refactor: extract runtime story action modules
This commit is contained in:
@@ -272,3 +272,28 @@ server-rs/crates/api-server/src/
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- 少量尚未迁出的共享 glue code
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这为后续把“无 HTTP / 无 `AppState`”的剩余 glue code 再往下收,提供了更明确的拆分方向。
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第二阶段继续推进到 action resolver 编排后,当前又新增动作编排模块:
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1. [battle_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/battle_actions.rs)。
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2. [equipment_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/equipment_actions.rs)。
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3. [forge_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/forge_actions.rs)。
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4. [npc_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/npc_actions.rs)。
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5. [quest_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/quest_actions.rs)。
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已迁入的内容包括:
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1. `battle_*`
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2. `equipment_equip / equipment_unequip`
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3. `forge_craft / forge_dismantle / forge_reforge`
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4. `npc_preview_talk / npc_chat / npc_help / npc_fight / npc_spar`
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5. `npc_trade / npc_gift / npc_recruit`
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6. `npc_chat_quest_offer_view`
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7. `npc_chat_quest_offer_replace`
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8. `npc_chat_quest_offer_abandon`
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9. `npc_quest_accept`
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10. `npc_quest_turn_in`
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这组 resolver 虽然仍是 action orchestration,但已经不依赖 HTTP / `AppState`,只依赖快照 `Value`、当前故事 `currentStory`、共享 DTO 与内部 helper,因此适合先作为 `api-server` 内部模块沉淀。
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迁移后 [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 对这些动作只保留 functionId 分发、快照桥接与少量共享 glue code,不再承载 battle / equipment / forge / NPC / quest 的具体结算细节。
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@@ -81,7 +81,7 @@
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- [M4_RPG_RUNTIME_STORY_SPACETIMEDB_BASELINE_2026-04-21.md](./M4_RPG_RUNTIME_STORY_SPACETIMEDB_BASELINE_2026-04-21.md):记录 `server-rs` 侧 `M4` 首轮已落地的 `story_session / story_event` SpacetimeDB 基座、`begin_story_session / continue_story` reducer、同步返回快照的 story procedure、`spacetime-client` facade 与新的 `/api/story/sessions*` Axum 接口,以及当前尚未兼容旧 `runtime story` 路由的边界。
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- [M4_RPG_RUNTIME_STORY_SESSION_STATE_QUERY_DESIGN_2026-04-22.md](./M4_RPG_RUNTIME_STORY_SESSION_STATE_QUERY_DESIGN_2026-04-22.md):冻结 `GET /api/story/sessions/:storySessionId/state` 这条最小 story state 查询切片,明确当前只返回 `storySession + storyEvents`,不等价于旧 `runtime story state` 兼容完成。
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- [M4_RUNTIME_STORY_COMPAT_STATE_BRIDGE_DESIGN_2026-04-22.md](./M4_RUNTIME_STORY_COMPAT_STATE_BRIDGE_DESIGN_2026-04-22.md):冻结旧 `POST /api/runtime/story/state/resolve` 兼容桥的首版边界,明确先补 `RuntimeStoryActionResponse` DTO 与状态桥,再继续进入 Rust `actions/resolve` 与正式 snapshot projection。
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- [M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md](./M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md):冻结 `runtime_story.rs` 从超大单文件拆到 `compat/ai/presentation/tests/battle/core/game_state/forge/npc_support` 子模块的收口策略、验证要求与下一阶段纯规则下沉边界。
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- [M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md](./M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md):冻结 `runtime_story.rs` 从超大单文件拆到 `compat/ai/presentation/tests/battle/core/game_state/forge/npc_support/*_actions` 子模块的收口策略、验证要求与下一阶段纯规则下沉边界。
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- [M4_MODULE_AI_BASELINE_DESIGN_2026-04-21.md](./M4_MODULE_AI_BASELINE_DESIGN_2026-04-21.md):冻结 `module-ai` 首版的任务/阶段/流式片段/结果引用领域模型、最小内存服务与后续 `platform-llm` / `api-server` / `spacetime-module` 的边界。
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- [M4_MODULE_AI_SPACETIMEDB_BASELINE_2026-04-21.md](./M4_MODULE_AI_SPACETIMEDB_BASELINE_2026-04-21.md):记录 `module-ai` 在 `spacetime-module` 中首轮已落地的 `ai_task / ai_task_stage / ai_text_chunk / ai_result_reference` 真相表、最小 reducer/procedure 与当前仍未扩到真实模型调用和 Axum facade 的边界。
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- [M4_MODULE_AI_AXUM_FACADE_DESIGN_2026-04-22.md](./M4_MODULE_AI_AXUM_FACADE_DESIGN_2026-04-22.md):冻结 `module-ai` 从 `shared-contracts`、`spacetime-client` 到 `api-server` 的最小 AI task mutation facade,明确 `start` 路由当前只返回 `202 Accepted`。
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,137 @@
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use super::*;
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pub(super) fn resolve_battle_action(
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game_state: &mut Value,
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request: &RuntimeStoryActionRequest,
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function_id: &str,
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) -> Result<StoryResolution, String> {
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let target_id = current_encounter_id(game_state)
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.or_else(|| first_hostile_npc_string_field(game_state, "id"))
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.unwrap_or_else(|| "battle_target".to_string());
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let target_name = current_encounter_name_from_battle(game_state);
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let battle_mode = read_optional_string_field(game_state, "currentNpcBattleMode")
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.unwrap_or_else(|| "fight".to_string());
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if function_id == "battle_escape_breakout" {
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clear_encounter_state(game_state);
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return Ok(StoryResolution {
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action_text: resolve_action_text("强行脱离战斗", request),
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result_text: "你抓住空隙强行脱离战斗,把这一轮危险先甩在身后。".to_string(),
