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@@ -2,92 +2,92 @@
|
||||
|
||||
## Commands
|
||||
|
||||
Prefer `bash.exe`(C:\Users\Administrator\AppData\Local\Microsoft\WindowsApps\bash.exe) over Powershell.
|
||||
Shell environment: git bash (bash.exe) on Windows.
|
||||
|
||||
```bash
|
||||
npm run build # Build ESM bundle + declarations to dist/ (via tsup)
|
||||
npm run test # Run vitest in watch mode
|
||||
npm run test:run # Run vitest once (no watch)
|
||||
npm run typecheck # Type-check without emitting (tsc --noEmit)
|
||||
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
|
||||
```
|
||||
|
||||
### Running a single test file
|
||||
```bash
|
||||
npx vitest run tests/samples/tic-tac-toe.test.ts
|
||||
```
|
||||
Run a single test file: `npx vitest run tests/core/game.test.ts`
|
||||
Run tests matching a name: `npx vitest run -t "should create"`
|
||||
|
||||
### Running a single test by name
|
||||
```bash
|
||||
npx vitest run -t "should detect horizontal win for X"
|
||||
```
|
||||
`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/
|
||||
core/ # Core game primitives (game, part, region)
|
||||
samples/ # Example games (tic-tac-toe, boop)
|
||||
utils/ # Shared utilities (mutable-signal, command, rng, async-queue)
|
||||
index.ts # Single public API barrel export
|
||||
tests/ # Mirrors src/ structure with *.test.ts files
|
||||
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
|
||||
|
||||
### Imports
|
||||
- Use **double quotes** for local imports, **single quotes** for npm packages
|
||||
- Use `@/**/*` for `./src/**/*` import alias (configured in tsconfig.json)
|
||||
- Use `@/index` when importing from the public API surface in samples
|
||||
- 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
|
||||
|
||||
### Formatting
|
||||
- **4-space indentation** (no tabs)
|
||||
- **Semicolons** at statement ends
|
||||
- **Arrow functions** for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
|
||||
- No trailing whitespace
|
||||
- Trailing commas in multi-line objects/arrays
|
||||
|
||||
### Naming Conventions
|
||||
- **Types/Interfaces**: `PascalCase` — `Part`, `Region`, `Command`, `IGameContext`, `GameHost`
|
||||
- **Classes**: `PascalCase` — `MutableSignal`, `AsyncQueue`, `Mulberry32RNG`, `GameHost`
|
||||
- **Functions**: `camelCase`, verb-first — `createGameContext`, `createGameHost`, `parseCommand`, `isValidMove`
|
||||
- **Variables**: `camelCase`
|
||||
- **Constants**: `UPPER_SNAKE_CASE` — `BOARD_SIZE`, `WINNING_LINES`
|
||||
- **Test files**: `*.test.ts` mirroring `src/` structure under `tests/`
|
||||
- **Factory functions**: prefix with `create` or `mutable` — `createGameContext`, `createGameHost`, `mutableSignal`
|
||||
|
||||
### Types
|
||||
- **Strict TypeScript** is enabled — no `any`
|
||||
- Use **generics** heavily: `MutableSignal<T>`, `CommandRunner<TContext, TResult>`
|
||||
- Use **type aliases** for object shapes (not interfaces)
|
||||
- Use **discriminated unions** for results: `{ success: true; result: T } | { success: false; error: string }`
|
||||
- Use `unknown` for untyped values, narrow with type guards or `as`
|
||||
- 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"`)
|
||||
|
||||
### Error Handling
|
||||
- Prefer **result objects** over throwing: return `{ success, result/error }`
|
||||
- When catching: `const error = e as Error;` then use `error.message`
|
||||
- Use `throw new Error(...)` only for truly exceptional cases
|
||||
- Validation error messages are in Chinese (e.g. `"参数不足"`)
|
||||
- Prompt validators return `null` for valid input, `string` error message for invalid
|
||||
## Testing
|
||||
|
||||
### Testing
|
||||
- **Vitest** with globals enabled (`describe`, `it`, `expect` available without import)
|
||||
- Use `async/await` for async tests
|
||||
- Narrow result types with `if (result.success)` before accessing `result.result`
|
||||
- Define inline helper functions in test files when needed (e.g. `createTestContext()`)
|
||||
- No mocking — use real implementations
|
||||
- For command tests: use `waitForPrompt()` + `promptEvent.tryCommit()` pattern
|
||||
- Test helpers: `createTestContext()`, `createTestRegion()`
|
||||
|
||||
## Architecture Notes
|
||||
|
||||
- **Reactivity**: `MutableSignal<T>` extends Preact Signal — access state via `.value`, mutate via `.produce(draft => ...)`
|
||||
- **Command system**: CLI-style parsing with schema validation via `inline-schema`
|
||||
- **Prompt system**: Commands prompt for input via `PromptEvent` with `resolve`/`reject`; `tryCommit` accepts `Command | string` and validates against schema before custom validator; `promptEnd` event fires when prompt completes (success or cancel)
|
||||
- **GameHost**: Lifecycle manager for game sessions — provides `setup()`, `onInput()`, `dispose()`, reactive `state`/`status`/`activePromptSchema` signals
|
||||
- **Barrel exports**: `src/index.ts` is the single public API surface
|
||||
- **Game modules**: export `registry` and `createInitialState` for use with `createGameContextFromModule` or `createGameHost`
|
||||
- **Region system**: plain `Region` type with `createRegion()` factory; `parts` are stored as `Record<string, Part>` keyed by ID, with `partMap` in regions mapping position keys to part IDs
|
||||
- **Part collections**: Game state uses `Record<string, Part<TMeta>>` (not arrays) for O(1) lookup by ID. Use `Object.values(parts)` when iteration is needed, `Object.keys(parts)` for count/IDs
|
||||
- **Mutative**: used for immutable state updates inside `MutableSignal.produce()`
|
||||
- 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`
|
||||
Generated
+364
-3
@@ -10,11 +10,13 @@
|
||||
"license": "MIT",
|
||||
"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",
|
||||
@@ -34,10 +36,20 @@
|
||||
"@types/node": "^25.5.0",
|
||||
"tsup": "^8.5.1",
|
||||
"tsx": "^4.21.0",
|
||||
"typescript": "^5.9.3"
|
||||
"typescript": "^5.9.3",
|
||||
"vitest": "^4.1.4"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"@rspack/core": "^1.x"
|
||||
"@rspack/core": "^1.x",
|
||||
"esbuild": "*"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"@rspack/core": {
|
||||
"optional": true
|
||||
},
|
||||
"esbuild": {
|
||||
"optional": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"node_modules/@esbuild/aix-ppc64": {
|
||||
@@ -534,6 +546,44 @@
|
||||
"@jridgewell/sourcemap-codec": "^1.4.14"
|
||||
}
|
||||
},
|
||||
"node_modules/@nodelib/fs.scandir": {
|
||||
"version": "2.1.5",
|
||||
"resolved": "https://registry.npmjs.org/@nodelib/fs.scandir/-/fs.scandir-2.1.5.tgz",
|
||||
"integrity": "sha512-vq24Bq3ym5HEQm2NKCr3yXDwjc7vTsEThRDnkp2DK9p1uqLR+DHurm/NOTo0KG7HYHU7eppKZj3MyqYuMBf62g==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"@nodelib/fs.stat": "2.0.5",
|
||||
"run-parallel": "^1.1.9"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
},
|
||||
"node_modules/@nodelib/fs.stat": {
|
||||
"version": "2.0.5",
|
||||
"resolved": "https://registry.npmjs.org/@nodelib/fs.stat/-/fs.stat-2.0.5.tgz",
|
||||
"integrity": "sha512-RkhPPp2zrqDAQA/2jNhnztcPAlv64XdhIp7a7454A5ovI7Bukxgt7MX7udwAu3zg1DcpPU0rz3VV1SeaqvY4+A==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"engines": {
|
||||
"node": ">= 8"
|
||||
}
|
||||
},
|
||||
"node_modules/@nodelib/fs.walk": {
|
||||
"version": "1.2.8",
|
||||
"resolved": "https://registry.npmjs.org/@nodelib/fs.walk/-/fs.walk-1.2.8.tgz",
|
||||
"integrity": "sha512-oGB+UxlgWcgQkgwo8GcEGwemoTFt3FIO9ababBmaGwXIoBKZ+GTy0pP185beGg7Llih/NSHSV2XAs1lnznocSg==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
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|
||||
"version": "1.2.2",
|
||||
"resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz",
|
||||
@@ -2157,6 +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",
|
||||
"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/vite": {
|
||||
"version": "5.4.21",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
|
||||
@@ -2783,6 +3113,37 @@
|
||||
"node": ">=8"
|
||||
}
|
||||
},
|
||||
"node_modules/yarn-spinner-loader": {
|
||||
"version": "0.2.0",
|
||||
"resolved": "https://registry.npmjs.org/yarn-spinner-loader/-/yarn-spinner-loader-0.2.0.tgz",
|
||||
"integrity": "sha512-tWq+n7qziugn7pj+0Zf/XXWXqVxXZez1JkqQgk7JJD4yikHbY1OihYwqSvsUiNeav52j5VCrpU8vWlerwCawPw==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"ajv": "^8.17.1",
|
||||
"fast-glob": "^3.3.2"
|
||||
},
|
||||
"peerDependencies": {
|
||||
"esbuild": ">=0.20.0",
|
||||
"rollup": ">=4.0.0",
|
||||
"vite": ">=5.0.0",
|
||||
"webpack": ">=5.0.0"
|
||||
},
|
||||
"peerDependenciesMeta": {
|
||||
"esbuild": {
|
||||
"optional": true
|
||||
},
|
||||
"rollup": {
|
||||
"optional": true
|
||||
},
|
||||
"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",
|
||||
|
||||
+4
-2
@@ -18,7 +18,7 @@
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"build:samples": "tsup --config tsup.samples.config.ts",
|
||||
"prepare": "npm run build",
|
||||
"prepare": "npm run build && npm run build:samples",
|
||||
"test": "vitest",
|
||||
"test:run": "vitest run",
|
||||
"typecheck": "tsc --noEmit"
|
||||
@@ -30,11 +30,13 @@
|
||||
},
|
||||
"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",
|
||||
|
||||
@@ -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);
|
||||
});
|
||||
}
|
||||
}
|
||||
+101
-157
@@ -1,180 +1,124 @@
|
||||
import { ReadonlySignal, Signal } from '@preact/signals-core';
|
||||
import {
|
||||
CommandSchema,
|
||||
CommandRegistry,
|
||||
PromptEvent,
|
||||
} from '@/utils/command';
|
||||
import {createGameCommandRegistry, createGameContext, IGameContext, PromptDef} from './game';
|
||||
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 type GameHostStatus = "created" | "running" | "disposed";
|
||||
|
||||
export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
readonly state: ReadonlySignal<TState>;
|
||||
readonly status: ReadonlySignal<GameHostStatus>;
|
||||
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
|
||||
readonly activePromptPlayer: ReadonlySignal<string | null>;
|
||||
readonly activePromptHint: ReadonlySignal<string | null>;
|
||||
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 _activePromptSchema: Signal<CommandSchema | null>;
|
||||
private _activePromptPlayer: Signal<string | null>;
|
||||
private _activePromptHint: Signal<string | null>;
|
||||
private _createInitialState: () => TState;
|
||||
private _eventListeners: Map<'start' | 'dispose', Set<() => void>>;
|
||||
private _isDisposed = false;
|
||||
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(
|
||||
registry: CommandRegistry<IGameContext<TState>>,
|
||||
createInitialState: () => TState,
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>
|
||||
) {
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
constructor(public readonly gameModule: TModule) {
|
||||
const { createInitialState, start } = gameModule;
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
|
||||
const initialState = createInitialState();
|
||||
this._context = createGameContext(registry, initialState);
|
||||
this._start = start;
|
||||
this.state = this._context._state;
|
||||
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;
|
||||
this._status = new Signal<GameHostStatus>("created");
|
||||
this.status = this._status;
|
||||
}
|
||||
|
||||
this._activePromptSchema = new Signal<CommandSchema | null>(null);
|
||||
this.activePromptSchema = this._activePromptSchema;
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
|
||||
this._activePromptPlayer = new Signal<string | null>(null);
|
||||
this.activePromptPlayer = this._activePromptPlayer;
|
||||
/**
|
||||
* 清除所有未完成的中断。
|
||||
* @see MutableSignal.clearInterruptions
|
||||
*/
|
||||
clearInterruptions(): void {
|
||||
this._context._state.clearInterruptions();
|
||||
}
|
||||
|
||||
this._activePromptHint = new Signal<string | null>(null);
|
||||
this.activePromptHint = this._activePromptHint;
|
||||
|
||||
this._setupPromptTracking();
|
||||
start(seed?: number): Promise<TResult> {
|
||||
if (this._isDisposed) {
|
||||
throw new Error("GameHost is disposed");
|
||||
}
|
||||
|
||||
private _setupPromptTracking() {
|
||||
let currentPromptEvent: PromptEvent | null = null;
|
||||
this.prompts.reset();
|
||||
|
||||
this._context._commands.on('prompt', (e) => {
|
||||
currentPromptEvent = e as PromptEvent;
|
||||
this._activePromptSchema.value = currentPromptEvent.schema;
|
||||
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
|
||||
this._activePromptHint.value = currentPromptEvent.hintText || null;
|
||||
});
|
||||
const initialState = this._createInitialState();
|
||||
this._context._state.value = initialState as any;
|
||||
|
||||
this._context._commands.on('promptEnd', () => {
|
||||
currentPromptEvent = null;
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
});
|
||||
seed = seed || Math.floor(Math.random() * Number.MAX_SAFE_INTEGER);
|
||||
this._context._rng.setSeed(seed);
|
||||
const promise = this._start(this._context);
|
||||
|
||||
// Initial state
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
this._status.value = "running";
|
||||
this._emitEvent("start");
|
||||
|
||||
return promise;
|
||||
}
|
||||
|
||||
dispose(): void {
|
||||
if (this._isDisposed) {
|
||||
return;
|
||||
}
|
||||
|
||||
tryInput(input: string): string | null {
|
||||
if (this._isDisposed) {
|
||||
return 'GameHost is disposed';
|
||||
}
|
||||
return this._context._commands._tryCommit(input);
|
||||
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);
|
||||
|
||||
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs){
|
||||
return this._context._commands._tryCommit({
|
||||
name: def.schema.name,
|
||||
params: args,
|
||||
options: {},
|
||||
flags: {}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 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._context._commands._cancel();
|
||||
|
||||
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._context._commands._cancel();
|
||||
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();
|
||||
}
|
||||
}
|
||||
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>, TResult=unknown> = {
|
||||
registry?: CommandRegistry<IGameContext<TState>>;
|
||||
createInitialState: () => TState;
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
}
|
||||
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>>(
|
||||
gameModule: GameModule<TState>
|
||||
): GameHost<TState> {
|
||||
return new GameHost(
|
||||
gameModule.registry || createGameCommandRegistry(),
|
||||
gameModule.createInitialState,
|
||||
gameModule.start
|
||||
);
|
||||
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);
|
||||
}
|
||||
|
||||
+53
-69
@@ -1,80 +1,64 @@
|
||||
import {MutableSignal, mutableSignal} from "@/utils/mutable-signal";
|
||||
import {
|
||||
Command,
|
||||
CommandRegistry, CommandResult,
|
||||
CommandRunnerContextExport,
|
||||
CommandSchema,
|
||||
createCommandRegistry,
|
||||
createCommandRunnerContext, parseCommandSchema,
|
||||
} from "@/utils/command";
|
||||
import {PromptValidator} from "@/utils/command/command-runner";
|
||||
import {Mulberry32RNG, ReadonlyRNG, RNG} from "@/utils/rng";
|
||||
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) => void): void;
|
||||
produceAsync(fn: (draft: TState) => void): Promise<void>;
|
||||
run<T>(input: string): Promise<CommandResult<T>>;
|
||||
runParsed<T>(command: Command): Promise<CommandResult<T>>;
|
||||
prompt: <TResult,TArgs extends any[]=any[]>(def: PromptDef<TArgs>, validator: PromptValidator<TResult,TArgs>, currentPlayer?: string | null) => Promise<TResult>;
|
||||
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>;
|
||||
_commands: CommandRunnerContextExport<IGameContext<TState>>;
|
||||
_rng: RNG;
|
||||
// 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> = {} >(
|
||||
commandRegistry: CommandRegistry<IGameContext<TState>>,
|
||||
initialState?: TState | (() => TState)
|
||||
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);
|
||||
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
|
||||
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) {
|
||||
return state.produce(fn);
|
||||
},
|
||||
produceAsync(fn) {
|
||||
return state.produceAsync(fn);
|
||||
},
|
||||
run<T>(input: string) {
|
||||
return commands.run<T>(input);
|
||||
},
|
||||
runParsed<T>(command: Command) {
|
||||
return commands.runParsed<T>(command);
|
||||
},
|
||||
prompt(def, validator, currentPlayer) {
|
||||
return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
|
||||
},
|
||||
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,
|
||||
_commands: commands,
|
||||
_rng: new Mulberry32RNG(),
|
||||
};
|
||||
_state: state,
|
||||
_rng: new Mulberry32RNG(),
|
||||
};
|
||||
|
||||
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
|
||||
|
||||
return context;
|
||||
return context;
|
||||
}
|
||||
|
||||
export type PromptDef<TArgs extends any[]=any[]> = {
|
||||
schema: CommandSchema,
|
||||
hintText?: string,
|
||||
}
|
||||
export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
|
||||
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
|
||||
return { schema, hintText };
|
||||
}
|
||||
|
||||
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
|
||||
return createCommandRegistry<IGameContext<TState>>();
|
||||
export function createPromptDef<TArgs extends any[] = any[]>(
|
||||
schema: CommandSchema | string,
|
||||
hintText?: string,
|
||||
): PromptDef<TArgs> {
|
||||
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
|
||||
return { schema, hintText };
|
||||
}
|
||||
+2
-2
@@ -1,5 +1,5 @@
|
||||
import {Part} from "./part";
|
||||
import {RNG} from "@/utils/rng";
|
||||
import {ReadonlyRNG} from "@/utils/rng";
|
||||
|
||||
export type Region = {
|
||||
id: string;
|
||||
@@ -107,7 +107,7 @@ export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMe
|
||||
region.partMap = buildPartMap(region, parts);
|
||||
}
|
||||
|
||||
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG){
|
||||
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){
|
||||
if (region.childIds.length <= 1) return;
|
||||
|
||||
const childIds = [...region.childIds];
|
||||
|
||||
+62
-18
@@ -4,31 +4,75 @@
|
||||
*/
|
||||
|
||||
// Core types
|
||||
export type { IGameContext } from './core/game';
|
||||
export { createGameCommandRegistry, createPromptDef } from './core/game';
|
||||
export type { IGameContext } from "./core/game";
|
||||
export { createPromptDef } from "./core/game";
|
||||
|
||||
export type { GameHost, GameHostStatus, GameModule } from './core/game-host';
|
||||
export { createGameHost } from './core/game-host';
|
||||
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
|
||||
export { createGameHost } from "./core/game-host";
|
||||
|
||||
export type { Part } from './core/part';
|
||||
export { flip, flipTo, roll } from './core/part';
|
||||
export type { Part } from "./core/part";
|
||||
export { flip, flipTo, roll } from "./core/part";
|
||||
|
||||
export { createParts, createPartsFromTable } from './core/part-factory';
|
||||
export { createParts, createPartsFromTable } from "./core/part-factory";
|
||||
|
||||
export type { Region, RegionAxis } from './core/region';
|
||||
export { createRegion, createRegionAxis, applyAlign, shuffle, moveToRegion } from './core/region';
|
||||
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, CommandDef, CommandResult, 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 { 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 {
|
||||
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 { MutableSignal } from './utils/mutable-signal';
|
||||
export { mutableSignal } from './utils/mutable-signal';
|
||||
export type { MutableSignal } from "./utils/mutable-signal";
|
||||
export { mutableSignal } from "./utils/mutable-signal";
|
||||
|
||||
export type { RNG } from './utils/rng';
|
||||
export { createRNG, Mulberry32RNG } from './utils/rng';
|
||||
export type { RNG, ReadonlyRNG } from "./utils/rng";
|
||||
export { createRNG, Mulberry32RNG } from "./utils/rng";
|
||||
|
||||
export * from '@preact/signals-core';
|
||||
export type { MiddlewareChain } from "./utils/middleware";
|
||||
export { createMiddlewareChain } from "./utils/middleware";
|
||||
|
||||
export * from "./utils/spawner";
|
||||
|
||||
export * from "@preact/signals-core";
|
||||
|
||||
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;
|
||||
@@ -1,101 +1,31 @@
|
||||
import {BoopGame} from "@/samples/boop/types-extensions";
|
||||
import {PlayerType} from "@/samples/boop/types";
|
||||
import {turn} from "@/samples/boop/commands/turn";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
|
||||
export const registry = createGameCommandRegistry<BoopGame['value']>();
|
||||
|
||||
/**
|
||||
* 放置棋子到棋盘
|
||||
*/
|
||||
const placeCmd = registry.register({
|
||||
schema: 'place <row:number> <col:number> <player> <type>',
|
||||
run: async (game, row, col, player, type) => {
|
||||
const {place} = await import('./place');
|
||||
return place(game, row, col, player, type);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 执行boop - 推动周围棋子
|
||||
*/
|
||||
const boopCmd = registry.register({
|
||||
schema: 'boop <row:number> <col:number> <type>',
|
||||
run: async (game, row, col, type) => {
|
||||
const {boop} = await import('./boop');
|
||||
return boop(game, row, col, type);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查是否有玩家获胜(三个猫连线)
|
||||
*/
|
||||
const checkWinCmd = registry.register({
|
||||
schema: 'check-win',
|
||||
run: async (game) => {
|
||||
const {checkWin} = await import('./win');
|
||||
return checkWin(game);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查并执行小猫升级(三个小猫连线变成猫)
|
||||
*/
|
||||
const checkGraduatesCmd = registry.register({
|
||||
schema: 'check-graduates',
|
||||
run: async (game) => {
|
||||
const {checkGraduates} = await import('./graduate');
|
||||
return checkGraduates(game);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查并执行 8-piece 规则
|
||||
*/
|
||||
const checkFullBoardCmd = registry.register({
|
||||
schema: 'check-full-board <player:string>',
|
||||
run: async (game, player) => {
|
||||
const {checkFullBoard} = await import('./full-board');
|
||||
return checkFullBoard(game, player);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 处理一个回合
|
||||
*/
|
||||
const turnCmd = registry.register({
|
||||
schema: 'turn <player:string>',
|
||||
run: async (game, player) => {
|
||||
const {turn} = await import('./turn');
|
||||
return turn(game, player);
|
||||
}
|
||||
});
|
||||
import { BoopGame } from "@/samples/boop/types-extensions";
|
||||
import { PlayerType } from "@/samples/boop/types";
|
||||
import { turn } from "@/samples/boop/commands/turn";
|
||||
import { boop } from "./boop";
|
||||
import { checkFullBoard } from "./full-board";
|
||||
import { checkGraduates } from "./graduate";
|
||||
import { place } from "./place";
|
||||
import { checkWin } from "./win";
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
export async function start(game: BoopGame) {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer =
|
||||
state.currentPlayer === "white" ? "black" : "white";
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
export {
|
||||
placeCmd as place,
|
||||
boopCmd as boop,
|
||||
checkWinCmd as checkWin,
|
||||
checkGraduatesCmd as checkGraduates,
|
||||
checkFullBoardCmd as checkFullBoard,
|
||||
turnCmd as turn
|
||||
};
|
||||
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
|
||||
|
||||
+26
-34
@@ -1,49 +1,41 @@
|
||||
// Types
|
||||
export type {
|
||||
PlayerType,
|
||||
PieceType,
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart
|
||||
} from './types';
|
||||
PlayerType,
|
||||
PieceType,
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart,
|
||||
} from "./types";
|
||||
|
||||
export type {BoopGame} from './types-extensions';
|
||||
export type { BoopGame } from "./types-extensions";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
BOARD_SIZE,
|
||||
MAX_PIECES_PER_PLAYER,
|
||||
WIN_LENGTH
|
||||
} from './constants';
|
||||
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
|
||||
|
||||
// State
|
||||
export {
|
||||
createInitialState,
|
||||
type BoopState
|
||||
} from './state';
|
||||
export { createInitialState, type BoopState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export {prompts} from './prompts';
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
registry,
|
||||
start,
|
||||
place as placeCmd,
|
||||
boop as boopCmd,
|
||||
checkWin as checkWinCmd,
|
||||
checkGraduates as checkGraduatesCmd,
|
||||
checkFullBoard as checkFullBoardCmd,
|
||||
turn as turnCmd
|
||||
} from './commands';
|
||||
start,
|
||||
place as placeCmd,
|
||||
boop as boopCmd,
|
||||
checkWin as checkWinCmd,
|
||||
checkGraduates as checkGraduatesCmd,
|
||||
checkFullBoard as checkFullBoardCmd,
|
||||
turn as turnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
getLineCandidates,
|
||||
isInBounds,
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition
|
||||
} from './utils';
|
||||
getLineCandidates,
|
||||
isInBounds,
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition,
|
||||
} from "./utils";
|
||||
|
||||
Vendored
-8
@@ -1,8 +0,0 @@
|
||||
type PartsTable = readonly {
|
||||
readonly type: string;
|
||||
readonly player: string;
|
||||
readonly count: number;
|
||||
}[];
|
||||
|
||||
declare const data: PartsTable;
|
||||
export default data;
|
||||
@@ -1,4 +1,4 @@
|
||||
import parts from './parts.csv';
|
||||
import getParts from './boopPart.csv';
|
||||
import {createRegion, moveToRegion, Region} from "@/core/region";
|
||||
import {createPartsFromTable} from "@/core/part-factory";
|
||||
import {BoopPart} from "@/samples/boop/types";
|
||||
@@ -6,6 +6,7 @@ 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}-${index + 1}`,
|
||||
|
||||
Vendored
+4
-2
@@ -5,5 +5,7 @@ type CardsTable = readonly {
|
||||
readonly pattern: string;
|
||||
}[];
|
||||
|
||||
declare const data: CardsTable;
|
||||
export default data;
|
||||
export type Cards = CardsTable[number];
|
||||
|
||||
declare function getData(): CardsTable;
|
||||
export default getData;
|
||||
|
||||
+294
-264
@@ -1,379 +1,409 @@
|
||||
import {
|
||||
OnitamaGame,
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards
|
||||
OnitamaGame,
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards,
|
||||
} from "./types";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
import {moveToRegion} from "@/core/region";
|
||||
|
||||
export const registry = createGameCommandRegistry<OnitamaState>();
|
||||
import { moveToRegion } from "@/core/region";
|
||||
|
||||
/**
|
||||
* 检查位置是否在棋盘范围内
|
||||
*/
|
||||
function isInBounds(x: number, y: number): boolean {
|
||||
return x >= 0 && x < 5 && y >= 0 && y < 5;
|
||||
return x >= 0 && x < 5 && y >= 0 && y < 5;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查位置是否有棋子
|
||||
*/
|
||||
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
||||
const key = `${x},${y}`;
|
||||
const pawnId = state.regions.board.partMap[key];
|
||||
return pawnId ? state.pawns[pawnId] : null;
|
||||
const key = `${x},${y}`;
|
||||
const pawnId = state.regions.board.partMap[key];
|
||||
return pawnId ? state.pawns[pawnId] : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否拥有某张卡牌
|
||||
*/
|
||||
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean {
|
||||
const cardList = player === 'red' ? state.redCards : state.blackCards;
|
||||
return cardList.includes(cardName);
|
||||
function playerHasCard(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
): boolean {
|
||||
const cardList = player === "red" ? state.redCards : state.blackCards;
|
||||
return cardList.includes(cardName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取卡牌的移动候选项,根据玩家视角进行旋转
|
||||
* 黑方需要将卡牌旋转180度
|
||||
*/
|
||||
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) {
|
||||
const card = state.cards[cardName];
|
||||
const candidates = card.moveCandidates;
|
||||
