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hyper 94e021974f refactor: choose a kitten to graduate 2026-04-02 19:56:34 +08:00
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---
name: Create Game Module
description: Create a runnable logic module for a board game with 'boardgame-core', '@preact/signals' and 'mutative'
---
# 如何编写游戏模组
## 必须导出的接口
```typescript
import { IGameContext, createGameCommandRegistry } from '@/index';
export type GameState = { /* 你的状态类型 */ };
export type Game = IGameContext<GameState>;
export function createInitialState(): GameState { /* ... */ }
export async function start(game: Game) { /* 游戏主循环 */ }
```
或导出为 `GameModule` 对象:
```typescript
export const gameModule: GameModule<GameState> = { registry, createInitialState, start };
```
## 流程
### 0. 确认规则
在 `rule.md` 中描述:主题、配件、布置形式、游戏流程、玩家行动、胜利条件。
### 1. 创建类型 (`types.ts`)
- 使用字符串枚举表示游戏概念(如 `PlayerType = 'X' | 'O'`)
- 使用 `Part<TMeta>` 表示配件(棋子、卡牌等)
- 使用 `Region` 表示区域(棋盘、牌堆等)
- 状态必须可序列化(不支持函数、`Map`、`Set`)
```typescript
import { Part, Region } from '@/index';
export type Piece = Part<{ owner: 'X' | 'O' }>;
export type GameState = {
board: Region;
pieces: Record<string, Piece>;
currentPlayer: 'X' | 'O';
turn: number;
winner: 'X' | 'O' | null;
};
```
### 2. 创建配件
少量配件直接在代码创建:
```typescript
const pieces = createParts({ owner: 'X' }, (i) => `piece-${i}`, 5);
```
大量配件使用 CSV:
```csv
# parts.csv
type,player,count
string,string,int
kitten,white,8
```
```typescript
import parts from "./parts.csv";
const pieces = createPartsFromTable(parts, (item, i) => `${item.type}-${i}`, (item) => item.count);
```
### 3. 创建 Prompts
```typescript
export const prompts = {
play: createPromptDef<['X' | 'O', number, number]>(
'play <player> <row:number> <col:number>',
'选择下子位置'
),
};
```
Schema 语法:`<param>` 必需,`[param]` 可选,`[param:type]` 带验证。详见 [API 参考](./references/api.md)。
### 4. 创建游戏流程
```typescript
export async function start(game: Game) {
while (!game.value.winner) {
const { row, col } = await game.prompt(
prompts.play,
(player, row, col) => {
if (player !== game.value.currentPlayer) throw '无效玩家';
if (!isValidMove(row, col)) throw '无效位置';
if (isCellOccupied(game, row, col)) throw '位置已被占用';
return { row, col };
},
game.value.currentPlayer
);
game.produce((state) => {
state.pieces[`p-${row}-${col}`] = { /* ... */ };
});
const winner = checkWinner(game);
if (winner) {
game.produce((state) => { state.winner = winner; });
break;
}
game.produce((state) => {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn++;
});
}
return game.value;
}
```
**注意事项:**
- `game.produce(fn)` 同步更新,`game.produceAsync(fn)` 异步更新(等待动画)
- 验证器抛出字符串表示失败,返回值表示成功
- 玩家取消时 `game.prompt()` 抛出异常
- 循环必须有明确退出条件
### 5. 创建测试
位于 `tests/samples/<game-name>.test.ts`:
```typescript
import { describe, it, expect } from 'vitest';
import { createGameContext } from '@/core/game';
import { registry, createInitialState } from './my-game';
describe('My Game', () => {
function createTestContext() {
return createGameContext(registry, createInitialState());
}
it('should perform action correctly', async () => {
const game = createTestContext();
await game.run('play X 0 0');
expect(game.value.pieces['p-0-0']).toBeDefined();
});
it('should fail on invalid input', async () => {
const game = createTestContext();
const result = await game.run('invalid');
expect(result.success).toBe(false);
});
it('should complete a full game cycle', async () => {
// 模拟完整游戏流程,验证胜利条件
});
});
```
**要求:**
- 每种游戏结束条件、玩家行动、边界情况各至少一条测试
- 使用 `createGameContext(registry, initialState)` 创建上下文
- 使用 `game.run('command')` 执行命令,验证 `game.value` 状态
- 测试命名使用 `should...` 格式,异步测试用 `async/await`
**运行测试:**
```bash
npm run test:run # 所有测试
npx vitest run tests/samples/my-game.test.ts # 特定文件
npx vitest run -t "should perform" # 特定用例
```
## 完整示例
参考 `src/samples/boop/` 和 `src/samples/regicide/`。
## 相关资源
- [API 参考](./references/api.md) - 完整 API 文档
- [AGENTS.md](../../AGENTS.md) - 项目代码规范
@@ -1,759 +0,0 @@
# API 参考
本文档记录游戏模组开发者需要使用的公共 API。
## 核心接口
### `IGameContext<TState>`
游戏运行的核心上下文,提供状态访问、随机数、命令执行和提示系统。
```typescript
interface IGameContext<TState extends Record<string, unknown> = {}> {
readonly value: TState; // 当前游戏状态(只读)
readonly rng: ReadonlyRNG; // 随机数生成器(只读)
// 状态更新
produce(fn: (draft: TState) => void): void; // 同步变更状态(基于 mutative)
produceAsync(fn: (draft: TState) => void): Promise<void>; // 异步变更状态(等待中断)
// 命令执行
run<T>(input: string): Promise<CommandResult<T>>; // 执行命令字符串
runParsed<T>(command: Command): Promise<CommandResult<T>>; // 执行已解析的命令
// 提示系统
prompt<TResult, TArgs>(
def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>,
currentPlayer?: string | null
): Promise<TResult>;
}
```
**使用示例:**
```typescript
// 读取状态
const currentPlayer = game.value.currentPlayer;
// 同步更新状态
game.produce((state) => {
state.score += 10;
});
// 异步更新状态(等待动画完成)
await game.produceAsync((state) => {
state.phase = 'next';
});
// 等待玩家输入
const result = await game.prompt(
prompts.move,
(from, to) => {
if (!isValidMove(from, to)) {
throw '无效移动';
}
return { from, to };
}
);
```
---
### `GameModule<TState, TResult>`
游戏模块的类型定义,这是开发者创建游戏时需要导出的核心结构。
```typescript
type GameModule<TState extends Record<string, unknown>, TResult = unknown> = {
registry?: CommandRegistry<IGameContext<TState>>; // 可选的命令注册表
createInitialState: () => TState; // 创建初始状态
start: (ctx: IGameContext<TState>) => Promise<TResult>; // 游戏主循环
}
```
---
### `createGameCommandRegistry<TState>()`
创建游戏命令注册表,游戏模组用它来注册自定义命令。
```typescript
function createGameCommandRegistry<TState extends Record<string, unknown> = {}>(): CommandRegistry<IGameContext<TState>>
```
**使用示例:**
```typescript
import { createGameCommandRegistry, IGameContext } from '@/index';
export type GameState = { score: number };
export const registry = createGameCommandRegistry<GameState>();
// 注册命令
registry.register('addScore <amount:number>', async function(ctx, amount) {
ctx.produce((state) => {
state.score += amount;
});
return { success: true, result: undefined };
});
```
---
## 提示系统
### `createPromptDef<TArgs>(schema, hintText?)`
从字符串模式创建 `PromptDef`。
```typescript
function createPromptDef<TArgs>(
schema: CommandSchema | string,
hintText?: string
): PromptDef<TArgs>
```
**使用示例:**
```typescript
import { createPromptDef } from '@/index';
export const prompts = {
// 必需参数
play: createPromptDef<[PlayerType, number, number]>(
'play <player> <row:number> <col:number>',
'选择下子位置'
),
// 可选参数
draw: createPromptDef<[number?]>(
'draw [count:number]',
'抽牌'
),
// 带选项
trade: createPromptDef<[string, string]>(
'trade <give> <receive> [--force]',
'交易'
),
};
```
---
### `PromptDef<TArgs>`
提示定义,用于 `context.prompt()` 方法。
```typescript
type PromptDef<TArgs extends any[] = any[]> = {
schema: CommandSchema; // 命令模式定义
hintText?: string; // 可选的提示文本
}
```
---
### `PromptValidator<TResult, TArgs>`
提示验证函数类型。验证器函数接收解析后的参数,应返回结果或抛出字符串错误。
```typescript
type PromptValidator<TResult, TArgs extends any[] = any[]> = (...params: TArgs) => TResult;
```
**验证器规则:**
- 返回任意值表示验证成功,该值将作为 `prompt()` 的返回值
- 抛出字符串错误表示验证失败,错误消息会返回给玩家,玩家可重新输入
- 玩家取消输入时,`prompt()` 会抛出异常
---
### `PromptEvent`
提示事件对象,通过 `commandRunnerContext.on('prompt', handler)` 监听。
```typescript
type PromptEvent = {
schema: CommandSchema;
hintText?: string;
currentPlayer: string | null;
tryCommit: (commandOrInput: Command | string) => string | null; // null=成功,string=错误消息
cancel: (reason?: string) => void;
}
```
---
## 零件系统 (Part)
### `Part<TMeta>`
游戏中的可操作物件(棋子、卡牌、骰子等)。
```typescript
type Part<TMeta = {}> = {
id: string; // 唯一标识
sides?: number; // 总面数(用于骰子/多面牌)
side?: number; // 当前面
alignments?: string[]; // 可用对齐方式
alignment?: string; // 当前对齐方式
regionId: string; // 所属区域 ID
position: number[]; // 在区域中的位置坐标
} & Immutable<TMeta>; // 自定义元数据(不可变)
```
**使用示例:**
```typescript
import { Part } from '@/index';
export type PieceMeta = {
owner: 'X' | 'O';
type: 'pawn' | 'king';
};
export type Piece = Part<PieceMeta>;
// 访问元数据
const piece: Piece = ...;
console.log(piece.owner); // 'X'
console.log(piece.type); // 'pawn'
```
---
### 零件操作函数
#### `flip<TMeta>(part)`
翻转到下一面(循环)。
```typescript
function flip<TMeta>(part: Part<TMeta>): void
```
#### `flipTo<TMeta>(part, side)`
翻转到指定面。
```typescript
function flipTo<TMeta>(part: Part<TMeta>, side: number): void
```
#### `roll<TMeta>(part, rng)`
用 RNG 随机掷骰子。
```typescript
function roll<TMeta>(part: Part<TMeta>, rng: RNG): void
```
---
## 零件工厂 (Part Factory)
### `createParts<T>(item, getId, count?)`
创建多个相同类型的零件。
```typescript
function createParts<T>(
item: T,
getId: (index: number) => string,
count?: number
): Record<string, Part<T>>
```
**使用示例:**
```typescript
import { createParts } from '@/index';
const pieces = createParts(
{ owner: 'X', type: 'pawn' },
(i) => `piece-x-${i}`,
5 // 创建 5 个
);
```
---
### `createPartsFromTable<T>(items, getId, getCount?)`
从配置表批量创建零件。
```typescript
function createPartsFromTable<T>(
items: readonly T[],
getId: (item: T, index: number) => string,
getCount?: ((item: T) => number) | number
): Record<string, Part<T>>
```
**使用示例:**
```typescript
import { createPartsFromTable } from '@/index';
const cardTable = [
{ name: 'fireball', damage: 3 },
{ name: 'shield', defense: 2 },
];
const cards = createPartsFromTable(
cardTable,
(item) => item.name,
(item) => item.name === 'fireball' ? 4 : 2 // 每种卡牌的数量
);
```
---
## 区域系统 (Region)
### `Region`
游戏区域(棋盘、手牌区等)。
```typescript
type Region = {
id: string; // 区域 ID
axes: RegionAxis[]; // 坐标轴定义
childIds: string[]; // 包含的零件 ID 列表
partMap: Record<string, string>; // 位置 -> 零件 ID 映射
}
```
---
### `RegionAxis`
区域的一个坐标轴。
```typescript
type RegionAxis = {
name: string;
min?: number;
max?: number;
align?: 'start' | 'end' | 'center'; // 对齐方式
}
```
---
### `createRegion(id, axes)`
创建区域。
```typescript
function createRegion(id: string, axes: RegionAxis[]): Region
```
**使用示例:**
```typescript
import { createRegion, createRegionAxis } from '@/index';
// 创建 3x3 棋盘
const board = createRegion('board', [
createRegionAxis('row', 0, 2),
createRegionAxis('col', 0, 2),
]);
// 或简写
const board = createRegion('board', [
{ name: 'row', min: 0, max: 2 },
{ name: 'col', min: 0, max: 2 },
]);
```
---
### `createRegionAxis(name, min?, max?, align?)`
创建坐标轴。
```typescript
function createRegionAxis(
name: string,
min?: number,
max?: number,
align?: 'start' | 'end' | 'center'
): RegionAxis
```
---
### 区域操作函数
#### `applyAlign<TMeta>(region, parts)`
根据轴的 `align` 配置重新排列零件位置。
```typescript
function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>): void
```
#### `shuffle<TMeta>(region, parts, rng)`
在区域内随机打乱零件位置。
```typescript
function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG): void
```
#### `moveToRegion<TMeta>(part, sourceRegion, targetRegion, position?)`
将零件从一个区域移动到另一个区域。
```typescript
function moveToRegion<TMeta>(
part: Part<TMeta>,
sourceRegion: Region | null,
targetRegion: Region | null,
position?: number[]
): void
```
---
## 命令系统 (Command System)
### `Command`
解析后的命令对象。
```typescript
type Command = {
name: string; // 命令名
flags: Record<string, true>; // 标志(如 --verbose)
options: Record<string, unknown>; // 选项(如 --player X)
params: unknown[]; // 位置参数
}
```
---
### `CommandSchema`
命令模式定义,用于验证和解析。
```typescript
type CommandSchema = {
name: string;
params: CommandParamSchema[];
options: Record<string, CommandOptionSchema>;
flags: Record<string, CommandFlagSchema>;
}
```
---
### `CommandResult<T>`
命令执行结果(判别联合类型)。
```typescript
type CommandResult<T = unknown> =
| { success: true; result: T }
| { success: false; error: string }
```
**使用示例:**
```typescript
const result = await game.run('move piece1 piece2');
if (result.success) {
console.log('命令执行成功', result.result);
} else {
console.error('命令执行失败', result.error);
}
```
---
### `CommandDef<TContext, TFunc>`
命令定义对象,用于 `registry.register()`。
```typescript
type CommandDef<TContext, TFunc extends CommandFunction<TContext>> = {
schema: string | CommandSchema;
run: TFunc;
}
type CommandFunction<TContext> = (ctx: TContext, ...args: any[]) => Promise<unknown>;
```
---
### `CommandRegistry<TContext>`
命令注册表。
```typescript
class CommandRegistry<TContext> extends Map<string, CommandRunner<TContext>> {
register<TFunc>(
...args: [schema: CommandSchema | string, run: TFunc] | [CommandDef<TContext, TFunc>]
): (ctx, ...args) => Promise<TResult>
}
```
**注册命令的两种方式:**
```typescript
// 方式 1:直接传入 schema 和函数
registry.register('move <from> <to>', async function(ctx, from, to) {
ctx.produce((state) => { /* 修改状态 */ });
return { success: true, result: undefined };
});
// 方式 2:使用 CommandDef 对象
registry.register({
schema: 'move <from> <to>',
run: async function(ctx, from, to) {
ctx.produce((state) => { /* 修改状态 */ });
return { success: true, result: undefined };
}
});
```
---
### `parseCommand(input, schema?)`
解析命令字符串为 `Command` 对象。
```typescript
function parseCommand(input: string, schema?: CommandSchema): Command
```
---
### `parseCommandSchema(schemaStr, name?)`
从字符串模式解析命令模式。
```typescript
function parseCommandSchema(schemaStr: string, name?: string): CommandSchema
```
**Schema 语法:**
- `<param>` - 必需参数
- `[param]` - 可选参数
- `[param:type]` - 带类型验证的参数(如 `[count:number]`)
- `--option:value` - 必需选项
- `[-o value]` - 可选选项
- `[--flag]` - 可选标志
---
## 随机数生成器 (RNG)
### `ReadonlyRNG`
只读 RNG 接口(`IGameContext.rng` 返回此类型)。
```typescript
interface ReadonlyRNG {
next(max?: number): number; // [0,1) 随机数,或 [0,max)
nextInt(max: number): number; // [0,max) 随机整数
}
```
---
### `RNG`
可设置种子的 RNG 接口。
```typescript
interface RNG extends ReadonlyRNG {
setSeed(seed: number): void;
getSeed(): number;
}
```
**使用示例:**
```typescript
// 在 IGameContext 中使用
const roll = game.rng.nextInt(6) + 1; // 1-6 的随机数
// 在区域操作中使用时
shuffle(region, parts, rng); // 需要传入 RNG
```
---
## 可变信号 (MutableSignal)
### `MutableSignal<T>`
扩展自 Preact Signal 的可变信号类,支持 mutative-style 的 `produce` 方法。
```typescript
class MutableSignal<T> extends Signal<T> {
produce(fn: (draft: T) => void): void;
addInterruption(promise: Promise<void>): void; // 添加中断 Promise(用于动画等待)
clearInterruptions(): void; // 清除所有中断
produceAsync(fn: (draft: T) => void): Promise<void>; // 等待中断后更新状态
}
```
---
### `mutableSignal<T>(initial?, options?)`
创建可变信号。
```typescript
function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T>
```
---
## 游戏主机 (GameHost)
### `GameHost<TState, TResult>`
游戏会话的生命周期管理器。
```typescript
class GameHost<TState, TResult> {
readonly state: ReadonlySignal<TState>; // 游戏状态(响应式)
readonly status: ReadonlySignal<GameHostStatus>; // 运行状态
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>; // 当前活动提示的模式
readonly activePromptPlayer: ReadonlySignal<string | null>; // 当前等待输入的玩家
readonly activePromptHint: ReadonlySignal<string | null>; // 当前提示文本
tryInput(input: string): string | null; // 尝试提交输入,返回错误信息或 null
tryAnswerPrompt<TArgs>(def: PromptDef<TArgs>, ...args: TArgs): void; // 尝试回答提示
addInterruption(promise: Promise<void>): void; // 注册中断 Promise(用于动画)
clearInterruptions(): void; // 清除所有中断
start(seed?: number): Promise<TResult>; // 启动游戏
dispose(): void; // 销毁游戏
on(event: 'start' | 'dispose', listener: () => void): () => void; // 注册事件监听
}
```
---
### `GameHostStatus`
```typescript
type GameHostStatus = 'created' | 'running' | 'disposed';
```
---
### `createGameHost<TState>(gameModule)`
从游戏模块创建 `GameHost` 实例。
```typescript
function createGameHost<TState extends Record<string, unknown>>(
gameModule: GameModule<TState>
): GameHost<TState>
```
**使用示例:**
```typescript
import { createGameHost } from '@/index';
import { gameModule } from './my-game';
const host = createGameHost(gameModule);
// 启动游戏
const result = await host.start(42); // 传入种子
// 提交玩家输入
const error = host.tryInput('play X 0 0');
if (error) {
console.error('输入错误:', error);
}
// 监听事件
host.on('start', () => console.log('游戏开始'));
host.on('dispose', () => console.log('游戏结束'));
// 销毁游戏
host.dispose();
```
---
## Preact Signals 重新导出
```typescript
export * from '@preact/signals-core';
```
开发者可直接使用 `@preact/signals-core` 的所有导出,包括:
- `Signal<T>` - 基础信号类
- `ReadonlySignal<T>` - 只读信号类型
- `signal<T>(value)` - 创建信号
- `computed<T>(fn)` - 创建计算信号
- `effect(fn)` - 创建副作用
- `batch(fn)` - 批量更新
- `untracked(fn)` - 非追踪读取
---
## 测试辅助函数
以下函数主要用于测试代码:
### `createGameContext(options)`
创建游戏上下文实例。
```typescript
function createGameContext<TState>(options: {
initialState: TState;
registry?: CommandRegistry<IGameContext<TState>>;
rng?: RNG;
}): IGameContext<TState>
```
**使用示例:**
```typescript
import { createGameContext } from '@/core/game';
import { createInitialState, registry } from './my-game';
const ctx = createGameContext({
initialState: createInitialState(),
registry,
});
// 执行命令
await ctx.run('move piece1 piece2');
// 断言状态
expect(ctx.value.score).toBe(10);
```
---
### `createTestContext()`
创建用于测试的游戏上下文(简化版)。
```typescript
function createTestContext<TState>(initialState: TState): IGameContext<TState>
```
---
### `createTestRegion()`
创建用于测试的区域。
```typescript
function createTestRegion(): Region
```
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!node_modules
+56 -78
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@@ -2,92 +2,70 @@
## Commands ## Commands
Shell environment: git bash (bash.exe) on Windows. Prefer `bash.exe`(C:\Users\Administrator\AppData\Local\Microsoft\WindowsApps\bash.exe) over Powershell.
```bash ```bash
npm run build # ESM bundle + declarations to dist/ (tsup) npm run build # Build ESM bundle + declarations to dist/
npm run build:samples # Build samples separately (tsup.samples.config.ts) npm run test # Run vitest in watch mode
npm run test # vitest in watch mode npm run test:run # Run vitest once (no watch)
npm run test:run # vitest once (no watch) npm run typecheck # Type-check without emitting (tsc --noEmit)
npm run typecheck # tsc --noEmit
``` ```
Run a single test file: `npx vitest run tests/core/game.test.ts` ### Running a single test file
Run tests matching a name: `npx vitest run -t "should create"` ```bash
npx vitest run tests/samples/tic-tac-toe.test.ts
`npm run prepare` runs `npm run build` on install — if `inline-schema` isn't available, installs will fail.
## Local Dependency
`inline-schema` is a **local peer dependency** at `file:../inline-schema` — must exist as a sibling directory before `npm install`. Both vitest and tsup load custom plugins from it (`inline-schema/csv-loader/rollup` and `inline-schema/csv-loader/esbuild`). `yarn-spinner-loader` is also a local dependency at `file:../yarn-spinner-loader` — it can be changed and published if needed. It provides vitest and tsup/esbuild plugins for `.yarnproject` dialogue files.
## Architecture
- **MutableSignal\<T\>**: extends Preact Signal — `.value` to read, `.produce(draft => ...)` to mutate (uses `mutative`). `.produceAsync()` awaits interruption promises first, then mutates.
- **GameHost**: lifecycle manager — `start(seed?)`, `tryInput(string)`, `tryAnswerPrompt(def, ...args)`, `dispose()`. Reactive signals: `state`, `status`, `activePromptSchema`, `activePromptPlayer`, `activePromptHint`.
- **GameModule**: `{ registry?, createInitialState, start }`. `registry` defaults to `createGameCommandRegistry()` if omitted.
- **Command system**: CLI-style parsing with schema validation via `inline-schema`. `CommandRunner.run()` uses `this` bound to a `CommandRunnerContext`.
- **Prompt system**: `game.prompt(def, validator, currentPlayer?)` — validator **throws a string** to reject, **returns a value** to accept. `PromptEvent.tryCommit(Command | string)` returns `null` on success, error string on failure. `promptEnd` event fires after resolve or cancel.
- **Part collections**: `Record<string, Part<TMeta>>` keyed by ID. `Object.values()` for iteration, `Object.keys()` for count/IDs.
- **Region system**: `createRegion()` factory; `partMap` maps position keys to part IDs.
- **Barrel exports**: `src/index.ts` is the single public API surface.
## Project Structure
```
src/
index.ts # Barrel export (single public API)
core/
game.ts # Game core logic
game-host.ts # GameHost lifecycle manager
part.ts # Part entity
part-factory.ts # Part factory
region.ts # Region/space management
utils/
mutable-signal.ts # MutableSignal<T> (extends Preact Signal)
rng.ts # Mulberry32 seeded PRNG
async-queue.ts # Async queue
middleware.ts # Middleware chain
command/ # CLI-style command system (7 files)
types.ts, command-parse.ts, command-registry.ts
command-runner.ts, command-validate.ts, command-apply.ts, schema-parse.ts, index.ts
samples/
tic-tac-toe.ts # Simple sample game
boop/ # Boop board game
onitama/ # Onitama card game
regicide/ # Regicide card game
slay-the-spire-like/ # Roguelike deckbuilder (see samples/slay-the-spire-like/AGENTS.md)
tests/ # Mirrors src/ with *.test.ts (20 files)
core/ # game-host, game, part, part-factory, region
samples/ # Each sample + slay-the-spire-like submodules
utils/ # mutable-signal, rng, async-queue, middleware, command
``` ```
`src/global.d.ts` — `*.yarnproject` module declaration. ### Running a single test by name
```bash
`testsgames/` and `testsrules/` — empty directories (reserved). npx vitest run -t "should detect horizontal win for X"
```
## Samples Build
`tsup.samples.config.ts` auto-discovers entries from `src/samples/` (directories → `index.ts`, files → direct `.ts`). It rewrites `@/core/*`, `@/utils/*`, and `@/index` imports to external `boardgame-core`.
