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This commit is contained in:
@@ -814,9 +814,11 @@ export function buildBattlePlan({
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playerActionMode: 'idle' as const,
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activeCombatEffects: [],
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scrollWorld: false,
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inBattle: simulatedState.currentNpcBattleOutcome === 'spar_complete'
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? false
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: simulatedState.sceneHostileNpcs.length > 0,
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inBattle:
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simulatedState.currentNpcBattleOutcome === 'spar_complete' ||
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simulatedState.playerHp <= 0
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? false
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: simulatedState.sceneHostileNpcs.length > 0,
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sceneHostileNpcs: resetCombatPresentation(simulatedState.sceneHostileNpcs, simulatedState.playerX),
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},
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};
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@@ -523,7 +523,7 @@ describe('createStoryChoiceActions', () => {
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expect(handleNpcInteraction).toHaveBeenCalledWith(option);
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});
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it('reopens npc chat instead of running generic follow-up after local npc victory', async () => {
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it('uses deterministic continue option after local npc victory', async () => {
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const encounter: Encounter = {
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id: 'npc-opponent',
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kind: 'npc',
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@@ -611,31 +611,31 @@ describe('createStoryChoiceActions', () => {
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await handleChoice(option);
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expect(handleNpcBattleConversationContinuation).toHaveBeenCalledWith(
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expect(handleNpcBattleConversationContinuation).not.toHaveBeenCalled();
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expect(setGameState).toHaveBeenCalledWith(
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expect.objectContaining({
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nextState: expect.objectContaining({
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currentBattleNpcId: null,
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currentNpcBattleMode: null,
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currentNpcBattleOutcome: null,
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}),
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encounter,
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actionText: '挥刀抢攻',
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resultText: '山道客已经败下阵来。胜利奖励:无战利品。',
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battleMode: 'fight',
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currentBattleNpcId: null,
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currentNpcBattleMode: null,
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currentNpcBattleOutcome: null,
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inBattle: false,
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}),
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);
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expect(generateStoryForState).not.toHaveBeenCalled();
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expect(setCurrentStory).not.toHaveBeenCalledWith(
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createFallbackStory('战后续写'),
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expect(setCurrentStory).toHaveBeenCalledWith(
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expect.objectContaining({
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text: '山道客已经败下阵来。胜利奖励:无战利品。',
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options: [
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expect.objectContaining({
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functionId: 'story_continue_adventure',
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actionText: '继续前进',
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}),
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],
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}),
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);
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});
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it('injects an escape resolution into the immediate story context before ai continuation', async () => {
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it('settles escape locally without ai continuation', async () => {
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const mockedGenerateNextStep = vi.mocked(generateNextStep);
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mockedGenerateNextStep.mockResolvedValue({
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storyText: '你落到山道外侧,呼吸总算稳了下来。',
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options: [],
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});
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const state = {
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...createBaseState(),
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@@ -667,6 +667,7 @@ describe('createStoryChoiceActions', () => {
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playerX: -1.2,
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};
