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a5e2e4888e
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@ -2,37 +2,42 @@
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# type: 'item' = inventory item card, 'status' = status effect card
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# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
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# targetType: 'single' = target one enemy, 'none' = no target
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# type CardType = 'item' | 'status'
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# type CardCostType = 'energy' | 'uses' | 'none'
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# type CardTargetType = 'player' | 'enemy' | 'enemies'
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# inject effects = ~cardEffect(card)
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id,name,desc,type,costType,costCount,targetType
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string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none'
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sword,剑,【攻击2】【攻击2】,item,energy,1,single
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greataxe,长斧,对全体【攻击5】,item,energy,2,none
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spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single
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dagger,短刀,【攻击3】【攻击3】,item,energy,1,single
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dart,飞镖,【攻击1】抓一张牌,item,energy,0,single
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crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single
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shield,盾,【防御3】,item,energy,1,none
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hat,斗笠,【防御8】,item,energy,2,none
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cape,披风,【防御2】下回合【防御2】,item,energy,1,none
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bracer,护腕,【防御1】抓1张牌,item,energy,0,none
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greatshield,大盾,【防御5】,item,energy,1,none
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chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none
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bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none
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poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none
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fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none
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vitalityPotion,活力药剂,获得1点能量,item,uses,3,none
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focusPotion,集中药剂,抓2张牌,item,uses,3,none
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healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none
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waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none
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rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none
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belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none
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torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none
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whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none
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blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none
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wound,伤口,无效果占用手牌和牌堆,status,none,0,none
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venom,蛇毒,弃掉时受到3点伤害,status,none,0,none
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curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none
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static,静电,在手里时受电击伤害+1,status,none,0,none
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fatigue,疲劳,占用手牌,status,none,0,none
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vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none
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string,string,string,CardType,CardCostType,int,CardTargetType
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sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
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greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
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spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
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dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
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dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
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crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
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shield,盾,【防御3】,item,energy,1,player
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hat,斗笠,【防御8】,item,energy,2,player
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cape,披风,【防御2】下回合【防御2】,item,energy,1,player
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bracer,护腕,【防御1】抓1张牌,item,energy,0,player
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greatshield,大盾,【防御5】,item,energy,1,player
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chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player
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bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
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poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player
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fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player
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vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
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focusPotion,集中药剂,抓2张牌,item,uses,3,player
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healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
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waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
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rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player
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belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,player
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torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,player
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whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
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blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,player
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wound,伤口,无效果占用手牌和牌堆,status,none,0,player
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venom,蛇毒,弃掉时受到3点伤害,status,none,0,player
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curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,player
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static,静电,在手里时受电击伤害+1,status,none,0,player
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fatigue,疲劳,占用手牌,status,none,0,player
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vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player
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@ -1,13 +1,17 @@
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import type { CardEffect } from './cardEffect.csv';
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export type CardType = 'item' | 'status';
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export type CardCostType = 'energy' | 'uses' | 'none';
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export type CardTargetType = 'player' | 'enemy' | 'enemies';
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type CardTable = readonly {
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readonly id: string;
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readonly name: string;
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readonly desc: string;
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readonly type: "item" | "status";
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readonly costType: "energy" | "uses" | "none";
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readonly type: CardType;
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readonly costType: CardCostType;
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readonly costCount: number;
