760 lines
17 KiB
Markdown
760 lines
17 KiB
Markdown
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# API 参考
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本文档记录游戏模组开发者需要使用的公共 API。
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## 核心接口
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### `IGameContext<TState>`
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游戏运行的核心上下文,提供状态访问、随机数、命令执行和提示系统。
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```typescript
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interface IGameContext<TState extends Record<string, unknown> = {}> {
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readonly value: TState; // 当前游戏状态(只读)
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readonly rng: ReadonlyRNG; // 随机数生成器(只读)
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// 状态更新
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produce(fn: (draft: TState) => void): void; // 同步变更状态(基于 mutative)
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produceAsync(fn: (draft: TState) => void): Promise<void>; // 异步变更状态(等待中断)
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// 命令执行
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run<T>(input: string): Promise<CommandResult<T>>; // 执行命令字符串
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runParsed<T>(command: Command): Promise<CommandResult<T>>; // 执行已解析的命令
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// 提示系统
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prompt<TResult, TArgs>(
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def: PromptDef<TArgs>,
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validator: PromptValidator<TResult, TArgs>,
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currentPlayer?: string | null
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): Promise<TResult>;
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}
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```
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**使用示例:**
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```typescript
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// 读取状态
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const currentPlayer = game.value.currentPlayer;
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// 同步更新状态
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game.produce((state) => {
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state.score += 10;
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});
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// 异步更新状态(等待动画完成)
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await game.produceAsync((state) => {
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state.phase = 'next';
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});
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// 等待玩家输入
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const result = await game.prompt(
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prompts.move,
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(from, to) => {
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if (!isValidMove(from, to)) {
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throw '无效移动';
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}
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return { from, to };
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}
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);
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```
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---
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### `GameModule<TState, TResult>`
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游戏模块的类型定义,这是开发者创建游戏时需要导出的核心结构。
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```typescript
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type GameModule<TState extends Record<string, unknown>, TResult = unknown> = {
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registry?: CommandRegistry<IGameContext<TState>>; // 可选的命令注册表
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createInitialState: () => TState; // 创建初始状态
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start: (ctx: IGameContext<TState>) => Promise<TResult>; // 游戏主循环
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}
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```
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---
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### `createGameCommandRegistry<TState>()`
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创建游戏命令注册表,游戏模组用它来注册自定义命令。
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```typescript
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function createGameCommandRegistry<TState extends Record<string, unknown> = {}>(): CommandRegistry<IGameContext<TState>>
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```
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**使用示例:**
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```typescript
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import { createGameCommandRegistry, IGameContext } from '@/index';
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export type GameState = { score: number };
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export const registry = createGameCommandRegistry<GameState>();
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// 注册命令
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registry.register('addScore <amount:number>', async function(ctx, amount) {
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ctx.produce((state) => {
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state.score += amount;
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});
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return { success: true, result: undefined };
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});
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```
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---
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## 提示系统
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### `createPromptDef<TArgs>(schema, hintText?)`
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从字符串模式创建 `PromptDef`。