## Code Style ## Code Style
- Double quotes for local imports, single quotes for npm packages ### Imports
- `@/*` alias maps to `src/*` (configured in tsconfig, vitest, and tsup) - Use **double quotes** for local imports, **single quotes** for npm packages
- Group imports: npm packages first, then local `@/` imports, separated by blank line - Use `@/**/*` for `./src/**/*` import alias
- 4-space indentation, semicolons, trailing commas in multi-line - Use `@/index` for code in `samples`
- Arrow functions for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
- Strict TypeScript — no `any`; type aliases for object shapes (not interfaces)
- Discriminated unions for results: `{ success: true; result: T } | { success: false; error: string }`
- Derive state types via `ReturnType<typeof createInitialState>`
- Factory function prefix: `create` or `mutable` — `createGameHost`, `mutableSignal`
- Validation error messages in Chinese (e.g. `"参数不足"`)
## Testing ### Formatting
- **4-space indentation**
- **Semicolons** at statement ends
- **Arrow functions** for callbacks; `function` keyword for methods needing `this` (e.g. command handlers)
- No trailing whitespace
- Vitest with globals enabled, but **test files import explicitly**: `import { describe, it, expect } from 'vitest'` ### Naming Conventions
- Use `@/` imports in test files (vitest resolve alias) - **Types/Interfaces**: `PascalCase` — `Part`, `Region`, `Command`, `IGameContext`
- Command/prompt test pattern: `waitForPrompt(ctx)` → `promptEvent.tryCommit(Command)` → returns `null` | error string - **Classes**: `PascalCase` — `Entity`, `AsyncQueue`, `Mulberry32RNG`
- No mocking — real implementations. Define inline helpers (`createTestContext()`, `waitForPrompt()`) per file. - **Functions**: `camelCase`, verb-first — `createGameContext`, `parseCommand`, `isValidMove`
- Narrow result types: `if (result.success)` before accessing `result.result` - **Variables**: `camelCase`
- **Constants**: `UPPER_SNAKE_CASE` — `BOARD_SIZE`, `WINNING_LINES`
- **Test files**: `*.test.ts` mirroring `src/` structure under `tests/`
### Types
- **Strict TypeScript** is enabled — no `any`
- Use **generics** heavily: `Entity<T>`, `CommandRunner<TContext, TResult>`
- Use **type aliases** for object shapes (not interfaces)
- Use **discriminated unions** for results: `{ success: true; result: T } | { success: false; error: string }`
- Use `unknown` for untyped values, narrow with type guards or `as`
### Error Handling
- Prefer **result objects** over throwing: return `{ success, result/error }`
- When catching: `const error = e as Error;` then use `error.message`
- Use `throw new Error(...)` only for truly exceptional cases
- Validation error messages are in Chinese (e.g. `"参数不足"`)
### Testing
- **Vitest** with globals enabled (`describe`, `it`, `expect` available without import)
- Use `async/await` for async tests
- Narrow result types with `if (result.success)` before accessing `result.result`
- Define inline helper functions in test files when needed
- No mocking — use real implementations
- Test helpers: `createTestContext()`, `createTestRegion()`
## Architecture Notes
- **Reactivity**: `Entity<T>` extends Preact Signal — access state via `.value`, mutate via `.produce(draft => ...)`
- **Command system**: CLI-style parsing with schema validation via `inline-schema`
- **Prompt system**: Commands prompt for input via `PromptEvent` with `resolve`/`reject`
- **Barrel exports**: `src/index.ts` is the single public API surface
+164 -30
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# boardgame-core # boardgame-core
基于 [Preact Signals](https://preactjs.com/guide/v10/signals/) 的桌游状态管理库。 A state management library for board games using [Preact Signals](https://preactjs.com/guide/v10/signals/).
使用响应式状态、实体集合、空间区域和命令驱动的游戏循环来构建回合制桌游。 ## Features
## 特性 - **Reactive State Management**: Fine-grained reactivity powered by [@preact/signals-core](https://preactjs.com/guide/v10/signals/)
- **Type Safe**: Full TypeScript support with strict mode
- **Entity Collections**: Signal-backed collections for managing game pieces (cards, dice, tokens, meeples, etc.)
- **Region System**: Spatial management with multi-axis positioning, alignment, and shuffling
- **Command Parsing**: CLI-style command parsing with schema validation and type coercion
- **Rule Engine**: Generator-based rule system with reactive context management
- **Deterministic RNG**: Seeded pseudo-random number generator (Mulberry32) for reproducible game states
- **响应式状态管理**:基于 [@preact/signals-core](https://preactjs.com/guide/v10/signals/) 的细粒度响应 ## Installation
- **类型安全**:完整的 TypeScript 支持,启用严格模式和泛型上下文扩展
- **区域系统**:支持多轴定位、对齐和洗牌的空间管理
- **命令系统**:CLI 风格的命令解析,带 schema 校验、类型转换和玩家输入提示
- **游戏生命周期管理**:`GameHost` 类提供清晰的游戏设置/重置/销毁生命周期
- **确定性 RNG**:Mulberry32 种子伪随机数生成器,用于可复现的游戏状态
## 快速开始
```bash ```bash
npm install boardgame-core npm install boardgame-core
``` ```
## Usage
### Game Context
```ts ```ts
import { createGameHost } from 'boardgame-core'; import { createGameContext } from 'boardgame-core';
import * as tictactoe from 'boardgame-core/samples/tic-tac-toe';
const host = createGameHost(tictactoe); const game = createGameContext({ type: 'game' });
await host.start('start');
// 监听状态变化 // Access entity collections
effect(() => { game.parts.add({ id: 'card1', sides: 2, side: 0, region: /* ... */, position: [0] });
const state = host.state.value; game.regions.add({ id: 'hand', axes: [{ name: 'slot', min: 0, max: 7, align: 'start' }], children: [] });
console.log(`${state.currentPlayer}'s turn`);
});
// 处理玩家输入 // Context stack for nested rule scopes
const error = host.onInput('play X 1 2'); game.pushContext({ type: 'combat' });
const combatCtx = game.latestContext('combat');
game.popContext();
``` ```
## 文档导航 ### Parts (Cards, Dice, Tokens)
| 文档 | 说明 | ```ts
import { flip, flipTo, roll, createRNG } from 'boardgame-core';
const rng = createRNG(42);
flip(card); // cycle to next side
flipTo(card, 0); // set to specific side
roll(dice, rng); // random side using seeded RNG
```
### Regions & Alignment
```ts
import { applyAlign, shuffle } from 'boardgame-core';
// Compact cards in a hand towards the start
applyAlign(handRegion);
// Shuffle positions of all parts in a region
shuffle(handRegion, rng);
```
### Command Parsing
```ts
import { parseCommand, parseCommandSchema, validateCommand } from 'boardgame-core';
// Parse a command string
const cmd = parseCommand('move card1 hand --force -x 10');
// { name: 'move', params: ['card1', 'hand'], flags: { force: true }, options: { x: '10' } }
// Define and validate against a schema
const schema = parseCommandSchema('move <from> <to> [--force] [-x: number]');
const result = validateCommand(cmd, schema);
// { valid: true }
```
### Entity Collections
```ts
import { createEntityCollection } from 'boardgame-core';
const collection = createEntityCollection();
collection.add({ id: 'a', name: 'Item A' }, { id: 'b', name: 'Item B' });
const accessor = collection.get('a');
console.log(accessor.value); // reactive access
collection.remove('a');
```
### Rule Engine
```ts
import { createRule, invokeRuleContext } from 'boardgame-core';
const myRule = createRule('drawCard', (ctx) => {
// yield action types to pause and wait for external handling
const action = yield 'draw';
ctx.resolution = action;
});
const result = invokeRuleContext(
game.pushContext.bind(game),
'drawCard',
myRule({ type: 'drawCard', actions: [], handledActions: 0, invocations: [] })
);
```
### Random Number Generation
```ts
import { createRNG } from 'boardgame-core';
const rng = createRNG(12345);
rng.nextInt(6); // 0-5
rng.next(); // [0, 1)
rng.next(100); // [0, 100)
rng.setSeed(999); // reseed
```
## API Reference
### Core
| Export | Description |
|---|---| |---|---|
| [使用 GameHost](docs/game-host.md) | GameHost 生命周期、响应式状态、事件处理 | | `createGameContext(root?)` | Create a new game context instance |
| [编写 GameModule](docs/game-module.md) | 定义状态、注册命令、prompt 系统、Part/Region 使用 | | `GameContext` | The game context model class |
| [棋子、区域与 RNG](docs/parts-regions-rng.md) | Part 创建、池管理、区域操作、RNG 使用 | | `Context` | Base context type |
| [动画与状态同步](docs/animation-sync.md) | produceAsync 和中断机制 |
| [API 参考](docs/api-reference.md) | 所有导出 API 的完整列表 | ### Parts
| [开发指南](docs/development.md) | 安装、构建脚本、测试命令 |
| Export | Description |
|---|---|
| `Part` | Entity type representing a game piece (card, die, token, etc.) |
| `flip(part)` | Cycle to the next side |
| `flipTo(part, side)` | Set to a specific side |
| `roll(part, rng)` | Randomize side using RNG |
### Regions
| Export | Description |
|---|---|
| `Region` | Entity type for spatial grouping of parts |
| `RegionAxis` | Axis definition with min/max/align |
| `applyAlign(region)` | Compact parts according to axis alignment |
| `shuffle(region, rng)` | Randomize part positions |
### Rules
| Export | Description |
|---|---|
| `RuleContext<T>` | Rule execution context type |
| `createRule(type, fn)` | Create a rule generator factory |
| `invokeRuleContext(pushContext, type, rule)` | Execute a rule with context management |
### Commands
| Export | Description |
|---|---|
| `parseCommand(input)` | Parse a command string into a `Command` object |
| `parseCommandSchema(schema)` | Parse a schema string into a `CommandSchema` |
| `validateCommand(cmd, schema)` | Validate a command against a schema |
### Utilities
| Export | Description |
|---|---|
| `createEntityCollection<T>()` | Create a reactive entity collection |
| `createRNG(seed?)` | Create a seeded RNG instance |
| `Mulberry32RNG` | Mulberry32 PRNG class |
## Scripts
```bash
npm run build # Build with tsup
npm run test # Run tests in watch mode
npm run test:run # Run tests once
npm run typecheck # Type check with TypeScript
```
## License ## License
+316 -373
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@@ -8,48 +8,49 @@
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"braces": "^3.0.3",
"picomatch": "^2.3.1"
},
"engines": {
"node": ">=8.6"
}
},
"node_modules/micromatch/node_modules/picomatch": {
"version": "2.3.2",
"resolved": "https://registry.npmjs.org/picomatch/-/picomatch-2.3.2.tgz",
"integrity": "sha512-V7+vQEJ06Z+c5tSye8S+nHUfI51xoXIXjHQ99cQtKUkQqqO1kO/KCJUfZXuB47h/YBlDhah2H3hdUGXn8ie0oA==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=8.6"
},
"funding": {
"url": "https://github.com/sponsors/jonschlinkert"
}
},
"node_modules/mimic-fn": { "node_modules/mimic-fn": {
"version": "4.0.0", "version": "4.0.0",
"resolved": "https://registry.npmjs.org/mimic-fn/-/mimic-fn-4.0.0.tgz", "resolved": "https://registry.npmjs.org/mimic-fn/-/mimic-fn-4.0.0.tgz",
@@ -1760,7 +1813,6 @@
"version": "1.3.0", "version": "1.3.0",
"resolved": "https://registry.npmjs.org/mutative/-/mutative-1.3.0.tgz", "resolved": "https://registry.npmjs.org/mutative/-/mutative-1.3.0.tgz",
"integrity": "sha512-8MJj6URmOZAV70dpFe1YnSppRTKC4DsMkXQiBDFayLcDI4ljGokHxmpqaBQuDWa4iAxWaJJ1PS8vAmbntjjKmQ==", "integrity": "sha512-8MJj6URmOZAV70dpFe1YnSppRTKC4DsMkXQiBDFayLcDI4ljGokHxmpqaBQuDWa4iAxWaJJ1PS8vAmbntjjKmQ==",
"dev": true,
"license": "MIT", "license": "MIT",
"engines": { "engines": {
"node": ">=14.0" "node": ">=14.0"
@@ -2024,27 +2076,6 @@
"node": "^14.15.0 || ^16.10.0 || >=18.0.0" "node": "^14.15.0 || ^16.10.0 || >=18.0.0"
} }
}, },
"node_modules/queue-microtask": {
"version": "1.2.3",
"resolved": "https://registry.npmjs.org/queue-microtask/-/queue-microtask-1.2.3.tgz",
"integrity": "sha512-NuaNSa6flKT5JaSYQzJok04JzTL1CA6aGhv5rfLW3PgqA+M2ChpZQnAC8h8i4ZFkBS8X5RqkDBHA7r4hej3K9A==",
"dev": true,
"funding": [
{
"type": "github",
"url": "https://github.com/sponsors/feross"
},
{
"type": "patreon",
"url": "https://www.patreon.com/feross"
},
{
"type": "consulting",
"url": "https://feross.org/support"
}
],
"license": "MIT"
},
"node_modules/react-is": { "node_modules/react-is": {
"version": "18.3.1", "version": "18.3.1",
"resolved": "https://registry.npmjs.org/react-is/-/react-is-18.3.1.tgz", "resolved": "https://registry.npmjs.org/react-is/-/react-is-18.3.1.tgz",
@@ -2066,16 +2097,6 @@
"url": "https://paulmillr.com/funding/" "url": "https://paulmillr.com/funding/"
} }
}, },
"node_modules/require-from-string": {
"version": "2.0.2",
"resolved": "https://registry.npmjs.org/require-from-string/-/require-from-string-2.0.2.tgz",
"integrity": "sha512-Xf0nWe6RseziFMu+Ap9biiUbmplq6S9/p+7w7YXP/JBHhrUDDUhwa+vANyubuqfZWTveU//DYVGsDG7RKL/vEw==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=0.10.0"
}
},
"node_modules/resolve-from": { "node_modules/resolve-from": {
"version": "5.0.0", "version": "5.0.0",
"resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-5.0.0.tgz", "resolved": "https://registry.npmjs.org/resolve-from/-/resolve-from-5.0.0.tgz",
@@ -2086,17 +2107,6 @@
"node": ">=8" "node": ">=8"
} }
}, },
"node_modules/reusify": {
"version": "1.1.0",
"resolved": "https://registry.npmjs.org/reusify/-/reusify-1.1.0.tgz",
"integrity": "sha512-g6QUff04oZpHs0eG5p83rFLhHeV00ug/Yf9nZM6fLeUrPguBTkTQOdpAWWspMh55TZfVQDPaN3NQJfbVRAxdIw==",
"dev": true,
"license": "MIT",
"engines": {
"iojs": ">=1.0.0",
"node": ">=0.10.0"
}
},
"node_modules/rollup": { "node_modules/rollup": {
"version": "4.60.1", "version": "4.60.1",
"resolved": "https://registry.npmjs.org/rollup/-/rollup-4.60.1.tgz", "resolved": "https://registry.npmjs.org/rollup/-/rollup-4.60.1.tgz",
@@ -2142,30 +2152,6 @@
"fsevents": "~2.3.2" "fsevents": "~2.3.2"
} }
}, },
"node_modules/run-parallel": {
"version": "1.2.0",
"resolved": "https://registry.npmjs.org/run-parallel/-/run-parallel-1.2.0.tgz",
"integrity": "sha512-5l4VyZR86LZ/lDxZTR6jqL8AFE2S0IFLMP26AbjsLVADxHdhB/c0GUsH+y39UfCi3dzz8OlQuPmnaJOMoDHQBA==",
"dev": true,
"funding": [
{
"type": "github",
"url": "https://github.com/sponsors/feross"
},
{
"type": "patreon",
"url": "https://www.patreon.com/feross"
},
{
"type": "consulting",
"url": "https://feross.org/support"
}
],
"license": "MIT",
"dependencies": {
"queue-microtask": "^1.2.2"
}
},
"node_modules/shebang-command": { "node_modules/shebang-command": {
"version": "2.0.0", "version": "2.0.0",
"resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz", "resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz",
@@ -2366,19 +2352,6 @@
"node": ">=14.0.0" "node": ">=14.0.0"
} }
}, },
"node_modules/to-regex-range": {
"version": "5.0.1",
"resolved": "https://registry.npmjs.org/to-regex-range/-/to-regex-range-5.0.1.tgz",
"integrity": "sha512-65P7iz6X5yEr1cwcgvQxbbIw7Uk3gOy5dIdtZ4rDveLqhrdJP+Li/Hx6tyK0NEb+2GCyneCMJiGqrADCSNk8sQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"is-number": "^7.0.0"
},
"engines": {
"node": ">=8.0"
}
},
"node_modules/tree-kill": { "node_modules/tree-kill": {
"version": "1.2.2", "version": "1.2.2",
"resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz", "resolved": "https://registry.npmjs.org/tree-kill/-/tree-kill-1.2.2.tgz",
@@ -2396,6 +2369,14 @@
"dev": true, "dev": true,
"license": "Apache-2.0" "license": "Apache-2.0"
}, },
"node_modules/tslib": {
"version": "2.8.1",
"resolved": "https://registry.npmjs.org/tslib/-/tslib-2.8.1.tgz",
"integrity": "sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==",
"license": "0BSD",
"optional": true,
"peer": true
},
"node_modules/tsup": { "node_modules/tsup": {
"version": "8.5.1", "version": "8.5.1",
"resolved": "https://registry.npmjs.org/tsup/-/tsup-8.5.1.tgz", "resolved": "https://registry.npmjs.org/tsup/-/tsup-8.5.1.tgz",
@@ -2480,13 +2461,6 @@
"dev": true, "dev": true,
"license": "MIT" "license": "MIT"
}, },
"node_modules/undici-types": {
"version": "7.19.2",
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.19.2.tgz",
"integrity": "sha512-qYVnV5OEm2AW8cJMCpdV20CDyaN3g0AjDlOGf1OW4iaDEx8MwdtChUp4zu4H0VP3nDRF/8RKWH+IPp9uW0YGZg==",
"dev": true,
"license": "MIT"
},
"node_modules/vite": { "node_modules/vite": {
"version": "5.4.21", "version": "5.4.21",
"resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz", "resolved": "https://registry.npmjs.org/vite/-/vite-5.4.21.tgz",
@@ -3113,37 +3087,6 @@
"node": ">=8" "node": ">=8"
} }
}, },
"node_modules/yarn-spinner-loader": {
"version": "0.2.0",
"resolved": "https://registry.npmjs.org/yarn-spinner-loader/-/yarn-spinner-loader-0.2.0.tgz",
"integrity": "sha512-tWq+n7qziugn7pj+0Zf/XXWXqVxXZez1JkqQgk7JJD4yikHbY1OihYwqSvsUiNeav52j5VCrpU8vWlerwCawPw==",
"dev": true,
"license": "MIT",
"dependencies": {
"ajv": "^8.17.1",
"fast-glob": "^3.3.2"
},
"peerDependencies": {
"esbuild": ">=0.20.0",
"rollup": ">=4.0.0",
"vite": ">=5.0.0",
"webpack": ">=5.0.0"
},
"peerDependenciesMeta": {
"esbuild": {
"optional": true
},
"rollup": {
"optional": true
},
"vite": {
"optional": true
},
"webpack": {
"optional": true
}
}
},
"node_modules/yocto-queue": { "node_modules/yocto-queue": {
"version": "1.2.2", "version": "1.2.2",
"resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-1.2.2.tgz", "resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-1.2.2.tgz",
+3 -14
View File
@@ -9,34 +9,23 @@
".": { ".": {
"types": "./dist/index.d.ts", "types": "./dist/index.d.ts",
"import": "./dist/index.js" "import": "./dist/index.js"
},
"./samples/*": {
"types": "./dist/samples/*.d.ts",
"import": "./dist/samples/*.js"
} }
}, },
"scripts": { "scripts": {
"build": "tsup", "build": "tsup",
"build:samples": "tsup --config tsup.samples.config.ts",
"prepare": "npm run build && npm run build:samples",
"test": "vitest", "test": "vitest",
"test:run": "vitest run", "test:run": "vitest run",
"typecheck": "tsc --noEmit" "typecheck": "tsc --noEmit"
}, },
"peerDependencies": { "dependencies": {
"@preact/signals-core": "^1.5.1", "@preact/signals-core": "^1.5.1",
"inline-schema": "file:../inline-schema", "inline-schema": "git+https://gitea.ayi-games.online/hypercross/inline-schema",
"mutative": "^1.3.0" "mutative": "^1.3.0"
}, },
"devDependencies": { "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", "tsup": "^8.0.2",
"typescript": "^5.3.3", "typescript": "^5.3.3",
"vitest": "^1.3.1", "vitest": "^1.3.1"
"yarn-spinner-loader": "^0.2.0"
}, },
"keywords": [ "keywords": [
"boardgame", "boardgame",
-118
View File
@@ -1,118 +0,0 @@
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);
});
}
}
-124
View File
@@ -1,124 +0,0 @@
import { createPromptContext } from "@/utils/command";
import { PromptContext } from "@/utils/command/command-prompt";
import { ReadonlySignal, Signal } from "@preact/signals-core";
import { createGameContext, IGameContext } from "./game";
export type GameHostStatus = "created" | "running" | "disposed";
export class GameHost<
TState extends Record<string, unknown>,
TResult = unknown,
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
> {
readonly state: ReadonlySignal<TState>;
readonly status: ReadonlySignal<GameHostStatus>;
readonly prompts: PromptContext;
private _context: IGameContext<TState>;
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
private _status: Signal<GameHostStatus>;
private _createInitialState: () => TState;
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
private _isDisposed = false;
constructor(public readonly gameModule: TModule) {
const { createInitialState, start } = gameModule;
this._createInitialState = createInitialState;
this._eventListeners = new Map();
this.prompts = createPromptContext();
const initialState = createInitialState();
this._context = createGameContext(this.prompts, initialState);
this._start = start;
this.state = this._context._state;
this._status = new Signal<GameHostStatus>("created");
this.status = this._status;
}
/**
* 为下一个 produceAsync 注册中断 Promise(通常用于 UI 动画)。
* @see MutableSignal.addInterruption
*/
addInterruption(promise: Promise<void>): void {
this._context._state.addInterruption(promise);
}
/**
* 清除所有未完成的中断。
* @see MutableSignal.clearInterruptions
*/
clearInterruptions(): void {
this._context._state.clearInterruptions();
}
start(seed?: number): Promise<TResult> {
if (this._isDisposed) {
throw new Error("GameHost is disposed");
}
this.prompts.reset();
const initialState = this._createInitialState();
this._context._state.value = initialState as any;
seed = seed || Math.floor(Math.random() * Number.MAX_SAFE_INTEGER);
this._context._rng.setSeed(seed);
const promise = this._start(this._context);
this._status.value = "running";
this._emitEvent("start");
return promise;
}
dispose(): void {
if (this._isDisposed) {
return;
}
this._isDisposed = true;
this.prompts.reset();
this._status.value = "disposed";
// Emit dispose event BEFORE clearing listeners
this._emitEvent("dispose");
this._eventListeners.clear();
}
on(event: "start" | "dispose", listener: () => void): () => void {
if (!this._eventListeners.has(event)) {
this._eventListeners.set(event, new Set());
}
this._eventListeners.get(event)!.add(listener);
return () => {
this._eventListeners.get(event)?.delete(listener);
};
}
private _emitEvent(event: "start" | "dispose") {
const listeners = this._eventListeners.get(event);
if (listeners) {
for (const listener of listeners) {
listener();
}
}
}
}
export type GameModule<
TState extends Record<string, unknown> = Record<string, unknown>,
TResult = unknown,
> = {
createInitialState: () => TState;
start: (ctx: IGameContext<TState>) => Promise<TResult>;
};
export function createGameHost<
TState extends Record<string, unknown> = Record<string, unknown>,
TResult = unknown,
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
>(gameModule: TModule): GameHost<TState, TResult, TModule> {
return new GameHost(gameModule);
}
+57 -52
View File
@@ -1,64 +1,69 @@
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal"; import {entity, Entity} from "@/utils/entity";
import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command"; import {
import { PromptValidator } from "@/utils/command/command-runner"; Command,
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng"; CommandRegistry,
import { PromptContext } from "@/utils/command/command-prompt"; CommandRunnerContext,
CommandRunnerContextExport,
CommandSchema,
createCommandRegistry,
createCommandRunnerContext,
parseCommandSchema,
registerCommand
} from "@/utils/command";
export interface IGameContext<TState extends Record<string, unknown> = {} > { export interface IGameContext<TState extends Record<string, unknown> = {} > {
get value(): TState; state: Entity<TState>;
get rng(): ReadonlyRNG; commands: CommandRunnerContextExport<Entity<TState>>;
produce(fn: (draft: TState) => undefined): void;
produceAsync(fn: (draft: TState) => undefined): Promise<void>;
prompt: <TResult, TArgs extends any[] = any[]>(
def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>,
player?: string,
) => Promise<TResult>;
// test only
_state: MutableSignal<TState>;
_rng: RNG;
} }
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
export function createGameContext<TState extends Record<string, unknown> = {} >( export function createGameContext<TState extends Record<string, unknown> = {} >(
promptContext: PromptContext, commandRegistry: CommandRegistry<Entity<TState>>,
initialState?: TState | (() => TState), initialState?: TState | (() => TState)
): IGameContext<TState> { ): IGameContext<TState> {
const stateValue = const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
typeof initialState === "function" const state = entity('state', stateValue);
? initialState() const commands = createCommandRunnerContext(commandRegistry, state);
: (initialState ?? ({} as TState));
const state = mutableSignal(stateValue);
const { prompt } = promptContext;
const context: IGameContext<TState> = { return {
get value(): TState { state,
return state.value; commands
},
get rng() {
return this._rng;
},
produce(fn: (draft: TState) => undefined) {
return state.produce(fn);
},
produceAsync(fn: (draft: TState) => undefined) {
return state.produceAsync(fn);
},
prompt,
_state: state,
_rng: new Mulberry32RNG(),
}; };
return context;
} }
export function createPromptDef<TArgs extends any[] = any[]>( /**
* so that we can do `import * as tictactoe from './tic-tac-toe.ts';\n\n createGameContextFromModule(tictactoe);`
* @param module
*/
export function createGameContextFromModule<TState extends Record<string, unknown> = {} >(
module: {
registry: CommandRegistry<Entity<TState>>,
createInitialState: () => TState
},
): IGameContext<TState> {
