This commit is contained in:
130
src/data/affinityLevels.ts
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130
src/data/affinityLevels.ts
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@@ -0,0 +1,130 @@
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import type { RoleRelationState } from '../types';
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export type AffinityLevelId =
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| 'hostile'
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| 'guarded'
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| 'eased'
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| 'friendly'
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| 'trusted'
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| 'close';
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export type AffinityLevelMeta = {
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id: AffinityLevelId;
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label: string;
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minAffinity: number;
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markerAffinity: number;
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nextAffinity: number | null;
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description: string;
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accentClassName: string;
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relationStance: RoleRelationState['stance'];
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};
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export const AFFINITY_PROGRESS_MIN = -40;
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export const AFFINITY_PROGRESS_MAX = 90;
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export const AFFINITY_LEVELS: AffinityLevelMeta[] = [
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{
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id: 'hostile',
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label: '敌对',
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minAffinity: Number.NEGATIVE_INFINITY,
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markerAffinity: AFFINITY_PROGRESS_MIN,
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nextAffinity: 0,
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description:
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'好感落入负值区间后,会按敌对关系处理,靠近时通常直接进入对战。',
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accentClassName: 'border-rose-300/28 bg-rose-500/14 text-rose-100',
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relationStance: 'hostile',
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},
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{
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id: 'guarded',
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label: '戒备',
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minAffinity: 0,
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markerAffinity: 0,
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nextAffinity: 15,
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description: '对方仍保持明显距离,只会给出谨慎而有限的回应。',
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accentClassName: 'border-white/12 bg-white/8 text-zinc-100',
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relationStance: 'guarded',
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},
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{
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id: 'eased',
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label: '缓和',
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minAffinity: 15,
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markerAffinity: 15,
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nextAffinity: 30,
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description:
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'戒备已经开始松动,愿意正常交流,也会试探性配合你的节奏。',
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accentClassName: 'border-sky-300/20 bg-sky-500/10 text-sky-100',
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relationStance: 'neutral',
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},
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{
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id: 'friendly',
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label: '友善',
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minAffinity: 30,
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markerAffinity: 30,
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nextAffinity: 60,
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description:
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'态度明显友善了许多,愿意配合行动,也会给出更真诚的反馈。',
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accentClassName:
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'border-emerald-300/20 bg-emerald-500/10 text-emerald-100',
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relationStance: 'cooperative',
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},
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{
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id: 'trusted',
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label: '信任',
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minAffinity: 60,
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markerAffinity: 60,
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nextAffinity: 90,
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description: '双方已经建立稳定信任,对方更愿意分享想法、资源和立场。',
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accentClassName: 'border-amber-300/20 bg-amber-500/10 text-amber-100',
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relationStance: 'bonded',
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},
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{
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id: 'close',
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label: '深交',
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minAffinity: 90,
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markerAffinity: 90,
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nextAffinity: null,
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description:
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'关系已经非常亲近,对方几乎把你视作可以托付后背的自己人。',
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accentClassName: 'border-rose-300/22 bg-rose-500/12 text-rose-100',
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relationStance: 'bonded',
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},
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];
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export const DEFAULT_AFFINITY_LEVEL = AFFINITY_LEVELS[0]!;
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export const AFFINITY_PROGRESS_MARKERS = AFFINITY_LEVELS.map((level) => ({
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value: level.markerAffinity,
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label: level.label,
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}));
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export const AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS = [
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getAffinityLevelMetaById('eased').minAffinity,
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getAffinityLevelMetaById('friendly').minAffinity,
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getAffinityLevelMetaById('trusted').minAffinity,
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getAffinityLevelMetaById('close').minAffinity,
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] as const satisfies readonly [number, number, number, number];
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export const DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY =
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getAffinityLevelMetaById('trusted').minAffinity;
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export function getAffinityLevelMetaById(levelId: AffinityLevelId) {
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const level = AFFINITY_LEVELS.find((entry) => entry.id === levelId);
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if (!level) {
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throw new Error(`Unknown affinity level id: ${levelId}`);
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}
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return level;
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}
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export function getAffinityLevelMeta(affinity: number) {
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return (
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[...AFFINITY_LEVELS]
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.reverse()
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.find((level) => affinity >= level.minAffinity) ?? DEFAULT_AFFINITY_LEVEL
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);
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}
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export function resolveRelationStanceFromAffinity(
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affinity: number,
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): RoleRelationState['stance'] {
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return getAffinityLevelMeta(affinity).relationStance;
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}
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108
src/data/attributeCombat.ts
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108
src/data/attributeCombat.ts
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@@ -0,0 +1,108 @@
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import type { RoleAttributeProfile } from '../types';
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const DEFAULT_ATTRIBUTE_SLOT_VALUE = 48;
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export const ATTRIBUTE_COMBAT_BONUS_LABELS = {
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axis_a: '攻击力',
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axis_b: '生命上限',
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axis_c: '生命恢复',
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axis_d: '攻击速度',
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axis_e: '暴击率',
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axis_f: '暴击伤害',
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} as const;
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export interface RoleCombatStats {
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attackPowerValue: number;
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maxHpValue: number;
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recoveryValue: number;
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attackSpeedValue: number;
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critChanceValue: number;
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critDamageValue: number;
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attackPowerMultiplier: number;
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maxHpBonus: number;
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storyRecovery: number;
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turnSpeed: number;
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critChance: number;
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critDamageMultiplier: number;
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}
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function roundNumber(value: number, digits = 4) {
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const factor = 10 ** digits;
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return Math.round(value * factor) / factor;
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}
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function clamp(value: number, min: number, max: number) {
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return Math.min(max, Math.max(min, value));
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}
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function getAttributeSlotValue(
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profile: RoleAttributeProfile | null | undefined,
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slotId: keyof typeof ATTRIBUTE_COMBAT_BONUS_LABELS,
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) {
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const value = profile?.values?.[slotId];
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if (typeof value === 'number' && Number.isFinite(value)) {
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return value;
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}
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return DEFAULT_ATTRIBUTE_SLOT_VALUE;
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}
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export function resolveRoleCombatStats(
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profile: RoleAttributeProfile | null | undefined,
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options: {
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baseSpeed?: number;
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} = {},
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): RoleCombatStats {
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const attackPowerValue = getAttributeSlotValue(profile, 'axis_a');
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const maxHpValue = getAttributeSlotValue(profile, 'axis_b');
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const recoveryValue = getAttributeSlotValue(profile, 'axis_c');
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const attackSpeedValue = getAttributeSlotValue(profile, 'axis_d');
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const critChanceValue = getAttributeSlotValue(profile, 'axis_e');
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const critDamageValue = getAttributeSlotValue(profile, 'axis_f');
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const baseSpeed = options.baseSpeed ?? 0;
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return {
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attackPowerValue,
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maxHpValue,
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recoveryValue,
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attackSpeedValue,
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critChanceValue,
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critDamageValue,
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attackPowerMultiplier: roundNumber(1 + attackPowerValue / 240),
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maxHpBonus: Math.max(1, Math.round(maxHpValue / 2)),
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storyRecovery: Math.max(3, Math.round(recoveryValue / 12)),
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turnSpeed: baseSpeed > 0
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? roundNumber(baseSpeed * (0.55 + attackSpeedValue / 100))
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: roundNumber(Math.max(1, attackSpeedValue / 12)),
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critChance: roundNumber(clamp(critChanceValue / 500, 0.04, 0.24)),
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critDamageMultiplier: roundNumber(
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Math.max(1.45, 1.25 + critDamageValue / 120),
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),
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};
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}
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export function rollDeterministicCombatValue(seed: string) {
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let hash = 2166136261;
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for (let index = 0; index < seed.length; index += 1) {
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hash ^= seed.charCodeAt(index);
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hash = Math.imul(hash, 16777619);
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}
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return ((hash >>> 0) % 10000) / 10000;
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}
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export function resolveCriticalStrike(
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profile: RoleAttributeProfile | null | undefined,
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seed: string,
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) {
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const stats = resolveRoleCombatStats(profile);
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const roll = rollDeterministicCombatValue(seed);
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return {
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isCritical: roll < stats.critChance,
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roll,
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critChance: stats.critChance,
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critDamageMultiplier: stats.critDamageMultiplier,
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};
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}
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261
src/data/attributeProfileGenerator.ts
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261
src/data/attributeProfileGenerator.ts
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@@ -0,0 +1,261 @@
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import type {
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AttributeMigrationTrace,
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AttributeVector,
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Character,
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CharacterSkillDefinition,
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CustomWorldItem,
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CustomWorldNpc,
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CustomWorldPlayableNpc,
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InventoryItem,
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ItemAttributeResonance,
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LegacyAttributeSet,
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RoleAttributeEvidence,
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WorldAttributeSchema,
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} from '../types';
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import {WORLD_ATTRIBUTE_SLOT_IDS} from '../types';
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import {buildDefaultAxisVector} from './attributeResolver';
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import {ensureRoleAttributeProfile} from './attributeValidation';
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const AXIS_KEYWORD_RULES: Array<{slotId: string; patterns: RegExp[]; weight: number; reason: string}> = [
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{ slotId: 'axis_a', patterns: [/骨|甲|壳|岩|重|守|镇|顶|硬|锋|体/u], weight: 16, reason: '文本表现出强承压与硬碰硬倾向。' },
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{ slotId: 'axis_b', patterns: [/身法|迅|影|风|闪|游|机动|追|步|轻灵/u], weight: 16, reason: '文本强调速度、位移或换位能力。' },
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{ slotId: 'axis_c', patterns: [/识|眼|谋|算|阵|符|术|察|局|禁制/u], weight: 16, reason: '文本强调洞察、术理或破局能力。' },
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{ slotId: 'axis_d', patterns: [/心|焰|胆|威|压|怒|决|破|强推|意志/u], weight: 16, reason: '文本强调意志、压迫与决断。' },
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{ slotId: 'axis_e', patterns: [/缘|契|情|盟|商|医|助|信|交|誓/u], weight: 16, reason: '文本强调关系、共鸣或交换。' },
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{ slotId: 'axis_f', patterns: [/息|稳|续|守|调|回|养|持久|回复|韧/u], weight: 16, reason: '文本强调稳态、续战或恢复。' },
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];
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const SKILL_STYLE_VECTORS: Record<CharacterSkillDefinition['style'], AttributeVector> = {
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burst: buildDefaultAxisVector({ axis_a: 0.18, axis_c: 0.2, axis_d: 0.46, axis_f: 0.16 }),
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steady: buildDefaultAxisVector({ axis_a: 0.16, axis_c: 0.18, axis_e: 0.14, axis_f: 0.52 }),
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mobility: buildDefaultAxisVector({ axis_b: 0.52, axis_c: 0.12, axis_d: 0.16, axis_f: 0.2 }),
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finisher: buildDefaultAxisVector({ axis_a: 0.3, axis_b: 0.22, axis_c: 0.2, axis_d: 0.28 }),
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projectile: buildDefaultAxisVector({ axis_b: 0.26, axis_c: 0.34, axis_d: 0.1, axis_f: 0.3 }),
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};
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function applyKeywordWeights(
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seed: AttributeVector,
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sourceText: string,
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evidence: RoleAttributeEvidence[],
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schema: WorldAttributeSchema,
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) {
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AXIS_KEYWORD_RULES.forEach(rule => {
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const matches = rule.patterns.reduce((count, pattern) => count + (pattern.test(sourceText) ? 1 : 0), 0);
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if (matches <= 0) return;
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seed[rule.slotId] = (seed[rule.slotId] ?? 0) + rule.weight * matches;
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const slot = schema.slots.find(item => item.slotId === rule.slotId);
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if (slot) {
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evidence.push({
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slotId: slot.slotId,
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reason: `${slot.name}:${rule.reason}`,
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});
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}
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});
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}
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function buildLegacyAttributeSeed(attributes: LegacyAttributeSet) {
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return buildDefaultAxisVector({
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axis_a: attributes.strength * 8 + attributes.spirit * 2,
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axis_b: attributes.agility * 9 + attributes.intelligence * 1,
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axis_c: attributes.intelligence * 8 + attributes.agility * 2,
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axis_d: attributes.spirit * 5 + attributes.strength * 4 + attributes.agility * 1,
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axis_e: attributes.spirit * 4 + attributes.intelligence * 4 + attributes.agility * 1,
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axis_f: attributes.spirit * 7 + attributes.strength * 3,
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});
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}
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function uniqueEvidence(evidence: RoleAttributeEvidence[]) {
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const seen = new Set<string>();
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return evidence.filter(entry => {
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const key = `${entry.slotId}:${entry.reason}`;
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if (seen.has(key)) return false;
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seen.add(key);
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return true;
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});
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}
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export function buildRoleAttributeProfileFromLegacyData({
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entityId,
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schema,
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legacyAttributes,
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textBlocks,
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extraWeights,
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}: {
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entityId: string;
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schema: WorldAttributeSchema;
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legacyAttributes?: LegacyAttributeSet | null;
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textBlocks?: Array<string | null | undefined>;
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extraWeights?: AttributeVector;
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}) {
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const evidence: RoleAttributeEvidence[] = [];
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const seed = legacyAttributes
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? buildLegacyAttributeSeed(legacyAttributes)
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: buildDefaultAxisVector({
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axis_a: 58,
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axis_b: 58,
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axis_c: 58,
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axis_d: 58,
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axis_e: 58,
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axis_f: 58,
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});
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const sourceText = (textBlocks ?? []).filter(Boolean).join(' ');
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if (sourceText) {
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applyKeywordWeights(seed, sourceText, evidence, schema);
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}
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WORLD_ATTRIBUTE_SLOT_IDS.forEach(slotId => {
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seed[slotId] = (seed[slotId] ?? 0) + (extraWeights?.[slotId] ?? 0);
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});
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const fallbackEvidence = uniqueEvidence(evidence).slice(0, 4);
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const profile = ensureRoleAttributeProfile(
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{
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schemaId: schema.id,
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values: seed,
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},
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schema,
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||||
{
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||||
fallbackValues: seed,
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fallbackEvidence,
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||||
},
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||||
);
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const trace: AttributeMigrationTrace = {
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sourceCharacterId: entityId,
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schemaId: schema.id,
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oldAttributes: legacyAttributes ?? undefined,
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inferredReasons: fallbackEvidence.map(entry => entry.reason),
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fallbackUsed: false,
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||||
};
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||||
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return {
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profile,
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||||
trace,
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||||
};
|
||||
}
|
||||
|
||||
export function buildCharacterAttributeProfile(character: Character, schema: WorldAttributeSchema) {
|
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return buildRoleAttributeProfileFromLegacyData({
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entityId: character.id,
|
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schema,
|
||||
legacyAttributes: character.attributes,
|
||||
textBlocks: [
|
||||
character.title,
|
||||
character.description,
|
||||
character.backstory,
|
||||
character.personality,
|
||||
...(character.combatTags ?? []),
|
||||
...character.skills.map(skill => `${skill.name} ${skill.style} ${skill.delivery ?? ''}`),
|
||||
],
|
||||
}).profile;
|
||||
}
|
||||
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||||
export function buildCustomWorldPlayableNpcAttributeProfile(
|
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npc: CustomWorldPlayableNpc,
|
||||
schema: WorldAttributeSchema,
|
||||
templateAttributes?: LegacyAttributeSet,
|
||||
) {
|
||||
return buildRoleAttributeProfileFromLegacyData({
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entityId: npc.id,
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schema,
|
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legacyAttributes: templateAttributes,
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textBlocks: [
|
||||
npc.title,
|
||||
npc.role,
|
||||
npc.description,
|
||||
npc.backstory,
|
||||
npc.personality,
|
||||
npc.motivation,
|
||||
npc.combatStyle,
|
||||
...(npc.relationshipHooks ?? []),
|
||||
...(npc.tags ?? []),
|
||||
],
|
||||
}).profile;
|
||||
}
|
||||
|
||||
export function buildCustomWorldStoryNpcAttributeProfile(npc: CustomWorldNpc, schema: WorldAttributeSchema) {
|
||||
return buildRoleAttributeProfileFromLegacyData({
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||||
entityId: npc.id,
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||||
schema,
|
||||
textBlocks: [
|
||||
npc.title,
|
||||
npc.role,
|
||||
npc.description,
|
||||
npc.backstory,
|
||||
npc.personality,
|
||||
npc.motivation,
|
||||
npc.combatStyle,
|
||||
...(npc.relationshipHooks ?? []),
|
||||
...(npc.tags ?? []),
|
||||
],
|
||||
}).profile;
|
||||
}
|
||||
|
||||
export function buildMonsterAttributeProfile(
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||||
monster: {
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||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
introAction: string;
|
||||
combatTags?: string[];
|
||||
habitatTags?: string[];
|
||||
baseStats: { attackRange: number; speed: number; maxHp: number };
|
||||
},
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
return buildRoleAttributeProfileFromLegacyData({
|
||||
entityId: monster.id,
|
||||
schema,
|
||||
textBlocks: [
|
||||
monster.name,
|
||||
monster.description,
|
||||
monster.introAction,
|
||||
...(monster.combatTags ?? []),
|
||||
...(monster.habitatTags ?? []),
|
||||
],
|
||||
extraWeights: buildDefaultAxisVector({
|
||||
axis_a: monster.baseStats.maxHp >= 150 ? 24 : 0,
|
||||
axis_b: monster.baseStats.speed >= 7 ? 22 : 0,
|
||||
axis_d: monster.baseStats.attackRange >= 1.5 ? 18 : 6,
|
||||
axis_f: monster.baseStats.maxHp >= 180 ? 26 : 10,
|
||||
}),
|
||||
}).profile;
|
||||
}
|
||||
|
||||
export function buildItemAttributeResonance(
|
||||
item: Pick<InventoryItem | CustomWorldItem, 'category' | 'name' | 'description'> & {
|
||||
tags?: string[];
|
||||
buildProfile?: { resonanceVector?: AttributeVector | null } | null;
|
||||
},
|
||||
): ItemAttributeResonance {
|
||||
const directVector = item.buildProfile?.resonanceVector;
|
||||
if (directVector) {
|
||||
return {
|
||||
resonanceVector: directVector,
|
||||
explanation: `${item.name}显式声明了属性共振向量。`,
|
||||
};
|
||||
}
|
||||
|
||||
const source = `${item.category} ${item.name} ${item.description ?? ''} ${(item.tags ?? []).join(' ')}`;
|
||||
const vector = buildDefaultAxisVector({
|
||||
axis_a: /甲|盾|锤|骨|锋|刃|护/u.test(source) ? 0.28 : 0.08,
|
||||
axis_b: /弓|箭|靴|影|风|迅|游/u.test(source) ? 0.26 : 0.08,
|
||||
axis_c: /卷|符|阵|镜|策|识|图/u.test(source) ? 0.26 : 0.08,
|
||||
axis_d: /雷|爆|怒|杀|破|冲/u.test(source) ? 0.24 : 0.08,
|
||||
axis_e: /礼|契|印|信|药|护符|盟/u.test(source) ? 0.22 : 0.08,
|
||||
axis_f: /药|丹|露|稳|护|续|回/u.test(source) ? 0.24 : 0.08,
|
||||
});
|
||||
|
||||
return {
|
||||
resonanceVector: vector,
|
||||
explanation: `${item.name}的共振由品类与文本语义推断。`,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildSkillAttributeProfile(skill: CharacterSkillDefinition) {
|
||||
return {
|
||||
intentVector: SKILL_STYLE_VECTORS[skill.style] ?? SKILL_STYLE_VECTORS.steady,
|
||||
};
|
||||
}
|
||||
172
src/data/attributeResolver.ts
Normal file
172
src/data/attributeResolver.ts
Normal file
@@ -0,0 +1,172 @@
|
||||
import type {
|
||||
AttributeVector,
|
||||
Character,
|
||||
CombatActionAttributeProfile,
|
||||
CustomWorldProfile,
|
||||
RoleActionDefinition,
|
||||
RoleAttributeProfile,
|
||||
RoleRelationState,
|
||||
WorldAttributeSchema,
|
||||
WorldAttributeSlot,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import {WORLD_ATTRIBUTE_SLOT_IDS} from '../types';
|
||||
import { resolveRelationStanceFromAffinity } from './affinityLevels';
|
||||
import {normalizeAttributeVector, roundNumber} from './attributeValidation';
|
||||
import {getWorldAttributeSchema} from './worldAttributeSchemas';
|
||||
|
||||
export function resolveRelationStance(affinity: number): RoleRelationState['stance'] {
|
||||
return resolveRelationStanceFromAffinity(affinity);
|
||||
}
|
||||
|
||||
export function buildRelationState(affinity: number): RoleRelationState {
|
||||
return {
|
||||
affinity,
|
||||
stance: resolveRelationStance(affinity),
|
||||
};
|
||||
}
|
||||
|
||||
export function resolveAttributeSchema(
|
||||
worldType: WorldType | null | undefined,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
return getWorldAttributeSchema(worldType, customWorldProfile);
|
||||
}
|
||||
|
||||
export function resolveCharacterAttributeProfile(
|
||||
character: Character,
|
||||
worldType: WorldType | null | undefined,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
void customWorldProfile;
|
||||
|
||||
if (worldType && character.attributeProfiles?.[worldType]) {
|
||||
return character.attributeProfiles[worldType] ?? character.attributeProfile;
|
||||
}
|
||||
|
||||
if (worldType === 'CUSTOM' && character.attributeProfiles?.CUSTOM) {
|
||||
return character.attributeProfiles.CUSTOM;
|
||||
}
|
||||
|
||||
return character.attributeProfile;
|
||||
}
|
||||
|
||||
export function getAttributeSlotValue(profile: RoleAttributeProfile | null | undefined, slotId: string) {
|
||||
return profile?.values?.[slotId] ?? 0;
|
||||
}
|
||||
|
||||
export function getNormalizedAttributeWeights(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
return normalizeAttributeVector(profile?.values ?? {}, schema.slots.map(slot => slot.slotId));
|
||||
}
|
||||
|
||||
export function scoreAttributeFit(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
vector: AttributeVector | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
const weights = getNormalizedAttributeWeights(profile, schema);
|
||||
const normalizedVector = normalizeAttributeVector(vector ?? {}, schema.slots.map(slot => slot.slotId));
|
||||
|
||||
return roundNumber(
|
||||
schema.slots.reduce(
|
||||
(sum, slot) => sum + (weights[slot.slotId] ?? 0) * (normalizedVector[slot.slotId] ?? 0),
|
||||
0,
|
||||
),
|
||||
4,
|
||||
);
|
||||
}
|
||||
|
||||
export function scoreActionMatch(
|
||||
actorProfile: RoleAttributeProfile | null | undefined,
|
||||
action:
|
||||
| Pick<RoleActionDefinition, 'intentVector' | 'resistVector' | 'baseScore'>
|
||||
| Pick<CombatActionAttributeProfile, 'intentVector' | 'resistVector'>,
|
||||
schema: WorldAttributeSchema,
|
||||
options: {
|
||||
targetProfile?: RoleAttributeProfile | null;
|
||||
actorCoefficient?: number;
|
||||
targetCoefficient?: number;
|
||||
relationModifier?: number;
|
||||
contextModifier?: number;
|
||||
} = {},
|
||||
) {
|
||||
const actorFit = scoreAttributeFit(actorProfile, action.intentVector, schema);
|
||||
const targetResistance = action.resistVector
|
||||
? scoreAttributeFit(options.targetProfile, action.resistVector, schema)
|
||||
: 0;
|
||||
const actorCoefficient = options.actorCoefficient ?? 1;
|
||||
const targetCoefficient = options.targetCoefficient ?? 1;
|
||||
const baseScore = 'baseScore' in action ? action.baseScore : 0;
|
||||
|
||||
return roundNumber(
|
||||
baseScore
|
||||
+ actorFit * actorCoefficient
|
||||
- targetResistance * targetCoefficient
|
||||
+ (options.relationModifier ?? 0)
|
||||
+ (options.contextModifier ?? 0),
|
||||
4,
|
||||
);
|
||||
}
|
||||
|
||||
export function getSortedAttributeEntries(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
return [...schema.slots]
|
||||
.map(slot => ({
|
||||
slot,
|
||||
value: getAttributeSlotValue(profile, slot.slotId),
|
||||
}))
|
||||
.sort((left, right) => right.value - left.value);
|
||||
}
|
||||
|
||||
export function describeTopAttributes(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
limit = 3,
|
||||
) {
|
||||
return getSortedAttributeEntries(profile, schema)
|
||||
.slice(0, limit)
|
||||
.map(entry => `${entry.slot.name}${entry.value}`);
|
||||
}
|
||||
|
||||
export function formatAttributeList(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
limit = schema.slots.length,
|
||||
) {
|
||||
return getSortedAttributeEntries(profile, schema)
|
||||
.slice(0, limit)
|
||||
.map(entry => ({
|
||||
slot: entry.slot,
|
||||
value: entry.value,
|
||||
}));
|
||||
}
|
||||
|
||||
export function getLeadingAttributeSlot(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
return getSortedAttributeEntries(profile, schema)[0]?.slot ?? schema.slots[0] ?? null;
|
||||
}
|
||||
|
||||
export function buildSchemaSummary(schema: WorldAttributeSchema, limit = 6) {
|
||||
return schema.slots.slice(0, limit).map(slot => ({
|
||||
name: slot.name,
|
||||
definition: slot.definition,
|
||||
}));
|
||||
}
|
||||
|
||||
export function getSlotById(schema: WorldAttributeSchema, slotId: string): WorldAttributeSlot | null {
|
||||
return schema.slots.find(slot => slot.slotId === slotId) ?? null;
|
||||
}
|
||||
|
||||
export function buildDefaultAxisVector(overrides: Partial<Record<(typeof WORLD_ATTRIBUTE_SLOT_IDS)[number], number>>) {
|
||||
return WORLD_ATTRIBUTE_SLOT_IDS.reduce<AttributeVector>((result, slotId) => {
|
||||
result[slotId] = overrides[slotId] ?? 0;
|
||||
return result;
|
||||
}, {});
|
||||
}
|
||||
252
src/data/attributeValidation.ts
Normal file
252
src/data/attributeValidation.ts
Normal file
@@ -0,0 +1,252 @@
|
||||
import type {
|
||||
AttributeVector,
|
||||
RoleAttributeProfile,
|
||||
WorldAttributeSchema,
|
||||
WorldAttributeSlot,
|
||||
WorldAttributeSlotId,
|
||||
} from '../types';
|
||||
import {WORLD_ATTRIBUTE_SLOT_IDS} from '../types';
|
||||
|
||||
const ATTRIBUTE_TOTAL_MIN = 300;
|
||||
const ATTRIBUTE_TOTAL_MAX = 420;
|
||||
const ATTRIBUTE_TOTAL_TARGET = 360;
|
||||
|
||||
const BANNED_ATTRIBUTE_TERMS = [
|
||||
'生命',
|
||||
'法力',
|
||||
'护甲',
|
||||
'攻击',
|
||||
'防御',
|
||||
'力量',
|
||||
'敏捷',
|
||||
'智力',
|
||||
'精神',
|
||||
'战士',
|
||||
'法师',
|
||||
'刺客',
|
||||
'正道',
|
||||
'魔道',
|
||||
] as const;
|
||||
|
||||
export function clamp(value: number, min: number, max: number) {
|
||||
return Math.min(max, Math.max(min, value));
|
||||
}
|
||||
|
||||
export function roundNumber(value: number, digits = 2) {
|
||||
const factor = 10 ** digits;
|
||||
return Math.round(value * factor) / factor;
|
||||
}
|
||||
|
||||
function isRecord(value: unknown): value is Record<string, unknown> {
|
||||
return Boolean(value) && typeof value === 'object' && !Array.isArray(value);
|
||||
}
|
||||
|
||||
function toOptionalText(value: unknown) {
|
||||
return typeof value === 'string' ? value.trim() : '';
|
||||
}
|
||||
|
||||
function toText(value: unknown, fallback: string) {
|
||||
const normalized = toOptionalText(value);
|
||||
return normalized || fallback;
|
||||
}
|
||||
|
||||
function toStringArray(value: unknown, fallback: string[]) {
|
||||
if (!Array.isArray(value)) {
|
||||
return [...fallback];
|
||||
}
|
||||
|
||||
const normalized = value
|
||||
.map(item => toOptionalText(item))
|
||||
.filter(Boolean);
|
||||
|
||||
return normalized.length > 0 ? [...new Set(normalized)] : [...fallback];
|
||||
}
|
||||
|
||||
export function coerceWorldAttributeSchema(
|
||||
raw: unknown,
|
||||
fallback: WorldAttributeSchema,
|
||||
): WorldAttributeSchema {
|
||||
if (!isRecord(raw)) {
|
||||
return fallback;
|
||||
}
|
||||
|
||||
const rawGeneratedFrom = isRecord(raw.generatedFrom) ? raw.generatedFrom : {};
|
||||
const rawSlots = Array.isArray(raw.slots) ? raw.slots : [];
|
||||
const candidate: WorldAttributeSchema = {
|
||||
...fallback,
|
||||
id: toText(raw.id, fallback.id),
|
||||
worldId: toText(raw.worldId, fallback.worldId),
|
||||
schemaVersion: typeof raw.schemaVersion === 'number' && Number.isFinite(raw.schemaVersion) && raw.schemaVersion > 0
|
||||
? Math.max(1, Math.round(raw.schemaVersion))
|
||||
: fallback.schemaVersion,
|
||||
schemaName: toOptionalText(raw.schemaName) || fallback.schemaName,
|
||||
generatedFrom: {
|
||||
...fallback.generatedFrom,
|
||||
worldName: toText(rawGeneratedFrom.worldName, fallback.generatedFrom.worldName),
|
||||
settingSummary: toText(rawGeneratedFrom.settingSummary, fallback.generatedFrom.settingSummary),
|
||||
tone: toText(rawGeneratedFrom.tone, fallback.generatedFrom.tone),
|
||||
conflictCore: toText(rawGeneratedFrom.conflictCore, fallback.generatedFrom.conflictCore),
|
||||
},
|
||||
slots: fallback.slots.map((fallbackSlot, index) => {
|
||||
const rawSlot = isRecord(rawSlots[index]) ? rawSlots[index] : {};
|
||||
return {
|
||||
...fallbackSlot,
|
||||
slotId: fallbackSlot.slotId,
|
||||
name: toText(rawSlot.name, fallbackSlot.name),
|
||||
definition: toText(rawSlot.definition, fallbackSlot.definition),
|
||||
positiveSignals: toStringArray(rawSlot.positiveSignals, fallbackSlot.positiveSignals),
|
||||
negativeSignals: toStringArray(rawSlot.negativeSignals, fallbackSlot.negativeSignals),
|
||||
combatUseText: toText(rawSlot.combatUseText, fallbackSlot.combatUseText),
|
||||
socialUseText: toText(rawSlot.socialUseText, fallbackSlot.socialUseText),
|
||||
explorationUseText: toText(rawSlot.explorationUseText, fallbackSlot.explorationUseText),
|
||||
};
|
||||
}),
|
||||
};
|
||||
|
||||
return validateWorldAttributeSchema(candidate).length > 0 ? fallback : candidate;
|
||||
}
|
||||
|
||||
export function normalizeAttributeVector(
|
||||
vector: AttributeVector,
|
||||
slotIds: readonly string[] = WORLD_ATTRIBUTE_SLOT_IDS,
|
||||
) {
|
||||
const total = slotIds.reduce((sum, slotId) => sum + Math.max(0, vector[slotId] ?? 0), 0);
|
||||
if (total <= 0) {
|
||||
const evenShare = 1 / Math.max(slotIds.length, 1);
|
||||
return Object.fromEntries(slotIds.map(slotId => [slotId, evenShare]));
|
||||
}
|
||||
|
||||
return Object.fromEntries(
|
||||
slotIds.map(slotId => [slotId, roundNumber(Math.max(0, vector[slotId] ?? 0) / total, 4)]),
|
||||
);
|
||||
}
|
||||
|
||||
function ensureSlotIds(slots: WorldAttributeSlot[]) {
|
||||
return slots.map((slot, index) => ({
|
||||
...slot,
|
||||
slotId: slot.slotId ?? WORLD_ATTRIBUTE_SLOT_IDS[index] ?? `axis_${index}`,
|
||||
}));
|
||||
}
|
||||
|
||||
export function validateWorldAttributeSchema(schema: WorldAttributeSchema) {
|
||||
const issues: string[] = [];
|
||||
const slots = ensureSlotIds(schema.slots ?? []);
|
||||
|
||||
if (slots.length !== WORLD_ATTRIBUTE_SLOT_IDS.length) {
|
||||
issues.push(`expected ${WORLD_ATTRIBUTE_SLOT_IDS.length} attribute slots, received ${slots.length}`);
|
||||
}
|
||||
|
||||
const nameSet = new Set<string>();
|
||||
slots.forEach(slot => {
|
||||
const trimmedName = slot.name.trim();
|
||||
if (!trimmedName) {
|
||||
issues.push(`slot ${slot.slotId} is missing a name`);
|
||||
}
|
||||
if (nameSet.has(trimmedName)) {
|
||||
issues.push(`duplicate attribute name "${trimmedName}"`);
|
||||
}
|
||||
nameSet.add(trimmedName);
|
||||
|
||||
if (BANNED_ATTRIBUTE_TERMS.some(term => trimmedName.includes(term))) {
|
||||
issues.push(`attribute name "${trimmedName}" contains banned legacy term`);
|
||||
}
|
||||
|
||||
if (!slot.definition.trim()) {
|
||||
issues.push(`slot ${slot.slotId} is missing a definition`);
|
||||
}
|
||||
|
||||
if (/攻击力|防御力|生命值|法力值/u.test(slot.definition)) {
|
||||
issues.push(`slot ${slot.slotId} definition is too derivative`);
|
||||
}
|
||||
|
||||
if (!slot.combatUseText.trim() || !slot.socialUseText.trim() || !slot.explorationUseText.trim()) {
|
||||
issues.push(`slot ${slot.slotId} must describe combat, social, and exploration usage`);
|
||||
}
|
||||
});
|
||||
|
||||
return issues;
|
||||
}
|
||||
|
||||
export function normalizeAttributeValues(
|
||||
values: AttributeVector,
|
||||
slotIds: readonly string[] = WORLD_ATTRIBUTE_SLOT_IDS,
|
||||
targetTotal = ATTRIBUTE_TOTAL_TARGET,
|
||||
) {
|
||||
const positiveValues = slotIds.map(slotId => Math.max(0, values[slotId] ?? 0));
|
||||
const rawTotal = positiveValues.reduce((sum, value) => sum + value, 0);
|
||||
|
||||
const normalized = rawTotal > 0
|
||||
? positiveValues.map(value => (value / rawTotal) * targetTotal)
|
||||
: slotIds.map(() => targetTotal / Math.max(slotIds.length, 1));
|
||||
|
||||
const rounded = normalized.map(value => clamp(Math.round(value), 0, 100));
|
||||
let total = rounded.reduce((sum, value) => sum + value, 0);
|
||||
|
||||
while (total < ATTRIBUTE_TOTAL_MIN) {
|
||||
const index = rounded.indexOf(Math.min(...rounded));
|
||||
if (index < 0) {
|
||||
break;
|
||||
}
|
||||
const currentValue = rounded[index] ?? 0;
|
||||
rounded[index] = clamp(currentValue + 1, 0, 100);
|
||||
total += 1;
|
||||
}
|
||||
|
||||
while (total > ATTRIBUTE_TOTAL_MAX) {
|
||||
const index = rounded.indexOf(Math.max(...rounded));
|
||||
if (index < 0) {
|
||||
break;
|
||||
}
|
||||
const currentValue = rounded[index] ?? 0;
|
||||
rounded[index] = clamp(currentValue - 1, 0, 100);
|
||||
total -= 1;
|
||||
}
|
||||
|
||||
return Object.fromEntries(slotIds.map((slotId, index) => [slotId, rounded[index] ?? 0]));
|
||||
}
|
||||
|
||||
export function ensureRoleAttributeProfile(
|
||||
profile: Partial<RoleAttributeProfile> | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
options: {
|
||||
fallbackValues?: AttributeVector;
|
||||
fallbackEvidence?: RoleAttributeProfile['evidence'];
|
||||
} = {},
|
||||
): RoleAttributeProfile {
|
||||
const slotIds = schema.slots.map(slot => slot.slotId);
|
||||
const normalizedValues = normalizeAttributeValues(
|
||||
{
|
||||
...(options.fallbackValues ?? {}),
|
||||
...(profile?.values ?? {}),
|
||||
},
|
||||
slotIds,
|
||||
);
|
||||
|
||||
const sortedSlots = [...schema.slots]
|
||||
.map(slot => ({
|
||||
slot,
|
||||
value: normalizedValues[slot.slotId] ?? 0,
|
||||
}))
|
||||
.sort((left, right) => right.value - left.value);
|
||||
|
||||
const strongestValue = sortedSlots[0]?.value ?? 0;
|
||||
const topTraits = sortedSlots
|
||||
.filter(entry => entry.value >= strongestValue - 8)
|
||||
.slice(0, 2)
|
||||
.map(entry => entry.slot.name);
|
||||
|
||||
return {
|
||||
schemaId: profile?.schemaId ?? schema.id,
|
||||
values: normalizedValues,
|
||||
topTraits,
|
||||
hiddenTraits: profile?.hiddenTraits ? [...profile.hiddenTraits] : undefined,
|
||||
evidence: profile?.evidence?.length
|
||||
? [...profile.evidence]
|
||||
: options.fallbackEvidence?.length
|
||||
? [...options.fallbackEvidence]
|
||||
: sortedSlots.slice(0, 3).map(entry => ({
|
||||
slotId: entry.slot.slotId as WorldAttributeSlotId,
|
||||
reason: `${entry.slot.name}在当前画像中最突出。`,
|
||||
})),
|
||||
};
|
||||
}
|
||||
434
src/data/buildDamage.test.ts
Normal file
434
src/data/buildDamage.test.ts
Normal file
@@ -0,0 +1,434 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import {
|
||||
AnimationState,
|
||||
type Character,
|
||||
type EquipmentLoadout,
|
||||
type GameState,
|
||||
type InventoryItem,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { buildCharacterAttributeProfile } from './attributeProfileGenerator';
|
||||
import {
|
||||
getBuildContributionAttributeRows,
|
||||
getCompanionBuildDamageBreakdown,
|
||||
getPlayerBuildDamageBreakdown,
|
||||
} from './buildDamage';
|
||||
import { getCharacterCombatTags } from './buildTags';
|
||||
import { getCharacterById } from './characterPresets';
|
||||
import { getTemplateWorldAttributeSchema } from './worldAttributeSchemas';
|
||||
|
||||
function requireCharacter(characterId: string) {
|
||||
const character = getCharacterById(characterId);
|
||||
expect(character).toBeTruthy();
|
||||
return character!;
|
||||
}
|
||||
|
||||
function cloneCharacter(
|
||||
character: Character,
|
||||
overrides: Partial<Character> = {},
|
||||
) {
|
||||
const nextCharacter = {
|
||||
...character,
|
||||
...overrides,
|
||||
attributes: {
|
||||
...character.attributes,
|
||||
...(overrides.attributes ?? {}),
|
||||
},
|
||||
} satisfies Character;
|
||||
|
||||
const wuxiaSchema = getTemplateWorldAttributeSchema(WorldType.WUXIA);
|
||||
const xianxiaSchema = getTemplateWorldAttributeSchema(WorldType.XIANXIA);
|
||||
const wuxiaProfile = buildCharacterAttributeProfile(
|
||||
nextCharacter,
|
||||
wuxiaSchema,
|
||||
);
|
||||
const xianxiaProfile = buildCharacterAttributeProfile(
|
||||
nextCharacter,
|
||||
xianxiaSchema,
|
||||
);
|
||||
|
||||
return {
|
||||
...nextCharacter,
|
||||
attributeProfile: wuxiaProfile,
|
||||
attributeProfiles: {
|
||||
...nextCharacter.attributeProfiles,
|
||||
[WorldType.WUXIA]: wuxiaProfile,
|
||||
[WorldType.XIANXIA]: xianxiaProfile,
|
||||
},
|
||||
} satisfies Character;
|
||||
}
|
||||
|
||||
function buildEquipmentItem(params: {
|
||||
id: string;
|
||||
name: string;
|
||||
slot: 'weapon' | 'armor' | 'relic';
|
||||
role: string;
|
||||
tags: string[];
|
||||
setId?: string;
|
||||
setName?: string;
|
||||
}): InventoryItem {
|
||||
return {
|
||||
id: params.id,
|
||||
category:
|
||||
params.slot === 'weapon'
|
||||
? 'weapon'
|
||||
: params.slot === 'armor'
|
||||
? 'armor'
|
||||
: 'relic',
|
||||
name: params.name,
|
||||
quantity: 1,
|
||||
rarity: 'rare',
|
||||
tags: params.tags,
|
||||
equipmentSlotId: params.slot,
|
||||
buildProfile: {
|
||||
role: params.role,
|
||||
tags: params.tags,
|
||||
setId: params.setId,
|
||||
