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e3014e47a8 |
@@ -36,15 +36,36 @@ Run tests matching a name: `npx vitest run -t "should create"`
|
||||
|
||||
```
|
||||
src/
|
||||
core/ # game.ts, game-host.ts, part.ts, part-factory.ts, region.ts
|
||||
samples/ # tic-tac-toe.ts, boop/, onitama/, regicide/, slay-the-spire-like/
|
||||
utils/ # mutable-signal.ts, rng.ts, async-queue.ts, command/ (8 files)
|
||||
index.ts # barrel export
|
||||
global.d.ts # *.yarnproject module declaration
|
||||
tests/ # mirrors src/ with *.test.ts
|
||||
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/utils/command/` is a directory: types.ts, command-parse.ts, command-registry.ts, command-runner.ts, command-validate.ts, command-apply.ts, schema-parse.ts, index.ts.
|
||||
`src/global.d.ts` — `*.yarnproject` module declaration.
|
||||
|
||||
`testsgames/` and `testsrules/` — empty directories (reserved).
|
||||
|
||||
## Samples Build
|
||||
|
||||
|
||||
Generated
+18
@@ -10,6 +10,7 @@
|
||||
"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",
|
||||
@@ -958,6 +959,16 @@
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/@types/node": {
|
||||
"version": "25.6.0",
|
||||
"resolved": "https://registry.npmjs.org/@types/node/-/node-25.6.0.tgz",
|
||||
"integrity": "sha512-+qIYRKdNYJwY3vRCZMdJbPLJAtGjQBudzZzdzwQYkEPQd+PJGixUL5QfvCLDaULoLv+RhT3LDkwEfKaAkgSmNQ==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"undici-types": "~7.19.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@vitest/expect": {
|
||||
"version": "1.6.1",
|
||||
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-1.6.1.tgz",
|
||||
@@ -2469,6 +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",
|
||||
|
||||
+2
-1
@@ -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"
|
||||
@@ -30,6 +30,7 @@
|
||||
},
|
||||
"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",
|
||||
|
||||
@@ -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);
|
||||
});
|
||||
}
|
||||
}
|
||||
+37
-93
@@ -1,95 +1,39 @@
|
||||
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> {
|
||||
export class GameHost<
|
||||
TState extends Record<string, unknown>,
|
||||
TResult = unknown,
|
||||
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
|
||||
> {
|
||||
readonly state: ReadonlySignal<TState>;
|
||||
readonly status: ReadonlySignal<GameHostStatus>;
|
||||
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
|
||||
readonly activePromptPlayer: ReadonlySignal<string | null>;
|
||||
readonly activePromptHint: ReadonlySignal<string | null>;
|
||||
readonly prompts: PromptContext;
|
||||
|
||||
private _context: IGameContext<TState>;
|
||||
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
|
||||
private _status: Signal<GameHostStatus>;
|
||||
private _activePromptSchema: Signal<CommandSchema | null>;
|
||||
private _activePromptPlayer: Signal<string | null>;
|
||||
private _activePromptHint: Signal<string | null>;
|
||||
private _createInitialState: () => TState;
|
||||
private _eventListeners: Map<'start' | 'dispose', Set<() => void>>;
|
||||
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
|
||||
private _isDisposed = false;
|
||||
|
||||
constructor(
|
||||
registry: CommandRegistry<IGameContext<TState>>,
|
||||
createInitialState: () => TState,
|
||||
start: (ctx: IGameContext<TState>) => Promise<TResult>
|
||||
) {
|
||||
constructor(public readonly gameModule: TModule) {
|
||||
const { createInitialState, start } = gameModule;
|
||||
this._createInitialState = createInitialState;
|
||||
this._eventListeners = new Map();
|
||||
|
||||
this.prompts = createPromptContext();
|
||||
const initialState = createInitialState();
|
||||
this._context = createGameContext(registry, initialState);
|
||||
this._context = createGameContext(this.prompts, initialState);
|
||||
this._start = start;
|
||||
this.state = this._context._state;
|
||||
|
||||
this._status = new Signal<GameHostStatus>('created');
|
||||
this._status = new Signal<GameHostStatus>("created");
|
||||
this.status = this._status;
|
||||
|
||||
this._activePromptSchema = new Signal<CommandSchema | null>(null);
|
||||
this.activePromptSchema = this._activePromptSchema;
|
||||
|
||||
this._activePromptPlayer = new Signal<string | null>(null);
|
||||
this.activePromptPlayer = this._activePromptPlayer;
|
||||
|
||||
this._activePromptHint = new Signal<string | null>(null);
|
||||
this.activePromptHint = this._activePromptHint;
|
||||
|
||||
this._setupPromptTracking();
|
||||
}
|
||||
|
||||
private _setupPromptTracking() {
|
||||
let currentPromptEvent: PromptEvent | null = null;
|
||||
|
||||
this._context._commands.on('prompt', (e) => {
|
||||
currentPromptEvent = e as PromptEvent;
|
||||
this._activePromptSchema.value = currentPromptEvent.schema;
|
||||
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
|
||||
this._activePromptHint.value = currentPromptEvent.hintText || null;
|
||||
});
|
||||
|
||||
this._context._commands.on('promptEnd', () => {
|
||||
currentPromptEvent = null;
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
});
|
||||
|
||||
// Initial state
|
||||
this._activePromptSchema.value = null;
|
||||
this._activePromptPlayer.value = null;
|
||||
this._activePromptHint.value = null;
|
||||
}
|
||||
|
||||
tryInput(input: string): string | null {
|
||||
if (this._isDisposed) {
|
||||
return 'GameHost is disposed';
|
||||
}
|
||||
return this._context._commands._tryCommit(input);
|
||||
}
|
||||
|
||||
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs){
|
||||
return this._context._commands._tryCommit({
|
||||
name: def.schema.name,
|
||||
params: args,
|
||||
options: {},
|
||||
flags: {}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -110,10 +54,10 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
|
||||
start(seed?: number): Promise<TResult> {
|
||||
if (this._isDisposed) {
|
||||
throw new Error('GameHost is disposed');
|
||||
throw new Error("GameHost is disposed");
|
||||
}
|
||||
|
||||
this._context._commands._cancel();
|
||||
this.prompts.reset();
|
||||
|
||||
const initialState = this._createInitialState();
|
||||
this._context._state.value = initialState as any;
|
||||
@@ -122,8 +66,8 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
this._context._rng.setSeed(seed);
|
||||
const promise = this._start(this._context);
|
||||
|
||||
this._status.value = 'running';
|
||||
this._emitEvent('start');
|
||||
this._status.value = "running";
|
||||
this._emitEvent("start");
|
||||
|
||||
return promise;
|
||||
}
|
||||
@@ -134,15 +78,15 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
}
|
||||
|
||||
this._isDisposed = true;
|
||||
this._context._commands._cancel();
|
||||
this._status.value = 'disposed';
|
||||
this.prompts.reset();
|
||||
this._status.value = "disposed";
|
||||
|
||||
// Emit dispose event BEFORE clearing listeners
|
||||
this._emitEvent('dispose');
|
||||
this._emitEvent("dispose");
|
||||
this._eventListeners.clear();
|
||||
}
|
||||
|
||||
on(event: 'start' | 'dispose', listener: () => void): () => void {
|
||||
on(event: "start" | "dispose", listener: () => void): () => void {
|
||||
if (!this._eventListeners.has(event)) {
|
||||
this._eventListeners.set(event, new Set());
|
||||
}
|
||||
@@ -153,7 +97,7 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
};
|
||||
}
|
||||
|
||||
private _emitEvent(event: 'start' | 'dispose') {
|
||||
private _emitEvent(event: "start" | "dispose") {
|
||||
const listeners = this._eventListeners.get(event);
|
||||
if (listeners) {
|
||||
for (const listener of listeners) {
|
||||
@@ -163,18 +107,18 @@ export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
|
||||
}
|
||||
}
|
||||
|
||||
export type GameModule<TState extends Record<string, unknown>, TResult=unknown> = {
|
||||
registry?: CommandRegistry<IGameContext<TState>>;
|
||||
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);
|
||||
}
|
||||
|
||||
+30
-46
@@ -1,37 +1,37 @@
|
||||
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> = {} > {
|
||||
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>;
|
||||
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;
|
||||
}
|
||||
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 stateValue =
|
||||
typeof initialState === "function"
|
||||
? initialState()
|
||||
: (initialState ?? ({} as TState));
|
||||
const state = mutableSignal(stateValue);
|
||||
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
|
||||
const { prompt } = promptContext;
|
||||
|
||||
const context: IGameContext<TState> = {
|
||||
get value(): TState {
|
||||
@@ -40,41 +40,25 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
|
||||
get rng() {
|
||||
return this._rng;
|
||||
},
|
||||
produce(fn) {
|
||||
produce(fn: (draft: TState) => undefined) {
|
||||
return state.produce(fn);
|
||||
},
|
||||
produceAsync(fn) {
|
||||
produceAsync(fn: (draft: TState) => undefined) {
|
||||
return state.produceAsync(fn);
|
||||
},
|
||||
run<T>(input: string) {
|
||||
return commands.run<T>(input);
|
||||
},
|
||||
runParsed<T>(command: Command) {
|
||||
return commands.runParsed<T>(command);
|
||||
},
|
||||
prompt(def, validator, currentPlayer) {
|
||||
return commands.prompt(def.schema, validator, def.hintText, currentPlayer);
|
||||
},
|
||||
prompt,
|
||||
|
||||
_state: state,
|
||||
_commands: commands,
|
||||
_rng: new Mulberry32RNG(),
|
||||
};
|
||||
|
||||
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
|
||||
|
||||
return context;
|
||||
}
|
||||
|
||||
export type PromptDef<TArgs extends any[]=any[]> = {
|
||||
schema: CommandSchema,
|
||||
export function createPromptDef<TArgs extends any[] = any[]>(
|
||||
schema: CommandSchema | string,
|
||||
hintText?: string,
|
||||
}
|
||||
export function createPromptDef<TArgs extends any[]=any[]>(schema: CommandSchema | string, hintText?: string): PromptDef<TArgs> {
|
||||
schema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
|
||||
): PromptDef<TArgs> {
|
||||
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
|
||||
return { schema, hintText };
|
||||
}
|
||||
|
||||
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
|
||||
return createCommandRegistry<IGameContext<TState>>();
|
||||
}
|
||||
+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];
|
||||
|
||||
Vendored
-5
@@ -1,5 +0,0 @@
|
||||
declare module '*.yarnproject' {
|
||||
import type { LoadResult } from 'yarn-spinner-loader';
|
||||
const result: LoadResult;
|
||||
export default result;
|
||||
}
|
||||
+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";
|
||||
|
||||
@@ -1,75 +1,11 @@
|
||||
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
|
||||
@@ -79,10 +15,11 @@ export async function start(game: BoopGame) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnOutput = await turn(game, currentPlayer);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
|
||||
state.currentPlayer =
|
||||
state.currentPlayer === "white" ? "black" : "white";
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
@@ -91,11 +28,4 @@ export async function start(game: BoopGame) {
|
||||
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 };
|
||||
|
||||
+10
-18
@@ -5,38 +5,30 @@ export type {
|
||||
WinnerType,
|
||||
RegionType,
|
||||
BoopPartMeta,
|
||||
BoopPart
|
||||
} from './types';
|
||||
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';
|
||||
turn as turnCmd,
|
||||
} from "./commands";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
@@ -45,5 +37,5 @@ export {
|
||||
isCellOccupied,
|
||||
getNeighborPositions,
|
||||
findPartInRegion,
|
||||
findPartAtPosition
|
||||
} from './utils';
|
||||
findPartAtPosition,
|
||||
} from "./utils";
|
||||
|
||||
+109
-79
@@ -3,12 +3,9 @@ import {
|
||||
OnitamaState,
|
||||
PlayerType,
|
||||
prompts,
|
||||
initializeCards
|
||||
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
|
||||
@@ -29,8 +26,12 @@ function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
|
||||
/**
|
||||
* 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;
|
||||
function playerHasCard(
|
||||
state: OnitamaState,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
): boolean {
|
||||
const cardList = player === "red" ? state.redCards : state.blackCards;
|
||||
return cardList.includes(cardName);
|
||||
}
|
||||
|
||||
@@ -38,13 +39,17 @@ function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string
|
||||
* 获取卡牌的移动候选项,根据玩家视角进行旋转
|
||||
* 黑方需要将卡牌旋转180度
|
||||
*/
|
||||
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) {
|
||||
export function getCardMoveCandidates(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
player: PlayerType,
|
||||
) {
|
||||
const card = state.cards[cardName];
|
||||
const 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 }));
|
||||
if (player === "black") {
|
||||
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
|
||||
}
|
||||
|
||||
return candidates;
|
||||
@@ -53,7 +58,15 @@ export function getCardMoveCandidates(state: OnitamaState, cardName: string, pla
|
||||
/**
|
||||
* 检查移动是否合法
|
||||
*/
|
||||
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null {
|
||||
export function isValidMove(
|
||||
state: OnitamaState,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
player: PlayerType,
|
||||
): string | null {
|
||||
// 检查玩家是否拥有该卡牌
|
||||
if (!playerHasCard(state, player, cardName)) {
|
||||
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
|
||||
@@ -80,7 +93,7 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
|
||||
|
||||
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
|
||||
const candidates = getCardMoveCandidates(state, cardName, player);
|
||||
const isValid = candidates.some(m => m.dx === dx && m.dy === dy);
|
||||
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
|
||||
if (!isValid) {
|
||||
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
|
||||
}
|
||||
@@ -102,7 +115,15 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
|
||||
/**
|
||||
* 执行移动
|
||||
*/
|
||||
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) {
|
||||
async function move(
|
||||
game: OnitamaGame,
|
||||
player: PlayerType,
|
||||
cardName: string,
|
||||
fromX: number,
|
||||
fromY: number,
|
||||
toX: number,
|
||||
toY: number,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
// 验证移动
|
||||
@@ -113,7 +134,7 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
|
||||
|
||||
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
|
||||
|
||||
await game.produceAsync(state => {
|
||||
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)
|
||||
@@ -127,41 +148,40 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
|
||||
});
|
||||
|
||||
// 交换卡牌
|
||||
await handleSwapCard(game, player, cardName);
|
||||
await swapCard(game, player, cardName);
|
||||
|
||||
return {
|
||||
from: { x: fromX, y: fromY },
|
||||
to: { x: toX, y: toY },
|
||||
card: cardName,
|
||||
captured: capturedPawnId
|
||||
captured: capturedPawnId,
|
||||
};
|
||||
}
|
||||
|
||||
const move = registry.register({
|
||||
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
|
||||
run: handleMove
|
||||
});
|
||||
|
||||
/**
|
||||
* 交换卡牌:将使用的卡牌与备用卡牌交换
|
||||
*/
|
||||
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) {
|
||||
await game.produceAsync(state => {
|
||||
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);
|
||||
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 = state.blackCards.filter((c) => c !== usedCard);
|
||||
state.blackCards.push(spareCard);
|
||||
}
|
||||
|
||||
// 更新卡牌区域
|
||||
usedCardData.regionId = 'spare';
|
||||
usedCardData.regionId = "spare";
|
||||
spareCardData.regionId = player;
|
||||
|
||||
// 更新备用卡牌
|
||||
@@ -169,75 +189,70 @@ async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: s
|
||||
});
|
||||
}
|
||||
|
||||
const swapCard = registry.register({
|
||||
schema: 'swap-card <player> <card:string>',
|
||||
run: handleSwapCard
|
||||
});
|
||||
|
||||
/**
|
||||
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
|
||||
* 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> {
|
||||
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';
|
||||
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';
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (
|
||||
blackMaster &&
|
||||
blackMaster.regionId === "board" &&
|
||||
blackMaster.position[0] === 2 &&
|
||||
blackMaster.position[1] === 0
|
||||
) {
|
||||
return "black";
|
||||
}
|
||||
|
||||
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> {
|
||||
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';
|
||||
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';
|
||||
const blackMaster = state.pawns["black-master"];
|
||||
if (!blackMaster || blackMaster.regionId !== "board") {
|
||||
return "red";
|
||||
}
|
||||
|
||||
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);
|
||||
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
|
||||
const conquestWinner = await checkConquestWin(game);
|
||||
if (conquestWinner) {
|
||||
return conquestWinner;
|
||||
}
|
||||
|
||||
const captureWinner = await handleCheckCaptureWin(game);
|
||||
const captureWinner = await checkCaptureWin(game);
|
||||
if (captureWinner) {
|
||||
return captureWinner;
|
||||
}
|
||||
@@ -245,22 +260,34 @@ async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | 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;
|
||||
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');
|
||||
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) {
|
||||
@@ -294,7 +321,7 @@ export function getAvailableMoves(state: OnitamaState, player: PlayerType): Arra
|
||||
/**
|
||||
* 处理回合
|
||||
*/
|
||||
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
const state = game.value;
|
||||
const availableMoves = getAvailableMoves(state, turnPlayer);
|
||||
|
||||
@@ -313,7 +340,7 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
}
|
||||
return card;
|
||||
},
|
||||
turnPlayer
|
||||
turnPlayer,
|
||||
);
|
||||
|
||||
await swapCard(game, turnPlayer, cardToSwap);
|
||||
@@ -334,19 +361,27 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
|
||||
return { player, card, fromX, fromY, toX, toY };
|
||||
},
|
||||
turnPlayer
|
||||
turnPlayer,
|
||||
);
|
||||
|
||||
await move(game, moveOutput.player, moveOutput.card, moveOutput.fromX, moveOutput.fromY, moveOutput.toX, moveOutput.toY);
|
||||
await move(
|
||||
game,
|
||||
moveOutput.player,
|
||||
moveOutput.card,
|
||||
moveOutput.fromX,
|
||||
moveOutput.fromY,
|
||||
moveOutput.toX,
|
||||
moveOutput.toY,
|
||||
);
|
||||
}
|
||||
|
||||
// 检查胜利
|
||||
const winner = await checkWin(game);
|
||||
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.winner = winner;
|
||||
if (!winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red';
|
||||
state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
|
||||
state.turn++;
|
||||
}
|
||||
});
|
||||
@@ -354,11 +389,6 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
|
||||
return { winner, move: moveOutput };
|
||||
}
|
||||
|
||||
const turn = registry.register({
|
||||
schema: 'turn <player>',
|
||||
run: handleTurn
|
||||
});
|
||||
|
||||
/**
|
||||
* 开始游戏主循环
|
||||
*/
|
||||
|
||||
@@ -1,37 +1,35 @@
|
||||
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) => {
|
||||
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`};
|
||||
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`};
|
||||
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'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算伤害(基础伤害为卡牌面值)
|
||||
@@ -39,24 +37,27 @@ const playCmd = registry.register({
|
||||
let attackReduction = 0;
|
||||
|
||||
// 梅花双倍伤害
|
||||
if (card.suit === 'clubs') {
|
||||
if (card.suit === "clubs") {
|
||||
damage *= 2;
|
||||
}
|
||||
|
||||
// 黑桃降低敌人攻击力
|
||||
if (card.suit === 'spades') {
|
||||
if (card.suit === "spades") {
|
||||
attackReduction = card.value;
|
||||
}
|
||||
|
||||
const enemyHpBefore = state.currentEnemy.hp;
|
||||
|
||||
await game.produce(state => {
|
||||
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);
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
|
||||
// 从手牌移除卡牌
|
||||
@@ -67,15 +68,17 @@ const playCmd = registry.register({
|
||||
}
|
||||
|
||||
// 将卡牌移到弃牌堆
|
||||
state.cards[cardId].regionId = 'discardPile';
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
|
||||
// 红心能力:将弃牌堆洗回酒馆牌堆
|
||||
if (card.suit === 'hearts') {
|
||||
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
|
||||
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.cards[discardId].regionId = "tavernDeck";
|
||||
}
|
||||
state.regions.tavernDeck.childIds.push(...discardIds);
|
||||