export function getCardMoveCandidates(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const card = state.cards[cardName];
|
||||
const candidates = card.moveCandidates;
|
||||
|
||||
// 黑方需要将卡牌旋转180度
|
||||
if (player === 'black') {
|
||||
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
// 黑方需要将卡牌旋转180度
|
||||
if (player === "black") {
|
||||
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
|
||||
return candidates;
|
||||
return candidates;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查移动是否合法
|
||||
*/
|
||||
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null {
|
||||
// 检查玩家是否拥有该卡牌
|
||||
if (!playerHasCard(state, player, cardName)) {
|
||||
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
||||
}
|
||||
export function isValidMove(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
player: PlayerType,
|
||||
): string | null {
|
||||
// 检查玩家是否拥有该卡牌
|
||||
if (!playerHasCard(state, player, cardName)) {
|
||||
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
||||
}
|
||||
|
||||
// 检查起始位置是否有玩家的棋子
|
||||
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
||||
if (!fromPawn) {
|
||||
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
||||
}
|
||||
if (fromPawn.owner !== player) {
|
||||
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
||||
}
|
||||
// 检查起始位置是否有玩家的棋子
|
||||
const fromPawn = getPawnAtPosition(state, fromX, fromY);
|
||||
if (!fromPawn) {
|
||||
return `位置 (${fromX}, ${fromY}) 没有棋子`;
|
||||
}
|
||||
if (fromPawn.owner !== player) {
|
||||
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
|
||||
}
|
||||
|
||||
// 检查卡牌是否存在
|
||||
const card = state.cards[cardName];
|
||||
if (!card) {
|
||||
return `卡牌 ${cardName} 不存在`;
|
||||
}
|
||||
// 检查卡牌是否存在
|
||||
const card = state.cards[cardName];
|
||||
if (!card) {
|
||||
return `卡牌 ${cardName} 不存在`;
|
||||
}
|
||||
|
||||
// 计算移动偏移量
|
||||
const dx = toX - fromX;
|
||||
const dy = toY - fromY;
|
||||
// 计算移动偏移量
|
||||
const dx = toX - fromX;
|
||||
const dy = toY - fromY;
|
||||
|
||||
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
const isValid = candidates.some(m => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
|
||||
// 检查目标位置是否在棋盘内
|
||||
if (!isInBounds(toX, toY)) {
|
||||
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
||||
}
|
||||
// 检查目标位置是否在棋盘内
|
||||
if (!isInBounds(toX, toY)) {
|
||||
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
|
||||
}
|
||||
|
||||
// 检查目标位置是否有己方棋子
|
||||
const toPawn = getPawnAtPosition(state, toX, toY);
|
||||
if (toPawn && toPawn.owner === player) {
|
||||
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
||||
}
|
||||
// 检查目标位置是否有己方棋子
|
||||
const toPawn = getPawnAtPosition(state, toX, toY);
|
||||
if (toPawn && toPawn.owner === player) {
|
||||
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
|
||||
}
|
||||
|
||||
return null;
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行移动
|
||||
*/
|
||||
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) {
|
||||
const state = game.value;
|
||||
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);
|
||||
// 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);
|
||||
}
|
||||
|
||||
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
|
||||
// 移动棋子到目标位置
|
||||
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
|
||||
});
|
||||
|
||||
await game.produceAsync(state => {
|
||||
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
|
||||
// 交换卡牌
|
||||
await swapCard(game, player, cardName);
|
||||
|
||||
// 如果目标位置有敌方棋子,将其移除(吃掉)
|
||||
if (capturedPawnId) {
|
||||
const capturedPawn = state.pawns[capturedPawnId];
|
||||
moveToRegion(capturedPawn, state.regions.board, null);
|
||||
}
|
||||
|
||||
// 移动棋子到目标位置
|
||||
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
|
||||
});
|
||||
|
||||
// 交换卡牌
|
||||
await handleSwapCard(game, player, cardName);
|
||||
|
||||
return {
|
||||
from: { x: fromX, y: fromY },
|
||||
to: { x: toX, y: toY },
|
||||
card: cardName,
|
||||
captured: capturedPawnId
|
||||
};
|
||||
return {
|
||||
from: { x: fromX, y: fromY },
|
||||
to: { x: toX, y: toY },
|
||||
card: cardName,
|
||||
captured: capturedPawnId,
|
||||
};
|
||||
}
|
||||
|
||||
const move = registry.register({
|
||||
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
|
||||
run: handleMove
|
||||
});
|
||||
|
||||
/**
|
||||
* 交换卡牌:将使用的卡牌与备用卡牌交换
|
||||
*/
|
||||
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) {
|
||||
await game.produceAsync(state => {
|
||||
const spareCard = state.spareCard;
|
||||
const usedCardData = state.cards[usedCard];
|
||||
const spareCardData = state.cards[spareCard];
|
||||
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);
|
||||
}
|
||||
// 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;
|
||||
// 更新卡牌区域
|
||||
usedCardData.regionId = "spare";
|
||||
spareCardData.regionId = player;
|
||||
|
||||
// 更新备用卡牌
|
||||
state.spareCard = usedCard;
|
||||
});
|
||||
// 更新备用卡牌
|
||||
state.spareCard = usedCard;
|
||||
});
|
||||
}
|
||||
|
||||
const swapCard = registry.register({
|
||||
schema: 'swap-card <player> <card:string>',
|
||||
run: handleSwapCard
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
|
||||
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置
|
||||
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置
|
||||
*/
|
||||
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
|
||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||
const redMaster = state.pawns['red-master'];
|
||||
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) {
|
||||
return 'red';
|
||||
}
|
||||
// 红色师父到达 (2, 4)(黑色师父的初始位置)
|
||||
const redMaster = state.pawns["red-master"];
|
||||
if (
|
||||
redMaster &&
|
||||
redMaster.regionId === "board" &&
|
||||
redMaster.position[0] === 2 &&
|
||||
redMaster.position[1] === 4
|
||||
) {
|
||||
return "red";
|
||||
}
|
||||
|
||||
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
||||
const blackMaster = state.pawns['black-master'];
|
||||
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) {
|
||||
return 'black';
|
||||
}
|
||||
// 黑色师父到达 (2, 0)(红色师父的初始位置)
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (
|
||||
blackMaster &&
|
||||
blackMaster.regionId === "board" &&
|
||||
blackMaster.position[0] === 2 &&
|
||||
blackMaster.position[1] === 0
|
||||
) {
|
||||
return "black";
|
||||
}
|
||||
|
||||
return null;
|
||||
return null;
|
||||
}
|
||||
|
||||
const checkConquestWin = registry.register({
|
||||
schema: 'check-conquest-win',
|
||||
run: handleCheckConquestWin
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
|
||||
*/
|
||||
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const state = game.value;
|
||||
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';
|
||||
}
|
||||
// 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';
|
||||
}
|
||||
// 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;
|
||||
return null;
|
||||
}
|
||||
|
||||
const checkCaptureWin = registry.register({
|
||||
schema: 'check-capture-win',
|
||||
run: handleCheckCaptureWin
|
||||
});
|
||||
|
||||
/**
|
||||
* 综合胜利检测
|
||||
*/
|
||||
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await handleCheckConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await checkConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
|
||||
const captureWinner = await handleCheckCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
const captureWinner = await checkCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
|
||||
return null;
|
||||
return null;
|
||||
}
|
||||
|
||||
const checkWin = registry.register({
|
||||
schema: 'check-win',
|
||||
run: handleCheckWin
|
||||
});
|
||||
|
||||
/**
|
||||
* 获取玩家可用的移动
|
||||
*/
|
||||
export function getAvailableMoves(state: OnitamaState, player: PlayerType): Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> {
|
||||
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = [];
|
||||
export function getAvailableMoves(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
): Array<{
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}> {
|
||||
const moves: Array<{
|
||||
card: string;
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
}> = [];
|
||||
|
||||
// 获取玩家的所有卡牌
|
||||
const cardNames = player === 'red' ? state.redCards : state.blackCards;
|
||||
// 获取玩家的所有卡牌
|
||||
const cardNames = player === "red" ? state.redCards : state.blackCards;
|
||||
|
||||
// 获取玩家的所有棋子
|
||||
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board');
|
||||
// 获取玩家的所有棋子
|
||||
const playerPawns = Object.values(state.pawns).filter(
|
||||
(p) => p.owner === player && p.regionId === "board",
|
||||
);
|
||||
|
||||
// 对于每张卡牌
|
||||
for (const cardName of cardNames) {
|
||||
// 获取旋转后的移动候选项(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
// 对于每张卡牌
|
||||
for (const cardName of cardNames) {
|
||||
// 获取旋转后的移动候选项(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
|
||||
// 对于每个棋子
|
||||
for (const pawn of playerPawns) {
|
||||
const [fromX, fromY] = pawn.position;
|
||||
// 对于每个棋子
|
||||
for (const pawn of playerPawns) {
|
||||
const [fromX, fromY] = pawn.position;
|
||||
|
||||
// 对于卡牌的每个移动
|
||||
for (const move of candidates) {
|
||||
const toX = fromX + move.dx;
|
||||
const toY = fromY + move.dy;
|
||||
// 对于卡牌的每个移动
|
||||
for (const move of candidates) {
|
||||
const toX = fromX + move.dx;
|
||||
const toY = fromY + move.dy;
|
||||
|
||||
// 检查移动是否合法
|
||||
if (isInBounds(toX, toY)) {
|
||||
const targetPawn = getPawnAtPosition(state, toX, toY);
|
||||
// 目标位置为空或有敌方棋子
|
||||
if (!targetPawn || targetPawn.owner !== player) {
|
||||
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
||||
}
|
||||
}
|
||||
}
|
||||
// 检查移动是否合法
|
||||
if (isInBounds(toX, toY)) {
|
||||
const targetPawn = getPawnAtPosition(state, toX, toY);
|
||||
// 目标位置为空或有敌方棋子
|
||||
if (!targetPawn || targetPawn.owner !== player) {
|
||||
moves.push({ card: cardName, fromX, fromY, toX, toY });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return moves;
|
||||
return moves;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理回合
|
||||
*/
|
||||
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
|
||||
let moveOutput;
|
||||
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++;
|
||||
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,
|
||||
);
|
||||
|
||||
return { winner, move: moveOutput };
|
||||
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 };
|
||||
}
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player>',
|
||||
run: handleTurn
|
||||
});
|
||||
|
||||
/**
|
||||
* 开始游戏主循环
|
||||
*/
|
||||
export async function start(game: OnitamaGame) {
|
||||
// Initialize cards with RNG at game start
|
||||
initializeCards(game);
|
||||
// Initialize cards with RNG at game start
|
||||
initializeCards(game);
|
||||
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
if (turnOutput.winner) {
|
||||
break;
|
||||
}
|
||||
if (turnOutput.winner) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import cards from './cards.csv';
|
||||
import getCards from './cards.csv';
|
||||
import {Part} from "@/core/part";
|
||||
import {createRegion, createRegionAxis, Region} from "@/core/region";
|
||||
import {createPromptDef, IGameContext} from "@/core/game";
|
||||
@@ -38,7 +38,8 @@ export function createGameInfo(){
|
||||
}
|
||||
|
||||
export function createCards(){
|
||||
const dataMap = {} as Record<string, CardData>;
|
||||
const cards = getCards();
|
||||
const dataMap = {} as Record<string, CardData>;
|
||||
|
||||
for(const entry of cards){
|
||||
const card = dataMap[entry.name] = dataMap[entry.name] || {
|
||||
|
||||
@@ -1,421 +1,417 @@
|
||||
import {IGameContext} from "@/core/game";
|
||||
import {RegicideState} from "@/samples/regicide/state";
|
||||
import {createGameCommandRegistry} from "@/core/game";
|
||||
import {PlayerType, RegicideCard} from "@/samples/regicide/types";
|
||||
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
|
||||
import {isEnemyDefeated} from "@/samples/regicide/utils";
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
|
||||
import { isEnemyDefeated } from "@/samples/regicide/utils";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
export const registry = createGameCommandRegistry<RegicideState>();
|
||||
|
||||
/**
|
||||
* 打出一张牌(对当前敌人造成伤害)
|
||||
*/
|
||||
const playCmd = registry.register({
|
||||
schema: 'play <player:string> <cardId:string>',
|
||||
run: async (game: RegicideGame, player: string, cardId: string) => {
|
||||
const state = game.value;
|
||||
const card = state.cards[cardId];
|
||||
async function playCmd(game: RegicideGame, player: string, cardId: string) {
|
||||
const state = game.value;
|
||||
const card = state.cards[cardId];
|
||||
|
||||
if (!card) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不存在`};
|
||||
}
|
||||
if (!card) {
|
||||
return { success: false, error: `卡牌 ${cardId} 不存在` };
|
||||
}
|
||||
|
||||
// 检查卡牌是否在玩家手牌中
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
if (!playerHand || !playerHand.includes(cardId)) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
|
||||
}
|
||||
// 检查卡牌是否在玩家手牌中
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
if (!playerHand || !playerHand.includes(cardId)) {
|
||||
return {
|
||||
success: false,
|
||||
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
|
||||
};
|
||||
}
|
||||
|
||||
// 检查是否有当前敌人
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
// 检查是否有当前敌人
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
let damage = card.value;
|
||||
let attackReduction = 0;
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
let damage = card.value;
|
||||
let attackReduction = 0;
|
||||
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === 'clubs') {
|
||||
damage *= 2;
|
||||
}
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === "clubs") {
|
||||
damage *= 2;
|
||||
}
|
||||
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === 'spades') {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === "spades") {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
|
||||
await game.produce(state => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= damage;
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= damage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
||||
}
|
||||
|
||||
// 从手牌移除卡牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const cardIndex = hand.indexOf(cardId);
|
||||
if (cardIndex !== -1) {
|
||||
hand.splice(cardIndex, 1);
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === 'hearts') {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
|
||||
if (discardIds.length > 0) {
|
||||
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
|
||||
for (const discardId of discardIds) {
|
||||
state.cards[discardId].regionId = 'tavernDeck';
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
}
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === 'diamonds') {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
state.cards[drawCardId].regionId = `hand_${player}`;
|
||||
hand.push(drawCardId);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage,
|
||||
attackReduction,
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit
|
||||
}
|
||||
};
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// 从手牌移除卡牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const cardIndex = hand.indexOf(cardId);
|
||||
if (cardIndex !== -1) {
|
||||
hand.splice(cardIndex, 1);
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === "hearts") {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(
|
||||
(id) => id !== state.currentEnemy!.id,
|
||||
);
|
||||
if (discardIds.length > 0) {
|
||||
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
|
||||
for (const discardId of discardIds) {
|
||||
state.cards[discardId].regionId = "tavernDeck";
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
}
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === "diamonds") {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
state.cards[drawCardId].regionId = `hand_${player}`;
|
||||
hand.push(drawCardId);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage,
|
||||
attackReduction,
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 打出A配合另一张牌
|
||||
*/
|
||||
const playWithACmd = registry.register({
|
||||
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
|
||||
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
|
||||
const state = game.value;
|
||||
const aceCard = state.cards[aceCardId];
|
||||
const otherCard = state.cards[otherCardId];
|
||||
async function playWithACmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
aceCardId: string,
|
||||
otherCardId: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
const aceCard = state.cards[aceCardId];
|
||||
const otherCard = state.cards[otherCardId];
|
||||
|
||||
if (!aceCard || !otherCard) {
|
||||
return {success: false, error: '卡牌不存在'};
|
||||
}
|
||||
if (!aceCard || !otherCard) {
|
||||
return { success: false, error: "卡牌不存在" };
|
||||
}
|
||||
|
||||
// 检查是否是A牌
|
||||
if (aceCard.rank !== 'A') {
|
||||
return {success: false, error: `第一张牌必须是A`};
|
||||
}
|
||||
// 检查是否是A牌
|
||||
if (aceCard.rank !== "A") {
|
||||
return { success: false, error: `第一张牌必须是A` };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
// 检查两张牌都在手牌中
|
||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||
return {success: false, error: '卡牌不在手牌中'};
|
||||
}
|
||||
// 检查两张牌都在手牌中
|
||||
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
|
||||
return { success: false, error: "卡牌不在手牌中" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === 'clubs') {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === "clubs") {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === 'spades') {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === 'spades') {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === "spades") {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === "spades") {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
|
||||
await game.produce(state => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= totalDamage;
|
||||
await game.produceAsync((state) => {
|
||||
// 对敌人造成伤害
|
||||
state.currentEnemy!.hp -= totalDamage;
|
||||
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
|
||||
}
|
||||
|
||||
// 从手牌移除两张牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const aceIndex = hand.indexOf(aceCardId);
|
||||
const otherIndex = hand.indexOf(otherCardId);
|
||||
if (aceIndex !== -1) hand.splice(aceIndex, 1);
|
||||
if (otherIndex !== -1) hand.splice(otherIndex, 1);
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[aceCardId].regionId = 'discardPile';
|
||||
state.cards[otherCardId].regionId = 'discardPile';
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated
|
||||
}
|
||||
};
|
||||
// 记录黑桃的攻击力降低
|
||||
if (attackReduction > 0) {
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
// 从手牌移除两张牌
|
||||
const hand = state.playerHands[playerKey];
|
||||
const aceIndex = hand.indexOf(aceCardId);
|
||||
const otherIndex = hand.indexOf(otherCardId);
|
||||
if (aceIndex !== -1) hand.splice(aceIndex, 1);
|
||||
if (otherIndex !== -1) hand.splice(otherIndex, 1);
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[aceCardId].regionId = "discardPile";
|
||||
state.cards[otherCardId].regionId = "discardPile";
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 让过(不出牌)
|
||||
*/
|
||||
const passCmd = registry.register({
|
||||
schema: 'pass <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||
return {success: true, result: {message: `${player} 让过`}};
|
||||
}
|
||||
});
|
||||
async function passCmd(game: RegicideGame, player: string) {
|
||||
// 即使让过,也会受到敌人反击(在回合结束时处理)
|
||||
return { success: true, result: { message: `${player} 让过` } };
|
||||
}
|
||||
|
||||
/**
|
||||
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
|
||||
*/
|
||||
const enemyCounterattackCmd = registry.register({
|
||||
schema: 'counterattack <player:string> <discardCards:string[]>',
|
||||
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
|
||||
const state = game.value;
|
||||
async function enemyCounterattackCmd(
|
||||
game: RegicideGame,
|
||||
player: string,
|
||||
discardCards: string[],
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
// 检查要弃的牌都在手牌中
|
||||
for (const cardId of discardCards) {
|
||||
if (!playerHand.includes(cardId)) {
|
||||
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
|
||||
}
|
||||
}
|
||||
|
||||
// 计算弃牌的点数和
|
||||
let totalValue = 0;
|
||||
for (const cardId of discardCards) {
|
||||
const card = state.cards[cardId];
|
||||
if (card) {
|
||||
totalValue += card.value;
|
||||
}
|
||||
}
|
||||
|
||||
const enemyAttack = state.currentEnemy.value;
|
||||
|
||||
// 检查点数和是否 >= 敌人攻击力
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.produce(state => {
|
||||
const hand = state.playerHands[playerKey];
|
||||
for (const cardId of discardCards) {
|
||||
const index = hand.indexOf(cardId);
|
||||
if (index !== -1) {
|
||||
hand.splice(index, 1);
|
||||
}
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
discardedCards: discardCards,
|
||||
totalValue,
|
||||
enemyAttack
|
||||
}
|
||||
};
|
||||
// 检查要弃的牌都在手牌中
|
||||
for (const cardId of discardCards) {
|
||||
if (!playerHand.includes(cardId)) {
|
||||
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 计算弃牌的点数和
|
||||
let totalValue = 0;
|
||||
for (const cardId of discardCards) {
|
||||
const card = state.cards[cardId];
|
||||
if (card) {
|
||||
totalValue += card.value;
|
||||
}
|
||||
}
|
||||
|
||||
const enemyAttack = state.currentEnemy.value;
|
||||
|
||||
// 检查点数和是否 >= 敌人攻击力
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.produceAsync((state) => {
|
||||
const hand = state.playerHands[playerKey];
|
||||
for (const cardId of discardCards) {
|
||||
const index = hand.indexOf(cardId);
|
||||
if (index !== -1) {
|
||||
hand.splice(index, 1);
|
||||
}
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
discardedCards: discardCards,
|
||||
totalValue,
|
||||
enemyAttack,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查敌人是否被击败,如果击败则翻开下一个敌人
|
||||
*/
|
||||
const checkEnemyDefeatedCmd = registry.register({
|
||||
schema: 'check-enemy',
|
||||
run: async (game: RegicideGame) => {
|
||||
const state = game.value;
|
||||
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false as const, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const defeated = state.currentEnemy.hp <= 0;
|
||||
const defeated = state.currentEnemy.hp <= 0;
|
||||
|
||||
if (defeated) {
|
||||
const defeatedEnemy = {...state.currentEnemy};
|
||||
if (defeated) {
|
||||
const defeatedEnemy = { ...state.currentEnemy };
|
||||
|
||||
await game.produce(state => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
await game.produceAsync((state) => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
|
||||
// 翻开下一个敌人
|
||||
if (state.enemyDeck.length > 0) {
|
||||
const nextEnemy = state.enemyDeck.shift()!;
|
||||
state.currentEnemy = nextEnemy;
|
||||
} else {
|
||||
// 没有更多敌人了
|
||||
state.currentEnemy = null;
|
||||
}
|
||||
});
|
||||
// 翻开下一个敌人
|
||||
if (state.enemyDeck.length > 0) {
|
||||
const nextEnemy = state.enemyDeck.shift()!;
|
||||
state.currentEnemy = nextEnemy;
|
||||
} else {
|
||||
// 没有更多敌人了
|
||||
state.currentEnemy = null;
|
||||
}
|
||||
});
|
||||
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
defeated: true,
|
||||
defeatedEnemy,
|
||||
nextEnemy: game.value.currentEnemy,
|
||||
enemiesRemaining: game.value.enemyDeck.length
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
defeated: false,
|
||||
currentEnemy: {...state.currentEnemy},
|
||||
enemiesRemaining: state.enemyDeck.length
|
||||
}
|
||||
};
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
success: true as const,
|
||||
result: {
|
||||
defeated: true,
|
||||
defeatedEnemy,
|
||||
nextEnemy: game.value.currentEnemy,
|
||||
enemiesRemaining: game.value.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
defeated: false,
|
||||
currentEnemy: { ...state.currentEnemy },
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查玩家是否有可出的牌
|
||||
*/
|
||||
const checkCanPlayCmd = registry.register({
|
||||
schema: 'check-can-play <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
const state = game.value;
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
async function checkCanPlayCmd(game: RegicideGame, player: string) {
|
||||
const state = game.value;
|
||||
const playerKey = player as PlayerType;
|
||||
const playerHand = state.playerHands[playerKey];
|
||||
|
||||
const canPlay = playerHand.length > 0;
|
||||
const canPlayWithA = playerHand.some(cardId => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === 'A' && playerHand.length > 1;
|
||||
});
|
||||
const canPlay = playerHand.length > 0;
|
||||
const canPlayWithA = playerHand.some((cardId) => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === "A" && playerHand.length > 1;
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查酒馆牌堆是否为空
|
||||
*/
|
||||
const checkTavernDeckCmd = registry.register({
|
||||
schema: 'check-tavern-deck',
|
||||
run: async (game: RegicideGame) => {
|
||||
const state = game.value;
|
||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||
async function checkTavernDeckCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||
|
||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||
if (isEmpty) {
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
|
||||
if (allHandsEmpty) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'defeat';
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length
|
||||
}
|
||||
};
|
||||
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||
if (isEmpty) {
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||
(hand) => hand.length === 0,
|
||||
);
|
||||
if (allHandsEmpty) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 下一个玩家回合
|
||||
*/
|
||||
const nextTurnCmd = registry.register({
|
||||
schema: 'next-turn',
|
||||
run: async (game: RegicideGame) => {
|
||||
const state = game.value;
|
||||
await game.produce(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
async function nextTurnCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
await game.produce((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex
|
||||
}
|
||||
};
|
||||
}
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
playCmd as play,
|
||||
playWithACmd as playWithA,
|
||||
passCmd as pass,
|
||||
enemyCounterattackCmd as enemyCounterattack,
|
||||
checkEnemyDefeatedCmd as checkEnemy,
|
||||
checkCanPlayCmd as checkCanPlay,
|
||||
checkTavernDeckCmd as checkTavernDeck,
|
||||
nextTurnCmd as nextTurn,
|
||||
playCmd as play,
|
||||
playWithACmd as playWithA,
|
||||
passCmd as pass,
|
||||
enemyCounterattackCmd as enemyCounterattack,
|
||||
checkEnemyDefeatedCmd as checkEnemy,
|
||||
checkCanPlayCmd as checkCanPlay,
|
||||
checkTavernDeckCmd as checkTavernDeck,
|
||||
nextTurnCmd as nextTurn,
|
||||
};
|
||||
|
||||
+219
-185
@@ -1,8 +1,15 @@
|
||||
import {IGameContext} from "@/core/game";
|
||||
import {RegicideState} from "@/samples/regicide/state";
|
||||
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
|
||||
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
|
||||
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
|
||||
import { IGameContext } from "@/core/game";
|
||||
import { RegicideState } from "@/samples/regicide/state";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
getPlayerHandRegionId,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
|
||||
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
|
||||
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
|
||||
import { enemyCounterattackCmd, playCmd } from ".";
|
||||
|
||||
export type RegicideGame = IGameContext<RegicideState>;
|
||||
|
||||
@@ -12,228 +19,255 @@ export type RegicideGame = IGameContext<RegicideState>;
|
||||
* @param playerCount 玩家数量(1-4)
|
||||
* @param seed 随机种子(可选)
|
||||
*/
|
||||
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
|
||||
