}
|
||||
}),
|
||||
onEffectApplied: createTrigger("onEffectApplied", async (ctx) => {
|
||||
if (ctx.effect.lifecycle === "instant") return;
|
||||
|
||||
if (ctx.effect.lifecycle.startsWith("item")) {
|
||||
if (ctx.cardId) {
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
const nearby = run.getAdjacentItems(card.itemId);
|
||||
for (const itemId of nearby) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
ctx.entityId === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityId);
|
||||
if (entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}),
|
||||
onHpChange: createTrigger("onHpChange", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
ctx.entityId === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityId);
|
||||
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;
|
||||
});
|
||||
if (ctx.game.value.result) throw ctx.game.value;
|
||||
}),
|
||||
onDamage: createTrigger("onDamage", async (ctx) => {
|
||||
const entity =
|
||||
ctx.entityId === "player"
|
||||
? ctx.game.value.player
|
||||
: ctx.game.value.enemies.find((e) => e.id === ctx.entityId);
|
||||
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, {
|
||||
entityId: ctx.entityId,
|
||||
amount: -dealt,
|
||||
});
|
||||
}),
|
||||
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;
|
||||
|
||||
const source = ctx.sourceEntityId ?? enemy.id;
|
||||
for (const [target, effect, stacks] of intent.effects) {
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
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;
|
||||
|
||||
const nextIntents = intent.nextIntents;
|
||||
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 createStart(triggers: Triggers, run: IRunContext) {
|
||||
return async function (game: CombatGameContext) {
|
||||
await triggers.onCombatStart.execute(game, {});
|
||||
|
||||
try {
|
||||
while (true) {
|
||||
await triggers.onTurnStart.execute(game, { entityId: "player" });
|
||||
while (true) {
|
||||
const action = await promptMainAction(game, run);
|
||||
if (action.action === "end-turn") break;
|
||||
if (action.action === "play") {
|
||||
await triggers.onCardPlayed.execute(game, action);
|
||||
}
|
||||
}
|
||||
await triggers.onTurnEnd.execute(game, { entityId: "player" });
|
||||
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnStart.execute(game, { entityId: 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 });
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnEnd.execute(game, { entityId: enemy.id });
|
||||
}
|
||||
}
|
||||
} 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,
|
||||
);
|
||||
return {
|
||||
use,
|
||||
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
|
||||
const param = { ...ctx, game, event };
|
||||
await execute(param);
|
||||
return param;
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
import { Part } from "@/core/part";
|
||||
import { Region } from "@/core/region";
|
||||
import {
|
||||
CardData,
|
||||
EnemyData,
|
||||
IntentData,
|
||||
ItemData,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
|
||||
|
||||
export type CombatEntity = {
|
||||
id: string; // player is just "player"
|
||||
effects: EffectTable;
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
isAlive: boolean;
|
||||
};
|
||||
|
||||
export interface IPlayerState {
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
itemEffects: Record<string, EffectTable>;
|
||||
}
|
||||
|
||||
export interface IPlayerDeck {
|
||||
cards: Record<string, Part<{ cardData: CardData; itemId: string }>>;
|
||||
regions: {
|
||||
hand: Region;
|
||||
discardPile: Region;
|
||||
drawPile: Region;
|
||||
exhaustPile: Region;
|
||||
};
|
||||
}
|
||||
|
||||
export type PlayerEntity = CombatEntity & {
|
||||
energy: number;
|
||||
maxEnergy: number;
|
||||
deck: IPlayerDeck;
|
||||
itemEffects: Record<string, EffectTable>;
|
||||
};
|
||||
|
||||
export type EnemyEntity = CombatEntity & {
|
||||
enemy: EnemyData;
|
||||
intents: Record<string, IntentData>;
|
||||
currentIntent: IntentData;
|
||||
};
|
||||
|
||||
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
|
||||
export type CombatResult = "victory" | "defeat";
|
||||
|
||||
export type LootEntry =
|
||||
| {
|
||||
type: "gold";
|
||||
amount: number;
|
||||
}
|
||||
| {
|
||||
type: "item";
|
||||
itemId: string;
|
||||
};
|
||||
|
||||
export type CombatState = {
|
||||
enemies: EnemyEntity[];
|
||||
player: PlayerEntity;
|
||||
|
||||
phase: CombatPhase;
|
||||
turnNumber: number;
|
||||
result: CombatResult | null;
|
||||
|
||||
loot: LootEntry[];
|
||||
};
|
||||
|
||||
export interface IRunContext {
|
||||
getItemData(id: string): ItemData | null;
|
||||
getAdjacentItems(id: string): Iterable<string>;
|
||||
|
||||
getConsumedUses(id: string): number;
|
||||
setConsumedUsesAsync(id: string, uses: number): Promise<void>;
|
||||
}
|
||||
|
||||
export type CombatGameContext =
|
||||
import("@/core/game").IGameContextExport<CombatState>;
|
||||
@@ -0,0 +1,68 @@
|
||||
import { moveToRegion } from "@/core/region";
|
||||
import { createRegion } from "@/core/region";
|
||||
import type { CardData } from "../types";
|
||||
import type { DeckRegions, GameCard, IInventory, PlayerDeck } from "./types";
|
||||
|
||||
function generateCardId(itemId: string, cellIndex: number): string {
|
||||
return `card-${itemId}-${cellIndex}`;
|
||||
}
|
||||
|
||||
function createCard(
|
||||
itemId: string,
|
||||
cardData: CardData,
|
||||
cellIndex: number,
|
||||
): GameCard {
|
||||
return {
|
||||
id: generateCardId(itemId, cellIndex),
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId,
|
||||
cardData,
|
||||
};
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
return {
|
||||
drawPile: createRegion("drawPile", []),
|
||||
hand: createRegion("hand", []),
|
||||
discardPile: createRegion("discardPile", []),
|
||||
exhaustPile: createRegion("exhaustPile", []),
|
||||
};
|
||||
}
|
||||
|
||||
function generateDeckFromInventory(inventory: IInventory): PlayerDeck {
|
||||
const cards: Record<string, GameCard> = {};
|
||||
const regions = createDeckRegions();
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const itemData = item.meta?.itemData;
|
||||
if (!itemData) continue;
|
||||
|
||||
const count = item.shape.count;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const card = createCard(item.id, itemData.card, i);
|
||||
cards[card.id] = card;
|
||||
moveToRegion(card, null, regions.drawPile);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
cards,
|
||||
regions,
|
||||
};
|
||||
}
|
||||
|
||||
function createPlayerDeck(): PlayerDeck {
|
||||
return {
|
||||
cards: {},
|
||||
regions: createDeckRegions(),
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createPlayerDeck,
|
||||
createDeckRegions,
|
||||
generateCardId,
|
||||
};
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./factory";
|
||||
export * from "./types";
|
||||
@@ -0,0 +1,51 @@
|
||||
import type { Part } from "@/core/part";
|
||||
import { CardData, ItemData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import { Region } from "@/core/region";
|
||||
import { ParsedShape } from "../utils/parse-shape";
|
||||
|
||||
/**
|
||||
* Metadata for a game card.
|
||||
* Bridges inventory item data with the card system.
|
||||
*/
|
||||
export interface GameCardMeta {
|
||||
cardData: CardData;
|
||||
itemId: string;
|
||||
}
|
||||
|
||||
export interface IInventory {
|
||||
items: Map<
|
||||
string,
|
||||
{
|
||||
id: string;
|
||||
meta?: { itemData: ItemData };
|
||||
shape: ParsedShape;
|
||||
}
|
||||
>;
|
||||
}
|
||||
|
||||
/**
|
||||
* A card instance in the game.
|
||||
* Cards are generated from inventory items or created as status effects.
|
||||
*/
|
||||
export type GameCard = Part<GameCardMeta>;
|
||||
|
||||
/**
|
||||
* Player deck structure containing card pools.
|
||||
*/
|
||||
export interface PlayerDeck {
|
||||
/** All cards indexed by ID */
|
||||
cards: Record<string, GameCard>;
|
||||
|
||||
regions: DeckRegions;
|
||||
}
|
||||
|
||||
export interface DeckRegions {
|
||||
/** Card IDs in the draw pile */
|
||||
drawPile: Region;
|
||||
/** Card IDs in the player's hand */
|
||||
hand: Region;
|
||||
/** Card IDs in the discard pile */
|
||||
discardPile: Region;
|
||||
/** Card IDs in the exhaust pile (removed from combat) */
|
||||
exhaustPile: Region;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./types";
|
||||
export * from "./run";
|
||||
@@ -0,0 +1,52 @@
|
||||
import { RunState } from "./types";
|
||||
|
||||
const DEFAULT_MAX_HP = 50;
|
||||
const DEFAULT_GOLD = 50;
|
||||
|
||||
export function createRunState(): RunState {
|
||||
return {
|
||||
maxHp: DEFAULT_MAX_HP,
|
||||
currentHp: DEFAULT_MAX_HP,
|
||||
gold: DEFAULT_GOLD,
|
||||
_idCounter: { value: 0 },
|
||||
};
|
||||
}
|
||||
|
||||
export function damagePlayer(runState: RunState, amount: number): void {
|
||||
runState.currentHp = Math.max(0, runState.currentHp - amount);
|
||||
}
|
||||
|
||||
export function healPlayer(runState: RunState, amount: number): void {
|
||||
runState.currentHp = Math.min(runState.maxHp, runState.currentHp + amount);
|
||||
}
|
||||
|
||||
export function setMaxHp(runState: RunState, newMax: number): void {
|
||||
const diff = Math.max(0, newMax - runState.maxHp);
|
||||
runState.maxHp = newMax;
|
||||
runState.currentHp = Math.max(0, Math.min(newMax, runState.currentHp + diff));
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds gold to the player.
|
||||
*/
|
||||
export function addGold(runState: RunState, amount: number): void {
|
||||
runState.gold += amount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spends gold. Returns false if the player doesn't have enough gold.
|
||||
*/
|
||||
export function spendGold(
|
||||
runState: RunState,
|
||||
amount: number,
|
||||
): { success: true } | { success: false; reason: string } {
|
||||
if (amount <= 0) {
|
||||
return { success: false, reason: "金额必须大于零" };
|
||||
}
|
||||
if (runState.gold < amount) {
|
||||
return { success: false, reason: "金币不足" };
|
||||
}
|
||||
|
||||
runState.gold -= amount;
|
||||
return { success: true };
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
import { GridInventory } from "../grid-inventory";
|
||||
import { GameItemMeta } from "../grid-inventory/types";
|
||||
import { EncounterData } from "../types";
|
||||
|
||||
export interface RunState {
|
||||
_idCounter: { value: number };
|
||||
|
||||
currentHp: number;
|
||||
maxHp: number;
|
||||
gold: number;
|
||||
}
|
||||
|
||||
export type EncounterState =
|
||||
| CombatEncounterState
|
||||
| ShopEncounterState
|
||||
| CurioEncounterState
|
||||
| CampEncounterState
|
||||
| DialogueEncounterState;
|
||||
|
||||
export type CombatEncounterState = {
|
||||
data: EncounterData<"minion" | "elite">;
|
||||
blocked: boolean;
|
||||
};
|
||||
|
||||
export type ShopEncounterState = {
|
||||
data: EncounterData<"shop">;
|
||||
items: GridInventory<GameItemMeta & { sellPrice: number }>;
|
||||
};
|
||||
|
||||
export type CurioEncounterState = {
|
||||
data: EncounterData<"curio">;
|
||||
items: GridInventory<GameItemMeta>;
|
||||
};
|
||||
|
||||
export type CampEncounterState = {
|
||||
data: EncounterData<"camp">;
|
||||
};
|
||||
|
||||
export type DialogueEncounterState = {
|
||||
data: EncounterData<"event">;
|
||||
blocked: boolean;
|
||||
};
|
||||
@@ -0,0 +1,121 @@
|
||||
import { parseShapeString } from "../utils/parse-shape";
|
||||
import type { ParsedShape } from "../utils/parse-shape";
|
||||
import { IDENTITY_TRANSFORM, type Transform2D } from "../utils/shape-collision";
|
||||
import { createGridInventory, placeItem, validatePlacement } from "./transform";
|
||||
import type { GameItemMeta, GridInventory, MutationResult } from "./types";
|
||||
import type { ItemData } from "../types";
|
||||
import { ReadonlyRNG, RNG } from "@/utils/rng";
|
||||
|
||||
/**
|
||||
* Creates and places a GameItemMeta item into the grid inventory.
|
||||
* Parses the shape from itemData.shape and finds the first valid placement automatically.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
*/
|
||||
export function createItemIn(
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
id: string,
|
||||
item: ItemData | GameItemMeta,
|
||||
): MutationResult {
|
||||
const itemData = "itemData" in item ? item.itemData : item;
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
const transform = findFirstValidPlacement(inventory, shape);
|
||||
if (!transform) {
|
||||
return { success: false, reason: "无可用位置" };
|
||||
}
|
||||
|
||||
const meta: GameItemMeta = "itemData" in item ? item : { itemData, shape };
|
||||
placeItem(inventory, { id, shape, transform, meta });
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Searches for the first valid placement in the grid (row by row, left to right).
|
||||
* Returns the transform or null if no valid placement exists.
|
||||
*/
|
||||
function findFirstValidPlacement(
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
shape: ParsedShape,
|
||||
): Transform2D | null {
|
||||
for (let y = 0; y <= inventory.height - shape.height; y++) {
|
||||
for (let x = 0; x <= inventory.width - shape.width; x++) {
|
||||
const transform: Transform2D = {
|
||||
offset: { x, y },
|
||||
rotation: 0,
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
};
|
||||
const result = validatePlacement(inventory, shape, transform);
|
||||
if (result.valid) {
|
||||
return transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function generateInstanceId(counter: { value: number }): string {
|
||||
counter.value++;
|
||||
return `item-${counter.value}`;
|
||||
}
|
||||
|
||||
export function createShopInventory(
|
||||
allItems: ItemData[],
|
||||
rng: ReadonlyRNG,
|
||||
counter: { value: number },
|
||||
) {
|
||||
const shopItems: GameItemMeta[] = [];
|
||||
const rolledIndices = new Set<number>();
|
||||
|
||||
for (let i = 0; i < 5 && rolledIndices.size < allItems.length; i++) {
|
||||
let index: number;
|
||||
do {
|
||||
index = rng.nextInt(allItems.length);
|
||||
} while (rolledIndices.has(index));
|
||||
rolledIndices.add(index);
|
||||
|
||||
const itemData = allItems[index];
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
const tradePrice = Math.floor(
|
||||
(rng.nextInt(5) + rng.nextInt(5) + 1) * 0.2 * itemData.price,
|
||||
);
|
||||
|
||||
shopItems.push({ itemData, shape, tradePrice });
|
||||
}
|
||||
|
||||
const inventory = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
for (let i = 0; i < shopItems.length; i++) {
|
||||
createItemIn(inventory, generateInstanceId(counter), shopItems[i]);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
}
|
||||
|
||||
export function createCurioItems(
|
||||
allItems: ItemData[],
|
||||
rng: RNG,
|
||||
counter: { value: number },
|
||||
) {
|
||||
const curioItems: GameItemMeta[] = [];
|
||||
const rolledIndices = new Set<number>();
|
||||
|
||||
for (let i = 0; i < 2 && rolledIndices.size < allItems.length; i++) {
|
||||
let index: number;
|
||||
do {
|
||||
index = rng.nextInt(allItems.length);
|
||||
} while (rolledIndices.has(index));
|
||||
rolledIndices.add(index);
|
||||
|
||||
const itemData = allItems[index];
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
curioItems.push({ itemData, shape });
|
||||
}
|
||||
|
||||
const inventory = createGridInventory<GameItemMeta>(4, 3);
|
||||
|
||||
for (let i = 0; i < curioItems.length; i++) {
|
||||
createItemIn(inventory, generateInstanceId(counter), curioItems[i]);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export * from "./types";
|
||||
export * from "./transform";
|
||||
export * from "./factory";
|
||||
@@ -0,0 +1,277 @@
|
||||
import { EffectData } from "../types";
|
||||
import type { ParsedShape } from "../utils/parse-shape";
|
||||
import type { Transform2D } from "../utils/shape-collision";
|
||||
import {
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
rotateTransform,
|
||||
transformShape,
|
||||
} from "../utils/shape-collision";
|
||||
import type {
|
||||
CellKey,
|
||||
GameItemMeta,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
MutationResult,
|
||||
PlacementResult,
|
||||
} from "./types";
|
||||
|
||||
/**
|
||||
* Creates a new empty grid inventory.
|
||||
* Note: When used inside `.produce()`, call this before returning the draft.
|
||||
*/
|
||||
export function createGridInventory<TMeta = Record<string, unknown>>(
|
||||
width: number,
|
||||
height: number,
|
||||
): GridInventory<TMeta> {
|
||||
return {
|
||||
width,
|
||||
height,
|
||||
items: new Map<string, InventoryItem<TMeta>>(),
|
||||
occupiedCells: new Set<CellKey>(),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds a Set of occupied cell keys from a shape and transform.
|
||||
*/
|
||||
function getShapeCellKeys(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
): Set<CellKey> {
|
||||
const cells = transformShape(shape, transform);
|
||||
return new Set(cells.map((c) => `${c.x},${c.y}` as CellKey));
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates whether an item can be placed at the given transform.
|
||||
* Checks bounds and collision with all other items.
|
||||
*/
|
||||
export function validatePlacement<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
shape: InventoryItem<TMeta>["shape"],
|
||||
transform: Transform2D,
|
||||
): PlacementResult {
|
||||
if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
|
||||
return { valid: false, reason: "超出边界" };
|
||||
}
|
||||
|
||||
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
|
||||
return { valid: false, reason: "与已有物品重叠" };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Places an item onto the grid.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Does not validate; call `validatePlacement` first.
|
||||
*/
|
||||
export function placeItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
item: InventoryItem<TMeta>,
|
||||
): void {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
inventory.items.set(item.id, item);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from the grid by its ID.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
*/
|
||||
export function removeItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
): void {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) return;
|
||||
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
inventory.items.delete(itemId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves an item to a new position with a new transform.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function moveItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
newTransform: Transform2D,
|
||||
): MutationResult {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: "物品不存在" };
|
||||
}
|
||||
|
||||
// Temporarily remove item's cells for validation
|
||||
const oldCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of oldCells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
|
||||
// Validate new position
|
||||
const validation = validatePlacement(inventory, item.shape, newTransform);
|
||||
if (!validation.valid) {
|
||||
// Restore old cells
|
||||
for (const cellKey of oldCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
return { success: false, reason: validation.reason };
|
||||
}
|
||||
|
||||
// Apply new transform
|
||||
item.transform = newTransform;
|
||||
|
||||
// Add new cells
|
||||
const newCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of newCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates an item by the given degrees (typically 90, 180, or 270).
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function rotateItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
degrees: number,
|
||||
): MutationResult {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: "物品不存在" };
|
||||
}
|
||||
|
||||
const rotatedTransform = rotateTransform(item.transform, degrees);
|
||||
return moveItem(inventory, itemId, rotatedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips an item horizontally or vertically.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function flipItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
axis: "x" | "y",
|
||||
): MutationResult {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: "物品不存在" };
|
||||
}
|
||||
|
||||
const flippedTransform =
|
||||
axis === "x"
|
||||
? flipXTransform(item.transform)
|
||||
: flipYTransform(item.transform);
|
||||
|
||||
return moveItem(inventory, itemId, flippedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a copy of the occupied cells set.
|
||||
*/
|
||||
export function getOccupiedCellSet<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
): Set<CellKey> {
|
||||
return new Set(inventory.occupiedCells);
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the item occupying the given cell, if any.
|
||||
*/
|
||||
export function getItemAtCell<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
x: number,
|
||||
y: number,
|
||||
): InventoryItem<TMeta> | undefined {
|
||||
const cellKey = `${x},${y}` as CellKey;
|
||||
if (!inventory.occupiedCells.has(cellKey)) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
if (cells.has(cellKey)) {
|
||||
return item;
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets all items adjacent to the given item (orthogonally, not diagonally).
|
||||
* Returns a Map of itemId -> item for deduplication.
|
||||
*/
|
||||
export function getAdjacentItems<TMeta>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
): Map<string, InventoryItem<TMeta>> {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return new Map();
|
||||
}
|
||||
|
||||
const ownCells = getShapeCellKeys(item.shape, item.transform);
|
||||
const adjacent = new Map<string, InventoryItem<TMeta>>();
|
||||
|
||||
for (const cellKey of ownCells) {
|
||||
const [cx, cy] = cellKey.split(",").map(Number);
|
||||
const neighbors: CellKey[] = [
|
||||
`${cx + 1},${cy}` as CellKey,
|
||||
`${cx - 1},${cy}` as CellKey,
|
||||
`${cx},${cy + 1}` as CellKey,
|
||||
`${cx},${cy - 1}` as CellKey,
|
||||
];
|
||||
|
||||
for (const neighborKey of neighbors) {
|
||||
if (
|
||||
inventory.occupiedCells.has(neighborKey) &&
|
||||
!ownCells.has(neighborKey)
|
||||
) {
|
||||
const [nx, ny] = neighborKey.split(",").map(Number);
|
||||
const neighborItem = getItemAtCell(inventory, nx, ny);
|
||||
if (neighborItem) {
|
||||
adjacent.set(neighborItem.id, neighborItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return adjacent;
|
||||
}
|
||||
|
||||
// export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
|
||||
export function getItemEffects(inv: GridInventory<GameItemMeta>) {
|
||||
const effects = {} as Record<
|
||||
string,
|
||||
Record<string, { data: EffectData; stacks: number }>
|
||||
>;
|
||||
|
||||
for (const item of inv.items.values()) {
|
||||
if (!item.meta) continue;
|
||||
const { startEffects } = item.meta;
|
||||
if (!startEffects) continue;
|
||||
|
||||
effects[item.id] = startEffects;
|
||||
}
|
||||
|
||||
return effects;
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
import { EffectData, ItemData } from "../types";
|
||||
import type { ParsedShape } from "../utils/parse-shape";
|
||||
import type { Transform2D } from "../utils/shape-collision";
|
||||
|
||||
/**
|
||||
* String key representing a grid cell in "x,y" format.
|
||||
*/
|
||||
export type CellKey = `${number},${number}`;
|
||||
|
||||
/**
|
||||
* Simple 2D coordinate for grid cells.
|
||||
*/
|
||||
export interface CellCoordinate {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* An item placed on the grid inventory.
|
||||
* @template TMeta - Optional metadata type for game-specific data
|
||||
*/
|
||||
export interface InventoryItem<TMeta> {
|
||||
/** Unique item identifier */
|
||||
id: string;
|
||||
/** Reference to the item's shape definition */
|
||||
shape: ParsedShape;
|
||||
/** Current transformation (position, rotation, flips) */
|
||||
transform: Transform2D;
|
||||
/** Optional metadata for game-specific data */
|
||||
meta?: TMeta;
|
||||
}
|
||||
|
||||
/**
|
||||
* Result of a placement validation check.
|
||||
*/
|
||||
export type PlacementResult =
|
||||
| { valid: true }
|
||||
| { valid: false; reason: string };
|
||||
|
||||
/**
|
||||
* Result of a mutation operation (move, rotate, flip).