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readonly targetType: "single" | "none";
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readonly targetType: CardTargetType;
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readonly effects: CardEffect[];
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}[];
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@ -1,32 +1,36 @@
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# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
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# type CardEffectTarget = 'user' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
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# type CardEffectList = [effect: @effect; stacks: number][]
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id,card,trigger,target,effects
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string,@card,'onPlay'|'onDraw'|'onDiscard','self'|'target'|'all'|'random',[@effect;number][]
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sword,sword,onPlay,target,[attack;2];[attack;2]
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greataxe,greataxe,onPlay,all,[attack;5]
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spear,spear,onPlay,target,[attack;2];[attack;2];[attack;2]
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dagger,dagger,onPlay,target,[attack;3];[attack;3]
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dart,dart,onPlay,target,[attack;1]
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dart-draw,dart,onPlay,self,[draw;1]
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crossbow,crossbow,onPlay,target,[attack;6]
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crossbow-combo,crossbow,onPlay,self,[crossbow;0]
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shield,shield,onPlay,self,[defend;3]
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hat,hat,onPlay,self,[defend;8]
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cape,cape,onPlay,self,[defend;2];[defendNext;2]
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bracer,bracer,onPlay,self,[defend;1];[draw;1]
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greatshield,greatshield,onPlay,self,[defend;5]
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chainmail,chainmail,onPlay,self,[damageReduce;3]
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bandage,bandage,onPlay,self,[removeWound;1]
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poisonPotion,poisonPotion,onPlay,self,[attackBuff;2]
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fortifyPotion,fortifyPotion,onPlay,self,[defendBuff;2]
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vitalityPotion,vitalityPotion,onPlay,self,[gainEnergy;1]
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focusPotion,focusPotion,onPlay,self,[draw;2]
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healingPotion,healingPotion,onPlay,self,[removeWound;3]
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waterBag,waterBag,onPlay,self,[energyNext;1];[drawNext;2]
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rope,rope,onPlay,self,[defendBuffUntilPlay;2]
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belt,belt,onPlay,self,[drawChoice;1]
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torch,torch,onPlay,self,[burnForEnergy;1]
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whetstone,whetstone,onPlay,self,[attackBuffUntilPlay;3]
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blacksmithHammer,blacksmithHammer,onPlay,self,[transformRandom;1]
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venom,venom,onDiscard,self,[attack;3]
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curse,curse,onDraw,self,[curse;1]
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static,static,onDraw,self,[static;1]
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vultureEye,vultureEye,onDraw,self,[expose;3]
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string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
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sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
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greataxe,greataxe,onPlay,eachTarget,[attack;5]
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spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
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dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
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dart,dart,onPlay,eachTarget,[attack;1]
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dart-draw,dart,onPlay,user,[draw;1]
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crossbow,crossbow,onPlay,eachTarget,[attack;6]
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crossbow-combo,crossbow,onPlay,user,[crossbow;0]
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shield,shield,onPlay,user,[defend;3]
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hat,hat,onPlay,user,[defend;8]
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cape,cape,onPlay,user,[defend;2];[defendNext;2]
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bracer,bracer,onPlay,user,[defend;1];[draw;1]
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greatshield,greatshield,onPlay,user,[defend;5]
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chainmail,chainmail,onPlay,user,[damageReduce;3]
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bandage,bandage,onPlay,user,[removeWound;1]
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poisonPotion,poisonPotion,onPlay,user,[attackBuff;2]
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fortifyPotion,fortifyPotion,onPlay,user,[defendBuff;2]
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vitalityPotion,vitalityPotion,onPlay,user,[gainEnergy;1]
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focusPotion,focusPotion,onPlay,user,[draw;2]
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healingPotion,healingPotion,onPlay,user,[removeWound;3]
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waterBag,waterBag,onPlay,user,[energyNext;1];[drawNext;2]
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rope,rope,onPlay,user,[defendBuffUntilPlay;2]
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belt,belt,onPlay,user,[drawChoice;1]
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torch,torch,onPlay,user,[burnForEnergy;1]
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whetstone,whetstone,onPlay,user,[attackBuffUntilPlay;3]
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blacksmithHammer,blacksmithHammer,onPlay,user,[transformRandom;1]
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venom,venom,onDiscard,user,[attack;3]
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curse,curse,onDraw,user,[curse;1]
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static,static,onDraw,user,[static;1]
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vultureEye,vultureEye,onDraw,user,[expose;3]
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@ -1,12 +1,16 @@
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import type { Card } from './card.csv';
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import type { Effect } from './effect.csv';
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export type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard';
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export type CardEffectTarget = 'user' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player';
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export type CardEffectList = [effect: Effect, stacks: number][];
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type CardEffectTable = readonly {
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readonly id: string;
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readonly card: Card;
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readonly trigger: "onPlay" | "onDraw" | "onDiscard";
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readonly target: "self" | "target" | "all" | "random";
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readonly effects: [Effect, number][];
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readonly trigger: CardEffectTrigger;
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readonly target: CardEffectTarget;
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readonly effects: CardEffectList;
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}[];
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export type CardEffect = CardEffectTable[number];