if (playerCount < 1 || playerCount > 4) {
|
||||
throw new Error('玩家数量必须为 1-4 人');
|
||||
export async function setupGame(
|
||||
game: RegicideGame,
|
||||
playerCount: number,
|
||||
seed?: number,
|
||||
) {
|
||||
if (playerCount < 1 || playerCount > 4) {
|
||||
throw new Error("玩家数量必须为 1-4 人");
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
// RNG seeding handled by game context
|
||||
}
|
||||
|
||||
// 创建所有卡牌
|
||||
const allCards = createAllCards();
|
||||
|
||||
// 构建敌人牌堆(J/Q/K)
|
||||
const enemyDeck = buildEnemyDeck(game._rng);
|
||||
|
||||
// 构建酒馆牌堆(A-10)
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync((state) => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = enemyDeck;
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = "tavernDeck";
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
// RNG seeding handled by game context
|
||||
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
|
||||
|
||||
// 给每个玩家发牌
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const player = players[i];
|
||||
const regionId = getPlayerHandRegionId(player);
|
||||
|
||||
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
|
||||
if (tavernDeck.length === 0) break;
|
||||
const card = tavernDeck.shift()!;
|
||||
card.regionId = regionId;
|
||||
state.playerHands[player].push(card.id);
|
||||
const region = state.regions[regionId as keyof typeof state.regions];
|
||||
region.childIds.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
// 创建所有卡牌
|
||||
const allCards = createAllCards();
|
||||
|
||||
// 构建敌人牌堆(J/Q/K)
|
||||
const enemyDeck = buildEnemyDeck(game._rng);
|
||||
|
||||
// 构建酒馆牌堆(A-10)
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync(state => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = enemyDeck;
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = 'tavernDeck';
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
|
||||
|
||||
// 给每个玩家发牌
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const player = players[i];
|
||||
const regionId = getPlayerHandRegionId(player);
|
||||
|
||||
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
|
||||
if (tavernDeck.length === 0) break;
|
||||
const card = tavernDeck.shift()!;
|
||||
card.regionId = regionId;
|
||||
state.playerHands[player].push(card.id);
|
||||
const region = state.regions[regionId as keyof typeof state.regions];
|
||||
region.childIds.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
// 翻开第一个敌人
|
||||
if (enemyDeck.length > 0) {
|
||||
const firstEnemy = enemyDeck.shift()!;
|
||||
state.currentEnemy = firstEnemy;
|
||||
}
|
||||
});
|
||||
// 翻开第一个敌人
|
||||
if (enemyDeck.length > 0) {
|
||||
const firstEnemy = enemyDeck.shift()!;
|
||||
state.currentEnemy = firstEnemy;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动游戏主循环
|
||||
*/
|
||||
export async function start(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const state = game.value;
|
||||
|
||||
// 检查游戏是否已设置
|
||||
if (!state.currentEnemy) {
|
||||
throw new Error('请先调用 setupGame 初始化游戏');
|
||||
// 检查游戏是否已设置
|
||||
if (!state.currentEnemy) {
|
||||
throw new Error("请先调用 setupGame 初始化游戏");
|
||||
}
|
||||
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
|
||||
// 主游戏循环
|
||||
while (state.phase === "playing") {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
|
||||
// 检查当前玩家是否有手牌
|
||||
const currentHand = state.playerHands[currentPlayer];
|
||||
if (currentHand.length === 0) {
|
||||
// 玩家没有手牌,跳过回合
|
||||
await game.produceAsync((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
// 等待玩家输入(出牌或让过)
|
||||
// 这里需要外部通过 prompt 系统获取输入
|
||||
// 实际使用时由 UI 或测试代码提供输入
|
||||
|
||||
// 主游戏循环
|
||||
while (state.phase === 'playing') {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
// 循环会在外部调用 play/pass 命令后继续
|
||||
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
||||
break;
|
||||
}
|
||||
|
||||
// 检查当前玩家是否有手牌
|
||||
const currentHand = state.playerHands[currentPlayer];
|
||||
if (currentHand.length === 0) {
|
||||
// 玩家没有手牌,跳过回合
|
||||
await game.produceAsync(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
// 等待玩家输入(出牌或让过)
|
||||
// 这里需要外部通过 prompt 系统获取输入
|
||||
// 实际使用时由 UI 或测试代码提供输入
|
||||
|
||||
// 循环会在外部调用 play/pass 命令后继续
|
||||
// 当 phase 变为 'victory' 或 'defeat' 时退出
|
||||
break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理完整的玩家回合
|
||||
*/
|
||||
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
|
||||
const state = game.value;
|
||||
export async function playTurn(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
action: "play" | "pass",
|
||||
cardId?: string,
|
||||
secondCardId?: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
if (state.phase !== 'playing') {
|
||||
return {success: false, error: '游戏已结束'};
|
||||
}
|
||||
if (state.phase !== "playing") {
|
||||
return { success: false, error: "游戏已结束" };
|
||||
}
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
}
|
||||
if (!state.currentEnemy) {
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
let playResult: any;
|
||||
let playResult: any;
|
||||
|
||||
// 执行玩家动作
|
||||
if (action === 'play' && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === 'A' && secondCardId) {
|
||||
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
||||
} else {
|
||||
playResult = await game.run(`play ${player} ${cardId}`);
|
||||
}
|
||||
// 执行玩家动作
|
||||
if (action === "play" && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === "A" && secondCardId) {
|
||||
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await game.run(`pass ${player}`);
|
||||
playResult = await playCmd(game, player, cardId);
|
||||
}
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await pass(game, player);
|
||||
}
|
||||
|
||||
if (!playResult.success) {
|
||||
return playResult;
|
||||
}
|
||||
if (!playResult.success) {
|
||||
return playResult;
|
||||
}
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
|
||||
// 如果敌人未被击败,处理反击
|
||||
if (!checkResult.result.defeated) {
|
||||
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: false,
|
||||
needsDiscard: true,
|
||||
enemyAttack: state.currentEnemy.value,
|
||||
playerHand: state.playerHands[player]
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// 敌人被击败,检查是否还有更多敌人
|
||||
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
gameWon: true
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// 切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await checkEnemy(game);
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
|
||||
// 如果敌人未被击败,处理反击
|
||||
if (!checkResult.result.defeated) {
|
||||
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy
|
||||
}
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: false,
|
||||
needsDiscard: true,
|
||||
enemyAttack: state.currentEnemy.value,
|
||||
playerHand: state.playerHands[player],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 敌人被击败,检查是否还有更多敌人
|
||||
if (
|
||||
state.enemyDeck.length === 0 &&
|
||||
state.currentEnemy &&
|
||||
state.currentEnemy.hp <= 0
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
gameWon: true,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 切换到下一个玩家
|
||||
await nextTurn(game);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理反击阶段的弃牌
|
||||
*/
|
||||
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
|
||||
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
|
||||
|
||||
if (!result.success) {
|
||||
// 弃牌失败(点数和不足),游戏失败
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'defeat';
|
||||
state.winner = false;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// 弃牌成功,切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
|
||||
export async function handleCounterattack(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
discardCardIds: string[],
|
||||
) {
|
||||
const result = await enemyCounterattackCmd(game, player, discardCardIds);
|
||||
if (!result.success) {
|
||||
// 弃牌失败(点数和不足),游戏失败
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
// 弃牌成功,切换到下一个玩家
|
||||
await nextTurn(game);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前游戏状态摘要
|
||||
*/
|
||||
export function getGameStatus(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
const state = game.value;
|
||||
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
|
||||
currentEnemy: state.currentEnemy ? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
|
||||
} : null,
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||
discardPileCount: state.regions.discardPile.childIds.length,
|
||||
playerHands: Object.fromEntries(
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
|
||||
),
|
||||
winner: state.winner
|
||||
};
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||
state.currentPlayerIndex
|
||||
],
|
||||
currentEnemy: state.currentEnemy
|
||||
? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round(
|
||||
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
|
||||
),
|
||||
}
|
||||
: null,
|
||||
enemiesRemaining: state.enemyDeck.length,
|
||||
tavernDeckCount: state.regions.tavernDeck.childIds.length,
|
||||
discardPileCount: state.regions.discardPile.childIds.length,
|
||||
playerHands: Object.fromEntries(
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [
|
||||
player,
|
||||
hand.length,
|
||||
]),
|
||||
),
|
||||
winner: state.winner,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -1,67 +1,63 @@
|
||||
// Types
|
||||
export type {
|
||||
SuitType,
|
||||
CardRank,
|
||||
PlayerType,
|
||||
RegionType,
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase
|
||||
} from './types';
|
||||
SuitType,
|
||||
CardRank,
|
||||
PlayerType,
|
||||
RegionType,
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase,
|
||||
} from "./types";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
ENEMY_COUNT,
|
||||
INITIAL_HAND_SIZE,
|
||||
CARD_VALUES,
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS
|
||||
} from './constants';
|
||||
ENEMY_COUNT,
|
||||
INITIAL_HAND_SIZE,
|
||||
CARD_VALUES,
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS,
|
||||
} from "./constants";
|
||||
|
||||
// State
|
||||
export {
|
||||
createInitialState,
|
||||
type RegicideState
|
||||
} from './state';
|
||||
export { createInitialState, type RegicideState } from "./state";
|
||||
|
||||
// Prompts
|
||||
export {prompts} from './prompts';
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
// Commands
|
||||
export {
|
||||
registry,
|
||||
play as playCmd,
|
||||
playWithA as playWithACmd,
|
||||
pass as passCmd,
|
||||
enemyCounterattack as enemyCounterattackCmd,
|
||||
checkEnemy as checkEnemyCmd,
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from './commands';
|
||||
play as playCmd,
|
||||
playWithA as playWithACmd,
|
||||
pass as passCmd,
|
||||
enemyCounterattack as enemyCounterattackCmd,
|
||||
checkEnemy as checkEnemyCmd,
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Game
|
||||
export {
|
||||
setupGame,
|
||||
start,
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame
|
||||
} from './game';
|
||||
setupGame,
|
||||
start,
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame,
|
||||
} from "./game";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
getCardValue,
|
||||
createCard,
|
||||
createEnemy,
|
||||
createAllCards,
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId
|
||||
} from './utils';
|
||||
getCardValue,
|
||||
createCard,
|
||||
createEnemy,
|
||||
createAllCards,
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId,
|
||||
} from "./utils";
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
# slay the spire + backpack heroes
|
||||
|
||||
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
|
||||
|
||||
## Roguelike structure
|
||||
|
||||
Zone based Point Crawl:
|
||||
- 分4个区域,每个区域有独立的随机遭遇池
|
||||
- 遭遇分为随机遭遇、战斗、服务
|
||||
- 随机遭遇使用d6双阶段结构,共12遭遇
|
||||
- 战斗遭遇分简单和困难,困难可以绕
|
||||
- 服务遭遇分商店(恢复/卖装备/附魔)篝火(恢复/补充药水/下次战斗buff)npc(恢复/任务(任务=完成特定地点遭遇获得奖励))
|
||||
- 每区域12遭遇
|
||||
- 战斗:非战斗=8:4
|
||||
- 5小怪,2精英,1boss,1店1篝1npc1随机
|
||||
- 总遭遇分支1-2-3-4-5-6-6-5-4-3-2-1
|
||||
|
||||
## 战斗
|
||||
|
||||
典中典5手牌3费,每个格子1张牌,同一装备牌逻辑相同,但根据邻接吃到的牌buff不同
|
||||
|
||||
3种牌(攻击/防御/强化)攻击克强化克防御克攻击,强化比sts强化窄但效果更大
|
||||
|
||||
受伤时伤口先占格子再扣血,牌少的角色受掉血影响大但血更厚
|
||||
|
||||
背包物品指定相邻物品,对其所有卡牌生效
|
||||
|
||||
部分物品带使用次数限制,药瓶喝完可以在篝火补
|
||||
|
||||
## 费用
|
||||
|
||||
60%牌1费,20%牌2费,20%牌0费
|
||||
|
||||
怪物强化平均节奏较sts更快
|
||||
|
||||
## 关键词
|
||||
|
||||
行动关键词:以【攻击4】表示。分为指向行动或非指向行动。随机打出指向行动时,指向随机目标。
|
||||
|
||||
buff/debuff:以【防御3】表示。分为不衰减、回合衰减和临时三种。
|
||||
|
||||
物品的构筑配合按邻接性设计,临场动态策略配合按buff考虑
|
||||
|
||||
## Buff / Debuff
|
||||
|
||||
玩家buff主要按照“有默认功能的货币”考虑
|
||||
|
||||
debuff暂时只考虑“条件回合覆盖”类debuff,有时可以当货币用
|
||||
|
||||
敌人buff和debuff与玩家对称设计
|
||||
|
||||
## 遗物与药水
|
||||
|
||||
药水在sts里属于不稳定容错,比较鸡肋
|
||||
|
||||
这里药水作为物品携带,0费消耗次数使用,随篝火补充,功能较难溢出且稳定性更强
|
||||
|
||||
纯触发奖励性遗物用以调节节奏,还是要有的,但是分池发
|
||||
|
||||
## 区域设计
|
||||
|
||||
每区域10小怪,5精英,3boss,12随机遭遇
|
||||
|
||||
## 设计量
|
||||
|
||||
~20 物品 每角色每池
|
||||
-10 小怪 4 精英 1 boss 每区域
|
||||
-8 遗物 每角色
|
||||
@@ -1,92 +0,0 @@
|
||||
# Desert
|
||||
|
||||
## 小怪 - 10种
|
||||
|
||||
### 仙人掌怪
|
||||
|
||||
概念:防+强化
|
||||
|
||||
【尖刺X】:对攻击者造成X点伤害
|
||||
|
||||
### 蛇
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
蛇毒/1费:消耗。一回合弃掉超过1张蛇毒时,受到6伤害。
|
||||
|
||||
### 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
|
||||
|
||||
### 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】。
|
||||
|
||||
### 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。
|
||||
|
||||
### 秃鹫
|
||||
|
||||
概念:攻+防
|
||||
|
||||
若造成伤害,玩家获得秃鹫之眼。
|
||||
|
||||
秃鹫之眼/0费:受到秃鹫的攻击。当你受到伤害时,自动从手牌打出。
|
||||
|
||||
### 沙蝎
|
||||
|
||||
概念:攻+强化
|
||||
|
||||
【尾刺X】:玩家回合结束时受到沙蝎的X点攻击。受伤时失去等量【尾刺】。
|
||||
|
||||
### 幼沙虫
|
||||
|
||||
防+强化
|
||||
|
||||
每回合第一次受伤时,玩家失去1点能量。
|
||||
|
||||
### 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。
|
||||
|
||||
### 沙匪
|
||||
|
||||
概念:攻特化
|
||||
|
||||
洗牌时,将一个随机物品的牌全部弃掉。
|
||||
|
||||
## 精英 - 4种
|
||||
|
||||
### 风暴之灵
|
||||
|
||||
静电/0费:抓一张牌。在手里时,受到【电击】伤害+1。
|
||||
|
||||
【风暴X】:攻击时,玩家获得1张静电。受伤时失去等量【风暴】。
|
||||
|
||||
### 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。
|
||||
|
||||
### 沙虫王
|
||||
|
||||
召唤幼体沙虫
|
||||
|
||||
每当玩家弃掉一张牌,恢复1生命
|
||||
|
||||
### 沙漠守卫
|
||||
|
||||
召唤木乃伊
|
||||
|
||||
会复活木乃伊2次
|
||||
|
||||
## boss - 法老之灵
|
||||
|
||||
@@ -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
|
||||
+15
-14
@@ -1,33 +1,29 @@
|
||||
# Fighter
|
||||
|
||||
战士角色:默认的角色。
|
||||
|
||||
## 物品
|
||||
|
||||
每池4种物品各5个:武器、防具、耗材、工具。
|
||||
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3点。耗材使用不计入费用,消耗本身的使用次数。使用次数在篝火处会完全恢复。
|
||||
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。
|
||||
|
||||
### 基础
|
||||
### 初始装备
|
||||
|
||||
攻击:对目标造成伤害
|
||||
|
||||
防御:抵消本回合受到的最多3点伤害
|
||||
|
||||
剑 1x3/1费:【攻击2】【攻击2】
|
||||
盾 2x2/1费:【防御3】
|
||||
绷带 1x1/3次:随机移除1格伤口。
|
||||
水袋 2格/1费:下回合开始时,获得1费,抓2张牌。
|
||||
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 2格/1费:【攻击3】【攻击3】
|
||||
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。
|
||||
|
||||
@@ -35,6 +31,9 @@
|
||||
|
||||
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
|
||||
@@ -45,16 +44,18 @@
|
||||
|
||||
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放到牌堆顶。
|
||||
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:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
|
||||
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。
|
||||
@@ -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;
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
import { EncounterData } from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
/**
|
||||
* Types of nodes that can appear on the point crawl map.
|
||||
*/
|
||||
export enum MapNodeType {
|
||||
Start = "start",
|
||||
End = "end",
|
||||
Minion = "minion",
|
||||
Elite = "elite",
|
||||
Event = "event",
|
||||
Camp = "camp",
|
||||
Shop = "shop",
|
||||
Curio = "curio",
|
||||
}
|
||||
|
||||
/**
|
||||
* Semantic type of a layer.
|
||||
*/
|
||||
export enum MapLayerType {
|
||||
Wild = "wild",
|
||||
Settlement = "settlement",
|
||||
}
|
||||
|
||||
/**
|
||||
* A single node on the map.
|
||||
*/
|
||||
export interface MapNode {
|
||||
/** Unique identifier */
|
||||
id: string;
|
||||
/** Which layer this node belongs to */
|
||||
layerIndex: number;
|
||||
/** Semantic type of the node */
|
||||
type: MapNodeType;
|
||||
/** IDs of nodes in the next layer this node connects to */
|
||||
childIds: string[];
|
||||
/** Encounter data assigned to this node (from encounter CSV) */
|
||||
encounter?: EncounterData;
|
||||
}
|
||||
|
||||
/**
|
||||
* A horizontal layer of nodes at the same progression stage.
|
||||
*/
|
||||
export interface MapLayer {
|
||||
/** Layer index (0 = start, last = end) */
|
||||
index: number;
|
||||
/** Ordered IDs of nodes in this layer */
|
||||
nodeIds: string[];
|
||||
/** Semantic type of the layer */
|
||||
layerType: MapLayerType | "start" | "end";
|
||||
/** Direct references to nodes in this layer (for performance) */
|
||||
nodes: MapNode[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A fully generated point crawl map.
|
||||
*/
|
||||
export interface PointCrawlMap {
|
||||
/** Layers from start to end */
|
||||
layers: MapLayer[];
|
||||
/** All nodes keyed by ID */
|
||||
nodes: Map<string, MapNode>;
|
||||
/** Reverse index: nodeId → parent node IDs (for fast getParent lookup) */
|
||||
parentIndex?: Map<string, string[]>;
|
||||
}
|
||||
|
||||
export interface PointCrawlMapNavigator {
|
||||
currentNodeId: string;
|
||||
visitedNodes: Set<string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Configuration for map generation.
|
||||
*/
|
||||
export interface MapGenerationConfig {
|
||||
/** Total number of layers (including start and end) */
|
||||
totalLayers: number;
|
||||
/** Number of nodes in each wild layer */
|
||||
wildLayerNodeCount: number;
|
||||
/** Number of nodes in each settlement layer */
|
||||
settlementLayerNodeCount: number;
|
||||
/** Probability weights for wild node types (should sum to 100) */
|
||||
wildNodeTypeWeights: {
|
||||
[MapNodeType.Minion]: number;
|
||||
[MapNodeType.Elite]: number;
|
||||
[MapNodeType.Event]: number;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
import {
|
||||
Card,
|
||||
Effect,
|
||||
Encounter,
|
||||
EncounterType,
|
||||
Enemy,
|
||||
Intent,
|
||||
Item,
|
||||
} from "../data/desert";
|
||||
|
||||
export type CardData = Card;
|
||||
export type ItemData = Item;
|
||||
export type EffectData = Effect;
|
||||
export type IntentData = Intent;
|
||||
export type EnemyData = Enemy;
|
||||
export type EncounterData<T extends EncounterType = EncounterType> =
|
||||
Encounter & { type: T };
|
||||
|
||||
export {
|
||||
CardTargetType,
|
||||
CardEffectTarget,
|
||||
IntentEffectTarget,
|
||||
} from "../data/desert";
|
||||
|
||||
export { ContentModule } from "../data";
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from "./parse-shape";
|
||||
export * from "./shape-collision";
|
||||
@@ -0,0 +1,109 @@
|
||||
/**
|
||||
* Parsed shape result containing the grid and sizing information.
|
||||
*/
|
||||
export interface ParsedShape {
|
||||
/** 2D boolean grid representing filled cells */
|
||||
grid: boolean[][];
|
||||
/** Grid width (number of columns) */
|
||||
width: number;
|
||||
/** Grid height (number of rows) */
|
||||
height: number;
|
||||
/** Number of occupied (filled) cells */
|
||||
count: number;
|
||||
/** Origin X coordinate within the grid */
|
||||
originX: number;
|
||||
/** Origin Y coordinate within the grid */
|
||||
originY: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses a movement string into a 2D boolean grid.
|
||||
* Rules:
|
||||
* o: Fill current cell and set origin
|
||||
* n, s, e, w: Move one step and fill the cell
|
||||
* r: Return to the previous cell
|
||||
*/
|
||||
export function parseShapeString(input: string): ParsedShape {
|
||||
let curX = 0;
|
||||
let curY = 0;
|
||||
let originX = 0;
|
||||
let originY = 0;
|
||||
let originSet = false;
|
||||
|
||||
// Track unique filled coordinates
|
||||
const filledPoints = new Set<string>();
|
||||
// Stack to track movement history for the 'r' command
|
||||
const history: { x: number; y: number }[] = [];
|
||||
|
||||
const fill = (x: number, y: number) => {
|
||||
filledPoints.add(`${x},${y}`);
|
||||
history.push({ x, y });
|
||||
};
|
||||
|
||||
for (const char of input.toLowerCase()) {
|
||||
switch (char) {
|
||||
case 'o':
|
||||
if (!originSet) {
|
||||
originX = curX;
|
||||
originY = curY;
|
||||
originSet = true;
|
||||
}
|
||||
fill(curX, curY);
|
||||
break;
|
||||
case 'n':
|
||||
curY -= 1;
|
||||
fill(curX, curY);
|
||||
break;
|
||||
case 's':
|
||||
curY += 1;
|
||||
fill(curX, curY);
|
||||
break;
|
||||
case 'e':
|
||||
curX += 1;
|
||||
fill(curX, curY);
|
||||
break;
|
||||
case 'w':
|
||||
curX -= 1;
|
||||
fill(curX, curY);
|
||||
break;
|
||||
case 'r':
|
||||
if (history.length > 1) {
|
||||
history.pop(); // Remove current position
|
||||
const prev = history[history.length - 1];
|
||||
curX = prev.x;
|
||||
curY = prev.y;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (filledPoints.size === 0) {
|
||||
return { grid: [[]], width: 0, height: 1, count: 0, originX: 0, originY: 0 };
|
||||
}
|
||||
|
||||
// Calculate bounding box to normalize the array
|
||||
const coords = Array.from(filledPoints).map(p => p.split(',').map(Number));
|
||||
const minX = Math.min(...coords.map(c => c[0]));
|
||||
const maxX = Math.max(...coords.map(c => c[0]));
|
||||
const minY = Math.min(...coords.map(c => c[1]));
|
||||
const maxY = Math.max(...coords.map(c => c[1]));
|
||||
|
||||
const width = maxX - minX + 1;
|
||||
const height = maxY - minY + 1;
|
||||
|
||||
// Initialize the grid
|
||||
const grid: boolean[][] = Array.from({ length: height }, () =>
|
||||
Array(width).fill(false)
|
||||
);
|
||||
|
||||
// Map the points into the grid using offsets
|
||||
for (const [x, y] of coords) {
|
||||
grid[y - minY][x - minX] = true;
|
||||
}
|
||||
|
||||
// Normalize origin coordinates relative to the grid
|
||||
const normalizedOriginX = originX - minX;
|
||||
const normalizedOriginY = originY - minY;
|
||||
|
||||
return { grid, width, height, count: filledPoints.size, originX: normalizedOriginX, originY: normalizedOriginY };
|
||||
}
|
||||
@@ -0,0 +1,238 @@
|
||||
import type { ParsedShape } from "./parse-shape";
|
||||
|
||||
/**
|
||||
* Represents a 2D point in grid coordinates.
|
||||
*/
|
||||
export interface Point2D {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* 2D transformation to apply to a shape.
|
||||
*/
|
||||
export interface Transform2D {
|
||||
/** Translation offset in grid units */
|
||||
offset: Point2D;
|
||||
/** Rotation in degrees (0, 90, 180, 270) */
|
||||
rotation: number;
|
||||
/** Whether to flip horizontally */
|
||||
flipX: boolean;
|
||||
/** Whether to flip vertically */
|
||||
flipY: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Default transform (identity).
|
||||
*/
|
||||
export const IDENTITY_TRANSFORM: Transform2D = {
|
||||
offset: { x: 0, y: 0 },
|
||||
rotation: 0,
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
};
|
||||
|
||||
/**
|
||||
* Gets all occupied cell coordinates from a shape.
|
||||
*/
|
||||
export function getOccupiedCells(shape: ParsedShape): Point2D[] {
|
||||
const cells: Point2D[] = [];
|
||||
for (let y = 0; y < shape.height; y++) {
|
||||
for (let x = 0; x < shape.width; x++) {
|
||||
if (shape.grid[y]?.[x]) {
|
||||
cells.push({ x, y });
|
||||
}
|
||||
}
|
||||
}
|
||||
return cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies a 2D transformation to a point.
|
||||
*/
|
||||
export function transformPoint(
|
||||
point: Point2D,
|
||||
transform: Transform2D,
|
||||
shapeWidth: number,
|
||||
shapeHeight: number,
|
||||
): Point2D {
|
||||
let { x, y } = point;
|
||||
|
||||
// Apply flips
|
||||
if (transform.flipX) {
|
||||
x = shapeWidth - 1 - x;
|
||||
}
|
||||
if (transform.flipY) {
|
||||
y = shapeHeight - 1 - y;
|
||||
}
|
||||
|
||||
// Apply rotation (around origin 0,0)
|
||||
const rotation = ((transform.rotation % 360) + 360) % 360;
|
||||
let rotatedX = x;
|
||||
let rotatedY = y;
|
||||
|
||||
switch (rotation) {
|
||||
case 90:
|
||||
rotatedX = y;
|
||||
rotatedY = -x;
|
||||
break;
|
||||
case 180:
|
||||
rotatedX = -x;
|
||||
rotatedY = -y;
|
||||
break;
|
||||
case 270:
|
||||
rotatedX = -y;
|
||||
rotatedY = x;
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply offset
|
||||
return {
|
||||
x: rotatedX + transform.offset.x,
|
||||
y: rotatedY + transform.offset.y,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms a shape and returnss its occupied cells in world coordinates.
|
||||
*/
|
||||
export function transformShape(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
): Point2D[] {
|
||||
const cells = getOccupiedCells(shape);
|
||||
return cells.map((cell) =>
|
||||
transformPoint(cell, transform, shape.width, shape.height),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if two transformed shapes collide (share any occupied cell).
|
||||
*/
|
||||
export function checkCollision(
|
||||
shapeA: ParsedShape,
|
||||
transformA: Transform2D,
|
||||
shapeB: ParsedShape,
|
||||
transformB: Transform2D,
|
||||
): boolean {
|
||||
const cellsA = transformShape(shapeA, transformA);
|
||||
const cellsB = transformShape(shapeB, transformB);
|
||||
|
||||
const setA = new Set(cellsA.map((c) => `${c.x},${c.y}`));
|
||||
|
||||
for (const cell of cellsB) {
|
||||
if (setA.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a transformed shape collides with any occupied cells on a board.
|
||||
* @param shape The shape to check
|
||||
* @param transform The transform to apply to the shape
|
||||
* @param occupiedCells Set of occupied board cells in "x,y" format
|
||||
*/
|
||||
export function checkBoardCollision(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
occupiedCells: Set<string>,
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (occupiedCells.has(`${cell.x},${cell.y}`)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a transformed shape is within bounds.
|
||||
* @param shape The shape to check
|
||||
* @param transform The transform to apply to the shape
|
||||
* @param boardWidth Board width
|
||||
* @param boardHeight Board height
|
||||
*/
|
||||
export function checkBounds(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number,
|
||||
): boolean {
|
||||
const cells = transformShape(shape, transform);
|
||||
|
||||
for (const cell of cells) {
|
||||
if (
|
||||
cell.x < 0 ||
|
||||
cell.x >= boardWidth ||
|
||||
cell.y < 0 ||
|
||||
cell.y >= boardHeight
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Validates that a placement is both in bounds and collision-free.
|
||||
* @returns Object with `valid` flag and optional `reason` string
|
||||
*/
|
||||
export function validateShapePlacement(
|
||||
shape: ParsedShape,
|
||||
transform: Transform2D,
|
||||
boardWidth: number,
|
||||
boardHeight: number,
|
||||
occupiedCells: Set<string>,
|
||||
): { valid: true } | { valid: false; reason: string } {
|
||||
if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
|
||||
return { valid: false, reason: "超出边界" };
|
||||
}
|
||||
|
||||
if (checkBoardCollision(shape, transform, occupiedCells)) {
|
||||
return { valid: false, reason: "与已有形状重叠" };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotates a transform by the given degrees.
|
||||
* @param current The current transform
|
||||
* @param degrees Degrees to rotate (typically 90, 180, or 270)
|
||||
*/
|
||||
export function rotateTransform(
|
||||
current: Transform2D,
|
||||
degrees: number,
|
||||
): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
rotation: (((current.rotation + degrees) % 360) + 360) % 360,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform horizontally.
|
||||
*/
|
||||
export function flipXTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipX: !current.flipX,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Flips a transform vertically.
