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

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import { CombatGameContext, IRunContext } from "./types";
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import {
addEntityEffect,
addItemEffect,
getAliveEnemies,
onEntityPostureDamage,
onEntityEffectUpkeep,
onPlayerItemEffectUpkeep,
onItemDiscard,
onItemPlay,
payCardCost,
getCombatEntity,
getEffectTargets,
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} from "@/samples/slay-the-spire-like/system/combat/effects";
import { promptMainAction } from "@/samples/slay-the-spire-like/system/combat/prompts";
import { moveToRegion, shuffle } from "@/core/region";
import { createMiddlewareChain } from "@/utils/middleware";
import { EffectData } from "@/samples/slay-the-spire-like/system/types";
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type TriggerTypes = {
onCombatStart: {};
onTurnStart: { entityKey: "player" | string };
onTurnEnd: { entityKey: "player" | string };
onShuffle: {};
onCardPlayed: {
cardId: string;
targetId?: string;
sourceEntityKey?: "player" | string;
};
onCardDiscarded: { cardId: string; sourceEntityKey?: "player" | string };
onCardDrawn: { cardId: string; sourceEntityKey?: "player" | string };
onDraw: { count: number };
onEffectApplied: {
effect: EffectData;
entityKey: "player" | string;
stacks: number;
cardId?: string;
sourceEntityKey?: "player" | string;
targetId?: string;
};
onHpChange: { entityKey: "player" | string; amount: number };
onDamage: {
entityKey: "player" | string;
amount: number;
prevented?: number;
sourceEntityKey?: "player" | string;
};
onEnemyIntent: { enemyId: string; sourceEntityKey?: "player" | string };
onIntentUpdate: { enemyId: string };
};
export function createTriggers(run: IRunContext) {
const triggers = {
onCombatStart: createTrigger("onCombatStart"),
onTurnStart: createTrigger("onTurnStart", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const entity = getCombatEntity(draft, ctx.entityKey);
if (entity) onEntityEffectUpkeep(entity);
if (entity === draft.player) onPlayerItemEffectUpkeep(draft.player);
});
}),
onTurnEnd: createTrigger("onTurnEnd", async (ctx) => {
if (ctx.entityKey !== "player") return;
const { regions } = ctx.game.value.player.deck;
for (const cardId of Object.values(regions.hand.childIds)) {
await triggers.onCardDiscarded.execute(ctx.game, { cardId });
}
await ctx.game.produceAsync(
(draft) => (draft.player.energy = draft.player.maxEnergy),
);
await triggers.onDraw.execute(ctx.game, { count: 5 });
}),
onShuffle: createTrigger("onShuffle", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const { cards, regions } = draft.player.deck;
for (const cardId of Object.values(regions.discardPile.childIds))
moveToRegion(cards[cardId], regions.discardPile, regions.drawPile);
shuffle(regions.drawPile, cards, ctx.game.rng);
});
}),
onCardPlayed: createTrigger("onCardPlayed", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const { cards, regions } = draft.player.deck;
const card = cards[ctx.cardId];
payCardCost(
draft.player,
card.cardData.costType,
card.cardData.costCount,
card.itemId,
run,
);
moveToRegion(card, regions.hand, regions.discardPile);
onItemPlay(draft.player, card.itemId);
});
const { cards, regions } = ctx.game.value.player.deck;
const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player";
for (const { trigger, target, effects } of card.cardData.effects) {
if (trigger !== "onPlay") continue;
for (const [effect, stacks] of effects)
for (const entity of getEffectTargets(target, ctx.game, ctx.targetId))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityKey: source,
targetId: ctx.targetId,
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});
}
}),
onCardDiscarded: createTrigger("onCardDiscarded", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const { cards, regions } = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.hand, regions.discardPile);
onItemDiscard(draft.player, cards[ctx.cardId].itemId);
});
const { cards, regions } = ctx.game.value.player.deck;
const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player";
for (const { trigger, target, effects } of card.cardData.effects) {
if (trigger !== "onDiscard") continue;
for (const [effect, stacks] of effects)
for (const entity of getEffectTargets(target, ctx.game))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityKey: source,
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});
}
}),
onCardDrawn: createTrigger("onCardDrawn", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const { cards, regions } = draft.player.deck;
moveToRegion(cards[ctx.cardId], regions.drawPile, regions.hand);
});
const { cards, regions } = ctx.game.value.player.deck;
const card = cards[ctx.cardId];
const source = ctx.sourceEntityKey ?? "player";
for (const { trigger, target, effects } of card.cardData.effects) {
if (trigger !== "onDraw") continue;
for (const [effect, stacks] of effects)
for (const entity of getEffectTargets(target, ctx.game))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
cardId: ctx.cardId,
sourceEntityKey: source,
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});