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches: vec![
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RuntimeStoryPatch::BattleResolved {
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function_id: function_id.to_string(),
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target_id: Some(target_id.clone()),
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damage_dealt: Some(0),
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damage_taken: Some(0),
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outcome: "escaped".to_string(),
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},
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build_status_patch(game_state),
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RuntimeStoryPatch::EncounterChanged { encounter_id: None },
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],
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battle: Some(RuntimeBattlePresentation {
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target_id: Some(target_id),
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target_name: Some(target_name),
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damage_dealt: Some(0),
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damage_taken: Some(0),
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outcome: Some("escaped".to_string()),
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}),
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toast: Some("已脱离战斗".to_string()),
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});
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}
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let plan = build_battle_action_plan(game_state, request, function_id)?;
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spend_player_mana(game_state, plan.mana_cost);
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restore_player_resource(game_state, plan.heal, plan.mana_restore);
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tick_player_skill_cooldowns(game_state, plan.cooldown_tick_turns);
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reduce_player_skill_cooldowns(game_state, plan.cooldown_bonus_turns);
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if let Some((skill_id, turns)) = plan.applied_skill_cooldown.as_ref() {
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set_player_skill_cooldown(game_state, skill_id.as_str(), *turns);
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}
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if !plan.build_buffs.is_empty() {
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append_active_build_buffs(game_state, plan.build_buffs.clone());
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}
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if let Some(item_id) = plan.consumed_item_id.as_ref() {
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remove_player_inventory_item(game_state, item_id.as_str(), 1);
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increment_runtime_stat(game_state, "itemsUsed", 1);
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}
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apply_player_damage(game_state, plan.damage_taken);
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let target_hp = apply_target_damage(game_state, plan.damage_dealt);
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let outcome = if target_hp <= 0 {
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if battle_mode == "spar" {
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"spar_complete"
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} else {
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"victory"
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}
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} else {
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"ongoing"
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};
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let victory_experience = if outcome == "victory" {
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battle_victory_experience_reward(game_state)
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} else {
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0
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};
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if outcome != "ongoing" {
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write_bool_field(game_state, "inBattle", false);
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write_bool_field(game_state, "npcInteractionActive", false);
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write_null_field(game_state, "currentNpcBattleMode");
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write_string_field(
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game_state,
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"currentNpcBattleOutcome",
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if outcome == "spar_complete" {
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"spar_complete"
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} else {
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"fight_victory"
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},
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);
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if outcome == "victory" {
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clear_encounter_only(game_state);
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increment_runtime_stat(game_state, "hostileNpcsDefeated", 1);
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if victory_experience > 0 {
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grant_player_progression_experience(game_state, victory_experience, "hostile_npc");
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}
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}
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}
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let mut patches = vec![
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RuntimeStoryPatch::BattleResolved {
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function_id: function_id.to_string(),
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target_id: Some(target_id.clone()),
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damage_dealt: Some(plan.damage_dealt),
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damage_taken: Some(plan.damage_taken),
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outcome: outcome.to_string(),
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},