|
||||
*/
|
||||
export function flipYTransform(current: Transform2D): Transform2D {
|
||||
return {
|
||||
...current,
|
||||
flipY: !current.flipY,
|
||||
};
|
||||
}
|
||||
+192
-94
@@ -1,132 +1,230 @@
|
||||
import {Part} from "boardgame-core";
|
||||
import {createRegion} from "boardgame-core";
|
||||
import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core";
|
||||
import { Part } from "@/core/part";
|
||||
import { createRegion, Region } from "@/core/region";
|
||||
import { createPromptDef, IGameContext } from "@/core/game";
|
||||
import { BaseGameClient } from "@/core/game-client";
|
||||
import { createMiddlewareChain } from "@/utils/middleware";
|
||||
|
||||
const BOARD_SIZE = 3;
|
||||
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
||||
const WINNING_LINES: number[][][] = [
|
||||
[[0, 0], [0, 1], [0, 2]],
|
||||
[[1, 0], [1, 1], [1, 2]],
|
||||
[[2, 0], [2, 1], [2, 2]],
|
||||
[[0, 0], [1, 0], [2, 0]],
|
||||
[[0, 1], [1, 1], [2, 1]],
|
||||
[[0, 2], [1, 2], [2, 2]],
|
||||
[[0, 0], [1, 1], [2, 2]],
|
||||
[[0, 2], [1, 1], [2, 0]],
|
||||
[
|
||||
[0, 0],
|
||||
[0, 1],
|
||||
[0, 2],
|
||||
],
|
||||
[
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[1, 2],
|
||||
],
|
||||
[
|
||||
[2, 0],
|
||||
[2, 1],
|
||||
[2, 2],
|
||||
],
|
||||
[
|
||||
[0, 0],
|
||||
[1, 0],
|
||||
[2, 0],
|
||||
],
|
||||
[
|
||||
[0, 1],
|
||||
[1, 1],
|
||||
[2, 1],
|
||||
],
|
||||
[
|
||||
[0, 2],
|
||||
[1, 2],
|
||||
[2, 2],
|
||||
],
|
||||
[
|
||||
[0, 0],
|
||||
[1, 1],
|
||||
[2, 2],
|
||||
],
|
||||
[
|
||||
[0, 2],
|
||||
[1, 1],
|
||||
[2, 0],
|
||||
],
|
||||
];
|
||||
|
||||
export type PlayerType = 'X' | 'O';
|
||||
export type WinnerType = PlayerType | 'draw' | null;
|
||||
type TicTacToePart = Part<{ player: PlayerType }>;
|
||||
export type PlayerType = "X" | "O";
|
||||
export type WinnerType = PlayerType | "draw" | null;
|
||||
export type TicTacToePart = Part<{ player: PlayerType }>;
|
||||
|
||||
export function createInitialState() {
|
||||
return {
|
||||
board: createRegion('board', [
|
||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
||||
]),
|
||||
parts: {} as Record<string, TicTacToePart>,
|
||||
currentPlayer: 'X' as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
};
|
||||
return {
|
||||
board: createRegion("board", [
|
||||
{ name: "x", min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: "y", min: 0, max: BOARD_SIZE - 1 },
|
||||
]),
|
||||
parts: {} as Record<string, TicTacToePart>,
|
||||
currentPlayer: "X" as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
};
|
||||
}
|
||||
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
||||
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
||||
export const registry = createGameCommandRegistry<TicTacToeState>();
|
||||
export const prompts = {
|
||||
play: createPromptDef<[PlayerType, number, number]>(
|
||||
'play <player> <row:number> <col:number>')
|
||||
}
|
||||
play: createPromptDef<[PlayerType, number, number]>(
|
||||
"play <player> <row:number> <col:number>",
|
||||
),
|
||||
};
|
||||
|
||||
export async function start(game: TicTacToeGame) {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||
|
||||
game.produce(state => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
return game.value;
|
||||
}
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player> <turnNumber:number>',
|
||||
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
|
||||
const {player, row, col} = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
} else if (isCellOccupied(game, row, col)) {
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
} else {
|
||||
return { player, row, col };
|
||||
}
|
||||
},
|
||||
game.value.currentPlayer
|
||||
);
|
||||
async function turn(
|
||||
game: TicTacToeGame,
|
||||
turnPlayer: PlayerType,
|
||||
turnNumber: number,
|
||||
) {
|
||||
const { player, row, col } = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
} else if (isCellOccupied(game, row, col)) {
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
} else {
|
||||
return { player, row, col };
|
||||
}
|
||||
},
|
||||
game.value.currentPlayer,
|
||||
);
|
||||
|
||||
placePiece(game, row, col, turnPlayer);
|
||||
await placePiece(game, row, col, turnPlayer);
|
||||
|
||||
const winner = checkWinner(game);
|
||||
if (winner) return { winner };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
|
||||
const winner = checkWinner(game);
|
||||
if (winner) return { winner };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
|
||||
|
||||
return { winner: null };
|
||||
}
|
||||
});
|
||||
return { winner: null };
|
||||
}
|
||||
|
||||
function isValidMove(row: number, col: number): boolean {
|
||||
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
|
||||
return (
|
||||
!isNaN(row) &&
|
||||
!isNaN(col) &&
|
||||
row >= 0 &&
|
||||
row < BOARD_SIZE &&
|
||||
col >= 0 &&
|
||||
col < BOARD_SIZE
|
||||
);
|
||||
}
|
||||
|
||||
export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
|
||||
return !!host.value.board.partMap[`${row},${col}`];
|
||||
export function isCellOccupied(
|
||||
host: TicTacToeGame,
|
||||
row: number,
|
||||
col: number,
|
||||
): boolean {
|
||||
return !!host.value.board.partMap[`${row},${col}`];
|
||||
}
|
||||
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
return WINNING_LINES.some(line =>
|
||||
line.every(([r, c]) =>
|
||||
positions.some(([pr, pc]) => pr === r && pc === c)
|
||||
)
|
||||
);
|
||||
return WINNING_LINES.some((line) =>
|
||||
line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)),
|
||||
);
|
||||
}
|
||||
|
||||
export function checkWinner(host: TicTacToeGame): WinnerType {
|
||||
const parts = host.value.parts;
|
||||
const partsArray = Object.values(parts);
|
||||
const parts = host.value.parts;
|
||||
const partsArray = Object.values(parts);
|
||||
|
||||
const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
|
||||
const xPositions = partsArray
|
||||
.filter((p: TicTacToePart) => p.player === "X")
|
||||
.map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray
|
||||
.filter((p: TicTacToePart) => p.player === "O")
|
||||
.map((p: TicTacToePart) => p.position);
|
||||
|
||||
if (hasWinningLine(xPositions)) return 'X';
|
||||
if (hasWinningLine(oPositions)) return 'O';
|
||||
if (partsArray.length >= MAX_TURNS) return 'draw';
|
||||
if (hasWinningLine(xPositions)) return "X";
|
||||
if (hasWinningLine(oPositions)) return "O";
|
||||
if (partsArray.length >= MAX_TURNS) return "draw";
|
||||
|
||||
return null;
|
||||
return null;
|
||||
}
|
||||
|
||||
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
regionId: 'board', position: [row, col], player,
|
||||
id: `piece-${player}-${moveNumber}`
|
||||
export async function placePiece(
|
||||
host: TicTacToeGame,
|
||||
row: number,
|
||||
col: number,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
regionId: "board",
|
||||
position: [row, col],
|
||||
player,
|
||||
id: `piece-${player}-${moveNumber}`,
|
||||
};
|
||||
await host.produceAsync((state) => {
|
||||
state.parts[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
}
|
||||
|
||||
export class Client extends BaseGameClient<TicTacToeState> {
|
||||
private onTurn = createMiddlewareChain(
|
||||
async (ctx: { player: PlayerType; turn: number }) => {
|
||||
return await turn(this._context, ctx.player, ctx.turn);
|
||||
},
|
||||
);
|
||||
|
||||
constructor() {
|
||||
super(createInitialState());
|
||||
}
|
||||
|
||||
async start(game: IGameContext<TicTacToeState>): Promise<TicTacToeState> {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await this.onTurn.execute({
|
||||
player: currentPlayer,
|
||||
turn: turnNumber,
|
||||
});
|
||||
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
host.produce(state => {
|
||||
state.parts[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
|
||||
return game.value;
|
||||
}
|
||||
selectPart(id: string, callback: (t: TicTacToePart) => void): () => void {
|
||||
return this.assignSelector((state) => state.parts[id], callback);
|
||||
}
|
||||
selectTurn(callback: (turns: number) => void): () => void {
|
||||
return this.assignSelector((s) => s.turn, callback);
|
||||
}
|
||||
selectCurrentPlayer(callback: (player: PlayerType) => void) {
|
||||
return this.assignSelector((s) => s.currentPlayer, callback);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
import { createMiddlewareChain } from "../middleware";
|
||||
import { PromptValidator } from "./command-runner";
|
||||
import { CommandSchema } from "./types";
|
||||
|
||||
export interface PromptDef<TArgs extends any[]> {
|
||||
schema: CommandSchema;
|
||||
hintText?: string;
|
||||
}
|
||||
|
||||
export interface PromptCall<TArgs extends any[] = unknown[], TRes = unknown> {
|
||||
def: PromptDef<TArgs>;
|
||||
player?: string;
|
||||
validator: PromptValidator<TRes, TArgs>;
|
||||
|
||||
resolve(res: TRes): void;
|
||||
reject(reason: string): void;
|
||||
promise: Promise<TRes>;
|
||||
}
|
||||
|
||||
export type PromptTryResult =
|
||||
| {
|
||||
ok: false;
|
||||
reason: string;
|
||||
}
|
||||
| {
|
||||
ok: true;
|
||||
};
|
||||
|
||||
export type PromptContext = ReturnType<typeof createPromptContext>;
|
||||
export function createPromptContext() {
|
||||
const map = new Map<string, PromptCall>();
|
||||
const handleCall = createMiddlewareChain(async (call: PromptCall) => {
|
||||
const key = call.player ?? "global";
|
||||
const existing = map.get(key);
|
||||
if (existing) {
|
||||
existing.reject("Prompt overriden");
|
||||
}
|
||||
|
||||
map.set(key, call);
|
||||
try {
|
||||
return await call.promise;
|
||||
} finally {
|
||||
if (map.get(key) === call) map.delete(key);
|
||||
}
|
||||
});
|
||||
|
||||
function tryCommit<TArgs extends any[]>(
|
||||
def: PromptDef<TArgs>,
|
||||
player: string,
|
||||
...args: TArgs
|
||||
): PromptTryResult {
|
||||
const call = map.get(player);
|
||||
if (!call) return { ok: false, reason: "No Prompt" };
|
||||
|
||||
try {
|
||||
const res = call.validator(...args);
|
||||
call.resolve(res);
|
||||
return { ok: true };
|
||||
} catch (reason) {
|
||||
if (typeof reason === "string") return { ok: false, reason };
|
||||
throw reason;
|
||||
}
|
||||
}
|
||||
|
||||
function cancel(player: string, reason = "Prompt Cancelled") {
|
||||
map.get(player)?.reject(reason);
|
||||
}
|
||||
|
||||
async function prompt<TArgs extends any[], TRes>(
|
||||
def: PromptDef<TArgs>,
|
||||
validator: PromptValidator<TRes, TArgs>,
|
||||
player?: string,
|
||||
) {
|
||||
let resolve: (res: TRes) => void;
|
||||
let reject: (reason: string) => void;
|
||||
const promise = new Promise<TRes>((res, rej) => {
|
||||
resolve = res;
|
||||
reject = rej;
|
||||
});
|
||||
const call = {
|
||||
def,
|
||||
player,
|
||||
validator,
|
||||
resolve: resolve!,
|
||||
reject: reject!,
|
||||
promise,
|
||||
} as PromptCall<unknown[], unknown>;
|
||||
return (await handleCall.execute(call)) as TRes;
|
||||
}
|
||||
|
||||
function reset() {
|
||||
for (const call of map.values()) {
|
||||
call.reject("Prompt Reset");
|
||||
}
|
||||
map.clear();
|
||||
}
|
||||
|
||||
return {
|
||||
prompt,
|
||||
tryCommit,
|
||||
cancel,
|
||||
handleCall,
|
||||
reset,
|
||||
};
|
||||
}
|
||||
+39
-20
@@ -1,22 +1,41 @@
|
||||
export { parseCommand } from './command-parse';
|
||||
export { parseCommandSchema } from './schema-parse';
|
||||
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command-validate';
|
||||
export { parseCommand } from "./command-parse";
|
||||
export { parseCommandSchema } from "./schema-parse";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
unregisterCommand,
|
||||
hasCommand,
|
||||
getCommand,
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
} from './command-registry';
|
||||
validateCommand,
|
||||
parseCommandWithSchema,
|
||||
applyCommandSchema,
|
||||
} from "./command-validate";
|
||||
export {
|
||||
createCommandRegistry,
|
||||
registerCommand,
|
||||
unregisterCommand,
|
||||
hasCommand,
|
||||
getCommand,
|
||||
runCommand,
|
||||
runCommandParsed,
|
||||
createCommandRunnerContext,
|
||||
} from "./command-registry";
|
||||
export type {
|
||||
Command,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
CommandSchema,
|
||||
} from './types';
|
||||
export type { CommandRunner, CommandDef, CommandResult, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './command-runner';
|
||||
export type { CommandRegistry, CommandRunnerContextExport } from './command-registry';
|
||||
Command,
|
||||
CommandParamSchema,
|
||||
CommandOptionSchema,
|
||||
CommandFlagSchema,
|
||||
CommandSchema,
|
||||
} from "./types";
|
||||
export type {
|
||||
CommandRunner,
|
||||
CommandDef,
|
||||
CommandResult,
|
||||
CommandRunnerHandler,
|
||||
CommandRunnerContext,
|
||||
PromptEvent,
|
||||
CommandRunnerEvents,
|
||||
} from "./command-runner";
|
||||
export type {
|
||||
CommandRegistry,
|
||||
CommandRunnerContextExport,
|
||||
} from "./command-registry";
|
||||
|
||||
export type { PromptDef, PromptTryResult, PromptCall } from "./command-prompt";
|
||||
|
||||
export { createPromptContext } from "./command-prompt";
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
type Middleware<TContext, TReturn> = (
|
||||
context: TContext,
|
||||
next: () => Promise<TReturn>,
|
||||
) => Promise<TReturn>;
|
||||
|
||||
export type MiddlewareChain<TContext, TReturn> = {
|
||||
use: (middleware: Middleware<TContext, TReturn>) => () => void;
|
||||
execute: (context: TContext) => Promise<TReturn>;
|
||||
};
|
||||
|
||||
export function createMiddlewareChain<
|
||||
TContext extends object,
|
||||
TReturn = TContext,
|
||||
>(
|
||||
fallback?: (context: TContext) => Promise<TReturn>,
|
||||
): MiddlewareChain<TContext, TReturn> {
|
||||
const middlewares: Middleware<TContext, TReturn>[] = [];
|
||||
|
||||
return {
|
||||
use(middleware: Middleware<TContext, TReturn>) {
|
||||
middlewares.push(middleware);
|
||||
|
||||
return function () {
|
||||
const index = middlewares.indexOf(middleware);
|
||||
if (index !== -1) {
|
||||
middlewares.splice(index, 1);
|
||||
}
|
||||
};
|
||||
},
|
||||
async execute(context: TContext) {
|
||||
let index = 0;
|
||||
|
||||
async function dispatch(ctx: TContext): Promise<TReturn> {
|
||||
if (index >= middlewares.length) {
|
||||
return fallback ? fallback(ctx) : (ctx as unknown as TReturn);
|
||||
}
|
||||
const current = middlewares[index++];
|
||||
return current(ctx, () => dispatch(ctx));
|
||||
}
|
||||
|
||||
return dispatch(context);
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -1,13 +1,20 @@
|
||||
import {Signal, SignalOptions} from '@preact/signals-core';
|
||||
import {create} from 'mutative';
|
||||
import { Signal, SignalOptions } from "@preact/signals-core";
|
||||
import { create } from "mutative";
|
||||
|
||||
export class MutableSignal<T> extends Signal<T> {
|
||||
export interface MutableSignal<T> extends Signal<T> {
|
||||
produce(fn: (draft: T) => undefined): void;
|
||||
addInterruption(promise: Promise<void>): void;
|
||||
clearInterruptions(): void;
|
||||
produceAsync(fn: (draft: T) => undefined): Promise<void>;
|
||||
}
|
||||
|
||||
class MutableSignalImpl<T> extends Signal<T> {
|
||||
private _interruptions: Promise<void>[] = [];
|
||||
|
||||
public constructor(t?: T, options?: SignalOptions<T>) {
|
||||
super(t, options);
|
||||
}
|
||||
produce(fn: (draft: T) => void) {
|
||||
produce(fn: (draft: T) => undefined) {
|
||||
this.value = create(this.value, fn);
|
||||
}
|
||||
|
||||
@@ -30,13 +37,16 @@ export class MutableSignal<T> extends Signal<T> {
|
||||
* 异步版本的 produce。会先等待所有通过 `addInterruption` 添加的 Promise 完成,
|
||||
* 然后再更新状态。适用于需要在状态更新前播放动画的场景。
|
||||
*/
|
||||
async produceAsync(fn: (draft: T) => void): Promise<void> {
|
||||
async produceAsync(fn: (draft: T) => undefined): Promise<void> {
|
||||
await Promise.allSettled(this._interruptions);
|
||||
this._interruptions = [];
|
||||
this.produce(fn);
|
||||
}
|
||||
}
|
||||
|
||||
export function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T> {
|
||||
return new MutableSignal<T>(initial, options);
|
||||
export function mutableSignal<T>(
|
||||
initial?: T,
|
||||
options?: SignalOptions<T>,
|
||||
): MutableSignal<T> {
|
||||
return new MutableSignalImpl<T>(initial, options);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,39 @@
|
||||
import { effect } from "@preact/signals-core";
|
||||
|
||||
export type SpawnerFunction = (id: string) => () => void;
|
||||
|
||||
export function createSpawner(spawner: SpawnerFunction) {
|
||||
const entries = new Map<string, () => void>();
|
||||
|
||||
function update(set: Set<string>) {
|
||||
for (const key of set) {
|
||||
if (!entries.has(key)) {
|
||||
entries.set(key, spawner(key));
|
||||
}
|
||||
}
|
||||
|
||||
for (const [key, entry] of entries) {
|
||||
if (!set.has(key)) {
|
||||
entry();
|
||||
entries.delete(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return update;
|
||||
}
|
||||
|
||||
export function spawnerEffect(
|
||||
iterable: () => Iterable<string>,
|
||||
spawner: SpawnerFunction,
|
||||
) {
|
||||
const update = createSpawner(spawner);
|
||||
|
||||
return effect(() => {
|
||||
const set = new Set<string>();
|
||||
for (const each of iterable()) {
|
||||
set.add(each);
|
||||
}
|
||||
update(set);
|
||||
});
|
||||
}
|
||||
+579
-562
File diff suppressed because it is too large
Load Diff
+181
-159
@@ -1,193 +1,215 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
|
||||
import type { PromptEvent, Command } from '@/utils/command';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createGameContext,
|
||||
createGameCommandRegistry,
|
||||
createPromptDef,
|
||||
IGameContext,
|
||||
PromptDef,
|
||||
} from "@/core/game";
|
||||
import type {
|
||||
PromptEvent,
|
||||
Command,
|
||||
CommandRunnerContext,
|
||||
} from "@/utils/command";
|
||||
|
||||
type MyState = {
|
||||
score: number;
|
||||
round: number;
|
||||
score: number;
|
||||
round: number;
|
||||
};
|
||||
|
||||
describe('createGameContext', () => {
|
||||
it('should create a game context with state', () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
describe("createGameContext", () => {
|
||||
it("should create a game context with state", () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
expect(ctx._state).not.toBeNull();
|
||||
expect(ctx._state.value).toBeDefined();
|
||||
expect(ctx._state).not.toBeNull();
|
||||
expect(ctx._state.value).toBeDefined();
|
||||
});
|
||||
|
||||
it("should wire commands to the context", () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
expect(ctx._commands).not.toBeNull();
|
||||
expect(ctx._commands.registry).toBe(registry);
|
||||
});
|
||||
|
||||
it("should accept initial state as an object", () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, {
|
||||
score: 0,
|
||||
round: 1,
|
||||
});
|
||||
|
||||
it('should wire commands to the context', () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
expect(ctx._state.value.score).toBe(0);
|
||||
expect(ctx._state.value.round).toBe(1);
|
||||
});
|
||||
|
||||
expect(ctx._commands).not.toBeNull();
|
||||
expect(ctx._commands.registry).toBe(registry);
|
||||
it("should accept initial state as a factory function", () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
score: 10,
|
||||
round: 3,
|
||||
}));
|
||||
|
||||
expect(ctx._state.value.score).toBe(10);
|
||||
expect(ctx._state.value.round).toBe(3);
|
||||
});
|
||||
|
||||
it("should forward prompt events via listener", async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
registry.register("test <value>", async function (_ctx, value) {
|
||||
return _ctx.prompt(
|
||||
createPromptDef("prompt <answer>"),
|
||||
(answer) => answer,
|
||||
);
|
||||
});
|
||||
|
||||
it('should accept initial state as an object', () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, {
|
||||
score: 0,
|
||||
round: 1,
|
||||
});
|
||||
|
||||
expect(ctx._state.value.score).toBe(0);
|
||||
expect(ctx._state.value.round).toBe(1);
|
||||
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||
ctx._commands.on("prompt", resolve);
|
||||
});
|
||||
const runPromise = ctx.run("test hello");
|
||||
|
||||
it('should accept initial state as a factory function', () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
score: 10,
|
||||
round: 3,
|
||||
}));
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe("prompt");
|
||||
|
||||
expect(ctx._state.value.score).toBe(10);
|
||||
expect(ctx._state.value.round).toBe(3);
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "prompt",
|
||||
params: ["yes"],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
it('should forward prompt events via listener', async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
registry.register('test <value>', async function (_ctx, value) {
|
||||
return this.prompt({schema: 'prompt <answer>'}, () => 'ok');
|
||||
});
|
||||
|
||||
const promptPromise = new Promise<PromptEvent>(resolve => {
|
||||
ctx._commands.on('prompt', resolve);
|
||||
});
|
||||
const runPromise = ctx.run('test hello');
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('prompt');
|
||||
|
||||
const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('createGameCommand', () => {
|
||||
it('should run a command with access to game context', async () => {
|
||||
const registry = createGameCommandRegistry<{ marker: string }>();
|
||||
describe("createGameCommand", () => {
|
||||
it("should run a command with access to game context", async () => {
|
||||
const registry = createGameCommandRegistry<{ marker: string }>();
|
||||
|
||||
registry.register('set-marker <id>', async function (ctx, id) {
|
||||
ctx.produce(state => {
|
||||
state.marker = id;
|
||||
});
|
||||
return id;
|
||||
registry.register("set-marker <id>", async function (ctx, id) {
|
||||
ctx.produce((state) => {
|
||||
state.marker = id;
|
||||
});
|
||||
return id;
|
||||
});
|
||||
|
||||
const ctx = createGameContext(registry, { marker: "" });
|
||||
|
||||
const result = await ctx.run("set-marker board");
|
||||
if (!result.success) {
|
||||
console.error("Error:", result.error);
|
||||
}
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe("board");
|
||||
}
|
||||
expect(ctx._state.value.marker).toBe("board");
|
||||
});
|
||||
|
||||
it("should run a typed command with extended context", async () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
|
||||
registry.register(
|
||||
"add-score <amount:number>",
|
||||
async function (ctx, amount) {
|
||||
ctx.produce((state) => {
|
||||
state.score += amount;
|
||||
});
|
||||
return ctx.value.score;
|
||||
},
|
||||
);
|
||||
|
||||
const ctx = createGameContext(registry, { marker: '' });
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
score: 0,
|
||||
round: 1,
|
||||
}));
|
||||
|
||||
const result = await ctx.run('set-marker board');
|
||||
if (!result.success) {
|
||||
console.error('Error:', result.error);
|
||||
}
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('board');
|
||||
}
|
||||
expect(ctx._state.value.marker).toBe('board');
|
||||
});
|
||||
const result = await ctx.run("add-score 5");
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe(5);
|
||||
}
|
||||
expect(ctx._state.value.score).toBe(5);
|
||||
});
|
||||
|
||||
it('should run a typed command with extended context', async () => {
|
||||
const registry = createGameCommandRegistry<MyState>();
|
||||
it("should return error for unknown command", async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
registry.register(
|
||||
'add-score <amount:number>',
|
||||
async function (ctx, amount) {
|
||||
ctx.produce(state => {
|
||||
state.score += amount;
|
||||
});
|
||||
return ctx.value.score;
|
||||
}
|
||||
);
|
||||
|
||||
const ctx = createGameContext<MyState>(registry, () => ({
|
||||
score: 0,
|
||||
round: 1,
|
||||
}));
|
||||
|
||||
const result = await ctx.run('add-score 5');
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe(5);
|
||||
}
|
||||
expect(ctx._state.value.score).toBe(5);
|
||||
});
|
||||
|
||||
it('should return error for unknown command', async () => {
|
||||
const registry = createGameCommandRegistry();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
const result = await ctx.run('nonexistent');
|
||||
expect(result.success).toBe(false);
|
||||
if (!result.success) {
|
||||
expect(result.error).toContain('nonexistent');
|
||||
}
|
||||
});
|
||||
const result = await ctx.run("nonexistent");
|
||||
expect(result.success).toBe(false);
|
||||
if (!result.success) {
|
||||
expect(result.error).toContain("nonexistent");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('createPromptDef', () => {
|
||||
it('should create a PromptDef with string schema', () => {
|
||||
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
|
||||
describe("createPromptDef", () => {
|
||||
it("should create a PromptDef with string schema", () => {
|
||||
const promptDef = createPromptDef<[string, number]>(
|
||||
"play <player> <score:number>",
|
||||
);
|
||||
|
||||
expect(promptDef).toBeDefined();
|
||||
expect(promptDef.schema.name).toBe('play');
|
||||
expect(promptDef.schema.params).toHaveLength(2);
|
||||
expect(promptDef.schema.params[0].name).toBe('player');
|
||||
expect(promptDef.schema.params[1].name).toBe('score');
|
||||
expect(promptDef).toBeDefined();
|
||||
expect(promptDef.schema.name).toBe("play");
|
||||
expect(promptDef.schema.params).toHaveLength(2);
|
||||
expect(promptDef.schema.params[0].name).toBe("player");
|
||||
expect(promptDef.schema.params[1].name).toBe("score");
|
||||
});
|
||||
|
||||
it("should create a PromptDef with CommandSchema object", () => {
|
||||
const schemaObj = {
|
||||
name: "test",
|
||||
params: [],
|
||||
options: {},
|
||||
flags: {},
|
||||
};
|
||||
const promptDef = createPromptDef<[]>(schemaObj);
|
||||
|
||||
expect(promptDef.schema).toEqual(schemaObj);
|
||||
});
|
||||
|
||||
it("should be usable with game.prompt", async () => {
|
||||
const registry = createGameCommandRegistry<{ score: number }>();
|
||||
|
||||
registry.register("test-prompt", async function (ctx) {
|
||||
const promptDef = createPromptDef<[number]>("input <value:number>");
|
||||
const result = await ctx.prompt(promptDef, (value) => {
|
||||
if (value < 0) throw "Value must be positive";
|
||||
return value;
|
||||
});
|
||||
return result;
|
||||
});
|
||||
|
||||
it('should create a PromptDef with CommandSchema object', () => {
|
||||
const schemaObj = {
|
||||
name: 'test',
|
||||
params: [],
|
||||
options: {},
|
||||
flags: {}
|
||||
};
|
||||
const promptDef = createPromptDef<[]>(schemaObj);
|
||||
const ctx = createGameContext(registry, { score: 0 });
|
||||
|
||||
expect(promptDef.schema).toEqual(schemaObj);
|
||||
const promptPromise = new Promise<PromptEvent>((resolve) => {
|
||||
ctx._commands.on("prompt", resolve);
|
||||
});
|
||||
const runPromise = ctx.run("test-prompt");
|
||||
|
||||
it('should be usable with game.prompt', async () => {
|
||||
const registry = createGameCommandRegistry<{ score: number }>();
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.schema.name).toBe("input");
|
||||
|
||||
registry.register('test-prompt', async function(ctx) {
|
||||
const promptDef = createPromptDef<[number]>('input <value:number>');
|
||||
const result = await ctx.prompt(
|
||||
promptDef,
|
||||
(value) => {
|
||||
if (value < 0) throw 'Value must be positive';
|
||||
return value;
|
||||
}
|
||||
);
|
||||
return result;
|
||||
});
|
||||
|
||||
const ctx = createGameContext(registry, { score: 0 });
|
||||
|
||||
const promptPromise = new Promise<PromptEvent>(resolve => {
|
||||
ctx._commands.on('prompt', resolve);
|
||||
});
|
||||
const runPromise = ctx.run('test-prompt');
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent.schema.name).toBe('input');
|
||||
|
||||
const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} });
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe(42);
|
||||
}
|
||||
const error = promptEvent.tryCommit({
|
||||
name: "input",
|
||||
params: [42],
|
||||
options: {},
|
||||
flags: {},
|
||||
});
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe(42);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
+728
-604
File diff suppressed because it is too large
Load Diff
+302
-282
@@ -1,353 +1,373 @@
|
||||
import {createGameContext} from '@/core/game';
|
||||
import {registry} from '@/samples/regicide/commands';
|
||||
import {createInitialState} from '@/samples/regicide/state';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { createGameContext } from "@/core/game";
|
||||
import { registry } from "@/samples/regicide/commands";
|
||||
import { createInitialState } from "@/samples/regicide/state";
|
||||
import {
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
createCard,
|
||||
createEnemy,
|
||||
getCardValue,
|
||||
isEnemyDefeated
|
||||
} from '@/samples/regicide/utils';
|
||||
import {Mulberry32RNG} from '@/utils/rng';
|
||||
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
|
||||
import {PlayerType} from '@/samples/regicide/types';
|
||||
buildEnemyDeck,
|
||||
buildTavernDeck,
|
||||
createAllCards,
|
||||
createCard,
|
||||
createEnemy,
|
||||
getCardValue,
|
||||
isEnemyDefeated,
|
||||
} from "@/samples/regicide/utils";
|
||||
import { Mulberry32RNG } from "@/utils/rng";
|
||||
import {
|
||||
CARD_VALUES,
|
||||
ENEMY_COUNT,
|
||||
FACE_CARDS,
|
||||
INITIAL_HAND_SIZE,
|
||||
} from "@/samples/regicide/constants";
|
||||
import { PlayerType } from "@/samples/regicide/types";
|
||||
|
||||
describe('Regicide - Utils', () => {
|
||||
describe('getCardValue', () => {
|
||||
it('should return correct value for number cards', () => {
|
||||
expect(getCardValue('A')).toBe(1);
|
||||
expect(getCardValue('5')).toBe(5);
|
||||
expect(getCardValue('10')).toBe(10);
|
||||
});
|
||||
|
||||
it('should return correct value for face cards', () => {
|
||||
expect(getCardValue('J')).toBe(10);
|
||||
expect(getCardValue('Q')).toBe(15);
|
||||
expect(getCardValue('K')).toBe(20);
|
||||
});
|
||||
describe("Regicide - Utils", () => {
|
||||
describe("getCardValue", () => {
|
||||
it("should return correct value for number cards", () => {
|
||||
expect(getCardValue("A")).toBe(1);
|
||||
expect(getCardValue("5")).toBe(5);
|
||||
expect(getCardValue("10")).toBe(10);
|
||||
});
|
||||
|
||||
describe('createCard', () => {
|
||||
it('should create a card with correct properties', () => {
|
||||
const card = createCard('spades_A', 'spades', 'A');
|
||||
expect(card.id).toBe('spades_A');
|
||||
expect(card.suit).toBe('spades');
|
||||
expect(card.rank).toBe('A');
|
||||
expect(card.value).toBe(1);
|
||||
});
|
||||
it("should return correct value for face cards", () => {
|
||||
expect(getCardValue("J")).toBe(10);
|
||||
expect(getCardValue("Q")).toBe(15);
|
||||
expect(getCardValue("K")).toBe(20);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createCard", () => {
|
||||
it("should create a card with correct properties", () => {
|
||||
const card = createCard("spades_A", "spades", "A");
|
||||
expect(card.id).toBe("spades_A");
|
||||
expect(card.suit).toBe("spades");
|
||||
expect(card.rank).toBe("A");
|
||||
expect(card.value).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createEnemy", () => {
|
||||
it("should create an enemy with correct HP", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(enemy.rank).toBe("J");
|
||||
expect(enemy.value).toBe(10);
|
||||
expect(enemy.hp).toBe(20);
|
||||
expect(enemy.maxHp).toBe(20);
|
||||
});
|
||||
|
||||
describe('createEnemy', () => {
|
||||
it('should create an enemy with correct HP', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
expect(enemy.rank).toBe('J');
|
||||
