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@ -0,0 +1,320 @@
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---
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name: Create Game Module
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description: Create a runnable logic module for a board game with 'boardgame-core', '@preact/signals' and 'mutative'
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---
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# 如何编写游戏模组
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## 要求
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游戏模组需要导出以下接口:
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```typescript
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import { IGameContext, createGameCommandRegistry } from '@/index';
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// 定义类型
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export type GameState = {
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//...
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};
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export type Game = IGameContext<GameState>;
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// 创建 mutative 游戏初始状态
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export function createInitialState(): GameState {
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//...
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}
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// 创建命令注册表(可选)
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export const registry = createGameCommandRegistry<GameState>();
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// 运行游戏
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export async function start(game: Game) {
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// ...
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}
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```
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或者导出为 `GameModule` 对象:
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```typescript
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import { GameModule } from '@/index';
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export const gameModule: GameModule<GameState> = {
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registry,
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createInitialState,
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start,
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};
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```
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## 流程
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### 0. 确认规则
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规则应当存放在 `rule.md`。
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描述一个桌面游戏的以下要素:
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- **主题**:游戏的世界观和背景
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- **配件**:棋子、卡牌、骰子等物理组件
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- **游戏布置形式**:棋盘、版图、卡牌放置区等
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- **游戏流程**:回合结构、阶段划分
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- **玩家行动**:每回合玩家可以做什么
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- **胜利条件与终局结算**:如何判定胜负
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### 1. 创建类型
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创建 `types.ts` 并导出游戏所用的类型。
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- 为游戏概念创建字符串枚举类型(如 `PlayerType = 'X' | 'O'`)
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- 使用 `Part<TMeta>` 为游戏配件创建对象类型
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- 使用 `Region` 为游戏区域创建容器类型
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- 设计游戏的全局状态类型
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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)。
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```typescript
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import { Part, Region } from '@/index';
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export type PlayerType = 'X' | 'O';
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export type PieceMeta = {
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owner: PlayerType;
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};
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export type Piece = Part<PieceMeta>;
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export type GameState = {
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board: Region;
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pieces: Record<string, Piece>;
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currentPlayer: PlayerType;
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turn: number;
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winner: PlayerType | null;
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};
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```
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### 2. 创建游戏配件表
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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。
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csv文件遵循以下要求:
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- 从`#`开头的内容会被当作注释忽略
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- 第二行为数据类型,会用于生成.d.ts文件
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- 可以有空行
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```csv
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# parts.csv
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type,player,count
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string,string,int
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kitten,white,8
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kitten,black,8
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cat,white,8
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cat,black,8
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```
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```typescript
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import parts from "./parts.csv";
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const pieces = createPartsFromTable(
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parts,
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(item, index) => `${item.player}-${item.type}-${index + 1}`,
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(item) => item.count
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) as Record<string, BoopPart>;
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```
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### 3. 创建 Prompts
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使用 prompt 来描述需要玩家进行的行动命令 schema。
|
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- prompt 包含一个 schema 和若干参数
|
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- 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
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- 参数类型必须是原始类型(`string`、`number`)或字符串枚举
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|
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```typescript
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import { createPromptDef } from '@/index';
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export const prompts = {
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play: createPromptDef<[PlayerType, number, number]>(
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'play <player> <row:number> <col:number>',
|
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'选择下子位置'
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),
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};
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```
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Prompt schema 语法:
|
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- `<param>` - 必需参数
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- `[param]` - 可选参数
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- `[param:type]` - 带类型验证的参数(如 `[count:number]`)
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### 3. 创建游戏流程
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游戏主循环负责协调游戏进程、等待玩家输入、更新状态。
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```typescript
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export async function start(game: Game) {
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while (true) {
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// game.value 可获取当前的全局状态
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const currentPlayer = game.value.currentPlayer;
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const turnNumber = game.value.turn + 1;
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const turnOutput = await turn(game, currentPlayer, turnNumber);
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// 更新状态
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await game.produceAsync((state) => {
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state.winner = turnOutput.winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.turn = turnNumber;
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}
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});
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// 检查游戏结束条件
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if (game.value.winner) break;
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}
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return game.value;
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}
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```
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回合逻辑示例:
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|
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```typescript
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async function turn(game: Game, turnPlayer: PlayerType, turnNumber: number) {
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// 获取玩家输入
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const { player, row, col } = await game.prompt(
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prompts.play,
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(player, row, col) => {
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if (player !== turnPlayer) {
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throw `无效的玩家: ${player}。应为 ${turnPlayer}。`;
