feat: regicide full
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@ -0,0 +1,8 @@
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type PartsTable = readonly {
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readonly type: string;
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readonly player: string;
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readonly count: number;
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}[];
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declare const data: PartsTable;
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export default data;
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@ -1,14 +1,20 @@
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import {createGameCommandRegistry} from "@/core/game";
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import {IGameContext} from "@/core/game";
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import {RegicideState} from "@/samples/regicide/state";
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import {RegicideState} from "@/samples/regicide/state";
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import {createGameCommandRegistry} from "@/core/game";
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import {PlayerType, RegicideCard} from "@/samples/regicide/types";
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import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
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import {isEnemyDefeated} from "@/samples/regicide/utils";
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export type RegicideGame = IGameContext<RegicideState>;
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export const registry = createGameCommandRegistry<RegicideState>();
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export const registry = createGameCommandRegistry<RegicideState>();
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/**
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/**
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* 打出一张牌
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* 打出一张牌(对当前敌人造成伤害)
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*/
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*/
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const playCmd = registry.register({
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const playCmd = registry.register({
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schema: 'play <player:string> <cardId:string>',
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schema: 'play <player:string> <cardId:string>',
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run: async (game, player, cardId) => {
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run: async (game: RegicideGame, player: string, cardId: string) => {
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const state = game.value;
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const state = game.value;
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const card = state.cards[cardId];
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const card = state.cards[cardId];
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@ -17,7 +23,8 @@ const playCmd = registry.register({
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}
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}
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// 检查卡牌是否在玩家手牌中
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// 检查卡牌是否在玩家手牌中
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const playerHand = state.playerHands[player as keyof typeof state.playerHands];
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const playerKey = player as PlayerType;
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const playerHand = state.playerHands[playerKey];
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if (!playerHand || !playerHand.includes(cardId)) {
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if (!playerHand || !playerHand.includes(cardId)) {
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return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
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return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
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}
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}
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@ -29,20 +36,31 @@ const playCmd = registry.register({
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// 计算伤害(基础伤害为卡牌面值)
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// 计算伤害(基础伤害为卡牌面值)
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let damage = card.value;
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let damage = card.value;
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let attackReduction = 0;
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// TODO: 花色能力 - 梅花双倍伤害
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// 梅花双倍伤害
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// if (card.suit === 'clubs') {
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if (card.suit === 'clubs') {
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// damage *= 2;
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damage *= 2;
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// }
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}
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// TODO: A牌配合机制 - 如果card.rank === 'A',可以额外打出一张牌
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// 黑桃降低敌人攻击力
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if (card.suit === 'spades') {
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attackReduction = card.value;
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}
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const enemyHpBefore = state.currentEnemy.hp;
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await game.produce(state => {
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// 对敌人造成伤害
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// 对敌人造成伤害
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game.produce(state => {
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state.currentEnemy!.hp -= damage;
