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+1
-1
@@ -18,7 +18,7 @@
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||||
"scripts": {
|
||||
"build": "tsup",
|
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"build:samples": "tsup --config tsup.samples.config.ts",
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"prepare": "npm run build",
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"prepare": "npm run build && npm run build:samples",
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"test": "vitest",
|
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"test:run": "vitest run",
|
||||
"typecheck": "tsc --noEmit"
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@@ -0,0 +1,118 @@
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import { createPromptContext, PromptDef } from "@/utils/command";
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import { computed, effect, signal } from "@preact/signals-core";
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import { createGameContext, IGameContext } from "./game";
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export enum ClientStatus {
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Idle = "idle",
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Running = "running",
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Disposed = "disposed",
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}
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export type PromptInfo =
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||||
| {
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hasPrompt: false;
|
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player: string;
|
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}
|
||||
| {
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hasPrompt: true;
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player: string;
|
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def: PromptDef<unknown[]>;
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tryAnswer(...args: unknown[]): string | null;
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};
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/**
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* 1. create a client instance
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* 2. setStatus("running")
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* 3. select("selector", t => {}) for c# to capture game state
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* 4. useClient("status" | "prompt") for c# to handle prompt / game status
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*/
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export abstract class BaseGameClient<
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T extends Record<string, unknown> = Record<string, unknown>,
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R = unknown,
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||||
> {
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protected _initialState: T;
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protected _context: IGameContext<T>;
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protected _prompts = createPromptContext();
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protected _status = signal(ClientStatus.Idle);
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protected _result = signal(null as null | R);
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public get state() {
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return this._context.value;
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}
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constructor(is: T) {
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this._initialState = is;
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this._context = createGameContext(this._prompts, is);
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}
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||||
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async setStatus(status: ClientStatus) {
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this._status.value = status;
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if (status === ClientStatus.Disposed) {
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this._prompts.reset();
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} else if (status === ClientStatus.Running) {
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this._prompts.reset();
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this._context._state.value = this._initialState;
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this._result.value = null;
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this._result.value = await this.start(this._context);
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this.setStatus(ClientStatus.Idle);
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}
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||||
}
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abstract start(ctx: IGameContext<T>): Promise<R>;
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||||
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assignSelector<S>(selector: (t: T) => S, callback: (s: S) => void) {
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||||
const selected = computed(() => selector(this._context.value));
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||||
return effect(() => {
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||||
callback(selected.value);
|
||||
});
|
||||
}
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||||
|
||||
addInterruption() {
|
||||
let resolve!: () => void;
|
||||
const promise = new Promise<void>((resolver) => {
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||||
resolve = resolver;
|
||||
});
|
||||
this._context._state.addInterruption(promise);
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||||
return resolve;
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||||
}
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||||
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||||
selectPrompt(callback: (prompt: PromptInfo) => void) {
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||||
return this._prompts.handleCall.use(async (ctx, next) => {
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||||
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 {
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||||
callback({
|
||||
hasPrompt: true,
|
||||
player: ctx.player || "global",
|
||||
def: ctx.def,
|
||||
tryAnswer,
|
||||
});
|
||||
return await next();
|
||||
} finally {
|
||||
callback({
|
||||
hasPrompt: false,
|
||||
player: ctx.player || "global",
|
||||
});
|
||||
}
|
||||
});
|
||||
}
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||||
selectStatus(callback: (status: ClientStatus) => void) {
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||||
return effect(() => {
|
||||
callback(this._status.value);
|
||||
});
|
||||
}
|
||||
selectResult(callback: (status: R | null) => void) {
|
||||
return effect(() => {
|
||||
callback(this._result.value);
|
||||
});
|
||||
}
|
||||
}
|
||||
+16
-80
@@ -1,99 +1,39 @@
|
||||
import { createPromptContext } from "@/utils/command";
|
||||
import { PromptContext } from "@/utils/command/command-prompt";
|
||||
import { ReadonlySignal, Signal } from "@preact/signals-core";
|
||||
import { CommandSchema, CommandRegistry, PromptEvent } from "@/utils/command";
|
||||
import {
|
||||
createGameCommandRegistry,
|
||||
createGameContext,
|
||||
IGameContext,
|
||||
PromptDef,
|
||||
} from "./game";
|
||||
import { createGameContext, IGameContext } from "./game";
|
||||
|
||||
export type GameHostStatus = "created" | "running" | "disposed";
|
||||
|
||||
export class GameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
> {
|
||||
readonly state: ReadonlySignal<TState>;
|
||||
readonly status: ReadonlySignal<GameHostStatus>;
|
||||
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
|
||||
readonly activePromptPlayer: ReadonlySignal<string | null>;
|
||||
readonly activePromptHint: ReadonlySignal<string | null>;
|
||||
readonly prompts: PromptContext;
|
||||
|
||||
private _context: IGameContext<TState>;
|
||||
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
private _status: Signal<GameHostStatus>;
|
||||
private _activePromptSchema: Signal<CommandSchema | null>;
|
||||
private _activePromptPlayer: Signal<string | null>;
|
||||
private _activePromptHint: Signal<string | null>;
|
||||
private _createInitialState: () => TState;
|
||||
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
|
||||
private _isDisposed = false;
|
||||
|
||||
constructor(
|
||||
registry: CommandRegistry<IGameContext<TState>>,
|
||||
createInitialState: () => TState,
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>,
|
||||
) {
|
||||
constructor(public readonly gameModule: TModule) {
|
||||
const { createInitialState, start } = gameModule;
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
|
||||
this.prompts = createPromptContext();
|
||||
const initialState = createInitialState();
|
||||
this._context = createGameContext(registry, initialState);
|
||||
this._context = createGameContext(this.prompts, initialState);
|
||||
this._start = start;
|
||||
this.state = this._context._state;
|
||||
|
||||
this._status = new Signal<GameHostStatus>("created");
|
||||
this.status = this._status;
|
||||
|
||||
this._activePromptSchema = new Signal<CommandSchema | null>(null);
|
||||
this.activePromptSchema = this._activePromptSchema;
|
||||
|
||||
this._activePromptPlayer = new Signal<string | null>(null);
|
||||
this.activePromptPlayer = this._activePromptPlayer;
|
||||
|
||||
this._activePromptHint = new Signal<string | null>(null);
|
||||
this.activePromptHint = this._activePromptHint;
|
||||
|
||||
this._setupPromptTracking();
|
||||
}
|
||||
|
||||
private _setupPromptTracking() {
|
||||
let currentPromptEvent: PromptEvent | null = null;
|
||||
|
||||
this._context._commands.on("prompt", (e) => {
|
||||
currentPromptEvent = e as PromptEvent;
|
||||
this._activePromptSchema.value = currentPromptEvent.schema;
|
||||
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
|
||||
this._activePromptHint.value = currentPromptEvent.hintText || null;
|
||||
});
|
||||
|
||||
this._context._commands.on("promptEnd", () => {
|
||||
currentPromptEvent = null;
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
});
|
||||
|
||||
// Initial state
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
}
|
||||
|
||||
tryInput(input: string): string | null {
|
||||
if (this._isDisposed) {
|
||||
return "GameHost is disposed";
|
||||
}
|
||||
return this._context._commands._tryCommit(input);
|
||||
}
|
||||
|
||||
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs) {
|
||||
return this._context._commands._tryCommit({
|
||||
name: def.schema.name,
|
||||
params: args,
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -117,7 +57,7 @@ export class GameHost<
|
||||
throw new Error("GameHost is disposed");
|
||||
}
|
||||
|
||||
this._context._commands._cancel();
|
||||
this.prompts.reset();
|
||||
|
||||
const initialState = this._createInitialState();
|
||||
this._context._state.value = initialState as any;
|
||||
@@ -138,7 +78,7 @@ export class GameHost<
|
||||
}
|
||||
|
||||
this._isDisposed = true;
|
||||
this._context._commands._cancel();
|
||||
this.prompts.reset();
|
||||
this._status.value = "disposed";
|
||||
|
||||
// Emit dispose event BEFORE clearing listeners
|
||||
@@ -168,21 +108,17 @@ export class GameHost<
|
||||
}
|
||||
|
||||
export type GameModule<
|
||||
TState extends Record<string, unknown>,
|
||||
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
> = {
|
||||
registry?: CommandRegistry<IGameContext<TState>>;
|
||||
createInitialState: () => TState;
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
};
|
||||
|
||||
export function createGameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
>(gameModule: GameModule<TState, TResult>): GameHost<TState, TResult> {
|
||||
return new GameHost(
|
||||
gameModule.registry || createGameCommandRegistry(),
|
||||
gameModule.createInitialState,
|
||||
gameModule.start,
|
||||
);
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
>(gameModule: TModule): GameHost<TState, TResult, TModule> {
|
||||
return new GameHost(gameModule);
|
||||
}
|
||||
|
||||
+10
-50
@@ -1,40 +1,29 @@
|
||||
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
|
||||
import {
|
||||
Command,
|
||||
CommandRegistry,
|
||||
CommandResult,
|
||||
CommandRunnerContextExport,
|
||||
CommandSchema,
|
||||
createCommandRegistry,
|
||||
createCommandRunnerContext,
|
||||
parseCommandSchema,
|
||||
} from "@/utils/command";
|
||||
import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
|
||||
import { PromptValidator } from "@/utils/command/command-runner";
|
||||
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
|
||||
import { PromptContext } from "@/utils/command/command-prompt";
|
||||
|
||||
export interface IGameContext<TState extends Record<string, unknown> = {}> {
|
||||
get value(): TState;
|
||||
get rng(): ReadonlyRNG;
|
||||
produce(fn: (draft: TState) => void): void;
|
||||
produceAsync(fn: (draft: TState) => void): Promise<void>;
|
||||
run<T>(input: string): Promise<CommandResult<T>>;
|
||||
runParsed<T>(command: Command): Promise<CommandResult<T>>;
|
||||
produce(fn: (draft: TState) => undefined): void;
|
||||
produceAsync(fn: (draft: TState) => undefined): Promise<void>;
|
||||
prompt: <TResult, TArgs extends any[] = any[]>(
|
||||
def: PromptDef<TArgs>,
|
||||
validator: PromptValidator<TResult, TArgs>,
|
||||
currentPlayer?: string | null,
|
||||
player?: string,
|
||||
) => Promise<TResult>;
|
||||
|
||||
// test only
|
||||
_state: MutableSignal<TState>;
|
||||
_commands: CommandRunnerContextExport<IGameContext<TState>>;
|
||||
_rng: RNG;
|
||||
}
|
||||
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
|
||||
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
|
||||
|
||||
export function createGameContext<TState extends Record<string, unknown> = {}>(
|
||||
commandRegistry: CommandRegistry<IGameContext<TState>>,
|
||||
promptContext: PromptContext,
|
||||
initialState?: TState | (() => TState),
|
||||
): IGameContext<TState> {
|
||||
const stateValue =
|
||||
@@ -42,7 +31,7 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
|
||||
? initialState()
|
||||
: (initialState ?? ({} as TState));
|
||||
const state = mutableSignal(stateValue);
|
||||
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
|
||||
const { prompt } = promptContext;
|
||||
|
||||
const context: IGameContext<TState> = {
|
||||
get value(): TState {
|
||||
@@ -51,44 +40,21 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
|
||||
get rng() {
|
||||
return this._rng;
|
||||
},
|
||||
produce(fn) {
|
||||
produce(fn: (draft: TState) => undefined) {
|
||||
return state.produce(fn);
|
||||
},
|
||||
produceAsync(fn) {
|
||||
produceAsync(fn: (draft: TState) => undefined) {
|
||||
return state.produceAsync(fn);
|
||||
},
|
||||
run<T>(input: string) {
|
||||
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,
|
||||
);
|
||||
},
|
||||
prompt,
|
||||
|
||||
_state: state,
|
||||
_commands: commands,
|
||||
_rng: new Mulberry32RNG(),
|
||||
};
|
||||
|
||||
context._commands = commands = createCommandRunnerContext(
|
||||
commandRegistry,
|
||||
context,
|
||||
);
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
export type PromptDef<TArgs extends any[] = any[]> = {
|
||||
schema: CommandSchema;
|
||||
hintText?: string;
|
||||
};
|
||||
export function createPromptDef<TArgs extends any[] = any[]>(
|
||||
schema: CommandSchema | string,
|
||||
hintText?: string,
|
||||
@@ -96,9 +62,3 @@ export function createPromptDef<TArgs extends any[] = any[]>(
|
||||
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
|
||||
return { schema, hintText };
|
||||
}
|
||||
|
||||
export function createGameCommandRegistry<
|
||||
TState extends Record<string, unknown> = {},
|
||||
>() {
|
||||
return createCommandRegistry<IGameContext<TState>>();
|
||||
}
|
||||
|
||||
+5
-1
@@ -5,7 +5,7 @@
|
||||
|
||||
// Core types
|
||||
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 { createGameHost } from "./core/game-host";
|
||||
@@ -24,6 +24,8 @@ export {
|
||||
moveToRegion,
|
||||
} from "./core/region";
|
||||
|
||||
export * from "./core/game-client";
|
||||
|
||||
// Utils
|
||||
export type {
|
||||
Command,
|
||||
@@ -71,4 +73,6 @@ export { createRNG, Mulberry32RNG } from "./utils/rng";
|
||||
export type { MiddlewareChain } from "./utils/middleware";
|
||||
export { createMiddlewareChain } from "./utils/middleware";
|
||||
|
||||
export * from "./utils/spawner";
|
||||
|
||||
export * from "@preact/signals-core";
|
||||
|
||||
@@ -1,101 +1,31 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PlayerType} from "@/samples/boop/types";
|
||||
import {turn} from "@/samples/boop/commands/turn";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
|
||||
export const registry = createGameCommandRegistry<BoopGame['value']>();
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
});
|
||||
import { BoopGame } from "@/samples/boop/types-extensions";
|
||||
import { PlayerType } from "@/samples/boop/types";
|
||||
import { turn } from "@/samples/boop/commands/turn";
|
||||
import { boop } from "./boop";
|
||||
import { checkFullBoard } from "./full-board";
|
||||
import { checkGraduates } from "./graduate";
|
||||
import { place } from "./place";
|
||||
import { checkWin } from "./win";
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
export async function start(game: BoopGame) {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer =
|
||||
state.currentPlayer === "white" ? "black" : "white";
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
export {
|
||||
placeCmd as place,
|
||||
boopCmd as boop,
|
||||
checkWinCmd as checkWin,
|
||||
checkGraduatesCmd as checkGraduates,
|
||||
checkFullBoardCmd as checkFullBoard,
|
||||
turnCmd as turn
|
||||
};
|
||||
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
|
||||
|
||||
+26
-34
@@ -1,49 +1,41 @@
|
||||
// Types
|
||||
export type {
|
||||
PlayerType,
|
||||
PieceType,
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart
|
||||
} from './types';
|
||||
PlayerType,
|
||||
PieceType,
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart,
|
||||
} from "./types";
|
||||
|
||||
export type {BoopGame} from './types-extensions';
|
||||
export type { BoopGame } from "./types-extensions";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
BOARD_SIZE,
|
||||
MAX_PIECES_PER_PLAYER,
|
||||
WIN_LENGTH
|
||||
} from './constants';
|
||||
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
|
||||
|
||||
// State
|
||||
export {
|
||||
createInitialState,
|
||||
type BoopState
|
||||
} from './state';
|
||||
export { createInitialState, type BoopState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export {prompts} from './prompts';
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
registry,
|
||||
start,
|
||||
place as placeCmd,
|
||||
boop as boopCmd,
|
||||
checkWin as checkWinCmd,
|
||||
checkGraduates as checkGraduatesCmd,
|
||||
checkFullBoard as checkFullBoardCmd,
|
||||
turn as turnCmd
|
||||
} from './commands';
|
||||
start,
|
||||
place as placeCmd,
|
||||
boop as boopCmd,
|
||||
checkWin as checkWinCmd,
|
||||
checkGraduates as checkGraduatesCmd,
|
||||
checkFullBoard as checkFullBoardCmd,
|
||||
turn as turnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
getLineCandidates,
|
||||
isInBounds,
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition
|
||||
} from './utils';
|
||||
getLineCandidates,
|
||||
isInBounds,
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition,
|
||||
} from "./utils";
|
||||
|
||||
+311
-281
@@ -1,379 +1,409 @@
|
||||
import {
|
||||
OnitamaGame,
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards
|
||||
OnitamaGame,
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards,
|
||||
} from "./types";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
import {moveToRegion} from "@/core/region";
|
||||
|
||||
export const registry = createGameCommandRegistry<OnitamaState>();
|
||||
import { moveToRegion } from "@/core/region";
|
||||
|
||||
/**
|
||||
* 检查位置是否在棋盘范围内
|
||||
*/
|
||||
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
|
||||
*/
|
||||
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
||||
const key = `${x},${y}`;
|
||||
const pawnId = state.regions.board.partMap[key];
|
||||
return pawnId ? state.pawns[pawnId] : null;
|
||||
const key = `${x},${y}`;
|
||||
const pawnId = state.regions.board.partMap[key];
|
||||
return pawnId ? state.pawns[pawnId] : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否拥有某张卡牌
|
||||
*/
|
||||
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean {
|
||||
const cardList = player === 'red' ? state.redCards : state.blackCards;
|
||||
return cardList.includes(cardName);
|
||||
function playerHasCard(
|
||||
state: OnitamaState,
|
||||
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
|
||||
* 黑方需要将卡牌旋转180度
|
||||
*/
|
||||
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) {
|
||||
const card = state.cards[cardName];
|
||||
const candidates = card.moveCandidates;
|
||||
export function getCardMoveCandidates(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const card = state.cards[cardName];
|
||||
const candidates = card.moveCandidates;
|
||||
|
||||
// 黑方需要将卡牌旋转180度
|
||||
if (player === 'black') {
|
||||
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
// 黑方需要将卡牌旋转180度
|
||||
if (player === "black") {
|
||||
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
|
||||
return candidates;
|
||||
return candidates;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 {
|
||||
// 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}`;
|
||||
}
|
||||
export function isValidMove(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
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 ${cardName}`;
|
||||
}
|
||||
|
||||
// 检查起始位置是否有玩家的棋子
|
||||
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
||||
if (!fromPawn) {
|
||||
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
||||
}
|
||||
if (fromPawn.owner !== player) {
|
||||
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
||||
}
|
||||
// 检查起始位置是否有玩家的棋子
|
||||
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
||||
if (!fromPawn) {
|
||||
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
||||
}
|
||||
if (fromPawn.owner !== player) {
|
||||
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
||||
}
|
||||
|
||||
// 检查卡牌是否存在
|
||||
const card = state.cards[cardName];
|
||||
if (!card) {
|
||||
return `卡牌 ${cardName} 不存在`;
|
||||
}
|
||||
// 检查卡牌是否存在
|
||||
const card = state.cards[cardName];
|
||||
if (!card) {
|
||||
return `卡牌 ${cardName} 不存在`;
|
||||
}
|
||||
|
||||
// 计算移动偏移量
|
||||
const dx = toX - fromX;
|
||||
const dy = toY - fromY;
|
||||
// 计算移动偏移量
|
||||
const dx = toX - fromX;
|
||||
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)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
const isValid = candidates.some(m => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
// 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 isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
|
||||
// 检查目标位置是否在棋盘内
|
||||
if (!isInBounds(toX, toY)) {
|
||||
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
||||
}
|
||||
// 检查目标位置是否在棋盘内
|
||||
if (!isInBounds(toX, toY)) {
|
||||
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
||||
}
|
||||
|
||||
// 检查目标位置是否有己方棋子
|
||||
const toPawn = getPawnAtPosition(state, toX, toY);
|
||||
if (toPawn && toPawn.owner === player) {
|
||||
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
||||
}
|
||||
// 检查目标位置是否有己方棋子
|
||||
const toPawn = getPawnAtPosition(state, toX, toY);
|
||||
if (toPawn && toPawn.owner === player) {
|
||||
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
||||
}
|
||||
|
||||
return null;
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行移动
|
||||
*/
|
||||
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) {
|
||||
const state = game.value;
|
||||
|
||||
// 验证移动
|
||||
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
|
||||
if (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);
|
||||
}
|
||||
|
||||
// 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
|
||||
};
|
||||
}
|
||||
async function move(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
const move = registry.register({
|
||||
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
|
||||
run: handleMove
|
||||
});
|
||||
// 验证移动
|
||||
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
|
||||
if (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);
|
||||
}
|
||||
|
||||
// 移动棋子到目标位置
|
||||
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
|
||||
});
|
||||
|
||||
