546
src/hooks/story/choiceActions.ts
Normal file
546
src/hooks/story/choiceActions.ts
Normal file
@@ -0,0 +1,546 @@
|
||||
import type {
|
||||
Dispatch,
|
||||
SetStateAction,
|
||||
} from 'react';
|
||||
|
||||
import {
|
||||
buildEncounterEntryState,
|
||||
hasEncounterEntity,
|
||||
} from '../../data/encounterTransition';
|
||||
import { rollHostileNpcLoot } from '../../data/hostileNpcPresets';
|
||||
import { addInventoryItems } from '../../data/npcInteractions';
|
||||
import { applyQuestProgressFromHostileNpcDefeat } from '../../data/questFlow';
|
||||
import {
|
||||
CALL_OUT_ENTRY_X_METERS,
|
||||
createSceneEncounterPreview,
|
||||
resolveSceneEncounterPreview,
|
||||
} from '../../data/sceneEncounterPreviews';
|
||||
import { generateNextStep } from '../../services/ai';
|
||||
import type { StoryGenerationContext } from '../../services/aiTypes';
|
||||
import { createHistoryMoment } from '../../services/storyHistory';
|
||||
import {
|
||||
AnimationState,
|
||||
type Character,
|
||||
type Encounter,
|
||||
type GameState,
|
||||
type StoryMoment,
|
||||
type StoryOption,
|
||||
} from '../../types';
|
||||
import type { EscapePlaybackSync } from '../combat/escapeFlow';
|
||||
import type { ResolvedChoiceState } from '../combat/resolvedChoice';
|
||||
import type {
|
||||
CommitGeneratedStateWithEncounterEntry,
|
||||
GenerateStoryForState,
|
||||
} from './progressionActions';
|
||||
import type { BattleRewardSummary } from './uiTypes';
|
||||
|
||||
type RuntimeStatsIncrements = Partial<Pick<GameState['runtimeStats'], 'hostileNpcsDefeated' | 'questsAccepted' | 'itemsUsed' | 'scenesTraveled'>>;
|
||||
|
||||
type BuildFallbackStoryForState = (
|
||||
state: GameState,
|
||||
character: Character,
|
||||
fallbackText?: string,
|
||||
) => StoryMoment;
|
||||
|
||||
type BuildStoryFromResponse = (
|
||||
state: GameState,
|
||||
character: Character,
|
||||
response: StoryMoment,
|
||||
availableOptions: StoryOption[] | null,
|
||||
optionCatalog?: StoryOption[] | null,
|
||||
) => StoryMoment;
|
||||
|
||||
type BuildNpcStory = (
|
||||
state: GameState,
|
||||
character: Character,
|
||||
encounter: Encounter,
|
||||
overrideText?: string,
|
||||
) => StoryMoment;
|
||||
|
||||
type BuildStoryContextFromState = (
|
||||
state: GameState,
|
||||
extras?: { lastFunctionId?: string | null; observeSignsRequested?: boolean },
|
||||
) => StoryGenerationContext;
|
||||
|
||||
type UpdateQuestLog = (
|
||||
state: GameState,
|
||||
updater: (quests: GameState['quests']) => GameState['quests'],
|
||||
) => GameState;
|
||||
|
||||
type IncrementRuntimeStats = (
|
||||
state: GameState,
|
||||
increments: RuntimeStatsIncrements,
|
||||
) => GameState;
|
||||
|
||||
function sleep(ms: number) {
|
||||
return new Promise(resolve => window.setTimeout(resolve, ms));
|
||||
}
|
||||
|
||||
function buildReasonedOptionCatalog(options: StoryOption[]) {
|
||||
const seenFunctionIds = new Set<string>();
|
||||
|
||||
return options.filter(option => {
|
||||
if (seenFunctionIds.has(option.functionId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
seenFunctionIds.add(option.functionId);
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
function buildHostileNpcBattleReward(
|
||||
state: GameState,
|
||||
afterSequence: GameState,
|
||||
getResolvedSceneHostileNpcs: (state: GameState) => GameState['sceneMonsters'],
|
||||
): BattleRewardSummary | null {
|
||||
if (!state.worldType || state.currentBattleNpcId || !state.inBattle || afterSequence.inBattle) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const activeHostileNpcs = getResolvedSceneHostileNpcs(state);
|
||||
const nextHostileNpcs = getResolvedSceneHostileNpcs(afterSequence);
|
||||
const defeatedHostileNpcs = activeHostileNpcs.filter(hostileNpc =>