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state.currentEnemy!.hp -= damage;
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// 记录黑桃的攻击力降低
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if (attackReduction > 0) {
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state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
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}
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// 从手牌移除卡牌
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// 从手牌移除卡牌
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const hand = state.playerHands[player as keyof typeof state.playerHands];
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const hand = state.playerHands[playerKey];
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const cardIndex = hand.indexOf(cardId);
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const cardIndex = hand.indexOf(cardId);
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if (cardIndex !== -1) {
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if (cardIndex !== -1) {
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hand.splice(cardIndex, 1);
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hand.splice(cardIndex, 1);
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@ -51,11 +69,126 @@ const playCmd = registry.register({
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// 将卡牌移到弃牌堆
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// 将卡牌移到弃牌堆
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state.cards[cardId].regionId = 'discardPile';
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state.cards[cardId].regionId = 'discardPile';
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// TODO: 触发花色能力
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// 红心能力:将弃牌堆洗回酒馆牌堆
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// TODO: 检查敌人是否被击败
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if (card.suit === 'hearts') {
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const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
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if (discardIds.length > 0) {
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// 将弃牌堆(除当前敌人外)移回酒馆牌堆
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for (const discardId of discardIds) {
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state.cards[discardId].regionId = 'tavernDeck';
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}
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state.regions.tavernDeck.childIds.push(...discardIds);
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state.regions.discardPile.childIds = [state.currentEnemy!.id];
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}
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}
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// 方块能力:从酒馆牌堆抓牌
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if (card.suit === 'diamonds') {
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const tavernDeckCount = state.regions.tavernDeck.childIds.length;
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if (tavernDeckCount > 0) {
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const drawCardId = state.regions.tavernDeck.childIds.shift()!;
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state.cards[drawCardId].regionId = `hand_${player}`;
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hand.push(drawCardId);
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}
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}
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});
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});
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return {success: true, result: {damage, enemyHp: state.currentEnemy.hp}};
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// 检查敌人是否被击败
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const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
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return {
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success: true,
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result: {
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damage,
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attackReduction,
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enemyHpBefore,
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enemyHpAfter: game.value.currentEnemy!.hp,
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enemyDefeated,
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suitAbility: card.suit
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}
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};
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}
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});
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/**
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* 打出A配合另一张牌
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*/
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const playWithACmd = registry.register({
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schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
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run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
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const state = game.value;
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const aceCard = state.cards[aceCardId];
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const otherCard = state.cards[otherCardId];
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if (!aceCard || !otherCard) {
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return {success: false, error: '卡牌不存在'};
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}
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// 检查是否是A牌
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if (aceCard.rank !== 'A') {
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return {success: false, error: `第一张牌必须是A`};
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}
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const playerKey = player as PlayerType;
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const playerHand = state.playerHands[playerKey];
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// 检查两张牌都在手牌中