// 交换卡牌
|
||||
await swapCard(game, player, cardName);
|
||||
|
||||
return {
|
||||
from: { x: fromX, y: fromY },
|
||||
to: { x: toX, y: toY },
|
||||
card: cardName,
|
||||
captured: capturedPawnId,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
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
|
||||
if (player === 'red') {
|
||||
state.redCards = state.redCards.filter(c => c !== usedCard);
|
||||
state.redCards.push(spareCard);
|
||||
} else {
|
||||
state.blackCards = state.blackCards.filter(c => c !== usedCard);
|
||||
state.blackCards.push(spareCard);
|
||||
}
|
||||
|
||||
// 更新卡牌区域
|
||||
usedCardData.regionId = 'spare';
|
||||
spareCardData.regionId = player;
|
||||
|
||||
// 更新备用卡牌
|
||||
state.spareCard = usedCard;
|
||||
});
|
||||
}
|
||||
async function swapCard(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
usedCard: string,
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
const spareCard = state.spareCard;
|
||||
const usedCardData = state.cards[usedCard];
|
||||
const spareCardData = state.cards[spareCard];
|
||||
|
||||
const swapCard = registry.register({
|
||||
schema: 'swap-card <player> <card:string>',
|
||||
run: handleSwapCard
|
||||
});
|
||||
// 从玩家手牌中移除使用的卡牌
|
||||
if (player === "red") {
|
||||
state.redCards = state.redCards.filter((c) => c !== usedCard);
|
||||
state.redCards.push(spareCard);
|
||||
} else {
|
||||
state.blackCards = state.blackCards.filter((c) => c !== usedCard);
|
||||
state.blackCards.push(spareCard);
|
||||
}
|
||||
|
||||
// 更新卡牌区域
|
||||
usedCardData.regionId = "spare";
|
||||
spareCardData.regionId = player;
|
||||
|
||||
// 更新备用卡牌
|
||||
state.spareCard = usedCard;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
* 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> {
|
||||
const state = game.value;
|
||||
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||
const redMaster = state.pawns['red-master'];
|
||||
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) {
|
||||
return 'red';
|
||||
}
|
||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (
|
||||
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)
|
||||
const blackMaster = state.pawns['black-master'];
|
||||
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) {
|
||||
return 'black';
|
||||
}
|
||||
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (
|
||||
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)
|
||||
*/
|
||||
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父不在棋盘上,黑色获胜
|
||||
const redMaster = state.pawns['red-master'];
|
||||
if (!redMaster || redMaster.regionId !== 'board') {
|
||||
return 'black';
|
||||
}
|
||||
|
||||
// 黑色师父不在棋盘上,红色获胜
|
||||
const blackMaster = state.pawns['black-master'];
|
||||
if (!blackMaster || blackMaster.regionId !== 'board') {
|
||||
return 'red';
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
const checkCaptureWin = registry.register({
|
||||
schema: 'check-capture-win',
|
||||
run: handleCheckCaptureWin
|
||||
});
|
||||
// 红色师父不在棋盘上,黑色获胜
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (!redMaster || redMaster.regionId !== "board") {
|
||||
return "black";
|
||||
}
|
||||
|
||||
// 黑色师父不在棋盘上,红色获胜
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (!blackMaster || blackMaster.regionId !== "board") {
|
||||
return "red";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 综合胜利检测
|
||||
*/
|
||||
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await handleCheckConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
|
||||
const captureWinner = await handleCheckCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await checkConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
|
||||
const checkWin = registry.register({
|
||||
schema: 'check-win',
|
||||
run: handleCheckWin
|
||||
});
|
||||
const captureWinner = await checkCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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}> {
|
||||
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = [];
|
||||
export function getAvailableMoves(
|
||||
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
|
||||
const cardNames = player === 'red' ? state.redCards : state.blackCards;
|
||||
// 获取玩家的所有卡牌
|
||||
const cardNames = player === "red" ? state.redCards : state.blackCards;
|
||||
|
||||
// 获取玩家的所有棋子
|
||||
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board');
|
||||
// 获取玩家的所有棋子
|
||||
const playerPawns = Object.values(state.pawns).filter(
|
||||
(p) => p.owner === player && p.regionId === "board",
|
||||
);
|
||||
|
||||
// 对于每张卡牌
|
||||
for (const cardName of cardNames) {
|
||||
// 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);
|
||||
// 对于每张卡牌
|
||||
for (const cardName of cardNames) {
|
||||
// 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);
|
||||
|
||||
// 对于每个棋子
|
||||
for (const pawn of playerPawns) {
|
||||
const [fromX, fromY] = pawn.position;
|
||||
// 对于每个棋子
|
||||
for (const pawn of playerPawns) {
|
||||
const [fromX, fromY] = pawn.position;
|
||||
|
||||
// 对于卡牌的每个移动
|
||||
for (const move of candidates) {
|
||||
const toX = fromX + move.dx;
|
||||
const toY = fromY + move.dy;
|
||||
// 对于卡牌的每个移动
|
||||
for (const move of candidates) {
|
||||
const toX = fromX + move.dx;
|
||||
const toY = fromY + move.dy;
|
||||
|
||||
// 检查移动是否合法
|
||||
if (isInBounds(toX, toY)) {
|
||||
const targetPawn = getPawnAtPosition(state, toX, toY);
|
||||
// 目标位置为空或有敌方棋子
|
||||
if (!targetPawn || targetPawn.owner !== player) {
|
||||
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
||||
}
|
||||
}
|
||||
}
|
||||
// 检查移动是否合法
|
||||
if (isInBounds(toX, toY)) {
|
||||
const targetPawn = getPawnAtPosition(state, toX, toY);
|
||||
// 目标位置为空或有敌方棋子
|
||||
if (!targetPawn || targetPawn.owner !== player) {
|
||||
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
return moves;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理回合
|
||||
*/
|
||||
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
|
||||
let moveOutput;
|
||||
|
||||
if (availableMoves.length === 0) {
|
||||
// 没有可用移动,玩家必须交换一张卡牌
|
||||
const cardToSwap = await game.prompt(
|
||||
prompts.move,
|
||||
(player, card, _fromX, _fromY, _toX, _toY) => {
|
||||
if (player !== 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++;
|
||||
}
|
||||
});
|
||||
|
||||
return { winner, move: moveOutput };
|
||||
}
|
||||
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player>',
|
||||
run: handleTurn
|
||||
});
|
||||
let moveOutput;
|
||||
|
||||
if (availableMoves.length === 0) {
|
||||
// 没有可用移动,玩家必须交换一张卡牌
|
||||
const cardToSwap = await game.prompt(
|
||||
prompts.move,
|
||||
(player, card, _fromX, _fromY, _toX, _toY) => {
|
||||
if (player !== 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++;
|
||||
}
|
||||
});
|
||||
|
||||
return { winner, move: moveOutput };
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始游戏主循环
|
||||
*/
|
||||
export async function start(game: OnitamaGame) {
|
||||
// Initialize cards with RNG at game start
|
||||
initializeCards(game);
|
||||
// Initialize cards with RNG at game start
|
||||
initializeCards(game);
|
||||
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
if (turnOutput.winner) {
|
||||
break;
|
||||
}
|
||||
if (turnOutput.winner) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
@@ -1,421 +1,417 @@
|
||||
import {IGameContext} from "@/core/game";
|
||||
import {RegicideState} from "@/samples/regicide/state";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
import {PlayerType, RegicideCard} from "@/samples/regicide/types";
|
||||
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
|
||||
import {isEnemyDefeated} from "@/samples/regicide/utils";
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
|
||||
import { isEnemyDefeated } from "@/samples/regicide/utils";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
export const registry = createGameCommandRegistry<RegicideState>();
|
||||
|
||||
/**
|
||||
* 打出一张牌(对当前敌人造成伤害)
|
||||
*/
|
||||
const playCmd = registry.register({
|
||||
schema: 'play <player:string> <cardId:string>',
|
||||
run: async (game: RegicideGame, player: string, cardId: string) => {
|
||||
const state = game.value;
|
||||
const card = state.cards[cardId];
|
||||
async function playCmd(game: RegicideGame, player: string, cardId: string) {
|
||||
const state = game.value;
|
||||
const card = state.cards[cardId];
|
||||
|
||||
if (!card) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不存在`};
|
||||
}
|
||||
if (!card) {
|
||||
return { success: false, error: `卡牌 ${cardId} 不存在` };
|
||||
}
|
||||
|
||||
// 检查卡牌是否在玩家手牌中
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
if (!playerHand || !playerHand.includes(cardId)) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
|
||||
}
|
||||
// 检查卡牌是否在玩家手牌中
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
if (!playerHand || !playerHand.includes(cardId)) {
|
||||
return {
|
||||
success: false,
|
||||
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
|
||||
};
|
||||
}
|
||||
|
||||
// 检查是否有当前敌人
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
// 检查是否有当前敌人
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
let damage = card.value;
|
||||
let attackReduction = 0;
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
let damage = card.value;
|
||||
let attackReduction = 0;
|
||||
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === 'clubs') {
|
||||
damage *= 2;
|
||||
}
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === "clubs") {
|
||||
damage *= 2;
|
||||
}
|
||||
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === 'spades') {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === "spades") {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
|
||||
await game.produce(state => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= damage;
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= damage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
||||
}
|
||||
|
||||
// 从手牌移除卡牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const cardIndex = hand.indexOf(cardId);
|
||||
if (cardIndex !== -1) {
|
||||
hand.splice(cardIndex, 1);
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === 'hearts') {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
|
||||
if (discardIds.length > 0) {
|
||||
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
|
||||
for (const discardId of discardIds) {
|
||||
state.cards[discardId].regionId = 'tavernDeck';
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
}
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === 'diamonds') {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
state.cards[drawCardId].regionId = `hand_${player}`;
|
||||
hand.push(drawCardId);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage,
|
||||
attackReduction,
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit
|
||||
}
|
||||
};
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// 从手牌移除卡牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const cardIndex = hand.indexOf(cardId);
|
||||
if (cardIndex !== -1) {
|
||||
hand.splice(cardIndex, 1);
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === "hearts") {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(
|
||||
(id) => id !== state.currentEnemy!.id,
|
||||
);
|
||||
if (discardIds.length > 0) {
|
||||
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
|
||||
for (const discardId of discardIds) {
|
||||
state.cards[discardId].regionId = "tavernDeck";
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
}
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === "diamonds") {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
state.cards[drawCardId].regionId = `hand_${player}`;
|
||||
hand.push(drawCardId);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage,
|
||||
attackReduction,
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 打出A配合另一张牌
|
||||
*/
|
||||
const playWithACmd = registry.register({
|
||||
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
|
||||
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
|
||||
const state = game.value;
|
||||
const aceCard = state.cards[aceCardId];
|
||||
const otherCard = state.cards[otherCardId];
|
||||
async function playWithACmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
aceCardId: string,
|
||||
otherCardId: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
const aceCard = state.cards[aceCardId];
|
||||
const otherCard = state.cards[otherCardId];
|
||||
|
||||
if (!aceCard || !otherCard) {
|
||||
return {success: false, error: '卡牌不存在'};
|
||||
}
|
||||
if (!aceCard || !otherCard) {
|
||||
return { success: false, error: "卡牌不存在" };
|
||||
}
|
||||
|
||||
// 检查是否是A牌
|
||||
if (aceCard.rank !== 'A') {
|
||||
return {success: false, error: `第一张牌必须是A`};
|
||||
}
|
||||
// 检查是否是A牌
|
||||
if (aceCard.rank !== "A") {
|
||||
return { success: false, error: `第一张牌必须是A` };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
// 检查两张牌都在手牌中
|
||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||
return {success: false, error: '卡牌不在手牌中'};
|
||||
}
|
||||
// 检查两张牌都在手牌中
|
||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||
return { success: false, error: "卡牌不在手牌中" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === 'clubs') {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === "clubs") {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === 'spades') {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === 'spades') {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === "spades") {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === "spades") {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
|
||||
await game.produce(state => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= totalDamage;
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= totalDamage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
||||
}
|
||||
|
||||
// 从手牌移除两张牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const aceIndex = hand.indexOf(aceCardId);
|
||||
const otherIndex = hand.indexOf(otherCardId);
|
||||
if (aceIndex !== -1) hand.splice(aceIndex, 1);
|
||||
if (otherIndex !== -1) hand.splice(otherIndex, 1);
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[aceCardId].regionId = 'discardPile';
|
||||
state.cards[otherCardId].regionId = 'discardPile';
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated
|
||||
}
|
||||
};
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// 从手牌移除两张牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const aceIndex = hand.indexOf(aceCardId);
|
||||
const otherIndex = hand.indexOf(otherCardId);
|
||||
if (aceIndex !== -1) hand.splice(aceIndex, 1);
|
||||
if (otherIndex !== -1) hand.splice(otherIndex, 1);
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[aceCardId].regionId = "discardPile";
|
||||
state.cards[otherCardId].regionId = "discardPile";
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 让过(不出牌)
|
||||
*/
|
||||
const passCmd = registry.register({
|
||||
schema: 'pass <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||
return {success: true, result: {message: `${player} 让过`}};
|
||||
}
|
||||
});
|
||||
async function passCmd(game: RegicideGame, player: string) {
|
||||
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||
return { success: true, result: { message: `${player} 让过` } };
|
||||
}
|
||||
|
||||
/**
|
||||
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
|
||||
*/
|
||||
const enemyCounterattackCmd = registry.register({
|
||||
schema: 'counterattack <player:string> <discardCards:string[]>',
|
||||
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
|
||||
const state = game.value;
|
||||
async function enemyCounterattackCmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
discardCards: string[],
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
// 检查要弃的牌都在手牌中
|
||||
for (const cardId of discardCards) {
|
||||
if (!playerHand.includes(cardId)) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
|
||||
}
|
||||
}
|
||||
|
||||
// 计算弃牌的点数和
|
||||
let totalValue = 0;
|
||||
for (const cardId of discardCards) {
|
||||
const card = state.cards[cardId];
|
||||
if (card) {
|
||||
totalValue += card.value;
|
||||
}
|
||||
}
|
||||
|
||||
const enemyAttack = state.currentEnemy.value;
|
||||
|
||||
// 检查点数和是否 >= 敌人攻击力
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.produce(state => {
|
||||
const hand = state.playerHands[playerKey];
|
||||
for (const cardId of discardCards) {
|
||||
const index = hand.indexOf(cardId);
|
||||
if (index !== -1) {
|
||||
hand.splice(index, 1);
|
||||
}
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
discardedCards: discardCards,
|
||||
totalValue,
|
||||
enemyAttack
|
||||
}
|
||||
};
|
||||
// 检查要弃的牌都在手牌中
|
||||
for (const cardId of discardCards) {
|
||||
if (!playerHand.includes(cardId)) {
|
||||
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 计算弃牌的点数和
|
||||
let totalValue = 0;
|
||||
for (const cardId of discardCards) {
|
||||
const card = state.cards[cardId];
|
||||
if (card) {
|
||||
totalValue += card.value;
|
||||
}
|
||||
}
|
||||
|
||||
const enemyAttack = state.currentEnemy.value;
|
||||
|
||||
// 检查点数和是否 >= 敌人攻击力
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.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
|
||||
*/
|
||||
const checkEnemyDefeatedCmd = registry.register({
|
||||
schema: 'check-enemy',
|
||||
run: async (game: RegicideGame) => {
|
||||
const state = game.value;
|
||||
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
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) {
|
||||
const defeatedEnemy = {...state.currentEnemy};
|
||||
if (defeated) {
|
||||
const defeatedEnemy = { ...state.currentEnemy };
|
||||
|
||||
await game.produce(state => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
await game.produceAsync((state) => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
|
||||
// 翻开下一个敌人
|
||||
if (state.enemyDeck.length > 0) {
|
||||
const nextEnemy = state.enemyDeck.shift()!;
|
||||
state.currentEnemy = nextEnemy;
|
||||
} else {
|
||||
// 没有更多敌人了
|
||||
state.currentEnemy = null;
|
||||
}
|
||||
});
|
||||
// 翻开下一个敌人
|
||||
if (state.enemyDeck.length > 0) {
|
||||
const nextEnemy = state.enemyDeck.shift()!;
|
||||
state.currentEnemy = nextEnemy;
|
||||
} else {
|
||||
// 没有更多敌人了
|
||||
state.currentEnemy = null;
|
||||
}
|
||||
});
|
||||
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
defeated: true,
|
||||
defeatedEnemy,
|
||||
nextEnemy: game.value.currentEnemy,
|
||||
enemiesRemaining: game.value.enemyDeck.length
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
defeated: false,
|
||||
currentEnemy: {...state.currentEnemy},
|
||||
enemiesRemaining: state.enemyDeck.length
|
||||
}
|
||||
};
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
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
|
||||
*/
|
||||
const checkCanPlayCmd = registry.register({
|
||||
schema: 'check-can-play <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
const state = game.value;
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
async function checkCanPlayCmd(game: RegicideGame, player: string) {
|
||||
const state = game.value;
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
const canPlay = playerHand.length > 0;
|
||||
const canPlayWithA = playerHand.some(cardId => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === 'A' && playerHand.length > 1;
|
||||
});
|
||||
const canPlay = playerHand.length > 0;
|
||||
const canPlayWithA = playerHand.some((cardId) => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === "A" && playerHand.length > 1;
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查酒馆牌堆是否为空
|
||||
*/
|
||||
const checkTavernDeckCmd = registry.register({
|
||||
schema: 'check-tavern-deck',
|
||||
run: async (game: RegicideGame) => {
|
||||
const state = game.value;
|
||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||
async function checkTavernDeckCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||
|
||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||
if (isEmpty) {
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
|
||||
if (allHandsEmpty) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'defeat';
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length
|
||||
}
|
||||
};
|
||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||
if (isEmpty) {
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||
(hand) => hand.length === 0,
|
||||
);
|
||||
if (allHandsEmpty) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 下一个玩家回合
|
||||
*/
|
||||
const nextTurnCmd = registry.register({
|
||||
schema: 'next-turn',
|
||||
run: async (game: RegicideGame) => {
|
||||
const state = game.value;
|
||||
await game.produce(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
async function nextTurnCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
await game.produce((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
playCmd as play,
|
||||
playWithACmd as playWithA,
|
||||
passCmd as pass,
|
||||
enemyCounterattackCmd as enemyCounterattack,
|
||||
checkEnemyDefeatedCmd as checkEnemy,
|
||||
checkCanPlayCmd as checkCanPlay,
|
||||
checkTavernDeckCmd as checkTavernDeck,
|
||||
nextTurnCmd as nextTurn,
|
||||
playCmd as play,
|
||||
playWithACmd as playWithA,
|
||||
passCmd as pass,
|
||||
enemyCounterattackCmd as enemyCounterattack,
|
||||
checkEnemyDefeatedCmd as checkEnemy,
|
||||
checkCanPlayCmd as checkCanPlay,
|
||||
checkTavernDeckCmd as checkTavernDeck,
|
||||
nextTurnCmd as nextTurn,
|
||||
};
|
||||
|
||||
+219
-185
@@ -1,8 +1,15 @@
|
||||
import {IGameContext} from "@/core/game";
|
||||
import {RegicideState} from "@/samples/regicide/state";
|
||||
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
|
||||
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
|
||||
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
getPlayerHandRegionId,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
|
||||
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
|
||||
import { enemyCounterattackCmd, playCmd } from ".";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
@@ -12,228 +19,255 @@ export type RegicideGame = IGameContext<RegicideState>;
|
||||
* @param playerCount 玩家数量(1-4)
|
||||
* @param seed 随机种子(可选)
|
||||
*/
|
||||
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
|
||||
if (playerCount < 1 || playerCount > 4) {
|
||||
throw new Error('玩家数量必须为 1-4 人');
|
||||
export async function setupGame(
|
||||
game: RegicideGame,
|
||||
playerCount: number,
|
||||
seed?: number,
|
||||
) {
|
||||
if (playerCount < 1 || playerCount > 4) {
|
||||
throw new Error("玩家数量必须为 1-4 人");
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
// RNG seeding handled by game context
|
||||
}
|
||||
|
||||
// 创建所有卡牌
|
||||
const allCards = createAllCards();
|
||||
|
||||
// 构建敌人牌堆(J/Q/K)
|
||||
const enemyDeck = buildEnemyDeck(game._rng);
|
||||
|
||||
// 构建酒馆牌堆(A-10)
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync((state) => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = enemyDeck;
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = "tavernDeck";
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
// RNG seeding handled by game context
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
// 创建所有卡牌
|
||||
const allCards = createAllCards();
|
||||
|
||||
// 构建敌人牌堆(J/Q/K)
|
||||
const enemyDeck = buildEnemyDeck(game._rng);
|
||||
|
||||
// 构建酒馆牌堆(A-10)
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync(state => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = enemyDeck;
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = 'tavernDeck';
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
|
||||
|
||||
// 给每个玩家发牌
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const player = players[i];
|
||||
const regionId = getPlayerHandRegionId(player);
|
||||
|
||||
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
|
||||
if (tavernDeck.length === 0) break;
|
||||
const card = tavernDeck.shift()!;
|
||||
card.regionId = regionId;
|
||||
state.playerHands[player].push(card.id);
|
||||
const region = state.regions[regionId as keyof typeof state.regions];
|
||||
region.childIds.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
// 翻开第一个敌人
|
||||
if (enemyDeck.length > 0) {
|
||||
const firstEnemy = enemyDeck.shift()!;
|
||||
state.currentEnemy = firstEnemy;
|
||||
}
|
||||
});
|
||||
// 翻开第一个敌人
|
||||
if (enemyDeck.length > 0) {
|
||||
const firstEnemy = enemyDeck.shift()!;
|
||||
state.currentEnemy = firstEnemy;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
export async function start(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const state = game.value;
|
||||
|
||||
// 检查游戏是否已设置
|
||||
if (!state.currentEnemy) {
|
||||
throw new Error('请先调用 setupGame 初始化游戏');
|
||||
// 检查游戏是否已设置
|
||||
if (!state.currentEnemy) {
|
||||
throw new Error("请先调用 setupGame 初始化游戏");
|
||||
}
|
||||
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
|
||||
// 主游戏循环
|
||||
while (state.phase === "playing") {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
|
||||
// 检查当前玩家是否有手牌