state.regions.discardPile.childIds = [state.currentEnemy!.id];
|
||||
@@ -83,7 +86,7 @@ const playCmd = registry.register({
|
||||
}
|
||||
|
||||
// 方块能力:从酒馆牌堆抓牌
|
||||
if (card.suit === 'diamonds') {
|
||||
if (card.suit === "diamonds") {
|
||||
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
|
||||
if (tavernDeckCount > 0) {
|
||||
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
|
||||
@@ -104,29 +107,31 @@ const playCmd = registry.register({
|
||||
enemyHpBefore,
|
||||
enemyHpAfter: game.value.currentEnemy!.hp,
|
||||
enemyDefeated,
|
||||
suitAbility: card.suit
|
||||
}
|
||||
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) => {
|
||||
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'};
|
||||
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`};
|
||||
if (aceCard.rank !== "A") {
|
||||
return { success: false, error: `第一张牌必须是A` };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
@@ -134,36 +139,39 @@ const playWithACmd = registry.register({
|
||||
|
||||
// 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'};
|
||||
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'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
// 计算两张牌的总伤害
|
||||
let totalDamage = aceCard.value + otherCard.value;
|
||||
|
||||
// 如果另一张牌是梅花,双倍伤害
|
||||
if (otherCard.suit === 'clubs') {
|
||||
if (otherCard.suit === "clubs") {
|
||||
totalDamage *= 2;
|
||||
}
|
||||
|
||||
let attackReduction = 0;
|
||||
if (aceCard.suit === 'spades') {
|
||||
if (aceCard.suit === "spades") {
|
||||
attackReduction += aceCard.value;
|
||||
}
|
||||
if (otherCard.suit === 'spades') {
|
||||
if (otherCard.suit === "spades") {
|
||||
attackReduction += otherCard.value;
|
||||
}
|
||||
|
||||
await game.produce(state => {
|
||||
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);
|
||||
state.currentEnemy!.value = Math.max(
|
||||
0,
|
||||
state.currentEnemy!.value - attackReduction,
|
||||
);
|
||||
}
|
||||
|
||||
// 从手牌移除两张牌
|
||||
@@ -174,8 +182,8 @@ const playWithACmd = registry.register({
|
||||
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';
|
||||
state.cards[aceCardId].regionId = "discardPile";
|
||||
state.cards[otherCardId].regionId = "discardPile";
|
||||
});
|
||||
|
||||
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
|
||||
@@ -186,33 +194,31 @@ const playWithACmd = registry.register({
|
||||
damage: totalDamage,
|
||||
attackReduction,
|
||||
enemyHp: state.currentEnemy!.hp,
|
||||
enemyDefeated
|
||||
}
|
||||
enemyDefeated,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 让过(不出牌)
|
||||
*/
|
||||
const passCmd = registry.register({
|
||||
schema: 'pass <player:string>',
|
||||
run: async (game: RegicideGame, player: string) => {
|
||||
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`}};
|
||||
}
|
||||
});
|
||||
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[]) => {
|
||||
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'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const playerKey = player as PlayerType;
|
||||
@@ -221,7 +227,7 @@ const enemyCounterattackCmd = registry.register({
|
||||
// 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`};
|
||||
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -240,19 +246,19 @@ const enemyCounterattackCmd = registry.register({
|
||||
if (totalValue < enemyAttack) {
|
||||
return {
|
||||
success: false,
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
|
||||
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
|
||||
};
|
||||
}
|
||||
|
||||
// 执行弃牌
|
||||
await game.produce(state => {
|
||||
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';
|
||||
state.cards[cardId].regionId = "discardPile";
|
||||
}
|
||||
});
|
||||
|
||||
@@ -261,30 +267,27 @@ const enemyCounterattackCmd = registry.register({
|
||||
result: {
|
||||
discardedCards: discardCards,
|
||||
totalValue,
|
||||
enemyAttack
|
||||
}
|
||||
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) => {
|
||||
async function checkEnemyDefeatedCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
|
||||
if (!state.currentEnemy) {
|
||||
return {success: false, error: '没有活跃的敌人'};
|
||||
return { success: false as const, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
const defeated = state.currentEnemy.hp <= 0;
|
||||
|
||||
if (defeated) {
|
||||
const defeatedEnemy = {...state.currentEnemy};
|
||||
const defeatedEnemy = { ...state.currentEnemy };
|
||||
|
||||
await game.produce(state => {
|
||||
await game.produceAsync((state) => {
|
||||
// 将当前敌人移到弃牌堆
|
||||
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
|
||||
|
||||
@@ -300,20 +303,20 @@ const checkEnemyDefeatedCmd = registry.register({
|
||||
|
||||
// 检查是否胜利(没有更多敌人)
|
||||
if (!game.value.currentEnemy) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
success: true as const,
|
||||
result: {
|
||||
defeated: true,
|
||||
defeatedEnemy,
|
||||
nextEnemy: game.value.currentEnemy,
|
||||
enemiesRemaining: game.value.enemyDeck.length
|
||||
}
|
||||
enemiesRemaining: game.value.enemyDeck.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
@@ -321,27 +324,24 @@ const checkEnemyDefeatedCmd = registry.register({
|
||||
success: true,
|
||||
result: {
|
||||
defeated: false,
|
||||
currentEnemy: {...state.currentEnemy},
|
||||
enemiesRemaining: state.enemyDeck.length
|
||||
}
|
||||
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) => {
|
||||
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 canPlayWithA = playerHand.some((cardId) => {
|
||||
const card = state.cards[cardId];
|
||||
return card && card.rank === 'A' && playerHand.length > 1;
|
||||
return card && card.rank === "A" && playerHand.length > 1;
|
||||
});
|
||||
|
||||
return {
|
||||
@@ -349,27 +349,26 @@ const checkCanPlayCmd = registry.register({
|
||||
result: {
|
||||
canPlay,
|
||||
canPlayWithA,
|
||||
handSize: playerHand.length
|
||||
}
|
||||
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) => {
|
||||
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);
|
||||
const allHandsEmpty = Object.values(state.playerHands).every(
|
||||
(hand) => hand.length === 0,
|
||||
);
|
||||
if (allHandsEmpty) {
|
||||
await game.produce(state => {
|
||||
state.phase = 'defeat';
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "defeat";
|
||||
state.winner = false;
|
||||
});
|
||||
}
|
||||
@@ -379,35 +378,32 @@ const checkTavernDeckCmd = registry.register({
|
||||
success: true,
|
||||
result: {
|
||||
isEmpty,
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length
|
||||
}
|
||||
cardsRemaining: state.regions.tavernDeck.childIds.length,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 下一个玩家回合
|
||||
*/
|
||||
const nextTurnCmd = registry.register({
|
||||
schema: 'next-turn',
|
||||
run: async (game: RegicideGame) => {
|
||||
async function nextTurnCmd(game: RegicideGame) {
|
||||
const state = game.value;
|
||||
await game.produce(state => {
|
||||
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||
await game.produce((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
currentPlayer,
|
||||
currentPlayerIndex: game.value.currentPlayerIndex
|
||||
}
|
||||
currentPlayerIndex: game.value.currentPlayerIndex,
|
||||
},
|
||||
};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export {
|
||||
playCmd as play,
|
||||
|
||||
@@ -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>;
|
||||
|
||||
@@ -12,9 +19,13 @@ 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) {
|
||||
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');
|
||||
throw new Error("玩家数量必须为 1-4 人");
|
||||
}
|
||||
|
||||
if (seed) {
|
||||
@@ -31,7 +42,7 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
|
||||
const tavernDeck = buildTavernDeck(game._rng);
|
||||
|
||||
// 初始化游戏状态
|
||||
await game.produceAsync(state => {
|
||||
await game.produceAsync((state) => {
|
||||
state.cards = allCards;
|
||||
state.playerCount = playerCount;
|
||||
state.currentPlayerIndex = 0;
|
||||
@@ -39,15 +50,15 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
|
||||
|
||||
// 设置酒馆牌堆区域
|
||||
for (const card of tavernDeck) {
|
||||
card.regionId = '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);
|
||||
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
|
||||
|
||||
// 给每个玩家发牌
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const player = players[i];
|
||||
const regionId = getPlayerHandRegionId(player);
|
||||
@@ -78,13 +89,13 @@ export async function start(game: RegicideGame) {
|
||||
|
||||
// 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');
|
||||
throw new Error("请先调用 setupGame 初始化游戏");
|
||||
}
|
||||
|
||||
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
|
||||
|
||||
// 主游戏循环
|
||||
while (state.phase === 'playing') {
|
||||
while (state.phase === "playing") {
|
||||
const currentPlayerIndex = state.currentPlayerIndex;
|
||||
const currentPlayer = players[currentPlayerIndex];
|
||||
|
||||
@@ -92,8 +103,9 @@ export async function start(game: RegicideGame) {
|
||||
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;
|
||||
await game.produceAsync((state) => {
|
||||
state.currentPlayerIndex =
|
||||
(state.currentPlayerIndex + 1) % state.playerCount;
|
||||
});
|
||||
continue;
|
||||
}
|
||||
@@ -113,31 +125,37 @@ export async function start(game: RegicideGame) {
|
||||
/**
|
||||
* 处理完整的玩家回合
|
||||
*/
|
||||
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
|
||||
export async function playTurn(
|
||||
game: RegicideGame,
|
||||
player: PlayerType,
|
||||
action: "play" | "pass",
|
||||
cardId?: string,
|
||||
secondCardId?: string,
|
||||
) {
|
||||
const state = game.value;
|
||||
|
||||
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'};
|
||||
return { success: false, error: "没有活跃的敌人" };
|
||||
}
|
||||
|
||||
let playResult: any;
|
||||
|
||||
// 执行玩家动作
|
||||
if (action === 'play' && cardId) {
|
||||
if (action === "play" && cardId) {
|
||||
// 检查是否是A配合另一张牌
|
||||
const card = state.cards[cardId];
|
||||
if (card.rank === 'A' && secondCardId) {
|
||||
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
||||
if (card.rank === "A" && secondCardId) {
|
||||
playResult = await playWithA(game, player, cardId, secondCardId);
|
||||
} else {
|
||||
playResult = await game.run(`play ${player} ${cardId}`);
|
||||
playResult = await playCmd(game, player, cardId);
|
||||
}
|
||||
} else {
|
||||
// 让过
|
||||
playResult = await game.run(`pass ${player}`);
|
||||
playResult = await pass(game, player);
|
||||
}
|
||||
|
||||
if (!playResult.success) {
|
||||
@@ -145,7 +163,7 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
|
||||
}
|
||||
|
||||
// 检查敌人是否被击败
|
||||
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
||||
const checkResult = await checkEnemy(game);
|
||||
if (!checkResult.success) {
|
||||
return checkResult;
|
||||
}
|
||||
@@ -160,15 +178,19 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
|
||||
enemyDefeated: false,
|
||||
needsDiscard: true,
|
||||
enemyAttack: state.currentEnemy.value,
|
||||
playerHand: state.playerHands[player]
|
||||
}
|
||||
playerHand: state.playerHands[player],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 敌人被击败,检查是否还有更多敌人
|
||||
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
|
||||
await game.produceAsync(state => {
|
||||
state.phase = 'victory';
|
||||
if (
|
||||
state.enemyDeck.length === 0 &&
|
||||
state.currentEnemy &&
|
||||
state.currentEnemy.hp <= 0
|
||||
) {
|
||||
await game.produceAsync((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
return {
|
||||
@@ -176,41 +198,44 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
gameWon: true
|
||||
}
|
||||
gameWon: true,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// 切换到下一个玩家
|
||||
await game.run('next-turn');
|
||||
await nextTurn(game);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
result: {
|
||||
playResult: playResult.result,
|
||||
enemyDefeated: true,
|
||||
nextEnemy: state.currentEnemy
|
||||
}
|
||||
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)}`);
|
||||
|
||||
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';
|
||||
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');
|
||||
await nextTurn(game);
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -223,17 +248,26 @@ export function getGameStatus(game: RegicideGame) {
|
||||
|
||||
return {
|
||||
phase: state.phase,
|
||||
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
|
||||
currentEnemy: state.currentEnemy ? {
|
||||
currentPlayer: ["player1", "player2", "player3", "player4"][
|
||||
state.currentPlayerIndex
|
||||
],
|
||||
currentEnemy: state.currentEnemy
|
||||
? {
|
||||
...state.currentEnemy,
|
||||
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
|
||||
} : null,
|
||||
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])
|
||||
Object.entries(state.playerHands).map(([player, hand]) => [
|
||||
player,
|
||||
hand.length,
|
||||
]),
|
||||
),
|
||||
winner: state.winner
|
||||
winner: state.winner,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -7,8 +7,8 @@ export type {
|
||||
RegicideCardMeta,
|
||||
RegicideCard,
|
||||
Enemy,
|
||||
GamePhase
|
||||
} from './types';
|
||||
GamePhase,
|
||||
} from "./types";
|
||||
|
||||
// Constants
|
||||
export {
|
||||
@@ -18,21 +18,17 @@ export {
|
||||
ALL_SUITS,
|
||||
ALL_RANKS,
|
||||
FACE_CARDS,
|
||||
NUMBER_CARDS
|
||||
} from './constants';
|
||||
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,
|
||||
@@ -41,7 +37,7 @@ export {
|
||||
checkCanPlay as checkCanPlayCmd,
|
||||
checkTavernDeck as checkTavernDeckCmd,
|
||||
nextTurn as nextTurnCmd,
|
||||
} from './commands';
|
||||
} from "./commands";
|
||||
|
||||
// Game
|
||||
export {
|
||||
@@ -50,8 +46,8 @@ export {
|
||||
playTurn,
|
||||
handleCounterattack,
|
||||
getGameStatus,
|
||||
type RegicideGame
|
||||
} from './game';
|
||||
type RegicideGame,
|
||||
} from "./game";
|
||||
|
||||
// Utils
|
||||
export {
|
||||
@@ -63,5 +59,5 @@ export {
|
||||
buildTavernDeck,
|
||||
drawFromDeck,
|
||||
isEnemyDefeated,
|
||||
getPlayerHandRegionId
|
||||
} from './utils';
|
||||
getPlayerHandRegionId,
|
||||
} from "./utils";
|
||||
|
||||
@@ -1,102 +1,68 @@
|
||||
# slay-the-spire-like
|
||||
# AGENTS.md - slay-the-spire-like
|
||||
|
||||
A Slay the Spire + Backpack Heroes hybrid roguelike sample. Players explore a point-crawl map, manage a tetris-style grid inventory, and fight enemies using cards generated from their equipment.
|
||||
Roguelike deckbuilder combining Slay the Spire combat with Backpack Hero grid inventory.
|
||||
|
||||
## Game Design Docs
|
||||
## Architecture
|
||||
|
||||
Design docs are in the markdown files at this level:
|
||||
- `01-overview.md` — core game concept, zones, encounter structure, combat rules, buff/debuff system
|
||||
- `02-fighter.md` — Fighter class items (weapons, armor, tools, consumables, relics)
|
||||
- `03-desert.md` — Desert zone enemies (minions, elites, boss)
|
||||
- `data/rules.md` — combat state machine, turn order, effect timing rules
|
||||
Three-layer design: **system** (content-agnostic) → **data** (CSV content) → **dialogues** (Yarn Spinner).
|
||||
|
||||
## Module Structure
|
||||
### System Layer (`system/`)
|
||||
|
||||
This is **not** a `GameModule` yet — there is no `createInitialState`/`start`/`registry` wired up to `createGameHost`. The code is a library of subsystems that can be composed into a game module.
|
||||
| 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` |
|
||||
|
||||
### Subsystems
|
||||
### Data Layer (`data/desert/`)
|
||||
|
||||
| Directory | Purpose | Key exports |
|
||||
|-----------|---------|-------------|
|
||||
| `progress/` | Run state, player HP/gold, inventory management, map progression | `createRunState`, `moveToNode`, `resolveEncounter`, `damagePlayer`, `healPlayer`, `addItemFromCsv`, `removeItem`, `getReachableChildren` |
|
||||
| `map/` | Point-crawl map generation and traversal | `generatePointCrawlMap`, `getNode`, `getChildren`, `getParents`, `hasPath`, `findAllPaths` |
|
||||
| `grid-inventory/` | Tetris-style grid placement (place, move, rotate, flip items) | `createGridInventory`, `placeItem`, `removeItem`, `moveItem`, `rotateItem`, `flipItem`, `validatePlacement`, `getAdjacentItems` |
|
||||
| `deck/` | Card/deck system (draw pile, hand, discard, exhaust) | `generateDeckFromInventory`, `createStatusCard`, `createDeckRegions`, `createPlayerDeck` |
|
||||
| `data/` | CSV game data loaded via `inline-schema/csv-loader`. `.d.ts` files are auto-generated by the csv-loader plugin — do not edit by hand. | `heroItemFighter1Data`, `encounterDesertData`, `enemyDesertData`, `enemyIntentDesertData`, `effectDesertData`, `statusCardDesertData` |
|
||||
| `dialogue/` | Yarn Spinner dialogue files (placeholder). Loaded via `yarn-spinner-loader`, a local peer dependency at `../yarn-spinner-loader` (like `inline-schema`, it can be changed and published if needed). | `encounters` yarnproject |
|
||||
| `utils/` | Shape parsing and collision math | `parseShapeString`, `checkCollision`, `checkBounds`, `transformShape`, `rotateTransform`, `flipXTransform`, `flipYTransform` |
|
||||
All content via CSV (loaded by `inline-schema`):
|
||||
|
||||
### Data flow
|
||||
| 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 |
|
||||
|
||||
```
|
||||
CSV files (data/)
|
||||
→ inline-schema/csv-loader → typed JS objects (e.g. HeroItemFighter1)
|
||||
→ parseShapeString() converts shape strings → ParsedShape
|
||||
→ GridInventory<GameItemMeta> holds placed items
|
||||
→ generateDeckFromInventory() generates cards per occupied cell
|
||||
```
|
||||
### Triggers (`data/desert/triggers/`)
|
||||
|
||||
### Key types
|
||||
Middleware hooks extending the base trigger system:
|
||||
|
||||
- **`RunState`** — top-level state: seed, map, player, inventory, currentNodeId, encounter state, resolved set. Designed for `MutableSignal.produce()` mutation.
|
||||
- **`GridInventory<TMeta>`** — `items: Map<string, InventoryItem<TMeta>>` + `occupiedCells: Set<CellKey>` for O(1) collision. Mutated directly inside `.produce()`.
|
||||
- **`InventoryItem<TMeta>`** — id, shape (ParsedShape), transform (Transform2D), meta. Shape + transform determines which cells are occupied.
|
||||
- **`GameCard`** — a `Part<GameCardMeta>` bridging inventory items to the deck system. `sourceItemId` links back to the inventory item; `null` for status cards.
|
||||
- **`PointCrawlMap`** — layered DAG: 10 layers (start → wild×2 → settlement → wild×2 → settlement → wild×2 → end). Wild = 3 nodes, Settlement = 4 nodes.
|
||||
- **`MapNode`** — id, type (MapNodeType enum), childIds, optional encounter data from CSV.
|
||||
| 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 |
|
||||
|
||||
### Map generation
|
||||
### Dialogue Layer (`data/desert/dialogues/`)
|
||||
|
||||
`generatePointCrawlMap(seed?)` produces a deterministic map:
|
||||
- 10 layers: Start → Wild(3) → Wild(3) → Settlement(4) → Wild(3) → Wild(3) → Settlement(4) → Wild(3) → Wild(3) → End
|
||||
- Settlement layers guarantee ≥1 camp, ≥1 shop, ≥1 curio (4th slot random)
|
||||
- Wild pair types are optimized to minimize same-type repetition
|
||||
- Edge patterns avoid crossings: Start→all wild, Wild→Wild 1:1, Wild↔Settlement 3:4 or 4:3, Wild→all End
|
||||
`story.yarn` — branching encounter dialogues (inside `dialogues.yarnproject`). Commands resolve via `tryAnswerPrompt`.
|
||||
|
||||
### Shape system
|
||||
## Key Mechanics
|
||||
|
||||
Items have shapes defined as movement strings parsed by `parseShapeString`:
|
||||
- `o` = origin cell, `n/s/e/w` = move + fill, `r` = return to previous position
|
||||
- Example: `"oesw"` = 2×2 block (origin, east, south, west = full square)
|
||||
- Example: `"oe"` = 1×2 horizontal
|
||||
- Example: `"onrersrw"` = cross/X shape
|
||||
- **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
|
||||
|
||||
Shapes are positioned via `Transform2D` (offset, rotation, flipX, flipY) and validated against the 6×4 grid.
|
||||
## Testing
|
||||
|
||||
### Grid inventory
|
||||
|
||||
All mutation functions (`placeItem`, `removeItem`, `moveItem`, `rotateItem`, `flipItem`) mutate the `GridInventory` **directly** — they must be called inside `produce()` callbacks. `validatePlacement` checks bounds + collisions before placement.
|
||||
|
||||
### Card generation
|
||||
|
||||
`generateDeckFromInventory(inventory)` creates one card per occupied cell in each item's shape. Cards carry `GameCardMeta` linking back to the source item and cell position. Status cards (wound, venom, etc.) are created separately via `createStatusCard`.
