This commit is contained in:
2026-04-28 02:05:12 +08:00
parent 271db02e4a
commit 1eb090e4a5
39 changed files with 2671 additions and 165 deletions

View File

@@ -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,