|
||||
*/
|
||||
export type MutationResult =
|
||||
| { success: true }
|
||||
| { success: false; reason: string };
|
||||
|
||||
/**
|
||||
* Grid inventory state.
|
||||
* Designed to be mutated directly inside a `mutative .produce()` callback.
|
||||
* @template TMeta - Optional metadata type for items
|
||||
*/
|
||||
export interface GridInventory<TMeta> {
|
||||
/** Board width in cells */
|
||||
width: number;
|
||||
/** Board height in cells */
|
||||
height: number;
|
||||
/** Map of itemId -> InventoryItem for all placed items */
|
||||
items: Map<string, InventoryItem<TMeta>>;
|
||||
/** Set of occupied cells in "x,y" format for O(1) collision lookups */
|
||||
occupiedCells: Set<CellKey>;
|
||||
}
|
||||
|
||||
export interface GameItemMeta {
|
||||
itemData: ItemData;
|
||||
shape: ParsedShape;
|
||||
consumedUses?: number;
|
||||
startEffects?: Record<string, { data: EffectData; stacks: number }>;
|
||||
tradePrice?: number;
|
||||
}
|
||||
export type GameItem = InventoryItem<GameItemMeta>;
|
||||
@@ -0,0 +1,531 @@
|
||||
import { ReadonlyRNG } from '@/utils/rng';
|
||||
import { MapNodeType, MapLayerType } from './types';
|
||||
import type { MapLayer, MapNode, PointCrawlMap, MapGenerationConfig } from './types';
|
||||
import {EncounterData} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
function buildEncounterIndex(src: Iterable<EncounterData>): Map<string, EncounterData[]> {
|
||||
const index = new Map<string, EncounterData[]>();
|
||||
for (const encounter of src) {
|
||||
const type = encounter.type;
|
||||
if (!index.has(type)) {
|
||||
index.set(type, []);
|
||||
}
|
||||
index.get(type)!.push(encounter);
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
/** Map from MapNodeType to encounter type key */
|
||||
const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
|
||||
[MapNodeType.Minion]: 'minion',
|
||||
[MapNodeType.Elite]: 'elite',
|
||||
[MapNodeType.Event]: 'event',
|
||||
[MapNodeType.Camp]: 'camp',
|
||||
[MapNodeType.Shop]: 'shop',
|
||||
[MapNodeType.Curio]: 'curio',
|
||||
};
|
||||
|
||||
/** Default map generation configuration */
|
||||
const DEFAULT_CONFIG: MapGenerationConfig = {
|
||||
totalLayers: 10,
|
||||
wildLayerNodeCount: 3,
|
||||
settlementLayerNodeCount: 4,
|
||||
wildNodeTypeWeights: {
|
||||
[MapNodeType.Minion]: 50,
|
||||
[MapNodeType.Elite]: 25,
|
||||
[MapNodeType.Event]: 25,
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* Layer structure definition.
|
||||
* Pattern: Start → Wild → Wild → Settlement → Wild → Wild → Settlement → Wild → Wild → End
|
||||
*/
|
||||
const LAYER_STRUCTURE: Array<{ layerType: MapLayerType | 'start' | 'end'; count: number }> = [
|
||||
{ layerType: 'start', count: 1 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Settlement, count: 4 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Settlement, count: 4 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: 'end', count: 1 },
|
||||
];
|
||||
|
||||
/**
|
||||
* Fisher-Yates shuffle algorithm for unbiased random permutation.
|
||||
* Mutates the array in place and returns it.
|
||||
*/
|
||||
function fisherYatesShuffle<T>(array: T[], rng: ReadonlyRNG): T[] {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = rng.nextInt(i + 1);
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
/**
|
||||
* Picks a random encounter for the given node type.
|
||||
* Returns undefined if no matching encounter exists.
|
||||
*/
|
||||
function pickEncounterForNode(pool: EncounterData[] | undefined, rng: ReadonlyRNG): EncounterData | undefined {
|
||||
if (!pool || pool.length === 0) return undefined;
|
||||
|
||||
return pool[rng.nextInt(pool.length)];
|
||||
}
|
||||
|
||||
/** Total number of layers */
|
||||
const TOTAL_LAYERS = 10;
|
||||
|
||||
/**
|
||||
* Generates a random point crawl map with layered directional graph.
|
||||
*
|
||||
* Structure:
|
||||
* - 10 layers: Start → Wild×2 → Settlement → Wild×2 → Settlement → Wild×2 → End
|
||||
* - Wild layers have exactly 3 nodes (minion/elite/event)
|
||||
* - Settlement layers have exactly 4 nodes (camp/shop/curio + 1 random)
|
||||
* - Each settlement layer has at least 1 of each: camp, shop, curio
|
||||
* - Wild nodes connect to 1 wild node or 2 settlement nodes
|
||||
*
|
||||
*/
|
||||
export function generatePointCrawlMap(rng: ReadonlyRNG, src: Iterable<EncounterData>): PointCrawlMap {
|
||||
const encounters = buildEncounterIndex(src);
|
||||
const layers: MapLayer[] = [];
|
||||
const nodes = new Map<string, MapNode>();
|
||||
|
||||
// Pre-generate optimal types for wild layer pairs (layers 1-2, 4-5, 7-8)
|
||||
const wildPairTypes = new Map<number, MapNodeType[]>();
|
||||
const wildPairs = [
|
||||
{ layer1: 1, layer2: 2 },
|
||||
{ layer1: 4, layer2: 5 },
|
||||
{ layer1: 7, layer2: 8 },
|
||||
];
|
||||
|
||||
for (const pair of wildPairs) {
|
||||
const [types1, types2] = generateOptimalWildPair(rng);
|
||||
wildPairTypes.set(pair.layer1, types1);
|
||||
wildPairTypes.set(pair.layer2, types2);
|
||||
}
|
||||
|
||||
// Step 1: create layers and nodes
|
||||
for (let i = 0; i < TOTAL_LAYERS; i++) {
|
||||
const structure = LAYER_STRUCTURE[i];
|
||||
const nodeIds: string[] = [];
|
||||
const layerNodes: MapNode[] = [];
|
||||
|
||||
// Pre-generate settlement types if this is a settlement layer
|
||||
let settlementTypes: MapNodeType[] | undefined;
|
||||
if (structure.layerType === MapLayerType.Settlement) {
|
||||
settlementTypes = generateSettlementTypes(rng);
|
||||
}
|
||||
|
||||
for (let j = 0; j < structure.count; j++) {
|
||||
const id = `node-${i}-${j}`;
|
||||
const type = resolveNodeType(structure.layerType, j, structure.count, rng, wildPairTypes.get(i), j, settlementTypes, j);
|
||||
const encounter = pickEncounterForNode(encounters.get(NODE_TYPE_TO_ENCOUNTER[type]!), rng);
|
||||
const node: MapNode = {
|
||||
id,
|
||||
layerIndex: i,
|
||||
type,
|
||||
childIds: [],
|
||||
encounter
|
||||
};
|
||||
nodes.set(id, node);
|
||||
nodeIds.push(id);
|
||||
layerNodes.push(node);
|
||||
}
|
||||
|
||||
layers.push({ index: i, nodeIds, layerType: structure.layerType, nodes: layerNodes });
|
||||
}
|
||||
|
||||
// Step 2: generate edges between consecutive layers
|
||||
const parentIndex = new Map<string, string[]>();
|
||||
|
||||
for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
|
||||
const sourceLayer = layers[i];
|
||||
const targetLayer = layers[i + 1];
|
||||
generateLayerEdges(sourceLayer, targetLayer, nodes, rng);
|
||||
|
||||
// Build reverse index: for each target node, record its parents
|
||||
for (const srcNode of sourceLayer.nodes) {
|
||||
for (const childId of srcNode.childIds) {
|
||||
if (!parentIndex.has(childId)) {
|
||||
parentIndex.set(childId, []);
|
||||
}
|
||||
parentIndex.get(childId)!.push(srcNode.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { layers, nodes, parentIndex };
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolves the node type based on layer type and position.
|
||||
*/
|
||||
function resolveNodeType(
|
||||
layerType: MapLayerType | 'start' | 'end',
|
||||
_nodeIndex: number,
|
||||
_layerCount: number,
|
||||
rng: ReadonlyRNG,
|
||||
preGeneratedTypes?: MapNodeType[],
|
||||
nodeIndex?: number,
|
||||
settlementTypes?: MapNodeType[],
|
||||
settlementIndex?: number
|
||||
): MapNodeType {
|
||||
switch (layerType) {
|
||||
case 'start':
|
||||
return MapNodeType.Start;
|
||||
case 'end':
|
||||
return MapNodeType.End;
|
||||
case MapLayerType.Wild:
|
||||
// Use pre-generated types if available (from optimal pair generation)
|
||||
if (preGeneratedTypes && nodeIndex !== undefined) {
|
||||
return preGeneratedTypes[nodeIndex];
|
||||
}
|
||||
return pickWildNodeType(rng);
|
||||
case MapLayerType.Settlement:
|
||||
// Use pre-generated settlement types if available
|
||||
if (settlementTypes && settlementIndex !== undefined) {
|
||||
return settlementTypes[settlementIndex];
|
||||
}
|
||||
return MapNodeType.Camp; // fallback
|
||||
default:
|
||||
return MapNodeType.Minion;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Picks a random type for a wild node based on configured weights.
|
||||
* Default: minion: 50%, elite: 25%, event: 25%
|
||||
*/
|
||||
function pickWildNodeType(rng: ReadonlyRNG): MapNodeType {
|
||||
const weights = DEFAULT_CONFIG.wildNodeTypeWeights;
|
||||
const roll = rng.nextInt(100);
|
||||
|
||||
if (roll < weights[MapNodeType.Minion]) return MapNodeType.Minion;
|
||||
if (roll < weights[MapNodeType.Minion] + weights[MapNodeType.Elite]) return MapNodeType.Elite;
|
||||
return MapNodeType.Event;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates random types for a pair of wild layers (3 nodes each).
|
||||
* Returns two arrays of 3 node types each.
|
||||
*/
|
||||
function generateWildPair(rng: ReadonlyRNG): [MapNodeType[], MapNodeType[]] {
|
||||
const layer1Types: MapNodeType[] = [];
|
||||
const layer2Types: MapNodeType[] = [];
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
layer1Types.push(pickWildNodeType(rng));
|
||||
layer2Types.push(pickWildNodeType(rng));
|
||||
}
|
||||
|
||||
return [layer1Types, layer2Types];
|
||||
}
|
||||
|
||||
/**
|
||||
* Counts repetitions in a wild layer pair.
|
||||
* - sameLayer: number of duplicate types within each layer
|
||||
* - adjacent: number of positions where layer1[i] === layer2[i]
|
||||
* - total: sum of both
|
||||
*/
|
||||
function countRepetitions(
|
||||
layer1Types: MapNodeType[],
|
||||
layer2Types: MapNodeType[]
|
||||
): { sameLayer: number; adjacent: number; total: number } {
|
||||
// Count same-layer repetitions
|
||||
let sameLayer = 0;
|
||||
|
||||
// For layer 1: count duplicates
|
||||
const layer1Count = new Map<MapNodeType, number>();
|
||||
for (const type of layer1Types) {
|
||||
layer1Count.set(type, (layer1Count.get(type) || 0) + 1);
|
||||
}
|
||||
for (const count of layer1Count.values()) {
|
||||
if (count > 1) sameLayer += count - 1;
|
||||
}
|
||||
|
||||
// For layer 2: count duplicates
|
||||
const layer2Count = new Map<MapNodeType, number>();
|
||||
for (const type of layer2Types) {
|
||||
layer2Count.set(type, (layer2Count.get(type) || 0) + 1);
|
||||
}
|
||||
for (const count of layer2Count.values()) {
|
||||
if (count > 1) sameLayer += count - 1;
|
||||
}
|
||||
|
||||
// Count adjacent repetitions (wild[i] → wild[i] connection)
|
||||
let adjacent = 0;
|
||||
for (let i = 0; i < 3; i++) {
|
||||
if (layer1Types[i] === layer2Types[i]) {
|
||||
adjacent++;
|
||||
}
|
||||
}
|
||||
|
||||
return { sameLayer, adjacent, total: sameLayer + adjacent };
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates optimal wild layer pair by trying multiple attempts and selecting the one with fewest repetitions.
|
||||
*/
|
||||
function generateOptimalWildPair(
|
||||
rng: ReadonlyRNG,
|
||||
attempts = 3
|
||||
): [MapNodeType[], MapNodeType[]] {
|
||||
let bestLayer1: MapNodeType[] = [];
|
||||
let bestLayer2: MapNodeType[] = [];
|
||||
let bestScore = Infinity;
|
||||
|
||||
for (let i = 0; i < attempts; i++) {
|
||||
const [layer1, layer2] = generateWildPair(rng);
|
||||
const score = countRepetitions(layer1, layer2);
|
||||
|
||||
if (score.total < bestScore) {
|
||||
bestScore = score.total;
|
||||
bestLayer1 = layer1;
|
||||
bestLayer2 = layer2;
|
||||
}
|
||||
|
||||
// Perfect score is 0, no need to continue
|
||||
if (bestScore === 0) break;
|
||||
}
|
||||
|
||||
return [bestLayer1, bestLayer2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates settlement node types ensuring at least 1 of each: camp, shop, curio.
|
||||
* The 4th node is randomly chosen from the three.
|
||||
* Returns shuffled array of 4 node types.
|
||||
*/
|
||||
function generateSettlementTypes(rng: ReadonlyRNG): MapNodeType[] {
|
||||
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||
const randomType = requiredTypes[rng.nextInt(3)];
|
||||
const types = [...requiredTypes, randomType];
|
||||
return fisherYatesShuffle(types, rng);
|
||||
}
|
||||
|
||||
/**
|
||||
* Assigns settlement node types ensuring at least 1 of each: camp, shop, curio.
|
||||
* The 4th node is randomly chosen from the three.
|
||||
* @deprecated Use generateSettlementTypes() during node creation instead.
|
||||
*/
|
||||
function assignSettlementTypes(nodeIds: string[], nodes: MapNode[], rng: ReadonlyRNG): void {
|
||||
// Shuffle node order to randomize which position gets which type
|
||||
const shuffledIndices = fisherYatesShuffle([0, 1, 2, 3], rng);
|
||||
|
||||
// Assign camp, shop, curio to first 3 shuffled positions
|
||||
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||
for (let i = 0; i < 3; i++) {
|
||||
nodes[shuffledIndices[i]].type = requiredTypes[i];
|
||||
}
|
||||
|
||||
// Assign random type to 4th position
|
||||
const randomType = requiredTypes[rng.nextInt(3)];
|
||||
nodes[shuffledIndices[3]].type = randomType;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates edges between two consecutive layers based on layer types.
|
||||
*/
|
||||
function generateLayerEdges(
|
||||
sourceLayer: MapLayer,
|
||||
targetLayer: MapLayer,
|
||||
nodes: Map<string, MapNode>,
|
||||
rng: ReadonlyRNG
|
||||
): void {
|
||||
// Settlement types are now pre-generated during node creation
|
||||
// No need to assign them here anymore
|
||||
|
||||
const sourceType = sourceLayer.layerType;
|
||||
const targetType = targetLayer.layerType;
|
||||
|
||||
if (sourceType === 'start' && targetType === MapLayerType.Wild) {
|
||||
connectStartToWild(sourceLayer, targetLayer);
|
||||
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Wild) {
|
||||
connectWildToWild(sourceLayer, targetLayer);
|
||||
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Settlement) {
|
||||
connectWildToSettlement(sourceLayer, targetLayer, rng);
|
||||
} else if (sourceType === MapLayerType.Settlement && targetType === MapLayerType.Wild) {
|
||||
connectSettlementToWild(sourceLayer, targetLayer, rng);
|
||||
} else if (sourceType === MapLayerType.Wild && targetType === 'end') {
|
||||
connectWildToEnd(sourceLayer, targetLayer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Start connects to all 3 wild nodes in the first wild layer.
|
||||
*/
|
||||
function connectStartToWild(
|
||||
startLayer: MapLayer,
|
||||
wildLayer: MapLayer
|
||||
): void {
|
||||
const startNode = startLayer.nodes[0];
|
||||
startNode.childIds = [...wildLayer.nodeIds];
|
||||
}
|
||||
|
||||
/**
|
||||
* Each wild node connects to exactly 1 wild node in the next layer (1-to-1 mapping).
|
||||
* Uses direct ordering to avoid crossing edges.
|
||||
*/
|
||||
function connectWildToWild(
|
||||
sourceLayer: MapLayer,
|
||||
targetLayer: MapLayer
|
||||
): void {
|
||||
// Direct 1-to-1 mapping: wild[i] → wild[i]
|
||||
// This guarantees no crossings since order is preserved
|
||||
for (let i = 0; i < sourceLayer.nodes.length; i++) {
|
||||
sourceLayer.nodes[i].childIds = [targetLayer.nodeIds[i]];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Each wild node connects to 2 settlement nodes.
|
||||
* Ensures all 4 settlement nodes are covered.
|
||||
* Total: 3 wilds × 2 = 6 edges, 4 settlements to cover
|
||||
*/
|
||||
function connectWildToSettlement(
|
||||
wildLayer: MapLayer,
|
||||
settlementLayer: MapLayer,
|
||||
_rng: ReadonlyRNG
|
||||
): void {
|
||||
// Non-crossing connection pattern: each wild connects to 2 adjacent settlements.
|
||||
// Pattern: w[0]→{s[0],s[1]}, w[1]→{s[1],s[2]}, w[2]→{s[2],s[3]}
|
||||
// This creates a "chain" where middle settlements are shared.
|
||||
// This pattern guarantees no crossings because target indices are always
|
||||
// non-decreasing when sorted by source indices.
|
||||
|
||||
wildLayer.nodes[0].childIds = [settlementLayer.nodeIds[0], settlementLayer.nodeIds[1]];
|
||||
wildLayer.nodes[1].childIds = [settlementLayer.nodeIds[1], settlementLayer.nodeIds[2]];
|
||||
wildLayer.nodes[2].childIds = [settlementLayer.nodeIds[2], settlementLayer.nodeIds[3]];
|
||||
}
|
||||
|
||||
/**
|
||||
* Settlement nodes connect to wild nodes:
|
||||
* - First and last settlement connect to 1 wild each
|
||||
* - Middle two settlements connect to 2 wilds each
|
||||
* Total: 1 + 2 + 2 + 1 = 6 edges, 3 wild nodes to cover
|
||||
*
|
||||
* Uses a non-crossing pattern: settlements and wilds are connected
|
||||
* in order to avoid edge crossings.
|
||||
*/
|
||||
function connectSettlementToWild(
|
||||
settlementLayer: MapLayer,
|
||||
wildLayer: MapLayer,
|
||||
_rng: ReadonlyRNG
|
||||
): void {
|
||||
// Non-crossing pattern: s0→w0, s1→w0,w1, s2→w1,w2, s3→w2
|
||||
// This pattern guarantees no crossings because when edges are sorted by
|
||||
// source index, the minimum target index is non-decreasing.
|
||||
|
||||
settlementLayer.nodes[0].childIds = [wildLayer.nodeIds[0]];
|
||||
settlementLayer.nodes[1].childIds = [wildLayer.nodeIds[0], wildLayer.nodeIds[1]];
|
||||
settlementLayer.nodes[2].childIds = [wildLayer.nodeIds[1], wildLayer.nodeIds[2]];
|
||||
settlementLayer.nodes[3].childIds = [wildLayer.nodeIds[2]];
|
||||
}
|
||||
|
||||
/**
|
||||
* All 3 wild nodes in the last wild layer connect to End.
|
||||
*/
|
||||
function connectWildToEnd(
|
||||
wildLayer: MapLayer,
|
||||
endLayer: MapLayer
|
||||
): void {
|
||||
const endNode = endLayer.nodes[0];
|
||||
for (let i = 0; i < wildLayer.nodes.length; i++) {
|
||||
wildLayer.nodes[i].childIds = [endNode.id];
|
||||
}
|
||||
}
|
||||
|
||||
// -- Query helpers --
|
||||
|
||||
/** Returns the node with the given ID, or undefined. */
|
||||
export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
|
||||
return map.nodes.get(nodeId);
|
||||
}
|
||||
|
||||
/** Returns child nodes of the given node. */
|
||||
export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||
return node.childIds
|
||||
.map(id => map.nodes.get(id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
/** Returns parent nodes of the given node (reverse lookup). */
|
||||
export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||
// Use pre-built reverse index if available
|
||||
if (map.parentIndex) {
|
||||
const parentIds = map.parentIndex.get(node.id);
|
||||
if (!parentIds) return [];
|
||||
|
||||
return parentIds
|
||||
.map(id => map.nodes.get(id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
// Fallback: scan parent layer (legacy support)
|
||||
const parents: MapNode[] = [];
|
||||
const parentLayer = map.layers[node.layerIndex - 1];
|
||||
if (!parentLayer) return parents;
|
||||
|
||||
for (const parentId of parentLayer.nodeIds) {
|
||||
const parent = map.nodes.get(parentId);
|
||||
if (parent?.childIds.includes(node.id)) {
|
||||
parents.push(parent);
|
||||
}
|
||||
}
|
||||
return parents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if there is a directed path from `fromId` to `toId`.
|
||||
*/
|
||||
export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
|
||||
const visited = new Set<string>();
|
||||
const stack = [fromId];
|
||||
|
||||
while (stack.length > 0) {
|
||||
const current = stack.pop()!;
|
||||
if (current === toId) return true;
|
||||
if (visited.has(current)) continue;
|
||||
visited.add(current);
|
||||
|
||||
const node = map.nodes.get(current);
|
||||
if (node) {
|
||||
for (const childId of node.childIds) {
|
||||
if (!visited.has(childId)) stack.push(childId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds all directed paths from `fromId` to `toId`.
|
||||
* Returns arrays of node IDs representing each path.
|
||||
* Beware: can be exponential in large maps.
