1
This commit is contained in:
@@ -102,6 +102,8 @@ export default function App() {
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kind: 'custom-world',
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profile: customWorldProfile,
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mode: options?.mode ?? 'play',
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disablePersistence: options?.disablePersistence,
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exitToResult: options?.returnStage === 'custom-world-result',
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});
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},
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[createRuntimeIntent],
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@@ -10,7 +10,9 @@ export type RpgRuntimeAppIntent =
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token: number;
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kind: 'custom-world';
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profile: CustomWorldProfile;
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mode?: 'play' | 'test';
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mode?: 'play';
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disablePersistence?: boolean;
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exitToResult?: boolean;
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}
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| {
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token: number;
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@@ -37,6 +39,7 @@ export function RpgRuntimeApp({
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if (initialIntent.kind === 'custom-world') {
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gameShellProps.entry.handleCustomWorldSelect(initialIntent.profile, {
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mode: initialIntent.mode ?? 'play',
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disablePersistence: initialIntent.disablePersistence,
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});
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return;
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}
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@@ -44,7 +47,16 @@ export function RpgRuntimeApp({
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gameShellProps.entry.handleContinueGame(initialIntent.snapshot);
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}, [gameShellProps.entry, initialIntent]);
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return <RpgRuntimeShell {...gameShellProps} onExitTestRuntime={onExitRuntime} />;
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return (
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<RpgRuntimeShell
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{...gameShellProps}
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onExitRuntimePreview={onExitRuntime}
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showRuntimePreviewExit={
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initialIntent?.kind === 'custom-world' &&
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initialIntent.exitToResult === true
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}
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/>
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);
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}
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export default RpgRuntimeApp;
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@@ -14,6 +14,7 @@ import {
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getEncounterCharacterBottomOffsetPx,
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getEncounterCharacterOpponentBottom,
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getHostileNpcSceneBottomOffsetPx,
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getMonsterWorldLeft,
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getMirroredStageEntityLeft,
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getNpcCombatHpTop,
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getSceneNpcVisualBottomOffsetPx,
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@@ -173,6 +174,59 @@ describe('GameCanvasEntityLayer', () => {
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expect(getNpcCombatHpTop(null, null)).toBe(CHARACTER_COMBAT_HP_TOP_PX);
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});
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it('does not apply scene visual ground offset twice for custom character enemies in battle', () => {
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const hostileNpc = createHostileNpc({
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encounter: createEncounter({
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id: 'npc-shark-elder',
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npcName: '珊瑚长老',
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characterId: 'hero',
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imageSrc: '/generated-custom-world-npc/shark-elder.png',
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}),
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});
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const html = renderToStaticMarkup(
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<GameCanvasEntityLayer
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companions={[]}
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sceneActAmbientEncounters={[]}
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currentScenePreset={null}
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sceneTransitionToken={0}
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isSceneTransitionEntering={false}
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isSceneTransitionExiting={false}
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transitionSweepPx={320}
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sceneTransitionExitDurationS={0.2}
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sceneTransitionEntryDurationS={0.2}
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companionAnchorLeft="10%"
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companionAnchorBottom="20%"
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playerBottomOffsetPx={0}
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sceneTransitionPhase="idle"
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inBattle={true}
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onEntitySelect={null}
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playerLeft="20%"
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playerCharacter={createCharacter()}
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playerHp={100}
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playerMaxHp={100}
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effectivePlayerFacing="right"
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effectivePlayerAnimationState={AnimationState.IDLE}
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shouldShowPlayerDialogueIcon={false}
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dialogueIndicator={null}
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npcAffinityEffect={null}
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sceneCombatants={[hostileNpc]}
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monsters={[]}
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getHostileNpcOuterLeft={() => '70%'}
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groundBottom="18%"
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stageLiftPx={68}
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encounter={null}
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sideAnchor="15%"
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cameraAnchorX={0}
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monsterAnchorMeters={3.2}
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playerX={0}
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/>,
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);
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expect(html).toContain('bottom:calc(calc(18% + 68px) + -78px)');
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expect(html).not.toContain('bottom:calc(calc(18% + 68px - 78px) + -78px)');
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});
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it('renders affinity effect on the matching hostile npc', () => {
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const html = renderEntityLayer('npc-liu');
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@@ -283,4 +337,160 @@ describe('GameCanvasEntityLayer', () => {
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expect(html).toContain('查看后排甲详情');
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expect(html).toContain('查看后排乙详情');
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});
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it('keeps hostile combatant identity stable while attack position changes', () => {
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const sideAnchor = '15%';
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const cameraAnchorX = 0;
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const monsterAnchorMeters = 3.2;
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const attackingNpc = createHostileNpc({
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id: 'npc-attacker',
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xMeters: 0.1,
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animation: 'attack',
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combatMode: 'melee',
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encounter: createEncounter({
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id: 'npc-attacker',
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npcName: '突进敌人',
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}),
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});
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const renderedLeft = getMonsterWorldLeft(
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sideAnchor,
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attackingNpc.xMeters,
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cameraAnchorX,
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monsterAnchorMeters,
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);
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const html = renderToStaticMarkup(
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<GameCanvasEntityLayer
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companions={[]}
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sceneActAmbientEncounters={[]}
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currentScenePreset={null}
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sceneTransitionToken={0}
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isSceneTransitionEntering={false}
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isSceneTransitionExiting={false}
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transitionSweepPx={320}
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sceneTransitionExitDurationS={0.2}
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sceneTransitionEntryDurationS={0.2}
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companionAnchorLeft="10%"
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companionAnchorBottom="20%"
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playerBottomOffsetPx={0}
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sceneTransitionPhase="idle"
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inBattle={true}
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onEntitySelect={null}
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playerLeft="20%"
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playerCharacter={createCharacter()}
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playerHp={100}
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playerMaxHp={100}
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effectivePlayerFacing="right"
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effectivePlayerAnimationState={AnimationState.IDLE}
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shouldShowPlayerDialogueIcon={false}
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dialogueIndicator={null}
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npcAffinityEffect={null}
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sceneCombatants={[attackingNpc]}
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monsters={[]}
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getHostileNpcOuterLeft={(hostileNpc) =>
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getMonsterWorldLeft(
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sideAnchor,
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hostileNpc.xMeters,
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cameraAnchorX,
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monsterAnchorMeters,
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)
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}
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groundBottom="18%"
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stageLiftPx={68}
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encounter={null}
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sideAnchor={sideAnchor}
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cameraAnchorX={cameraAnchorX}
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monsterAnchorMeters={monsterAnchorMeters}
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playerX={0}
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/>,
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);
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expect(html).toContain(`left:${renderedLeft}`);
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});
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it('keeps enemy formation positions when battle starts before any attack dash', () => {
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const sideAnchor = '15%';
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const cameraAnchorX = 0;
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const monsterAnchorMeters = 3.2;
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const frontNpc = createHostileNpc({
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id: 'npc-front',
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xMeters: 3.2,
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encounter: createEncounter({
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id: 'npc-front',
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npcName: '前排敌人',
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}),
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});
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const backNpc = createHostileNpc({
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id: 'npc-back',
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xMeters: 4.28,
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yOffset: 62,
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encounter: createEncounter({
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id: 'npc-back',
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npcName: '后排敌人',
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}),
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});
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const html = renderToStaticMarkup(
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<GameCanvasEntityLayer
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companions={[]}
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sceneActAmbientEncounters={[]}
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currentScenePreset={null}
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sceneTransitionToken={0}
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isSceneTransitionEntering={false}
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isSceneTransitionExiting={false}
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transitionSweepPx={320}
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sceneTransitionExitDurationS={0.2}
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sceneTransitionEntryDurationS={0.2}
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companionAnchorLeft="10%"
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companionAnchorBottom="20%"
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playerBottomOffsetPx={0}
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sceneTransitionPhase="idle"
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inBattle={true}
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onEntitySelect={null}
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playerLeft="20%"
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playerCharacter={createCharacter()}
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playerHp={100}
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playerMaxHp={100}
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effectivePlayerFacing="right"
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effectivePlayerAnimationState={AnimationState.IDLE}
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shouldShowPlayerDialogueIcon={false}
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dialogueIndicator={null}
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npcAffinityEffect={null}
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sceneCombatants={[frontNpc, backNpc]}
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monsters={[]}
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getHostileNpcOuterLeft={(hostileNpc) =>
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getMonsterWorldLeft(
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sideAnchor,
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hostileNpc.xMeters,
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cameraAnchorX,
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monsterAnchorMeters,
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)
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}
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groundBottom="18%"
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stageLiftPx={68}
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encounter={null}
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sideAnchor={sideAnchor}
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cameraAnchorX={cameraAnchorX}
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monsterAnchorMeters={monsterAnchorMeters}
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playerX={0}
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/>,
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);
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const frontLeft = `left:${getMonsterWorldLeft(
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sideAnchor,
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frontNpc.xMeters,
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cameraAnchorX,
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monsterAnchorMeters,
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)}`;
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const backLeft = `left:${getMonsterWorldLeft(
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sideAnchor,
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backNpc.xMeters,
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cameraAnchorX,
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monsterAnchorMeters,
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)}`;
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expect(html).toContain(frontLeft);
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expect(html).toContain(backLeft);
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});
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});
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@@ -445,8 +445,6 @@ export function GameCanvasEntityLayer({
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const hostileRenderKey = [
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hostileNpc.id,
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npcEncounter.id ?? npcEncounter.npcName,
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hostileNpc.xMeters,
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hostileNpc.yOffset ?? 0,
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index,
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].join(':');
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const config = monsters.find(item => item.id === hostileNpc.id);
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@@ -469,18 +467,25 @@ export function GameCanvasEntityLayer({
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npcMonsterConfig
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? getHostileNpcSceneBottomOffsetPx(npcMonsterConfig)
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: getSceneNpcVisualBottomOffsetPx(npcEncounter);
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// 中文注释:带 characterId 的自定义世界角色在 getEncounterCharacterOpponentBottom()
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// 里已经按场景立绘脚底锚点完成了一次落地修正。
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// 若这里再把 getSceneNpcVisualBottomOffsetPx() 叠加到战斗实体底边,
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// 就会在刚进入战斗时整队额外下沉 78px,表现成敌方瞬间偏到右下角。
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const battleEntityVisualOffsetPx = npcCharacter
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? 0
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: hostileNpcBottomOffsetPx;
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const opponentBottom = npcCharacter
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? getEncounterCharacterOpponentBottom(groundBottom, stageLiftPx, npcEncounter, npcCharacter)
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: `calc(${groundBottom} + ${stageLiftPx}px)`;
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const entityBottom = `calc(${opponentBottom} + ${(hostileNpc.yOffset ?? 0) + hostileNpcBottomOffsetPx}px)`;
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const entityBottom = `calc(${opponentBottom} + ${(hostileNpc.yOffset ?? 0) + battleEntityVisualOffsetPx}px)`;
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const entityBottomOffsetPx = npcCharacter
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? getEncounterCharacterBottomOffsetPx(
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stageLiftPx,
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npcEncounter,
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npcCharacter,
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(hostileNpc.yOffset ?? 0) + hostileNpcBottomOffsetPx,
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(hostileNpc.yOffset ?? 0) + battleEntityVisualOffsetPx,
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)
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: stageLiftPx + (hostileNpc.yOffset ?? 0) + hostileNpcBottomOffsetPx;
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: stageLiftPx + (hostileNpc.yOffset ?? 0) + battleEntityVisualOffsetPx;
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return (
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<div
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@@ -18,7 +18,6 @@ import {
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getMirroredStageEntityLeft,
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getMonsterWorldLeft,
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getPlayerWorldLeft,
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HOSTILE_NPC_SCENE_INSET_PX,
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SCENE_TRANSITION_LOWER_COMPANION_DELAY_S,
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SCENE_TRANSITION_SPEED_PX_PER_S,
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SCENE_TRANSITION_SPRITE_CLEARANCE_PX,
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@@ -119,7 +118,6 @@ export function GameCanvasRuntime({
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const playerMeleeLeft = `calc(100% - ${sideAnchor} - 13rem)`;
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const monsterMeleeLeft = `calc(100% - ${sideAnchor} - 20rem)`;
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const playerStageLeft = getMirroredStageEntityLeft(sideAnchor, 'player');
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const opponentStageLeft = getMirroredStageEntityLeft(sideAnchor, 'opponent');
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const playerWorldLeft = getPlayerWorldLeft(sideAnchor, playerX, cameraAnchorX);
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const companionAnchorX = inBattle && !scrollWorld ? PLAYER_BASE_X_METERS : playerX;
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const companionAnchorLeft = getPlayerWorldLeft(sideAnchor, companionAnchorX, cameraAnchorX);
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@@ -132,15 +130,16 @@ export function GameCanvasRuntime({
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: playerStageLeft;
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const monsterAnchorMeters = 3.2;
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const getHostileNpcOuterLeft = (hostileNpc: (typeof sceneHostileNpcs)[number]) => {
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if (!scrollWorld && hostileNpc.animation !== 'attack') {
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return opponentStageLeft;
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if (hostileNpc.animation === 'attack' && hostileNpc.combatMode !== 'ranged' && !scrollWorld) {
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return monsterMeleeLeft;
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}
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const baseLeft =
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hostileNpc.animation === 'attack' && hostileNpc.combatMode !== 'ranged' && !scrollWorld
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? monsterMeleeLeft
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: getMonsterWorldLeft(sideAnchor, hostileNpc.xMeters, cameraAnchorX, monsterAnchorMeters);
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return `calc(${baseLeft} - ${HOSTILE_NPC_SCENE_INSET_PX}px)`;
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return getMonsterWorldLeft(
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sideAnchor,
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hostileNpc.xMeters,
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cameraAnchorX,
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monsterAnchorMeters,
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);
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};
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const getPlayerEffectLeft = (effectX: number, offsetPx = 0) => {
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const base = playerActionMode === 'melee' && !scrollWorld
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@@ -4,10 +4,11 @@ import type {
|
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import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
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import type { CustomWorldProfile } from '../../types';
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|
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export type CustomWorldRuntimeLaunchMode = 'play' | 'test';
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export type CustomWorldRuntimeLaunchMode = 'play';
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|
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export type CustomWorldRuntimeLaunchOptions = {
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mode?: CustomWorldRuntimeLaunchMode;
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disablePersistence?: boolean;
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returnStage?: SelectionStage | null;
|
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};
|
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|
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|
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@@ -1,11 +1,16 @@
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/* @vitest-environment jsdom */
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|
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import { act, fireEvent, render, screen, within } from '@testing-library/react';
|
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import { act, fireEvent, render, screen, waitFor, within } from '@testing-library/react';
|
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import { expect, test, vi } from 'vitest';
|
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|
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import type { PuzzleRunSnapshot } from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
|
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import { AuthUiContext } from '../auth/AuthUiContext';
|
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import { PuzzleRuntimeShell } from './PuzzleRuntimeShell';
|
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import {
|
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PuzzleRuntimeShell,
|
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resolveDraggedMergedGroupLayer,
|
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resolveDraggedPieceCellLayer,
|
||||
resolveDraggedPieceLayer,
|
||||
} from './PuzzleRuntimeShell';
|
||||
|
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vi.mock('../../hooks/useResolvedAssetReadUrl', () => ({
|
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useResolvedAssetReadUrl: () => ({
|
||||
@@ -247,3 +252,16 @@ test('合并块按实际拼块外轮廓描边', () => {
|
||||
expect(outlinedPieces[2]?.className).toContain('border-t-0');
|
||||
expect(outlinedPieces[2]?.className).toContain('rounded-bl-[0.85rem]');
|
||||
});
|
||||
|
||||
test('拖拽层级辅助函数只提升当前被拖动对象', () => {
|
||||
expect(resolveDraggedPieceCellLayer('piece-0', 'piece-0', false)).toBe(80);
|
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expect(resolveDraggedPieceCellLayer('piece-0', 'piece-1', false)).toBeUndefined();
|
||||
expect(resolveDraggedPieceCellLayer('piece-0', 'piece-0', true)).toBeUndefined();
|
||||
|
||||
expect(resolveDraggedPieceLayer('piece-0', 'piece-0', false)).toBe(81);
|
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expect(resolveDraggedPieceLayer('piece-0', null, false)).toBeUndefined();
|
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expect(resolveDraggedPieceLayer('piece-0', 'piece-0', true)).toBeUndefined();
|
||||
|
||||
expect(resolveDraggedMergedGroupLayer('group-1', 'group-1')).toBe(90);
|
||||
expect(resolveDraggedMergedGroupLayer('group-1', 'group-2')).toBeUndefined();
|
||||
});
|
||||
|
||||
@@ -65,6 +65,35 @@ function buildLocalCellKey(row: number, col: number) {
|
||||
return `${row}:${col}`;
|
||||
}
|
||||
|
||||
export function resolveDraggedPieceCellLayer(
|
||||
pieceId: string | null | undefined,
|
||||
draggingPieceId: string | null,
|
||||
isMerged: boolean,
|
||||
) {
|
||||
if (!pieceId || isMerged || pieceId !== draggingPieceId) {
|
||||
return undefined;
|
||||
}
|
||||
return 80;
|
||||
}
|
||||
|
||||
export function resolveDraggedPieceLayer(
|
||||
pieceId: string | null | undefined,
|
||||
draggingPieceId: string | null,
|
||||
isMerged: boolean,
|
||||
) {
|
||||
if (!pieceId || isMerged || pieceId !== draggingPieceId) {
|
||||
return undefined;
|
||||
}
|
||||
return 81;
|
||||
}
|
||||
|
||||
export function resolveDraggedMergedGroupLayer(
|
||||
groupId: string,
|
||||
draggingGroupId: string | null,
|
||||
) {
|
||||
return groupId === draggingGroupId ? 90 : undefined;
|
||||
}
|
||||
|
||||
function resolveMergedPieceOutlineClass(
|
||||
group: PuzzleMergedGroupViewModel,
|
||||
piece: PuzzleMergedGroupViewModel['pieces'][number],
|
||||
@@ -186,8 +215,13 @@ export function PuzzleRuntimeShell({
|
||||
} | null>(null);
|
||||
const dragVisualFrameRef = useRef<number | null>(null);
|
||||
const dragOffsetRef = useRef<{ x: number; y: number } | null>(null);
|
||||
const pieceCellElementRefMap = useRef(new Map<string, HTMLDivElement>());
|
||||
const pieceElementRefMap = useRef(new Map<string, HTMLDivElement>());
|
||||
const groupElementRefMap = useRef(new Map<string, HTMLDivElement>());
|
||||
const [dragRenderTarget, setDragRenderTarget] = useState<{
|
||||
pieceId: string;
|
||||
groupId: string | null;
|
||||
} | null>(null);
|
||||
const [dismissedClearKey, setDismissedClearKey] = useState<string | null>(
|
||||
null,
|
||||
);
|
||||
@@ -250,8 +284,18 @@ export function PuzzleRuntimeShell({
|
||||
[pieces],
|
||||
);
|
||||
|
||||
const resolvePieceCellElement = (pieceId: string) => {
|
||||
const pieceElement = pieceElementRefMap.current.get(pieceId) ?? null;
|
||||
const pieceCellElement =
|
||||
(pieceElement?.parentElement as HTMLDivElement | null) ??
