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Author SHA1 Message Date
hyper 5849c0a343 feat: update skill def 2026-04-10 13:45:10 +08:00
hyper 617057988d feat: regicide full 2026-04-10 13:43:12 +08:00
hyper 28e548d3de feat: regicide code 2026-04-10 13:24:29 +08:00
hyper 8b271448d2 feat: regicide rule 2026-04-10 13:15:03 +08:00
hyper b8e4f73126 refactor: rewritten skill 2026-04-10 13:14:43 +08:00
hyper 9d6e7a75f8 refactor: add export for createPart 2026-04-10 12:34:47 +08:00
hyper 3d5a484e52 feat: skill doc for game module 2026-04-10 12:34:34 +08:00
14 changed files with 2525 additions and 6 deletions

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---
name: Create Game Module
description: Create a runnable logic module for a board game with 'boardgame-core', '@preact/signals' and 'mutative'
---
# 如何编写游戏模组
## 要求
游戏模组需要导出以下接口:
```typescript
import { IGameContext, createGameCommandRegistry } from '@/index';
// 定义类型
export type GameState = {
//...
};
export type Game = IGameContext<GameState>;
// 创建 mutative 游戏初始状态
export function createInitialState(): GameState {
//...
}
// 创建命令注册表(可选)
export const registry = createGameCommandRegistry<GameState>();
// 运行游戏
export async function start(game: Game) {
// ...
}
```
或者导出为 `GameModule` 对象:
```typescript
import { GameModule } from '@/index';
export const gameModule: GameModule<GameState> = {
registry,
createInitialState,
start,
};
```
## 流程
### 0. 确认规则
规则应当存放在 `rule.md`
描述一个桌面游戏的以下要素:
- **主题**:游戏的世界观和背景
- **配件**:棋子、卡牌、骰子等物理组件
- **游戏布置形式**:棋盘、版图、卡牌放置区等
- **游戏流程**:回合结构、阶段划分
- **玩家行动**:每回合玩家可以做什么
- **胜利条件与终局结算**:如何判定胜负
### 1. 创建类型
创建 `types.ts` 并导出游戏所用的类型。
- 为游戏概念创建字符串枚举类型(如 `PlayerType = 'X' | 'O'`
- 使用 `Part<TMeta>` 为游戏配件创建对象类型
- 使用 `Region` 为游戏区域创建容器类型
- 设计游戏的全局状态类型
游戏使用 `mutative` 不可变类型驱动。状态类型必须是**可序列化的**(不支持函数、`Map`、`Set` 等)。
```typescript
import { Part, Region } from '@/index';
export type PlayerType = 'X' | 'O';
export type PieceMeta = {
owner: PlayerType;
};
export type Piece = Part<PieceMeta>;
export type GameState = {
board: Region;
pieces: Record<string, Piece>;
currentPlayer: PlayerType;
turn: number;
winner: PlayerType | null;
};
```
### 2. 创建游戏配件表
若某种游戏配件数量较大可使用csv文件进行配置否则在代码中inline创建。
csv文件遵循以下要求
- 从`#`开头的内容会被当作注释忽略
- 第二行为数据类型,会用于生成.d.ts文件
- 可以有空行
```csv
# parts.csv
type,player,count
string,string,int
kitten,white,8
kitten,black,8
cat,white,8
cat,black,8
```
```typescript
import parts from "./parts.csv";
const pieces = createPartsFromTable(
parts,
(item, index) => `${item.player}-${item.type}-${index + 1}`,
(item) => item.count
) as Record<string, BoopPart>;
```
### 3. 创建 Prompts
使用 prompt 来描述需要玩家进行的行动命令 schema。
- prompt 包含一个 schema 和若干参数
- 每个参数通常指定某个配件 ID、某个枚举字符串、或者某个数字
- 参数类型必须是原始类型(`string`、`number`)或字符串枚举
```typescript
import { createPromptDef } from '@/index';
export const prompts = {
play: createPromptDef<[PlayerType, number, number]>(
'play <player> <row:number> <col:number>',
'选择下子位置'
),
};
```
Prompt schema 语法:
- `<param>` - 必需参数
- `[param]` - 可选参数
- `[param:type]` - 带类型验证的参数(如 `[count:number]`
### 3. 创建游戏流程
游戏主循环负责协调游戏进程、等待玩家输入、更新状态。
```typescript
export async function start(game: Game) {
while (true) {
// game.value 可获取当前的全局状态
const currentPlayer = game.value.currentPlayer;
const turnNumber = game.value.turn + 1;
const turnOutput = await turn(game, currentPlayer, turnNumber);
// 更新状态
await game.produceAsync((state) => {
state.winner = turnOutput.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn = turnNumber;
}
});
// 检查游戏结束条件
if (game.value.winner) break;
}
return game.value;
}
```
回合逻辑示例:
```typescript
async function turn(game: Game, turnPlayer: PlayerType, turnNumber: number) {
// 获取玩家输入
const { player, row, col } = await game.prompt(
prompts.play,
(player, row, col) => {
if (player !== turnPlayer) {
throw `无效的玩家: ${player}。应为 ${turnPlayer}。`;
} else if (!isValidMove(row, col)) {
throw `无效位置: (${row}, ${col})。必须在 0 到 ${BOARD_SIZE - 1} 之间。`;
} else if (isCellOccupied(game, row, col)) {
throw `格子 (${row}, ${col}) 已被占用。`;
} else {
return { player, row, col };
}
},
game.value.currentPlayer
);
// 执行放置逻辑
placePiece(game, row, col, turnPlayer);
// 返回回合结果
return { winner: checkWinner(game) };
}
```
**注意事项:**
- `game.produce(fn)` 用于同步更新状态
- `game.produceAsync(fn)` 用于异步更新状态(会等待中断 Promise 完成,适用于播放动画)
- 验证器函数中抛出字符串错误会返回给玩家,玩家可重新输入
- 循环必须有明确的退出条件,避免无限循环
- 玩家取消输入时,`game.prompt()` 会抛出异常,需要适当处理
### 4. 创建测试
测试文件位于 `tests/samples/` 目录下,命名格式为 `<game-name>.test.ts`
#### 测试要求
**覆盖范围:**
- 每种游戏结束条件至少一条测试
- 每种玩家行动至少一条测试
- 边界条件和异常情况至少一条测试
- 胜利和失败场景各至少一条测试
**测试结构:**
```typescript
import { describe, it, expect } from 'vitest';
import { createGameContext } from '@/core/game';
import { registry, createInitialState } from './my-game';
describe('My Game', () => {
// 测试辅助函数
function createTestContext() {
return createGameContext(registry, createInitialState());
}
// 测试工具函数
describe('Utils', () => {
it('should calculate correct values', () => {
// 测试纯函数逻辑
});
});
// 测试命令
describe('Commands', () => {
it('should perform action correctly', async () => {
const game = createTestContext();
// 设置初始状态
// 执行命令
// 验证状态变化
});
it('should fail on invalid input', async () => {
const game = createTestContext();
// 测试错误输入
const result = await game.run('invalid-command');
expect(result.success).toBe(false);
});
});
// 测试完整游戏流程
describe('Game Flow', () => {
it('should complete a full game cycle', async () => {
// 模拟完整游戏流程
});
});
});
```
**测试规范:**
- 使用 `createGameContext(registry, initialState)` 创建测试上下文
- 使用 `game.run('command args')` 执行命令
- 验证 `game.value` 的状态变化,而非命令返回值
- 不要使用 `console.log` 或其他调试输出
- 使用 `describe` 分组相关测试
- 测试命名使用 `should...` 格式描述预期行为
- 异步测试使用 `async/await`
**命令测试示例:**
```typescript
it('should deal damage to enemy', async () => {
const game = createTestContext();
setupTestGame(game); // 自定义测试设置
const enemyHpBefore = game.value.currentEnemy!.hp;
await game.run('play player1 card_1');
// 验证状态变化
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
expect(game.value.playerHands.player1).not.toContain('card_1');
});
it('should fail if card not in hand', async () => {
const game = createTestContext();
setupTestGame(game);
const result = await game.run('play player1 invalid_card');
expect(result.success).toBe(false);
if (!result.success) {
expect(result.error).toContain('不存在');
}
});
```
**运行测试:**
```bash
# 运行所有测试
npm run test:run
# 运行特定测试文件
npx vitest run tests/samples/my-game.test.ts
# 运行特定测试用例
npx vitest run -t "should deal damage" tests/samples/my-game.test.ts
```
## 完整示例
参考 `src/samples/boop/` 获取完整的`boop`游戏实现。
参考 `src/samples/regicide/` 获取卡牌游戏的完整示例。
## 相关资源
- [API 参考](./references/api.md) - 完整的 API 文档
- [AGENTS.md](../../AGENTS.md) - 项目代码规范和架构说明

