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70 Commits
Author SHA1 Message Date
hypercross 9ed23295ae build: include samples in prepare script 2026-04-28 16:52:03 +08:00
hypercross ca86bfc427 refactor: use effect for assignSelector in BaseGameClient
Replace subscribe with effect in assignSelector to ensure the
selector value is tracked and the callback is executed within
the reactive context.
2026-04-28 15:50:00 +08:00
hypercross 09c3fc443b feat(core): wrap prompt middleware in try-finally block
Ensure the prompt status is cleared even if the middleware chain
throws an error.
2026-04-28 15:29:08 +08:00
hypercross a0b2003c65 refactor(samples/tic-tac-toe): simplify Client implementation
Remove generic EntityMap and TriggerMap types in favor of explicit
selector methods. This simplifies the Client class by removing
unnecessary interface implementations and conditional logic in
selectors.
2026-04-25 17:58:16 +08:00
hypercross 03db1e8a06 refactor: simplify GameClient API using signals
Replaces the middleware-based `useClient` system with a more direct
reactive API using Preact signals.

- Replace `_setStatus` middleware with a `_status` signal
- Replace `useClient` with `selectPrompt`, `selectStatus`, and
  `selectResult`
- Implement `selectPrompt` to provide a `tryAnswer` function for
  handling prompt resolutions
- Add `_result` signal to track game completion results
- Simplify `setStatus` logic to manage lifecycle and state resets
2026-04-25 17:54:21 +08:00
hypercross 20993d3b72 feat: add BaseGameClient for external integration
Introduces `BaseGameClient` to allow external environments (like C#)
to interact with the game engine. It provides mechanisms for:
- Reactive state selection via `select`
- Async event interception via `use`
- Lifecycle management and status tracking
- Interruption handling for async game loops

Updated `middleware.ts` to allow unregistering middleware via the
returned function from `use`.
2026-04-25 17:31:15 +08:00
hypercross 59391c74d9 refactor(samples): use produceAsync in tic-tac-toe
Update the tic-tac-toe sample to use `produceAsync` instead of `produce`
to ensure state mutations correctly await interruption promises.
2026-04-25 15:58:10 +08:00
hyper fb3c98b1ef refactor: update GameHost to use generic state and result types
Decouple GameHost from GameState and GameResult types by introducing
generic parameters for TState and TResult. This improves type safety
and flexibility when defining GameModules.
2026-04-23 16:03:49 +08:00
hyper 5c1ef232fd export GameState and GameResult types from game-host 2026-04-23 15:36:25 +08:00
hyper f5df1c26dc refactor: remove registry from Boop and Regicide index files 2026-04-23 15:29:14 +08:00
hyper 2014162819 refactor: update Regicide commands and improve code style 2026-04-23 15:28:45 +08:00
hyper d932c2f5e2 refactor: remove Boop command registry and simplify exports
Remove the command registry from the Boop sample and export command
functions directly. This simplifies the command structure and replaces
dynamic imports with static imports.
2026-04-23 15:21:13 +08:00
hyper 1bd49c32e0 refactor: format Onitama commands and Tic-Tac-Toe imports 2026-04-23 15:18:37 +08:00
hyper b009189b9a Extract PromptContext from GameHost into separate module
The prompt system is now managed by a dedicated PromptContext instead of
being embedded in GameHost. This simplifies the API by removing
individual prompt signals and consolidating prompt logic into a reusable
context that can be shared between components.
2026-04-23 15:09:06 +08:00
hyper 59b99d2042 Fix command prompt to properly return promise results
Add comprehensive tests for createPromptContext covering prompt,
tryCommit, cancel, and handleCall middleware.
2026-04-23 14:44:24 +08:00
hyper 32408c3cee feat: add command prompt context with middleware support 2026-04-23 14:22:17 +08:00
hypercross 23ac09ff21 refactor: simplify GameHost constructor to use GameModule
Update `GameHost` to accept a `GameModule` directly instead of
individual parameters. This simplifies the `createGameHost` factory
and improves type safety by preserving the module type.

Also apply `readonly` modifiers to `ContentModule` in the
slay-the-spire-like sample.
2026-04-23 10:37:28 +08:00
hypercross e8c995f74f feat: add spawner utility
Introduce `createSpawner` and `spawnerEffect` to manage the lifecycle
of side effects based on a collection of IDs. `spawnerEffect` uses
Preact signals to automatically trigger spawners when IDs are added
to an iterable and cleanup functions when they are removed.
2026-04-23 10:20:13 +08:00
hypercross bbab3cc43b feat(slay-the-spire-like): implement CombatGameHost
Introduce CombatGameHost to manage the combat lifecycle and
integrate ContentModule triggers with the combat run context.
2026-04-23 09:45:56 +08:00
hypercross 2e2ddebec4 refactor(slay-the-spire-like): simplify desert trigger registration
Remove the intermediate `effect.ts` file and consolidate the
`addTriggers` logic directly into the desert triggers index file.
2026-04-23 09:37:05 +08:00
hypercross 0d7a84edee test: update desert triggers test to use onEffectApplied 2026-04-23 01:04:27 +08:00
hypercross bedde1ef4b refactor(slay-the-spire-like): move spike damage logic to instant
effects
2026-04-23 00:58:15 +08:00
hypercross 359e7b7485 fix(slay-the-spire-like): pass correct sourceEntityId in instant
triggers

Simplify the sourceEntityId logic to use the context value directly.
2026-04-23 00:53:05 +08:00
hypercross 63e55a828e refactor: rename entityKey to entityId in combat triggers
Rename `entityKey` and `sourceEntityKey` to `entityId` and
`sourceEntityId` across the slay-the-spire-like sample to improve
naming consistency with the rest of the project.
2026-04-23 00:38:10 +08:00
hypercross 8ec95cbf81 refactor: rename 'user' target to 'source' in slay-the-spire-like
Updates the card effect and intent target types from 'user' to 'source'
within the desert data files and combat effect system to maintain
consistency. Also reformat command tests to use 2-space indentation.
2026-04-23 00:35:28 +08:00
hypercross f4c96a4a72 refactor: update turn start triggers in desert sample
Fixes logic in `defendNext` to ensure effects are applied after
buff updates by calling `next()` before mutation. Also updates
indentation and formatting to match project style guidelines.
2026-04-22 20:13:31 +08:00
hypercross a5e2e4888e refactor(slay-the-spire-like): update combat targeting and effect logic
Refactor combat targeting types and effect application logic in the
Slay the Spire-like sample.

- Update `getEffectTargets` to use `IntentEffectTarget` and more
  descriptive target keys (e.g., `eachEnemy`, `randomEnemy`).
- Update `promptMainAction` to use `enemy` instead of `single` for
  card target types.
- Refactor `addInstantEffectTriggers` to remove unused effect loading
  and improve enemy/card instantiation logic
2026-04-22 19:35:37 +08:00
hypercross 38fd46618e refactor(slay-the-spire-like): use data definitions in system types
Remove redundant type definitions in `system/types.ts` and instead
import them from the generated CSV declaration files. Also update
declaration files to use single quotes for consistency with project
style rules.
2026-04-22 19:26:58 +08:00
hypercross 72647a8268 refactor(samples): export desert data types
Export type definitions from desert CSV declaration files and
update the content module to use these exported types instead of
generic system types.
2026-04-22 16:48:54 +08:00
hypercross dbbbba14e2 refactor(slay-the-spire-like): update card effect and intent schemas
Refactor the data schemas for desert card effects and intents to use
dedicated type aliases for triggers, targets, and effect lists. This
improves type safety and consistency across the sample data.
2026-04-22 16:13:48 +08:00
hypercross 888b7b822d refactor(slay-the-spire-like): extract types in desert data schemas 2026-04-22 16:00:15 +08:00
hypercross bb4528cd27 refactor(samples): update desert card and effect schemas 2026-04-22 15:59:41 +08:00
hypercross 877cc9d779 refactor: update schema definitions in slay-the-spire-like data
Refactor CSV schema headers in the desert sample to use named type
aliases instead of inline union strings. This improves readability and
maintains consistency with the project's use of `inline-schema`.

Changes include:
- Updating `card.csv` to use `CardType`, `CardCostType`, and
  `CardTargetType`.
- Updating `encounter.csv` to use `EncounterType` and `EnemyList`.
- Updating `intent.csv` to use `IntentEffectTarget` and replacing
  `self` with `user` for effect targets.
2026-04-22 15:57:52 +08:00
hypercross 2eec668851 refactor: update damage triggers and combat start logic
- Update `defend` effect lifecycle to `temporary` in desert data
- Refactor `onDamage` triggers to improve readability and logic flow
- Implement shuffle and draw actions on `onCombatStart` trigger
2026-04-22 11:06:19 +08:00
hypercross 5235ba7def feat(slay-the-spire-like): support source entity in effect targeting
Update `getEffectTargets` to accept a `sourceEntityKey`. This allows
"self" targets to correctly resolve to the entity triggering the
effect (e.g., a player or a specific enemy) rather than defaulting
to a hardcoded player reference.
2026-04-22 08:56:06 +08:00
hypercross 6cb0626f05 refactor: update produce signature to return undefined
Change the return type of `produce` and `produceAsync` from `void` to
`undefined` in `MutableSignal` and `IGameContext` to more accurately
reflect that the mutation functions should not return a value.
2026-04-22 01:13:39 +08:00
hypercross 270b9b744e refactor(slay-the-spire-like): rename getNeighborItems to
getAdjacentItems
2026-04-21 23:22:19 +08:00
hypercross 113d240f71 refactor: simplify item effect handling in grid inventory
Update `getItemEffects` to directly use `startEffects` from item meta
instead of performing a manual lookup against the effect table. This
is made possible by updating `GameItemMeta` to store the full effect
object (data and stacks) instead of just the effect ID and stack count.
2026-04-21 23:17:19 +08:00
hypercross 0547180074 feat(slay-the-spire-like): add getItemEffects to grid inventory 2026-04-21 23:15:02 +08:00
hypercross d1605a9ee3 feat(samples/slay-the-spire-like): export data module 2026-04-21 23:02:27 +08:00
hypercross 093738cd42 test: expand shape-utils coverage and refactor style 2026-04-21 23:01:26 +08:00
hypercross 97ff61985a refactor(slay-the-spire-like): clean up barrel exports and formatting
- Convert explicit barrel exports to `export *` patterns in several
  systems
- Create a new `utils/index.ts` barrel for the system utils
- Rename `validatePlacement` to `validateShapePlacement` for clarity
- Reformat `shape-collision.ts` to use 2-space indentation and
  consistent
  styling
- Fix import paths in `index.ts`
2026-04-21 23:01:19 +08:00
hypercross 03d367c7b0 feat(samples/slay-the-spire-like): export system types 2026-04-21 22:58:17 +08:00
hypercross b509284bc6 refactor(slay-the-spire-like): simplify exports and reorganize system
Clean up the sample's entry point by using barrel exports and move
encounter logic into the grid-inventory factory to reduce duplication
and improve module structure.
2026-04-21 22:57:28 +08:00
hypercross 9b20f7ad6f refactor(slay-the-spire-like): reorganize combat system files
Move combat factory to a dedicated combat directory and update
`buildCombatState` to use `IPlayerState` and `IPlayerDeck` instead of
deriving them from `RunState` and `GridInventory`.
2026-04-21 22:35:14 +08:00
hypercross 2823089f06 feat(samples): update card effect schema in desert data
Update the `card.csv` schema to use `inject effects` instead of
`effects`
to match the expected property name for card effects.
2026-04-21 22:21:28 +08:00
hypercross f834e15412 refactor(slay-the-spire-like): update deck and inventory types
Refactor the player deck and inventory structures to use more explicit
interfaces and improve type safety for combat entities.
2026-04-21 22:17:31 +08:00
hypercross 2ec0e323c4 test: fix type assertion in grid-inventory tests 2026-04-20 16:32:57 +08:00
hypercross 140b7aed86 test: add createItemIn tests for grid-inventory 2026-04-20 16:28:14 +08:00
hypercross ca9912a5f5 feat(slay-the-spire-like): add automatic item placement to grid
inventory

Introduce `createItemIn` to automatically find the first valid
placement for a new item within the grid inventory.
2026-04-20 16:24:33 +08:00
hypercross 34cb828f60 test: refactor and format test files
- Update `game.test.ts` to use `_ctx` when `this` is not required
- Fix type assertion in `boop.test.ts`
- Update `command-runner.test.ts` to use `parseCommandSchema` in prompt
  tests
- Reformat `middleware.test.ts` to use double quotes and consistent
  indentation
2026-04-20 15:50:32 +08:00
hypercross 974c1a828c test: reformat and expand test coverage 2026-04-20 15:37:15 +08:00
hypercross b83ff28f60 style: format tic-tac-toe sample and boop tests 2026-04-20 15:19:27 +08:00
hypercross 0c94e6923a test: reformat tests to use double quotes and improve style 2026-04-20 15:16:03 +08:00
hypercross d5ec099540 feat(slay-the-spire-like): implement encounter system
Add logic for handling different encounter types including combat,
shop, curio, camp, and events. Includes shop item generation and
grid inventory placement for shop encounters.
2026-04-20 14:57:03 +08:00
hypercross 52b6cecd64 refactor(slay-the-spire-like): update GameItemMeta import path and
reformat tests

Update imports for `GameItemMeta` from `progress/types` to
`encounter/types`
in combat and deck tests. Reformat `deck/factory.test.ts` to use double
quotes and consistent indentation.
2026-04-20 13:01:40 +08:00
hypercross f336a989e2 refactor(slay-the-spire-like): restructure encounter and progress
systems

Refactor the sample game logic by moving encounter-related logic from
the monolithic `progress` system into a dedicated `encounter` module.
This includes:

- Moving combat state construction and run state management to
  `system/encounter`.
- Decoupling player stats and inventory from the general progress
  logic.
- Improving type safety for `EncounterData` using generics.
- Adding navigation helpers to the map system.
- Cleaning up imports and improving code formatting.
2026-04-20 13:00:30 +08:00
hypercross 423cc7c841 feat(slay-the-spire-like): add map navigation logic
Implement `canMoveTo` and `moveToNode` for navigating the point
crawl map, and add `PointCrawlMapNavigator` type. Also reformat
map module files to use double quotes.
2026-04-20 11:59:52 +08:00
hypercross 88d31430a6 test: refactor slay-the-spire-like combat tests
Update combat effect tests to use the new transform offset structure
and fix type mismatches in entity and inventory creation.
2026-04-20 11:37:18 +08:00
hypercross 90cb97e0ae chore: add @types/node and update tsconfig
Add @types/node as a dev dependency and include it in tsconfig types
to support Node.js globals. Also expand tsconfig include to cover
configuration files.
2026-04-20 11:34:40 +08:00
hypercross 5e172c61bb refactor(slay-the-spire-like): use IRunContext in combat system
Update the combat system to use `IRunContext` instead of passing
raw inventory objects. This provides a cleaner abstraction for
accessing item data and managing consumed uses.

- Update `canPlayCard` and `payCardCost` to use `IRunContext`
- Pass `IRunContext` through the trigger registration chain
- Fix logic in `canPlayCard` for "uses" cost validation
- Update combat effect tests to use a mock `IRunContext`
2026-04-20 11:25:52 +08:00
hypercross 5019bc6324 refactor(slay-the-spire-like): use IRunContext for combat logic
Decouple combat systems from the inventory and progress state by
introducing `IRunContext`. This replaces direct access to
`GridInventory` and `GameItemMeta` with abstract methods for
retrieving item data, neighbors, and managing consumed uses.
2026-04-20 11:03:44 +08:00
hypercross 9bed2ca13e refactor(slay-the-spire-like): rename depletion to consumedUses
Rename `depletion` to `consumedUses` in `GameItemMeta` to better reflect
its purpose. Update combat effect logic and tests to use the new field
name. Also apply consistent formatting and import organization to
combat effect modules.
2026-04-20 10:28:58 +08:00
hypercross 08c6a67d16 refactor: use English IDs for desert card effects
Replace Chinese card names with English IDs in the desert card effect
CSV to ensure consistency with the card identifiers. Update tests to
verify the data import using the new English identifiers.
2026-04-20 00:23:41 +08:00
hypercross dda8f4cfe9 style: reformat card-events.ts with 2-space indentation 2026-04-20 00:00:42 +08:00
hypercross 2f2e4e56b5 refactor: decouple card effects from card data in desert sample
Moves card effects from `card.csv` to a dedicated `cardEffect.csv` file.
This allows for more granular control over card triggers (onPlay,
onDraw, onDiscard) and targets, improving the data model for the
slay-the-spire-like sample. Also updates triggers and tests to
reflect this new structure.
2026-04-20 00:00:41 +08:00
hypercross 3840c3d739 test: expand slay-the-spire-like map generator tests 2026-04-20 00:00:41 +08:00
hypercross 43bb246ab9 build: set rootDir to current directory in tsconfig 2026-04-20 00:00:41 +08:00
hypercross 25b44fd6d1 build: update tsconfig and tsup sample configuration
- Include tests in tsconfig for better type checking
- Update tsup.samples.config.ts to use double quotes
- Add esbuild alias for `@` in sample builds
2026-04-20 00:00:41 +08:00
hypercross 601eb0f417 refactor: reformat code and introduce IGameContextExport
- Reformat `src/core/game.ts` and sample types to use 2-space
  indentation
- Add `IGameContextExport` to hide internal test properties
- Update `CombatGameContext` to use the exported context type
2026-04-20 00:00:41 +08:00
80 changed files with 9617 additions and 8482 deletions
+18
View File
@@ -10,6 +10,7 @@
"license": "MIT", "license": "MIT",
"devDependencies": { "devDependencies": {
"@preact/signals-core": "^1.5.1", "@preact/signals-core": "^1.5.1",
"@types/node": "^25.6.0",
"inline-schema": "file:../inline-schema", "inline-schema": "file:../inline-schema",
"mutative": "^1.3.0", "mutative": "^1.3.0",
"tsup": "^8.0.2", "tsup": "^8.0.2",
@@ -958,6 +959,16 @@
"dev": true, "dev": true,
"license": "MIT" "license": "MIT"
}, },
"node_modules/@types/node": {
"version": "25.6.0",
"resolved": "https://registry.npmjs.org/@types/node/-/node-25.6.0.tgz",
"integrity": "sha512-+qIYRKdNYJwY3vRCZMdJbPLJAtGjQBudzZzdzwQYkEPQd+PJGixUL5QfvCLDaULoLv+RhT3LDkwEfKaAkgSmNQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"undici-types": "~7.19.0"
}
},
"node_modules/@vitest/expect": { "node_modules/@vitest/expect": {
"version": "1.6.1", "version": "1.6.1",
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-1.6.1.tgz", "resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-1.6.1.tgz",
@@ -2469,6 +2480,13 @@
"dev": true, "dev": true,
"license": "MIT" "license": "MIT"
}, },
"node_modules/undici-types": {
"version": "7.19.2",
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz",
"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
"dev": true,
"license": "MIT"
},
"node_modules/vite": { "node_modules/vite": {
"version": "5.4.21", "version": "5.4.21",
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz", "resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
+2 -1
View File
@@ -18,7 +18,7 @@
"scripts": { "scripts": {
"build": "tsup", "build": "tsup",
"build:samples": "tsup --config tsup.samples.config.ts", "build:samples": "tsup --config tsup.samples.config.ts",
"prepare": "npm run build", "prepare": "npm run build && npm run build:samples",
"test": "vitest", "test": "vitest",
"test:run": "vitest run", "test:run": "vitest run",
"typecheck": "tsc --noEmit" "typecheck": "tsc --noEmit"
@@ -30,6 +30,7 @@
}, },
"devDependencies": { "devDependencies": {
"@preact/signals-core": "^1.5.1", "@preact/signals-core": "^1.5.1",
"@types/node": "^25.6.0",
"inline-schema": "file:../inline-schema", "inline-schema": "file:../inline-schema",
"mutative": "^1.3.0", "mutative": "^1.3.0",
"tsup": "^8.0.2", "tsup": "^8.0.2",
+118
View File
@@ -0,0 +1,118 @@
import { createPromptContext, PromptDef } from "@/utils/command";
import { computed, effect, signal } from "@preact/signals-core";
import { createGameContext, IGameContext } from "./game";
export enum ClientStatus {
Idle = "idle",
Running = "running",
Disposed = "disposed",
}
export type PromptInfo =
| {
hasPrompt: false;
player: string;
}
| {
hasPrompt: true;
player: string;
def: PromptDef<unknown[]>;
tryAnswer(...args: unknown[]): string | null;
};
/**
* 1. create a client instance
* 2. setStatus("running")
* 3. select("selector", t => {}) for c# to capture game state
* 4. useClient("status" | "prompt") for c# to handle prompt / game status
*/
export abstract class BaseGameClient<
T extends Record<string, unknown> = Record<string, unknown>,
R = unknown,
> {
protected _initialState: T;
protected _context: IGameContext<T>;
protected _prompts = createPromptContext();
protected _status = signal(ClientStatus.Idle);
protected _result = signal(null as null | R);
public get state() {
return this._context.value;
}
constructor(is: T) {
this._initialState = is;
this._context = createGameContext(this._prompts, is);
}
async setStatus(status: ClientStatus) {
this._status.value = status;
if (status === ClientStatus.Disposed) {
this._prompts.reset();
} else if (status === ClientStatus.Running) {
this._prompts.reset();
this._context._state.value = this._initialState;
this._result.value = null;
this._result.value = await this.start(this._context);
this.setStatus(ClientStatus.Idle);
}
}
abstract start(ctx: IGameContext<T>): Promise<R>;
assignSelector<S>(selector: (t: T) => S, callback: (s: S) => void) {
const selected = computed(() => selector(this._context.value));
return effect(() => {
callback(selected.value);
});
}
addInterruption() {
let resolve!: () => void;
const promise = new Promise<void>((resolver) => {
resolve = resolver;
});
this._context._state.addInterruption(promise);
return resolve;
}
selectPrompt(callback: (prompt: PromptInfo) => void) {
return this._prompts.handleCall.use(async (ctx, next) => {
function tryAnswer(...args: any[]) {
try {
const res = ctx.validator(...args);
ctx.resolve(res);
return null;
} catch (reason) {
if (typeof reason === "string") {
return reason;
}
throw reason;
}
}
try {
callback({
hasPrompt: true,
player: ctx.player || "global",
def: ctx.def,
tryAnswer,
});
return await next();
} finally {
callback({
hasPrompt: false,
player: ctx.player || "global",
});
}
});
}
selectStatus(callback: (status: ClientStatus) => void) {
return effect(() => {
callback(this._status.value);
});
}
selectResult(callback: (status: R | null) => void) {
return effect(() => {
callback(this._result.value);
});
}
}
+16 -80
View File
@@ -1,99 +1,39 @@
import { createPromptContext } from "@/utils/command";
import { PromptContext } from "@/utils/command/command-prompt";
import { ReadonlySignal, Signal } from "@preact/signals-core"; import { ReadonlySignal, Signal } from "@preact/signals-core";
import { CommandSchema, CommandRegistry, PromptEvent } from "@/utils/command"; import { createGameContext, IGameContext } from "./game";
import {
createGameCommandRegistry,
createGameContext,
IGameContext,
PromptDef,
} from "./game";
export type GameHostStatus = "created" | "running" | "disposed"; export type GameHostStatus = "created" | "running" | "disposed";
export class GameHost< export class GameHost<
TState extends Record<string, unknown>, TState extends Record<string, unknown>,
TResult = unknown, TResult = unknown,
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
> { > {
readonly state: ReadonlySignal<TState>; readonly state: ReadonlySignal<TState>;
readonly status: ReadonlySignal<GameHostStatus>; readonly status: ReadonlySignal<GameHostStatus>;
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>; readonly prompts: PromptContext;
readonly activePromptPlayer: ReadonlySignal<string | null>;
readonly activePromptHint: ReadonlySignal<string | null>;
private _context: IGameContext<TState>; private _context: IGameContext<TState>;
private _start: (ctx: IGameContext<TState>) => Promise<TResult>; private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
private _status: Signal<GameHostStatus>; private _status: Signal<GameHostStatus>;
private _activePromptSchema: Signal<CommandSchema | null>;
private _activePromptPlayer: Signal<string | null>;
private _activePromptHint: Signal<string | null>;
private _createInitialState: () => TState; private _createInitialState: () => TState;
private _eventListeners: Map<"start" | "dispose", Set<() => void>>; private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
private _isDisposed = false; private _isDisposed = false;
constructor( constructor(public readonly gameModule: TModule) {
registry: CommandRegistry<IGameContext<TState>>, const { createInitialState, start } = gameModule;
createInitialState: () => TState,
start: (ctx: IGameContext<TState>) => Promise<TResult>,
) {
this._createInitialState = createInitialState; this._createInitialState = createInitialState;
this._eventListeners = new Map(); this._eventListeners = new Map();
this.prompts = createPromptContext();
const initialState = createInitialState(); const initialState = createInitialState();
this._context = createGameContext(registry, initialState); this._context = createGameContext(this.prompts, initialState);
this._start = start; this._start = start;
this.state = this._context._state; this.state = this._context._state;
this._status = new Signal<GameHostStatus>("created"); this._status = new Signal<GameHostStatus>("created");
this.status = this._status; this.status = this._status;
this._activePromptSchema = new Signal<CommandSchema | null>(null);
this.activePromptSchema = this._activePromptSchema;
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"); throw new Error("GameHost is disposed");
} }
this._context._commands._cancel(); this.prompts.reset();
const initialState = this._createInitialState(); const initialState = this._createInitialState();
this._context._state.value = initialState as any; this._context._state.value = initialState as any;
@@ -138,7 +78,7 @@ export class GameHost<
} }
this._isDisposed = true; this._isDisposed = true;
this._context._commands._cancel(); this.prompts.reset();
this._status.value = "disposed"; this._status.value = "disposed";
// Emit dispose event BEFORE clearing listeners // Emit dispose event BEFORE clearing listeners
@@ -168,21 +108,17 @@ export class GameHost<
} }
export type GameModule< export type GameModule<
TState extends Record<string, unknown>, TState extends Record<string, unknown> = Record<string, unknown>,
TResult = unknown, TResult = unknown,
> = { > = {
registry?: CommandRegistry<IGameContext<TState>>;
createInitialState: () => TState; createInitialState: () => TState;
start: (ctx: IGameContext<TState>) => Promise<TResult>; start: (ctx: IGameContext<TState>) => Promise<TResult>;
}; };
export function createGameHost< export function createGameHost<
TState extends Record<string, unknown>, TState extends Record<string, unknown> = Record<string, unknown>,
TResult = unknown, TResult = unknown,
>(gameModule: GameModule<TState, TResult>): GameHost<TState, TResult> { TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
return new GameHost( >(gameModule: TModule): GameHost<TState, TResult, TModule> {
gameModule.registry || createGameCommandRegistry(), return new GameHost(gameModule);
gameModule.createInitialState,
gameModule.start,
);
} }
+30 -46
View File
@@ -1,37 +1,37 @@
import {MutableSignal, mutableSignal} from "@/utils/mutable-signal"; import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
import { import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
Command, import { PromptValidator } from "@/utils/command/command-runner";
CommandRegistry, CommandResult, import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
CommandRunnerContextExport, import { PromptContext } from "@/utils/command/command-prompt";
CommandSchema,
createCommandRegistry,
createCommandRunnerContext, parseCommandSchema,
} from "@/utils/command";
import {PromptValidator} from "@/utils/command/command-runner";
import {Mulberry32RNG, ReadonlyRNG, RNG} from "@/utils/rng";
export interface IGameContext<TState extends Record<string, unknown> = {} > { export interface IGameContext<TState extends Record<string, unknown> = {}> {
get value(): TState; get value(): TState;
get rng(): ReadonlyRNG; get rng(): ReadonlyRNG;
produce(fn: (draft: TState) => void): void; produce(fn: (draft: TState) => undefined): void;
produceAsync(fn: (draft: TState) => void): Promise<void>; produceAsync(fn: (draft: TState) => undefined): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>; prompt: <TResult, TArgs extends any[] = any[]>(
runParsed<T>(command: Command): Promise<CommandResult<T>>; def: PromptDef<TArgs>,
prompt: <TResult,TArgs extends any[]=any[]>(def: PromptDef<TArgs>, validator: PromptValidator<TResult,TArgs>, currentPlayer?: string | null) => Promise<TResult>; validator: PromptValidator<TResult, TArgs>,
player?: string,
) => Promise<TResult>;
// test only // test only
_state: MutableSignal<TState>; _state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>;
_rng: RNG; _rng: RNG;
} }
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
export function createGameContext<TState extends Record<string, unknown> = {} >( export function createGameContext<TState extends Record<string, unknown> = {}>(
commandRegistry: CommandRegistry<IGameContext<TState>>, promptContext: PromptContext,
initialState?: TState | (() => TState) initialState?: TState | (() => TState),
): IGameContext<TState> { ): IGameContext<TState> {
const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState; const stateValue =
typeof initialState === "function"
? initialState()
: (initialState ?? ({} as TState));
const state = mutableSignal(stateValue); const state = mutableSignal(stateValue);
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any; const { prompt } = promptContext;
const context: IGameContext<TState> = { const context: IGameContext<TState> = {
get value(): TState { get value(): TState {
@@ -40,41 +40,25 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
get rng() { get rng() {
return this._rng; return this._rng;
}, },
produce(fn) { produce(fn: (draft: TState) => undefined) {
return state.produce(fn); return state.produce(fn);
}, },
produceAsync(fn) { produceAsync(fn: (draft: TState) => undefined) {
return state.produceAsync(fn); return state.produceAsync(fn);
}, },
run<T>(input: string) { prompt,
return commands.run<T>(input);
},
runParsed<T>(command: Command) {
return commands.runParsed<T>(command);
},
prompt(def, validator, currentPlayer) {
return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
},
_state: state, _state: state,
_commands: commands,
_rng: new Mulberry32RNG(), _rng: new Mulberry32RNG(),
}; };
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
return context; return context;
} }
export type PromptDef<TArgs extends any[]=any[]> = { export function createPromptDef<TArgs extends any[] = any[]>(
schema: CommandSchema, schema: CommandSchema | string,
hintText?: string, hintText?: string,
} ): PromptDef<TArgs> {
export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> { schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
return { schema, hintText }; return { schema, hintText };
} }
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
return createCommandRegistry<IGameContext<TState>>();
}
+5 -1
View File
@@ -5,7 +5,7 @@
// Core types // Core types
export type { IGameContext } from "./core/game"; export type { IGameContext } from "./core/game";
export { createGameCommandRegistry, createPromptDef } from "./core/game"; export { createPromptDef } from "./core/game";
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host"; export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
export { createGameHost } from "./core/game-host"; export { createGameHost } from "./core/game-host";
@@ -24,6 +24,8 @@ export {
moveToRegion, moveToRegion,
} from "./core/region"; } from "./core/region";
export * from "./core/game-client";
// Utils // Utils
export type { export type {
Command, Command,
@@ -71,4 +73,6 @@ export { createRNG, Mulberry32RNG } from "./utils/rng";
export type { MiddlewareChain } from "./utils/middleware"; export type { MiddlewareChain } from "./utils/middleware";
export { createMiddlewareChain } from "./utils/middleware"; export { createMiddlewareChain } from "./utils/middleware";
export * from "./utils/spawner";
export * from "@preact/signals-core"; export * from "@preact/signals-core";
+12 -82
View File
@@ -1,75 +1,11 @@
import {BoopGame} from "@/samples/boop/types-extensions"; import { BoopGame } from "@/samples/boop/types-extensions";
import {PlayerType} from "@/samples/boop/types"; import { PlayerType } from "@/samples/boop/types";
import {turn} from "@/samples/boop/commands/turn"; import { turn } from "@/samples/boop/commands/turn";
import {createGameCommandRegistry} from "@/core/game"; import { boop } from "./boop";
import { checkFullBoard } from "./full-board";
export const registry = createGameCommandRegistry<BoopGame['value']>(); import { checkGraduates } from "./graduate";
import { place } from "./place";
/** import { checkWin } from "./win";
* 放置棋子到棋盘
*/
const placeCmd = registry.register({
schema: 'place <row:number> <col:number> <player> <type>',
run: async (game, row, col, player, type) => {
const {place} = await import('./place');
return place(game, row, col, player, type);
}
});
/**
* 执行boop - 推动周围棋子
*/
const boopCmd = registry.register({
schema: 'boop <row:number> <col:number> <type>',
run: async (game, row, col, type) => {
const {boop} = await import('./boop');
return boop(game, row, col, type);
}
});
/**
* 检查是否有玩家获胜(三个猫连线)
*/
const checkWinCmd = registry.register({
schema: 'check-win',
run: async (game) => {
const {checkWin} = await import('./win');
return checkWin(game);
}
});
/**
* 检查并执行小猫升级(三个小猫连线变成猫)
*/
const checkGraduatesCmd = registry.register({
schema: 'check-graduates',
run: async (game) => {
const {checkGraduates} = await import('./graduate');
return checkGraduates(game);
}
});
/**
* 检查并执行 8-piece 规则
*/
const checkFullBoardCmd = registry.register({
schema: 'check-full-board <player:string>',
run: async (game, player) => {
const {checkFullBoard} = await import('./full-board');
return checkFullBoard(game, player);
}
});
/**
* 处理一个回合
*/
const turnCmd = registry.register({
schema: 'turn <player:string>',
run: async (game, player) => {
const {turn} = await import('./turn');
return turn(game, player);
}
});
/** /**
* 启动游戏主循环 * 启动游戏主循环
@@ -79,10 +15,11 @@ export async function start(game: BoopGame) {
const currentPlayer = game.value.currentPlayer; const currentPlayer = game.value.currentPlayer;
const turnOutput = await turn(game, currentPlayer); const turnOutput = await turn(game, currentPlayer);
await game.produceAsync(state => { await game.produceAsync((state) => {
state.winner = turnOutput.winner; state.winner = turnOutput.winner;
if (!state.winner) { if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white'; state.currentPlayer =
state.currentPlayer === "white" ? "black" : "white";
} }
}); });
if (game.value.winner) break; if (game.value.winner) break;
@@ -91,11 +28,4 @@ export async function start(game: BoopGame) {
return game.value; return game.value;
} }
export { export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
placeCmd as place,
boopCmd as boop,
checkWinCmd as checkWin,
checkGraduatesCmd as checkGraduates,
checkFullBoardCmd as checkFullBoard,
turnCmd as turn
};
+10 -18
View File
@@ -5,38 +5,30 @@ export type {
WinnerType, WinnerType,
RegionType, RegionType,
BoopPartMeta, BoopPartMeta,
BoopPart BoopPart,
} from './types'; } from "./types";
export type {BoopGame} from './types-extensions'; export type { BoopGame } from "./types-extensions";
// Constants // Constants
export { export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
BOARD_SIZE,
MAX_PIECES_PER_PLAYER,
WIN_LENGTH
} from './constants';
// State // State
export { export { createInitialState, type BoopState } from "./state";
createInitialState,
type BoopState
} from './state';
// Prompts // Prompts
export {prompts} from './prompts'; export { prompts } from "./prompts";
// Commands // Commands
export { export {
registry,
start, start,
place as placeCmd, place as placeCmd,
boop as boopCmd, boop as boopCmd,
checkWin as checkWinCmd, checkWin as checkWinCmd,
checkGraduates as checkGraduatesCmd, checkGraduates as checkGraduatesCmd,
checkFullBoard as checkFullBoardCmd, checkFullBoard as checkFullBoardCmd,
turn as turnCmd turn as turnCmd,
} from './commands'; } from "./commands";
// Utils // Utils
export { export {
@@ -45,5 +37,5 @@ export {
isCellOccupied, isCellOccupied,
getNeighborPositions, getNeighborPositions,
findPartInRegion, findPartInRegion,
findPartAtPosition findPartAtPosition,
} from './utils'; } from "./utils";
+109 -79
View File
@@ -3,12 +3,9 @@ import {
OnitamaState, OnitamaState,
PlayerType, PlayerType,
prompts, prompts,
initializeCards initializeCards,
} from "./types"; } from "./types";
import {createGameCommandRegistry} from "@/core/game"; import { moveToRegion } from "@/core/region";
import {moveToRegion} from "@/core/region";
export const registry = createGameCommandRegistry<OnitamaState>();
/** /**
* 检查位置是否在棋盘范围内 * 检查位置是否在棋盘范围内
@@ -29,8 +26,12 @@ function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
/** /**
* 检查玩家是否拥有某张卡牌 * 检查玩家是否拥有某张卡牌
*/ */
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean { function playerHasCard(
const cardList = player === 'red' ? state.redCards : state.blackCards; state: OnitamaState,
player: PlayerType,
cardName: string,
): boolean {
const cardList = player === "red" ? state.redCards : state.blackCards;
return cardList.includes(cardName); return cardList.includes(cardName);
} }
@@ -38,13 +39,17 @@ function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string
* 获取卡牌的移动候选项,根据玩家视角进行旋转 * 获取卡牌的移动候选项,根据玩家视角进行旋转
* 黑方需要将卡牌旋转180度 * 黑方需要将卡牌旋转180度
*/ */
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) { export function getCardMoveCandidates(
state: OnitamaState,
cardName: string,
player: PlayerType,
) {
const card = state.cards[cardName]; const card = state.cards[cardName];
const candidates = card.moveCandidates; const candidates = card.moveCandidates;
// 黑方需要将卡牌旋转180度 // 黑方需要将卡牌旋转180度
if (player === 'black') { if (player === "black") {
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy })); return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
} }
return candidates; return candidates;
@@ -53,7 +58,15 @@ export function getCardMoveCandidates(state: OnitamaState, cardName: string, pla
/** /**
* 检查移动是否合法 * 检查移动是否合法
*/ */
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null { export function isValidMove(
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 // 检查玩家是否拥有该卡牌
if (!playerHasCard(state, player, cardName)) { if (!playerHasCard(state, player, cardName)) {
return `玩家 ${player} 不拥有卡牌 ${cardName}`; return `玩家 ${player} 不拥有卡牌 ${cardName}`;
@@ -80,7 +93,7 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度) // 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
const candidates = getCardMoveCandidates(state, cardName, player); const candidates = getCardMoveCandidates(state, cardName, player);
const isValid = candidates.some(m => m.dx === dx && m.dy === dy); const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
if (!isValid) { if (!isValid) {
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`; return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
} }
@@ -102,7 +115,15 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
/** /**
* 执行移动 * 执行移动
*/ */
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) { async function move(
game: OnitamaGame,
player: PlayerType,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
) {
const state = game.value; const state = game.value;
// 验证移动 // 验证移动
@@ -113,7 +134,7 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null; const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
await game.produceAsync(state => { await game.produceAsync((state) => {
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id]; 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) // 如果目标位置有敌方棋子,将其移除(吃掉)
@@ -127,41 +148,40 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
}); });
// 交换卡牌 // 交换卡牌
await handleSwapCard(game, player, cardName); await swapCard(game, player, cardName);
return { return {
from: { x: fromX, y: fromY }, from: { x: fromX, y: fromY },
to: { x: toX, y: toY }, to: { x: toX, y: toY },
card: cardName, card: cardName,
captured: capturedPawnId captured: capturedPawnId,
}; };
} }
const move = registry.register({
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
run: handleMove
});
/** /**
* 交换卡牌:将使用的卡牌与备用卡牌交换 * 交换卡牌:将使用的卡牌与备用卡牌交换
*/ */
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) { async function swapCard(
await game.produceAsync(state => { game: OnitamaGame,
player: PlayerType,
usedCard: string,
) {
await game.produceAsync((state) => {
const spareCard = state.spareCard; const spareCard = state.spareCard;
const usedCardData = state.cards[usedCard]; const usedCardData = state.cards[usedCard];
const spareCardData = state.cards[spareCard]; const spareCardData = state.cards[spareCard];
// 从玩家手牌中移除使用的卡牌 // 从玩家手牌中移除使用的卡牌
if (player === 'red') { if (player === "red") {
state.redCards = state.redCards.filter(c => c !== usedCard); state.redCards = state.redCards.filter((c) => c !== usedCard);
state.redCards.push(spareCard); state.redCards.push(spareCard);
} else { } else {
state.blackCards = state.blackCards.filter(c => c !== usedCard); state.blackCards = state.blackCards.filter((c) => c !== usedCard);
state.blackCards.push(spareCard); state.blackCards.push(spareCard);
} }
// 更新卡牌区域 // 更新卡牌区域
usedCardData.regionId = 'spare'; usedCardData.regionId = "spare";
spareCardData.regionId = player; spareCardData.regionId = player;
// 更新备用卡牌 // 更新备用卡牌
@@ -169,75 +189,70 @@ async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: s
}); });
} }
const swapCard = registry.register({
schema: 'swap-card <player> <card:string>',
run: handleSwapCard
});
/** /**
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置 * 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置 * 红色师父需要到达 (2, 4) - 黑色师父的初始位置
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置 * 黑色师父需要到达 (2, 0) - 红色师父的初始位置
*/ */
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> { async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value; const state = game.value;
// 红色师父到达 (2, 4)(黑色师父的初始位置) // 红色师父到达 (2, 4)(黑色师父的初始位置)
const redMaster = state.pawns['red-master']; const redMaster = state.pawns["red-master"];
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) { if (
return 'red'; redMaster &&
redMaster.regionId === "board" &&
redMaster.position[0] === 2 &&
redMaster.position[1] === 4
) {
return "red";
} }
// 黑色师父到达 (2, 0)(红色师父的初始位置) // 黑色师父到达 (2, 0)(红色师父的初始位置)
const blackMaster = state.pawns['black-master']; const blackMaster = state.pawns["black-master"];
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) { if (
return 'black'; blackMaster &&
blackMaster.regionId === "board" &&
blackMaster.position[0] === 2 &&
blackMaster.position[1] === 0
) {
return "black";
} }
return null; return null;
} }
const checkConquestWin = registry.register({
schema: 'check-conquest-win',
run: handleCheckConquestWin
});
/** /**
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上) * 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
*/ */
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> { async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value; const state = game.value;
// 红色师父不在棋盘上,黑色获胜 // 红色师父不在棋盘上,黑色获胜
const redMaster = state.pawns['red-master']; const redMaster = state.pawns["red-master"];
if (!redMaster || redMaster.regionId !== 'board') { if (!redMaster || redMaster.regionId !== "board") {
return 'black'; return "black";
} }
// 黑色师父不在棋盘上,红色获胜 // 黑色师父不在棋盘上,红色获胜
const blackMaster = state.pawns['black-master']; const blackMaster = state.pawns["black-master"];
if (!blackMaster || blackMaster.regionId !== 'board') { if (!blackMaster || blackMaster.regionId !== "board") {
return 'red'; return "red";
} }
return null; return null;
} }
const checkCaptureWin = registry.register({
schema: 'check-capture-win',
run: handleCheckCaptureWin
});
/** /**
* 综合胜利检测 * 综合胜利检测
*/ */
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> { async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
const conquestWinner = await handleCheckConquestWin(game); const conquestWinner = await checkConquestWin(game);
if (conquestWinner) { if (conquestWinner) {
return conquestWinner; return conquestWinner;
} }
const captureWinner = await handleCheckCaptureWin(game); const captureWinner = await checkCaptureWin(game);
if (captureWinner) { if (captureWinner) {
return captureWinner; return captureWinner;
} }
@@ -245,22 +260,34 @@ async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
return null; return null;
} }
const checkWin = registry.register({
schema: 'check-win',
run: handleCheckWin
});
/** /**
* 获取玩家可用的移动 * 获取玩家可用的移动
*/ */
export function getAvailableMoves(state: OnitamaState, player: PlayerType): Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> { export function getAvailableMoves(
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = []; state: OnitamaState,
player: PlayerType,
): Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> {
const moves: Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> = [];
// 获取玩家的所有卡牌 // 获取玩家的所有卡牌
const cardNames = player === 'red' ? state.redCards : state.blackCards; const cardNames = player === "red" ? state.redCards : state.blackCards;
// 获取玩家的所有棋子 // 获取玩家的所有棋子
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board'); const playerPawns = Object.values(state.pawns).filter(
(p) => p.owner === player && p.regionId === "board",
);
// 对于每张卡牌 // 对于每张卡牌
for (const cardName of cardNames) { for (const cardName of cardNames) {
@@ -294,7 +321,7 @@ export function getAvailableMoves(state: OnitamaState, player: PlayerType): Arra
/** /**
* 处理回合 * 处理回合
*/ */
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) { async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
const state = game.value; const state = game.value;
const availableMoves = getAvailableMoves(state, turnPlayer); const availableMoves = getAvailableMoves(state, turnPlayer);
@@ -313,7 +340,7 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
} }
return card; return card;
}, },
turnPlayer turnPlayer,
); );
await swapCard(game, turnPlayer, cardToSwap); await swapCard(game, turnPlayer, cardToSwap);
@@ -334,19 +361,27 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
return { player, card, fromX, fromY, toX, toY }; return { player, card, fromX, fromY, toX, toY };
}, },
turnPlayer turnPlayer,
); );
await move(game, moveOutput.player, moveOutput.card, moveOutput.fromX, moveOutput.fromY, moveOutput.toX, moveOutput.toY); await move(
game,
moveOutput.player,
moveOutput.card,
moveOutput.fromX,
moveOutput.fromY,
moveOutput.toX,
moveOutput.toY,
);
} }
// 检查胜利 // 检查胜利
const winner = await checkWin(game); const winner = await checkWin(game);
await game.produceAsync(state => { await game.produceAsync((state) => {
state.winner = winner; state.winner = winner;
if (!winner) { if (!winner) {
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red'; state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
state.turn++; state.turn++;
} }
}); });
@@ -354,11 +389,6 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
return { winner, move: moveOutput }; return { winner, move: moveOutput };
} }
const turn = registry.register({
schema: 'turn <player>',
run: handleTurn
});
/** /**
* 开始游戏主循环 * 开始游戏主循环
*/ */
+105 -109
View File
@@ -1,37 +1,35 @@
import {IGameContext} from "@/core/game"; import { IGameContext } from "@/core/game";
import {RegicideState} from "@/samples/regicide/state"; import { RegicideState } from "@/samples/regicide/state";
import {createGameCommandRegistry} from "@/core/game"; import { PlayerType, RegicideCard } from "@/samples/regicide/types";
import {PlayerType, RegicideCard} from "@/samples/regicide/types"; import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants"; import { isEnemyDefeated } from "@/samples/regicide/utils";
import {isEnemyDefeated} from "@/samples/regicide/utils";
export type RegicideGame = IGameContext<RegicideState>; export type RegicideGame = IGameContext<RegicideState>;
export const registry = createGameCommandRegistry<RegicideState>();
/** /**
* 打出一张牌(对当前敌人造成伤害) * 打出一张牌(对当前敌人造成伤害)
*/ */
const playCmd = registry.register({ async function playCmd(game: RegicideGame, player: string, cardId: string) {
schema: 'play <player:string> <cardId:string>',
run: async (game: RegicideGame, player: string, cardId: string) => {
const state = game.value; const state = game.value;
const card = state.cards[cardId]; const card = state.cards[cardId];
if (!card) { if (!card) {
return {success: false, error: `卡牌 ${cardId} 不存在`}; return { success: false, error: `卡牌 ${cardId} 不存在` };
} }
// 检查卡牌是否在玩家手牌中 // 检查卡牌是否在玩家手牌中
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey]; const playerHand = state.playerHands[playerKey];
if (!playerHand || !playerHand.includes(cardId)) { if (!playerHand || !playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`}; return {
success: false,
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
};
} }
// 检查是否有当前敌人 // 检查是否有当前敌人
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
// 计算伤害(基础伤害为卡牌面值) // 计算伤害(基础伤害为卡牌面值)
@@ -39,24 +37,27 @@ const playCmd = registry.register({
let attackReduction = 0; let attackReduction = 0;
// 梅花双倍伤害 // 梅花双倍伤害
if (card.suit === 'clubs') { if (card.suit === "clubs") {
damage *= 2; damage *= 2;
} }
// 黑桃降低敌人攻击力 // 黑桃降低敌人攻击力
if (card.suit === 'spades') { if (card.suit === "spades") {
attackReduction = card.value; attackReduction = card.value;
} }
const enemyHpBefore = state.currentEnemy.hp; const enemyHpBefore = state.currentEnemy.hp;
await game.produce(state => { await game.produceAsync((state) => {
// 对敌人造成伤害 // 对敌人造成伤害
state.currentEnemy!.hp -= damage; state.currentEnemy!.hp -= damage;
// 记录黑桃的攻击力降低 // 记录黑桃的攻击力降低
if (attackReduction > 0) { if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction); state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
} }
// 从手牌移除卡牌 // 从手牌移除卡牌
@@ -67,15 +68,17 @@ const playCmd = registry.register({
} }
// 将卡牌移到弃牌堆 // 将卡牌移到弃牌堆
state.cards[cardId].regionId = 'discardPile'; state.cards[cardId].regionId = "discardPile";
// 红心能力:将弃牌堆洗回酒馆牌堆 // 红心能力:将弃牌堆洗回酒馆牌堆
if (card.suit === 'hearts') { if (card.suit === "hearts") {
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id); const discardIds = state.regions.discardPile.childIds.filter(
(id) => id !== state.currentEnemy!.id,
);
if (discardIds.length > 0) { if (discardIds.length > 0) {
// 将弃牌堆(除当前敌人外)移回酒馆牌堆 // 将弃牌堆(除当前敌人外)移回酒馆牌堆
for (const discardId of discardIds) { for (const discardId of discardIds) {
state.cards[discardId].regionId = 'tavernDeck'; state.cards[discardId].regionId = "tavernDeck";
} }
state.regions.tavernDeck.childIds.push(...discardIds); state.regions.tavernDeck.childIds.push(...discardIds);
state.regions.discardPile.childIds = [state.currentEnemy!.id]; state.regions.discardPile.childIds = [state.currentEnemy!.id];
@@ -83,7 +86,7 @@ const playCmd = registry.register({
} }
// 方块能力:从酒馆牌堆抓牌 // 方块能力:从酒馆牌堆抓牌
if (card.suit === 'diamonds') { if (card.suit === "diamonds") {
const tavernDeckCount = state.regions.tavernDeck.childIds.length; const tavernDeckCount = state.regions.tavernDeck.childIds.length;
if (tavernDeckCount > 0) { if (tavernDeckCount > 0) {
const drawCardId = state.regions.tavernDeck.childIds.shift()!; const drawCardId = state.regions.tavernDeck.childIds.shift()!;
@@ -104,29 +107,31 @@ const playCmd = registry.register({
enemyHpBefore, enemyHpBefore,
enemyHpAfter: game.value.currentEnemy!.hp, enemyHpAfter: game.value.currentEnemy!.hp,
enemyDefeated, enemyDefeated,
suitAbility: card.suit suitAbility: card.suit,
} },
}; };
} }
});
/** /**
* 打出A配合另一张牌 * 打出A配合另一张牌
*/ */
const playWithACmd = registry.register({ async function playWithACmd(
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>', game: RegicideGame,
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => { player: string,
aceCardId: string,
otherCardId: string,
) {
const state = game.value; const state = game.value;
const aceCard = state.cards[aceCardId]; const aceCard = state.cards[aceCardId];
const otherCard = state.cards[otherCardId]; const otherCard = state.cards[otherCardId];
if (!aceCard || !otherCard) { if (!aceCard || !otherCard) {
return {success: false, error: '卡牌不存在'}; return { success: false, error: "卡牌不存在" };
} }
// 检查是否是A牌 // 检查是否是A牌
if (aceCard.rank !== 'A') { if (aceCard.rank !== "A") {
return {success: false, error: `第一张牌必须是A`}; return { success: false, error: `第一张牌必须是A` };
} }
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
@@ -134,36 +139,39 @@ const playWithACmd = registry.register({
// 检查两张牌都在手牌中 // 检查两张牌都在手牌中
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) { if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
return {success: false, error: '卡牌不在手牌中'}; return { success: false, error: "卡牌不在手牌中" };
} }
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
// 计算两张牌的总伤害 // 计算两张牌的总伤害
let totalDamage = aceCard.value + otherCard.value; let totalDamage = aceCard.value + otherCard.value;
// 如果另一张牌是梅花,双倍伤害 // 如果另一张牌是梅花,双倍伤害
if (otherCard.suit === 'clubs') { if (otherCard.suit === "clubs") {
totalDamage *= 2; totalDamage *= 2;
} }
let attackReduction = 0; let attackReduction = 0;
if (aceCard.suit === 'spades') { if (aceCard.suit === "spades") {
attackReduction += aceCard.value; attackReduction += aceCard.value;
} }
if (otherCard.suit === 'spades') { if (otherCard.suit === "spades") {
attackReduction += otherCard.value; attackReduction += otherCard.value;
} }
await game.produce(state => { await game.produceAsync((state) => {
// 对敌人造成伤害 // 对敌人造成伤害
state.currentEnemy!.hp -= totalDamage; state.currentEnemy!.hp -= totalDamage;
// 记录黑桃的攻击力降低 // 记录黑桃的攻击力降低
if (attackReduction > 0) { if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction); state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
} }
// 从手牌移除两张牌 // 从手牌移除两张牌
@@ -174,8 +182,8 @@ const playWithACmd = registry.register({
if (otherIndex !== -1) hand.splice(otherIndex, 1); if (otherIndex !== -1) hand.splice(otherIndex, 1);
// 将卡牌移到弃牌堆 // 将卡牌移到弃牌堆
state.cards[aceCardId].regionId = 'discardPile'; state.cards[aceCardId].regionId = "discardPile";
state.cards[otherCardId].regionId = 'discardPile'; state.cards[otherCardId].regionId = "discardPile";
}); });
const enemyDefeated = isEnemyDefeated(state.currentEnemy); const enemyDefeated = isEnemyDefeated(state.currentEnemy);
@@ -186,33 +194,31 @@ const playWithACmd = registry.register({
damage: totalDamage, damage: totalDamage,
attackReduction, attackReduction,
enemyHp: state.currentEnemy!.hp, enemyHp: state.currentEnemy!.hp,
enemyDefeated enemyDefeated,
} },
}; };
} }
});
/** /**
* 让过(不出牌) * 让过(不出牌)
*/ */
const passCmd = registry.register({ async function passCmd(game: RegicideGame, player: string) {
schema: 'pass <player:string>',
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) // 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`}}; return { success: true, result: { message: `${player} 让过` } };
} }
});
/** /**
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌 * 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
*/ */
const enemyCounterattackCmd = registry.register({ async function enemyCounterattackCmd(
schema: 'counterattack <player:string> <discardCards:string[]>', game: RegicideGame,
run: async (game: RegicideGame, player: string, discardCards: string[]) => { player: string,
discardCards: string[],
) {
const state = game.value; const state = game.value;
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
@@ -221,7 +227,7 @@ const enemyCounterattackCmd = registry.register({
// 检查要弃的牌都在手牌中 // 检查要弃的牌都在手牌中
for (const cardId of discardCards) { for (const cardId of discardCards) {
if (!playerHand.includes(cardId)) { if (!playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在手牌中`}; return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
} }
} }
@@ -240,19 +246,19 @@ const enemyCounterattackCmd = registry.register({
if (totalValue < enemyAttack) { if (totalValue < enemyAttack) {
return { return {
success: false, success: false,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败` error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
}; };
} }
// 执行弃牌 // 执行弃牌
await game.produce(state => { await game.produceAsync((state) => {
const hand = state.playerHands[playerKey]; const hand = state.playerHands[playerKey];
for (const cardId of discardCards) { for (const cardId of discardCards) {
const index = hand.indexOf(cardId); const index = hand.indexOf(cardId);
if (index !== -1) { if (index !== -1) {
hand.splice(index, 1); hand.splice(index, 1);
} }
state.cards[cardId].regionId = 'discardPile'; state.cards[cardId].regionId = "discardPile";
} }
}); });
@@ -261,30 +267,27 @@ const enemyCounterattackCmd = registry.register({
result: { result: {
discardedCards: discardCards, discardedCards: discardCards,
totalValue, totalValue,
enemyAttack enemyAttack,
} },
}; };
} }
});
/** /**
* 检查敌人是否被击败,如果击败则翻开下一个敌人 * 检查敌人是否被击败,如果击败则翻开下一个敌人
*/ */
const checkEnemyDefeatedCmd = registry.register({ async function checkEnemyDefeatedCmd(game: RegicideGame) {
schema: 'check-enemy',
run: async (game: RegicideGame) => {
const state = game.value; const state = game.value;
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false as const, error: "没有活跃的敌人" };
} }
const defeated = state.currentEnemy.hp <= 0; const defeated = state.currentEnemy.hp <= 0;
if (defeated) { if (defeated) {
const defeatedEnemy = {...state.currentEnemy}; const defeatedEnemy = { ...state.currentEnemy };
await game.produce(state => { await game.produceAsync((state) => {
// 将当前敌人移到弃牌堆 // 将当前敌人移到弃牌堆
state.regions.discardPile.childIds.push(state.currentEnemy!.id); state.regions.discardPile.childIds.push(state.currentEnemy!.id);
@@ -300,20 +303,20 @@ const checkEnemyDefeatedCmd = registry.register({
// 检查是否胜利(没有更多敌人) // 检查是否胜利(没有更多敌人)
if (!game.value.currentEnemy) { if (!game.value.currentEnemy) {
await game.produce(state => { await game.produceAsync((state) => {
state.phase = 'victory'; state.phase = "victory";
state.winner = true; state.winner = true;
}); });
} }
return { return {
success: true, success: true as const,
result: { result: {
defeated: true, defeated: true,
defeatedEnemy, defeatedEnemy,
nextEnemy: game.value.currentEnemy, nextEnemy: game.value.currentEnemy,
enemiesRemaining: game.value.enemyDeck.length enemiesRemaining: game.value.enemyDeck.length,
} },
}; };
} }
@@ -321,27 +324,24 @@ const checkEnemyDefeatedCmd = registry.register({
success: true, success: true,
result: { result: {
defeated: false, defeated: false,
currentEnemy: {...state.currentEnemy}, currentEnemy: { ...state.currentEnemy },
enemiesRemaining: state.enemyDeck.length enemiesRemaining: state.enemyDeck.length,
} },
}; };
} }
});
/** /**
* 检查玩家是否有可出的牌 * 检查玩家是否有可出的牌
*/ */
const checkCanPlayCmd = registry.register({ async function checkCanPlayCmd(game: RegicideGame, player: string) {
schema: 'check-can-play <player:string>',
run: async (game: RegicideGame, player: string) => {
const state = game.value; const state = game.value;
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey]; const playerHand = state.playerHands[playerKey];
const canPlay = playerHand.length > 0; const canPlay = playerHand.length > 0;
const canPlayWithA = playerHand.some(cardId => { const canPlayWithA = playerHand.some((cardId) => {
const card = state.cards[cardId]; const card = state.cards[cardId];
return card && card.rank === 'A' && playerHand.length > 1; return card && card.rank === "A" && playerHand.length > 1;
}); });
return { return {
@@ -349,27 +349,26 @@ const checkCanPlayCmd = registry.register({
result: { result: {
canPlay, canPlay,
canPlayWithA, canPlayWithA,
handSize: playerHand.length handSize: playerHand.length,
} },
}; };
} }
});
/** /**
* 检查酒馆牌堆是否为空 * 检查酒馆牌堆是否为空
*/ */
const checkTavernDeckCmd = registry.register({ async function checkTavernDeckCmd(game: RegicideGame) {
schema: 'check-tavern-deck',
run: async (game: RegicideGame) => {
const state = game.value; const state = game.value;
const isEmpty = state.regions.tavernDeck.childIds.length === 0; const isEmpty = state.regions.tavernDeck.childIds.length === 0;
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败 // 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
if (isEmpty) { if (isEmpty) {
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0); const allHandsEmpty = Object.values(state.playerHands).every(
(hand) => hand.length === 0,
);
if (allHandsEmpty) { if (allHandsEmpty) {
await game.produce(state => { await game.produceAsync((state) => {
state.phase = 'defeat'; state.phase = "defeat";
state.winner = false; state.winner = false;
}); });
} }
@@ -379,35 +378,32 @@ const checkTavernDeckCmd = registry.register({
success: true, success: true,
result: { result: {
isEmpty, isEmpty,
cardsRemaining: state.regions.tavernDeck.childIds.length cardsRemaining: state.regions.tavernDeck.childIds.length,
} },
}; };
} }
});
/** /**
* 下一个玩家回合 * 下一个玩家回合
*/ */
const nextTurnCmd = registry.register({ async function nextTurnCmd(game: RegicideGame) {
schema: 'next-turn',
run: async (game: RegicideGame) => {
const state = game.value; const state = game.value;
await game.produce(state => { await game.produce((state) => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount; state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
}); });
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4']; const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
const currentPlayer = players[game.value.currentPlayerIndex]; const currentPlayer = players[game.value.currentPlayerIndex];
return { return {
success: true, success: true,
result: { result: {
currentPlayer, currentPlayer,
currentPlayerIndex: game.value.currentPlayerIndex currentPlayerIndex: game.value.currentPlayerIndex,
} },
}; };
} }
});
export { export {
playCmd as play, playCmd as play,
+82 -48
View File
@@ -1,8 +1,15 @@
import {IGameContext} from "@/core/game"; import { IGameContext } from "@/core/game";
import {RegicideState} from "@/samples/regicide/state"; import { RegicideState } from "@/samples/regicide/state";
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils"; import {
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants"; buildEnemyDeck,
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types"; buildTavernDeck,
createAllCards,
getPlayerHandRegionId,
} from "@/samples/regicide/utils";
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
import { enemyCounterattackCmd, playCmd } from ".";
export type RegicideGame = IGameContext<RegicideState>; export type RegicideGame = IGameContext<RegicideState>;
@@ -12,9 +19,13 @@ export type RegicideGame = IGameContext<RegicideState>;
* @param playerCount 玩家数量(1-4) * @param playerCount 玩家数量(1-4)
* @param seed 随机种子(可选) * @param seed 随机种子(可选)
*/ */
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) { export async function setupGame(
