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@@ -0,0 +1,175 @@
|
||||
---
|
||||
name: Create Game Module
|
||||
description: Create a runnable logic module for a board game with 'boardgame-core', '@preact/signals' and 'mutative'
|
||||
---
|
||||
# 如何编写游戏模组
|
||||
|
||||
## 必须导出的接口
|
||||
|
||||
```typescript
|
||||
import { IGameContext, createGameCommandRegistry } from '@/index';
|
||||
|
||||
export type GameState = { /* 你的状态类型 */ };
|
||||
export type Game = IGameContext<GameState>;
|
||||
|
||||
export function createInitialState(): GameState { /* ... */ }
|
||||
export async function start(game: Game) { /* 游戏主循环 */ }
|
||||
```
|
||||
|
||||
或导出为 `GameModule` 对象:
|
||||
```typescript
|
||||
export const gameModule: GameModule<GameState> = { registry, createInitialState, start };
|
||||
```
|
||||
|
||||
## 流程
|
||||
|
||||
### 0. 确认规则
|
||||
|
||||
在 `rule.md` 中描述:主题、配件、布置形式、游戏流程、玩家行动、胜利条件。
|
||||
|
||||
### 1. 创建类型 (`types.ts`)
|
||||
|
||||
- 使用字符串枚举表示游戏概念(如 `PlayerType = 'X' | 'O'`)
|
||||
- 使用 `Part<TMeta>` 表示配件(棋子、卡牌等)
|
||||
- 使用 `Region` 表示区域(棋盘、牌堆等)
|
||||
- 状态必须可序列化(不支持函数、`Map`、`Set`)
|
||||
|
||||
```typescript
|
||||
import { Part, Region } from '@/index';
|
||||
|
||||
export type Piece = Part<{ owner: 'X' | 'O' }>;
|
||||
export type GameState = {
|
||||
board: Region;
|
||||
pieces: Record<string, Piece>;
|
||||
currentPlayer: 'X' | 'O';
|
||||
turn: number;
|
||||
winner: 'X' | 'O' | null;
|
||||
};
|
||||
```
|
||||
|
||||
### 2. 创建配件
|
||||
|
||||
少量配件直接在代码创建:
|
||||
```typescript
|
||||
const pieces = createParts({ owner: 'X' }, (i) => `piece-${i}`, 5);
|
||||
```
|
||||
|
||||
大量配件使用 CSV:
|
||||
```csv
|
||||
# parts.csv
|
||||
type,player,count
|
||||
string,string,int
|
||||
kitten,white,8
|
||||
```
|
||||
```typescript
|
||||
import parts from "./parts.csv";
|
||||
const pieces = createPartsFromTable(parts, (item, i) => `${item.type}-${i}`, (item) => item.count);
|
||||
```
|
||||
|
||||
### 3. 创建 Prompts
|
||||
|
||||
```typescript
|
||||
export const prompts = {
|
||||
play: createPromptDef<['X' | 'O', number, number]>(
|
||||
'play <player> <row:number> <col:number>',
|
||||
'选择下子位置'
|
||||
),
|
||||
};
|
||||
```
|
||||
|
||||
Schema 语法:`<param>` 必需,`[param]` 可选,`[param:type]` 带验证。详见 [API 参考](./references/api.md)。
|
||||
|
||||
### 4. 创建游戏流程
|
||||
|
||||
```typescript
|
||||
export async function start(game: Game) {
|
||||
while (!game.value.winner) {
|
||||
const { row, col } = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== game.value.currentPlayer) throw '无效玩家';
|
||||
if (!isValidMove(row, col)) throw '无效位置';
|
||||
if (isCellOccupied(game, row, col)) throw '位置已被占用';
|
||||
return { row, col };
|
||||
},
|
||||
game.value.currentPlayer
|
||||
);
|
||||
|
||||
game.produce((state) => {
|
||||
state.pieces[`p-${row}-${col}`] = { /* ... */ };
|
||||
});
|
||||
|
||||
const winner = checkWinner(game);
|
||||
if (winner) {
|
||||
game.produce((state) => { state.winner = winner; });
|
||||
break;
|
||||
}
|
||||
|
||||
game.produce((state) => {
|
||||
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
|
||||
state.turn++;
|
||||
});
|
||||
}
|
||||
return game.value;
|
||||
}
|
||||
```
|
||||
|
||||
**注意事项:**
|
||||
- `game.produce(fn)` 同步更新,`game.produceAsync(fn)` 异步更新(等待动画)
|
||||
- 验证器抛出字符串表示失败,返回值表示成功
|
||||
- 玩家取消时 `game.prompt()` 抛出异常
|
||||
- 循环必须有明确退出条件
|
||||
|
||||
### 5. 创建测试
|
||||
|
||||
位于 `tests/samples/<game-name>.test.ts`:
|
||||
|
||||
```typescript
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext } from '@/core/game';
|
||||
import { registry, createInitialState } from './my-game';
|
||||
|
||||
describe('My Game', () => {
|
||||
function createTestContext() {
|
||||
return createGameContext(registry, createInitialState());
|
||||
}
|
||||
|
||||
it('should perform action correctly', async () => {
|
||||
const game = createTestContext();
|
||||
await game.run('play X 0 0');
|
||||
expect(game.value.pieces['p-0-0']).toBeDefined();
|
||||
});
|
||||
|
||||
it('should fail on invalid input', async () => {
|
||||
const game = createTestContext();
|
||||
const result = await game.run('invalid');
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
|
||||
it('should complete a full game cycle', async () => {
|
||||
// 模拟完整游戏流程,验证胜利条件
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
**要求:**
|
||||
- 每种游戏结束条件、玩家行动、边界情况各至少一条测试
|
||||
- 使用 `createGameContext(registry, initialState)` 创建上下文
|
||||
- 使用 `game.run('command')` 执行命令,验证 `game.value` 状态
|
||||
- 测试命名使用 `should...` 格式,异步测试用 `async/await`
|
||||
|
||||
**运行测试:**
|
||||
```bash
|
||||
npm run test:run # 所有测试
|
||||
npx vitest run tests/samples/my-game.test.ts # 特定文件
|
||||
npx vitest run -t "should perform" # 特定用例
|
||||
```
|
||||
|
||||
## 完整示例
|
||||
|
||||
参考 `src/samples/boop/` 和 `src/samples/regicide/`。
|
||||
|
||||
## 相关资源
|
||||
|
||||
- [API 参考](./references/api.md) - 完整 API 文档
|
||||
- [AGENTS.md](../../AGENTS.md) - 项目代码规范
|
||||
@@ -0,0 +1,759 @@
|
||||
# API 参考
|
||||
|
||||
本文档记录游戏模组开发者需要使用的公共 API。
|
||||
|
||||
## 核心接口
|
||||
|
||||
### `IGameContext<TState>`
|
||||
|
||||
游戏运行的核心上下文,提供状态访问、随机数、命令执行和提示系统。
|
||||
|
||||
```typescript
|
||||
interface IGameContext<TState extends Record<string, unknown> = {}> {
|
||||
readonly value: TState; // 当前游戏状态(只读)
|
||||
readonly rng: ReadonlyRNG; // 随机数生成器(只读)
|
||||
|
||||
// 状态更新
|
||||
produce(fn: (draft: TState) => void): void; // 同步变更状态(基于 mutative)
|
||||
produceAsync(fn: (draft: TState) => void): Promise<void>; // 异步变更状态(等待中断)
|
||||
|
||||
// 命令执行
|
||||
run<T>(input: string): Promise<CommandResult<T>>; // 执行命令字符串
|
||||
runParsed<T>(command: Command): Promise<CommandResult<T>>; // 执行已解析的命令
|
||||
|
||||
// 提示系统
|
||||
prompt<TResult, TArgs>(
|
||||
def: PromptDef<TArgs>,
|
||||
validator: PromptValidator<TResult, TArgs>,
|
||||
currentPlayer?: string | null
|
||||
): Promise<TResult>;
|
||||
}
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
// 读取状态
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
|
||||
// 同步更新状态
|
||||
game.produce((state) => {
|
||||
state.score += 10;
|
||||
});
|
||||
|
||||
// 异步更新状态(等待动画完成)
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = 'next';
|
||||
});
|
||||
|
||||
// 等待玩家输入
|
||||
const result = await game.prompt(
|
||||
prompts.move,
|
||||
(from, to) => {
|
||||
if (!isValidMove(from, to)) {
|
||||
throw '无效移动';
|
||||
}
|
||||
return { from, to };
|
||||
}
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `GameModule<TState, TResult>`
|
||||
|
||||
游戏模块的类型定义,这是开发者创建游戏时需要导出的核心结构。
|
||||
|
||||
```typescript
|
||||
type GameModule<TState extends Record<string, unknown>, TResult = unknown> = {
|
||||
registry?: CommandRegistry<IGameContext<TState>>; // 可选的命令注册表
|
||||
createInitialState: () => TState; // 创建初始状态
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>; // 游戏主循环
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createGameCommandRegistry<TState>()`
|
||||
|
||||
创建游戏命令注册表,游戏模组用它来注册自定义命令。
|
||||
|
||||
```typescript
|
||||
function createGameCommandRegistry<TState extends Record<string, unknown> = {}>(): CommandRegistry<IGameContext<TState>>
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createGameCommandRegistry, IGameContext } from '@/index';
|
||||
|
||||
export type GameState = { score: number };
|
||||
export const registry = createGameCommandRegistry<GameState>();
|
||||
|
||||
// 注册命令
|
||||
registry.register('addScore <amount:number>', async function(ctx, amount) {
|
||||
ctx.produce((state) => {
|
||||
state.score += amount;
|
||||
});
|
||||
return { success: true, result: undefined };
|
||||
});
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 提示系统
|
||||
|
||||
### `createPromptDef<TArgs>(schema, hintText?)`
|
||||
|
||||
从字符串模式创建 `PromptDef`。
|
||||
|
||||
```typescript
|
||||
function createPromptDef<TArgs>(
|
||||
schema: CommandSchema | string,
|
||||
hintText?: string
|
||||
): PromptDef<TArgs>
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createPromptDef } from '@/index';
|
||||
|
||||
export const prompts = {
|
||||
// 必需参数
|
||||
play: createPromptDef<[PlayerType, number, number]>(
|
||||
'play <player> <row:number> <col:number>',
|
||||
'选择下子位置'
|
||||
),
|
||||
|
||||
// 可选参数
|
||||
draw: createPromptDef<[number?]>(
|
||||
'draw [count:number]',
|
||||
'抽牌'
|
||||
),
|
||||
|
||||
// 带选项
|
||||
trade: createPromptDef<[string, string]>(
|
||||
'trade <give> <receive> [--force]',
|
||||
'交易'
|
||||
),
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `PromptDef<TArgs>`
|
||||
|
||||
提示定义,用于 `context.prompt()` 方法。
|
||||
|
||||
```typescript
|
||||
type PromptDef<TArgs extends any[] = any[]> = {
|
||||
schema: CommandSchema; // 命令模式定义
|
||||
hintText?: string; // 可选的提示文本
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `PromptValidator<TResult, TArgs>`
|
||||
|
||||
提示验证函数类型。验证器函数接收解析后的参数,应返回结果或抛出字符串错误。
|
||||
|
||||
```typescript
|
||||
type PromptValidator<TResult, TArgs extends any[] = any[]> = (...params: TArgs) => TResult;
|
||||
```
|
||||
|
||||
**验证器规则:**
|
||||
- 返回任意值表示验证成功,该值将作为 `prompt()` 的返回值
|
||||
- 抛出字符串错误表示验证失败,错误消息会返回给玩家,玩家可重新输入
|
||||
- 玩家取消输入时,`prompt()` 会抛出异常
|
||||
|
||||
---
|
||||
|
||||
### `PromptEvent`
|
||||
|
||||
提示事件对象,通过 `commandRunnerContext.on('prompt', handler)` 监听。
|
||||
|
||||
```typescript
|
||||
type PromptEvent = {
|
||||
schema: CommandSchema;
|
||||
hintText?: string;
|
||||
currentPlayer: string | null;
|
||||
tryCommit: (commandOrInput: Command | string) => string | null; // null=成功,string=错误消息
|
||||
cancel: (reason?: string) => void;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 零件系统 (Part)
|
||||
|
||||
### `Part<TMeta>`
|
||||
|
||||
游戏中的可操作物件(棋子、卡牌、骰子等)。
|
||||
|
||||
```typescript
|
||||
type Part<TMeta = {}> = {
|
||||
id: string; // 唯一标识
|
||||
sides?: number; // 总面数(用于骰子/多面牌)
|
||||
side?: number; // 当前面
|
||||
alignments?: string[]; // 可用对齐方式
|
||||
alignment?: string; // 当前对齐方式
|
||||
regionId: string; // 所属区域 ID
|
||||
position: number[]; // 在区域中的位置坐标
|
||||
} & Immutable<TMeta>; // 自定义元数据(不可变)
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { Part } from '@/index';
|
||||
|
||||
export type PieceMeta = {
|
||||
owner: 'X' | 'O';
|
||||
type: 'pawn' | 'king';
|
||||
};
|
||||
|
||||
export type Piece = Part<PieceMeta>;
|
||||
|
||||
// 访问元数据
|
||||
const piece: Piece = ...;
|
||||
console.log(piece.owner); // 'X'
|
||||
console.log(piece.type); // 'pawn'
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 零件操作函数
|
||||
|
||||
#### `flip<TMeta>(part)`
|
||||
|
||||
翻转到下一面(循环)。
|
||||
|
||||
```typescript
|
||||
function flip<TMeta>(part: Part<TMeta>): void
|
||||
```
|
||||
|
||||
#### `flipTo<TMeta>(part, side)`
|
||||
|
||||
翻转到指定面。
|
||||
|
||||
```typescript
|
||||
function flipTo<TMeta>(part: Part<TMeta>, side: number): void
|
||||
```
|
||||
|
||||
#### `roll<TMeta>(part, rng)`
|
||||
|
||||
用 RNG 随机掷骰子。
|
||||
|
||||
```typescript
|
||||
function roll<TMeta>(part: Part<TMeta>, rng: RNG): void
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 零件工厂 (Part Factory)
|
||||
|
||||
### `createParts<T>(item, getId, count?)`
|
||||
|
||||
创建多个相同类型的零件。
|
||||
|
||||
```typescript
|
||||
function createParts<T>(
|
||||
item: T,
|
||||
getId: (index: number) => string,
|
||||
count?: number
|
||||
): Record<string, Part<T>>
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createParts } from '@/index';
|
||||
|
||||
const pieces = createParts(
|
||||
{ owner: 'X', type: 'pawn' },
|
||||
(i) => `piece-x-${i}`,
|
||||
5 // 创建 5 个
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createPartsFromTable<T>(items, getId, getCount?)`
|
||||
|
||||
从配置表批量创建零件。
|
||||
|
||||
```typescript
|
||||
function createPartsFromTable<T>(
|
||||
items: readonly T[],
|
||||
getId: (item: T, index: number) => string,
|
||||
getCount?: ((item: T) => number) | number
|
||||
): Record<string, Part<T>>
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createPartsFromTable } from '@/index';
|
||||
|
||||
const cardTable = [
|
||||
{ name: 'fireball', damage: 3 },
|
||||
{ name: 'shield', defense: 2 },
|
||||
];
|
||||
|
||||
const cards = createPartsFromTable(
|
||||
cardTable,
|
||||
(item) => item.name,
|
||||
(item) => item.name === 'fireball' ? 4 : 2 // 每种卡牌的数量
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 区域系统 (Region)
|
||||
|
||||
### `Region`
|
||||
|
||||
游戏区域(棋盘、手牌区等)。
|
||||
|
||||
```typescript
|
||||
type Region = {
|
||||
id: string; // 区域 ID
|
||||
axes: RegionAxis[]; // 坐标轴定义
|
||||
childIds: string[]; // 包含的零件 ID 列表
|
||||
partMap: Record<string, string>; // 位置 -> 零件 ID 映射
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `RegionAxis`
|
||||
|
||||
区域的一个坐标轴。
|
||||
|
||||
```typescript
|
||||
type RegionAxis = {
|
||||
name: string;
|
||||
min?: number;
|
||||
max?: number;
|
||||
align?: 'start' | 'end' | 'center'; // 对齐方式
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createRegion(id, axes)`
|
||||
|
||||
创建区域。
|
||||
|
||||
```typescript
|
||||
function createRegion(id: string, axes: RegionAxis[]): Region
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createRegion, createRegionAxis } from '@/index';
|
||||
|
||||
// 创建 3x3 棋盘
|
||||
const board = createRegion('board', [
|
||||
createRegionAxis('row', 0, 2),
|
||||
createRegionAxis('col', 0, 2),
|
||||
]);
|
||||
|
||||
// 或简写
|
||||
const board = createRegion('board', [
|
||||
{ name: 'row', min: 0, max: 2 },
|
||||
{ name: 'col', min: 0, max: 2 },
|
||||
]);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createRegionAxis(name, min?, max?, align?)`
|
||||
|
||||
创建坐标轴。
|
||||
|
||||
```typescript
|
||||
function createRegionAxis(
|
||||
name: string,
|
||||
min?: number,
|
||||
max?: number,
|
||||
align?: 'start' | 'end' | 'center'
|
||||
): RegionAxis
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### 区域操作函数
|
||||
|
||||
#### `applyAlign<TMeta>(region, parts)`
|
||||
|
||||
根据轴的 `align` 配置重新排列零件位置。
|
||||
|
||||
```typescript
|
||||
function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>): void
|
||||
```
|
||||
|
||||
#### `shuffle<TMeta>(region, parts, rng)`
|
||||
|
||||
在区域内随机打乱零件位置。
|
||||
|
||||
```typescript
|
||||
function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG): void
|
||||
```
|
||||
|
||||
#### `moveToRegion<TMeta>(part, sourceRegion, targetRegion, position?)`
|
||||
|
||||
将零件从一个区域移动到另一个区域。
|
||||
|
||||
```typescript
|
||||
function moveToRegion<TMeta>(
|
||||
part: Part<TMeta>,
|
||||
sourceRegion: Region | null,
|
||||
targetRegion: Region | null,
|
||||
position?: number[]
|
||||
): void
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 命令系统 (Command System)
|
||||
|
||||
### `Command`
|
||||
|
||||
解析后的命令对象。
|
||||
|
||||
```typescript
|
||||
type Command = {
|
||||
name: string; // 命令名
|
||||
flags: Record<string, true>; // 标志(如 --verbose)
|
||||
options: Record<string, unknown>; // 选项(如 --player X)
|
||||
params: unknown[]; // 位置参数
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `CommandSchema`
|
||||
|
||||
命令模式定义,用于验证和解析。
|
||||
|
||||
```typescript
|
||||
type CommandSchema = {
|
||||
name: string;
|
||||
params: CommandParamSchema[];
|
||||
options: Record<string, CommandOptionSchema>;
|
||||
flags: Record<string, CommandFlagSchema>;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `CommandResult<T>`
|
||||
|
||||
命令执行结果(判别联合类型)。
|
||||
|
||||
```typescript
|
||||
type CommandResult<T = unknown> =
|
||||
| { success: true; result: T }
|
||||
| { success: false; error: string }
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
const result = await game.run('move piece1 piece2');
|
||||
|
||||
if (result.success) {
|
||||
console.log('命令执行成功', result.result);
|
||||
} else {
|
||||
console.error('命令执行失败', result.error);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `CommandDef<TContext, TFunc>`
|
||||
|
||||
命令定义对象,用于 `registry.register()`。
|
||||
|
||||
```typescript
|
||||
type CommandDef<TContext, TFunc extends CommandFunction<TContext>> = {
|
||||
schema: string | CommandSchema;
|
||||
run: TFunc;
|
||||
}
|
||||
|
||||
type CommandFunction<TContext> = (ctx: TContext, ...args: any[]) => Promise<unknown>;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `CommandRegistry<TContext>`
|
||||
|
||||
命令注册表。
|
||||
|
||||
```typescript
|
||||
class CommandRegistry<TContext> extends Map<string, CommandRunner<TContext>> {
|
||||
register<TFunc>(
|
||||
...args: [schema: CommandSchema | string, run: TFunc] | [CommandDef<TContext, TFunc>]
|
||||
): (ctx, ...args) => Promise<TResult>
|
||||
}
|
||||
```
|
||||
|
||||
**注册命令的两种方式:**
|
||||
|
||||
```typescript
|
||||
// 方式 1:直接传入 schema 和函数
|
||||
registry.register('move <from> <to>', async function(ctx, from, to) {
|
||||
ctx.produce((state) => { /* 修改状态 */ });
|
||||
return { success: true, result: undefined };
|
||||
});
|
||||
|
||||
// 方式 2:使用 CommandDef 对象
|
||||
registry.register({
|
||||
schema: 'move <from> <to>',
|
||||
run: async function(ctx, from, to) {
|
||||
ctx.produce((state) => { /* 修改状态 */ });
|
||||
return { success: true, result: undefined };
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `parseCommand(input, schema?)`
|
||||
|
||||
解析命令字符串为 `Command` 对象。
|
||||
|
||||
```typescript
|
||||
function parseCommand(input: string, schema?: CommandSchema): Command
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `parseCommandSchema(schemaStr, name?)`
|
||||
|
||||
从字符串模式解析命令模式。
|
||||
|
||||
```typescript
|
||||
function parseCommandSchema(schemaStr: string, name?: string): CommandSchema
|
||||
```
|
||||
|
||||
**Schema 语法:**
|
||||
- `<param>` - 必需参数
|
||||
- `[param]` - 可选参数
|
||||
- `[param:type]` - 带类型验证的参数(如 `[count:number]`)
|
||||
- `--option:value` - 必需选项
|
||||
- `[-o value]` - 可选选项
|
||||
- `[--flag]` - 可选标志
|
||||
|
||||
---
|
||||
|
||||
## 随机数生成器 (RNG)
|
||||
|
||||
### `ReadonlyRNG`
|
||||
|
||||
只读 RNG 接口(`IGameContext.rng` 返回此类型)。
|
||||
|
||||
```typescript
|
||||
interface ReadonlyRNG {
|
||||
next(max?: number): number; // [0,1) 随机数,或 [0,max)
|
||||
nextInt(max: number): number; // [0,max) 随机整数
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `RNG`
|
||||
|
||||
可设置种子的 RNG 接口。
|
||||
|
||||
```typescript
|
||||
interface RNG extends ReadonlyRNG {
|
||||
setSeed(seed: number): void;
|
||||
getSeed(): number;
|
||||
}
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
// 在 IGameContext 中使用
|
||||
const roll = game.rng.nextInt(6) + 1; // 1-6 的随机数
|
||||
|
||||
// 在区域操作中使用时
|
||||
shuffle(region, parts, rng); // 需要传入 RNG
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 可变信号 (MutableSignal)
|
||||
|
||||
### `MutableSignal<T>`
|
||||
|
||||
扩展自 Preact Signal 的可变信号类,支持 mutative-style 的 `produce` 方法。
|
||||
|
||||
```typescript
|
||||
class MutableSignal<T> extends Signal<T> {
|
||||
produce(fn: (draft: T) => void): void;
|
||||
addInterruption(promise: Promise<void>): void; // 添加中断 Promise(用于动画等待)
|
||||
clearInterruptions(): void; // 清除所有中断
|
||||
produceAsync(fn: (draft: T) => void): Promise<void>; // 等待中断后更新状态
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `mutableSignal<T>(initial?, options?)`
|
||||
|
||||
创建可变信号。
|
||||
|
||||
```typescript
|
||||
function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T>
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 游戏主机 (GameHost)
|
||||
|
||||
### `GameHost<TState, TResult>`
|
||||
|
||||
游戏会话的生命周期管理器。
|
||||
|
||||
```typescript
|
||||
class GameHost<TState, TResult> {
|
||||
readonly state: ReadonlySignal<TState>; // 游戏状态(响应式)
|
||||
readonly status: ReadonlySignal<GameHostStatus>; // 运行状态
|
||||
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>; // 当前活动提示的模式
|
||||
readonly activePromptPlayer: ReadonlySignal<string | null>; // 当前等待输入的玩家
|
||||
readonly activePromptHint: ReadonlySignal<string | null>; // 当前提示文本
|
||||
|
||||
tryInput(input: string): string | null; // 尝试提交输入,返回错误信息或 null
|
||||
tryAnswerPrompt<TArgs>(def: PromptDef<TArgs>, ...args: TArgs): void; // 尝试回答提示
|
||||
addInterruption(promise: Promise<void>): void; // 注册中断 Promise(用于动画)
|
||||
clearInterruptions(): void; // 清除所有中断
|
||||
start(seed?: number): Promise<TResult>; // 启动游戏
|
||||
dispose(): void; // 销毁游戏
|
||||
on(event: 'start' | 'dispose', listener: () => void): () => void; // 注册事件监听
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `GameHostStatus`
|
||||
|
||||
```typescript
|
||||
type GameHostStatus = 'created' | 'running' | 'disposed';
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createGameHost<TState>(gameModule)`
|
||||
|
||||
从游戏模块创建 `GameHost` 实例。
|
||||
|
||||
```typescript
|
||||
function createGameHost<TState extends Record<string, unknown>>(
|
||||
gameModule: GameModule<TState>
|
||||
): GameHost<TState>
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createGameHost } from '@/index';
|
||||
import { gameModule } from './my-game';
|
||||
|
||||
const host = createGameHost(gameModule);
|
||||
|
||||
// 启动游戏
|
||||
const result = await host.start(42); // 传入种子
|
||||
|
||||
// 提交玩家输入
|
||||
const error = host.tryInput('play X 0 0');
|
||||
if (error) {
|
||||
console.error('输入错误:', error);
|
||||
}
|
||||
|
||||
// 监听事件
|
||||
host.on('start', () => console.log('游戏开始'));
|
||||
host.on('dispose', () => console.log('游戏结束'));
|
||||
|
||||
// 销毁游戏
|
||||
host.dispose();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Preact Signals 重新导出
|
||||
|
||||
```typescript
|
||||
export * from '@preact/signals-core';
|
||||
```
|
||||
|
||||
开发者可直接使用 `@preact/signals-core` 的所有导出,包括:
|
||||
- `Signal<T>` - 基础信号类
|
||||
- `ReadonlySignal<T>` - 只读信号类型
|
||||
- `signal<T>(value)` - 创建信号
|
||||
- `computed<T>(fn)` - 创建计算信号
|
||||
- `effect(fn)` - 创建副作用
|
||||
- `batch(fn)` - 批量更新
|
||||
- `untracked(fn)` - 非追踪读取
|
||||
|
||||
---
|
||||
|
||||
## 测试辅助函数
|
||||
|
||||
以下函数主要用于测试代码:
|
||||
|
||||
### `createGameContext(options)`
|
||||
|
||||
创建游戏上下文实例。
|
||||
|
||||
```typescript
|
||||
function createGameContext<TState>(options: {
|
||||
initialState: TState;
|
||||
registry?: CommandRegistry<IGameContext<TState>>;
|
||||
rng?: RNG;
|
||||
}): IGameContext<TState>
|
||||
```
|
||||
|
||||
**使用示例:**
|
||||
|
||||
```typescript
|
||||
import { createGameContext } from '@/core/game';
|
||||
import { createInitialState, registry } from './my-game';
|
||||
|
||||
const ctx = createGameContext({
|
||||
initialState: createInitialState(),
|
||||
registry,
|
||||
});
|
||||
|
||||
// 执行命令
|
||||
await ctx.run('move piece1 piece2');
|
||||
|
||||
// 断言状态
|
||||
expect(ctx.value.score).toBe(10);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createTestContext()`
|
||||
|
||||
创建用于测试的游戏上下文(简化版)。
|
||||
|
||||
```typescript
|
||||
function createTestContext<TState>(initialState: TState): IGameContext<TState>
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### `createTestRegion()`
|
||||
|
||||
创建用于测试的区域。
|
||||
|
||||
```typescript
|
||||
function createTestRegion(): Region
|
||||
```
|
||||
@@ -0,0 +1 @@
|
||||
!node_modules
|
||||
@@ -0,0 +1,93 @@
|
||||
# AGENTS.md - boardgame-core
|
||||
|
||||
## Commands
|
||||
|
||||
Shell environment: git bash (bash.exe) on Windows.
|
||||
|
||||
```bash
|
||||
npm run build # ESM bundle + declarations to dist/ (tsup)
|
||||
npm run build:samples # Build samples separately (tsup.samples.config.ts)
|
||||
npm run test # vitest in watch mode
|
||||
npm run test:run # vitest once (no watch)
|
||||
npm run typecheck # tsc --noEmit
|
||||
```
|
||||
|
||||
Run a single test file: `npx vitest run tests/core/game.test.ts`
|
||||
Run tests matching a name: `npx vitest run -t "should create"`
|
||||
|
||||
`npm run prepare` runs `npm run build` on install — if `inline-schema` isn't available, installs will fail.
|
||||
|
||||
## Local Dependency
|
||||
|
||||
`inline-schema` is a **local peer dependency** at `file:../inline-schema` — must exist as a sibling directory before `npm install`. Both vitest and tsup load custom plugins from it (`inline-schema/csv-loader/rollup` and `inline-schema/csv-loader/esbuild`). `yarn-spinner-loader` is also a local dependency at `file:../yarn-spinner-loader` — it can be changed and published if needed. It provides vitest and tsup/esbuild plugins for `.yarnproject` dialogue files.
|
||||
|
||||
## Architecture
|
||||
|
||||
- **MutableSignal\<T\>**: extends Preact Signal — `.value` to read, `.produce(draft => ...)` to mutate (uses `mutative`). `.produceAsync()` awaits interruption promises first, then mutates.
|
||||
- **GameHost**: lifecycle manager — `start(seed?)`, `tryInput(string)`, `tryAnswerPrompt(def, ...args)`, `dispose()`. Reactive signals: `state`, `status`, `activePromptSchema`, `activePromptPlayer`, `activePromptHint`.
|
||||
- **GameModule**: `{ registry?, createInitialState, start }`. `registry` defaults to `createGameCommandRegistry()` if omitted.
|
||||
- **Command system**: CLI-style parsing with schema validation via `inline-schema`. `CommandRunner.run()` uses `this` bound to a `CommandRunnerContext`.
|
||||
- **Prompt system**: `game.prompt(def, validator, currentPlayer?)` — validator **throws a string** to reject, **returns a value** to accept. `PromptEvent.tryCommit(Command | string)` returns `null` on success, error string on failure. `promptEnd` event fires after resolve or cancel.
|
||||
- **Part collections**: `Record<string, Part<TMeta>>` keyed by ID. `Object.values()` for iteration, `Object.keys()` for count/IDs.
|
||||
- **Region system**: `createRegion()` factory; `partMap` maps position keys to part IDs.
|
||||
- **Barrel exports**: `src/index.ts` is the single public API surface.