|
||||
const currentHand = state.playerHands[currentPlayer];
|
||||
if (currentHand.length === 0) {
|
||||
// 玩家没有手牌,跳过回合
|
||||
await game.produceAsync((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
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
|
||||
while (state.phase === 'playing') {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 检查当前玩家是否有手牌
|
||||
const currentHand = state.playerHands[currentPlayer];
|
||||
if (currentHand.length === 0) {
|
||||
// 玩家没有手牌,跳过回合
|
||||
await game.produceAsync(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
// 等待玩家输入(出牌或让过)
|
||||
// 这里需要外部通过 prompt 系统获取输入
|
||||
// 实际使用时由 UI 或测试代码提供输入
|
||||
|
||||
// 循环会在外部调用 play/pass 命令后继续
|
||||
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
||||
break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理完整的玩家回合
|
||||
*/
|
||||
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
|
||||
const state = game.value;
|
||||
export async function playTurn(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
action: "play" | "pass",
|
||||
cardId?: string,
|
||||
secondCardId?: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'playing') {
|
||||
return {success: false, error: '游戏已结束'};
|
||||
}
|
||||
if (state.phase !== "playing") {
|
||||
return { success: false, error: "游戏已结束" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
let playResult: any;
|
||||
let playResult: any;
|
||||
|
||||
// 执行玩家动作
|
||||
if (action === 'play' && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === 'A' && secondCardId) {
|
||||
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
||||
} else {
|
||||
playResult = await game.run(`play ${player} ${cardId}`);
|
||||
}
|
||||
// 执行玩家动作
|
||||
if (action === "play" && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === "A" && secondCardId) {
|
||||
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await game.run(`pass ${player}`);
|
||||
playResult = await playCmd(game, player, cardId);
|
||||
}
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await pass(game, player);
|
||||
}
|
||||
|
||||
if (!playResult.success) {
|
||||
return playResult;
|
||||
}
|
||||
if (!playResult.success) {
|
||||
return playResult;
|
||||
}
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
|
||||
// 如果敌人未被击败,处理反击
|
||||
if (!checkResult.result.defeated) {
|
||||
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: false,
|
||||
needsDiscard: true,
|
||||
enemyAttack: state.currentEnemy.value,
|
||||
playerHand: state.playerHands[player]
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// 敌人被击败,检查是否还有更多敌人
|
||||
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
gameWon: true
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// 切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await checkEnemy(game);
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
|
||||
// 如果敌人未被击败,处理反击
|
||||
if (!checkResult.result.defeated) {
|
||||
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy
|
||||
}
|
||||
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 nextTurn(game);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理反击阶段的弃牌
|
||||
*/
|
||||
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
|
||||
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
|
||||
|
||||
if (!result.success) {
|
||||
// 弃牌失败(点数和不足),游戏失败
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'defeat';
|
||||
state.winner = false;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// 弃牌成功,切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
|
||||
export async function handleCounterattack(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
discardCardIds: string[],
|
||||
) {
|
||||
const result = await enemyCounterattackCmd(game, player, discardCardIds);
|
||||
if (!result.success) {
|
||||
// 弃牌失败(点数和不足),游戏失败
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// 弃牌成功,切换到下一个玩家
|
||||
await nextTurn(game);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前游戏状态摘要
|
||||
*/
|
||||
export function getGameStatus(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const state = game.value;
|
||||
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
|
||||
currentEnemy: state.currentEnemy ? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
|
||||
} : null,
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||
discardPileCount: state.regions.discardPile.childIds.length,
|
||||
playerHands: Object.fromEntries(
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
|
||||
),
|
||||
winner: state.winner
|
||||
};
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||
state.currentPlayerIndex
|
||||
],
|
||||
currentEnemy: state.currentEnemy
|
||||
? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round(
|
||||
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
|
||||
),
|
||||
}
|
||||
: null,
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||
discardPileCount: state.regions.discardPile.childIds.length,
|
||||
playerHands: Object.fromEntries(
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [
|
||||
player,
|
||||
hand.length,
|
||||
]),
|
||||
),
|
||||
winner: state.winner,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,67 +1,63 @@
|
||||
// Types
|
||||
export type {
|
||||
SuitType,
|
||||
CardRank,
|
||||
PlayerType,
|
||||
RegionType,
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase
|
||||
} from './types';
|
||||
SuitType,
|
||||
CardRank,
|
||||
PlayerType,
|
||||
RegionType,
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase,
|
||||
} from "./types";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
ENEMY_COUNT,
|
||||
INITIAL_HAND_SIZE,
|
||||
CARD_VALUES,
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS
|
||||
} from './constants';
|
||||
ENEMY_COUNT,
|
||||
INITIAL_HAND_SIZE,
|
||||
CARD_VALUES,
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS,
|
||||
} from "./constants";
|
||||
|
||||
// State
|
||||
export {
|
||||
createInitialState,
|
||||
type RegicideState
|
||||
} from './state';
|
||||
export { createInitialState, type RegicideState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export {prompts} from './prompts';
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
registry,
|
||||
play as playCmd,
|
||||
playWithA as playWithACmd,
|
||||
pass as passCmd,
|
||||
enemyCounterattack as enemyCounterattackCmd,
|
||||
checkEnemy as checkEnemyCmd,
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from './commands';
|
||||
play as playCmd,
|
||||
playWithA as playWithACmd,
|
||||
pass as passCmd,
|
||||
enemyCounterattack as enemyCounterattackCmd,
|
||||
checkEnemy as checkEnemyCmd,
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Game
|
||||
export {
|
||||
setupGame,
|
||||
start,
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame
|
||||
} from './game';
|
||||
setupGame,
|
||||
start,
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame,
|
||||
} from "./game";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
getCardValue,
|
||||
createCard,
|
||||
createEnemy,
|
||||
createAllCards,
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId
|
||||
} from './utils';
|
||||
getCardValue,
|
||||
createCard,
|
||||
createEnemy,
|
||||
createAllCards,
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId,
|
||||
} from "./utils";
|
||||
|
||||
@@ -2,37 +2,42 @@
|
||||
# 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
|
||||
# effects := ~cardEffect(card)
|
||||
|
||||
# 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,'item'|'status','energy'|'uses'|'none',int,'single'|'none'
|
||||
sword,剑,【攻击2】【攻击2】,item,energy,1,single
|
||||
greataxe,长斧,对全体【攻击5】,item,energy,2,none
|
||||
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single
|
||||
dagger,短刀,【攻击3】【攻击3】,item,energy,1,single
|
||||
dart,飞镖,【攻击1】抓一张牌,item,energy,0,single
|
||||
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single
|
||||
shield,盾,【防御3】,item,energy,1,none
|
||||
hat,斗笠,【防御8】,item,energy,2,none
|
||||
cape,披风,【防御2】下回合【防御2】,item,energy,1,none
|
||||
bracer,护腕,【防御1】抓1张牌,item,energy,0,none
|
||||
greatshield,大盾,【防御5】,item,energy,1,none
|
||||
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none
|
||||
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none
|
||||
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none
|
||||
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none
|
||||
vitalityPotion,活力药剂,获得1点能量,item,uses,3,none
|
||||
focusPotion,集中药剂,抓2张牌,item,uses,3,none
|
||||
healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none
|
||||
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none
|
||||
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none
|
||||
belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none
|
||||
torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none
|
||||
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none
|
||||
blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none
|
||||
wound,伤口,无效果占用手牌和牌堆,status,none,0,none
|
||||
venom,蛇毒,弃掉时受到3点伤害,status,none,0,none
|
||||
curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none
|
||||
static,静电,在手里时受电击伤害+1,status,none,0,none
|
||||
fatigue,疲劳,占用手牌,status,none,0,none
|
||||
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none
|
||||
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
|
||||
|
||||
|
@@ -1,13 +1,17 @@
|
||||
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: "item" | "status";
|
||||
readonly costType: "energy" | "uses" | "none";
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: "single" | "none";
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: CardEffect[];
|
||||
}[];
|
||||
|
||||
|
||||
@@ -1,32 +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,'onPlay'|'onDraw'|'onDiscard','self'|'target'|'all'|'random',[@effect;number][]
|
||||
sword,sword,onPlay,target,[attack;2];[attack;2]
|
||||
greataxe,greataxe,onPlay,all,[attack;5]
|
||||
spear,spear,onPlay,target,[attack;2];[attack;2];[attack;2]
|
||||
dagger,dagger,onPlay,target,[attack;3];[attack;3]
|
||||
dart,dart,onPlay,target,[attack;1]
|
||||
dart-draw,dart,onPlay,self,[draw;1]
|
||||
crossbow,crossbow,onPlay,target,[attack;6]
|
||||
crossbow-combo,crossbow,onPlay,self,[crossbow;0]
|
||||
shield,shield,onPlay,self,[defend;3]
|
||||
hat,hat,onPlay,self,[defend;8]
|
||||
cape,cape,onPlay,self,[defend;2];[defendNext;2]
|
||||
bracer,bracer,onPlay,self,[defend;1];[draw;1]
|
||||
greatshield,greatshield,onPlay,self,[defend;5]
|
||||
chainmail,chainmail,onPlay,self,[damageReduce;3]
|
||||
bandage,bandage,onPlay,self,[removeWound;1]
|
||||
poisonPotion,poisonPotion,onPlay,self,[attackBuff;2]
|
||||
fortifyPotion,fortifyPotion,onPlay,self,[defendBuff;2]
|
||||
vitalityPotion,vitalityPotion,onPlay,self,[gainEnergy;1]
|
||||
focusPotion,focusPotion,onPlay,self,[draw;2]
|
||||
healingPotion,healingPotion,onPlay,self,[removeWound;3]
|
||||
waterBag,waterBag,onPlay,self,[energyNext;1];[drawNext;2]
|
||||
rope,rope,onPlay,self,[defendBuffUntilPlay;2]
|
||||
belt,belt,onPlay,self,[drawChoice;1]
|
||||
torch,torch,onPlay,self,[burnForEnergy;1]
|
||||
whetstone,whetstone,onPlay,self,[attackBuffUntilPlay;3]
|
||||
blacksmithHammer,blacksmithHammer,onPlay,self,[transformRandom;1]
|
||||
venom,venom,onDiscard,self,[attack;3]
|
||||
curse,curse,onDraw,self,[curse;1]
|
||||
static,static,onDraw,self,[static;1]
|
||||
vultureEye,vultureEye,onDraw,self,[expose;3]
|
||||
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]
|
||||
|
||||
|
@@ -1,12 +1,16 @@
|
||||
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: "onPlay" | "onDraw" | "onDiscard";
|
||||
readonly target: "self" | "target" | "all" | "random";
|
||||
readonly effects: [Effect, number][];
|
||||
readonly trigger: CardEffectTrigger;
|
||||
readonly target: CardEffectTarget;
|
||||
readonly effects: CardEffectList;
|
||||
}[];
|
||||
|
||||
export type CardEffect = CardEffectTable[number];
|
||||
|
||||
@@ -11,40 +11,42 @@
|
||||
# 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
|
||||
|
||||
id, name, description, lifecycle
|
||||
string, string, string, 'instant'|'temporary'|'lingering'|'permanent'|'posture'|'item'|'itemTemporary'|'itemUntilPlay'|'itemUntilDiscard'|'itemPermanent'
|
||||
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, posture
|
||||
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
|
||||
# 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, 👁️
|
||||
|
||||
|
@@ -1,8 +1,11 @@
|
||||
export type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent';
|
||||
|
||||
type EffectTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent";
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
readonly emoji: string;
|
||||
}[];
|
||||
|
||||
export type Effect = EffectTable[number];
|
||||
|
||||
@@ -6,8 +6,11 @@
|
||||
# curio (8): random pickup of treasure or resources
|
||||
# enemies: array of [enemyId; initialHp; buffs[]]
|
||||
|
||||
# type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
|
||||
# type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
|
||||
|
||||
id,type,name,description,enemies,dialogue
|
||||
string,'minion'|'elite'|'event'|'shop'|'camp'|'curio',string,string,[data: @enemy; hp: int; effects: [effect: @effect;stacks: int][]][],string
|
||||
string,EncounterType,string,string,EnemyList,string
|
||||
cactus_pair,minion,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。,[仙人掌怪;12;[]];[仙人掌怪;12;[]],
|
||||
snake_pair,minion,蛇,概念:攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。,[蛇;10;[]],
|
||||
mummy_cactus,minion,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。,[木乃伊;14;[]];[仙人掌怪;12;[]],
|
||||
|
||||
|
@@ -1,12 +1,15 @@
|
||||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio';
|
||||
export type EnemyList = [data: Enemy, hp: int, effects: [effect: Effect, stacks: int][]][];
|
||||
|
||||
type EncounterTable = readonly {
|
||||
readonly id: string;
|
||||
readonly type: "minion" | "elite" | "event" | "shop" | "camp" | "curio";
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: [data: Enemy, hp: number, effects: [effect: Effect, stacks: number][]][];
|
||||
readonly enemies: EnemyList;
|
||||
readonly dialogue: string;
|
||||
}[];
|
||||
|
||||
|
||||
@@ -1,5 +1,13 @@
|
||||
import getItems, { Item } from "./item.csv";
|
||||
|
||||
export type * from "./card.csv";
|
||||
export type * from "./cardEffect.csv";
|
||||
export type * from "./effect.csv";
|
||||
export type * from "./encounter.csv";
|
||||
export type * from "./enemy.csv";
|
||||
export type * from "./intent.csv";
|
||||
export type * from "./item.csv";
|
||||
|
||||
export { default as getCards } from "./card.csv";
|
||||
export { default as getEffects } from "./effect.csv";
|
||||
export { default as getEncounters } from "./encounter.csv";
|
||||
|
||||
@@ -6,46 +6,50 @@
|
||||
# initBuffs: initial buffs for this intent (applied when intent becomes active)
|
||||
# effects: effects executed when this intent is active
|
||||
|
||||
# type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||
# type IntentEffect = [IntentEffectTarget;@effect;number]
|
||||
# type IntentEffectList = IntentEffect[]
|
||||
|
||||
id,enemy,initialIntent,nextIntents,brokenIntent,effects
|
||||
string,@enemy,boolean,@intent[],@intent[],['self'|'player'|'team';@effect;number][]
|
||||
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[self;spike;1];[self;defend;4]
|
||||
仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[self;defend;8]
|
||||
string,@enemy,boolean,@intent[],@intent[],IntentEffectList
|
||||
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[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,,[self;defend;3];[player;venom;1]
|
||||
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,,[self;defend;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,,[self;aim;2]
|
||||
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,[self;defend;5]
|
||||
风卷草-boost,风卷草,true,风卷草-defend;风卷草-defend;风卷草-boost,,[self;roll;5];[self;defend;4]
|
||||
风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[self;defend;8]
|
||||
枪手-defend,枪手,false,枪手-aim,枪手-aim,[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,,[self;defend;5]
|
||||
沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[self;tailSting;2]
|
||||
秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[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,,[self;defend;6]
|
||||
幼沙虫-boost,幼沙虫,false,幼沙虫-attack;幼沙虫-defend,,[self;energyDrain;1];[self;defend;4]
|
||||
幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[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,,[self;defend;6]
|
||||
蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[self;molt;3]
|
||||
蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[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,,[self;storm;2];[self;defend;3]
|
||||
风暴之灵-storm,风暴之灵,true,风暴之灵-attack;风暴之灵-storm,,[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,,[self;defend;8]
|
||||
骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[self;charge;2]
|
||||
风暴之灵-defend,风暴之灵,false,风暴之灵-storm;风暴之灵-attack,,[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,[self;defend;5]
|
||||
沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[self;summonSandwormLarva;18]
|
||||
骑马枪手-defend,骑马枪手,false,骑马枪手-charge;骑马枪手-attack,骑马枪手-charge,[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,,[self;defend;6]
|
||||
沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[self;summonMummy;14]
|
||||
沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[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,,[self;defend;8]
|
||||
沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[self;reviveMummy;1]
|
||||
沙漠守卫-defend,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-revive,,[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]
|
||||
|
||||
|
@@ -1,13 +1,17 @@
|
||||
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: ["self" | "player" | "team", Effect, number][];
|
||||
readonly effects: IntentEffectList;
|
||||
}[];
|
||||
|
||||
export type Intent = IntentTable[number];
|
||||
|
||||
@@ -30,9 +30,9 @@ export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||
for (let i = 0; i < storm; i++) {
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("static"),
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 1,
|
||||
sourceEntityKey: ctx.enemyId,
|
||||
sourceEntityId: ctx.enemyId,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -52,7 +52,7 @@ export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||
await triggers.onCardPlayed.execute(ctx.game, {
|
||||
cardId: id,
|
||||
targetId: ctx.targetId,
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -66,7 +66,7 @@ export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||
if (!card) return;
|
||||
const playedItemId = card.itemId;
|
||||
|
||||
const adjacent = run.getNeighborItems(playedItemId);
|
||||
const adjacent = run.getAdjacentItems(playedItemId);
|
||||
for (const adjItemId of adjacent) {
|
||||
const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
|
||||
if (!adjEffects) continue;
|
||||
@@ -113,17 +113,17 @@ export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||
await next();
|
||||
|
||||
const dealt = ctx.amount - (ctx.prevented ?? 0);
|
||||
if (dealt <= 0 || !ctx.sourceEntityKey) return;
|
||||
if (dealt <= 0 || !ctx.sourceEntityId) return;
|
||||
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
|
||||
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"),
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 1,
|
||||
sourceEntityKey: ctx.sourceEntityKey,
|
||||
sourceEntityId: ctx.sourceEntityId,
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,192 +1,194 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import {
|
||||
addEntityEffect,
|
||||
getCombatEntity,
|
||||
addEntityEffect,
|
||||
getCombatEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addDamageTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
// block / damage prevention
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity) return;
|
||||
// 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);
|
||||
});
|
||||
}
|
||||
|
||||
let preventable = ctx.amount - (ctx.prevented ?? 0);
|
||||
const expose = entity.effects.expose?.stacks ?? 0;
|
||||
if (expose > 0) {
|
||||
ctx.amount += expose;
|
||||
}
|
||||
|
||||
const blocks = entity.effects.defend?.stacks ?? 0;
|
||||
const blocked = Math.min(blocks, preventable);
|
||||
if (blocked) {
|
||||
ctx.prevented = (ctx.prevented ?? 0) + blocked;
|
||||
preventable -= blocked;
|
||||
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;
|
||||
}
|
||||
|
||||
const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
|
||||
if (damageReduce > 0) {
|
||||
const reduced = Math.min(damageReduce, preventable);
|
||||
ctx.prevented = (ctx.prevented ?? 0) + reduced;
|
||||
preventable -= reduced;
|
||||
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();
|
||||
});
|
||||
|
||||
const expose = entity.effects.expose?.stacks ?? 0;
|
||||
if (expose > 0) {
|
||||
ctx.amount += expose;
|
||||
// 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);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// spike: damage attacker
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
if (ctx.amount - (ctx.prevented ?? 0) <= 0) return;
|
||||
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity || !entity.isAlive) return;
|
||||
|
||||
const spike = entity.effects.spike?.stacks ?? 0;
|
||||
if (spike > 0 && ctx.sourceEntityKey) {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityKey: ctx.sourceEntityKey,
|
||||
amount: spike,
|
||||
sourceEntityKey: ctx.entityKey,
|
||||
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);
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// energyDrain: player loses energy when enemy takes damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
if (!entity) return;
|
||||
|
||||
const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
|
||||
if (energyDrain > 0 && ctx.entityKey !== "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.entityKey);
|
||||
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.entityKey);
|
||||
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.sourceEntityKey === "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.sourceEntityKey === "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.sourceEntityKey && ctx.sourceEntityKey !== "player") {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
|
||||
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.entityKey);
|
||||
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.entityKey);
|
||||
if (e) addEntityEffect(e, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx.sourceEntityKey) {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey);
|
||||
if (attacker) {
|
||||
const charge = attacker.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const baseAmount = ctx.amount;
|
||||
const targetEntity = getCombatEntity(ctx.game.value, ctx.entityKey);
|
||||
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.sourceEntityKey!);
|
||||
if (a) addEntityEffect(a, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
await next();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
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);
|
||||
}
|
||||
@@ -1 +1,15 @@
|
||||
export { addDesertTriggers as addTriggers } from './effect';
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -1,158 +1,178 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
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 { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
|
||||
import getEffects from "../effect.csv";
|
||||
import getCards from "../card.csv";
|
||||
|
||||
export function addInstantEffectTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
const cards = getCards();
|
||||
const cards = getCards();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e: EffectData) => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
|
||||
function findCard(id: string) {
|
||||
return cards.find((c) => c.id === id);
|
||||
}
|
||||
|
||||
function createStatusCard(
|
||||
draft: CombatGameContext["value"],
|
||||
cardId: string,
|
||||
): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: (typeof state.enemies)[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function findCard(id: string) {
|
||||
return cards.find(c => c.id === id);
|
||||
}
|
||||
|
||||
function createStatusCard(draft: CombatGameContext["value"], cardId: string): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: typeof state.enemies[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
function summonEnemy(
|
||||
draft: CombatGameContext["value"],
|
||||
enemyId: string,
|
||||
hp: number,
|
||||
) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(
|
||||
(e) => e.enemy.id === enemyId && !e.isAlive,
|
||||
);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(e => e.enemy.id === enemyId && !e.isAlive);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
const intent =
|
||||
enemyData.intents.find((i) => i.initialIntent) ??