setName: params.setName,
|
||||
pieceName: params.slot,
|
||||
synergy: params.tags,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function buildGameState(
|
||||
loadout: EquipmentLoadout,
|
||||
activeBuildBuffs: GameState['activeBuildBuffs'] = [],
|
||||
) {
|
||||
return {
|
||||
worldType: WorldType.WUXIA,
|
||||
customWorldProfile: null,
|
||||
playerCharacter: null,
|
||||
runtimeStats: {
|
||||
playTimeMs: 0,
|
||||
lastPlayTickAt: null,
|
||||
hostileNpcsDefeated: 0,
|
||||
questsAccepted: 0,
|
||||
itemsUsed: 0,
|
||||
scenesTraveled: 0,
|
||||
},
|
||||
currentScene: 'test-scene',
|
||||
storyHistory: [],
|
||||
characterChats: {},
|
||||
animationState: AnimationState.IDLE,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
currentScenePreset: null,
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'melee',
|
||||
scrollWorld: false,
|
||||
inBattle: false,
|
||||
playerHp: 100,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 100,
|
||||
playerMaxMana: 100,
|
||||
playerSkillCooldowns: {},
|
||||
activeBuildBuffs,
|
||||
activeCombatEffects: [],
|
||||
playerCurrency: 0,
|
||||
playerInventory: [],
|
||||
playerEquipment: loadout,
|
||||
npcStates: {},
|
||||
quests: [],
|
||||
roster: [],
|
||||
companions: [],
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
} satisfies GameState;
|
||||
}
|
||||
|
||||
describe('buildDamage', () => {
|
||||
it('decomposes every active tag into per-attribute fit and modifier contributions', () => {
|
||||
const character = requireCharacter('sword-princess');
|
||||
const breakdown = getCompanionBuildDamageBreakdown(character);
|
||||
const schema = getTemplateWorldAttributeSchema(WorldType.WUXIA);
|
||||
|
||||
expect(breakdown.rows.length).toBeGreaterThan(0);
|
||||
|
||||
breakdown.rows.forEach((row) => {
|
||||
const contributionSum = Object.values(row.attributeContributions).reduce(
|
||||
(sum, value) => sum + value,
|
||||
0,
|
||||
);
|
||||
const modifierSum = Object.values(row.attributeModifierDeltas).reduce(
|
||||
(sum, value) => sum + value,
|
||||
0,
|
||||
);
|
||||
const attributeRows = getBuildContributionAttributeRows(row, schema);
|
||||
const activeSlots = Object.entries(row.attributeModifierDeltas).filter(
|
||||
([, value]) => value > 0.0001,
|
||||
);
|
||||
|
||||
expect(contributionSum).toBeCloseTo(row.fitScore, 4);
|
||||
expect(modifierSum).toBeCloseTo(row.bonusDelta, 4);
|
||||
expect(attributeRows.length).toBeGreaterThan(0);
|
||||
expect(activeSlots.length).toBeLessThanOrEqual(2);
|
||||
attributeRows.forEach((attributeRow) => {
|
||||
expect(attributeRow.similarity).toBeGreaterThanOrEqual(0);
|
||||
expect(attributeRow.weight).toBeGreaterThanOrEqual(0);
|
||||
expect(attributeRow.modifierDelta).toBeGreaterThanOrEqual(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
it('removing one tag only removes that tag row and does not recalculate shared rows', () => {
|
||||
const baseCharacter = requireCharacter('sword-princess');
|
||||
const combatTags = getCharacterCombatTags(baseCharacter);
|
||||
expect(combatTags.length).toBeGreaterThanOrEqual(3);
|
||||
|
||||
const fullBreakdown = getCompanionBuildDamageBreakdown(
|
||||
cloneCharacter(baseCharacter, {
|
||||
combatTags,
|
||||
}),
|
||||
);
|
||||
const trimmedBreakdown = getCompanionBuildDamageBreakdown(
|
||||
cloneCharacter(baseCharacter, {
|
||||
combatTags: combatTags.slice(0, 2),
|
||||
}),
|
||||
);
|
||||
|
||||
const sharedLabels = combatTags.slice(0, 2);
|
||||
sharedLabels.forEach((label) => {
|
||||
const fullRow = fullBreakdown.rows.find((row) => row.label === label);
|
||||
const trimmedRow = trimmedBreakdown.rows.find(
|
||||
(row) => row.label === label,
|
||||
);
|
||||
|
||||
expect(fullRow?.bonusDelta).toBe(trimmedRow?.bonusDelta);
|
||||
expect(fullRow?.fitScore).toBe(trimmedRow?.fitScore);
|
||||
});
|
||||
expect(
|
||||
trimmedBreakdown.rows.find((row) => row.label === combatTags[2]),
|
||||
).toBeUndefined();
|
||||
});
|
||||
|
||||
it('keeps the same build multiplier for different attribute profiles when tags are unchanged', () => {
|
||||
const baseCharacter = requireCharacter('sword-princess');
|
||||
const [primaryTag, secondaryTag] = getCharacterCombatTags(baseCharacter);
|
||||
|
||||
const loadout = {
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'test-weapon',
|
||||
name: 'Test Weapon',
|
||||
slot: 'weapon',
|
||||
role: primaryTag,
|
||||
tags: [primaryTag, secondaryTag],
|
||||
setId: 'set-duelist',
|
||||
setName: 'Duelist',
|
||||
}),
|
||||
armor: buildEquipmentItem({
|
||||
id: 'test-armor',
|
||||
name: 'Test Armor',
|
||||
slot: 'armor',
|
||||
role: secondaryTag,
|
||||
tags: [primaryTag, secondaryTag],
|
||||
setId: 'set-duelist',
|
||||
setName: 'Duelist',
|
||||
}),
|
||||
relic: null,
|
||||
} satisfies EquipmentLoadout;
|
||||
|
||||
const agileCharacter = cloneCharacter(baseCharacter, {
|
||||
attributes: {
|
||||
strength: 7,
|
||||
agility: 11,
|
||||
intelligence: 3,
|
||||
spirit: 3,
|
||||
},
|
||||
});
|
||||
const mageCharacter = cloneCharacter(baseCharacter, {
|
||||
attributes: {
|
||||
strength: 3,
|
||||
agility: 4,
|
||||
intelligence: 10,
|
||||
spirit: 9,
|
||||
},
|
||||
});
|
||||
|
||||
const agileBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState(loadout),
|
||||
agileCharacter,
|
||||
);
|
||||
const mageBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState(loadout),
|
||||
mageCharacter,
|
||||
);
|
||||
|
||||
expect(agileBreakdown.buildDamageMultiplier).toBe(
|
||||
mageBreakdown.buildDamageMultiplier,
|
||||
);
|
||||
expect(agileBreakdown.buildDamageBonus).toBe(
|
||||
mageBreakdown.buildDamageBonus,
|
||||
);
|
||||
});
|
||||
|
||||
it('includes both buff tags and set tags in the final additive build bonus', () => {
|
||||
const character = requireCharacter('sword-princess');
|
||||
const [primaryTag, secondaryTag] = getCharacterCombatTags(character);
|
||||
const loadout = {
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'set-weapon',
|
||||
name: 'Set Weapon',
|
||||
slot: 'weapon',
|
||||
role: primaryTag,
|
||||
tags: [primaryTag],
|
||||
setId: 'set-runner',
|
||||
setName: 'Runner',
|
||||
}),
|
||||
armor: buildEquipmentItem({
|
||||
id: 'set-armor',
|
||||
name: 'Set Armor',
|
||||
slot: 'armor',
|
||||
role: secondaryTag,
|
||||
tags: [secondaryTag],
|
||||
setId: 'set-runner',
|
||||
setName: 'Runner',
|
||||
}),
|
||||
relic: null,
|
||||
} satisfies EquipmentLoadout;
|
||||
|
||||
const breakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState(loadout, [
|
||||
{
|
||||
id: 'buff-1',
|
||||
sourceType: 'skill',
|
||||
sourceId: 'test-skill',
|
||||
name: 'Test Buff',
|
||||
tags: [primaryTag],
|
||||
durationTurns: 2,
|
||||
},
|
||||
]),
|
||||
character,
|
||||
);
|
||||
|
||||
expect(breakdown.rows.some((row) => row.source === 'buff')).toBe(true);
|
||||
expect(breakdown.rows.some((row) => row.source === 'set')).toBe(true);
|
||||
expect(breakdown.buildDamageBonus).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('uses different source coefficients for weapon, armor, and relic tags', () => {
|
||||
const character = requireCharacter('sword-princess');
|
||||
const equipmentOnlyTag = 'balanced';
|
||||
|
||||
const weaponBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'weapon-only',
|
||||
name: 'Weapon Only',
|
||||
slot: 'weapon',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}),
|
||||
character,
|
||||
);
|
||||
const armorBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: null,
|
||||
armor: buildEquipmentItem({
|
||||
id: 'armor-only',
|
||||
name: 'Armor Only',
|
||||
slot: 'armor',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
}),
|
||||
relic: null,
|
||||
}),
|
||||
character,
|
||||
);
|
||||
const relicBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: buildEquipmentItem({
|
||||
id: 'relic-only',
|
||||
name: 'Relic Only',
|
||||
slot: 'relic',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
}),
|
||||
}),
|
||||
character,
|
||||
);
|
||||
|
||||
const weaponRow = weaponBreakdown.rows.find(
|
||||
(row) => row.source === 'weapon',
|
||||
);
|
||||
const armorRow = armorBreakdown.rows.find((row) => row.source === 'armor');
|
||||
const relicRow = relicBreakdown.rows.find((row) => row.source === 'relic');
|
||||
|
||||
expect(weaponRow?.sourceCoefficient).toBe(0.85);
|
||||
expect(armorRow?.sourceCoefficient).toBe(0.75);
|
||||
expect(relicRow?.sourceCoefficient).toBe(0.8);
|
||||
expect(weaponRow?.bonusDelta ?? 0).toBeGreaterThan(
|
||||
relicRow?.bonusDelta ?? 0,
|
||||
);
|
||||
expect(relicRow?.bonusDelta ?? 0).toBeGreaterThan(
|
||||
armorRow?.bonusDelta ?? 0,
|
||||
);
|
||||
});
|
||||
|
||||
it('does not allow resource attributes to enter tag bonus rows', () => {
|
||||
const character = requireCharacter('sword-princess');
|
||||
const schema = getTemplateWorldAttributeSchema(WorldType.WUXIA);
|
||||
const mpBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'mana-weapon',
|
||||
name: 'Mana Weapon',
|
||||
slot: 'weapon',
|
||||
role: 'mana',
|
||||
tags: ['mana'],
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}),
|
||||
character,
|
||||
);
|
||||
const hpBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'fortress-weapon',
|
||||
name: 'Fortress Weapon',
|
||||
slot: 'weapon',
|
||||
role: 'fortress',
|
||||
tags: ['fortress'],
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}),
|
||||
character,
|
||||
);
|
||||
|
||||
const mpRow = mpBreakdown.rows.find((row) => row.source === 'weapon');
|
||||
const hpRow = hpBreakdown.rows.find((row) => row.source === 'weapon');
|
||||
const mpAttributeRows = mpRow
|
||||
? getBuildContributionAttributeRows(mpRow, schema)
|
||||
: [];
|
||||
const hpAttributeRows = hpRow
|
||||
? getBuildContributionAttributeRows(hpRow, schema)
|
||||
: [];
|
||||
|
||||
expect(
|
||||
mpAttributeRows.every(
|
||||
(attribute) => !attribute.slotId.startsWith('resource_'),
|
||||
),
|
||||
).toBe(true);
|
||||
expect(
|
||||
hpAttributeRows.every(
|
||||
(attribute) => !attribute.slotId.startsWith('resource_'),
|
||||
),
|
||||
).toBe(true);
|
||||
});
|
||||
});
|
||||
915
src/data/buildDamage.ts
Normal file
915
src/data/buildDamage.ts
Normal file
@@ -0,0 +1,915 @@
|
||||
import type {
|
||||
AttributeVector,
|
||||
Character,
|
||||
CustomWorldProfile,
|
||||
EquipmentLoadout,
|
||||
GameState,
|
||||
InventoryItem,
|
||||
SceneHostileNpc,
|
||||
TimedBuildBuff,
|
||||
WorldAttributeSchema,
|
||||
} from '../types';
|
||||
import { WorldType } from '../types';
|
||||
import {
|
||||
resolveCriticalStrike,
|
||||
resolveRoleCombatStats,
|
||||
} from './attributeCombat';
|
||||
import {
|
||||
resolveAttributeSchema,
|
||||
resolveCharacterAttributeProfile,
|
||||
} from './attributeResolver';
|
||||
import { normalizeAttributeVector } from './attributeValidation';
|
||||
import { getBuildTagAttributeSimilarityProfile } from './buildTagAttributeAffinity';
|
||||
import {
|
||||
buildSetBuildTagLabel,
|
||||
getBuildTagDefinition,
|
||||
getCharacterCombatTags,
|
||||
getSceneMonsterCombatTags,
|
||||
getTimedBuildBuffTags,
|
||||
normalizeBuildRole,
|
||||
normalizeBuildTags,
|
||||
} from './buildTags';
|
||||
import { getRuntimeCustomWorldProfile } from './customWorldRuntime';
|
||||
import { getEquipmentBonuses } from './equipmentEffects';
|
||||
|
||||
const MAX_ACTIVE_BUILD_TAGS = 8;
|
||||
export const BASE_TAG_BONUS = 0.12;
|
||||
export const MAX_BUILD_BONUS = 0.6;
|
||||
export type BuildContributionQuality =
|
||||
| 'common'
|
||||
| 'fine'
|
||||
| 'rare'
|
||||
| 'epic'
|
||||
| 'legendary';
|
||||
export type BuildContributionResourceLabels = {
|
||||
maxHp?: string | null;
|
||||
maxMp?: string | null;
|
||||
};
|
||||
|
||||
export type BuildTagSource =
|
||||
| 'buff'
|
||||
| 'character'
|
||||
| 'weapon'
|
||||
| 'armor'
|
||||
| 'relic'
|
||||
| 'set'
|
||||
| 'monster';
|
||||
|
||||
type ResolvedBuildTag = {
|
||||
label: string;
|
||||
source: BuildTagSource;
|
||||
priority: number;
|
||||
relatedTags?: string[];
|
||||
};
|
||||
|
||||
export type BuildContributionRow = {
|
||||
label: string;
|
||||
source: BuildTagSource;
|
||||
fitScore: number;
|
||||
sourceCoefficient: number;
|
||||
bonusDelta: number;
|
||||
attributeSimilarities: AttributeVector;
|
||||
attributeWeights: AttributeVector;
|
||||
attributeContributions: AttributeVector;
|
||||
attributeModifierDeltas: AttributeVector;
|
||||
};
|
||||
|
||||
export type BuildDamageBreakdown = {
|
||||
tags: string[];
|
||||
baseTagCount: number;
|
||||
buildDamageBonus: number;
|
||||
buildDamageMultiplier: number;
|
||||
rows: BuildContributionRow[];
|
||||
};
|
||||
|
||||
export type BuildContributionAttributeRow = {
|
||||
slotId: string;
|
||||
label: string;
|
||||
definition: string;
|
||||
similarity: number;
|
||||
weight: number;
|
||||
value: number;
|
||||
modifierDelta: number;
|
||||
percent: number;
|
||||
};
|
||||
|
||||
export type OutgoingDamageResult = {
|
||||
damage: number;
|
||||
isCritical: boolean;
|
||||
critChance: number;
|
||||
critDamageMultiplier: number;
|
||||
attackPowerMultiplier: number;
|
||||
};
|
||||
|
||||
type BuildContributionTarget = {
|
||||
slotId: string;
|
||||
label: string;
|
||||
definition: string;
|
||||
};
|
||||
|
||||
type ResolvedTagAffinity = {
|
||||
rawSimilarity: AttributeVector;
|
||||
};
|
||||
|
||||
const BUILD_CONTRIBUTION_QUALITY_LEVELS: Array<{
|
||||
tier: BuildContributionQuality;
|
||||
label: string;
|
||||
minimumBonus: number;
|
||||
colorRatio: number;
|
||||
}> = [
|
||||
{ tier: 'legendary', label: '传说', minimumBonus: 0.06, colorRatio: 1 },
|
||||
{ tier: 'epic', label: '史诗', minimumBonus: 0.045, colorRatio: 0.78 },
|
||||
{ tier: 'rare', label: '稀有', minimumBonus: 0.03, colorRatio: 0.56 },
|
||||
{ tier: 'fine', label: '优秀', minimumBonus: 0.018, colorRatio: 0.32 },
|
||||
{ tier: 'common', label: '普通', minimumBonus: 0, colorRatio: 0.08 },
|
||||
];
|
||||
|
||||
function clamp(value: number, min: number, max: number) {
|
||||
return Math.min(max, Math.max(min, value));
|
||||
}
|
||||
|
||||
function roundNumber(value: number, digits = 4) {
|
||||
const factor = 10 ** digits;
|
||||
return Math.round(value * factor) / factor;
|
||||
}
|
||||
|
||||
function getSourceCoefficient(source: BuildTagSource) {
|
||||
switch (source) {
|
||||
case 'buff':
|
||||
return 1;
|
||||
case 'character':
|
||||
return 0.9;
|
||||
case 'weapon':
|
||||
return 0.85;
|
||||
case 'armor':
|
||||
return 0.75;
|
||||
case 'relic':
|
||||
return 0.8;
|
||||
case 'set':
|
||||
return 0.9;
|
||||
case 'monster':
|
||||
return 0.88;
|
||||
default:
|
||||
return 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
function pushTag(
|
||||
target: ResolvedBuildTag[],
|
||||
label: string | null | undefined,
|
||||
source: BuildTagSource,
|
||||
priority: number,
|
||||
relatedTags?: string[],
|
||||
) {
|
||||
const normalizedLabel = label?.trim();
|
||||
if (!normalizedLabel) return;
|
||||
target.push({
|
||||
label: normalizedLabel,
|
||||
source,
|
||||
priority,
|
||||
relatedTags:
|
||||
relatedTags && relatedTags.length > 0 ? [...relatedTags] : undefined,
|
||||
});
|
||||
}
|
||||
|
||||
function getItemBuildTags(item: InventoryItem | null) {
|
||||
if (!item?.buildProfile) return [];
|
||||
return normalizeBuildTags([
|
||||
normalizeBuildRole(item.buildProfile.role),
|
||||
...(item.buildProfile.tags ?? []),
|
||||
]);
|
||||
}
|
||||
|
||||
function getLoadoutBuildTags(loadout: EquipmentLoadout | null | undefined) {
|
||||
if (!loadout) return [];
|
||||
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
const setPieces = new Map<
|
||||
string,
|
||||
{ count: number; tags: string[]; setName: string }
|
||||
>();
|
||||
|
||||
(
|
||||
[
|
||||
['weapon', loadout.weapon],
|
||||
['armor', loadout.armor],
|
||||
['relic', loadout.relic],
|
||||
] as const
|
||||
).forEach(([slotId, item]) => {
|
||||
if (!item) return;
|
||||
const itemTags = getItemBuildTags(item);
|
||||
itemTags.forEach((tag) => pushTag(tags, tag, slotId, 60));
|
||||
|
||||
const setId = item.buildProfile?.setId?.trim();
|
||||
const setName = item.buildProfile?.setName?.trim();
|
||||
if (!setId || !setName) return;
|
||||
|
||||
const entry = setPieces.get(setId) ?? {
|
||||
count: 0,
|
||||
tags: [],
|
||||
setName,
|
||||
};
|
||||
entry.count += 1;
|
||||
entry.tags = [...new Set([...entry.tags, ...itemTags])];
|
||||
setPieces.set(setId, entry);
|
||||
});
|
||||
|
||||
setPieces.forEach((entry) => {
|
||||
if (entry.count < 2) return;
|
||||
pushTag(
|
||||
tags,
|
||||
buildSetBuildTagLabel(entry.setName, entry.count),
|
||||
'set',
|
||||
entry.count >= 3 ? 70 : 65,
|
||||
entry.tags,
|
||||
);
|
||||
});
|
||||
|
||||
return tags;
|
||||
}
|
||||
|
||||
function dedupeAndLimitTags(tags: ResolvedBuildTag[]) {
|
||||
const bestByLabel = new Map<string, ResolvedBuildTag>();
|
||||
|
||||
tags.forEach((tag) => {
|
||||
const existing = bestByLabel.get(tag.label);
|
||||
if (!existing || tag.priority > existing.priority) {
|
||||
bestByLabel.set(tag.label, tag);
|
||||
}
|
||||
});
|
||||
|
||||
return [...bestByLabel.values()]
|
||||
.sort(
|
||||
(left, right) =>
|
||||
right.priority - left.priority ||
|
||||
left.label.localeCompare(right.label, 'zh-CN'),
|
||||
)
|
||||
.slice(0, MAX_ACTIVE_BUILD_TAGS);
|
||||
}
|
||||
|
||||
function averageAttributeVectors(
|
||||
vectors: AttributeVector[],
|
||||
slotIds: readonly string[],
|
||||
) {
|
||||
if (vectors.length === 0) {
|
||||
const evenShare = 1 / Math.max(slotIds.length, 1);
|
||||
return Object.fromEntries(slotIds.map((slotId) => [slotId, evenShare]));
|
||||
}
|
||||
|
||||
return Object.fromEntries(
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(
|
||||
vectors.reduce((sum, vector) => sum + (vector[slotId] ?? 0), 0) /
|
||||
vectors.length,
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
}
|
||||
|
||||
function resolveTagAffinity(
|
||||
tag: ResolvedBuildTag,
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
const definition = getBuildTagDefinition(tag.label);
|
||||
if (definition) {
|
||||
return {
|
||||
rawSimilarity: getBuildTagAttributeSimilarityProfile(
|
||||
definition.id,
|
||||
schema,
|
||||
).rawSimilarity,
|
||||
} satisfies ResolvedTagAffinity;
|
||||
}
|
||||
|
||||
const relatedSchemaAffinities = (tag.relatedTags ?? []).flatMap(
|
||||
(relatedTag) => {
|
||||
const relatedDefinition = getBuildTagDefinition(relatedTag);
|
||||
if (!relatedDefinition) {
|
||||
return [];
|
||||
}
|
||||
|
||||
return [
|
||||
getBuildTagAttributeSimilarityProfile(relatedDefinition.id, schema)
|
||||
.rawSimilarity,
|
||||
];
|
||||
},
|
||||
);
|
||||
const rawSimilarity = averageAttributeVectors(
|
||||
relatedSchemaAffinities,
|
||||
schema.slots.map((slot) => slot.slotId),
|
||||
);
|
||||
|
||||
return {
|
||||
rawSimilarity,
|
||||
} satisfies ResolvedTagAffinity;
|
||||
}
|
||||
|
||||
function resolveContributionTargets(
|
||||
schema: WorldAttributeSchema,
|
||||
_resourceLabels?: BuildContributionResourceLabels | null,
|
||||
) {
|
||||
return schema.slots.map((slot) => ({
|
||||
slotId: slot.slotId,
|
||||
label: slot.name,
|
||||
definition: slot.definition,
|
||||
})) satisfies BuildContributionTarget[];
|
||||
}
|
||||
|
||||
function buildAttributeContributions(
|
||||
tagAffinity: ResolvedTagAffinity,
|
||||
schema: WorldAttributeSchema,
|
||||
sourceCoefficient: number,
|
||||
resourceLabels?: BuildContributionResourceLabels | null,
|
||||
) {
|
||||
const targets = resolveContributionTargets(schema, resourceLabels);
|
||||
const slotIds = targets.map((target) => target.slotId);
|
||||
const rawSimilarity = Object.fromEntries(
|
||||
targets.map((target) => {
|
||||
return [
|
||||
target.slotId,
|
||||
roundNumber(tagAffinity.rawSimilarity[target.slotId] ?? 0, 4),
|
||||
];
|
||||
}),
|
||||
);
|
||||
const normalizedAffinity = normalizeAttributeVector(rawSimilarity, slotIds);
|
||||
const effectiveSlotIds = new Set(
|
||||
[...slotIds]
|
||||
.sort((left, right) => {
|
||||
const difference =
|
||||
(normalizedAffinity[right] ?? 0) - (normalizedAffinity[left] ?? 0);
|
||||
if (Math.abs(difference) > 0.0001) {
|
||||
return difference;
|
||||
}
|
||||
|
||||
return left.localeCompare(right, 'zh-CN');
|
||||
})
|
||||
.slice(0, 2),
|
||||
);
|
||||
const attributeContributions = Object.fromEntries(
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(
|
||||
effectiveSlotIds.has(slotId) ? (normalizedAffinity[slotId] ?? 0) : 0,
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
const attributeWeights = Object.fromEntries(
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(
|
||||
effectiveSlotIds.has(slotId) ? (normalizedAffinity[slotId] ?? 0) : 0,
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
const attributeModifierDeltas = Object.fromEntries(
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(
|
||||
BASE_TAG_BONUS *
|
||||
sourceCoefficient *
|
||||
(attributeContributions[slotId] ?? 0),
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
const fitScore = roundNumber(
|
||||
slotIds.reduce(
|
||||
(sum, slotId) => sum + (attributeContributions[slotId] ?? 0),
|
||||
0,
|
||||
),
|
||||
4,
|
||||
);
|
||||
|
||||
return {
|
||||
fitScore,
|
||||
attributeWeights,
|
||||
normalizedAffinity,
|
||||
attributeContributions,
|
||||
attributeModifierDeltas,
|
||||
};
|
||||
}
|
||||
|
||||
function buildBreakdownFromTags(
|
||||
tags: ResolvedBuildTag[],
|
||||
schema: WorldAttributeSchema,
|
||||
resourceLabels?: BuildContributionResourceLabels | null,
|
||||
): BuildDamageBreakdown {
|
||||
if (tags.length === 0) {
|
||||
return {
|
||||
tags: [],
|
||||
baseTagCount: 0,
|
||||
buildDamageBonus: 0,
|
||||
buildDamageMultiplier: 1,
|
||||
rows: [],
|
||||
};
|
||||
}
|
||||
|
||||
const rows = tags.map((currentTag) => {
|
||||
const tagAffinity = resolveTagAffinity(currentTag, schema);
|
||||
const sourceCoefficient = getSourceCoefficient(currentTag.source);
|
||||
const {
|
||||
fitScore,
|
||||
attributeWeights,
|
||||
normalizedAffinity,
|
||||
attributeContributions,
|
||||
attributeModifierDeltas,
|
||||
} = buildAttributeContributions(
|
||||
tagAffinity,
|
||||
schema,
|
||||
sourceCoefficient,
|
||||
resourceLabels,
|
||||
);
|
||||
const bonusDelta = roundNumber(
|
||||
Object.values(attributeModifierDeltas).reduce(
|
||||
(sum, value) => sum + value,
|
||||
0,
|
||||
),
|
||||
4,
|
||||
);
|
||||
|
||||
return {
|
||||
label: currentTag.label,
|
||||
source: currentTag.source,
|
||||
fitScore,
|
||||
sourceCoefficient,
|
||||
bonusDelta,
|
||||
attributeSimilarities: normalizedAffinity,
|
||||
attributeWeights,
|
||||
attributeContributions,
|
||||
attributeModifierDeltas,
|
||||
} satisfies BuildContributionRow;
|
||||
});
|
||||
|
||||
const buildDamageBonus = roundNumber(
|
||||
clamp(
|
||||
rows.reduce((sum, row) => sum + row.bonusDelta, 0),
|
||||
0,
|
||||
MAX_BUILD_BONUS,
|
||||
),
|
||||
4,
|
||||
);
|
||||
const buildDamageMultiplier = roundNumber(1 + buildDamageBonus, 4);
|
||||
|
||||
return {
|
||||
tags: tags.map((tag) => tag.label),
|
||||
baseTagCount: tags.length,
|
||||
buildDamageBonus,
|
||||
buildDamageMultiplier,
|
||||
rows,
|
||||
};
|
||||
}
|
||||
|
||||
export function getBuildSourceLabel(source: BuildTagSource) {
|
||||
switch (source) {
|
||||
case 'buff':
|
||||
return '\u589e\u76ca';
|
||||
case 'character':
|
||||
return '\u89d2\u8272\u56fa\u6709';
|
||||
case 'weapon':
|
||||
return '\u6b66\u5668';
|
||||
case 'armor':
|
||||
return '\u62a4\u7532';
|
||||
case 'relic':
|
||||
return '\u9970\u54c1';
|
||||
case 'set':
|
||||
return '\u5957\u88c5';
|
||||
case 'monster':
|
||||
return '\u602a\u7269';
|
||||
default:
|
||||
return '\u6807\u7b7e';
|
||||
}
|
||||
}
|
||||
|
||||
export function getBuildContributionQuality(
|
||||
bonusDelta: number,
|
||||
): (typeof BUILD_CONTRIBUTION_QUALITY_LEVELS)[number] {
|
||||
const fallbackLevel =
|
||||
BUILD_CONTRIBUTION_QUALITY_LEVELS[
|
||||
BUILD_CONTRIBUTION_QUALITY_LEVELS.length - 1
|
||||
] ?? BUILD_CONTRIBUTION_QUALITY_LEVELS[0]!;
|
||||
|
||||
return (
|
||||
BUILD_CONTRIBUTION_QUALITY_LEVELS.find(
|
||||
(level) => bonusDelta >= level.minimumBonus,
|
||||
) ?? fallbackLevel
|
||||
);
|
||||
}
|
||||
|
||||
export function getBuildContributionQualityLabel(bonusDelta: number) {
|
||||
return getBuildContributionQuality(bonusDelta).label;
|
||||
}
|
||||
|
||||
export function getBuildContributionQualityRatio(bonusDelta: number) {
|
||||
return getBuildContributionQuality(bonusDelta).colorRatio;
|
||||
}
|
||||
|
||||
export function formatBuildContributionPercent(value: number, digits = 1) {
|
||||
const percentValue = roundNumber(value * 100, digits);
|
||||
const normalizedDigits = Math.max(0, digits);
|
||||
return `${percentValue >= 0 ? '+' : ''}${percentValue.toFixed(normalizedDigits)}%`;
|
||||
}
|
||||
|
||||
export function getBuildContributionAttributeRows(
|
||||
row: Pick<
|
||||
BuildContributionRow,
|
||||
| 'attributeContributions'
|
||||
| 'attributeModifierDeltas'
|
||||
| 'attributeSimilarities'
|
||||
| 'attributeWeights'
|
||||
>,
|
||||
schema: WorldAttributeSchema,
|
||||
options: {
|
||||
minimumValue?: number;
|
||||
resourceLabels?: BuildContributionResourceLabels | null;
|
||||
} = {},
|
||||
) {
|
||||
const minimumValue = options.minimumValue ?? 0.0001;
|
||||
const totalModifierDelta = Object.values(
|
||||
row.attributeModifierDeltas ?? {},
|
||||
).reduce((sum, value) => sum + value, 0);
|
||||
const targets = resolveContributionTargets(schema, options.resourceLabels);
|
||||
|
||||
return targets
|
||||
.map((target) => {
|
||||
const value = roundNumber(
|
||||
row.attributeContributions[target.slotId] ?? 0,
|
||||
4,
|
||||
);
|
||||
const modifierDelta = roundNumber(
|
||||
row.attributeModifierDeltas?.[target.slotId] ?? 0,
|
||||
4,
|
||||
);
|
||||
const percent =
|
||||
totalModifierDelta > 0
|
||||
? roundNumber(modifierDelta / totalModifierDelta, 4)
|
||||
: 0;
|
||||
|
||||
return {
|
||||
slotId: target.slotId,
|
||||
label: target.label,
|
||||
definition: target.definition,
|
||||
similarity: roundNumber(
|
||||
row.attributeSimilarities?.[target.slotId] ?? 0,
|
||||
4,
|
||||
),
|
||||
weight: roundNumber(row.attributeWeights?.[target.slotId] ?? 0, 4),
|
||||
value,
|
||||
modifierDelta,
|
||||
percent,
|
||||
} satisfies BuildContributionAttributeRow;
|
||||
})
|
||||
.filter(
|
||||
(entry) =>
|
||||
entry.value > minimumValue || entry.modifierDelta > minimumValue,
|
||||
)
|
||||
.sort(
|
||||
(left, right) =>
|
||||
right.modifierDelta - left.modifierDelta ||
|
||||
left.label.localeCompare(right.label, 'zh-CN'),
|
||||
);
|
||||
}
|
||||
|
||||
export function describeBuildContribution(
|
||||
row: Pick<
|
||||
BuildContributionRow,
|
||||
| 'attributeContributions'
|
||||
| 'attributeModifierDeltas'
|
||||
| 'attributeSimilarities'
|
||||
| 'attributeWeights'
|
||||
>,
|
||||
schema: WorldAttributeSchema,
|
||||
options: {
|
||||
limit?: number;
|
||||
resourceLabels?: BuildContributionResourceLabels | null;
|
||||
} = {},
|
||||
) {
|
||||
const limit = options.limit ?? 2;
|
||||
const topRows = getBuildContributionAttributeRows(row, schema, options).slice(
|
||||
0,
|
||||
limit,
|
||||
);
|
||||
if (topRows.length === 0) {
|
||||
return '\u6682\u65e0\u53ef\u89c1\u5c5e\u6027\u52a0\u6210';
|
||||
}
|
||||
|
||||
return topRows
|
||||
.map(
|
||||
(entry) =>
|
||||
`${entry.label} ${formatBuildContributionPercent(entry.modifierDelta)}`,
|
||||
)
|
||||
.join(',');
|
||||
}
|
||||
|
||||
function getPlayerBuffs(gameState: GameState) {
|
||||
return (gameState.activeBuildBuffs ?? []).filter(
|
||||
(buff) => (buff.durationTurns ?? 0) > 0,
|
||||
);
|
||||
}
|
||||
|
||||
export function tickBuildBuffs(buffs: TimedBuildBuff[] | null | undefined) {
|
||||
return (buffs ?? [])
|
||||
.map((buff) => ({
|
||||
...buff,
|
||||
durationTurns: Math.max(0, (buff.durationTurns ?? 0) - 1),
|
||||
}))
|
||||
.filter((buff) => buff.durationTurns > 0);
|
||||
}
|
||||
|
||||
export function appendBuildBuffs(
|
||||
baseBuffs: TimedBuildBuff[] | null | undefined,
|
||||
additions: TimedBuildBuff[] | null | undefined,
|
||||
) {
|
||||
const merged = new Map<string, TimedBuildBuff>();
|
||||
|
||||
[...(baseBuffs ?? []), ...(additions ?? [])].forEach((buff) => {
|
||||
const existing = merged.get(buff.id);
|
||||
if (
|
||||
!existing ||
|
||||
(buff.durationTurns ?? 0) >= (existing.durationTurns ?? 0)
|
||||
) {
|
||||
merged.set(buff.id, {
|
||||
...buff,
|
||||
tags: normalizeBuildTags(buff.tags),
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return [...merged.values()].filter(
|
||||
(buff) => buff.tags.length > 0 && buff.durationTurns > 0,
|
||||
);
|
||||
}
|
||||
|
||||
export function getPlayerBuildDamageBreakdown(
|
||||
gameState: GameState,
|
||||
character: Character,
|
||||
) {
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
getTimedBuildBuffTags(getPlayerBuffs(gameState)).forEach((tag) =>
|
||||
pushTag(tags, tag, 'buff', 100),
|
||||
);
|
||||
getCharacterCombatTags(character).forEach((tag) =>
|
||||
pushTag(tags, tag, 'character', 90),
|
||||
);
|
||||
getLoadoutBuildTags(gameState.playerEquipment).forEach((tag) =>
|
||||
tags.push(tag),
|
||||
);
|
||||
|
||||
return buildBreakdownFromTags(
|
||||
dedupeAndLimitTags(tags),
|
||||
resolveAttributeSchema(gameState.worldType, gameState.customWorldProfile),
|
||||
);
|
||||
}
|
||||
|
||||
export function getCompanionBuildDamageBreakdown(
|
||||
character: Character,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
getCharacterCombatTags(character).forEach((tag) =>
|
||||
pushTag(tags, tag, 'character', 90),
|
||||
);
|
||||
const resolvedWorldType =
|
||||
worldType ?? (customWorldProfile ? WorldType.CUSTOM : WorldType.WUXIA);
|
||||
|
||||
return buildBreakdownFromTags(
|
||||
dedupeAndLimitTags(tags),
|
||||
resolveAttributeSchema(resolvedWorldType, customWorldProfile),
|
||||
);
|
||||
}
|
||||
|
||||
export function getMonsterBuildDamageBreakdown(
|
||||
monster: SceneHostileNpc,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
getSceneMonsterCombatTags(monster).forEach((tag) =>
|
||||
pushTag(tags, tag, 'monster', 90),
|
||||
);
|
||||
const resolvedWorldType =
|
||||
worldType ??
|
||||
(monster.attributeProfile?.schemaId?.includes('xianxia')
|
||||
? WorldType.XIANXIA
|
||||
: customWorldProfile
|
||||
? WorldType.CUSTOM
|
||||
: WorldType.WUXIA);
|
||||
|
||||
return buildBreakdownFromTags(
|
||||
dedupeAndLimitTags(tags),
|
||||
resolveAttributeSchema(resolvedWorldType, customWorldProfile),
|
||||
);
|
||||
}
|
||||
|
||||
export function calculateOutgoingDamage(
|
||||
baseDamage: number,
|
||||
options: {
|
||||
functionMultiplier?: number;
|
||||
equipmentMultiplier?: number;
|
||||
buildMultiplier?: number;
|
||||
attackPowerMultiplier?: number;
|
||||
} = {},
|
||||
) {
|
||||
return Math.max(
|
||||
1,
|
||||
Math.round(
|
||||
baseDamage *
|
||||
(options.functionMultiplier ?? 1) *
|
||||
(options.equipmentMultiplier ?? 1) *
|
||||
(options.buildMultiplier ?? 1) *
|
||||
(options.attackPowerMultiplier ?? 1),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
export function calculateOutgoingDamageResult(
|
||||
baseDamage: number,
|
||||
options: {
|
||||
functionMultiplier?: number;
|
||||
equipmentMultiplier?: number;
|
||||
buildMultiplier?: number;
|
||||
attackPowerMultiplier?: number;
|
||||
criticalHit?: boolean;
|
||||
critDamageMultiplier?: number;
|
||||
critChance?: number;
|
||||
} = {},
|
||||
): OutgoingDamageResult {
|
||||
const baseResolvedDamage = calculateOutgoingDamage(baseDamage, options);
|
||||
const isCritical = options.criticalHit ?? false;
|
||||
const critDamageMultiplier = options.critDamageMultiplier ?? 1;
|
||||
|
||||
return {
|
||||
damage: Math.max(
|
||||
1,
|
||||
Math.round(baseResolvedDamage * (isCritical ? critDamageMultiplier : 1)),
|
||||
),
|
||||
isCritical,
|
||||
critChance: options.critChance ?? 0,
|
||||
critDamageMultiplier,
|
||||
attackPowerMultiplier: options.attackPowerMultiplier ?? 1,
|
||||
};
|
||||
}
|
||||
|
||||
export function resolvePlayerOutgoingDamage(
|
||||
gameState: GameState,
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
gameState.worldType,
|
||||
gameState.customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const buildBreakdown = getPlayerBuildDamageBreakdown(gameState, character);
|
||||
const equipmentBonuses = getEquipmentBonuses(gameState.playerEquipment);
|
||||
|
||||
return calculateOutgoingDamage(baseDamage, {
|
||||
functionMultiplier,
|
||||
equipmentMultiplier: equipmentBonuses.outgoingDamageMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolvePlayerOutgoingDamageResult(
|
||||
gameState: GameState,
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
critRollSeed?: string,
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
gameState.worldType,
|
||||
gameState.customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const criticalStrike = critRollSeed
|
||||
? resolveCriticalStrike(attributeProfile, critRollSeed)
|
||||
: null;
|
||||
const buildBreakdown = getPlayerBuildDamageBreakdown(gameState, character);
|
||||
const equipmentBonuses = getEquipmentBonuses(gameState.playerEquipment);
|
||||
|
||||
return calculateOutgoingDamageResult(baseDamage, {
|
||||
functionMultiplier,
|
||||
equipmentMultiplier: equipmentBonuses.outgoingDamageMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
criticalHit: criticalStrike?.isCritical ?? false,
|
||||
critChance: combatStats.critChance,
|
||||
critDamageMultiplier: combatStats.critDamageMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolveCompanionOutgoingDamage(
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const buildBreakdown = getCompanionBuildDamageBreakdown(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamage(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolveCompanionOutgoingDamageResult(
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
critRollSeed?: string,
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const criticalStrike = critRollSeed
|
||||
? resolveCriticalStrike(attributeProfile, critRollSeed)
|
||||
: null;
|
||||
const buildBreakdown = getCompanionBuildDamageBreakdown(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamageResult(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
criticalHit: criticalStrike?.isCritical ?? false,
|
||||
critChance: combatStats.critChance,
|
||||
critDamageMultiplier: combatStats.critDamageMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolveMonsterOutgoingDamage(
|
||||
monster: SceneHostileNpc,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const combatStats = resolveRoleCombatStats(monster.attributeProfile);
|
||||
const buildBreakdown = getMonsterBuildDamageBreakdown(
|
||||
monster,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamage(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolveMonsterOutgoingDamageResult(
|
||||
monster: SceneHostileNpc,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
critRollSeed?: string,
|
||||
) {
|
||||
const combatStats = resolveRoleCombatStats(monster.attributeProfile);
|
||||
const criticalStrike = critRollSeed
|
||||
? resolveCriticalStrike(monster.attributeProfile, critRollSeed)
|
||||
: null;
|
||||
const buildBreakdown = getMonsterBuildDamageBreakdown(
|
||||
monster,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamageResult(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
criticalHit: criticalStrike?.isCritical ?? false,
|
||||
critChance: combatStats.critChance,
|
||||
critDamageMultiplier: combatStats.critDamageMultiplier,
|
||||
});
|
||||
}
|
||||
184
src/data/buildTagAttributeAffinity.ts
Normal file
184
src/data/buildTagAttributeAffinity.ts
Normal file
@@ -0,0 +1,184 @@
|
||||
import type {AttributeVector, WorldAttributeSchema, WorldAttributeSlot} from '../types';
|
||||
import {normalizeAttributeVector} from './attributeValidation';
|
||||
|
||||
type BuildTagAttributeAffinityMap = Record<string, AttributeVector>;
|
||||
|
||||
type SemanticAxisRule = {
|
||||
axisId: string;
|
||||
patterns: RegExp[];
|
||||
};
|
||||
|
||||
const SEMANTIC_SLOT_RULES: SemanticAxisRule[] = [
|
||||
{
|
||||
axisId: 'axis_a',
|
||||
patterns: [/骨|躯|甲|壳|体|锋|承压|抗压|结构|根基|底子|扛住|稳固|硬碰|机锋|潮骨|界躯|道骨|骨势/u],
|
||||
},
|
||||
{
|
||||
axisId: 'axis_b',
|
||||
patterns: [/步|身法|位移|换位|机动|迅|闪|轻灵|抢位|转场|穿梭|步准|浪步|裂步|灵行/u],
|
||||
},
|
||||
{
|
||||
axisId: 'axis_c',
|
||||
patterns: [/识|察|算|谋|阵|符|术|洞察|解析|看穿|辨认|因果|规律|算识|舟识|界识|识海|眼脉/u],
|
||||
},
|
||||
{
|
||||
axisId: 'axis_d',
|
||||
patterns: [/压|魄|焰|胆|威|决|推进|强推|压迫|定调|逼出|逆转|潮压|潮魄|界压|劫纹|心焰/u],
|
||||
},
|
||||
{
|
||||
axisId: 'axis_e',
|
||||
patterns: [/缘|契|盟|信|交|助|协|共鸣|共振|联结|牵引|交换|安抚|协频|契汐|缚契|尘缘|心契/u],
|
||||
},
|
||||
{
|
||||
axisId: 'axis_f',
|
||||
patterns: [/息|稳|续|回|养|持久|恢复|调息|循环|续航|回稳|稳态|续载|回澜|回脉|玄息/u],
|
||||
},
|
||||
];
|
||||
|
||||
function roundNumber(value: number, digits = 4) {
|
||||
const factor = 10 ** digits;
|
||||
return Math.round(value * factor) / factor;
|
||||
}
|
||||
|
||||
function affinity(
|
||||
strength: number,
|
||||
agility: number,
|
||||
intelligence: number,
|
||||
spirit: number,
|
||||
): AttributeVector {
|
||||
return {
|
||||
axis_a: roundNumber(strength * 0.72 + spirit * 0.28),
|
||||
axis_b: roundNumber(agility * 0.88 + intelligence * 0.12),
|
||||
axis_c: roundNumber(intelligence * 0.78 + agility * 0.22),
|
||||
axis_d: roundNumber(strength * 0.62 + agility * 0.18 + intelligence * 0.2),
|
||||
axis_e: roundNumber(spirit * 0.72 + intelligence * 0.28),
|
||||
axis_f: roundNumber(spirit * 0.74 + strength * 0.26),
|
||||
};
|
||||
}
|
||||
|
||||
function buildSlotSemanticVector(slot: WorldAttributeSlot, index: number) {
|
||||
const sourceText = [
|
||||
slot.slotId,
|
||||
slot.name,
|
||||
slot.definition,
|
||||
slot.combatUseText,
|
||||
slot.socialUseText,
|
||||
slot.explorationUseText,
|
||||
...(slot.positiveSignals ?? []),
|
||||
...(slot.negativeSignals ?? []),
|
||||
].join(' ');
|
||||
|
||||
const semanticVector: AttributeVector = {};
|
||||
|
||||
SEMANTIC_SLOT_RULES.forEach((rule, ruleIndex) => {
|
||||
let score = 0;
|
||||
|
||||
if (slot.slotId === rule.axisId) {
|
||||
score += 2.2;
|
||||
} else if (slot.slotId === `axis_${String.fromCharCode(97 + ruleIndex)}`) {
|
||||
score += 1.2;
|
||||
}
|
||||
|
||||
score += rule.patterns.reduce((sum, pattern) => sum + (pattern.test(sourceText) ? 1 : 0), 0);
|
||||
|
||||
if (score > 0) {
|
||||
semanticVector[rule.axisId] = roundNumber(score, 4);
|
||||
}
|
||||
});
|
||||
|
||||
if (Object.keys(semanticVector).length === 0) {
|
||||
const fallbackAxisId = SEMANTIC_SLOT_RULES[index]?.axisId ?? slot.slotId;
|
||||
semanticVector[fallbackAxisId] = 1;
|
||||
}
|
||||
|
||||
return normalizeAttributeVector(
|
||||
semanticVector,
|
||||
SEMANTIC_SLOT_RULES.map(rule => rule.axisId),
|
||||
);
|
||||
}
|
||||
|
||||
function calculateVectorSimilarity(left: AttributeVector, right: AttributeVector) {
|
||||
return roundNumber(
|
||||
Object.keys({...left, ...right}).reduce(
|
||||
(sum, key) => sum + ((left[key] ?? 0) * (right[key] ?? 0)),
|
||||
0,
|
||||
),
|
||||
4,
|
||||
);
|
||||
}
|
||||
|
||||
function resolveSchemaAwareAffinity(tagAffinity: AttributeVector, schema: WorldAttributeSchema) {
|
||||
const rawSimilarity = Object.fromEntries(
|
||||
schema.slots.map((slot, index) => [
|
||||
slot.slotId,
|
||||
calculateVectorSimilarity(tagAffinity, buildSlotSemanticVector(slot, index)),
|
||||
]),
|
||||
);
|
||||
|
||||
return {
|
||||
rawSimilarity,
|
||||
normalizedSimilarity: normalizeAttributeVector(
|
||||
rawSimilarity,
|
||||
schema.slots.map(slot => slot.slotId),
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
export const BUILD_TAG_ATTRIBUTE_AFFINITY: BuildTagAttributeAffinityMap = {
|
||||
quickblade: affinity(0.35, 1, 0.1, 0.05),
|
||||
combo: affinity(0.3, 0.92, 0.18, 0.08),
|
||||
dash: affinity(0.45, 0.95, 0, 0),
|
||||
pursuit: affinity(0.38, 0.88, 0.08, 0.02),
|
||||
swiftstrike: affinity(0.22, 0.98, 0.12, 0.04),
|
||||
ranged: affinity(0.18, 0.82, 0.34, 0.08),
|
||||
guerrilla: affinity(0.24, 0.9, 0.28, 0.12),
|
||||
mobility: affinity(0.18, 1, 0.08, 0.08),
|
||||
windrun: affinity(0.08, 1, 0.1, 0.1),
|
||||
heavyhit: affinity(1, 0.28, 0.02, 0.04),
|
||||
burst: affinity(0.72, 0.58, 0.36, 0.08),
|
||||
armorbreak: affinity(0.92, 0.28, 0.08, 0.02),
|
||||
pressure: affinity(0.62, 0.64, 0.1, 0.08),
|
||||
bloodrush: affinity(0.84, 0.54, 0.04, 0.18),
|
||||
guard: affinity(0.7, 0.18, 0.04, 0.72),
|
||||
barrier: affinity(0.48, 0.08, 0.2, 0.92),
|
||||
heavyarmor: affinity(0.88, 0.04, 0.02, 0.54),
|
||||
counter: affinity(0.66, 0.46, 0.14, 0.36),
|
||||
banish: affinity(0.24, 0.06, 0.54, 0.88),
|
||||
caster: affinity(0, 0.1, 1, 0.6),
|
||||
mana: affinity(0.02, 0.08, 0.94, 0.74),
|
||||
thunder: affinity(0.06, 0.24, 0.96, 0.42),
|
||||
formation: affinity(0.08, 0.12, 0.82, 0.96),
|
||||
control: affinity(0.12, 0.34, 0.78, 0.72),
|
||||
overload: affinity(0.14, 0.18, 0.92, 0.38),
|
||||
heal: affinity(0.02, 0.08, 0.56, 1),
|
||||
support: affinity(0.14, 0.14, 0.58, 0.98),
|
||||
sustain: affinity(0.34, 0.18, 0.22, 0.9),
|
||||
fate: affinity(0.08, 0.22, 0.72, 0.84),
|
||||
fortune: affinity(0.06, 0.34, 0.7, 0.78),
|
||||
cooldown: affinity(0.04, 0.46, 0.82, 0.4),
|
||||
command: affinity(0.38, 0.26, 0.72, 0.82),
|
||||
balanced: affinity(0.58, 0.58, 0.58, 0.58),
|
||||
craft: affinity(0.24, 0.16, 0.74, 0.5),
|
||||
alchemy: affinity(0.08, 0.16, 0.84, 0.76),
|
||||
vanguard: affinity(0.82, 0.44, 0.08, 0.34),
|
||||
berserk: affinity(0.98, 0.42, 0, 0.22),
|
||||
spellblade: affinity(0.42, 0.42, 0.88, 0.38),
|
||||
paladin: affinity(0.58, 0.12, 0.42, 0.96),
|
||||
fortress: affinity(0.94, 0.04, 0.08, 0.82),
|
||||
starter: affinity(0.42, 0.42, 0.42, 0.42),
|
||||
};
|
||||
|
||||
export function getBuildTagAttributeAffinity(tagId: string, schema?: WorldAttributeSchema) {
|
||||
const semanticAffinity = BUILD_TAG_ATTRIBUTE_AFFINITY[tagId] ?? affinity(0.4, 0.4, 0.4, 0.4);
|
||||
|
||||
if (!schema) {
|
||||
return semanticAffinity;
|
||||
}
|
||||
|
||||
return resolveSchemaAwareAffinity(semanticAffinity, schema).normalizedSimilarity;
|
||||
}
|
||||
|
||||
export function getBuildTagAttributeSimilarityProfile(tagId: string, schema: WorldAttributeSchema) {
|
||||
const semanticAffinity = BUILD_TAG_ATTRIBUTE_AFFINITY[tagId] ?? affinity(0.4, 0.4, 0.4, 0.4);
|
||||
return resolveSchemaAwareAffinity(semanticAffinity, schema);
|
||||
}
|
||||
297
src/data/buildTags.ts
Normal file
297
src/data/buildTags.ts
Normal file
@@ -0,0 +1,297 @@
|
||||
import type {
|
||||
AttributeVector,
|
||||
BuildTagCategory,
|
||||
BuildTagDefinition,
|
||||
Character,
|
||||
SceneHostileNpc,
|
||||
TimedBuildBuff,
|
||||
} from '../types';
|
||||
import { getBuildTagAttributeAffinity } from './buildTagAttributeAffinity';
|
||||
|
||||
type RawBuildTagDefinition = Omit<BuildTagDefinition, 'attributeAffinity'>;
|
||||
|
||||
const TAG_CATEGORIES = {
|
||||
flow: '流派' as BuildTagCategory,
|
||||
style: '风格' as BuildTagCategory,
|
||||
resource: '资源' as BuildTagCategory,
|
||||
defense: '防御' as BuildTagCategory,
|
||||
element: '元素' as BuildTagCategory,
|
||||
craft: '工艺' as BuildTagCategory,
|
||||
} satisfies Record<string, BuildTagCategory>;
|
||||
|
||||
const RAW_BUILD_TAG_DEFINITIONS: RawBuildTagDefinition[] = [
|
||||
{ id: 'quickblade', label: '快剑', category: TAG_CATEGORIES.style, aliases: ['quickblade', '快剑', '快刀', '决斗者'], description: '快速近身施压。' },
|
||||
{ id: 'combo', label: '连段', category: TAG_CATEGORIES.style, aliases: ['combo', '连段', '连击', '连锁'], description: '连续命中与多段输出节奏。' },
|
||||
{ id: 'dash', label: '突进', category: TAG_CATEGORIES.style, aliases: ['dash', '突进', '冲锋'], description: '拉近身位并抢先发起接敌。' },
|
||||
{ id: 'pursuit', label: '追击', category: TAG_CATEGORIES.style, aliases: ['pursuit', '追击'], description: '追身压制与后续补刀。' },
|
||||
{ id: 'swiftstrike', label: '快袭', category: TAG_CATEGORIES.style, aliases: ['swiftstrike', '快袭', '刺袭', '伏击'], description: '短窗口刺杀与弱点爆发。' },
|
||||
{ id: 'ranged', label: '远射', category: TAG_CATEGORIES.style, aliases: ['ranged', '远射', '射击', '箭矢'], description: '依靠身位经营的中远程输出。' },
|
||||
{ id: 'guerrilla', label: '游击', category: TAG_CATEGORIES.style, aliases: ['guerrilla', '游击', '骚扰'], description: '打了就走的周旋消耗。' },
|
||||
{ id: 'mobility', label: '机动', category: TAG_CATEGORIES.style, aliases: ['mobility', '机动', '敏捷', '灵活'], description: '高机动与快速换位。' },
|
||||
{ id: 'windrun', label: '风行', category: TAG_CATEGORIES.style, aliases: ['windrun', '风行', '疾行'], description: '轻身疾行带来的速度优势。' },
|
||||
{ id: 'heavyhit', label: '重击', category: TAG_CATEGORIES.style, aliases: ['heavyhit', '重击'], description: '重击蓄势与一击压迫。' },
|
||||
{ id: 'burst', label: '爆发', category: TAG_CATEGORIES.style, aliases: ['burst', '爆发'], description: '短时间内抬高伤害峰值。' },
|
||||
{ id: 'armorbreak', label: '破甲', category: TAG_CATEGORIES.style, aliases: ['armorbreak', '破甲'], description: '专破防御与硬目标。' },
|
||||
{ id: 'pressure', label: '压制', category: TAG_CATEGORIES.style, aliases: ['pressure', '压制'], description: '靠连续进攻掌控节奏。' },
|
||||
{ id: 'bloodrush', label: '压血', category: TAG_CATEGORIES.resource, aliases: ['bloodrush', '压血'], description: '残血时用安全换更高输出。' },
|
||||
{ id: 'guard', label: '守御', category: TAG_CATEGORIES.defense, aliases: ['guard', '守御', '守卫', '防御'], description: '稳定承伤与前线站位。' },
|
||||
{ id: 'barrier', label: '护体', category: TAG_CATEGORIES.defense, aliases: ['barrier', '护体', '护罩', '护盾'], description: '护体、防护与异常抵抗。' },
|
||||
{ id: 'heavyarmor', label: '重甲', category: TAG_CATEGORIES.defense, aliases: ['heavyarmor', '重甲'], description: '甲胄硬度与站场能力。' },
|
||||
{ id: 'counter', label: '反击', category: TAG_CATEGORIES.defense, aliases: ['counter', '反击', '回击'], description: '抓住破绽后的反制回击。' },
|
||||
{ id: 'banish', label: '镇邪', category: TAG_CATEGORIES.defense, aliases: ['banish', '镇邪'], description: '压制邪祟与敌对异力。' },
|
||||
{ id: 'caster', label: '法修', category: TAG_CATEGORIES.element, aliases: ['caster', '法修', '法师'], description: '以术法驱动输出与控场。' },
|
||||
{ id: 'mana', label: '法力', category: TAG_CATEGORIES.resource, aliases: ['mana', '法力'], description: '围绕法力池展开的消耗与回转。' },
|
||||
{ id: 'thunder', label: '雷法', category: TAG_CATEGORIES.element, aliases: ['thunder', '雷法'], description: '雷属性打击与瞬时压制。' },
|
||||
{ id: 'formation', label: '符阵', category: TAG_CATEGORIES.element, aliases: ['formation', '符阵', '法阵'], description: '预布效果与战场塑形。' },
|
||||
{ id: 'control', label: '控场', category: TAG_CATEGORIES.style, aliases: ['control', '控场', '控制'], description: '限制对手移动与出手选择。' },
|
||||
{ id: 'overload', label: '过载', category: TAG_CATEGORIES.resource, aliases: ['overload', '过载'], description: '高消耗高回报的施法窗口。' },
|
||||
{ id: 'heal', label: '回复', category: TAG_CATEGORIES.resource, aliases: ['heal', '回复', '治疗'], description: '恢复状态并重整战线。' },
|
||||
{ id: 'support', label: '护持', category: TAG_CATEGORIES.resource, aliases: ['support', '护持', '支援', '祝福'], description: '增益队友并稳住队形。' },
|
||||
{ id: 'sustain', label: '续战', category: TAG_CATEGORIES.resource, aliases: ['sustain', '续战'], description: '持久在线战斗的稳定性。' },
|
||||
{ id: 'fate', label: '命纹', category: TAG_CATEGORIES.flow, aliases: ['fate', '命纹'], description: '围绕标记、触发与命数循环。' },
|
||||
{ id: 'fortune', label: '机缘', category: TAG_CATEGORIES.flow, aliases: ['fortune', '机缘'], description: '时机与机缘触发价值。' },
|
||||
{ id: 'cooldown', label: '冷却', category: TAG_CATEGORIES.resource, aliases: ['cooldown', '冷却'], description: '加快轮转与恢复速度。' },
|
||||
{ id: 'command', label: '统御', category: TAG_CATEGORIES.flow, aliases: ['command', '统御'], description: '协调队伍行动与站位。' },
|
||||
{ id: 'balanced', label: '均衡', category: TAG_CATEGORIES.flow, aliases: ['balanced', '均衡', '平衡', '全能'], description: '泛用稳健、风险较低的成长路线。' },
|
||||
{ id: 'craft', label: '工巧', category: TAG_CATEGORIES.craft, aliases: ['craft', '工巧', '工艺'], description: '工艺制造、装置与工程支援。' },
|
||||
{ id: 'alchemy', label: '炼药', category: TAG_CATEGORIES.craft, aliases: ['alchemy', '炼药', '药剂'], description: '药剂调配与临时强化。' },
|
||||
{ id: 'vanguard', label: '先锋', category: TAG_CATEGORIES.flow, aliases: ['vanguard', '先锋'], description: '抢前排节奏并打开战线。' },
|
||||
{ id: 'berserk', label: '狂战', category: TAG_CATEGORIES.flow, aliases: ['berserk', '狂战'], description: '高风险高收益的进攻态势。' },
|
||||
{ id: 'spellblade', label: '法剑', category: TAG_CATEGORIES.flow, aliases: ['spellblade', '法剑'], description: '兵刃与术法并行的混合战斗。' },
|
||||
{ id: 'paladin', label: '圣佑', category: TAG_CATEGORIES.flow, aliases: ['paladin', '圣佑', '圣骑士'], description: '兼顾防护、恢复与神圣惩戒。' },
|
||||
{ id: 'fortress', label: '堡垒', category: TAG_CATEGORIES.flow, aliases: ['fortress', '堡垒'], description: '极端防守与反打锚点。' },
|
||||
{ id: 'starter', label: '起手', category: TAG_CATEGORIES.flow, aliases: ['starter', '起手'], description: '适合作为起手与新手成型路线。' },
|
||||
];
|
||||
|
||||
const BUILD_TAG_DEFINITIONS: BuildTagDefinition[] = RAW_BUILD_TAG_DEFINITIONS.map(definition => ({
|
||||
...definition,
|
||||
attributeAffinity: getBuildTagAttributeAffinity(definition.id),
|
||||
}));
|
||||
|
||||
const CHARACTER_BUILD_TAGS: Record<string, string[]> = {
|
||||
'sword-princess': ['快剑', '突进', '压制'],
|
||||
'archer-hero': ['远射', '游击', '风行'],
|
||||
'girl-hero': ['快袭', '连段', '追击'],
|
||||
'punch-hero': ['重击', '爆发', '压血'],
|
||||
'fighter-4': ['守御', '护体', '先锋'],
|
||||
};
|
||||
|
||||
const STRUCTURAL_BUILD_TAGS = new Set([
|
||||
'weapon',
|
||||
'armor',
|
||||
'relic',
|
||||
'material',
|
||||
'consumable',
|
||||
'rare',
|
||||
'wuxia',
|
||||
'xianxia',
|
||||
'neutral',
|
||||
'武器',
|
||||
'护甲',
|
||||
'饰品',
|
||||
'消耗品',
|
||||
'材料',
|
||||
'稀有品',
|
||||
]);
|
||||
|
||||
const aliasToCanonical = new Map<string, string>();
|
||||
const definitionByLabel = new Map<string, BuildTagDefinition>();
|
||||
|
||||
for (const definition of BUILD_TAG_DEFINITIONS) {
|
||||
definitionByLabel.set(definition.label, definition);
|
||||
aliasToCanonical.set(definition.label.toLowerCase(), definition.label);
|
||||
definition.aliases.forEach(alias => aliasToCanonical.set(alias.toLowerCase(), definition.label));
|
||||
}
|
||||
|
||||
function normalizeLookupValue(value: string) {
|
||||
return value.trim().toLowerCase();
|
||||
}
|
||||
|
||||
function uniqueTags(tags: string[]) {
|
||||
return [...new Set(tags.filter(Boolean))];
|
||||
}
|
||||
|
||||
function normalizeAffinity(affinity: AttributeVector) {
|
||||
const values = Object.values(affinity);
|
||||
const magnitude = Math.hypot(...values);
|
||||
|
||||
if (magnitude <= 0.0001) {
|
||||
return Object.fromEntries(Object.keys(affinity).map(key => [key, 0]));
|
||||
}
|
||||
|
||||
return Object.fromEntries(
|
||||
Object.entries(affinity).map(([key, value]) => [key, value / magnitude]),
|
||||
);
|
||||
}
|
||||
|
||||
function calculateAffinitySimilarity(left: AttributeVector, right: AttributeVector) {
|
||||
const normalizedLeft = normalizeAffinity(left);
|
||||
const normalizedRight = normalizeAffinity(right);
|
||||
|
||||
return Object.keys({...normalizedLeft, ...normalizedRight}).reduce(
|
||||
(sum, key) => sum + ((normalizedLeft[key] ?? 0) * (normalizedRight[key] ?? 0)),
|
||||
0,
|
||||
);
|
||||
}
|
||||
|
||||
export function getBuildTagDefinitions() {
|
||||
return BUILD_TAG_DEFINITIONS.map(definition => ({
|
||||
...definition,
|
||||
aliases: [...definition.aliases],
|
||||
attributeAffinity: { ...definition.attributeAffinity },
