boardgame-core/src/samples/slay-the-spire-like/system/combat/effects.ts

538 lines
16 KiB
TypeScript

import { effectDesertData, cardDesertData } from "../data";
import { createStatusCard } from "../deck/factory";
import type { PlayerDeck, GameCard } from "../deck/types";
import type {
BuffTable,
CombatEffectEntry,
CombatState,
EffectData,
EffectTarget,
EffectTiming,
EnemyState,
ItemBuff,
PlayerCombatState,
} from "./types";
import {
drawCardsToHand,
addFatigueCards,
discardCard,
exhaustCard,
getEffectData,
discardHand,
} from "./state";
export type DamageResult = {
damageDealt: number;
blockedByDefend: number;
targetDied: boolean;
};
export function applyDamage(
state: CombatState,
targetKey: "player" | string,
amount: number,
sourceKey?: "player" | string,
): DamageResult {
if (amount <= 0) return { damageDealt: 0, blockedByDefend: 0, targetDied: false };
let actualDamage = amount;
let blockedByDefend = 0;
if (targetKey === "player") {
const defendStacks = state.player.buffs["defend"] ?? 0;
if (defendStacks > 0) {
blockedByDefend = Math.min(defendStacks, actualDamage);
actualDamage -= blockedByDefend;
state.player.buffs["defend"] = defendStacks - blockedByDefend;
if (state.player.buffs["defend"] === 0) {
delete state.player.buffs["defend"];
}
}
const damageReduce = state.player.buffs["damageReduce"] ?? 0;
if (damageReduce > 0 && actualDamage > 0) {
actualDamage = Math.max(0, actualDamage - damageReduce);
}
if (actualDamage > 0) {
state.player.hp = Math.max(0, state.player.hp - actualDamage);
state.player.damageTakenThisTurn += actualDamage;
state.player.damagedThisTurn = true;
}
if (blockedByDefend > 0 && defendStacks - blockedByDefend <= 0) {
for (const enemyId of state.enemyOrder) {
const enemy = state.enemies[enemyId];
if (enemy.isAlive && enemy.buffs["defend"] !== undefined) {
// Not relevant for player, skip
}
}
}
return {
damageDealt: actualDamage,
blockedByDefend,
targetDied: state.player.hp <= 0,
};
}
const enemy = state.enemies[targetKey];
if (!enemy || !enemy.isAlive) {
return { damageDealt: 0, blockedByDefend: 0, targetDied: false };
}
const defendStacks = enemy.buffs["defend"] ?? 0;
if (defendStacks > 0) {
blockedByDefend = Math.min(defendStacks, actualDamage);
actualDamage -= blockedByDefend;
enemy.buffs["defend"] = defendStacks - blockedByDefend;
if (enemy.buffs["defend"] === 0) {
delete enemy.buffs["defend"];
}
if (defendStacks > 0 && defendStacks - blockedByDefend <= 0) {
enemy.hadDefendBroken = true;
}
}
if (actualDamage > 0) {
enemy.hp = Math.max(0, enemy.hp - actualDamage);
if (enemy.hp <= 0) {
enemy.isAlive = false;
}
}
return {
damageDealt: actualDamage,
blockedByDefend,
targetDied: !enemy.isAlive,
};
}
export function applyDefend(
targetBuffs: BuffTable,
amount: number,
): void {
if (amount <= 0) return;
targetBuffs["defend"] = (targetBuffs["defend"] ?? 0) + amount;
}
export function applyBuff(
buffs: BuffTable,
effectId: string,
timing: EffectTiming,
stacks: number,
): void {
if (stacks <= 0) return;
buffs[effectId] = (buffs[effectId] ?? 0) + stacks;
}
export function removeBuff(buffs: BuffTable, effectId: string, stacks?: number): number {
const current = buffs[effectId] ?? 0;
if (stacks === undefined || stacks >= current) {
delete buffs[effectId];
return current;
}
buffs[effectId] = current - stacks;
return stacks;
}
export function updateBuffs(buffs: BuffTable): void {
const toDelete: string[] = [];
const toDecrement: string[] = [];
for (const [effectId] of Object.entries(buffs)) {
const effectData = getEffectData(effectId);
if (!effectData) continue;
switch (effectData.timing) {
case "temporary":
toDelete.push(effectId);
break;
case "lingering":
toDecrement.push(effectId);
break;
}
}
for (const id of toDelete) {
delete buffs[id];
}
for (const id of toDecrement) {
buffs[id] = (buffs[id] ?? 0) - 1;
if (buffs[id] <= 0) {
delete buffs[id];
}
}
}
export type ResolveEffectContext = {
state: CombatState;
rng: { nextInt: (n: number) => number };
};
export function resolveEffect(
ctx: ResolveEffectContext,
target: EffectTarget,
effect: EffectData,
stacks: number,
sourceKey?: "player" | string,
sourceCardId?: string,
): void {
const { state } = ctx;
const timing = effect.timing;
switch (timing) {
case "instant":
resolveInstantEffect(ctx, target, effect, stacks, sourceKey, sourceCardId);
break;
case "posture":
applyBuffToTarget(state, target, effect.id, stacks, sourceKey);
break;
case "temporary":
case "lingering":
case "permanent":
applyBuffToTarget(state, target, effect.id, stacks, sourceKey);