|
||||
enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityKey: ctx.entityKey,
|
||||
amount: ctx.stacks,
|
||||
sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player",
|
||||
});
|
||||
} else if (ctx.effect.id === "draw") {
|
||||
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
|
||||
} else if (ctx.effect.id === "gainEnergy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
draft.player.energy += ctx.stacks;
|
||||
});
|
||||
} else if (ctx.effect.id === "removeWound") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
let removed = 0;
|
||||
const allPileIds = [
|
||||
...regions.drawPile.childIds,
|
||||
...regions.discardPile.childIds,
|
||||
];
|
||||
for (const cardId of allPileIds) {
|
||||
if (removed >= ctx.stacks) break;
|
||||
const card = cards[cardId];
|
||||
if (card && card.cardData.id === "wound") {
|
||||
const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
|
||||
moveToRegion(card, sourceRegion, null);
|
||||
delete cards[cardId];
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "reviveMummy") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
const deadMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
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++;
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "reviveMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const deadMummy = draft.enemies.find(
|
||||
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
|
||||
);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
await next();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -4,85 +4,89 @@ import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addTurnStartTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
// discard: random discard at turn start
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "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,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
});
|
||||
|
||||
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);
|
||||
});
|
||||
});
|
||||
|
||||
// defendNext: gain block next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
// energyNext: gain energy next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const defendNext = ctx.game.value.player.effects.defendNext;
|
||||
if (defendNext && defendNext.stacks > 0) {
|
||||
await ctx.game.produceAsync(draft => {
|
||||
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
|
||||
addEntityEffect(draft.player, defendNext.data, -defendNext.stacks);
|
||||
});
|
||||
}
|
||||
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();
|
||||
});
|
||||
await next();
|
||||
});
|
||||
|
||||
// energyNext: gain energy next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
// drawNext: draw extra cards 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);
|
||||
});
|
||||
}
|
||||
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();
|
||||
});
|
||||
|
||||
// drawNext: draw extra cards next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityKey !== "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();
|
||||
});
|
||||
await next();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,23 +1,18 @@
|
||||
import { LoadResult as YarnDialogues } from "yarn-spinner-loader";
|
||||
import {
|
||||
CardData,
|
||||
EffectData,
|
||||
EncounterData,
|
||||
EnemyData,
|
||||
IntentData,
|
||||
ItemData,
|
||||
} from "../system/types";
|
||||
import { Triggers } from "../system/combat/triggers";
|
||||
|
||||
export type ContentModule = {
|
||||
getCards: () => CardData[];
|
||||
getEffects: () => EffectData[];
|
||||
getEncounters: () => EncounterData[];
|
||||
getEnemies: () => EnemyData[];
|
||||
getIntents: () => IntentData[];
|
||||
getItems: () => ItemData[];
|
||||
getStartingItems: () => ItemData[];
|
||||
import type * as desert from "./desert";
|
||||
import { IRunContext } from "../system/combat";
|
||||
|
||||
dialogues: YarnDialogues;
|
||||
addTriggers: (triggers: Triggers) => void;
|
||||
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;
|
||||
};
|
||||
|
||||
@@ -1,162 +1,8 @@
|
||||
// Types
|
||||
export type {
|
||||
EffectData,
|
||||
EffectLifecycle,
|
||||
EnemyData,
|
||||
CardType,
|
||||
CardCostType,
|
||||
CardTargetType,
|
||||
EffectTarget,
|
||||
CardData,
|
||||
CardEffectTrigger,
|
||||
CardEffectTarget,
|
||||
EncounterType,
|
||||
EncounterData,
|
||||
IntentData,
|
||||
ItemData,
|
||||
} from "./system/types";
|
||||
|
||||
// Deck
|
||||
export type {
|
||||
GameCard,
|
||||
GameCardMeta,
|
||||
PlayerDeck,
|
||||
DeckRegions,
|
||||
} from "./system/deck";
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from "./system/deck";
|
||||
|
||||
// Grid Inventory
|
||||
export type {
|
||||
CellCoordinate,
|
||||
CellKey,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
MutationResult,
|
||||
PlacementResult,
|
||||
} from "./system/grid-inventory";
|
||||
export {
|
||||
createGridInventory,
|
||||
flipItem,
|
||||
getAdjacentItems,
|
||||
getItemAtCell,
|
||||
getOccupiedCellSet,
|
||||
moveItem,
|
||||
placeItem,
|
||||
removeItem as removeItemFromGrid,
|
||||
rotateItem,
|
||||
validatePlacement,
|
||||
} from "./system/grid-inventory";
|
||||
|
||||
// Map
|
||||
export { MapNodeType, MapLayerType } from "./system/map";
|
||||
export type {
|
||||
MapNode,
|
||||
MapLayer,
|
||||
PointCrawlMap,
|
||||
MapGenerationConfig,
|
||||
} from "./system/map";
|
||||
export {
|
||||
generatePointCrawlMap,
|
||||
getNode,
|
||||
getChildren,
|
||||
getParents,
|
||||
findAllPaths,
|
||||
} from "./system/map";
|
||||
|
||||
// Progress / Run
|
||||
export type {
|
||||
EncounterResult,
|
||||
EncounterState,
|
||||
GameItem,
|
||||
GameItemMeta,
|
||||
PlayerState,
|
||||
RunMutationResult,
|
||||
RunState,
|
||||
} from "./system/progress";
|
||||
export {
|
||||
assignEncounterToNode,
|
||||
assignEncountersFromPool,
|
||||
assignAllEncounters,
|
||||
buildCombatState,
|
||||
createEnemyEntities,
|
||||
getCurrentEncounterData,
|
||||
isCombatEncounter,
|
||||
startEncounter,
|
||||
resolveCombatEncounter,
|
||||
createRunState,
|
||||
canMoveTo,
|
||||
moveToNode,
|
||||
resolveEncounter,
|
||||
isEncounterResolved,
|
||||
damagePlayer,
|
||||
healPlayer,
|
||||
setMaxHp,
|
||||
addGold,
|
||||
spendGold,
|
||||
addItem,
|
||||
removeItem,
|
||||
getCurrentNode,
|
||||
getReachableChildren,
|
||||
getUnresolvedChildren,
|
||||
isAtStartNode,
|
||||
isAtEndNode,
|
||||
} from "./system/progress";
|
||||
|
||||
// Combat
|
||||
export type {
|
||||
EffectTable,
|
||||
CombatEntity,
|
||||
PlayerEntity,
|
||||
EnemyEntity,
|
||||
CombatPhase,
|
||||
CombatResult,
|
||||
LootEntry,
|
||||
CombatState,
|
||||
CombatGameContext,
|
||||
} from "./system/combat/types";
|
||||
export {
|
||||
addEffect,
|
||||
addEntityEffect,
|
||||
addItemEffect,
|
||||
onEntityEffectUpkeep,
|
||||
onEntityPostureDamage,
|
||||
onPlayerItemEffectUpkeep,
|
||||
onItemPlay,
|
||||
onItemDiscard,
|
||||
getAliveEnemies,
|
||||
getEffectTargets,
|
||||
getCombatEntity,
|
||||
canPlayCard,
|
||||
payCardCost,
|
||||
} from "./system/combat/effects";
|
||||
export {
|
||||
prompts as combatPrompts,
|
||||
promptMainAction,
|
||||
} from "./system/combat/prompts";
|
||||
export { createStartWith, type Triggers } from "./system/combat/triggers";
|
||||
|
||||
// Utils
|
||||
export { parseShapeString, type ParsedShape } from "./system/utils/parse-shape";
|
||||
export {
|
||||
IDENTITY_TRANSFORM,
|
||||
type Transform2D,
|
||||
type Point2D,
|
||||
getOccupiedCells,
|
||||
transformPoint,
|
||||
transformShape,
|
||||
checkCollision,
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
rotateTransform,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
} from "./system/utils/shape-collision";
|
||||
|
||||
// Data
|
||||
export type { ContentModule } from "./data";
|
||||
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";
|
||||
|
||||
@@ -9,9 +9,8 @@ import {
|
||||
import {
|
||||
CardData,
|
||||
CardEffectTarget,
|
||||
CardTargetType,
|
||||
EffectData,
|
||||
EffectTarget,
|
||||
IntentEffectTarget,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
export function addEffect(
|
||||
@@ -104,21 +103,25 @@ export function* getAliveEnemies(state: CombatState) {
|
||||
}
|
||||
|
||||
export function* getEffectTargets(
|
||||
target: CardEffectTarget | EffectTarget,
|
||||
target: CardEffectTarget | IntentEffectTarget,
|
||||
game: CombatGameContext,
|
||||
targetId?: string,
|
||||
sourceEntityKey: "player" | string = "player",
|
||||
) {
|
||||
if (target === "all" || target === "team") {
|
||||
if (target === "eachEnemy") {
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
yield enemy;
|
||||
}
|
||||
} else if (target === "self") {
|
||||
} else if (target === "source") {
|
||||
const entity = getCombatEntity(game.value, sourceEntityKey);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "player") {
|
||||
yield game.value.player;
|
||||
} else if (target === "target") {
|
||||
} else if (target === "eachTarget") {
|
||||
if (!targetId) return;
|
||||
const entity = getCombatEntity(game.value, targetId);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "random") {
|
||||
} else if (target === "randomEnemy") {
|
||||
const aliveEnemies = [...getAliveEnemies(game.value)];
|
||||
if (aliveEnemies.length === 0) return;
|
||||
const index = game.rng.nextInt(aliveEnemies.length);
|
||||
|
||||
@@ -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";
|
||||
@@ -38,12 +38,12 @@ export async function promptMainAction(
|
||||
}
|
||||
|
||||
const { targetType } = cardData;
|
||||
if (targetType === "single") {
|
||||
if (targetType === "enemy") {
|
||||
if (!targetId) throw `请指定目标`;
|
||||
const target = game.value.enemies.find((e) => e.id === targetId);
|
||||
if (!target) throw `目标"${targetId}"不存在`;
|
||||
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
|
||||
} else if (targetType === "none") {
|
||||
} else if (targetType === "enemies" || targetType === "player") {
|
||||
if (targetId) throw `目标"${targetId}"无效`;
|
||||
}
|
||||
|
||||
|
||||
@@ -16,60 +16,61 @@ import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/pr
|
||||
import { moveToRegion, shuffle } from "@/core/region";
|
||||
import { createMiddlewareChain } from "@/utils/middleware";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
|
||||
|
||||
type TriggerTypes = {
|
||||
onCombatStart: {};
|
||||
onTurnStart: { entityKey: "player" | string };
|
||||
onTurnEnd: { entityKey: "player" | string };
|
||||
onTurnStart: { entityId: "player" | string };
|
||||
onTurnEnd: { entityId: "player" | string };
|
||||
onShuffle: {};
|
||||
onCardPlayed: {
|
||||
cardId: string;
|
||||
targetId?: string;
|
||||
sourceEntityKey?: "player" | string;
|
||||
sourceEntityId?: "player" | string;
|
||||
};
|
||||
onCardDiscarded: { cardId: string; sourceEntityKey?: "player" | string };
|
||||
onCardDrawn: { cardId: string; sourceEntityKey?: "player" | string };
|
||||
onCardDiscarded: { cardId: string; sourceEntityId?: "player" | string };
|
||||
onCardDrawn: { cardId: string; sourceEntityId?: "player" | string };
|
||||
onDraw: { count: number };
|
||||
onEffectApplied: {
|
||||
effect: EffectData;
|
||||
entityKey: "player" | string;
|
||||
entityId: "player" | string;
|
||||
stacks: number;
|
||||
cardId?: string;
|
||||
sourceEntityKey?: "player" | string;
|
||||
sourceEntityId?: "player" | string;
|
||||
targetId?: string;
|
||||
};
|
||||
onHpChange: { entityKey: "player" | string; amount: number };
|
||||
onHpChange: { entityId: "player" | string; amount: number };
|
||||
onDamage: {
|
||||
entityKey: "player" | string;
|
||||
entityId: "player" | string;
|
||||
amount: number;
|
||||
prevented?: number;
|
||||
sourceEntityKey?: "player" | string;
|
||||
sourceEntityId?: "player" | string;
|
||||
};
|
||||
onEnemyIntent: { enemyId: string; sourceEntityKey?: "player" | string };
|
||||
onEnemyIntent: { enemyId: string; sourceEntityId?: "player" | string };
|
||||
onIntentUpdate: { enemyId: string };
|
||||
};
|
||||
|
||||
export function createTriggers(run: IRunContext) {
|
||||
const triggers = {
|
||||
onCombatStart: createTrigger("onCombatStart"),
|
||||
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.entityKey);
|
||||
const entity = getCombatEntity(draft, ctx.entityId);
|
||||
if (entity) onEntityEffectUpkeep(entity);
|
||||
if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player);
|
||||
});
|
||||
}),
|
||||
onTurnEnd: createTrigger("onTurnEnd", async (ctx) => {
|
||||
if (ctx.entityKey !== "player") return;
|
||||
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 ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy = draft.player.maxEnergy;
|
||||
});
|
||||
await triggers.onDraw.execute(ctx.game, { count: 5 });
|
||||
}),
|
||||
onShuffle: createTrigger("onShuffle", async (ctx) => {
|
||||
@@ -96,17 +97,22 @@ export function createTriggers(run: IRunContext) {
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
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))
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
ctx.targetId,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
sourceEntityId: source,
|
||||
targetId: ctx.targetId,
|
||||
});
|
||||
}
|
||||
@@ -119,17 +125,22 @@ export function createTriggers(run: IRunContext) {
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
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))
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
@@ -140,17 +151,22 @@ export function createTriggers(run: IRunContext) {
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityKey ?? "player";
|
||||
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))
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityKey: source,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
@@ -176,7 +192,7 @@ 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);
|
||||
const nearby = run.getAdjacentItems(card.itemId);
|
||||
for (const itemId of nearby) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||
@@ -188,18 +204,18 @@ export function createTriggers(run: IRunContext) {
|
||||
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
ctx.entityKey === "player"
|
||||
ctx.entityId === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityKey);
|
||||
: 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.entityKey === "player"
|
||||
ctx.entityId === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityKey);
|
||||
: draft.enemies.find((e) => e.id === ctx.entityId);
|
||||
if (!entity) return;
|
||||
entity.hp += ctx.amount;
|
||||
entity.isAlive = entity.hp > 0;
|
||||
@@ -213,9 +229,9 @@ export function createTriggers(run: IRunContext) {
|
||||
}),
|
||||
onDamage: createTrigger("onDamage", async (ctx) => {
|
||||
const entity =
|
||||
ctx.entityKey === "player"
|
||||
ctx.entityId === "player"
|
||||
? ctx.game.value.player
|
||||
: ctx.game.value.enemies.find((e) => e.id === ctx.entityKey);
|
||||
: ctx.game.value.enemies.find((e) => e.id === ctx.entityId);
|
||||
if (!entity || !entity.isAlive) return;
|
||||
const dealt = Math.min(
|
||||
Math.max(0, entity.hp),
|
||||
@@ -225,7 +241,7 @@ export function createTriggers(run: IRunContext) {
|
||||
onEntityPostureDamage(entity, dealt);
|
||||
});
|
||||
await triggers.onHpChange.execute(ctx.game, {
|
||||
entityKey: ctx.entityKey,
|
||||
entityId: ctx.entityId,
|
||||
amount: -dealt,
|
||||
});
|
||||
}),
|
||||
@@ -236,14 +252,19 @@ export function createTriggers(run: IRunContext) {
|
||||
const intent = enemy.currentIntent;
|
||||
if (!intent) return;
|
||||
|
||||
const source = ctx.sourceEntityKey ?? enemy.id;
|
||||
const source = ctx.sourceEntityId ?? enemy.id;
|
||||
for (const [target, effect, stacks] of intent.effects) {
|
||||
for (const entity of getEffectTargets(target, ctx.game))
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityKey: entity.id,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
sourceEntityKey: source,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
@@ -266,18 +287,13 @@ 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 createStart(triggers: Triggers, run: IRunContext) {
|
||||
return async function (game: CombatGameContext) {
|
||||
await triggers.onCombatStart.execute(game, {});
|
||||
|
||||
try {
|
||||
while (true) {
|
||||
await triggers.onTurnStart.execute(game, { entityKey: "player" });
|
||||
await triggers.onTurnStart.execute(game, { entityId: "player" });
|
||||
while (true) {
|
||||
const action = await promptMainAction(game, run);
|
||||
if (action.action === "end-turn") break;
|
||||
@@ -285,17 +301,17 @@ export function createStartWith(
|
||||
await triggers.onCardPlayed.execute(game, action);
|
||||
}
|
||||
}
|
||||
await triggers.onTurnEnd.execute(game, { entityKey: "player" });
|
||||
await triggers.onTurnEnd.execute(game, { entityId: "player" });
|
||||
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnStart.execute(game, { entityKey: enemy.id });
|
||||
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, { entityKey: enemy.id });
|
||||
await triggers.onTurnEnd.execute(game, { entityId: enemy.id });
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
import type { PlayerDeck } from "../deck/types";
|
||||
import { Part } from "@/core/part";
|
||||
import { Region } from "@/core/region";
|
||||
import {
|
||||
CardData,
|
||||
EnemyData,
|
||||
IntentData,
|
||||
ItemData,
|
||||
@@ -16,10 +18,26 @@ export type CombatEntity = {
|
||||
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: PlayerDeck;
|
||||
deck: IPlayerDeck;
|
||||
itemEffects: Record<string, EffectTable>;
|
||||
};
|
||||
|
||||
@@ -55,7 +73,7 @@ export type CombatState = {
|
||||
|
||||
export interface IRunContext {
|
||||
getItemData(id: string): ItemData | null;
|
||||
getNeighborItems(id: string): Iterable<string>;
|
||||
getAdjacentItems(id: string): Iterable<string>;
|
||||
|
||||
getConsumedUses(id: string): number;
|
||||
setConsumedUsesAsync(id: string, uses: number): Promise<void>;
|
||||
|
||||
@@ -1,66 +1,68 @@
|
||||
import {moveToRegion } from '@/core/region';
|
||||
import { createRegion } from '@/core/region';
|
||||
import type { GridInventory } from '../grid-inventory/types';
|
||||
import type { GameItemMeta } from '../progress/types';
|
||||
import type { CardData } from '../types';
|
||||
import type {DeckRegions, GameCard, PlayerDeck} from './types';
|
||||
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}-${cellIndex}`;
|
||||
return `card-${itemId}-${cellIndex}`;
|
||||
}
|
||||
|
||||
function createCard( itemId: string, cardData: CardData, cellIndex: number): GameCard {
|
||||
return {
|
||||
id: generateCardId(itemId, cellIndex),
|
||||
regionId: '',
|
||||
position: [],
|
||||
itemId,
|
||||
cardData
|
||||
};
|
||||
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', []),
|
||||
};
|
||||
return {
|
||||
drawPile: createRegion("drawPile", []),
|
||||
hand: createRegion("hand", []),
|
||||
discardPile: createRegion("discardPile", []),
|
||||
exhaustPile: createRegion("exhaustPile", []),
|
||||
};
|
||||
}
|
||||
|
||||
function generateDeckFromInventory(inventory: GridInventory<GameItemMeta>): PlayerDeck {
|
||||
const cards: Record<string, GameCard> = {};
|
||||
const regions = createDeckRegions();
|
||||
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;
|
||||
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);
|
||||
}
|
||||
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
|
||||
};
|
||||
return {
|
||||
cards,
|
||||
regions,
|
||||
};
|
||||
}
|
||||
|
||||
function createPlayerDeck(): PlayerDeck {
|
||||
return {
|
||||
cards: {},
|
||||
regions: createDeckRegions(),
|
||||
};
|
||||
return {
|
||||
cards: {},
|
||||
regions: createDeckRegions(),
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createPlayerDeck,
|
||||
createDeckRegions,
|
||||
generateCardId,
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createPlayerDeck,
|
||||
createDeckRegions,
|
||||
generateCardId,
|
||||
};
|
||||
|
||||
@@ -1,7 +1,2 @@
|
||||
export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types';
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from './factory';
|
||||
export * from "./factory";
|
||||
export * from "./types";
|
||||
|
||||
@@ -1,14 +1,26 @@
|
||||
import type { Part } from '@/core/part';
|
||||
import {CardData} from "@/samples/slay-the-spire-like/system/types";
|
||||
import {Region} from "@/core/region";
|
||||
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;
|
||||
cardData: CardData;
|
||||
itemId: string;
|
||||
}
|
||||
|
||||
export interface IInventory {
|
||||
items: Map<
|
||||
string,
|
||||
{
|
||||
id: string;
|
||||
meta?: { itemData: ItemData };
|
||||
shape: ParsedShape;
|
||||
}
|
||||
>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -21,19 +33,19 @@ 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;
|
||||
/** 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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
@@ -1,13 +1,3 @@
|
||||
export type { CellCoordinate, CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
|
||||
export {
|
||||
createGridInventory,
|
||||
flipItem,
|
||||
getAdjacentItems,
|
||||
getItemAtCell,
|
||||
getOccupiedCellSet,
|
||||
moveItem,
|
||||
placeItem,
|
||||
removeItem,
|
||||
rotateItem,
|
||||
validatePlacement,
|
||||
} from './transform';
|
||||
export * from "./types";
|
||||
export * from "./transform";
|
||||
export * from "./factory";
|
||||
|
||||
@@ -1,34 +1,48 @@
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { Transform2D } from '../utils/shape-collision';
|
||||
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, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
|
||||
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>(),
|
||||
};
|
||||
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));
|
||||
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));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -36,19 +50,19 @@ function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<CellK
|
||||
* Checks bounds and collision with all other items.