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if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
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return {success: false, error: '卡牌不在手牌中'};
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}
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if (!state.currentEnemy) {
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return {success: false, error: '没有活跃的敌人'};
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}
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// 计算两张牌的总伤害
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let totalDamage = aceCard.value + otherCard.value;
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// 如果另一张牌是梅花,双倍伤害
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if (otherCard.suit === 'clubs') {
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totalDamage *= 2;
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}
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let attackReduction = 0;
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if (aceCard.suit === 'spades') {
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attackReduction += aceCard.value;
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}
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if (otherCard.suit === 'spades') {
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attackReduction += otherCard.value;
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}
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await game.produce(state => {
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// 对敌人造成伤害
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state.currentEnemy!.hp -= totalDamage;
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// 记录黑桃的攻击力降低
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if (attackReduction > 0) {
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state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
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}
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// 从手牌移除两张牌
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const hand = state.playerHands[playerKey];
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const aceIndex = hand.indexOf(aceCardId);
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const otherIndex = hand.indexOf(otherCardId);
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if (aceIndex !== -1) hand.splice(aceIndex, 1);
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if (otherIndex !== -1) hand.splice(otherIndex, 1);
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// 将卡牌移到弃牌堆
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state.cards[aceCardId].regionId = 'discardPile';
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state.cards[otherCardId].regionId = 'discardPile';
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});
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const enemyDefeated = isEnemyDefeated(state.currentEnemy);
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return {
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success: true,
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result: {
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damage: totalDamage,
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attackReduction,
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enemyHp: state.currentEnemy!.hp,
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enemyDefeated
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}
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};
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}
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}
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});
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});
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@ -64,44 +197,225 @@ const playCmd = registry.register({
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*/
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*/
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const passCmd = registry.register({
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const passCmd = registry.register({
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schema: 'pass <player:string>',
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schema: 'pass <player:string>',
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run: async (game, player) => {
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run: async (game: RegicideGame, player: string) => {
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const state = game.value;
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// 即使让过,也会受到敌人反击(在回合结束时处理)
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// 即使让过,也会受到敌人反击
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// TODO: 实现反击逻辑
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return {success: true, result: {message: `${player} 让过`}};
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return {success: true, result: {message: `${player} 让过`}};
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}
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}
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});
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});
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/**
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/**
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* 检查敌人是否被击败
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* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
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*/
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*/
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const checkEnemyDefeatedCmd = registry.register({
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const enemyCounterattackCmd = registry.register({
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schema: 'check-enemy-defeated',
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schema: 'counterattack <player:string> <discardCards:string[]>',
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run: async (game) => {
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run: async (game: RegicideGame, player: string, discardCards: string[]) => {
