refactor: fix regicide, presumably?

This commit is contained in:
2026-04-06 16:45:52 +08:00
parent 20f722818d
commit a0412ddd88
14 changed files with 1248 additions and 62 deletions
@@ -1,6 +1,6 @@
import { describe, it, expect, beforeEach, afterEach } from 'vitest';
import { createGameHost, GameHost } from 'boardgame-core';
import { gameModule, createInitialState } from './regicide';
import { gameModule, createInitialState, prompts } from './regicide';
import type { RegicideState, Card, Enemy } from './types';
describe('Regicide Game Module', () => {
@@ -14,7 +14,11 @@ describe('Regicide Game Module', () => {
afterEach(async () => {
// 等待游戏循环完成,然后 dispose
await new Promise(resolve => setTimeout(resolve, 50));
// 等待 gamePromise 结束,suppress 预期的 cancel 错误
gamePromise?.catch(() => {});
gameHost.dispose();
// 等待 dispose 完成
await new Promise(resolve => setTimeout(resolve, 20));
});
describe('Initial State', () => {
@@ -92,8 +96,8 @@ describe('Regicide Game Module', () => {
const initialHp = enemy.currentHp;
const card = state.hand[0];
// 出牌 - 使用 input 命令格式
const error = gameHost.onInput(`input play ${card.id}`);
// 出牌 - 使用 tryAnswerPrompt 命令格式
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'play', [card.id]);
expect(error).toBeNull(); // 验证成功
// 等待下一个 prompt
@@ -122,7 +126,7 @@ describe('Regicide Game Module', () => {
const handSizeBefore = stateBefore.hand.length;
// 尝试打出不存在的牌 - 应该被 validator 拒绝
const error = gameHost.onInput('input play non-existent-card');
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'play', ['non-existent-card']);
// 错误会被 catch 并继续循环,所以返回 null
expect(error).toBeNull();
@@ -145,7 +149,7 @@ describe('Regicide Game Module', () => {
// 出一张牌造成伤害(不一定击败敌人)
const card = state.hand[0];
gameHost.onInput(`input play ${card.id}`);
gameHost.tryAnswerPrompt(prompts.playerAction, 'play', [card.id]);
// 等待反击阶段或下一个 prompt
await waitForPrompt(gameHost);
@@ -177,8 +181,8 @@ describe('Regicide Game Module', () => {
gamePromise = gameHost.start();
await waitForPrompt(gameHost);
// 放弃回合 - 使用 input 命令格式
const error = gameHost.onInput('input yield');
// 放弃回合 - 使用 tryAnswerPrompt 命令格式
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'yield', []);
// 等待处理完成
await new Promise(resolve => setTimeout(resolve, 100));
@@ -198,8 +202,8 @@ describe('Regicide Game Module', () => {
const state = gameHost.state.value;
const initialHandSize = state.hand.length;
// 使用小丑牌 - 使用 input 命令格式
const error = gameHost.onInput('input useJester');
// 使用小丑牌 - 使用 tryAnswerPrompt 命令格式
const error = gameHost.tryAnswerPrompt(prompts.playerAction, 'useJester', []);
// 等待处理完成
await new Promise(resolve => setTimeout(resolve, 100));
+60 -43
View File
@@ -1,5 +1,6 @@
import {
createGameCommandRegistry,
createPromptDef,
IGameContext,
GameModule,
} from 'boardgame-core';
@@ -90,30 +91,33 @@ async function playCard(game: RegicideGame, cardId: string) {
// 计算伤害
let damage = card.value;
const suits = card.suit ? [card.suit] : [];
if (suits.includes('clubs')) damage *= 2;
let isImmune = false;
if (state.currentEnemy.immunitySuit && suits.includes(state.currentEnemy.immunitySuit)) {
const enemy = state.currentEnemy;
if (enemy.immunitySuit && suits.includes(enemy.immunitySuit)) {
isImmune = true;
damage = card.value;
}
const enemy = state.currentEnemy;
enemy.currentHp -= damage;
const isDefeated = enemy.currentHp <= 0;
game.produce((state: RegicideState) => {
const cardIndex = state.hand.findIndex(c => c.id === cardId);
if (cardIndex !== -1) state.hand.splice(cardIndex, 1);
state.discardPile.push(card);
// 计算最终伤害并应用到敌人
let finalDamage = damage;
const e = state.currentEnemy!;
e.currentHp -= finalDamage;
const isDefeated = e.currentHp <= 0;
if (isDefeated) {
enemy.isDefeated = true;
state.defeatedEnemies.push({ ...enemy });
e.isDefeated = true;
state.defeatedEnemies.push({ ...e });
state.currentEnemy = null;
state.phase = 'enemyDefeated';
if (state.defeatedEnemies.length >= 12) {
state.isGameOver = true;
state.victoryLevel = calculateVictoryLevel(state.jestersUsed);
@@ -122,16 +126,20 @@ async function playCard(game: RegicideGame, cardId: string) {
} else {
state.phase = 'enemyCounterattack';
}
state.currentPlayed = {
cards: [card],
totalDamage: isImmune ? card.value : damage,
totalDamage: isImmune ? card.value : finalDamage,
suits,
hasJester: false,
};
});
return { damage, remainingHp: Math.max(0, enemy.currentHp), isImmune, isDefeated };
// 从 produce 后的状态读取结果
const finalEnemy = game.value.defeatedEnemies.find(e => e.id === enemy.id) || game.value.currentEnemy;
const wasDefeated = game.value.defeatedEnemies.some(e => e.id === enemy.id);