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# API 参考
本文档记录游戏模组开发者需要使用的公共 API。
## 核心接口
### `IGameContext<TState>`
游戏运行的核心上下文,提供状态访问、随机数、命令执行和提示系统。
```typescript
interface IGameContext<TState extends Record<string, unknown> = {}> {
readonly value: TState; // 当前游戏状态(只读)
readonly rng: ReadonlyRNG; // 随机数生成器(只读)
// 状态更新
produce(fn: (draft: TState) => void): void; // 同步变更状态(基于 mutative
produceAsync(fn: (draft: TState) => void): Promise<void>; // 异步变更状态(等待中断)
// 命令执行
run<T>(input: string): Promise<CommandResult<T>>; // 执行命令字符串
runParsed<T>(command: Command): Promise<CommandResult<T>>; // 执行已解析的命令
// 提示系统
prompt<TResult, TArgs>(
def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>,
currentPlayer?: string | null
): Promise<TResult>;
}
```
**使用示例:**
```typescript
// 读取状态
const currentPlayer = game.value.currentPlayer;
// 同步更新状态
game.produce((state) => {
state.score += 10;
});
// 异步更新状态(等待动画完成)
await game.produceAsync((state) => {
state.phase = 'next';
});
// 等待玩家输入
const result = await game.prompt(
prompts.move,
(from, to) => {
if (!isValidMove(from, to)) {
throw '无效移动';
}
return { from, to };
}
);
```
---
### `GameModule<TState, TResult>`
游戏模块的类型定义,这是开发者创建游戏时需要导出的核心结构。
```typescript
type GameModule<TState extends Record<string, unknown>, TResult = unknown> = {
registry?: CommandRegistry<IGameContext<TState>>; // 可选的命令注册表
createInitialState: () => TState; // 创建初始状态
start: (ctx: IGameContext<TState>) => Promise<TResult>; // 游戏主循环
}
```
---
### `createGameCommandRegistry<TState>()`
创建游戏命令注册表,游戏模组用它来注册自定义命令。
```typescript
function createGameCommandRegistry<TState extends Record<string, unknown> = {}>(): CommandRegistry<IGameContext<TState>>
```
**使用示例:**
```typescript
import { createGameCommandRegistry, IGameContext } from '@/index';
export type GameState = { score: number };
export const registry = createGameCommandRegistry<GameState>();
// 注册命令
registry.register('addScore <amount:number>', async function(ctx, amount) {
ctx.produce((state) => {
state.score += amount;
});
return { success: true, result: undefined };
});
```
---
## 提示系统
### `createPromptDef<TArgs>(schema, hintText?)`
从字符串模式创建 `PromptDef`
```typescript
function createPromptDef<TArgs>(
schema: CommandSchema | string,
hintText?: string
): PromptDef<TArgs>
```
**使用示例:**
```typescript
import { createPromptDef } from '@/index';
export const prompts = {
// 必需参数
play: createPromptDef<[PlayerType, number, number]>(
'play <player> <row:number> <col:number>',
'选择下子位置'
),
// 可选参数
draw: createPromptDef<[number?]>(
'draw [count:number]',
'抽牌'
),
// 带选项
trade: createPromptDef<[string, string]>(
'trade <give> <receive> [--force]',
'交易'
),
};
```
---
### `PromptDef<TArgs>`
提示定义,用于 `context.prompt()` 方法。
```typescript
type PromptDef<TArgs extends any[] = any[]> = {
schema: CommandSchema; // 命令模式定义
hintText?: string; // 可选的提示文本
}
```
---
### `PromptValidator<TResult, TArgs>`
提示验证函数类型。验证器函数接收解析后的参数,应返回结果或抛出字符串错误。
```typescript
type PromptValidator<TResult, TArgs extends any[] = any[]> = (...params: TArgs) => TResult;
```
**验证器规则:**
- 返回任意值表示验证成功,该值将作为 `prompt()` 的返回值
- 抛出字符串错误表示验证失败,错误消息会返回给玩家,玩家可重新输入
- 玩家取消输入时,`prompt()` 会抛出异常
---
### `PromptEvent`
提示事件对象,通过 `commandRunnerContext.on('prompt', handler)` 监听。
```typescript
type PromptEvent = {
schema: CommandSchema;
hintText?: string;
currentPlayer: string | null;
tryCommit: (commandOrInput: Command | string) => string | null; // null=成功string=错误消息
cancel: (reason?: string) => void;
}
```
---
## 零件系统 (Part)
### `Part<TMeta>`
游戏中的可操作物件(棋子、卡牌、骰子等)。
```typescript
type Part<TMeta = {}> = {
id: string; // 唯一标识
sides?: number; // 总面数(用于骰子/多面牌)
side?: number; // 当前面
alignments?: string[]; // 可用对齐方式
alignment?: string; // 当前对齐方式
regionId: string; // 所属区域 ID
position: number[]; // 在区域中的位置坐标
} & Immutable<TMeta>; // 自定义元数据(不可变)
```
**使用示例:**
```typescript
import { Part } from '@/index';
export type PieceMeta = {
owner: 'X' | 'O';
type: 'pawn' | 'king';
};
export type Piece = Part<PieceMeta>;
// 访问元数据
const piece: Piece = ...;
console.log(piece.owner); // 'X'
console.log(piece.type); // 'pawn'
```
---
### 零件操作函数
#### `flip<TMeta>(part)`
翻转到下一面(循环)。
```typescript
function flip<TMeta>(part: Part<TMeta>): void
```
#### `flipTo<TMeta>(part, side)`
翻转到指定面。
```typescript
function flipTo<TMeta>(part: Part<TMeta>, side: number): void