|
||||
}));
|
||||
}
|
||||
|
||||
export function getBuildTagDefinition(tag: string | null | undefined) {
|
||||
const normalized = normalizeBuildTag(tag);
|
||||
return normalized ? definitionByLabel.get(normalized) ?? null : null;
|
||||
}
|
||||
|
||||
export function normalizeBuildTag(tag: string | null | undefined) {
|
||||
const value = tag?.trim();
|
||||
if (!value) return null;
|
||||
if (STRUCTURAL_BUILD_TAGS.has(value) || /^set:/iu.test(value) || /^piece:/iu.test(value)) return null;
|
||||
|
||||
const canonical = aliasToCanonical.get(normalizeLookupValue(value));
|
||||
if (canonical) return canonical;
|
||||
|
||||
if (/^[\u4e00-\u9fa5]{2,6}$/u.test(value)) {
|
||||
return value;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
export function normalizeBuildRole(role: string | null | undefined) {
|
||||
const normalized = normalizeBuildTag(role);
|
||||
if (normalized) return normalized;
|
||||
|
||||
const value = role?.trim();
|
||||
if (!value) return '均衡';
|
||||
if (/^[\u4e00-\u9fa5]{2,6}$/u.test(value)) return value;
|
||||
return '均衡';
|
||||
}
|
||||
|
||||
export function normalizeBuildTags(tags: string[] | null | undefined, maxCount?: number) {
|
||||
const normalized = uniqueTags((tags ?? [])
|
||||
.map(normalizeBuildTag)
|
||||
.filter((tag): tag is string => Boolean(tag)));
|
||||
|
||||
return typeof maxCount === 'number' ? normalized.slice(0, maxCount) : normalized;
|
||||
}
|
||||
|
||||
export function getBuildTagSimilarity(left: string, right: string) {
|
||||
const normalizedLeft = normalizeBuildTag(left);
|
||||
const normalizedRight = normalizeBuildTag(right);
|
||||
if (!normalizedLeft || !normalizedRight) return 0;
|
||||
if (normalizedLeft === normalizedRight) return 1;
|
||||
|
||||
const leftDefinition = definitionByLabel.get(normalizedLeft);
|
||||
const rightDefinition = definitionByLabel.get(normalizedRight);
|
||||
if (!leftDefinition || !rightDefinition) return 0;
|
||||
|
||||
const affinitySimilarity = calculateAffinitySimilarity(
|
||||
leftDefinition.attributeAffinity,
|
||||
rightDefinition.attributeAffinity,
|
||||
);
|
||||
const categoryBonus = leftDefinition.category === rightDefinition.category ? 0.08 : 0;
|
||||
|
||||
return Math.min(1, Number((affinitySimilarity + categoryBonus).toFixed(4)));
|
||||
}
|
||||
|
||||
export function getSimilarBuildTags(tag: string, minimumSimilarity = 0.55) {
|
||||
const normalized = normalizeBuildTag(tag);
|
||||
if (!normalized) return [];
|
||||
|
||||
return BUILD_TAG_DEFINITIONS
|
||||
.map(definition => definition.label)
|
||||
.filter(label => label !== normalized)
|
||||
.map(label => ({
|
||||
label,
|
||||
similarity: getBuildTagSimilarity(normalized, label),
|
||||
}))
|
||||
.filter(entry => entry.similarity >= minimumSimilarity)
|
||||
.sort((left, right) => right.similarity - left.similarity || left.label.localeCompare(right.label, 'zh-CN'))
|
||||
.map(entry => entry.label);
|
||||
}
|
||||
|
||||
export function getCharacterCombatTags(character: Character) {
|
||||
if (character.combatTags?.length) {
|
||||
return normalizeBuildTags(character.combatTags, 3);
|
||||
}
|
||||
|
||||
const fixedTags = CHARACTER_BUILD_TAGS[character.id];
|
||||
if (fixedTags) {
|
||||
return normalizeBuildTags(fixedTags, 3);
|
||||
}
|
||||
|
||||
const derivedTags: string[] = [];
|
||||
const styles = new Set(character.skills.map(skill => skill.style));
|
||||
|
||||
if (styles.has('mobility')) derivedTags.push('突进');
|
||||
if (styles.has('projectile')) derivedTags.push('远射');
|
||||
if (styles.has('finisher')) derivedTags.push('重击');
|
||||
if (styles.has('burst')) derivedTags.push('爆发');
|
||||
if (styles.has('steady')) derivedTags.push('连段');
|
||||
|
||||
const {strength, agility, intelligence, spirit} = character.attributes;
|
||||
|
||||
if (agility >= Math.max(strength, intelligence, spirit)) derivedTags.push('机动');
|
||||
if (intelligence + spirit >= strength + 2) derivedTags.push('法修');
|
||||
if (strength >= intelligence && strength >= spirit) derivedTags.push('压制');
|
||||
|
||||
return normalizeBuildTags(derivedTags, 3);
|
||||
}
|
||||
|
||||
function inferMonsterTagsFromText(source: string) {
|
||||
const tags: string[] = [];
|
||||
const normalized = source.toLowerCase();
|
||||
|
||||
if (/雷|lightning|thunder|storm/u.test(normalized)) tags.push('雷法');
|
||||
if (/阵|formation|sigil|seal/u.test(normalized)) tags.push('符阵');
|
||||
if (/控场|control|bind|freeze|curse/u.test(normalized)) tags.push('控场');
|
||||
if (/镇邪|holy|banish|purge/u.test(normalized)) tags.push('镇邪');
|
||||
if (/反击|counter|parry/u.test(normalized)) tags.push('反击');
|
||||
|
||||
return tags;
|
||||
}
|
||||
|
||||
export function getSceneMonsterCombatTags(monster: SceneHostileNpc) {
|
||||
if (monster.combatTags?.length) {
|
||||
return normalizeBuildTags(monster.combatTags, 3);
|
||||
}
|
||||
|
||||
const derivedTags: string[] = [];
|
||||
derivedTags.push(...inferMonsterTagsFromText(`${monster.name} ${monster.action} ${monster.description}`));
|
||||
|
||||
if (monster.speed >= 7) derivedTags.push('机动');
|
||||
if (monster.attackRange >= 1.6) derivedTags.push('突进');
|
||||
if (monster.hp >= 150) derivedTags.push('重击');
|
||||
if (monster.hp >= 170) derivedTags.push('守御');
|
||||
|
||||
return normalizeBuildTags(derivedTags, 3);
|
||||
}
|
||||
|
||||
export function getTimedBuildBuffTags(buffs: TimedBuildBuff[] | null | undefined) {
|
||||
return normalizeBuildTags(
|
||||
(buffs ?? [])
|
||||
.filter(buff => (buff.durationTurns ?? 0) > 0)
|
||||
.flatMap(buff => buff.tags),
|
||||
6,
|
||||
);
|
||||
}
|
||||
|
||||
export function buildSetBuildTagLabel(setName: string, pieceCount: number) {
|
||||
const normalizedName = setName
|
||||
.split('/')
|
||||
.map(part => part.trim())
|
||||
.find(Boolean) ?? setName.trim();
|
||||
|
||||
return pieceCount >= 3 ? `宗匠${normalizedName}` : `套装${normalizedName}`;
|
||||
}
|
||||
|
||||
export function buildEmbeddingPromptText(definition: BuildTagDefinition) {
|
||||
return `${definition.label}:${definition.description} 别名:${definition.aliases.join('、')}。属性亲和:${Object.entries(definition.attributeAffinity)
|
||||
.map(([slotId, value]) => `${slotId} ${value}`)
|
||||
.join(';')}。`;
|
||||
}
|
||||
127
src/data/characterCombat.ts
Normal file
127
src/data/characterCombat.ts
Normal file
@@ -0,0 +1,127 @@
|
||||
import {
|
||||
AnimationState,
|
||||
Character,
|
||||
CharacterAnimationConfig,
|
||||
CharacterSkillDefinition,
|
||||
CombatDelivery,
|
||||
SpriteSequenceDefinition,
|
||||
} from '../types';
|
||||
|
||||
const DEFAULT_FRAME_MS = 100;
|
||||
const DEFAULT_FPS = 10;
|
||||
|
||||
function getCharacterRoot(character: Character) {
|
||||
return `/character/${encodeURIComponent(character.assetFolder)}/${encodeURIComponent(character.assetVariant)}`;
|
||||
}
|
||||
|
||||
function buildFramesFromConfig(
|
||||
character: Character,
|
||||
config: CharacterAnimationConfig,
|
||||
folderPrefix = 'Hero',
|
||||
) {
|
||||
const normalizedBasePath = config.basePath?.replace(/\/+$/u, '');
|
||||
const extension = config.extension ?? 'png';
|
||||
|
||||
if (normalizedBasePath) {
|
||||
if (config.file) {
|
||||
return [`${normalizedBasePath}/${encodeURIComponent(config.file)}`];
|
||||
}
|
||||
|
||||
const frames: string[] = [];
|
||||
const startFrame = config.startFrame ?? 1;
|
||||
|
||||
for (let index = 0; index < config.frames; index += 1) {
|
||||
const frameNumber = (startFrame + index).toString().padStart(2, '0');
|
||||
frames.push(`${normalizedBasePath}/${config.prefix}${frameNumber}.${extension}`);
|
||||
}
|
||||
|
||||
return frames;
|
||||
}
|
||||
|
||||
const root = getCharacterRoot(character);
|
||||
const folder = encodeURIComponent(config.folder);
|
||||
if (config.file) {
|
||||
return [`${root}/${folderPrefix}/${folder}/${encodeURIComponent(config.file)}`];
|
||||
}
|
||||
const frames: string[] = [];
|
||||
const startFrame = config.startFrame ?? 1;
|
||||
|
||||
for (let index = 0; index < config.frames; index += 1) {
|
||||
const frameNumber = (startFrame + index).toString().padStart(2, '0');
|
||||
frames.push(`${root}/${folderPrefix}/${folder}/${config.prefix}${frameNumber}.${extension}`);
|
||||
}
|
||||
|
||||
return frames;
|
||||
}
|
||||
|
||||
function buildFramesFromAsset(
|
||||
character: Character,
|
||||
sequence: Extract<SpriteSequenceDefinition, { source: 'asset' }>,
|
||||
) {
|
||||
const root = getCharacterRoot(character);
|
||||
const folder = sequence.folder
|
||||
.split('/')
|
||||
.map(segment => encodeURIComponent(segment))
|
||||
.join('/');
|
||||
|
||||
if (sequence.file) {
|
||||
return [`${root}/${folder}/${encodeURIComponent(sequence.file)}`];
|
||||
}
|
||||
|
||||
const frames: string[] = [];
|
||||
const totalFrames = Math.max(1, sequence.frames ?? 1);
|
||||
const startFrame = sequence.startFrame ?? 1;
|
||||
const extension = sequence.extension ?? 'png';
|
||||
|
||||
for (let index = 0; index < totalFrames; index += 1) {
|
||||
const frameNumber = (startFrame + index).toString().padStart(2, '0');
|
||||
frames.push(`${root}/${folder}/${sequence.prefix ?? ''}${frameNumber}.${extension}`);
|
||||
}
|
||||
|
||||
return frames;
|
||||
}
|
||||
|
||||
export function getCharacterAnimationConfig(
|
||||
character: Character,
|
||||
animation: AnimationState,
|
||||
) {
|
||||
return character.animationMap?.[animation] ?? null;
|
||||
}
|
||||
|
||||
export function getCharacterAnimationDurationMs(
|
||||
character: Character,
|
||||
animation: AnimationState,
|
||||
) {
|
||||
const config = getCharacterAnimationConfig(character, animation);
|
||||
if (!config) return DEFAULT_FRAME_MS;
|
||||
return Math.max(DEFAULT_FRAME_MS, config.frames * DEFAULT_FRAME_MS);
|
||||
}
|
||||
|
||||
export function getSequenceFps(sequence: SpriteSequenceDefinition) {
|
||||
return sequence.fps ?? DEFAULT_FPS;
|
||||
}
|
||||
|
||||
export function getSequenceDurationMs(sequence: SpriteSequenceDefinition, frameCount: number) {
|
||||
const fps = getSequenceFps(sequence);
|
||||
return Math.max(DEFAULT_FRAME_MS, Math.ceil((Math.max(1, frameCount) * 1000) / fps));
|
||||
}
|
||||
|
||||
export function resolveSequenceFrames(
|
||||
character: Character,
|
||||
sequence: SpriteSequenceDefinition,
|
||||
) {
|
||||
if (sequence.source === 'animation') {
|
||||
const config = getCharacterAnimationConfig(character, sequence.animation);
|
||||
return config ? buildFramesFromConfig(character, config) : [];
|
||||
}
|
||||
|
||||
return buildFramesFromAsset(character, sequence);
|
||||
}
|
||||
|
||||
export function getSkillCasterAnimation(skill: CharacterSkillDefinition) {
|
||||
return skill.casterAnimation ?? skill.animation;
|
||||
}
|
||||
|
||||
export function getSkillDelivery(skill: CharacterSkillDefinition): CombatDelivery {
|
||||
return skill.delivery ?? (skill.style === 'projectile' ? 'ranged' : 'melee');
|
||||
}
|
||||
6
src/data/characterOverrides.json
Normal file
6
src/data/characterOverrides.json
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"sword-princess": {
|
||||
"generatedVisualAssetId": "visual-1775558475200",
|
||||
"portrait": "/generated-characters/sword-princess/visual/visual-1775558475200/master.png"
|
||||
}
|
||||
}
|
||||
286
src/data/characterPresets.customWorld.test.ts
Normal file
286
src/data/characterPresets.customWorld.test.ts
Normal file
@@ -0,0 +1,286 @@
|
||||
import { afterEach, describe, expect, it } from 'vitest';
|
||||
|
||||
import { buildExpandedCustomWorldProfile } from '../services/customWorldBuilder';
|
||||
import { AnimationState } from '../types';
|
||||
import {
|
||||
buildCustomWorldPlayableCharacters,
|
||||
buildCustomWorldRuntimeCharacters,
|
||||
getCharacterById,
|
||||
resolveEncounterRecruitCharacter,
|
||||
setRuntimeCharacterOverrides,
|
||||
} from './characterPresets';
|
||||
import { setRuntimeCustomWorldProfile } from './customWorldRuntime';
|
||||
|
||||
function createRole(index: number) {
|
||||
return {
|
||||
name: `角色${index + 1}`,
|
||||
title: `头衔${index + 1}`,
|
||||
role: `身份${index + 1}`,
|
||||
description: `角色描述${index + 1}`,
|
||||
backstory: `角色背景${index + 1}`,
|
||||
personality: `角色性格${index + 1}`,
|
||||
motivation: `角色动机${index + 1}`,
|
||||
combatStyle: `角色战斗风格${index + 1}`,
|
||||
initialAffinity: 18,
|
||||
relationshipHooks: [`关系${index + 1}`],
|
||||
tags: [`标签${index + 1}`],
|
||||
backstoryReveal: {
|
||||
publicSummary: `公开背景${index + 1}`,
|
||||
chapters: [
|
||||
{
|
||||
id: `surface-${index + 1}`,
|
||||
title: '表层来意',
|
||||
affinityRequired: 10,
|
||||
teaser: `提示${index + 1}-1`,
|
||||
content: `内容${index + 1}-1`,
|
||||
contextSnippet: `摘要${index + 1}-1`,
|
||||
},
|
||||
{
|
||||
id: `scar-${index + 1}`,
|
||||
title: '旧事裂痕',
|
||||
affinityRequired: 30,
|
||||
teaser: `提示${index + 1}-2`,
|
||||
content: `内容${index + 1}-2`,
|
||||
contextSnippet: `摘要${index + 1}-2`,
|
||||
},
|
||||
{
|
||||
id: `hidden-${index + 1}`,
|
||||
title: '隐藏执念',
|
||||
affinityRequired: 55,
|
||||
teaser: `提示${index + 1}-3`,
|
||||
content: `内容${index + 1}-3`,
|
||||
contextSnippet: `摘要${index + 1}-3`,
|
||||
},
|
||||
{
|
||||
id: `final-${index + 1}`,
|
||||
title: '最终底牌',
|
||||
affinityRequired: 80,
|
||||
teaser: `提示${index + 1}-4`,
|
||||
content: `内容${index + 1}-4`,
|
||||
contextSnippet: `摘要${index + 1}-4`,
|
||||
},
|
||||
],
|
||||
},
|
||||
skills: [
|
||||
{ name: `技能${index + 1}-1`, summary: '技能摘要1', style: '起手压制' },
|
||||
{ name: `技能${index + 1}-2`, summary: '技能摘要2', style: '机动周旋' },
|
||||
{ name: `技能${index + 1}-3`, summary: '技能摘要3', style: '爆发终结' },
|
||||
],
|
||||
initialItems: [
|
||||
{
|
||||
name: `武器${index + 1}`,
|
||||
category: '武器',
|
||||
quantity: 1,
|
||||
rarity: 'rare' as const,
|
||||
description: '武器描述',
|
||||
tags: ['武器标签'],
|
||||
},
|
||||
{
|
||||
name: `补给${index + 1}`,
|
||||
category: '消耗品',
|
||||
quantity: 2,
|
||||
rarity: 'uncommon' as const,
|
||||
description: '补给描述',
|
||||
tags: ['补给标签'],
|
||||
},
|
||||
{
|
||||
name: `信物${index + 1}`,
|
||||
category: '专属物品',
|
||||
quantity: 1,
|
||||
rarity: 'rare' as const,
|
||||
description: '信物描述',
|
||||
tags: ['信物标签'],
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
describe('characterPresets custom world runtime characters', () => {
|
||||
afterEach(() => {
|
||||
setRuntimeCharacterOverrides(null);
|
||||
setRuntimeCustomWorldProfile(null);
|
||||
});
|
||||
|
||||
it('hydrates story npcs into runtime characters and preserves custom dossiers', () => {
|
||||
const profile = buildExpandedCustomWorldProfile(
|
||||
{
|
||||
name: '裂潮边城',
|
||||
subtitle: '潮痕未褪',
|
||||
summary: '一座围绕潮路、断桥和夜港旧案展开的世界。',
|
||||
tone: '潮湿、压抑、克制',
|
||||
playerGoal: '查清夜港失踪案和潮路背后的势力牵连。',
|
||||
templateWorldType: 'WUXIA',
|
||||
playableNpcs: Array.from({ length: 5 }, (_, index) =>
|
||||
createRole(index),
|
||||
),
|
||||
storyNpcs: [
|
||||
{
|
||||
...createRole(10),
|
||||
name: '沈雾',
|
||||
title: '潮路领航人',
|
||||
role: '夜港向导',
|
||||
description: '熟悉潮路暗栈与旧渡的人。',
|
||||
backstory: '曾在断桥坠潮夜里失去整队同伴。',
|
||||
personality: '谨慎冷静,先观察再表态。',
|
||||
motivation: '想把失踪航线重新找出来。',
|
||||
combatStyle: '短刀试探后再借地形逼近。',
|
||||
initialAffinity: 12,
|
||||
relationshipHooks: ['断桥旧案', '夜港潮路'],
|
||||
tags: ['码头', '潮路', '短刀'],
|
||||
imageSrc: '/custom/npcs/shenwu.png',
|
||||
generatedVisualAssetId: 'visual-custom-shenwu',
|
||||
generatedAnimationSetId: 'animation-set-custom-shenwu',
|
||||
animationMap: {
|
||||
[AnimationState.IDLE]: {
|
||||
folder: 'idle',
|
||||
prefix: 'frame',
|
||||
frames: 8,
|
||||
startFrame: 1,
|
||||
extension: 'png',
|
||||
basePath:
|
||||
'/generated-animations/custom-shenwu/animation-set-custom-shenwu/idle',
|
||||
},
|
||||
[AnimationState.ATTACK]: {
|
||||
folder: 'attack',
|
||||
prefix: 'frame',
|
||||
frames: 8,
|
||||
startFrame: 1,
|
||||
extension: 'png',
|
||||
basePath:
|
||||
'/generated-animations/custom-shenwu/animation-set-custom-shenwu/attack',
|
||||
},
|
||||
},
|
||||
visual: {
|
||||
race: 'human',
|
||||
bodyColor: 'blue',
|
||||
headIndex: 2,
|
||||
hairColorIndex: 3,
|
||||
hairStyleFrame: 5,
|
||||
facialHairEnabled: false,
|
||||
facialHairColorIndex: 1,
|
||||
facialHairStyleFrame: 0,
|
||||
mainHand: {
|
||||
type: 'melee',
|
||||
file: 'dagger.png',
|
||||
frameIndex: 4,
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
...createRole(11),
|
||||
name: '陆沉',
|
||||
title: '断桥守更',
|
||||
role: '守桥人',
|
||||
description: '夜里守着断桥口旧灯火的人。',
|
||||
},
|
||||
{
|
||||
...createRole(12),
|
||||
name: '顾潮',
|
||||
title: '潮册记录员',
|
||||
role: '账房记录员',
|
||||
description: '在潮账房里整理失踪名册的人。',
|
||||
},
|
||||
],
|
||||
landmarks: [
|
||||
{
|
||||
name: '夜港旧栈',
|
||||
description: '潮雾和旧木桥把视线切成断续几段。',
|
||||
sceneNpcNames: ['沈雾', '陆沉', '顾潮'],
|
||||
connections: [
|
||||
{
|
||||
targetLandmarkName: '断桥外沿',
|
||||
relativePosition: 'forward',
|
||||
summary: '顺着潮路继续前压就是断桥外沿。',
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
name: '断桥外沿',
|
||||
description: '旧桥断口还挂着潮湿残旗。',
|
||||
sceneNpcNames: ['沈雾', '陆沉', '顾潮'],
|
||||
connections: [
|
||||
{
|
||||
targetLandmarkName: '夜港旧栈',
|
||||
relativePosition: 'back',
|
||||
summary: '沿旧潮路退回夜港旧栈。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
'玩家想要一个围绕夜港潮路与断桥旧案展开的世界。',
|
||||
);
|
||||
|
||||
setRuntimeCustomWorldProfile(profile);
|
||||
const runtimeCharacters = buildCustomWorldRuntimeCharacters(profile);
|
||||
setRuntimeCharacterOverrides(runtimeCharacters);
|
||||
|
||||
const storyRole = profile.storyNpcs[0];
|
||||
expect(storyRole).toBeTruthy();
|
||||
|
||||
const storyCharacter = getCharacterById(storyRole!.id);
|
||||
const runtimeStoryCharacter = runtimeCharacters.find(
|
||||
(character) => character.id === storyRole!.id,
|
||||
);
|
||||
expect(storyCharacter).toBeTruthy();
|
||||
expect(runtimeStoryCharacter).toBeTruthy();
|
||||
expect(storyCharacter?.name).toBe('沈雾');
|
||||
expect(storyCharacter?.title).toBe('潮路领航人');
|
||||
expect(storyCharacter?.backstory).toContain('断桥坠潮夜');
|
||||
expect(storyCharacter?.skills[0]?.name).toBe('技能11-1');
|
||||
expect(storyCharacter?.portrait).toBe('/custom/npcs/shenwu.png');
|
||||
expect(storyCharacter?.generatedVisualAssetId).toBe(
|
||||
'visual-custom-shenwu',
|
||||
);
|
||||
expect(storyCharacter?.generatedAnimationSetId).toBe(
|
||||
'animation-set-custom-shenwu',
|
||||
);
|
||||
expect(storyCharacter?.animationMap?.[AnimationState.IDLE]?.basePath).toBe(
|
||||
'/generated-animations/custom-shenwu/animation-set-custom-shenwu/idle',
|
||||
);
|
||||
expect(storyCharacter?.visual).toEqual(storyRole?.visual);
|
||||
expect(storyCharacter?.groundOffsetY).toBe(22);
|
||||
|
||||
const recruitCharacter = resolveEncounterRecruitCharacter({
|
||||
characterId: storyRole!.id,
|
||||
context: storyRole!.role,
|
||||
npcName: storyRole!.name,
|
||||
});
|
||||
expect(recruitCharacter?.id).toBe(storyRole!.id);
|
||||
expect(recruitCharacter?.name).toBe('沈雾');
|
||||
});
|
||||
|
||||
it('uses draft playable role image directly before generated animations exist', () => {
|
||||
const profile = buildExpandedCustomWorldProfile(
|
||||
{
|
||||
name: '潮雾列岛',
|
||||
subtitle: '灯塔未眠',
|
||||
summary: '围绕潮雾、灯塔和失踪航路展开的世界。',
|
||||
tone: '冷峻、潮湿、悬疑',
|
||||
playerGoal: '找到灯塔失踪航路。',
|
||||
templateWorldType: 'WUXIA',
|
||||
playableNpcs: [
|
||||
{
|
||||
...createRole(0),
|
||||
id: 'playable-lighthouse-keeper',
|
||||
imageSrc: '/generated-characters/lighthouse-keeper/portrait.png',
|
||||
generatedVisualAssetId: 'assetobj-lighthouse-keeper',
|
||||
generatedAnimationSetId: undefined,
|
||||
animationMap: undefined,
|
||||
},
|
||||
],
|
||||
},
|
||||
'玩家想测试灯塔守望者草稿。',
|
||||
);
|
||||
|
||||
const [playableCharacter] = buildCustomWorldPlayableCharacters(profile);
|
||||
|
||||
expect(playableCharacter?.portrait).toBe(
|
||||
'/generated-characters/lighthouse-keeper/portrait.png',
|
||||
);
|
||||
expect(playableCharacter?.avatar).toBe(
|
||||
'/generated-characters/lighthouse-keeper/portrait.png',
|
||||
);
|
||||
expect(playableCharacter?.animationMap).toBeUndefined();
|
||||
});
|
||||
});
|
||||
2061
src/data/characterPresets.ts
Normal file
2061
src/data/characterPresets.ts
Normal file
File diff suppressed because it is too large
Load Diff
128
src/data/companionRoster.ts
Normal file
128
src/data/companionRoster.ts
Normal file
@@ -0,0 +1,128 @@
|
||||
import { CompanionState, GameState } from '../types';
|
||||
import { MAX_COMPANIONS } from './npcInteractions';
|
||||
|
||||
function upsertCompanion(list: CompanionState[], companion: CompanionState) {
|
||||
const next = [...list];
|
||||
const existingIndex = next.findIndex(item => item.npcId === companion.npcId);
|
||||
if (existingIndex >= 0) {
|
||||
next[existingIndex] = companion;
|
||||
return next;
|
||||
}
|
||||
|
||||
next.push(companion);
|
||||
return next;
|
||||
}
|
||||
|
||||
function removeCompanion(list: CompanionState[], npcId: string) {
|
||||
return list.filter(item => item.npcId !== npcId);
|
||||
}
|
||||
|
||||
export function getRecruitedNpcIds(state: Pick<GameState, 'companions' | 'roster'>) {
|
||||
return new Set([
|
||||
...state.companions.map(companion => companion.npcId),
|
||||
...state.roster.map(companion => companion.npcId),
|
||||
]);
|
||||
}
|
||||
|
||||
export function normalizeRoster(roster: CompanionState[], activeCompanions: CompanionState[]) {
|
||||
const activeIds = new Set(activeCompanions.map(companion => companion.npcId));
|
||||
return roster
|
||||
.filter(companion => !activeIds.has(companion.npcId))
|
||||
.reduce<CompanionState[]>((next, companion) => upsertCompanion(next, companion), []);
|
||||
}
|
||||
|
||||
export function benchActiveCompanion(state: GameState, npcId: string) {
|
||||
const activeCompanion = state.companions.find(companion => companion.npcId === npcId);
|
||||
if (!activeCompanion) return state;
|
||||
|
||||
return {
|
||||
...state,
|
||||
companions: state.companions.filter(companion => companion.npcId !== npcId),
|
||||
roster: upsertCompanion(state.roster, activeCompanion),
|
||||
};
|
||||
}
|
||||
|
||||
export function activateRosterCompanion(state: GameState, npcId: string, swapNpcId?: string | null) {
|
||||
const reserveCompanion = state.roster.find(companion => companion.npcId === npcId);
|
||||
if (!reserveCompanion) return state;
|
||||
|
||||
if (state.companions.some(companion => companion.npcId === npcId)) {
|
||||
return {
|
||||
...state,
|
||||
roster: removeCompanion(state.roster, npcId),
|
||||
};
|
||||
}
|
||||
|
||||
if (state.companions.length < MAX_COMPANIONS) {
|
||||
return {
|
||||
...state,
|
||||
companions: [...state.companions, reserveCompanion],
|
||||
roster: removeCompanion(state.roster, npcId),
|
||||
};
|
||||
}
|
||||
|
||||
if (!swapNpcId) return state;
|
||||
const swapIndex = state.companions.findIndex(companion => companion.npcId === swapNpcId);
|
||||
if (swapIndex < 0) return state;
|
||||
|
||||
const swappedOut = state.companions[swapIndex];
|
||||
if (!swappedOut) {
|
||||
return state;
|
||||
}
|
||||
|
||||
const nextCompanions = [...state.companions];
|
||||
nextCompanions[swapIndex] = reserveCompanion;
|
||||
|
||||
return {
|
||||
...state,
|
||||
companions: nextCompanions,
|
||||
roster: upsertCompanion(removeCompanion(state.roster, npcId), swappedOut),
|
||||
};
|
||||
}
|
||||
|
||||
export function recruitCompanionToParty(
|
||||
state: GameState,
|
||||
companion: CompanionState,
|
||||
replacedNpcId?: string | null,
|
||||
) {
|
||||
const nextReserve = removeCompanion(state.roster, companion.npcId);
|
||||
|
||||
if (!replacedNpcId && state.companions.length < MAX_COMPANIONS) {
|
||||
return {
|
||||
...state,
|
||||
companions: [...state.companions, companion],
|
||||
roster: nextReserve,
|
||||
};
|
||||
}
|
||||
|
||||
if (!replacedNpcId) {
|
||||
return {
|
||||
...state,
|
||||
companions: state.companions.slice(0, MAX_COMPANIONS),
|
||||
roster: normalizeRoster(nextReserve, state.companions),
|
||||
};
|
||||
}
|
||||
|
||||
const replaceIndex = state.companions.findIndex(item => item.npcId === replacedNpcId);
|
||||
if (replaceIndex < 0) {
|
||||
return {
|
||||
...state,
|
||||
companions: [...state.companions, companion].slice(0, MAX_COMPANIONS),
|
||||
roster: nextReserve,
|
||||
};
|
||||
}
|
||||
|
||||
const replacedCompanion = state.companions[replaceIndex];
|
||||
if (!replacedCompanion) {
|
||||
return state;
|
||||
}
|
||||
|
||||
const nextCompanions = [...state.companions];
|
||||
nextCompanions[replaceIndex] = companion;
|
||||
|
||||
return {
|
||||
...state,
|
||||
companions: nextCompanions,
|
||||
roster: upsertCompanion(nextReserve, replacedCompanion),
|
||||
};
|
||||
}
|
||||
164
src/data/customWorldBuildTags.ts
Normal file
164
src/data/customWorldBuildTags.ts
Normal file
@@ -0,0 +1,164 @@
|
||||
import { type CustomWorldThemeMode,detectCustomWorldThemeMode } from '../services/customWorldTheme';
|
||||
import { type Character, type CustomWorldPlayableNpc, type CustomWorldProfile } from '../types';
|
||||
import { normalizeBuildTags } from './buildTags';
|
||||
|
||||
type CustomWorldTagProfile = Pick<
|
||||
CustomWorldProfile,
|
||||
'name' | 'settingText' | 'summary' | 'tone' | 'playerGoal' | 'templateWorldType'
|
||||
>;
|
||||
|
||||
type CustomWorldTagRole = Pick<
|
||||
CustomWorldPlayableNpc,
|
||||
'name' | 'title' | 'description' | 'backstory' | 'personality' | 'combatStyle' | 'tags'
|
||||
>;
|
||||
|
||||
const TEMPLATE_CHARACTER_TAGS: Record<string, string[]> = {
|
||||
'sword-princess': ['\u5feb\u5251', '\u7a81\u8fdb', '\u538b\u5236'],
|
||||
'archer-hero': ['\u8fdc\u5c04', '\u6e38\u51fb', '\u673a\u52a8'],
|
||||
'girl-hero': ['\u5feb\u88ad', '\u8ffd\u51fb', '\u673a\u52a8'],
|
||||
'punch-hero': ['\u91cd\u51fb', '\u7206\u53d1', '\u538b\u8840'],
|
||||
'fighter-4': ['\u5b88\u5fa1', '\u62a4\u4f53', '\u5148\u950b'],
|
||||
};
|
||||
|
||||
const THEME_FALLBACK_TAGS: Record<CustomWorldThemeMode, string[]> = {
|
||||
mythic: [],
|
||||
martial: [],
|
||||
arcane: ['\u6cd5\u4fee', '\u7b26\u9635', '\u6cd5\u529b'],
|
||||
machina: ['\u5de5\u5de7', '\u63a7\u573a', '\u62a4\u4f53'],
|
||||
tide: ['\u673a\u52a8', '\u7eed\u6218', '\u8fdc\u5c04'],
|
||||
rift: ['\u6cd5\u4fee', '\u63a7\u573a', '\u8fc7\u8f7d'],
|
||||
};
|
||||
|
||||
const TEXT_TAG_RULES: Array<{ pattern: RegExp; tags: string[] }> = [
|
||||
{
|
||||
pattern: /\u5f13|\u7bad|\u5f29|\u72d9|\u8fdc\u7a0b|\u8239|\u822a|\u5de1|\u730e|\u5c04/u,
|
||||
tags: ['\u8fdc\u5c04', '\u673a\u52a8'],
|
||||
},
|
||||
{
|
||||
pattern: /\u5251|\u5203|\u5200|\u950b|\u4fa0|\u6597\u4fee|\u5feb\u5251/u,
|
||||
tags: ['\u5feb\u5251', '\u7a81\u8fdb'],
|
||||
},
|
||||
{
|
||||
pattern: /\u62f3|\u9524|\u65a7|\u7206\u53d1|\u91cd\u51fb|\u9707/u,
|
||||
tags: ['\u91cd\u51fb', '\u7206\u53d1'],
|
||||
},
|
||||
{
|
||||
pattern: /\u76fe|\u5b88|\u536b|\u9635|\u524d\u950b|\u9547\u5b88|\u7532/u,
|
||||
tags: ['\u5b88\u5fa1', '\u62a4\u4f53', '\u5148\u950b'],
|
||||
},
|
||||
{
|
||||
pattern: /\u836f|\u533b|\u7597|\u4e39|\u9732|\u8349|\u8c37|\u6108|\u8865\u7ed9/u,
|
||||
tags: ['\u56de\u590d', '\u7eed\u6218', '\u70bc\u836f'],
|
||||
},
|
||||
{
|
||||
pattern: /\u7b26|\u9635|\u5492|\u7075|\u6cd5|\u4fee|\u9053|\u4ed9|\u79d8\u5883|\u88c2\u9699|\u754c\u95e8|\u754c\u57df/u,
|
||||
tags: ['\u6cd5\u4fee', '\u63a7\u573a', '\u7b26\u9635'],
|
||||
},
|
||||
{
|
||||
pattern: /\u96f7|\u9706|\u7535/u,
|
||||
tags: ['\u96f7\u6cd5', '\u7206\u53d1'],
|
||||
},
|
||||
{
|
||||
pattern: /\u673a\u5173|\u5668\u4fee|\u953b|\u94f8|\u5de5\u574a|\u6cd5\u5668|\u673a\u5de7/u,
|
||||
tags: ['\u5de5\u5de7', '\u62a4\u4f53'],
|
||||
},
|
||||
{
|
||||
pattern: /\u6697|\u5f71|\u6f5c|\u4f0f|\u523a|\u591c|\u8c0d|\u8ffd\u67e5|\u65e7\u6848|\u5de1\u67e5/u,
|
||||
tags: ['\u5feb\u88ad', '\u8ffd\u51fb', '\u673a\u52a8'],
|
||||
},
|
||||
{
|
||||
pattern: /\u6307\u6325|\u7edf\u9886|\u519b|\u9635\u7ebf|\u961f\u957f|\u53f7\u4ee4/u,
|
||||
tags: ['\u7edf\u5fa1', '\u6276\u6301', '\u5148\u950b'],
|
||||
},
|
||||
];
|
||||
|
||||
function uniqueStrings(values: Array<string | null | undefined>) {
|
||||
return [...new Set(values.map(value => value?.trim() ?? '').filter(Boolean))];
|
||||
}
|
||||
|
||||
function inferBuildTagsFromTexts(values: string[]) {
|
||||
const source = values.join(' ');
|
||||
if (!source.trim()) {
|
||||
return [] as string[];
|
||||
}
|
||||
|
||||
return normalizeBuildTags(
|
||||
TEXT_TAG_RULES
|
||||
.filter(rule => rule.pattern.test(source))
|
||||
.flatMap(rule => rule.tags),
|
||||
);
|
||||
}
|
||||
|
||||
export function deriveCustomWorldCombatTags(
|
||||
profile: CustomWorldTagProfile,
|
||||
role: CustomWorldTagRole,
|
||||
options: {
|
||||
fallbackTags?: string[];
|
||||
templateCharacterId?: string | null;
|
||||
maxCount?: number;
|
||||
} = {},
|
||||
) {
|
||||
const sourceTexts = uniqueStrings([
|
||||
profile.name,
|
||||
profile.settingText,
|
||||
profile.summary,
|
||||
profile.tone,
|
||||
profile.playerGoal,
|
||||
role.name,
|
||||
role.title,
|
||||
role.description,
|
||||
role.backstory,
|
||||
role.personality,
|
||||
role.combatStyle,
|
||||
...(role.tags ?? []),
|
||||
]);
|
||||
|
||||
const explicitTags = normalizeBuildTags(role.tags, 6);
|
||||
const inferredTags = inferBuildTagsFromTexts(sourceTexts);
|
||||
const themeTags = THEME_FALLBACK_TAGS[detectCustomWorldThemeMode(profile)];
|
||||
const templateTags = options.templateCharacterId
|
||||
? TEMPLATE_CHARACTER_TAGS[options.templateCharacterId] ?? []
|
||||
: [];
|
||||
|
||||
return normalizeBuildTags([
|
||||
...explicitTags,
|
||||
...inferredTags,
|
||||
...themeTags,
|
||||
...templateTags,
|
||||
...(options.fallbackTags ?? []),
|
||||
]).slice(0, options.maxCount ?? 3);
|
||||
}
|
||||
|
||||
export function mergeCustomWorldPlayableNpcTags(
|
||||
profile: CustomWorldTagProfile,
|
||||
role: CustomWorldTagRole,
|
||||
options: {
|
||||
fallbackTags?: string[];
|
||||
templateCharacterId?: string | null;
|
||||
maxCount?: number;
|
||||
} = {},
|
||||
) {
|
||||
const combatTags = deriveCustomWorldCombatTags(profile, role, options);
|
||||
const templateTags = options.templateCharacterId
|
||||
? TEMPLATE_CHARACTER_TAGS[options.templateCharacterId] ?? []
|
||||
: [];
|
||||
|
||||
return uniqueStrings([
|
||||
...combatTags,
|
||||
...role.tags,
|
||||
...templateTags,
|
||||
...(options.fallbackTags ?? []),
|
||||
]).slice(0, options.maxCount ?? 5);
|
||||
}
|
||||
|
||||
export function deriveCustomWorldCharacterCombatTags(
|
||||
profile: CustomWorldTagProfile,
|
||||
role: CustomWorldTagRole,
|
||||
baseCharacter: Character,
|
||||
) {
|
||||
return deriveCustomWorldCombatTags(profile, role, {
|
||||
fallbackTags: normalizeBuildTags(baseCharacter.combatTags, 3),
|
||||
templateCharacterId: baseCharacter.id,
|
||||
maxCount: 3,
|
||||
});
|
||||
}
|
||||
392
src/data/customWorldCharacterLoadout.ts
Normal file
392
src/data/customWorldCharacterLoadout.ts
Normal file
@@ -0,0 +1,392 @@
|
||||
import {
|
||||
Character,
|
||||
CustomWorldNpc,
|
||||
CustomWorldPlayableNpc,
|
||||
CustomWorldProfile,
|
||||
CustomWorldRoleInitialItem,
|
||||
EquipmentSlotId,
|
||||
InventoryItem,
|
||||
} from '../types';
|
||||
import {
|
||||
buildRuntimeCustomWorldInventoryItems,
|
||||
getRuntimeCustomWorldProfile,
|
||||
type RuntimeCustomWorldItemQueryOptions,
|
||||
} from './customWorldRuntime';
|
||||
|
||||
const CATEGORY_ORDER = new Map<string, number>([
|
||||
['武器', 0],
|
||||
['护甲', 1],
|
||||
['饰品', 2],
|
||||
['消耗品', 3],
|
||||
['材料', 4],
|
||||
['稀有品', 5],
|
||||
['专属物品', 6],
|
||||
]);
|
||||
|
||||
const STOP_PHRASES = new Set([
|
||||
'这个世界',
|
||||
'当前世界',
|
||||
'玩家进入',
|
||||
'玩家核心',
|
||||
'世界设定',
|
||||
'世界概述',
|
||||
'世界基调',
|
||||
'角色背景',
|
||||
'角色描述',
|
||||
'角色设定',
|
||||
'角色故事',
|
||||
'剧情关键',
|
||||
'后续冒险',
|
||||
'完整角色',
|
||||
'当前局<E5898D>?',
|
||||
'进入世界',
|
||||
'核心目标',
|
||||
'可扮<E58FAF>?',
|
||||
'主角候<E8A792>?',
|
||||
'主要角色',
|
||||
'当前角色',
|
||||
'这趟旅程',
|
||||
'No retreat',
|
||||
'真正起点',
|
||||
]);
|
||||
|
||||
const THEME_TAG_RULES: Array<{ pattern: RegExp; tags: string[] }> = [
|
||||
{ pattern: /range|bow|shot|sniper|scout/i, tags: ['range', 'mobility', 'explore', 'weapon'] },
|
||||
{ pattern: /blade|sword|slash|duel|charge/i, tags: ['melee', 'combat', 'weapon'] },
|
||||
{ pattern: /fist|hammer|burst|smash|impact/i, tags: ['burst', 'combat', 'weapon'] },
|
||||
{ pattern: /armor|shield|guard|wall|vanguard/i, tags: ['guard', 'defense', 'armor'] },
|
||||
{ pattern: /medic|herb|potion|heal|remedy/i, tags: ['alchemy', 'healing', 'supply'] },
|
||||
{ pattern: /rune|sigil|spell|mana|arcane|focus/i, tags: ['mana', 'arcane', 'glyph', 'focus'] },
|
||||
{ pattern: /rare|relic|archive|key|history/i, tags: ['rare', 'clue', 'history', 'secret'] },
|
||||
{ pattern: /travel|map|road|route|trail/i, tags: ['explore', 'route', 'supply'] },
|
||||
{ pattern: /forge|craft|tool|gear|metal/i, tags: ['craft', 'material', 'forge'] },
|
||||
{ pattern: /flora|seed|bloom|vine|root/i, tags: ['herb', 'alchemy', 'material'] },
|
||||
];
|
||||
|
||||
function normalizeExplicitItemCategory(category: string) {
|
||||
const normalized = category.trim();
|
||||
return normalized === '专属物' ? '专属物品' : normalized;
|
||||
}
|
||||
|
||||
function inferEquipmentSlotFromCategory(category: string): EquipmentSlotId | null {
|
||||
const normalized = normalizeExplicitItemCategory(category);
|
||||
if (normalized === '武器') return 'weapon';
|
||||
if (normalized === '护甲') return 'armor';
|
||||
if (
|
||||
normalized === '饰品'
|
||||
|| normalized === '稀有品'
|
||||
|| normalized === '专属物品'
|
||||
) {
|
||||
return 'relic';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function buildExplicitRoleInventoryItem(
|
||||
role: CustomWorldPlayableNpc | CustomWorldNpc,
|
||||
item: CustomWorldRoleInitialItem,
|
||||
index: number,
|
||||
): InventoryItem {
|
||||
const category = normalizeExplicitItemCategory(item.category);
|
||||
return {
|
||||
id: `custom-role-item:${role.id}:${index + 1}`,
|
||||
category,
|
||||
name: item.name,
|
||||
quantity: Math.max(1, item.quantity),
|
||||
rarity: item.rarity,
|
||||
tags: [...item.tags],
|
||||
description: item.description,
|
||||
equipmentSlotId: inferEquipmentSlotFromCategory(category),
|
||||
runtimeMetadata: {
|
||||
origin: 'ai_compiled',
|
||||
generationChannel: 'discovery',
|
||||
seedKey: `${role.id}:${index + 1}`,
|
||||
relationAnchor: {
|
||||
type: 'npc',
|
||||
npcId: role.id,
|
||||
npcName: role.name,
|
||||
roleText: role.role,
|
||||
},
|
||||
sourceReason: `${role.name}在自定义世界开局时自带的初始物品。`,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function buildExplicitRoleInventoryItems(
|
||||
role: CustomWorldPlayableNpc | CustomWorldNpc | null,
|
||||
) {
|
||||
if (!role) {
|
||||
return [] as InventoryItem[];
|
||||
}
|
||||
|
||||
return role.initialItems.map((item, index) =>
|
||||
buildExplicitRoleInventoryItem(role, item, index),
|
||||
);
|
||||
}
|
||||
|
||||
function resolveCustomWorldRole(
|
||||
profile: CustomWorldProfile,
|
||||
character: Character,
|
||||
) {
|
||||
return profile.playableNpcs.find(role => role.id === character.id)
|
||||
?? profile.storyNpcs.find(role => role.id === character.id)
|
||||
?? profile.playableNpcs.find(role => role.name === character.name)
|
||||
?? profile.storyNpcs.find(role => role.name === character.name)
|
||||
?? null;
|
||||
}
|
||||
|
||||
function dedupeStrings(values: string[], max = 32) {
|
||||
return [...new Set(values.map(value => value.trim()).filter(Boolean))].slice(0, max);
|
||||
}
|
||||
|
||||
function sortInventoryByCategory(items: InventoryItem[]) {
|
||||
return [...items].sort((left, right) => {
|
||||
const categoryDelta = (CATEGORY_ORDER.get(left.category) ?? 99) - (CATEGORY_ORDER.get(right.category) ?? 99);
|
||||
if (categoryDelta !== 0) {
|
||||
return categoryDelta;
|
||||
}
|
||||
return left.name.localeCompare(right.name, 'zh-Hans-CN');
|
||||
});
|
||||
}
|
||||
|
||||
function collectPhrases(sourceTexts: string[]) {
|
||||
return sourceTexts.flatMap(text =>
|
||||
text
|
||||
.split(/[[\]\s,。、“”‘’;:?<EFBFBD>?.!?:()()【<EFBFBD>?]+/u)
|
||||
.map(segment => segment.trim())
|
||||
.filter(segment => segment.length >= 2 && segment.length <= 12)
|
||||
.filter(segment => !STOP_PHRASES.has(segment)),
|
||||
);
|
||||
}
|
||||
|
||||
function collectChineseNgrams(value: string, minSize = 2, maxSize = 4, limit = 16) {
|
||||
const source = value.replace(/[^\u4e00-\u9fa5]/g, '');
|
||||
const grams: string[] = [];
|
||||
|
||||
for (let size = minSize; size <= maxSize; size += 1) {
|
||||
for (let index = 0; index <= source.length - size; index += 1) {
|
||||
const gram = source.slice(index, index + size);
|
||||
if (STOP_PHRASES.has(gram)) {
|
||||
continue;
|
||||
}
|
||||
grams.push(gram);
|
||||
if (grams.length >= limit) {
|
||||
return grams;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return grams;
|
||||
}
|
||||
|
||||
function buildKeywordBundle(
|
||||
profile: CustomWorldProfile,
|
||||
character: Character,
|
||||
role: CustomWorldPlayableNpc | CustomWorldNpc | null,
|
||||
) {
|
||||
const roleTexts = [
|
||||
role?.title ?? '',
|
||||
role?.description ?? '',
|
||||
role?.backstory ?? '',
|
||||
role?.backstoryReveal.publicSummary ?? '',
|
||||
role?.combatStyle ?? '',
|
||||
...(role?.skills.map(skill => `${skill.name} ${skill.summary} ${skill.style}`) ?? []),
|
||||
...(role?.initialItems.map(item => `${item.name} ${item.category} ${item.description}`) ?? []),
|
||||
...(role?.tags ?? []),
|
||||
];
|
||||
const characterTexts = [
|
||||
character.description,
|
||||
character.backstory,
|
||||
character.personality,
|
||||
...(character.combatTags ?? []),
|
||||
];
|
||||
const worldTexts = [
|
||||
profile.name,
|
||||
profile.settingText,
|
||||
profile.summary,
|
||||
profile.tone,
|
||||
profile.playerGoal,
|
||||
];
|
||||
const sourceTexts = [...roleTexts, ...characterTexts, ...worldTexts].filter(Boolean);
|
||||
const phrases = collectPhrases(sourceTexts);
|
||||
const ngrams = [
|
||||
...collectChineseNgrams(role?.title ?? '', 2, 4, 12),
|
||||
...collectChineseNgrams(role?.combatStyle ?? '', 2, 4, 12),
|
||||
...collectChineseNgrams((role?.tags ?? []).join(' '), 2, 4, 10),
|
||||
...collectChineseNgrams(profile.name, 2, 4, 10),
|
||||
];
|
||||
const heuristics = THEME_TAG_RULES
|
||||
.filter(rule => rule.pattern.test(sourceTexts.join(' ')))
|
||||
.flatMap(rule => rule.tags);
|
||||
|
||||
return {
|
||||
preferredTags: dedupeStrings([
|
||||
...(role?.tags ?? []),
|
||||
...(role?.initialItems.flatMap(item => item.tags) ?? []),
|
||||
...(character.combatTags ?? []),
|
||||
...heuristics,
|
||||
], 18),
|
||||
keywords: dedupeStrings([
|
||||
...phrases,
|
||||
...ngrams,
|
||||
...(role?.skills.map(skill => skill.name) ?? []),
|
||||
...(role?.initialItems.map(item => item.name) ?? []),
|
||||
...heuristics,
|
||||
], 36),
|
||||
};
|
||||
}
|
||||
|
||||
function queryItems(
|
||||
seedKey: string,
|
||||
baseOptions: RuntimeCustomWorldItemQueryOptions,
|
||||
fallbackOptions?: RuntimeCustomWorldItemQueryOptions,
|
||||
) {
|
||||
const items = buildRuntimeCustomWorldInventoryItems(seedKey, baseOptions);
|
||||
const categoryFallbackTriggered = Boolean(
|
||||
fallbackOptions
|
||||
&& baseOptions.categories?.length
|
||||
&& items.some(item => !baseOptions.categories!.includes(item.category)),
|
||||
);
|
||||
if ((items.length > 0 && !categoryFallbackTriggered) || !fallbackOptions) {
|
||||
return items;
|
||||
}
|
||||
return buildRuntimeCustomWorldInventoryItems(seedKey, fallbackOptions);
|
||||
}
|
||||
|
||||
function mergeUniqueItems(...groups: InventoryItem[][]) {
|
||||
const result: InventoryItem[] = [];
|
||||
const seen = new Set<string>();
|
||||
|
||||
groups.flat().forEach(item => {
|
||||
const key = `${item.category}:${item.name}`;
|
||||
if (seen.has(key)) {
|
||||
return;
|
||||
}
|
||||
seen.add(key);
|
||||
result.push(item);
|
||||
});
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
export function buildCustomWorldStarterEquipmentItems(
|
||||
character: Character,
|
||||
explicitProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
const profile = explicitProfile ?? getRuntimeCustomWorldProfile();
|
||||
if (!profile) {
|
||||
return {
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: null,
|
||||
} satisfies Record<EquipmentSlotId, InventoryItem | null>;
|
||||
}
|
||||
|
||||
const role = resolveCustomWorldRole(profile, character);
|
||||
const explicitItems = buildExplicitRoleInventoryItems(role);
|
||||
const explicitWeapon =
|
||||
explicitItems.find(item => item.equipmentSlotId === 'weapon') ?? null;
|
||||
const explicitArmor =
|
||||
explicitItems.find(item => item.equipmentSlotId === 'armor') ?? null;
|
||||
const explicitRelic =
|
||||
explicitItems.find(item => item.equipmentSlotId === 'relic') ?? null;
|
||||
const bundle = buildKeywordBundle(profile, character, role);
|
||||
const baseTextKeywords = bundle.keywords;
|
||||
const baseTags = bundle.preferredTags;
|
||||
|
||||
const [weapon] = queryItems(`equipment:${character.id}:weapon`, {
|
||||
count: 1,
|
||||
categories: ['武器'],
|
||||
rarityFloor: 'rare',
|
||||
preferredTags: dedupeStrings([...baseTags, 'weapon', '战斗']),
|
||||
keywords: dedupeStrings([...baseTextKeywords, role?.combatStyle ?? '', '武器', '战斗']),
|
||||
});
|
||||
const [armor] = queryItems(`equipment:${character.id}:armor`, {
|
||||
count: 1,
|
||||
categories: ['护甲'],
|
||||
rarityFloor: 'rare',
|
||||
preferredTags: dedupeStrings([...baseTags, 'armor', '防护', '护体']),
|
||||
keywords: dedupeStrings([...baseTextKeywords, role?.personality ?? character.personality, '护甲', '守御']),
|
||||
});
|
||||
const [relic] = queryItems(`equipment:${character.id}:relic`, {
|
||||
count: 1,
|
||||
categories: ['饰品'],
|
||||
rarityFloor: 'rare',
|
||||
preferredTags: dedupeStrings([...baseTags, 'relic', 'rare', 'mana', '线索']),
|
||||
keywords: dedupeStrings([...baseTextKeywords, profile.playerGoal, profile.summary, '信物', '关键']),
|
||||
}, {
|
||||
count: 1,
|
||||
categories: ['饰品', '稀有品', '专属物品'],
|
||||
rarityFloor: 'rare',
|
||||
preferredTags: dedupeStrings([...baseTags, 'relic', 'rare', 'mana', '线索']),
|
||||
keywords: dedupeStrings([...baseTextKeywords, profile.playerGoal, profile.summary, '信物', '关键']),
|
||||
});
|
||||
|
||||
return {
|
||||
weapon: explicitWeapon ?? weapon ?? null,
|
||||
armor: explicitArmor ?? armor ?? null,
|
||||
relic: explicitRelic ?? relic ?? null,
|
||||
} satisfies Record<EquipmentSlotId, InventoryItem | null>;
|
||||
}
|
||||
|
||||
export function buildCustomWorldStarterInventoryItems(
|
||||
character: Character,
|
||||
explicitProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
const profile = explicitProfile ?? getRuntimeCustomWorldProfile();
|
||||
if (!profile) {
|
||||
return [] as InventoryItem[];
|
||||
}
|
||||
|
||||
const role = resolveCustomWorldRole(profile, character);
|
||||
const explicitItems = buildExplicitRoleInventoryItems(role);
|
||||
const bundle = buildKeywordBundle(profile, character, role);
|
||||
const consumables = queryItems(`inventory:${character.id}:consumables`, {
|
||||
count: 2,
|
||||
quantity: 2,
|
||||
categories: ['消耗品'],
|
||||
preferredTags: dedupeStrings([...bundle.preferredTags, 'healing', 'mana', '补给', '探索']),
|
||||
keywords: dedupeStrings([
|
||||
...bundle.keywords,
|
||||
role?.combatStyle ?? '',
|
||||
...explicitItems.map(item => item.name),
|
||||
'调息',
|
||||
'续战',
|
||||
]),
|
||||
});
|
||||
const materials = queryItems(`inventory:${character.id}:materials`, {
|
||||
count: 1,
|
||||
quantity: 2,
|
||||
categories: ['材料'],
|
||||
preferredTags: dedupeStrings([...bundle.preferredTags, 'material', 'forge', 'alchemy']),
|
||||
keywords: dedupeStrings([...bundle.keywords, role?.backstory ?? character.backstory, '材料']),
|
||||
});
|
||||
const rareUtility = queryItems(`inventory:${character.id}:rare-utility`, {
|
||||
count: 1,
|
||||
categories: ['饰品', '稀有品'],
|
||||
rarityFloor: 'uncommon',
|
||||
preferredTags: dedupeStrings([...bundle.preferredTags, 'relic', 'rare', '线索', '寻路']),
|
||||
keywords: dedupeStrings([...bundle.keywords, profile.settingText, profile.summary, '线索', '寻路']),
|
||||
});
|
||||
const signature = queryItems(`inventory:${character.id}:signature`, {
|
||||
count: 1,
|
||||
categories: ['专属物品', '稀有品'],
|
||||
rarityFloor: 'rare',
|
||||
preferredTags: dedupeStrings([...bundle.preferredTags, '剧情关键', '异变', '旧史', 'rare']),
|
||||
keywords: dedupeStrings([...bundle.keywords, profile.playerGoal, profile.name, '信物', '关键']),
|
||||
});
|
||||
|
||||
const merged = mergeUniqueItems(explicitItems, consumables, materials, rareUtility, signature);
|
||||
if (merged.length >= 5) {
|
||||
return sortInventoryByCategory(merged.slice(0, 5));
|
||||
}
|
||||
|
||||
const filler = queryItems(`inventory:${character.id}:filler`, {
|
||||
count: 5 - merged.length,
|
||||
categories: ['消耗品', '材料', '饰品', '稀有品', '专属物品'],
|
||||
preferredTags: bundle.preferredTags,
|
||||
keywords: bundle.keywords,
|
||||
});
|
||||
|
||||
return sortInventoryByCategory(mergeUniqueItems(merged, filler).slice(0, 5));
|
||||
}
|
||||
124
src/data/customWorldLibrary.test.ts
Normal file
124
src/data/customWorldLibrary.test.ts
Normal file
@@ -0,0 +1,124 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import { normalizeCustomWorldProfileRecord } from './customWorldLibrary';
|
||||
|
||||
describe('normalizeCustomWorldProfileRecord role asset descriptions', () => {
|
||||
it('保留草稿生成阶段产出的角色形象描述字段', () => {
|
||||
const profile = normalizeCustomWorldProfileRecord({
|
||||
name: '雾港归航',
|
||||
settingText: '海雾旧案',
|
||||
playableNpcs: [
|
||||
{
|
||||
name: '岑灯',
|
||||
title: '返乡守灯人',
|
||||
role: '主角代理',
|
||||
description: '追查旧案的人',
|
||||
visualDescription: '瘦高守灯人披深蓝旧雨衣,腰挂铜灯与卷边海图,眼下有长期失眠的青影。',
|
||||
actionDescription: '抬灯照出雾中航线,侧身抽出卷边海图迅速标记。',
|
||||
sceneVisualDescription: '旧灯塔石阶被潮水打湿,青白灯火照着雾中海图。',
|
||||
},
|
||||
],
|
||||
storyNpcs: [
|
||||
{
|
||||
name: '议长甲',
|
||||
title: '群岛议长',
|
||||
role: '遮掩者',
|
||||
description: '压住旧档的人',
|
||||
visualDescription: '银发议长穿硬挺黑色长礼服,胸前别着海鸟徽章,手套边缘沾着档案灰。',
|
||||
actionDescription: '用印信压住卷宗,抬手示意巡海队封锁出口。',
|
||||
sceneVisualDescription: '议会厅高窗外翻涌海雾,长桌尽头堆着封存卷宗。',
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
expect(profile?.playableNpcs[0]?.visualDescription).toBe(
|
||||
'瘦高守灯人披深蓝旧雨衣,腰挂铜灯与卷边海图,眼下有长期失眠的青影。',
|
||||
);
|
||||
expect(profile?.playableNpcs[0]?.actionDescription).toContain('抬灯');
|
||||
expect(profile?.playableNpcs[0]?.sceneVisualDescription).toContain('旧灯塔');
|
||||
expect(profile?.storyNpcs[0]?.visualDescription).toBe(
|
||||
'银发议长穿硬挺黑色长礼服,胸前别着海鸟徽章,手套边缘沾着档案灰。',
|
||||
);
|
||||
expect(profile?.storyNpcs[0]?.actionDescription).toContain('印信');
|
||||
expect(profile?.storyNpcs[0]?.sceneVisualDescription).toContain('议会厅');
|
||||
});
|
||||
|
||||
it('保留 Agent 发布门槛需要的顶层 worldHook 和 playerPremise', () => {
|
||||
const profile = normalizeCustomWorldProfileRecord({
|
||||
name: '雾港归航',
|
||||
settingText: '海雾旧案',
|
||||
summary: '海雾会吞掉记错航线的人。',
|
||||
worldHook: '在失真的海图上追查一场被篡改的沉船事故。',
|
||||
playerPremise: '玩家是返乡调查旧案的守灯人。',
|
||||
sceneChapterBlueprints: [
|
||||
{
|
||||
id: 'scene-chapter-1',
|
||||
sceneId: 'landmark-1',
|
||||
title: '失灯港',
|
||||
acts: [
|
||||
{
|
||||
id: 'act-1',
|
||||
title: '第一幕',
|
||||
summary: '玩家在雾港发现灯册被改写。',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
expect(profile?.worldHook).toBe(
|
||||
'在失真的海图上追查一场被篡改的沉船事故。',
|
||||
);
|
||||
expect(profile?.playerPremise).toBe('玩家是返乡调查旧案的守灯人。');
|
||||
expect(profile?.sceneChapterBlueprints?.[0]?.acts).toHaveLength(1);
|
||||
});
|
||||
|
||||
it('直接读取 Rust 草稿角色字段和形象资源', () => {
|
||||
const profile = normalizeCustomWorldProfileRecord({
|
||||
name: '雾港归航',
|
||||
settingText: '海雾旧案',
|
||||
playableNpcs: [
|
||||
{
|
||||
id: 'playable-cendeng',
|
||||
name: '岑灯',
|
||||
title: '返乡守灯人',
|
||||
role: '主角代理',
|
||||
publicMask: '深蓝旧雨衣、铜灯和卷边海图。',
|
||||
currentPressure: '灯塔记录被人改写,旧案正在逼近。',
|
||||
relationToPlayer: '这是玩家进入世界的第一视角。',
|
||||
imageSrc: '/generated-characters/playable-cendeng/portrait.png',
|
||||
generatedVisualAssetId: 'visual-playable-cendeng',
|
||||
},
|
||||
],
|
||||
storyNpcs: [
|
||||
{
|
||||
id: 'story-yizhang',
|
||||
name: '议长甲',
|
||||
title: '群岛议长',
|
||||
role: '遮掩者',
|
||||
publicIdentity: '压住旧档的人。',
|
||||
hiddenHook: '长期维持群岛议会体面并遮掩沉船旧案。',
|
||||
relationToPlayer: '会阻止玩家继续追查。',
|
||||
imageSrc: '/generated-characters/story-yizhang/portrait.png',
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
expect(profile?.playableNpcs[0]?.description).toBe(
|
||||
'深蓝旧雨衣、铜灯和卷边海图。',
|
||||
);
|
||||
expect(profile?.playableNpcs[0]?.backstory).toContain('灯塔记录');
|
||||
expect(profile?.playableNpcs[0]?.relationshipHooks[0]).toBe(
|
||||
'这是玩家进入世界的第一视角。',
|
||||
);
|
||||
expect(profile?.playableNpcs[0]?.imageSrc).toBe(
|
||||
'/generated-characters/playable-cendeng/portrait.png',
|
||||
);
|
||||
expect(profile?.storyNpcs[0]?.description).toBe('压住旧档的人。');
|
||||
expect(profile?.storyNpcs[0]?.backstory).toContain('沉船旧案');
|
||||
expect(profile?.storyNpcs[0]?.imageSrc).toBe(
|
||||
'/generated-characters/story-yizhang/portrait.png',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
1267
src/data/customWorldLibrary.ts
Normal file
1267
src/data/customWorldLibrary.ts
Normal file
File diff suppressed because it is too large
Load Diff
291
src/data/customWorldNpcMonsters.ts
Normal file
291
src/data/customWorldNpcMonsters.ts
Normal file
@@ -0,0 +1,291 @@
|
||||
import {
|
||||
collectCreatureArchetypeSignals,
|
||||
resolveCreatureArchetypeForSource,
|
||||
} from '../services/customWorldReferenceSignals';
|
||||
import {
|
||||
type CustomWorldNpc,
|
||||
type CustomWorldPlayableNpc,
|
||||
type CustomWorldProfile,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { resolveCustomWorldCompatibilityTemplateWorldType } from '../services/customWorldTheme';
|
||||
import {
|
||||
getMonsterPresetsByWorld,
|
||||
type HostileNpcPreset,
|
||||
} from './hostileNpcPresets';
|
||||
|
||||
type CustomWorldMonsterSource = Partial<
|
||||
Pick<
|
||||
CustomWorldNpc & CustomWorldPlayableNpc,
|
||||
| 'name'
|
||||
| 'title'
|
||||
| 'role'
|
||||
| 'description'
|
||||
| 'backstory'
|
||||
| 'personality'
|
||||
| 'motivation'
|
||||
| 'combatStyle'
|
||||
| 'initialAffinity'
|
||||
| 'relationshipHooks'
|
||||
| 'tags'
|
||||
>
|
||||
>;
|
||||
|
||||
const MONSTER_SIGNAL_PATTERN =
|
||||
/妖|魔|鬼|怪|兽|灵|尸|蛛|蛇|虫|菇|傀|骸|骨|眼|蜗|藤|象|蝠|蛙|蛾|蟾|狼|狐|蛟|龙|祟/u;
|
||||
const MONSTER_SIGNAL_STOP_CHARS = new Set([
|
||||
'妖',
|
||||
'魔',
|
||||
'鬼',
|
||||
'怪',
|
||||
'兽',
|
||||
'灵',
|
||||
'尸',
|
||||
'祟',
|
||||
'凶',
|
||||
'异',
|
||||
'夜',
|
||||
'古',
|
||||
]);
|
||||
|
||||
function hashText(value: string) {
|
||||
let hash = 0;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
hash = (hash * 31 + value.charCodeAt(index)) >>> 0;
|
||||
}
|
||||
return hash >>> 0;
|
||||
}
|
||||
|
||||
function getMonsterPresetPool(worldType?: WorldType | null) {
|
||||
if (worldType) {
|
||||
return getMonsterPresetsByWorld(worldType);
|
||||
}
|
||||
|
||||
const seen = new Set<string>();
|
||||
return [
|
||||
...getMonsterPresetsByWorld(WorldType.WUXIA),
|
||||
...getMonsterPresetsByWorld(WorldType.XIANXIA),
|
||||
].filter((preset) => {
|
||||
if (seen.has(preset.id)) {
|
||||
return false;
|
||||
}
|
||||
seen.add(preset.id);
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
function getAllMonsterPresets() {
