240 lines
7.5 KiB
TypeScript
240 lines
7.5 KiB
TypeScript
|
|
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";
|
|||
|
|
|
|||
|
|
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 game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
|
|||
|
|
} else {
|
|||
|
|
playResult = await game.run(`play ${player} ${cardId}`);
|
|||
|
|
}
|
|||
|
|
} else {
|
|||
|
|
// 让过
|
|||
|
|
playResult = await game.run(`pass ${player}`);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (!playResult.success) {
|
|||
|
|
return playResult;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 检查敌人是否被击败
|
|||
|
|
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
|
|||
|
|
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 game.run('next-turn');
|
|||
|
|
|
|||
|
|
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 game.run(`counterattack ${player} ${JSON.stringify(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 game.run('next-turn');
|
|||
|
|
|
|||
|
|
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
|
|||
|
|
};
|
|||
|
|
}
|