|
||||
!nextHostileNpcs.some(nextHostileNpc => nextHostileNpc.id === hostileNpc.id),
|
||||
);
|
||||
|
||||
if (defeatedHostileNpcs.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const rolledItems = rollHostileNpcLoot(
|
||||
state,
|
||||
defeatedHostileNpcs.map(hostileNpc => ({
|
||||
id: hostileNpc.id,
|
||||
name: hostileNpc.name,
|
||||
})),
|
||||
);
|
||||
|
||||
return {
|
||||
id: `battle-reward-${Date.now()}-${Math.random().toString(36).slice(2, 8)}`,
|
||||
defeatedHostileNpcs: defeatedHostileNpcs.map(hostileNpc => ({
|
||||
id: hostileNpc.id,
|
||||
name: hostileNpc.name,
|
||||
})),
|
||||
items: addInventoryItems([], rolledItems),
|
||||
};
|
||||
}
|
||||
|
||||
export function createStoryChoiceActions({
|
||||
gameState,
|
||||
currentStory,
|
||||
isLoading,
|
||||
setGameState,
|
||||
setCurrentStory,
|
||||
setAiError,
|
||||
setIsLoading,
|
||||
setBattleReward,
|
||||
buildResolvedChoiceState,
|
||||
playResolvedChoice,
|
||||
buildStoryContextFromState,
|
||||
buildStoryFromResponse,
|
||||
buildFallbackStoryForState,
|
||||
generateStoryForState,
|
||||
getAvailableOptionsForState,
|
||||
getStoryGenerationHostileNpcs,
|
||||
getResolvedSceneHostileNpcs,
|
||||
buildNpcStory,
|
||||
updateQuestLog,
|
||||
incrementRuntimeStats,
|
||||
getCampCompanionTravelScene,
|
||||
startOpeningAdventure,
|
||||
enterNpcInteraction,
|
||||
handleNpcInteraction,
|
||||
handleTreasureInteraction,
|
||||
commitGeneratedStateWithEncounterEntry,
|
||||
finalizeNpcBattleResult,
|
||||
isContinueAdventureOption,
|
||||
isCampTravelHomeOption,
|
||||
isInitialCompanionEncounter,
|
||||
isRegularNpcEncounter,
|
||||
isNpcEncounter,
|
||||
npcPreviewTalkFunctionId,
|
||||
fallbackCompanionName,
|
||||
turnVisualMs,
|
||||
}: {
|
||||
gameState: GameState;
|
||||
currentStory: StoryMoment | null;
|
||||
isLoading: boolean;
|
||||
setGameState: Dispatch<SetStateAction<GameState>>;
|
||||
setCurrentStory: Dispatch<SetStateAction<StoryMoment | null>>;
|
||||
setAiError: Dispatch<SetStateAction<string | null>>;
|
||||
setIsLoading: Dispatch<SetStateAction<boolean>>;
|
||||
setBattleReward: Dispatch<SetStateAction<BattleRewardSummary | null>>;
|
||||
buildResolvedChoiceState: (state: GameState, option: StoryOption, character: Character) => ResolvedChoiceState;
|
||||
playResolvedChoice: (
|
||||
state: GameState,
|
||||
option: StoryOption,
|
||||
character: Character,
|
||||
resolvedChoice: ResolvedChoiceState,
|
||||
sync?: EscapePlaybackSync,
|
||||
) => Promise<GameState>;
|
||||
buildStoryContextFromState: BuildStoryContextFromState;
|
||||
buildStoryFromResponse: BuildStoryFromResponse;
|
||||
buildFallbackStoryForState: BuildFallbackStoryForState;
|
||||
generateStoryForState: GenerateStoryForState;
|
||||
getAvailableOptionsForState: (state: GameState, character: Character) => StoryOption[] | null;
|
||||
getStoryGenerationHostileNpcs: (state: GameState) => GameState['sceneMonsters'];
|
||||
getResolvedSceneHostileNpcs: (state: GameState) => GameState['sceneMonsters'];
|
||||
buildNpcStory: BuildNpcStory;
|
||||
updateQuestLog: UpdateQuestLog;
|
||||
incrementRuntimeStats: IncrementRuntimeStats;
|
||||
getCampCompanionTravelScene: (state: GameState, character: Character) => GameState['currentScenePreset'] | null;
|
||||
startOpeningAdventure: () => Promise<void>;
|
||||
enterNpcInteraction: (encounter: Encounter, actionText: string) => boolean;
|
||||
handleNpcInteraction: (option: StoryOption) => boolean;
|
||||
handleTreasureInteraction: (option: StoryOption) => void | Promise<void> | boolean;
|
||||
commitGeneratedStateWithEncounterEntry: CommitGeneratedStateWithEncounterEntry;
|
||||
finalizeNpcBattleResult: (
|
||||
state: GameState,
|
||||
character: Character,
|
||||