return createGameContext(module.registry, module.createInitialState);
}
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
const registry = createCommandRegistry<Entity<TState>>();
return {
registry,
add<TResult = unknown>(
schema: CommandSchema | string, schema: CommandSchema | string,
hintText?: string, run: (this: CommandRunnerContext<Entity<TState>>, command: Command) => Promise<TResult>
): PromptDef<TArgs> { ){
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema; createGameCommand(registry, schema, run);
return { schema, hintText }; return this;
}
}
}
export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
registry: CommandRegistry<Entity<TState>>,
schema: CommandSchema | string,
run: (this: CommandRunnerContext<Entity<TState>>, command: Command) => Promise<TResult>
) {
registerCommand(registry, {
schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
run,
});
} }
-27
View File
@@ -1,27 +0,0 @@
import {Part} from "./part";
import {Immutable} from "mutative";
export function createPartsFromTable<T>(items: readonly T[], getId: (item: T, index: number) => string, getCount?: ((item: T) => number) | number){
const pool: Record<string, Part<T>> = {};
for (const entry of items) {
const count = getCount ? (typeof getCount === 'function' ? getCount(entry) : getCount) : 1;
for (let i = 0; i < count; i++) {
const id = getId(entry, i);
pool[id] = createPart(id, entry);
}
}
return pool;
}
export function createParts<T>(item: T, getId: (index: number) => string, count?: number){
return createPartsFromTable([item], (_,index) => getId(index), count);
}
export function createPart<T>(id: string, entry: T): Part<T> {
return {
id,
regionId: '',
position: [],
...entry as Immutable<T>
}
}
+22 -15
View File
@@ -1,7 +1,8 @@
import {RNG} from '@/utils/rng'; import {Entity} from "@/utils/entity";
import {Immutable} from "mutative"; import {Region} from "./region";
import {RNG} from "@/utils/rng";
export type Part<TMeta = {}> = { export type Part = {
id: string; id: string;
sides?: number; sides?: number;
@@ -9,21 +10,27 @@ export type Part<TMeta = {}> = {
alignments?: string[]; alignments?: string[];
alignment?: string; alignment?: string;
regionId: string; region: Entity<Region>;
position: number[]; position: number[];
} & Immutable<TMeta>;
export function flip<TMeta>(part: Part<TMeta>) {
if(!part.sides) return;
part.side = ((part.side || 0) + 1) % part.sides;
} }
export function flipTo<TMeta>(part: Part<TMeta>, side: number) { export function flip(part: Entity<Part>) {
if(!part.sides || side >= part.sides) return; part.produce(draft => {
part.side = side; if(!draft.sides)return;
draft.side = ((draft.side||0) + 1) % draft.sides;
});
} }
export function roll<TMeta>(part: Part<TMeta>, rng: RNG) { export function flipTo(part: Entity<Part>, side: number) {
if(!part.sides) return; part.produce(draft => {
part.side = rng.nextInt(part.sides); if(!draft.sides || side >= draft.sides)return;
draft.side = side;
});
}
export function roll(part: Entity<Part>, rng: RNG) {
part.produce(draft => {
if(!draft.sides)return;
draft.side = rng.nextInt(draft.sides);
});
} }
+51 -80
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@@ -1,11 +1,12 @@
import {batch, computed, ReadonlySignal, SignalOptions} from "@preact/signals-core";
import {Entity} from "@/utils/entity";
import {Part} from "./part"; import {Part} from "./part";
import {ReadonlyRNG} from "@/utils/rng"; import {RNG} from "@/utils/rng";
export type Region = { export type Region = {
id: string; id: string;
axes: RegionAxis[]; axes: RegionAxis[];
childIds: string[]; children: Entity<Part>[];
partMap: Record<string, string>;
} }
export type RegionAxis = { export type RegionAxis = {
@@ -15,48 +16,38 @@ export type RegionAxis = {
align?: 'start' | 'end' | 'center'; align?: 'start' | 'end' | 'center';
} }
export function createRegion(id: string, axes: RegionAxis[]): Region { export class RegionEntity extends Entity<Region> {
return { public readonly partsMap: ReadonlySignal<Record<string, Entity<Part>>>;
id,
axes, public constructor(id: string, t?: Region, options?: SignalOptions<Region>) {
childIds: [], super(id, t, options);
partMap: {}, this.partsMap = computed(() => {
}; const result: Record<string, Entity<Part>> = {};
for (const child of this.value.children) {
const key = child.value.position.join(',');
result[key] = child;
}
return result;
});
}
} }
export function createRegionAxis(name: string, min?: number, max?: number, align?: 'start' | 'end' | 'center'): RegionAxis { export function applyAlign(region: Entity<Region>) {
return { batch(() => {
name, region.produce(applyAlignCore);
min, });
max,
align,
};
} }
function buildPartMap<TMeta>(region: Region, parts: Record<string, Part<TMeta>>) { function applyAlignCore(region: Region) {
const map: Record<string, string> = {}; if (region.children.length === 0) return;
for (const childId of region.childIds) {
const part = parts[childId];
if (part) {
map[part.position.join(',')] = childId;
}
}
return map;
}
export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>) {
if (region.childIds.length === 0) return;
for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) { for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) {
const axis = region.axes[axisIndex]; const axis = region.axes[axisIndex];
if (!axis.align) continue; if (!axis.align) continue;
const positionValues = new Set<number>(); const positionValues = new Set<number>();
for (const childId of region.childIds) { for (const child of region.children) {
const part = parts[childId]; positionValues.add(child.value.position[axisIndex] ?? 0);
if (part) {
positionValues.add(part.position[axisIndex] ?? 0);
}
} }
const sortedPositions = Array.from(positionValues).sort((a, b) => a - b); const sortedPositions = Array.from(positionValues).sort((a, b) => a - b);
@@ -84,62 +75,42 @@ export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMe
}); });
} }
for (const childId of region.childIds) { for (const child of region.children) {
const part = parts[childId]; child.produce(draft => {
if (part) { const currentPos = draft.position[axisIndex] ?? 0;
const currentPos = part.position[axisIndex] ?? 0; draft.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
part.position[axisIndex] = positionMap.get(currentPos) ?? currentPos; });
}
} }
} }
region.childIds.sort((aId, bId) => { region.children.sort((a, b) => {
const a = parts[aId];
const b = parts[bId];
if (!a || !b) return 0;
for (let i = 0; i < region.axes.length; i++) { for (let i = 0; i < region.axes.length; i++) {
const diff = (a.position[i] ?? 0) - (b.position[i] ?? 0); const diff = (a.value.position[i] ?? 0) - (b.value.position[i] ?? 0);
if (diff !== 0) return diff; if (diff !== 0) return diff;
} }
return 0; return 0;
}); });
region.partMap = buildPartMap(region, parts);
} }
export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: ReadonlyRNG){ export function shuffle(region: Entity<Region>, rng: RNG) {
if (region.childIds.length <= 1) return; batch(() => {
region.produce(region => shuffleCore(region, rng));
});
}
const childIds = [...region.childIds]; function shuffleCore(region: Region, rng: RNG){
for (let i = childIds.length - 1; i > 0; i--) { if (region.children.length <= 1) return;
const children = [...region.children];
for (let i = children.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1); const j = rng.nextInt(i + 1);
const partI = parts[childIds[i]]; const posI = [...children[i].value.position];
const partJ = parts[childIds[j]]; const posJ = [...children[j].value.position];
if (!partI || !partJ) continue; children[i].produce(draft => {
draft.position = posJ;
const posI = [...partI.position]; });
const posJ = [...partJ.position]; children[j].produce(draft => {
partI.position = posJ; draft.position = posI;
partJ.position = posI; });
} }
region.partMap = buildPartMap(region, parts);
}
export function moveToRegion<TMeta>(part: Part<TMeta>, sourceRegion: Region | null, targetRegion: Region | null, position?: number[]) {
if (sourceRegion && part.regionId === sourceRegion.id) {
sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
delete sourceRegion.partMap[part.position.join(',')];
}
if (position) {
part.position = position;
}
if(targetRegion){
targetRegion.childIds.push(part.id);
targetRegion.partMap[part.position.join(',')] = part.id;
}
part.regionId = targetRegion?.id || '';
} }
+14 -65
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@@ -4,75 +4,24 @@
*/ */
// Core types // Core types
export type { IGameContext } from "./core/game"; export type { IGameContext } from './core/game';
export { createPromptDef } from "./core/game"; export { createGameContext, createGameCommandRegistry } from './core/game';
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host"; export type { Part } from './core/part';
export { createGameHost } from "./core/game-host"; export { flip, flipTo, roll } from './core/part';
export type { Part } from "./core/part"; export type { Region, RegionAxis } from './core/region';
export { flip, flipTo, roll } from "./core/part"; export { applyAlign, shuffle, RegionEntity } from './core/region';
export { createParts, createPartsFromTable } from "./core/part-factory";
export type { Region, RegionAxis } from "./core/region";
export {
createRegion,
createRegionAxis,
applyAlign,
shuffle,
moveToRegion,
} from "./core/region";
export * from "./core/game-client";
// Utils // Utils
export type { export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
Command, export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
CommandDef,
CommandResult,
CommandSchema,
CommandParamSchema,
CommandOptionSchema,
CommandFlagSchema,
} from "./utils/command";
export {
parseCommand,
parseCommandSchema,
validateCommand,
parseCommandWithSchema,
applyCommandSchema,
} from "./utils/command";
export type { export type { CommandRunner, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './utils/command';
CommandRunner, export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, runCommandParsed, createCommandRunnerContext, type CommandRegistry, type CommandRunnerContextExport } from './utils/command';
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 type { Entity } from './utils/entity';
export { mutableSignal } from "./utils/mutable-signal"; export { createEntityCollection, entity } from './utils/entity';
export type { RNG, ReadonlyRNG } from "./utils/rng"; export type { RNG } from './utils/rng';
export { createRNG, Mulberry32RNG } from "./utils/rng"; export { createRNG, Mulberry32RNG } from './utils/rng';
export type { MiddlewareChain } from "./utils/middleware";
export { createMiddlewareChain } from "./utils/middleware";
export * from "./utils/spawner";
export * from "@preact/signals-core";
-6
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@@ -1,6 +0,0 @@
type,player,count
string,string,int
kitten,white,8
kitten,black,8
cat,white,8
cat,black,8
1 type player count
2 string string int
3 kitten white 8
4 kitten black 8
5 cat white 8
6 cat black 8
-10
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@@ -1,10 +0,0 @@
type BoopPartTable = readonly {
readonly type: string;
readonly player: string;
readonly count: number;
}[];
export type BoopPart = BoopPartTable[number];
declare function getData(): BoopPartTable;
export default getData;
-46
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@@ -1,46 +0,0 @@
import {BoopGame} from "@/samples/boop/types-extensions";
import {PieceType} from "@/samples/boop/types";
import {findPartAtPosition, getNeighborPositions, isCellOccupied, isInBounds} from "@/samples/boop/utils";
import {moveToRegion} from "@/core/region";
/**
* 执行boop - 推动周围棋子
*/
export async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
const booped: string[] = [];
await game.produceAsync(state => {
// 按照远离放置位置的方向推动
for (const [dr, dc] of getNeighborPositions()) {
const nr = row + dr;
const nc = col + dc;
if (!isInBounds(nr, nc)) continue;
// 从 state 中查找,而不是 game
const part = findPartAtPosition(state, nr, nc);
if (!part) continue;
// 小猫不能推动猫
if (type === 'kitten' && part.type === 'cat') continue;
// 计算推动后的位置
const newRow = nr + dr;
const newCol = nc + dc;
// 检查新位置是否为空或在棋盘外
if (!isInBounds(newRow, newCol)) {
// 棋子被推出棋盘,返回玩家supply
booped.push(part.id);
moveToRegion(part, state.regions.board, state.regions[part.player]);
} else if (!isCellOccupied(state, newRow, newCol)) {
// 新位置为空,移动过去
booped.push(part.id);
moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
}
// 如果新位置被占用,则不移动(两个棋子都保持原位)
}
});
return { booped };
}
-45
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@@ -1,45 +0,0 @@
import {BoopGame} from "@/samples/boop/types-extensions";
import {PlayerType} from "@/samples/boop/types";
import {findPartAtPosition, findPartInRegion, isInBounds} from "@/samples/boop/utils";
import {MAX_PIECES_PER_PLAYER} from "@/samples/boop/constants";
import {prompts} from "@/samples/boop/prompts";
import {moveToRegion} from "@/core/region";
/**
* 检查并执行 8-piece 规则
*/
export async function checkFullBoard(game: BoopGame, turnPlayer: PlayerType){
// 检查8-piece规则: 如果玩家所有8个棋子都在棋盘上且没有获胜,强制升级一个小猫
const playerPieces = Object.values(game.value.pieces).filter(
p => p.player === turnPlayer && p.regionId === 'board'
);
if(playerPieces.length < MAX_PIECES_PER_PLAYER || game.value.winner !== null){
return;
}
const partId = await game.prompt(
prompts.choose,
(player, row, col) => {
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!isInBounds(row, col)) {
throw `Invalid position: (${row}, ${col}). Must be between 0 and 5.`;
}
const part = findPartAtPosition(game, row, col);
if (!part || part.player !== turnPlayer) {
throw `No ${player} piece at (${row}, ${col}).`;
}
return part.id;
}
);
await game.produceAsync(state => {
const part = state.pieces[partId];
moveToRegion(part, state.regions.board, null);
const cat = findPartInRegion(state, '', 'cat');
moveToRegion(cat || part, null, state.regions[turnPlayer]);
});
}
-40
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@@ -1,40 +0,0 @@
import {BoopGame} from "@/samples/boop/types-extensions";
import {PlayerType} from "@/samples/boop/types";
import {findPartAtPosition, findPartInRegion, getLineCandidates} from "@/samples/boop/utils";
import {WIN_LENGTH} from "@/samples/boop/constants";
import {moveToRegion} from "@/core/region";
/**
* 检查并执行小猫升级(三个小猫连线变成猫)
*/
export async function checkGraduates(game: BoopGame){
const toUpgrade = new Set<string>();
for(const line of getLineCandidates()){
let whites = 0;
let blacks = 0;
for(const [row, col] of line){
const part = findPartAtPosition(game, row, col);
if (part?.player === 'white') whites++;
else if(part?.player === 'black') blacks++;
}
const player = whites >= WIN_LENGTH ? 'white' : blacks >= WIN_LENGTH ? 'black' : null;
if(!player) continue;
for(const [row, col] of line){
const part = findPartAtPosition(game, row, col);
part && toUpgrade.add(part.id);
}
}
await game.produceAsync(state => {
for(const partId of toUpgrade){
const part = state.pieces[partId];
const [row, col] = part.position;
const player = part.player;
moveToRegion(part, state.regions.board, null);
const newPart = findPartInRegion(state, '', 'cat', player);
moveToRegion(newPart || part, null, state.regions[player], [row, col]);
}
});
}
-31
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@@ -1,31 +0,0 @@
import { BoopGame } from "@/samples/boop/types-extensions";
import { PlayerType } from "@/samples/boop/types";
import { turn } from "@/samples/boop/commands/turn";
import { boop } from "./boop";
import { checkFullBoard } from "./full-board";
import { checkGraduates } from "./graduate";
import { place } from "./place";
import { checkWin } from "./win";
/**
* 启动游戏主循环
*/
export async function start(game: BoopGame) {
while (true) {
const currentPlayer = game.value.currentPlayer;
const turnOutput = await turn(game, currentPlayer);
await game.produceAsync((state) => {
state.winner = turnOutput.winner;
if (!state.winner) {
state.currentPlayer =
state.currentPlayer === "white" ? "black" : "white";
}
});
if (game.value.winner) break;
}
return game.value;
}
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
-27
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@@ -1,27 +0,0 @@
import {BoopGame} from "@/samples/boop/types-extensions";
import {PieceType, PlayerType} from "@/samples/boop/types";
import {findPartInRegion} from "@/samples/boop/utils";
import {moveToRegion} from "@/core/region";
/**
* 放置棋子到棋盘
*/
export async function place(game: BoopGame, row: number, col: number, player: PlayerType, type: PieceType) {
const value = game.value;
// 从玩家supply中找到对应类型的棋子
const part = findPartInRegion(game, player, type);
if (!part) {
throw new Error(`No ${type} available in ${player}'s supply`);
}
const partId = part.id;
await game.produceAsync(state => {
// 将棋子从supply移动到棋盘
const part = state.pieces[partId];
moveToRegion(part, state.regions[player], state.regions.board, [row, col]);
});
return { row, col, player, type, partId };
}
-49
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@@ -1,49 +0,0 @@
import {BoopGame} from "@/samples/boop/types-extensions";
import {PieceType, PlayerType, WinnerType} from "@/samples/boop/types";
import {prompts} from "@/samples/boop/prompts";
import {findPartInRegion, isCellOccupied, isInBounds} from "@/samples/boop/utils";
import {place} from "@/samples/boop/commands/place";
import {boop} from "@/samples/boop/commands/boop";
import {checkWin} from "@/samples/boop/commands/win";
import {checkGraduates} from "@/samples/boop/commands/graduate";
import {checkFullBoard} from "@/samples/boop/commands/full-board";
import {BOARD_SIZE} from "@/samples/boop/constants";
/**
* 处理一个回合
*/
export async function turn(game: BoopGame, turnPlayer: PlayerType) {
const {row, col, type} = await game.prompt(
prompts.play,
(player, row, col, type) => {
const pieceType = type === 'cat' ? 'cat' : 'kitten';
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!isInBounds(row, col)) {
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
if (isCellOccupied(game, row, col)) {
throw `Cell (${row}, ${col}) is already occupied.`;
}
const found = findPartInRegion(game, player, pieceType);
if (!found) {
throw `No ${pieceType}s left in ${player}'s supply.`;
}
return {player, row,col,type};
},
game.value.currentPlayer
);
const pieceType = type === 'cat' ? 'cat' : 'kitten';
await place(game, row, col, turnPlayer, pieceType);
await boop(game, row, col, pieceType);
const winner = await checkWin(game);
if(winner) return { winner: winner };
await checkGraduates(game);
await checkFullBoard(game, turnPlayer);
return { winner: null };
}
-27
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@@ -1,27 +0,0 @@
import {BoopGame} from "@/samples/boop/types-extensions";
import {PlayerType, WinnerType} from "@/samples/boop/types";
import {findPartAtPosition, getLineCandidates} from "@/samples/boop/utils";
import {WIN_LENGTH} from "@/samples/boop/constants";
/**
* 检查是否有玩家获胜(三个猫连线)
*/
export async function checkWin(game: BoopGame): Promise<WinnerType | null> {
for(const line of getLineCandidates()){
let whites = 0;
let blacks = 0;
for(const [row, col] of line){
const part = findPartAtPosition(game, row, col);
if(part?.type !== 'cat') continue;
if (part.player === 'white') whites++;
else blacks++;
}
if(whites >= WIN_LENGTH) {
return 'white';
}
if(blacks >= WIN_LENGTH) {
return 'black';
}
}
return null;
}
-3
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@@ -1,3 +0,0 @@
export const BOARD_SIZE = 6;
export const MAX_PIECES_PER_PLAYER = 8;
export const WIN_LENGTH = 3;
+381 -35
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@@ -1,41 +1,387 @@
// Types import {createGameCommandRegistry, Part, Entity, entity, RegionEntity} from '@/index';
export type {
PlayerType,
PieceType,
WinnerType,
RegionType,
BoopPartMeta,
BoopPart,
} from "./types";
export type { BoopGame } from "./types-extensions"; const BOARD_SIZE = 6;
const MAX_PIECES_PER_PLAYER = 8;
const WIN_LENGTH = 3;
// Constants export type PlayerType = 'white' | 'black';
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants"; export type PieceType = 'kitten' | 'cat';
export type WinnerType = PlayerType | 'draw' | null;
// State type BoopPart = Part & { player: PlayerType; pieceType: PieceType };
export { createInitialState, type BoopState } from "./state";
// Prompts type PieceSupply = { supply: number; placed: number };
export { prompts } from "./prompts";
// Commands type Player = {
export { id: PlayerType;
start, kitten: PieceSupply;
place as placeCmd, cat: PieceSupply;
boop as boopCmd, };
checkWin as checkWinCmd,
checkGraduates as checkGraduatesCmd,
checkFullBoard as checkFullBoardCmd,
turn as turnCmd,
} from "./commands";
// Utils type PlayerEntity = Entity<Player>;
export {
getLineCandidates, function createPlayer(id: PlayerType): PlayerEntity {
isInBounds, return entity<Player>(id, {
isCellOccupied, id,
getNeighborPositions, kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
findPartInRegion, cat: { supply: 0, placed: 0 },
findPartAtPosition, });
} from "./utils"; }
export function createInitialState() {
return {
board: new RegionEntity('board', {
id: 'board',
axes: [
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
],
children: [],
}),
currentPlayer: 'white' as PlayerType,
winner: null as WinnerType,
players: {
white: createPlayer('white'),
black: createPlayer('black'),
},
};
}
export type BoopState = ReturnType<typeof createInitialState>;
const registration = createGameCommandRegistry<BoopState>();
export const registry = registration.registry;
// Player Entity helper functions
export function getPlayer(host: Entity<BoopState>, player: PlayerType): PlayerEntity {
return host.value.players[player];
}
export function decrementSupply(player: PlayerEntity, pieceType: PieceType) {
player.produce(p => {
p[pieceType].supply--;
p[pieceType].placed++;
});
}
export function incrementSupply(player: PlayerEntity, pieceType: PieceType, count?: number) {
player.produce(p => {
p[pieceType].supply += count ?? 1;
});
}
registration.add('setup', async function() {
const {context} = this;
while (true) {
const currentPlayer = context.value.currentPlayer;
const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
context.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
}
});
if (context.value.winner) break;
}
return context.value;
});
registration.add('turn <player>', async function(cmd) {
const [turnPlayer] = cmd.params as [PlayerType];
const playCmd = await this.prompt(
'play <player> <row:number> <col:number> [type:string]',
(command) => {
const [player, row, col, type] = command.params as [PlayerType, number, number, PieceType?];
const pieceType = type === 'cat' ? 'cat' : 'kitten';
if (player !== turnPlayer) {
return `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!isValidMove(row, col)) {
return `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
if (isCellOccupied(this.context, row, col)) {
return `Cell (${row}, ${col}) is already occupied.`;
}
const playerEntity = getPlayer(this.context, player);
const supply = playerEntity.value[pieceType].supply;
if (supply <= 0) {
return `No ${pieceType}s left in ${player}'s supply.`;
}
return null;
}
);
const [player, row, col, type] = playCmd.params as [PlayerType, number, number, PieceType?];
const pieceType = type === 'cat' ? 'cat' : 'kitten';
placePiece(this.context, row, col, turnPlayer, pieceType);
applyBoops(this.context, row, col, pieceType);
const graduatedLines = checkGraduation(this.context, turnPlayer);
if (graduatedLines.length > 0) {
processGraduation(this.context, turnPlayer, graduatedLines);
}
if (countPiecesOnBoard(this.context, turnPlayer) >= MAX_PIECES_PER_PLAYER) {
const board = getBoardRegion(this.context);
const partsMap = board.partsMap.value;
const availableKittens: Entity<BoopPart>[] = [];
for (const key in partsMap) {
const part = partsMap[key] as Entity<BoopPart>;
if (part.value.player === turnPlayer && part.value.pieceType === 'kitten') {
availableKittens.push(part);
}
}
if (availableKittens.length > 0) {
const graduateCmd = await this.prompt(
'graduate <row:number> <col:number>',
(command) => {
const [row, col] = command.params as [number, number];