```
#### `roll<TMeta>(part, rng)`
用 RNG 随机掷骰子。
```typescript
function roll<TMeta>(part: Part<TMeta>, rng: RNG): void
```
---
## 零件工厂 (Part Factory)
### `createParts<T>(item, getId, count?)`
创建多个相同类型的零件。
```typescript
function createParts<T>(
item: T,
getId: (index: number) => string,
count?: number
): Record<string, Part<T>>
```
**使用示例:**
```typescript
import { createParts } from '@/index';
const pieces = createParts(
{ owner: 'X', type: 'pawn' },
(i) => `piece-x-${i}`,
5 // 创建 5 个
);
```
---
### `createPartsFromTable<T>(items, getId, getCount?)`
从配置表批量创建零件。
```typescript
function createPartsFromTable<T>(
items: readonly T[],
getId: (item: T, index: number) => string,
getCount?: ((item: T) => number) | number
): Record<string, Part<T>>
```
**使用示例:**
```typescript
import { createPartsFromTable } from '@/index';
const cardTable = [
{ name: 'fireball', damage: 3 },
{ name: 'shield', defense: 2 },
];
const cards = createPartsFromTable(
cardTable,
(item) => item.name,
(item) => item.name === 'fireball' ? 4 : 2 // 每种卡牌的数量
);
```
---
## 区域系统 (Region)
### `Region`
游戏区域(棋盘、手牌区等)。
```typescript
type Region = {
id: string; // 区域 ID
axes: RegionAxis[]; // 坐标轴定义
childIds: string[]; // 包含的零件 ID 列表
partMap: Record<string, string>; // 位置 -> 零件 ID 映射
}
```
---
### `RegionAxis`
区域的一个坐标轴。
```typescript
type RegionAxis = {
name: string;
min?: number;
max?: number;
align?: 'start' | 'end' | 'center'; // 对齐方式
}
```
---
### `createRegion(id, axes)`
创建区域。
```typescript
function createRegion(id: string, axes: RegionAxis[]): Region
```
**使用示例:**
```typescript
import { createRegion, createRegionAxis } from '@/index';
// 创建 3x3 棋盘
const board = createRegion('board', [
createRegionAxis('row', 0, 2),
createRegionAxis('col', 0, 2),
]);
// 或简写
const board = createRegion('board', [
{ name: 'row', min: 0, max: 2 },
{ name: 'col', min: 0, max: 2 },
]);
```
---
### `createRegionAxis(name, min?, max?, align?)`
创建坐标轴。
```typescript
function createRegionAxis(
name: string,
min?: number,
max?: number,
align?: 'start' | 'end' | 'center'
): RegionAxis
```
---
### 区域操作函数
#### `applyAlign<TMeta>(region, parts)`
根据轴的 `align` 配置重新排列零件位置。
```typescript
function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>): void
```
#### `shuffle<TMeta>(region, parts, rng)`
在区域内随机打乱零件位置。
```typescript
function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG): void
```
#### `moveToRegion<TMeta>(part, sourceRegion, targetRegion, position?)`
将零件从一个区域移动到另一个区域。
```typescript
function moveToRegion<TMeta>(
part: Part<TMeta>,
sourceRegion: Region | null,
targetRegion: Region | null,
position?: number[]
): void
```
---
## 命令系统 (Command System)
### `Command`
解析后的命令对象。
```typescript
type Command = {
name: string; // 命令名
flags: Record<string, true>; // 标志(如 --verbose
options: Record<string, unknown>; // 选项(如 --player X
params: unknown[]; // 位置参数
}
```
---
### `CommandSchema`
命令模式定义,用于验证和解析。
```typescript
type CommandSchema = {
name: string;
params: CommandParamSchema[];
options: Record<string, CommandOptionSchema>;
flags: Record<string, CommandFlagSchema>;
}
```
---
### `CommandResult<T>`
命令执行结果(判别联合类型)。
```typescript
type CommandResult<T = unknown> =
| { success: true; result: T }
| { success: false; error: string }
```
**使用示例:**
```typescript
const result = await game.run('move piece1 piece2');
if (result.success) {
console.log('命令执行成功', result.result);
} else {
console.error('命令执行失败', result.error);
}
```
---
### `CommandDef<TContext, TFunc>`
命令定义对象,用于 `registry.register()`
```typescript
type CommandDef<TContext, TFunc extends CommandFunction<TContext>> = {
schema: string | CommandSchema;
run: TFunc;
}
type CommandFunction<TContext> = (ctx: TContext, ...args: any[]) => Promise<unknown>;
```
---
### `CommandRegistry<TContext>`
命令注册表。
```typescript
class CommandRegistry<TContext> extends Map<string, CommandRunner<TContext>> {
register<TFunc>(
...args: [schema: CommandSchema | string, run: TFunc] | [CommandDef<TContext, TFunc>]
): (ctx, ...args) => Promise<TResult>
}
```
**注册命令的两种方式:**
```typescript
// 方式 1直接传入 schema 和函数
registry.register('move <from> <to>', async function(ctx, from, to) {
ctx.produce((state) => { /* 修改状态 */ });
return { success: true, result: undefined };
});
// 方式 2使用 CommandDef 对象
registry.register({
schema: 'move <from> <to>',