|
||||
*/
|
||||
export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
|
||||
const paths: string[][] = [];
|
||||
const dfs = (current: string, path: string[]) => {
|
||||
if (current === toId) {
|
||||
paths.push([...path, current]);
|
||||
return;
|
||||
}
|
||||
const node = map.nodes.get(current);
|
||||
if (!node) return;
|
||||
|
||||
path.push(current);
|
||||
for (const childId of node.childIds) {
|
||||
dfs(childId, path);
|
||||
}
|
||||
path.pop();
|
||||
};
|
||||
|
||||
dfs(fromId, []);
|
||||
return paths;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export * from "./generator";
|
||||
export * from "./navigation";
|
||||
export * from "./types";
|
||||
@@ -0,0 +1,65 @@
|
||||
import { getNode } from "./generator";
|
||||
import { PointCrawlMap, PointCrawlMapNavigator } from "./types";
|
||||
|
||||
export function canMoveTo(
|
||||
navigator: PointCrawlMapNavigator,
|
||||
map: PointCrawlMap,
|
||||
targetNodeId: string,
|
||||
): boolean {
|
||||
const currentNode = getNode(map, navigator.currentNodeId);
|
||||
if (!currentNode) return false;
|
||||
|
||||
return currentNode.childIds.includes(targetNodeId);
|
||||
}
|
||||
|
||||
export function moveToNode(
|
||||
navigator: PointCrawlMapNavigator,
|
||||
map: PointCrawlMap,
|
||||
targetNodeId: string,
|
||||
): boolean {
|
||||
if (!canMoveTo(navigator, map, targetNodeId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const targetNode = getNode(map, targetNodeId);
|
||||
if (!targetNode) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update current position
|
||||
navigator.currentNodeId = targetNodeId;
|
||||
navigator.visitedNodes.add(targetNodeId);
|
||||
return true;
|
||||
}
|
||||
|
||||
export function* getReachableChildren(
|
||||
map: PointCrawlMap,
|
||||
navigator: PointCrawlMapNavigator,
|
||||
) {
|
||||
const currentNode = getNode(map, navigator.currentNodeId);
|
||||
if (!currentNode) return;
|
||||
|
||||
for (const id of currentNode.childIds) {
|
||||
const node = getNode(map, id);
|
||||
if (!node) continue;
|
||||
yield node;
|
||||
}
|
||||
}
|
||||
|
||||
export function isAtStartNode(
|
||||
map: PointCrawlMap,
|
||||
navigator: PointCrawlMapNavigator,
|
||||
): boolean {
|
||||
return navigator.currentNodeId === map.layers[0]?.nodes[0]?.id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current encounter is the end node.
|
||||
*/
|
||||
export function isAtEndNode(
|
||||
map: PointCrawlMap,
|
||||
navigator: PointCrawlMapNavigator,
|
||||
): boolean {
|
||||
const endLayer = map.layers[map.layers.length - 1];
|
||||
return endLayer?.nodes[0]?.id === navigator.currentNodeId;
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
import { EncounterData } from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
/**
|
||||
* Types of nodes that can appear on the point crawl map.
|
||||
*/
|
||||
export enum MapNodeType {
|
||||
Start = "start",
|
||||
End = "end",
|
||||
Minion = "minion",
|
||||
Elite = "elite",
|
||||
Event = "event",
|
||||
Camp = "camp",
|
||||
Shop = "shop",
|
||||
Curio = "curio",
|
||||
}
|
||||
|
||||
/**
|
||||
* Semantic type of a layer.
|
||||
*/
|
||||
export enum MapLayerType {
|
||||
Wild = "wild",
|
||||
Settlement = "settlement",
|
||||
}
|
||||
|
||||
/**
|
||||
* A single node on the map.
|
||||
*/
|
||||
export interface MapNode {
|
||||
/** Unique identifier */
|
||||
id: string;
|
||||
/** Which layer this node belongs to */
|
||||
layerIndex: number;
|
||||
/** Semantic type of the node */
|
||||
type: MapNodeType;
|
||||
/** IDs of nodes in the next layer this node connects to */
|
||||
childIds: string[];
|
||||
/** Encounter data assigned to this node (from encounter CSV) */
|
||||
encounter?: EncounterData;
|
||||
}
|
||||
|
||||
/**
|
||||
* A horizontal layer of nodes at the same progression stage.
|
||||
*/
|
||||
export interface MapLayer {
|
||||
/** Layer index (0 = start, last = end) */
|
||||
index: number;
|
||||
/** Ordered IDs of nodes in this layer */
|
||||
nodeIds: string[];
|
||||
/** Semantic type of the layer */
|
||||
layerType: MapLayerType | "start" | "end";
|
||||
/** Direct references to nodes in this layer (for performance) */
|
||||
nodes: MapNode[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A fully generated point crawl map.
|
||||
*/
|
||||
export interface PointCrawlMap {
|
||||
/** Layers from start to end */
|
||||
layers: MapLayer[];
|
||||
/** All nodes keyed by ID */
|
||||
nodes: Map<string, MapNode>;
|
||||
/** Reverse index: nodeId → parent node IDs (for fast getParent lookup) */
|
||||
parentIndex?: Map<string, string[]>;
|
||||
}
|
||||
|
||||
export interface PointCrawlMapNavigator {
|
||||
currentNodeId: string;
|
||||
visitedNodes: Set<string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Configuration for map generation.
|
||||
*/
|
||||
export interface MapGenerationConfig {
|
||||
/** Total number of layers (including start and end) */
|
||||
totalLayers: number;
|
||||
/** Number of nodes in each wild layer */
|
||||
wildLayerNodeCount: number;
|
||||
/** Number of nodes in each settlement layer */
|
||||
settlementLayerNodeCount: number;
|
||||
/** Probability weights for wild node types (should sum to 100) */
|
||||
wildNodeTypeWeights: {
|
||||
[MapNodeType.Minion]: number;
|
||||
[MapNodeType.Elite]: number;
|
||||
[MapNodeType.Event]: number;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
import {
|
||||
Card,
|
||||
Effect,
|
||||
Encounter,
|
||||
EncounterType,
|
||||
Enemy,
|
||||
Intent,
|
||||
Item,
|
||||
} from "../data/desert";
|
||||
|
||||
export type CardData = Card;
|
||||
export type ItemData = Item;
|
||||
export type EffectData = Effect;
|
||||
export type IntentData = Intent;
|
||||
export type EnemyData = Enemy;
|
||||
export type EncounterData<T extends EncounterType = EncounterType> =
|
||||
Encounter & { type: T };
|
||||
|
||||
export {
|
||||
CardTargetType,
|
||||
CardEffectTarget,
|
||||
IntentEffectTarget,
|
||||
} from "../data/desert";
|
||||
|
||||
export { ContentModule } from "../data";
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./parse-shape";
|
||||
export * from "./shape-collision";
|
||||
@@ -0,0 +1,238 @@
|
||||
import type { ParsedShape } from "./parse-shape";
|
||||
|
||||
/**
|
||||
* Represents a 2D point in grid coordinates.
|
||||
*/
|
||||
export interface Point2D {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 2D transformation to apply to a shape.
|
||||
*/
|
||||
export interface Transform2D {
|
||||
/** Translation offset in grid units */
|
||||
offset: Point2D;
|
||||
/** Rotation in degrees (0, 90, 180, 270) */
|
||||
rotation: number;
|
||||
/** Whether to flip horizontally */
|
||||
flipX: boolean;
|
||||
/** Whether to flip vertically */
|
||||
flipY: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Default transform (identity).
|
||||
*/
|
||||
export const IDENTITY_TRANSFORM: Transform2D = {
|
||||
offset: { x: 0, y: 0 },
|
||||
rotation: 0,
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
};
|
||||
|
||||
/**
|
||||
* Gets all occupied cell coordinates from a shape.
|
||||
*/
|
||||
export function getOccupiedCells(shape: ParsedShape): Point2D[] {
|
||||
const cells: Point2D[] = [];
|
||||
for (let y = 0; y < shape.height; y++) {
|
||||
for (let x = 0; x < shape.width; x++) {
|
||||
if (shape.grid[y]?.[x]) {
|
||||
cells.push({ x, y });
|
||||
}
|
||||
}
|
||||
}
|
||||
return cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies a 2D transformation to a point.
|
||||
*/
|
||||
export function transformPoint(
|
||||
point: Point2D,
|
||||
transform: Transform2D,
|
||||
shapeWidth: number,
|
||||
shapeHeight: number,
|
||||
): Point2D {
|
||||
let { x, y } = point;
|
||||
|
||||
// Apply flips
|
||||
if (transform.flipX) {
|
||||
x = shapeWidth - 1 - x;
|
||||
}
|
||||
if (transform.flipY) {
|
||||
y = shapeHeight - 1 - y;
|
||||
}
|
||||
|
||||
// Apply rotation (around origin 0,0)
|
||||
const rotation = ((transform.rotation % 360) + 360) % 360;
|
||||
let rotatedX = x;
|
||||
let rotatedY = y;
|
||||
|
||||
switch (rotation) {
|
||||
case 90:
|
||||
rotatedX = y;
|
||||
rotatedY = -x;
|
||||
break;
|
||||
case 180:
|
||||
rotatedX = -x;
|
||||
rotatedY = -y;
|
||||
break;
|
||||
case 270:
|
||||
rotatedX = -y;
|
||||
rotatedY = x;
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply offset
|
||||
return {
|
||||
x: rotatedX + transform.offset.x,
|
||||
y: rotatedY + transform.offset.y,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms a shape and returnss its occupied cells in world coordinates.
|
||||
*/
|
||||
export function transformShape(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
): Point2D[] {
|
||||
const cells = getOccupiedCells(shape);
|
||||
return cells.map((cell) =>
|
||||
transformPoint(cell, transform, shape.width, shape.height),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if two transformed shapes collide (share any occupied cell).
|
||||
*/
|
||||
export function checkCollision(
|
||||
shapeA: ParsedShape,
|
||||
transformA: Transform2D,
|
||||
shapeB: ParsedShape,
|
||||
transformB: Transform2D,
|
||||
): boolean {
|
||||
const cellsA = transformShape(shapeA, transformA);
|
||||
const cellsB = transformShape(shapeB, transformB);
|
||||
|
||||
const setA = new Set(cellsA.map((c) => `${c.x},${c.y}`));
|
||||
|
||||
for (const cell of cellsB) {
|
||||
if (setA.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a transformed shape collides with any occupied cells on a board.
|
||||
* @param shape The shape to check
|
||||
* @param transform The transform to apply to the shape
|
||||
* @param occupiedCells Set of occupied board cells in "x,y" format
|
||||
*/
|
||||
export function checkBoardCollision(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
occupiedCells: Set<string>,
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a transformed shape is within bounds.
|
||||
* @param shape The shape to check
|
||||
* @param transform The transform to apply to the shape
|
||||
* @param boardWidth Board width
|
||||
* @param boardHeight Board height
|
||||
*/
|
||||
export function checkBounds(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number,
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (
|
||||
cell.x < 0 ||
|
||||
cell.x >= boardWidth ||
|
||||
cell.y < 0 ||
|
||||
cell.y >= boardHeight
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates that a placement is both in bounds and collision-free.
|
||||
* @returns Object with `valid` flag and optional `reason` string
|
||||
*/
|
||||
export function validateShapePlacement(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number,
|
||||
occupiedCells: Set<string>,
|
||||
): { valid: true } | { valid: false; reason: string } {
|
||||
if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
|
||||
return { valid: false, reason: "超出边界" };
|
||||
}
|
||||
|
||||
if (checkBoardCollision(shape, transform, occupiedCells)) {
|
||||
return { valid: false, reason: "与已有形状重叠" };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates a transform by the given degrees.
|
||||
* @param current The current transform
|
||||
* @param degrees Degrees to rotate (typically 90, 180, or 270)
|
||||
*/
|
||||
export function rotateTransform(
|
||||
current: Transform2D,
|
||||
degrees: number,
|
||||
): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
rotation: (((current.rotation + degrees) % 360) + 360) % 360,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform horizontally.
|
||||
*/
|
||||
export function flipXTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipX: !current.flipX,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform vertically.
|
||||
*/
|
||||
export function flipYTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipY: !current.flipY,
|
||||
};
|
||||
}
|
||||
@@ -1,227 +0,0 @@
|
||||
import type { ParsedShape } from './parse-shape';
|
||||
|
||||
/**
|
||||
* Represents a 2D point in grid coordinates.
|
||||
*/
|
||||
export interface Point2D {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 2D transformation to apply to a shape.
|
||||
*/
|
||||
export interface Transform2D {
|
||||
/** Translation offset in grid units */
|
||||
offset: Point2D;
|
||||
/** Rotation in degrees (0, 90, 180, 270) */
|
||||
rotation: number;
|
||||
/** Whether to flip horizontally */
|
||||
flipX: boolean;
|
||||
/** Whether to flip vertically */
|
||||
flipY: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Default transform (identity).
|
||||
*/
|
||||
export const IDENTITY_TRANSFORM: Transform2D = {
|
||||
offset: { x: 0, y: 0 },
|
||||
rotation: 0,
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
};
|
||||
|
||||
/**
|
||||
* Gets all occupied cell coordinates from a shape.
|
||||
*/
|
||||
export function getOccupiedCells(shape: ParsedShape): Point2D[] {
|
||||
const cells: Point2D[] = [];
|
||||
for (let y = 0; y < shape.height; y++) {
|
||||
for (let x = 0; x < shape.width; x++) {
|
||||
if (shape.grid[y]?.[x]) {
|
||||
cells.push({ x, y });
|
||||
}
|
||||
}
|
||||
}
|
||||
return cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies a 2D transformation to a point.
|
||||
*/
|
||||
export function transformPoint(
|
||||
point: Point2D,
|
||||
transform: Transform2D,
|
||||
shapeWidth: number,
|
||||
shapeHeight: number
|
||||
): Point2D {
|
||||
let { x, y } = point;
|
||||
|
||||
// Apply flips
|
||||
if (transform.flipX) {
|
||||
x = shapeWidth - 1 - x;
|
||||
}
|
||||
if (transform.flipY) {
|
||||
y = shapeHeight - 1 - y;
|
||||
}
|
||||
|
||||
// Apply rotation (around origin 0,0)
|
||||
const rotation = ((transform.rotation % 360) + 360) % 360;
|
||||
let rotatedX = x;
|
||||
let rotatedY = y;
|
||||
|
||||
switch (rotation) {
|
||||
case 90:
|
||||
rotatedX = y;
|
||||
rotatedY = -x;
|
||||
break;
|
||||
case 180:
|
||||
rotatedX = -x;
|
||||
rotatedY = -y;
|
||||
break;
|
||||
case 270:
|
||||
rotatedX = -y;
|
||||
rotatedY = x;
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply offset
|
||||
return {
|
||||
x: rotatedX + transform.offset.x,
|
||||
y: rotatedY + transform.offset.y,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms a shape and returnss its occupied cells in world coordinates.
|
||||
*/
|
||||
export function transformShape(shape: ParsedShape, transform: Transform2D): Point2D[] {
|
||||
const cells = getOccupiedCells(shape);
|
||||
return cells.map(cell =>
|
||||
transformPoint(cell, transform, shape.width, shape.height)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if two transformed shapes collide (share any occupied cell).
|
||||
*/
|
||||
export function checkCollision(
|
||||
shapeA: ParsedShape,
|
||||
transformA: Transform2D,
|
||||
shapeB: ParsedShape,
|
||||
transformB: Transform2D
|
||||
): boolean {
|
||||
const cellsA = transformShape(shapeA, transformA);
|
||||
const cellsB = transformShape(shapeB, transformB);
|
||||
|
||||
const setA = new Set(cellsA.map(c => `${c.x},${c.y}`));
|
||||
|
||||
for (const cell of cellsB) {
|
||||
if (setA.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a transformed shape collides with any occupied cells on a board.
|
||||
* @param shape The shape to check
|
||||
* @param transform The transform to apply to the shape
|
||||
* @param occupiedCells Set of occupied board cells in "x,y" format
|
||||
*/
|
||||
export function checkBoardCollision(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
occupiedCells: Set<string>
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a transformed shape is within bounds.
|
||||
* @param shape The shape to check
|
||||
* @param transform The transform to apply to the shape
|
||||
* @param boardWidth Board width
|
||||
* @param boardHeight Board height
|
||||
*/
|
||||
export function checkBounds(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (cell.x < 0 || cell.x >= boardWidth || cell.y < 0 || cell.y >= boardHeight) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates that a placement is both in bounds and collision-free.
|
||||
* @returns Object with `valid` flag and optional `reason` string
|
||||
*/
|
||||
export function validatePlacement(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number,
|
||||
occupiedCells: Set<string>
|
||||
): { valid: true } | { valid: false; reason: string } {
|
||||
if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
|
||||
return { valid: false, reason: '超出边界' };
|
||||
}
|
||||
|
||||
if (checkBoardCollision(shape, transform, occupiedCells)) {
|
||||
return { valid: false, reason: '与已有形状重叠' };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates a transform by the given degrees.
|
||||
* @param current The current transform
|
||||
* @param degrees Degrees to rotate (typically 90, 180, or 270)
|
||||
*/
|
||||
export function rotateTransform(current: Transform2D, degrees: number): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
rotation: ((current.rotation + degrees) % 360 + 360) % 360,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform horizontally.
|
||||
*/
|
||||
export function flipXTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipX: !current.flipX,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform vertically.
|
||||
*/
|
||||
export function flipYTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipY: !current.flipY,
|
||||
};
|
||||
}
|
||||
+143
-45
@@ -1,43 +1,77 @@
|
||||
import {Part} from "boardgame-core";
|
||||
import {createRegion} from "boardgame-core";
|
||||
import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core";
|
||||
import { Part } from "@/core/part";
|
||||
import { createRegion, Region } from "@/core/region";
|
||||
import { createPromptDef, IGameContext } from "@/core/game";
|
||||
import { BaseGameClient } from "@/core/game-client";
|
||||
import { createMiddlewareChain } from "@/utils/middleware";
|
||||
|
||||
const BOARD_SIZE = 3;
|
||||
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
||||
const WINNING_LINES: number[][][] = [
|
||||
[[0, 0], [0, 1], [0, 2]],
|
||||
[[1, 0], [1, 1], [1, 2]],
|
||||
[[2, 0], [2, 1], [2, 2]],
|
||||
[[0, 0], [1, 0], [2, 0]],
|
||||
[[0, 1], [1, 1], [2, 1]],
|
||||
[[0, 2], [1, 2], [2, 2]],
|
||||
[[0, 0], [1, 1], [2, 2]],
|
||||
[[0, 2], [1, 1], [2, 0]],
|
||||
[
|
||||
[0, 0],
|
||||
[0, 1],
|
||||
[0, 2],
|
||||
],
|
||||
[
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[1, 2],
|
||||
],
|
||||
[
|
||||
[2, 0],
|
||||
[2, 1],
|
||||
[2, 2],
|
||||
],
|
||||
[
|
||||
[0, 0],
|
||||
[1, 0],
|
||||
[2, 0],
|
||||
],
|
||||
[
|
||||
[0, 1],
|
||||
[1, 1],
|
||||
[2, 1],
|
||||
],
|
||||
[
|
||||
[0, 2],
|
||||
[1, 2],
|
||||
[2, 2],
|
||||
],
|
||||
[
|
||||
[0, 0],
|
||||
[1, 1],
|
||||
[2, 2],
|
||||
],
|
||||
[
|
||||
[0, 2],
|
||||
[1, 1],
|
||||
[2, 0],
|
||||
],
|
||||
];
|
||||
|
||||
export type PlayerType = 'X' | 'O';
|
||||
export type WinnerType = PlayerType | 'draw' | null;
|
||||
export type PlayerType = "X" | "O";
|
||||
export type WinnerType = PlayerType | "draw" | null;
|
||||
export type TicTacToePart = Part<{ player: PlayerType }>;
|
||||
|
||||
export function createInitialState() {
|
||||
return {
|
||||
board: createRegion('board', [
|
||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
||||
board: createRegion("board", [
|
||||
{ name: "x", min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: "y", min: 0, max: BOARD_SIZE - 1 },
|
||||
]),
|
||||
parts: {} as Record<string, TicTacToePart>,
|
||||
currentPlayer: 'X' as PlayerType,
|
||||
currentPlayer: "X" as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
};
|
||||
}
|
||||
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
||||
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
||||
export const registry = createGameCommandRegistry<TicTacToeState>();
|
||||
export const prompts = {
|
||||
play: createPromptDef<[PlayerType, number, number]>(
|
||||
'play <player> <row:number> <col:number>')
|
||||
}
|
||||
"play <player> <row:number> <col:number>",
|
||||
),
|
||||
};
|
||||
|
||||
export async function start(game: TicTacToeGame) {
|
||||
while (true) {
|
||||
@@ -45,10 +79,10 @@ export async function start(game: TicTacToeGame) {
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||
|
||||
game.produce(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
|
||||
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
@@ -58,9 +92,11 @@ export async function start(game: TicTacToeGame) {
|
||||
return game.value;
|
||||
}
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player> <turnNumber:number>',
|
||||
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
|
||||
async function turn(
|
||||
game: TicTacToeGame,
|
||||
turnPlayer: PlayerType,
|
||||
turnNumber: number,
|
||||
) {
|
||||
const { player, row, col } = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
@@ -74,32 +110,40 @@ const turn = registry.register({
|
||||
return { player, row, col };
|
||||
}
|
||||
},
|
||||
game.value.currentPlayer
|
||||
game.value.currentPlayer,
|
||||
);
|
||||
|
||||
placePiece(game, row, col, turnPlayer);
|
||||
await placePiece(game, row, col, turnPlayer);
|
||||
|
||||
const winner = checkWinner(game);
|
||||
if (winner) return { winner };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
|
||||
|
||||
return { winner: null };
|
||||
}
|
||||
});
|
||||
|
||||
function isValidMove(row: number, col: number): boolean {
|
||||
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
|
||||
return (
|
||||
!isNaN(row) &&
|
||||
!isNaN(col) &&
|
||||
row >= 0 &&
|
||||
row < BOARD_SIZE &&
|
||||
col >= 0 &&
|
||||
col < BOARD_SIZE
|
||||
);
|
||||
}
|
||||
|
||||
export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
|
||||
export function isCellOccupied(
|
||||
host: TicTacToeGame,
|
||||
row: number,
|
||||
col: number,
|
||||
): boolean {
|
||||
return !!host.value.board.partMap[`${row},${col}`];
|
||||
}
|
||||
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
return WINNING_LINES.some(line =>
|
||||
line.every(([r, c]) =>
|
||||
positions.some(([pr, pc]) => pr === r && pc === c)
|
||||
)
|
||||
return WINNING_LINES.some((line) =>
|
||||
line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)),
|
||||
);
|
||||
}
|
||||
|
||||
@@ -107,26 +151,80 @@ export function checkWinner(host: TicTacToeGame): WinnerType {
|
||||
const parts = host.value.parts;
|
||||
const partsArray = Object.values(parts);
|
||||
|
||||
const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
|
||||
const xPositions = partsArray
|
||||
.filter((p: TicTacToePart) => p.player === "X")
|
||||
.map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray
|
||||
.filter((p: TicTacToePart) => p.player === "O")
|
||||
.map((p: TicTacToePart) => p.position);
|
||||
|
||||
if (hasWinningLine(xPositions)) return 'X';
|
||||
if (hasWinningLine(oPositions)) return 'O';
|
||||
if (partsArray.length >= MAX_TURNS) return 'draw';
|
||||
if (hasWinningLine(xPositions)) return "X";
|
||||
if (hasWinningLine(oPositions)) return "O";
|
||||
if (partsArray.length >= MAX_TURNS) return "draw";
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
|
||||
export async function placePiece(
|
||||
host: TicTacToeGame,
|
||||
row: number,
|
||||
col: number,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
regionId: 'board', position: [row, col], player,
|
||||
id: `piece-${player}-${moveNumber}`
|
||||
}
|
||||
host.produce(state => {
|
||||
regionId: "board",
|
||||
position: [row, col],
|
||||
player,
|
||||
id: `piece-${player}-${moveNumber}`,
|
||||
};
|
||||
await host.produceAsync((state) => {
|
||||
state.parts[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
}
|
||||
|
||||
export class Client extends BaseGameClient<TicTacToeState> {
|
||||
private onTurn = createMiddlewareChain(
|
||||
async (ctx: { player: PlayerType; turn: number }) => {
|
||||
return await turn(this._context, ctx.player, ctx.turn);
|
||||
},
|
||||
);
|
||||
|
||||
constructor() {
|
||||
super(createInitialState());
|
||||
}
|
||||
|
||||
async start(game: IGameContext<TicTacToeState>): Promise<TicTacToeState> {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await this.onTurn.execute({
|
||||
player: currentPlayer,
|
||||
turn: turnNumber,
|
||||
});
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
}
|
||||
selectPart(id: string, callback: (t: TicTacToePart) => void): () => void {
|
||||
return this.assignSelector((state) => state.parts[id], callback);
|
||||