return { damage, remainingHp: wasDefeated ? 0 : Math.max(0, (game.value.currentEnemy?.currentHp ?? 0)), isImmune, isDefeated: wasDefeated };
}
registry.register('play <cardId:string>', playCard);
@@ -162,32 +170,35 @@ async function playCombo(game: RegicideGame, cardIds: string[]) {
let damage = totalValue;
const suits = selectedCards.map(c => c.suit).filter((s): s is CardSuit => s !== null);
if (suits.includes('clubs')) damage *= 2;
let isImmune = false;
if (state.currentEnemy!.immunitySuit && suits.includes(state.currentEnemy!.immunitySuit)) {
const enemy = state.currentEnemy!;
if (enemy.immunitySuit && suits.includes(enemy.immunitySuit)) {
isImmune = true;
damage = totalValue;
}
const enemy = state.currentEnemy!;
enemy.currentHp -= damage;
const isDefeated = enemy.currentHp <= 0;
game.produce((state: RegicideState) => {
for (const card of selectedCards) {
const cardIndex = state.hand.findIndex(c => c.id === card.id);
if (cardIndex !== -1) state.hand.splice(cardIndex, 1);
state.discardPile.push(card);
}
// 计算最终伤害并应用到敌人
let finalDamage = damage;
const e = state.currentEnemy!;
e.currentHp -= finalDamage;
const isDefeated = e.currentHp <= 0;
if (isDefeated) {
enemy.isDefeated = true;
state.defeatedEnemies.push({ ...enemy });
e.isDefeated = true;
state.defeatedEnemies.push({ ...e });
state.currentEnemy = null;
state.phase = 'enemyDefeated';
if (state.defeatedEnemies.length >= 12) {
state.isGameOver = true;
state.victoryLevel = calculateVictoryLevel(state.jestersUsed);
@@ -196,16 +207,18 @@ async function playCombo(game: RegicideGame, cardIds: string[]) {
} else {
state.phase = 'enemyCounterattack';
}
state.currentPlayed = {
cards: selectedCards,
totalDamage: isImmune ? totalValue : damage,
totalDamage: isImmune ? totalValue : finalDamage,
suits,
hasJester: false,
};
});
return { damage, remainingHp: Math.max(0, enemy.currentHp), isImmune, isDefeated };
const wasDefeated = game.value.defeatedEnemies.some(e => e.id === enemy.id);
return { damage, remainingHp: wasDefeated ? 0 : Math.max(0, (game.value.currentEnemy?.currentHp ?? 0)), isImmune, isDefeated: wasDefeated };
}
registry.register('combo <cardIds>', playCombo);
@@ -334,6 +347,16 @@ function calculateVictoryLevel(jestersUsed: number): 'gold' | 'silver' | 'bronze
return 'bronze';
}
export const prompts = {
playerAction: createPromptDef<[action: string, cardIds: string[]]>(
'play <action:string> <cardIds:string[]>'
),
counterattack: createPromptDef<[cardIds: string[]]>(
'counterattack <cardIds:string[]>'
),
};
// start 函数 - 游戏主循环
export async function start(game: RegicideGame) {
// 首先执行 setup
@@ -345,33 +368,27 @@ export async function start(game: RegicideGame) {
// 玩家回合 - 等待玩家输入任何命令
if (state.phase === 'playerTurn' && state.currentEnemy && !state.currentEnemy.isDefeated) {
// 使用通用的 input 命令来等待玩家输入
const { inputStr } = await game.prompt(
'input <arg1:string> [arg2:string] [arg3:string]',
(arg1: string, arg2: string, arg3: string) => {
const parts = [arg1, arg2, arg3].filter(a => a !== undefined && a !== '');
const { action, cardIds } = await game.prompt(
prompts.playerAction,
(action: string, cardIds: string[]) => {
const parts = cardIds.filter(a => a !== undefined && a !== '');
if (parts.length === 0) {
throw '请输入有效的命令';
}
return { inputStr: parts.join(' ') };
return { action, cardIds: parts };
},
state.currentEnemy.id
);
// 解析并执行命令
const parts = inputStr.split(' ');
const command = parts[0];
const args = parts.slice(1);
try {
if (command === 'play' && args.length >= 1) {
await playCard(game, args[0]);
} else if (command === 'combo' && args.length >= 1) {
const cardIds = args[0].split(',');
if (action === 'play' && cardIds.length >= 1) {
await playCard(game, cardIds[0]);
} else if (action === 'combo' && cardIds.length >= 2) {
await playCombo(game, cardIds);
} else if (command === 'yield') {
} else if (action === 'yield') {
await yieldTurn(game);
} else if (command === 'useJester') {
} else if (action === 'useJester') {
await useJester(game);
} else {
// 无效命令,继续等待
@@ -389,7 +406,7 @@ export async function start(game: RegicideGame) {
if (state.currentEnemy) {
const requiredValue = state.currentEnemy.counterDamage;
const { cardIds } = await game.prompt(
'counterattack <cardIds>',
prompts.counterattack,
(cardIds: string[]) => {
const selectedCards: Card[] = [];
for (const cardId of cardIds) {
+1 -10
View File
@@ -82,13 +82,4 @@ export interface RegicideState {
// 索引签名以满足 Record<string, unknown> 约束
[key: string]: unknown;
}
// 命令参数类型
export interface PlayCardCommand {
cardIds: string[];
}
export interface CounterattackCommand {
cardIds: string[];
}
}