refactor: bunch of reorg updates
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@ -0,0 +1,2 @@
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# 《背包爬塔》肉鸽
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@ -1,6 +1,6 @@
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import type { EffectDesert } from "../data/effectDesert.csv";
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import type { StatusCardDesert } from "../data/statusCardDesert.csv";
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import { effectDesertData, statusCardDesertData } from "../data";
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import type { CardDesert } from "../data/cardDesert.csv";
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import { effectDesertData, cardDesertData } from "../data";
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import { createStatusCard } from "../deck/factory";
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import type { PlayerDeck, GameCard } from "../deck/types";
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import type {
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@ -321,7 +321,7 @@ function resolveInstantEffect(
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}
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function addStatusCardToDiscard(state: CombatState, effectId: string, count: number): void {
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const cardDef = statusCardDesertData.find(c => c.id === effectId);
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const cardDef = cardDesertData.find(c => c.id === effectId);
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if (!cardDef) return;
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for (let i = 0; i < count; i++) {
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@ -333,7 +333,7 @@ function addStatusCardToDiscard(state: CombatState, effectId: string, count: num
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}
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function addStatusCardToDrawPile(state: CombatState, effectId: string, count: number): void {
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const cardDef = statusCardDesertData.find(c => c.id === effectId);
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const cardDef = cardDesertData.find(c => c.id === effectId);
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if (!cardDef) return;
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for (let i = 0; i < count; i++) {
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@ -345,7 +345,7 @@ function addStatusCardToDrawPile(state: CombatState, effectId: string, count: nu
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}
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function addStatusCardToHand(state: CombatState, effectId: string, count: number): void {
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const cardDef = statusCardDesertData.find(c => c.id === effectId);
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const cardDef = cardDesertData.find(c => c.id === effectId);
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if (!cardDef) return;
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for (let i = 0; i < count; i++) {
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@ -411,7 +411,7 @@ export function resolveCardEffects(
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const sourceKey: "player" | string = "player";
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const effects = card.itemData.effects as unknown as CombatEffectEntry[];
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const effects = card.itemData.onPlay as unknown as CombatEffectEntry[];
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for (const entry of effects) {
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const [target, effect, stacks] = entry;
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@ -30,6 +30,7 @@ export async function runCombat(
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): Promise<CombatResult> {
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const triggerRegistry = createCombatTriggerRegistry();
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// TODO prefer await game.produceAsync over game.produce since produceAsync can await ui animations
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game.produce(state => {
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state.phase = "playerTurn";
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state.player.energy = state.player.maxEnergy;
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@ -93,6 +94,7 @@ async function runPlayerTurn(
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state.player.damagedThisTurn = false;
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state.player.cardsDiscardedThisTurn = 0;
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// TODO avoid hardcoding here, prefer handling these in either the onTurnStart trigger or the onBuffUpdate trigger
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if (state.player.buffs["energyNext"]) {
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state.player.energy += state.player.buffs["energyNext"];
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}
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@ -150,6 +152,7 @@ async function runPlayerTurn(
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break;
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}
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// TODO end is an alternative action to be taken by the player.
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const endAction = await game.prompt<{ action: "end" }>(
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prompts.endTurn,
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() => {
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@ -2,11 +2,10 @@ import type { GridInventory } from "../grid-inventory/types";
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import type { GameItemMeta, PlayerState } from "../progress/types";
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import type { PlayerDeck } from "../deck/types";
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import type { EnemyDesert } from "../data/enemyDesert.csv";
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import type { EnemyIntentDesert } from "../data/enemyIntentDesert.csv";
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import type { EncounterDesert } from "../data/encounterDesert.csv";
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import type { EffectDesert } from "../data/effectDesert.csv";
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import type { EncounterDesert } from "../data/encounterDesert.csv";
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import { generateDeckFromInventory, createStatusCard } from "../deck/factory";
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import { enemyDesertData, enemyIntentDesertData, effectDesertData } from "../data";
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import { enemyDesertData, effectDesertData } from "../data";
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import type {
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BuffTable,
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CombatState,
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@ -23,40 +22,50 @@ const FATIGUE_CARDS_PER_SHUFFLE = 2;
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export function createEnemyInstance(
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templateId: string,
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enemyData: EnemyDesert,
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bonusHp: number,
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hp: number,
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initBuffs: [EffectDesert, number][],
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idCounter: { value: number },
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): EnemyState {
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idCounter.value++;
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const id = `enemy-${idCounter.value}`;
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const maxHp = enemyData.initHp + bonusHp;
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const hp = maxHp;
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const maxHp = hp;
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const currentHp = hp;
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const buffs: BuffTable = {};
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for (const [effect, stacks] of enemyData.initBuffs) {
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for (const [effect, stacks] of initBuffs) {
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buffs[effect.id] = (buffs[effect.id] ?? 0) + stacks;
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}
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const intentData = buildIntentLookup(templateId);
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const initialIntent = findInitialIntent(templateId);
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return {
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id,