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const setBattleReward = vi.fn();
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const setCurrentStory = vi.fn();
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const incrementRuntimeStats = vi.fn((inputState: GameState) => inputState);
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const buildStoryContextFromState = vi.fn(() => ({
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playerHp: 100,
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@@ -685,7 +686,7 @@ describe('createStoryChoiceActions', () => {
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currentStory: createFallbackStory(),
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isLoading: false,
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setGameState: vi.fn(),
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setCurrentStory: vi.fn(),
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setCurrentStory,
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setAiError: vi.fn(),
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setIsLoading: vi.fn(),
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setBattleReward,
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@@ -723,20 +724,11 @@ describe('createStoryChoiceActions', () => {
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await handleChoice(option);
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expect(mockedGenerateNextStep).toHaveBeenCalledTimes(1);
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const history = mockedGenerateNextStep.mock.calls[0]?.[3] as StoryMoment[];
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expect(history.map((entry) => `${entry.historyRole}:${entry.text}`)).toEqual([
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'action:挥刀抢攻',
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'result:你已成功逃脱,与山狼的交战已经被甩开,对方暂时落在身后,当前不再处于战斗状态。',
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]);
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expect(buildStoryContextFromState).toHaveBeenCalledWith(
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expect(mockedGenerateNextStep).not.toHaveBeenCalled();
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expect(buildStoryContextFromState).not.toHaveBeenCalled();
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expect(setCurrentStory).toHaveBeenCalledWith(
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expect.objectContaining({
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inBattle: false,
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sceneHostileNpcs: [],
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}),
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expect.objectContaining({
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lastFunctionId: 'battle_escape_breakout',
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recentActionResult: '你已成功逃脱,与山狼的交战已经被甩开,对方暂时落在身后,当前不再处于战斗状态。',
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text: '你已成功逃脱,与山狼的交战已经被甩开,对方暂时落在身后,当前不再处于战斗状态。',
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}),
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);
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expect(setBattleReward).toHaveBeenCalledTimes(1);
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213
src/hooks/rpg-runtime-story/postBattleFlow.ts
Normal file
213
src/hooks/rpg-runtime-story/postBattleFlow.ts
Normal file
@@ -0,0 +1,213 @@
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import { getScenePresetById, getScenePresetsByWorld } from '../../data/scenePresets';
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import {
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advanceSceneActRuntimeState,
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buildInitialSceneActRuntimeState,
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getSceneConnectionDirectionText,
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resolveSceneActProgression,
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} from '../../services/customWorldSceneActRuntime';
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import { createEmptyStoryEngineMemoryState } from '../../services/storyEngine/visibilityEngine';
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import {
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AnimationState,
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type GameState,
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type ScenePresetInfo,
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type StoryMoment,
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type StoryOption,
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} from '../../types';
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const CONTINUE_ADVENTURE_FUNCTION_ID = 'story_continue_adventure';
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const TRAVEL_NEXT_SCENE_FUNCTION_ID = 'idle_travel_next_scene';
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function buildBaseFlowVisuals(): StoryOption['visuals'] {
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return {
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playerAnimation: AnimationState.RUN,
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playerMoveMeters: 0.9,
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playerOffsetY: 0,
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playerFacing: 'right',
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scrollWorld: false,
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monsterChanges: [],
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};
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}
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function buildContinueOption(): StoryOption {
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return {
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functionId: CONTINUE_ADVENTURE_FUNCTION_ID,
