This commit is contained in:
2026-04-16 15:45:00 +08:00
parent 6363267bca
commit 91b63675eb
43 changed files with 5652 additions and 853 deletions

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@@ -15,13 +15,102 @@ import { createInitialGameRuntimeStats } from '../data/runtimeStats';
import { ensureSceneEncounterPreview,RESOLVED_ENTITY_X_METERS } from '../data/sceneEncounterPreviews';
import { getScenePreset,getWorldCampScenePreset } from '../data/scenePresets';
import { createEmptyStoryEngineMemoryState } from '../services/storyEngine/visibilityEngine';
import { AnimationState, Character, CustomWorldProfile, Encounter, GameState, SceneNpc, WorldType } from '../types';
import { AnimationState, Character, CustomWorldProfile, Encounter, EquipmentLoadout, GameState, InventoryItem, SceneNpc, WorldType } from '../types';
import type { BottomTab } from '../types/navigation';
const PLAYER_BASE_MAX_HP = 180;
export type {BottomTab} from '../types/navigation';
function mergeStarterInventoryItems<T extends { category: string; name: string }>(
explicitItems: T[],
fallbackItems: T[],
) {
const merged = new Map<string, T>();
[...explicitItems, ...fallbackItems].forEach((item) => {
merged.set(`${item.category}:${item.name}`, item);
});
return [...merged.values()];
}
function normalizeExplicitStarterCategory(category: string) {
const normalized = category.trim();
return normalized === '专属物' ? '专属物品' : normalized;
}
function inferExplicitStarterSlot(category: string) {
const normalized = normalizeExplicitStarterCategory(category);
if (normalized === '武器') return 'weapon' as const;
if (normalized === '护甲') return 'armor' as const;
if (
normalized === '饰品' ||
normalized === '稀有品' ||
normalized === '专属物品'
) {
return 'relic' as const;
}
return null;
}
function buildExplicitCustomWorldRoleStarterState(
profile: CustomWorldProfile,
character: Character,
) {
const role =
profile.playableNpcs.find((entry) => entry.id === character.id) ??
profile.storyNpcs.find((entry) => entry.id === character.id) ??
profile.playableNpcs.find(
(entry) => entry.templateCharacterId === character.id,
) ??
profile.playableNpcs.find((entry) => entry.name === character.name) ??
profile.storyNpcs.find((entry) => entry.name === character.name) ??
null;
const inventory = role
? role.initialItems.map((item, index) => {
const category = normalizeExplicitStarterCategory(item.category);
return {
id: `custom-role-item:${role.id}:${index + 1}`,
category,
name: item.name,
quantity: Math.max(1, item.quantity),
rarity: item.rarity,
tags: [...item.tags],
description: item.description,
equipmentSlotId: inferExplicitStarterSlot(category),
runtimeMetadata: {
origin: 'ai_compiled' as const,
generationChannel: 'discovery' as const,
seedKey: `${role.id}:${index + 1}`,
relationAnchor: {
type: 'npc' as const,
npcId: role.id,
npcName: role.name,
roleText: role.role,
},
sourceReason: `${role.name}在自定义世界开局时自带的初始物品。`,
},
} satisfies InventoryItem;
})
: [];
const equipment: EquipmentLoadout = createEmptyEquipmentLoadout();
inventory.forEach((item) => {
const slot = item.equipmentSlotId;
if (!slot || equipment[slot]) {
return;
}
equipment[slot] = item;
});
return {
inventory,
equipment,
};
}
function createInitialCampEncounter(
worldType: WorldType | null,
playerCharacter: Character,
@@ -169,23 +258,47 @@ export function useGameFlow() {
setBottomTab('adventure');
setIsMapOpen(false);
const initialScenePreset = gameState.worldType
? getWorldCampScenePreset(gameState.worldType) ?? getScenePreset(gameState.worldType, 0)
: null;
const initialEncounter = createInitialCampEncounter(gameState.worldType, character);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, gameState.worldType, gameState)
: null;
const initialEquipment = buildInitialEquipmentLoadout(character);
const playerMaxHp = getCharacterMaxHp(
character,
gameState.worldType,
gameState.customWorldProfile,
);
setGameState(prev =>
ensureSceneEncounterPreview(
applyEquipmentLoadoutToState({
{
const resolvedWorldType = prev.worldType;
const resolvedCustomWorldProfile = prev.customWorldProfile;
const initialScenePreset = resolvedWorldType
? getWorldCampScenePreset(resolvedWorldType) ?? getScenePreset(resolvedWorldType, 0)
: null;
const initialEncounter = createInitialCampEncounter(
resolvedWorldType,
character,
);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, resolvedWorldType, prev)
: null;
const initialEquipment = buildInitialEquipmentLoadout(
character,
resolvedCustomWorldProfile,
);
const explicitStarterItems =
resolvedWorldType === WorldType.CUSTOM
? buildExplicitCustomWorldRoleStarterState(
resolvedCustomWorldProfile!,
character,
)
: null;
const mergedStarterEquipment = {
weapon:
explicitStarterItems?.equipment.weapon ?? initialEquipment.weapon,
armor:
explicitStarterItems?.equipment.armor ?? initialEquipment.armor,
relic:
explicitStarterItems?.equipment.relic ?? initialEquipment.relic,
};
const playerMaxHp = getCharacterMaxHp(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
);
return ensureSceneEncounterPreview(
applyEquipmentLoadoutToState({
...prev,
playerCharacter: character,
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
@@ -218,10 +331,17 @@ export function useGameFlow() {
activeBuildBuffs: [],
activeCombatEffects: [],
playerCurrency: getInitialPlayerCurrency(
gameState.worldType,
gameState.customWorldProfile,
resolvedWorldType,
resolvedCustomWorldProfile,
),
playerInventory: mergeStarterInventoryItems(
explicitStarterItems?.inventory ?? [],
buildInitialPlayerInventory(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
),
),
playerInventory: buildInitialPlayerInventory(character, gameState.worldType),
playerEquipment: createEmptyEquipmentLoadout(),
npcStates: initialEncounter && initialNpcState
? {
@@ -238,8 +358,9 @@ export function useGameFlow() {
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
}, initialEquipment),
),
}, mergedStarterEquipment),
);
},
);
};