|
||||
pieceCellElementRefMap.current.get(pieceId) ??
|
||||
null;
|
||||
return pieceCellElement;
|
||||
};
|
||||
|
||||
const resetDragVisualTarget = () => {
|
||||
const dragVisualTarget = dragVisualTargetRef.current;
|
||||
setDragRenderTarget(null);
|
||||
if (!dragVisualTarget) {
|
||||
return;
|
||||
}
|
||||
@@ -259,6 +303,10 @@ export function PuzzleRuntimeShell({
|
||||
const pieceElement = pieceElementRefMap.current.get(
|
||||
dragVisualTarget.pieceId,
|
||||
);
|
||||
const pieceCellElement = resolvePieceCellElement(dragVisualTarget.pieceId);
|
||||
if (pieceCellElement) {
|
||||
pieceCellElement.style.zIndex = '';
|
||||
}
|
||||
if (pieceElement) {
|
||||
pieceElement.style.transform = '';
|
||||
pieceElement.style.willChange = '';
|
||||
@@ -319,6 +367,15 @@ export function PuzzleRuntimeShell({
|
||||
resetDragVisualTarget();
|
||||
}
|
||||
dragVisualTargetRef.current = nextTarget;
|
||||
setDragRenderTarget((currentTarget) => {
|
||||
if (
|
||||
currentTarget?.pieceId === nextTarget.pieceId &&
|
||||
currentTarget.groupId === nextTarget.groupId
|
||||
) {
|
||||
return currentTarget;
|
||||
}
|
||||
return nextTarget;
|
||||
});
|
||||
|
||||
const offsetX = dragSession.currentX - dragSession.startX;
|
||||
const offsetY = dragSession.currentY - dragSession.startY;
|
||||
@@ -327,11 +384,16 @@ export function PuzzleRuntimeShell({
|
||||
if (groupId) {
|
||||
const groupElement = groupElementRefMap.current.get(groupId);
|
||||
if (groupElement) {
|
||||
// 合并块拖动时直接提升整个组容器层级,确保完整拼块永远压在单块之上。
|
||||
groupElement.style.willChange = 'transform';
|
||||
groupElement.style.transform = `translate3d(${offsetX}px, ${offsetY}px, 0) scale(1.02)`;
|
||||
groupElement.style.zIndex = '80';
|
||||
groupElement.style.zIndex = '90';
|
||||
groupElement.style.opacity = '0.95';
|
||||
}
|
||||
const pieceCellElement = resolvePieceCellElement(dragSession.pieceId);
|
||||
if (pieceCellElement) {
|
||||
pieceCellElement.style.zIndex = '';
|
||||
}
|
||||
const pieceElement = pieceElementRefMap.current.get(dragSession.pieceId);
|
||||
if (pieceElement) {
|
||||
pieceElement.style.transform = '';
|
||||
@@ -342,11 +404,16 @@ export function PuzzleRuntimeShell({
|
||||
return;
|
||||
}
|
||||
|
||||
const pieceCellElement = resolvePieceCellElement(dragSession.pieceId);
|
||||
if (pieceCellElement) {
|
||||
// 单块拖动时提升所属格子的堆叠层级,避免被后绘制的拼块或合并块遮住。
|
||||
pieceCellElement.style.zIndex = '80';
|
||||
}
|
||||
const pieceElement = pieceElementRefMap.current.get(dragSession.pieceId);
|
||||
if (pieceElement) {
|
||||
pieceElement.style.willChange = 'transform';
|
||||
pieceElement.style.transform = `translate3d(${offsetX}px, ${offsetY}px, 0) scale(1.03)`;
|
||||
pieceElement.style.zIndex = '70';
|
||||
pieceElement.style.zIndex = '81';
|
||||
pieceElement.style.opacity = '0.95';
|
||||
}
|
||||
};
|
||||
@@ -559,7 +626,8 @@ export function PuzzleRuntimeShell({
|
||||
return;
|
||||
}
|
||||
|
||||
// 拖动中的视觉更新直接写入 DOM transform,避免 pointermove 触发整盘 React 重渲染导致跟手延迟。
|
||||
// 首帧拖拽反馈立即落到 DOM,确保层级提升不会滞后一帧;后续仍保留 raf 兜底连续刷新。
|
||||
flushDragVisual();
|
||||
scheduleDragVisual();
|
||||
};
|
||||
|
||||
@@ -575,6 +643,8 @@ export function PuzzleRuntimeShell({
|
||||
currentLevel.status === 'cleared' &&
|
||||
dismissedClearKey !== clearResultKey &&
|
||||
isClearResultReady;
|
||||
const draggingPieceId = dragRenderTarget?.pieceId ?? null;
|
||||
const draggingGroupId = dragRenderTarget?.groupId ?? null;
|
||||
|
||||
return (
|
||||
<div className="fixed inset-0 z-[100] flex justify-center bg-slate-950 text-white">
|
||||
@@ -643,7 +713,28 @@ export function PuzzleRuntimeShell({
|
||||
const isSelected = piece?.pieceId === selectedPieceId;
|
||||
|
||||
return (
|
||||
<div key={`${cell.row}:${cell.col}`} className="relative p-1">
|
||||
<div
|
||||
key={`${cell.row}:${cell.col}`}
|
||||
ref={(node) => {
|
||||
if (!piece) {
|
||||
return;
|
||||
}
|
||||
if (node) {
|
||||
pieceCellElementRefMap.current.set(piece.pieceId, node);
|
||||
return;
|
||||
}
|
||||
pieceCellElementRefMap.current.delete(piece.pieceId);
|
||||
}}
|
||||
data-piece-cell-id={piece?.pieceId ?? undefined}
|
||||
className="relative p-1"
|
||||
style={{
|
||||
zIndex: resolveDraggedPieceCellLayer(
|
||||
piece?.pieceId,
|
||||
draggingPieceId,
|
||||
isMerged,
|
||||
),
|
||||
}}
|
||||
>
|
||||
<div
|
||||
ref={(node) => {
|
||||
if (!piece) {
|
||||
@@ -656,7 +747,7 @@ export function PuzzleRuntimeShell({
|
||||
pieceElementRefMap.current.delete(piece.pieceId);
|
||||
}}
|
||||
data-piece-id={piece?.pieceId ?? undefined}
|
||||
className={`flex h-full min-h-[4.5rem] items-center justify-center rounded-[1rem] border text-sm font-black transition ${
|
||||
className={`relative flex h-full min-h-[4.5rem] items-center justify-center rounded-[1rem] border text-sm font-black transition ${
|
||||
occupied
|
||||
? isSelected
|
||||
? 'border-amber-200 bg-amber-400/84 text-slate-950 shadow-[0_12px_30px_rgba(251,191,36,0.22)]'
|
||||
@@ -669,6 +760,13 @@ export function PuzzleRuntimeShell({
|
||||
? 'transition-colors'
|
||||
: 'transition-[background-color,border-color,box-shadow,opacity]'
|
||||
}`}
|
||||
style={{
|
||||
zIndex: resolveDraggedPieceLayer(
|
||||
piece?.pieceId,
|
||||
draggingPieceId,
|
||||
isMerged,
|
||||
),
|
||||
}}
|
||||
onPointerDown={(event) => {
|
||||
if (!piece || isMerged) {
|
||||
return;
|
||||
@@ -734,8 +832,13 @@ export function PuzzleRuntimeShell({
|
||||
}
|
||||
groupElementRefMap.current.delete(group.groupId);
|
||||
}}
|
||||
data-merged-group-id={group.groupId}
|
||||
className="pointer-events-none absolute z-10 p-1"
|
||||
style={{
|
||||
zIndex: resolveDraggedMergedGroupLayer(
|
||||
group.groupId,
|
||||
draggingGroupId,
|
||||
),
|
||||
left: `${(group.minCol / board.cols) * 100}%`,
|
||||
top: `${(group.minRow / board.rows) * 100}%`,
|
||||
width: `${(group.colSpan / board.cols) * 100}%`,
|
||||
|
||||
@@ -2070,8 +2070,9 @@ function SceneActPreviewRuntime({
|
||||
...current,
|
||||
worldType: WorldType.CUSTOM,
|
||||
customWorldProfile: profile,
|
||||
// 中文注释:幕预览只复用运行时表现,不应进入正式存档和个人游玩记录。
|
||||
runtimeMode: 'preview',
|
||||
// 中文注释:幕预览也统一复用正式 play 运行链,
|
||||
// 只通过禁持久化控制“不写正式存档”。
|
||||
runtimeMode: 'play',
|
||||
runtimePersistenceDisabled: true,
|
||||
currentScene: 'Story',
|
||||
currentScenePreset: previewScenePreset,
|
||||
|
||||
@@ -2527,7 +2527,8 @@ test('agent draft result test button enters current draft without publish gate',
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
|
||||
expect.objectContaining({ name: '潮雾列岛' }),
|
||||
expect.objectContaining({
|
||||
mode: 'test',
|
||||
mode: 'play',
|
||||
disablePersistence: true,
|
||||
returnStage: 'custom-world-result',
|
||||
}),
|
||||
);
|
||||
|
||||
@@ -114,10 +114,10 @@ function buildSession(): CustomWorldAgentSessionSnapshot {
|
||||
}
|
||||
|
||||
describe('useRpgCreationEnterWorld', () => {
|
||||
it('Agent 草稿测试进入游戏时使用结果页当前 profile 的角色形象', async () => {
|
||||
it('Agent 草稿测试进入游戏时优先使用结果页当前 profile,而不是回退到会话快照', async () => {
|
||||
const staleResultProfile = buildProfile({
|
||||
id: 'stale-result',
|
||||
name: '旧结果页快照',
|
||||
id: 'session-profile',
|
||||
name: '会话旧快照',
|
||||
imageSrc: '/template/old-role.png',
|
||||
});
|
||||
const resultProfile = buildProfile({
|
||||
@@ -133,8 +133,8 @@ describe('useRpgCreationEnterWorld', () => {
|
||||
const { enterWorldForTestFromCurrentResult } = useRpgCreationEnterWorld({
|
||||
isAgentDraftResultView: true,
|
||||
activeAgentSessionId: 'session-1',
|
||||
generatedCustomWorldProfile: staleResultProfile,
|
||||
agentSessionProfile: resultProfile,
|
||||
generatedCustomWorldProfile: resultProfile,
|
||||
agentSessionProfile: staleResultProfile,
|
||||
agentSession: buildSession(),
|
||||
handleCustomWorldSelect,
|
||||
executePublishWorld,
|
||||
@@ -158,9 +158,11 @@ describe('useRpgCreationEnterWorld', () => {
|
||||
|
||||
expect(executePublishWorld).not.toHaveBeenCalled();
|
||||
expect(handleCustomWorldSelect).toHaveBeenCalledWith(resultProfile, {
|
||||
mode: 'test',
|
||||
mode: 'play',
|
||||
disablePersistence: true,
|
||||
returnStage: 'custom-world-result',
|
||||
});
|
||||
expect(setGeneratedCustomWorldProfile).toHaveBeenCalledWith(resultProfile);
|
||||
expect(
|
||||
handleCustomWorldSelect.mock.calls[0]?.[0].playableNpcs[0]?.imageSrc,
|
||||
).toBe('/generated-characters/draft-role/portrait.png');
|
||||
|
||||
@@ -21,7 +21,7 @@ type UseRpgCreationEnterWorldParams = {
|
||||
|
||||
/**
|
||||
* 统一“进入世界”前的最终同步策略。
|
||||
* Agent 草稿结果进入游戏时只读当前结果页 profile,不再静默回退到基础 draftProfile。
|
||||
* Agent 草稿结果进入游戏时只读当前结果页 profile,不再静默回退到会话侧旧快照。
|
||||
*/
|
||||
export function useRpgCreationEnterWorld(
|
||||
params: UseRpgCreationEnterWorldParams,
|
||||
@@ -42,26 +42,22 @@ export function useRpgCreationEnterWorld(
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isAgentDraftResultView || !activeAgentSessionId) {
|
||||
handleCustomWorldSelect(generatedCustomWorldProfile, {
|
||||
mode: 'test',
|
||||
returnStage: 'custom-world-result',
|
||||
});
|
||||
return;
|
||||
// 中文注释:作品测试必须复用“结果页当前真相源”。
|
||||
// 用户在结果页看到并可能继续编辑的是 generatedCustomWorldProfile;
|
||||
// 如果这里又回退成会话里的 agentSessionProfile,就会出现
|
||||
// “结果页看起来已经是新版,但作品测试实际进入的是旧版快照”的错位。
|
||||
if (isAgentDraftResultView && activeAgentSessionId) {
|
||||
setGeneratedCustomWorldProfile(generatedCustomWorldProfile);
|
||||
}
|
||||
|
||||
if (!agentSessionProfile) {
|
||||
return;
|
||||
}
|
||||
|
||||
setGeneratedCustomWorldProfile(agentSessionProfile);
|
||||
handleCustomWorldSelect(agentSessionProfile, {
|
||||
mode: 'test',
|
||||
handleCustomWorldSelect(generatedCustomWorldProfile, {
|
||||
// 中文注释:作品测试现在复用正式 play 运行链,只保留
|
||||
// “返回结果页 + 禁止写正式持久化”的入口语义。
|
||||
mode: 'play',
|
||||
disablePersistence: true,
|
||||
returnStage: 'custom-world-result',
|
||||
});
|
||||
}, [
|
||||
activeAgentSessionId,
|
||||
agentSessionProfile,
|
||||
generatedCustomWorldProfile,
|
||||
handleCustomWorldSelect,
|
||||
isAgentDraftResultView,
|
||||
|
||||
@@ -83,7 +83,10 @@ vi.mock('./RpgRuntimeStageRouter', () => ({
|
||||
|
||||
let mockVisibleGameState: GameState;
|
||||
|
||||
function createGameState(runtimeMode: GameState['runtimeMode']): GameState {
|
||||
function createGameState(
|
||||
runtimeMode: GameState['runtimeMode'],
|
||||
runtimePersistenceDisabled?: boolean,
|
||||
): GameState {
|
||||
return {
|
||||
worldType: WorldType.CUSTOM,
|
||||
customWorldProfile: null,
|
||||
@@ -112,7 +115,7 @@ function createGameState(runtimeMode: GameState['runtimeMode']): GameState {
|
||||
initialItems: [],
|
||||
},
|
||||
runtimeMode,
|
||||
runtimePersistenceDisabled: runtimeMode !== 'play',
|
||||
runtimePersistenceDisabled: runtimePersistenceDisabled ?? false,
|
||||
runtimeStats: {
|
||||