|
||||
return getMonsterPresetPool(null);
|
||||
}
|
||||
|
||||
function uniqueText(values: Array<string | null | undefined>) {
|
||||
return [
|
||||
...new Set(values.map((value) => value?.trim() ?? '').filter(Boolean)),
|
||||
];
|
||||
}
|
||||
|
||||
function buildMonsterSourceText(npc: CustomWorldMonsterSource) {
|
||||
return uniqueText([
|
||||
npc.name,
|
||||
npc.title,
|
||||
npc.role,
|
||||
npc.description,
|
||||
npc.backstory,
|
||||
npc.personality,
|
||||
npc.motivation,
|
||||
npc.combatStyle,
|
||||
...(npc.relationshipHooks ?? []),
|
||||
...(npc.tags ?? []),
|
||||
]).join(' ');
|
||||
}
|
||||
|
||||
function buildSignalChars(label: string) {
|
||||
return [
|
||||
...new Set(
|
||||
label
|
||||
.replace(/[^\u4e00-\u9fa5]+/g, '')
|
||||
.split('')
|
||||
.filter((char) => char && !MONSTER_SIGNAL_STOP_CHARS.has(char)),
|
||||
),
|
||||
];
|
||||
}
|
||||
|
||||
function scoreMonsterPreset(preset: HostileNpcPreset, sourceText: string) {
|
||||
let score = 0;
|
||||
|
||||
if (sourceText.includes(preset.name)) {
|
||||
score += 24;
|
||||
}
|
||||
|
||||
for (const signalChar of buildSignalChars(preset.name)) {
|
||||
if (sourceText.includes(signalChar)) {
|
||||
score += 3;
|
||||
}
|
||||
}
|
||||
|
||||
for (const tag of [...preset.habitatTags, ...preset.combatTags]) {
|
||||
if (tag && sourceText.includes(tag)) {
|
||||
score += 2;
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
function scoreMonsterPresetWithArchetype(
|
||||
preset: HostileNpcPreset,
|
||||
sourceText: string,
|
||||
options: {
|
||||
archetypeSignals?: ReturnType<typeof collectCreatureArchetypeSignals> | null;
|
||||
preferredWorldType?: WorldType | null;
|
||||
} = {},
|
||||
) {
|
||||
let score = scoreMonsterPreset(preset, sourceText);
|
||||
const { archetypeSignals, preferredWorldType } = options;
|
||||
|
||||
if (archetypeSignals) {
|
||||
archetypeSignals.keywords.forEach((keyword) => {
|
||||
if (!keyword) {
|
||||
return;
|
||||
}
|
||||
if (
|
||||
preset.name.includes(keyword)
|
||||
|| preset.habitatTags.some((tag) => tag.includes(keyword) || keyword.includes(tag))
|
||||
|| preset.combatTags.some((tag) => tag.includes(keyword) || keyword.includes(tag))
|
||||
) {
|
||||
score += keyword.length >= 3 ? 6 : 4;
|
||||
}
|
||||
});
|
||||
|
||||
archetypeSignals.combatTags.forEach((tag) => {
|
||||
if (preset.combatTags.includes(tag)) {
|
||||
score += 8;
|
||||
}
|
||||
});
|
||||
|
||||
archetypeSignals.habitatTags.forEach((tag) => {
|
||||
if (preset.habitatTags.includes(tag)) {
|
||||
score += 6;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (
|
||||
preferredWorldType
|
||||
&& preferredWorldType !== WorldType.CUSTOM
|
||||
&& preset.worldType === preferredWorldType
|
||||
) {
|
||||
score += 3;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
export function getCustomWorldMonsterPresetPool(
|
||||
profile?: Pick<
|
||||
CustomWorldProfile,
|
||||
'ownedSettingLayers' | 'templateWorldType' | 'compatibilityTemplateWorldType'
|
||||
> | null,
|
||||
) {
|
||||
const presets = getAllMonsterPresets();
|
||||
const creatureArchetypes =
|
||||
profile?.ownedSettingLayers?.referenceProfile.creatureArchetypes ?? [];
|
||||
|
||||
if (creatureArchetypes.length === 0) {
|
||||
return presets;
|
||||
}
|
||||
|
||||
const preferredWorldType = profile
|
||||
? resolveCustomWorldCompatibilityTemplateWorldType(profile)
|
||||
: null;
|
||||
const scoredPresets = presets
|
||||
.map((preset) => {
|
||||
const archetypeScore = creatureArchetypes.reduce((bestScore, archetype) => {
|
||||
const nextScore = scoreMonsterPresetWithArchetype(
|
||||
preset,
|
||||
preset.name,
|
||||
{
|
||||
archetypeSignals: collectCreatureArchetypeSignals(archetype),
|
||||
preferredWorldType,
|
||||
},
|
||||
);
|
||||
return Math.max(bestScore, nextScore);
|
||||
}, 0);
|
||||
|
||||
return {
|
||||
preset,
|
||||
score: archetypeScore,
|
||||
};
|
||||
})
|
||||
.sort((left, right) => right.score - left.score);
|
||||
|
||||
const filtered = scoredPresets
|
||||
.filter((entry) => entry.score > 0)
|
||||
.map((entry) => entry.preset);
|
||||
|
||||
return filtered.length > 0 ? filtered : presets;
|
||||
}
|
||||
|
||||
export function resolveCustomWorldNpcMonsterPreset(
|
||||
npc: CustomWorldMonsterSource,
|
||||
worldType?: WorldType | null,
|
||||
profile?: Pick<
|
||||
CustomWorldProfile,
|
||||
'ownedSettingLayers' | 'templateWorldType' | 'compatibilityTemplateWorldType'
|
||||
> | null,
|
||||
) {
|
||||
const sourceText = buildMonsterSourceText(npc);
|
||||
if (!sourceText || !MONSTER_SIGNAL_PATTERN.test(sourceText)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const hostileBias = (npc.initialAffinity ?? 0) < 0;
|
||||
if (!hostileBias) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const preferredWorldType = profile
|
||||
? resolveCustomWorldCompatibilityTemplateWorldType(profile)
|
||||
: worldType ?? null;
|
||||
const referenceArchetype = resolveCreatureArchetypeForSource(
|
||||
profile as CustomWorldProfile | null | undefined,
|
||||
npc,
|
||||
);
|
||||
const archetypeSignals = referenceArchetype
|
||||
? collectCreatureArchetypeSignals(referenceArchetype)
|
||||
: null;
|
||||
const candidates =
|
||||
profile && profile.ownedSettingLayers?.referenceProfile.creatureArchetypes.length
|
||||
? getCustomWorldMonsterPresetPool(profile)
|
||||
: getMonsterPresetPool(worldType);
|
||||
if (candidates.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const scoredCandidates = candidates
|
||||
.map((candidate) => ({
|
||||
candidate,
|
||||
score: scoreMonsterPresetWithArchetype(candidate, sourceText, {
|
||||
archetypeSignals,
|
||||
preferredWorldType,
|
||||
}),
|
||||
}))
|
||||
.sort((left, right) => right.score - left.score);
|
||||
|
||||
if ((scoredCandidates[0]?.score ?? 0) >= 3) {
|
||||
return scoredCandidates[0]?.candidate ?? null;
|
||||
}
|
||||
|
||||
return candidates[hashText(sourceText) % candidates.length] ?? null;
|
||||
}
|
||||
|
||||
export function resolveCustomWorldNpcMonsterPresetId(
|
||||
npc: CustomWorldMonsterSource,
|
||||
worldType?: WorldType | null,
|
||||
profile?: Pick<
|
||||
CustomWorldProfile,
|
||||
'ownedSettingLayers' | 'templateWorldType' | 'compatibilityTemplateWorldType'
|
||||
> | null,
|
||||
) {
|
||||
return resolveCustomWorldNpcMonsterPreset(npc, worldType, profile)?.id ?? null;
|
||||
}
|
||||
373
src/data/customWorldRuntime.ts
Normal file
373
src/data/customWorldRuntime.ts
Normal file
@@ -0,0 +1,373 @@
|
||||
import {
|
||||
type CustomWorldThemeMode,
|
||||
detectCustomWorldThemeMode,
|
||||
resolveCustomWorldCompatibilityTemplateWorldType,
|
||||
} from '../services/customWorldTheme';
|
||||
import { CustomWorldItem, CustomWorldProfile, InventoryItem, WorldTemplateType, WorldType } from '../types';
|
||||
|
||||
let runtimeCustomWorldProfile: CustomWorldProfile | null = null;
|
||||
|
||||
export function setRuntimeCustomWorldProfile(profile: CustomWorldProfile | null) {
|
||||
runtimeCustomWorldProfile = profile;
|
||||
}
|
||||
|
||||
export function getRuntimeCustomWorldProfile() {
|
||||
return runtimeCustomWorldProfile;
|
||||
}
|
||||
|
||||
export function resolveCompatibilityTemplateWorldType(
|
||||
worldType: WorldType | null | undefined,
|
||||
customWorldProfile: CustomWorldProfile | null | undefined = runtimeCustomWorldProfile,
|
||||
): WorldTemplateType | null {
|
||||
if (!worldType) return null;
|
||||
if (worldType === WorldType.CUSTOM) {
|
||||
return customWorldProfile
|
||||
? resolveCustomWorldCompatibilityTemplateWorldType(customWorldProfile)
|
||||
: WorldType.WUXIA;
|
||||
}
|
||||
return worldType;
|
||||
}
|
||||
|
||||
export function isCustomWorldType(worldType: WorldType | null | undefined) {
|
||||
return worldType === WorldType.CUSTOM;
|
||||
}
|
||||
|
||||
function hashText(value: string) {
|
||||
let hash = 0;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
hash = (hash * 31 + value.charCodeAt(index)) >>> 0;
|
||||
}
|
||||
return hash >>> 0;
|
||||
}
|
||||
|
||||
function compactStrings(values: Array<string | null | undefined | false>) {
|
||||
return [...new Set(
|
||||
values
|
||||
.map(value => typeof value === 'string' ? value.trim() : '')
|
||||
.filter(Boolean),
|
||||
)];
|
||||
}
|
||||
|
||||
function pickCyclic<T>(items: readonly T[], index: number, fallback: T): T {
|
||||
return items[index % items.length] ?? fallback;
|
||||
}
|
||||
|
||||
function normalizeInventoryItemId(item: CustomWorldItem, quantity: number, seedKey: string) {
|
||||
return `custom:${item.id}:${quantity}:${hashText(seedKey).toString(36)}`;
|
||||
}
|
||||
|
||||
function toInventoryItem(item: CustomWorldItem, quantity: number, seedKey: string): InventoryItem {
|
||||
return {
|
||||
id: normalizeInventoryItemId(item, quantity, seedKey),
|
||||
category: item.category,
|
||||
name: item.name,
|
||||
quantity,
|
||||
rarity: item.rarity,
|
||||
tags: [...item.tags],
|
||||
iconSrc: item.iconSrc,
|
||||
description: item.description,
|
||||
equipmentSlotId: item.equipmentSlotId ?? null,
|
||||
statProfile: item.statProfile ?? null,
|
||||
useProfile: item.useProfile ?? null,
|
||||
value: item.value,
|
||||
runtimeMetadata: {
|
||||
origin: 'procedural',
|
||||
generationChannel: 'discovery',
|
||||
seedKey,
|
||||
sourceReason: `围绕自定义世界 ${runtimeCustomWorldProfile?.name ?? '未知世界'} 的主题即时生成。`,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export interface RuntimeCustomWorldItemQueryOptions {
|
||||
categories?: string[];
|
||||
tags?: string[];
|
||||
preferredTags?: string[];
|
||||
keywords?: string[];
|
||||
count?: number;
|
||||
quantity?: number;
|
||||
rarityFloor?: CustomWorldItem['rarity'];
|
||||
}
|
||||
|
||||
const RARITY_ORDER: CustomWorldItem['rarity'][] = ['common', 'uncommon', 'rare', 'epic', 'legendary'];
|
||||
const DEFAULT_RUNTIME_CATEGORIES = ['武器', '护甲', '饰品', '消耗品', '材料', '稀有品', '专属物'] as const;
|
||||
const CATEGORY_DEFAULT_TAGS: Record<string, string[]> = {
|
||||
武器: ['weapon', '战斗'],
|
||||
护甲: ['armor', '防护'],
|
||||
饰品: ['relic', 'mana'],
|
||||
消耗品: ['healing', '补给'],
|
||||
材料: ['material', '采集'],
|
||||
稀有品: ['rare', '线索'],
|
||||
专属物: ['rare', '剧情关键'],
|
||||
};
|
||||
const WORLD_ITEM_PREFIXES: Record<CustomWorldThemeMode, string[]> = {
|
||||
mythic: ['远岸', '回声', '曙迹', '长旅', '微光', '新铭'],
|
||||
martial: ['风雨', '断桥', '青锋', '旧案', '夜行', '残影'],
|
||||
arcane: ['灵纹', '道痕', '云篆', '星芒', '界辉', '玉简'],
|
||||
machina: ['铁脊', '脉冲', '新星', '等离', '钢律', '核列'],
|
||||
tide: ['潮纹', '霜浪', '天澜', '海晕', '潮歌', '沧流'],
|
||||
rift: ['裂痕', '灰域', '界桥', '断层', '回响', '前哨'],
|
||||
};
|
||||
const WORLD_ITEM_NOUNS: Record<string, string[]> = {
|
||||
武器: ['刃', '剑', '弓', '枪', '印', '锤'],
|
||||
护甲: ['甲', '衣', '护符', '披风', '战铠', '护腕'],
|
||||
饰品: ['坠', '环', '佩', '珠', '印记', '信物'],
|
||||
消耗品: ['药', '露', '符', '瓶', '包', '散'],
|
||||
材料: ['砂', '石', '铁', '木', '羽', '晶'],
|
||||
稀有品: ['残页', '密卷', '古钥', '图录', '印匣', '秘函'],
|
||||
专属物: ['遗物', '核心', '母印', '真符', '遗钥', '界核'],
|
||||
};
|
||||
|
||||
function normalizeLookupText(value: string) {
|
||||
return value.trim().toLowerCase();
|
||||
}
|
||||
|
||||
function getRarityFloorValue(rarityFloor?: CustomWorldItem['rarity']) {
|
||||
return rarityFloor ? RARITY_ORDER.indexOf(rarityFloor) : -1;
|
||||
}
|
||||
|
||||
function sanitizeNameFragment(value: string) {
|
||||
return value.replace(/[^\u4e00-\u9fa5a-z0-9]/giu, '').slice(0, 4);
|
||||
}
|
||||
|
||||
function getWorldSeedLabel(profile: CustomWorldProfile) {
|
||||
const fromName = sanitizeNameFragment(profile.name);
|
||||
if (fromName) return fromName;
|
||||
|
||||
const fromSetting = sanitizeNameFragment(profile.settingText);
|
||||
if (fromSetting) return fromSetting;
|
||||
|
||||
return '旅境';
|
||||
}
|
||||
|
||||
function buildRuntimeItemTags(
|
||||
category: string,
|
||||
options: RuntimeCustomWorldItemQueryOptions,
|
||||
seed: number,
|
||||
) {
|
||||
const baseTags = [...(CATEGORY_DEFAULT_TAGS[category] ?? ['world-item'])];
|
||||
const preferredTags = [...new Set((options.preferredTags ?? []).map(tag => tag.trim()).filter(Boolean))];
|
||||
const keywordTags = [...new Set((options.keywords ?? []).map(tag => tag.trim()).filter(Boolean))];
|
||||
const selectedPreferredTag = preferredTags.length > 0
|
||||
? preferredTags[seed % preferredTags.length]
|
||||
: undefined;
|
||||
const selectedKeywordTag = keywordTags.length > 0
|
||||
? keywordTags[(seed >>> 3) % keywordTags.length]
|
||||
: undefined;
|
||||
|
||||
if (category === '消耗品' && preferredTags.some(tag => /mana|法力|灵气|内息/u.test(tag))) {
|
||||
baseTags.push('mana');
|
||||
}
|
||||
if (category === '消耗品' && preferredTags.some(tag => /heal|疗|血|恢复/u.test(tag))) {
|
||||
baseTags.push('healing');
|
||||
}
|
||||
|
||||
return compactStrings([...baseTags, selectedPreferredTag, selectedKeywordTag]).slice(0, 5);
|
||||
}
|
||||
|
||||
function inferRuntimeItemRarity(seed: number, rarityFloorValue: number): CustomWorldItem['rarity'] {
|
||||
const rolledRarity = [0, 1, 1, 2, 2, 2, 3, 3, 4][seed % 9] ?? 0;
|
||||
return RARITY_ORDER[Math.max(rarityFloorValue, rolledRarity)] ?? 'common';
|
||||
}
|
||||
|
||||
function inferRuntimeItemMechanics(
|
||||
category: string,
|
||||
rarity: CustomWorldItem['rarity'],
|
||||
tags: string[],
|
||||
seed: number,
|
||||
) {
|
||||
const rarityTier = Math.max(1, RARITY_ORDER.indexOf(rarity) + 1);
|
||||
|
||||
if (category === '武器') {
|
||||
return {
|
||||
equipmentSlotId: 'weapon' as const,
|
||||
statProfile: {
|
||||
outgoingDamageBonus: 2 * rarityTier + (seed % 3),
|
||||
},
|
||||
useProfile: null,
|
||||
value: 28 * rarityTier,
|
||||
};
|
||||
}
|
||||
|
||||
if (category === '护甲') {
|
||||
return {
|
||||
equipmentSlotId: 'armor' as const,
|
||||
statProfile: {
|
||||
maxHpBonus: 10 * rarityTier + (seed % 8),
|
||||
incomingDamageMultiplier: Math.max(0.72, Number((1 - rarityTier * 0.04).toFixed(2))),
|
||||
},
|
||||
useProfile: null,
|
||||
value: 26 * rarityTier,
|
||||
};
|
||||
}
|
||||
|
||||
if (category === '饰品' || category === '稀有品' || category === '专属物') {
|
||||
return {
|
||||
equipmentSlotId: 'relic' as const,
|
||||
statProfile: {
|
||||
maxManaBonus: 8 * rarityTier + (seed % 7),
|
||||
outgoingDamageBonus: rarityTier >= 3 ? rarityTier : undefined,
|
||||
},
|
||||
useProfile: null,
|
||||
value: 32 * rarityTier,
|
||||
};
|
||||
}
|
||||
|
||||
if (category === '消耗品') {
|
||||
return {
|
||||
equipmentSlotId: null,
|
||||
statProfile: null,
|
||||
useProfile: tags.includes('mana')
|
||||
? { manaRestore: 12 * rarityTier, cooldownReduction: rarityTier >= 3 ? 1 : 0 }
|
||||
: { hpRestore: 16 * rarityTier },
|
||||
value: 18 * rarityTier,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
equipmentSlotId: null,
|
||||
statProfile: null,
|
||||
useProfile: null,
|
||||
value: 10 * rarityTier,
|
||||
};
|
||||
}
|
||||
|
||||
function buildProceduralRuntimeItem(
|
||||
profile: CustomWorldProfile,
|
||||
seedKey: string,
|
||||
options: RuntimeCustomWorldItemQueryOptions,
|
||||
index: number,
|
||||
) {
|
||||
const themeMode = detectCustomWorldThemeMode(profile);
|
||||
const seed = hashText(`${profile.id}:${seedKey}:${index}`);
|
||||
const defaultCategory = DEFAULT_RUNTIME_CATEGORIES[0] ?? 'world-item';
|
||||
const categories = compactStrings(options.categories?.length ? options.categories : [...DEFAULT_RUNTIME_CATEGORIES]);
|
||||
const category = pickCyclic(categories, seed, defaultCategory);
|
||||
const rarityFloorValue = getRarityFloorValue(options.rarityFloor);
|
||||
const rarity = inferRuntimeItemRarity(seed, rarityFloorValue);
|
||||
const tags = buildRuntimeItemTags(category, options, seed);
|
||||
const prefixPool = WORLD_ITEM_PREFIXES[themeMode];
|
||||
const nounPool = WORLD_ITEM_NOUNS[category] ?? WORLD_ITEM_NOUNS.稀有品;
|
||||
const fallbackNounPool = ['sigil', 'relic', 'token', 'seal', 'core', 'mark'];
|
||||
const resolvedNounPool = nounPool ?? fallbackNounPool;
|
||||
const worldSeed = getWorldSeedLabel(profile);
|
||||
const optionSeed = sanitizeNameFragment((options.preferredTags ?? [])[0] ?? '') || sanitizeNameFragment((options.keywords ?? [])[0] ?? '');
|
||||
const prefix = pickCyclic(prefixPool, seed >>> 2, prefixPool[0] ?? 'world');
|
||||
const noun = pickCyclic(resolvedNounPool, seed >>> 5, fallbackNounPool[0]);
|
||||
const name = `${prefix}${optionSeed || worldSeed}${noun}${index + 1}`;
|
||||
const mechanics = inferRuntimeItemMechanics(category, rarity, tags, seed);
|
||||
|
||||
return {
|
||||
id: `runtime-item:${hashText(`${seedKey}:${index}`).toString(36)}`,
|
||||
name,
|
||||
category,
|
||||
rarity,
|
||||
description: `围绕“${profile.playerGoal}”即时生成的${category},适合在 ${profile.name} 中作为掉落、交易或补给资源。`,
|
||||
tags,
|
||||
origin: 'generated' as const,
|
||||
equipmentSlotId: mechanics.equipmentSlotId,
|
||||
statProfile: mechanics.statProfile,
|
||||
useProfile: mechanics.useProfile,
|
||||
value: mechanics.value,
|
||||
} satisfies CustomWorldItem;
|
||||
}
|
||||
|
||||
function matchesRuntimeQuery(
|
||||
item: CustomWorldItem,
|
||||
options: RuntimeCustomWorldItemQueryOptions,
|
||||
rarityFloorValue: number,
|
||||
) {
|
||||
if (options.categories?.length && !options.categories.includes(item.category)) {
|
||||
return false;
|
||||
}
|
||||
if (options.tags?.length && !options.tags.some(tag => item.tags.includes(tag))) {
|
||||
return false;
|
||||
}
|
||||
if (rarityFloorValue >= 0) {
|
||||
const itemRarityValue = RARITY_ORDER.indexOf(item.rarity);
|
||||
if (itemRarityValue < rarityFloorValue) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function scoreItemRelevance(item: CustomWorldItem, options: RuntimeCustomWorldItemQueryOptions) {
|
||||
const haystack = normalizeLookupText([
|
||||
item.name,
|
||||
item.category,
|
||||
item.description,
|
||||
...(item.tags ?? []),
|
||||
].join(' '));
|
||||
const itemTags = new Set((item.tags ?? []).map(tag => normalizeLookupText(tag)));
|
||||
let score = 0;
|
||||
|
||||
const preferredTags = [...new Set((options.preferredTags ?? []).map(normalizeLookupText).filter(Boolean))];
|
||||
preferredTags.forEach(tag => {
|
||||
if (itemTags.has(tag)) {
|
||||
score += 10;
|
||||
return;
|
||||
}
|
||||
if (haystack.includes(tag)) {
|
||||
score += 4;
|
||||
}
|
||||
});
|
||||
|
||||
const keywords = [...new Set((options.keywords ?? []).map(normalizeLookupText).filter(keyword => keyword.length >= 2))];
|
||||
keywords.forEach(keyword => {
|
||||
if (!haystack.includes(keyword)) {
|
||||
return;
|
||||
}
|
||||
score += keyword.length >= 4 ? 7 : keyword.length === 3 ? 5 : 3;
|
||||
});
|
||||
|
||||
if (options.categories?.includes(item.category)) {
|
||||
score += 2;
|
||||
}
|
||||
if (item.origin === 'generated') {
|
||||
score += 1;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
function rankItems(items: CustomWorldItem[], seedKey: string, options: RuntimeCustomWorldItemQueryOptions = {}) {
|
||||
const seed = hashText(seedKey);
|
||||
return [...items].sort((left, right) => {
|
||||
const relevanceDelta = scoreItemRelevance(right, options) - scoreItemRelevance(left, options);
|
||||
if (relevanceDelta !== 0) {
|
||||
return relevanceDelta;
|
||||
}
|
||||
|
||||
const leftScore = hashText(`${left.id}:${seed}`) % 997;
|
||||
const rightScore = hashText(`${right.id}:${seed}`) % 997;
|
||||
return leftScore - rightScore;
|
||||
});
|
||||
}
|
||||
|
||||
export function pickRuntimeCustomWorldItems(
|
||||
seedKey: string,
|
||||
options: RuntimeCustomWorldItemQueryOptions = {},
|
||||
) {
|
||||
const profile = runtimeCustomWorldProfile;
|
||||
if (!profile) return [] as CustomWorldItem[];
|
||||
|
||||
const rarityFloorValue = getRarityFloorValue(options.rarityFloor);
|
||||
const sourceItems = Array.from({ length: Math.max(16, (options.count ?? 1) * 10) }, (_, index) =>
|
||||
buildProceduralRuntimeItem(profile, seedKey, options, index),
|
||||
);
|
||||
|
||||
const filtered = sourceItems.filter(item => matchesRuntimeQuery(item, options, rarityFloorValue));
|
||||
|
||||
return rankItems(filtered.length > 0 ? filtered : sourceItems, seedKey, options).slice(0, options.count ?? 1);
|
||||
}
|
||||
|
||||
export function buildRuntimeCustomWorldInventoryItems(
|
||||
seedKey: string,
|
||||
options: RuntimeCustomWorldItemQueryOptions = {},
|
||||
) {
|
||||
const count = options.count ?? 1;
|
||||
return pickRuntimeCustomWorldItems(seedKey, options)
|
||||
.slice(0, count)
|
||||
.map((item, index) => toInventoryItem(item, options.quantity ?? 1, `${seedKey}:${index}`));
|
||||
}
|
||||
426
src/data/customWorldSceneGraph.ts
Normal file
426
src/data/customWorldSceneGraph.ts
Normal file
@@ -0,0 +1,426 @@
|
||||
import type {
|
||||
CustomWorldLandmark,
|
||||
CustomWorldNpc,
|
||||
CustomWorldSceneConnection,
|
||||
CustomWorldSceneRelativePosition,
|
||||
} from '../types';
|
||||
|
||||
export type CustomWorldSceneConnectionDraft = {
|
||||
targetLandmarkId?: string;
|
||||
targetLandmarkName?: string;
|
||||
relativePosition?: unknown;
|
||||
summary?: string;
|
||||
};
|
||||
|
||||
export type CustomWorldLandmarkDraft = Omit<
|
||||
CustomWorldLandmark,
|
||||
'sceneNpcIds' | 'connections'
|
||||
> & {
|
||||
sceneNpcIds?: string[];
|
||||
actNPCNames?: string[];
|
||||
sceneNpcNames?: string[];
|
||||
connections?: CustomWorldSceneConnectionDraft[];
|
||||
};
|
||||
|
||||
export const CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS: Array<{
|
||||
value: CustomWorldSceneRelativePosition;
|
||||
label: string;
|
||||
}> = [
|
||||
{ value: 'forward', label: '前方' },
|
||||
{ value: 'back', label: '后方' },
|
||||
{ value: 'left', label: '左侧' },
|
||||
{ value: 'right', label: '右侧' },
|
||||
{ value: 'north', label: '北侧' },
|
||||
{ value: 'south', label: '南侧' },
|
||||
{ value: 'east', label: '东侧' },
|
||||
{ value: 'west', label: '西侧' },
|
||||
{ value: 'up', label: '上方' },
|
||||
{ value: 'down', label: '下方' },
|
||||
{ value: 'inside', label: '内部' },
|
||||
{ value: 'outside', label: '外部' },
|
||||
{ value: 'portal', label: '传送节点' },
|
||||
] as const;
|
||||
|
||||
const RELATIVE_POSITION_ALIASES: Record<
|
||||
CustomWorldSceneRelativePosition,
|
||||
string[]
|
||||
> = {
|
||||
forward: ['forward', 'front', 'ahead', '前方', '前面', '前侧', '向前'],
|
||||
back: ['back', 'rear', 'behind', '后方', '后面', '后侧', '回程'],
|
||||
left: ['left', '左侧', '左边', '左方'],
|
||||
right: ['right', '右侧', '右边', '右方'],
|
||||
north: ['north', '北侧', '北边', '北方', '上北'],
|
||||
south: ['south', '南侧', '南边', '南方', '下南'],
|
||||
east: ['east', '东侧', '东边', '东方'],
|
||||
west: ['west', '西侧', '西边', '西方'],
|
||||
up: ['up', 'upper', 'above', '上方', '上层', '高处', '顶部'],
|
||||
down: ['down', 'lower', 'below', '下方', '下层', '低处', '底部'],
|
||||
inside: ['inside', 'inner', 'indoors', '内部', '内侧', '内里', '室内'],
|
||||
outside: ['outside', 'outer', 'outdoors', '外部', '外侧', '外围', '室外'],
|
||||
portal: ['portal', 'gate', 'path', 'junction', '传送', '门', '入口', '通道'],
|
||||
};
|
||||
|
||||
const RELATIVE_POSITION_LABELS = Object.fromEntries(
|
||||
CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS.map((option) => [
|
||||
option.value,
|
||||
option.label,
|
||||
]),
|
||||
) as Record<CustomWorldSceneRelativePosition, string>;
|
||||
|
||||
const RELATIVE_POSITION_DISPLAY_ORDER: CustomWorldSceneRelativePosition[] = [
|
||||
'forward',
|
||||
'north',
|
||||
'east',
|
||||
'right',
|
||||
'up',
|
||||
'outside',
|
||||
'portal',
|
||||
'left',
|
||||
'west',
|
||||
'south',
|
||||
'down',
|
||||
'inside',
|
||||
'back',
|
||||
];
|
||||
|
||||
function normalizeKey(value: string) {
|
||||
return value.trim().toLowerCase();
|
||||
}
|
||||
|
||||
function buildSceneNpcLookup(storyNpcs: CustomWorldNpc[]) {
|
||||
const lookup = new Map<string, string>();
|
||||
|
||||
storyNpcs.forEach((npc) => {
|
||||
const normalizedId = normalizeKey(npc.id);
|
||||
const normalizedName = normalizeKey(npc.name);
|
||||
if (normalizedId) {
|
||||
lookup.set(normalizedId, npc.id);
|
||||
}
|
||||
if (normalizedName) {
|
||||
lookup.set(normalizedName, npc.id);
|
||||
}
|
||||
});
|
||||
|
||||
return lookup;
|
||||
}
|
||||
|
||||
function buildLandmarkLookup(landmarks: Array<Pick<CustomWorldLandmarkDraft, 'id' | 'name'>>) {
|
||||
const lookup = new Map<string, string>();
|
||||
|
||||
landmarks.forEach((landmark) => {
|
||||
const normalizedId = normalizeKey(landmark.id);
|
||||
const normalizedName = normalizeKey(landmark.name);
|
||||
if (normalizedId) {
|
||||
lookup.set(normalizedId, landmark.id);
|
||||
}
|
||||
if (normalizedName) {
|
||||
lookup.set(normalizedName, landmark.id);
|
||||
}
|
||||
});
|
||||
|
||||
return lookup;
|
||||
}
|
||||
|
||||
function compactUnique(values: string[]) {
|
||||
return [...new Set(values.map((value) => value.trim()).filter(Boolean))];
|
||||
}
|
||||
|
||||
function sortConnections(connections: CustomWorldSceneConnection[]) {
|
||||
return [...connections].sort((left, right) => {
|
||||
const leftOrder = RELATIVE_POSITION_DISPLAY_ORDER.indexOf(
|
||||
left.relativePosition,
|
||||
);
|
||||
const rightOrder = RELATIVE_POSITION_DISPLAY_ORDER.indexOf(
|
||||
right.relativePosition,
|
||||
);
|
||||
if (leftOrder !== rightOrder) {
|
||||
return leftOrder - rightOrder;
|
||||
}
|
||||
return left.targetLandmarkId.localeCompare(right.targetLandmarkId);
|
||||
});
|
||||
}
|
||||
|
||||
function dedupeConnections(connections: CustomWorldSceneConnection[]) {
|
||||
const deduped = new Map<string, CustomWorldSceneConnection>();
|
||||
|
||||
connections.forEach((connection) => {
|
||||
const key = [
|
||||
connection.targetLandmarkId.trim(),
|
||||
connection.relativePosition,
|
||||
connection.summary.trim(),
|
||||
].join('::');
|
||||
if (!deduped.has(key)) {
|
||||
deduped.set(key, {
|
||||
targetLandmarkId: connection.targetLandmarkId,
|
||||
relativePosition: connection.relativePosition,
|
||||
summary: connection.summary,
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return [...deduped.values()];
|
||||
}
|
||||
|
||||
export function getCustomWorldSceneRelativePositionLabel(
|
||||
value: CustomWorldSceneRelativePosition,
|
||||
) {
|
||||
return RELATIVE_POSITION_LABELS[value] ?? value;
|
||||
}
|
||||
|
||||
export function normalizeCustomWorldSceneRelativePosition(
|
||||
value: unknown,
|
||||
): CustomWorldSceneRelativePosition {
|
||||
const normalizedValue =
|
||||
typeof value === 'string' ? normalizeKey(value) : '';
|
||||
|
||||
for (const option of CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS) {
|
||||
if (option.value === normalizedValue) {
|
||||
return option.value;
|
||||
}
|
||||
|
||||
if (RELATIVE_POSITION_ALIASES[option.value].includes(normalizedValue)) {
|
||||
return option.value;
|
||||
}
|
||||
}
|
||||
|
||||
return 'forward';
|
||||
}
|
||||
|
||||
export function invertCustomWorldSceneRelativePosition(
|
||||
value: CustomWorldSceneRelativePosition,
|
||||
): CustomWorldSceneRelativePosition {
|
||||
switch (value) {
|
||||
case 'forward':
|
||||
return 'back';
|
||||
case 'back':
|
||||
return 'forward';
|
||||
case 'left':
|
||||
return 'right';
|
||||
case 'right':
|
||||
return 'left';
|
||||
case 'north':
|
||||
return 'south';
|
||||
case 'south':
|
||||
return 'north';
|
||||
case 'east':
|
||||
return 'west';
|
||||
case 'west':
|
||||
return 'east';
|
||||
case 'up':
|
||||
return 'down';
|
||||
case 'down':
|
||||
return 'up';
|
||||
case 'inside':
|
||||
return 'outside';
|
||||
case 'outside':
|
||||
return 'inside';
|
||||
default:
|
||||
return 'portal';
|
||||
}
|
||||
}
|
||||
|
||||
function buildFallbackSceneNpcIds(
|
||||
storyNpcs: CustomWorldNpc[],
|
||||
currentNpcIds: string[],
|
||||
landmarkIndex: number,
|
||||
) {
|
||||
const targetCount = Math.min(3, storyNpcs.length);
|
||||
if (targetCount <= currentNpcIds.length) {
|
||||
return currentNpcIds.slice(0, targetCount);
|
||||
}
|
||||
|
||||
const resolved = [...currentNpcIds];
|
||||
for (
|
||||
let offset = 0;
|
||||
offset < storyNpcs.length && resolved.length < targetCount;
|
||||
offset += 1
|
||||
) {
|
||||
const nextNpc = storyNpcs[(landmarkIndex + offset) % storyNpcs.length];
|
||||
if (!nextNpc || resolved.includes(nextNpc.id)) {
|
||||
continue;
|
||||
}
|
||||
resolved.push(nextNpc.id);
|
||||
}
|
||||
|
||||
return resolved;
|
||||
}
|
||||
|
||||
function resolveSceneNpcIdsForLandmark(
|
||||
landmark: CustomWorldLandmarkDraft,
|
||||
storyNpcs: CustomWorldNpc[],
|
||||
lookup: Map<string, string>,
|
||||
landmarkIndex: number,
|
||||
) {
|
||||
const references = compactUnique([
|
||||
...(landmark.sceneNpcIds ?? []),
|
||||
...(landmark.actNPCNames ?? []),
|
||||
...(landmark.sceneNpcNames ?? []),
|
||||
]);
|
||||
const resolvedIds = compactUnique(
|
||||
references
|
||||
.map((reference) => lookup.get(normalizeKey(reference)) ?? '')
|
||||
.filter(Boolean),
|
||||
);
|
||||
|
||||
return buildFallbackSceneNpcIds(storyNpcs, resolvedIds, landmarkIndex);
|
||||
}
|
||||
|
||||
function resolveConnectionsForLandmark(
|
||||
landmark: CustomWorldLandmarkDraft,
|
||||
landmarkLookup: Map<string, string>,
|
||||
) {
|
||||
return (landmark.connections ?? [])
|
||||
.map((connection) => {
|
||||
const targetReference =
|
||||
connection.targetLandmarkId ?? connection.targetLandmarkName ?? '';
|
||||
const targetLandmarkId =
|
||||
landmarkLookup.get(normalizeKey(targetReference)) ?? '';
|
||||
|
||||
if (!targetLandmarkId || targetLandmarkId === landmark.id) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
targetLandmarkId,
|
||||
relativePosition: normalizeCustomWorldSceneRelativePosition(
|
||||
connection.relativePosition,
|
||||
),
|
||||
summary: typeof connection.summary === 'string'
|
||||
? connection.summary.trim()
|
||||
: '',
|
||||
} satisfies CustomWorldSceneConnection;
|
||||
})
|
||||
.filter((connection): connection is CustomWorldSceneConnection =>
|
||||
Boolean(connection),
|
||||
);
|
||||
}
|
||||
|
||||
function ensureReverseConnections(landmarks: CustomWorldLandmark[]) {
|
||||
const connectionMap = new Map(
|
||||
landmarks.map((landmark) => [landmark.id, [...landmark.connections]]),
|
||||
);
|
||||
const nameMap = new Map(landmarks.map((landmark) => [landmark.id, landmark.name]));
|
||||
|
||||
landmarks.forEach((landmark) => {
|
||||
landmark.connections.forEach((connection) => {
|
||||
const reverseConnections = connectionMap.get(connection.targetLandmarkId);
|
||||
if (!reverseConnections) {
|
||||
return;
|
||||
}
|
||||
|
||||
const hasReverseConnection = reverseConnections.some(
|
||||
(item) => item.targetLandmarkId === landmark.id,
|
||||
);
|
||||
if (hasReverseConnection) {
|
||||
return;
|
||||
}
|
||||
|
||||
reverseConnections.push({
|
||||
targetLandmarkId: landmark.id,
|
||||
relativePosition: invertCustomWorldSceneRelativePosition(
|
||||
connection.relativePosition,
|
||||
),
|
||||
summary: nameMap.get(landmark.id)
|
||||
? `可通往${nameMap.get(landmark.id)}`
|
||||
: '',
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
return landmarks.map((landmark) => ({
|
||||
...landmark,
|
||||
connections: sortConnections(
|
||||
dedupeConnections(connectionMap.get(landmark.id) ?? []),
|
||||
),
|
||||
}));
|
||||
}
|
||||
|
||||
function ensureFallbackLandmarkConnections(landmarks: CustomWorldLandmark[]) {
|
||||
if (landmarks.length <= 1) {
|
||||
return landmarks;
|
||||
}
|
||||
|
||||
const connectionMap = new Map(
|
||||
landmarks.map((landmark) => [landmark.id, [...landmark.connections]]),
|
||||
);
|
||||
|
||||
landmarks.forEach((landmark, index) => {
|
||||
const nextLandmark = landmarks[(index + 1) % landmarks.length];
|
||||
if (!nextLandmark || nextLandmark.id === landmark.id) {
|
||||
return;
|
||||
}
|
||||
|
||||
const existingConnections = connectionMap.get(landmark.id) ?? [];
|
||||
if (
|
||||
existingConnections.some(
|
||||
(connection) => connection.targetLandmarkId === nextLandmark.id,
|
||||
)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
existingConnections.push({
|
||||
targetLandmarkId: nextLandmark.id,
|
||||
relativePosition: 'forward',
|
||||
summary: `沿主路可继续前往${nextLandmark.name}`,
|
||||
});
|
||||
connectionMap.set(landmark.id, existingConnections);
|
||||
});
|
||||
|
||||
return landmarks.map((landmark) => ({
|
||||
...landmark,
|
||||
connections: sortConnections(connectionMap.get(landmark.id) ?? []),
|
||||
}));
|
||||
}
|
||||
|
||||
export function normalizeCustomWorldLandmarks(params: {
|
||||
landmarks: CustomWorldLandmarkDraft[];
|
||||
storyNpcs: CustomWorldNpc[];
|
||||
}) {
|
||||
const { landmarks, storyNpcs } = params;
|
||||
const npcLookup = buildSceneNpcLookup(storyNpcs);
|
||||
const landmarkLookup = buildLandmarkLookup(landmarks);
|
||||
|
||||
const resolvedLandmarks = landmarks.map((landmark, index) => ({
|
||||
id: landmark.id,
|
||||
name: landmark.name,
|
||||
description: landmark.description,
|
||||
visualDescription: landmark.visualDescription,
|
||||
imageSrc: landmark.imageSrc,
|
||||
narrativeResidues: landmark.narrativeResidues,
|
||||
sceneNpcIds: resolveSceneNpcIdsForLandmark(
|
||||
landmark,
|
||||
storyNpcs,
|
||||
npcLookup,
|
||||
index,
|
||||
),
|
||||
connections: sortConnections(
|
||||
resolveConnectionsForLandmark(landmark, landmarkLookup),
|
||||
),
|
||||
}));
|
||||
|
||||
return ensureReverseConnections(
|
||||
ensureFallbackLandmarkConnections(resolvedLandmarks),
|
||||
);
|
||||
}
|
||||
|
||||
export function syncCustomWorldLandmarkConnections(
|
||||
landmarks: CustomWorldLandmark[],
|
||||
) {
|
||||
return normalizeCustomWorldLandmarks({
|
||||
landmarks: landmarks.map((landmark) => ({
|
||||
...landmark,
|
||||
narrativeResidues: landmark.narrativeResidues,
|
||||
sceneNpcIds: landmark.sceneNpcIds,
|
||||
connections: landmark.connections.map((connection) => ({
|
||||
targetLandmarkId: connection.targetLandmarkId,
|
||||
relativePosition: connection.relativePosition,
|
||||
summary: connection.summary,
|
||||
})),
|
||||
})),
|
||||
storyNpcs: [],
|
||||
}).map((landmark, index) => ({
|
||||
...landmark,
|
||||
sceneNpcIds: landmarks[index]?.sceneNpcIds ?? [],
|
||||
}));
|
||||
}
|
||||
592
src/data/customWorldVisuals.ts
Normal file
592
src/data/customWorldVisuals.ts
Normal file
@@ -0,0 +1,592 @@
|
||||
import { resolveCustomWorldCampScene } from '../services/customWorldCamp';
|
||||
import {
|
||||
collectSceneBucketSignalKeywords,
|
||||
resolveSceneBucketForLandmark,
|
||||
} from '../services/customWorldReferenceSignals';
|
||||
import { detectCustomWorldThemeMode } from '../services/customWorldTheme';
|
||||
import {
|
||||
type CustomWorldLandmark,
|
||||
type CustomWorldProfile,
|
||||
type WorldTemplateType,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { resolveCustomWorldCompatibilityTemplateWorldType } from '../services/customWorldTheme';
|
||||
|
||||
const CUSTOM_WORLD_NPC_IMAGE_POOL = [
|
||||
'/character/Sword%20Princess/Original/Hero/idle/Idle01.png',
|
||||
'/character/Archer%20Hero/Original/Hero/idle/idle01.png',
|
||||
'/character/Girl%20Hero%201/Original/Hero/Idle/Idle01.png',
|
||||
'/character/Punch%20Hero%203/Original/Hero/Idle/Idle01.png',
|
||||
'/character/Fighter%204/original/Hero/idle/idle01.png',
|
||||
] as const;
|
||||
|
||||
const SCENE_BACKGROUND_PACKS = [
|
||||
{ packName: 'Pixel Battle Backgrounds - Pack 1', count: 121 },
|
||||
{ packName: 'Pixel Battle Backgrounds - Pack 2', count: 119 },
|
||||
{ packName: 'Pixel Battle Backgrounds - Pack 3', count: 170 },
|
||||
] as const;
|
||||
|
||||
type SceneImageReference = {
|
||||
name: string;
|
||||
keywords: string[];
|
||||
};
|
||||
|
||||
const SCENE_MATCH_STOP_CHARS = new Set([
|
||||
'的',
|
||||
'之',
|
||||
'与',
|
||||
'和',
|
||||
'里',
|
||||
'处',
|
||||
'中',
|
||||
'外',
|
||||
'前',
|
||||
'后',
|
||||
'上',
|
||||
'下',
|
||||
'左',
|
||||
'右',
|
||||
'一',
|
||||
'二',
|
||||
'三',
|
||||
'四',
|
||||
'五',
|
||||
'六',
|
||||
'七',
|
||||
'八',
|
||||
'九',
|
||||
'十',
|
||||
'场',
|
||||
'景',
|
||||
'地',
|
||||
'方',
|
||||
'区',
|
||||
'域',
|
||||
'路',
|
||||
'道',
|
||||
'门',
|
||||
'台',
|
||||
'楼',
|
||||
'城',
|
||||
'山',
|
||||
'林',
|
||||
'湖',
|
||||
'河',
|
||||
'谷',
|
||||
'洞',
|
||||
'宫',
|
||||
'殿',
|
||||
'营',
|
||||
'崖',
|
||||
'桥',
|
||||
]);
|
||||
|
||||
const MARTIAL_TEMPLATE_SCENE_IMAGE_REFERENCES: SceneImageReference[] = [
|
||||
{
|
||||
name: '山门石阶',
|
||||
keywords: ['山门', '石阶', '门派', '山路', '石门', '宗门'],
|
||||
},
|
||||
{
|
||||
name: '雨巷长街',
|
||||
keywords: ['雨巷', '长街', '街市', '巷道', '城镇', '商铺'],
|
||||
},
|
||||
{
|
||||
name: '竹林古道',
|
||||
keywords: ['竹林', '古道', '林路', '林间', '小径', '山径'],
|
||||
},
|
||||
{
|
||||
name: '断垣村落',
|
||||
keywords: ['废村', '村落', '断墙', '残垣', '旧屋', '荒宅'],
|
||||
},
|
||||
{
|
||||
name: '古桥渡口',
|
||||
keywords: ['桥', '渡口', '河岸', '水路', '码头', '舟船'],
|
||||
},
|
||||
{
|
||||
name: '雾林小径',
|
||||
keywords: ['雾林', '迷雾', '树林', '暗林', '阴森', '野路'],
|
||||
},
|
||||
{
|
||||
name: '边关营地',
|
||||
keywords: ['营地', '驻地', '营火', '关隘', '边关', '据点', '归舍', '落脚', '住处'],
|
||||
},
|
||||
{
|
||||
name: '地宫通道',
|
||||
keywords: ['地宫', '墓道', '通道', '地底', '遗迹', '机关'],
|
||||
},
|
||||
{
|
||||
name: '寺庙前庭',
|
||||
keywords: ['寺庙', '庙宇', '神龛', '前庭', '祭坛', '佛堂'],
|
||||
},
|
||||
{
|
||||
name: '矿道深处',
|
||||
keywords: ['矿道', '矿坑', '坑道', '矿洞', '洞窟', '地下'],
|
||||
},
|
||||
{
|
||||
name: '铸坊工场',
|
||||
keywords: ['铸坊', '工场', '铁匠', '锻造', '熔炉', '火光'],
|
||||
},
|
||||
{
|
||||
name: '宫苑内庭',
|
||||
keywords: ['宫苑', '内庭', '庭院', '府邸', '回廊', '深宫'],
|
||||
},
|
||||
] as const;
|
||||
|
||||
const ARCANE_TEMPLATE_SCENE_IMAGE_REFERENCES: SceneImageReference[] = [
|
||||
{
|
||||
name: '云海仙门',
|
||||
keywords: ['云海', '仙门', '山门', '灵门', '云阶', '门阙'],
|
||||
},
|
||||
{
|
||||
name: '悬空仙岛',
|
||||
keywords: ['浮岛', '仙岛', '悬空', '高空', '云岛', '浮空'],
|
||||
},
|
||||
{
|
||||
name: '天宫长廊',
|
||||
keywords: ['天宫', '长廊', '回廊', '宫阙', '高处', '仙宫'],
|
||||
},
|
||||
{
|
||||
name: '灵药花圃',
|
||||
keywords: ['药圃', '花圃', '灵草', '花海', '园林', '药园'],
|
||||
},
|
||||
{
|
||||
name: '寒玉洞天',
|
||||
keywords: ['寒玉', '冰洞', '洞天', '冰面', '寒气', '玉壁'],
|
||||
},
|
||||
{
|
||||
name: '熔岩秘境',
|
||||
keywords: ['熔岩', '火山', '赤焰', '岩浆', '灼热', '焦土'],
|
||||
},
|
||||
{
|
||||
name: '雷殿祭坛',
|
||||
keywords: ['雷殿', '祭坛', '雷霆', '神殿', '雷光', '仪式'],
|
||||
},
|
||||
{
|
||||
name: '星舟甲板',
|
||||
keywords: ['星舟', '甲板', '飞舟', '天舟', '高空', '航线'],
|
||||
},
|
||||
{
|
||||
name: '月湖仙洲',
|
||||
keywords: ['月湖', '湖岸', '湖心', '水面', '水边', '倒影'],
|
||||
},
|
||||
{
|
||||
name: '古仙遗迹',
|
||||
keywords: ['遗迹', '断碑', '残阵', '古殿', '残墙', '废墟'],
|
||||
},
|
||||
{
|
||||
name: '神木秘境',
|
||||
keywords: ['神木', '古树', '巨树', '树海', '灵木', '林境'],
|
||||
},
|
||||
{
|
||||
name: '飞瀑仙崖',
|
||||
keywords: ['飞瀑', '瀑布', '仙崖', '崖边', '水幕', '崖壁'],
|
||||
},
|
||||
] as const;
|
||||
|
||||
const COMPATIBILITY_TEMPLATE_SCENE_IMAGE_REFERENCES: Record<
|
||||
WorldTemplateType,
|
||||
readonly SceneImageReference[]
|
||||
> = {
|
||||
[WorldType.WUXIA]: MARTIAL_TEMPLATE_SCENE_IMAGE_REFERENCES,
|
||||
[WorldType.XIANXIA]: ARCANE_TEMPLATE_SCENE_IMAGE_REFERENCES,
|
||||
};
|
||||
|
||||
type CustomWorldSceneImageMatchOptions = {
|
||||
profile?: Pick<
|
||||
CustomWorldProfile,
|
||||
| 'id'
|
||||
| 'name'
|
||||
| 'summary'
|
||||
| 'tone'
|
||||
| 'playerGoal'
|
||||
| 'settingText'
|
||||
| 'templateWorldType'
|
||||
| 'camp'
|
||||
| 'ownedSettingLayers'
|
||||
> | null;
|
||||
landmark?: Pick<CustomWorldLandmark, 'id' | 'name' | 'description'> | null;
|
||||
usedImageSrcs?: Iterable<string>;
|
||||
};
|
||||
|
||||
function hashText(value: string) {
|
||||
let hash = 0;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
hash = (hash * 31 + value.charCodeAt(index)) >>> 0;
|
||||
}
|
||||
return hash >>> 0;
|
||||
}
|
||||
|
||||
function buildSceneImagePath(packName: string, imageNumber: number) {
|
||||
const filename = `${imageNumber.toString().padStart(3, '0')}.png`;
|
||||
return `/scene_bg/Pixel Battle Backgrounds Mega Pack/${packName}/${filename}`;
|
||||
}
|
||||
|
||||
export function getAllCustomWorldSceneImages() {
|
||||
const refs: string[] = [];
|
||||
|
||||
for (const pack of SCENE_BACKGROUND_PACKS) {
|
||||
for (let imageNumber = 1; imageNumber <= pack.count; imageNumber += 1) {
|
||||
refs.push(buildSceneImagePath(pack.packName, imageNumber));
|
||||
}
|
||||
}
|
||||
|
||||
return refs;
|
||||
}
|
||||
|
||||
function collectWorldSceneImagePool(worldType: WorldTemplateType) {
|
||||
const refs: string[] = [];
|
||||
let globalIndex = 0;
|
||||
|
||||
for (const pack of SCENE_BACKGROUND_PACKS) {
|
||||
for (let imageNumber = 1; imageNumber <= pack.count; imageNumber += 1) {
|
||||
const assignedWorld = globalIndex % 2 === 0 ? WorldType.WUXIA : WorldType.XIANXIA;
|
||||
if (assignedWorld === worldType) {
|
||||
refs.push(buildSceneImagePath(pack.packName, imageNumber));
|
||||
}
|
||||
globalIndex += 1;
|
||||
}
|
||||
}
|
||||
|
||||
return refs;
|
||||
}
|
||||
|
||||
export function normalizeOptionalImageSrc(value: unknown) {
|
||||
return typeof value === 'string' && value.trim() ? value.trim() : undefined;
|
||||
}
|
||||
|
||||
function uniqueStrings(values: Array<string | null | undefined>) {
|
||||
return [...new Set(values.map((value) => value?.trim() ?? '').filter(Boolean))];
|
||||
}
|
||||
|
||||
function buildSceneReferencePool(worldType: WorldTemplateType) {
|
||||
const pool = collectWorldSceneImagePool(worldType);
|
||||
const references = COMPATIBILITY_TEMPLATE_SCENE_IMAGE_REFERENCES[worldType] ?? [];
|
||||
|
||||
return references.map((reference, index) => ({
|
||||
...reference,
|
||||
imageSrc: pool[index] ?? pool[index % Math.max(pool.length, 1)] ?? '',
|
||||
}));
|
||||
}
|
||||
|
||||
function buildOwnedSceneReferencePool(
|
||||
profile: Pick<
|
||||
CustomWorldProfile,
|
||||
'id' | 'name' | 'ownedSettingLayers'
|
||||
>,
|
||||
) {
|
||||
const sceneBuckets =
|
||||
profile.ownedSettingLayers?.referenceProfile.sceneBuckets ?? [];
|
||||
if (sceneBuckets.length === 0) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const pool = getAllCustomWorldSceneImages();
|
||||
if (pool.length === 0) {
|
||||
return [];
|
||||
}
|
||||
|
||||
return sceneBuckets.map((bucket, index) => {
|
||||
const offset =
|
||||
hashText(`${profile.id || profile.name}:${bucket.id}:${bucket.label}`)
|
||||
% pool.length;
|
||||
|
||||
return {
|
||||
name: bucket.label,
|
||||
keywords: collectSceneBucketSignalKeywords(bucket),
|
||||
imageSrc: pool[(offset + index) % pool.length] ?? '',
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
function buildSourceText(
|
||||
seedKey: string,
|
||||
index: number,
|
||||
worldType: WorldTemplateType,
|
||||
options: CustomWorldSceneImageMatchOptions,
|
||||
) {
|
||||
const profile = options.profile;
|
||||
const landmark = options.landmark;
|
||||
const themeHints = profile
|
||||
? ({
|
||||
mythic: '归处 旧痕 路途 异象 线索',
|
||||
martial: '刀剑 风尘 旧约 行路 关隘',
|
||||
arcane: '云阶 法纹 星辉 秘藏 回响',
|
||||
machina: '工坊 轨道 装置 核心 机械',
|
||||
tide: '潮雾 港湾 岸线 水路 回潮',
|
||||
rift: '裂痕 断层 前线 边界 异压',
|
||||
} as const)[detectCustomWorldThemeMode(profile)]
|
||||
: (worldType === WorldType.XIANXIA
|
||||
? '云阶 法纹 星辉 秘藏 回响'
|
||||
: '刀剑 风尘 旧约 行路 关隘');
|
||||
|
||||
return uniqueStrings([
|
||||
profile?.name,
|
||||
profile?.summary,
|
||||
profile?.tone,
|
||||
profile?.playerGoal,
|
||||
profile?.settingText,
|
||||
themeHints,
|
||||
landmark?.name,
|
||||
landmark?.description,
|
||||
`scene-${index + 1}`,
|
||||
seedKey,
|
||||
]).join(' ');
|
||||
}
|
||||
|
||||
function buildSignalChars(text: string) {
|
||||
return [
|
||||
...new Set(
|
||||
text
|
||||
.replace(/[^\u4e00-\u9fa5]+/g, '')
|
||||
.split('')
|
||||
.filter((char) => char && !SCENE_MATCH_STOP_CHARS.has(char)),
|
||||
),
|
||||
];
|
||||
}
|
||||
|
||||
function scoreSceneReference(reference: SceneImageReference, sourceText: string) {
|
||||
let score = 0;
|
||||
|
||||
if (sourceText.includes(reference.name)) {
|
||||
score += 24;
|
||||
}
|
||||
|
||||
reference.keywords.forEach((keyword) => {
|
||||
if (!keyword || !sourceText.includes(keyword)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (keyword.length >= 4) {
|
||||
score += 8;
|
||||
return;
|
||||
}
|
||||
|
||||
if (keyword.length === 3) {
|
||||
score += 6;
|
||||
return;
|
||||
}
|
||||
|
||||
score += 4;
|
||||
});
|
||||
|
||||
buildSignalChars([reference.name, ...reference.keywords].join('')).forEach(
|
||||
(char) => {
|
||||
if (sourceText.includes(char)) {
|
||||
score += 1;
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
function getFirstUnusedImage(
|
||||
candidates: string[],
|
||||
usedImageSrcs: Set<string>,
|
||||
) {
|
||||
for (const candidate of candidates) {
|
||||
if (candidate && !usedImageSrcs.has(candidate)) {
|
||||
return candidate;
|
||||
}
|
||||
}
|
||||
|
||||
return candidates[0] ?? '';
|
||||
}
|
||||
|
||||
export function getDefaultCustomWorldNpcImage(seedKey: string, index: number) {
|
||||
const offset = hashText(`${seedKey}:npc:${index}`) % CUSTOM_WORLD_NPC_IMAGE_POOL.length;
|
||||
return CUSTOM_WORLD_NPC_IMAGE_POOL[offset];
|
||||
}
|
||||
|
||||
export function getDefaultCustomWorldSceneImage(
|
||||
seedKey: string,
|
||||
index: number,
|
||||
worldType: WorldTemplateType,
|
||||
options: CustomWorldSceneImageMatchOptions = {},
|
||||
) {
|
||||
const ownedReferencePool = options.profile
|
||||
? buildOwnedSceneReferencePool(options.profile)
|
||||
: [];
|
||||
const pool =
|
||||
ownedReferencePool.length > 0
|
||||
? getAllCustomWorldSceneImages()
|
||||
: collectWorldSceneImagePool(worldType);
|
||||
if (pool.length === 0) {
|
||||
return worldType === WorldType.WUXIA ? '/scene_bg/45_PixelSky.png' : '/scene_bg/47_PixelSky.png';
|
||||
}
|
||||
|
||||
const usedImageSrcs = new Set(
|
||||
[...(options.usedImageSrcs ?? [])]
|
||||
.map((value) => normalizeOptionalImageSrc(value))
|
||||
.filter((value): value is string => Boolean(value)),
|
||||
);
|
||||
const preferredSceneBucket =
|
||||
options.profile && options.landmark
|
||||
? resolveSceneBucketForLandmark(
|
||||
options.profile as CustomWorldProfile,
|
||||
options.landmark,
|
||||
)
|
||||
: null;
|
||||
const sourceText = [
|
||||
buildSourceText(seedKey, index, worldType, options),
|
||||
preferredSceneBucket?.label ?? '',
|
||||
...(preferredSceneBucket
|
||||
? collectSceneBucketSignalKeywords(preferredSceneBucket)
|
||||
: []),
|
||||
].join(' ');
|
||||
const referencePool =
|
||||
ownedReferencePool.length > 0
|
||||
? ownedReferencePool
|
||||
: buildSceneReferencePool(worldType);
|
||||
const scoredReferences = referencePool
|
||||
.map((reference, referenceIndex) => ({
|
||||
imageSrc: reference.imageSrc,
|
||||
score:
|
||||
scoreSceneReference(reference, sourceText)
|
||||
+ (
|
||||
preferredSceneBucket && reference.name === preferredSceneBucket.label
|
||||
? 28
|
||||
: 0
|
||||
),
|
||||
tieBreaker: hashText(`${seedKey}:${reference.name}:${referenceIndex}`),
|
||||
}))
|
||||
.sort((left, right) => {
|
||||
if (right.score !== left.score) {
|
||||
return right.score - left.score;
|
||||
}
|
||||
return left.tieBreaker - right.tieBreaker;
|
||||
});
|
||||
|
||||
const matchedReferenceImages = scoredReferences
|
||||
.filter((entry) => entry.score > 0 && entry.imageSrc)
|
||||
.map((entry) => entry.imageSrc);
|
||||
const matchedReferenceImage = getFirstUnusedImage(
|
||||
matchedReferenceImages,
|
||||
usedImageSrcs,
|
||||
);
|
||||
|
||||
if (matchedReferenceImage) {
|
||||
return matchedReferenceImage;
|
||||
}
|
||||
|
||||
const offset = hashText(`${seedKey}:scene:${index}:${sourceText}`) % pool.length;
|
||||
const rotatedPool = [
|
||||
...pool.slice(offset),
|
||||
...pool.slice(0, offset),
|
||||
];
|
||||
|
||||
return getFirstUnusedImage(rotatedPool, usedImageSrcs);
|
||||
}
|
||||
|
||||
export function resolveCustomWorldLandmarkImage(
|
||||
profile: Pick<
|
||||
CustomWorldProfile,
|
||||
| 'id'
|
||||
| 'name'
|
||||
| 'summary'
|
||||
| 'tone'
|
||||
| 'playerGoal'
|
||||
| 'settingText'
|
||||
| 'templateWorldType'
|
||||
| 'compatibilityTemplateWorldType'
|
||||
| 'ownedSettingLayers'
|
||||
>,
|
||||
landmark: Pick<CustomWorldLandmark, 'id' | 'name' | 'description' | 'imageSrc'>,
|
||||
index: number,
|
||||
usedImageSrcs?: Iterable<string>,
|
||||
) {
|
||||
const explicitImageSrc = normalizeOptionalImageSrc(landmark.imageSrc);
|
||||
if (explicitImageSrc) {
|
||||
return explicitImageSrc;
|
||||
}
|
||||
|
||||
return getDefaultCustomWorldSceneImage(
|
||||
profile.id || profile.name,
|
||||
index,
|
||||
resolveCustomWorldCompatibilityTemplateWorldType(profile),
|
||||
{
|
||||
profile,
|
||||
landmark,
|
||||
usedImageSrcs,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
export function resolveCustomWorldLandmarkImageMap(
|
||||
profile: Pick<
|
||||
CustomWorldProfile,
|
||||
| 'id'
|
||||
| 'name'
|
||||
| 'summary'
|
||||
| 'tone'
|
||||
| 'playerGoal'
|
||||
| 'settingText'
|
||||
| 'templateWorldType'
|
||||
| 'compatibilityTemplateWorldType'
|
||||
| 'landmarks'
|
||||
| 'camp'
|
||||
| 'ownedSettingLayers'
|
||||
>,
|
||||
) {
|
||||
const usedImageSrcs = new Set(
|
||||
profile.landmarks
|
||||
.map((landmark) => normalizeOptionalImageSrc(landmark.imageSrc))
|
||||
.filter((imageSrc): imageSrc is string => Boolean(imageSrc)),
|
||||
);
|
||||
const imageMap = new Map<string, string>();
|
||||
|
||||
profile.landmarks.forEach((landmark, index) => {
|
||||
const resolvedImageSrc = resolveCustomWorldLandmarkImage(
|
||||
profile,
|
||||
landmark,
|
||||
index,
|
||||
usedImageSrcs,
|
||||
);
|
||||
if (resolvedImageSrc) {
|
||||
imageMap.set(landmark.id, resolvedImageSrc);
|
||||
usedImageSrcs.add(resolvedImageSrc);
|
||||
}
|
||||
});
|
||||
|
||||
return imageMap;
|
||||
}
|
||||
|
||||
export function resolveCustomWorldCampSceneImage(
|
||||
profile: Pick<
|
||||
CustomWorldProfile,
|
||||
| 'id'
|
||||
| 'name'
|
||||
| 'summary'
|
||||
| 'tone'
|
||||
| 'playerGoal'
|
||||
| 'settingText'
|
||||
| 'templateWorldType'
|
||||
| 'compatibilityTemplateWorldType'
|
||||
| 'landmarks'
|
||||
| 'camp'
|
||||
| 'ownedSettingLayers'
|
||||
>,
|
||||
) {
|
||||
const campScene = resolveCustomWorldCampScene(profile);
|
||||
const explicitImageSrc = normalizeOptionalImageSrc(campScene.imageSrc);
|
||||
if (explicitImageSrc) {
|
||||
return explicitImageSrc;
|
||||
}
|
||||
const landmarkImageMap = resolveCustomWorldLandmarkImageMap(profile);
|
||||
const usedImageSrcs = new Set(landmarkImageMap.values());
|
||||
|
||||
return getDefaultCustomWorldSceneImage(
|
||||
profile.id || profile.name,
|
||||
-1,
|
||||
resolveCustomWorldCompatibilityTemplateWorldType(profile),
|
||||
{
|
||||
profile,
|
||||
landmark: {
|
||||
id: 'custom-scene-camp',
|
||||
name: campScene.name,
|
||||
description: campScene.description,
|
||||
},
|
||||
usedImageSrcs,
|
||||
},
|
||||
);
|
||||
}
|
||||
93
src/data/economy.ts
Normal file
93
src/data/economy.ts
Normal file
@@ -0,0 +1,93 @@
|
||||
import { resolveCustomWorldRuleProfile } from '../services/customWorldOwnedSettingLayers';
|
||||
import { CustomWorldProfile, InventoryItem, WorldType } from '../types';
|
||||
import { getRuntimeCustomWorldProfile } from './customWorldRuntime';
|
||||
|
||||
const RARITY_BASE_VALUES: Record<InventoryItem['rarity'], number> = {
|
||||
common: 12,
|
||||
uncommon: 24,
|
||||
rare: 48,
|
||||
epic: 92,
|
||||
legendary: 168,
|
||||
};
|
||||
|
||||
function resolveEconomyProfile(
|
||||
worldType: WorldType | null,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
const profile =
|
||||
customWorldProfile ??