const posKey = `${row},${col}`;
const part = availableKittens.find(p => `${p.value.position[0]},${p.value.position[1]}` === posKey);
if (!part) return `No kitten at (${row}, ${col}).`;
return null;
}
);
const [row, col] = graduateCmd.params as [number, number];
const part = availableKittens.find(p => p.value.position[0] === row && p.value.position[1] === col)!;
removePieceFromBoard(this.context, part);
const playerEntity = getPlayer(this.context, turnPlayer);
incrementSupply(playerEntity, 'cat', 1);
}
}
const winner = checkWinner(this.context);
if (winner) return { winner };
return { winner: null };
});
function isValidMove(row: number, col: number): boolean {
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
}
export function getBoardRegion(host: Entity<BoopState>) {
return host.value.board;
}
export function isCellOccupied(host: Entity<BoopState>, row: number, col: number): boolean {
const board = getBoardRegion(host);
return board.partsMap.value[`${row},${col}`] !== undefined;
}
export function getPartAt(host: Entity<BoopState>, row: number, col: number): Entity<BoopPart> | null {
const board = getBoardRegion(host);
return (board.partsMap.value[`${row},${col}`] as Entity<BoopPart> | undefined) || null;
}
export function placePiece(host: Entity<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
const board = getBoardRegion(host);
const playerEntity = getPlayer(host, player);
const count = playerEntity.value[pieceType].placed + 1;
const piece: BoopPart = {
id: `${player}-${pieceType}-${count}`,
region: board,
position: [row, col],
player,
pieceType,
};
host.produce(s => {
const e = entity(piece.id, piece);
board.produce(draft => {
draft.children.push(e);
});
});
decrementSupply(playerEntity, pieceType);
}
export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
const board = getBoardRegion(host);
const partsMap = board.partsMap.value;
const piecesToBoop: { part: Entity<BoopPart>; dr: number; dc: number }[] = [];
for (const key in partsMap) {
const part = partsMap[key] as Entity<BoopPart>;
const [r, c] = part.value.position;
if (r === placedRow && c === placedCol) continue;
const dr = Math.sign(r - placedRow);
const dc = Math.sign(c - placedCol);
if (Math.abs(r - placedRow) <= 1 && Math.abs(c - placedCol) <= 1) {
const booperIsKitten = placedType === 'kitten';
const targetIsCat = part.value.pieceType === 'cat';
if (booperIsKitten && targetIsCat) continue;
piecesToBoop.push({ part, dr, dc });
}
}
for (const { part, dr, dc } of piecesToBoop) {
const [r, c] = part.value.position;
const newRow = r + dr;
const newCol = c + dc;
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
const pt = part.value.pieceType;
const pl = part.value.player;
const playerEntity = getPlayer(host, pl);
removePieceFromBoard(host, part);
incrementSupply(playerEntity, pt);
continue;
}
if (isCellOccupied(host, newRow, newCol)) continue;
part.produce(p => {
p.position = [newRow, newCol];
});
}
}
export function removePieceFromBoard(host: Entity<BoopState>, part: Entity<BoopPart>) {
const board = getBoardRegion(host);
const playerEntity = getPlayer(host, part.value.player);
board.produce(draft => {
draft.children = draft.children.filter(p => p.id !== part.id);
});
playerEntity.produce(p => {
p[part.value.pieceType].placed--;
});
}
const DIRECTIONS: [number, number][] = [
[0, 1],
[1, 0],
[1, 1],
[1, -1],
];
export function* linesThrough(r: number, c: number): Generator<number[][]> {
for (const [dr, dc] of DIRECTIONS) {
const minStart = -(WIN_LENGTH - 1);
for (let offset = minStart; offset <= 0; offset++) {
const startR = r + offset * dr;
const startC = c + offset * dc;
const endR = startR + (WIN_LENGTH - 1) * dr;
const endC = startC + (WIN_LENGTH - 1) * dc;
if (startR < 0 || startR >= BOARD_SIZE || startC < 0 || startC >= BOARD_SIZE) continue;
if (endR < 0 || endR >= BOARD_SIZE || endC < 0 || endC >= BOARD_SIZE) continue;
const line: number[][] = [];
for (let i = 0; i < WIN_LENGTH; i++) {
line.push([startR + i * dr, startC + i * dc]);
}
yield line;
}
}
}
export function* allLines(): Generator<number[][]> {
const seen = new Set<string>();
for (let r = 0; r < BOARD_SIZE; r++) {
for (let c = 0; c < BOARD_SIZE; c++) {
for (const line of linesThrough(r, c)) {
const key = line.map(p => p.join(',')).join(';');
if (!seen.has(key)) {
seen.add(key);
yield line;
}
}
}
}
}
export function hasWinningLine(positions: number[][]): boolean {
const posSet = new Set(positions.map(p => `${p[0]},${p[1]}`));
for (const line of allLines()) {
if (line.every(([lr, lc]) => posSet.has(`${lr},${lc}`))) return true;
}
return false;
}
export function checkGraduation(host: Entity<BoopState>, player: PlayerType): number[][][] {
const board = getBoardRegion(host);
const partsMap = board.partsMap.value;
const posSet = new Set<string>();
for (const key in partsMap) {
const part = partsMap[key] as Entity<BoopPart>;
if (part.value.player === player && part.value.pieceType === 'kitten') {
posSet.add(`${part.value.position[0]},${part.value.position[1]}`);
}
}
const winningLines: number[][][] = [];
for (const line of allLines()) {
if (line.every(([lr, lc]) => posSet.has(`${lr},${lc}`))) {
winningLines.push(line);
}
}
return winningLines;
}
export function processGraduation(host: Entity<BoopState>, player: PlayerType, lines: number[][][]) {
const allPositions = new Set<string>();
for (const line of lines) {
for (const [r, c] of line) {
allPositions.add(`${r},${c}`);
}
}
const board = getBoardRegion(host);
const partsMap = board.partsMap.value;
const partsToRemove: Entity<BoopPart>[] = [];
for (const key in partsMap) {
const part = partsMap[key] as Entity<BoopPart>;
if (part.value.player === player && part.value.pieceType === 'kitten' && allPositions.has(`${part.value.position[0]},${part.value.position[1]}`)) {
partsToRemove.push(part);
}
}
for (const part of partsToRemove) {
removePieceFromBoard(host, part);
}
const count = partsToRemove.length;
const playerEntity = getPlayer(host, player);
incrementSupply(playerEntity, 'cat', count);
}
export function countPiecesOnBoard(host: Entity<BoopState>, player: PlayerType): number {
const board = getBoardRegion(host);
const partsMap = board.partsMap.value;
let count = 0;
for (const key in partsMap) {
const part = partsMap[key] as Entity<BoopPart>;
if (part.value.player === player) count++;
}
return count;
}
export function checkWinner(host: Entity<BoopState>): WinnerType {
const board = getBoardRegion(host);
const partsMap = board.partsMap.value;
for (const player of ['white', 'black'] as PlayerType[]) {
const positions: number[][] = [];
for (const key in partsMap) {
const part = partsMap[key] as Entity<BoopPart>;
if (part.value.player === player && part.value.pieceType === 'cat') {
positions.push(part.value.position);
}
}
if (hasWinningLine(positions)) return player;
}
return null;
}
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import {createPromptDef} from "@/core/game";
import {PieceType, PlayerType} from "@/samples/boop/types";
export const prompts = {
play: createPromptDef<[PlayerType, number, number, PieceType?]>(
'play <player> <row:number> <col:number> [type:string]'),
choose: createPromptDef<[PlayerType, number, number]>(
'choose <player> <row:number> <col:number>')
}
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import getParts from './boopPart.csv';
import {createRegion, moveToRegion, Region} from "@/core/region";
import {createPartsFromTable} from "@/core/part-factory";
import {BoopPart} from "@/samples/boop/types";
import {BOARD_SIZE} from "@/samples/boop/constants";
import {PlayerType, PieceType, RegionType} from "@/samples/boop/types";
export function createInitialState() {
const parts = getParts();
const pieces = createPartsFromTable(
parts,
(item, index) => `${item.player}-${item.type}-${index + 1}`,
(item) => item.count
) as Record<string, BoopPart>;
// Initialize region childIds
const whiteRegion = createRegion('white', []);
const blackRegion = createRegion('black', []);
const boardRegion = createRegion('board', [
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
]);
// Populate region childIds based on piece regionId
for (const part of Object.values(pieces)) {
if(part.type !== 'kitten') continue;
if (part.player === 'white' ) {
moveToRegion(part, null, whiteRegion);
} else if (part.player === 'black') {
moveToRegion(part, null, blackRegion);
}
}
return {
regions: {
white: whiteRegion,
black: blackRegion,
board: boardRegion,
} as Record<RegionType, Region>,
pieces,
currentPlayer: 'white' as PlayerType,
winner: null as PlayerType | 'draw' | null,
};
}
export type BoopState = ReturnType<typeof createInitialState>;
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import {IGameContext} from "@/core/game";
import {BoopState} from "@/samples/boop/state";
export type BoopGame = IGameContext<BoopState>;
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import {Part} from "@/core/part";
export type PlayerType = 'white' | 'black';
export type PieceType = 'kitten' | 'cat';
export type WinnerType = PlayerType | 'draw' | null;
export type RegionType = 'white' | 'black' | 'board' | '';
export type BoopPartMeta = { player: PlayerType; type: PieceType };
export type BoopPart = Part<BoopPartMeta>;
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import {BOARD_SIZE, WIN_LENGTH} from "@/samples/boop/constants";
import {BoopState} from "@/samples/boop/state";
import {BoopGame} from "@/samples/boop/types-extensions";
const DIRS = [
[0, 1],
[1, 0],
[1, 1],
[-1, 1]
]
type PT = [number, number];
type Line = PT[];
/**
* 生成所有可能的连线候选(用于检查胜利或升级)
*/
export function* getLineCandidates(){
for(const [dx, dy] of DIRS){
for(let x = 0; x < BOARD_SIZE; x ++)
for(let y = 0; y < BOARD_SIZE; y ++){
if(!isInBounds(x + dx * (WIN_LENGTH-1), y + dy * (WIN_LENGTH-1))) continue;
const line = [];
for(let i = 0; i < WIN_LENGTH; i ++){
line.push([x + i * dx, y + i * dy]);
}
yield line as Line;
}
}
}
/**
* 检查位置是否在棋盘范围内
*/
export function isInBounds(x: number, y: number): boolean {
return x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE;
}
/**
* 检查单元格是否被占用
*/
export function isCellOccupied(game: BoopGame | BoopState, x: number, y: number): boolean {
const state = getState(game);
const id = `${x},${y}`;
return state.regions.board.partMap[id] !== undefined;
}
/**
* 获取邻居位置生成器
*/
export function* getNeighborPositions(x: number = 0, y: number = 0){
for(let dx = -1; dx <= 1; dx ++)
for(let dy = -1; dy <= 1; dy ++)
if(dx !== 0 || dy !== 0)
yield [x + dx, y + dy] as PT;
}
function getState(ctx: BoopGame | BoopState): BoopState {
if('value' in ctx){
return ctx.value;
}
return ctx;
}
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export {
getLineCandidates,
isInBounds,
isCellOccupied,
getNeighborPositions
} from './board';
export {
findPartInRegion,
findPartAtPosition
} from './pieces';
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import {BoopPart, PieceType, PlayerType, RegionType} from "@/samples/boop/types";
import {BoopState} from "@/samples/boop/state";
import {BoopGame} from "@/samples/boop/types-extensions";
/**
* 在区域中查找棋子
*/
export function findPartInRegion(
ctx: BoopGame | BoopState,
regionId: keyof BoopGame['value']['regions'],
type: PieceType,
player?: PlayerType
): BoopPart | null {
const state = getState(ctx);
if(!regionId){
return Object.values(state.pieces).find(part => match(regionId, part, type, player)) || null;
}
const id = state.regions[regionId].childIds.find(id => match(regionId, state.pieces[id], type, player));
return id ? state.pieces[id] || null : null;
}
/**
* 在指定位置查找棋子
*/
export function findPartAtPosition(ctx: BoopGame | BoopState, row: number, col: number): BoopPart | null {
const state = getState(ctx);
const id = state.regions.board.partMap[`${row},${col}`];
return id ? state.pieces[id] || null : null;
}
function match(regionId: RegionType, part: BoopPart, type: PieceType, player?: PlayerType){
return regionId === part.regionId && part.type === type && (!player || part.player === player);
}
function getState(ctx: BoopGame | BoopState): BoopState {
if('value' in ctx){
return ctx.value;
}
return ctx;
}
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# pattern forms a grid of 5x5
# o is the move's starting postion
# x are move end position candidates
# . is space
# first row, first position is dx=-2 dy=2
name,startingPlayer,row,pattern
string,string,number,string
tiger,black,0,..x..
tiger,black,1,.....
tiger,black,2,..o..
tiger,black,3,..x..
tiger,black,4,.....
dragon,red,0,.....
dragon,red,1,x...x
dragon,red,2,..o..
dragon,red,3,.x.x.
dragon,red,4,.....
frog,black,0,.....
frog,black,1,.x...
frog,black,2,x.o..
frog,black,3,...x.
frog,black,4,.....
rabbit,black,0,.....
rabbit,black,1,...x.
rabbit,black,2,..o.x
rabbit,black,3,.x...
rabbit,black,4,.....
crab,black,0,.....
crab,black,1,..x..
crab,black,2,x.o.x
crab,black,3,.....
crab,black,4,.....
elephant,red,0,.....
elephant,red,1,.x.x.
elephant,red,2,.xox.
elephant,red,3,.....
elephant,red,4,.....
goose,black,0,.....
goose,black,1,.x...
goose,black,2,.xox.
goose,black,3,...x.
goose,black,4,.....
rooster,red,0,.....
rooster,red,1,...x.
rooster,red,2,.xox.
rooster,red,3,.x...
rooster,red,4,.....
monkey,black,0,.....
monkey,black,1,.x.x.
monkey,black,2,..o..
monkey,black,3,.x.x.
monkey,black,4,.....
mantis,red,0,.....
mantis,red,1,.x.x.
mantis,red,2,..o..
mantis,red,3,..x..
mantis,red,4,.....
horse,red,0,.....
horse,red,1,..x..
horse,red,2,.xo..
horse,red,3,..x..
horse,red,4,.....
ox,black,0,.....
ox,black,1,..x..
ox,black,2,..ox.
ox,black,3,..x..
ox,black,4,.....
crane,black,0,.....
crane,black,1,..x..
crane,black,2,..o..
crane,black,3,.x.x.
crane,black,4,.....
boar,red,0,.....
boar,red,1,..x..
boar,red,2,.xox.
boar,red,3,.....
boar,red,4,.....
eel,black,0,.....
eel,black,1,.x...
eel,black,2,..ox.
eel,black,3,.x...
eel,black,4,.....
cobra,red,0,.....
cobra,red,1,...x.
cobra,red,2,.xo..
cobra,red,3,...x.
cobra,red,4,.....
1 # pattern forms a grid of 5x5
2 # o is the move's starting postion
3 # x are move end position candidates
4 # . is space
5 # first row, first position is dx=-2 dy=2
6 name,startingPlayer,row,pattern
7 string,string,number,string
8 tiger,black,0,..x..
9 tiger,black,1,.....
10 tiger,black,2,..o..
11 tiger,black,3,..x..
12 tiger,black,4,.....
13 dragon,red,0,.....
14 dragon,red,1,x...x
15 dragon,red,2,..o..
16 dragon,red,3,.x.x.
17 dragon,red,4,.....
18 frog,black,0,.....
19 frog,black,1,.x...
20 frog,black,2,x.o..
21 frog,black,3,...x.
22 frog,black,4,.....
23 rabbit,black,0,.....
24 rabbit,black,1,...x.
25 rabbit,black,2,..o.x
26 rabbit,black,3,.x...
27 rabbit,black,4,.....
28 crab,black,0,.....
29 crab,black,1,..x..
30 crab,black,2,x.o.x
31 crab,black,3,.....
32 crab,black,4,.....
33 elephant,red,0,.....
34 elephant,red,1,.x.x.
35 elephant,red,2,.xox.
36 elephant,red,3,.....
37 elephant,red,4,.....
38 goose,black,0,.....
39 goose,black,1,.x...
40 goose,black,2,.xox.
41 goose,black,3,...x.
42 goose,black,4,.....
43 rooster,red,0,.....
44 rooster,red,1,...x.
45 rooster,red,2,.xox.
46 rooster,red,3,.x...
47 rooster,red,4,.....
48 monkey,black,0,.....
49 monkey,black,1,.x.x.
50 monkey,black,2,..o..
51 monkey,black,3,.x.x.
52 monkey,black,4,.....
53 mantis,red,0,.....
54 mantis,red,1,.x.x.
55 mantis,red,2,..o..
56 mantis,red,3,..x..
57 mantis,red,4,.....
58 horse,red,0,.....
59 horse,red,1,..x..
60 horse,red,2,.xo..
61 horse,red,3,..x..
62 horse,red,4,.....
63 ox,black,0,.....
64 ox,black,1,..x..
65 ox,black,2,..ox.
66 ox,black,3,..x..
67 ox,black,4,.....
68 crane,black,0,.....
69 crane,black,1,..x..
70 crane,black,2,..o..
71 crane,black,3,.x.x.
72 crane,black,4,.....
73 boar,red,0,.....
74 boar,red,1,..x..
75 boar,red,2,.xox.
76 boar,red,3,.....
77 boar,red,4,.....
78 eel,black,0,.....
79 eel,black,1,.x...
80 eel,black,2,..ox.
81 eel,black,3,.x...
82 eel,black,4,.....
83 cobra,red,0,.....
84 cobra,red,1,...x.
85 cobra,red,2,.xo..
86 cobra,red,3,...x.
87 cobra,red,4,.....
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type CardsTable = readonly {
readonly name: string;
readonly startingPlayer: string;
readonly row: number;
readonly pattern: string;
}[];
export type Cards = CardsTable[number];
declare function getData(): CardsTable;
export default getData;
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import {
OnitamaGame,
OnitamaState,
PlayerType,
prompts,
initializeCards,
} from "./types";
import { moveToRegion } from "@/core/region";
/**
* 检查位置是否在棋盘范围内
*/
function isInBounds(x: number, y: number): boolean {
return x >= 0 && x < 5 && y >= 0 && y < 5;
}
/**
* 检查位置是否有棋子
*/
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
const key = `${x},${y}`;
const pawnId = state.regions.board.partMap[key];
return pawnId ? state.pawns[pawnId] : null;
}
/**
* 检查玩家是否拥有某张卡牌
*/
function playerHasCard(
state: OnitamaState,
player: PlayerType,
cardName: string,
): boolean {
const cardList = player === "red" ? state.redCards : state.blackCards;
return cardList.includes(cardName);
}
/**
* 获取卡牌的移动候选项,根据玩家视角进行旋转
* 黑方需要将卡牌旋转180度
*/
export function getCardMoveCandidates(
state: OnitamaState,
cardName: string,
player: PlayerType,
) {
const card = state.cards[cardName];
const candidates = card.moveCandidates;
// 黑方需要将卡牌旋转180度
if (player === "black") {
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
}
return candidates;
}
/**
* 检查移动是否合法
*/
export function isValidMove(
state: OnitamaState,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
player: PlayerType,
): string | null {
// 检查玩家是否拥有该卡牌
if (!playerHasCard(state, player, cardName)) {
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
}
// 检查起始位置是否有玩家的棋子
const fromPawn = getPawnAtPosition(state, fromX, fromY);
if (!fromPawn) {
return `位置 (${fromX}, ${fromY}) 没有棋子`;
}
if (fromPawn.owner !== player) {
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
}
// 检查卡牌是否存在
const card = state.cards[cardName];
if (!card) {
return `卡牌 ${cardName} 不存在`;
}
// 计算移动偏移量
const dx = toX - fromX;
const dy = toY - fromY;
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
const candidates = getCardMoveCandidates(state, cardName, player);
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
if (!isValid) {
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
}
// 检查目标位置是否在棋盘内
if (!isInBounds(toX, toY)) {
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
}
// 检查目标位置是否有己方棋子
const toPawn = getPawnAtPosition(state, toX, toY);
if (toPawn && toPawn.owner === player) {
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
}
return null;
}
/**
* 执行移动
*/
async function move(
game: OnitamaGame,
player: PlayerType,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
) {
const state = game.value;
// 验证移动
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
if (error) {
throw new Error(error);
}
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
await game.produceAsync((state) => {
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
// 如果目标位置有敌方棋子,将其移除(吃掉)
if (capturedPawnId) {
const capturedPawn = state.pawns[capturedPawnId];
moveToRegion(capturedPawn, state.regions.board, null);
}
// 移动棋子到目标位置
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
});
// 交换卡牌
await swapCard(game, player, cardName);
return {
from: { x: fromX, y: fromY },
to: { x: toX, y: toY },
card: cardName,
captured: capturedPawnId,
};
}
/**
* 交换卡牌:将使用的卡牌与备用卡牌交换
*/
async function swapCard(
game: OnitamaGame,
player: PlayerType,
usedCard: string,
) {
await game.produceAsync((state) => {
const spareCard = state.spareCard;
const usedCardData = state.cards[usedCard];
const spareCardData = state.cards[spareCard];
// 从玩家手牌中移除使用的卡牌
if (player === "red") {
state.redCards = state.redCards.filter((c) => c !== usedCard);
state.redCards.push(spareCard);
} else {
state.blackCards = state.blackCards.filter((c) => c !== usedCard);
state.blackCards.push(spareCard);
}
// 更新卡牌区域
usedCardData.regionId = "spare";
spareCardData.regionId = player;
// 更新备用卡牌
state.spareCard = usedCard;
});
}
/**
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置
*/
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value;
// 红色师父到达 (2, 4)(黑色师父的初始位置)
const redMaster = state.pawns["red-master"];
if (
redMaster &&
redMaster.regionId === "board" &&
redMaster.position[0] === 2 &&
redMaster.position[1] === 4
) {
return "red";
}
// 黑色师父到达 (2, 0)(红色师父的初始位置)
const blackMaster = state.pawns["black-master"];
if (
blackMaster &&
blackMaster.regionId === "board" &&
blackMaster.position[0] === 2 &&
blackMaster.position[1] === 0
) {
return "black";
}
return null;
}
/**
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
*/
async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value;
// 红色师父不在棋盘上,黑色获胜
const redMaster = state.pawns["red-master"];
if (!redMaster || redMaster.regionId !== "board") {
return "black";
}
// 黑色师父不在棋盘上,红色获胜
const blackMaster = state.pawns["black-master"];
if (!blackMaster || blackMaster.regionId !== "board") {
return "red";
}
return null;
}
/**
* 综合胜利检测
*/
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
const conquestWinner = await checkConquestWin(game);
if (conquestWinner) {
return conquestWinner;
}
const captureWinner = await checkCaptureWin(game);
if (captureWinner) {
return captureWinner;
}
return null;
}
/**
* 获取玩家可用的移动
*/
export function getAvailableMoves(
state: OnitamaState,
player: PlayerType,
): Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> {
const moves: Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> = [];
// 获取玩家的所有卡牌
const cardNames = player === "red" ? state.redCards : state.blackCards;
// 获取玩家的所有棋子
const playerPawns = Object.values(state.pawns).filter(
(p) => p.owner === player && p.regionId === "board",
);
// 对于每张卡牌
for (const cardName of cardNames) {
// 获取旋转后的移动候选项(黑方需要旋转180度)
const candidates = getCardMoveCandidates(state, cardName, player);
// 对于每个棋子
for (const pawn of playerPawns) {
const [fromX, fromY] = pawn.position;
// 对于卡牌的每个移动
for (const move of candidates) {
const toX = fromX + move.dx;
const toY = fromY + move.dy;
// 检查移动是否合法
if (isInBounds(toX, toY)) {
const targetPawn = getPawnAtPosition(state, toX, toY);
// 目标位置为空或有敌方棋子
if (!targetPawn || targetPawn.owner !== player) {
moves.push({ card: cardName, fromX, fromY, toX, toY });
}
}
}
}
}
return moves;
}
/**
* 处理回合
*/
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
const state = game.value;
const availableMoves = getAvailableMoves(state, turnPlayer);
let moveOutput;
if (availableMoves.length === 0) {
// 没有可用移动,玩家必须交换一张卡牌
const cardToSwap = await game.prompt(
prompts.move,
(player, card, _fromX, _fromY, _toX, _toY) => {
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!playerHasCard(state, player, card)) {
throw `Player ${player} does not have card ${card}.`;
}
return card;
},
turnPlayer,
);
await swapCard(game, turnPlayer, cardToSwap);
moveOutput = { swappedCard: cardToSwap, noMoves: true };
} else {
// 有可用移动,提示玩家选择
moveOutput = await game.prompt(
prompts.move,
(player, card, fromX, fromY, toX, toY) => {
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
const error = isValidMove(state, card, fromX, fromY, toX, toY, player);
if (error) {
throw error;
}
return { player, card, fromX, fromY, toX, toY };
},
turnPlayer,
);
await move(
game,
moveOutput.player,
moveOutput.card,
moveOutput.fromX,
moveOutput.fromY,
moveOutput.toX,
moveOutput.toY,
);
}
// 检查胜利
const winner = await checkWin(game);
await game.produceAsync((state) => {
state.winner = winner;
if (!winner) {
state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
state.turn++;
}
});
return { winner, move: moveOutput };
}
/**
* 开始游戏主循环
*/
export async function start(game: OnitamaGame) {
// Initialize cards with RNG at game start
initializeCards(game);
while (true) {
const currentPlayer = game.value.currentPlayer;
const turnOutput = await turn(game, currentPlayer);
if (turnOutput.winner) {
break;
}
}
return game.value;
}
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export * from './types';
export * from './commands';
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# Onitama
## 游戏目标
玩家在棋盘上移动棋子,达成两种胜利条件当中的一种即可赢得游戏:
- 占领:将师父棋子移动到对手师父棋子的初始位置
- 吃掉:将对手的师父棋子吃掉
## 游戏配件
公共配件:
- 卡牌:16张,每张标记一位起始玩家,和一个移动方式图示
- 棋盘:1个,5x5
玩家配件:
- 师父棋子:1个
- 徒弟棋子:4个
## 游戏布置
1. 将所有玩家的棋子放在棋盘的初始位置上:
```
bbBbb
.....