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@ -11,40 +11,42 @@
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# itemUntilDiscard: 施加buff到周围物品,物品被弃掉后失效
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# itemPermanent: 施加buff到周围物品,持续整场冒险
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id, name, description, lifecycle
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string, string, string, 'instant'|'temporary'|'lingering'|'permanent'|'posture'|'item'|'itemTemporary'|'itemUntilPlay'|'itemUntilDiscard'|'itemPermanent'
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attack, 攻击, 对对手造成伤害, instant
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defend, 防御, 抵消下次行动前受到的伤害, temporary
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spike, 尖刺, 对攻击者造成X点伤害, permanent
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venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, instant
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curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering
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aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture
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roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture
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rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant
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vultureEye, 秃鹫之眼, 抓到时获得3层暴露(临时debuff,受到的伤害+1/每层), instant
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tailSting, 尾刺, 攻击时,伤害提升X, posture
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energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering
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molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture
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discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering
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storm, 风暴, 攻击时给玩家塞入1张静电, permanent
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static, 静电, 在手里时受电击伤害+1, permanent
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charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering
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summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant
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summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant
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reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant
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draw, 抓牌, 抓X张牌, instant
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crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant
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defendNext, 下回合防御, 下回合开始时获得防御, temporary
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damageReduce, 减伤, 本回合受到的伤害减少X, temporary
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removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant
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attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay
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defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay
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gainEnergy, 获得能量, 获得X点能量, instant
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energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary
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drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary
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defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay
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drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant
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burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay
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attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay
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transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant
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expose, 暴露, 受到的伤害+1/每层, temporary
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# type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
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id, name, description, lifecycle, emoji
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string, string, string, EffectLifecycle, string
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attack, 攻击, 对对手造成伤害, instant, ⚔️
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defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️
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spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵
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venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, instant, 🧪
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curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering, 💀
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aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture, 🎯
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roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲
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rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥
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vultureEye, 秃鹫之眼, 抓到时获得3层暴露(临时debuff,受到的伤害+1/每层), instant, 👁️
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tailSting, 尾刺, 攻击时,伤害提升X, posture, 🦂
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energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering, 🔋
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molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚
|
||||
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️
|
||||
storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡
|
||||
static, 静电, 在手里时受电击伤害+1, permanent, ⚡
|
||||
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎
|
||||
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟
|
||||
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛
|
||||
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅
|
||||
draw, 抓牌, 抓X张牌, instant, 🃏
|
||||
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹
|
||||
defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️
|
||||
damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉
|
||||
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹
|
||||
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️
|
||||
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️
|
||||
gainEnergy, 获得能量, 获得X点能量, instant, ⚡
|
||||
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary, ⚡
|
||||
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏
|
||||
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️
|
||||
drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant, 🔍
|
||||
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay, 🔥
|
||||
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay, ⚔️
|
||||
transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant, 🌀
|
||||
expose, 暴露, 受到的伤害+1/每层, temporary, 👁️
|
||||
|
|
|
|||
|
Can't render this file because it has a wrong number of fields in line 14.
|
|
|
@ -1,8 +1,11 @@
|
|||
export type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent';
|
||||
|
||||
type EffectTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent";
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
readonly emoji: string;
|
||||
}[];
|
||||
|
||||
export type Effect = EffectTable[number];
|
||||
|
|
|
|||
|
|
@ -6,8 +6,11 @@
|
|||
# curio (8): random pickup of treasure or resources
|
||||
# enemies: array of [enemyId; initialHp; buffs[]]
|
||||
|
||||
# type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
|
||||
# type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
|
||||
|
||||
id,type,name,description,enemies,dialogue
|
||||
string,'minion'|'elite'|'event'|'shop'|'camp'|'curio',string,string,[data: @enemy; hp: int; effects: [effect: @effect;stacks: int][]][],string
|
||||
string,EncounterType,string,string,EnemyList,string
|
||||
cactus_pair,minion,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。,[仙人掌怪;12;[]];[仙人掌怪;12;[]],
|
||||
snake_pair,minion,蛇,概念:攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。,[蛇;10;[]],
|
||||
mummy_cactus,minion,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。,[木乃伊;14;[]];[仙人掌怪;12;[]],
|
||||
|
|
|
|||
|
Can't render this file because it has a wrong number of fields in line 12.