}
}),
onDraw: createTrigger("onDraw", async (ctx) => {
let toDraw = ctx.count;
while (toDraw > 0) {
let inDraw =
ctx.game.value.player.deck.regions.drawPile.childIds.length;
if (inDraw <= 0) await triggers.onShuffle.execute(ctx.game, {});
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inDraw = ctx.game.value.player.deck.regions.drawPile.childIds.length;
if (inDraw <= 0) break;
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const children = ctx.game.value.player.deck.regions.drawPile.childIds;
const cardId = children[children.length - 1];
await triggers.onCardDrawn.execute(ctx.game, { cardId });
toDraw--;
}
}),
onEffectApplied: createTrigger("onEffectApplied", async (ctx) => {
if (ctx.effect.lifecycle === "instant") return;
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if (ctx.effect.lifecycle.startsWith("item")) {
if (ctx.cardId) {
const card = ctx.game.value.player.deck.cards[ctx.cardId];
const nearby = run.getNeighborItems(card.itemId);
for (const itemId of nearby) {
await ctx.game.produceAsync((draft) => {
addItemEffect(draft.player, itemId, ctx.effect, ctx.stacks);
});
}
}
return;
}
await ctx.game.produceAsync((draft) => {
const entity =
ctx.entityKey === "player"
? draft.player
: draft.enemies.find((e) => e.id === ctx.entityKey);
if (entity) addEntityEffect(entity, ctx.effect, ctx.stacks);
});
}),
onHpChange: createTrigger("onHpChange", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const entity =
ctx.entityKey === "player"
? draft.player
: draft.enemies.find((e) => e.id === ctx.entityKey);
if (!entity) return;
entity.hp += ctx.amount;
entity.isAlive = entity.hp > 0;
draft.result = !draft.player.isAlive
? "defeat"
: draft.enemies.every((e) => !e.isAlive)
? "victory"
: null;
});
if (ctx.game.value.result) throw ctx.game.value;
}),
onDamage: createTrigger("onDamage", async (ctx) => {
const entity =
ctx.entityKey === "player"
? ctx.game.value.player
: ctx.game.value.enemies.find((e) => e.id === ctx.entityKey);
if (!entity || !entity.isAlive) return;
const dealt = Math.min(
Math.max(0, entity.hp),
ctx.amount - (ctx.prevented || 0),
);
await ctx.game.produceAsync((draft) => {
onEntityPostureDamage(entity, dealt);
});
await triggers.onHpChange.execute(ctx.game, {
entityKey: ctx.entityKey,
amount: -dealt,
});
}),
onEnemyIntent: createTrigger("onEnemyIntent", async (ctx) => {
const enemy = ctx.game.value.enemies.find((e) => e.id === ctx.enemyId);
if (!enemy || !enemy.isAlive) return;
const intent = enemy.currentIntent;
if (!intent) return;
const source = ctx.sourceEntityKey ?? enemy.id;
for (const [target, effect, stacks] of intent.effects) {
for (const entity of getEffectTargets(target, ctx.game))
await triggers.onEffectApplied.execute(ctx.game, {
effect,
entityKey: entity.id,
stacks,
sourceEntityKey: source,
});
}
}),
onIntentUpdate: createTrigger("onIntentUpdate", async (ctx) => {
await ctx.game.produceAsync((draft) => {
const enemy = draft.enemies.find((e) => e.id === ctx.enemyId);
if (!enemy) return;
const intent = enemy.currentIntent;
if (!intent) return;
const nextIntents = intent.nextIntents;
if (nextIntents.length > 0) {
const nextIndex = ctx.game.rng.nextInt(nextIntents.length);
enemy.currentIntent = nextIntents[nextIndex];
}
});
}),
};
return triggers;
}
export type Triggers = ReturnType<typeof createTriggers>;
export function createStartWith(
build: (triggers: Triggers, run: IRunContext) => void,
run: IRunContext,
) {
const triggers = createTriggers(run);
build(triggers, run);
return async function (game: CombatGameContext) {
await triggers.onCombatStart.execute(game, {});
try {
while (true) {
await triggers.onTurnStart.execute(game, { entityKey: "player" });
while (true) {
const action = await promptMainAction(game, run);
if (action.action === "end-turn") break;
if (action.action === "play") {
await triggers.onCardPlayed.execute(game, action);
}
}
await triggers.onTurnEnd.execute(game, { entityKey: "player" });
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for (const enemy of getAliveEnemies(game.value)) {
await triggers.onTurnStart.execute(game, { entityKey: enemy.id });
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}
for (const enemy of getAliveEnemies(game.value)) {
await triggers.onEnemyIntent.execute(game, { enemyId: enemy.id });
await triggers.onIntentUpdate.execute(game, { enemyId: enemy.id });
}
for (const enemy of getAliveEnemies(game.value)) {
await triggers.onTurnEnd.execute(game, { entityKey: enemy.id });
}
}
} catch (e) {
if (e === game.value) return game.value.result;
throw e;
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}
};
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}
type TriggerContext<TKey extends keyof TriggerTypes> = TriggerTypes[TKey] & {
event: TKey;
game: CombatGameContext;
};
function createTrigger<TKey extends keyof TriggerTypes>(
event: TKey,
fallback?: (ctx: TriggerContext<TKey>) => Promise<void>,
) {
const { use, execute } = createMiddlewareChain<TriggerContext<TKey>, void>(
fallback,
);
return {
use,
execute: async (game: CombatGameContext, ctx: TriggerTypes[TKey]) => {
const param = { ...ctx, game, event };
await execute(param);
return param;
},
};
}