.....
.....
rrRrr
```
其中b表示黑方,r表示红方,大写表示师父,小写表示徒弟。
2. 将所有卡牌洗混,每名玩家抓2张放在自己面前。
3. 翻开一张卡牌作为额外卡牌。额外卡牌标记的玩家成为起始玩家。
## 游戏进行
从起始玩家开始,轮流进行以下步骤:
- 选择一张卡牌,按照其描述移动棋子。
- 将选择的卡牌与额外卡牌交换。
移动时,可以选择自己的任意棋子。
移动落点必须是空位或者对手的棋子。
若移动到对手的棋子上,则吃掉该棋子。
若玩家没有任何能够进行的移动,可以任意选择一张卡牌与额外卡牌交换,然后直接结束回合。
之后若有玩家达成胜利条件,游戏结束。
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import getCards from './cards.csv';
import {Part} from "@/core/part";
import {createRegion, createRegionAxis, Region} from "@/core/region";
import {createPromptDef, IGameContext} from "@/core/game";
export type PlayerType = 'red' | 'black';
export type CardData = {
moveCandidates: {
dx: number,
dy: number,
}[];
startingPlayer: PlayerType
}
export type Card = Part<CardData>;
export type Pawn = Part<{
type: 'master' | 'student',
owner: PlayerType,
}>;
export function createRegions(){
return {
board: createRegion('board', [
createRegionAxis('x', 0, 4),
createRegionAxis('y', 0, 4),
]),
red: createRegion('red', []),
black: createRegion('black', []),
spare: createRegion('spare', []),
}
}
export type RegionType = keyof ReturnType<typeof createRegions>;
export function createGameInfo(){
return {
turn: 0,
currentPlayer: 'red' as PlayerType,
}
}
export function createCards(){
const cards = getCards();
const dataMap = {} as Record<string, CardData>;
for(const entry of cards){
const card = dataMap[entry.name] = dataMap[entry.name] || {
moveCandidates: [],
startingPlayer: entry.startingPlayer,
}
for(let i = 0; i < entry.pattern.length; i++){
if(entry.pattern[i] !== 'x') continue;
const dx = i - 2;
const dy = 2 - entry.row;
card.moveCandidates.push({dx, dy});
}
}
const cardsMap = {} as Record<string, Card>;
for(const [name, data] of Object.entries(dataMap)){
cardsMap[name] = {
id: name,
regionId: '',
position: [],
...data
}
}
return cardsMap;
}
export function createPawns(){
const pawns: Record<string, Pawn> = {};
// Red player: 1 master (R) at y=0, 4 students (r) at y=0
// Position: rrRrr at y=0
pawns['red-master'] = {
id: 'red-master',
regionId: 'board',
position: [2, 0],
type: 'master',
owner: 'red',
};
for(let i = 0; i < 4; i++){
const x = i < 2 ? i : i + 1; // Skip position 2 (master)
pawns[`red-student-${i+1}`] = {
id: `red-student-${i+1}`,
regionId: 'board',
position: [x, 0],
type: 'student',
owner: 'red',
};
}
// Black player: 1 master (B) at y=4, 4 students (b) at y=4
// Position: bbBbb at y=4
pawns['black-master'] = {
id: 'black-master',
regionId: 'board',
position: [2, 4],
type: 'master',
owner: 'black',
};
for(let i = 0; i < 4; i++){
const x = i < 2 ? i : i + 1; // Skip position 2 (master)
pawns[`black-student-${i+1}`] = {
id: `black-student-${i+1}`,
regionId: 'board',
position: [x, 4],
type: 'student',
owner: 'black',
};
}
return pawns;
}
export const prompts = {
move: createPromptDef<[PlayerType, string, number, number, number, number]>(
'move <player> <card> <fromX:number> <fromY:number> <toX:number> <toY:number>',
'选择卡牌并移动棋子'
),
};
export function createInitialState() {
const regions = createRegions();
const pawns = createPawns();
const cards = createCards();
// Cards will be shuffled and distributed in start()
// Initialize with empty card lists
const redCards: string[] = [];
const blackCards: string[] = [];
const spareCard = '';
// Populate board region childIds
for(const pawn of Object.values(pawns)){
if(pawn.regionId === 'board'){
regions.board.childIds.push(pawn.id);
regions.board.partMap[pawn.position.join(',')] = pawn.id;
}
}
return {
regions,
pawns,
cards,
currentPlayer: 'red' as PlayerType,
winner: null as PlayerType | null,
spareCard,
redCards,
blackCards,
turn: 0,
};
}
/**
* 洗牌并分配卡牌,设置起始玩家
*/
export function initializeCards(game: OnitamaGame) {
const state = game.value;
const rng = game.rng;
const cardNames = Object.keys(state.cards);
// Fisher-Yates shuffle using game.rng
const shuffled = [...cardNames];
for (let i = shuffled.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1);
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
}
const redCards = shuffled.slice(0, 2);
const blackCards = shuffled.slice(2, 4);
const spareCard = shuffled[4];
game.produce(state => {
// Set card regions
for(const cardName of redCards){
state.cards[cardName].regionId = 'red';
state.regions.red.childIds.push(cardName);
}
for(const cardName of blackCards){
state.cards[cardName].regionId = 'black';
state.regions.black.childIds.push(cardName);
}
state.cards[spareCard].regionId = 'spare';
state.regions.spare.childIds.push(spareCard);
// Set card lists
state.redCards = redCards;
state.blackCards = blackCards;
state.spareCard = spareCard;
// Determine starting player from spare card
state.currentPlayer = state.cards[spareCard].startingPlayer;
});
}
export type OnitamaState = ReturnType<typeof createInitialState>;
export type OnitamaGame = IGameContext<OnitamaState>;
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import { IGameContext } from "@/core/game";
import { RegicideState } from "@/samples/regicide/state";
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
import { isEnemyDefeated } from "@/samples/regicide/utils";
export type RegicideGame = IGameContext<RegicideState>;
/**
* 打出一张牌(对当前敌人造成伤害)
*/
async function playCmd(game: RegicideGame, player: string, cardId: string) {
const state = game.value;
const card = state.cards[cardId];
if (!card) {
return { success: false, error: `卡牌 ${cardId} 不存在` };
}
// 检查卡牌是否在玩家手牌中
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
if (!playerHand || !playerHand.includes(cardId)) {
return {
success: false,
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
};
}
// 检查是否有当前敌人
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
}
// 计算伤害(基础伤害为卡牌面值)
let damage = card.value;
let attackReduction = 0;
// 梅花双倍伤害
if (card.suit === "clubs") {
damage *= 2;
}
// 黑桃降低敌人攻击力
if (card.suit === "spades") {
attackReduction = card.value;
}
const enemyHpBefore = state.currentEnemy.hp;
await game.produceAsync((state) => {
// 对敌人造成伤害
state.currentEnemy!.hp -= damage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
}
// 从手牌移除卡牌
const hand = state.playerHands[playerKey];
const cardIndex = hand.indexOf(cardId);
if (cardIndex !== -1) {
hand.splice(cardIndex, 1);
}
// 将卡牌移到弃牌堆
state.cards[cardId].regionId = "discardPile";
// 红心能力:将弃牌堆洗回酒馆牌堆
if (card.suit === "hearts") {
const discardIds = state.regions.discardPile.childIds.filter(
(id) => id !== state.currentEnemy!.id,
);
if (discardIds.length > 0) {
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
for (const discardId of discardIds) {
state.cards[discardId].regionId = "tavernDeck";
}
state.regions.tavernDeck.childIds.push(...discardIds);
state.regions.discardPile.childIds = [state.currentEnemy!.id];
}
}
// 方块能力:从酒馆牌堆抓牌
if (card.suit === "diamonds") {
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
if (tavernDeckCount > 0) {
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
state.cards[drawCardId].regionId = `hand_${player}`;
hand.push(drawCardId);
}
}
});
// 检查敌人是否被击败
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
return {
success: true,
result: {
damage,
attackReduction,
enemyHpBefore,
enemyHpAfter: game.value.currentEnemy!.hp,
enemyDefeated,
suitAbility: card.suit,
},
};
}
/**
* 打出A配合另一张牌
*/
async function playWithACmd(
game: RegicideGame,
player: string,
aceCardId: string,
otherCardId: string,
) {
const state = game.value;
const aceCard = state.cards[aceCardId];
const otherCard = state.cards[otherCardId];
if (!aceCard || !otherCard) {
return { success: false, error: "卡牌不存在" };
}
// 检查是否是A牌
if (aceCard.rank !== "A") {
return { success: false, error: `第一张牌必须是A` };
}
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
// 检查两张牌都在手牌中
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
return { success: false, error: "卡牌不在手牌中" };
}
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
}
// 计算两张牌的总伤害
let totalDamage = aceCard.value + otherCard.value;
// 如果另一张牌是梅花,双倍伤害
if (otherCard.suit === "clubs") {
totalDamage *= 2;
}
let attackReduction = 0;
if (aceCard.suit === "spades") {
attackReduction += aceCard.value;
}
if (otherCard.suit === "spades") {
attackReduction += otherCard.value;
}
await game.produceAsync((state) => {
// 对敌人造成伤害
state.currentEnemy!.hp -= totalDamage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
}
// 从手牌移除两张牌
const hand = state.playerHands[playerKey];
const aceIndex = hand.indexOf(aceCardId);
const otherIndex = hand.indexOf(otherCardId);
if (aceIndex !== -1) hand.splice(aceIndex, 1);
if (otherIndex !== -1) hand.splice(otherIndex, 1);
// 将卡牌移到弃牌堆
state.cards[aceCardId].regionId = "discardPile";
state.cards[otherCardId].regionId = "discardPile";
});
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
return {
success: true,
result: {
damage: totalDamage,
attackReduction,
enemyHp: state.currentEnemy!.hp,
enemyDefeated,
},
};
}
/**
* 让过(不出牌)
*/
async function passCmd(game: RegicideGame, player: string) {
// 即使让过,也会受到敌人反击(在回合结束时处理)
return { success: true, result: { message: `${player} 让过` } };
}
/**
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
*/
async function enemyCounterattackCmd(
game: RegicideGame,
player: string,
discardCards: string[],
) {
const state = game.value;
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
}
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
// 检查要弃的牌都在手牌中
for (const cardId of discardCards) {
if (!playerHand.includes(cardId)) {
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
}
}
// 计算弃牌的点数和
let totalValue = 0;
for (const cardId of discardCards) {
const card = state.cards[cardId];
if (card) {
totalValue += card.value;
}
}
const enemyAttack = state.currentEnemy.value;
// 检查点数和是否 >= 敌人攻击力
if (totalValue < enemyAttack) {
return {
success: false,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
};
}
// 执行弃牌
await game.produceAsync((state) => {
const hand = state.playerHands[playerKey];
for (const cardId of discardCards) {
const index = hand.indexOf(cardId);
if (index !== -1) {
hand.splice(index, 1);
}
state.cards[cardId].regionId = "discardPile";
}
});
return {
success: true,
result: {
discardedCards: discardCards,
totalValue,
enemyAttack,
},
};
}
/**
* 检查敌人是否被击败,如果击败则翻开下一个敌人
*/
async function checkEnemyDefeatedCmd(game: RegicideGame) {
const state = game.value;
if (!state.currentEnemy) {
return { success: false as const, error: "没有活跃的敌人" };
}
const defeated = state.currentEnemy.hp <= 0;
if (defeated) {
const defeatedEnemy = { ...state.currentEnemy };
await game.produceAsync((state) => {
// 将当前敌人移到弃牌堆
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
// 翻开下一个敌人
if (state.enemyDeck.length > 0) {
const nextEnemy = state.enemyDeck.shift()!;
state.currentEnemy = nextEnemy;
} else {
// 没有更多敌人了
state.currentEnemy = null;
}
});
// 检查是否胜利(没有更多敌人)
if (!game.value.currentEnemy) {
await game.produceAsync((state) => {
state.phase = "victory";
state.winner = true;
});
}
return {
success: true as const,
result: {
defeated: true,
defeatedEnemy,
nextEnemy: game.value.currentEnemy,
enemiesRemaining: game.value.enemyDeck.length,
},
};
}
return {
success: true,
result: {
defeated: false,
currentEnemy: { ...state.currentEnemy },
enemiesRemaining: state.enemyDeck.length,
},
};
}
/**
* 检查玩家是否有可出的牌
*/
async function checkCanPlayCmd(game: RegicideGame, player: string) {
const state = game.value;
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
const canPlay = playerHand.length > 0;
const canPlayWithA = playerHand.some((cardId) => {
const card = state.cards[cardId];
return card && card.rank === "A" && playerHand.length > 1;
});
return {
success: true,
result: {
canPlay,
canPlayWithA,
handSize: playerHand.length,
},
};
}
/**
* 检查酒馆牌堆是否为空
*/
async function checkTavernDeckCmd(game: RegicideGame) {
const state = game.value;
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
if (isEmpty) {
const allHandsEmpty = Object.values(state.playerHands).every(
(hand) => hand.length === 0,
);
if (allHandsEmpty) {
await game.produceAsync((state) => {
state.phase = "defeat";
state.winner = false;
});
}
}
return {
success: true,
result: {
isEmpty,
cardsRemaining: state.regions.tavernDeck.childIds.length,
},
};
}
/**
* 下一个玩家回合
*/
async function nextTurnCmd(game: RegicideGame) {
const state = game.value;
await game.produce((state) => {
state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
});
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
const currentPlayer = players[game.value.currentPlayerIndex];
return {
success: true,
result: {
currentPlayer,
currentPlayerIndex: game.value.currentPlayerIndex,
},
};
}
export {
playCmd as play,
playWithACmd as playWithA,
passCmd as pass,
enemyCounterattackCmd as enemyCounterattack,
checkEnemyDefeatedCmd as checkEnemy,
checkCanPlayCmd as checkCanPlay,
checkTavernDeckCmd as checkTavernDeck,
nextTurnCmd as nextTurn,
};
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import {CardRank, SuitType} from "@/samples/regicide/types";
// 敌人总数
export const ENEMY_COUNT = 12;
// 初始手牌数
export const INITIAL_HAND_SIZE = 6;
// 卡牌面值映射
export const CARD_VALUES: Record<CardRank, number> = {
'A': 1,
'2': 2,
'3': 3,
'4': 4,
'5': 5,
'6': 6,
'7': 7,
'8': 8,
'9': 9,
'10': 10,
'J': 10,
'Q': 15,
'K': 20,
};
// 所有花色
export const ALL_SUITS: SuitType[] = ['spades', 'hearts', 'diamonds', 'clubs'];
// 所有牌面值(不含大小王)
export const ALL_RANKS: CardRank[] = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
// 人头牌(J/Q/K)
export const FACE_CARDS: CardRank[] = ['J', 'Q', 'K'];
// 数字牌(A-10)
export const NUMBER_CARDS: CardRank[] = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10'];
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import { IGameContext } from "@/core/game";
import { RegicideState } from "@/samples/regicide/state";
import {
buildEnemyDeck,
buildTavernDeck,
createAllCards,
getPlayerHandRegionId,
} from "@/samples/regicide/utils";
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
import { enemyCounterattackCmd, playCmd } from ".";
export type RegicideGame = IGameContext<RegicideState>;
/**
* 初始化游戏设置
* @param game 游戏上下文
* @param playerCount 玩家数量(1-4)
* @param seed 随机种子(可选)
*/
export async function setupGame(
game: RegicideGame,
playerCount: number,
seed?: number,
) {
if (playerCount < 1 || playerCount > 4) {
throw new Error("玩家数量必须为 1-4 人");
}
if (seed) {
// RNG seeding handled by game context
}
// 创建所有卡牌
const allCards = createAllCards();
// 构建敌人牌堆(J/Q/K)
const enemyDeck = buildEnemyDeck(game._rng);
// 构建酒馆牌堆(A-10)
const tavernDeck = buildTavernDeck(game._rng);
// 初始化游戏状态
await game.produceAsync((state) => {
state.cards = allCards;
state.playerCount = playerCount;
state.currentPlayerIndex = 0;
state.enemyDeck = enemyDeck;
// 设置酒馆牌堆区域
for (const card of tavernDeck) {
card.regionId = "tavernDeck";
state.regions.tavernDeck.childIds.push(card.id);
}
// 设置敌人牌堆区域(只存储ID,敌人是独立对象)
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
// 给每个玩家发牌
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
for (let i = 0; i < playerCount; i++) {
const player = players[i];
const regionId = getPlayerHandRegionId(player);
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
if (tavernDeck.length === 0) break;
const card = tavernDeck.shift()!;
card.regionId = regionId;
state.playerHands[player].push(card.id);
const region = state.regions[regionId as keyof typeof state.regions];
region.childIds.push(card.id);
}
}
// 翻开第一个敌人
if (enemyDeck.length > 0) {
const firstEnemy = enemyDeck.shift()!;
state.currentEnemy = firstEnemy;
}
});
}
/**
* 启动游戏主循环
*/
export async function start(game: RegicideGame) {
const state = game.value;
// 检查游戏是否已设置
if (!state.currentEnemy) {
throw new Error("请先调用 setupGame 初始化游戏");
}
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
// 主游戏循环
while (state.phase === "playing") {
const currentPlayerIndex = state.currentPlayerIndex;
const currentPlayer = players[currentPlayerIndex];
// 检查当前玩家是否有手牌
const currentHand = state.playerHands[currentPlayer];
if (currentHand.length === 0) {
// 玩家没有手牌,跳过回合
await game.produceAsync((state) => {
state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
});
continue;
}
// 等待玩家输入(出牌或让过)
// 这里需要外部通过 prompt 系统获取输入
// 实际使用时由 UI 或测试代码提供输入
// 循环会在外部调用 play/pass 命令后继续
// 当 phase 变为 'victory' 或 'defeat' 时退出
break;
}
return game.value;
}
/**
* 处理完整的玩家回合
*/
export async function playTurn(
game: RegicideGame,
player: PlayerType,
action: "play" | "pass",
cardId?: string,
secondCardId?: string,
) {
const state = game.value;
if (state.phase !== "playing") {
return { success: false, error: "游戏已结束" };
}
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
}
let playResult: any;
// 执行玩家动作
if (action === "play" && cardId) {
// 检查是否是A配合另一张牌
const card = state.cards[cardId];
if (card.rank === "A" && secondCardId) {
playResult = await playWithA(game, player, cardId, secondCardId);
} else {
playResult = await playCmd(game, player, cardId);
}
} else {
// 让过
playResult = await pass(game, player);
}
if (!playResult.success) {
return playResult;
}
// 检查敌人是否被击败
const checkResult = await checkEnemy(game);
if (!checkResult.success) {
return checkResult;
}
// 如果敌人未被击败,处理反击
if (!checkResult.result.defeated) {
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: false,
needsDiscard: true,
enemyAttack: state.currentEnemy.value,
playerHand: state.playerHands[player],
},
};
}
// 敌人被击败,检查是否还有更多敌人
if (
state.enemyDeck.length === 0 &&
state.currentEnemy &&
state.currentEnemy.hp <= 0
) {
await game.produceAsync((state) => {
state.phase = "victory";
state.winner = true;
});
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
gameWon: true,
},
};
}
// 切换到下一个玩家
await nextTurn(game);
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
nextEnemy: state.currentEnemy,
},
};
}
/**
* 处理反击阶段的弃牌
*/
export async function handleCounterattack(
game: RegicideGame,
player: PlayerType,
discardCardIds: string[],
) {
const result = await enemyCounterattackCmd(game, player, discardCardIds);
if (!result.success) {
// 弃牌失败(点数和不足),游戏失败
await game.produceAsync((state) => {
state.phase = "defeat";
state.winner = false;
});
return result;
}
// 弃牌成功,切换到下一个玩家
await nextTurn(game);
return result;
}
/**
* 获取当前游戏状态摘要
*/
export function getGameStatus(game: RegicideGame) {
const state = game.value;
return {
phase: state.phase,
currentPlayer: ["player1", "player2", "player3", "player4"][