|
||||
|
||||
## CSV data format
|
||||
|
||||
All CSVs use `inline-schema` typed headers. The first row is a comment header, the second row is the schema row with types and references:
|
||||
- `'energy'|'uses'` — union type
|
||||
- `@enemyDesert` — foreign key reference to another CSV
|
||||
- `[effect: @effectDesert; number][]` — array of structured references
|
||||
|
||||
### heroItemFighter1.csv columns
|
||||
|
||||
| Column | Type | Notes |
|
||||
|--------|------|-------|
|
||||
| type | `'weapon'|'armor'|'consumable'|'tool'` | |
|
||||
| name | string | Display name (Chinese) |
|
||||
| shape | string | Movement string for `parseShapeString` |
|
||||
| costType | `'energy'|'uses'` | Energy = per-turn cost; Uses = limited uses |
|
||||
| costCount | int | Cost amount |
|
||||
| targetType | `'single'|'none'` | |
|
||||
| price | int | Shop price |
|
||||
| desc | string | Ability description (Chinese) |
|
||||
| effects | `['self'|'target'|'all'|'random'; @effectDesert; number][]` | Effect references |
|
||||
|
||||
## Conventions
|
||||
|
||||
- Chinese is used for all user-facing strings (item names, error messages, effect descriptions)
|
||||
- Discriminated union result types: `{ success: true } | { success: false, reason: string }`
|
||||
- Mutation functions mutate state directly (inside `produce()`); validation is separate
|
||||
- `Map` and `Set` are used in `GridInventory` and `PointCrawlMap` (not plain objects) — requires careful handling with `mutative` since it drafts Maps/Sets differently than plain objects
|
||||
- Starter items defined in `progress/index.ts`: `['治疗药剂', '绷带', '水袋', '短刀', '剑']`
|
||||
- Default player stats: 50 HP, 50 gold, 6×4 inventory
|
||||
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
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
# 《背包爬塔》肉鸽
|
||||
|
||||
@@ -1,538 +0,0 @@
|
||||
import type { EffectDesert } from "../data/effectDesert.csv";
|
||||
import type { CardDesert } from "../data/cardDesert.csv";
|
||||
import { effectDesertData, cardDesertData } from "../data";
|
||||
import { createStatusCard } from "../deck/factory";
|
||||
import type { PlayerDeck, GameCard } from "../deck/types";
|
||||
import type {
|
||||
BuffTable,
|
||||
CombatEffectEntry,
|
||||
CombatState,
|
||||
EffectTarget,
|
||||
EffectTiming,
|
||||
EnemyState,
|
||||
ItemBuff,
|
||||
PlayerCombatState,
|
||||
} from "./types";
|
||||
import {
|
||||
drawCardsToHand,
|
||||
addFatigueCards,
|
||||
discardCard,
|
||||
exhaustCard,
|
||||
getEffectData,
|
||||
discardHand,
|
||||
} from "./state";
|
||||
|
||||
export type DamageResult = {
|
||||
damageDealt: number;
|
||||
blockedByDefend: number;
|
||||
targetDied: boolean;
|
||||
};
|
||||
|
||||
export function applyDamage(
|
||||
state: CombatState,
|
||||
targetKey: "player" | string,
|
||||
amount: number,
|
||||
sourceKey?: "player" | string,
|
||||
): DamageResult {
|
||||
if (amount <= 0) return { damageDealt: 0, blockedByDefend: 0, targetDied: false };
|
||||
|
||||
let actualDamage = amount;
|
||||
let blockedByDefend = 0;
|
||||
|
||||
if (targetKey === "player") {
|
||||
const defendStacks = state.player.buffs["defend"] ?? 0;
|
||||
if (defendStacks > 0) {
|
||||
blockedByDefend = Math.min(defendStacks, actualDamage);
|
||||
actualDamage -= blockedByDefend;
|
||||
state.player.buffs["defend"] = defendStacks - blockedByDefend;
|
||||
if (state.player.buffs["defend"] === 0) {
|
||||
delete state.player.buffs["defend"];
|
||||
}
|
||||
}
|
||||
|
||||
const damageReduce = state.player.buffs["damageReduce"] ?? 0;
|
||||
if (damageReduce > 0 && actualDamage > 0) {
|
||||
actualDamage = Math.max(0, actualDamage - damageReduce);
|
||||
}
|
||||
|
||||
if (actualDamage > 0) {
|
||||
state.player.hp = Math.max(0, state.player.hp - actualDamage);
|
||||
state.player.damageTakenThisTurn += actualDamage;
|
||||
state.player.damagedThisTurn = true;
|
||||
}
|
||||
|
||||
if (blockedByDefend > 0 && defendStacks - blockedByDefend <= 0) {
|
||||
for (const enemyId of state.enemyOrder) {
|
||||
const enemy = state.enemies[enemyId];
|
||||
if (enemy.isAlive && enemy.buffs["defend"] !== undefined) {
|
||||
// Not relevant for player, skip
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
damageDealt: actualDamage,
|
||||
blockedByDefend,
|
||||
targetDied: state.player.hp <= 0,
|
||||
};
|
||||
}
|
||||
|
||||
const enemy = state.enemies[targetKey];
|
||||
if (!enemy || !enemy.isAlive) {
|
||||
return { damageDealt: 0, blockedByDefend: 0, targetDied: false };
|
||||
}
|
||||
|
||||
const defendStacks = enemy.buffs["defend"] ?? 0;
|
||||
if (defendStacks > 0) {
|
||||
blockedByDefend = Math.min(defendStacks, actualDamage);
|
||||
actualDamage -= blockedByDefend;
|
||||
enemy.buffs["defend"] = defendStacks - blockedByDefend;
|
||||
if (enemy.buffs["defend"] === 0) {
|
||||
delete enemy.buffs["defend"];
|
||||
}
|
||||
|
||||
if (defendStacks > 0 && defendStacks - blockedByDefend <= 0) {
|
||||
enemy.hadDefendBroken = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (actualDamage > 0) {
|
||||
enemy.hp = Math.max(0, enemy.hp - actualDamage);
|
||||
if (enemy.hp <= 0) {
|
||||
enemy.isAlive = false;
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
damageDealt: actualDamage,
|
||||
blockedByDefend,
|
||||
targetDied: !enemy.isAlive,
|
||||
};
|
||||
}
|
||||
|
||||
export function applyDefend(
|
||||
targetBuffs: BuffTable,
|
||||
amount: number,
|
||||
): void {
|
||||
if (amount <= 0) return;
|
||||
targetBuffs["defend"] = (targetBuffs["defend"] ?? 0) + amount;
|
||||
}
|
||||
|
||||
export function applyBuff(
|
||||
buffs: BuffTable,
|
||||
effectId: string,
|
||||
timing: EffectTiming,
|
||||
stacks: number,
|
||||
): void {
|
||||
if (stacks <= 0) return;
|
||||
buffs[effectId] = (buffs[effectId] ?? 0) + stacks;
|
||||
}
|
||||
|
||||
export function removeBuff(buffs: BuffTable, effectId: string, stacks?: number): number {
|
||||
const current = buffs[effectId] ?? 0;
|
||||
if (stacks === undefined || stacks >= current) {
|
||||
delete buffs[effectId];
|
||||
return current;
|
||||
}
|
||||
buffs[effectId] = current - stacks;
|
||||
return stacks;
|
||||
}
|
||||
|
||||
export function updateBuffs(buffs: BuffTable): void {
|
||||
const toDelete: string[] = [];
|
||||
const toDecrement: string[] = [];
|
||||
|
||||
for (const [effectId] of Object.entries(buffs)) {
|
||||
const effectData = getEffectData(effectId);
|
||||
if (!effectData) continue;
|
||||
|
||||
switch (effectData.timing) {
|
||||
case "temporary":
|
||||
toDelete.push(effectId);
|
||||
break;
|
||||
case "lingering":
|
||||
toDecrement.push(effectId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (const id of toDelete) {
|
||||
delete buffs[id];
|
||||
}
|
||||
|
||||
for (const id of toDecrement) {
|
||||
buffs[id] = (buffs[id] ?? 0) - 1;
|
||||
if (buffs[id] <= 0) {
|
||||
delete buffs[id];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export type ResolveEffectContext = {
|
||||
state: CombatState;
|
||||
rng: { nextInt: (n: number) => number };
|
||||
};
|
||||
|
||||
export function resolveEffect(
|
||||
ctx: ResolveEffectContext,
|
||||
target: EffectTarget,
|
||||
effect: EffectDesert,
|
||||
stacks: number,
|
||||
sourceKey?: "player" | string,
|
||||
sourceCardId?: string,
|
||||
): void {
|
||||
const { state } = ctx;
|
||||
const timing = effect.timing;
|
||||
|
||||
switch (timing) {
|
||||
case "instant":
|
||||
resolveInstantEffect(ctx, target, effect, stacks, sourceKey, sourceCardId);
|
||||
break;
|
||||
case "posture":
|
||||
applyBuffToTarget(state, target, effect.id, stacks, sourceKey);
|
||||
break;
|
||||
case "temporary":
|
||||
case "lingering":
|
||||
case "permanent":
|
||||
applyBuffToTarget(state, target, effect.id, stacks, sourceKey);
|
||||
break;
|
||||
case "card":
|
||||
addStatusCardToDiscard(state, effect.id, stacks);
|
||||
break;
|
||||
case "cardDraw":
|
||||
addStatusCardToDrawPile(state, effect.id, stacks);
|
||||
break;
|
||||
case "cardHand":
|
||||
addStatusCardToHand(state, effect.id, stacks);
|
||||
break;
|
||||
case "item":
|
||||
case "itemUntilPlayed":
|
||||
applyItemBuff(state, effect.id, timing, stacks, sourceCardId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function applyBuffToTarget(
|
||||
state: CombatState,
|
||||
target: EffectTarget,
|
||||
effectId: string,
|
||||
stacks: number,
|
||||
sourceKey?: "player" | string,
|
||||
): void {
|
||||
if (target === "self") {
|
||||
if (sourceKey === "player") {
|
||||
applyBuff(state.player.buffs, effectId, getEffectData(effectId)?.timing ?? "permanent", stacks);
|
||||
} else if (sourceKey && state.enemies[sourceKey]) {
|
||||
applyBuff(state.enemies[sourceKey].buffs, effectId, getEffectData(effectId)?.timing ?? "permanent", stacks);
|
||||
}
|
||||
} else if (target === "player" || target === "team") {
|
||||
applyBuff(state.player.buffs, effectId, getEffectData(effectId)?.timing ?? "permanent", stacks);
|
||||
} else if (target === "target" || target === "all" || target === "random") {
|
||||
// For attack/defend effects, these are handled by resolveInstantEffect
|
||||
}
|
||||
}
|
||||
|
||||
function resolveInstantEffect(
|
||||
ctx: ResolveEffectContext,
|
||||
target: EffectTarget,
|
||||
effect: EffectDesert,
|
||||
stacks: number,
|
||||
sourceKey?: "player" | string,
|
||||
sourceCardId?: string,
|
||||
): void {
|
||||
const { state, rng } = ctx;
|
||||
|
||||
switch (effect.id) {
|
||||
case "attack": {
|
||||
const damageAmount = stacks;
|
||||
if (target === "all") {
|
||||
for (const enemyId of state.enemyOrder) {
|
||||
const enemy = state.enemies[enemyId];
|
||||
if (enemy.isAlive) {
|
||||
applyDamage(state, enemyId, damageAmount, sourceKey);
|
||||
}
|
||||
}
|
||||
} else if (target === "random") {
|
||||
const aliveEnemies = state.enemyOrder.filter(id => state.enemies[id].isAlive);
|
||||
if (aliveEnemies.length > 0) {
|
||||
const targetId = aliveEnemies[rng.nextInt(aliveEnemies.length)];
|
||||
applyDamage(state, targetId, damageAmount, sourceKey);
|
||||
}
|
||||
} else if (target === "target") {
|
||||
if (sourceKey && sourceKey !== "player" && state.enemies[sourceKey]?.isAlive) {
|
||||
applyDamage(state, "player", damageAmount, sourceKey);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "defend": {
|
||||
if (target === "self" && sourceKey === "player") {
|
||||
applyDefend(state.player.buffs, stacks);
|
||||
} else if (target === "self" && sourceKey && state.enemies[sourceKey]) {
|
||||
applyDefend(state.enemies[sourceKey].buffs, stacks);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "draw": {
|
||||
drawCardsToHand(state.player.deck, stacks);
|
||||
break;
|
||||
}
|
||||
case "gainEnergy": {
|
||||
state.player.energy += stacks;
|
||||
break;
|
||||
}
|
||||
case "removeWound": {
|
||||
removeWoundCards(state.player.deck, stacks);
|
||||
break;
|
||||
}
|
||||
case "tailSting": {
|
||||
applyDamage(state, "player", stacks, sourceKey);
|
||||
break;
|
||||
}
|
||||
case "rollDamage": {
|
||||
const rollStacks = sourceKey && sourceKey !== "player"
|
||||
? state.enemies[sourceKey]?.buffs["roll"] ?? 0
|
||||
: 0;
|
||||
if (rollStacks >= 10) {
|
||||
const damageFromRoll = Math.floor(rollStacks / 10) * 10;
|
||||
applyDamage(state, "player", Math.floor(damageFromRoll / 10), sourceKey);
|
||||
removeBuff(state.enemies[sourceKey!].buffs, "roll", damageFromRoll);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "crossbow": {
|
||||
break;
|
||||
}
|
||||
case "discard": {
|
||||
break;
|
||||
}
|
||||
case "summonMummy":
|
||||
case "summonSandwormLarva":
|
||||
case "reviveMummy": {
|
||||
break;
|
||||
}
|
||||
case "drawChoice":
|
||||
case "transformRandom": {
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function addStatusCardToDiscard(state: CombatState, effectId: string, count: number): void {
|
||||
const cardDef = cardDesertData.find(c => c.id === effectId);
|
||||
if (!cardDef) return;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const cardId = `status-${effectId}-${Date.now()}-${i}`;
|
||||
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
|
||||
state.player.deck.cards[card.id] = card;
|
||||
state.player.deck.discardPile.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
function addStatusCardToDrawPile(state: CombatState, effectId: string, count: number): void {
|
||||
const cardDef = cardDesertData.find(c => c.id === effectId);
|
||||
if (!cardDef) return;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const cardId = `status-${effectId}-${Date.now()}-${i}`;
|
||||
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
|
||||
state.player.deck.cards[card.id] = card;
|
||||
state.player.deck.drawPile.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
function addStatusCardToHand(state: CombatState, effectId: string, count: number): void {
|
||||
const cardDef = cardDesertData.find(c => c.id === effectId);
|
||||
if (!cardDef) return;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const cardId = `status-${effectId}-${Date.now()}-${i}`;
|
||||
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
|
||||
state.player.deck.cards[card.id] = card;
|
||||
state.player.deck.hand.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
function applyItemBuff(
|
||||
state: CombatState,
|
||||
effectId: string,
|
||||
timing: EffectTiming,
|
||||
stacks: number,
|
||||
sourceCardId?: string,
|
||||
): void {
|
||||
if (!sourceCardId) return;
|
||||
|
||||
const card = state.player.deck.cards[sourceCardId];
|
||||
if (!card || !card.sourceItemId) return;
|
||||
|
||||
const itemBuff: ItemBuff = {
|
||||
effectId,
|
||||
stacks,
|
||||
timing,
|
||||
sourceItemId: card.sourceItemId,
|
||||
targetItemId: card.sourceItemId,
|
||||
};
|
||||
state.itemBuffs.push(itemBuff);
|
||||
}
|
||||
|
||||
function removeWoundCards(deck: PlayerDeck, count: number): void {
|
||||
let removed = 0;
|
||||
|
||||
for (let i = deck.drawPile.length - 1; i >= 0 && removed < count; i--) {
|
||||
const card = deck.cards[deck.drawPile[i]];
|
||||
if (card && card.itemData === null && card.displayName === "伤口") {
|
||||
delete deck.cards[deck.drawPile[i]];
|
||||
deck.drawPile.splice(i, 1);
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = deck.discardPile.length - 1; i >= 0 && removed < count; i--) {
|
||||
const card = deck.cards[deck.discardPile[i]];
|
||||
if (card && card.itemData === null && card.displayName === "伤口") {
|
||||
delete deck.cards[deck.discardPile[i]];
|
||||
deck.discardPile.splice(i, 1);
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function resolveCardEffects(
|
||||
ctx: ResolveEffectContext,
|
||||
cardId: string,
|
||||
targetEnemyId?: string,
|
||||
): void {
|
||||
const { state } = ctx;
|
||||
const card = state.player.deck.cards[cardId];
|
||||
if (!card || !card.itemData) return;
|
||||
|
||||
const sourceKey: "player" | string = "player";
|
||||
|
||||
const effects = card.itemData.onPlay as unknown as CombatEffectEntry[];
|
||||
for (const entry of effects) {
|
||||
const [target, effect, stacks] = entry;
|
||||
|
||||
if (target === "target") {
|
||||
if (targetEnemyId && state.enemies[targetEnemyId]?.isAlive) {
|
||||
if (effect.id === "attack") {
|
||||
const actualDamage = getModifiedAttackDamage(state, cardId, stacks);
|
||||
applyDamage(state, targetEnemyId, actualDamage, "player");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
resolveEffect(ctx, target, effect, stacks, sourceKey, cardId);
|
||||
}
|
||||
}
|
||||
|
||||
export function getModifiedAttackDamage(
|
||||
state: CombatState,
|
||||
cardId: string,
|
||||
baseDamage: number,
|
||||
): number {
|
||||
let damage = baseDamage;
|
||||
|
||||
const attackBuff = state.itemBuffs
|
||||
.filter(b => b.effectId === "attackBuff" || b.effectId === "attackBuffUntilPlay")
|
||||
.filter(b => {
|
||||
const card = state.player.deck.cards[cardId];
|
||||
return card && card.sourceItemId === b.targetItemId;
|
||||
})
|
||||
.reduce((sum, b) => sum + b.stacks, 0);
|
||||
damage += attackBuff;
|
||||
|
||||
return Math.max(0, damage);
|
||||
}
|
||||
|
||||
export function getModifiedDefendAmount(
|
||||
state: CombatState,
|
||||
cardId: string,
|
||||
baseDefend: number,
|
||||
): number {
|
||||
let defend = baseDefend;
|
||||
|
||||
const defendBuff = state.itemBuffs
|
||||
.filter(b => b.effectId === "defendBuff" || b.effectId === "defendBuffUntilPlay")
|
||||
.filter(b => {
|
||||
const card = state.player.deck.cards[cardId];
|
||||
return card && card.sourceItemId === b.targetItemId;
|
||||
})
|
||||
.reduce((sum, b) => sum + b.stacks, 0);
|
||||
defend += defendBuff;
|
||||
|
||||
return Math.max(0, defend);
|
||||
}
|
||||
|
||||
export function canPlayCard(
|
||||
state: CombatState,
|
||||
cardId: string,
|
||||
): { canPlay: boolean; reason?: string } {
|
||||
const card = state.player.deck.cards[cardId];
|
||||
if (!card) return { canPlay: false, reason: "卡牌不存在" };
|
||||
|
||||
if (!card.itemData) return { canPlay: false, reason: "状态牌不可打出" };
|
||||
|
||||
const handIdx = state.player.deck.hand.indexOf(cardId);
|
||||
if (handIdx < 0) return { canPlay: false, reason: "卡牌不在手牌中" };
|
||||
|
||||
if (card.itemData.costType === "energy") {
|
||||
if (state.player.energy < card.itemData.costCount) {
|
||||
return { canPlay: false, reason: "能量不足" };
|
||||
}
|
||||
}
|
||||
|
||||
return { canPlay: true };
|
||||
}
|
||||
|
||||
export function playCard(
|
||||
ctx: ResolveEffectContext,
|
||||
cardId: string,
|
||||
targetEnemyId?: string,
|
||||
): { success: boolean; reason?: string } {
|
||||
const { state } = ctx;
|
||||
const check = canPlayCard(state, cardId);
|
||||
if (!check.canPlay) return { success: false, reason: check.reason };
|
||||
|
||||
const card = state.player.deck.cards[cardId];
|
||||
if (!card || !card.itemData) return { success: false, reason: "卡牌无效" };
|
||||
|
||||
if (card.itemData.costType === "energy") {
|
||||
state.player.energy -= card.itemData.costCount;
|
||||
}
|
||||
|
||||
resolveCardEffects(ctx, cardId, targetEnemyId);
|
||||
|
||||
if (card.itemData.costType === "uses") {