playTimeMs: 0,
|
||||
lastPlayTickAt: null,
|
||||
@@ -168,8 +171,11 @@ function createGameState(runtimeMode: GameState['runtimeMode']): GameState {
|
||||
};
|
||||
}
|
||||
|
||||
function buildProps(runtimeMode: GameState['runtimeMode']): RpgRuntimeShellProps {
|
||||
const gameState = createGameState(runtimeMode);
|
||||
function buildProps(
|
||||
runtimeMode: GameState['runtimeMode'],
|
||||
runtimePersistenceDisabled?: boolean,
|
||||
): RpgRuntimeShellProps {
|
||||
const gameState = createGameState(runtimeMode, runtimePersistenceDisabled);
|
||||
mockVisibleGameState = gameState;
|
||||
return {
|
||||
session: {
|
||||
@@ -254,24 +260,25 @@ beforeEach(() => {
|
||||
mockVisibleGameState = createGameState('play');
|
||||
});
|
||||
|
||||
test('测试态显示结束测试按钮并触发退出回调', async () => {
|
||||
test('结果页测试入口可显示结束测试按钮并触发退出回调', async () => {
|
||||
const user = userEvent.setup();
|
||||
const onExitTestRuntime = vi.fn();
|
||||
const onExitRuntimePreview = vi.fn();
|
||||
|
||||
render(
|
||||
<RpgRuntimeShell
|
||||
{...buildProps('test')}
|
||||
onExitTestRuntime={onExitTestRuntime}
|
||||
{...buildProps('play', true)}
|
||||
onExitRuntimePreview={onExitRuntimePreview}
|
||||
showRuntimePreviewExit
|
||||
/>,
|
||||
);
|
||||
|
||||
await user.click(screen.getByRole('button', { name: '结束测试' }));
|
||||
|
||||
expect(onExitTestRuntime).toHaveBeenCalledTimes(1);
|
||||
expect(onExitRuntimePreview).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
test('正式运行态不显示结束测试按钮', () => {
|
||||
render(<RpgRuntimeShell {...buildProps('play')} onExitTestRuntime={() => {}} />);
|
||||
render(<RpgRuntimeShell {...buildProps('play')} />);
|
||||
|
||||
expect(screen.queryByRole('button', { name: '结束测试' })).toBeNull();
|
||||
});
|
||||
|
||||
@@ -37,7 +37,8 @@ export function RpgRuntimeShell({
|
||||
companions,
|
||||
audio,
|
||||
chrome,
|
||||
onExitTestRuntime,
|
||||
onExitRuntimePreview,
|
||||
showRuntimePreviewExit,
|
||||
}: RpgRuntimeShellComponentProps) {
|
||||
const authUi = useAuthUi();
|
||||
const isPlatformShell = !session.gameState.worldType;
|
||||
@@ -133,7 +134,10 @@ export function RpgRuntimeShell({
|
||||
playerProgression.currentLevelXp / playerProgression.xpToNextLevel,
|
||||
),
|
||||
);
|
||||
const isTestRuntime = gameState.runtimeMode === 'test';
|
||||
const canExitRuntimePreview =
|
||||
Boolean(gameState.worldType) &&
|
||||
Boolean(showRuntimePreviewExit) &&
|
||||
Boolean(onExitRuntimePreview);
|
||||
|
||||
useEffect(() => {
|
||||
if (gameState.worldType && !gameState.playerCharacter) {
|
||||
@@ -209,7 +213,7 @@ export function RpgRuntimeShell({
|
||||
</div>
|
||||
)}
|
||||
|
||||
{gameState.worldType && isTestRuntime && onExitTestRuntime ? (
|
||||
{canExitRuntimePreview ? (
|
||||
<div
|
||||
className="fixed inset-x-0 z-[170] flex justify-center px-4"
|
||||
style={{
|
||||
@@ -218,7 +222,7 @@ export function RpgRuntimeShell({
|
||||
>
|
||||
<button
|
||||
type="button"
|
||||
onClick={onExitTestRuntime}
|
||||
onClick={onExitRuntimePreview}
|
||||
className="inline-flex min-h-[2.75rem] items-center justify-center rounded-full border border-white/15 bg-black/65 px-5 text-sm font-semibold text-white shadow-[0_12px_30px_rgba(0,0,0,0.38)] backdrop-blur-sm transition hover:border-white/28 hover:bg-black/78"
|
||||
>
|
||||
结束测试
|
||||
|
||||
@@ -111,5 +111,6 @@ export interface RpgRuntimeShellProps {
|
||||
companions: RpgRuntimeCompanionProps;
|
||||
audio: RpgRuntimeAudioProps;
|
||||
chrome?: RpgRuntimeShellChromeOptions;
|
||||
onExitTestRuntime?: () => void;
|
||||
onExitRuntimePreview?: () => void;
|
||||
showRuntimePreviewExit?: boolean;
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@ import { getMonsterPresetsByWorld } from './hostileNpcPresets';
|
||||
import { createSceneHostileNpc } from './hostileNpcs';
|
||||
import { buildInitialNpcState } from './npcInteractions';
|
||||
import {
|
||||
buildNpcBattleFormationFromEncounter,
|
||||
createSceneEncounterPreview,
|
||||
hasAutoBattleSceneEncounter,
|
||||
resolveSceneEncounterPreview,
|
||||
@@ -495,4 +496,371 @@ describe('sceneEncounterPreviews', () => {
|
||||
expect(resolved.inBattle).toBe(false);
|
||||
expect(resolved.currentEncounter?.id).toBe('npc-hostile-opposite');
|
||||
});
|
||||
|
||||
it('builds active act npc battle formations with stable back-row slots', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
worldType: WorldType.CUSTOM,
|
||||
customWorldProfile: {
|
||||
id: 'custom-profile',
|
||||
name: '测试世界',
|
||||
settingText: '',
|
||||
subtitle: '',
|
||||
summary: '',
|
||||
tone: '',
|
||||
playerGoal: '',
|
||||
templateWorldType: WorldType.WUXIA,
|
||||
majorFactions: [],
|
||||
coreConflicts: [],
|
||||
attributeSchema: {
|
||||
attributes: [],
|
||||
},
|
||||
playableNpcs: [],
|
||||
storyNpcs: [
|
||||
{
|
||||
id: 'npc-front',
|
||||
name: '正面对手',
|
||||
title: '刀客',
|
||||
description: '正面对手',
|
||||
initialAffinity: -30,
|
||||
imageSrc: '',
|
||||
role: '敌对角色',
|
||||
backstory: '',
|
||||
personality: '',
|
||||
motivation: '',
|
||||
combatStyle: '',
|
||||
relationshipHooks: [],
|
||||
tags: [],
|
||||
skills: [],
|
||||
initialItems: [],
|
||||
},
|
||||
{
|
||||
id: 'npc-back-1',
|
||||
name: '后排甲',
|
||||
title: '弓手',
|
||||
description: '后排甲',
|
||||
initialAffinity: -25,
|
||||
imageSrc: '',
|
||||
role: '敌对角色',
|
||||
backstory: '',
|
||||
personality: '',
|
||||
motivation: '',
|
||||
combatStyle: '',
|
||||
relationshipHooks: [],
|
||||
tags: [],
|
||||
skills: [],
|
||||
initialItems: [],
|
||||
},
|
||||
{
|
||||
id: 'npc-back-2',
|
||||
name: '后排乙',
|
||||
title: '术士',
|
||||
description: '后排乙',
|
||||
initialAffinity: -20,
|
||||
imageSrc: '',
|
||||
role: '敌对角色',
|
||||
backstory: '',
|
||||
personality: '',
|
||||
motivation: '',
|
||||
combatStyle: '',
|
||||
relationshipHooks: [],
|
||||
tags: [],
|
||||
skills: [],
|
||||
initialItems: [],
|
||||
},
|
||||
],
|
||||
items: [],
|
||||
landmarks: [
|
||||
{
|
||||
id: 'landmark-raw-1',
|
||||
name: '旧桥',
|
||||
description: '旧桥',
|
||||
sceneNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
|
||||
connections: [],
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'chapter-1',
|
||||
sceneId: 'landmark-raw-1',
|
||||
title: '旧桥章节',
|
||||
summary: '',
|
||||
sceneTaskDescription: '',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: ['landmark-raw-1'],
|
||||
acts: [
|
||||
{
|
||||
id: 'act-1',
|
||||
sceneId: 'landmark-raw-1',
|
||||
title: '第一幕',
|
||||
summary: '',
|
||||
stageCoverage: ['opening'],
|
||||
encounterNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
|
||||
primaryNpcId: 'npc-front',
|
||||
oppositeNpcId: 'npc-front',
|
||||
eventDescription: '',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '',
|
||||
transitionHook: '',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
} as CustomWorldProfile,
|
||||
currentScenePreset: {
|
||||
id: 'landmark-raw-1',
|
||||
name: '旧桥',
|
||||
description: '旧桥',
|
||||
imageSrc: '/bridge.png',
|
||||
connectedSceneIds: [],
|
||||
treasureHints: [],
|
||||
npcs: [
|
||||
{
|
||||
id: 'npc-front',
|
||||
name: '正面对手',
|
||||
description: '正面对手',
|
||||
avatar: '正',
|
||||
role: '敌对角色',
|
||||
initialAffinity: -30,
|
||||
hostile: true,
|
||||
attributeProfile: {
|
||||
attributes: {},
|
||||
combat: {
|
||||
maxHp: 96,
|
||||
attack: 12,
|
||||
defense: 8,
|
||||
speed: 10,
|
||||
},
|
||||
} as SceneNpc['attributeProfile'],
|
||||
},
|
||||
{
|
||||
id: 'npc-back-1',
|
||||
name: '后排甲',
|
||||
description: '后排甲',
|
||||
avatar: '甲',
|
||||
role: '敌对角色',
|
||||
initialAffinity: -25,
|
||||
hostile: true,
|
||||
attributeProfile: {
|
||||
attributes: {},
|
||||
combat: {
|
||||
maxHp: 82,
|
||||
attack: 10,
|
||||
defense: 6,
|
||||
speed: 9,
|
||||
},
|
||||
} as SceneNpc['attributeProfile'],
|
||||
},
|
||||
{
|
||||
id: 'npc-back-2',
|
||||
name: '后排乙',
|
||||
description: '后排乙',
|
||||
avatar: '乙',
|
||||
role: '敌对角色',
|
||||
initialAffinity: -20,
|
||||
hostile: true,
|
||||
attributeProfile: {
|
||||
attributes: {},
|
||||
combat: {
|
||||
maxHp: 78,
|
||||
attack: 9,
|
||||
defense: 5,
|
||||
speed: 11,
|
||||
},
|
||||
} as SceneNpc['attributeProfile'],
|
||||
},
|
||||
] satisfies SceneNpc[],
|
||||
},
|
||||
currentEncounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
npcAvatar: '正',
|
||||
context: '敌对角色',
|
||||
hostile: true,
|
||||
initialAffinity: -30,
|
||||
xMeters: 3.2,
|
||||
},
|
||||
npcStates: {
|
||||
'npc-front': {
|
||||
...buildInitialNpcState(createEncounter(), WorldType.CUSTOM),
|
||||
affinity: -30,
|
||||
},
|
||||
'npc-back-1': {
|
||||
...buildInitialNpcState(createEncounter(), WorldType.CUSTOM),
|
||||
affinity: -25,
|
||||
},
|
||||
'npc-back-2': {
|
||||
...buildInitialNpcState(createEncounter(), WorldType.CUSTOM),
|
||||
affinity: -20,
|
||||
},
|
||||
},
|
||||
} satisfies GameState;
|
||||
|
||||
const formation = buildNpcBattleFormationFromEncounter({
|
||||
state,
|
||||
encounter: state.currentEncounter!,
|
||||
});
|
||||
|
||||
expect(formation).toHaveLength(3);
|
||||
expect(formation.map((monster) => monster.encounter?.id)).toEqual([
|
||||
'npc-front',
|
||||
'npc-back-1',
|
||||
'npc-back-2',
|
||||
]);
|
||||
expect(
|
||||
formation.map((monster) => ({
|
||||
id: monster.encounter?.id,
|
||||
xMeters: monster.xMeters,
|
||||
yOffset: monster.yOffset,
|
||||
})),
|
||||
).toEqual([
|
||||
{ id: 'npc-front', xMeters: 3.2, yOffset: 0 },
|
||||
{ id: 'npc-back-1', xMeters: 4.28, yOffset: 62 },
|
||||
{ id: 'npc-back-2', xMeters: 4.28, yOffset: -46 },
|
||||
]);
|
||||
});
|
||||
|
||||
it('keeps scene-act formation order even when the clicked encounter comes from the back row', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
worldType: WorldType.CUSTOM,
|
||||
customWorldProfile: {
|
||||
id: 'custom-profile',
|
||||
name: '测试世界',
|
||||
settingText: '',
|
||||
subtitle: '',
|
||||
summary: '',
|
||||
tone: '',
|
||||
playerGoal: '',
|
||||
templateWorldType: WorldType.WUXIA,
|
||||
majorFactions: [],
|
||||
coreConflicts: [],
|
||||
attributeSchema: {
|
||||
attributes: [],
|
||||
},
|
||||
playableNpcs: [],
|
||||
storyNpcs: [],
|
||||
items: [],
|
||||
landmarks: [
|
||||
{
|
||||
id: 'landmark-raw-1',
|
||||
name: '海底遗址',
|
||||
description: '海底遗址',
|
||||
sceneNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
|
||||
connections: [],
|
||||
},
|
||||
],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'chapter-1',
|
||||
sceneId: 'landmark-raw-1',
|
||||
title: '海底章节',
|
||||
summary: '',
|
||||
sceneTaskDescription: '',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: ['landmark-raw-1'],
|
||||
acts: [
|
||||
{
|
||||
id: 'act-1',
|
||||
sceneId: 'landmark-raw-1',
|
||||
title: '第一幕',
|
||||
summary: '',
|
||||