state.currentPlayerIndex
],
currentEnemy: state.currentEnemy
? {
...state.currentEnemy,
hpPercent: Math.round(
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
),
}
: null,
enemiesRemaining: state.enemyDeck.length,
tavernDeckCount: state.regions.tavernDeck.childIds.length,
discardPileCount: state.regions.discardPile.childIds.length,
playerHands: Object.fromEntries(
Object.entries(state.playerHands).map(([player, hand]) => [
player,
hand.length,
]),
),
winner: state.winner,
};
}
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// Types
export type {
SuitType,
CardRank,
PlayerType,
RegionType,
RegicideCardMeta,
RegicideCard,
Enemy,
GamePhase,
} from "./types";
// Constants
export {
ENEMY_COUNT,
INITIAL_HAND_SIZE,
CARD_VALUES,
ALL_SUITS,
ALL_RANKS,
FACE_CARDS,
NUMBER_CARDS,
} from "./constants";
// State
export { createInitialState, type RegicideState } from "./state";
// Prompts
export { prompts } from "./prompts";
// Commands
export {
play as playCmd,
playWithA as playWithACmd,
pass as passCmd,
enemyCounterattack as enemyCounterattackCmd,
checkEnemy as checkEnemyCmd,
checkCanPlay as checkCanPlayCmd,
checkTavernDeck as checkTavernDeckCmd,
nextTurn as nextTurnCmd,
} from "./commands";
// Game
export {
setupGame,
start,
playTurn,
handleCounterattack,
getGameStatus,
type RegicideGame,
} from "./game";
// Utils
export {
getCardValue,
createCard,
createEnemy,
createAllCards,
buildEnemyDeck,
buildTavernDeck,
drawFromDeck,
isEnemyDefeated,
getPlayerHandRegionId,
} from "./utils";
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import {createPromptDef} from "@/core/game";
export const prompts = {
playCard: createPromptDef<[string, string]>(
'play <player:string> <cardId:string>',
'选择要打出的卡牌'
),
playWithA: createPromptDef<[string, string, string]>(
'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
'打出A配合另一张牌'
),
pass: createPromptDef<[string]>(
'pass <player:string>',
'让过不出牌'
),
discard: createPromptDef<[string, string[]]>(
'counterattack <player:string> <discardCards:string[]>',
'选择要弃掉的卡牌以应对敌人反击'
),
};
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# Regicide (弑君游戏)
## 游戏概述
**Regicide** 是一个合作式奇幻主题卡牌游戏,使用标准扑克牌进行游戏。
- **玩家人数:** 1-4 人(合作)
- **年龄:** 10+
- **游戏时间:** 约30分钟
## 游戏目标
玩家们协作对抗,使用手牌击败12个强大的敌人(每个等级3个敌人)。如果成功击败所有12个敌人则获胜;如果任何敌人的生命值归零前未能击败它,或者牌库耗尽时仍有敌人存活,则游戏失败。
## 游戏配件
- **标准扑克牌:** 52张(不包含大小王)
## 卡牌说明
### 数字牌(A-10)
- 面值等于牌面数字
- 每张牌有独特的花色能力
### 人头牌(J、Q、K)
- **J(侍卫):** 面值 10
- **Q(皇后):** 面值 15
- **K(国王):** 面值 20
### 花色能力
- **黑桃(Spades):** 降低敌人的攻击力
- **红心(Hearts):** 将弃牌堆的牌洗回酒馆牌堆
- **方块(Diamonds):** 从酒馆牌堆抓牌
- **梅花(Clubs):** 造成双倍伤害
## 游戏设置
0. 将所有的J/Q/K从牌堆移出,将4张K洗混后放在最下,4张Q洗混后放在中间,4张J洗混后放在最上形成敌人牌堆
1. 将剩余的扑克牌洗匀形成酒馆牌堆,每位玩家抽取 6 张手牌
2. 翻开一张敌人牌
3. 决定起始玩家(单人模式下自动为当前玩家)
## 游戏流程
从起始玩家开始,轮流进行以下操作:
### 玩家回合
在你的回合,你可以:
1. **打出一张牌:** 选择一张手牌打出,对其目标敌人造成伤害或触发效果
2. **打出一张A和另一张牌:** A可以配合任何其他牌一起打出
3. **让过(Pass):** 不出牌,结束回合
### 出牌流程
1. 打出的牌对当前敌人造成伤害
2. 触发牌的花色能力
3. 如果敌人的生命值降至0或以下,该敌人被击败,放置到弃牌堆
4. 如果当前敌人被击败,翻开下一张敌人牌,否则受到敌人反击,必须弃掉点数和大于等于敌人攻击力的手牌
即使玩家让过,也会受到敌人的反击。
### 限制
- 玩家之间不能交流或暗示关于手牌的信息
- 每个回合只能打出一张牌(除了A配合其他牌的情况)
## 敌人机制
### 敌人属性
- **生命值:** 敌人需要承受的伤害量,为卡牌面值的两倍
- **攻击力:** 敌人的面值即敌人的攻击力
## 胜利与失败条件
### 胜利条件
- 击败所有12个敌人
### 失败条件
- 任何玩家在敌人反击后无法弃掉点数和达到敌人攻击力以上的牌
- 任何玩家无法出牌
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import {createRegion, Region} from "@/core/region";
import {Enemy, GamePhase, PlayerType, RegionType} from "@/samples/regicide/types";
import {RegicideCard} from "@/samples/regicide/types";
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
export function createInitialState() {
const regions: Record<RegionType, Region> = {
enemyDeck: createRegion('enemyDeck', []),
tavernDeck: createRegion('tavernDeck', []),
discardPile: createRegion('discardPile', []),
currentEnemy: createRegion('currentEnemy', []),
hand_player1: createRegion('hand_player1', []),
hand_player2: createRegion('hand_player2', []),
hand_player3: createRegion('hand_player3', []),
hand_player4: createRegion('hand_player4', []),
};
const playerHands: Record<PlayerType, string[]> = {
player1: [],
player2: [],
player3: [],
player4: [],
};
return {
regions,
cards: {} as Record<string, RegicideCard>,
playerHands,
currentPlayerIndex: 0,
playerCount: 1,
currentEnemy: null as Enemy | null,
enemyDeck: [] as Enemy[],
phase: 'playing' as GamePhase,
winner: null as boolean | null,
};
}
export type RegicideState = ReturnType<typeof createInitialState>;
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import {Part} from "@/core/part";
// 花色类型
export type SuitType = 'spades' | 'hearts' | 'diamonds' | 'clubs';
// 牌面值
export type CardRank = 'A' | '2' | '3' | '4' | '5' | '6' | '7' | '8' | '9' | '10' | 'J' | 'Q' | 'K';
// 玩家类型(1-4人合作)
export type PlayerType = 'player1' | 'player2' | 'player3' | 'player4';
// 区域类型
export type RegionType =
| 'enemyDeck' // 敌人牌堆
| 'tavernDeck' // 酒馆牌堆
| 'discardPile' // 弃牌堆
| 'currentEnemy' // 当前敌人
| 'hand_player1'
| 'hand_player2'
| 'hand_player3'
| 'hand_player4';
// 卡牌元数据
export type RegicideCardMeta = {
suit: SuitType;
rank: CardRank;
value: number; // 卡牌面值
};
// 卡牌部件类型
export type RegicideCard = Part<RegicideCardMeta>;
// 敌人类型
export type Enemy = {
id: string;
rank: CardRank;
suit: SuitType;
value: number; // 敌人面值(即攻击力)
hp: number; // 当前生命值
maxHp: number; // 最大生命值(面值的2倍)
};
// 游戏阶段
export type GamePhase = 'playing' | 'victory' | 'defeat';
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import {ALL_RANKS, ALL_SUITS, CARD_VALUES, ENEMY_COUNT, FACE_CARDS} from "@/samples/regicide/constants";
import {CardRank, Enemy, RegicideCard, SuitType} from "@/samples/regicide/types";
import {RNG} from "@/utils/rng";
/**
* 获取卡牌面值
*/
export function getCardValue(rank: CardRank): number {
return CARD_VALUES[rank];
}
/**
* 创建卡牌部件
*/
export function createCard(id: string, suit: SuitType, rank: CardRank): RegicideCard {
return {
id,
regionId: '',
position: [],
suit,
rank,
value: getCardValue(rank),
};
}
/**
* 创建敌人
*/
export function createEnemy(id: string, rank: CardRank, suit: SuitType): Enemy {
const value = getCardValue(rank);
return {
id,
rank,
suit,
value,
hp: value * 2,
maxHp: value * 2,
};
}
/**
* 生成完整卡牌列表(52张,不含大小王)
*/
export function createAllCards(): Record<string, RegicideCard> {
const cards: Record<string, RegicideCard> = {};
for (const suit of ALL_SUITS) {
for (const rank of ALL_RANKS) {
const id = `${suit}_${rank}`;
cards[id] = createCard(id, suit, rank);
}
}
return cards;
}
/**
* 构建敌人牌堆(J/Q/K 共12张)
* 规则:4张K在最下,4张Q在中间,4张J在最上
*/
export function buildEnemyDeck(rng: RNG): Enemy[] {
const enemies: Enemy[] = [];
let idCounter = 0;
// 创建所有J/Q/K敌人
for (const rank of FACE_CARDS) {
for (const suit of ALL_SUITS) {
const id = `enemy_${idCounter++}`;
enemies.push(createEnemy(id, rank, suit));
}
}
// 分离J、Q、K
const jEnemies = enemies.filter(e => e.rank === 'J');
const qEnemies = enemies.filter(e => e.rank === 'Q');
const kEnemies = enemies.filter(e => e.rank === 'K');
// 分别洗牌
shuffleArray(jEnemies, rng);
shuffleArray(qEnemies, rng);
shuffleArray(kEnemies, rng);
// J在最上(先遇到),Q在中间,K在最下
return [...jEnemies, ...qEnemies, ...kEnemies];
}
/**
* 构建酒馆牌堆(移除J/Q/K后的剩余牌)
*/
export function buildTavernDeck(rng: RNG): RegicideCard[] {
const allCards = createAllCards();
const numberCards = Object.values(allCards).filter(card => !FACE_CARDS.includes(card.rank));
shuffleArray(numberCards, rng);
return numberCards;
}
/**
* 洗牌辅助函数
*/
function shuffleArray<T>(array: T[], rng: RNG): void {
for (let i = array.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1);
[array[i], array[j]] = [array[j], array[i]];
}
}
/**
* 从牌堆抽牌
*/
export function drawFromDeck(
deck: RegicideCard[],
count: number
): RegicideCard[] {
const drawn = deck.splice(0, count);
return drawn;
}
/**
* 检查敌人是否被击败
*/
export function isEnemyDefeated(enemy: Enemy | null): boolean {
return enemy !== null && enemy.hp <= 0;
}
/**
* 获取当前玩家手牌区域ID
*/
export function getPlayerHandRegionId(playerId: string): string {
return `hand_${playerId}`;
}
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# AGENTS.md - slay-the-spire-like
Roguelike deckbuilder combining Slay the Spire combat with Backpack Hero grid inventory.
## Architecture
Three-layer design: **system** (content-agnostic) → **data** (CSV content) → **dialogues** (Yarn Spinner).
### System Layer (`system/`)
| Module | Files | Responsibility |
|---|---|---|
| `combat/` | types.ts, effects.ts, triggers.ts, prompts.ts | Combat state, effects pipeline, middleware triggers |
| `deck/` | types.ts, factory.ts, index.ts | Deck state management |
| `grid-inventory/` | types.ts, transform.ts, index.ts | Grid backpack, shape collision, adjacency |
| `map/` | types.ts, generator.ts, index.ts | Procedural node generation (point crawl) |
| `progress/` | types.ts, encounter.ts, index.ts | Adventure progress, node traversal |
| `utils/` | parse-shape.ts, shape-collision.ts | Shape parsing and collision detection |
| `types.ts` | — | `EffectData`, `EffectLifecycle`, `EnemyData`, `CardData`, `IntentData`, `EncounterData`, `ItemData` |
### Data Layer (`data/desert/`)
All content via CSV (loaded by `inline-schema`):
| File | Content |
|---|---|
| `card.csv` | Card definitions |
| `effect.csv` | Effect definitions |
| `enemy.csv` | Enemies + intents |
| `intent.csv` | Intent definitions |
| `item.csv` | Equipment items |
| `encounter.csv` | Encounter nodes |
### Triggers (`data/desert/triggers/`)
Middleware hooks extending the base trigger system:
| File | Hooks |
|---|---|
| `effect.ts` | Orchestrator — calls all sub-modules |
| `instant.ts` | `onEffectApplied` — attack, draw, gainEnergy, removeWound, summon, etc. |
| `damage.ts` | `onDamage` — block, spike, expose, aim, roll, charge, molt, tailSting, energyDrain |
| `turn-start.ts` | `onTurnStart` — discard, defendNext, energyNext, drawNext |
| `card-events.ts` | `onEnemyIntent`, `onCardPlayed`, `onCardDiscarded`, `onDamage` — storm, crossbow, burnForEnergy, sandwormKing, vulture |
### Dialogue Layer (`data/desert/dialogues/`)
`story.yarn` — branching encounter dialogues (inside `dialogues.yarnproject`). Commands resolve via `tryAnswerPrompt`.
## Key Mechanics
- **Energy**: 3/turn, spent on weapon/armor/tool cards
- **Uses**: Consumable cards use `uses` cost type instead of energy; tracked as `depletion` on `GameItemMeta`
- **Grid adjacency**: Items buff adjacent items (e.g. burnForEnergy consumes adjacent item on card play)
- **Effect lifecycles**: `instant`, `temporary`, `lingering`, `permanent`, `posture`, `item`, `itemTemporary`, `itemUntilPlay`, `itemUntilDiscard`, `itemPermanent`
- **Trigger pipeline**: `createMiddlewareChain` with `use(async (ctx, next) => ...)` pattern
- **Cards from items**: `GameCard` instances are generated from `GameItem` inventory items via deck factory
## Testing
Tests live in `tests/samples/slay-the-spire-like/`:
- `combat/effects.test.ts` — effect application, upkeep, posture damage
- `combat/triggers.test.ts` — full desert trigger integration tests
- `deck/factory.test.ts` — deck creation
- `grid-inventory.test.ts` — placement, adjacency, collision
- `map/generator.test.ts` — procedural generation
- `utils/shape-utils.test.ts` — shape parsing
- `data/index.test.ts` — data loading validation
@@ -1,43 +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
# 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
1 # cardDesert: unified card definitions for item cards and status cards
2 # type: 'item' = inventory item card, 'status' = status effect card
3 # costType: 'energy' = costs energy per turn, 'uses' = limited uses, 'none' = free
4 # targetType: 'single' = target one enemy, 'none' = no target
5 # type CardType = 'item' | 'status'
6 # type CardCostType = 'energy' | 'uses' | 'none'
7 # type CardTargetType = 'player' | 'enemy' | 'enemies'
8 # inject effects = ~cardEffect(card)
9 id,name,desc,type,costType,costCount,targetType
10 string,string,string,CardType,CardCostType,int,CardTargetType
11 sword,剑,【攻击2】【攻击2】,item,energy,1,enemy
12 greataxe,长斧,对全体【攻击5】,item,energy,2,enemies
13 spear,长枪,【攻击2】【攻击2】【攻击2】,item,energy,1,enemy
14 dagger,短刀,【攻击3】【攻击3】,item,energy,1,enemy
15 dart,飞镖,【攻击1】抓一张牌,item,energy,0,enemy
16 crossbow,十字弩,【攻击6】对同一目标打出其他十字弩,item,energy,2,enemy
17 shield,盾,【防御3】,item,energy,1,player
18 hat,斗笠,【防御8】,item,energy,2,player
19 cape,披风,【防御2】下回合【防御2】,item,energy,1,player
20 bracer,护腕,【防御1】抓1张牌,item,energy,0,player
21 greatshield,大盾,【防御5】,item,energy,1,player
22 chainmail,锁子甲,本回合受到伤害-3,item,energy,1,player
23 bandage,绷带,从牌堆或弃牌堆随机移除1张伤口,item,uses,3,player
24 poisonPotion,淬毒药剂,周围物品的【攻击】+2,item,uses,3,player
25 fortifyPotion,强固药剂,周围物品的【防御】+2,item,uses,3,player
26 vitalityPotion,活力药剂,获得1点能量,item,uses,3,player
27 focusPotion,集中药剂,抓2张牌,item,uses,3,player
28 healingPotion,治疗药剂,从牌堆或弃牌堆移除3张伤口,item,uses,3,player
29 waterBag,水袋,下回合开始时获得1能量抓2张牌,item,energy,1,player
30 rope,绳索,周围物品的牌【防御】+2直到打出,item,energy,1,player
31 belt,腰带,从牌堆周围物品的牌当中选择一张加入手牌,item,energy,0,player
32 torch,火把,下次打出周围物品的牌时将其消耗并获得1能量,item,energy,1,player
33 whetstone,磨刀石,周围物品的牌【攻击】+3直到打出,item,energy,1,player
34 blacksmithHammer,铁匠锤,从牌堆/弃牌堆选择一张牌随机变为一张周围物品的牌,item,energy,1,player
35 wound,伤口,无效果占用手牌和牌堆,status,none,0,player
36 venom,蛇毒,弃掉时受到3点伤害,status,none,0,player
37 curse,诅咒,受攻击时物品攻击-1直到弃掉一张该物品的牌,status,none,0,player
38 static,静电,在手里时受电击伤害+1,status,none,0,player
39 fatigue,疲劳,占用手牌,status,none,0,player
40 vultureEye,秃鹫之眼,抓到时获得3层暴露,status,none,0,player
@@ -1,21 +0,0 @@
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;
@@ -1,36 +0,0 @@
# type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
# type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
# type CardEffectList = [effect: @effect; stacks: number][]
id,card,trigger,target,effects
string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
greataxe,greataxe,onPlay,eachTarget,[attack;5]
spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
dart,dart,onPlay,eachTarget,[attack;1]
dart-draw,dart,onPlay,source,[draw;1]
crossbow,crossbow,onPlay,eachTarget,[attack;6]
crossbow-combo,crossbow,onPlay,source,[crossbow;0]
shield,shield,onPlay,source,[defend;3]
hat,hat,onPlay,source,[defend;8]
cape,cape,onPlay,source,[defend;2];[defendNext;2]
bracer,bracer,onPlay,source,[defend;1];[draw;1]
greatshield,greatshield,onPlay,source,[defend;5]
chainmail,chainmail,onPlay,source,[damageReduce;3]
bandage,bandage,onPlay,source,[removeWound;1]
poisonPotion,poisonPotion,onPlay,source,[attackBuff;2]
fortifyPotion,fortifyPotion,onPlay,source,[defendBuff;2]
vitalityPotion,vitalityPotion,onPlay,source,[gainEnergy;1]
focusPotion,focusPotion,onPlay,source,[draw;2]
healingPotion,healingPotion,onPlay,source,[removeWound;3]
waterBag,waterBag,onPlay,source,[energyNext;1];[drawNext;2]
rope,rope,onPlay,source,[defendBuffUntilPlay;2]
belt,belt,onPlay,source,[drawChoice;1]
torch,torch,onPlay,source,[burnForEnergy;1]
whetstone,whetstone,onPlay,source,[attackBuffUntilPlay;3]
blacksmithHammer,blacksmithHammer,onPlay,source,[transformRandom;1]
venom,venom,onDiscard,source,[attack;3]
curse,curse,onDraw,source,[curse;1]
static,static,onDraw,source,[static;1]
vultureEye,vultureEye,onDraw,source,[expose;3]
1 # type CardEffectTrigger = 'onPlay' | 'onDraw' | 'onDiscard'
2 # type CardEffectTarget = 'source' | 'eachTarget' | 'eachEnemy' | 'randomEnemy' | 'player'
3 # type CardEffectList = [effect: @effect; stacks: number][]
4 id,card,trigger,target,effects
5 string,@card,CardEffectTrigger,CardEffectTarget,CardEffectList
6 sword,sword,onPlay,eachTarget,[attack;2];[attack;2]
7 greataxe,greataxe,onPlay,eachTarget,[attack;5]
8 spear,spear,onPlay,eachTarget,[attack;2];[attack;2];[attack;2]
9 dagger,dagger,onPlay,eachTarget,[attack;3];[attack;3]
10 dart,dart,onPlay,eachTarget,[attack;1]
11 dart-draw,dart,onPlay,source,[draw;1]
12 crossbow,crossbow,onPlay,eachTarget,[attack;6]
13 crossbow-combo,crossbow,onPlay,source,[crossbow;0]
14 shield,shield,onPlay,source,[defend;3]
15 hat,hat,onPlay,source,[defend;8]
16 cape,cape,onPlay,source,[defend;2];[defendNext;2]
17 bracer,bracer,onPlay,source,[defend;1];[draw;1]
18 greatshield,greatshield,onPlay,source,[defend;5]
19 chainmail,chainmail,onPlay,source,[damageReduce;3]
20 bandage,bandage,onPlay,source,[removeWound;1]
21 poisonPotion,poisonPotion,onPlay,source,[attackBuff;2]
22 fortifyPotion,fortifyPotion,onPlay,source,[defendBuff;2]
23 vitalityPotion,vitalityPotion,onPlay,source,[gainEnergy;1]
24 focusPotion,focusPotion,onPlay,source,[draw;2]
25 healingPotion,healingPotion,onPlay,source,[removeWound;3]
26 waterBag,waterBag,onPlay,source,[energyNext;1];[drawNext;2]
27 rope,rope,onPlay,source,[defendBuffUntilPlay;2]
28 belt,belt,onPlay,source,[drawChoice;1]
29 torch,torch,onPlay,source,[burnForEnergy;1]
30 whetstone,whetstone,onPlay,source,[attackBuffUntilPlay;3]
31 blacksmithHammer,blacksmithHammer,onPlay,source,[transformRandom;1]
32 venom,venom,onDiscard,source,[attack;3]
33 curse,curse,onDraw,source,[curse;1]
34 static,static,onDraw,source,[static;1]
35 vultureEye,vultureEye,onDraw,source,[expose;3]
@@ -1,19 +0,0 @@
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;
@@ -1,17 +0,0 @@
{
"projectFileVersion": 4,
"sourceFiles": [
"**/*.yarn"
],
"excludeFiles": [],
"baseLanguage": "en",
"projectName": "encounters",
"authorName": [
"hyper"
],
"editorOptions": {
"yarnScriptEditor": {
"presenter": "try"
}
}
}
@@ -1,3 +0,0 @@
import type { LoadResult } from 'yarn-spinner-loader';
const result: LoadResult;
export default result;
@@ -1,42 +0,0 @@
title: Start
---
// A linear story progresses from one scene to the next.
// Great for cutscenes, tutorials, or scripted sequences.
<<jump Scene1>>
===
title: Scene1
---
The sun rose over the quiet village.
Birds sang their morning chorus as the first rays of light crept through the window.
-> Continue
<<jump Scene2>>
===
title: Scene2
---
In the kitchen, a kettle began to whistle.
The smell of fresh bread filled the air.
-> Continue
<<jump Scene3>>
===
title: Scene3
---
A knock at the door broke the peaceful morning.
Who could be visiting so early?
-> Open the door
<<jump Scene4>>
===
title: Scene4
---
A messenger stood at the threshold, parchment in hand.
"News from the capital," they said breathlessly. "You must read this at once."
// Your story continues from here!