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
src/
|
||||
index.ts # Barrel export (single public API)
|
||||
core/
|
||||
game.ts # Game core logic
|
||||
game-host.ts # GameHost lifecycle manager
|
||||
part.ts # Part entity
|
||||
part-factory.ts # Part factory
|
||||
region.ts # Region/space management
|
||||
utils/
|
||||
mutable-signal.ts # MutableSignal<T> (extends Preact Signal)
|
||||
rng.ts # Mulberry32 seeded PRNG
|
||||
async-queue.ts # Async queue
|
||||
middleware.ts # Middleware chain
|
||||
command/ # CLI-style command system (7 files)
|
||||
types.ts, command-parse.ts, command-registry.ts
|
||||
command-runner.ts, command-validate.ts, command-apply.ts, schema-parse.ts, index.ts
|
||||
samples/
|
||||
tic-tac-toe.ts # Simple sample game
|
||||
boop/ # Boop board game
|
||||
onitama/ # Onitama card game
|
||||
regicide/ # Regicide card game
|
||||
slay-the-spire-like/ # Roguelike deckbuilder (see samples/slay-the-spire-like/AGENTS.md)
|
||||
tests/ # Mirrors src/ with *.test.ts (20 files)
|
||||
core/ # game-host, game, part, part-factory, region
|
||||
samples/ # Each sample + slay-the-spire-like submodules
|
||||
utils/ # mutable-signal, rng, async-queue, middleware, command
|
||||
```
|
||||
|
||||
`src/global.d.ts` — `*.yarnproject` module declaration.
|
||||
|
||||
`testsgames/` and `testsrules/` — empty directories (reserved).
|
||||
|
||||
## Samples Build
|
||||
|
||||
`tsup.samples.config.ts` auto-discovers entries from `src/samples/` (directories → `index.ts`, files → direct `.ts`). It rewrites `@/core/*`, `@/utils/*`, and `@/index` imports to external `boardgame-core`.
|
||||
|
||||
## Code Style
|
||||
|
||||
- Double quotes for local imports, single quotes for npm packages
|
||||
- `@/*` alias maps to `src/*` (configured in tsconfig, vitest, and tsup)
|
||||
- Group imports: npm packages first, then local `@/` imports, separated by blank line
|
||||
- 4-space indentation, semicolons, trailing commas in multi-line
|
||||
- Arrow functions for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
|
||||
- Strict TypeScript — no `any`; type aliases for object shapes (not interfaces)
|
||||
- Discriminated unions for results: `{ success: true; result: T } | { success: false; error: string }`
|
||||
- Derive state types via `ReturnType<typeof createInitialState>`
|
||||
- Factory function prefix: `create` or `mutable` — `createGameHost`, `mutableSignal`
|
||||
- Validation error messages in Chinese (e.g. `"参数不足"`)
|
||||
|
||||
## Testing
|
||||
|
||||
- Vitest with globals enabled, but **test files import explicitly**: `import { describe, it, expect } from 'vitest'`
|
||||
- Use `@/` imports in test files (vitest resolve alias)
|
||||
- Command/prompt test pattern: `waitForPrompt(ctx)` → `promptEvent.tryCommit(Command)` → returns `null` | error string
|
||||
- No mocking — real implementations. Define inline helpers (`createTestContext()`, `waitForPrompt()`) per file.
|
||||
- Narrow result types: `if (result.success)` before accessing `result.result`
|
||||
@@ -1,185 +1,51 @@
|
||||
# boardgame-core
|
||||
|
||||
A state management library for board games using [Preact Signals](https://preactjs.com/guide/v10/signals/).
|
||||
基于 [Preact Signals](https://preactjs.com/guide/v10/signals/) 的桌游状态管理库。
|
||||
|
||||
## Features
|
||||
使用响应式状态、实体集合、空间区域和命令驱动的游戏循环来构建回合制桌游。
|
||||
|
||||
- **Reactive State Management**: Fine-grained reactivity powered by [@preact/signals-core](https://preactjs.com/guide/v10/signals/)
|
||||
- **Type Safe**: Full TypeScript support with strict mode
|
||||
- **Entity Collections**: Signal-backed collections for managing game pieces (cards, dice, tokens, meeples, etc.)
|
||||
- **Region System**: Spatial management with multi-axis positioning, alignment, and shuffling
|
||||
- **Command Parsing**: CLI-style command parsing with schema validation and type coercion
|
||||
- **Rule Engine**: Generator-based rule system with reactive context management
|
||||
- **Deterministic RNG**: Seeded pseudo-random number generator (Mulberry32) for reproducible game states
|
||||
## 特性
|
||||
|
||||
## Installation
|
||||
- **响应式状态管理**:基于 [@preact/signals-core](https://preactjs.com/guide/v10/signals/) 的细粒度响应
|
||||
- **类型安全**:完整的 TypeScript 支持,启用严格模式和泛型上下文扩展
|
||||
- **区域系统**:支持多轴定位、对齐和洗牌的空间管理
|
||||
- **命令系统**:CLI 风格的命令解析,带 schema 校验、类型转换和玩家输入提示
|
||||
- **游戏生命周期管理**:`GameHost` 类提供清晰的游戏设置/重置/销毁生命周期
|
||||
- **确定性 RNG**:Mulberry32 种子伪随机数生成器,用于可复现的游戏状态
|
||||
|
||||
## 快速开始
|
||||
|
||||
```bash
|
||||
npm install boardgame-core
|
||||
```
|
||||
|
||||
## Usage
|
||||
|
||||
### Game Context
|
||||
|
||||
```ts
|
||||
import { createGameContext } from 'boardgame-core';
|
||||
import { createGameHost } from 'boardgame-core';
|
||||
import * as tictactoe from 'boardgame-core/samples/tic-tac-toe';
|
||||
|
||||
const game = createGameContext({ type: 'game' });
|
||||
const host = createGameHost(tictactoe);
|
||||
await host.start('start');
|
||||
|
||||
// Access entity collections
|
||||
game.parts.add({ id: 'card1', sides: 2, side: 0, region: /* ... */, position: [0] });
|
||||
game.regions.add({ id: 'hand', axes: [{ name: 'slot', min: 0, max: 7, align: 'start' }], children: [] });
|
||||
|
||||
// Context stack for nested rule scopes
|
||||
game.pushContext({ type: 'combat' });
|
||||
const combatCtx = game.latestContext('combat');
|
||||
game.popContext();
|
||||
```
|
||||
|
||||
### Parts (Cards, Dice, Tokens)
|
||||
|
||||
```ts
|
||||
import { flip, flipTo, roll, createRNG } from 'boardgame-core';
|
||||
|
||||
const rng = createRNG(42);
|
||||
|
||||
flip(card); // cycle to next side
|
||||
flipTo(card, 0); // set to specific side
|
||||
roll(dice, rng); // random side using seeded RNG
|
||||
```
|
||||
|
||||
### Regions & Alignment
|
||||
|
||||
```ts
|
||||
import { applyAlign, shuffle } from 'boardgame-core';
|
||||
|
||||
// Compact cards in a hand towards the start
|
||||
applyAlign(handRegion);
|
||||
|
||||
// Shuffle positions of all parts in a region
|
||||
shuffle(handRegion, rng);
|
||||
```
|
||||
|
||||
### Command Parsing
|
||||
|
||||
```ts
|
||||
import { parseCommand, parseCommandSchema, validateCommand } from 'boardgame-core';
|
||||
|
||||
// Parse a command string
|
||||
const cmd = parseCommand('move card1 hand --force -x 10');
|
||||
// { name: 'move', params: ['card1', 'hand'], flags: { force: true }, options: { x: '10' } }
|
||||
|
||||
// Define and validate against a schema
|
||||
const schema = parseCommandSchema('move <from> <to> [--force] [-x: number]');
|
||||
const result = validateCommand(cmd, schema);
|
||||
// { valid: true }
|
||||
```
|
||||
|
||||
### Entity Collections
|
||||
|
||||
```ts
|
||||
import { createEntityCollection } from 'boardgame-core';
|
||||
|
||||
const collection = createEntityCollection();
|
||||
collection.add({ id: 'a', name: 'Item A' }, { id: 'b', name: 'Item B' });
|
||||
|
||||
const accessor = collection.get('a');
|
||||
console.log(accessor.value); // reactive access
|
||||
|
||||
collection.remove('a');
|
||||
```
|
||||
|
||||
### Rule Engine
|
||||
|
||||
```ts
|
||||
import { createRule, invokeRuleContext } from 'boardgame-core';
|
||||
|
||||
const myRule = createRule('drawCard', (ctx) => {
|
||||
// yield action types to pause and wait for external handling
|
||||
const action = yield 'draw';
|
||||
ctx.resolution = action;
|
||||
// 监听状态变化
|
||||
effect(() => {
|
||||
const state = host.state.value;
|
||||
console.log(`${state.currentPlayer}'s turn`);
|
||||
});
|
||||
|
||||
const result = invokeRuleContext(
|
||||
game.pushContext.bind(game),
|
||||
'drawCard',
|
||||
myRule({ type: 'drawCard', actions: [], handledActions: 0, invocations: [] })
|
||||
);
|
||||
// 处理玩家输入
|
||||
const error = host.onInput('play X 1 2');
|
||||
```
|
||||
|
||||
### Random Number Generation
|
||||
## 文档导航
|
||||
|
||||
```ts
|
||||
import { createRNG } from 'boardgame-core';
|
||||
|
||||
const rng = createRNG(12345);
|
||||
rng.nextInt(6); // 0-5
|
||||
rng.next(); // [0, 1)
|
||||
rng.next(100); // [0, 100)
|
||||
rng.setSeed(999); // reseed
|
||||
```
|
||||
|
||||
## API Reference
|
||||
|
||||
### Core
|
||||
|
||||
| Export | Description |
|
||||
| 文档 | 说明 |
|
||||
|---|---|
|
||||
| `createGameContext(root?)` | Create a new game context instance |
|
||||
| `GameContext` | The game context model class |
|
||||
| `Context` | Base context type |
|
||||
|
||||
### Parts
|
||||
|
||||
| Export | Description |
|
||||
|---|---|
|
||||
| `Part` | Entity type representing a game piece (card, die, token, etc.) |
|
||||
| `flip(part)` | Cycle to the next side |
|
||||
| `flipTo(part, side)` | Set to a specific side |
|
||||
| `roll(part, rng)` | Randomize side using RNG |
|
||||
|
||||
### Regions
|
||||
|
||||
| Export | Description |
|
||||
|---|---|
|
||||
| `Region` | Entity type for spatial grouping of parts |
|
||||
| `RegionAxis` | Axis definition with min/max/align |
|
||||
| `applyAlign(region)` | Compact parts according to axis alignment |
|
||||
| `shuffle(region, rng)` | Randomize part positions |
|
||||
|
||||
### Rules
|
||||
|
||||
| Export | Description |
|
||||
|---|---|
|
||||
| `RuleContext<T>` | Rule execution context type |
|
||||
| `createRule(type, fn)` | Create a rule generator factory |
|
||||
| `invokeRuleContext(pushContext, type, rule)` | Execute a rule with context management |
|
||||
|
||||
### Commands
|
||||
|
||||
| Export | Description |
|
||||
|---|---|
|
||||
| `parseCommand(input)` | Parse a command string into a `Command` object |
|
||||
| `parseCommandSchema(schema)` | Parse a schema string into a `CommandSchema` |
|
||||
| `validateCommand(cmd, schema)` | Validate a command against a schema |
|
||||
|
||||
### Utilities
|
||||
|
||||
| Export | Description |
|
||||
|---|---|
|
||||
| `createEntityCollection<T>()` | Create a reactive entity collection |
|
||||
| `createRNG(seed?)` | Create a seeded RNG instance |
|
||||
| `Mulberry32RNG` | Mulberry32 PRNG class |
|
||||
|
||||
## Scripts
|
||||
|
||||
```bash
|
||||
npm run build # Build with tsup
|
||||
npm run test # Run tests in watch mode
|
||||
npm run test:run # Run tests once
|
||||
npm run typecheck # Type check with TypeScript
|
||||
```
|
||||
| [使用 GameHost](docs/game-host.md) | GameHost 生命周期、响应式状态、事件处理 |
|
||||
| [编写 GameModule](docs/game-module.md) | 定义状态、注册命令、prompt 系统、Part/Region 使用 |
|
||||
| [棋子、区域与 RNG](docs/parts-regions-rng.md) | Part 创建、池管理、区域操作、RNG 使用 |
|
||||
| [动画与状态同步](docs/animation-sync.md) | produceAsync 和中断机制 |
|
||||
| [API 参考](docs/api-reference.md) | 所有导出 API 的完整列表 |
|
||||
| [开发指南](docs/development.md) | 安装、构建脚本、测试命令 |
|
||||
|
||||
## License
|
||||
|
||||
|
||||
Generated
+383
-321
@@ -8,49 +8,48 @@
|
||||
"name": "boardgame-core",
|
||||
"version": "1.0.0",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"boardgame-core": "file:",
|
||||
"inline-schema": "git+https://gitea.ayi-games.online/hypercross/inline-schema"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"@types/node": "^25.6.0",
|
||||
"inline-schema": "file:../inline-schema",
|
||||
"mutative": "^1.3.0",
|
||||
"tsup": "^8.0.2",
|
||||
"typescript": "^5.3.3",
|
||||
"vitest": "^1.3.1"
|
||||
"vitest": "^1.3.1",
|
||||
"yarn-spinner-loader": "^0.2.0"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"inline-schema": "file:../inline-schema",
|
||||
"mutative": "^1.3.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@emnapi/core": {
|
||||
"version": "1.9.1",
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"tslib": "^2.4.0"
|
||||
}
|
||||
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|
||||
"node_modules/@emnapi/runtime": {
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"tslib": "^2.4.0"
|
||||
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|
||||
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|
||||
"node_modules/@emnapi/wasi-threads": {
|
||||
"version": "1.2.0",
|
||||
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|
||||
"license": "MIT",
|
||||
"optional": true,
|
||||
"peer": true,
|
||||
"dependencies": {
|
||||
"tslib": "^2.4.0"
|
||||
"csv-parse": "^5.5.6"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@rspack/core": "^1.1.6",
|
||||
"@types/node": "^25.5.0",
|
||||
"tsup": "^8.5.1",
|
||||
"tsx": "^4.21.0",
|
||||
"typescript": "^5.9.3",
|
||||
"vitest": "^4.1.4"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@rspack/core": "^1.x",
|
||||
"esbuild": "*"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@rspack/core": {
|
||||
"optional": true
|
||||
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|
||||
"esbuild": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/aix-ppc64": {
|
||||
@@ -547,82 +546,49 @@
|
||||
"@jridgewell/sourcemap-codec": "^1.4.14"
|
||||
}
|
||||
},
|
||||
"node_modules/@module-federation/error-codes": {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
"@nodelib/fs.stat": "2.0.5",
|
||||
"run-parallel": "^1.1.9"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
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|
||||
"node_modules/@module-federation/runtime-core": {
|
||||
"version": "0.22.0",
|
||||
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||||
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|
||||
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|
||||
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|
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|
||||
"dev": true,
|
||||
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|
||||
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|
||||
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|
||||
"@module-federation/error-codes": "0.22.0",
|
||||
"@module-federation/sdk": "0.22.0"
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
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||||
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|
||||
"@module-federation/sdk": "0.22.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@napi-rs/wasm-runtime": {
|
||||
"version": "1.0.7",
|
||||
"resolved": "https://registry.npmjs.org/@napi-rs/wasm-runtime/-/wasm-runtime-1.0.7.tgz",
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"license": "MIT",
|
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"optional": true,
|
||||
"peer": true,
|
||||
"dependencies": {
|
||||
"@emnapi/core": "^1.5.0",
|
||||
"@emnapi/runtime": "^1.5.0",
|
||||
"@tybys/wasm-util": "^0.10.1"
|
||||
"@nodelib/fs.scandir": "2.1.5",
|
||||
"fastq": "^1.6.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
},
|
||||
"node_modules/@preact/signals-core": {
|
||||
"version": "1.14.0",
|
||||
"resolved": "https://registry.npmjs.org/@preact/signals-core/-/signals-core-1.14.0.tgz",
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||||
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|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"funding": {
|
||||
"type": "opencollective",
|
||||
@@ -979,195 +945,6 @@
|
||||
"win32"
|
||||
]
|
||||
},
|
||||
"node_modules/@rspack/binding": {
|
||||
"version": "1.7.11",
|
||||
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"peer": true,
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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"dev": true,
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"license": "MIT",
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"engines": {
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"node": ">=8.6"
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||||
},
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"funding": {
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"url": "https://github.com/sponsors/jonschlinkert"
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||||
}
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"node_modules/mimic-fn": {
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||||
"version": "4.0.0",
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||||
"resolved": "https://registry.npmjs.org/mimic-fn/-/mimic-fn-4.0.0.tgz",
|
||||
@@ -1813,6 +1756,16 @@
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
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||||
"node_modules/mutative": {
|
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"version": "1.3.0",
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"resolved": "https://registry.npmjs.org/mutative/-/mutative-1.3.0.tgz",
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"integrity": "sha512-8MJj6URmOZAV70dpFe1YnSppRTKC4DsMkXQiBDFayLcDI4ljGokHxmpqaBQuDWa4iAxWaJJ1PS8vAmbntjjKmQ==",
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||||
"dev": true,
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||||
"license": "MIT",
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||||
"engines": {
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||||
"node": ">=14.0"
|
||||
}
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||||
},
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"node_modules/mz": {
|
||||
"version": "2.7.0",
|
||||
"resolved": "https://registry.npmjs.org/mz/-/mz-2.7.0.tgz",
|
||||
@@ -2071,6 +2024,27 @@
|
||||
"node": "^14.15.0 || ^16.10.0 || >=18.0.0"
|
||||
}
|
||||
},
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||||
"node_modules/queue-microtask": {
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||||
"version": "1.2.3",
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||||
"resolved": "https://registry.npmjs.org/queue-microtask/-/queue-microtask-1.2.3.tgz",
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"integrity": "sha512-NuaNSa6flKT5JaSYQzJok04JzTL1CA6aGhv5rfLW3PgqA+M2ChpZQnAC8h8i4ZFkBS8X5RqkDBHA7r4hej3K9A==",
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||||
"dev": true,
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"funding": [
|
||||
{
|
||||
"type": "github",
|
||||
"url": "https://github.com/sponsors/feross"
|
||||
},
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||||
{
|
||||
"type": "patreon",
|
||||
"url": "https://www.patreon.com/feross"
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},
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||||
{
|
||||
"type": "consulting",
|
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"url": "https://feross.org/support"
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}
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],
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"license": "MIT"
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},
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"node_modules/react-is": {
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||||
"version": "18.3.1",
|
||||
"resolved": "https://registry.npmjs.org/react-is/-/react-is-18.3.1.tgz",
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||||
@@ -2092,6 +2066,16 @@
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||||
"url": "https://paulmillr.com/funding/"
|
||||
}
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||||
},
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"node_modules/require-from-string": {
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"version": "2.0.2",
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"resolved": "https://registry.npmjs.org/require-from-string/-/require-from-string-2.0.2.tgz",
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"integrity": "sha512-Xf0nWe6RseziFMu+Ap9biiUbmplq6S9/p+7w7YXP/JBHhrUDDUhwa+vANyubuqfZWTveU//DYVGsDG7RKL/vEw==",
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"dev": true,
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"license": "MIT",
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"engines": {
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"node": ">=0.10.0"
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}
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},
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"node_modules/resolve-from": {
|
||||
"version": "5.0.0",
|
||||
"resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-5.0.0.tgz",
|
||||
@@ -2102,6 +2086,17 @@
|
||||
"node": ">=8"
|
||||
}
|
||||
},
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"node_modules/reusify": {
|
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"version": "1.1.0",
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"resolved": "https://registry.npmjs.org/reusify/-/reusify-1.1.0.tgz",
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"integrity": "sha512-g6QUff04oZpHs0eG5p83rFLhHeV00ug/Yf9nZM6fLeUrPguBTkTQOdpAWWspMh55TZfVQDPaN3NQJfbVRAxdIw==",
|
||||
"dev": true,
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"license": "MIT",
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"engines": {
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"iojs": ">=1.0.0",
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"node": ">=0.10.0"
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}
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},
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"node_modules/rollup": {
|
||||
"version": "4.60.1",
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||||
"resolved": "https://registry.npmjs.org/rollup/-/rollup-4.60.1.tgz",
|
||||
@@ -2147,6 +2142,30 @@
|
||||
"fsevents": "~2.3.2"
|
||||
}
|
||||
},
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||||
"node_modules/run-parallel": {
|
||||
"version": "1.2.0",
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"resolved": "https://registry.npmjs.org/run-parallel/-/run-parallel-1.2.0.tgz",
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"integrity": "sha512-5l4VyZR86LZ/lDxZTR6jqL8AFE2S0IFLMP26AbjsLVADxHdhB/c0GUsH+y39UfCi3dzz8OlQuPmnaJOMoDHQBA==",
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"dev": true,
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"funding": [
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||||
{
|
||||
"type": "github",
|
||||
"url": "https://github.com/sponsors/feross"
|
||||
},
|
||||
{
|
||||
"type": "patreon",
|
||||
"url": "https://www.patreon.com/feross"
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},
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{
|
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"type": "consulting",
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"url": "https://feross.org/support"
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}
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],
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"license": "MIT",
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"dependencies": {
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"queue-microtask": "^1.2.2"
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}
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},
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"node_modules/shebang-command": {
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"version": "2.0.0",
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"resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz",
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@@ -2347,6 +2366,19 @@
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"node": ">=14.0.0"
|
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}
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},
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"node_modules/to-regex-range": {
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"version": "5.0.1",
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"resolved": "https://registry.npmjs.org/to-regex-range/-/to-regex-range-5.0.1.tgz",
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"integrity": "sha512-65P7iz6X5yEr1cwcgvQxbbIw7Uk3gOy5dIdtZ4rDveLqhrdJP+Li/Hx6tyK0NEb+2GCyneCMJiGqrADCSNk8sQ==",
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"dev": true,
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"license": "MIT",
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"dependencies": {
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"is-number": "^7.0.0"
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},
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"engines": {
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"node": ">=8.0"
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}
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},
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"node_modules/tree-kill": {
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"version": "1.2.2",
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"resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz",
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@@ -2364,14 +2396,6 @@
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"dev": true,
|
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"license": "Apache-2.0"
|
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},
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||||
"node_modules/tslib": {
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"version": "2.8.1",
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"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.8.1.tgz",
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"integrity": "sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==",
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"license": "0BSD",
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"optional": true,
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"peer": true
|
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},
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"node_modules/tsup": {
|
||||
"version": "8.5.1",
|
||||
"resolved": "https://registry.npmjs.org/tsup/-/tsup-8.5.1.tgz",
|
||||
@@ -2456,6 +2480,13 @@
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/undici-types": {
|
||||
"version": "7.19.2",
|
||||
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz",
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"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
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"dev": true,
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"license": "MIT"
|
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},
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"node_modules/vite": {
|
||||
"version": "5.4.21",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
|
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@@ -3082,6 +3113,37 @@
|
||||
"node": ">=8"
|
||||
}
|
||||
},
|
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"node_modules/yarn-spinner-loader": {
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"version": "0.2.0",
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"resolved": "https://registry.npmjs.org/yarn-spinner-loader/-/yarn-spinner-loader-0.2.0.tgz",
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"integrity": "sha512-tWq+n7qziugn7pj+0Zf/XXWXqVxXZez1JkqQgk7JJD4yikHbY1OihYwqSvsUiNeav52j5VCrpU8vWlerwCawPw==",
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"dev": true,
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"license": "MIT",
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"dependencies": {
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"ajv": "^8.17.1",
|
||||
"fast-glob": "^3.3.2"
|
||||
},
|
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"peerDependencies": {
|
||||
"esbuild": ">=0.20.0",
|
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"rollup": ">=4.0.0",
|
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"vite": ">=5.0.0",
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"webpack": ">=5.0.0"
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},
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"peerDependenciesMeta": {
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"esbuild": {
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"optional": true
|
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},
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"rollup": {
|
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"optional": true
|
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},
|
||||
"vite": {
|
||||
"optional": true
|
||||
},
|
||||
"webpack": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/yocto-queue": {
|
||||
"version": "1.2.2",
|
||||
"resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-1.2.2.tgz",
|
||||
|
||||
+15
-3
@@ -9,22 +9,34 @@
|
||||
".": {
|
||||
"types": "./dist/index.d.ts",
|
||||
"import": "./dist/index.js"
|
||||
},
|
||||
"./samples/*": {
|
||||
"types": "./dist/samples/*.d.ts",
|
||||
"import": "./dist/samples/*.js"
|
||||
}
|
||||
},
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"build:samples": "tsup --config tsup.samples.config.ts",
|
||||
"prepare": "npm run build && npm run build:samples",
|
||||
"test": "vitest",
|
||||
"test:run": "vitest run",
|
||||
"typecheck": "tsc --noEmit"
|
||||
},
|
||||
"dependencies": {
|
||||
"peerDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"inline-schema": "git+https://gitea.ayi-games.online/hypercross/inline-schema"
|
||||
"inline-schema": "file:../inline-schema",
|
||||
"mutative": "^1.3.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@preact/signals-core": "^1.5.1",
|
||||
"@types/node": "^25.6.0",
|
||||
"inline-schema": "file:../inline-schema",
|
||||
"mutative": "^1.3.0",
|
||||
"tsup": "^8.0.2",
|
||||
"typescript": "^5.3.3",
|
||||
"vitest": "^1.3.1"
|
||||
"vitest": "^1.3.1",
|
||||
"yarn-spinner-loader": "^0.2.0"
|
||||
},
|
||||
"keywords": [
|
||||
"boardgame",
|
||||
|
||||
@@ -1,94 +0,0 @@
|
||||
import {createModel, Signal, signal} from '@preact/signals-core';
|
||||
import {createEntityCollection} from "../utils/entity";
|
||||
import {Part} from "./part";
|
||||
import {Region} from "./region";
|
||||
import {RuleDef, RuleRegistry, RuleContext, RuleEngineHost, dispatchCommand as dispatchRuleCommand} from "./rule";
|
||||
|
||||
export type Context = {
|
||||
type: string;
|
||||
}
|
||||
|
||||
export const GameContext = createModel((root: Context) => {
|
||||
const parts = createEntityCollection<Part>();
|
||||
const regions = createEntityCollection<Region>();
|
||||
const rules = signal<RuleRegistry>(new Map());
|
||||
const ruleContexts = signal<RuleContext<unknown>[]>([]);
|
||||
const contexts = signal<Signal<Context>[]>([]);
|
||||
contexts.value = [signal(root)];
|
||||
|
||||
function pushContext(context: Context) {
|
||||
const ctxSignal = signal(context);
|
||||
contexts.value = [...contexts.value, ctxSignal];
|
||||
return context;
|
||||
}
|
||||
|
||||
function popContext() {
|
||||
if (contexts.value.length > 1) {
|
||||
contexts.value = contexts.value.slice(0, -1);
|
||||
}
|
||||
}
|
||||
|
||||
function latestContext<T extends Context>(type: T['type']): Signal<T> | undefined {
|
||||
for(let i = contexts.value.length - 1; i >= 0; i--){
|
||||
if(contexts.value[i].value.type === type){
|
||||
return contexts.value[i] as Signal<T>;
|
||||
}
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function registerRule(name: string, rule: RuleDef<unknown, RuleEngineHost>) {
|
||||
const newRules = new Map(rules.value);
|
||||
newRules.set(name, rule);
|
||||
rules.value = newRules;
|
||||
}
|
||||
|
||||
function unregisterRule(name: string) {
|
||||
const newRules = new Map(rules.value);
|
||||
newRules.delete(name);
|
||||
rules.value = newRules;
|
||||
}
|
||||
|
||||
function addRuleContext(ctx: RuleContext<unknown>) {
|
||||
ruleContexts.value = [...ruleContexts.value, ctx];
|
||||
}
|
||||
|
||||
function removeRuleContext(ctx: RuleContext<unknown>) {
|
||||
ruleContexts.value = ruleContexts.value.filter(c => c !== ctx);
|
||||
}
|
||||
|
||||
function dispatchCommand(this: GameContextInstance, input: string) {
|
||||
return dispatchRuleCommand({
|
||||
rules: rules.value,
|
||||
ruleContexts: ruleContexts.value,
|
||||
addRuleContext,
|
||||
removeRuleContext,
|
||||
pushContext,
|
||||
popContext,
|
||||
latestContext,
|
||||
parts,
|
||||
regions,
|
||||
} as any, input);
|
||||
}
|
||||
|
||||
return {
|
||||
parts,
|
||||
regions,
|
||||
rules,
|
||||
ruleContexts,
|
||||
contexts,
|
||||
pushContext,
|
||||
popContext,
|
||||
latestContext,
|
||||
registerRule,
|
||||
unregisterRule,
|
||||
dispatchCommand,
|
||||
}
|
||||
})
|
||||
|
||||
/** 创建游戏上下文实�?*/
|
||||
export function createGameContext(root: Context = { type: 'game' }) {
|
||||
return new GameContext(root);
|
||||
}
|
||||
|
||||
export type GameContextInstance = ReturnType<typeof createGameContext>;
|
||||
@@ -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);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,124 @@
|
||||
import { createPromptContext } from "@/utils/command";
|
||||
import { PromptContext } from "@/utils/command/command-prompt";
|
||||
import { ReadonlySignal, Signal } from "@preact/signals-core";
|
||||
import { createGameContext, IGameContext } from "./game";
|
||||
|
||||
export type GameHostStatus = "created" | "running" | "disposed";
|
||||
|
||||
export class GameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
> {
|
||||
readonly state: ReadonlySignal<TState>;
|
||||
readonly status: ReadonlySignal<GameHostStatus>;
|
||||
readonly prompts: PromptContext;
|
||||
|
||||
private _context: IGameContext<TState>;
|
||||
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
private _status: Signal<GameHostStatus>;
|
||||
private _createInitialState: () => TState;
|
||||
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
|
||||
private _isDisposed = false;
|
||||
|
||||
constructor(public readonly gameModule: TModule) {
|
||||
const { createInitialState, start } = gameModule;
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
|
||||
this.prompts = createPromptContext();
|
||||
const initialState = createInitialState();
|
||||
this._context = createGameContext(this.prompts, initialState);
|
||||
this._start = start;
|
||||
this.state = this._context._state;
|
||||
|
||||
this._status = new Signal<GameHostStatus>("created");
|
||||
this.status = this._status;
|
||||
}
|
||||
|
||||
/**
|
||||
* 为下一个 produceAsync 注册中断 Promise(通常用于 UI 动画)。
|
||||
* @see MutableSignal.addInterruption
|
||||
*/
|
||||
addInterruption(promise: Promise<void>): void {
|
||||
this._context._state.addInterruption(promise);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除所有未完成的中断。
|
||||
* @see MutableSignal.clearInterruptions
|
||||
*/
|
||||
clearInterruptions(): void {
|
||||
this._context._state.clearInterruptions();
|
||||
}
|
||||
|
||||
start(seed?: number): Promise<TResult> {
|
||||
if (this._isDisposed) {
|
||||
throw new Error("GameHost is disposed");
|
||||
}
|
||||
|
||||
this.prompts.reset();
|
||||
|
||||
const initialState = this._createInitialState();
|
||||
this._context._state.value = initialState as any;
|
||||
|
||||
seed = seed || Math.floor(Math.random() * Number.MAX_SAFE_INTEGER);
|
||||
this._context._rng.setSeed(seed);
|
||||
const promise = this._start(this._context);
|
||||
|
||||
this._status.value = "running";
|
||||
this._emitEvent("start");
|
||||
|
||||
return promise;
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
if (this._isDisposed) {
|
||||
return;
|
||||
}
|
||||
|
||||
this._isDisposed = true;
|
||||
this.prompts.reset();
|
||||
this._status.value = "disposed";
|
||||
|
||||
// Emit dispose event BEFORE clearing listeners
|
||||
this._emitEvent("dispose");
|
||||
this._eventListeners.clear();
|
||||
}
|
||||
|
||||
on(event: "start" | "dispose", listener: () => void): () => void {
|
||||
if (!this._eventListeners.has(event)) {
|
||||
this._eventListeners.set(event, new Set());
|
||||
}
|
||||
this._eventListeners.get(event)!.add(listener);
|
||||
|
||||
return () => {
|
||||
this._eventListeners.get(event)?.delete(listener);
|
||||
};
|
||||
}
|
||||
|
||||
private _emitEvent(event: "start" | "dispose") {
|
||||
const listeners = this._eventListeners.get(event);
|
||||
if (listeners) {
|
||||
for (const listener of listeners) {
|
||||
listener();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export type GameModule<
|
||||
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
> = {
|
||||
createInitialState: () => TState;
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
};
|
||||
|
||||
export function createGameHost<
|
||||
TState extends Record<string, unknown> = Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
>(gameModule: TModule): GameHost<TState, TResult, TModule> {
|
||||
return new GameHost(gameModule);
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
|
||||
import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
|
||||
import { PromptValidator } from "@/utils/command/command-runner";
|
||||
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
|
||||
import { PromptContext } from "@/utils/command/command-prompt";
|
||||
|
||||
export interface IGameContext<TState extends Record<string, unknown> = {}> {
|
||||
get value(): TState;
|
||||
get rng(): ReadonlyRNG;
|
||||
produce(fn: (draft: TState) => undefined): void;
|
||||
produceAsync(fn: (draft: TState) => undefined): Promise<void>;
|
||||
prompt: <TResult, TArgs extends any[] = any[]>(
|
||||
def: PromptDef<TArgs>,
|
||||
validator: PromptValidator<TResult, TArgs>,
|
||||
player?: string,
|
||||
) => Promise<TResult>;
|
||||
|
||||
// test only
|
||||
_state: MutableSignal<TState>;
|
||||
_rng: RNG;
|
||||
}
|
||||
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
|
||||
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
|
||||
|
||||
export function createGameContext<TState extends Record<string, unknown> = {}>(
|
||||
promptContext: PromptContext,
|
||||
initialState?: TState | (() => TState),
|
||||
): IGameContext<TState> {
|
||||
const stateValue =
|
||||
typeof initialState === "function"
|
||||
? initialState()
|
||||
: (initialState ?? ({} as TState));
|
||||
const state = mutableSignal(stateValue);
|
||||
const { prompt } = promptContext;
|
||||
|
||||
const context: IGameContext<TState> = {
|
||||
get value(): TState {
|
||||
return state.value;
|
||||
},
|
||||
get rng() {
|
||||
return this._rng;
|
||||
},
|
||||
produce(fn: (draft: TState) => undefined) {
|
||||
return state.produce(fn);
|
||||
},
|
||||
produceAsync(fn: (draft: TState) => undefined) {
|
||||
return state.produceAsync(fn);
|
||||
},
|
||||
prompt,
|
||||
|
||||
_state: state,
|
||||
_rng: new Mulberry32RNG(),
|
||||
};
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
export function createPromptDef<TArgs extends any[] = any[]>(
|
||||
schema: CommandSchema | string,
|
||||
hintText?: string,
|
||||
): PromptDef<TArgs> {
|
||||
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
|
||||
return { schema, hintText };
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
import {Part} from "./part";
|
||||
import {Immutable} from "mutative";
|
||||
|
||||
export function createPartsFromTable<T>(items: readonly T[], getId: (item: T, index: number) => string, getCount?: ((item: T) => number) | number){
|
||||
const pool: Record<string, Part<T>> = {};
|
||||
for (const entry of items) {
|
||||
const count = getCount ? (typeof getCount === 'function' ? getCount(entry) : getCount) : 1;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const id = getId(entry, i);
|
||||
pool[id] = createPart(id, entry);
|
||||
}
|
||||
}
|
||||
return pool;
|
||||
}
|
||||
|
||||
export function createParts<T>(item: T, getId: (index: number) => string, count?: number){
|
||||
return createPartsFromTable([item], (_,index) => getId(index), count);
|
||||
}
|
||||
|
||||
export function createPart<T>(id: string, entry: T): Part<T> {
|
||||
return {
|
||||
id,
|
||||
regionId: '',
|
||||
position: [],
|
||||
...entry as Immutable<T>
|
||||
}
|
||||
}
|
||||
+18
-22
@@ -1,33 +1,29 @@
|
||||
import {Entity, EntityAccessor} from "../utils/entity";
|
||||
import {Region} from "./region";
|
||||
import {RNG} from "../utils/rng";
|
||||
import {RNG} from '@/utils/rng';
|
||||
import {Immutable} from "mutative";
|
||||
|
||||
export type Part<TMeta = {}> = {
|
||||
id: string;
|
||||
|
||||
sides?: number;
|
||||
side?: number;
|
||||
|
||||
export type Part = Entity & {
|
||||
// cards have 2 sides, dices have multiple, tokens have 1
|
||||
sides: number;
|
||||
|
||||
// mostly rotations, if relevant
|
||||
alignments?: string[];
|
||||
|
||||
// current side
|
||||
side: number;
|
||||
// current alignment
|
||||
alignment?: string;
|
||||
|
||||
// current region
|
||||
region: EntityAccessor<Region>;
|
||||
// current position in region, expect to be the same length as region's axes
|
||||
regionId: string;
|
||||
position: number[];
|
||||
} & Immutable<TMeta>;
|
||||
|
||||
export function flip<TMeta>(part: Part<TMeta>) {
|
||||
if(!part.sides) return;
|
||||
part.side = ((part.side || 0) + 1) % part.sides;
|
||||
}
|
||||
|
||||
export function flip(part: Part) {
|
||||
part.side = (part.side + 1) % part.sides;
|
||||
}
|
||||
|
||||
export function flipTo(part: Part, side: number) {
|
||||
export function flipTo<TMeta>(part: Part<TMeta>, side: number) {
|
||||
if(!part.sides || side >= part.sides) return;
|
||||
part.side = side;
|
||||
}
|
||||
|
||||
export function roll(part: Part, rng: RNG) {
|
||||
export function roll<TMeta>(part: Part<TMeta>, rng: RNG) {
|
||||
if(!part.sides) return;
|
||||
part.side = rng.nextInt(part.sides);
|
||||
}
|
||||
|
||||
+86
-48
@@ -1,13 +1,11 @@
|
||||
import {Entity, EntityAccessor} from "../utils/entity";
|
||||
import {Part} from "./part";
|
||||
import {RNG} from "../utils/rng";
|
||||
import {ReadonlyRNG} from "@/utils/rng";
|
||||
|
||||
export type Region = Entity & {
|
||||
// aligning axes of the region, expect a part's position to have a matching number of elements
|
||||
export type Region = {
|
||||
id: string;
|
||||
axes: RegionAxis[];
|
||||
|
||||
// current children; expect no overlapped positions
|
||||
children: EntityAccessor<Part>[];
|
||||
childIds: string[];
|
||||
partMap: Record<string, string>;
|
||||
}
|
||||
|
||||
export type RegionAxis = {
|
||||
@@ -17,47 +15,63 @@ export type RegionAxis = {
|
||||
align?: 'start' | 'end' | 'center';
|
||||
}
|
||||
|
||||
/**
|
||||
* for each axis, try to remove gaps in positions.
|
||||
* - if min exists and align is start, and there are parts at (for example) min+2 and min+4, then move them to min and min+1
|
||||
* - if max exists and align is end, and there are parts at (for example) max-2 and max-4, then move them to max-1 and max-3
|
||||
* - for center, move parts to the center, possibly creating parts placed at 0.5 positions
|
||||
* - sort children so that they're in ascending order on each axes.