expect(enemy.value).toBe(10);
|
||||
expect(enemy.hp).toBe(20);
|
||||
expect(enemy.maxHp).toBe(20);
|
||||
});
|
||||
it("should create enemy with different values for different ranks", () => {
|
||||
const jEnemy = createEnemy("enemy_0", "J", "spades");
|
||||
const qEnemy = createEnemy("enemy_1", "Q", "hearts");
|
||||
const kEnemy = createEnemy("enemy_2", "K", "diamonds");
|
||||
|
||||
it('should create enemy with different values for different ranks', () => {
|
||||
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
|
||||
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
|
||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
expect(kEnemy.value).toBe(20);
|
||||
|
||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
expect(kEnemy.value).toBe(20);
|
||||
expect(jEnemy.hp).toBe(20);
|
||||
expect(qEnemy.hp).toBe(30);
|
||||
expect(kEnemy.hp).toBe(40);
|
||||
});
|
||||
});
|
||||
|
||||
expect(jEnemy.hp).toBe(20);
|
||||
expect(qEnemy.hp).toBe(30);
|
||||
expect(kEnemy.hp).toBe(40);
|
||||
});
|
||||
describe("createAllCards", () => {
|
||||
it("should create 52 cards", () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
|
||||
describe('createAllCards', () => {
|
||||
it('should create 52 cards', () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
it("should have all suits and ranks", () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ["spades", "hearts", "diamonds", "clubs"];
|
||||
const ranks = [
|
||||
"A",
|
||||
"2",
|
||||
"3",
|
||||
"4",
|
||||
"5",
|
||||
"6",
|
||||
"7",
|
||||
"8",
|
||||
"9",
|
||||
"10",
|
||||
"J",
|
||||
"Q",
|
||||
"K",
|
||||
];
|
||||
|
||||
it('should have all suits and ranks', () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
|
||||
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const id = `${suit}_${rank}`;
|
||||
expect(cards[id]).toBeDefined();
|
||||
expect(cards[id].suit).toBe(suit);
|
||||
expect(cards[id].rank).toBe(rank);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const id = `${suit}_${rank}`;
|
||||
expect(cards[id]).toBeDefined();
|
||||
expect(cards[id].suit).toBe(suit);
|
||||
expect(cards[id].rank).toBe(rank);
|
||||
}
|
||||
}
|
||||
});
|
||||
describe("buildEnemyDeck", () => {
|
||||
it("should create 12 enemies (J/Q/K)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
|
||||
describe('buildEnemyDeck', () => {
|
||||
it('should create 12 enemies (J/Q/K)', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
it("should have J at top, Q in middle, K at bottom", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
|
||||
it('should have J at top, Q in middle, K at bottom', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe("J");
|
||||
}
|
||||
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe('J');
|
||||
}
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe("Q");
|
||||
}
|
||||
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe('Q');
|
||||
}
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe("K");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe('K');
|
||||
}
|
||||
});
|
||||
describe("buildTavernDeck", () => {
|
||||
it("should create 40 cards (A-10)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
|
||||
describe('buildTavernDeck', () => {
|
||||
it('should create 40 cards (A-10)', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
it("should not contain face cards", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
|
||||
it('should not contain face cards', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
for (const card of deck) {
|
||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (const card of deck) {
|
||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||
}
|
||||
});
|
||||
describe("isEnemyDefeated", () => {
|
||||
it("should return true when enemy HP <= 0", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
|
||||
enemy.hp = -5;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
describe('isEnemyDefeated', () => {
|
||||
it('should return true when enemy HP <= 0', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
|
||||
enemy.hp = -5;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for null enemy', () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
it("should return false for null enemy", () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Commands', () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
describe("Regicide - Commands", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck];
|
||||
state.currentEnemy = {...enemyDeck[0]};
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck];
|
||||
state.currentEnemy = { ...enemyDeck[0] };
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = 'hand_player1';
|
||||
card2.regionId = 'hand_player2';
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
state.regions.hand_player2.childIds.push(card2.id);
|
||||
}
|
||||
});
|
||||
}
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = "hand_player1";
|
||||
card2.regionId = "hand_player2";
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
state.regions.hand_player2.childIds.push(card2.id);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
describe('play command', () => {
|
||||
it('should deal damage to current enemy', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
describe("play command", () => {
|
||||
it("should deal damage to current enemy", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
|
||||
const result = await game.run(`play player1 ${cardId}`);
|
||||
const result = await game.run(`play player1 ${cardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
it('should double damage for clubs suit', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
|
||||
state.playerHands.player1.push('clubs_5');
|
||||
state.regions.hand_player1.childIds.push('clubs_5');
|
||||
});
|
||||
|
||||
const clubsCardId = 'clubs_5';
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const card = game.value.cards[clubsCardId];
|
||||
|
||||
await game.run(`play player1 ${clubsCardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
|
||||
});
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
describe('pass command', () => {
|
||||
it('should allow player to pass', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should double damage for clubs suit", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const result = await game.run('pass player1');
|
||||
game.produce((state) => {
|
||||
state.cards["clubs_5"] = createCard("clubs_5", "clubs", "5");
|
||||
state.playerHands.player1.push("clubs_5");
|
||||
state.regions.hand_player1.childIds.push("clubs_5");
|
||||
});
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
const clubsCardId = "clubs_5";
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const card = game.value.cards[clubsCardId];
|
||||
|
||||
await game.run(`play player1 ${clubsCardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("pass command", () => {
|
||||
it("should allow player to pass", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const result = await game.run("pass player1");
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("check-enemy command", () => {
|
||||
it("should detect defeated enemy and reveal next", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const firstEnemy = game.value.currentEnemy!;
|
||||
game.produce((state) => {
|
||||
state.currentEnemy!.hp = 0;
|
||||
});
|
||||
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||
});
|
||||
|
||||
describe('check-enemy command', () => {
|
||||
it('should detect defeated enemy and reveal next', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should not defeat enemy if HP > 0", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const firstEnemy = game.value.currentEnemy!;
|
||||
game.produce(state => {
|
||||
state.currentEnemy!.hp = 0;
|
||||
});
|
||||
const currentEnemyId = game.value.currentEnemy!.id;
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||
});
|
||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||
});
|
||||
});
|
||||
|
||||
it('should not defeat enemy if HP > 0', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
describe("next-turn command", () => {
|
||||
it("should switch to next player", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const currentEnemyId = game.value.currentEnemy!.id;
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("next-turn");
|
||||
|
||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||
});
|
||||
expect(game.value.currentPlayerIndex).toBe(1);
|
||||
});
|
||||
|
||||
describe('next-turn command', () => {
|
||||
it('should switch to next player', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should wrap around to first player", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
game.produce((state) => {
|
||||
state.currentPlayerIndex = 1;
|
||||
});
|
||||
|
||||
await game.run('next-turn');
|
||||
await game.run("next-turn");
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(1);
|
||||
});
|
||||
|
||||
it('should wrap around to first player', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
state.currentPlayerIndex = 1;
|
||||
});
|
||||
|
||||
await game.run('next-turn');
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
});
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Game Flow', () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
describe("Regicide - Game Flow", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
it('should complete a full turn cycle', async () => {
|
||||
const game = createTestContext();
|
||||
it("should complete a full turn cycle", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||
state.currentEnemy = {...enemyDeck[0]};
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||
state.currentEnemy = { ...enemyDeck[0] };
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = 'hand_player1';
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
|
||||
await game.run(`play player1 ${cardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = "hand_player1";
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
it('should win game when all enemies defeated', async () => {
|
||||
const game = createTestContext();
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
await game.run(`play player1 ${cardId}`);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [];
|
||||
state.currentEnemy = null;
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
});
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
it("should win game when all enemies defeated", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
expect(game.value.phase).toBe('victory');
|
||||
expect(game.value.winner).toBe(true);
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [];
|
||||
state.currentEnemy = null;
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
game.produce((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
|
||||
expect(game.value.phase).toBe("victory");
|
||||
expect(game.value.winner).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,649 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
addEffect,
|
||||
addEntityEffect,
|
||||
addItemEffect,
|
||||
onEntityEffectUpkeep,
|
||||
onEntityPostureDamage,
|
||||
onPlayerItemEffectUpkeep,
|
||||
onItemPlay,
|
||||
onItemDiscard,
|
||||
getAliveEnemies,
|
||||
getCombatEntity,
|
||||
canPlayCard,
|
||||
payCardCost,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/effects";
|
||||
import type {
|
||||
CombatEntity,
|
||||
CombatState,
|
||||
EffectTable,
|
||||
IRunContext,
|
||||
PlayerEntity,
|
||||
EnemyEntity,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import type {
|
||||
EffectData,
|
||||
ItemData,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
import type {
|
||||
CellKey,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import { CardEffect } from "@/samples/slay-the-spire-like/data/desert";
|
||||
|
||||
function createRunContext(
|
||||
items: Map<string, InventoryItem<GameItemMeta>>,
|
||||
): IRunContext {
|
||||
return {
|
||||
getItemData(id: string): ItemData | null {
|
||||
const item = items.get(id);
|
||||
return item?.meta?.itemData ?? null;
|
||||
},
|
||||
getAdjacentItems(_id: string): Iterable<string> {
|
||||
return [];
|
||||
},
|
||||
getConsumedUses(id: string): number {
|
||||
const item = items.get(id);
|
||||
return item?.meta?.consumedUses ?? 0;
|
||||
},
|
||||
setConsumedUsesAsync(id: string, uses: number): Promise<void> {
|
||||
const item = items.get(id);
|
||||
if (item?.meta) {
|
||||
item.meta.consumedUses = uses;
|
||||
}
|
||||
return Promise.resolve();
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function createEffect(
|
||||
id: string,
|
||||
lifecycle: EffectData["lifecycle"],
|
||||
): EffectData {
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createCard(
|
||||
id: string,
|
||||
costType: "energy" | "uses" | "none",
|
||||
costCount: number,
|
||||
) {
|
||||
return {
|
||||
id,
|
||||
name: id,
|
||||
desc: "",
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
}
|
||||
|
||||
function createItem(
|
||||
itemId: string,
|
||||
cardId: string,
|
||||
costType: "energy" | "uses" | "none",
|
||||
costCount: number,
|
||||
depletion = 0,
|
||||
): InventoryItem<GameItemMeta> {
|
||||
return {
|
||||
id: itemId,
|
||||
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||
transform: {
|
||||
offset: { x: 0, y: 0 },
|
||||
flipX: false,
|
||||
flipY: false,
|
||||
} as unknown as Transform2D,
|
||||
meta: {
|
||||
itemData: {
|
||||
id: itemId,
|
||||
type: "weapon",
|
||||
name: itemId,
|
||||
shape: "1x1",
|
||||
card: createCard(cardId, costType, costCount),
|
||||
price: 0,
|
||||
description: "",
|
||||
},
|
||||
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
|
||||
consumedUses: costType === "uses" ? depletion : undefined,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function createInventory(
|
||||
items: InventoryItem<GameItemMeta>[],
|
||||
): GridInventory<GameItemMeta> {
|
||||
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||
const occupied = new Set<CellKey>();
|
||||
for (const item of items) {
|
||||
map.set(item.id, item);
|
||||
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||
}
|
||||
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||
}
|
||||
|
||||
function createCombatEntity(hp = 10, maxHp = 10): CombatEntity {
|
||||
return {
|
||||
id: "",
|
||||
effects: {},
|
||||
hp,
|
||||
maxHp,
|
||||
isAlive: hp > 0,
|
||||
};
|
||||
}
|
||||
|
||||
function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
|
||||
return {
|
||||
...createCombatEntity(hp, maxHp),
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck: {
|
||||
cards: {},
|
||||
regions: {
|
||||
drawPile: { id: "drawPile", axes: [], childIds: [], partMap: {} },
|
||||
hand: { id: "hand", axes: [], childIds: [], partMap: {} },
|
||||
discardPile: { id: "discardPile", axes: [], childIds: [], partMap: {} },
|
||||
exhaustPile: { id: "exhaustPile", axes: [], childIds: [], partMap: {} },
|
||||
},
|
||||
},
|
||||
itemEffects: {},
|
||||
};
|
||||
}
|
||||
|
||||
function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
|
||||
return {
|
||||
...createCombatEntity(hp, maxHp),
|
||||
id,
|
||||
enemy: { id, name: id, description: "", intents: null! },
|
||||
intents: {},
|
||||
currentIntent: null!,
|
||||
};
|
||||
}
|
||||
|
||||
function createCombatState(
|
||||
playerHp = 30,
|
||||
enemies: EnemyEntity[] = [],
|
||||
): CombatState {
|
||||
return {
|
||||
player: createPlayerEntity(playerHp),
|
||||
enemies,
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
};
|
||||
}
|
||||
|
||||
describe("combat/effects", () => {
|
||||
describe("addEffect", () => {
|
||||
it("should add a new effect to an empty table", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 3);
|
||||
|
||||
expect(table["strength"]).toBeDefined();
|
||||
expect(table["strength"].data).toBe(effect);
|
||||
expect(table["strength"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it("should stack with existing effect of same id", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "lingering");
|
||||
|
||||
addEffect(table, effect, 2);
|
||||
addEffect(table, effect, 3);
|
||||
|
||||
expect(table["strength"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it("should remove effect when stacks reach 0", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 3);
|
||||
addEffect(table, effect, -3);
|
||||
|
||||
expect(table["strength"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not add effect when stacks is 0", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("strength", "temporary");
|
||||
|
||||
addEffect(table, effect, 0);
|
||||
|
||||
expect(table["strength"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should handle negative stacks", () => {
|
||||
const table: EffectTable = {};
|
||||
const effect = createEffect("weak", "temporary");
|
||||
|
||||
addEffect(table, effect, -2);
|
||||
|
||||
expect(table["weak"].stacks).toBe(-2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("addEntityEffect", () => {
|
||||
it("should add effect to entity.effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const effect = createEffect("vulnerable", "lingering");
|
||||
|
||||
addEntityEffect(entity, effect, 2);
|
||||
|
||||
expect(entity.effects["vulnerable"].stacks).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("addItemEffect", () => {
|
||||
it("should add effect to player.itemEffects[itemKey]", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it("should initialize itemEffects entry if not present", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "new-item", effect, 1);
|
||||
|
||||
expect(player.itemEffects["new-item"]).toBeDefined();
|
||||
});
|
||||
|
||||
it("should stack with existing item effect", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 2);
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onEntityEffectUpkeep", () => {
|
||||
it("should remove temporary effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const tempEffect = createEffect("temp-shield", "temporary");
|
||||
|
||||
addEntityEffect(entity, tempEffect, 5);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["temp-shield"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should decrement lingering effects by 1", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect("poison", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, 3);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["poison"].stacks).toBe(2);
|
||||
});
|
||||
|
||||
it("should remove lingering effects when stacks reach 0", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect("poison", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, 1);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["poison"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect permanent effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const permEffect = createEffect("max-hp-up", "permanent");
|
||||
|
||||
addEntityEffect(entity, permEffect, 5);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["max-hp-up"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it("should not affect instant effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const instantEffect = createEffect("instant-damage", "instant");
|
||||
|
||||
addEntityEffect(entity, instantEffect, 10);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["instant-damage"].stacks).toBe(10);
|
||||
});
|
||||
|
||||
it("should increment lingering effects with negative stacks", () => {
|
||||
const entity = createCombatEntity();
|
||||
const lingeringEffect = createEffect("regen", "lingering");
|
||||
|
||||
addEntityEffect(entity, lingeringEffect, -3);
|
||||
onEntityEffectUpkeep(entity);
|
||||
|
||||
expect(entity.effects["regen"].stacks).toBe(-2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onEntityPostureDamage", () => {
|
||||
it("should reduce posture effects by damage amount", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 10);
|
||||
onEntityPostureDamage(entity, 4);
|
||||
|
||||
expect(entity.effects["block"].stacks).toBe(6);
|
||||
});
|
||||
|
||||
it("should not reduce posture effects below 0", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 3);
|
||||
onEntityPostureDamage(entity, 10);
|
||||
|
||||
expect(entity.effects["block"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect non-posture effects", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
const permEffect = createEffect("strength", "permanent");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 5);
|
||||
addEntityEffect(entity, permEffect, 3);
|
||||
onEntityPostureDamage(entity, 2);
|
||||
|
||||
expect(entity.effects["block"].stacks).toBe(3);
|
||||
expect(entity.effects["strength"].stacks).toBe(3);
|
||||
});
|
||||
|
||||
it("should handle zero damage", () => {
|
||||
const entity = createCombatEntity();
|
||||
const postureEffect = createEffect("block", "posture");
|
||||
|
||||
addEntityEffect(entity, postureEffect, 5);
|
||||
onEntityPostureDamage(entity, 0);
|
||||
|
||||
expect(entity.effects["block"].stacks).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onPlayerItemEffectUpkeep", () => {
|
||||
it("should remove itemTemporary effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemTemporary");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 5);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect itemPermanent effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("adjacent-buff", "itemPermanent");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 5);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
|
||||
});
|
||||
|
||||
it("should not affect itemUntilPlay effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onPlayerItemEffectUpkeep(player);
|
||||
|
||||
expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe("onItemPlay", () => {
|
||||
it("should remove itemUntilPlay effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onItemPlay(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect other lifecycle effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const permEffect = createEffect("passive", "itemPermanent");
|
||||
const playEffect = createEffect("charged", "itemUntilPlay");
|
||||
|
||||
addItemEffect(player, "sword-1", permEffect, 5);
|
||||
addItemEffect(player, "sword-1", playEffect, 3);
|
||||
onItemPlay(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
|
||||
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should do nothing for item with no effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
|
||||
expect(() => onItemPlay(player, "nonexistent")).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe("onItemDiscard", () => {
|
||||
it("should remove itemUntilDiscard effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const effect = createEffect("discard-buff", "itemUntilDiscard");
|
||||
|
||||
addItemEffect(player, "sword-1", effect, 3);
|
||||
onItemDiscard(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should not affect other lifecycle effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
const permEffect = createEffect("passive", "itemPermanent");
|
||||
const discardEffect = createEffect("discard-buff", "itemUntilDiscard");
|
||||
|
||||
addItemEffect(player, "sword-1", permEffect, 5);
|
||||
addItemEffect(player, "sword-1", discardEffect, 3);
|
||||
onItemDiscard(player, "sword-1");
|
||||
|
||||
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
|
||||
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should do nothing for item with no effects", () => {
|
||||
const player = createPlayerEntity();
|
||||
|
||||
expect(() => onItemDiscard(player, "nonexistent")).not.toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
describe("getAliveEnemies", () => {
|
||||
it("should yield only alive enemies", () => {
|
||||
const state = createCombatState(30, [
|
||||
createEnemyEntity("slime-1", 10, 10),
|
||||
createEnemyEntity("slime-2", 0, 10),
|
||||
createEnemyEntity("slime-3", 5, 10),
|
||||
]);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(2);
|
||||
expect(alive[0].id).toBe("slime-1");
|
||||
expect(alive[1].id).toBe("slime-3");
|
||||
});
|
||||
|
||||
it("should return empty for no enemies", () => {
|
||||
const state = createCombatState(30, []);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(0);
|
||||
});
|
||||
|
||||
it("should return empty when all enemies are dead", () => {
|
||||
const state = createCombatState(30, [
|
||||
createEnemyEntity("slime-1", 0, 10),
|
||||
createEnemyEntity("slime-2", 0, 10),
|
||||
]);
|
||||
|
||||
const alive = [...getAliveEnemies(state)];
|
||||
|
||||
expect(alive.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("getCombatEntity", () => {
|
||||
it('should return player for "player" key', () => {
|
||||
const state = createCombatState(30);
|
||||
|
||||
const entity = getCombatEntity(state, "player");
|
||||
|
||||
expect(entity).toBe(state.player);
|
||||
});
|
||||
|
||||
it("should return enemy by id", () => {
|
||||
const enemy = createEnemyEntity("boss-1", 50, 50);
|
||||
const state = createCombatState(30, [enemy]);
|
||||
|
||||
const entity = getCombatEntity(state, "boss-1");
|
||||
|
||||
expect(entity).toBe(enemy);
|
||||
});
|
||||
|
||||
it("should return undefined for non-existent enemy", () => {
|
||||
const state = createCombatState(30, [createEnemyEntity("slime-1")]);
|
||||
|
||||
const entity = getCombatEntity(state, "nonexistent");
|
||||
|
||||
expect(entity).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe("canPlayCard", () => {
|
||||
it("should allow playing energy card when player has enough energy", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "energy", 2, "any", run);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should reject playing energy card when player lacks energy", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 1;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "energy", 2, "any", run);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should allow playing uses card when item has remaining uses", () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||
const inventory = createInventory([item]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "uses", 3, "potion-1", run);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should reject playing uses card when item is depleted", () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 3);
|
||||
const inventory = createInventory([item]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "uses", 3, "potion-1", run);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should reject playing uses card when item not in inventory", () => {
|
||||
const player = createPlayerEntity();
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "uses", 1, "missing", run);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should always allow playing none cost card", () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 0;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
const result = canPlayCard(player, "none", 0, "any", run);
|
||||
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("payCardCost", () => {
|
||||
it("should deduct energy for energy cost card", async () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await payCardCost(player, "energy", 2, "any", run);
|
||||
|
||||
expect(player.energy).toBe(1);
|
||||
});
|
||||
|
||||
it("should increment depletion for uses cost card", async () => {
|
||||
const player = createPlayerEntity();
|
||||
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
|
||||
const inventory = createInventory([item]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await payCardCost(player, "uses", 3, "potion-1", run);
|
||||
|
||||
expect(item.meta?.consumedUses).toBe(4);
|
||||
});
|
||||
|
||||
it("should do nothing for none cost card", async () => {
|
||||
const player = createPlayerEntity();
|
||||
player.energy = 3;
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await payCardCost(player, "none", 0, "any", run);
|
||||
|
||||
expect(player.energy).toBe(3);
|
||||
});
|
||||
|
||||
it("should handle missing item gracefully for uses cost", async () => {
|
||||
const player = createPlayerEntity();
|
||||
const inventory = createInventory([]);
|
||||
const run = createRunContext(inventory.items);
|
||||
|
||||
await expect(
|
||||
payCardCost(player, "uses", 1, "missing", run),
|
||||
).resolves.not.toThrow();
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,680 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createGameContext,
|
||||
createGameCommandRegistry,
|
||||
IGameContext,
|
||||
} from "@/core/game";
|
||||
import { createRegion } from "@/core/region";
|
||||
import {
|
||||
createTriggers,
|
||||
Triggers,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/triggers";
|
||||
import { addTriggers } from "@/samples/slay-the-spire-like/data/desert/triggers";
|
||||
import {
|
||||
CombatState,
|
||||
EnemyEntity,
|
||||
IRunContext,
|
||||
} from "@/samples/slay-the-spire-like/system/combat/types";
|
||||
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
|
||||
import {
|
||||
GameCard,
|
||||
DeckRegions,
|
||||
} from "@/samples/slay-the-spire-like/system/deck";
|
||||
import {
|
||||
CellKey,
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import {
|
||||
CardEffect,
|
||||
getCards,
|
||||
getEffects,
|
||||
getEnemies,
|
||||
} from "@/samples/slay-the-spire-like/data/desert";
|
||||
const cards = getCards();
|
||||
const effects = getEffects();
|
||||
const enemies = getEnemies();
|
||||
|
||||
function createEffect(
|
||||
id: string,
|
||||
lifecycle: EffectData["lifecycle"] = "instant",
|
||||
): EffectData {
|
||||
const found = effects.find((e) => e.id === id);
|
||||
if (found) return found;
|
||||
return { id, name: id, description: "", lifecycle, emoji: "" };
|
||||
}
|
||||
|
||||
function createDeckRegions(): DeckRegions {
|
||||
return {
|
||||
drawPile: createRegion("drawPile", []),
|
||||
hand: createRegion("hand", []),
|
||||
discardPile: createRegion("discardPile", []),
|
||||
exhaustPile: createRegion("exhaustPile", []),
|
||||
};
|
||||
}
|
||||
|
||||
function createCard(
|
||||
id: string,
|
||||
itemId: string,
|
||||
costType: "energy" | "uses" | "none" = "energy",
|
||||
costCount = 0,
|
||||
): GameCard {
|
||||
const cardData = cards.find((c) => c.id === itemId) ?? {
|
||||
id: itemId,
|
||||
name: itemId,
|
||||
desc: "",
|
||||
type: "item" as const,
|
||||
costType,
|
||||
costCount,
|
||||
targetType: "player" as const,
|
||||
effects: [] as CardEffect[],
|
||||
};
|
||||
return {
|
||||
id,
|
||||
regionId: "",
|
||||
position: [0],
|
||||
itemId,
|
||||
cardData,
|
||||
};
|
||||
}
|
||||
|
||||
function createEnemyEntity(
|
||||
enemyId: string,
|
||||
hp: number,
|
||||
maxHp: number,
|
||||
instanceIndex = 0,
|
||||
): EnemyEntity {
|
||||
const enemyData = enemies.find((e) => e.id === enemyId);
|
||||
if (!enemyData) throw new Error(`Enemy "${enemyId}" not found`);
|
||||
const intent =
|
||||
enemyData.intents.find((i) => i.initialIntent) ?? enemyData.intents[0];
|
||||
const instanceId = `${enemyId}-${instanceIndex}`;
|
||||
const intentMap: Record<string, typeof intent> = {};
|
||||
for (const i of enemyData.intents) {
|
||||
intentMap[i.id] = i;
|
||||
}
|
||||
return {
|
||||
id: instanceId,
|
||||
enemy: enemyData,
|
||||
hp,
|
||||
maxHp,
|
||||
isAlive: true,
|
||||
effects: {},
|
||||
intents: intentMap,
|
||||
currentIntent: intent,
|
||||
};
|
||||
}
|
||||
|
||||
function createInventory(
|
||||
itemsList: InventoryItem<GameItemMeta>[],
|
||||
): GridInventory<GameItemMeta> {
|
||||
const map = new Map<string, InventoryItem<GameItemMeta>>();
|
||||
const occupied = new Set<CellKey>();
|
||||