|
||||
(worldType === WorldType.CUSTOM ? getRuntimeCustomWorldProfile() : null);
|
||||
|
||||
return resolveCustomWorldRuleProfile(profile);
|
||||
}
|
||||
|
||||
export function getCurrencyName(
|
||||
worldType: WorldType | null,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
const ruleProfile = resolveEconomyProfile(worldType, customWorldProfile);
|
||||
if (ruleProfile) {
|
||||
return ruleProfile.resourceLabels.currency;
|
||||
}
|
||||
|
||||
if (worldType === WorldType.XIANXIA) return '灵石';
|
||||
if (worldType === WorldType.WUXIA) return '铜钱';
|
||||
return '钱币';
|
||||
}
|
||||
|
||||
export function getInitialPlayerCurrency(
|
||||
worldType: WorldType | null,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
const ruleProfile = resolveEconomyProfile(worldType, customWorldProfile);
|
||||
if (ruleProfile) {
|
||||
return ruleProfile.economyProfile.initialCurrency;
|
||||
}
|
||||
|
||||
return worldType === WorldType.XIANXIA ? 140 : 160;
|
||||
}
|
||||
|
||||
export function getDiscountTierForAffinity(affinity: number) {
|
||||
if (affinity >= 90) return 3;
|
||||
if (affinity >= 60) return 2;
|
||||
if (affinity >= 30) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
export function getInventoryItemValue(item: InventoryItem) {
|
||||
if (typeof item.value === 'number' && Number.isFinite(item.value)) {
|
||||
return Math.max(8, Math.round(item.value));
|
||||
}
|
||||
|
||||
let value = RARITY_BASE_VALUES[item.rarity];
|
||||
|
||||
if (item.tags.includes('weapon')) value += 14;
|
||||
if (item.tags.includes('armor')) value += 12;
|
||||
if (item.tags.includes('relic')) value += 16;
|
||||
if (item.tags.includes('mana')) value += 8;
|
||||
if (item.tags.includes('healing')) value += 8;
|
||||
if (item.tags.includes('material')) value += 4;
|
||||
if (item.category.includes('专属')) value += 10;
|
||||
|
||||
return Math.max(8, value);
|
||||
}
|
||||
|
||||
export function getNpcPurchasePrice(item: InventoryItem, affinity: number) {
|
||||
const discountTier = getDiscountTierForAffinity(affinity);
|
||||
const discountMultiplier = 1 - (discountTier * 0.08);
|
||||
return Math.max(6, Math.round(getInventoryItemValue(item) * discountMultiplier));
|
||||
}
|
||||
|
||||
export function getNpcBuybackPrice(item: InventoryItem, affinity: number) {
|
||||
const discountTier = getDiscountTierForAffinity(affinity);
|
||||
const buybackMultiplier = 0.4 + (discountTier * 0.06);
|
||||
return Math.max(4, Math.round(getInventoryItemValue(item) * buybackMultiplier));
|
||||
}
|
||||
|
||||
export function formatCurrency(
|
||||
value: number,
|
||||
worldType: WorldType | null,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
) {
|
||||
return `${value} ${getCurrencyName(worldType, customWorldProfile)}`;
|
||||
}
|
||||
125
src/data/encounterTransition.ts
Normal file
125
src/data/encounterTransition.ts
Normal file
@@ -0,0 +1,125 @@
|
||||
import { GameState } from '../types';
|
||||
import { getFacingTowardPlayer, getMonsterGroupAnchorX, PLAYER_BASE_X_METERS } from './hostileNpcs';
|
||||
|
||||
function roundMeters(value: number) {
|
||||
return Number(value.toFixed(2));
|
||||
}
|
||||
|
||||
function lerp(start: number, end: number, progress: number) {
|
||||
return roundMeters(start + ((end - start) * progress));
|
||||
}
|
||||
|
||||
export function hasEncounterEntity(state: Pick<GameState, 'sceneHostileNpcs' | 'currentEncounter'>) {
|
||||
return state.sceneHostileNpcs.length > 0 || Boolean(state.currentEncounter);
|
||||
}
|
||||
|
||||
export function buildEncounterEntryState(
|
||||
finalState: GameState,
|
||||
entryX: number,
|
||||
): GameState {
|
||||
if (finalState.sceneHostileNpcs.length > 0) {
|
||||
const anchorX = getMonsterGroupAnchorX(finalState.sceneHostileNpcs);
|
||||
return {
|
||||
...finalState,
|
||||
sceneHostileNpcs: finalState.sceneHostileNpcs.map(monster => {
|
||||
const offset = monster.xMeters - anchorX;
|
||||
const xMeters = roundMeters(entryX + offset);
|
||||
return {
|
||||
...monster,
|
||||
xMeters,
|
||||
animation: 'move' as const,
|
||||
facing: getFacingTowardPlayer(xMeters, PLAYER_BASE_X_METERS),
|
||||
};
|
||||
}),
|
||||
currentEncounter: null,
|
||||
};
|
||||
}
|
||||
|
||||
if (finalState.currentEncounter) {
|
||||
return {
|
||||
...finalState,
|
||||
currentEncounter: {
|
||||
...finalState.currentEncounter,
|
||||
xMeters: entryX,
|
||||
},
|
||||
sceneHostileNpcs: [],
|
||||
};
|
||||
}
|
||||
|
||||
return finalState;
|
||||
}
|
||||
|
||||
export function buildEncounterTransitionState(
|
||||
finalState: GameState,
|
||||
sourceState: Pick<GameState, 'sceneHostileNpcs' | 'currentEncounter'>,
|
||||
): GameState {
|
||||
if (finalState.sceneHostileNpcs.length > 0) {
|
||||
const sourceById = new Map(sourceState.sceneHostileNpcs.map(monster => [monster.id, monster]));
|
||||
return {
|
||||
...finalState,
|
||||
sceneHostileNpcs: finalState.sceneHostileNpcs.map(monster => {
|
||||
const sourceMonster = sourceById.get(monster.id);
|
||||
const xMeters = sourceMonster?.xMeters ?? monster.xMeters;
|
||||
return {
|
||||
...monster,
|
||||
xMeters,
|
||||
animation: 'move' as const,
|
||||
facing: getFacingTowardPlayer(xMeters, PLAYER_BASE_X_METERS),
|
||||
};
|
||||
}),
|
||||
currentEncounter: null,
|
||||
};
|
||||
}
|
||||
|
||||
if (finalState.currentEncounter) {
|
||||
return {
|
||||
...finalState,
|
||||
currentEncounter: {
|
||||
...finalState.currentEncounter,
|
||||
xMeters: sourceState.currentEncounter?.xMeters ?? finalState.currentEncounter.xMeters,
|
||||
},
|
||||
sceneHostileNpcs: [],
|
||||
};
|
||||
}
|
||||
|
||||
return finalState;
|
||||
}
|
||||
|
||||
export function interpolateEncounterTransitionState(
|
||||
startState: Pick<GameState, 'sceneHostileNpcs' | 'currentEncounter'>,
|
||||
finalState: GameState,
|
||||
progress: number,
|
||||
): GameState {
|
||||
if (finalState.sceneHostileNpcs.length > 0) {
|
||||
const startById = new Map(startState.sceneHostileNpcs.map(monster => [monster.id, monster]));
|
||||
return {
|
||||
...finalState,
|
||||
sceneHostileNpcs: finalState.sceneHostileNpcs.map(monster => {
|
||||
const startMonster = startById.get(monster.id);
|
||||
const xMeters = lerp(startMonster?.xMeters ?? monster.xMeters, monster.xMeters, progress);
|
||||
return {
|
||||
...monster,
|
||||
xMeters,
|
||||
animation: progress < 1 ? ('move' as const) : monster.animation,
|
||||
facing: getFacingTowardPlayer(xMeters, PLAYER_BASE_X_METERS),
|
||||
};
|
||||
}),
|
||||
currentEncounter: null,
|
||||
};
|
||||
}
|
||||
|
||||
if (finalState.currentEncounter) {
|
||||
const startX = startState.currentEncounter?.xMeters ?? finalState.currentEncounter.xMeters ?? 0;
|
||||
const endX = finalState.currentEncounter.xMeters ?? startX;
|
||||
return {
|
||||
...finalState,
|
||||
currentEncounter: {
|
||||
...finalState.currentEncounter,
|
||||
xMeters: lerp(startX, endX, progress),
|
||||
},
|
||||
sceneHostileNpcs: [],
|
||||
};
|
||||
}
|
||||
|
||||
return finalState;
|
||||
}
|
||||
321
src/data/equipmentEffects.ts
Normal file
321
src/data/equipmentEffects.ts
Normal file
@@ -0,0 +1,321 @@
|
||||
import { Character, CustomWorldProfile, EquipmentLoadout, EquipmentSlotId, GameState, InventoryItem, ItemRarity } from '../types';
|
||||
import { normalizeBuildRole, normalizeBuildTags } from './buildTags';
|
||||
import type { CharacterEquipmentItem } from './characterPresets';
|
||||
import { getCharacterEquipment, getCharacterMaxHp, getCharacterMaxMana } from './characterPresets';
|
||||
|
||||
export type EquipmentBonuses = {
|
||||
maxHpBonus: number;
|
||||
maxManaBonus: number;
|
||||
outgoingDamageMultiplier: number;
|
||||
incomingDamageMultiplier: number;
|
||||
};
|
||||
|
||||
export const EQUIPMENT_SLOTS: EquipmentSlotId[] = ['weapon', 'armor', 'relic'];
|
||||
|
||||
const WEAPON_DAMAGE_BONUS: Record<ItemRarity, number> = {
|
||||
common: 0.06,
|
||||
uncommon: 0.1,
|
||||
rare: 0.14,
|
||||
epic: 0.2,
|
||||
legendary: 0.28,
|
||||
};
|
||||
|
||||
const ARMOR_HP_BONUS: Record<ItemRarity, number> = {
|
||||
common: 14,
|
||||
uncommon: 22,
|
||||
rare: 32,
|
||||
epic: 44,
|
||||
legendary: 58,
|
||||
};
|
||||
|
||||
const ARMOR_DAMAGE_MULTIPLIER: Record<ItemRarity, number> = {
|
||||
common: 0.97,
|
||||
uncommon: 0.94,
|
||||
rare: 0.9,
|
||||
epic: 0.86,
|
||||
legendary: 0.8,
|
||||
};
|
||||
|
||||
const RELIC_MANA_BONUS: Record<ItemRarity, number> = {
|
||||
common: 10,
|
||||
uncommon: 18,
|
||||
rare: 28,
|
||||
epic: 40,
|
||||
legendary: 54,
|
||||
};
|
||||
|
||||
const RELIC_DAMAGE_BONUS: Record<ItemRarity, number> = {
|
||||
common: 0.02,
|
||||
uncommon: 0.04,
|
||||
rare: 0.06,
|
||||
epic: 0.09,
|
||||
legendary: 0.12,
|
||||
};
|
||||
|
||||
export function createEmptyEquipmentLoadout(): EquipmentLoadout {
|
||||
return {
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: null,
|
||||
};
|
||||
}
|
||||
|
||||
export function getEquipmentSlotLabel(slot: EquipmentSlotId) {
|
||||
return {
|
||||
weapon: '武器',
|
||||
armor: '护甲',
|
||||
relic: '饰品',
|
||||
}[slot];
|
||||
}
|
||||
|
||||
export function getEquipmentRarityLabel(rarity: ItemRarity) {
|
||||
return {
|
||||
common: '普通',
|
||||
uncommon: '优秀',
|
||||
rare: '稀有',
|
||||
epic: '史诗',
|
||||
legendary: '传说',
|
||||
}[rarity];
|
||||
}
|
||||
|
||||
function normalizePresetRarity(rarityText: string | undefined): ItemRarity {
|
||||
if (!rarityText) return 'common';
|
||||
if (/传说|legendary/i.test(rarityText)) return 'legendary';
|
||||
if (/史诗|epic/i.test(rarityText)) return 'epic';
|
||||
if (/稀有|rare/i.test(rarityText)) return 'rare';
|
||||
if (/优秀|uncommon/i.test(rarityText)) return 'uncommon';
|
||||
return 'common';
|
||||
}
|
||||
|
||||
function inferSlotFromText(value: string) {
|
||||
if (/武器|剑|弓|刀|拳套|战刃|佩刀|枪|刃/u.test(value)) return 'weapon' as const;
|
||||
if (/护甲|甲|护臂|衣|袍|铠/u.test(value)) return 'armor' as const;
|
||||
if (/饰品|护符|徽章|玉|珠|坠|铃|盘|令|匣/u.test(value)) return 'relic' as const;
|
||||
return null;
|
||||
}
|
||||
|
||||
function inferEquipmentTags(slot: EquipmentSlotId, name: string) {
|
||||
const tags = new Set<string>([slot]);
|
||||
|
||||
if (/灵|气|符|珠|盘|玉/u.test(name)) tags.add('mana');
|
||||
if (/护|守|甲|铠/u.test(name)) tags.add('armor');
|
||||
if (/刃|剑|弓|刀|拳/u.test(name)) tags.add('weapon');
|
||||
if (/徽章|护符|坠|铃|盘|令/u.test(name)) tags.add('relic');
|
||||
if (/疗|愈|血/u.test(name)) tags.add('healing');
|
||||
|
||||
return [...tags];
|
||||
}
|
||||
|
||||
function buildStarterEquipmentItem(
|
||||
characterId: string,
|
||||
equipmentItem: CharacterEquipmentItem,
|
||||
slot: EquipmentSlotId,
|
||||
): InventoryItem {
|
||||
return {
|
||||
id: `starter:${characterId}:${slot}`,
|
||||
category: getEquipmentSlotLabel(slot),
|
||||
name: equipmentItem.item,
|
||||
quantity: 1,
|
||||
rarity: normalizePresetRarity(equipmentItem.rarity),
|
||||
tags: inferEquipmentTags(slot, equipmentItem.item),
|
||||
equipmentSlotId: slot,
|
||||
buildProfile: inferStarterBuildProfile(slot, equipmentItem.item),
|
||||
};
|
||||
}
|
||||
|
||||
function inferStarterBuildProfile(slot: EquipmentSlotId, name: string): InventoryItem['buildProfile'] {
|
||||
const source = `${slot} ${name}`;
|
||||
|
||||
if (/弓|箭|矢/u.test(source)) {
|
||||
return {
|
||||
role: normalizeBuildRole('游击'),
|
||||
tags: normalizeBuildTags(['远射', '游击', '风行']),
|
||||
synergy: ['拉扯', '先手试探', '远程压制'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
if (/盾|甲|铠|护/u.test(source)) {
|
||||
return {
|
||||
role: normalizeBuildRole('先锋'),
|
||||
tags: normalizeBuildTags(['守御', '护体', '先锋']),
|
||||
synergy: ['正面承压', '稳定推进', '反手压场'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
if (/拳|锤|斧/u.test(source)) {
|
||||
return {
|
||||
role: normalizeBuildRole('狂战'),
|
||||
tags: normalizeBuildTags(['重击', '爆发', '压血']),
|
||||
synergy: ['近身爆发', '压低血线', '强攻破面'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
if (/符|印|珠|戒|坠/u.test(source)) {
|
||||
return {
|
||||
role: normalizeBuildRole('法修'),
|
||||
tags: normalizeBuildTags(['法力', '护体', '镇邪']),
|
||||
synergy: ['法力支撑', '续战调息', '偏功能补位'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
if (slot === 'weapon') {
|
||||
return {
|
||||
role: normalizeBuildRole('快剑'),
|
||||
tags: normalizeBuildTags(['快剑', '突进', '压制']),
|
||||
synergy: ['贴身连击', '起手压制', '追身进攻'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
if (slot === 'armor') {
|
||||
return {
|
||||
role: normalizeBuildRole('守御'),
|
||||
tags: normalizeBuildTags(['守御', '护体']),
|
||||
synergy: ['过渡承伤', '基础防护'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
role: normalizeBuildRole('均衡'),
|
||||
tags: normalizeBuildTags(['均衡', '续战']),
|
||||
synergy: ['过渡补强', '基础续航'],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
export function getEquipmentSlotFromItem(item: InventoryItem): EquipmentSlotId | null {
|
||||
if (item.equipmentSlotId) return item.equipmentSlotId;
|
||||
if (item.tags.includes('weapon')) return 'weapon';
|
||||
if (item.tags.includes('armor')) return 'armor';
|
||||
if (item.tags.includes('relic')) return 'relic';
|
||||
|
||||
return inferSlotFromText(`${item.category} ${item.name}`);
|
||||
}
|
||||
|
||||
export function isInventoryItemEquippable(item: InventoryItem) {
|
||||
return getEquipmentSlotFromItem(item) !== null;
|
||||
}
|
||||
|
||||
export function buildInitialEquipmentLoadout(
|
||||
character: Character,
|
||||
customWorldProfile: CustomWorldProfile | null = null,
|
||||
) {
|
||||
const loadout = createEmptyEquipmentLoadout();
|
||||
const starterEquipment = getCharacterEquipment(character, customWorldProfile);
|
||||
|
||||
starterEquipment.forEach((equipmentItem, index) => {
|
||||
const inferredSlot = inferSlotFromText(`${equipmentItem.slot} ${equipmentItem.item}`)
|
||||
?? EQUIPMENT_SLOTS[index]
|
||||
?? null;
|
||||
if (!inferredSlot || loadout[inferredSlot]) return;
|
||||
|
||||
loadout[inferredSlot] = buildStarterEquipmentItem(character.id, equipmentItem, inferredSlot);
|
||||
});
|
||||
|
||||
return loadout;
|
||||
}
|
||||
|
||||
function getFallbackBonusesForItem(slot: EquipmentSlotId, rarity: ItemRarity) {
|
||||
if (slot === 'weapon') {
|
||||
return {
|
||||
maxHpBonus: 0,
|
||||
maxManaBonus: 0,
|
||||
outgoingDamageBonus: WEAPON_DAMAGE_BONUS[rarity],
|
||||
incomingDamageMultiplier: 1,
|
||||
};
|
||||
}
|
||||
|
||||
if (slot === 'armor') {
|
||||
return {
|
||||
maxHpBonus: ARMOR_HP_BONUS[rarity],
|
||||
maxManaBonus: 0,
|
||||
outgoingDamageBonus: 0,
|
||||
incomingDamageMultiplier: ARMOR_DAMAGE_MULTIPLIER[rarity],
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
maxHpBonus: 0,
|
||||
maxManaBonus: RELIC_MANA_BONUS[rarity],
|
||||
outgoingDamageBonus: RELIC_DAMAGE_BONUS[rarity],
|
||||
incomingDamageMultiplier: 1,
|
||||
};
|
||||
}
|
||||
|
||||
function getItemEquipmentBonuses(item: InventoryItem, slot: EquipmentSlotId) {
|
||||
const fallback = getFallbackBonusesForItem(slot, item.rarity);
|
||||
const statProfile = item.statProfile;
|
||||
|
||||
return {
|
||||
maxHpBonus: statProfile?.maxHpBonus ?? fallback.maxHpBonus,
|
||||
maxManaBonus: statProfile?.maxManaBonus ?? fallback.maxManaBonus,
|
||||
outgoingDamageBonus: statProfile?.outgoingDamageBonus ?? fallback.outgoingDamageBonus,
|
||||
incomingDamageMultiplier: statProfile?.incomingDamageMultiplier ?? fallback.incomingDamageMultiplier,
|
||||
};
|
||||
}
|
||||
|
||||
export function getEquipmentBonuses(loadout: EquipmentLoadout): EquipmentBonuses {
|
||||
let maxHpBonus = 0;
|
||||
let maxManaBonus = 0;
|
||||
let outgoingDamageBonus = 0;
|
||||
let incomingDamageMultiplier = 1;
|
||||
|
||||
EQUIPMENT_SLOTS.forEach(slot => {
|
||||
const item = loadout[slot];
|
||||
if (!item) return;
|
||||
|
||||
const itemBonuses = getItemEquipmentBonuses(item, slot);
|
||||
maxHpBonus += itemBonuses.maxHpBonus;
|
||||
maxManaBonus += itemBonuses.maxManaBonus;
|
||||
outgoingDamageBonus += itemBonuses.outgoingDamageBonus;
|
||||
incomingDamageMultiplier *= itemBonuses.incomingDamageMultiplier;
|
||||
});
|
||||
|
||||
return {
|
||||
maxHpBonus,
|
||||
maxManaBonus,
|
||||
outgoingDamageMultiplier: Number((1 + outgoingDamageBonus).toFixed(4)),
|
||||
incomingDamageMultiplier: Number(incomingDamageMultiplier.toFixed(4)),
|
||||
};
|
||||
}
|
||||
|
||||
export function applyEquipmentLoadoutToState(
|
||||
state: GameState,
|
||||
nextEquipment: EquipmentLoadout,
|
||||
): GameState {
|
||||
const nextBonuses = getEquipmentBonuses(nextEquipment);
|
||||
const baseMaxHp = state.playerCharacter
|
||||
? getCharacterMaxHp(
|
||||
state.playerCharacter,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
)
|
||||
: Math.max(1, state.playerMaxHp);
|
||||
const nextMaxHp = baseMaxHp + nextBonuses.maxHpBonus;
|
||||
const nextMaxMana = state.playerCharacter ? getCharacterMaxMana(state.playerCharacter) : state.playerMaxMana;
|
||||
|
||||
return {
|
||||
...state,
|
||||
playerMaxHp: nextMaxHp,
|
||||
playerHp: Math.min(nextMaxHp, state.playerHp),
|
||||
playerMaxMana: nextMaxMana,
|
||||
playerMana: nextMaxMana,
|
||||
playerEquipment: nextEquipment,
|
||||
};
|
||||
}
|
||||
|
||||
export function describeEquipmentBonuses(bonuses: EquipmentBonuses) {
|
||||
const parts = [
|
||||
bonuses.maxHpBonus > 0 ? `气血上限 +${bonuses.maxHpBonus}` : null,
|
||||
bonuses.maxManaBonus > 0 ? `灵力上限 +${bonuses.maxManaBonus}` : null,
|
||||
bonuses.outgoingDamageMultiplier > 1 ? `伤害 x${bonuses.outgoingDamageMultiplier}` : null,
|
||||
bonuses.incomingDamageMultiplier < 1 ? `承伤 x${bonuses.incomingDamageMultiplier}` : null,
|
||||
].filter(Boolean);
|
||||
|
||||
return parts.length > 0 ? parts.join(',') : '暂无额外加成';
|
||||
}
|
||||
534
src/data/forgeSystem.ts
Normal file
534
src/data/forgeSystem.ts
Normal file
@@ -0,0 +1,534 @@
|
||||
import type {
|
||||
EquipmentSlotId,
|
||||
InventoryItem,
|
||||
ItemBuildProfile,
|
||||
ItemRarity,
|
||||
ItemStatProfile,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { getSimilarBuildTags, normalizeBuildRole, normalizeBuildTags } from './buildTags';
|
||||
import { formatCurrency } from './economy';
|
||||
import { getEquipmentSlotFromItem } from './equipmentEffects';
|
||||
import { addInventoryItems, removeInventoryItem } from './npcInteractions';
|
||||
|
||||
export type ForgeRecipeKind = 'synthesis' | 'forge';
|
||||
|
||||
type ForgeRequirement = {
|
||||
id: string;
|
||||
label: string;
|
||||
quantity: number;
|
||||
matches: (item: InventoryItem) => boolean;
|
||||
};
|
||||
|
||||
type ForgeRecipeDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
kind: ForgeRecipeKind;
|
||||
description: string;
|
||||
resultLabel: string;
|
||||
currencyCost: number;
|
||||
requirements: ForgeRequirement[];
|
||||
createResult: (worldType: WorldType | null) => InventoryItem;
|
||||
};
|
||||
|
||||
export type ForgeRecipeView = {
|
||||
id: string;
|
||||
name: string;
|
||||
kind: ForgeRecipeKind;
|
||||
description: string;
|
||||
resultLabel: string;
|
||||
currencyCost: number;
|
||||
currencyText: string;
|
||||
requirements: Array<{
|
||||
id: string;
|
||||
label: string;
|
||||
quantity: number;
|
||||
owned: number;
|
||||
}>;
|
||||
canCraft: boolean;
|
||||
};
|
||||
|
||||
export type ForgeExecutionResult = {
|
||||
inventory: InventoryItem[];
|
||||
currency: number;
|
||||
createdItem: InventoryItem;
|
||||
};
|
||||
|
||||
export type DismantleExecutionResult = {
|
||||
inventory: InventoryItem[];
|
||||
outputs: InventoryItem[];
|
||||
};
|
||||
|
||||
export type ReforgeExecutionResult = {
|
||||
inventory: InventoryItem[];
|
||||
reforgedItem: InventoryItem;
|
||||
currencyCost: number;
|
||||
};
|
||||
|
||||
function createItemId(prefix: string) {
|
||||
return `${prefix}:${Date.now().toString(36)}:${Math.random().toString(36).slice(2, 8)}`;
|
||||
}
|
||||
|
||||
function normalizeQuantity(quantity: number) {
|
||||
return Math.max(1, Math.floor(quantity));
|
||||
}
|
||||
|
||||
function buildMaterialItem(
|
||||
name: string,
|
||||
quantity: number,
|
||||
tags: string[],
|
||||
rarity: ItemRarity = 'uncommon',
|
||||
description?: string,
|
||||
): InventoryItem {
|
||||
return {
|
||||
id: createItemId(`forge-material:${name}`),
|
||||
category: '材料',
|
||||
name,
|
||||
quantity: normalizeQuantity(quantity),
|
||||
rarity,
|
||||
tags: ['material', ...normalizeBuildTags(tags)],
|
||||
description,
|
||||
buildProfile: {
|
||||
role: normalizeBuildRole('工巧'),
|
||||
tags: normalizeBuildTags(tags),
|
||||
craftTags: normalizeBuildTags(tags),
|
||||
forgeRank: 0,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function buildEquipmentItem(params: {
|
||||
name: string;
|
||||
slot: EquipmentSlotId;
|
||||
rarity: ItemRarity;
|
||||
description: string;
|
||||
role: string;
|
||||
tags: string[];
|
||||
setId: string;
|
||||
setName: string;
|
||||
pieceName: string;
|
||||
synergy: string[];
|
||||
statProfile: ItemStatProfile;
|
||||
}) {
|
||||
return {
|
||||
id: createItemId(`forge-equip:${params.name}`),
|
||||
category: params.slot === 'weapon' ? '武器' : params.slot === 'armor' ? '护甲' : '饰品',
|
||||
name: params.name,
|
||||
quantity: 1,
|
||||
rarity: params.rarity,
|
||||
tags: [
|
||||
params.slot === 'weapon' ? 'weapon' : params.slot === 'armor' ? 'armor' : 'relic',
|
||||
...normalizeBuildTags(params.tags),
|
||||
],
|
||||
description: params.description,
|
||||
equipmentSlotId: params.slot,
|
||||
statProfile: params.statProfile,
|
||||
buildProfile: {
|
||||
role: normalizeBuildRole(params.role),
|
||||
tags: normalizeBuildTags(params.tags),
|
||||
setId: params.setId,
|
||||
setName: params.setName,
|
||||
pieceName: params.pieceName,
|
||||
synergy: params.synergy,
|
||||
craftTags: normalizeBuildTags(params.tags),
|
||||
forgeRank: 1,
|
||||
} satisfies ItemBuildProfile,
|
||||
} satisfies InventoryItem;
|
||||
}
|
||||
|
||||
function buildRefinedIngot() {
|
||||
return buildMaterialItem('精炼锭材', 1, ['工巧', '守御'], 'rare', '经过二次锻压的通用金属锭材,可用于武器与护甲锻造。');
|
||||
}
|
||||
|
||||
function buildCondensedSilk() {
|
||||
return buildMaterialItem('凝光纱', 1, ['工巧', '法力'], 'rare', '适合饰品与法器类配方的高阶纤维材料。');
|
||||
}
|
||||
|
||||
function buildTagEssence(tag: string) {
|
||||
return buildMaterialItem(`${tag}精粹`, 1, [tag, '工巧'], 'rare', `从旧装备中提炼出的 ${tag} 构筑精粹。`);
|
||||
}
|
||||
|
||||
function buildAnyMaterialRequirement(id: string, label: string, quantity: number): ForgeRequirement {
|
||||
return {
|
||||
id,
|
||||
label,
|
||||
quantity,
|
||||
matches: item => item.tags.includes('material') || item.category.includes('材料'),
|
||||
};
|
||||
}
|
||||
|
||||
function buildNamedMaterialRequirement(name: string, quantity: number): ForgeRequirement {
|
||||
return {
|
||||
id: `name:${name}`,
|
||||
label: name,
|
||||
quantity,
|
||||
matches: item => item.name === name,
|
||||
};
|
||||
}
|
||||
|
||||
const FORGE_RECIPES: ForgeRecipeDefinition[] = [
|
||||
{
|
||||
id: 'synthesis-refined-ingot',
|
||||
name: '压炼锭材',
|
||||
kind: 'synthesis',
|
||||
description: '把零散残片和基础材料压成稳定可用的金属锭材。',
|
||||
resultLabel: '精炼锭材',
|
||||
currencyCost: 18,
|
||||
requirements: [
|
||||
buildAnyMaterialRequirement('material:any', '任意材料', 3),
|
||||
],
|
||||
createResult: () => buildRefinedIngot(),
|
||||
},
|
||||
{
|
||||
id: 'synthesis-condensed-silk',
|
||||
name: '凝光纺丝',
|
||||
kind: 'synthesis',
|
||||
description: '用灵性残材与粉末纺出适合饰品锻造的凝光纱。',
|
||||
resultLabel: '凝光纱',
|
||||
currencyCost: 24,
|
||||
requirements: [
|
||||
buildAnyMaterialRequirement('material:any', '任意材料', 2),
|
||||
{
|
||||
id: 'tag:mana',
|
||||
label: '含法力标签材料',
|
||||
quantity: 1,
|
||||
matches: item => (item.tags.includes('material') || item.category.includes('材料')) && item.tags.includes('mana'),
|
||||
},
|
||||
],
|
||||
createResult: () => buildCondensedSilk(),
|
||||
},
|
||||
{
|
||||
id: 'forge-duelist-blade',
|
||||
name: '锻造 百炼追风剑',
|
||||
kind: 'forge',
|
||||
description: '围绕快剑、突进、追击构筑的轻灵主武器。',
|
||||
resultLabel: '百炼追风剑',
|
||||
currencyCost: 72,
|
||||
requirements: [
|
||||
buildNamedMaterialRequirement('精炼锭材', 2),
|
||||
buildNamedMaterialRequirement('快剑精粹', 1),
|
||||
buildNamedMaterialRequirement('突进精粹', 1),
|
||||
],
|
||||
createResult: () => buildEquipmentItem({
|
||||
name: '百炼追风剑',
|
||||
slot: 'weapon',
|
||||
rarity: 'epic',
|
||||
description: '为快剑与追身构筑准备的锻造兵刃,挥动时更容易连续压进对手空门。',
|
||||
role: '快剑',
|
||||
tags: ['快剑', '突进', '追击'],
|
||||
setId: 'forge-set-duelist',
|
||||
setName: '追风连锋',
|
||||
pieceName: 'weapon',
|
||||
synergy: ['快剑', '突进', '追击'],
|
||||
statProfile: {
|
||||
maxManaBonus: 10,
|
||||
outgoingDamageBonus: 0.2,
|
||||
},
|
||||
}),
|
||||
},
|
||||
{
|
||||
id: 'forge-ward-armor',
|
||||
name: '锻造 镇岳护甲',
|
||||
kind: 'forge',
|
||||
description: '面向前排承压的护甲,适合守御与护体构筑。',
|
||||
resultLabel: '镇岳护甲',
|
||||
currencyCost: 78,
|
||||
requirements: [
|
||||
buildNamedMaterialRequirement('精炼锭材', 2),
|
||||
buildNamedMaterialRequirement('守御精粹', 1),
|
||||
buildNamedMaterialRequirement('护体精粹', 1),
|
||||
],
|
||||
createResult: () => buildEquipmentItem({
|
||||
name: '镇岳护甲',
|
||||
slot: 'armor',
|
||||
rarity: 'epic',
|
||||
description: '厚重但稳定的护甲套件,适合顶住正面压力后再伺机反打。',
|
||||
role: '守御',
|
||||
tags: ['守御', '护体', '先锋'],
|
||||
setId: 'forge-set-ward',
|
||||
setName: '镇岳守阵',
|
||||
pieceName: 'armor',
|
||||
synergy: ['守御', '护体', '先锋'],
|
||||
statProfile: {
|
||||
maxHpBonus: 56,
|
||||
maxManaBonus: 8,
|
||||
outgoingDamageBonus: 0.08,
|
||||
incomingDamageMultiplier: 0.84,
|
||||
},
|
||||
}),
|
||||
},
|
||||
{
|
||||
id: 'forge-thunder-relic',
|
||||
name: '锻造 雷纹灵坠',
|
||||
kind: 'forge',
|
||||
description: '为法修、雷法、过载 build 提供资源与爆发补强。',
|
||||
resultLabel: '雷纹灵坠',
|
||||
currencyCost: 88,
|
||||
requirements: [
|
||||
buildNamedMaterialRequirement('凝光纱', 2),
|
||||
buildNamedMaterialRequirement('法力精粹', 1),
|
||||
buildNamedMaterialRequirement('雷法精粹', 1),
|
||||
],
|
||||
createResult: () => buildEquipmentItem({
|
||||
name: '雷纹灵坠',
|
||||
slot: 'relic',
|
||||
rarity: 'epic',
|
||||
description: '内封雷纹与灵引回路的饰品,能在短窗口内快速放大法术节奏。',
|
||||
role: '法修',
|
||||
tags: ['法修', '雷法', '过载'],
|
||||
setId: 'forge-set-thunder',
|
||||
setName: '雷纹御法',
|
||||
pieceName: 'relic',
|
||||
synergy: ['法修', '雷法', '过载'],
|
||||
statProfile: {
|
||||
maxHpBonus: 8,
|
||||
maxManaBonus: 42,
|
||||
outgoingDamageBonus: 0.14,
|
||||
incomingDamageMultiplier: 0.92,
|
||||
},
|
||||
}),
|
||||
},
|
||||
];
|
||||
|
||||
function countMatchingItems(inventory: InventoryItem[], requirement: ForgeRequirement) {
|
||||
return inventory
|
||||
.filter(item => requirement.matches(item))
|
||||
.reduce((sum, item) => sum + item.quantity, 0);
|
||||
}
|
||||
|
||||
function consumeRequirement(inventory: InventoryItem[], requirement: ForgeRequirement) {
|
||||
let remaining = requirement.quantity;
|
||||
let nextInventory = [...inventory];
|
||||
|
||||
for (const item of inventory) {
|
||||
if (remaining <= 0) break;
|
||||
if (!requirement.matches(item)) continue;
|
||||
|
||||
const consumed = Math.min(item.quantity, remaining);
|
||||
nextInventory = removeInventoryItem(nextInventory, item.id, consumed);
|
||||
remaining -= consumed;
|
||||
}
|
||||
|
||||
return remaining === 0 ? nextInventory : null;
|
||||
}
|
||||
|
||||
function applyRequirementsIfPossible(inventory: InventoryItem[], requirements: ForgeRequirement[]) {
|
||||
let nextInventory = [...inventory];
|
||||
for (const requirement of requirements) {
|
||||
const consumedInventory = consumeRequirement(nextInventory, requirement);
|
||||
if (!consumedInventory) return null;
|
||||
nextInventory = consumedInventory;
|
||||
}
|
||||
return nextInventory;
|
||||
}
|
||||
|
||||
function buildDismantleBaseMaterials(item: InventoryItem, slot: EquipmentSlotId | null) {
|
||||
const rarityScale: Record<ItemRarity, number> = {
|
||||
common: 1,
|
||||
uncommon: 2,
|
||||
rare: 3,
|
||||
epic: 4,
|
||||
legendary: 5,
|
||||
};
|
||||
|
||||
const amount = rarityScale[item.rarity];
|
||||
if (slot === 'weapon') {
|
||||
return [buildMaterialItem('武器残片', amount, ['工巧', '重击'], item.rarity === 'common' ? 'common' : 'uncommon')];
|
||||
}
|
||||
if (slot === 'armor') {
|
||||
return [buildMaterialItem('甲片', amount, ['工巧', '守御'], item.rarity === 'common' ? 'common' : 'uncommon')];
|
||||
}
|
||||
if (slot === 'relic') {
|
||||
return [buildMaterialItem('灵饰碎片', amount, ['工巧', '法力'], item.rarity === 'common' ? 'common' : 'uncommon')];
|
||||
}
|
||||
return [buildMaterialItem('零散材料', Math.max(1, Math.ceil(amount / 2)), ['工巧'], 'common')];
|
||||
}
|
||||
|
||||
function buildDismantleEssences(item: InventoryItem) {
|
||||
const buildTags = normalizeBuildTags([
|
||||
...(item.buildProfile?.tags ?? []),
|
||||
item.buildProfile?.role ?? '',
|
||||
]).slice(0, item.rarity === 'legendary' ? 3 : 2);
|
||||
|
||||
return buildTags.map(tag => buildTagEssence(tag));
|
||||
}
|
||||
|
||||
function enhanceStatProfile(statProfile: ItemStatProfile | null | undefined, slot: EquipmentSlotId | null) {
|
||||
const nextProfile = { ...(statProfile ?? {}) };
|
||||
nextProfile.maxHpBonus = (nextProfile.maxHpBonus ?? 0) + (slot === 'armor' ? 10 : 4);
|
||||
nextProfile.maxManaBonus = (nextProfile.maxManaBonus ?? 0) + (slot === 'relic' ? 10 : 4);
|
||||
nextProfile.outgoingDamageBonus = Number(((nextProfile.outgoingDamageBonus ?? 0) + 0.03).toFixed(3));
|
||||
|
||||
if (typeof nextProfile.incomingDamageMultiplier === 'number') {
|
||||
nextProfile.incomingDamageMultiplier = Number(Math.max(0.72, nextProfile.incomingDamageMultiplier - 0.03).toFixed(3));
|
||||
} else if (slot === 'armor' || slot === 'relic') {
|
||||
nextProfile.incomingDamageMultiplier = slot === 'armor' ? 0.94 : 0.97;
|
||||
}
|
||||
|
||||
return nextProfile;
|
||||
}
|
||||
|
||||
function buildReforgedItem(item: InventoryItem) {
|
||||
const slot = getEquipmentSlotFromItem(item);
|
||||
if (!slot || !item.buildProfile) return null;
|
||||
|
||||
const currentTags = normalizeBuildTags(item.buildProfile.tags);
|
||||
const primaryTag = currentTags[0];
|
||||
const replacement = primaryTag
|
||||
? getSimilarBuildTags(primaryTag, 0.6).find(tag => !currentTags.includes(tag)) ?? primaryTag
|
||||
: null;
|
||||
|
||||
const nextTags = normalizeBuildTags([
|
||||
...(replacement ? [replacement] : []),
|
||||
...currentTags.slice(replacement && replacement !== primaryTag ? 1 : 0),
|
||||
]).slice(0, 3);
|
||||
|
||||
return {
|
||||
...item,
|
||||
id: createItemId(`reforge:${item.name}`),
|
||||
name: item.name.includes('重铸') ? item.name : `${item.name}·重铸`,
|
||||
statProfile: enhanceStatProfile(item.statProfile, slot),
|
||||
buildProfile: {
|
||||
...item.buildProfile,
|
||||
role: normalizeBuildRole(item.buildProfile.role),
|
||||
tags: nextTags,
|
||||
forgeRank: (item.buildProfile.forgeRank ?? 0) + 1,
|
||||
synergy: nextTags,
|
||||
},
|
||||
} satisfies InventoryItem;
|
||||
}
|
||||
|
||||
function getReforgeCost(slot: EquipmentSlotId | null) {
|
||||
if (slot === 'relic') {
|
||||
return {
|
||||
requirements: [buildNamedMaterialRequirement('凝光纱', 1)],
|
||||
currencyCost: 52,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
requirements: [buildNamedMaterialRequirement('精炼锭材', 1)],
|
||||
currencyCost: 46,
|
||||
};
|
||||
}
|
||||
|
||||
export function getForgeRecipeViews(
|
||||
inventory: InventoryItem[],
|
||||
playerCurrency = 0,
|
||||
worldType: WorldType | null = null,
|
||||
) {
|
||||
return FORGE_RECIPES.map(recipe => ({
|
||||
id: recipe.id,
|
||||
name: recipe.name,
|
||||
kind: recipe.kind,
|
||||
description: recipe.description,
|
||||
resultLabel: recipe.resultLabel,
|
||||
currencyCost: recipe.currencyCost,
|
||||
currencyText: formatCurrency(recipe.currencyCost, worldType),
|
||||
requirements: recipe.requirements.map(requirement => ({
|
||||
id: requirement.id,
|
||||
label: requirement.label,
|
||||
quantity: requirement.quantity,
|
||||
owned: countMatchingItems(inventory, requirement),
|
||||
})),
|
||||
canCraft:
|
||||
playerCurrency >= recipe.currencyCost &&
|
||||
recipe.requirements.every(requirement => countMatchingItems(inventory, requirement) >= requirement.quantity),
|
||||
})) satisfies ForgeRecipeView[];
|
||||
}
|
||||
|
||||
export function executeForgeRecipe(
|
||||
inventory: InventoryItem[],
|
||||
recipeId: string,
|
||||
worldType: WorldType | null,
|
||||
playerCurrency: number,
|
||||
): ForgeExecutionResult | null {
|
||||
const recipe = FORGE_RECIPES.find(candidate => candidate.id === recipeId);
|
||||
if (!recipe || playerCurrency < recipe.currencyCost) return null;
|
||||
|
||||
const consumedInventory = applyRequirementsIfPossible(inventory, recipe.requirements);
|
||||
if (!consumedInventory) return null;
|
||||
|
||||
const createdItem = recipe.createResult(worldType);
|
||||
return {
|
||||
inventory: addInventoryItems(consumedInventory, [createdItem]),
|
||||
currency: playerCurrency - recipe.currencyCost,
|
||||
createdItem,
|
||||
};
|
||||
}
|
||||
|
||||
export function executeDismantleItem(inventory: InventoryItem[], itemId: string): DismantleExecutionResult | null {
|
||||
const targetItem = inventory.find(item => item.id === itemId);
|
||||
if (!targetItem || targetItem.quantity <= 0) return null;
|
||||
|
||||
const slot = getEquipmentSlotFromItem(targetItem);
|
||||
if (!slot && !targetItem.buildProfile) return null;
|
||||
|
||||
const outputs = [
|
||||
...buildDismantleBaseMaterials(targetItem, slot),
|
||||
...buildDismantleEssences(targetItem),
|
||||
];
|
||||
|
||||
return {
|
||||
inventory: addInventoryItems(removeInventoryItem(inventory, itemId, 1), outputs),
|
||||
outputs,
|
||||
};
|
||||
}
|
||||
|
||||
export function executeReforgeItem(
|
||||
inventory: InventoryItem[],
|
||||
itemId: string,
|
||||
playerCurrency: number,
|
||||
): ReforgeExecutionResult | null {
|
||||
const targetItem = inventory.find(item => item.id === itemId);
|
||||
if (!targetItem || targetItem.quantity <= 0) return null;
|
||||
|
||||
const slot = getEquipmentSlotFromItem(targetItem);
|
||||
const reforgedItem = buildReforgedItem(targetItem);
|
||||
const reforgeCost = getReforgeCost(slot);
|
||||
if (!reforgedItem || playerCurrency < reforgeCost.currencyCost) return null;
|
||||
|
||||
const consumedInventory = applyRequirementsIfPossible(
|
||||
removeInventoryItem(inventory, itemId, 1),
|
||||
reforgeCost.requirements,
|
||||
);
|
||||
if (!consumedInventory) return null;
|
||||
|
||||
return {
|
||||
inventory: addInventoryItems(consumedInventory, [reforgedItem]),
|
||||
reforgedItem,
|
||||
currencyCost: reforgeCost.currencyCost,
|
||||
};
|
||||
}
|
||||
|
||||
export function getReforgeCostView(item: InventoryItem, worldType: WorldType | null) {
|
||||
const slot = getEquipmentSlotFromItem(item);
|
||||
const cost = getReforgeCost(slot);
|
||||
return {
|
||||
currencyCost: cost.currencyCost,
|
||||
currencyText: formatCurrency(cost.currencyCost, worldType),
|
||||
requirements: cost.requirements.map(requirement => ({
|
||||
id: requirement.id,
|
||||
label: requirement.label,
|
||||
quantity: requirement.quantity,
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
export function buildForgeSuccessText(action: 'craft' | 'dismantle' | 'reforge', params: {
|
||||
sourceItemName?: string;
|
||||
recipeName?: string;
|
||||
createdItemName?: string;
|
||||
outputNames?: string[];
|
||||
currencyText?: string;
|
||||
}) {
|
||||
if (action === 'craft') {
|
||||
return `你在工坊中完成了${params.recipeName},获得了${params.createdItemName}${params.currencyText ? `,并支付了${params.currencyText}` : ''}。`;
|
||||
}
|
||||
|
||||
if (action === 'reforge') {
|
||||
return `你消耗材料重新淬炼了${params.sourceItemName},最终得到${params.createdItemName}${params.currencyText ? `,并支付了${params.currencyText}` : ''}。`;
|
||||
}
|
||||
|
||||
return `你拆解了${params.sourceItemName},回收出${(params.outputNames ?? []).join('、')}。`;
|
||||
}
|
||||
62
src/data/functionCatalog/flow/campTravelHomeScene.ts
Normal file
62
src/data/functionCatalog/flow/campTravelHomeScene.ts
Normal file
@@ -0,0 +1,62 @@
|
||||
import { AnimationState, type StoryOption } from '../../../types';
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* camp_travel_home_scene
|
||||
*
|
||||
* 从营地与同伴对话结束后,正式前往角色主线场景的控制 function。
|
||||
* 这里除了元信息,也直接收口了它的按钮构造与判定 helper。
|
||||
*/
|
||||
export const CAMP_TRAVEL_HOME_OPTION_VISUALS: StoryOption['visuals'] = {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: 1.1,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
};
|
||||
|
||||
export function buildCampTravelHomeOption(sceneName: string): StoryOption {
|
||||
return {
|
||||
functionId: CAMP_TRAVEL_HOME_FUNCTION.id,
|
||||
actionText: `前往 ${sceneName}`,
|
||||
text: `前往 ${sceneName}`,
|
||||
detailText: `离开营地,前往 ${sceneName}。`,
|
||||
visuals: CAMP_TRAVEL_HOME_OPTION_VISUALS,
|
||||
};
|
||||
}
|
||||
|
||||
export function isCampTravelHomeFunctionId(functionId: string) {
|
||||
return functionId === CAMP_TRAVEL_HOME_FUNCTION.id;
|
||||
}
|
||||
|
||||
export function isCampTravelHomeOption(option: StoryOption) {
|
||||
return isCampTravelHomeFunctionId(option.functionId);
|
||||
}
|
||||
|
||||
export const CAMP_TRAVEL_HOME_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'camp_travel_home_scene',
|
||||
domain: 'flow',
|
||||
title: '前往角色主场景',
|
||||
source: 'src/data/functionCatalog/flow/campTravelHomeScene.ts',
|
||||
summary: '营地开场后的专用旅行控制项。',
|
||||
detailedDescription:
|
||||
'它负责把开局同伴营地流程平稳切到角色真正的起始场景,并清理当前营地 encounter、战斗态和镜头残留状态。',
|
||||
trigger: '常见于开局同伴营地对话后的跟进选项。',
|
||||
execution:
|
||||
'点击后不会走普通 state function 结算,而是执行一次定制的场景迁移和历史写入。',
|
||||
result: '玩家会离开营地进入角色主场景,正式开始该角色的冒险线。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'special_travel',
|
||||
uiMode: 'none',
|
||||
visuals: CAMP_TRAVEL_HOME_OPTION_VISUALS,
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/choiceActions.ts -> handleCampTravelHome',
|
||||
animationNote:
|
||||
'先播放营地离场的 run 演出,再切到正式场景并生成 encounter preview。',
|
||||
storyNote:
|
||||
'通过 commitGeneratedStateWithEncounterEntry 写入离营结果,并在新场景继续后续剧情。',
|
||||
uiNote: '这是专用旅行流程,不会打开 modal。',
|
||||
},
|
||||
};
|
||||
10
src/data/functionCatalog/flow/index.ts
Normal file
10
src/data/functionCatalog/flow/index.ts
Normal file
@@ -0,0 +1,10 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
import { CAMP_TRAVEL_HOME_FUNCTION } from './campTravelHomeScene';
|
||||
import { CONTINUE_ADVENTURE_FUNCTION } from './storyContinueAdventure';
|
||||
import { STORY_OPENING_CAMP_DIALOGUE_FUNCTION } from './storyOpeningCampDialogue';
|
||||
|
||||
export const FLOW_FUNCTION_DOCUMENTATION: FunctionDocumentationEntry[] = [
|
||||
CONTINUE_ADVENTURE_FUNCTION,
|
||||
CAMP_TRAVEL_HOME_FUNCTION,
|
||||
STORY_OPENING_CAMP_DIALOGUE_FUNCTION,
|
||||
];
|
||||
61
src/data/functionCatalog/flow/storyContinueAdventure.ts
Normal file
61
src/data/functionCatalog/flow/storyContinueAdventure.ts
Normal file
@@ -0,0 +1,61 @@
|
||||
import { AnimationState, type StoryOption } from '../../../types';
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* story_continue_adventure
|
||||
*
|
||||
* 聊天或特殊流程已经提前完成推理后,用于“把延后展示的 options 放出来”的控制 function。
|
||||
* 这里除了说明文本外,也直接收口了这个 function 的按钮视觉和判定 helper。
|
||||
*/
|
||||
export const CONTINUE_ADVENTURE_OPTION_VISUALS: StoryOption['visuals'] = {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: 1.1,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
};
|
||||
|
||||
export function buildContinueAdventureOption(): StoryOption {
|
||||
return {
|
||||
functionId: CONTINUE_ADVENTURE_FUNCTION.id,
|
||||
actionText: CONTINUE_ADVENTURE_FUNCTION.title,
|
||||
text: CONTINUE_ADVENTURE_FUNCTION.title,
|
||||
priority: 99,
|
||||
visuals: CONTINUE_ADVENTURE_OPTION_VISUALS,
|
||||
};
|
||||
}
|
||||
|
||||
export function isContinueAdventureFunctionId(functionId: string) {
|
||||
return functionId === CONTINUE_ADVENTURE_FUNCTION.id;
|
||||
}
|
||||
|
||||
export function isContinueAdventureOption(option: StoryOption) {
|
||||
return isContinueAdventureFunctionId(option.functionId);
|
||||
}
|
||||
|
||||
export const CONTINUE_ADVENTURE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'story_continue_adventure',
|
||||
domain: 'flow',
|
||||
title: '继续冒险',
|
||||
source: 'src/data/functionCatalog/flow/storyContinueAdventure.ts',
|
||||
summary: '承接 deferredOptions 的延迟展示控制项。',
|
||||
detailedDescription:
|
||||
'它不是重新推理剧情,而是在某些流程已经先算好后续 options 时,给玩家一个清晰的继续按钮,再把 deferredOptions 真正放回界面。',
|
||||
trigger: '常见于 npc_chat 等先生成正文、后延迟显示选项的链路。',
|
||||
execution:
|
||||
'点击后主要走本地 UI / state 还原逻辑,而不是再请求一次新的故事推理。',
|
||||
result:
|
||||
'玩家会看到之前已经准备好的后续冒险选项,误以为“没继续生成”的风险也会降低。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'reveal_deferred_options',
|
||||
uiMode: 'none',
|
||||
visuals: CONTINUE_ADVENTURE_OPTION_VISUALS,
|
||||
executor: 'src/hooks/rpg-runtime-story/choiceActions.ts -> handleChoice',
|
||||
animationNote: '按钮本身沿用轻量前进动画,但不驱动新的战斗或场景演出。',
|
||||
storyNote:
|
||||
'点击时直接把 deferredOptions 放回 currentStory.options,不再请求新的 generateNextStep。',
|
||||
uiNote: '这是一个流程确认按钮,不会弹 modal。',
|
||||
},
|
||||
};
|
||||
38
src/data/functionCatalog/flow/storyOpeningCampDialogue.ts
Normal file
38
src/data/functionCatalog/flow/storyOpeningCampDialogue.ts
Normal file
@@ -0,0 +1,38 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* story_opening_camp_dialogue
|
||||
*
|
||||
* 开局营地场景的特殊对话控制 function。
|
||||
* 这里同时提供判定 helper,供 prompt 和故事流程判断是否进入营地开场对白模式。
|
||||
*/
|
||||
export function isOpeningCampDialogueFunctionId(
|
||||
functionId: string | null | undefined,
|
||||
) {
|
||||
return functionId === STORY_OPENING_CAMP_DIALOGUE_FUNCTION.id;
|
||||
}
|
||||
|
||||
export const STORY_OPENING_CAMP_DIALOGUE_FUNCTION: FunctionDocumentationEntry =
|
||||
{
|
||||
id: 'story_opening_camp_dialogue',
|
||||
domain: 'flow',
|
||||
title: '营地开场对话',
|
||||
source: 'src/data/functionCatalog/flow/storyOpeningCampDialogue.ts',
|
||||
summary: '驱动开局营地 4 到 6 行开场对白的流程项。',
|
||||
detailedDescription:
|
||||
'它告诉 prompt 与运行时:当前不是普通探索推进,而是要围绕营地背景、初始同伴态度和刚进入世界的紧张感生成一段结构化开场对白。',
|
||||
trigger: '开局同伴营地场景进入正式对话时出现。',
|
||||
execution:
|
||||
'点击后会进入 opening adventure 的特殊对话生成链,而不是普通 function option 链路。',
|
||||
result: '玩家会先看到一段营地对白,再衔接后续 npc_chat 或离营流程。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'special_sequence',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action',
|
||||
animationNote: '重点在对白本身,不额外驱动独立战斗/位移动画。',
|
||||
storyNote: '会把 prompt 切到营地开场对白模式,并要求输出结构化对话行。',
|
||||
uiNote: '不弹 modal,直接进入对白流。',
|
||||
},
|
||||
};
|
||||
157
src/data/functionCatalog/functionCatalog.test.ts
Normal file
157
src/data/functionCatalog/functionCatalog.test.ts
Normal file
@@ -0,0 +1,157 @@
|
||||
import { existsSync } from 'node:fs';
|
||||
|
||||
import { SERVER_RUNTIME_FUNCTION_IDS } from '../../../packages/shared/src/contracts/rpgRuntimeStoryAction';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import {
|
||||
ALL_FUNCTION_DOCUMENTATION,
|
||||
buildCampTravelHomeOption,
|
||||
buildContinueAdventureOption,
|
||||
buildNpcGiftModalState,
|
||||
buildNpcPreviewTalkOption,
|
||||
buildNpcRecruitModalState,
|
||||
buildNpcTradeModalState,
|
||||
CONTINUE_ADVENTURE_FUNCTION,
|
||||
getFunctionDocumentationById,
|
||||
isNpcPreviewTalkOption,
|
||||
NPC_PREVIEW_TALK_FUNCTION,
|
||||
shouldNpcRecruitOpenModal,
|
||||
} from './index';
|
||||
import type { Encounter, GameState, InventoryItem } from '../../types';
|
||||
|
||||
function createEncounter(overrides: Partial<Encounter> = {}): Encounter {
|
||||
return {
|
||||
id: 'npc-trader',
|
||||
kind: 'npc',
|
||||
npcName: '梁伯',
|
||||
npcDescription: '沿路摆摊的商人。',
|
||||
npcAvatar: '梁',
|
||||
context: '商贩',
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
function createInventoryItem(
|
||||
id: string,
|
||||
name: string,
|
||||
overrides: Partial<InventoryItem> = {},
|
||||
): InventoryItem {
|
||||
return {
|
||||
id,
|
||||
name,
|
||||
description: `${name} 的测试描述`,
|
||||
quantity: 1,
|
||||
category: 'misc',
|
||||
rarity: 'common',
|
||||
tags: [],
|
||||
value: 1,
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
function createModalState(overrides: Partial<GameState> = {}): GameState {
|
||||
return {
|
||||
playerInventory: [
|
||||
createInventoryItem('player-potion', '疗伤药'),
|
||||
createInventoryItem('player-charm', '护符'),
|
||||
],
|
||||
companions: [
|
||||
{
|
||||
npcId: 'npc-ally-1',
|
||||
characterId: 'ally-1',
|
||||
name: '阿青',
|
||||
role: '同伴',
|
||||
joinedAtAffinity: 12,
|
||||
},
|
||||
],
|
||||
...overrides,
|
||||
} as GameState;
|
||||
}
|
||||
|
||||
describe('functionCatalog', () => {
|
||||
it('keeps function documentation ids unique and source files resolvable', () => {
|
||||
const documentationIds = ALL_FUNCTION_DOCUMENTATION.map((entry) => entry.id);
|
||||
|
||||
expect(new Set(documentationIds).size).toBe(documentationIds.length);