stageCoverage: ['opening'],
|
||||
encounterNpcIds: ['npc-front', 'npc-back-1', 'npc-back-2'],
|
||||
primaryNpcId: 'npc-front',
|
||||
oppositeNpcId: 'npc-front',
|
||||
eventDescription: '',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '',
|
||||
transitionHook: '',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
} as CustomWorldProfile,
|
||||
currentScenePreset: {
|
||||
id: 'landmark-raw-1',
|
||||
name: '海底遗址',
|
||||
description: '海底遗址',
|
||||
imageSrc: '/underwater.png',
|
||||
connectedSceneIds: [],
|
||||
treasureHints: [],
|
||||
npcs: [
|
||||
{
|
||||
id: 'npc-front',
|
||||
name: '珊瑚祭司',
|
||||
description: '前排祭司',
|
||||
avatar: '祭',
|
||||
role: '敌对角色',
|
||||
initialAffinity: -20,
|
||||
hostile: true,
|
||||
},
|
||||
{
|
||||
id: 'npc-back-1',
|
||||
name: '赤发护卫',
|
||||
description: '后排护卫',
|
||||
avatar: '卫',
|
||||
role: '敌对角色',
|
||||
initialAffinity: -20,
|
||||
hostile: true,
|
||||
},
|
||||
{
|
||||
id: 'npc-back-2',
|
||||
name: '潮歌侍从',
|
||||
description: '后排侍从',
|
||||
avatar: '侍',
|
||||
role: '敌对角色',
|
||||
initialAffinity: -20,
|
||||
hostile: true,
|
||||
},
|
||||
] satisfies SceneNpc[],
|
||||
},
|
||||
currentEncounter: {
|
||||
id: 'npc-back-1',
|
||||
kind: 'npc',
|
||||
npcName: '赤发护卫',
|
||||
npcDescription: '后排护卫',
|
||||
npcAvatar: '卫',
|
||||
context: '敌对角色',
|
||||
hostile: true,
|
||||
initialAffinity: -20,
|
||||
xMeters: 4.28,
|
||||
},
|
||||
npcStates: {
|
||||
'npc-front': {
|
||||
...buildInitialNpcState(createEncounter(), WorldType.CUSTOM),
|
||||
affinity: -20,
|
||||
},
|
||||
'npc-back-1': {
|
||||
...buildInitialNpcState(createEncounter(), WorldType.CUSTOM),
|
||||
affinity: -20,
|
||||
},
|
||||
'npc-back-2': {
|
||||
...buildInitialNpcState(createEncounter(), WorldType.CUSTOM),
|
||||
affinity: -20,
|
||||
},
|
||||
},
|
||||
} satisfies GameState;
|
||||
|
||||
const formation = buildNpcBattleFormationFromEncounter({
|
||||
state,
|
||||
encounter: state.currentEncounter!,
|
||||
});
|
||||
|
||||
expect(
|
||||
formation.map((monster) => ({
|
||||
id: monster.encounter?.id,
|
||||
xMeters: monster.xMeters,
|
||||
yOffset: monster.yOffset,
|
||||
})),
|
||||
).toEqual([
|
||||
{ id: 'npc-front', xMeters: 3.2, yOffset: 0 },
|
||||
{ id: 'npc-back-1', xMeters: 4.28, yOffset: 62 },
|
||||
{ id: 'npc-back-2', xMeters: 4.28, yOffset: -46 },
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -4,7 +4,14 @@ import {
|
||||
resolveActiveSceneActEncounterFocusNpcId,
|
||||
resolveActiveSceneActEncounterNpcIds,
|
||||
} from '../services/customWorldSceneActRuntime';
|
||||
import { AnimationState, Encounter, GameState, SceneNpc, WorldType } from '../types';
|
||||
import {
|
||||
AnimationState,
|
||||
Encounter,
|
||||
GameState,
|
||||
SceneHostileNpc,
|
||||
SceneNpc,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { getRecruitedNpcIds } from './companionRoster';
|
||||
import {
|
||||
createSceneHostileNpcsFromEncounters,
|
||||
@@ -27,6 +34,41 @@ export const PREVIEW_ENTITY_X_METERS = 12;
|
||||
export const RESOLVED_ENTITY_X_METERS = 3.2;
|
||||
export const CALL_OUT_ENTRY_X_METERS = 18;
|
||||
export const TREASURE_ENCOUNTERS_ENABLED = false;
|
||||
const SCENE_ACT_BACK_ROW_BATTLE_X_METERS = Number(
|
||||
(RESOLVED_ENTITY_X_METERS + 1.08).toFixed(2),
|
||||
);
|
||||
const SCENE_ACT_BACK_ROW_BATTLE_Y_OFFSETS = [62, -46] as const;
|
||||
|
||||
function isNpcBattleAlignmentDebugEnabled() {
|
||||
if (typeof window === 'undefined') {
|
||||
return false;
|
||||
}
|
||||
|
||||
return (
|
||||
window.localStorage.getItem('rpg:npc-battle-alignment-debug') === '1' ||
|
||||
window.location.search.includes('npcBattleAlignmentDebug=1')
|
||||
);
|
||||
}
|
||||
|
||||
function logNpcBattleFormation(
|
||||
label: string,
|
||||
monsters: Array<Pick<SceneHostileNpc, 'id' | 'xMeters' | 'yOffset' | 'encounter'>>,
|
||||
) {
|
||||
if (!isNpcBattleAlignmentDebugEnabled()) {
|
||||
return;
|
||||
}
|
||||
|
||||
console.info(
|
||||
`[npc-battle-formation] ${label}`,
|
||||
monsters.map((monster) => ({
|
||||
id: monster.id,
|
||||
encounterId: monster.encounter?.id ?? null,
|
||||
encounterName: monster.encounter?.npcName ?? null,
|
||||
xMeters: monster.xMeters,
|
||||
yOffset: monster.yOffset,
|
||||
})),
|
||||
);
|
||||
}
|
||||
|
||||
function getNpcEncounterKey(encounter: Encounter) {
|
||||
return encounter.id ?? encounter.npcName;
|
||||
@@ -54,18 +96,138 @@ function shouldAutoStartBattleForEncounter(state: GameState, encounter: Encounte
|
||||
return npcState.affinity < 0 || (npcState.relationState?.affinity ?? npcState.affinity) < 0;
|
||||
}
|
||||
|
||||
function resolveSceneActEncounterMembers(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
) {
|
||||
const currentSceneNpcs = state.currentScenePreset?.npcs ?? [];
|
||||
if (currentSceneNpcs.length === 0) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const activeActNpcIds = resolveActiveSceneActEncounterNpcIds({
|
||||
profile: state.customWorldProfile,
|
||||
sceneId: state.currentScenePreset?.id ?? null,
|
||||
storyEngineMemory: state.storyEngineMemory,
|
||||
});
|
||||
if (activeActNpcIds.length <= 1) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const seenNpcIds = new Set<string>();
|
||||
|
||||
return currentSceneNpcs
|
||||
.filter((candidate) => {
|
||||
const candidateIds = [
|
||||
candidate.id,
|
||||
candidate.characterId,
|
||||
candidate.name,
|
||||
candidate.title,
|
||||
]
|
||||
.map((value) =>
|
||||
resolveCustomWorldRoleIdReference(state.customWorldProfile, value),
|
||||
)
|
||||
.filter(Boolean);
|
||||
|
||||
return candidateIds.some((candidateId) => activeActNpcIds.includes(candidateId));
|
||||
})
|
||||
.filter((npc): npc is SceneNpc => Boolean(npc))
|
||||
.filter((npc) => {
|
||||
if (seenNpcIds.has(npc.id)) {
|
||||
return false;
|
||||
}
|
||||
seenNpcIds.add(npc.id);
|
||||
return true;
|
||||
})
|
||||
.slice(0, 3);
|
||||
}
|
||||
|
||||
function getSceneActBattleSlots(primaryX: number) {
|
||||
return [
|
||||
{
|
||||
xMeters: primaryX,
|
||||
yOffset: 0,
|
||||
},
|
||||
{
|
||||
xMeters: SCENE_ACT_BACK_ROW_BATTLE_X_METERS,
|
||||
yOffset: SCENE_ACT_BACK_ROW_BATTLE_Y_OFFSETS[0],
|
||||
},
|
||||
{
|
||||
xMeters: SCENE_ACT_BACK_ROW_BATTLE_X_METERS,
|
||||
yOffset: SCENE_ACT_BACK_ROW_BATTLE_Y_OFFSETS[1],
|
||||
},
|
||||
] satisfies Array<Pick<SceneHostileNpc, 'xMeters' | 'yOffset'>>;
|
||||
}
|
||||
|
||||
export function buildNpcBattleFormationFromEncounter(params: {
|
||||
state: GameState;
|
||||
encounter: Encounter;
|
||||
mode?: 'fight' | 'spar';
|
||||
}) {
|
||||
const { state, encounter, mode = 'fight' } = params;
|
||||
const sceneActMembers = resolveSceneActEncounterMembers(state, encounter);
|
||||
const primaryX =
|
||||
sceneActMembers.length > 1
|
||||
? RESOLVED_ENTITY_X_METERS
|
||||
: encounter.xMeters ?? RESOLVED_ENTITY_X_METERS;
|
||||
const formationSourceEncounters =
|
||||
sceneActMembers.length > 1
|
||||
? sceneActMembers.map((member, index) =>
|
||||
buildEncounterFromSceneNpc(
|
||||
member,
|
||||
index === 0 ? primaryX : SCENE_ACT_BACK_ROW_BATTLE_X_METERS,
|
||||
),
|
||||
)
|
||||
: [encounter];
|
||||
const slots = getSceneActBattleSlots(primaryX);
|
||||
|
||||
const resolvedFormation = formationSourceEncounters.map((memberEncounter, index) => {
|
||||
const slot = slots[index] ?? slots[slots.length - 1];
|
||||
const npcState = getResolvedNpcState(state, memberEncounter);
|
||||
const battleMonster = createNpcBattleMonster(
|
||||
memberEncounter,
|
||||
npcState,
|
||||
mode,
|
||||
{
|
||||
worldType: state.worldType,
|
||||
customWorldProfile: state.customWorldProfile,
|
||||
},
|
||||
);
|
||||
|
||||
return {
|
||||
...battleMonster,
|
||||
xMeters: slot.xMeters,
|
||||
yOffset: slot.yOffset,
|
||||
facing: getFacingTowardPlayer(slot.xMeters, PLAYER_BASE_X_METERS),
|
||||
encounter: battleMonster.encounter
|
||||
? {
|
||||
...battleMonster.encounter,
|
||||
xMeters: slot.xMeters,
|
||||
}
|
||||
: battleMonster.encounter,
|
||||
} satisfies SceneHostileNpc;
|
||||
});
|
||||
|
||||
logNpcBattleFormation(
|
||||
`buildNpcBattleFormationFromEncounter:${encounter.id ?? encounter.npcName}`,
|
||||
resolvedFormation,
|
||||
);
|
||||
|
||||
return resolvedFormation;
|
||||
}
|
||||
|
||||
function buildResolvedNpcBattleState(state: GameState, encounter: Encounter) {
|
||||
const npcState = getResolvedNpcState(state, encounter);
|
||||
const battleNpcId = getNpcEncounterKey(encounter);
|
||||
|
||||
return {
|
||||
...state,
|
||||
sceneHostileNpcs: [
|
||||
createNpcBattleMonster(encounter, npcState, 'fight', {
|
||||
worldType: state.worldType,
|
||||
customWorldProfile: state.customWorldProfile,
|
||||
}),
|
||||
],
|
||||
// 中文注释:幕预览和正式运行都统一走这一套 NPC 战斗编队生成,
|
||||
// 避免开战时把同幕后排角色压缩成单体,导致阵容缺失和站位突变。
|
||||
sceneHostileNpcs: buildNpcBattleFormationFromEncounter({
|
||||
state,
|
||||
encounter,
|
||||
mode: 'fight',
|
||||
}),
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
playerX: 0,
|
||||
|
||||
@@ -423,4 +423,49 @@ describe('buildBattlePlan', () => {
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it('prefers fight_defeat over fight_victory when the round ends with player death after local battle settlement', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
currentBattleNpcId: 'npc-opponent',
|
||||
currentNpcBattleMode: 'fight' as const,
|
||||
playerHp: 6,
|
||||
playerMaxHp: 30,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'npc-opponent',
|
||||
name: '山道客',
|
||||
action: '提刀逼近',
|
||||
description: '测试敌人',
|
||||
animation: 'idle' as const,
|
||||
xMeters: 3,
|
||||
yOffset: 0,
|
||||
facing: 'left' as const,
|
||||
attackRange: 1,
|
||||
speed: 1,
|
||||
hp: 8,
|
||||
maxHp: 8,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
const plan = buildBattlePlan({
|
||||
state,
|
||||
option: {
|
||||
...createBattleOption(),
|
||||
functionId: 'battle_all_in_crush',
|
||||
},
|
||||
character: createTestCharacter(),
|
||||
totalSequenceMs: 900,
|
||||
turnVisualMs: 820,
|
||||
resetStageMs: 260,
|
||||
minTurnCount: 1,
|
||||
});
|
||||
|
||||
expect(plan.turns.map((turn) => turn.actor)).toEqual(['player', 'monster']);
|
||||
expect(plan.finalState.playerHp).toBe(0);
|
||||
expect(plan.finalState.inBattle).toBe(false);
|
||||
expect(plan.finalState.currentNpcBattleOutcome).toBe('fight_defeat');
|
||||
expect(plan.finalState.sceneHostileNpcs).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -87,6 +87,22 @@ export type BattlePlan = {
|
||||
finalState: GameState;
|
||||
};
|
||||
|
||||
function resolveFightBattleOutcome(state: GameState): GameState['currentNpcBattleOutcome'] {
|
||||
if (state.currentNpcBattleMode === 'spar') {
|
||||
return state.currentNpcBattleOutcome;
|
||||
}
|
||||
if (state.playerHp <= 0) {