}
|
||||
selectTurn(callback: (turns: number) => void): () => void {
|
||||
return this.assignSelector((s) => s.turn, callback);
|
||||
}
|
||||
selectCurrentPlayer(callback: (player: PlayerType) => void) {
|
||||
return this.assignSelector((s) => s.currentPlayer, callback);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
import { createMiddlewareChain } from "../middleware";
|
||||
import { PromptValidator } from "./command-runner";
|
||||
import { CommandSchema } from "./types";
|
||||
|
||||
export interface PromptDef<TArgs extends any[]> {
|
||||
schema: CommandSchema;
|
||||
hintText?: string;
|
||||
}
|
||||
|
||||
export interface PromptCall<TArgs extends any[] = unknown[], TRes = unknown> {
|
||||
def: PromptDef<TArgs>;
|
||||
player?: string;
|
||||
validator: PromptValidator<TRes, TArgs>;
|
||||
|
||||
resolve(res: TRes): void;
|
||||
reject(reason: string): void;
|
||||
promise: Promise<TRes>;
|
||||
}
|
||||
|
||||
export type PromptTryResult =
|
||||
| {
|
||||
ok: false;
|
||||
reason: string;
|
||||
}
|
||||
| {
|
||||
ok: true;
|
||||
};
|
||||
|
||||
export type PromptContext = ReturnType<typeof createPromptContext>;
|
||||
export function createPromptContext() {
|
||||
const map = new Map<string, PromptCall>();
|
||||
const handleCall = createMiddlewareChain(async (call: PromptCall) => {
|
||||
const key = call.player ?? "global";
|
||||
const existing = map.get(key);
|
||||
if (existing) {
|
||||
existing.reject("Prompt overriden");
|
||||
}
|
||||
|
||||
map.set(key, call);
|
||||
try {
|
||||
return await call.promise;
|
||||
} finally {
|
||||
if (map.get(key) === call) map.delete(key);
|
||||
}
|
||||
});
|
||||
|
||||
function tryCommit<TArgs extends any[]>(
|
||||
def: PromptDef<TArgs>,
|
||||
player: string,
|
||||
...args: TArgs
|
||||
): PromptTryResult {
|
||||
const call = map.get(player);
|
||||
if (!call) return { ok: false, reason: "No Prompt" };
|
||||
|
||||
try {
|
||||
const res = call.validator(...args);
|
||||
call.resolve(res);
|
||||
return { ok: true };
|
||||
} catch (reason) {
|
||||
if (typeof reason === "string") return { ok: false, reason };
|
||||
throw reason;
|
||||
}
|
||||
}
|
||||
|
||||
function cancel(player: string, reason = "Prompt Cancelled") {
|
||||
map.get(player)?.reject(reason);
|
||||
}
|
||||
|
||||
async function prompt<TArgs extends any[], TRes>(
|
||||
def: PromptDef<TArgs>,
|
||||
validator: PromptValidator<TRes, TArgs>,
|
||||
player?: string,
|
||||
) {
|
||||
let resolve: (res: TRes) => void;
|
||||
let reject: (reason: string) => void;
|
||||
const promise = new Promise<TRes>((res, rej) => {
|
||||
resolve = res;
|
||||
reject = rej;
|
||||
});
|
||||
const call = {
|
||||
def,
|
||||
player,
|
||||
validator,
|
||||
resolve: resolve!,
|
||||
reject: reject!,
|
||||
promise,
|
||||
} as PromptCall<unknown[], unknown>;
|
||||
return (await handleCall.execute(call)) as TRes;
|
||||
}
|
||||
|
||||
function reset() {
|
||||
for (const call of map.values()) {
|
||||
call.reject("Prompt Reset");
|
||||
}
|
||||
map.clear();
|
||||
}
|
||||
|
||||
return {
|
||||
prompt,
|
||||
tryCommit,
|
||||
cancel,
|
||||
handleCall,
|
||||
reset,
|
||||
};
|
||||
}
|
||||
@@ -1,6 +1,10 @@
|
||||
export { parseCommand } from './command-parse';
|
||||
export { parseCommandSchema } from './schema-parse';
|
||||
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command-validate';
|
||||
export { parseCommand } from "./command-parse";
|
||||
export { parseCommandSchema } from "./schema-parse";
|
||||
export {
|
||||
validateCommand,
|
||||
parseCommandWithSchema,
|
||||
applyCommandSchema,
|
||||
} from "./command-validate";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
@@ -10,13 +14,28 @@ export {
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
} from './command-registry';
|
||||
} from "./command-registry";
|
||||
export type {
|
||||
Command,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
CommandSchema,
|
||||
} from './types';
|
||||
export type { CommandRunner, CommandDef, CommandResult, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './command-runner';
|
||||
export type { CommandRegistry, CommandRunnerContextExport } from './command-registry';
|
||||
} from "./types";
|
||||
export type {
|
||||
CommandRunner,
|
||||
CommandDef,
|
||||
CommandResult,
|
||||
CommandRunnerHandler,
|
||||
CommandRunnerContext,
|
||||
PromptEvent,
|
||||
CommandRunnerEvents,
|
||||
} from "./command-runner";
|
||||
export type {
|
||||
CommandRegistry,
|
||||
CommandRunnerContextExport,
|
||||
} from "./command-registry";
|
||||
|
||||
export type { PromptDef, PromptTryResult, PromptCall } from "./command-prompt";
|
||||
|
||||
export { createPromptContext } from "./command-prompt";
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
type Middleware<TContext, TReturn> = (
|
||||
context: TContext,
|
||||
next: () => Promise<TReturn>,
|
||||
) => Promise<TReturn>;
|
||||
|
||||
export type MiddlewareChain<TContext, TReturn> = {
|
||||
use: (middleware: Middleware<TContext, TReturn>) => () => void;
|
||||
execute: (context: TContext) => Promise<TReturn>;
|
||||
};
|
||||
|
||||
export function createMiddlewareChain<
|
||||
TContext extends object,
|
||||
TReturn = TContext,
|
||||
>(
|
||||
fallback?: (context: TContext) => Promise<TReturn>,
|
||||
): MiddlewareChain<TContext, TReturn> {
|
||||
const middlewares: Middleware<TContext, TReturn>[] = [];
|
||||
|
||||
return {
|
||||
use(middleware: Middleware<TContext, TReturn>) {
|
||||
middlewares.push(middleware);
|
||||
|
||||
return function () {
|
||||
const index = middlewares.indexOf(middleware);
|
||||
if (index !== -1) {
|
||||
middlewares.splice(index, 1);
|
||||
}
|
||||
};
|
||||
},
|
||||
async execute(context: TContext) {
|
||||
let index = 0;
|
||||
|
||||
async function dispatch(ctx: TContext): Promise<TReturn> {
|
||||
if (index >= middlewares.length) {
|
||||
return fallback ? fallback(ctx) : (ctx as unknown as TReturn);
|
||||
}
|
||||
const current = middlewares[index++];
|
||||
return current(ctx, () => dispatch(ctx));
|
||||
}
|
||||
|
||||
return dispatch(context);
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -1,13 +1,20 @@
|
||||
import {Signal, SignalOptions} from '@preact/signals-core';
|
||||
import {create} from 'mutative';
|
||||
import { Signal, SignalOptions } from "@preact/signals-core";
|
||||
import { create } from "mutative";
|
||||
|
||||
export class MutableSignal<T> extends Signal<T> {
|
||||
export interface MutableSignal<T> extends Signal<T> {
|
||||
produce(fn: (draft: T) => undefined): void;
|
||||
addInterruption(promise: Promise<void>): void;
|
||||
clearInterruptions(): void;
|
||||
produceAsync(fn: (draft: T) => undefined): Promise<void>;
|
||||
}
|
||||
|
||||
class MutableSignalImpl<T> extends Signal<T> {
|
||||
private _interruptions: Promise<void>[] = [];
|
||||
|
||||
public constructor(t?: T, options?: SignalOptions<T>) {
|
||||
super(t, options);
|
||||
}
|
||||
produce(fn: (draft: T) => void) {
|
||||
produce(fn: (draft: T) => undefined) {
|
||||
this.value = create(this.value, fn);
|
||||
}
|
||||
|
||||
@@ -30,13 +37,16 @@ export class MutableSignal<T> extends Signal<T> {
|
||||
* 异步版本的 produce。会先等待所有通过 `addInterruption` 添加的 Promise 完成,
|
||||
* 然后再更新状态。适用于需要在状态更新前播放动画的场景。
|
||||
*/
|
||||
async produceAsync(fn: (draft: T) => void): Promise<void> {
|
||||
async produceAsync(fn: (draft: T) => undefined): Promise<void> {
|
||||
await Promise.allSettled(this._interruptions);
|
||||
this._interruptions = [];
|
||||
this.produce(fn);
|
||||
}
|
||||
}
|
||||
|
||||
export function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T> {
|
||||
return new MutableSignal<T>(initial, options);
|
||||
export function mutableSignal<T>(
|
||||
initial?: T,
|
||||
options?: SignalOptions<T>,
|
||||
): MutableSignal<T> {
|
||||
return new MutableSignalImpl<T>(initial, options);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
import { effect } from "@preact/signals-core";
|
||||
|
||||
export type SpawnerFunction = (id: string) => () => void;
|
||||
|
||||
export function createSpawner(spawner: SpawnerFunction) {
|
||||
const entries = new Map<string, () => void>();
|
||||
|
||||
function update(set: Set<string>) {
|
||||
for (const key of set) {
|
||||
if (!entries.has(key)) {
|
||||
entries.set(key, spawner(key));
|
||||
}
|
||||
}
|
||||
|
||||
for (const [key, entry] of entries) {
|
||||
if (!set.has(key)) {
|
||||
entry();
|
||||
entries.delete(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return update;
|
||||
}
|
||||
|
||||
export function spawnerEffect(
|
||||
iterable: () => Iterable<string>,
|
||||
spawner: SpawnerFunction,
|
||||
) {
|
||||
const update = createSpawner(spawner);
|
||||
|
||||
return effect(() => {
|
||||
const set = new Set<string>();
|
||||
for (const each of iterable()) {
|
||||
set.add(each);
|
||||
}
|
||||
update(set);
|
||||
});
|
||||
}
|
||||
+176
-159
@@ -1,95 +1,84 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
registry,
|
||||
createInitialState,
|
||||
start,
|
||||
TicTacToeState,
|
||||
WinnerType,
|
||||
PlayerType
|
||||
} from '@/samples/tic-tac-toe';
|
||||
import { createGameHost, GameHost } from '@/core/game-host';
|
||||
import type { PromptEvent } from '@/utils/command';
|
||||
import { MutableSignal } from '@/utils/mutable-signal';
|
||||
import {IGameContext} from "../../src";
|
||||
|
||||
type TestGameHost = GameHost<TicTacToeState> & {
|
||||
_context: IGameContext<TicTacToeState>;
|
||||
context: IGameContext<TicTacToeState>;
|
||||
}
|
||||
} from "@/samples/tic-tac-toe";
|
||||
import { createGameHost, GameHost } from "@/core/game-host";
|
||||
import type { PromptEvent } from "@/utils/command";
|
||||
|
||||
function createTestHost() {
|
||||
const host: TestGameHost = createGameHost(
|
||||
{ registry, createInitialState, start }
|
||||
);
|
||||
host.context = host._context;
|
||||
const host = createGameHost({ registry, createInitialState, start });
|
||||
return { host };
|
||||
}
|
||||
|
||||
function waitForPromptEvent(host: GameHost<any>): Promise<PromptEvent> {
|
||||
return new Promise(resolve => {
|
||||
host.context._commands.on('prompt', resolve);
|
||||
return new Promise((resolve) => {
|
||||
// @ts-ignore - accessing private _context for testing
|
||||
host._context._commands.on("prompt", resolve);
|
||||
});
|
||||
}
|
||||
|
||||
describe('GameHost', () => {
|
||||
describe('creation', () => {
|
||||
it('should create host with initial state', () => {
|
||||
describe("GameHost", () => {
|
||||
describe("creation", () => {
|
||||
it("should create host with initial state", () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
expect(host.context._state.value.currentPlayer).toBe('X');
|
||||
expect(host.context._state.value.winner).toBeNull();
|
||||
expect(host.context._state.value.turn).toBe(0);
|
||||
expect(Object.keys(host.context._state.value.parts).length).toBe(0);
|
||||
expect(host.state.value.currentPlayer).toBe("X");
|
||||
expect(host.state.value.winner).toBeNull();
|
||||
expect(host.state.value.turn).toBe(0);
|
||||
expect(Object.keys(host.state.value.parts).length).toBe(0);
|
||||
});
|
||||
|
||||
it('should have status "created" by default', () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
expect(host.status.value).toBe('created');
|
||||
expect(host.status.value).toBe("created");
|
||||
});
|
||||
|
||||
it('should have null activePromptSchema initially', () => {
|
||||
it("should have null activePromptSchema initially", () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
expect(host.activePromptSchema.value).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('tryInput', () => {
|
||||
describe("tryInput", () => {
|
||||
it('should return "No active prompt" when no prompt is active', () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const result = host.tryInput('play X 1 1');
|
||||
expect(result).toBe('No active prompt');
|
||||
const result = host.tryInput("play X 1 1");
|
||||
expect(result).toBe("No active prompt");
|
||||
});
|
||||
|
||||
it('should accept valid input when prompt is active', async () => {
|
||||
it("should accept valid input when prompt is active", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
const runPromise = host.start();
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
expect(host.activePromptSchema.value?.name).toBe('play');
|
||||
expect(promptEvent.schema.name).toBe("play");
|
||||
expect(host.activePromptSchema.value?.name).toBe("play");
|
||||
|
||||
const error = host.tryInput('play X 1 1');
|
||||
const error = host.tryInput("play X 1 1");
|
||||
expect(error).toBeNull();
|
||||
|
||||
// Cancel to end the game since start runs until game over
|
||||
const nextPromptPromise = waitForPromptEvent(host);
|
||||
const nextPrompt = await nextPromptPromise;
|
||||
nextPrompt.cancel('test cleanup');
|
||||
nextPrompt.cancel("test cleanup");
|
||||
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
});
|
||||
|
||||
it('should reject invalid input', async () => {
|
||||
it("should reject invalid input", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
@@ -97,29 +86,29 @@ describe('GameHost', () => {
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
|
||||
const error = host.tryInput('invalid command');
|
||||
const error = host.tryInput("invalid command");
|
||||
expect(error).not.toBeNull();
|
||||
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
});
|
||||
|
||||
it('should return error when disposed', () => {
|
||||
it("should return error when disposed", () => {
|
||||
const { host } = createTestHost();
|
||||
host.dispose();
|
||||
|
||||
const result = host.tryInput('play X 1 1');
|
||||
expect(result).toBe('GameHost is disposed');
|
||||
const result = host.tryInput("play X 1 1");
|
||||
expect(result).toBe("GameHost is disposed");
|
||||
});
|
||||
});
|
||||
|
||||
describe('getActivePromptSchema', () => {
|
||||
it('should return schema when prompt is active', async () => {
|
||||
describe("getActivePromptSchema", () => {
|
||||
it("should return schema when prompt is active", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
@@ -129,26 +118,26 @@ describe('GameHost', () => {
|
||||
const schema = host.activePromptSchema.value;
|
||||
|
||||
expect(schema).not.toBeNull();
|
||||
expect(schema?.name).toBe('play');
|
||||
expect(schema?.name).toBe("play");
|
||||
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
});
|
||||
|
||||
it('should return null when no prompt is active', () => {
|
||||
it("should return null when no prompt is active", () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
expect(host.activePromptSchema.value).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('start', () => {
|
||||
it('should reset state and run start command', async () => {
|
||||
describe("start", () => {
|
||||
it("should reset state and run start command", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
// First setup - make one move
|
||||
@@ -157,20 +146,25 @@ describe('GameHost', () => {
|
||||
let promptEvent = await promptPromise;
|
||||
|
||||
// Make a move
|
||||
promptEvent.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["X", 1, 1],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
|
||||
// Wait for next prompt (next turn) and cancel
|
||||
promptPromise = waitForPromptEvent(host);
|
||||
promptEvent = await promptPromise;
|
||||
promptEvent.cancel('test end');
|
||||
promptEvent.cancel("test end");
|
||||
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test end');
|
||||
expect(error.message).toBe("test end");
|
||||
}
|
||||
expect(Object.keys(host.context._state.value.parts).length).toBe(1);
|
||||
expect(Object.keys(host.state.value.parts).length).toBe(1);
|
||||
|
||||
// Setup listener before calling start
|
||||
const newPromptPromise = waitForPromptEvent(host);
|
||||
@@ -179,15 +173,15 @@ describe('GameHost', () => {
|
||||
const newRunPromise = host.start();
|
||||
|
||||
// State should be back to initial
|
||||
expect(host.context._state.value.currentPlayer).toBe('X');
|
||||
expect(host.context._state.value.winner).toBeNull();
|
||||
expect(host.context._state.value.turn).toBe(0);
|
||||
expect(Object.keys(host.context._state.value.parts).length).toBe(0);
|
||||
expect(host.state.value.currentPlayer).toBe("X");
|
||||
expect(host.state.value.winner).toBeNull();
|
||||
expect(host.state.value.turn).toBe(0);
|
||||
expect(Object.keys(host.state.value.parts).length).toBe(0);
|
||||
|
||||
// New game should be running and prompting
|
||||
const newPrompt = await newPromptPromise;
|
||||
expect(newPrompt.schema.name).toBe('play');
|
||||
newPrompt.cancel('test end');
|
||||
expect(newPrompt.schema.name).toBe("play");
|
||||
newPrompt.cancel("test end");
|
||||
|
||||
try {
|
||||
await newRunPromise;
|
||||
@@ -196,7 +190,7 @@ describe('GameHost', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('should cancel active prompt during start', async () => {
|
||||
it("should cancel active prompt during start", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
@@ -212,31 +206,31 @@ describe('GameHost', () => {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toContain('Cancelled');
|
||||
expect(error.message).toContain("Cancelled");
|
||||
}
|
||||
|
||||
// State should be reset
|
||||
expect(host.context._state.value.currentPlayer).toBe('X');
|
||||
expect(host.context._state.value.turn).toBe(0);
|
||||
expect(host.state.value.currentPlayer).toBe("X");
|
||||
expect(host.state.value.turn).toBe(0);
|
||||
});
|
||||
|
||||
it('should throw error when disposed', () => {
|
||||
it("should throw error when disposed", () => {
|
||||
const { host } = createTestHost();
|
||||
host.dispose();
|
||||
|
||||
expect(() => host.start()).toThrow('GameHost is disposed');
|
||||
expect(() => host.start()).toThrow("GameHost is disposed");
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispose', () => {
|
||||
it('should change status to disposed', () => {
|
||||
describe("dispose", () => {
|
||||
it("should change status to disposed", () => {
|
||||
const { host } = createTestHost();
|
||||
host.dispose();
|
||||
|
||||
expect(host.status.value).toBe('disposed');
|
||||
expect(host.status.value).toBe("disposed");
|
||||
});
|
||||
|
||||
it('should cancel active prompt on dispose', async () => {
|
||||
it("should cancel active prompt on dispose", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
@@ -251,25 +245,25 @@ describe('GameHost', () => {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toContain('Cancelled');
|
||||
expect(error.message).toContain("Cancelled");
|
||||
}
|
||||
});
|
||||
|
||||
it('should be idempotent', () => {
|
||||
it("should be idempotent", () => {
|
||||
const { host } = createTestHost();
|
||||
host.dispose();
|
||||
host.dispose(); // Should not throw
|
||||
|
||||
expect(host.status.value).toBe('disposed');
|
||||
expect(host.status.value).toBe("disposed");
|
||||
});
|
||||
});
|
||||
|
||||
describe('events', () => {
|
||||
it('should emit start event', async () => {
|
||||
describe("events", () => {
|
||||
it("should emit start event", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
let setupCount = 0;
|
||||
host.on('start', () => {
|
||||
host.on("start", () => {
|
||||
setupCount++;
|
||||
});
|
||||
|
||||
@@ -281,11 +275,11 @@ describe('GameHost', () => {
|
||||
expect(setupCount).toBe(1);
|
||||
|
||||
// State should be running
|
||||
expect(host.status.value).toBe('running');
|
||||
expect(host.status.value).toBe("running");
|
||||
|
||||
// Cancel the background setup command
|
||||
const prompt = await promptPromise;
|
||||
prompt.cancel('test end');
|
||||
prompt.cancel("test end");
|
||||
|
||||
try {
|
||||
await runPromise;
|
||||
@@ -294,11 +288,11 @@ describe('GameHost', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('should emit dispose event', () => {
|
||||
it("should emit dispose event", () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
let disposeCount = 0;
|
||||
host.on('dispose', () => {
|
||||
host.on("dispose", () => {
|
||||
disposeCount++;
|
||||
});
|
||||
|
||||
@@ -306,11 +300,11 @@ describe('GameHost', () => {
|
||||
expect(disposeCount).toBe(1);
|
||||
});
|
||||
|
||||
it('should allow unsubscribing from events', () => {
|
||||
it("should allow unsubscribing from events", () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
let setupCount = 0;
|
||||
const unsubscribe = host.on('start', () => {
|
||||
const unsubscribe = host.on("start", () => {
|
||||
setupCount++;
|
||||
});
|
||||
|
||||
@@ -318,43 +312,48 @@ describe('GameHost', () => {
|
||||
|
||||
// No event should be emitted
|
||||
// (we can't easily test this without triggering setup, but we verify unsubscribe works)
|
||||
expect(typeof unsubscribe).toBe('function');
|
||||
expect(typeof unsubscribe).toBe("function");
|
||||
});
|
||||
});
|
||||
|
||||
describe('reactive state', () => {
|
||||
it('should have state that reflects game progress', async () => {
|
||||
describe("reactive state", () => {
|
||||
it("should have state that reflects game progress", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
// Initial state
|
||||
expect(host.context._state.value.currentPlayer).toBe('X');
|
||||
expect(host.context._state.value.turn).toBe(0);
|
||||
expect(host.state.value.currentPlayer).toBe("X");
|
||||
expect(host.state.value.turn).toBe(0);
|
||||
|
||||
// Make a move
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
const runPromise = host.start();
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
promptEvent.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["X", 1, 1],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
|
||||
// Wait for next prompt and cancel
|
||||
const nextPromptPromise = waitForPromptEvent(host);
|
||||
const nextPrompt = await nextPromptPromise;
|
||||
nextPrompt.cancel('test end');
|
||||
nextPrompt.cancel("test end");
|
||||
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test end');
|
||||
expect(error.message).toBe("test end");
|
||||
}
|
||||
|
||||
expect(host.context._state.value.currentPlayer).toBe('O');
|
||||
expect(host.context._state.value.turn).toBe(1);
|
||||
expect(Object.keys(host.context._state.value.parts).length).toBe(1);
|
||||
expect(host.state.value.currentPlayer).toBe("O");
|
||||
expect(host.state.value.turn).toBe(1);
|
||||
expect(Object.keys(host.state.value.parts).length).toBe(1);
|
||||
});
|
||||
|
||||
it('should update activePromptSchema reactively', async () => {
|
||||
it("should update activePromptSchema reactively", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
// Initially null
|
||||
@@ -368,11 +367,11 @@ describe('GameHost', () => {
|
||||
|
||||
// Now schema should be set
|
||||
expect(host.activePromptSchema.value).not.toBeNull();
|
||||
expect(host.activePromptSchema.value?.name).toBe('play');
|
||||
expect(host.activePromptSchema.value?.name).toBe("play");
|
||||
|
||||
// Cancel and wait
|
||||
const cancelEvent = host.activePromptSchema.value;
|
||||
host.context._commands._cancel();
|
||||
// @ts-ignore - accessing private _context for testing
|
||||
host._context._commands._cancel();
|
||||
try {
|
||||
await runPromise;
|
||||
} catch {
|
||||
@@ -384,29 +383,30 @@ describe('GameHost', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('full game', () => {
|
||||
it('should run a complete game of tic-tac-toe with X winning diagonally', async () => {
|
||||
describe("full game", () => {
|
||||
it("should run a complete game of tic-tac-toe with X winning diagonally", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
// Initial state
|
||||
expect(host.context._state.value.currentPlayer).toBe('X');
|
||||
expect(host.context._state.value.winner).toBeNull();
|
||||
expect(host.context._state.value.turn).toBe(0);
|
||||
expect(Object.keys(host.context._state.value.parts).length).toBe(0);
|
||||
expect(host.state.value.currentPlayer).toBe("X");
|
||||
expect(host.state.value.winner).toBeNull();
|
||||
expect(host.state.value.turn).toBe(0);
|
||||
expect(Object.keys(host.state.value.parts).length).toBe(0);
|
||||
|
||||
// X wins diagonally: (0,0), (1,1), (2,2)
|
||||
// O plays: (0,1), (2,1)
|
||||
const moves = [
|
||||
'play X 0 0', // turn 1: X
|
||||
'play O 0 1', // turn 2: O
|
||||
'play X 1 1', // turn 3: X
|
||||
'play O 2 1', // turn 4: O
|
||||
'play X 2 2', // turn 5: X wins!