break;
case "card":
addStatusCardToDiscard(state, effect.id, stacks);
break;
case "cardDraw":
addStatusCardToDrawPile(state, effect.id, stacks);
break;
case "cardHand":
addStatusCardToHand(state, effect.id, stacks);
break;
case "item":
case "itemUntilPlayed":
applyItemBuff(state, effect.id, timing, stacks, sourceCardId);
break;
}
}
function applyBuffToTarget(
state: CombatState,
target: EffectTarget,
effectId: string,
stacks: number,
sourceKey?: "player" | string,
): void {
if (target === "self") {
if (sourceKey === "player") {
applyBuff(state.player.buffs, effectId, getEffectData(effectId)?.timing ?? "permanent", stacks);
} else if (sourceKey && state.enemies[sourceKey]) {
applyBuff(state.enemies[sourceKey].buffs, effectId, getEffectData(effectId)?.timing ?? "permanent", stacks);
}
} else if (target === "player" || target === "team") {
applyBuff(state.player.buffs, effectId, getEffectData(effectId)?.timing ?? "permanent", stacks);
} else if (target === "target" || target === "all" || target === "random") {
// For attack/defend effects, these are handled by resolveInstantEffect
}
}
function resolveInstantEffect(
ctx: ResolveEffectContext,
target: EffectTarget,
effect: EffectData,
stacks: number,
sourceKey?: "player" | string,
sourceCardId?: string,
): void {
const { state, rng } = ctx;
switch (effect.id) {
case "attack": {
const damageAmount = stacks;
if (target === "all") {
for (const enemyId of state.enemyOrder) {
const enemy = state.enemies[enemyId];
if (enemy.isAlive) {
applyDamage(state, enemyId, damageAmount, sourceKey);
}
}
} else if (target === "random") {
const aliveEnemies = state.enemyOrder.filter(id => state.enemies[id].isAlive);
if (aliveEnemies.length > 0) {
const targetId = aliveEnemies[rng.nextInt(aliveEnemies.length)];
applyDamage(state, targetId, damageAmount, sourceKey);
}
} else if (target === "target") {
if (sourceKey && sourceKey !== "player" && state.enemies[sourceKey]?.isAlive) {
applyDamage(state, "player", damageAmount, sourceKey);
}
}
break;
}
case "defend": {
if (target === "self" && sourceKey === "player") {
applyDefend(state.player.buffs, stacks);
} else if (target === "self" && sourceKey && state.enemies[sourceKey]) {
applyDefend(state.enemies[sourceKey].buffs, stacks);
}
break;
}
case "draw": {
drawCardsToHand(state.player.deck, stacks);
break;
}
case "gainEnergy": {
state.player.energy += stacks;
break;
}
case "removeWound": {
removeWoundCards(state.player.deck, stacks);
break;
}
case "tailSting": {
applyDamage(state, "player", stacks, sourceKey);
break;
}
case "rollDamage": {
const rollStacks = sourceKey && sourceKey !== "player"
? state.enemies[sourceKey]?.buffs["roll"] ?? 0
: 0;
if (rollStacks >= 10) {
const damageFromRoll = Math.floor(rollStacks / 10) * 10;
applyDamage(state, "player", Math.floor(damageFromRoll / 10), sourceKey);
removeBuff(state.enemies[sourceKey!].buffs, "roll", damageFromRoll);
}
break;
}
case "crossbow": {
break;
}
case "discard": {
break;
}
case "summonMummy":
case "summonSandwormLarva":
case "reviveMummy": {
break;
}
case "drawChoice":
case "transformRandom": {
break;
}
default:
break;
}
}
function addStatusCardToDiscard(state: CombatState, effectId: string, count: number): void {
const cardDef = cardDesertData.find(c => c.id === effectId);
if (!cardDef) return;
for (let i = 0; i < count; i++) {
const cardId = `status-${effectId}-${Date.now()}-${i}`;
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
state.player.deck.cards[card.id] = card;
state.player.deck.discardPile.push(card.id);
}
}
function addStatusCardToDrawPile(state: CombatState, effectId: string, count: number): void {
const cardDef = cardDesertData.find(c => c.id === effectId);
if (!cardDef) return;
for (let i = 0; i < count; i++) {
const cardId = `status-${effectId}-${Date.now()}-${i}`;
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
state.player.deck.cards[card.id] = card;
state.player.deck.drawPile.push(card.id);
}
}
function addStatusCardToHand(state: CombatState, effectId: string, count: number): void {
const cardDef = cardDesertData.find(c => c.id === effectId);
if (!cardDef) return;
for (let i = 0; i < count; i++) {
const cardId = `status-${effectId}-${Date.now()}-${i}`;
const card = createStatusCard(cardId, cardDef.name, cardDef.desc);
state.player.deck.cards[card.id] = card;
state.player.deck.hand.push(card.id);
}
}
function applyItemBuff(
state: CombatState,
effectId: string,
timing: EffectTiming,
stacks: number,
sourceCardId?: string,