|
|
|
@ -1,12 +1,15 @@
|
|||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio';
|
||||
export type EnemyList = [data: Enemy, hp: int, effects: [effect: Effect, stacks: int][]][];
|
||||
|
||||
type EncounterTable = readonly {
|
||||
readonly id: string;
|
||||
readonly type: "minion" | "elite" | "event" | "shop" | "camp" | "curio";
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: [data: Enemy, hp: number, effects: [effect: Effect, stacks: number][]][];
|
||||
readonly enemies: EnemyList;
|
||||
readonly dialogue: string;
|
||||
}[];
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,13 @@
|
|||
import getItems, { Item } from "./item.csv";
|
||||
|
||||
export type * from "./card.csv";
|
||||
export type * from "./cardEffect.csv";
|
||||
export type * from "./effect.csv";
|
||||
export type * from "./encounter.csv";
|
||||
export type * from "./enemy.csv";
|
||||
export type * from "./intent.csv";
|
||||
export type * from "./item.csv";
|
||||
|
||||
export { default as getCards } from "./card.csv";
|
||||
export { default as getEffects } from "./effect.csv";
|
||||
export { default as getEncounters } from "./encounter.csv";
|
||||
|
|
|
|||
|
|
@ -6,46 +6,50 @@
|
|||
# initBuffs: initial buffs for this intent (applied when intent becomes active)
|
||||
# effects: effects executed when this intent is active
|
||||
|
||||
# type IntentEffectTarget = 'user' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||
# type IntentEffect = [IntentEffectTarget;@effect;number]
|
||||
# type IntentEffectList = IntentEffect[]
|
||||
|
||||
id,enemy,initialIntent,nextIntents,brokenIntent,effects
|
||||
string,@enemy,boolean,@intent[],@intent[],['self'|'player'|'team';@effect;number][]
|
||||
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[self;spike;1];[self;defend;4]
|
||||
仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[self;defend;8]
|
||||
string,@enemy,boolean,@intent[],@intent[],IntentEffectList
|
||||
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[user;spike;1];[user;defend;4]
|
||||
仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[user;defend;8]
|
||||
仙人掌怪-attack,仙人掌怪,false,仙人掌怪-boost,,[player;attack;5]
|
||||
蛇-poison,蛇,true,蛇-attack;蛇-attack,,[player;venom;1];[player;attack;4]
|
||||
蛇-attack,蛇,false,蛇-poison;蛇-boost,,[player;attack;6]
|
||||
蛇-boost,蛇,false,蛇-poison;蛇-attack,,[self;defend;3];[player;venom;1]
|
||||
蛇-boost,蛇,false,蛇-poison;蛇-attack,,[user;defend;3];[player;venom;1]
|
||||
木乃伊-attack,木乃伊,true,木乃伊-defend;木乃伊-curse,,[player;attack;6]
|
||||
木乃伊-defend,木乃伊,false,木乃伊-attack,,[self;defend;6]
|
||||
木乃伊-defend,木乃伊,false,木乃伊-attack,,[user;defend;6]
|
||||
木乃伊-curse,木乃伊,false,木乃伊-defend;木乃伊-attack,木乃伊-attack,[player;curse;1]
|
||||
枪手-aim,枪手,true,枪手-attack,,[self;aim;2]
|
||||
枪手-aim,枪手,true,枪手-attack,,[user;aim;2]
|
||||
枪手-attack,枪手,false,枪手-aim;枪手-defend,枪手-aim,[player;attack;8]
|
||||
枪手-defend,枪手,false,枪手-aim,枪手-aim,[self;defend;5]
|
||||
风卷草-boost,风卷草,true,风卷草-defend;风卷草-defend;风卷草-boost,,[self;roll;5];[self;defend;4]
|
||||
风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[self;defend;8]
|
||||
枪手-defend,枪手,false,枪手-aim,枪手-aim,[user;defend;5]
|
||||
风卷草-boost,风卷草,true,风卷草-defend;风卷草-defend;风卷草-boost,,[user;roll;5];[user;defend;4]
|
||||
风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[user;defend;8]
|
||||
风卷草-attack,风卷草,false,风卷草-boost,,[player;rollDamage;0]