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```typescript
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function createPromptDef<TArgs>(
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schema: CommandSchema | string,
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hintText?: string
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): PromptDef<TArgs>
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```
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**使用示例:**
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```typescript
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import { createPromptDef } from '@/index';
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export const prompts = {
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// 必需参数
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play: createPromptDef<[PlayerType, number, number]>(
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'play <player> <row:number> <col:number>',
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'选择下子位置'
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),
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// 可选参数
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draw: createPromptDef<[number?]>(
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'draw [count:number]',
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'抽牌'
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),
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// 带选项
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trade: createPromptDef<[string, string]>(
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'trade <give> <receive> [--force]',
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'交易'
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),
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};
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```
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---
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### `PromptDef<TArgs>`
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提示定义,用于 `context.prompt()` 方法。
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```typescript
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type PromptDef<TArgs extends any[] = any[]> = {
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schema: CommandSchema; // 命令模式定义
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hintText?: string; // 可选的提示文本
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}
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```
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---
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### `PromptValidator<TResult, TArgs>`
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提示验证函数类型。验证器函数接收解析后的参数,应返回结果或抛出字符串错误。
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```typescript
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type PromptValidator<TResult, TArgs extends any[] = any[]> = (...params: TArgs) => TResult;
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```
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**验证器规则:**
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- 返回任意值表示验证成功,该值将作为 `prompt()` 的返回值
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- 抛出字符串错误表示验证失败,错误消息会返回给玩家,玩家可重新输入
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- 玩家取消输入时,`prompt()` 会抛出异常
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---
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### `PromptEvent`
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提示事件对象,通过 `commandRunnerContext.on('prompt', handler)` 监听。
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```typescript
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type PromptEvent = {
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schema: CommandSchema;
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hintText?: string;
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currentPlayer: string | null;
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tryCommit: (commandOrInput: Command | string) => string | null; // null=成功,string=错误消息
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cancel: (reason?: string) => void;
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}
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```
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---
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## 零件系统 (Part)
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### `Part<TMeta>`
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游戏中的可操作物件(棋子、卡牌、骰子等)。
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```typescript
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type Part<TMeta = {}> = {
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id: string; // 唯一标识
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sides?: number; // 总面数(用于骰子/多面牌)
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side?: number; // 当前面
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alignments?: string[]; // 可用对齐方式
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alignment?: string; // 当前对齐方式
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regionId: string; // 所属区域 ID
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position: number[]; // 在区域中的位置坐标
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} & Immutable<TMeta>; // 自定义元数据(不可变)
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```
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**使用示例:**
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```typescript
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import { Part } from '@/index';
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export type PieceMeta = {
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owner: 'X' | 'O';
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type: 'pawn' | 'king';
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};
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export type Piece = Part<PieceMeta>;
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// 访问元数据
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const piece: Piece = ...;