game: RegicideGame,
playerCount: number,
seed?: number,
) {
if (playerCount < 1 || playerCount > 4) { if (playerCount < 1 || playerCount > 4) {
throw new Error('玩家数量必须为 1-4 人'); throw new Error("玩家数量必须为 1-4 人");
} }
if (seed) { if (seed) {
@@ -31,7 +42,7 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
const tavernDeck = buildTavernDeck(game._rng); const tavernDeck = buildTavernDeck(game._rng);
// 初始化游戏状态 // 初始化游戏状态
await game.produceAsync(state => { await game.produceAsync((state) => {
state.cards = allCards; state.cards = allCards;
state.playerCount = playerCount; state.playerCount = playerCount;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
@@ -39,15 +50,15 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
// 设置酒馆牌堆区域 // 设置酒馆牌堆区域
for (const card of tavernDeck) { for (const card of tavernDeck) {
card.regionId = 'tavernDeck'; card.regionId = "tavernDeck";
state.regions.tavernDeck.childIds.push(card.id); 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) // 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); state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
// 给每个玩家发牌 // 给每个玩家发牌
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4']; const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
for (let i = 0; i < playerCount; i++) { for (let i = 0; i < playerCount; i++) {
const player = players[i]; const player = players[i];
const regionId = getPlayerHandRegionId(player); const regionId = getPlayerHandRegionId(player);
@@ -78,13 +89,13 @@ export async function start(game: RegicideGame) {
// 检查游戏是否已设置 // 检查游戏是否已设置
if (!state.currentEnemy) { if (!state.currentEnemy) {
throw new Error('请先调用 setupGame 初始化游戏'); throw new Error("请先调用 setupGame 初始化游戏");
} }
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4']; const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
// 主游戏循环 // 主游戏循环
while (state.phase === 'playing') { while (state.phase === "playing") {
const currentPlayerIndex = state.currentPlayerIndex; const currentPlayerIndex = state.currentPlayerIndex;
const currentPlayer = players[currentPlayerIndex]; const currentPlayer = players[currentPlayerIndex];
@@ -92,8 +103,9 @@ export async function start(game: RegicideGame) {
const currentHand = state.playerHands[currentPlayer]; const currentHand = state.playerHands[currentPlayer];
if (currentHand.length === 0) { if (currentHand.length === 0) {
// 玩家没有手牌,跳过回合 // 玩家没有手牌,跳过回合
await game.produceAsync(state => { await game.produceAsync((state) => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount; state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
}); });
continue; continue;
} }
@@ -113,31 +125,37 @@ export async function start(game: RegicideGame) {
/** /**
* 处理完整的玩家回合 * 处理完整的玩家回合
*/ */
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) { export async function playTurn(
game: RegicideGame,
player: PlayerType,
action: "play" | "pass",
cardId?: string,
secondCardId?: string,
) {
const state = game.value; const state = game.value;
if (state.phase !== 'playing') { if (state.phase !== "playing") {
return {success: false, error: '游戏已结束'}; return { success: false, error: "游戏已结束" };
} }
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
let playResult: any; let playResult: any;
// 执行玩家动作 // 执行玩家动作
if (action === 'play' && cardId) { if (action === "play" && cardId) {
// 检查是否是A配合另一张牌 // 检查是否是A配合另一张牌
const card = state.cards[cardId]; const card = state.cards[cardId];
if (card.rank === 'A' && secondCardId) { if (card.rank === "A" && secondCardId) {
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`); playResult = await playWithA(game, player, cardId, secondCardId);
} else { } else {
playResult = await game.run(`play ${player} ${cardId}`); playResult = await playCmd(game, player, cardId);
} }
} else { } else {
// 让过 // 让过
playResult = await game.run(`pass ${player}`); playResult = await pass(game, player);
} }
if (!playResult.success) { if (!playResult.success) {
@@ -145,7 +163,7 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
} }
// 检查敌人是否被击败 // 检查敌人是否被击败
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy'); const checkResult = await checkEnemy(game);
if (!checkResult.success) { if (!checkResult.success) {
return checkResult; return checkResult;
} }
@@ -160,15 +178,19 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
enemyDefeated: false, enemyDefeated: false,
needsDiscard: true, needsDiscard: true,
enemyAttack: state.currentEnemy.value, enemyAttack: state.currentEnemy.value,
playerHand: state.playerHands[player] playerHand: state.playerHands[player],
} },
}; };
} }
// 敌人被击败,检查是否还有更多敌人 // 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) { if (
await game.produceAsync(state => { state.enemyDeck.length === 0 &&
state.phase = 'victory'; state.currentEnemy &&
state.currentEnemy.hp <= 0
) {
await game.produceAsync((state) => {
state.phase = "victory";
state.winner = true; state.winner = true;
}); });
return { return {
@@ -176,41 +198,44 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
result: { result: {
playResult: playResult.result, playResult: playResult.result,
enemyDefeated: true, enemyDefeated: true,
gameWon: true gameWon: true,
} },
}; };
} }
// 切换到下一个玩家 // 切换到下一个玩家
await game.run('next-turn'); await nextTurn(game);
return { return {
success: true, success: true,
result: { result: {
playResult: playResult.result, playResult: playResult.result,
enemyDefeated: true, enemyDefeated: true,
nextEnemy: state.currentEnemy nextEnemy: state.currentEnemy,
} },
}; };
} }
/** /**
* 处理反击阶段的弃牌 * 处理反击阶段的弃牌
*/ */
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) { export async function handleCounterattack(
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`); game: RegicideGame,
player: PlayerType,
discardCardIds: string[],
) {
const result = await enemyCounterattackCmd(game, player, discardCardIds);
if (!result.success) { if (!result.success) {
// 弃牌失败(点数和不足),游戏失败 // 弃牌失败(点数和不足),游戏失败
await game.produceAsync(state => { await game.produceAsync((state) => {
state.phase = 'defeat'; state.phase = "defeat";
state.winner = false; state.winner = false;
}); });
return result; return result;
} }
// 弃牌成功,切换到下一个玩家 // 弃牌成功,切换到下一个玩家
await game.run('next-turn'); await nextTurn(game);
return result; return result;
} }
@@ -223,17 +248,26 @@ export function getGameStatus(game: RegicideGame) {
return { return {
phase: state.phase, phase: state.phase,
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex], currentPlayer: ["player1", "player2", "player3", "player4"][
currentEnemy: state.currentEnemy ? { state.currentPlayerIndex
],
currentEnemy: state.currentEnemy
? {
...state.currentEnemy, ...state.currentEnemy,
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100) hpPercent: Math.round(
} : null, (state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
),
}
: null,
enemiesRemaining: state.enemyDeck.length, enemiesRemaining: state.enemyDeck.length,
tavernDeckCount: state.regions.tavernDeck.childIds.length, tavernDeckCount: state.regions.tavernDeck.childIds.length,
discardPileCount: state.regions.discardPile.childIds.length, discardPileCount: state.regions.discardPile.childIds.length,
playerHands: Object.fromEntries( playerHands: Object.fromEntries(
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length]) Object.entries(state.playerHands).map(([player, hand]) => [
player,
hand.length,
]),
), ),
winner: state.winner winner: state.winner,
}; };
} }
+11 -15
View File
@@ -7,8 +7,8 @@ export type {
RegicideCardMeta, RegicideCardMeta,
RegicideCard, RegicideCard,
Enemy, Enemy,
GamePhase GamePhase,
} from './types'; } from "./types";
// Constants // Constants
export { export {
@@ -18,21 +18,17 @@ export {
ALL_SUITS, ALL_SUITS,
ALL_RANKS, ALL_RANKS,
FACE_CARDS, FACE_CARDS,
NUMBER_CARDS NUMBER_CARDS,
} from './constants'; } from "./constants";
// State // State
export { export { createInitialState, type RegicideState } from "./state";
createInitialState,
type RegicideState
} from './state';
// Prompts // Prompts
export {prompts} from './prompts'; export { prompts } from "./prompts";
// Commands // Commands
export { export {
registry,
play as playCmd, play as playCmd,
playWithA as playWithACmd, playWithA as playWithACmd,
pass as passCmd, pass as passCmd,
@@ -41,7 +37,7 @@ export {
checkCanPlay as checkCanPlayCmd, checkCanPlay as checkCanPlayCmd,
checkTavernDeck as checkTavernDeckCmd, checkTavernDeck as checkTavernDeckCmd,
nextTurn as nextTurnCmd, nextTurn as nextTurnCmd,
} from './commands'; } from "./commands";
// Game // Game
export { export {
@@ -50,8 +46,8 @@ export {
playTurn, playTurn,
handleCounterattack, handleCounterattack,
getGameStatus, getGameStatus,
type RegicideGame type RegicideGame,
} from './game'; } from "./game";
// Utils // Utils
export { export {
@@ -63,5 +59,5 @@ export {
buildTavernDeck, buildTavernDeck,
drawFromDeck, drawFromDeck,
isEnemyDefeated, isEnemyDefeated,
getPlayerHandRegionId getPlayerHandRegionId,
} from './utils'; } from "./utils";
@@ -2,39 +2,42 @@
# 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
# onPlay: effects triggered when card is played
# onDraw: effects triggered when card enters hand
# onDiscard: effects triggered when card is discarded
id,name,desc,type,costType,costCount,targetType,effects # type CardType = 'item' | 'status'
string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none',['onPlay'|'onDraw'|'onDiscard';'self'|'target'|'all'|'random';@effect;number][] # type CardCostType = 'energy' | 'uses' | 'none'
sword,剑,【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2] # type CardTargetType = 'player' | 'enemy' | 'enemies'
greataxe,长斧,对全体【攻击5】,item,energy,2,none,[onPlay;all;attack;5]
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2];[onPlay;target;attack;2] # inject effects = ~cardEffect(card)
dagger,短刀,【攻击3】【攻击3】,item,energy,1,single,[onPlay;target;attack;3];[onPlay;target;attack;3]
dart,飞镖,【攻击1】抓一张牌,item,energy,0,single,[onPlay;target;attack;1];[onPlay;self;draw;1] id,name,desc,type,costType,costCount,targetType
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single,[onPlay;target;attack;6];[onPlay;self;crossbow;0] string,string,string,CardType,CardCostType,int,CardTargetType
shield,盾,【防御3】,item,energy,1,none,[onPlay;self;defend;3] sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
hat,斗笠,【防御8】,item,energy,2,none,[onPlay;self;defend;8] greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
cape,披风,【防御2】下回合【防御2】,item,energy,1,none,[onPlay;self;defend;2];[onPlay;self;defendNext;2] spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
bracer,护腕,【防御1】抓1张牌,item,energy,0,none,[onPlay;self;defend;1];[onPlay;self;draw;1] dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
greatshield,大盾,【防御5】,item,energy,1,none,[onPlay;self;defend;5] dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none,[onPlay;self;damageReduce;3] crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none,[onPlay;self;removeWound;1] shield,盾,【防御3】,item,energy,1,player
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none,[onPlay;self;attackBuff;2] hat,斗笠,【防御8】,item,energy,2,player
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none,[onPlay;self;defendBuff;2] cape,披风,【防御2】下回合【防御2】,item,energy,1,player
vitalityPotion,活力药剂,获得1点能量,item,uses,3,none,[onPlay;self;gainEnergy;1] bracer,护腕,【防御1】抓1张牌,item,energy,0,player
focusPotion,集中药剂,抓2张牌,item,uses,3,none,[onPlay;self;draw;2] greatshield,大盾,【防御5】,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,[onPlay;self;removeWound;3] chainmail,锁子甲,本回合受到伤害-3,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,[onPlay;self;energyNext;1];[onPlay;self;drawNext;2] bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none,[onPlay;self;defendBuffUntilPlay;2] poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,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,[onPlay;self;drawChoice;1] fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,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,[onPlay;self;burnForEnergy;1] vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none,[onPlay;self;attackBuffUntilPlay;3] focusPotion,集中药剂,抓2张牌,item,uses,3,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,[onPlay;self;transformRandom;1] healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
wound,伤口,无效果占用手牌和牌堆,status,none,0,none, waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
venom,蛇毒,弃掉时受到3点伤害,status,none,0,none,[onDiscard;self;attack;3] rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,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,[onDraw;self;curse;1] 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
static,静电,在手里时受电击伤害+1,status,none,0,none,[onDraw;self;static;1] 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
fatigue,疲劳,占用手牌,status,none,0,none, whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none,[onDraw;self;expose;3] 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 # 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
# onPlay: effects triggered when card is played
# onDraw: effects triggered when card enters hand
# onDiscard: effects triggered when card is discarded
5 id,name,desc,type,costType,costCount,targetType,effects # type CardType = 'item' | 'status'
6 string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none',['onPlay'|'onDraw'|'onDiscard';'self'|'target'|'all'|'random';@effect;number][] # type CardCostType = 'energy' | 'uses' | 'none'
7 sword,剑,【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2] # type CardTargetType = 'player' | 'enemy' | 'enemies'
8 greataxe,长斧,对全体【攻击5】,item,energy,2,none,[onPlay;all;attack;5] # inject effects = ~cardEffect(card)
9 spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single,[onPlay;target;attack;2];[onPlay;target;attack;2];[onPlay;target;attack;2] id,name,desc,type,costType,costCount,targetType
10 dagger,短刀,【攻击3】【攻击3】,item,energy,1,single,[onPlay;target;attack;3];[onPlay;target;attack;3] string,string,string,CardType,CardCostType,int,CardTargetType
11 dart,飞镖,【攻击1】抓一张牌,item,energy,0,single,[onPlay;target;attack;1];[onPlay;self;draw;1] sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
12 crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single,[onPlay;target;attack;6];[onPlay;self;crossbow;0] greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
13 shield,盾,【防御3】,item,energy,1,none,[onPlay;self;defend;3] spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
14 hat,斗笠,【防御8】,item,energy,2,none,[onPlay;self;defend;8] dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
15 cape,披风,【防御2】下回合【防御2】,item,energy,1,none,[onPlay;self;defend;2];[onPlay;self;defendNext;2] dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
16 bracer,护腕,【防御1】抓1张牌,item,energy,0,none,[onPlay;self;defend;1];[onPlay;self;draw;1] crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
17 greatshield,大盾,【防御5】,item,energy,1,none,[onPlay;self;defend;5] shield,盾,【防御3】,item,energy,1,player
18 chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none,[onPlay;self;damageReduce;3] hat,斗笠,【防御8】,item,energy,2,player
19 bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none,[onPlay;self;removeWound;1] cape,披风,【防御2】下回合【防御2】,item,energy,1,player
20 poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none,[onPlay;self;attackBuff;2] bracer,护腕,【防御1】抓1张牌,item,energy,0,player
21 fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none,[onPlay;self;defendBuff;2] greatshield,大盾,【防御5】,item,energy,1,player
22 vitalityPotion,活力药剂,获得1点能量,item,uses,3,none,[onPlay;self;gainEnergy;1] chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player
23 focusPotion,集中药剂,抓2张牌,item,uses,3,none,[onPlay;self;draw;2] bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
24 healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none,[onPlay;self;removeWound;3] poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player
25 waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none,[onPlay;self;energyNext;1];[onPlay;self;drawNext;2] fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player
26 rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none,[onPlay;self;defendBuffUntilPlay;2] vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
27 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,[onPlay;self;drawChoice;1] focusPotion,集中药剂,抓2张牌,item,uses,3,player
28 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,[onPlay;self;burnForEnergy;1] healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
29 whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none,[onPlay;self;attackBuffUntilPlay;3] waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
30 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,[onPlay;self;transformRandom;1] rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player
31 wound,伤口,无效果占用手牌和牌堆,status,none,0,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
32 venom,蛇毒,弃掉时受到3点伤害,status,none,0,none,[onDiscard;self;attack;3] 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
33 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,[onDraw;self;curse;1] whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
34 static,静电,在手里时受电击伤害+1,status,none,0,none,[onDraw;self;static;1] 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
35 fatigue,疲劳,占用手牌,status,none,0,none, wound,伤口,无效果占用手牌和牌堆,status,none,0,player
36 vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none,[onDraw;self;expose;3] venom,蛇毒,弃掉时受到3点伤害,status,none,0,player
37 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
38 static,静电,在手里时受电击伤害+1,status,none,0,player
39 fatigue,疲劳,占用手牌,status,none,0,player
40 vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player
41
42
43
+9 -5
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@@ -1,14 +1,18 @@
import type { Effect } from './effect.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: "item" | "status"; readonly type: CardType;
readonly costType: "energy" | "uses" | "none"; readonly costType: CardCostType;
readonly costCount: number; readonly costCount: number;
readonly targetType: "single" | "none"; readonly targetType: CardTargetType;
readonly effects: ["onPlay" | "onDraw" | "onDiscard", "self" | "target" | "all" | "random", Effect, number][]; readonly effects: CardEffect[];
}[]; }[];
export type Card = CardTable[number]; export type Card = CardTable[number];
@@ -0,0 +1,36 @@
# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
# type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
# type CardEffectList = [effect: @effect; stacks: number][]
id,card,trigger,target,effects
string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
greataxe,greataxe,onPlay,eachTarget,[attack;5]
spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
dart,dart,onPlay,eachTarget,[attack;1]
dart-draw,dart,onPlay,source,[draw;1]
crossbow,crossbow,onPlay,eachTarget,[attack;6]
crossbow-combo,crossbow,onPlay,source,[crossbow;0]
shield,shield,onPlay,source,[defend;3]
hat,hat,onPlay,source,[defend;8]
cape,cape,onPlay,source,[defend;2];[defendNext;2]
bracer,bracer,onPlay,source,[defend;1];[draw;1]
greatshield,greatshield,onPlay,source,[defend;5]
chainmail,chainmail,onPlay,source,[damageReduce;3]
bandage,bandage,onPlay,source,[removeWound;1]
poisonPotion,poisonPotion,onPlay,source,[attackBuff;2]
fortifyPotion,fortifyPotion,onPlay,source,[defendBuff;2]
vitalityPotion,vitalityPotion,onPlay,source,[gainEnergy;1]
focusPotion,focusPotion,onPlay,source,[draw;2]
healingPotion,healingPotion,onPlay,source,[removeWound;3]
waterBag,waterBag,onPlay,source,[energyNext;1];[drawNext;2]
rope,rope,onPlay,source,[defendBuffUntilPlay;2]
belt,belt,onPlay,source,[drawChoice;1]
torch,torch,onPlay,source,[burnForEnergy;1]
whetstone,whetstone,onPlay,source,[attackBuffUntilPlay;3]
blacksmithHammer,blacksmithHammer,onPlay,source,[transformRandom;1]
venom,venom,onDiscard,source,[attack;3]
curse,curse,onDraw,source,[curse;1]
static,static,onDraw,source,[static;1]
vultureEye,vultureEye,onDraw,source,[expose;3]
1 # type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
2 # type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
3 # type CardEffectList = [effect: @effect; stacks: number][]
4 id,card,trigger,target,effects
5 string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
6 sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
7 greataxe,greataxe,onPlay,eachTarget,[attack;5]
8 spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
9 dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
10 dart,dart,onPlay,eachTarget,[attack;1]
11 dart-draw,dart,onPlay,source,[draw;1]
12 crossbow,crossbow,onPlay,eachTarget,[attack;6]
13 crossbow-combo,crossbow,onPlay,source,[crossbow;0]
14 shield,shield,onPlay,source,[defend;3]
15 hat,hat,onPlay,source,[defend;8]
16 cape,cape,onPlay,source,[defend;2];[defendNext;2]
17 bracer,bracer,onPlay,source,[defend;1];[draw;1]
18 greatshield,greatshield,onPlay,source,[defend;5]
19 chainmail,chainmail,onPlay,source,[damageReduce;3]
20 bandage,bandage,onPlay,source,[removeWound;1]
21 poisonPotion,poisonPotion,onPlay,source,[attackBuff;2]
22 fortifyPotion,fortifyPotion,onPlay,source,[defendBuff;2]
23 vitalityPotion,vitalityPotion,onPlay,source,[gainEnergy;1]
24 focusPotion,focusPotion,onPlay,source,[draw;2]
25 healingPotion,healingPotion,onPlay,source,[removeWound;3]
26 waterBag,waterBag,onPlay,source,[energyNext;1];[drawNext;2]
27 rope,rope,onPlay,source,[defendBuffUntilPlay;2]
28 belt,belt,onPlay,source,[drawChoice;1]
29 torch,torch,onPlay,source,[burnForEnergy;1]
30 whetstone,whetstone,onPlay,source,[attackBuffUntilPlay;3]
31 blacksmithHammer,blacksmithHammer,onPlay,source,[transformRandom;1]
32 venom,venom,onDiscard,source,[attack;3]
33 curse,curse,onDraw,source,[curse;1]
34 static,static,onDraw,source,[static;1]
35 vultureEye,vultureEye,onDraw,source,[expose;3]
@@ -0,0 +1,19 @@
import type { Card } from './card.csv';
import type { Effect } from './effect.csv';
export type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard';
export type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player';
export type CardEffectList = [effect: Effect, stacks: number][];
type CardEffectTable = readonly {
readonly id: string;
readonly card: Card;
readonly trigger: CardEffectTrigger;
readonly target: CardEffectTarget;
readonly effects: CardEffectList;
}[];
export type CardEffect = CardEffectTable[number];
declare function getData(): CardEffectTable;
export default getData;
@@ -11,40 +11,42 @@
# 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
id, name, description, lifecycle # type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
string, string, string, 'instant'|'temporary'|'lingering'|'permanent'|'posture'|'item'|'itemTemporary'|'itemUntilPlay'|'itemUntilDiscard'|'itemPermanent'
attack, 攻击, 对对手造成伤害, instant id, name, description, lifecycle, emoji
defend, 防御, 抵消下次行动前受到的伤害, posture string, string, string, EffectLifecycle, string
spike, 尖刺, 对攻击者造成X点伤害, permanent attack, 攻击, 对对手造成伤害, instant, ⚔️
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 defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️
curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵
aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture 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, 🧪
roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, 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, 💀
rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, 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 roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲
tailSting, 尾刺, 攻击时,伤害提升X, posture rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥
energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering 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, 👁️
molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture tailSting, 尾刺, 攻击时,伤害提升X, posture, 🦂
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering, 🔋
storm, 风暴, 攻击时给玩家塞入1张静电, permanent molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚
static, 静电, 在手里时受电击伤害+1, permanent discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant static, 静电, 在手里时受电击伤害+1, permanent, ⚡
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟
draw, 抓牌, 抓X张牌, instant summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅
defendNext, 下回合防御, 下回合开始时获得防御, temporary draw, 抓牌, 抓X张牌, instant, 🃏
damageReduce, 减伤, 本回合受到的伤害减少X, temporary crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹
gainEnergy, 获得能量, 获得X点能量, instant attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary gainEnergy, 获得能量, 获得X点能量, instant, ⚡
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay energyNext, 下回合获能量, 下回合开始时获得X点能量, 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 drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+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, 🔍
transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, 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, 🔥
expose, 暴露, 受到的伤害+1/每层, temporary 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 # instant: 不施加buff,瞬间生效
11 id # type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
12 string id
13 attack string
14 defend attack
15 spike defend
16 venom spike
17 curse venom
18 aim curse
19 roll aim
20 rollDamage roll
21 vultureEye rollDamage
22 tailSting vultureEye
23 energyDrain tailSting
24 molt energyDrain
25 discard molt
26 storm discard
27 static storm
28 charge static
29 summonMummy charge
30 summonSandwormLarva summonMummy
31 reviveMummy summonSandwormLarva
32 draw reviveMummy
33 crossbow draw
34 defendNext crossbow
35 damageReduce defendNext
36 removeWound damageReduce
37 attackBuff removeWound
38 defendBuff attackBuff
39 gainEnergy defendBuff
40 energyNext gainEnergy
41 drawNext energyNext
42 defendBuffUntilPlay drawNext
43 drawChoice defendBuffUntilPlay
44 burnForEnergy drawChoice
45 attackBuffUntilPlay burnForEnergy
46 transformRandom attackBuffUntilPlay
47 expose transformRandom
48 expose
49
50
51
52
@@ -1,8 +1,11 @@
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: "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent"; readonly lifecycle: EffectLifecycle;
readonly emoji: string;
}[]; }[];
export type Effect = EffectTable[number]; export type Effect = EffectTable[number];
@@ -6,8 +6,11 @@
# 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,'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;[]], 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;[]],
1 # minion (10): minor enemies
6 # curio (8): random pickup of treasure or resources
7 # enemies: array of [enemyId; initialHp; buffs[]]
8 id,type,name,description,enemies,dialogue # type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
9 # type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
10 id
11 string
12 string,'minion'|'elite'|'event'|'shop'|'camp'|'curio',string,string,[data: @enemy; hp: int; effects: [effect: @effect;stacks: int][]][],string cactus_pair
13 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
14 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
15 mummy_cactus,minion,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。,[木乃伊;14;[]];[仙人掌怪;12;[]], gunslinger
16 gunslinger,minion,枪手,概念:单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】,[枪手;12;[]], tumbleweed_pair
@@ -1,12 +1,15 @@
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: "minion" | "elite" | "event" | "shop" | "camp" | "curio"; readonly type: EncounterType;
readonly name: string; readonly name: string;
readonly description: string; readonly description: string;
readonly enemies: [data: Enemy, hp: number, effects: [effect: Effect, stacks: number][]][]; readonly enemies: EnemyList;
readonly dialogue: string; readonly dialogue: string;
}[]; }[];
@@ -1,5 +1,13 @@
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";
@@ -6,46 +6,50 @@
# 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 = 'source' | '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[],['self'|'player'|'team';@effect;number][] 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,,[self;spike;1];[self;defend;4] 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,,[self;defend;8] 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] 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,,[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-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] 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-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] 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,,[self;roll;5];[self;defend;4] 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,,[self;defend;8] 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] 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,,[self;defend;5] 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,,[self;tailSting;2] 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] 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-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,,[self;energyDrain;1];[self;defend;4] 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] 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,,[self;defend;6] 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,,[self;molt;3] 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-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,,[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-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] 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,,[self;charge;2] 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-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] 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,,[self;summonSandwormLarva;18] 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-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,,[self;summonMummy;14] 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-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-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,,[self;reviveMummy;1] 沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[source;reviveMummy;1]
1 # intentId: unique intent state ID (e.g. '仙人掌怪-boost')
6 # initBuffs: initial buffs for this intent (applied when intent becomes active)
7 # effects: effects executed when this intent is active
8 id,enemy,initialIntent,nextIntents,brokenIntent,effects # type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player'
9 # type IntentEffect = [IntentEffectTarget;@effect;number]
10 # type IntentEffectList = IntentEffect[]
11 id
12 string
13 string,@enemy,boolean,@intent[],@intent[],['self'|'player'|'team';@effect;number][] 仙人掌怪-boost
14 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
15 仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[self;defend;8] 仙人掌怪-attack
16 仙人掌怪-attack,仙人掌怪,false,仙人掌怪-boost,,[player;attack;5] 蛇-poison
17 蛇-poison,蛇,true,蛇-attack;蛇-attack,,[player;venom;1];[player;attack;4] 蛇-attack
18 蛇-attack,蛇,false,蛇-poison;蛇-boost,,[player;attack;6] 蛇-boost
19 蛇-boost,蛇,false,蛇-poison;蛇-attack,,[self;defend;3];[player;venom;1] 木乃伊-attack
20 木乃伊-attack,木乃伊,true,木乃伊-defend;木乃伊-curse,,[player;attack;6] 木乃伊-defend
21 木乃伊-defend,木乃伊,false,木乃伊-attack,,[self;defend;6] 木乃伊-curse
22 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
23 枪手-aim,枪手,true,枪手-attack,,[self;aim;2] 枪手-attack
24 枪手-attack,枪手,false,枪手-aim;枪手-defend,枪手-aim,[player;attack;8] 枪手-defend
25 枪手-defend,枪手,false,枪手-aim,枪手-aim,[self;defend;5] 风卷草-boost
26 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
27 风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[self;defend;8] 风卷草-attack
28 风卷草-attack,风卷草,false,风卷草-boost,,[player;rollDamage;0] 秃鹫-attack
29 秃鹫-attack,秃鹫,true,秃鹫-defend;秃鹫-defend,,[player;attack;6];[player;vultureEye;1] 秃鹫-defend
30 秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[self;defend;5] 沙蝎-boost
31 沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[self;tailSting;2] 沙蝎-attack
32 沙蝎-attack,沙蝎,false,沙蝎-boost;沙蝎-attack,,[player;attack;6] 幼沙虫-defend
33 幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[self;defend;6] 幼沙虫-boost
34 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
35 幼沙虫-attack,幼沙虫,false,幼沙虫-defend;幼沙虫-defend,,[player;attack;5] 蜥蜴-attack
36 蜥蜴-attack,蜥蜴,true,蜥蜴-defend;蜥蜴-molt,,[player;attack;5] 蜥蜴-defend
37 蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[self;defend;6] 蜥蜴-molt
38 蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[self;molt;3] 沙匪-attack
39 沙匪-attack,沙匪,true,沙匪-attack;沙匪-heavyAttack,,[player;attack;6] 沙匪-heavyAttack
40 沙匪-heavyAttack,沙匪,false,沙匪-attack;沙匪-attack;沙匪-debuff,,[player;attack;10] 沙匪-debuff
41 沙匪-debuff,沙匪,false,沙匪-attack;沙匪-attack,,[player;discard;1] 风暴之灵-storm
42 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
43 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
44 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
45 骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[self;charge;2] 骑马枪手-attack
46 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
47 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
48 沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[self;summonSandwormLarva;18] 沙虫王-attack
49 沙虫王-attack,沙虫王,false,沙虫王-summon;沙虫王-defend,,[player;attack;9] 沙虫王-defend
50 沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[self;defend;6] 沙漠守卫-summon
51 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
52 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
53 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
54
55
@@ -1,13 +1,17 @@
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 = 'source' | '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: ["self" | "player" | "team", Effect, number][]; readonly effects: IntentEffectList;
}[]; }[];
export type Intent = IntentTable[number]; export type Intent = IntentTable[number];
@@ -1,17 +1,21 @@
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers"; import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects"; import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
import { getAdjacentItems } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress";
import { EffectData } from "@/samples/slay-the-spire-like/system/types"; import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import getEffects from "../effect.csv"; import getEffects from "../effect.csv";
import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
export function addCardEventTriggers(triggers: Triggers) { export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
const effects = getEffects(); const effects = getEffects();
function findEffect(id: string): EffectData { function findEffect(id: string): 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: "instant" } as EffectData; return {
id,
name: id,
description: "",
lifecycle: "instant",
} as EffectData;
} }
// storm: give static card to player when storm enemy attacks // storm: give static card to player when storm enemy attacks
@@ -26,9 +30,9 @@ export function addCardEventTriggers(triggers: Triggers) {
for (let i = 0; i < storm; i++) { for (let i = 0; i < storm; i++) {
await triggers.onEffectApplied.execute(ctx.game, { await triggers.onEffectApplied.execute(ctx.game, {
effect: findEffect("static"), effect: findEffect("static"),
entityKey: "player", entityId: "player",
stacks: 1, stacks: 1,
sourceEntityKey: ctx.enemyId, sourceEntityId: ctx.enemyId,
}); });
} }
} }
@@ -48,7 +52,7 @@ export function addCardEventTriggers(triggers: Triggers) {
await triggers.onCardPlayed.execute(ctx.game, { await triggers.onCardPlayed.execute(ctx.game, {
cardId: id, cardId: id,
targetId: ctx.targetId, targetId: ctx.targetId,
sourceEntityKey: "player", sourceEntityId: "player",
}); });
} }
} }
@@ -62,18 +66,21 @@ export function addCardEventTriggers(triggers: Triggers) {
if (!card) return; if (!card) return;
const playedItemId = card.itemId; const playedItemId = card.itemId;
const adjacent = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, playedItemId); const adjacent = run.getAdjacentItems(playedItemId);
for (const [adjItemId] of adjacent) { for (const adjItemId of adjacent) {
const adjEffects = ctx.game.value.player.itemEffects[adjItemId]; const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
if (!adjEffects) continue; if (!adjEffects) continue;
const burn = adjEffects.burnForEnergy; const burn = adjEffects.burnForEnergy;
if (!burn || burn.stacks <= 0) continue; if (!burn || burn.stacks <= 0) continue;
await ctx.game.produceAsync(draft => { const item = run.getItemData(adjItemId);
const item = draft.inventory.items.get(adjItemId); const maxUses =
if (item) { item?.card.costType === "energy" ? item.card.costCount : 0;
draft.inventory.items.delete(adjItemId); const consumed = run.getConsumedUses(adjItemId);
} const toConsume = Math.min(maxUses - consumed, burn.stacks);
await run.setConsumedUsesAsync(adjItemId, consumed + toConsume);
await ctx.game.produceAsync((draft) => {
draft.player.energy += burn.stacks; draft.player.energy += burn.stacks;
delete draft.player.itemEffects[adjItemId]; delete draft.player.itemEffects[adjItemId];
}); });
@@ -89,12 +96,12 @@ export function addCardEventTriggers(triggers: Triggers) {
if (!card || card.cardData.id !== "fatigue") return; if (!card || card.cardData.id !== "fatigue") return;
const sandwormKing = ctx.game.value.enemies.find( const sandwormKing = ctx.game.value.enemies.find(
e => e.enemy.id === "沙虫王" && e.isAlive (e) => e.enemy.id === "沙虫王" && e.isAlive,
); );
if (!sandwormKing) return; if (!sandwormKing) return;
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const king = draft.enemies.find(e => e.id === sandwormKing.id); const king = draft.enemies.find((e) => e.id === sandwormKing.id);
if (king) { if (king) {
king.hp = Math.min(king.hp + 10, king.maxHp); king.hp = Math.min(king.hp + 10, king.maxHp);
} }
@@ -106,16 +113,17 @@ export function addCardEventTriggers(triggers: Triggers) {
await next(); await next();
const dealt = ctx.amount - (ctx.prevented ?? 0); 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; if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫")
return;
await triggers.onEffectApplied.execute(ctx.game, { await triggers.onEffectApplied.execute(ctx.game, {
effect: findEffect("vultureEye"), effect: findEffect("vultureEye"),
entityKey: "player", entityId: "player",
stacks: 1, stacks: 1,
sourceEntityKey: ctx.sourceEntityKey, sourceEntityId: ctx.sourceEntityId,
}); });
}); });
} }
@@ -3,7 +3,6 @@ import {
addEntityEffect, addEntityEffect,
getCombatEntity, getCombatEntity,
} from "@/samples/slay-the-spire-like/system/combat/effects"; } 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 { EffectData } from "@/samples/slay-the-spire-like/system/types";
import getEffects from "../effect.csv"; import getEffects from "../effect.csv";
@@ -13,23 +12,22 @@ export function addDamageTriggers(triggers: Triggers) {
function findEffect(id: string): EffectData { function findEffect(id: string): EffectData {
const found = effects.find((e: EffectData) => e.id === id); const found = effects.find((e: EffectData) => e.id === id);
if (found) return found; if (found) return found;
return { id, name: id, description: "", lifecycle: "instant" } as EffectData; return {
id,
name: id,
description: "",
lifecycle: "instant",
} as EffectData;
} }
// block / damage prevention // block / damage prevention
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
const entity = getCombatEntity(ctx.game.value, ctx.entityKey); const entity = getCombatEntity(ctx.game.value, ctx.entityId);
if (!entity) return; if (!entity) return;
let preventable = ctx.amount - (ctx.prevented ?? 0); let preventable = ctx.amount - (ctx.prevented ?? 0);
const blocks = entity.effects.defend?.stacks ?? 0; // 1. apply damageReduce before block
const blocked = Math.min(blocks, preventable);
if (blocked) {
ctx.prevented = (ctx.prevented ?? 0) + blocked;
preventable -= blocked;
}
const damageReduce = entity.effects.damageReduce?.stacks ?? 0; const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
if (damageReduce > 0) { if (damageReduce > 0) {
const reduced = Math.min(damageReduce, preventable); const reduced = Math.min(damageReduce, preventable);
@@ -37,6 +35,18 @@ export function addDamageTriggers(triggers: Triggers) {
preventable -= reduced; preventable -= reduced;
} }
// 2. consume defend for damage prevented
const blocks = entity.effects.defend?.stacks ?? 0;
const blocked = Math.min(blocks, preventable);
if (blocked > 0) {
ctx.prevented = (ctx.prevented ?? 0) + blocked;
preventable -= blocked;
await ctx.game.produceAsync((draft) => {
const e = getCombatEntity(draft, ctx.entityId);
if (e) addEntityEffect(e, findEffect("defend"), -blocked);
});
}
const expose = entity.effects.expose?.stacks ?? 0; const expose = entity.effects.expose?.stacks ?? 0;
if (expose > 0) { if (expose > 0) {
ctx.amount += expose; ctx.amount += expose;
@@ -45,35 +55,19 @@ export function addDamageTriggers(triggers: Triggers) {
await next(); 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,
});
}
});
// energyDrain: player loses energy when enemy takes damage // energyDrain: player loses energy when enemy takes damage
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
const entity = getCombatEntity(ctx.game.value, ctx.entityKey); const entity = getCombatEntity(ctx.game.value, ctx.entityId);
if (!entity) return; if (!entity) return;
const energyDrain = entity.effects.energyDrain?.stacks ?? 0; const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
if (energyDrain > 0 && ctx.entityKey !== "player") { if (energyDrain > 0 && ctx.entityId !== "player") {
const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0)); const dealt = Math.min(
Math.max(0, entity.hp),
ctx.amount - (ctx.prevented ?? 0),
);
if (dealt > 0) { if (dealt > 0) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
draft.player.energy = Math.max(0, draft.player.energy - energyDrain); draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
}); });
} }
@@ -84,7 +78,7 @@ export function addDamageTriggers(triggers: Triggers) {
// molt: enemy flees if molt >= maxHp // molt: enemy flees if molt >= maxHp
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
const entity = getCombatEntity(ctx.game.value, ctx.entityKey); const entity = getCombatEntity(ctx.game.value, ctx.entityId);
if (!entity || !entity.isAlive) { if (!entity || !entity.isAlive) {
await next(); await next();
return; return;
@@ -92,13 +86,15 @@ export function addDamageTriggers(triggers: Triggers) {
const molt = entity.effects.molt?.stacks ?? 0; const molt = entity.effects.molt?.stacks ?? 0;
if (molt >= entity.maxHp) { if (molt >= entity.maxHp) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const e = draft.enemies.find(en => en.id === ctx.entityKey); const e = draft.enemies.find((en) => en.id === ctx.entityId);
if (e) { if (e) {
e.isAlive = false; e.isAlive = false;
e.hp = 0; e.hp = 0;
} }
draft.result = draft.enemies.every(en => !en.isAlive) ? "victory" : null; draft.result = draft.enemies.every((en) => !en.isAlive)
? "victory"
: null;
}); });
if (ctx.game.value.result) throw ctx.game.value; if (ctx.game.value.result) throw ctx.game.value;
return; return;
@@ -109,7 +105,7 @@ export function addDamageTriggers(triggers: Triggers) {
// aim: double damage, lose aim on damage // aim: double damage, lose aim on damage
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
if (ctx.sourceEntityKey === "player") { if (ctx.sourceEntityId === "player") {
const player = ctx.game.value.player; const player = ctx.game.value.player;
const aim = player.effects.aim?.stacks ?? 0; const aim = player.effects.aim?.stacks ?? 0;
if (aim > 0) { if (aim > 0) {
@@ -121,13 +117,13 @@ export function addDamageTriggers(triggers: Triggers) {
// roll: consume 10 roll per 10 damage // roll: consume 10 roll per 10 damage
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
if (ctx.sourceEntityKey === "player") { if (ctx.sourceEntityId === "player") {
const player = ctx.game.value.player; const player = ctx.game.value.player;
const roll = player.effects.roll?.stacks ?? 0; const roll = player.effects.roll?.stacks ?? 0;
if (roll >= 10) { if (roll >= 10) {
const rollDamage = Math.floor(roll / 10) * 10; const rollDamage = Math.floor(roll / 10) * 10;
ctx.amount += rollDamage; ctx.amount += rollDamage;
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
addEntityEffect(draft.player, findEffect("roll"), -rollDamage); addEntityEffect(draft.player, findEffect("roll"), -rollDamage);
}); });
} }
@@ -137,8 +133,8 @@ export function addDamageTriggers(triggers: Triggers) {
// tailSting: bonus damage on attack // tailSting: bonus damage on attack
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
if (ctx.sourceEntityKey && ctx.sourceEntityKey !== "player") { if (ctx.sourceEntityId && ctx.sourceEntityId !== "player") {
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey); const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
if (attacker) { if (attacker) {
const tailSting = attacker.effects.tailSting?.stacks ?? 0; const tailSting = attacker.effects.tailSting?.stacks ?? 0;
if (tailSting > 0) { if (tailSting > 0) {
@@ -151,35 +147,41 @@ export function addDamageTriggers(triggers: Triggers) {
// charge: double damage dealt/received, consume equal charge // charge: double damage dealt/received, consume equal charge
triggers.onDamage.use(async (ctx, next) => { triggers.onDamage.use(async (ctx, next) => {
const entity = getCombatEntity(ctx.game.value, ctx.entityKey); const entity = getCombatEntity(ctx.game.value, ctx.entityId);
if (entity) { if (entity) {
const charge = entity.effects.charge?.stacks ?? 0; const charge = entity.effects.charge?.stacks ?? 0;
if (charge > 0) { if (charge > 0) {
const dealt = Math.min(Math.max(0, entity.hp), ctx.amount - (ctx.prevented ?? 0)); const dealt = Math.min(
Math.max(0, entity.hp),
ctx.amount - (ctx.prevented ?? 0),
);
const consumed = Math.min(charge, dealt); const consumed = Math.min(charge, dealt);
ctx.amount += dealt; ctx.amount += dealt;
if (consumed > 0) { if (consumed > 0) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const e = getCombatEntity(draft, ctx.entityKey); const e = getCombatEntity(draft, ctx.entityId);
if (e) addEntityEffect(e, findEffect("charge"), -consumed); if (e) addEntityEffect(e, findEffect("charge"), -consumed);
}); });
} }
} }
} }
if (ctx.sourceEntityKey) { if (ctx.sourceEntityId) {
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityKey); const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
if (attacker) { if (attacker) {
const charge = attacker.effects.charge?.stacks ?? 0; const charge = attacker.effects.charge?.stacks ?? 0;
if (charge > 0) { if (charge > 0) {
const baseAmount = ctx.amount; const baseAmount = ctx.amount;
const targetEntity = getCombatEntity(ctx.game.value, ctx.entityKey); const targetEntity = getCombatEntity(ctx.game.value, ctx.entityId);
const dealt = Math.min(Math.max(0, targetEntity?.hp ?? 0), baseAmount - (ctx.prevented ?? 0)); const dealt = Math.min(
Math.max(0, targetEntity?.hp ?? 0),
baseAmount - (ctx.prevented ?? 0),
);
const consumed = Math.min(charge, dealt); const consumed = Math.min(charge, dealt);
ctx.amount += dealt; ctx.amount += dealt;
if (consumed > 0) { if (consumed > 0) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const a = getCombatEntity(draft, ctx.sourceEntityKey!); const a = getCombatEntity(draft, ctx.sourceEntityId!);
if (a) addEntityEffect(a, findEffect("charge"), -consumed); if (a) addEntityEffect(a, findEffect("charge"), -consumed);
}); });
} }
@@ -1,12 +0,0 @@
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) {
addInstantEffectTriggers(triggers);
addDamageTriggers(triggers);
addTurnStartTriggers(triggers);
addCardEventTriggers(triggers);
}
@@ -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);
}
@@ -1,27 +1,24 @@
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers"; 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 { 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 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) { function findCard(id: string) {
return cards.find(c => c.id === id); return cards.find((c) => c.id === id);
} }
function createStatusCard(draft: CombatGameContext["value"], 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;
@@ -48,7 +45,7 @@ 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);
@@ -58,16 +55,24 @@ export function addInstantEffectTriggers(triggers: Triggers) {
return result; return result;
} }
function summonEnemy(draft: CombatGameContext["value"], enemyId: string, hp: number) { function summonEnemy(
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(e => e.enemy.id === enemyId && !e.isAlive); const existing = draft.enemies.find(
(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 = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0]; const intent =
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) {
@@ -91,18 +96,28 @@ export function addInstantEffectTriggers(triggers: Triggers) {
triggers.onEffectApplied.use(async (ctx, next) => { triggers.onEffectApplied.use(async (ctx, next) => {
if (ctx.effect.id === "attack") { if (ctx.effect.id === "attack") {
await triggers.onDamage.execute(ctx.game, { await triggers.onDamage.execute(ctx.game, {
entityKey: ctx.entityKey, entityId: ctx.entityId,
amount: ctx.stacks, amount: ctx.stacks,
sourceEntityKey: ctx.sourceEntityKey ?? ctx.entityKey === "player" ? undefined : "player", 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") { } 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 = [
@@ -113,7 +128,10 @@ 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 = card.regionId === "drawPile" ? regions.drawPile : regions.discardPile; const sourceRegion =
card.regionId === "drawPile"
? regions.drawPile
: regions.discardPile;
moveToRegion(card, sourceRegion, null); moveToRegion(card, sourceRegion, null);
delete cards[cardId]; delete cards[cardId];
removed++; removed++;
@@ -121,35 +139,37 @@ 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(e => e.enemy.id === "木乃伊" && !e.isAlive); const deadMummy = draft.enemies.find(
(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);
}); });
} }
@@ -7,14 +7,19 @@ export function addTurnStartTriggers(triggers: Triggers) {
const effects = getEffects(); const effects = getEffects();
function findEffect(id: string): EffectData { function findEffect(id: string): 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: "instant" } as EffectData; return {
id,
name: id,
description: "",
lifecycle: "instant",
} as EffectData;
} }
// discard: random discard at turn start // discard: random discard at turn start
triggers.onTurnStart.use(async (ctx, next) => { triggers.onTurnStart.use(async (ctx, next) => {
if (ctx.entityKey !== "player") { if (ctx.entityId !== "player") {
await next(); await next();
return; return;
} }
@@ -25,7 +30,9 @@ export function addTurnStartTriggers(triggers: Triggers) {
if (handIds.length > 0) { if (handIds.length > 0) {
const randomIndex = ctx.game.rng.nextInt(handIds.length); const randomIndex = ctx.game.rng.nextInt(handIds.length);
const randomCardId = handIds[randomIndex]; const randomCardId = handIds[randomIndex];
await triggers.onCardDiscarded.execute(ctx.game, { cardId: randomCardId }); await triggers.onCardDiscarded.execute(ctx.game, {
cardId: randomCardId,
});
} }
} }
@@ -33,33 +40,30 @@ export function addTurnStartTriggers(triggers: Triggers) {
}); });
// defendNext: gain block next turn // 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) => { triggers.onTurnStart.use(async (ctx, next) => {
if (ctx.entityKey !== "player") { const defendNext = ctx.game.value.player.effects.defendNext;
if (!defendNext || defendNext.stacks <= 0) {
await next(); await next();
return; 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);
});
}
await next(); await next();
await ctx.game.produceAsync((draft) => {
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
});
}); });
// energyNext: gain energy next turn // energyNext: gain energy next turn
triggers.onTurnStart.use(async (ctx, next) => { triggers.onTurnStart.use(async (ctx, next) => {
if (ctx.entityKey !== "player") { if (ctx.entityId !== "player") {
await next(); await next();
return; return;
} }
const energyNext = ctx.game.value.player.effects.energyNext; const energyNext = ctx.game.value.player.effects.energyNext;
if (energyNext && energyNext.stacks > 0) { if (energyNext && energyNext.stacks > 0) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
draft.player.energy += energyNext.stacks; draft.player.energy += energyNext.stacks;
addEntityEffect(draft.player, energyNext.data, -energyNext.stacks); addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
}); });
@@ -70,14 +74,14 @@ export function addTurnStartTriggers(triggers: Triggers) {
// drawNext: draw extra cards next turn // drawNext: draw extra cards next turn
triggers.onTurnStart.use(async (ctx, next) => { triggers.onTurnStart.use(async (ctx, next) => {
if (ctx.entityKey !== "player") { if (ctx.entityId !== "player") {
await next(); await next();
return; return;
} }
const drawNext = ctx.game.value.player.effects.drawNext; const drawNext = ctx.game.value.player.effects.drawNext;
if (drawNext && drawNext.stacks > 0) { if (drawNext && drawNext.stacks > 0) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
addEntityEffect(draft.player, drawNext.data, -drawNext.stacks); addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
}); });
await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks }); await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
+13 -18
View File
@@ -1,23 +1,18 @@
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";
export type ContentModule = { import type * as desert from "./desert";
getCards: () => CardData[]; import { IRunContext } from "../system/combat";
getEffects: () => EffectData[];
getEncounters: () => EncounterData[];
getEnemies: () => EnemyData[];
getIntents: () => IntentData[];
getItems: () => ItemData[];
getStartingItems: () => ItemData[];
dialogues: YarnDialogues; export type ContentModule = {
addTriggers: (triggers: Triggers) => void; 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;
}; };
+7 -161
View File
@@ -1,162 +1,8 @@
// Types export * from "./system/combat";
export type { export * from "./system/deck";
EffectData, export * from "./system/encounter";
EffectLifecycle, export * from "./system/grid-inventory";
EnemyData, export * from "./system/map";
CardType, export * from "./system/utils";
CardCostType, export * from "./system/types";
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 { default as data } from "./data"; export { default as data } from "./data";
@@ -1,78 +1,94 @@
import {CombatEntity, CombatGameContext, CombatState, EffectTable, PlayerEntity} from "./types"; import {
CombatEntity,
CombatGameContext,
CombatState,
EffectTable,
IRunContext,
PlayerEntity,
} from "./types";
import { import {
CardData, CardData,
CardEffectTarget, CardEffectTarget,
CardTargetType,
EffectData, EffectData,
EffectTarget IntentEffectTarget,
} from "@/samples/slay-the-spire-like/system/types"; } from "@/samples/slay-the-spire-like/system/types";
import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress/types";
import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){ export function addEffect(
effects: EffectTable,
effect: EffectData,
stacks: number,
) {
let current = effects[effect.id]; let current = effects[effect.id];
if(!current) current = {data: effect, stacks}; if (!current) current = { data: effect, stacks };
else current.stacks += stacks; else current.stacks += stacks;
if(current.stacks === 0 && effects[effect.id]) if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
delete effects[effect.id]; else if (current.stacks !== 0 && !effects[effect.id])
else if(current.stacks !== 0 && !effects[effect.id])
effects[effect.id] = current; effects[effect.id] = current;
} }
export function addEntityEffect(entity: CombatEntity, effect: EffectData, stacks: number){ export function addEntityEffect(
entity: CombatEntity,
effect: EffectData,
stacks: number,
) {
addEffect(entity.effects, effect, stacks); addEffect(entity.effects, effect, stacks);
} }
export function addItemEffect(entity: PlayerEntity, itemKey: string, effect: EffectData, stacks: number){ export function addItemEffect(
entity: PlayerEntity,
itemKey: string,
effect: EffectData,
stacks: number,
) {
entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {}; entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
addEffect(entity.itemEffects[itemKey], effect, stacks); addEffect(entity.itemEffects[itemKey], effect, stacks);
} }
export function onEntityEffectUpkeep(entity: CombatEntity){ export function onEntityEffectUpkeep(entity: CombatEntity) {
for(const effect of Object.values(entity.effects)){ for (const effect of Object.values(entity.effects)) {
const lifecycle = effect.data.lifecycle; const lifecycle = effect.data.lifecycle;
if(lifecycle === 'temporary') if (lifecycle === "temporary")
addEntityEffect(entity, effect.data, -effect.stacks); addEntityEffect(entity, effect.data, -effect.stacks);
else if(lifecycle === 'lingering') else if (lifecycle === "lingering")
addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1); addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
} }
} }
export function onEntityPostureDamage(entity: CombatEntity, damage: number){ export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
for(const effect of Object.values(entity.effects)){ for (const effect of Object.values(entity.effects)) {
const lifecycle = effect.data.lifecycle; const lifecycle = effect.data.lifecycle;
if(lifecycle === 'posture') if (lifecycle === "posture")
addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks)); addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
} }
} }
export function onPlayerItemEffectUpkeep(entity: PlayerEntity){ export function onPlayerItemEffectUpkeep(entity: PlayerEntity) {
for(const [itemKey, itemEffects] of Object.entries(entity.itemEffects)){ for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
for(const effect of Object.values(itemEffects)){ for (const effect of Object.values(itemEffects)) {
const lifecycle = effect.data.lifecycle; const lifecycle = effect.data.lifecycle;
if(lifecycle === 'itemTemporary') if (lifecycle === "itemTemporary")
addItemEffect(entity, itemKey, effect.data, -effect.stacks); addItemEffect(entity, itemKey, effect.data, -effect.stacks);
} }
} }
} }
export function onItemPlay(entity: PlayerEntity, itemKey: string){ export function onItemPlay(entity: PlayerEntity, itemKey: string) {
const effects = entity.itemEffects[itemKey]; const effects = entity.itemEffects[itemKey];
if(!effects)return; if (!effects) return;
for(const effect of Object.values(effects)){ for (const effect of Object.values(effects)) {
if(effect.data.lifecycle === 'itemUntilPlay'){ if (effect.data.lifecycle === "itemUntilPlay") {
addItemEffect(entity, itemKey, effect.data, -effect.stacks); addItemEffect(entity, itemKey, effect.data, -effect.stacks);
} }
} }
} }
export function onItemDiscard(entity: PlayerEntity, itemKey: string){ export function onItemDiscard(entity: PlayerEntity, itemKey: string) {
const effects = entity.itemEffects[itemKey]; const effects = entity.itemEffects[itemKey];
if(!effects)return; if (!effects) return;
for(const effect of Object.values(effects)){ for (const effect of Object.values(effects)) {
if(effect.data.lifecycle === 'itemUntilDiscard'){ if (effect.data.lifecycle === "itemUntilDiscard") {
addItemEffect(entity, itemKey, effect.data, -effect.stacks); addItemEffect(entity, itemKey, effect.data, -effect.stacks);
} }
} }
@@ -86,49 +102,70 @@ export function* getAliveEnemies(state: CombatState) {
} }
} }
export function* getEffectTargets(target: CardEffectTarget | EffectTarget, game: CombatGameContext, targetId?: string){ export function* getEffectTargets(
if(target === 'all' || target === 'team'){ target: CardEffectTarget | IntentEffectTarget,
for(const enemy of getAliveEnemies(game.value)){ game: CombatGameContext,
targetId?: string,
sourceEntityKey: "player" | string = "player",
) {
if (target === "eachEnemy") {
for (const enemy of getAliveEnemies(game.value)) {
yield enemy; 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; yield game.value.player;
} else if(target === 'target'){ } else if (target === "eachTarget") {
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 === 'random'){ } else if (target === "randomEnemy") {
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);
yield aliveEnemies[index]; yield aliveEnemies[index];
} }
} }
export function getCombatEntity(state: CombatState, entityKey: string){ export function getCombatEntity(state: CombatState, entityKey: string) {
return entityKey === 'player' ? state.player : state.enemies.find(e => e.id === entityKey); return entityKey === "player"
? state.player
: state.enemies.find((e) => e.id === entityKey);
} }
export function canPlayCard(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): boolean { export function canPlayCard(
if (costType === 'energy') { player: PlayerEntity,
costType: CardData["costType"],
costCount: number,
itemId: string,
run: IRunContext,
): boolean {
if (costType === "energy") {
return player.energy >= costCount; return player.energy >= costCount;
} }
if (costType === 'uses') { if (costType === "uses") {
const item = inventory.items.get(itemId); const item = run.getItemData(itemId);
if (!item || !item.meta) return false; if (!item) return false;
const depletion = item.meta.depletion ?? 0; const maxUses = item?.card.costType === "uses" ? item.card.costCount : 0;
return depletion < costCount; const consumed = run.getConsumedUses(itemId);
return consumed < maxUses;
} }
return true; return true;
} }
export function payCardCost(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): void { export async function payCardCost(
if (costType === 'energy') { player: PlayerEntity,
costType: CardData["costType"],
costCount: number,
itemId: string,
run: IRunContext,
): Promise<void> {
if (costType === "energy") {
player.energy -= costCount; player.energy -= costCount;
} else if (costType === 'uses') { } else if (costType === "uses") {
const item = inventory.items.get(itemId); const consumed = run.getConsumedUses(itemId);
if (item && item.meta) { await run.setConsumedUsesAsync(itemId, consumed + costCount);
item.meta.depletion = (item.meta.depletion ?? 0) + costCount;
}
} }
} }
@@ -0,0 +1,104 @@
import {
CombatState,
EffectTable,
EnemyEntity,
IPlayerDeck,
IPlayerState,
PlayerEntity,
} from "./types";
import { EffectData, EncounterData, EnemyData, IntentData } from "../types";
export function buildCombatState(
playerState: IPlayerState,
deck: IPlayerDeck,
encounter: EncounterData,
): CombatState {
const player = createPlayerEntity(playerState, deck);
const enemies = createEnemyEntities(encounter);
return {
enemies,
player,
phase: "playerTurn",
turnNumber: 1,
result: null,
loot: [],
};
}
function createEnemyEntities(encounter: EncounterData): EnemyEntity[] {
const enemies: EnemyEntity[] = [];
let instanceCounter = 0;
for (const [enemyData, hp, encounterBuffs] of encounter.enemies) {
const instanceId = `${enemyData.id}-${instanceCounter++}`;
const intents = buildIntentMap(enemyData);
const initialIntent = findInitialIntent(enemyData);
const effects = buildEffectTable(encounterBuffs);
const entity: EnemyEntity = {
id: instanceId,
enemy: enemyData,
hp,
maxHp: hp,
isAlive: true,
effects,
intents,
currentIntent: initialIntent,
};
enemies.push(entity);
}
return enemies;
}
/**
* Builds a map of intent ID -> IntentData for an enemy.