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build_status_patch(game_state),
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];
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if outcome == "victory" {
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patches.push(RuntimeStoryPatch::EncounterChanged { encounter_id: None });
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}
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Ok(StoryResolution {
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action_text: resolve_action_text(plan.action_text.as_str(), request),
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result_text: if outcome == "ongoing" {
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plan.result_text
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} else if outcome == "spar_complete" {
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format!("{target_name} 收住了最后一击,这场切磋已经分出结果。")
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} else {
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format!("{target_name} 被你压制下去,眼前的战斗已经结束。")
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},
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches,
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battle: Some(RuntimeBattlePresentation {
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target_id: Some(target_id),
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target_name: Some(target_name),
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damage_dealt: Some(plan.damage_dealt),
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damage_taken: Some(plan.damage_taken),
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outcome: Some(outcome.to_string()),
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}),
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toast: battle_action_toast(function_id, request),
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})
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}
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@@ -0,0 +1,106 @@
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use super::*;
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/// 对齐 Node 旧 inventory compat,先按装备位把物品从背包切到 playerEquipment,
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/// 再把基础面板属性回算到快照上。
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pub(super) fn resolve_equipment_equip_action(
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game_state: &mut Value,
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request: &RuntimeStoryActionRequest,
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) -> Result<StoryResolution, String> {
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if read_field(game_state, "playerCharacter").is_none() {
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return Err("缺少玩家角色,无法调整装备。".to_string());
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}
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if read_bool_field(game_state, "inBattle").unwrap_or(false) {
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return Err("战斗中无法调整装备。".to_string());
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}
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let item_id = request
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.action
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.payload
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.as_ref()
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.and_then(|payload| read_optional_string_field(payload, "itemId"))
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.or_else(|| request.action.target_id.clone())
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.ok_or_else(|| "equipment_equip 缺少 itemId".to_string())?;
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let item = find_player_inventory_entry(game_state, item_id.as_str())
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.cloned()
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.ok_or_else(|| "背包里没有这件装备。".to_string())?;
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let slot_id = resolve_equipment_slot_for_item(&item)
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.ok_or_else(|| format!("{} 不是可装备物品。", read_inventory_item_name(&item)))?;
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let previous_equipment = read_player_equipment_item(game_state, slot_id);
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let next_equipment_item = normalize_equipped_item(&item);
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remove_player_inventory_item(game_state, item_id.as_str(), 1);
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if let Some(previous_equipment) = previous_equipment.as_ref() {
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add_player_inventory_items(game_state, vec![previous_equipment.clone()]);
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}
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write_player_equipment_item(game_state, slot_id, Some(next_equipment_item));
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apply_equipment_loadout_to_state(game_state);
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let item_name = read_inventory_item_name(&item);
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let result_text = if let Some(previous_equipment) = previous_equipment.as_ref() {
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format!(
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"你将{}从{}位上换下,改为装备{}。",
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read_inventory_item_name(previous_equipment),
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equipment_slot_label(slot_id),
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item_name
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)
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} else {
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format!(
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"你将{}装备在{}位上。",
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item_name,
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equipment_slot_label(slot_id)
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)
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};
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Ok(StoryResolution {
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action_text: resolve_action_text(&format!("装备{}", item_name), request),
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result_text,
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches: Vec::new(),
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battle: None,
