boardgame-core/src/samples/regicide/game.ts

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2026-04-10 13:43:12 +08:00
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>;
/**
*
* @param game
* @param playerCount 1-4
* @param seed
*/
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;
}
});
}
/**
*
*/
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;
}
/**
*
*/
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
}
};
}
/**
*
*/
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;
}
/**
*
*/
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
};
}