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20 changed files with 399 additions and 380 deletions

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# type: 'item' = inventory item card, 'status' = status effect card # type: 'item' = inventory item card, 'status' = status effect card
# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free # costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
# targetType: 'single' = target one enemy, 'none' = no target # targetType: 'single' = target one enemy, 'none' = no target
# type CardType = 'item' | 'status'
# type CardCostType = 'energy' | 'uses' | 'none'
# type CardTargetType = 'player' | 'enemy' | 'enemies'
# inject effects = ~cardEffect(card) # inject effects = ~cardEffect(card)
id,name,desc,type,costType,costCount,targetType id,name,desc,type,costType,costCount,targetType
string,string,string,CardType,CardCostType,int,CardTargetType string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none'
sword,剑,【攻击2】【攻击2】,item,energy,1,enemy sword,剑,【攻击2】【攻击2】,item,energy,1,single
greataxe,长斧,对全体【攻击5】,item,energy,2,enemies 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,enemy 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,enemy 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,enemy 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,enemy 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,player shield,盾,【防御3】,item,energy,1,none
hat,斗笠,【防御8】,item,energy,2,player 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,player 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,player bracer,护腕,【防御1】抓1张牌,item,energy,0,none
greatshield,大盾,【防御5】,item,energy,1,player 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,player 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,player 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,player 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,player 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,player 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,player 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,player 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,player 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,player 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,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,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,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,none
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player 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,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,none
wound,伤口,无效果占用手牌和牌堆,status,none,0,player 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,player 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,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,none
static,静电,在手里时受电击伤害+1,status,none,0,player 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,player 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,player vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none

1 # cardDesert: unified card definitions for item cards and status cards
2 # type: 'item' = inventory item card, 'status' = status effect card
3 # costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
4 # targetType: 'single' = target one enemy, 'none' = no target
# type CardType = 'item' | 'status'
# type CardCostType = 'energy' | 'uses' | 'none'
# type CardTargetType = 'player' | 'enemy' | 'enemies'
# inject effects = ~cardEffect(card)
id,name,desc,type,costType,costCount,targetType
5 string,string,string,CardType,CardCostType,int,CardTargetType # inject effects = ~cardEffect(card)
6 sword,剑,【攻击2】【攻击2】,item,energy,1,enemy id,name,desc,type,costType,costCount,targetType
7 greataxe,长斧,对全体【攻击5】,item,energy,2,enemies string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none'
8 spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy sword,剑,【攻击2】【攻击2】,item,energy,1,single
9 dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy greataxe,长斧,对全体【攻击5】,item,energy,2,none
10 dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single
11 crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy dagger,短刀,【攻击3】【攻击3】,item,energy,1,single
12 shield,盾,【防御3】,item,energy,1,player dart,飞镖,【攻击1】抓一张牌,item,energy,0,single
13 hat,斗笠,【防御8】,item,energy,2,player crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single
14 cape,披风,【防御2】下回合【防御2】,item,energy,1,player shield,盾,【防御3】,item,energy,1,none
15 bracer,护腕,【防御1】抓1张牌,item,energy,0,player hat,斗笠,【防御8】,item,energy,2,none
16 greatshield,大盾,【防御5】,item,energy,1,player cape,披风,【防御2】下回合【防御2】,item,energy,1,none
17 chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player bracer,护腕,【防御1】抓1张牌,item,energy,0,none
18 bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player greatshield,大盾,【防御5】,item,energy,1,none
19 poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none
20 fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none
21 vitalityPotion,活力药剂,获得1点能量,item,uses,3,player poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none
22 focusPotion,集中药剂,抓2张牌,item,uses,3,player fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none
23 healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player vitalityPotion,活力药剂,获得1点能量,item,uses,3,none
24 waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player focusPotion,集中药剂,抓2张牌,item,uses,3,none
25 rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none
26 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 waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none
27 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 rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none
28 whetstone,磨刀石,周围物品的牌【攻击】+3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,none
29 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 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
30 wound,伤口,无效果占用手牌和牌堆,status,none,0,player whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none
31 venom,蛇毒,弃掉时受到3点伤害,status,none,0,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,none
32 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 wound,伤口,无效果占用手牌和牌堆,status,none,0,none
33 static,静电,在手里时受电击伤害+1,status,none,0,player venom,蛇毒,弃掉时受到3点伤害,status,none,0,none
34 fatigue,疲劳,占用手牌,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,none
35 vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player static,静电,在手里时受电击伤害+1,status,none,0,none
36 fatigue,疲劳,占用手牌,status,none,0,none
37 vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none
38