battleMode: NonNullable<GameState['currentNpcBattleMode']>,
|
||||
battleOutcome: GameState['currentNpcBattleOutcome'],
|
||||
) => { nextState: GameState; resultText: string } | null;
|
||||
isContinueAdventureOption: (option: StoryOption) => boolean;
|
||||
isCampTravelHomeOption: (option: StoryOption) => boolean;
|
||||
isInitialCompanionEncounter: (encounter: GameState['currentEncounter']) => encounter is Encounter;
|
||||
isRegularNpcEncounter: (encounter: GameState['currentEncounter']) => encounter is Encounter;
|
||||
isNpcEncounter: (encounter: GameState['currentEncounter']) => encounter is Encounter;
|
||||
npcPreviewTalkFunctionId: string;
|
||||
fallbackCompanionName: string;
|
||||
turnVisualMs: number;
|
||||
}) {
|
||||
const handleCampTravelHome = async (option: StoryOption, character: Character) => {
|
||||
const targetScene = getCampCompanionTravelScene(gameState, character);
|
||||
if (!targetScene) {
|
||||
return;
|
||||
}
|
||||
|
||||
setBattleReward(null);
|
||||
setAiError(null);
|
||||
|
||||
const companionName = isNpcEncounter(gameState.currentEncounter)
|
||||
? gameState.currentEncounter.npcName
|
||||
: fallbackCompanionName;
|
||||
const travelRunState: GameState = {
|
||||
...gameState,
|
||||
ambientIdleMode: undefined,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerFacing: 'right' as const,
|
||||
animationState: AnimationState.RUN,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: true,
|
||||
inBattle: false,
|
||||
lastObserveSignsSceneId: null,
|
||||
lastObserveSignsReport: null,
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
};
|
||||
const travelBaseState: GameState = incrementRuntimeStats({
|
||||
...gameState,
|
||||
ambientIdleMode: undefined,
|
||||
currentScenePreset: targetScene,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerFacing: 'right' as const,
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
inBattle: false,
|
||||
lastObserveSignsSceneId: null,
|
||||
lastObserveSignsReport: null,
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
}, {
|
||||
scenesTraveled: 1,
|
||||
});
|
||||
const travelPreviewState: GameState = {
|
||||
...travelBaseState,
|
||||
...createSceneEncounterPreview(travelBaseState),
|
||||
};
|
||||
const resolvedState = hasEncounterEntity(travelPreviewState)
|
||||
? resolveSceneEncounterPreview(travelPreviewState)
|
||||
: travelBaseState;
|
||||
const entryState = buildEncounterEntryState(resolvedState, CALL_OUT_ENTRY_X_METERS);
|
||||
|
||||
setIsLoading(true);
|
||||
setGameState(travelRunState);
|
||||
await sleep(turnVisualMs);
|
||||
|
||||
await commitGeneratedStateWithEncounterEntry(
|
||||
entryState,
|
||||
resolvedState,
|
||||
character,
|
||||
option.actionText,
|
||||
`You and ${companionName} leave camp and formally step into ${targetScene.name} to begin the adventure.`,
|
||||
option.functionId,
|
||||
);
|
||||
return;
|
||||
};
|
||||
|
||||
const handleChoice = async (option: StoryOption) => {
|
||||
const character = gameState.playerCharacter;
|
||||
if (!gameState.worldType || !character || isLoading) return;
|
||||
|
||||
if (currentStory?.deferredOptions?.length && isContinueAdventureOption(option)) {
|
||||
setCurrentStory({
|
||||
...currentStory,
|
||||
options: currentStory.deferredOptions,
|
||||
deferredOptions: undefined,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (isCampTravelHomeOption(option)) {
|
||||
await handleCampTravelHome(option, character);
|
||||
return;
|
||||
}
|
||||
|
||||
if (
|
||||
option.functionId === npcPreviewTalkFunctionId
|
||||
&& isInitialCompanionEncounter(gameState.currentEncounter)
|
||||
&& !gameState.npcInteractionActive
|
||||
) {
|
||||
setAiError(null);
|
||||
void startOpeningAdventure();
|
||||
return;
|
||||
}
|
||||
|
||||
if (
|
