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2a4383ff10 |
@@ -2,92 +2,92 @@
|
|||||||
|
|
||||||
## Commands
|
## Commands
|
||||||
|
|
||||||
Prefer `bash.exe`(C:\Users\Administrator\AppData\Local\Microsoft\WindowsApps\bash.exe) over Powershell.
|
Shell environment: git bash (bash.exe) on Windows.
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
npm run build # Build ESM bundle + declarations to dist/ (via tsup)
|
npm run build # ESM bundle + declarations to dist/ (tsup)
|
||||||
npm run test # Run vitest in watch mode
|
npm run build:samples # Build samples separately (tsup.samples.config.ts)
|
||||||
npm run test:run # Run vitest once (no watch)
|
npm run test # vitest in watch mode
|
||||||
npm run typecheck # Type-check without emitting (tsc --noEmit)
|
npm run test:run # vitest once (no watch)
|
||||||
|
npm run typecheck # tsc --noEmit
|
||||||
```
|
```
|
||||||
|
|
||||||
### Running a single test file
|
Run a single test file: `npx vitest run tests/core/game.test.ts`
|
||||||
```bash
|
Run tests matching a name: `npx vitest run -t "should create"`
|
||||||
npx vitest run tests/samples/tic-tac-toe.test.ts
|
|
||||||
```
|
|
||||||
|
|
||||||
### Running a single test by name
|
`npm run prepare` runs `npm run build` on install — if `inline-schema` isn't available, installs will fail.
|
||||||
```bash
|
|
||||||
npx vitest run -t "should detect horizontal win for X"
|
## Local Dependency
|
||||||
```
|
|
||||||
|
`inline-schema` is a **local peer dependency** at `file:../inline-schema` — must exist as a sibling directory before `npm install`. Both vitest and tsup load custom plugins from it (`inline-schema/csv-loader/rollup` and `inline-schema/csv-loader/esbuild`). `yarn-spinner-loader` is also a local dependency at `file:../yarn-spinner-loader` — it can be changed and published if needed. It provides vitest and tsup/esbuild plugins for `.yarnproject` dialogue files.
|
||||||
|
|
||||||
|
## Architecture
|
||||||
|
|
||||||
|
- **MutableSignal\<T\>**: extends Preact Signal — `.value` to read, `.produce(draft => ...)` to mutate (uses `mutative`). `.produceAsync()` awaits interruption promises first, then mutates.
|
||||||
|
- **GameHost**: lifecycle manager — `start(seed?)`, `tryInput(string)`, `tryAnswerPrompt(def, ...args)`, `dispose()`. Reactive signals: `state`, `status`, `activePromptSchema`, `activePromptPlayer`, `activePromptHint`.
|
||||||
|
- **GameModule**: `{ registry?, createInitialState, start }`. `registry` defaults to `createGameCommandRegistry()` if omitted.
|
||||||
|
- **Command system**: CLI-style parsing with schema validation via `inline-schema`. `CommandRunner.run()` uses `this` bound to a `CommandRunnerContext`.
|
||||||
|
- **Prompt system**: `game.prompt(def, validator, currentPlayer?)` — validator **throws a string** to reject, **returns a value** to accept. `PromptEvent.tryCommit(Command | string)` returns `null` on success, error string on failure. `promptEnd` event fires after resolve or cancel.
|
||||||
|
- **Part collections**: `Record<string, Part<TMeta>>` keyed by ID. `Object.values()` for iteration, `Object.keys()` for count/IDs.
|
||||||
|
- **Region system**: `createRegion()` factory; `partMap` maps position keys to part IDs.
|
||||||
|
- **Barrel exports**: `src/index.ts` is the single public API surface.
|
||||||
|
|
||||||
## Project Structure
|
## Project Structure
|
||||||
|
|
||||||
```
|
```
|
||||||
src/
|
src/
|
||||||
core/ # Core game primitives (game, part, region)
|
index.ts # Barrel export (single public API)
|
||||||
samples/ # Example games (tic-tac-toe, boop)
|
core/
|
||||||
utils/ # Shared utilities (mutable-signal, command, rng, async-queue)
|
game.ts # Game core logic
|
||||||
index.ts # Single public API barrel export
|
game-host.ts # GameHost lifecycle manager
|
||||||
tests/ # Mirrors src/ structure with *.test.ts files
|
part.ts # Part entity
|
||||||
|
part-factory.ts # Part factory
|
||||||
|
region.ts # Region/space management
|
||||||
|
utils/
|
||||||
|
mutable-signal.ts # MutableSignal<T> (extends Preact Signal)
|
||||||
|
rng.ts # Mulberry32 seeded PRNG
|
||||||
|
async-queue.ts # Async queue
|
||||||
|
middleware.ts # Middleware chain
|
||||||
|
command/ # CLI-style command system (7 files)
|
||||||
|
types.ts, command-parse.ts, command-registry.ts
|
||||||
|
command-runner.ts, command-validate.ts, command-apply.ts, schema-parse.ts, index.ts
|
||||||
|
samples/
|
||||||
|
tic-tac-toe.ts # Simple sample game
|
||||||
|
boop/ # Boop board game
|
||||||
|
onitama/ # Onitama card game
|
||||||
|
regicide/ # Regicide card game
|
||||||
|
slay-the-spire-like/ # Roguelike deckbuilder (see samples/slay-the-spire-like/AGENTS.md)
|
||||||
|
tests/ # Mirrors src/ with *.test.ts (20 files)
|
||||||
|
core/ # game-host, game, part, part-factory, region
|
||||||
|
samples/ # Each sample + slay-the-spire-like submodules
|
||||||
|
utils/ # mutable-signal, rng, async-queue, middleware, command
|
||||||
```
|
```
|
||||||
|
|
||||||
|
`src/global.d.ts` — `*.yarnproject` module declaration.
|
||||||
|
|
||||||
|
`testsgames/` and `testsrules/` — empty directories (reserved).
|
||||||
|
|
||||||
|
## Samples Build
|
||||||
|
|
||||||
|
`tsup.samples.config.ts` auto-discovers entries from `src/samples/` (directories → `index.ts`, files → direct `.ts`). It rewrites `@/core/*`, `@/utils/*`, and `@/index` imports to external `boardgame-core`.
|
||||||
|
|
||||||
## Code Style
|
## Code Style
|
||||||
|
|
||||||
### Imports
|
- Double quotes for local imports, single quotes for npm packages
|
||||||
- Use **double quotes** for local imports, **single quotes** for npm packages
|
- `@/*` alias maps to `src/*` (configured in tsconfig, vitest, and tsup)
|
||||||
- Use `@/**/*` for `./src/**/*` import alias (configured in tsconfig.json)
|
|
||||||
- Use `@/index` when importing from the public API surface in samples
|
|
||||||
- Group imports: npm packages first, then local `@/` imports, separated by blank line
|
- Group imports: npm packages first, then local `@/` imports, separated by blank line
|
||||||
|
- 4-space indentation, semicolons, trailing commas in multi-line
|
||||||
### Formatting
|
- Arrow functions for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
|
||||||
- **4-space indentation** (no tabs)
|
- Strict TypeScript — no `any`; type aliases for object shapes (not interfaces)
|
||||||
- **Semicolons** at statement ends
|
- Discriminated unions for results: `{ success: true; result: T } | { success: false; error: string }`
|
||||||
- **Arrow functions** for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
|
|
||||||
- No trailing whitespace
|
|
||||||
- Trailing commas in multi-line objects/arrays
|
|
||||||
|
|
||||||
### Naming Conventions
|
|
||||||
- **Types/Interfaces**: `PascalCase` — `Part`, `Region`, `Command`, `IGameContext`, `GameHost`
|
|
||||||
- **Classes**: `PascalCase` — `MutableSignal`, `AsyncQueue`, `Mulberry32RNG`, `GameHost`
|
|
||||||
- **Functions**: `camelCase`, verb-first — `createGameContext`, `createGameHost`, `parseCommand`, `isValidMove`
|
|
||||||
- **Variables**: `camelCase`
|
|
||||||
- **Constants**: `UPPER_SNAKE_CASE` — `BOARD_SIZE`, `WINNING_LINES`
|
|
||||||
- **Test files**: `*.test.ts` mirroring `src/` structure under `tests/`
|
|
||||||
- **Factory functions**: prefix with `create` or `mutable` — `createGameContext`, `createGameHost`, `mutableSignal`
|
|
||||||
|
|
||||||
### Types
|
|
||||||
- **Strict TypeScript** is enabled — no `any`
|
|
||||||
- Use **generics** heavily: `MutableSignal<T>`, `CommandRunner<TContext, TResult>`
|
|
||||||
- Use **type aliases** for object shapes (not interfaces)
|
|
||||||
- Use **discriminated unions** for results: `{ success: true; result: T } | { success: false; error: string }`
|
|
||||||
- Use `unknown` for untyped values, narrow with type guards or `as`
|
|
||||||
- Derive state types via `ReturnType<typeof createInitialState>`
|
- Derive state types via `ReturnType<typeof createInitialState>`
|
||||||
|
- Factory function prefix: `create` or `mutable` — `createGameHost`, `mutableSignal`
|
||||||
|
- Validation error messages in Chinese (e.g. `"参数不足"`)
|
||||||
|
|
||||||
### Error Handling
|
## Testing
|
||||||
- Prefer **result objects** over throwing: return `{ success, result/error }`
|
|
||||||
- When catching: `const error = e as Error;` then use `error.message`
|
|
||||||
- Use `throw new Error(...)` only for truly exceptional cases
|
|
||||||
- Validation error messages are in Chinese (e.g. `"参数不足"`)
|
|
||||||
- Prompt validators return `null` for valid input, `string` error message for invalid
|
|
||||||
|
|
||||||
### Testing
|
- Vitest with globals enabled, but **test files import explicitly**: `import { describe, it, expect } from 'vitest'`
|
||||||
- **Vitest** with globals enabled (`describe`, `it`, `expect` available without import)
|
- Use `@/` imports in test files (vitest resolve alias)
|
||||||
- Use `async/await` for async tests
|
- Command/prompt test pattern: `waitForPrompt(ctx)` → `promptEvent.tryCommit(Command)` → returns `null` | error string
|
||||||
- Narrow result types with `if (result.success)` before accessing `result.result`
|
- No mocking — real implementations. Define inline helpers (`createTestContext()`, `waitForPrompt()`) per file.
|
||||||
- Define inline helper functions in test files when needed (e.g. `createTestContext()`)
|
- Narrow result types: `if (result.success)` before accessing `result.result`
|
||||||
- No mocking — use real implementations
|
|
||||||
- For command tests: use `waitForPrompt()` + `promptEvent.tryCommit()` pattern
|
|
||||||
- Test helpers: `createTestContext()`, `createTestRegion()`
|
|
||||||
|
|
||||||
## Architecture Notes
|
|
||||||
|
|
||||||
- **Reactivity**: `MutableSignal<T>` extends Preact Signal — access state via `.value`, mutate via `.produce(draft => ...)`
|
|
||||||
- **Command system**: CLI-style parsing with schema validation via `inline-schema`
|
|
||||||
- **Prompt system**: Commands prompt for input via `PromptEvent` with `resolve`/`reject`; `tryCommit` accepts `Command | string` and validates against schema before custom validator; `promptEnd` event fires when prompt completes (success or cancel)
|
|
||||||
- **GameHost**: Lifecycle manager for game sessions — provides `setup()`, `onInput()`, `dispose()`, reactive `state`/`status`/`activePromptSchema` signals
|
|
||||||
- **Barrel exports**: `src/index.ts` is the single public API surface
|
|
||||||
- **Game modules**: export `registry` and `createInitialState` for use with `createGameContextFromModule` or `createGameHost`
|
|
||||||
- **Region system**: plain `Region` type with `createRegion()` factory; `parts` are stored as `Record<string, Part>` keyed by ID, with `partMap` in regions mapping position keys to part IDs
|
|
||||||
- **Part collections**: Game state uses `Record<string, Part<TMeta>>` (not arrays) for O(1) lookup by ID. Use `Object.values(parts)` when iteration is needed, `Object.keys(parts)` for count/IDs
|
|
||||||
- **Mutative**: used for immutable state updates inside `MutableSignal.produce()`
|
|
||||||
Generated
+364
-3
@@ -10,11 +10,13 @@
|
|||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
"@preact/signals-core": "^1.5.1",
|
"@preact/signals-core": "^1.5.1",
|
||||||
|
"@types/node": "^25.6.0",
|
||||||
"inline-schema": "file:../inline-schema",
|
"inline-schema": "file:../inline-schema",
|
||||||
"mutative": "^1.3.0",
|
"mutative": "^1.3.0",
|
||||||
"tsup": "^8.0.2",
|
"tsup": "^8.0.2",
|
||||||
"typescript": "^5.3.3",
|
"typescript": "^5.3.3",
|
||||||
"vitest": "^1.3.1"
|
"vitest": "^1.3.1",
|
||||||
|
"yarn-spinner-loader": "^0.2.0"
|
||||||
},
|
},
|
||||||
"peerDependencies": {
|
"peerDependencies": {
|
||||||
"@preact/signals-core": "^1.5.1",
|
"@preact/signals-core": "^1.5.1",
|
||||||
@@ -34,10 +36,20 @@
|
|||||||
"@types/node": "^25.5.0",
|
"@types/node": "^25.5.0",
|
||||||
"tsup": "^8.5.1",
|
"tsup": "^8.5.1",
|
||||||
"tsx": "^4.21.0",
|
"tsx": "^4.21.0",
|
||||||
"typescript": "^5.9.3"
|
"typescript": "^5.9.3",
|
||||||
|
"vitest": "^4.1.4"
|
||||||
},
|
},
|
||||||
"peerDependencies": {
|
"peerDependencies": {
|
||||||
"@rspack/core": "^1.x"
|
"@rspack/core": "^1.x",
|
||||||
|
"esbuild": "*"
|
||||||
|
},
|
||||||
|
"peerDependenciesMeta": {
|
||||||
|
"@rspack/core": {
|
||||||
|
"optional": true
|
||||||
|
},
|
||||||
|
"esbuild": {
|
||||||
|
"optional": true
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"node_modules/@esbuild/aix-ppc64": {
|
"node_modules/@esbuild/aix-ppc64": {
|
||||||
@@ -534,6 +546,44 @@
|
|||||||
"@jridgewell/sourcemap-codec": "^1.4.14"
|
"@jridgewell/sourcemap-codec": "^1.4.14"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/@nodelib/fs.scandir": {
|
||||||
|
"version": "2.1.5",
|
||||||
|
"resolved": "https://registry.npmjs.org/@nodelib/fs.scandir/-/fs.scandir-2.1.5.tgz",
|
||||||
|
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@@ -909,6 +959,16 @@
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"dev": true,
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"dev": true,
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"license": "MIT"
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"license": "MIT"
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"dev": true,
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"license": "MIT",
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@@ -1023,6 +1083,23 @@
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"node": ">=0.4.0"
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"node": ">=0.4.0"
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"dev": true,
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"license": "MIT",
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"dependencies": {
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"fast-deep-equal": "^3.1.3",
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"fast-uri": "^3.0.1",
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"require-from-string": "^2.0.2"
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"funding": {
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"type": "github",
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"url": "https://github.com/sponsors/epoberezkin"
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@@ -1053,6 +1130,19 @@
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"node": "*"
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"dev": true,
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"license": "MIT",
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"dependencies": {
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"fill-range": "^7.1.1"
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"engines": {
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@@ -1286,6 +1376,57 @@
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"url": "https://github.com/sindresorhus/execa?sponsor=1"
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"url": "https://github.com/sindresorhus/execa?sponsor=1"
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"micromatch": "^4.0.8"
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{
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"url": "https://github.com/sponsors/fastify"
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{
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"type": "opencollective",
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"url": "https://opencollective.com/fastify"
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}
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"license": "BSD-3-Clause"
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"dev": true,
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"license": "ISC",
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"dependencies": {
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@@ -1304,6 +1445,19 @@
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@@ -1354,6 +1508,19 @@
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"url": "https://github.com/sponsors/sindresorhus"
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"url": "https://github.com/sponsors/sindresorhus"
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"dev": true,
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"license": "ISC",
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"dependencies": {
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"is-glob": "^4.0.1"
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"engines": {
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@@ -1368,6 +1535,39 @@
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"resolved": "../inline-schema",
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"resolved": "../inline-schema",
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"dev": true,
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"license": "MIT",
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@@ -1405,6 +1605,13 @@
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"dev": true,
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"license": "MIT"
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"license": "MIT"
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@@ -1479,6 +1686,43 @@
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||||||
|
"license": "MIT",
|
||||||
|
"engines": {
|
||||||
|
"node": ">=8.6"
|
||||||
|
},
|
||||||
|
"funding": {
|
||||||
|
"url": "https://github.com/sponsors/jonschlinkert"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/mimic-fn": {
|
"node_modules/mimic-fn": {
|
||||||
"version": "4.0.0",
|
"version": "4.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/mimic-fn/-/mimic-fn-4.0.0.tgz",
|
"resolved": "https://registry.npmjs.org/mimic-fn/-/mimic-fn-4.0.0.tgz",
|
||||||
@@ -1780,6 +2024,27 @@
|
|||||||
"node": "^14.15.0 || ^16.10.0 || >=18.0.0"
|
"node": "^14.15.0 || ^16.10.0 || >=18.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/queue-microtask": {
|
||||||
|
"version": "1.2.3",
|
||||||
|
"resolved": "https://registry.npmjs.org/queue-microtask/-/queue-microtask-1.2.3.tgz",
|
||||||
|
"integrity": "sha512-NuaNSa6flKT5JaSYQzJok04JzTL1CA6aGhv5rfLW3PgqA+M2ChpZQnAC8h8i4ZFkBS8X5RqkDBHA7r4hej3K9A==",
|
||||||
|
"dev": true,
|
||||||
|
"funding": [
|
||||||
|
{
|
||||||
|
"type": "github",
|
||||||
|
"url": "https://github.com/sponsors/feross"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "patreon",
|
||||||
|
"url": "https://www.patreon.com/feross"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "consulting",
|
||||||
|
"url": "https://feross.org/support"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"license": "MIT"
|
||||||
|
},
|
||||||
"node_modules/react-is": {
|
"node_modules/react-is": {
|
||||||
"version": "18.3.1",
|
"version": "18.3.1",
|
||||||
"resolved": "https://registry.npmjs.org/react-is/-/react-is-18.3.1.tgz",
|
"resolved": "https://registry.npmjs.org/react-is/-/react-is-18.3.1.tgz",
|
||||||
@@ -1801,6 +2066,16 @@
|
|||||||
"url": "https://paulmillr.com/funding/"
|
"url": "https://paulmillr.com/funding/"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/require-from-string": {
|
||||||
|
"version": "2.0.2",
|
||||||
|
"resolved": "https://registry.npmjs.org/require-from-string/-/require-from-string-2.0.2.tgz",
|
||||||
|
"integrity": "sha512-Xf0nWe6RseziFMu+Ap9biiUbmplq6S9/p+7w7YXP/JBHhrUDDUhwa+vANyubuqfZWTveU//DYVGsDG7RKL/vEw==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"engines": {
|
||||||
|
"node": ">=0.10.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/resolve-from": {
|
"node_modules/resolve-from": {
|
||||||
"version": "5.0.0",
|
"version": "5.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-5.0.0.tgz",
|
"resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-5.0.0.tgz",
|
||||||
@@ -1811,6 +2086,17 @@
|
|||||||
"node": ">=8"
|
"node": ">=8"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/reusify": {
|
||||||
|
"version": "1.1.0",
|
||||||
|
"resolved": "https://registry.npmjs.org/reusify/-/reusify-1.1.0.tgz",
|
||||||
|
"integrity": "sha512-g6QUff04oZpHs0eG5p83rFLhHeV00ug/Yf9nZM6fLeUrPguBTkTQOdpAWWspMh55TZfVQDPaN3NQJfbVRAxdIw==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"engines": {
|
||||||
|
"iojs": ">=1.0.0",
|
||||||
|
"node": ">=0.10.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/rollup": {
|
"node_modules/rollup": {
|
||||||
"version": "4.60.1",
|
"version": "4.60.1",
|
||||||
"resolved": "https://registry.npmjs.org/rollup/-/rollup-4.60.1.tgz",
|
"resolved": "https://registry.npmjs.org/rollup/-/rollup-4.60.1.tgz",
|
||||||
@@ -1856,6 +2142,30 @@
|
|||||||
"fsevents": "~2.3.2"
|
"fsevents": "~2.3.2"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/run-parallel": {
|
||||||
|
"version": "1.2.0",
|
||||||
|
"resolved": "https://registry.npmjs.org/run-parallel/-/run-parallel-1.2.0.tgz",
|
||||||
|
"integrity": "sha512-5l4VyZR86LZ/lDxZTR6jqL8AFE2S0IFLMP26AbjsLVADxHdhB/c0GUsH+y39UfCi3dzz8OlQuPmnaJOMoDHQBA==",
|
||||||
|
"dev": true,
|
||||||
|
"funding": [
|
||||||
|
{
|
||||||
|
"type": "github",
|
||||||
|
"url": "https://github.com/sponsors/feross"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "patreon",
|
||||||
|
"url": "https://www.patreon.com/feross"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "consulting",
|
||||||
|
"url": "https://feross.org/support"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"license": "MIT",
|
||||||
|
"dependencies": {
|
||||||
|
"queue-microtask": "^1.2.2"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/shebang-command": {
|
"node_modules/shebang-command": {
|
||||||
"version": "2.0.0",
|
"version": "2.0.0",
|
||||||
"resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz",
|
"resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz",
|
||||||
@@ -2056,6 +2366,19 @@
|
|||||||
"node": ">=14.0.0"
|
"node": ">=14.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/to-regex-range": {
|
||||||
|
"version": "5.0.1",
|
||||||
|
"resolved": "https://registry.npmjs.org/to-regex-range/-/to-regex-range-5.0.1.tgz",
|
||||||
|
"integrity": "sha512-65P7iz6X5yEr1cwcgvQxbbIw7Uk3gOy5dIdtZ4rDveLqhrdJP+Li/Hx6tyK0NEb+2GCyneCMJiGqrADCSNk8sQ==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"dependencies": {
|
||||||
|
"is-number": "^7.0.0"
|
||||||
|
},
|
||||||
|
"engines": {
|
||||||
|
"node": ">=8.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/tree-kill": {
|
"node_modules/tree-kill": {
|
||||||
"version": "1.2.2",
|
"version": "1.2.2",
|
||||||
"resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz",
|
"resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz",
|
||||||
@@ -2157,6 +2480,13 @@
|
|||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT"
|
"license": "MIT"
|
||||||
},
|
},
|
||||||
|
"node_modules/undici-types": {
|
||||||
|
"version": "7.19.2",
|
||||||
|
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz",
|
||||||
|
"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT"
|
||||||
|
},
|
||||||
"node_modules/vite": {
|
"node_modules/vite": {
|
||||||
"version": "5.4.21",
|
"version": "5.4.21",
|
||||||
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
|
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
|
||||||
@@ -2783,6 +3113,37 @@
|
|||||||
"node": ">=8"
|
"node": ">=8"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/yarn-spinner-loader": {
|
||||||
|
"version": "0.2.0",
|
||||||
|
"resolved": "https://registry.npmjs.org/yarn-spinner-loader/-/yarn-spinner-loader-0.2.0.tgz",
|
||||||
|
"integrity": "sha512-tWq+n7qziugn7pj+0Zf/XXWXqVxXZez1JkqQgk7JJD4yikHbY1OihYwqSvsUiNeav52j5VCrpU8vWlerwCawPw==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"dependencies": {
|
||||||
|
"ajv": "^8.17.1",
|
||||||
|
"fast-glob": "^3.3.2"
|
||||||
|
},
|
||||||
|
"peerDependencies": {
|
||||||
|
"esbuild": ">=0.20.0",
|
||||||
|
"rollup": ">=4.0.0",
|
||||||
|
"vite": ">=5.0.0",
|
||||||
|
"webpack": ">=5.0.0"
|
||||||
|
},
|
||||||
|
"peerDependenciesMeta": {
|
||||||
|
"esbuild": {
|
||||||
|
"optional": true
|
||||||
|
},
|
||||||
|
"rollup": {
|
||||||
|
"optional": true
|
||||||
|
},
|
||||||
|
"vite": {
|
||||||
|
"optional": true
|
||||||
|
},
|
||||||
|
"webpack": {
|
||||||
|
"optional": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/yocto-queue": {
|
"node_modules/yocto-queue": {
|
||||||
"version": "1.2.2",
|
"version": "1.2.2",
|
||||||
"resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-1.2.2.tgz",
|
"resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-1.2.2.tgz",
|
||||||
|
|||||||
+4
-2
@@ -18,7 +18,7 @@
|
|||||||
"scripts": {
|
"scripts": {
|
||||||
"build": "tsup",
|
"build": "tsup",
|
||||||
"build:samples": "tsup --config tsup.samples.config.ts",
|
"build:samples": "tsup --config tsup.samples.config.ts",
|
||||||
"prepare": "npm run build",
|
"prepare": "npm run build && npm run build:samples",
|
||||||
"test": "vitest",
|
"test": "vitest",
|
||||||
"test:run": "vitest run",
|
"test:run": "vitest run",
|
||||||
"typecheck": "tsc --noEmit"
|
"typecheck": "tsc --noEmit"
|
||||||
@@ -30,11 +30,13 @@
|
|||||||
},
|
},
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
"@preact/signals-core": "^1.5.1",
|
"@preact/signals-core": "^1.5.1",
|
||||||
|
"@types/node": "^25.6.0",
|
||||||
"inline-schema": "file:../inline-schema",
|
"inline-schema": "file:../inline-schema",
|
||||||
"mutative": "^1.3.0",
|
"mutative": "^1.3.0",
|
||||||
"tsup": "^8.0.2",
|
"tsup": "^8.0.2",
|
||||||
"typescript": "^5.3.3",
|
"typescript": "^5.3.3",
|
||||||
"vitest": "^1.3.1"
|
"vitest": "^1.3.1",
|
||||||
|
"yarn-spinner-loader": "^0.2.0"
|
||||||
},
|
},
|
||||||
"keywords": [
|
"keywords": [
|
||||||
"boardgame",
|
"boardgame",
|
||||||
|
|||||||
@@ -0,0 +1,118 @@
|
|||||||
|
import { createPromptContext, PromptDef } from "@/utils/command";
|
||||||
|
import { computed, effect, signal } from "@preact/signals-core";
|
||||||
|
import { createGameContext, IGameContext } from "./game";
|
||||||
|
|
||||||
|
export enum ClientStatus {
|
||||||
|
Idle = "idle",
|
||||||
|
Running = "running",
|
||||||
|
Disposed = "disposed",
|
||||||
|
}
|
||||||
|
|
||||||
|
export type PromptInfo =
|
||||||
|
| {
|
||||||
|
hasPrompt: false;
|
||||||
|
player: string;
|
||||||
|
}
|
||||||
|
| {
|
||||||
|
hasPrompt: true;
|
||||||
|
player: string;
|
||||||
|
def: PromptDef<unknown[]>;
|
||||||
|
tryAnswer(...args: unknown[]): string | null;
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 1. create a client instance
|
||||||
|
* 2. setStatus("running")
|
||||||
|
* 3. select("selector", t => {}) for c# to capture game state
|
||||||
|
* 4. useClient("status" | "prompt") for c# to handle prompt / game status
|
||||||
|
*/
|
||||||
|
export abstract class BaseGameClient<
|
||||||
|
T extends Record<string, unknown> = Record<string, unknown>,
|
||||||
|
R = unknown,
|
||||||
|
> {
|
||||||
|
protected _initialState: T;
|
||||||
|
protected _context: IGameContext<T>;
|
||||||
|
protected _prompts = createPromptContext();
|
||||||
|
protected _status = signal(ClientStatus.Idle);
|
||||||
|
protected _result = signal(null as null | R);
|
||||||
|
public get state() {
|
||||||
|
return this._context.value;
|
||||||
|
}
|
||||||
|
constructor(is: T) {
|
||||||
|
this._initialState = is;
|
||||||
|
this._context = createGameContext(this._prompts, is);
|
||||||
|
}
|
||||||
|
|
||||||
|
async setStatus(status: ClientStatus) {
|
||||||
|
this._status.value = status;
|
||||||
|
if (status === ClientStatus.Disposed) {
|
||||||
|
this._prompts.reset();
|
||||||
|
} else if (status === ClientStatus.Running) {
|
||||||
|
this._prompts.reset();
|
||||||
|
this._context._state.value = this._initialState;
|
||||||
|
this._result.value = null;
|
||||||
|
this._result.value = await this.start(this._context);
|
||||||
|
this.setStatus(ClientStatus.Idle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
abstract start(ctx: IGameContext<T>): Promise<R>;
|
||||||
|
|
||||||
|
assignSelector<S>(selector: (t: T) => S, callback: (s: S) => void) {
|
||||||
|
const selected = computed(() => selector(this._context.value));
|
||||||
|
return effect(() => {
|
||||||
|
callback(selected.value);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
addInterruption() {
|
||||||
|
let resolve!: () => void;
|
||||||
|
const promise = new Promise<void>((resolver) => {
|
||||||
|
resolve = resolver;
|
||||||
|
});
|
||||||
|
this._context._state.addInterruption(promise);
|
||||||
|
return resolve;
|
||||||
|
}
|
||||||
|
|
||||||
|
selectPrompt(callback: (prompt: PromptInfo) => void) {
|
||||||
|
return this._prompts.handleCall.use(async (ctx, next) => {
|
||||||
|
function tryAnswer(...args: any[]) {
|
||||||
|
try {
|
||||||
|
const res = ctx.validator(...args);
|
||||||
|
ctx.resolve(res);
|
||||||
|
return null;
|
||||||
|
} catch (reason) {
|
||||||
|
if (typeof reason === "string") {
|
||||||
|
return reason;
|
||||||
|
}
|
||||||
|
throw reason;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
callback({
|
||||||
|
hasPrompt: true,
|
||||||
|
player: ctx.player || "global",
|
||||||
|
def: ctx.def,
|
||||||
|
tryAnswer,
|
||||||
|
});
|
||||||
|
return await next();
|
||||||
|
} finally {
|
||||||
|
callback({
|
||||||
|
hasPrompt: false,
|
||||||
|
player: ctx.player || "global",
|
||||||
|
});
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
selectStatus(callback: (status: ClientStatus) => void) {
|
||||||
|
return effect(() => {
|
||||||
|
callback(this._status.value);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
selectResult(callback: (status: R | null) => void) {
|
||||||
|
return effect(() => {
|
||||||
|
callback(this._result.value);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
+101
-157
@@ -1,180 +1,124 @@
|
|||||||
import { ReadonlySignal, Signal } from '@preact/signals-core';
|
import { createPromptContext } from "@/utils/command";
|
||||||
import {
|
import { PromptContext } from "@/utils/command/command-prompt";
|
||||||
CommandSchema,
|
import { ReadonlySignal, Signal } from "@preact/signals-core";
|
||||||
CommandRegistry,
|
import { createGameContext, IGameContext } from "./game";
|
||||||
PromptEvent,
|
|
||||||
} from '@/utils/command';
|
|
||||||
import {createGameCommandRegistry, createGameContext, IGameContext, PromptDef} from './game';
|
|
||||||
|
|
||||||
export type GameHostStatus = 'created' | 'running' | 'disposed';
|
export type GameHostStatus = "created" | "running" | "disposed";
|
||||||
|
|
||||||
export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
export class GameHost<
|
||||||
readonly state: ReadonlySignal<TState>;
|
TState extends Record<string, unknown>,
|
||||||
readonly status: ReadonlySignal<GameHostStatus>;
|
TResult = unknown,
|
||||||
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
|
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||||
readonly activePromptPlayer: ReadonlySignal<string | null>;
|
> {
|
||||||
readonly activePromptHint: ReadonlySignal<string | null>;
|
readonly state: ReadonlySignal<TState>;
|
||||||
|
readonly status: ReadonlySignal<GameHostStatus>;
|
||||||
|
readonly prompts: PromptContext;
|
||||||
|
|
||||||
private _context: IGameContext<TState>;
|
private _context: IGameContext<TState>;
|
||||||
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||||
private _status: Signal<GameHostStatus>;
|
private _status: Signal<GameHostStatus>;
|
||||||
private _activePromptSchema: Signal<CommandSchema | null>;
|
private _createInitialState: () => TState;
|
||||||
private _activePromptPlayer: Signal<string | null>;
|
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
|
||||||
private _activePromptHint: Signal<string | null>;
|
private _isDisposed = false;
|
||||||
private _createInitialState: () => TState;
|
|
||||||
private _eventListeners: Map<'start' | 'dispose', Set<() => void>>;
|
|
||||||
private _isDisposed = false;
|
|
||||||
|
|
||||||
constructor(
|
constructor(public readonly gameModule: TModule) {
|
||||||
registry: CommandRegistry<IGameContext<TState>>,
|
const { createInitialState, start } = gameModule;
|
||||||
createInitialState: () => TState,
|
this._createInitialState = createInitialState;
|
||||||
start: (ctx: IGameContext<TState>) => Promise<TResult>
|
this._eventListeners = new Map();
|
||||||
) {
|
|
||||||
this._createInitialState = createInitialState;
|
|
||||||
this._eventListeners = new Map();
|
|
||||||
|
|
||||||
const initialState = createInitialState();
|
this.prompts = createPromptContext();
|
||||||
this._context = createGameContext(registry, initialState);
|
const initialState = createInitialState();
|
||||||
this._start = start;
|
this._context = createGameContext(this.prompts, initialState);
|
||||||
this.state = this._context._state;
|
this._start = start;
|
||||||
|
this.state = this._context._state;
|
||||||
|
|
||||||
this._status = new Signal<GameHostStatus>('created');
|
this._status = new Signal<GameHostStatus>("created");
|
||||||
this.status = this._status;
|
this.status = this._status;
|
||||||
|
}
|
||||||
|
|
||||||
this._activePromptSchema = new Signal<CommandSchema | null>(null);
|
/**
|
||||||
this.activePromptSchema = this._activePromptSchema;
|
* 为下一个 produceAsync 注册中断 Promise(通常用于 UI 动画)。
|
||||||
|
* @see MutableSignal.addInterruption
|
||||||
|
*/
|
||||||
|
addInterruption(promise: Promise<void>): void {
|
||||||
|
this._context._state.addInterruption(promise);
|
||||||
|
}
|
||||||
|
|
||||||
this._activePromptPlayer = new Signal<string | null>(null);
|
/**
|
||||||
this.activePromptPlayer = this._activePromptPlayer;
|
* 清除所有未完成的中断。
|
||||||
|
* @see MutableSignal.clearInterruptions
|
||||||
|
*/
|
||||||
|
clearInterruptions(): void {
|
||||||
|
this._context._state.clearInterruptions();
|
||||||
|
}
|
||||||
|
|
||||||
this._activePromptHint = new Signal<string | null>(null);
|
start(seed?: number): Promise<TResult> {
|
||||||
this.activePromptHint = this._activePromptHint;
|
if (this._isDisposed) {
|
||||||
|
throw new Error("GameHost is disposed");
|
||||||
this._setupPromptTracking();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private _setupPromptTracking() {
|
this.prompts.reset();
|
||||||
let currentPromptEvent: PromptEvent | null = null;
|
|
||||||
|
|
||||||
this._context._commands.on('prompt', (e) => {
|
const initialState = this._createInitialState();
|
||||||
currentPromptEvent = e as PromptEvent;
|
this._context._state.value = initialState as any;
|
||||||
this._activePromptSchema.value = currentPromptEvent.schema;
|
|
||||||
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
|
|
||||||
this._activePromptHint.value = currentPromptEvent.hintText || null;
|
|
||||||
});
|
|
||||||
|
|
||||||
this._context._commands.on('promptEnd', () => {
|
seed = seed || Math.floor(Math.random() * Number.MAX_SAFE_INTEGER);
|
||||||
currentPromptEvent = null;
|
this._context._rng.setSeed(seed);
|
||||||
this._activePromptSchema.value = null;
|
const promise = this._start(this._context);
|
||||||
this._activePromptPlayer.value = null;
|
|
||||||
this._activePromptHint.value = null;
|
|
||||||
});
|
|
||||||
|
|
||||||
// Initial state
|
this._status.value = "running";
|
||||||
this._activePromptSchema.value = null;
|
this._emitEvent("start");
|
||||||
this._activePromptPlayer.value = null;
|
|
||||||
this._activePromptHint.value = null;
|
return promise;
|
||||||
|
}
|
||||||
|
|
||||||
|
dispose(): void {
|
||||||
|
if (this._isDisposed) {
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
tryInput(input: string): string | null {
|
this._isDisposed = true;
|
||||||
if (this._isDisposed) {
|
this.prompts.reset();
|
||||||
return 'GameHost is disposed';
|
this._status.value = "disposed";
|
||||||
}
|
|
||||||
return this._context._commands._tryCommit(input);
|
// Emit dispose event BEFORE clearing listeners
|
||||||
|
this._emitEvent("dispose");
|
||||||
|
this._eventListeners.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
on(event: "start" | "dispose", listener: () => void): () => void {
|
||||||
|
if (!this._eventListeners.has(event)) {
|
||||||
|
this._eventListeners.set(event, new Set());
|
||||||
}
|
}
|
||||||
|
this._eventListeners.get(event)!.add(listener);
|
||||||
|
|
||||||
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs){
|
return () => {
|
||||||
return this._context._commands._tryCommit({
|
this._eventListeners.get(event)?.delete(listener);
|
||||||
name: def.schema.name,
|
};
|
||||||
params: args,
|
}
|
||||||
options: {},
|
|
||||||
flags: {}
|
private _emitEvent(event: "start" | "dispose") {
|
||||||
});
|
const listeners = this._eventListeners.get(event);
|
||||||
}
|
if (listeners) {
|
||||||
|
for (const listener of listeners) {
|
||||||
/**
|
listener();
|
||||||
* 为下一个 produceAsync 注册中断 Promise(通常用于 UI 动画)。
|
}
|
||||||
* @see MutableSignal.addInterruption
|
|
||||||
*/
|
|
||||||
addInterruption(promise: Promise<void>): void {
|
|
||||||
this._context._state.addInterruption(promise);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 清除所有未完成的中断。
|
|
||||||
* @see MutableSignal.clearInterruptions
|
|
||||||
*/
|
|
||||||
clearInterruptions(): void {
|
|
||||||
this._context._state.clearInterruptions();
|
|
||||||
}
|
|
||||||
|
|
||||||
start(seed?: number): Promise<TResult> {
|
|
||||||
if (this._isDisposed) {
|
|
||||||
throw new Error('GameHost is disposed');
|
|
||||||
}
|
|
||||||
|
|
||||||
this._context._commands._cancel();
|
|
||||||
|
|
||||||
const initialState = this._createInitialState();
|
|
||||||
this._context._state.value = initialState as any;
|
|
||||||
|
|
||||||
seed = seed || Math.floor(Math.random() * Number.MAX_SAFE_INTEGER);
|
|
||||||
this._context._rng.setSeed(seed);
|
|
||||||
const promise = this._start(this._context);
|
|
||||||
|
|
||||||
this._status.value = 'running';
|
|
||||||
this._emitEvent('start');
|
|
||||||
|
|
||||||
return promise;
|
|
||||||
}
|
|
||||||
|
|
||||||
dispose(): void {
|
|
||||||
if (this._isDisposed) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
this._isDisposed = true;
|
|
||||||
this._context._commands._cancel();
|
|
||||||
this._status.value = 'disposed';
|
|
||||||
|
|
||||||
// Emit dispose event BEFORE clearing listeners
|
|
||||||
this._emitEvent('dispose');
|
|
||||||
this._eventListeners.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
on(event: 'start' | 'dispose', listener: () => void): () => void {
|
|
||||||
if (!this._eventListeners.has(event)) {
|
|
||||||
this._eventListeners.set(event, new Set());
|
|
||||||
}
|
|
||||||
this._eventListeners.get(event)!.add(listener);
|
|
||||||
|
|
||||||
return () => {
|
|
||||||
this._eventListeners.get(event)?.delete(listener);
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
private _emitEvent(event: 'start' | 'dispose') {
|
|
||||||
const listeners = this._eventListeners.get(event);
|
|
||||||
if (listeners) {
|
|
||||||
for (const listener of listeners) {
|
|
||||||
listener();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export type GameModule<TState extends Record<string, unknown>, TResult=unknown> = {
|
export type GameModule<
|
||||||
registry?: CommandRegistry<IGameContext<TState>>;
|
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||||
createInitialState: () => TState;
|
TResult = unknown,
|
||||||
start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
> = {
|
||||||
}
|
createInitialState: () => TState;
|
||||||
|
start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||||
|
};
|
||||||
|
|
||||||
export function createGameHost<TState extends Record<string, unknown>>(
|
export function createGameHost<
|
||||||
gameModule: GameModule<TState>
|
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||||
): GameHost<TState> {
|
TResult = unknown,
|
||||||
return new GameHost(
|
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||||
gameModule.registry || createGameCommandRegistry(),
|
>(gameModule: TModule): GameHost<TState, TResult, TModule> {
|
||||||
gameModule.createInitialState,
|
return new GameHost(gameModule);
|
||||||
gameModule.start
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|||||||
+53
-69
@@ -1,80 +1,64 @@
|
|||||||
import {MutableSignal, mutableSignal} from "@/utils/mutable-signal";
|
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
|
||||||
import {
|
import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
|
||||||
Command,
|
import { PromptValidator } from "@/utils/command/command-runner";
|
||||||
CommandRegistry, CommandResult,
|
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
|
||||||
CommandRunnerContextExport,
|
import { PromptContext } from "@/utils/command/command-prompt";
|
||||||
CommandSchema,
|
|
||||||
createCommandRegistry,
|
|
||||||
createCommandRunnerContext, parseCommandSchema,
|
|
||||||
} from "@/utils/command";
|
|
||||||
import {PromptValidator} from "@/utils/command/command-runner";
|
|
||||||
import {Mulberry32RNG, ReadonlyRNG, RNG} from "@/utils/rng";
|
|
||||||
|
|
||||||
export interface IGameContext<TState extends Record<string, unknown> = {} > {
|
export interface IGameContext<TState extends Record<string, unknown> = {}> {
|
||||||
get value(): TState;
|
get value(): TState;
|
||||||
get rng(): ReadonlyRNG;
|
get rng(): ReadonlyRNG;
|
||||||
produce(fn: (draft: TState) => void): void;
|
produce(fn: (draft: TState) => undefined): void;
|
||||||
produceAsync(fn: (draft: TState) => void): Promise<void>;
|
produceAsync(fn: (draft: TState) => undefined): Promise<void>;
|
||||||
run<T>(input: string): Promise<CommandResult<T>>;
|
prompt: <TResult, TArgs extends any[] = any[]>(
|
||||||
runParsed<T>(command: Command): Promise<CommandResult<T>>;
|
def: PromptDef<TArgs>,
|
||||||
prompt: <TResult,TArgs extends any[]=any[]>(def: PromptDef<TArgs>, validator: PromptValidator<TResult,TArgs>, currentPlayer?: string | null) => Promise<TResult>;
|
validator: PromptValidator<TResult, TArgs>,
|
||||||
|
player?: string,
|
||||||
|
) => Promise<TResult>;
|
||||||
|
|
||||||
// test only
|
// test only
|
||||||
_state: MutableSignal<TState>;
|
_state: MutableSignal<TState>;
|
||||||
_commands: CommandRunnerContextExport<IGameContext<TState>>;
|
_rng: RNG;
|
||||||
_rng: RNG;
|
|
||||||
}
|
}
|
||||||
|
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
|
||||||
|
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
|
||||||
|
|
||||||
export function createGameContext<TState extends Record<string, unknown> = {} >(
|
export function createGameContext<TState extends Record<string, unknown> = {}>(
|
||||||
commandRegistry: CommandRegistry<IGameContext<TState>>,
|
promptContext: PromptContext,
|
||||||
initialState?: TState | (() => TState)
|
initialState?: TState | (() => TState),
|
||||||
): IGameContext<TState> {
|
): IGameContext<TState> {
|
||||||
const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
|
const stateValue =
|
||||||
const state = mutableSignal(stateValue);
|
typeof initialState === "function"
|
||||||
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
|
? initialState()
|
||||||
|
: (initialState ?? ({} as TState));
|
||||||
|
const state = mutableSignal(stateValue);
|
||||||
|
const { prompt } = promptContext;
|
||||||
|
|
||||||
const context: IGameContext<TState> = {
|
const context: IGameContext<TState> = {
|
||||||
get value(): TState {
|
get value(): TState {
|
||||||
return state.value;
|
return state.value;
|
||||||
},
|
},
|
||||||
get rng() {
|
get rng() {
|
||||||
return this._rng;
|
return this._rng;
|
||||||
},
|
},
|
||||||
produce(fn) {
|
produce(fn: (draft: TState) => undefined) {
|
||||||
return state.produce(fn);
|
return state.produce(fn);
|
||||||
},
|
},
|
||||||
produceAsync(fn) {
|
produceAsync(fn: (draft: TState) => undefined) {
|
||||||
return state.produceAsync(fn);
|
return state.produceAsync(fn);
|
||||||
},
|
},
|
||||||
run<T>(input: string) {
|
prompt,
|
||||||
return commands.run<T>(input);
|
|
||||||
},
|
|
||||||
runParsed<T>(command: Command) {
|
|
||||||
return commands.runParsed<T>(command);
|
|
||||||
},
|
|
||||||
prompt(def, validator, currentPlayer) {
|
|
||||||
return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
|
|
||||||
},
|
|
||||||
|
|
||||||
_state: state,
|
_state: state,
|
||||||
_commands: commands,
|
_rng: new Mulberry32RNG(),
|
||||||
_rng: new Mulberry32RNG(),
|
};
|
||||||
};
|
|
||||||
|
|
||||||
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
|
return context;
|
||||||
|
|
||||||
return context;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export type PromptDef<TArgs extends any[]=any[]> = {
|
export function createPromptDef<TArgs extends any[] = any[]>(
|
||||||
schema: CommandSchema,
|
schema: CommandSchema | string,
|
||||||
hintText?: string,
|
hintText?: string,
|
||||||
}
|
): PromptDef<TArgs> {
|
||||||
export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
|
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
|
||||||
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
|
return { schema, hintText };
|
||||||
return { schema, hintText };
|
|
||||||
}
|
|
||||||
|
|
||||||
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
|
|
||||||
return createCommandRegistry<IGameContext<TState>>();
|
|
||||||
}
|
}
|
||||||
+2
-2
@@ -1,5 +1,5 @@
|
|||||||
import {Part} from "./part";
|
import {Part} from "./part";
|
||||||
import {RNG} from "@/utils/rng";
|
import {ReadonlyRNG} from "@/utils/rng";
|
||||||
|
|
||||||
export type Region = {
|
export type Region = {
|
||||||
id: string;
|
id: string;
|
||||||
@@ -107,7 +107,7 @@ export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMe
|
|||||||
region.partMap = buildPartMap(region, parts);
|
region.partMap = buildPartMap(region, parts);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG){
|
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){
|
||||||
if (region.childIds.length <= 1) return;
|
if (region.childIds.length <= 1) return;
|
||||||
|
|
||||||
const childIds = [...region.childIds];
|
const childIds = [...region.childIds];
|
||||||
|
|||||||
+62
-18
@@ -4,31 +4,75 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
// Core types
|
// Core types
|
||||||
export type { IGameContext } from './core/game';
|
export type { IGameContext } from "./core/game";
|
||||||
export { createGameCommandRegistry, createPromptDef } from './core/game';
|
export { createPromptDef } from "./core/game";
|
||||||
|
|
||||||
export type { GameHost, GameHostStatus, GameModule } from './core/game-host';
|
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
|
||||||
export { createGameHost } from './core/game-host';
|
export { createGameHost } from "./core/game-host";
|
||||||
|
|
||||||
export type { Part } from './core/part';
|
export type { Part } from "./core/part";
|
||||||
export { flip, flipTo, roll } from './core/part';
|
export { flip, flipTo, roll } from "./core/part";
|
||||||
|
|
||||||
export { createParts, createPartsFromTable } from './core/part-factory';
|
export { createParts, createPartsFromTable } from "./core/part-factory";
|
||||||
|
|
||||||
export type { Region, RegionAxis } from './core/region';
|
export type { Region, RegionAxis } from "./core/region";
|
||||||
export { createRegion, createRegionAxis, applyAlign, shuffle, moveToRegion } from './core/region';
|
export {
|
||||||
|
createRegion,
|
||||||
|
createRegionAxis,
|
||||||
|
applyAlign,
|
||||||
|
shuffle,
|
||||||
|
moveToRegion,
|
||||||
|
} from "./core/region";
|
||||||
|
|
||||||
|
export * from "./core/game-client";
|
||||||
|
|
||||||
// Utils
|
// Utils
|
||||||
export type { Command, CommandDef, CommandResult, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
|
export type {
|
||||||
export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
|
Command,
|
||||||
|
CommandDef,
|
||||||
|
CommandResult,
|
||||||
|
CommandSchema,
|
||||||
|
CommandParamSchema,
|
||||||
|
CommandOptionSchema,
|
||||||
|
CommandFlagSchema,
|
||||||
|
} from "./utils/command";
|
||||||
|
export {
|
||||||
|
parseCommand,
|
||||||
|
parseCommandSchema,
|
||||||
|
validateCommand,
|
||||||
|
parseCommandWithSchema,
|
||||||
|
applyCommandSchema,
|
||||||
|
} from "./utils/command";
|
||||||
|
|
||||||
export type { CommandRunner, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './utils/command';
|
export type {
|
||||||
export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, runCommandParsed, createCommandRunnerContext, type CommandRegistry, type CommandRunnerContextExport } from './utils/command';
|
CommandRunner,
|
||||||
|
CommandRunnerHandler,
|
||||||
|
CommandRunnerContext,
|
||||||
|
PromptEvent,
|
||||||
|
CommandRunnerEvents,
|
||||||
|
} from "./utils/command";
|
||||||
|
export {
|
||||||
|
createCommandRegistry,
|
||||||
|
registerCommand,
|
||||||
|
unregisterCommand,
|
||||||
|
hasCommand,
|
||||||
|
getCommand,
|
||||||
|
runCommand,
|
||||||
|
runCommandParsed,
|
||||||
|
createCommandRunnerContext,
|
||||||
|
type CommandRegistry,
|
||||||
|
type CommandRunnerContextExport,
|
||||||
|
} from "./utils/command";
|
||||||
|
|
||||||
export type { MutableSignal } from './utils/mutable-signal';
|
export type { MutableSignal } from "./utils/mutable-signal";
|
||||||
export { mutableSignal } from './utils/mutable-signal';
|
export { mutableSignal } from "./utils/mutable-signal";
|
||||||
|
|
||||||
export type { RNG } from './utils/rng';
|
export type { RNG, ReadonlyRNG } from "./utils/rng";
|
||||||
export { createRNG, Mulberry32RNG } from './utils/rng';
|
export { createRNG, Mulberry32RNG } from "./utils/rng";
|
||||||
|
|
||||||
export * from '@preact/signals-core';
|
export type { MiddlewareChain } from "./utils/middleware";
|
||||||
|
export { createMiddlewareChain } from "./utils/middleware";
|
||||||
|
|
||||||
|
export * from "./utils/spawner";
|
||||||
|
|
||||||
|
export * from "@preact/signals-core";
|
||||||
|
|||||||
Vendored
+2
-2
@@ -6,5 +6,5 @@ type BoopPartTable = readonly {
|
|||||||
|
|
||||||
export type BoopPart = BoopPartTable[number];
|
export type BoopPart = BoopPartTable[number];
|
||||||
|
|
||||||
declare const data: BoopPartTable;
|
declare function getData(): BoopPartTable;
|
||||||
export default data;
|
export default getData;
|
||||||
|
|||||||
@@ -1,101 +1,31 @@
|
|||||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
import { BoopGame } from "@/samples/boop/types-extensions";
|
||||||
import {PlayerType} from "@/samples/boop/types";
|
import { PlayerType } from "@/samples/boop/types";
|
||||||
import {turn} from "@/samples/boop/commands/turn";
|
import { turn } from "@/samples/boop/commands/turn";
|
||||||
import {createGameCommandRegistry} from "@/core/game";
|
import { boop } from "./boop";
|
||||||
|
import { checkFullBoard } from "./full-board";
|
||||||
export const registry = createGameCommandRegistry<BoopGame['value']>();
|
import { checkGraduates } from "./graduate";
|
||||||
|
import { place } from "./place";
|
||||||
/**
|
import { checkWin } from "./win";
|
||||||
* 放置棋子到棋盘
|
|
||||||
*/
|
|
||||||
const placeCmd = registry.register({
|
|
||||||
schema: 'place <row:number> <col:number> <player> <type>',
|
|
||||||
run: async (game, row, col, player, type) => {
|
|
||||||
const {place} = await import('./place');
|
|
||||||
return place(game, row, col, player, type);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 执行boop - 推动周围棋子
|
|
||||||
*/
|
|
||||||
const boopCmd = registry.register({
|
|
||||||
schema: 'boop <row:number> <col:number> <type>',
|
|
||||||
run: async (game, row, col, type) => {
|
|
||||||
const {boop} = await import('./boop');
|
|
||||||
return boop(game, row, col, type);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 检查是否有玩家获胜(三个猫连线)
|
|
||||||
*/
|
|
||||||
const checkWinCmd = registry.register({
|
|
||||||
schema: 'check-win',
|
|
||||||
run: async (game) => {
|
|
||||||
const {checkWin} = await import('./win');
|
|
||||||
return checkWin(game);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 检查并执行小猫升级(三个小猫连线变成猫)
|
|
||||||
*/
|
|
||||||
const checkGraduatesCmd = registry.register({
|
|
||||||
schema: 'check-graduates',
|
|
||||||
run: async (game) => {
|
|
||||||
const {checkGraduates} = await import('./graduate');
|
|
||||||
return checkGraduates(game);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 检查并执行 8-piece 规则
|
|
||||||
*/
|
|
||||||
const checkFullBoardCmd = registry.register({
|
|
||||||
schema: 'check-full-board <player:string>',
|
|
||||||
run: async (game, player) => {
|
|
||||||
const {checkFullBoard} = await import('./full-board');
|
|
||||||
return checkFullBoard(game, player);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 处理一个回合
|
|
||||||
*/
|
|
||||||
const turnCmd = registry.register({
|
|
||||||
schema: 'turn <player:string>',
|
|
||||||
run: async (game, player) => {
|
|
||||||
const {turn} = await import('./turn');
|
|
||||||
return turn(game, player);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 启动游戏主循环
|
* 启动游戏主循环
|
||||||
*/
|
*/
|
||||||
export async function start(game: BoopGame) {
|
export async function start(game: BoopGame) {
|
||||||
while (true) {
|
while (true) {
|
||||||
const currentPlayer = game.value.currentPlayer;
|
const currentPlayer = game.value.currentPlayer;
|
||||||
const turnOutput = await turn(game, currentPlayer);
|
const turnOutput = await turn(game, currentPlayer);
|
||||||
|
|
||||||
await game.produceAsync(state => {
|
await game.produceAsync((state) => {
|
||||||
state.winner = turnOutput.winner;
|
state.winner = turnOutput.winner;
|
||||||
if (!state.winner) {
|
if (!state.winner) {
|
||||||
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
|
state.currentPlayer =
|
||||||
}
|
state.currentPlayer === "white" ? "black" : "white";
|
||||||
});
|
}
|
||||||
if (game.value.winner) break;
|
});
|
||||||
}
|
if (game.value.winner) break;
|
||||||
|
}
|
||||||
|
|
||||||
return game.value;
|
return game.value;
|
||||||
}
|
}
|
||||||
|
|
||||||
export {
|
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
|
||||||
placeCmd as place,
|
|
||||||
boopCmd as boop,
|
|
||||||
checkWinCmd as checkWin,
|
|
||||||
checkGraduatesCmd as checkGraduates,
|
|
||||||
checkFullBoardCmd as checkFullBoard,
|
|
||||||
turnCmd as turn
|
|
||||||
};
|
|
||||||
|
|||||||
+26
-34
@@ -1,49 +1,41 @@
|
|||||||
// Types
|
// Types
|
||||||
export type {
|
export type {
|
||||||
PlayerType,
|
PlayerType,
|
||||||
PieceType,
|
PieceType,
|
||||||
WinnerType,
|
WinnerType,
|
||||||
RegionType,
|
RegionType,
|
||||||
BoopPartMeta,
|
BoopPartMeta,
|
||||||
BoopPart
|
BoopPart,
|
||||||
} from './types';
|
} from "./types";
|
||||||
|
|
||||||
export type {BoopGame} from './types-extensions';
|
export type { BoopGame } from "./types-extensions";
|
||||||
|
|
||||||
// Constants
|
// Constants
|
||||||
export {
|
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
|
||||||
BOARD_SIZE,
|
|
||||||
MAX_PIECES_PER_PLAYER,
|
|
||||||
WIN_LENGTH
|
|
||||||
} from './constants';
|
|
||||||
|
|
||||||
// State
|
// State
|
||||||
export {
|
export { createInitialState, type BoopState } from "./state";
|
||||||
createInitialState,
|
|