|
||||
"play X 0 0", // turn 1: X
|
||||
"play O 0 1", // turn 2: O
|
||||
"play X 1 1", // turn 3: X
|
||||
"play O 2 1", // turn 4: O
|
||||
"play X 2 2", // turn 5: X wins!
|
||||
];
|
||||
|
||||
// Track prompt events in a queue
|
||||
const promptEvents: PromptEvent[] = [];
|
||||
host.context._commands.on('prompt', (e) => {
|
||||
// @ts-ignore - accessing private _context for testing
|
||||
host._context._commands.on("prompt", (e) => {
|
||||
promptEvents.push(e);
|
||||
});
|
||||
|
||||
@@ -416,71 +416,83 @@ describe('GameHost', () => {
|
||||
for (let i = 0; i < moves.length; i++) {
|
||||
// Wait until the next prompt event arrives
|
||||
while (i >= promptEvents.length) {
|
||||
await new Promise(r => setTimeout(r, 10));
|
||||
await new Promise((r) => setTimeout(r, 10));
|
||||
}
|
||||
|
||||
const promptEvent = promptEvents[i];
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
expect(promptEvent.schema.name).toBe("play");
|
||||
|
||||
// Submit the move
|
||||
const error = host.tryInput(moves[i]);
|
||||
expect(error).toBeNull();
|
||||
|
||||
// Wait for the command to complete before submitting next move
|
||||
await new Promise(resolve => setImmediate(resolve));
|
||||
await new Promise((resolve) => setImmediate(resolve));
|
||||
}
|
||||
|
||||
// Wait for setup to complete (game ended with winner)
|
||||
try {
|
||||
const finalState = await setupPromise;
|
||||
expect(finalState.winner).toBe('X');
|
||||
expect(finalState.winner).toBe("X");
|
||||
|
||||
// Final state checks
|
||||
expect(host.context._state.value.winner).toBe('X');
|
||||
expect(host.context._state.value.currentPlayer).toBe('X');
|
||||
expect(Object.keys(host.context._state.value.parts).length).toBe(5);
|
||||
expect(host.state.value.winner).toBe("X");
|
||||
expect(host.state.value.currentPlayer).toBe("X");
|
||||
expect(Object.keys(host.state.value.parts).length).toBe(5);
|
||||
|
||||
// Verify winning diagonal
|
||||
const parts = Object.values(host.context._state.value.parts);
|
||||
const xPieces = parts.filter(p => p.player === 'X');
|
||||
const parts = Object.values(host.state.value.parts);
|
||||
const xPieces = parts.filter((p: any) => p.player === "X");
|
||||
expect(xPieces).toHaveLength(3);
|
||||
expect(xPieces.some(p => JSON.stringify(p.position) === JSON.stringify([0, 0]))).toBe(true);
|
||||
expect(xPieces.some(p => JSON.stringify(p.position) === JSON.stringify([1, 1]))).toBe(true);
|
||||
expect(xPieces.some(p => JSON.stringify(p.position) === JSON.stringify([2, 2]))).toBe(true);
|
||||
expect(
|
||||
xPieces.some(
|
||||
(p: any) => JSON.stringify(p.position) === JSON.stringify([0, 0]),
|
||||
),
|
||||
).toBe(true);
|
||||
expect(
|
||||
xPieces.some(
|
||||
(p: any) => JSON.stringify(p.position) === JSON.stringify([1, 1]),
|
||||
),
|
||||
).toBe(true);
|
||||
expect(
|
||||
xPieces.some(
|
||||
(p: any) => JSON.stringify(p.position) === JSON.stringify([2, 2]),
|
||||
),
|
||||
).toBe(true);
|
||||
} catch (e) {
|
||||
// If setup fails due to cancellation, check state directly
|
||||
const error = e as Error;
|
||||
if (!error.message.includes('Cancelled')) {
|
||||
if (!error.message.includes("Cancelled")) {
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
|
||||
host.dispose();
|
||||
expect(host.status.value).toBe('disposed');
|
||||
expect(host.status.value).toBe("disposed");
|
||||
});
|
||||
});
|
||||
|
||||
describe('currentPlayer in prompt', () => {
|
||||
it('should have currentPlayer in PromptEvent', async () => {
|
||||
describe("currentPlayer in prompt", () => {
|
||||
it("should have currentPlayer in PromptEvent", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
const runPromise = host.start();
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.currentPlayer).toBe('X');
|
||||
expect(host.activePromptPlayer.value).toBe('X');
|
||||
expect(promptEvent.currentPlayer).toBe("X");
|
||||
expect(host.activePromptPlayer.value).toBe("X");
|
||||
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
});
|
||||
|
||||
it('should update activePromptPlayer reactively', async () => {
|
||||
it("should update activePromptPlayer reactively", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
// Initially null
|
||||
@@ -490,25 +502,30 @@ describe('GameHost', () => {
|
||||
let promptPromise = waitForPromptEvent(host);
|
||||
let runPromise = host.start();
|
||||
let promptEvent = await promptPromise;
|
||||
expect(promptEvent.currentPlayer).toBe('X');
|
||||
expect(host.activePromptPlayer.value).toBe('X');
|
||||
expect(promptEvent.currentPlayer).toBe("X");
|
||||
expect(host.activePromptPlayer.value).toBe("X");
|
||||
|
||||
// Make a move
|
||||
promptEvent.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["X", 1, 1],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
|
||||
// Second prompt - O's turn
|
||||
promptPromise = waitForPromptEvent(host);
|
||||
promptEvent = await promptPromise;
|
||||
expect(promptEvent.currentPlayer).toBe('O');
|
||||
expect(host.activePromptPlayer.value).toBe('O');
|
||||
expect(promptEvent.currentPlayer).toBe("O");
|
||||
expect(host.activePromptPlayer.value).toBe("O");
|
||||
|
||||
// Cancel
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
|
||||
// After prompt ends, player should be null
|
||||
@@ -516,35 +533,35 @@ describe('GameHost', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('tryAnswerPrompt', () => {
|
||||
it('should answer prompt with valid arguments', async () => {
|
||||
describe("tryAnswerPrompt", () => {
|
||||
it("should answer prompt with valid arguments", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
const runPromise = host.start();
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
expect(promptEvent.schema.name).toBe("play");
|
||||
|
||||
// Use tryAnswerPrompt with the prompt def
|
||||
const { prompts } = await import('@/samples/tic-tac-toe');
|
||||
const error = host.tryAnswerPrompt(prompts.play, 'X', 1, 1);
|
||||
const { prompts } = await import("@/samples/tic-tac-toe");
|
||||
const error = host.tryAnswerPrompt(prompts.play, "X", 1, 1);
|
||||
expect(error).toBeNull();
|
||||
|
||||
// Wait for next prompt and cancel
|
||||
const nextPromptPromise = waitForPromptEvent(host);
|
||||
const nextPrompt = await nextPromptPromise;
|
||||
nextPrompt.cancel('test cleanup');
|
||||
nextPrompt.cancel("test cleanup");
|
||||
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
});
|
||||
|
||||
it('should reject invalid arguments', async () => {
|
||||
it("should reject invalid arguments", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
const promptPromise = waitForPromptEvent(host);
|
||||
@@ -553,26 +570,26 @@ describe('GameHost', () => {
|
||||
const promptEvent = await promptPromise;
|
||||
|
||||
// Use tryAnswerPrompt with invalid position
|
||||
const { prompts } = await import('@/samples/tic-tac-toe');
|
||||
const error = host.tryAnswerPrompt(prompts.play, 'X', 5, 5);
|
||||
const { prompts } = await import("@/samples/tic-tac-toe");
|
||||
const error = host.tryAnswerPrompt(prompts.play, "X", 5, 5);
|
||||
expect(error).not.toBeNull();
|
||||
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
try {
|
||||
await runPromise;
|
||||
} catch (e) {
|
||||
const error = e as Error;
|
||||
expect(error.message).toBe('test cleanup');
|
||||
expect(error.message).toBe("test cleanup");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('addInterruption and clearInterruptions', () => {
|
||||
it('should add interruption promise to state', async () => {
|
||||
describe("addInterruption and clearInterruptions", () => {
|
||||
it("should add interruption promise to state", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
let resolveInterruption: () => void;
|
||||
const interruptionPromise = new Promise<void>(resolve => {
|
||||
const interruptionPromise = new Promise<void>((resolve) => {
|
||||
resolveInterruption = resolve;
|
||||
});
|
||||
|
||||
@@ -589,7 +606,7 @@ describe('GameHost', () => {
|
||||
resolveInterruption!();
|
||||
|
||||
// Cancel and cleanup
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
try {
|
||||
await runPromise;
|
||||
} catch {
|
||||
@@ -597,15 +614,15 @@ describe('GameHost', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it('should clear all pending interruptions', async () => {
|
||||
it("should clear all pending interruptions", async () => {
|
||||
const { host } = createTestHost();
|
||||
|
||||
let resolveInterruption1: () => void;
|
||||
let resolveInterruption2: () => void;
|
||||
const interruptionPromise1 = new Promise<void>(resolve => {
|
||||
const interruptionPromise1 = new Promise<void>((resolve) => {
|
||||
resolveInterruption1 = resolve;
|
||||
});
|
||||
const interruptionPromise2 = new Promise<void>(resolve => {
|
||||
const interruptionPromise2 = new Promise<void>((resolve) => {
|
||||
resolveInterruption2 = resolve;
|
||||
});
|
||||
|
||||
@@ -621,7 +638,7 @@ describe('GameHost', () => {
|
||||
const runPromise = host.start();
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
promptEvent.cancel('test cleanup');
|
||||
promptEvent.cancel("test cleanup");
|
||||
|
||||
try {
|
||||
await runPromise;
|
||||
|
||||
+78
-56
@@ -1,14 +1,24 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
|
||||
import type { PromptEvent, Command } from '@/utils/command';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createGameContext,
|
||||
createGameCommandRegistry,
|
||||
createPromptDef,
|
||||
IGameContext,
|
||||
PromptDef,
|
||||
} from "@/core/game";
|
||||
import type {
|
||||
PromptEvent,
|
||||
Command,
|
||||
CommandRunnerContext,
|
||||
} from "@/utils/command";
|
||||
|
||||
type MyState = {
|
||||
score: number;
|
||||
round: number;
|
||||
};
|
||||
|
||||
describe('createGameContext', () => {
|
||||
it('should create a game context with state', () => {
|
||||
describe("createGameContext", () => {
|
||||
it("should create a game context with state", () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
@@ -16,7 +26,7 @@ describe('createGameContext', () => {
|
||||
expect(ctx._state.value).toBeDefined();
|
||||
});
|
||||
|
||||
it('should wire commands to the context', () => {
|
||||
it("should wire commands to the context", () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
@@ -24,7 +34,7 @@ describe('createGameContext', () => {
|
||||
expect(ctx._commands.registry).toBe(registry);
|
||||
});
|
||||
|
||||
it('should accept initial state as an object', () => {
|
||||
it("should accept initial state as an object", () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, {
|
||||
score: 0,
|
||||
@@ -35,7 +45,7 @@ describe('createGameContext', () => {
|
||||
expect(ctx._state.value.round).toBe(1);
|
||||
});
|
||||
|
||||
it('should accept initial state as a factory function', () => {
|
||||
it("should accept initial state as a factory function", () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
score: 10,
|
||||
@@ -46,24 +56,32 @@ describe('createGameContext', () => {
|
||||
expect(ctx._state.value.round).toBe(3);
|
||||
});
|
||||
|
||||
it('should forward prompt events via listener', async () => {
|
||||
it("should forward prompt events via listener", async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
registry.register('test <value>', async function (_ctx, value) {
|
||||
return this.prompt({schema: 'prompt <answer>'}, () => 'ok');
|
||||
registry.register("test <value>", async function (_ctx, value) {
|
||||
return _ctx.prompt(
|
||||
createPromptDef("prompt <answer>"),
|
||||
(answer) => answer,
|
||||
);
|
||||
});
|
||||
|
||||
const promptPromise = new Promise<PromptEvent>(resolve => {
|
||||
ctx._commands.on('prompt', resolve);
|
||||
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||
ctx._commands.on("prompt", resolve);
|
||||
});
|
||||
const runPromise = ctx.run('test hello');
|
||||
const runPromise = ctx.run("test hello");
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('prompt');
|
||||
expect(promptEvent.schema.name).toBe("prompt");
|
||||
|
||||
const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "prompt",
|
||||
params: ["yes"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
@@ -71,41 +89,41 @@ describe('createGameContext', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('createGameCommand', () => {
|
||||
it('should run a command with access to game context', async () => {
|
||||
describe("createGameCommand", () => {
|
||||
it("should run a command with access to game context", async () => {
|
||||
const registry = createGameCommandRegistry<{ marker: string }>();
|
||||
|
||||
registry.register('set-marker <id>', async function (ctx, id) {
|
||||
ctx.produce(state => {
|
||||
registry.register("set-marker <id>", async function (ctx, id) {
|
||||
ctx.produce((state) => {
|
||||
state.marker = id;
|
||||
});
|
||||
return id;
|
||||
});
|
||||
|
||||
const ctx = createGameContext(registry, { marker: '' });
|
||||
const ctx = createGameContext(registry, { marker: "" });
|
||||
|
||||
const result = await ctx.run('set-marker board');
|
||||
const result = await ctx.run("set-marker board");
|
||||
if (!result.success) {
|
||||
console.error('Error:', result.error);
|
||||
console.error("Error:", result.error);
|
||||
}
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('board');
|
||||
expect(result.result).toBe("board");
|
||||
}
|
||||
expect(ctx._state.value.marker).toBe('board');
|
||||
expect(ctx._state.value.marker).toBe("board");
|
||||
});
|
||||
|
||||
it('should run a typed command with extended context', async () => {
|
||||
it("should run a typed command with extended context", async () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
|
||||
registry.register(
|
||||
'add-score <amount:number>',
|
||||
"add-score <amount:number>",
|
||||
async function (ctx, amount) {
|
||||
ctx.produce(state => {
|
||||
ctx.produce((state) => {
|
||||
state.score += amount;
|
||||
});
|
||||
return ctx.value.score;
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
@@ -113,7 +131,7 @@ describe('createGameCommand', () => {
|
||||
round: 1,
|
||||
}));
|
||||
|
||||
const result = await ctx.run('add-score 5');
|
||||
const result = await ctx.run("add-score 5");
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe(5);
|
||||
@@ -121,67 +139,71 @@ describe('createGameCommand', () => {
|
||||
expect(ctx._state.value.score).toBe(5);
|
||||
});
|
||||
|
||||
it('should return error for unknown command', async () => {
|
||||
it("should return error for unknown command", async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
const result = await ctx.run('nonexistent');
|
||||
const result = await ctx.run("nonexistent");
|
||||
expect(result.success).toBe(false);
|
||||
if (!result.success) {
|
||||
expect(result.error).toContain('nonexistent');
|
||||
expect(result.error).toContain("nonexistent");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('createPromptDef', () => {
|
||||
it('should create a PromptDef with string schema', () => {
|
||||
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
|
||||
describe("createPromptDef", () => {
|
||||
it("should create a PromptDef with string schema", () => {
|
||||
const promptDef = createPromptDef<[string, number]>(
|
||||
"play <player> <score:number>",
|
||||
);
|
||||
|
||||
expect(promptDef).toBeDefined();
|
||||
expect(promptDef.schema.name).toBe('play');
|
||||
expect(promptDef.schema.name).toBe("play");
|
||||
expect(promptDef.schema.params).toHaveLength(2);
|
||||
expect(promptDef.schema.params[0].name).toBe('player');
|
||||
expect(promptDef.schema.params[1].name).toBe('score');
|
||||
expect(promptDef.schema.params[0].name).toBe("player");
|
||||
expect(promptDef.schema.params[1].name).toBe("score");
|
||||
});
|
||||
|
||||
it('should create a PromptDef with CommandSchema object', () => {
|
||||
it("should create a PromptDef with CommandSchema object", () => {
|
||||
const schemaObj = {
|
||||
name: 'test',
|
||||
name: "test",
|
||||
params: [],
|
||||
options: {},
|
||||
flags: {}
|
||||
flags: {},
|
||||
};
|
||||
const promptDef = createPromptDef<[]>(schemaObj);
|
||||
|
||||
expect(promptDef.schema).toEqual(schemaObj);
|
||||
});
|
||||
|
||||
it('should be usable with game.prompt', async () => {
|
||||
it("should be usable with game.prompt", async () => {
|
||||
const registry = createGameCommandRegistry<{ score: number }>();
|
||||
|
||||
registry.register('test-prompt', async function(ctx) {
|
||||
const promptDef = createPromptDef<[number]>('input <value:number>');
|
||||
const result = await ctx.prompt(
|
||||
promptDef,
|
||||
(value) => {
|
||||
if (value < 0) throw 'Value must be positive';
|
||||
registry.register("test-prompt", async function (ctx) {
|
||||
const promptDef = createPromptDef<[number]>("input <value:number>");
|
||||
const result = await ctx.prompt(promptDef, (value) => {
|
||||
if (value < 0) throw "Value must be positive";
|
||||
return value;
|
||||
}
|
||||
);
|
||||
});
|
||||
return result;
|
||||
});
|
||||
|
||||
const ctx = createGameContext(registry, { score: 0 });
|
||||
|
||||
const promptPromise = new Promise<PromptEvent>(resolve => {
|
||||
ctx._commands.on('prompt', resolve);
|
||||
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||
ctx._commands.on("prompt", resolve);
|
||||
});
|
||||
const runPromise = ctx.run('test-prompt');
|
||||
const runPromise = ctx.run("test-prompt");
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.schema.name).toBe('input');
|
||||
expect(promptEvent.schema.name).toBe("input");
|
||||
|
||||
const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} });
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "input",
|
||||
params: [42],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
|
||||
+355
-231
@@ -1,66 +1,81 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { registry, createInitialState, BoopState } from '@/samples/boop';
|
||||
import { createGameContext } from '@/core/game';
|
||||
import type { PromptEvent } from '@/utils/command';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { registry, createInitialState, BoopState } from "@/samples/boop";
|
||||
import { createGameContext } from "@/core/game";
|
||||
import type { PromptEvent } from "@/utils/command";
|
||||
|
||||
function createTestContext() {
|
||||
const ctx = createGameContext(registry, createInitialState());
|
||||
return { registry, ctx };
|
||||
}
|
||||
|
||||
function waitForPrompt(ctx: ReturnType<typeof createTestContext>['ctx']): Promise<PromptEvent> {
|
||||
return new Promise(resolve => {
|
||||
ctx._commands.on('prompt', resolve);
|
||||
function waitForPrompt(
|
||||
ctx: ReturnType<typeof createTestContext>["ctx"],
|
||||
): Promise<PromptEvent> {
|
||||
return new Promise((resolve) => {
|
||||
ctx._commands.on("prompt", resolve);
|
||||
});
|
||||
}
|
||||
|
||||
describe('Boop Game', () => {
|
||||
describe('Setup', () => {
|
||||
it('should create initial state correctly', () => {
|
||||
describe("Boop Game", () => {
|
||||
describe("Setup", () => {
|
||||
it("should create initial state correctly", () => {
|
||||
const state = createInitialState();
|
||||
|
||||
expect(state.currentPlayer).toBe('white');
|
||||
expect(state.currentPlayer).toBe("white");
|
||||
expect(state.winner).toBeNull();
|
||||
expect(state.regions.board).toBeDefined();
|
||||
expect(state.regions.white).toBeDefined();
|
||||
expect(state.regions.black).toBeDefined();
|
||||
|
||||
// 8 kittens per player
|
||||
const whiteKittens = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'kitten');
|
||||
const blackKittens = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'kitten');
|
||||
const whiteKittens = Object.values(state.pieces).filter(
|
||||
(p) => p.player === "white" && p.type === "kitten",
|
||||
);
|
||||
const blackKittens = Object.values(state.pieces).filter(
|
||||
(p) => p.player === "black" && p.type === "kitten",
|
||||
);
|
||||
expect(whiteKittens.length).toBe(8);
|
||||
expect(blackKittens.length).toBe(8);
|
||||
|
||||
// 8 cats per player (initially in box)
|
||||
const whiteCats = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'cat');
|
||||
const blackCats = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'cat');
|
||||
const whiteCats = Object.values(state.pieces).filter(
|
||||
(p) => p.player === "white" && p.type === "cat",
|
||||
);
|
||||
const blackCats = Object.values(state.pieces).filter(
|
||||
(p) => p.player === "black" && p.type === "cat",
|
||||
);
|
||||
expect(whiteCats.length).toBe(8);
|
||||
expect(blackCats.length).toBe(8);
|
||||
|
||||
// All cats should be in box (regionId = '')
|
||||
whiteCats.forEach(cat => expect(cat.regionId).toBe(''));
|
||||
blackCats.forEach(cat => expect(cat.regionId).toBe(''));
|
||||
whiteCats.forEach((cat) => expect(cat.regionId).toBe(""));
|
||||
blackCats.forEach((cat) => expect(cat.regionId).toBe(""));
|
||||
|
||||
// Kittens should be in player supplies
|
||||
whiteKittens.forEach(k => expect(k.regionId).toBe('white'));
|
||||
blackKittens.forEach(k => expect(k.regionId).toBe('black'));
|
||||
whiteKittens.forEach((k) => expect(k.regionId).toBe("white"));
|
||||
blackKittens.forEach((k) => expect(k.regionId).toBe("black"));
|
||||
});
|
||||
});
|
||||
|
||||
describe('Place and Boop Commands', () => {
|
||||
it('should place a kitten via play command', async () => {
|
||||
describe("Place and Boop Commands", () => {
|
||||
it("should place a kitten via play command", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Use turn command instead of setup which runs indefinitely
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.run('turn white');
|
||||
const runPromise = ctx.run("turn white");
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
expect(promptEvent.schema.name).toBe("play");
|
||||
|
||||
// Place a kitten at position 2,2
|
||||
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
@@ -72,29 +87,41 @@ describe('Boop Game', () => {
|
||||
expect(boardPieces.length).toBeGreaterThan(0);
|
||||
|
||||
// Should have one less kitten in supply
|
||||
const whiteSupply = state.regions.white.childIds.filter(id => state.pieces[id].type === 'kitten');
|
||||
const whiteSupply = state.regions.white.childIds.filter(
|
||||
(id) => state.pieces[id].type === "kitten",
|
||||
);
|
||||
expect(whiteSupply.length).toBe(7);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Boop Mechanics', () => {
|
||||
it('should boop adjacent pieces away from placement', async () => {
|
||||
describe("Boop Mechanics", () => {
|
||||
it("should boop adjacent pieces away from placement", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// White places at 2,2
|
||||
let promptPromise = waitForPrompt(ctx);
|
||||
let runPromise = ctx.run('turn white');
|
||||
let runPromise = ctx.run("turn white");
|
||||
let promptEvent = await promptPromise;
|
||||
let error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
|
||||
let error = promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
let result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
// Black places at 2,3, which will boop white's piece
|
||||
promptPromise = waitForPrompt(ctx);
|
||||
runPromise = ctx.run('turn black');
|
||||
runPromise = ctx.run("turn black");
|
||||
promptEvent = await promptPromise;
|
||||
error = promptEvent.tryCommit({ name: 'play', params: ['black', 2, 3, 'kitten'], options: {}, flags: {} });
|
||||
error = promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["black", 2, 3, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
@@ -105,152 +132,186 @@ describe('Boop Game', () => {
|
||||
expect(boardPieceCount).toBeGreaterThanOrEqual(1);
|
||||
});
|
||||
|
||||
it('should handle pieces being booped off the board', async () => {
|
||||
it("should handle pieces being booped off the board", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// White places at corner
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.run('turn white');
|
||||
const runPromise = ctx.run("turn white");
|
||||
const promptEvent = await promptPromise;
|
||||
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 0, 0, 'kitten'], options: {}, flags: {} });
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 0, 0, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const state = ctx.value;
|
||||
// Verify placement
|
||||
expect(state.regions.board.partMap['0,0']).toBeDefined();
|
||||
expect(state.regions.board.partMap["0,0"]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('Full Game Flow', () => {
|
||||
it('should play a turn and switch players', async () => {
|
||||
describe("Full Game Flow", () => {
|
||||
it("should play a turn and switch players", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// White's turn - place at 2,2
|
||||
let promptPromise = waitForPrompt(ctx);
|
||||
let runPromise = ctx.run('turn white');