===
@@ -1,52 +0,0 @@
# instant: 不施加buff,瞬间生效
# temporary: 施加buff,下回合开始时失效
# lingering: 施加buff,下回合开始时失去1层
# permanent: 施加buff
# posture: 施加buff,每受到1点伤害移除1层
# item: 施加buff到周围物品,永久生效
# itemTemporary: 施加buff到周围物品,持续到下次buff更新
# itemUntilPlay: 施加buff到周围物品,物品被打出后失效
# itemUntilDiscard: 施加buff到周围物品,物品被弃掉后失效
# itemPermanent: 施加buff到周围物品,持续整场冒险
# type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
id, name, description, lifecycle, emoji
string, string, string, EffectLifecycle, string
attack, 攻击, 对对手造成伤害, instant, ⚔️
defend, 防御, 抵消下次行动前受到的伤害, temporary, 🛡️
spike, 尖刺, 对攻击者造成X点伤害, permanent, 🌵
venom, 蛇毒, 同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害, instant, 🧪
curse, 诅咒, 受攻击时物品攻击-1,直到弃掉一张该物品的牌, lingering, 💀
aim, 瞄准, 造成双倍伤害,受伤时失去等量瞄准, posture, 🎯
roll, 滚动, 攻击时每消耗10点滚动造成等量伤害, posture, 🎲
rollDamage, 滚动攻击, 消耗滚动层数造成的伤害, instant, 💥
vultureEye, 秃鹫之眼, 抓到时获得3层暴露(临时debuff,受到的伤害+1/每层), instant, 👁️
tailSting, 尾刺, 攻击时,伤害提升X, posture, 🦂
energyDrain, 能量吸取, 受伤时,玩家失去X点能量, lingering, 🔋
molt, 脱皮, 若脱皮达到生命上限则怪物逃跑, posture, 🐚
discard, 劫掠, 回合开始时随机弃掉一张手牌, lingering, 🗑️
storm, 风暴, 攻击时给玩家塞入1张静电, permanent, ⚡
static, 静电, 在手里时受电击伤害+1, permanent, ⚡
charge, 冲锋, 受到或造成的伤害翻倍并消耗等量冲锋, lingering, 🐎
summonMummy, 召唤木乃伊, 召唤1个木乃伊, instant, 🧟
summonSandwormLarva, 召唤幼沙虫, 召唤1个幼沙虫, instant, 🐛
reviveMummy, 复活木乃伊, 复活1个已死亡的木乃伊, instant, 🌅
draw, 抓牌, 抓X张牌, instant, 🃏
crossbow, 十字弩连击, 对同一目标打出其他十字弩, instant, 🏹
defendNext, 下回合防御, 下回合开始时获得防御, temporary, 🛡️
damageReduce, 减伤, 本回合受到的伤害减少X, temporary, 📉
removeWound, 移除伤口, 从牌堆或弃牌堆移除X张伤口, instant, 🩹
attackBuff, 攻击增益, 周围物品的攻击+X, itemUntilPlay, ⬆️
defendBuff, 防御增益, 周围物品的防御+X, itemUntilPlay, ⬆️
gainEnergy, 获得能量, 获得X点能量, instant, ⚡
energyNext, 下回合获能量, 下回合开始时获得X点能量, temporary, ⚡
drawNext, 下回合抓牌, 下回合开始时抓X张牌, temporary, 🃏
defendBuffUntilPlay, 防御增益直到打出, 周围物品的牌防御+X直到打出, itemUntilPlay, 🛡️
drawChoice, 选择抓牌, 从牌堆周围物品的牌中选择一张加入手牌, instant, 🔍
burnForEnergy, 消耗获能量, 打出周围物品的牌时消耗并获得X能量, itemUntilPlay, 🔥
attackBuffUntilPlay, 攻击增益直到打出, 周围物品的牌攻击+X直到打出, itemUntilPlay, ⚔️
transformRandom, 随机变牌, 选择一张牌随机变为周围物品的牌, instant, 🌀
expose, 暴露, 受到的伤害+1/每层, temporary, 👁️
1 # instant: 不施加buff,瞬间生效
2 # temporary: 施加buff,下回合开始时失效
3 # lingering: 施加buff,下回合开始时失去1层
4 # permanent: 施加buff
5 # posture: 施加buff,每受到1点伤害移除1层
6 # item: 施加buff到周围物品,永久生效
7 # itemTemporary: 施加buff到周围物品,持续到下次buff更新
8 # itemUntilPlay: 施加buff到周围物品,物品被打出后失效
9 # itemUntilDiscard: 施加buff到周围物品,物品被弃掉后失效
10 # itemPermanent: 施加buff到周围物品,持续整场冒险
11 # type EffectLifecycle = 'instant' | 'temporary' | 'lingering' | 'permanent' | 'posture' | 'item' | 'itemTemporary' | 'itemUntilPlay' | 'itemUntilDiscard' | 'itemPermanent'
12 id name description lifecycle emoji
13 string string string EffectLifecycle string
14 attack 攻击 对对手造成伤害 instant ⚔️
15 defend 防御 抵消下次行动前受到的伤害 temporary 🛡️
16 spike 尖刺 对攻击者造成X点伤害 permanent 🌵
17 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 🧪
18 curse 诅咒 受攻击时物品攻击-1,直到弃掉一张该物品的牌 lingering 💀
19 aim 瞄准 造成双倍伤害,受伤时失去等量瞄准 posture 🎯
20 roll 滚动 攻击时每消耗10点滚动造成等量伤害 posture 🎲
21 rollDamage 滚动攻击 消耗滚动层数造成的伤害 instant 💥
22 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 👁️
23 tailSting 尾刺 攻击时,伤害提升X posture 🦂
24 energyDrain 能量吸取 受伤时,玩家失去X点能量 lingering 🔋
25 molt 脱皮 若脱皮达到生命上限则怪物逃跑 posture 🐚
26 discard 劫掠 回合开始时随机弃掉一张手牌 lingering 🗑️
27 storm 风暴 攻击时给玩家塞入1张静电 permanent ⚡
28 static 静电 在手里时受电击伤害+1 permanent ⚡
29 charge 冲锋 受到或造成的伤害翻倍并消耗等量冲锋 lingering 🐎
30 summonMummy 召唤木乃伊 召唤1个木乃伊 instant 🧟
31 summonSandwormLarva 召唤幼沙虫 召唤1个幼沙虫 instant 🐛
32 reviveMummy 复活木乃伊 复活1个已死亡的木乃伊 instant 🌅
33 draw 抓牌 抓X张牌 instant 🃏
34 crossbow 十字弩连击 对同一目标打出其他十字弩 instant 🏹
35 defendNext 下回合防御 下回合开始时获得防御 temporary 🛡️
36 damageReduce 减伤 本回合受到的伤害减少X temporary 📉
37 removeWound 移除伤口 从牌堆或弃牌堆移除X张伤口 instant 🩹
38 attackBuff 攻击增益 周围物品的攻击+X itemUntilPlay ⬆️
39 defendBuff 防御增益 周围物品的防御+X itemUntilPlay ⬆️
40 gainEnergy 获得能量 获得X点能量 instant ⚡
41 energyNext 下回合获能量 下回合开始时获得X点能量 temporary ⚡
42 drawNext 下回合抓牌 下回合开始时抓X张牌 temporary 🃏
43 defendBuffUntilPlay 防御增益直到打出 周围物品的牌防御+X直到打出 itemUntilPlay 🛡️
44 drawChoice 选择抓牌 从牌堆周围物品的牌中选择一张加入手牌 instant 🔍
45 burnForEnergy 消耗获能量 打出周围物品的牌时消耗并获得X能量 itemUntilPlay 🔥
46 attackBuffUntilPlay 攻击增益直到打出 周围物品的牌攻击+X直到打出 itemUntilPlay ⚔️
47 transformRandom 随机变牌 选择一张牌随机变为周围物品的牌 instant 🌀
48 expose 暴露 受到的伤害+1/每层 temporary 👁️
@@ -1,14 +0,0 @@
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;
@@ -1,40 +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; 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
1 # minion (10): minor enemies
2 # elite (4): dangerous enemies
3 # event (1): random dangerous event that requires reaction
4 # shop (2): merchant who sells different stuff
5 # camp (2): consumable restock and heal
6 # curio (8): random pickup of treasure or resources
7 # enemies: array of [enemyId; initialHp; buffs[]]
8 # type EncounterType = 'minion' | 'elite' | 'event' | 'shop' | 'camp' | 'curio'
9 # type EnemyList = [data: @enemy; hp: int; effects: [effect: @effect; stacks: int][]][]
10 id type name description enemies dialogue
11 string EncounterType string string EnemyList string
12 cactus_pair minion 仙人掌怪 概念:防+强化。【尖刺X】:对攻击者造成X点伤害。 [仙人掌怪;12;[]];[仙人掌怪;12;[]]
13 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;[]]
14 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;[]]
15 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;[]]
16 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;[]]
17 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;[]]
18 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;[]]
19 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;[]]
20 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;[]]
21 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;[]]
22 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;[]]
23 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;[]]
24 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;[]]
25 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;[]]
26 desert_merchant shop 沙漠商人 商店:可以恢复生命、出售装备、附魔物品。
27 nomad_caravan shop 游牧商队 商队:出售稀有物品、移除牌组中一张牌。
28 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。
29 cave_shelter camp 岩洞庇护所 篝火:可以恢复生命、升级一张牌。
30 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
31 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
32 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
33 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
34 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
35 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
36 desert_weathered_statue curio 风化雕像 献祭1生命:获得一件随机遗物。 desert_weathered_statue
37 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
38 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
@@ -1,19 +0,0 @@
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;
@@ -1,16 +0,0 @@
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。
1 id name intents description
2 string string @intent[] string
3 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。
4 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)。
5 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。
6 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】。
7 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。
8 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)。
9 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。
10 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。
11 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。
12 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。
13 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)
14 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。
15 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。
16 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。
@@ -1,13 +0,0 @@
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;
@@ -1,25 +0,0 @@
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;
});
}
@@ -1,55 +0,0 @@
# 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]
1 # intentId: unique intent state ID (e.g. '仙人掌怪-boost')
2 # enemy: enemy template this intent belongs to
3 # initialIntent: true if this is the enemy's starting intent
4 # nextIntents: possible next intent IDs after this intent resolves
5 # brokenIntent: possible intent IDs when defend is broken
6 # initBuffs: initial buffs for this intent (applied when intent becomes active)
7 # effects: effects executed when this intent is active
8 # type IntentEffectTarget = 'source' | 'eachEnemy' | 'randomEnemy' | 'player'
9 # type IntentEffect = [IntentEffectTarget;@effect;number]
10 # type IntentEffectList = IntentEffect[]
11 id enemy initialIntent nextIntents brokenIntent effects
12 string @enemy boolean @intent[] @intent[] IntentEffectList
13 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]
14 仙人掌怪-defend 仙人掌怪 false 仙人掌怪-attack [source;defend;8]
15 仙人掌怪-attack 仙人掌怪 false 仙人掌怪-boost [player;attack;5]
16 蛇-poison 蛇 true 蛇-attack;蛇-attack [player;venom;1];[player;attack;4]
17 蛇-attack 蛇 false 蛇-poison;蛇-boost [player;attack;6]
18 蛇-boost 蛇 false 蛇-poison;蛇-attack [source;defend;3];[player;venom;1]
19 木乃伊-attack 木乃伊 true 木乃伊-defend;木乃伊-curse [player;attack;6]
20 木乃伊-defend 木乃伊 false 木乃伊-attack [source;defend;6]
21 木乃伊-curse 木乃伊 false 木乃伊-defend;木乃伊-attack 木乃伊-attack [player;curse;1]
22 枪手-aim 枪手 true 枪手-attack [source;aim;2]
23 枪手-attack 枪手 false 枪手-aim;枪手-defend 枪手-aim [player;attack;8]
24 枪手-defend 枪手 false 枪手-aim 枪手-aim [source;defend;5]
25 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]
26 风卷草-defend 风卷草 false 风卷草-boost;风卷草-attack [source;defend;8]
27 风卷草-attack 风卷草 false 风卷草-boost [player;rollDamage;0]
28 秃鹫-attack 秃鹫 true 秃鹫-defend;秃鹫-defend [player;attack;6];[player;vultureEye;1]
29 秃鹫-defend 秃鹫 false 秃鹫-attack;秃鹫-attack [source;defend;5]
30 沙蝎-boost 沙蝎 true 沙蝎-attack;沙蝎-attack [source;tailSting;2]
31 沙蝎-attack 沙蝎 false 沙蝎-boost;沙蝎-attack [player;attack;6]
32 幼沙虫-defend 幼沙虫 true 幼沙虫-defend;幼沙虫-boost [source;defend;6]
33 幼沙虫-boost 幼沙虫 false 幼沙虫-attack;幼沙虫-defend [source;energyDrain;1];[source;defend;4]
34 幼沙虫-attack 幼沙虫 false 幼沙虫-defend;幼沙虫-defend [player;attack;5]
35 蜥蜴-attack 蜥蜴 true 蜥蜴-defend;蜥蜴-molt [player;attack;5]
36 蜥蜴-defend 蜥蜴 false 蜥蜴-attack;蜥蜴-attack [source;defend;6]
37 蜥蜴-molt 蜥蜴 false 蜥蜴-defend;蜥蜴-attack [source;molt;3]
38 沙匪-attack 沙匪 true 沙匪-attack;沙匪-heavyAttack [player;attack;6]
39 沙匪-heavyAttack 沙匪 false 沙匪-attack;沙匪-attack;沙匪-debuff [player;attack;10]
40 沙匪-debuff 沙匪 false 沙匪-attack;沙匪-attack [player;discard;1]
41 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]
42 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]
43 风暴之灵-defend 风暴之灵 false 风暴之灵-storm;风暴之灵-attack [source;defend;8]
44 骑马枪手-charge 骑马枪手 true 骑马枪手-attack [source;charge;2]
45 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]
46 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]
47 沙虫王-summon 沙虫王 true 沙虫王-attack;沙虫王-defend [source;summonSandwormLarva;18]
48 沙虫王-attack 沙虫王 false 沙虫王-summon;沙虫王-defend [player;attack;9]
49 沙虫王-defend 沙虫王 false 沙虫王-attack;沙虫王-summon [source;defend;6]
50 沙漠守卫-summon 沙漠守卫 true 沙漠守卫-attack;沙漠守卫-defend [source;summonMummy;14]
51 沙漠守卫-attack 沙漠守卫 false 沙漠守卫-defend;沙漠守卫-summon [player;attack;8]
52 沙漠守卫-defend 沙漠守卫 false 沙漠守卫-attack;沙漠守卫-revive [source;defend;8]
53 沙漠守卫-revive 沙漠守卫 false 沙漠守卫-attack;沙漠守卫-summon [source;reviveMummy;1]
@@ -1,20 +0,0 @@
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;
@@ -1,26 +0,0 @@
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
1 id type name shape card price description
2 string string string string @card int string
3 sword weapon 剑 oee sword 50 【攻击2】【攻击2】
4 greataxe weapon 长斧 oees greataxe 80 对全体【攻击5】
5 spear weapon 长枪 oeee spear 75 【攻击2】【攻击2】【攻击2】
6 dagger weapon 短刀 oe dagger 40 【攻击3】【攻击3】
7 dart weapon 飞镖 o dart 30 【攻击1】抓一张牌
8 crossbow weapon 十字弩 onrersrw crossbow 120 【攻击6】对同一目标打出其他十字弩
9 shield armor 盾 oesw shield 50 【防御3】
10 hat armor 斗笠 oerwrn hat 90 【防御8】
11 cape armor 披风 oers cape 45 【防御2】下回合【防御2】
12 bracer armor 护腕 o bracer 25 【防御1】抓1张牌
13 greatshield armor 大盾 oesswn greatshield 70 【防御5】
14 chainmail armor 锁子甲 oesw chainmail 60 本回合受到伤害-3
15 bandage consumable 绷带 o bandage 20 从牌堆或弃牌堆随机移除1张伤口
16 poisonPotion consumable 淬毒药剂 o poisonPotion 30 周围物品的【攻击】+2
17 fortifyPotion consumable 强固药剂 o fortifyPotion 30 周围物品的【防御】+2
18 vitalityPotion consumable 活力药剂 o vitalityPotion 25 获得1点能量
19 focusPotion consumable 集中药剂 o focusPotion 25 抓2张牌
20 healingPotion consumable 治疗药剂 o healingPotion 35 从牌堆或弃牌堆移除3张伤口
21 waterBag tool 水袋 os waterBag 35 下回合开始时获得1能量抓2张牌
22 rope tool 绳索 ose rope 30 周围物品的牌【防御】+2直到打出
23 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
24 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
25 whetstone tool 磨刀石 o whetstone 30 周围物品的牌【攻击】+3直到打出
26 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
@@ -1,16 +0,0 @@
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;
@@ -1,129 +0,0 @@
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,
});
});
}
@@ -1,194 +0,0 @@
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();
});
}
@@ -1,15 +0,0 @@
import { addInstantEffectTriggers } from "./instant";
import { addDamageTriggers } from "./damage";
import { addTurnStartTriggers } from "./turn-start";
import { addCardEventTriggers } from "./card-events";
import {
IRunContext,
Triggers,
} from "@/samples/slay-the-spire-like/system/combat";
export function addTriggers(triggers: Triggers, run: IRunContext) {
addInstantEffectTriggers(triggers);
addDamageTriggers(triggers);
addTurnStartTriggers(triggers);
addCardEventTriggers(triggers, run);
}
@@ -1,178 +0,0 @@
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();
});
}
@@ -1,92 +0,0 @@
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();
});
}
@@ -1,6 +0,0 @@
import * as desert from "./desert";
export type { ContentModule } from "./types";
export default {
desert,
};
@@ -1,18 +0,0 @@
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;
};
@@ -1,118 +0,0 @@
# 杀戮尖塔 + 背包英雄
玩家有4x6的背包
装备占格子,提供同等数量的牌,并且给周围加buff,背包英雄style
战斗时玩杀戮尖塔
## 肉鸽结构
区域点到点地图
- 分4个区域,每个区域有独立的随机遭遇池,目前先考虑第一个区域
- 每区域10层,26个遭遇节点
- 荒野层6层×3节点(小怪50%/精英25%/事件25%)
- 聚落层2层×4节点(≥1篝火/≥1商店/≥1奇遇,第4随机)
- 起点→终点,终点为boss战
## 战斗(小怪、精英、boss)
基本流程
- 怪物战斗开始效应
- 玩家战斗开始效应
- 重复直至一方不剩下存活角色
- 玩家回合
- 怪物回合
怪物战斗开始
- 获得初始buff、初始血量、初始意图
玩家战斗开始
- 获得3点能量,抓5张手牌
玩家回合
- buff更新阶段:临时buff消失、延时buff-1层
- 回合开始:触发回合开始效果
- 行动:玩家可以自由出牌直至结束回合
- 回合结束:触发回合结束效果
- 重置:恢复到3点能量,弃掉剩余手牌,抓5张手牌
- 洗回牌堆:每当牌堆为空需要抓牌或与牌堆顶交互,则将弃牌堆与2张《疲劳》(没有效果,不能打出)洗回牌堆,然后再继续。
怪物回合
- buff更新阶段:每个怪物临时buff消失、延时buff-1层
- 回合开始:触发每个怪物的回合开始效果
- 行动:怪物的意图生效,然后更新意图
- 回合结束:触发每个怪物的回合结束效果
## 篝火
在篝火处可进行3次行动,每次行动可以:
- 恢复20%最大生命
- 恢复1次所有药品的使用次数
- 合成一个物品(暂未设计)
## 商店
在商店可以买/卖物品
- 有5个随机的不同物品可以买,价格为原价50%-150%随机
- 购买之后不会补充
- 可以以原价25%的价格卖出背包内的任意物品
## 奇遇
奇遇为Yarn Spinner驱动的分支对话遭遇
对玩家产生的影响根据Yarn Spinner的命令结算
在对话结束后奇遇结算结束
## 战斗内Effect
Effect分以下类型:
- 瞬间:立即生效,直接改变状态
- Buff:作为状态叠加到角色身上
- 持久Buff:持续整场战斗
- 临时Buff:持续到下次Buff更新
- 延时Buff:每次Buff更新-1层,持续到归零
- 姿态Buff:受到伤害时,移除同等数量的层数
- 卡牌:作为状态卡牌加入
- 弃牌:加入弃牌堆
- 手牌:加入手牌
- 牌堆:加入抓牌堆
- 物品:作为物品状态叠加到物品上,通常是效应来源卡牌对应的物品周围的物品,若没有上下文物品则可能无效或对玩家的随机物品生效
- 临时:持续到下次Buff更新
- 持久:持续整场战斗
- 永久:持续整个冒险
- 直到打出:持续到下次打出该物品的卡牌
- 直到弃掉:持续到下次弃掉该物品的卡牌
## 时机
产生Effect的时机包括:
- 打出卡牌/抓到卡牌/弃掉卡牌
- 敌人意图生效
- Effect侦听器需要的特定侦听事件
## 卡牌属性
- 费用:能量费用或物品使用次数费用,如果不能支付则无法打出
- 抓牌效果/打出效果/弃掉效果:包括目标(自身、选择目标、全体),效果类型,和层数,可能有复数条
能量费用以3费为准,希望大约60%牌1费,20%牌2费,20%牌0费
## 遗物
遗物不需要放在背包格里,且仅提供正面触发效果,暂未设计
## 区域设计量
每区域10小怪,4精英,8奇遇,1 boss(暂未设计)
目前仅考虑沙漠一个区域
## 角色设计量
~24 物品 每角色(4种各6个)
-8 遗物 每角色
在扩展更多区域后需添加更多内容随区域/奇遇解锁
@@ -1,69 +0,0 @@
# Fighter
战士角色:默认的角色。
## 物品
4种物品各6个:武器、防具、耗材、工具。
玩家共24格,每种物品预算6格,每个物品尺寸1-6格。武器防具大部分在2-4格,少部分有5-6格,耗材、工具大部分在1-2格。
每种物品每格提供一张牌加入玩家牌堆。
使用武器、防具、工具的卡牌花费能量。每回合有3点能量。耗材使用不计入费用,但消耗本身的使用次数。使用次数在篝火处可以恢复。
### 初始装备
剑、短刀、绷带、水袋、治疗药剂
### 武器
武器是配合对象,不需要有邻接性检查。
剑 1x3/1费:【攻击2】【攻击2】
长斧 4格L型/2费:对全体【攻击5】
长枪 4格I型/1费:【攻击2】【攻击2】【攻击2】
短刀 1x2/1费:【攻击3】【攻击3】
飞镖 1格/0费:【攻击1】,抓一张牌
十字弩 4格X型/2费:【攻击6】。对同一目标打出其他十字弩。
### 防具
防具可以检查周围物品,每个匹配的给奖励。
物品被动:每个防具的周围每种不同防具+1最大生命。
盾 2x2/1费:【防御3】。
斗笠 4格T型/2费:【防御8】
披风 3格L型/1费:【防御2】,下回合【防御2】
护腕 1格/0费:【防御1】,抓1张牌
大盾 6格2x3/1费:【防御5】
锁子甲 4格2x2/1费:本回合受到伤害-3
### 工具
工具可以检查周围物品,给触发或者触发给强化。
水袋 1x2/1费:下回合开始时,获得1能量,抓2张牌。
绳索 3格L型/1费:生效物品的牌【防御】+2直到打出。
腰带 3格I型/0费:抓一张牌,然后从生效物品的牌当中选择一张加入手牌。
火把 2格/1费:下次打出生效物品的牌时,将其消并获得1能量。
磨刀石 1x1/1费:生效物品的牌【攻击】+3直到打出。
铁匠锤 3格T型/1费:从牌堆/弃牌堆选择一张牌,随机变为一张生效物品的牌。
### 消耗品
消耗品本身不应该给强化,但可以被防具/工具给强化。
绷带 1x1/3次:从牌堆或弃牌堆随机移除1张伤口。
淬毒药剂 1格/3次:生效物品的攻击+2。
强固药剂 1格/3次:生效物品获得的防御+2。
活力药剂 1格/3次:获得1点能量。
集中药剂 1格/3次:抓2张牌。
治疗药剂 1格/3次:移除3个随机伤口。
### 遗物
酒葫芦:使用药水后,下次攻击变为范围攻击。
净瓶:可以支付两点生命来使用剩余次数为0的药水。
熊挂坠:每打出三张攻击,获得3防御。
@@ -1,94 +0,0 @@
# Desert
## 小怪 - 10种
### 仙人掌怪
概念:防+强化
【尖刺X】:对自己施加的持续buff,对攻击者造成X点伤害
### 蛇
概念:攻+强化
【蛇毒X】:对玩家施加的手牌状态(同名状态牌/1费:打出时移除此牌。弃掉时受到3点伤害。)
### 木乃伊
概念:攻+防
【诅咒】:对自己施加的延时buff。受玩家卡牌攻击时,卡牌对应物品【攻击】-1,直到玩家弃掉一张该物品的牌
### 枪手
概念:单回高攻
【瞄准X】:对自己施加的姿态buff。造成双倍伤害。
### 风卷草
概念:防+强化
【滚动X】:对自己施加的姿态buff。攻击时,若有至少10层滚动,则消耗10层滚动让攻击+10。
### 秃鹫
概念:攻+防
若造成伤害,玩家获得秃鹫之眼。
秃鹫之眼:对玩家施加的抓牌堆状态卡牌(同名状态牌/0费:打出时移除。抓到时获得3层【暴露】(临时debuff,受到的伤害+1/每层))
### 沙蝎
概念:攻+强化
【尾刺X】:对自己施加的姿态buff。攻击时,伤害提升X。
### 幼沙虫
防+强化
【能量吸取】:对自己施加的延时buff。受伤时,玩家失去X点能量。
### 蜥蜴
概念:攻+防+逃跑
【脱皮】:对自己施加的姿态buff。若脱皮达到生命上限,则怪物逃跑,玩家不能获得战斗奖励。
### 沙匪
概念:弱化玩家
【劫掠】:对玩家施加的延时debuff。回合开始时,随机弃掉一张手牌。
## 精英 - 4种
### 风暴之灵
静电:对玩家施加的弃牌堆状态卡牌/0费:打出时自己获得1层【暴露】并抓一张牌。(临时debuff,受到的伤害+1/每层)
【风暴X】:对自己施加的姿态buff。攻击时,玩家获得1张静电。
### 骑马枪手
【冲锋X】:对自己施加的姿态buff,受到或造成的伤害翻倍并消耗等量的冲锋。(额外伤害不会消耗姿态)
### 沙虫王
召唤幼体沙虫
玩家弃掉疲劳时,恢复10生命
### 沙漠守卫
召唤木乃伊
会复活木乃伊2次
## boss - 法老之灵
Boss在区域终点节点触发,不属于遭遇类型池。
@@ -1,41 +0,0 @@
# 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。
-8
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@@ -1,8 +0,0 @@
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";
@@ -1,171 +0,0 @@
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);
}
}
@@ -1,104 +0,0 @@
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 "${enemy.id}" has no intents`);
}
return enemy.intents[0];
}
function buildEffectTable(buffs: readonly [EffectData, number][]): EffectTable {
const table: EffectTable = {};
for (const [effect, stacks] of buffs) {
table[effect.id] = { data: effect, stacks };
}
return table;
}
function createPlayerEntity(
playerState: IPlayerState,
deck: IPlayerDeck,
): PlayerEntity {
return {
id: "player",
hp: playerState.hp,
maxHp: playerState.maxHp,
isAlive: playerState.hp > 0,
energy: 3,
maxEnergy: 3,
deck,
itemEffects: playerState.itemEffects,
effects: {},
};
}
@@ -1,5 +0,0 @@
export * from "./effects";
export * from "./factory";
export * from "./prompts";
export * from "./triggers";
export * from "./types";
@@ -1,56 +0,0 @@
import { createPromptDef } from "@/core/game";
import { CombatGameContext, IRunContext } from "./types";
import { canPlayCard } from "@/samples/slay-the-spire-like/system/combat/effects";
export const prompts = {
mainAction: createPromptDef<[string, string?]>(
"main-action <cardId:string> [targetId:string]",
"选择卡牌并指定目标",
),
};
export async function promptMainAction(
game: CombatGameContext,
run: IRunContext,
) {
return await game.prompt(prompts.mainAction, (cardId, targetId) => {
if (cardId === "end-turn")
return {
action: "end-turn" as "end-turn",
};
const exists =
game.value.player.deck.regions.hand.childIds.includes(cardId);
if (!exists) throw `卡牌"${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,
};
});
}
@@ -1,343 +0,0 @@
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;
},
};
}
@@ -1,83 +0,0 @@
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>;
@@ -1,68 +0,0 @@
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,
};
@@ -1,2 +0,0 @@
export * from "./factory";
export * from "./types";
@@ -1,51 +0,0 @@
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;
}
@@ -1,2 +0,0 @@
export * from "./types";
export * from "./run";
@@ -1,52 +0,0 @@
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 };
}
@@ -1,42 +0,0 @@
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;
};
@@ -1,121 +0,0 @@
import { parseShapeString } from "../utils/parse-shape";
import type { ParsedShape } from "../utils/parse-shape";
import { IDENTITY_TRANSFORM, type Transform2D } from "../utils/shape-collision";
import { createGridInventory, placeItem, validatePlacement } from "./transform";
import type { GameItemMeta, GridInventory, MutationResult } from "./types";
import type { ItemData } from "../types";
import { ReadonlyRNG, RNG } from "@/utils/rng";
/**
* Creates and places a GameItemMeta item into the grid inventory.