*/
function buildIntentMap(enemy: EnemyData): Record<string, IntentData> {
const intents: Record<string, IntentData> = {};
for (const intent of enemy.intents) {
intents[intent.id] = intent;
}
return intents;
}
/**
* Finds the initial intent ID for an enemy.
*/
function findInitialIntent(enemy: EnemyData): IntentData {
for (const intent of enemy.intents) {
if (intent.initialIntent) {
return intent;
}
}
if (enemy.intents.length === 0) {
throw new Error(`Enemy "${enemy.id}" has no intents`);
}
return enemy.intents[0];
}
function buildEffectTable(buffs: readonly [EffectData, number][]): EffectTable {
const table: EffectTable = {};
for (const [effect, stacks] of buffs) {
table[effect.id] = { data: effect, stacks };
}
return table;
}
function createPlayerEntity(
playerState: IPlayerState,
deck: IPlayerDeck,
): PlayerEntity {
return {
id: "player",
hp: playerState.hp,
maxHp: playerState.maxHp,
isAlive: playerState.hp > 0,
energy: 3,
maxEnergy: 3,
deck,
itemEffects: playerState.itemEffects,
effects: {},
};
}
@@ -0,0 +1,5 @@
export * from "./effects";
export * from "./factory";
export * from "./prompts";
export * from "./triggers";
export * from "./types";
@@ -1,43 +1,56 @@
import { createPromptDef } from "@/core/game"; import { createPromptDef } from "@/core/game";
import {CombatGameContext} from "./types"; import { CombatGameContext, IRunContext } from "./types";
import {canPlayCard} from "@/samples/slay-the-spire-like/system/combat/effects"; import { canPlayCard } from "@/samples/slay-the-spire-like/system/combat/effects";
export const prompts = { export const prompts = {
mainAction: createPromptDef<[string, string?]>( mainAction: createPromptDef<[string, string?]>(
"main-action <cardId:string> [targetId:string]", "main-action <cardId:string> [targetId:string]",
"选择卡牌并指定目标" "选择卡牌并指定目标",
), ),
}; };
export async function promptMainAction(game: CombatGameContext){ export async function promptMainAction(
game: CombatGameContext,
run: IRunContext,
) {
return await game.prompt(prompts.mainAction, (cardId, targetId) => { return await game.prompt(prompts.mainAction, (cardId, targetId) => {
if(cardId === 'end-turn') return { if (cardId === "end-turn")
action: 'end-turn' as 'end-turn' return {
action: "end-turn" as "end-turn",
}; };
const exists = game.value.player.deck.regions.hand.childIds.includes(cardId); const exists =
if(!exists) throw `卡牌"${cardId}"不在手牌中`; game.value.player.deck.regions.hand.childIds.includes(cardId);
if (!exists) throw `卡牌"${cardId}"不在手牌中`;
const card = game.value.player.deck.cards[cardId]; const card = game.value.player.deck.cards[cardId];
const {cardData, itemId} = card; const { cardData, itemId } = card;
if(!canPlayCard(game.value.player, cardData.costType, cardData.costCount, itemId, game.value.inventory)){ if (
!canPlayCard(
game.value.player,
cardData.costType,
cardData.costCount,
itemId,
run,
)
) {
throw `无法支付卡牌"${cardId}"的费用`; throw `无法支付卡牌"${cardId}"的费用`;
} }
const {targetType} = cardData; const { targetType } = cardData;
if(targetType === 'single'){ if (targetType === "enemy") {
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 === 'none'){ } else if (targetType === "enemies" || targetType === "player") {
if(targetId) throw `目标"${targetId}"无效`; if (targetId) throw `目标"${targetId}"无效`;
} }
return { return {
action: 'play' as 'play', action: "play" as "play",
cardId, cardId,
targetId targetId,
}; };
}); });
} }
@@ -1,132 +1,200 @@
import {CombatGameContext} from "./types"; import { CombatGameContext, IRunContext } from "./types";
import { import {
addEntityEffect, addEntityEffect,
addItemEffect, addItemEffect,
getAliveEnemies, onEntityPostureDamage, getAliveEnemies,
onEntityPostureDamage,
onEntityEffectUpkeep, onEntityEffectUpkeep,
onPlayerItemEffectUpkeep, onItemDiscard, onItemPlay, payCardCost, getCombatEntity, getEffectTargets onPlayerItemEffectUpkeep,
onItemDiscard,
onItemPlay,
payCardCost,
getCombatEntity,
getEffectTargets,
} from "@/samples/slay-the-spire-like/system/combat/effects"; } from "@/samples/slay-the-spire-like/system/combat/effects";
import {promptMainAction} from "@/samples/slay-the-spire-like/system/combat/prompts"; import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/prompts";
import {moveToRegion, shuffle} from "@/core/region"; import { moveToRegion, shuffle } from "@/core/region";
import {createMiddlewareChain} from "@/utils/middleware"; import { createMiddlewareChain } from "@/utils/middleware";
import {EffectData} from "@/samples/slay-the-spire-like/system/types"; 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 = { type TriggerTypes = {
onCombatStart: {}, onCombatStart: {};
onTurnStart: { entityKey: "player" | string, }, onTurnStart: { entityId: "player" | string };
onTurnEnd: { entityKey: "player" | string, }, onTurnEnd: { entityId: "player" | string };
onShuffle: {}, onShuffle: {};
onCardPlayed: { cardId: string, targetId?: string, sourceEntityKey?: "player" | string }, onCardPlayed: {
onCardDiscarded: { cardId: string, sourceEntityKey?: "player" | string }, cardId: string;
onCardDrawn: { cardId: string, sourceEntityKey?: "player" | string }, targetId?: string;
onDraw: {count: number}, sourceEntityId?: "player" | string;
onEffectApplied: { effect: EffectData, entityKey: "player" | string, stacks: number, cardId?: string, sourceEntityKey?: "player" | string, targetId?: string }, };
onHpChange: { entityKey: "player" | string, amount: number}, onCardDiscarded: { cardId: string; sourceEntityId?: "player" | string };
onDamage: { entityKey: "player" | string, amount: number, prevented?: number, sourceEntityKey?: "player" | string}, onCardDrawn: { cardId: string; sourceEntityId?: "player" | string };
onEnemyIntent: { enemyId: string, sourceEntityKey?: "player" | string }, onDraw: { count: number };
onIntentUpdate: { enemyId: string }, onEffectApplied: {
} effect: EffectData;
entityId: "player" | string;
stacks: number;
cardId?: string;
sourceEntityId?: "player" | string;
targetId?: string;
};
onHpChange: { entityId: "player" | string; amount: number };
onDamage: {
entityId: "player" | string;
amount: number;
prevented?: number;
sourceEntityId?: "player" | string;
};
onEnemyIntent: { enemyId: string; sourceEntityId?: "player" | string };
onIntentUpdate: { enemyId: string };
};
function createTriggers(){ export function createTriggers(run: IRunContext) {
const triggers = { const triggers = {
onCombatStart: createTrigger("onCombatStart"), onCombatStart: createTrigger("onCombatStart", async (ctx) => {
onTurnStart: createTrigger("onTurnStart", async ctx => { await triggers.onShuffle.execute(ctx.game, {});
await ctx.game.produceAsync(draft => { await triggers.onDraw.execute(ctx.game, { count: 5 });
const entity = getCombatEntity(draft, ctx.entityKey);
if(entity) onEntityEffectUpkeep(entity);
if(entity === draft.player)
onPlayerItemEffectUpkeep(draft.player);
})
}), }),
onTurnEnd: createTrigger("onTurnEnd", async ctx => { onTurnStart: createTrigger("onTurnStart", async (ctx) => {
if(ctx.entityKey !== "player")return; await ctx.game.produceAsync((draft) => {
const {regions} = ctx.game.value.player.deck; const entity = getCombatEntity(draft, ctx.entityId);
for(const cardId of Object.values(regions.hand.childIds)){ if (entity) onEntityEffectUpkeep(entity);
await triggers.onCardDiscarded.execute(ctx.game,{cardId}); if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player);
});
}),
onTurnEnd: createTrigger("onTurnEnd", async (ctx) => {
if (ctx.entityId !== "player") return;
const { regions } = ctx.game.value.player.deck;
for (const cardId of Object.values(regions.hand.childIds)) {
await triggers.onCardDiscarded.execute(ctx.game, { cardId });
} }
await ctx.game.produceAsync(draft => draft.player.energy = draft.player.maxEnergy); await ctx.game.produceAsync((draft) => {
await triggers.onDraw.execute(ctx.game,{count: 5}); draft.player.energy = draft.player.maxEnergy;
});
await triggers.onDraw.execute(ctx.game, { count: 5 });
}), }),
onShuffle: createTrigger("onShuffle", async ctx => { onShuffle: createTrigger("onShuffle", async (ctx) => {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const {cards, regions} = draft.player.deck; const { cards, regions } = draft.player.deck;
for(const cardId of Object.values(regions.discardPile.childIds)) for (const cardId of Object.values(regions.discardPile.childIds))
moveToRegion(cards[cardId], regions.discardPile, regions.drawPile); moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
shuffle(regions.drawPile, cards, ctx.game.rng); shuffle(regions.drawPile, cards, ctx.game.rng);
}); });
}), }),
onCardPlayed: createTrigger("onCardPlayed", async ctx => { onCardPlayed: createTrigger("onCardPlayed", async (ctx) => {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const {cards, regions} = draft.player.deck; const { cards, regions } = draft.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
payCardCost(draft.player, card.cardData.costType, card.cardData.costCount, card.itemId, draft.inventory); payCardCost(
draft.player,
card.cardData.costType,
card.cardData.costCount,
card.itemId,
run,
);
moveToRegion(card, regions.hand, regions.discardPile); moveToRegion(card, regions.hand, regions.discardPile);
onItemPlay(draft.player, card.itemId); onItemPlay(draft.player, card.itemId);
}); });
const {cards, regions} = ctx.game.value.player.deck; const { cards, regions } = ctx.game.value.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player"; const source = ctx.sourceEntityId ?? "player";
for(const [trigger, target, effect, stacks] of card.cardData.effects){ for (const { trigger, target, effects } of card.cardData.effects) {
if(trigger !== 'onPlay') continue; if (trigger !== "onPlay") continue;
for(const entity of getEffectTargets(target, ctx.game, ctx.targetId)) for (const [effect, stacks] of effects)
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source, targetId: ctx.targetId}); for (const entity of getEffectTargets(
target,
ctx.game,
ctx.targetId,
source,
))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityId: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityId: source,
targetId: ctx.targetId,
});
} }
}), }),
onCardDiscarded: createTrigger("onCardDiscarded", async ctx => { onCardDiscarded: createTrigger("onCardDiscarded", async (ctx) => {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const {cards, regions} = draft.player.deck; const { cards, regions } = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile); moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
onItemDiscard(draft.player, cards[ctx.cardId].itemId); onItemDiscard(draft.player, cards[ctx.cardId].itemId);
}); });
const {cards, regions} = ctx.game.value.player.deck; const { cards, regions } = ctx.game.value.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player"; const source = ctx.sourceEntityId ?? "player";
for(const [trigger, target, effect, stacks] of card.cardData.effects){ for (const { trigger, target, effects } of card.cardData.effects) {
if(trigger !== 'onDiscard') continue; if (trigger !== "onDiscard") continue;
for(const entity of getEffectTargets(target, ctx.game)) for (const [effect, stacks] of effects)
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source}); for (const entity of getEffectTargets(
target,
ctx.game,
undefined,
source,
))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityId: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityId: source,
});
} }
}), }),
onCardDrawn: createTrigger("onCardDrawn", async ctx => { onCardDrawn: createTrigger("onCardDrawn", async (ctx) => {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const {cards, regions} = draft.player.deck; const { cards, regions } = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand); moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
}); });
const {cards, regions} = ctx.game.value.player.deck; const { cards, regions } = ctx.game.value.player.deck;
const card = cards[ctx.cardId]; const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player"; const source = ctx.sourceEntityId ?? "player";
for(const [trigger, target, effect, stacks] of card.cardData.effects){ for (const { trigger, target, effects } of card.cardData.effects) {
if(trigger !== 'onDraw') continue; if (trigger !== "onDraw") continue;
for(const entity of getEffectTargets(target, ctx.game)) for (const [effect, stacks] of effects)
await triggers.onEffectApplied.execute(ctx.game,{effect, entityKey: entity.id, stacks, cardId: ctx.cardId, sourceEntityKey: source}); for (const entity of getEffectTargets(
target,
ctx.game,
undefined,
source,
))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityId: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityId: source,
});
} }
}), }),
onDraw: createTrigger("onDraw", async ctx => { onDraw: createTrigger("onDraw", async (ctx) => {
let toDraw = ctx.count; let toDraw = ctx.count;
while(toDraw > 0){ while (toDraw > 0) {
let inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length; let inDraw =
if(inDraw <= 0) await triggers.onShuffle.execute(ctx.game,{}); ctx.game.value.player.deck.regions.drawPile.childIds.length;
if (inDraw <= 0) await triggers.onShuffle.execute(ctx.game, {});
inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length; inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
if(inDraw <= 0) break; if (inDraw <= 0) break;
const children = ctx.game.value.player.deck.regions.drawPile.childIds; const children = ctx.game.value.player.deck.regions.drawPile.childIds;
const cardId = children[children.length - 1]; const cardId = children[children.length - 1];
await triggers.onCardDrawn.execute(ctx.game,{cardId}); await triggers.onCardDrawn.execute(ctx.game, { cardId });
toDraw--; toDraw--;
} }
}), }),
onEffectApplied: createTrigger("onEffectApplied", async ctx => { onEffectApplied: createTrigger("onEffectApplied", async (ctx) => {
if(ctx.effect.lifecycle === 'instant') return; if (ctx.effect.lifecycle === "instant") return;
if(ctx.effect.lifecycle.startsWith("item")) { if (ctx.effect.lifecycle.startsWith("item")) {
if(ctx.cardId){ if (ctx.cardId) {
const card = ctx.game.value.player.deck.cards[ctx.cardId]; const card = ctx.game.value.player.deck.cards[ctx.cardId];
const nearby = getAdjacentItems<GameItemMeta>(ctx.game.value.inventory, card.itemId); const nearby = run.getAdjacentItems(card.itemId);
for(const itemId of nearby.keys()){ for (const itemId of nearby) {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks); addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
}); });
} }
@@ -134,107 +202,142 @@ function createTriggers(){
return; return;
} }
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey); const entity =
if(entity) addEntityEffect(entity, ctx.effect, ctx.stacks); ctx.entityId === "player"
}) ? draft.player
: draft.enemies.find((e) => e.id === ctx.entityId);
if (entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
});
}), }),
onHpChange: createTrigger("onHpChange", async ctx => { onHpChange: createTrigger("onHpChange", async (ctx) => {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const entity = ctx.entityKey === "player" ? draft.player : draft.enemies.find(e => e.id === ctx.entityKey); const entity =
if(!entity) return; ctx.entityId === "player"
? draft.player
: draft.enemies.find((e) => e.id === ctx.entityId);
if (!entity) return;
entity.hp += ctx.amount; entity.hp += ctx.amount;
entity.isAlive = entity.hp > 0; entity.isAlive = entity.hp > 0;
draft.result = !draft.player.isAlive ? "defeat" : draft.enemies.every(e => !e.isAlive) ? "victory" : null; draft.result = !draft.player.isAlive
? "defeat"
: draft.enemies.every((e) => !e.isAlive)
? "victory"
: null;
}); });
if(ctx.game.value.result) throw ctx.game.value; if (ctx.game.value.result) throw ctx.game.value;
}), }),
onDamage: createTrigger("onDamage", async ctx => { onDamage: createTrigger("onDamage", async (ctx) => {
const entity = ctx.entityKey === "player" ? ctx.game.value.player : ctx.game.value.enemies.find(e => e.id === ctx.entityKey); const entity =
if(!entity || !entity.isAlive) return; ctx.entityId === "player"
const dealt = Math.min(Math.max(0,entity.hp), ctx.amount - (ctx.prevented || 0)); ? ctx.game.value.player
await ctx.game.produceAsync(draft => { : ctx.game.value.enemies.find((e) => e.id === ctx.entityId);
if (!entity || !entity.isAlive) return;
const dealt = Math.min(
Math.max(0, entity.hp),
ctx.amount - (ctx.prevented || 0),
);
await ctx.game.produceAsync((draft) => {
onEntityPostureDamage(entity, dealt); onEntityPostureDamage(entity, dealt);
}); });
await triggers.onHpChange.execute(ctx.game,{entityKey: ctx.entityKey, amount: -dealt}); await triggers.onHpChange.execute(ctx.game, {
entityId: ctx.entityId,
amount: -dealt,
});
}), }),
onEnemyIntent: createTrigger("onEnemyIntent", async ctx => { onEnemyIntent: createTrigger("onEnemyIntent", async (ctx) => {
const enemy = ctx.game.value.enemies.find(e => e.id === ctx.enemyId); const enemy = ctx.game.value.enemies.find((e) => e.id === ctx.enemyId);
if(!enemy || !enemy.isAlive) return; if (!enemy || !enemy.isAlive) return;
const intent = enemy.currentIntent; const intent = enemy.currentIntent;
if(!intent) return; 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 [target, effect, stacks] of intent.effects) {
for(const entity of getEffectTargets(target, ctx.game)) for (const entity of getEffectTargets(
await triggers.onEffectApplied.execute(ctx.game, { effect, entityKey: entity.id, stacks, sourceEntityKey: source }); target,
ctx.game,
undefined,
source,
))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityId: entity.id,
stacks,
sourceEntityId: source,
});
} }
}), }),
onIntentUpdate: createTrigger("onIntentUpdate", async ctx => { onIntentUpdate: createTrigger("onIntentUpdate", async (ctx) => {
await ctx.game.produceAsync(draft => { await ctx.game.produceAsync((draft) => {
const enemy = draft.enemies.find(e => e.id === ctx.enemyId); const enemy = draft.enemies.find((e) => e.id === ctx.enemyId);
if(!enemy) return; if (!enemy) return;
const intent = enemy.currentIntent; const intent = enemy.currentIntent;
if(!intent) return; if (!intent) return;
const nextIntents = intent.nextIntents; const nextIntents = intent.nextIntents;
if(nextIntents.length > 0){ if (nextIntents.length > 0) {
const nextIndex = ctx.game.rng.nextInt(nextIntents.length); const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
enemy.currentIntent = nextIntents[nextIndex]; enemy.currentIntent = nextIntents[nextIndex];
} }
}); });
}), }),
} };
return triggers; return triggers;
} }
export type Triggers = ReturnType<typeof createTriggers> export type Triggers = ReturnType<typeof createTriggers>;
export function createStartWith(build: (triggers: Triggers) => void){ export function createStart(triggers: Triggers, run: IRunContext) {
const triggers = createTriggers(); return async function (game: CombatGameContext) {
build(triggers); await triggers.onCombatStart.execute(game, {});
return async function(game: CombatGameContext){
await triggers.onCombatStart.execute(game,{});
try { try {
while (true) { while (true) {
await triggers.onTurnStart.execute(game, {entityKey: "player"}); await triggers.onTurnStart.execute(game, { entityId: "player" });
while (true) { while (true) {
const action = await promptMainAction(game); const action = await promptMainAction(game, run);
if (action.action === "end-turn") break; if (action.action === "end-turn") break;
if (action.action === "play") { if (action.action === "play") {
await triggers.onCardPlayed.execute(game, action); 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)) { 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)) { for (const enemy of getAliveEnemies(game.value)) {
await triggers.onEnemyIntent.execute(game, {enemyId: enemy.id}); await triggers.onEnemyIntent.execute(game, { enemyId: enemy.id });
await triggers.onIntentUpdate.execute(game, {enemyId: enemy.id}); await triggers.onIntentUpdate.execute(game, { enemyId: enemy.id });
} }
for (const enemy of getAliveEnemies(game.value)) { 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){ } catch (e) {
if(e === game.value) return game.value.result; if (e === game.value) return game.value.result;
throw e; throw e;
} }
} };
} }
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & { event: TKey, game: CombatGameContext }; type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & {
function createTrigger<TKey extends keyof TriggerTypes>(event: TKey, fallback?: (ctx: TriggerContext<TKey>) => Promise<void>) { event: TKey;
const {use, execute} = createMiddlewareChain<TriggerContext<TKey>,void>(fallback); game: CombatGameContext;
};
function createTrigger<TKey extends keyof TriggerTypes>(
event: TKey,
fallback?: (ctx: TriggerContext<TKey>) => Promise<void>,
) {
const { use, execute } = createMiddlewareChain<TriggerContext<TKey>, void>(
fallback,
);
return { return {
use, use,
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => { execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
const param = {...ctx, game, event}; const param = { ...ctx, game, event };
await execute(param); await execute(param);
return param; return param;
}, },
} };
} }
@@ -1,10 +1,14 @@
import type { PlayerDeck } from "../deck/types"; import { Part } from "@/core/part";
import {EnemyData, IntentData} from "@/samples/slay-the-spire-like/system/types"; import { Region } from "@/core/region";
import {EffectData} from "@/samples/slay-the-spire-like/system/types"; import {
import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory"; CardData,
import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress"; EnemyData,
IntentData,
ItemData,
} from "@/samples/slay-the-spire-like/system/types";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
export type EffectTable = Record<string, {data: EffectData, stacks: number}>; export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
export type CombatEntity = { export type CombatEntity = {
id: string; // player is just "player" id: string; // player is just "player"
@@ -14,12 +18,28 @@ export type CombatEntity = {
isAlive: boolean; 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 & { export type PlayerEntity = CombatEntity & {
energy: number; energy: number;
maxEnergy: number; maxEnergy: number;
deck: PlayerDeck; deck: IPlayerDeck;
itemEffects: Record<string, EffectTable>; itemEffects: Record<string, EffectTable>;
} };
export type EnemyEntity = CombatEntity & { export type EnemyEntity = CombatEntity & {
enemy: EnemyData; enemy: EnemyData;
@@ -30,18 +50,19 @@ export type EnemyEntity = CombatEntity & {
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd"; export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
export type CombatResult = "victory" | "defeat"; export type CombatResult = "victory" | "defeat";
export type LootEntry = { export type LootEntry =
| {
type: "gold"; type: "gold";
amount: number; amount: number;
} | { }
type: "item", | {
type: "item";
itemId: string; itemId: string;
}; };
export type CombatState = { export type CombatState = {
enemies: EnemyEntity[]; enemies: EnemyEntity[];
player: PlayerEntity; player: PlayerEntity;
inventory: GridInventory<GameItemMeta>;
phase: CombatPhase; phase: CombatPhase;
turnNumber: number; turnNumber: number;
@@ -50,4 +71,13 @@ export type CombatState = {
loot: LootEntry[]; loot: LootEntry[];
}; };
export type CombatGameContext = import("@/core/game").IGameContext<CombatState>; export interface IRunContext {
getItemData(id: string): ItemData | null;
getAdjacentItems(id: string): Iterable<string>;
getConsumedUses(id: string): number;
setConsumedUsesAsync(id: string, uses: number): Promise<void>;
}
export type CombatGameContext =
import("@/core/game").IGameContextExport<CombatState>;
@@ -1,34 +1,36 @@
import {moveToRegion } from '@/core/region'; import { moveToRegion } from "@/core/region";
import { createRegion } from '@/core/region'; import { createRegion } from "@/core/region";
import type { GridInventory } from '../grid-inventory/types'; import type { CardData } from "../types";
import type { GameItemMeta } from '../progress/types'; import type { DeckRegions, GameCard, IInventory, PlayerDeck } from "./types";
import type { CardData } from '../types';
import type {DeckRegions, GameCard, PlayerDeck} from './types';
function generateCardId(itemId: string, cellIndex: number): string { function generateCardId(itemId: string, cellIndex: number): string {
return `card-${itemId}-${cellIndex}`; return `card-${itemId}-${cellIndex}`;
} }
function createCard( itemId: string, cardData: CardData, cellIndex: number): GameCard { function createCard(
itemId: string,
cardData: CardData,
cellIndex: number,
): GameCard {
return { return {
id: generateCardId(itemId, cellIndex), id: generateCardId(itemId, cellIndex),
regionId: '', regionId: "",
position: [], position: [],
itemId, itemId,
cardData cardData,
}; };
} }
function createDeckRegions(): DeckRegions { function createDeckRegions(): DeckRegions {
return { return {
drawPile: createRegion('drawPile', []), drawPile: createRegion("drawPile", []),
hand: createRegion('hand', []), hand: createRegion("hand", []),
discardPile: createRegion('discardPile', []), discardPile: createRegion("discardPile", []),
exhaustPile: createRegion('exhaustPile', []), exhaustPile: createRegion("exhaustPile", []),
}; };
} }
function generateDeckFromInventory(inventory: GridInventory<GameItemMeta>): PlayerDeck { function generateDeckFromInventory(inventory: IInventory): PlayerDeck {
const cards: Record<string, GameCard> = {}; const cards: Record<string, GameCard> = {};
const regions = createDeckRegions(); const regions = createDeckRegions();
@@ -46,7 +48,7 @@ function generateDeckFromInventory(inventory: GridInventory<GameItemMeta>): Play
return { return {
cards, cards,
regions regions,
}; };
} }
@@ -1,7 +1,2 @@
export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types'; export * from "./factory";
export { export * from "./types";
generateDeckFromInventory,
createCard,
createPlayerDeck,
generateCardId,
} from './factory';
@@ -1,6 +1,7 @@
import type { Part } from '@/core/part'; import type { Part } from "@/core/part";
import {CardData} from "@/samples/slay-the-spire-like/system/types"; import { CardData, ItemData } from "@/samples/slay-the-spire-like/system/types";
import {Region} from "@/core/region"; import { Region } from "@/core/region";
import { ParsedShape } from "../utils/parse-shape";
/** /**
* Metadata for a game card. * Metadata for a game card.
@@ -11,6 +12,17 @@ export interface GameCardMeta {
itemId: string; itemId: string;
} }
export interface IInventory {
items: Map<
string,
{
id: string;
meta?: { itemData: ItemData };
shape: ParsedShape;
}
>;
}
/** /**
* A card instance in the game. * A card instance in the game.
* Cards are generated from inventory items or created as status effects. * Cards are generated from inventory items or created as status effects.
@@ -27,7 +39,7 @@ export interface PlayerDeck {
regions: DeckRegions; regions: DeckRegions;
} }
export interface DeckRegions{ export interface DeckRegions {
/** Card IDs in the draw pile */ /** Card IDs in the draw pile */
drawPile: Region; drawPile: Region;
/** Card IDs in the player's hand */ /** Card IDs in the player's hand */
@@ -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 * from "./types";
export { export * from "./transform";
createGridInventory, export * from "./factory";
flipItem,
getAdjacentItems,
getItemAtCell,
getOccupiedCellSet,
moveItem,
placeItem,
removeItem,
rotateItem,
validatePlacement,
} from './transform';
@@ -1,5 +1,6 @@
import type { ParsedShape } from '../utils/parse-shape'; import { EffectData } from "../types";
import type { Transform2D } from '../utils/shape-collision'; import type { ParsedShape } from "../utils/parse-shape";
import type { Transform2D } from "../utils/shape-collision";
import { import {
checkBoardCollision, checkBoardCollision,
checkBounds, checkBounds,
@@ -7,14 +8,24 @@ import {
flipYTransform, flipYTransform,
rotateTransform, rotateTransform,
transformShape, transformShape,
} from '../utils/shape-collision'; } from "../utils/shape-collision";
import type { CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types'; import type {
CellKey,
GameItemMeta,
GridInventory,
InventoryItem,
MutationResult,
PlacementResult,
} from "./types";
/** /**
* Creates a new empty grid inventory. * Creates a new empty grid inventory.
* Note: When used inside `.produce()`, call this before returning the draft. * Note: When used inside `.produce()`, call this before returning the draft.
*/ */
export function createGridInventory<TMeta = Record<string, unknown>>(width: number, height: number): GridInventory<TMeta> { export function createGridInventory<TMeta = Record<string, unknown>>(
width: number,
height: number,
): GridInventory<TMeta> {
return { return {
width, width,
height, height,
@@ -26,9 +37,12 @@ export function createGridInventory<TMeta = Record<string, unknown>>(width: numb
/** /**
* Builds a Set of occupied cell keys from a shape and transform. * Builds a Set of occupied cell keys from a shape and transform.
*/ */
function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<CellKey> { function getShapeCellKeys(
shape: ParsedShape,
transform: Transform2D,
): Set<CellKey> {
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
return new Set(cells.map(c => `${c.x},${c.y}` as CellKey)); return new Set(cells.map((c) => `${c.x},${c.y}` as CellKey));
} }
/** /**
@@ -37,15 +51,15 @@ function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<CellK
*/ */
export function validatePlacement<TMeta = Record<string, unknown>>( export function validatePlacement<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>, inventory: GridInventory<TMeta>,
shape: InventoryItem<TMeta>['shape'], shape: InventoryItem<TMeta>["shape"],
transform: Transform2D transform: Transform2D,
): PlacementResult { ): PlacementResult {
if (!checkBounds(shape, transform, inventory.width, inventory.height)) { if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
return { valid: false, reason: '超出边界' }; return { valid: false, reason: "超出边界" };
} }
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) { if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
return { valid: false, reason: '与已有物品重叠' }; return { valid: false, reason: "与已有物品重叠" };
} }
return { valid: true }; return { valid: true };
@@ -56,7 +70,10 @@ export function validatePlacement<TMeta = Record<string, unknown>>(
* **Mutates directly** — call inside a `.produce()` callback. * **Mutates directly** — call inside a `.produce()` callback.
* Does not validate; call `validatePlacement` first. * Does not validate; call `validatePlacement` first.
*/ */
export function placeItem<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>, item: InventoryItem<TMeta>): void { export function placeItem<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>,
item: InventoryItem<TMeta>,
): void {
const cells = getShapeCellKeys(item.shape, item.transform); const cells = getShapeCellKeys(item.shape, item.transform);
for (const cellKey of cells) { for (const cellKey of cells) {
inventory.occupiedCells.add(cellKey); inventory.occupiedCells.add(cellKey);
@@ -68,7 +85,10 @@ export function placeItem<TMeta = Record<string, unknown>>(inventory: GridInvent
* Removes an item from the grid by its ID. * Removes an item from the grid by its ID.
* **Mutates directly** — call inside a `.produce()` callback. * **Mutates directly** — call inside a `.produce()` callback.
*/ */
export function removeItem<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>, itemId: string): void { export function removeItem<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>,
itemId: string,
): void {
const item = inventory.items.get(itemId); const item = inventory.items.get(itemId);
if (!item) return; if (!item) return;
@@ -87,11 +107,11 @@ export function removeItem<TMeta = Record<string, unknown>>(inventory: GridInven
export function moveItem<TMeta = Record<string, unknown>>( export function moveItem<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>, inventory: GridInventory<TMeta>,
itemId: string, itemId: string,
newTransform: Transform2D newTransform: Transform2D,
): MutationResult { ): MutationResult {
const item = inventory.items.get(itemId); const item = inventory.items.get(itemId);
if (!item) { if (!item) {
return { success: false, reason: '物品不存在' }; return { success: false, reason: "物品不存在" };
} }
// Temporarily remove item's cells for validation // Temporarily remove item's cells for validation
@@ -130,11 +150,11 @@ export function moveItem<TMeta = Record<string, unknown>>(
export function rotateItem<TMeta = Record<string, unknown>>( export function rotateItem<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>, inventory: GridInventory<TMeta>,
itemId: string, itemId: string,
degrees: number degrees: number,
): MutationResult { ): MutationResult {
const item = inventory.items.get(itemId); const item = inventory.items.get(itemId);
if (!item) { if (!item) {
return { success: false, reason: '物品不存在' }; return { success: false, reason: "物品不存在" };
} }
const rotatedTransform = rotateTransform(item.transform, degrees); const rotatedTransform = rotateTransform(item.transform, degrees);
@@ -149,14 +169,15 @@ export function rotateItem<TMeta = Record<string, unknown>>(
export function flipItem<TMeta = Record<string, unknown>>( export function flipItem<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>, inventory: GridInventory<TMeta>,
itemId: string, itemId: string,
axis: 'x' | 'y' axis: "x" | "y",
): MutationResult { ): MutationResult {
const item = inventory.items.get(itemId); const item = inventory.items.get(itemId);
if (!item) { if (!item) {
return { success: false, reason: '物品不存在' }; return { success: false, reason: "物品不存在" };
} }
const flippedTransform = axis === 'x' const flippedTransform =
axis === "x"
? flipXTransform(item.transform) ? flipXTransform(item.transform)
: flipYTransform(item.transform); : flipYTransform(item.transform);
@@ -166,7 +187,9 @@ export function flipItem<TMeta = Record<string, unknown>>(
/** /**
* Returns a copy of the occupied cells set. * Returns a copy of the occupied cells set.
*/ */
export function getOccupiedCellSet<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>): Set<CellKey> { export function getOccupiedCellSet<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>,
): Set<CellKey> {
return new Set(inventory.occupiedCells); return new Set(inventory.occupiedCells);
} }
@@ -176,7 +199,7 @@ export function getOccupiedCellSet<TMeta = Record<string, unknown>>(inventory: G
export function getItemAtCell<TMeta = Record<string, unknown>>( export function getItemAtCell<TMeta = Record<string, unknown>>(
inventory: GridInventory<TMeta>, inventory: GridInventory<TMeta>,
x: number, x: number,
y: number y: number,
): InventoryItem<TMeta> | undefined { ): InventoryItem<TMeta> | undefined {
const cellKey = `${x},${y}` as CellKey; const cellKey = `${x},${y}` as CellKey;
if (!inventory.occupiedCells.has(cellKey)) { if (!inventory.occupiedCells.has(cellKey)) {
@@ -199,7 +222,7 @@ export function getItemAtCell<TMeta = Record<string, unknown>>(
*/ */
export function getAdjacentItems<TMeta>( export function getAdjacentItems<TMeta>(
inventory: GridInventory<TMeta>, inventory: GridInventory<TMeta>,
itemId: string itemId: string,
): Map<string, InventoryItem<TMeta>> { ): Map<string, InventoryItem<TMeta>> {
const item = inventory.items.get(itemId); const item = inventory.items.get(itemId);
if (!item) { if (!item) {
@@ -210,7 +233,7 @@ export function getAdjacentItems<TMeta>(
const adjacent = new Map<string, InventoryItem<TMeta>>(); const adjacent = new Map<string, InventoryItem<TMeta>>();
for (const cellKey of ownCells) { for (const cellKey of ownCells) {
const [cx, cy] = cellKey.split(',').map(Number); const [cx, cy] = cellKey.split(",").map(Number);
const neighbors: CellKey[] = [ const neighbors: CellKey[] = [
`${cx + 1},${cy}` as CellKey, `${cx + 1},${cy}` as CellKey,
`${cx - 1},${cy}` as CellKey, `${cx - 1},${cy}` as CellKey,
@@ -219,8 +242,11 @@ export function getAdjacentItems<TMeta>(
]; ];
for (const neighborKey of neighbors) { for (const neighborKey of neighbors) {
if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) { if (
const [nx, ny] = neighborKey.split(',').map(Number); inventory.occupiedCells.has(neighborKey) &&
!ownCells.has(neighborKey)
) {
const [nx, ny] = neighborKey.split(",").map(Number);
const neighborItem = getItemAtCell(inventory, nx, ny); const neighborItem = getItemAtCell(inventory, nx, ny);
if (neighborItem) { if (neighborItem) {
adjacent.set(neighborItem.id, neighborItem); adjacent.set(neighborItem.id, neighborItem);
@@ -231,3 +257,21 @@ export function getAdjacentItems<TMeta>(
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 { EffectData, ItemData } from "../types";
import type { Transform2D } from '../utils/shape-collision'; import type { ParsedShape } from "../utils/parse-shape";
import type { Transform2D } from "../utils/shape-collision";
/** /**
* String key representing a grid cell in "x,y" format. * String key representing a grid cell in "x,y" format.
@@ -32,12 +33,16 @@ export interface InventoryItem<TMeta> {
/** /**
* Result of a placement validation check. * 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). * 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. * Grid inventory state.
@@ -54,3 +59,12 @@ export interface GridInventory<TMeta> {
/** Set of occupied cells in "x,y" format for O(1) collision lookups */ /** Set of occupied cells in "x,y" format for O(1) collision lookups */
occupiedCells: Set<CellKey>; 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 * from "./generator";
export type { MapNode, MapLayer, PointCrawlMap, MapGenerationConfig } from './types'; export * from "./navigation";
export * from "./types";
export { generatePointCrawlMap } from './generator';
export { getNode, getChildren, getParents, hasPath, findAllPaths } from './generator';
@@ -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;
}
@@ -1,25 +1,25 @@
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. * Types of nodes that can appear on the point crawl map.
*/ */
export enum MapNodeType { export enum MapNodeType {
Start = 'start', Start = "start",
End = 'end', End = "end",
Minion = 'minion', Minion = "minion",
Elite = 'elite', Elite = "elite",
Event = 'event', Event = "event",
Camp = 'camp', Camp = "camp",
Shop = 'shop', Shop = "shop",
Curio = 'curio', Curio = "curio",
} }
/** /**
* Semantic type of a layer. * Semantic type of a layer.
*/ */
export enum MapLayerType { export enum MapLayerType {
Wild = 'wild', Wild = "wild",
Settlement = 'settlement', Settlement = "settlement",
} }
/** /**
@@ -47,7 +47,7 @@ export interface MapLayer {
/** Ordered IDs of nodes in this layer */ /** Ordered IDs of nodes in this layer */
nodeIds: string[]; nodeIds: string[];
/** Semantic type of the layer */ /** Semantic type of the layer */
layerType: MapLayerType | 'start' | 'end'; layerType: MapLayerType | "start" | "end";
/** Direct references to nodes in this layer (for performance) */ /** Direct references to nodes in this layer (for performance) */
nodes: MapNode[]; nodes: MapNode[];
} }
@@ -64,6 +64,11 @@ export interface PointCrawlMap {
parentIndex?: Map<string, string[]>; parentIndex?: Map<string, string[]>;
} }
export interface PointCrawlMapNavigator {
currentNodeId: string;
visitedNodes: Set<string>;
}
/** /**
* Configuration for map generation. * Configuration for map generation.
*/ */
@@ -1,257 +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 ${runState.currentNodeId}`);
const enemies = createEnemyEntities(encounter);
const deck = generateDeckFromInventory(runState.inventory);
const player = createPlayerEntity(runState, deck);
return {
enemies,
player,
inventory: runState.inventory,
phase: "playerTurn",
turnNumber: 1,
result: null,
loot: [],
};
}
/**
* Creates EnemyEntity instances from encounter enemy definitions.
* Each enemy gets: HP from encounter tuple, initial buffs from encounter, intents from enemy definition.
*/
export function createEnemyEntities(encounter: EncounterData): EnemyEntity[] {
const enemies: EnemyEntity[] = [];
let instanceCounter = 0;
for (const [enemyData, hp, encounterBuffs] of encounter.enemies) {
const instanceId = `${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;
}
@@ -1,87 +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**/
depletion?: 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 };
+22 -58
View File
@@ -1,61 +1,25 @@
export type EffectData = { import {
readonly id: string; Card,
readonly name: string; Effect,
readonly description: string; Encounter,
readonly lifecycle: EffectLifecycle; EncounterType,
}; Enemy,
export type EffectLifecycle = "instant" | "temporary" | "lingering" | "permanent" | "posture" | "item" | "itemTemporary" | "itemUntilPlay" | "itemUntilDiscard" | "itemPermanent"; Intent,
Item,
} from "../data/desert";
export type EnemyData = { export type CardData = Card;
readonly id: string; export type ItemData = Item;
readonly name: string; export type EffectData = Effect;
readonly intents: readonly IntentData[]; export type IntentData = Intent;
readonly description: string; export type EnemyData = Enemy;
}; export type EncounterData<T extends EncounterType = EncounterType> =
Encounter & { type: T };
export type CardType = "item" | "status"; export {
export type CardCostType = "energy" | "uses" | "none"; CardTargetType,
export type CardTargetType = "single" | "none"; CardEffectTarget,
export type EffectTarget = "self" | "player" | "team"; IntentEffectTarget,
} from "../data/desert";
export type CardData = { export { ContentModule } from "../data";
readonly id: string;
readonly name: string;
readonly desc: string;
readonly type: CardType;
readonly costType: CardCostType;
readonly costCount: number;
readonly targetType: CardTargetType;
readonly effects: readonly [CardEffectTrigger, CardEffectTarget, EffectData, number][];
};
export type CardEffectTrigger = "onPlay" | "onDraw" | "onDiscard";
export type CardEffectTarget = "self" | "target" | "all" | "random"
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;
};
@@ -0,0 +1,2 @@
export * from "./parse-shape";
export * from "./shape-collision";
@@ -1,4 +1,4 @@
import type { ParsedShape } from './parse-shape'; import type { ParsedShape } from "./parse-shape";
/** /**
* Represents a 2D point in grid coordinates. * Represents a 2D point in grid coordinates.
@@ -54,7 +54,7 @@ export function transformPoint(
point: Point2D, point: Point2D,
transform: Transform2D, transform: Transform2D,
shapeWidth: number, shapeWidth: number,
shapeHeight: number shapeHeight: number,
): Point2D { ): Point2D {
let { x, y } = point; let { x, y } = point;
@@ -96,10 +96,13 @@ export function transformPoint(
/** /**
* Transforms a shape and returnss its occupied cells in world coordinates. * Transforms a shape and returnss its occupied cells in world coordinates.
*/ */
export function transformShape(shape: ParsedShape, transform: Transform2D): Point2D[] { export function transformShape(
shape: ParsedShape,
transform: Transform2D,
): Point2D[] {
const cells = getOccupiedCells(shape); const cells = getOccupiedCells(shape);
return cells.map(cell => return cells.map((cell) =>
transformPoint(cell, transform, shape.width, shape.height) transformPoint(cell, transform, shape.width, shape.height),
); );
} }
@@ -110,12 +113,12 @@ export function checkCollision(
shapeA: ParsedShape, shapeA: ParsedShape,
transformA: Transform2D, transformA: Transform2D,
shapeB: ParsedShape, shapeB: ParsedShape,
transformB: Transform2D transformB: Transform2D,
): boolean { ): boolean {
const cellsA = transformShape(shapeA, transformA); const cellsA = transformShape(shapeA, transformA);
const cellsB = transformShape(shapeB, transformB); 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},${c.y}`));
for (const cell of cellsB) { for (const cell of cellsB) {
if (setA.has(`${cell.x},${cell.y}`)) { if (setA.has(`${cell.x},${cell.y}`)) {
@@ -135,7 +138,7 @@ export function checkCollision(
export function checkBoardCollision( export function checkBoardCollision(
shape: ParsedShape, shape: ParsedShape,
transform: Transform2D, transform: Transform2D,
occupiedCells: Set<string> occupiedCells: Set<string>,
): boolean { ): boolean {
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
@@ -159,12 +162,17 @@ export function checkBounds(
shape: ParsedShape, shape: ParsedShape,
transform: Transform2D, transform: Transform2D,
boardWidth: number, boardWidth: number,
boardHeight: number boardHeight: number,
): boolean { ): boolean {
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
for (const cell of cells) { for (const cell of cells) {
if (cell.x < 0 || cell.x >= boardWidth || cell.y < 0 || cell.y >= boardHeight) { if (
cell.x < 0 ||
cell.x >= boardWidth ||
cell.y < 0 ||
cell.y >= boardHeight
) {
return false; return false;
} }
} }
@@ -176,19 +184,19 @@ export function checkBounds(
* Validates that a placement is both in bounds and collision-free. * Validates that a placement is both in bounds and collision-free.
* @returns Object with `valid` flag and optional `reason` string * @returns Object with `valid` flag and optional `reason` string
*/ */
export function validatePlacement( export function validateShapePlacement(
shape: ParsedShape, shape: ParsedShape,
transform: Transform2D, transform: Transform2D,
boardWidth: number, boardWidth: number,
boardHeight: number, boardHeight: number,
occupiedCells: Set<string> occupiedCells: Set<string>,
): { valid: true } | { valid: false; reason: string } { ): { valid: true } | { valid: false; reason: string } {
if (!checkBounds(shape, transform, boardWidth, boardHeight)) { if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
return { valid: false, reason: '超出边界' }; return { valid: false, reason: "超出边界" };
} }
if (checkBoardCollision(shape, transform, occupiedCells)) { if (checkBoardCollision(shape, transform, occupiedCells)) {
return { valid: false, reason: '与已有形状重叠' }; return { valid: false, reason: "与已有形状重叠" };
} }
return { valid: true }; return { valid: true };
@@ -199,10 +207,13 @@ export function validatePlacement(
* @param current The current transform * @param current The current transform
* @param degrees Degrees to rotate (typically 90, 180, or 270) * @param degrees Degrees to rotate (typically 90, 180, or 270)
*/ */
export function rotateTransform(current: Transform2D, degrees: number): Transform2D { export function rotateTransform(
current: Transform2D,
degrees: number,
): Transform2D {
return { return {
...current, ...current,
rotation: ((current.rotation + degrees) % 360 + 360) % 360, rotation: (((current.rotation + degrees) % 360) + 360) % 360,
}; };
} }
+147 -49
View File
@@ -1,43 +1,77 @@
import {Part} from "boardgame-core"; import { Part } from "@/core/part";
import {createRegion} from "boardgame-core"; import { createRegion, Region } from "@/core/region";
import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core"; import { createPromptDef, IGameContext } from "@/core/game";
import { BaseGameClient } from "@/core/game-client";
import { createMiddlewareChain } from "@/utils/middleware";
const BOARD_SIZE = 3; const BOARD_SIZE = 3;
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE; const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
const WINNING_LINES: number[][][] = [ const WINNING_LINES: number[][][] = [
[[0, 0], [0, 1], [0, 2]], [
[[1, 0], [1, 1], [1, 2]], [0, 0],
[[2, 0], [2, 1], [2, 2]], [0, 1],
[[0, 0], [1, 0], [2, 0]], [0, 2],
[[0, 1], [1, 1], [2, 1]], ],
[[0, 2], [1, 2], [2, 2]], [
[[0, 0], [1, 1], [2, 2]], [1, 0],
[[0, 2], [1, 1], [2, 0]], [1, 1],
[1, 2],
],
[
[2, 0],
[2, 1],
[2, 2],
],
[
[0, 0],
[1, 0],
[2, 0],
],
[
[0, 1],
[1, 1],
[2, 1],
],
[
[0, 2],
[1, 2],
[2, 2],
],
[
[0, 0],
[1, 1],
[2, 2],
],
[
[0, 2],
[1, 1],
[2, 0],
],
]; ];
export type PlayerType = 'X' | 'O'; export type PlayerType = "X" | "O";
export type WinnerType = PlayerType | 'draw' | null; export type WinnerType = PlayerType | "draw" | null;
export type TicTacToePart = Part<{ player: PlayerType }>; export type TicTacToePart = Part<{ player: PlayerType }>;
export function createInitialState() { export function createInitialState() {
return { return {
board: createRegion('board', [ board: createRegion("board", [
{ name: 'x', min: 0, max: BOARD_SIZE - 1 }, { name: "x", min: 0, max: BOARD_SIZE - 1 },
{ name: 'y', min: 0, max: BOARD_SIZE - 1 }, { name: "y", min: 0, max: BOARD_SIZE - 1 },
]), ]),
parts: {} as Record<string, TicTacToePart>, parts: {} as Record<string, TicTacToePart>,
currentPlayer: 'X' as PlayerType, currentPlayer: "X" as PlayerType,
winner: null as WinnerType, winner: null as WinnerType,
turn: 0, turn: 0,
}; };
} }
export type TicTacToeState = ReturnType<typeof createInitialState>; export type TicTacToeState = ReturnType<typeof createInitialState>;
export type TicTacToeGame = IGameContext<TicTacToeState>; export type TicTacToeGame = IGameContext<TicTacToeState>;
export const registry = createGameCommandRegistry<TicTacToeState>();
export const prompts = { export const prompts = {
play: createPromptDef<[PlayerType, number, number]>( play: createPromptDef<[PlayerType, number, number]>(
'play <player> <row:number> <col:number>') "play <player> <row:number> <col:number>",
} ),
};
export async function start(game: TicTacToeGame) { export async function start(game: TicTacToeGame) {
while (true) { while (true) {
@@ -45,10 +79,10 @@ export async function start(game: TicTacToeGame) {
const turnNumber = game.value.turn + 1; const turnNumber = game.value.turn + 1;
const turnOutput = await turn(game, currentPlayer, turnNumber); const turnOutput = await turn(game, currentPlayer, turnNumber);
game.produce(state => { await game.produceAsync((state) => {
state.winner = turnOutput.winner; state.winner = turnOutput.winner;
if (!state.winner) { if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X'; state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
state.turn = turnNumber; state.turn = turnNumber;
} }
}); });
@@ -58,10 +92,12 @@ export async function start(game: TicTacToeGame) {
return game.value; return game.value;
} }
const turn = registry.register({ async function turn(
schema: 'turn <player> <turnNumber:number>', game: TicTacToeGame,
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) { turnPlayer: PlayerType,
const {player, row, col} = await game.prompt( turnNumber: number,
) {
const { player, row, col } = await game.prompt(
prompts.play, prompts.play,
(player, row, col) => { (player, row, col) => {
if (player !== turnPlayer) { if (player !== turnPlayer) {
@@ -74,32 +110,40 @@ const turn = registry.register({
return { player, row, col }; return { player, row, col };
} }
}, },
game.value.currentPlayer game.value.currentPlayer,
); );
placePiece(game, row, col, turnPlayer); await placePiece(game, row, col, turnPlayer);
const winner = checkWinner(game); const winner = checkWinner(game);
if (winner) return { winner }; if (winner) return { winner };
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType }; if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
return { winner: null }; return { winner: null };
}
});
function isValidMove(row: number, col: number): boolean {
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 { function isValidMove(row: number, col: number): boolean {
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},${col}`]; return !!host.value.board.partMap[`${row},${col}`];
} }
export function hasWinningLine(positions: number[][]): boolean { export function hasWinningLine(positions: number[][]): boolean {
return WINNING_LINES.some(line => return WINNING_LINES.some((line) =>
line.every(([r, c]) => line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)),
positions.some(([pr, pc]) => pr === r && pc === c)
)
); );
} }
@@ -107,26 +151,80 @@ export function checkWinner(host: TicTacToeGame): WinnerType {
const parts = host.value.parts; const parts = host.value.parts;
const partsArray = Object.values(parts); const partsArray = Object.values(parts);
const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position); const xPositions = partsArray
const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position); .filter((p: TicTacToePart) => p.player === "X")
.map((p: TicTacToePart) => p.position);
const oPositions = partsArray
.filter((p: TicTacToePart) => p.player === "O")
.map((p: TicTacToePart) => p.position);
if (hasWinningLine(xPositions)) return 'X'; if (hasWinningLine(xPositions)) return "X";
if (hasWinningLine(oPositions)) return 'O'; if (hasWinningLine(oPositions)) return "O";
if (partsArray.length >= MAX_TURNS) return 'draw'; if (partsArray.length >= MAX_TURNS) return "draw";
return null; return null;
} }
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) { export async function placePiece(
host: TicTacToeGame,
row: number,
col: number,
player: PlayerType,
) {
const board = host.value.board; const board = host.value.board;
const moveNumber = Object.keys(host.value.parts).length + 1; const moveNumber = Object.keys(host.value.parts).length + 1;
const piece: TicTacToePart = { const piece: TicTacToePart = {
regionId: 'board', position: [row, col], player, regionId: "board",
id: `piece-${player}-${moveNumber}` position: [row, col],
} player,
host.produce(state => { id: `piece-${player}-${moveNumber}`,
};
await host.produceAsync((state) => {
state.parts[piece.id] = piece; state.parts[piece.id] = piece;
board.childIds.push(piece.id); board.childIds.push(piece.id);
board.partMap[`${row},${col}`] = piece.id; board.partMap[`${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;
}
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);
}
}
+105
View File
@@ -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,
};
}
+26 -7
View File
@@ -1,6 +1,10 @@
export { parseCommand } from './command-parse'; export { parseCommand } from "./command-parse";
export { parseCommandSchema } from './schema-parse'; export { parseCommandSchema } from "./schema-parse";
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command-validate'; export {
validateCommand,
parseCommandWithSchema,
applyCommandSchema,
} from "./command-validate";
export { export {
createCommandRegistry, createCommandRegistry,
registerCommand, registerCommand,
@@ -10,13 +14,28 @@ export {
runCommand, runCommand,
runCommandParsed, runCommandParsed,
createCommandRunnerContext, createCommandRunnerContext,
} from './command-registry'; } from "./command-registry";
export type { export type {
Command, Command,
CommandParamSchema, CommandParamSchema,
CommandOptionSchema, CommandOptionSchema,
CommandFlagSchema, CommandFlagSchema,
CommandSchema, CommandSchema,
} from './types'; } from "./types";
export type { CommandRunner, CommandDef, CommandResult, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './command-runner'; export type {
export type { CommandRegistry, CommandRunnerContextExport } from './command-registry'; CommandRunner,
CommandDef,
CommandResult,
CommandRunnerHandler,
CommandRunnerContext,
PromptEvent,
CommandRunnerEvents,
} from "./command-runner";
export type {
CommandRegistry,
CommandRunnerContextExport,
} from "./command-registry";
export type { PromptDef, PromptTryResult, PromptCall } from "./command-prompt";
export { createPromptContext } from "./command-prompt";
+15 -5
View File
@@ -1,28 +1,38 @@
type Middleware<TContext, TReturn> = ( type Middleware<TContext, TReturn> = (
context: TContext, context: TContext,
next: () => Promise<TReturn> next: () => Promise<TReturn>,
) => Promise<TReturn>; ) => Promise<TReturn>;
export type MiddlewareChain<TContext, TReturn> = { export type MiddlewareChain<TContext, TReturn> = {
use: (middleware: Middleware<TContext, TReturn>) => void; use: (middleware: Middleware<TContext, TReturn>) => () => void;
execute: (context: TContext) => Promise<TReturn>; execute: (context: TContext) => Promise<TReturn>;
}; };
export function createMiddlewareChain<TContext extends object, TReturn=TContext>( export function createMiddlewareChain<
fallback?: (context: TContext) => Promise<TReturn> TContext extends object,
TReturn = TContext,
>(
fallback?: (context: TContext) => Promise<TReturn>,
): MiddlewareChain<TContext, TReturn> { ): MiddlewareChain<TContext, TReturn> {
const middlewares: Middleware<TContext, TReturn>[] = []; const middlewares: Middleware<TContext, TReturn>[] = [];
return { return {
use(middleware: Middleware<TContext, TReturn>) { use(middleware: Middleware<TContext, TReturn>) {
middlewares.push(middleware); middlewares.push(middleware);
return function () {
const index = middlewares.indexOf(middleware);
if (index !== -1) {
middlewares.splice(index, 1);
}
};
}, },
async execute(context: TContext) { async execute(context: TContext) {
let index = 0; let index = 0;
async function dispatch(ctx: TContext): Promise<TReturn> { async function dispatch(ctx: TContext): Promise<TReturn> {
if (index >= middlewares.length) { 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++]; const current = middlewares[index++];
return current(ctx, () => dispatch(ctx)); return current(ctx, () => dispatch(ctx));
+17 -7
View File
@@ -1,13 +1,20 @@
import {Signal, SignalOptions} from '@preact/signals-core'; import { Signal, SignalOptions } from "@preact/signals-core";
import {create} from 'mutative'; import { create } from "mutative";
export class MutableSignal<T> extends Signal<T> { export interface MutableSignal<T> extends Signal<T> {
produce(fn: (draft: T) => undefined): void;
addInterruption(promise: Promise<void>): void;
clearInterruptions(): void;
produceAsync(fn: (draft: T) => undefined): Promise<void>;
}
class MutableSignalImpl<T> extends Signal<T> {
private _interruptions: Promise<void>[] = []; private _interruptions: Promise<void>[] = [];
public constructor(t?: T, options?: SignalOptions<T>) { public constructor(t?: T, options?: SignalOptions<T>) {
super(t, options); super(t, options);
} }
produce(fn: (draft: T) => void) { produce(fn: (draft: T) => undefined) {
this.value = create(this.value, fn); this.value = create(this.value, fn);
} }
@@ -30,13 +37,16 @@ export class MutableSignal<T> extends Signal<T> {
* 异步版本的 produce。会先等待所有通过 `addInterruption` 添加的 Promise 完成, * 异步版本的 produce。会先等待所有通过 `addInterruption` 添加的 Promise 完成,
* 然后再更新状态。适用于需要在状态更新前播放动画的场景。 * 然后再更新状态。适用于需要在状态更新前播放动画的场景。
*/ */
async produceAsync(fn: (draft: T) => void): Promise<void> { async produceAsync(fn: (draft: T) => undefined): Promise<void> {
await Promise.allSettled(this._interruptions); await Promise.allSettled(this._interruptions);
this._interruptions = []; this._interruptions = [];
this.produce(fn); this.produce(fn);
} }
} }
export function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T> { export function mutableSignal<T>(
return new MutableSignal<T>(initial, options); initial?: T,
options?: SignalOptions<T>,
): MutableSignal<T> {
return new MutableSignalImpl<T>(initial, options);
} }
+39
View File
@@ -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);
});
}
+176 -159
View File
@@ -1,95 +1,84 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { import {
registry, registry,
createInitialState, createInitialState,
start, start,
TicTacToeState, TicTacToeState,
WinnerType, } from "@/samples/tic-tac-toe";
PlayerType import { createGameHost, GameHost } from "@/core/game-host";
} from '@/samples/tic-tac-toe'; import type { PromptEvent } from "@/utils/command";
import { createGameHost, GameHost } from '@/core/game-host';
import type { PromptEvent } from '@/utils/command';
import { MutableSignal } from '@/utils/mutable-signal';
import {IGameContext} from "../../src";
type TestGameHost = GameHost<TicTacToeState> & {
_context: IGameContext<TicTacToeState>;
context: IGameContext<TicTacToeState>;
}
function createTestHost() { function createTestHost() {
const host: TestGameHost = createGameHost( const host = createGameHost({ registry, createInitialState, start });
{ registry, createInitialState, start }
);
host.context = host._context;
return { host }; return { host };
} }
function waitForPromptEvent(host: GameHost<any>): Promise<PromptEvent> { function waitForPromptEvent(host: GameHost<any>): Promise<PromptEvent> {
return new Promise(resolve => { return new Promise((resolve) => {
host.context._commands.on('prompt', resolve); // @ts-ignore - accessing private _context for testing
host._context._commands.on("prompt", resolve);
}); });
} }
describe('GameHost', () => { describe("GameHost", () => {
describe('creation', () => { describe("creation", () => {
it('should create host with initial state', () => { it("should create host with initial state", () => {
const { host } = createTestHost(); const { host } = createTestHost();
expect(host.context._state.value.currentPlayer).toBe('X'); expect(host.state.value.currentPlayer).toBe("X");
expect(host.context._state.value.winner).toBeNull(); expect(host.state.value.winner).toBeNull();
expect(host.context._state.value.turn).toBe(0); expect(host.state.value.turn).toBe(0);
expect(Object.keys(host.context._state.value.parts).length).toBe(0); expect(Object.keys(host.state.value.parts).length).toBe(0);
}); });
it('should have status "created" by default', () => { it('should have status "created" by default', () => {
const { host } = createTestHost(); const { host } = createTestHost();
expect(host.status.value).toBe('created'); expect(host.status.value).toBe("created");
}); });
it('should have null activePromptSchema initially', () => { it("should have null activePromptSchema initially", () => {
const { host } = createTestHost(); const { host } = createTestHost();
expect(host.activePromptSchema.value).toBeNull(); expect(host.activePromptSchema.value).toBeNull();
}); });
}); });
describe('tryInput', () => { describe("tryInput", () => {
it('should return "No active prompt" when no prompt is active', () => { it('should return "No active prompt" when no prompt is active', () => {
const { host } = createTestHost(); const { host } = createTestHost();
const result = host.tryInput('play X 1 1'); const result = host.tryInput("play X 1 1");
expect(result).toBe('No active prompt'); expect(result).toBe("No active prompt");
}); });
it('should accept valid input when prompt is active', async () => { it("should accept valid input when prompt is active", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
const runPromise = host.start(); const runPromise = host.start();
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
expect(promptEvent.schema.name).toBe('play'); expect(promptEvent.schema.name).toBe("play");
expect(host.activePromptSchema.value?.name).toBe('play'); expect(host.activePromptSchema.value?.name).toBe("play");
const error = host.tryInput('play X 1 1'); const error = host.tryInput("play X 1 1");
expect(error).toBeNull(); expect(error).toBeNull();
// Cancel to end the game since start runs until game over // Cancel to end the game since start runs until game over
const nextPromptPromise = waitForPromptEvent(host); const nextPromptPromise = waitForPromptEvent(host);
const nextPrompt = await nextPromptPromise; const nextPrompt = await nextPromptPromise;
nextPrompt.cancel('test cleanup'); nextPrompt.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
}); });
it('should reject invalid input', async () => { it("should reject invalid input", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
@@ -97,29 +86,29 @@ describe('GameHost', () => {
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
const error = host.tryInput('invalid command'); const error = host.tryInput("invalid command");
expect(error).not.toBeNull(); expect(error).not.toBeNull();
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
}); });
it('should return error when disposed', () => { it("should return error when disposed", () => {
const { host } = createTestHost(); const { host } = createTestHost();
host.dispose(); host.dispose();
const result = host.tryInput('play X 1 1'); const result = host.tryInput("play X 1 1");
expect(result).toBe('GameHost is disposed'); expect(result).toBe("GameHost is disposed");
}); });
}); });
describe('getActivePromptSchema', () => { describe("getActivePromptSchema", () => {
it('should return schema when prompt is active', async () => { it("should return schema when prompt is active", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
@@ -129,26 +118,26 @@ describe('GameHost', () => {
const schema = host.activePromptSchema.value; const schema = host.activePromptSchema.value;
expect(schema).not.toBeNull(); expect(schema).not.toBeNull();
expect(schema?.name).toBe('play'); expect(schema?.name).toBe("play");
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
}); });
it('should return null when no prompt is active', () => { it("should return null when no prompt is active", () => {
const { host } = createTestHost(); const { host } = createTestHost();
expect(host.activePromptSchema.value).toBeNull(); expect(host.activePromptSchema.value).toBeNull();
}); });
}); });
describe('start', () => { describe("start", () => {
it('should reset state and run start command', async () => { it("should reset state and run start command", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
// First setup - make one move // First setup - make one move
@@ -157,20 +146,25 @@ describe('GameHost', () => {
let promptEvent = await promptPromise; let promptEvent = await promptPromise;
// Make a move // Make a move
promptEvent.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} }); promptEvent.tryCommit({
name: "play",
params: ["X", 1, 1],
options: {},
flags: {},
});
// Wait for next prompt (next turn) and cancel // Wait for next prompt (next turn) and cancel
promptPromise = waitForPromptEvent(host); promptPromise = waitForPromptEvent(host);
promptEvent = await promptPromise; promptEvent = await promptPromise;
promptEvent.cancel('test end'); promptEvent.cancel("test end");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test end'); expect(error.message).toBe("test end");
} }
expect(Object.keys(host.context._state.value.parts).length).toBe(1); expect(Object.keys(host.state.value.parts).length).toBe(1);
// Setup listener before calling start // Setup listener before calling start
const newPromptPromise = waitForPromptEvent(host); const newPromptPromise = waitForPromptEvent(host);
@@ -179,15 +173,15 @@ describe('GameHost', () => {
const newRunPromise = host.start(); const newRunPromise = host.start();
// State should be back to initial // State should be back to initial
expect(host.context._state.value.currentPlayer).toBe('X'); expect(host.state.value.currentPlayer).toBe("X");
expect(host.context._state.value.winner).toBeNull(); expect(host.state.value.winner).toBeNull();
expect(host.context._state.value.turn).toBe(0); expect(host.state.value.turn).toBe(0);
expect(Object.keys(host.context._state.value.parts).length).toBe(0); expect(Object.keys(host.state.value.parts).length).toBe(0);
// New game should be running and prompting // New game should be running and prompting
const newPrompt = await newPromptPromise; const newPrompt = await newPromptPromise;
expect(newPrompt.schema.name).toBe('play'); expect(newPrompt.schema.name).toBe("play");
newPrompt.cancel('test end'); newPrompt.cancel("test end");
try { try {
await newRunPromise; await newRunPromise;
@@ -196,7 +190,7 @@ describe('GameHost', () => {
} }
}); });
it('should cancel active prompt during start', async () => { it("should cancel active prompt during start", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
@@ -212,31 +206,31 @@ describe('GameHost', () => {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toContain('Cancelled'); expect(error.message).toContain("Cancelled");
} }
// State should be reset // State should be reset
expect(host.context._state.value.currentPlayer).toBe('X'); expect(host.state.value.currentPlayer).toBe("X");
expect(host.context._state.value.turn).toBe(0); expect(host.state.value.turn).toBe(0);
}); });
it('should throw error when disposed', () => { it("should throw error when disposed", () => {
const { host } = createTestHost(); const { host } = createTestHost();
host.dispose(); host.dispose();
expect(() => host.start()).toThrow('GameHost is disposed'); expect(() => host.start()).toThrow("GameHost is disposed");
}); });
}); });
describe('dispose', () => { describe("dispose", () => {
it('should change status to disposed', () => { it("should change status to disposed", () => {
const { host } = createTestHost(); const { host } = createTestHost();
host.dispose(); host.dispose();
expect(host.status.value).toBe('disposed'); expect(host.status.value).toBe("disposed");
}); });
it('should cancel active prompt on dispose', async () => { it("should cancel active prompt on dispose", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
@@ -251,25 +245,25 @@ describe('GameHost', () => {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toContain('Cancelled'); expect(error.message).toContain("Cancelled");
} }
}); });
it('should be idempotent', () => { it("should be idempotent", () => {
const { host } = createTestHost(); const { host } = createTestHost();
host.dispose(); host.dispose();
host.dispose(); // Should not throw host.dispose(); // Should not throw
expect(host.status.value).toBe('disposed'); expect(host.status.value).toBe("disposed");
}); });
}); });
describe('events', () => { describe("events", () => {
it('should emit start event', async () => { it("should emit start event", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
let setupCount = 0; let setupCount = 0;
host.on('start', () => { host.on("start", () => {
setupCount++; setupCount++;
}); });
@@ -281,11 +275,11 @@ describe('GameHost', () => {
expect(setupCount).toBe(1); expect(setupCount).toBe(1);
// State should be running // State should be running
expect(host.status.value).toBe('running'); expect(host.status.value).toBe("running");
// Cancel the background setup command // Cancel the background setup command
const prompt = await promptPromise; const prompt = await promptPromise;
prompt.cancel('test end'); prompt.cancel("test end");
try { try {
await runPromise; await runPromise;
@@ -294,11 +288,11 @@ describe('GameHost', () => {
} }
}); });
it('should emit dispose event', () => { it("should emit dispose event", () => {
const { host } = createTestHost(); const { host } = createTestHost();
let disposeCount = 0; let disposeCount = 0;
host.on('dispose', () => { host.on("dispose", () => {
disposeCount++; disposeCount++;
}); });
@@ -306,11 +300,11 @@ describe('GameHost', () => {
expect(disposeCount).toBe(1); expect(disposeCount).toBe(1);
}); });
it('should allow unsubscribing from events', () => { it("should allow unsubscribing from events", () => {
const { host } = createTestHost(); const { host } = createTestHost();
let setupCount = 0; let setupCount = 0;
const unsubscribe = host.on('start', () => { const unsubscribe = host.on("start", () => {
setupCount++; setupCount++;
}); });
@@ -318,43 +312,48 @@ describe('GameHost', () => {
// No event should be emitted // No event should be emitted
// (we can't easily test this without triggering setup, but we verify unsubscribe works) // (we can't easily test this without triggering setup, but we verify unsubscribe works)
expect(typeof unsubscribe).toBe('function'); expect(typeof unsubscribe).toBe("function");
}); });
}); });
describe('reactive state', () => { describe("reactive state", () => {
it('should have state that reflects game progress', async () => { it("should have state that reflects game progress", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
// Initial state // Initial state
expect(host.context._state.value.currentPlayer).toBe('X'); expect(host.state.value.currentPlayer).toBe("X");
expect(host.context._state.value.turn).toBe(0); expect(host.state.value.turn).toBe(0);
// Make a move // Make a move
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
const runPromise = host.start(); const runPromise = host.start();
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
promptEvent.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} }); promptEvent.tryCommit({
name: "play",
params: ["X", 1, 1],
options: {},
flags: {},
});
// Wait for next prompt and cancel // Wait for next prompt and cancel
const nextPromptPromise = waitForPromptEvent(host); const nextPromptPromise = waitForPromptEvent(host);
const nextPrompt = await nextPromptPromise; const nextPrompt = await nextPromptPromise;
nextPrompt.cancel('test end'); nextPrompt.cancel("test end");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test end'); expect(error.message).toBe("test end");
} }
expect(host.context._state.value.currentPlayer).toBe('O'); expect(host.state.value.currentPlayer).toBe("O");
expect(host.context._state.value.turn).toBe(1); expect(host.state.value.turn).toBe(1);
expect(Object.keys(host.context._state.value.parts).length).toBe(1); expect(Object.keys(host.state.value.parts).length).toBe(1);
}); });
it('should update activePromptSchema reactively', async () => { it("should update activePromptSchema reactively", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
// Initially null // Initially null
@@ -368,11 +367,11 @@ describe('GameHost', () => {
// Now schema should be set // Now schema should be set
expect(host.activePromptSchema.value).not.toBeNull(); expect(host.activePromptSchema.value).not.toBeNull();
expect(host.activePromptSchema.value?.name).toBe('play'); expect(host.activePromptSchema.value?.name).toBe("play");
// Cancel and wait // Cancel and wait
const cancelEvent = host.activePromptSchema.value; // @ts-ignore - accessing private _context for testing
host.context._commands._cancel(); host._context._commands._cancel();
try { try {
await runPromise; await runPromise;
} catch { } catch {
@@ -384,29 +383,30 @@ describe('GameHost', () => {
}); });
}); });
describe('full game', () => { describe("full game", () => {
it('should run a complete game of tic-tac-toe with X winning diagonally', async () => { it("should run a complete game of tic-tac-toe with X winning diagonally", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
// Initial state // Initial state
expect(host.context._state.value.currentPlayer).toBe('X'); expect(host.state.value.currentPlayer).toBe("X");
expect(host.context._state.value.winner).toBeNull(); expect(host.state.value.winner).toBeNull();
expect(host.context._state.value.turn).toBe(0); expect(host.state.value.turn).toBe(0);
expect(Object.keys(host.context._state.value.parts).length).toBe(0); expect(Object.keys(host.state.value.parts).length).toBe(0);
// X wins diagonally: (0,0), (1,1), (2,2) // X wins diagonally: (0,0), (1,1), (2,2)
// O plays: (0,1), (2,1) // O plays: (0,1), (2,1)
const moves = [ const moves = [
'play X 0 0', // turn 1: X "play X 0 0", // turn 1: X
'play O 0 1', // turn 2: O "play O 0 1", // turn 2: O
'play X 1 1', // turn 3: X "play X 1 1", // turn 3: X
'play O 2 1', // turn 4: O "play O 2 1", // turn 4: O
'play X 2 2', // turn 5: X wins! "play X 2 2", // turn 5: X wins!
]; ];
// Track prompt events in a queue // Track prompt events in a queue
const promptEvents: PromptEvent[] = []; const promptEvents: PromptEvent[] = [];
host.context._commands.on('prompt', (e) => { // @ts-ignore - accessing private _context for testing
host._context._commands.on("prompt", (e) => {
promptEvents.push(e); promptEvents.push(e);
}); });
@@ -416,71 +416,83 @@ describe('GameHost', () => {
for (let i = 0; i < moves.length; i++) { for (let i = 0; i < moves.length; i++) {
// Wait until the next prompt event arrives // Wait until the next prompt event arrives
while (i >= promptEvents.length) { while (i >= promptEvents.length) {
await new Promise(r => setTimeout(r, 10)); await new Promise((r) => setTimeout(r, 10));
} }
const promptEvent = promptEvents[i]; const promptEvent = promptEvents[i];
expect(promptEvent.schema.name).toBe('play'); expect(promptEvent.schema.name).toBe("play");
// Submit the move // Submit the move
const error = host.tryInput(moves[i]); const error = host.tryInput(moves[i]);
expect(error).toBeNull(); expect(error).toBeNull();
// Wait for the command to complete before submitting next move // Wait for the command to complete before submitting next move
await new Promise(resolve => setImmediate(resolve)); await new Promise((resolve) => setImmediate(resolve));
} }
// Wait for setup to complete (game ended with winner) // Wait for setup to complete (game ended with winner)
try { try {
const finalState = await setupPromise; const finalState = await setupPromise;
expect(finalState.winner).toBe('X'); expect(finalState.winner).toBe("X");
// Final state checks // Final state checks
expect(host.context._state.value.winner).toBe('X'); expect(host.state.value.winner).toBe("X");
expect(host.context._state.value.currentPlayer).toBe('X'); expect(host.state.value.currentPlayer).toBe("X");
expect(Object.keys(host.context._state.value.parts).length).toBe(5); expect(Object.keys(host.state.value.parts).length).toBe(5);
// Verify winning diagonal // Verify winning diagonal
const parts = Object.values(host.context._state.value.parts); const parts = Object.values(host.state.value.parts);
const xPieces = parts.filter(p => p.player === 'X'); const xPieces = parts.filter((p: any) => p.player === "X");
expect(xPieces).toHaveLength(3); expect(xPieces).toHaveLength(3);
expect(xPieces.some(p => JSON.stringify(p.position) === JSON.stringify([0, 0]))).toBe(true); expect(
expect(xPieces.some(p => JSON.stringify(p.position) === JSON.stringify([1, 1]))).toBe(true); xPieces.some(
expect(xPieces.some(p => JSON.stringify(p.position) === JSON.stringify([2, 2]))).toBe(true); (p: any) => JSON.stringify(p.position) === JSON.stringify([0, 0]),
),
).toBe(true);
expect(
xPieces.some(
(p: any) => JSON.stringify(p.position) === JSON.stringify([1, 1]),
),
).toBe(true);
expect(
xPieces.some(
(p: any) => JSON.stringify(p.position) === JSON.stringify([2, 2]),
),
).toBe(true);
} catch (e) { } catch (e) {
// If setup fails due to cancellation, check state directly // If setup fails due to cancellation, check state directly
const error = e as Error; const error = e as Error;
if (!error.message.includes('Cancelled')) { if (!error.message.includes("Cancelled")) {
throw e; throw e;
} }
} }
host.dispose(); host.dispose();
expect(host.status.value).toBe('disposed'); expect(host.status.value).toBe("disposed");
}); });
}); });
describe('currentPlayer in prompt', () => { describe("currentPlayer in prompt", () => {
it('should have currentPlayer in PromptEvent', async () => { it("should have currentPlayer in PromptEvent", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
const runPromise = host.start(); const runPromise = host.start();
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
expect(promptEvent.currentPlayer).toBe('X'); expect(promptEvent.currentPlayer).toBe("X");
expect(host.activePromptPlayer.value).toBe('X'); expect(host.activePromptPlayer.value).toBe("X");
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
}); });
it('should update activePromptPlayer reactively', async () => { it("should update activePromptPlayer reactively", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
// Initially null // Initially null
@@ -490,25 +502,30 @@ describe('GameHost', () => {
let promptPromise = waitForPromptEvent(host); let promptPromise = waitForPromptEvent(host);
let runPromise = host.start(); let runPromise = host.start();
let promptEvent = await promptPromise; let promptEvent = await promptPromise;
expect(promptEvent.currentPlayer).toBe('X'); expect(promptEvent.currentPlayer).toBe("X");
expect(host.activePromptPlayer.value).toBe('X'); expect(host.activePromptPlayer.value).toBe("X");
// Make a move // Make a move
promptEvent.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} }); promptEvent.tryCommit({
name: "play",
params: ["X", 1, 1],
options: {},
flags: {},
});
// Second prompt - O's turn // Second prompt - O's turn
promptPromise = waitForPromptEvent(host); promptPromise = waitForPromptEvent(host);
promptEvent = await promptPromise; promptEvent = await promptPromise;
expect(promptEvent.currentPlayer).toBe('O'); expect(promptEvent.currentPlayer).toBe("O");
expect(host.activePromptPlayer.value).toBe('O'); expect(host.activePromptPlayer.value).toBe("O");
// Cancel // Cancel
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
// After prompt ends, player should be null // After prompt ends, player should be null
@@ -516,35 +533,35 @@ describe('GameHost', () => {
}); });
}); });
describe('tryAnswerPrompt', () => { describe("tryAnswerPrompt", () => {
it('should answer prompt with valid arguments', async () => { it("should answer prompt with valid arguments", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
const runPromise = host.start(); const runPromise = host.start();
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
expect(promptEvent.schema.name).toBe('play'); expect(promptEvent.schema.name).toBe("play");
// Use tryAnswerPrompt with the prompt def // Use tryAnswerPrompt with the prompt def
const { prompts } = await import('@/samples/tic-tac-toe'); const { prompts } = await import("@/samples/tic-tac-toe");
const error = host.tryAnswerPrompt(prompts.play, 'X', 1, 1); const error = host.tryAnswerPrompt(prompts.play, "X", 1, 1);
expect(error).toBeNull(); expect(error).toBeNull();
// Wait for next prompt and cancel // Wait for next prompt and cancel
const nextPromptPromise = waitForPromptEvent(host); const nextPromptPromise = waitForPromptEvent(host);
const nextPrompt = await nextPromptPromise; const nextPrompt = await nextPromptPromise;
nextPrompt.cancel('test cleanup'); nextPrompt.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
}); });
it('should reject invalid arguments', async () => { it("should reject invalid arguments", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
const promptPromise = waitForPromptEvent(host); const promptPromise = waitForPromptEvent(host);
@@ -553,26 +570,26 @@ describe('GameHost', () => {
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
// Use tryAnswerPrompt with invalid position // Use tryAnswerPrompt with invalid position
const { prompts } = await import('@/samples/tic-tac-toe'); const { prompts } = await import("@/samples/tic-tac-toe");
const error = host.tryAnswerPrompt(prompts.play, 'X', 5, 5); const error = host.tryAnswerPrompt(prompts.play, "X", 5, 5);
expect(error).not.toBeNull(); expect(error).not.toBeNull();
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch (e) { } catch (e) {
const error = e as Error; const error = e as Error;
expect(error.message).toBe('test cleanup'); expect(error.message).toBe("test cleanup");
} }
}); });
}); });
describe('addInterruption and clearInterruptions', () => { describe("addInterruption and clearInterruptions", () => {
it('should add interruption promise to state', async () => { it("should add interruption promise to state", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
let resolveInterruption: () => void; let resolveInterruption: () => void;
const interruptionPromise = new Promise<void>(resolve => { const interruptionPromise = new Promise<void>((resolve) => {
resolveInterruption = resolve; resolveInterruption = resolve;
}); });
@@ -589,7 +606,7 @@ describe('GameHost', () => {
resolveInterruption!(); resolveInterruption!();
// Cancel and cleanup // Cancel and cleanup
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
} catch { } catch {
@@ -597,15 +614,15 @@ describe('GameHost', () => {
} }
}); });
it('should clear all pending interruptions', async () => { it("should clear all pending interruptions", async () => {
const { host } = createTestHost(); const { host } = createTestHost();
let resolveInterruption1: () => void; let resolveInterruption1: () => void;
let resolveInterruption2: () => void; let resolveInterruption2: () => void;
const interruptionPromise1 = new Promise<void>(resolve => { const interruptionPromise1 = new Promise<void>((resolve) => {
resolveInterruption1 = resolve; resolveInterruption1 = resolve;
}); });
const interruptionPromise2 = new Promise<void>(resolve => { const interruptionPromise2 = new Promise<void>((resolve) => {
resolveInterruption2 = resolve; resolveInterruption2 = resolve;
}); });
@@ -621,7 +638,7 @@ describe('GameHost', () => {
const runPromise = host.start(); const runPromise = host.start();
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
promptEvent.cancel('test cleanup'); promptEvent.cancel("test cleanup");
try { try {
await runPromise; await runPromise;
+78 -56
View File
@@ -1,14 +1,24 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game'; import {
import type { PromptEvent, Command } from '@/utils/command'; createGameContext,
createGameCommandRegistry,
createPromptDef,
IGameContext,
PromptDef,
} from "@/core/game";
import type {
PromptEvent,
Command,
CommandRunnerContext,
} from "@/utils/command";
type MyState = { type MyState = {
score: number; score: number;
round: number; round: number;
}; };
describe('createGameContext', () => { describe("createGameContext", () => {
it('should create a game context with state', () => { it("should create a game context with state", () => {
const registry = createGameCommandRegistry(); const registry = createGameCommandRegistry();
const ctx = createGameContext(registry); const ctx = createGameContext(registry);
@@ -16,7 +26,7 @@ describe('createGameContext', () => {
expect(ctx._state.value).toBeDefined(); expect(ctx._state.value).toBeDefined();
}); });
it('should wire commands to the context', () => { it("should wire commands to the context", () => {
const registry = createGameCommandRegistry(); const registry = createGameCommandRegistry();
const ctx = createGameContext(registry); const ctx = createGameContext(registry);
@@ -24,7 +34,7 @@ describe('createGameContext', () => {
expect(ctx._commands.registry).toBe(registry); expect(ctx._commands.registry).toBe(registry);
}); });
it('should accept initial state as an object', () => { it("should accept initial state as an object", () => {
const registry = createGameCommandRegistry<MyState>(); const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, { const ctx = createGameContext<MyState>(registry, {
score: 0, score: 0,
@@ -35,7 +45,7 @@ describe('createGameContext', () => {
expect(ctx._state.value.round).toBe(1); expect(ctx._state.value.round).toBe(1);
}); });
it('should accept initial state as a factory function', () => { it("should accept initial state as a factory function", () => {
const registry = createGameCommandRegistry<MyState>(); const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, () => ({ const ctx = createGameContext<MyState>(registry, () => ({
score: 10, score: 10,
@@ -46,24 +56,32 @@ describe('createGameContext', () => {
expect(ctx._state.value.round).toBe(3); expect(ctx._state.value.round).toBe(3);
}); });
it('should forward prompt events via listener', async () => { it("should forward prompt events via listener", async () => {
const registry = createGameCommandRegistry(); const registry = createGameCommandRegistry();
const ctx = createGameContext(registry); const ctx = createGameContext(registry);
registry.register('test <value>', async function (_ctx, value) { registry.register("test <value>", async function (_ctx, value) {
return this.prompt({schema: 'prompt <answer>'}, () => 'ok'); return _ctx.prompt(
createPromptDef("prompt <answer>"),
(answer) => answer,
);
}); });
const promptPromise = new Promise<PromptEvent>(resolve => { const promptPromise = new Promise<PromptEvent>((resolve) => {
ctx._commands.on('prompt', resolve); ctx._commands.on("prompt", resolve);
}); });
const runPromise = ctx.run('test hello'); const runPromise = ctx.run("test hello");
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('prompt'); expect(promptEvent.schema.name).toBe("prompt");
const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} }); const error = promptEvent.tryCommit({
name: "prompt",
params: ["yes"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
@@ -71,41 +89,41 @@ describe('createGameContext', () => {
}); });
}); });
describe('createGameCommand', () => { describe("createGameCommand", () => {
it('should run a command with access to game context', async () => { it("should run a command with access to game context", async () => {
const registry = createGameCommandRegistry<{ marker: string }>(); const registry = createGameCommandRegistry<{ marker: string }>();
registry.register('set-marker <id>', async function (ctx, id) { registry.register("set-marker <id>", async function (ctx, id) {
ctx.produce(state => { ctx.produce((state) => {
state.marker = id; state.marker = id;
}); });
return id; return id;
}); });
const ctx = createGameContext(registry, { marker: '' }); const ctx = createGameContext(registry, { marker: "" });
const result = await ctx.run('set-marker board'); const result = await ctx.run("set-marker board");
if (!result.success) { if (!result.success) {
console.error('Error:', result.error); console.error("Error:", result.error);
} }
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('board'); expect(result.result).toBe("board");
} }
expect(ctx._state.value.marker).toBe('board'); expect(ctx._state.value.marker).toBe("board");
}); });
it('should run a typed command with extended context', async () => { it("should run a typed command with extended context", async () => {
const registry = createGameCommandRegistry<MyState>(); const registry = createGameCommandRegistry<MyState>();
registry.register( registry.register(
'add-score <amount:number>', "add-score <amount:number>",
async function (ctx, amount) { async function (ctx, amount) {
ctx.produce(state => { ctx.produce((state) => {
state.score += amount; state.score += amount;
}); });
return ctx.value.score; return ctx.value.score;
} },
); );
const ctx = createGameContext<MyState>(registry, () => ({ const ctx = createGameContext<MyState>(registry, () => ({
@@ -113,7 +131,7 @@ describe('createGameCommand', () => {
round: 1, round: 1,
})); }));
const result = await ctx.run('add-score 5'); const result = await ctx.run("add-score 5");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe(5); expect(result.result).toBe(5);
@@ -121,67 +139,71 @@ describe('createGameCommand', () => {
expect(ctx._state.value.score).toBe(5); expect(ctx._state.value.score).toBe(5);
}); });
it('should return error for unknown command', async () => { it("should return error for unknown command", async () => {
const registry = createGameCommandRegistry(); const registry = createGameCommandRegistry();
const ctx = createGameContext(registry); const ctx = createGameContext(registry);
const result = await ctx.run('nonexistent'); const result = await ctx.run("nonexistent");
expect(result.success).toBe(false); expect(result.success).toBe(false);
if (!result.success) { if (!result.success) {
expect(result.error).toContain('nonexistent'); expect(result.error).toContain("nonexistent");
} }
}); });
}); });
describe('createPromptDef', () => { describe("createPromptDef", () => {
it('should create a PromptDef with string schema', () => { it("should create a PromptDef with string schema", () => {
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>'); const promptDef = createPromptDef<[string, number]>(
"play <player> <score:number>",
);
expect(promptDef).toBeDefined(); expect(promptDef).toBeDefined();
expect(promptDef.schema.name).toBe('play'); expect(promptDef.schema.name).toBe("play");
expect(promptDef.schema.params).toHaveLength(2); expect(promptDef.schema.params).toHaveLength(2);
expect(promptDef.schema.params[0].name).toBe('player'); expect(promptDef.schema.params[0].name).toBe("player");
expect(promptDef.schema.params[1].name).toBe('score'); expect(promptDef.schema.params[1].name).toBe("score");
}); });
it('should create a PromptDef with CommandSchema object', () => { it("should create a PromptDef with CommandSchema object", () => {
const schemaObj = { const schemaObj = {
name: 'test', name: "test",
params: [], params: [],
options: {}, options: {},
flags: {} flags: {},
}; };
const promptDef = createPromptDef<[]>(schemaObj); const promptDef = createPromptDef<[]>(schemaObj);
expect(promptDef.schema).toEqual(schemaObj); expect(promptDef.schema).toEqual(schemaObj);
}); });
it('should be usable with game.prompt', async () => { it("should be usable with game.prompt", async () => {
const registry = createGameCommandRegistry<{ score: number }>(); const registry = createGameCommandRegistry<{ score: number }>();
registry.register('test-prompt', async function(ctx) { registry.register("test-prompt", async function (ctx) {
const promptDef = createPromptDef<[number]>('input <value:number>'); const promptDef = createPromptDef<[number]>("input <value:number>");
const result = await ctx.prompt( const result = await ctx.prompt(promptDef, (value) => {
promptDef, if (value < 0) throw "Value must be positive";
(value) => {
if (value < 0) throw 'Value must be positive';
return value; return value;
} });
);
return result; return result;
}); });
const ctx = createGameContext(registry, { score: 0 }); const ctx = createGameContext(registry, { score: 0 });
const promptPromise = new Promise<PromptEvent>(resolve => { const promptPromise = new Promise<PromptEvent>((resolve) => {
ctx._commands.on('prompt', resolve); ctx._commands.on("prompt", resolve);
}); });
const runPromise = ctx.run('test-prompt'); const runPromise = ctx.run("test-prompt");
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
expect(promptEvent.schema.name).toBe('input'); expect(promptEvent.schema.name).toBe("input");
const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} }); const error = promptEvent.tryCommit({
name: "input",
params: [42],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
+355 -231
View File
@@ -1,66 +1,81 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { registry, createInitialState, BoopState } from '@/samples/boop'; import { registry, createInitialState, BoopState } from "@/samples/boop";
import { createGameContext } from '@/core/game'; import { createGameContext } from "@/core/game";
import type { PromptEvent } from '@/utils/command'; import type { PromptEvent } from "@/utils/command";
function createTestContext() { function createTestContext() {
const ctx = createGameContext(registry, createInitialState()); const ctx = createGameContext(registry, createInitialState());
return { registry, ctx }; return { registry, ctx };
} }
function waitForPrompt(ctx: ReturnType<typeof createTestContext>['ctx']): Promise<PromptEvent> { function waitForPrompt(
return new Promise(resolve => { ctx: ReturnType<typeof createTestContext>["ctx"],
ctx._commands.on('prompt', resolve); ): Promise<PromptEvent> {
return new Promise((resolve) => {
ctx._commands.on("prompt", resolve);
}); });
} }
describe('Boop Game', () => { describe("Boop Game", () => {
describe('Setup', () => { describe("Setup", () => {
it('should create initial state correctly', () => { it("should create initial state correctly", () => {
const state = createInitialState(); const state = createInitialState();
expect(state.currentPlayer).toBe('white'); expect(state.currentPlayer).toBe("white");
expect(state.winner).toBeNull(); expect(state.winner).toBeNull();
expect(state.regions.board).toBeDefined(); expect(state.regions.board).toBeDefined();
expect(state.regions.white).toBeDefined(); expect(state.regions.white).toBeDefined();
expect(state.regions.black).toBeDefined(); expect(state.regions.black).toBeDefined();
// 8 kittens per player // 8 kittens per player
const whiteKittens = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'kitten'); const whiteKittens = Object.values(state.pieces).filter(
const blackKittens = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'kitten'); (p) => p.player === "white" && p.type === "kitten",
);
const blackKittens = Object.values(state.pieces).filter(
(p) => p.player === "black" && p.type === "kitten",
);
expect(whiteKittens.length).toBe(8); expect(whiteKittens.length).toBe(8);
expect(blackKittens.length).toBe(8); expect(blackKittens.length).toBe(8);
// 8 cats per player (initially in box) // 8 cats per player (initially in box)
const whiteCats = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'cat'); const whiteCats = Object.values(state.pieces).filter(
const blackCats = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'cat'); (p) => p.player === "white" && p.type === "cat",
);
const blackCats = Object.values(state.pieces).filter(
(p) => p.player === "black" && p.type === "cat",
);
expect(whiteCats.length).toBe(8); expect(whiteCats.length).toBe(8);
expect(blackCats.length).toBe(8); expect(blackCats.length).toBe(8);
// All cats should be in box (regionId = '') // All cats should be in box (regionId = '')
whiteCats.forEach(cat => expect(cat.regionId).toBe('')); whiteCats.forEach((cat) => expect(cat.regionId).toBe(""));
blackCats.forEach(cat => expect(cat.regionId).toBe('')); blackCats.forEach((cat) => expect(cat.regionId).toBe(""));
// Kittens should be in player supplies // Kittens should be in player supplies
whiteKittens.forEach(k => expect(k.regionId).toBe('white')); whiteKittens.forEach((k) => expect(k.regionId).toBe("white"));
blackKittens.forEach(k => expect(k.regionId).toBe('black')); blackKittens.forEach((k) => expect(k.regionId).toBe("black"));
}); });
}); });
describe('Place and Boop Commands', () => { describe("Place and Boop Commands", () => {
it('should place a kitten via play command', async () => { it("should place a kitten via play command", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Use turn command instead of setup which runs indefinitely // Use turn command instead of setup which runs indefinitely
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white'); const runPromise = ctx.run("turn white");
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('play'); expect(promptEvent.schema.name).toBe("play");
// Place a kitten at position 2,2 // Place a kitten at position 2,2
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} }); const error = promptEvent.tryCommit({
name: "play",
params: ["white", 2, 2, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
@@ -72,29 +87,41 @@ describe('Boop Game', () => {
expect(boardPieces.length).toBeGreaterThan(0); expect(boardPieces.length).toBeGreaterThan(0);
// Should have one less kitten in supply // Should have one less kitten in supply
const whiteSupply = state.regions.white.childIds.filter(id => state.pieces[id].type === 'kitten'); const whiteSupply = state.regions.white.childIds.filter(
(id) => state.pieces[id].type === "kitten",
);
expect(whiteSupply.length).toBe(7); expect(whiteSupply.length).toBe(7);
}); });
}); });
describe('Boop Mechanics', () => { describe("Boop Mechanics", () => {
it('should boop adjacent pieces away from placement', async () => { it("should boop adjacent pieces away from placement", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// White places at 2,2 // White places at 2,2
let promptPromise = waitForPrompt(ctx); let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.run('turn white'); let runPromise = ctx.run("turn white");
let promptEvent = await promptPromise; let promptEvent = await promptPromise;
let error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} }); let error = promptEvent.tryCommit({
name: "play",
params: ["white", 2, 2, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
let result = await runPromise; let result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
// Black places at 2,3, which will boop white's piece // Black places at 2,3, which will boop white's piece
promptPromise = waitForPrompt(ctx); promptPromise = waitForPrompt(ctx);
runPromise = ctx.run('turn black'); runPromise = ctx.run("turn black");
promptEvent = await promptPromise; promptEvent = await promptPromise;
error = promptEvent.tryCommit({ name: 'play', params: ['black', 2, 3, 'kitten'], options: {}, flags: {} }); error = promptEvent.tryCommit({
name: "play",
params: ["black", 2, 3, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
result = await runPromise; result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
@@ -105,152 +132,186 @@ describe('Boop Game', () => {
expect(boardPieceCount).toBeGreaterThanOrEqual(1); expect(boardPieceCount).toBeGreaterThanOrEqual(1);
}); });
it('should handle pieces being booped off the board', async () => { it("should handle pieces being booped off the board", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// White places at corner // White places at corner
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white'); const runPromise = ctx.run("turn white");
const promptEvent = await promptPromise; const promptEvent = await promptPromise;
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 0, 0, 'kitten'], options: {}, flags: {} }); const error = promptEvent.tryCommit({
name: "play",
params: ["white", 0, 0, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
const state = ctx.value; const state = ctx.value;
// Verify placement // Verify placement
expect(state.regions.board.partMap['0,0']).toBeDefined(); expect(state.regions.board.partMap["0,0"]).toBeDefined();
}); });
}); });
describe('Full Game Flow', () => { describe("Full Game Flow", () => {
it('should play a turn and switch players', async () => { it("should play a turn and switch players", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// White's turn - place at 2,2 // White's turn - place at 2,2
let promptPromise = waitForPrompt(ctx); let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.run('turn white'); let runPromise = ctx.run("turn white");
let prompt = await promptPromise; let prompt = await promptPromise;
const error1 = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} }); const error1 = prompt.tryCommit({
name: "play",
params: ["white", 2, 2, "kitten"],
options: {},
flags: {},
});
expect(error1).toBeNull(); expect(error1).toBeNull();
let result = await runPromise; let result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
const stateAfterWhite = ctx.value; const stateAfterWhite = ctx.value;
// Should have placed a piece // Should have placed a piece
expect(stateAfterWhite.regions.board.partMap['2,2']).toBeDefined(); expect(stateAfterWhite.regions.board.partMap["2,2"]).toBeDefined();
}); });
}); });
describe('Kitten vs Cat Hierarchy', () => { describe("Kitten vs Cat Hierarchy", () => {
it('should not boop cats when placing a kitten', async () => { it("should not boop cats when placing a kitten", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// White places a kitten at 2,2 // White places a kitten at 2,2
let promptPromise = waitForPrompt(ctx); let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.run('turn white'); let runPromise = ctx.run("turn white");
let prompt = await promptPromise; let prompt = await promptPromise;
let error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} }); let error = prompt.tryCommit({
name: "play",
params: ["white", 2, 2, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
let result = await runPromise; let result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
// Manually move white's kitten to box and replace with a cat (for testing) // Manually move white's kitten to box and replace with a cat (for testing)
ctx.produce(state => { ctx.produce((state) => {
const whiteKitten = state.pieces['white-kitten-1']; const whiteKitten = state.pieces["white-kitten-1"];
if (whiteKitten && whiteKitten.regionId === 'board') { if (whiteKitten && whiteKitten.regionId === "board") {
whiteKitten.type = 'cat'; (whiteKitten as { type: string }).type = "cat";
} }
}); });
// Black places a kitten at 2,3 (adjacent to the cat) // Black places a kitten at 2,3 (adjacent to the cat)
promptPromise = waitForPrompt(ctx); promptPromise = waitForPrompt(ctx);
runPromise = ctx.run('turn black'); runPromise = ctx.run("turn black");
prompt = await promptPromise; prompt = await promptPromise;
error = prompt.tryCommit({ name: 'play', params: ['black', 2, 3, 'kitten'], options: {}, flags: {} }); error = prompt.tryCommit({
name: "play",
params: ["black", 2, 3, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
result = await runPromise; result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
const state = ctx.value; const state = ctx.value;
// White's cat should still be at 2,2 (not booped) // White's cat should still be at 2,2 (not booped)
expect(state.regions.board.partMap['2,2']).toBe('white-kitten-1'); expect(state.regions.board.partMap["2,2"]).toBe("white-kitten-1");
// Black's kitten should be at 2,3 // Black's kitten should be at 2,3
expect(state.regions.board.partMap['2,3']).toBe('black-kitten-1'); expect(state.regions.board.partMap["2,3"]).toBe("black-kitten-1");
}); });
it('should boop both kittens and cats when placing a cat', async () => { it("should boop both kittens and cats when placing a cat", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually set up: white cat at 2,3, black cat at 3,2 // Manually set up: white cat at 2,3, black cat at 3,2
// First move cats to white and black supplies // First move cats to white and black supplies
ctx.produce(state => { ctx.produce((state) => {
const whiteCat = state.pieces['white-cat-1']; const whiteCat = state.pieces["white-cat-1"];
const blackCat = state.pieces['black-cat-1']; const blackCat = state.pieces["black-cat-1"];
if (whiteCat && whiteCat.regionId === '') { if (whiteCat && whiteCat.regionId === "") {
whiteCat.regionId = 'white'; whiteCat.regionId = "white";
state.regions.white.childIds.push(whiteCat.id); state.regions.white.childIds.push(whiteCat.id);
} }
if (blackCat && blackCat.regionId === '') { if (blackCat && blackCat.regionId === "") {
blackCat.regionId = 'black'; blackCat.regionId = "black";
state.regions.black.childIds.push(blackCat.id); state.regions.black.childIds.push(blackCat.id);
} }
}); });
// Now move them to the board // Now move them to the board
ctx.produce(state => { ctx.produce((state) => {
const whiteCat = state.pieces['white-cat-1']; const whiteCat = state.pieces["white-cat-1"];
const blackCat = state.pieces['black-cat-1']; const blackCat = state.pieces["black-cat-1"];
if (whiteCat && whiteCat.regionId === 'white') { if (whiteCat && whiteCat.regionId === "white") {
whiteCat.regionId = 'board'; whiteCat.regionId = "board";
whiteCat.position = [2, 3]; whiteCat.position = [2, 3];
state.regions.board.partMap['2,3'] = whiteCat.id; state.regions.board.partMap["2,3"] = whiteCat.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== whiteCat.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== whiteCat.id,
);
} }
if (blackCat && blackCat.regionId === 'black') { if (blackCat && blackCat.regionId === "black") {
blackCat.regionId = 'board'; blackCat.regionId = "board";
blackCat.position = [3, 2]; blackCat.position = [3, 2];
state.regions.board.partMap['3,2'] = blackCat.id; state.regions.board.partMap["3,2"] = blackCat.id;
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== blackCat.id); state.regions.black.childIds = state.regions.black.childIds.filter(
(id) => id !== blackCat.id,
);
} }
}); });
// Give white another cat for placement // Give white another cat for placement
ctx.produce(state => { ctx.produce((state) => {
const whiteCat2 = state.pieces['white-cat-2']; const whiteCat2 = state.pieces["white-cat-2"];
if (whiteCat2 && whiteCat2.regionId === '') { if (whiteCat2 && whiteCat2.regionId === "") {
whiteCat2.regionId = 'white'; whiteCat2.regionId = "white";
state.regions.white.childIds.push(whiteCat2.id); state.regions.white.childIds.push(whiteCat2.id);
} }
}); });
// White places a cat at 2,2 (should boop black's cat at 3,2 to 4,2) // White places a cat at 2,2 (should boop black's cat at 3,2 to 4,2)
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white'); const runPromise = ctx.run("turn white");
const prompt = await promptPromise; const prompt = await promptPromise;
const error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'cat'], options: {}, flags: {} }); const error = prompt.tryCommit({
name: "play",
params: ["white", 2, 2, "cat"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
const state = ctx.value; const state = ctx.value;
// Black's cat should have been booped to 4,2 // Black's cat should have been booped to 4,2
expect(state.regions.board.partMap['4,2']).toBeDefined(); expect(state.regions.board.partMap["4,2"]).toBeDefined();
const pieceAt42 = state.pieces[state.regions.board.partMap['4,2']]; const pieceAt42 = state.pieces[state.regions.board.partMap["4,2"]];
expect(pieceAt42?.player).toBe('black'); expect(pieceAt42?.player).toBe("black");
expect(pieceAt42?.type).toBe('cat'); expect(pieceAt42?.type).toBe("cat");
}); });
}); });
describe('Boop Obstructions', () => { describe("Boop Obstructions", () => {
it('should boop pieces to empty positions', async () => { it("should boop pieces to empty positions", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// White places at 2,2 // White places at 2,2
let promptPromise = waitForPrompt(ctx); let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.run('turn white'); let runPromise = ctx.run("turn white");
let prompt = await promptPromise; let prompt = await promptPromise;
let error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} }); let error = prompt.tryCommit({
name: "play",
params: ["white", 2, 2, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
let result = await runPromise; let result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
@@ -261,9 +322,14 @@ describe('Boop Game', () => {
// Black places at 3,3 // Black places at 3,3
promptPromise = waitForPrompt(ctx); promptPromise = waitForPrompt(ctx);
runPromise = ctx.run('turn black'); runPromise = ctx.run("turn black");
prompt = await promptPromise; prompt = await promptPromise;
error = prompt.tryCommit({ name: 'play', params: ['black', 3, 3, 'kitten'], options: {}, flags: {} }); error = prompt.tryCommit({
name: "play",
params: ["black", 3, 3, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
result = await runPromise; result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
@@ -276,294 +342,334 @@ describe('Boop Game', () => {
expect(boardPieces.length).toBe(2); expect(boardPieces.length).toBe(2);
// Find black's piece // Find black's piece
const blackPiece = boardPieces.find(([pos, id]) => state.pieces[id]?.player === 'black'); const blackPiece = boardPieces.find(
([pos, id]) => state.pieces[id]?.player === "black",
);
expect(blackPiece).toBeDefined(); expect(blackPiece).toBeDefined();
}); });
it('should keep both pieces in place when boop is blocked', async () => { it("should keep both pieces in place when boop is blocked", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Setup: place white at 2,2 and 4,4, black at 3,3 // Setup: place white at 2,2 and 4,4, black at 3,3
await ctx._commands.run('place 2 2 white kitten'); await ctx._commands.run("place 2 2 white kitten");
await ctx._commands.run('place 3 3 black kitten'); await ctx._commands.run("place 3 3 black kitten");
await ctx._commands.run('place 4 4 white kitten'); await ctx._commands.run("place 4 4 white kitten");
const stateBefore = ctx.value; const stateBefore = ctx.value;
// Verify setup - 3 pieces on board // Verify setup - 3 pieces on board
const boardPiecesBefore = Object.keys(stateBefore.regions.board.partMap); const boardPiecesBefore = Object.keys(stateBefore.regions.board.partMap);
expect(boardPiecesBefore.length).toBe(3); expect(boardPiecesBefore.length).toBe(3);
expect(stateBefore.regions.board.partMap['2,2']).toBeDefined(); expect(stateBefore.regions.board.partMap["2,2"]).toBeDefined();
expect(stateBefore.regions.board.partMap['3,3']).toBeDefined(); expect(stateBefore.regions.board.partMap["3,3"]).toBeDefined();
expect(stateBefore.regions.board.partMap['4,4']).toBeDefined(); expect(stateBefore.regions.board.partMap["4,4"]).toBeDefined();
// Black places at 2,3 - should try to boop piece at 3,3 to 4,4 // Black places at 2,3 - should try to boop piece at 3,3 to 4,4
// but 4,4 is occupied, so both should stay // but 4,4 is occupied, so both should stay
await ctx._commands.run('place 2 3 black kitten'); await ctx._commands.run("place 2 3 black kitten");
const state = ctx.value; const state = ctx.value;
// Should now have 4 pieces on board // Should now have 4 pieces on board
const boardPiecesAfter = Object.keys(state.regions.board.partMap); const boardPiecesAfter = Object.keys(state.regions.board.partMap);
expect(boardPiecesAfter.length).toBe(4); expect(boardPiecesAfter.length).toBe(4);
// 3,3 should still have the same piece (not booped) // 3,3 should still have the same piece (not booped)
expect(state.regions.board.partMap['3,3']).toBeDefined(); expect(state.regions.board.partMap["3,3"]).toBeDefined();
// 4,4 should still be occupied // 4,4 should still be occupied
expect(state.regions.board.partMap['4,4']).toBeDefined(); expect(state.regions.board.partMap["4,4"]).toBeDefined();
// 2,3 should have black's new piece // 2,3 should have black's new piece
expect(state.regions.board.partMap['2,3']).toBeDefined(); expect(state.regions.board.partMap["2,3"]).toBeDefined();
}); });
}); });
describe('Graduation Mechanic', () => { describe("Graduation Mechanic", () => {
it('should graduate three kittens in a row to cats', async () => { it("should graduate three kittens in a row to cats", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually place three white kittens in a row // Manually place three white kittens in a row
ctx.produce(state => { ctx.produce((state) => {
const k1 = state.pieces['white-kitten-1']; const k1 = state.pieces["white-kitten-1"];
const k2 = state.pieces['white-kitten-2']; const k2 = state.pieces["white-kitten-2"];
const k3 = state.pieces['white-kitten-3']; const k3 = state.pieces["white-kitten-3"];
if (k1) { if (k1) {
k1.regionId = 'board'; k1.regionId = "board";
k1.position = [0, 0]; k1.position = [0, 0];
state.regions.board.partMap['0,0'] = k1.id; state.regions.board.partMap["0,0"] = k1.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k1.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k1.id,
);
} }
if (k2) { if (k2) {
k2.regionId = 'board'; k2.regionId = "board";
k2.position = [0, 1]; k2.position = [0, 1];
state.regions.board.partMap['0,1'] = k2.id; state.regions.board.partMap["0,1"] = k2.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k2.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k2.id,
);
} }
if (k3) { if (k3) {
k3.regionId = 'board'; k3.regionId = "board";
k3.position = [0, 2]; k3.position = [0, 2];
state.regions.board.partMap['0,2'] = k3.id; state.regions.board.partMap["0,2"] = k3.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k3.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k3.id,
);
} }
}); });
const stateBefore = ctx.value; const stateBefore = ctx.value;
// Verify three kittens on board // Verify three kittens on board
expect(stateBefore.regions.board.partMap['0,0']).toBeDefined(); expect(stateBefore.regions.board.partMap["0,0"]).toBeDefined();
expect(stateBefore.regions.board.partMap['0,1']).toBeDefined(); expect(stateBefore.regions.board.partMap["0,1"]).toBeDefined();
expect(stateBefore.regions.board.partMap['0,2']).toBeDefined(); expect(stateBefore.regions.board.partMap["0,2"]).toBeDefined();
// Count cats in white supply before graduation // Count cats in white supply before graduation
const catsInWhiteSupplyBefore = stateBefore.regions.white.childIds.filter( const catsInWhiteSupplyBefore = stateBefore.regions.white.childIds.filter(
id => stateBefore.pieces[id].type === 'cat' (id) => stateBefore.pieces[id].type === "cat",
); );
expect(catsInWhiteSupplyBefore.length).toBe(0); expect(catsInWhiteSupplyBefore.length).toBe(0);
// Run check-graduates command // Run check-graduates command
const result = await ctx._commands.run('check-graduates'); const result = await ctx._commands.run("check-graduates");
expect(result.success).toBe(true); expect(result.success).toBe(true);
const state = ctx.value; const state = ctx.value;
// The three positions on board should now be empty (kittens removed) // The three positions on board should now be empty (kittens removed)
expect(state.regions.board.partMap['0,0']).toBeUndefined(); expect(state.regions.board.partMap["0,0"]).toBeUndefined();
expect(state.regions.board.partMap['0,1']).toBeUndefined(); expect(state.regions.board.partMap["0,1"]).toBeUndefined();
expect(state.regions.board.partMap['0,2']).toBeUndefined(); expect(state.regions.board.partMap["0,2"]).toBeUndefined();
// White's supply should now have 3 cats (graduated) // White's supply should now have 3 cats (graduated)
const catsInWhiteSupply = state.regions.white.childIds.filter( const catsInWhiteSupply = state.regions.white.childIds.filter(
id => state.pieces[id].type === 'cat' (id) => state.pieces[id].type === "cat",
); );
expect(catsInWhiteSupply.length).toBe(3); expect(catsInWhiteSupply.length).toBe(3);
// White's supply should have 5 kittens left (8 - 3 graduated) // White's supply should have 5 kittens left (8 - 3 graduated)
const kittensInWhiteSupply = state.regions.white.childIds.filter( const kittensInWhiteSupply = state.regions.white.childIds.filter(
id => state.pieces[id].type === 'kitten' (id) => state.pieces[id].type === "kitten",
); );
expect(kittensInWhiteSupply.length).toBe(5); expect(kittensInWhiteSupply.length).toBe(5);
}); });
}); });
describe('Win Detection', () => { describe("Win Detection", () => {
it('should detect horizontal win with three cats', async () => { it("should detect horizontal win with three cats", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually set up a winning scenario for white // Manually set up a winning scenario for white
ctx.produce(state => { ctx.produce((state) => {
const k1 = state.pieces['white-kitten-1']; const k1 = state.pieces["white-kitten-1"];
const k2 = state.pieces['white-kitten-2']; const k2 = state.pieces["white-kitten-2"];
const k3 = state.pieces['white-kitten-3']; const k3 = state.pieces["white-kitten-3"];
if (k1) { if (k1) {
k1.type = 'cat'; (k1 as { type: string }).type = "cat";
k1.regionId = 'board'; k1.regionId = "board";
k1.position = [0, 0]; k1.position = [0, 0];
state.regions.board.partMap['0,0'] = k1.id; state.regions.board.partMap["0,0"] = k1.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k1.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k1.id,
);
} }
if (k2) { if (k2) {
k2.type = 'cat'; (k2 as { type: string }).type = "cat";
k2.regionId = 'board'; k2.regionId = "board";
k2.position = [0, 1]; k2.position = [0, 1];
state.regions.board.partMap['0,1'] = k2.id; state.regions.board.partMap["0,1"] = k2.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k2.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k2.id,
);
} }
if (k3) { if (k3) {
k3.type = 'cat'; (k3 as { type: string }).type = "cat";
k3.regionId = 'board'; k3.regionId = "board";
k3.position = [0, 2]; k3.position = [0, 2];
state.regions.board.partMap['0,2'] = k3.id; state.regions.board.partMap["0,2"] = k3.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k3.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k3.id,
);
} }
}); });
// Run check-win command // Run check-win command
const result = await ctx._commands.run('check-win'); const result = await ctx._commands.run("check-win");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('white'); expect(result.result).toBe("white");
} }
}); });
it('should detect vertical win with three cats', async () => { it("should detect vertical win with three cats", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually set up a vertical winning scenario for black // Manually set up a vertical winning scenario for black
ctx.produce(state => { ctx.produce((state) => {
const k1 = state.pieces['black-kitten-1']; const k1 = state.pieces["black-kitten-1"];
const k2 = state.pieces['black-kitten-2']; const k2 = state.pieces["black-kitten-2"];
const k3 = state.pieces['black-kitten-3']; const k3 = state.pieces["black-kitten-3"];
if (k1) { if (k1) {
k1.type = 'cat'; (k1 as { type: string }).type = "cat";
k1.regionId = 'board'; k1.regionId = "board";
k1.position = [0, 0]; k1.position = [0, 0];
state.regions.board.partMap['0,0'] = k1.id; state.regions.board.partMap["0,0"] = k1.id;
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== k1.id); state.regions.black.childIds = state.regions.black.childIds.filter(
(id) => id !== k1.id,
);
} }
if (k2) { if (k2) {
k2.type = 'cat'; (k2 as { type: string }).type = "cat";
k2.regionId = 'board'; k2.regionId = "board";
k2.position = [1, 0]; k2.position = [1, 0];
state.regions.board.partMap['1,0'] = k2.id; state.regions.board.partMap["1,0"] = k2.id;
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== k2.id); state.regions.black.childIds = state.regions.black.childIds.filter(
(id) => id !== k2.id,
);
} }
if (k3) { if (k3) {
k3.type = 'cat'; (k3 as { type: string }).type = "cat";
k3.regionId = 'board'; k3.regionId = "board";
k3.position = [2, 0]; k3.position = [2, 0];
state.regions.board.partMap['2,0'] = k3.id; state.regions.board.partMap["2,0"] = k3.id;
state.regions.black.childIds = state.regions.black.childIds.filter(id => id !== k3.id); state.regions.black.childIds = state.regions.black.childIds.filter(
(id) => id !== k3.id,
);
} }
}); });
// Run check-win command // Run check-win command
const result = await ctx._commands.run('check-win'); const result = await ctx._commands.run("check-win");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('black'); expect(result.result).toBe("black");
} }
}); });
it('should detect diagonal win with three cats', async () => { it("should detect diagonal win with three cats", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually set up a diagonal winning scenario for white // Manually set up a diagonal winning scenario for white
ctx.produce(state => { ctx.produce((state) => {
const k1 = state.pieces['white-kitten-1']; const k1 = state.pieces["white-kitten-1"];
const k2 = state.pieces['white-kitten-2']; const k2 = state.pieces["white-kitten-2"];
const k3 = state.pieces['white-kitten-3']; const k3 = state.pieces["white-kitten-3"];
if (k1) { if (k1) {
k1.type = 'cat'; (k1 as { type: string }).type = "cat";
k1.regionId = 'board'; k1.regionId = "board";
k1.position = [0, 0]; k1.position = [0, 0];
state.regions.board.partMap['0,0'] = k1.id; state.regions.board.partMap["0,0"] = k1.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k1.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k1.id,
);
} }
if (k2) { if (k2) {
k2.type = 'cat'; (k2 as { type: string }).type = "cat";
k2.regionId = 'board'; k2.regionId = "board";
k2.position = [1, 1]; k2.position = [1, 1];
state.regions.board.partMap['1,1'] = k2.id; state.regions.board.partMap["1,1"] = k2.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k2.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k2.id,
);
} }
if (k3) { if (k3) {
k3.type = 'cat'; (k3 as { type: string }).type = "cat";
k3.regionId = 'board'; k3.regionId = "board";
k3.position = [2, 2]; k3.position = [2, 2];
state.regions.board.partMap['2,2'] = k3.id; state.regions.board.partMap["2,2"] = k3.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== k3.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== k3.id,
);
} }
}); });
// Run check-win command // Run check-win command
const result = await ctx._commands.run('check-win'); const result = await ctx._commands.run("check-win");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('white'); expect(result.result).toBe("white");
} }
}); });
}); });
describe('Placing Cats', () => { describe("Placing Cats", () => {
it('should allow placing a cat from supply', async () => { it("should allow placing a cat from supply", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually give a cat to white's supply // Manually give a cat to white's supply
ctx.produce(state => { ctx.produce((state) => {
const cat = state.pieces['white-cat-1']; const cat = state.pieces["white-cat-1"];
if (cat && cat.regionId === '') { if (cat && cat.regionId === "") {
cat.regionId = 'white'; cat.regionId = "white";
state.regions.white.childIds.push(cat.id); state.regions.white.childIds.push(cat.id);
} }
}); });
// White places a cat at 2,2 // White places a cat at 2,2
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white'); const runPromise = ctx.run("turn white");
const prompt = await promptPromise; const prompt = await promptPromise;
const error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'cat'], options: {}, flags: {} }); const error = prompt.tryCommit({
name: "play",
params: ["white", 2, 2, "cat"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
const state = ctx.value; const state = ctx.value;
// Cat should be on the board // Cat should be on the board
expect(state.regions.board.partMap['2,2']).toBe('white-cat-1'); expect(state.regions.board.partMap["2,2"]).toBe("white-cat-1");
// Cat should no longer be in supply // Cat should no longer be in supply
const whiteCatsInSupply = state.regions.white.childIds.filter(id => state.pieces[id].type === 'cat'); const whiteCatsInSupply = state.regions.white.childIds.filter(
(id) => state.pieces[id].type === "cat",
);
expect(whiteCatsInSupply.length).toBe(0); expect(whiteCatsInSupply.length).toBe(0);
}); });
}); });
describe('Check Full Board', () => { describe("Check Full Board", () => {
it('should not trigger when player has fewer than 8 pieces on board', async () => { it("should not trigger when player has fewer than 8 pieces on board", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// White places a single kitten // White places a single kitten
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white'); const runPromise = ctx.run("turn white");
const prompt = await promptPromise; const prompt = await promptPromise;
const error = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} }); const error = prompt.tryCommit({
name: "play",
params: ["white", 2, 2, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
// check-full-board should return without prompting // check-full-board should return without prompting
const fullBoardResult = await ctx._commands.run('check-full-board white'); const fullBoardResult = await ctx._commands.run("check-full-board white");
expect(fullBoardResult.success).toBe(true); expect(fullBoardResult.success).toBe(true);
}); });
it('should force graduation when all 8 pieces are on board', async () => { it("should force graduation when all 8 pieces are on board", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Manually place all 8 white pieces on the board // Manually place all 8 white pieces on the board
ctx.produce(state => { ctx.produce((state) => {
for (let i = 1; i <= 8; i++) { for (let i = 1; i <= 8; i++) {
const piece = state.pieces[`white-kitten-${i}`]; const piece = state.pieces[`white-kitten-${i}`];
if (piece) { if (piece) {
const row = Math.floor((i - 1) / 4); const row = Math.floor((i - 1) / 4);
const col = (i - 1) % 4; const col = (i - 1) % 4;
piece.regionId = 'board'; piece.regionId = "board";
piece.position = [row, col]; piece.position = [row, col];
state.regions.board.partMap[`${row},${col}`] = piece.id; state.regions.board.partMap[`${row},${col}`] = piece.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== piece.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== piece.id,
);
} }
} }
}); });
@@ -574,12 +680,17 @@ describe('Boop Game', () => {
// Run check-full-board - should prompt for piece to graduate // Run check-full-board - should prompt for piece to graduate
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const runPromise = ctx._commands.run('check-full-board white'); const runPromise = ctx._commands.run("check-full-board white");
const prompt = await promptPromise; const prompt = await promptPromise;
expect(prompt.schema.name).toBe('choose'); expect(prompt.schema.name).toBe("choose");
// Select a piece to graduate // Select a piece to graduate
const error = prompt.tryCommit({ name: 'choose', params: ['white', 0, 0], options: {}, flags: {} }); const error = prompt.tryCommit({
name: "choose",
params: ["white", 0, 0],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
@@ -587,65 +698,73 @@ describe('Boop Game', () => {
const state = ctx.value; const state = ctx.value;
// Position 0,0 should be empty (piece moved to box) // Position 0,0 should be empty (piece moved to box)
expect(state.regions.board.partMap['0,0']).toBeUndefined(); expect(state.regions.board.partMap["0,0"]).toBeUndefined();
}); });
it('should not trigger when player has a winner', async () => { it("should not trigger when player has a winner", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Set up a winning state for white // Set up a winning state for white
ctx.produce(state => { ctx.produce((state) => {
state.winner = 'white'; state.winner = "white";
for (let i = 1; i <= 8; i++) { for (let i = 1; i <= 8; i++) {
const piece = state.pieces[`white-kitten-${i}`]; const piece = state.pieces[`white-kitten-${i}`];
if (piece) { if (piece) {
const row = Math.floor((i - 1) / 4); const row = Math.floor((i - 1) / 4);
const col = (i - 1) % 4; const col = (i - 1) % 4;
piece.regionId = 'board'; piece.regionId = "board";
piece.position = [row, col]; piece.position = [row, col];
state.regions.board.partMap[`${row},${col}`] = piece.id; state.regions.board.partMap[`${row},${col}`] = piece.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== piece.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== piece.id,
);
} }
} }
}); });
// check-full-board should return without prompting // check-full-board should return without prompting
const fullBoardResult = await ctx._commands.run('check-full-board white'); const fullBoardResult = await ctx._commands.run("check-full-board white");
expect(fullBoardResult.success).toBe(true); expect(fullBoardResult.success).toBe(true);
}); });
}); });
describe('Start Command', () => { describe("Start Command", () => {
it('should run a complete game until there is a winner', async () => { it("should run a complete game until there is a winner", async () => {
const { ctx } = createTestContext(); const { ctx } = createTestContext();
// Set up a quick win scenario // Set up a quick win scenario
ctx.produce(state => { ctx.produce((state) => {
// Place three white cats in a row // Place three white cats in a row
const c1 = state.pieces['white-cat-1']; const c1 = state.pieces["white-cat-1"];
const c2 = state.pieces['white-cat-2']; const c2 = state.pieces["white-cat-2"];
const c3 = state.pieces['white-cat-3']; const c3 = state.pieces["white-cat-3"];
if (c1) { if (c1) {
c1.type = 'cat'; (c1 as { type: string }).type = "cat";
c1.regionId = 'board'; c1.regionId = "board";
c1.position = [0, 0]; c1.position = [0, 0];
state.regions.board.partMap['0,0'] = c1.id; state.regions.board.partMap["0,0"] = c1.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== c1.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== c1.id,
);
} }
if (c2) { if (c2) {
c2.type = 'cat'; (c2 as { type: string }).type = "cat";
c2.regionId = 'board'; c2.regionId = "board";
c2.position = [0, 1]; c2.position = [0, 1];
state.regions.board.partMap['0,1'] = c2.id; state.regions.board.partMap["0,1"] = c2.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== c2.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== c2.id,
);
} }
if (c3) { if (c3) {
c3.type = 'cat'; (c3 as { type: string }).type = "cat";
c3.regionId = 'board'; c3.regionId = "board";
c3.position = [0, 2]; c3.position = [0, 2];
state.regions.board.partMap['0,2'] = c3.id; state.regions.board.partMap["0,2"] = c3.id;
state.regions.white.childIds = state.regions.white.childIds.filter(id => id !== c3.id); state.regions.white.childIds = state.regions.white.childIds.filter(
(id) => id !== c3.id,
);
} }
}); });
@@ -653,11 +772,16 @@ describe('Boop Game', () => {
// Note: start() runs indefinitely until there's a winner // Note: start() runs indefinitely until there's a winner
// Since we already set up a win, it should complete after one turn // Since we already set up a win, it should complete after one turn
const promptPromise = waitForPrompt(ctx); const promptPromise = waitForPrompt(ctx);
const startPromise = ctx.run('turn white'); const startPromise = ctx.run("turn white");
const prompt = await promptPromise; const prompt = await promptPromise;
// Complete the turn // Complete the turn
const error = prompt.tryCommit({ name: 'play', params: ['white', 3, 3, 'kitten'], options: {}, flags: {} }); const error = prompt.tryCommit({
name: "play",
params: ["white", 3, 3, "kitten"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await startPromise; const result = await startPromise;
+108 -88
View File
@@ -1,6 +1,7 @@
import {createGameContext} from '@/core/game'; import { describe, it, expect } from "vitest";
import {registry} from '@/samples/regicide/commands'; import { createGameContext } from "@/core/game";
import {createInitialState} from '@/samples/regicide/state'; import { registry } from "@/samples/regicide/commands";
import { createInitialState } from "@/samples/regicide/state";
import { import {
buildEnemyDeck, buildEnemyDeck,
buildTavernDeck, buildTavernDeck,
@@ -8,50 +9,55 @@ import {
createCard, createCard,
createEnemy, createEnemy,
getCardValue, getCardValue,
isEnemyDefeated isEnemyDefeated,
} from '@/samples/regicide/utils'; } from "@/samples/regicide/utils";
import {Mulberry32RNG} from '@/utils/rng'; import { Mulberry32RNG } from "@/utils/rng";
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants'; import {
import {PlayerType} from '@/samples/regicide/types'; CARD_VALUES,
ENEMY_COUNT,
FACE_CARDS,
INITIAL_HAND_SIZE,
} from "@/samples/regicide/constants";
import { PlayerType } from "@/samples/regicide/types";
describe('Regicide - Utils', () => { describe("Regicide - Utils", () => {
describe('getCardValue', () => { describe("getCardValue", () => {
it('should return correct value for number cards', () => { it("should return correct value for number cards", () => {
expect(getCardValue('A')).toBe(1); expect(getCardValue("A")).toBe(1);
expect(getCardValue('5')).toBe(5); expect(getCardValue("5")).toBe(5);
expect(getCardValue('10')).toBe(10); expect(getCardValue("10")).toBe(10);
}); });
it('should return correct value for face cards', () => { it("should return correct value for face cards", () => {
expect(getCardValue('J')).toBe(10); expect(getCardValue("J")).toBe(10);
expect(getCardValue('Q')).toBe(15); expect(getCardValue("Q")).toBe(15);
expect(getCardValue('K')).toBe(20); expect(getCardValue("K")).toBe(20);
}); });
}); });
describe('createCard', () => { describe("createCard", () => {
it('should create a card with correct properties', () => { it("should create a card with correct properties", () => {
const card = createCard('spades_A', 'spades', 'A'); const card = createCard("spades_A", "spades", "A");
expect(card.id).toBe('spades_A'); expect(card.id).toBe("spades_A");
expect(card.suit).toBe('spades'); expect(card.suit).toBe("spades");
expect(card.rank).toBe('A'); expect(card.rank).toBe("A");
expect(card.value).toBe(1); expect(card.value).toBe(1);
}); });
}); });
describe('createEnemy', () => { describe("createEnemy", () => {
it('should create an enemy with correct HP', () => { it("should create an enemy with correct HP", () => {
const enemy = createEnemy('enemy_0', 'J', 'spades'); const enemy = createEnemy("enemy_0", "J", "spades");
expect(enemy.rank).toBe('J'); expect(enemy.rank).toBe("J");
expect(enemy.value).toBe(10); expect(enemy.value).toBe(10);
expect(enemy.hp).toBe(20); expect(enemy.hp).toBe(20);
expect(enemy.maxHp).toBe(20); expect(enemy.maxHp).toBe(20);
}); });
it('should create enemy with different values for different ranks', () => { it("should create enemy with different values for different ranks", () => {
const jEnemy = createEnemy('enemy_0', 'J', 'spades'); const jEnemy = createEnemy("enemy_0", "J", "spades");
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts'); const qEnemy = createEnemy("enemy_1", "Q", "hearts");
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds'); const kEnemy = createEnemy("enemy_2", "K", "diamonds");
expect(jEnemy.value).toBe(10); expect(jEnemy.value).toBe(10);
expect(qEnemy.value).toBe(15); expect(qEnemy.value).toBe(15);
@@ -63,16 +69,30 @@ describe('Regicide - Utils', () => {
}); });
}); });
describe('createAllCards', () => { describe("createAllCards", () => {
it('should create 52 cards', () => { it("should create 52 cards", () => {
const cards = createAllCards(); const cards = createAllCards();
expect(Object.keys(cards).length).toBe(52); expect(Object.keys(cards).length).toBe(52);
}); });
it('should have all suits and ranks', () => { it("should have all suits and ranks", () => {
const cards = createAllCards(); const cards = createAllCards();
const suits = ['spades', 'hearts', 'diamonds', 'clubs']; const suits = ["spades", "hearts", "diamonds", "clubs"];
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K']; const ranks = [
"A",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"10",
"J",
"Q",
"K",
];
for (const suit of suits) { for (const suit of suits) {
for (const rank of ranks) { for (const rank of ranks) {
@@ -85,39 +105,39 @@ describe('Regicide - Utils', () => {
}); });
}); });
describe('buildEnemyDeck', () => { describe("buildEnemyDeck", () => {
it('should create 12 enemies (J/Q/K)', () => { it("should create 12 enemies (J/Q/K)", () => {
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const deck = buildEnemyDeck(rng); const deck = buildEnemyDeck(rng);
expect(deck.length).toBe(12); expect(deck.length).toBe(12);
}); });
it('should have J at top, Q in middle, K at bottom', () => { it("should have J at top, Q in middle, K at bottom", () => {
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const deck = buildEnemyDeck(rng); const deck = buildEnemyDeck(rng);
for (let i = 0; i < 4; i++) { for (let i = 0; i < 4; i++) {
expect(deck[i].rank).toBe('J'); expect(deck[i].rank).toBe("J");
} }
for (let i = 4; i < 8; i++) { for (let i = 4; i < 8; i++) {
expect(deck[i].rank).toBe('Q'); expect(deck[i].rank).toBe("Q");
} }
for (let i = 8; i < 12; i++) { for (let i = 8; i < 12; i++) {
expect(deck[i].rank).toBe('K'); expect(deck[i].rank).toBe("K");
} }
}); });
}); });
describe('buildTavernDeck', () => { describe("buildTavernDeck", () => {
it('should create 40 cards (A-10)', () => { it("should create 40 cards (A-10)", () => {
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const deck = buildTavernDeck(rng); const deck = buildTavernDeck(rng);
expect(deck.length).toBe(40); expect(deck.length).toBe(40);
}); });
it('should not contain face cards', () => { it("should not contain face cards", () => {
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const deck = buildTavernDeck(rng); const deck = buildTavernDeck(rng);
@@ -127,9 +147,9 @@ describe('Regicide - Utils', () => {
}); });
}); });
describe('isEnemyDefeated', () => { describe("isEnemyDefeated", () => {
it('should return true when enemy HP <= 0', () => { it("should return true when enemy HP <= 0", () => {
const enemy = createEnemy('enemy_0', 'J', 'spades'); const enemy = createEnemy("enemy_0", "J", "spades");
expect(isEnemyDefeated(enemy)).toBe(false); expect(isEnemyDefeated(enemy)).toBe(false);
enemy.hp = 0; enemy.hp = 0;
@@ -139,13 +159,13 @@ describe('Regicide - Utils', () => {
expect(isEnemyDefeated(enemy)).toBe(true); expect(isEnemyDefeated(enemy)).toBe(true);
}); });
it('should return false for null enemy', () => { it("should return false for null enemy", () => {
expect(isEnemyDefeated(null)).toBe(false); expect(isEnemyDefeated(null)).toBe(false);
}); });
}); });
}); });
describe('Regicide - Commands', () => { describe("Regicide - Commands", () => {
function createTestContext() { function createTestContext() {
const initialState = createInitialState(); const initialState = createInitialState();
return createGameContext(registry, initialState); return createGameContext(registry, initialState);
@@ -157,12 +177,12 @@ describe('Regicide - Commands', () => {
const enemyDeck = buildEnemyDeck(rng); const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng); const tavernDeck = buildTavernDeck(rng);
game.produce(state => { game.produce((state) => {
state.cards = cards; state.cards = cards;
state.playerCount = 2; state.playerCount = 2;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck]; state.enemyDeck = [...enemyDeck];
state.currentEnemy = {...enemyDeck[0]}; state.currentEnemy = { ...enemyDeck[0] };
for (const card of tavernDeck) { for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id); state.regions.tavernDeck.childIds.push(card.id);
@@ -171,8 +191,8 @@ describe('Regicide - Commands', () => {
for (let i = 0; i < 6; i++) { for (let i = 0; i < 6; i++) {
const card1 = tavernDeck[i]; const card1 = tavernDeck[i];
const card2 = tavernDeck[i + 6]; const card2 = tavernDeck[i + 6];
card1.regionId = 'hand_player1'; card1.regionId = "hand_player1";
card2.regionId = 'hand_player2'; card2.regionId = "hand_player2";
state.playerHands.player1.push(card1.id); state.playerHands.player1.push(card1.id);
state.playerHands.player2.push(card2.id); state.playerHands.player2.push(card2.id);
state.regions.hand_player1.childIds.push(card1.id); state.regions.hand_player1.childIds.push(card1.id);
@@ -181,8 +201,8 @@ describe('Regicide - Commands', () => {
}); });
} }
describe('play command', () => { describe("play command", () => {
it('should deal damage to current enemy', async () => { it("should deal damage to current enemy", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
@@ -195,17 +215,17 @@ describe('Regicide - Commands', () => {
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value); expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
}); });
it('should double damage for clubs suit', async () => { it("should double damage for clubs suit", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
game.produce(state => { game.produce((state) => {
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5'); state.cards["clubs_5"] = createCard("clubs_5", "clubs", "5");
state.playerHands.player1.push('clubs_5'); state.playerHands.player1.push("clubs_5");
state.regions.hand_player1.childIds.push('clubs_5'); state.regions.hand_player1.childIds.push("clubs_5");
}); });
const clubsCardId = 'clubs_5'; const clubsCardId = "clubs_5";
const enemyHpBefore = game.value.currentEnemy!.hp; const enemyHpBefore = game.value.currentEnemy!.hp;
const card = game.value.cards[clubsCardId]; const card = game.value.cards[clubsCardId];
@@ -215,79 +235,79 @@ describe('Regicide - Commands', () => {
}); });
}); });
describe('pass command', () => { describe("pass command", () => {
it('should allow player to pass', async () => { it("should allow player to pass", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
const result = await game.run('pass player1'); const result = await game.run("pass player1");
expect(result.success).toBe(true); expect(result.success).toBe(true);
}); });
}); });
describe('check-enemy command', () => { describe("check-enemy command", () => {
it('should detect defeated enemy and reveal next', async () => { it("should detect defeated enemy and reveal next", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
const firstEnemy = game.value.currentEnemy!; const firstEnemy = game.value.currentEnemy!;
game.produce(state => { game.produce((state) => {
state.currentEnemy!.hp = 0; state.currentEnemy!.hp = 0;
}); });
await game.run('check-enemy'); await game.run("check-enemy");
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id); expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
expect(game.value.currentEnemy).not.toBe(firstEnemy); expect(game.value.currentEnemy).not.toBe(firstEnemy);
}); });
it('should not defeat enemy if HP > 0', async () => { it("should not defeat enemy if HP > 0", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
const currentEnemyId = game.value.currentEnemy!.id; const currentEnemyId = game.value.currentEnemy!.id;
await game.run('check-enemy'); await game.run("check-enemy");
expect(game.value.currentEnemy!.id).toBe(currentEnemyId); expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
}); });
}); });
describe('next-turn command', () => { describe("next-turn command", () => {
it('should switch to next player', async () => { it("should switch to next player", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
expect(game.value.currentPlayerIndex).toBe(0); expect(game.value.currentPlayerIndex).toBe(0);
await game.run('next-turn'); await game.run("next-turn");
expect(game.value.currentPlayerIndex).toBe(1); expect(game.value.currentPlayerIndex).toBe(1);
}); });
it('should wrap around to first player', async () => { it("should wrap around to first player", async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
game.produce(state => { game.produce((state) => {
state.currentPlayerIndex = 1; state.currentPlayerIndex = 1;
}); });
await game.run('next-turn'); await game.run("next-turn");
expect(game.value.currentPlayerIndex).toBe(0); expect(game.value.currentPlayerIndex).toBe(0);
}); });
}); });
}); });
describe('Regicide - Game Flow', () => { describe("Regicide - Game Flow", () => {
function createTestContext() { function createTestContext() {
const initialState = createInitialState(); const initialState = createInitialState();
return createGameContext(registry, initialState); return createGameContext(registry, initialState);
} }
it('should complete a full turn cycle', async () => { it("should complete a full turn cycle", async () => {
const game = createTestContext(); const game = createTestContext();
const cards = createAllCards(); const cards = createAllCards();
@@ -295,12 +315,12 @@ describe('Regicide - Game Flow', () => {
const enemyDeck = buildEnemyDeck(rng); const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng); const tavernDeck = buildTavernDeck(rng);
game.produce(state => { game.produce((state) => {
state.cards = cards; state.cards = cards;
state.playerCount = 1; state.playerCount = 1;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck.slice(1)]; state.enemyDeck = [...enemyDeck.slice(1)];
state.currentEnemy = {...enemyDeck[0]}; state.currentEnemy = { ...enemyDeck[0] };
for (const card of tavernDeck) { for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id); state.regions.tavernDeck.childIds.push(card.id);
@@ -308,7 +328,7 @@ describe('Regicide - Game Flow', () => {
for (let i = 0; i < 6; i++) { for (let i = 0; i < 6; i++) {
const card = tavernDeck[i]; const card = tavernDeck[i];
card.regionId = 'hand_player1'; card.regionId = "hand_player1";
state.playerHands.player1.push(card.id); state.playerHands.player1.push(card.id);
state.regions.hand_player1.childIds.push(card.id); state.regions.hand_player1.childIds.push(card.id);
} }
@@ -323,14 +343,14 @@ describe('Regicide - Game Flow', () => {
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore); expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
}); });
it('should win game when all enemies defeated', async () => { it("should win game when all enemies defeated", async () => {
const game = createTestContext(); const game = createTestContext();
const cards = createAllCards(); const cards = createAllCards();
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const tavernDeck = buildTavernDeck(rng); const tavernDeck = buildTavernDeck(rng);
game.produce(state => { game.produce((state) => {
state.cards = cards; state.cards = cards;
state.playerCount = 1; state.playerCount = 1;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
@@ -342,12 +362,12 @@ describe('Regicide - Game Flow', () => {
} }
}); });
game.produce(state => { game.produce((state) => {
state.phase = 'victory'; state.phase = "victory";
state.winner = true; state.winner = true;
}); });
expect(game.value.phase).toBe('victory'); expect(game.value.phase).toBe("victory");
expect(game.value.winner).toBe(true); expect(game.value.winner).toBe(true);
}); });
}); });
@@ -1,4 +1,4 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { import {
addEffect, addEffect,
addEntityEffect, addEntityEffect,
@@ -12,47 +12,124 @@ import {
getCombatEntity, getCombatEntity,
canPlayCard, canPlayCard,
payCardCost, payCardCost,
} from '@/samples/slay-the-spire-like/system/combat/effects'; } from "@/samples/slay-the-spire-like/system/combat/effects";
import type { CombatEntity, CombatState, EffectTable, PlayerEntity, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types'; import type {
import type { EffectData } from '@/samples/slay-the-spire-like/system/types'; CombatEntity,
import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory/types'; CombatState,
import type { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types'; EffectTable,
import type { ParsedShape } from '@/samples/slay-the-spire-like/system/utils/parse-shape'; IRunContext,
import type { Transform2D } from '@/samples/slay-the-spire-like/system/utils/shape-collision'; PlayerEntity,
EnemyEntity,
} from "@/samples/slay-the-spire-like/system/combat/types";
import type {
EffectData,
ItemData,
} from "@/samples/slay-the-spire-like/system/types";
import type {
CellKey,
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
function createEffect(id: string, lifecycle: EffectData['lifecycle']): EffectData { function createRunContext(
return { id, name: id, description: '', lifecycle }; items: Map<string, InventoryItem<GameItemMeta>>,
} ): IRunContext {
function createCard(id: string, costType: 'energy' | 'uses' | 'none', costCount: number) {
return { id, name: id, desc: '', type: 'item' as const, costType, costCount, targetType: 'none' as const, effects: [] as const };
}
function createItem(itemId: string, cardId: string, costType: 'energy' | 'uses' | 'none', costCount: number, depletion = 0): InventoryItem<GameItemMeta> {
return { return {
id: itemId, getItemData(id: string): ItemData | null {
shape: { id: '1x1', cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape, const item = items.get(id);
transform: { x: 0, y: 0, rotation: 0, flipX: false, flipY: false } as unknown as Transform2D, return item?.meta?.itemData ?? null;
meta: { },
itemData: { id: itemId, type: 'weapon', name: itemId, shape: '1x1', card: createCard(cardId, costType, costCount), price: 0, description: '' }, getAdjacentItems(_id: string): Iterable<string> {
shape: { id: '1x1', cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape, return [];
depletion: costType === 'uses' ? depletion : undefined, },
getConsumedUses(id: string): number {
const item = items.get(id);
return item?.meta?.consumedUses ?? 0;
},
setConsumedUsesAsync(id: string, uses: number): Promise<void> {
const item = items.get(id);
if (item?.meta) {
item.meta.consumedUses = uses;
}
return Promise.resolve();
}, },
}; };
} }
function createInventory(items: InventoryItem<GameItemMeta>[]): GridInventory<GameItemMeta> { function createEffect(
id: string,
lifecycle: EffectData["lifecycle"],
): EffectData {
return { id, name: id, description: "", lifecycle, emoji: "" };
}
function createCard(
id: string,
costType: "energy" | "uses" | "none",
costCount: number,
) {
return {
id,
name: id,
desc: "",
type: "item" as const,
costType,
costCount,
targetType: "player" as const,
effects: [] as CardEffect[],
};
}
function createItem(
itemId: string,
cardId: string,
costType: "energy" | "uses" | "none",
costCount: number,
depletion = 0,
): InventoryItem<GameItemMeta> {
return {
id: itemId,
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
transform: {
offset: { x: 0, y: 0 },
flipX: false,
flipY: false,
} as unknown as Transform2D,
meta: {
itemData: {
id: itemId,
type: "weapon",
name: itemId,
shape: "1x1",
card: createCard(cardId, costType, costCount),
price: 0,
description: "",
},
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
consumedUses: costType === "uses" ? depletion : undefined,
},
};
}
function createInventory(
items: InventoryItem<GameItemMeta>[],
): GridInventory<GameItemMeta> {
const map = new Map<string, InventoryItem<GameItemMeta>>(); const map = new Map<string, InventoryItem<GameItemMeta>>();
const occupied = new Set<string>(); const occupied = new Set<CellKey>();
for (const item of items) { for (const item of items) {
map.set(item.id, item); map.set(item.id, item);
occupied.add(`${item.transform.x},${item.transform.y}`); occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
} }
return { width: 6, height: 4, items: map, occupiedCells: occupied }; return { width: 6, height: 4, items: map, occupiedCells: occupied };
} }
function createCombatEntity(hp = 10, maxHp = 10): CombatEntity { function createCombatEntity(hp = 10, maxHp = 10): CombatEntity {
return { return {
id: "",
effects: {}, effects: {},
hp, hp,
maxHp, maxHp,
@@ -65,7 +142,15 @@ function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
...createCombatEntity(hp, maxHp), ...createCombatEntity(hp, maxHp),
energy: 3, energy: 3,
maxEnergy: 3, maxEnergy: 3,
deck: { cards: {}, regions: { drawPile: { id: 'drawPile', axes: [], childIds: [], partMap: {} }, hand: { id: 'hand', axes: [], childIds: [], partMap: {} }, discardPile: { id: 'discardPile', axes: [], childIds: [], partMap: {} }, exhaustPile: { id: 'exhaustPile', axes: [], childIds: [], partMap: {} } } }, deck: {
cards: {},
regions: {
drawPile: { id: "drawPile", axes: [], childIds: [], partMap: {} },
hand: { id: "hand", axes: [], childIds: [], partMap: {} },
discardPile: { id: "discardPile", axes: [], childIds: [], partMap: {} },
exhaustPile: { id: "exhaustPile", axes: [], childIds: [], partMap: {} },
},
},
itemEffects: {}, itemEffects: {},
}; };
} }
@@ -74,334 +159,336 @@ function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
return { return {
...createCombatEntity(hp, maxHp), ...createCombatEntity(hp, maxHp),
id, id,
enemy: { id, name: id, description: '' }, enemy: { id, name: id, description: "", intents: null! },
intents: {}, intents: {},
currentIntentId: '', currentIntent: null!,
}; };
} }
function createCombatState(playerHp = 30, enemies: EnemyEntity[] = []): CombatState { function createCombatState(
playerHp = 30,
enemies: EnemyEntity[] = [],
): CombatState {
return { return {
player: createPlayerEntity(playerHp), player: createPlayerEntity(playerHp),
enemies, enemies,
inventory: { width: 6, height: 4, items: new Map(), occupiedCells: new Set() }, phase: "playerTurn",
phase: 'playerTurn',
turnNumber: 1, turnNumber: 1,
result: null, result: null,
loot: [], loot: [],
}; };
} }
describe('combat/effects', () => { describe("combat/effects", () => {
describe('addEffect', () => { describe("addEffect", () => {
it('should add a new effect to an empty table', () => { it("should add a new effect to an empty table", () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect('strength', 'temporary'); const effect = createEffect("strength", "temporary");
addEffect(table, effect, 3); addEffect(table, effect, 3);
expect(table['strength']).toBeDefined(); expect(table["strength"]).toBeDefined();
expect(table['strength'].data).toBe(effect); expect(table["strength"].data).toBe(effect);
expect(table['strength'].stacks).toBe(3); expect(table["strength"].stacks).toBe(3);
}); });
it('should stack with existing effect of same id', () => { it("should stack with existing effect of same id", () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect('strength', 'lingering'); const effect = createEffect("strength", "lingering");
addEffect(table, effect, 2); addEffect(table, effect, 2);
addEffect(table, effect, 3); addEffect(table, effect, 3);
expect(table['strength'].stacks).toBe(5); expect(table["strength"].stacks).toBe(5);
}); });
it('should remove effect when stacks reach 0', () => { it("should remove effect when stacks reach 0", () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect('strength', 'temporary'); const effect = createEffect("strength", "temporary");
addEffect(table, effect, 3); addEffect(table, effect, 3);
addEffect(table, effect, -3); addEffect(table, effect, -3);
expect(table['strength']).toBeUndefined(); expect(table["strength"]).toBeUndefined();
}); });
it('should not add effect when stacks is 0', () => { it("should not add effect when stacks is 0", () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect('strength', 'temporary'); const effect = createEffect("strength", "temporary");
addEffect(table, effect, 0); addEffect(table, effect, 0);
expect(table['strength']).toBeUndefined(); expect(table["strength"]).toBeUndefined();
}); });
it('should handle negative stacks', () => { it("should handle negative stacks", () => {
const table: EffectTable = {}; const table: EffectTable = {};
const effect = createEffect('weak', 'temporary'); const effect = createEffect("weak", "temporary");
addEffect(table, effect, -2); addEffect(table, effect, -2);
expect(table['weak'].stacks).toBe(-2); expect(table["weak"].stacks).toBe(-2);
}); });
}); });
describe('addEntityEffect', () => { describe("addEntityEffect", () => {
it('should add effect to entity.effects', () => { it("should add effect to entity.effects", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const effect = createEffect('vulnerable', 'lingering'); const effect = createEffect("vulnerable", "lingering");
addEntityEffect(entity, effect, 2); addEntityEffect(entity, effect, 2);
expect(entity.effects['vulnerable'].stacks).toBe(2); expect(entity.effects["vulnerable"].stacks).toBe(2);
}); });
}); });
describe('addItemEffect', () => { describe("addItemEffect", () => {
it('should add effect to player.itemEffects[itemKey]', () => { it("should add effect to player.itemEffects[itemKey]", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('adjacent-buff', 'itemTemporary'); const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, 'sword-1', effect, 3); addItemEffect(player, "sword-1", effect, 3);
expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(3); expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3);
}); });
it('should initialize itemEffects entry if not present', () => { it("should initialize itemEffects entry if not present", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('adjacent-buff', 'itemTemporary'); const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, 'new-item', effect, 1); addItemEffect(player, "new-item", effect, 1);
expect(player.itemEffects['new-item']).toBeDefined(); expect(player.itemEffects["new-item"]).toBeDefined();
}); });
it('should stack with existing item effect', () => { it("should stack with existing item effect", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('adjacent-buff', 'itemTemporary'); const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, 'sword-1', effect, 2); addItemEffect(player, "sword-1", effect, 2);
addItemEffect(player, 'sword-1', effect, 3); addItemEffect(player, "sword-1", effect, 3);
expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(5); expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
}); });
}); });
describe('onEntityEffectUpkeep', () => { describe("onEntityEffectUpkeep", () => {
it('should remove temporary effects', () => { it("should remove temporary effects", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const tempEffect = createEffect('temp-shield', 'temporary'); const tempEffect = createEffect("temp-shield", "temporary");
addEntityEffect(entity, tempEffect, 5); addEntityEffect(entity, tempEffect, 5);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects['temp-shield']).toBeUndefined(); expect(entity.effects["temp-shield"]).toBeUndefined();
}); });
it('should decrement lingering effects by 1', () => { it("should decrement lingering effects by 1", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const lingeringEffect = createEffect('poison', 'lingering'); const lingeringEffect = createEffect("poison", "lingering");
addEntityEffect(entity, lingeringEffect, 3); addEntityEffect(entity, lingeringEffect, 3);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects['poison'].stacks).toBe(2); expect(entity.effects["poison"].stacks).toBe(2);
}); });
it('should remove lingering effects when stacks reach 0', () => { it("should remove lingering effects when stacks reach 0", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const lingeringEffect = createEffect('poison', 'lingering'); const lingeringEffect = createEffect("poison", "lingering");
addEntityEffect(entity, lingeringEffect, 1); addEntityEffect(entity, lingeringEffect, 1);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects['poison']).toBeUndefined(); expect(entity.effects["poison"]).toBeUndefined();
}); });
it('should not affect permanent effects', () => { it("should not affect permanent effects", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const permEffect = createEffect('max-hp-up', 'permanent'); const permEffect = createEffect("max-hp-up", "permanent");
addEntityEffect(entity, permEffect, 5); addEntityEffect(entity, permEffect, 5);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects['max-hp-up'].stacks).toBe(5); expect(entity.effects["max-hp-up"].stacks).toBe(5);
}); });
it('should not affect instant effects', () => { it("should not affect instant effects", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const instantEffect = createEffect('instant-damage', 'instant'); const instantEffect = createEffect("instant-damage", "instant");
addEntityEffect(entity, instantEffect, 10); addEntityEffect(entity, instantEffect, 10);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects['instant-damage'].stacks).toBe(10); expect(entity.effects["instant-damage"].stacks).toBe(10);
}); });
it('should increment lingering effects with negative stacks', () => { it("should increment lingering effects with negative stacks", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const lingeringEffect = createEffect('regen', 'lingering'); const lingeringEffect = createEffect("regen", "lingering");
addEntityEffect(entity, lingeringEffect, -3); addEntityEffect(entity, lingeringEffect, -3);
onEntityEffectUpkeep(entity); onEntityEffectUpkeep(entity);
expect(entity.effects['regen'].stacks).toBe(-2); expect(entity.effects["regen"].stacks).toBe(-2);
}); });
}); });
describe('onEntityPostureDamage', () => { describe("onEntityPostureDamage", () => {
it('should reduce posture effects by damage amount', () => { it("should reduce posture effects by damage amount", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect('block', 'posture'); const postureEffect = createEffect("block", "posture");
addEntityEffect(entity, postureEffect, 10); addEntityEffect(entity, postureEffect, 10);
onEntityPostureDamage(entity, 4); onEntityPostureDamage(entity, 4);
expect(entity.effects['block'].stacks).toBe(6); expect(entity.effects["block"].stacks).toBe(6);
}); });
it('should not reduce posture effects below 0', () => { it("should not reduce posture effects below 0", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect('block', 'posture'); const postureEffect = createEffect("block", "posture");
addEntityEffect(entity, postureEffect, 3); addEntityEffect(entity, postureEffect, 3);
onEntityPostureDamage(entity, 10); onEntityPostureDamage(entity, 10);
expect(entity.effects['block']).toBeUndefined(); expect(entity.effects["block"]).toBeUndefined();
}); });
it('should not affect non-posture effects', () => { it("should not affect non-posture effects", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect('block', 'posture'); const postureEffect = createEffect("block", "posture");
const permEffect = createEffect('strength', 'permanent'); const permEffect = createEffect("strength", "permanent");
addEntityEffect(entity, postureEffect, 5); addEntityEffect(entity, postureEffect, 5);
addEntityEffect(entity, permEffect, 3); addEntityEffect(entity, permEffect, 3);
onEntityPostureDamage(entity, 2); onEntityPostureDamage(entity, 2);
expect(entity.effects['block'].stacks).toBe(3); expect(entity.effects["block"].stacks).toBe(3);
expect(entity.effects['strength'].stacks).toBe(3); expect(entity.effects["strength"].stacks).toBe(3);
}); });
it('should handle zero damage', () => { it("should handle zero damage", () => {
const entity = createCombatEntity(); const entity = createCombatEntity();
const postureEffect = createEffect('block', 'posture'); const postureEffect = createEffect("block", "posture");
addEntityEffect(entity, postureEffect, 5); addEntityEffect(entity, postureEffect, 5);
onEntityPostureDamage(entity, 0); onEntityPostureDamage(entity, 0);
expect(entity.effects['block'].stacks).toBe(5); expect(entity.effects["block"].stacks).toBe(5);
}); });
}); });
describe('onPlayerItemEffectUpkeep', () => { describe("onPlayerItemEffectUpkeep", () => {
it('should remove itemTemporary effects', () => { it("should remove itemTemporary effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('adjacent-buff', 'itemTemporary'); const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, 'sword-1', effect, 5); addItemEffect(player, "sword-1", effect, 5);
onPlayerItemEffectUpkeep(player); onPlayerItemEffectUpkeep(player);
expect(player.itemEffects['sword-1']['adjacent-buff']).toBeUndefined(); expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined();
}); });
it('should not affect itemPermanent effects', () => { it("should not affect itemPermanent effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('adjacent-buff', 'itemPermanent'); const effect = createEffect("adjacent-buff", "itemPermanent");
addItemEffect(player, 'sword-1', effect, 5); addItemEffect(player, "sword-1", effect, 5);
onPlayerItemEffectUpkeep(player); onPlayerItemEffectUpkeep(player);
expect(player.itemEffects['sword-1']['adjacent-buff'].stacks).toBe(5); expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
}); });
it('should not affect itemUntilPlay effects', () => { it("should not affect itemUntilPlay effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('charged', 'itemUntilPlay'); const effect = createEffect("charged", "itemUntilPlay");
addItemEffect(player, 'sword-1', effect, 3); addItemEffect(player, "sword-1", effect, 3);
onPlayerItemEffectUpkeep(player); onPlayerItemEffectUpkeep(player);
expect(player.itemEffects['sword-1']['charged'].stacks).toBe(3); expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3);
}); });
}); });
describe('onItemPlay', () => { describe("onItemPlay", () => {
it('should remove itemUntilPlay effects', () => { it("should remove itemUntilPlay effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('charged', 'itemUntilPlay'); const effect = createEffect("charged", "itemUntilPlay");
addItemEffect(player, 'sword-1', effect, 3); addItemEffect(player, "sword-1", effect, 3);
onItemPlay(player, 'sword-1'); onItemPlay(player, "sword-1");
expect(player.itemEffects['sword-1']['charged']).toBeUndefined(); expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
}); });
it('should not affect other lifecycle effects', () => { it("should not affect other lifecycle effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const permEffect = createEffect('passive', 'itemPermanent'); const permEffect = createEffect("passive", "itemPermanent");
const playEffect = createEffect('charged', 'itemUntilPlay'); const playEffect = createEffect("charged", "itemUntilPlay");
addItemEffect(player, 'sword-1', permEffect, 5); addItemEffect(player, "sword-1", permEffect, 5);
addItemEffect(player, 'sword-1', playEffect, 3); addItemEffect(player, "sword-1", playEffect, 3);
onItemPlay(player, 'sword-1'); onItemPlay(player, "sword-1");
expect(player.itemEffects['sword-1']['passive'].stacks).toBe(5); expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
expect(player.itemEffects['sword-1']['charged']).toBeUndefined(); expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
}); });
it('should do nothing for item with no effects', () => { it("should do nothing for item with no effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
expect(() => onItemPlay(player, 'nonexistent')).not.toThrow(); expect(() => onItemPlay(player, "nonexistent")).not.toThrow();
}); });
}); });
describe('onItemDiscard', () => { describe("onItemDiscard", () => {
it('should remove itemUntilDiscard effects', () => { it("should remove itemUntilDiscard effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const effect = createEffect('discard-buff', 'itemUntilDiscard'); const effect = createEffect("discard-buff", "itemUntilDiscard");
addItemEffect(player, 'sword-1', effect, 3); addItemEffect(player, "sword-1", effect, 3);
onItemDiscard(player, 'sword-1'); onItemDiscard(player, "sword-1");
expect(player.itemEffects['sword-1']['discard-buff']).toBeUndefined(); expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
}); });
it('should not affect other lifecycle effects', () => { it("should not affect other lifecycle effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const permEffect = createEffect('passive', 'itemPermanent'); const permEffect = createEffect("passive", "itemPermanent");
const discardEffect = createEffect('discard-buff', 'itemUntilDiscard'); const discardEffect = createEffect("discard-buff", "itemUntilDiscard");
addItemEffect(player, 'sword-1', permEffect, 5); addItemEffect(player, "sword-1", permEffect, 5);
addItemEffect(player, 'sword-1', discardEffect, 3); addItemEffect(player, "sword-1", discardEffect, 3);
onItemDiscard(player, 'sword-1'); onItemDiscard(player, "sword-1");
expect(player.itemEffects['sword-1']['passive'].stacks).toBe(5); expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
expect(player.itemEffects['sword-1']['discard-buff']).toBeUndefined(); expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
}); });
it('should do nothing for item with no effects', () => { it("should do nothing for item with no effects", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
expect(() => onItemDiscard(player, 'nonexistent')).not.toThrow(); expect(() => onItemDiscard(player, "nonexistent")).not.toThrow();
}); });
}); });
describe('getAliveEnemies', () => { describe("getAliveEnemies", () => {
it('should yield only alive enemies', () => { it("should yield only alive enemies", () => {
const state = createCombatState(30, [ const state = createCombatState(30, [
createEnemyEntity('slime-1', 10, 10), createEnemyEntity("slime-1", 10, 10),
createEnemyEntity('slime-2', 0, 10), createEnemyEntity("slime-2", 0, 10),
createEnemyEntity('slime-3', 5, 10), createEnemyEntity("slime-3", 5, 10),
]); ]);
const alive = [...getAliveEnemies(state)]; const alive = [...getAliveEnemies(state)];
expect(alive.length).toBe(2); expect(alive.length).toBe(2);
expect(alive[0].id).toBe('slime-1'); expect(alive[0].id).toBe("slime-1");
expect(alive[1].id).toBe('slime-3'); expect(alive[1].id).toBe("slime-3");
}); });
it('should return empty for no enemies', () => { it("should return empty for no enemies", () => {
const state = createCombatState(30, []); const state = createCombatState(30, []);
const alive = [...getAliveEnemies(state)]; const alive = [...getAliveEnemies(state)];
@@ -409,10 +496,10 @@ describe('combat/effects', () => {
expect(alive.length).toBe(0); expect(alive.length).toBe(0);
}); });
it('should return empty when all enemies are dead', () => { it("should return empty when all enemies are dead", () => {
const state = createCombatState(30, [ const state = createCombatState(30, [
createEnemyEntity('slime-1', 0, 10), createEnemyEntity("slime-1", 0, 10),
createEnemyEntity('slime-2', 0, 10), createEnemyEntity("slime-2", 0, 10),
]); ]);
const alive = [...getAliveEnemies(state)]; const alive = [...getAliveEnemies(state)];
@@ -421,130 +508,142 @@ describe('combat/effects', () => {
}); });
}); });
describe('getCombatEntity', () => { describe("getCombatEntity", () => {
it('should return player for "player" key', () => { it('should return player for "player" key', () => {
const state = createCombatState(30); const state = createCombatState(30);
const entity = getCombatEntity(state, 'player'); const entity = getCombatEntity(state, "player");
expect(entity).toBe(state.player); expect(entity).toBe(state.player);
}); });
it('should return enemy by id', () => { it("should return enemy by id", () => {
const enemy = createEnemyEntity('boss-1', 50, 50); const enemy = createEnemyEntity("boss-1", 50, 50);
const state = createCombatState(30, [enemy]); const state = createCombatState(30, [enemy]);
const entity = getCombatEntity(state, 'boss-1'); const entity = getCombatEntity(state, "boss-1");
expect(entity).toBe(enemy); expect(entity).toBe(enemy);
}); });
it('should return undefined for non-existent enemy', () => { it("should return undefined for non-existent enemy", () => {
const state = createCombatState(30, [createEnemyEntity('slime-1')]); const state = createCombatState(30, [createEnemyEntity("slime-1")]);
const entity = getCombatEntity(state, 'nonexistent'); const entity = getCombatEntity(state, "nonexistent");
expect(entity).toBeUndefined(); expect(entity).toBeUndefined();
}); });
}); });
describe('canPlayCard', () => { describe("canPlayCard", () => {
it('should allow playing energy card when player has enough energy', () => { it("should allow playing energy card when player has enough energy", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 3; player.energy = 3;
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, 'energy', 2, 'any', inventory); const result = canPlayCard(player, "energy", 2, "any", run);
expect(result).toBe(true); expect(result).toBe(true);
}); });
it('should reject playing energy card when player lacks energy', () => { it("should reject playing energy card when player lacks energy", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 1; player.energy = 1;
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, 'energy', 2, 'any', inventory); const result = canPlayCard(player, "energy", 2, "any", run);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should allow playing uses card when item has remaining uses', () => { it("should allow playing uses card when item has remaining uses", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const item = createItem('potion-1', 'potion-card', 'uses', 3, 1); const item = createItem("potion-1", "potion-card", "uses", 3, 1);
const inventory = createInventory([item]); const inventory = createInventory([item]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, 'uses', 3, 'potion-1', inventory); const result = canPlayCard(player, "uses", 3, "potion-1", run);
expect(result).toBe(true); expect(result).toBe(true);
}); });
it('should reject playing uses card when item is depleted', () => { it("should reject playing uses card when item is depleted", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const item = createItem('potion-1', 'potion-card', 'uses', 3, 3); const item = createItem("potion-1", "potion-card", "uses", 3, 3);
const inventory = createInventory([item]); const inventory = createInventory([item]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, 'uses', 3, 'potion-1', inventory); const result = canPlayCard(player, "uses", 3, "potion-1", run);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should reject playing uses card when item not in inventory', () => { it("should reject playing uses card when item not in inventory", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, 'uses', 1, 'missing', inventory); const result = canPlayCard(player, "uses", 1, "missing", run);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should always allow playing none cost card', () => { it("should always allow playing none cost card", () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 0; player.energy = 0;
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, 'none', 0, 'any', inventory); const result = canPlayCard(player, "none", 0, "any", run);
expect(result).toBe(true); expect(result).toBe(true);
}); });
}); });
describe('payCardCost', () => { describe("payCardCost", () => {
it('should deduct energy for energy cost card', () => { it("should deduct energy for energy cost card", async () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 3; player.energy = 3;
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
payCardCost(player, 'energy', 2, 'any', inventory); await payCardCost(player, "energy", 2, "any", run);
expect(player.energy).toBe(1); expect(player.energy).toBe(1);
}); });
it('should increment depletion for uses cost card', () => { it("should increment depletion for uses cost card", async () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const item = createItem('potion-1', 'potion-card', 'uses', 3, 1); const item = createItem("potion-1", "potion-card", "uses", 3, 1);
const inventory = createInventory([item]); const inventory = createInventory([item]);
const run = createRunContext(inventory.items);
payCardCost(player, 'uses', 3, 'potion-1', inventory); await payCardCost(player, "uses", 3, "potion-1", run);
expect(item.meta?.depletion).toBe(4); expect(item.meta?.consumedUses).toBe(4);
}); });
it('should do nothing for none cost card', () => { it("should do nothing for none cost card", async () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
player.energy = 3; player.energy = 3;
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
payCardCost(player, 'none', 0, 'any', inventory); await payCardCost(player, "none", 0, "any", run);
expect(player.energy).toBe(3); expect(player.energy).toBe(3);
}); });
it('should handle missing item gracefully for uses cost', () => { it("should handle missing item gracefully for uses cost", async () => {
const player = createPlayerEntity(); const player = createPlayerEntity();
const inventory = createInventory([]); const inventory = createInventory([]);
const run = createRunContext(inventory.items);
expect(() => payCardCost(player, 'uses', 1, 'missing', inventory)).not.toThrow(); await expect(
payCardCost(player, "uses", 1, "missing", run),
).resolves.not.toThrow();
}); });
}); });
}); });
@@ -1,49 +1,94 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { createGameContext, createGameCommandRegistry, IGameContext } from '@/core/game'; import {
import { createRegion } from '@/core/region'; createGameContext,
import { createStartWith, Triggers } from '@/samples/slay-the-spire-like/system/combat/triggers'; createGameCommandRegistry,
import { addTriggers } from '@/samples/slay-the-spire-like/data/desert/triggers'; IGameContext,
import { CombatState, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types'; } from "@/core/game";
import { EffectData } from '@/samples/slay-the-spire-like/system/types'; import { createRegion } from "@/core/region";
import { GameCard, DeckRegions } from '@/samples/slay-the-spire-like/system/deck'; import {
import { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory/types'; createTriggers,
import { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types'; Triggers,
import { ParsedShape } from '@/samples/slay-the-spire-like/system/utils/parse-shape'; } from "@/samples/slay-the-spire-like/system/combat/triggers";
import { Transform2D } from '@/samples/slay-the-spire-like/system/utils/shape-collision'; import { addTriggers } from "@/samples/slay-the-spire-like/data/desert/triggers";
import { cards, effects, enemies, items } from '@/samples/slay-the-spire-like/data/desert'; import {
CombatState,
EnemyEntity,
IRunContext,
} from "@/samples/slay-the-spire-like/system/combat/types";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
import {
GameCard,
DeckRegions,
} from "@/samples/slay-the-spire-like/system/deck";
import {
CellKey,
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import {
CardEffect,
getCards,
getEffects,
getEnemies,
} from "@/samples/slay-the-spire-like/data/desert";
const cards = getCards();
const effects = getEffects();
const enemies = getEnemies();
function createEffect(id: string, lifecycle: EffectData['lifecycle'] = 'instant'): EffectData { function createEffect(
const found = effects.find(e => e.id === id); id: string,
lifecycle: EffectData["lifecycle"] = "instant",
): EffectData {
const found = effects.find((e) => e.id === id);
if (found) return found; if (found) return found;
return { id, name: id, description: '', lifecycle }; return { id, name: id, description: "", lifecycle, emoji: "" };
} }
function createDeckRegions(): DeckRegions { function createDeckRegions(): DeckRegions {
return { return {
drawPile: createRegion('drawPile', []), drawPile: createRegion("drawPile", []),
hand: createRegion('hand', []), hand: createRegion("hand", []),
discardPile: createRegion('discardPile', []), discardPile: createRegion("discardPile", []),
exhaustPile: createRegion('exhaustPile', []), exhaustPile: createRegion("exhaustPile", []),
}; };
} }
function createCard(id: string, itemId: string, costType: 'energy' | 'uses' | 'none' = 'energy', costCount = 0): GameCard { function createCard(
const cardData = cards.find(c => c.id === itemId) ?? { id: string,
id: itemId, name: itemId, desc: '', type: 'item' as const, costType, costCount, targetType: 'none' as const, effects: [], itemId: string,
costType: "energy" | "uses" | "none" = "energy",
costCount = 0,
): GameCard {
const cardData = cards.find((c) => c.id === itemId) ?? {
id: itemId,
name: itemId,
desc: "",
type: "item" as const,
costType,
costCount,
targetType: "player" as const,
effects: [] as CardEffect[],
}; };
return { return {
id, id,
regionId: '', regionId: "",
position: [0], position: [0],
itemId, itemId,
cardData, cardData,
}; };
} }
function createEnemyEntity(enemyId: string, hp: number, maxHp: number, instanceIndex = 0): EnemyEntity { function createEnemyEntity(
const enemyData = enemies.find(e => e.id === enemyId); enemyId: string,
hp: number,
maxHp: number,
instanceIndex = 0,
): EnemyEntity {
const enemyData = enemies.find((e) => e.id === enemyId);
if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`); if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`);
const intent = enemyData.intents.find(i => i.initialIntent) ?? enemyData.intents[0]; const intent =
enemyData.intents.find((i) => i.initialIntent) ?? enemyData.intents[0];
const instanceId = `${enemyId}-${instanceIndex}`; const instanceId = `${enemyId}-${instanceIndex}`;
const intentMap: Record<string, typeof intent> = {}; const intentMap: Record<string, typeof intent> = {};
for (const i of enemyData.intents) { for (const i of enemyData.intents) {
@@ -61,12 +106,14 @@ function createEnemyEntity(enemyId: string, hp: number, maxHp: number, instanceI
}; };
} }
function createInventory(itemsList: InventoryItem<GameItemMeta>[]): GridInventory<GameItemMeta> { function createInventory(
itemsList: InventoryItem<GameItemMeta>[],
): GridInventory<GameItemMeta> {
const map = new Map<string, InventoryItem<GameItemMeta>>(); const map = new Map<string, InventoryItem<GameItemMeta>>();
const occupied = new Set<string>(); const occupied = new Set<CellKey>();
for (const item of itemsList) { for (const item of itemsList) {
map.set(item.id, item); map.set(item.id, item);
occupied.add(`${item.transform.x},${item.transform.y}`); occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
} }
return { width: 6, height: 4, items: map, occupiedCells: occupied }; return { width: 6, height: 4, items: map, occupiedCells: occupied };
} }
@@ -75,7 +122,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
const regions = createDeckRegions(); const regions = createDeckRegions();
return { return {
player: { player: {
id: 'player', id: "player",
effects: {}, effects: {},
hp: 30, hp: 30,
maxHp: 30, maxHp: 30,
@@ -86,8 +133,7 @@ function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
itemEffects: {}, itemEffects: {},
}, },
enemies: [], enemies: [],
inventory: createInventory([]), phase: "playerTurn",
phase: 'playerTurn',
turnNumber: 1, turnNumber: 1,
result: null, result: null,
loot: [], loot: [],
@@ -103,72 +149,81 @@ function createTestContext(state?: CombatState): IGameContext<CombatState> {
} }
function getTriggers(): Triggers { function getTriggers(): Triggers {
let capturedTriggers: Triggers; const run: IRunContext = {
createStartWith(triggers => { getConsumedUses() {
capturedTriggers = triggers; return 0;
addTriggers(triggers); },
}); getItemData() {
return capturedTriggers!; return null;
},
*getAdjacentItems() {},
async setConsumedUsesAsync() {},
};
const triggers = createTriggers(run);
addTriggers(triggers, run);
return triggers;
} }
function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) { function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) {
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.deck.cards[card.id] = card; draft.player.deck.cards[card.id] = card;
card.regionId = 'hand'; card.regionId = "hand";
draft.player.deck.regions.hand.childIds.push(card.id); draft.player.deck.regions.hand.childIds.push(card.id);
}); });
} }
function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) { function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) {
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.deck.cards[card.id] = card; draft.player.deck.cards[card.id] = card;
card.regionId = 'drawPile'; card.regionId = "drawPile";
draft.player.deck.regions.drawPile.childIds.push(card.id); draft.player.deck.regions.drawPile.childIds.push(card.id);
}); });
} }
function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) { function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) {
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.deck.cards[card.id] = card; draft.player.deck.cards[card.id] = card;
card.regionId = 'discardPile'; card.regionId = "discardPile";
draft.player.deck.regions.discardPile.childIds.push(card.id); draft.player.deck.regions.discardPile.childIds.push(card.id);
}); });
} }
function makeDummyEnemy() { function makeDummyEnemy() {
return createEnemyEntity('仙人掌怪', 999, 999); return createEnemyEntity("仙人掌怪", 999, 999);
} }
describe('desert triggers', () => { describe("desert triggers", () => {
describe('instant effects', () => { describe("instant effects", () => {
it('should apply attack effect as damage', async () => { it("should apply attack effect as damage", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
})); }),
);
const triggers = getTriggers(); const triggers = getTriggers();
const attackEffect = createEffect('attack'); const attackEffect = createEffect("attack");
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: attackEffect, effect: attackEffect,
entityKey: 'player', entityId: "player",
stacks: 5, stacks: 5,
sourceEntityKey: 'enemy-0', sourceEntityId: "enemy-0",
}); });
expect(ctx.value.player.hp).toBe(25); expect(ctx.value.player.hp).toBe(25);
}); });
it('should apply draw effect', async () => { it("should apply draw effect", async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const drawEffect = createEffect('draw'); const drawEffect = createEffect("draw");
addCardToDrawPile(ctx, createCard('card-1', 'sword')); addCardToDrawPile(ctx, createCard("card-1", "sword"));
addCardToDrawPile(ctx, createCard('card-2', 'sword')); addCardToDrawPile(ctx, createCard("card-2", "sword"));
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: drawEffect, effect: drawEffect,
entityKey: 'player', entityId: "player",
stacks: 2, stacks: 2,
}); });
@@ -176,182 +231,199 @@ describe('desert triggers', () => {
expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0); expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0);
}); });
it('should apply gainEnergy effect', async () => { it("should apply gainEnergy effect", async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const gainEnergyEffect = createEffect('gainEnergy'); const gainEnergyEffect = createEffect("gainEnergy");
const initialEnergy = ctx.value.player.energy; const initialEnergy = ctx.value.player.energy;
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: gainEnergyEffect, effect: gainEnergyEffect,
entityKey: 'player', entityId: "player",
stacks: 2, stacks: 2,
}); });
expect(ctx.value.player.energy).toBe(initialEnergy + 2); expect(ctx.value.player.energy).toBe(initialEnergy + 2);
}); });
it('should remove wound cards from draw and discard piles', async () => { it("should remove wound cards from draw and discard piles", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
})); }),
);
const triggers = getTriggers(); const triggers = getTriggers();
const removeWoundEffect = createEffect('removeWound'); const removeWoundEffect = createEffect("removeWound");
addCardToDrawPile(ctx, createCard('wound-1', 'wound', 'none', 0)); addCardToDrawPile(ctx, createCard("wound-1", "wound", "none", 0));
addCardToDiscardPile(ctx, createCard('wound-2', 'wound', 'none', 0)); addCardToDiscardPile(ctx, createCard("wound-2", "wound", "none", 0));
addCardToDrawPile(ctx, createCard('sword-1', 'sword')); addCardToDrawPile(ctx, createCard("sword-1", "sword"));
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: removeWoundEffect, effect: removeWoundEffect,
entityKey: 'player', entityId: "player",
stacks: 2, stacks: 2,
}); });
expect(ctx.value.player.deck.cards['wound-1']).toBeUndefined(); expect(ctx.value.player.deck.cards["wound-1"]).toBeUndefined();
expect(ctx.value.player.deck.cards['wound-2']).toBeUndefined(); expect(ctx.value.player.deck.cards["wound-2"]).toBeUndefined();
expect(ctx.value.player.deck.cards['sword-1']).toBeDefined(); expect(ctx.value.player.deck.cards["sword-1"]).toBeDefined();
}); });
}); });
describe('damage pipeline', () => { describe("damage pipeline", () => {
it('should prevent damage with block', async () => { it("should prevent damage with block", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
})); }),
);
const triggers = getTriggers(); const triggers = getTriggers();
const defendEffect = createEffect('defend', 'posture'); const defendEffect = createEffect("defend", "temporary");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.defend = { data: defendEffect, stacks: 5 }; draft.player.effects.defend = { data: defendEffect, stacks: 5 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: 'player', entityId: "player",
amount: 8, amount: 8,
sourceEntityKey: 'enemy-0', sourceEntityId: "enemy-0",
}); });
expect(ctx.value.player.hp).toBe(27); 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 () => { it("should reduce damage with damageReduce", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
})); }),
);
const triggers = getTriggers(); const triggers = getTriggers();
const damageReduceEffect = createEffect('damageReduce', 'temporary'); const damageReduceEffect = createEffect("damageReduce", "temporary");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.damageReduce = { data: damageReduceEffect, stacks: 3 }; draft.player.effects.damageReduce = {
data: damageReduceEffect,
stacks: 3,
};
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: 'player', entityId: "player",
amount: 8, amount: 8,
sourceEntityKey: 'enemy-0', sourceEntityId: "enemy-0",
}); });
expect(ctx.value.player.hp).toBe(25); expect(ctx.value.player.hp).toBe(25);
}); });
it('should increase damage with expose', async () => { it("should increase damage with expose", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
createCombatState({
enemies: [makeDummyEnemy()], enemies: [makeDummyEnemy()],
})); }),
);
const triggers = getTriggers(); const triggers = getTriggers();
const exposeEffect = createEffect('expose', 'temporary'); const exposeEffect = createEffect("expose", "temporary");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.expose = { data: exposeEffect, stacks: 2 }; draft.player.effects.expose = { data: exposeEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: 'player', entityId: "player",
amount: 5, amount: 5,
sourceEntityKey: 'enemy-0', sourceEntityId: "enemy-0",
}); });
expect(ctx.value.player.hp).toBe(23); expect(ctx.value.player.hp).toBe(23);
}); });
}); });
describe('spike reflection', () => { describe("spike reflection", () => {
it('should damage attacker when entity has spike', async () => { it("should damage attacker when entity has spike", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('仙人掌怪', 12, 12)], createCombatState({
})); enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const spikeEffect = createEffect('spike', 'permanent'); const spikeEffect = createEffect("spike", "permanent");
const attackEffect = createEffect("attack", "instant");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.spike = { data: spikeEffect, stacks: 3 }; enemy.effects.spike = { data: spikeEffect, stacks: 3 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
entityKey: '仙人掌怪-0', effect: attackEffect,
amount: 5, entityId: "仙人掌怪-0",
sourceEntityKey: 'player', stacks: 5,
sourceEntityId: "player",
}); });
expect(ctx.value.player.hp).toBe(27); expect(ctx.value.player.hp).toBe(27);
}); });
}); });
describe('storm static card generation', () => { describe("storm static card generation", () => {
it('should give player static cards when storm enemy executes intent', async () => { it("should give player static cards when storm enemy executes intent", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('风暴之灵', 30, 30)], createCombatState({
})); enemies: [createEnemyEntity("风暴之灵", 30, 30)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const stormEffect = createEffect('storm', 'permanent');
ctx._state.produce(draft => { await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
const enemy = draft.enemies[0];
enemy.effects.storm = { data: stormEffect, stacks: 2 };
});
await triggers.onEnemyIntent.execute(ctx, { enemyId: '风暴之灵-0' }); const staticCards = Object.values(ctx.value.player.deck.cards).filter(
(c: GameCard) => c.itemId === "static",
const staticCards = Object.values(ctx.value.player.deck.cards).filter((c: GameCard) => c.itemId === 'static'); );
expect(staticCards.length).toBe(2); expect(staticCards.length).toBe(2);
}); });
}); });
describe('energyDrain', () => { describe("energyDrain", () => {
it('should drain player energy when energyDrain enemy takes damage', async () => { it("should drain player energy when energyDrain enemy takes damage", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('幼沙虫', 18, 18)], createCombatState({
})); enemies: [createEnemyEntity("幼沙虫", 18, 18)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const energyDrainEffect = createEffect('energyDrain', 'lingering'); const energyDrainEffect = createEffect("energyDrain", "lingering");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 }; enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: '幼沙虫-0', entityId: "幼沙虫-0",
amount: 5, amount: 5,
sourceEntityKey: 'player', sourceEntityId: "player",
}); });
expect(ctx.value.player.energy).toBe(2); expect(ctx.value.player.energy).toBe(2);
}); });
}); });
describe('molt flee', () => { describe("molt flee", () => {
it('should make enemy flee when molt >= maxHp after taking damage', async () => { it("should make enemy flee when molt >= maxHp after taking damage", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('蜥蜴', 14, 14)], createCombatState({
})); enemies: [createEnemyEntity("蜥蜴", 14, 14)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const moltEffect = createEffect('molt', 'posture'); const moltEffect = createEffect("molt", "posture");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.molt = { data: moltEffect, stacks: 14 }; enemy.effects.molt = { data: moltEffect, stacks: 14 };
}); });
@@ -359,233 +431,249 @@ describe('desert triggers', () => {
let threw = false; let threw = false;
try { try {
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: '蜥蜴-0', entityId: "蜥蜴-0",
amount: 1, amount: 1,
sourceEntityKey: 'player', sourceEntityId: "player",
}); });
} catch (e) { } catch (e) {
threw = true; threw = true;
} }
expect(threw).toBe(true); expect(threw).toBe(true);
expect(ctx.value.result).toBe('victory'); expect(ctx.value.result).toBe("victory");
expect(ctx.value.enemies[0].isAlive).toBe(false); expect(ctx.value.enemies[0].isAlive).toBe(false);
}); });
}); });
describe('discard at turn start', () => { describe("discard at turn start", () => {
it('should randomly discard a card when discard effect is active', async () => { it("should randomly discard a card when discard effect is active", async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const discardEffect = createEffect('discard', 'lingering'); const discardEffect = createEffect("discard", "lingering");
addCardToHand(ctx, createCard('card-1', 'sword')); addCardToHand(ctx, createCard("card-1", "sword"));
addCardToHand(ctx, createCard('card-2', 'shield')); addCardToHand(ctx, createCard("card-2", "shield"));
addCardToHand(ctx, createCard('card-3', 'dagger')); addCardToHand(ctx, createCard("card-3", "dagger"));
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.discard = { data: discardEffect, stacks: 1 }; 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.hand.childIds.length).toBe(2);
expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1); expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1);
}); });
}); });
describe('next-turn effects', () => { describe("next-turn effects", () => {
it('should gain block from defendNext at turn start', async () => { it("should gain block from defendNext at turn start", async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const defendNextEffect = createEffect('defendNext', 'temporary'); const defendNextEffect = createEffect("defendNext", "temporary");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 }; 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.defend?.stacks).toBe(5);
expect(ctx.value.player.effects.defendNext).toBeUndefined(); expect(ctx.value.player.effects.defendNext).toBeUndefined();
}); });
it('should gain energy from energyNext at turn start', async () => { it("should gain energy from energyNext at turn start", async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const energyNextEffect = createEffect('energyNext', 'temporary'); const energyNextEffect = createEffect("energyNext", "temporary");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 }; 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.energy).toBe(5);
expect(ctx.value.player.effects.energyNext).toBeUndefined(); expect(ctx.value.player.effects.energyNext).toBeUndefined();
}); });
it('should draw extra cards from drawNext at turn start', async () => { it("should draw extra cards from drawNext at turn start", async () => {
const ctx = createTestContext(); const ctx = createTestContext();
const triggers = getTriggers(); const triggers = getTriggers();
const drawNextEffect = createEffect('drawNext', 'temporary'); const drawNextEffect = createEffect("drawNext", "temporary");
addCardToDrawPile(ctx, createCard('card-1', 'sword')); addCardToDrawPile(ctx, createCard("card-1", "sword"));
addCardToDrawPile(ctx, createCard('card-2', 'sword')); addCardToDrawPile(ctx, createCard("card-2", "sword"));
addCardToDrawPile(ctx, createCard('card-3', 'sword')); addCardToDrawPile(ctx, createCard("card-3", "sword"));
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 }; 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.deck.regions.hand.childIds.length).toBe(2);
expect(ctx.value.player.effects.drawNext).toBeUndefined(); expect(ctx.value.player.effects.drawNext).toBeUndefined();
}); });
}); });
describe('posture damage effects', () => { describe("posture damage effects", () => {
it('should double damage with aim', async () => { it("should double damage with aim", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('仙人掌怪', 12, 12)], createCombatState({
})); enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const aimEffect = createEffect('aim', 'posture'); const aimEffect = createEffect("aim", "posture");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.aim = { data: aimEffect, stacks: 2 }; draft.player.effects.aim = { data: aimEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: '仙人掌怪-0', entityId: "仙人掌怪-0",
amount: 5, amount: 5,
sourceEntityKey: 'player', sourceEntityId: "player",
}); });
expect(ctx.value.enemies[0].hp).toBe(2); expect(ctx.value.enemies[0].hp).toBe(2);
}); });
it('should add bonus damage with roll', async () => { it("should add bonus damage with roll", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('仙人掌怪', 99, 99)], createCombatState({
})); enemies: [createEnemyEntity("仙人掌怪", 99, 99)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const rollEffect = createEffect('roll', 'posture'); const rollEffect = createEffect("roll", "posture");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
draft.player.effects.roll = { data: rollEffect, stacks: 20 }; draft.player.effects.roll = { data: rollEffect, stacks: 20 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: '仙人掌怪-0', entityId: "仙人掌怪-0",
amount: 5, amount: 5,
sourceEntityKey: 'player', sourceEntityId: "player",
}); });
expect(ctx.value.enemies[0].hp).toBe(74); expect(ctx.value.enemies[0].hp).toBe(74);
expect(ctx.value.player.effects.roll).toBeUndefined(); expect(ctx.value.player.effects.roll).toBeUndefined();
}); });
it('should add bonus damage with tailSting', async () => { it("should add bonus damage with tailSting", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('沙蝎', 10, 10)], createCombatState({
})); enemies: [createEnemyEntity("沙蝎", 10, 10)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const tailStingEffect = createEffect('tailSting', 'posture'); const tailStingEffect = createEffect("tailSting", "posture");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 }; enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: 'player', entityId: "player",
amount: 5, amount: 5,
sourceEntityKey: '沙蝎-0', sourceEntityId: "沙蝎-0",
}); });
expect(ctx.value.player.hp).toBe(23); expect(ctx.value.player.hp).toBe(23);
}); });
it('should double damage with charge on attacker', async () => { it("should double damage with charge on attacker", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('骑马枪手', 25, 25)], createCombatState({
})); enemies: [createEnemyEntity("骑马枪手", 25, 25)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const chargeEffect = createEffect('charge', 'lingering'); const chargeEffect = createEffect("charge", "lingering");
ctx._state.produce(draft => { ctx._state.produce((draft) => {
const enemy = draft.enemies[0]; const enemy = draft.enemies[0];
enemy.effects.charge = { data: chargeEffect, stacks: 2 }; enemy.effects.charge = { data: chargeEffect, stacks: 2 };
}); });
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: 'player', entityId: "player",
amount: 5, amount: 5,
sourceEntityKey: '骑马枪手-0', sourceEntityId: "骑马枪手-0",
}); });
expect(ctx.value.player.hp).toBe(20); expect(ctx.value.player.hp).toBe(20);
}); });
}); });
describe('crossbow chain', () => { describe("crossbow chain", () => {
it('should replay other crossbows on same target', async () => { it("should replay other crossbows on same target", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('仙人掌怪', 20, 20)], createCombatState({
})); enemies: [createEnemyEntity("仙人掌怪", 20, 20)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
const crossbowEffect = createEffect('crossbow'); const crossbowEffect = createEffect("crossbow");
addCardToHand(ctx, createCard('crossbow-1', 'crossbow')); addCardToHand(ctx, createCard("crossbow-1", "crossbow"));
addCardToHand(ctx, createCard('crossbow-2', 'crossbow')); addCardToHand(ctx, createCard("crossbow-2", "crossbow"));
await triggers.onEffectApplied.execute(ctx, { await triggers.onEffectApplied.execute(ctx, {
effect: crossbowEffect, effect: crossbowEffect,
entityKey: 'player', entityId: "player",
stacks: 0, stacks: 0,
cardId: 'crossbow-1', cardId: "crossbow-1",
sourceEntityKey: 'player', sourceEntityId: "player",
targetId: '仙人掌怪-0', targetId: "仙人掌怪-0",
}); });
expect(ctx.value.enemies[0].hp).toBe(8); expect(ctx.value.enemies[0].hp).toBe(8);
}); });
}); });
describe('sandwormKing fatigue heal', () => { describe("sandwormKing fatigue heal", () => {
it('should heal sandworm king when player discards fatigue', async () => { it("should heal sandworm king when player discards fatigue", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('沙虫王', 30, 40)], createCombatState({
})); enemies: [createEnemyEntity("沙虫王", 30, 40)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
addCardToHand(ctx, createCard('fatigue-1', 'fatigue', 'none', 0)); addCardToHand(ctx, createCard("fatigue-1", "fatigue", "none", 0));
await triggers.onCardDiscarded.execute(ctx, { await triggers.onCardDiscarded.execute(ctx, {
cardId: 'fatigue-1', cardId: "fatigue-1",
sourceEntityKey: 'player', sourceEntityId: "player",
}); });
expect(ctx.value.enemies[0].hp).toBe(40); expect(ctx.value.enemies[0].hp).toBe(40);
}); });
}); });
describe('vulture on-damage', () => { describe("vulture on-damage", () => {
it('should give player vultureEye when vulture deals damage', async () => { it("should give player vultureEye when vulture deals damage", async () => {
const ctx = createTestContext(createCombatState({ const ctx = createTestContext(
enemies: [createEnemyEntity('秃鹫', 12, 12)], createCombatState({
})); enemies: [createEnemyEntity("秃鹫", 12, 12)],
}),
);
const triggers = getTriggers(); const triggers = getTriggers();
await triggers.onDamage.execute(ctx, { await triggers.onDamage.execute(ctx, {
entityKey: 'player', entityId: "player",
amount: 5, amount: 5,
sourceEntityKey: '秃鹫-0', sourceEntityId: "秃鹫-0",
}); });
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter((c: GameCard) => c.itemId === 'vultureEye'); const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter(
(c: GameCard) => c.itemId === "vultureEye",
);
expect(vultureEyeCards.length).toBe(1); expect(vultureEyeCards.length).toBe(1);
}); });
}); });
@@ -1,8 +1,13 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import data from '@/samples/slay-the-spire-like/data'; import data from "@/samples/slay-the-spire-like/data";
import { CardData } from "@/samples/slay-the-spire-like";
describe('data import', () => { describe("data import", () => {
it('should import properly', () => { it("should import properly", () => {
expect(data.desert.effects).toBeDefined(); expect(data.desert.getEffects).toBeDefined();
expect(
data.desert.getCards().find((c: CardData) => c.id === "crossbow")?.effects
?.length,
).toBe(2);
}); });
}); });
@@ -1,17 +1,26 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { import {
generateDeckFromInventory, generateDeckFromInventory,
createCard, createCard,
createDeckRegions, createDeckRegions,
createPlayerDeck, createPlayerDeck,
generateCardId, generateCardId,
} from '@/samples/slay-the-spire-like/system/deck/factory'; } from "@/samples/slay-the-spire-like/system/deck/factory";
import { createGridInventory, placeItem } from '@/samples/slay-the-spire-like/system/grid-inventory'; import {
import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory'; createGridInventory,
import type { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types'; placeItem,
import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/system/utils/shape-collision'; } from "@/samples/slay-the-spire-like/system/grid-inventory";
import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape'; import type {
import type { CardData, ItemData } from '@/samples/slay-the-spire-like/system/types'; 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. * Helper: create a minimal CardData for testing.
@@ -21,10 +30,10 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
id, id,
name, name,
desc, desc,
type: 'item', type: "item",
costType: 'energy', costType: "energy",
costCount: 1, costCount: 1,
targetType: 'single', targetType: "enemy",
effects: [], effects: [],
}; };
} }
@@ -32,10 +41,15 @@ function createTestCardData(id: string, name: string, desc: string): CardData {
/** /**
* Helper: create a minimal ItemData for testing. * Helper: create a minimal ItemData for testing.
*/ */
function createTestItemData(id: string, name: string, shapeStr: string, desc: string): ItemData { function createTestItemData(
id: string,
name: string,
shapeStr: string,
desc: string,
): ItemData {
return { return {
id, id,
type: 'weapon', type: "weapon",
name, name,
shape: shapeStr, shape: shapeStr,
card: createTestCardData(id, name, desc), card: createTestCardData(id, name, desc),
@@ -47,7 +61,11 @@ function createTestItemData(id: string, name: string, shapeStr: string, desc: st
/** /**
* Helper: create a minimal GameItemMeta for testing. * Helper: create a minimal GameItemMeta for testing.
*/ */
function createTestMeta(name: string, desc: string, shapeStr: string): GameItemMeta { function createTestMeta(
name: string,
desc: string,
shapeStr: string,
): GameItemMeta {
const shape = parseShapeString(shapeStr); const shape = parseShapeString(shapeStr);
const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc); const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
return { return {
@@ -63,9 +81,9 @@ function createTestInventory(): GridInventory<GameItemMeta> {
const inv = createGridInventory<GameItemMeta>(6, 4); const inv = createGridInventory<GameItemMeta>(6, 4);
// Item "短刀" with shape "oe" (2 cells) // Item "短刀" with shape "oe" (2 cells)
const meta1 = createTestMeta('短刀', '【攻击3】【攻击3】', 'oe'); const meta1 = createTestMeta("短刀", "【攻击3】【攻击3】", "oe");
const item1: InventoryItem<GameItemMeta> = { const item1: InventoryItem<GameItemMeta> = {
id: 'dagger-1', id: "dagger-1",
shape: meta1.shape, shape: meta1.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } }, transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
meta: meta1, meta: meta1,
@@ -73,9 +91,9 @@ function createTestInventory(): GridInventory<GameItemMeta> {
placeItem(inv, item1); placeItem(inv, item1);
// Item "盾" with shape "oesw" (4 cells) // Item "盾" with shape "oesw" (4 cells)
const meta2 = createTestMeta('盾', '【防御3】', 'oesw'); const meta2 = createTestMeta("盾", "【防御3】", "oesw");
const item2: InventoryItem<GameItemMeta> = { const item2: InventoryItem<GameItemMeta> = {
id: 'shield-1', id: "shield-1",
shape: meta2.shape, shape: meta2.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } }, transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
meta: meta2, meta: meta2,
@@ -85,30 +103,30 @@ function createTestInventory(): GridInventory<GameItemMeta> {
return inv; return inv;
} }
describe('deck/factory', () => { describe("deck/factory", () => {
describe('generateCardId', () => { describe("generateCardId", () => {
it('should generate deterministic unique IDs', () => { it("should generate deterministic unique IDs", () => {
expect(generateCardId('item-1', 0)).toBe('card-item-1-0'); expect(generateCardId("item-1", 0)).toBe("card-item-1-0");
expect(generateCardId('item-1', 1)).toBe('card-item-1-1'); expect(generateCardId("item-1", 1)).toBe("card-item-1-1");
expect(generateCardId('item-2', 0)).toBe('card-item-2-0'); expect(generateCardId("item-2", 0)).toBe("card-item-2-0");
}); });
}); });
describe('createCard', () => { describe("createCard", () => {
it('should create a card with itemId and cardData', () => { it("should create a card with itemId and cardData", () => {
const cardData = createTestCardData('wound', '伤口', '无法被弃牌'); const cardData = createTestCardData("wound", "伤口", "无法被弃牌");
const card = createCard('wound-1', cardData, 0); const card = createCard("wound-1", cardData, 0);
expect(card.id).toBe('card-wound-1-0'); expect(card.id).toBe("card-wound-1-0");
expect(card.itemId).toBe('wound-1'); expect(card.itemId).toBe("wound-1");
expect(card.cardData).toBe(cardData); expect(card.cardData).toBe(cardData);
expect(card.regionId).toBe(''); expect(card.regionId).toBe("");
expect(card.position).toEqual([]); expect(card.position).toEqual([]);
}); });
}); });
describe('generateDeckFromInventory', () => { describe("generateDeckFromInventory", () => {
it('should generate correct number of cards based on shape cell counts', () => { it("should generate correct number of cards based on shape cell counts", () => {
const inv = createTestInventory(); const inv = createTestInventory();
// "短刀" has 2 cells, "盾" has 4 cells = 6 total // "短刀" has 2 cells, "盾" has 4 cells = 6 total
@@ -121,26 +139,26 @@ describe('deck/factory', () => {
expect(deck.regions.exhaustPile.childIds).toEqual([]); expect(deck.regions.exhaustPile.childIds).toEqual([]);
}); });
it('should link cards to their source items', () => { it("should link cards to their source items", () => {
const inv = createTestInventory(); const inv = createTestInventory();
const deck = generateDeckFromInventory(inv); const deck = generateDeckFromInventory(inv);
const daggerCards = Object.values(deck.cards).filter( const daggerCards = Object.values(deck.cards).filter(
c => c.itemId === 'dagger-1' (c) => c.itemId === "dagger-1",
); );
const shieldCards = Object.values(deck.cards).filter( const shieldCards = Object.values(deck.cards).filter(
c => c.itemId === 'shield-1' (c) => c.itemId === "shield-1",
); );
expect(daggerCards.length).toBe(2); expect(daggerCards.length).toBe(2);
expect(shieldCards.length).toBe(4); expect(shieldCards.length).toBe(4);
// Verify card data // Verify card data
expect(daggerCards[0].cardData.name).toBe('短刀'); expect(daggerCards[0].cardData.name).toBe("短刀");
expect(shieldCards[0].cardData.name).toBe('盾'); expect(shieldCards[0].cardData.name).toBe("盾");
}); });
it('should set displayName and description from item data', () => { it("should set displayName and description from item data", () => {
const inv = createTestInventory(); const inv = createTestInventory();
const deck = generateDeckFromInventory(inv); const deck = generateDeckFromInventory(inv);
@@ -150,26 +168,26 @@ describe('deck/factory', () => {
} }
const daggerCard = Object.values(deck.cards).find( const daggerCard = Object.values(deck.cards).find(
c => c.cardData.name === '短刀' (c) => c.cardData.name === "短刀",
); );
expect(daggerCard?.cardData.name).toBe('短刀'); expect(daggerCard?.cardData.name).toBe("短刀");
expect(daggerCard?.cardData.desc).toBe('【攻击3】【攻击3】'); expect(daggerCard?.cardData.desc).toBe("【攻击3】【攻击3】");
}); });
it('should assign unique IDs to each card from same item', () => { it("should assign unique IDs to each card from same item", () => {
const inv = createTestInventory(); const inv = createTestInventory();
const deck = generateDeckFromInventory(inv); const deck = generateDeckFromInventory(inv);
const daggerCards = Object.values(deck.cards).filter( const daggerCards = Object.values(deck.cards).filter(
c => c.itemId === 'dagger-1' (c) => c.itemId === "dagger-1",
); );
const ids = daggerCards.map(c => c.id); const ids = daggerCards.map((c) => c.id);
const uniqueIds = new Set(ids); const uniqueIds = new Set(ids);
expect(uniqueIds.size).toBe(ids.length); expect(uniqueIds.size).toBe(ids.length);
}); });
it('should handle empty inventory', () => { it("should handle empty inventory", () => {
const inv = createGridInventory<GameItemMeta>(6, 4); const inv = createGridInventory<GameItemMeta>(6, 4);
const deck = generateDeckFromInventory(inv); const deck = generateDeckFromInventory(inv);
@@ -177,7 +195,7 @@ describe('deck/factory', () => {
expect(deck.regions.drawPile.childIds).toEqual([]); expect(deck.regions.drawPile.childIds).toEqual([]);
}); });
it('should place all cards in draw pile initially', () => { it("should place all cards in draw pile initially", () => {
const inv = createTestInventory(); const inv = createTestInventory();
const deck = generateDeckFromInventory(inv); const deck = generateDeckFromInventory(inv);
@@ -186,21 +204,23 @@ describe('deck/factory', () => {
} }
// All cards are in draw pile // All cards are in draw pile
expect(new Set(deck.regions.drawPile.childIds).size).toBe(Object.keys(deck.cards).length); expect(new Set(deck.regions.drawPile.childIds).size).toBe(
Object.keys(deck.cards).length,
);
}); });
}); });
describe('createDeckRegions', () => { describe("createDeckRegions", () => {
it('should create regions for all deck zones', () => { it("should create regions for all deck zones", () => {
const regions = createDeckRegions(); const regions = createDeckRegions();
expect(regions.drawPile.id).toBe('drawPile'); expect(regions.drawPile.id).toBe("drawPile");
expect(regions.hand.id).toBe('hand'); expect(regions.hand.id).toBe("hand");
expect(regions.discardPile.id).toBe('discardPile'); expect(regions.discardPile.id).toBe("discardPile");
expect(regions.exhaustPile.id).toBe('exhaustPile'); expect(regions.exhaustPile.id).toBe("exhaustPile");
}); });
it('should have empty childIds initially', () => { it("should have empty childIds initially", () => {
const regions = createDeckRegions(); const regions = createDeckRegions();
expect(regions.drawPile.childIds).toEqual([]); expect(regions.drawPile.childIds).toEqual([]);
@@ -210,8 +230,8 @@ describe('deck/factory', () => {
}); });
}); });
describe('createPlayerDeck', () => { describe("createPlayerDeck", () => {
it('should create an empty deck structure', () => { it("should create an empty deck structure", () => {
const deck = createPlayerDeck(); const deck = createPlayerDeck();
expect(deck.cards).toEqual({}); expect(deck.cards).toEqual({});
@@ -1,6 +1,6 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape'; import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/system/utils/shape-collision'; import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import { import {
createGridInventory, createGridInventory,
placeItem, placeItem,
@@ -12,14 +12,62 @@ 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 type {
GameItem,
GameItemMeta,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type {
CardData,
ItemData,
} from "@/samples/slay-the-spire-like/system/types";
/**
* Helper: create a minimal CardData for testing.
*/
function createTestCardData(id: string, name: string, desc: string): CardData {
return {
id,
name,
desc,
type: "item",
costType: "energy",
costCount: 1,
targetType: "enemy",
effects: [],
};
}
/**
* Helper: create a minimal ItemData for testing.
*/
function createTestItemData(
id: string,
name: string,
shapeStr: string,
desc: string,
): ItemData {
return {
id,
type: "weapon",
name,
shape: shapeStr,
card: createTestCardData(id, name, desc),
price: 10,
description: desc,
};
}
/** /**
* Helper: create a test inventory item. * Helper: create a test inventory item.
*/ */
function createTestItem(id: string, shapeStr: string, transform = IDENTITY_TRANSFORM): InventoryItem { function createTestItem(
id: string,
shapeStr: string,
transform = IDENTITY_TRANSFORM,
): InventoryItem<Record<string, never>> {
const shape = parseShapeString(shapeStr); const shape = parseShapeString(shapeStr);
return { return {
id, id,
@@ -28,9 +76,9 @@ function createTestItem(id: string, shapeStr: string, transform = IDENTITY_TRANS
}; };
} }
describe('grid-inventory', () => { describe("grid-inventory", () => {
describe('createGridInventory', () => { describe("createGridInventory", () => {
it('should create an empty inventory with correct dimensions', () => { it("should create an empty inventory with correct dimensions", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
expect(inv.width).toBe(6); expect(inv.width).toBe(6);
expect(inv.height).toBe(4); expect(inv.height).toBe(4);
@@ -39,111 +87,117 @@ describe('grid-inventory', () => {
}); });
}); });
describe('placeItem', () => { describe("placeItem", () => {
it('should place a single-cell item', () => { it("should place a single-cell item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'o'); const item = createTestItem("sword", "o");
placeItem(inv, item); placeItem(inv, item);
expect(inv.items.size).toBe(1); expect(inv.items.size).toBe(1);
expect(inv.items.has('sword')).toBe(true); expect(inv.items.has("sword")).toBe(true);
expect(inv.occupiedCells.has('0,0')).toBe(true); expect(inv.occupiedCells.has("0,0")).toBe(true);
}); });
it('should place a multi-cell item', () => { it("should place a multi-cell item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('axe', 'oee'); const item = createTestItem("axe", "oee");
placeItem(inv, item); placeItem(inv, item);
expect(inv.items.size).toBe(1); expect(inv.items.size).toBe(1);
expect(inv.occupiedCells.size).toBe(3); expect(inv.occupiedCells.size).toBe(3);
expect(inv.occupiedCells.has('0,0')).toBe(true); expect(inv.occupiedCells.has("0,0")).toBe(true);
expect(inv.occupiedCells.has('1,0')).toBe(true); expect(inv.occupiedCells.has("1,0")).toBe(true);
expect(inv.occupiedCells.has('2,0')).toBe(true); expect(inv.occupiedCells.has("2,0")).toBe(true);
}); });
it('should place multiple items', () => { it("should place multiple items", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o'); const itemA = createTestItem("a", "o");
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } }); const itemB = createTestItem("b", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 3, y: 0 },
});
placeItem(inv, itemA); placeItem(inv, itemA);
placeItem(inv, itemB); placeItem(inv, itemB);
expect(inv.items.size).toBe(2); expect(inv.items.size).toBe(2);
expect(inv.occupiedCells.size).toBe(2); expect(inv.occupiedCells.size).toBe(2);
expect(inv.occupiedCells.has('0,0')).toBe(true); expect(inv.occupiedCells.has("0,0")).toBe(true);
expect(inv.occupiedCells.has('3,0')).toBe(true); expect(inv.occupiedCells.has("3,0")).toBe(true);
}); });
}); });
describe('removeItem', () => { describe("removeItem", () => {
it('should remove an item and free its cells', () => { it("should remove an item and free its cells", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'oee'); const item = createTestItem("sword", "oee");
placeItem(inv, item); placeItem(inv, item);
removeItem(inv, 'sword'); removeItem(inv, "sword");
expect(inv.items.size).toBe(0); expect(inv.items.size).toBe(0);
expect(inv.occupiedCells.size).toBe(0); expect(inv.occupiedCells.size).toBe(0);
}); });
it('should only free the removed item\'s cells', () => { it("should only free the removed item's cells", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o'); const itemA = createTestItem("a", "o");
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } }); const itemB = createTestItem("b", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 0 },
});
placeItem(inv, itemA); placeItem(inv, itemA);
placeItem(inv, itemB); placeItem(inv, itemB);
removeItem(inv, 'a'); removeItem(inv, "a");
expect(inv.items.size).toBe(1); expect(inv.items.size).toBe(1);
expect(inv.occupiedCells.size).toBe(1); expect(inv.occupiedCells.size).toBe(1);
expect(inv.occupiedCells.has('0,0')).toBe(false); expect(inv.occupiedCells.has("0,0")).toBe(false);
expect(inv.occupiedCells.has('2,0')).toBe(true); expect(inv.occupiedCells.has("2,0")).toBe(true);
}); });
it('should do nothing for non-existent item', () => { it("should do nothing for non-existent item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
removeItem(inv, 'nonexistent'); removeItem(inv, "nonexistent");
expect(inv.items.size).toBe(0); expect(inv.items.size).toBe(0);
}); });
}); });
describe('validatePlacement', () => { describe("validatePlacement", () => {
it('should return valid for empty board', () => { it("should return valid for empty board", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM); const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
expect(result).toEqual({ valid: true }); expect(result).toEqual({ valid: true });
}); });
it('should return invalid for out of bounds', () => { it("should return invalid for out of bounds", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const result = validatePlacement(inv, shape, { const result = validatePlacement(inv, shape, {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 6, y: 0 }, offset: { x: 6, y: 0 },
}); });
expect(result).toEqual({ valid: false, reason: '超出边界' }); expect(result).toEqual({ valid: false, reason: "超出边界" });
}); });
it('should return invalid for collision with existing item', () => { it("should return invalid for collision with existing item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const existing = createTestItem('a', 'oee'); const existing = createTestItem("a", "oee");
placeItem(inv, existing); placeItem(inv, existing);
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM); const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
expect(result).toEqual({ valid: false, reason: '与已有物品重叠' }); expect(result).toEqual({ valid: false, reason: "与已有物品重叠" });
}); });
it('should return valid when there is room nearby', () => { it("should return valid when there is room nearby", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const existing = createTestItem('a', 'o'); const existing = createTestItem("a", "o");
placeItem(inv, existing); placeItem(inv, existing);
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const result = validatePlacement(inv, shape, { const result = validatePlacement(inv, shape, {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 }, offset: { x: 1, y: 0 },
@@ -152,160 +206,169 @@ describe('grid-inventory', () => {
}); });
}); });
describe('moveItem', () => { describe("moveItem", () => {
it('should move item to a new position', () => { it("should move item to a new position", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'o'); const item = createTestItem("sword", "o");
placeItem(inv, item); placeItem(inv, item);
const result = moveItem(inv, 'sword', { const result = moveItem(inv, "sword", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 5, y: 3 }, offset: { x: 5, y: 3 },
}); });
expect(result).toEqual({ success: true }); expect(result).toEqual({ success: true });
expect(inv.occupiedCells.has('0,0')).toBe(false); expect(inv.occupiedCells.has("0,0")).toBe(false);
expect(inv.occupiedCells.has('5,3')).toBe(true); expect(inv.occupiedCells.has("5,3")).toBe(true);
expect(item.transform.offset).toEqual({ x: 5, y: 3 }); expect(item.transform.offset).toEqual({ x: 5, y: 3 });
}); });
it('should reject move that goes out of bounds', () => { it("should reject move that goes out of bounds", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'o'); const item = createTestItem("sword", "o");
placeItem(inv, item); placeItem(inv, item);
const result = moveItem(inv, 'sword', { const result = moveItem(inv, "sword", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 6, y: 0 }, offset: { x: 6, y: 0 },
}); });
expect(result).toEqual({ success: false, reason: '超出边界' }); expect(result).toEqual({ success: false, reason: "超出边界" });
expect(inv.occupiedCells.has('0,0')).toBe(true); expect(inv.occupiedCells.has("0,0")).toBe(true);
expect(item.transform.offset).toEqual({ x: 0, y: 0 }); expect(item.transform.offset).toEqual({ x: 0, y: 0 });
}); });
it('should reject move that collides with another item', () => { it("should reject move that collides with another item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o'); const itemA = createTestItem("a", "o");
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } }); const itemB = createTestItem("b", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 0 },
});
placeItem(inv, itemA); placeItem(inv, itemA);
placeItem(inv, itemB); placeItem(inv, itemB);
const result = moveItem(inv, 'b', { const result = moveItem(inv, "b", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 0, y: 0 }, offset: { x: 0, y: 0 },
}); });
expect(result).toEqual({ success: false, reason: '与已有物品重叠' }); expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
expect(inv.occupiedCells.has('2,0')).toBe(true); expect(inv.occupiedCells.has("2,0")).toBe(true);
}); });
it('should return error for non-existent item', () => { it("should return error for non-existent item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const result = moveItem(inv, 'ghost', IDENTITY_TRANSFORM); const result = moveItem(inv, "ghost", IDENTITY_TRANSFORM);
expect(result).toEqual({ success: false, reason: '物品不存在' }); expect(result).toEqual({ success: false, reason: "物品不存在" });
}); });
it('should move multi-cell item correctly', () => { it("should move multi-cell item correctly", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
// oes: cells at (0,0), (1,0), (1,1) // oes: cells at (0,0), (1,0), (1,1)
const item = createTestItem('axe', 'oes'); const item = createTestItem("axe", "oes");
placeItem(inv, item); placeItem(inv, item);
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } }; const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
moveItem(inv, 'axe', newTransform); moveItem(inv, "axe", newTransform);
// Old cells should be freed // Old cells should be freed
expect(inv.occupiedCells.has('0,0')).toBe(false); expect(inv.occupiedCells.has("0,0")).toBe(false);
expect(inv.occupiedCells.has('1,0')).toBe(false); expect(inv.occupiedCells.has("1,0")).toBe(false);
expect(inv.occupiedCells.has('1,1')).toBe(false); expect(inv.occupiedCells.has("1,1")).toBe(false);
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2) // New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
expect(inv.occupiedCells.has('3,1')).toBe(true); expect(inv.occupiedCells.has("3,1")).toBe(true);
expect(inv.occupiedCells.has('4,1')).toBe(true); expect(inv.occupiedCells.has("4,1")).toBe(true);
expect(inv.occupiedCells.has('4,2')).toBe(true); expect(inv.occupiedCells.has("4,2")).toBe(true);
}); });
}); });
describe('rotateItem', () => { describe("rotateItem", () => {
it('should rotate item by 90 degrees', () => { it("should rotate item by 90 degrees", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
// Horizontal line: (0,0), (1,0) // Horizontal line: (0,0), (1,0)
const item = createTestItem('bar', 'oe', { const item = createTestItem("bar", "oe", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
}); });
placeItem(inv, item); placeItem(inv, item);
const result = rotateItem(inv, 'bar', 90); const result = rotateItem(inv, "bar", 90);
expect(result).toEqual({ success: true }); expect(result).toEqual({ success: true });
expect(item.transform.rotation).toBe(90); expect(item.transform.rotation).toBe(90);
}); });
it('should reject rotation that goes out of bounds', () => { it("should reject rotation that goes out of bounds", () => {
const inv = createGridInventory(3, 3); const inv = createGridInventory(3, 3);
// Item at the edge: place a 2-wide item at x=1 // Item at the edge: place a 2-wide item at x=1
const item = createTestItem('bar', 'oe', { const item = createTestItem("bar", "oe", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 }, offset: { x: 1, y: 0 },
}); });
placeItem(inv, item); placeItem(inv, item);
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds // Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
const result = rotateItem(inv, 'bar', 90); const result = rotateItem(inv, "bar", 90);
expect(result).toEqual({ success: false, reason: '超出边界' }); expect(result).toEqual({ success: false, reason: "超出边界" });
}); });
it('should reject rotation that collides', () => { it("should reject rotation that collides", () => {
const inv = createGridInventory(4, 4); const inv = createGridInventory(4, 4);
const itemA = createTestItem('a', 'o'); const itemA = createTestItem("a", "o");
const itemB = createTestItem('b', 'oe', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } }); const itemB = createTestItem("b", "oe", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 0 },
});
placeItem(inv, itemA); placeItem(inv, itemA);
placeItem(inv, itemB); placeItem(inv, itemB);
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds // Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine // Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
// But rotating to collide with a at (0,0)... need item close to a // But rotating to collide with a at (0,0)... need item close to a
const itemC = createTestItem('c', 'os', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } }); const itemC = createTestItem("c", "os", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 },
});
placeItem(inv, itemC); placeItem(inv, itemC);
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a // Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
const result = rotateItem(inv, 'c', 90); const result = rotateItem(inv, "c", 90);
expect(result).toEqual({ success: false, reason: '与已有物品重叠' }); expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
}); });
it('should return error for non-existent item', () => { it("should return error for non-existent item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const result = rotateItem(inv, 'ghost', 90); const result = rotateItem(inv, "ghost", 90);
expect(result).toEqual({ success: false, reason: '物品不存在' }); expect(result).toEqual({ success: false, reason: "物品不存在" });
}); });
}); });
describe('flipItem', () => { describe("flipItem", () => {
it('should flip item horizontally', () => { it("should flip item horizontally", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('bar', 'oe'); const item = createTestItem("bar", "oe");
placeItem(inv, item); placeItem(inv, item);
const result = flipItem(inv, 'bar', 'x'); const result = flipItem(inv, "bar", "x");
expect(result).toEqual({ success: true }); expect(result).toEqual({ success: true });
expect(item.transform.flipX).toBe(true); expect(item.transform.flipX).toBe(true);
}); });
it('should flip item vertically', () => { it("should flip item vertically", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('bar', 'os'); const item = createTestItem("bar", "os");
placeItem(inv, item); placeItem(inv, item);
const result = flipItem(inv, 'bar', 'y'); const result = flipItem(inv, "bar", "y");
expect(result).toEqual({ success: true }); expect(result).toEqual({ success: true });
expect(item.transform.flipY).toBe(true); expect(item.transform.flipY).toBe(true);
}); });
it('should reject flip that causes collision', () => { it("should reject flip that causes collision", () => {
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0). // oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3). // Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged. // flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
@@ -313,7 +376,10 @@ describe('grid-inventory', () => {
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0). // Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
// Place blocker at (0,1) — which is NOT occupied by oes initially. // Place blocker at (0,1) — which is NOT occupied by oes initially.
const inv = createGridInventory(4, 4); const inv = createGridInventory(4, 4);
const blocker = createTestItem('blocker', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 1 } }); const blocker = createTestItem("blocker", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 },
});
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)! // oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
// Let me try: blocker at (1,0), flipper at offset (0,2). // Let me try: blocker at (1,0), flipper at offset (0,2).
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap. // flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
@@ -326,30 +392,33 @@ describe('grid-inventory', () => {
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied. // Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker! // flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
const inv2 = createGridInventory(4, 4); const inv2 = createGridInventory(4, 4);
const blocker2 = createTestItem('blocker', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 1 } }); const blocker2 = createTestItem("blocker", "o", {
const flipper2 = createTestItem('flipper', 'oes'); // at (0,0): (0,0),(1,0),(1,1) ...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 },
});
const flipper2 = createTestItem("flipper", "oes"); // at (0,0): (0,0),(1,0),(1,1)
placeItem(inv2, blocker2); placeItem(inv2, blocker2);
placeItem(inv2, flipper2); placeItem(inv2, flipper2);
const result = flipItem(inv2, 'flipper', 'y'); const result = flipItem(inv2, "flipper", "y");
expect(result).toEqual({ success: false, reason: '与已有物品重叠' }); expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
}); });
it('should return error for non-existent item', () => { it("should return error for non-existent item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const result = flipItem(inv, 'ghost', 'x'); const result = flipItem(inv, "ghost", "x");
expect(result).toEqual({ success: false, reason: '物品不存在' }); expect(result).toEqual({ success: false, reason: "物品不存在" });
}); });
}); });
describe('getOccupiedCellSet', () => { describe("getOccupiedCellSet", () => {
it('should return a copy of occupied cells', () => { it("should return a copy of occupied cells", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('a', 'oe'); const item = createTestItem("a", "oe");
placeItem(inv, item); placeItem(inv, item);
const cells = getOccupiedCellSet(inv); const cells = getOccupiedCellSet(inv);
expect(cells).toEqual(new Set(['0,0', '1,0'])); expect(cells).toEqual(new Set(["0,0", "1,0"]));
// Mutating the copy should not affect the original // Mutating the copy should not affect the original
cells.clear(); cells.clear();
@@ -357,50 +426,68 @@ describe('grid-inventory', () => {
}); });
}); });
describe('getItemAtCell', () => { describe("getItemAtCell", () => {
it('should return item at occupied cell', () => { it("should return item at occupied cell", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'oee'); const item = createTestItem("sword", "oee");
placeItem(inv, item); placeItem(inv, item);
const found = getItemAtCell(inv, 1, 0); const found = getItemAtCell(inv, 1, 0);
expect(found).toBeDefined(); expect(found).toBeDefined();
expect(found!.id).toBe('sword'); expect(found!.id).toBe("sword");
}); });
it('should return undefined for empty cell', () => { it("should return undefined for empty cell", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'o'); const item = createTestItem("sword", "o");
placeItem(inv, item); placeItem(inv, item);
const found = getItemAtCell(inv, 5, 5); const found = getItemAtCell(inv, 5, 5);
expect(found).toBeUndefined(); expect(found).toBeUndefined();
}); });
it('should return correct item when multiple items exist', () => { it("should return correct item when multiple items exist", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o'); const itemA = createTestItem("a", "o");
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 2 } }); const itemB = createTestItem("b", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 3, y: 2 },
});
placeItem(inv, itemA); placeItem(inv, itemA);
placeItem(inv, itemB); placeItem(inv, itemB);
expect(getItemAtCell(inv, 0, 0)!.id).toBe('a'); expect(getItemAtCell(inv, 0, 0)!.id).toBe("a");
expect(getItemAtCell(inv, 3, 2)!.id).toBe('b'); expect(getItemAtCell(inv, 3, 2)!.id).toBe("b");
}); });
}); });
describe('getAdjacentItems', () => { describe("getAdjacentItems", () => {
it('should return orthogonally adjacent items', () => { it("should return orthogonally adjacent items", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const center = createTestItem('center', 'o', { const center = createTestItem("center", "o", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 2, y: 2 }, offset: { x: 2, y: 2 },
}); });
const top = createTestItem('top', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 1 } }); const top = createTestItem("top", "o", {
const left = createTestItem('left', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 2 } }); ...IDENTITY_TRANSFORM,
const right = createTestItem('right', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 2 } }); offset: { x: 2, y: 1 },
const bottom = createTestItem('bottom', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 3 } }); });
const diagonal = createTestItem('diagonal', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 1 } }); const left = createTestItem("left", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 2 },
});
const right = createTestItem("right", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 3, y: 2 },
});
const bottom = createTestItem("bottom", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 3 },
});
const diagonal = createTestItem("diagonal", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 1 },
});
placeItem(inv, center); placeItem(inv, center);
placeItem(inv, top); placeItem(inv, top);
@@ -409,77 +496,167 @@ describe('grid-inventory', () => {
placeItem(inv, bottom); placeItem(inv, bottom);
placeItem(inv, diagonal); placeItem(inv, diagonal);
const adj = getAdjacentItems(inv, 'center'); const adj = getAdjacentItems(inv, "center");
expect(adj.size).toBe(4); expect(adj.size).toBe(4);
expect(adj.has('top')).toBe(true); expect(adj.has("top")).toBe(true);
expect(adj.has('left')).toBe(true); expect(adj.has("left")).toBe(true);
expect(adj.has('right')).toBe(true); expect(adj.has("right")).toBe(true);
expect(adj.has('bottom')).toBe(true); expect(adj.has("bottom")).toBe(true);
expect(adj.has('diagonal')).toBe(false); expect(adj.has("diagonal")).toBe(false);
}); });
it('should return empty for item with no neighbors', () => { it("should return empty for item with no neighbors", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const item = createTestItem('alone', 'o'); const item = createTestItem("alone", "o");
placeItem(inv, item); placeItem(inv, item);
const adj = getAdjacentItems(inv, 'alone'); const adj = getAdjacentItems(inv, "alone");
expect(adj.size).toBe(0); expect(adj.size).toBe(0);
}); });
it('should return empty for non-existent item', () => { it("should return empty for non-existent item", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
const adj = getAdjacentItems(inv, 'ghost'); const adj = getAdjacentItems(inv, "ghost");
expect(adj.size).toBe(0); expect(adj.size).toBe(0);
}); });
it('should handle multi-cell items with multiple adjacencies', () => { it("should handle multi-cell items with multiple adjacencies", () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
// Horizontal bar at (0,0)-(1,0) // Horizontal bar at (0,0)-(1,0)
const bar = createTestItem('bar', 'oe'); const bar = createTestItem("bar", "oe");
// Item above left cell // Item above left cell
const topA = createTestItem('topA', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: -1 } }); const topA = createTestItem("topA", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: -1 },
});
// Item above right cell // Item above right cell
const topB = createTestItem('topB', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: -1 } }); const topB = createTestItem("topB", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: -1 },
});
placeItem(inv, bar); placeItem(inv, bar);
placeItem(inv, topA); placeItem(inv, topA);
placeItem(inv, topB); placeItem(inv, topB);
const adj = getAdjacentItems(inv, 'bar'); const adj = getAdjacentItems(inv, "bar");
expect(adj.size).toBe(2); expect(adj.size).toBe(2);
expect(adj.has('topA')).toBe(true); expect(adj.has("topA")).toBe(true);
expect(adj.has('topB')).toBe(true); expect(adj.has("topB")).toBe(true);
}); });
}); });
describe('integration: fill a 4x6 backpack', () => { describe("integration: fill a 4x6 backpack", () => {
it('should place items fitting a slay-the-spire-like backpack', () => { it("should place items fitting a slay-the-spire-like backpack", () => {
const inv = createGridInventory(4, 6); const inv = createGridInventory(4, 6);
// Sword: 1x3 horizontal at (0,0) // Sword: 1x3 horizontal at (0,0)
const sword = createTestItem('sword', 'oee'); const sword = createTestItem("sword", "oee");
// Shield: 2x2 at (0,1) // Shield: 2x2 at (0,1)
const shield = createTestItem('shield', 'oes', { const shield = createTestItem("shield", "oes", {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 }, offset: { x: 0, y: 1 },
}); });
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({ valid: true }); expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({
valid: true,
});
placeItem(inv, sword); placeItem(inv, sword);
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({ valid: true }); expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({
valid: true,
});
placeItem(inv, shield); placeItem(inv, shield);
expect(inv.items.size).toBe(2); expect(inv.items.size).toBe(2);
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3) expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
// Adjacent items should detect each other // Adjacent items should detect each other
const adjSword = getAdjacentItems(inv, 'sword'); const adjSword = getAdjacentItems(inv, "sword");
expect(adjSword.has('shield')).toBe(true); expect(adjSword.has("shield")).toBe(true);
const adjShield = getAdjacentItems(inv, 'shield'); const adjShield = getAdjacentItems(inv, "shield");
expect(adjShield.has('sword')).toBe(true); expect(adjShield.has("sword")).toBe(true);
});
});
describe("createItemIn", () => {
it("should place item at first valid position", () => {
const inv = createGridInventory<GameItemMeta>(6, 4);
const itemData = createTestItemData("sword", "长剑", "oee", "攻击");
const result = createItemIn(inv, "sword-1", itemData);
expect(result).toEqual({ success: true });
expect(inv.items.size).toBe(1);
expect(inv.occupiedCells.size).toBe(3); // shape "oee" has 3 cells
expect(inv.items.get("sword-1")?.meta?.itemData.id).toBe("sword");
});
it("should skip occupied cells and find next valid position", () => {
const inv = createGridInventory<GameItemMeta>(6, 4);
// Place first item manually at origin
const firstItem = createTestItem(
"existing",
"oee",
) as unknown as GameItem;
placeItem(inv, firstItem);
const itemData = createTestItemData("shield", "盾牌", "o", "防御");
const result = createItemIn(inv, "shield-1", itemData);
expect(result).toEqual({ success: true });
// Shield should be at x=3, y=0 (first available spot after "oee" at x=0-2)
const placedItem = inv.items.get("shield-1");
expect(placedItem?.transform.offset).toEqual({ x: 3, y: 0 });
});
it("should return error when no valid placement exists", () => {
const inv = createGridInventory<GameItemMeta>(3, 3);
// Fill the grid completely with 1x1 items
for (let i = 0; i < 9; i++) {
const itemData = createTestItemData(`item${i}`, `物品${i}`, "o", "");
createItemIn(inv, `item-${i}`, itemData);
}
// Try to place one more item
const itemData = createTestItemData("overflow", "溢出", "oee", "");
const result = createItemIn(inv, "overflow-1", itemData);
expect(result).toEqual({ success: false, reason: "无可用位置" });
});
it("should handle multi-cell items correctly", () => {
const inv = createGridInventory<GameItemMeta>(4, 4);
const itemData = createTestItemData("lshape", "L形", "oes", "特殊");
const result = createItemIn(inv, "lshape-1", itemData);
expect(result).toEqual({ success: true });
expect(inv.items.size).toBe(1);
// Shape "oes" has 3 cells
expect(inv.occupiedCells.size).toBe(3);
});
it("should not place item when inventory is completely full", () => {
const inv = createGridInventory<GameItemMeta>(2, 2);
// Fill with 1x1 items
const itemData = createTestItemData("small", "小物品", "o", "");
createItemIn(inv, "small-1", itemData);
createItemIn(inv, "small-2", itemData);
createItemIn(inv, "small-3", itemData);
createItemIn(inv, "small-4", itemData);
// Grid is now full
const overflowItem = createTestItemData("overflow", "溢出", "o", "");
const result = createItemIn(inv, "overflow-5", overflowItem);
expect(result).toEqual({ success: false, reason: "无可用位置" });
expect(inv.items.size).toBe(4);
}); });
}); });
}); });
@@ -1,19 +1,26 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { generatePointCrawlMap, hasPath } from '@/samples/slay-the-spire-like/system/map/generator'; import {
import { MapNodeType, MapLayerType } from '@/samples/slay-the-spire-like/system/map/types'; generatePointCrawlMap,
import { createRNG } from '@/utils/rng'; hasPath,
import { encounters } from '@/samples/slay-the-spire-like/data/desert'; } from "@/samples/slay-the-spire-like/system/map/generator";
import {
MapNodeType,
MapLayerType,
} from "@/samples/slay-the-spire-like/system/map/types";
import { createRNG } from "@/utils/rng";
import { getEncounters } from "@/samples/slay-the-spire-like/data/desert";
const encounters = getEncounters();
describe('generatePointCrawlMap', () => { describe("generatePointCrawlMap", () => {
it('should generate a map with 10 layers', () => { it("should generate a map with 10 layers", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
expect(map.layers.length).toBe(10); expect(map.layers.length).toBe(10);
}); });
it('should have correct layer structure', () => { it("should have correct layer structure", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const expectedStructure = [ const expectedStructure = [
'start', "start",
MapLayerType.Wild, MapLayerType.Wild,
MapLayerType.Wild, MapLayerType.Wild,
MapLayerType.Settlement, MapLayerType.Settlement,
@@ -22,7 +29,7 @@ describe('generatePointCrawlMap', () => {
MapLayerType.Settlement, MapLayerType.Settlement,
MapLayerType.Wild, MapLayerType.Wild,
MapLayerType.Wild, MapLayerType.Wild,
'end', "end",
]; ];
for (let i = 0; i < expectedStructure.length; i++) { for (let i = 0; i < expectedStructure.length; i++) {
@@ -30,7 +37,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have correct node counts per layer', () => { it("should have correct node counts per layer", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const expectedCounts = [1, 3, 3, 4, 3, 3, 4, 3, 3, 1]; const expectedCounts = [1, 3, 3, 4, 3, 3, 4, 3, 3, 1];
@@ -39,19 +46,23 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have Start and End nodes with correct types', () => { it("should have Start and End nodes with correct types", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const startNode = map.nodes.get('node-0-0'); const startNode = map.nodes.get("node-0-0");
const endNode = map.nodes.get('node-9-0'); const endNode = map.nodes.get("node-9-0");
expect(startNode?.type).toBe(MapNodeType.Start); expect(startNode?.type).toBe(MapNodeType.Start);
expect(endNode?.type).toBe(MapNodeType.End); expect(endNode?.type).toBe(MapNodeType.End);
}); });
it('should have wild layers with minion/elite/event types', () => { it("should have wild layers with minion/elite/event types", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const wildLayerIndices = [1, 2, 4, 5, 7, 8]; const wildLayerIndices = [1, 2, 4, 5, 7, 8];
const validWildTypes = new Set([MapNodeType.Minion, MapNodeType.Elite, MapNodeType.Event]); const validWildTypes = new Set([
MapNodeType.Minion,
MapNodeType.Elite,
MapNodeType.Event,
]);
for (const layerIdx of wildLayerIndices) { for (const layerIdx of wildLayerIndices) {
const layer = map.layers[layerIdx]; const layer = map.layers[layerIdx];
@@ -63,13 +74,13 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have settlement layers with at least 1 camp, 1 shop, 1 curio', () => { it("should have settlement layers with at least 1 camp, 1 shop, 1 curio", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const settlementLayerIndices = [3, 6]; const settlementLayerIndices = [3, 6];
for (const layerIdx of settlementLayerIndices) { for (const layerIdx of settlementLayerIndices) {
const layer = map.layers[layerIdx]; const layer = map.layers[layerIdx];
const nodeTypes = layer.nodeIds.map(id => map.nodes.get(id)!.type); const nodeTypes = layer.nodeIds.map((id) => map.nodes.get(id)!.type);
expect(nodeTypes).toContain(MapNodeType.Camp); expect(nodeTypes).toContain(MapNodeType.Camp);
expect(nodeTypes).toContain(MapNodeType.Shop); expect(nodeTypes).toContain(MapNodeType.Shop);
@@ -78,16 +89,18 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have Start connected to all 3 wild nodes', () => { it("should have Start connected to all 3 wild nodes", () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const startNode = map.nodes.get('node-0-0'); const startNode = map.nodes.get("node-0-0");
const wildLayer = map.layers[1]; const wildLayer = map.layers[1];
expect(startNode?.childIds.length).toBe(3); expect(startNode?.childIds.length).toBe(3);
expect(startNode?.childIds).toEqual(expect.arrayContaining(wildLayer.nodeIds)); expect(startNode?.childIds).toEqual(
expect.arrayContaining(wildLayer.nodeIds),
);
}); });
it('should have each wild node connect to 1 wild node in wild→wild layers', () => { it("should have each wild node connect to 1 wild node in wild→wild layers", () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const wildToWildTransitions = [ const wildToWildTransitions = [
{ src: 1, tgt: 2 }, { src: 1, tgt: 2 },
@@ -106,7 +119,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have each wild node connect to 2 settlement nodes in wild→settlement layers', () => { it("should have each wild node connect to 2 settlement nodes in wild→settlement layers", () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const wildToSettlementTransitions = [ const wildToSettlementTransitions = [
{ src: 2, tgt: 3 }, { src: 2, tgt: 3 },
@@ -126,7 +139,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have settlement nodes connect correctly (1-2-2-1 pattern)', () => { it("should have settlement nodes connect correctly (1-2-2-1 pattern)", () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const settlementToWildTransitions = [ const settlementToWildTransitions = [
{ src: 3, tgt: 4 }, { src: 3, tgt: 4 },
@@ -154,10 +167,10 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have all 3 wild nodes connect to End', () => { it("should have all 3 wild nodes connect to End", () => {
const map = generatePointCrawlMap(createRNG(42), encounters); const map = generatePointCrawlMap(createRNG(42), encounters);
const lastWildLayer = map.layers[8]; const lastWildLayer = map.layers[8];
const endNode = map.nodes.get('node-9-0'); const endNode = map.nodes.get("node-9-0");
for (const wildId of lastWildLayer.nodeIds) { for (const wildId of lastWildLayer.nodeIds) {
const wildNode = map.nodes.get(wildId); const wildNode = map.nodes.get(wildId);
@@ -165,10 +178,10 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should have all nodes reachable from Start and can reach End', () => { it("should have all nodes reachable from Start and can reach End", () => {
const map = generatePointCrawlMap(createRNG(123), encounters); const map = generatePointCrawlMap(createRNG(123), encounters);
const startId = 'node-0-0'; const startId = "node-0-0";
const endId = 'node-9-0'; const endId = "node-9-0";
for (const nodeId of map.nodes.keys()) { for (const nodeId of map.nodes.keys()) {
if (nodeId === startId || nodeId === endId) continue; if (nodeId === startId || nodeId === endId) continue;
@@ -177,7 +190,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should not have crossing edges in wild→wild transitions', () => { it("should not have crossing edges in wild→wild transitions", () => {
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToWildTransitions = [ const wildToWildTransitions = [
{ src: 1, tgt: 2 }, { src: 1, tgt: 2 },
@@ -215,7 +228,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should not have crossing edges in wild→settlement transitions', () => { it("should not have crossing edges in wild→settlement transitions", () => {
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToSettlementTransitions = [ const wildToSettlementTransitions = [
{ src: 2, tgt: 3 }, { src: 2, tgt: 3 },
@@ -252,7 +265,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should not have crossing edges in settlement→wild transitions', () => { it("should not have crossing edges in settlement→wild transitions", () => {
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const settlementToWildTransitions = [ const settlementToWildTransitions = [
{ src: 3, tgt: 4 }, { src: 3, tgt: 4 },
@@ -289,7 +302,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should assign encounters to all non-Start/End nodes', () => { it("should assign encounters to all non-Start/End nodes", () => {
const map = generatePointCrawlMap(createRNG(456), encounters); const map = generatePointCrawlMap(createRNG(456), encounters);
for (const node of map.nodes.values()) { for (const node of map.nodes.values()) {
@@ -298,14 +311,17 @@ describe('generatePointCrawlMap', () => {
expect(node.encounter).toBeUndefined(); expect(node.encounter).toBeUndefined();
} else { } else {
// All other nodes (minion/elite/event/camp/shop/curio) must have encounters // All other nodes (minion/elite/event/camp/shop/curio) must have encounters
expect(node.encounter, `Node ${node.id} (${node.type}) should have encounter data`).toBeDefined(); expect(
node.encounter,
`Node ${node.id} (${node.type}) should have encounter data`,
).toBeDefined();
expect(node.encounter!.name).toBeTruthy(); expect(node.encounter!.name).toBeTruthy();
expect(node.encounter!.description).toBeTruthy(); expect(node.encounter!.description).toBeTruthy();
} }
} }
}); });
it('should assign encounters to all nodes across multiple seeds', () => { it("should assign encounters to all nodes across multiple seeds", () => {
// Test multiple seeds to ensure no random failure // Test multiple seeds to ensure no random failure
for (let seed = 0; seed < 20; seed++) { for (let seed = 0; seed < 20; seed++) {
const map = generatePointCrawlMap(createRNG(seed), encounters); const map = generatePointCrawlMap(createRNG(seed), encounters);
@@ -314,14 +330,17 @@ describe('generatePointCrawlMap', () => {
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) { if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
continue; continue;
} }
expect(node.encounter, `Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`).toBeDefined(); expect(
node.encounter,
`Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`,
).toBeDefined();
expect(node.encounter!.name).toBeTruthy(); expect(node.encounter!.name).toBeTruthy();
expect(node.encounter!.description).toBeTruthy(); expect(node.encounter!.description).toBeTruthy();
} }
} }
}); });
it('should minimize same-layer repetitions in wild layer pairs', () => { it("should minimize same-layer repetitions in wild layer pairs", () => {
// Test that wild layers in pairs (1-2, 4-5, 7-8) have minimal duplicate types within each layer // Test that wild layers in pairs (1-2, 4-5, 7-8) have minimal duplicate types within each layer
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildPairIndices = [ const wildPairIndices = [
@@ -335,12 +354,12 @@ describe('generatePointCrawlMap', () => {
const layer2 = map.layers[layer2Idx]; const layer2 = map.layers[layer2Idx];
// Count repetitions in layer 1 // Count repetitions in layer 1
const layer1Types = layer1.nodeIds.map(id => map.nodes.get(id)!.type); const layer1Types = layer1.nodeIds.map((id) => map.nodes.get(id)!.type);
const layer1Unique = new Set(layer1Types).size; const layer1Unique = new Set(layer1Types).size;
const layer1Repetitions = layer1Types.length - layer1Unique; const layer1Repetitions = layer1Types.length - layer1Unique;
// Count repetitions in layer 2 // Count repetitions in layer 2
const layer2Types = layer2.nodeIds.map(id => map.nodes.get(id)!.type); const layer2Types = layer2.nodeIds.map((id) => map.nodes.get(id)!.type);
const layer2Unique = new Set(layer2Types).size; const layer2Unique = new Set(layer2Types).size;
const layer2Repetitions = layer2Types.length - layer2Unique; const layer2Repetitions = layer2Types.length - layer2Unique;
@@ -351,7 +370,7 @@ describe('generatePointCrawlMap', () => {
} }
}); });
it('should minimize adjacent repetitions in wild→wild connections', () => { it("should minimize adjacent repetitions in wild→wild connections", () => {
// Test that wild nodes connected by wild→wild edges have different types // Test that wild nodes connected by wild→wild edges have different types
const map = generatePointCrawlMap(createRNG(12345), encounters); const map = generatePointCrawlMap(createRNG(12345), encounters);
const wildToWildPairs = [ const wildToWildPairs = [
@@ -1,18 +1,18 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape'; import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import { import {
checkCollision, checkCollision,
checkBoardCollision, checkBoardCollision,
checkBounds, checkBounds,
validatePlacement, validateShapePlacement,
transformShape, transformShape,
getOccupiedCells, getOccupiedCells,
IDENTITY_TRANSFORM, IDENTITY_TRANSFORM,
} from '@/samples/slay-the-spire-like/system/utils/shape-collision'; } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
describe('parseShapeString', () => { describe("parseShapeString", () => {
it('should parse a single cell with o', () => { it("should parse a single cell with o", () => {
const result = parseShapeString('o'); const result = parseShapeString("o");
expect(result.grid).toEqual([[true]]); expect(result.grid).toEqual([[true]]);
expect(result.width).toBe(1); expect(result.width).toBe(1);
expect(result.height).toBe(1); expect(result.height).toBe(1);
@@ -21,8 +21,8 @@ describe('parseShapeString', () => {
expect(result.originY).toBe(0); expect(result.originY).toBe(0);
}); });
it('should parse a horizontal line', () => { it("should parse a horizontal line", () => {
const result = parseShapeString('oee'); const result = parseShapeString("oee");
expect(result.width).toBe(3); expect(result.width).toBe(3);
expect(result.height).toBe(1); expect(result.height).toBe(1);
expect(result.count).toBe(3); expect(result.count).toBe(3);
@@ -31,8 +31,8 @@ describe('parseShapeString', () => {
expect(result.originY).toBe(0); expect(result.originY).toBe(0);
}); });
it('should parse a vertical line', () => { it("should parse a vertical line", () => {
const result = parseShapeString('oss'); const result = parseShapeString("oss");
expect(result.width).toBe(1); expect(result.width).toBe(1);
expect(result.height).toBe(3); expect(result.height).toBe(3);
expect(result.count).toBe(3); expect(result.count).toBe(3);
@@ -41,8 +41,8 @@ describe('parseShapeString', () => {
expect(result.originY).toBe(0); expect(result.originY).toBe(0);
}); });
it('should parse an L shape', () => { it("should parse an L shape", () => {
const result = parseShapeString('oes'); const result = parseShapeString("oes");
expect(result.width).toBe(2); expect(result.width).toBe(2);
expect(result.height).toBe(2); expect(result.height).toBe(2);
expect(result.count).toBe(3); expect(result.count).toBe(3);
@@ -52,47 +52,47 @@ describe('parseShapeString', () => {
]); ]);
}); });
it('should handle return command', () => { it("should handle return command", () => {
const result = parseShapeString('oeerww'); const result = parseShapeString("oeerww");
expect(result.width).toBe(4); expect(result.width).toBe(4);
expect(result.height).toBe(1); expect(result.height).toBe(1);
expect(result.count).toBe(4); expect(result.count).toBe(4);
expect(result.grid).toEqual([[true, true, true, true]]); expect(result.grid).toEqual([[true, true, true, true]]);
}); });
it('should handle case insensitivity', () => { it("should handle case insensitivity", () => {
const resultLower = parseShapeString('oes'); const resultLower = parseShapeString("oes");
const resultUpper = parseShapeString('OES'); const resultUpper = parseShapeString("OES");
expect(resultLower.grid).toEqual(resultUpper.grid); expect(resultLower.grid).toEqual(resultUpper.grid);
expect(resultLower.count).toBe(resultUpper.count); expect(resultLower.count).toBe(resultUpper.count);
}); });
it('should return empty grid for empty input', () => { it("should return empty grid for empty input", () => {
const result = parseShapeString(''); const result = parseShapeString("");
expect(result.grid).toEqual([[]]); expect(result.grid).toEqual([[]]);
expect(result.width).toBe(0); expect(result.width).toBe(0);
expect(result.height).toBe(1); expect(result.height).toBe(1);
expect(result.count).toBe(0); expect(result.count).toBe(0);
}); });
it('should track origin correctly', () => { it("should track origin correctly", () => {
// eeso: e(1,0), e(2,0), s(2,1), o sets origin at (2,1) // eeso: e(1,0), e(2,0), s(2,1), o sets origin at (2,1)
// After normalization: minX=1, minY=0, so originX = 2-1 = 1, originY = 1-0 = 1 // After normalization: minX=1, minY=0, so originX = 2-1 = 1, originY = 1-0 = 1
const result = parseShapeString('eeso'); const result = parseShapeString("eeso");
expect(result.originX).toBe(1); expect(result.originX).toBe(1);
expect(result.originY).toBe(1); expect(result.originY).toBe(1);
}); });
it('should track origin at first o only', () => { it("should track origin at first o only", () => {
const result = parseShapeString('oes'); const result = parseShapeString("oes");
expect(result.originX).toBe(0); expect(result.originX).toBe(0);
expect(result.originY).toBe(0); expect(result.originY).toBe(0);
}); });
it('should handle complex T shape', () => { it("should handle complex T shape", () => {
// oewers: o(0,0), e(1,0), w(0,0), e(1,0), r->(0,0), s(0,1) // oewers: o(0,0), e(1,0), w(0,0), e(1,0), r->(0,0), s(0,1)
// Filled: (0,0), (1,0), (0,1) - 3 cells // Filled: (0,0), (1,0), (0,1) - 3 cells
const result = parseShapeString('oewers'); const result = parseShapeString("oewers");
expect(result.width).toBe(2); expect(result.width).toBe(2);
expect(result.height).toBe(2); expect(result.height).toBe(2);
expect(result.count).toBe(3); expect(result.count).toBe(3);
@@ -103,16 +103,16 @@ describe('parseShapeString', () => {
}); });
}); });
describe('shape-collision', () => { describe("shape-collision", () => {
describe('getOccupiedCells', () => { describe("getOccupiedCells", () => {
it('should return cells for a single cell shape', () => { it("should return cells for a single cell shape", () => {
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const cells = getOccupiedCells(shape); const cells = getOccupiedCells(shape);
expect(cells).toEqual([{ x: 0, y: 0 }]); expect(cells).toEqual([{ x: 0, y: 0 }]);
}); });
it('should return cells for a horizontal line', () => { it("should return cells for a horizontal line", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const cells = getOccupiedCells(shape); const cells = getOccupiedCells(shape);
expect(cells).toEqual([ expect(cells).toEqual([
{ x: 0, y: 0 }, { x: 0, y: 0 },
@@ -120,8 +120,8 @@ describe('shape-collision', () => {
]); ]);
}); });
it('should return cells for an L shape', () => { it("should return cells for an L shape", () => {
const shape = parseShapeString('oes'); const shape = parseShapeString("oes");
const cells = getOccupiedCells(shape); const cells = getOccupiedCells(shape);
expect(cells).toEqual([ expect(cells).toEqual([
{ x: 0, y: 0 }, { x: 0, y: 0 },
@@ -131,49 +131,49 @@ describe('shape-collision', () => {
}); });
}); });
describe('checkCollision', () => { describe("checkCollision", () => {
it('should detect collision between overlapping shapes', () => { it("should detect collision between overlapping shapes", () => {
const shapeA = parseShapeString('o'); const shapeA = parseShapeString("o");
const shapeB = parseShapeString('o'); const shapeB = parseShapeString("o");
const result = checkCollision( const result = checkCollision(
shapeA, shapeA,
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
shapeB, shapeB,
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } } { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
); );
expect(result).toBe(true); expect(result).toBe(true);
}); });
it('should not detect collision between non-overlapping shapes', () => { it("should not detect collision between non-overlapping shapes", () => {
const shapeA = parseShapeString('o'); const shapeA = parseShapeString("o");
const shapeB = parseShapeString('o'); const shapeB = parseShapeString("o");
const result = checkCollision( const result = checkCollision(
shapeA, shapeA,
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
shapeB, shapeB,
{ ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } } { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } },
); );
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should detect collision with adjacent shapes', () => { it("should detect collision with adjacent shapes", () => {
const shapeA = parseShapeString('o'); const shapeA = parseShapeString("o");
const shapeB = parseShapeString('o'); const shapeB = parseShapeString("o");
const result = checkCollision( const result = checkCollision(
shapeA, shapeA,
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
shapeB, shapeB,
{ ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } } { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } },
); );
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should detect collision with rotation', () => { it("should detect collision with rotation", () => {
const shapeA = parseShapeString('oe'); const shapeA = parseShapeString("oe");
const shapeB = parseShapeString('os'); const shapeB = parseShapeString("os");
// shapeA is horizontal at (0,0)-(1,0) // shapeA is horizontal at (0,0)-(1,0)