|
||||
let runPromise = ctx.run("turn white");
|
||||
let prompt = await promptPromise;
|
||||
const error1 = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
|
||||
const error1 = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error1).toBeNull();
|
||||
let result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const stateAfterWhite = ctx.value;
|
||||
// Should have placed a piece
|
||||
expect(stateAfterWhite.regions.board.partMap['2,2']).toBeDefined();
|
||||
expect(stateAfterWhite.regions.board.partMap["2,2"]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('Kitten vs Cat Hierarchy', () => {
|
||||
it('should not boop cats when placing a kitten', async () => {
|
||||
describe("Kitten vs Cat Hierarchy", () => {
|
||||
it("should not boop cats when placing a kitten", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// White places a kitten at 2,2
|
||||
let promptPromise = waitForPrompt(ctx);
|
||||
let runPromise = ctx.run('turn white');
|
||||
let runPromise = ctx.run("turn white");
|
||||
let prompt = await promptPromise;
|
||||
let error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
|
||||
let error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
let result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
// Manually move white's kitten to box and replace with a cat (for testing)
|
||||
ctx.produce(state => {
|
||||
const whiteKitten = state.pieces['white-kitten-1'];
|
||||
if (whiteKitten && whiteKitten.regionId === 'board') {
|
||||
whiteKitten.type = 'cat';
|
||||
ctx.produce((state) => {
|
||||
const whiteKitten = state.pieces["white-kitten-1"];
|
||||
if (whiteKitten && whiteKitten.regionId === "board") {
|
||||
(whiteKitten as { type: string }).type = "cat";
|
||||
}
|
||||
});
|
||||
|
||||
// Black places a kitten at 2,3 (adjacent to the cat)
|
||||
promptPromise = waitForPrompt(ctx);
|
||||
runPromise = ctx.run('turn black');
|
||||
runPromise = ctx.run("turn black");
|
||||
prompt = await promptPromise;
|
||||
error = prompt.tryCommit({ name: 'play', params: ['black', 2, 3, 'kitten'], options: {}, flags: {} });
|
||||
error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["black", 2, 3, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const state = ctx.value;
|
||||
// White's cat should still be at 2,2 (not booped)
|
||||
expect(state.regions.board.partMap['2,2']).toBe('white-kitten-1');
|
||||
expect(state.regions.board.partMap["2,2"]).toBe("white-kitten-1");
|
||||
// Black's kitten should be at 2,3
|
||||
expect(state.regions.board.partMap['2,3']).toBe('black-kitten-1');
|
||||
expect(state.regions.board.partMap["2,3"]).toBe("black-kitten-1");
|
||||
});
|
||||
|
||||
it('should boop both kittens and cats when placing a cat', async () => {
|
||||
it("should boop both kittens and cats when placing a cat", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually set up: white cat at 2,3, black cat at 3,2
|
||||
// First move cats to white and black supplies
|
||||
ctx.produce(state => {
|
||||
const whiteCat = state.pieces['white-cat-1'];
|
||||
const blackCat = state.pieces['black-cat-1'];
|
||||
if (whiteCat && whiteCat.regionId === '') {
|
||||
whiteCat.regionId = 'white';
|
||||
ctx.produce((state) => {
|
||||
const whiteCat = state.pieces["white-cat-1"];
|
||||
const blackCat = state.pieces["black-cat-1"];
|
||||
if (whiteCat && whiteCat.regionId === "") {
|
||||
whiteCat.regionId = "white";
|
||||
state.regions.white.childIds.push(whiteCat.id);
|
||||
}
|
||||
if (blackCat && blackCat.regionId === '') {
|
||||
blackCat.regionId = 'black';
|
||||
if (blackCat && blackCat.regionId === "") {
|
||||
blackCat.regionId = "black";
|
||||
state.regions.black.childIds.push(blackCat.id);
|
||||
}
|
||||
});
|
||||
|
||||
// Now move them to the board
|
||||
ctx.produce(state => {
|
||||
const whiteCat = state.pieces['white-cat-1'];
|
||||
const blackCat = state.pieces['black-cat-1'];
|
||||
if (whiteCat && whiteCat.regionId === 'white') {
|
||||
whiteCat.regionId = 'board';
|
||||
ctx.produce((state) => {
|
||||
const whiteCat = state.pieces["white-cat-1"];
|
||||
const blackCat = state.pieces["black-cat-1"];
|
||||
if (whiteCat && whiteCat.regionId === "white") {
|
||||
whiteCat.regionId = "board";
|
||||
whiteCat.position = [2, 3];
|
||||
state.regions.board.partMap['2,3'] = whiteCat.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== whiteCat.id);
|
||||
state.regions.board.partMap["2,3"] = whiteCat.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== whiteCat.id,
|
||||
);
|
||||
}
|
||||
if (blackCat && blackCat.regionId === 'black') {
|
||||
blackCat.regionId = 'board';
|
||||
if (blackCat && blackCat.regionId === "black") {
|
||||
blackCat.regionId = "board";
|
||||
blackCat.position = [3, 2];
|
||||
state.regions.board.partMap['3,2'] = blackCat.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== blackCat.id);
|
||||
state.regions.board.partMap["3,2"] = blackCat.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(
|
||||
(id) => id !== blackCat.id,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// Give white another cat for placement
|
||||
ctx.produce(state => {
|
||||
const whiteCat2 = state.pieces['white-cat-2'];
|
||||
if (whiteCat2 && whiteCat2.regionId === '') {
|
||||
whiteCat2.regionId = 'white';
|
||||
ctx.produce((state) => {
|
||||
const whiteCat2 = state.pieces["white-cat-2"];
|
||||
if (whiteCat2 && whiteCat2.regionId === "") {
|
||||
whiteCat2.regionId = "white";
|
||||
state.regions.white.childIds.push(whiteCat2.id);
|
||||
}
|
||||
});
|
||||
|
||||
// White places a cat at 2,2 (should boop black's cat at 3,2 to 4,2)
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.run('turn white');
|
||||
const runPromise = ctx.run("turn white");
|
||||
const prompt = await promptPromise;
|
||||
const error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'cat'], options: {}, flags: {} });
|
||||
const error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "cat"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const state = ctx.value;
|
||||
// Black's cat should have been booped to 4,2
|
||||
expect(state.regions.board.partMap['4,2']).toBeDefined();
|
||||
const pieceAt42 = state.pieces[state.regions.board.partMap['4,2']];
|
||||
expect(pieceAt42?.player).toBe('black');
|
||||
expect(pieceAt42?.type).toBe('cat');
|
||||
expect(state.regions.board.partMap["4,2"]).toBeDefined();
|
||||
const pieceAt42 = state.pieces[state.regions.board.partMap["4,2"]];
|
||||
expect(pieceAt42?.player).toBe("black");
|
||||
expect(pieceAt42?.type).toBe("cat");
|
||||
});
|
||||
});
|
||||
|
||||
describe('Boop Obstructions', () => {
|
||||
it('should boop pieces to empty positions', async () => {
|
||||
describe("Boop Obstructions", () => {
|
||||
it("should boop pieces to empty positions", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// White places at 2,2
|
||||
let promptPromise = waitForPrompt(ctx);
|
||||
let runPromise = ctx.run('turn white');
|
||||
let runPromise = ctx.run("turn white");
|
||||
let prompt = await promptPromise;
|
||||
let error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
|
||||
let error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
let result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
@@ -261,9 +322,14 @@ describe('Boop Game', () => {
|
||||
|
||||
// Black places at 3,3
|
||||
promptPromise = waitForPrompt(ctx);
|
||||
runPromise = ctx.run('turn black');
|
||||
runPromise = ctx.run("turn black");
|
||||
prompt = await promptPromise;
|
||||
error = prompt.tryCommit({ name: 'play', params: ['black', 3, 3, 'kitten'], options: {}, flags: {} });
|
||||
error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["black", 3, 3, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
@@ -276,294 +342,334 @@ describe('Boop Game', () => {
|
||||
expect(boardPieces.length).toBe(2);
|
||||
|
||||
// Find black's piece
|
||||
const blackPiece = boardPieces.find(([pos, id]) => state.pieces[id]?.player === 'black');
|
||||
const blackPiece = boardPieces.find(
|
||||
([pos, id]) => state.pieces[id]?.player === "black",
|
||||
);
|
||||
expect(blackPiece).toBeDefined();
|
||||
});
|
||||
|
||||
it('should keep both pieces in place when boop is blocked', async () => {
|
||||
it("should keep both pieces in place when boop is blocked", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Setup: place white at 2,2 and 4,4, black at 3,3
|
||||
await ctx._commands.run('place 2 2 white kitten');
|
||||
await ctx._commands.run('place 3 3 black kitten');
|
||||
await ctx._commands.run('place 4 4 white kitten');
|
||||
await ctx._commands.run("place 2 2 white kitten");
|
||||
await ctx._commands.run("place 3 3 black kitten");
|
||||
await ctx._commands.run("place 4 4 white kitten");
|
||||
|
||||
const stateBefore = ctx.value;
|
||||
// Verify setup - 3 pieces on board
|
||||
const boardPiecesBefore = Object.keys(stateBefore.regions.board.partMap);
|
||||
expect(boardPiecesBefore.length).toBe(3);
|
||||
expect(stateBefore.regions.board.partMap['2,2']).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap['3,3']).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap['4,4']).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap["2,2"]).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap["3,3"]).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap["4,4"]).toBeDefined();
|
||||
|
||||
// Black places at 2,3 - should try to boop piece at 3,3 to 4,4
|
||||
// but 4,4 is occupied, so both should stay
|
||||
await ctx._commands.run('place 2 3 black kitten');
|
||||
await ctx._commands.run("place 2 3 black kitten");
|
||||
|
||||
const state = ctx.value;
|
||||
// Should now have 4 pieces on board
|
||||
const boardPiecesAfter = Object.keys(state.regions.board.partMap);
|
||||
expect(boardPiecesAfter.length).toBe(4);
|
||||
// 3,3 should still have the same piece (not booped)
|
||||
expect(state.regions.board.partMap['3,3']).toBeDefined();
|
||||
expect(state.regions.board.partMap["3,3"]).toBeDefined();
|
||||
// 4,4 should still be occupied
|
||||
expect(state.regions.board.partMap['4,4']).toBeDefined();
|
||||
expect(state.regions.board.partMap["4,4"]).toBeDefined();
|
||||
// 2,3 should have black's new piece
|
||||
expect(state.regions.board.partMap['2,3']).toBeDefined();
|
||||
expect(state.regions.board.partMap["2,3"]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('Graduation Mechanic', () => {
|
||||
it('should graduate three kittens in a row to cats', async () => {
|
||||
describe("Graduation Mechanic", () => {
|
||||
it("should graduate three kittens in a row to cats", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually place three white kittens in a row
|
||||
ctx.produce(state => {
|
||||
const k1 = state.pieces['white-kitten-1'];
|
||||
const k2 = state.pieces['white-kitten-2'];
|
||||
const k3 = state.pieces['white-kitten-3'];
|
||||
ctx.produce((state) => {
|
||||
const k1 = state.pieces["white-kitten-1"];
|
||||
const k2 = state.pieces["white-kitten-2"];
|
||||
const k3 = state.pieces["white-kitten-3"];
|
||||
|
||||
if (k1) {
|
||||
k1.regionId = 'board';
|
||||
k1.regionId = "board";
|
||||
k1.position = [0, 0];
|
||||
state.regions.board.partMap['0,0'] = k1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k1.id);
|
||||
state.regions.board.partMap["0,0"] = k1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k1.id,
|
||||
);
|
||||
}
|
||||
if (k2) {
|
||||
k2.regionId = 'board';
|
||||
k2.regionId = "board";
|
||||
k2.position = [0, 1];
|
||||
state.regions.board.partMap['0,1'] = k2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k2.id);
|
||||
state.regions.board.partMap["0,1"] = k2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k2.id,
|
||||
);
|
||||
}
|
||||
if (k3) {
|
||||
k3.regionId = 'board';
|
||||
k3.regionId = "board";
|
||||
k3.position = [0, 2];
|
||||
state.regions.board.partMap['0,2'] = k3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k3.id);
|
||||
state.regions.board.partMap["0,2"] = k3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k3.id,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
const stateBefore = ctx.value;
|
||||
// Verify three kittens on board
|
||||
expect(stateBefore.regions.board.partMap['0,0']).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap['0,1']).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap['0,2']).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap["0,0"]).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap["0,1"]).toBeDefined();
|
||||
expect(stateBefore.regions.board.partMap["0,2"]).toBeDefined();
|
||||
|
||||
// Count cats in white supply before graduation
|
||||
const catsInWhiteSupplyBefore = stateBefore.regions.white.childIds.filter(
|
||||
id => stateBefore.pieces[id].type === 'cat'
|
||||
(id) => stateBefore.pieces[id].type === "cat",
|
||||
);
|
||||
expect(catsInWhiteSupplyBefore.length).toBe(0);
|
||||
|
||||
// Run check-graduates command
|
||||
const result = await ctx._commands.run('check-graduates');
|
||||
const result = await ctx._commands.run("check-graduates");
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const state = ctx.value;
|
||||
// The three positions on board should now be empty (kittens removed)
|
||||
expect(state.regions.board.partMap['0,0']).toBeUndefined();
|
||||
expect(state.regions.board.partMap['0,1']).toBeUndefined();
|
||||
expect(state.regions.board.partMap['0,2']).toBeUndefined();
|
||||
expect(state.regions.board.partMap["0,0"]).toBeUndefined();
|
||||
expect(state.regions.board.partMap["0,1"]).toBeUndefined();
|
||||
expect(state.regions.board.partMap["0,2"]).toBeUndefined();
|
||||
|
||||
// White's supply should now have 3 cats (graduated)
|
||||
const catsInWhiteSupply = state.regions.white.childIds.filter(
|
||||
id => state.pieces[id].type === 'cat'
|
||||
(id) => state.pieces[id].type === "cat",
|
||||
);
|
||||
expect(catsInWhiteSupply.length).toBe(3);
|
||||
|
||||
// White's supply should have 5 kittens left (8 - 3 graduated)
|
||||
const kittensInWhiteSupply = state.regions.white.childIds.filter(
|
||||
id => state.pieces[id].type === 'kitten'
|
||||
(id) => state.pieces[id].type === "kitten",
|
||||
);
|
||||
expect(kittensInWhiteSupply.length).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Win Detection', () => {
|
||||
it('should detect horizontal win with three cats', async () => {
|
||||
describe("Win Detection", () => {
|
||||
it("should detect horizontal win with three cats", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually set up a winning scenario for white
|
||||
ctx.produce(state => {
|
||||
const k1 = state.pieces['white-kitten-1'];
|
||||
const k2 = state.pieces['white-kitten-2'];
|
||||
const k3 = state.pieces['white-kitten-3'];
|
||||
ctx.produce((state) => {
|
||||
const k1 = state.pieces["white-kitten-1"];
|
||||
const k2 = state.pieces["white-kitten-2"];
|
||||
const k3 = state.pieces["white-kitten-3"];
|
||||
|
||||
if (k1) {
|
||||
k1.type = 'cat';
|
||||
k1.regionId = 'board';
|
||||
(k1 as { type: string }).type = "cat";
|
||||
k1.regionId = "board";
|
||||
k1.position = [0, 0];
|
||||
state.regions.board.partMap['0,0'] = k1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k1.id);
|
||||
state.regions.board.partMap["0,0"] = k1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k1.id,
|
||||
);
|
||||
}
|
||||
if (k2) {
|
||||
k2.type = 'cat';
|
||||
k2.regionId = 'board';
|
||||
(k2 as { type: string }).type = "cat";
|
||||
k2.regionId = "board";
|
||||
k2.position = [0, 1];
|
||||
state.regions.board.partMap['0,1'] = k2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k2.id);
|
||||
state.regions.board.partMap["0,1"] = k2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k2.id,
|
||||
);
|
||||
}
|
||||
if (k3) {
|
||||
k3.type = 'cat';
|
||||
k3.regionId = 'board';
|
||||
(k3 as { type: string }).type = "cat";
|
||||
k3.regionId = "board";
|
||||
k3.position = [0, 2];
|
||||
state.regions.board.partMap['0,2'] = k3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k3.id);
|
||||
state.regions.board.partMap["0,2"] = k3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k3.id,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// Run check-win command
|
||||
const result = await ctx._commands.run('check-win');
|
||||
const result = await ctx._commands.run("check-win");
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('white');
|
||||
expect(result.result).toBe("white");
|
||||
}
|
||||
});
|
||||
|
||||
it('should detect vertical win with three cats', async () => {
|
||||
it("should detect vertical win with three cats", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually set up a vertical winning scenario for black
|
||||
ctx.produce(state => {
|
||||
const k1 = state.pieces['black-kitten-1'];
|
||||
const k2 = state.pieces['black-kitten-2'];
|
||||
const k3 = state.pieces['black-kitten-3'];
|
||||
ctx.produce((state) => {
|
||||
const k1 = state.pieces["black-kitten-1"];
|
||||
const k2 = state.pieces["black-kitten-2"];
|
||||
const k3 = state.pieces["black-kitten-3"];
|
||||
|
||||
if (k1) {
|
||||
k1.type = 'cat';
|
||||
k1.regionId = 'board';
|
||||
(k1 as { type: string }).type = "cat";
|
||||
k1.regionId = "board";
|
||||
k1.position = [0, 0];
|
||||
state.regions.board.partMap['0,0'] = k1.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== k1.id);
|
||||
state.regions.board.partMap["0,0"] = k1.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(
|
||||
(id) => id !== k1.id,
|
||||
);
|
||||
}
|
||||
if (k2) {
|
||||
k2.type = 'cat';
|
||||
k2.regionId = 'board';
|
||||
(k2 as { type: string }).type = "cat";
|
||||
k2.regionId = "board";
|
||||
k2.position = [1, 0];
|
||||
state.regions.board.partMap['1,0'] = k2.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== k2.id);
|
||||
state.regions.board.partMap["1,0"] = k2.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(
|
||||
(id) => id !== k2.id,
|
||||
);
|
||||
}
|
||||
if (k3) {
|
||||
k3.type = 'cat';
|
||||
k3.regionId = 'board';
|
||||
(k3 as { type: string }).type = "cat";
|
||||
k3.regionId = "board";
|
||||
k3.position = [2, 0];
|
||||
state.regions.board.partMap['2,0'] = k3.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== k3.id);
|
||||
state.regions.board.partMap["2,0"] = k3.id;
|
||||
state.regions.black.childIds = state.regions.black.childIds.filter(
|
||||
(id) => id !== k3.id,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// Run check-win command
|
||||
const result = await ctx._commands.run('check-win');
|
||||
const result = await ctx._commands.run("check-win");
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('black');
|
||||
expect(result.result).toBe("black");
|
||||
}
|
||||
});
|
||||
|
||||
it('should detect diagonal win with three cats', async () => {
|
||||
it("should detect diagonal win with three cats", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually set up a diagonal winning scenario for white
|
||||
ctx.produce(state => {
|
||||
const k1 = state.pieces['white-kitten-1'];
|
||||
const k2 = state.pieces['white-kitten-2'];
|
||||
const k3 = state.pieces['white-kitten-3'];
|
||||
ctx.produce((state) => {
|
||||
const k1 = state.pieces["white-kitten-1"];
|
||||
const k2 = state.pieces["white-kitten-2"];
|
||||
const k3 = state.pieces["white-kitten-3"];
|
||||
|
||||
if (k1) {
|
||||
k1.type = 'cat';
|
||||
k1.regionId = 'board';
|
||||
(k1 as { type: string }).type = "cat";
|
||||
k1.regionId = "board";
|
||||
k1.position = [0, 0];
|
||||
state.regions.board.partMap['0,0'] = k1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k1.id);
|
||||
state.regions.board.partMap["0,0"] = k1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k1.id,
|
||||
);
|
||||
}
|
||||
if (k2) {
|
||||
k2.type = 'cat';
|
||||
k2.regionId = 'board';
|
||||
(k2 as { type: string }).type = "cat";
|
||||
k2.regionId = "board";
|
||||
k2.position = [1, 1];
|
||||
state.regions.board.partMap['1,1'] = k2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k2.id);
|
||||
state.regions.board.partMap["1,1"] = k2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k2.id,
|
||||
);
|
||||
}
|
||||
if (k3) {
|
||||
k3.type = 'cat';
|
||||
k3.regionId = 'board';
|
||||
(k3 as { type: string }).type = "cat";
|
||||
k3.regionId = "board";
|
||||
k3.position = [2, 2];
|
||||
state.regions.board.partMap['2,2'] = k3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k3.id);
|
||||
state.regions.board.partMap["2,2"] = k3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== k3.id,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// Run check-win command
|
||||
const result = await ctx._commands.run('check-win');
|
||||
const result = await ctx._commands.run("check-win");
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('white');
|
||||
expect(result.result).toBe("white");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('Placing Cats', () => {
|
||||
it('should allow placing a cat from supply', async () => {
|
||||
describe("Placing Cats", () => {
|
||||
it("should allow placing a cat from supply", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually give a cat to white's supply
|
||||
ctx.produce(state => {
|
||||
const cat = state.pieces['white-cat-1'];
|
||||
if (cat && cat.regionId === '') {
|
||||
cat.regionId = 'white';
|
||||
ctx.produce((state) => {
|
||||
const cat = state.pieces["white-cat-1"];
|
||||
if (cat && cat.regionId === "") {
|
||||
cat.regionId = "white";
|
||||
state.regions.white.childIds.push(cat.id);
|
||||
}
|
||||
});
|
||||
|
||||
// White places a cat at 2,2
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.run('turn white');
|
||||
const runPromise = ctx.run("turn white");
|
||||
const prompt = await promptPromise;
|
||||
const error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'cat'], options: {}, flags: {} });
|
||||
const error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "cat"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
const state = ctx.value;
|
||||
// Cat should be on the board
|
||||
expect(state.regions.board.partMap['2,2']).toBe('white-cat-1');
|
||||
expect(state.regions.board.partMap["2,2"]).toBe("white-cat-1");
|
||||
// Cat should no longer be in supply
|
||||
const whiteCatsInSupply = state.regions.white.childIds.filter(id => state.pieces[id].type === 'cat');
|
||||
const whiteCatsInSupply = state.regions.white.childIds.filter(
|
||||
(id) => state.pieces[id].type === "cat",
|
||||
);
|
||||
expect(whiteCatsInSupply.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Check Full Board', () => {
|
||||
it('should not trigger when player has fewer than 8 pieces on board', async () => {
|
||||
describe("Check Full Board", () => {
|
||||
it("should not trigger when player has fewer than 8 pieces on board", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// White places a single kitten
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.run('turn white');
|
||||
const runPromise = ctx.run("turn white");
|
||||
const prompt = await promptPromise;
|
||||
const error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
|
||||
const error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 2, 2, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
// check-full-board should return without prompting
|
||||
const fullBoardResult = await ctx._commands.run('check-full-board white');
|
||||
const fullBoardResult = await ctx._commands.run("check-full-board white");
|
||||
expect(fullBoardResult.success).toBe(true);
|
||||
});
|
||||
|
||||
it('should force graduation when all 8 pieces are on board', async () => {
|
||||
it("should force graduation when all 8 pieces are on board", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Manually place all 8 white pieces on the board
|
||||
ctx.produce(state => {
|
||||
ctx.produce((state) => {
|
||||
for (let i = 1; i <= 8; i++) {
|
||||
const piece = state.pieces[`white-kitten-${i}`];
|
||||
if (piece) {
|
||||
const row = Math.floor((i - 1) / 4);
|
||||
const col = (i - 1) % 4;
|
||||
piece.regionId = 'board';
|
||||
piece.regionId = "board";
|
||||
piece.position = [row, col];
|
||||
state.regions.board.partMap[`${row},${col}`] = piece.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== piece.id);
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== piece.id,
|
||||
);
|
||||
}
|
||||
}
|
||||
});
|
||||
@@ -574,12 +680,17 @@ describe('Boop Game', () => {
|
||||
|
||||
// Run check-full-board - should prompt for piece to graduate
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx._commands.run('check-full-board white');
|
||||
const runPromise = ctx._commands.run("check-full-board white");
|
||||
const prompt = await promptPromise;
|
||||
expect(prompt.schema.name).toBe('choose');
|
||||
expect(prompt.schema.name).toBe("choose");
|
||||
|
||||