|
||||
*/
|
||||
export function validatePlacement<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
shape: InventoryItem<TMeta>['shape'],
|
||||
transform: Transform2D
|
||||
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 (!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' };
|
||||
}
|
||||
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
|
||||
return { valid: false, reason: "与已有物品重叠" };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -56,27 +70,33 @@ export function validatePlacement<TMeta = Record<string, unknown>>(
|
||||
* **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);
|
||||
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;
|
||||
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);
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
inventory.items.delete(itemId);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -85,41 +105,41 @@ export function removeItem<TMeta = Record<string, unknown>>(inventory: GridInven
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function moveItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
newTransform: Transform2D
|
||||
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' };
|
||||
}
|
||||
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);
|
||||
// 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.delete(cellKey);
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
return { success: false, reason: validation.reason };
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// Add new cells
|
||||
const newCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of newCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
|
||||
return { success: true };
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -128,17 +148,17 @@ export function moveItem<TMeta = Record<string, unknown>>(
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function rotateItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
degrees: number
|
||||
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 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);
|
||||
const rotatedTransform = rotateTransform(item.transform, degrees);
|
||||
return moveItem(inventory, itemId, rotatedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -147,50 +167,53 @@ export function rotateItem<TMeta = Record<string, unknown>>(
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function flipItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
axis: 'x' | 'y'
|
||||
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 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);
|
||||
const flippedTransform =
|
||||
axis === "x"
|
||||
? flipXTransform(item.transform)
|
||||
: flipYTransform(item.transform);
|
||||
|
||||
return moveItem(inventory, itemId, flippedTransform);
|
||||
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);
|
||||
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
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -198,36 +221,57 @@ export function getItemAtCell<TMeta = Record<string, unknown>>(
|
||||
* Returns a Map of itemId -> item for deduplication.
|
||||
*/
|
||||
export function getAdjacentItems<TMeta>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
): Map<string, InventoryItem<TMeta>> {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return new Map();
|
||||
}
|
||||
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>>();
|
||||
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 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);
|
||||
}
|
||||
}
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { Transform2D } from '../utils/shape-collision';
|
||||
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.
|
||||
@@ -10,8 +11,8 @@ export type CellKey = `${number},${number}`;
|
||||
* Simple 2D coordinate for grid cells.
|
||||
*/
|
||||
export interface CellCoordinate {
|
||||
x: number;
|
||||
y: number;
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -19,25 +20,29 @@ export interface CellCoordinate {
|
||||
* @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;
|
||||
/** 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 };
|
||||
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 };
|
||||
export type MutationResult =
|
||||
| { success: true }
|
||||
| { success: false; reason: string };
|
||||
|
||||
/**
|
||||
* Grid inventory state.
|
||||
@@ -45,12 +50,21 @@ export type MutationResult = { success: true } | { success: false; reason: strin
|
||||
* @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>;
|
||||
/** 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>;
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
export { MapNodeType, MapLayerType } from './types';
|
||||
export type { MapNode, MapLayer, PointCrawlMap, MapGenerationConfig } from './types';
|
||||
|
||||
export { generatePointCrawlMap } from './generator';
|
||||
export { getNode, getChildren, getParents, hasPath, findAllPaths } from './generator';
|
||||
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;
|
||||
}
|
||||
@@ -1,83 +1,88 @@
|
||||
import {EncounterData} from "@/samples/slay-the-spire-like/system/types";
|
||||
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',
|
||||
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',
|
||||
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;
|
||||
/** 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[];
|
||||
/** 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[]>;
|
||||
/** 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;
|
||||
};
|
||||
/** 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;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,256 +0,0 @@
|
||||
import type { PointCrawlMap } from "../map/types";
|
||||
import type {
|
||||
CombatState,
|
||||
EnemyEntity,
|
||||
PlayerEntity,
|
||||
EffectTable,
|
||||
} from "../combat/types";
|
||||
import type {
|
||||
EncounterData,
|
||||
EnemyData,
|
||||
EffectData,
|
||||
IntentData,
|
||||
} from "../types";
|
||||
import type { RunState } from "./types";
|
||||
import { generateDeckFromInventory } from "../deck/factory";
|
||||
import { ReadonlyRNG } from "@/utils/rng";
|
||||
|
||||
// -- Encounter assignment to nodes --
|
||||
|
||||
/**
|
||||
* Assigns an encounter from a pool to a specific node.
|
||||
* Replaces any existing encounter on that node.
|
||||
*/
|
||||
export function assignEncounterToNode(
|
||||
map: PointCrawlMap,
|
||||
nodeId: string,
|
||||
encounter: EncounterData,
|
||||
): void {
|
||||
const node = map.nodes.get(nodeId);
|
||||
if (!node) {
|
||||
throw new Error(`Node "${nodeId}" not found`);
|
||||
}
|
||||
node.encounter = encounter;
|
||||
}
|
||||
|
||||
/**
|
||||
* Assigns encounters from a typed pool to all unassigned nodes of matching type.
|
||||
* Uses RNG for random selection; each encounter can be assigned multiple times.
|
||||
*/
|
||||
export function assignEncountersFromPool(
|
||||
map: PointCrawlMap,
|
||||
encounterPool: EncounterData[],
|
||||
rng: ReadonlyRNG,
|
||||
): void {
|
||||
if (encounterPool.length === 0) return;
|
||||
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.type === "start" || node.type === "end") continue;
|
||||
if (node.encounter) continue;
|
||||
|
||||
const assigned = encounterPool[rng.nextInt(encounterPool.length)];
|
||||
node.encounter = assigned;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Batch-assigns encounters for all node types from a typed index.
|
||||
* Keys in the index should match encounter type strings (e.g. 'minion', 'elite').
|
||||
*/
|
||||
export function assignAllEncounters(
|
||||
map: PointCrawlMap,
|
||||
encounterIndex: Map<string, EncounterData[]>,
|
||||
rng: ReadonlyRNG,
|
||||
): void {
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.type === "start" || node.type === "end") continue;
|
||||
if (node.encounter) continue;
|
||||
|
||||
const encounterType = node.type;
|
||||
const pool = encounterIndex.get(encounterType);
|
||||
if (!pool || pool.length === 0) continue;
|
||||
|
||||
node.encounter = pool[rng.nextInt(pool.length)];
|
||||
}
|
||||
}
|
||||
|
||||
// -- CombatState construction --
|
||||
|
||||
/**
|
||||
* Builds a full CombatState from an encounter and the current run state.
|
||||
* - Creates EnemyEntity instances with HP, initial buffs, and intents
|
||||
* - Creates PlayerEntity with energy (3), deck from inventory, and HP from run state
|
||||
* - Sets initial phase to 'playerTurn', turn 1
|
||||
*/
|
||||
export function buildCombatState(runState: RunState): CombatState {
|
||||
const encounter = getCurrentEncounterData(runState);
|
||||
if (!encounter)
|
||||
throw new Error(`No encounter found for node ${runState.currentNodeId}`);
|
||||
|
||||
const enemies = createEnemyEntities(encounter);
|
||||
const deck = generateDeckFromInventory(runState.inventory);
|
||||
const player = createPlayerEntity(runState, deck);
|
||||
|
||||
return {
|
||||
enemies,
|
||||
player,
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates EnemyEntity instances from encounter enemy definitions.
|
||||
* Each enemy gets: HP from encounter tuple, initial buffs from encounter, intents from enemy definition.
|
||||
*/
|
||||
export function createEnemyEntities(encounter: EncounterData): EnemyEntity[] {
|
||||
const enemies: EnemyEntity[] = [];
|
||||
let instanceCounter = 0;
|
||||
|
||||
for (const [enemyData, hp, encounterBuffs] of encounter.enemies) {
|
||||
const instanceId = `${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];
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds an EffectTable from encounter buff definitions.
|
||||
*/
|
||||
function buildEffectTable(buffs: readonly [EffectData, number][]): EffectTable {
|
||||
const table: EffectTable = {};
|
||||
for (const [effect, stacks] of buffs) {
|
||||
table[effect.id] = { data: effect, stacks };
|
||||
}
|
||||
return table;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a PlayerEntity from the run state and deck.
|
||||
*/
|
||||
function createPlayerEntity(
|
||||
runState: RunState,
|
||||
deck: ReturnType<typeof generateDeckFromInventory>,
|
||||
): PlayerEntity {
|
||||
return {
|
||||
id: "player",
|
||||
hp: runState.player.currentHp,
|
||||
maxHp: runState.player.maxHp,
|
||||
isAlive: runState.player.currentHp > 0,
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck,
|
||||
itemEffects: {},
|
||||
effects: {},
|
||||
};
|
||||
}
|
||||
|
||||
// -- Encounter lifecycle --
|
||||
|
||||
/**
|
||||
* Gets the encounter data for the current node.
|
||||
*/
|
||||
export function getCurrentEncounterData(
|
||||
runState: RunState,
|
||||
): EncounterData | undefined {
|
||||
const node = runState.map.nodes.get(runState.currentNodeId);
|
||||
return node?.encounter;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current node has a combat encounter.
|
||||
*/
|
||||
export function isCombatEncounter(runState: RunState): boolean {
|
||||
const encounter = getCurrentEncounterData(runState);
|
||||
return encounter !== undefined && encounter.enemies.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts the encounter at the current node.
|
||||
* Returns the constructed CombatState, or null if no combat encounter.
|
||||
*/
|
||||
export function startEncounter(runState: RunState): CombatState | null {
|
||||
const encounter = getCurrentEncounterData(runState);
|
||||
if (!encounter || encounter.enemies.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return buildCombatState(runState);
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolves a completed combat and applies rewards to the run state.
|
||||
* Handles: gold loot, item rewards, HP changes.
|
||||
* Marks the encounter as resolved.
|
||||
*/
|
||||
export function resolveCombatEncounter(
|
||||
runState: RunState,
|
||||
combatState: CombatState,
|
||||
): { success: true } | { success: false; reason: string } {
|
||||
if (runState.currentEncounter.resolved) {
|
||||
return { success: false, reason: "该遭遇已解决" };
|
||||
}
|
||||
|
||||
// Apply HP from combat state back to run state
|
||||
runState.player.currentHp = Math.max(0, combatState.player.hp);
|
||||
|
||||
// Apply loot
|
||||
for (const loot of combatState.loot) {
|
||||
if (loot.type === "gold") {
|
||||
runState.player.gold += loot.amount;
|
||||
}
|
||||
// Item rewards are handled by the caller via addItem()
|
||||
}
|
||||
|
||||
// Mark as resolved
|
||||
runState.currentEncounter.resolved = true;
|
||||
runState.currentEncounter.result = {
|
||||
hpLost: runState.player.maxHp - runState.player.currentHp,
|
||||
};
|
||||
runState.resolvedNodeIds.add(runState.currentNodeId);
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
@@ -1,326 +0,0 @@
|
||||
import { getNode } from '../map/generator';
|
||||
import type {MapNode, PointCrawlMap} from '../map/types';
|
||||
import { placeItem, validatePlacement, createGridInventory, removeItem as gridRemoveItem } from '../grid-inventory/transform';
|
||||
import type { GameItem, GameItemMeta, RunMutationResult, RunState } from './types';
|
||||
import type { GridInventory } from '../grid-inventory/types';
|
||||
import { IDENTITY_TRANSFORM, type Transform2D } from '../utils/shape-collision';
|
||||
import { parseShapeString, type ParsedShape } from '../utils/parse-shape';
|
||||
import {ItemData} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
// Re-export types
|
||||
export type {
|
||||
EncounterResult,
|
||||
EncounterState,
|
||||
GameItem,
|
||||
GameItemMeta,
|
||||
PlayerState,
|
||||
RunMutationResult,
|
||||
RunState,
|
||||
} from './types';
|
||||
|
||||
// Re-export encounter construction functions
|
||||
export {
|
||||
assignEncounterToNode,
|
||||
assignEncountersFromPool,
|
||||
assignAllEncounters,
|
||||
buildCombatState,
|
||||
createEnemyEntities,
|
||||
getCurrentEncounterData,
|
||||
isCombatEncounter,
|
||||
startEncounter,
|
||||
resolveCombatEncounter,
|
||||
} from './encounter';
|
||||
|
||||
// -- Constants --
|
||||
|
||||
const INVENTORY_WIDTH = 6;
|
||||
const INVENTORY_HEIGHT = 4;
|
||||
|
||||
const DEFAULT_MAX_HP = 50;
|
||||
const DEFAULT_GOLD = 50;
|
||||
|
||||
// -- Run creation --
|
||||
|
||||
/**
|
||||
* Creates a new run state with a generated map, player stats, and starter inventory.
|
||||
*
|
||||
*/
|
||||
export function createRunState(map: PointCrawlMap, starterItems: ItemData[]): RunState {
|
||||
// Find the start node
|
||||
const startNode = map.layers[0].nodes[0];
|
||||
|
||||
// Create empty inventory
|
||||
const inventory = createGridInventory<GameItemMeta>(INVENTORY_WIDTH, INVENTORY_HEIGHT);
|
||||
const idCounter = { value: 0 };
|
||||
|
||||
// Place starter items
|
||||
for (const itemData of starterItems) {
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
const itemInstance = tryPlaceItemInInventory(inventory, itemData, shape, idCounter);
|
||||
if (!itemInstance) {
|
||||
// Inventory too small; item skipped
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
map,
|
||||
player: {
|
||||
maxHp: DEFAULT_MAX_HP,
|
||||
currentHp: DEFAULT_MAX_HP,
|
||||
gold: DEFAULT_GOLD,
|
||||
},
|
||||
inventory,
|
||||
currentNodeId: startNode.id,
|
||||
currentEncounter: {
|
||||
nodeId: startNode.id,
|
||||
resolved: false,
|
||||
},
|
||||
resolvedNodeIds: new Set<string>(),
|
||||
_idCounter: idCounter,
|
||||
};
|
||||
}
|
||||
|
||||
// -- Movement --
|
||||
|
||||
/**
|
||||
* Checks whether the player can move to the target node.
|
||||
* The target must be a child of the current node.
|
||||
*/
|
||||
export function canMoveTo(runState: RunState, targetNodeId: string): boolean {
|
||||
const currentNode = getNode(runState.map, runState.currentNodeId);
|
||||
if (!currentNode) return false;
|
||||
|
||||
return currentNode.childIds.includes(targetNodeId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the player to the target node.
|
||||
* The target must be a direct child of the current node.
|
||||
*
|
||||
* @returns `{ success: true }` on success, or `{ success: false, reason: string }` on failure.
|
||||
*/
|
||||
export function moveToNode(runState: RunState, targetNodeId: string): RunMutationResult {
|
||||
if (!canMoveTo(runState, targetNodeId)) {
|
||||
return { success: false, reason: '无法移动到该节点' };
|
||||
}
|
||||
|
||||
const targetNode = getNode(runState.map, targetNodeId);
|
||||
if (!targetNode) {
|
||||
return { success: false, reason: '目标节点不存在' };
|
||||
}
|
||||
|
||||
// Update current position
|
||||
runState.currentNodeId = targetNodeId;
|
||||
|
||||
// Create new encounter state for the target node
|
||||
const isResolved = runState.resolvedNodeIds.has(targetNodeId);
|
||||
runState.currentEncounter = {
|
||||
nodeId: targetNodeId,
|
||||
resolved: isResolved,
|
||||
};
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
// -- Encounter management --
|
||||
|
||||
/**
|
||||
* Marks the current encounter as resolved with optional result data.
|
||||
*/
|
||||
export function resolveEncounter(runState: RunState, result?: { goldEarned?: number; hpLost?: number; hpGained?: number; itemRewards?: string[] }): RunMutationResult {
|
||||
if (runState.currentEncounter.resolved) {
|
||||
return { success: false, reason: '该遭遇已解决' };
|
||||
}
|
||||
|
||||
runState.currentEncounter.resolved = true;
|
||||
runState.currentEncounter.result = result;
|
||||
runState.resolvedNodeIds.add(runState.currentNodeId);
|
||||
|
||||
// Apply result effects
|
||||
if (result) {
|
||||
if (result.goldEarned) {
|
||||
runState.player.gold += result.goldEarned;
|
||||
}
|
||||
if (result.hpLost) {
|
||||
runState.player.currentHp = Math.max(0, runState.player.currentHp - result.hpLost);
|
||||
}
|
||||
if (result.hpGained) {
|
||||
runState.player.currentHp = Math.min(runState.player.maxHp, runState.player.currentHp + result.hpGained);
|
||||
}
|
||||
}
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether the encounter at the given node has been resolved.
|
||||
*/
|
||||
export function isEncounterResolved(runState: RunState, nodeId: string): boolean {
|
||||
return runState.resolvedNodeIds.has(nodeId);
|
||||
}
|
||||
|
||||
// -- Player stats --
|
||||
|
||||
/**
|
||||
* Damages the player. Clamps HP to 0 minimum.
|
||||
*/
|
||||
export function damagePlayer(runState: RunState, amount: number): void {
|
||||
runState.player.currentHp = Math.max(0, runState.player.currentHp - amount);
|
||||
}
|
||||
|
||||
/**
|
||||
* Heals the player. Clamps HP to maxHp.
|
||||
*/
|
||||
export function healPlayer(runState: RunState, amount: number): void {
|
||||
runState.player.currentHp = Math.min(runState.player.maxHp, runState.player.currentHp + amount);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the player's maximum HP and adjusts current HP proportionally.
|
||||
*/
|
||||
export function setMaxHp(runState: RunState, newMax: number): void {
|
||||
const diff = newMax - runState.player.maxHp;
|
||||
runState.player.maxHp = newMax;
|
||||
runState.player.currentHp = Math.max(0, Math.min(newMax, runState.player.currentHp + diff));
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds gold to the player.
|
||||
*/
|
||||
export function addGold(runState: RunState, amount: number): void {
|
||||
runState.player.gold += amount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spends gold. Returns false if the player doesn't have enough gold.
|
||||
*/
|
||||
export function spendGold(runState: RunState, amount: number): RunMutationResult {
|
||||
if (amount <= 0) {
|
||||
return { success: false, reason: '金额必须大于零' };
|
||||
}
|
||||
if (runState.player.gold < amount) {
|
||||
return { success: false, reason: '金币不足' };
|
||||
}
|
||||
|
||||
runState.player.gold -= amount;
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
// -- Inventory management --
|
||||
|
||||
/**
|
||||
* Adds an item from CSV data to the inventory.
|
||||
* Finds the first available valid position.
|
||||
*
|
||||
* @returns The placed item instance, or undefined if no valid position exists.
|
||||
*/
|
||||
export function addItem(
|
||||
runState: RunState,
|
||||
itemData: ItemData
|
||||
): GameItem | undefined {
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
return tryPlaceItemInInventory(runState.inventory, itemData, shape, runState._idCounter);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from the inventory by its instance ID.
|
||||
*/
|
||||
export function removeItem(runState: RunState, instanceId: string): void {
|
||||
gridRemoveItem(runState.inventory, instanceId);
|
||||
}
|
||||
|
||||
// -- Query helpers --
|
||||
|
||||
/**
|
||||
* Returns the node the player is currently at.