||||||
type BoopState
|
|
||||||
} from './state';
|
|
||||||
|
|
||||||
// Prompts
|
// Prompts
|
||||||
export {prompts} from './prompts';
|
export { prompts } from "./prompts";
|
||||||
|
|
||||||
// Commands
|
// Commands
|
||||||
export {
|
export {
|
||||||
registry,
|
start,
|
||||||
start,
|
place as placeCmd,
|
||||||
place as placeCmd,
|
boop as boopCmd,
|
||||||
boop as boopCmd,
|
checkWin as checkWinCmd,
|
||||||
checkWin as checkWinCmd,
|
checkGraduates as checkGraduatesCmd,
|
||||||
checkGraduates as checkGraduatesCmd,
|
checkFullBoard as checkFullBoardCmd,
|
||||||
checkFullBoard as checkFullBoardCmd,
|
turn as turnCmd,
|
||||||
turn as turnCmd
|
} from "./commands";
|
||||||
} from './commands';
|
|
||||||
|
|
||||||
// Utils
|
// Utils
|
||||||
export {
|
export {
|
||||||
getLineCandidates,
|
getLineCandidates,
|
||||||
isInBounds,
|
isInBounds,
|
||||||
isCellOccupied,
|
isCellOccupied,
|
||||||
getNeighborPositions,
|
getNeighborPositions,
|
||||||
findPartInRegion,
|
findPartInRegion,
|
||||||
findPartAtPosition
|
findPartAtPosition,
|
||||||
} from './utils';
|
} from "./utils";
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import parts from './boopPart.csv';
|
import getParts from './boopPart.csv';
|
||||||
import {createRegion, moveToRegion, Region} from "@/core/region";
|
import {createRegion, moveToRegion, Region} from "@/core/region";
|
||||||
import {createPartsFromTable} from "@/core/part-factory";
|
import {createPartsFromTable} from "@/core/part-factory";
|
||||||
import {BoopPart} from "@/samples/boop/types";
|
import {BoopPart} from "@/samples/boop/types";
|
||||||
@@ -6,6 +6,7 @@ import {BOARD_SIZE} from "@/samples/boop/constants";
|
|||||||
import {PlayerType, PieceType, RegionType} from "@/samples/boop/types";
|
import {PlayerType, PieceType, RegionType} from "@/samples/boop/types";
|
||||||
|
|
||||||
export function createInitialState() {
|
export function createInitialState() {
|
||||||
|
const parts = getParts();
|
||||||
const pieces = createPartsFromTable(
|
const pieces = createPartsFromTable(
|
||||||
parts,
|
parts,
|
||||||
(item, index) => `${item.player}-${item.type}-${index + 1}`,
|
(item, index) => `${item.player}-${item.type}-${index + 1}`,
|
||||||
|
|||||||
Vendored
+2
-2
@@ -7,5 +7,5 @@ type CardsTable = readonly {
|
|||||||
|
|
||||||
export type Cards = CardsTable[number];
|
export type Cards = CardsTable[number];
|
||||||
|
|
||||||
declare const data: CardsTable;
|
declare function getData(): CardsTable;
|
||||||
export default data;
|
export default getData;
|
||||||
|
|||||||
+294
-264
@@ -1,379 +1,409 @@
|
|||||||
import {
|
import {
|
||||||
OnitamaGame,
|
OnitamaGame,
|
||||||
OnitamaState,
|
OnitamaState,
|
||||||
PlayerType,
|
PlayerType,
|
||||||
prompts,
|
prompts,
|
||||||
initializeCards
|
initializeCards,
|
||||||
} from "./types";
|
} from "./types";
|
||||||
import {createGameCommandRegistry} from "@/core/game";
|
import { moveToRegion } from "@/core/region";
|
||||||
import {moveToRegion} from "@/core/region";
|
|
||||||
|
|
||||||
export const registry = createGameCommandRegistry<OnitamaState>();
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查位置是否在棋盘范围内
|
* 检查位置是否在棋盘范围内
|
||||||
*/
|
*/
|
||||||
function isInBounds(x: number, y: number): boolean {
|
function isInBounds(x: number, y: number): boolean {
|
||||||
return x >= 0 && x < 5 && y >= 0 && y < 5;
|
return x >= 0 && x < 5 && y >= 0 && y < 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查位置是否有棋子
|
* 检查位置是否有棋子
|
||||||
*/
|
*/
|
||||||
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
||||||
const key = `${x},${y}`;
|
const key = `${x},${y}`;
|
||||||
const pawnId = state.regions.board.partMap[key];
|
const pawnId = state.regions.board.partMap[key];
|
||||||
return pawnId ? state.pawns[pawnId] : null;
|
return pawnId ? state.pawns[pawnId] : null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查玩家是否拥有某张卡牌
|
* 检查玩家是否拥有某张卡牌
|
||||||
*/
|
*/
|
||||||
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean {
|
function playerHasCard(
|
||||||
const cardList = player === 'red' ? state.redCards : state.blackCards;
|
state: OnitamaState,
|
||||||
return cardList.includes(cardName);
|
player: PlayerType,
|
||||||
|
cardName: string,
|
||||||
|
): boolean {
|
||||||
|
const cardList = player === "red" ? state.redCards : state.blackCards;
|
||||||
|
return cardList.includes(cardName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取卡牌的移动候选项,根据玩家视角进行旋转
|
* 获取卡牌的移动候选项,根据玩家视角进行旋转
|
||||||
* 黑方需要将卡牌旋转180度
|
* 黑方需要将卡牌旋转180度
|
||||||
*/
|
*/
|
||||||
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) {
|
export function getCardMoveCandidates(
|
||||||
const card = state.cards[cardName];
|
state: OnitamaState,
|
||||||
const candidates = card.moveCandidates;
|
cardName: string,
|
||||||
|
player: PlayerType,
|
||||||
|
) {
|
||||||
|
const card = state.cards[cardName];
|
||||||
|
const candidates = card.moveCandidates;
|
||||||
|
|
||||||
// 黑方需要将卡牌旋转180度
|
// 黑方需要将卡牌旋转180度
|
||||||
if (player === 'black') {
|
if (player === "black") {
|
||||||
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy }));
|
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
|
||||||
}
|
}
|
||||||
|
|
||||||
return candidates;
|
return candidates;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查移动是否合法
|
* 检查移动是否合法
|
||||||
*/
|
*/
|
||||||
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null {
|
export function isValidMove(
|
||||||
// 检查玩家是否拥有该卡牌
|
state: OnitamaState,
|
||||||
if (!playerHasCard(state, player, cardName)) {
|
cardName: string,
|
||||||
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
fromX: number,
|
||||||
}
|
fromY: number,
|
||||||
|
toX: number,
|
||||||
|
toY: number,
|
||||||
|
player: PlayerType,
|
||||||
|
): string | null {
|
||||||
|
// 检查玩家是否拥有该卡牌
|
||||||
|
if (!playerHasCard(state, player, cardName)) {
|
||||||
|
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
||||||
|
}
|
||||||
|
|
||||||
// 检查起始位置是否有玩家的棋子
|
// 检查起始位置是否有玩家的棋子
|
||||||
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
||||||
if (!fromPawn) {
|
if (!fromPawn) {
|
||||||
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
||||||
}
|
}
|
||||||
if (fromPawn.owner !== player) {
|
if (fromPawn.owner !== player) {
|
||||||
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查卡牌是否存在
|
// 检查卡牌是否存在
|
||||||
const card = state.cards[cardName];
|
const card = state.cards[cardName];
|
||||||
if (!card) {
|
if (!card) {
|
||||||
return `卡牌 ${cardName} 不存在`;
|
return `卡牌 ${cardName} 不存在`;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 计算移动偏移量
|
// 计算移动偏移量
|
||||||
const dx = toX - fromX;
|
const dx = toX - fromX;
|
||||||
const dy = toY - fromY;
|
const dy = toY - fromY;
|
||||||
|
|
||||||
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
||||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||||
const isValid = candidates.some(m => m.dx === dx && m.dy === dy);
|
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
|
||||||
if (!isValid) {
|
if (!isValid) {
|
||||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查目标位置是否在棋盘内
|
// 检查目标位置是否在棋盘内
|
||||||
if (!isInBounds(toX, toY)) {
|
if (!isInBounds(toX, toY)) {
|
||||||
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查目标位置是否有己方棋子
|
// 检查目标位置是否有己方棋子
|
||||||
const toPawn = getPawnAtPosition(state, toX, toY);
|
const toPawn = getPawnAtPosition(state, toX, toY);
|
||||||
if (toPawn && toPawn.owner === player) {
|
if (toPawn && toPawn.owner === player) {
|
||||||
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 执行移动
|
* 执行移动
|
||||||
*/
|
*/
|
||||||
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) {
|
async function move(
|
||||||
const state = game.value;
|
game: OnitamaGame,
|
||||||
|
player: PlayerType,
|
||||||
|
cardName: string,
|
||||||
|
fromX: number,
|
||||||
|
fromY: number,
|
||||||
|
toX: number,
|
||||||
|
toY: number,
|
||||||
|
) {
|
||||||
|
const state = game.value;
|
||||||
|
|
||||||
// 验证移动
|
// 验证移动
|
||||||
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
|
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
|
||||||
if (error) {
|
if (error) {
|
||||||
throw new Error(error);
|
throw new Error(error);
|
||||||
|
}
|
||||||
|
|
||||||
|
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
|
||||||
|
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
|
||||||
|
|
||||||
|
// 如果目标位置有敌方棋子,将其移除(吃掉)
|
||||||
|
if (capturedPawnId) {
|
||||||
|
const capturedPawn = state.pawns[capturedPawnId];
|
||||||
|
moveToRegion(capturedPawn, state.regions.board, null);
|
||||||
}
|
}
|
||||||
|
|
||||||
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
|
// 移动棋子到目标位置
|
||||||
|
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
|
||||||
|
});
|
||||||
|
|
||||||
await game.produceAsync(state => {
|
// 交换卡牌
|
||||||
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
|
await swapCard(game, player, cardName);
|
||||||
|
|
||||||
// 如果目标位置有敌方棋子,将其移除(吃掉)
|
return {
|
||||||
if (capturedPawnId) {
|
from: { x: fromX, y: fromY },
|
||||||
const capturedPawn = state.pawns[capturedPawnId];
|
to: { x: toX, y: toY },
|
||||||
moveToRegion(capturedPawn, state.regions.board, null);
|
card: cardName,
|
||||||
}
|
captured: capturedPawnId,
|
||||||
|
};
|
||||||
// 移动棋子到目标位置
|
|
||||||
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
|
|
||||||
});
|
|
||||||
|
|
||||||
// 交换卡牌
|
|
||||||
await handleSwapCard(game, player, cardName);
|
|
||||||
|
|
||||||
return {
|
|
||||||
from: { x: fromX, y: fromY },
|
|
||||||
to: { x: toX, y: toY },
|
|
||||||
card: cardName,
|
|
||||||
captured: capturedPawnId
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
const move = registry.register({
|
|
||||||
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
|
|
||||||
run: handleMove
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 交换卡牌:将使用的卡牌与备用卡牌交换
|
* 交换卡牌:将使用的卡牌与备用卡牌交换
|
||||||
*/
|
*/
|
||||||
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) {
|
async function swapCard(
|
||||||
await game.produceAsync(state => {
|
game: OnitamaGame,
|
||||||
const spareCard = state.spareCard;
|
player: PlayerType,
|
||||||
const usedCardData = state.cards[usedCard];
|
usedCard: string,
|
||||||
const spareCardData = state.cards[spareCard];
|
) {
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
const spareCard = state.spareCard;
|
||||||
|
const usedCardData = state.cards[usedCard];
|
||||||
|
const spareCardData = state.cards[spareCard];
|
||||||
|
|
||||||
// 从玩家手牌中移除使用的卡牌
|
// 从玩家手牌中移除使用的卡牌
|
||||||
if (player === 'red') {
|
if (player === "red") {
|
||||||
state.redCards = state.redCards.filter(c => c !== usedCard);
|
state.redCards = state.redCards.filter((c) => c !== usedCard);
|
||||||
state.redCards.push(spareCard);
|
state.redCards.push(spareCard);
|
||||||
} else {
|
} else {
|
||||||
state.blackCards = state.blackCards.filter(c => c !== usedCard);
|
state.blackCards = state.blackCards.filter((c) => c !== usedCard);
|
||||||
state.blackCards.push(spareCard);
|
state.blackCards.push(spareCard);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 更新卡牌区域
|
// 更新卡牌区域
|
||||||
usedCardData.regionId = 'spare';
|
usedCardData.regionId = "spare";
|
||||||
spareCardData.regionId = player;
|
spareCardData.regionId = player;
|
||||||
|
|
||||||
// 更新备用卡牌
|
// 更新备用卡牌
|
||||||
state.spareCard = usedCard;
|
state.spareCard = usedCard;
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
const swapCard = registry.register({
|
|
||||||
schema: 'swap-card <player> <card:string>',
|
|
||||||
run: handleSwapCard
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
|
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
|
||||||
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置
|
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置
|
||||||
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置
|
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置
|
||||||
*/
|
*/
|
||||||
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
|
|
||||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||||
const redMaster = state.pawns['red-master'];
|
const redMaster = state.pawns["red-master"];
|
||||||
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) {
|
if (
|
||||||
return 'red';
|
redMaster &&
|
||||||
}
|
redMaster.regionId === "board" &&
|
||||||
|
redMaster.position[0] === 2 &&
|
||||||
|
redMaster.position[1] === 4
|
||||||
|
) {
|
||||||
|
return "red";
|
||||||
|
}
|
||||||
|
|
||||||
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
||||||
const blackMaster = state.pawns['black-master'];
|
const blackMaster = state.pawns["black-master"];
|
||||||
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) {
|
if (
|
||||||
return 'black';
|
blackMaster &&
|
||||||
}
|
blackMaster.regionId === "board" &&
|
||||||
|
blackMaster.position[0] === 2 &&
|
||||||
|
blackMaster.position[1] === 0
|
||||||
|
) {
|
||||||
|
return "black";
|
||||||
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
const checkConquestWin = registry.register({
|
|
||||||
schema: 'check-conquest-win',
|
|
||||||
run: handleCheckConquestWin
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
|
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
|
||||||
*/
|
*/
|
||||||
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
|
|
||||||
// 红色师父不在棋盘上,黑色获胜
|
// 红色师父不在棋盘上,黑色获胜
|
||||||
const redMaster = state.pawns['red-master'];
|
const redMaster = state.pawns["red-master"];
|
||||||
if (!redMaster || redMaster.regionId !== 'board') {
|
if (!redMaster || redMaster.regionId !== "board") {
|
||||||
return 'black';
|
return "black";
|
||||||
}
|
}
|
||||||
|
|
||||||
// 黑色师父不在棋盘上,红色获胜
|
// 黑色师父不在棋盘上,红色获胜
|
||||||
const blackMaster = state.pawns['black-master'];
|
const blackMaster = state.pawns["black-master"];
|
||||||
if (!blackMaster || blackMaster.regionId !== 'board') {
|
if (!blackMaster || blackMaster.regionId !== "board") {
|
||||||
return 'red';
|
return "red";
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
const checkCaptureWin = registry.register({
|
|
||||||
schema: 'check-capture-win',
|
|
||||||
run: handleCheckCaptureWin
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 综合胜利检测
|
* 综合胜利检测
|
||||||
*/
|
*/
|
||||||
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
|
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||||
const conquestWinner = await handleCheckConquestWin(game);
|
const conquestWinner = await checkConquestWin(game);
|
||||||
if (conquestWinner) {
|
if (conquestWinner) {
|
||||||
return conquestWinner;
|
return conquestWinner;
|
||||||
}
|
}
|
||||||
|
|
||||||
const captureWinner = await handleCheckCaptureWin(game);
|
const captureWinner = await checkCaptureWin(game);
|
||||||
if (captureWinner) {
|
if (captureWinner) {
|
||||||
return captureWinner;
|
return captureWinner;
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
const checkWin = registry.register({
|
|
||||||
schema: 'check-win',
|
|
||||||
run: handleCheckWin
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取玩家可用的移动
|
* 获取玩家可用的移动
|
||||||
*/
|
*/
|
||||||
export function getAvailableMoves(state: OnitamaState, player: PlayerType): Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> {
|
export function getAvailableMoves(
|
||||||
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = [];
|
state: OnitamaState,
|
||||||
|
player: PlayerType,
|
||||||
|
): Array<{
|
||||||
|
card: string;
|
||||||
|
fromX: number;
|
||||||
|
fromY: number;
|
||||||
|
toX: number;
|
||||||
|
toY: number;
|
||||||
|
}> {
|
||||||
|
const moves: Array<{
|
||||||
|
card: string;
|
||||||
|
fromX: number;
|
||||||
|
fromY: number;
|
||||||
|
toX: number;
|
||||||
|
toY: number;
|
||||||
|
}> = [];
|
||||||
|
|
||||||
// 获取玩家的所有卡牌
|
// 获取玩家的所有卡牌
|
||||||
const cardNames = player === 'red' ? state.redCards : state.blackCards;
|
const cardNames = player === "red" ? state.redCards : state.blackCards;
|
||||||
|
|
||||||
// 获取玩家的所有棋子
|
// 获取玩家的所有棋子
|
||||||
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board');
|
const playerPawns = Object.values(state.pawns).filter(
|
||||||
|
(p) => p.owner === player && p.regionId === "board",
|
||||||
|
);
|
||||||
|
|
||||||
// 对于每张卡牌
|
// 对于每张卡牌
|
||||||
for (const cardName of cardNames) {
|
for (const cardName of cardNames) {
|
||||||
// 获取旋转后的移动候选项(黑方需要旋转180度)
|
// 获取旋转后的移动候选项(黑方需要旋转180度)
|
||||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||||
|
|
||||||
// 对于每个棋子
|
// 对于每个棋子
|
||||||
for (const pawn of playerPawns) {
|
for (const pawn of playerPawns) {
|
||||||
const [fromX, fromY] = pawn.position;
|
const [fromX, fromY] = pawn.position;
|
||||||
|
|
||||||
// 对于卡牌的每个移动
|
// 对于卡牌的每个移动
|
||||||
for (const move of candidates) {
|
for (const move of candidates) {
|
||||||
const toX = fromX + move.dx;
|
const toX = fromX + move.dx;
|
||||||
const toY = fromY + move.dy;
|
const toY = fromY + move.dy;
|
||||||
|
|
||||||
// 检查移动是否合法
|
// 检查移动是否合法
|
||||||
if (isInBounds(toX, toY)) {
|
if (isInBounds(toX, toY)) {
|
||||||
const targetPawn = getPawnAtPosition(state, toX, toY);
|
const targetPawn = getPawnAtPosition(state, toX, toY);
|
||||||
// 目标位置为空或有敌方棋子
|
// 目标位置为空或有敌方棋子
|
||||||
if (!targetPawn || targetPawn.owner !== player) {
|
if (!targetPawn || targetPawn.owner !== player) {
|
||||||
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return moves;
|
return moves;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 处理回合
|
* 处理回合
|
||||||
*/
|
*/
|
||||||
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||||
|
|
||||||
let moveOutput;
|
let moveOutput;
|
||||||
|
|
||||||
if (availableMoves.length === 0) {
|
if (availableMoves.length === 0) {
|
||||||
// 没有可用移动,玩家必须交换一张卡牌
|
// 没有可用移动,玩家必须交换一张卡牌
|
||||||
const cardToSwap = await game.prompt(
|
const cardToSwap = await game.prompt(
|
||||||
prompts.move,
|
prompts.move,
|
||||||
(player, card, _fromX, _fromY, _toX, _toY) => {
|
(player, card, _fromX, _fromY, _toX, _toY) => {
|
||||||
if (player !== turnPlayer) {
|
if (player !== turnPlayer) {
|
||||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||||
}
|
|
||||||
if (!playerHasCard(state, player, card)) {
|
|
||||||
throw `Player ${player} does not have card ${card}.`;
|
|
||||||
}
|
|
||||||
return card;
|
|
||||||
},
|
|
||||||
turnPlayer
|
|
||||||
);
|
|
||||||
|
|
||||||
await swapCard(game, turnPlayer, cardToSwap);
|
|
||||||
moveOutput = { swappedCard: cardToSwap, noMoves: true };
|
|
||||||
} else {
|
|
||||||
// 有可用移动,提示玩家选择
|
|
||||||
moveOutput = await game.prompt(
|
|
||||||
prompts.move,
|
|
||||||
(player, card, fromX, fromY, toX, toY) => {
|
|
||||||
if (player !== turnPlayer) {
|
|
||||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
|
||||||
}
|
|
||||||
|
|
||||||
const error = isValidMove(state, card, fromX, fromY, toX, toY, player);
|
|
||||||
if (error) {
|
|
||||||
throw error;
|
|
||||||
}
|
|
||||||
|
|
||||||
return { player, card, fromX, fromY, toX, toY };
|
|
||||||
},
|
|
||||||
turnPlayer
|
|
||||||
);
|
|
||||||
|
|
||||||
await move(game, moveOutput.player, moveOutput.card, moveOutput.fromX, moveOutput.fromY, moveOutput.toX, moveOutput.toY);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 检查胜利
|
|
||||||
const winner = await checkWin(game);
|
|
||||||
|
|
||||||
await game.produceAsync(state => {
|
|
||||||
state.winner = winner;
|
|
||||||
if (!winner) {
|
|
||||||
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red';
|
|
||||||
state.turn++;
|
|
||||||
}
|
}
|
||||||
});
|
if (!playerHasCard(state, player, card)) {
|
||||||
|
throw `Player ${player} does not have card ${card}.`;
|
||||||
|
}
|
||||||
|
return card;
|
||||||
|
},
|
||||||
|
turnPlayer,
|
||||||
|
);
|
||||||
|
|
||||||
return { winner, move: moveOutput };
|
await swapCard(game, turnPlayer, cardToSwap);
|
||||||
|
moveOutput = { swappedCard: cardToSwap, noMoves: true };
|
||||||
|
} else {
|
||||||
|
// 有可用移动,提示玩家选择
|
||||||
|
moveOutput = await game.prompt(
|
||||||
|
prompts.move,
|
||||||
|
(player, card, fromX, fromY, toX, toY) => {
|
||||||
|
if (player !== turnPlayer) {
|
||||||
|
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||||
|
}
|
||||||
|
|
||||||
|
const error = isValidMove(state, card, fromX, fromY, toX, toY, player);
|
||||||
|
if (error) {
|
||||||
|
throw error;
|
||||||
|
}
|
||||||
|
|
||||||
|
return { player, card, fromX, fromY, toX, toY };
|
||||||
|
},
|
||||||
|
turnPlayer,
|
||||||
|
);
|
||||||
|
|
||||||
|
await move(
|
||||||
|
game,
|
||||||
|
moveOutput.player,
|
||||||
|
moveOutput.card,
|
||||||
|
moveOutput.fromX,
|
||||||
|
moveOutput.fromY,
|
||||||
|
moveOutput.toX,
|
||||||
|
moveOutput.toY,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 检查胜利
|
||||||
|
const winner = await checkWin(game);
|
||||||
|
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
state.winner = winner;
|
||||||
|
if (!winner) {
|
||||||
|
state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
|
||||||
|
state.turn++;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return { winner, move: moveOutput };
|
||||||
}
|
}
|
||||||
|
|
||||||
const turn = registry.register({
|
|
||||||
schema: 'turn <player>',
|
|
||||||
run: handleTurn
|
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 开始游戏主循环
|
* 开始游戏主循环
|
||||||
*/
|
*/
|
||||||
export async function start(game: OnitamaGame) {
|
export async function start(game: OnitamaGame) {
|
||||||
// Initialize cards with RNG at game start
|
// Initialize cards with RNG at game start
|
||||||
initializeCards(game);
|
initializeCards(game);
|
||||||
|
|
||||||
while (true) {
|
while (true) {
|
||||||
const currentPlayer = game.value.currentPlayer;
|
const currentPlayer = game.value.currentPlayer;
|
||||||
const turnOutput = await turn(game, currentPlayer);
|
const turnOutput = await turn(game, currentPlayer);
|
||||||
|
|
||||||
if (turnOutput.winner) {
|
if (turnOutput.winner) {
|
||||||
break;
|
break;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return game.value;
|
return game.value;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import cards from './cards.csv';
|
import getCards from './cards.csv';
|
||||||
import {Part} from "@/core/part";
|
import {Part} from "@/core/part";
|
||||||
import {createRegion, createRegionAxis, Region} from "@/core/region";
|
import {createRegion, createRegionAxis, Region} from "@/core/region";
|
||||||
import {createPromptDef, IGameContext} from "@/core/game";
|
import {createPromptDef, IGameContext} from "@/core/game";
|
||||||
@@ -38,7 +38,8 @@ export function createGameInfo(){
|
|||||||
}
|
}
|
||||||
|
|
||||||
export function createCards(){
|
export function createCards(){
|
||||||
const dataMap = {} as Record<string, CardData>;
|
const cards = getCards();
|
||||||
|
const dataMap = {} as Record<string, CardData>;
|
||||||
|
|
||||||
for(const entry of cards){
|
for(const entry of cards){
|
||||||
const card = dataMap[entry.name] = dataMap[entry.name] || {
|
const card = dataMap[entry.name] = dataMap[entry.name] || {
|
||||||
|
|||||||
@@ -1,421 +1,417 @@
|
|||||||
import {IGameContext} from "@/core/game";
|
import { IGameContext } from "@/core/game";
|
||||||
import {RegicideState} from "@/samples/regicide/state";
|
import { RegicideState } from "@/samples/regicide/state";
|
||||||
import {createGameCommandRegistry} from "@/core/game";
|
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||||
import {PlayerType, RegicideCard} from "@/samples/regicide/types";
|
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
|
||||||
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
|
import { isEnemyDefeated } from "@/samples/regicide/utils";
|
||||||
import {isEnemyDefeated} from "@/samples/regicide/utils";
|
|
||||||
|
|
||||||
export type RegicideGame = IGameContext<RegicideState>;
|
export type RegicideGame = IGameContext<RegicideState>;
|
||||||
|
|
||||||
export const registry = createGameCommandRegistry<RegicideState>();
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 打出一张牌(对当前敌人造成伤害)
|
* 打出一张牌(对当前敌人造成伤害)
|
||||||
*/
|
*/
|
||||||
const playCmd = registry.register({
|
async function playCmd(game: RegicideGame, player: string, cardId: string) {
|
||||||
schema: 'play <player:string> <cardId:string>',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame, player: string, cardId: string) => {
|
const card = state.cards[cardId];
|
||||||
const state = game.value;
|
|
||||||
const card = state.cards[cardId];
|
|
||||||
|
|
||||||
if (!card) {
|
if (!card) {
|
||||||
return {success: false, error: `卡牌 ${cardId} 不存在`};
|
return { success: false, error: `卡牌 ${cardId} 不存在` };
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查卡牌是否在玩家手牌中
|
// 检查卡牌是否在玩家手牌中
|
||||||
const playerKey = player as PlayerType;
|
const playerKey = player as PlayerType;
|
||||||
const playerHand = state.playerHands[playerKey];
|
const playerHand = state.playerHands[playerKey];
|
||||||
if (!playerHand || !playerHand.includes(cardId)) {
|
if (!playerHand || !playerHand.includes(cardId)) {
|
||||||
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
|
return {
|
||||||
}
|
success: false,
|
||||||
|
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
// 检查是否有当前敌人
|
// 检查是否有当前敌人
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
// 计算伤害(基础伤害为卡牌面值)
|
// 计算伤害(基础伤害为卡牌面值)
|
||||||
let damage = card.value;
|
let damage = card.value;
|
||||||
let attackReduction = 0;
|
let attackReduction = 0;
|
||||||
|
|
||||||
// 梅花双倍伤害
|
// 梅花双倍伤害
|
||||||
if (card.suit === 'clubs') {
|
if (card.suit === "clubs") {
|
||||||
damage *= 2;
|
damage *= 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 黑桃降低敌人攻击力
|
// 黑桃降低敌人攻击力
|
||||||
if (card.suit === 'spades') {
|
if (card.suit === "spades") {
|
||||||
attackReduction = card.value;
|
attackReduction = card.value;
|
||||||
}
|
}
|
||||||
|
|
||||||
const enemyHpBefore = state.currentEnemy.hp;
|
const enemyHpBefore = state.currentEnemy.hp;
|
||||||
|
|
||||||
await game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
// 对敌人造成伤害
|
// 对敌人造成伤害
|
||||||
state.currentEnemy!.hp -= damage;
|
state.currentEnemy!.hp -= damage;
|
||||||
|
|
||||||
// 记录黑桃的攻击力降低
|
// 记录黑桃的攻击力降低
|
||||||
if (attackReduction > 0) {
|
if (attackReduction > 0) {
|
||||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
state.currentEnemy!.value = Math.max(
|
||||||
}
|
0,
|
||||||
|
state.currentEnemy!.value - attackReduction,
|
||||||
// 从手牌移除卡牌
|
);
|
||||||
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
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
// 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
|
* 打出A配合另一张牌
|
||||||
*/
|
*/
|
||||||
const playWithACmd = registry.register({
|
async function playWithACmd(
|
||||||
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
|
game: RegicideGame,
|
||||||
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
|
player: string,
|
||||||
const state = game.value;
|
aceCardId: string,
|
||||||
const aceCard = state.cards[aceCardId];
|
otherCardId: string,
|
||||||
const otherCard = state.cards[otherCardId];
|
) {
|
||||||
|
const state = game.value;
|
||||||
|
const aceCard = state.cards[aceCardId];
|
||||||
|
const otherCard = state.cards[otherCardId];
|
||||||
|
|
||||||
if (!aceCard || !otherCard) {
|
if (!aceCard || !otherCard) {
|
||||||
return {success: false, error: '卡牌不存在'};
|
return { success: false, error: "卡牌不存在" };
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查是否是A牌
|
// 检查是否是A牌
|
||||||
if (aceCard.rank !== 'A') {
|
if (aceCard.rank !== "A") {
|
||||||
return {success: false, error: `第一张牌必须是A`};
|
return { success: false, error: `第一张牌必须是A` };
|
||||||
}
|
}
|
||||||
|
|
||||||
const playerKey = player as PlayerType;
|
const playerKey = player as PlayerType;
|
||||||
const playerHand = state.playerHands[playerKey];
|
const playerHand = state.playerHands[playerKey];
|
||||||
|
|
||||||
// 检查两张牌都在手牌中
|
// 检查两张牌都在手牌中
|
||||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||||
return {success: false, error: '卡牌不在手牌中'};
|
return { success: false, error: "卡牌不在手牌中" };
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
// 计算两张牌的总伤害
|
// 计算两张牌的总伤害
|
||||||
let totalDamage = aceCard.value + otherCard.value;
|
let totalDamage = aceCard.value + otherCard.value;
|
||||||
|
|
||||||
// 如果另一张牌是梅花,双倍伤害
|
// 如果另一张牌是梅花,双倍伤害
|
||||||
if (otherCard.suit === 'clubs') {
|
if (otherCard.suit === "clubs") {
|
||||||
totalDamage *= 2;
|
totalDamage *= 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
let attackReduction = 0;
|
let attackReduction = 0;
|
||||||
if (aceCard.suit === 'spades') {
|
if (aceCard.suit === "spades") {
|
||||||
attackReduction += aceCard.value;
|
attackReduction += aceCard.value;
|
||||||
}
|
}
|
||||||
if (otherCard.suit === 'spades') {
|
if (otherCard.suit === "spades") {
|
||||||
attackReduction += otherCard.value;
|
attackReduction += otherCard.value;
|
||||||
}
|
}
|
||||||
|
|
||||||
await game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
// 对敌人造成伤害
|
// 对敌人造成伤害
|
||||||
state.currentEnemy!.hp -= totalDamage;
|
state.currentEnemy!.hp -= totalDamage;
|
||||||
|
|
||||||
// 记录黑桃的攻击力降低
|
// 记录黑桃的攻击力降低
|
||||||
if (attackReduction > 0) {
|
if (attackReduction > 0) {
|
||||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
state.currentEnemy!.value = Math.max(
|
||||||
}
|
0,
|
||||||
|
state.currentEnemy!.value - attackReduction,
|
||||||
// 从手牌移除两张牌
|
);
|
||||||
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
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
// 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)
|
* 让过(不出牌)
|
||||||
*/
|
*/
|
||||||
const passCmd = registry.register({
|
async function passCmd(game: RegicideGame, player: string) {
|
||||||
schema: 'pass <player:string>',
|
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||||
run: async (game: RegicideGame, player: string) => {
|
return { success: true, result: { message: `${player} 让过` } };
|
||||||
// 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
|
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
|
||||||
*/
|
*/
|
||||||
const enemyCounterattackCmd = registry.register({
|
async function enemyCounterattackCmd(
|
||||||
schema: 'counterattack <player:string> <discardCards:string[]>',
|
game: RegicideGame,
|
||||||
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
|
player: string,
|
||||||
const state = game.value;
|
discardCards: string[],
|
||||||
|
) {
|
||||||
|
const state = game.value;
|
||||||
|
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
const playerKey = player as PlayerType;
|
const playerKey = player as PlayerType;
|
||||||
const playerHand = state.playerHands[playerKey];
|
const playerHand = state.playerHands[playerKey];
|
||||||
|
|
||||||
// 检查要弃的牌都在手牌中
|
// 检查要弃的牌都在手牌中
|
||||||
for (const cardId of discardCards) {
|
for (const cardId of discardCards) {
|
||||||
if (!playerHand.includes(cardId)) {
|
if (!playerHand.includes(cardId)) {
|
||||||
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
|
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 (${enemyAttack}),游戏失败`
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// 执行弃牌
|
|
||||||
await game.produce(state => {
|
|
||||||
const hand = state.playerHands[playerKey];
|
|
||||||
for (const cardId of discardCards) {
|
|
||||||
const index = hand.indexOf(cardId);
|
|
||||||
if (index !== -1) {
|
|
||||||
hand.splice(index, 1);
|
|
||||||
}
|
|
||||||
state.cards[cardId].regionId = 'discardPile';
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
discardedCards: discardCards,
|
|
||||||
totalValue,
|
|
||||||
enemyAttack
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
}
|
||||||
|
|
||||||
|
// 计算弃牌的点数和
|
||||||
|
let totalValue = 0;
|
||||||
|
for (const cardId of discardCards) {
|
||||||
|
const card = state.cards[cardId];
|
||||||
|
if (card) {
|
||||||
|
totalValue += card.value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const enemyAttack = state.currentEnemy.value;
|
||||||
|
|
||||||
|
// 检查点数和是否 >= 敌人攻击力
|
||||||
|
if (totalValue < enemyAttack) {
|
||||||
|
return {
|
||||||
|
success: false,
|
||||||
|
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// 执行弃牌
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
const hand = state.playerHands[playerKey];
|
||||||
|
for (const cardId of discardCards) {
|
||||||
|
const index = hand.indexOf(cardId);
|
||||||
|
if (index !== -1) {
|
||||||
|
hand.splice(index, 1);
|
||||||
|
}
|
||||||
|
state.cards[cardId].regionId = "discardPile";
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
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
|
* 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({
|
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||||
schema: 'check-enemy',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame) => {
|
|
||||||
const state = game.value;
|
|
||||||
|
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false as const, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
const defeated = state.currentEnemy.hp <= 0;
|
const defeated = state.currentEnemy.hp <= 0;
|
||||||
|
|
||||||
if (defeated) {
|
if (defeated) {
|
||||||
const defeatedEnemy = {...state.currentEnemy};
|
const defeatedEnemy = { ...state.currentEnemy };
|
||||||
|
|
||||||
await game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
// 将当前敌人移到弃牌堆
|
// 将当前敌人移到弃牌堆
|
||||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||||
|
|
||||||
// 翻开下一个敌人
|
// 翻开下一个敌人
|
||||||
if (state.enemyDeck.length > 0) {
|
if (state.enemyDeck.length > 0) {
|
||||||
const nextEnemy = state.enemyDeck.shift()!;
|
const nextEnemy = state.enemyDeck.shift()!;
|
||||||
state.currentEnemy = nextEnemy;
|
state.currentEnemy = nextEnemy;
|
||||||
} else {
|
} else {
|
||||||
// 没有更多敌人了
|
// 没有更多敌人了
|
||||||
state.currentEnemy = null;
|
state.currentEnemy = null;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
// 检查是否胜利(没有更多敌人)
|
// 检查是否胜利(没有更多敌人)
|
||||||
if (!game.value.currentEnemy) {
|
if (!game.value.currentEnemy) {
|
||||||
await game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
state.phase = 'victory';
|
state.phase = "victory";
|
||||||
state.winner = true;
|
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
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
return {
|
||||||
|
success: true as const,
|
||||||
|
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
|
* 检查玩家是否有可出的牌
|
||||||
*/
|
*/
|
||||||
const checkCanPlayCmd = registry.register({
|
async function checkCanPlayCmd(game: RegicideGame, player: string) {
|
||||||
schema: 'check-can-play <player:string>',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame, player: string) => {
|
const playerKey = player as PlayerType;
|
||||||
const state = game.value;
|
const playerHand = state.playerHands[playerKey];
|
||||||
const playerKey = player as PlayerType;
|
|
||||||
const playerHand = state.playerHands[playerKey];
|
|
||||||
|
|
||||||
const canPlay = playerHand.length > 0;
|
const canPlay = playerHand.length > 0;
|
||||||
const canPlayWithA = playerHand.some(cardId => {
|
const canPlayWithA = playerHand.some((cardId) => {
|
||||||
const card = state.cards[cardId];
|
const card = state.cards[cardId];
|
||||||
return card && card.rank === 'A' && playerHand.length > 1;
|
return card && card.rank === "A" && playerHand.length > 1;
|
||||||
});
|
});
|
||||||
|
|
||||||
return {
|
return {
|
||||||
success: true,
|
success: true,
|
||||||
result: {
|
result: {
|
||||||
canPlay,
|
canPlay,
|
||||||
canPlayWithA,
|
canPlayWithA,
|
||||||
handSize: playerHand.length
|
handSize: playerHand.length,
|
||||||
}
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 检查酒馆牌堆是否为空
|
* 检查酒馆牌堆是否为空
|
||||||
*/
|
*/
|
||||||
const checkTavernDeckCmd = registry.register({
|
async function checkTavernDeckCmd(game: RegicideGame) {
|
||||||
schema: 'check-tavern-deck',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame) => {
|
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||||
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
|
// 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) {
|
if (isEmpty) {
|
||||||
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
|
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||||
if (allHandsEmpty) {
|
(hand) => hand.length === 0,
|
||||||
await game.produce(state => {
|
);
|
||||||
state.phase = 'defeat';
|
if (allHandsEmpty) {
|
||||||
state.winner = false;
|
await game.produceAsync((state) => {
|
||||||
});
|
state.phase = "defeat";
|
||||||
}
|
state.winner = false;
|
||||||
}
|
});
|
||||||
|
|
||||||
return {
|
|
||||||
success: true,
|
|
||||||
result: {
|
|
||||||
isEmpty,
|
|
||||||
cardsRemaining: state.regions.tavernDeck.childIds.length
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
});
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
isEmpty,
|
||||||
|
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 下一个玩家回合
|
* 下一个玩家回合
|
||||||
*/
|
*/
|
||||||
const nextTurnCmd = registry.register({
|
async function nextTurnCmd(game: RegicideGame) {
|
||||||
schema: 'next-turn',
|
const state = game.value;
|
||||||
run: async (game: RegicideGame) => {
|
await game.produce((state) => {
|
||||||
const state = game.value;
|
state.currentPlayerIndex =
|
||||||
await game.produce(state => {
|
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
});
|
||||||
});
|
|
||||||
|
|
||||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||||
|
|
||||||
return {
|
return {
|
||||||
success: true,
|
success: true,
|
||||||
result: {
|
result: {
|
||||||
currentPlayer,
|
currentPlayer,
|
||||||
currentPlayerIndex: game.value.currentPlayerIndex
|
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||||
}
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
export {
|
export {
|
||||||
playCmd as play,
|
playCmd as play,
|
||||||
playWithACmd as playWithA,
|
playWithACmd as playWithA,
|
||||||
passCmd as pass,
|
passCmd as pass,
|
||||||
enemyCounterattackCmd as enemyCounterattack,
|
enemyCounterattackCmd as enemyCounterattack,
|
||||||
checkEnemyDefeatedCmd as checkEnemy,
|
checkEnemyDefeatedCmd as checkEnemy,
|
||||||
checkCanPlayCmd as checkCanPlay,
|
checkCanPlayCmd as checkCanPlay,
|
||||||
checkTavernDeckCmd as checkTavernDeck,
|
checkTavernDeckCmd as checkTavernDeck,
|
||||||
nextTurnCmd as nextTurn,
|
nextTurnCmd as nextTurn,
|
||||||
};
|
};
|
||||||
|
|||||||
+219
-185
@@ -1,8 +1,15 @@
|
|||||||
import {IGameContext} from "@/core/game";
|
import { IGameContext } from "@/core/game";
|
||||||
import {RegicideState} from "@/samples/regicide/state";
|
import { RegicideState } from "@/samples/regicide/state";
|
||||||
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
|
import {
|
||||||
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
|
buildEnemyDeck,
|
||||||
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
|
buildTavernDeck,
|
||||||
|
createAllCards,
|
||||||
|
getPlayerHandRegionId,
|
||||||
|
} from "@/samples/regicide/utils";
|
||||||
|
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
|
||||||
|
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||||
|
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
|
||||||
|
import { enemyCounterattackCmd, playCmd } from ".";
|
||||||
|
|
||||||
export type RegicideGame = IGameContext<RegicideState>;
|
export type RegicideGame = IGameContext<RegicideState>;
|
||||||
|
|
||||||
@@ -12,228 +19,255 @@ export type RegicideGame = IGameContext<RegicideState>;
|
|||||||
* @param playerCount 玩家数量(1-4)
|
* @param playerCount 玩家数量(1-4)
|
||||||
* @param seed 随机种子(可选)
|
* @param seed 随机种子(可选)
|
||||||
*/
|
*/
|
||||||
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
|
export async function setupGame(
|
||||||
if (playerCount < 1 || playerCount > 4) {
|
game: RegicideGame,
|
||||||
throw new Error('玩家数量必须为 1-4 人');
|
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);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (seed) {
|
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||||
// RNG seeding handled by game context
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 创建所有卡牌
|
// 翻开第一个敌人
|
||||||
const allCards = createAllCards();
|
if (enemyDeck.length > 0) {
|
||||||
|
const firstEnemy = enemyDeck.shift()!;
|
||||||
// 构建敌人牌堆(J/Q/K)
|
state.currentEnemy = firstEnemy;
|
||||||
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
|
* 启动游戏主循环
|
||||||
*/
|
*/
|
||||||
export async function start(game: RegicideGame) {
|
export async function start(game: RegicideGame) {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
|
|
||||||
// 检查游戏是否已设置
|
// 检查游戏是否已设置
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
throw new Error('请先调用 setupGame 初始化游戏');
|
throw new Error("请先调用 setupGame 初始化游戏");
|
||||||
|
}
|
||||||
|
|
||||||
|
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||||
|
|
||||||
|
// 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
// 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
|
||||||
|
|
||||||
// 主游戏循环
|
// 循环会在外部调用 play/pass 命令后继续
|
||||||
while (state.phase === 'playing') {
|
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
||||||
const currentPlayerIndex = state.currentPlayerIndex;
|
break;
|
||||||
const currentPlayer = players[currentPlayerIndex];
|
}
|
||||||
|
|
||||||
// 检查当前玩家是否有手牌
|
return game.value;
|
||||||
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
|
* 处理完整的玩家回合
|
||||||
*/
|
*/
|
||||||
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
|
export async function playTurn(
|
||||||
const state = game.value;
|
game: RegicideGame,
|
||||||
|
player: PlayerType,
|
||||||
|
action: "play" | "pass",
|
||||||
|
cardId?: string,
|
||||||
|
secondCardId?: string,
|
||||||
|
) {
|
||||||
|
const state = game.value;
|
||||||
|
|
||||||
if (state.phase !== 'playing') {
|
if (state.phase !== "playing") {
|
||||||
return {success: false, error: '游戏已结束'};
|
return { success: false, error: "游戏已结束" };
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!state.currentEnemy) {
|
if (!state.currentEnemy) {
|
||||||
return {success: false, error: '没有活跃的敌人'};
|
return { success: false, error: "没有活跃的敌人" };
|
||||||
}
|
}
|
||||||
|
|
||||||
let playResult: any;
|
let playResult: any;
|
||||||
|
|
||||||
// 执行玩家动作
|
// 执行玩家动作
|
||||||
if (action === 'play' && cardId) {
|
if (action === "play" && cardId) {
|
||||||
// 检查是否是A配合另一张牌
|
// 检查是否是A配合另一张牌
|
||||||
const card = state.cards[cardId];
|
const card = state.cards[cardId];
|
||||||
if (card.rank === 'A' && secondCardId) {
|
if (card.rank === "A" && secondCardId) {
|
||||||
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||||
} else {
|
|
||||||
playResult = await game.run(`play ${player} ${cardId}`);
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
// 让过
|
playResult = await playCmd(game, player, cardId);
|
||||||
playResult = await game.run(`pass ${player}`);
|
|
||||||
}
|
}
|
||||||
|
} else {
|
||||||
|
// 让过
|
||||||
|
playResult = await pass(game, player);
|
||||||
|
}
|
||||||
|
|
||||||
if (!playResult.success) {
|
if (!playResult.success) {
|
||||||
return playResult;
|
return playResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 检查敌人是否被击败
|
// 检查敌人是否被击败
|
||||||
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
const checkResult = await checkEnemy(game);
|
||||||
if (!checkResult.success) {
|
if (!checkResult.success) {
|
||||||
return checkResult;
|
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');
|
|
||||||
|
|
||||||
|
// 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 {
|
return {
|
||||||
success: true,
|
success: true,
|
||||||
result: {
|
result: {
|
||||||
playResult: playResult.result,
|
playResult: playResult.result,
|
||||||
enemyDefeated: true,
|
enemyDefeated: false,
|
||||||
nextEnemy: state.currentEnemy
|
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 nextTurn(game);
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
playResult: playResult.result,
|
||||||
|
enemyDefeated: true,
|
||||||
|
nextEnemy: state.currentEnemy,
|
||||||
|
},
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 处理反击阶段的弃牌
|
* 处理反击阶段的弃牌
|
||||||
*/
|
*/
|
||||||
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
|
export async function handleCounterattack(
|
||||||
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
|
game: RegicideGame,
|
||||||
|
player: PlayerType,
|
||||||
if (!result.success) {
|
discardCardIds: string[],
|
||||||
// 弃牌失败(点数和不足),游戏失败
|
) {
|
||||||
await game.produceAsync(state => {
|
const result = await enemyCounterattackCmd(game, player, discardCardIds);
|
||||||
state.phase = 'defeat';
|
if (!result.success) {
|
||||||
state.winner = false;
|
// 弃牌失败(点数和不足),游戏失败
|
||||||
});
|
await game.produceAsync((state) => {
|
||||||
return result;
|
state.phase = "defeat";
|
||||||
}
|
state.winner = false;
|
||||||
|
});
|
||||||
// 弃牌成功,切换到下一个玩家
|
|
||||||
await game.run('next-turn');
|
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 弃牌成功,切换到下一个玩家
|
||||||
|
await nextTurn(game);
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取当前游戏状态摘要
|
* 获取当前游戏状态摘要
|
||||||
*/
|
*/
|
||||||
export function getGameStatus(game: RegicideGame) {
|
export function getGameStatus(game: RegicideGame) {
|
||||||
const state = game.value;
|
const state = game.value;
|
||||||
|
|
||||||
return {
|
return {
|
||||||
phase: state.phase,
|
phase: state.phase,
|
||||||
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
|
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||||
currentEnemy: state.currentEnemy ? {
|
state.currentPlayerIndex
|
||||||
...state.currentEnemy,
|
],
|
||||||
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
|
currentEnemy: state.currentEnemy
|
||||||
} : null,
|
? {
|
||||||
enemiesRemaining: state.enemyDeck.length,
|
...state.currentEnemy,
|
||||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
hpPercent: Math.round(
|
||||||
discardPileCount: state.regions.discardPile.childIds.length,
|
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
|
||||||
playerHands: Object.fromEntries(
|
),
|
||||||
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
|
}
|
||||||
),
|
: null,
|
||||||
winner: state.winner
|
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,
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,67 +1,63 @@
|
|||||||
// Types
|
// Types
|
||||||
export type {
|
export type {
|
||||||
SuitType,
|
SuitType,
|
||||||
CardRank,
|
CardRank,
|
||||||
PlayerType,
|
PlayerType,
|
||||||
RegionType,
|
RegionType,
|
||||||
RegicideCardMeta,
|
RegicideCardMeta,
|
||||||
RegicideCard,
|
RegicideCard,
|
||||||
Enemy,
|
Enemy,
|
||||||
GamePhase
|
GamePhase,
|
||||||
} from './types';
|
} from "./types";
|
||||||
|
|
||||||
// Constants
|
// Constants
|
||||||
export {
|
export {
|
||||||
ENEMY_COUNT,
|
ENEMY_COUNT,
|
||||||
INITIAL_HAND_SIZE,
|
INITIAL_HAND_SIZE,
|
||||||
CARD_VALUES,
|
CARD_VALUES,
|
||||||
ALL_SUITS,
|
ALL_SUITS,
|
||||||
ALL_RANKS,
|
ALL_RANKS,
|
||||||
FACE_CARDS,
|
FACE_CARDS,
|
||||||
NUMBER_CARDS
|
NUMBER_CARDS,
|
||||||
} from './constants';
|
} from "./constants";
|
||||||
|
|
||||||
// State
|
// State
|
||||||
export {
|
export { createInitialState, type RegicideState } from "./state";
|
||||||
createInitialState,
|
|
||||||
type RegicideState
|
|
||||||
} from './state';
|
|
||||||
|
|
||||||
// Prompts
|
// Prompts
|
||||||
export {prompts} from './prompts';
|
export { prompts } from "./prompts";
|
||||||
|
|
||||||
// Commands
|
// Commands
|
||||||
export {
|
export {
|
||||||
registry,
|
play as playCmd,
|
||||||
play as playCmd,
|
playWithA as playWithACmd,
|
||||||
playWithA as playWithACmd,
|
pass as passCmd,
|
||||||
pass as passCmd,
|
enemyCounterattack as enemyCounterattackCmd,
|
||||||
enemyCounterattack as enemyCounterattackCmd,
|
checkEnemy as checkEnemyCmd,
|
||||||
checkEnemy as checkEnemyCmd,
|
checkCanPlay as checkCanPlayCmd,
|
||||||
checkCanPlay as checkCanPlayCmd,
|
checkTavernDeck as checkTavernDeckCmd,
|
||||||
checkTavernDeck as checkTavernDeckCmd,
|
nextTurn as nextTurnCmd,
|
||||||
nextTurn as nextTurnCmd,
|
} from "./commands";
|
||||||
} from './commands';
|
|
||||||
|
|
||||||
// Game
|
// Game
|
||||||
export {
|
export {
|
||||||
setupGame,
|
setupGame,
|
||||||
start,
|
start,
|
||||||
playTurn,
|
playTurn,
|
||||||
handleCounterattack,
|
handleCounterattack,
|
||||||
getGameStatus,
|
getGameStatus,
|
||||||
type RegicideGame
|
type RegicideGame,
|
||||||
} from './game';
|
} from "./game";
|
||||||
|
|
||||||
// Utils
|
// Utils
|
||||||
export {
|
export {
|
||||||
getCardValue,
|
getCardValue,
|
||||||
createCard,
|
createCard,
|
||||||
createEnemy,
|
createEnemy,
|
||||||
createAllCards,
|
createAllCards,
|
||||||
buildEnemyDeck,
|
buildEnemyDeck,
|
||||||
buildTavernDeck,
|
buildTavernDeck,
|
||||||
drawFromDeck,
|
drawFromDeck,
|
||||||
isEnemyDefeated,
|
isEnemyDefeated,
|
||||||
getPlayerHandRegionId
|
getPlayerHandRegionId,
|
||||||
} from './utils';
|
} from "./utils";
|
||||||
|
|||||||
@@ -1,72 +0,0 @@
|
|||||||
# slay the spire + backpack heroes
|
|
||||||
|
|
||||||
玩家有4x6的背包
|
|
||||||
|
|
||||||
装备占格子,提供同等数量的牌,并且给周围加buff,背包英雄style
|
|
||||||
|
|
||||||
战斗时玩杀戮尖塔
|
|
||||||
|
|
||||||
## Roguelike structure
|
|
||||||
|
|
||||||
Zone based Point Crawl:
|
|
||||||
- 分4个区域,每个区域有独立的随机遭遇池
|
|
||||||
- 遭遇分为随机遭遇、战斗、服务
|
|
||||||
- 随机遭遇使用d6双阶段结构,共12遭遇
|
|
||||||
- 战斗遭遇分简单和困难,困难可以绕
|
|
||||||
- 服务遭遇分商店(恢复/卖装备/附魔)篝火(恢复/补充药水/下次战斗buff)npc(恢复/任务(任务=完成特定地点遭遇获得奖励))
|
|
||||||
- 每区域12遭遇
|
|
||||||
- 战斗:非战斗=8:4
|
|
||||||
- 5小怪,2精英,1boss,1店1篝1npc1随机
|
|
||||||
- 总遭遇分支1-2-3-4-5-6-6-5-4-3-2-1
|
|
||||||
|
|
||||||
## 战斗
|
|
||||||
|
|
||||||
典中典5手牌3费,每个格子1张牌,同一装备牌逻辑相同,但根据邻接吃到的牌buff不同
|
|
||||||
|
|
||||||
3种牌(攻击/防御/强化)攻击克强化克防御克攻击,强化比sts强化窄但效果更大
|
|
||||||
|
|
||||||
洗牌堆时洗入两张《疲劳》(1费/消耗)
|
|
||||||
|
|
||||||
背包物品可能会引用相邻的物品、同一行的物品、同一列的物品等
|
|
||||||
|
|
||||||
部分物品带使用次数限制,药瓶喝完可以在篝火补
|
|
||||||
|
|
||||||
## 费用
|
|
||||||
|
|
||||||
60%牌1费,20%牌2费,20%牌0费
|
|
||||||
|
|
||||||
怪物强化平均节奏较sts更快
|
|
||||||
|
|
||||||
## 关键词
|
|
||||||
|
|
||||||
行动关键词:以【攻击4】表示。分为指向行动或非指向行动。随机打出指向行动时,指向随机目标。
|
|
||||||
|
|
||||||
buff/debuff:以【防御3】表示。分为不衰减、回合衰减和临时三种。
|
|
||||||
|
|
||||||
物品的构筑配合按邻接性设计,临场动态策略配合按buff考虑
|
|
||||||
|
|
||||||
## Buff / Debuff
|
|
||||||
|
|
||||||
玩家buff主要按照“有默认功能的货币”考虑
|
|
||||||
|
|
||||||
debuff暂时只考虑“条件回合覆盖”类debuff,有时可以当货币用
|
|
||||||
|
|
||||||
敌人buff和debuff与玩家对称设计
|
|
||||||
|
|
||||||
## 遗物与药水
|
|
||||||
|
|
||||||
药水在sts里属于不稳定容错,比较鸡肋
|
|
||||||
|
|
||||||
这里药水作为物品携带,0费消耗次数使用,随篝火补充,功能较难溢出且稳定性更强
|
|
||||||
|
|
||||||
纯触发奖励性遗物用以调节节奏,还是要有的,但是分池发
|
|
||||||
|
|
||||||
## 区域设计
|
|
||||||
|
|
||||||
每区域10小怪,5精英,3boss,12随机遭遇
|
|
||||||
|
|
||||||
## 设计量
|
|
||||||
|
|
||||||
~20 物品 每角色每池
|
|
||||||
-10 小怪 4 精英 1 boss 每区域
|
|
||||||
-8 遗物 每角色
|
|
||||||
@@ -1,92 +0,0 @@
|
|||||||
# Desert
|
|
||||||
|
|
||||||
## 小怪 - 10种
|
|
||||||
|
|
||||||
### 仙人掌怪
|
|
||||||
|
|
||||||
概念:防+强化
|
|
||||||
|
|
||||||
【尖刺X】:对攻击者造成X点伤害
|
|
||||||
|
|
||||||
### 蛇
|
|
||||||
|
|
||||||
概念:攻+强化
|
|
||||||
|
|
||||||
蛇毒/1费:消耗。一回合弃掉超过1张蛇毒时,受到6伤害。
|
|
||||||
|
|
||||||
### 木乃伊
|
|
||||||
|
|
||||||
概念:攻+防
|
|
||||||
|
|
||||||
【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌
|
|
||||||
|
|
||||||
### 枪手
|
|
||||||
|
|
||||||
概念:单回高攻
|
|
||||||
|
|
||||||
【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
|
|
||||||
|
|
||||||
### 风卷草
|
|
||||||
|
|
||||||
概念:防+强化
|
|
||||||
|
|
||||||
【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
|
|
||||||
|
|
||||||
### 秃鹫
|
|
||||||
|
|
||||||
概念:攻+防
|
|
||||||
|
|
||||||
若造成伤害,玩家获得秃鹫之眼。
|
|
||||||
|
|
||||||
秃鹫之眼/0费:受到秃鹫的攻击。当你受到伤害时,自动从手牌打出。
|
|
||||||
|
|
||||||
### 沙蝎
|
|
||||||
|
|
||||||
概念:攻+强化
|
|
||||||
|
|
||||||
【尾刺X】:玩家回合结束时受到沙蝎的X点攻击。受伤时失去等量【尾刺】。
|
|
||||||
|
|
||||||
### 幼沙虫
|
|
||||||
|
|
||||||
防+强化
|
|
||||||
|
|
||||||
每回合第一次受伤时,玩家失去1点能量。
|
|
||||||
|
|
||||||
### 蜥蜴
|
|
||||||
|
|
||||||
概念:攻+防+逃跑
|
|
||||||
|
|
||||||
【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
|
||||||
|
|
||||||
### 沙匪
|
|
||||||
|
|
||||||
概念:攻特化
|
|
||||||
|
|
||||||
洗牌时,将一个随机物品的牌全部弃掉。
|
|
||||||
|
|
||||||
## 精英 - 4种
|
|
||||||
|
|
||||||
### 风暴之灵
|
|
||||||
|
|
||||||
静电/0费:抓一张牌。在手里时,受到【电击】伤害+1。
|
|
||||||
|
|
||||||
【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。
|
|
||||||
|
|
||||||
### 骑马枪手
|
|
||||||
|
|
||||||
【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
|
|
||||||
|
|
||||||
### 沙虫王
|
|
||||||
|
|
||||||
召唤幼体沙虫
|
|
||||||
|
|
||||||
每当玩家弃掉一张牌,恢复1生命
|
|
||||||
|
|
||||||
### 沙漠守卫
|
|
||||||
|
|
||||||
召唤木乃伊
|
|
||||||
|
|
||||||
会复活木乃伊2次
|
|
||||||
|
|
||||||
## boss - 法老之灵
|
|
||||||
|
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
# AGENTS.md - slay-the-spire-like
|
||||||
|
|
||||||
|
Roguelike deckbuilder combining Slay the Spire combat with Backpack Hero grid inventory.
|
||||||
|
|
||||||
|
## Architecture
|
||||||
|
|
||||||
|
Three-layer design: **system** (content-agnostic) → **data** (CSV content) → **dialogues** (Yarn Spinner).
|
||||||
|
|
||||||
|
### System Layer (`system/`)
|
||||||
|
|
||||||
|
| Module | Files | Responsibility |
|
||||||
|
|---|---|---|
|
||||||
|
| `combat/` | types.ts, effects.ts, triggers.ts, prompts.ts | Combat state, effects pipeline, middleware triggers |
|
||||||
|
| `deck/` | types.ts, factory.ts, index.ts | Deck state management |
|
||||||
|
| `grid-inventory/` | types.ts, transform.ts, index.ts | Grid backpack, shape collision, adjacency |
|
||||||
|
| `map/` | types.ts, generator.ts, index.ts | Procedural node generation (point crawl) |
|
||||||
|
| `progress/` | types.ts, encounter.ts, index.ts | Adventure progress, node traversal |
|
||||||
|
| `utils/` | parse-shape.ts, shape-collision.ts | Shape parsing and collision detection |
|
||||||
|
| `types.ts` | — | `EffectData`, `EffectLifecycle`, `EnemyData`, `CardData`, `IntentData`, `EncounterData`, `ItemData` |
|
||||||
|
|
||||||
|
### Data Layer (`data/desert/`)
|
||||||
|
|
||||||
|
All content via CSV (loaded by `inline-schema`):
|
||||||
|
|
||||||
|
| File | Content |
|
||||||
|
|---|---|
|
||||||
|
| `card.csv` | Card definitions |
|
||||||
|
| `effect.csv` | Effect definitions |
|
||||||
|
| `enemy.csv` | Enemies + intents |
|
||||||
|
| `intent.csv` | Intent definitions |
|
||||||
|
| `item.csv` | Equipment items |
|
||||||
|
| `encounter.csv` | Encounter nodes |
|
||||||
|
|
||||||
|
### Triggers (`data/desert/triggers/`)
|
||||||
|
|
||||||
|
Middleware hooks extending the base trigger system:
|
||||||
|
|
||||||
|
| File | Hooks |
|
||||||
|
|---|---|
|
||||||
|
| `effect.ts` | Orchestrator — calls all sub-modules |
|
||||||
|
| `instant.ts` | `onEffectApplied` — attack, draw, gainEnergy, removeWound, summon, etc. |
|
||||||
|
| `damage.ts` | `onDamage` — block, spike, expose, aim, roll, charge, molt, tailSting, energyDrain |
|
||||||
|
| `turn-start.ts` | `onTurnStart` — discard, defendNext, energyNext, drawNext |
|
||||||
|
| `card-events.ts` | `onEnemyIntent`, `onCardPlayed`, `onCardDiscarded`, `onDamage` — storm, crossbow, burnForEnergy, sandwormKing, vulture |
|
||||||
|
|
||||||
|
### Dialogue Layer (`data/desert/dialogues/`)
|
||||||
|
|
||||||
|
`story.yarn` — branching encounter dialogues (inside `dialogues.yarnproject`). Commands resolve via `tryAnswerPrompt`.