|
||||
return state.currentBattleNpcId ? 'fight_defeat' : state.currentNpcBattleOutcome;
|
||||
}
|
||||
if (
|
||||
state.currentBattleNpcId &&
|
||||
state.sceneHostileNpcs.every((monster) => monster.hp <= 0)
|
||||
) {
|
||||
return 'fight_victory';
|
||||
}
|
||||
return state.currentNpcBattleOutcome;
|
||||
}
|
||||
|
||||
function createEmptyCooldowns(character: Character) {
|
||||
return Object.fromEntries(character.skills.map((skill) => [skill.id, 0]));
|
||||
}
|
||||
@@ -543,11 +559,29 @@ export function buildBattlePlan({
|
||||
const preparedState = simulatedState;
|
||||
const turns: BattlePlanStep[] = [];
|
||||
const turnOrder = buildRoundTurnOrder(simulatedState, character);
|
||||
const pendingMonsterTurnIds = new Set(
|
||||
turnOrder
|
||||
.filter(
|
||||
(turnActor): turnActor is Extract<BattleTurnActor, {actor: 'monster'}> =>
|
||||
turnActor.actor === 'monster',
|
||||
)
|
||||
.map((turnActor) => turnActor.monsterId),
|
||||
);
|
||||
|
||||
for (const turnActor of turnOrder) {
|
||||
if (!simulatedState.inBattle || simulatedState.playerHp <= 0) {
|
||||
if (
|
||||
simulatedState.playerHp <= 0 ||
|
||||
simulatedState.currentNpcBattleOutcome === 'spar_complete' ||
|
||||
simulatedState.currentNpcBattleOutcome === 'fight_defeat'
|
||||
) {
|
||||
break;
|
||||
}
|
||||
if (!simulatedState.inBattle && pendingMonsterTurnIds.size === 0) {
|
||||
break;
|
||||
}
|
||||
if (turnActor.actor === 'monster') {
|
||||
pendingMonsterTurnIds.delete(turnActor.monsterId);
|
||||
}
|
||||
|
||||
if (
|
||||
turnActor.actor === 'player' &&
|
||||
@@ -725,20 +759,14 @@ export function buildBattlePlan({
|
||||
}
|
||||
: monster,
|
||||
);
|
||||
const playerDefeated =
|
||||
const targetDefeated =
|
||||
!isNpcSpar &&
|
||||
resolvedMonsters.some(
|
||||
(monster) => monster.id === currentTarget.id && monster.hp <= 0,
|
||||
);
|
||||
const remainingMonsters = playerDefeated
|
||||
? resolvedMonsters.filter(
|
||||
(monster) =>
|
||||
!(monster.id === currentTarget.id && monster.hp <= 0),
|
||||
)
|
||||
: resolvedMonsters;
|
||||
const nextTarget = getClosestHostileNpc(
|
||||
originalPlayerX,
|
||||
remainingMonsters,
|
||||
resolvedMonsters.filter((monster) => monster.hp > 0),
|
||||
);
|
||||
|
||||
simulatedState = {
|
||||
@@ -757,7 +785,7 @@ export function buildBattlePlan({
|
||||
simulatedState.playerMana - selectedSkill.manaCost,
|
||||
),
|
||||
playerSkillCooldowns: appliedCooldowns,
|
||||
sceneHostileNpcs: remainingMonsters.map((monster) => ({
|
||||
sceneHostileNpcs: resolvedMonsters.map((monster) => ({
|
||||
...monster,
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
@@ -766,14 +794,17 @@ export function buildBattlePlan({
|
||||
inBattle:
|
||||
isNpcSpar
|
||||
? !wouldEndSpar
|
||||
: remainingMonsters.length > 0 && simulatedState.playerHp > 0,
|
||||
: (resolvedMonsters.some((monster) => monster.hp > 0) ||
|
||||
pendingMonsterTurnIds.size > 0) &&
|
||||
simulatedState.playerHp > 0,
|
||||
currentNpcBattleOutcome: wouldEndSpar
|
||||
? 'spar_complete'
|
||||
: !isNpcSpar &&
|
||||
remainingMonsters.length === 0 &&
|
||||
simulatedState.currentBattleNpcId
|
||||
? 'fight_victory'
|
||||
: simulatedState.currentNpcBattleOutcome,
|
||||
: pendingMonsterTurnIds.size > 0
|
||||
? simulatedState.currentNpcBattleOutcome
|
||||
: resolveFightBattleOutcome({
|
||||
...simulatedState,
|
||||
sceneHostileNpcs: resolvedMonsters,
|
||||
}),
|
||||
};
|
||||
|
||||
turns.push({
|
||||
@@ -787,7 +818,7 @@ export function buildBattlePlan({
|
||||
appliedCooldowns,
|
||||
damage: playerDamage,
|
||||
criticalHit: playerCriticalHit,
|
||||
defeated: playerDefeated,
|
||||
defeated: targetDefeated,
|
||||
endsBattle: wouldEndSpar,
|
||||
delivery: playerDelivery,
|
||||
playerHpAfterAction: simulatedState.playerHp,
|
||||
@@ -870,16 +901,9 @@ export function buildBattlePlan({
|
||||
const defeated = resolvedMonsters.some(
|
||||
(monster) => monster.id === currentTarget.id && monster.hp <= 0,
|
||||
);
|
||||
const remainingMonsters = defeated
|
||||
? resolvedMonsters.filter(
|
||||
(monster) =>
|
||||
!(monster.id === currentTarget.id && monster.hp <= 0),
|
||||
)
|
||||
: resolvedMonsters;
|
||||
|
||||
simulatedState = {
|
||||
...simulatedState,
|
||||
sceneHostileNpcs: remainingMonsters.map((monster) => ({
|
||||
sceneHostileNpcs: resolvedMonsters.map((monster) => ({
|
||||
...monster,
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
@@ -894,11 +918,16 @@ export function buildBattlePlan({
|
||||
}),
|
||||
),
|
||||
inBattle:
|
||||
remainingMonsters.length > 0 && simulatedState.playerHp > 0,
|
||||
(resolvedMonsters.some((monster) => monster.hp > 0) ||
|
||||
pendingMonsterTurnIds.size > 0) &&
|
||||
simulatedState.playerHp > 0,
|
||||
currentNpcBattleOutcome:
|
||||
remainingMonsters.length === 0 && simulatedState.currentBattleNpcId
|
||||
? 'fight_victory'
|
||||
: simulatedState.currentNpcBattleOutcome,
|
||||
pendingMonsterTurnIds.size > 0
|
||||
? simulatedState.currentNpcBattleOutcome
|
||||
: resolveFightBattleOutcome({
|
||||
...simulatedState,
|
||||
sceneHostileNpcs: resolvedMonsters,
|
||||
}),
|
||||
};
|
||||
|
||||
turns.push({
|
||||
@@ -923,7 +952,8 @@ export function buildBattlePlan({
|
||||
}
|
||||
|
||||
const actingMonster = simulatedState.sceneHostileNpcs.find(
|
||||
(monster) => monster.id === turnActor.monsterId && monster.hp > 0,
|
||||
(monster) =>
|
||||
monster.id === turnActor.monsterId,
|
||||
);
|
||||
if (!actingMonster) {
|
||||
continue;
|
||||
@@ -1035,10 +1065,18 @@ export function buildBattlePlan({
|
||||
inBattle:
|
||||
isNpcSpar
|
||||
? !wouldEndSpar
|
||||
: nextPlayerHp > 0 && simulatedState.sceneHostileNpcs.length > 0,
|
||||
: nextPlayerHp > 0 &&
|
||||
(simulatedState.sceneHostileNpcs.some((monster) => monster.hp > 0) ||
|
||||
pendingMonsterTurnIds.size > 0),
|
||||
currentNpcBattleOutcome: wouldEndSpar
|
||||
? 'spar_complete'
|
||||
: simulatedState.currentNpcBattleOutcome,
|
||||
: pendingMonsterTurnIds.size > 0
|
||||
? simulatedState.currentNpcBattleOutcome
|
||||
: resolveFightBattleOutcome({
|
||||
...simulatedState,
|
||||
...damagedState,
|
||||
playerHp: nextPlayerHp,
|
||||
}),
|
||||
};
|
||||
|
||||
turns.push({
|
||||
@@ -1115,10 +1153,18 @@ export function buildBattlePlan({
|
||||
inBattle:
|
||||
isNpcSpar
|
||||
? !wouldEndSpar
|
||||
: nextPlayerHp > 0 && simulatedState.sceneHostileNpcs.length > 0,
|
||||
: nextPlayerHp > 0 &&
|
||||
(simulatedState.sceneHostileNpcs.some((monster) => monster.hp > 0) ||
|
||||
pendingMonsterTurnIds.size > 0),
|
||||
currentNpcBattleOutcome: wouldEndSpar
|
||||
? 'spar_complete'
|
||||
: simulatedState.currentNpcBattleOutcome,
|
||||
: pendingMonsterTurnIds.size > 0
|
||||
? simulatedState.currentNpcBattleOutcome
|
||||
: resolveFightBattleOutcome({
|
||||
...simulatedState,
|
||||
...damagedState,
|
||||
playerHp: nextPlayerHp,
|
||||
}),
|
||||
};
|
||||
|
||||
turns.push({
|
||||
@@ -1144,8 +1190,8 @@ export function buildBattlePlan({
|
||||
return {
|
||||
preparedState,
|
||||
turns,
|
||||
finalState: {
|
||||
...simulatedState,
|
||||
finalState: {
|
||||
...simulatedState,
|
||||
companions: resetCompanionCombatPresentation(simulatedState.companions),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle' as const,
|
||||
@@ -1155,11 +1201,15 @@ export function buildBattlePlan({
|
||||
simulatedState.currentNpcBattleOutcome === 'spar_complete' ||
|
||||
simulatedState.playerHp <= 0
|
||||
? false
|
||||
: simulatedState.sceneHostileNpcs.length > 0,
|
||||
: simulatedState.sceneHostileNpcs.some((monster) => monster.hp > 0),
|
||||
sceneHostileNpcs: resetCombatPresentation(
|
||||
simulatedState.sceneHostileNpcs,
|
||||
simulatedState.sceneHostileNpcs.filter((monster) => monster.hp > 0),
|
||||
simulatedState.playerX,
|
||||
),
|
||||
currentNpcBattleOutcome: resolveFightBattleOutcome({
|
||||
...simulatedState,
|
||||
sceneHostileNpcs: simulatedState.sceneHostileNpcs.filter((monster) => monster.hp > 0),
|
||||
}),
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ vi.mock('../../services/rpg-runtime', () => ({
|
||||
}));
|
||||
|
||||
import { generateNextStep } from '../../services/aiService';
|
||||
import { getScenePresetsByWorld } from '../../data/scenePresets';
|
||||
import { AnimationState, type Character, type Encounter, type GameState, type StoryMoment, type StoryOption, WorldType } from '../../types';
|
||||
import { createStoryChoiceActions } from './choiceActions';
|
||||
|
||||
@@ -138,6 +139,60 @@ function createFallbackStory(text = 'fallback'): StoryMoment {
|
||||
};
|
||||
}
|
||||
|
||||
function createCustomWorldProfileForSceneAct(sceneId: string) {
|
||||
return {
|
||||
id: 'custom-world-test',
|
||||
name: '场景幕重置测试',
|
||||
summary: '用于验证战败后回到首幕。',
|
||||
playableNpcs: [],
|
||||
storyNpcs: [],
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: `${sceneId}-chapter`,
|
||||
sceneId,
|
||||
title: '测试章节',
|
||||
summary: '测试章节摘要',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: [],
|
||||
acts: [
|
||||
{
|
||||
id: `${sceneId}-act-1`,
|
||||
sceneId,
|
||||
title: '第一幕',
|
||||
summary: '开场第一幕',
|
||||
stageCoverage: ['opening'],
|
||||
backgroundImageSrc: '/act-1.png',
|
||||
encounterNpcIds: [],
|
||||
primaryNpcId: null,
|
||||
oppositeNpcId: null,
|
||||
eventDescription: '第一幕事件',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '完成第一幕目标',
|
||||
transitionHook: '第一幕过渡',
|
||||
},
|
||||
{
|
||||
id: `${sceneId}-act-2`,
|
||||
sceneId,
|
||||
title: '第二幕',
|
||||
summary: '推进第二幕',
|
||||
stageCoverage: ['expansion'],
|
||||
backgroundImageSrc: '/act-2.png',
|
||||
encounterNpcIds: [],
|
||||
primaryNpcId: null,
|
||||
oppositeNpcId: null,
|
||||
eventDescription: '第二幕事件',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '完成第二幕目标',
|
||||
transitionHook: '第二幕过渡',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
} as NonNullable<GameState['customWorldProfile']>;
|
||||
}
|
||||
|
||||
const neverNpcEncounter = (
|
||||
encounter: GameState['currentEncounter'],
|
||||
): encounter is Encounter => false;
|
||||
@@ -634,6 +689,144 @@ describe('createStoryChoiceActions', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('keeps local npc defeat on the death revive chain and resets to the first scene act', async () => {
|
||||
vi.useFakeTimers();
|
||||
const firstScene = getScenePresetsByWorld(WorldType.WUXIA)[0]!;
|
||||
const customWorldProfile = createCustomWorldProfileForSceneAct(firstScene.id);
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
customWorldProfile,
|
||||
currentScenePreset: firstScene,
|
||||
storyEngineMemory: {
|
||||
discoveredFactIds: [],
|
||||
activeThreadIds: [],
|
||||
resolvedScarIds: [],
|
||||
recentCarrierIds: [],
|
||||
currentSceneActState: {