// shapeB rotated 90° becomes vertical at (0,0)-(0,1) // shapeB rotated 90° becomes vertical at (0,0)-(0,1)
@@ -182,130 +182,142 @@ describe('shape-collision', () => {
shapeA, shapeA,
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
shapeB, shapeB,
{ ...IDENTITY_TRANSFORM, rotation: 90, offset: { x: 0, y: 0 } } { ...IDENTITY_TRANSFORM, rotation: 90, offset: { x: 0, y: 0 } },
); );
expect(result).toBe(true); expect(result).toBe(true);
}); });
}); });
describe('checkBoardCollision', () => { describe("checkBoardCollision", () => {
it('should detect collision with occupied cells', () => { it("should detect collision with occupied cells", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const occupied = new Set(['0,0', '1,0']); const occupied = new Set(["0,0", "1,0"]);
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied); const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
expect(result).toBe(true); expect(result).toBe(true);
}); });
it('should not detect collision with empty board', () => { it("should not detect collision with empty board", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const occupied = new Set<string>(); const occupied = new Set<string>();
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied); const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should detect collision after translation', () => { it("should detect collision after translation", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const occupied = new Set(['5,5', '6,5']); const occupied = new Set(["5,5", "6,5"]);
const result = checkBoardCollision( const result = checkBoardCollision(
shape, shape,
{ ...IDENTITY_TRANSFORM, offset: { x: 5, y: 5 } }, { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 5 } },
occupied occupied,
); );
expect(result).toBe(true); expect(result).toBe(true);
}); });
}); });
describe('checkBounds', () => { describe("checkBounds", () => {
it('should return true for shape within bounds', () => { it("should return true for shape within bounds", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const result = checkBounds(shape, IDENTITY_TRANSFORM, 10, 10); const result = checkBounds(shape, IDENTITY_TRANSFORM, 10, 10);
expect(result).toBe(true); expect(result).toBe(true);
}); });
it('should return false for shape outside bounds', () => { it("should return false for shape outside bounds", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const result = checkBounds( const result = checkBounds(
shape, shape,
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
10, 10,
10 10,
); );
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should return false for negative coordinates', () => { it("should return false for negative coordinates", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const result = checkBounds( const result = checkBounds(
shape, shape,
{ ...IDENTITY_TRANSFORM, offset: { x: -1, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: -1, y: 0 } },
10, 10,
10 10,
); );
expect(result).toBe(false); expect(result).toBe(false);
}); });
it('should return true for shape at boundary edge', () => { it("should return true for shape at boundary edge", () => {
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const result = checkBounds( const result = checkBounds(
shape, shape,
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 9 } }, { ...IDENTITY_TRANSFORM, offset: { x: 9, y: 9 } },
10, 10,
10 10,
); );
expect(result).toBe(true); expect(result).toBe(true);
}); });
}); });
describe('validatePlacement', () => { describe("validatePlacement", () => {
it('should return valid for good placement', () => { it("should return valid for good placement", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const occupied = new Set<string>(); const occupied = new Set<string>();
const result = validatePlacement(shape, IDENTITY_TRANSFORM, 10, 10, occupied); const result = validateShapePlacement(
shape,
IDENTITY_TRANSFORM,
10,
10,
occupied,
);
expect(result).toEqual({ valid: true }); expect(result).toEqual({ valid: true });
}); });
it('should return invalid for out of bounds', () => { it("should return invalid for out of bounds", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const occupied = new Set<string>(); const occupied = new Set<string>();
const result = validatePlacement( const result = validateShapePlacement(
shape, shape,
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } }, { ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
10, 10,
10, 10,
occupied occupied,
); );
expect(result).toEqual({ valid: false, reason: '超出边界' }); expect(result).toEqual({ valid: false, reason: "超出边界" });
}); });
it('should return invalid for collision', () => { it("should return invalid for collision", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const occupied = new Set(['0,0', '1,0']); const occupied = new Set(["0,0", "1,0"]);
const result = validatePlacement(shape, IDENTITY_TRANSFORM, 10, 10, occupied); const result = validateShapePlacement(
expect(result).toEqual({ valid: false, reason: '与已有形状重叠' }); shape,
IDENTITY_TRANSFORM,
10,
10,
occupied,
);
expect(result).toEqual({ valid: false, reason: "与已有形状重叠" });
}); });
}); });
describe('transformShape', () => { describe("transformShape", () => {
it('should apply translation correctly', () => { it("should apply translation correctly", () => {
const shape = parseShapeString('o'); const shape = parseShapeString("o");
const transform = { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 3 } }; const transform = { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 3 } };
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
expect(cells).toEqual([{ x: 5, y: 3 }]); expect(cells).toEqual([{ x: 5, y: 3 }]);
}); });
it('should apply 90° rotation correctly', () => { it("should apply 90° rotation correctly", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const transform = { ...IDENTITY_TRANSFORM, rotation: 90 }; const transform = { ...IDENTITY_TRANSFORM, rotation: 90 };
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
@@ -315,8 +327,8 @@ describe('shape-collision', () => {
]); ]);
}); });
it('should apply horizontal flip correctly', () => { it("should apply horizontal flip correctly", () => {
const shape = parseShapeString('oe'); const shape = parseShapeString("oe");
const transform = { ...IDENTITY_TRANSFORM, flipX: true }; const transform = { ...IDENTITY_TRANSFORM, flipX: true };
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
@@ -326,8 +338,8 @@ describe('shape-collision', () => {
]); ]);
}); });
it('should apply vertical flip correctly', () => { it("should apply vertical flip correctly", () => {
const shape = parseShapeString('os'); const shape = parseShapeString("os");
const transform = { ...IDENTITY_TRANSFORM, flipY: true }; const transform = { ...IDENTITY_TRANSFORM, flipY: true };
const cells = transformShape(shape, transform); const cells = transformShape(shape, transform);
@@ -337,8 +349,8 @@ describe('shape-collision', () => {
]); ]);
}); });
it('should combine rotation and translation', () => { it("should combine rotation and translation", () => {
const shape = parseShapeString('os'); const shape = parseShapeString("os");
const transform = { const transform = {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
rotation: 90, rotation: 90,
+219
View File
@@ -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" });
});
});
});
+177 -118
View File
@@ -1,5 +1,5 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { parseCommandSchema } from '@/utils/command/schema-parse'; import { parseCommandSchema } from "@/utils/command/schema-parse";
import { import {
createCommandRegistry, createCommandRegistry,
registerCommand, registerCommand,
@@ -10,109 +10,120 @@ import {
createCommandRunnerContext, createCommandRunnerContext,
type CommandRegistry, type CommandRegistry,
type CommandRunnerContextExport, type CommandRunnerContextExport,
} from '@/utils/command/command-registry'; } from "@/utils/command/command-registry";
import type { CommandRunner, PromptEvent } from '@/utils/command/command-runner'; import type {
CommandRunner,
PromptEvent,
} from "@/utils/command/command-runner";
type TestContext = { type TestContext = {
counter: number; counter: number;
log: string[]; log: string[];
}; };
describe('CommandRegistry', () => { describe("CommandRegistry", () => {
it('should create an empty registry', () => { it("should create an empty registry", () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
expect(registry.size).toBe(0); expect(registry.size).toBe(0);
}); });
it('should register a command', () => { it("should register a command", () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext, number> = { const runner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('add <a> <b>'), schema: parseCommandSchema("add <a> <b>"),
run: async function (cmd) { run: async function (cmd) {
return Number(cmd.params[0]) + Number(cmd.params[1]); return Number(cmd.params[0]) + Number(cmd.params[1]);
}, },
}; };
registerCommand(registry, runner); registerCommand(registry, runner);
expect(registry.size).toBe(1); expect(registry.size).toBe(1);
expect(hasCommand(registry, 'add')).toBe(true); expect(hasCommand(registry, "add")).toBe(true);
}); });
it('should unregister a command', () => { it("should unregister a command", () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext> = { const runner: CommandRunner<TestContext> = {
schema: parseCommandSchema('remove'), schema: parseCommandSchema("remove"),
run: async () => {}, run: async () => {},
}; };
registerCommand(registry, runner); registerCommand(registry, runner);
expect(hasCommand(registry, 'remove')).toBe(true); expect(hasCommand(registry, "remove")).toBe(true);
unregisterCommand(registry, 'remove'); unregisterCommand(registry, "remove");
expect(hasCommand(registry, 'remove')).toBe(false); expect(hasCommand(registry, "remove")).toBe(false);
}); });
it('should get a command runner', () => { it("should get a command runner", () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext> = { const runner: CommandRunner<TestContext> = {
schema: parseCommandSchema('get'), schema: parseCommandSchema("get"),
run: async () => {}, run: async () => {},
}; };
registerCommand(registry, runner); registerCommand(registry, runner);
const retrieved = getCommand(registry, 'get'); const retrieved = getCommand(registry, "get");
expect(retrieved).toBe(runner); expect(retrieved).toBe(runner);
}); });
it('should return undefined for unknown command', () => { it("should return undefined for unknown command", () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const retrieved = getCommand(registry, 'unknown'); const retrieved = getCommand(registry, "unknown");
expect(retrieved).toBeUndefined(); expect(retrieved).toBeUndefined();
}); });
}); });
describe('runCommand', () => { describe("runCommand", () => {
it('should run a command successfully', async () => { it("should run a command successfully", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext, number> = { const runner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('add <a> <b>'), schema: parseCommandSchema("add <a> <b>"),
run: async function (cmd) { run: async function (cmd) {
return Number(cmd.params[0]) + Number(cmd.params[1]); return Number(cmd.params[0]) + Number(cmd.params[1]);
}, },
}; };
registerCommand(registry, runner); registerCommand(registry, runner);
const result = await runCommand(registry, { counter: 0, log: [] }, 'add 1 2'); const result = await runCommand(
registry,
{ counter: 0, log: [] },
"add 1 2",
);
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe(3); expect(result.result).toBe(3);
} }
}); });
it('should fail for unknown command', async () => { it("should fail for unknown command", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const result = await runCommand(registry, { counter: 0, log: [] }, 'unknown'); const result = await runCommand(
registry,
{ counter: 0, log: [] },
"unknown",
);
expect(result.success).toBe(false); expect(result.success).toBe(false);
if (!result.success) { if (!result.success) {
expect(result.error).toContain('Unknown command'); expect(result.error).toContain("Unknown command");
} }
}); });
it('should fail for invalid command params', async () => { it("should fail for invalid command params", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext> = { const runner: CommandRunner<TestContext> = {
schema: parseCommandSchema('add <a> <b>'), schema: parseCommandSchema("add <a> <b>"),
run: async () => {}, run: async () => {},
}; };
registerCommand(registry, runner); registerCommand(registry, runner);
const result = await runCommand(registry, { counter: 0, log: [] }, 'add 1'); const result = await runCommand(registry, { counter: 0, log: [] }, "add 1");
expect(result.success).toBe(false); expect(result.success).toBe(false);
if (!result.success) { if (!result.success) {
expect(result.error).toContain('参数不足'); expect(result.error).toContain("参数不足");
} }
}); });
it('should access context via this.context', async () => { it("should access context via this.context", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext, number> = { const runner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('increment'), schema: parseCommandSchema("increment"),
run: async function () { run: async function () {
this.context.counter++; this.context.counter++;
return this.context.counter; return this.context.counter;
@@ -121,30 +132,30 @@ describe('runCommand', () => {
registerCommand(registry, runner); registerCommand(registry, runner);
const ctx = { counter: 0, log: [] }; const ctx = { counter: 0, log: [] };
await runCommand(registry, ctx, 'increment'); await runCommand(registry, ctx, "increment");
expect(ctx.counter).toBe(1); expect(ctx.counter).toBe(1);
}); });
it('should handle async errors', async () => { it("should handle async errors", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext> = { const runner: CommandRunner<TestContext> = {
schema: parseCommandSchema('fail'), schema: parseCommandSchema("fail"),
run: async () => { run: async () => {
throw new Error('Something went wrong'); throw new Error("Something went wrong");
}, },
}; };
registerCommand(registry, runner); registerCommand(registry, runner);
const result = await runCommand(registry, { counter: 0, log: [] }, 'fail'); const result = await runCommand(registry, { counter: 0, log: [] }, "fail");
expect(result.success).toBe(false); expect(result.success).toBe(false);
if (!result.success) { if (!result.success) {
expect(result.error).toBe('Something went wrong'); expect(result.error).toBe("Something went wrong");
} }
}); });
}); });
describe('CommandRunnerContext', () => { describe("CommandRunnerContext", () => {
it('should create a runner context', () => { it("should create a runner context", () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const ctx = { counter: 0, log: [] }; const ctx = { counter: 0, log: [] };
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
@@ -152,10 +163,10 @@ describe('CommandRunnerContext', () => {
expect(runnerCtx.context).toBe(ctx); expect(runnerCtx.context).toBe(ctx);
}); });
it('should run commands via runner context', async () => { it("should run commands via runner context", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const runner: CommandRunner<TestContext, string> = { const runner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('greet <name>'), schema: parseCommandSchema("greet <name>"),
run: async function (cmd) { run: async function (cmd) {
this.context.log.push(`Hello, ${cmd.params[0]}!`); this.context.log.push(`Hello, ${cmd.params[0]}!`);
return `Hello, ${cmd.params[0]}!`; return `Hello, ${cmd.params[0]}!`;
@@ -165,19 +176,19 @@ describe('CommandRunnerContext', () => {
const ctx = { counter: 0, log: [] }; const ctx = { counter: 0, log: [] };
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
const result = await runnerCtx.run('greet World'); const result = await runnerCtx.run("greet World");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('Hello, World!'); expect(result.result).toBe("Hello, World!");
} }
expect(ctx.log).toEqual(['Hello, World!']); expect(ctx.log).toEqual(["Hello, World!"]);
}); });
it('should allow commands to call other commands via this.run', async () => { it("should allow commands to call other commands via this.run", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const addRunner: CommandRunner<TestContext, number> = { const addRunner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('add <a> <b>'), schema: parseCommandSchema("add <a> <b>"),
run: async function (cmd) { run: async function (cmd) {
return Number(cmd.params[0]) + Number(cmd.params[1]); return Number(cmd.params[0]) + Number(cmd.params[1]);
}, },
@@ -186,12 +197,12 @@ describe('CommandRunnerContext', () => {
registerCommand(registry, addRunner); registerCommand(registry, addRunner);
const multiplyRunner: CommandRunner<TestContext, number> = { const multiplyRunner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('multiply <a> <b>'), schema: parseCommandSchema("multiply <a> <b>"),
run: async function (cmd) { run: async function (cmd) {
const a = Number(cmd.params[0]); const a = Number(cmd.params[0]);
const b = Number(cmd.params[1]); const b = Number(cmd.params[1]);
const addResult = await this.run(`add ${a} ${a}`); const addResult = await this.run(`add ${a} ${a}`);
if (!addResult.success) throw new Error('add failed'); if (!addResult.success) throw new Error("add failed");
return (addResult.result as number) * b; return (addResult.result as number) * b;
}, },
}; };
@@ -199,18 +210,18 @@ describe('CommandRunnerContext', () => {
registerCommand(registry, multiplyRunner); registerCommand(registry, multiplyRunner);
const ctx = { counter: 0, log: [] }; const ctx = { counter: 0, log: [] };
const result = await runCommand(registry, ctx, 'multiply 3 4'); const result = await runCommand(registry, ctx, "multiply 3 4");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe(24); expect(result.result).toBe(24);
} }
}); });
it('should allow commands to call other commands via this.runParsed', async () => { it("should allow commands to call other commands via this.runParsed", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const doubleRunner: CommandRunner<TestContext, number> = { const doubleRunner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('double <n>'), schema: parseCommandSchema("double <n>"),
run: async function (cmd) { run: async function (cmd) {
return Number(cmd.params[0]) * 2; return Number(cmd.params[0]) * 2;
}, },
@@ -219,11 +230,16 @@ describe('CommandRunnerContext', () => {
registerCommand(registry, doubleRunner); registerCommand(registry, doubleRunner);
const quadrupleRunner: CommandRunner<TestContext, number> = { const quadrupleRunner: CommandRunner<TestContext, number> = {
schema: parseCommandSchema('quadruple <n>'), schema: parseCommandSchema("quadruple <n>"),
run: async function (cmd) { run: async function (cmd) {
const n = Number(cmd.params[0]); const n = Number(cmd.params[0]);
const doubleResult = await this.runParsed({ name: 'double', params: [String(n)], options: {}, flags: {} }); const doubleResult = await this.runParsed({
if (!doubleResult.success) throw new Error('double failed'); name: "double",
params: [String(n)],
options: {},
flags: {},
});
if (!doubleResult.success) throw new Error("double failed");
return (doubleResult.result as number) * 2; return (doubleResult.result as number) * 2;
}, },
}; };
@@ -231,7 +247,7 @@ describe('CommandRunnerContext', () => {
registerCommand(registry, quadrupleRunner); registerCommand(registry, quadrupleRunner);
const ctx = { counter: 0, log: [] }; const ctx = { counter: 0, log: [] };
const result = await runCommand(registry, ctx, 'quadruple 5'); const result = await runCommand(registry, ctx, "quadruple 5");
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe(20); expect(result.result).toBe(20);
@@ -239,14 +255,17 @@ describe('CommandRunnerContext', () => {
}); });
}); });
describe('prompt', () => { describe("prompt", () => {
it('should dispatch prompt event with string schema', async () => { it("should dispatch prompt event with string schema", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const chooseRunner: CommandRunner<TestContext, string> = { const chooseRunner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('choose'), schema: parseCommandSchema("choose"),
run: async function () { run: async function () {
const result = await this.prompt('select <card>', (cmd) => cmd.params[0] as string); const result = await this.prompt(
parseCommandSchema("select <card>"),
(cmd) => cmd.params[0] as string,
);
return result; return result;
}, },
}; };
@@ -257,27 +276,30 @@ describe('prompt', () => {
let promptEvent: PromptEvent | null = null; let promptEvent: PromptEvent | null = null;
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvent = e; promptEvent = e;
}); });
const runPromise = runnerCtx.run('choose'); const runPromise = runnerCtx.run("choose");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
expect(promptEvent!.schema.name).toBe('select'); expect(promptEvent!.schema.name).toBe("select");
promptEvent!.cancel('test cleanup'); promptEvent!.cancel("test cleanup");
await runPromise; await runPromise;
}); });
it('should resolve prompt with valid input', async () => { it("should resolve prompt with valid input", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const chooseRunner: CommandRunner<TestContext, string> = { const chooseRunner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('choose'), schema: parseCommandSchema("choose"),
run: async function () { run: async function () {
const result = await this.prompt('select <card>', (card) => card as string); const result = await this.prompt(
parseCommandSchema("select <card>"),
(card) => card as string,
);
this.context.log.push(`selected ${result}`); this.context.log.push(`selected ${result}`);
return result; return result;
}, },
@@ -289,36 +311,39 @@ describe('prompt', () => {
let promptEvent: PromptEvent | null = null; let promptEvent: PromptEvent | null = null;
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvent = e; promptEvent = e;
}); });
const runPromise = runnerCtx.run('choose'); const runPromise = runnerCtx.run("choose");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
const parsed = { name: 'select', params: ['Ace'], options: {}, flags: {} }; const parsed = { name: "select", params: ["Ace"], options: {}, flags: {} };
const error = promptEvent!.tryCommit(parsed); const error = promptEvent!.tryCommit(parsed);
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('Ace'); expect(result.result).toBe("Ace");
} }
expect(ctx.log).toEqual(['selected Ace']); expect(ctx.log).toEqual(["selected Ace"]);
}); });
it('should reject prompt with invalid input', async () => { it("should reject prompt with invalid input", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const chooseRunner: CommandRunner<TestContext, string> = { const chooseRunner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('choose'), schema: parseCommandSchema("choose"),
run: async function () { run: async function () {
try { try {
await this.prompt('select <card>', (card) => card as string); await this.prompt(
return 'unexpected success'; parseCommandSchema("select <card>"),
(card) => card as string,
);
return "unexpected success";
} catch (e) { } catch (e) {
return (e as Error).message; return (e as Error).message;
} }
@@ -331,30 +356,30 @@ describe('prompt', () => {
let promptEvent: PromptEvent | null = null; let promptEvent: PromptEvent | null = null;
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvent = e; promptEvent = e;
}); });
const runPromise = runnerCtx.run('choose'); const runPromise = runnerCtx.run("choose");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
promptEvent!.cancel('user cancelled'); promptEvent!.cancel("user cancelled");
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('user cancelled'); expect(result.result).toBe("user cancelled");
} }
}); });
it('should accept CommandSchema object in prompt', async () => { it("should accept CommandSchema object in prompt", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const schema = parseCommandSchema('pick <item>'); const schema = parseCommandSchema("pick <item>");
const pickRunner: CommandRunner<TestContext, string> = { const pickRunner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('pick'), schema: parseCommandSchema("pick"),
run: async function () { run: async function () {
const result = await this.prompt(schema, (item) => item as string); const result = await this.prompt(schema, (item) => item as string);
return result; return result;
@@ -367,34 +392,45 @@ describe('prompt', () => {
let promptEvent: PromptEvent | null = null; let promptEvent: PromptEvent | null = null;
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvent = e; promptEvent = e;
}); });
const runPromise = runnerCtx.run('pick'); const runPromise = runnerCtx.run("pick");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
expect(promptEvent!.schema.name).toBe('pick'); expect(promptEvent!.schema.name).toBe("pick");
const error = promptEvent!.tryCommit({ name: 'pick', params: ['sword'], options: {}, flags: {} }); const error = promptEvent!.tryCommit({
name: "pick",
params: ["sword"],
options: {},
flags: {},
});
expect(error).toBeNull(); expect(error).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('sword'); expect(result.result).toBe("sword");
} }
}); });
it('should allow multiple sequential prompts', async () => { it("should allow multiple sequential prompts", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const multiPromptRunner: CommandRunner<TestContext, string[]> = { const multiPromptRunner: CommandRunner<TestContext, string[]> = {
schema: parseCommandSchema('multi'), schema: parseCommandSchema("multi"),
run: async function () { run: async function () {
const first = await this.prompt('first <a>', (a) => a as string); const first = await this.prompt(
const second = await this.prompt('second <b>', (b) => b as string); parseCommandSchema("first <a>"),
(a) => a as string,
);
const second = await this.prompt(
parseCommandSchema("second <b>"),
(b) => b as string,
);
return [first, second]; return [first, second];
}, },
}; };
@@ -405,48 +441,58 @@ describe('prompt', () => {
const promptEvents: PromptEvent[] = []; const promptEvents: PromptEvent[] = [];
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvents.push(e); promptEvents.push(e);
}); });
const runPromise = runnerCtx.run('multi'); const runPromise = runnerCtx.run("multi");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvents.length).toBe(1); expect(promptEvents.length).toBe(1);
expect(promptEvents[0].schema.name).toBe('first'); expect(promptEvents[0].schema.name).toBe("first");
const error1 = promptEvents[0].tryCommit({ name: 'first', params: ['one'], options: {}, flags: {} }); const error1 = promptEvents[0].tryCommit({
name: "first",
params: ["one"],
options: {},
flags: {},
});
expect(error1).toBeNull(); expect(error1).toBeNull();
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvents.length).toBe(2); expect(promptEvents.length).toBe(2);
expect(promptEvents[1].schema.name).toBe('second'); expect(promptEvents[1].schema.name).toBe("second");
const error2 = promptEvents[1].tryCommit({ name: 'second', params: ['two'], options: {}, flags: {} }); const error2 = promptEvents[1].tryCommit({
name: "second",
params: ["two"],
options: {},
flags: {},
});
expect(error2).toBeNull(); expect(error2).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toEqual(['one', 'two']); expect(result.result).toEqual(["one", "two"]);
} }
}); });
it('should validate input with validator function', async () => { it("should validate input with validator function", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const chooseRunner: CommandRunner<TestContext, string> = { const chooseRunner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('choose'), schema: parseCommandSchema("choose"),
run: async function () { run: async function () {
const result = await this.prompt( const result = await this.prompt(
'select <card>', parseCommandSchema("select <card>"),
(card) => { (card) => {
const cardStr = card as string; const cardStr = card as string;
if (!['Ace', 'King', 'Queen'].includes(cardStr)) { if (!["Ace", "King", "Queen"].includes(cardStr)) {
throw `Invalid card: ${cardStr}. Must be Ace, King, or Queen.`; throw `Invalid card: ${cardStr}. Must be Ace, King, or Queen.`;
} }
return cardStr; return cardStr;
} },
); );
return result; return result;
}, },
@@ -458,39 +504,52 @@ describe('prompt', () => {
let promptEvent: PromptEvent | null = null; let promptEvent: PromptEvent | null = null;
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvent = e; promptEvent = e;
}); });
const runPromise = runnerCtx.run('choose'); const runPromise = runnerCtx.run("choose");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
// Try invalid input // Try invalid input
const invalidError = promptEvent!.tryCommit({ name: 'select', params: ['Jack'], options: {}, flags: {} }); const invalidError = promptEvent!.tryCommit({
expect(invalidError).toContain('Invalid card: Jack'); name: "select",
params: ["Jack"],
options: {},
flags: {},
});
expect(invalidError).toContain("Invalid card: Jack");
// Try valid input // Try valid input
const validError = promptEvent!.tryCommit({ name: 'select', params: ['Ace'], options: {}, flags: {} }); const validError = promptEvent!.tryCommit({
name: "select",
params: ["Ace"],
options: {},
flags: {},
});
expect(validError).toBeNull(); expect(validError).toBeNull();
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('Ace'); expect(result.result).toBe("Ace");
} }
}); });
it('should allow cancel with custom reason', async () => { it("should allow cancel with custom reason", async () => {
const registry = createCommandRegistry<TestContext>(); const registry = createCommandRegistry<TestContext>();
const chooseRunner: CommandRunner<TestContext, string> = { const chooseRunner: CommandRunner<TestContext, string> = {
schema: parseCommandSchema('choose'), schema: parseCommandSchema("choose"),
run: async function () { run: async function () {
try { try {
await this.prompt('select <card>', (cmd) => cmd.params[0] as string); await this.prompt(
return 'unexpected success'; parseCommandSchema("select <card>"),
(cmd) => cmd.params[0] as string,
);
return "unexpected success";
} catch (e) { } catch (e) {
return (e as Error).message; return (e as Error).message;
} }
@@ -503,21 +562,21 @@ describe('prompt', () => {
let promptEvent: PromptEvent | null = null; let promptEvent: PromptEvent | null = null;
const runnerCtx = createCommandRunnerContext(registry, ctx); const runnerCtx = createCommandRunnerContext(registry, ctx);
runnerCtx.on('prompt', (e) => { runnerCtx.on("prompt", (e) => {
promptEvent = e; promptEvent = e;
}); });
const runPromise = runnerCtx.run('choose'); const runPromise = runnerCtx.run("choose");
await new Promise((r) => setTimeout(r, 0)); await new Promise((r) => setTimeout(r, 0));
expect(promptEvent).not.toBeNull(); expect(promptEvent).not.toBeNull();
promptEvent!.cancel('custom cancellation reason'); promptEvent!.cancel("custom cancellation reason");
const result = await runPromise; const result = await runPromise;
expect(result.success).toBe(true); expect(result.success).toBe(true);
if (result.success) { if (result.success) {
expect(result.result).toBe('custom cancellation reason'); expect(result.result).toBe("custom cancellation reason");
} }
}); });
}); });
+75 -73
View File
@@ -1,174 +1,176 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { parseCommand, type Command } from '@/utils/command'; import { parseCommand, type Command } from "@/utils/command";
describe('parseCommand', () => { describe("parseCommand", () => {
it('should parse empty string', () => { it("should parse empty string", () => {
const result = parseCommand(''); const result = parseCommand("");
expect(result).toEqual({ expect(result).toEqual({
name: '', name: "",
flags: {}, flags: {},
options: {}, options: {},
params: [] params: [],
}); });
}); });
it('should parse command name only', () => { it("should parse command name only", () => {
const result = parseCommand('move'); const result = parseCommand("move");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: {}, flags: {},
options: {}, options: {},
params: [] params: [],
}); });
}); });
it('should parse command with params', () => { it("should parse command with params", () => {
const result = parseCommand('move meeple1 region1'); const result = parseCommand("move meeple1 region1");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: {}, flags: {},
options: {}, options: {},
params: ['meeple1', 'region1'] params: ["meeple1", "region1"],
}); });
}); });
it('should parse command with long flags', () => { it("should parse command with long flags", () => {
const result = parseCommand('move meeple1 --force --quiet'); const result = parseCommand("move meeple1 --force --quiet");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: { force: true, quiet: true }, flags: { force: true, quiet: true },
options: {}, options: {},
params: ['meeple1'] params: ["meeple1"],
}); });
}); });
it('should parse command with short flags', () => { it("should parse command with short flags", () => {
const result = parseCommand('move meeple1 -f -q'); const result = parseCommand("move meeple1 -f -q");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: { f: true, q: true }, flags: { f: true, q: true },
options: {}, options: {},
params: ['meeple1'] params: ["meeple1"],
}); });
}); });
it('should parse command with long options', () => { it("should parse command with long options", () => {
const result = parseCommand('move meeple1 --x 10 --y 20'); const result = parseCommand("move meeple1 --x 10 --y 20");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: {}, flags: {},
options: { x: '10', y: '20' }, options: { x: "10", y: "20" },
params: ['meeple1'] params: ["meeple1"],
}); });
}); });
it('should parse command with short options', () => { it("should parse command with short options", () => {
const result = parseCommand('move meeple1 -x 10 -y 20'); const result = parseCommand("move meeple1 -x 10 -y 20");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: {}, flags: {},
options: { x: '10', y: '20' }, options: { x: "10", y: "20" },
params: ['meeple1'] params: ["meeple1"],
}); });
}); });
it('should parse command with mixed flags和选项', () => { it("should parse command with mixed flags和选项", () => {
const result = parseCommand('move meeple1 region1 --force -x 10 -q'); const result = parseCommand("move meeple1 region1 --force -x 10 -q");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: { force: true, q: true }, flags: { force: true, q: true },
options: { x: '10' }, options: { x: "10" },
params: ['meeple1', 'region1'] params: ["meeple1", "region1"],
}); });
}); });
it('should handle extra whitespace', () => { it("should handle extra whitespace", () => {
const result = parseCommand(' move meeple1 --force '); const result = parseCommand(" move meeple1 --force ");
expect(result).toEqual({ expect(result).toEqual({
name: 'move', name: "move",
flags: { force: true }, flags: { force: true },
options: {}, options: {},
params: ['meeple1'] params: ["meeple1"],
}); });
}); });
it('should parse complex command', () => { it("should parse complex command", () => {
const result = parseCommand('place meeple1 board --x 5 --y 3 --rotate 90 --force'); const result = parseCommand(
"place meeple1 board --x 5 --y 3 --rotate 90 --force",
);
expect(result).toEqual({ expect(result).toEqual({
name: 'place', name: "place",
flags: { force: true }, flags: { force: true },
options: { x: '5', y: '3', rotate: '90' }, options: { x: "5", y: "3", rotate: "90" },
params: ['meeple1', 'board'] params: ["meeple1", "board"],
}); });
}); });
it('should treat negative number as option value', () => { it("should treat negative number as option value", () => {
const result = parseCommand('set --value -10'); const result = parseCommand("set --value -10");
expect(result).toEqual({ expect(result).toEqual({
name: 'set', name: "set",
flags: {}, flags: {},
options: { value: '-10' }, options: { value: "-10" },
params: [] params: [],
}); });
}); });
it('should parse quoted string with double quotes', () => { it("should parse quoted string with double quotes", () => {
const result = parseCommand('place tile "large castle" --x 5'); const result = parseCommand('place tile "large castle" --x 5');
expect(result).toEqual({ expect(result).toEqual({
name: 'place', name: "place",
flags: {}, flags: {},
options: { x: '5' }, options: { x: "5" },
params: ['tile', 'large castle'] params: ["tile", "large castle"],
}); });
}); });
it('should parse quoted string with single quotes', () => { it("should parse quoted string with single quotes", () => {
const result = parseCommand("place tile 'large castle' --x 5"); const result = parseCommand("place tile 'large castle' --x 5");
expect(result).toEqual({ expect(result).toEqual({
name: 'place', name: "place",
flags: {}, flags: {},
options: { x: '5' }, options: { x: "5" },
params: ['tile', 'large castle'] params: ["tile", "large castle"],
}); });
}); });
it('should handle escaped quotes', () => { it("should handle escaped quotes", () => {
const result = parseCommand('say "hello \\"world\\""'); const result = parseCommand('say "hello \\"world\\""');
expect(result).toEqual({ expect(result).toEqual({
name: 'say', name: "say",
flags: {}, flags: {},
options: {}, options: {},
params: ['hello "world"'] params: ['hello "world"'],
}); });
}); });
it('should handle escaped backslash', () => { it("should handle escaped backslash", () => {
const result = parseCommand('set path "C:\\\\Users"'); const result = parseCommand('set path "C:\\\\Users"');
expect(result).toEqual({ expect(result).toEqual({
name: 'set', name: "set",
flags: {}, flags: {},
options: {}, options: {},
params: ['path', 'C:\\Users'] params: ["path", "C:\\Users"],
}); });
}); });
it('should handle mixed quotes', () => { it("should handle mixed quotes", () => {
const result = parseCommand('cmd "hello world" \'foo bar\' --flag'); const result = parseCommand("cmd \"hello world\" 'foo bar' --flag");
expect(result).toEqual({ expect(result).toEqual({
name: 'cmd', name: "cmd",
flags: { flag: true }, flags: { flag: true },
options: {}, options: {},
params: ['hello world', 'foo bar'] params: ["hello world", "foo bar"],
}); });
}); });
it('should handle quote in middle of argument', () => { it("should handle quote in middle of argument", () => {
const result = parseCommand('cmd "hello\'s world"'); const result = parseCommand('cmd "hello\'s world"');
expect(result).toEqual({ expect(result).toEqual({
name: 'cmd', name: "cmd",
flags: {}, flags: {},
options: {}, options: {},
params: ["hello's world"] params: ["hello's world"],
}); });
}); });
}); });
+82 -73
View File
@@ -1,27 +1,30 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from "vitest";
import { createMiddlewareChain, type MiddlewareChain } from '@/utils/middleware'; import {
createMiddlewareChain,
type MiddlewareChain,
} from "@/utils/middleware";
describe('createMiddlewareChain', () => { describe("createMiddlewareChain", () => {
describe('basic execution', () => { describe("basic execution", () => {
it('should return context when no middlewares and no fallback', async () => { it("should return context when no middlewares and no fallback", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
const result = await chain.execute({ value: 42 }); const result = await chain.execute({ value: 42 });
expect(result).toEqual({ value: 42 }); expect(result).toEqual({ value: 42 });
}); });
it('should call fallback when no middlewares', async () => { it("should call fallback when no middlewares", async () => {
const chain = createMiddlewareChain<{ value: number }, string>( const chain = createMiddlewareChain<{ value: number }, string>(
async ctx => `value is ${ctx.value}` async (ctx) => `value is ${ctx.value}`,
); );
const result = await chain.execute({ value: 42 }); const result = await chain.execute({ value: 42 });
expect(result).toBe('value is 42'); expect(result).toBe("value is 42");
}); });
it('should pass context to fallback', async () => { it("should pass context to fallback", async () => {
const chain = createMiddlewareChain<{ a: number; b: number }, number>( const chain = createMiddlewareChain<{ a: number; b: number }, number>(
async ctx => ctx.a + ctx.b async (ctx) => ctx.a + ctx.b,
); );
const result = await chain.execute({ a: 3, b: 7 }); const result = await chain.execute({ a: 3, b: 7 });
@@ -29,8 +32,8 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('single middleware', () => { describe("single middleware", () => {
it('should execute a single middleware', async () => { it("should execute a single middleware", async () => {
const chain = createMiddlewareChain<{ count: number }>(); const chain = createMiddlewareChain<{ count: number }>();
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
ctx.count *= 2; ctx.count *= 2;
@@ -42,9 +45,9 @@ describe('createMiddlewareChain', () => {
expect(result.count).toBe(10); expect(result.count).toBe(10);
}); });
it('should allow middleware to modify return value', async () => { it("should allow middleware to modify return value", async () => {
const chain = createMiddlewareChain<{ value: number }, number>( const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => ctx.value async (ctx) => ctx.value,
); );
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
const result = await next(); const result = await next();
@@ -56,7 +59,7 @@ describe('createMiddlewareChain', () => {
expect(result).toBe(42); expect(result).toBe(42);
}); });
it('should allow middleware to short-circuit without calling next', async () => { it("should allow middleware to short-circuit without calling next", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, _next) => { chain.use(async (_ctx, _next) => {
return { value: 999 }; return { value: 999 };
@@ -68,8 +71,8 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('multiple middlewares', () => { describe("multiple middlewares", () => {
it('should execute middlewares in order', async () => { it("should execute middlewares in order", async () => {
const order: number[] = []; const order: number[] = [];
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
@@ -91,7 +94,7 @@ describe('createMiddlewareChain', () => {
expect(order).toEqual([1, 2, 3, 4]); expect(order).toEqual([1, 2, 3, 4]);
}); });
it('should accumulate modifications through the chain', async () => { it("should accumulate modifications through the chain", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
@@ -112,9 +115,9 @@ describe('createMiddlewareChain', () => {
expect(result.value).toBe(5); expect(result.value).toBe(5);
}); });
it('should allow middleware to modify result on the way back', async () => { it("should allow middleware to modify result on the way back", async () => {
const chain = createMiddlewareChain<{ base: number }, number>( const chain = createMiddlewareChain<{ base: number }, number>(
async ctx => ctx.base async (ctx) => ctx.base,
); );
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
@@ -131,7 +134,7 @@ describe('createMiddlewareChain', () => {
expect(result).toBe(20); expect(result).toBe(20);
}); });
it('should allow middleware to short-circuit in the middle', async () => { it("should allow middleware to short-circuit in the middle", async () => {
const executed: number[] = []; const executed: number[] = [];
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
@@ -155,13 +158,14 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('nested next calls', () => { describe("nested next calls", () => {
it('should advance index on each next call, skipping remaining middlewares', async () => { it("should advance index on each next call, skipping remaining middlewares", async () => {
const chain = createMiddlewareChain<{ counter: number }>(); const chain = createMiddlewareChain<{ counter: number }>();
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
await next(); await next();
await next(); await next();
return undefined as unknown as { counter: number };
}); });
const result = await chain.execute({ counter: 0 }); const result = await chain.execute({ counter: 0 });
@@ -169,12 +173,12 @@ describe('createMiddlewareChain', () => {
expect(result).toBeUndefined(); expect(result).toBeUndefined();
}); });
it('should allow middleware to call next conditionally', async () => { it("should allow middleware to call next conditionally", async () => {
const chain = createMiddlewareChain<{ skip: boolean; value: number }>(); const chain = createMiddlewareChain<{ skip: boolean; value: number }>();
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
if (ctx.skip) { if (ctx.skip) {
return { value: -1 }; return { skip: ctx.skip, value: -1 };
} }
return next(); return next();
}); });
@@ -190,33 +194,33 @@ describe('createMiddlewareChain', () => {
expect(resultB.value).toBe(10); expect(resultB.value).toBe(10);
}); });
it('should handle middleware that awaits next multiple times with a fallback', async () => { it("should handle middleware that awaits next multiple times with a fallback", async () => {
const log: string[] = []; const log: string[] = [];
const chain = createMiddlewareChain<{ value: number }, string[]>( const chain = createMiddlewareChain<{ value: number }, string[]>(
async _ctx => log async (_ctx) => log,
); );
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
log.push('before'); log.push("before");
await next(); await next();
log.push('after-first'); log.push("after-first");
await next(); await next();
log.push('after-second'); log.push("after-second");
return log; return log;
}); });
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
log.push('mw2'); log.push("mw2");
return next(); return next();
}); });
const result = await chain.execute({ value: 0 }); const result = await chain.execute({ value: 0 });
expect(result).toEqual(['before', 'mw2', 'after-first', 'after-second']); expect(result).toEqual(["before", "mw2", "after-first", "after-second"]);
}); });
it('should return fallback result on second next call when no more middlewares remain', async () => { it("should return fallback result on second next call when no more middlewares remain", async () => {
const chain = createMiddlewareChain<{ value: number }, number>( const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => ctx.value * 10 async (ctx) => ctx.value * 10,
); );
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
@@ -232,9 +236,9 @@ describe('createMiddlewareChain', () => {
expect(result).toBe(50); expect(result).toBe(50);
}); });
it('should return fallback result on second next call when no more middlewares remain', async () => { it("should return fallback result on second next call when no more middlewares remain", async () => {
const chain = createMiddlewareChain<{ value: number }, number>( const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => ctx.value * 10 async (ctx) => ctx.value * 10,
); );
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
@@ -251,17 +255,17 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('async behavior', () => { describe("async behavior", () => {
it('should handle async middlewares', async () => { it("should handle async middlewares", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
await new Promise(resolve => setTimeout(resolve, 10)); await new Promise((resolve) => setTimeout(resolve, 10));
ctx.value += 1; ctx.value += 1;
return next(); return next();
}); });
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
await new Promise(resolve => setTimeout(resolve, 10)); await new Promise((resolve) => setTimeout(resolve, 10));
ctx.value += 2; ctx.value += 2;
return next(); return next();
}); });
@@ -271,12 +275,12 @@ describe('createMiddlewareChain', () => {
expect(result.value).toBe(3); expect(result.value).toBe(3);
}); });
it('should handle async fallback', async () => { it("should handle async fallback", async () => {
const chain = createMiddlewareChain<{ value: number }, number>( const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => { async (ctx) => {
await new Promise(resolve => setTimeout(resolve, 10)); await new Promise((resolve) => setTimeout(resolve, 10));
return ctx.value * 10; return ctx.value * 10;
} },
); );
const result = await chain.execute({ value: 5 }); const result = await chain.execute({ value: 5 });
@@ -285,28 +289,32 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('error handling', () => { describe("error handling", () => {
it('should propagate errors from middleware', async () => { it("should propagate errors from middleware", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
chain.use(async () => { chain.use(async () => {
throw new Error('middleware error'); throw new Error("middleware error");
}); });
await expect(chain.execute({ value: 1 })).rejects.toThrow('middleware error'); await expect(chain.execute({ value: 1 })).rejects.toThrow(
"middleware error",
);
}); });
it('should propagate errors from fallback', async () => { it("should propagate errors from fallback", async () => {
const chain = createMiddlewareChain<{ value: number }, number>( const chain = createMiddlewareChain<{ value: number }, number>(
async () => { async () => {
throw new Error('fallback error'); throw new Error("fallback error");
} },
); );
await expect(chain.execute({ value: 1 })).rejects.toThrow('fallback error'); await expect(chain.execute({ value: 1 })).rejects.toThrow(
"fallback error",
);
}); });
it('should allow middleware to catch errors from downstream', async () => { it("should allow middleware to catch errors from downstream", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
@@ -317,7 +325,7 @@ describe('createMiddlewareChain', () => {
} }
}); });
chain.use(async () => { chain.use(async () => {
throw new Error('downstream error'); throw new Error("downstream error");
}); });
const result = await chain.execute({ value: 1 }); const result = await chain.execute({ value: 1 });
@@ -326,20 +334,20 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('return type override', () => { describe("return type override", () => {
it('should support different TReturn type than TContext', async () => { it("should support different TReturn type than TContext", async () => {
const chain = createMiddlewareChain<{ name: string }, string>( const chain = createMiddlewareChain<{ name: string }, string>(
async ctx => `Hello, ${ctx.name}!` async (ctx) => `Hello, ${ctx.name}!`,
); );
const result = await chain.execute({ name: 'World' }); const result = await chain.execute({ name: "World" });
expect(result).toBe('Hello, World!'); expect(result).toBe("Hello, World!");
}); });
it('should allow middleware to transform return type', async () => { it("should allow middleware to transform return type", async () => {
const chain = createMiddlewareChain<{ items: number[] }, number>( const chain = createMiddlewareChain<{ items: number[] }, number>(
async ctx => ctx.items.reduce((a, b) => a + b, 0) async (ctx) => ctx.items.reduce((a, b) => a + b, 0),
); );
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
@@ -353,8 +361,8 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('reusability', () => { describe("reusability", () => {
it('should reset index on each execute call', async () => { it("should reset index on each execute call", async () => {
const chain = createMiddlewareChain<{ count: number }>(); const chain = createMiddlewareChain<{ count: number }>();
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
@@ -369,11 +377,11 @@ describe('createMiddlewareChain', () => {
expect(resultB.count).toBe(1); expect(resultB.count).toBe(1);
}); });
it('should share middlewares across execute calls', async () => { it("should share middlewares across execute calls", async () => {
const chain = createMiddlewareChain<{ log: string[] }>(); const chain = createMiddlewareChain<{ log: string[] }>();
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
ctx.log.push('always'); ctx.log.push("always");
return next(); return next();
}); });
@@ -384,17 +392,17 @@ describe('createMiddlewareChain', () => {
}); });
}); });
describe('edge cases', () => { describe("edge cases", () => {
it('should handle empty context object', async () => { it("should handle empty context object", async () => {
const chain = createMiddlewareChain<Record<string, never>>(); const chain = createMiddlewareChain<Record<string, never>>();
const result = await chain.execute({}); const result = await chain.execute({});
expect(result).toEqual({}); expect(result).toEqual({});
}); });
it('should handle middleware that returns a completely different object', async () => { it("should handle middleware that returns a completely different object", async () => {
const chain = createMiddlewareChain<{ x: number }, { y: string }>( const chain = createMiddlewareChain<{ x: number }, { y: string }>(
async () => ({ y: 'default' }) async () => ({ y: "default" }),
); );
chain.use(async (_ctx, next) => { chain.use(async (_ctx, next) => {
@@ -403,12 +411,12 @@ describe('createMiddlewareChain', () => {
const result = await chain.execute({ x: 42 }); const result = await chain.execute({ x: 42 });
expect(result).toEqual({ y: 'default' }); expect(result).toEqual({ y: "default" });
}); });
it('should handle middleware that mutates context without returning', async () => { it("should handle middleware that mutates context without returning", async () => {
const chain = createMiddlewareChain<{ value: number }>( const chain = createMiddlewareChain<{ value: number }>(
async ctx => ctx async (ctx) => ctx,
); );
chain.use(async (ctx, next) => { chain.use(async (ctx, next) => {
@@ -421,11 +429,12 @@ describe('createMiddlewareChain', () => {
expect(result.value).toBe(100); expect(result.value).toBe(100);
}); });
it('should return undefined when middleware does not call next or return', async () => { it("should return undefined when middleware does not call next or return", async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx) => { chain.use(async (ctx) => {
ctx.value = 100; ctx.value = 100;
return undefined as unknown as { value: number };
}); });
const result = await chain.execute({ value: 0 }); const result = await chain.execute({ value: 0 });
+7 -5
View File
@@ -5,18 +5,20 @@
"lib": ["ES2020"], "lib": ["ES2020"],
"moduleResolution": "bundler", "moduleResolution": "bundler",
"strict": true, "strict": true,
"types": ["node"],
"esModuleInterop": true, "esModuleInterop": true,
"skipLibCheck": true, "skipLibCheck": true,
"forceConsistentCasingInFileNames": true, "forceConsistentCasingInFileNames": true,
"declaration": true, "declaration": true,
"declarationMap": true, "declarationMap": true,
"outDir": "./dist", "outDir": "./dist",
"rootDir": "./src",
"rootDir": ".",
"baseUrl": ".", "baseUrl": ".",
"paths": { "paths": {
"@/*": ["src/*"] "@/*": ["src/*"],
}
}, },
"include": ["src/**/*"], },
"exclude": ["node_modules", "dist", "tests"] "include": ["src/**/*", "tests/**/*", "*.config.ts"],
"exclude": ["node_modules", "dist"],
} }
+8 -8
View File
@@ -1,20 +1,20 @@
import { defineConfig } from 'tsup'; import { defineConfig } from "tsup";
import { fileURLToPath } from 'url'; import { fileURLToPath } from "url";
import { csvLoader } from 'inline-schema/csv-loader/rollup'; import { csvLoader } from "inline-schema/csv-loader/rollup";
const srcDir = fileURLToPath(new URL('./src', import.meta.url)); const srcDir = fileURLToPath(new URL("./src", import.meta.url));
export default defineConfig({ export default defineConfig({
entry: ['src/index.ts'], entry: ["src/index.ts"],
format: ['esm'], format: ["esm"],
dts: true, dts: true,
clean: true, clean: true,
sourcemap: true, sourcemap: true,
external: ['@preact/signals-core', 'mutative', 'inline-schema'], external: ["@preact/signals-core", "mutative", "inline-schema"],
plugins: [csvLoader()], plugins: [csvLoader()],
esbuildOptions(options) { esbuildOptions(options) {
options.alias = { options.alias = {
'@': srcDir, "@": srcDir,
}; };
}, },
}); });
+35 -21
View File
@@ -1,13 +1,13 @@
import { defineConfig } from 'tsup'; import { defineConfig } from "tsup";
import { fileURLToPath } from 'url'; import { fileURLToPath } from "url";
import * as fs from 'fs'; import * as fs from "fs";
import * as path from 'path'; import * as path from "path";
import {csvLoader} from 'inline-schema/csv-loader/esbuild'; import { csvLoader } from "inline-schema/csv-loader/esbuild";
import {yarnSpinnerPlugin} from 'yarn-spinner-loader/esbuild'; import { yarnSpinnerPlugin } from "yarn-spinner-loader/esbuild";
import type { Plugin } from 'esbuild'; import type { Plugin } from "esbuild";
const srcDir = fileURLToPath(new URL('./src', import.meta.url)); const srcDir = fileURLToPath(new URL("./src", import.meta.url));
const samplesDir = fileURLToPath(new URL('./src/samples', import.meta.url)); const samplesDir = fileURLToPath(new URL("./src/samples", import.meta.url));
// Auto-discover samples entry points // Auto-discover samples entry points
function getSamplesEntries(): Record<string, string> { function getSamplesEntries(): Record<string, string> {
@@ -18,13 +18,13 @@ function getSamplesEntries(): Record<string, string> {
const fullPath = path.join(samplesDir, item); const fullPath = path.join(samplesDir, item);
if (fs.statSync(fullPath).isDirectory()) { if (fs.statSync(fullPath).isDirectory()) {
// Directory sample (e.g. boop) - look for index.ts // Directory sample (e.g. boop) - look for index.ts
const indexPath = path.join(fullPath, 'index.ts'); const indexPath = path.join(fullPath, "index.ts");
if (fs.existsSync(indexPath)) { if (fs.existsSync(indexPath)) {
entries[item] = indexPath; entries[item] = indexPath;
} }
} else if (item.endsWith('.ts')) { } else if (item.endsWith(".ts")) {
// Single file sample (e.g. tic-tac-toe.ts) // Single file sample (e.g. tic-tac-toe.ts)
entries[item.replace('.ts', '')] = fullPath; entries[item.replace(".ts", "")] = fullPath;
} }
} }
return entries; return entries;
@@ -37,20 +37,20 @@ const samplesEntries = getSamplesEntries();
*/ */
function rewriteBoardgameImports(): Plugin { function rewriteBoardgameImports(): Plugin {
return { return {
name: 'rewrite-boardgame-imports', name: "rewrite-boardgame-imports",
setup(build) { setup(build) {
build.onResolve({ filter: /^@\/(core|utils)\// }, args => { build.onResolve({ filter: /^@\/(core|utils)\// }, (args) => {
// Mark these as external and rewrite to 'boardgame-core' // Mark these as external and rewrite to 'boardgame-core'
return { return {
path: 'boardgame-core', path: "boardgame-core",
external: true, external: true,
}; };
}); });
// Also handle @/index imports // Also handle @/index imports
build.onResolve({ filter: /^@\/index$/ }, args => { build.onResolve({ filter: /^@\/index$/ }, (args) => {
return { return {
path: 'boardgame-core', path: "boardgame-core",
external: true, external: true,
}; };
}); });
@@ -60,11 +60,25 @@ function rewriteBoardgameImports(): Plugin {
export default defineConfig({ export default defineConfig({
entry: samplesEntries, entry: samplesEntries,
format: ['esm'], format: ["esm"],
dts: true, dts: true,
clean: true, clean: true,
sourcemap: true, sourcemap: true,
outDir: 'dist/samples', outDir: "dist/samples",
external: ['@preact/signals-core', 'mutative', 'inline-schema', 'boardgame-core'], external: [
esbuildPlugins: [csvLoader({ writeToDisk: true }), rewriteBoardgameImports(), yarnSpinnerPlugin()], "@preact/signals-core",
"mutative",
"inline-schema",
"boardgame-core",
],
esbuildPlugins: [
csvLoader({ writeToDisk: true }),
rewriteBoardgameImports(),
yarnSpinnerPlugin(),
],
esbuildOptions(options) {
options.alias = {
"@": srcDir,
};
},
}); });