|
||||||
|
|
||||||
|
## Key Mechanics
|
||||||
|
|
||||||
|
- **Energy**: 3/turn, spent on weapon/armor/tool cards
|
||||||
|
- **Uses**: Consumable cards use `uses` cost type instead of energy; tracked as `depletion` on `GameItemMeta`
|
||||||
|
- **Grid adjacency**: Items buff adjacent items (e.g. burnForEnergy consumes adjacent item on card play)
|
||||||
|
- **Effect lifecycles**: `instant`, `temporary`, `lingering`, `permanent`, `posture`, `item`, `itemTemporary`, `itemUntilPlay`, `itemUntilDiscard`, `itemPermanent`
|
||||||
|
- **Trigger pipeline**: `createMiddlewareChain` with `use(async (ctx, next) => ...)` pattern
|
||||||
|
- **Cards from items**: `GameCard` instances are generated from `GameItem` inventory items via deck factory
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
Tests live in `tests/samples/slay-the-spire-like/`:
|
||||||
|
- `combat/effects.test.ts` — effect application, upkeep, posture damage
|
||||||
|
- `combat/triggers.test.ts` — full desert trigger integration tests
|
||||||
|
- `deck/factory.test.ts` — deck creation
|
||||||
|
- `grid-inventory.test.ts` — placement, adjacency, collision
|
||||||
|
- `map/generator.test.ts` — procedural generation
|
||||||
|
- `utils/shape-utils.test.ts` — shape parsing
|
||||||
|
- `data/index.test.ts` — data loading validation
|
||||||
@@ -0,0 +1,43 @@
|
|||||||
|
# cardDesert: unified card definitions for item cards and status cards
|
||||||
|
# type: 'item' = inventory item card, 'status' = status effect card
|
||||||
|
# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
|
||||||
|
# targetType: 'single' = target one enemy, 'none' = no target
|
||||||
|
|
||||||
|
# type CardType = 'item' | 'status'
|
||||||
|
# type CardCostType = 'energy' | 'uses' | 'none'
|
||||||
|
# type CardTargetType = 'player' | 'enemy' | 'enemies'
|
||||||
|
|
||||||
|
# inject effects = ~cardEffect(card)
|
||||||
|
|
||||||
|
id,name,desc,type,costType,costCount,targetType
|
||||||
|
string,string,string,CardType,CardCostType,int,CardTargetType
|
||||||
|
sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
|
||||||
|
greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
|
||||||
|
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
|
||||||
|
dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
|
||||||
|
dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
|
||||||
|
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
|
||||||
|
shield,盾,【防御3】,item,energy,1,player
|
||||||
|
hat,斗笠,【防御8】,item,energy,2,player
|
||||||
|
cape,披风,【防御2】下回合【防御2】,item,energy,1,player
|
||||||
|
bracer,护腕,【防御1】抓1张牌,item,energy,0,player
|
||||||
|
greatshield,大盾,【防御5】,item,energy,1,player
|
||||||
|
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player
|
||||||
|
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
|
||||||
|
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player
|
||||||
|
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player
|
||||||
|
vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
|
||||||
|
focusPotion,集中药剂,抓2张牌,item,uses,3,player
|
||||||
|
healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
|
||||||
|
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
|
||||||
|
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player
|
||||||
|
belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,player
|
||||||
|
torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,player
|
||||||
|
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
|
||||||
|
blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,player
|
||||||
|
wound,伤口,无效果占用手牌和牌堆,status,none,0,player
|
||||||
|
venom,蛇毒,弃掉时受到3点伤害,status,none,0,player
|
||||||
|
curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,player
|
||||||
|
static,静电,在手里时受电击伤害+1,status,none,0,player
|
||||||
|
fatigue,疲劳,占用手牌,status,none,0,player
|
||||||
|
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player
|
||||||
|
@@ -0,0 +1,21 @@
|
|||||||
|
import type { CardEffect } from './cardEffect.csv';
|
||||||
|
|
||||||
|
export type CardType = 'item' | 'status';
|
||||||
|
export type CardCostType = 'energy' | 'uses' | 'none';
|
||||||
|
export type CardTargetType = 'player' | 'enemy' | 'enemies';
|
||||||
|
|
||||||
|
type CardTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly name: string;
|
||||||
|
readonly desc: string;
|
||||||
|
readonly type: CardType;
|
||||||
|
readonly costType: CardCostType;
|
||||||
|
readonly costCount: number;
|
||||||
|
readonly targetType: CardTargetType;
|
||||||
|
readonly effects: CardEffect[];
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type Card = CardTable[number];
|
||||||
|
|
||||||
|
declare function getData(): CardTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,36 @@
|
|||||||
|
# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
|
||||||
|
# type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||||
|
# type CardEffectList = [effect: @effect; stacks: number][]
|
||||||
|
|
||||||
|
id,card,trigger,target,effects
|
||||||
|
string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
|
||||||
|
sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
|
||||||
|
greataxe,greataxe,onPlay,eachTarget,[attack;5]
|
||||||
|
spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
|
||||||
|
dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
|
||||||
|
dart,dart,onPlay,eachTarget,[attack;1]
|
||||||
|
dart-draw,dart,onPlay,source,[draw;1]
|
||||||
|
crossbow,crossbow,onPlay,eachTarget,[attack;6]
|
||||||
|
crossbow-combo,crossbow,onPlay,source,[crossbow;0]
|
||||||
|
shield,shield,onPlay,source,[defend;3]
|
||||||
|
hat,hat,onPlay,source,[defend;8]
|
||||||
|
cape,cape,onPlay,source,[defend;2];[defendNext;2]
|
||||||
|
bracer,bracer,onPlay,source,[defend;1];[draw;1]
|
||||||
|
greatshield,greatshield,onPlay,source,[defend;5]
|
||||||
|
chainmail,chainmail,onPlay,source,[damageReduce;3]
|
||||||
|
bandage,bandage,onPlay,source,[removeWound;1]
|
||||||
|
poisonPotion,poisonPotion,onPlay,source,[attackBuff;2]
|
||||||
|
fortifyPotion,fortifyPotion,onPlay,source,[defendBuff;2]
|
||||||
|
vitalityPotion,vitalityPotion,onPlay,source,[gainEnergy;1]
|
||||||
|
focusPotion,focusPotion,onPlay,source,[draw;2]
|
||||||
|
healingPotion,healingPotion,onPlay,source,[removeWound;3]
|
||||||
|
waterBag,waterBag,onPlay,source,[energyNext;1];[drawNext;2]
|
||||||
|
rope,rope,onPlay,source,[defendBuffUntilPlay;2]
|
||||||
|
belt,belt,onPlay,source,[drawChoice;1]
|
||||||
|
torch,torch,onPlay,source,[burnForEnergy;1]
|
||||||
|
whetstone,whetstone,onPlay,source,[attackBuffUntilPlay;3]
|
||||||
|
blacksmithHammer,blacksmithHammer,onPlay,source,[transformRandom;1]
|
||||||
|
venom,venom,onDiscard,source,[attack;3]
|
||||||
|
curse,curse,onDraw,source,[curse;1]
|
||||||
|
static,static,onDraw,source,[static;1]
|
||||||
|
vultureEye,vultureEye,onDraw,source,[expose;3]
|
||||||
|
@@ -0,0 +1,19 @@
|
|||||||
|
import type { Card } from './card.csv';
|
||||||
|
import type { Effect } from './effect.csv';
|
||||||
|
|
||||||
|
export type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard';
|
||||||
|
export type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player';
|
||||||
|
export type CardEffectList = [effect: Effect, stacks: number][];
|
||||||
|
|
||||||
|
type CardEffectTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly card: Card;
|
||||||
|
readonly trigger: CardEffectTrigger;
|
||||||
|
readonly target: CardEffectTarget;
|
||||||
|
readonly effects: CardEffectList;
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type CardEffect = CardEffectTable[number];
|
||||||
|
|
||||||
|
declare function getData(): CardEffectTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
{
|
||||||
|
"projectFileVersion": 4,
|
||||||
|
"sourceFiles": [
|
||||||
|
"**/*.yarn"
|
||||||
|
],
|
||||||
|
"excludeFiles": [],
|
||||||
|
"baseLanguage": "en",
|
||||||
|
"projectName": "encounters",
|
||||||
|
"authorName": [
|
||||||
|
"hyper"
|
||||||
|
],
|
||||||
|
"editorOptions": {
|
||||||
|
"yarnScriptEditor": {
|
||||||
|
"presenter": "try"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+3
@@ -0,0 +1,3 @@
|
|||||||
|
import type { LoadResult } from 'yarn-spinner-loader';
|
||||||
|
const result: LoadResult;
|
||||||
|
export default result;
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
title: Start
|
||||||
|
---
|
||||||
|
// A linear story progresses from one scene to the next.
|
||||||
|
// Great for cutscenes, tutorials, or scripted sequences.
|
||||||
|
|
||||||
|
<<jump Scene1>>
|
||||||
|
===
|
||||||
|
title: Scene1
|
||||||
|
---
|
||||||
|
The sun rose over the quiet village.
|
||||||
|
|
||||||
|
Birds sang their morning chorus as the first rays of light crept through the window.
|
||||||
|
|
||||||
|
-> Continue
|
||||||
|
<<jump Scene2>>
|
||||||
|
===
|
||||||
|
title: Scene2
|
||||||
|
---
|
||||||
|
In the kitchen, a kettle began to whistle.
|
||||||
|
|
||||||
|
The smell of fresh bread filled the air.
|
||||||
|
|
||||||
|
-> Continue
|
||||||
|
<<jump Scene3>>
|
||||||
|
===
|
||||||
|
title: Scene3
|
||||||
|
---
|
||||||
|
A knock at the door broke the peaceful morning.
|
||||||
|
|
||||||
|
Who could be visiting so early?
|
||||||
|
|
||||||
|
-> Open the door
|
||||||
|
<<jump Scene4>>
|
||||||
|
===
|
||||||
|
title: Scene4
|
||||||
|
---
|
||||||
|
A messenger stood at the threshold, parchment in hand.
|
||||||
|
|
||||||
|
"News from the capital," they said breathlessly. "You must read this at once."
|
||||||
|
|
||||||
|
// Your story continues from here!
|
||||||
|
===
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
# instant: 不施加buff,瞬间生效
|
||||||
|
|
||||||
|
# temporary: 施加buff,下回合开始时失效
|
||||||
|
# lingering: 施加buff,下回合开始时失去1层
|
||||||
|
# permanent: 施加buff
|
||||||
|
# posture: 施加buff,每受到1点伤害移除1层
|
||||||
|
|
||||||
|
# item: 施加buff到周围物品,永久生效
|
||||||
|
# itemTemporary: 施加buff到周围物品,持续到下次buff更新
|
||||||
|
# itemUntilPlay: 施加buff到周围物品,物品被打出后失效
|
||||||
|
# itemUntilDiscard: 施加buff到周围物品,物品被弃掉后失效
|
||||||
|
# itemPermanent: 施加buff到周围物品,持续整场冒险
|
||||||
|
|
||||||
|
# type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
|
||||||
|
|
||||||
|
id, name, description, lifecycle, emoji
|
||||||
|
string, string, string, EffectLifecycle, string
|
||||||
|
attack, 攻击, 对对手造成伤害, instant, ⚔️
|
||||||
|
defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️
|
||||||
|
spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵
|
||||||
|
venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, instant, 🧪
|
||||||
|
curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering, 💀
|
||||||
|
aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture, 🎯
|
||||||
|
roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲
|
||||||
|
rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥
|
||||||
|
vultureEye, 秃鹫之眼, 抓到时获得3层暴露(临时debuff,受到的伤害+1/每层), instant, 👁️
|
||||||
|
tailSting, 尾刺, 攻击时,伤害提升X, posture, 🦂
|
||||||
|
energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering, 🔋
|
||||||
|
molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚
|
||||||
|
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️
|
||||||
|
storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡
|
||||||
|
static, 静电, 在手里时受电击伤害+1, permanent, ⚡
|
||||||
|
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎
|
||||||
|
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟
|
||||||
|
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛
|
||||||
|
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅
|
||||||
|
draw, 抓牌, 抓X张牌, instant, 🃏
|
||||||
|
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹
|
||||||
|
defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️
|
||||||
|
damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉
|
||||||
|
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹
|
||||||
|
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️
|
||||||
|
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️
|
||||||
|
gainEnergy, 获得能量, 获得X点能量, instant, ⚡
|
||||||
|
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary, ⚡
|
||||||
|
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏
|
||||||
|
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️
|
||||||
|
drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant, 🔍
|
||||||
|
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay, 🔥
|
||||||
|
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay, ⚔️
|
||||||
|
transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant, 🌀
|
||||||
|
expose, 暴露, 受到的伤害+1/每层, temporary, 👁️
|
||||||
|
@@ -0,0 +1,14 @@
|
|||||||
|
export type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent';
|
||||||
|
|
||||||
|
type EffectTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly name: string;
|
||||||
|
readonly description: string;
|
||||||
|
readonly lifecycle: EffectLifecycle;
|
||||||
|
readonly emoji: string;
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type Effect = EffectTable[number];
|
||||||
|
|
||||||
|
declare function getData(): EffectTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,40 @@
|
|||||||
|
# minion (10): minor enemies
|
||||||
|
# elite (4): dangerous enemies
|
||||||
|
# event (1): random dangerous event that requires reaction
|
||||||
|
# shop (2): merchant who sells different stuff
|
||||||
|
# camp (2): consumable restock and heal
|
||||||
|
# curio (8): random pickup of treasure or resources
|
||||||
|
# enemies: array of [enemyId; initialHp; buffs[]]
|
||||||
|
|
||||||
|
# type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
|
||||||
|
# type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
|
||||||
|
|
||||||
|
id,type,name,description,enemies,dialogue
|
||||||
|
string,EncounterType,string,string,EnemyList,string
|
||||||
|
cactus_pair,minion,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。,[仙人掌怪;12;[]];[仙人掌怪;12;[]],
|
||||||
|
snake_pair,minion,蛇,概念:攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。,[蛇;10;[]],
|
||||||
|
mummy_cactus,minion,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。,[木乃伊;14;[]];[仙人掌怪;12;[]],
|
||||||
|
gunslinger,minion,枪手,概念:单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】,[枪手;12;[]],
|
||||||
|
tumbleweed_pair,minion,风卷草,概念:防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。,[风卷草;16;[]],
|
||||||
|
vulture_cactus,minion,秃鹫,概念:攻+防。若造成伤害,玩家获得秃鹫之眼(0费状态牌:打出时移除。抓到时获得3层暴露)。,[秃鹫;12;[]];[仙人掌怪;12;[]],
|
||||||
|
scorpion_snake,minion,沙蝎,概念:攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。,[沙蝎;10;[]];[蛇;10;[]],
|
||||||
|
sandworm_larva,minion,幼沙虫,概念:防+强化。每回合第一次受伤时,玩家失去1点能量。,[幼沙虫;18;[]],
|
||||||
|
lizard_pair,minion,蜥蜴,概念:攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。,[蜥蜴;14;[]],
|
||||||
|
bandit_gunslinger,minion,沙匪,概念:弱化玩家。【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。,[沙匪;12;[]];[枪手;12;[]],
|
||||||
|
storm_spirit,elite,风暴之灵,【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1),[风暴之灵;30;[]],
|
||||||
|
mounted_gunslinger,elite,骑马枪手,【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。,[骑马枪手;25;[]];[枪手;12;[]],
|
||||||
|
sandworm_king,elite,沙虫王,召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。,[沙虫王;40;[]],
|
||||||
|
desert_guard,elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。,[沙漠守卫;35;[]];[木乃伊;14;[]],
|
||||||
|
desert_merchant,shop,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。,,
|
||||||
|
nomad_caravan,shop,游牧商队,商队:出售稀有物品、移除牌组中一张牌。,,
|
||||||
|
oasis_campfire,camp,绿洲篝火,篝火:可以恢复生命、补充药水使用次数、获得下次战斗Buff。,,
|
||||||
|
cave_shelter,camp,岩洞庇护所,篝火:可以恢复生命、升级一张牌。,,
|
||||||
|
desert_relic_in_sand,curio,沙中遗物,随机获得一件遗物或受到3点伤害。,,desert_relic_in_sand
|
||||||
|
desert_dry_well,curio,枯井,投入1能量:可能获得药水或什么也没有。,,desert_dry_well
|
||||||
|
desert_ancient_stele,curio,古代石碑,阅读碑文:获得随机Buff直到下次战斗结束。,,desert_ancient_stele
|
||||||
|
desert_storm_wreckage,curio,沙暴残骸,搜索残骸:随机获得一张物品牌或受到2点伤害。,,desert_storm_wreckage
|
||||||
|
desert_mirage_chest,curio,蜃景宝箱,打开宝箱:50%获得宝藏,50%为蜃景什么也没有。,,desert_mirage_chest
|
||||||
|
desert_buried_pot,curio,埋藏陶罐,挖掘:获得随机资源(金币、药水或遗物碎片)。,,desert_buried_pot
|
||||||
|
desert_weathered_statue,curio,风化雕像,献祭1生命:获得一件随机遗物。,,desert_weathered_statue
|
||||||
|
desert_oasis_fragment,curio,绿洲碎片,小型绿洲:恢复3生命并获得1张随机消耗品。,,desert_oasis_fragment
|
||||||
|
desert_mirage_event,event,海市蜃楼,随机遭遇:可能获得宝藏或遭遇陷阱,使用d6双阶段结构结算。,,desert_mirage_event
|
||||||
|
@@ -0,0 +1,19 @@
|
|||||||
|
import type { Enemy } from './enemy.csv';
|
||||||
|
import type { Effect } from './effect.csv';
|
||||||
|
|
||||||
|
export type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio';
|
||||||
|
export type EnemyList = [data: Enemy, hp: int, effects: [effect: Effect, stacks: int][]][];
|
||||||
|
|
||||||
|
type EncounterTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly type: EncounterType;
|
||||||
|
readonly name: string;
|
||||||
|
readonly description: string;
|
||||||
|
readonly enemies: EnemyList;
|
||||||
|
readonly dialogue: string;
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type Encounter = EncounterTable[number];
|
||||||
|
|
||||||
|
declare function getData(): EncounterTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
id,name,intents,description
|
||||||
|
string,string,@intent[],string
|
||||||
|
仙人掌怪,仙人掌怪,[仙人掌怪-boost;仙人掌怪-defend;仙人掌怪-attack],防+强化。【尖刺X】:对攻击者造成X点伤害。
|
||||||
|
蛇,蛇,[蛇-poison;蛇-attack;蛇-boost],攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。
|
||||||
|
木乃伊,木乃伊,[木乃伊-attack;木乃伊-defend;木乃伊-curse],攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。
|
||||||
|
枪手,枪手,[枪手-aim;枪手-attack;枪手-defend],单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
|
||||||
|
风卷草,风卷草,[风卷草-boost;风卷草-defend;风卷草-attack],防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
|
||||||
|
秃鹫,秃鹫,[秃鹫-attack;秃鹫-defend],攻+防。若造成伤害,玩家获得秃鹫之眼(0费状态牌:打出时移除。抓到时获得3层暴露)。
|
||||||
|
沙蝎,沙蝎,[沙蝎-boost;沙蝎-attack],攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。
|
||||||
|
幼沙虫,幼沙虫,[幼沙虫-defend;幼沙虫-boost;幼沙虫-attack],防+强化。每回合第一次受伤时,玩家失去1点能量。
|
||||||
|
蜥蜴,蜥蜴,[蜥蜴-attack;蜥蜴-defend;蜥蜴-molt],攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||||
|
沙匪,沙匪,[沙匪-attack;沙匪-heavyAttack;沙匪-debuff],弱化玩家。【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
|
||||||
|
风暴之灵,风暴之灵,[风暴之灵-storm;风暴之灵-attack;风暴之灵-defend],【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1)
|
||||||
|
骑马枪手,骑马枪手,[骑马枪手-charge;骑马枪手-attack;骑马枪手-defend],【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
|
||||||
|
沙虫王,沙虫王,[沙虫王-summon;沙虫王-attack;沙虫王-defend],召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。
|
||||||
|
沙漠守卫,沙漠守卫,[沙漠守卫-summon;沙漠守卫-attack;沙漠守卫-defend;沙漠守卫-revive],召唤木乃伊;会复活木乃伊2次。
|
||||||
|
@@ -0,0 +1,13 @@
|
|||||||
|
import type { Intent } from './intent.csv';
|
||||||
|
|
||||||
|
type EnemyTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly name: string;
|
||||||
|
readonly intents: Intent[];
|
||||||
|
readonly description: string;
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type Enemy = EnemyTable[number];
|
||||||
|
|
||||||
|
declare function getData(): EnemyTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
import getItems, { Item } from "./item.csv";
|
||||||
|
|
||||||
|
export type * from "./card.csv";
|
||||||
|
export type * from "./cardEffect.csv";
|
||||||
|
export type * from "./effect.csv";
|
||||||
|
export type * from "./encounter.csv";
|
||||||
|
export type * from "./enemy.csv";
|
||||||
|
export type * from "./intent.csv";
|
||||||
|
export type * from "./item.csv";
|
||||||
|
|
||||||
|
export { default as getCards } from "./card.csv";
|
||||||
|
export { default as getEffects } from "./effect.csv";
|
||||||
|
export { default as getEncounters } from "./encounter.csv";
|
||||||
|
export { default as getEnemies } from "./enemy.csv";
|
||||||
|
export { default as getIntents } from "./intent.csv";
|
||||||
|
export { default as getItems } from "./item.csv";
|
||||||
|
export { default as dialogues } from "./dialogues/dialogues.yarnproject";
|
||||||
|
export { addTriggers } from "./triggers";
|
||||||
|
|
||||||
|
const itemSet = ["剑", "盾", "水袋", "绷带"] as string[];
|
||||||
|
export function getStartingItems(): Item[] {
|
||||||
|
return itemSet.map(function (name): Item {
|
||||||
|
return getItems().find((item: Item) => item.name === name) as Item;
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
# intentId: unique intent state ID (e.g. '仙人掌怪-boost')
|
||||||
|
# enemy: enemy template this intent belongs to
|
||||||
|
# initialIntent: true if this is the enemy's starting intent
|
||||||
|
# nextIntents: possible next intent IDs after this intent resolves
|
||||||
|
# brokenIntent: possible intent IDs when defend is broken
|
||||||
|
# initBuffs: initial buffs for this intent (applied when intent becomes active)
|
||||||
|
# effects: effects executed when this intent is active
|
||||||
|
|
||||||
|
# type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||||
|
# type IntentEffect = [IntentEffectTarget;@effect;number]
|
||||||
|
# type IntentEffectList = IntentEffect[]
|
||||||
|
|
||||||
|
id,enemy,initialIntent,nextIntents,brokenIntent,effects
|
||||||
|
string,@enemy,boolean,@intent[],@intent[],IntentEffectList
|
||||||
|
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[source;spike;1];[source;defend;4]
|
||||||
|
仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[source;defend;8]
|
||||||
|
仙人掌怪-attack,仙人掌怪,false,仙人掌怪-boost,,[player;attack;5]
|
||||||
|
蛇-poison,蛇,true,蛇-attack;蛇-attack,,[player;venom;1];[player;attack;4]
|
||||||
|
蛇-attack,蛇,false,蛇-poison;蛇-boost,,[player;attack;6]
|
||||||
|
蛇-boost,蛇,false,蛇-poison;蛇-attack,,[source;defend;3];[player;venom;1]
|
||||||
|
木乃伊-attack,木乃伊,true,木乃伊-defend;木乃伊-curse,,[player;attack;6]
|
||||||
|
木乃伊-defend,木乃伊,false,木乃伊-attack,,[source;defend;6]
|
||||||
|
木乃伊-curse,木乃伊,false,木乃伊-defend;木乃伊-attack,木乃伊-attack,[player;curse;1]
|
||||||
|
枪手-aim,枪手,true,枪手-attack,,[source;aim;2]
|
||||||
|
枪手-attack,枪手,false,枪手-aim;枪手-defend,枪手-aim,[player;attack;8]
|
||||||
|
枪手-defend,枪手,false,枪手-aim,枪手-aim,[source;defend;5]
|
||||||
|
风卷草-boost,风卷草,true,风卷草-defend;风卷草-defend;风卷草-boost,,[source;roll;5];[source;defend;4]
|
||||||
|
风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[source;defend;8]
|
||||||
|
风卷草-attack,风卷草,false,风卷草-boost,,[player;rollDamage;0]
|
||||||
|
秃鹫-attack,秃鹫,true,秃鹫-defend;秃鹫-defend,,[player;attack;6];[player;vultureEye;1]
|
||||||
|
秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[source;defend;5]
|
||||||
|
沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[source;tailSting;2]
|
||||||
|
沙蝎-attack,沙蝎,false,沙蝎-boost;沙蝎-attack,,[player;attack;6]
|
||||||
|
幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[source;defend;6]
|
||||||
|
幼沙虫-boost,幼沙虫,false,幼沙虫-attack;幼沙虫-defend,,[source;energyDrain;1];[source;defend;4]
|
||||||
|
幼沙虫-attack,幼沙虫,false,幼沙虫-defend;幼沙虫-defend,,[player;attack;5]
|
||||||
|
蜥蜴-attack,蜥蜴,true,蜥蜴-defend;蜥蜴-molt,,[player;attack;5]
|
||||||
|
蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[source;defend;6]
|
||||||
|
蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[source;molt;3]
|
||||||
|
沙匪-attack,沙匪,true,沙匪-attack;沙匪-heavyAttack,,[player;attack;6]
|
||||||
|
沙匪-heavyAttack,沙匪,false,沙匪-attack;沙匪-attack;沙匪-debuff,,[player;attack;10]
|
||||||
|
沙匪-debuff,沙匪,false,沙匪-attack;沙匪-attack,,[player;discard;1]
|
||||||
|
风暴之灵-storm,风暴之灵,true,风暴之灵-attack;风暴之灵-storm,,[source;storm;2];[source;defend;3]
|
||||||
|
风暴之灵-attack,风暴之灵,false,风暴之灵-storm;风暴之灵-defend,,[player;attack;8];[player;static;1]
|
||||||
|
风暴之灵-defend,风暴之灵,false,风暴之灵-storm;风暴之灵-attack,,[source;defend;8]
|
||||||
|
骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[source;charge;2]
|
||||||
|
骑马枪手-attack,骑马枪手,false,骑马枪手-charge;骑马枪手-defend,骑马枪手-charge,[player;attack;6]
|
||||||
|
骑马枪手-defend,骑马枪手,false,骑马枪手-charge;骑马枪手-attack,骑马枪手-charge,[source;defend;5]
|
||||||
|
沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[source;summonSandwormLarva;18]
|
||||||
|
沙虫王-attack,沙虫王,false,沙虫王-summon;沙虫王-defend,,[player;attack;9]
|
||||||
|
沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[source;defend;6]
|
||||||
|
沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[source;summonMummy;14]
|
||||||
|
沙漠守卫-attack,沙漠守卫,false,沙漠守卫-defend;沙漠守卫-summon,,[player;attack;8]
|
||||||
|
沙漠守卫-defend,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-revive,,[source;defend;8]
|
||||||
|
沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[source;reviveMummy;1]
|
||||||
|
@@ -0,0 +1,20 @@
|
|||||||
|
import type { Enemy } from './enemy.csv';
|
||||||
|
import type { Effect } from './effect.csv';
|
||||||
|
|
||||||
|
export type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player';
|
||||||
|
export type IntentEffect = [IntentEffectTarget, Effect, number];
|
||||||
|
export type IntentEffectList = IntentEffect[];
|
||||||
|
|
||||||
|
type IntentTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly enemy: Enemy;
|
||||||
|
readonly initialIntent: boolean;
|
||||||
|
readonly nextIntents: Intent[];
|
||||||
|
readonly brokenIntent: Intent[];
|
||||||
|
readonly effects: IntentEffectList;
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type Intent = IntentTable[number];
|
||||||
|
|
||||||
|
declare function getData(): IntentTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
id,type,name,shape,card,price,description
|
||||||
|
string,string,string,string,@card,int,string
|
||||||
|
sword,weapon,剑,oee,sword,50,【攻击2】【攻击2】
|
||||||
|
greataxe,weapon,长斧,oees,greataxe,80,对全体【攻击5】
|
||||||
|
spear,weapon,长枪,oeee,spear,75,【攻击2】【攻击2】【攻击2】
|
||||||
|
dagger,weapon,短刀,oe,dagger,40,【攻击3】【攻击3】
|
||||||
|
dart,weapon,飞镖,o,dart,30,【攻击1】抓一张牌
|
||||||
|
crossbow,weapon,十字弩,onrersrw,crossbow,120,【攻击6】对同一目标打出其他十字弩
|
||||||
|
shield,armor,盾,oesw,shield,50,【防御3】
|
||||||
|
hat,armor,斗笠,oerwrn,hat,90,【防御8】
|
||||||
|
cape,armor,披风,oers,cape,45,【防御2】下回合【防御2】
|
||||||
|
bracer,armor,护腕,o,bracer,25,【防御1】抓1张牌
|
||||||
|
greatshield,armor,大盾,oesswn,greatshield,70,【防御5】
|
||||||
|
chainmail,armor,锁子甲,oesw,chainmail,60,本回合受到伤害-3
|
||||||
|
bandage,consumable,绷带,o,bandage,20,从牌堆或弃牌堆随机移除1张伤口
|
||||||
|
poisonPotion,consumable,淬毒药剂,o,poisonPotion,30,周围物品的【攻击】+2
|
||||||
|
fortifyPotion,consumable,强固药剂,o,fortifyPotion,30,周围物品的【防御】+2
|
||||||
|
vitalityPotion,consumable,活力药剂,o,vitalityPotion,25,获得1点能量
|
||||||
|
focusPotion,consumable,集中药剂,o,focusPotion,25,抓2张牌
|
||||||
|
healingPotion,consumable,治疗药剂,o,healingPotion,35,从牌堆或弃牌堆移除3张伤口
|
||||||
|
waterBag,tool,水袋,os,waterBag,35,下回合开始时获得1能量抓2张牌
|
||||||
|
rope,tool,绳索,ose,rope,30,周围物品的牌【防御】+2直到打出
|
||||||
|
belt,tool,腰带,owre,belt,40,从牌堆周围物品的牌当中选择一张加入手牌
|
||||||
|
torch,tool,火把,on,torch,25,下次打出周围物品的牌时将其消耗并获得1能量
|
||||||
|
whetstone,tool,磨刀石,o,whetstone,30,周围物品的牌【攻击】+3直到打出
|
||||||
|
blacksmithHammer,tool,铁匠锤,oerwrs,blacksmithHammer,45,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌
|
||||||
|
@@ -0,0 +1,16 @@
|
|||||||
|
import type { Card } from './card.csv';
|
||||||
|
|
||||||
|
type ItemTable = readonly {
|
||||||
|
readonly id: string;
|
||||||
|
readonly type: string;
|
||||||
|
readonly name: string;
|
||||||
|
readonly shape: string;
|
||||||
|
readonly card: Card;
|
||||||
|
readonly price: number;
|
||||||
|
readonly description: string;
|
||||||
|
}[];
|
||||||
|
|
||||||
|
export type Item = ItemTable[number];
|
||||||
|
|
||||||
|
declare function getData(): ItemTable;
|
||||||
|
export default getData;
|
||||||
@@ -0,0 +1,129 @@
|
|||||||
|
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||||
|
import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import getEffects from "../effect.csv";
|
||||||
|
import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||||
|
|
||||||
|
export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||||
|
const effects = getEffects();
|
||||||
|
|
||||||
|
function findEffect(id: string): EffectData {
|
||||||
|
const found = effects.find((e) => e.id === id);
|
||||||
|
if (found) return found;
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
name: id,
|
||||||
|
description: "",
|
||||||
|
lifecycle: "instant",
|
||||||
|
} as EffectData;
|
||||||
|
}
|
||||||
|
|
||||||
|
// storm: give static card to player when storm enemy attacks
|
||||||
|
triggers.onEnemyIntent.use(async (ctx, next) => {
|
||||||
|
await next();
|
||||||
|
|
||||||
|
const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
|
||||||
|
if (!enemy || !enemy.isAlive) return;
|
||||||
|
|
||||||
|
const storm = enemy.effects.storm?.stacks ?? 0;
|
||||||
|
if (storm > 0) {
|
||||||
|
for (let i = 0; i < storm; i++) {
|
||||||
|
await triggers.onEffectApplied.execute(ctx.game, {
|
||||||
|
effect: findEffect("static"),
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 1,
|
||||||
|
sourceEntityId: ctx.enemyId,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// crossbow: replay other crossbows on same target
|
||||||
|
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||||
|
await next();
|
||||||
|
|
||||||
|
if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
|
||||||
|
|
||||||
|
const { cards, regions } = ctx.game.value.player.deck;
|
||||||
|
const handIds = [...regions.hand.childIds];
|
||||||
|
for (const id of handIds) {
|
||||||
|
const card = cards[id];
|
||||||
|
if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
|
||||||
|
await triggers.onCardPlayed.execute(ctx.game, {
|
||||||
|
cardId: id,
|
||||||
|
targetId: ctx.targetId,
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// burnForEnergy: consume adjacent item, gain energy when its card is played
|
||||||
|
triggers.onCardPlayed.use(async (ctx, next) => {
|
||||||
|
await next();
|
||||||
|
|
||||||
|
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||||
|
if (!card) return;
|
||||||
|
const playedItemId = card.itemId;
|
||||||
|
|
||||||
|
const adjacent = run.getAdjacentItems(playedItemId);
|
||||||
|
for (const adjItemId of adjacent) {
|
||||||
|
const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
|
||||||
|
if (!adjEffects) continue;
|
||||||
|
const burn = adjEffects.burnForEnergy;
|
||||||
|
if (!burn || burn.stacks <= 0) continue;
|
||||||
|
|
||||||
|
const item = run.getItemData(adjItemId);
|
||||||
|
const maxUses =
|
||||||
|
item?.card.costType === "energy" ? item.card.costCount : 0;
|
||||||
|
const consumed = run.getConsumedUses(adjItemId);
|
||||||
|
const toConsume = Math.min(maxUses - consumed, burn.stacks);
|
||||||
|
|
||||||
|
await run.setConsumedUsesAsync(adjItemId, consumed + toConsume);
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
draft.player.energy += burn.stacks;
|
||||||
|
delete draft.player.itemEffects[adjItemId];
|
||||||
|
});
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// sandwormKing: heal 10 hp when player discards fatigue
|
||||||
|
triggers.onCardDiscarded.use(async (ctx, next) => {
|
||||||
|
await next();
|
||||||
|
|
||||||
|
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||||
|
if (!card || card.cardData.id !== "fatigue") return;
|
||||||
|
|
||||||
|
const sandwormKing = ctx.game.value.enemies.find(
|
||||||
|
(e) => e.enemy.id === "沙虫王" && e.isAlive,
|
||||||
|
);
|
||||||
|
if (!sandwormKing) return;
|
||||||
|
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const king = draft.enemies.find((e) => e.id === sandwormKing.id);
|
||||||
|
if (king) {
|
||||||
|
king.hp = Math.min(king.hp + 10, king.maxHp);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
// vulture: give vultureEye when vulture deals damage
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
await next();
|
||||||
|
|
||||||
|
const dealt = ctx.amount - (ctx.prevented ?? 0);
|
||||||
|
if (dealt <= 0 || !ctx.sourceEntityId) return;
|
||||||
|
|
||||||
|
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||||
|
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫")
|
||||||
|
return;
|
||||||
|
|
||||||
|
await triggers.onEffectApplied.execute(ctx.game, {
|
||||||
|
effect: findEffect("vultureEye"),
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 1,
|
||||||
|
sourceEntityId: ctx.sourceEntityId,
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,194 @@
|
|||||||
|
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||||
|
import {
|
||||||
|
addEntityEffect,
|
||||||
|
getCombatEntity,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import getEffects from "../effect.csv";
|
||||||
|
|
||||||
|
export function addDamageTriggers(triggers: Triggers) {
|
||||||
|
const effects = getEffects();
|
||||||
|
|
||||||
|
function findEffect(id: string): EffectData {
|
||||||
|
const found = effects.find((e: EffectData) => e.id === id);
|
||||||
|
if (found) return found;
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
name: id,
|
||||||
|
description: "",
|
||||||
|
lifecycle: "instant",
|
||||||
|
} as EffectData;
|
||||||
|
}
|
||||||
|
|
||||||
|
// block / damage prevention
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||||
|
if (!entity) return;
|
||||||
|
|
||||||
|
let preventable = ctx.amount - (ctx.prevented ?? 0);
|
||||||
|
|
||||||
|
// 1. apply damageReduce before block
|
||||||
|
const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
|
||||||
|
if (damageReduce > 0) {
|
||||||
|
const reduced = Math.min(damageReduce, preventable);
|
||||||
|
ctx.prevented = (ctx.prevented ?? 0) + reduced;
|
||||||
|
preventable -= reduced;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. consume defend for damage prevented
|
||||||
|
const blocks = entity.effects.defend?.stacks ?? 0;
|
||||||
|
const blocked = Math.min(blocks, preventable);
|
||||||
|
if (blocked > 0) {
|
||||||
|
ctx.prevented = (ctx.prevented ?? 0) + blocked;
|
||||||
|
preventable -= blocked;
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const e = getCombatEntity(draft, ctx.entityId);
|
||||||
|
if (e) addEntityEffect(e, findEffect("defend"), -blocked);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
const expose = entity.effects.expose?.stacks ?? 0;
|
||||||
|
if (expose > 0) {
|
||||||
|
ctx.amount += expose;
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// energyDrain: player loses energy when enemy takes damage
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||||
|
if (!entity) return;
|
||||||
|
|
||||||
|
const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
|
||||||
|
if (energyDrain > 0 && ctx.entityId !== "player") {
|
||||||
|
const dealt = Math.min(
|
||||||
|
Math.max(0, entity.hp),
|
||||||
|
ctx.amount - (ctx.prevented ?? 0),
|
||||||
|
);
|
||||||
|
if (dealt > 0) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// molt: enemy flees if molt >= maxHp
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||||
|
if (!entity || !entity.isAlive) {
|
||||||
|
await next();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const molt = entity.effects.molt?.stacks ?? 0;
|
||||||
|
if (molt >= entity.maxHp) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const e = draft.enemies.find((en) => en.id === ctx.entityId);
|
||||||
|
if (e) {
|
||||||
|
e.isAlive = false;
|
||||||
|
e.hp = 0;
|
||||||
|
}
|
||||||
|
draft.result = draft.enemies.every((en) => !en.isAlive)
|
||||||
|
? "victory"
|
||||||
|
: null;
|
||||||
|
});
|
||||||
|
if (ctx.game.value.result) throw ctx.game.value;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// aim: double damage, lose aim on damage
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
if (ctx.sourceEntityId === "player") {
|
||||||
|
const player = ctx.game.value.player;
|
||||||
|
const aim = player.effects.aim?.stacks ?? 0;
|
||||||
|
if (aim > 0) {
|
||||||
|
ctx.amount *= 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// roll: consume 10 roll per 10 damage
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
if (ctx.sourceEntityId === "player") {
|
||||||
|
const player = ctx.game.value.player;
|
||||||
|
const roll = player.effects.roll?.stacks ?? 0;
|
||||||
|
if (roll >= 10) {
|
||||||
|
const rollDamage = Math.floor(roll / 10) * 10;
|
||||||
|
ctx.amount += rollDamage;
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
addEntityEffect(draft.player, findEffect("roll"), -rollDamage);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// tailSting: bonus damage on attack
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
if (ctx.sourceEntityId && ctx.sourceEntityId !== "player") {
|
||||||
|
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||||
|
if (attacker) {
|
||||||
|
const tailSting = attacker.effects.tailSting?.stacks ?? 0;
|
||||||
|
if (tailSting > 0) {
|
||||||
|
ctx.amount += tailSting;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// charge: double damage dealt/received, consume equal charge
|
||||||
|
triggers.onDamage.use(async (ctx, next) => {
|
||||||
|
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||||
|
if (entity) {
|
||||||
|
const charge = entity.effects.charge?.stacks ?? 0;
|
||||||
|
if (charge > 0) {
|
||||||
|
const dealt = Math.min(
|
||||||
|
Math.max(0, entity.hp),
|
||||||
|
ctx.amount - (ctx.prevented ?? 0),
|
||||||
|
);
|
||||||
|
const consumed = Math.min(charge, dealt);
|
||||||
|
ctx.amount += dealt;
|
||||||
|
if (consumed > 0) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const e = getCombatEntity(draft, ctx.entityId);
|
||||||
|
if (e) addEntityEffect(e, findEffect("charge"), -consumed);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ctx.sourceEntityId) {
|
||||||
|
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||||
|
if (attacker) {
|
||||||
|
const charge = attacker.effects.charge?.stacks ?? 0;
|
||||||
|
if (charge > 0) {
|
||||||
|
const baseAmount = ctx.amount;
|
||||||
|
const targetEntity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||||
|
const dealt = Math.min(
|
||||||
|
Math.max(0, targetEntity?.hp ?? 0),
|
||||||
|
baseAmount - (ctx.prevented ?? 0),
|
||||||
|
);
|
||||||
|
const consumed = Math.min(charge, dealt);
|
||||||
|
ctx.amount += dealt;
|
||||||
|
if (consumed > 0) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const a = getCombatEntity(draft, ctx.sourceEntityId!);
|
||||||
|
if (a) addEntityEffect(a, findEffect("charge"), -consumed);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
import { addInstantEffectTriggers } from "./instant";
|
||||||
|
import { addDamageTriggers } from "./damage";
|
||||||
|
import { addTurnStartTriggers } from "./turn-start";
|
||||||
|
import { addCardEventTriggers } from "./card-events";
|
||||||
|
import {
|
||||||
|
IRunContext,
|
||||||
|
Triggers,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat";
|
||||||
|
|
||||||
|
export function addTriggers(triggers: Triggers, run: IRunContext) {
|
||||||
|
addInstantEffectTriggers(triggers);
|
||||||
|
addDamageTriggers(triggers);
|
||||||
|
addTurnStartTriggers(triggers);
|
||||||
|
addCardEventTriggers(triggers, run);
|
||||||
|
}
|
||||||
@@ -0,0 +1,178 @@
|
|||||||
|
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||||
|
import {
|
||||||
|
addEntityEffect,
|
||||||
|
getCombatEntity,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
import { moveToRegion } from "@/core/region";
|
||||||
|
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||||
|
import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
|
||||||
|
import getCards from "../card.csv";
|
||||||
|
|
||||||
|
export function addInstantEffectTriggers(triggers: Triggers) {
|
||||||
|
const cards = getCards();
|
||||||
|
|
||||||
|
function findCard(id: string) {
|
||||||
|
return cards.find((c) => c.id === id);
|
||||||
|
}
|
||||||
|
|
||||||
|
function createStatusCard(
|
||||||
|
draft: CombatGameContext["value"],
|
||||||
|
cardId: string,
|
||||||
|
): void {
|
||||||
|
const cardData = findCard(cardId);
|
||||||
|
if (!cardData) return;
|
||||||
|
|
||||||
|
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||||
|
const card: GameCard = {
|
||||||
|
id: instanceId,
|
||||||
|
regionId: "",
|
||||||
|
position: [],
|
||||||
|
itemId: cardId,
|
||||||
|
cardData: {
|
||||||
|
id: cardData.id,
|
||||||
|
name: cardData.name,
|
||||||
|
desc: cardData.desc,
|
||||||
|
type: cardData.type,
|
||||||
|
costType: cardData.costType,
|
||||||
|
costCount: cardData.costCount,
|
||||||
|
targetType: cardData.targetType,
|
||||||
|
effects: cardData.effects,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
draft.player.deck.cards[instanceId] = card;
|
||||||
|
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||||
|
}
|
||||||
|
|
||||||
|
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||||
|
const seen = new Set<string>();
|
||||||
|
const result: (typeof state.enemies)[number]["enemy"][] = [];
|
||||||
|
for (const enemy of state.enemies) {
|
||||||
|
if (!seen.has(enemy.enemy.id)) {
|
||||||
|
seen.add(enemy.enemy.id);
|
||||||
|
result.push(enemy.enemy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
function summonEnemy(
|
||||||
|
draft: CombatGameContext["value"],
|
||||||
|
enemyId: string,
|
||||||
|
hp: number,
|
||||||
|
) {
|
||||||
|
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||||
|
if (enemyData.id === enemyId) {
|
||||||
|
const existing = draft.enemies.find(
|
||||||
|
(e) => e.enemy.id === enemyId && !e.isAlive,
|
||||||
|
);
|
||||||
|
if (existing) {
|
||||||
|
existing.isAlive = true;
|
||||||
|
existing.hp = existing.maxHp;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const intent =
|
||||||
|
enemyData.intents.find((i) => i.initialIntent) ??
