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

101 lines
2.7 KiB
TypeScript

import { createGridInventory, placeItem } from "../grid-inventory";
import { GameItemMeta } from "../grid-inventory/types";
import { IDENTITY_TRANSFORM } from "../utils/shape-collision";
import { parseShapeString } from "../utils/parse-shape";
import { EncounterData, EncounterType, ItemData } from "../types";
import type { RNG } from "@/utils/rng";
import type {
CampEncounterState,
CombatEncounterState,
CurioEncounterState,
DialogueEncounterState,
EncounterState,
ShopEncounterState,
} from "./types";
import { buildCombatEncounterState } from "./combat";
import { buildShopEncounterState } from "./shop";
function createCurioItems(allItems: ItemData[], rng: RNG): GameItemMeta[] {
const curioItems: GameItemMeta[] = [];
const rolledIndices = new Set<number>();
for (let i = 0; i < 3 && 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 });
}
return curioItems;
}
export function buildCurioEncounterState(
data: EncounterData<"curio">,
allItems: ItemData[],
rng: RNG,
): CurioEncounterState {
const items = createCurioItems(allItems, rng);
const inventory = createGridInventory<GameItemMeta>(6, 4);
for (let i = 0; i < items.length; i++) {
const meta = items[i];
placeItem(inventory, {
id: `curio-item-${i}`,
shape: meta.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: i, y: 0 } },
meta,
});
}
return { data, items: inventory };
}
export function buildCampEncounterState(
data: EncounterData<"camp">,
): CampEncounterState {
return { data };
}
export function buildDialogueEncounterState(
data: EncounterData<"event">,
): DialogueEncounterState {
return { data, blocked: false };
}
export function buildEncounterState(
data: EncounterData<EncounterType>,
allItems: ItemData[],
rng: RNG,
idCounter: { value: number },
): EncounterState {
switch (data.type) {
case "minion":
case "elite":
return buildCombatEncounterState(
data as EncounterData<"minion" | "elite">,
);
case "shop":
return buildShopEncounterState(
data as EncounterData<"shop">,
allItems,
rng,
idCounter,
);
case "curio":
return buildCurioEncounterState(
data as EncounterData<"curio">,
allItems,
rng,
);
case "camp":
return buildCampEncounterState(data as EncounterData<"camp">);
case "event":
return buildDialogueEncounterState(data as EncounterData<"event">);
}
}