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templateId,
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hp,
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hp: currentHp,
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maxHp,
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buffs,
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currentIntentId: enemyData.initialIntent,
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currentIntentId: initialIntent ?? "",
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intentData,
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isAlive: true,
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hadDefendBroken: false,
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};
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}
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function buildIntentLookup(enemyTemplateId: string): Record<string, EnemyIntentDesert> {
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const lookup: Record<string, EnemyIntentDesert> = {};
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for (const intent of enemyIntentDesertData) {
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if (intent.enemy.id === enemyTemplateId) {
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lookup[intent.id] = intent;
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function findInitialIntent(enemyTemplateId: string): string | undefined {
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for (const row of enemyDesertData) {
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if (row.enemy === enemyTemplateId && row.initialIntent) {
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return row.intentId;
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}
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}
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return undefined;
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}
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function buildIntentLookup(enemyTemplateId: string): Record<string, EnemyDesert> {
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const lookup: Record<string, EnemyDesert> = {};
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for (const row of enemyDesertData) {
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if (row.enemy === enemyTemplateId) {
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lookup[row.intentId] = row;
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}
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}
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return lookup;
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@ -92,16 +101,26 @@ export function createCombatState(
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const enemyOrder: string[] = [];
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const enemyTemplateData: Record<string, EnemyDesert> = {};
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for (const [enemyRef, bonusHp] of encounter.enemies) {
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for (const [enemyId, hp, bonusHp] of encounter.enemies) {
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// Find initBuffs from enemyDesert (first row for this enemy type)
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const enemyRow = enemyDesertData.find(e => e.enemy === enemyId);
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const initBuffs: [EffectDesert, number][] = [];
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if (enemyRow) {
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for (const [effect, stacks] of enemyRow.initBuffs) {
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initBuffs.push([effect, stacks]);
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}
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}
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const totalHp = hp + bonusHp;
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const enemyInstance = createEnemyInstance(
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enemyRef.id,
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enemyRef,
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bonusHp,
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enemyId,
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totalHp,
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initBuffs,
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idCounter,
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);
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enemies[enemyInstance.id] = enemyInstance;
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enemyOrder.push(enemyInstance.id);
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enemyTemplateData[enemyInstance.templateId] = enemyRef;
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enemyTemplateData[enemyInstance.templateId] = enemyRow!;
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}
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shuffleDeck(player.deck.drawPile, buildSimpleRNG(0));
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@ -126,6 +145,7 @@ export function drawCardsToHand(deck: PlayerDeck, count: number): string[] {
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const drawn: string[] = [];
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for (let i = 0; i < count; i++) {
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if (deck.drawPile.length === 0) {
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// TODO think we should shuffle Fatigue into the deck here.
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reshuffleDiscardIntoDraw(deck);
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}
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if (deck.drawPile.length === 0) break;
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@ -153,6 +173,7 @@ export function addFatigueCards(deck: PlayerDeck, count: number, fatigueCounter:
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let added = 0;
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for (let i = 0; i < count; i++) {
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fatigueCounter.value++;
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// TODO avoid hard coding, expect a fatigue card to be in the CSV with a specific id.
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const card = createStatusCard(
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`fatigue-${fatigueCounter.value}`,
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"疲劳",
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@ -187,7 +208,7 @@ export function exhaustCard(deck: PlayerDeck, cardId: string): void {
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}
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}
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export function getEnemyCurrentIntent(enemy: EnemyState): EnemyIntentDesert | undefined {
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export function getEnemyCurrentIntent(enemy: EnemyState): EnemyDesert | undefined {
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return enemy.intentData[enemy.currentIntentId];
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}
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@ -197,18 +218,18 @@ export function advanceEnemyIntent(enemy: EnemyState): void {
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if (enemy.hadDefendBroken && current.brokenIntent.length > 0) {
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const idx = Math.floor(Math.random() * current.brokenIntent.length);
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enemy.currentIntentId = current.brokenIntent[idx].id;
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enemy.currentIntentId = current.brokenIntent[idx];
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enemy.hadDefendBroken = false;
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return;
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}
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if (current.nextIntents.length > 0) {
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const idx = Math.floor(Math.random() * current.nextIntents.length);
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enemy.currentIntentId = current.nextIntents[idx].id;
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enemy.currentIntentId = current.nextIntents[idx];
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return;
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}
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enemy.currentIntentId = current.id;
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enemy.currentIntentId = current.intentId;
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}
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function shuffleDeck(drawPile: string[], rng: { nextInt: (n: number) => number }): void {
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@ -218,6 +239,7 @@ function shuffleDeck(drawPile: string[], rng: { nextInt: (n: number) => number }
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}
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}
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// TODO why? use @/utils/rng.ts instead?