||||
option.functionId === npcPreviewTalkFunctionId
|
||||
&& isRegularNpcEncounter(gameState.currentEncounter)
|
||||
&& !gameState.npcInteractionActive
|
||||
) {
|
||||
setAiError(null);
|
||||
enterNpcInteraction(gameState.currentEncounter, option.actionText);
|
||||
return;
|
||||
}
|
||||
|
||||
if (option.interaction?.kind === 'npc') {
|
||||
setAiError(null);
|
||||
handleNpcInteraction(option);
|
||||
return;
|
||||
}
|
||||
|
||||
if (option.interaction?.kind === 'treasure') {
|
||||
setAiError(null);
|
||||
handleTreasureInteraction(option);
|
||||
return;
|
||||
}
|
||||
|
||||
setBattleReward(null);
|
||||
setAiError(null);
|
||||
setIsLoading(true);
|
||||
|
||||
const baseChoiceState = (
|
||||
isRegularNpcEncounter(gameState.currentEncounter)
|
||||
&& !gameState.npcInteractionActive
|
||||
&& !option.interaction
|
||||
)
|
||||
? {
|
||||
...gameState,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
}
|
||||
: gameState;
|
||||
|
||||
let fallbackState = baseChoiceState;
|
||||
|
||||
try {
|
||||
const history = baseChoiceState.storyHistory;
|
||||
const resolvedChoice = buildResolvedChoiceState(baseChoiceState, option, character);
|
||||
const projectedState = resolvedChoice.afterSequence;
|
||||
const shouldUseLocalNpcVictory = Boolean(
|
||||
baseChoiceState.currentBattleNpcId &&
|
||||
resolvedChoice.optionKind === 'battle' &&
|
||||
(
|
||||
projectedState.currentNpcBattleOutcome ||
|
||||
(baseChoiceState.currentNpcBattleMode === 'fight' && !projectedState.inBattle)
|
||||
),
|
||||
);
|
||||
const projectedBattleReward = shouldUseLocalNpcVictory
|
||||
? null
|
||||
: buildHostileNpcBattleReward(baseChoiceState, projectedState, getResolvedSceneHostileNpcs);
|
||||
const projectedStateWithBattleReward = projectedBattleReward
|
||||
? {
|
||||
...projectedState,
|
||||
playerInventory: addInventoryItems(projectedState.playerInventory, projectedBattleReward.items),
|
||||
}
|
||||
: projectedState;
|
||||
fallbackState = projectedStateWithBattleReward;
|
||||
const projectedAvailableOptions = getAvailableOptionsForState(
|
||||
projectedStateWithBattleReward,
|
||||
character,
|
||||
);
|
||||
|
||||
const responsePromise = shouldUseLocalNpcVictory
|
||||
? Promise.resolve(null)
|
||||
: generateNextStep(
|
||||
gameState.worldType,
|
||||
character,
|
||||
getStoryGenerationHostileNpcs(projectedStateWithBattleReward),
|
||||
history,
|
||||
option.actionText,
|
||||
buildStoryContextFromState(projectedStateWithBattleReward, {
|
||||
lastFunctionId: option.functionId,
|
||||
observeSignsRequested: option.functionId === 'idle_observe_signs',
|
||||
}),
|
||||
projectedAvailableOptions ? { availableOptions: projectedAvailableOptions } : undefined,
|
||||
);
|
||||
const responseSettledPromise = responsePromise.then(() => undefined, () => undefined);
|
||||
const playbackSync: EscapePlaybackSync | undefined = resolvedChoice.optionKind === 'escape'
|
||||
? { waitForStoryResponse: responseSettledPromise }
|
||||
: undefined;
|
||||
const actionPromise = playResolvedChoice(
|
||||
baseChoiceState,
|
||||
option,
|
||||
character,
|
||||
resolvedChoice,
|
||||
playbackSync,
|
||||
);
|
||||
const [actionResult, responseResult] = await Promise.allSettled([actionPromise, responsePromise]);
|
||||
|
||||
if (actionResult.status === 'rejected') {
|
||||
throw actionResult.reason;
|
||||
}
|
||||
|
||||
let afterSequence = shouldUseLocalNpcVictory ? resolvedChoice.afterSequence : actionResult.value;
|
||||
if (projectedBattleReward) {
|
||||
afterSequence = {
|
||||
...afterSequence,
|
||||
playerInventory: addInventoryItems(afterSequence.playerInventory, projectedBattleReward.items),
|
||||
};
|
||||
}
|
||||
fallbackState = afterSequence;
|
||||
|
||||
if (shouldUseLocalNpcVictory) {
|