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const state = game.value;
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const state = game.value;
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if (!state.currentEnemy) {
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if (!state.currentEnemy) {
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return {success: false, error: '没有活跃的敌人'};
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return {success: false, error: '没有活跃的敌人'};
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}
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}
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const isDefeated = state.currentEnemy.hp <= 0;
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const playerKey = player as PlayerType;
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const playerHand = state.playerHands[playerKey];
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if (isDefeated) {
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// 检查要弃的牌都在手牌中
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// 敌人被击败,移到弃牌堆
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for (const cardId of discardCards) {
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game.produce(state => {
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if (!playerHand.includes(cardId)) {
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// TODO: 将当前敌人移到弃牌堆
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return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
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// TODO: 翻开下一个敌人
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}
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}
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// 计算弃牌的点数和
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let totalValue = 0;
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for (const cardId of discardCards) {
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const card = state.cards[cardId];
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if (card) {
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totalValue += card.value;
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}
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}
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const enemyAttack = state.currentEnemy.value;
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// 检查点数和是否 >= 敌人攻击力
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if (totalValue < enemyAttack) {
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return {
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success: false,
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error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
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};
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}
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// 执行弃牌
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await game.produce(state => {
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const hand = state.playerHands[playerKey];
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for (const cardId of discardCards) {
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const index = hand.indexOf(cardId);
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if (index !== -1) {
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hand.splice(index, 1);
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}
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state.cards[cardId].regionId = 'discardPile';
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}
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});
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return {
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success: true,
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result: {
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discardedCards: discardCards,
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totalValue,
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enemyAttack
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}
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};
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}
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});
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/**
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* 检查敌人是否被击败,如果击败则翻开下一个敌人
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*/
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const checkEnemyDefeatedCmd = registry.register({
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schema: 'check-enemy',
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run: async (game: RegicideGame) => {
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const state = game.value;
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if (!state.currentEnemy) {
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return {success: false, error: '没有活跃的敌人'};
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}
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const defeated = state.currentEnemy.hp <= 0;
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if (defeated) {
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const defeatedEnemy = {...state.currentEnemy};
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await game.produce(state => {
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// 将当前敌人移到弃牌堆
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state.regions.discardPile.childIds.push(state.currentEnemy!.id);
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// 翻开下一个敌人
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if (state.enemyDeck.length > 0) {
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const nextEnemy = state.enemyDeck.shift()!;
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state.currentEnemy = nextEnemy;
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} else {
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// 没有更多敌人了
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state.currentEnemy = null;
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}
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});