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import type { CardEffect } from './cardEffect.csv'; 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 { type CardTable = readonly {
readonly id: string; readonly id: string;
readonly name: string; readonly name: string;
readonly desc: string; readonly desc: string;
readonly type: CardType; readonly type: "item" | "status";
readonly costType: CardCostType; readonly costType: "energy" | "uses" | "none";
readonly costCount: number; readonly costCount: number;
readonly targetType: CardTargetType; readonly targetType: "single" | "none";
readonly effects: CardEffect[]; readonly effects: CardEffect[];
}[]; }[];

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# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
# type CardEffectTarget = 'user' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
# type CardEffectList = [effect: @effect; stacks: number][]
id,card,trigger,target,effects id,card,trigger,target,effects
string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList string,@card,'onPlay'|'onDraw'|'onDiscard','self'|'target'|'all'|'random',[@effect;number][]
sword,sword,onPlay,eachTarget,[attack;2];[attack;2] sword,sword,onPlay,target,[attack;2];[attack;2]
greataxe,greataxe,onPlay,eachTarget,[attack;5] greataxe,greataxe,onPlay,all,[attack;5]
spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2] spear,spear,onPlay,target,[attack;2];[attack;2];[attack;2]
dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3] dagger,dagger,onPlay,target,[attack;3];[attack;3]
dart,dart,onPlay,eachTarget,[attack;1] dart,dart,onPlay,target,[attack;1]
dart-draw,dart,onPlay,user,[draw;1] dart-draw,dart,onPlay,self,[draw;1]
crossbow,crossbow,onPlay,eachTarget,[attack;6] crossbow,crossbow,onPlay,target,[attack;6]
crossbow-combo,crossbow,onPlay,user,[crossbow;0] crossbow-combo,crossbow,onPlay,self,[crossbow;0]
shield,shield,onPlay,user,[defend;3] shield,shield,onPlay,self,[defend;3]
hat,hat,onPlay,user,[defend;8] hat,hat,onPlay,self,[defend;8]
cape,cape,onPlay,user,[defend;2];[defendNext;2] cape,cape,onPlay,self,[defend;2];[defendNext;2]
bracer,bracer,onPlay,user,[defend;1];[draw;1] bracer,bracer,onPlay,self,[defend;1];[draw;1]
greatshield,greatshield,onPlay,user,[defend;5] greatshield,greatshield,onPlay,self,[defend;5]
chainmail,chainmail,onPlay,user,[damageReduce;3] chainmail,chainmail,onPlay,self,[damageReduce;3]
bandage,bandage,onPlay,user,[removeWound;1] bandage,bandage,onPlay,self,[removeWound;1]
poisonPotion,poisonPotion,onPlay,user,[attackBuff;2] poisonPotion,poisonPotion,onPlay,self,[attackBuff;2]
fortifyPotion,fortifyPotion,onPlay,user,[defendBuff;2] fortifyPotion,fortifyPotion,onPlay,self,[defendBuff;2]
vitalityPotion,vitalityPotion,onPlay,user,[gainEnergy;1] vitalityPotion,vitalityPotion,onPlay,self,[gainEnergy;1]
focusPotion,focusPotion,onPlay,user,[draw;2] focusPotion,focusPotion,onPlay,self,[draw;2]
healingPotion,healingPotion,onPlay,user,[removeWound;3] healingPotion,healingPotion,onPlay,self,[removeWound;3]
waterBag,waterBag,onPlay,user,[energyNext;1];[drawNext;2] waterBag,waterBag,onPlay,self,[energyNext;1];[drawNext;2]
rope,rope,onPlay,user,[defendBuffUntilPlay;2] rope,rope,onPlay,self,[defendBuffUntilPlay;2]
belt,belt,onPlay,user,[drawChoice;1] belt,belt,onPlay,self,[drawChoice;1]
torch,torch,onPlay,user,[burnForEnergy;1] torch,torch,onPlay,self,[burnForEnergy;1]
whetstone,whetstone,onPlay,user,[attackBuffUntilPlay;3] whetstone,whetstone,onPlay,self,[attackBuffUntilPlay;3]
blacksmithHammer,blacksmithHammer,onPlay,user,[transformRandom;1] blacksmithHammer,blacksmithHammer,onPlay,self,[transformRandom;1]
venom,venom,onDiscard,user,[attack;3] venom,venom,onDiscard,self,[attack;3]
curse,curse,onDraw,user,[curse;1] curse,curse,onDraw,self,[curse;1]
static,static,onDraw,user,[static;1] static,static,onDraw,self,[static;1]
vultureEye,vultureEye,onDraw,user,[expose;3] vultureEye,vultureEye,onDraw,self,[expose;3]