|
||||
ALL_FUNCTION_DOCUMENTATION.forEach((entry) => {
|
||||
expect(existsSync(entry.source), `${entry.id} -> ${entry.source}`).toBe(
|
||||
true,
|
||||
);
|
||||
expect(getFunctionDocumentationById(entry.id)).toEqual(entry);
|
||||
});
|
||||
});
|
||||
|
||||
it('covers every server runtime function id with documentation metadata', () => {
|
||||
SERVER_RUNTIME_FUNCTION_IDS.forEach((functionId) => {
|
||||
expect(getFunctionDocumentationById(functionId)).not.toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
it('builds flow helper options with the expected function ids', () => {
|
||||
const continueOption = buildContinueAdventureOption();
|
||||
const campTravelOption = buildCampTravelHomeOption('竹林古道');
|
||||
|
||||
expect(continueOption.functionId).toBe(CONTINUE_ADVENTURE_FUNCTION.id);
|
||||
expect(continueOption.priority).toBe(99);
|
||||
expect(campTravelOption.functionId).toBe('camp_travel_home_scene');
|
||||
expect(campTravelOption.actionText).toBe('前往 竹林古道');
|
||||
expect(campTravelOption.detailText).toBe('离开营地,前往 竹林古道。');
|
||||
});
|
||||
|
||||
it('builds npc preview talk options from the current encounter', () => {
|
||||
const option = buildNpcPreviewTalkOption(createEncounter());
|
||||
|
||||
expect(option.functionId).toBe(NPC_PREVIEW_TALK_FUNCTION.id);
|
||||
expect(option.actionText).toBe('与 梁伯 交谈');
|
||||
expect(isNpcPreviewTalkOption(option)).toBe(true);
|
||||
});
|
||||
|
||||
it('builds modal helper state for trade, gift and recruit flows', () => {
|
||||
const state = createModalState();
|
||||
const encounter = createEncounter();
|
||||
const tradeModal = buildNpcTradeModalState(
|
||||
state,
|
||||
encounter,
|
||||
'先看看货',
|
||||
[
|
||||
createInventoryItem('npc-herb', '止血草'),
|
||||
createInventoryItem('npc-ore', '陨铁碎片'),
|
||||
],
|
||||
);
|
||||
const giftModal = buildNpcGiftModalState(
|
||||
state,
|
||||
encounter,
|
||||
'送你一样东西',
|
||||
'player-charm',
|
||||
);
|
||||
const recruitModal = buildNpcRecruitModalState(
|
||||
state,
|
||||
encounter,
|
||||
'谈谈同行的事',
|
||||
);
|
||||
|
||||
expect(tradeModal.selectedNpcItemId).toBe('npc-herb');
|
||||
expect(tradeModal.selectedPlayerItemId).toBe('player-potion');
|
||||
expect(giftModal.selectedItemId).toBe('player-charm');
|
||||
expect(recruitModal.selectedReleaseNpcId).toBe('npc-ally-1');
|
||||
expect(shouldNpcRecruitOpenModal(2, 2)).toBe(true);
|
||||
expect(shouldNpcRecruitOpenModal(1, 2)).toBe(false);
|
||||
});
|
||||
|
||||
it('prefers the first tradable player item when zero-quantity items exist', () => {
|
||||
const encounter = createEncounter();
|
||||
const tradeModal = buildNpcTradeModalState(
|
||||
createModalState({
|
||||
playerInventory: [
|
||||
createInventoryItem('empty-slot', '空槽位', { quantity: 0 }),
|
||||
createInventoryItem('usable-item', '可售草药', { quantity: 2 }),
|
||||
],
|
||||
}),
|
||||
encounter,
|
||||
'交易',
|
||||
[createInventoryItem('npc-herb', '止血草')],
|
||||
);
|
||||
|
||||
expect(tradeModal.selectedPlayerItemId).toBe('usable-item');
|
||||
});
|
||||
});
|
||||
61
src/data/functionCatalog/index.ts
Normal file
61
src/data/functionCatalog/index.ts
Normal file
@@ -0,0 +1,61 @@
|
||||
import { FLOW_FUNCTION_DOCUMENTATION } from './flow';
|
||||
import { NPC_FUNCTION_DOCUMENTATION } from './npc';
|
||||
import { PANEL_FUNCTION_DOCUMENTATION } from './panel';
|
||||
import {
|
||||
STATE_FUNCTION_DEFINITIONS,
|
||||
STATE_FUNCTION_DOCUMENTATION,
|
||||
STATE_FUNCTION_PROMPT_DESCRIPTIONS,
|
||||
STATE_FUNCTION_SOURCES,
|
||||
} from './state';
|
||||
import { TREASURE_FUNCTION_DOCUMENTATION } from './treasure';
|
||||
import type { FunctionDocumentationEntry } from './types';
|
||||
|
||||
export * from './flow/campTravelHomeScene';
|
||||
export * from './flow/storyContinueAdventure';
|
||||
export * from './flow/storyOpeningCampDialogue';
|
||||
export * from './npc/npcChat';
|
||||
export * from './npc/npcChatQuestOffer';
|
||||
export * from './npc/npcFight';
|
||||
export * from './npc/npcGift';
|
||||
export * from './npc/npcHelp';
|
||||
export * from './npc/npcLeave';
|
||||
export * from './npc/npcPreviewTalk';
|
||||
export * from './npc/npcQuestAccept';
|
||||
export * from './npc/npcQuestTurnIn';
|
||||
export * from './npc/npcRecruit';
|
||||
export * from './npc/npcSpar';
|
||||
export * from './npc/npcTrade';
|
||||
export * from './panel/equipmentEquip';
|
||||
export * from './panel/equipmentUnequip';
|
||||
export * from './panel/forgeCraft';
|
||||
export * from './panel/forgeDismantle';
|
||||
export * from './panel/forgeReforge';
|
||||
export * from './panel/inventoryUse';
|
||||
export * from './state';
|
||||
export * from './treasure/treasureInspect';
|
||||
export * from './treasure/treasureLeave';
|
||||
export * from './treasure/treasureSecure';
|
||||
export * from './types';
|
||||
|
||||
export const ALL_FUNCTION_DOCUMENTATION: FunctionDocumentationEntry[] = [
|
||||
...STATE_FUNCTION_DOCUMENTATION,
|
||||
...NPC_FUNCTION_DOCUMENTATION,
|
||||
...TREASURE_FUNCTION_DOCUMENTATION,
|
||||
...FLOW_FUNCTION_DOCUMENTATION,
|
||||
...PANEL_FUNCTION_DOCUMENTATION,
|
||||
];
|
||||
|
||||
export const ALL_FUNCTION_DOCUMENTATION_MAP = new Map(
|
||||
ALL_FUNCTION_DOCUMENTATION.map((entry) => [entry.id, entry]),
|
||||
);
|
||||
|
||||
export function getFunctionDocumentationById(functionId: string) {
|
||||
return ALL_FUNCTION_DOCUMENTATION_MAP.get(functionId) ?? null;
|
||||
}
|
||||
|
||||
export {
|
||||
STATE_FUNCTION_DEFINITIONS,
|
||||
STATE_FUNCTION_DOCUMENTATION,
|
||||
STATE_FUNCTION_PROMPT_DESCRIPTIONS,
|
||||
STATE_FUNCTION_SOURCES,
|
||||
};
|
||||
34
src/data/functionCatalog/npc/index.ts
Normal file
34
src/data/functionCatalog/npc/index.ts
Normal file
@@ -0,0 +1,34 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
import { NPC_CHAT_FUNCTION } from './npcChat';
|
||||
import {
|
||||
NPC_CHAT_QUEST_OFFER_ABANDON_FUNCTION,
|
||||
NPC_CHAT_QUEST_OFFER_REPLACE_FUNCTION,
|
||||
NPC_CHAT_QUEST_OFFER_VIEW_FUNCTION,
|
||||
} from './npcChatQuestOffer';
|
||||
import { NPC_FIGHT_FUNCTION } from './npcFight';
|
||||
import { NPC_GIFT_FUNCTION } from './npcGift';
|
||||
import { NPC_HELP_FUNCTION } from './npcHelp';
|
||||
import { NPC_LEAVE_FUNCTION } from './npcLeave';
|
||||
import { NPC_PREVIEW_TALK_FUNCTION } from './npcPreviewTalk';
|
||||
import { NPC_QUEST_ACCEPT_FUNCTION } from './npcQuestAccept';
|
||||
import { NPC_QUEST_TURN_IN_FUNCTION } from './npcQuestTurnIn';
|
||||
import { NPC_RECRUIT_FUNCTION } from './npcRecruit';
|
||||
import { NPC_SPAR_FUNCTION } from './npcSpar';
|
||||
import { NPC_TRADE_FUNCTION } from './npcTrade';
|
||||
|
||||
export const NPC_FUNCTION_DOCUMENTATION: FunctionDocumentationEntry[] = [
|
||||
NPC_PREVIEW_TALK_FUNCTION,
|
||||
NPC_TRADE_FUNCTION,
|
||||
NPC_FIGHT_FUNCTION,
|
||||
NPC_SPAR_FUNCTION,
|
||||
NPC_HELP_FUNCTION,
|
||||
NPC_CHAT_FUNCTION,
|
||||
NPC_CHAT_QUEST_OFFER_VIEW_FUNCTION,
|
||||
NPC_CHAT_QUEST_OFFER_REPLACE_FUNCTION,
|
||||
NPC_CHAT_QUEST_OFFER_ABANDON_FUNCTION,
|
||||
NPC_GIFT_FUNCTION,
|
||||
NPC_RECRUIT_FUNCTION,
|
||||
NPC_QUEST_ACCEPT_FUNCTION,
|
||||
NPC_QUEST_TURN_IN_FUNCTION,
|
||||
NPC_LEAVE_FUNCTION,
|
||||
];
|
||||
34
src/data/functionCatalog/npc/npcChat.ts
Normal file
34
src/data/functionCatalog/npc/npcChat.ts
Normal file
@@ -0,0 +1,34 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_chat
|
||||
*
|
||||
* 与眼前 NPC 围绕当前话题继续交谈的 function。
|
||||
*/
|
||||
export const NPC_CHAT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_chat',
|
||||
domain: 'npc',
|
||||
title: '继续交谈',
|
||||
source: 'src/data/functionCatalog/npc/npcChat.ts',
|
||||
summary: '围绕当前话题展开聊天并累积关系推进。',
|
||||
detailedDescription:
|
||||
'它会先生成一段聊天正文,再在后台继续生成新的冒险选项。当前 UI 中,新选项通常会被延后到 story_continue_adventure 之后再展示。',
|
||||
trigger:
|
||||
'在 NPC 交互菜单里按不同话题重复出现,functionId 相同但 actionText 和 detailText 可不同。',
|
||||
execution:
|
||||
'点击后先进入流式聊天,再触发一次新的剧情推理,并把真正的新 options 放入 deferredOptions。',
|
||||
result:
|
||||
'玩家会看到对话正文、关系变化和后续继续冒险入口,而不是立刻显示新一轮选项。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'stream_then_defer',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/useRpgRuntimeNpcInteraction.ts -> commitNpcChatState',
|
||||
animationNote: '重点在流式对白和轻量站场,不额外打开窗口。',
|
||||
storyNote:
|
||||
'先生成聊天正文,再把真正的新选项放入 deferredOptions,等待 continue adventure。',
|
||||
uiNote: '不弹 modal,直接进入聊天流。',
|
||||
compactDetailText: '聊聊并试探口风',
|
||||
},
|
||||
};
|
||||
86
src/data/functionCatalog/npc/npcChatQuestOffer.ts
Normal file
86
src/data/functionCatalog/npc/npcChatQuestOffer.ts
Normal file
@@ -0,0 +1,86 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_chat_quest_offer_*
|
||||
*
|
||||
* NPC 聊天态里的临时委托处理 function。它们不是新的任务系统,
|
||||
* 而是高好感聊天中 pending quest offer 的查看、更换和放弃入口。
|
||||
*/
|
||||
const QUEST_OFFER_SOURCE = 'src/data/functionCatalog/npc/npcChatQuestOffer.ts';
|
||||
const QUEST_OFFER_EXECUTOR =
|
||||
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action';
|
||||
|
||||
export const NPC_CHAT_QUEST_OFFER_VIEW_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_chat_quest_offer_view',
|
||||
domain: 'npc',
|
||||
title: '查看委托',
|
||||
source: QUEST_OFFER_SOURCE,
|
||||
summary: '查看当前聊天中 NPC 刚提出但尚未领取的委托。',
|
||||
detailedDescription:
|
||||
'它用于 pending quest offer 阶段,只打开或返回当前待领取任务详情,不把任务写入正式 quest log。',
|
||||
trigger: 'NPC 聊天触发待领取委托后,任务处理态选项中出现。',
|
||||
execution:
|
||||
'后端读取当前 pending quest offer,并返回可展示的任务详情与领取入口。',
|
||||
result: '玩家可以查看任务目标和奖励,确认领取前不会改变正式任务日志。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_only',
|
||||
uiMode: 'none',
|
||||
executor: QUEST_OFFER_EXECUTOR,
|
||||
animationNote: '不触发角色位移动画,重点是切换任务详情展示。',
|
||||
storyNote: '只保留当前委托上下文,不生成新的聊天剧情。',
|
||||
uiNote: '展示待领取任务详情,等待玩家领取、替换或返回聊天。',
|
||||
compactDetailText: '查看这份委托',
|
||||
},
|
||||
};
|
||||
|
||||
export const NPC_CHAT_QUEST_OFFER_REPLACE_FUNCTION: FunctionDocumentationEntry =
|
||||
{
|
||||
id: 'npc_chat_quest_offer_replace',
|
||||
domain: 'npc',
|
||||
title: '更换委托',
|
||||
source: QUEST_OFFER_SOURCE,
|
||||
summary: '让 NPC 重新生成一份聊天内待领取委托。',
|
||||
detailedDescription:
|
||||
'它不会本地改写现有任务文案,而是重新走任务生成链,替换当前 pending quest offer。',
|
||||
trigger: 'NPC 聊天任务处理态中,玩家不满意当前委托时出现。',
|
||||
execution:
|
||||
'后端调用任务生成链生成新 quest offer,并覆盖当前聊天态 pending offer。',
|
||||
result:
|
||||
'当前待领取委托被替换,聊天仍停留在任务处理态,正式 quest log 不变。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_effect_then_generate',
|
||||
uiMode: 'none',
|
||||
executor: QUEST_OFFER_EXECUTOR,
|
||||
animationNote: '不触发战斗或移动演出,只追加轻量聊天反馈。',
|
||||
storyNote: '重新生成 pending quest offer,并说明 NPC 换了一个委托。',
|
||||
uiNote: '继续显示查看、更换、放弃这组任务处理选项。',
|
||||
compactDetailText: '换一个委托',
|
||||
},
|
||||
};
|
||||
|
||||
export const NPC_CHAT_QUEST_OFFER_ABANDON_FUNCTION: FunctionDocumentationEntry =
|
||||
{
|
||||
id: 'npc_chat_quest_offer_abandon',
|
||||
domain: 'npc',
|
||||
title: '放弃委托',
|
||||
source: QUEST_OFFER_SOURCE,
|
||||
summary: '丢弃当前聊天中尚未领取的委托。',
|
||||
detailedDescription:
|
||||
'它只清理 pending quest offer,不影响已经写入 quest log 的正式任务,也不会扣除奖励或结算任务失败。',
|
||||
trigger: 'NPC 聊天任务处理态中,玩家暂时不想接这份委托时出现。',
|
||||
execution:
|
||||
'后端清空当前聊天态 pending quest offer,并恢复普通 NPC 聊天选项。',
|
||||
result: '待领取委托消失,玩家回到自由聊天或离开 NPC 的正常流程。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_only',
|
||||
uiMode: 'none',
|
||||
executor: QUEST_OFFER_EXECUTOR,
|
||||
animationNote: '不触发额外演出,只回到普通聊天态。',
|
||||
storyNote: '追加玩家暂时不接委托的轻量反馈。',
|
||||
uiNote: '恢复普通 npc_chat 建议和自定义输入。',
|
||||
compactDetailText: '暂时不接',
|
||||
},
|
||||
};
|
||||
32
src/data/functionCatalog/npc/npcFight.ts
Normal file
32
src/data/functionCatalog/npc/npcFight.ts
Normal file
@@ -0,0 +1,32 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_fight
|
||||
*
|
||||
* 与眼前 NPC 直接开战的强制冲突 function。
|
||||
*/
|
||||
export const NPC_FIGHT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_fight',
|
||||
domain: 'npc',
|
||||
title: '与对方战斗',
|
||||
source: 'src/data/functionCatalog/npc/npcFight.ts',
|
||||
summary: '把当前 NPC 交互直接导向敌对战斗。',
|
||||
detailedDescription:
|
||||
'无论对方原本是中立还是敌对,选择这个 function 都表示玩家主动接受或制造正面冲突,后续会切到 NPC 战斗模式。',
|
||||
trigger: '在敌对 NPC 遭遇或普通 NPC 交互菜单里都可能出现。',
|
||||
execution:
|
||||
'点击后会切换 currentBattleNpcId / currentNpcBattleMode,并进入本地战斗结算链路。',
|
||||
result:
|
||||
'交互界面转为战斗,战后会按 fight_victory 等结果处理掉落、好感和任务推进。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'special_sequence',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/useRpgRuntimeNpcInteraction.ts -> handleNpcInteraction',
|
||||
animationNote: '切到 NPC 战斗模式后,由战斗播放链路驱动后续动画。',
|
||||
storyNote: '不会先弹窗,直接把当前 encounter 切成战斗态并进入后续结算。',
|
||||
uiNote: '不弹 modal,直接进入战斗。',
|
||||
compactDetailText: '战斗决胜负',
|
||||
},
|
||||
};
|
||||
56
src/data/functionCatalog/npc/npcGift.ts
Normal file
56
src/data/functionCatalog/npc/npcGift.ts
Normal file
@@ -0,0 +1,56 @@
|
||||
import type { GiftModalState } from '../../../hooks/rpg-runtime-story/uiTypes';
|
||||
import type { Encounter, GameState } from '../../../types';
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_gift
|
||||
*
|
||||
* 向眼前 NPC 送礼的入口 function。
|
||||
* 这里直接提供 gift modal 的默认构造逻辑。
|
||||
*/
|
||||
export function buildNpcGiftModalIntroText(encounter: Encounter) {
|
||||
return [
|
||||
'你:我想送你一样东西。',
|
||||
`${encounter.npcName}:先让我看看你带了什么,我再决定该怎么收下。`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildNpcGiftModalState(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
actionText: string,
|
||||
selectedItemId: string | null = state.playerInventory[0]?.id ?? null,
|
||||
): GiftModalState {
|
||||
return {
|
||||
encounter,
|
||||
actionText,
|
||||
introText: buildNpcGiftModalIntroText(encounter),
|
||||
selectedItemId,
|
||||
};
|
||||
}
|
||||
|
||||
export const NPC_GIFT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_gift',
|
||||
domain: 'npc',
|
||||
title: '向该角色送礼',
|
||||
source: 'src/data/functionCatalog/npc/npcGift.ts',
|
||||
summary: '打开送礼面板并根据礼物质量结算 affinity 变化。',
|
||||
detailedDescription:
|
||||
'它会把当前互动引到礼物选择 modal,通过本地规则估算礼物对该 NPC 的吸引力和好感增益,避免送礼结果漂移。',
|
||||
trigger: '玩家背包里存在可送出的物品时出现在 NPC 交互菜单里。',
|
||||
execution:
|
||||
'首次点击只打开 gift modal,确认礼物后再调用 commitGeneratedState 把送礼结果写回主流程。',
|
||||
result: '玩家可立即看到好感变化与送礼反馈,并影响后续交易、聊天和招募阈值。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'modal_then_generate',
|
||||
uiMode: 'gift_modal',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/storyGenerationState.ts + src/hooks/rpg-runtime-story/npcInteraction.ts',
|
||||
animationNote: '第一次点击不驱动额外演出,重点是切到礼物面板。',
|
||||
storyNote:
|
||||
'真正的剧情推进发生在 confirmGift 之后,届时才会写入好感变化与结果文本。',
|
||||
uiNote: '会先打开 gift modal,并默认选中当前最适合作为礼物的物品。',
|
||||
compactDetailText: '送礼提升好感',
|
||||
},
|
||||
};
|
||||
31
src/data/functionCatalog/npc/npcHelp.ts
Normal file
31
src/data/functionCatalog/npc/npcHelp.ts
Normal file
@@ -0,0 +1,31 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_help
|
||||
*
|
||||
* 向眼前 NPC 寻求帮助或支援的 function。
|
||||
*/
|
||||
export const NPC_HELP_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_help',
|
||||
domain: 'npc',
|
||||
title: '向对方寻求帮助',
|
||||
source: 'src/data/functionCatalog/npc/npcHelp.ts',
|
||||
summary: '从 NPC 处申请一次性补给、回复或援助。',
|
||||
detailedDescription:
|
||||
'它把 NPC 互动导向资源支持,奖励内容由本地规则预先计算,避免关键数值完全交给模型临场决定。',
|
||||
trigger: 'NPC 允许帮助且该角色尚未消耗过 helpUsed 时出现。',
|
||||
execution: '点击后直接按本地奖励规则结算,然后继续推进后续剧情。',
|
||||
result:
|
||||
'玩家可能获得生命、灵力、冷却收益或道具补给,并让故事承接“被对方照应了一次”。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_effect_then_generate',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/useRpgRuntimeNpcInteraction.ts -> handleNpcInteraction',
|
||||
animationNote: '不单独开窗口,直接在当前交互里结算帮助结果。',
|
||||
storyNote: '点击后立即按本地奖励规则结算,并继续生成新的故事状态。',
|
||||
uiNote: '不弹 modal,直接获得帮助反馈。',
|
||||
compactDetailText: '看看能得到什么帮助',
|
||||
},
|
||||
};
|
||||
30
src/data/functionCatalog/npc/npcLeave.ts
Normal file
30
src/data/functionCatalog/npc/npcLeave.ts
Normal file
@@ -0,0 +1,30 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_leave
|
||||
*
|
||||
* 结束当前 NPC 互动、回到探索态的 function。
|
||||
*/
|
||||
export const NPC_LEAVE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_leave',
|
||||
domain: 'npc',
|
||||
title: '不作停留,继续前行',
|
||||
source: 'src/data/functionCatalog/npc/npcLeave.ts',
|
||||
summary: '退出当前 NPC 交互并把注意力拉回前路。',
|
||||
detailedDescription:
|
||||
'它为玩家提供一个明确的“暂时结束这段互动”的出口,避免必须通过交易、聊天或战斗才能离开当前 encounter。',
|
||||
trigger: '绝大多数普通 NPC 菜单的默认退出项。',
|
||||
execution: '点击后清理当前 NPC 交互态,并继续进入下一轮探索或故事推进。',
|
||||
result: '玩家会离开当前角色,恢复到探索导向的故事节奏。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_effect_then_generate',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/useRpgRuntimeNpcInteraction.ts -> handleNpcInteraction',
|
||||
animationNote: '通常只做轻量离场,不单独打开窗口。',
|
||||
storyNote: '点击后结束当前 NPC 交互,并回到新的探索剧情。',
|
||||
uiNote: '不弹 modal,直接退出互动。',
|
||||
compactDetailText: '离开并继续探索',
|
||||
},
|
||||
};
|
||||
71
src/data/functionCatalog/npc/npcPreviewTalk.ts
Normal file
71
src/data/functionCatalog/npc/npcPreviewTalk.ts
Normal file
@@ -0,0 +1,71 @@
|
||||
import {
|
||||
AnimationState,
|
||||
type Encounter,
|
||||
type StoryOption,
|
||||
} from '../../../types';
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_preview_talk
|
||||
*
|
||||
* 眼前出现 NPC 预览后,把玩家从“远处观察”切换到“正式交互”的入口 function。
|
||||
* 这里直接收口了这个选项的视觉和构造 helper。
|
||||
*/
|
||||
export const NPC_PREVIEW_TALK_OPTION_VISUALS: StoryOption['visuals'] = {
|
||||
playerAnimation: AnimationState.IDLE,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
};
|
||||
|
||||
export function buildNpcPreviewTalkOption(encounter: Encounter): StoryOption {
|
||||
const actionText = `与 ${encounter.npcName} 交谈`;
|
||||
return {
|
||||
functionId: NPC_PREVIEW_TALK_FUNCTION.id,
|
||||
actionText,
|
||||
text: actionText,
|
||||
detailText: '先专注于眼前的人,再决定如何回应。',
|
||||
priority: 3,
|
||||
visuals: NPC_PREVIEW_TALK_OPTION_VISUALS,
|
||||
};
|
||||
}
|
||||
|
||||
export function isNpcPreviewTalkFunctionId(functionId: string) {
|
||||
return functionId === NPC_PREVIEW_TALK_FUNCTION.id;
|
||||
}
|
||||
|
||||
export function isNpcPreviewTalkOption(option: StoryOption) {
|
||||
return isNpcPreviewTalkFunctionId(option.functionId);
|
||||
}
|
||||
|
||||
export const NPC_PREVIEW_TALK_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_preview_talk',
|
||||
domain: 'npc',
|
||||
title: '转向眼前角色',
|
||||
source: 'src/data/functionCatalog/npc/npcPreviewTalk.ts',
|
||||
summary: '把当前遭遇从前探预览切入正式 NPC 交互层。',
|
||||
detailedDescription:
|
||||
'它不直接完成一轮聊天,而是把镜头、当前 encounter 和可选项池真正切换到角色互动上下文,为后续 trade / chat / recruit 等动作铺路。',
|
||||
trigger:
|
||||
'通常在探索过程中已经锁定眼前 NPC,并且玩家准备正式和对方互动时出现。',
|
||||
execution:
|
||||
'第一次点击后主要进入 NPC interaction 流程,而不是直接结算完整剧情回合。',
|
||||
result:
|
||||
'玩家会进入针对该 NPC 的专属交互菜单,并开始看到交易、聊天、切磋等本地规则项。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'enter_interaction',
|
||||
uiMode: 'npc_interaction_entry',
|
||||
visuals: NPC_PREVIEW_TALK_OPTION_VISUALS,
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/choiceActions.ts + src/hooks/rpg-runtime-story/useRpgRuntimeNpcInteraction.ts',
|
||||
animationNote:
|
||||
'保持轻量 idle 站场,不做额外位移,重点是把交互焦点切到 NPC 身上。',
|
||||
storyNote:
|
||||
'普通 NPC 直接进入 enterNpcInteraction;初始同伴会改走 opening adventure 特殊序列。',
|
||||
uiNote: '不弹 modal,而是切换到 NPC interaction 选项面板。',
|
||||
compactDetailText: '先专注于眼前的人',
|
||||
},
|
||||
};
|
||||
20
src/data/functionCatalog/npc/npcQuestAccept.ts
Normal file
20
src/data/functionCatalog/npc/npcQuestAccept.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_quest_accept
|
||||
*
|
||||
* 接下眼前 NPC 委托的 function。
|
||||
*/
|
||||
export const NPC_QUEST_ACCEPT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_quest_accept',
|
||||
domain: 'npc',
|
||||
title: '接下委托',
|
||||
source: 'src/data/functionCatalog/npc/npcQuestAccept.ts',
|
||||
summary: '把 NPC 提供的任务写入 quest log。',
|
||||
detailedDescription:
|
||||
'它用于把当前交互中的委托正式变成可追踪任务,并让故事明确承接“玩家已经答应了这件事”。',
|
||||
trigger: 'NPC 当前没有活跃任务且本地规则成功为其生成了一个可接任务时出现。',
|
||||
execution: '点击后会在本地 questFlow 中创建 active quest,并继续推进剧情。',
|
||||
result: '玩家获得新的任务目标、任务文本与后续交付条件。',
|
||||
active: true,
|
||||
};
|
||||
21
src/data/functionCatalog/npc/npcQuestTurnIn.ts
Normal file
21
src/data/functionCatalog/npc/npcQuestTurnIn.ts
Normal file
@@ -0,0 +1,21 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_quest_turn_in
|
||||
*
|
||||
* 向眼前 NPC 交付已完成委托的 function。
|
||||
*/
|
||||
export const NPC_QUEST_TURN_IN_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_quest_turn_in',
|
||||
domain: 'npc',
|
||||
title: '交付委托',
|
||||
source: 'src/data/functionCatalog/npc/npcQuestTurnIn.ts',
|
||||
summary: '完成任务回报与任务状态收尾的 NPC function。',
|
||||
detailedDescription:
|
||||
'当相关任务已经完成,它负责把“领奖、交付、兑现承诺”从普通聊天里独立出来,确保 quest log 与剧情反馈同步更新。',
|
||||
trigger: '玩家在该 NPC 名下拥有 status=completed 的任务时出现。',
|
||||
execution:
|
||||
'点击后走本地 questFlow 的 turn-in 逻辑,结算奖励并推进 story history。',
|
||||
result: '任务状态会被正式收尾,玩家获得奖励与交付文本。',
|
||||
active: true,
|
||||
};
|
||||
65
src/data/functionCatalog/npc/npcRecruit.ts
Normal file
65
src/data/functionCatalog/npc/npcRecruit.ts
Normal file
@@ -0,0 +1,65 @@
|
||||
import type { RecruitModalState } from '../../../hooks/rpg-runtime-story/uiTypes';
|
||||
import type { Encounter, GameState } from '../../../types';
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_recruit
|
||||
*
|
||||
* 邀请眼前 NPC 加入队伍的 function。
|
||||
* 这里直接收口了“队伍已满时弹窗,否则立即进入招募序列”的分流逻辑。
|
||||
*/
|
||||
export function buildNpcRecruitModalIntroText(encounter: Encounter) {
|
||||
return [
|
||||
'你:我想认真谈谈同行的事。',
|
||||
`${encounter.npcName}:先把你队伍里的位置理顺,再给我一个明确答复。`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildNpcRecruitModalState(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
actionText: string,
|
||||
): RecruitModalState {
|
||||
return {
|
||||
encounter,
|
||||
actionText,
|
||||
introText: buildNpcRecruitModalIntroText(encounter),
|
||||
selectedReleaseNpcId: state.companions[0]?.npcId ?? null,
|
||||
};
|
||||
}
|
||||
|
||||
export function shouldNpcRecruitOpenModal(
|
||||
companionCount: number,
|
||||
maxCompanions: number,
|
||||
) {
|
||||
return companionCount >= maxCompanions;
|
||||
}
|
||||
|
||||
export const NPC_RECRUIT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_recruit',
|
||||
domain: 'npc',
|
||||
title: '邀请该角色加入队伍',
|
||||
source: 'src/data/functionCatalog/npc/npcRecruit.ts',
|
||||
summary: '把 NPC 转化为同伴的招募入口。',
|
||||
detailedDescription:
|
||||
'它负责承接好感达标或开局同行的特殊情境,让 NPC 进入 recruitment 流程。若当前队伍已满,会先弹出替换同伴的确认流程。',
|
||||
trigger: 'NPC 可招募、尚未 recruited,且满足 affinity 或特殊开局条件时出现。',
|
||||
execution:
|
||||
'队伍未满时可直接进入招募流程;队伍已满时先打开 recruit modal,再确认替换目标。',
|
||||
result:
|
||||
'成功后 NPC 会加入 companions / roster,并改写后续剧情关系与队伍构成。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'special_sequence',
|
||||
uiMode: 'recruit_modal_or_sequence',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/storyGenerationState.ts + src/hooks/rpg-runtime-story/npcInteraction.ts',
|
||||
animationNote:
|
||||
'若直接进入招募,会先播放招募对话流;若队伍已满,先进入替换弹窗。',
|
||||
storyNote:
|
||||
'队伍未满时第一次点击就会进入招募对白序列;队伍已满时要等 modal 确认后再继续。',
|
||||
uiNote:
|
||||
'会根据队伍人数决定是立刻招募,还是先打开 recruit modal 选择释放对象。',
|
||||
compactDetailText: '谈谈是否愿意入队',
|
||||
},
|
||||
};
|
||||
30
src/data/functionCatalog/npc/npcSpar.ts
Normal file
30
src/data/functionCatalog/npc/npcSpar.ts
Normal file
@@ -0,0 +1,30 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_spar
|
||||
*
|
||||
* 与眼前 NPC 切磋武艺的非致命战斗 function。
|
||||
*/
|
||||
export const NPC_SPAR_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_spar',
|
||||
domain: 'npc',
|
||||
title: '与对方切磋武艺',
|
||||
source: 'src/data/functionCatalog/npc/npcSpar.ts',
|
||||
summary: '把 NPC 互动切到点到为止的 spar 战斗模式。',
|
||||
detailedDescription:
|
||||
'它和 npc_fight 共用战斗骨架,但数值与结算目标不同,重点是以低伤害对局换取关系推进,而不是击杀或掠夺。',
|
||||
trigger: '在可交流的 NPC 菜单里作为友好或试探性过招选项出现。',
|
||||
execution: '点击后进入 spar 模式,本地规则会限制伤害与战后回场逻辑。',
|
||||
result: '切磋结束后通常返回 NPC 场景,并小幅提高 affinity 或推进相关任务。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'special_sequence',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/useRpgRuntimeNpcInteraction.ts -> handleNpcInteraction',
|
||||
animationNote: '切到 spar 战斗模式后,由战斗播放链路驱动切磋演出。',
|
||||
storyNote: '不会先弹窗,直接进入点到为止的切磋流程。',
|
||||
uiNote: '不弹 modal,直接切磋。',
|
||||
compactDetailText: '切磋几招看身手',
|
||||
},
|
||||
};
|
||||
64
src/data/functionCatalog/npc/npcTrade.ts
Normal file
64
src/data/functionCatalog/npc/npcTrade.ts
Normal file
@@ -0,0 +1,64 @@
|
||||
import type { TradeModalState } from '../../../hooks/rpg-runtime-story/uiTypes';
|
||||
import type { Encounter, GameState, InventoryItem } from '../../../types';
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* npc_trade
|
||||
*
|
||||
* 与眼前 NPC 发起交易的入口 function。
|
||||
* 这里直接提供 trade modal 的默认构造逻辑,避免窗口初始化散落在别处。
|
||||
*/
|
||||
export function buildNpcTradeModalIntroText(encounter: Encounter) {
|
||||
return [
|
||||
'你:我想先看看你手里有什么能换。',
|
||||
`${encounter.npcName}:先看货吧,买卖和回收的价都写得清楚。`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildNpcTradeModalState(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
actionText: string,
|
||||
npcInventory: InventoryItem[],
|
||||
): TradeModalState {
|
||||
const selectedNpcItemId =
|
||||
npcInventory.find((item) => item.quantity > 0)?.id ?? null;
|
||||
const selectedPlayerItemId =
|
||||
state.playerInventory.find((item) => item.quantity > 0)?.id ?? null;
|
||||
|
||||
return {
|
||||
encounter,
|
||||
actionText,
|
||||
introText: buildNpcTradeModalIntroText(encounter),
|
||||
mode: 'buy',
|
||||
selectedNpcItemId,
|
||||
selectedPlayerItemId,
|
||||
selectedQuantity: 1,
|
||||
};
|
||||
}
|
||||
|
||||
export const NPC_TRADE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'npc_trade',
|
||||
domain: 'npc',
|
||||
title: '与对方交易',
|
||||
source: 'src/data/functionCatalog/npc/npcTrade.ts',
|
||||
summary: '打开 NPC 交易流程并结算买卖或交换。',
|
||||
detailedDescription:
|
||||
'它负责把当前交互引到交易面板,展示 NPC 库存、折扣和可交换物。第一次点击通常只打开 modal,真正确认后才继续推进剧情。',
|
||||
trigger: '当 NPC 允许交易且自身库存非空时出现在 NPC 交互菜单里。',
|
||||
execution:
|
||||
'首次点击进入 trade modal,确认后再通过 commitGeneratedState 把结果写回主流程。',
|
||||
result: '玩家可以买入、以物易物,或在失败时得到明确的价值差提示。',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'modal_then_generate',
|
||||
uiMode: 'trade_modal',
|
||||
executor:
|
||||
'src/hooks/rpg-runtime-story/storyGenerationState.ts + src/hooks/rpg-runtime-story/npcInteraction.ts',
|
||||
animationNote: '第一次点击不播额外战斗或位移动画,重点是切到交易窗口。',
|
||||
storyNote:
|
||||
'真正的剧情推进发生在 confirmTrade 之后,而不是打开 modal 的瞬间。',
|
||||
uiNote: '会先打开交易 modal,并预选 NPC 第一件商品与玩家第一件可卖物品。',
|
||||
compactDetailText: '查看库存与价格',
|
||||
},
|
||||
};
|
||||
21
src/data/functionCatalog/panel/equipmentEquip.ts
Normal file
21
src/data/functionCatalog/panel/equipmentEquip.ts
Normal file
@@ -0,0 +1,21 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* equipment_equip
|
||||
*
|
||||
* 在装备面板中把背包物品穿戴到对应槽位的 function。
|
||||
*/
|
||||
export const EQUIPMENT_EQUIP_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'equipment_equip',
|
||||
domain: 'panel',
|
||||
title: '装备物品',
|
||||
source: 'src/data/functionCatalog/panel/equipmentEquip.ts',
|
||||
summary: '负责角色装备替换、背包回收和属性重算。',
|
||||
detailedDescription:
|
||||
'它是装备面板触发的局部动作,不通过自由叙事来决定结果,而是由本地规则严格处理槽位、被替换装备和属性改写。',
|
||||
trigger: '玩家在非战斗状态下从背包点击一件可装备物品时触发。',
|
||||
execution:
|
||||
'先更新 equipment loadout 与背包,再通过 commitGeneratedState 把装备结果写进故事历史。',
|
||||
result: '角色装备变更生效,必要时旧装备回到背包,故事中会留下装备变动说明。',
|
||||
active: true,
|
||||
};
|
||||
20
src/data/functionCatalog/panel/equipmentUnequip.ts
Normal file
20
src/data/functionCatalog/panel/equipmentUnequip.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* equipment_unequip
|
||||
*
|
||||
* 从装备槽位卸下一件装备并放回背包的 function。
|
||||
*/
|
||||
export const EQUIPMENT_UNEQUIP_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'equipment_unequip',
|
||||
domain: 'panel',
|
||||
title: '卸下装备',
|
||||
source: 'src/data/functionCatalog/panel/equipmentUnequip.ts',
|
||||
summary: '处理卸装、背包回收和属性回退。',
|
||||
detailedDescription:
|
||||
'它是装备系统的反向动作,确保角色在非战斗状态下可以安全地卸装,而不会破坏背包数量或 loadout 一致性。',
|
||||
trigger: '玩家在非战斗状态下从装备面板点击某个已装备槽位时触发。',
|
||||
execution: '先把装备放回背包,再重算应用到 GameState 的角色装备效果。',
|
||||
result: '装备槽位清空、背包新增对应物品,并留下卸装结果文本。',
|
||||
active: true,
|
||||
};
|
||||
21
src/data/functionCatalog/panel/forgeCraft.ts
Normal file
21
src/data/functionCatalog/panel/forgeCraft.ts
Normal file
@@ -0,0 +1,21 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* forge_craft
|
||||
*
|
||||
* 在锻造面板中制作配方产物的 function。
|
||||
*/
|
||||
export const FORGE_CRAFT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'forge_craft',
|
||||
domain: 'panel',
|
||||
title: '制作配方',
|
||||
source: 'src/data/functionCatalog/panel/forgeCraft.ts',
|
||||
summary: '执行锻造配方、扣除材料和货币并产出新物品。',
|
||||
detailedDescription:
|
||||
'它由锻造系统本地校验配方合法性与资源足额情况,再把产物、消耗和结果文本统一写回游戏状态。',
|
||||
trigger: '玩家在非战斗状态下从锻造面板选择一条可制作配方时触发。',
|
||||
execution:
|
||||
'先执行 executeForgeRecipe,再通过 commitGeneratedState 写回制作结果。',
|
||||
result: '玩家消耗材料和钱币,获得新物品,同时故事历史记录一次制作行为。',
|
||||
active: true,
|
||||
};
|
||||
21
src/data/functionCatalog/panel/forgeDismantle.ts
Normal file
21
src/data/functionCatalog/panel/forgeDismantle.ts
Normal file
@@ -0,0 +1,21 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* forge_dismantle
|
||||
*
|
||||
* 在锻造面板中拆解物品回收材料的 function。
|
||||
*/
|
||||
export const FORGE_DISMANTLE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'forge_dismantle',
|
||||
domain: 'panel',
|
||||
title: '拆解物品',
|
||||
source: 'src/data/functionCatalog/panel/forgeDismantle.ts',
|
||||
summary: '执行拆解并返还材料收益的锻造 function。',
|
||||
detailedDescription:
|
||||
'它允许玩家把现有物品重新拆回材料,由本地锻造规则决定返还内容,避免拆解产出与物品设计脱节。',
|
||||
trigger: '玩家在非战斗状态下于锻造面板选择可拆解物品时触发。',
|
||||
execution:
|
||||
'先执行 executeDismantleItem,再通过 commitGeneratedState 记录拆解结果。',
|
||||
result: '原物品被移除,背包增加拆解产物,并留下拆解说明文本。',
|
||||
active: true,
|
||||
};
|
||||
22
src/data/functionCatalog/panel/forgeReforge.ts
Normal file
22
src/data/functionCatalog/panel/forgeReforge.ts
Normal file
@@ -0,0 +1,22 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* forge_reforge
|
||||
*
|
||||
* 在锻造面板中重铸现有物品的 function。
|
||||
*/
|
||||
export const FORGE_REFORGE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'forge_reforge',
|
||||
domain: 'panel',
|
||||
title: '重铸物品',
|
||||
source: 'src/data/functionCatalog/panel/forgeReforge.ts',
|
||||
summary: '支付货币后重构物品结果的锻造 function。',
|
||||
detailedDescription:
|
||||
'它用于把已有物品重新洗练成新的结果,由本地规则负责消耗、生成与可视化说明,避免重铸结果脱离装备系统。',
|
||||
trigger: '玩家在非战斗状态下于锻造面板选择可重铸物品时触发。',
|
||||
execution:
|
||||
'先执行 executeReforgeItem 和花费计算,再通过 commitGeneratedState 写回重铸结果。',
|
||||
result:
|
||||
'玩家消耗货币、失去旧版本物品并获得重铸后的新物品,同时剧情历史记录本次重铸。',
|
||||
active: true,
|
||||
};
|
||||
16
src/data/functionCatalog/panel/index.ts
Normal file
16
src/data/functionCatalog/panel/index.ts
Normal file
@@ -0,0 +1,16 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
import { EQUIPMENT_EQUIP_FUNCTION } from './equipmentEquip';
|
||||
import { EQUIPMENT_UNEQUIP_FUNCTION } from './equipmentUnequip';
|
||||
import { FORGE_CRAFT_FUNCTION } from './forgeCraft';
|
||||
import { FORGE_DISMANTLE_FUNCTION } from './forgeDismantle';
|
||||
import { FORGE_REFORGE_FUNCTION } from './forgeReforge';
|
||||
import { INVENTORY_USE_FUNCTION } from './inventoryUse';
|
||||
|
||||
export const PANEL_FUNCTION_DOCUMENTATION: FunctionDocumentationEntry[] = [
|
||||
INVENTORY_USE_FUNCTION,
|
||||
EQUIPMENT_EQUIP_FUNCTION,
|
||||
EQUIPMENT_UNEQUIP_FUNCTION,
|
||||
FORGE_CRAFT_FUNCTION,
|
||||
FORGE_DISMANTLE_FUNCTION,
|
||||
FORGE_REFORGE_FUNCTION,
|
||||
];
|
||||
21
src/data/functionCatalog/panel/inventoryUse.ts
Normal file
21
src/data/functionCatalog/panel/inventoryUse.ts
Normal file
@@ -0,0 +1,21 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* inventory_use
|
||||
*
|
||||
* 在背包中消耗一个可用物品的面板动作 function。
|
||||
*/
|
||||
export const INVENTORY_USE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'inventory_use',
|
||||
domain: 'panel',
|
||||
title: '使用背包物品',
|
||||
source: 'src/data/functionCatalog/panel/inventoryUse.ts',
|
||||
summary: '从背包面板结算药品、灵力物或 build buff 道具。',
|
||||
detailedDescription:
|
||||
'它不属于场景探索目录,而是 UI 面板动作。点击具体物品后,本地规则会先结算回复与 buff,再把结果写回剧情历史。',
|
||||
trigger: '玩家在 InventoryPanel 中点击可使用物品时触发。',
|
||||
execution:
|
||||
'本地结算 hp / mana / cooldown / buildBuffs,然后通过 commitGeneratedState 把结果挂回主故事。',
|
||||
result: '物品数量减少,角色资源更新,故事文本会明确记录“使用了什么”。',
|
||||
active: true,
|
||||
};
|
||||
60
src/data/functionCatalog/state/battleAllInCrush.ts
Normal file
60
src/data/functionCatalog/state/battleAllInCrush.ts
Normal file
@@ -0,0 +1,60 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_all_in_crush
|
||||
*
|
||||
* 战斗中的正面爆发动作。它要求主角不绕、不拖,直接把当前回合的叙事、
|
||||
* 技能权重和视觉表现都推向“强压正面敌人”的方向。
|
||||
*/
|
||||
export const BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_all_in_crush',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
text: '战斗:全力压上',
|
||||
description:
|
||||
'正面强攻,优先触发高爆发和终结类技能,伤害更高,但承受的反击也更重。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.SKILL3,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterActionTemplate: '{monster}被正面强攻逼得节节后退',
|
||||
monsterAnimation: 'attack',
|
||||
monsterMoveMeters: 0,
|
||||
},
|
||||
effect: {
|
||||
damageMultiplier: 1.3,
|
||||
incomingDamageMultiplier: 1.15,
|
||||
turnTimeMultiplier: 1,
|
||||
skillWeights: {
|
||||
finisher: 5,
|
||||
burst: 4,
|
||||
mobility: 2,
|
||||
steady: 1.5,
|
||||
projectile: 1.2,
|
||||
},
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'对面前敌人全力猛攻,文案可以自然改写,但仍要保持这是正面强攻而不是别的行为。',
|
||||
documentation: {
|
||||
id: 'battle_all_in_crush',
|
||||
domain: 'state',
|
||||
title: '战斗:全力压上',
|
||||
source: 'src/data/functionCatalog/state/battleAllInCrush.ts',
|
||||
summary: '战斗阶段的高风险高收益强攻 function。',
|
||||
detailedDescription:
|
||||
'这个 function 用于把当前回合塑造成硬碰硬的压制回合,让主角优先打出爆发和终结倾向更强的技能或叙事动作。',
|
||||
trigger: '仅在 battle 状态且场上仍有存活敌人时参与候选。',
|
||||
execution:
|
||||
'提高 damageMultiplier,并抬高 finisher / burst 权重,同时略微提高 incomingDamageMultiplier,突出换血压力。',
|
||||
result: '适合在残局抢收头、需要快速压血,或者希望把敌人直接压回去时使用。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
35
src/data/functionCatalog/state/battleAttackBasic.ts
Normal file
35
src/data/functionCatalog/state/battleAttackBasic.ts
Normal file
@@ -0,0 +1,35 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* battle_attack_basic
|
||||
*
|
||||
* 后端单行为战斗模型的普通攻击入口。该 function 只登记文档和契约,
|
||||
* 不进入前端本地 state function 候选池。
|
||||
*/
|
||||
export const BATTLE_ATTACK_BASIC_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'battle_attack_basic',
|
||||
domain: 'state',
|
||||
title: '普通攻击',
|
||||
source: 'src/data/functionCatalog/state/battleAttackBasic.ts',
|
||||
summary: '后端单行为战斗模型中的基础攻击 function。',
|
||||
detailedDescription:
|
||||
'这个 function 代表一次明确的普通攻击点击,后端直接结算伤害、敌方反击和下一轮战斗选项,不再请求 AI 续写整段战斗剧情。',
|
||||
trigger: '仅在 battle 状态且场上仍有存活敌人时,由后端战斗 option 池下发。',
|
||||
execution:
|
||||
'前端透传 functionId,Rust 后端经 story battle facade 调用 module-combat 按普通攻击规则结算本回合。',
|
||||
result: '刷新 HP、战斗日志和下一轮战斗 options;若敌人被击败,再进入脱战剧情推理。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_only',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'server-rs/crates/module-combat/src/lib.rs -> resolve_combat_action',
|
||||
animationNote: '播放一次基础攻击和受击反馈,不扩展成连续多段连击。',
|
||||
storyNote:
|
||||
'战斗未结束时只展示本次结算文本;战斗结束后才请求脱战剧情。',
|
||||
uiNote: '由后端战斗 option 池生成,不进入前端本地 state function 候选。',
|
||||
compactDetailText: '直接攻击眼前敌人',
|
||||
},
|
||||
};
|
||||
55
src/data/functionCatalog/state/battleEscapeBreakout.ts
Normal file
55
src/data/functionCatalog/state/battleEscapeBreakout.ts
Normal file
@@ -0,0 +1,55 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_escape_breakout
|
||||
*
|
||||
* 战斗中的脱离动作。它不是继续换血,而是明确让主角放弃当前缠斗,
|
||||
* 把叙事重心切到“拉开距离、甩开追击、离开战场”。
|
||||
*/
|
||||
export const BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_escape_breakout',
|
||||
state: 'battle',
|
||||
category: 'escape',
|
||||
text: '逃跑:转身甩开',
|
||||
description: '立刻放弃缠斗,转身拉开距离,冲向下一片区域。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: -0.6,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'left',
|
||||
scrollWorld: true,
|
||||
monsterActionTemplate: '{monster}在后方死死咬住不放',
|
||||
monsterAnimation: 'idle',
|
||||
monsterMoveMeters: 0,
|
||||
},
|
||||
effect: {
|
||||
escapeDurationMs: 5000,
|
||||
escapeDistance: 5,
|
||||
monsterLagStart: 0.52,
|
||||
monsterLagEnd: 0.34,
|
||||
sceneShift: 0,
|
||||
enterBattle: false,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'从当前战斗中脱身、拉开距离或撤离,文案可以自然改写,但仍要保持这是逃脱而不是继续交战。',
|
||||
documentation: {
|
||||
id: 'battle_escape_breakout',
|
||||
domain: 'state',
|
||||
title: '逃跑:转身甩开',
|
||||
source: 'src/data/functionCatalog/state/battleEscapeBreakout.ts',
|
||||
summary: '用于脱战、逃离和切离镜头压力的战斗 function。',
|
||||
detailedDescription:
|
||||
'它让回合从“继续打”切换到“先活下来”,并带出逃跑镜头、距离拉开和怪物追击落后的演出逻辑。',
|
||||
trigger: '仅在 battle 状态下参与候选,并会在低血时提升优先级。',
|
||||
execution:
|
||||
'不追求伤害,而是提供 escapeDurationMs、escapeDistance 与 monsterLag 参数,驱动逃跑流程与镜头表现。',
|
||||
result: '适合生命见底、资源不够,或玩家主动决定放弃当前战斗时使用。',
|
||||
state: 'battle',
|
||||
category: 'escape',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
60
src/data/functionCatalog/state/battleFeintStep.ts
Normal file
60
src/data/functionCatalog/state/battleFeintStep.ts
Normal file
@@ -0,0 +1,60 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_feint_step
|
||||
*
|
||||
* 战斗中的机动切入动作。它把重点放在虚晃、变线与抢身位,
|
||||
* 让战斗叙事更偏向灵活切入而不是硬扛伤害。
|
||||
*/
|
||||
export const BATTLE_FEINT_STEP_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_feint_step',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
text: '战斗:虚晃切入',
|
||||
description:
|
||||
'通过假动作和变线切入制造破绽,偏向机动技能,伤害适中但更安全。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.SKILL1_JUMP,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterActionTemplate: '{monster}被晃得节奏发虚,动作明显迟疑',
|
||||
monsterAnimation: 'attack',
|
||||
monsterMoveMeters: 0,
|
||||
},
|
||||
effect: {
|
||||
damageMultiplier: 1.05,
|
||||
incomingDamageMultiplier: 0.8,
|
||||
skillWeights: {
|
||||
mobility: 5,
|
||||
burst: 2.4,
|
||||
steady: 2,
|
||||
finisher: 1.4,
|
||||
projectile: 1.2,
|
||||
},
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'通过虚晃、变线或切步逼近面前敌人,文案可以自然改写,但仍要保持这是机动切入。',
|
||||
documentation: {
|
||||
id: 'battle_feint_step',
|
||||
domain: 'state',
|
||||
title: '战斗:虚晃切入',
|
||||
source: 'src/data/functionCatalog/state/battleFeintStep.ts',
|
||||
summary: '通过身位变化制造安全破绽的机动战斗 function。',
|
||||
detailedDescription:
|
||||
'它适合把回合讲成“先骗、再切、再进”的过程,让主角依靠节奏误导和位移逼出敌人的迟疑。',
|
||||
trigger: '仅在 battle 状态下参与候选。',
|
||||
execution:
|
||||
'小幅提高输出,显著降低 incomingDamageMultiplier,并把技能权重偏到 mobility,让系统更愿意选机动型动作。',
|
||||
result:
|
||||
'适合想稳一点地逼近敌人、减少硬吃反击,或需要围绕灵巧角色塑造打法时使用。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
59
src/data/functionCatalog/state/battleFinisherWindow.ts
Normal file
59
src/data/functionCatalog/state/battleFinisherWindow.ts
Normal file
@@ -0,0 +1,59 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_finisher_window
|
||||
*
|
||||
* 战斗中的终结窗口动作。它要求系统把这一回合理解为“敌人已经露出空档”,
|
||||
* 因而优先演出收割、补刀和终结技。
|
||||
*/
|
||||
export const BATTLE_FINISHER_WINDOW_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_finisher_window',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
text: '战斗:抓住破绽',
|
||||
description: '专门针对敌人露出的空档压上终结技,节奏更短、更猛。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.SKILL3,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterActionTemplate: '{monster}来不及调整姿态,只能仓促迎击',
|
||||
monsterAnimation: 'attack',
|
||||
monsterMoveMeters: 0,
|
||||
},
|
||||
effect: {
|
||||
damageMultiplier: 1.4,
|
||||
incomingDamageMultiplier: 1.05,
|
||||
turnTimeMultiplier: 0.92,
|
||||
skillWeights: {
|
||||
finisher: 6,
|
||||
burst: 3.5,
|
||||
mobility: 1.5,
|
||||
steady: 0.8,
|
||||
projectile: 0.6,
|
||||
},
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'抓住面前敌人的破绽收割或终结,文案可以自然改写,但仍要保持这是终结窗口。',
|
||||
documentation: {
|
||||
id: 'battle_finisher_window',
|
||||
domain: 'state',
|
||||
title: '战斗:抓住破绽',
|
||||
source: 'src/data/functionCatalog/state/battleFinisherWindow.ts',
|
||||
summary: '围绕残局补刀与爆发终结的战斗 function。',
|
||||
detailedDescription:
|
||||
'它会强烈推动“敌人已经失衡、主角准备收口”的叙事判断,让 actionText 与技能选择都更像最后一击。',
|
||||
trigger: '仅在 battle 状态下参与候选,并会在敌方血量偏低时明显升优先级。',
|
||||
execution:
|
||||
'提供最高档位之一的 damageMultiplier,缩短 turnTimeMultiplier,并极度偏向 finisher / burst 技能。',
|
||||
result: '适合在敌方残血、明显露出空档,或需要一口气结束战斗时使用。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
58
src/data/functionCatalog/state/battleGuardBreak.ts
Normal file
58
src/data/functionCatalog/state/battleGuardBreak.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_guard_break
|
||||
*
|
||||
* 战斗中的破架重击动作。它强调“针对敌人当前动作强拆架势”,
|
||||
* 比纯换血更讲究把敌人的节奏打断。
|
||||
*/
|
||||
export const BATTLE_GUARD_BREAK_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_guard_break',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
text: '战斗:重击破架',
|
||||
description: '针对怪物当前动作强拆架势,伤害偏高,反击压力略低。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.SKILL2,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterActionTemplate: '{monster}被重击震得动作一滞',
|
||||
monsterAnimation: 'attack',
|
||||
monsterMoveMeters: 0,
|
||||
},
|
||||
effect: {
|
||||
damageMultiplier: 1.2,
|
||||
incomingDamageMultiplier: 0.9,
|
||||
skillWeights: {
|
||||
burst: 4.5,
|
||||
finisher: 3,
|
||||
steady: 2.2,
|
||||
mobility: 1.5,
|
||||
projectile: 1,
|
||||
},
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'针对面前敌人的架势或破绽重击破防,文案可以自然改写,但仍要保持这是破架强攻。',
|
||||
documentation: {
|
||||
id: 'battle_guard_break',
|
||||
domain: 'state',
|
||||
title: '战斗:重击破架',
|
||||
source: 'src/data/functionCatalog/state/battleGuardBreak.ts',
|
||||
summary: '围绕破架、震停和打断敌人节奏的战斗 function。',
|
||||
detailedDescription:
|
||||
'它不是单纯地压血,而是把回合重心放在“砸开架势、制造空档”,让后续剧情更容易承接敌人失衡的结果。',
|
||||
trigger: '仅在 battle 状态且敌人仍在场时参与候选。',
|
||||
execution:
|
||||
'维持较高 damageMultiplier,同时降低 incomingDamageMultiplier,并偏向 burst / steady 组合,突出稳中带狠的重击感。',
|
||||
result: '适合对付正在招架、准备反扑或看起来露出结构性破绽的敌人。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
58
src/data/functionCatalog/state/battleProbePressure.ts
Normal file
58
src/data/functionCatalog/state/battleProbePressure.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_probe_pressure
|
||||
*
|
||||
* 战斗中的稳扎试探动作。适合在局势未明、资源需要保留时,
|
||||
* 先用安全且持续的压制把信息和节奏摸出来。
|
||||
*/
|
||||
export const BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_probe_pressure',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
text: '战斗:稳扎试探',
|
||||
description: '以持续压制和稳健试探为主,更容易发动常规连段和中段技能。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.SKILL1,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterActionTemplate: '{monster}一边招架一边寻找反扑的缝隙',
|
||||
monsterAnimation: 'attack',
|
||||
monsterMoveMeters: 0,
|
||||
},
|
||||
effect: {
|
||||
damageMultiplier: 1,
|
||||
incomingDamageMultiplier: 0.95,
|
||||
skillWeights: {
|
||||
steady: 5,
|
||||
burst: 2.2,
|
||||
mobility: 2,
|
||||
projectile: 2,
|
||||
finisher: 1.2,
|
||||
},
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'对面前敌人稳扎稳打地试探施压,文案可以自然改写,但仍要保持这是试探压制。',
|
||||
documentation: {
|
||||
id: 'battle_probe_pressure',
|
||||
domain: 'state',
|
||||
title: '战斗:稳扎试探',
|
||||
source: 'src/data/functionCatalog/state/battleProbePressure.ts',
|
||||
summary: '强调观察、压迫和中段连段的稳健战斗 function。',
|
||||
detailedDescription:
|
||||
'这个 function 让战斗回合更像“边压边看”,适合在想控制资源消耗、等待更好机会,或需要防止自己出手过重时使用。',
|
||||
trigger: '仅在 battle 状态下参与候选。',
|
||||
execution:
|
||||
'保持标准 damageMultiplier,轻微降低 incomingDamageMultiplier,并把 skillWeights 明显偏向 steady,兼顾少量 mobility / projectile。',
|
||||
result: '适合拉平节奏、压住敌人反扑窗口,或在低蓝时维持安全输出。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
61
src/data/functionCatalog/state/battleRecoverBreath.ts
Normal file
61
src/data/functionCatalog/state/battleRecoverBreath.ts
Normal file
@@ -0,0 +1,61 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* battle_recover_breath
|
||||
*
|
||||
* 战斗中的恢复动作。它会把当前回合塑造成“先稳住伤势与灵力”,
|
||||
* 让数值、冷却和叙事都朝回气与整顿节奏的方向靠拢。
|
||||
*/
|
||||
export const BATTLE_RECOVER_BREATH_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'battle_recover_breath',
|
||||
state: 'battle',
|
||||
category: 'recovery',
|
||||
text: '战斗:收势调息',
|
||||
description: '边守边调息,恢复少量生命和灵力,并让技能冷却更快转动。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.IDLE,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterActionTemplate: '{monster}仍在逼近,不给你轻松喘息的空当',
|
||||
monsterAnimation: 'move',
|
||||
monsterMoveMeters: -0.1,
|
||||
},
|
||||
effect: {
|
||||
damageMultiplier: 0.72,
|
||||
incomingDamageMultiplier: 0.7,
|
||||
healAmount: 12,
|
||||
manaRestore: 18,
|
||||