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} else if (!isValidMove(row, col)) {
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throw `无效位置: (${row}, ${col})。必须在 0 到 ${BOARD_SIZE - 1} 之间。`;
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} else if (isCellOccupied(game, row, col)) {
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throw `格子 (${row}, ${col}) 已被占用。`;
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} else {
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return { player, row, col };
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}
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},
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game.value.currentPlayer
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);
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// 执行放置逻辑
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placePiece(game, row, col, turnPlayer);
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// 返回回合结果
|
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return { winner: checkWinner(game) };
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}
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```
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**注意事项:**
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- `game.produce(fn)` 用于同步更新状态
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- `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)
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- 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
|
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- 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
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|
||||
### 4. 创建测试
|
||||
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||||
测试文件位于 `tests/samples/` 目录下,命名格式为 `<game-name>.test.ts`。
|
||||
|
||||
#### 测试要求
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||||
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**覆盖范围:**
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- 每种游戏结束条件至少一条测试
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||||
- 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
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||||
- 胜利和失败场景各至少一条测试
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||||
|
||||
**测试结构:**
|
||||
```typescript
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import { describe, it, expect } from 'vitest';
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import { createGameContext } from '@/core/game';
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import { registry, createInitialState } from './my-game';
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||||
describe('My Game', () => {
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// 测试辅助函数
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||||
function createTestContext() {
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||||
return createGameContext(registry, createInitialState());
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||||
}
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||||
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||||
// 测试工具函数
|
||||
describe('Utils', () => {
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||||
it('should calculate correct values', () => {
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||||
// 测试纯函数逻辑
|
||||
});
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||||
});
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// 测试命令
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||||
describe('Commands', () => {
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||||
it('should perform action correctly', async () => {
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||||
const game = createTestContext();
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||||
// 设置初始状态
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// 执行命令
|
||||
// 验证状态变化
|
||||
});
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||||
|
||||
it('should fail on invalid input', async () => {
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||||
const game = createTestContext();
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||||
// 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 () => {
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||||
// 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 () => {
|
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const game = createTestContext();
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||||
setupTestGame(game); // 自定义测试设置
|
||||
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
await game.run('play player1 card_1');
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||||
|
||||
// 验证状态变化
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
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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
|
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|
||||
# 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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|
|
@ -0,0 +1,759 @@
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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
|
||||
```
|
||||
|
|
@ -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;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const id = getId(entry, i);
|
||||
pool[id] = {
|
||||
id,
|
||||
regionId: '',
|
||||
position: [],
|
||||
...entry as Immutable<T>
|
||||
};
|
||||
pool[id] = createPart(id, entry);
|
||||
}
|
||||
}
|
||||
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){
|
||||
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>
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
type PartsTable = readonly {
|
||||
readonly type: string;
|
||||
readonly player: string;
|
||||
readonly count: number;
|
||||
}[];
|
||||
|
||||
declare const data: PartsTable;
|
||||
export default data;
|
||||
|
|
@ -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>();
|
||||
|
||||
/**
|
||||
* 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) => {
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 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) => {
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 让过(不出牌)
|
||||
*/
|
||||
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`}};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 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[]) => {
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 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) => {
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 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) => {
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查酒馆牌堆是否为空
|
||||
*/
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 下一个玩家回合
|
||||
*/
|
||||
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,
|
||||
};
|
||||
|
|
@ -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'];
|
||||
|
|
@ -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>;
|
||||
|
||||
/**
|
||||
* 初始化游戏设置
|
||||
* @param game 游戏上下文
|
||||
* @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) {
|
||||
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;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理完整的玩家回合
|
||||
*/
|
||||
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
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 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)}`);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前游戏状态摘要
|
||||
*/
|
||||
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
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
// 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';
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
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'
|
||||
),
|
||||
};
|
||||
|
|
@ -0,0 +1,78 @@
|
|||
# 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
|
||||
|
|
@ -0,0 +1,38 @@
|
|||
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>;
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
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';
|
||||
|
|
@ -0,0 +1,132 @@
|
|||
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";
|
||||
|
||||
/**
|
||||
* 获取卡牌面值
|
||||
*/
|
||||
export function getCardValue(rank: CardRank): number {
|
||||
return CARD_VALUES[rank];
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建卡牌部件
|
||||
*/
|
||||
export function createCard(id: string, suit: SuitType, rank: CardRank): RegicideCard {
|
||||
return {
|
||||
id,
|
||||
regionId: '',
|
||||
position: [],
|
||||
suit,
|
||||
rank,
|
||||
value: getCardValue(rank),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建敌人
|
||||
*/
|
||||
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,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成完整卡牌列表(52张,不含大小王)
|
||||
*/
|
||||
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}_${rank}`;
|
||||
cards[id] = createCard(id, suit, rank);
|
||||
}
|
||||
}
|
||||
|
||||
return cards;
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建敌人牌堆(J/Q/K 共12张)
|
||||
* 规则:4张K在最下,4张Q在中间,4张J在最上
|
||||
*/
|
||||
export function buildEnemyDeck(rng: RNG): Enemy[] {
|
||||
const enemies: Enemy[] = [];
|
||||
let idCounter = 0;
|
||||
|
||||
// 创建所有J/Q/K敌人
|
||||
for (const rank of FACE_CARDS) {
|
||||
for (const suit of ALL_SUITS) {
|
||||
const id = `enemy_${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];
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建酒馆牌堆(移除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;
|
||||
}
|
||||
|
||||
/**
|
||||
* 洗牌辅助函数
|
||||
*/
|
||||
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]];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 从牌堆抽牌
|
||||
*/
|
||||
export function drawFromDeck(
|
||||
deck: RegicideCard[],
|
||||
count: number
|
||||
): RegicideCard[] {
|
||||
const drawn = deck.splice(0, count);
|
||||
return drawn;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查敌人是否被击败
|
||||
*/
|
||||
export function isEnemyDefeated(enemy: Enemy | null): boolean {
|
||||
return enemy !== null && enemy.hp <= 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前玩家手牌区域ID
|
||||
*/
|
||||
export function getPlayerHandRegionId(playerId: string): string {
|
||||
return `hand_${playerId}`;
|
||||
}
|
||||
|
|
@ -0,0 +1,353 @@
|
|||
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);
|
||||
});
|
||||
});
|
||||
Loading…
Reference in New Issue