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console.log(piece.owner); // 'X'
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console.log(piece.type); // 'pawn'
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```
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---
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### 零件操作函数
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#### `flip<TMeta>(part)`
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翻转到下一面(循环)。
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```typescript
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function flip<TMeta>(part: Part<TMeta>): void
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```
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#### `flipTo<TMeta>(part, side)`
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翻转到指定面。
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```typescript
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function flipTo<TMeta>(part: Part<TMeta>, side: number): void
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```
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#### `roll<TMeta>(part, rng)`
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用 RNG 随机掷骰子。
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```typescript
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function roll<TMeta>(part: Part<TMeta>, rng: RNG): void
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```
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---
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## 零件工厂 (Part Factory)
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### `createParts<T>(item, getId, count?)`
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创建多个相同类型的零件。
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```typescript
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function createParts<T>(
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item: T,
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getId: (index: number) => string,
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count?: number
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): Record<string, Part<T>>
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```
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**使用示例:**
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```typescript
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import { createParts } from '@/index';
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const pieces = createParts(
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{ owner: 'X', type: 'pawn' },
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(i) => `piece-x-${i}`,
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5 // 创建 5 个
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);
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```
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---
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### `createPartsFromTable<T>(items, getId, getCount?)`
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从配置表批量创建零件。
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```typescript
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function createPartsFromTable<T>(
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items: readonly T[],
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getId: (item: T, index: number) => string,
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getCount?: ((item: T) => number) | number
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): Record<string, Part<T>>
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```
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**使用示例:**
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```typescript
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import { createPartsFromTable } from '@/index';
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const cardTable = [
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{ name: 'fireball', damage: 3 },
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{ name: 'shield', defense: 2 },
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];
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const cards = createPartsFromTable(
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cardTable,
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(item) => item.name,
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(item) => item.name === 'fireball' ? 4 : 2 // 每种卡牌的数量
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);
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```
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---
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## 区域系统 (Region)
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### `Region`
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游戏区域(棋盘、手牌区等)。
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```typescript
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type Region = {
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id: string; // 区域 ID
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axes: RegionAxis[]; // 坐标轴定义
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childIds: string[]; // 包含的零件 ID 列表
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partMap: Record<string, string>; // 位置 -> 零件 ID 映射
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}
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```
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---
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### `RegionAxis`
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区域的一个坐标轴。
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```typescript
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type RegionAxis = {
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name: string;
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min?: number;
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max?: number;
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align?: 'start' | 'end' | 'center'; // 对齐方式
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}
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```
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---