|
||||
exhaustCard(state.player.deck, cardId);
|
||||
} else {
|
||||
discardCard(state.player.deck, cardId);
|
||||
}
|
||||
|
||||
expireItemBuffsOnCardPlayed(state, cardId);
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
function expireItemBuffsOnCardPlayed(state: CombatState, cardId: string): void {
|
||||
const card = state.player.deck.cards[cardId];
|
||||
if (!card || !card.sourceItemId) return;
|
||||
|
||||
state.itemBuffs = state.itemBuffs.filter(buff => {
|
||||
if (buff.timing === "itemUntilPlayed" && buff.sourceItemId === card.sourceItemId) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
export function areAllEnemiesDead(state: CombatState): boolean {
|
||||
return state.enemyOrder.every(id => !state.enemies[id].isAlive);
|
||||
}
|
||||
|
||||
export function isPlayerDead(state: CombatState): boolean {
|
||||
return state.player.hp <= 0;
|
||||
}
|
||||
@@ -1,71 +0,0 @@
|
||||
export type {
|
||||
BuffTable,
|
||||
CombatEffectEntry,
|
||||
CombatEntity,
|
||||
CombatGameContext,
|
||||
CombatPhase,
|
||||
CombatResult,
|
||||
CombatState,
|
||||
EffectTarget,
|
||||
EffectTiming,
|
||||
EnemyState,
|
||||
ItemBuff,
|
||||
LootEntry,
|
||||
PlayerCombatState,
|
||||
} from "./types";
|
||||
|
||||
export {
|
||||
createCombatState,
|
||||
createEnemyInstance,
|
||||
createPlayerCombatState,
|
||||
drawCardsToHand,
|
||||
reshuffleDiscardIntoDraw,
|
||||
addFatigueCards,
|
||||
discardHand,
|
||||
discardCard,
|
||||
exhaustCard,
|
||||
getEnemyCurrentIntent,
|
||||
advanceEnemyIntent,
|
||||
getEffectTiming,
|
||||
getEffectData,
|
||||
INITIAL_HAND_SIZE,
|
||||
DEFAULT_MAX_ENERGY,
|
||||
FATIGUE_CARDS_PER_SHUFFLE,
|
||||
} from "./state";
|
||||
|
||||
export {
|
||||
applyDamage,
|
||||
applyDefend,
|
||||
applyBuff,
|
||||
removeBuff,
|
||||
updateBuffs,
|
||||
resolveEffect,
|
||||
resolveCardEffects,
|
||||
getModifiedAttackDamage,
|
||||
getModifiedDefendAmount,
|
||||
canPlayCard,
|
||||
playCard,
|
||||
areAllEnemiesDead,
|
||||
isPlayerDead,
|
||||
} from "./effects";
|
||||
|
||||
export type {
|
||||
TriggerContext,
|
||||
BuffTriggerBehavior,
|
||||
CombatTriggerRegistry,
|
||||
TriggerEvent,
|
||||
} from "./triggers";
|
||||
|
||||
export {
|
||||
createCombatTriggerRegistry,
|
||||
dispatchTrigger,
|
||||
dispatchAttackedTrigger,
|
||||
dispatchDamageTrigger,
|
||||
dispatchOutgoingDamageTrigger,
|
||||
dispatchIncomingDamageTrigger,
|
||||
dispatchShuffleTrigger,
|
||||
} from "./triggers";
|
||||
|
||||
export { prompts } from "./prompts";
|
||||
|
||||
export { runCombat } from "./procedure";
|
||||
@@ -1,326 +0,0 @@
|
||||
import type { IGameContext } from "@/core/game";
|
||||
import type { CombatState, CombatResult, CombatGameContext, CombatEffectEntry } from "./types";
|
||||
import type { CombatTriggerRegistry, TriggerContext } from "./triggers";
|
||||
import { createCombatTriggerRegistry, dispatchTrigger, dispatchShuffleTrigger, dispatchOutgoingDamageTrigger, dispatchIncomingDamageTrigger, dispatchDamageTrigger } from "./triggers";
|
||||
import { prompts } from "./prompts";
|
||||
import {
|
||||
drawCardsToHand,
|
||||
addFatigueCards,
|
||||
discardHand,
|
||||
discardCard,
|
||||
getEnemyCurrentIntent,
|
||||
advanceEnemyIntent,
|
||||
DEFAULT_MAX_ENERGY,
|
||||
FATIGUE_CARDS_PER_SHUFFLE,
|
||||
} from "./state";
|
||||
import {
|
||||
applyDamage,
|
||||
applyDefend,
|
||||
updateBuffs,
|
||||
canPlayCard,
|
||||
playCard,
|
||||
areAllEnemiesDead,
|
||||
isPlayerDead,
|
||||
resolveCardEffects,
|
||||
removeBuff,
|
||||
} from "./effects";
|
||||
|
||||
export async function runCombat(
|
||||
game: CombatGameContext,
|
||||
): Promise<CombatResult> {
|
||||
const triggerRegistry = createCombatTriggerRegistry();
|
||||
|
||||
// TODO prefer await game.produceAsync over game.produce since produceAsync can await ui animations
|
||||
game.produce(state => {
|
||||
state.phase = "playerTurn";
|
||||
state.player.energy = state.player.maxEnergy;
|
||||
state.player.damageTakenThisTurn = 0;
|
||||
state.player.damagedThisTurn = false;
|
||||
state.player.cardsDiscardedThisTurn = 0;
|
||||
});
|
||||
|
||||
while (true) {
|
||||
const currentState = game.value;
|
||||
|
||||
if (currentState.result) {
|
||||
return currentState.result;
|
||||
}
|
||||
|
||||
if (currentState.phase === "playerTurn") {
|
||||
await runPlayerTurn(game, triggerRegistry);
|
||||
} else if (currentState.phase === "enemyTurn") {
|
||||
await runEnemyTurn(game, triggerRegistry);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
|
||||
if (isPlayerDead(game.value)) {
|
||||
game.produce(state => {
|
||||
state.result = "defeat";
|
||||
state.phase = "combatEnd";
|
||||
});
|
||||
return "defeat";
|
||||
}
|
||||
|
||||
if (areAllEnemiesDead(game.value)) {
|
||||
game.produce(state => {
|
||||
state.result = "victory";
|
||||
state.phase = "combatEnd";
|
||||
state.loot = generateLoot(state);
|
||||
});
|
||||
return "victory";
|
||||
}
|
||||
|
||||
if (game.value.result === "fled") {
|
||||
game.produce(state => {
|
||||
state.phase = "combatEnd";
|
||||
});
|
||||
return "fled";
|
||||
}
|
||||
}
|
||||
|
||||
return game.value.result ?? "defeat";
|
||||
}
|
||||
|
||||
async function runPlayerTurn(
|
||||
game: CombatGameContext,
|
||||
triggerRegistry: CombatTriggerRegistry,
|
||||
): Promise<void> {
|
||||
const triggerCtx = createTriggerContext(game);
|
||||
|
||||
game.produce(state => {
|
||||
updateBuffs(state.player.buffs);
|
||||
state.player.damageTakenThisTurn = 0;
|
||||
state.player.damagedThisTurn = false;
|
||||
state.player.cardsDiscardedThisTurn = 0;
|
||||
|
||||
// TODO avoid hardcoding here, prefer handling these in either the onTurnStart trigger or the onBuffUpdate trigger
|
||||
if (state.player.buffs["energyNext"]) {
|
||||
state.player.energy += state.player.buffs["energyNext"];
|
||||
}
|
||||
if (state.player.buffs["drawNext"]) {
|
||||
drawCardsToHand(state.player.deck, state.player.buffs["drawNext"]);
|
||||
}
|
||||
if (state.player.buffs["defendNext"]) {
|
||||
applyDefend(state.player.buffs, state.player.buffs["defendNext"]);
|
||||
}
|
||||
});
|
||||
|
||||
dispatchTrigger(triggerCtx, "onTurnStart", "player", triggerRegistry);
|
||||
|
||||
while (game.value.phase === "playerTurn") {
|
||||
const action = await game.prompt<{ action: "play" | "end"; cardId?: string; targetId?: string }>(
|
||||
prompts.playCard,
|
||||
(cardId, targetId) => {
|
||||
const state = game.value;
|
||||
if (!cardId) throw "请选择卡牌";
|
||||
|
||||
const check = canPlayCard(state, cardId);
|
||||
if (!check.canPlay) throw check.reason ?? "无法打出";
|
||||
|
||||
const card = state.player.deck.cards[cardId];
|
||||
if (card?.itemData?.targetType === "single") {
|
||||
const aliveEnemies = state.enemyOrder.filter(id => state.enemies[id].isAlive);
|
||||
if (!targetId && aliveEnemies.length > 0) {
|
||||
throw "请指定目标";
|
||||
}
|
||||
if (targetId && !state.enemies[targetId]?.isAlive) {
|
||||
throw "目标无效";
|
||||
}
|
||||
}
|
||||
|
||||
return { action: "play" as const, cardId, targetId };
|
||||
},
|
||||
"player"
|
||||
);
|
||||
|
||||
if (action.action === "play" && action.cardId) {
|
||||
const ctx = createEffectContext(game);
|
||||
game.produce(state => {
|
||||
playCard({ state, rng: game._rng }, action.cardId!, action.targetId);
|
||||
});
|
||||
|
||||
if (areAllEnemiesDead(game.value)) {
|
||||
return;
|
||||
}
|
||||
if (isPlayerDead(game.value)) {
|
||||
return;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO end is an alternative action to be taken by the player.
|
||||
const endAction = await game.prompt<{ action: "end" }>(
|
||||
prompts.endTurn,
|
||||
() => {
|
||||
return { action: "end" as const };
|
||||
},
|
||||
"player"
|
||||
);
|
||||
|
||||
dispatchTrigger(createTriggerContext(game), "onTurnEnd", "player", triggerRegistry);
|
||||
|
||||
game.produce(state => {
|
||||
for (const cardId of [...state.player.deck.hand]) {
|
||||
state.player.cardsDiscardedThisTurn++;
|
||||
}
|
||||
discardHand(state.player.deck);
|
||||
});
|
||||
|
||||
game.produce(state => {
|
||||
if (state.player.deck.drawPile.length === 0) {
|
||||
reshuffleWithFatigue(state);
|
||||
dispatchShuffleTrigger(createTriggerContext(game), triggerRegistry);
|
||||
}
|
||||
drawCardsToHand(state.player.deck, 5);
|
||||
state.player.energy = state.player.maxEnergy;
|
||||
});
|
||||
|
||||
game.produce(state => {
|
||||
state.phase = "enemyTurn";
|
||||
});
|
||||
}
|
||||
|
||||
async function runEnemyTurn(
|
||||
game: CombatGameContext,
|
||||
triggerRegistry: CombatTriggerRegistry,
|
||||
): Promise<void> {
|
||||
const state = game.value;
|
||||
|
||||
game.produce(state => {
|
||||
for (const enemyId of state.enemyOrder) {
|
||||
const enemy = state.enemies[enemyId];
|
||||
if (!enemy.isAlive) continue;
|
||||
updateBuffs(enemy.buffs);
|
||||
}
|
||||
});
|
||||
|
||||
const triggerCtx = createTriggerContext(game);
|
||||
for (const enemyId of game.value.enemyOrder) {
|
||||
const enemy = game.value.enemies[enemyId];
|
||||
if (!enemy.isAlive) continue;
|
||||
dispatchTrigger(triggerCtx, "onTurnStart", enemyId, triggerRegistry);
|
||||
}
|
||||
|
||||
game.produce(state => {
|
||||
for (const enemyId of state.enemyOrder) {
|
||||
const enemy = state.enemies[enemyId];
|
||||
if (!enemy.isAlive) continue;
|
||||
|
||||
const intent = getEnemyCurrentIntent(enemy);
|
||||
if (!intent) continue;
|
||||
|
||||
const effects = intent.effects as unknown as CombatEffectEntry[];
|
||||
for (const entry of effects) {
|
||||
const [target, effect, stacks] = entry;
|
||||
|
||||
if (effect.id === "attack") {
|
||||
let damage = stacks;
|
||||
damage = dispatchOutgoingDamageTrigger(createTriggerContext(game), enemyId, damage, triggerRegistry);
|
||||
damage = dispatchIncomingDamageTrigger(createTriggerContext(game), "player", damage, triggerRegistry);
|
||||
|
||||
const result = applyDamage(state, "player", damage, enemyId);
|
||||
if (result.damageDealt > 0) {
|
||||
dispatchDamageTrigger(createTriggerContext(game), "player", result.damageDealt, triggerRegistry);
|
||||
}
|
||||
} else if (effect.id === "defend") {
|
||||
if (target === "self") {
|
||||
applyDefend(enemy.buffs, stacks);
|
||||
}
|
||||
} else {
|
||||
resolveEnemyEffect(state, enemyId, target, effect, stacks);
|
||||
}
|
||||
}
|
||||
|
||||
advanceEnemyIntent(enemy);
|
||||
}
|
||||
});
|
||||
|
||||
for (const enemyId of game.value.enemyOrder) {
|
||||
const enemy = game.value.enemies[enemyId];
|
||||
if (!enemy.isAlive) continue;
|
||||
dispatchTrigger(createTriggerContext(game), "onTurnEnd", enemyId, triggerRegistry);
|
||||
}
|
||||
|
||||
game.produce(state => {
|
||||
state.phase = "playerTurn";
|
||||
state.turnNumber++;
|
||||
});
|
||||
}
|
||||
|
||||
function resolveEnemyEffect(
|
||||
state: CombatState,
|
||||
enemyId: string,
|
||||
target: string,
|
||||
effect: { id: string; timing: string },
|
||||
stacks: number,
|
||||
): void {
|
||||
switch (effect.id) {
|
||||
case "spike":
|
||||
case "venom":
|
||||
case "curse":
|
||||
case "aim":
|
||||
case "roll":
|
||||
case "vultureEye":
|
||||
case "tailSting":
|
||||
case "energyDrain":
|
||||
case "molt":
|
||||
case "storm":
|
||||
case "static":
|
||||
case "charge":
|
||||
case "discard":
|
||||
state.enemies[enemyId].buffs[effect.id] = (state.enemies[enemyId].buffs[effect.id] ?? 0) + stacks;
|
||||
break;
|
||||
case "summonMummy":
|
||||
case "summonSandwormLarva":
|
||||
case "reviveMummy":
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function reshuffleWithFatigue(state: CombatState): void {
|
||||
if (state.player.deck.discardPile.length === 0) return;
|
||||
|
||||
state.player.deck.drawPile.push(...state.player.deck.discardPile);
|
||||
state.player.deck.discardPile = [];
|
||||
|
||||
addFatigueCards(state.player.deck, FATIGUE_CARDS_PER_SHUFFLE, { value: state.fatigueAddedCount });
|
||||
state.fatigueAddedCount += FATIGUE_CARDS_PER_SHUFFLE;
|
||||
|
||||
for (let i = state.player.deck.drawPile.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[state.player.deck.drawPile[i], state.player.deck.drawPile[j]] = [state.player.deck.drawPile[j], state.player.deck.drawPile[i]];
|
||||
}
|
||||
}
|
||||
|
||||
function createTriggerContext(game: CombatGameContext): TriggerContext {
|
||||
return {
|
||||
state: game.value,
|
||||
rng: game._rng,
|
||||
};
|
||||
}
|
||||
|
||||
function createEffectContext(game: CombatGameContext) {
|
||||
return {
|
||||
state: game.value,
|
||||
rng: game._rng,
|
||||
};
|
||||
}
|
||||
|
||||
function generateLoot(state: CombatState): CombatState["loot"] {
|
||||
const loot: CombatState["loot"] = [];
|
||||
let totalGold = 0;
|
||||
for (const enemyId of state.enemyOrder) {
|
||||
const enemy = state.enemies[enemyId];
|
||||
totalGold += Math.floor(enemy.maxHp * 0.5);
|
||||
}
|
||||
if (totalGold > 0) {
|
||||
loot.push({ type: "gold", amount: totalGold });
|
||||
}
|
||||
return loot;
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
import { createPromptDef } from "@/core/game";
|
||||
|
||||
export const prompts = {
|
||||
playCard: createPromptDef<[string, string?]>(
|
||||
"play-card <cardId:string> [targetId:string]",
|
||||
"选择卡牌并指定目标"
|
||||
),
|
||||
endTurn: createPromptDef<[]>(
|
||||
"end-turn",
|
||||
"结束回合"
|
||||
),
|
||||
};
|
||||
@@ -1,264 +0,0 @@
|
||||
import type { GridInventory } from "../grid-inventory/types";
|
||||
import type { GameItemMeta, PlayerState } from "../progress/types";
|
||||
import type { PlayerDeck } from "../deck/types";
|
||||
import type { EnemyDesert } from "../data/enemyDesert.csv";
|
||||
import type { EffectDesert } from "../data/effectDesert.csv";
|
||||
import type { EncounterDesert } from "../data/encounterDesert.csv";
|
||||
import { generateDeckFromInventory, createStatusCard } from "../deck/factory";
|
||||
import { enemyDesertData, effectDesertData } from "../data";
|
||||
import type {
|
||||
BuffTable,
|
||||
CombatState,
|
||||
CombatPhase,
|
||||
EnemyState,
|
||||
PlayerCombatState,
|
||||
ItemBuff,
|
||||
LootEntry,
|
||||
} from "./types";
|
||||
|
||||
const INITIAL_HAND_SIZE = 5;
|
||||
const DEFAULT_MAX_ENERGY = 3;
|
||||
const FATIGUE_CARDS_PER_SHUFFLE = 2;
|
||||
|
||||
export function createEnemyInstance(
|
||||
templateId: string,
|
||||
hp: number,
|
||||
initBuffs: [EffectDesert, number][],
|
||||
idCounter: { value: number },
|
||||
): EnemyState {
|
||||
idCounter.value++;
|
||||
const id = `enemy-${idCounter.value}`;
|
||||
const maxHp = hp;
|
||||
const currentHp = hp;
|
||||
|
||||
const buffs: BuffTable = {};
|
||||
for (const [effect, stacks] of initBuffs) {
|
||||
buffs[effect.id] = (buffs[effect.id] ?? 0) + stacks;
|
||||
}
|
||||
|
||||
const intentData = buildIntentLookup(templateId);
|
||||
const initialIntent = findInitialIntent(templateId);
|
||||
|
||||
return {
|
||||
id,
|
||||
templateId,
|
||||
hp: currentHp,
|
||||
maxHp,
|
||||
buffs,
|
||||
currentIntentId: initialIntent ?? "",
|
||||
intentData,
|
||||
isAlive: true,
|
||||
hadDefendBroken: false,
|
||||
};
|
||||
}
|
||||
|
||||
function findInitialIntent(enemyTemplateId: string): string | undefined {
|
||||
for (const row of enemyDesertData) {
|
||||
if (row.enemy === enemyTemplateId && row.initialIntent) {
|
||||
return row.intentId;
|
||||
}
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function buildIntentLookup(enemyTemplateId: string): Record<string, EnemyDesert> {
|
||||
const lookup: Record<string, EnemyDesert> = {};
|
||||
for (const row of enemyDesertData) {
|
||||
if (row.enemy === enemyTemplateId) {
|
||||
lookup[row.intentId] = row;
|
||||
}
|
||||
}
|
||||
return lookup;
|
||||
}
|
||||
|
||||
export function createPlayerCombatState(
|
||||
playerState: PlayerState,
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
): PlayerCombatState {
|
||||
const deck = generateDeckFromInventory(inventory);
|
||||
return {
|
||||
hp: playerState.currentHp,
|
||||
maxHp: playerState.maxHp,
|
||||
energy: DEFAULT_MAX_ENERGY,
|
||||
maxEnergy: DEFAULT_MAX_ENERGY,
|
||||
buffs: {},
|
||||
deck,
|
||||
damageTakenThisTurn: 0,
|
||||
damagedThisTurn: false,
|
||||
cardsDiscardedThisTurn: 0,
|
||||
};
|
||||
}
|
||||
|
||||
export function createCombatState(
|
||||
playerState: PlayerState,
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
encounter: EncounterDesert,
|
||||
): CombatState {
|
||||
const idCounter = { value: 0 };
|
||||
const player = createPlayerCombatState(playerState, inventory);
|
||||
|
||||
const enemies: Record<string, EnemyState> = {};
|
||||
const enemyOrder: string[] = [];
|
||||
const enemyTemplateData: Record<string, EnemyDesert> = {};
|
||||
|
||||
for (const [enemyId, hp, bonusHp] of encounter.enemies) {
|
||||
// Find initBuffs from enemyDesert (first row for this enemy type)
|
||||
const enemyRow = enemyDesertData.find(e => e.enemy === enemyId);
|
||||
const initBuffs: [EffectDesert, number][] = [];
|
||||
if (enemyRow) {
|
||||
for (const [effect, stacks] of enemyRow.initBuffs) {
|
||||
initBuffs.push([effect, stacks]);
|
||||
}
|
||||
}
|
||||
|
||||
const totalHp = hp + bonusHp;
|
||||
const enemyInstance = createEnemyInstance(
|
||||
enemyId,
|
||||
totalHp,
|
||||
initBuffs,
|
||||
idCounter,
|
||||
);
|
||||
enemies[enemyInstance.id] = enemyInstance;
|
||||
enemyOrder.push(enemyInstance.id);
|
||||
enemyTemplateData[enemyInstance.templateId] = enemyRow!;
|
||||
}
|
||||
|
||||
shuffleDeck(player.deck.drawPile, buildSimpleRNG(0));
|
||||
|
||||
drawCardsToHand(player.deck, INITIAL_HAND_SIZE);
|
||||
|
||||
return {
|
||||
enemies,
|
||||
enemyOrder,
|
||||
player,
|
||||
phase: "playerTurn" as CombatPhase,
|
||||
turnNumber: 1,
|
||||
result: null,
|
||||
loot: [],
|
||||
itemBuffs: [],
|
||||
fatigueAddedCount: 0,
|
||||
enemyTemplateData,
|
||||
};
|
||||
}
|
||||
|
||||
export function drawCardsToHand(deck: PlayerDeck, count: number): string[] {
|
||||
const drawn: string[] = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
if (deck.drawPile.length === 0) {
|
||||
// TODO think we should shuffle Fatigue into the deck here.