// Select a piece to graduate
|
||||
const error = prompt.tryCommit({ name: 'choose', params: ['white', 0, 0], options: {}, flags: {} });
|
||||
const error = prompt.tryCommit({
|
||||
name: "choose",
|
||||
params: ["white", 0, 0],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
@@ -587,65 +698,73 @@ describe('Boop Game', () => {
|
||||
|
||||
const state = ctx.value;
|
||||
// Position 0,0 should be empty (piece moved to box)
|
||||
expect(state.regions.board.partMap['0,0']).toBeUndefined();
|
||||
expect(state.regions.board.partMap["0,0"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should not trigger when player has a winner', async () => {
|
||||
it("should not trigger when player has a winner", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Set up a winning state for white
|
||||
ctx.produce(state => {
|
||||
state.winner = 'white';
|
||||
ctx.produce((state) => {
|
||||
state.winner = "white";
|
||||
for (let i = 1; i <= 8; i++) {
|
||||
const piece = state.pieces[`white-kitten-${i}`];
|
||||
if (piece) {
|
||||
const row = Math.floor((i - 1) / 4);
|
||||
const col = (i - 1) % 4;
|
||||
piece.regionId = 'board';
|
||||
piece.regionId = "board";
|
||||
piece.position = [row, col];
|
||||
state.regions.board.partMap[`${row},${col}`] = piece.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== piece.id);
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== piece.id,
|
||||
);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// check-full-board should return without prompting
|
||||
const fullBoardResult = await ctx._commands.run('check-full-board white');
|
||||
const fullBoardResult = await ctx._commands.run("check-full-board white");
|
||||
expect(fullBoardResult.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Start Command', () => {
|
||||
it('should run a complete game until there is a winner', async () => {
|
||||
describe("Start Command", () => {
|
||||
it("should run a complete game until there is a winner", async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
// Set up a quick win scenario
|
||||
ctx.produce(state => {
|
||||
ctx.produce((state) => {
|
||||
// Place three white cats in a row
|
||||
const c1 = state.pieces['white-cat-1'];
|
||||
const c2 = state.pieces['white-cat-2'];
|
||||
const c3 = state.pieces['white-cat-3'];
|
||||
const c1 = state.pieces["white-cat-1"];
|
||||
const c2 = state.pieces["white-cat-2"];
|
||||
const c3 = state.pieces["white-cat-3"];
|
||||
|
||||
if (c1) {
|
||||
c1.type = 'cat';
|
||||
c1.regionId = 'board';
|
||||
(c1 as { type: string }).type = "cat";
|
||||
c1.regionId = "board";
|
||||
c1.position = [0, 0];
|
||||
state.regions.board.partMap['0,0'] = c1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== c1.id);
|
||||
state.regions.board.partMap["0,0"] = c1.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== c1.id,
|
||||
);
|
||||
}
|
||||
if (c2) {
|
||||
c2.type = 'cat';
|
||||
c2.regionId = 'board';
|
||||
(c2 as { type: string }).type = "cat";
|
||||
c2.regionId = "board";
|
||||
c2.position = [0, 1];
|
||||
state.regions.board.partMap['0,1'] = c2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== c2.id);
|
||||
state.regions.board.partMap["0,1"] = c2.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== c2.id,
|
||||
);
|
||||
}
|
||||
if (c3) {
|
||||
c3.type = 'cat';
|
||||
c3.regionId = 'board';
|
||||
(c3 as { type: string }).type = "cat";
|
||||
c3.regionId = "board";
|
||||
c3.position = [0, 2];
|
||||
state.regions.board.partMap['0,2'] = c3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== c3.id);
|
||||
state.regions.board.partMap["0,2"] = c3.id;
|
||||
state.regions.white.childIds = state.regions.white.childIds.filter(
|
||||
(id) => id !== c3.id,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
@@ -653,11 +772,16 @@ describe('Boop Game', () => {
|
||||
// Note: start() runs indefinitely until there's a winner
|
||||
// Since we already set up a win, it should complete after one turn
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const startPromise = ctx.run('turn white');
|
||||
const startPromise = ctx.run("turn white");
|
||||
|
||||
const prompt = await promptPromise;
|
||||
// Complete the turn
|
||||
const error = prompt.tryCommit({ name: 'play', params: ['white', 3, 3, 'kitten'], options: {}, flags: {} });
|
||||
const error = prompt.tryCommit({
|
||||
name: "play",
|
||||
params: ["white", 3, 3, "kitten"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await startPromise;
|
||||
|
||||
+106
-86
@@ -1,6 +1,7 @@
|
||||
import {createGameContext} from '@/core/game';
|
||||
import {registry} from '@/samples/regicide/commands';
|
||||
import {createInitialState} from '@/samples/regicide/state';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { createGameContext } from "@/core/game";
|
||||
import { registry } from "@/samples/regicide/commands";
|
||||
import { createInitialState } from "@/samples/regicide/state";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
@@ -8,50 +9,55 @@ import {
|
||||
createCard,
|
||||
createEnemy,
|
||||
getCardValue,
|
||||
isEnemyDefeated
|
||||
} from '@/samples/regicide/utils';
|
||||
import {Mulberry32RNG} from '@/utils/rng';
|
||||
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
|
||||
import {PlayerType} from '@/samples/regicide/types';
|
||||
isEnemyDefeated,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { Mulberry32RNG } from "@/utils/rng";
|
||||
import {
|
||||
CARD_VALUES,
|
||||
ENEMY_COUNT,
|
||||
FACE_CARDS,
|
||||
INITIAL_HAND_SIZE,
|
||||
} from "@/samples/regicide/constants";
|
||||
import { PlayerType } from "@/samples/regicide/types";
|
||||
|
||||
describe('Regicide - Utils', () => {
|
||||
describe('getCardValue', () => {
|
||||
it('should return correct value for number cards', () => {
|
||||
expect(getCardValue('A')).toBe(1);
|
||||
expect(getCardValue('5')).toBe(5);
|
||||
expect(getCardValue('10')).toBe(10);
|
||||
describe("Regicide - Utils", () => {
|
||||
describe("getCardValue", () => {
|
||||
it("should return correct value for number cards", () => {
|
||||
expect(getCardValue("A")).toBe(1);
|
||||
expect(getCardValue("5")).toBe(5);
|
||||
expect(getCardValue("10")).toBe(10);
|
||||
});
|
||||
|
||||
it('should return correct value for face cards', () => {
|
||||
expect(getCardValue('J')).toBe(10);
|
||||
expect(getCardValue('Q')).toBe(15);
|
||||
expect(getCardValue('K')).toBe(20);
|
||||
it("should return correct value for face cards", () => {
|
||||
expect(getCardValue("J")).toBe(10);
|
||||
expect(getCardValue("Q")).toBe(15);
|
||||
expect(getCardValue("K")).toBe(20);
|
||||
});
|
||||
});
|
||||
|
||||
describe('createCard', () => {
|
||||
it('should create a card with correct properties', () => {
|
||||
const card = createCard('spades_A', 'spades', 'A');
|
||||
expect(card.id).toBe('spades_A');
|
||||
expect(card.suit).toBe('spades');
|
||||
expect(card.rank).toBe('A');
|
||||
describe("createCard", () => {
|
||||
it("should create a card with correct properties", () => {
|
||||
const card = createCard("spades_A", "spades", "A");
|
||||
expect(card.id).toBe("spades_A");
|
||||
expect(card.suit).toBe("spades");
|
||||
expect(card.rank).toBe("A");
|
||||
expect(card.value).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('createEnemy', () => {
|
||||
it('should create an enemy with correct HP', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
expect(enemy.rank).toBe('J');
|
||||
describe("createEnemy", () => {
|
||||
it("should create an enemy with correct HP", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(enemy.rank).toBe("J");
|
||||
expect(enemy.value).toBe(10);
|
||||
expect(enemy.hp).toBe(20);
|
||||
expect(enemy.maxHp).toBe(20);
|
||||
});
|
||||
|
||||
it('should create enemy with different values for different ranks', () => {
|
||||
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
|
||||
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
|
||||
it("should create enemy with different values for different ranks", () => {
|
||||
const jEnemy = createEnemy("enemy_0", "J", "spades");
|
||||
const qEnemy = createEnemy("enemy_1", "Q", "hearts");
|
||||
const kEnemy = createEnemy("enemy_2", "K", "diamonds");
|
||||
|
||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
@@ -63,16 +69,30 @@ describe('Regicide - Utils', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('createAllCards', () => {
|
||||
it('should create 52 cards', () => {
|
||||
describe("createAllCards", () => {
|
||||
it("should create 52 cards", () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
|
||||
it('should have all suits and ranks', () => {
|
||||
it("should have all suits and ranks", () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
|
||||
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
||||
const suits = ["spades", "hearts", "diamonds", "clubs"];
|
||||
const ranks = [
|
||||
"A",
|
||||
"2",
|
||||
"3",
|
||||
"4",
|
||||
"5",
|
||||
"6",
|
||||
"7",
|
||||
"8",
|
||||
"9",
|
||||
"10",
|
||||
"J",
|
||||
"Q",
|
||||
"K",
|
||||
];
|
||||
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
@@ -85,39 +105,39 @@ describe('Regicide - Utils', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('buildEnemyDeck', () => {
|
||||
it('should create 12 enemies (J/Q/K)', () => {
|
||||
describe("buildEnemyDeck", () => {
|
||||
it("should create 12 enemies (J/Q/K)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
|
||||
it('should have J at top, Q in middle, K at bottom', () => {
|
||||
it("should have J at top, Q in middle, K at bottom", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe('J');
|
||||
expect(deck[i].rank).toBe("J");
|
||||
}
|
||||
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe('Q');
|
||||
expect(deck[i].rank).toBe("Q");
|
||||
}
|
||||
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe('K');
|
||||
expect(deck[i].rank).toBe("K");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('buildTavernDeck', () => {
|
||||
it('should create 40 cards (A-10)', () => {
|
||||
describe("buildTavernDeck", () => {
|
||||
it("should create 40 cards (A-10)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
|
||||
it('should not contain face cards', () => {
|
||||
it("should not contain face cards", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
|
||||
@@ -127,9 +147,9 @@ describe('Regicide - Utils', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('isEnemyDefeated', () => {
|
||||
it('should return true when enemy HP <= 0', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
describe("isEnemyDefeated", () => {
|
||||
it("should return true when enemy HP <= 0", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
@@ -139,13 +159,13 @@ describe('Regicide - Utils', () => {
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for null enemy', () => {
|
||||
it("should return false for null enemy", () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Commands', () => {
|
||||
describe("Regicide - Commands", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
@@ -157,7 +177,7 @@ describe('Regicide - Commands', () => {
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
@@ -171,8 +191,8 @@ describe('Regicide - Commands', () => {
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = 'hand_player1';
|
||||
card2.regionId = 'hand_player2';
|
||||
card1.regionId = "hand_player1";
|
||||
card2.regionId = "hand_player2";
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
@@ -181,8 +201,8 @@ describe('Regicide - Commands', () => {
|
||||
});
|
||||
}
|
||||
|
||||
describe('play command', () => {
|
||||
it('should deal damage to current enemy', async () => {
|
||||
describe("play command", () => {
|
||||
it("should deal damage to current enemy", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
@@ -195,17 +215,17 @@ describe('Regicide - Commands', () => {
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
it('should double damage for clubs suit', async () => {
|
||||
it("should double damage for clubs suit", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
|
||||
state.playerHands.player1.push('clubs_5');
|
||||
state.regions.hand_player1.childIds.push('clubs_5');
|
||||
game.produce((state) => {
|
||||
state.cards["clubs_5"] = createCard("clubs_5", "clubs", "5");
|
||||
state.playerHands.player1.push("clubs_5");
|
||||
state.regions.hand_player1.childIds.push("clubs_5");
|
||||
});
|
||||
|
||||
const clubsCardId = 'clubs_5';
|
||||
const clubsCardId = "clubs_5";
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const card = game.value.cards[clubsCardId];
|
||||
|
||||
@@ -215,79 +235,79 @@ describe('Regicide - Commands', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('pass command', () => {
|
||||
it('should allow player to pass', async () => {
|
||||
describe("pass command", () => {
|
||||
it("should allow player to pass", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const result = await game.run('pass player1');
|
||||
const result = await game.run("pass player1");
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('check-enemy command', () => {
|
||||
it('should detect defeated enemy and reveal next', async () => {
|
||||
describe("check-enemy command", () => {
|
||||
it("should detect defeated enemy and reveal next", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const firstEnemy = game.value.currentEnemy!;
|
||||
game.produce(state => {
|
||||
game.produce((state) => {
|
||||
state.currentEnemy!.hp = 0;
|
||||
});
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||
});
|
||||
|
||||
it('should not defeat enemy if HP > 0', async () => {
|
||||
it("should not defeat enemy if HP > 0", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const currentEnemyId = game.value.currentEnemy!.id;
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||
});
|
||||
});
|
||||
|
||||
describe('next-turn command', () => {
|
||||
it('should switch to next player', async () => {
|
||||
describe("next-turn command", () => {
|
||||
it("should switch to next player", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
|
||||
await game.run('next-turn');
|
||||
await game.run("next-turn");
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(1);
|
||||
});
|
||||
|
||||
it('should wrap around to first player', async () => {
|
||||
it("should wrap around to first player", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
game.produce((state) => {
|
||||
state.currentPlayerIndex = 1;
|
||||
});
|
||||
|
||||
await game.run('next-turn');
|
||||
await game.run("next-turn");
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Game Flow', () => {
|
||||
describe("Regicide - Game Flow", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
it('should complete a full turn cycle', async () => {
|
||||
it("should complete a full turn cycle", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
const cards = createAllCards();
|
||||
@@ -295,7 +315,7 @@ describe('Regicide - Game Flow', () => {
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
@@ -308,7 +328,7 @@ describe('Regicide - Game Flow', () => {
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = 'hand_player1';
|
||||
card.regionId = "hand_player1";
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
@@ -323,14 +343,14 @@ describe('Regicide - Game Flow', () => {
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
});
|
||||
|
||||
it('should win game when all enemies defeated', async () => {
|
||||
it("should win game when all enemies defeated", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
@@ -342,12 +362,12 @@ describe('Regicide - Game Flow', () => {
|
||||
}
|
||||
});
|
||||
|
||||
game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
game.produce((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
|
||||
expect(game.value.phase).toBe('victory');
|
||||
expect(game.value.phase).toBe("victory");
|
||||
expect(game.value.winner).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,649 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
addEffect,
|
||||
addEntityEffect,
|
||||
addItemEffect,
|
||||
onEntityEffectUpkeep,
|
||||
onEntityPostureDamage,
|
||||
onPlayerItemEffectUpkeep,
|
||||
onItemPlay,
|
||||
onItemDiscard,
|
||||
getAliveEnemies,
|
||||
getCombatEntity,
|
||||
canPlayCard,
|
||||
payCardCost,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import type {
|
||||
CombatEntity,
|
||||
CombatState,
|
||||
EffectTable,
|
||||
IRunContext,
|
||||
PlayerEntity,
|
||||
EnemyEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import type {
|
||||
EffectData,
|
||||
ItemData,
|
||||
} 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/grid-inventory/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";
|
||||
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
|
||||
|
||||
function createRunContext(
|
||||
items: Map<string, InventoryItem<GameItemMeta>>,
|
||||
): IRunContext {
|
||||
return {
|
||||
getItemData(id: string): ItemData | null {
|
||||
const item = items.get(id);
|
||||
return item?.meta?.itemData ?? null;
|
||||
},
|
||||
getAdjacentItems(_id: string): Iterable<string> {
|
||||
return [];
|
||||
},
|
||||
getConsumedUses(id: string): number {
|
||||
const item = items.get(id);
|
||||
return item?.meta?.consumedUses ?? 0;
|
||||
},
|
||||
setConsumedUsesAsync(id: string, uses: number): Promise<void> {
|
||||
const item = items.get(id);
|
||||
if (item?.meta) {
|
||||
item.meta.consumedUses = uses;
|
||||
}
|
||||
return Promise.resolve();
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function createEffect(
|
||||
id: string,
|
||||
lifecycle: EffectData["lifecycle"],
|
||||
): EffectData {
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createCard(
|
||||
id: string,
|
||||
costType: "energy" | "uses" | "none",
|
||||
costCount: number,
|
||||
) {
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
desc: "",
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
}
|
||||
|
||||
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: {
|
||||
offset: { x: 0, y: 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,
|
||||
consumedUses: costType === "uses" ? depletion : undefined,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function createInventory(
|
||||
items: InventoryItem<GameItemMeta>[],
|
||||
): GridInventory<GameItemMeta> {
|
||||
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||
const occupied = new Set<CellKey>();
|
||||
for (const item of items) {
|
||||
map.set(item.id, item);
|
||||
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||
}
|
||||
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||
}
|
||||
|
||||
function createCombatEntity(hp = 10, maxHp = 10): CombatEntity {
|
||||
return {
|
||||
id: "",
|
||||
effects: {},
|
||||
hp,
|
||||
maxHp,
|
||||
isAlive: hp > 0,
|
||||
};
|
||||
}
|
||||
|
||||
function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
|
||||
return {
|
||||
...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: {} },
|
||||
},
|
||||
},
|
||||
itemEffects: {},
|
||||
};
|
||||
}
|
||||
|
||||
function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
|
||||
return {
|
||||
...createCombatEntity(hp, maxHp),
|
||||
id,
|
||||
enemy: { id, name: id, description: "", intents: null! },
|
||||
intents: {},
|
||||
currentIntent: null!,
|
||||
};
|
||||
}
|
||||
|
||||
function createCombatState(
|
||||
playerHp = 30,
|
||||
enemies: EnemyEntity[] = [],
|
||||
): CombatState {
|
||||
return {
|
||||
player: createPlayerEntity(playerHp),
|
||||
enemies,
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
};
|
||||
}
|
||||
|
||||
describe("combat/effects", () => {
|
||||
describe("addEffect", () => {
|
||||
it("should add a new effect to an empty table", () => {
|
||||
const table: EffectTable = {};
|
||||
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);
|
||||
});
|
||||
|
||||
it("should stack with existing effect of same id", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "lingering");
|
||||
|
||||
addEffect(table, effect, 2);
|
||||
addEffect(table, effect, 3);
|
||||
|
||||
expect(table["strength"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it("should remove effect when stacks reach 0", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 3);
|
||||
addEffect(table, effect, -3);
|
||||
|
||||
expect(table["strength"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not add effect when stacks is 0", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 0);
|
||||
|
||||
expect(table["strength"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should handle negative stacks", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("weak", "temporary");
|
||||
|
||||
addEffect(table, effect, -2);
|
||||
|
||||
expect(table["weak"].stacks).toBe(-2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("addEntityEffect", () => {
|
||||
it("should add effect to entity.effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const effect = createEffect("vulnerable", "lingering");
|
||||
|
||||
addEntityEffect(entity, effect, 2);
|
||||
|
||||
expect(entity.effects["vulnerable"].stacks).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("addItemEffect", () => {
|
||||
it("should add effect to player.itemEffects[itemKey]", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it("should initialize itemEffects entry if not present", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "new-item", effect, 1);
|
||||
|
||||
expect(player.itemEffects["new-item"]).toBeDefined();
|
||||
});
|
||||
|
||||
it("should stack with existing item effect", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 2);
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onEntityEffectUpkeep", () => {
|
||||
it("should remove temporary effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const tempEffect = createEffect("temp-shield", "temporary");
|
||||
|
||||
addEntityEffect(entity, tempEffect, 5);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["temp-shield"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should decrement lingering effects by 1", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect("poison", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, 3);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["poison"].stacks).toBe(2);
|
||||
});
|
||||
|
||||
it("should remove lingering effects when stacks reach 0", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect("poison", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, 1);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["poison"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect permanent effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const permEffect = createEffect("max-hp-up", "permanent");
|
||||
|
||||
addEntityEffect(entity, permEffect, 5);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["max-hp-up"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it("should not affect instant effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const instantEffect = createEffect("instant-damage", "instant");
|
||||
|
||||
addEntityEffect(entity, instantEffect, 10);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["instant-damage"].stacks).toBe(10);
|
||||
});
|
||||
|
||||
it("should increment lingering effects with negative stacks", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect("regen", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, -3);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["regen"].stacks).toBe(-2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onEntityPostureDamage", () => {
|
||||
it("should reduce posture effects by damage amount", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 10);
|
||||
onEntityPostureDamage(entity, 4);
|
||||
|
||||
expect(entity.effects["block"].stacks).toBe(6);
|
||||
});
|
||||
|
||||
it("should not reduce posture effects below 0", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 3);
|
||||
onEntityPostureDamage(entity, 10);
|
||||
|
||||
expect(entity.effects["block"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect non-posture effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
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);
|
||||
});
|
||||
|
||||
it("should handle zero damage", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 5);
|
||||
onEntityPostureDamage(entity, 0);
|
||||
|
||||
expect(entity.effects["block"].stacks).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onPlayerItemEffectUpkeep", () => {
|
||||
it("should remove itemTemporary effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 5);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect itemPermanent effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemPermanent");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 5);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it("should not affect itemUntilPlay effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onItemPlay", () => {
