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No commits in common. "88d31430a63592e42102cf835ef9f7bd4f78d265" and "08c6a67d1697d0a1f7c54f3ecd927da262efe312" have entirely different histories.
88d31430a6
...
08c6a67d16
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@ -10,7 +10,6 @@
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"license": "MIT",
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"devDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"@types/node": "^25.6.0",
|
||||
"inline-schema": "file:../inline-schema",
|
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"mutative": "^1.3.0",
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"tsup": "^8.0.2",
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|
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@ -959,16 +958,6 @@
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"dev": true,
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"license": "MIT"
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},
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"node_modules/@types/node": {
|
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"version": "25.6.0",
|
||||
"resolved": "https://registry.npmjs.org/@types/node/-/node-25.6.0.tgz",
|
||||
"integrity": "sha512-+qIYRKdNYJwY3vRCZMdJbPLJAtGjQBudzZzdzwQYkEPQd+PJGixUL5QfvCLDaULoLv+RhT3LDkwEfKaAkgSmNQ==",
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"dev": true,
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"license": "MIT",
|
||||
"dependencies": {
|
||||
"undici-types": "~7.19.0"
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||||
}
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||||
},
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||||
"node_modules/@vitest/expect": {
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||||
"version": "1.6.1",
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"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-1.6.1.tgz",
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@ -2480,13 +2469,6 @@
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"dev": true,
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"license": "MIT"
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},
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"node_modules/undici-types": {
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"version": "7.19.2",
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"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz",
|
||||
"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
|
||||
"dev": true,
|
||||
"license": "MIT"
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||||
},
|
||||
"node_modules/vite": {
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"version": "5.4.21",
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"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
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|
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@ -30,7 +30,6 @@
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},
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"devDependencies": {
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"@preact/signals-core": "^1.5.1",
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"@types/node": "^25.6.0",
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"inline-schema": "file:../inline-schema",
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"mutative": "^1.3.0",
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"tsup": "^8.0.2",
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@ -1,10 +1,11 @@
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import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
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import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
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import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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import getEffects from "../effect.csv";
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import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
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export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
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export function addCardEventTriggers(triggers: Triggers) {
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const effects = getEffects();
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function findEffect(id: string): EffectData {
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@ -66,21 +67,21 @@ export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
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if (!card) return;
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const playedItemId = card.itemId;
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const adjacent = run.getNeighborItems(playedItemId);
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for (const adjItemId of adjacent) {
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const adjacent = getAdjacentItems<GameItemMeta>(
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ctx.game.value.inventory,
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playedItemId,
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);
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for (const [adjItemId] of adjacent) {
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const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
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if (!adjEffects) continue;
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const burn = adjEffects.burnForEnergy;
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if (!burn || burn.stacks <= 0) continue;
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const item = run.getItemData(adjItemId);
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const maxUses =
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item?.card.costType === "energy" ? item.card.costCount : 0;
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const consumed = run.getConsumedUses(adjItemId);
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const toConsume = Math.min(maxUses - consumed, burn.stacks);
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await run.setConsumedUsesAsync(adjItemId, consumed + toConsume);
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await ctx.game.produceAsync((draft) => {
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const item = draft.inventory.items.get(adjItemId);
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if (item) {
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draft.inventory.items.delete(adjItemId);
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}
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draft.player.energy += burn.stacks;
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delete draft.player.itemEffects[adjItemId];
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});
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@ -1,13 +1,12 @@
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import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
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import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
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import { addInstantEffectTriggers } from "./instant";
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import { addDamageTriggers } from "./damage";
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import { addTurnStartTriggers } from "./turn-start";
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import { addCardEventTriggers } from "./card-events";
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export function addDesertTriggers(triggers: Triggers, run: IRunContext) {
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addInstantEffectTriggers(triggers);
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addDamageTriggers(triggers);
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addTurnStartTriggers(triggers);
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addCardEventTriggers(triggers, run);
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export function addDesertTriggers(triggers: Triggers) {
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addInstantEffectTriggers(triggers);
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addDamageTriggers(triggers);
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addTurnStartTriggers(triggers);
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addCardEventTriggers(triggers);
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}
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@ -1,168 +1,134 @@
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import {CombatEntity, CombatGameContext, CombatState, EffectTable, PlayerEntity} from "./types";
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import {
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CombatEntity,
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CombatGameContext,
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CombatState,
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EffectTable,
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IRunContext,
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PlayerEntity,
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} from "./types";
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import {
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CardData,
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CardEffectTarget,
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CardTargetType,
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EffectData,
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EffectTarget,
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CardData,
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CardEffectTarget,
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CardTargetType,
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EffectData,
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EffectTarget
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} from "@/samples/slay-the-spire-like/system/types";
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import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress/types";
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import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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export function addEffect(
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effects: EffectTable,
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effect: EffectData,