|
||||
*/
|
||||
export function getCurrentNode(runState: RunState): MapNode | undefined {
|
||||
return getNode(runState.map, runState.currentNodeId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all reachable child nodes from the current position.
|
||||
*/
|
||||
export function getReachableChildren(runState: RunState): MapNode[] {
|
||||
const currentNode = getNode(runState.map, runState.currentNodeId);
|
||||
if (!currentNode) return [];
|
||||
|
||||
return currentNode.childIds
|
||||
.map(id => getNode(runState.map, id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns available children that haven't been resolved yet.
|
||||
*/
|
||||
export function getUnresolvedChildren(runState: RunState): MapNode[] {
|
||||
return getReachableChildren(runState).filter(
|
||||
node => !runState.resolvedNodeIds.has(node.id)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current encounter is the start node (no encounter).
|
||||
*/
|
||||
export function isAtStartNode(runState: RunState): boolean {
|
||||
return runState.currentNodeId === runState.map.layers[0]?.nodes[0]?.id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current encounter is the end node.
|
||||
*/
|
||||
export function isAtEndNode(runState: RunState): boolean {
|
||||
const endLayer = runState.map.layers[runState.map.layers.length - 1];
|
||||
return endLayer?.nodes[0]?.id === runState.currentNodeId;
|
||||
}
|
||||
|
||||
// -- Internal helpers --
|
||||
|
||||
/**
|
||||
* Generates a unique item instance ID.
|
||||
*/
|
||||
function generateInstanceId(counter: { value: number }): string {
|
||||
counter.value++;
|
||||
return `item-${counter.value}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to place an item in the inventory by scanning all possible positions.
|
||||
* Returns the placed item instance, or undefined if no valid position exists.
|
||||
*/
|
||||
function tryPlaceItemInInventory(
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
itemData: ItemData,
|
||||
shape: ParsedShape,
|
||||
idCounter: { value: number }
|
||||
): GameItem | undefined {
|
||||
const instanceId = generateInstanceId(idCounter);
|
||||
|
||||
// Try to find a valid position
|
||||
for (let y = 0; y <= inventory.height - shape.height; y++) {
|
||||
for (let x = 0; x <= inventory.width - shape.width; x++) {
|
||||
const transform = {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x, y },
|
||||
};
|
||||
|
||||
const validation = validatePlacement(inventory, shape, transform);
|
||||
if (validation.valid) {
|
||||
const item: GameItem = {
|
||||
id: instanceId,
|
||||
shape,
|
||||
transform,
|
||||
meta: {
|
||||
itemData,
|
||||
shape,
|
||||
},
|
||||
};
|
||||
|
||||
placeItem(inventory, item);
|
||||
return item;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
@@ -1,91 +0,0 @@
|
||||
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[];
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Metadata attached to each inventory item instance.
|
||||
* 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>;
|
||||
}
|
||||
|
||||
/**
|
||||
* An item instance in the game inventory.
|
||||
* Extends InventoryItem with game-specific metadata.
|
||||
*/
|
||||
export type GameItem = InventoryItem<GameItemMeta>;
|
||||
|
||||
/**
|
||||
* Player runtime state.
|
||||
*/
|
||||
export interface PlayerState {
|
||||
/** Maximum HP */
|
||||
maxHp: number;
|
||||
/** Current HP */
|
||||
currentHp: number;
|
||||
/** Current gold */
|
||||
gold: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Full run state for a game session.
|
||||
* 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 };
|
||||
}
|
||||
|
||||
/**
|
||||
* Result of a mutation operation on the run state.
|
||||
*/
|
||||
export type RunMutationResult =
|
||||
| { success: true }
|
||||
| { success: false; reason: string };
|
||||
@@ -1,89 +1,25 @@
|
||||
export type EffectData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
};
|
||||
export type EffectLifecycle =
|
||||
| "instant"
|
||||
| "temporary"
|
||||
| "lingering"
|
||||
| "permanent"
|
||||
| "posture"
|
||||
| "item"
|
||||
| "itemTemporary"
|
||||
| "itemUntilPlay"
|
||||
| "itemUntilDiscard"
|
||||
| "itemPermanent";
|
||||
import {
|
||||
Card,
|
||||
Effect,
|
||||
Encounter,
|
||||
EncounterType,
|
||||
Enemy,
|
||||
Intent,
|
||||
Item,
|
||||
} from "../data/desert";
|
||||
|
||||
export type EnemyData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly intents: readonly IntentData[];
|
||||
readonly description: string;
|
||||
};
|
||||
export type CardData = Card;
|
||||
export type ItemData = Item;
|
||||
export type EffectData = Effect;
|
||||
export type IntentData = Intent;
|
||||
export type EnemyData = Enemy;
|
||||
export type EncounterData<T extends EncounterType = EncounterType> =
|
||||
Encounter & { type: T };
|
||||
|
||||
export type CardType = "item" | "status";
|
||||
export type CardCostType = "energy" | "uses" | "none";
|
||||
export type CardTargetType = "single" | "none";
|
||||
export type EffectTarget = "self" | "player" | "team";
|
||||
export {
|
||||
CardTargetType,
|
||||
CardEffectTarget,
|
||||
IntentEffectTarget,
|
||||
} from "../data/desert";
|
||||
|
||||
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
|
||||
export type CardEffectTarget = "self" | "target" | "all" | "random";
|
||||
|
||||
export type CardEffect = {
|
||||
readonly id: string;
|
||||
readonly trigger: CardEffectTrigger;
|
||||
readonly target: CardEffectTarget;
|
||||
readonly effects: readonly [EffectData, number][];
|
||||
};
|
||||
|
||||
export type CardData = {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: readonly CardEffect[];
|
||||
};
|
||||
|
||||
export type EncounterType =
|
||||
| "minion"
|
||||
| "elite"
|
||||
| "event"
|
||||
| "shop"
|
||||
| "camp"
|
||||
| "curio";
|
||||
export type EncounterData = {
|
||||
readonly id: string;
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: readonly [
|
||||
data: EnemyData,
|
||||
hp: number,
|
||||
effects: [EffectData, stacks: number][],
|
||||
][];
|
||||
readonly dialogue: string;
|
||||
};
|
||||
|
||||
export type IntentData = {
|
||||
readonly id: string;
|
||||
readonly enemy: EnemyData;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: readonly IntentData[];
|
||||
readonly brokenIntent: readonly IntentData[];
|
||||
readonly effects: readonly [EffectTarget, EffectData, number][];
|
||||
};
|
||||
|
||||
export type ItemData = {
|
||||
readonly id: string;
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: CardData;
|
||||
readonly price: number;
|
||||
readonly description: string;
|
||||
};
|
||||
export { ContentModule } from "../data";
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./parse-shape";
|
||||
export * from "./shape-collision";
|
||||
@@ -1,129 +1,132 @@
|
||||
import type { ParsedShape } from './parse-shape';
|
||||
import type { ParsedShape } from "./parse-shape";
|
||||
|
||||
/**
|
||||
* Represents a 2D point in grid coordinates.
|
||||
*/
|
||||
export interface Point2D {
|
||||
x: number;
|
||||
y: number;
|
||||
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;
|
||||
/** 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,
|
||||
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 });
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
return cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies a 2D transformation to a point.
|
||||
*/
|
||||
export function transformPoint(
|
||||
point: Point2D,
|
||||
transform: Transform2D,
|
||||
shapeWidth: number,
|
||||
shapeHeight: number
|
||||
point: Point2D,
|
||||
transform: Transform2D,
|
||||
shapeWidth: number,
|
||||
shapeHeight: number,
|
||||
): Point2D {
|
||||
let { x, y } = point;
|
||||
let { x, y } = point;
|
||||
|
||||
// Apply flips
|
||||
if (transform.flipX) {
|
||||
x = shapeWidth - 1 - x;
|
||||
}
|
||||
if (transform.flipY) {
|
||||
y = shapeHeight - 1 - y;
|
||||
}
|
||||
// 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;
|
||||
// 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;
|
||||
}
|
||||
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,
|
||||
};
|
||||
// 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)
|
||||
);
|
||||
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
|
||||
shapeA: ParsedShape,
|
||||
transformA: Transform2D,
|
||||
shapeB: ParsedShape,
|
||||
transformB: Transform2D,
|
||||
): boolean {
|
||||
const cellsA = transformShape(shapeA, transformA);
|
||||
const cellsB = transformShape(shapeB, transformB);
|
||||
const cellsA = transformShape(shapeA, transformA);
|
||||
const cellsB = transformShape(shapeB, transformB);
|
||||
|
||||
const setA = new Set(cellsA.map(c => `${c.x},${c.y}`));
|
||||
const setA = new Set(cellsA.map((c) => `${c.x},${c.y}`));
|
||||
|
||||
for (const cell of cellsB) {
|
||||
if (setA.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
for (const cell of cellsB) {
|
||||
if (setA.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -133,19 +136,19 @@ export function checkCollision(
|
||||
* @param occupiedCells Set of occupied board cells in "x,y" format
|
||||
*/
|
||||
export function checkBoardCollision(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
occupiedCells: Set<string>
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
occupiedCells: Set<string>,
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
for (const cell of cells) {
|
||||
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -156,42 +159,47 @@ export function checkBoardCollision(
|
||||
* @param boardHeight Board height
|
||||
*/
|
||||
export function checkBounds(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number,
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
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;
|
||||
}
|
||||
for (const cell of cells) {
|
||||
if (
|
||||
cell.x < 0 ||
|
||||
cell.x >= boardWidth ||
|
||||
cell.y < 0 ||
|
||||
cell.y >= boardHeight
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
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>
|
||||
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 (!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' };
|
||||
}
|
||||
if (checkBoardCollision(shape, transform, occupiedCells)) {
|
||||
return { valid: false, reason: "与已有形状重叠" };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -199,29 +207,32 @@ export function validatePlacement(
|
||||
* @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,
|
||||
};
|
||||
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,
|
||||
};
|
||||
return {
|
||||
...current,
|
||||
flipX: !current.flipX,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform vertically.
|
||||
*/
|
||||
export function flipYTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipY: !current.flipY,
|
||||
};
|
||||
return {
|
||||
...current,
|
||||
flipY: !current.flipY,
|
||||
};
|
||||
}
|
||||
|
||||
+191
-93
@@ -1,132 +1,230 @@
|
||||
import {Part} from "boardgame-core";
|
||||
import {createRegion} from "boardgame-core";
|
||||
import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core";
|
||||
import { Part } from "@/core/part";
|
||||
import { createRegion, Region } from "@/core/region";
|
||||
import { createPromptDef, IGameContext } from "@/core/game";
|
||||
import { BaseGameClient } from "@/core/game-client";
|
||||
import { createMiddlewareChain } from "@/utils/middleware";
|
||||
|
||||
const BOARD_SIZE = 3;
|
||||
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
||||
const WINNING_LINES: number[][][] = [
|
||||
[[0, 0], [0, 1], [0, 2]],
|
||||
[[1, 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]],
|
||||
[
|
||||
[0, 0],
|
||||
[0, 1],
|
||||
[0, 2],
|
||||
],
|
||||
[
|
||||
[1, 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 WinnerType = PlayerType | 'draw' | null;
|
||||
export type PlayerType = "X" | "O";
|
||||
export type WinnerType = PlayerType | "draw" | null;
|
||||
export type TicTacToePart = Part<{ player: PlayerType }>;
|
||||
|
||||
export function createInitialState() {
|
||||
return {
|
||||
board: createRegion('board', [
|
||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
||||
]),
|
||||
parts: {} as Record<string, TicTacToePart>,
|
||||
currentPlayer: 'X' as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
};
|
||||
return {
|
||||
board: createRegion("board", [
|
||||
{ name: "x", min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: "y", min: 0, max: BOARD_SIZE - 1 },
|
||||
]),
|
||||
parts: {} as Record<string, TicTacToePart>,
|
||||
currentPlayer: "X" as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
};
|
||||
}
|
||||
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
||||
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
||||
export const registry = createGameCommandRegistry<TicTacToeState>();
|
||||
export const prompts = {
|
||||
play: createPromptDef<[PlayerType, number, number]>(
|
||||
'play <player> <row:number> <col:number>')
|
||||
}
|
||||
play: createPromptDef<[PlayerType, number, number]>(
|
||||
"play <player> <row:number> <col:number>",
|
||||
),
|
||||
};
|
||||
|
||||
export async function start(game: TicTacToeGame) {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||
|
||||
game.produce(state => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player> <turnNumber:number>',
|
||||
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
|
||||
const {player, row, col} = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
} else if (isCellOccupied(game, row, col)) {
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
} else {
|
||||
return { player, row, col };
|
||||
}
|
||||
},
|
||||
game.value.currentPlayer
|
||||
);
|
||||
async function turn(
|
||||
game: TicTacToeGame,
|
||||
turnPlayer: PlayerType,
|
||||
turnNumber: number,
|
||||
) {
|
||||
const { player, row, col } = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
} else if (isCellOccupied(game, row, col)) {
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
} else {
|
||||
return { player, row, col };
|
||||
}
|
||||
},
|
||||
game.value.currentPlayer,
|
||||
);
|
||||
|
||||
placePiece(game, row, col, turnPlayer);
|
||||
await placePiece(game, row, col, turnPlayer);
|
||||
|
||||
const winner = checkWinner(game);
|
||||
if (winner) return { winner };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
|
||||
const winner = checkWinner(game);
|
||||
if (winner) return { winner };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
|
||||
|
||||
return { winner: null };
|
||||
}
|
||||
});
|
||||
return { winner: null };
|
||||
}
|
||||
|
||||
function isValidMove(row: number, col: number): boolean {
|
||||
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
|
||||
return (
|
||||
!isNaN(row) &&
|
||||
!isNaN(col) &&
|
||||
row >= 0 &&
|
||||
row < BOARD_SIZE &&
|
||||
col >= 0 &&
|
||||
col < BOARD_SIZE
|
||||
);
|
||||
}
|
||||
|
||||
export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
|
||||
return !!host.value.board.partMap[`${row},${col}`];
|
||||
export function isCellOccupied(
|
||||
host: TicTacToeGame,
|
||||
row: number,
|
||||
col: number,
|
||||
): boolean {
|
||||
return !!host.value.board.partMap[`${row},${col}`];
|
||||
}
|
||||
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
return WINNING_LINES.some(line =>
|
||||
line.every(([r, c]) =>
|
||||
positions.some(([pr, pc]) => pr === r && pc === c)
|
||||
)
|
||||
);
|
||||
return WINNING_LINES.some((line) =>
|
||||
line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)),
|
||||
);
|
||||
}
|
||||
|
||||
export function checkWinner(host: TicTacToeGame): WinnerType {
|
||||
const parts = host.value.parts;
|
||||
const partsArray = Object.values(parts);
|
||||
const parts = host.value.parts;
|
||||
const partsArray = Object.values(parts);
|
||||
|
||||
const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
|
||||
const xPositions = partsArray
|
||||
.filter((p: TicTacToePart) => p.player === "X")
|
||||
.map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray
|
||||
.filter((p: TicTacToePart) => p.player === "O")
|
||||
.map((p: TicTacToePart) => p.position);
|
||||
|
||||
if (hasWinningLine(xPositions)) return 'X';
|
||||
if (hasWinningLine(oPositions)) return 'O';
|
||||
if (partsArray.length >= MAX_TURNS) return 'draw';
|
||||
if (hasWinningLine(xPositions)) return "X";
|
||||
if (hasWinningLine(oPositions)) return "O";
|
||||
if (partsArray.length >= MAX_TURNS) return "draw";
|
||||
|
||||
return null;
|
||||
return null;
|
||||
}
|
||||
|
||||
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
regionId: 'board', position: [row, col], player,
|
||||
id: `piece-${player}-${moveNumber}`
|
||||
export async function placePiece(
|
||||
host: TicTacToeGame,
|
||||
row: number,
|
||||
col: number,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
regionId: "board",
|
||||
position: [row, col],
|
||||
player,
|
||||
id: `piece-${player}-${moveNumber}`,
|
||||
};
|
||||
await host.produceAsync((state) => {
|
||||
state.parts[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
}
|
||||
|
||||
export class Client extends BaseGameClient<TicTacToeState> {
|
||||
private onTurn = createMiddlewareChain(
|
||||
async (ctx: { player: PlayerType; turn: number }) => {
|
||||
return await turn(this._context, ctx.player, ctx.turn);
|
||||
},
|
||||
);
|
||||
|
||||
constructor() {
|
||||
super(createInitialState());
|
||||
}
|
||||
|
||||
async start(game: IGameContext<TicTacToeState>): Promise<TicTacToeState> {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await this.onTurn.execute({
|
||||
player: currentPlayer,
|
||||
turn: turnNumber,
|
||||
});
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
host.produce(state => {
|
||||
state.parts[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
|
||||
return game.value;
|
||||
}
|
||||
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 { parseCommandSchema } from './schema-parse';
|
||||
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command-validate';
|
||||
export { parseCommand } from "./command-parse";
|
||||
export { parseCommandSchema } from "./schema-parse";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
unregisterCommand,
|
||||
hasCommand,
|
||||
getCommand,
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
} from './command-registry';
|
||||
validateCommand,
|
||||
parseCommandWithSchema,
|
||||
applyCommandSchema,
|
||||
} from "./command-validate";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
unregisterCommand,
|
||||
hasCommand,
|
||||
getCommand,
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
} from "./command-registry";
|
||||
export type {
|
||||
Command,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
CommandSchema,
|
||||
} from './types';
|
||||
export type { CommandRunner, CommandDef, CommandResult, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './command-runner';
|
||||
export type { CommandRegistry, CommandRunnerContextExport } from './command-registry';
|
||||
Command,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
CommandSchema,
|
||||
} from "./types";
|
||||
export type {
|
||||
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";
|
||||
|
||||
+15
-5
@@ -1,28 +1,38 @@
|
||||
type Middleware<TContext, TReturn> = (
|
||||
context: TContext,
|
||||
next: () => Promise<TReturn>
|
||||
next: () => Promise<TReturn>,
|
||||
) => Promise<TReturn>;
|
||||
|
||||
export type MiddlewareChain<TContext, TReturn> = {
|
||||
use: (middleware: Middleware<TContext, TReturn>) => void;
|
||||
use: (middleware: Middleware<TContext, TReturn>) => () => void;
|
||||
execute: (context: TContext) => Promise<TReturn>;
|
||||
};
|
||||
|
||||
export function createMiddlewareChain<TContext extends object, TReturn=TContext>(
|
||||
fallback?: (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;
|
||||
return fallback ? fallback(ctx) : (ctx as unknown as TReturn);
|
||||
}
|
||||
const current = middlewares[index++];
|
||||
return current(ctx, () => dispatch(ctx));
|
||||
|
||||
@@ -1,13 +1,20 @@
|
||||
import {Signal, SignalOptions} from '@preact/signals-core';
|
||||
import {create} from 'mutative';
|
||||
import { Signal, SignalOptions } from "@preact/signals-core";
|
||||
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>[] = [];
|
||||
|
||||
public constructor(t?: T, options?: SignalOptions<T>) {
|
||||
super(t, options);
|
||||
}
|
||||
produce(fn: (draft: T) => void) {
|
||||
produce(fn: (draft: T) => undefined) {
|
||||
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,
|
||||
* 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);
|
||||
this._interruptions = [];
|
||||
this.produce(fn);
|
||||
}
|
||||
}
|
||||
|
||||
export function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T> {
|
||||
return new MutableSignal<T>(initial, options);
|
||||
export function mutableSignal<T>(
|
||||
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
+183
-161
@@ -1,193 +1,215 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
|
||||
import type { PromptEvent, Command } from '@/utils/command';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createGameContext,
|
||||
createGameCommandRegistry,
|
||||
createPromptDef,
|
||||
IGameContext,
|
||||
PromptDef,
|
||||
} from "@/core/game";
|
||||
import type {
|
||||
PromptEvent,
|
||||
Command,
|
||||
CommandRunnerContext,
|
||||
} from "@/utils/command";
|
||||
|
||||
type MyState = {
|
||||
score: number;
|
||||
round: number;
|
||||
score: number;
|
||||
round: number;
|
||||
};
|
||||
|
||||
describe('createGameContext', () => {
|
||||
it('should create a game context with state', () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
describe("createGameContext", () => {
|
||||
it("should create a game context with state", () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
expect(ctx._state).not.toBeNull();
|
||||
expect(ctx._state.value).toBeDefined();
|
||||
expect(ctx._state).not.toBeNull();
|
||||
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', () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
expect(ctx._state.value.score).toBe(0);
|
||||
expect(ctx._state.value.round).toBe(1);
|
||||
});
|
||||
|
||||
expect(ctx._commands).not.toBeNull();
|
||||
expect(ctx._commands.registry).toBe(registry);
|
||||
it("should accept initial state as a factory function", () => {
|
||||
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 registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, {
|
||||
score: 0,
|
||||
round: 1,
|
||||
});
|
||||
|
||||
expect(ctx._state.value.score).toBe(0);
|
||||
expect(ctx._state.value.round).toBe(1);
|
||||
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||
ctx._commands.on("prompt", resolve);
|
||||
});
|
||||
const runPromise = ctx.run("test hello");
|
||||
|
||||
it('should accept initial state as a factory function', () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
score: 10,
|
||||
round: 3,
|
||||
}));
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe("prompt");
|
||||
|
||||
expect(ctx._state.value.score).toBe(10);
|
||||
expect(ctx._state.value.round).toBe(3);
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "prompt",
|
||||
params: ["yes"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
it('should forward prompt events via listener', async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
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);
|
||||
});
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('createGameCommand', () => {
|
||||
it('should run a command with access to game context', async () => {
|
||||
const registry = createGameCommandRegistry<{ marker: string }>();
|
||||
|
||||
registry.register('set-marker <id>', async function (ctx, id) {
|
||||
ctx.produce(state => {
|
||||
state.marker = id;
|
||||
});
|
||||
return id;
|
||||
describe("createGameCommand", () => {
|
||||
it("should run a command with access to game context", async () => {
|
||||
const registry = createGameCommandRegistry<{ marker: string }>();
|
||||
|
||||
registry.register("set-marker <id>", async function (ctx, id) {
|
||||
ctx.produce((state) => {
|
||||
state.marker = 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');
|
||||
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');
|
||||
});
|
||||
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 run a typed command with extended context', async () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
it("should return error for unknown command", async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
registry.register(
|
||||
'add-score <amount:number>',
|
||||
async function (ctx, amount) {
|
||||
ctx.produce(state => {
|
||||
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');
|
||||
}
|
||||
});
|
||||
const result = await ctx.run("nonexistent");
|
||||
expect(result.success).toBe(false);
|
||||
if (!result.success) {
|
||||
expect(result.error).toContain("nonexistent");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('createPromptDef', () => {
|
||||