|
||||
it("should remove itemUntilPlay effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onItemPlay(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect other lifecycle effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
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");
|
||||
|
||||
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", () => {
|
||||
const player = createPlayerEntity();
|
||||
|
||||
expect(() => onItemPlay(player, "nonexistent")).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe("onItemDiscard", () => {
|
||||
it("should remove itemUntilDiscard effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("discard-buff", "itemUntilDiscard");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onItemDiscard(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect other lifecycle effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
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");
|
||||
|
||||
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", () => {
|
||||
const player = createPlayerEntity();
|
||||
|
||||
expect(() => onItemDiscard(player, "nonexistent")).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
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),
|
||||
]);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(2);
|
||||
expect(alive[0].id).toBe("slime-1");
|
||||
expect(alive[1].id).toBe("slime-3");
|
||||
});
|
||||
|
||||
it("should return empty for no enemies", () => {
|
||||
const state = createCombatState(30, []);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(0);
|
||||
});
|
||||
|
||||
it("should return empty when all enemies are dead", () => {
|
||||
const state = createCombatState(30, [
|
||||
createEnemyEntity("slime-1", 0, 10),
|
||||
createEnemyEntity("slime-2", 0, 10),
|
||||
]);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("getCombatEntity", () => {
|
||||
it('should return player for "player" key', () => {
|
||||
const state = createCombatState(30);
|
||||
|
||||
const entity = getCombatEntity(state, "player");
|
||||
|
||||
expect(entity).toBe(state.player);
|
||||
});
|
||||
|
||||
it("should return enemy by id", () => {
|
||||
const enemy = createEnemyEntity("boss-1", 50, 50);
|
||||
const state = createCombatState(30, [enemy]);
|
||||
|
||||
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")]);
|
||||
|
||||
const entity = getCombatEntity(state, "nonexistent");
|
||||
|
||||
expect(entity).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe("canPlayCard", () => {
|
||||
it("should allow playing energy card when player has enough energy", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "energy", 2, "any", run);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should reject playing energy card when player lacks energy", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 1;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "energy", 2, "any", run);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
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 inventory = createInventory([item]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "uses", 3, "potion-1", run);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should reject playing uses card when item is depleted", () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 3);
|
||||
const inventory = createInventory([item]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "uses", 3, "potion-1", run);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should reject playing uses card when item not in inventory", () => {
|
||||
const player = createPlayerEntity();
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "uses", 1, "missing", run);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should always allow playing none cost card", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 0;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "none", 0, "any", run);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("payCardCost", () => {
|
||||
it("should deduct energy for energy cost card", async () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await payCardCost(player, "energy", 2, "any", run);
|
||||
|
||||
expect(player.energy).toBe(1);
|
||||
});
|
||||
|
||||
it("should increment depletion for uses cost card", async () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||
const inventory = createInventory([item]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await payCardCost(player, "uses", 3, "potion-1", run);
|
||||
|
||||
expect(item.meta?.consumedUses).toBe(4);
|
||||
});
|
||||
|
||||
it("should do nothing for none cost card", async () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await payCardCost(player, "none", 0, "any", run);
|
||||
|
||||
expect(player.energy).toBe(3);
|
||||
});
|
||||
|
||||
it("should handle missing item gracefully for uses cost", async () => {
|
||||
const player = createPlayerEntity();
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await expect(
|
||||
payCardCost(player, "uses", 1, "missing", run),
|
||||
).resolves.not.toThrow();
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,680 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createGameContext,
|
||||
createGameCommandRegistry,
|
||||
IGameContext,
|
||||
} from "@/core/game";
|
||||
import { createRegion } from "@/core/region";
|
||||
import {
|
||||
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,
|
||||
IRunContext,
|
||||
} 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/grid-inventory/types";
|
||||
import {
|
||||
CardEffect,
|
||||
getCards,
|
||||
getEffects,
|
||||
getEnemies,
|
||||
} from "@/samples/slay-the-spire-like/data/desert";
|
||||
const cards = getCards();
|
||||
const effects = getEffects();
|
||||
const enemies = getEnemies();
|
||||
|
||||
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, emoji: "" };
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
return {
|
||||
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: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
return {
|
||||
id,
|
||||
regionId: "",
|
||||
position: [0],
|
||||
itemId,
|
||||
cardData,
|
||||
};
|
||||
}
|
||||
|
||||
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 instanceId = `${enemyId}-${instanceIndex}`;
|
||||
const intentMap: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intentMap[i.id] = i;
|
||||
}
|
||||
return {
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents: intentMap,
|
||||
currentIntent: intent,
|
||||
};
|
||||
}
|
||||
|
||||
function createInventory(
|
||||
itemsList: InventoryItem<GameItemMeta>[],
|
||||
): GridInventory<GameItemMeta> {
|
||||
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||
const occupied = new Set<CellKey>();
|
||||
for (const item of itemsList) {
|
||||
map.set(item.id, item);
|
||||
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||
}
|
||||
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||
}
|
||||
|
||||
function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
|
||||
const regions = createDeckRegions();
|
||||
return {
|
||||
player: {
|
||||
id: "player",
|
||||
effects: {},
|
||||
hp: 30,
|
||||
maxHp: 30,
|
||||
isAlive: true,
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck: { cards: {}, regions },
|
||||
itemEffects: {},
|
||||
},
|
||||
enemies: [],
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
function createTestContext(state?: CombatState): IGameContext<CombatState> {
|
||||
const registry = createGameCommandRegistry<CombatState>();
|
||||
const ctx = createGameContext(registry, state ?? createCombatState());
|
||||
ctx._rng.setSeed(42);
|
||||
return ctx;
|
||||
}
|
||||
|
||||
function getTriggers(): Triggers {
|
||||
const run: IRunContext = {
|
||||
getConsumedUses() {
|
||||
return 0;
|
||||
},
|
||||
getItemData() {
|
||||
return null;
|
||||
},
|
||||
*getAdjacentItems() {},
|
||||
async setConsumedUsesAsync() {},
|
||||
};
|
||||
const triggers = createTriggers(run);
|
||||
addTriggers(triggers, run);
|
||||
return triggers;
|
||||
}
|
||||
|
||||
function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = "hand";
|
||||
draft.player.deck.regions.hand.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = "drawPile";
|
||||
draft.player.deck.regions.drawPile.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = "discardPile";
|
||||
draft.player.deck.regions.discardPile.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function makeDummyEnemy() {
|
||||
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({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const attackEffect = createEffect("attack");
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityId: "player",
|
||||
stacks: 5,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
});
|
||||
|
||||
it("should apply draw effect", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const drawEffect = createEffect("draw");
|
||||
|
||||
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: drawEffect,
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||
expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0);
|
||||
});
|
||||
|
||||
it("should apply gainEnergy effect", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const gainEnergyEffect = createEffect("gainEnergy");
|
||||
|
||||
const initialEnergy = ctx.value.player.energy;
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: gainEnergyEffect,
|
||||
entityId: "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({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
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"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: removeWoundEffect,
|
||||
entityId: "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();
|
||||
});
|
||||
});
|
||||
|
||||
describe("damage pipeline", () => {
|
||||
it("should prevent damage with block", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const defendEffect = createEffect("defend", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defend = { data: defendEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 8,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(undefined);
|
||||
});
|
||||
|
||||
it("should reduce damage with damageReduce", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const damageReduceEffect = createEffect("damageReduce", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.damageReduce = {
|
||||
data: damageReduceEffect,
|
||||
stacks: 3,
|
||||
};
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 8,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
});
|
||||
|
||||
it("should increase damage with expose", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const exposeEffect = createEffect("expose", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.expose = { data: exposeEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const spikeEffect = createEffect("spike", "permanent");
|
||||
const attackEffect = createEffect("attack", "instant");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.spike = { data: spikeEffect, stacks: 3 };
|
||||
});
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityId: "仙人掌怪-0",
|
||||
stacks: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
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",
|
||||
);
|
||||
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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const energyDrainEffect = createEffect("energyDrain", "lingering");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "幼沙虫-0",
|
||||
amount: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const moltEffect = createEffect("molt", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.molt = { data: moltEffect, stacks: 14 };
|
||||
});
|
||||
|
||||
let threw = false;
|
||||
try {
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "蜥蜴-0",
|
||||
amount: 1,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
} catch (e) {
|
||||
threw = true;
|
||||
}
|
||||
|
||||
expect(threw).toBe(true);
|
||||
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 () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const discardEffect = createEffect("discard", "lingering");
|
||||
|
||||
addCardToHand(ctx, createCard("card-1", "sword"));
|
||||
addCardToHand(ctx, createCard("card-2", "shield"));
|
||||
addCardToHand(ctx, createCard("card-3", "dagger"));
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.discard = { data: discardEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "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 () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const defendNextEffect = createEffect("defendNext", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "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 () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const energyNextEffect = createEffect("energyNext", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "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 () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const drawNextEffect = createEffect("drawNext", "temporary");
|
||||
|
||||
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-3", "sword"));
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const aimEffect = createEffect("aim", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.aim = { data: aimEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const rollEffect = createEffect("roll", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.roll = { data: rollEffect, stacks: 20 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const tailStingEffect = createEffect("tailSting", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const chargeEffect = createEffect("charge", "lingering");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.charge = { data: chargeEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const crossbowEffect = createEffect("crossbow");
|
||||
|
||||
addCardToHand(ctx, createCard("crossbow-1", "crossbow"));
|
||||
addCardToHand(ctx, createCard("crossbow-2", "crossbow"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: crossbowEffect,
|
||||
entityId: "player",
|
||||
stacks: 0,
|
||||
cardId: "crossbow-1",
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
addCardToHand(ctx, createCard("fatigue-1", "fatigue", "none", 0));
|
||||
|
||||
await triggers.onCardDiscarded.execute(ctx, {
|
||||
cardId: "fatigue-1",
|
||||
sourceEntityId: "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)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "秃鹫-0",
|
||||
});
|
||||
|
||||
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||
(c: GameCard) => c.itemId === "vultureEye",
|
||||
);
|
||||
expect(vultureEyeCards.length).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,73 +1,13 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { heroItemFighter1Data } from '@/samples/slay-the-spire-like/data';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import data from "@/samples/slay-the-spire-like/data";
|
||||
import { CardData } from "@/samples/slay-the-spire-like";
|
||||
|
||||
describe('heroItemFighter1.csv import', () => {
|
||||
it('should import data as an array', () => {
|
||||
expect(Array.isArray(heroItemFighter1Data)).toBe(true);
|
||||
expect(heroItemFighter1Data.length).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should have expected number of items', () => {
|
||||
// CSV has 24 data rows (excluding header and type rows)
|
||||
expect(heroItemFighter1Data.length).toBe(24);
|
||||
});
|
||||
|
||||
it('should have correct fields for each item', () => {
|
||||
for (const item of heroItemFighter1Data) {
|
||||
expect(item).toHaveProperty('type');
|
||||
expect(item).toHaveProperty('name');
|
||||
expect(item).toHaveProperty('shape');
|
||||
expect(item).toHaveProperty('costType');
|
||||
expect(item).toHaveProperty('costCount');
|
||||
expect(item).toHaveProperty('targetType');
|
||||
expect(item).toHaveProperty('desc');
|
||||
}
|
||||
});
|
||||
|
||||
it('should parse costCount as number', () => {
|
||||
for (const item of heroItemFighter1Data) {
|
||||
expect(typeof item.costCount).toBe('number');
|
||||
}
|
||||
});
|
||||
|
||||
it('should contain expected items by name', () => {
|
||||
const names = heroItemFighter1Data.map(item => item.name);
|
||||
expect(names).toContain('剑');
|
||||
expect(names).toContain('盾');
|
||||
expect(names).toContain('绷带');
|
||||
expect(names).toContain('火把');
|
||||
});
|
||||
|
||||
it('should have valid type values', () => {
|
||||
const validTypes = ['weapon', 'armor', 'consumable', 'tool'];
|
||||
for (const item of heroItemFighter1Data) {
|
||||
expect(validTypes).toContain(item.type);
|
||||
}
|
||||
});
|
||||
|
||||
it('should have valid costType values', () => {
|
||||
const validCostTypes = ['energy', 'uses'];
|
||||
for (const item of heroItemFighter1Data) {
|
||||
expect(validCostTypes).toContain(item.costType);
|
||||
}
|
||||
});
|
||||
|
||||
it('should have valid targetType values', () => {
|
||||
const validTargetTypes = ['single', 'none'];
|
||||
for (const item of heroItemFighter1Data) {
|
||||
expect(validTargetTypes).toContain(item.targetType);
|
||||
}
|
||||
});
|
||||
|
||||
it('should have correct item counts by type', () => {
|
||||
const typeCounts = heroItemFighter1Data.reduce((acc, item) => {
|
||||
acc[item.type] = (acc[item.type] || 0) + 1;
|
||||
return acc;
|
||||
}, {} as Record<string, number>);
|
||||
|
||||
expect(typeCounts['weapon']).toBe(6);
|
||||
expect(typeCounts['armor']).toBe(6);
|
||||
expect(typeCounts['consumable']).toBe(6);
|
||||
expect(typeCounts['tool']).toBe(6);
|
||||
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);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,244 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createDeckRegions,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from "@/samples/slay-the-spire-like/system/deck/factory";
|
||||
import {
|
||||
createGridInventory,
|
||||
placeItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import type {
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import type {
|
||||
CardData,
|
||||
ItemData,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
/**
|
||||
* Helper: create a minimal CardData for testing.
|
||||
*/
|
||||
function createTestCardData(id: string, name: string, desc: string): CardData {
|
||||
return {
|
||||
id,
|
||||
name,
|
||||
desc,
|
||||
type: "item",
|
||||
costType: "energy",
|
||||
costCount: 1,
|
||||
targetType: "enemy",
|
||||
effects: [],
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a minimal ItemData for testing.
|
||||
*/
|
||||
function createTestItemData(
|
||||
id: string,
|
||||
name: string,
|
||||
shapeStr: string,
|
||||
desc: string,
|
||||
): ItemData {
|
||||
return {
|
||||
id,
|
||||
type: "weapon",
|
||||
name,
|
||||
shape: shapeStr,
|
||||
card: createTestCardData(id, name, desc),
|
||||
price: 10,
|
||||
description: desc,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a minimal GameItemMeta for testing.
|
||||
*/
|
||||
function createTestMeta(
|
||||
name: string,
|
||||
desc: string,
|
||||
shapeStr: string,
|
||||
): GameItemMeta {
|
||||
const shape = parseShapeString(shapeStr);
|
||||
const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
|
||||
return {
|
||||
itemData,
|
||||
shape,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a test inventory with some items.
|
||||
*/
|
||||
function createTestInventory(): GridInventory<GameItemMeta> {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
// Item "短刀" with shape "oe" (2 cells)
|
||||
const meta1 = createTestMeta("短刀", "【攻击3】【攻击3】", "oe");
|
||||
const item1: InventoryItem<GameItemMeta> = {
|
||||
id: "dagger-1",
|
||||
shape: meta1.shape,
|
||||
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
meta: meta1,
|
||||
};
|
||||
placeItem(inv, item1);
|
||||
|
||||
// Item "盾" with shape "oesw" (4 cells)
|
||||
const meta2 = createTestMeta("盾", "【防御3】", "oesw");
|
||||
const item2: InventoryItem<GameItemMeta> = {
|
||||
id: "shield-1",
|
||||
shape: meta2.shape,
|
||||
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
|
||||
meta: meta2,
|
||||
};
|
||||
placeItem(inv, item2);
|
||||
|
||||
return inv;
|
||||
}
|
||||
|
||||
describe("deck/factory", () => {
|
||||
describe("generateCardId", () => {
|
||||
it("should generate deterministic unique IDs", () => {
|
||||
expect(generateCardId("item-1", 0)).toBe("card-item-1-0");
|
||||
expect(generateCardId("item-1", 1)).toBe("card-item-1-1");
|
||||
expect(generateCardId("item-2", 0)).toBe("card-item-2-0");
|
||||
});
|
||||
});
|
||||
|
||||
describe("createCard", () => {
|
||||
it("should create a card with itemId and cardData", () => {
|
||||
const cardData = createTestCardData("wound", "伤口", "无法被弃牌");
|
||||
const card = createCard("wound-1", cardData, 0);
|
||||
|
||||
expect(card.id).toBe("card-wound-1-0");
|
||||
expect(card.itemId).toBe("wound-1");
|
||||
expect(card.cardData).toBe(cardData);
|
||||
expect(card.regionId).toBe("");
|
||||
expect(card.position).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("generateDeckFromInventory", () => {
|
||||
it("should generate correct number of cards based on shape cell counts", () => {
|
||||
const inv = createTestInventory();
|
||||
|
||||
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(Object.keys(deck.cards).length).toBe(6);
|
||||
expect(deck.regions.drawPile.childIds.length).toBe(6);
|
||||
expect(deck.regions.hand.childIds).toEqual([]);
|
||||
expect(deck.regions.discardPile.childIds).toEqual([]);
|
||||
expect(deck.regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
|
||||
it("should link cards to their source items", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "dagger-1",
|
||||
);
|
||||
const shieldCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "shield-1",
|
||||
);
|
||||
|
||||
expect(daggerCards.length).toBe(2);
|
||||
expect(shieldCards.length).toBe(4);
|
||||
|
||||
// Verify card data
|
||||
expect(daggerCards[0].cardData.name).toBe("短刀");
|
||||
expect(shieldCards[0].cardData.name).toBe("盾");
|
||||
});
|
||||
|
||||
it("should set displayName and description from item data", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
for (const card of Object.values(deck.cards)) {
|
||||
expect(card.cardData.name).toBeTruthy();
|
||||
expect(card.cardData.desc).toBeTruthy();
|
||||
}
|
||||
|
||||
const daggerCard = Object.values(deck.cards).find(
|
||||
(c) => c.cardData.name === "短刀",
|
||||
);
|
||||
expect(daggerCard?.cardData.name).toBe("短刀");
|
||||
expect(daggerCard?.cardData.desc).toBe("【攻击3】【攻击3】");
|
||||
});
|
||||
|
||||
it("should assign unique IDs to each card from same item", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "dagger-1",
|
||||
);
|
||||
|
||||
const ids = daggerCards.map((c) => c.id);
|
||||
const uniqueIds = new Set(ids);
|
||||
expect(uniqueIds.size).toBe(ids.length);
|
||||
});
|
||||
|
||||
it("should handle empty inventory", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(Object.keys(deck.cards).length).toBe(0);
|
||||
expect(deck.regions.drawPile.childIds).toEqual([]);
|
||||
});
|
||||
|
||||
it("should place all cards in draw pile initially", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
for (const cardId of deck.regions.drawPile.childIds) {
|
||||
expect(deck.cards[cardId]).toBeDefined();
|
||||
}
|
||||
|
||||
// All cards are in draw pile
|
||||
expect(new Set(deck.regions.drawPile.childIds).size).toBe(
|
||||
Object.keys(deck.cards).length,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createDeckRegions", () => {
|
||||
it("should create regions for all deck zones", () => {
|
||||
const regions = createDeckRegions();
|
||||
|
||||
expect(regions.drawPile.id).toBe("drawPile");
|
||||
expect(regions.hand.id).toBe("hand");
|
||||
expect(regions.discardPile.id).toBe("discardPile");
|
||||
expect(regions.exhaustPile.id).toBe("exhaustPile");
|
||||
});
|
||||
|
||||
it("should have empty childIds initially", () => {
|
||||
const regions = createDeckRegions();
|
||||
|
||||
expect(regions.drawPile.childIds).toEqual([]);
|
||||
expect(regions.hand.childIds).toEqual([]);
|
||||
expect(regions.discardPile.childIds).toEqual([]);
|
||||
expect(regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createPlayerDeck", () => {
|
||||
it("should create an empty deck structure", () => {
|
||||
const deck = createPlayerDeck();
|
||||
|
||||
expect(deck.cards).toEqual({});
|
||||
expect(deck.regions.drawPile.childIds).toEqual([]);
|
||||
expect(deck.regions.hand.childIds).toEqual([]);
|
||||
expect(deck.regions.discardPile.childIds).toEqual([]);
|
||||
expect(deck.regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user