for (const item of itemsList) {
|
||||
map.set(item.id, item);
|
||||
occupied.add(`${item.transform.offset.x},${item.transform.offset.y}`);
|
||||
}
|
||||
return { width: 6, height: 4, items: map, occupiedCells: occupied };
|
||||
}
|
||||
|
||||
function createCombatState(overrides: Partial<CombatState> = {}): CombatState {
|
||||
const regions = createDeckRegions();
|
||||
return {
|
||||
player: {
|
||||
id: "player",
|
||||
effects: {},
|
||||
hp: 30,
|
||||
maxHp: 30,
|
||||
isAlive: true,
|
||||
energy: 3,
|
||||
maxEnergy: 3,
|
||||
deck: { cards: {}, regions },
|
||||
itemEffects: {},
|
||||
},
|
||||
enemies: [],
|
||||
phase: "playerTurn",
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
function createTestContext(state?: CombatState): IGameContext<CombatState> {
|
||||
const registry = createGameCommandRegistry<CombatState>();
|
||||
const ctx = createGameContext(registry, state ?? createCombatState());
|
||||
ctx._rng.setSeed(42);
|
||||
return ctx;
|
||||
}
|
||||
|
||||
function getTriggers(): Triggers {
|
||||
const run: IRunContext = {
|
||||
getConsumedUses() {
|
||||
return 0;
|
||||
},
|
||||
getItemData() {
|
||||
return null;
|
||||
},
|
||||
*getAdjacentItems() {},
|
||||
async setConsumedUsesAsync() {},
|
||||
};
|
||||
const triggers = createTriggers(run);
|
||||
addTriggers(triggers, run);
|
||||
return triggers;
|
||||
}
|
||||
|
||||
function addCardToHand(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = "hand";
|
||||
draft.player.deck.regions.hand.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function addCardToDrawPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = "drawPile";
|
||||
draft.player.deck.regions.drawPile.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function addCardToDiscardPile(ctx: IGameContext<CombatState>, card: GameCard) {
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.deck.cards[card.id] = card;
|
||||
card.regionId = "discardPile";
|
||||
draft.player.deck.regions.discardPile.childIds.push(card.id);
|
||||
});
|
||||
}
|
||||
|
||||
function makeDummyEnemy() {
|
||||
return createEnemyEntity("仙人掌怪", 999, 999);
|
||||
}
|
||||
|
||||
describe("desert triggers", () => {
|
||||
describe("instant effects", () => {
|
||||
it("should apply attack effect as damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const attackEffect = createEffect("attack");
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityId: "player",
|
||||
stacks: 5,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
});
|
||||
|
||||
it("should apply draw effect", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const drawEffect = createEffect("draw");
|
||||
|
||||
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: drawEffect,
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||
expect(ctx.value.player.deck.regions.drawPile.childIds.length).toBe(0);
|
||||
});
|
||||
|
||||
it("should apply gainEnergy effect", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const gainEnergyEffect = createEffect("gainEnergy");
|
||||
|
||||
const initialEnergy = ctx.value.player.energy;
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: gainEnergyEffect,
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
expect(ctx.value.player.energy).toBe(initialEnergy + 2);
|
||||
});
|
||||
|
||||
it("should remove wound cards from draw and discard piles", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const removeWoundEffect = createEffect("removeWound");
|
||||
|
||||
addCardToDrawPile(ctx, createCard("wound-1", "wound", "none", 0));
|
||||
addCardToDiscardPile(ctx, createCard("wound-2", "wound", "none", 0));
|
||||
addCardToDrawPile(ctx, createCard("sword-1", "sword"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: removeWoundEffect,
|
||||
entityId: "player",
|
||||
stacks: 2,
|
||||
});
|
||||
|
||||
expect(ctx.value.player.deck.cards["wound-1"]).toBeUndefined();
|
||||
expect(ctx.value.player.deck.cards["wound-2"]).toBeUndefined();
|
||||
expect(ctx.value.player.deck.cards["sword-1"]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe("damage pipeline", () => {
|
||||
it("should prevent damage with block", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const defendEffect = createEffect("defend", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defend = { data: defendEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 8,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(undefined);
|
||||
});
|
||||
|
||||
it("should reduce damage with damageReduce", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const damageReduceEffect = createEffect("damageReduce", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.damageReduce = {
|
||||
data: damageReduceEffect,
|
||||
stacks: 3,
|
||||
};
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 8,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(25);
|
||||
});
|
||||
|
||||
it("should increase damage with expose", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [makeDummyEnemy()],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const exposeEffect = createEffect("expose", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.expose = { data: exposeEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "enemy-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(23);
|
||||
});
|
||||
});
|
||||
|
||||
describe("spike reflection", () => {
|
||||
it("should damage attacker when entity has spike", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const spikeEffect = createEffect("spike", "permanent");
|
||||
const attackEffect = createEffect("attack", "instant");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.spike = { data: spikeEffect, stacks: 3 };
|
||||
});
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: attackEffect,
|
||||
entityId: "仙人掌怪-0",
|
||||
stacks: 5,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(27);
|
||||
});
|
||||
});
|
||||
|
||||
describe("storm static card generation", () => {
|
||||
it("should give player static cards when storm enemy executes intent", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("风暴之灵", 30, 30)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
await triggers.onEnemyIntent.execute(ctx, { enemyId: "风暴之灵-0" });
|
||||
|
||||
const staticCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||
(c: GameCard) => c.itemId === "static",
|
||||
);
|
||||
expect(staticCards.length).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("energyDrain", () => {
|
||||
it("should drain player energy when energyDrain enemy takes damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("幼沙虫", 18, 18)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const energyDrainEffect = createEffect("energyDrain", "lingering");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.energyDrain = { data: energyDrainEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "幼沙虫-0",
|
||||
amount: 5,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.energy).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("molt flee", () => {
|
||||
it("should make enemy flee when molt >= maxHp after taking damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("蜥蜴", 14, 14)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const moltEffect = createEffect("molt", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.molt = { data: moltEffect, stacks: 14 };
|
||||
});
|
||||
|
||||
let threw = false;
|
||||
try {
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "蜥蜴-0",
|
||||
amount: 1,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
} catch (e) {
|
||||
threw = true;
|
||||
}
|
||||
|
||||
expect(threw).toBe(true);
|
||||
expect(ctx.value.result).toBe("victory");
|
||||
expect(ctx.value.enemies[0].isAlive).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("discard at turn start", () => {
|
||||
it("should randomly discard a card when discard effect is active", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const discardEffect = createEffect("discard", "lingering");
|
||||
|
||||
addCardToHand(ctx, createCard("card-1", "sword"));
|
||||
addCardToHand(ctx, createCard("card-2", "shield"));
|
||||
addCardToHand(ctx, createCard("card-3", "dagger"));
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.discard = { data: discardEffect, stacks: 1 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||
|
||||
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||
expect(ctx.value.player.deck.regions.discardPile.childIds.length).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("next-turn effects", () => {
|
||||
it("should gain block from defendNext at turn start", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const defendNextEffect = createEffect("defendNext", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.defendNext = { data: defendNextEffect, stacks: 5 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||
|
||||
expect(ctx.value.player.effects.defend?.stacks).toBe(5);
|
||||
expect(ctx.value.player.effects.defendNext).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should gain energy from energyNext at turn start", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const energyNextEffect = createEffect("energyNext", "temporary");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.energyNext = { data: energyNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||
|
||||
expect(ctx.value.player.energy).toBe(5);
|
||||
expect(ctx.value.player.effects.energyNext).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should draw extra cards from drawNext at turn start", async () => {
|
||||
const ctx = createTestContext();
|
||||
const triggers = getTriggers();
|
||||
const drawNextEffect = createEffect("drawNext", "temporary");
|
||||
|
||||
addCardToDrawPile(ctx, createCard("card-1", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-2", "sword"));
|
||||
addCardToDrawPile(ctx, createCard("card-3", "sword"));
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.drawNext = { data: drawNextEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onTurnStart.execute(ctx, { entityId: "player" });
|
||||
|
||||
expect(ctx.value.player.deck.regions.hand.childIds.length).toBe(2);
|
||||
expect(ctx.value.player.effects.drawNext).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe("posture damage effects", () => {
|
||||
it("should double damage with aim", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 12, 12)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const aimEffect = createEffect("aim", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.aim = { data: aimEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(2);
|
||||
});
|
||||
|
||||
it("should add bonus damage with roll", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 99, 99)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const rollEffect = createEffect("roll", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
draft.player.effects.roll = { data: rollEffect, stacks: 20 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "仙人掌怪-0",
|
||||
amount: 5,
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(74);
|
||||
expect(ctx.value.player.effects.roll).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should add bonus damage with tailSting", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("沙蝎", 10, 10)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const tailStingEffect = createEffect("tailSting", "posture");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.tailSting = { data: tailStingEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "沙蝎-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(23);
|
||||
});
|
||||
|
||||
it("should double damage with charge on attacker", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("骑马枪手", 25, 25)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const chargeEffect = createEffect("charge", "lingering");
|
||||
|
||||
ctx._state.produce((draft) => {
|
||||
const enemy = draft.enemies[0];
|
||||
enemy.effects.charge = { data: chargeEffect, stacks: 2 };
|
||||
});
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "骑马枪手-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.player.hp).toBe(20);
|
||||
});
|
||||
});
|
||||
|
||||
describe("crossbow chain", () => {
|
||||
it("should replay other crossbows on same target", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("仙人掌怪", 20, 20)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
const crossbowEffect = createEffect("crossbow");
|
||||
|
||||
addCardToHand(ctx, createCard("crossbow-1", "crossbow"));
|
||||
addCardToHand(ctx, createCard("crossbow-2", "crossbow"));
|
||||
|
||||
await triggers.onEffectApplied.execute(ctx, {
|
||||
effect: crossbowEffect,
|
||||
entityId: "player",
|
||||
stacks: 0,
|
||||
cardId: "crossbow-1",
|
||||
sourceEntityId: "player",
|
||||
targetId: "仙人掌怪-0",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(8);
|
||||
});
|
||||
});
|
||||
|
||||
describe("sandwormKing fatigue heal", () => {
|
||||
it("should heal sandworm king when player discards fatigue", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("沙虫王", 30, 40)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
addCardToHand(ctx, createCard("fatigue-1", "fatigue", "none", 0));
|
||||
|
||||
await triggers.onCardDiscarded.execute(ctx, {
|
||||
cardId: "fatigue-1",
|
||||
sourceEntityId: "player",
|
||||
});
|
||||
|
||||
expect(ctx.value.enemies[0].hp).toBe(40);
|
||||
});
|
||||
});
|
||||
|
||||
describe("vulture on-damage", () => {
|
||||
it("should give player vultureEye when vulture deals damage", async () => {
|
||||
const ctx = createTestContext(
|
||||
createCombatState({
|
||||
enemies: [createEnemyEntity("秃鹫", 12, 12)],
|
||||
}),
|
||||
);
|
||||
const triggers = getTriggers();
|
||||
|
||||
await triggers.onDamage.execute(ctx, {
|
||||
entityId: "player",
|
||||
amount: 5,
|
||||
sourceEntityId: "秃鹫-0",
|
||||
});
|
||||
|
||||
const vultureEyeCards = Object.values(ctx.value.player.deck.cards).filter(
|
||||
(c: GameCard) => c.itemId === "vultureEye",
|
||||
);
|
||||
expect(vultureEyeCards.length).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,13 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import data from "@/samples/slay-the-spire-like/data";
|
||||
import { CardData } from "@/samples/slay-the-spire-like";
|
||||
|
||||
describe("data import", () => {
|
||||
it("should import properly", () => {
|
||||
expect(data.desert.getEffects).toBeDefined();
|
||||
expect(
|
||||
data.desert.getCards().find((c: CardData) => c.id === "crossbow")?.effects
|
||||
?.length,
|
||||
).toBe(2);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,244 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
generateDeckFromInventory,
|
||||
createCard,
|
||||
createDeckRegions,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from "@/samples/slay-the-spire-like/system/deck/factory";
|
||||
import {
|
||||
createGridInventory,
|
||||
placeItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import type {
|
||||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import type {
|
||||
CardData,
|
||||
ItemData,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
/**
|
||||
* Helper: create a minimal CardData for testing.
|
||||
*/
|
||||
function createTestCardData(id: string, name: string, desc: string): CardData {
|
||||
return {
|
||||
id,
|
||||
name,
|
||||
desc,
|
||||
type: "item",
|
||||
costType: "energy",
|
||||
costCount: 1,
|
||||
targetType: "enemy",
|
||||
effects: [],
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a minimal ItemData for testing.
|
||||
*/
|
||||
function createTestItemData(
|
||||
id: string,
|
||||
name: string,
|
||||
shapeStr: string,
|
||||
desc: string,
|
||||
): ItemData {
|
||||
return {
|
||||
id,
|
||||
type: "weapon",
|
||||
name,
|
||||
shape: shapeStr,
|
||||
card: createTestCardData(id, name, desc),
|
||||
price: 10,
|
||||
description: desc,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a minimal GameItemMeta for testing.
|
||||
*/
|
||||
function createTestMeta(
|
||||
name: string,
|
||||
desc: string,
|
||||
shapeStr: string,
|
||||
): GameItemMeta {
|
||||
const shape = parseShapeString(shapeStr);
|
||||
const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
|
||||
return {
|
||||
itemData,
|
||||
shape,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a test inventory with some items.
|
||||
*/
|
||||
function createTestInventory(): GridInventory<GameItemMeta> {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
// Item "短刀" with shape "oe" (2 cells)
|
||||
const meta1 = createTestMeta("短刀", "【攻击3】【攻击3】", "oe");
|
||||
const item1: InventoryItem<GameItemMeta> = {
|
||||
id: "dagger-1",
|
||||
shape: meta1.shape,
|
||||
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
meta: meta1,
|
||||
};
|
||||
placeItem(inv, item1);
|
||||
|
||||
// Item "盾" with shape "oesw" (4 cells)
|
||||
const meta2 = createTestMeta("盾", "【防御3】", "oesw");
|
||||
const item2: InventoryItem<GameItemMeta> = {
|
||||
id: "shield-1",
|
||||
shape: meta2.shape,
|
||||
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
|
||||
meta: meta2,
|
||||
};
|
||||
placeItem(inv, item2);
|
||||
|
||||
return inv;
|
||||
}
|
||||
|
||||
describe("deck/factory", () => {
|
||||
describe("generateCardId", () => {
|
||||
it("should generate deterministic unique IDs", () => {
|
||||
expect(generateCardId("item-1", 0)).toBe("card-item-1-0");
|
||||
expect(generateCardId("item-1", 1)).toBe("card-item-1-1");
|
||||
expect(generateCardId("item-2", 0)).toBe("card-item-2-0");
|
||||
});
|
||||
});
|
||||
|
||||
describe("createCard", () => {
|
||||
it("should create a card with itemId and cardData", () => {
|
||||
const cardData = createTestCardData("wound", "伤口", "无法被弃牌");
|
||||
const card = createCard("wound-1", cardData, 0);
|
||||
|
||||
expect(card.id).toBe("card-wound-1-0");
|
||||
expect(card.itemId).toBe("wound-1");
|
||||
expect(card.cardData).toBe(cardData);
|
||||
expect(card.regionId).toBe("");
|
||||
expect(card.position).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("generateDeckFromInventory", () => {
|
||||
it("should generate correct number of cards based on shape cell counts", () => {
|
||||
const inv = createTestInventory();
|
||||
|
||||
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(Object.keys(deck.cards).length).toBe(6);
|
||||
expect(deck.regions.drawPile.childIds.length).toBe(6);
|
||||
expect(deck.regions.hand.childIds).toEqual([]);
|
||||
expect(deck.regions.discardPile.childIds).toEqual([]);
|
||||
expect(deck.regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
|
||||
it("should link cards to their source items", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "dagger-1",
|
||||
);
|
||||
const shieldCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "shield-1",
|
||||
);
|
||||
|
||||
expect(daggerCards.length).toBe(2);
|
||||
expect(shieldCards.length).toBe(4);
|
||||
|
||||
// Verify card data
|
||||
expect(daggerCards[0].cardData.name).toBe("短刀");
|
||||
expect(shieldCards[0].cardData.name).toBe("盾");
|
||||
});
|
||||
|
||||
it("should set displayName and description from item data", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
for (const card of Object.values(deck.cards)) {
|
||||
expect(card.cardData.name).toBeTruthy();
|
||||
expect(card.cardData.desc).toBeTruthy();
|
||||
}
|
||||
|
||||
const daggerCard = Object.values(deck.cards).find(
|
||||
(c) => c.cardData.name === "短刀",
|
||||
);
|
||||
expect(daggerCard?.cardData.name).toBe("短刀");
|
||||
expect(daggerCard?.cardData.desc).toBe("【攻击3】【攻击3】");
|
||||
});
|
||||
|
||||
it("should assign unique IDs to each card from same item", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
(c) => c.itemId === "dagger-1",
|
||||
);
|
||||
|
||||
const ids = daggerCards.map((c) => c.id);
|
||||
const uniqueIds = new Set(ids);
|
||||
expect(uniqueIds.size).toBe(ids.length);
|
||||
});
|
||||
|
||||
it("should handle empty inventory", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(Object.keys(deck.cards).length).toBe(0);
|
||||
expect(deck.regions.drawPile.childIds).toEqual([]);
|
||||
});
|
||||
|
||||
it("should place all cards in draw pile initially", () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
for (const cardId of deck.regions.drawPile.childIds) {
|
||||
expect(deck.cards[cardId]).toBeDefined();
|
||||
}
|
||||
|
||||
// All cards are in draw pile
|
||||
expect(new Set(deck.regions.drawPile.childIds).size).toBe(
|
||||
Object.keys(deck.cards).length,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createDeckRegions", () => {
|
||||
it("should create regions for all deck zones", () => {
|
||||
const regions = createDeckRegions();
|
||||
|
||||
expect(regions.drawPile.id).toBe("drawPile");
|
||||
expect(regions.hand.id).toBe("hand");
|
||||
expect(regions.discardPile.id).toBe("discardPile");
|
||||
expect(regions.exhaustPile.id).toBe("exhaustPile");
|
||||
});
|
||||
|
||||
it("should have empty childIds initially", () => {
|
||||
const regions = createDeckRegions();
|
||||
|
||||
expect(regions.drawPile.childIds).toEqual([]);
|
||||
expect(regions.hand.childIds).toEqual([]);
|
||||
expect(regions.discardPile.childIds).toEqual([]);
|
||||
expect(regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createPlayerDeck", () => {
|
||||
it("should create an empty deck structure", () => {
|
||||
const deck = createPlayerDeck();
|
||||
|
||||
expect(deck.cards).toEqual({});
|
||||
expect(deck.regions.drawPile.childIds).toEqual([]);
|
||||
expect(deck.regions.hand.childIds).toEqual([]);
|
||||
expect(deck.regions.discardPile.childIds).toEqual([]);
|
||||
expect(deck.regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,662 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import {
|
||||
createGridInventory,
|
||||
placeItem,
|
||||
removeItem,
|
||||
moveItem,
|
||||
rotateItem,
|
||||
flipItem,
|
||||
getOccupiedCellSet,
|
||||
getItemAtCell,
|
||||
getAdjacentItems,
|
||||
validatePlacement,
|
||||
type InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory";
|
||||
import type {
|
||||
GameItem,
|
||||
GameItemMeta,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import type {
|
||||
CardData,
|
||||
ItemData,
|
||||
} from "@/samples/slay-the-spire-like/system/types";
|
||||
|
||||
/**
|
||||
* Helper: create a minimal CardData for testing.
|
||||
*/
|
||||
function createTestCardData(id: string, name: string, desc: string): CardData {
|
||||
return {
|
||||
id,
|
||||
name,
|
||||
desc,
|
||||
type: "item",
|
||||
costType: "energy",
|
||||
costCount: 1,
|
||||
targetType: "enemy",
|
||||
effects: [],
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a minimal ItemData for testing.
|
||||
*/
|
||||
function createTestItemData(
|
||||
id: string,
|
||||
name: string,
|
||||
shapeStr: string,
|
||||
desc: string,
|
||||
): ItemData {
|
||||
return {
|
||||
id,
|
||||
type: "weapon",
|
||||
name,
|
||||
shape: shapeStr,
|
||||
card: createTestCardData(id, name, desc),
|
||||
price: 10,
|
||||
description: desc,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a test inventory item.
|
||||
*/
|
||||
function createTestItem(
|
||||
id: string,
|
||||
shapeStr: string,
|
||||
transform = IDENTITY_TRANSFORM,
|
||||
): InventoryItem<Record<string, never>> {
|
||||
const shape = parseShapeString(shapeStr);
|
||||
return {
|
||||
id,
|
||||
shape,
|
||||
transform: { ...transform },
|
||||
};
|
||||
}
|
||||
|
||||
describe("grid-inventory", () => {
|
||||
describe("createGridInventory", () => {
|
||||
it("should create an empty inventory with correct dimensions", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
expect(inv.width).toBe(6);
|
||||
expect(inv.height).toBe(4);
|
||||
expect(inv.items.size).toBe(0);
|
||||
expect(inv.occupiedCells.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("placeItem", () => {
|
||||
it("should place a single-cell item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.items.has("sword")).toBe(true);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
});
|
||||
|
||||
it("should place a multi-cell item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("axe", "oee");
|
||||
placeItem(inv, item);
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(3);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
expect(inv.occupiedCells.has("1,0")).toBe(true);
|
||||
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||
});
|
||||
|
||||
it("should place multiple items", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 3, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
expect(inv.items.size).toBe(2);
|
||||
expect(inv.occupiedCells.size).toBe(2);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
expect(inv.occupiedCells.has("3,0")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("removeItem", () => {
|
||||
it("should remove an item and free its cells", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "oee");
|
||||
placeItem(inv, item);
|
||||
|
||||
removeItem(inv, "sword");
|
||||
|
||||
expect(inv.items.size).toBe(0);
|
||||
expect(inv.occupiedCells.size).toBe(0);
|
||||
});
|
||||
|
||||
it("should only free the removed item's cells", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
removeItem(inv, "a");
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(1);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||
});
|
||||
|
||||
it("should do nothing for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
removeItem(inv, "nonexistent");
|
||||
expect(inv.items.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("validatePlacement", () => {
|
||||
it("should return valid for empty board", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
|
||||
it("should return invalid for out of bounds", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 6, y: 0 },
|
||||
});
|
||||
expect(result).toEqual({ valid: false, reason: "超出边界" });
|
||||
});
|
||||
|
||||
it("should return invalid for collision with existing item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const existing = createTestItem("a", "oee");
|
||||
placeItem(inv, existing);
|
||||
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ valid: false, reason: "与已有物品重叠" });
|
||||
});
|
||||
|
||||
it("should return valid when there is room nearby", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const existing = createTestItem("a", "o");
|
||||
placeItem(inv, existing);
|
||||
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
});
|
||||
|
||||
describe("moveItem", () => {
|
||||
it("should move item to a new position", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = moveItem(inv, "sword", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 5, y: 3 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("5,3")).toBe(true);
|
||||
expect(item.transform.offset).toEqual({ x: 5, y: 3 });
|
||||
});
|
||||
|
||||
it("should reject move that goes out of bounds", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = moveItem(inv, "sword", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 6, y: 0 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "超出边界" });
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
expect(item.transform.offset).toEqual({ x: 0, y: 0 });
|
||||
});
|
||||
|
||||
it("should reject move that collides with another item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
const result = moveItem(inv, "b", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 0 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||
});
|
||||
|
||||
it("should return error for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = moveItem(inv, "ghost", IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||
});
|
||||
|
||||
it("should move multi-cell item correctly", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// oes: cells at (0,0), (1,0), (1,1)
|
||||
const item = createTestItem("axe", "oes");
|
||||
placeItem(inv, item);
|
||||
|
||||
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
|
||||
moveItem(inv, "axe", newTransform);
|
||||
|
||||
// Old cells should be freed
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("1,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("1,1")).toBe(false);
|
||||
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
|
||||
expect(inv.occupiedCells.has("3,1")).toBe(true);
|
||||
expect(inv.occupiedCells.has("4,1")).toBe(true);
|
||||
expect(inv.occupiedCells.has("4,2")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("rotateItem", () => {
|
||||
it("should rotate item by 90 degrees", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// Horizontal line: (0,0), (1,0)
|
||||
const item = createTestItem("bar", "oe", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
|
||||
});
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = rotateItem(inv, "bar", 90);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.rotation).toBe(90);
|
||||
});
|
||||
|
||||
it("should reject rotation that goes out of bounds", () => {
|
||||
const inv = createGridInventory(3, 3);
|
||||
// Item at the edge: place a 2-wide item at x=1
|
||||
const item = createTestItem("bar", "oe", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
placeItem(inv, item);
|
||||
|
||||
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
|
||||
const result = rotateItem(inv, "bar", 90);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "超出边界" });
|
||||
});
|
||||
|
||||
it("should reject rotation that collides", () => {
|
||||
const inv = createGridInventory(4, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "oe", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
|
||||
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
|
||||
// But rotating to collide with a at (0,0)... need item close to a
|
||||
const itemC = createTestItem("c", "os", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemC);
|
||||
|
||||
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
|
||||
const result = rotateItem(inv, "c", 90);
|
||||
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||
});
|
||||
|
||||
it("should return error for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = rotateItem(inv, "ghost", 90);
|
||||
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("flipItem", () => {
|
||||
it("should flip item horizontally", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("bar", "oe");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = flipItem(inv, "bar", "x");
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.flipX).toBe(true);
|
||||
});
|
||||
|
||||
it("should flip item vertically", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("bar", "os");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = flipItem(inv, "bar", "y");
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.flipY).toBe(true);
|
||||
});
|
||||
|
||||
it("should reject flip that causes collision", () => {
|
||||
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
|
||||
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
|
||||
// Need asymmetric shape where flip changes world position.
|
||||
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||
// Place blocker at (0,1) — which is NOT occupied by oes initially.
|
||||
const inv = createGridInventory(4, 4);
|
||||
const blocker = createTestItem("blocker", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
|
||||
// Let me try: blocker at (1,0), flipper at offset (0,2).
|
||||
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
|
||||
// flipY: local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2). No collision with (1,0).
|
||||
//
|
||||
// Simpler: oe shape (width=2, height=1). flipY with height=1 is identity. Use os (width=1, height=2).
|
||||
// os: (0,0),(0,1). flipY: (0,1),(0,0) — same cells.