|
||||
sceneId: firstScene.id,
|
||||
chapterId: `${firstScene.id}-chapter`,
|
||||
currentActId: `${firstScene.id}-act-2`,
|
||||
currentActIndex: 1,
|
||||
completedActIds: [`${firstScene.id}-act-1`],
|
||||
visitedActIds: [`${firstScene.id}-act-1`, `${firstScene.id}-act-2`],
|
||||
},
|
||||
},
|
||||
currentEncounter: {
|
||||
id: 'npc-opponent',
|
||||
kind: 'npc' as const,
|
||||
npcName: '山道客',
|
||||
npcDescription: '拦路旧敌',
|
||||
npcAvatar: '/npc.png',
|
||||
context: '山道旧案',
|
||||
},
|
||||
npcInteractionActive: true,
|
||||
};
|
||||
const option = createBattleOption();
|
||||
const afterSequence = {
|
||||
...state,
|
||||
playerHp: 0,
|
||||
inBattle: false,
|
||||
sceneHostileNpcs: [],
|
||||
currentNpcBattleOutcome: 'fight_defeat' as const,
|
||||
};
|
||||
const finalizeNpcBattleResult = vi.fn(() => ({
|
||||
nextState: afterSequence,
|
||||
resultText: '不应该进入胜利结算',
|
||||
}));
|
||||
const setCurrentStory = vi.fn();
|
||||
const setGameState = vi.fn();
|
||||
|
||||
const { handleChoice } = createStoryChoiceActions({
|
||||
gameState: state,
|
||||
currentStory: createFallbackStory(),
|
||||
isLoading: false,
|
||||
setGameState,
|
||||
setCurrentStory,
|
||||
setAiError: vi.fn(),
|
||||
setIsLoading: vi.fn(),
|
||||
setBattleReward: vi.fn(),
|
||||
buildResolvedChoiceState: vi.fn(() => ({
|
||||
optionKind: 'battle' as const,
|
||||
battlePlan: null,
|
||||
afterSequence,
|
||||
})),
|
||||
playResolvedChoice: vi.fn().mockResolvedValue(afterSequence),
|
||||
buildStoryContextFromState: vi.fn(() => ({
|
||||
playerHp: 0,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 20,
|
||||
playerMaxMana: 20,
|
||||
inBattle: false,
|
||||
playerX: 0,
|
||||
playerFacing: 'right',
|
||||
playerAnimation: AnimationState.IDLE,
|
||||
skillCooldowns: {},
|
||||
})),
|
||||
buildStoryFromResponse: vi.fn((_, __, response) => response),
|
||||
buildFallbackStoryForState: vi.fn(() => createFallbackStory()),
|
||||
generateStoryForState: vi.fn(),
|
||||
getAvailableOptionsForState: vi.fn(() => null),
|
||||
getStoryGenerationHostileNpcs: vi.fn(() => []),
|
||||
getResolvedSceneHostileNpcs: vi.fn((inputState: GameState) => inputState.sceneHostileNpcs),
|
||||
buildNpcStory: vi.fn(() => createFallbackStory()),
|
||||
handleNpcBattleConversationContinuation: vi.fn(() => false),
|
||||
updateQuestLog: vi.fn((inputState: GameState) => inputState),
|
||||
incrementRuntimeStats: vi.fn((inputState: GameState) => inputState),
|
||||
getCampCompanionTravelScene: vi.fn(() => null),
|
||||
enterNpcInteraction: vi.fn(() => false),
|
||||
handleNpcInteraction: vi.fn(() => false),
|
||||
handleTreasureInteraction: vi.fn(() => false),
|
||||
commitGeneratedStateWithEncounterEntry: vi.fn(),
|
||||
finalizeNpcBattleResult,
|
||||
isContinueAdventureOption: vi.fn(() => false),
|
||||
isCampTravelHomeOption: vi.fn(() => false),
|
||||
isRegularNpcEncounter: neverNpcEncounter,
|
||||
isNpcEncounter: neverNpcEncounter,
|
||||
npcPreviewTalkFunctionId: 'npc_preview_talk',
|
||||
fallbackCompanionName: '同伴',
|
||||
turnVisualMs: 820,
|
||||
});
|
||||
|
||||
const choicePromise = handleChoice(option);
|
||||
await vi.advanceTimersByTimeAsync(3000);
|
||||
await choicePromise;
|
||||
vi.useRealTimers();
|
||||
|
||||
expect(finalizeNpcBattleResult).not.toHaveBeenCalled();
|
||||
expect(setGameState).toHaveBeenNthCalledWith(
|
||||
1,
|
||||
expect.objectContaining({
|
||||
playerHp: 0,
|
||||
inBattle: false,
|
||||
currentNpcBattleOutcome: 'fight_defeat',
|
||||
animationState: AnimationState.DIE,
|
||||
}),
|
||||
);
|
||||
expect(setGameState).toHaveBeenNthCalledWith(
|
||||
2,
|
||||
expect.objectContaining({
|
||||
currentScenePreset: expect.objectContaining({
|
||||
id: firstScene.id,
|
||||
}),
|
||||
playerHp: 100,
|
||||
inBattle: false,
|
||||
currentNpcBattleOutcome: null,
|
||||
storyEngineMemory: expect.objectContaining({
|
||||
currentSceneActState: expect.objectContaining({
|
||||
sceneId: firstScene.id,
|
||||
currentActId: `${firstScene.id}-act-1`,
|
||||
currentActIndex: 0,
|
||||
}),
|
||||
}),
|
||||
}),
|
||||
);
|
||||
expect(setCurrentStory).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
text: expect.stringContaining('重新醒来'),
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it('settles escape locally without ai continuation', async () => {
|
||||
const mockedGenerateNextStep = vi.mocked(generateNextStep);
|
||||
|
||||
|
||||
@@ -683,6 +683,44 @@ describe('npcEncounterActions', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('does not turn fight_defeat into a local npc victory settlement', () => {
|
||||
const actions = createNpcEncounterActions({
|
||||
gameState: createState({
|
||||
inBattle: false,
|
||||
playerHp: 0,
|
||||
currentBattleNpcId: 'npc-rival',
|
||||
currentNpcBattleMode: 'fight',
|
||||
currentNpcBattleOutcome: 'fight_defeat',
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'npc-rival',
|
||||
name: '断桥客',
|
||||
action: '逼近',
|
||||
description: '拦路旧敌',
|
||||
animation: 'idle',
|
||||
xMeters: 3.2,
|
||||
yOffset: 0,
|
||||
facing: 'left',
|
||||
attackRange: 1.4,
|
||||
speed: 7,
|
||||
hp: 12,
|
||||
maxHp: 12,
|
||||
renderKind: 'npc',
|
||||
},
|
||||
],
|
||||
}),
|
||||
});
|
||||
|
||||
const result = actions.finalizeNpcBattleResult(
|
||||
actions.gameState,
|
||||
actions.gameState.playerCharacter!,
|
||||
'fight',
|
||||
'fight_defeat',
|
||||
);
|
||||
|
||||
expect(result).toBeNull();
|
||||
});
|
||||
|
||||
it('streams a model-driven npc-initiated opening on first meaningful contact', async () => {
|
||||
const encounter = createEncounter();
|
||||
streamNpcChatTurnMock.mockResolvedValueOnce({
|
||||
|
||||
@@ -1,3 +1,8 @@
|
||||
import { createNpcBattleMonster } from '../../data/npcInteractions';
|
||||
import {
|
||||
buildNpcBattleFormationFromEncounter,
|
||||
RESOLVED_ENTITY_X_METERS,
|
||||
} from '../../data/sceneEncounterPreviews';
|
||||
import { getForwardScenePreset } from '../../data/scenePresets';
|
||||
import { rehydrateSavedSnapshot } from '../../persistence/runtimeSnapshot';
|
||||
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
|
||||
@@ -11,9 +16,93 @@ import {
|
||||
type RuntimeStoryResponse,
|
||||
type RuntimeStorySnapshotRequest,
|
||||
} from '../../services/rpg-runtime/rpgRuntimeStoryClient';
|
||||
import type { GameState, StoryMoment, StoryOption } from '../../types';
|
||||
import type { GameState, SceneHostileNpc, StoryMoment, StoryOption } from '../../types';
|
||||
import { buildMapTravelResolution } from './storyGenerationState';
|
||||
|
||||
function isNpcBattleAlignmentDebugEnabled() {
|
||||
if (typeof window === 'undefined') {
|
||||
return false;
|
||||
}
|
||||
|
||||
return (
|
||||
window.localStorage.getItem('rpg:npc-battle-alignment-debug') === '1' ||
|
||||
window.location.search.includes('npcBattleAlignmentDebug=1')
|
||||
);
|
||||
}
|
||||
|
||||
function logNpcBattleAlignment(label: string, monsters: GameState['sceneHostileNpcs']) {
|
||||
if (!isNpcBattleAlignmentDebugEnabled()) {
|
||||
return;
|
||||
}
|
||||
|
||||
console.info(
|
||||
`[npc-battle-alignment] ${label}`,
|
||||
monsters.map((monster) => ({
|
||||
id: monster.id,
|
||||
encounterId: monster.encounter?.id ?? null,
|
||||
encounterName: monster.encounter?.npcName ?? null,
|
||||
xMeters: monster.xMeters,
|
||||
yOffset: monster.yOffset,
|
||||
facing: monster.facing,
|
||||
animation: monster.animation,
|
||||
})),
|
||||
);
|
||||
}
|
||||
|
||||
function cloneBattleFormation(monsters: GameState['sceneHostileNpcs']) {
|
||||
return monsters.map(
|
||||
(monster) =>
|
||||
({
|
||||
...monster,
|
||||
encounter: monster.encounter
|
||||
? {
|
||||
...monster.encounter,
|
||||
}
|
||||
: monster.encounter,
|
||||
}) satisfies SceneHostileNpc,
|
||||
);
|
||||
}
|
||||
|
||||
function alignBattleFormationToVisibleFormation(params: {
|
||||
visibleFormation: GameState['sceneHostileNpcs'];
|
||||
battleFormation: GameState['sceneHostileNpcs'];
|
||||
}) {
|
||||
const { visibleFormation, battleFormation } = params;
|
||||
if (visibleFormation.length === 0 || battleFormation.length === 0) {
|
||||
return battleFormation;
|
||||
}
|
||||
|
||||
const visibleFormationByEncounterId = new Map(
|
||||
visibleFormation.map((monster) => [
|
||||
monster.encounter?.id ?? monster.encounter?.npcName ?? monster.id,
|
||||
monster,
|
||||
]),
|
||||
);
|
||||
|
||||
return battleFormation.map((monster) => {
|
||||
const encounterKey =
|
||||
monster.encounter?.id ?? monster.encounter?.npcName ?? monster.id;
|
||||
const visibleMonster = visibleFormationByEncounterId.get(encounterKey);
|
||||
if (!visibleMonster) {
|
||||
return monster;
|
||||
}
|
||||
|
||||
return {
|
||||
...monster,
|
||||
xMeters: visibleMonster.xMeters,
|
||||
yOffset: visibleMonster.yOffset,
|
||||
facing: visibleMonster.facing,
|
||||
encounter: monster.encounter
|
||||
? {
|
||||
...monster.encounter,
|
||||
xMeters:
|
||||
visibleMonster.encounter?.xMeters ?? visibleMonster.xMeters,
|
||||
}
|
||||
: monster.encounter,
|
||||
} satisfies SceneHostileNpc;
|
||||
});
|
||||
}
|
||||
|
||||
function getRuntimeResponseOptions(response: RuntimeStoryResponse) {
|
||||
return response.viewModel.availableOptions.length > 0
|
||||
? response.viewModel.availableOptions
|
||||
@@ -120,6 +209,102 @@ function bridgeServerSceneTravelSnapshot(params: {
|
||||
} satisfies HydratedSavedGameSnapshot;
|
||||
}
|
||||
|
||||
function bridgeServerNpcBattleSnapshot(params: {
|
||||
previousState: GameState;
|
||||
hydratedSnapshot: HydratedSavedGameSnapshot;
|
||||
functionId: string;
|
||||
}) {
|
||||
const { previousState, hydratedSnapshot, functionId } = params;
|
||||
if (functionId !== 'npc_fight' && functionId !== 'npc_spar') {
|
||||
return hydratedSnapshot;
|
||||
}
|
||||
|
||||
const snapshotState = hydratedSnapshot.gameState;
|
||||
const isNpcBattleActive =
|
||||
snapshotState.inBattle &&
|
||||
Boolean(snapshotState.currentBattleNpcId) &&
|
||||
Boolean(snapshotState.currentNpcBattleMode);
|
||||
const hasResolvedBattleMonster = snapshotState.sceneHostileNpcs.length > 0;
|
||||
const sourceEncounter =
|
||||
previousState.currentEncounter?.kind === 'npc'
|
||||
? previousState.currentEncounter
|
||||
: null;
|
||||
|
||||
// 中文注释:作品测试/幕预览里最容易出现的错位,是服务端已经把
|
||||
// currentBattleNpcId / currentNpcBattleMode 切进战斗,但快照里没有把
|
||||
// sceneHostileNpcs 一起带回。这样前端本地 battlePlan 会直接判定
|
||||
// “场上没有敌人”,点击 battle_* 后立刻把整场战斗收掉。
|
||||
// 这里统一在网关层补齐 NPC 战场快照,保证后续本地逐轮回合一定有敌方单位可结算。
|
||||
if (!isNpcBattleActive || !sourceEncounter) {
|
||||
return hydratedSnapshot;
|
||||
}
|
||||
|
||||
const fallbackNpcState =
|
||||
snapshotState.npcStates[
|
||||
snapshotState.currentBattleNpcId ?? sourceEncounter.id ?? sourceEncounter.npcName
|
||||
] ??