|
||||||
|
enemyData.intents[0];
|
||||||
|
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||||
|
const intents: Record<string, typeof intent> = {};
|
||||||
|
for (const i of enemyData.intents) {
|
||||||
|
intents[i.id] = i;
|
||||||
|
}
|
||||||
|
draft.enemies.push({
|
||||||
|
id: instanceId,
|
||||||
|
enemy: enemyData,
|
||||||
|
hp,
|
||||||
|
maxHp: hp,
|
||||||
|
isAlive: true,
|
||||||
|
effects: {},
|
||||||
|
intents,
|
||||||
|
currentIntent: intent,
|
||||||
|
});
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||||
|
if (ctx.effect.id === "attack") {
|
||||||
|
await triggers.onDamage.execute(ctx.game, {
|
||||||
|
entityId: ctx.entityId,
|
||||||
|
amount: ctx.stacks,
|
||||||
|
sourceEntityId: ctx.sourceEntityId,
|
||||||
|
});
|
||||||
|
|
||||||
|
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||||
|
const spike = entity?.effects.spike?.stacks ?? 0;
|
||||||
|
if (spike > 0 && ctx.sourceEntityId) {
|
||||||
|
await triggers.onDamage.execute(ctx.game, {
|
||||||
|
entityId: ctx.sourceEntityId,
|
||||||
|
amount: spike,
|
||||||
|
sourceEntityId: ctx.entityId,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
} else if (ctx.effect.id === "draw") {
|
||||||
|
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
|
||||||
|
} else if (ctx.effect.id === "gainEnergy") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
draft.player.energy += ctx.stacks;
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "removeWound") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const { cards, regions } = draft.player.deck;
|
||||||
|
let removed = 0;
|
||||||
|
const allPileIds = [
|
||||||
|
...regions.drawPile.childIds,
|
||||||
|
...regions.discardPile.childIds,
|
||||||
|
];
|
||||||
|
for (const cardId of allPileIds) {
|
||||||
|
if (removed >= ctx.stacks) break;
|
||||||
|
const card = cards[cardId];
|
||||||
|
if (card && card.cardData.id === "wound") {
|
||||||
|
const sourceRegion =
|
||||||
|
card.regionId === "drawPile"
|
||||||
|
? regions.drawPile
|
||||||
|
: regions.discardPile;
|
||||||
|
moveToRegion(card, sourceRegion, null);
|
||||||
|
delete cards[cardId];
|
||||||
|
removed++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "venom") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
createStatusCard(draft, "venom");
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "vultureEye") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
createStatusCard(draft, "vultureEye");
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "static") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
createStatusCard(draft, "static");
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "summonMummy") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "reviveMummy") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const deadMummy = draft.enemies.find(
|
||||||
|
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
|
||||||
|
);
|
||||||
|
if (deadMummy) {
|
||||||
|
deadMummy.isAlive = true;
|
||||||
|
deadMummy.hp = deadMummy.maxHp;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
} else if (ctx.effect.id === "curse") {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,92 @@
|
|||||||
|
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||||
|
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import getEffects from "../effect.csv";
|
||||||
|
|
||||||
|
export function addTurnStartTriggers(triggers: Triggers) {
|
||||||
|
const effects = getEffects();
|
||||||
|
|
||||||
|
function findEffect(id: string): EffectData {
|
||||||
|
const found = effects.find((e) => e.id === id);
|
||||||
|
if (found) return found;
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
name: id,
|
||||||
|
description: "",
|
||||||
|
lifecycle: "instant",
|
||||||
|
} as EffectData;
|
||||||
|
}
|
||||||
|
|
||||||
|
// discard: random discard at turn start
|
||||||
|
triggers.onTurnStart.use(async (ctx, next) => {
|
||||||
|
if (ctx.entityId !== "player") {
|
||||||
|
await next();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const discard = ctx.game.value.player.effects.discard;
|
||||||
|
if (discard && discard.stacks > 0) {
|
||||||
|
const handIds = [...ctx.game.value.player.deck.regions.hand.childIds];
|
||||||
|
if (handIds.length > 0) {
|
||||||
|
const randomIndex = ctx.game.rng.nextInt(handIds.length);
|
||||||
|
const randomCardId = handIds[randomIndex];
|
||||||
|
await triggers.onCardDiscarded.execute(ctx.game, {
|
||||||
|
cardId: randomCardId,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// defendNext: gain block next turn
|
||||||
|
// record how many defendNext there is, before buff update
|
||||||
|
// then apply after buff update
|
||||||
|
triggers.onTurnStart.use(async (ctx, next) => {
|
||||||
|
const defendNext = ctx.game.value.player.effects.defendNext;
|
||||||
|
if (!defendNext || defendNext.stacks <= 0) {
|
||||||
|
await next();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
await next();
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
// energyNext: gain energy next turn
|
||||||
|
triggers.onTurnStart.use(async (ctx, next) => {
|
||||||
|
if (ctx.entityId !== "player") {
|
||||||
|
await next();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const energyNext = ctx.game.value.player.effects.energyNext;
|
||||||
|
if (energyNext && energyNext.stacks > 0) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
draft.player.energy += energyNext.stacks;
|
||||||
|
addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
|
||||||
|
// drawNext: draw extra cards next turn
|
||||||
|
triggers.onTurnStart.use(async (ctx, next) => {
|
||||||
|
if (ctx.entityId !== "player") {
|
||||||
|
await next();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const drawNext = ctx.game.value.player.effects.drawNext;
|
||||||
|
if (drawNext && drawNext.stacks > 0) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
|
||||||
|
});
|
||||||
|
await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
|
||||||
|
}
|
||||||
|
|
||||||
|
await next();
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -1,36 +0,0 @@
|
|||||||
# type can be one of: weapon, armor, consumable, tool
|
|
||||||
#
|
|
||||||
# shape represents a tetris-like shape, consult ../utils/parse-shape.ts
|
|
||||||
# n
|
|
||||||
# w o e
|
|
||||||
# s
|
|
||||||
# costType can be one of: energy, uses
|
|
||||||
#
|
|
||||||
# targetType can be one of: single, none
|
|
||||||
|
|
||||||
type,name,shape,costType,costCount,targetType,desc
|
|
||||||
string,string,string,string,int,string,string
|
|
||||||
weapon,剑,oee,energy,1,single,【攻击2】【攻击2】
|
|
||||||
weapon,长斧,oees,energy,2,none,对全体【攻击5】
|
|
||||||
weapon,长枪,oeee,energy,1,single,【攻击2】【攻击2】【攻击2】
|
|
||||||
weapon,短刀,oe,energy,1,single,【攻击3】【攻击3】
|
|
||||||
weapon,飞镖,o,energy,0,single,【攻击1】,抓一张牌
|
|
||||||
weapon,十字弩,onrersrw,energy,2,single,【攻击6】。对同一目标打出其他十字弩
|
|
||||||
armor,盾,oesw,energy,1,none,【防御3】
|
|
||||||
armor,斗笠,oerwrn,energy,2,none,【防御8】
|
|
||||||
armor,披风,oers,energy,1,none,【防御2】,下回合【防御2】
|
|
||||||
armor,护腕,o,energy,0,none,【防御1】,抓1张牌
|
|
||||||
armor,大盾,oesswn,energy,1,none,【防御5】
|
|
||||||
armor,锁子甲,oers,energy,1,none,本回合受到伤害-3
|
|
||||||
consumable,绷带,o,uses,3,none,从牌堆或弃牌堆随机移除1张伤口
|
|
||||||
consumable,淬毒药剂,o,uses,3,none,周围物品的【攻击】+2
|
|
||||||
consumable,强固药剂,o,uses,3,none,周围物品的【防御】+2
|
|
||||||
consumable,活力药剂,o,uses,3,none,获得1点能量
|
|
||||||
consumable,集中药剂,o,uses,3,none,抓2张牌
|
|
||||||
consumable,治疗药剂,o,uses,3,none,从牌堆或弃牌堆移除3张伤口
|
|
||||||
tool,水袋,os,energy,1,none,下回合开始时,获得1能量,抓2张牌
|
|
||||||
tool,绳索,ose,energy,1,none,周围物品的牌【防御】+2直到打出
|
|
||||||
tool,腰带,owre,energy,0,none,从牌堆周围物品的牌当中选择一张加入手牌
|
|
||||||
tool,火把,on,energy,1,none,下次打出周围物品的牌时,将其消耗并获得1能量
|
|
||||||
tool,磨刀石,o,energy,1,none,周围物品的牌【攻击】+3直到打出
|
|
||||||
tool,铁匠锤,oers,energy,1,none,从牌堆/弃牌堆选择一张牌,随机变为一张周围物品的牌
|
|
||||||
|
@@ -1,12 +0,0 @@
|
|||||||
type HeroItemFighter1Table = readonly {
|
|
||||||
readonly type: string;
|
|
||||||
readonly name: string;
|
|
||||||
readonly shape: string;
|
|
||||||
readonly costType: string;
|
|
||||||
readonly costCount: number;
|
|
||||||
readonly targetType: string;
|
|
||||||
readonly desc: string;
|
|
||||||
}[];
|
|
||||||
|
|
||||||
declare const data: HeroItemFighter1Table;
|
|
||||||
export default data;
|
|
||||||
@@ -1,3 +1,6 @@
|
|||||||
import heroItemFighter1Csv from './heroItemFighter1.csv';
|
import * as desert from "./desert";
|
||||||
|
export type { ContentModule } from "./types";
|
||||||
|
|
||||||
export const heroItemFighter1Data = heroItemFighter1Csv;
|
export default {
|
||||||
|
desert,
|
||||||
|
};
|
||||||
|
|||||||
@@ -0,0 +1,18 @@
|
|||||||
|
import { LoadResult as YarnDialogues } from "yarn-spinner-loader";
|
||||||
|
import { Triggers } from "../system/combat/triggers";
|
||||||
|
|
||||||
|
import type * as desert from "./desert";
|
||||||
|
import { IRunContext } from "../system/combat";
|
||||||
|
|
||||||
|
export type ContentModule = {
|
||||||
|
readonly getCards: () => readonly desert.Card[];
|
||||||
|
readonly getEffects: () => readonly desert.Effect[];
|
||||||
|
readonly getEncounters: () => readonly desert.Encounter[];
|
||||||
|
readonly getEnemies: () => readonly desert.Enemy[];
|
||||||
|
readonly getIntents: () => readonly desert.Intent[];
|
||||||
|
readonly getItems: () => readonly desert.Item[];
|
||||||
|
readonly getStartingItems: () => readonly desert.Item[];
|
||||||
|
|
||||||
|
readonly dialogues: YarnDialogues;
|
||||||
|
readonly addTriggers: (triggers: Triggers, run: IRunContext) => void;
|
||||||
|
};
|
||||||
@@ -0,0 +1,118 @@
|
|||||||
|
# 杀戮尖塔 + 背包英雄
|
||||||
|
|
||||||
|
玩家有4x6的背包
|
||||||
|
|
||||||
|
装备占格子,提供同等数量的牌,并且给周围加buff,背包英雄style
|
||||||
|
|
||||||
|
战斗时玩杀戮尖塔
|
||||||
|
|
||||||
|
## 肉鸽结构
|
||||||
|
|
||||||
|
区域点到点地图
|
||||||
|
|
||||||
|
- 分4个区域,每个区域有独立的随机遭遇池,目前先考虑第一个区域
|
||||||
|
- 每区域10层,26个遭遇节点
|
||||||
|
- 荒野层6层×3节点(小怪50%/精英25%/事件25%)
|
||||||
|
- 聚落层2层×4节点(≥1篝火/≥1商店/≥1奇遇,第4随机)
|
||||||
|
- 起点→终点,终点为boss战
|
||||||
|
|
||||||
|
## 战斗(小怪、精英、boss)
|
||||||
|
|
||||||
|
基本流程
|
||||||
|
- 怪物战斗开始效应
|
||||||
|
- 玩家战斗开始效应
|
||||||
|
- 重复直至一方不剩下存活角色
|
||||||
|
- 玩家回合
|
||||||
|
- 怪物回合
|
||||||
|
|
||||||
|
怪物战斗开始
|
||||||
|
- 获得初始buff、初始血量、初始意图
|
||||||
|
|
||||||
|
玩家战斗开始
|
||||||
|
- 获得3点能量,抓5张手牌
|
||||||
|
|
||||||
|
玩家回合
|
||||||
|
- buff更新阶段:临时buff消失、延时buff-1层
|
||||||
|
- 回合开始:触发回合开始效果
|
||||||
|
- 行动:玩家可以自由出牌直至结束回合
|
||||||
|
- 回合结束:触发回合结束效果
|
||||||
|
- 重置:恢复到3点能量,弃掉剩余手牌,抓5张手牌
|
||||||
|
- 洗回牌堆:每当牌堆为空需要抓牌或与牌堆顶交互,则将弃牌堆与2张《疲劳》(没有效果,不能打出)洗回牌堆,然后再继续。
|
||||||
|
|
||||||
|
怪物回合
|
||||||
|
- buff更新阶段:每个怪物临时buff消失、延时buff-1层
|
||||||
|
- 回合开始:触发每个怪物的回合开始效果
|
||||||
|
- 行动:怪物的意图生效,然后更新意图
|
||||||
|
- 回合结束:触发每个怪物的回合结束效果
|
||||||
|
|
||||||
|
## 篝火
|
||||||
|
|
||||||
|
在篝火处可进行3次行动,每次行动可以:
|
||||||
|
- 恢复20%最大生命
|
||||||
|
- 恢复1次所有药品的使用次数
|
||||||
|
- 合成一个物品(暂未设计)
|
||||||
|
|
||||||
|
## 商店
|
||||||
|
|
||||||
|
在商店可以买/卖物品
|
||||||
|
- 有5个随机的不同物品可以买,价格为原价50%-150%随机
|
||||||
|
- 购买之后不会补充
|
||||||
|
- 可以以原价25%的价格卖出背包内的任意物品
|
||||||
|
|
||||||
|
## 奇遇
|
||||||
|
|
||||||
|
奇遇为Yarn Spinner驱动的分支对话遭遇
|
||||||
|
|
||||||
|
对玩家产生的影响根据Yarn Spinner的命令结算
|
||||||
|
|
||||||
|
在对话结束后奇遇结算结束
|
||||||
|
|
||||||
|
## 战斗内Effect
|
||||||
|
|
||||||
|
Effect分以下类型:
|
||||||
|
- 瞬间:立即生效,直接改变状态
|
||||||
|
- Buff:作为状态叠加到角色身上
|
||||||
|
- 持久Buff:持续整场战斗
|
||||||
|
- 临时Buff:持续到下次Buff更新
|
||||||
|
- 延时Buff:每次Buff更新-1层,持续到归零
|
||||||
|
- 姿态Buff:受到伤害时,移除同等数量的层数
|
||||||
|
- 卡牌:作为状态卡牌加入
|
||||||
|
- 弃牌:加入弃牌堆
|
||||||
|
- 手牌:加入手牌
|
||||||
|
- 牌堆:加入抓牌堆
|
||||||
|
- 物品:作为物品状态叠加到物品上,通常是效应来源卡牌对应的物品周围的物品,若没有上下文物品则可能无效或对玩家的随机物品生效
|
||||||
|
- 临时:持续到下次Buff更新
|
||||||
|
- 持久:持续整场战斗
|
||||||
|
- 永久:持续整个冒险
|
||||||
|
- 直到打出:持续到下次打出该物品的卡牌
|
||||||
|
- 直到弃掉:持续到下次弃掉该物品的卡牌
|
||||||
|
|
||||||
|
## 时机
|
||||||
|
|
||||||
|
产生Effect的时机包括:
|
||||||
|
- 打出卡牌/抓到卡牌/弃掉卡牌
|
||||||
|
- 敌人意图生效
|
||||||
|
- Effect侦听器需要的特定侦听事件
|
||||||
|
|
||||||
|
## 卡牌属性
|
||||||
|
|
||||||
|
- 费用:能量费用或物品使用次数费用,如果不能支付则无法打出
|
||||||
|
- 抓牌效果/打出效果/弃掉效果:包括目标(自身、选择目标、全体),效果类型,和层数,可能有复数条
|
||||||
|
|
||||||
|
能量费用以3费为准,希望大约60%牌1费,20%牌2费,20%牌0费
|
||||||
|
|
||||||
|
## 遗物
|
||||||
|
|
||||||
|
遗物不需要放在背包格里,且仅提供正面触发效果,暂未设计
|
||||||
|
|
||||||
|
## 区域设计量
|
||||||
|
|
||||||
|
每区域10小怪,4精英,8奇遇,1 boss(暂未设计)
|
||||||
|
目前仅考虑沙漠一个区域
|
||||||
|
|
||||||
|
## 角色设计量
|
||||||
|
|
||||||
|
~24 物品 每角色(4种各6个)
|
||||||
|
-8 遗物 每角色
|
||||||
|
|
||||||
|
在扩展更多区域后需添加更多内容随区域/奇遇解锁
|
||||||
+15
-14
@@ -1,33 +1,29 @@
|
|||||||
# Fighter
|
# Fighter
|
||||||
|
|
||||||
|
战士角色:默认的角色。
|
||||||
|
|
||||||
## 物品
|
## 物品
|
||||||
|
|
||||||
每池4种物品各5个:武器、防具、耗材、工具。
|
4种物品各6个:武器、防具、耗材、工具。
|
||||||
|
|
||||||
玩家共24格,每种物品预算6格,每个物品尺寸1-6格。武器防具大部分在2-4格,少部分有5-6格,耗材、工具大部分在1-2格。
|
玩家共24格,每种物品预算6格,每个物品尺寸1-6格。武器防具大部分在2-4格,少部分有5-6格,耗材、工具大部分在1-2格。
|
||||||
|
|
||||||
每种物品每格提供一张牌加入玩家牌堆。
|
每种物品每格提供一张牌加入玩家牌堆。
|
||||||
|
|
||||||
使用武器、防具、工具的卡牌花费能量,每回合3点。耗材使用不计入费用,消耗本身的使用次数。使用次数在篝火处会完全恢复。
|
使用武器、防具、工具的卡牌花费能量。每回合有3点能量。耗材使用不计入费用,但消耗本身的使用次数。使用次数在篝火处可以恢复。
|
||||||
|
|
||||||
### 基础
|
### 初始装备
|
||||||
|
|
||||||
攻击:对目标造成伤害
|
剑、短刀、绷带、水袋、治疗药剂
|
||||||
|
|
||||||
防御:抵消本回合受到的最多3点伤害
|
|
||||||
|
|
||||||
剑 1x3/1费:【攻击2】【攻击2】
|
|
||||||
盾 2x2/1费:【防御3】
|
|
||||||
绷带 1x1/3次:随机移除1格伤口。
|
|
||||||
水袋 2格/1费:下回合开始时,获得1费,抓2张牌。
|
|
||||||
|
|
||||||
### 武器
|
### 武器
|
||||||
|
|
||||||
武器是配合对象,不需要有邻接性检查。
|
武器是配合对象,不需要有邻接性检查。
|
||||||
|
|
||||||
|
剑 1x3/1费:【攻击2】【攻击2】
|
||||||
长斧 4格L型/2费:对全体【攻击5】
|
长斧 4格L型/2费:对全体【攻击5】
|
||||||
长枪 4格I型/1费:【攻击2】【攻击2】【攻击2】
|
长枪 4格I型/1费:【攻击2】【攻击2】【攻击2】
|
||||||
短刀 2格/1费:【攻击3】【攻击3】
|
短刀 1x2/1费:【攻击3】【攻击3】
|
||||||
飞镖 1格/0费:【攻击1】,抓一张牌
|
飞镖 1格/0费:【攻击1】,抓一张牌
|
||||||
十字弩 4格X型/2费:【攻击6】。对同一目标打出其他十字弩。
|
十字弩 4格X型/2费:【攻击6】。对同一目标打出其他十字弩。
|
||||||
|
|
||||||
@@ -35,6 +31,9 @@
|
|||||||
|
|
||||||
防具可以检查周围物品,每个匹配的给奖励。
|
防具可以检查周围物品,每个匹配的给奖励。
|
||||||
|
|
||||||
|
物品被动:每个防具的周围每种不同防具+1最大生命。
|
||||||
|
|
||||||
|
盾 2x2/1费:【防御3】。
|
||||||
斗笠 4格T型/2费:【防御8】
|
斗笠 4格T型/2费:【防御8】
|
||||||
披风 3格L型/1费:【防御2】,下回合【防御2】
|
披风 3格L型/1费:【防御2】,下回合【防御2】
|
||||||
护腕 1格/0费:【防御1】,抓1张牌
|
护腕 1格/0费:【防御1】,抓1张牌
|
||||||
@@ -45,16 +44,18 @@
|
|||||||
|
|
||||||
工具可以检查周围物品,给触发或者触发给强化。
|
工具可以检查周围物品,给触发或者触发给强化。
|
||||||
|
|
||||||
|
水袋 1x2/1费:下回合开始时,获得1能量,抓2张牌。
|
||||||
绳索 3格L型/1费:生效物品的牌【防御】+2直到打出。
|
绳索 3格L型/1费:生效物品的牌【防御】+2直到打出。
|
||||||
腰带 3格I型/0费:抓一张牌,然后从生效物品的牌当中选择一张放到牌堆顶。
|
腰带 3格I型/0费:抓一张牌,然后从生效物品的牌当中选择一张加入手牌。
|
||||||
火把 2格/1费:下次打出生效物品的牌时,将其消并获得1能量。
|
火把 2格/1费:下次打出生效物品的牌时,将其消并获得1能量。
|
||||||
磨刀石 1x1/1费:生效物品的牌【攻击】+3直到打出。
|
磨刀石 1x1/1费:生效物品的牌【攻击】+3直到打出。
|
||||||
铁匠锤 3格T型:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
|
铁匠锤 3格T型/1费:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
|
||||||
|
|
||||||
### 消耗品
|
### 消耗品
|
||||||
|
|
||||||
消耗品本身不应该给强化,但可以被防具/工具给强化。
|
消耗品本身不应该给强化,但可以被防具/工具给强化。
|
||||||
|
|
||||||
|
绷带 1x1/3次:从牌堆或弃牌堆随机移除1张伤口。
|
||||||
淬毒药剂 1格/3次:生效物品的攻击+2。
|
淬毒药剂 1格/3次:生效物品的攻击+2。
|
||||||
强固药剂 1格/3次:生效物品获得的防御+2。
|
强固药剂 1格/3次:生效物品获得的防御+2。
|
||||||
活力药剂 1格/3次:获得1点能量。
|
活力药剂 1格/3次:获得1点能量。
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
# Desert
|
||||||
|
|
||||||
|
## 小怪 - 10种
|
||||||
|
|
||||||
|
### 仙人掌怪
|
||||||
|
|
||||||
|
概念:防+强化
|
||||||
|
|
||||||
|
【尖刺X】:对自己施加的持续buff,对攻击者造成X点伤害
|
||||||
|
|
||||||
|
### 蛇
|
||||||
|
|
||||||
|
概念:攻+强化
|
||||||
|
|
||||||
|
【蛇毒X】:对玩家施加的手牌状态(同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害。)
|
||||||
|
|
||||||
|
### 木乃伊
|
||||||
|
|
||||||
|
概念:攻+防
|
||||||
|
|
||||||
|
【诅咒】:对自己施加的延时buff。受玩家卡牌攻击时,卡牌对应物品【攻击】-1,直到玩家弃掉一张该物品的牌
|
||||||
|
|
||||||
|
### 枪手
|
||||||
|
|
||||||
|
概念:单回高攻
|
||||||
|
|
||||||
|
【瞄准X】:对自己施加的姿态buff。造成双倍伤害。
|
||||||
|
|
||||||
|
### 风卷草
|
||||||
|
|
||||||
|
概念:防+强化
|
||||||
|
|
||||||
|
【滚动X】:对自己施加的姿态buff。攻击时,若有至少10层滚动,则消耗10层滚动让攻击+10。
|
||||||
|
|
||||||
|
### 秃鹫
|
||||||
|
|
||||||
|
概念:攻+防
|
||||||
|
|
||||||
|
若造成伤害,玩家获得秃鹫之眼。
|
||||||
|
|
||||||
|
秃鹫之眼:对玩家施加的抓牌堆状态卡牌(同名状态牌/0费:打出时移除。抓到时获得3层【暴露】(临时debuff,受到的伤害+1/每层))
|
||||||
|
|
||||||
|
### 沙蝎
|
||||||
|
|
||||||
|
概念:攻+强化
|
||||||
|
|
||||||
|
【尾刺X】:对自己施加的姿态buff。攻击时,伤害提升X。
|
||||||
|
|
||||||
|
### 幼沙虫
|
||||||
|
|
||||||
|
防+强化
|
||||||
|
|
||||||
|
【能量吸取】:对自己施加的延时buff。受伤时,玩家失去X点能量。
|
||||||
|
|
||||||
|
### 蜥蜴
|
||||||
|
|
||||||
|
概念:攻+防+逃跑
|
||||||
|
|
||||||
|
【脱皮】:对自己施加的姿态buff。若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||||
|
|
||||||
|
### 沙匪
|
||||||
|
|
||||||
|
概念:弱化玩家
|
||||||
|
|
||||||
|
【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
|
||||||
|
|
||||||
|
## 精英 - 4种
|
||||||
|
|
||||||
|
### 风暴之灵
|
||||||
|
|
||||||
|
静电:对玩家施加的弃牌堆状态卡牌/0费:打出时自己获得1层【暴露】并抓一张牌。(临时debuff,受到的伤害+1/每层)
|
||||||
|
|
||||||
|
【风暴X】:对自己施加的姿态buff。攻击时,玩家获得1张静电。
|
||||||
|
|
||||||
|
### 骑马枪手
|
||||||
|
|
||||||
|
【冲锋X】:对自己施加的姿态buff,受到或造成的伤害翻倍并消耗等量的冲锋。(额外伤害不会消耗姿态)
|
||||||
|
|
||||||
|
### 沙虫王
|
||||||
|
|
||||||
|
召唤幼体沙虫
|
||||||
|
|
||||||
|
玩家弃掉疲劳时,恢复10生命
|
||||||
|
|
||||||
|
### 沙漠守卫
|
||||||
|
|
||||||
|
召唤木乃伊
|
||||||
|
|
||||||
|
会复活木乃伊2次
|
||||||
|
|
||||||
|
## boss - 法老之灵
|
||||||
|
|
||||||
|
Boss在区域终点节点触发,不属于遭遇类型池。
|
||||||
|
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
# 文件结构
|
||||||
|
|
||||||
|
## 系统实现
|
||||||
|
|
||||||
|
- `system/`:系统实现。
|
||||||
|
- `combat/`:管理一次战斗内的战斗状态、流程、触发。
|
||||||
|
- `progress/`:管理一次冒险的进度。
|
||||||
|
- `map/`:管理地图生成。
|
||||||
|
- `grid-inventory/`:管理背包状态。
|
||||||
|
- `deck/`:管理卡组状态。
|
||||||
|
|
||||||
|
## 数据
|
||||||
|
|
||||||
|
- `data/`:所有的数据文件
|
||||||
|
- `desert/`:游戏的测试模组,沙漠区域的内容。
|
||||||
|
- `card.csv`:所有的卡牌定义。
|
||||||
|
- `effect.csv`:所有的效应定义。
|
||||||
|
- `encounter.csv`:所有的遭遇定义。
|
||||||
|
- `enemy.csv`:所有的敌人和意图定义。
|
||||||
|
- `item.csv`:所有的玩家物品定义。
|
||||||
|
- `dialogues/`:yarn对话项目目录
|
||||||
|
- `dialogues.yarnproject`:yarn对话项目入口
|
||||||
|
- `**.yarn`:具体的yarn对话文件,代码不关心
|
||||||
|
- `index.ts`:统一导出所有的数据。
|
||||||
|
- `trigger.ts`:额外的触发器脚本,用于实现测试模组中涉及的效果。
|
||||||
|
|
||||||
|
## 开发流程
|
||||||
|
|
||||||
|
### SRD / 系统设计
|
||||||
|
|
||||||
|
首先编写srd文档。srd文档描述游戏系统和规则,并提供少量内联的基础游戏数据。
|
||||||
|
|
||||||
|
SRD是系统实现的基础,系统实现只能基于SRD,不能依赖具体的游戏内容。
|
||||||
|
|
||||||
|
### Setting / 环境设定
|
||||||
|
|
||||||
|
使用SRD提供的特性来设计环境内容:
|
||||||
|
- 效应:效应在技术上不依赖其他类型内容,可以首先确定。但在创意上可能不会直接设计效应,而是从若干创意中提取共性,并创建一个效应来作为主题。
|
||||||
|
- 卡牌:部分效应会创建卡牌或修改卡牌。在设计时需要注意。
|
||||||
|
- 敌人和意图:结合效应与主题表达设计敌人。通常需要为每个敌人设计独特的效应。
|
||||||
|
- 玩家物品:结合效应与主题表达设计物品。常见物品的效应容易找到替代,不常见物品则有特殊的效应。
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
export * from "./system/combat";
|
||||||
|
export * from "./system/deck";
|
||||||
|
export * from "./system/encounter";
|
||||||
|
export * from "./system/grid-inventory";
|
||||||
|
export * from "./system/map";
|
||||||
|
export * from "./system/utils";
|
||||||
|
export * from "./system/types";
|
||||||
|
export { default as data } from "./data";
|
||||||
@@ -0,0 +1,171 @@
|
|||||||
|
import {
|
||||||
|
CombatEntity,
|
||||||
|
CombatGameContext,
|
||||||
|
CombatState,
|
||||||
|
EffectTable,
|
||||||
|
IRunContext,
|
||||||
|
PlayerEntity,
|
||||||
|
} from "./types";
|
||||||
|
import {
|
||||||
|
CardData,
|
||||||
|
CardEffectTarget,
|
||||||
|
EffectData,
|
||||||
|
IntentEffectTarget,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
export function addEffect(
|
||||||
|
effects: EffectTable,
|
||||||
|
effect: EffectData,
|
||||||
|
stacks: number,
|
||||||
|
) {
|
||||||
|
let current = effects[effect.id];
|
||||||
|
|
||||||
|
if (!current) current = { data: effect, stacks };
|
||||||
|
else current.stacks += stacks;
|
||||||
|
|
||||||
|
if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
|
||||||
|
else if (current.stacks !== 0 && !effects[effect.id])
|
||||||
|
effects[effect.id] = current;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function addEntityEffect(
|
||||||
|
entity: CombatEntity,
|
||||||
|
effect: EffectData,
|
||||||
|
stacks: number,
|
||||||
|
) {
|
||||||
|
addEffect(entity.effects, effect, stacks);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function addItemEffect(
|
||||||
|
entity: PlayerEntity,
|
||||||
|
itemKey: string,
|
||||||
|
effect: EffectData,
|
||||||
|
stacks: number,
|
||||||
|
) {
|
||||||
|
entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
|
||||||
|
addEffect(entity.itemEffects[itemKey], effect, stacks);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function onEntityEffectUpkeep(entity: CombatEntity) {
|
||||||
|
for (const effect of Object.values(entity.effects)) {
|
||||||
|
const lifecycle = effect.data.lifecycle;
|
||||||
|
if (lifecycle === "temporary")
|
||||||
|
addEntityEffect(entity, effect.data, -effect.stacks);
|
||||||
|
else if (lifecycle === "lingering")
|
||||||
|
addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
|
||||||
|
for (const effect of Object.values(entity.effects)) {
|
||||||
|
const lifecycle = effect.data.lifecycle;
|
||||||
|
if (lifecycle === "posture")
|
||||||
|
addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function onPlayerItemEffectUpkeep(entity: PlayerEntity) {
|
||||||
|
for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
|
||||||
|
for (const effect of Object.values(itemEffects)) {
|
||||||
|
const lifecycle = effect.data.lifecycle;
|
||||||
|
if (lifecycle === "itemTemporary")
|
||||||
|
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function onItemPlay(entity: PlayerEntity, itemKey: string) {
|
||||||
|
const effects = entity.itemEffects[itemKey];
|
||||||
|
if (!effects) return;
|
||||||
|
for (const effect of Object.values(effects)) {
|
||||||
|
if (effect.data.lifecycle === "itemUntilPlay") {
|
||||||
|
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function onItemDiscard(entity: PlayerEntity, itemKey: string) {
|
||||||
|
const effects = entity.itemEffects[itemKey];
|
||||||
|
if (!effects) return;
|
||||||
|
for (const effect of Object.values(effects)) {
|
||||||
|
if (effect.data.lifecycle === "itemUntilDiscard") {
|
||||||
|
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function* getAliveEnemies(state: CombatState) {
|
||||||
|
for (let enemy of state.enemies) {
|
||||||
|
if (enemy.isAlive) {
|
||||||
|
yield enemy;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function* getEffectTargets(
|
||||||
|
target: CardEffectTarget | IntentEffectTarget,
|
||||||
|
game: CombatGameContext,
|
||||||
|
targetId?: string,
|
||||||
|
sourceEntityKey: "player" | string = "player",
|
||||||
|
) {
|
||||||
|
if (target === "eachEnemy") {
|
||||||
|
for (const enemy of getAliveEnemies(game.value)) {
|
||||||
|
yield enemy;
|
||||||
|
}
|
||||||
|
} else if (target === "source") {
|
||||||
|
const entity = getCombatEntity(game.value, sourceEntityKey);
|
||||||
|
if (entity) yield entity;
|
||||||
|
} else if (target === "player") {
|
||||||
|
yield game.value.player;
|
||||||
|
} else if (target === "eachTarget") {
|
||||||
|
if (!targetId) return;
|
||||||
|
const entity = getCombatEntity(game.value, targetId);
|
||||||
|
if (entity) yield entity;
|
||||||
|
} else if (target === "randomEnemy") {
|
||||||
|
const aliveEnemies = [...getAliveEnemies(game.value)];
|
||||||
|
if (aliveEnemies.length === 0) return;
|
||||||
|
const index = game.rng.nextInt(aliveEnemies.length);
|
||||||
|
yield aliveEnemies[index];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getCombatEntity(state: CombatState, entityKey: string) {
|
||||||
|
return entityKey === "player"
|
||||||
|
? state.player
|
||||||
|
: state.enemies.find((e) => e.id === entityKey);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function canPlayCard(
|
||||||
|
player: PlayerEntity,
|
||||||
|
costType: CardData["costType"],
|
||||||
|
costCount: number,
|
||||||
|
itemId: string,
|
||||||
|
run: IRunContext,
|
||||||
|
): boolean {
|
||||||
|
if (costType === "energy") {
|
||||||
|
return player.energy >= costCount;
|
||||||
|
}
|
||||||
|
if (costType === "uses") {
|
||||||
|
const item = run.getItemData(itemId);
|
||||||
|
if (!item) return false;
|
||||||
|
const maxUses = item?.card.costType === "uses" ? item.card.costCount : 0;
|
||||||
|
const consumed = run.getConsumedUses(itemId);
|
||||||
|
return consumed < maxUses;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
export async function payCardCost(
|
||||||
|
player: PlayerEntity,
|
||||||
|
costType: CardData["costType"],
|
||||||
|
costCount: number,
|
||||||
|
itemId: string,
|
||||||
|
run: IRunContext,
|
||||||
|
): Promise<void> {
|
||||||
|
if (costType === "energy") {
|
||||||
|
player.energy -= costCount;
|
||||||
|
} else if (costType === "uses") {
|
||||||
|
const consumed = run.getConsumedUses(itemId);
|
||||||
|
await run.setConsumedUsesAsync(itemId, consumed + costCount);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,104 @@
|
|||||||
|
import {
|
||||||
|
CombatState,
|
||||||
|
EffectTable,
|
||||||
|
EnemyEntity,
|
||||||
|
IPlayerDeck,
|
||||||
|
IPlayerState,
|
||||||
|
PlayerEntity,
|
||||||
|
} from "./types";
|
||||||
|
import { EffectData, EncounterData, EnemyData, IntentData } from "../types";
|
||||||
|
|
||||||
|
export function buildCombatState(
|
||||||
|
playerState: IPlayerState,
|
||||||
|
deck: IPlayerDeck,
|
||||||
|
encounter: EncounterData,
|
||||||
|
): CombatState {
|
||||||
|
const player = createPlayerEntity(playerState, deck);
|
||||||
|
const enemies = createEnemyEntities(encounter);
|
||||||
|
|
||||||
|
return {
|
||||||
|
enemies,
|
||||||
|
player,
|
||||||
|
phase: "playerTurn",
|
||||||
|
turnNumber: 1,
|
||||||
|
result: null,
|
||||||
|
loot: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createEnemyEntities(encounter: EncounterData): EnemyEntity[] {
|
||||||
|
const enemies: EnemyEntity[] = [];
|
||||||
|
let instanceCounter = 0;
|
||||||
|
|
||||||
|
for (const [enemyData, hp, encounterBuffs] of encounter.enemies) {
|
||||||
|
const instanceId = `${enemyData.id}-${instanceCounter++}`;
|
||||||
|
const intents = buildIntentMap(enemyData);
|
||||||
|
const initialIntent = findInitialIntent(enemyData);
|
||||||
|
const effects = buildEffectTable(encounterBuffs);
|
||||||
|
|
||||||
|
const entity: EnemyEntity = {
|
||||||
|
id: instanceId,
|
||||||
|
enemy: enemyData,
|
||||||
|
hp,
|
||||||
|
maxHp: hp,
|
||||||
|
isAlive: true,
|
||||||
|
effects,
|
||||||
|
intents,
|
||||||
|
currentIntent: initialIntent,
|
||||||
|
};
|
||||||
|
enemies.push(entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
return enemies;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Builds a map of intent ID -> IntentData for an enemy.
|
||||||
|
*/
|
||||||
|
function buildIntentMap(enemy: EnemyData): Record<string, IntentData> {
|
||||||
|
const intents: Record<string, IntentData> = {};
|
||||||
|
for (const intent of enemy.intents) {
|
||||||
|
intents[intent.id] = intent;
|
||||||
|
}
|
||||||
|
return intents;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Finds the initial intent ID for an enemy.
|
||||||
|
*/
|
||||||
|
function findInitialIntent(enemy: EnemyData): IntentData {
|
||||||
|
for (const intent of enemy.intents) {
|
||||||
|
if (intent.initialIntent) {
|
||||||
|
return intent;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (enemy.intents.length === 0) {
|
||||||
|
throw new Error(`Enemy "${enemy.id}" has no intents`);
|
||||||
|
}
|
||||||
|
return enemy.intents[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
function buildEffectTable(buffs: readonly [EffectData, number][]): EffectTable {
|
||||||
|
const table: EffectTable = {};
|
||||||
|
for (const [effect, stacks] of buffs) {
|
||||||
|
table[effect.id] = { data: effect, stacks };
|
||||||
|
}
|
||||||
|
return table;
|
||||||
|
}
|
||||||
|
|
||||||
|
function createPlayerEntity(
|
||||||
|
playerState: IPlayerState,
|
||||||
|
deck: IPlayerDeck,
|
||||||
|
): PlayerEntity {
|
||||||
|
return {
|
||||||
|
id: "player",
|
||||||
|
hp: playerState.hp,
|
||||||
|
maxHp: playerState.maxHp,
|
||||||
|
isAlive: playerState.hp > 0,
|
||||||
|
energy: 3,
|
||||||
|
maxEnergy: 3,
|
||||||
|
deck,
|
||||||
|
itemEffects: playerState.itemEffects,
|
||||||
|
effects: {},
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
export * from "./effects";
|
||||||
|
export * from "./factory";
|
||||||
|
export * from "./prompts";
|
||||||
|
export * from "./triggers";
|
||||||
|
export * from "./types";
|
||||||
@@ -0,0 +1,56 @@
|
|||||||
|
import { createPromptDef } from "@/core/game";
|
||||||
|
import { CombatGameContext, IRunContext } from "./types";
|
||||||
|
import { canPlayCard } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
|
||||||
|
export const prompts = {
|
||||||
|
mainAction: createPromptDef<[string, string?]>(
|
||||||
|
"main-action <cardId:string> [targetId:string]",
|
||||||
|
"选择卡牌并指定目标",
|
||||||
|
),
|
||||||
|
};
|
||||||
|
|
||||||
|
export async function promptMainAction(
|
||||||
|
game: CombatGameContext,
|
||||||
|
run: IRunContext,
|
||||||
|
) {
|
||||||
|
return await game.prompt(prompts.mainAction, (cardId, targetId) => {
|
||||||
|
if (cardId === "end-turn")
|
||||||
|
return {
|
||||||
|
action: "end-turn" as "end-turn",
|
||||||
|
};
|
||||||
|
|
||||||
|
const exists =
|
||||||
|
game.value.player.deck.regions.hand.childIds.includes(cardId);
|
||||||
|
if (!exists) throw `卡牌"${cardId}"不在手牌中`;
|
||||||
|
|
||||||
|
const card = game.value.player.deck.cards[cardId];
|
||||||
|
const { cardData, itemId } = card;
|
||||||
|
if (
|
||||||
|
!canPlayCard(
|
||||||
|
game.value.player,
|
||||||
|
cardData.costType,
|
||||||
|
cardData.costCount,
|
||||||
|
itemId,
|
||||||
|
run,
|
||||||
|
)
|
||||||
|
) {
|
||||||
|
throw `无法支付卡牌"${cardId}"的费用`;
|
||||||
|
}
|
||||||
|
|
||||||
|
const { targetType } = cardData;
|
||||||
|
if (targetType === "enemy") {
|
||||||
|
if (!targetId) throw `请指定目标`;
|
||||||
|
const target = game.value.enemies.find((e) => e.id === targetId);
|
||||||
|
if (!target) throw `目标"${targetId}"不存在`;
|
||||||
|
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
|
||||||
|
} else if (targetType === "enemies" || targetType === "player") {
|
||||||
|
if (targetId) throw `目标"${targetId}"无效`;
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
action: "play" as "play",
|
||||||
|
cardId,
|
||||||
|
targetId,
|
||||||
|
};
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,343 @@
|
|||||||
|
import { CombatGameContext, IRunContext } from "./types";
|
||||||
|
import {
|
||||||
|
addEntityEffect,
|
||||||
|
addItemEffect,
|
||||||
|
getAliveEnemies,
|
||||||
|
onEntityPostureDamage,
|
||||||
|
onEntityEffectUpkeep,
|
||||||
|
onPlayerItemEffectUpkeep,
|
||||||
|
onItemDiscard,
|
||||||
|
onItemPlay,
|
||||||
|
payCardCost,
|
||||||
|
getCombatEntity,
|
||||||
|
getEffectTargets,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/prompts";
|
||||||
|
import { moveToRegion, shuffle } from "@/core/region";
|
||||||
|
import { createMiddlewareChain } from "@/utils/middleware";
|
||||||
|
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
type TriggerTypes = {
|
||||||
|
onCombatStart: {};
|
||||||
|
onTurnStart: { entityId: "player" | string };
|
||||||
|
onTurnEnd: { entityId: "player" | string };
|
||||||
|
onShuffle: {};
|
||||||
|
onCardPlayed: {
|
||||||
|
cardId: string;
|
||||||
|
targetId?: string;
|
||||||
|
sourceEntityId?: "player" | string;
|
||||||
|
};
|
||||||
|
onCardDiscarded: { cardId: string; sourceEntityId?: "player" | string };
|
||||||
|
onCardDrawn: { cardId: string; sourceEntityId?: "player" | string };
|
||||||
|
onDraw: { count: number };
|
||||||
|
onEffectApplied: {
|
||||||
|
effect: EffectData;
|
||||||
|
entityId: "player" | string;
|
||||||
|
stacks: number;
|
||||||
|
cardId?: string;
|
||||||
|
sourceEntityId?: "player" | string;
|
||||||
|
targetId?: string;
|
||||||
|
};
|
||||||
|
onHpChange: { entityId: "player" | string; amount: number };
|
||||||
|
onDamage: {
|
||||||
|
entityId: "player" | string;
|
||||||
|
amount: number;
|
||||||
|
prevented?: number;
|
||||||
|
sourceEntityId?: "player" | string;
|
||||||
|
};
|
||||||
|
onEnemyIntent: { enemyId: string; sourceEntityId?: "player" | string };
|
||||||
|
onIntentUpdate: { enemyId: string };
|
||||||
|
};
|
||||||
|
|
||||||
|
export function createTriggers(run: IRunContext) {
|
||||||
|
const triggers = {
|
||||||
|
onCombatStart: createTrigger("onCombatStart", async (ctx) => {
|
||||||
|
await triggers.onShuffle.execute(ctx.game, {});
|
||||||
|
await triggers.onDraw.execute(ctx.game, { count: 5 });
|
||||||
|
}),
|
||||||
|
onTurnStart: createTrigger("onTurnStart", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const entity = getCombatEntity(draft, ctx.entityId);
|
||||||
|
if (entity) onEntityEffectUpkeep(entity);
|
||||||
|
if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player);
|
||||||
|
});
|
||||||
|
}),
|
||||||
|
onTurnEnd: createTrigger("onTurnEnd", async (ctx) => {
|
||||||
|
if (ctx.entityId !== "player") return;
|
||||||
|
const { regions } = ctx.game.value.player.deck;
|
||||||
|
for (const cardId of Object.values(regions.hand.childIds)) {
|
||||||
|
await triggers.onCardDiscarded.execute(ctx.game, { cardId });
|
||||||
|
}
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
draft.player.energy = draft.player.maxEnergy;
|
||||||
|
});
|
||||||
|
await triggers.onDraw.execute(ctx.game, { count: 5 });
|
||||||
|
}),
|
||||||
|
onShuffle: createTrigger("onShuffle", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const { cards, regions } = draft.player.deck;
|
||||||
|
for (const cardId of Object.values(regions.discardPile.childIds))
|
||||||
|
moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
|
||||||
|
shuffle(regions.drawPile, cards, ctx.game.rng);
|
||||||
|
});
|
||||||
|
}),
|
||||||
|
onCardPlayed: createTrigger("onCardPlayed", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const { cards, regions } = draft.player.deck;
|
||||||
|
const card = cards[ctx.cardId];
|
||||||
|
payCardCost(
|
||||||
|
draft.player,
|
||||||
|
card.cardData.costType,
|
||||||
|
card.cardData.costCount,
|
||||||
|
card.itemId,
|
||||||
|
run,
|
||||||
|
);
|
||||||
|
moveToRegion(card, regions.hand, regions.discardPile);
|
||||||
|
onItemPlay(draft.player, card.itemId);
|
||||||
|
});
|
||||||
|
const { cards, regions } = ctx.game.value.player.deck;
|
||||||
|
const card = cards[ctx.cardId];
|
||||||
|
const source = ctx.sourceEntityId ?? "player";
|
||||||
|
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||||
|
if (trigger !== "onPlay") continue;
|
||||||
|
for (const [effect, stacks] of effects)
|
||||||
|
for (const entity of getEffectTargets(
|
||||||
|
target,
|
||||||
|
ctx.game,
|
||||||
|
ctx.targetId,
|
||||||
|
source,
|
||||||
|
))
|
||||||
|
await triggers.onEffectApplied.execute(ctx.game, {
|
||||||
|
effect,
|
||||||
|
entityId: entity.id,
|
||||||
|
stacks,
|
||||||
|
cardId: ctx.cardId,
|
||||||
|
sourceEntityId: source,
|
||||||
|
targetId: ctx.targetId,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
onCardDiscarded: createTrigger("onCardDiscarded", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const { cards, regions } = draft.player.deck;
|
||||||
|
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
|
||||||
|
onItemDiscard(draft.player, cards[ctx.cardId].itemId);
|
||||||
|
});
|
||||||
|
const { cards, regions } = ctx.game.value.player.deck;
|
||||||
|
const card = cards[ctx.cardId];
|
||||||
|
const source = ctx.sourceEntityId ?? "player";
|
||||||
|
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||||
|
if (trigger !== "onDiscard") continue;
|
||||||
|
for (const [effect, stacks] of effects)
|
||||||
|
for (const entity of getEffectTargets(
|
||||||
|
target,
|
||||||
|
ctx.game,
|
||||||
|
undefined,
|
||||||
|
source,
|
||||||
|
))
|
||||||
|
await triggers.onEffectApplied.execute(ctx.game, {
|
||||||
|
effect,
|
||||||
|
entityId: entity.id,
|
||||||
|
stacks,
|
||||||
|
cardId: ctx.cardId,
|
||||||
|
sourceEntityId: source,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
onCardDrawn: createTrigger("onCardDrawn", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const { cards, regions } = draft.player.deck;
|
||||||
|
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
|
||||||
|
});
|
||||||
|
const { cards, regions } = ctx.game.value.player.deck;
|
||||||
|
const card = cards[ctx.cardId];
|
||||||
|
const source = ctx.sourceEntityId ?? "player";
|
||||||
|
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||||
|
if (trigger !== "onDraw") continue;
|
||||||
|
for (const [effect, stacks] of effects)
|
||||||
|
for (const entity of getEffectTargets(
|
||||||
|
target,
|
||||||
|
ctx.game,
|
||||||
|
undefined,
|
||||||
|
source,
|
||||||
|
))
|
||||||
|
await triggers.onEffectApplied.execute(ctx.game, {
|
||||||
|
effect,
|
||||||
|
entityId: entity.id,
|
||||||
|
stacks,
|
||||||
|
cardId: ctx.cardId,
|
||||||
|
sourceEntityId: source,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
onDraw: createTrigger("onDraw", async (ctx) => {
|
||||||
|
let toDraw = ctx.count;
|
||||||
|
while (toDraw > 0) {
|
||||||
|
let inDraw =
|
||||||
|
ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||||
|
if (inDraw <= 0) await triggers.onShuffle.execute(ctx.game, {});
|
||||||
|
|
||||||
|
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
|
||||||
|
if (inDraw <= 0) break;
|
||||||
|
|
||||||
|
const children = ctx.game.value.player.deck.regions.drawPile.childIds;
|
||||||
|
const cardId = children[children.length - 1];
|
||||||
|
await triggers.onCardDrawn.execute(ctx.game, { cardId });
|
||||||
|
toDraw--;
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
onEffectApplied: createTrigger("onEffectApplied", async (ctx) => {
|
||||||
|
if (ctx.effect.lifecycle === "instant") return;
|
||||||
|
|
||||||
|
if (ctx.effect.lifecycle.startsWith("item")) {
|
||||||
|
if (ctx.cardId) {
|
||||||
|
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||||
|
const nearby = run.getAdjacentItems(card.itemId);
|
||||||
|
for (const itemId of nearby) {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const entity =
|
||||||
|
ctx.entityId === "player"
|
||||||
|
? draft.player
|
||||||
|
: draft.enemies.find((e) => e.id === ctx.entityId);
|
||||||
|
if (entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
|
||||||
|
});
|
||||||
|
}),
|
||||||
|
onHpChange: createTrigger("onHpChange", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const entity =
|
||||||
|
ctx.entityId === "player"
|
||||||
|
? draft.player
|
||||||
|
: draft.enemies.find((e) => e.id === ctx.entityId);
|
||||||
|
if (!entity) return;
|
||||||
|
entity.hp += ctx.amount;
|
||||||
|
entity.isAlive = entity.hp > 0;
|
||||||
|
draft.result = !draft.player.isAlive
|
||||||
|
? "defeat"
|
||||||
|
: draft.enemies.every((e) => !e.isAlive)
|
||||||
|
? "victory"
|
||||||
|
: null;
|
||||||
|
});
|
||||||
|
if (ctx.game.value.result) throw ctx.game.value;
|
||||||
|
}),
|
||||||
|
onDamage: createTrigger("onDamage", async (ctx) => {
|
||||||
|
const entity =
|
||||||
|
ctx.entityId === "player"
|
||||||
|
? ctx.game.value.player
|
||||||
|
: ctx.game.value.enemies.find((e) => e.id === ctx.entityId);
|
||||||
|
if (!entity || !entity.isAlive) return;
|
||||||
|
const dealt = Math.min(
|
||||||
|
Math.max(0, entity.hp),
|
||||||
|
ctx.amount - (ctx.prevented || 0),
|
||||||
|
);
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
onEntityPostureDamage(entity, dealt);
|
||||||
|
});
|
||||||
|
await triggers.onHpChange.execute(ctx.game, {
|
||||||
|
entityId: ctx.entityId,
|
||||||
|
amount: -dealt,
|
||||||
|
});
|
||||||
|
}),
|
||||||
|
onEnemyIntent: createTrigger("onEnemyIntent", async (ctx) => {
|
||||||
|
const enemy = ctx.game.value.enemies.find((e) => e.id === ctx.enemyId);
|
||||||
|
if (!enemy || !enemy.isAlive) return;
|
||||||
|
|
||||||
|
const intent = enemy.currentIntent;
|
||||||
|
if (!intent) return;
|
||||||
|
|
||||||
|
const source = ctx.sourceEntityId ?? enemy.id;
|
||||||
|
for (const [target, effect, stacks] of intent.effects) {
|
||||||
|
for (const entity of getEffectTargets(
|
||||||
|
target,
|
||||||
|
ctx.game,
|
||||||
|
undefined,
|
||||||
|
source,
|
||||||
|
))
|
||||||
|
await triggers.onEffectApplied.execute(ctx.game, {
|
||||||
|
effect,
|
||||||
|
entityId: entity.id,
|
||||||
|
stacks,
|
||||||
|
sourceEntityId: source,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
onIntentUpdate: createTrigger("onIntentUpdate", async (ctx) => {
|
||||||
|
await ctx.game.produceAsync((draft) => {
|
||||||
|
const enemy = draft.enemies.find((e) => e.id === ctx.enemyId);
|
||||||
|
if (!enemy) return;
|
||||||
|
|
||||||
|
const intent = enemy.currentIntent;
|
||||||
|
if (!intent) return;
|
||||||
|
|
||||||
|
const nextIntents = intent.nextIntents;
|
||||||
|
if (nextIntents.length > 0) {
|
||||||
|
const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
|
||||||
|
enemy.currentIntent = nextIntents[nextIndex];
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}),
|
||||||
|
};
|
||||||
|
return triggers;
|
||||||
|
}
|
||||||
|
export type Triggers = ReturnType<typeof createTriggers>;
|
||||||
|
export function createStart(triggers: Triggers, run: IRunContext) {
|
||||||
|
return async function (game: CombatGameContext) {
|
||||||
|
await triggers.onCombatStart.execute(game, {});
|
||||||
|
|
||||||
|
try {
|
||||||
|
while (true) {
|
||||||
|
await triggers.onTurnStart.execute(game, { entityId: "player" });
|
||||||
|
while (true) {
|
||||||
|
const action = await promptMainAction(game, run);
|
||||||
|
if (action.action === "end-turn") break;
|
||||||
|
if (action.action === "play") {
|
||||||
|
await triggers.onCardPlayed.execute(game, action);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
await triggers.onTurnEnd.execute(game, { entityId: "player" });
|
||||||
|
|
||||||
|
for (const enemy of getAliveEnemies(game.value)) {
|
||||||
|
await triggers.onTurnStart.execute(game, { entityId: enemy.id });
|
||||||
|
}
|
||||||
|
for (const enemy of getAliveEnemies(game.value)) {
|
||||||
|
await triggers.onEnemyIntent.execute(game, { enemyId: enemy.id });
|
||||||
|
await triggers.onIntentUpdate.execute(game, { enemyId: enemy.id });
|
||||||
|
}
|
||||||
|
for (const enemy of getAliveEnemies(game.value)) {
|
||||||
|
await triggers.onTurnEnd.execute(game, { entityId: enemy.id });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} catch (e) {
|
||||||
|
if (e === game.value) return game.value.result;
|
||||||
|
throw e;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & {
|
||||||
|
event: TKey;
|
||||||
|
game: CombatGameContext;
|
||||||
|
};
|
||||||
|
function createTrigger<TKey extends keyof TriggerTypes>(
|
||||||
|
event: TKey,
|
||||||
|
fallback?: (ctx: TriggerContext<TKey>) => Promise<void>,
|
||||||
|
) {
|
||||||
|
const { use, execute } = createMiddlewareChain<TriggerContext<TKey>, void>(
|
||||||
|
fallback,
|
||||||
|
);
|
||||||
|
return {
|
||||||
|
use,
|
||||||
|
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
|
||||||
|
const param = { ...ctx, game, event };
|
||||||
|
await execute(param);
|
||||||
|
return param;
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
import { Part } from "@/core/part";
|
||||||
|
import { Region } from "@/core/region";
|
||||||
|
import {
|
||||||
|
CardData,
|
||||||
|
EnemyData,
|
||||||
|
IntentData,
|
||||||
|
ItemData,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
|
||||||
|
|
||||||
|
export type CombatEntity = {
|
||||||
|
id: string; // player is just "player"
|
||||||
|
effects: EffectTable;
|
||||||
|
hp: number;
|
||||||
|
maxHp: number;
|
||||||
|
isAlive: boolean;
|
||||||
|
};
|
||||||
|
|
||||||
|
export interface IPlayerState {
|
||||||
|
hp: number;
|
||||||
|
maxHp: number;
|
||||||
|
itemEffects: Record<string, EffectTable>;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface IPlayerDeck {
|
||||||
|
cards: Record<string, Part<{ cardData: CardData; itemId: string }>>;
|
||||||
|
regions: {
|
||||||
|
hand: Region;
|
||||||
|
discardPile: Region;
|
||||||
|
drawPile: Region;
|
||||||
|
exhaustPile: Region;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export type PlayerEntity = CombatEntity & {
|
||||||
|
energy: number;
|
||||||
|
maxEnergy: number;
|
||||||
|
deck: IPlayerDeck;
|
||||||
|
itemEffects: Record<string, EffectTable>;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type EnemyEntity = CombatEntity & {
|
||||||
|
enemy: EnemyData;
|
||||||
|
intents: Record<string, IntentData>;
|
||||||
|
currentIntent: IntentData;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
|
||||||
|
export type CombatResult = "victory" | "defeat";
|
||||||
|
|
||||||
|
export type LootEntry =
|
||||||
|
| {
|
||||||
|
type: "gold";
|
||||||
|
amount: number;
|
||||||
|
}
|
||||||
|
| {
|
||||||
|
type: "item";
|
||||||
|
itemId: string;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type CombatState = {
|
||||||
|
enemies: EnemyEntity[];
|
||||||
|
player: PlayerEntity;
|
||||||
|
|
||||||
|
phase: CombatPhase;
|
||||||
|
turnNumber: number;
|
||||||
|
result: CombatResult | null;
|
||||||
|
|
||||||
|
loot: LootEntry[];
|
||||||
|
};
|
||||||
|
|
||||||
|
export interface IRunContext {
|
||||||
|
getItemData(id: string): ItemData | null;
|
||||||
|
getAdjacentItems(id: string): Iterable<string>;
|
||||||
|
|
||||||
|
getConsumedUses(id: string): number;
|
||||||
|
setConsumedUsesAsync(id: string, uses: number): Promise<void>;
|
||||||
|
}
|
||||||
|
|
||||||
|
export type CombatGameContext =
|
||||||
|
import("@/core/game").IGameContextExport<CombatState>;
|
||||||
@@ -0,0 +1,68 @@
|
|||||||
|
import { moveToRegion } from "@/core/region";
|
||||||
|
import { createRegion } from "@/core/region";
|
||||||
|
import type { CardData } from "../types";
|
||||||
|
import type { DeckRegions, GameCard, IInventory, PlayerDeck } from "./types";
|
||||||
|
|
||||||
|
function generateCardId(itemId: string, cellIndex: number): string {
|
||||||
|
return `card-${itemId}-${cellIndex}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
function createCard(
|
||||||
|
itemId: string,
|
||||||
|
cardData: CardData,
|
||||||
|
cellIndex: number,
|
||||||
|
): GameCard {
|
||||||
|
return {
|
||||||
|
id: generateCardId(itemId, cellIndex),
|
||||||
|
regionId: "",
|
||||||
|
position: [],
|
||||||
|
itemId,
|
||||||
|
cardData,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createDeckRegions(): DeckRegions {
|
||||||
|
return {
|
||||||
|
drawPile: createRegion("drawPile", []),
|
||||||
|
hand: createRegion("hand", []),
|
||||||
|
discardPile: createRegion("discardPile", []),
|
||||||
|
exhaustPile: createRegion("exhaustPile", []),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function generateDeckFromInventory(inventory: IInventory): PlayerDeck {
|
||||||
|
const cards: Record<string, GameCard> = {};
|
||||||
|
const regions = createDeckRegions();
|
||||||
|
|
||||||
|
for (const item of inventory.items.values()) {
|
||||||
|
const itemData = item.meta?.itemData;
|
||||||
|
if (!itemData) continue;
|
||||||
|
|
||||||
|
const count = item.shape.count;
|
||||||
|
for (let i = 0; i < count; i++) {
|
||||||
|
const card = createCard(item.id, itemData.card, i);
|
||||||
|
cards[card.id] = card;
|
||||||
|
moveToRegion(card, null, regions.drawPile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
cards,
|
||||||
|
regions,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createPlayerDeck(): PlayerDeck {
|
||||||
|
return {
|
||||||
|
cards: {},
|
||||||
|
regions: createDeckRegions(),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export {
|
||||||
|
generateDeckFromInventory,
|
||||||
|
createCard,
|
||||||
|
createPlayerDeck,
|
||||||
|
createDeckRegions,
|
||||||
|
generateCardId,
|
||||||
|
};
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
export * from "./factory";
|
||||||
|
export * from "./types";
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
import type { Part } from "@/core/part";
|
||||||
|
import { CardData, ItemData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import { Region } from "@/core/region";
|
||||||
|
import { ParsedShape } from "../utils/parse-shape";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Metadata for a game card.
|
||||||
|
* Bridges inventory item data with the card system.
|
||||||
|
*/
|
||||||
|
export interface GameCardMeta {
|
||||||
|
cardData: CardData;
|
||||||
|
itemId: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface IInventory {
|
||||||
|
items: Map<
|
||||||
|
string,
|
||||||
|
{
|
||||||
|
id: string;
|
||||||
|
meta?: { itemData: ItemData };
|
||||||
|
shape: ParsedShape;
|
||||||
|
}
|
||||||
|
>;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A card instance in the game.
|
||||||
|
* Cards are generated from inventory items or created as status effects.
|
||||||
|
*/
|
||||||
|
export type GameCard = Part<GameCardMeta>;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Player deck structure containing card pools.
|
||||||
|
*/
|
||||||
|
export interface PlayerDeck {
|
||||||
|
/** All cards indexed by ID */
|
||||||
|
cards: Record<string, GameCard>;
|
||||||
|
|
||||||
|
regions: DeckRegions;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface DeckRegions {
|
||||||
|
/** Card IDs in the draw pile */
|
||||||
|
drawPile: Region;
|
||||||
|
/** Card IDs in the player's hand */
|
||||||
|
hand: Region;
|
||||||
|
/** Card IDs in the discard pile */
|
||||||
|
discardPile: Region;
|
||||||
|
/** Card IDs in the exhaust pile (removed from combat) */
|
||||||
|
exhaustPile: Region;
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
export * from "./types";
|
||||||
|
export * from "./run";
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
import { RunState } from "./types";
|
||||||
|
|
||||||
|
const DEFAULT_MAX_HP = 50;
|
||||||
|
const DEFAULT_GOLD = 50;
|
||||||
|
|
||||||
|
export function createRunState(): RunState {
|
||||||
|
return {
|
||||||
|
maxHp: DEFAULT_MAX_HP,
|
||||||
|
currentHp: DEFAULT_MAX_HP,
|
||||||
|
gold: DEFAULT_GOLD,
|
||||||
|
_idCounter: { value: 0 },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function damagePlayer(runState: RunState, amount: number): void {
|
||||||
|
runState.currentHp = Math.max(0, runState.currentHp - amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function healPlayer(runState: RunState, amount: number): void {
|
||||||
|
runState.currentHp = Math.min(runState.maxHp, runState.currentHp + amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function setMaxHp(runState: RunState, newMax: number): void {
|
||||||
|
const diff = Math.max(0, newMax - runState.maxHp);
|
||||||
|
runState.maxHp = newMax;
|
||||||
|
runState.currentHp = Math.max(0, Math.min(newMax, runState.currentHp + diff));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adds gold to the player.
|
||||||
|
*/
|
||||||
|
export function addGold(runState: RunState, amount: number): void {
|
||||||
|
runState.gold += amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Spends gold. Returns false if the player doesn't have enough gold.
|
||||||
|
*/
|
||||||
|
export function spendGold(
|
||||||
|
runState: RunState,
|
||||||
|
amount: number,
|
||||||
|
): { success: true } | { success: false; reason: string } {
|
||||||
|
if (amount <= 0) {
|
||||||
|
return { success: false, reason: "金额必须大于零" };
|
||||||
|
}
|
||||||
|
if (runState.gold < amount) {
|
||||||
|
return { success: false, reason: "金币不足" };
|
||||||
|
}
|
||||||
|
|
||||||
|
runState.gold -= amount;
|
||||||
|
return { success: true };
|
||||||
|
}
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
import { GridInventory } from "../grid-inventory";
|
||||||
|
import { GameItemMeta } from "../grid-inventory/types";
|
||||||
|
import { EncounterData } from "../types";
|
||||||
|
|
||||||
|
export interface RunState {
|
||||||
|
_idCounter: { value: number };
|
||||||
|
|
||||||
|
currentHp: number;
|
||||||
|
maxHp: number;
|
||||||
|
gold: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export type EncounterState =
|
||||||
|
| CombatEncounterState
|
||||||
|
| ShopEncounterState
|
||||||
|
| CurioEncounterState
|
||||||
|
| CampEncounterState
|
||||||
|
| DialogueEncounterState;
|
||||||
|
|
||||||
|
export type CombatEncounterState = {
|
||||||
|
data: EncounterData<"minion" | "elite">;
|
||||||
|
blocked: boolean;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type ShopEncounterState = {
|
||||||
|
data: EncounterData<"shop">;
|
||||||
|
items: GridInventory<GameItemMeta & { sellPrice: number }>;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type CurioEncounterState = {
|
||||||
|
data: EncounterData<"curio">;
|
||||||
|
items: GridInventory<GameItemMeta>;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type CampEncounterState = {
|
||||||
|
data: EncounterData<"camp">;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type DialogueEncounterState = {
|
||||||
|
data: EncounterData<"event">;
|
||||||
|
blocked: boolean;
|
||||||
|
};
|
||||||
@@ -0,0 +1,121 @@
|
|||||||
|
import { parseShapeString } from "../utils/parse-shape";
|
||||||
|
import type { ParsedShape } from "../utils/parse-shape";
|
||||||
|
import { IDENTITY_TRANSFORM, type Transform2D } from "../utils/shape-collision";
|
||||||
|
import { createGridInventory, placeItem, validatePlacement } from "./transform";
|
||||||
|
import type { GameItemMeta, GridInventory, MutationResult } from "./types";
|
||||||
|
import type { ItemData } from "../types";
|
||||||
|
import { ReadonlyRNG, RNG } from "@/utils/rng";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates and places a GameItemMeta item into the grid inventory.
|
||||||
|
* Parses the shape from itemData.shape and finds the first valid placement automatically.
|
||||||
|
* **Mutates directly** — call inside a `.produce()` callback.
|
||||||
|
*/
|
||||||
|
export function createItemIn(
|
||||||
|
inventory: GridInventory<GameItemMeta>,
|
||||||
|
id: string,
|
||||||
|
item: ItemData | GameItemMeta,
|
||||||
|
): MutationResult {
|
||||||
|
const itemData = "itemData" in item ? item.itemData : item;
|
||||||
|
const shape = parseShapeString(itemData.shape);
|
||||||
|
const transform = findFirstValidPlacement(inventory, shape);
|
||||||
|
if (!transform) {
|
||||||
|
return { success: false, reason: "无可用位置" };
|
||||||
|
}
|
||||||
|
|
||||||
|
const meta: GameItemMeta = "itemData" in item ? item : { itemData, shape };
|
||||||
|
placeItem(inventory, { id, shape, transform, meta });
|
||||||
|
return { success: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Searches for the first valid placement in the grid (row by row, left to right).
|
||||||
|
* Returns the transform or null if no valid placement exists.
|
||||||
|
*/
|
||||||
|
function findFirstValidPlacement(
|
||||||
|
inventory: GridInventory<GameItemMeta>,
|
||||||
|
shape: ParsedShape,
|
||||||
|
): Transform2D | null {
|
||||||
|
for (let y = 0; y <= inventory.height - shape.height; y++) {
|
||||||
|
for (let x = 0; x <= inventory.width - shape.width; x++) {
|
||||||
|
const transform: Transform2D = {
|
||||||
|
offset: { x, y },
|
||||||
|
rotation: 0,
|
||||||
|
flipX: false,
|
||||||
|
flipY: false,
|
||||||
|
};
|
||||||
|
const result = validatePlacement(inventory, shape, transform);
|
||||||
|
if (result.valid) {
|
||||||
|
return transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
function generateInstanceId(counter: { value: number }): string {
|
||||||
|
counter.value++;
|
||||||
|
return `item-${counter.value}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function createShopInventory(
|
||||||
|
allItems: ItemData[],
|
||||||
|
rng: ReadonlyRNG,
|
||||||
|
counter: { value: number },
|
||||||
|
) {
|
||||||
|
const shopItems: GameItemMeta[] = [];
|
||||||
|
const rolledIndices = new Set<number>();
|
||||||
|
|
||||||
|
for (let i = 0; i < 5 && rolledIndices.size < allItems.length; i++) {
|
||||||
|
let index: number;
|
||||||
|
do {
|
||||||
|
index = rng.nextInt(allItems.length);
|
||||||
|
} while (rolledIndices.has(index));
|
||||||
|
rolledIndices.add(index);
|
||||||
|
|
||||||
|
const itemData = allItems[index];
|
||||||
|
const shape = parseShapeString(itemData.shape);
|
||||||
|
const tradePrice = Math.floor(
|
||||||
|
(rng.nextInt(5) + rng.nextInt(5) + 1) * 0.2 * itemData.price,
|
||||||
|
);
|
||||||
|
|
||||||
|
shopItems.push({ itemData, shape, tradePrice });
|
||||||
|
}
|
||||||
|
|
||||||
|
const inventory = createGridInventory<GameItemMeta>(6, 4);
|
||||||
|
|
||||||
|
for (let i = 0; i < shopItems.length; i++) {
|
||||||
|
createItemIn(inventory, generateInstanceId(counter), shopItems[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
return inventory;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function createCurioItems(
|
||||||
|
allItems: ItemData[],
|
||||||
|
rng: RNG,
|
||||||
|
counter: { value: number },
|
||||||
|
) {
|
||||||
|
const curioItems: GameItemMeta[] = [];
|
||||||
|
const rolledIndices = new Set<number>();
|
||||||
|
|
||||||
|
for (let i = 0; i < 2 && rolledIndices.size < allItems.length; i++) {
|
||||||
|
let index: number;
|
||||||
|
do {
|
||||||
|
index = rng.nextInt(allItems.length);
|
||||||
|
} while (rolledIndices.has(index));
|
||||||
|
rolledIndices.add(index);
|
||||||
|
|
||||||
|
const itemData = allItems[index];
|
||||||
|
const shape = parseShapeString(itemData.shape);
|
||||||
|
curioItems.push({ itemData, shape });
|
||||||
|
}
|
||||||
|
|
||||||
|
const inventory = createGridInventory<GameItemMeta>(4, 3);
|
||||||
|
|
||||||
|
for (let i = 0; i < curioItems.length; i++) {
|
||||||
|
createItemIn(inventory, generateInstanceId(counter), curioItems[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
return inventory;
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
export * from "./types";
|
||||||
|
export * from "./transform";
|
||||||
|
export * from "./factory";
|
||||||
@@ -0,0 +1,277 @@
|
|||||||
|
import { EffectData } from "../types";
|
||||||
|
import type { ParsedShape } from "../utils/parse-shape";
|
||||||
|
import type { Transform2D } from "../utils/shape-collision";
|
||||||
|
import {
|
||||||
|
checkBoardCollision,
|
||||||
|
checkBounds,
|
||||||
|
flipXTransform,
|
||||||
|
flipYTransform,
|
||||||
|
rotateTransform,
|
||||||
|
transformShape,
|
||||||
|
} from "../utils/shape-collision";
|
||||||
|
import type {
|
||||||
|
CellKey,
|
||||||
|
GameItemMeta,
|
||||||
|
GridInventory,
|
||||||
|
InventoryItem,
|
||||||
|
MutationResult,
|
||||||
|
PlacementResult,
|
||||||
|
} from "./types";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates a new empty grid inventory.
|
||||||
|
* Note: When used inside `.produce()`, call this before returning the draft.
|
||||||
|
*/
|
||||||
|
export function createGridInventory<TMeta = Record<string, unknown>>(
|
||||||
|
width: number,
|
||||||
|
height: number,
|
||||||
|
): GridInventory<TMeta> {
|
||||||
|
return {
|
||||||
|
width,
|
||||||
|
height,
|
||||||
|
items: new Map<string, InventoryItem<TMeta>>(),
|
||||||
|
occupiedCells: new Set<CellKey>(),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Builds a Set of occupied cell keys from a shape and transform.
|
||||||
|
*/
|
||||||
|
function getShapeCellKeys(
|
||||||
|
shape: ParsedShape,
|
||||||
|
transform: Transform2D,
|
||||||
|
): Set<CellKey> {
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
return new Set(cells.map((c) => `${c.x},${c.y}` as CellKey));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Validates whether an item can be placed at the given transform.
|
||||||
|
* Checks bounds and collision with all other items.
|
||||||
|
*/
|
||||||
|
export function validatePlacement<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
shape: InventoryItem<TMeta>["shape"],
|
||||||
|
transform: Transform2D,
|
||||||
|
): PlacementResult {
|
||||||
|
if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
|
||||||
|
return { valid: false, reason: "超出边界" };
|
||||||
|
}
|
||||||
|
|
||||||
|
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
|
||||||
|
return { valid: false, reason: "与已有物品重叠" };
|
||||||
|
}
|
||||||
|
|
||||||
|
return { valid: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Places an item onto the grid.