1 # type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard' id card trigger target effects
# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
# type CardEffectTarget = 'user' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
# type CardEffectList = [effect: @effect; stacks: number][]
id,card,trigger,target,effects
1 string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList id card trigger target effects
2 sword,sword,onPlay,eachTarget,[attack;2];[attack;2] string @card 'onPlay'|'onDraw'|'onDiscard' 'self'|'target'|'all'|'random' [@effect;number][]
3 greataxe,greataxe,onPlay,eachTarget,[attack;5] sword sword onPlay target [attack;2];[attack;2]
4 spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2] greataxe greataxe onPlay all [attack;5]
5 dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3] spear spear onPlay target [attack;2];[attack;2];[attack;2]
6 dart,dart,onPlay,eachTarget,[attack;1] dagger dagger onPlay target [attack;3];[attack;3]
7 dart-draw,dart,onPlay,user,[draw;1] dart dart onPlay target [attack;1]
8 crossbow,crossbow,onPlay,eachTarget,[attack;6] dart-draw dart onPlay self [draw;1]
9 crossbow-combo,crossbow,onPlay,user,[crossbow;0] crossbow crossbow onPlay target [attack;6]
10 shield,shield,onPlay,user,[defend;3] crossbow-combo crossbow onPlay self [crossbow;0]
11 hat,hat,onPlay,user,[defend;8] shield shield onPlay self [defend;3]
12 cape,cape,onPlay,user,[defend;2];[defendNext;2] hat hat onPlay self [defend;8]
13 bracer,bracer,onPlay,user,[defend;1];[draw;1] cape cape onPlay self [defend;2];[defendNext;2]
14 greatshield,greatshield,onPlay,user,[defend;5] bracer bracer onPlay self [defend;1];[draw;1]
15 chainmail,chainmail,onPlay,user,[damageReduce;3] greatshield greatshield onPlay self [defend;5]
16 bandage,bandage,onPlay,user,[removeWound;1] chainmail chainmail onPlay self [damageReduce;3]
17 poisonPotion,poisonPotion,onPlay,user,[attackBuff;2] bandage bandage onPlay self [removeWound;1]
18 fortifyPotion,fortifyPotion,onPlay,user,[defendBuff;2] poisonPotion poisonPotion onPlay self [attackBuff;2]
19 vitalityPotion,vitalityPotion,onPlay,user,[gainEnergy;1] fortifyPotion fortifyPotion onPlay self [defendBuff;2]
20 focusPotion,focusPotion,onPlay,user,[draw;2] vitalityPotion vitalityPotion onPlay self [gainEnergy;1]
21 healingPotion,healingPotion,onPlay,user,[removeWound;3] focusPotion focusPotion onPlay self [draw;2]
22 waterBag,waterBag,onPlay,user,[energyNext;1];[drawNext;2] healingPotion healingPotion onPlay self [removeWound;3]
23 rope,rope,onPlay,user,[defendBuffUntilPlay;2] waterBag waterBag onPlay self [energyNext;1];[drawNext;2]
24 belt,belt,onPlay,user,[drawChoice;1] rope rope onPlay self [defendBuffUntilPlay;2]
25 torch,torch,onPlay,user,[burnForEnergy;1] belt belt onPlay self [drawChoice;1]
26 whetstone,whetstone,onPlay,user,[attackBuffUntilPlay;3] torch torch onPlay self [burnForEnergy;1]
27 blacksmithHammer,blacksmithHammer,onPlay,user,[transformRandom;1] whetstone whetstone onPlay self [attackBuffUntilPlay;3]
28 venom,venom,onDiscard,user,[attack;3] blacksmithHammer blacksmithHammer onPlay self [transformRandom;1]
29 curse,curse,onDraw,user,[curse;1] venom venom onDiscard self [attack;3]
30 static,static,onDraw,user,[static;1] curse curse onDraw self [curse;1]
31 vultureEye,vultureEye,onDraw,user,[expose;3] static static onDraw self [static;1]
32 vultureEye vultureEye onDraw self [expose;3]

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import type { Card } from './card.csv'; import type { Card } from './card.csv';
import type { Effect } from './effect.csv'; import type { Effect } from './effect.csv';
export type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard';
export type CardEffectTarget = 'user' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player';
export type CardEffectList = [effect: Effect, stacks: number][];
type CardEffectTable = readonly { type CardEffectTable = readonly {
readonly id: string; readonly id: string;
readonly card: Card; readonly card: Card;
readonly trigger: CardEffectTrigger; readonly trigger: "onPlay" | "onDraw" | "onDiscard";
readonly target: CardEffectTarget; readonly target: "self" | "target" | "all" | "random";
readonly effects: CardEffectList; readonly effects: [Effect, number][];
}[]; }[];
export type CardEffect = CardEffectTable[number]; export type CardEffect = CardEffectTable[number];

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@ -11,42 +11,40 @@
# itemUntilDiscard: 施加buff到周围物品物品被弃掉后失效 # itemUntilDiscard: 施加buff到周围物品物品被弃掉后失效
# itemPermanent: 施加buff到周围物品持续整场冒险 # itemPermanent: 施加buff到周围物品持续整场冒险
# type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent' id, name, description, lifecycle
string, string, string, 'instant'|'temporary'|'lingering'|'permanent'|'posture'|'item'|'itemTemporary'|'itemUntilPlay'|'itemUntilDiscard'|'itemPermanent'
id, name, description, lifecycle, emoji attack, 攻击, 对对手造成伤害, instant
string, string, string, EffectLifecycle, string defend, 防御, 抵消下次行动前受到的伤害, temporary
attack, 攻击, 对对手造成伤害, instant, ⚔️ spike, 尖刺, 对攻击者造成X点伤害, permanent
defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️ 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
spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵 curse, 诅咒, 受攻击时物品攻击-1直到弃掉一张该物品的牌, lingering
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, 🧪 aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture
curse, 诅咒, 受攻击时物品攻击-1直到弃掉一张该物品的牌, lingering, 💀 roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture
aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture, 🎯 rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant
roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲 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
rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥 tailSting, 尾刺, 攻击时伤害提升X, posture
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, 👁️ energyDrain, 能量吸取, 受伤时玩家失去X点能量, lingering
tailSting, 尾刺, 攻击时伤害提升X, posture, 🦂 molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture
energyDrain, 能量吸取, 受伤时玩家失去X点能量, lingering, 🔋 discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering
molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚 storm, 风暴, 攻击时给玩家塞入1张静电, permanent
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️ static, 静电, 在手里时受电击伤害+1, permanent
storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡ charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering
static, 静电, 在手里时受电击伤害+1, permanent, ⚡ summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎 summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟 reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛 draw, 抓牌, 抓X张牌, instant
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅 crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant
draw, 抓牌, 抓X张牌, instant, 🃏 defendNext, 下回合防御, 下回合开始时获得防御, temporary
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹 damageReduce, 减伤, 本回合受到的伤害减少X, temporary
defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️ removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant
damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉 attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹 defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️ gainEnergy, 获得能量, 获得X点能量, instant
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️ energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary
gainEnergy, 获得能量, 获得X点能量, instant, ⚡ drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary, ⚡ defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏 drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️ burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, 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, 🔍 attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay, 🔥 transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay, ⚔️ expose, 暴露, 受到的伤害+1/每层, temporary
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, 👁️

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export type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent';
type EffectTable = readonly { type EffectTable = readonly {
readonly id: string; readonly id: string;
readonly name: string; readonly name: string;
readonly description: string; readonly description: string;
readonly lifecycle: EffectLifecycle; readonly lifecycle: "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent";
readonly emoji: string;
}[]; }[];
export type Effect = EffectTable[number]; export type Effect = EffectTable[number];

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@ -6,11 +6,8 @@
# curio (8): random pickup of treasure or resources # curio (8): random pickup of treasure or resources
# enemies: array of [enemyId; initialHp; buffs[]] # 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 id,type,name,description,enemies,dialogue
string,EncounterType,string,string,EnemyList,string string,'minion'|'elite'|'event'|'shop'|'camp'|'curio',string,string,[data: @enemy; hp: int; effects: [effect: @effect;stacks: int][]][],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;[]], 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;[]], 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;[]], 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;[]],

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import type { Enemy } from './enemy.csv'; import type { Enemy } from './enemy.csv';
import type { Effect } from './effect.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 { type EncounterTable = readonly {
readonly id: string; readonly id: string;
readonly type: EncounterType; readonly type: "minion" | "elite" | "event" | "shop" | "camp" | "curio";
readonly name: string; readonly name: string;
readonly description: string; readonly description: string;
readonly enemies: EnemyList; readonly enemies: [data: Enemy, hp: number, effects: [effect: Effect, stacks: number][]][];
readonly dialogue: string; readonly dialogue: string;
}[]; }[];

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@ -1,13 +1,5 @@
import getItems, { Item } from "./item.csv"; 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 getCards } from "./card.csv";
export { default as getEffects } from "./effect.csv"; export { default as getEffects } from "./effect.csv";
export { default as getEncounters } from "./encounter.csv"; export { default as getEncounters } from "./encounter.csv";

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# initBuffs: initial buffs for this intent (applied when intent becomes active) # initBuffs: initial buffs for this intent (applied when intent becomes active)
# effects: effects executed when this intent is active # effects: effects executed when this intent is active
# type IntentEffectTarget = 'user' | 'eachEnemy' | 'randomEnemy' | 'player'
# type IntentEffect = [IntentEffectTarget;@effect;number]
# type IntentEffectList = IntentEffect[]
id,enemy,initialIntent,nextIntents,brokenIntent,effects id,enemy,initialIntent,nextIntents,brokenIntent,effects
string,@enemy,boolean,@intent[],@intent[],IntentEffectList 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,,[user;spike;1];[user;defend;4] 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,,[user;defend;8] 仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[self;defend;8]
仙人掌怪-attack,仙人掌怪,false,仙人掌怪-boost,,[player;attack;5] 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-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-attack,蛇,false,蛇-poison;蛇-boost,,[player;attack;6]
蛇-boost,蛇,false,蛇-poison;蛇-attack,,[user;defend;3];[player;venom;1] 蛇-boost,蛇,false,蛇-poison;蛇-attack,,[self;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-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,,[user;defend;6] 木乃伊-defend,木乃伊,false,木乃伊-attack,,[self;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] 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,,[user;aim;2] 枪手-aim,枪手,true,枪手-attack,,[self;aim;2]
枪手-attack,枪手,false,枪手-aim;枪手-defend,枪手-aim,[player;attack;8] 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,[user;defend;5] 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,,[user;roll;5];[user;defend;4] 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,,[user;defend;8] 风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[self;defend;8]
风卷草-attack,风卷草,false,风卷草-boost,,[player;rollDamage;0] 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-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,,[user;defend;5] 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,,[user;tailSting;2] 沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[self;tailSting;2]
沙蝎-attack,沙蝎,false,沙蝎-boost;沙蝎-attack,,[player;attack;6] 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,,[user;defend;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,,[user;energyDrain;1];[user;defend;4] 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-attack,幼沙虫,false,幼沙虫-defend;幼沙虫-defend,,[player;attack;5] 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-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,,[user;defend;6] 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,,[user;molt;3] 蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[self;molt;3]
沙匪-attack,沙匪,true,沙匪-attack;沙匪-heavyAttack,,[player;attack;6] 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-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] 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,,[user;storm;2];[user;defend;3] 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-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-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,,[user;defend;8] 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,,[user;charge;2] 骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[self;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-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,[user;defend;5] 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,,[user;summonSandwormLarva;18] 沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[self;summonSandwormLarva;18]
沙虫王-attack,沙虫王,false,沙虫王-summon;沙虫王-defend,,[player;attack;9] 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,,[user;defend;6] 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,,[user;summonMummy;14] 沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[self;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-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,,[user;defend;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,,[user;reviveMummy;1] 沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[self;reviveMummy;1]

Can't render this file because it has a wrong number of fields in line 13.

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@ -1,17 +1,13 @@
import type { Enemy } from './enemy.csv'; import type { Enemy } from './enemy.csv';
import type { Effect } from './effect.csv'; import type { Effect } from './effect.csv';
export type IntentEffectTarget = 'user' | 'eachEnemy' | 'randomEnemy' | 'player';
export type IntentEffect = [IntentEffectTarget, Effect, number];
export type IntentEffectList = IntentEffect[];
type IntentTable = readonly { type IntentTable = readonly {
readonly id: string; readonly id: string;
readonly enemy: Enemy; readonly enemy: Enemy;
readonly initialIntent: boolean; readonly initialIntent: boolean;
readonly nextIntents: Intent[]; readonly nextIntents: Intent[];
readonly brokenIntent: Intent[]; readonly brokenIntent: Intent[];
readonly effects: IntentEffectList; readonly effects: ["self" | "player" | "team", Effect, number][];
}[]; }[];
export type Intent = IntentTable[number]; export type Intent = IntentTable[number];

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@ -2,20 +2,26 @@ import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects"; import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
import { moveToRegion } from "@/core/region"; import { moveToRegion } from "@/core/region";
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types"; 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 { GameCard } from "@/samples/slay-the-spire-like/system/deck";
import getEffects from "../effect.csv";
import getCards from "../card.csv"; import getCards from "../card.csv";
export function addInstantEffectTriggers(triggers: Triggers) { export function addInstantEffectTriggers(triggers: Triggers) {
const effects = getEffects();
const cards = getCards(); const cards = getCards();
function findCard(id: string) { function findEffect(id: string): EffectData {
return cards.find((c) => c.id === id); const found = effects.find((e: EffectData) => e.id === id);
if (found) return found;
return { id, name: id, description: "", lifecycle: "instant" } as EffectData;
} }
function createStatusCard( function findCard(id: string) {
draft: CombatGameContext["value"], return cards.find(c => c.id === id);
cardId: string, }
): void {
function createStatusCard(draft: CombatGameContext["value"], cardId: string): void {
const cardData = findCard(cardId); const cardData = findCard(cardId);
if (!cardData) return; if (!cardData) return;
@ -42,7 +48,7 @@ export function addInstantEffectTriggers(triggers: Triggers) {
function getAllEnemyDataFromState(state: CombatGameContext["value"]) { function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
const seen = new Set<string>(); const seen = new Set<string>();
const result: (typeof state.enemies)[number]["enemy"][] = []; const result: typeof state.enemies[number]["enemy"][] = [];
for (const enemy of state.enemies) { for (const enemy of state.enemies) {
if (!seen.has(enemy.enemy.id)) { if (!seen.has(enemy.enemy.id)) {
seen.add(enemy.enemy.id); seen.add(enemy.enemy.id);
@ -52,24 +58,16 @@ export function addInstantEffectTriggers(triggers: Triggers) {
return result; return result;
} }
function summonEnemy( function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) {
draft: CombatGameContext["value"],
enemyId: string,
hp: number,
) {
for (const enemyData of getAllEnemyDataFromState(draft)) { for (const enemyData of getAllEnemyDataFromState(draft)) {
if (enemyData.id === enemyId) { if (enemyData.id === enemyId) {
const existing = draft.enemies.find( const existing = draft.enemies.find(e => e.enemy.id === enemyId && !e.isAlive);
(e) => e.enemy.id === enemyId && !e.isAlive,
);
if (existing) { if (existing) {
existing.isAlive = true; existing.isAlive = true;
existing.hp = existing.maxHp; existing.hp = existing.maxHp;
return; return;
} }
const intent = const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0];
enemyData.intents.find((i) => i.initialIntent) ??
enemyData.intents[0];
const instanceId = `${enemyData.id}-${draft.enemies.length}`; const instanceId = `${enemyData.id}-${draft.enemies.length}`;
const intents: Record<string, typeof intent> = {}; const intents: Record<string, typeof intent> = {};
for (const i of enemyData.intents) { for (const i of enemyData.intents) {
@ -95,19 +93,16 @@ export function addInstantEffectTriggers(triggers: Triggers) {
await triggers.onDamage.execute(ctx.game, { await triggers.onDamage.execute(ctx.game, {
entityKey: ctx.entityKey, entityKey: ctx.entityKey,
amount: ctx.stacks, amount: ctx.stacks,
sourceEntityKey: sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player",
(ctx.sourceEntityKey ?? ctx.entityKey === "player")
? undefined
: "player",
}); });
} else if (ctx.effect.id === "draw") { } else if (ctx.effect.id === "draw") {
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks }); await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
} else if (ctx.effect.id === "gainEnergy") { } else if (ctx.effect.id === "gainEnergy") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
draft.player.energy += ctx.stacks; draft.player.energy += ctx.stacks;
}); });
} else if (ctx.effect.id === "removeWound") { } else if (ctx.effect.id === "removeWound") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const { cards, regions } = draft.player.deck; const { cards, regions } = draft.player.deck;
let removed = 0; let removed = 0;
const allPileIds = [ const allPileIds = [
@ -118,10 +113,7 @@ export function addInstantEffectTriggers(triggers: Triggers) {
if (removed >= ctx.stacks) break; if (removed >= ctx.stacks) break;
const card = cards[cardId]; const card = cards[cardId];
if (card && card.cardData.id === "wound") { if (card && card.cardData.id === "wound") {
const sourceRegion = const sourceRegion = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile;
card.regionId === "drawPile"
? regions.drawPile
: regions.discardPile;
moveToRegion(card, sourceRegion, null); moveToRegion(card, sourceRegion, null);
delete cards[cardId]; delete cards[cardId];
removed++; removed++;
@ -129,37 +121,35 @@ export function addInstantEffectTriggers(triggers: Triggers) {
} }
}); });
} else if (ctx.effect.id === "venom") { } else if (ctx.effect.id === "venom") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
createStatusCard(draft, "venom"); createStatusCard(draft, "venom");
}); });
} else if (ctx.effect.id === "vultureEye") { } else if (ctx.effect.id === "vultureEye") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
createStatusCard(draft, "vultureEye"); createStatusCard(draft, "vultureEye");
}); });
} else if (ctx.effect.id === "static") { } else if (ctx.effect.id === "static") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
createStatusCard(draft, "static"); createStatusCard(draft, "static");
}); });
} else if (ctx.effect.id === "summonMummy") { } else if (ctx.effect.id === "summonMummy") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
summonEnemy(draft, "木乃伊", ctx.stacks); summonEnemy(draft, "木乃伊", ctx.stacks);
}); });
} else if (ctx.effect.id === "summonSandwormLarva") { } else if (ctx.effect.id === "summonSandwormLarva") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
summonEnemy(draft, "幼沙虫", ctx.stacks); summonEnemy(draft, "幼沙虫", ctx.stacks);
}); });
} else if (ctx.effect.id === "reviveMummy") { } else if (ctx.effect.id === "reviveMummy") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
const deadMummy = draft.enemies.find( const deadMummy = draft.enemies.find(e => e.enemy.id === "木乃伊" && !e.isAlive);
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
);
if (deadMummy) { if (deadMummy) {
deadMummy.isAlive = true; deadMummy.isAlive = true;
deadMummy.hp = deadMummy.maxHp; deadMummy.hp = deadMummy.maxHp;
} }
}); });
} else if (ctx.effect.id === "curse") { } else if (ctx.effect.id === "curse") {
await ctx.game.produceAsync((draft) => { await ctx.game.produceAsync(draft => {
addEntityEffect(draft.player, ctx.effect, ctx.stacks); addEntityEffect(draft.player, ctx.effect, ctx.stacks);
}); });
} }

View File

@ -1,16 +1,22 @@
import { LoadResult as YarnDialogues } from "yarn-spinner-loader"; import { LoadResult as YarnDialogues } from "yarn-spinner-loader";
import {
CardData,
EffectData,
EncounterData,
EnemyData,
IntentData,
ItemData,
} from "../system/types";
import { Triggers } from "../system/combat/triggers"; import { Triggers } from "../system/combat/triggers";
import type * as desert from "./desert";
export type ContentModule = { export type ContentModule = {
getCards: () => desert.Card[]; getCards: () => CardData[];
getEffects: () => desert.Effect[]; getEffects: () => EffectData[];
getEncounters: () => desert.Encounter[]; getEncounters: () => EncounterData[];
getEnemies: () => desert.Enemy[]; getEnemies: () => EnemyData[];
getIntents: () => desert.Intent[]; getIntents: () => IntentData[];
getItems: () => desert.Item[]; getItems: () => ItemData[];
getStartingItems: () => desert.Item[]; getStartingItems: () => ItemData[];
dialogues: YarnDialogues; dialogues: YarnDialogues;
addTriggers: (triggers: Triggers) => void; addTriggers: (triggers: Triggers) => void;

View File

@ -9,8 +9,9 @@ import {
import { import {
CardData, CardData,
CardEffectTarget, CardEffectTarget,
CardTargetType,
EffectData, EffectData,
IntentEffectTarget, EffectTarget,
} from "@/samples/slay-the-spire-like/system/types"; } from "@/samples/slay-the-spire-like/system/types";
export function addEffect( export function addEffect(
@ -103,25 +104,25 @@ export function* getAliveEnemies(state: CombatState) {
} }
export function* getEffectTargets( export function* getEffectTargets(
target: CardEffectTarget | IntentEffectTarget, target: CardEffectTarget | EffectTarget,
game: CombatGameContext, game: CombatGameContext,
targetId?: string, targetId?: string,
sourceEntityKey: "player" | string = "player", sourceEntityKey: "player" | string = "player",
) { ) {
if (target === "eachEnemy") { if (target === "all" || target === "team") {
for (const enemy of getAliveEnemies(game.value)) { for (const enemy of getAliveEnemies(game.value)) {
yield enemy; yield enemy;
} }
} else if (target === "user") { } else if (target === "self") {
const entity = getCombatEntity(game.value, sourceEntityKey); const entity = getCombatEntity(game.value, sourceEntityKey);
if (entity) yield entity; if (entity) yield entity;
} else if (target === "player") { } else if (target === "player") {
yield game.value.player; yield game.value.player;
} else if (target === "eachTarget") { } else if (target === "target") {
if (!targetId) return; if (!targetId) return;
const entity = getCombatEntity(game.value, targetId); const entity = getCombatEntity(game.value, targetId);
if (entity) yield entity; if (entity) yield entity;
} else if (target === "randomEnemy") { } else if (target === "random") {
const aliveEnemies = [...getAliveEnemies(game.value)]; const aliveEnemies = [...getAliveEnemies(game.value)];
if (aliveEnemies.length === 0) return; if (aliveEnemies.length === 0) return;
const index = game.rng.nextInt(aliveEnemies.length); const index = game.rng.nextInt(aliveEnemies.length);

View File

@ -38,12 +38,12 @@ export async function promptMainAction(
} }
const { targetType } = cardData; const { targetType } = cardData;
if (targetType === "enemy") { if (targetType === "single") {
if (!targetId) throw `请指定目标`; if (!targetId) throw `请指定目标`;
const target = game.value.enemies.find((e) => e.id === targetId); const target = game.value.enemies.find((e) => e.id === targetId);
if (!target) throw `目标"${targetId}"不存在`; if (!target) throw `目标"${targetId}"不存在`;
if (!target.isAlive) throw `目标"${targetId}"已死亡`; if (!target.isAlive) throw `目标"${targetId}"已死亡`;
} else if (targetType === "enemies" || targetType === "player") { } else if (targetType === "none") {
if (targetId) throw `目标"${targetId}"无效`; if (targetId) throw `目标"${targetId}"无效`;
} }

View File

@ -1,23 +1,89 @@
import { export type EffectData = {
Card, readonly id: string;
Effect, readonly name: string;
Encounter, readonly description: string;
EncounterType, readonly lifecycle: EffectLifecycle;
Enemy, };
Intent, export type EffectLifecycle =
Item, | "instant"
} from "../data/desert"; | "temporary"
| "lingering"
| "permanent"
| "posture"
| "item"
| "itemTemporary"
| "itemUntilPlay"
| "itemUntilDiscard"
| "itemPermanent";
export type CardData = Card; export type EnemyData = {
export type ItemData = Item; readonly id: string;
export type EffectData = Effect; readonly name: string;
export type IntentData = Intent; readonly intents: readonly IntentData[];
export type EnemyData = Enemy; readonly description: string;
export type EncounterData<T extends EncounterType = EncounterType> = };
Encounter & { type: T };
export { export type CardType = "item" | "status";
CardTargetType, export type CardCostType = "energy" | "uses" | "none";
CardEffectTarget, export type CardTargetType = "single" | "none";
IntentEffectTarget, export type EffectTarget = "self" | "player" | "team";
} 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<T extends EncounterType = EncounterType> = {
readonly id: string;
readonly type: T;
readonly name: string;
readonly description: string;
readonly enemies: readonly [
data: EnemyData,
hp: number,
effects: [EffectData, stacks: number][],
][];
readonly dialogue: string;
};
export type IntentData = {
readonly id: string;
readonly enemy: EnemyData;
readonly initialIntent: boolean;
readonly nextIntents: readonly IntentData[];
readonly brokenIntent: readonly IntentData[];
readonly effects: readonly [EffectTarget, EffectData, number][];
};
export type ItemData = {
readonly id: string;
readonly type: string;
readonly name: string;
readonly shape: string;
readonly card: CardData;
readonly price: number;
readonly description: string;
};

View File

@ -33,7 +33,6 @@ import type {
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types"; import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape"; import type { 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 type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
function createRunContext( function createRunContext(
items: Map<string, InventoryItem<GameItemMeta>>, items: Map<string, InventoryItem<GameItemMeta>>,
@ -64,7 +63,7 @@ function createEffect(
id: string, id: string,
lifecycle: EffectData["lifecycle"], lifecycle: EffectData["lifecycle"],
): EffectData { ): EffectData {
return { id, name: id, description: "", lifecycle, emoji: "" }; return { id, name: id, description: "", lifecycle };
} }
function createCard( function createCard(
@ -79,8 +78,8 @@ function createCard(
type: "item" as const, type: "item" as const,
costType, costType,
costCount, costCount,
targetType: "player" as const, targetType: "none" as const,
effects: [] as CardEffect[], effects: [] as const,
}; };
} }

View File

@ -6,6 +6,7 @@ import {
} from "@/core/game"; } from "@/core/game";
import { createRegion } from "@/core/region"; import { createRegion } from "@/core/region";
import { import {
createStartWith,
createTriggers, createTriggers,
Triggers, Triggers,
} from "@/samples/slay-the-spire-like/system/combat/triggers"; } from "@/samples/slay-the-spire-like/system/combat/triggers";
@ -29,7 +30,6 @@ import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventor
import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape"; 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 { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import { import {
CardEffect,
getCards, getCards,
getEffects, getEffects,
getEncounters, getEncounters,
@ -48,7 +48,7 @@ function createEffect(
): EffectData { ): EffectData {
const found = effects.find((e) => e.id === id); const found = effects.find((e) => e.id === id);
if (found) return found; if (found) return found;
return { id, name: id, description: "", lifecycle, emoji: "" }; return { id, name: id, description: "", lifecycle };
} }
function createDeckRegions(): DeckRegions { function createDeckRegions(): DeckRegions {
@ -73,8 +73,8 @@ function createCard(
type: "item" as const, type: "item" as const,
costType, costType,
costCount, costCount,
targetType: "player" as const, targetType: "none" as const,
effects: [] as CardEffect[], effects: [],
}; };
return { return {
id, id,
@ -285,7 +285,7 @@ describe("desert triggers", () => {
}), }),
); );
const triggers = getTriggers(); const triggers = getTriggers();
const defendEffect = createEffect("defend", "temporary"); const defendEffect = createEffect("defend", "posture");
ctx._state.produce((draft) => { ctx._state.produce((draft) => {
draft.player.effects.defend = { data: defendEffect, stacks: 5 }; draft.player.effects.defend = { data: defendEffect, stacks: 5 };

View File

@ -33,7 +33,7 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
type: "item", type: "item",
costType: "energy", costType: "energy",
costCount: 1, costCount: 1,
targetType: "enemy", targetType: "single",
effects: [], effects: [],
}; };
} }

View File

@ -12,6 +12,7 @@ import {
getItemAtCell, getItemAtCell,
getAdjacentItems, getAdjacentItems,
validatePlacement, validatePlacement,
type GridInventory,
type InventoryItem, type InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory"; } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory"; import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory";
@ -35,7 +36,7 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
type: "item", type: "item",
costType: "energy", costType: "energy",
costCount: 1, costCount: 1,
targetType: "enemy", targetType: "single",
effects: [], effects: [],
}; };
} }