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// 检查是否胜利(没有更多敌人)
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if (!game.value.currentEnemy) {
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await game.produce(state => {
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state.phase = 'victory';
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state.winner = true;
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});
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});
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}
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}
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return {success: true, result: {isDefeated, enemy: state.currentEnemy}};
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return {
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success: true,
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result: {
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defeated: true,
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defeatedEnemy,
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nextEnemy: game.value.currentEnemy,
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enemiesRemaining: game.value.enemyDeck.length
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}
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};
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}
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return {
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success: true,
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result: {
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defeated: false,
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currentEnemy: {...state.currentEnemy},
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enemiesRemaining: state.enemyDeck.length
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}
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};
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}
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});
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/**
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* 检查玩家是否有可出的牌
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*/
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const checkCanPlayCmd = registry.register({
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||||||
|
schema: 'check-can-play <player:string>',
|
||||||
|
run: async (game: RegicideGame, player: string) => {
|
||||||
|
const state = game.value;
|
||||||
|
const playerKey = player as PlayerType;
|
||||||
|
const playerHand = state.playerHands[playerKey];
|
||||||
|
|
||||||
|
const canPlay = playerHand.length > 0;
|
||||||
|
const canPlayWithA = playerHand.some(cardId => {
|
||||||
|
const card = state.cards[cardId];
|
||||||
|
return card && card.rank === 'A' && playerHand.length > 1;
|
||||||
|
});
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
canPlay,
|
||||||
|
canPlayWithA,
|
||||||
|
handSize: playerHand.length
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 检查酒馆牌堆是否为空
|
||||||
|
*/
|
||||||
|
const checkTavernDeckCmd = registry.register({
|
||||||
|
schema: 'check-tavern-deck',
|
||||||
|
run: async (game: RegicideGame) => {
|
||||||
|
const state = game.value;
|
||||||
|
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
|
||||||
|
|
||||||
|
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
|
||||||
|
if (isEmpty) {
|
||||||
|
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
|
||||||
|
if (allHandsEmpty) {
|
||||||
|
await game.produce(state => {
|
||||||
|
state.phase = 'defeat';
|
||||||
|
state.winner = false;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
isEmpty,
|
||||||
|
cardsRemaining: state.regions.tavernDeck.childIds.length
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 下一个玩家回合
|
||||||
|
*/
|
||||||
|
const nextTurnCmd = registry.register({
|
||||||
|
schema: 'next-turn',
|
||||||
|
run: async (game: RegicideGame) => {
|
||||||
|
const state = game.value;
|
||||||
|
await game.produce(state => {
|
||||||
|
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
|
||||||
|
});
|
||||||
|
|
||||||
|
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
|
||||||
|
const currentPlayer = players[game.value.currentPlayerIndex];
|
||||||
|
|
||||||
|
return {
|
||||||
|
success: true,
|
||||||
|
result: {
|
||||||
|
currentPlayer,
|
||||||
|
currentPlayerIndex: game.value.currentPlayerIndex
|
||||||
|
}
|
||||||
|
};
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
export {
|
export {
|
||||||
playCmd as play,
|
playCmd as play,
|
||||||
|
playWithACmd as playWithA,
|
||||||
passCmd as pass,
|
passCmd as pass,
|
||||||
checkEnemyDefeatedCmd as checkEnemyDefeated,
|
enemyCounterattackCmd as enemyCounterattack,
|
||||||
|
checkEnemyDefeatedCmd as checkEnemy,
|
||||||
|
checkCanPlayCmd as checkCanPlay,
|
||||||
|
checkTavernDeckCmd as checkTavernDeck,
|
||||||
|
nextTurnCmd as nextTurn,
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,239 @@
|
||||||
|
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
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
@ -34,10 +34,25 @@ export {prompts} from './prompts';
|
||||||
export {
|
export {
|
||||||
registry,
|
registry,
|
||||||
play as playCmd,
|
play as playCmd,
|
||||||
|
playWithA as playWithACmd,
|
||||||
pass as passCmd,
|
pass as passCmd,
|
||||||
checkEnemyDefeated as checkEnemyDefeatedCmd
|
enemyCounterattack as enemyCounterattackCmd,
|
||||||
|
checkEnemy as checkEnemyCmd,
|
||||||
|
checkCanPlay as checkCanPlayCmd,
|
||||||
|
checkTavernDeck as checkTavernDeckCmd,
|
||||||
|
nextTurn as nextTurnCmd,
|
||||||
} from './commands';
|
} from './commands';
|
||||||
|
|
||||||
|
// Game
|
||||||
|
export {
|
||||||
|
setupGame,
|
||||||
|
start,
|
||||||
|
playTurn,
|
||||||
|
handleCounterattack,
|
||||||
|
getGameStatus,
|
||||||
|
type RegicideGame
|
||||||
|
} from './game';
|
||||||
|
|
||||||
// Utils
|
// Utils
|
||||||
export {
|
export {
|
||||||
getCardValue,
|
getCardValue,
|
||||||
|
|
|
||||||
|
|
@ -1,17 +1,20 @@
|
||||||
import {createPromptDef} from "@/core/game";
|
import {createPromptDef} from "@/core/game";
|
||||||
import {PlayerType} from "@/samples/regicide/types";
|
|
||||||
|
|
||||||
export const prompts = {