run: async function(ctx, from, to) {
ctx.produce((state) => { /* 修改状态 */ });
return { success: true, result: undefined };
}
});
```
---
### `parseCommand(input, schema?)`
解析命令字符串为 `Command` 对象。
```typescript
function parseCommand(input: string, schema?: CommandSchema): Command
```
---
### `parseCommandSchema(schemaStr, name?)`
从字符串模式解析命令模式。
```typescript
function parseCommandSchema(schemaStr: string, name?: string): CommandSchema
```
**Schema 语法:**
- `<param>` - 必需参数
- `[param]` - 可选参数
- `[param:type]` - 带类型验证的参数(如 `[count:number]`
- `--option:value` - 必需选项
- `[-o value]` - 可选选项
- `[--flag]` - 可选标志
---
## 随机数生成器 (RNG)
### `ReadonlyRNG`
只读 RNG 接口(`IGameContext.rng` 返回此类型)。
```typescript
interface ReadonlyRNG {
next(max?: number): number; // [0,1) 随机数,或 [0,max)
nextInt(max: number): number; // [0,max) 随机整数
}
```
---
### `RNG`
可设置种子的 RNG 接口。
```typescript
interface RNG extends ReadonlyRNG {
setSeed(seed: number): void;
getSeed(): number;
}
```
**使用示例:**
```typescript
// 在 IGameContext 中使用
const roll = game.rng.nextInt(6) + 1; // 1-6 的随机数
// 在区域操作中使用时
shuffle(region, parts, rng); // 需要传入 RNG
```
---
## 可变信号 (MutableSignal)
### `MutableSignal<T>`
扩展自 Preact Signal 的可变信号类,支持 mutative-style 的 `produce` 方法。
```typescript
class MutableSignal<T> extends Signal<T> {
produce(fn: (draft: T) => void): void;
addInterruption(promise: Promise<void>): void; // 添加中断 Promise用于动画等待
clearInterruptions(): void; // 清除所有中断
produceAsync(fn: (draft: T) => void): Promise<void>; // 等待中断后更新状态
}
```
---
### `mutableSignal<T>(initial?, options?)`
创建可变信号。
```typescript
function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T>
```
---
## 游戏主机 (GameHost)
### `GameHost<TState, TResult>`
游戏会话的生命周期管理器。
```typescript
class GameHost<TState, TResult> {
readonly state: ReadonlySignal<TState>; // 游戏状态(响应式)
readonly status: ReadonlySignal<GameHostStatus>; // 运行状态
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>; // 当前活动提示的模式
readonly activePromptPlayer: ReadonlySignal<string | null>; // 当前等待输入的玩家
readonly activePromptHint: ReadonlySignal<string | null>; // 当前提示文本
tryInput(input: string): string | null; // 尝试提交输入,返回错误信息或 null
tryAnswerPrompt<TArgs>(def: PromptDef<TArgs>, ...args: TArgs): void; // 尝试回答提示
addInterruption(promise: Promise<void>): void; // 注册中断 Promise用于动画
clearInterruptions(): void; // 清除所有中断
start(seed?: number): Promise<TResult>; // 启动游戏
dispose(): void; // 销毁游戏
on(event: 'start' | 'dispose', listener: () => void): () => void; // 注册事件监听
}
```
---
### `GameHostStatus`
```typescript
type GameHostStatus = 'created' | 'running' | 'disposed';
```
---
### `createGameHost<TState>(gameModule)`
从游戏模块创建 `GameHost` 实例。
```typescript
function createGameHost<TState extends Record<string, unknown>>(
gameModule: GameModule<TState>
): GameHost<TState>
```
**使用示例:**
```typescript
import { createGameHost } from '@/index';
import { gameModule } from './my-game';
const host = createGameHost(gameModule);
// 启动游戏
const result = await host.start(42); // 传入种子
// 提交玩家输入
const error = host.tryInput('play X 0 0');
if (error) {
console.error('输入错误:', error);
}
// 监听事件
host.on('start', () => console.log('游戏开始'));
host.on('dispose', () => console.log('游戏结束'));
// 销毁游戏
host.dispose();
```
---
## Preact Signals 重新导出
```typescript
export * from '@preact/signals-core';
```
开发者可直接使用 `@preact/signals-core` 的所有导出,包括:
- `Signal<T>` - 基础信号类
- `ReadonlySignal<T>` - 只读信号类型
- `signal<T>(value)` - 创建信号
- `computed<T>(fn)` - 创建计算信号
- `effect(fn)` - 创建副作用
- `batch(fn)` - 批量更新
- `untracked(fn)` - 非追踪读取
---
## 测试辅助函数
以下函数主要用于测试代码:
### `createGameContext(options)`
创建游戏上下文实例。
```typescript
function createGameContext<TState>(options: {
initialState: TState;
registry?: CommandRegistry<IGameContext<TState>>;
rng?: RNG;
}): IGameContext<TState>
```
**使用示例:**
```typescript
import { createGameContext } from '@/core/game';
import { createInitialState, registry } from './my-game';
const ctx = createGameContext({
initialState: createInitialState(),
registry,
});
// 执行命令
await ctx.run('move piece1 piece2');
// 断言状态
expect(ctx.value.score).toBe(10);
```
---
### `createTestContext()`
创建用于测试的游戏上下文(简化版)。
```typescript
function createTestContext<TState>(initialState: TState): IGameContext<TState>
```
---
### `createTestRegion()`
创建用于测试的区域。
```typescript
function createTestRegion(): Region
```