|
||||
* @param region
|
||||
*/
|
||||
export function applyAlign(region: Region){
|
||||
if (region.children.length === 0) return;
|
||||
export function createRegion(id: string, axes: RegionAxis[]): Region {
|
||||
return {
|
||||
id,
|
||||
axes,
|
||||
childIds: [],
|
||||
partMap: {},
|
||||
};
|
||||
}
|
||||
|
||||
export function createRegionAxis(name: string, min?: number, max?: number, align?: 'start' | 'end' | 'center'): RegionAxis {
|
||||
return {
|
||||
name,
|
||||
min,
|
||||
max,
|
||||
align,
|
||||
};
|
||||
}
|
||||
|
||||
function buildPartMap<TMeta>(region: Region, parts: Record<string, Part<TMeta>>) {
|
||||
const map: Record<string, string> = {};
|
||||
for (const childId of region.childIds) {
|
||||
const part = parts[childId];
|
||||
if (part) {
|
||||
map[part.position.join(',')] = childId;
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>) {
|
||||
if (region.childIds.length === 0) return;
|
||||
|
||||
// Process each axis independently while preserving spatial relationships
|
||||
for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) {
|
||||
const axis = region.axes[axisIndex];
|
||||
if (!axis.align) continue;
|
||||
|
||||
// Collect all unique position values on this axis, preserving original order
|
||||
const positionValues = new Set<number>();
|
||||
for (const accessor of region.children) {
|
||||
positionValues.add(accessor.value.position[axisIndex] ?? 0);
|
||||
for (const childId of region.childIds) {
|
||||
const part = parts[childId];
|
||||
if (part) {
|
||||
positionValues.add(part.position[axisIndex] ?? 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Sort position values
|
||||
const sortedPositions = Array.from(positionValues).sort((a, b) => a - b);
|
||||
|
||||
// Create position mapping: old position -> new position
|
||||
const positionMap = new Map<number, number>();
|
||||
|
||||
if (axis.align === 'start' && axis.min !== undefined) {
|
||||
// Compact from min, preserving relative order
|
||||
sortedPositions.forEach((pos, index) => {
|
||||
positionMap.set(pos, axis.min! + index);
|
||||
});
|
||||
} else if (axis.align === 'end' && axis.max !== undefined) {
|
||||
// Compact towards max
|
||||
const count = sortedPositions.length;
|
||||
sortedPositions.forEach((pos, index) => {
|
||||
positionMap.set(pos, axis.max! - (count - 1 - index));
|
||||
});
|
||||
} else if (axis.align === 'center') {
|
||||
// Center alignment
|
||||
const count = sortedPositions.length;
|
||||
const min = axis.min ?? 0;
|
||||
const max = axis.max ?? count - 1;
|
||||
@@ -70,38 +84,62 @@ export function applyAlign(region: Region){
|
||||
});
|
||||
}
|
||||
|
||||
// Apply position mapping to all parts
|
||||
for (const accessor of region.children) {
|
||||
const currentPos = accessor.value.position[axisIndex] ?? 0;
|
||||
accessor.value.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
|
||||
for (const childId of region.childIds) {
|
||||
const part = parts[childId];
|
||||
if (part) {
|
||||
const currentPos = part.position[axisIndex] ?? 0;
|
||||
part.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sort children by all axes at the end
|
||||
region.children.sort((a, b) => {
|
||||
region.childIds.sort((aId, bId) => {
|
||||
const a = parts[aId];
|
||||
const b = parts[bId];
|
||||
if (!a || !b) return 0;
|
||||
for (let i = 0; i < region.axes.length; i++) {
|
||||
const diff = (a.value.position[i] ?? 0) - (b.value.position[i] ?? 0);
|
||||
const diff = (a.position[i] ?? 0) - (b.position[i] ?? 0);
|
||||
if (diff !== 0) return diff;
|
||||
}
|
||||
return 0;
|
||||
});
|
||||
|
||||
region.partMap = buildPartMap(region, parts);
|
||||
}
|
||||
|
||||
/**
|
||||
* shuffle on each axis. for each axis, try to swap position.
|
||||
* @param region
|
||||
* @param rng
|
||||
*/
|
||||
export function shuffle(region: Region, rng: RNG){
|
||||
if (region.children.length <= 1) return;
|
||||
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){
|
||||
if (region.childIds.length <= 1) return;
|
||||
|
||||
// Fisher-Yates 洗牌算法
|
||||
const children = [...region.children];
|
||||
for (let i = children.length - 1; i > 0; i--) {
|
||||
const childIds = [...region.childIds];
|
||||
for (let i = childIds.length - 1; i > 0; i--) {
|
||||
const j = rng.nextInt(i + 1);
|
||||
// 交换两个 part 的整个 position 数组
|
||||
const temp = children[i].value.position;
|
||||
children[i].value.position = children[j].value.position;
|
||||
children[j].value.position = temp;
|
||||
const partI = parts[childIds[i]];
|
||||
const partJ = parts[childIds[j]];
|
||||
if (!partI || !partJ) continue;
|
||||
|
||||
const posI = [...partI.position];
|
||||
const posJ = [...partJ.position];
|
||||
partI.position = posJ;
|
||||
partJ.position = posI;
|
||||
}
|
||||
|
||||
region.partMap = buildPartMap(region, parts);
|
||||
}
|
||||
|
||||
export function moveToRegion<TMeta>(part: Part<TMeta>, sourceRegion: Region | null, targetRegion: Region | null, position?: number[]) {
|
||||
if (sourceRegion && part.regionId === sourceRegion.id) {
|
||||
sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
|
||||
delete sourceRegion.partMap[part.position.join(',')];
|
||||
}
|
||||
|
||||
if (position) {
|
||||
part.position = position;
|
||||
}
|
||||
|
||||
if(targetRegion){
|
||||
targetRegion.childIds.push(part.id);
|
||||
targetRegion.partMap[part.position.join(',')] = part.id;
|
||||
}
|
||||
|
||||
part.regionId = targetRegion?.id || '';
|
||||
}
|
||||
@@ -1,233 +0,0 @@
|
||||
import {Command, CommandSchema, parseCommand, parseCommandSchema, applyCommandSchema} from "../utils/command";
|
||||
|
||||
export type RuleState = 'running' | 'yielded' | 'waiting' | 'invoking' | 'done';
|
||||
|
||||
export type SchemaYield = { type: 'schema'; value: string | CommandSchema };
|
||||
export type InvokeYield = { type: 'invoke'; rule: string; command: Command };
|
||||
export type RuleYield = SchemaYield | InvokeYield;
|
||||
|
||||
export type RuleContext<T = unknown> = {
|
||||
type: string;
|
||||
schema?: CommandSchema;
|
||||
generator: Generator<RuleYield, T, Command | RuleContext<unknown>>;
|
||||
parent?: RuleContext<unknown>;
|
||||
children: RuleContext<unknown>[];
|
||||
state: RuleState;
|
||||
resolution?: T;
|
||||
}
|
||||
|
||||
export type RuleDef<T = unknown, H extends RuleEngineHost = RuleEngineHost> = {
|
||||
schema: CommandSchema;
|
||||
create: (this: H, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>;
|
||||
};
|
||||
|
||||
export type RuleRegistry = Map<string, RuleDef<unknown, RuleEngineHost>>;
|
||||
|
||||
export type RuleEngineHost = {
|
||||
rules: RuleRegistry;
|
||||
ruleContexts: RuleContext<unknown>[];
|
||||
addRuleContext: (ctx: RuleContext<unknown>) => void;
|
||||
removeRuleContext: (ctx: RuleContext<unknown>) => void;
|
||||
};
|
||||
|
||||
export function createRule<T, H extends RuleEngineHost = RuleEngineHost>(
|
||||
schemaStr: string,
|
||||
fn: (this: H, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>
|
||||
): RuleDef<T, H> {
|
||||
return {
|
||||
schema: parseCommandSchema(schemaStr, ''),
|
||||
create: fn as RuleDef<T, H>['create'],
|
||||
};
|
||||
}
|
||||
|
||||
function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
|
||||
if (typeof value === 'string') {
|
||||
return parseCommandSchema(value, '');
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
function addContextToHost(host: RuleEngineHost, ctx: RuleContext<unknown>) {
|
||||
host.addRuleContext(ctx);
|
||||
}
|
||||
|
||||
function discardChildren(host: RuleEngineHost, parent: RuleContext<unknown>) {
|
||||
for (const child of parent.children) {
|
||||
host.removeRuleContext(child);
|
||||
}
|
||||
parent.children = [];
|
||||
parent.state = 'yielded';
|
||||
}
|
||||
|
||||
function commandMatchesSchema(command: Command, schema: CommandSchema): boolean {
|
||||
const requiredParams = schema.params.filter(p => p.required);
|
||||
const variadicParam = schema.params.find(p => p.variadic);
|
||||
|
||||
if (command.params.length < requiredParams.length) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!variadicParam && command.params.length > schema.params.length) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const requiredOptions = schema.options.filter(o => o.required);
|
||||
for (const opt of requiredOptions) {
|
||||
const hasOption = opt.name in command.options || (opt.short && opt.short in command.options);
|
||||
if (!hasOption) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function applySchemaToCommand(command: Command, schema: CommandSchema): Command {
|
||||
return applyCommandSchema(command, schema).command;
|
||||
}
|
||||
|
||||
function findYieldedContext(contexts: RuleContext<unknown>[]): RuleContext<unknown> | undefined {
|
||||
for (let i = contexts.length - 1; i >= 0; i--) {
|
||||
const ctx = contexts[i];
|
||||
if (ctx.state === 'yielded') {
|
||||
return ctx;
|
||||
}
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function createContext<T>(
|
||||
command: Command,
|
||||
ruleDef: RuleDef<T>,
|
||||
host: RuleEngineHost,
|
||||
parent?: RuleContext<unknown>
|
||||
): RuleContext<T> {
|
||||
return {
|
||||
type: ruleDef.schema.name,
|
||||
schema: undefined,
|
||||
generator: ruleDef.create.call(host, command),
|
||||
parent,
|
||||
children: [],
|
||||
state: 'running',
|
||||
resolution: undefined,
|
||||
};
|
||||
}
|
||||
|
||||
function handleGeneratorResult<T>(
|
||||
host: RuleEngineHost,
|
||||
ctx: RuleContext<T>,
|
||||
result: IteratorResult<RuleYield, T>
|
||||
): RuleContext<unknown> | undefined {
|
||||
if (result.done) {
|
||||
ctx.resolution = result.value;
|
||||
ctx.state = 'done';
|
||||
return resumeParentAfterChildComplete(host, ctx as RuleContext<unknown>);
|
||||
}
|
||||
|
||||
const yielded = result.value;
|
||||
if (yielded.type === 'invoke') {
|
||||
const childRuleDef = host.rules.get(yielded.rule);
|
||||
if (childRuleDef) {
|
||||
ctx.state = 'invoking';
|
||||
return invokeChildRule(host, yielded.rule, yielded.command, ctx as RuleContext<unknown>);
|
||||
} else {
|
||||
ctx.schema = parseYieldedSchema({ name: '', params: [], options: [], flags: [] });
|
||||
ctx.state = 'yielded';
|
||||
}
|
||||
} else {
|
||||
ctx.schema = parseYieldedSchema(yielded.value);
|
||||
ctx.state = 'yielded';
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function stepGenerator<T>(
|
||||
host: RuleEngineHost,
|
||||
ctx: RuleContext<T>
|
||||
): RuleContext<T> {
|
||||
const result = ctx.generator.next();
|
||||
const resumed = handleGeneratorResult(host, ctx, result);
|
||||
if (resumed) return resumed as RuleContext<T>;
|
||||
return ctx;
|
||||
}
|
||||
|
||||
function invokeChildRule<T>(
|
||||
host: RuleEngineHost,
|
||||
ruleName: string,
|
||||
command: Command,
|
||||
parent: RuleContext<unknown>
|
||||
): RuleContext<T> {
|
||||
const ruleDef = host.rules.get(ruleName)!;
|
||||
const ctx = createContext(command, ruleDef, host, parent);
|
||||
|
||||
parent.children.push(ctx as RuleContext<unknown>);
|
||||
addContextToHost(host, ctx as RuleContext<unknown>);
|
||||
|
||||
return stepGenerator(host, ctx) as RuleContext<T>;
|
||||
}
|
||||
|
||||
function resumeParentAfterChildComplete(
|
||||
host: RuleEngineHost,
|
||||
childCtx: RuleContext<unknown>
|
||||
): RuleContext<unknown> | undefined {
|
||||
const parent = childCtx.parent;
|
||||
if (!parent || parent.state !== 'invoking') return undefined;
|
||||
|
||||
parent.children = parent.children.filter(c => c !== childCtx);
|
||||
|
||||
const result = parent.generator.next(childCtx);
|
||||
const resumed = handleGeneratorResult(host, parent, result);
|
||||
if (resumed) return resumed;
|
||||
return parent;
|
||||
}
|
||||
|
||||
function invokeRule<T>(
|
||||
host: RuleEngineHost,
|
||||
command: Command,
|
||||
ruleDef: RuleDef<T>,
|
||||
parent?: RuleContext<unknown>
|
||||
): RuleContext<T> {
|
||||
const ctx = createContext(command, ruleDef, host, parent);
|
||||
|
||||
if (parent) {
|
||||
discardChildren(host, parent);
|
||||
parent.children.push(ctx as RuleContext<unknown>);
|
||||
parent.state = 'waiting';
|
||||
}
|
||||
|
||||
addContextToHost(host, ctx as RuleContext<unknown>);
|
||||
|
||||
return stepGenerator(host, ctx);
|
||||
}
|
||||
|
||||
function feedYieldedContext(
|
||||
host: RuleEngineHost,
|
||||
ctx: RuleContext<unknown>,
|
||||
command: Command
|
||||
): RuleContext<unknown> {
|
||||
const typedCommand = applySchemaToCommand(command, ctx.schema!);
|
||||
const result = ctx.generator.next(typedCommand);
|
||||
const resumed = handleGeneratorResult(host, ctx, result);
|
||||
return resumed ?? ctx;
|
||||
}
|
||||
|
||||
export function dispatchCommand(host: RuleEngineHost, input: string): RuleContext<unknown> | undefined {
|
||||
const command = parseCommand(input);
|
||||
|
||||
const matchedRule = host.rules.get(command.name);
|
||||
if (matchedRule) {
|
||||
const typedCommand = applySchemaToCommand(command, matchedRule.schema);
|
||||
const parent = findYieldedContext(host.ruleContexts);
|
||||
return invokeRule(host, typedCommand, matchedRule, parent);
|
||||
}
|
||||
|
||||
for (let i = host.ruleContexts.length - 1; i >= 0; i--) {
|
||||
const ctx = host.ruleContexts[i];
|
||||
if (ctx.state === 'yielded' && ctx.schema && commandMatchesSchema(command, ctx.schema)) {
|
||||
return feedYieldedContext(host, ctx, command);
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
+65
-14
@@ -4,24 +4,75 @@
|
||||
*/
|
||||
|
||||
// Core types
|
||||
export type { Context } from './core/context';
|
||||
export { GameContext, createGameContext } from './core/context';
|
||||
export type { IGameContext } from "./core/game";
|
||||
export { createPromptDef } from "./core/game";
|
||||
|
||||
export type { Part } from './core/part';
|
||||
export { flip, flipTo, roll } from './core/part';
|
||||
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
|
||||
export { createGameHost } from "./core/game-host";
|
||||
|
||||
export type { Region, RegionAxis } from './core/region';
|
||||
export { applyAlign, shuffle } from './core/region';
|
||||
export type { Part } from "./core/part";
|
||||
export { flip, flipTo, roll } from "./core/part";
|
||||
|
||||
export type { RuleContext, RuleState, RuleDef, RuleRegistry } from './core/rule';
|
||||
export { createRule, dispatchCommand } from './core/rule';
|
||||
export { createParts, createPartsFromTable } from "./core/part-factory";
|
||||
|
||||
export type { Region, RegionAxis } from "./core/region";
|
||||
export {
|
||||
createRegion,
|
||||
createRegionAxis,
|
||||
applyAlign,
|
||||
shuffle,
|
||||
moveToRegion,
|
||||
} from "./core/region";
|
||||
|
||||
export * from "./core/game-client";
|
||||
|
||||
// Utils
|
||||
export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
|
||||
export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
|
||||
export type {
|
||||
Command,
|
||||
CommandDef,
|
||||
CommandResult,
|
||||
CommandSchema,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
} from "./utils/command";
|
||||
export {
|
||||
parseCommand,
|
||||
parseCommandSchema,
|
||||
validateCommand,
|
||||
parseCommandWithSchema,
|
||||
applyCommandSchema,
|
||||
} from "./utils/command";
|
||||
|
||||
export type { Entity, EntityAccessor } from './utils/entity';
|
||||
export { createEntityCollection } from './utils/entity';
|
||||
export type {
|
||||
CommandRunner,
|
||||
CommandRunnerHandler,
|
||||
CommandRunnerContext,
|
||||
PromptEvent,
|
||||
CommandRunnerEvents,
|
||||
} from "./utils/command";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
unregisterCommand,
|
||||
hasCommand,
|
||||
getCommand,
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
type CommandRegistry,
|
||||
type CommandRunnerContextExport,
|
||||
} from "./utils/command";
|
||||
|
||||
export type { RNG } from './utils/rng';
|
||||
export { createRNG, Mulberry32RNG } from './utils/rng';
|
||||
export type { MutableSignal } from "./utils/mutable-signal";
|
||||
export { mutableSignal } from "./utils/mutable-signal";
|
||||
|
||||
export type { RNG, ReadonlyRNG } from "./utils/rng";
|
||||
export { createRNG, Mulberry32RNG } from "./utils/rng";
|
||||
|
||||
export type { MiddlewareChain } from "./utils/middleware";
|
||||
export { createMiddlewareChain } from "./utils/middleware";
|
||||
|
||||
export * from "./utils/spawner";
|
||||
|
||||
export * from "@preact/signals-core";
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
type,player,count
|
||||
string,string,int
|
||||
kitten,white,8
|
||||
kitten,black,8
|
||||
cat,white,8
|
||||
cat,black,8
|
||||
|
Vendored
+10
@@ -0,0 +1,10 @@
|
||||
type BoopPartTable = readonly {
|
||||
readonly type: string;
|
||||
readonly player: string;
|
||||
readonly count: number;
|
||||
}[];
|
||||
|
||||
export type BoopPart = BoopPartTable[number];
|
||||
|
||||
declare function getData(): BoopPartTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,46 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PieceType} from "@/samples/boop/types";
|
||||
import {findPartAtPosition, getNeighborPositions, isCellOccupied, isInBounds} from "@/samples/boop/utils";
|
||||
import {moveToRegion} from "@/core/region";
|
||||
|
||||
/**
|
||||
* 执行boop - 推动周围棋子
|
||||
*/
|
||||
export async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
|
||||
const booped: string[] = [];
|
||||
|
||||
await game.produceAsync(state => {
|
||||
// 按照远离放置位置的方向推动
|
||||
for (const [dr, dc] of getNeighborPositions()) {
|
||||
const nr = row + dr;
|
||||
const nc = col + dc;
|
||||
|
||||
if (!isInBounds(nr, nc)) continue;
|
||||
|
||||
// 从 state 中查找,而不是 game
|
||||
const part = findPartAtPosition(state, nr, nc);
|
||||
if (!part) continue;
|
||||
|
||||
// 小猫不能推动猫
|
||||
if (type === 'kitten' && part.type === 'cat') continue;
|
||||
|
||||
// 计算推动后的位置
|
||||
const newRow = nr + dr;
|
||||
const newCol = nc + dc;
|
||||
|
||||
// 检查新位置是否为空或在棋盘外
|
||||
if (!isInBounds(newRow, newCol)) {
|
||||
// 棋子被推出棋盘,返回玩家supply
|
||||
booped.push(part.id);
|
||||
moveToRegion(part, state.regions.board, state.regions[part.player]);
|
||||
} else if (!isCellOccupied(state, newRow, newCol)) {
|
||||
// 新位置为空,移动过去
|
||||
booped.push(part.id);
|
||||
moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
|
||||
}
|
||||
// 如果新位置被占用,则不移动(两个棋子都保持原位)
|
||||
}
|
||||
});
|
||||
|
||||
return { booped };
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PlayerType} from "@/samples/boop/types";
|
||||
import {findPartAtPosition, findPartInRegion, isInBounds} from "@/samples/boop/utils";
|
||||
import {MAX_PIECES_PER_PLAYER} from "@/samples/boop/constants";
|
||||
import {prompts} from "@/samples/boop/prompts";
|
||||
import {moveToRegion} from "@/core/region";
|
||||
|
||||
/**
|
||||
* 检查并执行 8-piece 规则
|
||||
*/
|
||||
export async function checkFullBoard(game: BoopGame, turnPlayer: PlayerType){
|
||||
// 检查8-piece规则: 如果玩家所有8个棋子都在棋盘上且没有获胜,强制升级一个小猫
|
||||
const playerPieces = Object.values(game.value.pieces).filter(
|
||||
p => p.player === turnPlayer && p.regionId === 'board'
|
||||
);
|
||||
if(playerPieces.length < MAX_PIECES_PER_PLAYER || game.value.winner !== null){
|
||||
return;
|
||||
}
|
||||
|
||||
const partId = await game.prompt(
|
||||
prompts.choose,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
}
|
||||
if (!isInBounds(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and 5.`;
|
||||
}
|
||||
|
||||
const part = findPartAtPosition(game, row, col);
|
||||
if (!part || part.player !== turnPlayer) {
|
||||
throw `No ${player} piece at (${row}, ${col}).`;
|
||||
}
|
||||
|
||||
return part.id;
|
||||
}
|
||||
);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
const part = state.pieces[partId];
|
||||
moveToRegion(part, state.regions.board, null);
|
||||
const cat = findPartInRegion(state, '', 'cat');
|
||||
moveToRegion(cat || part, null, state.regions[turnPlayer]);
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PlayerType} from "@/samples/boop/types";
|
||||
import {findPartAtPosition, findPartInRegion, getLineCandidates} from "@/samples/boop/utils";
|
||||
import {WIN_LENGTH} from "@/samples/boop/constants";
|
||||
import {moveToRegion} from "@/core/region";
|
||||
|
||||
/**
|
||||
* 检查并执行小猫升级(三个小猫连线变成猫)
|
||||
*/
|
||||
export async function checkGraduates(game: BoopGame){
|
||||
const toUpgrade = new Set<string>();
|
||||
for(const line of getLineCandidates()){
|
||||
let whites = 0;
|
||||
let blacks = 0;
|
||||
for(const [row, col] of line){
|
||||
const part = findPartAtPosition(game, row, col);
|
||||
if (part?.player === 'white') whites++;
|
||||
else if(part?.player === 'black') blacks++;
|
||||
}
|
||||
const player = whites >= WIN_LENGTH ? 'white' : blacks >= WIN_LENGTH ? 'black' : null;
|
||||
if(!player) continue;
|
||||
|
||||
for(const [row, col] of line){
|
||||
const part = findPartAtPosition(game, row, col);
|
||||
part && toUpgrade.add(part.id);
|
||||
}
|
||||
}
|
||||
|
||||
await game.produceAsync(state => {
|
||||
for(const partId of toUpgrade){
|
||||
const part = state.pieces[partId];
|
||||
const [row, col] = part.position;
|
||||
const player = part.player;
|
||||
moveToRegion(part, state.regions.board, null);
|
||||
|
||||
const newPart = findPartInRegion(state, '', 'cat', player);
|
||||
moveToRegion(newPart || part, null, state.regions[player], [row, col]);
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
import { BoopGame } from "@/samples/boop/types-extensions";
|
||||
import { PlayerType } from "@/samples/boop/types";
|
||||
import { turn } from "@/samples/boop/commands/turn";
|
||||
import { boop } from "./boop";
|
||||
import { checkFullBoard } from "./full-board";
|
||||
import { checkGraduates } from "./graduate";
|
||||
import { place } from "./place";
|
||||
import { checkWin } from "./win";
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
export async function start(game: BoopGame) {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer =
|
||||
state.currentPlayer === "white" ? "black" : "white";
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
}
|
||||
|
||||
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
|
||||
@@ -0,0 +1,27 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PieceType, PlayerType} from "@/samples/boop/types";
|
||||
import {findPartInRegion} from "@/samples/boop/utils";
|
||||
import {moveToRegion} from "@/core/region";
|
||||
|
||||
/**
|
||||
* 放置棋子到棋盘
|
||||
*/
|
||||
export async function place(game: BoopGame, row: number, col: number, player: PlayerType, type: PieceType) {
|
||||
const value = game.value;
|
||||
// 从玩家supply中找到对应类型的棋子
|
||||
const part = findPartInRegion(game, player, type);
|
||||
|
||||
if (!part) {
|
||||
throw new Error(`No ${type} available in ${player}'s supply`);
|
||||
}
|
||||
|
||||
const partId = part.id;
|
||||
|
||||
await game.produceAsync(state => {
|
||||
// 将棋子从supply移动到棋盘
|
||||
const part = state.pieces[partId];
|
||||
moveToRegion(part, state.regions[player], state.regions.board, [row, col]);
|
||||
});
|
||||
|
||||
return { row, col, player, type, partId };
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PieceType, PlayerType, WinnerType} from "@/samples/boop/types";
|
||||
import {prompts} from "@/samples/boop/prompts";
|
||||
import {findPartInRegion, isCellOccupied, isInBounds} from "@/samples/boop/utils";
|
||||
import {place} from "@/samples/boop/commands/place";
|
||||
import {boop} from "@/samples/boop/commands/boop";
|
||||
import {checkWin} from "@/samples/boop/commands/win";
|
||||
import {checkGraduates} from "@/samples/boop/commands/graduate";
|
||||
import {checkFullBoard} from "@/samples/boop/commands/full-board";
|
||||
import {BOARD_SIZE} from "@/samples/boop/constants";
|
||||
|
||||
/**
|
||||
* 处理一个回合
|
||||
*/
|
||||
export async function turn(game: BoopGame, turnPlayer: PlayerType) {
|
||||
const {row, col, type} = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col, type) => {
|
||||
const pieceType = type === 'cat' ? 'cat' : 'kitten';
|
||||
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
}
|
||||
if (!isInBounds(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
}
|
||||
if (isCellOccupied(game, row, col)) {
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
}
|
||||
|
||||
const found = findPartInRegion(game, player, pieceType);
|
||||
if (!found) {
|
||||
throw `No ${pieceType}s left in ${player}'s supply.`;
|
||||
}
|
||||
return {player, row,col,type};
|
||||
},
|
||||
game.value.currentPlayer
|
||||
);
|
||||
const pieceType = type === 'cat' ? 'cat' : 'kitten';
|
||||
|
||||
await place(game, row, col, turnPlayer, pieceType);
|
||||
await boop(game, row, col, pieceType);
|
||||
const winner = await checkWin(game);
|
||||
if(winner) return { winner: winner };
|
||||
|
||||
await checkGraduates(game);
|
||||
await checkFullBoard(game, turnPlayer);
|
||||
return { winner: null };
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PlayerType, WinnerType} from "@/samples/boop/types";
|
||||
import {findPartAtPosition, getLineCandidates} from "@/samples/boop/utils";
|
||||
import {WIN_LENGTH} from "@/samples/boop/constants";
|
||||
|
||||
/**
|
||||
* 检查是否有玩家获胜(三个猫连线)
|
||||
*/
|
||||
export async function checkWin(game: BoopGame): Promise<WinnerType | null> {
|
||||
for(const line of getLineCandidates()){
|
||||
let whites = 0;
|
||||
let blacks = 0;
|
||||
for(const [row, col] of line){
|
||||
const part = findPartAtPosition(game, row, col);
|
||||
if(part?.type !== 'cat') continue;
|
||||
if (part.player === 'white') whites++;
|
||||
else blacks++;
|
||||
}
|
||||
if(whites >= WIN_LENGTH) {
|
||||
return 'white';
|
||||
}
|
||||
if(blacks >= WIN_LENGTH) {
|
||||
return 'black';
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export const BOARD_SIZE = 6;
|
||||
export const MAX_PIECES_PER_PLAYER = 8;
|
||||
export const WIN_LENGTH = 3;
|
||||
@@ -0,0 +1,41 @@
|
||||
// Types
|
||||
export type {
|
||||
PlayerType,
|
||||
PieceType,
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart,
|
||||
} from "./types";
|
||||
|
||||
export type { BoopGame } from "./types-extensions";
|
||||
|
||||
// Constants
|
||||
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
|
||||
|
||||
// State
|
||||
export { createInitialState, type BoopState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
start,
|
||||
place as placeCmd,
|
||||
boop as boopCmd,
|
||||
checkWin as checkWinCmd,
|
||||
checkGraduates as checkGraduatesCmd,
|
||||
checkFullBoard as checkFullBoardCmd,
|
||||
turn as turnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
getLineCandidates,
|
||||
isInBounds,
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition,
|
||||
} from "./utils";
|
||||
@@ -0,0 +1,9 @@
|
||||
import {createPromptDef} from "@/core/game";
|
||||
import {PieceType, PlayerType} from "@/samples/boop/types";
|
||||
|
||||
export const prompts = {
|
||||
play: createPromptDef<[PlayerType, number, number, PieceType?]>(
|
||||
'play <player> <row:number> <col:number> [type:string]'),
|
||||
choose: createPromptDef<[PlayerType, number, number]>(
|
||||
'choose <player> <row:number> <col:number>')
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
# Boop
|
||||
|
||||
## Game Overview
|
||||
|
||||
**"boop."** is a deceptively cute, oh-so-snoozy strategy game. Players compete to place their cats on a quilted bed, pushing other pieces out of the way.
|
||||
|
||||
- **Players:** 2
|
||||
- **Ages:** 10+
|
||||
- **Play Time:** 15–20 minutes
|
||||
|
||||
## Components
|
||||
|
||||
- 1 Quilted Fabric Board (the "Bed") — 6×6 grid
|
||||
- 8 White Kittens and 8 White Cats
|
||||
- 8 Black Kittens and 8 Black Cats
|
||||
|
||||
## Objective
|
||||
|
||||
Be the first player to line up **three Cats** in a row (horizontally, vertically, or diagonally) on the 6×6 grid.
|
||||
|
||||
## Setup
|
||||
|
||||
- Each player takes their 8 Kittens into their personal supply.
|
||||
- Cats are kept off to the side until a player "graduates" their Kittens.
|
||||
- The board starts empty.
|
||||
|
||||
## How to Play
|
||||
|
||||
On your turn, perform the following steps:
|
||||
|
||||
### 1. Placing Pieces
|
||||
|
||||
Place one piece (Kitten or Cat) from your supply onto any empty space on the bed.
|
||||
|
||||
### 2. The "Boop" Mechanic
|
||||
|
||||
Placing a piece causes a **"boop."** Every piece (yours or your opponent's) in the 8 spaces immediately surrounding the piece you just played is pushed one space away from the placed piece.
|
||||
|
||||
- **Chain Reactions:** A "booped" piece does **not** cause another boop. Only the piece being *placed* triggers boops.
|
||||
- **Obstructions:** If there is a piece behind the piece being booped (i.e., the space it would be pushed into is occupied), the boop does not happen — both pieces stay put.
|
||||
- **Falling off the Bed:** If a piece is booped off the edge of the 6×6 grid, it is returned to its owner's supply.
|
||||
|
||||
### 3. Kittens vs. Cats (The Hierarchy)
|
||||
|
||||
- **Kittens** can boop other Kittens.
|
||||
- **Kittens** **cannot** boop Cats.
|
||||
- **Cats** can boop both Kittens and other Cats.
|
||||
|
||||
## Graduation (Getting Cats)
|
||||
|
||||
To win, you need Cats. You obtain Cats by lining up Kittens:
|
||||
|
||||
1. **Three in a Row:** If you line up three of your Kittens in a row (horizontally, vertically, or diagonally), they "graduate."
|
||||
2. **The Process:** Remove the three Kittens from the board and return them to the box. Add three **Cats** to your personal supply.
|
||||
3. **Multiple Rows:** If placing a piece creates multiple rows of three, you graduate all pieces involved in those rows.
|
||||
4. **The 8-Piece Rule:** If a player has all 8 of their pieces on the board (a mix of Kittens and Cats) and no one has three-in-a-row, the player must choose one of their Kittens on the board to graduate into a Cat to free up a piece.
|
||||
|
||||
## How to Win
|
||||
|
||||
A player wins immediately when they get **three Cats in a row** on the bed (horizontally, vertically, or diagonally).
|
||||
|
||||
> **Note:** If you line up three Cats during a Kitten graduation move (e.g., three Cats are moved into a row because of a Kitten being placed), you also win.
|
||||
|
||||
## Strategy Tips
|
||||
|
||||
Because every move pushes other pieces away, players must think several steps ahead to "trap" their own pieces into a row while knocking their opponent's pieces off the board or out of alignment.