|
||||
// Need width>1 and height>1 asymmetric shape: oes
|
||||
//
|
||||
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
|
||||
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
|
||||
const inv2 = createGridInventory(4, 4);
|
||||
const blocker2 = createTestItem("blocker", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
const flipper2 = createTestItem("flipper", "oes"); // at (0,0): (0,0),(1,0),(1,1)
|
||||
placeItem(inv2, blocker2);
|
||||
placeItem(inv2, flipper2);
|
||||
|
||||
const result = flipItem(inv2, "flipper", "y");
|
||||
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||
});
|
||||
|
||||
it("should return error for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = flipItem(inv, "ghost", "x");
|
||||
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("getOccupiedCellSet", () => {
|
||||
it("should return a copy of occupied cells", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("a", "oe");
|
||||
placeItem(inv, item);
|
||||
|
||||
const cells = getOccupiedCellSet(inv);
|
||||
expect(cells).toEqual(new Set(["0,0", "1,0"]));
|
||||
|
||||
// Mutating the copy should not affect the original
|
||||
cells.clear();
|
||||
expect(inv.occupiedCells.size).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("getItemAtCell", () => {
|
||||
it("should return item at occupied cell", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "oee");
|
||||
placeItem(inv, item);
|
||||
|
||||
const found = getItemAtCell(inv, 1, 0);
|
||||
expect(found).toBeDefined();
|
||||
expect(found!.id).toBe("sword");
|
||||
});
|
||||
|
||||
it("should return undefined for empty cell", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const found = getItemAtCell(inv, 5, 5);
|
||||
expect(found).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should return correct item when multiple items exist", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 3, y: 2 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
expect(getItemAtCell(inv, 0, 0)!.id).toBe("a");
|
||||
expect(getItemAtCell(inv, 3, 2)!.id).toBe("b");
|
||||
});
|
||||
});
|
||||
|
||||
describe("getAdjacentItems", () => {
|
||||
it("should return orthogonally adjacent items", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const center = createTestItem("center", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 2 },
|
||||
});
|
||||
const top = createTestItem("top", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 1 },
|
||||
});
|
||||
const left = createTestItem("left", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 2 },
|
||||
});
|
||||
const right = createTestItem("right", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 3, y: 2 },
|
||||
});
|
||||
const bottom = createTestItem("bottom", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 3 },
|
||||
});
|
||||
const diagonal = createTestItem("diagonal", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 1 },
|
||||
});
|
||||
|
||||
placeItem(inv, center);
|
||||
placeItem(inv, top);
|
||||
placeItem(inv, left);
|
||||
placeItem(inv, right);
|
||||
placeItem(inv, bottom);
|
||||
placeItem(inv, diagonal);
|
||||
|
||||
const adj = getAdjacentItems(inv, "center");
|
||||
expect(adj.size).toBe(4);
|
||||
expect(adj.has("top")).toBe(true);
|
||||
expect(adj.has("left")).toBe(true);
|
||||
expect(adj.has("right")).toBe(true);
|
||||
expect(adj.has("bottom")).toBe(true);
|
||||
expect(adj.has("diagonal")).toBe(false);
|
||||
});
|
||||
|
||||
it("should return empty for item with no neighbors", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("alone", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const adj = getAdjacentItems(inv, "alone");
|
||||
expect(adj.size).toBe(0);
|
||||
});
|
||||
|
||||
it("should return empty for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const adj = getAdjacentItems(inv, "ghost");
|
||||
expect(adj.size).toBe(0);
|
||||
});
|
||||
|
||||
it("should handle multi-cell items with multiple adjacencies", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// Horizontal bar at (0,0)-(1,0)
|
||||
const bar = createTestItem("bar", "oe");
|
||||
// Item above left cell
|
||||
const topA = createTestItem("topA", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: -1 },
|
||||
});
|
||||
// Item above right cell
|
||||
const topB = createTestItem("topB", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: -1 },
|
||||
});
|
||||
|
||||
placeItem(inv, bar);
|
||||
placeItem(inv, topA);
|
||||
placeItem(inv, topB);
|
||||
|
||||
const adj = getAdjacentItems(inv, "bar");
|
||||
expect(adj.size).toBe(2);
|
||||
expect(adj.has("topA")).toBe(true);
|
||||
expect(adj.has("topB")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("integration: fill a 4x6 backpack", () => {
|
||||
it("should place items fitting a slay-the-spire-like backpack", () => {
|
||||
const inv = createGridInventory(4, 6);
|
||||
|
||||
// Sword: 1x3 horizontal at (0,0)
|
||||
const sword = createTestItem("sword", "oee");
|
||||
// Shield: 2x2 at (0,1)
|
||||
const shield = createTestItem("shield", "oes", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
|
||||
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({
|
||||
valid: true,
|
||||
});
|
||||
placeItem(inv, sword);
|
||||
|
||||
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({
|
||||
valid: true,
|
||||
});
|
||||
placeItem(inv, shield);
|
||||
|
||||
expect(inv.items.size).toBe(2);
|
||||
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
|
||||
|
||||
// Adjacent items should detect each other
|
||||
const adjSword = getAdjacentItems(inv, "sword");
|
||||
expect(adjSword.has("shield")).toBe(true);
|
||||
|
||||
const adjShield = getAdjacentItems(inv, "shield");
|
||||
expect(adjShield.has("sword")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createItemIn", () => {
|
||||
it("should place item at first valid position", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
const itemData = createTestItemData("sword", "长剑", "oee", "攻击");
|
||||
|
||||
const result = createItemIn(inv, "sword-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(3); // shape "oee" has 3 cells
|
||||
expect(inv.items.get("sword-1")?.meta?.itemData.id).toBe("sword");
|
||||
});
|
||||
|
||||
it("should skip occupied cells and find next valid position", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
// Place first item manually at origin
|
||||
const firstItem = createTestItem(
|
||||
"existing",
|
||||
"oee",
|
||||
) as unknown as GameItem;
|
||||
placeItem(inv, firstItem);
|
||||
|
||||
const itemData = createTestItemData("shield", "盾牌", "o", "防御");
|
||||
|
||||
const result = createItemIn(inv, "shield-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
// Shield should be at x=3, y=0 (first available spot after "oee" at x=0-2)
|
||||
const placedItem = inv.items.get("shield-1");
|
||||
expect(placedItem?.transform.offset).toEqual({ x: 3, y: 0 });
|
||||
});
|
||||
|
||||
it("should return error when no valid placement exists", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(3, 3);
|
||||
|
||||
// Fill the grid completely with 1x1 items
|
||||
for (let i = 0; i < 9; i++) {
|
||||
const itemData = createTestItemData(`item${i}`, `物品${i}`, "o", "");
|
||||
createItemIn(inv, `item-${i}`, itemData);
|
||||
}
|
||||
|
||||
// Try to place one more item
|
||||
const itemData = createTestItemData("overflow", "溢出", "oee", "");
|
||||
const result = createItemIn(inv, "overflow-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "无可用位置" });
|
||||
});
|
||||
|
||||
it("should handle multi-cell items correctly", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(4, 4);
|
||||
const itemData = createTestItemData("lshape", "L形", "oes", "特殊");
|
||||
|
||||
const result = createItemIn(inv, "lshape-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.items.size).toBe(1);
|
||||
// Shape "oes" has 3 cells
|
||||
expect(inv.occupiedCells.size).toBe(3);
|
||||
});
|
||||
|
||||
it("should not place item when inventory is completely full", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(2, 2);
|
||||
|
||||
// Fill with 1x1 items
|
||||
const itemData = createTestItemData("small", "小物品", "o", "");
|
||||
createItemIn(inv, "small-1", itemData);
|
||||
createItemIn(inv, "small-2", itemData);
|
||||
createItemIn(inv, "small-3", itemData);
|
||||
createItemIn(inv, "small-4", itemData);
|
||||
|
||||
// Grid is now full
|
||||
const overflowItem = createTestItemData("overflow", "溢出", "o", "");
|
||||
const result = createItemIn(inv, "overflow-5", overflowItem);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "无可用位置" });
|
||||
expect(inv.items.size).toBe(4);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,405 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
generatePointCrawlMap,
|
||||
hasPath,
|
||||
} from "@/samples/slay-the-spire-like/system/map/generator";
|
||||
import {
|
||||
MapNodeType,
|
||||
MapLayerType,
|
||||
} from "@/samples/slay-the-spire-like/system/map/types";
|
||||
import { createRNG } from "@/utils/rng";
|
||||
import { getEncounters } from "@/samples/slay-the-spire-like/data/desert";
|
||||
const encounters = getEncounters();
|
||||
|
||||
describe("generatePointCrawlMap", () => {
|
||||
it("should generate a map with 10 layers", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
expect(map.layers.length).toBe(10);
|
||||
});
|
||||
|
||||
it("should have correct layer structure", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
const expectedStructure = [
|
||||
"start",
|
||||
MapLayerType.Wild,
|
||||
MapLayerType.Wild,
|
||||
MapLayerType.Settlement,
|
||||
MapLayerType.Wild,
|
||||
MapLayerType.Wild,
|
||||
MapLayerType.Settlement,
|
||||
MapLayerType.Wild,
|
||||
MapLayerType.Wild,
|
||||
"end",
|
||||
];
|
||||
|
||||
for (let i = 0; i < expectedStructure.length; i++) {
|
||||
expect(map.layers[i].layerType).toBe(expectedStructure[i]);
|
||||
}
|
||||
});
|
||||
|
||||
it("should have correct node counts per layer", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
const expectedCounts = [1, 3, 3, 4, 3, 3, 4, 3, 3, 1];
|
||||
|
||||
for (let i = 0; i < expectedCounts.length; i++) {
|
||||
expect(map.layers[i].nodeIds.length).toBe(expectedCounts[i]);
|
||||
}
|
||||
});
|
||||
|
||||
it("should have Start and End nodes with correct types", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
const startNode = map.nodes.get("node-0-0");
|
||||
const endNode = map.nodes.get("node-9-0");
|
||||
|
||||
expect(startNode?.type).toBe(MapNodeType.Start);
|
||||
expect(endNode?.type).toBe(MapNodeType.End);
|
||||
});
|
||||
|
||||
it("should have wild layers with minion/elite/event types", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
const wildLayerIndices = [1, 2, 4, 5, 7, 8];
|
||||
const validWildTypes = new Set([
|
||||
MapNodeType.Minion,
|
||||
MapNodeType.Elite,
|
||||
MapNodeType.Event,
|
||||
]);
|
||||
|
||||
for (const layerIdx of wildLayerIndices) {
|
||||
const layer = map.layers[layerIdx];
|
||||
for (const nodeId of layer.nodeIds) {
|
||||
const node = map.nodes.get(nodeId);
|
||||
expect(node).toBeDefined();
|
||||
expect(validWildTypes.has(node!.type)).toBe(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should have settlement layers with at least 1 camp, 1 shop, 1 curio", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
const settlementLayerIndices = [3, 6];
|
||||
|
||||
for (const layerIdx of settlementLayerIndices) {
|
||||
const layer = map.layers[layerIdx];
|
||||
const nodeTypes = layer.nodeIds.map((id) => map.nodes.get(id)!.type);
|
||||
|
||||
expect(nodeTypes).toContain(MapNodeType.Camp);
|
||||
expect(nodeTypes).toContain(MapNodeType.Shop);
|
||||
expect(nodeTypes).toContain(MapNodeType.Curio);
|
||||
expect(nodeTypes.length).toBe(4);
|
||||
}
|
||||
});
|
||||
|
||||
it("should have Start connected to all 3 wild nodes", () => {
|
||||
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||
const startNode = map.nodes.get("node-0-0");
|
||||
const wildLayer = map.layers[1];
|
||||
|
||||
expect(startNode?.childIds.length).toBe(3);
|
||||
expect(startNode?.childIds).toEqual(
|
||||
expect.arrayContaining(wildLayer.nodeIds),
|
||||
);
|
||||
});
|
||||
|
||||
it("should have each wild node connect to 1 wild node in wild→wild layers", () => {
|
||||
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||
const wildToWildTransitions = [
|
||||
{ src: 1, tgt: 2 },
|
||||
{ src: 4, tgt: 5 },
|
||||
{ src: 7, tgt: 8 },
|
||||
];
|
||||
|
||||
for (const transition of wildToWildTransitions) {
|
||||
const srcLayer = map.layers[transition.src];
|
||||
for (const srcId of srcLayer.nodeIds) {
|
||||
const srcNode = map.nodes.get(srcId);
|
||||
expect(srcNode?.childIds.length).toBe(1);
|
||||
const childLayer = map.layers[transition.tgt];
|
||||
expect(childLayer.nodeIds).toContain(srcNode!.childIds[0]);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should have each wild node connect to 2 settlement nodes in wild→settlement layers", () => {
|
||||
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||
const wildToSettlementTransitions = [
|
||||
{ src: 2, tgt: 3 },
|
||||
{ src: 5, tgt: 6 },
|
||||
];
|
||||
|
||||
for (const transition of wildToSettlementTransitions) {
|
||||
const srcLayer = map.layers[transition.src];
|
||||
for (const srcId of srcLayer.nodeIds) {
|
||||
const srcNode = map.nodes.get(srcId);
|
||||
expect(srcNode?.childIds.length).toBe(2);
|
||||
const childLayer = map.layers[transition.tgt];
|
||||
for (const childId of srcNode!.childIds) {
|
||||
expect(childLayer.nodeIds).toContain(childId);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should have settlement nodes connect correctly (1-2-2-1 pattern)", () => {
|
||||
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||
const settlementToWildTransitions = [
|
||||
{ src: 3, tgt: 4 },
|
||||
{ src: 6, tgt: 7 },
|
||||
];
|
||||
|
||||
for (const transition of settlementToWildTransitions) {
|
||||
const srcLayer = map.layers[transition.src];
|
||||
const tgtLayer = map.layers[transition.tgt];
|
||||
|
||||
// First and last settlement connect to 1 wild
|
||||
const firstSettlement = map.nodes.get(srcLayer.nodeIds[0]);
|
||||
expect(firstSettlement?.childIds.length).toBe(1);
|
||||
const lastSettlement = map.nodes.get(srcLayer.nodeIds[3]);
|
||||
expect(lastSettlement?.childIds.length).toBe(1);
|
||||
|
||||
// Middle two settlements connect to 2 wilds
|
||||
for (let i = 1; i <= 2; i++) {
|
||||
const midSettlement = map.nodes.get(srcLayer.nodeIds[i]);
|
||||
expect(midSettlement?.childIds.length).toBe(2);
|
||||
for (const childId of midSettlement!.childIds) {
|
||||
expect(tgtLayer.nodeIds).toContain(childId);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should have all 3 wild nodes connect to End", () => {
|
||||
const map = generatePointCrawlMap(createRNG(42), encounters);
|
||||
const lastWildLayer = map.layers[8];
|
||||
const endNode = map.nodes.get("node-9-0");
|
||||
|
||||
for (const wildId of lastWildLayer.nodeIds) {
|
||||
const wildNode = map.nodes.get(wildId);
|
||||
expect(wildNode?.childIds).toEqual([endNode!.id]);
|
||||
}
|
||||
});
|
||||
|
||||
it("should have all nodes reachable from Start and can reach End", () => {
|
||||
const map = generatePointCrawlMap(createRNG(123), encounters);
|
||||
const startId = "node-0-0";
|
||||
const endId = "node-9-0";
|
||||
|
||||
for (const nodeId of map.nodes.keys()) {
|
||||
if (nodeId === startId || nodeId === endId) continue;
|
||||
expect(hasPath(map, startId, nodeId)).toBe(true);
|
||||
expect(hasPath(map, nodeId, endId)).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
it("should not have crossing edges in wild→wild transitions", () => {
|
||||
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||
const wildToWildTransitions = [
|
||||
{ src: 1, tgt: 2 },
|
||||
{ src: 4, tgt: 5 },
|
||||
{ src: 7, tgt: 8 },
|
||||
];
|
||||
|
||||
for (const transition of wildToWildTransitions) {
|
||||
const srcLayer = map.layers[transition.src];
|
||||
const tgtLayer = map.layers[transition.tgt];
|
||||
|
||||
// Collect edges as pairs of indices
|
||||
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
|
||||
for (let s = 0; s < srcLayer.nodeIds.length; s++) {
|
||||
const srcNode = map.nodes.get(srcLayer.nodeIds[s]);
|
||||
for (const tgtId of srcNode!.childIds) {
|
||||
const t = tgtLayer.nodeIds.indexOf(tgtId);
|
||||
edges.push({ srcIndex: s, tgtIndex: t });
|
||||
}
|
||||
}
|
||||
|
||||
// Check for crossings
|
||||
for (let e1 = 0; e1 < edges.length; e1++) {
|
||||
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
|
||||
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
|
||||
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
|
||||
|
||||
if (s1 === s2) continue;
|
||||
if (t1 === t2) continue;
|
||||
|
||||
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
|
||||
expect(crosses).toBe(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should not have crossing edges in wild→settlement transitions", () => {
|
||||
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||
const wildToSettlementTransitions = [
|
||||
{ src: 2, tgt: 3 },
|
||||
{ src: 5, tgt: 6 },
|
||||
];
|
||||
|
||||
for (const transition of wildToSettlementTransitions) {
|
||||
const srcLayer = map.layers[transition.src];
|
||||
const tgtLayer = map.layers[transition.tgt];
|
||||
|
||||
// Collect edges as pairs of indices
|
||||
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
|
||||
for (let s = 0; s < srcLayer.nodeIds.length; s++) {
|
||||
const srcNode = map.nodes.get(srcLayer.nodeIds[s]);
|
||||
for (const tgtId of srcNode!.childIds) {
|
||||
const t = tgtLayer.nodeIds.indexOf(tgtId);
|
||||
edges.push({ srcIndex: s, tgtIndex: t });
|
||||
}
|
||||
}
|
||||
|
||||
// Check for crossings
|
||||
for (let e1 = 0; e1 < edges.length; e1++) {
|
||||
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
|
||||
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
|
||||
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
|
||||
|
||||
if (s1 === s2) continue;
|
||||
if (t1 === t2) continue;
|
||||
|
||||
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
|
||||
expect(crosses).toBe(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should not have crossing edges in settlement→wild transitions", () => {
|
||||
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||
const settlementToWildTransitions = [
|
||||
{ src: 3, tgt: 4 },
|
||||
{ src: 6, tgt: 7 },
|
||||
];
|
||||
|
||||
for (const transition of settlementToWildTransitions) {
|
||||
const srcLayer = map.layers[transition.src];
|
||||
const tgtLayer = map.layers[transition.tgt];
|
||||
|
||||
// Collect edges as pairs of indices
|
||||
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
|
||||
for (let s = 0; s < srcLayer.nodeIds.length; s++) {
|
||||
const srcNode = map.nodes.get(srcLayer.nodeIds[s]);
|
||||
for (const tgtId of srcNode!.childIds) {
|
||||
const t = tgtLayer.nodeIds.indexOf(tgtId);
|
||||
edges.push({ srcIndex: s, tgtIndex: t });
|
||||
}
|
||||
}
|
||||
|
||||
// Check for crossings
|
||||
for (let e1 = 0; e1 < edges.length; e1++) {
|
||||
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
|
||||
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
|
||||
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
|
||||
|
||||
if (s1 === s2) continue;
|
||||
if (t1 === t2) continue;
|
||||
|
||||
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
|
||||
expect(crosses).toBe(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should assign encounters to all non-Start/End nodes", () => {
|
||||
const map = generatePointCrawlMap(createRNG(456), encounters);
|
||||
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
|
||||
// Start and End nodes should not have encounters
|
||||
expect(node.encounter).toBeUndefined();
|
||||
} else {
|
||||
// All other nodes (minion/elite/event/camp/shop/curio) must have encounters
|
||||
expect(
|
||||
node.encounter,
|
||||
`Node ${node.id} (${node.type}) should have encounter data`,
|
||||
).toBeDefined();
|
||||
expect(node.encounter!.name).toBeTruthy();
|
||||
expect(node.encounter!.description).toBeTruthy();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should assign encounters to all nodes across multiple seeds", () => {
|
||||
// Test multiple seeds to ensure no random failure
|
||||
for (let seed = 0; seed < 20; seed++) {
|
||||
const map = generatePointCrawlMap(createRNG(seed), encounters);
|
||||
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
|
||||
continue;
|
||||
}
|
||||
expect(
|
||||
node.encounter,
|
||||
`Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`,
|
||||
).toBeDefined();
|
||||
expect(node.encounter!.name).toBeTruthy();
|
||||
expect(node.encounter!.description).toBeTruthy();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it("should minimize same-layer repetitions in wild layer pairs", () => {
|
||||
// Test that wild layers in pairs (1-2, 4-5, 7-8) have minimal duplicate types within each layer
|
||||
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||
const wildPairIndices = [
|
||||
[1, 2],
|
||||
[4, 5],
|
||||
[7, 8],
|
||||
];
|
||||
|
||||
for (const [layer1Idx, layer2Idx] of wildPairIndices) {
|
||||
const layer1 = map.layers[layer1Idx];
|
||||
const layer2 = map.layers[layer2Idx];
|
||||
|
||||
// Count repetitions in layer 1
|
||||
const layer1Types = layer1.nodeIds.map((id) => map.nodes.get(id)!.type);
|
||||
const layer1Unique = new Set(layer1Types).size;
|
||||
const layer1Repetitions = layer1Types.length - layer1Unique;
|
||||
|
||||
// Count repetitions in layer 2
|
||||
const layer2Types = layer2.nodeIds.map((id) => map.nodes.get(id)!.type);
|
||||
const layer2Unique = new Set(layer2Types).size;
|
||||
const layer2Repetitions = layer2Types.length - layer2Unique;
|
||||
|
||||
// With optimal selection, we expect fewer repetitions than pure random
|
||||
// On average, random would have ~1.5 repetitions per 3-node layer
|
||||
// With 3 attempts, we should typically get 0-1 repetitions
|
||||
expect(layer1Repetitions + layer2Repetitions).toBeLessThanOrEqual(2);
|
||||
}
|
||||
});
|
||||
|
||||
it("should minimize adjacent repetitions in wild→wild connections", () => {
|
||||
// Test that wild nodes connected by wild→wild edges have different types
|
||||
const map = generatePointCrawlMap(createRNG(12345), encounters);
|
||||
const wildToWildPairs = [
|
||||
{ src: 1, tgt: 2 },
|
||||
{ src: 4, tgt: 5 },
|
||||
{ src: 7, tgt: 8 },
|
||||
];
|
||||
|
||||
let totalAdjacentRepetitions = 0;
|
||||
|
||||
for (const pair of wildToWildPairs) {
|
||||
const srcLayer = map.layers[pair.src];
|
||||
const tgtLayer = map.layers[pair.tgt];
|
||||
|
||||
// Each wild node connects to exactly 1 wild node in next layer (1-to-1)
|
||||
for (let i = 0; i < srcLayer.nodeIds.length; i++) {
|
||||
const srcNode = map.nodes.get(srcLayer.nodeIds[i])!;
|
||||
const tgtId = srcNode.childIds[0];
|
||||
const tgtNode = map.nodes.get(tgtId)!;
|
||||
|
||||
if (srcNode.type === tgtNode.type) {
|
||||
totalAdjacentRepetitions++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// With 3 wild pairs and 3 nodes each, that's 9 connections total
|
||||
// Random would have ~3 repetitions (1/3 chance per connection)
|
||||
// With optimal selection of 3 attempts, should be much lower (0-2)
|
||||
expect(totalAdjacentRepetitions).toBeLessThanOrEqual(3);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,367 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import {
|
||||
checkCollision,
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
validateShapePlacement,
|
||||
transformShape,
|
||||
getOccupiedCells,
|
||||
IDENTITY_TRANSFORM,
|
||||
} from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
|
||||
describe("parseShapeString", () => {
|
||||
it("should parse a single cell with o", () => {
|
||||
const result = parseShapeString("o");
|
||||
expect(result.grid).toEqual([[true]]);
|
||||
expect(result.width).toBe(1);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(1);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it("should parse a horizontal line", () => {
|
||||
const result = parseShapeString("oee");
|
||||
expect(result.width).toBe(3);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([[true, true, true]]);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it("should parse a vertical line", () => {
|
||||
const result = parseShapeString("oss");
|
||||
expect(result.width).toBe(1);
|
||||
expect(result.height).toBe(3);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([[true], [true], [true]]);
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it("should parse an L shape", () => {
|
||||
const result = parseShapeString("oes");
|
||||
expect(result.width).toBe(2);
|
||||
expect(result.height).toBe(2);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([
|
||||
[true, true],
|
||||
[false, true],
|
||||
]);
|
||||
});
|
||||
|
||||
it("should handle return command", () => {
|
||||
const result = parseShapeString("oeerww");
|
||||
expect(result.width).toBe(4);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(4);
|
||||
expect(result.grid).toEqual([[true, true, true, true]]);
|
||||
});
|
||||
|
||||
it("should handle case insensitivity", () => {
|
||||
const resultLower = parseShapeString("oes");
|
||||
const resultUpper = parseShapeString("OES");
|
||||
expect(resultLower.grid).toEqual(resultUpper.grid);
|
||||
expect(resultLower.count).toBe(resultUpper.count);
|
||||
});
|
||||
|
||||
it("should return empty grid for empty input", () => {
|
||||
const result = parseShapeString("");
|
||||
expect(result.grid).toEqual([[]]);
|
||||
expect(result.width).toBe(0);
|
||||
expect(result.height).toBe(1);
|
||||
expect(result.count).toBe(0);
|
||||
});
|
||||
|
||||
it("should track origin correctly", () => {
|
||||
// eeso: e(1,0), e(2,0), s(2,1), o sets origin at (2,1)
|
||||
// After normalization: minX=1, minY=0, so originX = 2-1 = 1, originY = 1-0 = 1
|
||||
const result = parseShapeString("eeso");
|
||||
expect(result.originX).toBe(1);
|
||||
expect(result.originY).toBe(1);
|
||||
});
|
||||
|
||||
it("should track origin at first o only", () => {
|
||||
const result = parseShapeString("oes");
|
||||
expect(result.originX).toBe(0);
|
||||
expect(result.originY).toBe(0);
|
||||
});
|
||||
|
||||
it("should handle complex T shape", () => {
|
||||
// oewers: o(0,0), e(1,0), w(0,0), e(1,0), r->(0,0), s(0,1)
|
||||
// Filled: (0,0), (1,0), (0,1) - 3 cells
|
||||
const result = parseShapeString("oewers");
|
||||
expect(result.width).toBe(2);
|
||||
expect(result.height).toBe(2);
|
||||
expect(result.count).toBe(3);
|
||||
expect(result.grid).toEqual([
|
||||
[true, true],
|
||||
[true, false],
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("shape-collision", () => {
|
||||
describe("getOccupiedCells", () => {
|
||||
it("should return cells for a single cell shape", () => {
|
||||
const shape = parseShapeString("o");
|
||||
const cells = getOccupiedCells(shape);
|
||||
expect(cells).toEqual([{ x: 0, y: 0 }]);
|
||||
});
|
||||
|
||||
it("should return cells for a horizontal line", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const cells = getOccupiedCells(shape);
|
||||
expect(cells).toEqual([
|
||||
{ x: 0, y: 0 },
|
||||
{ x: 1, y: 0 },
|
||||
]);
|
||||
});
|
||||
|
||||
it("should return cells for an L shape", () => {
|
||||
const shape = parseShapeString("oes");
|
||||
const cells = getOccupiedCells(shape);
|
||||
expect(cells).toEqual([
|
||||
{ x: 0, y: 0 },
|
||||
{ x: 1, y: 0 },
|
||||
{ x: 1, y: 1 },
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("checkCollision", () => {
|
||||
it("should detect collision between overlapping shapes", () => {
|
||||
const shapeA = parseShapeString("o");
|
||||
const shapeB = parseShapeString("o");
|
||||
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should not detect collision between non-overlapping shapes", () => {
|
||||
const shapeA = parseShapeString("o");
|
||||
const shapeB = parseShapeString("o");
|
||||
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should detect collision with adjacent shapes", () => {
|
||||
const shapeA = parseShapeString("o");
|
||||
const shapeB = parseShapeString("o");
|
||||
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should detect collision with rotation", () => {
|
||||
const shapeA = parseShapeString("oe");
|
||||
const shapeB = parseShapeString("os");
|
||||
|
||||
// shapeA is horizontal at (0,0)-(1,0)
|
||||
// shapeB rotated 90° becomes vertical at (0,0)-(0,1)
|
||||
// They should collide at (0,0)
|
||||
const result = checkCollision(
|
||||
shapeA,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
shapeB,
|
||||
{ ...IDENTITY_TRANSFORM, rotation: 90, offset: { x: 0, y: 0 } },
|
||||
);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("checkBoardCollision", () => {
|
||||
it("should detect collision with occupied cells", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const occupied = new Set(["0,0", "1,0"]);
|
||||
|
||||
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should not detect collision with empty board", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const occupied = new Set<string>();
|
||||
|
||||
const result = checkBoardCollision(shape, IDENTITY_TRANSFORM, occupied);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should detect collision after translation", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const occupied = new Set(["5,5", "6,5"]);
|
||||
|
||||
const result = checkBoardCollision(
|
||||
shape,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 5, y: 5 } },
|
||||
occupied,
|
||||
);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("checkBounds", () => {
|
||||
it("should return true for shape within bounds", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
|
||||
const result = checkBounds(shape, IDENTITY_TRANSFORM, 10, 10);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it("should return false for shape outside bounds", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
|
||||
const result = checkBounds(
|
||||
shape,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
|
||||
10,
|
||||
10,
|
||||
);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should return false for negative coordinates", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
|
||||
const result = checkBounds(
|
||||
shape,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: -1, y: 0 } },
|
||||
10,
|
||||
10,
|
||||
);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it("should return true for shape at boundary edge", () => {
|
||||
const shape = parseShapeString("o");
|
||||
|
||||
const result = checkBounds(
|
||||
shape,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 9 } },
|
||||
10,
|
||||
10,
|
||||
);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("validatePlacement", () => {
|
||||
it("should return valid for good placement", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const occupied = new Set<string>();
|
||||
|
||||
const result = validateShapePlacement(
|
||||
shape,
|
||||
IDENTITY_TRANSFORM,
|
||||
10,
|
||||
10,
|
||||
occupied,
|
||||
);
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
|
||||
it("should return invalid for out of bounds", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const occupied = new Set<string>();
|
||||
|
||||
const result = validateShapePlacement(
|
||||
shape,
|
||||
{ ...IDENTITY_TRANSFORM, offset: { x: 9, y: 0 } },
|
||||