View File

@ -7,12 +7,7 @@ export function createPartsFromTable<T>(items: readonly T[], getId: (item: T, in
const count = getCount ? (typeof getCount === 'function' ? getCount(entry) : getCount) : 1; const count = getCount ? (typeof getCount === 'function' ? getCount(entry) : getCount) : 1;
for (let i = 0; i < count; i++) { for (let i = 0; i < count; i++) {
const id = getId(entry, i); const id = getId(entry, i);
pool[id] = { pool[id] = createPart(id, entry);
id,
regionId: '',
position: [],
...entry as Immutable<T>
};
} }
} }
return pool; return pool;
@ -21,3 +16,12 @@ export function createPartsFromTable<T>(items: readonly T[], getId: (item: T, in
export function createParts<T>(item: T, getId: (index: number) => string, count?: number){ export function createParts<T>(item: T, getId: (index: number) => string, count?: number){
return createPartsFromTable([item], (_,index) => getId(index), count); return createPartsFromTable([item], (_,index) => getId(index), count);
} }
export function createPart<T>(id: string, entry: T): Part<T> {
return {
id,
regionId: '',
position: [],
...entry as Immutable<T>
}
}

8
src/samples/boop/parts.csv.d.ts vendored Normal file
View File

@ -0,0 +1,8 @@
type PartsTable = readonly {
readonly type: string;
readonly player: string;
readonly count: number;
}[];
declare const data: PartsTable;
export default data;

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@ -0,0 +1,421 @@
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>();
/**
*
*/
const playCmd = registry.register({
schema: 'play <player:string> <cardId:string>',
run: async (game: RegicideGame, player: string, cardId: string) => {
const state = game.value;
const card = state.cards[cardId];
if (!card) {
return {success: false, error: `卡牌 ${cardId} 不存在`};
}
// 检查卡牌是否在玩家手牌中
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 ${player} 的手牌中`};
}
// 检查是否有当前敌人
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
// 计算伤害(基础伤害为卡牌面值)
let damage = card.value;
let attackReduction = 0;
// 梅花双倍伤害
if (card.suit === 'clubs') {
damage *= 2;
}
// 黑桃降低敌人攻击力
if (card.suit === 'spades') {
attackReduction = card.value;
}
const enemyHpBefore = state.currentEnemy.hp;
await game.produce(state => {
// 对敌人造成伤害
state.currentEnemy!.hp -= damage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
}
// 从手牌移除卡牌
const hand = state.playerHands[playerKey];
const cardIndex = hand.indexOf(cardId);
if (cardIndex !== -1) {
hand.splice(cardIndex, 1);
}
// 将卡牌移到弃牌堆
state.cards[cardId].regionId = 'discardPile';
// 红心能力:将弃牌堆洗回酒馆牌堆
if (card.suit === 'hearts') {
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
if (discardIds.length > 0) {
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
for (const discardId of discardIds) {
state.cards[discardId].regionId = 'tavernDeck';
}
state.regions.tavernDeck.childIds.push(...discardIds);
state.regions.discardPile.childIds = [state.currentEnemy!.id];
}
}
// 方块能力:从酒馆牌堆抓牌
if (card.suit === 'diamonds') {
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
if (tavernDeckCount > 0) {
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
state.cards[drawCardId].regionId = `hand_${player}`;
hand.push(drawCardId);
}
}
});
// 检查敌人是否被击败
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
return {
success: true,
result: {
damage,
attackReduction,
enemyHpBefore,
enemyHpAfter: game.value.currentEnemy!.hp,
enemyDefeated,
suitAbility: card.suit
}
};
}
});
/**
* 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) => {
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'};
}
// 检查是否是A牌
if (aceCard.rank !== 'A') {
return {success: false, error: `第一张牌必须是A`};
}
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
// 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'};
}
if (!state.currentEnemy) {
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') {
totalDamage *= 2;
}
let attackReduction = 0;
if (aceCard.suit === 'spades') {
attackReduction += aceCard.value;
}
if (otherCard.suit === 'spades') {
attackReduction += otherCard.value;
}
await game.produce(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);
}
// 从手牌移除两张牌
const hand = state.playerHands[playerKey];
const aceIndex = hand.indexOf(aceCardId);
const otherIndex = hand.indexOf(otherCardId);
if (aceIndex !== -1) hand.splice(aceIndex, 1);
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';
});
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
return {
success: true,
result: {
damage: totalDamage,
attackReduction,
enemyHp: state.currentEnemy!.hp,
enemyDefeated
}
};
}
});
/**
*
*/
const passCmd = registry.register({
schema: 'pass <player:string>',
run: async (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`}};
}
});
/**
* - >=
*/
const enemyCounterattackCmd = registry.register({
schema: 'counterattack <player:string> <discardCards:string[]>',
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
const state = game.value;
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
// 检查要弃的牌都在手牌中
for (const cardId of discardCards) {
if (!playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
}
}
// 计算弃牌的点数和
let totalValue = 0;
for (const cardId of discardCards) {
const card = state.cards[cardId];
if (card) {
totalValue += card.value;
}
}
const enemyAttack = state.currentEnemy.value;
// 检查点数和是否 >= 敌人攻击力
if (totalValue < enemyAttack) {
return {
success: false,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
};
}
// 执行弃牌
await game.produce(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';
}
});
return {
success: true,
result: {
discardedCards: discardCards,
totalValue,
enemyAttack
}
};
}
});
/**
*
*/
const checkEnemyDefeatedCmd = registry.register({
schema: 'check-enemy',
run: async (game: RegicideGame) => {
const state = game.value;
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
const defeated = state.currentEnemy.hp <= 0;
if (defeated) {
const defeatedEnemy = {...state.currentEnemy};
await game.produce(state => {
// 将当前敌人移到弃牌堆
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
// 翻开下一个敌人
if (state.enemyDeck.length > 0) {
const nextEnemy = state.enemyDeck.shift()!;
state.currentEnemy = nextEnemy;
} else {
// 没有更多敌人了
state.currentEnemy = null;
}
});
// 检查是否胜利(没有更多敌人)
if (!game.value.currentEnemy) {
await game.produce(state => {
state.phase = 'victory';
state.winner = true;
});
}
return {
success: true,
result: {
defeated: true,
defeatedEnemy,
nextEnemy: game.value.currentEnemy,
enemiesRemaining: game.value.enemyDeck.length
}
};
}
return {
success: true,
result: {
defeated: false,
currentEnemy: {...state.currentEnemy},
enemiesRemaining: state.enemyDeck.length
}
};
}
});
/**
*
*/
const checkCanPlayCmd = registry.register({
schema: 'check-can-play <player:string>',
run: async (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 card = state.cards[cardId];
return card && card.rank === 'A' && playerHand.length > 1;
});
return {
success: true,
result: {
canPlay,
canPlayWithA,
handSize: playerHand.length
}
};
}
});
/**
*
*/
const checkTavernDeckCmd = registry.register({
schema: 'check-tavern-deck',
run: async (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);
if (allHandsEmpty) {
await game.produce(state => {
state.phase = 'defeat';
state.winner = false;
});
}
}
return {
success: true,
result: {
isEmpty,
cardsRemaining: state.regions.tavernDeck.childIds.length
}
};
}
});
/**
*
*/
const nextTurnCmd = registry.register({
schema: 'next-turn',
run: async (game: RegicideGame) => {
const state = game.value;
await game.produce(state => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
});
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
const currentPlayer = players[game.value.currentPlayerIndex];
return {
success: true,
result: {
currentPlayer,
currentPlayerIndex: game.value.currentPlayerIndex
}
};
}
});
export {
playCmd as play,
playWithACmd as playWithA,
passCmd as pass,
enemyCounterattackCmd as enemyCounterattack,
checkEnemyDefeatedCmd as checkEnemy,
checkCanPlayCmd as checkCanPlay,
checkTavernDeckCmd as checkTavernDeck,
nextTurnCmd as nextTurn,
};