|
||||
@@ -0,0 +1,45 @@
|
||||
import getParts from './boopPart.csv';
|
||||
import {createRegion, moveToRegion, Region} from "@/core/region";
|
||||
import {createPartsFromTable} from "@/core/part-factory";
|
||||
import {BoopPart} from "@/samples/boop/types";
|
||||
import {BOARD_SIZE} from "@/samples/boop/constants";
|
||||
import {PlayerType, PieceType, RegionType} from "@/samples/boop/types";
|
||||
|
||||
export function createInitialState() {
|
||||
const parts = getParts();
|
||||
const pieces = createPartsFromTable(
|
||||
parts,
|
||||
(item, index) => `${item.player}-${item.type}-${index + 1}`,
|
||||
(item) => item.count
|
||||
) as Record<string, BoopPart>;
|
||||
|
||||
// Initialize region childIds
|
||||
const whiteRegion = createRegion('white', []);
|
||||
const blackRegion = createRegion('black', []);
|
||||
const boardRegion = createRegion('board', [
|
||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
||||
]);
|
||||
|
||||
// Populate region childIds based on piece regionId
|
||||
for (const part of Object.values(pieces)) {
|
||||
if(part.type !== 'kitten') continue;
|
||||
if (part.player === 'white' ) {
|
||||
moveToRegion(part, null, whiteRegion);
|
||||
} else if (part.player === 'black') {
|
||||
moveToRegion(part, null, blackRegion);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
regions: {
|
||||
white: whiteRegion,
|
||||
black: blackRegion,
|
||||
board: boardRegion,
|
||||
} as Record<RegionType, Region>,
|
||||
pieces,
|
||||
currentPlayer: 'white' as PlayerType,
|
||||
winner: null as PlayerType | 'draw' | null,
|
||||
};
|
||||
}
|
||||
export type BoopState = ReturnType<typeof createInitialState>;
|
||||
@@ -0,0 +1,4 @@
|
||||
import {IGameContext} from "@/core/game";
|
||||
import {BoopState} from "@/samples/boop/state";
|
||||
|
||||
export type BoopGame = IGameContext<BoopState>;
|
||||
@@ -0,0 +1,9 @@
|
||||
import {Part} from "@/core/part";
|
||||
|
||||
export type PlayerType = 'white' | 'black';
|
||||
export type PieceType = 'kitten' | 'cat';
|
||||
export type WinnerType = PlayerType | 'draw' | null;
|
||||
export type RegionType = 'white' | 'black' | 'board' | '';
|
||||
|
||||
export type BoopPartMeta = { player: PlayerType; type: PieceType };
|
||||
export type BoopPart = Part<BoopPartMeta>;
|
||||
@@ -0,0 +1,62 @@
|
||||
import {BOARD_SIZE, WIN_LENGTH} from "@/samples/boop/constants";
|
||||
import {BoopState} from "@/samples/boop/state";
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
|
||||
const DIRS = [
|
||||
[0, 1],
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[-1, 1]
|
||||
]
|
||||
type PT = [number, number];
|
||||
type Line = PT[];
|
||||
|
||||
/**
|
||||
* 生成所有可能的连线候选(用于检查胜利或升级)
|
||||
*/
|
||||
export function* getLineCandidates(){
|
||||
for(const [dx, dy] of DIRS){
|
||||
for(let x = 0; x < BOARD_SIZE; x ++)
|
||||
for(let y = 0; y < BOARD_SIZE; y ++){
|
||||
if(!isInBounds(x + dx * (WIN_LENGTH-1), y + dy * (WIN_LENGTH-1))) continue;
|
||||
const line = [];
|
||||
for(let i = 0; i < WIN_LENGTH; i ++){
|
||||
line.push([x + i * dx, y + i * dy]);
|
||||
}
|
||||
yield line as Line;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查位置是否在棋盘范围内
|
||||
*/
|
||||
export function isInBounds(x: number, y: number): boolean {
|
||||
return x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查单元格是否被占用
|
||||
*/
|
||||
export function isCellOccupied(game: BoopGame | BoopState, x: number, y: number): boolean {
|
||||
const state = getState(game);
|
||||
const id = `${x},${y}`;
|
||||
return state.regions.board.partMap[id] !== undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取邻居位置生成器
|
||||
*/
|
||||
export function* getNeighborPositions(x: number = 0, y: number = 0){
|
||||
for(let dx = -1; dx <= 1; dx ++)
|
||||
for(let dy = -1; dy <= 1; dy ++)
|
||||
if(dx !== 0 || dy !== 0)
|
||||
yield [x + dx, y + dy] as PT;
|
||||
}
|
||||
|
||||
function getState(ctx: BoopGame | BoopState): BoopState {
|
||||
if('value' in ctx){
|
||||
return ctx.value;
|
||||
}
|
||||
return ctx;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
export {
|
||||
getLineCandidates,
|
||||
isInBounds,
|
||||
isCellOccupied,
|
||||
getNeighborPositions
|
||||
} from './board';
|
||||
|
||||
export {
|
||||
findPartInRegion,
|
||||
findPartAtPosition
|
||||
} from './pieces';
|
||||
@@ -0,0 +1,40 @@
|
||||
import {BoopPart, PieceType, PlayerType, RegionType} from "@/samples/boop/types";
|
||||
import {BoopState} from "@/samples/boop/state";
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
|
||||
/**
|
||||
* 在区域中查找棋子
|
||||
*/
|
||||
export function findPartInRegion(
|
||||
ctx: BoopGame | BoopState,
|
||||
regionId: keyof BoopGame['value']['regions'],
|
||||
type: PieceType,
|
||||
player?: PlayerType
|
||||
): BoopPart | null {
|
||||
const state = getState(ctx);
|
||||
if(!regionId){
|
||||
return Object.values(state.pieces).find(part => match(regionId, part, type, player)) || null;
|
||||
}
|
||||
const id = state.regions[regionId].childIds.find(id => match(regionId, state.pieces[id], type, player));
|
||||
return id ? state.pieces[id] || null : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 在指定位置查找棋子
|
||||
*/
|
||||
export function findPartAtPosition(ctx: BoopGame | BoopState, row: number, col: number): BoopPart | null {
|
||||
const state = getState(ctx);
|
||||
const id = state.regions.board.partMap[`${row},${col}`];
|
||||
return id ? state.pieces[id] || null : null;
|
||||
}
|
||||
|
||||
function match(regionId: RegionType, part: BoopPart, type: PieceType, player?: PlayerType){
|
||||
return regionId === part.regionId && part.type === type && (!player || part.player === player);
|
||||
}
|
||||
|
||||
function getState(ctx: BoopGame | BoopState): BoopState {
|
||||
if('value' in ctx){
|
||||
return ctx.value;
|
||||
}
|
||||
return ctx;
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
# pattern forms a grid of 5x5
|
||||
# o is the move's starting postion
|
||||
# x are move end position candidates
|
||||
# . is space
|
||||
|
||||
# first row, first position is dx=-2 dy=2
|
||||
name,startingPlayer,row,pattern
|
||||
string,string,number,string
|
||||
|
||||
tiger,black,0,..x..
|
||||
tiger,black,1,.....
|
||||
tiger,black,2,..o..
|
||||
tiger,black,3,..x..
|
||||
tiger,black,4,.....
|
||||
|
||||
dragon,red,0,.....
|
||||
dragon,red,1,x...x
|
||||
dragon,red,2,..o..
|
||||
dragon,red,3,.x.x.
|
||||
dragon,red,4,.....
|
||||
|
||||
frog,black,0,.....
|
||||
frog,black,1,.x...
|
||||
frog,black,2,x.o..
|
||||
frog,black,3,...x.
|
||||
frog,black,4,.....
|
||||
|
||||
rabbit,black,0,.....
|
||||
rabbit,black,1,...x.
|
||||
rabbit,black,2,..o.x
|
||||
rabbit,black,3,.x...
|
||||
rabbit,black,4,.....
|
||||
|
||||
crab,black,0,.....
|
||||
crab,black,1,..x..
|
||||
crab,black,2,x.o.x
|
||||
crab,black,3,.....
|
||||
crab,black,4,.....
|
||||
|
||||
elephant,red,0,.....
|
||||
elephant,red,1,.x.x.
|
||||
elephant,red,2,.xox.
|
||||
elephant,red,3,.....
|
||||
elephant,red,4,.....
|
||||
|
||||
goose,black,0,.....
|
||||
goose,black,1,.x...
|
||||
goose,black,2,.xox.
|
||||
goose,black,3,...x.
|
||||
goose,black,4,.....
|
||||
|
||||
rooster,red,0,.....
|
||||
rooster,red,1,...x.
|
||||
rooster,red,2,.xox.
|
||||
rooster,red,3,.x...
|
||||
rooster,red,4,.....
|
||||
|
||||
monkey,black,0,.....
|
||||
monkey,black,1,.x.x.
|
||||
monkey,black,2,..o..
|
||||
monkey,black,3,.x.x.
|
||||
monkey,black,4,.....
|
||||
|
||||
mantis,red,0,.....
|
||||
mantis,red,1,.x.x.
|
||||
mantis,red,2,..o..
|
||||
mantis,red,3,..x..
|
||||
mantis,red,4,.....
|
||||
|
||||
horse,red,0,.....
|
||||
horse,red,1,..x..
|
||||
horse,red,2,.xo..
|
||||
horse,red,3,..x..
|
||||
horse,red,4,.....
|
||||
|
||||
ox,black,0,.....
|
||||
ox,black,1,..x..
|
||||
ox,black,2,..ox.
|
||||
ox,black,3,..x..
|
||||
ox,black,4,.....
|
||||
|
||||
crane,black,0,.....
|
||||
crane,black,1,..x..
|
||||
crane,black,2,..o..
|
||||
crane,black,3,.x.x.
|
||||
crane,black,4,.....
|
||||
|
||||
boar,red,0,.....
|
||||
boar,red,1,..x..
|
||||
boar,red,2,.xox.
|
||||
boar,red,3,.....
|
||||
boar,red,4,.....
|
||||
|
||||
eel,black,0,.....
|
||||
eel,black,1,.x...
|
||||
eel,black,2,..ox.
|
||||
eel,black,3,.x...
|
||||
eel,black,4,.....
|
||||
|
||||
cobra,red,0,.....
|
||||
cobra,red,1,...x.
|
||||
cobra,red,2,.xo..
|
||||
cobra,red,3,...x.
|
||||
cobra,red,4,.....
|
||||
|
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
type CardsTable = readonly {
|
||||
readonly name: string;
|
||||
readonly startingPlayer: string;
|
||||
readonly row: number;
|
||||
readonly pattern: string;
|
||||
}[];
|
||||
|
||||
export type Cards = CardsTable[number];
|
||||
|
||||
declare function getData(): CardsTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,409 @@
|
||||
import {
|
||||
OnitamaGame,
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards,
|
||||
} from "./types";
|
||||
import { moveToRegion } from "@/core/region";
|
||||
|
||||
/**
|
||||
* 检查位置是否在棋盘范围内
|
||||
*/
|
||||
function isInBounds(x: number, y: number): boolean {
|
||||
return x >= 0 && x < 5 && y >= 0 && y < 5;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查位置是否有棋子
|
||||
*/
|
||||
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
||||
const key = `${x},${y}`;
|
||||
const pawnId = state.regions.board.partMap[key];
|
||||
return pawnId ? state.pawns[pawnId] : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否拥有某张卡牌
|
||||
*/
|
||||
function playerHasCard(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
): boolean {
|
||||
const cardList = player === "red" ? state.redCards : state.blackCards;
|
||||
return cardList.includes(cardName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取卡牌的移动候选项,根据玩家视角进行旋转
|
||||
* 黑方需要将卡牌旋转180度
|
||||
*/
|
||||
export function getCardMoveCandidates(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const card = state.cards[cardName];
|
||||
const candidates = card.moveCandidates;
|
||||
|
||||
// 黑方需要将卡牌旋转180度
|
||||
if (player === "black") {
|
||||
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
|
||||
return candidates;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查移动是否合法
|
||||
*/
|
||||
export function isValidMove(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
player: PlayerType,
|
||||
): string | null {
|
||||
// 检查玩家是否拥有该卡牌
|
||||
if (!playerHasCard(state, player, cardName)) {
|
||||
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
||||
}
|
||||
|
||||
// 检查起始位置是否有玩家的棋子
|
||||
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
||||
if (!fromPawn) {
|
||||
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
||||
}
|
||||
if (fromPawn.owner !== player) {
|
||||
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
||||
}
|
||||
|
||||
// 检查卡牌是否存在
|
||||
const card = state.cards[cardName];
|
||||
if (!card) {
|
||||
return `卡牌 ${cardName} 不存在`;
|
||||
}
|
||||
|
||||
// 计算移动偏移量
|
||||
const dx = toX - fromX;
|
||||
const dy = toY - fromY;
|
||||
|
||||
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
|
||||
// 检查目标位置是否在棋盘内
|
||||
if (!isInBounds(toX, toY)) {
|
||||
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
||||
}
|
||||
|
||||
// 检查目标位置是否有己方棋子
|
||||
const toPawn = getPawnAtPosition(state, toX, toY);
|
||||
if (toPawn && toPawn.owner === player) {
|
||||
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行移动
|
||||
*/
|
||||
async function move(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
// 验证移动
|
||||
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
|
||||
if (error) {
|
||||
throw new Error(error);
|
||||
}
|
||||
|
||||
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
|
||||
|
||||
// 如果目标位置有敌方棋子,将其移除(吃掉)
|
||||
if (capturedPawnId) {
|
||||
const capturedPawn = state.pawns[capturedPawnId];
|
||||
moveToRegion(capturedPawn, state.regions.board, null);
|
||||
}
|
||||
|
||||
// 移动棋子到目标位置
|
||||
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
|
||||
});
|
||||
|
||||
// 交换卡牌
|
||||
await swapCard(game, player, cardName);
|
||||
|
||||
return {
|
||||
from: { x: fromX, y: fromY },
|
||||
to: { x: toX, y: toY },
|
||||
card: cardName,
|
||||
captured: capturedPawnId,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 交换卡牌:将使用的卡牌与备用卡牌交换
|
||||
*/
|
||||
async function swapCard(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
usedCard: string,
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
const spareCard = state.spareCard;
|
||||
const usedCardData = state.cards[usedCard];
|
||||
const spareCardData = state.cards[spareCard];
|
||||
|
||||
// 从玩家手牌中移除使用的卡牌
|
||||
if (player === "red") {
|
||||
state.redCards = state.redCards.filter((c) => c !== usedCard);
|
||||
state.redCards.push(spareCard);
|
||||
} else {
|
||||
state.blackCards = state.blackCards.filter((c) => c !== usedCard);
|
||||
state.blackCards.push(spareCard);
|
||||
}
|
||||
|
||||
// 更新卡牌区域
|
||||
usedCardData.regionId = "spare";
|
||||
spareCardData.regionId = player;
|
||||
|
||||
// 更新备用卡牌
|
||||
state.spareCard = usedCard;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
|
||||
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置
|
||||
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置
|
||||
*/
|
||||
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (
|
||||
redMaster &&
|
||||
redMaster.regionId === "board" &&
|
||||
redMaster.position[0] === 2 &&
|
||||
redMaster.position[1] === 4
|
||||
) {
|
||||
return "red";
|
||||
}
|
||||
|
||||
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (
|
||||
blackMaster &&
|
||||
blackMaster.regionId === "board" &&
|
||||
blackMaster.position[0] === 2 &&
|
||||
blackMaster.position[1] === 0
|
||||
) {
|
||||
return "black";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父不在棋盘上,黑色获胜
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (!redMaster || redMaster.regionId !== "board") {
|
||||
return "black";
|
||||
}
|
||||
|
||||
// 黑色师父不在棋盘上,红色获胜
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (!blackMaster || blackMaster.regionId !== "board") {
|
||||
return "red";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 综合胜利检测
|
||||
*/
|
||||
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await checkConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
|
||||
const captureWinner = await checkCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取玩家可用的移动
|
||||
*/
|
||||
export function getAvailableMoves(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
): Array<{
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}> {
|
||||
const moves: Array<{
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}> = [];
|
||||
|
||||
// 获取玩家的所有卡牌
|
||||
const cardNames = player === "red" ? state.redCards : state.blackCards;
|
||||
|
||||
// 获取玩家的所有棋子
|
||||
const playerPawns = Object.values(state.pawns).filter(
|
||||
(p) => p.owner === player && p.regionId === "board",
|
||||
);
|
||||
|
||||
// 对于每张卡牌
|
||||
for (const cardName of cardNames) {
|
||||
// 获取旋转后的移动候选项(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
|
||||
// 对于每个棋子
|
||||
for (const pawn of playerPawns) {
|
||||
const [fromX, fromY] = pawn.position;
|
||||
|
||||
// 对于卡牌的每个移动
|
||||
for (const move of candidates) {
|
||||
const toX = fromX + move.dx;
|
||||
const toY = fromY + move.dy;
|
||||
|
||||
// 检查移动是否合法
|
||||
if (isInBounds(toX, toY)) {
|
||||
const targetPawn = getPawnAtPosition(state, toX, toY);
|
||||
// 目标位置为空或有敌方棋子
|
||||
if (!targetPawn || targetPawn.owner !== player) {
|
||||
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理回合
|
||||
*/
|
||||
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
|
||||
let moveOutput;
|
||||
|
||||
if (availableMoves.length === 0) {
|
||||
// 没有可用移动,玩家必须交换一张卡牌
|
||||
const cardToSwap = await game.prompt(
|
||||
prompts.move,
|
||||
(player, card, _fromX, _fromY, _toX, _toY) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
}
|
||||
if (!playerHasCard(state, player, card)) {
|
||||
throw `Player ${player} does not have card ${card}.`;
|
||||
}
|
||||
return card;
|
||||
},
|
||||
turnPlayer,
|
||||
);
|
||||
|
||||
await swapCard(game, turnPlayer, cardToSwap);
|
||||
moveOutput = { swappedCard: cardToSwap, noMoves: true };
|
||||
} else {
|
||||
// 有可用移动,提示玩家选择
|
||||
moveOutput = await game.prompt(
|
||||
prompts.move,
|
||||
(player, card, fromX, fromY, toX, toY) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
}
|
||||
|
||||
const error = isValidMove(state, card, fromX, fromY, toX, toY, player);
|
||||
if (error) {
|
||||
throw error;
|
||||
}
|
||||
|
||||
return { player, card, fromX, fromY, toX, toY };
|
||||
},
|
||||
turnPlayer,
|
||||
);
|
||||
|
||||
await move(
|
||||
game,
|
||||
moveOutput.player,
|
||||
moveOutput.card,
|
||||
moveOutput.fromX,
|
||||
moveOutput.fromY,
|
||||
moveOutput.toX,
|
||||
moveOutput.toY,
|
||||
);
|
||||
}
|
||||
|
||||
// 检查胜利
|
||||
const winner = await checkWin(game);
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = winner;
|
||||
if (!winner) {
|
||||
state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
|
||||
state.turn++;
|
||||
}
|
||||
});
|
||||
|
||||
return { winner, move: moveOutput };
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始游戏主循环
|
||||
*/
|
||||
export async function start(game: OnitamaGame) {
|
||||
// Initialize cards with RNG at game start
|
||||
initializeCards(game);
|
||||
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
if (turnOutput.winner) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return game.value;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from './types';
|
||||
export * from './commands';
|
||||
@@ -0,0 +1,47 @@
|
||||
# Onitama
|
||||
|
||||
## 游戏目标
|
||||
|
||||
玩家在棋盘上移动棋子,达成两种胜利条件当中的一种即可赢得游戏:
|
||||
- 占领:将师父棋子移动到对手师父棋子的初始位置
|
||||
- 吃掉:将对手的师父棋子吃掉
|
||||
|
||||
## 游戏配件
|
||||
|
||||
公共配件:
|
||||
- 卡牌:16张,每张标记一位起始玩家,和一个移动方式图示
|
||||
- 棋盘:1个,5x5
|
||||
|
||||
玩家配件:
|
||||
- 师父棋子:1个
|
||||
- 徒弟棋子:4个
|
||||
|
||||
## 游戏布置
|
||||
|
||||
1. 将所有玩家的棋子放在棋盘的初始位置上:
|
||||
```
|
||||
bbBbb
|
||||
.....
|
||||
.....
|
||||
.....
|
||||
rrRrr
|
||||
```
|
||||
其中b表示黑方,r表示红方,大写表示师父,小写表示徒弟。
|
||||
|
||||
2. 将所有卡牌洗混,每名玩家抓2张放在自己面前。
|
||||
|
||||
3. 翻开一张卡牌作为额外卡牌。额外卡牌标记的玩家成为起始玩家。
|
||||
|
||||
## 游戏进行
|
||||
|
||||
从起始玩家开始,轮流进行以下步骤:
|
||||
- 选择一张卡牌,按照其描述移动棋子。
|
||||
- 将选择的卡牌与额外卡牌交换。
|
||||
|
||||
移动时,可以选择自己的任意棋子。
|
||||
移动落点必须是空位或者对手的棋子。
|
||||
若移动到对手的棋子上,则吃掉该棋子。
|
||||
|
||||
若玩家没有任何能够进行的移动,可以任意选择一张卡牌与额外卡牌交换,然后直接结束回合。
|
||||
|
||||
之后若有玩家达成胜利条件,游戏结束。
|
||||
@@ -0,0 +1,200 @@
|
||||
import getCards from './cards.csv';
|
||||
import {Part} from "@/core/part";
|
||||
import {createRegion, createRegionAxis, Region} from "@/core/region";
|
||||
import {createPromptDef, IGameContext} from "@/core/game";
|
||||
|
||||
export type PlayerType = 'red' | 'black';
|
||||
export type CardData = {
|
||||
moveCandidates: {
|
||||
dx: number,
|
||||
dy: number,
|
||||
}[];
|
||||
startingPlayer: PlayerType
|
||||
}
|
||||
export type Card = Part<CardData>;
|
||||
export type Pawn = Part<{
|
||||
type: 'master' | 'student',
|
||||
owner: PlayerType,
|
||||
}>;
|
||||
|
||||
export function createRegions(){
|
||||
return {
|
||||
board: createRegion('board', [
|
||||
createRegionAxis('x', 0, 4),
|
||||
createRegionAxis('y', 0, 4),
|
||||
]),
|
||||
red: createRegion('red', []),
|
||||
black: createRegion('black', []),
|
||||
spare: createRegion('spare', []),
|
||||
}
|
||||
}
|
||||
export type RegionType = keyof ReturnType<typeof createRegions>;
|
||||
|
||||
export function createGameInfo(){
|
||||
return {
|
||||
turn: 0,
|
||||
currentPlayer: 'red' as PlayerType,
|
||||
}
|
||||
}
|
||||
|
||||
export function createCards(){
|
||||
const cards = getCards();
|
||||
const dataMap = {} as Record<string, CardData>;
|
||||
|
||||
for(const entry of cards){
|
||||
const card = dataMap[entry.name] = dataMap[entry.name] || {
|
||||
moveCandidates: [],
|
||||
startingPlayer: entry.startingPlayer,
|
||||
}
|
||||
|
||||
for(let i = 0; i < entry.pattern.length; i++){
|
||||
if(entry.pattern[i] !== 'x') continue;
|
||||
const dx = i - 2;
|
||||
const dy = 2 - entry.row;
|
||||
card.moveCandidates.push({dx, dy});
|
||||
}
|
||||
}
|
||||
|
||||
const cardsMap = {} as Record<string, Card>;
|
||||
for(const [name, data] of Object.entries(dataMap)){
|
||||
cardsMap[name] = {
|
||||
id: name,
|
||||
regionId: '',
|
||||
position: [],
|
||||
...data
|
||||
}
|
||||
}
|
||||
return cardsMap;
|
||||
}
|
||||
|
||||
export function createPawns(){
|
||||
const pawns: Record<string, Pawn> = {};
|
||||
|
||||
// Red player: 1 master (R) at y=0, 4 students (r) at y=0
|
||||
// Position: rrRrr at y=0
|
||||
pawns['red-master'] = {
|
||||
id: 'red-master',
|
||||
regionId: 'board',
|
||||
position: [2, 0],
|
||||
type: 'master',
|
||||
owner: 'red',
|
||||
};
|
||||
|
||||
for(let i = 0; i < 4; i++){
|
||||
const x = i < 2 ? i : i + 1; // Skip position 2 (master)
|
||||
pawns[`red-student-${i+1}`] = {
|
||||
id: `red-student-${i+1}`,
|
||||
regionId: 'board',
|
||||
position: [x, 0],
|
||||
type: 'student',
|
||||
owner: 'red',
|
||||
};
|
||||
}
|
||||
|
||||
// Black player: 1 master (B) at y=4, 4 students (b) at y=4
|
||||
// Position: bbBbb at y=4
|
||||
pawns['black-master'] = {
|
||||
id: 'black-master',
|
||||
regionId: 'board',
|
||||
position: [2, 4],
|
||||
type: 'master',
|
||||
owner: 'black',
|
||||
};
|
||||
|
||||
for(let i = 0; i < 4; i++){
|
||||
const x = i < 2 ? i : i + 1; // Skip position 2 (master)
|
||||
pawns[`black-student-${i+1}`] = {
|
||||
id: `black-student-${i+1}`,
|
||||
regionId: 'board',
|
||||
position: [x, 4],
|
||||
type: 'student',
|
||||
owner: 'black',
|
||||
};
|
||||
}
|
||||
|
||||
return pawns;
|
||||
}
|
||||
|
||||
export const prompts = {
|
||||
move: createPromptDef<[PlayerType, string, number, number, number, number]>(
|
||||
'move <player> <card> <fromX:number> <fromY:number> <toX:number> <toY:number>',
|
||||
'选择卡牌并移动棋子'
|
||||
),
|
||||
};
|
||||
|
||||
export function createInitialState() {
|
||||
const regions = createRegions();
|
||||
const pawns = createPawns();
|
||||
const cards = createCards();
|
||||
|
||||
// Cards will be shuffled and distributed in start()
|
||||
// Initialize with empty card lists
|
||||
const redCards: string[] = [];
|
||||
const blackCards: string[] = [];
|
||||
const spareCard = '';
|
||||
|
||||
// Populate board region childIds
|
||||
for(const pawn of Object.values(pawns)){
|
||||
if(pawn.regionId === 'board'){
|
||||
regions.board.childIds.push(pawn.id);
|
||||
regions.board.partMap[pawn.position.join(',')] = pawn.id;
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
regions,
|
||||
pawns,
|
||||
cards,
|
||||
currentPlayer: 'red' as PlayerType,
|
||||
winner: null as PlayerType | null,
|
||||
spareCard,
|
||||
redCards,
|
||||
blackCards,
|
||||
turn: 0,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 洗牌并分配卡牌,设置起始玩家
|
||||
*/
|
||||
export function initializeCards(game: OnitamaGame) {
|
||||
const state = game.value;
|
||||
const rng = game.rng;
|
||||
const cardNames = Object.keys(state.cards);
|
||||
|
||||
// Fisher-Yates shuffle using game.rng
|
||||
const shuffled = [...cardNames];
|
||||
for (let i = shuffled.length - 1; i > 0; i--) {
|
||||
const j = rng.nextInt(i + 1);
|
||||
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
|
||||
}
|
||||
|
||||
const redCards = shuffled.slice(0, 2);
|
||||
const blackCards = shuffled.slice(2, 4);
|
||||
const spareCard = shuffled[4];
|
||||
|
||||
game.produce(state => {
|
||||
// Set card regions
|
||||
for(const cardName of redCards){
|
||||
state.cards[cardName].regionId = 'red';
|
||||
state.regions.red.childIds.push(cardName);
|
||||
}
|
||||
for(const cardName of blackCards){
|
||||
state.cards[cardName].regionId = 'black';
|
||||
state.regions.black.childIds.push(cardName);
|
||||
}
|
||||
state.cards[spareCard].regionId = 'spare';
|
||||
state.regions.spare.childIds.push(spareCard);
|
||||
|
||||
// Set card lists
|
||||
state.redCards = redCards;
|
||||
state.blackCards = blackCards;
|
||||
state.spareCard = spareCard;
|
||||
|
||||
// Determine starting player from spare card
|
||||
state.currentPlayer = state.cards[spareCard].startingPlayer;
|
||||
});
|
||||
}
|
||||
|
||||
export type OnitamaState = ReturnType<typeof createInitialState>;
|
||||
export type OnitamaGame = IGameContext<OnitamaState>;
|
||||
@@ -0,0 +1,417 @@
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
|
||||
import { isEnemyDefeated } from "@/samples/regicide/utils";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
/**
|
||||
* 打出一张牌(对当前敌人造成伤害)
|
||||
*/
|
||||
async function playCmd(game: RegicideGame, player: string, cardId: string) {
|
||||
const state = game.value;
|
||||
const card = state.cards[cardId];
|
||||
|
||||
if (!card) {
|
||||
return { success: false, error: `卡牌 ${cardId} 不存在` };
|
||||
}
|
||||
|
||||
// 检查卡牌是否在玩家手牌中
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
if (!playerHand || !playerHand.includes(cardId)) {
|
||||
return {
|
||||
success: false,
|
||||
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
|
||||
};
|
||||
}
|
||||
|
||||
// 检查是否有当前敌人
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
let damage = card.value;
|
||||
let attackReduction = 0;
|
||||
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === "clubs") {
|
||||
damage *= 2;
|
||||
}
|
||||
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === "spades") {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= damage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
|
||||
// 从手牌移除卡牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const cardIndex = hand.indexOf(cardId);
|
||||
if (cardIndex !== -1) {
|
||||
hand.splice(cardIndex, 1);
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === "hearts") {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(
|
||||
(id) => id !== state.currentEnemy!.id,
|
||||
);
|
||||
if (discardIds.length > 0) {
|
||||
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
|
||||
for (const discardId of discardIds) {
|
||||
state.cards[discardId].regionId = "tavernDeck";
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
}
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === "diamonds") {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
state.cards[drawCardId].regionId = `hand_${player}`;
|
||||
hand.push(drawCardId);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage,
|
||||
attackReduction,
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 打出A配合另一张牌
|
||||
*/
|
||||
async function playWithACmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
aceCardId: string,
|
||||
otherCardId: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
const aceCard = state.cards[aceCardId];
|
||||
const otherCard = state.cards[otherCardId];
|
||||
|
||||
if (!aceCard || !otherCard) {
|
||||
return { success: false, error: "卡牌不存在" };
|
||||
}
|
||||
|
||||
// 检查是否是A牌
|
||||
if (aceCard.rank !== "A") {
|
||||
return { success: false, error: `第一张牌必须是A` };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
// 检查两张牌都在手牌中
|
||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||
return { success: false, error: "卡牌不在手牌中" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === "clubs") {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === "spades") {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === "spades") {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= totalDamage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
|
||||
// 从手牌移除两张牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const aceIndex = hand.indexOf(aceCardId);
|
||||
const otherIndex = hand.indexOf(otherCardId);
|
||||
if (aceIndex !== -1) hand.splice(aceIndex, 1);
|
||||
if (otherIndex !== -1) hand.splice(otherIndex, 1);
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[aceCardId].regionId = "discardPile";
|
||||
state.cards[otherCardId].regionId = "discardPile";
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 让过(不出牌)
|
||||
*/
|
||||
async function passCmd(game: RegicideGame, player: string) {
|
||||
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||