cooldownTickBonus: 1,
|
||||
skillWeights: {
|
||||
steady: 3,
|
||||
mobility: 2,
|
||||
projectile: 1.8,
|
||||
burst: 1,
|
||||
finisher: 0.4,
|
||||
},
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'在战斗中收势调息、稳住伤势或回气,文案可以自然改写,但仍要保持这是恢复而不是继续猛攻。',
|
||||
documentation: {
|
||||
id: 'battle_recover_breath',
|
||||
domain: 'state',
|
||||
title: '战斗:收势调息',
|
||||
source: 'src/data/functionCatalog/state/battleRecoverBreath.ts',
|
||||
summary: '战斗中的保命与回气 function。',
|
||||
detailedDescription:
|
||||
'这个 function 专门为低血、低蓝或技能轮转吃紧时准备,让一回合承担“止血、回蓝、缓冷却”的综合恢复职责。',
|
||||
trigger: '仅在 battle 状态下参与候选,且通常会在低血或低蓝时被提权。',
|
||||
execution:
|
||||
'显著降低 damageMultiplier 和 incomingDamageMultiplier,同时提供 healAmount、manaRestore 与 cooldownTickBonus。',
|
||||
result: '适合临时止损、等关键技能转好,或把高压战斗拉回可控节奏。',
|
||||
state: 'battle',
|
||||
category: 'recovery',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
36
src/data/functionCatalog/state/battleUseSkill.ts
Normal file
36
src/data/functionCatalog/state/battleUseSkill.ts
Normal file
@@ -0,0 +1,36 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* battle_use_skill
|
||||
*
|
||||
* 后端单行为战斗模型的技能释放入口。每个技能 option 复用同一个
|
||||
* functionId,具体技能必须由 runtimePayload.skillId 指定。
|
||||
*/
|
||||
export const BATTLE_USE_SKILL_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'battle_use_skill',
|
||||
domain: 'state',
|
||||
title: '释放技能',
|
||||
source: 'src/data/functionCatalog/state/battleUseSkill.ts',
|
||||
summary: '后端单行为战斗模型中的指定技能释放 function。',
|
||||
detailedDescription:
|
||||
'这个 functionId 可以对应多个技能 option 实例。前端只展示技能名和不可用原因,后端根据 runtimePayload.skillId 校验蓝量、冷却并结算本次技能效果。',
|
||||
trigger: '仅在 battle 状态下由后端按角色技能列表生成,可能携带 disabled 状态。',
|
||||
execution:
|
||||
'前端透传 runtimePayload.skillId,Rust 后端经 story battle facade 调用 module-combat 校验技能并完成一次技能动作结算。',
|
||||
result:
|
||||
'更新 MP、技能冷却、敌我 HP 和下一轮战斗 options;若战斗结束,再触发脱战剧情推理。',
|
||||
state: 'battle',
|
||||
category: 'battle',
|
||||
active: true,
|
||||
runtime: {
|
||||
storyMode: 'local_only',
|
||||
uiMode: 'none',
|
||||
executor:
|
||||
'server-rs/crates/module-combat/src/lib.rs -> resolve_combat_action',
|
||||
animationNote: '根据技能 option 播放一次技能演出,不在本 function 内追加多回合动作。',
|
||||
storyNote:
|
||||
'战斗未结束时使用本次技能结算文本;只有战斗结束才请求新剧情。',
|
||||
uiNote: '每个技能是一个后端下发的独立 option,必须携带 skillId。',
|
||||
compactDetailText: '释放一个指定技能',
|
||||
},
|
||||
};
|
||||
48
src/data/functionCatalog/state/idleCallOut.ts
Normal file
48
src/data/functionCatalog/state/idleCallOut.ts
Normal file
@@ -0,0 +1,48 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_call_out
|
||||
*
|
||||
* 空闲状态下的主动喊话动作。它会把探索从“静悄悄地摸过去”
|
||||
* 转成“先出声试探,看谁先回应”的节奏。
|
||||
*/
|
||||
export const IDLE_CALL_OUT_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'idle_call_out',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
text: '主动出声试探',
|
||||
description: '朝前方主动喊话试探,可能把藏着的角色、怪物或其他动静逼出来。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.IDLE,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
},
|
||||
effect: {
|
||||
sceneShift: 0,
|
||||
enterBattle: false,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'主动朝前方出声试探,文案可以自然改写,但仍要保持这是出声试探。',
|
||||
documentation: {
|
||||
id: 'idle_call_out',
|
||||
domain: 'state',
|
||||
title: '主动出声试探',
|
||||
source: 'src/data/functionCatalog/state/idleCallOut.ts',
|
||||
summary: '通过主动发声引出附近实体反应的空闲 function。',
|
||||
detailedDescription:
|
||||
'它把探索节奏从被动观察切成主动打破寂静,更适合在玩家想逼出暗处角色、敌人或潜伏动静时使用。',
|
||||
trigger: '仅在 idle 状态下参与候选,且在当前设计里优先级较高。',
|
||||
execution:
|
||||
'维持站立演出,不推动场景位移;上层会把它理解为向前方喊话,从而让实体更容易被直接引到眼前。',
|
||||
result: '适合探草、叫阵、主动试探潜伏目标,或把隐藏互动直接拉到台前。',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
48
src/data/functionCatalog/state/idleExploreForward.ts
Normal file
48
src/data/functionCatalog/state/idleExploreForward.ts
Normal file
@@ -0,0 +1,48 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_explore_forward
|
||||
*
|
||||
* 空闲状态下最核心的推进动作。它负责把“继续往前探”从一句泛化文案,
|
||||
* 落成真正会引出下一幕遭遇的运行时 function。
|
||||
*/
|
||||
export const IDLE_EXPLORE_FORWARD_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'idle_explore_forward',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
text: '继续向前探索',
|
||||
description: '沿当前场景继续深入,很可能立刻撞上新的敌人或危险。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: 0.9,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
},
|
||||
effect: {
|
||||
sceneShift: 0,
|
||||
enterBattle: true,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'继续向前推进当前场景,文案可以自然改写,但仍要保持这是往前探索。',
|
||||
documentation: {
|
||||
id: 'idle_explore_forward',
|
||||
domain: 'state',
|
||||
title: '继续向前探索',
|
||||
source: 'src/data/functionCatalog/state/idleExploreForward.ts',
|
||||
summary: '空闲阶段默认的主推进 function。',
|
||||
detailedDescription:
|
||||
'它负责把玩家继续深入当前场景的意图交给运行时,让场景实体池、前探预览和下一幕遭遇有机会真正落地。',
|
||||
trigger: '仅在 idle 状态下参与候选;营地场景会在运行时被额外过滤。',
|
||||
execution:
|
||||
'保持空闲探索态,视觉上推动角色向前,effect 中通过 enterBattle / sceneShift 让下一步遭遇有机会进入前探或战斗链路。',
|
||||
result: '适合在当前场景继续摸深、主动触发新的角色、怪物、宝藏或危险。',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
48
src/data/functionCatalog/state/idleFollowClue.ts
Normal file
48
src/data/functionCatalog/state/idleFollowClue.ts
Normal file
@@ -0,0 +1,48 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_follow_clue
|
||||
*
|
||||
* 空闲状态下的循线推进动作。它在源码定义层仍然存在,
|
||||
* 但当前运行时会在聚合阶段被过滤,因此属于保留中的停用 function。
|
||||
*/
|
||||
export const IDLE_FOLLOW_CLUE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'idle_follow_clue',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
text: '顺着线索靠近',
|
||||
description: '沿着眼前痕迹、小道或声音来源继续靠近,可能更快撞上新的目标。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: 0.6,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
},
|
||||
effect: {
|
||||
sceneShift: 0,
|
||||
enterBattle: false,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'顺着眼前线索继续靠近目标,文案可以自然改写,但仍要保持这是循线逼近。',
|
||||
documentation: {
|
||||
id: 'idle_follow_clue',
|
||||
domain: 'state',
|
||||
title: '顺着线索靠近',
|
||||
source: 'src/data/functionCatalog/state/idleFollowClue.ts',
|
||||
summary: '保留在源码中的循线 function,目前默认不进入运行时候选池。',
|
||||
detailedDescription:
|
||||
'它原本用于把观察结果进一步收束成“沿线索追过去”的动作,但当前项目在 applyRuntimeFunctionAdjustments 中会将其过滤。',
|
||||
trigger: '定义上属于 idle 状态,但默认运行时不会提供给玩家。',
|
||||
execution:
|
||||
'保留了向前靠近的视觉与 effect 配置,方便后续重新启用或用于编辑器审计。',
|
||||
result: '当前主要用于保留设计意图和支持后续恢复,不是默认可点选项。',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
active: false,
|
||||
},
|
||||
};
|
||||
|
||||
48
src/data/functionCatalog/state/idleObserveSigns.ts
Normal file
48
src/data/functionCatalog/state/idleObserveSigns.ts
Normal file
@@ -0,0 +1,48 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_observe_signs
|
||||
*
|
||||
* 空闲状态下的侦察动作。它把当前回合定义成“停下来观察”,
|
||||
* 重点不是立刻推进,而是为后续选择生成可引用的观察结果。
|
||||
*/
|
||||
export const IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'idle_observe_signs',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
text: '停步观察动静',
|
||||
description: '先收住脚步观察附近痕迹与风吹草动,判断前方是否有异样。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.IDLE,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
},
|
||||
effect: {
|
||||
sceneShift: 0,
|
||||
enterBattle: false,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'停步观察周围动静、痕迹或征兆,文案可以自然改写,但仍要保持这是观察判断。',
|
||||
documentation: {
|
||||
id: 'idle_observe_signs',
|
||||
domain: 'state',
|
||||
title: '停步观察动静',
|
||||
source: 'src/data/functionCatalog/state/idleObserveSigns.ts',
|
||||
summary: '围绕侦察、判断和前情确认的空闲 function。',
|
||||
detailedDescription:
|
||||
'这个 function 不要求马上遇敌或推进,而是把回合用在收集线索、确认附近实体池与下一步风险上。',
|
||||
trigger: '仅在 idle 状态下参与候选。',
|
||||
execution:
|
||||
'保持原地观察姿态,不推进 sceneShift;上层 prompt 会把这一回合视为观察请求,要求模型输出可延续的侦察结论。',
|
||||
result: '适合进入未知区域前先看风向、脚印、气息或异响,减少盲走。',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
50
src/data/functionCatalog/state/idleRestFocus.ts
Normal file
50
src/data/functionCatalog/state/idleRestFocus.ts
Normal file
@@ -0,0 +1,50 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_rest_focus
|
||||
*
|
||||
* 空闲状态下的原地恢复动作。它不会推进遭遇,而是给玩家一个
|
||||
* 在非战斗场景里回收少量血蓝的缓冲回合。
|
||||
*/
|
||||
export const IDLE_REST_FOCUS_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'idle_rest_focus',
|
||||
state: 'idle',
|
||||
category: 'recovery',
|
||||
text: '原地调息恢复',
|
||||
description: '暂时停步整理呼吸,恢复少量生命与灵力,继续保持空闲状态。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.IDLE,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
},
|
||||
effect: {
|
||||
healAmount: 10,
|
||||
manaRestore: 15,
|
||||
sceneShift: 0,
|
||||
enterBattle: false,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'原地调息、休整或恢复状态,文案可以自然改写,但仍要保持这是恢复。',
|
||||
documentation: {
|
||||
id: 'idle_rest_focus',
|
||||
domain: 'state',
|
||||
title: '原地调息恢复',
|
||||
source: 'src/data/functionCatalog/state/idleRestFocus.ts',
|
||||
summary: '空闲阶段用于回血回蓝的恢复 function。',
|
||||
detailedDescription:
|
||||
'它承担非战斗状态下的短暂停步与内息整理,让玩家不推进主线遭遇,也能通过一回合修整状态。',
|
||||
trigger: '仅在 idle 状态下参与候选,并会在生命或灵力偏低时提升优先级。',
|
||||
execution:
|
||||
'不推动场景前进,effect 直接提供 healAmount 与 manaRestore,确保结果稳定由本地规则控制。',
|
||||
result: '适合战后休整、资源吃紧,或玩家想稳一下再继续探路时使用。',
|
||||
state: 'idle',
|
||||
category: 'recovery',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
48
src/data/functionCatalog/state/idleTravelNextScene.ts
Normal file
48
src/data/functionCatalog/state/idleTravelNextScene.ts
Normal file
@@ -0,0 +1,48 @@
|
||||
import { AnimationState } from '../../../types';
|
||||
import type { StateFunctionSource } from '../types';
|
||||
|
||||
/**
|
||||
* idle_travel_next_scene
|
||||
*
|
||||
* 空闲状态下的切场景动作。它代表玩家主动离开当前地点,
|
||||
* 进入相邻场景重新开启新的遭遇周期。
|
||||
*/
|
||||
export const IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE: StateFunctionSource = {
|
||||
definition: {
|
||||
id: 'idle_travel_next_scene',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
text: '前往其他场景',
|
||||
description: '离开当前场景,进入下一处地点,并在那里重新遭遇新的威胁。',
|
||||
visual: {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: 1.1,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
},
|
||||
effect: {
|
||||
sceneShift: 1,
|
||||
enterBattle: true,
|
||||
},
|
||||
},
|
||||
promptDescription:
|
||||
'离开当前场景并前往下一个场景,文案可以自然改写,但仍要保持这是切换场景。',
|
||||
documentation: {
|
||||
id: 'idle_travel_next_scene',
|
||||
domain: 'state',
|
||||
title: '前往其他场景',
|
||||
source: 'src/data/functionCatalog/state/idleTravelNextScene.ts',
|
||||
summary: '空闲阶段的地图流转 function。',
|
||||
detailedDescription:
|
||||
'当玩家不再想在当前场景深挖,而是希望切换地形、敌人池和环境压力时,这个 function 负责驱动合法的场景迁移。',
|
||||
trigger: '仅在 idle 状态下参与候选。',
|
||||
execution:
|
||||
'视觉上继续向前奔跑,effect 里通过 sceneShift: 1 把结果导向相邻场景,并允许新的遭遇在新场景刷新。',
|
||||
result: '适合主动换图、回避当前区域、或推进地图探索节奏时使用。',
|
||||
state: 'idle',
|
||||
category: 'idle',
|
||||
active: true,
|
||||
},
|
||||
};
|
||||
|
||||
50
src/data/functionCatalog/state/index.ts
Normal file
50
src/data/functionCatalog/state/index.ts
Normal file
@@ -0,0 +1,50 @@
|
||||
import type { StateFunctionSource } from '../types';
|
||||
import { BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE } from './battleAllInCrush';
|
||||
import { BATTLE_ATTACK_BASIC_FUNCTION } from './battleAttackBasic';
|
||||
import { BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE } from './battleEscapeBreakout';
|
||||
import { BATTLE_FEINT_STEP_FUNCTION_SOURCE } from './battleFeintStep';
|
||||
import { BATTLE_FINISHER_WINDOW_FUNCTION_SOURCE } from './battleFinisherWindow';
|
||||
import { BATTLE_GUARD_BREAK_FUNCTION_SOURCE } from './battleGuardBreak';
|
||||
import { BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE } from './battleProbePressure';
|
||||
import { BATTLE_RECOVER_BREATH_FUNCTION_SOURCE } from './battleRecoverBreath';
|
||||
import { BATTLE_USE_SKILL_FUNCTION } from './battleUseSkill';
|
||||
import { IDLE_CALL_OUT_FUNCTION_SOURCE } from './idleCallOut';
|
||||
import { IDLE_EXPLORE_FORWARD_FUNCTION_SOURCE } from './idleExploreForward';
|
||||
import { IDLE_FOLLOW_CLUE_FUNCTION_SOURCE } from './idleFollowClue';
|
||||
import { IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE } from './idleObserveSigns';
|
||||
import { IDLE_REST_FOCUS_FUNCTION_SOURCE } from './idleRestFocus';
|
||||
import { IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE } from './idleTravelNextScene';
|
||||
|
||||
export const STATE_FUNCTION_SOURCES: StateFunctionSource[] = [
|
||||
BATTLE_ALL_IN_CRUSH_FUNCTION_SOURCE,
|
||||
BATTLE_GUARD_BREAK_FUNCTION_SOURCE,
|
||||
BATTLE_PROBE_PRESSURE_FUNCTION_SOURCE,
|
||||
BATTLE_FEINT_STEP_FUNCTION_SOURCE,
|
||||
BATTLE_RECOVER_BREATH_FUNCTION_SOURCE,
|
||||
BATTLE_FINISHER_WINDOW_FUNCTION_SOURCE,
|
||||
BATTLE_ESCAPE_BREAKOUT_FUNCTION_SOURCE,
|
||||
IDLE_EXPLORE_FORWARD_FUNCTION_SOURCE,
|
||||
IDLE_TRAVEL_NEXT_SCENE_FUNCTION_SOURCE,
|
||||
IDLE_REST_FOCUS_FUNCTION_SOURCE,
|
||||
IDLE_OBSERVE_SIGNS_FUNCTION_SOURCE,
|
||||
IDLE_FOLLOW_CLUE_FUNCTION_SOURCE,
|
||||
IDLE_CALL_OUT_FUNCTION_SOURCE,
|
||||
];
|
||||
|
||||
export const STATE_FUNCTION_DEFINITIONS = STATE_FUNCTION_SOURCES.map(
|
||||
(source) => source.definition,
|
||||
);
|
||||
|
||||
export const STATE_FUNCTION_PROMPT_DESCRIPTIONS = Object.fromEntries(
|
||||
STATE_FUNCTION_SOURCES.map((source) => [
|
||||
source.definition.id,
|
||||
source.promptDescription,
|
||||
]),
|
||||
) as Record<string, string>;
|
||||
|
||||
export const STATE_FUNCTION_DOCUMENTATION = [
|
||||
BATTLE_ATTACK_BASIC_FUNCTION,
|
||||
BATTLE_USE_SKILL_FUNCTION,
|
||||
...STATE_FUNCTION_SOURCES.map((source) => source.documentation),
|
||||
];
|
||||
|
||||
10
src/data/functionCatalog/treasure/index.ts
Normal file
10
src/data/functionCatalog/treasure/index.ts
Normal file
@@ -0,0 +1,10 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
import { TREASURE_INSPECT_FUNCTION } from './treasureInspect';
|
||||
import { TREASURE_LEAVE_FUNCTION } from './treasureLeave';
|
||||
import { TREASURE_SECURE_FUNCTION } from './treasureSecure';
|
||||
|
||||
export const TREASURE_FUNCTION_DOCUMENTATION: FunctionDocumentationEntry[] = [
|
||||
TREASURE_SECURE_FUNCTION,
|
||||
TREASURE_INSPECT_FUNCTION,
|
||||
TREASURE_LEAVE_FUNCTION,
|
||||
];
|
||||
20
src/data/functionCatalog/treasure/treasureInspect.ts
Normal file
20
src/data/functionCatalog/treasure/treasureInspect.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* treasure_inspect
|
||||
*
|
||||
* 先调查机关、线索与伪装,再收取宝藏的 function。
|
||||
*/
|
||||
export const TREASURE_INSPECT_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'treasure_inspect',
|
||||
domain: 'treasure',
|
||||
title: '先排查机关与线索',
|
||||
source: 'src/data/functionCatalog/treasure/treasureInspect.ts',
|
||||
summary: '以更谨慎的方式获取宝藏收益的调查项。',
|
||||
detailedDescription:
|
||||
'它强调先看清环境与机关,再拆开伪装拿收益,因此通常会附带额外恢复、线索或更丰富的战利品组合。',
|
||||
trigger: '遭遇宝藏交互时的标准选项之一。',
|
||||
execution: '点击后生成 inspect 变体奖励,并用更细致的结果文本描述排查过程。',
|
||||
result: '玩家通常获得更完整的道具、金钱与恢复收益,但叙事上会多花一步检查。',
|
||||
active: true,
|
||||
};
|
||||
21
src/data/functionCatalog/treasure/treasureLeave.ts
Normal file
21
src/data/functionCatalog/treasure/treasureLeave.ts
Normal file
@@ -0,0 +1,21 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* treasure_leave
|
||||
*
|
||||
* 暂时放过眼前宝藏、回到主流程的 function。
|
||||
*/
|
||||
export const TREASURE_LEAVE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'treasure_leave',
|
||||
domain: 'treasure',
|
||||
title: '先记下位置离开',
|
||||
source: 'src/data/functionCatalog/treasure/treasureLeave.ts',
|
||||
summary: '放弃本次收取、只保留线索记忆的宝藏退出项。',
|
||||
detailedDescription:
|
||||
'它允许玩家在风险、资源或节奏不合适时先不碰宝藏,把互动结果定格为“记住位置和异常”,而不是强行收取。',
|
||||
trigger: '遭遇宝藏交互时的标准退出项。',
|
||||
execution:
|
||||
'点击后不发放宝藏奖励,而是直接写入 leave 结果文本并回到后续剧情。',
|
||||
result: '玩家不会获得物品,但故事会保留“这里有异常宝藏”的记忆。',
|
||||
active: true,
|
||||
};
|
||||
20
src/data/functionCatalog/treasure/treasureSecure.ts
Normal file
20
src/data/functionCatalog/treasure/treasureSecure.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
import type { FunctionDocumentationEntry } from '../types';
|
||||
|
||||
/**
|
||||
* treasure_secure
|
||||
*
|
||||
* 直接收取眼前宝藏的 function。
|
||||
*/
|
||||
export const TREASURE_SECURE_FUNCTION: FunctionDocumentationEntry = {
|
||||
id: 'treasure_secure',
|
||||
domain: 'treasure',
|
||||
title: '先把宝藏收下',
|
||||
source: 'src/data/functionCatalog/treasure/treasureSecure.ts',
|
||||
summary: '快速结算宝藏收益的直接收取项。',
|
||||
detailedDescription:
|
||||
'它代表玩家不再额外排查机关,而是优先把主要收获拿到手。奖励仍由本地规则根据当前 encounter 和构筑上下文生成。',
|
||||
trigger: '遭遇宝藏交互时的标准选项之一。',
|
||||
execution: '点击后直接生成 secure 变体奖励,并继续推进主故事。',
|
||||
result: '玩家立刻拿到主要物品和钱币,但放弃 inspect 路线的额外侦查收益。',
|
||||
active: true,
|
||||
};
|
||||
58
src/data/functionCatalog/types.ts
Normal file
58
src/data/functionCatalog/types.ts
Normal file
@@ -0,0 +1,58 @@
|
||||
import type {
|
||||
FunctionCategory,
|
||||
PlayerStateMode,
|
||||
StoryOption,
|
||||
} from '../../types';
|
||||
import type { StateFunctionDefinition } from '../stateFunctions';
|
||||
|
||||
export type FunctionDomain = 'state' | 'npc' | 'treasure' | 'flow' | 'panel';
|
||||
|
||||
export type FunctionStoryMode =
|
||||
| 'local_effect_then_generate'
|
||||
| 'modal_then_generate'
|
||||
| 'stream_then_defer'
|
||||
| 'reveal_deferred_options'
|
||||
| 'enter_interaction'
|
||||
| 'special_sequence'
|
||||
| 'special_travel'
|
||||
| 'local_only';
|
||||
|
||||
export type FunctionUiMode =
|
||||
| 'none'
|
||||
| 'npc_interaction_entry'
|
||||
| 'trade_modal'
|
||||
| 'gift_modal'
|
||||
| 'recruit_modal_or_sequence';
|
||||
|
||||
export interface FunctionRuntimeGuide {
|
||||
storyMode: FunctionStoryMode;
|
||||
uiMode: FunctionUiMode;
|
||||
visuals?: StoryOption['visuals'];
|
||||
executor: string;
|
||||
animationNote: string;
|
||||
storyNote: string;
|
||||
uiNote: string;
|
||||
compactDetailText?: string;
|
||||
}
|
||||
|
||||
export interface FunctionDocumentationEntry {
|
||||
id: string;
|
||||
domain: FunctionDomain;
|
||||
title: string;
|
||||
source: string;
|
||||
summary: string;
|
||||
detailedDescription: string;
|
||||
trigger: string;
|
||||
execution: string;
|
||||
result: string;
|
||||
state?: PlayerStateMode;
|
||||
category?: FunctionCategory;
|
||||
active?: boolean;
|
||||
runtime?: FunctionRuntimeGuide;
|
||||
}
|
||||
|
||||
export interface StateFunctionSource {
|
||||
definition: StateFunctionDefinition;
|
||||
documentation: FunctionDocumentationEntry;
|
||||
promptDescription: string;
|
||||
}
|
||||
1
src/data/hostileNpcOverrides.json
Normal file
1
src/data/hostileNpcOverrides.json
Normal file
@@ -0,0 +1 @@
|
||||
{}
|
||||
97
src/data/hostileNpcPresets.test.ts
Normal file
97
src/data/hostileNpcPresets.test.ts
Normal file
@@ -0,0 +1,97 @@
|
||||
import {describe, expect, it, vi} from 'vitest';
|
||||
|
||||
import type {GameState} from '../types';
|
||||
import {AnimationState, WorldType} from '../types';
|
||||
import {rollHostileNpcLoot} from './hostileNpcPresets';
|
||||
|
||||
function createGameState(): GameState {
|
||||
return {
|
||||
worldType: WorldType.WUXIA,
|
||||
customWorldProfile: null,
|
||||
playerCharacter: null,
|
||||
runtimeStats: {
|
||||
playTimeMs: 0,
|
||||
lastPlayTickAt: null,
|
||||
hostileNpcsDefeated: 0,
|
||||
questsAccepted: 0,
|
||||
itemsUsed: 0,
|
||||
scenesTraveled: 0,
|
||||
},
|
||||
currentScene: 'Story',
|
||||
storyHistory: [],
|
||||
characterChats: {},
|
||||
animationState: AnimationState.IDLE,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
currentScenePreset: {
|
||||
id: 'ruins',
|
||||
name: '断碑古道',
|
||||
description: '阴气与碎骨混在旧路之间。',
|
||||
imageSrc: '/ruins.png',
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'idle',
|
||||
scrollWorld: false,
|
||||
inBattle: false,
|
||||
playerHp: 100,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 60,
|
||||
playerMaxMana: 60,
|
||||
playerSkillCooldowns: {},
|
||||
activeBuildBuffs: [],
|
||||
activeCombatEffects: [],
|
||||
playerCurrency: 0,
|
||||
playerInventory: [],
|
||||
playerEquipment: {
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: null,
|
||||
},
|
||||
npcStates: {},
|
||||
quests: [],
|
||||
roster: [],
|
||||
companions: [],
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
};
|
||||
}
|
||||
|
||||
describe('hostileNpcPresets', () => {
|
||||
it('combines preset loot with runtime semantic drops', async () => {
|
||||
const randomSpy = vi.spyOn(Math, 'random').mockReturnValue(0);
|
||||
vi.stubGlobal(
|
||||
'fetch',
|
||||
vi.fn().mockRejectedValue(new TypeError('network disabled in test')),
|
||||
);
|
||||
|
||||
try {
|
||||
const loot = await rollHostileNpcLoot(createGameState(), [
|
||||
{
|
||||
id: 'monster-03',
|
||||
name: '断骨祟灵',
|
||||
},
|
||||
]);
|
||||
|
||||
expect(loot.some(item => item.id === 'monster-loot:bone-dust')).toBe(true);
|
||||
expect(
|
||||
loot.some(item => item.runtimeMetadata?.generationChannel === 'monster_drop'),
|
||||
).toBe(true);
|
||||
expect(
|
||||
loot.find(item => item.id === 'monster-loot:bone-dust')?.runtimeMetadata?.storyFingerprint,
|
||||
).toBeTruthy();
|
||||
} finally {
|
||||
vi.unstubAllGlobals();
|
||||
randomSpy.mockRestore();
|
||||
}
|
||||
});
|
||||
});
|
||||
1129
src/data/hostileNpcPresets.ts
Normal file
1129
src/data/hostileNpcPresets.ts
Normal file
File diff suppressed because it is too large
Load Diff
389
src/data/hostileNpcs.ts
Normal file
389
src/data/hostileNpcs.ts
Normal file
@@ -0,0 +1,389 @@
|
||||
import { HostileNpcSpriteConfig } from '../components/HostileNpcAnimator';
|
||||
import {
|
||||
AnimationState,
|
||||
Encounter,
|
||||
FacingDirection,
|
||||
HostileNpcRenderAnimation,
|
||||
SceneDirective,
|
||||
SceneHostileNpc,
|
||||
SceneHostileNpcChange,
|
||||
StoryOption,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { resolveRoleCombatStats } from './attributeCombat';
|
||||
import { resolveCompatibilityTemplateWorldType } from './customWorldRuntime';
|
||||
import { getHostileNpcPresetById, getHostileNpcPresetsByWorld, HOSTILE_NPC_PRESETS_BY_WORLD } from './hostileNpcPresets';
|
||||
|
||||
export const METERS_TO_PIXELS = 48;
|
||||
export const PLAYER_BASE_X_METERS = 0;
|
||||
export const MAX_HOSTILE_NPCS_PER_ENCOUNTER = 3;
|
||||
|
||||
export const HOSTILE_NPCS_BY_WORLD: Record<WorldType, HostileNpcSpriteConfig[]> = {
|
||||
[WorldType.WUXIA]: HOSTILE_NPC_PRESETS_BY_WORLD[WorldType.WUXIA].map(({ description: _description, introAction: _introAction, baseStats: _baseStats, worldType: _worldType, ...spriteConfig }) => spriteConfig),
|
||||
[WorldType.XIANXIA]: HOSTILE_NPC_PRESETS_BY_WORLD[WorldType.XIANXIA].map(({ description: _description, introAction: _introAction, baseStats: _baseStats, worldType: _worldType, ...spriteConfig }) => spriteConfig),
|
||||
[WorldType.CUSTOM]: HOSTILE_NPC_PRESETS_BY_WORLD[WorldType.CUSTOM].map(({ description: _description, introAction: _introAction, baseStats: _baseStats, worldType: _worldType, ...spriteConfig }) => spriteConfig),
|
||||
};
|
||||
|
||||
export const MONSTERS_BY_WORLD = HOSTILE_NPCS_BY_WORLD;
|
||||
|
||||
const UPPER_BACK_OFFSET_X_METERS = Number((56 / METERS_TO_PIXELS).toFixed(2));
|
||||
const LOWER_BACK_OFFSET_X_METERS = Number((34 / METERS_TO_PIXELS).toFixed(2));
|
||||
const UPPER_BACK_OFFSET_Y_PX = 66;
|
||||
const LOWER_BACK_OFFSET_Y_PX = 10;
|
||||
|
||||
const FRONT_HOSTILE_NPC_ANCHOR_X: Record<WorldType, number> = {
|
||||
[WorldType.WUXIA]: 3.2,
|
||||
[WorldType.XIANXIA]: 3.6,
|
||||
[WorldType.CUSTOM]: 3.4,
|
||||
};
|
||||
|
||||
type HostileNpcFormationSlot = Pick<SceneHostileNpc, 'xMeters' | 'yOffset'>;
|
||||
|
||||
function getUniqueHostileNpcIds(hostileNpcIds: string[]) {
|
||||
const seen = new Set<string>();
|
||||
const uniqueIds: string[] = [];
|
||||
|
||||
hostileNpcIds.forEach(monsterId => {
|
||||
const normalizedId = monsterId.trim();
|
||||
if (!normalizedId || seen.has(normalizedId)) return;
|
||||
seen.add(normalizedId);
|
||||
uniqueIds.push(normalizedId);
|
||||
});
|
||||
|
||||
return uniqueIds;
|
||||
}
|
||||
|
||||
function shuffleItems<T>(items: T[]) {
|
||||
const next = [...items];
|
||||
|
||||
for (let index = next.length - 1; index > 0; index -= 1) {
|
||||
const swapIndex = Math.floor(Math.random() * (index + 1));
|
||||
const currentItem = next[index];
|
||||
const swapItem = next[swapIndex];
|
||||
if (currentItem === undefined || swapItem === undefined) {
|
||||
continue;
|
||||
}
|
||||
next[index] = swapItem;
|
||||
next[swapIndex] = currentItem;
|
||||
}
|
||||
|
||||
return next;
|
||||
}
|
||||
|
||||
function getMaxSceneHostileNpcCount(worldType: WorldType) {
|
||||
return getHostileNpcFormationSlots(worldType, MAX_HOSTILE_NPCS_PER_ENCOUNTER).length;
|
||||
}
|
||||
|
||||
function getHostileNpcFormationSlots(
|
||||
worldType: WorldType,
|
||||
monsterCount: number,
|
||||
): HostileNpcFormationSlot[] {
|
||||
const resolvedWorldType =
|
||||
resolveCompatibilityTemplateWorldType(worldType) ?? WorldType.WUXIA;
|
||||
const frontX = FRONT_HOSTILE_NPC_ANCHOR_X[resolvedWorldType];
|
||||
const centerSlot = { xMeters: frontX, yOffset: 0 };
|
||||
const lowerBackSlot = {
|
||||
xMeters: Number((frontX + LOWER_BACK_OFFSET_X_METERS).toFixed(2)),
|
||||
yOffset: LOWER_BACK_OFFSET_Y_PX,
|
||||
};
|
||||
const upperBackSlot = {
|
||||
xMeters: Number((frontX + UPPER_BACK_OFFSET_X_METERS).toFixed(2)),
|
||||
yOffset: UPPER_BACK_OFFSET_Y_PX,
|
||||
};
|
||||
|
||||
if (monsterCount <= 1) {
|
||||
return [centerSlot];
|
||||
}
|
||||
|
||||
if (monsterCount === 2) {
|
||||
return [lowerBackSlot, upperBackSlot];
|
||||
}
|
||||
|
||||
return [centerSlot, lowerBackSlot, upperBackSlot];
|
||||
}
|
||||
|
||||
export function chooseEncounterMonsterCount(maxAvailableCount: number) {
|
||||
const clampedCount = Math.max(0, Math.min(MAX_HOSTILE_NPCS_PER_ENCOUNTER, maxAvailableCount));
|
||||
if (clampedCount <= 1) return clampedCount;
|
||||
|
||||
const weightedCounts = [
|
||||
{ count: 1, weight: 0.6 },
|
||||
{ count: 2, weight: 0.3 },
|
||||
{ count: 3, weight: 0.1 },
|
||||
].filter(entry => entry.count <= clampedCount);
|
||||
|
||||
const totalWeight = weightedCounts.reduce((sum, entry) => sum + entry.weight, 0);
|
||||
let roll = Math.random() * totalWeight;
|
||||
|
||||
for (const entry of weightedCounts) {
|
||||
roll -= entry.weight;
|
||||
if (roll <= 0) {
|
||||
return entry.count;
|
||||
}
|
||||
}
|
||||
|
||||
return weightedCounts[weightedCounts.length - 1]?.count ?? 1;
|
||||
}
|
||||
|
||||
export function pickEncounterHostileNpcIds(availableMonsterIds: string[]) {
|
||||
const pool = getUniqueHostileNpcIds(availableMonsterIds);
|
||||
if (pool.length === 0) return [];
|
||||
|
||||
const targetCount = chooseEncounterMonsterCount(pool.length);
|
||||
return shuffleItems(pool).slice(0, targetCount);
|
||||
}
|
||||
|
||||
export function resolveEncounterHostileNpcIds(
|
||||
availableMonsterIds: string[],
|
||||
requestedMonsterIds: string[] = [],
|
||||
) {
|
||||
const pool = getUniqueHostileNpcIds(availableMonsterIds);
|
||||
if (pool.length === 0) return [];
|
||||
|
||||
const requested = getUniqueHostileNpcIds(requestedMonsterIds).filter(monsterId => pool.includes(monsterId));
|
||||
if (requested.length > 0) {
|
||||
return requested.slice(0, Math.min(MAX_HOSTILE_NPCS_PER_ENCOUNTER, pool.length));
|
||||
}
|
||||
|
||||
return pickEncounterHostileNpcIds(pool);
|
||||
}
|
||||
|
||||
export function getHostileNpcGroupAnchorX(monsters: Array<Pick<SceneHostileNpc, 'xMeters'>>) {
|
||||
if (monsters.length === 0) return PLAYER_BASE_X_METERS;
|
||||
return Math.min(...monsters.map(monster => monster.xMeters));
|
||||
}
|
||||
|
||||
export const getMonsterGroupAnchorX = getHostileNpcGroupAnchorX;
|
||||
|
||||
export function getFacingTowardPlayer(monsterX: number, playerX: number): FacingDirection {
|
||||
return monsterX >= playerX ? 'left' : 'right';
|
||||
}
|
||||
|
||||
export const pickEncounterMonsterIds = pickEncounterHostileNpcIds;
|
||||
|
||||
export function buildHostileNpcEncounter(
|
||||
worldType: WorldType,
|
||||
monsterId: string,
|
||||
options: {
|
||||
xMeters?: number;
|
||||
} = {},
|
||||
): Encounter | null {
|
||||
const preset = getHostileNpcPresetById(worldType, monsterId);
|
||||
if (!preset) return null;
|
||||
|
||||
return {
|
||||
id: `monster:${worldType}:${preset.id}`,
|
||||
kind: 'npc',
|
||||
monsterPresetId: preset.id,
|
||||
npcName: preset.name,
|
||||
npcDescription: preset.description,
|
||||
npcAvatar: preset.name.slice(0, 1) || '敌',
|
||||
context: '敌对角色',
|
||||
xMeters: options.xMeters,
|
||||
initialAffinity: -40,
|
||||
hostile: true,
|
||||
attributeProfile: preset.attributeProfile,
|
||||
};
|
||||
}
|
||||
|
||||
export function createSceneHostileNpc(
|
||||
worldType: WorldType,
|
||||
monsterId: string,
|
||||
playerX = PLAYER_BASE_X_METERS,
|
||||
slotIndex = 0,
|
||||
): SceneHostileNpc | null {
|
||||
const preset = getHostileNpcPresetById(worldType, monsterId);
|
||||
if (!preset) return null;
|
||||
const combatStats = resolveRoleCombatStats(preset.attributeProfile, {
|
||||
baseSpeed: preset.baseStats.speed,
|
||||
});
|
||||
const maxHp = preset.baseStats.maxHp + combatStats.maxHpBonus;
|
||||
|
||||
const formationSlots = getHostileNpcFormationSlots(
|
||||
worldType,
|
||||
Math.min(MAX_HOSTILE_NPCS_PER_ENCOUNTER, slotIndex + 1),
|
||||
);
|
||||
const position = formationSlots[Math.min(slotIndex, formationSlots.length - 1)];
|
||||
if (!position) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
id: preset.id,
|
||||
name: preset.name,
|
||||
action: preset.introAction,
|
||||
description: preset.description,
|
||||
animation: 'idle',
|
||||
xMeters: position.xMeters,
|
||||
yOffset: position.yOffset,
|
||||
facing: getFacingTowardPlayer(position.xMeters, playerX),
|
||||
attackRange: preset.baseStats.attackRange,
|
||||
speed: combatStats.turnSpeed,
|
||||
hp: maxHp,
|
||||
maxHp,
|
||||
renderKind: 'npc',
|
||||
combatTags: preset.combatTags,
|
||||
attributeProfile: preset.attributeProfile,
|
||||
behaviorVectors: preset.behaviorVectors,
|
||||
encounter: buildHostileNpcEncounter(worldType, preset.id, {
|
||||
xMeters: position.xMeters,
|
||||
}) ?? undefined,
|
||||
};
|
||||
}
|
||||
|
||||
export function createSceneHostileNpcsFromIds(
|
||||
worldType: WorldType,
|
||||
hostileNpcIds: string[],
|
||||
playerX = PLAYER_BASE_X_METERS,
|
||||
): SceneHostileNpc[] {
|
||||
const fallbackMonsterPresets = getHostileNpcPresetsByWorld(worldType);
|
||||
const resolvedFallbackId = fallbackMonsterPresets[0]?.id;
|
||||
const resolvedIds = (hostileNpcIds.length > 0 ? hostileNpcIds : resolvedFallbackId ? [resolvedFallbackId] : [])
|
||||
.slice(0, getMaxSceneHostileNpcCount(worldType));
|
||||
const formationSlots = getHostileNpcFormationSlots(worldType, resolvedIds.length || 1);
|
||||
|
||||
return resolvedIds
|
||||
.map((monsterId, index) => {
|
||||
const monster = createSceneHostileNpc(worldType, monsterId, playerX, index);
|
||||
const position = formationSlots[index] ?? formationSlots[formationSlots.length - 1];
|
||||
if (!monster || !position) return null;
|
||||
|
||||
return {
|
||||
...monster,
|
||||
xMeters: position.xMeters,
|
||||
yOffset: position.yOffset,
|
||||
facing: getFacingTowardPlayer(position.xMeters, playerX),
|
||||
};
|
||||
})
|
||||
.filter(Boolean) as SceneHostileNpc[];
|
||||
}
|
||||
|
||||
export function createSceneHostileNpcsFromEncounters(
|
||||
worldType: WorldType,
|
||||
encounters: Encounter[],
|
||||
playerX = PLAYER_BASE_X_METERS,
|
||||
): SceneHostileNpc[] {
|
||||
const hostileEncounters = encounters.filter(
|
||||
(encounter): encounter is Encounter & { monsterPresetId: string } => Boolean(encounter.monsterPresetId),
|
||||
);
|
||||
if (hostileEncounters.length === 0) return [];
|
||||
|
||||
const baseMonsters = createSceneHostileNpcsFromIds(
|
||||
worldType,
|
||||
hostileEncounters.map(encounter => encounter.monsterPresetId),
|
||||
playerX,
|
||||
);
|
||||
|
||||
return baseMonsters.map((monster, index) => {
|
||||
const encounter = hostileEncounters[index];
|
||||
if (!encounter) return monster;
|
||||
|
||||
return {
|
||||
...monster,
|
||||
name: encounter.npcName,
|
||||
description: encounter.npcDescription,
|
||||
renderKind: 'npc' as const,
|
||||
levelProfile: encounter.levelProfile,
|
||||
experienceReward: encounter.experienceReward,
|
||||
encounter: {
|
||||
...encounter,
|
||||
xMeters: monster.xMeters,
|
||||
},
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
export function getBaseSceneHostileNpcs(worldType: WorldType, playerX = PLAYER_BASE_X_METERS): SceneHostileNpc[] {
|
||||
const fallbackId = getHostileNpcPresetsByWorld(worldType)[0]?.id;
|
||||
return fallbackId ? createSceneHostileNpcsFromIds(worldType, [fallbackId], playerX) : [];
|
||||
}
|
||||
|
||||
export function distanceBetweenPlayerAndClosestHostileNpc(playerX: number, monsters: SceneHostileNpc[]) {
|
||||
if (monsters.length === 0) return Infinity;
|
||||
return Math.min(...monsters.map(monster => Math.abs(monster.xMeters - playerX)));
|
||||
}
|
||||
|
||||
export function getClosestHostileNpc(playerX: number, monsters: SceneHostileNpc[]) {
|
||||
if (monsters.length === 0) return null;
|
||||
return [...monsters].sort((a, b) => Math.abs(a.xMeters - playerX) - Math.abs(b.xMeters - playerX))[0];
|
||||
}
|
||||
|
||||
export function getHostileNpcDistance(playerX: number, monster: SceneHostileNpc) {
|
||||
return Math.abs(monster.xMeters - playerX);
|
||||
}
|
||||
|
||||
function normalizeHostileNpcAnimation(value: string | undefined): HostileNpcRenderAnimation {
|
||||
return value === 'move' || value === 'attack' || value === 'die' ? value : 'idle';
|
||||
}
|
||||
|
||||
export function normalizeHostileNpcChanges(
|
||||
changes: SceneDirective['hostileNpcChanges'],
|
||||
worldType: WorldType,
|
||||
): SceneHostileNpcChange[] {
|
||||
const resolvedAllowedIds = new Set(getHostileNpcPresetsByWorld(worldType).map(monster => monster.id));
|
||||
const safeChanges = changes ?? [];
|
||||
|
||||
return safeChanges
|
||||
.filter(change => resolvedAllowedIds.has(change.id))
|
||||
.map(change => ({
|
||||
id: change.id,
|
||||
action: typeof change.action === 'string' && change.action.trim() ? change.action.trim() : '缁х画鍘嬭揩鐜╁',
|
||||
animation: normalizeHostileNpcAnimation(change.animation),
|
||||
moveMeters: typeof change.moveMeters === 'number' ? Number(change.moveMeters.toFixed(1)) : 0,
|
||||
yOffset: 0,
|
||||
}));
|
||||
}
|
||||
|
||||
export function applySceneDirective(
|
||||
monsters: SceneHostileNpc[],
|
||||
directive: SceneDirective,
|
||||
playerX: number,
|
||||
): SceneHostileNpc[] {
|
||||
const nextPlayerX = playerX + directive.playerMoveMeters;
|
||||
const hostileNpcChanges = directive.hostileNpcChanges ?? [];
|
||||
|
||||
return monsters.map(monster => {
|
||||
const change = hostileNpcChanges.find(item => item.id === monster.id);
|
||||
const nextX = monster.xMeters + (change?.moveMeters ?? 0);
|
||||
|
||||
return {
|
||||
...monster,
|
||||
action: change?.action ?? monster.action,
|
||||
animation: change?.animation ?? monster.animation,
|
||||
xMeters: Number(nextX.toFixed(1)),
|
||||
yOffset: 0,
|
||||
facing: getFacingTowardPlayer(nextX, nextPlayerX),
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
export function settleHostileNpcAnimations(monsters: SceneHostileNpc[]) {
|
||||
return monsters.map(monster => ({
|
||||
...monster,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, PLAYER_BASE_X_METERS),
|
||||
}));
|
||||
}
|
||||
|
||||
export function createFallbackOption(
|
||||
functionId: string,
|
||||
text: string,
|
||||
playerAnimation: AnimationState,
|
||||
moveMeters: number,
|
||||
scrollWorld = false,
|
||||
): StoryOption {
|
||||
return {
|
||||
functionId,
|
||||
actionText: text,
|
||||
text,
|
||||
visuals: {
|
||||
playerAnimation,
|
||||
playerMoveMeters: moveMeters,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: moveMeters < 0 ? 'left' : 'right',
|
||||
scrollWorld,
|
||||
monsterChanges: [],
|
||||
hostileNpcChanges: [],
|
||||
},
|
||||
};
|
||||
}
|
||||
102
src/data/inventoryEffects.ts
Normal file
102
src/data/inventoryEffects.ts
Normal file
@@ -0,0 +1,102 @@
|
||||
import { Character, InventoryItem, TimedBuildBuff } from "../types";
|
||||
|
||||
export type InventoryUseEffect = {
|
||||
hpRestore: number;
|
||||
manaRestore: number;
|
||||
cooldownReduction: number;
|
||||
buildBuffs: TimedBuildBuff[];
|
||||
};
|
||||
|
||||
function getRarityMultiplier(rarity: InventoryItem["rarity"]) {
|
||||
switch (rarity) {
|
||||
case "legendary":
|
||||
return 2.4;
|
||||
case "epic":
|
||||
return 1.9;
|
||||
case "rare":
|
||||
return 1.55;
|
||||
case "uncommon":
|
||||
return 1.2;
|
||||
default:
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
export function isInventoryItemUsable(item: InventoryItem) {
|
||||
return (
|
||||
Boolean(item.useProfile) ||
|
||||
item.tags.includes("healing") ||
|
||||
item.tags.includes("mana")
|
||||
);
|
||||
}
|
||||
|
||||
export function resolveInventoryItemUseEffect(
|
||||
item: InventoryItem,
|
||||
character: Character,
|
||||
): InventoryUseEffect | null {
|
||||
if (!isInventoryItemUsable(item)) return null;
|
||||
|
||||
if (item.useProfile) {
|
||||
return {
|
||||
hpRestore: item.useProfile.hpRestore ?? 0,
|
||||
manaRestore: item.useProfile.manaRestore ?? 0,
|
||||
cooldownReduction: item.useProfile.cooldownReduction ?? 0,
|
||||
buildBuffs: item.useProfile.buildBuffs ?? [],
|
||||
};
|
||||
}
|
||||
|
||||
const rarityMultiplier = getRarityMultiplier(item.rarity);
|
||||
const hasHealing =
|
||||
item.tags.includes("healing") ||
|
||||
/药|包|补给|恢复|疗伤|meat|apple|mushroom|water/i.test(item.name);
|
||||
const hasMana =
|
||||
item.tags.includes("mana") ||
|
||||
/灵液|法力|mana|crystal|essence|spirit/i.test(item.name);
|
||||
|
||||
const hpRestore = hasHealing
|
||||
? Math.max(
|
||||
10,
|
||||
Math.round((14 + character.attributes.spirit * 1.4) * rarityMultiplier),
|
||||
)
|
||||
: 0;
|
||||
const manaRestore = hasMana
|
||||
? Math.max(
|
||||
8,
|
||||
Math.round(
|
||||
(12 + character.attributes.intelligence * 1.4) * rarityMultiplier,
|
||||
),
|
||||
)
|
||||
: 0;
|
||||
const cooldownReduction = /凝神|回气|醒神|booster|essence/i.test(item.name)
|
||||
? 1
|
||||
: 0;
|
||||
|
||||
if (hpRestore <= 0 && manaRestore <= 0 && cooldownReduction <= 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
hpRestore,
|
||||
manaRestore,
|
||||
cooldownReduction,
|
||||
buildBuffs: [],
|
||||
};
|
||||
}
|
||||
|
||||
export function buildInventoryUseResultText(
|
||||
item: InventoryItem,
|
||||
effect: InventoryUseEffect,
|
||||
) {
|
||||
const parts = [
|
||||
effect.hpRestore > 0 ? `恢复 ${effect.hpRestore} 点气血` : null,
|
||||
effect.manaRestore > 0 ? `恢复 ${effect.manaRestore} 点灵力` : null,
|
||||
effect.cooldownReduction > 0
|
||||
? `额外推进 ${effect.cooldownReduction} 回合冷却`
|
||||
: null,
|
||||
effect.buildBuffs.length > 0
|
||||
? `获得 ${effect.buildBuffs.map(buff => buff.name).join("、")}`
|
||||
: null,
|
||||
].filter(Boolean);
|
||||
|
||||
return `你取出${item.name}立刻使用,${parts.join(",")}。`;
|
||||
}
|
||||
337
src/data/itemCatalog.ts
Normal file
337
src/data/itemCatalog.ts
Normal file
@@ -0,0 +1,337 @@
|
||||
import type {
|
||||
InventoryItem,
|
||||
ItemCatalogEntry,
|
||||
ItemCatalogOverride,
|
||||
ItemRarity,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import {
|
||||
EDITOR_ITEM_CATALOG_API_PATH,
|
||||
} from '../editor/shared/editorApiClient';
|
||||
import { buildDesignedItemMetadata } from './itemDesign';
|
||||
|
||||
export { EDITOR_ITEM_CATALOG_API_PATH as ITEM_CATALOG_API_PATH };
|
||||
|
||||
export const ITEM_CATEGORY_OPTIONS = [
|
||||
'武器',
|
||||
'护甲',
|
||||
'饰品',
|
||||
'消耗品',
|
||||
'材料',
|
||||
'稀有品',
|
||||
'专属品',
|
||||
] as const;
|
||||
|
||||
const CATEGORY_WEAPON = ITEM_CATEGORY_OPTIONS[0];
|
||||
const CATEGORY_ARMOR = ITEM_CATEGORY_OPTIONS[1];
|
||||
const CATEGORY_RELIC = ITEM_CATEGORY_OPTIONS[2];
|
||||
const CATEGORY_CONSUMABLE = ITEM_CATEGORY_OPTIONS[3];
|
||||
const CATEGORY_MATERIAL = ITEM_CATEGORY_OPTIONS[4];
|
||||
const CATEGORY_RARE = ITEM_CATEGORY_OPTIONS[5];
|
||||
const CATEGORY_EXCLUSIVE = ITEM_CATEGORY_OPTIONS[6];
|
||||
|
||||
const WEAPON_KEYWORDS = [
|
||||
'weapon',
|
||||
'sword',
|
||||
'axe',
|
||||
'bow',
|
||||
'arrow',
|
||||
'mace',
|
||||
'wand',
|
||||
'staff',
|
||||
'pick',
|
||||
'spade',
|
||||
'blade',
|
||||
'dagger',
|
||||
'spear',
|
||||
'hammer',
|
||||
];
|
||||
|
||||
const ARMOR_KEYWORDS = [
|
||||
'armor',
|
||||
'armour',
|
||||
'helm',
|
||||
'helmet',
|
||||
'chest',
|
||||
'pants',
|
||||
'boots',
|
||||
'glove',
|
||||
'glowes',
|
||||
'shield',
|
||||
'cloak',
|
||||
'robe',
|
||||
'cap',
|
||||
];
|
||||
|
||||
const ACCESSORY_KEYWORDS = [
|
||||
'ring',
|
||||
'neck',
|
||||
'amulet',
|
||||
'jewel',
|
||||
'jewelry',
|
||||
'bracelet',
|
||||
'relic',
|
||||
'gem',
|
||||
];
|
||||
|
||||
const CONSUMABLE_KEYWORDS = [
|
||||
'potion',
|
||||
'bottle',
|
||||
'water',
|
||||
'meat',
|
||||
'apple',
|
||||
'mushroom',
|
||||
'bandage',
|
||||
'torch',
|
||||
'candle',
|
||||
'food',
|
||||
];
|
||||
|
||||
const MATERIAL_KEYWORDS = [
|
||||
'wood',
|
||||
'stone',
|
||||
'leaf',
|
||||
'flower',
|
||||
'skin',
|
||||
'rope',
|
||||
'coin',
|
||||
'silverbar',
|
||||
'ore',
|
||||
'bar',
|
||||
'material',
|
||||
];
|
||||
|
||||
const RARE_KEYWORDS = [
|
||||
'scroll',
|
||||
'book',
|
||||
'bag',
|
||||
'skull',
|
||||
'cross',
|
||||
'stairway',
|
||||
'crystal',
|
||||
'magic',
|
||||
];
|
||||
|
||||
const EXCLUSIVE_KEYWORDS = [
|
||||
'treasure',
|
||||
'relic',
|
||||
'artifact',
|
||||
'legend',
|
||||
'sacred',
|
||||
];
|
||||
|
||||
function normalizeAssetPath(sourcePath: string) {
|
||||
return sourcePath
|
||||
.replace(/^public[\\/]/iu, '')
|
||||
.replace(/\\/g, '/')
|
||||
.replace(/^\/+/u, '');
|
||||
}
|
||||
|
||||
function stripExtension(value: string) {
|
||||
return value.replace(/\.[^.]+$/u, '');
|
||||
}
|
||||
|
||||
function humanizeAssetPart(value: string) {
|
||||
const cleaned = stripExtension(value)
|
||||
.replace(/^\d+[_-]*/u, '')
|
||||
.replace(/[_-]+/g, ' ')
|
||||
.replace(/([a-z])([A-Z])/g, '$1 $2')
|
||||
.replace(/\s+/g, ' ')
|
||||
.trim();
|
||||
|
||||
if (!cleaned) return '';
|
||||
|
||||
return cleaned
|
||||
.split(' ')
|
||||
.map(part => {
|
||||
const firstCharacter = part[0];
|
||||
return part && firstCharacter ? firstCharacter.toUpperCase() + part.slice(1) : '';
|
||||
})
|
||||
.join(' ');
|
||||
}
|
||||
|
||||
function includesAnyKeyword(text: string, keywords: string[]) {
|
||||
return keywords.some(keyword => text.includes(keyword));
|
||||
}
|
||||
|
||||
function dedupeTags(tags: string[]) {
|
||||
return [...new Set(tags.filter(Boolean))];
|
||||
}
|
||||
|
||||
export function buildItemCatalogId(sourcePath: string) {
|
||||
return stripExtension(normalizeAssetPath(sourcePath))
|
||||
.toLowerCase()
|
||||
.replace(/[^a-z0-9/]+/g, '-')
|
||||
.replace(/\/+/g, '__')
|
||||
.replace(/-+/g, '-')
|
||||
.replace(/^[-_]+|[-_]+$/g, '');
|
||||
}
|
||||
|
||||
export function buildItemCatalogName(sourcePath: string) {
|
||||
const normalized = normalizeAssetPath(sourcePath);
|
||||
const parts = normalized.split('/');
|
||||
const leafName = humanizeAssetPart(parts[parts.length - 1] ?? '');
|
||||
const parentName = humanizeAssetPart(parts[parts.length - 2] ?? '');
|
||||
|
||||
if (!leafName && parentName) return parentName;
|
||||
if (!leafName) return '未命名物品';
|
||||
if (/^(Items|Icons|Singles|Variants|Text)$/u.test(leafName) && parentName) {
|
||||
return `${parentName} ${leafName}`;
|
||||
}
|
||||
|
||||
return leafName;
|
||||
}
|
||||
|
||||
export function inferItemCatalogCategory(sourcePath: string) {
|
||||
const normalized = normalizeAssetPath(sourcePath).toLowerCase();
|
||||
|
||||
if (includesAnyKeyword(normalized, WEAPON_KEYWORDS)) return '武器';
|
||||
if (includesAnyKeyword(normalized, ARMOR_KEYWORDS)) return '护甲';
|
||||
if (includesAnyKeyword(normalized, ACCESSORY_KEYWORDS)) return '饰品';
|
||||
if (includesAnyKeyword(normalized, CONSUMABLE_KEYWORDS)) return '消耗品';
|
||||
if (includesAnyKeyword(normalized, MATERIAL_KEYWORDS)) return '材料';
|
||||
if (includesAnyKeyword(normalized, EXCLUSIVE_KEYWORDS)) return '专属品';
|
||||
if (includesAnyKeyword(normalized, RARE_KEYWORDS)) return '稀有品';
|
||||
|
||||
return '稀有品';
|
||||
}
|
||||
|
||||
export function inferItemCatalogRarity(sourcePath: string, category: string): ItemRarity {
|
||||
const normalized = normalizeAssetPath(sourcePath).toLowerCase();
|
||||
|
||||
if (includesAnyKeyword(normalized, EXCLUSIVE_KEYWORDS)) return 'legendary';
|
||||
if (includesAnyKeyword(normalized, ['magic', 'crystal', 'wand', 'gem', 'gold'])) return 'epic';
|
||||