View File

@ -0,0 +1,36 @@
import {CardRank, SuitType} from "@/samples/regicide/types";
// 敌人总数
export const ENEMY_COUNT = 12;
// 初始手牌数
export const INITIAL_HAND_SIZE = 6;
// 卡牌面值映射
export const CARD_VALUES: Record<CardRank, number> = {
'A': 1,
'2': 2,
'3': 3,
'4': 4,
'5': 5,
'6': 6,
'7': 7,
'8': 8,
'9': 9,
'10': 10,
'J': 10,
'Q': 15,
'K': 20,
};
// 所有花色
export const ALL_SUITS: SuitType[] = ['spades', 'hearts', 'diamonds', 'clubs'];
// 所有牌面值(不含大小王)
export const ALL_RANKS: CardRank[] = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
// 人头牌J/Q/K
export const FACE_CARDS: CardRank[] = ['J', 'Q', 'K'];
// 数字牌A-10
export const NUMBER_CARDS: CardRank[] = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10'];

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@ -0,0 +1,239 @@
import {IGameContext} from "@/core/game";
import {RegicideState} from "@/samples/regicide/state";
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";
export type RegicideGame = IGameContext<RegicideState>;
/**
*
* @param game
* @param playerCount 1-4
* @param seed
*/
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');
}
if (seed) {
// RNG seeding handled by game context
}
// 创建所有卡牌
const allCards = createAllCards();
// 构建敌人牌堆J/Q/K
const enemyDeck = buildEnemyDeck(game._rng);
// 构建酒馆牌堆A-10
const tavernDeck = buildTavernDeck(game._rng);
// 初始化游戏状态
await game.produceAsync(state => {
state.cards = allCards;
state.playerCount = playerCount;
state.currentPlayerIndex = 0;
state.enemyDeck = enemyDeck;
// 设置酒馆牌堆区域
for (const card of 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);
// 给每个玩家发牌
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
for (let i = 0; i < playerCount; i++) {
const player = players[i];
const regionId = getPlayerHandRegionId(player);
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
if (tavernDeck.length === 0) break;
const card = tavernDeck.shift()!;
card.regionId = regionId;
state.playerHands[player].push(card.id);
const region = state.regions[regionId as keyof typeof state.regions];
region.childIds.push(card.id);
}
}
// 翻开第一个敌人
if (enemyDeck.length > 0) {
const firstEnemy = enemyDeck.shift()!;
state.currentEnemy = firstEnemy;
}
});
}
/**
*
*/
export async function start(game: RegicideGame) {
const state = game.value;
// 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');
}
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
// 主游戏循环
while (state.phase === 'playing') {
const currentPlayerIndex = state.currentPlayerIndex;
const currentPlayer = players[currentPlayerIndex];
// 检查当前玩家是否有手牌
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;
});
continue;
}
// 等待玩家输入(出牌或让过)
// 这里需要外部通过 prompt 系统获取输入
// 实际使用时由 UI 或测试代码提供输入
// 循环会在外部调用 play/pass 命令后继续
// 当 phase 变为 'victory' 或 'defeat' 时退出
break;
}
return game.value;
}
/**
*
*/
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.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
let playResult: any;
// 执行玩家动作
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}`);
} else {
playResult = await game.run(`play ${player} ${cardId}`);
}
} else {
// 让过
playResult = await game.run(`pass ${player}`);
}
if (!playResult.success) {
return playResult;
}
// 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');
if (!checkResult.success) {
return checkResult;
}
// 如果敌人未被击败,处理反击
if (!checkResult.result.defeated) {
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: false,
needsDiscard: true,
enemyAttack: state.currentEnemy.value,
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';
state.winner = true;
});
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
gameWon: true
}
};
}
// 切换到下一个玩家
await game.run('next-turn');
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
nextEnemy: state.currentEnemy
}
};
}
/**
*
*/
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
if (!result.success) {
// 弃牌失败(点数和不足),游戏失败
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');
return result;
}
/**
*
*/
export function getGameStatus(game: RegicideGame) {
const state = game.value;
return {
phase: state.phase,
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
currentEnemy: state.currentEnemy ? {
...state.currentEnemy,
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])
),
winner: state.winner
};
}

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// Types
export type {
SuitType,
CardRank,
PlayerType,
RegionType,
RegicideCardMeta,
RegicideCard,
Enemy,
GamePhase
} from './types';
// Constants
export {
ENEMY_COUNT,
INITIAL_HAND_SIZE,
CARD_VALUES,
ALL_SUITS,
ALL_RANKS,
FACE_CARDS,
NUMBER_CARDS
} from './constants';
// State
export {
createInitialState,
type RegicideState
} from './state';
// Prompts
export {prompts} from './prompts';
// Commands
export {
registry,
play as playCmd,
playWithA as playWithACmd,
pass as passCmd,
enemyCounterattack as enemyCounterattackCmd,
checkEnemy as checkEnemyCmd,
checkCanPlay as checkCanPlayCmd,
checkTavernDeck as checkTavernDeckCmd,
nextTurn as nextTurnCmd,
} from './commands';
// Game
export {
setupGame,
start,
playTurn,
handleCounterattack,
getGameStatus,
type RegicideGame
} from './game';
// Utils
export {
getCardValue,
createCard,
createEnemy,
createAllCards,
buildEnemyDeck,
buildTavernDeck,
drawFromDeck,
isEnemyDefeated,
getPlayerHandRegionId
} from './utils';

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import {createPromptDef} from "@/core/game";
export const prompts = {
playCard: createPromptDef<[string, string]>(
'play <player:string> <cardId:string>',
'选择要打出的卡牌'
),
playWithA: createPromptDef<[string, string, string]>(
'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
'打出A配合另一张牌'
),
pass: createPromptDef<[string]>(
'pass <player:string>',
'让过不出牌'
),
discard: createPromptDef<[string, string[]]>(
'counterattack <player:string> <discardCards:string[]>',
'选择要弃掉的卡牌以应对敌人反击'
),
};