|
||||
previousState.npcStates[
|
||||
previousState.currentBattleNpcId ?? sourceEncounter.id ?? sourceEncounter.npcName
|
||||
] ?? {
|
||||
affinity: sourceEncounter.initialAffinity ?? (sourceEncounter.hostile ? -10 : 0),
|
||||
helpUsed: false,
|
||||
chattedCount: 0,
|
||||
giftsGiven: 0,
|
||||
inventory: [],
|
||||
recruited: false,
|
||||
};
|
||||
|
||||
const battleMode =
|
||||
snapshotState.currentNpcBattleMode === 'spar' ? 'spar' : 'fight';
|
||||
const fallbackFormationFromSceneAct = buildNpcBattleFormationFromEncounter({
|
||||
state: previousState,
|
||||
encounter: {
|
||||
...sourceEncounter,
|
||||
xMeters: sourceEncounter.xMeters ?? RESOLVED_ENTITY_X_METERS,
|
||||
},
|
||||
mode: battleMode,
|
||||
});
|
||||
const fallbackFormation =
|
||||
previousState.sceneHostileNpcs.length > 0
|
||||
? cloneBattleFormation(previousState.sceneHostileNpcs)
|
||||
: fallbackFormationFromSceneAct.length > 0
|
||||
? fallbackFormationFromSceneAct
|
||||
: [
|
||||
createNpcBattleMonster(
|
||||
sourceEncounter,
|
||||
fallbackNpcState,
|
||||
battleMode,
|
||||
{
|
||||
worldType: snapshotState.worldType,
|
||||
customWorldProfile: snapshotState.customWorldProfile,
|
||||
},
|
||||
),
|
||||
];
|
||||
const resolvedBattleFormation = hasResolvedBattleMonster
|
||||
? alignBattleFormationToVisibleFormation({
|
||||
visibleFormation: previousState.sceneHostileNpcs,
|
||||
battleFormation: snapshotState.sceneHostileNpcs,
|
||||
})
|
||||
: fallbackFormation;
|
||||
|
||||
logNpcBattleAlignment('previous-visible-formation', previousState.sceneHostileNpcs);
|
||||
logNpcBattleAlignment('server-battle-formation', snapshotState.sceneHostileNpcs);
|
||||
logNpcBattleAlignment('resolved-battle-formation', resolvedBattleFormation);
|
||||
|
||||
return {
|
||||
...hydratedSnapshot,
|
||||
gameState: {
|
||||
...snapshotState,
|
||||
// 中文注释:优先沿用进入战斗前已经可见的阵容与站位;
|
||||
// 若上一帧还没有 battle combatants,则从幕预览/当前遭遇恢复完整 NPC 编队,
|
||||
// 避免只补出一个前排角色,造成后排消失和敌方位置突变。
|
||||
sceneHostileNpcs: resolvedBattleFormation,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
},
|
||||
} satisfies HydratedSavedGameSnapshot;
|
||||
}
|
||||
|
||||
/**
|
||||
* 前端访问服务端 runtime story 的统一网关。
|
||||
* 统一处理 option catalog 拉取、继续游戏恢复与正式动作结算。
|
||||
@@ -204,7 +389,11 @@ export async function resolveServerRuntimeChoice(params: {
|
||||
});
|
||||
const hydratedSnapshot = bridgeServerSceneTravelSnapshot({
|
||||
previousState: params.gameState,
|
||||
hydratedSnapshot: rehydrateSavedSnapshot(response.snapshot),
|
||||
hydratedSnapshot: bridgeServerNpcBattleSnapshot({
|
||||
previousState: params.gameState,
|
||||
hydratedSnapshot: rehydrateSavedSnapshot(response.snapshot),
|
||||
functionId: params.option.functionId,
|
||||
}),
|
||||
functionId: params.option.functionId,
|
||||
});
|
||||
|
||||
|
||||
@@ -653,6 +653,515 @@ describe('runtimeStoryCoordinator', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('backfills npc battle monsters when npc_fight snapshot marks battle active but omits sceneHostileNpcs', async () => {
|
||||
const gameState = {
|
||||
...createTravelGameState(),
|
||||
currentEncounter: {
|
||||
id: 'npc-bandit',
|
||||
kind: 'npc',
|
||||
npcName: '断桥匪首',
|
||||
npcDescription: '拦路的刀客',
|
||||
npcAvatar: '/npc-bandit.png',
|
||||
context: '断桥口',
|
||||
hostile: true,
|
||||
initialAffinity: -12,
|
||||
},
|
||||
npcInteractionActive: true,
|
||||
} as GameState;
|
||||
const currentStory = createStory('当前故事');
|
||||
const option = {
|
||||
functionId: 'npc_fight',
|
||||
actionText: '直接开战',
|
||||
text: '直接开战',
|
||||
interaction: {
|
||||
kind: 'npc',
|
||||
npcId: 'npc-bandit',
|
||||
action: 'fight',
|
||||
},
|
||||
visuals: {
|
||||
playerAnimation: 'idle',
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
},
|
||||
} as StoryOption;
|
||||
|
||||
resolveRuntimeStoryActionMock.mockResolvedValue({
|
||||
sessionId: 'runtime-main',
|
||||
serverVersion: 8,
|
||||
viewModel: {
|
||||
player: {
|
||||
hp: 42,
|
||||
maxHp: 50,
|
||||
mana: 20,
|
||||
maxMana: 20,
|
||||
},
|
||||
encounter: {
|
||||
id: 'npc-bandit',
|
||||
kind: 'npc',
|
||||
npcName: '断桥匪首',
|
||||
hostile: true,
|
||||
affinity: -12,
|
||||
recruited: false,
|
||||
interactionActive: false,
|
||||
battleMode: 'fight',
|
||||
},
|
||||
companions: [],
|
||||
availableOptions: [
|
||||
{
|
||||
functionId: 'battle_attack_basic',
|
||||
actionText: '普通攻击',
|
||||
scope: 'combat',
|
||||
},
|
||||
],
|
||||
status: {
|
||||
inBattle: true,
|
||||
npcInteractionActive: false,
|
||||
currentNpcBattleMode: 'fight',
|
||||
currentNpcBattleOutcome: null,
|
||||
},
|
||||
},
|
||||
presentation: {
|
||||
actionText: '直接开战',
|
||||
resultText: '当前冲突正式转入战斗结算。',
|
||||
storyText: '断桥匪首已经摆开架势。',
|
||||
options: [],
|
||||
},
|
||||
patches: [],
|
||||
snapshot: createRuntimeNpcBattleSnapshot({
|
||||
currentEncounter: {
|
||||
kind: 'npc',
|
||||
id: 'npc-bandit',
|
||||
npcName: '断桥匪首',
|
||||
npcDescription: '拦路的刀客',
|
||||
context: '断桥口',
|
||||
hostile: true,
|
||||
} as GameState['currentEncounter'],
|
||||
npcInteractionActive: false,
|
||||
sceneHostileNpcs: [],
|
||||
inBattle: true,
|
||||
currentBattleNpcId: 'npc-bandit',
|
||||
currentNpcBattleMode: 'fight',
|
||||
}),
|
||||
});
|
||||
|
||||
const result = await resolveServerRuntimeChoice({
|
||||
gameState,
|
||||
currentStory,
|
||||
option,
|
||||
});
|
||||
|
||||
expect(result.hydratedSnapshot.gameState.sceneHostileNpcs).toHaveLength(1);
|
||||
expect(result.hydratedSnapshot.gameState.sceneHostileNpcs[0]).toEqual(
|
||||
expect.objectContaining({
|
||||
encounter: expect.objectContaining({
|
||||
id: 'npc-bandit',
|
||||
npcName: '断桥匪首',
|
||||
}),
|
||||
renderKind: 'npc',
|
||||
}),
|
||||
);
|
||||
expect(result.hydratedSnapshot.gameState.currentEncounter).toBeNull();
|
||||
expect(result.hydratedSnapshot.gameState.npcInteractionActive).toBe(false);
|
||||
});
|
||||
|
||||
it('preserves previous hostile formation when npc_fight snapshot omits battle members', async () => {
|
||||
const gameState = {
|
||||
...createTravelGameState(),
|
||||
currentEncounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
npcAvatar: '/npc-front.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
initialAffinity: -20,
|
||||
},
|
||||
npcInteractionActive: true,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'npc-opponent-npc-front',
|
||||
name: '正面对手',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '正面对手',
|
||||
animation: 'idle',
|
||||
xMeters: 3.2,
|
||||
yOffset: 0,
|
||||
facing: 'left',
|
||||
attackRange: 1.8,
|
||||
speed: 8,
|
||||
hp: 88,
|
||||
maxHp: 88,
|
||||
renderKind: 'npc',
|
||||
encounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
npcAvatar: '/npc-front.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
xMeters: 3.2,
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'npc-opponent-npc-back-1',
|
||||
name: '后排甲',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '后排甲',
|
||||
animation: 'idle',
|
||||
xMeters: 4.28,
|
||||
yOffset: 62,
|
||||
facing: 'left',
|
||||
attackRange: 1.8,
|
||||
speed: 7,
|
||||
hp: 76,
|
||||
maxHp: 76,
|
||||
renderKind: 'npc',
|
||||
encounter: {
|
||||
id: 'npc-back-1',
|
||||
kind: 'npc',
|
||||
npcName: '后排甲',
|
||||
npcDescription: '后排甲',
|
||||
npcAvatar: '/npc-back-1.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
xMeters: 4.28,
|
||||
},
|
||||
},
|
||||
] as GameState['sceneHostileNpcs'],
|
||||
} as GameState;
|
||||
const currentStory = createStory('当前故事');
|
||||
const option = {
|
||||
functionId: 'npc_fight',
|
||||
actionText: '直接开战',
|
||||
text: '直接开战',
|
||||
interaction: {
|
||||
kind: 'npc',
|
||||
npcId: 'npc-front',
|
||||
action: 'fight',
|
||||
},
|
||||
visuals: {
|
||||
playerAnimation: 'idle',
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
},
|
||||
} as StoryOption;
|
||||
|
||||
resolveRuntimeStoryActionMock.mockResolvedValue({
|
||||
sessionId: 'runtime-main',
|
||||
serverVersion: 8,
|
||||
viewModel: {
|
||||
player: {
|
||||
hp: 42,
|
||||
maxHp: 50,
|
||||
mana: 20,
|
||||
maxMana: 20,
|
||||
},
|
||||
encounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
hostile: true,
|
||||
affinity: -20,
|
||||
recruited: false,
|
||||
interactionActive: false,
|
||||
battleMode: 'fight',
|
||||
},
|
||||
companions: [],
|
||||
availableOptions: [
|
||||
{
|
||||
functionId: 'battle_attack_basic',
|
||||
actionText: '普通攻击',
|
||||
scope: 'combat',
|
||||
},
|
||||
],
|
||||
status: {
|
||||
inBattle: true,
|
||||
npcInteractionActive: false,
|
||||
currentNpcBattleMode: 'fight',
|
||||
currentNpcBattleOutcome: null,
|
||||
},
|
||||
},
|
||||
presentation: {
|
||||
actionText: '直接开战',
|
||||
resultText: '当前冲突正式转入战斗结算。',
|
||||
storyText: '正面对手带着同伴压了上来。',
|
||||
options: [],
|
||||
},
|
||||
patches: [],
|
||||
snapshot: createRuntimeNpcBattleSnapshot({
|
||||
currentEncounter: {
|
||||
kind: 'npc',
|
||||
id: 'npc-front',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
} as GameState['currentEncounter'],
|
||||
npcInteractionActive: false,
|
||||
sceneHostileNpcs: [],
|
||||
inBattle: true,
|
||||
currentBattleNpcId: 'npc-front',
|
||||
currentNpcBattleMode: 'fight',
|
||||
}),
|
||||
});
|
||||
|
||||
const result = await resolveServerRuntimeChoice({
|
||||
gameState,
|
||||
currentStory,
|
||||
option,
|
||||
});
|
||||
|
||||
expect(
|
||||
result.hydratedSnapshot.gameState.sceneHostileNpcs.map((monster) => ({
|
||||
encounterId: monster.encounter?.id,
|
||||
xMeters: monster.xMeters,
|
||||
yOffset: monster.yOffset,
|
||||
})),
|
||||
).toEqual([
|
||||
{
|
||||
encounterId: 'npc-front',
|
||||
xMeters: 3.2,
|
||||
yOffset: 0,
|
||||
},
|
||||
{
|
||||
encounterId: 'npc-back-1',
|
||||
xMeters: 4.28,
|
||||
yOffset: 62,
|
||||
},
|
||||
]);
|
||||
});
|
||||
|
||||
it('realigns non-empty npc_fight battle snapshots back to the visible pre-battle formation', async () => {
|
||||
const gameState = {
|
||||
...createTravelGameState(),
|
||||
currentEncounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
npcAvatar: '/npc-front.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
initialAffinity: -20,
|
||||
},
|
||||
npcInteractionActive: true,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'npc-opponent-npc-front',
|
||||
name: '正面对手',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '正面对手',
|
||||
animation: 'idle',
|
||||
xMeters: 3.2,
|
||||
yOffset: 0,
|
||||
facing: 'left',
|
||||
attackRange: 1.8,
|
||||
speed: 8,
|
||||
hp: 88,
|
||||
maxHp: 88,
|
||||
renderKind: 'npc',
|
||||
encounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
npcAvatar: '/npc-front.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
xMeters: 3.2,
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'npc-opponent-npc-back-1',
|
||||
name: '后排甲',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '后排甲',
|
||||
animation: 'idle',
|
||||
xMeters: 4.28,
|
||||
yOffset: 62,
|
||||
facing: 'left',
|
||||
attackRange: 1.8,
|
||||
speed: 7,
|
||||
hp: 76,
|
||||
maxHp: 76,
|
||||
renderKind: 'npc',
|
||||
encounter: {
|
||||
id: 'npc-back-1',
|
||||
kind: 'npc',
|
||||
npcName: '后排甲',
|
||||
npcDescription: '后排甲',
|
||||
npcAvatar: '/npc-back-1.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
xMeters: 4.28,
|
||||
},
|
||||
},
|
||||
] as GameState['sceneHostileNpcs'],
|
||||
} as GameState;
|
||||
const currentStory = createStory('当前故事');
|
||||
const option = {
|
||||
functionId: 'npc_fight',
|
||||
actionText: '直接开战',
|
||||
text: '直接开战',
|
||||
interaction: {
|
||||
kind: 'npc',
|
||||
npcId: 'npc-front',
|
||||
action: 'fight',
|
||||
},
|
||||
visuals: {
|
||||
playerAnimation: 'idle',
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
},
|
||||
} as StoryOption;
|
||||
|
||||
resolveRuntimeStoryActionMock.mockResolvedValue({
|
||||
sessionId: 'runtime-main',
|
||||
serverVersion: 8,
|
||||
viewModel: {
|
||||
player: {
|
||||
hp: 42,
|
||||
maxHp: 50,
|
||||
mana: 20,
|
||||
maxMana: 20,
|
||||
},
|
||||
encounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
hostile: true,
|
||||
affinity: -20,
|
||||
recruited: false,
|
||||
interactionActive: false,
|
||||
battleMode: 'fight',
|
||||
},
|
||||
companions: [],
|
||||
availableOptions: [
|
||||
{
|
||||
functionId: 'battle_attack_basic',
|
||||
actionText: '普通攻击',
|
||||
scope: 'combat',
|
||||
},
|
||||
],
|
||||
status: {
|
||||
inBattle: true,
|
||||
npcInteractionActive: false,
|
||||
currentNpcBattleMode: 'fight',
|
||||
currentNpcBattleOutcome: null,
|
||||
},
|
||||
},
|
||||
presentation: {
|
||||