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function buildSimpleRNG(seed: number) {
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let s = seed;
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return {
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@ -1,5 +1,5 @@
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import type { EffectDesert } from "../data/effectDesert.csv";
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import { statusCardDesertData } from "../data";
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import { cardDesertData } from "../data";
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import { createStatusCard } from "../deck/factory";
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import type { BuffTable, CombatEffectEntry, CombatState } from "./types";
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import { applyDamage, removeBuff } from "./effects";
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@ -197,7 +197,7 @@ export function createCombatTriggerRegistry(): CombatTriggerRegistry {
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}
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function addStatusCardToHand(state: CombatState, effectId: string, count: number): void {
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const cardDef = statusCardDesertData.find(c => c.id === effectId);
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const cardDef = cardDesertData.find(c => c.id === effectId);
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if (!cardDef) return;
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for (let i = 0; i < count; i++) {
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@ -1,6 +1,5 @@
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// TODO shouldn't rely on csv types. Use interfaces and expect csv types to match.
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import type { EnemyDesert } from "../data/enemyDesert.csv";
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import type { EnemyIntentDesert } from "../data/enemyIntentDesert.csv";
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import type { EffectDesert } from "../data/effectDesert.csv";
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import type { PlayerDeck, GameCard } from "../deck/types";
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import type { PlayerState } from "../progress/types";
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@ -27,7 +26,7 @@ export type EnemyState = {
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maxHp: number;
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buffs: BuffTable;
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currentIntentId: string;
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intentData: Record<string, EnemyIntentDesert>;
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intentData: Record<string, EnemyDesert>;
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isAlive: boolean;
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hadDefendBroken: boolean;
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};
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@ -0,0 +1,20 @@
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import type { EffectDesert } from './effectDesert.csv';
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type CardDesertTable = readonly {
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readonly id: string;
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readonly name: string;
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readonly desc: string;
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readonly type: "item" | "status";
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readonly costType: "energy" | "uses" | "none";
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readonly costCount: number;
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readonly targetType: "single" | "none";
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readonly unplayable: boolean;
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readonly onPlay: readonly ["self" | "target" | "all" | "random" | "player", EffectDesert, number];
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readonly onDraw: readonly ["self" | "target" | "all" | "random" | "player", EffectDesert, number];
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readonly onDiscard: readonly ["self" | "target" | "all" | "random" | "player", EffectDesert, number];
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}[];
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export type CardDesert = CardDesertTable[number];
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declare function getData(): CardDesertTable;
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export default getData;
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@ -0,0 +1,11 @@
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type EffectDesertTable = readonly {
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readonly id: string;
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readonly name: string;
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readonly description: string;
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readonly timing: "instant" | "temporary" | "lingering" | "permanent" | "posture" | "card" | "cardDraw" | "cardHand" | "item" | "itemUntilPlayed";
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}[];
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export type EffectDesert = EffectDesertTable[number];
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declare function getData(): EffectDesertTable;
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export default getData;
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@ -0,0 +1,12 @@
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type EncounterDesertTable = readonly {
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readonly type: "minion" | "elite" | "event" | "shop" | "camp" | "curio";
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readonly name: string;
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readonly description: string;
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readonly enemies: readonly [string, number, number];
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readonly dialogue: string;
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}[];
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export type EncounterDesert = EncounterDesertTable[number];
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declare function getData(): EncounterDesertTable;
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export default getData;
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@ -0,0 +1,16 @@
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import type { EffectDesert } from './effectDesert.csv';
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type EnemyDesertTable = readonly {
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readonly enemy: string;
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readonly intentId: string;
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readonly initialIntent: boolean;
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readonly nextIntents: readonly string[];
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readonly brokenIntent: readonly string[];
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readonly initBuffs: readonly [EffectDesert, readonly stacks: number];
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readonly effects: readonly ["self" | "player" | "team", EffectDesert, number];
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}[];
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export type EnemyDesert = EnemyDesertTable[number];
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declare function getData(): EnemyDesertTable;
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export default getData;
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@ -0,0 +1,14 @@
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import type { CardDesert } from './cardDesert.csv';
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type HeroItemFighter1Table = readonly {
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readonly type: string;
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readonly name: string;
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readonly shape: string;
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readonly card: CardDesert;
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readonly price: number;
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}[];
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export type HeroItemFighter1 = HeroItemFighter1Table[number];
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declare function getData(): HeroItemFighter1Table;
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export default getData;
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// Data
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export { heroItemFighter1Data, encounterDesertData } from './data';
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export { heroItemFighter1Data, encounterDesertData, enemyDesertData, effectDesertData, cardDesertData } from './data';
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export { default as encounterDesertCsv } from './data/encounterDesert.csv';
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export type { EncounterDesert } from './data/encounterDesert.csv';
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export type { EncounterDesert, CardDesert } from './data';
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// Deck
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export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './deck';
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@ -66,5 +66,5 @@ export default defineConfig({
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sourcemap: true,
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outDir: 'dist/samples',
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external: ['@preact/signals-core', 'mutative', 'inline-schema', 'boardgame-core'],
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esbuildPlugins: [csvLoader(), rewriteBoardgameImports(), yarnSpinnerPlugin()],
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esbuildPlugins: [csvLoader({ writeToDisk: true }), rewriteBoardgameImports(), yarnSpinnerPlugin()],
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});
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