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# Regicide (弑君游戏)
## 游戏概述
**Regicide** 是一个合作式奇幻主题卡牌游戏,使用标准扑克牌进行游戏。
- **玩家人数:** 1-4 人(合作)
- **年龄:** 10+
- **游戏时间:** 约30分钟
## 游戏目标
玩家们协作对抗使用手牌击败12个强大的敌人每个等级3个敌人。如果成功击败所有12个敌人则获胜如果任何敌人的生命值归零前未能击败它或者牌库耗尽时仍有敌人存活则游戏失败。
## 游戏配件
- **标准扑克牌:** 52张不包含大小王
## 卡牌说明
### 数字牌A-10
- 面值等于牌面数字
- 每张牌有独特的花色能力
### 人头牌J、Q、K
- **J侍卫** 面值 10
- **Q皇后** 面值 15
- **K国王** 面值 20
### 花色能力
- **黑桃Spades** 降低敌人的攻击力
- **红心Hearts** 将弃牌堆的牌洗回酒馆牌堆
- **方块Diamonds** 从酒馆牌堆抓牌
- **梅花Clubs** 造成双倍伤害
## 游戏设置
0. 将所有的J/Q/K从牌堆移出将4张K洗混后放在最下4张Q洗混后放在中间4张J洗混后放在最上形成敌人牌堆
1. 将剩余的扑克牌洗匀形成酒馆牌堆,每位玩家抽取 6 张手牌
2. 翻开一张敌人牌
3. 决定起始玩家(单人模式下自动为当前玩家)
## 游戏流程
从起始玩家开始,轮流进行以下操作:
### 玩家回合
在你的回合,你可以:
1. **打出一张牌:** 选择一张手牌打出,对其目标敌人造成伤害或触发效果
2. **打出一张A和另一张牌** A可以配合任何其他牌一起打出
3. **让过Pass** 不出牌,结束回合
### 出牌流程
1. 打出的牌对当前敌人造成伤害
2. 触发牌的花色能力
3. 如果敌人的生命值降至0或以下该敌人被击败放置到弃牌堆
4. 如果当前敌人被击败,翻开下一张敌人牌,否则受到敌人反击,必须弃掉点数和大于等于敌人攻击力的手牌
即使玩家让过,也会受到敌人的反击。
### 限制
- 玩家之间不能交流或暗示关于手牌的信息
- 每个回合只能打出一张牌除了A配合其他牌的情况
## 敌人机制
### 敌人属性
- **生命值:** 敌人需要承受的伤害量,为卡牌面值的两倍
- **攻击力:** 敌人的面值即敌人的攻击力
## 胜利与失败条件
### 胜利条件
- 击败所有12个敌人
### 失败条件
- 任何玩家在敌人反击后无法弃掉点数和达到敌人攻击力以上的牌
- 任何玩家无法出牌

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import {createRegion, Region} from "@/core/region";
import {Enemy, GamePhase, PlayerType, RegionType} from "@/samples/regicide/types";
import {RegicideCard} from "@/samples/regicide/types";
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
export function createInitialState() {
const regions: Record<RegionType, Region> = {
enemyDeck: createRegion('enemyDeck', []),
tavernDeck: createRegion('tavernDeck', []),
discardPile: createRegion('discardPile', []),
currentEnemy: createRegion('currentEnemy', []),
hand_player1: createRegion('hand_player1', []),
hand_player2: createRegion('hand_player2', []),
hand_player3: createRegion('hand_player3', []),
hand_player4: createRegion('hand_player4', []),
};
const playerHands: Record<PlayerType, string[]> = {
player1: [],
player2: [],
player3: [],
player4: [],
};
return {
regions,
cards: {} as Record<string, RegicideCard>,
playerHands,
currentPlayerIndex: 0,
playerCount: 1,
currentEnemy: null as Enemy | null,
enemyDeck: [] as Enemy[],
phase: 'playing' as GamePhase,
winner: null as boolean | null,
};
}
export type RegicideState = ReturnType<typeof createInitialState>;

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import {Part} from "@/core/part";
// 花色类型
export type SuitType = 'spades' | 'hearts' | 'diamonds' | 'clubs';
// 牌面值
export type CardRank = 'A' | '2' | '3' | '4' | '5' | '6' | '7' | '8' | '9' | '10' | 'J' | 'Q' | 'K';
// 玩家类型1-4人合作
export type PlayerType = 'player1' | 'player2' | 'player3' | 'player4';
// 区域类型
export type RegionType =
| 'enemyDeck' // 敌人牌堆
| 'tavernDeck' // 酒馆牌堆
| 'discardPile' // 弃牌堆
| 'currentEnemy' // 当前敌人
| 'hand_player1'
| 'hand_player2'
| 'hand_player3'
| 'hand_player4';
// 卡牌元数据
export type RegicideCardMeta = {
suit: SuitType;
rank: CardRank;
value: number; // 卡牌面值
};
// 卡牌部件类型
export type RegicideCard = Part<RegicideCardMeta>;
// 敌人类型
export type Enemy = {
id: string;
rank: CardRank;
suit: SuitType;
value: number; // 敌人面值(即攻击力)
hp: number; // 当前生命值
maxHp: number; // 最大生命值面值的2倍
};
// 游戏阶段
export type GamePhase = 'playing' | 'victory' | 'defeat';

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import {ALL_RANKS, ALL_SUITS, CARD_VALUES, ENEMY_COUNT, FACE_CARDS} from "@/samples/regicide/constants";
import {CardRank, Enemy, RegicideCard, SuitType} from "@/samples/regicide/types";
import {RNG} from "@/utils/rng";
/**
*
*/
export function getCardValue(rank: CardRank): number {
return CARD_VALUES[rank];
}
/**
*
*/
export function createCard(id: string, suit: SuitType, rank: CardRank): RegicideCard {
return {
id,
regionId: '',
position: [],
suit,
rank,
value: getCardValue(rank),
};
}
/**
*
*/
export function createEnemy(id: string, rank: CardRank, suit: SuitType): Enemy {
const value = getCardValue(rank);
return {
id,
rank,
suit,
value,
hp: value * 2,
maxHp: value * 2,
};
}
/**
* 52
*/
export function createAllCards(): Record<string, RegicideCard> {
const cards: Record<string, RegicideCard> = {};
for (const suit of ALL_SUITS) {
for (const rank of ALL_RANKS) {
const id = `${suit}_${rank}`;
cards[id] = createCard(id, suit, rank);
}
}
return cards;
}
/**
* J/Q/K 12
* 4K在最下4Q在中间4J在最上
*/
export function buildEnemyDeck(rng: RNG): Enemy[] {
const enemies: Enemy[] = [];
let idCounter = 0;
// 创建所有J/Q/K敌人
for (const rank of FACE_CARDS) {
for (const suit of ALL_SUITS) {
const id = `enemy_${idCounter++}`;
enemies.push(createEnemy(id, rank, suit));
}
}
// 分离J、Q、K
const jEnemies = enemies.filter(e => e.rank === 'J');
const qEnemies = enemies.filter(e => e.rank === 'Q');
const kEnemies = enemies.filter(e => e.rank === 'K');
// 分别洗牌
shuffleArray(jEnemies, rng);
shuffleArray(qEnemies, rng);
shuffleArray(kEnemies, rng);
// J在最上先遇到Q在中间K在最下
return [...jEnemies, ...qEnemies, ...kEnemies];
}
/**
* J/Q/K后的剩余牌
*/
export function buildTavernDeck(rng: RNG): RegicideCard[] {
const allCards = createAllCards();
const numberCards = Object.values(allCards).filter(card => !FACE_CARDS.includes(card.rank));
shuffleArray(numberCards, rng);
return numberCards;
}
/**
*
*/
function shuffleArray<T>(array: T[], rng: RNG): void {
for (let i = array.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1);
[array[i], array[j]] = [array[j], array[i]];
}
}
/**
*
*/
export function drawFromDeck(
deck: RegicideCard[],
count: number
): RegicideCard[] {
const drawn = deck.splice(0, count);
return drawn;
}
/**
*
*/
export function isEnemyDefeated(enemy: Enemy | null): boolean {
return enemy !== null && enemy.hp <= 0;
}
/**
* ID
*/
export function getPlayerHandRegionId(playerId: string): string {
return `hand_${playerId}`;
}