|
||||||
|
* **Mutates directly** — call inside a `.produce()` callback.
|
||||||
|
* Does not validate; call `validatePlacement` first.
|
||||||
|
*/
|
||||||
|
export function placeItem<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
item: InventoryItem<TMeta>,
|
||||||
|
): void {
|
||||||
|
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||||
|
for (const cellKey of cells) {
|
||||||
|
inventory.occupiedCells.add(cellKey);
|
||||||
|
}
|
||||||
|
inventory.items.set(item.id, item);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Removes an item from the grid by its ID.
|
||||||
|
* **Mutates directly** — call inside a `.produce()` callback.
|
||||||
|
*/
|
||||||
|
export function removeItem<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
itemId: string,
|
||||||
|
): void {
|
||||||
|
const item = inventory.items.get(itemId);
|
||||||
|
if (!item) return;
|
||||||
|
|
||||||
|
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||||
|
for (const cellKey of cells) {
|
||||||
|
inventory.occupiedCells.delete(cellKey);
|
||||||
|
}
|
||||||
|
inventory.items.delete(itemId);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Moves an item to a new position with a new transform.
|
||||||
|
* **Mutates directly** — call inside a `.produce()` callback.
|
||||||
|
* Validates before applying; returns result indicating success.
|
||||||
|
*/
|
||||||
|
export function moveItem<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
itemId: string,
|
||||||
|
newTransform: Transform2D,
|
||||||
|
): MutationResult {
|
||||||
|
const item = inventory.items.get(itemId);
|
||||||
|
if (!item) {
|
||||||
|
return { success: false, reason: "物品不存在" };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Temporarily remove item's cells for validation
|
||||||
|
const oldCells = getShapeCellKeys(item.shape, item.transform);
|
||||||
|
for (const cellKey of oldCells) {
|
||||||
|
inventory.occupiedCells.delete(cellKey);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Validate new position
|
||||||
|
const validation = validatePlacement(inventory, item.shape, newTransform);
|
||||||
|
if (!validation.valid) {
|
||||||
|
// Restore old cells
|
||||||
|
for (const cellKey of oldCells) {
|
||||||
|
inventory.occupiedCells.add(cellKey);
|
||||||
|
}
|
||||||
|
return { success: false, reason: validation.reason };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply new transform
|
||||||
|
item.transform = newTransform;
|
||||||
|
|
||||||
|
// Add new cells
|
||||||
|
const newCells = getShapeCellKeys(item.shape, item.transform);
|
||||||
|
for (const cellKey of newCells) {
|
||||||
|
inventory.occupiedCells.add(cellKey);
|
||||||
|
}
|
||||||
|
|
||||||
|
return { success: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Rotates an item by the given degrees (typically 90, 180, or 270).
|
||||||
|
* **Mutates directly** — call inside a `.produce()` callback.
|
||||||
|
* Validates before applying; returns result indicating success.
|
||||||
|
*/
|
||||||
|
export function rotateItem<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
itemId: string,
|
||||||
|
degrees: number,
|
||||||
|
): MutationResult {
|
||||||
|
const item = inventory.items.get(itemId);
|
||||||
|
if (!item) {
|
||||||
|
return { success: false, reason: "物品不存在" };
|
||||||
|
}
|
||||||
|
|
||||||
|
const rotatedTransform = rotateTransform(item.transform, degrees);
|
||||||
|
return moveItem(inventory, itemId, rotatedTransform);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Flips an item horizontally or vertically.
|
||||||
|
* **Mutates directly** — call inside a `.produce()` callback.
|
||||||
|
* Validates before applying; returns result indicating success.
|
||||||
|
*/
|
||||||
|
export function flipItem<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
itemId: string,
|
||||||
|
axis: "x" | "y",
|
||||||
|
): MutationResult {
|
||||||
|
const item = inventory.items.get(itemId);
|
||||||
|
if (!item) {
|
||||||
|
return { success: false, reason: "物品不存在" };
|
||||||
|
}
|
||||||
|
|
||||||
|
const flippedTransform =
|
||||||
|
axis === "x"
|
||||||
|
? flipXTransform(item.transform)
|
||||||
|
: flipYTransform(item.transform);
|
||||||
|
|
||||||
|
return moveItem(inventory, itemId, flippedTransform);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns a copy of the occupied cells set.
|
||||||
|
*/
|
||||||
|
export function getOccupiedCellSet<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
): Set<CellKey> {
|
||||||
|
return new Set(inventory.occupiedCells);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Finds the item occupying the given cell, if any.
|
||||||
|
*/
|
||||||
|
export function getItemAtCell<TMeta = Record<string, unknown>>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
x: number,
|
||||||
|
y: number,
|
||||||
|
): InventoryItem<TMeta> | undefined {
|
||||||
|
const cellKey = `${x},${y}` as CellKey;
|
||||||
|
if (!inventory.occupiedCells.has(cellKey)) {
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const item of inventory.items.values()) {
|
||||||
|
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||||
|
if (cells.has(cellKey)) {
|
||||||
|
return item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return undefined;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets all items adjacent to the given item (orthogonally, not diagonally).
|
||||||
|
* Returns a Map of itemId -> item for deduplication.
|
||||||
|
*/
|
||||||
|
export function getAdjacentItems<TMeta>(
|
||||||
|
inventory: GridInventory<TMeta>,
|
||||||
|
itemId: string,
|
||||||
|
): Map<string, InventoryItem<TMeta>> {
|
||||||
|
const item = inventory.items.get(itemId);
|
||||||
|
if (!item) {
|
||||||
|
return new Map();
|
||||||
|
}
|
||||||
|
|
||||||
|
const ownCells = getShapeCellKeys(item.shape, item.transform);
|
||||||
|
const adjacent = new Map<string, InventoryItem<TMeta>>();
|
||||||
|
|
||||||
|
for (const cellKey of ownCells) {
|
||||||
|
const [cx, cy] = cellKey.split(",").map(Number);
|
||||||
|
const neighbors: CellKey[] = [
|
||||||
|
`${cx + 1},${cy}` as CellKey,
|
||||||
|
`${cx - 1},${cy}` as CellKey,
|
||||||
|
`${cx},${cy + 1}` as CellKey,
|
||||||
|
`${cx},${cy - 1}` as CellKey,
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const neighborKey of neighbors) {
|
||||||
|
if (
|
||||||
|
inventory.occupiedCells.has(neighborKey) &&
|
||||||
|
!ownCells.has(neighborKey)
|
||||||
|
) {
|
||||||
|
const [nx, ny] = neighborKey.split(",").map(Number);
|
||||||
|
const neighborItem = getItemAtCell(inventory, nx, ny);
|
||||||
|
if (neighborItem) {
|
||||||
|
adjacent.set(neighborItem.id, neighborItem);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return adjacent;
|
||||||
|
}
|
||||||
|
|
||||||
|
// export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
|
||||||
|
export function getItemEffects(inv: GridInventory<GameItemMeta>) {
|
||||||
|
const effects = {} as Record<
|
||||||
|
string,
|
||||||
|
Record<string, { data: EffectData; stacks: number }>
|
||||||
|
>;
|
||||||
|
|
||||||
|
for (const item of inv.items.values()) {
|
||||||
|
if (!item.meta) continue;
|
||||||
|
const { startEffects } = item.meta;
|
||||||
|
if (!startEffects) continue;
|
||||||
|
|
||||||
|
effects[item.id] = startEffects;
|
||||||
|
}
|
||||||
|
|
||||||
|
return effects;
|
||||||
|
}
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
import { EffectData, ItemData } from "../types";
|
||||||
|
import type { ParsedShape } from "../utils/parse-shape";
|
||||||
|
import type { Transform2D } from "../utils/shape-collision";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* String key representing a grid cell in "x,y" format.
|
||||||
|
*/
|
||||||
|
export type CellKey = `${number},${number}`;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Simple 2D coordinate for grid cells.
|
||||||
|
*/
|
||||||
|
export interface CellCoordinate {
|
||||||
|
x: number;
|
||||||
|
y: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* An item placed on the grid inventory.
|
||||||
|
* @template TMeta - Optional metadata type for game-specific data
|
||||||
|
*/
|
||||||
|
export interface InventoryItem<TMeta> {
|
||||||
|
/** Unique item identifier */
|
||||||
|
id: string;
|
||||||
|
/** Reference to the item's shape definition */
|
||||||
|
shape: ParsedShape;
|
||||||
|
/** Current transformation (position, rotation, flips) */
|
||||||
|
transform: Transform2D;
|
||||||
|
/** Optional metadata for game-specific data */
|
||||||
|
meta?: TMeta;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Result of a placement validation check.
|
||||||
|
*/
|
||||||
|
export type PlacementResult =
|
||||||
|
| { valid: true }
|
||||||
|
| { valid: false; reason: string };
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Result of a mutation operation (move, rotate, flip).
|
||||||
|
*/
|
||||||
|
export type MutationResult =
|
||||||
|
| { success: true }
|
||||||
|
| { success: false; reason: string };
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Grid inventory state.
|
||||||
|
* Designed to be mutated directly inside a `mutative .produce()` callback.
|
||||||
|
* @template TMeta - Optional metadata type for items
|
||||||
|
*/
|
||||||
|
export interface GridInventory<TMeta> {
|
||||||
|
/** Board width in cells */
|
||||||
|
width: number;
|
||||||
|
/** Board height in cells */
|
||||||
|
height: number;
|
||||||
|
/** Map of itemId -> InventoryItem for all placed items */
|
||||||
|
items: Map<string, InventoryItem<TMeta>>;
|
||||||
|
/** Set of occupied cells in "x,y" format for O(1) collision lookups */
|
||||||
|
occupiedCells: Set<CellKey>;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface GameItemMeta {
|
||||||
|
itemData: ItemData;
|
||||||
|
shape: ParsedShape;
|
||||||
|
consumedUses?: number;
|
||||||
|
startEffects?: Record<string, { data: EffectData; stacks: number }>;
|
||||||
|
tradePrice?: number;
|
||||||
|
}
|
||||||
|
export type GameItem = InventoryItem<GameItemMeta>;
|
||||||
@@ -0,0 +1,531 @@
|
|||||||
|
import { ReadonlyRNG } from '@/utils/rng';
|
||||||
|
import { MapNodeType, MapLayerType } from './types';
|
||||||
|
import type { MapLayer, MapNode, PointCrawlMap, MapGenerationConfig } from './types';
|
||||||
|
import {EncounterData} from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
function buildEncounterIndex(src: Iterable<EncounterData>): Map<string, EncounterData[]> {
|
||||||
|
const index = new Map<string, EncounterData[]>();
|
||||||
|
for (const encounter of src) {
|
||||||
|
const type = encounter.type;
|
||||||
|
if (!index.has(type)) {
|
||||||
|
index.set(type, []);
|
||||||
|
}
|
||||||
|
index.get(type)!.push(encounter);
|
||||||
|
}
|
||||||
|
return index;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Map from MapNodeType to encounter type key */
|
||||||
|
const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
|
||||||
|
[MapNodeType.Minion]: 'minion',
|
||||||
|
[MapNodeType.Elite]: 'elite',
|
||||||
|
[MapNodeType.Event]: 'event',
|
||||||
|
[MapNodeType.Camp]: 'camp',
|
||||||
|
[MapNodeType.Shop]: 'shop',
|
||||||
|
[MapNodeType.Curio]: 'curio',
|
||||||
|
};
|
||||||
|
|
||||||
|
/** Default map generation configuration */
|
||||||
|
const DEFAULT_CONFIG: MapGenerationConfig = {
|
||||||
|
totalLayers: 10,
|
||||||
|
wildLayerNodeCount: 3,
|
||||||
|
settlementLayerNodeCount: 4,
|
||||||
|
wildNodeTypeWeights: {
|
||||||
|
[MapNodeType.Minion]: 50,
|
||||||
|
[MapNodeType.Elite]: 25,
|
||||||
|
[MapNodeType.Event]: 25,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Layer structure definition.
|
||||||
|
* Pattern: Start → Wild → Wild → Settlement → Wild → Wild → Settlement → Wild → Wild → End
|
||||||
|
*/
|
||||||
|
const LAYER_STRUCTURE: Array<{ layerType: MapLayerType | 'start' | 'end'; count: number }> = [
|
||||||
|
{ layerType: 'start', count: 1 },
|
||||||
|
{ layerType: MapLayerType.Wild, count: 3 },
|
||||||
|
{ layerType: MapLayerType.Wild, count: 3 },
|
||||||
|
{ layerType: MapLayerType.Settlement, count: 4 },
|
||||||
|
{ layerType: MapLayerType.Wild, count: 3 },
|
||||||
|
{ layerType: MapLayerType.Wild, count: 3 },
|
||||||
|
{ layerType: MapLayerType.Settlement, count: 4 },
|
||||||
|
{ layerType: MapLayerType.Wild, count: 3 },
|
||||||
|
{ layerType: MapLayerType.Wild, count: 3 },
|
||||||
|
{ layerType: 'end', count: 1 },
|
||||||
|
];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Fisher-Yates shuffle algorithm for unbiased random permutation.
|
||||||
|
* Mutates the array in place and returns it.
|
||||||
|
*/
|
||||||
|
function fisherYatesShuffle<T>(array: T[], rng: ReadonlyRNG): T[] {
|
||||||
|
for (let i = array.length - 1; i > 0; i--) {
|
||||||
|
const j = rng.nextInt(i + 1);
|
||||||
|
[array[i], array[j]] = [array[j], array[i]];
|
||||||
|
}
|
||||||
|
return array;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Picks a random encounter for the given node type.
|
||||||
|
* Returns undefined if no matching encounter exists.
|
||||||
|
*/
|
||||||
|
function pickEncounterForNode(pool: EncounterData[] | undefined, rng: ReadonlyRNG): EncounterData | undefined {
|
||||||
|
if (!pool || pool.length === 0) return undefined;
|
||||||
|
|
||||||
|
return pool[rng.nextInt(pool.length)];
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Total number of layers */
|
||||||
|
const TOTAL_LAYERS = 10;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates a random point crawl map with layered directional graph.
|
||||||
|
*
|
||||||
|
* Structure:
|
||||||
|
* - 10 layers: Start → Wild×2 → Settlement → Wild×2 → Settlement → Wild×2 → End
|
||||||
|
* - Wild layers have exactly 3 nodes (minion/elite/event)
|
||||||
|
* - Settlement layers have exactly 4 nodes (camp/shop/curio + 1 random)
|
||||||
|
* - Each settlement layer has at least 1 of each: camp, shop, curio
|
||||||
|
* - Wild nodes connect to 1 wild node or 2 settlement nodes
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
export function generatePointCrawlMap(rng: ReadonlyRNG, src: Iterable<EncounterData>): PointCrawlMap {
|
||||||
|
const encounters = buildEncounterIndex(src);
|
||||||
|
const layers: MapLayer[] = [];
|
||||||
|
const nodes = new Map<string, MapNode>();
|
||||||
|
|
||||||
|
// Pre-generate optimal types for wild layer pairs (layers 1-2, 4-5, 7-8)
|
||||||
|
const wildPairTypes = new Map<number, MapNodeType[]>();
|
||||||
|
const wildPairs = [
|
||||||
|
{ layer1: 1, layer2: 2 },
|
||||||
|
{ layer1: 4, layer2: 5 },
|
||||||
|
{ layer1: 7, layer2: 8 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const pair of wildPairs) {
|
||||||
|
const [types1, types2] = generateOptimalWildPair(rng);
|
||||||
|
wildPairTypes.set(pair.layer1, types1);
|
||||||
|
wildPairTypes.set(pair.layer2, types2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 1: create layers and nodes
|
||||||
|
for (let i = 0; i < TOTAL_LAYERS; i++) {
|
||||||
|
const structure = LAYER_STRUCTURE[i];
|
||||||
|
const nodeIds: string[] = [];
|
||||||
|
const layerNodes: MapNode[] = [];
|
||||||
|
|
||||||
|
// Pre-generate settlement types if this is a settlement layer
|
||||||
|
let settlementTypes: MapNodeType[] | undefined;
|
||||||
|
if (structure.layerType === MapLayerType.Settlement) {
|
||||||
|
settlementTypes = generateSettlementTypes(rng);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let j = 0; j < structure.count; j++) {
|
||||||
|
const id = `node-${i}-${j}`;
|
||||||
|
const type = resolveNodeType(structure.layerType, j, structure.count, rng, wildPairTypes.get(i), j, settlementTypes, j);
|
||||||
|
const encounter = pickEncounterForNode(encounters.get(NODE_TYPE_TO_ENCOUNTER[type]!), rng);
|
||||||
|
const node: MapNode = {
|
||||||
|
id,
|
||||||
|
layerIndex: i,
|
||||||
|
type,
|
||||||
|
childIds: [],
|
||||||
|
encounter
|
||||||
|
};
|
||||||
|
nodes.set(id, node);
|
||||||
|
nodeIds.push(id);
|
||||||
|
layerNodes.push(node);
|
||||||
|
}
|
||||||
|
|
||||||
|
layers.push({ index: i, nodeIds, layerType: structure.layerType, nodes: layerNodes });
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 2: generate edges between consecutive layers
|
||||||
|
const parentIndex = new Map<string, string[]>();
|
||||||
|
|
||||||
|
for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
|
||||||
|
const sourceLayer = layers[i];
|
||||||
|
const targetLayer = layers[i + 1];
|
||||||
|
generateLayerEdges(sourceLayer, targetLayer, nodes, rng);
|
||||||
|
|
||||||
|
// Build reverse index: for each target node, record its parents
|
||||||
|
for (const srcNode of sourceLayer.nodes) {
|
||||||
|
for (const childId of srcNode.childIds) {
|
||||||
|
if (!parentIndex.has(childId)) {
|
||||||
|
parentIndex.set(childId, []);
|
||||||
|
}
|
||||||
|
parentIndex.get(childId)!.push(srcNode.id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return { layers, nodes, parentIndex };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Resolves the node type based on layer type and position.
|
||||||
|
*/
|
||||||
|
function resolveNodeType(
|
||||||
|
layerType: MapLayerType | 'start' | 'end',
|
||||||
|
_nodeIndex: number,
|
||||||
|
_layerCount: number,
|
||||||
|
rng: ReadonlyRNG,
|
||||||
|
preGeneratedTypes?: MapNodeType[],
|
||||||
|
nodeIndex?: number,
|
||||||
|
settlementTypes?: MapNodeType[],
|
||||||
|
settlementIndex?: number
|
||||||
|
): MapNodeType {
|
||||||
|
switch (layerType) {
|
||||||
|
case 'start':
|
||||||
|
return MapNodeType.Start;
|
||||||
|
case 'end':
|
||||||
|
return MapNodeType.End;
|
||||||
|
case MapLayerType.Wild:
|
||||||
|
// Use pre-generated types if available (from optimal pair generation)
|
||||||
|
if (preGeneratedTypes && nodeIndex !== undefined) {
|
||||||
|
return preGeneratedTypes[nodeIndex];
|
||||||
|
}
|
||||||
|
return pickWildNodeType(rng);
|
||||||
|
case MapLayerType.Settlement:
|
||||||
|
// Use pre-generated settlement types if available
|
||||||
|
if (settlementTypes && settlementIndex !== undefined) {
|
||||||
|
return settlementTypes[settlementIndex];
|
||||||
|
}
|
||||||
|
return MapNodeType.Camp; // fallback
|
||||||
|
default:
|
||||||
|
return MapNodeType.Minion;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Picks a random type for a wild node based on configured weights.
|
||||||
|
* Default: minion: 50%, elite: 25%, event: 25%
|
||||||
|
*/
|
||||||
|
function pickWildNodeType(rng: ReadonlyRNG): MapNodeType {
|
||||||
|
const weights = DEFAULT_CONFIG.wildNodeTypeWeights;
|
||||||
|
const roll = rng.nextInt(100);
|
||||||
|
|
||||||
|
if (roll < weights[MapNodeType.Minion]) return MapNodeType.Minion;
|
||||||
|
if (roll < weights[MapNodeType.Minion] + weights[MapNodeType.Elite]) return MapNodeType.Elite;
|
||||||
|
return MapNodeType.Event;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates random types for a pair of wild layers (3 nodes each).
|
||||||
|
* Returns two arrays of 3 node types each.
|
||||||
|
*/
|
||||||
|
function generateWildPair(rng: ReadonlyRNG): [MapNodeType[], MapNodeType[]] {
|
||||||
|
const layer1Types: MapNodeType[] = [];
|
||||||
|
const layer2Types: MapNodeType[] = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < 3; i++) {
|
||||||
|
layer1Types.push(pickWildNodeType(rng));
|
||||||
|
layer2Types.push(pickWildNodeType(rng));
|
||||||
|
}
|
||||||
|
|
||||||
|
return [layer1Types, layer2Types];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Counts repetitions in a wild layer pair.
|
||||||
|
* - sameLayer: number of duplicate types within each layer
|
||||||
|
* - adjacent: number of positions where layer1[i] === layer2[i]
|
||||||
|
* - total: sum of both
|
||||||
|
*/
|
||||||
|
function countRepetitions(
|
||||||
|
layer1Types: MapNodeType[],
|
||||||
|
layer2Types: MapNodeType[]
|
||||||
|
): { sameLayer: number; adjacent: number; total: number } {
|
||||||
|
// Count same-layer repetitions
|
||||||
|
let sameLayer = 0;
|
||||||
|
|
||||||
|
// For layer 1: count duplicates
|
||||||
|
const layer1Count = new Map<MapNodeType, number>();
|
||||||
|
for (const type of layer1Types) {
|
||||||
|
layer1Count.set(type, (layer1Count.get(type) || 0) + 1);
|
||||||
|
}
|
||||||
|
for (const count of layer1Count.values()) {
|
||||||
|
if (count > 1) sameLayer += count - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// For layer 2: count duplicates
|
||||||
|
const layer2Count = new Map<MapNodeType, number>();
|
||||||
|
for (const type of layer2Types) {
|
||||||
|
layer2Count.set(type, (layer2Count.get(type) || 0) + 1);
|
||||||
|
}
|
||||||
|
for (const count of layer2Count.values()) {
|
||||||
|
if (count > 1) sameLayer += count - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Count adjacent repetitions (wild[i] → wild[i] connection)
|
||||||
|
let adjacent = 0;
|
||||||
|
for (let i = 0; i < 3; i++) {
|
||||||
|
if (layer1Types[i] === layer2Types[i]) {
|
||||||
|
adjacent++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return { sameLayer, adjacent, total: sameLayer + adjacent };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates optimal wild layer pair by trying multiple attempts and selecting the one with fewest repetitions.
|
||||||
|
*/
|
||||||
|
function generateOptimalWildPair(
|
||||||
|
rng: ReadonlyRNG,
|
||||||
|
attempts = 3
|
||||||
|
): [MapNodeType[], MapNodeType[]] {
|
||||||
|
let bestLayer1: MapNodeType[] = [];
|
||||||
|
let bestLayer2: MapNodeType[] = [];
|
||||||
|
let bestScore = Infinity;
|
||||||
|
|
||||||
|
for (let i = 0; i < attempts; i++) {
|
||||||
|
const [layer1, layer2] = generateWildPair(rng);
|
||||||
|
const score = countRepetitions(layer1, layer2);
|
||||||
|
|
||||||
|
if (score.total < bestScore) {
|
||||||
|
bestScore = score.total;
|
||||||
|
bestLayer1 = layer1;
|
||||||
|
bestLayer2 = layer2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Perfect score is 0, no need to continue
|
||||||
|
if (bestScore === 0) break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return [bestLayer1, bestLayer2];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates settlement node types ensuring at least 1 of each: camp, shop, curio.
|
||||||
|
* The 4th node is randomly chosen from the three.
|
||||||
|
* Returns shuffled array of 4 node types.
|
||||||
|
*/
|
||||||
|
function generateSettlementTypes(rng: ReadonlyRNG): MapNodeType[] {
|
||||||
|
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||||
|
const randomType = requiredTypes[rng.nextInt(3)];
|
||||||
|
const types = [...requiredTypes, randomType];
|
||||||
|
return fisherYatesShuffle(types, rng);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Assigns settlement node types ensuring at least 1 of each: camp, shop, curio.
|
||||||
|
* The 4th node is randomly chosen from the three.
|
||||||
|
* @deprecated Use generateSettlementTypes() during node creation instead.
|
||||||
|
*/
|
||||||
|
function assignSettlementTypes(nodeIds: string[], nodes: MapNode[], rng: ReadonlyRNG): void {
|
||||||
|
// Shuffle node order to randomize which position gets which type
|
||||||
|
const shuffledIndices = fisherYatesShuffle([0, 1, 2, 3], rng);
|
||||||
|
|
||||||
|
// Assign camp, shop, curio to first 3 shuffled positions
|
||||||
|
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||||
|
for (let i = 0; i < 3; i++) {
|
||||||
|
nodes[shuffledIndices[i]].type = requiredTypes[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Assign random type to 4th position
|
||||||
|
const randomType = requiredTypes[rng.nextInt(3)];
|
||||||
|
nodes[shuffledIndices[3]].type = randomType;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates edges between two consecutive layers based on layer types.
|
||||||
|
*/
|
||||||
|
function generateLayerEdges(
|
||||||
|
sourceLayer: MapLayer,
|
||||||
|
targetLayer: MapLayer,
|
||||||
|
nodes: Map<string, MapNode>,
|
||||||
|
rng: ReadonlyRNG
|
||||||
|
): void {
|
||||||
|
// Settlement types are now pre-generated during node creation
|
||||||
|
// No need to assign them here anymore
|
||||||
|
|
||||||
|
const sourceType = sourceLayer.layerType;
|
||||||
|
const targetType = targetLayer.layerType;
|
||||||
|
|
||||||
|
if (sourceType === 'start' && targetType === MapLayerType.Wild) {
|
||||||
|
connectStartToWild(sourceLayer, targetLayer);
|
||||||
|
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Wild) {
|
||||||
|
connectWildToWild(sourceLayer, targetLayer);
|
||||||
|
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Settlement) {
|
||||||
|
connectWildToSettlement(sourceLayer, targetLayer, rng);
|
||||||
|
} else if (sourceType === MapLayerType.Settlement && targetType === MapLayerType.Wild) {
|
||||||
|
connectSettlementToWild(sourceLayer, targetLayer, rng);
|
||||||
|
} else if (sourceType === MapLayerType.Wild && targetType === 'end') {
|
||||||
|
connectWildToEnd(sourceLayer, targetLayer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Start connects to all 3 wild nodes in the first wild layer.
|
||||||
|
*/
|
||||||
|
function connectStartToWild(
|
||||||
|
startLayer: MapLayer,
|
||||||
|
wildLayer: MapLayer
|
||||||
|
): void {
|
||||||
|
const startNode = startLayer.nodes[0];
|
||||||
|
startNode.childIds = [...wildLayer.nodeIds];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Each wild node connects to exactly 1 wild node in the next layer (1-to-1 mapping).
|
||||||
|
* Uses direct ordering to avoid crossing edges.
|
||||||
|
*/
|
||||||
|
function connectWildToWild(
|
||||||
|
sourceLayer: MapLayer,
|
||||||
|
targetLayer: MapLayer
|
||||||
|
): void {
|
||||||
|
// Direct 1-to-1 mapping: wild[i] → wild[i]
|
||||||
|
// This guarantees no crossings since order is preserved
|
||||||
|
for (let i = 0; i < sourceLayer.nodes.length; i++) {
|
||||||
|
sourceLayer.nodes[i].childIds = [targetLayer.nodeIds[i]];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Each wild node connects to 2 settlement nodes.
|
||||||
|
* Ensures all 4 settlement nodes are covered.
|
||||||
|
* Total: 3 wilds × 2 = 6 edges, 4 settlements to cover
|
||||||
|
*/
|
||||||
|
function connectWildToSettlement(
|
||||||
|
wildLayer: MapLayer,
|
||||||
|
settlementLayer: MapLayer,
|
||||||
|
_rng: ReadonlyRNG
|
||||||
|
): void {
|
||||||
|
// Non-crossing connection pattern: each wild connects to 2 adjacent settlements.
|
||||||
|
// Pattern: w[0]→{s[0],s[1]}, w[1]→{s[1],s[2]}, w[2]→{s[2],s[3]}
|
||||||
|
// This creates a "chain" where middle settlements are shared.
|
||||||
|
// This pattern guarantees no crossings because target indices are always
|
||||||
|
// non-decreasing when sorted by source indices.
|
||||||
|
|
||||||
|
wildLayer.nodes[0].childIds = [settlementLayer.nodeIds[0], settlementLayer.nodeIds[1]];
|
||||||
|
wildLayer.nodes[1].childIds = [settlementLayer.nodeIds[1], settlementLayer.nodeIds[2]];
|
||||||
|
wildLayer.nodes[2].childIds = [settlementLayer.nodeIds[2], settlementLayer.nodeIds[3]];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Settlement nodes connect to wild nodes:
|
||||||
|
* - First and last settlement connect to 1 wild each
|
||||||
|
* - Middle two settlements connect to 2 wilds each
|
||||||
|
* Total: 1 + 2 + 2 + 1 = 6 edges, 3 wild nodes to cover
|
||||||
|
*
|
||||||
|
* Uses a non-crossing pattern: settlements and wilds are connected
|
||||||
|
* in order to avoid edge crossings.
|
||||||
|
*/
|
||||||
|
function connectSettlementToWild(
|
||||||
|
settlementLayer: MapLayer,
|
||||||
|
wildLayer: MapLayer,
|
||||||
|
_rng: ReadonlyRNG
|
||||||
|
): void {
|
||||||
|
// Non-crossing pattern: s0→w0, s1→w0,w1, s2→w1,w2, s3→w2
|
||||||
|
// This pattern guarantees no crossings because when edges are sorted by
|
||||||
|
// source index, the minimum target index is non-decreasing.
|
||||||
|
|
||||||
|
settlementLayer.nodes[0].childIds = [wildLayer.nodeIds[0]];
|
||||||
|
settlementLayer.nodes[1].childIds = [wildLayer.nodeIds[0], wildLayer.nodeIds[1]];
|
||||||
|
settlementLayer.nodes[2].childIds = [wildLayer.nodeIds[1], wildLayer.nodeIds[2]];
|
||||||
|
settlementLayer.nodes[3].childIds = [wildLayer.nodeIds[2]];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* All 3 wild nodes in the last wild layer connect to End.
|
||||||
|
*/
|
||||||
|
function connectWildToEnd(
|
||||||
|
wildLayer: MapLayer,
|
||||||
|
endLayer: MapLayer
|
||||||
|
): void {
|
||||||
|
const endNode = endLayer.nodes[0];
|
||||||
|
for (let i = 0; i < wildLayer.nodes.length; i++) {
|
||||||
|
wildLayer.nodes[i].childIds = [endNode.id];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// -- Query helpers --
|
||||||
|
|
||||||
|
/** Returns the node with the given ID, or undefined. */
|
||||||
|
export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
|
||||||
|
return map.nodes.get(nodeId);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns child nodes of the given node. */
|
||||||
|
export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||||
|
return node.childIds
|
||||||
|
.map(id => map.nodes.get(id))
|
||||||
|
.filter((n): n is MapNode => n !== undefined);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns parent nodes of the given node (reverse lookup). */
|
||||||
|
export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||||
|
// Use pre-built reverse index if available
|
||||||
|
if (map.parentIndex) {
|
||||||
|
const parentIds = map.parentIndex.get(node.id);
|
||||||
|
if (!parentIds) return [];
|
||||||
|
|
||||||
|
return parentIds
|
||||||
|
.map(id => map.nodes.get(id))
|
||||||
|
.filter((n): n is MapNode => n !== undefined);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fallback: scan parent layer (legacy support)
|
||||||
|
const parents: MapNode[] = [];
|
||||||
|
const parentLayer = map.layers[node.layerIndex - 1];
|
||||||
|
if (!parentLayer) return parents;
|
||||||
|
|
||||||
|
for (const parentId of parentLayer.nodeIds) {
|
||||||
|
const parent = map.nodes.get(parentId);
|
||||||
|
if (parent?.childIds.includes(node.id)) {
|
||||||
|
parents.push(parent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return parents;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns true if there is a directed path from `fromId` to `toId`.
|
||||||
|
*/
|
||||||
|
export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
|
||||||
|
const visited = new Set<string>();
|
||||||
|
const stack = [fromId];
|
||||||
|
|
||||||
|
while (stack.length > 0) {
|
||||||
|
const current = stack.pop()!;
|
||||||
|
if (current === toId) return true;
|
||||||
|
if (visited.has(current)) continue;
|
||||||
|
visited.add(current);
|
||||||
|
|
||||||
|
const node = map.nodes.get(current);
|
||||||
|
if (node) {
|
||||||
|
for (const childId of node.childIds) {
|
||||||
|
if (!visited.has(childId)) stack.push(childId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Finds all directed paths from `fromId` to `toId`.
|
||||||
|
* Returns arrays of node IDs representing each path.
|
||||||
|
* Beware: can be exponential in large maps.
|
||||||
|
*/
|
||||||
|
export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
|
||||||
|
const paths: string[][] = [];
|
||||||
|
const dfs = (current: string, path: string[]) => {
|
||||||
|
if (current === toId) {
|
||||||
|
paths.push([...path, current]);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const node = map.nodes.get(current);
|
||||||
|
if (!node) return;
|
||||||
|
|
||||||
|
path.push(current);
|
||||||
|
for (const childId of node.childIds) {
|
||||||
|
dfs(childId, path);
|
||||||
|
}
|
||||||
|
path.pop();
|
||||||
|
};
|
||||||
|
|
||||||
|
dfs(fromId, []);
|
||||||
|
return paths;
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
export * from "./generator";
|
||||||
|
export * from "./navigation";
|
||||||
|
export * from "./types";
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
import { getNode } from "./generator";
|
||||||
|
import { PointCrawlMap, PointCrawlMapNavigator } from "./types";
|
||||||
|
|
||||||
|
export function canMoveTo(
|
||||||
|
navigator: PointCrawlMapNavigator,
|
||||||
|
map: PointCrawlMap,
|
||||||
|
targetNodeId: string,
|
||||||
|
): boolean {
|
||||||
|
const currentNode = getNode(map, navigator.currentNodeId);
|
||||||
|
if (!currentNode) return false;
|
||||||
|
|
||||||
|
return currentNode.childIds.includes(targetNodeId);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function moveToNode(
|
||||||
|
navigator: PointCrawlMapNavigator,
|
||||||
|
map: PointCrawlMap,
|
||||||
|
targetNodeId: string,
|
||||||
|
): boolean {
|
||||||
|
if (!canMoveTo(navigator, map, targetNodeId)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
const targetNode = getNode(map, targetNodeId);
|
||||||
|
if (!targetNode) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update current position
|
||||||
|
navigator.currentNodeId = targetNodeId;
|
||||||
|
navigator.visitedNodes.add(targetNodeId);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function* getReachableChildren(
|
||||||
|
map: PointCrawlMap,
|
||||||
|
navigator: PointCrawlMapNavigator,
|
||||||
|
) {
|
||||||
|
const currentNode = getNode(map, navigator.currentNodeId);
|
||||||
|
if (!currentNode) return;
|
||||||
|
|
||||||
|
for (const id of currentNode.childIds) {
|
||||||
|
const node = getNode(map, id);
|
||||||
|
if (!node) continue;
|
||||||
|
yield node;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isAtStartNode(
|
||||||
|
map: PointCrawlMap,
|
||||||
|
navigator: PointCrawlMapNavigator,
|
||||||
|
): boolean {
|
||||||
|
return navigator.currentNodeId === map.layers[0]?.nodes[0]?.id;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if the current encounter is the end node.
|
||||||
|
*/
|
||||||
|
export function isAtEndNode(
|
||||||
|
map: PointCrawlMap,
|
||||||
|
navigator: PointCrawlMapNavigator,
|
||||||
|
): boolean {
|
||||||
|
const endLayer = map.layers[map.layers.length - 1];
|
||||||
|
return endLayer?.nodes[0]?.id === navigator.currentNodeId;
|
||||||
|
}
|
||||||
@@ -0,0 +1,88 @@
|
|||||||
|
import { EncounterData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Types of nodes that can appear on the point crawl map.
|
||||||
|
*/
|
||||||
|
export enum MapNodeType {
|
||||||
|
Start = "start",
|
||||||
|
End = "end",
|
||||||
|
Minion = "minion",
|
||||||
|
Elite = "elite",
|
||||||
|
Event = "event",
|
||||||
|
Camp = "camp",
|
||||||
|
Shop = "shop",
|
||||||
|
Curio = "curio",
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Semantic type of a layer.
|
||||||
|
*/
|
||||||
|
export enum MapLayerType {
|
||||||
|
Wild = "wild",
|
||||||
|
Settlement = "settlement",
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A single node on the map.
|
||||||
|
*/
|
||||||
|
export interface MapNode {
|
||||||
|
/** Unique identifier */
|
||||||
|
id: string;
|
||||||
|
/** Which layer this node belongs to */
|
||||||
|
layerIndex: number;
|
||||||
|
/** Semantic type of the node */
|
||||||
|
type: MapNodeType;
|
||||||
|
/** IDs of nodes in the next layer this node connects to */
|
||||||
|
childIds: string[];
|
||||||
|
/** Encounter data assigned to this node (from encounter CSV) */
|
||||||
|
encounter?: EncounterData;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A horizontal layer of nodes at the same progression stage.
|
||||||
|
*/
|
||||||
|
export interface MapLayer {
|
||||||
|
/** Layer index (0 = start, last = end) */
|
||||||
|
index: number;
|
||||||
|
/** Ordered IDs of nodes in this layer */
|
||||||
|
nodeIds: string[];
|
||||||
|
/** Semantic type of the layer */
|
||||||
|
layerType: MapLayerType | "start" | "end";
|
||||||
|
/** Direct references to nodes in this layer (for performance) */
|
||||||
|
nodes: MapNode[];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A fully generated point crawl map.
|
||||||
|
*/
|
||||||
|
export interface PointCrawlMap {
|
||||||
|
/** Layers from start to end */
|
||||||
|
layers: MapLayer[];
|
||||||
|
/** All nodes keyed by ID */
|
||||||
|
nodes: Map<string, MapNode>;
|
||||||
|
/** Reverse index: nodeId → parent node IDs (for fast getParent lookup) */
|
||||||
|
parentIndex?: Map<string, string[]>;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface PointCrawlMapNavigator {
|
||||||
|
currentNodeId: string;
|
||||||
|
visitedNodes: Set<string>;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Configuration for map generation.
|
||||||
|
*/
|
||||||
|
export interface MapGenerationConfig {
|
||||||
|
/** Total number of layers (including start and end) */
|
||||||
|
totalLayers: number;
|
||||||
|
/** Number of nodes in each wild layer */
|
||||||
|
wildLayerNodeCount: number;
|
||||||
|
/** Number of nodes in each settlement layer */
|
||||||
|
settlementLayerNodeCount: number;
|
||||||
|
/** Probability weights for wild node types (should sum to 100) */
|
||||||
|
wildNodeTypeWeights: {
|
||||||
|
[MapNodeType.Minion]: number;
|
||||||
|
[MapNodeType.Elite]: number;
|
||||||
|
[MapNodeType.Event]: number;
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
import {
|
||||||
|
Card,
|
||||||
|
Effect,
|
||||||
|
Encounter,
|
||||||
|
EncounterType,
|
||||||
|
Enemy,
|
||||||
|
Intent,
|
||||||
|
Item,
|
||||||
|
} from "../data/desert";
|
||||||
|
|
||||||
|
export type CardData = Card;
|
||||||
|
export type ItemData = Item;
|
||||||
|
export type EffectData = Effect;
|
||||||
|
export type IntentData = Intent;
|
||||||
|
export type EnemyData = Enemy;
|
||||||
|
export type EncounterData<T extends EncounterType = EncounterType> =
|
||||||
|
Encounter & { type: T };
|
||||||
|
|
||||||
|
export {
|
||||||
|
CardTargetType,
|
||||||
|
CardEffectTarget,
|
||||||
|
IntentEffectTarget,
|
||||||
|
} from "../data/desert";
|
||||||
|
|
||||||
|
export { ContentModule } from "../data";
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
export * from "./parse-shape";
|
||||||
|
export * from "./shape-collision";
|
||||||
@@ -0,0 +1,238 @@
|
|||||||
|
import type { ParsedShape } from "./parse-shape";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Represents a 2D point in grid coordinates.
|
||||||
|
*/
|
||||||
|
export interface Point2D {
|
||||||
|
x: number;
|
||||||
|
y: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 2D transformation to apply to a shape.
|
||||||
|
*/
|
||||||
|
export interface Transform2D {
|
||||||
|
/** Translation offset in grid units */
|
||||||
|
offset: Point2D;
|
||||||
|
/** Rotation in degrees (0, 90, 180, 270) */
|
||||||
|
rotation: number;
|
||||||
|
/** Whether to flip horizontally */
|
||||||
|
flipX: boolean;
|
||||||
|
/** Whether to flip vertically */
|
||||||
|
flipY: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Default transform (identity).
|
||||||
|
*/
|
||||||
|
export const IDENTITY_TRANSFORM: Transform2D = {
|
||||||
|
offset: { x: 0, y: 0 },
|
||||||
|
rotation: 0,
|
||||||
|
flipX: false,
|
||||||
|
flipY: false,
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets all occupied cell coordinates from a shape.
|
||||||
|
*/
|
||||||
|
export function getOccupiedCells(shape: ParsedShape): Point2D[] {
|
||||||
|
const cells: Point2D[] = [];
|
||||||
|
for (let y = 0; y < shape.height; y++) {
|
||||||
|
for (let x = 0; x < shape.width; x++) {
|
||||||
|
if (shape.grid[y]?.[x]) {
|
||||||
|
cells.push({ x, y });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return cells;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Applies a 2D transformation to a point.
|
||||||
|
*/
|
||||||
|
export function transformPoint(
|
||||||
|
point: Point2D,
|
||||||
|
transform: Transform2D,
|
||||||
|
shapeWidth: number,
|
||||||
|
shapeHeight: number,
|
||||||
|
): Point2D {
|
||||||
|
let { x, y } = point;
|
||||||
|
|
||||||
|
// Apply flips
|
||||||
|
if (transform.flipX) {
|
||||||
|
x = shapeWidth - 1 - x;
|
||||||
|
}
|
||||||
|
if (transform.flipY) {
|
||||||
|
y = shapeHeight - 1 - y;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply rotation (around origin 0,0)
|
||||||
|
const rotation = ((transform.rotation % 360) + 360) % 360;
|
||||||
|
let rotatedX = x;
|
||||||
|
let rotatedY = y;
|
||||||
|
|
||||||
|
switch (rotation) {
|
||||||
|
case 90:
|
||||||
|
rotatedX = y;
|
||||||
|
rotatedY = -x;
|
||||||
|
break;
|
||||||
|
case 180:
|
||||||
|
rotatedX = -x;
|
||||||
|
rotatedY = -y;
|
||||||
|
break;
|
||||||
|
case 270:
|
||||||
|
rotatedX = -y;
|
||||||
|
rotatedY = x;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply offset
|
||||||
|
return {
|
||||||
|
x: rotatedX + transform.offset.x,
|
||||||
|
y: rotatedY + transform.offset.y,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Transforms a shape and returnss its occupied cells in world coordinates.
|
||||||
|
*/
|
||||||
|
export function transformShape(
|
||||||
|
shape: ParsedShape,
|
||||||
|
transform: Transform2D,
|
||||||
|
): Point2D[] {
|
||||||
|
const cells = getOccupiedCells(shape);
|
||||||
|
return cells.map((cell) =>
|
||||||
|
transformPoint(cell, transform, shape.width, shape.height),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if two transformed shapes collide (share any occupied cell).
|
||||||
|
*/
|
||||||
|
export function checkCollision(
|
||||||
|
shapeA: ParsedShape,
|
||||||
|
transformA: Transform2D,
|
||||||
|
shapeB: ParsedShape,
|
||||||
|
transformB: Transform2D,
|
||||||
|
): boolean {
|
||||||
|
const cellsA = transformShape(shapeA, transformA);
|
||||||
|
const cellsB = transformShape(shapeB, transformB);
|
||||||
|
|
||||||
|
const setA = new Set(cellsA.map((c) => `${c.x},${c.y}`));
|
||||||
|
|
||||||
|
for (const cell of cellsB) {
|
||||||
|
if (setA.has(`${cell.x},${cell.y}`)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if a transformed shape collides with any occupied cells on a board.
|
||||||
|
* @param shape The shape to check
|
||||||
|
* @param transform The transform to apply to the shape
|
||||||
|
* @param occupiedCells Set of occupied board cells in "x,y" format
|
||||||
|
*/
|
||||||
|
export function checkBoardCollision(
|
||||||
|
shape: ParsedShape,
|
||||||
|
transform: Transform2D,
|
||||||
|
occupiedCells: Set<string>,
|
||||||
|
): boolean {
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
|
||||||
|
for (const cell of cells) {
|
||||||
|
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if a transformed shape is within bounds.
|
||||||
|
* @param shape The shape to check
|
||||||
|
* @param transform The transform to apply to the shape
|
||||||
|
* @param boardWidth Board width
|
||||||
|
* @param boardHeight Board height
|
||||||
|
*/
|
||||||
|
export function checkBounds(
|
||||||
|
shape: ParsedShape,
|
||||||
|
transform: Transform2D,
|
||||||
|
boardWidth: number,
|
||||||
|
boardHeight: number,
|
||||||
|
): boolean {
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
|
||||||
|
for (const cell of cells) {
|
||||||
|
if (
|
||||||
|
cell.x < 0 ||
|
||||||
|
cell.x >= boardWidth ||
|
||||||
|
cell.y < 0 ||
|
||||||
|
cell.y >= boardHeight
|
||||||
|
) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Validates that a placement is both in bounds and collision-free.
|
||||||
|
* @returns Object with `valid` flag and optional `reason` string
|
||||||
|
*/
|
||||||
|
export function validateShapePlacement(
|
||||||
|
shape: ParsedShape,
|
||||||
|
transform: Transform2D,
|
||||||
|
boardWidth: number,
|
||||||
|
boardHeight: number,
|
||||||
|
occupiedCells: Set<string>,
|
||||||
|
): { valid: true } | { valid: false; reason: string } {
|
||||||
|
if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
|
||||||
|
return { valid: false, reason: "超出边界" };
|
||||||
|
}
|
||||||
|
|
||||||
|
if (checkBoardCollision(shape, transform, occupiedCells)) {
|
||||||
|
return { valid: false, reason: "与已有形状重叠" };
|
||||||
|
}
|
||||||
|
|
||||||
|
return { valid: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Rotates a transform by the given degrees.
|
||||||
|
* @param current The current transform
|
||||||
|
* @param degrees Degrees to rotate (typically 90, 180, or 270)
|
||||||
|
*/
|
||||||
|
export function rotateTransform(
|
||||||
|
current: Transform2D,
|
||||||
|
degrees: number,
|
||||||
|
): Transform2D {
|
||||||
|
return {
|
||||||
|
...current,
|
||||||
|
rotation: (((current.rotation + degrees) % 360) + 360) % 360,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Flips a transform horizontally.
|
||||||
|
*/
|
||||||
|
export function flipXTransform(current: Transform2D): Transform2D {
|
||||||
|
return {
|
||||||
|
...current,
|
||||||
|
flipX: !current.flipX,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Flips a transform vertically.
|
||||||
|
*/
|
||||||
|
export function flipYTransform(current: Transform2D): Transform2D {
|
||||||
|
return {
|
||||||
|
...current,
|
||||||
|
flipY: !current.flipY,
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,227 +0,0 @@
|
|||||||
import type { ParsedShape } from './parse-shape';
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Represents a 2D point in grid coordinates.
|
|
||||||
*/
|
|
||||||
export interface Point2D {
|
|
||||||
x: number;
|
|
||||||
y: number;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 2D transformation to apply to a shape.
|
|
||||||
*/
|
|
||||||
export interface Transform2D {
|
|
||||||
/** Translation offset in grid units */
|
|
||||||
offset: Point2D;
|
|
||||||
/** Rotation in degrees (0, 90, 180, 270) */
|
|
||||||
rotation: number;
|
|
||||||
/** Whether to flip horizontally */
|
|
||||||
flipX: boolean;
|
|
||||||
/** Whether to flip vertically */
|
|
||||||
flipY: boolean;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Default transform (identity).
|
|
||||||
*/
|
|
||||||
export const IDENTITY_TRANSFORM: Transform2D = {
|
|
||||||
offset: { x: 0, y: 0 },
|
|
||||||
rotation: 0,
|
|
||||||
flipX: false,
|
|
||||||
flipY: false,
|
|
||||||
};
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Gets all occupied cell coordinates from a shape.
|
|
||||||
*/
|
|
||||||
export function getOccupiedCells(shape: ParsedShape): Point2D[] {
|
|
||||||
const cells: Point2D[] = [];
|
|
||||||
for (let y = 0; y < shape.height; y++) {
|
|
||||||
for (let x = 0; x < shape.width; x++) {
|
|
||||||
if (shape.grid[y]?.[x]) {
|
|
||||||
cells.push({ x, y });
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return cells;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Applies a 2D transformation to a point.
|
|
||||||
*/
|
|
||||||
export function transformPoint(
|
|
||||||
point: Point2D,
|
|
||||||
transform: Transform2D,
|
|
||||||
shapeWidth: number,
|
|
||||||
shapeHeight: number
|
|
||||||
): Point2D {
|
|
||||||
let { x, y } = point;
|
|
||||||
|
|
||||||
// Apply flips
|
|
||||||
if (transform.flipX) {
|
|
||||||
x = shapeWidth - 1 - x;
|
|
||||||
}
|
|
||||||
if (transform.flipY) {
|
|
||||||
y = shapeHeight - 1 - y;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply rotation (around origin 0,0)
|
|
||||||
const rotation = ((transform.rotation % 360) + 360) % 360;
|
|
||||||
let rotatedX = x;
|
|
||||||
let rotatedY = y;
|
|
||||||
|
|
||||||
switch (rotation) {
|
|
||||||
case 90:
|
|
||||||
rotatedX = y;
|
|
||||||
rotatedY = -x;
|
|
||||||
break;
|
|
||||||
case 180:
|
|
||||||
rotatedX = -x;
|
|
||||||
rotatedY = -y;
|
|
||||||
break;
|
|
||||||
case 270:
|
|
||||||
rotatedX = -y;
|
|
||||||
rotatedY = x;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply offset
|
|
||||||
return {
|
|
||||||
x: rotatedX + transform.offset.x,
|
|
||||||
y: rotatedY + transform.offset.y,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Transforms a shape and returnss its occupied cells in world coordinates.
|
|
||||||
*/
|
|
||||||
export function transformShape(shape: ParsedShape, transform: Transform2D): Point2D[] {
|
|
||||||
const cells = getOccupiedCells(shape);
|
|
||||||
return cells.map(cell =>
|
|
||||||
transformPoint(cell, transform, shape.width, shape.height)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Checks if two transformed shapes collide (share any occupied cell).
|
|
||||||
*/
|
|
||||||
export function checkCollision(
|
|
||||||
shapeA: ParsedShape,
|
|
||||||
transformA: Transform2D,
|
|
||||||
shapeB: ParsedShape,
|
|
||||||
transformB: Transform2D
|
|
||||||
): boolean {
|
|
||||||
const cellsA = transformShape(shapeA, transformA);
|
|
||||||
const cellsB = transformShape(shapeB, transformB);
|
|
||||||
|
|
||||||
const setA = new Set(cellsA.map(c => `${c.x},${c.y}`));
|
|
||||||
|
|
||||||
for (const cell of cellsB) {
|
|
||||||
if (setA.has(`${cell.x},${cell.y}`)) {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Checks if a transformed shape collides with any occupied cells on a board.
|
|
||||||
* @param shape The shape to check
|
|
||||||
* @param transform The transform to apply to the shape
|
|
||||||
* @param occupiedCells Set of occupied board cells in "x,y" format
|
|
||||||
*/
|
|
||||||
export function checkBoardCollision(
|
|
||||||
shape: ParsedShape,
|
|
||||||
transform: Transform2D,
|
|
||||||
occupiedCells: Set<string>
|
|
||||||
): boolean {
|
|
||||||
const cells = transformShape(shape, transform);
|
|
||||||
|
|
||||||
for (const cell of cells) {
|
|
||||||
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Checks if a transformed shape is within bounds.
|
|
||||||
* @param shape The shape to check
|
|
||||||
* @param transform The transform to apply to the shape
|
|
||||||
* @param boardWidth Board width
|
|
||||||
* @param boardHeight Board height
|
|
||||||
*/
|
|
||||||
export function checkBounds(
|
|
||||||
shape: ParsedShape,
|
|
||||||
transform: Transform2D,
|
|
||||||
boardWidth: number,
|
|
||||||
boardHeight: number
|
|
||||||
): boolean {
|
|
||||||
const cells = transformShape(shape, transform);
|
|
||||||
|
|
||||||
for (const cell of cells) {
|
|
||||||
if (cell.x < 0 || cell.x >= boardWidth || cell.y < 0 || cell.y >= boardHeight) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Validates that a placement is both in bounds and collision-free.
|
|
||||||
* @returns Object with `valid` flag and optional `reason` string
|
|
||||||
*/
|
|
||||||
export function validatePlacement(
|
|
||||||
shape: ParsedShape,
|
|
||||||
transform: Transform2D,
|
|
||||||
boardWidth: number,
|
|
||||||
boardHeight: number,
|
|
||||||
occupiedCells: Set<string>
|
|
||||||
): { valid: true } | { valid: false; reason: string } {
|
|
||||||
if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
|
|
||||||
return { valid: false, reason: '超出边界' };
|
|
||||||
}
|
|
||||||
|
|
||||||
if (checkBoardCollision(shape, transform, occupiedCells)) {
|
|
||||||
return { valid: false, reason: '与已有形状重叠' };
|
|
||||||
}
|
|
||||||
|
|
||||||
return { valid: true };
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Rotates a transform by the given degrees.
|
|
||||||
* @param current The current transform
|
|
||||||
* @param degrees Degrees to rotate (typically 90, 180, or 270)
|
|
||||||
*/
|
|
||||||
export function rotateTransform(current: Transform2D, degrees: number): Transform2D {
|
|
||||||
return {
|
|
||||||
...current,
|
|
||||||
rotation: ((current.rotation + degrees) % 360 + 360) % 360,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Flips a transform horizontally.
|
|
||||||
*/
|
|
||||||
export function flipXTransform(current: Transform2D): Transform2D {
|
|
||||||
return {
|
|
||||||
...current,
|
|
||||||
flipX: !current.flipX,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Flips a transform vertically.