it('should create a PromptDef with string schema', () => {
|
||||
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
|
||||
describe("createPromptDef", () => {
|
||||
it("should create a PromptDef with string schema", () => {
|
||||
const promptDef = createPromptDef<[string, number]>(
|
||||
"play <player> <score:number>",
|
||||
);
|
||||
|
||||
expect(promptDef).toBeDefined();
|
||||
expect(promptDef.schema.name).toBe('play');
|
||||
expect(promptDef.schema.params).toHaveLength(2);
|
||||
expect(promptDef.schema.params[0].name).toBe('player');
|
||||
expect(promptDef.schema.params[1].name).toBe('score');
|
||||
expect(promptDef).toBeDefined();
|
||||
expect(promptDef.schema.name).toBe("play");
|
||||
expect(promptDef.schema.params).toHaveLength(2);
|
||||
expect(promptDef.schema.params[0].name).toBe("player");
|
||||
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 schemaObj = {
|
||||
name: 'test',
|
||||
params: [],
|
||||
options: {},
|
||||
flags: {}
|
||||
};
|
||||
const promptDef = createPromptDef<[]>(schemaObj);
|
||||
|
||||
expect(promptDef.schema).toEqual(schemaObj);
|
||||
const ctx = createGameContext(registry, { score: 0 });
|
||||
|
||||
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 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;
|
||||
});
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.schema.name).toBe("input");
|
||||
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
+729
-605
File diff suppressed because it is too large
Load Diff
+302
-282
@@ -1,353 +1,373 @@
|
||||
import {createGameContext} from '@/core/game';
|
||||
import {registry} from '@/samples/regicide/commands';
|
||||
import {createInitialState} from '@/samples/regicide/state';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { createGameContext } from "@/core/game";
|
||||
import { registry } from "@/samples/regicide/commands";
|
||||
import { createInitialState } from "@/samples/regicide/state";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
createCard,
|
||||
createEnemy,
|
||||
getCardValue,
|
||||
isEnemyDefeated
|
||||
} from '@/samples/regicide/utils';
|
||||
import {Mulberry32RNG} from '@/utils/rng';
|
||||
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
|
||||
import {PlayerType} from '@/samples/regicide/types';
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
createCard,
|
||||
createEnemy,
|
||||
getCardValue,
|
||||
isEnemyDefeated,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { Mulberry32RNG } from "@/utils/rng";
|
||||
import {
|
||||
CARD_VALUES,
|
||||
ENEMY_COUNT,
|
||||
FACE_CARDS,
|
||||
INITIAL_HAND_SIZE,
|
||||
} from "@/samples/regicide/constants";
|
||||
import { PlayerType } from "@/samples/regicide/types";
|
||||
|
||||
describe('Regicide - Utils', () => {
|
||||
describe('getCardValue', () => {
|
||||
it('should return correct value for number cards', () => {
|
||||
expect(getCardValue('A')).toBe(1);
|
||||
expect(getCardValue('5')).toBe(5);
|
||||
expect(getCardValue('10')).toBe(10);
|
||||
});
|
||||
|
||||
it('should return correct value for face cards', () => {
|
||||
expect(getCardValue('J')).toBe(10);
|
||||
expect(getCardValue('Q')).toBe(15);
|
||||
expect(getCardValue('K')).toBe(20);
|
||||
});
|
||||
describe("Regicide - Utils", () => {
|
||||
describe("getCardValue", () => {
|
||||
it("should return correct value for number cards", () => {
|
||||
expect(getCardValue("A")).toBe(1);
|
||||
expect(getCardValue("5")).toBe(5);
|
||||
expect(getCardValue("10")).toBe(10);
|
||||
});
|
||||
|
||||
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);
|
||||
});
|
||||
it("should return correct value for face cards", () => {
|
||||
expect(getCardValue("J")).toBe(10);
|
||||
expect(getCardValue("Q")).toBe(15);
|
||||
expect(getCardValue("K")).toBe(20);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createCard", () => {
|
||||
it("should create a card with correct properties", () => {
|
||||
const card = createCard("spades_A", "spades", "A");
|
||||
expect(card.id).toBe("spades_A");
|
||||
expect(card.suit).toBe("spades");
|
||||
expect(card.rank).toBe("A");
|
||||
expect(card.value).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createEnemy", () => {
|
||||
it("should create an enemy with correct HP", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(enemy.rank).toBe("J");
|
||||
expect(enemy.value).toBe(10);
|
||||
expect(enemy.hp).toBe(20);
|
||||
expect(enemy.maxHp).toBe(20);
|
||||
});
|
||||
|
||||
describe('createEnemy', () => {
|
||||
it('should create an enemy with correct HP', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
expect(enemy.rank).toBe('J');
|
||||
expect(enemy.value).toBe(10);
|
||||
expect(enemy.hp).toBe(20);
|
||||
expect(enemy.maxHp).toBe(20);
|
||||
});
|
||||
it("should create enemy with different values for different ranks", () => {
|
||||
const jEnemy = createEnemy("enemy_0", "J", "spades");
|
||||
const qEnemy = createEnemy("enemy_1", "Q", "hearts");
|
||||
const kEnemy = createEnemy("enemy_2", "K", "diamonds");
|
||||
|
||||
it('should create enemy with different values for different ranks', () => {
|
||||
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
|
||||
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
|
||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
expect(kEnemy.value).toBe(20);
|
||||
|
||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
expect(kEnemy.value).toBe(20);
|
||||
expect(jEnemy.hp).toBe(20);
|
||||
expect(qEnemy.hp).toBe(30);
|
||||
expect(kEnemy.hp).toBe(40);
|
||||
});
|
||||
});
|
||||
|
||||
expect(jEnemy.hp).toBe(20);
|
||||
expect(qEnemy.hp).toBe(30);
|
||||
expect(kEnemy.hp).toBe(40);
|
||||
});
|
||||
describe("createAllCards", () => {
|
||||
it("should create 52 cards", () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
|
||||
describe('createAllCards', () => {
|
||||
it('should create 52 cards', () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
it("should have all suits and ranks", () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ["spades", "hearts", "diamonds", "clubs"];
|
||||
const ranks = [
|
||||
"A",
|
||||
"2",
|
||||
"3",
|
||||
"4",
|
||||
"5",
|
||||
"6",
|
||||
"7",
|
||||
"8",
|
||||
"9",
|
||||
"10",
|
||||
"J",
|
||||
"Q",
|
||||
"K",
|
||||
];
|
||||
|
||||
it('should have all suits and ranks', () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
|
||||
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const id = `${suit}_${rank}`;
|
||||
expect(cards[id]).toBeDefined();
|
||||
expect(cards[id].suit).toBe(suit);
|
||||
expect(cards[id].rank).toBe(rank);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const id = `${suit}_${rank}`;
|
||||
expect(cards[id]).toBeDefined();
|
||||
expect(cards[id].suit).toBe(suit);
|
||||
expect(cards[id].rank).toBe(rank);
|
||||
}
|
||||
}
|
||||
});
|
||||
describe("buildEnemyDeck", () => {
|
||||
it("should create 12 enemies (J/Q/K)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
|
||||
describe('buildEnemyDeck', () => {
|
||||
it('should create 12 enemies (J/Q/K)', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
it("should have J at top, Q in middle, K at bottom", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
|
||||
it('should have J at top, Q in middle, K at bottom', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe("J");
|
||||
}
|
||||
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe('J');
|
||||
}
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe("Q");
|
||||
}
|
||||
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe('Q');
|
||||
}
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe("K");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe('K');
|
||||
}
|
||||
});
|
||||
describe("buildTavernDeck", () => {
|
||||
it("should create 40 cards (A-10)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
|
||||
describe('buildTavernDeck', () => {
|
||||
it('should create 40 cards (A-10)', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
it("should not contain face cards", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
|
||||
it('should not contain face cards', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
for (const card of deck) {
|
||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (const card of deck) {
|
||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||
}
|
||||
});
|
||||
describe("isEnemyDefeated", () => {
|
||||
it("should return true when enemy HP <= 0", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
|
||||
enemy.hp = -5;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
describe('isEnemyDefeated', () => {
|
||||
it('should return true when enemy HP <= 0', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
|
||||
enemy.hp = -5;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for null enemy', () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
it("should return false for null enemy", () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Commands', () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
describe("Regicide - Commands", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck];
|
||||
state.currentEnemy = {...enemyDeck[0]};
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck];
|
||||
state.currentEnemy = { ...enemyDeck[0] };
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = 'hand_player1';
|
||||
card2.regionId = 'hand_player2';
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
state.regions.hand_player2.childIds.push(card2.id);
|
||||
}
|
||||
});
|
||||
}
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = "hand_player1";
|
||||
card2.regionId = "hand_player2";
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
state.regions.hand_player2.childIds.push(card2.id);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
describe('play command', () => {
|
||||
it('should deal damage to current enemy', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
describe("play command", () => {
|
||||
it("should deal damage to current enemy", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
|
||||
const result = await game.run(`play player1 ${cardId}`);
|
||||
const result = await game.run(`play player1 ${cardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
it('should double damage for clubs suit', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
|
||||
state.playerHands.player1.push('clubs_5');
|
||||
state.regions.hand_player1.childIds.push('clubs_5');
|
||||
});
|
||||
|
||||
const clubsCardId = 'clubs_5';
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const card = game.value.cards[clubsCardId];
|
||||
|
||||
await game.run(`play player1 ${clubsCardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
|
||||
});
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
describe('pass command', () => {
|
||||
it('should allow player to pass', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should double damage for clubs suit", async () => {
|
||||
const game = createTestContext();
|
||||
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 detect defeated enemy and reveal next', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should not defeat enemy if HP > 0", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const firstEnemy = game.value.currentEnemy!;
|
||||
game.produce(state => {
|
||||
state.currentEnemy!.hp = 0;
|
||||
});
|
||||
const currentEnemyId = game.value.currentEnemy!.id;
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||
});
|
||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||
});
|
||||
});
|
||||
|
||||
it('should not defeat enemy if HP > 0', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
describe("next-turn command", () => {
|
||||
it("should switch to next player", async () => {
|
||||
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 switch to next player', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should wrap around to first player", async () => {
|
||||
const game = createTestContext();
|
||||
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);
|
||||
});
|
||||
|
||||
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);
|
||||
});
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Game Flow', () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
describe("Regicide - Game Flow", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
it('should complete a full turn cycle', async () => {
|
||||
const game = createTestContext();
|
||||
it("should complete a full turn cycle", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||
state.currentEnemy = {...enemyDeck[0]};
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||
state.currentEnemy = { ...enemyDeck[0] };
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = 'hand_player1';
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
|
||||
await game.run(`play player1 ${cardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = "hand_player1";
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
it('should win game when all enemies defeated', async () => {
|
||||
const game = createTestContext();
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
await game.run(`play player1 ${cardId}`);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [];
|
||||
state.currentEnemy = null;
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
});
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
it("should win game when all enemies defeated", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
expect(game.value.phase).toBe('victory');
|
||||
expect(game.value.winner).toBe(true);
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [];
|
||||
state.currentEnemy = null;
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
game.produce((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
|
||||
expect(game.value.phase).toBe("victory");
|
||||
expect(game.value.winner).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -30,9 +30,10 @@ import type {
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/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>>,
|
||||
@@ -42,7 +43,7 @@ function createRunContext(
|
||||
const item = items.get(id);
|
||||
return item?.meta?.itemData ?? null;
|
||||
},
|
||||
getNeighborItems(_id: string): Iterable<string> {
|
||||
getAdjacentItems(_id: string): Iterable<string> {
|
||||
return [];
|
||||
},
|
||||
getConsumedUses(id: string): number {
|
||||
@@ -63,7 +64,7 @@ function createEffect(
|
||||
id: string,
|
||||
lifecycle: EffectData["lifecycle"],
|
||||
): EffectData {
|
||||
return { id, name: id, description: "", lifecycle };
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createCard(
|
||||
@@ -78,8 +79,8 @@ function createCard(
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "none" as const,
|
||||
effects: [] as const,
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -6,7 +6,6 @@ import {
|
||||
} from "@/core/game";
|
||||
import { createRegion } from "@/core/region";
|
||||
import {
|
||||
createStartWith,
|
||||
createTriggers,
|
||||
Triggers,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
@@ -26,20 +25,15 @@ import {
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
|
||||
import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import {
|
||||
CardEffect,
|
||||
getCards,
|
||||
getEffects,
|
||||
getEncounters,
|
||||
getEnemies,
|
||||
getItems,
|
||||
} from "@/samples/slay-the-spire-like/data/desert";
|
||||
const cards = getCards();
|
||||
const effects = getEffects();
|
||||
const encounters = getEncounters();
|
||||
const items = getItems();
|
||||
const enemies = getEnemies();
|
||||
|
||||
function createEffect(
|
||||
@@ -48,7 +42,7 @@ function createEffect(
|
||||
): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: "", lifecycle };
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
@@ -73,8 +67,8 @@ function createCard(
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "none" as const,
|
||||
effects: [],
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
return {
|
||||
id,
|
||||
@@ -162,7 +156,7 @@ function getTriggers(): Triggers {
|
||||
getItemData() {
|
||||
return null;
|
||||
},
|
||||
*getNeighborItems() {},
|
||||
*getAdjacentItems() {},
|
||||
async setConsumedUsesAsync() {},
|
||||
};
|
||||
const triggers = createTriggers(run);
|
||||
@@ -211,9 +205,9 @@ describe("desert triggers", () => {
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 5,
|
||||
sourceEntityKey: "enemy-0",
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
@@ -229,7 +223,7 @@ describe("desert triggers", () => {
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: drawEffect,
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
@@ -245,7 +239,7 @@ describe("desert triggers", () => {
|
||||
const initialEnergy = ctx.value.player.energy;
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: gainEnergyEffect,
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
@@ -267,7 +261,7 @@ describe("desert triggers", () => {
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: removeWoundEffect,
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
@@ -285,20 +279,20 @@ describe("desert triggers", () => {
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const defendEffect = createEffect("defend", "posture");
|
||||
const defendEffect = createEffect("defend", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defend = { data: defendEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
amount: 8,
|
||||
sourceEntityKey: "enemy-0",
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(2);
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(undefined);
|
||||
});
|
||||
|
||||
it("should reduce damage with damageReduce", async () => {
|
||||
@@ -318,9 +312,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
amount: 8,
|
||||
sourceEntityKey: "enemy-0",
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
@@ -340,9 +334,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: "enemy-0",
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(23);
|
||||
@@ -358,16 +352,18 @@ describe("desert triggers", () => {
|
||||
);
|
||||
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.onDamage.execute(ctx, {
|
||||
entityKey: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: "player",
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityId: "仙人掌怪-0",
|
||||
stacks: 5,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
@@ -382,12 +378,6 @@ describe("desert triggers", () => {
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const stormEffect = createEffect("storm", "permanent");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.storm = { data: stormEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
|
||||
|
||||
@@ -414,9 +404,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "幼沙虫-0",
|
||||
entityId: "幼沙虫-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.energy).toBe(2);
|
||||
@@ -441,9 +431,9 @@ describe("desert triggers", () => {
|
||||
let threw = false;
|
||||
try {
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "蜥蜴-0",
|
||||
entityId: "蜥蜴-0",
|
||||
amount: 1,
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
} catch (e) {
|
||||
threw = true;
|
||||
@@ -469,7 +459,7 @@ describe("desert triggers", () => {
|
||||
draft.player.effects.discard = { data: discardEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
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);
|
||||
@@ -486,7 +476,7 @@ describe("desert triggers", () => {
|
||||
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(5);
|
||||
expect(ctx.value.player.effects.defendNext).toBeUndefined();
|
||||
@@ -501,7 +491,7 @@ describe("desert triggers", () => {
|
||||
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||
|
||||
expect(ctx.value.player.energy).toBe(5);
|
||||
expect(ctx.value.player.effects.energyNext).toBeUndefined();
|
||||
@@ -520,7 +510,7 @@ describe("desert triggers", () => {
|
||||
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityKey: "player" });
|
||||
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();
|
||||
@@ -542,9 +532,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "仙人掌怪-0",
|
||||
entityId: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(2);
|
||||
@@ -564,9 +554,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "仙人掌怪-0",
|
||||
entityId: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(74);
|
||||
@@ -588,9 +578,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: "沙蝎-0",
|
||||
sourceEntityId: "沙蝎-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(23);
|
||||
@@ -611,9 +601,9 @@ describe("desert triggers", () => {
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: "骑马枪手-0",
|
||||
sourceEntityId: "骑马枪手-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(20);
|
||||
@@ -635,10 +625,10 @@ describe("desert triggers", () => {
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: crossbowEffect,
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
stacks: 0,
|
||||
cardId: "crossbow-1",
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
targetId: "仙人掌怪-0",
|
||||
});
|
||||
|
||||
@@ -659,7 +649,7 @@ describe("desert triggers", () => {
|
||||
|
||||
await triggers.onCardDiscarded.execute(ctx, {
|
||||
cardId: "fatigue-1",
|
||||
sourceEntityKey: "player",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(40);
|
||||
@@ -676,9 +666,9 @@ describe("desert triggers", () => {
|
||||
const triggers = getTriggers();
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityKey: "player",
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityKey: "秃鹫-0",
|
||||
sourceEntityId: "秃鹫-0",
|
||||
});
|
||||
|
||||
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||
|
||||
@@ -1,224 +1,244 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
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/progress/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';
|
||||
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: 'single',
|
||||
effects: [],
|
||||
};
|
||||
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,
|
||||
};
|
||||
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,
|
||||
};
|
||||
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);
|
||||
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 "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);
|
||||
// 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;
|
||||
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("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([]);
|
||||
});
|
||||
|
||||
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);
|
||||
it("should link cards to their source items", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
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([]);
|
||||
});
|
||||
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");
|
||||
});
|
||||
|
||||
describe('generateDeckFromInventory', () => {
|
||||
it('should generate correct number of cards based on shape cell counts', () => {
|
||||
const inv = createTestInventory();
|
||||
it("should set displayName and description from item data", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
for (const card of Object.values(deck.cards)) {
|
||||
expect(card.cardData.name).toBeTruthy();
|
||||
expect(card.cardData.desc).toBeTruthy();
|
||||
}
|
||||
|
||||
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);
|
||||
});
|
||||
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】");
|
||||
});
|
||||
|
||||
describe('createDeckRegions', () => {
|
||||
it('should create regions for all deck zones', () => {
|
||||
const regions = createDeckRegions();
|
||||
it("should assign unique IDs to each card from same item", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(regions.drawPile.id).toBe('drawPile');
|
||||
expect(regions.hand.id).toBe('hand');
|
||||
expect(regions.discardPile.id).toBe('discardPile');
|
||||
expect(regions.exhaustPile.id).toBe('exhaustPile');
|
||||
});
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "dagger-1",
|
||||
);
|
||||
|
||||
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([]);
|
||||
});
|
||||
const ids = daggerCards.map((c) => c.id);
|
||||
const uniqueIds = new Set(ids);
|
||||
expect(uniqueIds.size).toBe(ids.length);
|
||||
});
|
||||
|
||||
describe('createPlayerDeck', () => {
|
||||
it('should create an empty deck structure', () => {
|
||||
const deck = createPlayerDeck();
|
||||
it("should handle empty inventory", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
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([]);
|
||||
});
|
||||
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([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,355 +1,367 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import {
|
||||
checkCollision,
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
validatePlacement,
|
||||
transformShape,
|
||||
getOccupiedCells,
|
||||
IDENTITY_TRANSFORM,
|
||||
} from '@/samples/slay-the-spire-like/system/utils/shape-collision';
|
||||
checkCollision,
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
validateShapePlacement,
|
||||
transformShape,
|
||||
getOccupiedCells,
|
||||