actionText: '直接开战',
|
||||
resultText: '当前冲突正式转入战斗结算。',
|
||||
storyText: '正面对手带着同伴压了上来。',
|
||||
options: [],
|
||||
},
|
||||
patches: [],
|
||||
snapshot: createRuntimeNpcBattleSnapshot({
|
||||
currentEncounter: {
|
||||
kind: 'npc',
|
||||
id: 'npc-front',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
} as GameState['currentEncounter'],
|
||||
npcInteractionActive: false,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'npc-opponent-npc-front',
|
||||
name: '正面对手',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '正面对手',
|
||||
animation: 'idle',
|
||||
xMeters: 1.4,
|
||||
yOffset: 0,
|
||||
facing: 'left',
|
||||
attackRange: 1.8,
|
||||
speed: 8,
|
||||
hp: 88,
|
||||
maxHp: 88,
|
||||
renderKind: 'npc',
|
||||
encounter: {
|
||||
id: 'npc-front',
|
||||
kind: 'npc',
|
||||
npcName: '正面对手',
|
||||
npcDescription: '正面对手',
|
||||
npcAvatar: '/npc-front.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
xMeters: 1.4,
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'npc-opponent-npc-back-1',
|
||||
name: '后排甲',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '后排甲',
|
||||
animation: 'idle',
|
||||
xMeters: 2.1,
|
||||
yOffset: 16,
|
||||
facing: 'left',
|
||||
attackRange: 1.8,
|
||||
speed: 7,
|
||||
hp: 76,
|
||||
maxHp: 76,
|
||||
renderKind: 'npc',
|
||||
encounter: {
|
||||
id: 'npc-back-1',
|
||||
kind: 'npc',
|
||||
npcName: '后排甲',
|
||||
npcDescription: '后排甲',
|
||||
npcAvatar: '/npc-back-1.png',
|
||||
context: '桥口',
|
||||
hostile: true,
|
||||
xMeters: 2.1,
|
||||
},
|
||||
},
|
||||
] as GameState['sceneHostileNpcs'],
|
||||
inBattle: true,
|
||||
currentBattleNpcId: 'npc-front',
|
||||
currentNpcBattleMode: 'fight',
|
||||
}),
|
||||
});
|
||||
|
||||
const result = await resolveServerRuntimeChoice({
|
||||
gameState,
|
||||
currentStory,
|
||||
option,
|
||||
});
|
||||
|
||||
expect(
|
||||
result.hydratedSnapshot.gameState.sceneHostileNpcs.map((monster) => ({
|
||||
encounterId: monster.encounter?.id,
|
||||
xMeters: monster.xMeters,
|
||||
yOffset: monster.yOffset,
|
||||
})),
|
||||
).toEqual([
|
||||
{
|
||||
encounterId: 'npc-front',
|
||||
xMeters: 3.2,
|
||||
yOffset: 0,
|
||||
},
|
||||
{
|
||||
encounterId: 'npc-back-1',
|
||||
xMeters: 4.28,
|
||||
yOffset: 62,
|
||||
},
|
||||
]);
|
||||
});
|
||||
|
||||
it('bridges idle_travel_next_scene server snapshots into the next scene runtime state', async () => {
|
||||
const gameState = createTravelGameState();
|
||||
const currentStory = createStory('桥口这一段已经收束。');
|
||||
|
||||
@@ -151,6 +151,14 @@ function buildDeterministicStoryForState(params: {
|
||||
} satisfies StoryMoment;
|
||||
}
|
||||
|
||||
function isLocalNpcBattleVictoryOutcome(
|
||||
battleOutcome: GameState['currentNpcBattleOutcome'],
|
||||
) {
|
||||
return (
|
||||
battleOutcome === 'fight_victory' || battleOutcome === 'spar_complete'
|
||||
);
|
||||
}
|
||||
|
||||
export async function runLocalStoryChoiceContinuation(params: {
|
||||
gameState: GameState;
|
||||
currentStory: StoryMoment | null;
|
||||
@@ -239,9 +247,7 @@ export async function runLocalStoryChoiceContinuation(params: {
|
||||
const shouldUseLocalNpcVictory = Boolean(
|
||||
baseChoiceState.currentBattleNpcId &&
|
||||
resolvedChoice.optionKind === 'battle' &&
|
||||
(projectedState.currentNpcBattleOutcome ||
|
||||
(baseChoiceState.currentNpcBattleMode === 'fight' &&
|
||||
!projectedState.inBattle)),
|
||||
isLocalNpcBattleVictoryOutcome(projectedState.currentNpcBattleOutcome),
|
||||
);
|
||||
const projectedBattleReward = shouldUseLocalNpcVictory
|
||||
? null
|
||||
@@ -447,7 +453,11 @@ export async function runLocalStoryChoiceContinuation(params: {
|
||||
|
||||
if (
|
||||
resolvedChoice.optionKind === 'battle' &&
|
||||
(!nextState.inBattle || nextState.currentNpcBattleOutcome === 'spar_complete')
|
||||
(
|
||||
nextState.currentNpcBattleOutcome === 'fight_victory' ||
|
||||
nextState.currentNpcBattleOutcome === 'spar_complete' ||
|
||||
(!baseChoiceState.currentBattleNpcId && !nextState.inBattle)
|
||||
)
|
||||
) {
|
||||
const postBattleState = buildPostBattleVictoryState(nextState);
|
||||
const postBattle = buildPostBattleVictoryStory(
|
||||
|
||||
@@ -452,6 +452,104 @@ describe('storyChoiceRuntime', () => {
|
||||
expect(setGameState).toHaveBeenLastCalledWith(finalState);
|
||||
});
|
||||
|
||||
it('routes server defeat outcomes into death and revive flow instead of victory settlement', async () => {
|
||||
const gameState = createState({
|
||||
worldType: 'WUXIA',
|
||||
inBattle: true,
|
||||
playerHp: 6,
|
||||
playerMaxHp: 30,
|
||||
playerMana: 10,
|
||||
playerMaxMana: 10,
|
||||
currentScenePreset: {
|
||||
id: 'wuxia-bamboo-road',
|
||||
name: '竹林古道',
|
||||
description: '风穿竹影,路面狭长。',
|
||||
imageSrc: '/scene-a.png',
|
||||
connectedSceneIds: [],
|
||||
connections: [],
|
||||
forwardSceneId: null,
|
||||
treasureHints: [],
|
||||
npcs: [],
|
||||
},
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'wolf',
|
||||
name: '山狼',
|
||||
action: '逼近',
|
||||
description: '山狼',
|
||||
animation: 'idle',
|
||||
xMeters: 3,
|
||||
yOffset: 0,
|
||||
facing: 'left',
|
||||
attackRange: 1,
|
||||
speed: 1,
|
||||
hp: 4,
|
||||
maxHp: 18,
|
||||
},
|
||||
],
|
||||
});
|
||||
const finalState = createState({
|
||||
...gameState,
|
||||
inBattle: false,
|
||||
playerHp: 0,
|
||||
currentEncounter: null,
|
||||
sceneHostileNpcs: [],
|
||||
currentNpcBattleOutcome: 'fight_defeat',
|
||||
});
|
||||
const setGameState = vi.fn();
|
||||
const setCurrentStory = vi.fn();
|
||||
|
||||
resolveServerRuntimeChoiceMock.mockResolvedValueOnce({
|
||||
response: {
|
||||
presentation: {
|
||||
battle: {
|
||||
targetId: 'wolf',
|
||||
damageDealt: 22,
|
||||
damageTaken: 8,
|
||||
outcome: 'defeat',
|
||||
},
|
||||
resultText: '你在山狼的反扑下倒地。',
|
||||
},
|
||||
},
|
||||
hydratedSnapshot: {
|
||||
gameState: finalState,
|
||||
},
|
||||
nextStory: createStory('不会进入胜利文本'),
|
||||
});
|
||||
|
||||
await runServerRuntimeChoiceAction({
|
||||
gameState,
|
||||
currentStory: createStory('当前故事'),
|
||||
option: createOption('battle_all_in_crush'),
|
||||
character: createCharacter(),
|
||||
setBattleReward: vi.fn(),
|
||||
setAiError: vi.fn(),
|
||||
setIsLoading: vi.fn(),
|
||||
setGameState,
|
||||
setCurrentStory: setCurrentStory as (story: StoryMoment) => void,
|
||||
buildFallbackStoryForState: () => createStory('fallback'),
|
||||
turnVisualMs: 1,
|
||||
});
|
||||
|
||||
expect(setGameState).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
playerHp: 0,
|
||||
animationState: 'die',
|
||||
inBattle: false,
|
||||
}),
|
||||
);
|
||||
expect(setCurrentStory).toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
text: expect.stringContaining('重新醒来'),
|
||||
}),
|
||||
);
|
||||
expect(setCurrentStory).not.toHaveBeenCalledWith(
|
||||
expect.objectContaining({
|
||||
text: '不会进入胜利文本',
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it('commits server-returned next-scene state after idle_travel_next_scene resolution', async () => {
|
||||
const gameState = createState({
|
||||
currentScenePreset: {
|
||||
|
||||
@@ -458,7 +458,7 @@ async function playServerBattlePresentation(params: {
|
||||
const targetDefeated =
|
||||
battle.outcome === 'victory' ||
|
||||
battle.outcome === 'spar_complete' ||
|
||||
(!finalTarget && (battle.damageDealt ?? 0) > 0);
|
||||
(battle.outcome !== 'defeat' && !finalTarget && (battle.damageDealt ?? 0) > 0);
|
||||
params.setGameState({
|
||||
...actingState,
|
||||
playerHp: params.finalState.playerHp,
|
||||
|
||||
@@ -424,6 +424,12 @@ export function createStoryNpcEncounterActions({
|
||||
if (!npcState) return null;
|
||||
const activeBattleHostiles = state.sceneHostileNpcs;
|
||||
|
||||
// 中文注释:只有正式胜利或切磋完成才允许进入 NPC 战后收束;
|
||||
// 若当前是 fight_defeat,则必须交回死亡复活链,不能继续发奖励或推进剧情幕。
|
||||
if (battleMode === 'fight' && battleOutcome !== 'fight_victory') {
|
||||
return null;
|
||||
}
|
||||
|
||||
if (battleMode === 'spar' && battleOutcome === 'spar_complete') {
|
||||
const nextAffinity = npcState.affinity + NPC_SPAR_AFFINITY_GAIN;
|
||||
const restoredEncounter = state.sparReturnEncounter;
|
||||
|
||||
@@ -91,7 +91,10 @@ export function useRpgRuntimeSession(): RpgRuntimeShellProps {
|
||||
options?: CustomWorldRuntimeLaunchOptions,
|
||||
) => {
|
||||
storyFlow.resetStoryState();
|
||||
selectCustomWorld(customWorldProfile, { mode: options?.mode });
|
||||
selectCustomWorld(customWorldProfile, {
|
||||
mode: options?.mode,
|
||||
disablePersistence: options?.disablePersistence,
|
||||
});
|
||||
};
|
||||
|
||||
const handleCharacterSelect = (
|
||||
|
||||
@@ -493,11 +493,12 @@ export function useRpgSessionBootstrap() {
|
||||
|
||||
const handleCustomWorldSelect = (
|
||||
customWorldProfile: CustomWorldProfile,
|
||||
options?: { mode?: GameRuntimeMode },
|
||||
options?: { mode?: GameRuntimeMode; disablePersistence?: boolean },
|
||||
) => {
|
||||
const resolvedWorldType = WorldType.CUSTOM;
|
||||
const runtimeMode: GameRuntimeMode =
|
||||
options?.mode === 'play' ? 'play' : 'test';
|
||||
const runtimeMode: GameRuntimeMode = 'play';
|
||||
const runtimePersistenceDisabled =
|
||||
options?.disablePersistence ?? false;
|
||||
setRuntimeCustomWorldProfile(customWorldProfile);
|
||||
setRuntimeCharacterOverrides(
|
||||
buildCustomWorldRuntimeCharacters(customWorldProfile),
|
||||
@@ -510,7 +511,7 @@ export function useRpgSessionBootstrap() {
|
||||
worldType: resolvedWorldType,
|
||||
customWorldProfile,
|
||||
runtimeMode,
|
||||
runtimePersistenceDisabled: runtimeMode !== 'play',
|
||||
runtimePersistenceDisabled,
|
||||
currentScenePreset: initialScenePreset,
|
||||
sceneHostileNpcs: [],
|
||||
currentEncounter: null,
|
||||
@@ -600,13 +601,11 @@ export function useRpgSessionBootstrap() {
|
||||
playerCharacter: character,
|
||||
runtimeMode:
|
||||
resolvedWorldType === WorldType.CUSTOM
|
||||
? prev.runtimeMode === 'play'
|
||||
? 'play'
|
||||
: 'test'
|
||||
? (prev.runtimeMode ?? 'play')
|
||||
: (prev.runtimeMode ?? 'play'),
|
||||
runtimePersistenceDisabled:
|
||||
resolvedWorldType === WorldType.CUSTOM
|
||||
? prev.runtimeMode !== 'play'
|
||||
? prev.runtimePersistenceDisabled === true
|
||||
: prev.runtimePersistenceDisabled,
|
||||
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
|
||||
playerProgression: createInitialPlayerProgressionState(),
|
||||
|
||||
@@ -466,7 +466,7 @@ function GameFlowHarness({
|
||||
<div>
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => handleCustomWorldSelect(profile)}
|
||||
onClick={() => handleCustomWorldSelect(profile, { mode: 'play' })}
|
||||
>
|
||||
选择世界
|
||||
</button>
|
||||
@@ -528,8 +528,8 @@ test('saved custom world result settings flow into game state after entering the
|
||||
});
|
||||
|
||||
expect(readSnapshot().playerCharacterName).toBe('沈砺');
|
||||
expect(readSnapshot().runtimeMode).toBe('test');
|
||||
expect(readSnapshot().runtimePersistenceDisabled).toBe(true);
|
||||
expect(readSnapshot().runtimeMode).toBe('play');
|
||||
expect(readSnapshot().runtimePersistenceDisabled).toBe(false);
|
||||
expect(readSnapshot().playerInventoryNames).toContain('旧潮短刃');
|
||||
expect(readSnapshot().playerInventoryNames).toContain('旧潮图残页');
|
||||
expect(readSnapshot().playerEquipment.weapon).toBe('旧潮短刃');
|
||||
|
||||
@@ -436,7 +436,7 @@ export async function streamNpcChatTurn(
|
||||
combatContext?: {
|
||||
summary: string;
|
||||
logLines: string[];
|
||||
battleOutcome: 'victory' | 'spar_complete';
|
||||
battleOutcome: 'victory' | 'defeat' | 'spar_complete';
|
||||
} | null;
|
||||
chatDirective?: NpcChatTurnDirective | null;
|
||||
npcInitiatesConversation?: boolean;
|
||||
|
||||
@@ -94,7 +94,7 @@ export type NpcInteractionAction =
|
||||
| 'quest_turn_in';
|
||||
export type TreasureInteractionAction = 'secure' | 'inspect' | 'leave';
|
||||
export type NpcBattleMode = 'fight' | 'spar';
|
||||
export type NpcBattleOutcome = 'fight_victory' | 'spar_complete';
|
||||
export type NpcBattleOutcome = 'fight_victory' | 'fight_defeat' | 'spar_complete';
|
||||
export type CombatDelivery = 'melee' | 'ranged';
|
||||
export type CombatActionMode = 'idle' | CombatDelivery;
|
||||
export type SkillEffectPhase = 'cast' | 'travel' | 'impact';
|
||||
|
||||
@@ -138,7 +138,7 @@ export interface StoryNpcChatState {
|
||||
combatContext?: {
|
||||
summary: string;
|
||||
logLines: string[];
|
||||
battleOutcome: 'victory' | 'spar_complete';
|
||||
battleOutcome: 'victory' | 'defeat' | 'spar_complete';
|
||||
} | null;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user