|
||||
秃鹫-attack,秃鹫,true,秃鹫-defend;秃鹫-defend,,[player;attack;6];[player;vultureEye;1]
|
||||
秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[self;defend;5]
|
||||
沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[self;tailSting;2]
|
||||
秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[user;defend;5]
|
||||
沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[user;tailSting;2]
|
||||
沙蝎-attack,沙蝎,false,沙蝎-boost;沙蝎-attack,,[player;attack;6]
|
||||
幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[self;defend;6]
|
||||
幼沙虫-boost,幼沙虫,false,幼沙虫-attack;幼沙虫-defend,,[self;energyDrain;1];[self;defend;4]
|
||||
幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[user;defend;6]
|
||||
幼沙虫-boost,幼沙虫,false,幼沙虫-attack;幼沙虫-defend,,[user;energyDrain;1];[user;defend;4]
|
||||
幼沙虫-attack,幼沙虫,false,幼沙虫-defend;幼沙虫-defend,,[player;attack;5]
|
||||
蜥蜴-attack,蜥蜴,true,蜥蜴-defend;蜥蜴-molt,,[player;attack;5]
|
||||
蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[self;defend;6]
|
||||
蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[self;molt;3]
|
||||
蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[user;defend;6]
|
||||
蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[user;molt;3]
|
||||
沙匪-attack,沙匪,true,沙匪-attack;沙匪-heavyAttack,,[player;attack;6]
|
||||
沙匪-heavyAttack,沙匪,false,沙匪-attack;沙匪-attack;沙匪-debuff,,[player;attack;10]
|
||||
沙匪-debuff,沙匪,false,沙匪-attack;沙匪-attack,,[player;discard;1]
|
||||
风暴之灵-storm,风暴之灵,true,风暴之灵-attack;风暴之灵-storm,,[self;storm;2];[self;defend;3]
|
||||
风暴之灵-storm,风暴之灵,true,风暴之灵-attack;风暴之灵-storm,,[user;storm;2];[user;defend;3]
|
||||
风暴之灵-attack,风暴之灵,false,风暴之灵-storm;风暴之灵-defend,,[player;attack;8];[player;static;1]
|
||||
风暴之灵-defend,风暴之灵,false,风暴之灵-storm;风暴之灵-attack,,[self;defend;8]
|
||||
骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[self;charge;2]
|
||||
风暴之灵-defend,风暴之灵,false,风暴之灵-storm;风暴之灵-attack,,[user;defend;8]
|
||||
骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[user;charge;2]
|
||||
骑马枪手-attack,骑马枪手,false,骑马枪手-charge;骑马枪手-defend,骑马枪手-charge,[player;attack;6]
|
||||
骑马枪手-defend,骑马枪手,false,骑马枪手-charge;骑马枪手-attack,骑马枪手-charge,[self;defend;5]
|
||||
沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[self;summonSandwormLarva;18]
|
||||
骑马枪手-defend,骑马枪手,false,骑马枪手-charge;骑马枪手-attack,骑马枪手-charge,[user;defend;5]
|
||||
沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[user;summonSandwormLarva;18]
|
||||
沙虫王-attack,沙虫王,false,沙虫王-summon;沙虫王-defend,,[player;attack;9]
|
||||
沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[self;defend;6]
|
||||
沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[self;summonMummy;14]
|
||||
沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[user;defend;6]
|
||||
沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[user;summonMummy;14]
|
||||
沙漠守卫-attack,沙漠守卫,false,沙漠守卫-defend;沙漠守卫-summon,,[player;attack;8]
|
||||
沙漠守卫-defend,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-revive,,[self;defend;8]
|
||||
沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[self;reviveMummy;1]
|
||||
沙漠守卫-defend,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-revive,,[user;defend;8]
|
||||
沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[user;reviveMummy;1]
|
||||
|
|
|
|||
|
Can't render this file because it has a wrong number of fields in line 13.