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### `createRegion(id, axes)`
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创建区域。
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```typescript
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function createRegion(id: string, axes: RegionAxis[]): Region
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```
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**使用示例:**
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```typescript
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import { createRegion, createRegionAxis } from '@/index';
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// 创建 3x3 棋盘
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const board = createRegion('board', [
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createRegionAxis('row', 0, 2),
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createRegionAxis('col', 0, 2),
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]);
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// 或简写
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const board = createRegion('board', [
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{ name: 'row', min: 0, max: 2 },
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{ name: 'col', min: 0, max: 2 },
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]);
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```
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---
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### `createRegionAxis(name, min?, max?, align?)`
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创建坐标轴。
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```typescript
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function createRegionAxis(
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name: string,
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min?: number,
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max?: number,
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align?: 'start' | 'end' | 'center'
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): RegionAxis
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### 区域操作函数
|
|||
|
|
|
|||
|
|
#### `applyAlign<TMeta>(region, parts)`
|
|||
|
|
|
|||
|
|
根据轴的 `align` 配置重新排列零件位置。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>): void
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### `shuffle<TMeta>(region, parts, rng)`
|
|||
|
|
|
|||
|
|
在区域内随机打乱零件位置。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG): void
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### `moveToRegion<TMeta>(part, sourceRegion, targetRegion, position?)`
|
|||
|
|
|
|||
|
|
将零件从一个区域移动到另一个区域。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function moveToRegion<TMeta>(
|
|||
|
|
part: Part<TMeta>,
|
|||
|
|
sourceRegion: Region | null,
|
|||
|
|
targetRegion: Region | null,
|
|||
|
|
position?: number[]
|
|||
|
|
): void
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 命令系统 (Command System)
|
|||
|
|
|
|||
|
|
### `Command`
|
|||
|
|
|
|||
|
|
解析后的命令对象。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
type Command = {
|
|||
|
|
name: string; // 命令名
|
|||
|
|
flags: Record<string, true>; // 标志(如 --verbose)
|
|||
|
|
options: Record<string, unknown>; // 选项(如 --player X)
|
|||
|
|
params: unknown[]; // 位置参数
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `CommandSchema`
|
|||
|
|
|
|||
|
|
命令模式定义,用于验证和解析。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
type CommandSchema = {
|
|||
|
|
name: string;
|
|||
|
|
params: CommandParamSchema[];
|
|||
|
|
options: Record<string, CommandOptionSchema>;
|
|||
|
|
flags: Record<string, CommandFlagSchema>;
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `CommandResult<T>`
|
|||
|
|
|
|||
|
|
命令执行结果(判别联合类型)。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
type CommandResult<T = unknown> =
|
|||
|
|
| { success: true; result: T }
|
|||
|
|
| { success: false; error: string }
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**使用示例:**
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
const result = await game.run('move piece1 piece2');
|
|||
|
|
|
|||
|
|
if (result.success) {
|
|||
|
|
console.log('命令执行成功', result.result);
|
|||
|
|
} else {
|
|||
|
|
console.error('命令执行失败', result.error);
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `CommandDef<TContext, TFunc>`
|
|||
|
|
|
|||
|
|
命令定义对象,用于 `registry.register()`。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
type CommandDef<TContext, TFunc extends CommandFunction<TContext>> = {
|
|||
|
|
schema: string | CommandSchema;
|
|||
|
|
run: TFunc;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
type CommandFunction<TContext> = (ctx: TContext, ...args: any[]) => Promise<unknown>;
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `CommandRegistry<TContext>`
|
|||
|
|
|
|||
|
|
命令注册表。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
class CommandRegistry<TContext> extends Map<string, CommandRunner<TContext>> {
|
|||
|
|
register<TFunc>(
|
|||
|
|
...args: [schema: CommandSchema | string, run: TFunc] | [CommandDef<TContext, TFunc>]
|
|||
|
|
): (ctx, ...args) => Promise<TResult>
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**注册命令的两种方式:**
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
// 方式 1:直接传入 schema 和函数
|
|||
|
|
registry.register('move <from> <to>', async function(ctx, from, to) {
|
|||
|
|
ctx.produce((state) => { /* 修改状态 */ });
|
|||
|
|
return { success: true, result: undefined };
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
// 方式 2:使用 CommandDef 对象
|
|||
|
|
registry.register({
|
|||
|
|
schema: 'move <from> <to>',
|
|||
|
|
run: async function(ctx, from, to) {
|
|||
|
|
ctx.produce((state) => { /* 修改状态 */ });
|
|||
|
|
return { success: true, result: undefined };
|
|||
|
|
}
|
|||
|
|
});
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `parseCommand(input, schema?)`
|
|||
|
|
|
|||
|
|
解析命令字符串为 `Command` 对象。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function parseCommand(input: string, schema?: CommandSchema): Command
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `parseCommandSchema(schemaStr, name?)`
|
|||
|
|
|
|||
|
|