|
||||
reshuffleDiscardIntoDraw(deck);
|
||||
}
|
||||
if (deck.drawPile.length === 0) break;
|
||||
|
||||
const cardId = deck.drawPile.shift()!;
|
||||
deck.hand.push(cardId);
|
||||
drawn.push(cardId);
|
||||
}
|
||||
return drawn;
|
||||
}
|
||||
|
||||
export function reshuffleDiscardIntoDraw(deck: PlayerDeck): void {
|
||||
if (deck.discardPile.length === 0) return;
|
||||
|
||||
deck.drawPile.push(...deck.discardPile);
|
||||
deck.discardPile = [];
|
||||
|
||||
for (let i = deck.drawPile.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[deck.drawPile[i], deck.drawPile[j]] = [deck.drawPile[j], deck.drawPile[i]];
|
||||
}
|
||||
}
|
||||
|
||||
export function addFatigueCards(deck: PlayerDeck, count: number, fatigueCounter: { value: number }): number {
|
||||
let added = 0;
|
||||
for (let i = 0; i < count; i++) {
|
||||
fatigueCounter.value++;
|
||||
// TODO avoid hard coding, expect a fatigue card to be in the CSV with a specific id.
|
||||
const card = createStatusCard(
|
||||
`fatigue-${fatigueCounter.value}`,
|
||||
"疲劳",
|
||||
"1费/消耗",
|
||||
);
|
||||
deck.cards[card.id] = card;
|
||||
deck.drawPile.push(card.id);
|
||||
added++;
|
||||
}
|
||||
return added;
|
||||
}
|
||||
|
||||
export function discardHand(deck: PlayerDeck): void {
|
||||
const handCards = [...deck.hand];
|
||||
deck.discardPile.push(...handCards);
|
||||
deck.hand = [];
|
||||
}
|
||||
|
||||
export function discardCard(deck: PlayerDeck, cardId: string): void {
|
||||
const handIdx = deck.hand.indexOf(cardId);
|
||||
if (handIdx >= 0) {
|
||||
deck.hand.splice(handIdx, 1);
|
||||
deck.discardPile.push(cardId);
|
||||
}
|
||||
}
|
||||
|
||||
export function exhaustCard(deck: PlayerDeck, cardId: string): void {
|
||||
const handIdx = deck.hand.indexOf(cardId);
|
||||
if (handIdx >= 0) {
|
||||
deck.hand.splice(handIdx, 1);
|
||||
deck.exhaustPile.push(cardId);
|
||||
}
|
||||
}
|
||||
|
||||
export function getEnemyCurrentIntent(enemy: EnemyState): EnemyDesert | undefined {
|
||||
return enemy.intentData[enemy.currentIntentId];
|
||||
}
|
||||
|
||||
export function advanceEnemyIntent(enemy: EnemyState): void {
|
||||
const current = getEnemyCurrentIntent(enemy);
|
||||
if (!current) return;
|
||||
|
||||
if (enemy.hadDefendBroken && current.brokenIntent.length > 0) {
|
||||
const idx = Math.floor(Math.random() * current.brokenIntent.length);
|
||||
enemy.currentIntentId = current.brokenIntent[idx];
|
||||
enemy.hadDefendBroken = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (current.nextIntents.length > 0) {
|
||||
const idx = Math.floor(Math.random() * current.nextIntents.length);
|
||||
enemy.currentIntentId = current.nextIntents[idx];
|
||||
return;
|
||||
}
|
||||
|
||||
enemy.currentIntentId = current.intentId;
|
||||
}
|
||||
|
||||
function shuffleDeck(drawPile: string[], rng: { nextInt: (n: number) => number }): void {
|
||||
for (let i = drawPile.length - 1; i > 0; i--) {
|
||||
const j = rng.nextInt(i + 1);
|
||||
[drawPile[i], drawPile[j]] = [drawPile[j], drawPile[i]];
|
||||
}
|
||||
}
|
||||
|
||||
// TODO why? use @/utils/rng.ts instead?
|
||||
function buildSimpleRNG(seed: number) {
|
||||
let s = seed;
|
||||
return {
|
||||
nextInt(max: number) {
|
||||
s = (s + 0x6d2b79f5) | 0;
|
||||
let t = Math.imul(s ^ (s >>> 15), s | 1);
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||
return Math.floor(((t ^ (t >>> 14)) >>> 0) / 4294967296 * max);
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export function getEffectTiming(effectId: string): EffectDesert["timing"] | undefined {
|
||||
const effect = effectDesertData.find(e => e.id === effectId);
|
||||
return effect?.timing;
|
||||
}
|
||||
|
||||
export function getEffectData(effectId: string): EffectDesert | undefined {
|
||||
return effectDesertData.find(e => e.id === effectId);
|
||||
}
|
||||
|
||||
export { INITIAL_HAND_SIZE, DEFAULT_MAX_ENERGY, FATIGUE_CARDS_PER_SHUFFLE };
|
||||
@@ -1,335 +0,0 @@
|
||||
import type { EffectDesert } from "../data/effectDesert.csv";
|
||||
import { cardDesertData } from "../data";
|
||||
import { createStatusCard } from "../deck/factory";
|
||||
import type { BuffTable, CombatEffectEntry, CombatState } from "./types";
|
||||
import { applyDamage, removeBuff } from "./effects";
|
||||
|
||||
export type TriggerContext = {
|
||||
state: CombatState;
|
||||
rng: { nextInt: (n: number) => number };
|
||||
};
|
||||
|
||||
// TODO add an onCardDrawn trigger
|
||||
// TODO refactor this to NOT implicitly correspond to an effect type, but generic event handler
|
||||
// TODO also, refactor this to be async to support prompts and produceAsync
|
||||
export type BuffTriggerBehavior = {
|
||||
onTurnStart?: (ctx: TriggerContext, entityKey: "player" | string, stacks: number) => void;
|
||||
onTurnEnd?: (ctx: TriggerContext, entityKey: "player" | string, stacks: number) => void;
|
||||
onAttacked?: (ctx: TriggerContext, attackerKey: "player" | string, defenderKey: "player" | string, damage: number, stacks: number) => number;
|
||||
onDamage?: (ctx: TriggerContext, targetKey: "player" | string, damage: number, stacks: number) => void;
|
||||
modifyOutgoingDamage?: (ctx: TriggerContext, sourceKey: "player" | string, damage: number, stacks: number) => number;
|
||||
modifyIncomingDamage?: (ctx: TriggerContext, targetKey: "player" | string, damage: number, stacks: number) => number;
|
||||
onShuffle?: (ctx: TriggerContext, stacks: number) => void;
|
||||
onCardPlayed?: (ctx: TriggerContext, cardId: string, stacks: number) => void;
|
||||
onCardDiscarded?: (ctx: TriggerContext, cardId: string, stacks: number) => void;
|
||||
};
|
||||
|
||||
// TODO refactor this to be keyed by event type
|
||||
export type CombatTriggerRegistry = Record<string, BuffTriggerBehavior>;
|
||||
|
||||
export function createCombatTriggerRegistry(): CombatTriggerRegistry {
|
||||
return {
|
||||
spike: {
|
||||
onAttacked(ctx, attackerKey, _defenderKey, damage, stacks) {
|
||||
const { state } = ctx;
|
||||
applyDamage(state, attackerKey, stacks, _defenderKey);
|
||||
return damage;
|
||||
},
|
||||
},
|
||||
aim: {
|
||||
modifyOutgoingDamage(_ctx, _sourceKey, damage, stacks) {
|
||||
if (stacks > 0) return damage * 2;
|
||||
return damage;
|
||||
},
|
||||
onDamage(ctx, targetKey, damage, stacks) {
|
||||
const { state } = ctx;
|
||||
const entity = targetKey === "player" ? null : state.enemies[targetKey];
|
||||
if (entity) {
|
||||
const loss = Math.min(stacks, damage);
|
||||
removeBuff(entity.buffs, "aim", loss);
|
||||
}
|
||||
},
|
||||
},
|
||||
charge: {
|
||||
modifyOutgoingDamage(_ctx, _sourceKey, damage, stacks) {
|
||||
if (stacks > 0) {
|
||||
return damage * 2;
|
||||
}
|
||||
return damage;
|
||||
},
|
||||
modifyIncomingDamage(_ctx, _targetKey, damage, stacks) {
|
||||
if (stacks > 0) {
|
||||
return damage * 2;
|
||||
}
|
||||
return damage;
|
||||
},
|
||||
onDamage(ctx, targetKey, damage, stacks) {
|
||||
const { state } = ctx;
|
||||
const entity = targetKey === "player"
|
||||
? { buffs: state.player.buffs } as { buffs: BuffTable }
|
||||
: state.enemies[targetKey];
|
||||
if (entity) {
|
||||
const loss = Math.min(stacks, damage);
|
||||
removeBuff(entity.buffs, "charge", loss);
|
||||
}
|
||||
},
|
||||
},
|
||||
roll: {
|
||||
modifyOutgoingDamage(ctx, sourceKey, damage, stacks) {
|
||||
if (stacks >= 10) {
|
||||
const { state } = ctx;
|
||||
const entity = sourceKey === "player"
|
||||
? { buffs: state.player.buffs } as { buffs: BuffTable }
|
||||
: state.enemies[sourceKey];
|
||||
if (entity) {
|
||||
const spendable = Math.floor(stacks / 10) * 10;
|
||||
const bonusDamage = Math.floor(spendable / 10);
|
||||
removeBuff(entity.buffs, "roll", spendable);
|
||||
return damage + bonusDamage;
|
||||
}
|
||||
}
|
||||
return damage;
|
||||
},
|
||||
},
|
||||
tailSting: {
|
||||
onTurnEnd(ctx, entityKey, stacks) {
|
||||
const { state } = ctx;
|
||||
if (entityKey !== "player" && state.enemies[entityKey]?.isAlive) {
|
||||
applyDamage(state, "player", stacks, entityKey);
|
||||
}
|
||||
},
|
||||
},
|
||||
energyDrain: {
|
||||
onDamage(ctx, targetKey, _damage, _stacks) {
|
||||
const { state } = ctx;
|
||||
if (targetKey === "player" && state.player.damagedThisTurn === false) {
|
||||
// This is the first damage; mark it.
|
||||
// actual energy drain happens in onTurnStart check
|
||||
}
|
||||
},
|
||||
onTurnStart(ctx, entityKey, _stacks) {
|
||||
// energyDrain: first damage each turn loses 1 energy
|
||||
// We just mark that the enemy has this; actual drain is in onDamage
|
||||
},
|
||||
},
|
||||
molt: {
|
||||
onDamage(ctx, targetKey, _damage, _stacks) {
|
||||
const { state } = ctx;
|
||||
if (targetKey !== "player") {
|
||||
const enemy = state.enemies[targetKey];
|
||||
if (enemy && enemy.isAlive) {
|
||||
const moltStacks = enemy.buffs["molt"] ?? 0;
|
||||
if (moltStacks >= enemy.maxHp) {
|
||||
enemy.isAlive = false;
|
||||
state.result = "fled";
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
storm: {
|
||||
onAttacked(ctx, attackerKey, defenderKey, damage, stacks) {
|
||||
const { state } = ctx;
|
||||
if (defenderKey !== "player" && state.enemies[defenderKey]?.isAlive) {
|
||||
addStatusCardToHand(state, "static", 1);
|
||||
}
|
||||
return damage;
|
||||
},
|
||||
},
|
||||
vultureEye: {
|
||||
onDamage(ctx, targetKey, damage, stacks) {
|
||||
const { state } = ctx;
|
||||
if (targetKey === "player" && damage > 0) {
|
||||
const vultureEnemies = state.enemyOrder.filter(
|
||||
id => state.enemies[id].isAlive && state.enemies[id].buffs["vultureEye"] && state.enemies[id].templateId === "秃鹫"
|
||||
);
|
||||
if (vultureEnemies.length > 0) {
|
||||
for (const vultureId of vultureEnemies) {
|
||||
const vulture = state.enemies[vultureId];
|
||||
const intent = vulture.intentData["attack"];
|
||||
if (intent) {
|
||||
const effects = intent.effects as unknown as CombatEffectEntry[];
|
||||
for (const entry of effects) {
|
||||
if (entry[0] === "player" && entry[1].id === "attack") {
|
||||
applyDamage(state, "player", entry[2], vultureId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
venom: {
|
||||
onCardDiscarded(ctx, cardId, stacks) {
|
||||
const { state } = ctx;
|
||||
state.player.cardsDiscardedThisTurn++;
|
||||
const venomCards = state.player.deck.hand.filter(id => {
|
||||
const card = state.player.deck.cards[id];
|
||||
return card && card.itemData === null && card.displayName === "蛇毒";
|
||||
});
|
||||
if (state.player.cardsDiscardedThisTurn > 1 && venomCards.length > 0) {
|
||||
applyDamage(state, "player", 6, undefined);
|
||||
}
|
||||
},
|
||||
},
|
||||
static: {
|
||||
modifyIncomingDamage(_ctx, targetKey, damage, stacks) {
|
||||
if (targetKey === "player") {
|
||||
return damage + stacks;
|
||||
}
|
||||
return damage;
|
||||
},
|
||||
},
|
||||
discard: {
|
||||
onShuffle(ctx, stacks) {
|
||||
// Bandit: shuffle discards random item cards
|
||||
// Simplified: mark the effect for the procedure to handle
|
||||
},
|
||||
},
|
||||
curse: {
|
||||
onDamage(ctx, targetKey, damage, stacks) {
|
||||
// Curse: when attacked, item attack -1 until card from that item is discarded
|
||||
// This is handled via itemBuffs in effects
|
||||
},
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function addStatusCardToHand(state: CombatState, effectId: string, count: number): void {
|
||||
const cardDef = cardDesertData.find(c => c.id === effectId);
|
||||
if (!cardDef) return;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const cardId = `status-${effectId}-${Date.now()}-${i}`;
|
||||
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
|
||||
state.player.deck.cards[card.id] = card;
|
||||
state.player.deck.hand.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
export type TriggerEvent =
|
||||
| "onTurnStart"
|
||||
| "onTurnEnd"
|
||||
| "onAttacked"
|
||||
| "onDamage"
|
||||
| "modifyOutgoingDamage"
|
||||
| "modifyIncomingDamage"
|
||||
| "onShuffle"
|
||||
| "onCardPlayed"
|
||||
| "onCardDiscarded";
|
||||
|
||||
export function dispatchTrigger(
|
||||
ctx: TriggerContext,
|
||||
event: "onTurnStart" | "onTurnEnd",
|
||||
entityKey: "player" | string,
|
||||
registry: CombatTriggerRegistry,
|
||||
): void {
|
||||
const buffs = entityKey === "player"
|
||||
? ctx.state.player.buffs
|
||||
: ctx.state.enemies[entityKey]?.buffs;
|
||||
if (!buffs) return;
|
||||
|
||||
for (const [buffId, stacks] of Object.entries(buffs)) {
|
||||
const behavior = registry[buffId];
|
||||
if (!behavior) continue;
|
||||
const handler = behavior[event];
|
||||
if (handler) {
|
||||
handler(ctx, entityKey, stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function dispatchAttackedTrigger(
|
||||
ctx: TriggerContext,
|
||||
attackerKey: "player" | string,
|
||||
defenderKey: "player" | string,
|
||||
damage: number,
|
||||
registry: CombatTriggerRegistry,
|
||||
): number {
|
||||
const buffs = defenderKey === "player"
|
||||
? ctx.state.player.buffs
|
||||
: ctx.state.enemies[defenderKey]?.buffs;
|
||||
if (!buffs) return damage;
|
||||
|
||||
let modifiedDamage = damage;
|
||||
for (const [buffId, stacks] of Object.entries(buffs)) {
|
||||
const behavior = registry[buffId];
|
||||
if (!behavior?.onAttacked) continue;
|
||||
modifiedDamage = behavior.onAttacked(ctx, attackerKey, defenderKey, modifiedDamage, stacks);
|
||||
}
|
||||
return modifiedDamage;
|
||||
}
|
||||
|
||||
export function dispatchDamageTrigger(
|
||||
ctx: TriggerContext,
|
||||
targetKey: "player" | string,
|
||||
damage: number,
|
||||
registry: CombatTriggerRegistry,
|
||||
): void {
|
||||
const buffs = targetKey === "player"
|
||||
? ctx.state.player.buffs
|
||||
: ctx.state.enemies[targetKey]?.buffs;
|
||||
if (!buffs) return;
|
||||
|
||||
for (const [buffId, stacks] of Object.entries(buffs)) {
|
||||
const behavior = registry[buffId];
|
||||
if (!behavior?.onDamage) continue;
|
||||
behavior.onDamage(ctx, targetKey, damage, stacks);
|
||||
}
|
||||
}
|
||||
|
||||
export function dispatchOutgoingDamageTrigger(
|
||||
ctx: TriggerContext,
|
||||
sourceKey: "player" | string,
|
||||
damage: number,
|
||||
registry: CombatTriggerRegistry,
|
||||
): number {
|
||||
const buffs = sourceKey === "player"
|
||||
? ctx.state.player.buffs
|
||||
: ctx.state.enemies[sourceKey]?.buffs;
|
||||
if (!buffs) return damage;
|
||||
|
||||
let modifiedDamage = damage;
|
||||
for (const [buffId, stacks] of Object.entries(buffs)) {
|
||||
const behavior = registry[buffId];
|
||||
if (!behavior?.modifyOutgoingDamage) continue;
|
||||
modifiedDamage = behavior.modifyOutgoingDamage(ctx, sourceKey, modifiedDamage, stacks);
|
||||
}
|
||||
return modifiedDamage;
|
||||
}
|
||||
|
||||
export function dispatchIncomingDamageTrigger(
|
||||
ctx: TriggerContext,
|
||||
targetKey: "player" | string,
|
||||
damage: number,
|
||||
registry: CombatTriggerRegistry,
|
||||
): number {
|
||||
const buffs = targetKey === "player"
|
||||
? ctx.state.player.buffs
|
||||
: ctx.state.enemies[targetKey]?.buffs;
|
||||
if (!buffs) return damage;
|
||||
|
||||
let modifiedDamage = damage;
|
||||
for (const [buffId, stacks] of Object.entries(buffs)) {
|
||||
const behavior = registry[buffId];
|
||||
if (!behavior?.modifyIncomingDamage) continue;
|
||||
modifiedDamage = behavior.modifyIncomingDamage(ctx, targetKey, modifiedDamage, stacks);
|
||||
}
|
||||
return modifiedDamage;
|
||||
}
|
||||
|
||||
export function dispatchShuffleTrigger(
|
||||
ctx: TriggerContext,
|
||||
registry: CombatTriggerRegistry,
|
||||
): void {
|
||||
for (const enemyId of ctx.state.enemyOrder) {
|
||||
const enemy = ctx.state.enemies[enemyId];
|
||||
if (!enemy.isAlive) continue;
|
||||
for (const [buffId, stacks] of Object.entries(enemy.buffs)) {
|
||||
const behavior = registry[buffId];
|
||||
if (!behavior?.onShuffle) continue;
|
||||
behavior.onShuffle(ctx, stacks);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,82 +0,0 @@
|
||||
// TODO shouldn't rely on csv types. Use interfaces and expect csv types to match.
|
||||
import type { EnemyDesert } from "../data/enemyDesert.csv";
|
||||
import type { EffectDesert } from "../data/effectDesert.csv";
|
||||
import type { PlayerDeck, GameCard } from "../deck/types";
|
||||
import type { PlayerState } from "../progress/types";
|
||||
|
||||
export type BuffTable = Record<string, number>;
|
||||
|
||||
// TODO rename this to "lifecycle". Should use lifecycle in csv as well.