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stacks: number,
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) {
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let current = effects[effect.id];
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export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){
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let current = effects[effect.id];
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if (!current) current = { data: effect, stacks };
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else current.stacks += stacks;
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if(!current) current = {data: effect, stacks};
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else current.stacks += stacks;
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if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
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else if (current.stacks !== 0 && !effects[effect.id])
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effects[effect.id] = current;
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if(current.stacks === 0 && effects[effect.id])
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delete effects[effect.id];
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else if(current.stacks !== 0 && !effects[effect.id])
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effects[effect.id] = current;
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}
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export function addEntityEffect(
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entity: CombatEntity,
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effect: EffectData,
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stacks: number,
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) {
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addEffect(entity.effects, effect, stacks);
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export function addEntityEffect(entity: CombatEntity, effect: EffectData, stacks: number){
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addEffect(entity.effects, effect, stacks);
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}
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export function addItemEffect(
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entity: PlayerEntity,
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itemKey: string,
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effect: EffectData,
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stacks: number,
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) {
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entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
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addEffect(entity.itemEffects[itemKey], effect, stacks);
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export function addItemEffect(entity: PlayerEntity, itemKey: string, effect: EffectData, stacks: number){
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entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
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addEffect(entity.itemEffects[itemKey], effect, stacks);
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}
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export function onEntityEffectUpkeep(entity: CombatEntity) {
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for (const effect of Object.values(entity.effects)) {
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const lifecycle = effect.data.lifecycle;
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if (lifecycle === "temporary")
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addEntityEffect(entity, effect.data, -effect.stacks);
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else if (lifecycle === "lingering")
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addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
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}
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}
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export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
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for (const effect of Object.values(entity.effects)) {
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const lifecycle = effect.data.lifecycle;
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if (lifecycle === "posture")
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addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
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}
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}
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export function onPlayerItemEffectUpkeep(entity: PlayerEntity) {
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for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
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for (const effect of Object.values(itemEffects)) {
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const lifecycle = effect.data.lifecycle;
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if (lifecycle === "itemTemporary")
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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export function onEntityEffectUpkeep(entity: CombatEntity){
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for(const effect of Object.values(entity.effects)){
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'temporary')
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addEntityEffect(entity, effect.data, -effect.stacks);
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else if(lifecycle === 'lingering')
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addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
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}
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}
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}
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export function onItemPlay(entity: PlayerEntity, itemKey: string) {
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const effects = entity.itemEffects[itemKey];
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if (!effects) return;
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for (const effect of Object.values(effects)) {
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if (effect.data.lifecycle === "itemUntilPlay") {
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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export function onEntityPostureDamage(entity: CombatEntity, damage: number){
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for(const effect of Object.values(entity.effects)){
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'posture')
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addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
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||||
}
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}
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}
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export function onItemDiscard(entity: PlayerEntity, itemKey: string) {
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const effects = entity.itemEffects[itemKey];
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if (!effects) return;
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for (const effect of Object.values(effects)) {
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if (effect.data.lifecycle === "itemUntilDiscard") {
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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export function onPlayerItemEffectUpkeep(entity: PlayerEntity){
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for(const [itemKey, itemEffects] of Object.entries(entity.itemEffects)){
|
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for(const effect of Object.values(itemEffects)){
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if(lifecycle === 'itemTemporary')
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
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|
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export function onItemPlay(entity: PlayerEntity, itemKey: string){
|
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const effects = entity.itemEffects[itemKey];
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if(!effects)return;
|
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for(const effect of Object.values(effects)){
|
||||
if(effect.data.lifecycle === 'itemUntilPlay'){
|
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
export function onItemDiscard(entity: PlayerEntity, itemKey: string){
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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export function* getAliveEnemies(state: CombatState) {
|
||||
for (let enemy of state.enemies) {
|
||||
if (enemy.isAlive) {
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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",
|
||||
};
|
||||
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"${cardId}"不在手牌中`;
|
||||
const exists = game.value.player.deck.regions.hand.childIds.includes(cardId);
|
||||
if(!exists) throw `卡牌"${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"${cardId}"的费用`;
|
||||
}
|
||||
const card = game.value.player.deck.cards[cardId];
|
||||
const {cardData, itemId} = card;
|
||||
if(!canPlayCard(game.value.player, cardData.costType, cardData.costCount, itemId, game.value.inventory)){
|
||||
throw `无法支付卡牌"${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"${targetId}"无效`;
|
||||
}
|
||||
const {targetType} = cardData;
|
||||
if(targetType === 'single'){
|
||||
if(!targetId) throw `请指定目标`;
|
||||
const target = game.value.enemies.find(e => e.id === targetId);
|
||||
if(!target) throw `目标"${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,
|
||||
};
|
||||
});
|
||||
return {
|
||||
action: 'play' as 'play',
|
||||
cardId,
|
||||
targetId
|
||||
};
|
||||
});
|
||||
}
|
||||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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>;
|
||||
|
|
|
|||
|
|
@ -94,6 +94,7 @@ export function buildCombatState(runState: RunState): CombatState {
|
|||
return {
|
||||
enemies,
|
||||
player,
|
||||
inventory: runState.inventory,
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
|
|
|
|||
|
|
@ -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 };
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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"],
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
};
|
||||
},
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in New Issue