IDENTITY_TRANSFORM,
|
||||
} from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
|
||||
describe('parseShapeString', () => {
|
||||
it('should parse a single cell with o', () => {
|
||||
const result = parseShapeString('o');
|
||||
expect(result.grid).toEqual([[true]]);
|
||||
expect(result.width).toBe(1);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(1);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
describe("parseShapeString", () => {
|
||||
it("should parse a single cell with o", () => {
|
||||
const result = parseShapeString("o");
|
||||
expect(result.grid).toEqual([[true]]);
|
||||
expect(result.width).toBe(1);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(1);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it('should parse a horizontal line', () => {
|
||||
const result = parseShapeString('oee');
|
||||
expect(result.width).toBe(3);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([[true, true, true]]);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
it("should parse a horizontal line", () => {
|
||||
const result = parseShapeString("oee");
|
||||
expect(result.width).toBe(3);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([[true, true, true]]);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it('should parse a vertical line', () => {
|
||||
const result = parseShapeString('oss');
|
||||
expect(result.width).toBe(1);
|
||||
expect(result.height).toBe(3);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([[true], [true], [true]]);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
it("should parse a vertical line", () => {
|
||||
const result = parseShapeString("oss");
|
||||
expect(result.width).toBe(1);
|
||||
expect(result.height).toBe(3);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([[true], [true], [true]]);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it('should parse an L shape', () => {
|
||||
const result = parseShapeString('oes');
|
||||
expect(result.width).toBe(2);
|
||||
expect(result.height).toBe(2);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([
|
||||
[true, true],
|
||||
[false, true],
|
||||
]);
|
||||
});
|
||||
it("should parse an L shape", () => {
|
||||
const result = parseShapeString("oes");
|
||||
expect(result.width).toBe(2);
|
||||
expect(result.height).toBe(2);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([
|
||||
[true, true],
|
||||
[false, true],
|
||||
]);
|
||||
});
|
||||
|
||||
it('should handle return command', () => {
|
||||
const result = parseShapeString('oeerww');
|
||||
expect(result.width).toBe(4);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(4);
|
||||
expect(result.grid).toEqual([[true, true, true, true]]);
|
||||
});
|
||||
it("should handle return command", () => {
|
||||
const result = parseShapeString("oeerww");
|
||||
expect(result.width).toBe(4);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(4);
|
||||
expect(result.grid).toEqual([[true, true, true, true]]);
|
||||
});
|
||||
|
||||
it('should handle case insensitivity', () => {
|
||||
const resultLower = parseShapeString('oes');
|
||||
const resultUpper = parseShapeString('OES');
|
||||
expect(resultLower.grid).toEqual(resultUpper.grid);
|
||||
expect(resultLower.count).toBe(resultUpper.count);
|
||||
});
|
||||
it("should handle case insensitivity", () => {
|
||||
const resultLower = parseShapeString("oes");
|
||||
const resultUpper = parseShapeString("OES");
|
||||
expect(resultLower.grid).toEqual(resultUpper.grid);
|
||||
expect(resultLower.count).toBe(resultUpper.count);
|
||||
});
|
||||
|
||||
it('should return empty grid for empty input', () => {
|
||||
const result = parseShapeString('');
|
||||
expect(result.grid).toEqual([[]]);
|
||||
expect(result.width).toBe(0);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(0);
|
||||
});
|
||||
it("should return empty grid for empty input", () => {
|
||||
const result = parseShapeString("");
|
||||
expect(result.grid).toEqual([[]]);
|
||||
expect(result.width).toBe(0);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(0);
|
||||
});
|
||||
|
||||
it('should track origin correctly', () => {
|
||||
// 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
|
||||
const result = parseShapeString('eeso');
|
||||
expect(result.originX).toBe(1);
|
||||
expect(result.originY).toBe(1);
|
||||
});
|
||||
it("should track origin correctly", () => {
|
||||
// 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
|
||||
const result = parseShapeString("eeso");
|
||||
expect(result.originX).toBe(1);
|
||||
expect(result.originY).toBe(1);
|
||||
});
|
||||
|
||||
it('should track origin at first o only', () => {
|
||||
const result = parseShapeString('oes');
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
it("should track origin at first o only", () => {
|
||||
const result = parseShapeString("oes");
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
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)
|
||||
// Filled: (0,0), (1,0), (0,1) - 3 cells
|
||||
const result = parseShapeString('oewers');
|
||||
expect(result.width).toBe(2);
|
||||
expect(result.height).toBe(2);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([
|
||||
[true, true],
|
||||
[true, false],
|
||||
]);
|
||||
});
|
||||
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)
|
||||
// Filled: (0,0), (1,0), (0,1) - 3 cells
|
||||
const result = parseShapeString("oewers");
|
||||
expect(result.width).toBe(2);
|
||||
expect(result.height).toBe(2);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([
|
||||
[true, true],
|
||||
[true, false],
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('shape-collision', () => {
|
||||
describe('getOccupiedCells', () => {
|
||||
it('should return cells for a single cell shape', () => {
|
||||
const shape = parseShapeString('o');
|
||||
const cells = getOccupiedCells(shape);
|
||||
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("shape-collision", () => {
|
||||
describe("getOccupiedCells", () => {
|
||||
it("should return cells for a single cell shape", () => {
|
||||
const shape = parseShapeString("o");
|
||||
const cells = getOccupiedCells(shape);
|
||||
expect(cells).toEqual([{ x: 0, y: 0 }]);
|
||||
});
|
||||
|
||||
describe('checkCollision', () => {
|
||||
it('should detect collision between 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: 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);
|
||||
});
|
||||
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 },
|
||||
]);
|
||||
});
|
||||
|
||||
describe('checkBoardCollision', () => {
|
||||
it('should detect collision with occupied cells', () => {
|
||||
const shape = parseShapeString('oe');
|
||||
const occupied = new Set(['0,0', '1,0']);
|
||||
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 },
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
describe("checkCollision", () => {
|
||||
it("should detect collision between overlapping shapes", () => {
|
||||
const shapeA = parseShapeString("o");
|
||||
const shapeB = parseShapeString("o");
|
||||
|
||||
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);
|
||||
});
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
describe('checkBounds', () => {
|
||||
it('should return true for shape within bounds', () => {
|
||||
const shape = parseShapeString('oe');
|
||||
it("should not detect collision between non-overlapping shapes", () => {
|
||||
const shapeA = parseShapeString("o");
|
||||
const shapeB = parseShapeString("o");
|
||||
|
||||
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);
|
||||
});
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
describe('validatePlacement', () => {
|
||||
it('should return valid for good placement', () => {
|
||||
const shape = parseShapeString('oe');
|
||||
const occupied = new Set<string>();
|
||||
it("should detect collision with adjacent shapes", () => {
|
||||
const shapeA = parseShapeString("o");
|
||||
const shapeB = parseShapeString("o");
|
||||
|
||||
const result = validatePlacement(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 = 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' });
|
||||
});
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
describe('transformShape', () => {
|
||||
it('should apply translation correctly', () => {
|
||||
const shape = parseShapeString('o');
|
||||
const transform = { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 3 } };
|
||||
it("should detect collision with rotation", () => {
|
||||
const shapeA = parseShapeString("oe");
|
||||
const shapeB = parseShapeString("os");
|
||||
|
||||
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 },
|
||||
]);
|
||||
});
|
||||
// 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 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 { parseCommand, type Command } from '@/utils/command';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { parseCommand, type Command } from "@/utils/command";
|
||||
|
||||
describe('parseCommand', () => {
|
||||
it('should parse empty string', () => {
|
||||
const result = parseCommand('');
|
||||
expect(result).toEqual({
|
||||
name: '',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: []
|
||||
});
|
||||
describe("parseCommand", () => {
|
||||
it("should parse empty string", () => {
|
||||
const result = parseCommand("");
|
||||
expect(result).toEqual({
|
||||
name: "",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command name only', () => {
|
||||
const result = parseCommand('move');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: []
|
||||
});
|
||||
it("should parse command name only", () => {
|
||||
const result = parseCommand("move");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with params', () => {
|
||||
const result = parseCommand('move meeple1 region1');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['meeple1', 'region1']
|
||||
});
|
||||
it("should parse command with params", () => {
|
||||
const result = parseCommand("move meeple1 region1");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["meeple1", "region1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with long flags', () => {
|
||||
const result = parseCommand('move meeple1 --force --quiet');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { force: true, quiet: true },
|
||||
options: {},
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with long flags", () => {
|
||||
const result = parseCommand("move meeple1 --force --quiet");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { force: true, quiet: true },
|
||||
options: {},
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with short flags', () => {
|
||||
const result = parseCommand('move meeple1 -f -q');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { f: true, q: true },
|
||||
options: {},
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with short flags", () => {
|
||||
const result = parseCommand("move meeple1 -f -q");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { f: true, q: true },
|
||||
options: {},
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with long options', () => {
|
||||
const result = parseCommand('move meeple1 --x 10 --y 20');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: { x: '10', y: '20' },
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with long options", () => {
|
||||
const result = parseCommand("move meeple1 --x 10 --y 20");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: { x: "10", y: "20" },
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with short options', () => {
|
||||
const result = parseCommand('move meeple1 -x 10 -y 20');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: { x: '10', y: '20' },
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with short options", () => {
|
||||
const result = parseCommand("move meeple1 -x 10 -y 20");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: { x: "10", y: "20" },
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with mixed flags和选项', () => {
|
||||
const result = parseCommand('move meeple1 region1 --force -x 10 -q');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { force: true, q: true },
|
||||
options: { x: '10' },
|
||||
params: ['meeple1', 'region1']
|
||||
});
|
||||
it("should parse command with mixed flags和选项", () => {
|
||||
const result = parseCommand("move meeple1 region1 --force -x 10 -q");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { force: true, q: true },
|
||||
options: { x: "10" },
|
||||
params: ["meeple1", "region1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle extra whitespace', () => {
|
||||
const result = parseCommand(' move meeple1 --force ');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { force: true },
|
||||
options: {},
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should handle extra whitespace", () => {
|
||||
const result = parseCommand(" move meeple1 --force ");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { force: true },
|
||||
options: {},
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse complex command', () => {
|
||||
const result = parseCommand('place meeple1 board --x 5 --y 3 --rotate 90 --force');
|
||||
expect(result).toEqual({
|
||||
name: 'place',
|
||||
flags: { force: true },
|
||||
options: { x: '5', y: '3', rotate: '90' },
|
||||
params: ['meeple1', 'board']
|
||||
});
|
||||
it("should parse complex command", () => {
|
||||
const result = parseCommand(
|
||||
"place meeple1 board --x 5 --y 3 --rotate 90 --force",
|
||||
);
|
||||
expect(result).toEqual({
|
||||
name: "place",
|
||||
flags: { force: true },
|
||||
options: { x: "5", y: "3", rotate: "90" },
|
||||
params: ["meeple1", "board"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should treat negative number as option value', () => {
|
||||
const result = parseCommand('set --value -10');
|
||||
expect(result).toEqual({
|
||||
name: 'set',
|
||||
flags: {},
|
||||
options: { value: '-10' },
|
||||
params: []
|
||||
});
|
||||
it("should treat negative number as option value", () => {
|
||||
const result = parseCommand("set --value -10");
|
||||
expect(result).toEqual({
|
||||
name: "set",
|
||||
flags: {},
|
||||
options: { value: "-10" },
|
||||
params: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse quoted string with double quotes', () => {
|
||||
const result = parseCommand('place tile "large castle" --x 5');
|
||||
expect(result).toEqual({
|
||||
name: 'place',
|
||||
flags: {},
|
||||
options: { x: '5' },
|
||||
params: ['tile', 'large castle']
|
||||
});
|
||||
it("should parse quoted string with double quotes", () => {
|
||||
const result = parseCommand('place tile "large castle" --x 5');
|
||||
expect(result).toEqual({
|
||||
name: "place",
|
||||
flags: {},
|
||||
options: { x: "5" },
|
||||
params: ["tile", "large castle"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse quoted string with single quotes', () => {
|
||||
const result = parseCommand("place tile 'large castle' --x 5");
|
||||
expect(result).toEqual({
|
||||
name: 'place',
|
||||
flags: {},
|
||||
options: { x: '5' },
|
||||
params: ['tile', 'large castle']
|
||||
});
|
||||
it("should parse quoted string with single quotes", () => {
|
||||
const result = parseCommand("place tile 'large castle' --x 5");
|
||||
expect(result).toEqual({
|
||||
name: "place",
|
||||
flags: {},
|
||||
options: { x: "5" },
|
||||
params: ["tile", "large castle"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle escaped quotes', () => {
|
||||
const result = parseCommand('say "hello \\"world\\""');
|
||||
expect(result).toEqual({
|
||||
name: 'say',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['hello "world"']
|
||||
});
|
||||
it("should handle escaped quotes", () => {
|
||||
const result = parseCommand('say "hello \\"world\\""');
|
||||
expect(result).toEqual({
|
||||
name: "say",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['hello "world"'],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle escaped backslash', () => {
|
||||
const result = parseCommand('set path "C:\\\\Users"');
|
||||
expect(result).toEqual({
|
||||
name: 'set',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['path', 'C:\\Users']
|
||||
});
|
||||
it("should handle escaped backslash", () => {
|
||||
const result = parseCommand('set path "C:\\\\Users"');
|
||||
expect(result).toEqual({
|
||||
name: "set",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["path", "C:\\Users"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle mixed quotes', () => {
|
||||
const result = parseCommand('cmd "hello world" \'foo bar\' --flag');
|
||||
expect(result).toEqual({
|
||||
name: 'cmd',
|
||||
flags: { flag: true },
|
||||
options: {},
|
||||
params: ['hello world', 'foo bar']
|
||||
});
|
||||
it("should handle mixed quotes", () => {
|
||||
const result = parseCommand("cmd \"hello world\" 'foo bar' --flag");
|
||||
expect(result).toEqual({
|
||||
name: "cmd",
|
||||
flags: { flag: true },
|
||||
options: {},
|
||||
params: ["hello world", "foo bar"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle quote in middle of argument', () => {
|
||||
const result = parseCommand('cmd "hello\'s world"');
|
||||
expect(result).toEqual({
|
||||
name: 'cmd',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["hello's world"]
|
||||
});
|
||||
it("should handle quote in middle of argument", () => {
|
||||
const result = parseCommand('cmd "hello\'s world"');
|
||||
expect(result).toEqual({
|
||||
name: "cmd",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["hello's world"],
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
+396
-387
@@ -1,436 +1,445 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createMiddlewareChain, type MiddlewareChain } from '@/utils/middleware';
|
||||
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 });
|
||||
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);
|
||||
});
|
||||
expect(result).toEqual({ value: 42 });
|
||||
});
|
||||
|
||||
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();
|
||||
});
|
||||
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 });
|
||||
|
||||
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);
|
||||
});
|
||||
expect(result).toBe("value is 42");
|
||||
});
|
||||
|
||||
describe('multiple middlewares', () => {
|
||||
it('should execute middlewares in order', async () => {
|
||||
const order: number[] = [];
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
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 });
|
||||
|
||||
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;
|
||||
});
|
||||
expect(result).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
await chain.execute({ value: 0 });
|
||||
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();
|
||||
});
|
||||
|
||||
expect(order).toEqual([1, 2, 3, 4]);
|
||||
});
|
||||
const result = await chain.execute({ count: 5 });
|
||||
|
||||
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]);
|
||||
});
|
||||
expect(result.count).toBe(10);
|
||||
});
|
||||
|
||||
describe('nested next calls', () => {
|
||||
it('should advance index on each next call, skipping remaining middlewares', async () => {
|
||||
const chain = createMiddlewareChain<{ counter: number }>();
|
||||
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;
|
||||
});
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
await next();
|
||||
await next();
|
||||
});
|
||||
const result = await chain.execute({ value: 21 });
|
||||
|
||||
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 { 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);
|
||||
});
|
||||
expect(result).toBe(42);
|
||||
});
|
||||
|
||||
describe('async behavior', () => {
|
||||
it('should handle async middlewares', async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
it("should allow middleware to short-circuit without calling next", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
chain.use(async (_ctx, _next) => {
|
||||
return { value: 999 };
|
||||
});
|
||||
|
||||
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: 1 });
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
expect(result.value).toBe(999);
|
||||
});
|
||||
});
|
||||
|
||||
expect(result.value).toBe(3);
|
||||
});
|
||||
describe("multiple middlewares", () => {
|
||||
it("should execute middlewares in order", async () => {
|
||||
const order: number[] = [];
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
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;
|
||||
}
|
||||
);
|
||||
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;
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 5 });
|
||||
await chain.execute({ value: 0 });
|
||||
|
||||
expect(result).toBe(50);
|
||||
});
|
||||
expect(order).toEqual([1, 2, 3, 4]);
|
||||
});
|
||||
|
||||
describe('error handling', () => {
|
||||
it('should propagate errors from middleware', async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
it("should accumulate modifications through the chain", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async () => {
|
||||
throw new Error('middleware error');
|
||||
});
|
||||
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();
|
||||
});
|
||||
|
||||
await expect(chain.execute({ value: 1 })).rejects.toThrow('middleware error');
|
||||
});
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
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);
|
||||
});
|
||||
expect(result.value).toBe(5);
|
||||
});
|
||||
|
||||
describe('return type override', () => {
|
||||
it('should support different TReturn type than TContext', async () => {
|
||||
const chain = createMiddlewareChain<{ name: string }, string>(
|
||||
async ctx => `Hello, ${ctx.name}!`
|
||||
);
|
||||
it("should allow middleware to modify result on the way back", async () => {
|
||||
const chain = createMiddlewareChain<{ base: number }, number>(
|
||||
async (ctx) => ctx.base,
|
||||
);
|
||||
|
||||
const result = await chain.execute({ name: 'World' });
|
||||
chain.use(async (_ctx, next) => {
|
||||
const result = await next();
|
||||
return result + 10;
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
const result = await next();
|
||||
return result * 2;
|
||||
});
|
||||
|
||||
expect(result).toBe('Hello, World!');
|
||||
});
|
||||
const result = await chain.execute({ base: 5 });
|
||||
|
||||
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);
|
||||
});
|
||||
expect(result).toBe(20);
|
||||
});
|
||||
|
||||
describe('reusability', () => {
|
||||
it('should reset index on each execute call', async () => {
|
||||
const chain = createMiddlewareChain<{ count: number }>();
|
||||
it("should allow middleware to short-circuit in the middle", async () => {
|
||||
const executed: number[] = [];
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.count += 1;
|
||||
return next();
|
||||
});
|
||||
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 resultA = await chain.execute({ count: 0 });
|
||||
const resultB = await chain.execute({ count: 0 });
|
||||
const result = await chain.execute({ value: 100 });
|
||||
|
||||
expect(resultA.count).toBe(1);
|
||||
expect(resultB.count).toBe(1);
|
||||
});
|
||||
expect(result.value).toBe(-1);
|
||||
expect(executed).toEqual([1, 2]);
|
||||
});
|
||||
});
|
||||
|
||||
it('should share middlewares across execute calls', async () => {
|
||||
const chain = createMiddlewareChain<{ log: string[] }>();
|
||||
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) => {
|
||||
ctx.log.push('always');
|
||||
return next();
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
await next();
|
||||
await next();
|
||||
return undefined as unknown as { counter: number };
|
||||
});
|
||||
|
||||
await chain.execute({ log: [] });
|
||||
await chain.execute({ log: [] });
|
||||
const result = await chain.execute({ counter: 0 });
|
||||
|
||||
expect(chain).toBeDefined();
|
||||
});
|
||||
expect(result).toBeUndefined();
|
||||
});
|
||||
|
||||
describe('edge cases', () => {
|
||||
it('should handle empty context object', async () => {
|
||||
const chain = createMiddlewareChain<Record<string, never>>();
|
||||
const result = await chain.execute({});
|
||||
it("should allow middleware to call next conditionally", async () => {
|
||||
const chain = createMiddlewareChain<{ skip: boolean; value: number }>();
|
||||
|
||||
expect(result).toEqual({});
|
||||
});
|
||||
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();
|
||||
});
|
||||
|
||||
it('should handle middleware that returns a completely different object', async () => {
|
||||
const chain = createMiddlewareChain<{ x: number }, { y: string }>(
|
||||
async () => ({ y: 'default' })
|
||||
);
|
||||
const resultA = await chain.execute({ skip: true, value: 0 });
|
||||
const resultB = await chain.execute({ skip: false, value: 0 });
|
||||
|
||||
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;
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
expect(result).toBeUndefined();
|
||||
});
|
||||
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();
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user