|
|
||||||
*/
|
|
||||||
export function flipYTransform(current: Transform2D): Transform2D {
|
|
||||||
return {
|
|
||||||
...current,
|
|
||||||
flipY: !current.flipY,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
+191
-93
@@ -1,132 +1,230 @@
|
|||||||
import {Part} from "boardgame-core";
|
import { Part } from "@/core/part";
|
||||||
import {createRegion} from "boardgame-core";
|
import { createRegion, Region } from "@/core/region";
|
||||||
import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core";
|
import { createPromptDef, IGameContext } from "@/core/game";
|
||||||
|
import { BaseGameClient } from "@/core/game-client";
|
||||||
|
import { createMiddlewareChain } from "@/utils/middleware";
|
||||||
|
|
||||||
const BOARD_SIZE = 3;
|
const BOARD_SIZE = 3;
|
||||||
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
||||||
const WINNING_LINES: number[][][] = [
|
const WINNING_LINES: number[][][] = [
|
||||||
[[0, 0], [0, 1], [0, 2]],
|
[
|
||||||
[[1, 0], [1, 1], [1, 2]],
|
[0, 0],
|
||||||
[[2, 0], [2, 1], [2, 2]],
|
[0, 1],
|
||||||
[[0, 0], [1, 0], [2, 0]],
|
[0, 2],
|
||||||
[[0, 1], [1, 1], [2, 1]],
|
],
|
||||||
[[0, 2], [1, 2], [2, 2]],
|
[
|
||||||
[[0, 0], [1, 1], [2, 2]],
|
[1, 0],
|
||||||
[[0, 2], [1, 1], [2, 0]],
|
[1, 1],
|
||||||
|
[1, 2],
|
||||||
|
],
|
||||||
|
[
|
||||||
|
[2, 0],
|
||||||
|
[2, 1],
|
||||||
|
[2, 2],
|
||||||
|
],
|
||||||
|
[
|
||||||
|
[0, 0],
|
||||||
|
[1, 0],
|
||||||
|
[2, 0],
|
||||||
|
],
|
||||||
|
[
|
||||||
|
[0, 1],
|
||||||
|
[1, 1],
|
||||||
|
[2, 1],
|
||||||
|
],
|
||||||
|
[
|
||||||
|
[0, 2],
|
||||||
|
[1, 2],
|
||||||
|
[2, 2],
|
||||||
|
],
|
||||||
|
[
|
||||||
|
[0, 0],
|
||||||
|
[1, 1],
|
||||||
|
[2, 2],
|
||||||
|
],
|
||||||
|
[
|
||||||
|
[0, 2],
|
||||||
|
[1, 1],
|
||||||
|
[2, 0],
|
||||||
|
],
|
||||||
];
|
];
|
||||||
|
|
||||||
export type PlayerType = 'X' | 'O';
|
export type PlayerType = "X" | "O";
|
||||||
export type WinnerType = PlayerType | 'draw' | null;
|
export type WinnerType = PlayerType | "draw" | null;
|
||||||
export type TicTacToePart = Part<{ player: PlayerType }>;
|
export type TicTacToePart = Part<{ player: PlayerType }>;
|
||||||
|
|
||||||
export function createInitialState() {
|
export function createInitialState() {
|
||||||
return {
|
return {
|
||||||
board: createRegion('board', [
|
board: createRegion("board", [
|
||||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
{ name: "x", min: 0, max: BOARD_SIZE - 1 },
|
||||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
{ name: "y", min: 0, max: BOARD_SIZE - 1 },
|
||||||
]),
|
]),
|
||||||
parts: {} as Record<string, TicTacToePart>,
|
parts: {} as Record<string, TicTacToePart>,
|
||||||
currentPlayer: 'X' as PlayerType,
|
currentPlayer: "X" as PlayerType,
|
||||||
winner: null as WinnerType,
|
winner: null as WinnerType,
|
||||||
turn: 0,
|
turn: 0,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
||||||
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
||||||
export const registry = createGameCommandRegistry<TicTacToeState>();
|
|
||||||
export const prompts = {
|
export const prompts = {
|
||||||
play: createPromptDef<[PlayerType, number, number]>(
|
play: createPromptDef<[PlayerType, number, number]>(
|
||||||
'play <player> <row:number> <col:number>')
|
"play <player> <row:number> <col:number>",
|
||||||
}
|
),
|
||||||
|
};
|
||||||
|
|
||||||
export async function start(game: TicTacToeGame) {
|
export async function start(game: TicTacToeGame) {
|
||||||
while (true) {
|
while (true) {
|
||||||
const currentPlayer = game.value.currentPlayer;
|
const currentPlayer = game.value.currentPlayer;
|
||||||
const turnNumber = game.value.turn + 1;
|
const turnNumber = game.value.turn + 1;
|
||||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||||
|
|
||||||
game.produce(state => {
|
await game.produceAsync((state) => {
|
||||||
state.winner = turnOutput.winner;
|
state.winner = turnOutput.winner;
|
||||||
if (!state.winner) {
|
if (!state.winner) {
|
||||||
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
|
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||||
state.turn = turnNumber;
|
state.turn = turnNumber;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
if (game.value.winner) break;
|
if (game.value.winner) break;
|
||||||
}
|
}
|
||||||
|
|
||||||
return game.value;
|
return game.value;
|
||||||
}
|
}
|
||||||
|
|
||||||
const turn = registry.register({
|
async function turn(
|
||||||
schema: 'turn <player> <turnNumber:number>',
|
game: TicTacToeGame,
|
||||||
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
|
turnPlayer: PlayerType,
|
||||||
const {player, row, col} = await game.prompt(
|
turnNumber: number,
|
||||||
prompts.play,
|
) {
|
||||||
(player, row, col) => {
|
const { player, row, col } = await game.prompt(
|
||||||
if (player !== turnPlayer) {
|
prompts.play,
|
||||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
(player, row, col) => {
|
||||||
} else if (!isValidMove(row, col)) {
|
if (player !== turnPlayer) {
|
||||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||||
} else if (isCellOccupied(game, row, col)) {
|
} else if (!isValidMove(row, col)) {
|
||||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||||
} else {
|
} else if (isCellOccupied(game, row, col)) {
|
||||||
return { player, row, col };
|
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||||
}
|
} else {
|
||||||
},
|
return { player, row, col };
|
||||||
game.value.currentPlayer
|
}
|
||||||
);
|
},
|
||||||
|
game.value.currentPlayer,
|
||||||
|
);
|
||||||
|
|
||||||
placePiece(game, row, col, turnPlayer);
|
await placePiece(game, row, col, turnPlayer);
|
||||||
|
|
||||||
const winner = checkWinner(game);
|
const winner = checkWinner(game);
|
||||||
if (winner) return { winner };
|
if (winner) return { winner };
|
||||||
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
|
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
|
||||||
|
|
||||||
return { winner: null };
|
return { winner: null };
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
function isValidMove(row: number, col: number): boolean {
|
function isValidMove(row: number, col: number): boolean {
|
||||||
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
|
return (
|
||||||
|
!isNaN(row) &&
|
||||||
|
!isNaN(col) &&
|
||||||
|
row >= 0 &&
|
||||||
|
row < BOARD_SIZE &&
|
||||||
|
col >= 0 &&
|
||||||
|
col < BOARD_SIZE
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
|
export function isCellOccupied(
|
||||||
return !!host.value.board.partMap[`${row},${col}`];
|
host: TicTacToeGame,
|
||||||
|
row: number,
|
||||||
|
col: number,
|
||||||
|
): boolean {
|
||||||
|
return !!host.value.board.partMap[`${row},${col}`];
|
||||||
}
|
}
|
||||||
|
|
||||||
export function hasWinningLine(positions: number[][]): boolean {
|
export function hasWinningLine(positions: number[][]): boolean {
|
||||||
return WINNING_LINES.some(line =>
|
return WINNING_LINES.some((line) =>
|
||||||
line.every(([r, c]) =>
|
line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)),
|
||||||
positions.some(([pr, pc]) => pr === r && pc === c)
|
);
|
||||||
)
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
export function checkWinner(host: TicTacToeGame): WinnerType {
|
export function checkWinner(host: TicTacToeGame): WinnerType {
|
||||||
const parts = host.value.parts;
|
const parts = host.value.parts;
|
||||||
const partsArray = Object.values(parts);
|
const partsArray = Object.values(parts);
|
||||||
|
|
||||||
const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
|
const xPositions = partsArray
|
||||||
const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
|
.filter((p: TicTacToePart) => p.player === "X")
|
||||||
|
.map((p: TicTacToePart) => p.position);
|
||||||
|
const oPositions = partsArray
|
||||||
|
.filter((p: TicTacToePart) => p.player === "O")
|
||||||
|
.map((p: TicTacToePart) => p.position);
|
||||||
|
|
||||||
if (hasWinningLine(xPositions)) return 'X';
|
if (hasWinningLine(xPositions)) return "X";
|
||||||
if (hasWinningLine(oPositions)) return 'O';
|
if (hasWinningLine(oPositions)) return "O";
|
||||||
if (partsArray.length >= MAX_TURNS) return 'draw';
|
if (partsArray.length >= MAX_TURNS) return "draw";
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
|
export async function placePiece(
|
||||||
const board = host.value.board;
|
host: TicTacToeGame,
|
||||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
row: number,
|
||||||
const piece: TicTacToePart = {
|
col: number,
|
||||||
regionId: 'board', position: [row, col], player,
|
player: PlayerType,
|
||||||
id: `piece-${player}-${moveNumber}`
|
) {
|
||||||
|
const board = host.value.board;
|
||||||
|
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||||
|
const piece: TicTacToePart = {
|
||||||
|
regionId: "board",
|
||||||
|
position: [row, col],
|
||||||
|
player,
|
||||||
|
id: `piece-${player}-${moveNumber}`,
|
||||||
|
};
|
||||||
|
await host.produceAsync((state) => {
|
||||||
|
state.parts[piece.id] = piece;
|
||||||
|
board.childIds.push(piece.id);
|
||||||
|
board.partMap[`${row},${col}`] = piece.id;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
export class Client extends BaseGameClient<TicTacToeState> {
|
||||||
|
private onTurn = createMiddlewareChain(
|
||||||
|
async (ctx: { player: PlayerType; turn: number }) => {
|
||||||
|
return await turn(this._context, ctx.player, ctx.turn);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super(createInitialState());
|
||||||
|
}
|
||||||
|
|
||||||
|
async start(game: IGameContext<TicTacToeState>): Promise<TicTacToeState> {
|
||||||
|
while (true) {
|
||||||
|
const currentPlayer = game.value.currentPlayer;
|
||||||
|
const turnNumber = game.value.turn + 1;
|
||||||
|
const turnOutput = await this.onTurn.execute({
|
||||||
|
player: currentPlayer,
|
||||||
|
turn: turnNumber,
|
||||||
|
});
|
||||||
|
|
||||||
|
await game.produceAsync((state) => {
|
||||||
|
state.winner = turnOutput.winner;
|
||||||
|
if (!state.winner) {
|
||||||
|
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||||
|
state.turn = turnNumber;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
if (game.value.winner) break;
|
||||||
}
|
}
|
||||||
host.produce(state => {
|
|
||||||
state.parts[piece.id] = piece;
|
return game.value;
|
||||||
board.childIds.push(piece.id);
|
}
|
||||||
board.partMap[`${row},${col}`] = piece.id;
|
selectPart(id: string, callback: (t: TicTacToePart) => void): () => void {
|
||||||
});
|
return this.assignSelector((state) => state.parts[id], callback);
|
||||||
|
}
|
||||||
|
selectTurn(callback: (turns: number) => void): () => void {
|
||||||
|
return this.assignSelector((s) => s.turn, callback);
|
||||||
|
}
|
||||||
|
selectCurrentPlayer(callback: (player: PlayerType) => void) {
|
||||||
|
return this.assignSelector((s) => s.currentPlayer, callback);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,105 @@
|
|||||||
|
import { createMiddlewareChain } from "../middleware";
|
||||||
|
import { PromptValidator } from "./command-runner";
|
||||||
|
import { CommandSchema } from "./types";
|
||||||
|
|
||||||
|
export interface PromptDef<TArgs extends any[]> {
|
||||||
|
schema: CommandSchema;
|
||||||
|
hintText?: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface PromptCall<TArgs extends any[] = unknown[], TRes = unknown> {
|
||||||
|
def: PromptDef<TArgs>;
|
||||||
|
player?: string;
|
||||||
|
validator: PromptValidator<TRes, TArgs>;
|
||||||
|
|
||||||
|
resolve(res: TRes): void;
|
||||||
|
reject(reason: string): void;
|
||||||
|
promise: Promise<TRes>;
|
||||||
|
}
|
||||||
|
|
||||||
|
export type PromptTryResult =
|
||||||
|
| {
|
||||||
|
ok: false;
|
||||||
|
reason: string;
|
||||||
|
}
|
||||||
|
| {
|
||||||
|
ok: true;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type PromptContext = ReturnType<typeof createPromptContext>;
|
||||||
|
export function createPromptContext() {
|
||||||
|
const map = new Map<string, PromptCall>();
|
||||||
|
const handleCall = createMiddlewareChain(async (call: PromptCall) => {
|
||||||
|
const key = call.player ?? "global";
|
||||||
|
const existing = map.get(key);
|
||||||
|
if (existing) {
|
||||||
|
existing.reject("Prompt overriden");
|
||||||
|
}
|
||||||
|
|
||||||
|
map.set(key, call);
|
||||||
|
try {
|
||||||
|
return await call.promise;
|
||||||
|
} finally {
|
||||||
|
if (map.get(key) === call) map.delete(key);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
function tryCommit<TArgs extends any[]>(
|
||||||
|
def: PromptDef<TArgs>,
|
||||||
|
player: string,
|
||||||
|
...args: TArgs
|
||||||
|
): PromptTryResult {
|
||||||
|
const call = map.get(player);
|
||||||
|
if (!call) return { ok: false, reason: "No Prompt" };
|
||||||
|
|
||||||
|
try {
|
||||||
|
const res = call.validator(...args);
|
||||||
|
call.resolve(res);
|
||||||
|
return { ok: true };
|
||||||
|
} catch (reason) {
|
||||||
|
if (typeof reason === "string") return { ok: false, reason };
|
||||||
|
throw reason;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function cancel(player: string, reason = "Prompt Cancelled") {
|
||||||
|
map.get(player)?.reject(reason);
|
||||||
|
}
|
||||||
|
|
||||||
|
async function prompt<TArgs extends any[], TRes>(
|
||||||
|
def: PromptDef<TArgs>,
|
||||||
|
validator: PromptValidator<TRes, TArgs>,
|
||||||
|
player?: string,
|
||||||
|
) {
|
||||||
|
let resolve: (res: TRes) => void;
|
||||||
|
let reject: (reason: string) => void;
|
||||||
|
const promise = new Promise<TRes>((res, rej) => {
|
||||||
|
resolve = res;
|
||||||
|
reject = rej;
|
||||||
|
});
|
||||||
|
const call = {
|
||||||
|
def,
|
||||||
|
player,
|
||||||
|
validator,
|
||||||
|
resolve: resolve!,
|
||||||
|
reject: reject!,
|
||||||
|
promise,
|
||||||
|
} as PromptCall<unknown[], unknown>;
|
||||||
|
return (await handleCall.execute(call)) as TRes;
|
||||||
|
}
|
||||||
|
|
||||||
|
function reset() {
|
||||||
|
for (const call of map.values()) {
|
||||||
|
call.reject("Prompt Reset");
|
||||||
|
}
|
||||||
|
map.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
prompt,
|
||||||
|
tryCommit,
|
||||||
|
cancel,
|
||||||
|
handleCall,
|
||||||
|
reset,
|
||||||
|
};
|
||||||
|
}
|
||||||
+39
-20
@@ -1,22 +1,41 @@
|
|||||||
export { parseCommand } from './command-parse';
|
export { parseCommand } from "./command-parse";
|
||||||
export { parseCommandSchema } from './schema-parse';
|
export { parseCommandSchema } from "./schema-parse";
|
||||||
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command-validate';
|
|
||||||
export {
|
export {
|
||||||
createCommandRegistry,
|
validateCommand,
|
||||||
registerCommand,
|
parseCommandWithSchema,
|
||||||
unregisterCommand,
|
applyCommandSchema,
|
||||||
hasCommand,
|
} from "./command-validate";
|
||||||
getCommand,
|
export {
|
||||||
runCommand,
|
createCommandRegistry,
|
||||||
runCommandParsed,
|
registerCommand,
|
||||||
createCommandRunnerContext,
|
unregisterCommand,
|
||||||
} from './command-registry';
|
hasCommand,
|
||||||
|
getCommand,
|
||||||
|
runCommand,
|
||||||
|
runCommandParsed,
|
||||||
|
createCommandRunnerContext,
|
||||||
|
} from "./command-registry";
|
||||||
export type {
|
export type {
|
||||||
Command,
|
Command,
|
||||||
CommandParamSchema,
|
CommandParamSchema,
|
||||||
CommandOptionSchema,
|
CommandOptionSchema,
|
||||||
CommandFlagSchema,
|
CommandFlagSchema,
|
||||||
CommandSchema,
|
CommandSchema,
|
||||||
} from './types';
|
} from "./types";
|
||||||
export type { CommandRunner, CommandDef, CommandResult, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './command-runner';
|
export type {
|
||||||
export type { CommandRegistry, CommandRunnerContextExport } from './command-registry';
|
CommandRunner,
|
||||||
|
CommandDef,
|
||||||
|
CommandResult,
|
||||||
|
CommandRunnerHandler,
|
||||||
|
CommandRunnerContext,
|
||||||
|
PromptEvent,
|
||||||
|
CommandRunnerEvents,
|
||||||
|
} from "./command-runner";
|
||||||
|
export type {
|
||||||
|
CommandRegistry,
|
||||||
|
CommandRunnerContextExport,
|
||||||
|
} from "./command-registry";
|
||||||
|
|
||||||
|
export type { PromptDef, PromptTryResult, PromptCall } from "./command-prompt";
|
||||||
|
|
||||||
|
export { createPromptContext } from "./command-prompt";
|
||||||
|
|||||||
@@ -0,0 +1,44 @@
|
|||||||
|
type Middleware<TContext, TReturn> = (
|
||||||
|
context: TContext,
|
||||||
|
next: () => Promise<TReturn>,
|
||||||
|
) => Promise<TReturn>;
|
||||||
|
|
||||||
|
export type MiddlewareChain<TContext, TReturn> = {
|
||||||
|
use: (middleware: Middleware<TContext, TReturn>) => () => void;
|
||||||
|
execute: (context: TContext) => Promise<TReturn>;
|
||||||
|
};
|
||||||
|
|
||||||
|
export function createMiddlewareChain<
|
||||||
|
TContext extends object,
|
||||||
|
TReturn = TContext,
|
||||||
|
>(
|
||||||
|
fallback?: (context: TContext) => Promise<TReturn>,
|
||||||
|
): MiddlewareChain<TContext, TReturn> {
|
||||||
|
const middlewares: Middleware<TContext, TReturn>[] = [];
|
||||||
|
|
||||||
|
return {
|
||||||
|
use(middleware: Middleware<TContext, TReturn>) {
|
||||||
|
middlewares.push(middleware);
|
||||||
|
|
||||||
|
return function () {
|
||||||
|
const index = middlewares.indexOf(middleware);
|
||||||
|
if (index !== -1) {
|
||||||
|
middlewares.splice(index, 1);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
},
|
||||||
|
async execute(context: TContext) {
|
||||||
|
let index = 0;
|
||||||
|
|
||||||
|
async function dispatch(ctx: TContext): Promise<TReturn> {
|
||||||
|
if (index >= middlewares.length) {
|
||||||
|
return fallback ? fallback(ctx) : (ctx as unknown as TReturn);
|
||||||
|
}
|
||||||
|
const current = middlewares[index++];
|
||||||
|
return current(ctx, () => dispatch(ctx));
|
||||||
|
}
|
||||||
|
|
||||||
|
return dispatch(context);
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -1,13 +1,20 @@
|
|||||||
import {Signal, SignalOptions} from '@preact/signals-core';
|
import { Signal, SignalOptions } from "@preact/signals-core";
|
||||||
import {create} from 'mutative';
|
import { create } from "mutative";
|
||||||
|
|
||||||
export class MutableSignal<T> extends Signal<T> {
|
export interface MutableSignal<T> extends Signal<T> {
|
||||||
|
produce(fn: (draft: T) => undefined): void;
|
||||||
|
addInterruption(promise: Promise<void>): void;
|
||||||
|
clearInterruptions(): void;
|
||||||
|
produceAsync(fn: (draft: T) => undefined): Promise<void>;
|
||||||
|
}
|
||||||
|
|
||||||
|
class MutableSignalImpl<T> extends Signal<T> {
|
||||||
private _interruptions: Promise<void>[] = [];
|
private _interruptions: Promise<void>[] = [];
|
||||||
|
|
||||||
public constructor(t?: T, options?: SignalOptions<T>) {
|
public constructor(t?: T, options?: SignalOptions<T>) {
|
||||||
super(t, options);
|
super(t, options);
|
||||||
}
|
}
|
||||||
produce(fn: (draft: T) => void) {
|
produce(fn: (draft: T) => undefined) {
|
||||||
this.value = create(this.value, fn);
|
this.value = create(this.value, fn);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -30,13 +37,16 @@ export class MutableSignal<T> extends Signal<T> {
|
|||||||
* 异步版本的 produce。会先等待所有通过 `addInterruption` 添加的 Promise 完成,
|
* 异步版本的 produce。会先等待所有通过 `addInterruption` 添加的 Promise 完成,
|
||||||
* 然后再更新状态。适用于需要在状态更新前播放动画的场景。
|
* 然后再更新状态。适用于需要在状态更新前播放动画的场景。
|
||||||
*/
|
*/
|
||||||
async produceAsync(fn: (draft: T) => void): Promise<void> {
|
async produceAsync(fn: (draft: T) => undefined): Promise<void> {
|
||||||
await Promise.allSettled(this._interruptions);
|
await Promise.allSettled(this._interruptions);
|
||||||
this._interruptions = [];
|
this._interruptions = [];
|
||||||
this.produce(fn);
|
this.produce(fn);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T> {
|
export function mutableSignal<T>(
|
||||||
return new MutableSignal<T>(initial, options);
|
initial?: T,
|
||||||
|
options?: SignalOptions<T>,
|
||||||
|
): MutableSignal<T> {
|
||||||
|
return new MutableSignalImpl<T>(initial, options);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,39 @@
|
|||||||
|
import { effect } from "@preact/signals-core";
|
||||||
|
|
||||||
|
export type SpawnerFunction = (id: string) => () => void;
|
||||||
|
|
||||||
|
export function createSpawner(spawner: SpawnerFunction) {
|
||||||
|
const entries = new Map<string, () => void>();
|
||||||
|
|
||||||
|
function update(set: Set<string>) {
|
||||||
|
for (const key of set) {
|
||||||
|
if (!entries.has(key)) {
|
||||||
|
entries.set(key, spawner(key));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const [key, entry] of entries) {
|
||||||
|
if (!set.has(key)) {
|
||||||
|
entry();
|
||||||
|
entries.delete(key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return update;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function spawnerEffect(
|
||||||
|
iterable: () => Iterable<string>,
|
||||||
|
spawner: SpawnerFunction,
|
||||||
|
) {
|
||||||
|
const update = createSpawner(spawner);
|
||||||
|
|
||||||
|
return effect(() => {
|
||||||
|
const set = new Set<string>();
|
||||||
|
for (const each of iterable()) {
|
||||||
|
set.add(each);
|
||||||
|
}
|
||||||
|
update(set);
|
||||||
|
});
|
||||||
|
}
|
||||||
+579
-562
File diff suppressed because it is too large
Load Diff
+181
-159
@@ -1,193 +1,215 @@
|
|||||||
import { describe, it, expect } from 'vitest';
|
import { describe, it, expect } from "vitest";
|
||||||
import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
|
import {
|
||||||
import type { PromptEvent, Command } from '@/utils/command';
|
createGameContext,
|
||||||
|
createGameCommandRegistry,
|
||||||
|
createPromptDef,
|
||||||
|
IGameContext,
|
||||||
|
PromptDef,
|
||||||
|
} from "@/core/game";
|
||||||
|
import type {
|
||||||
|
PromptEvent,
|
||||||
|
Command,
|
||||||
|
CommandRunnerContext,
|
||||||
|
} from "@/utils/command";
|
||||||
|
|
||||||
type MyState = {
|
type MyState = {
|
||||||
score: number;
|
score: number;
|
||||||
round: number;
|
round: number;
|
||||||
};
|
};
|
||||||
|
|
||||||
describe('createGameContext', () => {
|
describe("createGameContext", () => {
|
||||||
it('should create a game context with state', () => {
|
it("should create a game context with state", () => {
|
||||||
const registry = createGameCommandRegistry();
|
const registry = createGameCommandRegistry();
|
||||||
const ctx = createGameContext(registry);
|
const ctx = createGameContext(registry);
|
||||||
|
|
||||||
expect(ctx._state).not.toBeNull();
|
expect(ctx._state).not.toBeNull();
|
||||||
expect(ctx._state.value).toBeDefined();
|
expect(ctx._state.value).toBeDefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should wire commands to the context", () => {
|
||||||
|
const registry = createGameCommandRegistry();
|
||||||
|
const ctx = createGameContext(registry);
|
||||||
|
|
||||||
|
expect(ctx._commands).not.toBeNull();
|
||||||
|
expect(ctx._commands.registry).toBe(registry);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should accept initial state as an object", () => {
|
||||||
|
const registry = createGameCommandRegistry<MyState>();
|
||||||
|
const ctx = createGameContext<MyState>(registry, {
|
||||||
|
score: 0,
|
||||||
|
round: 1,
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should wire commands to the context', () => {
|
expect(ctx._state.value.score).toBe(0);
|
||||||
const registry = createGameCommandRegistry();
|
expect(ctx._state.value.round).toBe(1);
|
||||||
const ctx = createGameContext(registry);
|
});
|
||||||
|
|
||||||
expect(ctx._commands).not.toBeNull();
|
it("should accept initial state as a factory function", () => {
|
||||||
expect(ctx._commands.registry).toBe(registry);
|
const registry = createGameCommandRegistry<MyState>();
|
||||||
|
const ctx = createGameContext<MyState>(registry, () => ({
|
||||||
|
score: 10,
|
||||||
|
round: 3,
|
||||||
|
}));
|
||||||
|
|
||||||
|
expect(ctx._state.value.score).toBe(10);
|
||||||
|
expect(ctx._state.value.round).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should forward prompt events via listener", async () => {
|
||||||
|
const registry = createGameCommandRegistry();
|
||||||
|
const ctx = createGameContext(registry);
|
||||||
|
|
||||||
|
registry.register("test <value>", async function (_ctx, value) {
|
||||||
|
return _ctx.prompt(
|
||||||
|
createPromptDef("prompt <answer>"),
|
||||||
|
(answer) => answer,
|
||||||
|
);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should accept initial state as an object', () => {
|
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||||
const registry = createGameCommandRegistry<MyState>();
|
ctx._commands.on("prompt", resolve);
|
||||||
const ctx = createGameContext<MyState>(registry, {
|
|
||||||
score: 0,
|
|
||||||
round: 1,
|
|
||||||
});
|
|
||||||
|
|
||||||
expect(ctx._state.value.score).toBe(0);
|
|
||||||
expect(ctx._state.value.round).toBe(1);
|
|
||||||
});
|
});
|
||||||
|
const runPromise = ctx.run("test hello");
|
||||||
|
|
||||||
it('should accept initial state as a factory function', () => {
|
const promptEvent = await promptPromise;
|
||||||
const registry = createGameCommandRegistry<MyState>();
|
expect(promptEvent).not.toBeNull();
|
||||||
const ctx = createGameContext<MyState>(registry, () => ({
|
expect(promptEvent.schema.name).toBe("prompt");
|
||||||
score: 10,
|
|
||||||
round: 3,
|
|
||||||
}));
|
|
||||||
|
|
||||||
expect(ctx._state.value.score).toBe(10);
|
const error = promptEvent.tryCommit({
|
||||||
expect(ctx._state.value.round).toBe(3);
|
name: "prompt",
|
||||||
|
params: ["yes"],
|
||||||
|
options: {},
|
||||||
|
flags: {},
|
||||||
});
|
});
|
||||||
|
expect(error).toBeNull();
|
||||||
|
|
||||||
it('should forward prompt events via listener', async () => {
|
const result = await runPromise;
|
||||||
const registry = createGameCommandRegistry();
|
expect(result.success).toBe(true);
|
||||||
const ctx = createGameContext(registry);
|
});
|
||||||
|
|
||||||
registry.register('test <value>', async function (_ctx, value) {
|
|
||||||
return this.prompt({schema: 'prompt <answer>'}, () => 'ok');
|
|
||||||
});
|
|
||||||
|
|
||||||
const promptPromise = new Promise<PromptEvent>(resolve => {
|
|
||||||
ctx._commands.on('prompt', resolve);
|
|
||||||
});
|
|
||||||
const runPromise = ctx.run('test hello');
|
|
||||||
|
|
||||||
const promptEvent = await promptPromise;
|
|
||||||
expect(promptEvent).not.toBeNull();
|
|
||||||
expect(promptEvent.schema.name).toBe('prompt');
|
|
||||||
|
|
||||||
const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
|
|
||||||
expect(error).toBeNull();
|
|
||||||
|
|
||||||
const result = await runPromise;
|
|
||||||
expect(result.success).toBe(true);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('createGameCommand', () => {
|
describe("createGameCommand", () => {
|
||||||
it('should run a command with access to game context', async () => {
|
it("should run a command with access to game context", async () => {
|
||||||
const registry = createGameCommandRegistry<{ marker: string }>();
|
const registry = createGameCommandRegistry<{ marker: string }>();
|
||||||
|
|
||||||
registry.register('set-marker <id>', async function (ctx, id) {
|
registry.register("set-marker <id>", async function (ctx, id) {
|
||||||
ctx.produce(state => {
|
ctx.produce((state) => {
|
||||||
state.marker = id;
|
state.marker = id;
|
||||||
});
|
});
|
||||||
return id;
|
return id;
|
||||||
|
});
|
||||||
|
|
||||||
|
const ctx = createGameContext(registry, { marker: "" });
|
||||||
|
|
||||||
|
const result = await ctx.run("set-marker board");
|
||||||
|
if (!result.success) {
|
||||||
|
console.error("Error:", result.error);
|
||||||
|
}
|
||||||
|
expect(result.success).toBe(true);
|
||||||
|
if (result.success) {
|
||||||
|
expect(result.result).toBe("board");
|
||||||
|
}
|
||||||
|
expect(ctx._state.value.marker).toBe("board");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should run a typed command with extended context", async () => {
|
||||||
|
const registry = createGameCommandRegistry<MyState>();
|
||||||
|
|
||||||
|
registry.register(
|
||||||
|
"add-score <amount:number>",
|
||||||
|
async function (ctx, amount) {
|
||||||
|
ctx.produce((state) => {
|
||||||
|
state.score += amount;
|
||||||
});
|
});
|
||||||
|
return ctx.value.score;
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
const ctx = createGameContext(registry, { marker: '' });
|
const ctx = createGameContext<MyState>(registry, () => ({
|
||||||
|
score: 0,
|
||||||
|
round: 1,
|
||||||
|
}));
|
||||||
|
|
||||||
const result = await ctx.run('set-marker board');
|
const result = await ctx.run("add-score 5");
|
||||||
if (!result.success) {
|
expect(result.success).toBe(true);
|
||||||
console.error('Error:', result.error);
|
if (result.success) {
|
||||||
}
|
expect(result.result).toBe(5);
|
||||||
expect(result.success).toBe(true);
|
}
|
||||||
if (result.success) {
|
expect(ctx._state.value.score).toBe(5);
|
||||||
expect(result.result).toBe('board');
|
});
|
||||||
}
|
|
||||||
expect(ctx._state.value.marker).toBe('board');
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should run a typed command with extended context', async () => {
|
it("should return error for unknown command", async () => {
|
||||||
const registry = createGameCommandRegistry<MyState>();
|
const registry = createGameCommandRegistry();
|
||||||
|
const ctx = createGameContext(registry);
|
||||||
|
|
||||||
registry.register(
|
const result = await ctx.run("nonexistent");
|
||||||
'add-score <amount:number>',
|
expect(result.success).toBe(false);
|
||||||
async function (ctx, amount) {
|
if (!result.success) {
|
||||||
ctx.produce(state => {
|
expect(result.error).toContain("nonexistent");
|
||||||
state.score += amount;
|
}
|
||||||
});
|
});
|
||||||
return ctx.value.score;
|
|
||||||
}
|
|
||||||
);
|
|
||||||
|
|
||||||
const ctx = createGameContext<MyState>(registry, () => ({
|
|
||||||
score: 0,
|
|
||||||
round: 1,
|
|
||||||
}));
|
|
||||||
|
|
||||||
const result = await ctx.run('add-score 5');
|
|
||||||
expect(result.success).toBe(true);
|
|
||||||
if (result.success) {
|
|
||||||
expect(result.result).toBe(5);
|
|
||||||
}
|
|
||||||
expect(ctx._state.value.score).toBe(5);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should return error for unknown command', async () => {
|
|
||||||
const registry = createGameCommandRegistry();
|
|
||||||
const ctx = createGameContext(registry);
|
|
||||||
|
|
||||||
const result = await ctx.run('nonexistent');
|
|
||||||
expect(result.success).toBe(false);
|
|
||||||
if (!result.success) {
|
|
||||||
expect(result.error).toContain('nonexistent');
|
|
||||||
}
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('createPromptDef', () => {
|
describe("createPromptDef", () => {
|
||||||
it('should create a PromptDef with string schema', () => {
|
it("should create a PromptDef with string schema", () => {
|
||||||
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
|
const promptDef = createPromptDef<[string, number]>(
|
||||||
|
"play <player> <score:number>",
|
||||||
|
);
|
||||||
|
|
||||||
expect(promptDef).toBeDefined();
|
expect(promptDef).toBeDefined();
|
||||||
expect(promptDef.schema.name).toBe('play');
|
expect(promptDef.schema.name).toBe("play");
|
||||||
expect(promptDef.schema.params).toHaveLength(2);
|
expect(promptDef.schema.params).toHaveLength(2);
|
||||||
expect(promptDef.schema.params[0].name).toBe('player');
|
expect(promptDef.schema.params[0].name).toBe("player");
|
||||||
expect(promptDef.schema.params[1].name).toBe('score');
|
expect(promptDef.schema.params[1].name).toBe("score");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should create a PromptDef with CommandSchema object", () => {
|
||||||
|
const schemaObj = {
|
||||||
|
name: "test",
|
||||||
|
params: [],
|
||||||
|
options: {},
|
||||||
|
flags: {},
|
||||||
|
};
|
||||||
|
const promptDef = createPromptDef<[]>(schemaObj);
|
||||||
|
|
||||||
|
expect(promptDef.schema).toEqual(schemaObj);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should be usable with game.prompt", async () => {
|
||||||
|
const registry = createGameCommandRegistry<{ score: number }>();
|
||||||
|
|
||||||
|
registry.register("test-prompt", async function (ctx) {
|
||||||
|
const promptDef = createPromptDef<[number]>("input <value:number>");
|
||||||
|
const result = await ctx.prompt(promptDef, (value) => {
|
||||||
|
if (value < 0) throw "Value must be positive";
|
||||||
|
return value;
|
||||||
|
});
|
||||||
|
return result;
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should create a PromptDef with CommandSchema object', () => {
|
const ctx = createGameContext(registry, { score: 0 });
|
||||||
const schemaObj = {
|
|
||||||
name: 'test',
|
|
||||||
params: [],
|
|
||||||
options: {},
|
|
||||||
flags: {}
|
|
||||||
};
|
|
||||||
const promptDef = createPromptDef<[]>(schemaObj);
|
|
||||||
|
|
||||||
expect(promptDef.schema).toEqual(schemaObj);
|
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||||
|
ctx._commands.on("prompt", resolve);
|
||||||
});
|
});
|
||||||
|
const runPromise = ctx.run("test-prompt");
|
||||||
|
|
||||||
it('should be usable with game.prompt', async () => {
|
const promptEvent = await promptPromise;
|
||||||
const registry = createGameCommandRegistry<{ score: number }>();
|
expect(promptEvent.schema.name).toBe("input");
|
||||||
|
|
||||||
registry.register('test-prompt', async function(ctx) {
|
const error = promptEvent.tryCommit({
|
||||||
const promptDef = createPromptDef<[number]>('input <value:number>');
|
name: "input",
|
||||||
const result = await ctx.prompt(
|
params: [42],
|
||||||
promptDef,
|
options: {},
|
||||||
(value) => {
|
flags: {},
|
||||||
if (value < 0) throw 'Value must be positive';
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
);
|
|
||||||
return result;
|
|
||||||
});
|
|
||||||
|
|
||||||
const ctx = createGameContext(registry, { score: 0 });
|
|
||||||
|
|
||||||
const promptPromise = new Promise<PromptEvent>(resolve => {
|
|
||||||
ctx._commands.on('prompt', resolve);
|
|
||||||
});
|
|
||||||
const runPromise = ctx.run('test-prompt');
|
|
||||||
|
|
||||||
const promptEvent = await promptPromise;
|
|
||||||
expect(promptEvent.schema.name).toBe('input');
|
|
||||||
|
|
||||||
const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} });
|
|
||||||
expect(error).toBeNull();
|
|
||||||
|
|
||||||
const result = await runPromise;
|
|
||||||
expect(result.success).toBe(true);
|
|
||||||
if (result.success) {
|
|
||||||
expect(result.result).toBe(42);
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
|
expect(error).toBeNull();
|
||||||
|
|
||||||
|
const result = await runPromise;
|
||||||
|
expect(result.success).toBe(true);
|
||||||
|
if (result.success) {
|
||||||
|
expect(result.result).toBe(42);
|
||||||
|
}
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
+728
-604
File diff suppressed because it is too large
Load Diff
+302
-282
@@ -1,353 +1,373 @@
|
|||||||
import {createGameContext} from '@/core/game';
|
import { describe, it, expect } from "vitest";
|
||||||
import {registry} from '@/samples/regicide/commands';
|
import { createGameContext } from "@/core/game";
|
||||||
import {createInitialState} from '@/samples/regicide/state';
|
import { registry } from "@/samples/regicide/commands";
|
||||||
|
import { createInitialState } from "@/samples/regicide/state";
|
||||||
import {
|
import {
|
||||||
buildEnemyDeck,
|
buildEnemyDeck,
|
||||||
buildTavernDeck,
|
buildTavernDeck,
|
||||||
createAllCards,
|
createAllCards,
|
||||||
createCard,
|
createCard,
|
||||||
createEnemy,
|
createEnemy,
|
||||||
getCardValue,
|
getCardValue,
|
||||||
isEnemyDefeated
|
isEnemyDefeated,
|
||||||
} from '@/samples/regicide/utils';
|
} from "@/samples/regicide/utils";
|
||||||
import {Mulberry32RNG} from '@/utils/rng';
|
import { Mulberry32RNG } from "@/utils/rng";
|
||||||
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
|
import {
|
||||||
import {PlayerType} from '@/samples/regicide/types';
|
CARD_VALUES,
|
||||||
|
ENEMY_COUNT,
|
||||||
|
FACE_CARDS,
|
||||||
|
INITIAL_HAND_SIZE,
|
||||||
|
} from "@/samples/regicide/constants";
|
||||||
|
import { PlayerType } from "@/samples/regicide/types";
|
||||||
|
|
||||||
describe('Regicide - Utils', () => {
|
describe("Regicide - Utils", () => {
|
||||||
describe('getCardValue', () => {
|
describe("getCardValue", () => {
|
||||||
it('should return correct value for number cards', () => {
|
it("should return correct value for number cards", () => {
|
||||||
expect(getCardValue('A')).toBe(1);
|
expect(getCardValue("A")).toBe(1);
|
||||||
expect(getCardValue('5')).toBe(5);
|
expect(getCardValue("5")).toBe(5);
|
||||||
expect(getCardValue('10')).toBe(10);
|
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 return correct value for face cards", () => {
|
||||||
it('should create a card with correct properties', () => {
|
expect(getCardValue("J")).toBe(10);
|
||||||
const card = createCard('spades_A', 'spades', 'A');
|
expect(getCardValue("Q")).toBe(15);
|
||||||
expect(card.id).toBe('spades_A');
|
expect(getCardValue("K")).toBe(20);
|
||||||
expect(card.suit).toBe('spades');
|
});
|
||||||
expect(card.rank).toBe('A');
|
});
|
||||||
expect(card.value).toBe(1);
|
|
||||||
});
|
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);
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('createEnemy', () => {
|
it("should create enemy with different values for different ranks", () => {
|
||||||
it('should create an enemy with correct HP', () => {
|
const jEnemy = createEnemy("enemy_0", "J", "spades");
|
||||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
const qEnemy = createEnemy("enemy_1", "Q", "hearts");
|
||||||
expect(enemy.rank).toBe('J');
|
const kEnemy = createEnemy("enemy_2", "K", "diamonds");
|
||||||
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', () => {
|
expect(jEnemy.value).toBe(10);
|
||||||
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
|
expect(qEnemy.value).toBe(15);
|
||||||
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
|
expect(kEnemy.value).toBe(20);
|
||||||
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
|
|
||||||
|
|
||||||
expect(jEnemy.value).toBe(10);
|
expect(jEnemy.hp).toBe(20);
|
||||||
expect(qEnemy.value).toBe(15);
|
expect(qEnemy.hp).toBe(30);
|
||||||
expect(kEnemy.value).toBe(20);
|
expect(kEnemy.hp).toBe(40);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
expect(jEnemy.hp).toBe(20);
|
describe("createAllCards", () => {
|
||||||
expect(qEnemy.hp).toBe(30);
|
it("should create 52 cards", () => {
|
||||||
expect(kEnemy.hp).toBe(40);
|
const cards = createAllCards();
|
||||||
});
|
expect(Object.keys(cards).length).toBe(52);
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('createAllCards', () => {
|
it("should have all suits and ranks", () => {
|
||||||
it('should create 52 cards', () => {
|
const cards = createAllCards();
|
||||||
const cards = createAllCards();
|
const suits = ["spades", "hearts", "diamonds", "clubs"];
|
||||||
expect(Object.keys(cards).length).toBe(52);
|
const ranks = [
|
||||||
});
|
"A",
|
||||||
|
"2",
|
||||||
|
"3",
|
||||||
|
"4",
|
||||||
|
"5",
|
||||||
|
"6",
|
||||||
|
"7",
|
||||||
|
"8",
|
||||||
|
"9",
|
||||||
|
"10",
|
||||||
|
"J",
|
||||||
|
"Q",
|
||||||
|
"K",
|
||||||
|
];
|
||||||
|
|
||||||
it('should have all suits and ranks', () => {
|
for (const suit of suits) {
|
||||||
const cards = createAllCards();
|
for (const rank of ranks) {
|
||||||
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
|
const id = `${suit}_${rank}`;
|
||||||
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
expect(cards[id]).toBeDefined();
|
||||||
|
expect(cards[id].suit).toBe(suit);
|
||||||
|
expect(cards[id].rank).toBe(rank);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
for (const suit of suits) {
|
describe("buildEnemyDeck", () => {
|
||||||
for (const rank of ranks) {
|
it("should create 12 enemies (J/Q/K)", () => {
|
||||||
const id = `${suit}_${rank}`;
|
const rng = new Mulberry32RNG(12345);
|
||||||
expect(cards[id]).toBeDefined();
|
const deck = buildEnemyDeck(rng);
|
||||||
expect(cards[id].suit).toBe(suit);
|
expect(deck.length).toBe(12);
|
||||||
expect(cards[id].rank).toBe(rank);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('buildEnemyDeck', () => {
|
it("should have J at top, Q in middle, K at bottom", () => {
|
||||||
it('should create 12 enemies (J/Q/K)', () => {
|
const rng = new Mulberry32RNG(12345);
|
||||||
const rng = new Mulberry32RNG(12345);
|
const deck = buildEnemyDeck(rng);
|
||||||
const deck = buildEnemyDeck(rng);
|
|
||||||
expect(deck.length).toBe(12);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should have J at top, Q in middle, K at bottom', () => {
|
for (let i = 0; i < 4; i++) {
|
||||||
const rng = new Mulberry32RNG(12345);
|
expect(deck[i].rank).toBe("J");
|
||||||
const deck = buildEnemyDeck(rng);
|
}
|
||||||
|
|
||||||
for (let i = 0; i < 4; i++) {
|
for (let i = 4; i < 8; i++) {
|
||||||
expect(deck[i].rank).toBe('J');
|
expect(deck[i].rank).toBe("Q");
|
||||||
}
|
}
|
||||||
|
|
||||||
for (let i = 4; i < 8; i++) {
|
for (let i = 8; i < 12; i++) {
|
||||||
expect(deck[i].rank).toBe('Q');
|
expect(deck[i].rank).toBe("K");
|
||||||
}
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
for (let i = 8; i < 12; i++) {
|
describe("buildTavernDeck", () => {
|
||||||
expect(deck[i].rank).toBe('K');
|
it("should create 40 cards (A-10)", () => {
|
||||||
}
|
const rng = new Mulberry32RNG(12345);
|
||||||
});
|
const deck = buildTavernDeck(rng);
|
||||||
|
expect(deck.length).toBe(40);
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('buildTavernDeck', () => {
|
it("should not contain face cards", () => {
|
||||||
it('should create 40 cards (A-10)', () => {
|
const rng = new Mulberry32RNG(12345);
|
||||||
const rng = new Mulberry32RNG(12345);
|
const deck = buildTavernDeck(rng);
|
||||||
const deck = buildTavernDeck(rng);
|
|
||||||
expect(deck.length).toBe(40);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should not contain face cards', () => {
|
for (const card of deck) {
|
||||||
const rng = new Mulberry32RNG(12345);
|
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||||
const deck = buildTavernDeck(rng);
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
for (const card of deck) {
|
describe("isEnemyDefeated", () => {
|
||||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
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);
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('isEnemyDefeated', () => {
|
it("should return false for null enemy", () => {
|
||||||
it('should return true when enemy HP <= 0', () => {
|
expect(isEnemyDefeated(null)).toBe(false);
|
||||||
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', () => {
|
describe("Regicide - Commands", () => {
|
||||||
function createTestContext() {
|
function createTestContext() {
|
||||||
const initialState = createInitialState();
|
const initialState = createInitialState();
|
||||||
return createGameContext(registry, initialState);
|
return createGameContext(registry, initialState);
|
||||||
}
|
}
|
||||||
|
|
||||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||||
const cards = createAllCards();
|
const cards = createAllCards();
|
||||||
const rng = new Mulberry32RNG(12345);
|
const rng = new Mulberry32RNG(12345);
|
||||||
const enemyDeck = buildEnemyDeck(rng);
|
const enemyDeck = buildEnemyDeck(rng);
|
||||||
const tavernDeck = buildTavernDeck(rng);
|
const tavernDeck = buildTavernDeck(rng);
|
||||||
|
|
||||||
game.produce(state => {
|
game.produce((state) => {
|
||||||
state.cards = cards;
|
state.cards = cards;
|
||||||
state.playerCount = 2;
|
state.playerCount = 2;
|
||||||
state.currentPlayerIndex = 0;
|
state.currentPlayerIndex = 0;
|
||||||
state.enemyDeck = [...enemyDeck];
|
state.enemyDeck = [...enemyDeck];
|
||||||
state.currentEnemy = {...enemyDeck[0]};
|
state.currentEnemy = { ...enemyDeck[0] };
|
||||||
|
|
||||||
for (const card of tavernDeck) {
|
for (const card of tavernDeck) {
|
||||||
state.regions.tavernDeck.childIds.push(card.id);
|
state.regions.tavernDeck.childIds.push(card.id);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (let i = 0; i < 6; i++) {
|
for (let i = 0; i < 6; i++) {
|
||||||
const card1 = tavernDeck[i];
|
const card1 = tavernDeck[i];
|
||||||
const card2 = tavernDeck[i + 6];
|
const card2 = tavernDeck[i + 6];
|
||||||
card1.regionId = 'hand_player1';
|
card1.regionId = "hand_player1";
|
||||||
card2.regionId = 'hand_player2';
|
card2.regionId = "hand_player2";
|
||||||
state.playerHands.player1.push(card1.id);
|
state.playerHands.player1.push(card1.id);
|
||||||
state.playerHands.player2.push(card2.id);
|
state.playerHands.player2.push(card2.id);
|
||||||
state.regions.hand_player1.childIds.push(card1.id);
|
state.regions.hand_player1.childIds.push(card1.id);
|
||||||
state.regions.hand_player2.childIds.push(card2.id);
|
state.regions.hand_player2.childIds.push(card2.id);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
describe('play command', () => {
|
describe("play command", () => {
|
||||||
it('should deal damage to current enemy', async () => {
|
it("should deal damage to current enemy", async () => {
|
||||||
const game = createTestContext();
|
const game = createTestContext();
|
||||||
setupTestGame(game);
|
setupTestGame(game);
|
||||||
|
|
||||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||||
const cardId = game.value.playerHands.player1[0];
|
const cardId = game.value.playerHands.player1[0];
|
||||||
const card = game.value.cards[cardId];
|
const card = game.value.cards[cardId];
|
||||||
|
|
||||||
const result = await game.run(`play player1 ${cardId}`);
|
const result = await game.run(`play player1 ${cardId}`);
|
||||||
|
|
||||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
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 double damage for clubs suit", async () => {
|
||||||
it('should allow player to pass', async () => {
|
const game = createTestContext();
|
||||||
const game = createTestContext();
|
setupTestGame(game);
|
||||||
setupTestGame(game);
|
|
||||||
|
|
||||||
const result = await game.run('pass player1');
|
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");
|
||||||
|
});
|
||||||
|
|
||||||
expect(result.success).toBe(true);
|
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);
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('check-enemy command', () => {
|
it("should not defeat enemy if HP > 0", async () => {
|
||||||
it('should detect defeated enemy and reveal next', async () => {
|
const game = createTestContext();
|
||||||
const game = createTestContext();
|
setupTestGame(game);
|
||||||
setupTestGame(game);
|
|
||||||
|
|
||||||
const firstEnemy = game.value.currentEnemy!;
|
const currentEnemyId = game.value.currentEnemy!.id;
|
||||||
game.produce(state => {
|
|
||||||
state.currentEnemy!.hp = 0;
|
|
||||||
});
|
|
||||||
|
|
||||||
await game.run('check-enemy');
|
await game.run("check-enemy");
|
||||||
|
|
||||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should not defeat enemy if HP > 0', async () => {
|
describe("next-turn command", () => {
|
||||||
const game = createTestContext();
|
it("should switch to next player", async () => {
|
||||||
setupTestGame(game);
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
const currentEnemyId = game.value.currentEnemy!.id;
|
expect(game.value.currentPlayerIndex).toBe(0);
|
||||||
|
|
||||||
await game.run('check-enemy');
|
await game.run("next-turn");
|
||||||
|
|
||||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
expect(game.value.currentPlayerIndex).toBe(1);
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('next-turn command', () => {
|
it("should wrap around to first player", async () => {
|
||||||
it('should switch to next player', async () => {
|
const game = createTestContext();
|
||||||
const game = createTestContext();
|
setupTestGame(game);
|
||||||
setupTestGame(game);
|
|
||||||
|
|
||||||
expect(game.value.currentPlayerIndex).toBe(0);
|
game.produce((state) => {
|
||||||
|
state.currentPlayerIndex = 1;
|
||||||
|
});
|
||||||
|
|
||||||
await game.run('next-turn');
|
await game.run("next-turn");
|
||||||
|
|
||||||
expect(game.value.currentPlayerIndex).toBe(1);
|
expect(game.value.currentPlayerIndex).toBe(0);
|
||||||
});
|
|
||||||
|
|
||||||
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', () => {
|
describe("Regicide - Game Flow", () => {
|
||||||
function createTestContext() {
|
function createTestContext() {
|
||||||
const initialState = createInitialState();
|
const initialState = createInitialState();
|
||||||
return createGameContext(registry, initialState);
|
return createGameContext(registry, initialState);
|
||||||
}
|
}
|
||||||
|
|
||||||
it('should complete a full turn cycle', async () => {
|
it("should complete a full turn cycle", async () => {
|
||||||
const game = createTestContext();
|
const game = createTestContext();
|
||||||
|
|
||||||
const cards = createAllCards();
|
const cards = createAllCards();
|
||||||
const rng = new Mulberry32RNG(12345);
|
const rng = new Mulberry32RNG(12345);
|
||||||
const enemyDeck = buildEnemyDeck(rng);
|
const enemyDeck = buildEnemyDeck(rng);
|
||||||
const tavernDeck = buildTavernDeck(rng);
|
const tavernDeck = buildTavernDeck(rng);
|
||||||
|
|
||||||
game.produce(state => {
|
game.produce((state) => {
|
||||||
state.cards = cards;
|
state.cards = cards;
|
||||||
state.playerCount = 1;
|
state.playerCount = 1;
|
||||||
state.currentPlayerIndex = 0;
|
state.currentPlayerIndex = 0;
|
||||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||||
state.currentEnemy = {...enemyDeck[0]};
|
state.currentEnemy = { ...enemyDeck[0] };
|
||||||
|
|
||||||
for (const card of tavernDeck) {
|
for (const card of tavernDeck) {
|
||||||
state.regions.tavernDeck.childIds.push(card.id);
|
state.regions.tavernDeck.childIds.push(card.id);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (let i = 0; i < 6; i++) {
|
for (let i = 0; i < 6; i++) {
|
||||||
const card = tavernDeck[i];
|
const card = tavernDeck[i];
|
||||||
card.regionId = 'hand_player1';
|
card.regionId = "hand_player1";
|
||||||
state.playerHands.player1.push(card.id);
|
state.playerHands.player1.push(card.id);
|
||||||
state.regions.hand_player1.childIds.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 cardId = game.value.playerHands.player1[0];
|
||||||
const game = createTestContext();
|
const card = game.value.cards[cardId];
|
||||||
|
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||||
|
|
||||||
const cards = createAllCards();
|
await game.run(`play player1 ${cardId}`);
|
||||||
const rng = new Mulberry32RNG(12345);
|
|
||||||
const tavernDeck = buildTavernDeck(rng);
|
|
||||||
|
|
||||||
game.produce(state => {
|
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||||
state.cards = cards;
|
});
|
||||||
state.playerCount = 1;
|
|
||||||
state.currentPlayerIndex = 0;
|
|
||||||
state.enemyDeck = [];
|
|
||||||
state.currentEnemy = null;
|
|
||||||
|
|
||||||
for (const card of tavernDeck) {
|
it("should win game when all enemies defeated", async () => {
|
||||||
state.regions.tavernDeck.childIds.push(card.id);
|
const game = createTestContext();
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
game.produce(state => {
|
const cards = createAllCards();
|
||||||
state.phase = 'victory';
|
const rng = new Mulberry32RNG(12345);
|
||||||
state.winner = true;
|
const tavernDeck = buildTavernDeck(rng);
|
||||||
});
|
|
||||||
|
|
||||||
expect(game.value.phase).toBe('victory');
|
game.produce((state) => {
|
||||||
expect(game.value.winner).toBe(true);
|
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);
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -0,0 +1,649 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import {
|
||||||
|
addEffect,
|
||||||
|
addEntityEffect,
|
||||||
|
addItemEffect,
|
||||||
|
onEntityEffectUpkeep,
|
||||||
|
onEntityPostureDamage,
|
||||||
|
onPlayerItemEffectUpkeep,
|
||||||
|
onItemPlay,
|
||||||
|
onItemDiscard,
|
||||||
|
getAliveEnemies,
|
||||||
|
getCombatEntity,
|
||||||
|
canPlayCard,
|
||||||
|
payCardCost,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||||
|
import type {
|
||||||
|
CombatEntity,
|
||||||
|
CombatState,
|
||||||
|
EffectTable,
|
||||||
|
IRunContext,
|
||||||
|
PlayerEntity,
|
||||||
|
EnemyEntity,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||||
|
import type {
|
||||||
|
EffectData,
|
||||||
|
ItemData,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import type {
|
||||||
|
CellKey,
|
||||||
|
GridInventory,
|
||||||
|
InventoryItem,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||||
|
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||||
|
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||||
|
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||||
|
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
|
||||||
|
|
||||||
|
function createRunContext(
|
||||||
|
items: Map<string, InventoryItem<GameItemMeta>>,
|
||||||
|
): IRunContext {
|
||||||
|
return {
|
||||||
|
getItemData(id: string): ItemData | null {
|
||||||
|
const item = items.get(id);
|
||||||
|
return item?.meta?.itemData ?? null;
|
||||||
|
},
|
||||||
|
getAdjacentItems(_id: string): Iterable<string> {
|
||||||
|
return [];
|
||||||
|
},
|
||||||
|
getConsumedUses(id: string): number {
|
||||||
|
const item = items.get(id);
|
||||||
|
return item?.meta?.consumedUses ?? 0;
|
||||||
|
},
|
||||||
|
setConsumedUsesAsync(id: string, uses: number): Promise<void> {
|
||||||
|
const item = items.get(id);
|
||||||
|
if (item?.meta) {
|
||||||
|
item.meta.consumedUses = uses;
|
||||||
|
}
|
||||||
|
return Promise.resolve();
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createEffect(
|
||||||
|
id: string,
|
||||||
|
lifecycle: EffectData["lifecycle"],
|
||||||
|
): EffectData {
|
||||||
|
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||||
|
}
|
||||||
|
|
||||||
|
function createCard(
|
||||||
|
id: string,
|
||||||
|
costType: "energy" | "uses" | "none",
|
||||||
|
costCount: number,
|
||||||
|
) {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
name: id,
|
||||||
|
desc: "",
|
||||||
|
type: "item" as const,
|
||||||
|
costType,
|
||||||
|
costCount,
|
||||||
|
targetType: "player" as const,
|
||||||
|
effects: [] as CardEffect[],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createItem(
|
||||||
|
itemId: string,
|
||||||
|
cardId: string,
|
||||||
|
costType: "energy" | "uses" | "none",
|
||||||
|
costCount: number,
|
||||||
|
depletion = 0,
|
||||||
|
): InventoryItem<GameItemMeta> {
|
||||||
|
return {
|
||||||
|
id: itemId,
|
||||||
|
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||||
|
transform: {
|
||||||
|
offset: { x: 0, y: 0 },
|
||||||
|
flipX: false,
|
||||||
|
flipY: false,
|
||||||
|
} as unknown as Transform2D,
|
||||||
|
meta: {
|
||||||
|
itemData: {
|
||||||
|
id: itemId,
|
||||||
|
type: "weapon",
|
||||||
|
name: itemId,
|
||||||
|
shape: "1x1",
|
||||||
|
card: createCard(cardId, costType, costCount),
|
||||||
|
price: 0,
|
||||||
|
description: "",
|
||||||
|
},
|
||||||
|
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||||
|
consumedUses: costType === "uses" ? depletion : undefined,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createInventory(
|
||||||
|
items: InventoryItem<GameItemMeta>[],
|
||||||
|
): GridInventory<GameItemMeta> {
|
||||||
|
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||||
|
const occupied = new Set<CellKey>();
|
||||||
|
for (const item of items) {
|
||||||
|
map.set(item.id, item);
|
||||||
|
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||||
|
}
|
||||||
|
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||||
|
}
|
||||||
|
|
||||||
|
function createCombatEntity(hp = 10, maxHp = 10): CombatEntity {
|
||||||
|
return {
|
||||||
|
id: "",
|
||||||
|
effects: {},
|
||||||
|
hp,
|
||||||
|
maxHp,
|
||||||
|
isAlive: hp > 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
|
||||||
|
return {
|
||||||
|
...createCombatEntity(hp, maxHp),
|
||||||
|
energy: 3,
|
||||||
|
maxEnergy: 3,
|
||||||
|
deck: {
|
||||||
|
cards: {},
|
||||||
|
regions: {
|
||||||
|
drawPile: { id: "drawPile", axes: [], childIds: [], partMap: {} },
|
||||||
|
hand: { id: "hand", axes: [], childIds: [], partMap: {} },
|
||||||
|
discardPile: { id: "discardPile", axes: [], childIds: [], partMap: {} },
|
||||||
|
exhaustPile: { id: "exhaustPile", axes: [], childIds: [], partMap: {} },
|
||||||
|
},
|
||||||
|
},
|
||||||
|
itemEffects: {},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
|
||||||
|
return {
|
||||||
|
...createCombatEntity(hp, maxHp),
|
||||||
|
id,
|
||||||
|
enemy: { id, name: id, description: "", intents: null! },
|
||||||
|
intents: {},
|
||||||
|
currentIntent: null!,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createCombatState(
|
||||||
|
playerHp = 30,
|
||||||
|
enemies: EnemyEntity[] = [],
|
||||||
|
): CombatState {
|
||||||
|
return {
|
||||||
|
player: createPlayerEntity(playerHp),
|
||||||
|
enemies,
|
||||||
|
phase: "playerTurn",
|
||||||
|
turnNumber: 1,
|
||||||
|
result: null,
|
||||||
|
loot: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
describe("combat/effects", () => {
|
||||||
|
describe("addEffect", () => {
|
||||||
|
it("should add a new effect to an empty table", () => {
|
||||||
|
const table: EffectTable = {};
|
||||||
|
const effect = createEffect("strength", "temporary");
|
||||||
|
|
||||||
|
addEffect(table, effect, 3);
|
||||||
|
|
||||||
|
expect(table["strength"]).toBeDefined();
|
||||||
|
expect(table["strength"].data).toBe(effect);
|
||||||
|
expect(table["strength"].stacks).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should stack with existing effect of same id", () => {
|
||||||
|
const table: EffectTable = {};
|
||||||
|
const effect = createEffect("strength", "lingering");
|
||||||
|
|
||||||
|
addEffect(table, effect, 2);
|
||||||
|
addEffect(table, effect, 3);
|
||||||
|
|
||||||
|
expect(table["strength"].stacks).toBe(5);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should remove effect when stacks reach 0", () => {
|
||||||
|
const table: EffectTable = {};
|
||||||
|
const effect = createEffect("strength", "temporary");
|
||||||
|
|
||||||
|
addEffect(table, effect, 3);
|
||||||
|
addEffect(table, effect, -3);
|
||||||
|
|
||||||
|
expect(table["strength"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not add effect when stacks is 0", () => {
|
||||||
|
const table: EffectTable = {};
|
||||||
|
const effect = createEffect("strength", "temporary");
|
||||||
|
|
||||||
|
addEffect(table, effect, 0);
|
||||||
|
|
||||||
|
expect(table["strength"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle negative stacks", () => {
|
||||||
|
const table: EffectTable = {};
|
||||||
|
const effect = createEffect("weak", "temporary");
|
||||||
|
|
||||||
|
addEffect(table, effect, -2);
|
||||||
|
|
||||||
|
expect(table["weak"].stacks).toBe(-2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("addEntityEffect", () => {