|
|
|
@ -1,13 +1,17 @@
|
|||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type IntentEffectTarget = 'user' | 'eachEnemy' | 'randomEnemy' | 'player';
|
||||
export type IntentEffect = [IntentEffectTarget, Effect, number];
|
||||
export type IntentEffectList = IntentEffect[];
|
||||
|
||||
type IntentTable = readonly {
|
||||
readonly id: string;
|
||||
readonly enemy: Enemy;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: Intent[];
|
||||
readonly brokenIntent: Intent[];
|
||||
readonly effects: ["self" | "player" | "team", Effect, number][];
|
||||
readonly effects: IntentEffectList;
|
||||
}[];
|
||||
|
||||
export type Intent = IntentTable[number];
|
||||
|
|
|
|||
|
|
@ -2,157 +2,167 @@ import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
|||
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { moveToRegion } from "@/core/region";
|
||||
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
|
||||
import getEffects from "../effect.csv";
|
||||
import getCards from "../card.csv";
|
||||
|
||||
export function addInstantEffectTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
const cards = getCards();
|
||||
const cards = getCards();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e: EffectData) => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
|
||||
function findCard(id: string) {
|
||||
return cards.find((c) => c.id === id);
|
||||
}
|
||||
|
||||
function createStatusCard(
|
||||
draft: CombatGameContext["value"],
|
||||
cardId: string,
|
||||
): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: (typeof state.enemies)[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function findCard(id: string) {
|
||||
return cards.find(c => c.id === id);
|
||||
}
|
||||
|
||||
function createStatusCard(draft: CombatGameContext["value"], cardId: string): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: typeof state.enemies[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
function summonEnemy(
|
||||
draft: CombatGameContext["value"],
|
||||
enemyId: string,
|
||||
hp: number,
|
||||
) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(
|
||||
(e) => e.enemy.id === enemyId && !e.isAlive,
|
||||
);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(e => e.enemy.id === enemyId && !e.isAlive);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
const intent =
|
||||
enemyData.intents.find((i) => i.initialIntent) ??
|
||||
enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityKey: ctx.entityKey,
|
||||
amount: ctx.stacks,
|
||||
sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player",
|
||||
});
|
||||
} else if (ctx.effect.id === "draw") {
|
||||
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
|
||||
} else if (ctx.effect.id === "gainEnergy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
draft.player.energy += ctx.stacks;
|
||||
});
|
||||
} else if (ctx.effect.id === "removeWound") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
let removed = 0;
|
||||
const allPileIds = [
|
||||
...regions.drawPile.childIds,
|
||||
...regions.discardPile.childIds,
|
||||
];
|
||||
for (const cardId of allPileIds) {
|
||||
if (removed >= ctx.stacks) break;
|
||||
const card = cards[cardId];
|
||||
if (card && card.cardData.id === "wound") {
|
||||
const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
|
||||
moveToRegion(card, sourceRegion, null);
|
||||
delete cards[cardId];
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "reviveMummy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const deadMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityKey: ctx.entityKey,
|
||||
amount: ctx.stacks,
|
||||
sourceEntityKey:
|
||||
(ctx.sourceEntityKey ?? ctx.entityKey === "player")
|
||||
? undefined
|
||||
: "player",
|
||||
});
|
||||
} else if (ctx.effect.id === "draw") {
|
||||
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
|
||||
} else if (ctx.effect.id === "gainEnergy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += ctx.stacks;
|
||||
});
|
||||
} else if (ctx.effect.id === "removeWound") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
let removed = 0;
|
||||
const allPileIds = [
|
||||
...regions.drawPile.childIds,
|
||||
...regions.discardPile.childIds,
|
||||
];
|
||||
for (const cardId of allPileIds) {
|
||||
if (removed >= ctx.stacks) break;
|
||||
const card = cards[cardId];
|
||||
if (card && card.cardData.id === "wound") {
|
||||
const sourceRegion =
|
||||
card.regionId === "drawPile"
|
||||
? regions.drawPile
|
||||
: regions.discardPile;
|
||||