|
export const prompts = {
|
||||||
playCard: createPromptDef<[PlayerType, string]>(
|
playCard: createPromptDef<[string, string]>(
|
||||||
'play <player:string> <cardId:string>',
|
'play <player:string> <cardId:string>',
|
||||||
'选择要打出的卡牌'
|
'选择要打出的卡牌'
|
||||||
),
|
),
|
||||||
pass: createPromptDef<[PlayerType]>(
|
playWithA: createPromptDef<[string, string, string]>(
|
||||||
|
'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
|
||||||
|
'打出A配合另一张牌'
|
||||||
|
),
|
||||||
|
pass: createPromptDef<[string]>(
|
||||||
'pass <player:string>',
|
'pass <player:string>',
|
||||||
'让过不出牌'
|
'让过不出牌'
|
||||||
),
|
),
|
||||||
discard: createPromptDef<[PlayerType, string[]]>(
|
discard: createPromptDef<[string, string[]]>(
|
||||||
'discard <player:string> <cardIds:string[]>',
|
'counterattack <player:string> <discardCards:string[]>',
|
||||||
'选择要弃掉的卡牌'
|
'选择要弃掉的卡牌以应对敌人反击'
|
||||||
),
|
),
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,353 @@
|
||||||
|
import {createGameContext} from '@/core/game';
|
||||||
|
import {registry} from '@/samples/regicide/commands';
|
||||||
|
import {createInitialState} from '@/samples/regicide/state';
|
||||||
|
import {
|
||||||
|
buildEnemyDeck,
|
||||||
|
buildTavernDeck,
|
||||||
|
createAllCards,
|
||||||
|
createCard,
|
||||||
|
createEnemy,
|
||||||
|
getCardValue,
|
||||||
|
isEnemyDefeated
|
||||||
|
} from '@/samples/regicide/utils';
|
||||||
|
import {Mulberry32RNG} from '@/utils/rng';
|
||||||
|
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
|
||||||
|
import {PlayerType} from '@/samples/regicide/types';
|
||||||
|
|
||||||
|
describe('Regicide - Utils', () => {
|
||||||
|
describe('getCardValue', () => {
|
||||||
|
it('should return correct value for number cards', () => {
|
||||||
|
expect(getCardValue('A')).toBe(1);
|
||||||
|
expect(getCardValue('5')).toBe(5);
|
||||||
|
expect(getCardValue('10')).toBe(10);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should return correct value for face cards', () => {
|
||||||
|
expect(getCardValue('J')).toBe(10);
|
||||||
|
expect(getCardValue('Q')).toBe(15);
|
||||||
|
expect(getCardValue('K')).toBe(20);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('createCard', () => {
|
||||||
|
it('should create a card with correct properties', () => {
|
||||||
|
const card = createCard('spades_A', 'spades', 'A');
|
||||||
|
expect(card.id).toBe('spades_A');
|
||||||
|
expect(card.suit).toBe('spades');
|
||||||
|
expect(card.rank).toBe('A');
|
||||||
|
expect(card.value).toBe(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('createEnemy', () => {
|
||||||
|
it('should create an enemy with correct HP', () => {
|
||||||
|
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||||
|
expect(enemy.rank).toBe('J');
|
||||||
|
expect(enemy.value).toBe(10);
|
||||||
|
expect(enemy.hp).toBe(20);
|
||||||
|
expect(enemy.maxHp).toBe(20);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should create enemy with different values for different ranks', () => {
|
||||||
|
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
|
||||||
|
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
|
||||||
|
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
|
||||||
|
|
||||||
|
expect(jEnemy.value).toBe(10);
|
||||||
|
expect(qEnemy.value).toBe(15);
|
||||||
|
expect(kEnemy.value).toBe(20);
|
||||||
|
|
||||||
|
expect(jEnemy.hp).toBe(20);
|
||||||
|
expect(qEnemy.hp).toBe(30);
|
||||||
|
expect(kEnemy.hp).toBe(40);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('createAllCards', () => {
|
||||||
|
it('should create 52 cards', () => {
|
||||||
|
const cards = createAllCards();
|
||||||
|
expect(Object.keys(cards).length).toBe(52);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should have all suits and ranks', () => {
|
||||||
|
const cards = createAllCards();
|
||||||
|
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
|
||||||
|
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
||||||
|
|
||||||
|
for (const suit of suits) {
|
||||||
|
for (const rank of ranks) {
|
||||||
|
const id = `${suit}_${rank}`;
|
||||||
|
expect(cards[id]).toBeDefined();
|
||||||
|
expect(cards[id].suit).toBe(suit);
|
||||||
|
expect(cards[id].rank).toBe(rank);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('buildEnemyDeck', () => {
|
||||||
|
it('should create 12 enemies (J/Q/K)', () => {
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const deck = buildEnemyDeck(rng);
|
||||||
|
expect(deck.length).toBe(12);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should have J at top, Q in middle, K at bottom', () => {
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const deck = buildEnemyDeck(rng);
|
||||||
|
|
||||||
|
for (let i = 0; i < 4; i++) {
|
||||||
|
expect(deck[i].rank).toBe('J');
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let i = 4; i < 8; i++) {
|
||||||
|
expect(deck[i].rank).toBe('Q');
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let i = 8; i < 12; i++) {
|
||||||
|
expect(deck[i].rank).toBe('K');
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('buildTavernDeck', () => {
|
||||||
|
it('should create 40 cards (A-10)', () => {
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const deck = buildTavernDeck(rng);
|
||||||
|
expect(deck.length).toBe(40);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should not contain face cards', () => {
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const deck = buildTavernDeck(rng);
|
||||||
|
|
||||||
|
for (const card of deck) {
|
||||||
|
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('isEnemyDefeated', () => {
|
||||||
|
it('should return true when enemy HP <= 0', () => {
|
||||||
|
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||||
|
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||||
|
|
||||||
|
enemy.hp = 0;
|
||||||
|
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||||
|
|
||||||
|
enemy.hp = -5;
|
||||||
|
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should return false for null enemy', () => {
|
||||||
|
expect(isEnemyDefeated(null)).toBe(false);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('Regicide - Commands', () => {
|
||||||
|
function createTestContext() {
|
||||||
|
const initialState = createInitialState();
|
||||||
|
return createGameContext(registry, initialState);
|
||||||
|
}
|
||||||