|
||||||
|
it("should add effect to entity.effects", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const effect = createEffect("vulnerable", "lingering");
|
||||||
|
|
||||||
|
addEntityEffect(entity, effect, 2);
|
||||||
|
|
||||||
|
expect(entity.effects["vulnerable"].stacks).toBe(2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("addItemEffect", () => {
|
||||||
|
it("should add effect to player.itemEffects[itemKey]", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 3);
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should initialize itemEffects entry if not present", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||||
|
|
||||||
|
addItemEffect(player, "new-item", effect, 1);
|
||||||
|
|
||||||
|
expect(player.itemEffects["new-item"]).toBeDefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should stack with existing item effect", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 2);
|
||||||
|
addItemEffect(player, "sword-1", effect, 3);
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("onEntityEffectUpkeep", () => {
|
||||||
|
it("should remove temporary effects", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const tempEffect = createEffect("temp-shield", "temporary");
|
||||||
|
|
||||||
|
addEntityEffect(entity, tempEffect, 5);
|
||||||
|
onEntityEffectUpkeep(entity);
|
||||||
|
|
||||||
|
expect(entity.effects["temp-shield"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should decrement lingering effects by 1", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const lingeringEffect = createEffect("poison", "lingering");
|
||||||
|
|
||||||
|
addEntityEffect(entity, lingeringEffect, 3);
|
||||||
|
onEntityEffectUpkeep(entity);
|
||||||
|
|
||||||
|
expect(entity.effects["poison"].stacks).toBe(2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should remove lingering effects when stacks reach 0", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const lingeringEffect = createEffect("poison", "lingering");
|
||||||
|
|
||||||
|
addEntityEffect(entity, lingeringEffect, 1);
|
||||||
|
onEntityEffectUpkeep(entity);
|
||||||
|
|
||||||
|
expect(entity.effects["poison"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect permanent effects", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const permEffect = createEffect("max-hp-up", "permanent");
|
||||||
|
|
||||||
|
addEntityEffect(entity, permEffect, 5);
|
||||||
|
onEntityEffectUpkeep(entity);
|
||||||
|
|
||||||
|
expect(entity.effects["max-hp-up"].stacks).toBe(5);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect instant effects", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const instantEffect = createEffect("instant-damage", "instant");
|
||||||
|
|
||||||
|
addEntityEffect(entity, instantEffect, 10);
|
||||||
|
onEntityEffectUpkeep(entity);
|
||||||
|
|
||||||
|
expect(entity.effects["instant-damage"].stacks).toBe(10);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should increment lingering effects with negative stacks", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const lingeringEffect = createEffect("regen", "lingering");
|
||||||
|
|
||||||
|
addEntityEffect(entity, lingeringEffect, -3);
|
||||||
|
onEntityEffectUpkeep(entity);
|
||||||
|
|
||||||
|
expect(entity.effects["regen"].stacks).toBe(-2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("onEntityPostureDamage", () => {
|
||||||
|
it("should reduce posture effects by damage amount", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const postureEffect = createEffect("block", "posture");
|
||||||
|
|
||||||
|
addEntityEffect(entity, postureEffect, 10);
|
||||||
|
onEntityPostureDamage(entity, 4);
|
||||||
|
|
||||||
|
expect(entity.effects["block"].stacks).toBe(6);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not reduce posture effects below 0", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const postureEffect = createEffect("block", "posture");
|
||||||
|
|
||||||
|
addEntityEffect(entity, postureEffect, 3);
|
||||||
|
onEntityPostureDamage(entity, 10);
|
||||||
|
|
||||||
|
expect(entity.effects["block"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect non-posture effects", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const postureEffect = createEffect("block", "posture");
|
||||||
|
const permEffect = createEffect("strength", "permanent");
|
||||||
|
|
||||||
|
addEntityEffect(entity, postureEffect, 5);
|
||||||
|
addEntityEffect(entity, permEffect, 3);
|
||||||
|
onEntityPostureDamage(entity, 2);
|
||||||
|
|
||||||
|
expect(entity.effects["block"].stacks).toBe(3);
|
||||||
|
expect(entity.effects["strength"].stacks).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle zero damage", () => {
|
||||||
|
const entity = createCombatEntity();
|
||||||
|
const postureEffect = createEffect("block", "posture");
|
||||||
|
|
||||||
|
addEntityEffect(entity, postureEffect, 5);
|
||||||
|
onEntityPostureDamage(entity, 0);
|
||||||
|
|
||||||
|
expect(entity.effects["block"].stacks).toBe(5);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("onPlayerItemEffectUpkeep", () => {
|
||||||
|
it("should remove itemTemporary effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 5);
|
||||||
|
onPlayerItemEffectUpkeep(player);
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect itemPermanent effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("adjacent-buff", "itemPermanent");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 5);
|
||||||
|
onPlayerItemEffectUpkeep(player);
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect itemUntilPlay effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("charged", "itemUntilPlay");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 3);
|
||||||
|
onPlayerItemEffectUpkeep(player);
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("onItemPlay", () => {
|
||||||
|
it("should remove itemUntilPlay effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("charged", "itemUntilPlay");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 3);
|
||||||
|
onItemPlay(player, "sword-1");
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect other lifecycle effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const permEffect = createEffect("passive", "itemPermanent");
|
||||||
|
const playEffect = createEffect("charged", "itemUntilPlay");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", permEffect, 5);
|
||||||
|
addItemEffect(player, "sword-1", playEffect, 3);
|
||||||
|
onItemPlay(player, "sword-1");
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
|
||||||
|
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should do nothing for item with no effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
|
||||||
|
expect(() => onItemPlay(player, "nonexistent")).not.toThrow();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("onItemDiscard", () => {
|
||||||
|
it("should remove itemUntilDiscard effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const effect = createEffect("discard-buff", "itemUntilDiscard");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", effect, 3);
|
||||||
|
onItemDiscard(player, "sword-1");
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not affect other lifecycle effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const permEffect = createEffect("passive", "itemPermanent");
|
||||||
|
const discardEffect = createEffect("discard-buff", "itemUntilDiscard");
|
||||||
|
|
||||||
|
addItemEffect(player, "sword-1", permEffect, 5);
|
||||||
|
addItemEffect(player, "sword-1", discardEffect, 3);
|
||||||
|
onItemDiscard(player, "sword-1");
|
||||||
|
|
||||||
|
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
|
||||||
|
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should do nothing for item with no effects", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
|
||||||
|
expect(() => onItemDiscard(player, "nonexistent")).not.toThrow();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("getAliveEnemies", () => {
|
||||||
|
it("should yield only alive enemies", () => {
|
||||||
|
const state = createCombatState(30, [
|
||||||
|
createEnemyEntity("slime-1", 10, 10),
|
||||||
|
createEnemyEntity("slime-2", 0, 10),
|
||||||
|
createEnemyEntity("slime-3", 5, 10),
|
||||||
|
]);
|
||||||
|
|
||||||
|
const alive = [...getAliveEnemies(state)];
|
||||||
|
|
||||||
|
expect(alive.length).toBe(2);
|
||||||
|
expect(alive[0].id).toBe("slime-1");
|
||||||
|
expect(alive[1].id).toBe("slime-3");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return empty for no enemies", () => {
|
||||||
|
const state = createCombatState(30, []);
|
||||||
|
|
||||||
|
const alive = [...getAliveEnemies(state)];
|
||||||
|
|
||||||
|
expect(alive.length).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return empty when all enemies are dead", () => {
|
||||||
|
const state = createCombatState(30, [
|
||||||
|
createEnemyEntity("slime-1", 0, 10),
|
||||||
|
createEnemyEntity("slime-2", 0, 10),
|
||||||
|
]);
|
||||||
|
|
||||||
|
const alive = [...getAliveEnemies(state)];
|
||||||
|
|
||||||
|
expect(alive.length).toBe(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("getCombatEntity", () => {
|
||||||
|
it('should return player for "player" key', () => {
|
||||||
|
const state = createCombatState(30);
|
||||||
|
|
||||||
|
const entity = getCombatEntity(state, "player");
|
||||||
|
|
||||||
|
expect(entity).toBe(state.player);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return enemy by id", () => {
|
||||||
|
const enemy = createEnemyEntity("boss-1", 50, 50);
|
||||||
|
const state = createCombatState(30, [enemy]);
|
||||||
|
|
||||||
|
const entity = getCombatEntity(state, "boss-1");
|
||||||
|
|
||||||
|
expect(entity).toBe(enemy);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return undefined for non-existent enemy", () => {
|
||||||
|
const state = createCombatState(30, [createEnemyEntity("slime-1")]);
|
||||||
|
|
||||||
|
const entity = getCombatEntity(state, "nonexistent");
|
||||||
|
|
||||||
|
expect(entity).toBeUndefined();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("canPlayCard", () => {
|
||||||
|
it("should allow playing energy card when player has enough energy", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
player.energy = 3;
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
const result = canPlayCard(player, "energy", 2, "any", run);
|
||||||
|
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject playing energy card when player lacks energy", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
player.energy = 1;
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
const result = canPlayCard(player, "energy", 2, "any", run);
|
||||||
|
|
||||||
|
expect(result).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow playing uses card when item has remaining uses", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||||
|
const inventory = createInventory([item]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
const result = canPlayCard(player, "uses", 3, "potion-1", run);
|
||||||
|
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject playing uses card when item is depleted", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const item = createItem("potion-1", "potion-card", "uses", 3, 3);
|
||||||
|
const inventory = createInventory([item]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
const result = canPlayCard(player, "uses", 3, "potion-1", run);
|
||||||
|
|
||||||
|
expect(result).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject playing uses card when item not in inventory", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
const result = canPlayCard(player, "uses", 1, "missing", run);
|
||||||
|
|
||||||
|
expect(result).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should always allow playing none cost card", () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
player.energy = 0;
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
const result = canPlayCard(player, "none", 0, "any", run);
|
||||||
|
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("payCardCost", () => {
|
||||||
|
it("should deduct energy for energy cost card", async () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
player.energy = 3;
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
await payCardCost(player, "energy", 2, "any", run);
|
||||||
|
|
||||||
|
expect(player.energy).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should increment depletion for uses cost card", async () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||||
|
const inventory = createInventory([item]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
await payCardCost(player, "uses", 3, "potion-1", run);
|
||||||
|
|
||||||
|
expect(item.meta?.consumedUses).toBe(4);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should do nothing for none cost card", async () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
player.energy = 3;
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
await payCardCost(player, "none", 0, "any", run);
|
||||||
|
|
||||||
|
expect(player.energy).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle missing item gracefully for uses cost", async () => {
|
||||||
|
const player = createPlayerEntity();
|
||||||
|
const inventory = createInventory([]);
|
||||||
|
const run = createRunContext(inventory.items);
|
||||||
|
|
||||||
|
await expect(
|
||||||
|
payCardCost(player, "uses", 1, "missing", run),
|
||||||
|
).resolves.not.toThrow();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -0,0 +1,680 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import {
|
||||||
|
createGameContext,
|
||||||
|
createGameCommandRegistry,
|
||||||
|
IGameContext,
|
||||||
|
} from "@/core/game";
|
||||||
|
import { createRegion } from "@/core/region";
|
||||||
|
import {
|
||||||
|
createTriggers,
|
||||||
|
Triggers,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||||
|
import { addTriggers } from "@/samples/slay-the-spire-like/data/desert/triggers";
|
||||||
|
import {
|
||||||
|
CombatState,
|
||||||
|
EnemyEntity,
|
||||||
|
IRunContext,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||||
|
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
import {
|
||||||
|
GameCard,
|
||||||
|
DeckRegions,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/deck";
|
||||||
|
import {
|
||||||
|
CellKey,
|
||||||
|
GridInventory,
|
||||||
|
InventoryItem,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||||
|
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||||
|
import {
|
||||||
|
CardEffect,
|
||||||
|
getCards,
|
||||||
|
getEffects,
|
||||||
|
getEnemies,
|
||||||
|
} from "@/samples/slay-the-spire-like/data/desert";
|
||||||
|
const cards = getCards();
|
||||||
|
const effects = getEffects();
|
||||||
|
const enemies = getEnemies();
|
||||||
|
|
||||||
|
function createEffect(
|
||||||
|
id: string,
|
||||||
|
lifecycle: EffectData["lifecycle"] = "instant",
|
||||||
|
): EffectData {
|
||||||
|
const found = effects.find((e) => e.id === id);
|
||||||
|
if (found) return found;
|
||||||
|
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||||
|
}
|
||||||
|
|
||||||
|
function createDeckRegions(): DeckRegions {
|
||||||
|
return {
|
||||||
|
drawPile: createRegion("drawPile", []),
|
||||||
|
hand: createRegion("hand", []),
|
||||||
|
discardPile: createRegion("discardPile", []),
|
||||||
|
exhaustPile: createRegion("exhaustPile", []),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createCard(
|
||||||
|
id: string,
|
||||||
|
itemId: string,
|
||||||
|
costType: "energy" | "uses" | "none" = "energy",
|
||||||
|
costCount = 0,
|
||||||
|
): GameCard {
|
||||||
|
const cardData = cards.find((c) => c.id === itemId) ?? {
|
||||||
|
id: itemId,
|
||||||
|
name: itemId,
|
||||||
|
desc: "",
|
||||||
|
type: "item" as const,
|
||||||
|
costType,
|
||||||
|
costCount,
|
||||||
|
targetType: "player" as const,
|
||||||
|
effects: [] as CardEffect[],
|
||||||
|
};
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
regionId: "",
|
||||||
|
position: [0],
|
||||||
|
itemId,
|
||||||
|
cardData,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createEnemyEntity(
|
||||||
|
enemyId: string,
|
||||||
|
hp: number,
|
||||||
|
maxHp: number,
|
||||||
|
instanceIndex = 0,
|
||||||
|
): EnemyEntity {
|
||||||
|
const enemyData = enemies.find((e) => e.id === enemyId);
|
||||||
|
if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`);
|
||||||
|
const intent =
|
||||||
|
enemyData.intents.find((i) => i.initialIntent) ?? enemyData.intents[0];
|
||||||
|
const instanceId = `${enemyId}-${instanceIndex}`;
|
||||||
|
const intentMap: Record<string, typeof intent> = {};
|
||||||
|
for (const i of enemyData.intents) {
|
||||||
|
intentMap[i.id] = i;
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
id: instanceId,
|
||||||
|
enemy: enemyData,
|
||||||
|
hp,
|
||||||
|
maxHp,
|
||||||
|
isAlive: true,
|
||||||
|
effects: {},
|
||||||
|
intents: intentMap,
|
||||||
|
currentIntent: intent,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createInventory(
|
||||||
|
itemsList: InventoryItem<GameItemMeta>[],
|
||||||
|
): GridInventory<GameItemMeta> {
|
||||||
|
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||||
|
const occupied = new Set<CellKey>();
|
||||||
|
for (const item of itemsList) {
|
||||||
|
map.set(item.id, item);
|
||||||
|
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||||
|
}
|
||||||
|
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||||
|
}
|
||||||
|
|
||||||
|
function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
|
||||||
|
const regions = createDeckRegions();
|
||||||
|
return {
|
||||||
|
player: {
|
||||||
|
id: "player",
|
||||||
|
effects: {},
|
||||||
|
hp: 30,
|
||||||
|
maxHp: 30,
|
||||||
|
isAlive: true,
|
||||||
|
energy: 3,
|
||||||
|
maxEnergy: 3,
|
||||||
|
deck: { cards: {}, regions },
|
||||||
|
itemEffects: {},
|
||||||
|
},
|
||||||
|
enemies: [],
|
||||||
|
phase: "playerTurn",
|
||||||
|
turnNumber: 1,
|
||||||
|
result: null,
|
||||||
|
loot: [],
|
||||||
|
...overrides,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createTestContext(state?: CombatState): IGameContext<CombatState> {
|
||||||
|
const registry = createGameCommandRegistry<CombatState>();
|
||||||
|
const ctx = createGameContext(registry, state ?? createCombatState());
|
||||||
|
ctx._rng.setSeed(42);
|
||||||
|
return ctx;
|
||||||
|
}
|
||||||
|
|
||||||
|
function getTriggers(): Triggers {
|
||||||
|
const run: IRunContext = {
|
||||||
|
getConsumedUses() {
|
||||||
|
return 0;
|
||||||
|
},
|
||||||
|
getItemData() {
|
||||||
|
return null;
|
||||||
|
},
|
||||||
|
*getAdjacentItems() {},
|
||||||
|
async setConsumedUsesAsync() {},
|
||||||
|
};
|
||||||
|
const triggers = createTriggers(run);
|
||||||
|
addTriggers(triggers, run);
|
||||||
|
return triggers;
|
||||||
|
}
|
||||||
|
|
||||||
|
function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.deck.cards[card.id] = card;
|
||||||
|
card.regionId = "hand";
|
||||||
|
draft.player.deck.regions.hand.childIds.push(card.id);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.deck.cards[card.id] = card;
|
||||||
|
card.regionId = "drawPile";
|
||||||
|
draft.player.deck.regions.drawPile.childIds.push(card.id);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.deck.cards[card.id] = card;
|
||||||
|
card.regionId = "discardPile";
|
||||||
|
draft.player.deck.regions.discardPile.childIds.push(card.id);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
function makeDummyEnemy() {
|
||||||
|
return createEnemyEntity("仙人掌怪", 999, 999);
|
||||||
|
}
|
||||||
|
|
||||||
|
describe("desert triggers", () => {
|
||||||
|
describe("instant effects", () => {
|
||||||
|
it("should apply attack effect as damage", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [makeDummyEnemy()],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const attackEffect = createEffect("attack");
|
||||||
|
|
||||||
|
await triggers.onEffectApplied.execute(ctx, {
|
||||||
|
effect: attackEffect,
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 5,
|
||||||
|
sourceEntityId: "enemy-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(25);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should apply draw effect", async () => {
|
||||||
|
const ctx = createTestContext();
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const drawEffect = createEffect("draw");
|
||||||
|
|
||||||
|
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||||
|
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||||
|
|
||||||
|
await triggers.onEffectApplied.execute(ctx, {
|
||||||
|
effect: drawEffect,
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 2,
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||||
|
expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should apply gainEnergy effect", async () => {
|
||||||
|
const ctx = createTestContext();
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const gainEnergyEffect = createEffect("gainEnergy");
|
||||||
|
|
||||||
|
const initialEnergy = ctx.value.player.energy;
|
||||||
|
await triggers.onEffectApplied.execute(ctx, {
|
||||||
|
effect: gainEnergyEffect,
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 2,
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.energy).toBe(initialEnergy + 2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should remove wound cards from draw and discard piles", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [makeDummyEnemy()],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const removeWoundEffect = createEffect("removeWound");
|
||||||
|
|
||||||
|
addCardToDrawPile(ctx, createCard("wound-1", "wound", "none", 0));
|
||||||
|
addCardToDiscardPile(ctx, createCard("wound-2", "wound", "none", 0));
|
||||||
|
addCardToDrawPile(ctx, createCard("sword-1", "sword"));
|
||||||
|
|
||||||
|
await triggers.onEffectApplied.execute(ctx, {
|
||||||
|
effect: removeWoundEffect,
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 2,
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.deck.cards["wound-1"]).toBeUndefined();
|
||||||
|
expect(ctx.value.player.deck.cards["wound-2"]).toBeUndefined();
|
||||||
|
expect(ctx.value.player.deck.cards["sword-1"]).toBeDefined();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("damage pipeline", () => {
|
||||||
|
it("should prevent damage with block", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [makeDummyEnemy()],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const defendEffect = createEffect("defend", "temporary");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.defend = { data: defendEffect, stacks: 5 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "player",
|
||||||
|
amount: 8,
|
||||||
|
sourceEntityId: "enemy-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(27);
|
||||||
|
expect(ctx.value.player.effects.defend?.stacks).toBe(undefined);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reduce damage with damageReduce", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [makeDummyEnemy()],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const damageReduceEffect = createEffect("damageReduce", "temporary");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.damageReduce = {
|
||||||
|
data: damageReduceEffect,
|
||||||
|
stacks: 3,
|
||||||
|
};
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "player",
|
||||||
|
amount: 8,
|
||||||
|
sourceEntityId: "enemy-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(25);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should increase damage with expose", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [makeDummyEnemy()],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const exposeEffect = createEffect("expose", "temporary");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.expose = { data: exposeEffect, stacks: 2 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "player",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "enemy-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(23);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("spike reflection", () => {
|
||||||
|
it("should damage attacker when entity has spike", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const spikeEffect = createEffect("spike", "permanent");
|
||||||
|
const attackEffect = createEffect("attack", "instant");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
const enemy = draft.enemies[0];
|
||||||
|
enemy.effects.spike = { data: spikeEffect, stacks: 3 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onEffectApplied.execute(ctx, {
|
||||||
|
effect: attackEffect,
|
||||||
|
entityId: "仙人掌怪-0",
|
||||||
|
stacks: 5,
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(27);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("storm static card generation", () => {
|
||||||
|
it("should give player static cards when storm enemy executes intent", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("风暴之灵", 30, 30)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
|
||||||
|
await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
|
||||||
|
|
||||||
|
const staticCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||||
|
(c: GameCard) => c.itemId === "static",
|
||||||
|
);
|
||||||
|
expect(staticCards.length).toBe(2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("energyDrain", () => {
|
||||||
|
it("should drain player energy when energyDrain enemy takes damage", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("幼沙虫", 18, 18)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const energyDrainEffect = createEffect("energyDrain", "lingering");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
const enemy = draft.enemies[0];
|
||||||
|
enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "幼沙虫-0",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.energy).toBe(2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("molt flee", () => {
|
||||||
|
it("should make enemy flee when molt >= maxHp after taking damage", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("蜥蜴", 14, 14)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const moltEffect = createEffect("molt", "posture");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
const enemy = draft.enemies[0];
|
||||||
|
enemy.effects.molt = { data: moltEffect, stacks: 14 };
|
||||||
|
});
|
||||||
|
|
||||||
|
let threw = false;
|
||||||
|
try {
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "蜥蜴-0",
|
||||||
|
amount: 1,
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
} catch (e) {
|
||||||
|
threw = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
expect(threw).toBe(true);
|
||||||
|
expect(ctx.value.result).toBe("victory");
|
||||||
|
expect(ctx.value.enemies[0].isAlive).toBe(false);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("discard at turn start", () => {
|
||||||
|
it("should randomly discard a card when discard effect is active", async () => {
|
||||||
|
const ctx = createTestContext();
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const discardEffect = createEffect("discard", "lingering");
|
||||||
|
|
||||||
|
addCardToHand(ctx, createCard("card-1", "sword"));
|
||||||
|
addCardToHand(ctx, createCard("card-2", "shield"));
|
||||||
|
addCardToHand(ctx, createCard("card-3", "dagger"));
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.discard = { data: discardEffect, stacks: 1 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||||
|
|
||||||
|
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||||
|
expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("next-turn effects", () => {
|
||||||
|
it("should gain block from defendNext at turn start", async () => {
|
||||||
|
const ctx = createTestContext();
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const defendNextEffect = createEffect("defendNext", "temporary");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||||
|
|
||||||
|
expect(ctx.value.player.effects.defend?.stacks).toBe(5);
|
||||||
|
expect(ctx.value.player.effects.defendNext).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should gain energy from energyNext at turn start", async () => {
|
||||||
|
const ctx = createTestContext();
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const energyNextEffect = createEffect("energyNext", "temporary");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||||
|
|
||||||
|
expect(ctx.value.player.energy).toBe(5);
|
||||||
|
expect(ctx.value.player.effects.energyNext).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should draw extra cards from drawNext at turn start", async () => {
|
||||||
|
const ctx = createTestContext();
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const drawNextEffect = createEffect("drawNext", "temporary");
|
||||||
|
|
||||||
|
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||||
|
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||||
|
addCardToDrawPile(ctx, createCard("card-3", "sword"));
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||||
|
|
||||||
|
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||||
|
expect(ctx.value.player.effects.drawNext).toBeUndefined();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("posture damage effects", () => {
|
||||||
|
it("should double damage with aim", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const aimEffect = createEffect("aim", "posture");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.aim = { data: aimEffect, stacks: 2 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "仙人掌怪-0",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.enemies[0].hp).toBe(2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should add bonus damage with roll", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("仙人掌怪", 99, 99)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const rollEffect = createEffect("roll", "posture");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
draft.player.effects.roll = { data: rollEffect, stacks: 20 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "仙人掌怪-0",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.enemies[0].hp).toBe(74);
|
||||||
|
expect(ctx.value.player.effects.roll).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should add bonus damage with tailSting", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("沙蝎", 10, 10)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const tailStingEffect = createEffect("tailSting", "posture");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
const enemy = draft.enemies[0];
|
||||||
|
enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "player",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "沙蝎-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(23);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should double damage with charge on attacker", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("骑马枪手", 25, 25)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const chargeEffect = createEffect("charge", "lingering");
|
||||||
|
|
||||||
|
ctx._state.produce((draft) => {
|
||||||
|
const enemy = draft.enemies[0];
|
||||||
|
enemy.effects.charge = { data: chargeEffect, stacks: 2 };
|
||||||
|
});
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "player",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "骑马枪手-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.player.hp).toBe(20);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("crossbow chain", () => {
|
||||||
|
it("should replay other crossbows on same target", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("仙人掌怪", 20, 20)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
const crossbowEffect = createEffect("crossbow");
|
||||||
|
|
||||||
|
addCardToHand(ctx, createCard("crossbow-1", "crossbow"));
|
||||||
|
addCardToHand(ctx, createCard("crossbow-2", "crossbow"));
|
||||||
|
|
||||||
|
await triggers.onEffectApplied.execute(ctx, {
|
||||||
|
effect: crossbowEffect,
|
||||||
|
entityId: "player",
|
||||||
|
stacks: 0,
|
||||||
|
cardId: "crossbow-1",
|
||||||
|
sourceEntityId: "player",
|
||||||
|
targetId: "仙人掌怪-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.enemies[0].hp).toBe(8);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("sandwormKing fatigue heal", () => {
|
||||||
|
it("should heal sandworm king when player discards fatigue", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("沙虫王", 30, 40)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
|
||||||
|
addCardToHand(ctx, createCard("fatigue-1", "fatigue", "none", 0));
|
||||||
|
|
||||||
|
await triggers.onCardDiscarded.execute(ctx, {
|
||||||
|
cardId: "fatigue-1",
|
||||||
|
sourceEntityId: "player",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(ctx.value.enemies[0].hp).toBe(40);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("vulture on-damage", () => {
|
||||||
|
it("should give player vultureEye when vulture deals damage", async () => {
|
||||||
|
const ctx = createTestContext(
|
||||||
|
createCombatState({
|
||||||
|
enemies: [createEnemyEntity("秃鹫", 12, 12)],
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
const triggers = getTriggers();
|
||||||
|
|
||||||
|
await triggers.onDamage.execute(ctx, {
|
||||||
|
entityId: "player",
|
||||||
|
amount: 5,
|
||||||
|
sourceEntityId: "秃鹫-0",
|
||||||
|
});
|
||||||
|
|
||||||
|
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||||
|
(c: GameCard) => c.itemId === "vultureEye",
|
||||||
|
);
|
||||||
|
expect(vultureEyeCards.length).toBe(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -1,73 +1,13 @@
|
|||||||
import { describe, it, expect } from 'vitest';
|
import { describe, it, expect } from "vitest";
|
||||||
import { heroItemFighter1Data } from '@/samples/slay-the-spire-like/data';
|
import data from "@/samples/slay-the-spire-like/data";
|
||||||
|
import { CardData } from "@/samples/slay-the-spire-like";
|
||||||
|
|
||||||
describe('heroItemFighter1.csv import', () => {
|
describe("data import", () => {
|
||||||
it('should import data as an array', () => {
|
it("should import properly", () => {
|
||||||
expect(Array.isArray(heroItemFighter1Data)).toBe(true);
|
expect(data.desert.getEffects).toBeDefined();
|
||||||
expect(heroItemFighter1Data.length).toBeGreaterThan(0);
|
expect(
|
||||||
});
|
data.desert.getCards().find((c: CardData) => c.id === "crossbow")?.effects
|
||||||
|
?.length,
|
||||||
it('should have expected number of items', () => {
|
).toBe(2);
|
||||||
// CSV has 24 data rows (excluding header and type rows)
|
});
|
||||||
expect(heroItemFighter1Data.length).toBe(24);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should have correct fields for each item', () => {
|
|
||||||
for (const item of heroItemFighter1Data) {
|
|
||||||
expect(item).toHaveProperty('type');
|
|
||||||
expect(item).toHaveProperty('name');
|
|
||||||
expect(item).toHaveProperty('shape');
|
|
||||||
expect(item).toHaveProperty('costType');
|
|
||||||
expect(item).toHaveProperty('costCount');
|
|
||||||
expect(item).toHaveProperty('targetType');
|
|
||||||
expect(item).toHaveProperty('desc');
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should parse costCount as number', () => {
|
|
||||||
for (const item of heroItemFighter1Data) {
|
|
||||||
expect(typeof item.costCount).toBe('number');
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should contain expected items by name', () => {
|
|
||||||
const names = heroItemFighter1Data.map(item => item.name);
|
|
||||||
expect(names).toContain('剑');
|
|
||||||
expect(names).toContain('盾');
|
|
||||||
expect(names).toContain('绷带');
|
|
||||||
expect(names).toContain('火把');
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should have valid type values', () => {
|
|
||||||
const validTypes = ['weapon', 'armor', 'consumable', 'tool'];
|
|
||||||
for (const item of heroItemFighter1Data) {
|
|
||||||
expect(validTypes).toContain(item.type);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should have valid costType values', () => {
|
|
||||||
const validCostTypes = ['energy', 'uses'];
|
|
||||||
for (const item of heroItemFighter1Data) {
|
|
||||||
expect(validCostTypes).toContain(item.costType);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should have valid targetType values', () => {
|
|
||||||
const validTargetTypes = ['single', 'none'];
|
|
||||||
for (const item of heroItemFighter1Data) {
|
|
||||||
expect(validTargetTypes).toContain(item.targetType);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should have correct item counts by type', () => {
|
|
||||||
const typeCounts = heroItemFighter1Data.reduce((acc, item) => {
|
|
||||||
acc[item.type] = (acc[item.type] || 0) + 1;
|
|
||||||
return acc;
|
|
||||||
}, {} as Record<string, number>);
|
|
||||||
|
|
||||||
expect(typeCounts['weapon']).toBe(6);
|
|
||||||
expect(typeCounts['armor']).toBe(6);
|
|
||||||
expect(typeCounts['consumable']).toBe(6);
|
|
||||||
expect(typeCounts['tool']).toBe(6);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -0,0 +1,244 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import {
|
||||||
|
generateDeckFromInventory,
|
||||||
|
createCard,
|
||||||
|
createDeckRegions,
|
||||||
|
createPlayerDeck,
|
||||||
|
generateCardId,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/deck/factory";
|
||||||
|
import {
|
||||||
|
createGridInventory,
|
||||||
|
placeItem,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||||
|
import type {
|
||||||
|
GridInventory,
|
||||||
|
InventoryItem,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||||
|
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||||
|
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||||
|
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||||
|
import type {
|
||||||
|
CardData,
|
||||||
|
ItemData,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a minimal CardData for testing.
|
||||||
|
*/
|
||||||
|
function createTestCardData(id: string, name: string, desc: string): CardData {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
name,
|
||||||
|
desc,
|
||||||
|
type: "item",
|
||||||
|
costType: "energy",
|
||||||
|
costCount: 1,
|
||||||
|
targetType: "enemy",
|
||||||
|
effects: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a minimal ItemData for testing.
|
||||||
|
*/
|
||||||
|
function createTestItemData(
|
||||||
|
id: string,
|
||||||
|
name: string,
|
||||||
|
shapeStr: string,
|
||||||
|
desc: string,
|
||||||
|
): ItemData {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
type: "weapon",
|
||||||
|
name,
|
||||||
|
shape: shapeStr,
|
||||||
|
card: createTestCardData(id, name, desc),
|
||||||
|
price: 10,
|
||||||
|
description: desc,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a minimal GameItemMeta for testing.
|
||||||
|
*/
|
||||||
|
function createTestMeta(
|
||||||
|
name: string,
|
||||||
|
desc: string,
|
||||||
|
shapeStr: string,
|
||||||
|
): GameItemMeta {
|
||||||
|
const shape = parseShapeString(shapeStr);
|
||||||
|
const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
|
||||||
|
return {
|
||||||
|
itemData,
|
||||||
|
shape,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a test inventory with some items.
|
||||||
|
*/
|
||||||
|
function createTestInventory(): GridInventory<GameItemMeta> {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||||
|
|
||||||
|
// Item "短刀" with shape "oe" (2 cells)
|
||||||
|
const meta1 = createTestMeta("短刀", "【攻击3】【攻击3】", "oe");
|
||||||
|
const item1: InventoryItem<GameItemMeta> = {
|
||||||
|
id: "dagger-1",
|
||||||
|
shape: meta1.shape,
|
||||||
|
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||||
|
meta: meta1,
|
||||||
|
};
|
||||||
|
placeItem(inv, item1);
|
||||||
|
|
||||||
|
// Item "盾" with shape "oesw" (4 cells)
|
||||||
|
const meta2 = createTestMeta("盾", "【防御3】", "oesw");
|
||||||
|
const item2: InventoryItem<GameItemMeta> = {
|
||||||
|
id: "shield-1",
|
||||||
|
shape: meta2.shape,
|
||||||
|
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
|
||||||
|
meta: meta2,
|
||||||
|
};
|
||||||
|
placeItem(inv, item2);
|
||||||
|
|
||||||
|
return inv;
|
||||||
|
}
|
||||||
|
|
||||||
|
describe("deck/factory", () => {
|
||||||
|
describe("generateCardId", () => {
|
||||||
|
it("should generate deterministic unique IDs", () => {
|
||||||
|
expect(generateCardId("item-1", 0)).toBe("card-item-1-0");
|
||||||
|
expect(generateCardId("item-1", 1)).toBe("card-item-1-1");
|
||||||
|
expect(generateCardId("item-2", 0)).toBe("card-item-2-0");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("createCard", () => {
|
||||||
|
it("should create a card with itemId and cardData", () => {
|
||||||
|
const cardData = createTestCardData("wound", "伤口", "无法被弃牌");
|
||||||
|
const card = createCard("wound-1", cardData, 0);
|
||||||
|
|
||||||
|
expect(card.id).toBe("card-wound-1-0");
|
||||||
|
expect(card.itemId).toBe("wound-1");
|
||||||
|
expect(card.cardData).toBe(cardData);
|
||||||
|
expect(card.regionId).toBe("");
|
||||||
|
expect(card.position).toEqual([]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("generateDeckFromInventory", () => {
|
||||||
|
it("should generate correct number of cards based on shape cell counts", () => {
|
||||||
|
const inv = createTestInventory();
|
||||||
|
|
||||||
|
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
|
||||||
|
const deck = generateDeckFromInventory(inv);
|
||||||
|
|
||||||
|
expect(Object.keys(deck.cards).length).toBe(6);
|
||||||
|
expect(deck.regions.drawPile.childIds.length).toBe(6);
|
||||||
|
expect(deck.regions.hand.childIds).toEqual([]);
|
||||||
|
expect(deck.regions.discardPile.childIds).toEqual([]);
|
||||||
|
expect(deck.regions.exhaustPile.childIds).toEqual([]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should link cards to their source items", () => {
|
||||||
|
const inv = createTestInventory();
|
||||||
|
const deck = generateDeckFromInventory(inv);
|
||||||
|
|
||||||
|
const daggerCards = Object.values(deck.cards).filter(
|
||||||
|
(c) => c.itemId === "dagger-1",
|
||||||
|
);
|
||||||
|
const shieldCards = Object.values(deck.cards).filter(
|
||||||
|
(c) => c.itemId === "shield-1",
|
||||||
|
);
|
||||||
|
|
||||||
|
expect(daggerCards.length).toBe(2);
|
||||||
|
expect(shieldCards.length).toBe(4);
|
||||||
|
|
||||||
|
// Verify card data
|
||||||
|
expect(daggerCards[0].cardData.name).toBe("短刀");
|
||||||
|
expect(shieldCards[0].cardData.name).toBe("盾");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should set displayName and description from item data", () => {
|
||||||
|
const inv = createTestInventory();
|
||||||
|
const deck = generateDeckFromInventory(inv);
|
||||||
|
|
||||||
|
for (const card of Object.values(deck.cards)) {
|
||||||
|
expect(card.cardData.name).toBeTruthy();
|
||||||
|
expect(card.cardData.desc).toBeTruthy();
|
||||||
|
}
|
||||||
|
|
||||||
|
const daggerCard = Object.values(deck.cards).find(
|
||||||
|
(c) => c.cardData.name === "短刀",
|
||||||
|
);
|
||||||
|
expect(daggerCard?.cardData.name).toBe("短刀");
|
||||||
|
expect(daggerCard?.cardData.desc).toBe("【攻击3】【攻击3】");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should assign unique IDs to each card from same item", () => {
|
||||||
|
const inv = createTestInventory();
|
||||||
|
const deck = generateDeckFromInventory(inv);
|
||||||
|
|
||||||
|
const daggerCards = Object.values(deck.cards).filter(
|
||||||
|
(c) => c.itemId === "dagger-1",
|
||||||
|
);
|
||||||
|
|
||||||
|
const ids = daggerCards.map((c) => c.id);
|
||||||
|
const uniqueIds = new Set(ids);
|
||||||
|
expect(uniqueIds.size).toBe(ids.length);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle empty inventory", () => {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||||
|
const deck = generateDeckFromInventory(inv);
|
||||||
|
|
||||||
|
expect(Object.keys(deck.cards).length).toBe(0);
|
||||||
|
expect(deck.regions.drawPile.childIds).toEqual([]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should place all cards in draw pile initially", () => {
|
||||||
|
const inv = createTestInventory();
|
||||||
|
const deck = generateDeckFromInventory(inv);
|
||||||
|
|
||||||
|
for (const cardId of deck.regions.drawPile.childIds) {
|
||||||
|
expect(deck.cards[cardId]).toBeDefined();
|
||||||
|
}
|
||||||
|
|
||||||
|
// All cards are in draw pile
|
||||||
|
expect(new Set(deck.regions.drawPile.childIds).size).toBe(
|
||||||
|
Object.keys(deck.cards).length,
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("createDeckRegions", () => {
|
||||||
|
it("should create regions for all deck zones", () => {
|
||||||
|
const regions = createDeckRegions();
|
||||||
|
|
||||||
|
expect(regions.drawPile.id).toBe("drawPile");
|
||||||
|
expect(regions.hand.id).toBe("hand");
|
||||||
|
expect(regions.discardPile.id).toBe("discardPile");
|
||||||
|
expect(regions.exhaustPile.id).toBe("exhaustPile");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have empty childIds initially", () => {
|
||||||
|
const regions = createDeckRegions();
|
||||||
|
|
||||||
|
expect(regions.drawPile.childIds).toEqual([]);
|
||||||
|
expect(regions.hand.childIds).toEqual([]);
|
||||||
|
expect(regions.discardPile.childIds).toEqual([]);
|
||||||
|
expect(regions.exhaustPile.childIds).toEqual([]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("createPlayerDeck", () => {
|
||||||
|
it("should create an empty deck structure", () => {
|
||||||
|
const deck = createPlayerDeck();
|
||||||
|
|
||||||
|
expect(deck.cards).toEqual({});
|
||||||
|
expect(deck.regions.drawPile.childIds).toEqual([]);
|
||||||
|
expect(deck.regions.hand.childIds).toEqual([]);
|
||||||
|
expect(deck.regions.discardPile.childIds).toEqual([]);
|
||||||
|
expect(deck.regions.exhaustPile.childIds).toEqual([]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -0,0 +1,662 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||||
|
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||||
|
import {
|
||||||
|
createGridInventory,
|
||||||
|
placeItem,
|
||||||
|
removeItem,
|
||||||
|
moveItem,
|
||||||
|
rotateItem,
|
||||||
|
flipItem,
|
||||||
|
getOccupiedCellSet,
|
||||||
|
getItemAtCell,
|
||||||
|
getAdjacentItems,
|
||||||
|
validatePlacement,
|
||||||
|
type InventoryItem,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||||
|
import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory";
|
||||||
|
import type {
|
||||||
|
GameItem,
|
||||||
|
GameItemMeta,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||||
|
import type {
|
||||||
|
CardData,
|
||||||
|
ItemData,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/types";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a minimal CardData for testing.
|
||||||
|
*/
|
||||||
|
function createTestCardData(id: string, name: string, desc: string): CardData {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
name,
|
||||||
|
desc,
|
||||||
|
type: "item",
|
||||||
|
costType: "energy",
|
||||||
|
costCount: 1,
|
||||||
|
targetType: "enemy",
|
||||||
|
effects: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a minimal ItemData for testing.
|
||||||
|
*/
|
||||||
|
function createTestItemData(
|
||||||
|
id: string,
|
||||||
|
name: string,
|
||||||
|
shapeStr: string,
|
||||||
|
desc: string,
|
||||||
|
): ItemData {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
type: "weapon",
|
||||||
|
name,
|
||||||
|
shape: shapeStr,
|
||||||
|
card: createTestCardData(id, name, desc),
|
||||||
|
price: 10,
|
||||||
|
description: desc,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper: create a test inventory item.
|
||||||
|
*/
|
||||||
|
function createTestItem(
|
||||||
|
id: string,
|
||||||
|
shapeStr: string,
|
||||||
|
transform = IDENTITY_TRANSFORM,
|
||||||
|
): InventoryItem<Record<string, never>> {
|
||||||
|
const shape = parseShapeString(shapeStr);
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
shape,
|
||||||
|
transform: { ...transform },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
describe("grid-inventory", () => {
|
||||||
|
describe("createGridInventory", () => {
|
||||||
|
it("should create an empty inventory with correct dimensions", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
expect(inv.width).toBe(6);
|
||||||
|
expect(inv.height).toBe(4);
|
||||||
|
expect(inv.items.size).toBe(0);
|
||||||
|
expect(inv.occupiedCells.size).toBe(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("placeItem", () => {
|
||||||
|
it("should place a single-cell item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("sword", "o");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
expect(inv.items.size).toBe(1);
|
||||||
|
expect(inv.items.has("sword")).toBe(true);
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should place a multi-cell item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("axe", "oee");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
expect(inv.items.size).toBe(1);
|
||||||
|
expect(inv.occupiedCells.size).toBe(3);
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||||
|
expect(inv.occupiedCells.has("1,0")).toBe(true);
|
||||||
|
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should place multiple items", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const itemA = createTestItem("a", "o");
|
||||||
|
const itemB = createTestItem("b", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 3, y: 0 },
|
||||||
|
});
|
||||||
|
placeItem(inv, itemA);
|
||||||
|
placeItem(inv, itemB);
|
||||||
|
|
||||||
|
expect(inv.items.size).toBe(2);
|
||||||
|
expect(inv.occupiedCells.size).toBe(2);
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||||
|
expect(inv.occupiedCells.has("3,0")).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("removeItem", () => {
|
||||||
|
it("should remove an item and free its cells", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("sword", "oee");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
removeItem(inv, "sword");
|
||||||
|
|
||||||
|
expect(inv.items.size).toBe(0);
|
||||||
|
expect(inv.occupiedCells.size).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should only free the removed item's cells", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const itemA = createTestItem("a", "o");
|
||||||
|
const itemB = createTestItem("b", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 2, y: 0 },
|
||||||
|
});
|
||||||
|
placeItem(inv, itemA);
|
||||||
|
placeItem(inv, itemB);
|
||||||
|
|
||||||
|
removeItem(inv, "a");
|
||||||
|
|
||||||
|
expect(inv.items.size).toBe(1);
|
||||||
|
expect(inv.occupiedCells.size).toBe(1);
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||||
|
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should do nothing for non-existent item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
removeItem(inv, "nonexistent");
|
||||||
|
expect(inv.items.size).toBe(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("validatePlacement", () => {
|
||||||
|
it("should return valid for empty board", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const shape = parseShapeString("o");
|
||||||
|
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||||
|
expect(result).toEqual({ valid: true });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return invalid for out of bounds", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const shape = parseShapeString("o");
|
||||||
|
const result = validatePlacement(inv, shape, {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 6, y: 0 },
|
||||||
|
});
|
||||||
|
expect(result).toEqual({ valid: false, reason: "超出边界" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return invalid for collision with existing item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const existing = createTestItem("a", "oee");
|
||||||
|
placeItem(inv, existing);
|
||||||
|
|
||||||
|
const shape = parseShapeString("o");
|
||||||
|
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||||
|
expect(result).toEqual({ valid: false, reason: "与已有物品重叠" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return valid when there is room nearby", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const existing = createTestItem("a", "o");
|
||||||
|
placeItem(inv, existing);
|
||||||
|
|
||||||
|
const shape = parseShapeString("o");
|
||||||
|
const result = validatePlacement(inv, shape, {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 1, y: 0 },
|
||||||
|
});
|
||||||
|
expect(result).toEqual({ valid: true });
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("moveItem", () => {
|
||||||
|
it("should move item to a new position", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("sword", "o");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const result = moveItem(inv, "sword", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 5, y: 3 },
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||||
|
expect(inv.occupiedCells.has("5,3")).toBe(true);
|
||||||
|
expect(item.transform.offset).toEqual({ x: 5, y: 3 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject move that goes out of bounds", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("sword", "o");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const result = moveItem(inv, "sword", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 6, y: 0 },
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: false, reason: "超出边界" });
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||||
|
expect(item.transform.offset).toEqual({ x: 0, y: 0 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject move that collides with another item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const itemA = createTestItem("a", "o");
|
||||||
|
const itemB = createTestItem("b", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 2, y: 0 },
|
||||||
|
});
|
||||||
|
placeItem(inv, itemA);
|
||||||
|
placeItem(inv, itemB);
|
||||||
|
|
||||||
|
const result = moveItem(inv, "b", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 0, y: 0 },
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||||
|
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return error for non-existent item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const result = moveItem(inv, "ghost", IDENTITY_TRANSFORM);
|
||||||
|
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should move multi-cell item correctly", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
// oes: cells at (0,0), (1,0), (1,1)
|
||||||
|
const item = createTestItem("axe", "oes");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
|
||||||
|
moveItem(inv, "axe", newTransform);
|
||||||
|
|
||||||
|
// Old cells should be freed
|
||||||
|
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||||
|
expect(inv.occupiedCells.has("1,0")).toBe(false);
|
||||||
|
expect(inv.occupiedCells.has("1,1")).toBe(false);
|
||||||
|
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
|
||||||
|
expect(inv.occupiedCells.has("3,1")).toBe(true);
|
||||||
|
expect(inv.occupiedCells.has("4,1")).toBe(true);
|
||||||
|
expect(inv.occupiedCells.has("4,2")).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("rotateItem", () => {
|
||||||
|
it("should rotate item by 90 degrees", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
// Horizontal line: (0,0), (1,0)
|
||||||
|
const item = createTestItem("bar", "oe", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
|
||||||
|
});
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const result = rotateItem(inv, "bar", 90);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
expect(item.transform.rotation).toBe(90);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject rotation that goes out of bounds", () => {
|
||||||
|
const inv = createGridInventory(3, 3);
|
||||||
|
// Item at the edge: place a 2-wide item at x=1
|
||||||
|
const item = createTestItem("bar", "oe", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 1, y: 0 },
|
||||||
|
});
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
|
||||||
|
const result = rotateItem(inv, "bar", 90);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: false, reason: "超出边界" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject rotation that collides", () => {
|
||||||
|
const inv = createGridInventory(4, 4);
|
||||||
|
const itemA = createTestItem("a", "o");
|
||||||
|
const itemB = createTestItem("b", "oe", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 2, y: 0 },
|
||||||
|
});
|
||||||
|
placeItem(inv, itemA);
|
||||||
|
placeItem(inv, itemB);
|
||||||
|
|
||||||
|
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
|
||||||
|
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
|
||||||
|
// But rotating to collide with a at (0,0)... need item close to a
|
||||||
|
const itemC = createTestItem("c", "os", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 1, y: 0 },
|
||||||
|
});
|
||||||
|
placeItem(inv, itemC);
|
||||||
|
|
||||||
|
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
|
||||||
|
const result = rotateItem(inv, "c", 90);
|
||||||
|
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return error for non-existent item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const result = rotateItem(inv, "ghost", 90);
|
||||||
|
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("flipItem", () => {
|
||||||
|
it("should flip item horizontally", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("bar", "oe");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const result = flipItem(inv, "bar", "x");
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
expect(item.transform.flipX).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should flip item vertically", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("bar", "os");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const result = flipItem(inv, "bar", "y");
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
expect(item.transform.flipY).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject flip that causes collision", () => {
|
||||||
|
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||||
|
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
|
||||||
|
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
|
||||||
|
// Need asymmetric shape where flip changes world position.
|
||||||
|
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||||
|
// Place blocker at (0,1) — which is NOT occupied by oes initially.
|
||||||
|
const inv = createGridInventory(4, 4);
|
||||||
|
const blocker = createTestItem("blocker", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 0, y: 1 },
|
||||||
|
});
|
||||||
|
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
|
||||||
|
// Let me try: blocker at (1,0), flipper at offset (0,2).
|
||||||
|
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
|
||||||
|
// flipY: local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2). No collision with (1,0).
|
||||||
|
//
|
||||||
|
// Simpler: oe shape (width=2, height=1). flipY with height=1 is identity. Use os (width=1, height=2).
|
||||||
|
// os: (0,0),(0,1). flipY: (0,1),(0,0) — same cells.
|
||||||
|
// Need width>1 and height>1 asymmetric shape: oes
|
||||||
|
//
|
||||||
|
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
|
||||||
|
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
|
||||||
|
const inv2 = createGridInventory(4, 4);
|
||||||
|
const blocker2 = createTestItem("blocker", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 0, y: 1 },
|
||||||
|
});
|
||||||
|
const flipper2 = createTestItem("flipper", "oes"); // at (0,0): (0,0),(1,0),(1,1)
|
||||||
|
placeItem(inv2, blocker2);
|
||||||
|
placeItem(inv2, flipper2);
|
||||||
|
|
||||||
|
const result = flipItem(inv2, "flipper", "y");
|
||||||
|
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return error for non-existent item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const result = flipItem(inv, "ghost", "x");
|
||||||
|
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("getOccupiedCellSet", () => {
|
||||||
|
it("should return a copy of occupied cells", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("a", "oe");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const cells = getOccupiedCellSet(inv);
|
||||||
|
expect(cells).toEqual(new Set(["0,0", "1,0"]));
|
||||||
|
|
||||||
|
// Mutating the copy should not affect the original
|
||||||
|
cells.clear();
|
||||||
|
expect(inv.occupiedCells.size).toBe(2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("getItemAtCell", () => {
|
||||||
|
it("should return item at occupied cell", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("sword", "oee");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const found = getItemAtCell(inv, 1, 0);
|
||||||
|
expect(found).toBeDefined();
|
||||||
|
expect(found!.id).toBe("sword");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return undefined for empty cell", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("sword", "o");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const found = getItemAtCell(inv, 5, 5);
|
||||||
|
expect(found).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return correct item when multiple items exist", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const itemA = createTestItem("a", "o");
|
||||||
|
const itemB = createTestItem("b", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 3, y: 2 },
|
||||||
|
});
|
||||||
|
placeItem(inv, itemA);
|
||||||
|
placeItem(inv, itemB);
|
||||||
|
|
||||||
|
expect(getItemAtCell(inv, 0, 0)!.id).toBe("a");
|
||||||
|
expect(getItemAtCell(inv, 3, 2)!.id).toBe("b");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("getAdjacentItems", () => {
|
||||||
|
it("should return orthogonally adjacent items", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const center = createTestItem("center", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 2, y: 2 },
|
||||||
|
});
|
||||||
|
const top = createTestItem("top", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 2, y: 1 },
|
||||||
|
});
|
||||||
|
const left = createTestItem("left", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 1, y: 2 },
|
||||||
|
});
|
||||||
|
const right = createTestItem("right", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 3, y: 2 },
|
||||||
|
});
|
||||||
|
const bottom = createTestItem("bottom", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 2, y: 3 },
|
||||||
|
});
|
||||||
|
const diagonal = createTestItem("diagonal", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 1, y: 1 },
|
||||||
|
});
|
||||||
|
|
||||||
|
placeItem(inv, center);
|
||||||
|
placeItem(inv, top);
|
||||||
|
placeItem(inv, left);
|
||||||
|
placeItem(inv, right);
|
||||||
|
placeItem(inv, bottom);
|
||||||
|
placeItem(inv, diagonal);
|
||||||
|
|
||||||
|
const adj = getAdjacentItems(inv, "center");
|
||||||
|
expect(adj.size).toBe(4);
|
||||||
|
expect(adj.has("top")).toBe(true);
|
||||||
|
expect(adj.has("left")).toBe(true);
|
||||||
|
expect(adj.has("right")).toBe(true);
|
||||||
|
expect(adj.has("bottom")).toBe(true);
|
||||||
|
expect(adj.has("diagonal")).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return empty for item with no neighbors", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const item = createTestItem("alone", "o");
|
||||||
|
placeItem(inv, item);
|
||||||
|
|
||||||
|
const adj = getAdjacentItems(inv, "alone");
|
||||||
|
expect(adj.size).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return empty for non-existent item", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
const adj = getAdjacentItems(inv, "ghost");
|
||||||
|
expect(adj.size).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle multi-cell items with multiple adjacencies", () => {
|
||||||
|
const inv = createGridInventory(6, 4);
|
||||||
|
// Horizontal bar at (0,0)-(1,0)
|
||||||
|
const bar = createTestItem("bar", "oe");
|
||||||
|
// Item above left cell
|
||||||
|
const topA = createTestItem("topA", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 0, y: -1 },
|
||||||
|
});
|
||||||
|
// Item above right cell
|
||||||
|
const topB = createTestItem("topB", "o", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 1, y: -1 },
|
||||||
|
});
|
||||||
|
|
||||||
|
placeItem(inv, bar);
|
||||||
|
placeItem(inv, topA);
|
||||||
|
placeItem(inv, topB);
|
||||||
|
|
||||||
|
const adj = getAdjacentItems(inv, "bar");
|
||||||
|
expect(adj.size).toBe(2);
|
||||||
|
expect(adj.has("topA")).toBe(true);
|
||||||
|
expect(adj.has("topB")).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("integration: fill a 4x6 backpack", () => {
|
||||||
|
it("should place items fitting a slay-the-spire-like backpack", () => {
|
||||||
|
const inv = createGridInventory(4, 6);
|
||||||
|
|
||||||
|
// Sword: 1x3 horizontal at (0,0)
|
||||||
|
const sword = createTestItem("sword", "oee");
|
||||||
|
// Shield: 2x2 at (0,1)
|
||||||
|
const shield = createTestItem("shield", "oes", {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
offset: { x: 0, y: 1 },
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({
|
||||||
|
valid: true,
|
||||||
|
});
|
||||||
|
placeItem(inv, sword);
|
||||||
|
|
||||||
|
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({
|
||||||
|
valid: true,
|
||||||
|
});
|
||||||
|
placeItem(inv, shield);
|
||||||
|
|
||||||
|
expect(inv.items.size).toBe(2);
|
||||||
|
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
|
||||||
|
|
||||||
|
// Adjacent items should detect each other
|
||||||
|
const adjSword = getAdjacentItems(inv, "sword");
|
||||||
|
expect(adjSword.has("shield")).toBe(true);
|
||||||
|
|
||||||
|
const adjShield = getAdjacentItems(inv, "shield");
|
||||||
|
expect(adjShield.has("sword")).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("createItemIn", () => {
|
||||||
|
it("should place item at first valid position", () => {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||||
|
const itemData = createTestItemData("sword", "长剑", "oee", "攻击");
|
||||||
|
|
||||||
|
const result = createItemIn(inv, "sword-1", itemData);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
expect(inv.items.size).toBe(1);
|
||||||
|
expect(inv.occupiedCells.size).toBe(3); // shape "oee" has 3 cells
|
||||||
|
expect(inv.items.get("sword-1")?.meta?.itemData.id).toBe("sword");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should skip occupied cells and find next valid position", () => {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||||
|
|
||||||
|
// Place first item manually at origin
|
||||||
|
const firstItem = createTestItem(
|
||||||
|
"existing",
|
||||||
|
"oee",
|
||||||
|
) as unknown as GameItem;
|
||||||
|
placeItem(inv, firstItem);
|
||||||
|
|
||||||
|
const itemData = createTestItemData("shield", "盾牌", "o", "防御");
|
||||||
|
|
||||||
|
const result = createItemIn(inv, "shield-1", itemData);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
// Shield should be at x=3, y=0 (first available spot after "oee" at x=0-2)
|
||||||
|
const placedItem = inv.items.get("shield-1");
|
||||||
|
expect(placedItem?.transform.offset).toEqual({ x: 3, y: 0 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return error when no valid placement exists", () => {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(3, 3);
|
||||||
|
|
||||||
|
// Fill the grid completely with 1x1 items
|
||||||
|
for (let i = 0; i < 9; i++) {
|
||||||
|
const itemData = createTestItemData(`item${i}`, `物品${i}`, "o", "");
|
||||||
|
createItemIn(inv, `item-${i}`, itemData);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Try to place one more item
|
||||||
|
const itemData = createTestItemData("overflow", "溢出", "oee", "");
|
||||||
|
const result = createItemIn(inv, "overflow-1", itemData);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: false, reason: "无可用位置" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle multi-cell items correctly", () => {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(4, 4);
|
||||||
|
const itemData = createTestItemData("lshape", "L形", "oes", "特殊");
|
||||||
|
|
||||||
|
const result = createItemIn(inv, "lshape-1", itemData);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: true });
|
||||||
|
expect(inv.items.size).toBe(1);
|
||||||
|
// Shape "oes" has 3 cells
|
||||||
|
expect(inv.occupiedCells.size).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not place item when inventory is completely full", () => {
|
||||||
|
const inv = createGridInventory<GameItemMeta>(2, 2);
|
||||||
|
|
||||||
|
// Fill with 1x1 items
|
||||||
|
const itemData = createTestItemData("small", "小物品", "o", "");
|
||||||
|
createItemIn(inv, "small-1", itemData);
|
||||||
|
createItemIn(inv, "small-2", itemData);
|
||||||
|
createItemIn(inv, "small-3", itemData);
|
||||||
|
createItemIn(inv, "small-4", itemData);
|
||||||
|
|
||||||
|
// Grid is now full
|
||||||
|
const overflowItem = createTestItemData("overflow", "溢出", "o", "");
|
||||||
|
const result = createItemIn(inv, "overflow-5", overflowItem);
|
||||||
|
|
||||||
|
expect(result).toEqual({ success: false, reason: "无可用位置" });
|
||||||
|
expect(inv.items.size).toBe(4);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -0,0 +1,405 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import {
|
||||||
|
generatePointCrawlMap,
|
||||||
|
hasPath,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/map/generator";
|
||||||
|
import {
|
||||||
|
MapNodeType,
|
||||||
|
MapLayerType,
|
||||||
|
} from "@/samples/slay-the-spire-like/system/map/types";
|
||||||
|
import { createRNG } from "@/utils/rng";
|
||||||
|
import { getEncounters } from "@/samples/slay-the-spire-like/data/desert";
|
||||||
|
const encounters = getEncounters();
|
||||||
|
|
||||||
|
describe("generatePointCrawlMap", () => {
|
||||||
|
it("should generate a map with 10 layers", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
expect(map.layers.length).toBe(10);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have correct layer structure", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
const expectedStructure = [
|
||||||
|
"start",
|
||||||
|
MapLayerType.Wild,
|
||||||
|
MapLayerType.Wild,
|
||||||
|
MapLayerType.Settlement,
|
||||||
|
MapLayerType.Wild,
|
||||||
|
MapLayerType.Wild,
|
||||||
|
MapLayerType.Settlement,
|
||||||
|
MapLayerType.Wild,
|
||||||
|
MapLayerType.Wild,
|
||||||
|
"end",
|
||||||
|
];
|
||||||
|
|
||||||
|
for (let i = 0; i < expectedStructure.length; i++) {
|
||||||
|
expect(map.layers[i].layerType).toBe(expectedStructure[i]);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have correct node counts per layer", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
const expectedCounts = [1, 3, 3, 4, 3, 3, 4, 3, 3, 1];
|
||||||
|
|
||||||
|
for (let i = 0; i < expectedCounts.length; i++) {
|
||||||
|
expect(map.layers[i].nodeIds.length).toBe(expectedCounts[i]);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have Start and End nodes with correct types", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
const startNode = map.nodes.get("node-0-0");
|
||||||
|
const endNode = map.nodes.get("node-9-0");
|
||||||
|
|
||||||
|
expect(startNode?.type).toBe(MapNodeType.Start);
|
||||||
|
expect(endNode?.type).toBe(MapNodeType.End);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have wild layers with minion/elite/event types", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
const wildLayerIndices = [1, 2, 4, 5, 7, 8];
|
||||||
|
const validWildTypes = new Set([
|
||||||
|
MapNodeType.Minion,
|
||||||
|
MapNodeType.Elite,
|
||||||
|
MapNodeType.Event,
|
||||||
|
]);
|
||||||
|
|
||||||
|
for (const layerIdx of wildLayerIndices) {
|
||||||
|
const layer = map.layers[layerIdx];
|
||||||
|
for (const nodeId of layer.nodeIds) {
|
||||||
|
const node = map.nodes.get(nodeId);
|
||||||
|
expect(node).toBeDefined();
|
||||||
|
expect(validWildTypes.has(node!.type)).toBe(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have settlement layers with at least 1 camp, 1 shop, 1 curio", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
const settlementLayerIndices = [3, 6];
|
||||||
|
|
||||||
|
for (const layerIdx of settlementLayerIndices) {
|
||||||
|
const layer = map.layers[layerIdx];
|
||||||
|
const nodeTypes = layer.nodeIds.map((id) => map.nodes.get(id)!.type);
|
||||||
|
|
||||||
|
expect(nodeTypes).toContain(MapNodeType.Camp);
|
||||||
|
expect(nodeTypes).toContain(MapNodeType.Shop);
|
||||||
|
expect(nodeTypes).toContain(MapNodeType.Curio);
|
||||||
|
expect(nodeTypes.length).toBe(4);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have Start connected to all 3 wild nodes", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||||
|
const startNode = map.nodes.get("node-0-0");
|
||||||
|
const wildLayer = map.layers[1];
|
||||||
|
|
||||||
|
expect(startNode?.childIds.length).toBe(3);
|
||||||
|
expect(startNode?.childIds).toEqual(
|
||||||
|
expect.arrayContaining(wildLayer.nodeIds),
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have each wild node connect to 1 wild node in wild→wild layers", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||||
|
const wildToWildTransitions = [
|
||||||
|
{ src: 1, tgt: 2 },
|
||||||
|
{ src: 4, tgt: 5 },
|
||||||
|
{ src: 7, tgt: 8 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const transition of wildToWildTransitions) {
|
||||||
|
const srcLayer = map.layers[transition.src];
|
||||||
|
for (const srcId of srcLayer.nodeIds) {
|
||||||
|
const srcNode = map.nodes.get(srcId);
|
||||||
|
expect(srcNode?.childIds.length).toBe(1);
|
||||||
|
const childLayer = map.layers[transition.tgt];
|
||||||
|
expect(childLayer.nodeIds).toContain(srcNode!.childIds[0]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have each wild node connect to 2 settlement nodes in wild→settlement layers", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||||
|
const wildToSettlementTransitions = [
|
||||||
|
{ src: 2, tgt: 3 },
|
||||||
|
{ src: 5, tgt: 6 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const transition of wildToSettlementTransitions) {
|
||||||
|
const srcLayer = map.layers[transition.src];
|
||||||
|
for (const srcId of srcLayer.nodeIds) {
|
||||||
|
const srcNode = map.nodes.get(srcId);
|
||||||
|
expect(srcNode?.childIds.length).toBe(2);
|
||||||
|
const childLayer = map.layers[transition.tgt];
|
||||||
|
for (const childId of srcNode!.childIds) {
|
||||||
|
expect(childLayer.nodeIds).toContain(childId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have settlement nodes connect correctly (1-2-2-1 pattern)", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||||
|
const settlementToWildTransitions = [
|
||||||
|
{ src: 3, tgt: 4 },
|
||||||
|
{ src: 6, tgt: 7 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const transition of settlementToWildTransitions) {
|
||||||
|
const srcLayer = map.layers[transition.src];
|
||||||
|
const tgtLayer = map.layers[transition.tgt];
|
||||||
|
|
||||||
|
// First and last settlement connect to 1 wild
|
||||||
|
const firstSettlement = map.nodes.get(srcLayer.nodeIds[0]);
|
||||||
|
expect(firstSettlement?.childIds.length).toBe(1);
|
||||||
|
const lastSettlement = map.nodes.get(srcLayer.nodeIds[3]);
|
||||||
|
expect(lastSettlement?.childIds.length).toBe(1);
|
||||||
|
|
||||||
|
// Middle two settlements connect to 2 wilds
|
||||||
|
for (let i = 1; i <= 2; i++) {
|
||||||
|
const midSettlement = map.nodes.get(srcLayer.nodeIds[i]);
|
||||||
|
expect(midSettlement?.childIds.length).toBe(2);
|
||||||
|
for (const childId of midSettlement!.childIds) {
|
||||||
|
expect(tgtLayer.nodeIds).toContain(childId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have all 3 wild nodes connect to End", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||||
|
const lastWildLayer = map.layers[8];
|
||||||
|
const endNode = map.nodes.get("node-9-0");
|
||||||
|
|
||||||
|
for (const wildId of lastWildLayer.nodeIds) {
|
||||||
|
const wildNode = map.nodes.get(wildId);
|
||||||
|
expect(wildNode?.childIds).toEqual([endNode!.id]);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should have all nodes reachable from Start and can reach End", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||||
|
const startId = "node-0-0";
|
||||||
|
const endId = "node-9-0";
|
||||||
|
|
||||||
|
for (const nodeId of map.nodes.keys()) {
|
||||||
|
if (nodeId === startId || nodeId === endId) continue;
|
||||||
|
expect(hasPath(map, startId, nodeId)).toBe(true);
|
||||||
|
expect(hasPath(map, nodeId, endId)).toBe(true);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not have crossing edges in wild→wild transitions", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||||
|
const wildToWildTransitions = [
|
||||||
|
{ src: 1, tgt: 2 },
|
||||||
|
{ src: 4, tgt: 5 },
|
||||||
|
{ src: 7, tgt: 8 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const transition of wildToWildTransitions) {
|
||||||
|
const srcLayer = map.layers[transition.src];
|
||||||
|
const tgtLayer = map.layers[transition.tgt];
|
||||||
|
|
||||||
|
// Collect edges as pairs of indices
|
||||||
|
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
|
||||||
|
for (let s = 0; s < srcLayer.nodeIds.length; s++) {
|
||||||
|
const srcNode = map.nodes.get(srcLayer.nodeIds[s]);
|
||||||
|
for (const tgtId of srcNode!.childIds) {
|
||||||
|
const t = tgtLayer.nodeIds.indexOf(tgtId);
|
||||||
|
edges.push({ srcIndex: s, tgtIndex: t });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for crossings
|
||||||
|
for (let e1 = 0; e1 < edges.length; e1++) {
|
||||||
|
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
|
||||||
|
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
|
||||||
|
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
|
||||||
|
|
||||||
|
if (s1 === s2) continue;
|
||||||
|
if (t1 === t2) continue;
|
||||||
|
|
||||||
|
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
|
||||||
|
expect(crosses).toBe(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not have crossing edges in wild→settlement transitions", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||||
|
const wildToSettlementTransitions = [
|
||||||
|
{ src: 2, tgt: 3 },
|
||||||
|
{ src: 5, tgt: 6 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const transition of wildToSettlementTransitions) {
|
||||||
|
const srcLayer = map.layers[transition.src];
|
||||||
|
const tgtLayer = map.layers[transition.tgt];
|
||||||
|
|
||||||
|
// Collect edges as pairs of indices
|
||||||
|
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
|
||||||
|
for (let s = 0; s < srcLayer.nodeIds.length; s++) {
|
||||||
|
const srcNode = map.nodes.get(srcLayer.nodeIds[s]);
|
||||||
|
for (const tgtId of srcNode!.childIds) {
|
||||||
|
const t = tgtLayer.nodeIds.indexOf(tgtId);
|
||||||
|
edges.push({ srcIndex: s, tgtIndex: t });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for crossings
|
||||||
|
for (let e1 = 0; e1 < edges.length; e1++) {
|
||||||
|
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
|
||||||
|
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
|
||||||
|
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
|
||||||
|
|
||||||
|
if (s1 === s2) continue;
|
||||||
|
if (t1 === t2) continue;
|
||||||
|
|
||||||
|
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
|
||||||
|
expect(crosses).toBe(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not have crossing edges in settlement→wild transitions", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||||
|
const settlementToWildTransitions = [
|
||||||
|
{ src: 3, tgt: 4 },
|
||||||
|
{ src: 6, tgt: 7 },
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const transition of settlementToWildTransitions) {
|
||||||
|
const srcLayer = map.layers[transition.src];
|
||||||
|
const tgtLayer = map.layers[transition.tgt];
|
||||||
|
|
||||||
|
// Collect edges as pairs of indices
|
||||||
|
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
|
||||||
|
for (let s = 0; s < srcLayer.nodeIds.length; s++) {
|
||||||
|
const srcNode = map.nodes.get(srcLayer.nodeIds[s]);
|
||||||
|
for (const tgtId of srcNode!.childIds) {
|
||||||
|
const t = tgtLayer.nodeIds.indexOf(tgtId);
|
||||||
|
edges.push({ srcIndex: s, tgtIndex: t });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for crossings
|
||||||
|
for (let e1 = 0; e1 < edges.length; e1++) {
|
||||||
|
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
|
||||||
|
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
|
||||||
|
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
|
||||||
|
|
||||||
|
if (s1 === s2) continue;
|
||||||
|
if (t1 === t2) continue;
|
||||||
|
|
||||||
|
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
|
||||||
|
expect(crosses).toBe(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should assign encounters to all non-Start/End nodes", () => {
|
||||||
|
const map = generatePointCrawlMap(createRNG(456), encounters);
|
||||||
|
|
||||||
|
for (const node of map.nodes.values()) {
|
||||||
|
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
|
||||||
|
// Start and End nodes should not have encounters
|
||||||
|
expect(node.encounter).toBeUndefined();
|
||||||
|
} else {
|
||||||
|
// All other nodes (minion/elite/event/camp/shop/curio) must have encounters
|
||||||
|
expect(
|
||||||
|
node.encounter,
|
||||||
|
`Node ${node.id} (${node.type}) should have encounter data`,
|
||||||
|
).toBeDefined();
|
||||||
|
expect(node.encounter!.name).toBeTruthy();
|
||||||
|
expect(node.encounter!.description).toBeTruthy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should assign encounters to all nodes across multiple seeds", () => {
|
||||||
|
// Test multiple seeds to ensure no random failure
|
||||||
|
for (let seed = 0; seed < 20; seed++) {
|
||||||
|
const map = generatePointCrawlMap(createRNG(seed), encounters);
|
||||||
|
|
||||||
|
for (const node of map.nodes.values()) {
|
||||||
|
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
expect(
|
||||||
|
node.encounter,
|
||||||
|
`Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`,
|
||||||
|
).toBeDefined();
|
||||||
|
expect(node.encounter!.name).toBeTruthy();
|
||||||
|
expect(node.encounter!.description).toBeTruthy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should minimize same-layer repetitions in wild layer pairs", () => {
|
||||||
|
// Test that wild layers in pairs (1-2, 4-5, 7-8) have minimal duplicate types within each layer
|
||||||
|
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||||
|
const wildPairIndices = [
|
||||||
|
[1, 2],
|
||||||
|
[4, 5],
|
||||||
|
[7, 8],
|
||||||
|
];
|
||||||
|
|
||||||
|
for (const [layer1Idx, layer2Idx] of wildPairIndices) {
|
||||||
|
const layer1 = map.layers[layer1Idx];
|
||||||
|
const layer2 = map.layers[layer2Idx];
|
||||||
|
|
||||||
|
// Count repetitions in layer 1
|
||||||
|
const layer1Types = layer1.nodeIds.map((id) => map.nodes.get(id)!.type);
|
||||||
|
const layer1Unique = new Set(layer1Types).size;
|
||||||
|
const layer1Repetitions = layer1Types.length - layer1Unique;
|
||||||
|
|
||||||
|
// Count repetitions in layer 2
|
||||||
|
const layer2Types = layer2.nodeIds.map((id) => map.nodes.get(id)!.type);
|
||||||
|
const layer2Unique = new Set(layer2Types).size;
|
||||||
|
const layer2Repetitions = layer2Types.length - layer2Unique;
|
||||||
|
|
||||||
|
// With optimal selection, we expect fewer repetitions than pure random
|
||||||
|
// On average, random would have ~1.5 repetitions per 3-node layer
|
||||||
|
// With 3 attempts, we should typically get 0-1 repetitions
|
||||||
|
expect(layer1Repetitions + layer2Repetitions).toBeLessThanOrEqual(2);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should minimize adjacent repetitions in wild→wild connections", () => {
|
||||||
|
// Test that wild nodes connected by wild→wild edges have different types
|
||||||
|
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||||
|
const wildToWildPairs = [
|
||||||
|
{ src: 1, tgt: 2 },
|
||||||
|
{ src: 4, tgt: 5 },
|
||||||
|
{ src: 7, tgt: 8 },
|
||||||
|
];
|
||||||
|
|
||||||
|
let totalAdjacentRepetitions = 0;
|
||||||
|
|
||||||
|
for (const pair of wildToWildPairs) {
|
||||||
|
const srcLayer = map.layers[pair.src];
|
||||||
|
const tgtLayer = map.layers[pair.tgt];
|
||||||
|
|
||||||
|
// Each wild node connects to exactly 1 wild node in next layer (1-to-1)
|
||||||
|
for (let i = 0; i < srcLayer.nodeIds.length; i++) {
|
||||||
|
const srcNode = map.nodes.get(srcLayer.nodeIds[i])!;
|
||||||
|
const tgtId = srcNode.childIds[0];
|
||||||
|
const tgtNode = map.nodes.get(tgtId)!;
|
||||||
|
|
||||||
|
if (srcNode.type === tgtNode.type) {
|
||||||
|
totalAdjacentRepetitions++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// With 3 wild pairs and 3 nodes each, that's 9 connections total
|
||||||
|
// Random would have ~3 repetitions (1/3 chance per connection)
|
||||||
|
// With optimal selection of 3 attempts, should be much lower (0-2)
|
||||||
|
expect(totalAdjacentRepetitions).toBeLessThanOrEqual(3);
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -1,355 +1,367 @@
|
|||||||
import { describe, it, expect } from 'vitest';
|
import { describe, it, expect } from "vitest";
|
||||||
import { parseShapeString } from '@/samples/slay-the-spire-like/utils/parse-shape';
|
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||||
import {
|
import {
|
||||||
checkCollision,
|
checkCollision,
|
||||||
checkBoardCollision,
|
checkBoardCollision,
|
||||||
checkBounds,
|
checkBounds,
|
||||||
validatePlacement,
|
validateShapePlacement,
|
||||||
transformShape,
|
transformShape,
|
||||||
getOccupiedCells,
|
getOccupiedCells,
|
||||||
IDENTITY_TRANSFORM,
|
IDENTITY_TRANSFORM,
|
||||||
} from '@/samples/slay-the-spire-like/utils/shape-collision';
|
} from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||||
|
|
||||||
describe('parseShapeString', () => {
|
describe("parseShapeString", () => {
|
||||||
it('should parse a single cell with o', () => {
|
it("should parse a single cell with o", () => {
|
||||||
const result = parseShapeString('o');
|
const result = parseShapeString("o");
|
||||||
expect(result.grid).toEqual([[true]]);
|
expect(result.grid).toEqual([[true]]);
|
||||||
expect(result.width).toBe(1);
|
expect(result.width).toBe(1);
|
||||||
expect(result.height).toBe(1);
|
expect(result.height).toBe(1);
|
||||||
expect(result.count).toBe(1);
|
expect(result.count).toBe(1);
|
||||||
expect(result.originX).toBe(0);
|
expect(result.originX).toBe(0);
|
||||||
expect(result.originY).toBe(0);
|
expect(result.originY).toBe(0);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should parse a horizontal line', () => {
|
it("should parse a horizontal line", () => {
|
||||||
const result = parseShapeString('oee');
|
const result = parseShapeString("oee");
|
||||||
expect(result.width).toBe(3);
|
expect(result.width).toBe(3);
|
||||||
expect(result.height).toBe(1);
|
expect(result.height).toBe(1);
|
||||||
expect(result.count).toBe(3);
|
expect(result.count).toBe(3);
|
||||||
expect(result.grid).toEqual([[true, true, true]]);
|
expect(result.grid).toEqual([[true, true, true]]);
|
||||||
expect(result.originX).toBe(0);
|
expect(result.originX).toBe(0);
|
||||||
expect(result.originY).toBe(0);
|
expect(result.originY).toBe(0);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should parse a vertical line', () => {
|
it("should parse a vertical line", () => {
|
||||||
const result = parseShapeString('oss');
|
const result = parseShapeString("oss");
|
||||||
expect(result.width).toBe(1);
|
expect(result.width).toBe(1);
|
||||||
expect(result.height).toBe(3);
|
expect(result.height).toBe(3);
|
||||||
expect(result.count).toBe(3);
|
expect(result.count).toBe(3);
|
||||||
expect(result.grid).toEqual([[true], [true], [true]]);
|
expect(result.grid).toEqual([[true], [true], [true]]);
|
||||||
expect(result.originX).toBe(0);
|
expect(result.originX).toBe(0);
|
||||||
expect(result.originY).toBe(0);
|
expect(result.originY).toBe(0);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should parse an L shape', () => {
|
it("should parse an L shape", () => {
|
||||||
const result = parseShapeString('oes');
|
const result = parseShapeString("oes");
|
||||||
expect(result.width).toBe(2);
|
expect(result.width).toBe(2);
|
||||||
expect(result.height).toBe(2);
|
expect(result.height).toBe(2);
|
||||||
expect(result.count).toBe(3);
|
expect(result.count).toBe(3);
|
||||||
expect(result.grid).toEqual([
|
expect(result.grid).toEqual([
|
||||||
[true, true],
|
[true, true],
|
||||||
[false, true],
|
[false, true],
|
||||||
]);
|
]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should handle return command', () => {
|
it("should handle return command", () => {
|
||||||
const result = parseShapeString('oeerww');
|
const result = parseShapeString("oeerww");
|
||||||
expect(result.width).toBe(4);
|
expect(result.width).toBe(4);
|
||||||
expect(result.height).toBe(1);
|
expect(result.height).toBe(1);
|
||||||
expect(result.count).toBe(4);
|
expect(result.count).toBe(4);
|
||||||
expect(result.grid).toEqual([[true, true, true, true]]);
|
expect(result.grid).toEqual([[true, true, true, true]]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should handle case insensitivity', () => {
|
it("should handle case insensitivity", () => {
|
||||||
const resultLower = parseShapeString('oes');
|
const resultLower = parseShapeString("oes");
|
||||||
const resultUpper = parseShapeString('OES');
|
const resultUpper = parseShapeString("OES");
|
||||||
expect(resultLower.grid).toEqual(resultUpper.grid);
|
expect(resultLower.grid).toEqual(resultUpper.grid);
|
||||||
expect(resultLower.count).toBe(resultUpper.count);
|
expect(resultLower.count).toBe(resultUpper.count);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should return empty grid for empty input', () => {
|
it("should return empty grid for empty input", () => {
|
||||||
const result = parseShapeString('');
|
const result = parseShapeString("");
|
||||||
expect(result.grid).toEqual([[]]);
|
expect(result.grid).toEqual([[]]);
|
||||||
expect(result.width).toBe(0);
|
expect(result.width).toBe(0);
|
||||||
expect(result.height).toBe(1);
|
expect(result.height).toBe(1);
|
||||||
expect(result.count).toBe(0);
|
expect(result.count).toBe(0);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should track origin correctly', () => {
|
it("should track origin correctly", () => {
|
||||||
// eeso: e(1,0), e(2,0), s(2,1), o sets origin at (2,1)
|
// eeso: e(1,0), e(2,0), s(2,1), o sets origin at (2,1)
|
||||||
// After normalization: minX=1, minY=0, so originX = 2-1 = 1, originY = 1-0 = 1
|
// After normalization: minX=1, minY=0, so originX = 2-1 = 1, originY = 1-0 = 1
|
||||||
const result = parseShapeString('eeso');
|
const result = parseShapeString("eeso");
|
||||||
expect(result.originX).toBe(1);
|
expect(result.originX).toBe(1);
|
||||||
expect(result.originY).toBe(1);
|
expect(result.originY).toBe(1);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should track origin at first o only', () => {
|
it("should track origin at first o only", () => {
|
||||||
const result = parseShapeString('oes');
|
const result = parseShapeString("oes");
|
||||||
expect(result.originX).toBe(0);
|
expect(result.originX).toBe(0);
|
||||||
expect(result.originY).toBe(0);
|
expect(result.originY).toBe(0);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('should handle complex T shape', () => {
|
it("should handle complex T shape", () => {
|
||||||
// oewers: o(0,0), e(1,0), w(0,0), e(1,0), r->(0,0), s(0,1)
|
// oewers: o(0,0), e(1,0), w(0,0), e(1,0), r->(0,0), s(0,1)
|
||||||
// Filled: (0,0), (1,0), (0,1) - 3 cells
|
// Filled: (0,0), (1,0), (0,1) - 3 cells
|
||||||
const result = parseShapeString('oewers');
|
const result = parseShapeString("oewers");
|
||||||
expect(result.width).toBe(2);
|
expect(result.width).toBe(2);
|
||||||
expect(result.height).toBe(2);
|
expect(result.height).toBe(2);
|
||||||
expect(result.count).toBe(3);
|
expect(result.count).toBe(3);
|
||||||
expect(result.grid).toEqual([
|
expect(result.grid).toEqual([
|
||||||
[true, true],
|
[true, true],
|
||||||
[true, false],
|
[true, false],
|
||||||
]);
|
]);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('shape-collision', () => {
|
describe("shape-collision", () => {
|
||||||
describe('getOccupiedCells', () => {
|
describe("getOccupiedCells", () => {
|
||||||
it('should return cells for a single cell shape', () => {
|
it("should return cells for a single cell shape", () => {
|
||||||
const shape = parseShapeString('o');
|
const shape = parseShapeString("o");
|
||||||
const cells = getOccupiedCells(shape);
|
const cells = getOccupiedCells(shape);
|
||||||
expect(cells).toEqual([{ x: 0, y: 0 }]);
|
expect(cells).toEqual([{ x: 0, y: 0 }]);
|
||||||
});
|
|
||||||
|
|
||||||
it('should return cells for a horizontal line', () => {
|
|
||||||
const shape = parseShapeString('oe');
|
|
||||||
const cells = getOccupiedCells(shape);
|
|
||||||
expect(cells).toEqual([
|
|
||||||
{ x: 0, y: 0 },
|
|
||||||
{ x: 1, y: 0 },
|
|
||||||
]);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should return cells for an L shape', () => {
|
|
||||||
const shape = parseShapeString('oes');
|
|
||||||
const cells = getOccupiedCells(shape);
|
|
||||||
expect(cells).toEqual([
|
|
||||||
{ x: 0, y: 0 },
|
|
||||||
{ x: 1, y: 0 },
|
|
||||||
{ x: 1, y: 1 },
|
|
||||||
]);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('checkCollision', () => {
|
it("should return cells for a horizontal line", () => {
|
||||||
it('should detect collision between overlapping shapes', () => {
|
const shape = parseShapeString("oe");
|
||||||
const shapeA = parseShapeString('o');
|
const cells = getOccupiedCells(shape);
|
||||||
const shapeB = parseShapeString('o');
|
expect(cells).toEqual([
|
||||||
|
{ x: 0, y: 0 },
|
||||||
const result = checkCollision(
|
{ x: 1, y: 0 },
|
||||||
shapeA,
|
]);
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
|
||||||
shapeB,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } }
|
|
||||||
);
|
|
||||||
expect(result).toBe(true);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should not detect collision between non-overlapping shapes', () => {
|
|
||||||
const shapeA = parseShapeString('o');
|
|
||||||
const shapeB = parseShapeString('o');
|
|
||||||
|
|
||||||
const result = checkCollision(
|
|
||||||
shapeA,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
|
||||||
shapeB,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } }
|
|
||||||
);
|
|
||||||
expect(result).toBe(false);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should detect collision with adjacent shapes', () => {
|
|
||||||
const shapeA = parseShapeString('o');
|
|
||||||
const shapeB = parseShapeString('o');
|
|
||||||
|
|
||||||
const result = checkCollision(
|
|
||||||
shapeA,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
|
||||||
shapeB,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } }
|
|
||||||
);
|
|
||||||
expect(result).toBe(false);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should detect collision with rotation', () => {
|
|
||||||
const shapeA = parseShapeString('oe');
|
|
||||||
const shapeB = parseShapeString('os');
|
|
||||||
|
|
||||||
// shapeA is horizontal at (0,0)-(1,0)
|
|
||||||
// shapeB rotated 90° becomes vertical at (0,0)-(0,1)
|
|
||||||
// They should collide at (0,0)
|
|
||||||
const result = checkCollision(
|
|
||||||
shapeA,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
|
||||||
shapeB,
|
|
||||||
{ ...IDENTITY_TRANSFORM, rotation: 90, offset: { x: 0, y: 0 } }
|
|
||||||
);
|
|
||||||
expect(result).toBe(true);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('checkBoardCollision', () => {
|
it("should return cells for an L shape", () => {
|
||||||
it('should detect collision with occupied cells', () => {
|
const shape = parseShapeString("oes");
|
||||||
const shape = parseShapeString('oe');
|
const cells = getOccupiedCells(shape);
|
||||||
const occupied = new Set(['0,0', '1,0']);
|
expect(cells).toEqual([
|
||||||
|
{ x: 0, y: 0 },
|
||||||
|
{ x: 1, y: 0 },
|
||||||
|
{ x: 1, y: 1 },
|
||||||
|
]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
describe("checkCollision", () => {
|
||||||
expect(result).toBe(true);
|
it("should detect collision between overlapping shapes", () => {
|
||||||
});
|
const shapeA = parseShapeString("o");
|
||||||
|
const shapeB = parseShapeString("o");
|
||||||
|
|
||||||
it('should not detect collision with empty board', () => {
|
const result = checkCollision(
|
||||||
const shape = parseShapeString('oe');
|
shapeA,
|
||||||
const occupied = new Set<string>();
|
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||||
|
shapeB,
|
||||||
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||||
expect(result).toBe(false);
|
);
|
||||||
});
|
expect(result).toBe(true);
|
||||||
|
|
||||||
it('should detect collision after translation', () => {
|
|
||||||
const shape = parseShapeString('oe');
|
|
||||||
const occupied = new Set(['5,5', '6,5']);
|
|
||||||
|
|
||||||
const result = checkBoardCollision(
|
|
||||||
shape,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 5, y: 5 } },
|
|
||||||
occupied
|
|
||||||
);
|
|
||||||
expect(result).toBe(true);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('checkBounds', () => {
|
it("should not detect collision between non-overlapping shapes", () => {
|
||||||
it('should return true for shape within bounds', () => {
|
const shapeA = parseShapeString("o");
|
||||||
const shape = parseShapeString('oe');
|
const shapeB = parseShapeString("o");
|
||||||
|
|
||||||
const result = checkBounds(shape, IDENTITY_TRANSFORM, 10, 10);
|
const result = checkCollision(
|
||||||
expect(result).toBe(true);
|
shapeA,
|
||||||
});
|
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||||
|
shapeB,
|
||||||
it('should return false for shape outside bounds', () => {
|
{ ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } },
|
||||||
const shape = parseShapeString('oe');
|
);
|
||||||
|
expect(result).toBe(false);
|
||||||
const result = checkBounds(
|
|
||||||
shape,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
|
|
||||||
10,
|
|
||||||
10
|
|
||||||
);
|
|
||||||
expect(result).toBe(false);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should return false for negative coordinates', () => {
|
|
||||||
const shape = parseShapeString('oe');
|
|
||||||
|
|
||||||
const result = checkBounds(
|
|
||||||
shape,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: -1, y: 0 } },
|
|
||||||
10,
|
|
||||||
10
|
|
||||||
);
|
|
||||||
expect(result).toBe(false);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should return true for shape at boundary edge', () => {
|
|
||||||
const shape = parseShapeString('o');
|
|
||||||
|
|
||||||
const result = checkBounds(
|
|
||||||
shape,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 9 } },
|
|
||||||
10,
|
|
||||||
10
|
|
||||||
);
|
|
||||||
expect(result).toBe(true);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('validatePlacement', () => {
|
it("should detect collision with adjacent shapes", () => {
|
||||||
it('should return valid for good placement', () => {
|
const shapeA = parseShapeString("o");
|
||||||
const shape = parseShapeString('oe');
|
const shapeB = parseShapeString("o");
|
||||||
const occupied = new Set<string>();
|
|
||||||
|
|
||||||
const result = validatePlacement(shape, IDENTITY_TRANSFORM, 10, 10, occupied);
|
const result = checkCollision(
|
||||||
expect(result).toEqual({ valid: true });
|
shapeA,
|
||||||
});
|
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||||
|
shapeB,
|
||||||
it('should return invalid for out of bounds', () => {
|
{ ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } },
|
||||||
const shape = parseShapeString('oe');
|
);
|
||||||
const occupied = new Set<string>();
|
expect(result).toBe(false);
|
||||||
|
|
||||||
const result = validatePlacement(
|
|
||||||
shape,
|
|
||||||
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
|
|
||||||
10,
|
|
||||||
10,
|
|
||||||
occupied
|
|
||||||
);
|
|
||||||
expect(result).toEqual({ valid: false, reason: '超出边界' });
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should return invalid for collision', () => {
|
|
||||||
const shape = parseShapeString('oe');
|
|
||||||
const occupied = new Set(['0,0', '1,0']);
|
|
||||||
|
|
||||||
const result = validatePlacement(shape, IDENTITY_TRANSFORM, 10, 10, occupied);
|
|
||||||
expect(result).toEqual({ valid: false, reason: '与已有形状重叠' });
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('transformShape', () => {
|
it("should detect collision with rotation", () => {
|
||||||
it('should apply translation correctly', () => {
|
const shapeA = parseShapeString("oe");
|
||||||
const shape = parseShapeString('o');
|
const shapeB = parseShapeString("os");
|
||||||
const transform = { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 3 } };
|
|
||||||
|
|
||||||
const cells = transformShape(shape, transform);
|
// shapeA is horizontal at (0,0)-(1,0)
|
||||||
expect(cells).toEqual([{ x: 5, y: 3 }]);
|
// shapeB rotated 90° becomes vertical at (0,0)-(0,1)
|
||||||
});
|
// They should collide at (0,0)
|
||||||
|
const result = checkCollision(
|
||||||
it('should apply 90° rotation correctly', () => {
|
shapeA,
|
||||||
const shape = parseShapeString('oe');
|
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||||
const transform = { ...IDENTITY_TRANSFORM, rotation: 90 };
|
shapeB,
|
||||||
|
{ ...IDENTITY_TRANSFORM, rotation: 90, offset: { x: 0, y: 0 } },
|
||||||
const cells = transformShape(shape, transform);
|
);
|
||||||
expect(cells).toEqual([
|
expect(result).toBe(true);
|
||||||
{ x: 0, y: 0 },
|
|
||||||
{ x: 0, y: -1 },
|
|
||||||
]);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should apply horizontal flip correctly', () => {
|
|
||||||
const shape = parseShapeString('oe');
|
|
||||||
const transform = { ...IDENTITY_TRANSFORM, flipX: true };
|
|
||||||
|
|
||||||
const cells = transformShape(shape, transform);
|
|
||||||
expect(cells).toEqual([
|
|
||||||
{ x: 1, y: 0 },
|
|
||||||
{ x: 0, y: 0 },
|
|
||||||
]);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should apply vertical flip correctly', () => {
|
|
||||||
const shape = parseShapeString('os');
|
|
||||||
const transform = { ...IDENTITY_TRANSFORM, flipY: true };
|
|
||||||
|
|
||||||
const cells = transformShape(shape, transform);
|
|
||||||
expect(cells).toEqual([
|
|
||||||
{ x: 0, y: 1 },
|
|
||||||
{ x: 0, y: 0 },
|
|
||||||
]);
|
|
||||||
});
|
|
||||||
|
|
||||||
it('should combine rotation and translation', () => {
|
|
||||||
const shape = parseShapeString('os');
|
|
||||||
const transform = {
|
|
||||||
...IDENTITY_TRANSFORM,
|
|
||||||
rotation: 90,
|
|
||||||
offset: { x: 10, y: 10 },
|
|
||||||
};
|
|
||||||
|
|
||||||
const cells = transformShape(shape, transform);
|
|
||||||
expect(cells).toEqual([
|
|
||||||
{ x: 10, y: 10 },
|
|
||||||
{ x: 11, y: 10 },
|
|
||||||
]);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("checkBoardCollision", () => {
|
||||||
|
it("should detect collision with occupied cells", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const occupied = new Set(["0,0", "1,0"]);
|
||||||
|
|
||||||
|
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should not detect collision with empty board", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const occupied = new Set<string>();
|
||||||
|
|
||||||
|
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
||||||
|
expect(result).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should detect collision after translation", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const occupied = new Set(["5,5", "6,5"]);
|
||||||
|
|
||||||
|
const result = checkBoardCollision(
|
||||||
|
shape,
|
||||||
|
{ ...IDENTITY_TRANSFORM, offset: { x: 5, y: 5 } },
|
||||||
|
occupied,
|
||||||
|
);
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("checkBounds", () => {
|
||||||
|
it("should return true for shape within bounds", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
|
||||||
|
const result = checkBounds(shape, IDENTITY_TRANSFORM, 10, 10);
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return false for shape outside bounds", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
|
||||||
|
const result = checkBounds(
|
||||||
|
shape,
|
||||||
|
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
);
|
||||||
|
expect(result).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return false for negative coordinates", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
|
||||||
|
const result = checkBounds(
|
||||||
|
shape,
|
||||||
|
{ ...IDENTITY_TRANSFORM, offset: { x: -1, y: 0 } },
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
);
|
||||||
|
expect(result).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return true for shape at boundary edge", () => {
|
||||||
|
const shape = parseShapeString("o");
|
||||||
|
|
||||||
|
const result = checkBounds(
|
||||||
|
shape,
|
||||||
|
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 9 } },
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
);
|
||||||
|
expect(result).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("validatePlacement", () => {
|
||||||
|
it("should return valid for good placement", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const occupied = new Set<string>();
|
||||||
|
|
||||||
|
const result = validateShapePlacement(
|
||||||
|
shape,
|
||||||
|
IDENTITY_TRANSFORM,
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
occupied,
|
||||||
|
);
|
||||||
|
expect(result).toEqual({ valid: true });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return invalid for out of bounds", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const occupied = new Set<string>();
|
||||||
|
|
||||||
|
const result = validateShapePlacement(
|
||||||
|
shape,
|
||||||
|
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
occupied,
|
||||||
|
);
|
||||||
|
expect(result).toEqual({ valid: false, reason: "超出边界" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return invalid for collision", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const occupied = new Set(["0,0", "1,0"]);
|
||||||
|
|
||||||
|
const result = validateShapePlacement(
|
||||||
|
shape,
|
||||||
|
IDENTITY_TRANSFORM,
|
||||||
|
10,
|
||||||
|
10,
|
||||||
|
occupied,
|
||||||
|
);
|
||||||
|
expect(result).toEqual({ valid: false, reason: "与已有形状重叠" });
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("transformShape", () => {
|
||||||
|
it("should apply translation correctly", () => {
|
||||||
|
const shape = parseShapeString("o");
|
||||||
|
const transform = { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 3 } };
|
||||||
|
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
expect(cells).toEqual([{ x: 5, y: 3 }]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should apply 90° rotation correctly", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const transform = { ...IDENTITY_TRANSFORM, rotation: 90 };
|
||||||
|
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
expect(cells).toEqual([
|
||||||
|
{ x: 0, y: 0 },
|
||||||
|
{ x: 0, y: -1 },
|
||||||
|
]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should apply horizontal flip correctly", () => {
|
||||||
|
const shape = parseShapeString("oe");
|
||||||
|
const transform = { ...IDENTITY_TRANSFORM, flipX: true };
|
||||||
|
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
expect(cells).toEqual([
|
||||||
|
{ x: 1, y: 0 },
|
||||||
|
{ x: 0, y: 0 },
|
||||||
|
]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should apply vertical flip correctly", () => {
|
||||||
|
const shape = parseShapeString("os");
|
||||||
|
const transform = { ...IDENTITY_TRANSFORM, flipY: true };
|
||||||
|
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
expect(cells).toEqual([
|
||||||
|
{ x: 0, y: 1 },
|
||||||
|
{ x: 0, y: 0 },
|
||||||
|
]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should combine rotation and translation", () => {
|
||||||
|
const shape = parseShapeString("os");
|
||||||
|
const transform = {
|
||||||
|
...IDENTITY_TRANSFORM,
|
||||||
|
rotation: 90,
|
||||||
|
offset: { x: 10, y: 10 },
|
||||||
|
};
|
||||||
|
|
||||||
|
const cells = transformShape(shape, transform);
|
||||||
|
expect(cells).toEqual([
|
||||||
|
{ x: 10, y: 10 },
|
||||||
|
{ x: 11, y: 10 },
|
||||||
|
]);
|
||||||
|
});
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -0,0 +1,219 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import { createPromptContext } from "@/utils/command/command-prompt";
|
||||||
|
import type { CommandSchema } from "@/utils/command/types";
|
||||||
|
|
||||||
|
const mockSchema: CommandSchema = {
|
||||||
|
name: "test",
|
||||||
|
params: [{ name: "value", required: true, variadic: false }],
|
||||||
|
options: {},
|
||||||
|
flags: {},
|
||||||
|
};
|
||||||
|
|
||||||
|
describe("createPromptContext", () => {
|
||||||
|
describe("prompt", () => {
|
||||||
|
it("should store prompt and return promise", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator);
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
const result = ctx.tryCommit("global", "hello");
|
||||||
|
expect(result).toEqual({ ok: true });
|
||||||
|
await expect(promise).resolves.toBe("hello");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should associate prompt with specific player", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
const result = ctx.tryCommit("player1", "hello");
|
||||||
|
expect(result).toEqual({ ok: true });
|
||||||
|
await expect(promise).resolves.toBe("hello");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should cancel existing prompt when new prompt starts for same player", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
|
||||||
|
// Resolve promise2 first, then both will settle
|
||||||
|
ctx.tryCommit("player1", "test");
|
||||||
|
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
|
||||||
|
|
||||||
|
expect(result1.status).toBe("rejected");
|
||||||
|
expect((result1 as PromiseRejectedResult).reason).toBe(
|
||||||
|
"Prompt overriden",
|
||||||
|
);
|
||||||
|
expect(result2.status).toBe("fulfilled");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow different players to have independent prompts", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player2");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
ctx.tryCommit("player1", "hello");
|
||||||
|
ctx.tryCommit("player2", "world");
|
||||||
|
|
||||||
|
await expect(promise1).resolves.toBe("hello");
|
||||||
|
await expect(promise2).resolves.toBe("world");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("tryCommit", () => {
|
||||||
|
it("should return ok:true when prompt exists and validation passes", () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value.toUpperCase();
|
||||||
|
|
||||||
|
ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
const result = ctx.tryCommit("player1", "hello");
|
||||||
|
|
||||||
|
expect(result).toEqual({ ok: true });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return ok:false with reason when no prompt exists", () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const result = ctx.tryCommit("nonexistent", "hello");
|
||||||
|
|
||||||
|
expect(result).toEqual({ ok: false, reason: "No Prompt" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return ok:false when validator throws string", () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => {
|
||||||
|
if (value.length < 3) throw "Value too short";
|
||||||
|
return value;
|
||||||
|
};
|
||||||
|
|
||||||
|
ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
const result = ctx.tryCommit("player1", "ab");
|
||||||
|
|
||||||
|
expect(result).toEqual({ ok: false, reason: "Value too short" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should throw when validator throws non-string error", () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = () => {
|
||||||
|
throw new Error("unexpected");
|
||||||
|
};
|
||||||
|
|
||||||
|
ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
expect(() => ctx.tryCommit("player1", "test")).toThrow("unexpected");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should pass validator return value to promise resolver", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (a: number, b: number) => a + b;
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
ctx.tryCommit("player1", 2, 3);
|
||||||
|
await expect(promise).resolves.toBe(5);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("cancel", () => {
|
||||||
|
it("should reject promise with default message", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
ctx.cancel("player1");
|
||||||
|
|
||||||
|
const result = await Promise.allSettled([promise]);
|
||||||
|
expect(result[0].status).toBe("rejected");
|
||||||
|
expect((result[0] as PromiseRejectedResult).reason).toBe(
|
||||||
|
"Prompt Cancelled",
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should reject promise with custom reason", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
ctx.cancel("player1", "Custom cancel reason");
|
||||||
|
|
||||||
|
const result = await Promise.allSettled([promise]);
|
||||||
|
expect(result[0].status).toBe("rejected");
|
||||||
|
expect((result[0] as PromiseRejectedResult).reason).toBe(
|
||||||
|
"Custom cancel reason",
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should do nothing when no prompt exists for player", () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
ctx.cancel("nonexistent");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should only cancel prompt for specific player", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||||
|
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player2");
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
ctx.cancel("player1");
|
||||||
|
ctx.tryCommit("player2", "test");
|
||||||
|
|
||||||
|
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
|
||||||
|
expect(result1.status).toBe("rejected");
|
||||||
|
expect((result1 as PromiseRejectedResult).reason).toBe(
|
||||||
|
"Prompt Cancelled",
|
||||||
|
);
|
||||||
|
|
||||||
|
expect(result2.status).toBe("fulfilled");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("handleCall", () => {
|
||||||
|
it("should be a middleware chain that can be extended", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
let middlewareCalled = false;
|
||||||
|
ctx.handleCall.use(async (call, next) => {
|
||||||
|
middlewareCalled = true;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator);
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
expect(middlewareCalled).toBe(true);
|
||||||
|
ctx.tryCommit("global", "test");
|
||||||
|
await expect(promise).resolves.toBe("test");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should remove prompt from map after resolution", async () => {
|
||||||
|
const ctx = createPromptContext();
|
||||||
|
const validator = (value: string) => value;
|
||||||
|
|
||||||
|
const promise = ctx.prompt({ schema: mockSchema }, validator);
|
||||||
|
await new Promise((r) => setTimeout(r, 0));
|
||||||
|
|
||||||
|
ctx.tryCommit("global", "test");
|
||||||
|
await promise;
|
||||||
|
|
||||||
|
const result = ctx.tryCommit("global", "another");
|
||||||
|
expect(result).toEqual({ ok: false, reason: "No Prompt" });
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
+513
-454
File diff suppressed because it is too large
Load Diff
+141
-139
@@ -1,174 +1,176 @@
|
|||||||
import { describe, it, expect } from 'vitest';
|
import { describe, it, expect } from "vitest";
|
||||||
import { parseCommand, type Command } from '@/utils/command';
|
import { parseCommand, type Command } from "@/utils/command";
|
||||||
|
|
||||||
describe('parseCommand', () => {
|
describe("parseCommand", () => {
|
||||||
it('should parse empty string', () => {
|
it("should parse empty string", () => {
|
||||||
const result = parseCommand('');
|
const result = parseCommand("");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: '',
|
name: "",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: {},
|
options: {},
|
||||||
params: []
|
params: [],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command name only', () => {
|
it("should parse command name only", () => {
|
||||||
const result = parseCommand('move');
|
const result = parseCommand("move");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: {},
|
options: {},
|
||||||
params: []
|
params: [],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command with params', () => {
|
it("should parse command with params", () => {
|
||||||
const result = parseCommand('move meeple1 region1');
|
const result = parseCommand("move meeple1 region1");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: {},
|
options: {},
|
||||||
params: ['meeple1', 'region1']
|
params: ["meeple1", "region1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command with long flags', () => {
|
it("should parse command with long flags", () => {
|
||||||
const result = parseCommand('move meeple1 --force --quiet');
|
const result = parseCommand("move meeple1 --force --quiet");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: { force: true, quiet: true },
|
flags: { force: true, quiet: true },
|
||||||
options: {},
|
options: {},
|
||||||
params: ['meeple1']
|
params: ["meeple1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command with short flags', () => {
|
it("should parse command with short flags", () => {
|
||||||
const result = parseCommand('move meeple1 -f -q');
|
const result = parseCommand("move meeple1 -f -q");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: { f: true, q: true },
|
flags: { f: true, q: true },
|
||||||
options: {},
|
options: {},
|
||||||
params: ['meeple1']
|
params: ["meeple1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command with long options', () => {
|
it("should parse command with long options", () => {
|
||||||
const result = parseCommand('move meeple1 --x 10 --y 20');
|
const result = parseCommand("move meeple1 --x 10 --y 20");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: { x: '10', y: '20' },
|
options: { x: "10", y: "20" },
|
||||||
params: ['meeple1']
|
params: ["meeple1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command with short options', () => {
|
it("should parse command with short options", () => {
|
||||||
const result = parseCommand('move meeple1 -x 10 -y 20');
|
const result = parseCommand("move meeple1 -x 10 -y 20");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: { x: '10', y: '20' },
|
options: { x: "10", y: "20" },
|
||||||
params: ['meeple1']
|
params: ["meeple1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse command with mixed flags和选项', () => {
|
it("should parse command with mixed flags和选项", () => {
|
||||||
const result = parseCommand('move meeple1 region1 --force -x 10 -q');
|
const result = parseCommand("move meeple1 region1 --force -x 10 -q");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: { force: true, q: true },
|
flags: { force: true, q: true },
|
||||||
options: { x: '10' },
|
options: { x: "10" },
|
||||||
params: ['meeple1', 'region1']
|
params: ["meeple1", "region1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should handle extra whitespace', () => {
|
it("should handle extra whitespace", () => {
|
||||||
const result = parseCommand(' move meeple1 --force ');
|
const result = parseCommand(" move meeple1 --force ");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'move',
|
name: "move",
|
||||||
flags: { force: true },
|
flags: { force: true },
|
||||||
options: {},
|
options: {},
|
||||||
params: ['meeple1']
|
params: ["meeple1"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse complex command', () => {
|
it("should parse complex command", () => {
|
||||||
const result = parseCommand('place meeple1 board --x 5 --y 3 --rotate 90 --force');
|
const result = parseCommand(
|
||||||
expect(result).toEqual({
|
"place meeple1 board --x 5 --y 3 --rotate 90 --force",
|
||||||
name: 'place',
|
);
|
||||||
flags: { force: true },
|
expect(result).toEqual({
|
||||||
options: { x: '5', y: '3', rotate: '90' },
|
name: "place",
|
||||||
params: ['meeple1', 'board']
|
flags: { force: true },
|
||||||
});
|
options: { x: "5", y: "3", rotate: "90" },
|
||||||
|
params: ["meeple1", "board"],
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should treat negative number as option value', () => {
|
it("should treat negative number as option value", () => {
|
||||||
const result = parseCommand('set --value -10');
|
const result = parseCommand("set --value -10");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'set',
|
name: "set",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: { value: '-10' },
|
options: { value: "-10" },
|
||||||
params: []
|
params: [],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse quoted string with double quotes', () => {
|
it("should parse quoted string with double quotes", () => {
|
||||||
const result = parseCommand('place tile "large castle" --x 5');
|
const result = parseCommand('place tile "large castle" --x 5');
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'place',
|
name: "place",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: { x: '5' },
|
options: { x: "5" },
|
||||||
params: ['tile', 'large castle']
|
params: ["tile", "large castle"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should parse quoted string with single quotes', () => {
|
it("should parse quoted string with single quotes", () => {
|
||||||
const result = parseCommand("place tile 'large castle' --x 5");
|
const result = parseCommand("place tile 'large castle' --x 5");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'place',
|
name: "place",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: { x: '5' },
|
options: { x: "5" },
|
||||||
params: ['tile', 'large castle']
|
params: ["tile", "large castle"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should handle escaped quotes', () => {
|
it("should handle escaped quotes", () => {
|
||||||
const result = parseCommand('say "hello \\"world\\""');
|
const result = parseCommand('say "hello \\"world\\""');
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'say',
|
name: "say",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: {},
|
options: {},
|
||||||
params: ['hello "world"']
|
params: ['hello "world"'],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should handle escaped backslash', () => {
|
it("should handle escaped backslash", () => {
|
||||||
const result = parseCommand('set path "C:\\\\Users"');
|
const result = parseCommand('set path "C:\\\\Users"');
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'set',
|
name: "set",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: {},
|
options: {},
|
||||||
params: ['path', 'C:\\Users']
|
params: ["path", "C:\\Users"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should handle mixed quotes', () => {
|
it("should handle mixed quotes", () => {
|
||||||
const result = parseCommand('cmd "hello world" \'foo bar\' --flag');
|
const result = parseCommand("cmd \"hello world\" 'foo bar' --flag");
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'cmd',
|
name: "cmd",
|
||||||
flags: { flag: true },
|
flags: { flag: true },
|
||||||
options: {},
|
options: {},
|
||||||
params: ['hello world', 'foo bar']
|
params: ["hello world", "foo bar"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
|
|
||||||
it('should handle quote in middle of argument', () => {
|
it("should handle quote in middle of argument", () => {
|
||||||
const result = parseCommand('cmd "hello\'s world"');
|
const result = parseCommand('cmd "hello\'s world"');
|
||||||
expect(result).toEqual({
|
expect(result).toEqual({
|
||||||
name: 'cmd',
|
name: "cmd",
|
||||||
flags: {},
|
flags: {},
|
||||||
options: {},
|
options: {},
|
||||||
params: ["hello's world"]
|
params: ["hello's world"],
|
||||||
});
|
|
||||||
});
|
});
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -0,0 +1,445 @@
|
|||||||
|
import { describe, it, expect } from "vitest";
|
||||||
|
import {
|
||||||
|
createMiddlewareChain,
|
||||||
|
type MiddlewareChain,
|
||||||
|
} from "@/utils/middleware";
|
||||||
|
|
||||||
|
describe("createMiddlewareChain", () => {
|
||||||
|
describe("basic execution", () => {
|
||||||
|
it("should return context when no middlewares and no fallback", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
const result = await chain.execute({ value: 42 });
|
||||||
|
|
||||||
|
expect(result).toEqual({ value: 42 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should call fallback when no middlewares", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, string>(
|
||||||
|
async (ctx) => `value is ${ctx.value}`,
|
||||||
|
);
|
||||||
|
const result = await chain.execute({ value: 42 });
|
||||||
|
|
||||||
|
expect(result).toBe("value is 42");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should pass context to fallback", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ a: number; b: number }, number>(
|
||||||
|
async (ctx) => ctx.a + ctx.b,
|
||||||
|
);
|
||||||
|
const result = await chain.execute({ a: 3, b: 7 });
|
||||||
|
|
||||||
|
expect(result).toBe(10);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("single middleware", () => {
|
||||||
|
it("should execute a single middleware", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ count: number }>();
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.count *= 2;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ count: 5 });
|
||||||
|
|
||||||
|
expect(result.count).toBe(10);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to modify return value", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||||
|
async (ctx) => ctx.value,
|
||||||
|
);
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
const result = await next();
|
||||||
|
return result * 2;
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 21 });
|
||||||
|
|
||||||
|
expect(result).toBe(42);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to short-circuit without calling next", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
chain.use(async (_ctx, _next) => {
|
||||||
|
return { value: 999 };
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 1 });
|
||||||
|
|
||||||
|
expect(result.value).toBe(999);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("multiple middlewares", () => {
|
||||||
|
it("should execute middlewares in order", async () => {
|
||||||
|
const order: number[] = [];
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
order.push(1);
|
||||||
|
const result = await next();
|
||||||
|
order.push(4);
|
||||||
|
return result;
|
||||||
|
});
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
order.push(2);
|
||||||
|
const result = await next();
|
||||||
|
order.push(3);
|
||||||
|
return result;
|
||||||
|
});
|
||||||
|
|
||||||
|
await chain.execute({ value: 0 });
|
||||||
|
|
||||||
|
expect(order).toEqual([1, 2, 3, 4]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should accumulate modifications through the chain", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.value += 1;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.value *= 2;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.value += 3;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 0 });
|
||||||
|
|
||||||
|
expect(result.value).toBe(5);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to modify result on the way back", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ base: number }, number>(
|
||||||
|
async (ctx) => ctx.base,
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
const result = await next();
|
||||||
|
return result + 10;
|
||||||
|
});
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
const result = await next();
|
||||||
|
return result * 2;
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ base: 5 });
|
||||||
|
|
||||||
|
expect(result).toBe(20);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to short-circuit in the middle", async () => {
|
||||||
|
const executed: number[] = [];
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
executed.push(1);
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
chain.use(async () => {
|
||||||
|
executed.push(2);
|
||||||
|
return { value: -1 };
|
||||||
|
});
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
executed.push(3);
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 100 });
|
||||||
|
|
||||||
|
expect(result.value).toBe(-1);
|
||||||
|
expect(executed).toEqual([1, 2]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("nested next calls", () => {
|
||||||
|
it("should advance index on each next call, skipping remaining middlewares", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ counter: number }>();
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
await next();
|
||||||
|
await next();
|
||||||
|
return undefined as unknown as { counter: number };
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ counter: 0 });
|
||||||
|
|
||||||
|
expect(result).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to call next conditionally", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ skip: boolean; value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
if (ctx.skip) {
|
||||||
|
return { skip: ctx.skip, value: -1 };
|
||||||
|
}
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.value += 10;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const resultA = await chain.execute({ skip: true, value: 0 });
|
||||||
|
const resultB = await chain.execute({ skip: false, value: 0 });
|
||||||
|
|
||||||
|
expect(resultA.value).toBe(-1);
|
||||||
|
expect(resultB.value).toBe(10);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle middleware that awaits next multiple times with a fallback", async () => {
|
||||||
|
const log: string[] = [];
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, string[]>(
|
||||||
|
async (_ctx) => log,
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
log.push("before");
|
||||||
|
await next();
|
||||||
|
log.push("after-first");
|
||||||
|
await next();
|
||||||
|
log.push("after-second");
|
||||||
|
return log;
|
||||||
|
});
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
log.push("mw2");
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 0 });
|
||||||
|
|
||||||
|
expect(result).toEqual(["before", "mw2", "after-first", "after-second"]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return fallback result on second next call when no more middlewares remain", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||||
|
async (ctx) => ctx.value * 10,
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
await next();
|
||||||
|
return await next();
|
||||||
|
});
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 5 });
|
||||||
|
|
||||||
|
expect(result).toBe(50);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return fallback result on second next call when no more middlewares remain", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||||
|
async (ctx) => ctx.value * 10,
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
await next();
|
||||||
|
return await next();
|
||||||
|
});
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 5 });
|
||||||
|
|
||||||
|
expect(result).toBe(50);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("async behavior", () => {
|
||||||
|
it("should handle async middlewares", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||||
|
ctx.value += 1;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||||
|
ctx.value += 2;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 0 });
|
||||||
|
|
||||||
|
expect(result.value).toBe(3);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle async fallback", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||||
|
async (ctx) => {
|
||||||
|
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||||
|
return ctx.value * 10;
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 5 });
|
||||||
|
|
||||||
|
expect(result).toBe(50);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("error handling", () => {
|
||||||
|
it("should propagate errors from middleware", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async () => {
|
||||||
|
throw new Error("middleware error");
|
||||||
|
});
|
||||||
|
|
||||||
|
await expect(chain.execute({ value: 1 })).rejects.toThrow(
|
||||||
|
"middleware error",
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should propagate errors from fallback", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||||
|
async () => {
|
||||||
|
throw new Error("fallback error");
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
|
await expect(chain.execute({ value: 1 })).rejects.toThrow(
|
||||||
|
"fallback error",
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to catch errors from downstream", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
try {
|
||||||
|
return await next();
|
||||||
|
} catch {
|
||||||
|
return { value: -1 };
|
||||||
|
}
|
||||||
|
});
|
||||||
|
chain.use(async () => {
|
||||||
|
throw new Error("downstream error");
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 1 });
|
||||||
|
|
||||||
|
expect(result.value).toBe(-1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("return type override", () => {
|
||||||
|
it("should support different TReturn type than TContext", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ name: string }, string>(
|
||||||
|
async (ctx) => `Hello, ${ctx.name}!`,
|
||||||
|
);
|
||||||
|
|
||||||
|
const result = await chain.execute({ name: "World" });
|
||||||
|
|
||||||
|
expect(result).toBe("Hello, World!");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should allow middleware to transform return type", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ items: number[] }, number>(
|
||||||
|
async (ctx) => ctx.items.reduce((a, b) => a + b, 0),
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
const sum = await next();
|
||||||
|
return sum * 2;
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ items: [1, 2, 3] });
|
||||||
|
|
||||||
|
expect(result).toBe(12);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("reusability", () => {
|
||||||
|
it("should reset index on each execute call", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ count: number }>();
|
||||||
|
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.count += 1;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const resultA = await chain.execute({ count: 0 });
|
||||||
|
const resultB = await chain.execute({ count: 0 });
|
||||||
|
|
||||||
|
expect(resultA.count).toBe(1);
|
||||||
|
expect(resultB.count).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should share middlewares across execute calls", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ log: string[] }>();
|
||||||
|
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.log.push("always");
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
await chain.execute({ log: [] });
|
||||||
|
await chain.execute({ log: [] });
|
||||||
|
|
||||||
|
expect(chain).toBeDefined();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("edge cases", () => {
|
||||||
|
it("should handle empty context object", async () => {
|
||||||
|
const chain = createMiddlewareChain<Record<string, never>>();
|
||||||
|
const result = await chain.execute({});
|
||||||
|
|
||||||
|
expect(result).toEqual({});
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle middleware that returns a completely different object", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ x: number }, { y: string }>(
|
||||||
|
async () => ({ y: "default" }),
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (_ctx, next) => {
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ x: 42 });
|
||||||
|
|
||||||
|
expect(result).toEqual({ y: "default" });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should handle middleware that mutates context without returning", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>(
|
||||||
|
async (ctx) => ctx,
|
||||||
|
);
|
||||||
|
|
||||||
|
chain.use(async (ctx, next) => {
|
||||||
|
ctx.value = 100;
|
||||||
|
return next();
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 0 });
|
||||||
|
|
||||||
|
expect(result.value).toBe(100);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("should return undefined when middleware does not call next or return", async () => {
|
||||||
|
const chain = createMiddlewareChain<{ value: number }>();
|
||||||
|
|
||||||
|
chain.use(async (ctx) => {
|
||||||
|
ctx.value = 100;
|
||||||
|
return undefined as unknown as { value: number };
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = await chain.execute({ value: 0 });
|
||||||
|
|
||||||
|
expect(result).toBeUndefined();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
+7
-5
@@ -5,18 +5,20 @@
|
|||||||
"lib": ["ES2020"],
|
"lib": ["ES2020"],
|
||||||
"moduleResolution": "bundler",
|
"moduleResolution": "bundler",
|
||||||
"strict": true,
|
"strict": true,
|
||||||
|
"types": ["node"],
|
||||||
"esModuleInterop": true,
|
"esModuleInterop": true,
|
||||||
"skipLibCheck": true,
|
"skipLibCheck": true,
|
||||||
"forceConsistentCasingInFileNames": true,
|
"forceConsistentCasingInFileNames": true,
|
||||||
"declaration": true,
|
"declaration": true,
|
||||||
"declarationMap": true,
|
"declarationMap": true,
|
||||||
"outDir": "./dist",
|
"outDir": "./dist",
|
||||||
"rootDir": "./src",
|
|
||||||
|
"rootDir": ".",
|
||||||
"baseUrl": ".",
|
"baseUrl": ".",
|
||||||
"paths": {
|
"paths": {
|
||||||
"@/*": ["src/*"]
|
"@/*": ["src/*"],
|
||||||
}
|
},
|
||||||
},
|
},
|
||||||
"include": ["src/**/*"],
|
"include": ["src/**/*", "tests/**/*", "*.config.ts"],
|
||||||
"exclude": ["node_modules", "dist", "tests"]
|
"exclude": ["node_modules", "dist"],
|
||||||
}
|
}
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user