): void {
if (!sourceCardId) return;
const card = state.player.deck.cards[sourceCardId];
if (!card || !card.sourceItemId) return;
const itemBuff: ItemBuff = {
effectId,
stacks,
timing,
sourceItemId: card.sourceItemId,
targetItemId: card.sourceItemId,
};
state.player.itemBuffs.push(itemBuff);
}
function removeWoundCards(deck: PlayerDeck, count: number): void {
let removed = 0;
for (let i = deck.drawPile.length - 1; i >= 0 && removed < count; i--) {
const card = deck.cards[deck.drawPile[i]];
if (card && card.itemData === null && card.displayName === "伤口") {
delete deck.cards[deck.drawPile[i]];
deck.drawPile.splice(i, 1);
removed++;
}
}
for (let i = deck.discardPile.length - 1; i >= 0 && removed < count; i--) {
const card = deck.cards[deck.discardPile[i]];
if (card && card.itemData === null && card.displayName === "伤口") {
delete deck.cards[deck.discardPile[i]];
deck.discardPile.splice(i, 1);
removed++;
}
}
}
export function resolveCardEffects(
ctx: ResolveEffectContext,
cardId: string,
targetEnemyId?: string,
): void {
const { state } = ctx;
const card = state.player.deck.cards[cardId];
if (!card || !card.itemData) return;
const sourceKey: "player" | string = "player";
const effects = card.itemData.onPlay as unknown as CombatEffectEntry[];
for (const entry of effects) {
const [target, effect, stacks] = entry;
if (target === "target") {
if (targetEnemyId && state.enemies[targetEnemyId]?.isAlive) {
if (effect.id === "attack") {
const actualDamage = getModifiedAttackDamage(state, cardId, stacks);
applyDamage(state, targetEnemyId, actualDamage, "player");
continue;
}
}
}
resolveEffect(ctx, target, effect, stacks, sourceKey, cardId);
}
}
export function getModifiedAttackDamage(
state: CombatState,
cardId: string,
baseDamage: number,
): number {
let damage = baseDamage;
const attackBuff = state.player.itemBuffs
.filter((b) => b.effectId === "attackBuff" || b.effectId === "attackBuffUntilPlay")
.filter((b) => {
const card = state.player.deck.cards[cardId];
return card && card.sourceItemId === b.targetItemId;
})
.reduce((sum, b) => sum + b.stacks, 0);
damage += attackBuff;
return Math.max(0, damage);
}
export function getModifiedDefendAmount(
state: CombatState,
cardId: string,
baseDefend: number,
): number {
let defend = baseDefend;
const defendBuff = state.player.itemBuffs
.filter((b) => b.effectId === "defendBuff" || b.effectId === "defendBuffUntilPlay")
.filter((b) => {
const card = state.player.deck.cards[cardId];
return card && card.sourceItemId === b.targetItemId;
})
.reduce((sum, b) => sum + b.stacks, 0);
defend += defendBuff;
return Math.max(0, defend);
}
export function canPlayCard(
state: CombatState,
cardId: string,
): { canPlay: boolean; reason?: string } {
const card = state.player.deck.cards[cardId];
if (!card) return { canPlay: false, reason: "卡牌不存在" };
if (!card.itemData) return { canPlay: false, reason: "状态牌不可打出" };
const handIdx = state.player.deck.hand.indexOf(cardId);
if (handIdx < 0) return { canPlay: false, reason: "卡牌不在手牌中" };
if (card.itemData.costType === "energy") {
if (state.player.energy < card.itemData.costCount) {
return { canPlay: false, reason: "能量不足" };
}
}
return { canPlay: true };
}
export function playCard(
ctx: ResolveEffectContext,
cardId: string,
targetEnemyId?: string,
): { success: boolean; reason?: string } {
const { state } = ctx;
const check = canPlayCard(state, cardId);
if (!check.canPlay) return { success: false, reason: check.reason };
const card = state.player.deck.cards[cardId];
if (!card || !card.itemData) return { success: false, reason: "卡牌无效" };
if (card.itemData.costType === "energy") {
state.player.energy -= card.itemData.costCount;
}
resolveCardEffects(ctx, cardId, targetEnemyId);
if (card.itemData.costType === "uses") {
exhaustCard(state.player.deck, cardId);
} else {
discardCard(state.player.deck, cardId);
}
expireItemBuffsOnCardPlayed(state, cardId);
return { success: true };
}
function expireItemBuffsOnCardPlayed(state: CombatState, cardId: string): void {
const card = state.player.deck.cards[cardId];
if (!card || !card.sourceItemId) return;
state.player.itemBuffs = state.player.itemBuffs.filter((buff) => {
if (buff.timing === "itemUntilPlayed" && buff.sourceItemId === card.sourceItemId) {
return false;
}
return true;
});
}
export function areAllEnemiesDead(state: CombatState): boolean {
return state.enemyOrder.every(id => !state.enemies[id].isAlive);
}
export function isPlayerDead(state: CombatState): boolean {
return state.player.hp <= 0;
}