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import {createGameContext} from '@/core/game';
import {registry} from '@/samples/regicide/commands';
import {createInitialState} from '@/samples/regicide/state';
import {
buildEnemyDeck,
buildTavernDeck,
createAllCards,
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';
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);
});
});
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');
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');
expect(jEnemy.value).toBe(10);
expect(qEnemy.value).toBe(15);
expect(kEnemy.value).toBe(20);
expect(jEnemy.hp).toBe(20);
expect(qEnemy.hp).toBe(30);
expect(kEnemy.hp).toBe(40);
});
});
describe('createAllCards', () => {
it('should create 52 cards', () => {
const cards = createAllCards();
expect(Object.keys(cards).length).toBe(52);
});
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'];
for (const suit of suits) {
for (const rank of ranks) {
const id = `${suit}_${rank}`;
expect(cards[id]).toBeDefined();
expect(cards[id].suit).toBe(suit);
expect(cards[id].rank).toBe(rank);
}
}
});
});
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', () => {
const rng = new Mulberry32RNG(12345);
const deck = buildEnemyDeck(rng);
for (let i = 0; i < 4; i++) {
expect(deck[i].rank).toBe('J');
}
for (let i = 4; i < 8; i++) {
expect(deck[i].rank).toBe('Q');
}
for (let i = 8; i < 12; i++) {
expect(deck[i].rank).toBe('K');
}
});
});
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', () => {
const rng = new Mulberry32RNG(12345);
const deck = buildTavernDeck(rng);
for (const card of deck) {
expect(FACE_CARDS.includes(card.rank)).toBe(false);
}
});
});
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;
expect(isEnemyDefeated(enemy)).toBe(true);
enemy.hp = -5;
expect(isEnemyDefeated(enemy)).toBe(true);
});
it('should return false for null enemy', () => {
expect(isEnemyDefeated(null)).toBe(false);
});
});
});
describe('Regicide - Commands', () => {
function createTestContext() {
const initialState = createInitialState();
return createGameContext(registry, initialState);
}
function setupTestGame(game: ReturnType<typeof createTestContext>) {
const cards = createAllCards();
const rng = new Mulberry32RNG(12345);
const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng);
game.produce(state => {
state.cards = cards;
state.playerCount = 2;
state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck];
state.currentEnemy = {...enemyDeck[0]};
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
for (let i = 0; i < 6; i++) {
const card1 = tavernDeck[i];
const card2 = tavernDeck[i + 6];
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);
state.regions.hand_player2.childIds.push(card2.id);
}
});
}
describe('play command', () => {
it('should deal damage to current enemy', async () => {
const game = createTestContext();
setupTestGame(game);
const enemyHpBefore = game.value.currentEnemy!.hp;
const cardId = game.value.playerHands.player1[0];
const card = game.value.cards[cardId];
const result = await game.run(`play player1 ${cardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
});
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');
});
const clubsCardId = 'clubs_5';
const enemyHpBefore = game.value.currentEnemy!.hp;
const card = game.value.cards[clubsCardId];
await game.run(`play player1 ${clubsCardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
});
});
describe('pass command', () => {
it('should allow player to pass', async () => {
const game = createTestContext();
setupTestGame(game);
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 () => {
const game = createTestContext();
setupTestGame(game);
const firstEnemy = game.value.currentEnemy!;
game.produce(state => {
state.currentEnemy!.hp = 0;
});
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 () => {
const game = createTestContext();
setupTestGame(game);
const currentEnemyId = game.value.currentEnemy!.id;
await game.run('check-enemy');
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
});
});
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');
expect(game.value.currentPlayerIndex).toBe(1);
});
it('should wrap around to first player', async () => {
const game = createTestContext();
setupTestGame(game);
game.produce(state => {
state.currentPlayerIndex = 1;
});
await game.run('next-turn');
expect(game.value.currentPlayerIndex).toBe(0);
});
});
});
describe('Regicide - Game Flow', () => {
function createTestContext() {
const initialState = createInitialState();
return createGameContext(registry, initialState);
}
it('should complete a full turn cycle', async () => {
const game = createTestContext();
const cards = createAllCards();
const rng = new Mulberry32RNG(12345);
const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng);
game.produce(state => {
state.cards = cards;
state.playerCount = 1;
state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck.slice(1)];
state.currentEnemy = {...enemyDeck[0]};
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
for (let i = 0; i < 6; i++) {
const card = tavernDeck[i];
card.regionId = 'hand_player1';
state.playerHands.player1.push(card.id);
state.regions.hand_player1.childIds.push(card.id);
}
});
const cardId = game.value.playerHands.player1[0];
const card = game.value.cards[cardId];
const enemyHpBefore = game.value.currentEnemy!.hp;
await game.run(`play player1 ${cardId}`);
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
});
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 => {
state.cards = cards;
state.playerCount = 1;
state.currentPlayerIndex = 0;
state.enemyDeck = [];
state.currentEnemy = null;
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
});
game.produce(state => {
state.phase = 'victory';
state.winner = true;
});
expect(game.value.phase).toBe('victory');
expect(game.value.winner).toBe(true);
});
});