return { success: true, result: { message: `${player} 让过` } };
|
||||
}
|
||||
|
||||
/**
|
||||
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
|
||||
*/
|
||||
async function enemyCounterattackCmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
discardCards: string[],
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
// 检查要弃的牌都在手牌中
|
||||
for (const cardId of discardCards) {
|
||||
if (!playerHand.includes(cardId)) {
|
||||
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
|
||||
}
|
||||
}
|
||||
|
||||
// 计算弃牌的点数和
|
||||
let totalValue = 0;
|
||||
for (const cardId of discardCards) {
|
||||
const card = state.cards[cardId];
|
||||
if (card) {
|
||||
totalValue += card.value;
|
||||
}
|
||||
}
|
||||
|
||||
const enemyAttack = state.currentEnemy.value;
|
||||
|
||||
// 检查点数和是否 >= 敌人攻击力
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.produceAsync((state) => {
|
||||
const hand = state.playerHands[playerKey];
|
||||
for (const cardId of discardCards) {
|
||||
const index = hand.indexOf(cardId);
|
||||
if (index !== -1) {
|
||||
hand.splice(index, 1);
|
||||
}
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
discardedCards: discardCards,
|
||||
totalValue,
|
||||
enemyAttack,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查敌人是否被击败,如果击败则翻开下一个敌人
|
||||
*/
|
||||
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false as const, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const defeated = state.currentEnemy.hp <= 0;
|
||||
|
||||
if (defeated) {
|
||||
const defeatedEnemy = { ...state.currentEnemy };
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
|
||||
// 翻开下一个敌人
|
||||
if (state.enemyDeck.length > 0) {
|
||||
const nextEnemy = state.enemyDeck.shift()!;
|
||||
state.currentEnemy = nextEnemy;
|
||||
} else {
|
||||
// 没有更多敌人了
|
||||
state.currentEnemy = null;
|
||||
}
|
||||
});
|
||||
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true as const,
|
||||
result: {
|
||||
defeated: true,
|
||||
defeatedEnemy,
|
||||
nextEnemy: game.value.currentEnemy,
|
||||
enemiesRemaining: game.value.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
defeated: false,
|
||||
currentEnemy: { ...state.currentEnemy },
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否有可出的牌
|
||||
*/
|
||||
async function checkCanPlayCmd(game: RegicideGame, player: string) {
|
||||
const state = game.value;
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
const canPlay = playerHand.length > 0;
|
||||
const canPlayWithA = playerHand.some((cardId) => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === "A" && playerHand.length > 1;
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查酒馆牌堆是否为空
|
||||
*/
|
||||
async function checkTavernDeckCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||
|
||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||
if (isEmpty) {
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||
(hand) => hand.length === 0,
|
||||
);
|
||||
if (allHandsEmpty) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 下一个玩家回合
|
||||
*/
|
||||
async function nextTurnCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
await game.produce((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
playCmd as play,
|
||||
playWithACmd as playWithA,
|
||||
passCmd as pass,
|
||||
enemyCounterattackCmd as enemyCounterattack,
|
||||
checkEnemyDefeatedCmd as checkEnemy,
|
||||
checkCanPlayCmd as checkCanPlay,
|
||||
checkTavernDeckCmd as checkTavernDeck,
|
||||
nextTurnCmd as nextTurn,
|
||||
};
|
||||
@@ -0,0 +1,36 @@
|
||||
import {CardRank, SuitType} from "@/samples/regicide/types";
|
||||
|
||||
// 敌人总数
|
||||
export const ENEMY_COUNT = 12;
|
||||
|
||||
// 初始手牌数
|
||||
export const INITIAL_HAND_SIZE = 6;
|
||||
|
||||
// 卡牌面值映射
|
||||
export const CARD_VALUES: Record<CardRank, number> = {
|
||||
'A': 1,
|
||||
'2': 2,
|
||||
'3': 3,
|
||||
'4': 4,
|
||||
'5': 5,
|
||||
'6': 6,
|
||||
'7': 7,
|
||||
'8': 8,
|
||||
'9': 9,
|
||||
'10': 10,
|
||||
'J': 10,
|
||||
'Q': 15,
|
||||
'K': 20,
|
||||
};
|
||||
|
||||
// 所有花色
|
||||
export const ALL_SUITS: SuitType[] = ['spades', 'hearts', 'diamonds', 'clubs'];
|
||||
|
||||
// 所有牌面值(不含大小王)
|
||||
export const ALL_RANKS: CardRank[] = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
||||
|
||||
// 人头牌(J/Q/K)
|
||||
export const FACE_CARDS: CardRank[] = ['J', 'Q', 'K'];
|
||||
|
||||
// 数字牌(A-10)
|
||||
export const NUMBER_CARDS: CardRank[] = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10'];
|
||||
@@ -0,0 +1,273 @@
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
getPlayerHandRegionId,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
|
||||
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
|
||||
import { enemyCounterattackCmd, playCmd } from ".";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
/**
|
||||
* 初始化游戏设置
|
||||
* @param game 游戏上下文
|
||||
* @param playerCount 玩家数量(1-4)
|
||||
* @param seed 随机种子(可选)
|
||||
*/
|
||||
export async function setupGame(
|
||||
game: RegicideGame,
|
||||
playerCount: number,
|
||||
seed?: number,
|
||||
) {
|
||||
if (playerCount < 1 || playerCount > 4) {
|
||||
throw new Error("玩家数量必须为 1-4 人");
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
// RNG seeding handled by game context
|
||||
}
|
||||
|
||||
// 创建所有卡牌
|
||||
const allCards = createAllCards();
|
||||
|
||||
// 构建敌人牌堆(J/Q/K)
|
||||
const enemyDeck = buildEnemyDeck(game._rng);
|
||||
|
||||
// 构建酒馆牌堆(A-10)
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync((state) => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = enemyDeck;
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = "tavernDeck";
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
|
||||
|
||||
// 给每个玩家发牌
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const player = players[i];
|
||||
const regionId = getPlayerHandRegionId(player);
|
||||
|
||||
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
|
||||
if (tavernDeck.length === 0) break;
|
||||
const card = tavernDeck.shift()!;
|
||||
card.regionId = regionId;
|
||||
state.playerHands[player].push(card.id);
|
||||
const region = state.regions[regionId as keyof typeof state.regions];
|
||||
region.childIds.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
// 翻开第一个敌人
|
||||
if (enemyDeck.length > 0) {
|
||||
const firstEnemy = enemyDeck.shift()!;
|
||||
state.currentEnemy = firstEnemy;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
export async function start(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
// 检查游戏是否已设置
|
||||
if (!state.currentEnemy) {
|
||||
throw new Error("请先调用 setupGame 初始化游戏");
|
||||
}
|
||||
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
|
||||
// 主游戏循环
|
||||
while (state.phase === "playing") {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
|
||||
// 检查当前玩家是否有手牌
|
||||
const currentHand = state.playerHands[currentPlayer];
|
||||
if (currentHand.length === 0) {
|
||||
// 玩家没有手牌,跳过回合
|
||||
await game.produceAsync((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
// 等待玩家输入(出牌或让过)
|
||||
// 这里需要外部通过 prompt 系统获取输入
|
||||
// 实际使用时由 UI 或测试代码提供输入
|
||||
|
||||
// 循环会在外部调用 play/pass 命令后继续
|
||||
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
||||
break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理完整的玩家回合
|
||||
*/
|
||||
export async function playTurn(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
action: "play" | "pass",
|
||||
cardId?: string,
|
||||
secondCardId?: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== "playing") {
|
||||
return { success: false, error: "游戏已结束" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
let playResult: any;
|
||||
|
||||
// 执行玩家动作
|
||||
if (action === "play" && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === "A" && secondCardId) {
|
||||
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||
} else {
|
||||
playResult = await playCmd(game, player, cardId);
|
||||
}
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await pass(game, player);
|
||||
}
|
||||
|
||||
if (!playResult.success) {
|
||||
return playResult;
|
||||
}
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await checkEnemy(game);
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
|
||||
// 如果敌人未被击败,处理反击
|
||||
if (!checkResult.result.defeated) {
|
||||
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: false,
|
||||
needsDiscard: true,
|
||||
enemyAttack: state.currentEnemy.value,
|
||||
playerHand: state.playerHands[player],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 敌人被击败,检查是否还有更多敌人
|
||||
if (
|
||||
state.enemyDeck.length === 0 &&
|
||||
state.currentEnemy &&
|
||||
state.currentEnemy.hp <= 0
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
gameWon: true,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 切换到下一个玩家
|
||||
await nextTurn(game);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理反击阶段的弃牌
|
||||
*/
|
||||
export async function handleCounterattack(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
discardCardIds: string[],
|
||||
) {
|
||||
const result = await enemyCounterattackCmd(game, player, discardCardIds);
|
||||
if (!result.success) {
|
||||
// 弃牌失败(点数和不足),游戏失败
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// 弃牌成功,切换到下一个玩家
|
||||
await nextTurn(game);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前游戏状态摘要
|
||||
*/
|
||||
export function getGameStatus(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||
state.currentPlayerIndex
|
||||
],
|
||||
currentEnemy: state.currentEnemy
|
||||
? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round(
|
||||
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
|
||||
),
|
||||
}
|
||||
: null,
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||
discardPileCount: state.regions.discardPile.childIds.length,
|
||||
playerHands: Object.fromEntries(
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [
|
||||
player,
|
||||
hand.length,
|
||||
]),
|
||||
),
|
||||
winner: state.winner,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
// Types
|
||||
export type {
|
||||
SuitType,
|
||||
CardRank,
|
||||
PlayerType,
|
||||
RegionType,
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase,
|
||||
} from "./types";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
ENEMY_COUNT,
|
||||
INITIAL_HAND_SIZE,
|
||||
CARD_VALUES,
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS,
|
||||
} from "./constants";
|
||||
|
||||
// State
|
||||
export { createInitialState, type RegicideState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
play as playCmd,
|
||||
playWithA as playWithACmd,
|
||||
pass as passCmd,
|
||||
enemyCounterattack as enemyCounterattackCmd,
|
||||
checkEnemy as checkEnemyCmd,
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Game
|
||||
export {
|
||||
setupGame,
|
||||
start,
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame,
|
||||
} from "./game";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
getCardValue,
|
||||
createCard,
|
||||
createEnemy,
|
||||
createAllCards,
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId,
|
||||
} from "./utils";
|
||||
@@ -0,0 +1,20 @@
|
||||
import {createPromptDef} from "@/core/game";
|
||||
|
||||
export const prompts = {
|
||||
playCard: createPromptDef<[string, string]>(
|
||||
'play <player:string> <cardId:string>',
|
||||
'选择要打出的卡牌'
|
||||
),
|
||||
playWithA: createPromptDef<[string, string, string]>(
|
||||
'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
|
||||
'打出A配合另一张牌'
|
||||
),
|
||||
pass: createPromptDef<[string]>(
|
||||
'pass <player:string>',
|
||||
'让过不出牌'
|
||||
),
|
||||
discard: createPromptDef<[string, string[]]>(
|
||||
'counterattack <player:string> <discardCards:string[]>',
|
||||
'选择要弃掉的卡牌以应对敌人反击'
|
||||
),
|
||||
};
|
||||
@@ -0,0 +1,78 @@
|
||||
# Regicide (弑君游戏)
|
||||
|
||||
## 游戏概述
|
||||
|
||||
**Regicide** 是一个合作式奇幻主题卡牌游戏,使用标准扑克牌进行游戏。
|
||||
|
||||
- **玩家人数:** 1-4 人(合作)
|
||||
- **年龄:** 10+
|
||||
- **游戏时间:** 约30分钟
|
||||
|
||||
## 游戏目标
|
||||
|
||||
玩家们协作对抗,使用手牌击败12个强大的敌人(每个等级3个敌人)。如果成功击败所有12个敌人则获胜;如果任何敌人的生命值归零前未能击败它,或者牌库耗尽时仍有敌人存活,则游戏失败。
|
||||
|
||||
## 游戏配件
|
||||
|
||||
- **标准扑克牌:** 52张(不包含大小王)
|
||||
|
||||
## 卡牌说明
|
||||
|
||||
### 数字牌(A-10)
|
||||
- 面值等于牌面数字
|
||||
- 每张牌有独特的花色能力
|
||||
|
||||
### 人头牌(J、Q、K)
|
||||
- **J(侍卫):** 面值 10
|
||||
- **Q(皇后):** 面值 15
|
||||
- **K(国王):** 面值 20
|
||||
|
||||
### 花色能力
|
||||
- **黑桃(Spades):** 降低敌人的攻击力
|
||||
- **红心(Hearts):** 将弃牌堆的牌洗回酒馆牌堆
|
||||
- **方块(Diamonds):** 从酒馆牌堆抓牌
|
||||
- **梅花(Clubs):** 造成双倍伤害
|
||||
|
||||
## 游戏设置
|
||||
|
||||
0. 将所有的J/Q/K从牌堆移出,将4张K洗混后放在最下,4张Q洗混后放在中间,4张J洗混后放在最上形成敌人牌堆
|
||||
1. 将剩余的扑克牌洗匀形成酒馆牌堆,每位玩家抽取 6 张手牌
|
||||
2. 翻开一张敌人牌
|
||||
3. 决定起始玩家(单人模式下自动为当前玩家)
|
||||
|
||||
## 游戏流程
|
||||
|
||||
从起始玩家开始,轮流进行以下操作:
|
||||
|
||||
### 玩家回合
|
||||
在你的回合,你可以:
|
||||
1. **打出一张牌:** 选择一张手牌打出,对其目标敌人造成伤害或触发效果
|
||||
2. **打出一张A和另一张牌:** A可以配合任何其他牌一起打出
|
||||
3. **让过(Pass):** 不出牌,结束回合
|
||||
|
||||
### 出牌流程
|
||||
1. 打出的牌对当前敌人造成伤害
|
||||
2. 触发牌的花色能力
|
||||
3. 如果敌人的生命值降至0或以下,该敌人被击败,放置到弃牌堆
|
||||
4. 如果当前敌人被击败,翻开下一张敌人牌,否则受到敌人反击,必须弃掉点数和大于等于敌人攻击力的手牌
|
||||
|
||||
即使玩家让过,也会受到敌人的反击。
|
||||
|
||||
### 限制
|
||||
- 玩家之间不能交流或暗示关于手牌的信息
|
||||
- 每个回合只能打出一张牌(除了A配合其他牌的情况)
|
||||
|
||||
## 敌人机制
|
||||
|
||||
### 敌人属性
|
||||
- **生命值:** 敌人需要承受的伤害量,为卡牌面值的两倍
|
||||
- **攻击力:** 敌人的面值即敌人的攻击力
|
||||
|
||||
## 胜利与失败条件
|
||||
|
||||
### 胜利条件
|
||||
- 击败所有12个敌人
|
||||
|
||||
### 失败条件
|
||||
- 任何玩家在敌人反击后无法弃掉点数和达到敌人攻击力以上的牌
|
||||
- 任何玩家无法出牌
|
||||
@@ -0,0 +1,38 @@
|
||||
import {createRegion, Region} from "@/core/region";
|
||||
import {Enemy, GamePhase, PlayerType, RegionType} from "@/samples/regicide/types";
|
||||
import {RegicideCard} from "@/samples/regicide/types";
|
||||
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
|
||||
|
||||
export function createInitialState() {
|
||||
const regions: Record<RegionType, Region> = {
|
||||
enemyDeck: createRegion('enemyDeck', []),
|
||||
tavernDeck: createRegion('tavernDeck', []),
|
||||
discardPile: createRegion('discardPile', []),
|
||||
currentEnemy: createRegion('currentEnemy', []),
|
||||
hand_player1: createRegion('hand_player1', []),
|
||||
hand_player2: createRegion('hand_player2', []),
|
||||
hand_player3: createRegion('hand_player3', []),
|
||||
hand_player4: createRegion('hand_player4', []),
|
||||
};
|
||||
|
||||
const playerHands: Record<PlayerType, string[]> = {
|
||||
player1: [],
|
||||
player2: [],
|
||||
player3: [],
|
||||
player4: [],
|
||||
};
|
||||
|
||||
return {
|
||||
regions,
|
||||
cards: {} as Record<string, RegicideCard>,
|
||||
playerHands,
|
||||
currentPlayerIndex: 0,
|
||||
playerCount: 1,
|
||||
currentEnemy: null as Enemy | null,
|
||||
enemyDeck: [] as Enemy[],
|
||||
phase: 'playing' as GamePhase,
|
||||
winner: null as boolean | null,
|
||||
};
|
||||
}
|
||||
|
||||
export type RegicideState = ReturnType<typeof createInitialState>;
|
||||
@@ -0,0 +1,44 @@
|
||||
import {Part} from "@/core/part";
|
||||
|
||||
// 花色类型
|
||||
export type SuitType = 'spades' | 'hearts' | 'diamonds' | 'clubs';
|
||||
|
||||
// 牌面值
|
||||
export type CardRank = 'A' | '2' | '3' | '4' | '5' | '6' | '7' | '8' | '9' | '10' | 'J' | 'Q' | 'K';
|
||||
|
||||
// 玩家类型(1-4人合作)
|
||||
export type PlayerType = 'player1' | 'player2' | 'player3' | 'player4';
|
||||
|
||||
// 区域类型
|
||||
export type RegionType =
|
||||
| 'enemyDeck' // 敌人牌堆
|
||||
| 'tavernDeck' // 酒馆牌堆
|
||||
| 'discardPile' // 弃牌堆
|
||||
| 'currentEnemy' // 当前敌人
|
||||
| 'hand_player1'
|
||||
| 'hand_player2'
|
||||
| 'hand_player3'
|
||||
| 'hand_player4';
|
||||
|
||||
// 卡牌元数据
|
||||
export type RegicideCardMeta = {
|
||||
suit: SuitType;
|
||||
rank: CardRank;
|
||||
value: number; // 卡牌面值
|
||||
};
|
||||
|
||||
// 卡牌部件类型
|
||||
export type RegicideCard = Part<RegicideCardMeta>;
|
||||
|
||||
// 敌人类型
|
||||
export type Enemy = {
|
||||
id: string;
|
||||
rank: CardRank;
|
||||
suit: SuitType;
|
||||
value: number; // 敌人面值(即攻击力)
|
||||
hp: number; // 当前生命值
|
||||
maxHp: number; // 最大生命值(面值的2倍)
|
||||
};
|
||||
|
||||
// 游戏阶段
|
||||
export type GamePhase = 'playing' | 'victory' | 'defeat';
|
||||
@@ -0,0 +1,132 @@
|
||||
import {ALL_RANKS, ALL_SUITS, CARD_VALUES, ENEMY_COUNT, FACE_CARDS} from "@/samples/regicide/constants";
|
||||
import {CardRank, Enemy, RegicideCard, SuitType} from "@/samples/regicide/types";
|
||||
import {RNG} from "@/utils/rng";
|
||||
|
||||
/**
|
||||
* 获取卡牌面值
|
||||
*/
|
||||
export function getCardValue(rank: CardRank): number {
|
||||
return CARD_VALUES[rank];
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建卡牌部件
|
||||
*/
|
||||
export function createCard(id: string, suit: SuitType, rank: CardRank): RegicideCard {
|
||||
return {
|
||||
id,
|
||||
regionId: '',
|
||||
position: [],
|
||||
suit,
|
||||
rank,
|
||||
value: getCardValue(rank),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建敌人
|
||||
*/
|
||||
export function createEnemy(id: string, rank: CardRank, suit: SuitType): Enemy {
|
||||
const value = getCardValue(rank);
|
||||
return {
|
||||
id,
|
||||
rank,
|
||||
suit,
|
||||
value,
|
||||
hp: value * 2,
|
||||
maxHp: value * 2,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成完整卡牌列表(52张,不含大小王)
|
||||
*/
|
||||
export function createAllCards(): Record<string, RegicideCard> {
|
||||
const cards: Record<string, RegicideCard> = {};
|
||||
|
||||
for (const suit of ALL_SUITS) {
|
||||
for (const rank of ALL_RANKS) {
|
||||
const id = `${suit}_${rank}`;
|
||||
cards[id] = createCard(id, suit, rank);
|
||||
}
|
||||
}
|
||||
|
||||
return cards;
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建敌人牌堆(J/Q/K 共12张)
|
||||
* 规则:4张K在最下,4张Q在中间,4张J在最上
|
||||
*/
|
||||
export function buildEnemyDeck(rng: RNG): Enemy[] {
|
||||
const enemies: Enemy[] = [];
|
||||
let idCounter = 0;
|
||||
|
||||
// 创建所有J/Q/K敌人
|
||||
for (const rank of FACE_CARDS) {
|
||||
for (const suit of ALL_SUITS) {
|
||||
const id = `enemy_${idCounter++}`;
|
||||
enemies.push(createEnemy(id, rank, suit));
|
||||
}
|
||||
}
|
||||
|
||||
// 分离J、Q、K
|
||||
const jEnemies = enemies.filter(e => e.rank === 'J');
|
||||
const qEnemies = enemies.filter(e => e.rank === 'Q');
|
||||
const kEnemies = enemies.filter(e => e.rank === 'K');
|
||||
|
||||
// 分别洗牌
|
||||
shuffleArray(jEnemies, rng);
|
||||
shuffleArray(qEnemies, rng);
|
||||
shuffleArray(kEnemies, rng);
|
||||
|
||||
// J在最上(先遇到),Q在中间,K在最下
|
||||
return [...jEnemies, ...qEnemies, ...kEnemies];
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建酒馆牌堆(移除J/Q/K后的剩余牌)
|
||||
*/
|
||||
export function buildTavernDeck(rng: RNG): RegicideCard[] {
|
||||
const allCards = createAllCards();
|
||||
const numberCards = Object.values(allCards).filter(card => !FACE_CARDS.includes(card.rank));
|
||||
|
||||
shuffleArray(numberCards, rng);
|
||||
|
||||
return numberCards;
|
||||
}
|
||||
|
||||
/**
|
||||
* 洗牌辅助函数
|
||||
*/
|
||||
function shuffleArray<T>(array: T[], rng: RNG): void {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = rng.nextInt(i + 1);
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 从牌堆抽牌
|
||||
*/
|
||||
export function drawFromDeck(
|
||||
deck: RegicideCard[],
|
||||
count: number
|
||||
): RegicideCard[] {
|
||||
const drawn = deck.splice(0, count);
|
||||
return drawn;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查敌人是否被击败
|
||||
*/
|
||||
export function isEnemyDefeated(enemy: Enemy | null): boolean {
|
||||
return enemy !== null && enemy.hp <= 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前玩家手牌区域ID
|
||||
*/
|
||||
export function getPlayerHandRegionId(playerId: string): string {
|
||||
return `hand_${playerId}`;
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
# AGENTS.md - slay-the-spire-like
|
||||
|
||||
Roguelike deckbuilder combining Slay the Spire combat with Backpack Hero grid inventory.
|
||||
|
||||
## Architecture
|
||||
|
||||
Three-layer design: **system** (content-agnostic) → **data** (CSV content) → **dialogues** (Yarn Spinner).
|
||||
|
||||
### System Layer (`system/`)
|
||||
|
||||
| Module | Files | Responsibility |
|
||||
|---|---|---|
|
||||
| `combat/` | types.ts, effects.ts, triggers.ts, prompts.ts | Combat state, effects pipeline, middleware triggers |
|
||||
| `deck/` | types.ts, factory.ts, index.ts | Deck state management |
|
||||
| `grid-inventory/` | types.ts, transform.ts, index.ts | Grid backpack, shape collision, adjacency |
|
||||
| `map/` | types.ts, generator.ts, index.ts | Procedural node generation (point crawl) |
|
||||
| `progress/` | types.ts, encounter.ts, index.ts | Adventure progress, node traversal |
|
||||
| `utils/` | parse-shape.ts, shape-collision.ts | Shape parsing and collision detection |
|
||||
| `types.ts` | — | `EffectData`, `EffectLifecycle`, `EnemyData`, `CardData`, `IntentData`, `EncounterData`, `ItemData` |
|
||||
|
||||
### Data Layer (`data/desert/`)
|
||||
|
||||
All content via CSV (loaded by `inline-schema`):
|
||||
|
||||
| File | Content |
|
||||
|---|---|
|
||||
| `card.csv` | Card definitions |
|
||||
| `effect.csv` | Effect definitions |
|
||||
| `enemy.csv` | Enemies + intents |
|
||||
| `intent.csv` | Intent definitions |
|
||||
| `item.csv` | Equipment items |
|
||||
| `encounter.csv` | Encounter nodes |
|
||||
|
||||
### Triggers (`data/desert/triggers/`)
|
||||
|
||||
Middleware hooks extending the base trigger system:
|
||||
|
||||
| File | Hooks |
|
||||
|---|---|
|
||||
| `effect.ts` | Orchestrator — calls all sub-modules |
|
||||
| `instant.ts` | `onEffectApplied` — attack, draw, gainEnergy, removeWound, summon, etc. |
|
||||
| `damage.ts` | `onDamage` — block, spike, expose, aim, roll, charge, molt, tailSting, energyDrain |
|
||||
| `turn-start.ts` | `onTurnStart` — discard, defendNext, energyNext, drawNext |
|
||||
| `card-events.ts` | `onEnemyIntent`, `onCardPlayed`, `onCardDiscarded`, `onDamage` — storm, crossbow, burnForEnergy, sandwormKing, vulture |
|
||||
|
||||
### Dialogue Layer (`data/desert/dialogues/`)
|
||||
|
||||
`story.yarn` — branching encounter dialogues (inside `dialogues.yarnproject`). Commands resolve via `tryAnswerPrompt`.
|
||||
|
||||
## Key Mechanics
|
||||
|
||||
- **Energy**: 3/turn, spent on weapon/armor/tool cards
|
||||
- **Uses**: Consumable cards use `uses` cost type instead of energy; tracked as `depletion` on `GameItemMeta`
|
||||
- **Grid adjacency**: Items buff adjacent items (e.g. burnForEnergy consumes adjacent item on card play)
|
||||
- **Effect lifecycles**: `instant`, `temporary`, `lingering`, `permanent`, `posture`, `item`, `itemTemporary`, `itemUntilPlay`, `itemUntilDiscard`, `itemPermanent`
|
||||
- **Trigger pipeline**: `createMiddlewareChain` with `use(async (ctx, next) => ...)` pattern
|
||||
- **Cards from items**: `GameCard` instances are generated from `GameItem` inventory items via deck factory
|
||||
|
||||
## Testing
|
||||
|
||||
Tests live in `tests/samples/slay-the-spire-like/`:
|
||||
- `combat/effects.test.ts` — effect application, upkeep, posture damage
|
||||
- `combat/triggers.test.ts` — full desert trigger integration tests
|
||||
- `deck/factory.test.ts` — deck creation
|
||||
- `grid-inventory.test.ts` — placement, adjacency, collision
|
||||
- `map/generator.test.ts` — procedural generation
|
||||
- `utils/shape-utils.test.ts` — shape parsing
|
||||
- `data/index.test.ts` — data loading validation
|
||||
@@ -0,0 +1,43 @@
|
||||
# cardDesert: unified card definitions for item cards and status cards
|
||||
# type: 'item' = inventory item card, 'status' = status effect card
|
||||
# costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
|
||||
# targetType: 'single' = target one enemy, 'none' = no target
|
||||
|
||||
# type CardType = 'item' | 'status'
|
||||
# type CardCostType = 'energy' | 'uses' | 'none'
|
||||
# type CardTargetType = 'player' | 'enemy' | 'enemies'
|
||||
|
||||
# inject effects = ~cardEffect(card)
|
||||
|
||||
id,name,desc,type,costType,costCount,targetType
|
||||
string,string,string,CardType,CardCostType,int,CardTargetType
|
||||
sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
|
||||
greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
|
||||
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
|
||||
dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
|
||||
dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
|
||||
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
|
||||
shield,盾,【防御3】,item,energy,1,player
|
||||
hat,斗笠,【防御8】,item,energy,2,player
|
||||
cape,披风,【防御2】下回合【防御2】,item,energy,1,player
|
||||
bracer,护腕,【防御1】抓1张牌,item,energy,0,player
|
||||
greatshield,大盾,【防御5】,item,energy,1,player
|
||||
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player
|
||||
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
|
||||
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player
|
||||
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player
|
||||
vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
|
||||
focusPotion,集中药剂,抓2张牌,item,uses,3,player
|
||||
healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
|
||||
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
|
||||
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player
|
||||
belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,player
|
||||
torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,player
|
||||
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
|
||||
blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,player
|
||||
wound,伤口,无效果占用手牌和牌堆,status,none,0,player
|
||||
venom,蛇毒,弃掉时受到3点伤害,status,none,0,player
|
||||
curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,player
|
||||
static,静电,在手里时受电击伤害+1,status,none,0,player
|
||||
fatigue,疲劳,占用手牌,status,none,0,player
|
||||
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player
|
||||
|
@@ -0,0 +1,21 @@
|
||||
import type { CardEffect } from './cardEffect.csv';
|
||||
|
||||
export type CardType = 'item' | 'status';
|
||||
export type CardCostType = 'energy' | 'uses' | 'none';
|
||||
export type CardTargetType = 'player' | 'enemy' | 'enemies';
|
||||
|
||||
type CardTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: CardType;
|
||||
readonly costType: CardCostType;
|
||||
readonly costCount: number;
|
||||
readonly targetType: CardTargetType;
|
||||
readonly effects: CardEffect[];
|
||||
}[];
|
||||
|
||||
export type Card = CardTable[number];
|
||||
|
||||
declare function getData(): CardTable;
|
||||
export default getData;
|
||||
@@ -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]
|
||||
|
@@ -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;
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"projectFileVersion": 4,
|
||||
"sourceFiles": [
|
||||
"**/*.yarn"
|
||||
],
|
||||
"excludeFiles": [],
|
||||
"baseLanguage": "en",
|
||||
"projectName": "encounters",
|
||||
"authorName": [
|
||||
"hyper"
|
||||
],
|
||||
"editorOptions": {
|
||||
"yarnScriptEditor": {
|
||||
"presenter": "try"
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
import type { LoadResult } from 'yarn-spinner-loader';
|
||||
const result: LoadResult;
|
||||
export default result;
|
||||
@@ -0,0 +1,42 @@
|
||||
title: Start
|
||||
---
|
||||
// A linear story progresses from one scene to the next.
|
||||
// Great for cutscenes, tutorials, or scripted sequences.
|
||||
|
||||
<<jump Scene1>>
|
||||
===
|
||||
title: Scene1
|
||||
---
|
||||
The sun rose over the quiet village.
|
||||
|
||||
Birds sang their morning chorus as the first rays of light crept through the window.
|
||||
|
||||
-> Continue
|
||||
<<jump Scene2>>
|
||||
===
|
||||
title: Scene2
|
||||
---
|
||||
In the kitchen, a kettle began to whistle.
|
||||
|
||||
The smell of fresh bread filled the air.
|
||||
|
||||
-> Continue
|
||||
<<jump Scene3>>
|
||||
===
|
||||
title: Scene3
|
||||
---
|
||||
A knock at the door broke the peaceful morning.
|
||||
|
||||
Who could be visiting so early?
|
||||
|
||||
-> Open the door
|
||||
<<jump Scene4>>
|
||||
===
|
||||
title: Scene4
|
||||
---
|
||||
A messenger stood at the threshold, parchment in hand.
|
||||
|
||||
"News from the capital," they said breathlessly. "You must read this at once."
|
||||
|
||||
// Your story continues from here!