|
||||
export type EffectTiming = EffectDesert["timing"];
|
||||
|
||||
export type EffectTarget = "self" | "target" | "all" | "random" | "player" | "team";
|
||||
|
||||
export type ItemBuff = {
|
||||
effectId: string;
|
||||
stacks: number;
|
||||
timing: EffectTiming;
|
||||
sourceItemId: string;
|
||||
targetItemId: string;
|
||||
};
|
||||
|
||||
export type EnemyState = {
|
||||
id: string;
|
||||
templateId: string;
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
buffs: BuffTable;
|
||||
currentIntentId: string;
|
||||
intentData: Record<string, EnemyDesert>;
|
||||
isAlive: boolean;
|
||||
hadDefendBroken: boolean;
|
||||
};
|
||||
|
||||
export type PlayerCombatState = {
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
energy: number;
|
||||
maxEnergy: number;
|
||||
buffs: BuffTable;
|
||||
deck: PlayerDeck;
|
||||
damageTakenThisTurn: number;
|
||||
damagedThisTurn: boolean;
|
||||
cardsDiscardedThisTurn: number;
|
||||
};
|
||||
|
||||
export type CombatPhase = "playerTurn" | "enemyTurn" | "combatEnd";
|
||||
|
||||
export type CombatResult = "victory" | "defeat" | "fled";
|
||||
|
||||
export type LootEntry = {
|
||||
type: "gold" | "item" | "relic";
|
||||
amount?: number;
|
||||
itemId?: string;
|
||||
};
|
||||
|
||||
export type CombatState = {
|
||||
enemies: Record<string, EnemyState>;
|
||||
enemyOrder: string[];
|
||||
player: PlayerCombatState;
|
||||
phase: CombatPhase;
|
||||
turnNumber: number;
|
||||
// TODO: "fled" is a per-enemy state. Should remove it here and expand the isAlive property on enemy instead.
|
||||
// TODO: CombatResult should just be "victory" "defeat" or null.
|
||||
result: CombatResult | null;
|
||||
loot: LootEntry[];
|
||||
// TODO: I think this belongs to the player combat state.
|
||||
itemBuffs: ItemBuff[];
|
||||
// TODO: Also belongs to the player combat state.
|
||||
fatigueAddedCount: number;
|
||||
enemyTemplateData: Record<string, EnemyDesert>;
|
||||
};
|
||||
|
||||
export type CombatEffectEntry = [EffectTarget, EffectDesert, number];
|
||||
|
||||
export type CombatEntity = {
|
||||
buffs: BuffTable;
|
||||
hp: number;
|
||||
maxHp: number;
|
||||
isAlive: boolean;
|
||||
};
|
||||
|
||||
export type CombatGameContext = import("@/core/game").IGameContext<CombatState>;
|
||||
@@ -1,41 +0,0 @@
|
||||
# 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
|
||||
# unplayable: true for status cards that cannot be played
|
||||
# onPlay: effects triggered when card is played
|
||||
# onDraw: effects triggered when card enters hand
|
||||
# onDiscard: effects triggered when card is discarded
|
||||
|
||||
id,name,desc,type,costType,costCount,targetType,unplayable,onPlay,onDraw,onDiscard
|
||||
string,string,string,'item'|'status','energy'|'uses'|'none',int,'single'|'none',boolean,['self'|'target'|'all'|'random'|'player';@effectDesert;number][],['self'|'target'|'all'|'random'|'player';@effectDesert;number][],['self'|'target'|'all'|'random'|'player';@effectDesert;number][]
|
||||
sword,剑,【攻击2】【攻击2】,item,energy,1,single,false,[target;attack;2];[target;attack;2],,
|
||||
greataxe,长斧,对全体【攻击5】,item,energy,2,none,false,[all;attack;5],,
|
||||
spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,single,false,[target;attack;2];[target;attack;2];[target;attack;2],,
|
||||
dagger,短刀,【攻击3】【攻击3】,item,energy,1,single,false,[target;attack;3];[target;attack;3],,
|
||||
dart,飞镖,【攻击1】抓一张牌,item,energy,0,single,false,[target;attack;1];[self;draw;1],,
|
||||
crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,single,false,[target;attack;6];[self;crossbow;0],,
|
||||
shield,盾,【防御3】,item,energy,1,none,false,[self;defend;3],,
|
||||
hat,斗笠,【防御8】,item,energy,2,none,false,[self;defend;8],,
|
||||
cape,披风,【防御2】下回合【防御2】,item,energy,1,none,false,[self;defend;2];[self;defendNext;2],,
|
||||
bracer,护腕,【防御1】抓1张牌,item,energy,0,none,false,[self;defend;1];[self;draw;1],,
|
||||
greatshield,大盾,【防御5】,item,energy,1,none,false,[self;defend;5],,
|
||||
chainmail,锁子甲,本回合受到伤害-3,item,energy,1,none,false,[self;damageReduce;3],,
|
||||
bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,none,false,[self;removeWound;1],,
|
||||
poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,none,false,[self;attackBuff;2],,
|
||||
fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,none,false,[self;defendBuff;2],,
|
||||
vitalityPotion,活力药剂,获得1点能量,item,uses,3,none,false,[self;gainEnergy;1],,
|
||||
focusPotion,集中药剂,抓2张牌,item,uses,3,none,false,[self;draw;2],,
|
||||
healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,none,false,[self;removeWound;3],,
|
||||
waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,none,false,[self;energyNext;1];[self;drawNext;2],,
|
||||
rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,none,false,[self;defendBuffUntilPlay;2],,
|
||||
belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,none,false,[self;drawChoice;1],,
|
||||
torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,none,false,[self;burnForEnergy;1],,
|
||||
whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,none,false,[self;attackBuffUntilPlay;3],,
|
||||
blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,none,false,[self;transformRandom;1],,
|
||||
wound,伤口,无效果占用手牌和牌堆,status,none,0,none,true,,,
|
||||
venom,蛇毒,弃掉时受到3点伤害,status,none,0,none,true,,,[self;attack;3]
|
||||
curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,none,true,,[self;curse;1],
|
||||
static,静电,在手里时受电击伤害+1,status,none,0,none,true,,[self;static;1],
|
||||
fatigue,疲劳,占用手牌,status,none,0,none,true,,,
|
||||
vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,none,true,,[self;expose;3],
|
||||
|
@@ -1,20 +0,0 @@
|
||||
import type { EffectDesert } from './effectDesert.csv';
|
||||
|
||||
type CardDesertTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly desc: string;
|
||||
readonly type: "item" | "status";
|
||||
readonly costType: "energy" | "uses" | "none";
|
||||
readonly costCount: number;
|
||||
readonly targetType: "single" | "none";
|
||||
readonly unplayable: boolean;
|
||||
readonly onPlay: readonly ["self" | "target" | "all" | "random" | "player", EffectDesert, number];
|
||||
readonly onDraw: readonly ["self" | "target" | "all" | "random" | "player", EffectDesert, number];
|
||||
readonly onDiscard: readonly ["self" | "target" | "all" | "random" | "player", EffectDesert, number];
|
||||
}[];
|
||||
|
||||
export type CardDesert = CardDesertTable[number];
|
||||
|
||||
declare function getData(): CardDesertTable;
|
||||
export default getData;
|
||||
@@ -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;
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
import type { LoadResult } from 'yarn-spinner-loader';
|
||||
const result: LoadResult;
|
||||
export default result;
|
||||
+46
-42
@@ -1,48 +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
|
||||
# card: 不施加buff,对玩家时在玩家弃牌堆创建同名卡牌,对敌人无效(敌人没有牌堆)
|
||||
# cardDraw: 不施加buff,在抓牌堆洗入同名卡牌
|
||||
# cardHand:不施加buff,在玩家手牌中创建同名卡牌
|
||||
# item: 施加buff到周围物品,永久生效
|
||||
# itemUntilPlayed: 施加buff到周围物品,物品被打出后失效
|
||||
|
||||
id, name, description, timing
|
||||
string, string, string, 'instant'|'temporary'|'lingering'|'permanent'|'posture'|'card'|'cardDraw'|'cardHand'|'item'|'itemUntilPlayed'
|
||||
attack, 攻击, 对对手造成伤害, instant
|
||||
defend, 防御, 抵消下次行动前受到的伤害, posture
|
||||
spike, 尖刺, 对攻击者造成X点伤害, permanent
|
||||
venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, cardHand
|
||||
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), cardDraw
|
||||
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, itemUntilPlayed
|
||||
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlayed
|
||||
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, itemUntilPlayed
|
||||
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, itemUntilPlayed
|
||||
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlayed
|
||||
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
|
||||
# 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();
|
||||
});
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
type EffectDesertTable = readonly {
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly timing: "instant" | "temporary" | "lingering" | "permanent" | "posture" | "card" | "cardDraw" | "cardHand" | "item" | "itemUntilPlayed";
|
||||
}[];
|
||||
|
||||
export type EffectDesert = EffectDesertTable[number];
|
||||
|
||||
declare function getData(): EffectDesertTable;
|
||||
export default getData;
|
||||
@@ -1,36 +0,0 @@
|
||||
# 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; hp; bonusHp] - bonusHp for scaling
|
||||
type,name,description,enemies,dialogue
|
||||
'minion'|'elite'|'event'|'shop'|'camp'|'curio',string,string,[string; int; int][],string
|
||||
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;20;0];[仙人掌怪;20;0],
|
||||
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;14;0];[蛇;14;0],
|
||||
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;18;0];[仙人掌怪;20;0],
|
||||
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;16;0],
|
||||
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;22;0];[风卷草;22;0],
|
||||
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;16;0];[仙人掌怪;20;0],
|
||||
minion,沙蝎,概念:攻+强化。【尾刺X】:姿态buff,攻击时,伤害提升X。,[沙蝎;14;0];[蛇;14;0],
|
||||
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;24;0],
|
||||
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;20;0];[蜥蜴;20;0],
|
||||
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;16;0];[枪手;16;0],
|
||||
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;44;0],
|
||||
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;50;0];[枪手;20;4],
|
||||
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;55;0],
|
||||
elite,沙漠守卫,召唤木乃伊;会复活木乃伊2次。,[沙漠守卫;48;0];[木乃伊;20;0],
|
||||
shop,沙漠商人,商店:可以恢复生命、出售装备、附魔物品。,,
|
||||
shop,游牧商队,商队:出售稀有物品、移除牌组中一张牌。,,
|
||||
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。,,
|
||||
camp,岩洞庇护所,篝火:可以恢复生命、升级一张牌。,,
|
||||
curio,沙中遗物,随机获得一件遗物或受到3点伤害。,,desert_relic_in_sand
|
||||
curio,枯井,投入1能量:可能获得药水或什么也没有。,,desert_dry_well
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
curio,风化雕像,献祭1生命:获得一件随机遗物。,,desert_weathered_statue
|
||||
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
|
||||
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
|
||||
|
@@ -1,12 +0,0 @@
|
||||
type EncounterDesertTable = readonly {
|
||||
readonly type: "minion" | "elite" | "event" | "shop" | "camp" | "curio";
|
||||
readonly name: string;
|
||||
readonly description: string;
|
||||
readonly enemies: readonly [string, number, number];
|
||||
readonly dialogue: string;
|
||||
}[];
|
||||
|
||||
export type EncounterDesert = EncounterDesertTable[number];
|
||||
|
||||
declare function getData(): EncounterDesertTable;
|
||||
export default getData;
|
||||
@@ -1,52 +0,0 @@
|
||||
# enemyDesert: enemy templates and their intent state machines
|
||||
# enemy: enemy template ID (unique identifier for this enemy type)
|
||||
# intentId: intent state ID (unique within each enemy)
|
||||
# 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 enemy type (applied to all instances)
|
||||
# effects: effects executed when this intent is active
|
||||
|
||||
enemy,intentId,initialIntent,nextIntents,brokenIntent,initBuffs,effects
|
||||
string,string,boolean,string[],string[],[@effectDesert;stacks: int][],['self'|'player'|'team';@effectDesert;number][]
|
||||
仙人掌怪,boost,true,boost;defend;defend,,[spike;1],[self;spike;1];[self;defend;4]
|
||||
仙人掌怪,defend,false,attack,,[spike;1],[self;defend;8]
|
||||
仙人掌怪,attack,false,boost,,[spike;1],[player;attack;5]
|
||||
蛇,poison,true,attack;attack,,,,[player;venom;1];[player;attack;4]
|
||||
蛇,attack,false,poison;boost,,,,[player;attack;6]
|
||||
蛇,boost,false,poison;attack,,,,[self;defend;3];[player;venom;1]
|
||||
木乃伊,attack,true,defend;curse,,,,[player;attack;6]
|
||||
木乃伊,defend,false,attack,,,,[self;defend;6]
|
||||
木乃伊,curse,false,defend;attack,attack,,[player;curse;1]
|
||||
枪手,aim,true,attack,,,,[self;aim;2]
|
||||
枪手,attack,false,aim;defend,aim,,[player;attack;8]
|
||||
枪手,defend,false,aim,aim,,[self;defend;5]
|
||||
风卷草,boost,true,defend;defend;boost,,,,[self;roll;5];[self;defend;4]
|
||||
风卷草,defend,false,boost;attack,,,,[self;defend;8]
|
||||
风卷草,attack,false,boost,,,,[player;rollDamage;0]
|
||||
秃鹫,attack,true,defend;defend,,,,[player;attack;6];[player;vultureEye;1]
|
||||
秃鹫,defend,false,attack;attack,,,,[self;defend;5]
|
||||
沙蝎,boost,true,attack;attack,,[tailSting;1],[self;tailSting;2]
|
||||
沙蝎,attack,false,boost;attack,,[tailSting;1],[player;attack;6]
|
||||
幼沙虫,defend,true,defend;boost,,[energyDrain;1],[self;defend;6]
|
||||
幼沙虫,boost,false,attack;defend,,[energyDrain;1],[self;energyDrain;1];[self;defend;4]
|
||||
幼沙虫,attack,false,defend;defend,,[energyDrain;1],[player;attack;5]
|
||||
蜥蜴,attack,true,defend;molt,,,,[player;attack;5]
|
||||
蜥蜴,defend,false,attack;attack,,,,[self;defend;6]
|
||||
蜥蜴,molt,false,defend;attack,,,,[self;molt;3]
|
||||
沙匪,attack,true,attack;heavyAttack,,,,[player;attack;6]
|
||||
沙匪,heavyAttack,false,attack;attack;debuff,,,,[player;attack;10]
|
||||
沙匪,debuff,false,attack;attack,,,,[player;discard;1]
|
||||
风暴之灵,storm,true,attack;storm,,,,[self;storm;2];[self;defend;3]
|
||||
风暴之灵,attack,false,storm;defend,,,,[player;attack;8];[player;static;1]
|
||||
风暴之灵,defend,false,storm;attack,,,,[self;defend;8]
|
||||
骑马枪手,charge,true,attack,,,,[self;charge;2]
|
||||
骑马枪手,attack,false,charge;defend,charge,,[player;attack;6]
|
||||
骑马枪手,defend,false,charge;attack,charge,,[self;defend;5]
|
||||
沙虫王,summon,true,attack;defend,,,,[self;summonSandwormLarva;1]
|
||||
沙虫王,attack,false,summon;defend,,,,[player;attack;9]
|
||||
沙虫王,defend,false,attack;summon,,,,[self;defend;6]
|
||||
沙漠守卫,summon,true,attack;defend,,,,[self;summonMummy;1]
|
||||
沙漠守卫,attack,false,defend;summon,,,,[player;attack;8]
|
||||
沙漠守卫,defend,false,attack;revive,,,,[self;defend;8]
|
||||
沙漠守卫,revive,false,attack;summon,,,,[self;reviveMummy;1]
|
||||
|
@@ -1,16 +0,0 @@
|
||||
import type { EffectDesert } from './effectDesert.csv';
|
||||
|
||||
type EnemyDesertTable = readonly {
|
||||
readonly enemy: string;
|
||||
readonly intentId: string;
|
||||
readonly initialIntent: boolean;
|
||||
readonly nextIntents: readonly string[];
|
||||
readonly brokenIntent: readonly string[];
|
||||
readonly initBuffs: readonly [EffectDesert, readonly stacks: number];
|
||||
readonly effects: readonly ["self" | "player" | "team", EffectDesert, number];
|
||||
}[];
|
||||
|
||||
export type EnemyDesert = EnemyDesertTable[number];
|
||||
|
||||
declare function getData(): EnemyDesertTable;
|
||||
export default getData;
|
||||
@@ -1,26 +0,0 @@
|
||||
type,name,shape,card,price
|
||||
string,string,string,@cardDesert,int
|
||||
weapon,剑,oee,sword,50
|
||||
weapon,长斧,oees,greataxe,80
|
||||
weapon,长枪,oeee,spear,75
|
||||
weapon,短刀,oe,dagger,40
|
||||
weapon,飞镖,o,dart,30
|
||||
weapon,十字弩,onrersrw,crossbow,120
|
||||
armor,盾,oesw,shield,50
|
||||
armor,斗笠,oerwrn,hat,90
|
||||
armor,披风,oers,cape,45
|
||||
armor,护腕,o,bracer,25
|
||||
armor,大盾,oesswn,greatshield,70
|
||||
armor,锁子甲,oesw,chainmail,60
|
||||
consumable,绷带,o,bandage,20
|
||||
consumable,淬毒药剂,o,poisonPotion,30
|
||||
consumable,强固药剂,o,fortifyPotion,30
|
||||
consumable,活力药剂,o,vitalityPotion,25
|
||||
consumable,集中药剂,o,focusPotion,25
|
||||
consumable,治疗药剂,o,healingPotion,35
|
||||
tool,水袋,os,waterBag,35
|
||||
tool,绳索,ose,rope,30
|
||||
tool,腰带,owre,belt,40
|
||||
tool,火把,on,torch,25
|
||||
tool,磨刀石,o,whetstone,30
|
||||
tool,铁匠锤,oerwrs,blacksmithHammer,45
|
||||
|
@@ -1,14 +0,0 @@
|
||||
import type { CardDesert } from './cardDesert.csv';
|
||||
|
||||
type HeroItemFighter1Table = readonly {
|
||||
readonly type: string;
|
||||
readonly name: string;
|
||||
readonly shape: string;
|
||||
readonly card: CardDesert;
|
||||
readonly price: number;
|
||||
}[];
|
||||
|
||||
export type HeroItemFighter1 = HeroItemFighter1Table[number];
|
||||
|
||||
declare function getData(): HeroItemFighter1Table;
|
||||
export default getData;
|
||||
@@ -1,16 +1,6 @@
|
||||
import heroItemFighter1Csv from './heroItemFighter1.csv';
|
||||
import encounterDesertCsv from './encounterDesert.csv';
|
||||
import enemyDesertCsv from './enemyDesert.csv';
|
||||
import effectDesertCsv from './effectDesert.csv';
|
||||
import cardDesertCsv from './cardDesert.csv';
|
||||
import * as desert from "./desert";
|
||||
export type { ContentModule } from "./types";
|
||||
|
||||
export const heroItemFighter1Data = heroItemFighter1Csv();
|
||||
export const encounterDesertData = encounterDesertCsv();
|
||||
export const enemyDesertData = enemyDesertCsv();
|
||||
export const effectDesertData = effectDesertCsv();
|
||||
export const cardDesertData = cardDesertCsv();
|
||||
|
||||
export { default as encounterDesertCsv, type EncounterDesert } from './encounterDesert.csv';
|
||||
export { default as enemyDesertCsv, type EnemyDesert } from './enemyDesert.csv';
|
||||
export { default as effectDesertCsv, type EffectDesert } from './effectDesert.csv';
|
||||
export { default as cardDesertCsv, type CardDesert } from './cardDesert.csv';
|
||||
export default {
|
||||
desert,
|
||||
};
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
# 战斗规则
|
||||
|
||||
## 战斗状态
|
||||
|
||||
角色表:
|
||||
- 敌方角色表
|
||||
- 我方角色表
|
||||
|
||||
角色状态:
|
||||
- hp/最大hp
|
||||
- buff表(名称->层数,同名buff合并叠加)
|
||||
|
||||
战利品表:
|
||||
- 类型
|
||||
- 数量
|
||||
|
||||
触发规则表:
|
||||
- 类型
|
||||
- 层数
|
||||
|
||||
## 战斗开始
|
||||
|
||||
战斗开始时,首先进行敌方角色的战斗开始结算,然后进行玩家的战斗开始结算。
|
||||
|
||||
战斗开始会让玩家抓5张起始手牌,让敌方角色初始化意图。
|
||||
|
||||
## 回合
|
||||
|
||||
进行一个玩家回合,然后进行一个敌方回合,以此重复,直到不存在玩家或敌方角色存活。
|
||||
|
||||
玩家回合包含以下阶段:
|
||||
|
||||
- buff更新:temporary buff清空,lingering buff层数-1。
|
||||
- 回合开始:触发回合开始结算的效果。
|
||||
- 玩家行动:玩家可以花费能量打出手牌。点结束来结束行动。
|
||||
- 回合结束:触发回合结束结算的效果。
|
||||
- 重置手牌:弃掉剩余的手牌,重新抓5张手牌。
|
||||
- 重置能量:重置到3点能量。
|
||||
|
||||
敌人回合包含以下阶段:
|
||||
|
||||
- buff更新:每个敌人的temporary buff清空,lingering buff层数-1。
|
||||
- 回合开始:触发回合开始结算的效果。
|
||||
- 敌人行动:每个敌人的意图依次生效,然后更新下一个意图。
|
||||
- 回合结束:触发回合结束结算的效果。
|
||||
|
||||
## 效果
|
||||
|
||||
效果结算时,具有以下上下文:
|
||||
- name: 效果名称
|
||||
- stacks: 层数
|
||||
- target: 目标角色,如果有
|
||||
- source:来源角色,如果有
|
||||
- card:来源卡牌,如果有
|
||||
|
||||
效果有以下类型:
|
||||
|
||||
- Instant: 立即结算。
|
||||
|
||||
- Buff: 施加为buff,持续整场战斗。
|
||||
- BuffTemporary: 施加为buff,下次buff更新时清空。
|
||||
- BuffLingering: 施加为buff,下次buff更新时层数-1。
|
||||
- BuffPosture: 施加为buff,受到伤害时扣除等量层数。
|
||||
|
||||
- Item: 施加为物品buff,对来源卡牌对应的物品周围的物品生效。
|
||||
- ItemUntilPlayed:施加为物品buff,对来源卡牌对应的物品生效,生效一次后失效。
|
||||
- ItemTemporary: 施加为物品buff,对来源卡牌对应的物品生效,下次buff更新时清空。
|
||||
- ItemPermanent: 施加为物品buff,对来源卡牌对应的物品生效,战斗结束后依然有效。
|
||||
|
||||
- Card: 施加为状态卡牌,洗入玩家弃牌堆。对敌人无效。
|
||||
- CardDraw:洗入抓牌堆。
|
||||
- CardHand:加入手牌。
|
||||
@@ -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;
|
||||
};
|
||||
@@ -1,188 +0,0 @@
|
||||
import type { CellKey, GridInventory, InventoryItem } from '../grid-inventory/types';
|
||||
import type { GameItemMeta } from '../progress/types';
|
||||
import { createRegion, createRegionAxis } from '@/core/region';
|
||||
import type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types';
|
||||
import { cardDesertData } from '../data';
|
||||
|
||||
/**
|
||||
* Generates a unique card ID for a cell within an item.