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actionText: '继续前进',
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text: '继续前进',
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priority: 1,
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visuals: buildBaseFlowVisuals(),
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};
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}
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function buildTravelOption(scene: ScenePresetInfo, actionText: string): StoryOption {
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return {
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functionId: TRAVEL_NEXT_SCENE_FUNCTION_ID,
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actionText,
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text: actionText,
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priority: 2,
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visuals: buildBaseFlowVisuals(),
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runtimePayload: {
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targetSceneId: scene.id,
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},
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};
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}
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export function buildSceneTravelOptions(state: GameState): StoryOption[] {
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if (!state.worldType) {
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return [];
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}
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const currentSceneId = state.currentScenePreset?.id ?? null;
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const currentScene = currentSceneId
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? getScenePresetById(state.worldType, currentSceneId)
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: null;
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const connectionOptions =
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currentScene?.connections
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?.map((connection) => {
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const scene = getScenePresetById(state.worldType!, connection.sceneId);
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if (!scene || scene.id === currentSceneId) {
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return null;
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}
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const directionText = getSceneConnectionDirectionText(connection.relativePosition);
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return buildTravelOption(scene, `${directionText},前往${scene.name}`);
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})
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.filter((option): option is StoryOption => Boolean(option)) ?? [];
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if (connectionOptions.length > 0) {
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return connectionOptions;
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}
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return getScenePresetsByWorld(state.worldType)
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.filter((scene) => scene.id !== currentSceneId)
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.slice(0, 4)
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.map((scene) => buildTravelOption(scene, `前往${scene.name}`));
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}
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export function buildPostBattleVictoryState(state: GameState) {
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return {
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...state,
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currentEncounter: null,
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npcInteractionActive: false,
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sceneHostileNpcs: [],
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inBattle: false,
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currentBattleNpcId: null,
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currentNpcBattleMode: null,
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currentNpcBattleOutcome: null,
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sparReturnEncounter: null,
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sparPlayerHpBefore: null,
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sparPlayerMaxHpBefore: null,
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sparStoryHistoryBefore: null,
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animationState: AnimationState.IDLE,
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playerActionMode: 'idle' as const,
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activeCombatEffects: [],
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scrollWorld: false,
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} satisfies GameState;
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}
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export function buildPostBattleVictoryStory(
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state: GameState,
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resultText: string,
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fallbackOptions: StoryOption[] = [],
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): { state: GameState; story: StoryMoment } {
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const progress = resolveSceneActProgression({
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profile: state.customWorldProfile,
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sceneId: state.currentScenePreset?.id ?? null,
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storyEngineMemory: state.storyEngineMemory,
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});