10,
|
||||
10,
|
||||
occupied,
|
||||
);
|
||||
expect(result).toEqual({ valid: false, reason: "超出边界" });
|
||||
});
|
||||
|
||||
it("should return invalid for collision", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const occupied = new Set(["0,0", "1,0"]);
|
||||
|
||||
const result = validateShapePlacement(
|
||||
shape,
|
||||
IDENTITY_TRANSFORM,
|
||||
10,
|
||||
10,
|
||||
occupied,
|
||||
);
|
||||
expect(result).toEqual({ valid: false, reason: "与已有形状重叠" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("transformShape", () => {
|
||||
it("should apply translation correctly", () => {
|
||||
const shape = parseShapeString("o");
|
||||
const transform = { ...IDENTITY_TRANSFORM, offset: { x: 5, y: 3 } };
|
||||
|
||||
const cells = transformShape(shape, transform);
|
||||
expect(cells).toEqual([{ x: 5, y: 3 }]);
|
||||
});
|
||||
|
||||
it("should apply 90° rotation correctly", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const transform = { ...IDENTITY_TRANSFORM, rotation: 90 };
|
||||
|
||||
const cells = transformShape(shape, transform);
|
||||
expect(cells).toEqual([
|
||||
{ x: 0, y: 0 },
|
||||
{ x: 0, y: -1 },
|
||||
]);
|
||||
});
|
||||
|
||||
it("should apply horizontal flip correctly", () => {
|
||||
const shape = parseShapeString("oe");
|
||||
const transform = { ...IDENTITY_TRANSFORM, flipX: true };
|
||||
|
||||
const cells = transformShape(shape, transform);
|
||||
expect(cells).toEqual([
|
||||
{ x: 1, y: 0 },
|
||||
{ x: 0, y: 0 },
|
||||
]);
|
||||
});
|
||||
|
||||
it("should apply vertical flip correctly", () => {
|
||||
const shape = parseShapeString("os");
|
||||
const transform = { ...IDENTITY_TRANSFORM, flipY: true };
|
||||
|
||||
const cells = transformShape(shape, transform);
|
||||
expect(cells).toEqual([
|
||||
{ x: 0, y: 1 },
|
||||
{ x: 0, y: 0 },
|
||||
]);
|
||||
});
|
||||
|
||||
it("should combine rotation and translation", () => {
|
||||
const shape = parseShapeString("os");
|
||||
const transform = {
|
||||
...IDENTITY_TRANSFORM,
|
||||
rotation: 90,
|
||||
offset: { x: 10, y: 10 },
|
||||
};
|
||||
|
||||
const cells = transformShape(shape, transform);
|
||||
expect(cells).toEqual([
|
||||
{ x: 10, y: 10 },
|
||||
{ x: 11, y: 10 },
|
||||
]);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,219 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { createPromptContext } from "@/utils/command/command-prompt";
|
||||
import type { CommandSchema } from "@/utils/command/types";
|
||||
|
||||
const mockSchema: CommandSchema = {
|
||||
name: "test",
|
||||
params: [{ name: "value", required: true, variadic: false }],
|
||||
options: {},
|
||||
flags: {},
|
||||
};
|
||||
|
||||
describe("createPromptContext", () => {
|
||||
describe("prompt", () => {
|
||||
it("should store prompt and return promise", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator);
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
const result = ctx.tryCommit("global", "hello");
|
||||
expect(result).toEqual({ ok: true });
|
||||
await expect(promise).resolves.toBe("hello");
|
||||
});
|
||||
|
||||
it("should associate prompt with specific player", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
const result = ctx.tryCommit("player1", "hello");
|
||||
expect(result).toEqual({ ok: true });
|
||||
await expect(promise).resolves.toBe("hello");
|
||||
});
|
||||
|
||||
it("should cancel existing prompt when new prompt starts for same player", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
|
||||
// Resolve promise2 first, then both will settle
|
||||
ctx.tryCommit("player1", "test");
|
||||
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
|
||||
|
||||
expect(result1.status).toBe("rejected");
|
||||
expect((result1 as PromiseRejectedResult).reason).toBe(
|
||||
"Prompt overriden",
|
||||
);
|
||||
expect(result2.status).toBe("fulfilled");
|
||||
});
|
||||
|
||||
it("should allow different players to have independent prompts", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player2");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
ctx.tryCommit("player1", "hello");
|
||||
ctx.tryCommit("player2", "world");
|
||||
|
||||
await expect(promise1).resolves.toBe("hello");
|
||||
await expect(promise2).resolves.toBe("world");
|
||||
});
|
||||
});
|
||||
|
||||
describe("tryCommit", () => {
|
||||
it("should return ok:true when prompt exists and validation passes", () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value.toUpperCase();
|
||||
|
||||
ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
const result = ctx.tryCommit("player1", "hello");
|
||||
|
||||
expect(result).toEqual({ ok: true });
|
||||
});
|
||||
|
||||
it("should return ok:false with reason when no prompt exists", () => {
|
||||
const ctx = createPromptContext();
|
||||
const result = ctx.tryCommit("nonexistent", "hello");
|
||||
|
||||
expect(result).toEqual({ ok: false, reason: "No Prompt" });
|
||||
});
|
||||
|
||||
it("should return ok:false when validator throws string", () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => {
|
||||
if (value.length < 3) throw "Value too short";
|
||||
return value;
|
||||
};
|
||||
|
||||
ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
const result = ctx.tryCommit("player1", "ab");
|
||||
|
||||
expect(result).toEqual({ ok: false, reason: "Value too short" });
|
||||
});
|
||||
|
||||
it("should throw when validator throws non-string error", () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = () => {
|
||||
throw new Error("unexpected");
|
||||
};
|
||||
|
||||
ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
expect(() => ctx.tryCommit("player1", "test")).toThrow("unexpected");
|
||||
});
|
||||
|
||||
it("should pass validator return value to promise resolver", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (a: number, b: number) => a + b;
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
ctx.tryCommit("player1", 2, 3);
|
||||
await expect(promise).resolves.toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe("cancel", () => {
|
||||
it("should reject promise with default message", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
ctx.cancel("player1");
|
||||
|
||||
const result = await Promise.allSettled([promise]);
|
||||
expect(result[0].status).toBe("rejected");
|
||||
expect((result[0] as PromiseRejectedResult).reason).toBe(
|
||||
"Prompt Cancelled",
|
||||
);
|
||||
});
|
||||
|
||||
it("should reject promise with custom reason", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
ctx.cancel("player1", "Custom cancel reason");
|
||||
|
||||
const result = await Promise.allSettled([promise]);
|
||||
expect(result[0].status).toBe("rejected");
|
||||
expect((result[0] as PromiseRejectedResult).reason).toBe(
|
||||
"Custom cancel reason",
|
||||
);
|
||||
});
|
||||
|
||||
it("should do nothing when no prompt exists for player", () => {
|
||||
const ctx = createPromptContext();
|
||||
ctx.cancel("nonexistent");
|
||||
});
|
||||
|
||||
it("should only cancel prompt for specific player", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
|
||||
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player2");
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
ctx.cancel("player1");
|
||||
ctx.tryCommit("player2", "test");
|
||||
|
||||
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
|
||||
expect(result1.status).toBe("rejected");
|
||||
expect((result1 as PromiseRejectedResult).reason).toBe(
|
||||
"Prompt Cancelled",
|
||||
);
|
||||
|
||||
expect(result2.status).toBe("fulfilled");
|
||||
});
|
||||
});
|
||||
|
||||
describe("handleCall", () => {
|
||||
it("should be a middleware chain that can be extended", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
let middlewareCalled = false;
|
||||
ctx.handleCall.use(async (call, next) => {
|
||||
middlewareCalled = true;
|
||||
return next();
|
||||
});
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator);
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
expect(middlewareCalled).toBe(true);
|
||||
ctx.tryCommit("global", "test");
|
||||
await expect(promise).resolves.toBe("test");
|
||||
});
|
||||
|
||||
it("should remove prompt from map after resolution", async () => {
|
||||
const ctx = createPromptContext();
|
||||
const validator = (value: string) => value;
|
||||
|
||||
const promise = ctx.prompt({ schema: mockSchema }, validator);
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
ctx.tryCommit("global", "test");
|
||||
await promise;
|
||||
|
||||
const result = ctx.tryCommit("global", "another");
|
||||
expect(result).toEqual({ ok: false, reason: "No Prompt" });
|
||||
});
|
||||
});
|
||||
});
|
||||
+513
-454
File diff suppressed because it is too large
Load Diff
+141
-139
@@ -1,174 +1,176 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { parseCommand, type Command } from '@/utils/command';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { parseCommand, type Command } from "@/utils/command";
|
||||
|
||||
describe('parseCommand', () => {
|
||||
it('should parse empty string', () => {
|
||||
const result = parseCommand('');
|
||||
expect(result).toEqual({
|
||||
name: '',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: []
|
||||
});
|
||||
describe("parseCommand", () => {
|
||||
it("should parse empty string", () => {
|
||||
const result = parseCommand("");
|
||||
expect(result).toEqual({
|
||||
name: "",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command name only', () => {
|
||||
const result = parseCommand('move');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: []
|
||||
});
|
||||
it("should parse command name only", () => {
|
||||
const result = parseCommand("move");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with params', () => {
|
||||
const result = parseCommand('move meeple1 region1');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['meeple1', 'region1']
|
||||
});
|
||||
it("should parse command with params", () => {
|
||||
const result = parseCommand("move meeple1 region1");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["meeple1", "region1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with long flags', () => {
|
||||
const result = parseCommand('move meeple1 --force --quiet');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { force: true, quiet: true },
|
||||
options: {},
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with long flags", () => {
|
||||
const result = parseCommand("move meeple1 --force --quiet");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { force: true, quiet: true },
|
||||
options: {},
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with short flags', () => {
|
||||
const result = parseCommand('move meeple1 -f -q');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { f: true, q: true },
|
||||
options: {},
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with short flags", () => {
|
||||
const result = parseCommand("move meeple1 -f -q");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { f: true, q: true },
|
||||
options: {},
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with long options', () => {
|
||||
const result = parseCommand('move meeple1 --x 10 --y 20');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: { x: '10', y: '20' },
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with long options", () => {
|
||||
const result = parseCommand("move meeple1 --x 10 --y 20");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: { x: "10", y: "20" },
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with short options', () => {
|
||||
const result = parseCommand('move meeple1 -x 10 -y 20');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: {},
|
||||
options: { x: '10', y: '20' },
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should parse command with short options", () => {
|
||||
const result = parseCommand("move meeple1 -x 10 -y 20");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: {},
|
||||
options: { x: "10", y: "20" },
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse command with mixed flags和选项', () => {
|
||||
const result = parseCommand('move meeple1 region1 --force -x 10 -q');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { force: true, q: true },
|
||||
options: { x: '10' },
|
||||
params: ['meeple1', 'region1']
|
||||
});
|
||||
it("should parse command with mixed flags和选项", () => {
|
||||
const result = parseCommand("move meeple1 region1 --force -x 10 -q");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { force: true, q: true },
|
||||
options: { x: "10" },
|
||||
params: ["meeple1", "region1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle extra whitespace', () => {
|
||||
const result = parseCommand(' move meeple1 --force ');
|
||||
expect(result).toEqual({
|
||||
name: 'move',
|
||||
flags: { force: true },
|
||||
options: {},
|
||||
params: ['meeple1']
|
||||
});
|
||||
it("should handle extra whitespace", () => {
|
||||
const result = parseCommand(" move meeple1 --force ");
|
||||
expect(result).toEqual({
|
||||
name: "move",
|
||||
flags: { force: true },
|
||||
options: {},
|
||||
params: ["meeple1"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse complex command', () => {
|
||||
const result = parseCommand('place meeple1 board --x 5 --y 3 --rotate 90 --force');
|
||||
expect(result).toEqual({
|
||||
name: 'place',
|
||||
flags: { force: true },
|
||||
options: { x: '5', y: '3', rotate: '90' },
|
||||
params: ['meeple1', 'board']
|
||||
});
|
||||
it("should parse complex command", () => {
|
||||
const result = parseCommand(
|
||||
"place meeple1 board --x 5 --y 3 --rotate 90 --force",
|
||||
);
|
||||
expect(result).toEqual({
|
||||
name: "place",
|
||||
flags: { force: true },
|
||||
options: { x: "5", y: "3", rotate: "90" },
|
||||
params: ["meeple1", "board"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should treat negative number as option value', () => {
|
||||
const result = parseCommand('set --value -10');
|
||||
expect(result).toEqual({
|
||||
name: 'set',
|
||||
flags: {},
|
||||
options: { value: '-10' },
|
||||
params: []
|
||||
});
|
||||
it("should treat negative number as option value", () => {
|
||||
const result = parseCommand("set --value -10");
|
||||
expect(result).toEqual({
|
||||
name: "set",
|
||||
flags: {},
|
||||
options: { value: "-10" },
|
||||
params: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse quoted string with double quotes', () => {
|
||||
const result = parseCommand('place tile "large castle" --x 5');
|
||||
expect(result).toEqual({
|
||||
name: 'place',
|
||||
flags: {},
|
||||
options: { x: '5' },
|
||||
params: ['tile', 'large castle']
|
||||
});
|
||||
it("should parse quoted string with double quotes", () => {
|
||||
const result = parseCommand('place tile "large castle" --x 5');
|
||||
expect(result).toEqual({
|
||||
name: "place",
|
||||
flags: {},
|
||||
options: { x: "5" },
|
||||
params: ["tile", "large castle"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse quoted string with single quotes', () => {
|
||||
const result = parseCommand("place tile 'large castle' --x 5");
|
||||
expect(result).toEqual({
|
||||
name: 'place',
|
||||
flags: {},
|
||||
options: { x: '5' },
|
||||
params: ['tile', 'large castle']
|
||||
});
|
||||
it("should parse quoted string with single quotes", () => {
|
||||
const result = parseCommand("place tile 'large castle' --x 5");
|
||||
expect(result).toEqual({
|
||||
name: "place",
|
||||
flags: {},
|
||||
options: { x: "5" },
|
||||
params: ["tile", "large castle"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle escaped quotes', () => {
|
||||
const result = parseCommand('say "hello \\"world\\""');
|
||||
expect(result).toEqual({
|
||||
name: 'say',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['hello "world"']
|
||||
});
|
||||
it("should handle escaped quotes", () => {
|
||||
const result = parseCommand('say "hello \\"world\\""');
|
||||
expect(result).toEqual({
|
||||
name: "say",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['hello "world"'],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle escaped backslash', () => {
|
||||
const result = parseCommand('set path "C:\\\\Users"');
|
||||
expect(result).toEqual({
|
||||
name: 'set',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ['path', 'C:\\Users']
|
||||
});
|
||||
it("should handle escaped backslash", () => {
|
||||
const result = parseCommand('set path "C:\\\\Users"');
|
||||
expect(result).toEqual({
|
||||
name: "set",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["path", "C:\\Users"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle mixed quotes', () => {
|
||||
const result = parseCommand('cmd "hello world" \'foo bar\' --flag');
|
||||
expect(result).toEqual({
|
||||
name: 'cmd',
|
||||
flags: { flag: true },
|
||||
options: {},
|
||||
params: ['hello world', 'foo bar']
|
||||
});
|
||||
it("should handle mixed quotes", () => {
|
||||
const result = parseCommand("cmd \"hello world\" 'foo bar' --flag");
|
||||
expect(result).toEqual({
|
||||
name: "cmd",
|
||||
flags: { flag: true },
|
||||
options: {},
|
||||
params: ["hello world", "foo bar"],
|
||||
});
|
||||
});
|
||||
|
||||
it('should handle quote in middle of argument', () => {
|
||||
const result = parseCommand('cmd "hello\'s world"');
|
||||
expect(result).toEqual({
|
||||
name: 'cmd',
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["hello's world"]
|
||||
});
|
||||
it("should handle quote in middle of argument", () => {
|
||||
const result = parseCommand('cmd "hello\'s world"');
|
||||
expect(result).toEqual({
|
||||
name: "cmd",
|
||||
flags: {},
|
||||
options: {},
|
||||
params: ["hello's world"],
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,445 @@
|
||||
import { describe, it, expect } from "vitest";
|
||||
import {
|
||||
createMiddlewareChain,
|
||||
type MiddlewareChain,
|
||||
} from "@/utils/middleware";
|
||||
|
||||
describe("createMiddlewareChain", () => {
|
||||
describe("basic execution", () => {
|
||||
it("should return context when no middlewares and no fallback", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
const result = await chain.execute({ value: 42 });
|
||||
|
||||
expect(result).toEqual({ value: 42 });
|
||||
});
|
||||
|
||||
it("should call fallback when no middlewares", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }, string>(
|
||||
async (ctx) => `value is ${ctx.value}`,
|
||||
);
|
||||
const result = await chain.execute({ value: 42 });
|
||||
|
||||
expect(result).toBe("value is 42");
|
||||
});
|
||||
|
||||
it("should pass context to fallback", async () => {
|
||||
const chain = createMiddlewareChain<{ a: number; b: number }, number>(
|
||||
async (ctx) => ctx.a + ctx.b,
|
||||
);
|
||||
const result = await chain.execute({ a: 3, b: 7 });
|
||||
|
||||
expect(result).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe("single middleware", () => {
|
||||
it("should execute a single middleware", async () => {
|
||||
const chain = createMiddlewareChain<{ count: number }>();
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.count *= 2;
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ count: 5 });
|
||||
|
||||
expect(result.count).toBe(10);
|
||||
});
|
||||
|
||||
it("should allow middleware to modify return value", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||
async (ctx) => ctx.value,
|
||||
);
|
||||
chain.use(async (ctx, next) => {
|
||||
const result = await next();
|
||||
return result * 2;
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 21 });
|
||||
|
||||
expect(result).toBe(42);
|
||||
});
|
||||
|
||||
it("should allow middleware to short-circuit without calling next", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
chain.use(async (_ctx, _next) => {
|
||||
return { value: 999 };
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 1 });
|
||||
|
||||
expect(result.value).toBe(999);
|
||||
});
|
||||
});
|
||||
|
||||
describe("multiple middlewares", () => {
|
||||
it("should execute middlewares in order", async () => {
|
||||
const order: number[] = [];
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
order.push(1);
|
||||
const result = await next();
|
||||
order.push(4);
|
||||
return result;
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
order.push(2);
|
||||
const result = await next();
|
||||
order.push(3);
|
||||
return result;
|
||||
});
|
||||
|
||||
await chain.execute({ value: 0 });
|
||||
|
||||
expect(order).toEqual([1, 2, 3, 4]);
|
||||
});
|
||||
|
||||
it("should accumulate modifications through the chain", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.value += 1;
|
||||
return next();
|
||||
});
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.value *= 2;
|
||||
return next();
|
||||
});
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.value += 3;
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
expect(result.value).toBe(5);
|
||||
});
|
||||
|
||||
it("should allow middleware to modify result on the way back", async () => {
|
||||
const chain = createMiddlewareChain<{ base: number }, number>(
|
||||
async (ctx) => ctx.base,
|
||||
);
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
const result = await next();
|
||||
return result + 10;
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
const result = await next();
|
||||
return result * 2;
|
||||
});
|
||||
|
||||
const result = await chain.execute({ base: 5 });
|
||||
|
||||
expect(result).toBe(20);
|
||||
});
|
||||
|
||||
it("should allow middleware to short-circuit in the middle", async () => {
|
||||
const executed: number[] = [];
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
executed.push(1);
|
||||
return next();
|
||||
});
|
||||
chain.use(async () => {
|
||||
executed.push(2);
|
||||
return { value: -1 };
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
executed.push(3);
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 100 });
|
||||
|
||||
expect(result.value).toBe(-1);
|
||||
expect(executed).toEqual([1, 2]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("nested next calls", () => {
|
||||
it("should advance index on each next call, skipping remaining middlewares", async () => {
|
||||
const chain = createMiddlewareChain<{ counter: number }>();
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
await next();
|
||||
await next();
|
||||
return undefined as unknown as { counter: number };
|
||||
});
|
||||
|
||||
const result = await chain.execute({ counter: 0 });
|
||||
|
||||
expect(result).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should allow middleware to call next conditionally", async () => {
|
||||
const chain = createMiddlewareChain<{ skip: boolean; value: number }>();
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
if (ctx.skip) {
|
||||
return { skip: ctx.skip, value: -1 };
|
||||
}
|
||||
return next();
|
||||
});
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.value += 10;
|
||||
return next();
|
||||
});
|
||||
|
||||
const resultA = await chain.execute({ skip: true, value: 0 });
|
||||
const resultB = await chain.execute({ skip: false, value: 0 });
|
||||
|
||||
expect(resultA.value).toBe(-1);
|
||||
expect(resultB.value).toBe(10);
|
||||
});
|
||||
|
||||
it("should handle middleware that awaits next multiple times with a fallback", async () => {
|
||||
const log: string[] = [];
|
||||
const chain = createMiddlewareChain<{ value: number }, string[]>(
|
||||
async (_ctx) => log,
|
||||
);
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
log.push("before");
|
||||
await next();
|
||||
log.push("after-first");
|
||||
await next();
|
||||
log.push("after-second");
|
||||
return log;
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
log.push("mw2");
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
expect(result).toEqual(["before", "mw2", "after-first", "after-second"]);
|
||||
});
|
||||
|
||||
it("should return fallback result on second next call when no more middlewares remain", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||
async (ctx) => ctx.value * 10,
|
||||
);
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
await next();
|
||||
return await next();
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 5 });
|
||||
|
||||
expect(result).toBe(50);
|
||||
});
|
||||
|
||||
it("should return fallback result on second next call when no more middlewares remain", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||
async (ctx) => ctx.value * 10,
|
||||
);
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
await next();
|
||||
return await next();
|
||||
});
|
||||
chain.use(async (_ctx, next) => {
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 5 });
|
||||
|
||||
expect(result).toBe(50);
|
||||
});
|
||||
});
|
||||
|
||||
describe("async behavior", () => {
|
||||
it("should handle async middlewares", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||
ctx.value += 1;
|
||||
return next();
|
||||
});
|
||||
chain.use(async (ctx, next) => {
|
||||
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||
ctx.value += 2;
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
expect(result.value).toBe(3);
|
||||
});
|
||||
|
||||
it("should handle async fallback", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||
async (ctx) => {
|
||||
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||
return ctx.value * 10;
|
||||
},
|
||||
);
|
||||
|
||||
const result = await chain.execute({ value: 5 });
|
||||
|
||||
expect(result).toBe(50);
|
||||
});
|
||||
});
|
||||
|
||||
describe("error handling", () => {
|
||||
it("should propagate errors from middleware", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async () => {
|
||||
throw new Error("middleware error");
|
||||
});
|
||||
|
||||
await expect(chain.execute({ value: 1 })).rejects.toThrow(
|
||||
"middleware error",
|
||||
);
|
||||
});
|
||||
|
||||
it("should propagate errors from fallback", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }, number>(
|
||||
async () => {
|
||||
throw new Error("fallback error");
|
||||
},
|
||||
);
|
||||
|
||||
await expect(chain.execute({ value: 1 })).rejects.toThrow(
|
||||
"fallback error",
|
||||
);
|
||||
});
|
||||
|
||||
it("should allow middleware to catch errors from downstream", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
try {
|
||||
return await next();
|
||||
} catch {
|
||||
return { value: -1 };
|
||||
}
|
||||
});
|
||||
chain.use(async () => {
|
||||
throw new Error("downstream error");
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 1 });
|
||||
|
||||
expect(result.value).toBe(-1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("return type override", () => {
|
||||
it("should support different TReturn type than TContext", async () => {
|
||||
const chain = createMiddlewareChain<{ name: string }, string>(
|
||||
async (ctx) => `Hello, ${ctx.name}!`,
|
||||
);
|
||||
|
||||
const result = await chain.execute({ name: "World" });
|
||||
|
||||
expect(result).toBe("Hello, World!");
|
||||
});
|
||||
|
||||
it("should allow middleware to transform return type", async () => {
|
||||
const chain = createMiddlewareChain<{ items: number[] }, number>(
|
||||
async (ctx) => ctx.items.reduce((a, b) => a + b, 0),
|
||||
);
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
const sum = await next();
|
||||
return sum * 2;
|
||||
});
|
||||
|
||||
const result = await chain.execute({ items: [1, 2, 3] });
|
||||
|
||||
expect(result).toBe(12);
|
||||
});
|
||||
});
|
||||
|
||||
describe("reusability", () => {
|
||||
it("should reset index on each execute call", async () => {
|
||||
const chain = createMiddlewareChain<{ count: number }>();
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.count += 1;
|
||||
return next();
|
||||
});
|
||||
|
||||
const resultA = await chain.execute({ count: 0 });
|
||||
const resultB = await chain.execute({ count: 0 });
|
||||
|
||||
expect(resultA.count).toBe(1);
|
||||
expect(resultB.count).toBe(1);
|
||||
});
|
||||
|
||||
it("should share middlewares across execute calls", async () => {
|
||||
const chain = createMiddlewareChain<{ log: string[] }>();
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.log.push("always");
|
||||
return next();
|
||||
});
|
||||
|
||||
await chain.execute({ log: [] });
|
||||
await chain.execute({ log: [] });
|
||||
|
||||
expect(chain).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe("edge cases", () => {
|
||||
it("should handle empty context object", async () => {
|
||||
const chain = createMiddlewareChain<Record<string, never>>();
|
||||
const result = await chain.execute({});
|
||||
|
||||
expect(result).toEqual({});
|
||||
});
|
||||
|
||||
it("should handle middleware that returns a completely different object", async () => {
|
||||
const chain = createMiddlewareChain<{ x: number }, { y: string }>(
|
||||
async () => ({ y: "default" }),
|
||||
);
|
||||
|
||||
chain.use(async (_ctx, next) => {
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ x: 42 });
|
||||
|
||||
expect(result).toEqual({ y: "default" });
|
||||
});
|
||||
|
||||
it("should handle middleware that mutates context without returning", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>(
|
||||
async (ctx) => ctx,
|
||||
);
|
||||
|
||||
chain.use(async (ctx, next) => {
|
||||
ctx.value = 100;
|
||||
return next();
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
expect(result.value).toBe(100);
|
||||
});
|
||||
|
||||
it("should return undefined when middleware does not call next or return", async () => {
|
||||
const chain = createMiddlewareChain<{ value: number }>();
|
||||
|
||||
chain.use(async (ctx) => {
|
||||
ctx.value = 100;
|
||||
return undefined as unknown as { value: number };
|
||||
});
|
||||
|
||||
const result = await chain.execute({ value: 0 });
|
||||
|
||||
expect(result).toBeUndefined();
|
||||
});
|
||||
});
|
||||
});
|
||||
+7
-5
@@ -5,18 +5,20 @@
|
||||
"lib": ["ES2020"],
|
||||
"moduleResolution": "bundler",
|
||||
"strict": true,
|
||||
"types": ["node"],
|
||||
"esModuleInterop": true,
|
||||
"skipLibCheck": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src",
|
||||
|
||||
"rootDir": ".",
|
||||
"baseUrl": ".",
|
||||
"paths": {
|
||||
"@/*": ["src/*"]
|
||||
}
|
||||
"@/*": ["src/*"],
|
||||
},
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "tests"]
|
||||
"include": ["src/**/*", "tests/**/*", "*.config.ts"],
|
||||
"exclude": ["node_modules", "dist"],
|
||||
}
|
||||
|
||||
+8
-8
@@ -1,20 +1,20 @@
|
||||
import { defineConfig } from 'tsup';
|
||||
import { fileURLToPath } from 'url';
|
||||
import { csvLoader } from 'inline-schema/csv-loader/rollup';
|
||||
import { defineConfig } from "tsup";
|
||||
import { fileURLToPath } from "url";
|
||||
import { csvLoader } from "inline-schema/csv-loader/rollup";
|
||||
|
||||
const srcDir = fileURLToPath(new URL('./src', import.meta.url));
|
||||
const srcDir = fileURLToPath(new URL("./src", import.meta.url));
|
||||
|
||||
export default defineConfig({
|
||||
entry: ['src/index.ts'],
|
||||
format: ['esm'],
|
||||
entry: ["src/index.ts"],
|
||||
format: ["esm"],
|
||||
dts: true,
|
||||
clean: true,
|
||||
sourcemap: true,
|
||||
external: ['@preact/signals-core', 'mutative', 'inline-schema'],
|
||||
external: ["@preact/signals-core", "mutative", "inline-schema"],
|
||||
plugins: [csvLoader()],
|
||||
esbuildOptions(options) {
|
||||
options.alias = {
|
||||
'@': srcDir,
|
||||
"@": srcDir,
|
||||
};
|
||||
},
|
||||
});
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user