* Parses the shape from itemData.shape and finds the first valid placement automatically.
* **Mutates directly** — call inside a `.produce()` callback.
*/
export function createItemIn(
inventory: GridInventory<GameItemMeta>,
id: string,
item: ItemData | GameItemMeta,
): MutationResult {
const itemData = "itemData" in item ? item.itemData : item;
const shape = parseShapeString(itemData.shape);
const transform = findFirstValidPlacement(inventory, shape);
if (!transform) {
return { success: false, reason: "无可用位置" };
}
const meta: GameItemMeta = "itemData" in item ? item : { itemData, shape };
placeItem(inventory, { id, shape, transform, meta });
return { success: true };
}
/**
* Searches for the first valid placement in the grid (row by row, left to right).
* Returns the transform or null if no valid placement exists.
*/
function findFirstValidPlacement(
inventory: GridInventory<GameItemMeta>,
shape: ParsedShape,
): Transform2D | null {
for (let y = 0; y <= inventory.height - shape.height; y++) {
for (let x = 0; x <= inventory.width - shape.width; x++) {
const transform: Transform2D = {
offset: { x, y },
rotation: 0,
flipX: false,
flipY: false,
};
const result = validatePlacement(inventory, shape, transform);
if (result.valid) {
return transform;
}
}
}
return null;
}
function generateInstanceId(counter: { value: number }): string {
counter.value++;
return `item-${counter.value}`;
}
export function createShopInventory(
allItems: ItemData[],
rng: ReadonlyRNG,
counter: { value: number },
) {
const shopItems: GameItemMeta[] = [];
const rolledIndices = new Set<number>();
for (let i = 0; i < 5 && rolledIndices.size < allItems.length; i++) {
let index: number;
do {
index = rng.nextInt(allItems.length);
} while (rolledIndices.has(index));
rolledIndices.add(index);
const itemData = allItems[index];
const shape = parseShapeString(itemData.shape);
const tradePrice = Math.floor(
(rng.nextInt(5) + rng.nextInt(5) + 1) * 0.2 * itemData.price,
);
shopItems.push({ itemData, shape, tradePrice });
}
const inventory = createGridInventory<GameItemMeta>(6, 4);
for (let i = 0; i < shopItems.length; i++) {
createItemIn(inventory, generateInstanceId(counter), shopItems[i]);
}
return inventory;
}
export function createCurioItems(
allItems: ItemData[],
rng: RNG,
counter: { value: number },
) {
const curioItems: GameItemMeta[] = [];
const rolledIndices = new Set<number>();
for (let i = 0; i < 2 && rolledIndices.size < allItems.length; i++) {
let index: number;
do {
index = rng.nextInt(allItems.length);
} while (rolledIndices.has(index));
rolledIndices.add(index);
const itemData = allItems[index];
const shape = parseShapeString(itemData.shape);
curioItems.push({ itemData, shape });
}
const inventory = createGridInventory<GameItemMeta>(4, 3);
for (let i = 0; i < curioItems.length; i++) {
createItemIn(inventory, generateInstanceId(counter), curioItems[i]);
}
return inventory;
}
@@ -1,3 +0,0 @@
export * from "./types";
export * from "./transform";
export * from "./factory";
@@ -1,277 +0,0 @@
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},${cy - 1}` as CellKey,
];
for (const neighborKey of neighbors) {
if (
inventory.occupiedCells.has(neighborKey) &&
!ownCells.has(neighborKey)
) {
const [nx, ny] = neighborKey.split(",").map(Number);
const neighborItem = getItemAtCell(inventory, nx, ny);
if (neighborItem) {
adjacent.set(neighborItem.id, neighborItem);
}
}
}
}
return adjacent;
}
// export type EffectTable = Record<string, { data: EffectData; stacks: number }>;
export function getItemEffects(inv: GridInventory<GameItemMeta>) {
const effects = {} as Record<
string,
Record<string, { data: EffectData; stacks: number }>
>;
for (const item of inv.items.values()) {
if (!item.meta) continue;
const { startEffects } = item.meta;
if (!startEffects) continue;
effects[item.id] = startEffects;
}
return effects;
}
@@ -1,70 +0,0 @@
import { EffectData, ItemData } from "../types";
import type { ParsedShape } from "../utils/parse-shape";
import type { Transform2D } from "../utils/shape-collision";
/**
* String key representing a grid cell in "x,y" format.
*/
export type CellKey = `${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>;
@@ -1,531 +0,0 @@
import { ReadonlyRNG } from '@/utils/rng';
import { MapNodeType, MapLayerType } from './types';
import type { MapLayer, MapNode, PointCrawlMap, MapGenerationConfig } from './types';
import {EncounterData} from "@/samples/slay-the-spire-like/system/types";
function buildEncounterIndex(src: Iterable<EncounterData>): Map<string, EncounterData[]> {
const index = new Map<string, EncounterData[]>();
for (const encounter of src) {
const type = encounter.type;
if (!index.has(type)) {
index.set(type, []);
}
index.get(type)!.push(encounter);
}
return index;
}
/** Map from MapNodeType to encounter type key */
const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
[MapNodeType.Minion]: 'minion',
[MapNodeType.Elite]: 'elite',
[MapNodeType.Event]: 'event',
[MapNodeType.Camp]: 'camp',
[MapNodeType.Shop]: 'shop',
[MapNodeType.Curio]: 'curio',
};
/** Default map generation configuration */
const DEFAULT_CONFIG: MapGenerationConfig = {
totalLayers: 10,
wildLayerNodeCount: 3,
settlementLayerNodeCount: 4,
wildNodeTypeWeights: {
[MapNodeType.Minion]: 50,
[MapNodeType.Elite]: 25,
[MapNodeType.Event]: 25,
},
};
/**
* Layer structure definition.
* Pattern: Start → Wild → Wild → Settlement → Wild → Wild → Settlement → Wild → Wild → End
*/
const LAYER_STRUCTURE: Array<{ layerType: MapLayerType | 'start' | 'end'; count: number }> = [
{ layerType: 'start', count: 1 },
{ layerType: MapLayerType.Wild, count: 3 },
{ layerType: MapLayerType.Wild, count: 3 },
{ layerType: MapLayerType.Settlement, count: 4 },
{ layerType: MapLayerType.Wild, count: 3 },
{ layerType: MapLayerType.Wild, count: 3 },
{ layerType: MapLayerType.Settlement, count: 4 },
{ layerType: MapLayerType.Wild, count: 3 },
{ layerType: MapLayerType.Wild, count: 3 },
{ layerType: 'end', count: 1 },
];
/**
* Fisher-Yates shuffle algorithm for unbiased random permutation.
* Mutates the array in place and returns it.
*/
function fisherYatesShuffle<T>(array: T[], rng: ReadonlyRNG): T[] {
for (let i = array.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1);
[array[i], array[j]] = [array[j], array[i]];
}
return array;
}
/**
* Picks a random encounter for the given node type.
* Returns undefined if no matching encounter exists.
*/
function pickEncounterForNode(pool: EncounterData[] | undefined, rng: ReadonlyRNG): EncounterData | undefined {
if (!pool || pool.length === 0) return undefined;
return pool[rng.nextInt(pool.length)];
}
/** Total number of layers */
const TOTAL_LAYERS = 10;
/**
* Generates a random point crawl map with layered directional graph.
*
* Structure:
* - 10 layers: Start → Wild×2 → Settlement → Wild×2 → Settlement → Wild×2 → End
* - Wild layers have exactly 3 nodes (minion/elite/event)
* - Settlement layers have exactly 4 nodes (camp/shop/curio + 1 random)
* - Each settlement layer has at least 1 of each: camp, shop, curio
* - Wild nodes connect to 1 wild node or 2 settlement nodes
*
*/
export function generatePointCrawlMap(rng: ReadonlyRNG, src: Iterable<EncounterData>): PointCrawlMap {
const encounters = buildEncounterIndex(src);
const layers: MapLayer[] = [];
const nodes = new Map<string, MapNode>();
// Pre-generate optimal types for wild layer pairs (layers 1-2, 4-5, 7-8)
const wildPairTypes = new Map<number, MapNodeType[]>();
const wildPairs = [
{ layer1: 1, layer2: 2 },
{ layer1: 4, layer2: 5 },
{ layer1: 7, layer2: 8 },
];
for (const pair of wildPairs) {
const [types1, types2] = generateOptimalWildPair(rng);
wildPairTypes.set(pair.layer1, types1);
wildPairTypes.set(pair.layer2, types2);
}
// Step 1: create layers and nodes
for (let i = 0; i < TOTAL_LAYERS; i++) {
const structure = LAYER_STRUCTURE[i];
const nodeIds: string[] = [];
const layerNodes: MapNode[] = [];
// Pre-generate settlement types if this is a settlement layer
let settlementTypes: MapNodeType[] | undefined;
if (structure.layerType === MapLayerType.Settlement) {
settlementTypes = generateSettlementTypes(rng);
}
for (let j = 0; j < structure.count; j++) {
const id = `node-${i}-${j}`;
const type = resolveNodeType(structure.layerType, j, structure.count, rng, wildPairTypes.get(i), j, settlementTypes, j);
const encounter = pickEncounterForNode(encounters.get(NODE_TYPE_TO_ENCOUNTER[type]!), rng);
const node: MapNode = {
id,
layerIndex: i,
type,
childIds: [],
encounter
};
nodes.set(id, node);
nodeIds.push(id);
layerNodes.push(node);
}
layers.push({ index: i, nodeIds, layerType: structure.layerType, nodes: layerNodes });
}
// Step 2: generate edges between consecutive layers
const parentIndex = new Map<string, string[]>();
for (let i = 0; i < TOTAL_LAYERS - 1; i++) {
const sourceLayer = layers[i];
const targetLayer = layers[i + 1];
generateLayerEdges(sourceLayer, targetLayer, nodes, rng);
// Build reverse index: for each target node, record its parents
for (const srcNode of sourceLayer.nodes) {
for (const childId of srcNode.childIds) {
if (!parentIndex.has(childId)) {
parentIndex.set(childId, []);
}
parentIndex.get(childId)!.push(srcNode.id);
}
}
}
return { layers, nodes, parentIndex };
}
/**
* Resolves the node type based on layer type and position.
*/
function resolveNodeType(
layerType: MapLayerType | 'start' | 'end',
_nodeIndex: number,
_layerCount: number,
rng: ReadonlyRNG,
preGeneratedTypes?: MapNodeType[],
nodeIndex?: number,
settlementTypes?: MapNodeType[],
settlementIndex?: number
): MapNodeType {
switch (layerType) {
case 'start':
return MapNodeType.Start;
case 'end':
return MapNodeType.End;
case MapLayerType.Wild:
// Use pre-generated types if available (from optimal pair generation)
if (preGeneratedTypes && nodeIndex !== undefined) {
return preGeneratedTypes[nodeIndex];
}
return pickWildNodeType(rng);
case MapLayerType.Settlement:
// Use pre-generated settlement types if available
if (settlementTypes && settlementIndex !== undefined) {
return settlementTypes[settlementIndex];
}
return MapNodeType.Camp; // fallback
default:
return MapNodeType.Minion;
}
}
/**
* Picks a random type for a wild node based on configured weights.
* Default: minion: 50%, elite: 25%, event: 25%
*/
function pickWildNodeType(rng: ReadonlyRNG): MapNodeType {
const weights = DEFAULT_CONFIG.wildNodeTypeWeights;
const roll = rng.nextInt(100);
if (roll < weights[MapNodeType.Minion]) return MapNodeType.Minion;
if (roll < weights[MapNodeType.Minion] + weights[MapNodeType.Elite]) return MapNodeType.Elite;
return MapNodeType.Event;
}
/**
* Generates random types for a pair of wild layers (3 nodes each).
* Returns two arrays of 3 node types each.
*/
function generateWildPair(rng: ReadonlyRNG): [MapNodeType[], MapNodeType[]] {
const layer1Types: MapNodeType[] = [];
const layer2Types: MapNodeType[] = [];
for (let i = 0; i < 3; i++) {
layer1Types.push(pickWildNodeType(rng));
layer2Types.push(pickWildNodeType(rng));
}
return [layer1Types, layer2Types];
}
/**
* Counts repetitions in a wild layer pair.
* - sameLayer: number of duplicate types within each layer
* - adjacent: number of positions where layer1[i] === layer2[i]
* - total: sum of both
*/
function countRepetitions(
layer1Types: MapNodeType[],
layer2Types: MapNodeType[]
): { sameLayer: number; adjacent: number; total: number } {
// Count same-layer repetitions
let sameLayer = 0;
// For layer 1: count duplicates
const layer1Count = new Map<MapNodeType, number>();
for (const type of layer1Types) {
layer1Count.set(type, (layer1Count.get(type) || 0) + 1);
}
for (const count of layer1Count.values()) {
if (count > 1) sameLayer += count - 1;
}
// For layer 2: count duplicates
const layer2Count = new Map<MapNodeType, number>();
for (const type of layer2Types) {
layer2Count.set(type, (layer2Count.get(type) || 0) + 1);
}
for (const count of layer2Count.values()) {
if (count > 1) sameLayer += count - 1;
}
// Count adjacent repetitions (wild[i] → wild[i] connection)
let adjacent = 0;
for (let i = 0; i < 3; i++) {
if (layer1Types[i] === layer2Types[i]) {
adjacent++;
}
}
return { sameLayer, adjacent, total: sameLayer + adjacent };
}
/**
* Generates optimal wild layer pair by trying multiple attempts and selecting the one with fewest repetitions.
*/
function generateOptimalWildPair(
rng: ReadonlyRNG,
attempts = 3
): [MapNodeType[], MapNodeType[]] {
let bestLayer1: MapNodeType[] = [];
let bestLayer2: MapNodeType[] = [];
let bestScore = Infinity;
for (let i = 0; i < attempts; i++) {
const [layer1, layer2] = generateWildPair(rng);
const score = countRepetitions(layer1, layer2);
if (score.total < bestScore) {
bestScore = score.total;
bestLayer1 = layer1;
bestLayer2 = layer2;
}
// Perfect score is 0, no need to continue
if (bestScore === 0) break;
}
return [bestLayer1, bestLayer2];
}
/**
* Generates settlement node types ensuring at least 1 of each: camp, shop, curio.
* The 4th node is randomly chosen from the three.
* Returns shuffled array of 4 node types.
*/
function generateSettlementTypes(rng: ReadonlyRNG): MapNodeType[] {
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
const randomType = requiredTypes[rng.nextInt(3)];
const types = [...requiredTypes, randomType];
return fisherYatesShuffle(types, rng);
}
/**
* Assigns settlement node types ensuring at least 1 of each: camp, shop, curio.
* The 4th node is randomly chosen from the three.
* @deprecated Use generateSettlementTypes() during node creation instead.
*/
function assignSettlementTypes(nodeIds: string[], nodes: MapNode[], rng: ReadonlyRNG): void {
// Shuffle node order to randomize which position gets which type
const shuffledIndices = fisherYatesShuffle([0, 1, 2, 3], rng);
// Assign camp, shop, curio to first 3 shuffled positions
const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
for (let i = 0; i < 3; i++) {
nodes[shuffledIndices[i]].type = requiredTypes[i];
}
// Assign random type to 4th position
const randomType = requiredTypes[rng.nextInt(3)];
nodes[shuffledIndices[3]].type = randomType;
}
/**
* Generates edges between two consecutive layers based on layer types.
*/
function generateLayerEdges(
sourceLayer: MapLayer,
targetLayer: MapLayer,
nodes: Map<string, MapNode>,
rng: ReadonlyRNG
): void {
// Settlement types are now pre-generated during node creation
// No need to assign them here anymore
const sourceType = sourceLayer.layerType;
const targetType = targetLayer.layerType;
if (sourceType === 'start' && targetType === MapLayerType.Wild) {
connectStartToWild(sourceLayer, targetLayer);
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Wild) {
connectWildToWild(sourceLayer, targetLayer);
} else if (sourceType === MapLayerType.Wild && targetType === MapLayerType.Settlement) {
connectWildToSettlement(sourceLayer, targetLayer, rng);
} else if (sourceType === MapLayerType.Settlement && targetType === MapLayerType.Wild) {
connectSettlementToWild(sourceLayer, targetLayer, rng);
} else if (sourceType === MapLayerType.Wild && targetType === 'end') {
connectWildToEnd(sourceLayer, targetLayer);
}
}
/**
* Start connects to all 3 wild nodes in the first wild layer.
*/
function connectStartToWild(
startLayer: MapLayer,
wildLayer: MapLayer
): void {
const startNode = startLayer.nodes[0];
startNode.childIds = [...wildLayer.nodeIds];
}
/**
* Each wild node connects to exactly 1 wild node in the next layer (1-to-1 mapping).
* Uses direct ordering to avoid crossing edges.
*/
function connectWildToWild(
sourceLayer: MapLayer,
targetLayer: MapLayer
): void {
// Direct 1-to-1 mapping: wild[i] → wild[i]
// This guarantees no crossings since order is preserved
for (let i = 0; i < sourceLayer.nodes.length; i++) {
sourceLayer.nodes[i].childIds = [targetLayer.nodeIds[i]];
}
}
/**
* Each wild node connects to 2 settlement nodes.
* Ensures all 4 settlement nodes are covered.
* Total: 3 wilds × 2 = 6 edges, 4 settlements to cover
*/
function connectWildToSettlement(
wildLayer: MapLayer,
settlementLayer: MapLayer,
_rng: ReadonlyRNG
): void {
// Non-crossing connection pattern: each wild connects to 2 adjacent settlements.
// Pattern: w[0]→{s[0],s[1]}, w[1]→{s[1],s[2]}, w[2]→{s[2],s[3]}
// This creates a "chain" where middle settlements are shared.
// This pattern guarantees no crossings because target indices are always
// non-decreasing when sorted by source indices.
wildLayer.nodes[0].childIds = [settlementLayer.nodeIds[0], settlementLayer.nodeIds[1]];
wildLayer.nodes[1].childIds = [settlementLayer.nodeIds[1], settlementLayer.nodeIds[2]];
wildLayer.nodes[2].childIds = [settlementLayer.nodeIds[2], settlementLayer.nodeIds[3]];
}
/**
* Settlement nodes connect to wild nodes:
* - First and last settlement connect to 1 wild each
* - Middle two settlements connect to 2 wilds each
* Total: 1 + 2 + 2 + 1 = 6 edges, 3 wild nodes to cover
*
* Uses a non-crossing pattern: settlements and wilds are connected
* in order to avoid edge crossings.
*/
function connectSettlementToWild(
settlementLayer: MapLayer,
wildLayer: MapLayer,
_rng: ReadonlyRNG
): void {
// Non-crossing pattern: s0→w0, s1→w0,w1, s2→w1,w2, s3→w2
// This pattern guarantees no crossings because when edges are sorted by
// source index, the minimum target index is non-decreasing.
settlementLayer.nodes[0].childIds = [wildLayer.nodeIds[0]];
settlementLayer.nodes[1].childIds = [wildLayer.nodeIds[0], wildLayer.nodeIds[1]];
settlementLayer.nodes[2].childIds = [wildLayer.nodeIds[1], wildLayer.nodeIds[2]];
settlementLayer.nodes[3].childIds = [wildLayer.nodeIds[2]];
}
/**
* All 3 wild nodes in the last wild layer connect to End.
*/
function connectWildToEnd(
wildLayer: MapLayer,
endLayer: MapLayer
): void {
const endNode = endLayer.nodes[0];
for (let i = 0; i < wildLayer.nodes.length; i++) {
wildLayer.nodes[i].childIds = [endNode.id];
}
}
// -- Query helpers --
/** Returns the node with the given ID, or undefined. */
export function getNode(map: PointCrawlMap, nodeId: string): MapNode | undefined {
return map.nodes.get(nodeId);
}
/** Returns child nodes of the given node. */
export function getChildren(map: PointCrawlMap, node: MapNode): MapNode[] {
return node.childIds
.map(id => map.nodes.get(id))
.filter((n): n is MapNode => n !== undefined);
}
/** Returns parent nodes of the given node (reverse lookup). */
export function getParents(map: PointCrawlMap, node: MapNode): MapNode[] {
// Use pre-built reverse index if available
if (map.parentIndex) {
const parentIds = map.parentIndex.get(node.id);
if (!parentIds) return [];
return parentIds
.map(id => map.nodes.get(id))
.filter((n): n is MapNode => n !== undefined);
}
// Fallback: scan parent layer (legacy support)
const parents: MapNode[] = [];
const parentLayer = map.layers[node.layerIndex - 1];
if (!parentLayer) return parents;
for (const parentId of parentLayer.nodeIds) {
const parent = map.nodes.get(parentId);
if (parent?.childIds.includes(node.id)) {
parents.push(parent);
}
}
return parents;
}
/**
* Returns true if there is a directed path from `fromId` to `toId`.
*/
export function hasPath(map: PointCrawlMap, fromId: string, toId: string): boolean {
const visited = new Set<string>();
const stack = [fromId];
while (stack.length > 0) {
const current = stack.pop()!;
if (current === toId) return true;
if (visited.has(current)) continue;
visited.add(current);
const node = map.nodes.get(current);
if (node) {
for (const childId of node.childIds) {
if (!visited.has(childId)) stack.push(childId);
}
}
}
return false;
}
/**
* Finds all directed paths from `fromId` to `toId`.
* Returns arrays of node IDs representing each path.
* Beware: can be exponential in large maps.
*/
export function findAllPaths(map: PointCrawlMap, fromId: string, toId: string): string[][] {
const paths: string[][] = [];
const dfs = (current: string, path: string[]) => {
if (current === toId) {
paths.push([...path, current]);
return;
}
const node = map.nodes.get(current);
if (!node) return;
path.push(current);
for (const childId of node.childIds) {
dfs(childId, path);
}
path.pop();
};
dfs(fromId, []);
return paths;
}
@@ -1,3 +0,0 @@
export * from "./generator";
export * from "./navigation";
export * from "./types";
@@ -1,65 +0,0 @@
import { getNode } from "./generator";
import { PointCrawlMap, PointCrawlMapNavigator } from "./types";
export function canMoveTo(
navigator: PointCrawlMapNavigator,
map: PointCrawlMap,
targetNodeId: string,
): boolean {
const currentNode = getNode(map, navigator.currentNodeId);
if (!currentNode) return false;
return currentNode.childIds.includes(targetNodeId);
}
export function moveToNode(
navigator: PointCrawlMapNavigator,
map: PointCrawlMap,
targetNodeId: string,
): boolean {
if (!canMoveTo(navigator, map, targetNodeId)) {
return false;
}
const targetNode = getNode(map, targetNodeId);
if (!targetNode) {
return false;
}
// Update current position
navigator.currentNodeId = targetNodeId;
navigator.visitedNodes.add(targetNodeId);
return true;
}
export function* getReachableChildren(
map: PointCrawlMap,
navigator: PointCrawlMapNavigator,
) {
const currentNode = getNode(map, navigator.currentNodeId);
if (!currentNode) return;
for (const id of currentNode.childIds) {
const node = getNode(map, id);
if (!node) continue;
yield node;
}
}
export function isAtStartNode(
map: PointCrawlMap,
navigator: PointCrawlMapNavigator,
): boolean {
return navigator.currentNodeId === map.layers[0]?.nodes[0]?.id;
}
/**
* Checks if the current encounter is the end node.
*/
export function isAtEndNode(
map: PointCrawlMap,
navigator: PointCrawlMapNavigator,
): boolean {
const endLayer = map.layers[map.layers.length - 1];
return endLayer?.nodes[0]?.id === navigator.currentNodeId;
}
@@ -1,88 +0,0 @@
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;
};
}
@@ -1,25 +0,0 @@
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";
@@ -1,2 +0,0 @@
export * from "./parse-shape";
export * from "./shape-collision";

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