|
|
||||||
|
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||||
|
const cards = createAllCards();
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const enemyDeck = buildEnemyDeck(rng);
|
||||||
|
const tavernDeck = buildTavernDeck(rng);
|
||||||
|
|
||||||
|
game.produce(state => {
|
||||||
|
state.cards = cards;
|
||||||
|
state.playerCount = 2;
|
||||||
|
state.currentPlayerIndex = 0;
|
||||||
|
state.enemyDeck = [...enemyDeck];
|
||||||
|
state.currentEnemy = {...enemyDeck[0]};
|
||||||
|
|
||||||
|
for (const card of tavernDeck) {
|
||||||
|
state.regions.tavernDeck.childIds.push(card.id);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let i = 0; i < 6; i++) {
|
||||||
|
const card1 = tavernDeck[i];
|
||||||
|
const card2 = tavernDeck[i + 6];
|
||||||
|
card1.regionId = 'hand_player1';
|
||||||
|
card2.regionId = 'hand_player2';
|
||||||
|
state.playerHands.player1.push(card1.id);
|
||||||
|
state.playerHands.player2.push(card2.id);
|
||||||
|
state.regions.hand_player1.childIds.push(card1.id);
|
||||||
|
state.regions.hand_player2.childIds.push(card2.id);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
describe('play command', () => {
|
||||||
|
it('should deal damage to current enemy', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||||
|
const cardId = game.value.playerHands.player1[0];
|
||||||
|
const card = game.value.cards[cardId];
|
||||||
|
|
||||||
|
const result = await game.run(`play player1 ${cardId}`);
|
||||||
|
|
||||||
|
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should double damage for clubs suit', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
game.produce(state => {
|
||||||
|
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
|
||||||
|
state.playerHands.player1.push('clubs_5');
|
||||||
|
state.regions.hand_player1.childIds.push('clubs_5');
|
||||||
|
});
|
||||||
|
|
||||||
|
const clubsCardId = 'clubs_5';
|
||||||
|
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||||
|
const card = game.value.cards[clubsCardId];
|
||||||
|
|
||||||
|
await game.run(`play player1 ${clubsCardId}`);
|
||||||
|
|
||||||
|
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('pass command', () => {
|
||||||
|
it('should allow player to pass', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
const result = await game.run('pass player1');
|
||||||
|
|
||||||
|
expect(result.success).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('check-enemy command', () => {
|
||||||
|
it('should detect defeated enemy and reveal next', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
const firstEnemy = game.value.currentEnemy!;
|
||||||
|
game.produce(state => {
|
||||||
|
state.currentEnemy!.hp = 0;
|
||||||
|
});
|
||||||
|
|
||||||
|
await game.run('check-enemy');
|
||||||
|
|
||||||
|
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||||
|
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should not defeat enemy if HP > 0', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
const currentEnemyId = game.value.currentEnemy!.id;
|
||||||
|
|
||||||
|
await game.run('check-enemy');
|
||||||
|
|
||||||
|
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('next-turn command', () => {
|
||||||
|
it('should switch to next player', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
expect(game.value.currentPlayerIndex).toBe(0);
|
||||||
|
|
||||||
|
await game.run('next-turn');
|
||||||
|
|
||||||
|
expect(game.value.currentPlayerIndex).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should wrap around to first player', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
setupTestGame(game);
|
||||||
|
|
||||||
|
game.produce(state => {
|
||||||
|
state.currentPlayerIndex = 1;
|
||||||
|
});
|
||||||
|
|
||||||
|
await game.run('next-turn');
|
||||||
|
|
||||||
|
expect(game.value.currentPlayerIndex).toBe(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('Regicide - Game Flow', () => {
|
||||||
|
function createTestContext() {
|
||||||
|
const initialState = createInitialState();
|
||||||
|
return createGameContext(registry, initialState);
|
||||||
|
}
|
||||||
|
|
||||||
|
it('should complete a full turn cycle', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
|
||||||
|
const cards = createAllCards();
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const enemyDeck = buildEnemyDeck(rng);
|
||||||
|
const tavernDeck = buildTavernDeck(rng);
|
||||||
|
|
||||||
|
game.produce(state => {
|
||||||
|
state.cards = cards;
|
||||||
|
state.playerCount = 1;
|
||||||
|
state.currentPlayerIndex = 0;
|
||||||
|
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||||
|
state.currentEnemy = {...enemyDeck[0]};
|
||||||
|
|
||||||
|
for (const card of tavernDeck) {
|
||||||
|
state.regions.tavernDeck.childIds.push(card.id);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let i = 0; i < 6; i++) {
|
||||||
|
const card = tavernDeck[i];
|
||||||
|
card.regionId = 'hand_player1';
|
||||||
|
state.playerHands.player1.push(card.id);
|
||||||
|
state.regions.hand_player1.childIds.push(card.id);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
const cardId = game.value.playerHands.player1[0];
|
||||||
|
const card = game.value.cards[cardId];
|
||||||
|
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||||
|
|
||||||
|
await game.run(`play player1 ${cardId}`);
|
||||||
|
|
||||||
|
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should win game when all enemies defeated', async () => {
|
||||||
|
const game = createTestContext();
|
||||||
|
|
||||||
|
const cards = createAllCards();
|
||||||
|
const rng = new Mulberry32RNG(12345);
|
||||||
|
const tavernDeck = buildTavernDeck(rng);
|
||||||
|
|
||||||
|
game.produce(state => {
|
||||||
|
state.cards = cards;
|
||||||
|
state.playerCount = 1;
|
||||||
|
state.currentPlayerIndex = 0;
|
||||||
|
state.enemyDeck = [];
|
||||||
|
state.currentEnemy = null;
|
||||||
|
|
||||||
|
for (const card of tavernDeck) {
|
||||||
|
state.regions.tavernDeck.childIds.push(card.id);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
game.produce(state => {
|
||||||
|
state.phase = 'victory';
|
||||||
|
state.winner = true;
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(game.value.phase).toBe('victory');
|
||||||
|
expect(game.value.winner).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
Loading…
Reference in New Issue