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const nextActState = progress
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? advanceSceneActRuntimeState({ progress })
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: null;
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const nextState = nextActState
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? {
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...state,
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storyEngineMemory: {
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...(state.storyEngineMemory ?? createEmptyStoryEngineMemoryState()),
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currentSceneActState: nextActState,
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},
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}
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: state;
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if (progress?.isLastAct) {
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return {
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state: nextState,
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story: {
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text: resultText,
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options: buildSceneTravelOptions(nextState),
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streaming: false,
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},
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};
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}
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const deferredOptions =
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fallbackOptions.length > 0
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? fallbackOptions
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: buildSceneTravelOptions(nextState);
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return {
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state: nextState,
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story: {
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text: resultText,
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options: [buildContinueOption()],
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deferredOptions,
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deferredRuntimeState: nextActState
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? {
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storyEngineMemory: nextState.storyEngineMemory,
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}
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: undefined,
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streaming: false,
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},
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};
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}
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export function buildRevivedFirstSceneState(state: GameState): GameState {
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const firstScene = state.worldType
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? getScenePresetsByWorld(state.worldType)[0] ?? state.currentScenePreset
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: state.currentScenePreset;
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const storyEngineMemory =
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state.storyEngineMemory ?? createEmptyStoryEngineMemoryState();
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const firstActState = buildInitialSceneActRuntimeState({
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profile: state.customWorldProfile,
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sceneId: firstScene?.id ?? null,
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storyEngineMemory: undefined,
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});
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return {
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...state,
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currentScenePreset: firstScene,
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currentEncounter: null,
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npcInteractionActive: false,
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sceneHostileNpcs: [],
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playerX: 0,
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playerFacing: 'right',
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playerHp: state.playerMaxHp,
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playerMana: state.playerMaxMana,
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inBattle: false,
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currentBattleNpcId: null,
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currentNpcBattleMode: null,
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currentNpcBattleOutcome: null,
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sparReturnEncounter: null,
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sparPlayerHpBefore: null,
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sparPlayerMaxHpBefore: null,
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sparStoryHistoryBefore: null,
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animationState: AnimationState.IDLE,
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playerActionMode: 'idle',
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activeCombatEffects: [],
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scrollWorld: false,
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storyEngineMemory: {
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...storyEngineMemory,
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currentSceneActState: firstActState,
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},
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};
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}
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export function buildDeathStory(state: GameState): StoryMoment {
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const firstSceneName =
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state.worldType
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? getScenePresetsByWorld(state.worldType)[0]?.name
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: state.currentScenePreset?.name;
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return {
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text: firstSceneName
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? `你在战斗中倒下,随后在${firstSceneName}重新醒来。`
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: '你在战斗中倒下,随后重新醒来。',
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options: [buildContinueOption()],
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streaming: false,
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};
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}
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@@ -5,6 +5,7 @@ import { generateNextStep } from '../../services/aiService';
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import type { StoryGenerationContext } from '../../services/aiTypes';
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import { appendStoryEngineCarrierMemory } from '../../services/storyEngine/echoMemory';
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import { createHistoryMoment } from '../../services/storyHistory';
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import { AnimationState } from '../../types';
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import type {
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Character,
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Encounter,
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@@ -13,11 +14,17 @@ import type {
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StoryOption,
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} from '../../types';
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import type { EscapePlaybackSync } from '../combat/escapeFlow';
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import type { BattlePlan } from '../combat/battlePlan';
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import type { ResolvedChoiceState } from '../combat/resolvedChoice';
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import {
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buildDeathStory,
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buildPostBattleVictoryState,
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buildPostBattleVictoryStory,
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buildRevivedFirstSceneState,
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} from './postBattleFlow';
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import {
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buildCombatResolutionContextText,
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buildHostileNpcBattleReward,
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buildReasonedOptionCatalog,
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} from './storyChoiceRuntime';
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import type { BattleRewardSummary } from './uiTypes';
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@@ -77,6 +84,73 @@ type IncrementRuntimeStats = (
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increments: RuntimeStatsIncrements,
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) => GameState;
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const PLAYER_REVIVE_DELAY_MS = 3000;
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function sleep(ms: number) {
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return new Promise((resolve) => globalThis.setTimeout(resolve, ms));
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}
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function buildLocalCombatResultText(params: {
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option: StoryOption;
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battlePlan: BattlePlan | null;
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afterSequence: GameState;
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combatResolutionContextText: string | null;
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}) {
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if (params.combatResolutionContextText) {
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return params.combatResolutionContextText;
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}
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const turns = params.battlePlan?.turns ?? [];
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const dealtDamage = turns
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.filter((turn) => turn.actor === 'player' || turn.actor === 'companion')
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.reduce((sum, turn) => sum + turn.damage, 0);
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const takenDamage = turns
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.filter((turn) => turn.actor === 'monster' && turn.target === 'player')
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.reduce((sum, turn) => sum + turn.damage, 0);
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if (params.afterSequence.playerHp <= 0) {
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return takenDamage > 0
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? `你承受了${takenDamage}点伤害,气血归零。`
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: '你在战斗中倒下,气血归零。';
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}
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|
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const details = [
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dealtDamage > 0 ? `造成${dealtDamage}点伤害` : null,
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takenDamage > 0 ? `承受${takenDamage}点伤害` : null,
|
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].filter(Boolean);
|
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|
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return details.length > 0
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? `${params.option.actionText}完成,${details.join(',')}。`
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: `${params.option.actionText}完成,双方仍在对峙。`;
|
||||
}
|
||||
|
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function buildDeterministicStoryForState(params: {
|
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state: GameState;
|
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character: Character;
|
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resultText: string;
|
||||
availableOptions: StoryOption[] | null;
|
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buildFallbackStoryForState: BuildFallbackStoryForState;
|
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}) {
|
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if (params.availableOptions?.length) {
|
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return {
|
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text: params.resultText,
|
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options: params.availableOptions,
|
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streaming: false,
|
||||
} satisfies StoryMoment;
|
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}
|
||||
|
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const fallbackStory = params.buildFallbackStoryForState(
|
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params.state,
|
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params.character,
|
||||
params.resultText,
|
||||
);
|
||||
return {
|
||||
...fallbackStory,
|
||||
text: params.resultText,
|
||||
streaming: false,
|
||||
} satisfies StoryMoment;
|
||||
}
|
||||
|
||||
export async function runLocalStoryChoiceContinuation(params: {
|
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gameState: GameState;
|
||||
currentStory: StoryMoment | null;
|
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@@ -159,6 +233,9 @@ export async function runLocalStoryChoiceContinuation(params: {
|
||||
params.character,
|
||||
);
|
||||
const projectedState = resolvedChoice.afterSequence;
|
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const shouldUseDeterministicCombatFlow =
|
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resolvedChoice.optionKind === 'battle' ||
|
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resolvedChoice.optionKind === 'escape';
|
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const shouldUseLocalNpcVictory = Boolean(
|
||||
baseChoiceState.currentBattleNpcId &&
|
||||
resolvedChoice.optionKind === 'battle' &&
|
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@@ -206,7 +283,7 @@ export async function runLocalStoryChoiceContinuation(params: {
|
||||
]
|
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: history;
|
||||
|
||||
const responsePromise = shouldUseLocalNpcVictory
|
||||
const responsePromise = shouldUseLocalNpcVictory || shouldUseDeterministicCombatFlow
|
||||
? Promise.resolve(null)
|
||||
: generateNextStep(
|
||||
params.gameState.worldType!,
|
||||
@@ -229,7 +306,7 @@ export async function runLocalStoryChoiceContinuation(params: {
|
||||
() => undefined,
|
||||
);
|
||||
const playbackSync: EscapePlaybackSync | undefined =
|
||||
resolvedChoice.optionKind === 'escape'
|
||||
resolvedChoice.optionKind === 'escape' && !shouldUseDeterministicCombatFlow
|
||||
? { waitForStoryResponse: responseSettledPromise }
|
||||
: undefined;
|
||||
const actionPromise = params.playResolvedChoice(
|
||||
@@ -286,66 +363,122 @@ export async function runLocalStoryChoiceContinuation(params: {
|
||||
...victory.nextState,
|
||||
storyHistory: nextHistory,
|
||||
};
|
||||
const postBattleOptionCatalog =
|
||||
baseChoiceState.currentNpcBattleMode === 'spar' &&
|
||||
nextState.currentEncounter
|
||||
? buildReasonedOptionCatalog(
|
||||
params.buildNpcStory(
|
||||
nextState,
|
||||
params.character,
|
||||
nextState.currentEncounter,
|
||||
).options,
|
||||
)
|
||||
: null;
|
||||
fallbackState = nextState;
|
||||
params.setGameState(nextState);
|
||||
if (
|
||||
nextState.currentEncounter &&
|
||||
params.handleNpcBattleConversationContinuation({
|
||||
nextState,
|
||||
encounter: nextState.currentEncounter,
|
||||
character: params.character,
|
||||
actionText: params.option.actionText,
|
||||
resultText: victory.resultText,
|
||||
battleMode: baseChoiceState.currentNpcBattleMode!,
|
||||
})
|
||||
) {
|
||||
return;
|
||||
}
|
||||
try {
|
||||
const nextStory = await params.generateStoryForState({
|
||||
state: nextState,
|
||||
character: params.character,
|
||||
history: nextHistory,
|
||||
choice: params.option.actionText,
|
||||
lastFunctionId: params.option.functionId,
|
||||
optionCatalog: postBattleOptionCatalog,
|
||||
});
|
||||
const recoveredState = applyStoryReasoningRecovery(nextState);
|
||||
params.setGameState(recoveredState);
|
||||
params.setCurrentStory(nextStory);
|
||||
} catch (storyError) {
|
||||
console.error(
|
||||
'Failed to continue npc battle resolution story:',
|
||||
storyError,
|
||||
);
|
||||
params.setAiError(
|
||||
storyError instanceof Error
|
||||
? storyError.message
|
||||
: '未知智能生成错误',
|
||||
);
|
||||
params.setCurrentStory(
|
||||
params.buildFallbackStoryForState(
|
||||
nextState,
|
||||
params.character,
|
||||
victory.resultText,
|
||||
),
|
||||
);
|
||||
}
|
||||
const postBattleState = buildPostBattleVictoryState(nextState);
|
||||
const postBattle = buildPostBattleVictoryStory(
|
||||
postBattleState,
|
||||
victory.resultText,
|
||||
params.getAvailableOptionsForState(postBattleState, params.character) ?? [],
|
||||
);
|
||||
fallbackState = postBattle.state;
|
||||
params.setGameState(postBattle.state);
|
||||
params.setCurrentStory(postBattle.story);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (shouldUseDeterministicCombatFlow) {
|
||||
const defeatedHostileNpcIds =
|
||||
resolvedChoice.optionKind === 'escape' || baseChoiceState.currentBattleNpcId
|
||||
? []
|
||||
: params
|
||||
.getResolvedSceneHostileNpcs(baseChoiceState)
|
||||
.map((hostileNpc) => hostileNpc.id)
|
||||
.filter(
|
||||
(hostileNpcId) =>
|
||||
!params
|
||||
.getResolvedSceneHostileNpcs(afterSequence)
|
||||
.some((hostileNpc) => hostileNpc.id === hostileNpcId),
|
||||
);
|
||||
const resultText = buildLocalCombatResultText({
|
||||
option: params.option,
|
||||
battlePlan: resolvedChoice.battlePlan,
|
||||
afterSequence,
|
||||
combatResolutionContextText,
|
||||
});
|
||||
const nextHistory = [
|
||||
...baseChoiceState.storyHistory,
|
||||
createHistoryMoment(params.option.actionText, 'action'),
|
||||
createHistoryMoment(resultText, 'result'),
|
||||
];
|
||||
const nextState = params.incrementRuntimeStats(
|
||||
{
|
||||
...params.updateQuestLog(afterSequence, (quests) =>
|
||||
applyQuestProgressFromHostileNpcDefeat(
|
||||
quests,
|
||||
baseChoiceState.currentScenePreset?.id ?? null,
|
||||
defeatedHostileNpcIds,
|
||||
),
|
||||
),
|
||||
storyHistory: nextHistory,
|
||||
},
|
||||
{
|
||||
hostileNpcsDefeated: defeatedHostileNpcIds.length,
|
||||
},
|
||||
);
|
||||
|
||||
if (projectedBattleReward) {
|
||||
params.setBattleReward(projectedBattleReward);
|
||||
}
|
||||
|
||||
if (nextState.playerHp <= 0) {
|
||||
const deathState = {
|
||||
...nextState,
|
||||
animationState: AnimationState.DIE,
|
||||
playerActionMode: 'idle' as const,
|
||||
inBattle: false,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
};
|
||||
fallbackState = deathState;
|
||||
params.setGameState(deathState);
|
||||
await sleep(PLAYER_REVIVE_DELAY_MS);
|
||||
const revivedState = {
|
||||
...buildRevivedFirstSceneState(deathState),
|
||||
storyHistory: [
|
||||
...nextHistory,
|
||||
createHistoryMoment('你在第一个场景第一幕重新醒来。', 'result'),
|
||||
],
|
||||
};
|
||||
fallbackState = revivedState;
|
||||
params.setGameState(revivedState);
|
||||
params.setCurrentStory(buildDeathStory(revivedState));
|
||||
return;
|
||||
}
|
||||
|
||||
if (
|
||||
resolvedChoice.optionKind === 'battle' &&
|
||||
(!nextState.inBattle || nextState.currentNpcBattleOutcome === 'spar_complete')
|
||||
) {
|
||||
const postBattleState = buildPostBattleVictoryState(nextState);
|
||||
const postBattle = buildPostBattleVictoryStory(
|
||||
postBattleState,
|
||||
resultText,
|
||||
params.getAvailableOptionsForState(postBattleState, params.character) ?? [],
|
||||
);
|
||||
fallbackState = postBattle.state;
|
||||
params.setGameState(postBattle.state);
|
||||
params.setCurrentStory(postBattle.story);
|
||||
return;
|
||||
}
|
||||
|
||||
const availableOptions = params.getAvailableOptionsForState(
|
||||
nextState,
|
||||
params.character,
|
||||
);
|
||||
fallbackState = nextState;
|
||||
params.setGameState(nextState);
|
||||
params.setCurrentStory(
|
||||
buildDeterministicStoryForState({
|
||||
state: nextState,
|
||||
character: params.character,
|
||||
resultText,
|
||||
availableOptions,
|
||||
buildFallbackStoryForState: params.buildFallbackStoryForState,
|
||||
}),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
if (responseResult.status === 'rejected') {
|
||||
throw responseResult.reason;
|
||||
}
|
||||
|
||||
@@ -18,6 +18,12 @@ import {
|
||||
StoryOption,
|
||||
} from '../../types';
|
||||
import { resolveRpgRuntimeChoice } from '.';
|
||||
import {
|
||||
buildDeathStory,
|
||||
buildPostBattleVictoryState,
|
||||
buildPostBattleVictoryStory,
|
||||
buildRevivedFirstSceneState,
|
||||
} from './postBattleFlow';
|
||||
import type { BattleRewardSummary } from './uiTypes';
|
||||
|
||||
type RuntimeStatsIncrements = Partial<
|
||||
@@ -42,6 +48,8 @@ function sleep(ms: number) {
|
||||
return new Promise((resolve) => globalThis.setTimeout(resolve, ms));
|
||||
}
|
||||
|
||||
const PLAYER_REVIVE_DELAY_MS = 3000;
|
||||
|
||||
export function buildReasonedOptionCatalog(options: StoryOption[]) {
|
||||
const seenFunctionIds = new Set<string>();
|
||||
|
||||
@@ -320,6 +328,44 @@ export async function runServerRuntimeChoiceAction(params: {
|
||||
turnVisualMs: params.turnVisualMs ?? 820,
|
||||
});
|
||||
}
|
||||
|
||||
const battle = response?.presentation.battle;
|
||||
if (battle && hydratedSnapshot.gameState.playerHp <= 0) {
|
||||
const deathState = {
|
||||
...hydratedSnapshot.gameState,
|
||||
animationState: AnimationState.DIE,
|
||||
playerActionMode: 'idle' as const,
|
||||
inBattle: false,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
};
|
||||
params.setGameState(deathState);
|
||||
await sleep(PLAYER_REVIVE_DELAY_MS);
|
||||
const revivedState = buildRevivedFirstSceneState(deathState);
|
||||
params.setGameState(revivedState);
|
||||
params.setCurrentStory(buildDeathStory(revivedState));
|
||||
return;
|
||||
}
|
||||
|
||||
if (
|
||||
battle?.outcome === 'victory' ||
|
||||
battle?.outcome === 'spar_complete'
|
||||
) {
|
||||
const resultText =
|
||||
response?.presentation.resultText || nextStory.text || params.option.actionText;
|
||||
const postBattleState = buildPostBattleVictoryState(
|
||||
hydratedSnapshot.gameState,
|
||||
);
|
||||
const postBattle = buildPostBattleVictoryStory(
|
||||
postBattleState,
|
||||
resultText,
|
||||
nextStory.options,
|
||||
);
|
||||
params.setGameState(postBattle.state);
|
||||
params.setCurrentStory(postBattle.story);
|
||||
return;
|
||||
}
|
||||
|
||||
params.setGameState(hydratedSnapshot.gameState);
|
||||
params.setCurrentStory(nextStory);
|
||||
} catch (error) {
|
||||
@@ -424,4 +470,15 @@ async function playServerBattlePresentation(params: {
|
||||
playerActionMode: 'idle',
|
||||
});
|
||||
await sleep(Math.max(180, Math.round(params.turnVisualMs * 0.45)));
|
||||
|
||||
if (params.finalState.playerHp <= 0) {
|
||||
params.setGameState({
|
||||
...params.finalState,
|
||||
animationState: AnimationState.DIE,
|
||||
playerActionMode: 'idle',
|
||||
inBattle: false,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user