||||
const victory = finalizeNpcBattleResult(
|
||||
afterSequence,
|
||||
character,
|
||||
baseChoiceState.currentNpcBattleMode!,
|
||||
afterSequence.currentNpcBattleOutcome,
|
||||
);
|
||||
if (victory) {
|
||||
const historyBase = baseChoiceState.currentNpcBattleMode === 'spar'
|
||||
? (afterSequence.sparStoryHistoryBefore ?? [])
|
||||
: baseChoiceState.storyHistory;
|
||||
const nextHistory = [
|
||||
...historyBase,
|
||||
createHistoryMoment(victory.resultText, 'result'),
|
||||
];
|
||||
const nextState = {
|
||||
...victory.nextState,
|
||||
storyHistory: nextHistory,
|
||||
};
|
||||
const postBattleOptionCatalog = baseChoiceState.currentNpcBattleMode === 'spar' && nextState.currentEncounter
|
||||
? buildReasonedOptionCatalog(
|
||||
buildNpcStory(
|
||||
nextState,
|
||||
character,
|
||||
nextState.currentEncounter,
|
||||
).options,
|
||||
)
|
||||
: null;
|
||||
fallbackState = nextState;
|
||||
setGameState(nextState);
|
||||
try {
|
||||
const nextStory = await generateStoryForState({
|
||||
state: nextState,
|
||||
character,
|
||||
history: nextHistory,
|
||||
choice: option.actionText,
|
||||
lastFunctionId: option.functionId,
|
||||
optionCatalog: postBattleOptionCatalog,
|
||||
});
|
||||
setCurrentStory(nextStory);
|
||||
} catch (storyError) {
|
||||
console.error('Failed to continue npc battle resolution story:', storyError);
|
||||
setAiError(storyError instanceof Error ? storyError.message : '未知 AI 错误');
|
||||
setCurrentStory(buildFallbackStoryForState(nextState, character, victory.resultText));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (responseResult.status === 'rejected') {
|
||||
throw responseResult.reason;
|
||||
}
|
||||
|
||||
const response = responseResult.value!;
|
||||
const defeatedHostileNpcIds = baseChoiceState.currentBattleNpcId
|
||||
? []
|
||||
: getResolvedSceneHostileNpcs(baseChoiceState)
|
||||
.map(hostileNpc => hostileNpc.id)
|
||||
.filter(hostileNpcId => !getResolvedSceneHostileNpcs(afterSequence).some(hostileNpc => hostileNpc.id === hostileNpcId));
|
||||
const nextHistory = [
|
||||
...baseChoiceState.storyHistory,
|
||||
createHistoryMoment(option.actionText, 'action'),
|
||||
createHistoryMoment(response.storyText, 'result', response.options),
|
||||
];
|
||||
|
||||
const nextState = incrementRuntimeStats({
|
||||
...updateQuestLog(
|
||||
afterSequence,
|
||||
quests => applyQuestProgressFromHostileNpcDefeat(
|
||||
quests,
|
||||
baseChoiceState.currentScenePreset?.id ?? null,
|
||||
defeatedHostileNpcIds,
|
||||
),
|
||||
),
|
||||
lastObserveSignsSceneId: option.functionId === 'idle_observe_signs'
|
||||
? (afterSequence.currentScenePreset?.id ?? null)
|
||||
: afterSequence.lastObserveSignsSceneId ?? null,
|
||||
lastObserveSignsReport: option.functionId === 'idle_observe_signs'
|
||||
? response.storyText
|
||||
: afterSequence.lastObserveSignsReport ?? null,
|
||||
storyHistory: nextHistory,
|
||||
}, {
|
||||
hostileNpcsDefeated: defeatedHostileNpcIds.length,
|
||||
});
|
||||
|
||||
setGameState(nextState);
|
||||
if (projectedBattleReward) {
|
||||
setBattleReward(projectedBattleReward);
|
||||
}
|
||||
|
||||
setCurrentStory(
|
||||
buildStoryFromResponse(
|
||||
nextState,
|
||||
character,
|
||||
{
|
||||
text: response.storyText,
|
||||
options: response.options,
|
||||
},
|
||||
projectedAvailableOptions,
|
||||
),
|
||||
);
|
||||
} catch (error) {
|
||||
console.error('Failed to get next step:', error);
|
||||
setAiError(error instanceof Error ? error.message : '未知 AI 错误');
|
||||
setCurrentStory(buildFallbackStoryForState(fallbackState, character));
|
||||
} finally {
|
||||
setIsLoading(false);
|
||||
}
|
||||
};
|
||||
|
||||
return {
|
||||
handleChoice,
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user