|
||||
===
|
||||
@@ -0,0 +1,52 @@
|
||||
# instant: 不施加buff,瞬间生效
|
||||
|
||||
# temporary: 施加buff,下回合开始时失效
|
||||
# lingering: 施加buff,下回合开始时失去1层
|
||||
# permanent: 施加buff
|
||||
# posture: 施加buff,每受到1点伤害移除1层
|
||||
|
||||
# item: 施加buff到周围物品,永久生效
|
||||
# itemTemporary: 施加buff到周围物品,持续到下次buff更新
|
||||
# itemUntilPlay: 施加buff到周围物品,物品被打出后失效
|
||||
# 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
|
||||
|
||||
# type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
|
||||
|
||||
id, name, description, lifecycle, emoji
|
||||
string, string, string, EffectLifecycle, string
|
||||
attack, 攻击, 对对手造成伤害, instant, ⚔️
|
||||
defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️
|
||||
spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵
|
||||
venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, instant, 🧪
|
||||
curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering, 💀
|
||||
aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture, 🎯
|
||||
roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲
|
||||
rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥
|
||||
vultureEye, 秃鹫之眼, 抓到时获得3层暴露(临时debuff,受到的伤害+1/每层), instant, 👁️
|
||||
tailSting, 尾刺, 攻击时,伤害提升X, posture, 🦂
|
||||
energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering, 🔋
|
||||
molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚
|
||||
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️
|
||||
storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡
|
||||
static, 静电, 在手里时受电击伤害+1, permanent, ⚡
|
||||
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎
|
||||
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟
|
||||
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛
|
||||
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅
|
||||
draw, 抓牌, 抓X张牌, instant, 🃏
|
||||
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹
|
||||
defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️
|
||||
damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉
|
||||
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹
|
||||
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️
|
||||
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️
|
||||
gainEnergy, 获得能量, 获得X点能量, instant, ⚡
|
||||
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary, ⚡
|
||||
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏
|
||||
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️
|
||||
drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant, 🔍
|
||||
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay, 🔥
|
||||
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay, ⚔️
|
||||
transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant, 🌀
|
||||
expose, 暴露, 受到的伤害+1/每层, temporary, 👁️
|
||||
|
@@ -0,0 +1,14 @@
|
||||
export type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent';
|
||||
|
||||
type EffectTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly lifecycle: EffectLifecycle;
|
||||
readonly emoji: string;
|
||||
}[];
|
||||
|
||||
export type Effect = EffectTable[number];
|
||||
|
||||
declare function getData(): EffectTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,40 @@
|
||||
# minion (10): minor enemies
|
||||
# elite (4): dangerous enemies
|
||||
# event (1): random dangerous event that requires reaction
|
||||
# shop (2): merchant who sells different stuff
|
||||
# camp (2): consumable restock and heal
|
||||
# curio (8): random pickup of treasure or resources
|
||||
# enemies: array of [enemyId; initialHp; buffs[]]
|
||||
|
||||
# type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
|
||||
# type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
|
||||
|
||||
id,type,name,description,enemies,dialogue
|
||||
string,EncounterType,string,string,EnemyList,string
|
||||
cactus_pair,minion,仙人掌怪,概念:防+强化。【尖刺X】:对攻击者造成X点伤害。,[仙人掌怪;12;[]];[仙人掌怪;12;[]],
|
||||
snake_pair,minion,蛇,概念:攻+强化。给玩家塞入蛇毒牌(1费:打出时移除此牌。弃掉时受到3点伤害)。,[蛇;10;[]],
|
||||
mummy_cactus,minion,木乃伊,概念:攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。,[木乃伊;14;[]];[仙人掌怪;12;[]],
|
||||
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,minion,风卷草,概念:防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。,[风卷草;16;[]],
|
||||
vulture_cactus,minion,秃鹫,概念:攻+防。若造成伤害,玩家获得秃鹫之眼(0费状态牌:打出时移除。抓到时获得3层暴露)。,[秃鹫;12;[]];[仙人掌怪;12;[]],
|
||||
scorpion_snake,minion,沙蝎,概念:攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。,[沙蝎;10;[]];[蛇;10;[]],
|
||||
sandworm_larva,minion,幼沙虫,概念:防+强化。每回合第一次受伤时,玩家失去1点能量。,[幼沙虫;18;[]],
|
||||
lizard_pair,minion,蜥蜴,概念:攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。,[蜥蜴;14;[]],
|
||||
bandit_gunslinger,minion,沙匪,概念:弱化玩家。【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。,[沙匪;12;[]];[枪手;12;[]],
|
||||
storm_spirit,elite,风暴之灵,【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1),[风暴之灵;30;[]],
|
||||
mounted_gunslinger,elite,骑马枪手,【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。,[骑马枪手;25;[]];[枪手;12;[]],
|
||||
sandworm_king,elite,沙虫王,召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。,[沙虫王;40;[]],
|
||||
desert_guard,elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。,[沙漠守卫;35;[]];[木乃伊;14;[]],
|
||||
desert_merchant,shop,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。,,
|
||||
nomad_caravan,shop,游牧商队,商队:出售稀有物品、移除牌组中一张牌。,,
|
||||
oasis_campfire,camp,绿洲篝火,篝火:可以恢复生命、补充药水使用次数、获得下次战斗Buff。,,
|
||||
cave_shelter,camp,岩洞庇护所,篝火:可以恢复生命、升级一张牌。,,
|
||||
desert_relic_in_sand,curio,沙中遗物,随机获得一件遗物或受到3点伤害。,,desert_relic_in_sand
|
||||
desert_dry_well,curio,枯井,投入1能量:可能获得药水或什么也没有。,,desert_dry_well
|
||||
desert_ancient_stele,curio,古代石碑,阅读碑文:获得随机Buff直到下次战斗结束。,,desert_ancient_stele
|
||||
desert_storm_wreckage,curio,沙暴残骸,搜索残骸:随机获得一张物品牌或受到2点伤害。,,desert_storm_wreckage
|
||||
desert_mirage_chest,curio,蜃景宝箱,打开宝箱:50%获得宝藏,50%为蜃景什么也没有。,,desert_mirage_chest
|
||||
desert_buried_pot,curio,埋藏陶罐,挖掘:获得随机资源(金币、药水或遗物碎片)。,,desert_buried_pot
|
||||
desert_weathered_statue,curio,风化雕像,献祭1生命:获得一件随机遗物。,,desert_weathered_statue
|
||||
desert_oasis_fragment,curio,绿洲碎片,小型绿洲:恢复3生命并获得1张随机消耗品。,,desert_oasis_fragment
|
||||
desert_mirage_event,event,海市蜃楼,随机遭遇:可能获得宝藏或遭遇陷阱,使用d6双阶段结构结算。,,desert_mirage_event
|
||||
|
@@ -0,0 +1,19 @@
|
||||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio';
|
||||
export type EnemyList = [data: Enemy, hp: int, effects: [effect: Effect, stacks: int][]][];
|
||||
|
||||
type EncounterTable = readonly {
|
||||
readonly id: string;
|
||||
readonly type: EncounterType;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: EnemyList;
|
||||
readonly dialogue: string;
|
||||
}[];
|
||||
|
||||
export type Encounter = EncounterTable[number];
|
||||
|
||||
declare function getData(): EncounterTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,16 @@
|
||||
id,name,intents,description
|
||||
string,string,@intent[],string
|
||||
仙人掌怪,仙人掌怪,[仙人掌怪-boost;仙人掌怪-defend;仙人掌怪-attack],防+强化。【尖刺X】:对攻击者造成X点伤害。
|
||||
蛇,蛇,[蛇-poison;蛇-attack;蛇-boost],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)。
|
||||
木乃伊,木乃伊,[木乃伊-attack;木乃伊-defend;木乃伊-curse],攻+防。【诅咒】:受攻击时物品【攻击】-1,直到弃掉一张该物品的牌。
|
||||
枪手,枪手,[枪手-aim;枪手-attack;枪手-defend],单回高攻。【瞄准X】:造成双倍伤害。受伤时失去等量【瞄准】。
|
||||
风卷草,风卷草,[风卷草-boost;风卷草-defend;风卷草-attack],防+强化。【滚动X】:攻击时,每消耗10点【滚动】,造成等量伤害。
|
||||
秃鹫,秃鹫,[秃鹫-attack;秃鹫-defend],攻+防。若造成伤害,玩家获得秃鹫之眼(0费状态牌:打出时移除。抓到时获得3层暴露)。
|
||||
沙蝎,沙蝎,[沙蝎-boost;沙蝎-attack],攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。
|
||||
幼沙虫,幼沙虫,[幼沙虫-defend;幼沙虫-boost;幼沙虫-attack],防+强化。每回合第一次受伤时,玩家失去1点能量。
|
||||
蜥蜴,蜥蜴,[蜥蜴-attack;蜥蜴-defend;蜥蜴-molt],攻+防+逃跑。【脱皮】:若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||
沙匪,沙匪,[沙匪-attack;沙匪-heavyAttack;沙匪-debuff],弱化玩家。【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
|
||||
风暴之灵,风暴之灵,[风暴之灵-storm;风暴之灵-attack;风暴之灵-defend],【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。(静电:在手里时受【电击】伤害+1)
|
||||
骑马枪手,骑马枪手,[骑马枪手-charge;骑马枪手-attack;骑马枪手-defend],【冲锋X】:受到或造成的伤害翻倍并消耗等量的冲锋。
|
||||
沙虫王,沙虫王,[沙虫王-summon;沙虫王-attack;沙虫王-defend],召唤幼体沙虫;每当玩家弃掉一张牌,恢复1生命。
|
||||
沙漠守卫,沙漠守卫,[沙漠守卫-summon;沙漠守卫-attack;沙漠守卫-defend;沙漠守卫-revive],召唤木乃伊;会复活木乃伊2次。
|
||||
|
@@ -0,0 +1,13 @@
|
||||
import type { Intent } from './intent.csv';
|
||||
|
||||
type EnemyTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly intents: Intent[];
|
||||
readonly description: string;
|
||||
}[];
|
||||
|
||||
export type Enemy = EnemyTable[number];
|
||||
|
||||
declare function getData(): EnemyTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,25 @@
|
||||
import getItems, { Item } from "./item.csv";
|
||||
|
||||
export type * from "./card.csv";
|
||||
export type * from "./cardEffect.csv";
|
||||
export type * from "./effect.csv";
|
||||
export type * from "./encounter.csv";
|
||||
export type * from "./enemy.csv";
|
||||
export type * from "./intent.csv";
|
||||
export type * from "./item.csv";
|
||||
|
||||
export { default as getCards } from "./card.csv";
|
||||
export { default as getEffects } from "./effect.csv";
|
||||
export { default as getEncounters } from "./encounter.csv";
|
||||
export { default as getEnemies } from "./enemy.csv";
|
||||
export { default as getIntents } from "./intent.csv";
|
||||
export { default as getItems } from "./item.csv";
|
||||
export { default as dialogues } from "./dialogues/dialogues.yarnproject";
|
||||
export { addTriggers } from "./triggers";
|
||||
|
||||
const itemSet = ["剑", "盾", "水袋", "绷带"] as string[];
|
||||
export function getStartingItems(): Item[] {
|
||||
return itemSet.map(function (name): Item {
|
||||
return getItems().find((item: Item) => item.name === name) as Item;
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
# intentId: unique intent state ID (e.g. '仙人掌怪-boost')
|
||||
# enemy: enemy template this intent belongs to
|
||||
# initialIntent: true if this is the enemy's starting intent
|
||||
# nextIntents: possible next intent IDs after this intent resolves
|
||||
# brokenIntent: possible intent IDs when defend is broken
|
||||
# initBuffs: initial buffs for this intent (applied when intent becomes active)
|
||||
# effects: effects executed when this intent is active
|
||||
|
||||
# type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player'
|
||||
# type IntentEffect = [IntentEffectTarget;@effect;number]
|
||||
# type IntentEffectList = IntentEffect[]
|
||||
|
||||
id,enemy,initialIntent,nextIntents,brokenIntent,effects
|
||||
string,@enemy,boolean,@intent[],@intent[],IntentEffectList
|
||||
仙人掌怪-boost,仙人掌怪,true,仙人掌怪-boost;仙人掌怪-defend,,[source;spike;1];[source;defend;4]
|
||||
仙人掌怪-defend,仙人掌怪,false,仙人掌怪-attack,,[source;defend;8]
|
||||
仙人掌怪-attack,仙人掌怪,false,仙人掌怪-boost,,[player;attack;5]
|
||||
蛇-poison,蛇,true,蛇-attack;蛇-attack,,[player;venom;1];[player;attack;4]
|
||||
蛇-attack,蛇,false,蛇-poison;蛇-boost,,[player;attack;6]
|
||||
蛇-boost,蛇,false,蛇-poison;蛇-attack,,[source;defend;3];[player;venom;1]
|
||||
木乃伊-attack,木乃伊,true,木乃伊-defend;木乃伊-curse,,[player;attack;6]
|
||||
木乃伊-defend,木乃伊,false,木乃伊-attack,,[source;defend;6]
|
||||
木乃伊-curse,木乃伊,false,木乃伊-defend;木乃伊-attack,木乃伊-attack,[player;curse;1]
|
||||
枪手-aim,枪手,true,枪手-attack,,[source;aim;2]
|
||||
枪手-attack,枪手,false,枪手-aim;枪手-defend,枪手-aim,[player;attack;8]
|
||||
枪手-defend,枪手,false,枪手-aim,枪手-aim,[source;defend;5]
|
||||
风卷草-boost,风卷草,true,风卷草-defend;风卷草-defend;风卷草-boost,,[source;roll;5];[source;defend;4]
|
||||
风卷草-defend,风卷草,false,风卷草-boost;风卷草-attack,,[source;defend;8]
|
||||
风卷草-attack,风卷草,false,风卷草-boost,,[player;rollDamage;0]
|
||||
秃鹫-attack,秃鹫,true,秃鹫-defend;秃鹫-defend,,[player;attack;6];[player;vultureEye;1]
|
||||
秃鹫-defend,秃鹫,false,秃鹫-attack;秃鹫-attack,,[source;defend;5]
|
||||
沙蝎-boost,沙蝎,true,沙蝎-attack;沙蝎-attack,,[source;tailSting;2]
|
||||
沙蝎-attack,沙蝎,false,沙蝎-boost;沙蝎-attack,,[player;attack;6]
|
||||
幼沙虫-defend,幼沙虫,true,幼沙虫-defend;幼沙虫-boost,,[source;defend;6]
|
||||
幼沙虫-boost,幼沙虫,false,幼沙虫-attack;幼沙虫-defend,,[source;energyDrain;1];[source;defend;4]
|
||||
幼沙虫-attack,幼沙虫,false,幼沙虫-defend;幼沙虫-defend,,[player;attack;5]
|
||||
蜥蜴-attack,蜥蜴,true,蜥蜴-defend;蜥蜴-molt,,[player;attack;5]
|
||||
蜥蜴-defend,蜥蜴,false,蜥蜴-attack;蜥蜴-attack,,[source;defend;6]
|
||||
蜥蜴-molt,蜥蜴,false,蜥蜴-defend;蜥蜴-attack,,[source;molt;3]
|
||||
沙匪-attack,沙匪,true,沙匪-attack;沙匪-heavyAttack,,[player;attack;6]
|
||||
沙匪-heavyAttack,沙匪,false,沙匪-attack;沙匪-attack;沙匪-debuff,,[player;attack;10]
|
||||
沙匪-debuff,沙匪,false,沙匪-attack;沙匪-attack,,[player;discard;1]
|
||||
风暴之灵-storm,风暴之灵,true,风暴之灵-attack;风暴之灵-storm,,[source;storm;2];[source;defend;3]
|
||||
风暴之灵-attack,风暴之灵,false,风暴之灵-storm;风暴之灵-defend,,[player;attack;8];[player;static;1]
|
||||
风暴之灵-defend,风暴之灵,false,风暴之灵-storm;风暴之灵-attack,,[source;defend;8]
|
||||
骑马枪手-charge,骑马枪手,true,骑马枪手-attack,,[source;charge;2]
|
||||
骑马枪手-attack,骑马枪手,false,骑马枪手-charge;骑马枪手-defend,骑马枪手-charge,[player;attack;6]
|
||||
骑马枪手-defend,骑马枪手,false,骑马枪手-charge;骑马枪手-attack,骑马枪手-charge,[source;defend;5]
|
||||
沙虫王-summon,沙虫王,true,沙虫王-attack;沙虫王-defend,,[source;summonSandwormLarva;18]
|
||||
沙虫王-attack,沙虫王,false,沙虫王-summon;沙虫王-defend,,[player;attack;9]
|
||||
沙虫王-defend,沙虫王,false,沙虫王-attack;沙虫王-summon,,[source;defend;6]
|
||||
沙漠守卫-summon,沙漠守卫,true,沙漠守卫-attack;沙漠守卫-defend,,[source;summonMummy;14]
|
||||
沙漠守卫-attack,沙漠守卫,false,沙漠守卫-defend;沙漠守卫-summon,,[player;attack;8]
|
||||
沙漠守卫-defend,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-revive,,[source;defend;8]
|
||||
沙漠守卫-revive,沙漠守卫,false,沙漠守卫-attack;沙漠守卫-summon,,[source;reviveMummy;1]
|
||||
|
@@ -0,0 +1,20 @@
|
||||
import type { Enemy } from './enemy.csv';
|
||||
import type { Effect } from './effect.csv';
|
||||
|
||||
export type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player';
|
||||
export type IntentEffect = [IntentEffectTarget, Effect, number];
|
||||
export type IntentEffectList = IntentEffect[];
|
||||
|
||||
type IntentTable = readonly {
|
||||
readonly id: string;
|
||||
readonly enemy: Enemy;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: Intent[];
|
||||
readonly brokenIntent: Intent[];
|
||||
readonly effects: IntentEffectList;
|
||||
}[];
|
||||
|
||||
export type Intent = IntentTable[number];
|
||||
|
||||
declare function getData(): IntentTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,26 @@
|
||||
id,type,name,shape,card,price,description
|
||||
string,string,string,string,@card,int,string
|
||||
sword,weapon,剑,oee,sword,50,【攻击2】【攻击2】
|
||||
greataxe,weapon,长斧,oees,greataxe,80,对全体【攻击5】
|
||||
spear,weapon,长枪,oeee,spear,75,【攻击2】【攻击2】【攻击2】
|
||||
dagger,weapon,短刀,oe,dagger,40,【攻击3】【攻击3】
|
||||
dart,weapon,飞镖,o,dart,30,【攻击1】抓一张牌
|
||||
crossbow,weapon,十字弩,onrersrw,crossbow,120,【攻击6】对同一目标打出其他十字弩
|
||||
shield,armor,盾,oesw,shield,50,【防御3】
|
||||
hat,armor,斗笠,oerwrn,hat,90,【防御8】
|
||||
cape,armor,披风,oers,cape,45,【防御2】下回合【防御2】
|
||||
bracer,armor,护腕,o,bracer,25,【防御1】抓1张牌
|
||||
greatshield,armor,大盾,oesswn,greatshield,70,【防御5】
|
||||
chainmail,armor,锁子甲,oesw,chainmail,60,本回合受到伤害-3
|
||||
bandage,consumable,绷带,o,bandage,20,从牌堆或弃牌堆随机移除1张伤口
|
||||
poisonPotion,consumable,淬毒药剂,o,poisonPotion,30,周围物品的【攻击】+2
|
||||
fortifyPotion,consumable,强固药剂,o,fortifyPotion,30,周围物品的【防御】+2
|
||||
vitalityPotion,consumable,活力药剂,o,vitalityPotion,25,获得1点能量
|
||||
focusPotion,consumable,集中药剂,o,focusPotion,25,抓2张牌
|
||||
healingPotion,consumable,治疗药剂,o,healingPotion,35,从牌堆或弃牌堆移除3张伤口
|
||||
waterBag,tool,水袋,os,waterBag,35,下回合开始时获得1能量抓2张牌
|
||||
rope,tool,绳索,ose,rope,30,周围物品的牌【防御】+2直到打出
|
||||
belt,tool,腰带,owre,belt,40,从牌堆周围物品的牌当中选择一张加入手牌
|
||||
torch,tool,火把,on,torch,25,下次打出周围物品的牌时将其消耗并获得1能量
|
||||
whetstone,tool,磨刀石,o,whetstone,30,周围物品的牌【攻击】+3直到打出
|
||||
blacksmithHammer,tool,铁匠锤,oerwrs,blacksmithHammer,45,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌
|
||||
|
@@ -0,0 +1,16 @@
|
||||
import type { Card } from './card.csv';
|
||||
|
||||
type ItemTable = readonly {
|
||||
readonly id: string;
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: Card;
|
||||
readonly price: number;
|
||||
readonly description: string;
|
||||
}[];
|
||||
|
||||
export type Item = ItemTable[number];
|
||||
|
||||
declare function getData(): ItemTable;
|
||||
export default getData;
|
||||
@@ -0,0 +1,129 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { getCombatEntity } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
import { IRunContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
|
||||
export function addCardEventTriggers(triggers: Triggers, run: IRunContext) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
description: "",
|
||||
lifecycle: "instant",
|
||||
} as EffectData;
|
||||
}
|
||||
|
||||
// storm: give static card to player when storm enemy attacks
|
||||
triggers.onEnemyIntent.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const enemy = getCombatEntity(ctx.game.value, ctx.enemyId);
|
||||
if (!enemy || !enemy.isAlive) return;
|
||||
|
||||
const storm = enemy.effects.storm?.stacks ?? 0;
|
||||
if (storm > 0) {
|
||||
for (let i = 0; i < storm; i++) {
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("static"),
|
||||
entityId: "player",
|
||||
stacks: 1,
|
||||
sourceEntityId: ctx.enemyId,
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// crossbow: replay other crossbows on same target
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
if (ctx.effect.id !== "crossbow" || !ctx.cardId || !ctx.targetId) return;
|
||||
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const handIds = [...regions.hand.childIds];
|
||||
for (const id of handIds) {
|
||||
const card = cards[id];
|
||||
if (card && card.itemId === "crossbow" && id !== ctx.cardId) {
|
||||
await triggers.onCardPlayed.execute(ctx.game, {
|
||||
cardId: id,
|
||||
targetId: ctx.targetId,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// burnForEnergy: consume adjacent item, gain energy when its card is played
|
||||
triggers.onCardPlayed.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
if (!card) return;
|
||||
const playedItemId = card.itemId;
|
||||
|
||||
const adjacent = run.getAdjacentItems(playedItemId);
|
||||
for (const adjItemId of adjacent) {
|
||||
const adjEffects = ctx.game.value.player.itemEffects[adjItemId];
|
||||
if (!adjEffects) continue;
|
||||
const burn = adjEffects.burnForEnergy;
|
||||
if (!burn || burn.stacks <= 0) continue;
|
||||
|
||||
const item = run.getItemData(adjItemId);
|
||||
const maxUses =
|
||||
item?.card.costType === "energy" ? item.card.costCount : 0;
|
||||
const consumed = run.getConsumedUses(adjItemId);
|
||||
const toConsume = Math.min(maxUses - consumed, burn.stacks);
|
||||
|
||||
await run.setConsumedUsesAsync(adjItemId, consumed + toConsume);
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += burn.stacks;
|
||||
delete draft.player.itemEffects[adjItemId];
|
||||
});
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
// sandwormKing: heal 10 hp when player discards fatigue
|
||||
triggers.onCardDiscarded.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
if (!card || card.cardData.id !== "fatigue") return;
|
||||
|
||||
const sandwormKing = ctx.game.value.enemies.find(
|
||||
(e) => e.enemy.id === "沙虫王" && e.isAlive,
|
||||
);
|
||||
if (!sandwormKing) return;
|
||||
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const king = draft.enemies.find((e) => e.id === sandwormKing.id);
|
||||
if (king) {
|
||||
king.hp = Math.min(king.hp + 10, king.maxHp);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// vulture: give vultureEye when vulture deals damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
await next();
|
||||
|
||||
const dealt = ctx.amount - (ctx.prevented ?? 0);
|
||||
if (dealt <= 0 || !ctx.sourceEntityId) return;
|
||||
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||
if (!attacker || !("enemy" in attacker) || attacker.enemy.id !== "秃鹫")
|
||||
return;
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect: findEffect("vultureEye"),
|
||||
entityId: "player",
|
||||
stacks: 1,
|
||||
sourceEntityId: ctx.sourceEntityId,
|
||||
});
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,194 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import {
|
||||
addEntityEffect,
|
||||
getCombatEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addDamageTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e: EffectData) => e.id === id);
|
||||
if (found) return found;
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
description: "",
|
||||
lifecycle: "instant",
|
||||
} as EffectData;
|
||||
}
|
||||
|
||||
// block / damage prevention
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (!entity) return;
|
||||
|
||||
let preventable = ctx.amount - (ctx.prevented ?? 0);
|
||||
|
||||
// 1. apply damageReduce before block
|
||||
const damageReduce = entity.effects.damageReduce?.stacks ?? 0;
|
||||
if (damageReduce > 0) {
|
||||
const reduced = Math.min(damageReduce, preventable);
|
||||
ctx.prevented = (ctx.prevented ?? 0) + reduced;
|
||||
preventable -= reduced;
|
||||
}
|
||||
|
||||
// 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;
|
||||
if (expose > 0) {
|
||||
ctx.amount += expose;
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// energyDrain: player loses energy when enemy takes damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (!entity) return;
|
||||
|
||||
const energyDrain = entity.effects.energyDrain?.stacks ?? 0;
|
||||
if (energyDrain > 0 && ctx.entityId !== "player") {
|
||||
const dealt = Math.min(
|
||||
Math.max(0, entity.hp),
|
||||
ctx.amount - (ctx.prevented ?? 0),
|
||||
);
|
||||
if (dealt > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy = Math.max(0, draft.player.energy - energyDrain);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// molt: enemy flees if molt >= maxHp
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (!entity || !entity.isAlive) {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const molt = entity.effects.molt?.stacks ?? 0;
|
||||
if (molt >= entity.maxHp) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const e = draft.enemies.find((en) => en.id === ctx.entityId);
|
||||
if (e) {
|
||||
e.isAlive = false;
|
||||
e.hp = 0;
|
||||
}
|
||||
draft.result = draft.enemies.every((en) => !en.isAlive)
|
||||
? "victory"
|
||||
: null;
|
||||
});
|
||||
if (ctx.game.value.result) throw ctx.game.value;
|
||||
return;
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// aim: double damage, lose aim on damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityId === "player") {
|
||||
const player = ctx.game.value.player;
|
||||
const aim = player.effects.aim?.stacks ?? 0;
|
||||
if (aim > 0) {
|
||||
ctx.amount *= 2;
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// roll: consume 10 roll per 10 damage
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityId === "player") {
|
||||
const player = ctx.game.value.player;
|
||||
const roll = player.effects.roll?.stacks ?? 0;
|
||||
if (roll >= 10) {
|
||||
const rollDamage = Math.floor(roll / 10) * 10;
|
||||
ctx.amount += rollDamage;
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, findEffect("roll"), -rollDamage);
|
||||
});
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// tailSting: bonus damage on attack
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
if (ctx.sourceEntityId && ctx.sourceEntityId !== "player") {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||
if (attacker) {
|
||||
const tailSting = attacker.effects.tailSting?.stacks ?? 0;
|
||||
if (tailSting > 0) {
|
||||
ctx.amount += tailSting;
|
||||
}
|
||||
}
|
||||
}
|
||||
await next();
|
||||
});
|
||||
|
||||
// charge: double damage dealt/received, consume equal charge
|
||||
triggers.onDamage.use(async (ctx, next) => {
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
if (entity) {
|
||||
const charge = entity.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const dealt = Math.min(
|
||||
Math.max(0, entity.hp),
|
||||
ctx.amount - (ctx.prevented ?? 0),
|
||||
);
|
||||
const consumed = Math.min(charge, dealt);
|
||||
ctx.amount += dealt;
|
||||
if (consumed > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const e = getCombatEntity(draft, ctx.entityId);
|
||||
if (e) addEntityEffect(e, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx.sourceEntityId) {
|
||||
const attacker = getCombatEntity(ctx.game.value, ctx.sourceEntityId);
|
||||
if (attacker) {
|
||||
const charge = attacker.effects.charge?.stacks ?? 0;
|
||||
if (charge > 0) {
|
||||
const baseAmount = ctx.amount;
|
||||
const targetEntity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
const dealt = Math.min(
|
||||
Math.max(0, targetEntity?.hp ?? 0),
|
||||
baseAmount - (ctx.prevented ?? 0),
|
||||
);
|
||||
const consumed = Math.min(charge, dealt);
|
||||
ctx.amount += dealt;
|
||||
if (consumed > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const a = getCombatEntity(draft, ctx.sourceEntityId!);
|
||||
if (a) addEntityEffect(a, findEffect("charge"), -consumed);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,178 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import {
|
||||
addEntityEffect,
|
||||
getCombatEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { moveToRegion } from "@/core/region";
|
||||
import { CombatGameContext } from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import { GameCard } from "@/samples/slay-the-spire-like/system/deck";
|
||||
import getCards from "../card.csv";
|
||||
|
||||
export function addInstantEffectTriggers(triggers: Triggers) {
|
||||
const cards = getCards();
|
||||
|
||||
function findCard(id: string) {
|
||||
return cards.find((c) => c.id === id);
|
||||
}
|
||||
|
||||
function createStatusCard(
|
||||
draft: CombatGameContext["value"],
|
||||
cardId: string,
|
||||
): void {
|
||||
const cardData = findCard(cardId);
|
||||
if (!cardData) return;
|
||||
|
||||
const instanceId = `${cardId}-${draft.player.deck.regions.drawPile.childIds.length}-${draft.player.deck.regions.discardPile.childIds.length}`;
|
||||
const card: GameCard = {
|
||||
id: instanceId,
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId: cardId,
|
||||
cardData: {
|
||||
id: cardData.id,
|
||||
name: cardData.name,
|
||||
desc: cardData.desc,
|
||||
type: cardData.type,
|
||||
costType: cardData.costType,
|
||||
costCount: cardData.costCount,
|
||||
targetType: cardData.targetType,
|
||||
effects: cardData.effects,
|
||||
},
|
||||
};
|
||||
draft.player.deck.cards[instanceId] = card;
|
||||
moveToRegion(card, null, draft.player.deck.regions.drawPile);
|
||||
}
|
||||
|
||||
function getAllEnemyDataFromState(state: CombatGameContext["value"]) {
|
||||
const seen = new Set<string>();
|
||||
const result: (typeof state.enemies)[number]["enemy"][] = [];
|
||||
for (const enemy of state.enemies) {
|
||||
if (!seen.has(enemy.enemy.id)) {
|
||||
seen.add(enemy.enemy.id);
|
||||
result.push(enemy.enemy);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function summonEnemy(
|
||||
draft: CombatGameContext["value"],
|
||||
enemyId: string,
|
||||
hp: number,
|
||||
) {
|
||||
for (const enemyData of getAllEnemyDataFromState(draft)) {
|
||||
if (enemyData.id === enemyId) {
|
||||
const existing = draft.enemies.find(
|
||||
(e) => e.enemy.id === enemyId && !e.isAlive,
|
||||
);
|
||||
if (existing) {
|
||||
existing.isAlive = true;
|
||||
existing.hp = existing.maxHp;
|
||||
return;
|
||||
}
|
||||
const intent =
|
||||
enemyData.intents.find((i) => i.initialIntent) ??
|
||||
enemyData.intents[0];
|
||||
const instanceId = `${enemyData.id}-${draft.enemies.length}`;
|
||||
const intents: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intents[i.id] = i;
|
||||
}
|
||||
draft.enemies.push({
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp: hp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents,
|
||||
currentIntent: intent,
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
triggers.onEffectApplied.use(async (ctx, next) => {
|
||||
if (ctx.effect.id === "attack") {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityId: ctx.entityId,
|
||||
amount: ctx.stacks,
|
||||
sourceEntityId: ctx.sourceEntityId,
|
||||
});
|
||||
|
||||
const entity = getCombatEntity(ctx.game.value, ctx.entityId);
|
||||
const spike = entity?.effects.spike?.stacks ?? 0;
|
||||
if (spike > 0 && ctx.sourceEntityId) {
|
||||
await triggers.onDamage.execute(ctx.game, {
|
||||
entityId: ctx.sourceEntityId,
|
||||
amount: spike,
|
||||
sourceEntityId: ctx.entityId,
|
||||
});
|
||||
}
|
||||
} else if (ctx.effect.id === "draw") {
|
||||
await triggers.onDraw.execute(ctx.game, { count: ctx.stacks });
|
||||
} else if (ctx.effect.id === "gainEnergy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += ctx.stacks;
|
||||
});
|
||||
} else if (ctx.effect.id === "removeWound") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
let removed = 0;
|
||||
const allPileIds = [
|
||||
...regions.drawPile.childIds,
|
||||
...regions.discardPile.childIds,
|
||||
];
|
||||
for (const cardId of allPileIds) {
|
||||
if (removed >= ctx.stacks) break;
|
||||
const card = cards[cardId];
|
||||
if (card && card.cardData.id === "wound") {
|
||||
const sourceRegion =
|
||||
card.regionId === "drawPile"
|
||||
? regions.drawPile
|
||||
: regions.discardPile;
|
||||
moveToRegion(card, sourceRegion, null);
|
||||
delete cards[cardId];
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "venom") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "venom");
|
||||
});
|
||||
} else if (ctx.effect.id === "vultureEye") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "vultureEye");
|
||||
});
|
||||
} else if (ctx.effect.id === "static") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
createStatusCard(draft, "static");
|
||||
});
|
||||
} else if (ctx.effect.id === "summonMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "木乃伊", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "summonSandwormLarva") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
summonEnemy(draft, "幼沙虫", ctx.stacks);
|
||||
});
|
||||
} else if (ctx.effect.id === "reviveMummy") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const deadMummy = draft.enemies.find(
|
||||
(e) => e.enemy.id === "木乃伊" && !e.isAlive,
|
||||
);
|
||||
if (deadMummy) {
|
||||
deadMummy.isAlive = true;
|
||||
deadMummy.hp = deadMummy.maxHp;
|
||||
}
|
||||
});
|
||||
} else if (ctx.effect.id === "curse") {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
await next();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
import { Triggers } from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { addEntityEffect } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import getEffects from "../effect.csv";
|
||||
|
||||
export function addTurnStartTriggers(triggers: Triggers) {
|
||||
const effects = getEffects();
|
||||
|
||||
function findEffect(id: string): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
description: "",
|
||||
lifecycle: "instant",
|
||||
} as EffectData;
|
||||
}
|
||||
|
||||
// discard: random discard at turn start
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const discard = ctx.game.value.player.effects.discard;
|
||||
if (discard && discard.stacks > 0) {
|
||||
const handIds = [...ctx.game.value.player.deck.regions.hand.childIds];
|
||||
if (handIds.length > 0) {
|
||||
const randomIndex = ctx.game.rng.nextInt(handIds.length);
|
||||
const randomCardId = handIds[randomIndex];
|
||||
await triggers.onCardDiscarded.execute(ctx.game, {
|
||||
cardId: randomCardId,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// defendNext: gain block next turn
|
||||
// record how many defendNext there is, before buff update
|
||||
// then apply after buff update
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
const defendNext = ctx.game.value.player.effects.defendNext;
|
||||
if (!defendNext || defendNext.stacks <= 0) {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
await next();
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, findEffect("defend"), defendNext.stacks);
|
||||
});
|
||||
});
|
||||
|
||||
// energyNext: gain energy next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const energyNext = ctx.game.value.player.effects.energyNext;
|
||||
if (energyNext && energyNext.stacks > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
draft.player.energy += energyNext.stacks;
|
||||
addEntityEffect(draft.player, energyNext.data, -energyNext.stacks);
|
||||
});
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
|
||||
// drawNext: draw extra cards next turn
|
||||
triggers.onTurnStart.use(async (ctx, next) => {
|
||||
if (ctx.entityId !== "player") {
|
||||
await next();
|
||||
return;
|
||||
}
|
||||
|
||||
const drawNext = ctx.game.value.player.effects.drawNext;
|
||||
if (drawNext && drawNext.stacks > 0) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addEntityEffect(draft.player, drawNext.data, -drawNext.stacks);
|
||||
});
|
||||
await triggers.onDraw.execute(ctx.game, { count: drawNext.stacks });
|
||||
}
|
||||
|
||||
await next();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
import * as desert from "./desert";
|
||||
export type { ContentModule } from "./types";
|
||||
|
||||
export default {
|
||||
desert,
|
||||
};
|
||||
@@ -0,0 +1,18 @@
|
||||
import { LoadResult as YarnDialogues } from "yarn-spinner-loader";
|
||||
import { Triggers } from "../system/combat/triggers";
|
||||
|
||||
import type * as desert from "./desert";
|
||||
import { IRunContext } from "../system/combat";
|
||||
|
||||
export type ContentModule = {
|
||||
readonly getCards: () => readonly desert.Card[];
|
||||
readonly getEffects: () => readonly desert.Effect[];
|
||||
readonly getEncounters: () => readonly desert.Encounter[];
|
||||
readonly getEnemies: () => readonly desert.Enemy[];
|
||||
readonly getIntents: () => readonly desert.Intent[];
|
||||
readonly getItems: () => readonly desert.Item[];
|
||||
readonly getStartingItems: () => readonly desert.Item[];