从字符串模式解析命令模式。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function parseCommandSchema(schemaStr: string, name?: string): CommandSchema
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**Schema 语法:**
|
|||
|
|
- `<param>` - 必需参数
|
|||
|
|
- `[param]` - 可选参数
|
|||
|
|
- `[param:type]` - 带类型验证的参数(如 `[count:number]`)
|
|||
|
|
- `--option:value` - 必需选项
|
|||
|
|
- `[-o value]` - 可选选项
|
|||
|
|
- `[--flag]` - 可选标志
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 随机数生成器 (RNG)
|
|||
|
|
|
|||
|
|
### `ReadonlyRNG`
|
|||
|
|
|
|||
|
|
只读 RNG 接口(`IGameContext.rng` 返回此类型)。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
interface ReadonlyRNG {
|
|||
|
|
next(max?: number): number; // [0,1) 随机数,或 [0,max)
|
|||
|
|
nextInt(max: number): number; // [0,max) 随机整数
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `RNG`
|
|||
|
|
|
|||
|
|
可设置种子的 RNG 接口。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
interface RNG extends ReadonlyRNG {
|
|||
|
|
setSeed(seed: number): void;
|
|||
|
|
getSeed(): number;
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**使用示例:**
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
// 在 IGameContext 中使用
|
|||
|
|
const roll = game.rng.nextInt(6) + 1; // 1-6 的随机数
|
|||
|
|
|
|||
|
|
// 在区域操作中使用时
|
|||
|
|
shuffle(region, parts, rng); // 需要传入 RNG
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 可变信号 (MutableSignal)
|
|||
|
|
|
|||
|
|
### `MutableSignal<T>`
|
|||
|
|
|
|||
|
|
扩展自 Preact Signal 的可变信号类,支持 mutative-style 的 `produce` 方法。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
class MutableSignal<T> extends Signal<T> {
|
|||
|
|
produce(fn: (draft: T) => void): void;
|
|||
|
|
addInterruption(promise: Promise<void>): void; // 添加中断 Promise(用于动画等待)
|
|||
|
|
clearInterruptions(): void; // 清除所有中断
|
|||
|
|
produceAsync(fn: (draft: T) => void): Promise<void>; // 等待中断后更新状态
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `mutableSignal<T>(initial?, options?)`
|
|||
|
|
|
|||
|
|
创建可变信号。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function mutableSignal<T>(initial?: T, options?: SignalOptions<T>): MutableSignal<T>
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 游戏主机 (GameHost)
|
|||
|
|
|
|||
|
|
### `GameHost<TState, TResult>`
|
|||
|
|
|
|||
|
|
游戏会话的生命周期管理器。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
class GameHost<TState, TResult> {
|
|||
|
|
readonly state: ReadonlySignal<TState>; // 游戏状态(响应式)
|
|||
|
|
readonly status: ReadonlySignal<GameHostStatus>; // 运行状态
|
|||
|
|
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>; // 当前活动提示的模式
|
|||
|
|
readonly activePromptPlayer: ReadonlySignal<string | null>; // 当前等待输入的玩家
|
|||
|
|
readonly activePromptHint: ReadonlySignal<string | null>; // 当前提示文本
|
|||
|
|
|
|||
|
|
tryInput(input: string): string | null; // 尝试提交输入,返回错误信息或 null
|
|||
|
|
tryAnswerPrompt<TArgs>(def: PromptDef<TArgs>, ...args: TArgs): void; // 尝试回答提示
|
|||
|
|
addInterruption(promise: Promise<void>): void; // 注册中断 Promise(用于动画)
|
|||
|
|
clearInterruptions(): void; // 清除所有中断
|
|||
|
|
start(seed?: number): Promise<TResult>; // 启动游戏
|
|||
|
|
dispose(): void; // 销毁游戏
|
|||
|
|
on(event: 'start' | 'dispose', listener: () => void): () => void; // 注册事件监听
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `GameHostStatus`
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
type GameHostStatus = 'created' | 'running' | 'disposed';
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `createGameHost<TState>(gameModule)`
|
|||
|
|
|
|||
|
|
从游戏模块创建 `GameHost` 实例。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function createGameHost<TState extends Record<string, unknown>>(
|
|||
|
|
gameModule: GameModule<TState>
|
|||
|
|
): GameHost<TState>
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**使用示例:**
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
import { createGameHost } from '@/index';
|
|||
|
|
import { gameModule } from './my-game';
|
|||
|
|
|
|||
|
|
const host = createGameHost(gameModule);
|
|||
|
|
|
|||
|
|
// 启动游戏
|
|||
|
|
const result = await host.start(42); // 传入种子
|
|||
|
|
|
|||
|
|
// 提交玩家输入
|
|||
|
|
const error = host.tryInput('play X 0 0');
|
|||
|
|
if (error) {
|
|||
|
|
console.error('输入错误:', error);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 监听事件
|
|||
|
|
host.on('start', () => console.log('游戏开始'));
|
|||
|
|
host.on('dispose', () => console.log('游戏结束'));
|
|||
|
|
|
|||
|
|
// 销毁游戏
|
|||
|
|
host.dispose();
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## Preact Signals 重新导出
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
export * from '@preact/signals-core';
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
开发者可直接使用 `@preact/signals-core` 的所有导出,包括:
|
|||
|
|
- `Signal<T>` - 基础信号类
|
|||
|
|
- `ReadonlySignal<T>` - 只读信号类型
|
|||
|
|
- `signal<T>(value)` - 创建信号
|
|||
|
|
- `computed<T>(fn)` - 创建计算信号
|
|||
|
|
- `effect(fn)` - 创建副作用
|
|||
|
|
- `batch(fn)` - 批量更新
|
|||
|
|
- `untracked(fn)` - 非追踪读取
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 测试辅助函数
|
|||
|
|
|
|||
|
|
以下函数主要用于测试代码:
|
|||
|
|
|
|||
|
|
### `createGameContext(options)`
|
|||
|
|
|
|||
|
|
创建游戏上下文实例。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function createGameContext<TState>(options: {
|
|||
|
|
initialState: TState;
|
|||
|
|
registry?: CommandRegistry<IGameContext<TState>>;
|
|||
|
|
rng?: RNG;
|
|||
|
|
}): IGameContext<TState>
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**使用示例:**
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
import { createGameContext } from '@/core/game';
|
|||
|
|
import { createInitialState, registry } from './my-game';
|
|||
|
|
|
|||
|
|
const ctx = createGameContext({
|
|||
|
|
initialState: createInitialState(),
|
|||
|
|
registry,
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
// 执行命令
|
|||
|
|
await ctx.run('move piece1 piece2');
|
|||
|
|
|
|||
|
|
// 断言状态
|
|||
|
|
expect(ctx.value.score).toBe(10);
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `createTestContext()`
|
|||
|
|
|
|||
|
|
创建用于测试的游戏上下文(简化版)。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function createTestContext<TState>(initialState: TState): IGameContext<TState>
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
### `createTestRegion()`
|
|||
|
|
|
|||
|
|
创建用于测试的区域。
|
|||
|
|
|
|||
|
|
```typescript
|
|||
|
|
function createTestRegion(): Region
|
|||
|
|
```
|