moveToRegion(card, sourceRegion, null);
|
||||
delete cards[cardId];
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "reviveMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const deadMummy = draft.enemies.find(
|
||||
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
|
||||
);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
await next();
|
||||
});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,22 +1,16 @@
|
|||
import { LoadResult as YarnDialogues } from "yarn-spinner-loader";
|
||||
import {
|
||||
CardData,
|
||||
EffectData,
|
||||
EncounterData,
|
||||
EnemyData,
|
||||
IntentData,
|
||||
ItemData,
|
||||
} from "../system/types";
|
||||
import { Triggers } from "../system/combat/triggers";
|
||||
|
||||
import type * as desert from "./desert";
|
||||
|
||||
export type ContentModule = {
|
||||
getCards: () => CardData[];
|
||||
getEffects: () => EffectData[];
|
||||
getEncounters: () => EncounterData[];
|
||||
getEnemies: () => EnemyData[];
|
||||
getIntents: () => IntentData[];
|
||||
getItems: () => ItemData[];
|
||||
getStartingItems: () => ItemData[];
|
||||
getCards: () => desert.Card[];
|
||||
getEffects: () => desert.Effect[];
|
||||
getEncounters: () => desert.Encounter[];
|
||||
getEnemies: () => desert.Enemy[];
|
||||
getIntents: () => desert.Intent[];
|
||||
getItems: () => desert.Item[];
|
||||
getStartingItems: () => desert.Item[];
|
||||
|
||||
dialogues: YarnDialogues;
|
||||
addTriggers: (triggers: Triggers) => void;
|
||||
|
|
|
|||
|
|
@ -9,9 +9,8 @@ import {
|
|||
import {
|
||||
CardData,
|
||||
CardEffectTarget,
|
||||
CardTargetType,
|
||||
EffectData,
|
||||
EffectTarget,
|
||||
IntentEffectTarget,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
export function addEffect(
|
||||
|
|
@ -104,25 +103,25 @@ export function* getAliveEnemies(state: CombatState) {
|
|||
}
|
||||
|
||||
export function* getEffectTargets(
|
||||
target: CardEffectTarget | EffectTarget,
|
||||
target: CardEffectTarget | IntentEffectTarget,
|
||||
game: CombatGameContext,
|
||||
targetId?: string,
|
||||
sourceEntityKey: "player" | string = "player",
|
||||
) {
|
||||
if (target === "all" || target === "team") {
|
||||
if (target === "eachEnemy") {
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
yield enemy;
|
||||
}
|
||||
} else if (target === "self") {
|
||||
} else if (target === "user") {
|
||||
const entity = getCombatEntity(game.value, sourceEntityKey);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "player") {
|
||||
yield game.value.player;
|
||||
} else if (target === "target") {
|
||||
} else if (target === "eachTarget") {
|
||||
if (!targetId) return;
|
||||
const entity = getCombatEntity(game.value, targetId);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "random") {
|
||||
} else if (target === "randomEnemy") {
|
||||
const aliveEnemies = [...getAliveEnemies(game.value)];
|
||||
if (aliveEnemies.length === 0) return;
|
||||
const index = game.rng.nextInt(aliveEnemies.length);
|
||||
|
|
|
|||
|
|
@ -38,12 +38,12 @@ export async function promptMainAction(
|
|||
}
|
||||
|
||||
const { targetType } = cardData;
|
||||
if (targetType === "single") {
|
||||
if (targetType === "enemy") {
|
||||
if (!targetId) throw `请指定目标`;
|
||||
const target = game.value.enemies.find((e) => e.id === targetId);
|
||||
if (!target) throw `目标"${targetId}"不存在`;
|
||||
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
|
||||
} else if (targetType === "none") {
|
||||
} else if (targetType === "enemies" || targetType === "player") {
|
||||
if (targetId) throw `目标"${targetId}"无效`;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,89 +1,23 @@
|
|||
export type EffectData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
};
|
||||
export type EffectLifecycle =
|
||||
| "instant"
|
||||
| "temporary"
|
||||
| "lingering"
|
||||
| "permanent"
|
||||
| "posture"
|
||||
| "item"
|
||||
| "itemTemporary"
|
||||
| "itemUntilPlay"
|
||||
| "itemUntilDiscard"
|
||||
| "itemPermanent";
|
||||
import {
|
||||
Card,
|
||||
Effect,
|
||||
Encounter,
|
||||
EncounterType,
|
||||
Enemy,
|
||||
Intent,
|
||||
Item,
|
||||
} from "../data/desert";
|
||||
|
||||
export type EnemyData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly intents: readonly IntentData[];
|
||||
readonly description: string;
|
||||
};
|
||||
export type CardData = Card;
|
||||
export type ItemData = Item;
|
||||
export type EffectData = Effect;
|
||||
export type IntentData = Intent;
|
||||
export type EnemyData = Enemy;
|
||||