|
||||
|
||||
readonly dialogues: YarnDialogues;
|
||||
readonly addTriggers: (triggers: Triggers, run: IRunContext) => void;
|
||||
};
|
||||
@@ -0,0 +1,118 @@
|
||||
# 杀戮尖塔 + 背包英雄
|
||||
|
||||
玩家有4x6的背包
|
||||
|
||||
装备占格子,提供同等数量的牌,并且给周围加buff,背包英雄style
|
||||
|
||||
战斗时玩杀戮尖塔
|
||||
|
||||
## 肉鸽结构
|
||||
|
||||
区域点到点地图
|
||||
|
||||
- 分4个区域,每个区域有独立的随机遭遇池,目前先考虑第一个区域
|
||||
- 每区域10层,26个遭遇节点
|
||||
- 荒野层6层×3节点(小怪50%/精英25%/事件25%)
|
||||
- 聚落层2层×4节点(≥1篝火/≥1商店/≥1奇遇,第4随机)
|
||||
- 起点→终点,终点为boss战
|
||||
|
||||
## 战斗(小怪、精英、boss)
|
||||
|
||||
基本流程
|
||||
- 怪物战斗开始效应
|
||||
- 玩家战斗开始效应
|
||||
- 重复直至一方不剩下存活角色
|
||||
- 玩家回合
|
||||
- 怪物回合
|
||||
|
||||
怪物战斗开始
|
||||
- 获得初始buff、初始血量、初始意图
|
||||
|
||||
玩家战斗开始
|
||||
- 获得3点能量,抓5张手牌
|
||||
|
||||
玩家回合
|
||||
- buff更新阶段:临时buff消失、延时buff-1层
|
||||
- 回合开始:触发回合开始效果
|
||||
- 行动:玩家可以自由出牌直至结束回合
|
||||
- 回合结束:触发回合结束效果
|
||||
- 重置:恢复到3点能量,弃掉剩余手牌,抓5张手牌
|
||||
- 洗回牌堆:每当牌堆为空需要抓牌或与牌堆顶交互,则将弃牌堆与2张《疲劳》(没有效果,不能打出)洗回牌堆,然后再继续。
|
||||
|
||||
怪物回合
|
||||
- buff更新阶段:每个怪物临时buff消失、延时buff-1层
|
||||
- 回合开始:触发每个怪物的回合开始效果
|
||||
- 行动:怪物的意图生效,然后更新意图
|
||||
- 回合结束:触发每个怪物的回合结束效果
|
||||
|
||||
## 篝火
|
||||
|
||||
在篝火处可进行3次行动,每次行动可以:
|
||||
- 恢复20%最大生命
|
||||
- 恢复1次所有药品的使用次数
|
||||
- 合成一个物品(暂未设计)
|
||||
|
||||
## 商店
|
||||
|
||||
在商店可以买/卖物品
|
||||
- 有5个随机的不同物品可以买,价格为原价50%-150%随机
|
||||
- 购买之后不会补充
|
||||
- 可以以原价25%的价格卖出背包内的任意物品
|
||||
|
||||
## 奇遇
|
||||
|
||||
奇遇为Yarn Spinner驱动的分支对话遭遇
|
||||
|
||||
对玩家产生的影响根据Yarn Spinner的命令结算
|
||||
|
||||
在对话结束后奇遇结算结束
|
||||
|
||||
## 战斗内Effect
|
||||
|
||||
Effect分以下类型:
|
||||
- 瞬间:立即生效,直接改变状态
|
||||
- Buff:作为状态叠加到角色身上
|
||||
- 持久Buff:持续整场战斗
|
||||
- 临时Buff:持续到下次Buff更新
|
||||
- 延时Buff:每次Buff更新-1层,持续到归零
|
||||
- 姿态Buff:受到伤害时,移除同等数量的层数
|
||||
- 卡牌:作为状态卡牌加入
|
||||
- 弃牌:加入弃牌堆
|
||||
- 手牌:加入手牌
|
||||
- 牌堆:加入抓牌堆
|
||||
- 物品:作为物品状态叠加到物品上,通常是效应来源卡牌对应的物品周围的物品,若没有上下文物品则可能无效或对玩家的随机物品生效
|
||||
- 临时:持续到下次Buff更新
|
||||
- 持久:持续整场战斗
|
||||
- 永久:持续整个冒险
|
||||
- 直到打出:持续到下次打出该物品的卡牌
|
||||
- 直到弃掉:持续到下次弃掉该物品的卡牌
|
||||
|
||||
## 时机
|
||||
|
||||
产生Effect的时机包括:
|
||||
- 打出卡牌/抓到卡牌/弃掉卡牌
|
||||
- 敌人意图生效
|
||||
- Effect侦听器需要的特定侦听事件
|
||||
|
||||
## 卡牌属性
|
||||
|
||||
- 费用:能量费用或物品使用次数费用,如果不能支付则无法打出
|
||||
- 抓牌效果/打出效果/弃掉效果:包括目标(自身、选择目标、全体),效果类型,和层数,可能有复数条
|
||||
|
||||
能量费用以3费为准,希望大约60%牌1费,20%牌2费,20%牌0费
|
||||
|
||||
## 遗物
|
||||
|
||||
遗物不需要放在背包格里,且仅提供正面触发效果,暂未设计
|
||||
|
||||
## 区域设计量
|
||||
|
||||
每区域10小怪,4精英,8奇遇,1 boss(暂未设计)
|
||||
目前仅考虑沙漠一个区域
|
||||
|
||||
## 角色设计量
|
||||
|
||||
~24 物品 每角色(4种各6个)
|
||||
-8 遗物 每角色
|
||||
|
||||
在扩展更多区域后需添加更多内容随区域/奇遇解锁
|
||||
@@ -0,0 +1,69 @@
|
||||
# Fighter
|
||||
|
||||
战士角色:默认的角色。
|
||||
|
||||
## 物品
|
||||
|
||||
4种物品各6个:武器、防具、耗材、工具。
|
||||
|
||||
玩家共24格,每种物品预算6格,每个物品尺寸1-6格。武器防具大部分在2-4格,少部分有5-6格,耗材、工具大部分在1-2格。
|
||||
|
||||
每种物品每格提供一张牌加入玩家牌堆。
|
||||
|
||||
使用武器、防具、工具的卡牌花费能量。每回合有3点能量。耗材使用不计入费用,但消耗本身的使用次数。使用次数在篝火处可以恢复。
|
||||
|
||||
### 初始装备
|
||||
|
||||
剑、短刀、绷带、水袋、治疗药剂
|
||||
|
||||
### 武器
|
||||
|
||||
武器是配合对象,不需要有邻接性检查。
|
||||
|
||||
剑 1x3/1费:【攻击2】【攻击2】
|
||||
长斧 4格L型/2费:对全体【攻击5】
|
||||
长枪 4格I型/1费:【攻击2】【攻击2】【攻击2】
|
||||
短刀 1x2/1费:【攻击3】【攻击3】
|
||||
飞镖 1格/0费:【攻击1】,抓一张牌
|
||||
十字弩 4格X型/2费:【攻击6】。对同一目标打出其他十字弩。
|
||||
|
||||
### 防具
|
||||
|
||||
防具可以检查周围物品,每个匹配的给奖励。
|
||||
|
||||
物品被动:每个防具的周围每种不同防具+1最大生命。
|
||||
|
||||
盾 2x2/1费:【防御3】。
|
||||
斗笠 4格T型/2费:【防御8】
|
||||
披风 3格L型/1费:【防御2】,下回合【防御2】
|
||||
护腕 1格/0费:【防御1】,抓1张牌
|
||||
大盾 6格2x3/1费:【防御5】
|
||||
锁子甲 4格2x2/1费:本回合受到伤害-3
|
||||
|
||||
### 工具
|
||||
|
||||
工具可以检查周围物品,给触发或者触发给强化。
|
||||
|
||||
水袋 1x2/1费:下回合开始时,获得1能量,抓2张牌。
|
||||
绳索 3格L型/1费:生效物品的牌【防御】+2直到打出。
|
||||
腰带 3格I型/0费:抓一张牌,然后从生效物品的牌当中选择一张加入手牌。
|
||||
火把 2格/1费:下次打出生效物品的牌时,将其消并获得1能量。
|
||||
磨刀石 1x1/1费:生效物品的牌【攻击】+3直到打出。
|
||||
铁匠锤 3格T型/1费:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
|
||||
|
||||
### 消耗品
|
||||
|
||||
消耗品本身不应该给强化,但可以被防具/工具给强化。
|
||||
|
||||
绷带 1x1/3次:从牌堆或弃牌堆随机移除1张伤口。
|
||||
淬毒药剂 1格/3次:生效物品的攻击+2。
|
||||
强固药剂 1格/3次:生效物品获得的防御+2。
|
||||
活力药剂 1格/3次:获得1点能量。
|
||||
集中药剂 1格/3次:抓2张牌。
|
||||
治疗药剂 1格/3次:移除3个随机伤口。
|
||||
|
||||
### 遗物
|
||||
|
||||
酒葫芦:使用药水后,下次攻击变为范围攻击。
|
||||
净瓶:可以支付两点生命来使用剩余次数为0的药水。
|
||||
熊挂坠:每打出三张攻击,获得3防御。
|
||||
@@ -0,0 +1,94 @@
|
||||
# Desert
|
||||
|
||||
## 小怪 - 10种
|
||||
|
||||
### 仙人掌怪
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【尖刺X】:对自己施加的持续buff,对攻击者造成X点伤害
|
||||
|
||||
### 蛇
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
【蛇毒X】:对玩家施加的手牌状态(同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害。)
|
||||
|
||||
### 木乃伊
|
||||
|
||||
概念:攻+防
|
||||
|
||||
【诅咒】:对自己施加的延时buff。受玩家卡牌攻击时,卡牌对应物品【攻击】-1,直到玩家弃掉一张该物品的牌
|
||||
|
||||
### 枪手
|
||||
|
||||
概念:单回高攻
|
||||
|
||||
【瞄准X】:对自己施加的姿态buff。造成双倍伤害。
|
||||
|
||||
### 风卷草
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【滚动X】:对自己施加的姿态buff。攻击时,若有至少10层滚动,则消耗10层滚动让攻击+10。
|
||||
|
||||
### 秃鹫
|
||||
|
||||
概念:攻+防
|
||||
|
||||
若造成伤害,玩家获得秃鹫之眼。
|
||||
|
||||
秃鹫之眼:对玩家施加的抓牌堆状态卡牌(同名状态牌/0费:打出时移除。抓到时获得3层【暴露】(临时debuff,受到的伤害+1/每层))
|
||||
|
||||
### 沙蝎
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
【尾刺X】:对自己施加的姿态buff。攻击时,伤害提升X。
|
||||
|
||||
### 幼沙虫
|
||||
|
||||
防+强化
|
||||
|
||||
【能量吸取】:对自己施加的延时buff。受伤时,玩家失去X点能量。
|
||||
|
||||
### 蜥蜴
|
||||
|
||||
概念:攻+防+逃跑
|
||||
|
||||
【脱皮】:对自己施加的姿态buff。若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
|
||||
|
||||
### 沙匪
|
||||
|
||||
概念:弱化玩家
|
||||
|
||||
【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
|
||||
|
||||
## 精英 - 4种
|
||||
|
||||
### 风暴之灵
|
||||
|
||||
静电:对玩家施加的弃牌堆状态卡牌/0费:打出时自己获得1层【暴露】并抓一张牌。(临时debuff,受到的伤害+1/每层)
|
||||
|
||||
【风暴X】:对自己施加的姿态buff。攻击时,玩家获得1张静电。
|
||||
|
||||
### 骑马枪手
|
||||
|
||||
【冲锋X】:对自己施加的姿态buff,受到或造成的伤害翻倍并消耗等量的冲锋。(额外伤害不会消耗姿态)
|
||||
|
||||
### 沙虫王
|
||||
|
||||
召唤幼体沙虫
|
||||
|
||||
玩家弃掉疲劳时,恢复10生命
|
||||
|
||||
### 沙漠守卫
|
||||
|
||||
召唤木乃伊
|
||||
|
||||
会复活木乃伊2次
|
||||
|
||||
## boss - 法老之灵
|
||||
|
||||
Boss在区域终点节点触发,不属于遭遇类型池。
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
# 文件结构
|
||||
|
||||
## 系统实现
|
||||
|
||||
- `system/`:系统实现。
|
||||
- `combat/`:管理一次战斗内的战斗状态、流程、触发。
|
||||
- `progress/`:管理一次冒险的进度。
|
||||
- `map/`:管理地图生成。
|
||||
- `grid-inventory/`:管理背包状态。
|
||||
- `deck/`:管理卡组状态。
|
||||
|
||||
## 数据
|
||||
|
||||
- `data/`:所有的数据文件
|
||||
- `desert/`:游戏的测试模组,沙漠区域的内容。
|
||||
- `card.csv`:所有的卡牌定义。
|
||||
- `effect.csv`:所有的效应定义。
|
||||
- `encounter.csv`:所有的遭遇定义。
|
||||
- `enemy.csv`:所有的敌人和意图定义。
|
||||
- `item.csv`:所有的玩家物品定义。
|
||||
- `dialogues/`:yarn对话项目目录
|
||||
- `dialogues.yarnproject`:yarn对话项目入口
|
||||
- `**.yarn`:具体的yarn对话文件,代码不关心
|
||||
- `index.ts`:统一导出所有的数据。
|
||||
- `trigger.ts`:额外的触发器脚本,用于实现测试模组中涉及的效果。
|
||||
|
||||
## 开发流程
|
||||
|
||||
### SRD / 系统设计
|
||||
|
||||
首先编写srd文档。srd文档描述游戏系统和规则,并提供少量内联的基础游戏数据。
|
||||
|
||||
SRD是系统实现的基础,系统实现只能基于SRD,不能依赖具体的游戏内容。
|
||||
|
||||
### Setting / 环境设定
|
||||
|
||||
使用SRD提供的特性来设计环境内容:
|
||||
- 效应:效应在技术上不依赖其他类型内容,可以首先确定。但在创意上可能不会直接设计效应,而是从若干创意中提取共性,并创建一个效应来作为主题。
|
||||
- 卡牌:部分效应会创建卡牌或修改卡牌。在设计时需要注意。
|
||||
- 敌人和意图:结合效应与主题表达设计敌人。通常需要为每个敌人设计独特的效应。
|
||||
- 玩家物品:结合效应与主题表达设计物品。常见物品的效应容易找到替代,不常见物品则有特殊的效应。
|
||||
@@ -0,0 +1,8 @@
|
||||
export * from "./system/combat";
|
||||
export * from "./system/deck";
|
||||
export * from "./system/encounter";
|
||||
export * from "./system/grid-inventory";
|
||||
export * from "./system/map";
|
||||
export * from "./system/utils";
|
||||
export * from "./system/types";
|
||||
export { default as data } from "./data";
|
||||
@@ -0,0 +1,171 @@
|
||||
import {
|
||||
CombatEntity,
|
||||
CombatGameContext,
|
||||
CombatState,
|
||||
EffectTable,
|
||||
IRunContext,
|
||||
PlayerEntity,
|
||||
} from "./types";
|
||||
import {
|
||||
CardData,
|
||||
CardEffectTarget,
|
||||
EffectData,
|
||||
IntentEffectTarget,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
export function addEffect(
|
||||
effects: EffectTable,
|
||||
effect: EffectData,
|
||||
stacks: number,
|
||||
) {
|
||||
let current = effects[effect.id];
|
||||
|
||||
if (!current) current = { data: effect, stacks };
|
||||
else current.stacks += stacks;
|
||||
|
||||
if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
|
||||
else if (current.stacks !== 0 && !effects[effect.id])
|
||||
effects[effect.id] = current;
|
||||
}
|
||||
|
||||
export function addEntityEffect(
|
||||
entity: CombatEntity,
|
||||
effect: EffectData,
|
||||
stacks: number,
|
||||
) {
|
||||
addEffect(entity.effects, effect, stacks);
|
||||
}
|
||||
|
||||
export function addItemEffect(
|
||||
entity: PlayerEntity,
|
||||
itemKey: string,
|
||||
effect: EffectData,
|
||||
stacks: number,
|
||||
) {
|
||||
entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
|
||||
addEffect(entity.itemEffects[itemKey], effect, stacks);
|
||||
}
|
||||
|
||||
export function onEntityEffectUpkeep(entity: CombatEntity) {
|
||||
for (const effect of Object.values(entity.effects)) {
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if (lifecycle === "temporary")
|
||||
addEntityEffect(entity, effect.data, -effect.stacks);
|
||||
else if (lifecycle === "lingering")
|
||||
addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
|
||||
}
|
||||
}
|
||||
|
||||
export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
|
||||
for (const effect of Object.values(entity.effects)) {
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if (lifecycle === "posture")
|
||||
addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
|
||||
}
|
||||
}
|
||||
|
||||
export function onPlayerItemEffectUpkeep(entity: PlayerEntity) {
|
||||
for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
|
||||
for (const effect of Object.values(itemEffects)) {
|
||||
const lifecycle = effect.data.lifecycle;
|
||||
if (lifecycle === "itemTemporary")
|
||||
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function onItemPlay(entity: PlayerEntity, itemKey: string) {
|
||||
const effects = entity.itemEffects[itemKey];
|
||||
if (!effects) return;
|
||||
for (const effect of Object.values(effects)) {
|
||||
if (effect.data.lifecycle === "itemUntilPlay") {
|
||||
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function onItemDiscard(entity: PlayerEntity, itemKey: string) {
|
||||
const effects = entity.itemEffects[itemKey];
|
||||
if (!effects) return;
|
||||
for (const effect of Object.values(effects)) {
|
||||
if (effect.data.lifecycle === "itemUntilDiscard") {
|
||||
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function* getAliveEnemies(state: CombatState) {
|
||||
for (let enemy of state.enemies) {
|
||||
if (enemy.isAlive) {
|
||||
yield enemy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function* getEffectTargets(
|
||||
target: CardEffectTarget | IntentEffectTarget,
|
||||
game: CombatGameContext,
|
||||
targetId?: string,
|
||||
sourceEntityKey: "player" | string = "player",
|
||||
) {
|
||||
if (target === "eachEnemy") {
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
yield enemy;
|
||||
}
|
||||
} else if (target === "source") {
|
||||
const entity = getCombatEntity(game.value, sourceEntityKey);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "player") {
|
||||
yield game.value.player;
|
||||
} else if (target === "eachTarget") {
|
||||
if (!targetId) return;
|
||||
const entity = getCombatEntity(game.value, targetId);
|
||||
if (entity) yield entity;
|
||||
} else if (target === "randomEnemy") {
|
||||
const aliveEnemies = [...getAliveEnemies(game.value)];
|
||||
if (aliveEnemies.length === 0) return;
|
||||
const index = game.rng.nextInt(aliveEnemies.length);
|
||||
yield aliveEnemies[index];
|
||||
}
|
||||
}
|
||||
|
||||
export function getCombatEntity(state: CombatState, entityKey: string) {
|
||||
return entityKey === "player"
|
||||
? state.player
|
||||
: state.enemies.find((e) => e.id === entityKey);
|
||||
}
|
||||
|
||||
export function canPlayCard(
|
||||
player: PlayerEntity,
|
||||
costType: CardData["costType"],
|
||||
costCount: number,
|
||||
itemId: string,
|
||||
run: IRunContext,
|
||||
): boolean {
|
||||
if (costType === "energy") {
|
||||
return player.energy >= costCount;
|
||||
}
|
||||
if (costType === "uses") {
|
||||
const item = run.getItemData(itemId);
|
||||
if (!item) return false;
|
||||
const maxUses = item?.card.costType === "uses" ? item.card.costCount : 0;
|
||||
const consumed = run.getConsumedUses(itemId);
|
||||
return consumed < maxUses;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
export async function payCardCost(
|
||||
player: PlayerEntity,
|
||||
costType: CardData["costType"],
|
||||
costCount: number,
|
||||
itemId: string,
|
||||
run: IRunContext,
|
||||
): Promise<void> {
|
||||
if (costType === "energy") {
|
||||
player.energy -= costCount;
|
||||
} else if (costType === "uses") {
|
||||
const consumed = run.getConsumedUses(itemId);
|
||||
await run.setConsumedUsesAsync(itemId, consumed + costCount);
|
||||
}
|
||||
}
|
||||
@@ -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 "${enemy.id}" has no intents`);
|
||||
}
|
||||
return enemy.intents[0];
|
||||
}
|
||||
|
||||
function buildEffectTable(buffs: readonly [EffectData, number][]): EffectTable {
|
||||
const table: EffectTable = {};
|
||||
for (const [effect, stacks] of buffs) {
|
||||
table[effect.id] = { data: effect, stacks };
|
||||
}
|
||||
return table;
|
||||
}
|
||||
|
||||
function createPlayerEntity(
|
||||
playerState: IPlayerState,
|
||||
deck: IPlayerDeck,
|
||||
): PlayerEntity {
|
||||
return {
|
||||
id: "player",
|
||||
hp: playerState.hp,
|
||||
maxHp: playerState.maxHp,
|
||||
isAlive: playerState.hp > 0,
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck,
|
||||
itemEffects: playerState.itemEffects,
|
||||
effects: {},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
export * from "./effects";
|
||||
export * from "./factory";
|
||||
export * from "./prompts";
|
||||
export * from "./triggers";
|
||||
export * from "./types";
|
||||
@@ -0,0 +1,56 @@
|
||||
import { createPromptDef } from "@/core/game";
|
||||
import { CombatGameContext, IRunContext } from "./types";
|
||||
import { canPlayCard } from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
|
||||
export const prompts = {
|
||||
mainAction: createPromptDef<[string, string?]>(
|
||||
"main-action <cardId:string> [targetId:string]",
|
||||
"选择卡牌并指定目标",
|
||||
),
|
||||
};
|
||||
|
||||
export async function promptMainAction(
|
||||
game: CombatGameContext,
|
||||
run: IRunContext,
|
||||
) {
|
||||
return await game.prompt(prompts.mainAction, (cardId, targetId) => {
|
||||
if (cardId === "end-turn")
|
||||
return {
|
||||
action: "end-turn" as "end-turn",
|
||||
};
|
||||
|
||||
const exists =
|
||||
game.value.player.deck.regions.hand.childIds.includes(cardId);
|
||||
if (!exists) throw `卡牌"${cardId}"不在手牌中`;
|
||||
|
||||
const card = game.value.player.deck.cards[cardId];
|
||||
const { cardData, itemId } = card;
|
||||
if (
|
||||
!canPlayCard(
|
||||
game.value.player,
|
||||
cardData.costType,
|
||||
cardData.costCount,
|
||||
itemId,
|
||||
run,
|
||||
)
|
||||
) {
|
||||
throw `无法支付卡牌"${cardId}"的费用`;
|
||||
}
|
||||
|
||||
const { targetType } = cardData;
|
||||
if (targetType === "enemy") {
|
||||
if (!targetId) throw `请指定目标`;
|
||||
const target = game.value.enemies.find((e) => e.id === targetId);
|
||||
if (!target) throw `目标"${targetId}"不存在`;
|
||||
if (!target.isAlive) throw `目标"${targetId}"已死亡`;
|
||||
} else if (targetType === "enemies" || targetType === "player") {
|
||||
if (targetId) throw `目标"${targetId}"无效`;
|
||||
}
|
||||
|
||||
return {
|
||||
action: "play" as "play",
|
||||
cardId,
|
||||
targetId,
|
||||
};
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,343 @@
|
||||
import { CombatGameContext, IRunContext } from "./types";
|
||||
import {
|
||||
addEntityEffect,
|
||||
addItemEffect,
|
||||
getAliveEnemies,
|
||||
onEntityPostureDamage,
|
||||
onEntityEffectUpkeep,
|
||||
onPlayerItemEffectUpkeep,
|
||||
onItemDiscard,
|
||||
onItemPlay,
|
||||
payCardCost,
|
||||
getCombatEntity,
|
||||
getEffectTargets,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/prompts";
|
||||
import { moveToRegion, shuffle } from "@/core/region";
|
||||
import { createMiddlewareChain } from "@/utils/middleware";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
type TriggerTypes = {
|
||||
onCombatStart: {};
|
||||
onTurnStart: { entityId: "player" | string };
|
||||
onTurnEnd: { entityId: "player" | string };
|
||||
onShuffle: {};
|
||||
onCardPlayed: {
|
||||
cardId: string;
|
||||
targetId?: string;
|
||||
sourceEntityId?: "player" | string;
|
||||
};
|
||||
onCardDiscarded: { cardId: string; sourceEntityId?: "player" | string };
|
||||
onCardDrawn: { cardId: string; sourceEntityId?: "player" | string };
|
||||
onDraw: { count: number };
|
||||
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 };
|
||||
};
|
||||
|
||||
export function createTriggers(run: IRunContext) {
|
||||
const triggers = {
|
||||
onCombatStart: createTrigger("onCombatStart", async (ctx) => {
|
||||
await triggers.onShuffle.execute(ctx.game, {});
|
||||
await triggers.onDraw.execute(ctx.game, { count: 5 });
|
||||
}),
|
||||
onTurnStart: createTrigger("onTurnStart", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity = getCombatEntity(draft, ctx.entityId);
|
||||
if (entity) onEntityEffectUpkeep(entity);
|
||||
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 triggers.onDraw.execute(ctx.game, { count: 5 });
|
||||
}),
|
||||
onShuffle: createTrigger("onShuffle", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
for (const cardId of Object.values(regions.discardPile.childIds))
|
||||
moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
|
||||
shuffle(regions.drawPile, cards, ctx.game.rng);
|
||||
});
|
||||
}),
|
||||
onCardPlayed: createTrigger("onCardPlayed", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
payCardCost(
|
||||
draft.player,
|
||||
card.cardData.costType,
|
||||
card.cardData.costCount,
|
||||
card.itemId,
|
||||
run,
|
||||
);
|
||||
moveToRegion(card, regions.hand, regions.discardPile);
|
||||
onItemPlay(draft.player, card.itemId);
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityId ?? "player";
|
||||
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||
if (trigger !== "onPlay") continue;
|
||||
for (const [effect, stacks] of effects)
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
ctx.targetId,
|
||||
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) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
|
||||
onItemDiscard(draft.player, cards[ctx.cardId].itemId);
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityId ?? "player";
|
||||
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||
if (trigger !== "onDiscard") continue;
|
||||
for (const [effect, stacks] of effects)
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
onCardDrawn: createTrigger("onCardDrawn", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const { cards, regions } = draft.player.deck;
|
||||
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
|
||||
});
|
||||
const { cards, regions } = ctx.game.value.player.deck;
|
||||
const card = cards[ctx.cardId];
|
||||
const source = ctx.sourceEntityId ?? "player";
|
||||
for (const { trigger, target, effects } of card.cardData.effects) {
|
||||
if (trigger !== "onDraw") continue;
|
||||
for (const [effect, stacks] of effects)
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
cardId: ctx.cardId,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
onDraw: createTrigger("onDraw", async (ctx) => {
|
||||
let toDraw = ctx.count;
|
||||
while (toDraw > 0) {
|
||||
let inDraw =
|
||||
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;
|
||||
if (inDraw <= 0) break;
|
||||
|
||||
const children = ctx.game.value.player.deck.regions.drawPile.childIds;
|
||||
const cardId = children[children.length - 1];
|
||||
await triggers.onCardDrawn.execute(ctx.game, { cardId });
|
||||
toDraw--;
|
||||
}
|
||||
}),
|
||||
onEffectApplied: createTrigger("onEffectApplied", async (ctx) => {
|
||||
if (ctx.effect.lifecycle === "instant") return;
|
||||
|
||||
if (ctx.effect.lifecycle.startsWith("item")) {
|
||||
if (ctx.cardId) {
|
||||
const card = ctx.game.value.player.deck.cards[ctx.cardId];
|
||||
const nearby = run.getAdjacentItems(card.itemId);
|
||||
for (const itemId of nearby) {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
|
||||
});
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
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) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const entity =
|
||||
ctx.entityId === "player"
|
||||
? draft.player
|
||||
: draft.enemies.find((e) => e.id === ctx.entityId);
|
||||
if (!entity) return;
|
||||
entity.hp += ctx.amount;
|
||||
entity.isAlive = entity.hp > 0;
|
||||
draft.result = !draft.player.isAlive
|
||||
? "defeat"
|
||||
: draft.enemies.every((e) => !e.isAlive)
|
||||
? "victory"
|
||||
: null;
|
||||
});
|
||||
if (ctx.game.value.result) throw ctx.game.value;
|
||||
}),
|
||||
onDamage: createTrigger("onDamage", async (ctx) => {
|
||||
const entity =
|
||||
ctx.entityId === "player"
|
||||
? ctx.game.value.player
|
||||
: 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);
|
||||
});
|
||||
await triggers.onHpChange.execute(ctx.game, {
|
||||
entityId: ctx.entityId,
|
||||
amount: -dealt,
|
||||
});
|
||||
}),
|
||||
onEnemyIntent: createTrigger("onEnemyIntent", async (ctx) => {
|
||||
const enemy = ctx.game.value.enemies.find((e) => e.id === ctx.enemyId);
|
||||
if (!enemy || !enemy.isAlive) return;
|
||||
|
||||
const intent = enemy.currentIntent;
|
||||
if (!intent) return;
|
||||
|
||||
const source = ctx.sourceEntityId ?? enemy.id;
|
||||
for (const [target, effect, stacks] of intent.effects) {
|
||||
for (const entity of getEffectTargets(
|
||||
target,
|
||||
ctx.game,
|
||||
undefined,
|
||||
source,
|
||||
))
|
||||
await triggers.onEffectApplied.execute(ctx.game, {
|
||||
effect,
|
||||
entityId: entity.id,
|
||||
stacks,
|
||||
sourceEntityId: source,
|
||||
});
|
||||
}
|
||||
}),
|
||||
onIntentUpdate: createTrigger("onIntentUpdate", async (ctx) => {
|
||||
await ctx.game.produceAsync((draft) => {
|
||||
const enemy = draft.enemies.find((e) => e.id === ctx.enemyId);
|
||||
if (!enemy) return;
|
||||
|
||||
const intent = enemy.currentIntent;
|
||||
if (!intent) return;
|
||||
|
||||
const nextIntents = intent.nextIntents;
|
||||
if (nextIntents.length > 0) {
|
||||
const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
|
||||
enemy.currentIntent = nextIntents[nextIndex];
|
||||
}
|
||||
});
|
||||
}),
|
||||
};
|
||||
return triggers;
|
||||
}
|
||||
export type Triggers = ReturnType<typeof createTriggers>;
|
||||
export function createStart(triggers: Triggers, run: IRunContext) {
|
||||
return async function (game: CombatGameContext) {
|
||||
await triggers.onCombatStart.execute(game, {});
|
||||
|
||||
try {
|
||||
while (true) {
|
||||
await triggers.onTurnStart.execute(game, { entityId: "player" });
|
||||
while (true) {
|
||||
const action = await promptMainAction(game, run);
|
||||
if (action.action === "end-turn") break;
|
||||
if (action.action === "play") {
|
||||
await triggers.onCardPlayed.execute(game, action);
|
||||
}
|
||||
}
|
||||
await triggers.onTurnEnd.execute(game, { entityId: "player" });
|
||||
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnStart.execute(game, { entityId: enemy.id });
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onEnemyIntent.execute(game, { enemyId: enemy.id });
|
||||
await triggers.onIntentUpdate.execute(game, { enemyId: enemy.id });
|
||||
}
|
||||
for (const enemy of getAliveEnemies(game.value)) {
|
||||
await triggers.onTurnEnd.execute(game, { entityId: enemy.id });
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
if (e === game.value) return game.value.result;
|
||||
throw e;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & {
|
||||
event: TKey;
|
||||
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 {
|
||||
use,
|
||||
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
|
||||
const param = { ...ctx, game, event };
|
||||
await execute(param);
|
||||
return param;
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
import { Part } from "@/core/part";
|
||||
import { Region } from "@/core/region";
|
||||
import {
|
||||
CardData,
|
||||
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 CombatEntity = {
|
||||
id: string; // player is just "player"
|
||||
effects: EffectTable;
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
isAlive: boolean;
|
||||
};
|
||||
|
||||
export interface IPlayerState {
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
itemEffects: Record<string, EffectTable>;
|
||||
}
|
||||
|
||||
export interface IPlayerDeck {
|
||||
cards: Record<string, Part<{ cardData: CardData; itemId: string }>>;
|
||||
regions: {
|
||||
hand: Region;
|
||||
discardPile: Region;
|
||||
drawPile: Region;
|
||||
exhaustPile: Region;
|
||||
};
|
||||
}
|
||||
|
||||
export type PlayerEntity = CombatEntity & {
|
||||
energy: number;
|
||||
maxEnergy: number;
|
||||
deck: IPlayerDeck;
|
||||
itemEffects: Record<string, EffectTable>;
|
||||
};
|
||||
|
||||
export type EnemyEntity = CombatEntity & {
|
||||
enemy: EnemyData;
|
||||
intents: Record<string, IntentData>;
|
||||
currentIntent: IntentData;
|
||||
};
|
||||
|
||||
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
|
||||
export type CombatResult = "victory" | "defeat";
|
||||
|
||||
export type LootEntry =
|
||||
| {
|
||||
type: "gold";
|
||||
amount: number;
|
||||
}
|
||||
| {
|
||||
type: "item";
|
||||
itemId: string;
|
||||
};
|
||||
|
||||
export type CombatState = {
|
||||
enemies: EnemyEntity[];
|
||||
player: PlayerEntity;
|
||||
|
||||
phase: CombatPhase;
|
||||
turnNumber: number;
|
||||
result: CombatResult | null;
|
||||
|
||||
loot: LootEntry[];
|
||||
};
|
||||
|
||||
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>;
|
||||
@@ -0,0 +1,68 @@
|
||||
import { moveToRegion } from "@/core/region";
|
||||
import { createRegion } from "@/core/region";
|
||||
import type { CardData } from "../types";
|
||||
import type { DeckRegions, GameCard, IInventory, PlayerDeck } from "./types";
|
||||
|
||||
function generateCardId(itemId: string, cellIndex: number): string {
|
||||
return `card-${itemId}-${cellIndex}`;
|
||||
}
|
||||
|
||||
function createCard(
|
||||
itemId: string,
|
||||
cardData: CardData,
|
||||
cellIndex: number,
|
||||
): GameCard {
|
||||
return {
|
||||
id: generateCardId(itemId, cellIndex),
|
||||
regionId: "",
|
||||
position: [],
|
||||
itemId,
|
||||
cardData,
|
||||
};
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
return {
|
||||
drawPile: createRegion("drawPile", []),
|
||||
hand: createRegion("hand", []),
|
||||
discardPile: createRegion("discardPile", []),
|
||||
exhaustPile: createRegion("exhaustPile", []),
|
||||
};
|
||||
}
|
||||
|
||||
function generateDeckFromInventory(inventory: IInventory): PlayerDeck {
|
||||
const cards: Record<string, GameCard> = {};
|
||||
const regions = createDeckRegions();
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const itemData = item.meta?.itemData;
|
||||
if (!itemData) continue;
|
||||
|
||||
const count = item.shape.count;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const card = createCard(item.id, itemData.card, i);
|
||||
cards[card.id] = card;
|
||||
moveToRegion(card, null, regions.drawPile);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
cards,
|
||||
regions,
|
||||
};
|
||||
}
|
||||
|
||||
function createPlayerDeck(): PlayerDeck {
|
||||
return {
|
||||
cards: {},
|
||||
regions: createDeckRegions(),
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createPlayerDeck,
|
||||
createDeckRegions,
|
||||
generateCardId,
|
||||
};
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./factory";
|
||||
export * from "./types";
|
||||
@@ -0,0 +1,51 @@
|
||||
import type { Part } from "@/core/part";
|
||||
import { CardData, ItemData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import { Region } from "@/core/region";
|
||||
import { ParsedShape } from "../utils/parse-shape";
|
||||
|
||||
/**
|
||||
* Metadata for a game card.
|
||||
* Bridges inventory item data with the card system.
|
||||
*/
|
||||
export interface GameCardMeta {
|
||||
cardData: CardData;
|
||||
itemId: string;
|
||||
}
|
||||
|
||||
export interface IInventory {
|
||||
items: Map<
|
||||
string,
|
||||
{
|
||||
id: string;
|
||||
meta?: { itemData: ItemData };
|
||||
shape: ParsedShape;
|
||||
}
|
||||
>;
|
||||
}
|
||||
|
||||
/**
|
||||
* A card instance in the game.
|
||||
* Cards are generated from inventory items or created as status effects.
|
||||
*/
|
||||
export type GameCard = Part<GameCardMeta>;
|
||||
|
||||
/**
|
||||
* Player deck structure containing card pools.
|
||||
*/
|
||||
export interface PlayerDeck {
|
||||
/** All cards indexed by ID */
|
||||
cards: Record<string, GameCard>;
|
||||
|
||||
regions: DeckRegions;
|
||||
}
|
||||
|
||||
export interface DeckRegions {
|
||||
/** Card IDs in the draw pile */
|
||||
drawPile: Region;
|
||||
/** Card IDs in the player's hand */
|
||||
hand: Region;
|
||||
/** Card IDs in the discard pile */
|
||||
discardPile: Region;
|
||||
/** Card IDs in the exhaust pile (removed from combat) */
|
||||
exhaustPile: Region;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./types";
|
||||
export * from "./run";
|
||||
@@ -0,0 +1,52 @@
|
||||
import { RunState } from "./types";
|
||||
|
||||
const DEFAULT_MAX_HP = 50;
|
||||
const DEFAULT_GOLD = 50;
|
||||
|
||||
export function createRunState(): RunState {
|
||||
return {
|
||||
maxHp: DEFAULT_MAX_HP,
|
||||
currentHp: DEFAULT_MAX_HP,
|
||||
gold: DEFAULT_GOLD,
|
||||
_idCounter: { value: 0 },
|
||||
};
|
||||
}
|
||||
|
||||
export function damagePlayer(runState: RunState, amount: number): void {
|
||||
runState.currentHp = Math.max(0, runState.currentHp - amount);
|
||||
}
|
||||
|
||||
export function healPlayer(runState: RunState, amount: number): void {
|
||||
runState.currentHp = Math.min(runState.maxHp, runState.currentHp + amount);
|
||||
}
|
||||
|
||||
export function setMaxHp(runState: RunState, newMax: number): void {
|
||||
const diff = Math.max(0, newMax - runState.maxHp);
|
||||
runState.maxHp = newMax;
|
||||
runState.currentHp = Math.max(0, Math.min(newMax, runState.currentHp + diff));
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds gold to the player.
|
||||
*/
|
||||
export function addGold(runState: RunState, amount: number): void {
|
||||
runState.gold += amount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spends gold. Returns false if the player doesn't have enough gold.
|
||||
*/
|
||||
export function spendGold(
|
||||
runState: RunState,
|
||||
amount: number,
|
||||
): { success: true } | { success: false; reason: string } {
|
||||
if (amount <= 0) {
|
||||
return { success: false, reason: "金额必须大于零" };
|
||||
}
|
||||
if (runState.gold < amount) {
|
||||
return { success: false, reason: "金币不足" };
|
||||
}
|
||||
|
||||
runState.gold -= amount;
|
||||
return { success: true };
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
import { GridInventory } from "../grid-inventory";
|
||||
import { GameItemMeta } from "../grid-inventory/types";
|
||||
import { EncounterData } from "../types";
|
||||
|
||||
export interface RunState {
|
||||
_idCounter: { value: number };
|
||||
|
||||
currentHp: number;
|
||||
maxHp: number;
|
||||
gold: number;
|
||||
}
|
||||
|
||||
export type EncounterState =
|
||||
| CombatEncounterState
|
||||
| ShopEncounterState
|
||||
| CurioEncounterState
|
||||
| CampEncounterState
|
||||
| DialogueEncounterState;
|
||||
|
||||
export type CombatEncounterState = {
|
||||
data: EncounterData<"minion" | "elite">;
|
||||
blocked: boolean;
|
||||
};
|
||||
|
||||
export type ShopEncounterState = {
|
||||
data: EncounterData<"shop">;
|
||||
items: GridInventory<GameItemMeta & { sellPrice: number }>;
|
||||
};
|
||||
|
||||
export type CurioEncounterState = {
|
||||
data: EncounterData<"curio">;
|
||||
items: GridInventory<GameItemMeta>;
|
||||
};
|
||||
|
||||
export type CampEncounterState = {
|
||||
data: EncounterData<"camp">;
|
||||
};
|
||||
|
||||
export type DialogueEncounterState = {
|
||||
data: EncounterData<"event">;
|
||||
blocked: boolean;
|
||||
};
|
||||
@@ -0,0 +1,121 @@
|
||||
import { parseShapeString } from "../utils/parse-shape";
|
||||
import type { ParsedShape } from "../utils/parse-shape";
|
||||
import { IDENTITY_TRANSFORM, type Transform2D } from "../utils/shape-collision";
|
||||
import { createGridInventory, placeItem, validatePlacement } from "./transform";
|
||||
import type { GameItemMeta, GridInventory, MutationResult } from "./types";
|
||||
import type { ItemData } from "../types";
|
||||
import { ReadonlyRNG, RNG } from "@/utils/rng";
|
||||
|
||||
/**
|
||||
* Creates and places a GameItemMeta item into the grid inventory.
|
||||
* Parses the shape from itemData.shape and finds the first valid placement automatically.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
*/
|
||||
export function createItemIn(
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
id: string,
|
||||
item: ItemData | GameItemMeta,
|
||||
): MutationResult {
|
||||
const itemData = "itemData" in item ? item.itemData : item;
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
const transform = findFirstValidPlacement(inventory, shape);
|
||||
if (!transform) {
|
||||
return { success: false, reason: "无可用位置" };
|
||||
}
|
||||
|
||||
const meta: GameItemMeta = "itemData" in item ? item : { itemData, shape };
|
||||
placeItem(inventory, { id, shape, transform, meta });
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Searches for the first valid placement in the grid (row by row, left to right).
|
||||
* Returns the transform or null if no valid placement exists.
