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14 changed files with 263 additions and 381 deletions

18
package-lock.json generated
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@ -10,7 +10,6 @@
"license": "MIT",
"devDependencies": {
"@preact/signals-core": "^1.5.1",
"@types/node": "^25.6.0",
"inline-schema": "file:../inline-schema",
"mutative": "^1.3.0",
"tsup": "^8.0.2",
@ -959,16 +958,6 @@
"dev": true,
"license": "MIT"
},
"node_modules/@types/node": {
"version": "25.6.0",
"resolved": "https://registry.npmjs.org/@types/node/-/node-25.6.0.tgz",
"integrity": "sha512-+qIYRKdNYJwY3vRCZMdJbPLJAtGjQBudzZzdzwQYkEPQd+PJGixUL5QfvCLDaULoLv+RhT3LDkwEfKaAkgSmNQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"undici-types": "~7.19.0"
}
},
"node_modules/@vitest/expect": {
"version": "1.6.1",
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-1.6.1.tgz",
@ -2480,13 +2469,6 @@
"dev": true,
"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": {
"version": "5.4.21",
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",

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@ -30,7 +30,6 @@
},
"devDependencies": {
"@preact/signals-core": "^1.5.1",
"@types/node": "^25.6.0",
"inline-schema": "file:../inline-schema",
"mutative": "^1.3.0",
"tsup": "^8.0.2",

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@ -1,10 +1,11 @@
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
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) {
export function addCardEventTriggers(triggers: Triggers) {
const effects = getEffects();
function findEffect(id: string): EffectData {
@ -66,21 +67,21 @@ export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
if (!card) return;
const playedItemId = card.itemId;
const adjacent = run.getNeighborItems(playedItemId);
for (const adjItemId of adjacent) {
const adjacent = getAdjacentItems<GameItemMeta>(
ctx.game.value.inventory,
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) => {
const item = draft.inventory.items.get(adjItemId);
if (item) {
draft.inventory.items.delete(adjItemId);
}
draft.player.energy += burn.stacks;
delete draft.player.itemEffects[adjItemId];
});

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@ -1,13 +1,12 @@
import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
import { addInstantEffectTriggers } from "./instant";
import { addDamageTriggers } from "./damage";
import { addTurnStartTriggers } from "./turn-start";
import { addCardEventTriggers } from "./card-events";
export function addDesertTriggers(triggers: Triggers, run: IRunContext) {
addInstantEffectTriggers(triggers);
addDamageTriggers(triggers);
addTurnStartTriggers(triggers);
addCardEventTriggers(triggers, run);
export function addDesertTriggers(triggers: Triggers) {
addInstantEffectTriggers(triggers);
addDamageTriggers(triggers);
addTurnStartTriggers(triggers);
addCardEventTriggers(triggers);
}

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@ -1,168 +1,134 @@
import {CombatEntity, CombatGameContext, CombatState, EffectTable, PlayerEntity} from "./types";
import {
CombatEntity,
CombatGameContext,
CombatState,
EffectTable,
IRunContext,
PlayerEntity,
} from "./types";
import {
CardData,
CardEffectTarget,
CardTargetType,
EffectData,
EffectTarget,
CardData,
CardEffectTarget,
CardTargetType,
EffectData,
EffectTarget
} from "@/samples/slay-the-spire-like/system/types";
import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress/types";
import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory/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 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 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 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 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 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 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 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 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;
for (let enemy of state.enemies) {
if (enemy.isAlive) {
yield enemy;
}
}
}
}
export function* getEffectTargets(
target: CardEffectTarget | EffectTarget,
game: CombatGameContext,
targetId?: string,
) {
if (target === "all" || target === "team") {
for (const enemy of getAliveEnemies(game.value)) {
yield enemy;
export function* getEffectTargets(target: CardEffectTarget | EffectTarget, game: CombatGameContext, targetId?: string){
if(target === 'all' || target === 'team'){
for(const enemy of getAliveEnemies(game.value)){
yield enemy;
}
} else if(target === 'self') {
yield game.value.player;
} else if(target === 'target'){
if(!targetId) return;
const entity = getCombatEntity(game.value, targetId);
if(entity) yield entity;
} else if(target === 'random'){
const aliveEnemies = [...getAliveEnemies(game.value)];
if(aliveEnemies.length === 0) return;
const index = game.rng.nextInt(aliveEnemies.length);
yield aliveEnemies[index];
}
} else if (target === "self") {
yield game.value.player;
} else if (target === "target") {
if (!targetId) return;
const entity = getCombatEntity(game.value, targetId);
if (entity) yield entity;
} else if (target === "random") {
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 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 function canPlayCard(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): boolean {
if (costType === 'energy') {
return player.energy >= costCount;
}
if (costType === 'uses') {
const item = inventory.items.get(itemId);
if (!item || !item.meta) return false;
const depletion = item.meta.depletion ?? 0;
return depletion < costCount;
}
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);
}
export function payCardCost(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): void {
if (costType === 'energy') {
player.energy -= costCount;
} else if (costType === 'uses') {
const item = inventory.items.get(itemId);
if (item && item.meta) {
item.meta.depletion = (item.meta.depletion ?? 0) + costCount;
}
}
}

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@ -1,56 +1,43 @@
import { createPromptDef } from "@/core/game";
import { CombatGameContext, IRunContext } from "./types";
import { canPlayCard } from "@/samples/slay-the-spire-like/system/combat/effects";
import {CombatGameContext} 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",
),
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 === "single") {
if (!targetId) throw `请指定目标`;
const target = game.value.enemies.find((e) => e.id === targetId);
if (!target) throw `目标"${targetId}"不存在`;
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
} else if (targetType === "none") {
if (targetId) throw `目标"${targetId}"无效`;
}
return {
action: "play" as "play",
cardId,
targetId,
};
});
}
export async function promptMainAction(game: CombatGameContext){
return await game.prompt(prompts.mainAction, (cardId, targetId) => {
if(cardId === 'end-turn') return {
action: 'end-turn' as 'end-turn'
};
const exists = game.value.player.deck.regions.hand.childIds.includes(cardId);
if(!exists) throw `卡牌"${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, game.value.inventory)){
throw `无法支付卡牌"${cardId}"的费用`;
}
const {targetType} = cardData;
if(targetType === 'single'){
if(!targetId) throw `请指定目标`;
const target = game.value.enemies.find(e => e.id === targetId);
if(!target) throw `目标"${targetId}"不存在`;
if(!target.isAlive) throw `目标"${targetId}"已死亡`;
}else if(targetType === 'none'){
if(targetId) throw `目标"${targetId}"无效`;
}
return {
action: 'play' as 'play',
cardId,
targetId
};
});
}

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@ -1,4 +1,4 @@
import { CombatGameContext, IRunContext } from "./types";
import { CombatGameContext } from "./types";
import {
addEntityEffect,
addItemEffect,
@ -51,7 +51,7 @@ type TriggerTypes = {
onIntentUpdate: { enemyId: string };
};
export function createTriggers(run: IRunContext) {
export function createTriggers() {
const triggers = {
onCombatStart: createTrigger("onCombatStart"),
onTurnStart: createTrigger("onTurnStart", async (ctx) => {
@ -89,7 +89,7 @@ export function createTriggers(run: IRunContext) {
card.cardData.costType,
card.cardData.costCount,
card.itemId,
run,
draft.inventory,
);
moveToRegion(card, regions.hand, regions.discardPile);
onItemPlay(draft.player, card.itemId);
@ -176,8 +176,11 @@ export function createTriggers(run: IRunContext) {
if (ctx.effect.lifecycle.startsWith("item")) {
if (ctx.cardId) {
const card = ctx.game.value.player.deck.cards[ctx.cardId];
const nearby = run.getNeighborItems(card.itemId);
for (const itemId of nearby) {
const nearby = getAdjacentItems<GameItemMeta>(
ctx.game.value.inventory,
card.itemId,
);
for (const itemId of nearby.keys()) {
await ctx.game.produceAsync((draft) => {
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
});
@ -266,12 +269,9 @@ export function createTriggers(run: IRunContext) {
return triggers;
}
export type Triggers = ReturnType<typeof createTriggers>;
export function createStartWith(
build: (triggers: Triggers, run: IRunContext) => void,
run: IRunContext,
) {
const triggers = createTriggers(run);
build(triggers, run);
export function createStartWith(build: (triggers: Triggers) => void) {
const triggers = createTriggers();
build(triggers);
return async function (game: CombatGameContext) {
await triggers.onCombatStart.execute(game, {});
@ -279,7 +279,7 @@ export function createStartWith(
while (true) {
await triggers.onTurnStart.execute(game, { entityKey: "player" });
while (true) {
const action = await promptMainAction(game, run);
const action = await promptMainAction(game);
if (action.action === "end-turn") break;
if (action.action === "play") {
await triggers.onCardPlayed.execute(game, action);

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@ -2,9 +2,10 @@ import type { PlayerDeck } from "../deck/types";
import {
EnemyData,
IntentData,
ItemData,
} from "@/samples/slay-the-spire-like/system/types";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import { GridInventory } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
@ -45,6 +46,7 @@ export type LootEntry =
export type CombatState = {
enemies: EnemyEntity[];
player: PlayerEntity;
inventory: GridInventory<GameItemMeta>;
phase: CombatPhase;
turnNumber: number;
@ -53,13 +55,5 @@ export type CombatState = {
loot: LootEntry[];
};
export interface IRunContext {
getItemData(id: string): ItemData | null;
getNeighborItems(id: string): Iterable<string>;
getConsumedUses(id: string): number;
setConsumedUsesAsync(id: string, uses: number): Promise<void>;
}
export type CombatGameContext =
import("@/core/game").IGameContextExport<CombatState>;

View File

@ -94,6 +94,7 @@ export function buildCombatState(runState: RunState): CombatState {
return {
enemies,
player,
inventory: runState.inventory,
phase: "playerTurn",
turnNumber: 1,
result: null,

View File

@ -1,32 +1,32 @@
import type { PointCrawlMap } from "../map/types";
import type { GridInventory, InventoryItem } from "../grid-inventory/types";
import type { ParsedShape } from "../utils/parse-shape";
import { ItemData } from "@/samples/slay-the-spire-like/system/types";
import type { PointCrawlMap } from '../map/types';
import type { GridInventory, InventoryItem } from '../grid-inventory/types';
import type { ParsedShape } from '../utils/parse-shape';
import {ItemData} from "@/samples/slay-the-spire-like/system/types";
/**
* Result of an encounter (combat, event, etc.).
*/
export interface EncounterResult {
/** Gold earned from the encounter */
goldEarned?: number;
/** HP lost during the encounter */
hpLost?: number;
/** HP gained (e.g., from camp heal) */
hpGained?: number;
/** Item IDs rewarded */
itemRewards?: string[];
/** Gold earned from the encounter */
goldEarned?: number;
/** HP lost during the encounter */
hpLost?: number;
/** HP gained (e.g., from camp heal) */
hpGained?: number;
/** Item IDs rewarded */
itemRewards?: string[];
}
/**
* Runtime state of an encounter at a specific node.
*/
export interface EncounterState {
/** The node ID where this encounter is located */
nodeId: string;
/** Whether the encounter has been resolved */
resolved: boolean;
/** Optional result data after resolution */
result?: EncounterResult;
/** The node ID where this encounter is located */
nodeId: string;
/** Whether the encounter has been resolved */
resolved: boolean;
/** Optional result data after resolution */
result?: EncounterResult;
}
/**
@ -34,14 +34,12 @@ export interface EncounterState {
* Bridges CSV item data with the grid inventory system.
*/
export interface GameItemMeta {
/** Original CSV item data */
itemData: ItemData;
/** Parsed shape for grid placement */
shape: ParsedShape;
/** Consumed uses, if card cost type is uses**/
consumedUses?: number;
/** Effects applied to the item */
effects?: Record<string, number>;
/** Original CSV item data */
itemData: ItemData;
/** Parsed shape for grid placement */
shape: ParsedShape;
/** Consumed uses, if card cost type is uses**/
depletion?: number;
}
/**
@ -54,12 +52,12 @@ export type GameItem = InventoryItem<GameItemMeta>;
* Player runtime state.
*/
export interface PlayerState {
/** Maximum HP */
maxHp: number;
/** Current HP */
currentHp: number;
/** Current gold */
gold: number;
/** Maximum HP */
maxHp: number;
/** Current HP */
currentHp: number;
/** Current gold */
gold: number;
}
/**
@ -67,25 +65,23 @@ export interface PlayerState {
* Designed to be used inside `MutableSignal.produce()` callbacks.
*/
export interface RunState {
/** Generated point crawl map */
map: PointCrawlMap;
/** Player HP and gold */
player: PlayerState;
/** Grid inventory with placed items */
inventory: GridInventory<GameItemMeta>;
/** Current node ID where the player is located */
currentNodeId: string;
/** State of the encounter at the current node */
currentEncounter: EncounterState;
/** Set of node IDs whose encounters have been resolved */
resolvedNodeIds: Set<string>;
/** Internal counter for generating unique item instance IDs */
_idCounter: { value: number };
/** Generated point crawl map */
map: PointCrawlMap;
/** Player HP and gold */
player: PlayerState;
/** Grid inventory with placed items */
inventory: GridInventory<GameItemMeta>;
/** Current node ID where the player is located */
currentNodeId: string;
/** State of the encounter at the current node */
currentEncounter: EncounterState;
/** Set of node IDs whose encounters have been resolved */
resolvedNodeIds: Set<string>;
/** Internal counter for generating unique item instance IDs */
_idCounter: { value: number };
}
/**
* Result of a mutation operation on the run state.
*/
export type RunMutationResult =
| { success: true }
| { success: false; reason: string };
export type RunMutationResult = { success: true } | { success: false; reason: string };

View File

@ -17,14 +17,10 @@ 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 { EffectData } from "@/samples/slay-the-spire-like/system/types";
import type {
CellKey,
GridInventory,
@ -34,31 +30,6 @@ import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress
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";
function createRunContext(
items: Map<string, InventoryItem<GameItemMeta>>,
): IRunContext {
return {
getItemData(id: string): ItemData | null {
const item = items.get(id);
return item?.meta?.itemData ?? null;
},
getNeighborItems(_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"],
@ -94,7 +65,9 @@ function createItem(
id: itemId,
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
transform: {
offset: { x: 0, y: 0 },
x: 0,
y: 0,
rotation: 0,
flipX: false,
flipY: false,
} as unknown as Transform2D,
@ -109,7 +82,7 @@ function createItem(
description: "",
},
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
consumedUses: costType === "uses" ? depletion : undefined,
depletion: costType === "uses" ? depletion : undefined,
},
};
}
@ -121,14 +94,13 @@ function createInventory(
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}`);
occupied.add(`${item.transform.x},${item.transform.y}`);
}
return { width: 6, height: 4, items: map, occupiedCells: occupied };
}
function createCombatEntity(hp = 10, maxHp = 10): CombatEntity {
return {
id: "",
effects: {},
hp,
maxHp,
@ -158,9 +130,9 @@ function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
return {
...createCombatEntity(hp, maxHp),
id,
enemy: { id, name: id, description: "", intents: null! },
enemy: { id, name: id, description: "" },
intents: {},
currentIntent: null!,
currentIntentId: "",
};
}
@ -171,6 +143,12 @@ function createCombatState(
return {
player: createPlayerEntity(playerHp),
enemies,
inventory: {
width: 6,
height: 4,
items: new Map(),
occupiedCells: new Set(),
},
phase: "playerTurn",
turnNumber: 1,
result: null,
@ -539,9 +517,8 @@ describe("combat/effects", () => {
const player = createPlayerEntity();
player.energy = 3;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "energy", 2, "any", run);
const result = canPlayCard(player, "energy", 2, "any", inventory);
expect(result).toBe(true);
});
@ -550,9 +527,8 @@ describe("combat/effects", () => {
const player = createPlayerEntity();
player.energy = 1;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "energy", 2, "any", run);
const result = canPlayCard(player, "energy", 2, "any", inventory);
expect(result).toBe(false);
});
@ -561,9 +537,8 @@ describe("combat/effects", () => {
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);
const result = canPlayCard(player, "uses", 3, "potion-1", inventory);
expect(result).toBe(true);
});
@ -572,9 +547,8 @@ describe("combat/effects", () => {
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);
const result = canPlayCard(player, "uses", 3, "potion-1", inventory);
expect(result).toBe(false);
});
@ -582,9 +556,8 @@ describe("combat/effects", () => {
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);
const result = canPlayCard(player, "uses", 1, "missing", inventory);
expect(result).toBe(false);
});
@ -593,56 +566,51 @@ describe("combat/effects", () => {
const player = createPlayerEntity();
player.energy = 0;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "none", 0, "any", run);
const result = canPlayCard(player, "none", 0, "any", inventory);
expect(result).toBe(true);
});
});
describe("payCardCost", () => {
it("should deduct energy for energy cost card", async () => {
it("should deduct energy for energy cost card", () => {
const player = createPlayerEntity();
player.energy = 3;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
await payCardCost(player, "energy", 2, "any", run);
payCardCost(player, "energy", 2, "any", inventory);
expect(player.energy).toBe(1);
});
it("should increment depletion for uses cost card", async () => {
it("should increment depletion for uses cost card", () => {
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);
payCardCost(player, "uses", 3, "potion-1", inventory);
expect(item.meta?.consumedUses).toBe(4);
expect(item.meta?.depletion).toBe(4);
});
it("should do nothing for none cost card", async () => {
it("should do nothing for none cost card", () => {
const player = createPlayerEntity();
player.energy = 3;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
await payCardCost(player, "none", 0, "any", run);
payCardCost(player, "none", 0, "any", inventory);
expect(player.energy).toBe(3);
});
it("should handle missing item gracefully for uses cost", async () => {
it("should handle missing item gracefully for uses cost", () => {
const player = createPlayerEntity();
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
await expect(
payCardCost(player, "uses", 1, "missing", run),
).resolves.not.toThrow();
expect(() =>
payCardCost(player, "uses", 1, "missing", inventory),
).not.toThrow();
});
});
});

View File

@ -14,7 +14,6 @@ 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 {
@ -139,6 +138,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
itemEffects: {},
},
enemies: [],
inventory: createInventory([]),
phase: "playerTurn",
turnNumber: 1,
result: null,
@ -155,18 +155,8 @@ function createTestContext(state?: CombatState): IGameContext<CombatState> {
}
function getTriggers(): Triggers {
const run: IRunContext = {
getConsumedUses() {
return 0;
},
getItemData() {
return null;
},
*getNeighborItems() {},
async setConsumedUsesAsync() {},
};
const triggers = createTriggers(run);
addTriggers(triggers, run);
const triggers = createTriggers();
addTriggers(triggers);
return triggers;
}

View File

@ -5,7 +5,6 @@
"lib": ["ES2020"],
"moduleResolution": "bundler",
"strict": true,
"types": ["node"],
"esModuleInterop": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
@ -19,6 +18,6 @@
"@/*": ["src/*"],
},
},
"include": ["src/**/*", "tests/**/*", "*.config.ts"],
"include": ["src/**/*", "tests/**/*"],
"exclude": ["node_modules", "dist"],
}

View File

@ -1,20 +1,20 @@
import { defineConfig } from "tsup";
import { fileURLToPath } from "url";
import { csvLoader } from "inline-schema/csv-loader/rollup";
import { defineConfig } from 'tsup';
import { fileURLToPath } from 'url';
import { csvLoader } from 'inline-schema/csv-loader/rollup';
const srcDir = fileURLToPath(new URL("./src", import.meta.url));
const srcDir = fileURLToPath(new URL('./src', import.meta.url));
export default defineConfig({
entry: ["src/index.ts"],
format: ["esm"],
entry: ['src/index.ts'],
format: ['esm'],
dts: true,
clean: true,
sourcemap: true,
external: ["@preact/signals-core", "mutative", "inline-schema"],
external: ['@preact/signals-core', 'mutative', 'inline-schema'],
plugins: [csvLoader()],
esbuildOptions(options) {
options.alias = {
"@": srcDir,
'@': srcDir,
};
},
});