export type EncounterData<T extends EncounterType = EncounterType> =
|
||||
Encounter & { type: T };
|
||||
|
||||
export type CardType = "item" | "status";
|
||||
export type CardCostType = "energy" | "uses" | "none";
|
||||
export type CardTargetType = "single" | "none";
|
||||
export type EffectTarget = "self" | "player" | "team";
|
||||
|
||||
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
|
||||
export type CardEffectTarget = "self" | "target" | "all" | "random";
|
||||
|
||||
export type CardEffect = {
|
||||
readonly id: string;
|
||||
readonly trigger: CardEffectTrigger;
|
||||
readonly target: CardEffectTarget;
|
||||
readonly effects: readonly [EffectData, number][];
|
||||
};
|
||||
|
||||
export type CardData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: readonly CardEffect[];
|
||||
};
|
||||
|
||||
export type EncounterType =
|
||||
| "minion"
|
||||
| "elite"
|
||||
| "event"
|
||||
| "shop"
|
||||
| "camp"
|
||||
| "curio";
|
||||
export type EncounterData<T extends EncounterType = EncounterType> = {
|
||||
readonly id: string;
|
||||
readonly type: T;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: readonly [
|
||||
data: EnemyData,
|
||||
hp: number,
|
||||
effects: [EffectData, stacks: number][],
|
||||
][];
|
||||
readonly dialogue: string;
|
||||
};
|
||||
|
||||
export type IntentData = {
|
||||
readonly id: string;
|
||||
readonly enemy: EnemyData;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: readonly IntentData[];
|
||||
readonly brokenIntent: readonly IntentData[];
|
||||
readonly effects: readonly [EffectTarget, EffectData, number][];
|
||||
};
|
||||
|
||||
export type ItemData = {
|
||||
readonly id: string;
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: CardData;
|
||||
readonly price: number;
|
||||
readonly description: string;
|
||||
};
|
||||
export {
|
||||
CardTargetType,
|
||||
CardEffectTarget,
|
||||
IntentEffectTarget,
|
||||
} from "../data/desert";
|
||||
|
|
|
|||
|
|
@ -33,6 +33,7 @@ import type {
|
|||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
|
||||
|
||||
function createRunContext(
|
||||
items: Map<string, InventoryItem<GameItemMeta>>,
|
||||
|
|
@ -63,7 +64,7 @@ function createEffect(
|
|||
id: string,
|
||||
lifecycle: EffectData["lifecycle"],
|
||||
): EffectData {
|
||||
return { id, name: id, description: "", lifecycle };
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createCard(
|
||||
|
|
@ -78,8 +79,8 @@ function createCard(
|
|||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "none" as const,
|
||||
effects: [] as const,
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -6,7 +6,6 @@ import {
|
|||
} from "@/core/game";
|
||||
import { createRegion } from "@/core/region";
|
||||
import {
|
||||
createStartWith,
|
||||
createTriggers,
|
||||
Triggers,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
|
|
@ -30,6 +29,7 @@ import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventor
|
|||
import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import {
|
||||
CardEffect,
|
||||
getCards,
|
||||
getEffects,
|
||||
getEncounters,
|
||||
|
|
@ -48,7 +48,7 @@ function createEffect(
|
|||
): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: "", lifecycle };
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
|
|
@ -73,8 +73,8 @@ function createCard(
|
|||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "none" as const,
|
||||
effects: [],
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
return {
|
||||
id,
|
||||
|
|
@ -285,7 +285,7 @@ describe("desert triggers", () => {
|
|||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const defendEffect = createEffect("defend", "posture");
|
||||
const defendEffect = createEffect("defend", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defend = { data: defendEffect, stacks: 5 };
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
|
|||
type: "item",
|
||||
costType: "energy",
|
||||
costCount: 1,
|
||||
targetType: "single",
|
||||
targetType: "enemy",
|
||||
effects: [],
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,7 +12,6 @@ import {
|
|||
getItemAtCell,
|
||||
getAdjacentItems,
|
||||
validatePlacement,
|
||||
type GridInventory,
|
||||
type InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory";
|
||||
|
|
@ -36,7 +35,7 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
|
|||
type: "item",
|
||||
costType: "energy",
|
||||
costCount: 1,
|
||||
targetType: "single",
|
||||
targetType: "enemy",
|
||||
effects: [],
|
||||
};
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue