refactor: update api
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QWEN.md
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QWEN.md
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@ -17,9 +17,9 @@
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`boardgame-core`的内容可以在`framework/node_modules/boardgame-core`找到。
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`boardgame-core`的内容可以在`framework/node_modules/boardgame-core`找到。
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这个文件夹被.gitignore忽略,查看时需要绕开这一限制。
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这个文件夹被.gitignore忽略,查看时需要绕开这一限制。
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## 编写游戏
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## 编写GameModule
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游戏逻辑以gameModule的形式定义:
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游戏逻辑以GameModule的形式定义:
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```typescript
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```typescript
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import {createGameCommandRegistry, IGameContext} from "boardgame-core";
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import {createGameCommandRegistry, IGameContext} from "boardgame-core";
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@ -38,17 +38,118 @@ export async function start(game: IGameContext<GameState>) {
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export const registry = createGameCommandRegistry();
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export const registry = createGameCommandRegistry();
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```
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```
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使用以下步骤创建游戏:
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使用以下步骤创建GameModule:
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### 1. 定义状态
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### 1. 定义状态
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游戏状态使用一个大的`mutative`对象来描述,所有的状态更新通过`game.produce`或`game.produceAsync`来实现。
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通常使用一个`regions: Record<string, Region>`和一个`parts: Record<string, Part<TMeta>>`来记录桌游物件的摆放。
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通常使用一个`regions: Record<string, Region>`和一个`parts: Record<string, Part<TMeta>>`来记录桌游物件的摆放。
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```typescript
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import {Region} from "boardgame-core";
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type GameState = {
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regions: {
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white: Region,
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black: Region,
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board: Region,
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},
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pieces: Record<string, Part<PartsTable['0']>>,
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currentPlayer: PlayerType,
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winner: WinnerType,
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};
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```
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游戏的部件可以从`csv`加载。详情见`boop-game/node_modules/inline-schema/`。
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```
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/// parts.csv
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type, player, count
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string, string, number
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cat, white, 8
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cat, black, 8
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/// parts.csv.d.ts
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type PartsTable = {
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type: string;
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player: string;
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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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```
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### 2. 定义流程
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### 2. 定义流程
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使用`async function start(game: IGameContext<GameState>)`作为入口。
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使用`async function start(game: IGameContext<GameState>)`作为入口。
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使用`game.value`读取游戏当前状态
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```typescript
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async function gameEnd(game: IGameContext<GameState>) {
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return game.value.winner;
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}
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```
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需要修改状态时,使用`game.produce`或`game.produceAsync`。
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```typescript
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async function start(game: IGameContext<GameState>) {
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await game.produceAsync(state => {
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state.currentPlayer = 'white';
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});
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}
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```
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需要等待玩家交互时,使用`await game.prompt(schema, validator, player)`。
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需要等待玩家交互时,使用`await game.prompt(schema, validator, player)`。
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```typescript
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async function turn(game: IGameContext<GameState>, currentPlayer: PlayerType) {
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const {player, row, col} = await game.prompt(
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'play <player:string> <row:number> <col:number>',
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(player, row, col) => {
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if(player !== currentPlayer)
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throw `Wrong player!`
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return {player, row, col};
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}
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)
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}
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```
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### 3. 编写测试
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使用`vitest`编写测试,测试应当使用`GameHost`来模拟游戏环境。
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## 编写Phaser App
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使用`framework/src/ui/PhaserBridge`来创建Phaser App。
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使用`framework/src/scenes/GameHostScene`来创建游戏场景。
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使用`GameHost`来控制游戏状态。
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```typescript
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export class GameHost<TState extends Record<string, unknown>, TResult=unknown> {
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// 获取游戏状态的只读快照
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get state(): TState{}
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// 运行状态
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readonly status: ReadonlySignal<GameHostStatus>;
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// 运行中途需要玩家输入时使用
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readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
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readonly activePromptPlayer: ReadonlySignal<string | null>;
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// 玩家响应activePrompt的输入,若报错则返回string,否则返回null
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onInput(input: string): string | null {}
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// 添加中断,context.produceAsync会等待所有中断结束之后再继续
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addInterruption(promise: Promise<void>): void {}
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// 开始或者重新开始游戏
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start(): Promise<TResult>{}
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// 销毁
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dispose(): void {}
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// 事件侦听
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on(event: 'start' | 'dispose', listener: () => void): () => void {}
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}
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```
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@ -19,6 +19,10 @@ export abstract class GameHostScene<TState extends Record<string, unknown>>
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return this._gameHost;
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return this._gameHost;
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}
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}
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public get state(): TState {
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return this.gameHost?.state.value;
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}
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addInterruption(promise: Promise<void>){
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addInterruption(promise: Promise<void>){
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this.gameHost?.addInterruption(promise);
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this.gameHost?.addInterruption(promise);
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}
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}
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@ -41,11 +45,6 @@ export abstract class GameHostScene<TState extends Record<string, unknown>>
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this.disposables.dispose();
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this.disposables.dispose();
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}
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}
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/** 获取当前状态的只读快照 */
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public get state(): TState {
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return this.gameHost.context.value;
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}
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public addDisposable(disposable: IDisposable){
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public addDisposable(disposable: IDisposable){
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this.disposables.add(disposable);
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this.disposables.add(disposable);
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}
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}
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