|
||||
*/
|
||||
function generateCardId(itemId: string, cellIndex: number): string {
|
||||
return `card-${itemId}-${cellIndex}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Collects all cell keys from an item's shape in a deterministic order.
|
||||
* Iterates the shape grid row by row, left to right, top to bottom.
|
||||
*/
|
||||
function getItemCells(item: InventoryItem<GameItemMeta>): CellKey[] {
|
||||
const cells: CellKey[] = [];
|
||||
const { shape, transform } = item;
|
||||
const { grid } = shape;
|
||||
const { offset, rotation, flipX, flipY } = transform;
|
||||
|
||||
// Track local dimensions (may swap on rotation)
|
||||
let localWidth = grid[0]?.length || 1;
|
||||
let localHeight = grid.length;
|
||||
|
||||
for (let gy = 0; gy < grid.length; gy++) {
|
||||
for (let gx = 0; gx < grid[gy].length; gx++) {
|
||||
if (!grid[gy][gx]) continue;
|
||||
|
||||
// Start from grid coordinates
|
||||
let x = gx;
|
||||
let y = gy;
|
||||
|
||||
// Apply rotation (90 degree increments, clockwise)
|
||||
const rotTimes = ((rotation % 4) + 4) % 4;
|
||||
for (let r = 0; r < rotTimes; r++) {
|
||||
const newX = localHeight - 1 - y;
|
||||
const newY = x;
|
||||
x = newX;
|
||||
y = newY;
|
||||
// Swap dimensions for next iteration
|
||||
const tmp = localWidth;
|
||||
localWidth = localHeight;
|
||||
localHeight = tmp;
|
||||
}
|
||||
|
||||
// Reset local dimensions for fresh computation per cell
|
||||
localWidth = grid[0]?.length || 1;
|
||||
localHeight = grid.length;
|
||||
|
||||
// Apply flips
|
||||
if (flipX) {
|
||||
x = -x;
|
||||
}
|
||||
if (flipY) {
|
||||
y = -y;
|
||||
}
|
||||
|
||||
// Apply offset
|
||||
const finalX = x + offset.x;
|
||||
const finalY = y + offset.y;
|
||||
|
||||
cells.push(`${finalX},${finalY}`);
|
||||
}
|
||||
}
|
||||
|
||||
return cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a single card from an inventory item.
|
||||
*/
|
||||
function createItemCard(
|
||||
itemId: string,
|
||||
itemData: GameItemMeta['itemData'],
|
||||
cellKey: CellKey,
|
||||
cellIndex: number
|
||||
): GameCard {
|
||||
const cardId = generateCardId(itemId, cellIndex);
|
||||
const cardData = cardDesertData.find(c => c.id === itemData.card.id);
|
||||
|
||||
return {
|
||||
id: cardId,
|
||||
regionId: '',
|
||||
position: [],
|
||||
sourceItemId: itemId,
|
||||
itemData: cardData ?? null,
|
||||
cellKey,
|
||||
displayName: cardData?.name ?? itemData.name,
|
||||
description: cardData?.desc ?? '',
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a status card that does not correspond to any inventory item.
|
||||
* Status cards represent temporary effects like wounds, stuns, etc.
|
||||
*/
|
||||
function createStatusCard(
|
||||
id: string,
|
||||
displayName: string,
|
||||
description: string
|
||||
): GameCard {
|
||||
return {
|
||||
id,
|
||||
regionId: '',
|
||||
position: [],
|
||||
sourceItemId: null,
|
||||
itemData: null,
|
||||
cellKey: null,
|
||||
displayName,
|
||||
description,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a complete player deck from the current inventory state.
|
||||
*/
|
||||
function generateDeckFromInventory(inventory: GridInventory<GameItemMeta>): PlayerDeck {
|
||||
const cards: Record<string, GameCard> = {};
|
||||
const drawPile: string[] = [];
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const itemData = item.meta?.itemData;
|
||||
if (!itemData) continue;
|
||||
|
||||
// Generate one card per occupied cell in the item's shape
|
||||
const cellCount = item.shape.count;
|
||||
const cells = getItemCells(item);
|
||||
|
||||
for (let i = 0; i < cellCount; i++) {
|
||||
const cellKey = cells[i] ?? `${i},0`;
|
||||
const card = createItemCard(item.id, itemData, cellKey, i);
|
||||
cards[card.id] = card;
|
||||
drawPile.push(card.id);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
cards,
|
||||
drawPile,
|
||||
hand: [],
|
||||
discardPile: [],
|
||||
exhaustPile: [],
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates region definitions for deck management.
|
||||
*/
|
||||
function createDeckRegions(): DeckRegions {
|
||||
return {
|
||||
drawPile: createRegion('drawPile', [
|
||||
createRegionAxis('index', 0, 0),
|
||||
]),
|
||||
hand: createRegion('hand', [
|
||||
createRegionAxis('index', 0, 0),
|
||||
]),
|
||||
discardPile: createRegion('discardPile', [
|
||||
createRegionAxis('index', 0, 0),
|
||||
]),
|
||||
exhaustPile: createRegion('exhaustPile', [
|
||||
createRegionAxis('index', 0, 0),
|
||||
]),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates an empty player deck structure.
|
||||
*/
|
||||
function createPlayerDeck(): PlayerDeck {
|
||||
return {
|
||||
cards: {},
|
||||
drawPile: [],
|
||||
hand: [],
|
||||
discardPile: [],
|
||||
exhaustPile: [],
|
||||
};
|
||||
}
|
||||
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createStatusCard,
|
||||
createDeckRegions,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
};
|
||||
@@ -1,8 +0,0 @@
|
||||
export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types';
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createStatusCard,
|
||||
createDeckRegions,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from './factory';
|
||||
@@ -1,74 +0,0 @@
|
||||
import type { Part } from '@/core/part';
|
||||
import type { Region } from '@/core/region';
|
||||
import type { HeroItemFighter1 } from '../data/heroItemFighter1.csv';
|
||||
import type { CardDesert } from '../data/cardDesert.csv';
|
||||
import type { CellKey } from '../grid-inventory/types';
|
||||
|
||||
/**
|
||||
* Metadata for a game card.
|
||||
* Bridges inventory item data with the card system.
|
||||
*/
|
||||
export interface GameCardMeta {
|
||||
/**
|
||||
* Source item instance ID that this card was generated from.
|
||||
* `null` for status cards (e.g. wound, stun) that don't correspond to an inventory item.
|
||||
*/
|
||||
sourceItemId: string | null;
|
||||
/**
|
||||
* Original card data from cardDesert.csv. `null` for status cards not in the CSV.
|
||||
*/
|
||||
itemData: CardDesert | null;
|
||||
/**
|
||||
* The cell key ("x,y") this card represents within the source item's shape.
|
||||
* `null` for status cards.
|
||||
*/
|
||||
cellKey: CellKey | null;
|
||||
/**
|
||||
* Display name of the card.
|
||||
* For item cards: derived from itemData.name.
|
||||
* For status cards: custom name (e.g. "伤口", "眩晕").
|
||||
*/
|
||||
displayName: string;
|
||||
/**
|
||||
* Card description / ability text.
|
||||
* For item cards: derived from itemData.desc.
|
||||
* For status cards: custom description.
|
||||
*/
|
||||
description: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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>;
|
||||
/** Card IDs in the draw pile */
|
||||
drawPile: string[];
|
||||
/** Card IDs in the player's hand */
|
||||
hand: string[];
|
||||
/** Card IDs in the discard pile */
|
||||
discardPile: string[];
|
||||
/** Card IDs in the exhaust pile (removed from combat) */
|
||||
exhaustPile: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* Region structure for deck management.
|
||||
*/
|
||||
export interface DeckRegions {
|
||||
/** Draw pile region */
|
||||
drawPile: Region;
|
||||
/** Hand region */
|
||||
hand: Region;
|
||||
/** Discard pile region */
|
||||
discardPile: Region;
|
||||
/** Exhaust pile region */
|
||||
exhaustPile: Region;
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
export {default as encounters} from './encounters/encounters.yarnproject';
|
||||
@@ -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。
|
||||
@@ -1,13 +0,0 @@
|
||||
export type { CellCoordinate, CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
|
||||
export {
|
||||
createGridInventory,
|
||||
flipItem,
|
||||
getAdjacentItems,
|
||||
getItemAtCell,
|
||||
getOccupiedCellSet,
|
||||
moveItem,
|
||||
placeItem,
|
||||
removeItem,
|
||||
rotateItem,
|
||||
validatePlacement,
|
||||
} from './transform';
|
||||
@@ -1,233 +0,0 @@
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { Transform2D } from '../utils/shape-collision';
|
||||
import {
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
rotateTransform,
|
||||
transformShape,
|
||||
} from '../utils/shape-collision';
|
||||
import type { CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
|
||||
|
||||
/**
|
||||
* 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},${y}` as CellKey;
|
||||
if (!inventory.occupiedCells.has(cellKey)) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
for (const item of inventory.items.values()) {
|
||||
const cells = getShapeCellKeys(item.shape, item.transform);
|
||||
if (cells.has(cellKey)) {
|
||||
return item;
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets all items adjacent to the given item (orthogonally, not diagonally).
|
||||
* Returns a Map of itemId -> item for deduplication.
|
||||
*/
|
||||
export function getAdjacentItems<TMeta extends Record<string, unknown> = Record<string, unknown>>(
|
||||
inventory: GridInventory<TMeta>,
|
||||
itemId: string
|
||||
): Map<string, InventoryItem<TMeta>> {
|
||||
const item = inventory.items.get(itemId);
|
||||
if (!item) {
|
||||
return new Map();
|
||||
}
|
||||
|
||||
const ownCells = getShapeCellKeys(item.shape, item.transform);
|
||||
const adjacent = new Map<string, InventoryItem<TMeta>>();
|
||||
|
||||
for (const cellKey of ownCells) {
|
||||
const [cx, cy] = cellKey.split(',').map(Number);
|
||||
const neighbors: CellKey[] = [
|
||||
`${cx + 1},${cy}` as CellKey,
|
||||
`${cx - 1},${cy}` as CellKey,
|
||||
`${cx},${cy + 1}` as CellKey,
|
||||
`${cx},${cy - 1}` as CellKey,
|
||||
];
|
||||
|
||||
for (const neighborKey of neighbors) {
|
||||
if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) {
|
||||
const [nx, ny] = neighborKey.split(',').map(Number);
|
||||
const neighborItem = getItemAtCell(inventory, nx, ny);
|
||||
if (neighborItem) {
|
||||
adjacent.set(neighborItem.id, neighborItem);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return adjacent;
|
||||
}
|
||||
@@ -1,56 +0,0 @@
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { Transform2D } from '../utils/shape-collision';
|
||||
|
||||
/**
|
||||
* String key representing a grid cell in "x,y" format.
|
||||
*/
|
||||
export type CellKey = `${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 = Record<string, unknown>> {
|
||||
/** 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 = Record<string, unknown>> {
|
||||
/** 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>;
|
||||
}
|
||||
@@ -1,147 +1,8 @@
|
||||
// Data
|
||||
export { heroItemFighter1Data, encounterDesertData, enemyDesertData, effectDesertData, cardDesertData } from './data';
|
||||
export { default as encounterDesertCsv } from './data/encounterDesert.csv';
|
||||
export type { EncounterDesert, CardDesert } from './data';
|
||||
|
||||
// Deck
|
||||
export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './deck';
|
||||
export {
|
||||
generateDeckFromInventory,
|
||||
createStatusCard,
|
||||
createDeckRegions,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from './deck';
|
||||
|
||||
// Grid Inventory
|
||||
export type { CellCoordinate, CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './grid-inventory';
|
||||
export {
|
||||
createGridInventory,
|
||||
flipItem,
|
||||
getAdjacentItems,
|
||||
getItemAtCell,
|
||||
getOccupiedCellSet,
|
||||
moveItem,
|
||||
placeItem,
|
||||
removeItem,
|
||||
rotateItem,
|
||||
validatePlacement,
|
||||
} from './grid-inventory';
|
||||
|
||||
// Map
|
||||
export { MapNodeType, MapLayerType } from './map';
|
||||
export type { MapNode, MapLayer, PointCrawlMap } from './map';
|
||||
export { generatePointCrawlMap, getNode, getChildren, getParents, hasPath, findAllPaths } from './map';
|
||||
|
||||
// Progress Manager
|
||||
export type {
|
||||
EncounterResult,
|
||||
EncounterState,
|
||||
GameItem,
|
||||
GameItemMeta,
|
||||
PlayerState,
|
||||
RunMutationResult,
|
||||
RunState,
|
||||
} from './progress';
|
||||
export {
|
||||
addGold,
|
||||
addItemFromCsv,
|
||||
canMoveTo,
|
||||
createRunState,
|
||||
damagePlayer,
|
||||
getReachableChildren,
|
||||
getCurrentNode,
|
||||
getUnresolvedChildren,
|
||||
healPlayer,
|
||||
isAtEndNode,
|
||||
isAtStartNode,
|
||||
isEncounterResolved,
|
||||
moveToNode,
|
||||
removeItem as removeItemFromRun,
|
||||
resolveEncounter,
|
||||
setMaxHp,
|
||||
spendGold,
|
||||
} from './progress';
|
||||
|
||||
// Utils - Parse Shape
|
||||
export type { ParsedShape } from './utils/parse-shape';
|
||||
export { parseShapeString } from './utils/parse-shape';
|
||||
|
||||
// Utils - Shape Collision
|
||||
export type { Point2D, Transform2D } from './utils/shape-collision';
|
||||
export {
|
||||
IDENTITY_TRANSFORM,
|
||||
getOccupiedCells,
|
||||
transformPoint,
|
||||
transformShape,
|
||||
checkCollision,
|
||||
checkBoardCollision,
|
||||
checkBounds,
|
||||
validatePlacement as validateShapePlacement,
|
||||
rotateTransform,
|
||||
flipXTransform,
|
||||
flipYTransform,
|
||||
} from './utils/shape-collision';
|
||||
|
||||
// Combat
|
||||
export type {
|
||||
BuffTable,
|
||||
CombatEffectEntry,
|
||||
CombatEntity,
|
||||
CombatGameContext,
|
||||
CombatPhase,
|
||||
CombatResult,
|
||||
CombatState,
|
||||
EffectTarget,
|
||||
EffectTiming,
|
||||
EnemyState,
|
||||
ItemBuff,
|
||||
LootEntry,
|
||||
PlayerCombatState,
|
||||
} from './combat';
|
||||
|
||||
export type {
|
||||
TriggerContext,
|
||||
BuffTriggerBehavior,
|
||||
CombatTriggerRegistry,
|
||||
TriggerEvent,
|
||||
} from './combat';
|
||||
|
||||
export {
|
||||
createCombatState,
|
||||
createEnemyInstance,
|
||||
createPlayerCombatState,
|
||||
drawCardsToHand,
|
||||
addFatigueCards,
|
||||
discardHand,
|
||||
discardCard,
|
||||
exhaustCard,
|
||||
getEnemyCurrentIntent,
|
||||
advanceEnemyIntent,
|
||||
getEffectTiming,
|
||||
getEffectData,
|
||||
INITIAL_HAND_SIZE,
|
||||
DEFAULT_MAX_ENERGY,
|
||||
FATIGUE_CARDS_PER_SHUFFLE,
|
||||
applyDamage,
|
||||
applyDefend,
|
||||
applyBuff,
|
||||
removeBuff,
|
||||
updateBuffs,
|
||||
resolveEffect,
|
||||
resolveCardEffects,
|
||||
getModifiedAttackDamage,
|
||||
getModifiedDefendAmount,
|
||||
canPlayCard,
|
||||
playCard,
|
||||
areAllEnemiesDead,
|
||||
isPlayerDead,
|
||||
createCombatTriggerRegistry,
|
||||
dispatchTrigger,
|
||||
dispatchAttackedTrigger,
|
||||
dispatchDamageTrigger,
|
||||
dispatchOutgoingDamageTrigger,
|
||||
dispatchIncomingDamageTrigger,
|
||||
dispatchShuffleTrigger,
|
||||
runCombat,
|
||||
} from './combat';
|
||||
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";
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
export { MapNodeType, MapLayerType } from './types';
|
||||
export type { MapNode, MapLayer, PointCrawlMap, MapGenerationConfig } from './types';
|
||||
|
||||
export { generatePointCrawlMap } from './generator';
|
||||
export { getNode, getChildren, getParents, hasPath, findAllPaths } from './generator';
|
||||
@@ -1,86 +0,0 @@
|
||||
/**
|
||||
* 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?: {
|
||||
name: string;
|
||||
description: string;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 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>;
|
||||
/** RNG seed used for generation (for reproducibility) */
|
||||
seed: number;
|
||||
/** Reverse index: nodeId → parent node IDs (for fast getParent lookup) */
|
||||
parentIndex?: Map<string, 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;
|
||||
};
|
||||
}
|
||||
@@ -1,334 +0,0 @@
|
||||
import { Mulberry32RNG, type RNG } from '@/utils/rng';
|
||||
import { generatePointCrawlMap, getNode } from '../map/generator';
|
||||
import type { MapNode } from '../map/types';
|
||||
import { placeItem, validatePlacement, createGridInventory, removeItem as gridRemoveItem } from '../grid-inventory/transform';
|
||||
import type { GameItem, GameItemMeta, RunMutationResult, RunState } from './types';
|
||||
import type { GridInventory } from '../grid-inventory/types';
|
||||
import { IDENTITY_TRANSFORM, type Transform2D } from '../utils/shape-collision';
|
||||
import { parseShapeString, type ParsedShape } from '../utils/parse-shape';
|
||||
import type { HeroItemFighter1 } from '../data/heroItemFighter1.csv';
|
||||
import { heroItemFighter1Data } from '../data';
|
||||
|
||||
// Re-export types
|
||||
export type {
|
||||
EncounterResult,
|
||||
EncounterState,
|
||||
GameItem,
|
||||
GameItemMeta,
|
||||
PlayerState,
|
||||
RunMutationResult,
|
||||
RunState,
|
||||
} from './types';
|
||||
|
||||
// -- Constants --
|
||||
|
||||
const INVENTORY_WIDTH = 6;
|
||||
const INVENTORY_HEIGHT = 4;
|
||||
|
||||
const DEFAULT_MAX_HP = 50;
|
||||
const DEFAULT_GOLD = 50;
|
||||
|
||||
/** Starter items to give the player at the beginning of a run. */
|
||||
const STARTER_ITEM_NAMES = ['治疗药剂', '绷带', '水袋', '短刀', '剑'];
|
||||
|
||||
// -- Run creation --
|
||||
|
||||
/**
|
||||
* Creates a new run state with a generated map, player stats, and starter inventory.
|
||||
*
|
||||
* @param seed RNG seed for reproducibility. If omitted, uses current timestamp.
|
||||
* @param rng Optional RNG instance for controlled randomness (overrides seed).