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toast: Some(build_current_build_toast(game_state)),
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})
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}
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pub(super) fn resolve_equipment_unequip_action(
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game_state: &mut Value,
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request: &RuntimeStoryActionRequest,
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) -> Result<StoryResolution, String> {
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ensure_inventory_action_available(
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game_state,
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"缺少玩家角色,无法卸下装备。",
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"战斗中无法卸下装备。",
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)?;
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let slot_id = request
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.action
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.payload
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.as_ref()
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.and_then(|payload| read_optional_string_field(payload, "slotId"))
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.or_else(|| request.action.target_id.clone())
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.ok_or_else(|| "equipment_unequip 缺少合法 slotId".to_string())?;
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let slot_id = normalize_equipment_slot_id(slot_id.as_str())
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.ok_or_else(|| "equipment_unequip 缺少合法 slotId".to_string())?;
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let equipped_item = read_player_equipment_item(game_state, slot_id)
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.ok_or_else(|| format!("{}位当前没有装备。", equipment_slot_label(slot_id)))?;
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write_player_equipment_item(game_state, slot_id, None);
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add_player_inventory_items(game_state, vec![equipped_item.clone()]);
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apply_equipment_loadout_to_state(game_state);
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Ok(StoryResolution {
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action_text: resolve_action_text(
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&format!("卸下{}", read_inventory_item_name(&equipped_item)),
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request,
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),
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result_text: format!(
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"你卸下了{},暂时收回背包。",
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read_inventory_item_name(&equipped_item)
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),
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story_text: None,
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presentation_options: None,
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saved_current_story: None,
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patches: Vec::new(),
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battle: None,
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toast: Some(build_current_build_toast(game_state)),
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})
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}
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@@ -0,0 +1,201 @@
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use super::*;
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pub(super) fn resolve_forge_craft_action(
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game_state: &mut Value,
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request: &RuntimeStoryActionRequest,
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) -> Result<StoryResolution, String> {
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ensure_inventory_action_available(
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game_state,
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"缺少玩家角色,无法执行锻造配方。",
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"战斗中无法使用工坊。",
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)?;
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let recipe_id = request
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.action
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.payload
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.as_ref()
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.and_then(|payload| read_optional_string_field(payload, "recipeId"))
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.or_else(|| request.action.target_id.clone())
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.ok_or_else(|| "forge_craft 缺少 recipeId".to_string())?;
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let recipe = forge_recipe_definition(recipe_id.as_str())
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.ok_or_else(|| "未找到目标锻造配方。".to_string())?;
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let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
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if player_currency < recipe.currency_cost {
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return Err(format!("{} 当前材料或货币不足。", recipe.name));
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}
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let current_inventory = read_player_inventory_values(game_state);
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let consumed_inventory = apply_forge_requirements_if_possible(
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current_inventory.as_slice(),
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recipe.requirements.as_slice(),
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)
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.ok_or_else(|| format!("{} 当前材料或货币不足。", recipe.name))?;
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let created_item = build_forge_recipe_result_item(
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game_state,
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recipe.id,
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current_world_type(game_state).as_deref(),
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);
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let next_inventory =
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add_inventory_items_to_list(consumed_inventory, vec![created_item.clone()]);
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write_i32_field(
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game_state,
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"playerCurrency",
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player_currency.saturating_sub(recipe.currency_cost),
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);
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write_player_inventory_values(game_state, next_inventory);
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Ok(StoryResolution {
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action_text: resolve_action_text(
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&format!("制作{}", read_inventory_item_name(&created_item)),
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request,
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),
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result_text: build_forge_success_text(
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"craft",
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Some(recipe.name),
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None,
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Some(read_inventory_item_name(&created_item).as_str()),
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&[],
|
||||
Some(format_currency_text(
|
||||
recipe.currency_cost,
|
||||
current_world_type(game_state).as_deref(),
|
||||
)),
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: Vec::new(),
|
||||
battle: None,
|
||||
toast: Some(build_current_build_toast(game_state)),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_forge_dismantle_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
ensure_inventory_action_available(
|
||||
game_state,
|
||||
"缺少玩家角色,无法执行拆解。",
|
||||
"战斗中无法执行拆解。",
|
||||
)?;
|
||||
let item_id = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.and_then(|payload| read_optional_string_field(payload, "itemId"))
|
||||
.or_else(|| request.action.target_id.clone())
|
||||
.ok_or_else(|| "forge_dismantle 缺少 itemId".to_string())?;
|
||||
let item = find_player_inventory_entry(game_state, item_id.as_str())
|
||||
.cloned()
|
||||
.ok_or_else(|| "未找到可拆解的物品。".to_string())?;
|
||||
if read_i32_field(&item, "quantity").unwrap_or(0) <= 0 {
|
||||
return Err("未找到可拆解的物品。".to_string());
|
||||
}
|
||||
let outputs = build_dismantle_outputs(game_state, &item)
|
||||
.ok_or_else(|| format!("{} 当前不支持拆解。", read_inventory_item_name(&item)))?;
|
||||
let mut next_inventory = read_player_inventory_values(game_state);
|
||||
next_inventory = remove_inventory_item_from_list(next_inventory, item_id.as_str(), 1);
|
||||
next_inventory = add_inventory_items_to_list(next_inventory, outputs.clone());
|
||||
write_player_inventory_values(game_state, next_inventory);
|
||||
let output_names = outputs
|
||||
.iter()
|
||||
.map(read_inventory_item_name)
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(
|
||||
&format!("拆解{}", read_inventory_item_name(&item)),
|
||||
request,
|
||||
),
|
||||
result_text: build_forge_success_text(
|
||||
"dismantle",
|
||||
None,
|
||||
Some(read_inventory_item_name(&item).as_str()),
|
||||
None,
|
||||
output_names.as_slice(),
|
||||
None,
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: Vec::new(),
|
||||
battle: None,
|
||||
toast: Some(build_current_build_toast(game_state)),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_forge_reforge_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
ensure_inventory_action_available(
|
||||
game_state,
|
||||
"缺少玩家角色,无法执行重铸。",
|
||||
"战斗中无法执行重铸。",
|
||||
)?;
|
||||
let item_id = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.and_then(|payload| read_optional_string_field(payload, "itemId"))
|
||||
.or_else(|| request.action.target_id.clone())
|
||||
.ok_or_else(|| "forge_reforge 缺少 itemId".to_string())?;
|
||||
let item = find_player_inventory_entry(game_state, item_id.as_str())
|
||||
.cloned()
|
||||
.ok_or_else(|| "未找到可重铸的物品。".to_string())?;
|
||||
if read_i32_field(&item, "quantity").unwrap_or(0) <= 0 {
|
||||
return Err("未找到可重铸的物品。".to_string());
|
||||
}
|
||||
let slot_id = resolve_equipment_slot_for_item(&item);
|
||||
let reforge_cost = reforge_cost_definition(slot_id);
|
||||
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
|
||||
if player_currency < reforge_cost.currency_cost {
|
||||
return Err(format!(
|
||||
"{} 当前不满足重铸条件。",
|
||||
read_inventory_item_name(&item)
|
||||
));
|
||||
}
|
||||
let reforged_item = build_reforged_item(game_state, &item)
|
||||
.ok_or_else(|| format!("{} 当前不满足重铸条件。", read_inventory_item_name(&item)))?;
|
||||
let base_inventory = remove_inventory_item_from_list(
|
||||
read_player_inventory_values(game_state),
|
||||
item_id.as_str(),
|
||||
1,
|
||||
);
|
||||
let consumed_inventory = apply_forge_requirements_if_possible(
|
||||
base_inventory.as_slice(),
|
||||
reforge_cost.requirements.as_slice(),
|
||||
)
|
||||
.ok_or_else(|| format!("{} 当前不满足重铸条件。", read_inventory_item_name(&item)))?;
|
||||
let next_inventory =
|
||||
add_inventory_items_to_list(consumed_inventory, vec![reforged_item.clone()]);
|
||||
write_player_inventory_values(game_state, next_inventory);
|
||||
write_i32_field(
|
||||
game_state,
|
||||
"playerCurrency",
|
||||
player_currency.saturating_sub(reforge_cost.currency_cost),
|
||||
);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(
|
||||
&format!("重铸{}", read_inventory_item_name(&item)),
|
||||
request,
|
||||
),
|
||||
result_text: build_forge_success_text(
|
||||
"reforge",
|
||||
None,
|
||||
Some(read_inventory_item_name(&item).as_str()),
|
||||
Some(read_inventory_item_name(&reforged_item).as_str()),
|
||||
&[],
|
||||
Some(format_currency_text(
|
||||
reforge_cost.currency_cost,
|
||||
current_world_type(game_state).as_deref(),
|
||||
)),
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: Vec::new(),
|
||||
battle: None,
|
||||
toast: Some(build_current_build_toast(game_state)),
|
||||
})
|
||||
}
|
||||
@@ -0,0 +1,398 @@
|
||||
use super::*;
|
||||
|
||||
pub(super) fn resolve_npc_preview_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let npc_name = current_encounter_name(game_state);
|
||||
write_bool_field(game_state, "npcInteractionActive", true);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text("转向眼前角色", request),
|
||||
result_text: format!("{npc_name} 注意到了你的靠近,正在等你先把话说出来。"),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: vec![build_status_patch(game_state)],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_npc_affinity_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
default_action_text: &str,
|
||||
affinity_delta: i32,
|
||||
fallback_result_text: &str,
|
||||
) -> Result<StoryResolution, String> {
|
||||
write_bool_field(game_state, "npcInteractionActive", true);
|
||||
let affinity_patch = adjust_current_npc_affinity(game_state, affinity_delta).map(
|
||||
|(npc_id, previous_affinity, next_affinity)| RuntimeStoryPatch::NpcAffinityChanged {
|
||||
npc_id,
|
||||
previous_affinity,
|
||||
next_affinity,
|
||||
},
|
||||
);
|
||||
let mut patches = Vec::new();
|
||||
if let Some(patch) = affinity_patch {
|
||||
patches.push(patch);
|
||||
}
|
||||
patches.push(build_status_patch(game_state));
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(default_action_text, request),
|
||||
result_text: fallback_result_text.to_string(),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches,
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_npc_chat_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let chatted_count = read_current_npc_state_i32_field(game_state, "chattedCount").unwrap_or(0);
|
||||
let affinity_gain = (6 - chatted_count).max(2);
|
||||
let result_text = format!(
|
||||
"{} 愿意把话接下去,态度比刚才明显松动了一些。当前关系推进了 {} 点。",
|
||||
current_encounter_name(game_state),
|
||||
affinity_gain
|
||||
);
|
||||
let mut resolution = resolve_npc_affinity_action(
|
||||
game_state,
|
||||
request,
|
||||
"继续交谈",
|
||||
affinity_gain,
|
||||
result_text.as_str(),
|
||||
)?;
|
||||
write_current_npc_state_i32_field(game_state, "chattedCount", chatted_count.saturating_add(1));
|
||||
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
|
||||
resolution.action_text = format!("继续和{}交谈", current_encounter_name(game_state));
|
||||
Ok(resolution)
|
||||
}
|
||||
|
||||
pub(super) fn resolve_npc_help_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
if read_current_npc_state_bool_field(game_state, "helpUsed").unwrap_or(false) {
|
||||
return Err("当前 NPC 的一次性援手已经用完了".to_string());
|
||||
}
|
||||
|
||||
restore_player_resource(game_state, 10, 8);
|
||||
write_current_npc_state_bool_field(game_state, "helpUsed", true);
|
||||
resolve_npc_affinity_action(
|
||||
game_state,
|
||||
request,
|
||||
&format!("向{}请求援手", current_encounter_name(game_state)),
|
||||
4,
|
||||
&format!(
|
||||
"{} 给了你一次及时支援,你的状态暂时稳住了,关系也顺势拉近了一点。",
|
||||
current_encounter_name(game_state)
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
pub(super) fn resolve_npc_battle_entry_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
function_id: &str,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let npc_id = current_encounter_id(game_state).unwrap_or_else(|| "npc_current".to_string());
|
||||
let npc_name = current_encounter_name(game_state);
|
||||
let battle_mode = if function_id == "npc_spar" {
|
||||
"spar"
|
||||
} else {
|
||||
"fight"
|
||||
};
|
||||
write_bool_field(game_state, "inBattle", true);
|
||||
write_bool_field(game_state, "npcInteractionActive", false);
|
||||
write_string_field(game_state, "currentBattleNpcId", npc_id.as_str());
|
||||
write_string_field(game_state, "currentNpcBattleMode", battle_mode);
|
||||
write_null_field(game_state, "currentNpcBattleOutcome");
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(
|
||||
if battle_mode == "spar" {
|
||||
"点到为止切磋"
|
||||
} else {
|
||||
"与对方战斗"
|
||||
},
|
||||
request,
|
||||
),
|
||||
result_text: format!(
|
||||
"{npc_name} 已经进入{}节奏,下一步必须按战斗动作结算。",
|
||||
battle_mode_text(battle_mode)
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: vec![build_status_patch(game_state)],
|
||||
battle: Some(RuntimeBattlePresentation {
|
||||
target_id: Some(npc_id),
|
||||
target_name: Some(npc_name),
|
||||
damage_dealt: None,
|
||||
damage_taken: None,
|
||||
outcome: Some("ongoing".to_string()),
|
||||
}),
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_npc_recruit_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let npc_id = current_encounter_id(game_state).unwrap_or_else(|| "npc_current".to_string());
|
||||
let npc_name = current_encounter_name(game_state);
|
||||
let current_affinity = read_current_npc_affinity(game_state);
|
||||
if read_current_npc_state_bool_field(game_state, "recruited").unwrap_or(false) {
|
||||
return Err("当前 NPC 已经处于已招募状态".to_string());
|
||||
}
|
||||
if current_affinity < 60 {
|
||||
return Err("当前关系还没达到招募阈值,暂时不能邀请入队".to_string());
|
||||
}
|
||||
|
||||
let release_npc_id = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.and_then(|payload| read_optional_string_field(payload, "releaseNpcId"));
|
||||
let released_companion_name = recruit_companion_to_party(
|
||||
game_state,
|
||||
npc_id.as_str(),
|
||||
npc_name.as_str(),
|
||||
release_npc_id.as_deref(),
|
||||
)?;
|
||||
let affinity_patch =
|
||||
set_current_npc_recruited(game_state, true).map(|(previous_affinity, next_affinity)| {
|
||||
RuntimeStoryPatch::NpcAffinityChanged {
|
||||
npc_id: npc_id.clone(),
|
||||
previous_affinity,
|
||||
next_affinity,
|
||||
}
|
||||
});
|
||||
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
|
||||
write_bool_field(game_state, "npcInteractionActive", false);
|
||||
clear_encounter_only(game_state);
|
||||
write_null_field(game_state, "currentNpcBattleMode");
|
||||
write_null_field(game_state, "currentNpcBattleOutcome");
|
||||
write_bool_field(game_state, "inBattle", false);
|
||||
|
||||
let mut patches = Vec::new();
|
||||
if let Some(patch) = affinity_patch {
|
||||
patches.push(patch);
|
||||
}
|
||||
patches.push(build_status_patch(game_state));
|
||||
patches.push(RuntimeStoryPatch::EncounterChanged { encounter_id: None });
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("邀请{npc_name}加入队伍"), request),
|
||||
result_text: match released_companion_name {
|
||||
Some(released_name) => format!(
|
||||
"{npc_name} 接受了你的邀请,你先让 {released_name} 暂时离队,把位置腾给了新的同行者。"
|
||||
),
|
||||
None => format!("{npc_name} 接受了你的邀请,正式进入了同行队伍。"),
|
||||
},
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches,
|
||||
battle: None,
|
||||
toast: Some(format!("{npc_name} 已加入队伍")),
|
||||
})
|
||||
}
|
||||
|
||||
/// 先按 NPC 当前遭遇态结算简化版买卖逻辑,保持与 Node compat 一致的字段写回,
|
||||
/// 后续再由真相态 inventory / runtime-item reducer 接管。
|
||||
pub(super) fn resolve_npc_trade_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let (_npc_id, npc_name) = current_npc_trade_context(game_state)?;
|
||||
let payload = request.action.payload.as_ref();
|
||||
let mode = payload
|
||||
.and_then(|value| read_optional_string_field(value, "mode"))
|
||||
.ok_or_else(|| "npc_trade 缺少合法 mode,需为 buy 或 sell".to_string())?;
|
||||
if mode != "buy" && mode != "sell" {
|
||||
return Err("npc_trade 缺少合法 mode,需为 buy 或 sell".to_string());
|
||||
}
|
||||
let item_id = payload
|
||||
.and_then(|value| {
|
||||
read_optional_string_field(value, "itemId")
|
||||
.or_else(|| read_optional_string_field(value, "selectedNpcItemId"))
|
||||
.or_else(|| read_optional_string_field(value, "selectedPlayerItemId"))
|
||||
})
|
||||
.or_else(|| request.action.target_id.clone())
|
||||
.ok_or_else(|| "npc_trade 缺少 itemId".to_string())?;
|
||||
let quantity = payload
|
||||
.and_then(|value| read_i32_field(value, "quantity"))
|
||||
.unwrap_or(1)
|
||||
.max(1);
|
||||
|
||||
if mode == "buy" {
|
||||
let npc_item = read_current_npc_inventory_item(game_state, item_id.as_str())
|
||||
.cloned()
|
||||
.ok_or_else(|| "目标商品不存在或库存不足。".to_string())?;
|
||||
let available_quantity = read_i32_field(&npc_item, "quantity").unwrap_or(0).max(0);
|
||||
if available_quantity < quantity {
|
||||
return Err("目标商品不存在或库存不足。".to_string());
|
||||
}
|
||||
let total_price = npc_purchase_price(&npc_item, read_current_npc_affinity(game_state))
|
||||
.saturating_mul(quantity);
|
||||
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
|
||||
if player_currency < total_price {
|
||||
return Err("当前钱币不足,无法完成购买。".to_string());
|
||||
}
|
||||
|
||||
write_i32_field(game_state, "playerCurrency", player_currency - total_price);
|
||||
add_player_inventory_items(
|
||||
game_state,
|
||||
vec![clone_inventory_item_with_quantity(&npc_item, quantity)],
|
||||
);
|
||||
remove_current_npc_inventory_item(game_state, item_id.as_str(), quantity);
|
||||
mark_current_npc_first_meaningful_contact_resolved(game_state);
|
||||
|
||||
let item_name = read_inventory_item_name(&npc_item);
|
||||
return Ok(StoryResolution {
|
||||
action_text: resolve_action_text(
|
||||
&format!(
|
||||
"从{}手里买下{}{}",
|
||||
npc_name,
|
||||
item_name,
|
||||
trade_quantity_suffix(quantity)
|
||||
),
|
||||
request,
|
||||
),
|
||||
result_text: format!(
|
||||
"{}收下了{},把{}{}卖给了你。",
|
||||
npc_name,
|
||||
format_currency_text(
|
||||
total_price,
|
||||
read_optional_string_field(game_state, "worldType").as_deref()
|
||||
),
|
||||
item_name,
|
||||
trade_quantity_suffix(quantity)
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: Vec::new(),
|
||||
battle: None,
|
||||
toast: None,
|
||||
});
|
||||
}
|
||||
|
||||
let player_item = find_player_inventory_entry(game_state, item_id.as_str())
|
||||
.cloned()
|
||||
.ok_or_else(|| "背包里没有足够数量的目标物品。".to_string())?;
|
||||
let available_quantity = read_i32_field(&player_item, "quantity").unwrap_or(0).max(0);
|
||||
if available_quantity < quantity {
|
||||
return Err("背包里没有足够数量的目标物品。".to_string());
|
||||
}
|
||||
let total_price = npc_buyback_price(&player_item, read_current_npc_affinity(game_state))
|
||||
.saturating_mul(quantity);
|
||||
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
|
||||
write_i32_field(
|
||||
game_state,
|
||||
"playerCurrency",
|
||||
player_currency.saturating_add(total_price),
|
||||
);
|
||||
remove_player_inventory_item(game_state, item_id.as_str(), quantity);
|
||||
add_current_npc_inventory_items(
|
||||
game_state,
|
||||
vec![clone_inventory_item_with_quantity(&player_item, quantity)],
|
||||
);
|
||||
mark_current_npc_first_meaningful_contact_resolved(game_state);
|
||||
|
||||
let item_name = read_inventory_item_name(&player_item);
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(
|
||||
&format!(
|
||||
"把{}{}卖给{}",
|
||||
item_name,
|
||||
trade_quantity_suffix(quantity),
|
||||
npc_name
|
||||
),
|
||||
request,
|
||||
),
|
||||
result_text: format!(
|
||||
"{}收下了{}{},付给你{}。",
|
||||
npc_name,
|
||||
item_name,
|
||||
trade_quantity_suffix(quantity),
|
||||
format_currency_text(
|
||||
total_price,
|
||||
read_optional_string_field(game_state, "worldType").as_deref()
|
||||
)
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: Vec::new(),
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_npc_gift_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let (npc_id, npc_name) = current_npc_trade_context(game_state)?;
|
||||
let item_id = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.and_then(|payload| read_optional_string_field(payload, "itemId"))
|
||||
.or_else(|| request.action.target_id.clone())
|
||||
.ok_or_else(|| "npc_gift 缺少 itemId".to_string())?;
|
||||
let gift_item = find_player_inventory_entry(game_state, item_id.as_str())
|
||||
.cloned()
|
||||
.ok_or_else(|| "背包里没有这件可赠送的物品。".to_string())?;
|
||||
if read_i32_field(&gift_item, "quantity").unwrap_or(0) <= 0 {
|
||||
return Err("背包里没有这件可赠送的物品。".to_string());
|
||||
}
|
||||
|
||||
let previous_affinity = read_current_npc_affinity(game_state);
|
||||
let affinity_gain = resolve_npc_gift_affinity_gain(&gift_item);
|
||||
let next_affinity = (previous_affinity + affinity_gain).clamp(-100, 100);
|
||||
remove_player_inventory_item(game_state, item_id.as_str(), 1);
|
||||
add_current_npc_inventory_items(
|
||||
game_state,
|
||||
vec![clone_inventory_item_with_quantity(&gift_item, 1)],
|
||||
);
|
||||
write_current_npc_state_i32_field(game_state, "affinity", next_affinity);
|
||||
let next_gifts_given =
|
||||
read_current_npc_state_i32_field(game_state, "giftsGiven").unwrap_or(0) + 1;
|
||||
write_current_npc_state_i32_field(game_state, "giftsGiven", next_gifts_given);
|
||||
mark_current_npc_first_meaningful_contact_resolved(game_state);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(
|
||||
&format!("把{}赠给{}", read_inventory_item_name(&gift_item), npc_name),
|
||||
request,
|
||||
),
|
||||
result_text: build_npc_gift_result_text(
|
||||
npc_name.as_str(),
|
||||
&gift_item,
|
||||
affinity_gain,
|
||||
next_affinity,
|
||||
),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: vec![RuntimeStoryPatch::NpcAffinityChanged {
|
||||
npc_id,
|
||||
previous_affinity,
|
||||
next_affinity,
|
||||
}],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
@@ -0,0 +1,234 @@
|
||||
use super::*;
|
||||
|
||||
pub(super) fn resolve_pending_quest_offer_view_action(
|
||||
game_state: &mut Value,
|
||||
current_story: Option<&Value>,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let encounter = current_encounter_npc_quest_context(game_state)?;
|
||||
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
|
||||
.ok_or_else(|| "当前没有待处理的委托可查看。".to_string())?;
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("查看{}提出的委托", encounter.npc_name), request),
|
||||
result_text: pending_offer.intro_text.clone().unwrap_or_else(|| {
|
||||
build_quest_offer_dialogue_text(encounter.npc_name.as_str(), &pending_offer.quest)
|
||||
}),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: vec![],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_pending_quest_offer_replace_action(
|
||||
game_state: &mut Value,
|
||||
current_story: Option<&Value>,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let encounter = current_encounter_npc_quest_context(game_state)?;
|
||||
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
|
||||
.ok_or_else(|| "当前没有待处理的委托可更换。".to_string())?;
|
||||
let next_quest = build_next_pending_quest_offer(
|
||||
game_state,
|
||||
encounter.npc_id.as_str(),
|
||||
encounter.npc_name.as_str(),
|
||||
Some(pending_offer.quest_id.as_str()),
|
||||
);
|
||||
let quest_text = build_quest_offer_dialogue_text(encounter.npc_name.as_str(), &next_quest);
|
||||
let dialogue = append_dialogue_turns(
|
||||
pending_offer.dialogue.as_slice(),
|
||||
vec![
|
||||
json!({
|
||||
"speaker": "player",
|
||||
"text": "能不能换一份更适合眼下局势的委托?"
|
||||
}),
|
||||
json!({
|
||||
"speaker": "npc",
|
||||
"speakerName": encounter.npc_name,
|
||||
"text": quest_text,
|
||||
}),
|
||||
],
|
||||
);
|
||||
let options = build_pending_quest_offer_options(encounter.npc_id.as_str());
|
||||
let saved_current_story = build_pending_quest_offer_story(
|
||||
dialogue,
|
||||
encounter.npc_id.as_str(),
|
||||
encounter.npc_name.as_str(),
|
||||
pending_offer.turn_count,
|
||||
pending_offer.custom_input_placeholder.as_str(),
|
||||
Some(next_quest.clone()),
|
||||
options.as_slice(),
|
||||
);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("请{}更换委托", encounter.npc_name), request),
|
||||
result_text: quest_text.clone(),
|
||||
story_text: Some(quest_text),
|
||||
presentation_options: Some(options),
|
||||
saved_current_story: Some(saved_current_story),
|
||||
patches: vec![],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_pending_quest_offer_abandon_action(
|
||||
game_state: &mut Value,
|
||||
current_story: Option<&Value>,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let encounter = current_encounter_npc_quest_context(game_state)?;
|
||||
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
|
||||
.ok_or_else(|| "当前没有待处理的委托可放弃。".to_string())?;
|
||||
let npc_reply = format!(
|
||||
"{}点了点头,没有继续强求,只把这份委托暂时收了回去。",
|
||||
encounter.npc_name
|
||||
);
|
||||
let dialogue = append_dialogue_turns(
|
||||
pending_offer.dialogue.as_slice(),
|
||||
vec![
|
||||
json!({
|
||||
"speaker": "player",
|
||||
"text": "这件事我先不接,咱们还是先聊别的。"
|
||||
}),
|
||||
json!({
|
||||
"speaker": "npc",
|
||||
"speakerName": encounter.npc_name,
|
||||
"text": npc_reply,
|
||||
}),
|
||||
],
|
||||
);
|
||||
let options = build_post_quest_offer_chat_options(encounter.npc_id.as_str());
|
||||
let saved_current_story = build_pending_quest_offer_story(
|
||||
dialogue,
|
||||
encounter.npc_id.as_str(),
|
||||
encounter.npc_name.as_str(),
|
||||
pending_offer.turn_count,
|
||||
pending_offer.custom_input_placeholder.as_str(),
|
||||
None,
|
||||
options.as_slice(),
|
||||
);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("暂不接受{}的委托", encounter.npc_name), request),
|
||||
result_text: npc_reply.clone(),
|
||||
story_text: Some(npc_reply),
|
||||
presentation_options: Some(options),
|
||||
saved_current_story: Some(saved_current_story),
|
||||
patches: vec![],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_pending_quest_accept_action(
|
||||
game_state: &mut Value,
|
||||
current_story: Option<&Value>,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let encounter = current_encounter_npc_quest_context(game_state)?;
|
||||
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
|
||||
.ok_or_else(|| "当前没有待处理的委托可接下。".to_string())?;
|
||||
if find_active_quest_for_issuer(game_state, encounter.npc_id.as_str()).is_some() {
|
||||
return Err("当前角色已经有未结清的委托。".to_string());
|
||||
}
|
||||
|
||||
let quest = pending_offer.quest.clone();
|
||||
push_quest_record(game_state, &quest);
|
||||
increment_runtime_stat(game_state, "questsAccepted", 1);
|
||||
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
|
||||
|
||||
let reply_text = first_quest_reveal_text(&quest)
|
||||
.map(|text| format!("那就拜托你了。{text}"))
|
||||
.unwrap_or_else(|| {
|
||||
format!(
|
||||
"那就拜托你了。{}",
|
||||
read_optional_string_field(&quest, "summary")
|
||||
.unwrap_or_else(|| "这份委托的关键要点我已经交给你。".to_string())
|
||||
)
|
||||
});
|
||||
let dialogue = append_dialogue_turns(
|
||||
pending_offer.dialogue.as_slice(),
|
||||
vec![
|
||||
json!({
|
||||
"speaker": "player",
|
||||
"text": "这件事我愿意接下,你把关键要点交给我。"
|
||||
}),
|
||||
json!({
|
||||
"speaker": "npc",
|
||||
"speakerName": encounter.npc_name,
|
||||
"text": reply_text,
|
||||
}),
|
||||
],
|
||||
);
|
||||
let options = build_post_quest_accept_chat_options(encounter.npc_id.as_str());
|
||||
let saved_current_story = build_pending_quest_offer_story(
|
||||
dialogue,
|
||||
encounter.npc_id.as_str(),
|
||||
encounter.npc_name.as_str(),
|
||||
pending_offer.turn_count,
|
||||
pending_offer.custom_input_placeholder.as_str(),
|
||||
None,
|
||||
options.as_slice(),
|
||||
);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("接下{}的委托", encounter.npc_name), request),
|
||||
result_text: build_quest_accept_result_text(&quest),
|
||||
story_text: Some(
|
||||
saved_current_story["text"]
|
||||
.as_str()
|
||||
.unwrap_or_default()
|
||||
.to_string(),
|
||||
),
|
||||
presentation_options: Some(options),
|
||||
saved_current_story: Some(saved_current_story),
|
||||
patches: vec![],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn resolve_pending_quest_turn_in_action(
|
||||
game_state: &mut Value,
|
||||
request: &RuntimeStoryActionRequest,
|
||||
) -> Result<StoryResolution, String> {
|
||||
let encounter = current_encounter_npc_quest_context(game_state)?;
|
||||
let quest_id = request
|
||||
.action
|
||||
.payload
|
||||
.as_ref()
|
||||
.and_then(|payload| read_optional_string_field(payload, "questId"))
|
||||
.or_else(|| request.action.target_id.clone())
|
||||
.or_else(|| {
|
||||
find_active_quest_for_issuer(game_state, encounter.npc_id.as_str())
|
||||
.and_then(|quest| read_optional_string_field(quest, "id"))
|
||||
})
|
||||
.ok_or_else(|| "当前没有可交付的委托。".to_string())?;
|
||||
let turned_in = turn_in_quest_record(game_state, encounter.npc_id.as_str(), quest_id.as_str())?;
|
||||
let previous_affinity = read_current_npc_affinity(game_state);
|
||||
let affinity_bonus = read_field(&turned_in, "reward")
|
||||
.and_then(|reward| read_i32_field(reward, "affinityBonus"))
|
||||
.unwrap_or(0);
|
||||
let next_affinity = previous_affinity.saturating_add(affinity_bonus);
|
||||
write_current_npc_state_i32_field(game_state, "affinity", next_affinity);
|
||||
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
|
||||
apply_quest_turn_in_rewards(game_state, &turned_in);
|
||||
|
||||
Ok(StoryResolution {
|
||||
action_text: resolve_action_text(&format!("向{}交付委托", encounter.npc_name), request),
|
||||
result_text: build_quest_turn_in_result_text(&turned_in),
|
||||
story_text: None,
|
||||
presentation_options: None,
|
||||
saved_current_story: None,
|
||||
patches: vec![RuntimeStoryPatch::NpcAffinityChanged {
|
||||
npc_id: encounter.npc_id,
|
||||
previous_affinity,
|
||||
next_affinity,
|
||||
}],
|
||||
battle: None,
|
||||
toast: None,
|
||||
})
|
||||
}
|
||||
Reference in New Issue
Block a user