|
||||
*/
|
||||
function findFirstValidPlacement(
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
shape: ParsedShape,
|
||||
): Transform2D | null {
|
||||
for (let y = 0; y <= inventory.height - shape.height; y++) {
|
||||
for (let x = 0; x <= inventory.width - shape.width; x++) {
|
||||
const transform: Transform2D = {
|
||||
offset: { x, y },
|
||||
rotation: 0,
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
};
|
||||
const result = validatePlacement(inventory, shape, transform);
|
||||
if (result.valid) {
|
||||
return transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function generateInstanceId(counter: { value: number }): string {
|
||||
counter.value++;
|
||||
return `item-${counter.value}`;
|
||||
}
|
||||
|
||||
export function createShopInventory(
|
||||
allItems: ItemData[],
|
||||
rng: ReadonlyRNG,
|
||||
counter: { value: number },
|
||||
) {
|
||||
const shopItems: GameItemMeta[] = [];
|
||||
const rolledIndices = new Set<number>();
|
||||
|
||||
for (let i = 0; i < 5 && rolledIndices.size < allItems.length; i++) {
|
||||
let index: number;
|
||||
do {
|
||||
index = rng.nextInt(allItems.length);
|
||||
} while (rolledIndices.has(index));
|
||||
rolledIndices.add(index);
|
||||
|
||||
const itemData = allItems[index];
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
const tradePrice = Math.floor(
|
||||
(rng.nextInt(5) + rng.nextInt(5) + 1) * 0.2 * itemData.price,
|
||||
);
|
||||
|
||||
shopItems.push({ itemData, shape, tradePrice });
|
||||
}
|
||||
|
||||
const inventory = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
for (let i = 0; i < shopItems.length; i++) {
|
||||
createItemIn(inventory, generateInstanceId(counter), shopItems[i]);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
}
|
||||
|
||||
export function createCurioItems(
|
||||
allItems: ItemData[],
|
||||
rng: RNG,
|
||||
counter: { value: number },
|
||||
) {
|
||||
const curioItems: GameItemMeta[] = [];
|
||||
const rolledIndices = new Set<number>();
|
||||
|
||||
for (let i = 0; i < 2 && rolledIndices.size < allItems.length; i++) {
|
||||
let index: number;
|
||||
do {
|
||||
index = rng.nextInt(allItems.length);
|
||||
} while (rolledIndices.has(index));
|
||||
rolledIndices.add(index);
|
||||
|
||||
const itemData = allItems[index];
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
curioItems.push({ itemData, shape });
|
||||
}
|
||||
|
||||
const inventory = createGridInventory<GameItemMeta>(4, 3);
|
||||
|
||||
for (let i = 0; i < curioItems.length; i++) {
|
||||
createItemIn(inventory, generateInstanceId(counter), curioItems[i]);
|
||||
}
|
||||
|
||||
return inventory;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export * from "./types";
|
||||
export * from "./transform";
|
||||
export * from "./factory";
|
||||
@@ -0,0 +1,277 @@
|
||||
import { EffectData } from "../types";
|
||||
import type { ParsedShape } from "../utils/parse-shape";
|
||||
import type { Transform2D } from "../utils/shape-collision";
|
||||
import {
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
rotateTransform,
|
||||
transformShape,
|
||||
} from "../utils/shape-collision";
|
||||
import type {
|
||||
CellKey,
|
||||
GameItemMeta,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
MutationResult,
|
||||
PlacementResult,
|
||||
} from "./types";
|
||||
|
||||
/**
|
||||
* Creates a new empty grid inventory.
|
||||
* Note: When used inside `.produce()`, call this before returning the draft.
|
||||
*/
|
||||
export function createGridInventory<TMeta = Record<string, unknown>>(
|
||||
width: number,
|
||||
height: number,
|
||||
): GridInventory<TMeta> {
|
||||
return {
|
||||
width,
|
||||
height,
|
||||
items: new Map<string, InventoryItem<TMeta>>(),
|
||||
occupiedCells: new Set<CellKey>(),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds a Set of occupied cell keys from a shape and transform.
|
||||
*/
|
||||
function getShapeCellKeys(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
): Set<CellKey> {
|
||||
const cells = transformShape(shape, transform);
|
||||
return new Set(cells.map((c) => `${c.x},${c.y}` as CellKey));
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates whether an item can be placed at the given transform.
|
||||
* Checks bounds and collision with all other items.
|
||||
*/
|
||||
export function validatePlacement<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
shape: InventoryItem<TMeta>["shape"],
|
||||
transform: Transform2D,
|
||||
): PlacementResult {
|
||||
if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
|
||||
return { valid: false, reason: "超出边界" };
|
||||
}
|
||||
|
||||
if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
|
||||
return { valid: false, reason: "与已有物品重叠" };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Places an item onto the grid.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Does not validate; call `validatePlacement` first.
|
||||
*/
|
||||
export function placeItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
item: InventoryItem<TMeta>,
|
||||
): void {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
inventory.items.set(item.id, item);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from the grid by its ID.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
*/
|
||||
export function removeItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
): void {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) return;
|
||||
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of cells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
inventory.items.delete(itemId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves an item to a new position with a new transform.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function moveItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
newTransform: Transform2D,
|
||||
): MutationResult {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: "物品不存在" };
|
||||
}
|
||||
|
||||
// Temporarily remove item's cells for validation
|
||||
const oldCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of oldCells) {
|
||||
inventory.occupiedCells.delete(cellKey);
|
||||
}
|
||||
|
||||
// Validate new position
|
||||
const validation = validatePlacement(inventory, item.shape, newTransform);
|
||||
if (!validation.valid) {
|
||||
// Restore old cells
|
||||
for (const cellKey of oldCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
return { success: false, reason: validation.reason };
|
||||
}
|
||||
|
||||
// Apply new transform
|
||||
item.transform = newTransform;
|
||||
|
||||
// Add new cells
|
||||
const newCells = getShapeCellKeys(item.shape, item.transform);
|
||||
for (const cellKey of newCells) {
|
||||
inventory.occupiedCells.add(cellKey);
|
||||
}
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates an item by the given degrees (typically 90, 180, or 270).
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function rotateItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
degrees: number,
|
||||
): MutationResult {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: "物品不存在" };
|
||||
}
|
||||
|
||||
const rotatedTransform = rotateTransform(item.transform, degrees);
|
||||
return moveItem(inventory, itemId, rotatedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips an item horizontally or vertically.
|
||||
* **Mutates directly** — call inside a `.produce()` callback.
|
||||
* Validates before applying; returns result indicating success.
|
||||
*/
|
||||
export function flipItem<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
axis: "x" | "y",
|
||||
): MutationResult {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return { success: false, reason: "物品不存在" };
|
||||
}
|
||||
|
||||
const flippedTransform =
|
||||
axis === "x"
|
||||
? flipXTransform(item.transform)
|
||||
: flipYTransform(item.transform);
|
||||
|
||||
return moveItem(inventory, itemId, flippedTransform);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a copy of the occupied cells set.
|
||||
*/
|
||||
export function getOccupiedCellSet<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
): Set<CellKey> {
|
||||
return new Set(inventory.occupiedCells);
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the item occupying the given cell, if any.
|
||||
*/
|
||||
export function getItemAtCell<TMeta = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
x: number,
|
||||
y: number,
|
||||
): InventoryItem<TMeta> | undefined {
|
||||
const cellKey = `${x},${y}` as CellKey;
|
||||
if (!inventory.occupiedCells.has(cellKey)) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
if (cells.has(cellKey)) {
|
||||
return item;
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets all items adjacent to the given item (orthogonally, not diagonally).
|
||||
* Returns a Map of itemId -> item for deduplication.
|
||||
*/
|
||||
export function getAdjacentItems<TMeta>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string,
|
||||
): Map<string, InventoryItem<TMeta>> {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return new Map();
|
||||
}
|
||||
|
||||
const ownCells = getShapeCellKeys(item.shape, item.transform);
|
||||
const adjacent = new Map<string, InventoryItem<TMeta>>();
|
||||
|
||||
for (const cellKey of ownCells) {
|
||||
const [cx, cy] = cellKey.split(",").map(Number);
|
||||
const neighbors: CellKey[] = [
|
||||
`${cx + 1},${cy}` as CellKey,
|
||||
`${cx - 1},${cy}` as CellKey,
|
||||
`${cx},${cy + 1}` as CellKey,
|
||||
`${cx},${cy - 1}` as CellKey,
|
||||
];
|
||||
|
||||
for (const neighborKey of neighbors) {
|
||||
if (
|
||||
inventory.occupiedCells.has(neighborKey) &&
|
||||
!ownCells.has(neighborKey)
|
||||
) {
|
||||
const [nx, ny] = neighborKey.split(",").map(Number);
|
||||
const neighborItem = getItemAtCell(inventory, nx, ny);
|
||||
if (neighborItem) {
|
||||
adjacent.set(neighborItem.id, neighborItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return adjacent;
|
||||
}
|
||||
|
||||
// export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
|
||||
export function getItemEffects(inv: GridInventory<GameItemMeta>) {
|
||||
const effects = {} as Record<
|
||||
string,
|
||||
Record<string, { data: EffectData; stacks: number }>
|
||||
>;
|
||||
|
||||
for (const item of inv.items.values()) {
|
||||
if (!item.meta) continue;
|
||||
const { startEffects } = item.meta;
|
||||
if (!startEffects) continue;
|
||||
|
||||
effects[item.id] = startEffects;
|
||||
}
|
||||
|
||||
return effects;
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
import { EffectData, ItemData } from "../types";
|
||||
import type { ParsedShape } from "../utils/parse-shape";
|
||||
import type { Transform2D } from "../utils/shape-collision";
|
||||
|
||||
/**
|
||||
* String key representing a grid cell in "x,y" format.
|
||||
*/
|
||||
export type CellKey = `${number},${number}`;
|
||||
|
||||
/**
|
||||
* Simple 2D coordinate for grid cells.
|
||||
*/
|
||||
export interface CellCoordinate {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* An item placed on the grid inventory.
|
||||
* @template TMeta - Optional metadata type for game-specific data
|
||||
*/
|
||||
export interface InventoryItem<TMeta> {
|
||||
/** Unique item identifier */
|
||||
id: string;
|
||||
/** Reference to the item's shape definition */
|
||||
shape: ParsedShape;
|
||||
/** Current transformation (position, rotation, flips) */
|
||||
transform: Transform2D;
|
||||
/** Optional metadata for game-specific data */
|
||||
meta?: TMeta;
|
||||
}
|
||||
|
||||
/**
|
||||
* Result of a placement validation check.
|
||||
*/
|
||||
export type PlacementResult =
|
||||
| { valid: true }
|
||||
| { valid: false; reason: string };
|
||||
|
||||
/**
|
||||
* Result of a mutation operation (move, rotate, flip).
|
||||
*/
|
||||
export type MutationResult =
|
||||
| { success: true }
|
||||
| { success: false; reason: string };
|
||||
|
||||
/**
|
||||
* Grid inventory state.
|
||||
* Designed to be mutated directly inside a `mutative .produce()` callback.
|
||||
* @template TMeta - Optional metadata type for items
|
||||
*/
|
||||
export interface GridInventory<TMeta> {
|
||||
/** Board width in cells */
|
||||
width: number;
|
||||
/** Board height in cells */
|
||||
height: number;
|
||||
/** Map of itemId -> InventoryItem for all placed items */
|
||||
items: Map<string, InventoryItem<TMeta>>;
|
||||
/** Set of occupied cells in "x,y" format for O(1) collision lookups */
|
||||
occupiedCells: Set<CellKey>;
|
||||
}
|
||||
|
||||
export interface GameItemMeta {
|
||||
itemData: ItemData;
|
||||
shape: ParsedShape;
|
||||
consumedUses?: number;
|
||||
startEffects?: Record<string, { data: EffectData; stacks: number }>;
|
||||
tradePrice?: number;
|
||||
}
|
||||
export type GameItem = InventoryItem<GameItemMeta>;
|
||||
@@ -0,0 +1,531 @@
|
||||
import { ReadonlyRNG } from '@/utils/rng';
|
||||
import { MapNodeType, MapLayerType } from './types';
|
||||
import type { MapLayer, MapNode, PointCrawlMap, MapGenerationConfig } from './types';
|
||||
import {EncounterData} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
function buildEncounterIndex(src: Iterable<EncounterData>): Map<string, EncounterData[]> {
|
||||
const index = new Map<string, EncounterData[]>();
|
||||
for (const encounter of src) {
|
||||
const type = encounter.type;
|
||||
if (!index.has(type)) {
|
||||
index.set(type, []);
|
||||
}
|
||||
index.get(type)!.push(encounter);
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
/** Map from MapNodeType to encounter type key */
|
||||
const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
|
||||
[MapNodeType.Minion]: 'minion',
|
||||
[MapNodeType.Elite]: 'elite',
|
||||
[MapNodeType.Event]: 'event',
|
||||
[MapNodeType.Camp]: 'camp',
|
||||
[MapNodeType.Shop]: 'shop',
|
||||
[MapNodeType.Curio]: 'curio',
|
||||
};
|
||||
|
||||
/** Default map generation configuration */
|
||||
const DEFAULT_CONFIG: MapGenerationConfig = {
|
||||
totalLayers: 10,
|
||||
wildLayerNodeCount: 3,
|
||||
settlementLayerNodeCount: 4,
|
||||
wildNodeTypeWeights: {
|
||||
[MapNodeType.Minion]: 50,
|
||||
[MapNodeType.Elite]: 25,
|
||||
[MapNodeType.Event]: 25,
|
||||
},
|
||||
};
|
||||
|
||||
/**
|
||||
* Layer structure definition.
|
||||
* Pattern: Start → Wild → Wild → Settlement → Wild → Wild → Settlement → Wild → Wild → End
|
||||
*/
|
||||
const LAYER_STRUCTURE: Array<{ layerType: MapLayerType | 'start' | 'end'; count: number }> = [
|
||||
{ layerType: 'start', count: 1 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Settlement, count: 4 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Settlement, count: 4 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: MapLayerType.Wild, count: 3 },
|
||||
{ layerType: 'end', count: 1 },
|
||||
];
|
||||
|
||||
/**
|
||||
* Fisher-Yates shuffle algorithm for unbiased random permutation.
|
||||
* Mutates the array in place and returns it.
|
||||
*/
|
||||
function fisherYatesShuffle<T>(array: T[], rng: ReadonlyRNG): T[] {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = rng.nextInt(i + 1);
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
/**
|
||||
* Picks a random encounter for the given node type.
|
||||
* Returns undefined if no matching encounter exists.
|
||||
*/
|
||||
function pickEncounterForNode(pool: EncounterData[] | undefined, rng: ReadonlyRNG): EncounterData | undefined {
|
||||
if (!pool || pool.length === 0) return undefined;
|
||||
|
||||
return pool[rng.nextInt(pool.length)];
|
||||
}
|
||||
|
||||
/** Total number of layers */
|
||||
const TOTAL_LAYERS = 10;
|
||||
|
||||
/**
|
||||
* Generates a random point crawl map with layered directional graph.
|
||||
*
|
||||
* Structure:
|
||||
* - 10 layers: Start → Wild×2 → Settlement → Wild×2 → Settlement → Wild×2 → End
|
||||
* - Wild layers have exactly 3 nodes (minion/elite/event)
|
||||
* - Settlement layers have exactly 4 nodes (camp/shop/curio + 1 random)
|
||||
* - Each settlement layer has at least 1 of each: camp, shop, curio
|
||||
* - Wild nodes connect to 1 wild node or 2 settlement nodes
|
||||
*
|
||||
*/
|
||||
export function generatePointCrawlMap(rng: ReadonlyRNG, src: Iterable<EncounterData>): PointCrawlMap {
|
||||
const encounters = buildEncounterIndex(src);
|
||||
const layers: MapLayer[] = [];
|
||||
const nodes = new Map<string, MapNode>();
|
||||
|
||||
// Pre-generate optimal types for wild layer pairs (layers 1-2, 4-5, 7-8)
|
||||
const wildPairTypes = new Map<number, MapNodeType[]>();
|
||||
const wildPairs = [
|
||||
{ layer1: 1, layer2: 2 },
|
||||
{ layer1: 4, layer2: 5 },
|
||||
{ layer1: 7, layer2: 8 },
|
||||
];
|
||||
|
||||
for (const pair of wildPairs) {
|
||||
const [types1, types2] = generateOptimalWildPair(rng);
|
||||
wildPairTypes.set(pair.layer1, types1);
|
||||
wildPairTypes.set(pair.layer2, types2);
|
||||
}
|
||||
|
||||
// Step 1: create layers and nodes
|
||||
for (let i = 0; i < TOTAL_LAYERS; i++) {
|
||||
const structure = LAYER_STRUCTURE[i];
|
||||
const nodeIds: string[] = [];
|
||||
const layerNodes: MapNode[] = [];
|
||||
|
||||
// Pre-generate settlement types if this is a settlement layer
|
||||
let settlementTypes: MapNodeType[] | undefined;
|
||||
if (structure.layerType === MapLayerType.Settlement) {
|
||||
settlementTypes = generateSettlementTypes(rng);
|
||||
}
|
||||
|
||||
for (let j = 0; j < structure.count; j++) {
|
||||
const id = `node-${i}-${j}`;
|
||||
const type = resolveNodeType(structure.layerType, j, structure.count, rng, wildPairTypes.get(i), j, settlementTypes, j);
|
||||
const encounter = pickEncounterForNode(encounters.get(NODE_TYPE_TO_ENCOUNTER[type]!), rng);
|
||||
const node: MapNode = {
|
||||
id,
|
||||
layerIndex: i,
|
||||
type,
|
||||
childIds: [],
|
||||
encounter
|
||||
};
|
||||
nodes.set(id, node);
|
||||
nodeIds.push(id);
|
||||
layerNodes.push(node);
|
||||
}
|
||||
|
||||
layers.push({ index: i, nodeIds, layerType: structure.layerType, nodes: layerNodes });
|
||||
}
|
||||
|
||||
// Step 2: generate edges between consecutive layers
|
||||
const parentIndex = new Map<string, string[]>();
|
||||
|
||||
for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
|
||||
const sourceLayer = layers[i];
|
||||
const targetLayer = layers[i + 1];
|
||||
generateLayerEdges(sourceLayer, targetLayer, nodes, rng);
|
||||
|
||||
// Build reverse index: for each target node, record its parents
|
||||
for (const srcNode of sourceLayer.nodes) {
|
||||
for (const childId of srcNode.childIds) {
|
||||
if (!parentIndex.has(childId)) {
|
||||
parentIndex.set(childId, []);
|
||||
}
|
||||
parentIndex.get(childId)!.push(srcNode.id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { layers, nodes, parentIndex };
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolves the node type based on layer type and position.
|
||||
*/
|
||||
function resolveNodeType(
|
||||
layerType: MapLayerType | 'start' | 'end',
|
||||
_nodeIndex: number,
|
||||
_layerCount: number,
|
||||
rng: ReadonlyRNG,
|
||||
preGeneratedTypes?: MapNodeType[],
|
||||
nodeIndex?: number,
|
||||
settlementTypes?: MapNodeType[],
|
||||
settlementIndex?: number
|
||||
): MapNodeType {
|
||||
switch (layerType) {
|
||||
case 'start':
|
||||
return MapNodeType.Start;
|
||||
case 'end':
|
||||
return MapNodeType.End;
|
||||
case MapLayerType.Wild:
|
||||
// Use pre-generated types if available (from optimal pair generation)
|
||||
if (preGeneratedTypes && nodeIndex !== undefined) {
|
||||
return preGeneratedTypes[nodeIndex];
|
||||
}
|
||||
return pickWildNodeType(rng);
|
||||
case MapLayerType.Settlement:
|
||||
// Use pre-generated settlement types if available
|
||||
if (settlementTypes && settlementIndex !== undefined) {
|
||||
return settlementTypes[settlementIndex];
|
||||
}
|
||||
return MapNodeType.Camp; // fallback
|
||||
default:
|
||||
return MapNodeType.Minion;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Picks a random type for a wild node based on configured weights.
|
||||
* Default: minion: 50%, elite: 25%, event: 25%
|
||||
*/
|
||||
function pickWildNodeType(rng: ReadonlyRNG): MapNodeType {
|
||||
const weights = DEFAULT_CONFIG.wildNodeTypeWeights;
|
||||
const roll = rng.nextInt(100);
|
||||
|
||||
if (roll < weights[MapNodeType.Minion]) return MapNodeType.Minion;
|
||||
if (roll < weights[MapNodeType.Minion] + weights[MapNodeType.Elite]) return MapNodeType.Elite;
|
||||
return MapNodeType.Event;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates random types for a pair of wild layers (3 nodes each).
|
||||
* Returns two arrays of 3 node types each.
|
||||
*/
|
||||
function generateWildPair(rng: ReadonlyRNG): [MapNodeType[], MapNodeType[]] {
|
||||
const layer1Types: MapNodeType[] = [];
|
||||
const layer2Types: MapNodeType[] = [];
|
||||
|
||||
for (let i = 0; i < 3; i++) {
|
||||
layer1Types.push(pickWildNodeType(rng));
|
||||
layer2Types.push(pickWildNodeType(rng));
|
||||
}
|
||||
|
||||
return [layer1Types, layer2Types];
|
||||
}
|
||||
|
||||
/**
|
||||
* Counts repetitions in a wild layer pair.
|
||||
* - sameLayer: number of duplicate types within each layer
|
||||
* - adjacent: number of positions where layer1[i] === layer2[i]
|
||||
* - total: sum of both
|
||||
*/
|
||||
function countRepetitions(
|
||||
layer1Types: MapNodeType[],
|
||||
layer2Types: MapNodeType[]
|
||||
): { sameLayer: number; adjacent: number; total: number } {
|
||||
// Count same-layer repetitions
|
||||
let sameLayer = 0;
|
||||
|
||||
// For layer 1: count duplicates
|
||||
const layer1Count = new Map<MapNodeType, number>();
|
||||
for (const type of layer1Types) {
|
||||
layer1Count.set(type, (layer1Count.get(type) || 0) + 1);
|
||||
}
|
||||
for (const count of layer1Count.values()) {
|
||||
if (count > 1) sameLayer += count - 1;
|
||||
}
|
||||
|
||||
// For layer 2: count duplicates
|
||||
const layer2Count = new Map<MapNodeType, number>();
|
||||
for (const type of layer2Types) {
|
||||
layer2Count.set(type, (layer2Count.get(type) || 0) + 1);
|
||||
}
|
||||
for (const count of layer2Count.values()) {
|
||||
if (count > 1) sameLayer += count - 1;
|
||||
}
|
||||
|
||||
// Count adjacent repetitions (wild[i] → wild[i] connection)
|
||||
let adjacent = 0;
|
||||
for (let i = 0; i < 3; i++) {
|
||||
if (layer1Types[i] === layer2Types[i]) {
|
||||
adjacent++;
|
||||
}
|
||||
}
|
||||
|
||||
return { sameLayer, adjacent, total: sameLayer + adjacent };
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates optimal wild layer pair by trying multiple attempts and selecting the one with fewest repetitions.
|
||||
*/
|
||||
function generateOptimalWildPair(
|
||||
rng: ReadonlyRNG,
|
||||
attempts = 3
|
||||
): [MapNodeType[], MapNodeType[]] {
|
||||
let bestLayer1: MapNodeType[] = [];
|
||||
let bestLayer2: MapNodeType[] = [];
|
||||
let bestScore = Infinity;
|
||||
|
||||
for (let i = 0; i < attempts; i++) {
|
||||
const [layer1, layer2] = generateWildPair(rng);
|
||||
const score = countRepetitions(layer1, layer2);
|
||||
|
||||
if (score.total < bestScore) {
|
||||
bestScore = score.total;
|
||||
bestLayer1 = layer1;
|
||||
bestLayer2 = layer2;
|
||||
}
|
||||
|
||||
// Perfect score is 0, no need to continue
|
||||
if (bestScore === 0) break;
|
||||
}
|
||||
|
||||
return [bestLayer1, bestLayer2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates settlement node types ensuring at least 1 of each: camp, shop, curio.
|
||||
* The 4th node is randomly chosen from the three.
|
||||
* Returns shuffled array of 4 node types.
|
||||
*/
|
||||
function generateSettlementTypes(rng: ReadonlyRNG): MapNodeType[] {
|
||||
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||
const randomType = requiredTypes[rng.nextInt(3)];
|
||||
const types = [...requiredTypes, randomType];
|
||||
return fisherYatesShuffle(types, rng);
|
||||
}
|
||||
|
||||
/**
|
||||
* Assigns settlement node types ensuring at least 1 of each: camp, shop, curio.
|
||||
* The 4th node is randomly chosen from the three.
|
||||
* @deprecated Use generateSettlementTypes() during node creation instead.
|
||||
*/
|
||||
function assignSettlementTypes(nodeIds: string[], nodes: MapNode[], rng: ReadonlyRNG): void {
|
||||
// Shuffle node order to randomize which position gets which type
|
||||
const shuffledIndices = fisherYatesShuffle([0, 1, 2, 3], rng);
|
||||
|
||||
// Assign camp, shop, curio to first 3 shuffled positions
|
||||
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||
for (let i = 0; i < 3; i++) {
|
||||
nodes[shuffledIndices[i]].type = requiredTypes[i];
|
||||
}
|
||||
|
||||
// Assign random type to 4th position
|
||||
const randomType = requiredTypes[rng.nextInt(3)];
|
||||
nodes[shuffledIndices[3]].type = randomType;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates edges between two consecutive layers based on layer types.
|
||||
*/
|
||||
function generateLayerEdges(
|
||||
sourceLayer: MapLayer,
|
||||
targetLayer: MapLayer,
|
||||
nodes: Map<string, MapNode>,
|
||||
rng: ReadonlyRNG
|
||||
): void {
|
||||
// Settlement types are now pre-generated during node creation
|
||||
// No need to assign them here anymore
|
||||
|
||||
const sourceType = sourceLayer.layerType;
|
||||
const targetType = targetLayer.layerType;
|
||||
|
||||
if (sourceType === 'start' && targetType === MapLayerType.Wild) {
|
||||
connectStartToWild(sourceLayer, targetLayer);
|
||||
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Wild) {
|
||||
connectWildToWild(sourceLayer, targetLayer);
|
||||
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Settlement) {
|
||||
connectWildToSettlement(sourceLayer, targetLayer, rng);
|
||||
} else if (sourceType === MapLayerType.Settlement && targetType === MapLayerType.Wild) {
|
||||
connectSettlementToWild(sourceLayer, targetLayer, rng);
|
||||
} else if (sourceType === MapLayerType.Wild && targetType === 'end') {
|
||||
connectWildToEnd(sourceLayer, targetLayer);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Start connects to all 3 wild nodes in the first wild layer.
|
||||
*/
|
||||
function connectStartToWild(
|
||||
startLayer: MapLayer,
|
||||
wildLayer: MapLayer
|
||||
): void {
|
||||
const startNode = startLayer.nodes[0];
|
||||
startNode.childIds = [...wildLayer.nodeIds];
|
||||
}
|
||||
|
||||
/**
|
||||
* Each wild node connects to exactly 1 wild node in the next layer (1-to-1 mapping).
|
||||
* Uses direct ordering to avoid crossing edges.
|
||||
*/
|
||||
function connectWildToWild(
|
||||
sourceLayer: MapLayer,
|
||||
targetLayer: MapLayer
|
||||
): void {
|
||||
// Direct 1-to-1 mapping: wild[i] → wild[i]
|
||||
// This guarantees no crossings since order is preserved
|
||||
for (let i = 0; i < sourceLayer.nodes.length; i++) {
|
||||
sourceLayer.nodes[i].childIds = [targetLayer.nodeIds[i]];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Each wild node connects to 2 settlement nodes.
|
||||
* Ensures all 4 settlement nodes are covered.
|
||||
* Total: 3 wilds × 2 = 6 edges, 4 settlements to cover
|
||||
*/
|
||||
function connectWildToSettlement(
|
||||
wildLayer: MapLayer,
|
||||
settlementLayer: MapLayer,
|
||||
_rng: ReadonlyRNG
|
||||
): void {
|
||||
// Non-crossing connection pattern: each wild connects to 2 adjacent settlements.
|
||||
// Pattern: w[0]→{s[0],s[1]}, w[1]→{s[1],s[2]}, w[2]→{s[2],s[3]}
|
||||
// This creates a "chain" where middle settlements are shared.
|
||||
// This pattern guarantees no crossings because target indices are always
|
||||
// non-decreasing when sorted by source indices.
|
||||
|
||||
wildLayer.nodes[0].childIds = [settlementLayer.nodeIds[0], settlementLayer.nodeIds[1]];
|
||||
wildLayer.nodes[1].childIds = [settlementLayer.nodeIds[1], settlementLayer.nodeIds[2]];
|
||||
wildLayer.nodes[2].childIds = [settlementLayer.nodeIds[2], settlementLayer.nodeIds[3]];
|
||||
}
|
||||
|
||||
/**
|
||||
* Settlement nodes connect to wild nodes:
|
||||
* - First and last settlement connect to 1 wild each
|
||||
* - Middle two settlements connect to 2 wilds each
|
||||
* Total: 1 + 2 + 2 + 1 = 6 edges, 3 wild nodes to cover
|
||||
*
|
||||
* Uses a non-crossing pattern: settlements and wilds are connected
|
||||
* in order to avoid edge crossings.
|
||||
*/
|
||||
function connectSettlementToWild(
|
||||
settlementLayer: MapLayer,
|
||||
wildLayer: MapLayer,
|
||||
_rng: ReadonlyRNG
|
||||
): void {
|
||||
// Non-crossing pattern: s0→w0, s1→w0,w1, s2→w1,w2, s3→w2
|
||||
// This pattern guarantees no crossings because when edges are sorted by
|
||||
// source index, the minimum target index is non-decreasing.
|
||||
|
||||
settlementLayer.nodes[0].childIds = [wildLayer.nodeIds[0]];
|
||||
settlementLayer.nodes[1].childIds = [wildLayer.nodeIds[0], wildLayer.nodeIds[1]];
|
||||
settlementLayer.nodes[2].childIds = [wildLayer.nodeIds[1], wildLayer.nodeIds[2]];
|
||||
settlementLayer.nodes[3].childIds = [wildLayer.nodeIds[2]];
|
||||
}
|
||||
|
||||
/**
|
||||
* All 3 wild nodes in the last wild layer connect to End.
|
||||
*/
|
||||
function connectWildToEnd(
|
||||
wildLayer: MapLayer,
|
||||
endLayer: MapLayer
|
||||
): void {
|
||||
const endNode = endLayer.nodes[0];
|
||||
for (let i = 0; i < wildLayer.nodes.length; i++) {
|
||||
wildLayer.nodes[i].childIds = [endNode.id];
|
||||
}
|
||||
}
|
||||
|
||||
// -- Query helpers --
|
||||
|
||||
/** Returns the node with the given ID, or undefined. */
|
||||
export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
|
||||
return map.nodes.get(nodeId);
|
||||
}
|
||||
|
||||
/** Returns child nodes of the given node. */
|
||||
export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||
return node.childIds
|
||||
.map(id => map.nodes.get(id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
/** Returns parent nodes of the given node (reverse lookup). */
|
||||
export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
|
||||
// Use pre-built reverse index if available
|
||||
if (map.parentIndex) {
|
||||
const parentIds = map.parentIndex.get(node.id);
|
||||
if (!parentIds) return [];
|
||||
|
||||
return parentIds
|
||||
.map(id => map.nodes.get(id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
// Fallback: scan parent layer (legacy support)
|
||||
const parents: MapNode[] = [];
|
||||
const parentLayer = map.layers[node.layerIndex - 1];
|
||||
if (!parentLayer) return parents;
|
||||
|
||||
for (const parentId of parentLayer.nodeIds) {
|
||||
const parent = map.nodes.get(parentId);
|
||||
if (parent?.childIds.includes(node.id)) {
|
||||
parents.push(parent);
|
||||
}
|
||||
}
|
||||
return parents;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if there is a directed path from `fromId` to `toId`.
|
||||
*/
|
||||
export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
|
||||
const visited = new Set<string>();
|
||||
const stack = [fromId];
|
||||
|
||||
while (stack.length > 0) {
|
||||
const current = stack.pop()!;
|
||||
if (current === toId) return true;
|
||||
if (visited.has(current)) continue;
|
||||
visited.add(current);
|
||||
|
||||
const node = map.nodes.get(current);
|
||||
if (node) {
|
||||
for (const childId of node.childIds) {
|
||||
if (!visited.has(childId)) stack.push(childId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds all directed paths from `fromId` to `toId`.
|
||||
* Returns arrays of node IDs representing each path.
|
||||
* Beware: can be exponential in large maps.
|
||||
*/
|
||||
export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
|
||||
const paths: string[][] = [];
|
||||
const dfs = (current: string, path: string[]) => {
|
||||
if (current === toId) {
|
||||
paths.push([...path, current]);
|
||||
return;
|
||||
}
|
||||
const node = map.nodes.get(current);
|
||||
if (!node) return;
|
||||
|
||||
path.push(current);
|
||||
for (const childId of node.childIds) {
|
||||
dfs(childId, path);
|
||||
}
|
||||
path.pop();
|
||||
};
|
||||
|
||||
dfs(fromId, []);
|
||||
return paths;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export * from "./generator";
|
||||
export * from "./navigation";
|
||||
export * from "./types";
|
||||
@@ -0,0 +1,65 @@
|
||||
import { getNode } from "./generator";
|
||||
import { PointCrawlMap, PointCrawlMapNavigator } from "./types";
|
||||
|
||||
export function canMoveTo(
|
||||
navigator: PointCrawlMapNavigator,
|
||||
map: PointCrawlMap,
|
||||
targetNodeId: string,
|
||||
): boolean {
|
||||
const currentNode = getNode(map, navigator.currentNodeId);
|
||||
if (!currentNode) return false;
|
||||
|
||||
return currentNode.childIds.includes(targetNodeId);
|
||||
}
|
||||
|
||||
export function moveToNode(
|
||||
navigator: PointCrawlMapNavigator,
|
||||
map: PointCrawlMap,
|
||||
targetNodeId: string,
|
||||
): boolean {
|
||||
if (!canMoveTo(navigator, map, targetNodeId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const targetNode = getNode(map, targetNodeId);
|
||||
if (!targetNode) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update current position
|
||||
navigator.currentNodeId = targetNodeId;
|
||||
navigator.visitedNodes.add(targetNodeId);
|
||||
return true;
|
||||
}
|
||||
|
||||
export function* getReachableChildren(
|
||||
map: PointCrawlMap,
|
||||
navigator: PointCrawlMapNavigator,
|
||||
) {
|
||||
const currentNode = getNode(map, navigator.currentNodeId);
|
||||
if (!currentNode) return;
|
||||
|
||||
for (const id of currentNode.childIds) {
|
||||
const node = getNode(map, id);
|
||||
if (!node) continue;
|
||||
yield node;
|
||||
}
|
||||
}
|
||||
|
||||
export function isAtStartNode(
|
||||
map: PointCrawlMap,
|
||||
navigator: PointCrawlMapNavigator,
|
||||
): boolean {
|
||||
return navigator.currentNodeId === map.layers[0]?.nodes[0]?.id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current encounter is the end node.
|
||||
*/
|
||||
export function isAtEndNode(
|
||||
map: PointCrawlMap,
|
||||
navigator: PointCrawlMapNavigator,
|
||||
): boolean {
|
||||
const endLayer = map.layers[map.layers.length - 1];
|
||||
return endLayer?.nodes[0]?.id === navigator.currentNodeId;
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user