|
||||
*/
|
||||
export function createRunState(seed?: number, rng?: RNG): RunState {
|
||||
const actualSeed = seed ?? new Mulberry32RNG().nextInt(2 ** 31);
|
||||
const map = generatePointCrawlMap(actualSeed);
|
||||
|
||||
// Find the start node
|
||||
const startNode = map.layers[0].nodes[0];
|
||||
|
||||
// Create empty inventory
|
||||
const inventory = createGridInventory<GameItemMeta>(INVENTORY_WIDTH, INVENTORY_HEIGHT);
|
||||
const idCounter = { value: 0 };
|
||||
|
||||
// Place starter items
|
||||
for (const itemName of STARTER_ITEM_NAMES) {
|
||||
const itemData = findItemByName(itemName);
|
||||
if (!itemData) continue;
|
||||
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
const itemInstance = tryPlaceItemInInventory(inventory, itemData, shape, idCounter);
|
||||
if (!itemInstance) {
|
||||
// Inventory too small; item skipped
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
seed: actualSeed,
|
||||
map,
|
||||
player: {
|
||||
maxHp: DEFAULT_MAX_HP,
|
||||
currentHp: DEFAULT_MAX_HP,
|
||||
gold: DEFAULT_GOLD,
|
||||
},
|
||||
inventory,
|
||||
currentNodeId: startNode.id,
|
||||
currentEncounter: {
|
||||
nodeId: startNode.id,
|
||||
resolved: false,
|
||||
},
|
||||
resolvedNodeIds: new Set<string>(),
|
||||
_idCounter: idCounter,
|
||||
};
|
||||
}
|
||||
|
||||
// -- Movement --
|
||||
|
||||
/**
|
||||
* Checks whether the player can move to the target node.
|
||||
* The target must be a child of the current node.
|
||||
*/
|
||||
export function canMoveTo(runState: RunState, targetNodeId: string): boolean {
|
||||
const currentNode = getNode(runState.map, runState.currentNodeId);
|
||||
if (!currentNode) return false;
|
||||
|
||||
return currentNode.childIds.includes(targetNodeId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the player to the target node.
|
||||
* The target must be a direct child of the current node.
|
||||
*
|
||||
* @returns `{ success: true }` on success, or `{ success: false, reason: string }` on failure.
|
||||
*/
|
||||
export function moveToNode(runState: RunState, targetNodeId: string): RunMutationResult {
|
||||
if (!canMoveTo(runState, targetNodeId)) {
|
||||
return { success: false, reason: '无法移动到该节点' };
|
||||
}
|
||||
|
||||
const targetNode = getNode(runState.map, targetNodeId);
|
||||
if (!targetNode) {
|
||||
return { success: false, reason: '目标节点不存在' };
|
||||
}
|
||||
|
||||
// Update current position
|
||||
runState.currentNodeId = targetNodeId;
|
||||
|
||||
// Create new encounter state for the target node
|
||||
const isResolved = runState.resolvedNodeIds.has(targetNodeId);
|
||||
runState.currentEncounter = {
|
||||
nodeId: targetNodeId,
|
||||
resolved: isResolved,
|
||||
};
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
// -- Encounter management --
|
||||
|
||||
/**
|
||||
* Marks the current encounter as resolved with optional result data.
|
||||
*/
|
||||
export function resolveEncounter(runState: RunState, result?: { goldEarned?: number; hpLost?: number; hpGained?: number; itemRewards?: string[] }): RunMutationResult {
|
||||
if (runState.currentEncounter.resolved) {
|
||||
return { success: false, reason: '该遭遇已解决' };
|
||||
}
|
||||
|
||||
runState.currentEncounter.resolved = true;
|
||||
runState.currentEncounter.result = result;
|
||||
runState.resolvedNodeIds.add(runState.currentNodeId);
|
||||
|
||||
// Apply result effects
|
||||
if (result) {
|
||||
if (result.goldEarned) {
|
||||
runState.player.gold += result.goldEarned;
|
||||
}
|
||||
if (result.hpLost) {
|
||||
runState.player.currentHp = Math.max(0, runState.player.currentHp - result.hpLost);
|
||||
}
|
||||
if (result.hpGained) {
|
||||
runState.player.currentHp = Math.min(runState.player.maxHp, runState.player.currentHp + result.hpGained);
|
||||
}
|
||||
}
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether the encounter at the given node has been resolved.
|
||||
*/
|
||||
export function isEncounterResolved(runState: RunState, nodeId: string): boolean {
|
||||
return runState.resolvedNodeIds.has(nodeId);
|
||||
}
|
||||
|
||||
// -- Player stats --
|
||||
|
||||
/**
|
||||
* Damages the player. Clamps HP to 0 minimum.
|
||||
*/
|
||||
export function damagePlayer(runState: RunState, amount: number): void {
|
||||
runState.player.currentHp = Math.max(0, runState.player.currentHp - amount);
|
||||
}
|
||||
|
||||
/**
|
||||
* Heals the player. Clamps HP to maxHp.
|
||||
*/
|
||||
export function healPlayer(runState: RunState, amount: number): void {
|
||||
runState.player.currentHp = Math.min(runState.player.maxHp, runState.player.currentHp + amount);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the player's maximum HP and adjusts current HP proportionally.
|
||||
*/
|
||||
export function setMaxHp(runState: RunState, newMax: number): void {
|
||||
const diff = newMax - runState.player.maxHp;
|
||||
runState.player.maxHp = newMax;
|
||||
runState.player.currentHp = Math.max(0, Math.min(newMax, runState.player.currentHp + diff));
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds gold to the player.
|
||||
*/
|
||||
export function addGold(runState: RunState, amount: number): void {
|
||||
runState.player.gold += amount;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spends gold. Returns false if the player doesn't have enough gold.
|
||||
*/
|
||||
export function spendGold(runState: RunState, amount: number): RunMutationResult {
|
||||
if (amount <= 0) {
|
||||
return { success: false, reason: '金额必须大于零' };
|
||||
}
|
||||
if (runState.player.gold < amount) {
|
||||
return { success: false, reason: '金币不足' };
|
||||
}
|
||||
|
||||
runState.player.gold -= amount;
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
// -- Inventory management --
|
||||
|
||||
/**
|
||||
* Adds an item from CSV data to the inventory.
|
||||
* Finds the first available valid position.
|
||||
*
|
||||
* @returns The placed item instance, or undefined if no valid position exists.
|
||||
*/
|
||||
export function addItemFromCsv(
|
||||
runState: RunState,
|
||||
itemData: HeroItemFighter1
|
||||
): GameItem | undefined {
|
||||
const shape = parseShapeString(itemData.shape);
|
||||
return tryPlaceItemInInventory(runState.inventory, itemData, shape, runState._idCounter);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes an item from the inventory by its instance ID.
|
||||
*/
|
||||
export function removeItem(runState: RunState, instanceId: string): void {
|
||||
gridRemoveItem(runState.inventory, instanceId);
|
||||
}
|
||||
|
||||
// -- Query helpers --
|
||||
|
||||
/**
|
||||
* Returns the node the player is currently at.
|
||||
*/
|
||||
export function getCurrentNode(runState: RunState): MapNode | undefined {
|
||||
return getNode(runState.map, runState.currentNodeId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all reachable child nodes from the current position.
|
||||
*/
|
||||
export function getReachableChildren(runState: RunState): MapNode[] {
|
||||
const currentNode = getNode(runState.map, runState.currentNodeId);
|
||||
if (!currentNode) return [];
|
||||
|
||||
return currentNode.childIds
|
||||
.map(id => getNode(runState.map, id))
|
||||
.filter((n): n is MapNode => n !== undefined);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns available children that haven't been resolved yet.
|
||||
*/
|
||||
export function getUnresolvedChildren(runState: RunState): MapNode[] {
|
||||
return getReachableChildren(runState).filter(
|
||||
node => !runState.resolvedNodeIds.has(node.id)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current encounter is the start node (no encounter).
|
||||
*/
|
||||
export function isAtStartNode(runState: RunState): boolean {
|
||||
return runState.currentNodeId === runState.map.layers[0]?.nodes[0]?.id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the current encounter is the end node.
|
||||
*/
|
||||
export function isAtEndNode(runState: RunState): boolean {
|
||||
const endLayer = runState.map.layers[runState.map.layers.length - 1];
|
||||
return endLayer?.nodes[0]?.id === runState.currentNodeId;
|
||||
}
|
||||
|
||||
// -- Internal helpers --
|
||||
|
||||
/**
|
||||
* Finds a hero item by name from the CSV data.
|
||||
*/
|
||||
function findItemByName(name: string): HeroItemFighter1 | undefined {
|
||||
return heroItemFighter1Data.find(item => item.name === name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a unique item instance ID.
|
||||
*/
|
||||
function generateInstanceId(counter: { value: number }): string {
|
||||
counter.value++;
|
||||
return `item-${counter.value}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to place an item in the inventory by scanning all possible positions.
|
||||
* Returns the placed item instance, or undefined if no valid position exists.
|
||||
*/
|
||||
function tryPlaceItemInInventory(
|
||||
inventory: GridInventory<GameItemMeta>,
|
||||
itemData: HeroItemFighter1,
|
||||
shape: ParsedShape,
|
||||
idCounter: { value: number }
|
||||
): GameItem | undefined {
|
||||
const instanceId = generateInstanceId(idCounter);
|
||||
|
||||
// Try to find a valid position
|
||||
for (let y = 0; y <= inventory.height - shape.height; y++) {
|
||||
for (let x = 0; x <= inventory.width - shape.width; x++) {
|
||||
const transform = {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x, y },
|
||||
};
|
||||
|
||||
const validation = validatePlacement(inventory, shape, transform);
|
||||
if (validation.valid) {
|
||||
const item: GameItem = {
|
||||
id: instanceId,
|
||||
shape,
|
||||
transform,
|
||||
meta: {
|
||||
itemData,
|
||||
shape,
|
||||
},
|
||||
};
|
||||
|
||||
placeItem(inventory, item);
|
||||
return item;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
@@ -1,87 +0,0 @@
|
||||
import type { PointCrawlMap } from '../map/types';
|
||||
import type { GridInventory, InventoryItem } from '../grid-inventory/types';
|
||||
import type { ParsedShape } from '../utils/parse-shape';
|
||||
import type { HeroItemFighter1 } from '../data/heroItemFighter1.csv';
|
||||
|
||||
/**
|
||||
* Result of an encounter (combat, event, etc.).
|
||||
*/
|
||||
export interface EncounterResult {
|
||||
/** Gold earned from the encounter */
|
||||
goldEarned?: number;
|
||||
/** HP lost during the encounter */
|
||||
hpLost?: number;
|
||||
/** HP gained (e.g., from camp heal) */
|
||||
hpGained?: number;
|
||||
/** Item IDs rewarded */
|
||||
itemRewards?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* Runtime state of an encounter at a specific node.
|
||||
*/
|
||||
export interface EncounterState {
|
||||
/** The node ID where this encounter is located */
|
||||
nodeId: string;
|
||||
/** Whether the encounter has been resolved */
|
||||
resolved: boolean;
|
||||
/** Optional result data after resolution */
|
||||
result?: EncounterResult;
|
||||
}
|
||||
|
||||
/**
|
||||
* Metadata attached to each inventory item instance.
|
||||
* Bridges CSV item data with the grid inventory system.
|
||||
*/
|
||||
export interface GameItemMeta {
|
||||
/** Original CSV item data */
|
||||
itemData: HeroItemFighter1;
|
||||
/** Parsed shape for grid placement */
|
||||
shape: ParsedShape;
|
||||
}
|
||||
|
||||
/**
|
||||
* An item instance in the game inventory.
|
||||
* Extends InventoryItem with game-specific metadata.
|
||||
*/
|
||||
export type GameItem = InventoryItem<GameItemMeta>;
|
||||
|
||||
/**
|
||||
* Player runtime state.
|
||||
*/
|
||||
export interface PlayerState {
|
||||
/** Maximum HP */
|
||||
maxHp: number;
|
||||
/** Current HP */
|
||||
currentHp: number;
|
||||
/** Current gold */
|
||||
gold: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Full run state for a game session.
|
||||
* Designed to be used inside `MutableSignal.produce()` callbacks.
|
||||
*/
|
||||
export interface RunState {
|
||||
/** RNG seed used for map generation */
|
||||
seed: number;
|
||||
/** Generated point crawl map */
|
||||
map: PointCrawlMap;
|
||||
/** Player HP and gold */
|
||||
player: PlayerState;
|
||||
/** Grid inventory with placed items */
|
||||
inventory: GridInventory<GameItemMeta>;
|
||||
/** Current node ID where the player is located */
|
||||
currentNodeId: string;
|
||||
/** State of the encounter at the current node */
|
||||
currentEncounter: EncounterState;
|
||||
/** Set of node IDs whose encounters have been resolved */
|
||||
resolvedNodeIds: Set<string>;
|
||||
/** Internal counter for generating unique item instance IDs */
|
||||
_idCounter: { value: number };
|
||||
}
|
||||
|
||||
/**
|
||||
* Result of a mutation operation on the run state.
|
||||
*/
|
||||
export type RunMutationResult = { success: true } | { success: false; reason: string };
|
||||
@@ -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>;
|
||||
+21
-33
@@ -1,16 +1,11 @@
|
||||
import { Mulberry32RNG, type RNG } from '@/utils/rng';
|
||||
import encounterDesertCsvAccessor, { type EncounterDesert } from '../data/encounterDesert.csv';
|
||||
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";
|
||||
|
||||
const encounterDesertCsv = encounterDesertCsvAccessor();
|
||||
|
||||
/** Pre-indexed encounters by type */
|
||||
const encountersByType = buildEncounterIndex();
|
||||
|
||||
function buildEncounterIndex(): Map<string, EncounterDesert[]> {
|
||||
const index = new Map<string, EncounterDesert[]>();
|
||||
for (const encounter of encounterDesertCsv) {
|
||||
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, []);
|
||||
@@ -63,7 +58,7 @@ const LAYER_STRUCTURE: Array<{ layerType: MapLayerType | 'start' | 'end'; count:
|
||||
* Fisher-Yates shuffle algorithm for unbiased random permutation.
|
||||
* Mutates the array in place and returns it.
|
||||
*/
|
||||
function fisherYatesShuffle<T>(array: T[], rng: RNG): T[] {
|
||||
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]];
|
||||
@@ -75,11 +70,7 @@ function fisherYatesShuffle<T>(array: T[], rng: RNG): T[] {
|
||||
* Picks a random encounter for the given node type.
|
||||
* Returns undefined if no matching encounter exists.
|
||||
*/
|
||||
function pickEncounterForNode(type: MapNodeType, rng: RNG): EncounterDesert | undefined {
|
||||
const encounterType = NODE_TYPE_TO_ENCOUNTER[type];
|
||||
if (!encounterType) return undefined;
|
||||
|
||||
const pool = encountersByType.get(encounterType);
|
||||
function pickEncounterForNode(pool: EncounterData[] | undefined, rng: ReadonlyRNG): EncounterData | undefined {
|
||||
if (!pool || pool.length === 0) return undefined;
|
||||
|
||||
return pool[rng.nextInt(pool.length)];
|
||||
@@ -98,12 +89,9 @@ const TOTAL_LAYERS = 10;
|
||||
* - Each settlement layer has at least 1 of each: camp, shop, curio
|
||||
* - Wild nodes connect to 1 wild node or 2 settlement nodes
|
||||
*
|
||||
* @param seed Random seed for reproducibility
|
||||
*/
|
||||
export function generatePointCrawlMap(seed?: number): PointCrawlMap {
|
||||
const rng = new Mulberry32RNG(seed ?? Date.now());
|
||||
const actualSeed = rng.getSeed();
|
||||
|
||||
export function generatePointCrawlMap(rng: ReadonlyRNG, src: Iterable<EncounterData>): PointCrawlMap {
|
||||
const encounters = buildEncounterIndex(src);
|
||||
const layers: MapLayer[] = [];
|
||||
const nodes = new Map<string, MapNode>();
|
||||
|
||||
@@ -136,13 +124,13 @@ export function generatePointCrawlMap(seed?: number): PointCrawlMap {
|
||||
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(type, rng);
|
||||
const encounter = pickEncounterForNode(encounters.get(NODE_TYPE_TO_ENCOUNTER[type]!), rng);
|
||||
const node: MapNode = {
|
||||
id,
|
||||
layerIndex: i,
|
||||
type,
|
||||
childIds: [],
|
||||
...(encounter ? { encounter: { name: encounter.name, description: encounter.description } } : {}),
|
||||
encounter
|
||||
};
|
||||
nodes.set(id, node);
|
||||
nodeIds.push(id);
|
||||
@@ -171,7 +159,7 @@ export function generatePointCrawlMap(seed?: number): PointCrawlMap {
|
||||
}
|
||||
}
|
||||
|
||||
return { layers, nodes, seed: actualSeed, parentIndex };
|
||||
return { layers, nodes, parentIndex };
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -181,7 +169,7 @@ function resolveNodeType(
|
||||
layerType: MapLayerType | 'start' | 'end',
|
||||
_nodeIndex: number,
|
||||
_layerCount: number,
|
||||
rng: RNG,
|
||||
rng: ReadonlyRNG,
|
||||
preGeneratedTypes?: MapNodeType[],
|
||||
nodeIndex?: number,
|
||||
settlementTypes?: MapNodeType[],
|
||||
@@ -213,7 +201,7 @@ function resolveNodeType(
|
||||
* Picks a random type for a wild node based on configured weights.
|
||||
* Default: minion: 50%, elite: 25%, event: 25%
|
||||
*/
|
||||
function pickWildNodeType(rng: RNG): MapNodeType {
|
||||
function pickWildNodeType(rng: ReadonlyRNG): MapNodeType {
|
||||
const weights = DEFAULT_CONFIG.wildNodeTypeWeights;
|
||||
const roll = rng.nextInt(100);
|
||||
|
||||
@@ -226,7 +214,7 @@ function pickWildNodeType(rng: RNG): MapNodeType {
|
||||
* Generates random types for a pair of wild layers (3 nodes each).
|
||||
* Returns two arrays of 3 node types each.
|
||||
*/
|
||||
function generateWildPair(rng: RNG): [MapNodeType[], MapNodeType[]] {
|
||||
function generateWildPair(rng: ReadonlyRNG): [MapNodeType[], MapNodeType[]] {
|
||||
const layer1Types: MapNodeType[] = [];
|
||||
const layer2Types: MapNodeType[] = [];
|
||||
|
||||
@@ -284,7 +272,7 @@ function countRepetitions(
|
||||
* Generates optimal wild layer pair by trying multiple attempts and selecting the one with fewest repetitions.
|
||||
*/
|
||||
function generateOptimalWildPair(
|
||||
rng: RNG,
|
||||
rng: ReadonlyRNG,
|
||||
attempts = 3
|
||||
): [MapNodeType[], MapNodeType[]] {
|
||||
let bestLayer1: MapNodeType[] = [];
|
||||
@@ -313,7 +301,7 @@ function generateOptimalWildPair(
|
||||
* The 4th node is randomly chosen from the three.
|
||||
* Returns shuffled array of 4 node types.
|
||||
*/
|
||||
function generateSettlementTypes(rng: RNG): MapNodeType[] {
|
||||
function generateSettlementTypes(rng: ReadonlyRNG): MapNodeType[] {
|
||||
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
|
||||
const randomType = requiredTypes[rng.nextInt(3)];
|
||||
const types = [...requiredTypes, randomType];
|
||||
@@ -325,7 +313,7 @@ function generateSettlementTypes(rng: RNG): MapNodeType[] {
|
||||
* The 4th node is randomly chosen from the three.
|
||||
* @deprecated Use generateSettlementTypes() during node creation instead.
|
||||
*/
|
||||
function assignSettlementTypes(nodeIds: string[], nodes: MapNode[], rng: RNG): void {
|
||||
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);
|
||||
|
||||
@@ -347,7 +335,7 @@ function generateLayerEdges(
|
||||
sourceLayer: MapLayer,
|
||||
targetLayer: MapLayer,
|
||||
nodes: Map<string, MapNode>,
|
||||
rng: RNG
|
||||
rng: ReadonlyRNG
|
||||
): void {
|
||||
// Settlement types are now pre-generated during node creation
|
||||
// No need to assign them here anymore
|
||||
@@ -402,7 +390,7 @@ function connectWildToWild(
|
||||
function connectWildToSettlement(
|
||||
wildLayer: MapLayer,
|
||||
settlementLayer: MapLayer,
|
||||
_rng: RNG
|
||||
_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]}
|
||||
@@ -427,7 +415,7 @@ function connectWildToSettlement(
|
||||
function connectSettlementToWild(
|
||||
settlementLayer: MapLayer,
|
||||
wildLayer: MapLayer,
|
||||
_rng: RNG
|
||||
_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
|
||||
@@ -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 +1,238 @@
|
||||
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,
|
||||
};
|
||||
}
|
||||
@@ -1,227 +0,0 @@
|
||||
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 validatePlacement(
|
||||
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,
|
||||
};
|
||||
}
|
||||
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Reference in New Issue
Block a user