if (category === '武器' || category === '护甲' || category === '饰品' || category === '专属品') return 'rare';
|
||||
if (category === '消耗品' || category === '材料') return 'uncommon';
|
||||
|
||||
return 'common';
|
||||
}
|
||||
|
||||
export function inferItemCatalogTags(sourcePath: string, category: string) {
|
||||
const normalized = normalizeAssetPath(sourcePath).toLowerCase();
|
||||
const tags: string[] = [];
|
||||
|
||||
if (category === '武器') tags.push('weapon');
|
||||
if (category === '护甲') tags.push('armor');
|
||||
if (category === '饰品' || category === '专属品') tags.push('relic');
|
||||
if (category === '材料') tags.push('material');
|
||||
|
||||
if (includesAnyKeyword(normalized, ['potion', 'bandage', 'water', 'meat', 'apple', 'mushroom'])) {
|
||||
tags.push('healing');
|
||||
}
|
||||
|
||||
if (includesAnyKeyword(normalized, ['mana', 'magic', 'crystal', 'gem', 'wand'])) {
|
||||
tags.push('mana');
|
||||
}
|
||||
|
||||
return dedupeTags(tags);
|
||||
}
|
||||
|
||||
export function buildItemCatalogDescription(
|
||||
sourcePath: string,
|
||||
category: string,
|
||||
name: string,
|
||||
) {
|
||||
return `由图标素材 ${normalizeAssetPath(sourcePath)} 自动生成的${category}物品“${name}”,可在编辑器中继续调整名称、稀有度、标签与描述。`;
|
||||
}
|
||||
|
||||
export function buildBaseItemCatalogEntry(sourcePath: string): ItemCatalogEntry {
|
||||
const normalizedSourcePath = normalizeAssetPath(sourcePath);
|
||||
const name = buildItemCatalogName(normalizedSourcePath);
|
||||
const category = inferItemCatalogCategory(normalizedSourcePath);
|
||||
const rarity = inferItemCatalogRarity(normalizedSourcePath, category);
|
||||
const tags = inferItemCatalogTags(normalizedSourcePath, category);
|
||||
const designed = buildDesignedItemMetadata(
|
||||
normalizedSourcePath,
|
||||
name,
|
||||
category,
|
||||
rarity,
|
||||
tags,
|
||||
{
|
||||
weapon: CATEGORY_WEAPON,
|
||||
armor: CATEGORY_ARMOR,
|
||||
relic: CATEGORY_RELIC,
|
||||
consumable: CATEGORY_CONSUMABLE,
|
||||
material: CATEGORY_MATERIAL,
|
||||
rare: CATEGORY_RARE,
|
||||
exclusive: CATEGORY_EXCLUSIVE,
|
||||
},
|
||||
);
|
||||
|
||||
return {
|
||||
id: buildItemCatalogId(normalizedSourcePath),
|
||||
sourcePath: normalizedSourcePath,
|
||||
iconSrc: `/${normalizedSourcePath}`,
|
||||
name: designed.name ?? name,
|
||||
category: designed.category ?? category,
|
||||
rarity: designed.rarity ?? rarity,
|
||||
tags: dedupeTags(designed.tags ?? tags),
|
||||
description: designed.description ?? buildItemCatalogDescription(normalizedSourcePath, category, name),
|
||||
worldAffinity: designed.worldAffinity ?? 'neutral',
|
||||
equipmentSlotId: designed.equipmentSlotId ?? null,
|
||||
worldProfiles: designed.worldProfiles,
|
||||
statProfile: designed.statProfile ?? null,
|
||||
useProfile: designed.useProfile ?? null,
|
||||
buildProfile: designed.buildProfile ?? null,
|
||||
value: designed.value,
|
||||
};
|
||||
}
|
||||
|
||||
export function applyItemCatalogOverride(
|
||||
baseItem: ItemCatalogEntry,
|
||||
override?: ItemCatalogOverride | null,
|
||||
): ItemCatalogEntry {
|
||||
if (!override) return baseItem;
|
||||
|
||||
return {
|
||||
...baseItem,
|
||||
...override,
|
||||
tags: override.tags ? dedupeTags(override.tags) : baseItem.tags,
|
||||
worldProfiles: override.worldProfiles ?? baseItem.worldProfiles,
|
||||
statProfile: override.statProfile ?? baseItem.statProfile,
|
||||
useProfile: override.useProfile ?? baseItem.useProfile,
|
||||
buildProfile: override.buildProfile ?? baseItem.buildProfile,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildItemCatalogFromAssetPaths(
|
||||
assetPaths: string[],
|
||||
overrideMap: Record<string, ItemCatalogOverride> = {},
|
||||
) {
|
||||
return assetPaths
|
||||
.map(sourcePath => buildBaseItemCatalogEntry(sourcePath))
|
||||
.map(item => applyItemCatalogOverride(item, overrideMap[item.id]))
|
||||
.sort((a, b) => a.sourcePath.localeCompare(b.sourcePath));
|
||||
}
|
||||
|
||||
export function createInventoryItemFromCatalogEntry(
|
||||
item: ItemCatalogEntry,
|
||||
quantity = 1,
|
||||
worldType: WorldType | null = null,
|
||||
): InventoryItem {
|
||||
const worldProfile = worldType ? item.worldProfiles?.[worldType] : null;
|
||||
return {
|
||||
id: `catalog:${item.id}`,
|
||||
catalogId: item.id,
|
||||
category: item.category,
|
||||
name: worldProfile?.name ?? item.name,
|
||||
quantity,
|
||||
rarity: item.rarity,
|
||||
tags: [...item.tags],
|
||||
iconSrc: item.iconSrc,
|
||||
description: worldProfile?.description ?? item.description,
|
||||
worldAffinity: item.worldAffinity,
|
||||
equipmentSlotId: item.equipmentSlotId,
|
||||
worldProfiles: item.worldProfiles,
|
||||
statProfile: item.statProfile,
|
||||
useProfile: item.useProfile,
|
||||
buildProfile: item.buildProfile,
|
||||
value: item.value,
|
||||
runtimeMetadata: {
|
||||
origin: 'catalog',
|
||||
generationChannel: 'discovery',
|
||||
seedKey: `catalog:${item.id}`,
|
||||
sourceReason: '来自静态物品目录。',
|
||||
},
|
||||
};
|
||||
}
|
||||
962
src/data/itemDesign.ts
Normal file
962
src/data/itemDesign.ts
Normal file
@@ -0,0 +1,962 @@
|
||||
import {
|
||||
type EquipmentSlotId,
|
||||
type ItemBuildProfile,
|
||||
type ItemCatalogEntry,
|
||||
type ItemRarity,
|
||||
type ItemStatProfile,
|
||||
type ItemUseProfile,
|
||||
type ItemWorldAffinity,
|
||||
type ItemWorldProfile,
|
||||
WorldType,
|
||||
} from "../types";
|
||||
import { normalizeBuildRole, normalizeBuildTags } from "./buildTags";
|
||||
|
||||
export type ItemCategoryLabels = {
|
||||
weapon: string;
|
||||
armor: string;
|
||||
relic: string;
|
||||
consumable: string;
|
||||
material: string;
|
||||
rare: string;
|
||||
exclusive: string;
|
||||
};
|
||||
|
||||
type DesignedItemMetadata = Pick<
|
||||
ItemCatalogEntry,
|
||||
| "name"
|
||||
| "category"
|
||||
| "rarity"
|
||||
| "tags"
|
||||
| "description"
|
||||
| "worldAffinity"
|
||||
| "equipmentSlotId"
|
||||
| "worldProfiles"
|
||||
| "statProfile"
|
||||
| "useProfile"
|
||||
| "buildProfile"
|
||||
| "value"
|
||||
>;
|
||||
|
||||
type MaterialTheme = {
|
||||
wuxia: string;
|
||||
xianxia: string;
|
||||
worldAffinity: ItemWorldAffinity;
|
||||
role: string;
|
||||
rarity: ItemRarity;
|
||||
setWuxia: string;
|
||||
setXianxia: string;
|
||||
tags: string[];
|
||||
synergy: string[];
|
||||
};
|
||||
|
||||
const MATERIAL_THEMES: Record<string, MaterialTheme> = {
|
||||
Wooden: {
|
||||
wuxia: "乌木",
|
||||
xianxia: "灵木",
|
||||
worldAffinity: "neutral",
|
||||
role: "fieldcraft",
|
||||
rarity: "common",
|
||||
setWuxia: "山行木作",
|
||||
setXianxia: "灵木行旅",
|
||||
tags: ["探索", "制作"],
|
||||
synergy: ["探索", "采集", "过渡装备"],
|
||||
},
|
||||
Copper: {
|
||||
wuxia: "赤铜",
|
||||
xianxia: "赤炼铜",
|
||||
worldAffinity: "wuxia",
|
||||
role: "breaker",
|
||||
rarity: "common",
|
||||
setWuxia: "赤铜开山",
|
||||
setXianxia: "赤炼破锋",
|
||||
tags: ["破甲", "爆发"],
|
||||
synergy: ["破甲", "前期开荒", "刚猛流"],
|
||||
},
|
||||
Iron: {
|
||||
wuxia: "寒铁",
|
||||
xianxia: "玄铁",
|
||||
worldAffinity: "wuxia",
|
||||
role: "vanguard",
|
||||
rarity: "uncommon",
|
||||
setWuxia: "寒铁镇岳",
|
||||
setXianxia: "玄铁镇山",
|
||||
tags: ["先锋", "守卫"],
|
||||
synergy: ["承伤", "反击", "稳扎稳打"],
|
||||
},
|
||||
Steel: {
|
||||
wuxia: "百炼钢",
|
||||
xianxia: "灵钢",
|
||||
worldAffinity: "neutral",
|
||||
role: "duelist",
|
||||
rarity: "rare",
|
||||
setWuxia: "百炼争锋",
|
||||
setXianxia: "灵钢斗枢",
|
||||
tags: ["决斗者", "节奏"],
|
||||
synergy: ["连击", "对拼", "压制"],
|
||||
},
|
||||
Silver: {
|
||||
wuxia: "霜银",
|
||||
xianxia: "月银",
|
||||
worldAffinity: "xianxia",
|
||||
role: "ward",
|
||||
rarity: "rare",
|
||||
setWuxia: "霜银辟祟",
|
||||
setXianxia: "月银镇邪",
|
||||
tags: ["守卫", "灵体"],
|
||||
synergy: ["克制邪祟", "回复", "护体"],
|
||||
},
|
||||
Gold: {
|
||||
wuxia: "鎏金",
|
||||
xianxia: "金霞",
|
||||
worldAffinity: "neutral",
|
||||
role: "fortune",
|
||||
rarity: "epic",
|
||||
setWuxia: "鎏金富贵",
|
||||
setXianxia: "金霞天赐",
|
||||
tags: ["财富", "支援"],
|
||||
synergy: ["经济", "爆发", "贵重馈赠"],
|
||||
},
|
||||
Cobalt: {
|
||||
wuxia: "苍钴",
|
||||
xianxia: "苍穹钴晶",
|
||||
worldAffinity: "xianxia",
|
||||
role: "caster",
|
||||
rarity: "epic",
|
||||
setWuxia: "苍钴引雷",
|
||||
setXianxia: "钴晶御雷",
|
||||
tags: ["施法者", "法力"],
|
||||
synergy: ["法力", "远程", "雷系构筑"],
|
||||
},
|
||||
Crimson: {
|
||||
wuxia: "绯钢",
|
||||
xianxia: "赤煞晶钢",
|
||||
worldAffinity: "wuxia",
|
||||
role: "berserker",
|
||||
rarity: "rare",
|
||||
setWuxia: "绯钢狂锋",
|
||||
setXianxia: "赤煞断岳",
|
||||
tags: ["狂战士", "爆发"],
|
||||
synergy: ["压血爆发", "破阵", "重击"],
|
||||
},
|
||||
Altair: {
|
||||
wuxia: "星游",
|
||||
xianxia: "天狼星辉",
|
||||
worldAffinity: "xianxia",
|
||||
role: "assassin",
|
||||
rarity: "epic",
|
||||
setWuxia: "星游夜行",
|
||||
setXianxia: "星辉掠影",
|
||||
tags: ["刺客", "机动性"],
|
||||
synergy: ["身法", "暴击", "切后"],
|
||||
},
|
||||
Adamantine: {
|
||||
wuxia: "玄钢",
|
||||
xianxia: "玄金陨铁",
|
||||
worldAffinity: "neutral",
|
||||
role: "fortress",
|
||||
rarity: "legendary",
|
||||
setWuxia: "玄钢不坏",
|
||||
setXianxia: "陨铁镇界",
|
||||
tags: ["堡垒", "坦克"],
|
||||
synergy: ["高承伤", "套装成型", "守中反打"],
|
||||
},
|
||||
Angelic: {
|
||||
wuxia: "天辉",
|
||||
xianxia: "羽化天灵",
|
||||
worldAffinity: "xianxia",
|
||||
role: "paladin",
|
||||
rarity: "legendary",
|
||||
setWuxia: "天辉护心",
|
||||
setXianxia: "羽化圣辉",
|
||||
tags: ["圣骑士", "支援"],
|
||||
synergy: ["护盾", "回复", "圣光构筑"],
|
||||
},
|
||||
Nova: {
|
||||
wuxia: "星火",
|
||||
xianxia: "星爆灵核",
|
||||
worldAffinity: "xianxia",
|
||||
role: "spellblade",
|
||||
rarity: "epic",
|
||||
setWuxia: "星火裂空",
|
||||
setXianxia: "星爆御剑",
|
||||
tags: ["法术之刃", "法力"],
|
||||
synergy: ["法武双修", "中距离压制", "星辰构筑"],
|
||||
},
|
||||
Platinum: {
|
||||
wuxia: "白金",
|
||||
xianxia: "霜白灵金",
|
||||
worldAffinity: "neutral",
|
||||
role: "commander",
|
||||
rarity: "epic",
|
||||
setWuxia: "白金威仪",
|
||||
setXianxia: "灵金统御",
|
||||
tags: ["指挥官", "平衡"],
|
||||
synergy: ["全能", "队伍增益", "中后期构筑"],
|
||||
},
|
||||
Fateful: {
|
||||
wuxia: "命纹",
|
||||
xianxia: "天命玄纹",
|
||||
worldAffinity: "xianxia",
|
||||
role: "fate",
|
||||
rarity: "legendary",
|
||||
setWuxia: "命纹转祸",
|
||||
setXianxia: "天命轮转",
|
||||
tags: ["命运", "实用"],
|
||||
synergy: ["冷却", "机缘", "运势构筑"],
|
||||
},
|
||||
};
|
||||
|
||||
const ARMOR_PIECE_LABELS: Record<
|
||||
string,
|
||||
{ wuxia: string; xianxia: string; pieceName: string; slot: EquipmentSlotId }
|
||||
> = {
|
||||
Boots: { wuxia: "踏云靴", xianxia: "凌霄履", pieceName: "boots", slot: "armor" },
|
||||
Chestplate: { wuxia: "护心甲", xianxia: "灵铠", pieceName: "chest", slot: "armor" },
|
||||
Gloves: { wuxia: "护腕", xianxia: "灵纹手甲", pieceName: "gloves", slot: "armor" },
|
||||
Helmet: { wuxia: "冠盔", xianxia: "灵盔", pieceName: "helm", slot: "armor" },
|
||||
Leggings: { wuxia: "行岳腿甲", xianxia: "踏虚护胫", pieceName: "leggings", slot: "armor" },
|
||||
Shield: { wuxia: "镇势盾", xianxia: "护界灵盾", pieceName: "shield", slot: "armor" },
|
||||
Weapon: { wuxia: "战兵", xianxia: "灵兵", pieceName: "weapon", slot: "weapon" },
|
||||
};
|
||||
|
||||
const RARITY_ORDER: ItemRarity[] = ["common", "uncommon", "rare", "epic", "legendary"];
|
||||
|
||||
const GENERIC_TOKEN_LABELS: Record<string, { wuxia: string; xianxia: string }> = {
|
||||
scroll: { wuxia: "秘卷", xianxia: "玉简" },
|
||||
ring: { wuxia: "戒", xianxia: "灵戒" },
|
||||
torch: { wuxia: "火把", xianxia: "明焰灯" },
|
||||
helm: { wuxia: "盔", xianxia: "灵盔" },
|
||||
helmet: { wuxia: "盔", xianxia: "灵盔" },
|
||||
chest: { wuxia: "胸甲", xianxia: "灵铠" },
|
||||
pants: { wuxia: "护腿", xianxia: "灵裤" },
|
||||
boots: { wuxia: "靴", xianxia: "云履" },
|
||||
gem: { wuxia: "宝石", xianxia: "灵晶" },
|
||||
crystal: { wuxia: "晶簇", xianxia: "灵晶" },
|
||||
cross: { wuxia: "镇煞十字", xianxia: "镇灵法印" },
|
||||
potion: { wuxia: "药剂", xianxia: "灵液" },
|
||||
water: { wuxia: "清水", xianxia: "灵泉水" },
|
||||
bottle: { wuxia: "药瓶", xianxia: "灵瓶" },
|
||||
neck: { wuxia: "项坠", xianxia: "灵坠" },
|
||||
mushroom: { wuxia: "山菌", xianxia: "灵菌" },
|
||||
meat: { wuxia: "肉脯", xianxia: "灵兽肉" },
|
||||
apple: { wuxia: "果实", xianxia: "灵果" },
|
||||
skull: { wuxia: "颅骨", xianxia: "骨印" },
|
||||
bag: { wuxia: "行囊", xianxia: "乾坤袋" },
|
||||
mace: { wuxia: "钉头锤", xianxia: "镇岳杵" },
|
||||
spade: { wuxia: "铲", xianxia: "灵铲" },
|
||||
coin: { wuxia: "铜钱", xianxia: "灵钱" },
|
||||
stone: { wuxia: "石料", xianxia: "灵石料" },
|
||||
wood: { wuxia: "木料", xianxia: "灵木材" },
|
||||
glowes: { wuxia: "护手", xianxia: "灵纹手套" },
|
||||
gloves: { wuxia: "护手", xianxia: "灵纹手套" },
|
||||
book: { wuxia: "册页", xianxia: "道卷" },
|
||||
leaf: { wuxia: "叶片", xianxia: "灵叶" },
|
||||
sword: { wuxia: "剑", xianxia: "灵剑" },
|
||||
bow: { wuxia: "弓", xianxia: "灵弓" },
|
||||
arrow: { wuxia: "箭", xianxia: "灵矢" },
|
||||
shield: { wuxia: "盾", xianxia: "灵盾" },
|
||||
rope: { wuxia: "绳索", xianxia: "缚灵索" },
|
||||
skin: { wuxia: "兽皮", xianxia: "妖皮" },
|
||||
treasure: { wuxia: "宝匣", xianxia: "秘藏灵匣" },
|
||||
pick: { wuxia: "鹤嘴镐", xianxia: "开脉灵镐" },
|
||||
silverbar: { wuxia: "银锭", xianxia: "月银锭" },
|
||||
flower: { wuxia: "花", xianxia: "灵花" },
|
||||
wand: { wuxia: "法杖", xianxia: "灵杖" },
|
||||
magic: { wuxia: "秘术核心", xianxia: "灵法结晶" },
|
||||
};
|
||||
|
||||
function clampRarity(rank: number): ItemRarity {
|
||||
return RARITY_ORDER[Math.max(0, Math.min(RARITY_ORDER.length - 1, rank))] ?? "common";
|
||||
}
|
||||
|
||||
function rarityToRank(rarity: ItemRarity) {
|
||||
return RARITY_ORDER.indexOf(rarity);
|
||||
}
|
||||
|
||||
function bumpRarity(rarity: ItemRarity, delta: number) {
|
||||
return clampRarity(rarityToRank(rarity) + delta);
|
||||
}
|
||||
|
||||
function parseVariantIndex(normalizedSourcePath: string) {
|
||||
const match = normalizedSourcePath.match(/(\d+)(?=\.png$)/iu);
|
||||
return match ? Number(match[1]) : 1;
|
||||
}
|
||||
|
||||
function buildWorldProfiles(
|
||||
wuxiaName: string,
|
||||
xianxiaName: string,
|
||||
wuxiaDescription: string,
|
||||
xianxiaDescription: string,
|
||||
): Partial<Record<WorldType, ItemWorldProfile>> {
|
||||
return {
|
||||
WUXIA: {
|
||||
name: wuxiaName,
|
||||
description: wuxiaDescription,
|
||||
},
|
||||
XIANXIA: {
|
||||
name: xianxiaName,
|
||||
description: xianxiaDescription,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function dedupe(values: string[]) {
|
||||
return [...new Set(values.filter(Boolean))];
|
||||
}
|
||||
|
||||
function buildEquipmentStats(
|
||||
slot: EquipmentSlotId,
|
||||
rarity: ItemRarity,
|
||||
role: string,
|
||||
pieceName: string,
|
||||
): ItemStatProfile {
|
||||
const rank = rarityToRank(rarity) + 1;
|
||||
|
||||
if (slot === "weapon") {
|
||||
const outgoingDamageBonus = Number((0.04 + rank * 0.018).toFixed(2));
|
||||
const maxManaBonus = role === "caster" || role === "spellblade" ? 8 + rank * 4 : 0;
|
||||
return {
|
||||
outgoingDamageBonus,
|
||||
maxManaBonus,
|
||||
maxHpBonus: role === "fortress" ? 8 + rank * 6 : 0,
|
||||
};
|
||||
}
|
||||
|
||||
const baseHp =
|
||||
pieceName === "shield"
|
||||
? 16 + rank * 10
|
||||
: pieceName === "chest"
|
||||
? 14 + rank * 9
|
||||
: pieceName === "helm"
|
||||
? 10 + rank * 6
|
||||
: 8 + rank * 5;
|
||||
const incomingDamageMultiplier = Number(
|
||||
Math.max(0.72, 0.99 - rank * 0.03 - (role === "fortress" ? 0.04 : 0)).toFixed(2),
|
||||
);
|
||||
|
||||
return {
|
||||
maxHpBonus: baseHp,
|
||||
maxManaBonus: role === "caster" || role === "paladin" ? 6 + rank * 4 : 0,
|
||||
outgoingDamageBonus:
|
||||
role === "duelist" || role === "berserker" || role === "assassin"
|
||||
? Number((0.02 + rank * 0.01).toFixed(2))
|
||||
: 0,
|
||||
incomingDamageMultiplier,
|
||||
};
|
||||
}
|
||||
|
||||
function buildRelicStats(rarity: ItemRarity, role: string): ItemStatProfile {
|
||||
const rank = rarityToRank(rarity) + 1;
|
||||
return {
|
||||
maxHpBonus: role === "ward" || role === "paladin" ? 8 + rank * 4 : 0,
|
||||
maxManaBonus:
|
||||
role === "caster" || role === "fate" || role === "support"
|
||||
? 12 + rank * 6
|
||||
: 6 + rank * 3,
|
||||
outgoingDamageBonus:
|
||||
role === "assassin" || role === "berserker" || role === "spellblade"
|
||||
? Number((0.03 + rank * 0.012).toFixed(2))
|
||||
: Number((0.01 + rank * 0.008).toFixed(2)),
|
||||
incomingDamageMultiplier:
|
||||
role === "ward" || role === "support"
|
||||
? Number(Math.max(0.8, 0.98 - rank * 0.02).toFixed(2))
|
||||
: undefined,
|
||||
};
|
||||
}
|
||||
|
||||
function buildBuildProfile(
|
||||
role: string,
|
||||
tags: string[],
|
||||
options: {
|
||||
setId?: string;
|
||||
setName?: string;
|
||||
pieceName?: string;
|
||||
synergy?: string[];
|
||||
} = {},
|
||||
): ItemBuildProfile {
|
||||
return {
|
||||
role: normalizeBuildRole(role),
|
||||
tags: normalizeBuildTags([role, ...tags]),
|
||||
setId: options.setId,
|
||||
setName: options.setName,
|
||||
pieceName: options.pieceName,
|
||||
synergy: options.synergy ?? [],
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
function buildItemBuildBuffs(sourceId: string, name: string, tags: string[], durationTurns: number) {
|
||||
return [{
|
||||
id: `${sourceId}-buff`,
|
||||
sourceType: "item" as const,
|
||||
sourceId,
|
||||
name,
|
||||
tags: normalizeBuildTags(tags),
|
||||
durationTurns,
|
||||
}];
|
||||
}
|
||||
|
||||
function rankValue(rarity: ItemRarity, slot: EquipmentSlotId | null, useProfile: ItemUseProfile | null) {
|
||||
const rank = rarityToRank(rarity) + 1;
|
||||
let value = 18 + rank * 14;
|
||||
if (slot === "weapon") value += 22;
|
||||
if (slot === "armor") value += 18;
|
||||
if (slot === "relic") value += 20;
|
||||
if (useProfile?.hpRestore || useProfile?.manaRestore) value += 16;
|
||||
if (useProfile?.cooldownReduction) value += 22;
|
||||
return value;
|
||||
}
|
||||
|
||||
function detectRoleFromDescriptor(descriptor: string) {
|
||||
const source = descriptor.toLowerCase();
|
||||
if (/(wind|gust|nimble|rogue|hawk|arrow|sword_long|spear)/u.test(source)) return "assassin";
|
||||
if (/(thunder|fierce|mighty|flame|serrated|punch|booster_iron|booster_steel)/u.test(source)) return "berserker";
|
||||
if (/(arcane|esoteric|mage|ethereal|lunar|time|nightvision|copy|grimoire)/u.test(source)) return "caster";
|
||||
if (/(fortitude|fortress|protector|shield|hearty|adaptable|honorable|cross)/u.test(source)) return "ward";
|
||||
if (/(wedding|lovely|bud|oceanic|star|marbled|rich|vibrant|vivacious)/u.test(source)) return "support";
|
||||
return "balanced";
|
||||
}
|
||||
|
||||
function buildGenericTokenName(token: string, worldType: WorldType) {
|
||||
const normalized = token.toLowerCase();
|
||||
const mapped = GENERIC_TOKEN_LABELS[normalized];
|
||||
if (mapped) {
|
||||
return worldType === WorldType.WUXIA ? mapped.wuxia : mapped.xianxia;
|
||||
}
|
||||
|
||||
return token
|
||||
.replace(/\.[^.]+$/u, "")
|
||||
.replace(/_/g, " ")
|
||||
.trim();
|
||||
}
|
||||
|
||||
function buildLegacyDesign(
|
||||
normalizedSourcePath: string,
|
||||
name: string,
|
||||
category: string,
|
||||
rarity: ItemRarity,
|
||||
tags: string[],
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata | null {
|
||||
if (normalizedSourcePath.includes("/")) return null;
|
||||
|
||||
const baseToken = normalizedSourcePath
|
||||
.replace(/^\d+[_-]*/u, "")
|
||||
.replace(/\.png$/iu, "")
|
||||
.split(/[_-]/u)
|
||||
.filter(Boolean)[0] ?? name;
|
||||
const wuxiaName = buildGenericTokenName(baseToken, WorldType.WUXIA);
|
||||
const xianxiaName = buildGenericTokenName(baseToken, WorldType.XIANXIA);
|
||||
const slot: EquipmentSlotId | null =
|
||||
category === labels.weapon ? "weapon" : category === labels.armor ? "armor" : category === labels.relic ? "relic" : null;
|
||||
const useProfile: ItemUseProfile | null =
|
||||
category === labels.consumable || tags.includes("healing") || tags.includes("mana")
|
||||
? {
|
||||
hpRestore: tags.includes("healing") ? 22 : 0,
|
||||
manaRestore: tags.includes("mana") ? 18 : 0,
|
||||
cooldownReduction: /power|mana|magic|bandage|torch/u.test(normalizedSourcePath) ? 1 : 0,
|
||||
}
|
||||
: null;
|
||||
const statProfile =
|
||||
slot === "weapon"
|
||||
? buildEquipmentStats("weapon", rarity, "balanced", "weapon")
|
||||
: slot === "armor"
|
||||
? buildEquipmentStats("armor", rarity, "balanced", "armor")
|
||||
: slot === "relic"
|
||||
? buildRelicStats(rarity, "support")
|
||||
: null;
|
||||
|
||||
return {
|
||||
name,
|
||||
category,
|
||||
rarity,
|
||||
tags: dedupe(tags),
|
||||
description: `${wuxiaName} / ${xianxiaName} 这件图标物资可在两套兼容模板中以不同风格登场,适合作为${category}基础模板继续扩展。`,
|
||||
worldAffinity: "neutral",
|
||||
equipmentSlotId: slot,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName,
|
||||
xianxiaName,
|
||||
`${wuxiaName},适用于边城模板的基础${category}条目。`,
|
||||
`${xianxiaName},适用于灵潮模板的基础${category}条目。`,
|
||||
),
|
||||
statProfile,
|
||||
useProfile,
|
||||
buildProfile: buildBuildProfile("starter", ["legacy", ...tags]),
|
||||
value: rankValue(rarity, slot, useProfile),
|
||||
};
|
||||
}
|
||||
|
||||
function buildArmoryDesign(
|
||||
normalizedSourcePath: string,
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata | null {
|
||||
const match = normalizedSourcePath.match(
|
||||
/Armory\/Singles\/(Armor Singles|Weapon Singles)\/([^/]+)\/([^/]+)\.png$/u,
|
||||
);
|
||||
if (!match) return null;
|
||||
|
||||
const family = match[2];
|
||||
const filename = match[3];
|
||||
if (!family || !filename) return null;
|
||||
const theme = MATERIAL_THEMES[family];
|
||||
if (!theme) return null;
|
||||
|
||||
const pieceMatch = filename.match(/_(Boots|Chestplate|Gloves|Helmet|Leggings|Shield|Weapon)(\d+)$/u);
|
||||
if (!pieceMatch) return null;
|
||||
|
||||
const pieceKey = pieceMatch[1];
|
||||
const variantIndex = Number(pieceMatch[2]);
|
||||
if (!pieceKey || Number.isNaN(variantIndex)) return null;
|
||||
const piece = ARMOR_PIECE_LABELS[pieceKey];
|
||||
if (!piece) return null;
|
||||
const gradeTier = variantIndex >= 25 ? 2 : variantIndex >= 13 ? 1 : 0;
|
||||
const rarity: ItemRarity = bumpRarity(theme.rarity, gradeTier);
|
||||
const gradeWuxia = ["初式", "精铸", "真传"][gradeTier];
|
||||
const gradeXianxia = ["凡品", "灵铸", "道印"][gradeTier];
|
||||
const wuxiaName = `${theme.wuxia}${piece.wuxia}${gradeWuxia}`;
|
||||
const xianxiaName = `${theme.xianxia}${piece.xianxia}${gradeXianxia}`;
|
||||
const slot = piece.slot;
|
||||
const category = slot === "weapon" ? labels.weapon : labels.armor;
|
||||
const setId = `set-armory-${family.toLowerCase()}`;
|
||||
const setName = `${theme.setWuxia} / ${theme.setXianxia}`;
|
||||
const statProfile =
|
||||
slot === "weapon"
|
||||
? buildEquipmentStats(slot, rarity, theme.role, piece.pieceName)
|
||||
: buildEquipmentStats(slot, rarity, theme.role, piece.pieceName);
|
||||
const tags = dedupe([
|
||||
category === labels.weapon ? "weapon" : "armor",
|
||||
theme.worldAffinity,
|
||||
theme.role,
|
||||
...theme.tags,
|
||||
`set:${family.toLowerCase()}`,
|
||||
`piece:${piece.pieceName}`,
|
||||
]);
|
||||
|
||||
return {
|
||||
name: theme.worldAffinity === "xianxia" ? xianxiaName : wuxiaName,
|
||||
category,
|
||||
rarity,
|
||||
tags,
|
||||
description: `${theme.setWuxia} / ${theme.setXianxia} 套装中的 ${piece.pieceName} 位。相邻编号代表同家族不同锻造阶段,适合围绕 ${theme.synergy.join("、")} 组 build。`,
|
||||
worldAffinity: theme.worldAffinity,
|
||||
equipmentSlotId: slot,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName,
|
||||
xianxiaName,
|
||||
`${wuxiaName}来自${theme.setWuxia}套装,偏向${theme.synergy.join("、")}的边城模板 build。`,
|
||||
`${xianxiaName}属于${theme.setXianxia}套装,围绕${theme.synergy.join("、")}构筑灵潮模板战法。`,
|
||||
),
|
||||
statProfile,
|
||||
useProfile: null,
|
||||
buildProfile: buildBuildProfile(theme.role, theme.tags, {
|
||||
setId,
|
||||
setName,
|
||||
pieceName: piece.pieceName,
|
||||
synergy: theme.synergy,
|
||||
}),
|
||||
value: rankValue(rarity, slot, null),
|
||||
};
|
||||
}
|
||||
|
||||
function buildJewelryDesign(
|
||||
normalizedSourcePath: string,
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata | null {
|
||||
const match = normalizedSourcePath.match(
|
||||
/Jewelry\/(Rings|Necklaces|Bracelets)\/Singles(?:\/[^/]+)*\/([^/]+)\.png$/u,
|
||||
);
|
||||
if (!match) return null;
|
||||
|
||||
const jewelryType = match[1];
|
||||
const filename = match[2];
|
||||
if (!jewelryType || !filename) return null;
|
||||
const descriptor = filename.replace(/^\d+_/u, "");
|
||||
const role = detectRoleFromDescriptor(descriptor);
|
||||
const sizeTier =
|
||||
/Large|Fancy|Holder/u.test(descriptor) ? 2 : /Medium|Necklace|Bracelet/u.test(descriptor) ? 1 : 0;
|
||||
const rarity: ItemRarity = bumpRarity(
|
||||
sizeTier === 2 ? "rare" : sizeTier === 1 ? "uncommon" : "common",
|
||||
/Arcane|Esoteric|Lunar|Relic/u.test(descriptor) ? 1 : 0,
|
||||
);
|
||||
const worldAffinity = role === "caster" ? "xianxia" : role === "berserker" || role === "assassin" ? "wuxia" : "neutral";
|
||||
const baseWuxiaType = jewelryType === "Rings" ? "戒" : jewelryType === "Necklaces" ? "坠" : "镯";
|
||||
const baseXianxiaType = jewelryType === "Rings" ? "灵戒" : jewelryType === "Necklaces" ? "灵坠" : "灵镯";
|
||||
const leadingToken = descriptor.split("_").find(Boolean) ?? jewelryType;
|
||||
const wuxiaName = `${buildGenericTokenName(leadingToken, WorldType.WUXIA)}${baseWuxiaType}`;
|
||||
const xianxiaName = `${buildGenericTokenName(leadingToken, WorldType.XIANXIA)}${baseXianxiaType}`;
|
||||
const tags = dedupe(["relic", role, jewelryType.toLowerCase(), worldAffinity]);
|
||||
const setId = `set-jewelry-${role}`;
|
||||
|
||||
return {
|
||||
name: worldAffinity === "xianxia" ? xianxiaName : wuxiaName,
|
||||
category: labels.relic,
|
||||
rarity,
|
||||
tags,
|
||||
description: `${jewelryType} 家族的 ${descriptor.replace(/_/g, " ")} 款式。围绕 ${role} build 提供核心词条,也可以与同角色定位的项链/手镯/戒指拼成饰品流派。`,
|
||||
worldAffinity,
|
||||
equipmentSlotId: "relic",
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName,
|
||||
xianxiaName,
|
||||
`${wuxiaName}偏向${role}向的武侠搭配,可作为饰品核心件。`,
|
||||
`${xianxiaName}更适合${role}向仙侠构筑,用于补足法力、爆发或护体短板。`,
|
||||
),
|
||||
statProfile: buildRelicStats(rarity, role),
|
||||
useProfile: null,
|
||||
buildProfile: buildBuildProfile(role, tags, {
|
||||
setId,
|
||||
setName: `${role} 饰品系`,
|
||||
pieceName: jewelryType.toLowerCase(),
|
||||
synergy: ["饰品 build", "定向补短", "三件成型"],
|
||||
}),
|
||||
value: rankValue(rarity, "relic", null),
|
||||
};
|
||||
}
|
||||
|
||||
function buildPotionDesign(
|
||||
normalizedSourcePath: string,
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata | null {
|
||||
if (!/Potions\/Singles\//u.test(normalizedSourcePath)) return null;
|
||||
|
||||
const filename = normalizedSourcePath.split("/").pop() ?? normalizedSourcePath;
|
||||
if (/Glass|Bottle_/u.test(filename) && !/Health|Mana|Pure|Essence|Soul/u.test(filename)) {
|
||||
return {
|
||||
name: "空药瓶",
|
||||
category: labels.material,
|
||||
rarity: "common",
|
||||
tags: ["material", "alchemy"],
|
||||
description: "炼药与装液容器,可作为配方材料或支线道具。",
|
||||
worldAffinity: "neutral",
|
||||
equipmentSlotId: null,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
"药瓶",
|
||||
"灵瓶",
|
||||
"边城模板里常见的炼药容器。",
|
||||
"灵潮模板里常用的盛装灵液器皿。",
|
||||
),
|
||||
statProfile: null,
|
||||
useProfile: null,
|
||||
buildProfile: buildBuildProfile("alchemy", ["material", "alchemy"]),
|
||||
value: 14,
|
||||
};
|
||||
}
|
||||
|
||||
const index = parseVariantIndex(normalizedSourcePath);
|
||||
const isHealth = /Health/u.test(filename);
|
||||
const isMana = /Mana/u.test(filename);
|
||||
const isPure = /Pure/u.test(filename);
|
||||
const isEssence = /Essence/u.test(filename);
|
||||
const isSoul = /Soul/u.test(filename);
|
||||
const rarity = isSoul
|
||||
? "legendary"
|
||||
: isPure || isEssence
|
||||
? "epic"
|
||||
: index > 118
|
||||
? "rare"
|
||||
: index > 108
|
||||
? "uncommon"
|
||||
: "common";
|
||||
const gradeText = isSoul ? "封魂" : isPure ? "澄澈" : isEssence ? "萃华" : rarity === "rare" ? "上品" : rarity === "uncommon" ? "精制" : "常备";
|
||||
const wuxiaName = isHealth
|
||||
? `${gradeText}回春药`
|
||||
: isMana
|
||||
? `${gradeText}养神露`
|
||||
: `${gradeText}奇药`;
|
||||
const xianxiaName = isHealth
|
||||
? `${gradeText}补元灵液`
|
||||
: isMana
|
||||
? `${gradeText}聚灵露`
|
||||
: `${gradeText}灵酿`;
|
||||
const useProfile: ItemUseProfile = {
|
||||
hpRestore: isHealth ? (isSoul ? 120 : isPure ? 82 : isEssence ? 64 : rarity === "rare" ? 44 : rarity === "uncommon" ? 28 : 18) : 0,
|
||||
manaRestore: isMana ? (isSoul ? 96 : isPure ? 70 : isEssence ? 54 : rarity === "rare" ? 38 : rarity === "uncommon" ? 24 : 16) : 0,
|
||||
cooldownReduction: isSoul || /Power/u.test(filename) ? 1 : 0,
|
||||
buildBuffs: isHealth
|
||||
? buildItemBuildBuffs(
|
||||
`potion-${filename.replace(/\.png$/iu, "").toLowerCase()}`,
|
||||
"续战药势",
|
||||
["回复", "续战"],
|
||||
isSoul ? 3 : 2,
|
||||
)
|
||||
: isMana
|
||||
? buildItemBuildBuffs(
|
||||
`potion-${filename.replace(/\.png$/iu, "").toLowerCase()}`,
|
||||
"聚灵药势",
|
||||
["法力", "过载"],
|
||||
isSoul ? 3 : 2,
|
||||
)
|
||||
: [],
|
||||
};
|
||||
const tags = dedupe([
|
||||
"alchemy",
|
||||
"consumable",
|
||||
isHealth ? "healing" : "",
|
||||
isMana ? "mana" : "",
|
||||
isSoul ? "legendary-tonic" : "",
|
||||
]);
|
||||
|
||||
return {
|
||||
name: wuxiaName,
|
||||
category: labels.consumable,
|
||||
rarity,
|
||||
tags,
|
||||
description: "同形药瓶按纯度和封装级别区分强度,越靠后的高阶药剂越适合核心战斗循环与极限保命。",
|
||||
worldAffinity: isMana || isSoul ? "xianxia" : "neutral",
|
||||
equipmentSlotId: null,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName,
|
||||
xianxiaName,
|
||||
`${wuxiaName}常见于边城模板的远行行囊,用于快速续战或调息。`,
|
||||
`${xianxiaName}多用于灵潮模板的据点与试炼前后,负责补元、聚灵与压缩冷却。`,
|
||||
),
|
||||
statProfile: null,
|
||||
useProfile,
|
||||
buildProfile: buildBuildProfile("alchemy", tags, {
|
||||
synergy: ["续航", "爆发前准备", "战中救急"],
|
||||
}),
|
||||
value: rankValue(rarity, null, useProfile),
|
||||
};
|
||||
}
|
||||
|
||||
function buildGemDesign(
|
||||
normalizedSourcePath: string,
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata | null {
|
||||
if (!/Gems(?: II)?\/Singles\//u.test(normalizedSourcePath)) return null;
|
||||
|
||||
const filename = normalizedSourcePath.split("/").pop() ?? normalizedSourcePath;
|
||||
const tokenMatch = filename.match(/(Ruby|Onyx|Sapphire|Morganite|Emerald|Topaz|Amethyst|Diamond|Opal)/iu);
|
||||
const token = tokenMatch?.[1] ?? "Crystal";
|
||||
const role =
|
||||
/Ruby|Crimson/u.test(token) ? "berserker"
|
||||
: /Sapphire|Amethyst|Morganite/u.test(token) ? "caster"
|
||||
: /Onyx|Diamond/u.test(token) ? "ward"
|
||||
: /Topaz|Opal/u.test(token) ? "assassin"
|
||||
: "support";
|
||||
const rarity = /Dust/u.test(filename) ? "uncommon" : /Crystal/u.test(filename) ? "epic" : "rare";
|
||||
const category = /Dust/u.test(filename) ? labels.material : labels.relic;
|
||||
const wuxiaName = `${buildGenericTokenName(token, WorldType.WUXIA)}${/Dust/u.test(filename) ? "碎屑" : /Crystal/u.test(filename) ? "晶魄" : "宝石"}`;
|
||||
const xianxiaName = `${buildGenericTokenName(token, WorldType.XIANXIA)}${/Dust/u.test(filename) ? "粉末" : /Crystal/u.test(filename) ? "灵髓" : "灵晶"}`;
|
||||
const tags = dedupe([
|
||||
category === labels.material ? "material" : "relic",
|
||||
token.toLowerCase(),
|
||||
role,
|
||||
"socket",
|
||||
]);
|
||||
|
||||
return {
|
||||
name: category === labels.material ? wuxiaName : xianxiaName,
|
||||
category,
|
||||
rarity,
|
||||
tags,
|
||||
description: `${token} 系晶石适合做强度梯度:粉尘是材料,宝石是中阶插件,晶体是高阶核心件。`,
|
||||
worldAffinity: category === labels.relic ? "xianxia" : "neutral",
|
||||
equipmentSlotId: category === labels.relic ? "relic" : null,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName,
|
||||
xianxiaName,
|
||||
`${wuxiaName}偏向边城模板里的匠造、镶嵌与兵刃锻造。`,
|
||||
`${xianxiaName}更适合灵潮模板里的灵器镶嵌与灵力 build 核心堆叠。`,
|
||||
),
|
||||
statProfile: category === labels.relic ? buildRelicStats(rarity, role) : null,
|
||||
useProfile: null,
|
||||
buildProfile: buildBuildProfile(role, tags, {
|
||||
setId: `gem-${token.toLowerCase()}`,
|
||||
setName: `${token} 晶石谱系`,
|
||||
pieceName: /Dust/u.test(filename) ? "dust" : /Crystal/u.test(filename) ? "crystal" : "gem",
|
||||
synergy: ["镶嵌", "词条放大", "build 补强"],
|
||||
}),
|
||||
value: rankValue(rarity, category === labels.relic ? "relic" : null, null),
|
||||
};
|
||||
}
|
||||
|
||||
function buildSkillRelicDesign(
|
||||
normalizedSourcePath: string,
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata | null {
|
||||
if (!/Skills\/Singles\//u.test(normalizedSourcePath) && !/Librarium\/Singles\//u.test(normalizedSourcePath)) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const filename = normalizedSourcePath.split("/").pop() ?? normalizedSourcePath;
|
||||
const role = detectRoleFromDescriptor(filename);
|
||||
const isBookLike = /Book|Grimoire|Literature/u.test(filename);
|
||||
const isBooster = /Booster/u.test(filename);
|
||||
const isPassive = /Passive/u.test(filename);
|
||||
const isUtility = /Echolocation|Nightvision|Copy|Shout|Panic/u.test(filename);
|
||||
const category = isBooster ? labels.consumable : isBookLike || isPassive || isUtility ? labels.relic : labels.rare;
|
||||
const rarity = isPassive ? "epic" : isBooster ? "rare" : isBookLike ? "epic" : "rare";
|
||||
const wuxiaName = isBookLike
|
||||
? `武学残卷·${filename.replace(/^\d+_/u, "").replace(/_/g, " ").replace(/\.png$/iu, "")}`
|
||||
: `秘术符印·${filename.replace(/^\d+_/u, "").replace(/_/g, " ").replace(/\.png$/iu, "")}`;
|
||||
const xianxiaName = isBookLike
|
||||
? `灵诀玉简·${filename.replace(/^\d+_/u, "").replace(/_/g, " ").replace(/\.png$/iu, "")}`
|
||||
: `神通法印·${filename.replace(/^\d+_/u, "").replace(/_/g, " ").replace(/\.png$/iu, "")}`;
|
||||
const useProfile =
|
||||
category === labels.consumable
|
||||
? {
|
||||
hpRestore: 0,
|
||||
manaRestore: 24 + rarityToRank(rarity) * 8,
|
||||
cooldownReduction: 1,
|
||||
buildBuffs: buildItemBuildBuffs(
|
||||
`skill-relic-${filename.replace(/\.png$/iu, "").toLowerCase()}`,
|
||||
"功法激发",
|
||||
[role, /Arrow|Spear/u.test(filename) ? "远射" : /Shield/u.test(filename) ? "护体" : "爆发"],
|
||||
2,
|
||||
),
|
||||
}
|
||||
: null;
|
||||
const tags = dedupe([
|
||||
category === labels.consumable ? "consumable" : category === labels.relic ? "relic" : "rare",
|
||||
role,
|
||||
isBooster ? "cooldown" : "",
|
||||
/Fire/u.test(filename) ? "fire" : "",
|
||||
/Lightning/u.test(filename) ? "lightning" : "",
|
||||
/Shield/u.test(filename) ? "ward" : "",
|
||||
/Sword|Punch/u.test(filename) ? "burst" : "",
|
||||
/Arrow|Spear/u.test(filename) ? "projectile" : "",
|
||||
]);
|
||||
|
||||
return {
|
||||
name: xianxiaName,
|
||||
category,
|
||||
rarity,
|
||||
tags,
|
||||
description: "技能图标类物品会被设计成功法、符印、强化器或秘卷,用于支撑特定流派的 build 想象。",
|
||||
worldAffinity: "xianxia",
|
||||
equipmentSlotId: category === labels.relic ? "relic" : null,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName,
|
||||
xianxiaName,
|
||||
`${wuxiaName}适合在边城模板里解释为武学秘卷、战术符印或绝招凭证。`,
|
||||
`${xianxiaName}可作为功法玉简、灵术法印或灵能强化器,用于构筑法修流派。`,
|
||||
),
|
||||
statProfile: category === labels.relic ? buildRelicStats(rarity, role) : null,
|
||||
useProfile,
|
||||
buildProfile: buildBuildProfile(role, tags, {
|
||||
setId: `skill-${role}`,
|
||||
setName: `${role} 功法谱`,
|
||||
synergy: ["职业核心", "技能联动", "法术 build"],
|
||||
}),
|
||||
value: rankValue(rarity, category === labels.relic ? "relic" : null, useProfile),
|
||||
};
|
||||
}
|
||||
|
||||
function buildUtilityDesign(
|
||||
normalizedSourcePath: string,
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata {
|
||||
const filename = normalizedSourcePath.split("/").pop() ?? normalizedSourcePath;
|
||||
const readable = filename.replace(/^\d+_/u, "").replace(/_/g, " ").replace(/\.png$/iu, "");
|
||||
const lower = readable.toLowerCase();
|
||||
const category =
|
||||
/ore|ingot|dust|bone|nail|card|flag|plushie|fish|string|rope|hook|cage|flower|seed|leaf|feather|skin|wood|stone/u.test(lower)
|
||||
? labels.material
|
||||
: /throwable|snowballs|meat|apple|mushroom/u.test(lower)
|
||||
? labels.consumable
|
||||
: /rod|pickaxe|sword|bow|mace|shield/u.test(lower)
|
||||
? /shield/u.test(lower)
|
||||
? labels.armor
|
||||
: labels.weapon
|
||||
: /book|relic|amulet|charm|skull|eyepatch|hook/u.test(lower)
|
||||
? labels.relic
|
||||
: labels.rare;
|
||||
const rarity =
|
||||
/gold|angelic|sacred|relic|crystal/u.test(lower)
|
||||
? "epic"
|
||||
: /steel|silver|special|pirate|magic/u.test(lower)
|
||||
? "rare"
|
||||
: /iron|bundle|advanced|fresh/u.test(lower)
|
||||
? "uncommon"
|
||||
: "common";
|
||||
const slot: EquipmentSlotId | null =
|
||||
category === labels.weapon ? "weapon" : category === labels.armor ? "armor" : category === labels.relic ? "relic" : null;
|
||||
const role = detectRoleFromDescriptor(lower);
|
||||
const useProfile: ItemUseProfile | null =
|
||||
category === labels.consumable
|
||||
? {
|
||||
hpRestore: /meat|apple|mushroom/u.test(lower) ? 16 + rarityToRank(rarity) * 8 : 0,
|
||||
manaRestore: /magic|crystal|water/u.test(lower) ? 14 + rarityToRank(rarity) * 6 : 0,
|
||||
cooldownReduction: /throwable|snowballs/u.test(lower) ? 1 : 0,
|
||||
}
|
||||
: null;
|
||||
const statProfile =
|
||||
slot === "weapon"
|
||||
? buildEquipmentStats("weapon", rarity, role, "weapon")
|
||||
: slot === "armor"
|
||||
? buildEquipmentStats("armor", rarity, role, "armor")
|
||||
: slot === "relic"
|
||||
? buildRelicStats(rarity, role)
|
||||
: null;
|
||||
const wuxiaName = readable
|
||||
.split(" ")
|
||||
.map((token) => buildGenericTokenName(token, WorldType.WUXIA))
|
||||
.join("");
|
||||
const xianxiaName = readable
|
||||
.split(" ")
|
||||
.map((token) => buildGenericTokenName(token, WorldType.XIANXIA))
|
||||
.join("");
|
||||
|
||||
return {
|
||||
name: wuxiaName || readable,
|
||||
category,
|
||||
rarity,
|
||||
tags: dedupe([
|
||||
...(/meat|apple|mushroom/u.test(lower) ? ["healing"] : []),
|
||||
...(/magic|crystal|water/u.test(lower) ? ["mana"] : []),
|
||||
...(slot === "weapon" ? ["weapon"] : slot === "armor" ? ["armor"] : slot === "relic" ? ["relic"] : []),
|
||||
...(category === labels.material ? ["material"] : []),
|
||||
role,
|
||||
]),
|
||||
description: `${readable} 根据视觉和路径被自动归入 ${category} 家族,可作为 ${role} 向 build 的支撑件或素材件。`,
|
||||
worldAffinity: /magic|crystal|sacred|angelic|spirit|astral/u.test(lower) ? "xianxia" : "neutral",
|
||||
equipmentSlotId: slot,
|
||||
worldProfiles: buildWorldProfiles(
|
||||
wuxiaName || readable,
|
||||
xianxiaName || readable,
|
||||
`${wuxiaName || readable}更适合边城模板的在地使用语境。`,
|
||||
`${xianxiaName || readable}更适合灵潮模板的灵物/法器语境。`,
|
||||
),
|
||||
statProfile,
|
||||
useProfile,
|
||||
buildProfile: buildBuildProfile(role, [category, role], {
|
||||
synergy: ["素材拓展", "过渡 build", "题材补完"],
|
||||
}),
|
||||
value: rankValue(rarity, slot, useProfile),
|
||||
};
|
||||
}
|
||||
|
||||
export function buildDesignedItemMetadata(
|
||||
normalizedSourcePath: string,
|
||||
baseName: string,
|
||||
baseCategory: string,
|
||||
baseRarity: ItemRarity,
|
||||
baseTags: string[],
|
||||
labels: ItemCategoryLabels,
|
||||
): DesignedItemMetadata {
|
||||
const specialized =
|
||||
buildLegacyDesign(normalizedSourcePath, baseName, baseCategory, baseRarity, baseTags, labels) ??
|
||||
buildArmoryDesign(normalizedSourcePath, labels) ??
|
||||
buildJewelryDesign(normalizedSourcePath, labels) ??
|
||||
buildPotionDesign(normalizedSourcePath, labels) ??
|
||||
buildGemDesign(normalizedSourcePath, labels) ??
|
||||
buildSkillRelicDesign(normalizedSourcePath, labels);
|
||||
|
||||
if (specialized) {
|
||||
return {
|
||||
...specialized,
|
||||
tags: dedupe([...(specialized.tags ?? []), ...baseTags]),
|
||||
};
|
||||
}
|
||||
|
||||
const fallback = buildUtilityDesign(normalizedSourcePath, labels);
|
||||
return {
|
||||
...fallback,
|
||||
name: fallback.name || baseName,
|
||||
category: fallback.category || baseCategory,
|
||||
rarity: fallback.rarity || baseRarity,
|
||||
tags: dedupe([...(fallback.tags ?? []), ...baseTags]),
|
||||
};
|
||||
}
|
||||
1
src/data/itemOverrides.json
Normal file
1
src/data/itemOverrides.json
Normal file
@@ -0,0 +1 @@
|
||||
{}
|
||||
105
src/data/itemPresentation.ts
Normal file
105
src/data/itemPresentation.ts
Normal file
@@ -0,0 +1,105 @@
|
||||
import type {InventoryItem} from '../types';
|
||||
import {getBuildTagDefinition} from './buildTags';
|
||||
import type {InventoryUseEffect} from './inventoryEffects';
|
||||
|
||||
const STRUCTURAL_TAG_LABELS: Record<string, string> = {
|
||||
weapon: '武器',
|
||||
armor: '护甲',
|
||||
relic: '遗物',
|
||||
material: '材料',
|
||||
consumable: '消耗品',
|
||||
healing: '疗伤',
|
||||
mana: '法力',
|
||||
rare: '稀有',
|
||||
wuxia: '边城模板',
|
||||
xianxia: '灵潮模板',
|
||||
neutral: '中性',
|
||||
};
|
||||
|
||||
function dedupeStrings(values: Array<string | null | undefined>) {
|
||||
return [...new Set(values.map(value => value?.trim() ?? '').filter(Boolean))];
|
||||
}
|
||||
|
||||
function buildEffectSummaryParts(
|
||||
item: InventoryItem,
|
||||
useEffect: InventoryUseEffect | null,
|
||||
) {
|
||||
if (useEffect) {
|
||||
return [
|
||||
useEffect.hpRestore > 0 ? `恢复 ${useEffect.hpRestore} 点气血` : null,
|
||||
useEffect.manaRestore > 0 ? `恢复 ${useEffect.manaRestore} 点灵力` : null,
|
||||
useEffect.cooldownReduction > 0
|
||||
? `额外推进 ${useEffect.cooldownReduction} 回合冷却`
|
||||
: null,
|
||||
useEffect.buildBuffs.length > 0
|
||||
? `获得 ${useEffect.buildBuffs.map(buff => buff.name).join('、')}`
|
||||
: null,
|
||||
];
|
||||
}
|
||||
|
||||
return [
|
||||
item.tags.includes('healing') ? '在冒险中恢复生命值' : null,
|
||||
item.tags.includes('mana') ? '帮助回转灵力与技能节奏' : null,
|
||||
item.tags.includes('weapon') ? '适合进攻型构筑' : null,
|
||||
item.tags.includes('armor') ? '适合防御型构筑' : null,
|
||||
item.tags.includes('relic') ? '可作为稀有遗物长期携带' : null,
|
||||
item.tags.includes('material') ? '可用于制作、锻造或交换' : null,
|
||||
];
|
||||
}
|
||||
|
||||
export function getInventoryTagLabel(tag: string) {
|
||||
const normalized = tag.trim();
|
||||
if (!normalized) return '';
|
||||
|
||||
const buildTag = getBuildTagDefinition(normalized);
|
||||
if (buildTag) {
|
||||
return buildTag.label;
|
||||
}
|
||||
|
||||
return STRUCTURAL_TAG_LABELS[normalized.toLowerCase()] ?? normalized;
|
||||
}
|
||||
|
||||
export function getInventoryTagLabels(tags: string[]) {
|
||||
return dedupeStrings(tags.map(getInventoryTagLabel));
|
||||
}
|
||||
|
||||
export function buildInventoryItemDescription(
|
||||
item: InventoryItem,
|
||||
useEffect: InventoryUseEffect | null = null,
|
||||
) {
|
||||
if (item.description?.trim()) return item.description.trim();
|
||||
|
||||
const storyFingerprint = item.runtimeMetadata?.storyFingerprint;
|
||||
if (storyFingerprint) {
|
||||
return [
|
||||
storyFingerprint.visibleClue,
|
||||
`${storyFingerprint.witnessMark} ${storyFingerprint.unresolvedQuestion}`,
|
||||
`它会在此刻出现,是因为${storyFingerprint.currentAppearanceReason}。`,
|
||||
].join(' ');
|
||||
}
|
||||
|
||||
const parts = buildEffectSummaryParts(item, useEffect).filter(
|
||||
(part): part is string => Boolean(part),
|
||||
);
|
||||
|
||||
if (parts.length > 0) {
|
||||
return `${item.name} 当前可提供这些作用:${parts.join(',')}。`;
|
||||
}
|
||||
|
||||
switch (item.category) {
|
||||
case '武器':
|
||||
return `${item.name} 更适合作为当前战利品中的主战装备,后续可用于替换现有武器或继续锻造。`;
|
||||
case '护甲':
|
||||
return `${item.name} 适合用来补足防护与承伤能力,也可留作后续重铸素材。`;
|
||||
case '饰品':
|
||||
case '稀有品':
|
||||
case '专属品':
|
||||
case '专属物':
|
||||
case '专属物品':
|
||||
return `${item.name} 更偏向长期携带与构筑补强,也可能牵出额外线索。`;
|
||||
case '材料':
|
||||
return `${item.name} 可用于制作、锻造、交易,或为后续掉落组合做准备。`;
|
||||
default:
|
||||
return `${item.name} 可用于后续路线规划、交易或构筑调整。`;
|
||||
}
|
||||
}
|
||||
830
src/data/medievalNpcVisuals.ts
Normal file
830
src/data/medievalNpcVisuals.ts
Normal file
@@ -0,0 +1,830 @@
|
||||
import { type CustomWorldNpcVisual, type CustomWorldNpcVisualGear, Encounter } from '../types';
|
||||
import { getRuntimeCustomWorldProfile } from './customWorldRuntime';
|
||||
import npcVisualOverridesJson from './npcVisualOverrides.json';
|
||||
|
||||
export type MedievalRace = 'human' | 'elf' | 'orc' | 'goblin';
|
||||
export type MedievalAtlasSourceType = 'cloth' | 'leather' | 'metal' | 'melee' | 'magic' | 'ranged';
|
||||
export type MedievalAtlasUsage = 'headgear' | 'mainHand' | 'offHand';
|
||||
|
||||
export interface AtlasTileSpec {
|
||||
src: string;
|
||||
frameIndex: number;
|
||||
columns: number;
|
||||
tileWidth?: number;
|
||||
tileHeight?: number;
|
||||
renderOffsetX?: number;
|
||||
renderOffsetY?: number;
|
||||
}
|
||||
|
||||
export interface MedievalNpcVisualSpec {
|
||||
race: MedievalRace;
|
||||
bodySrc: string;
|
||||
headSrc: string;
|
||||
hairSrc: string;
|
||||
handSrc: string;
|
||||
facialHairSrc?: string;
|
||||
headgear?: AtlasTileSpec;
|
||||
mainHand?: AtlasTileSpec;
|
||||
offHand?: AtlasTileSpec;
|
||||
bodyFrames: number[];
|
||||
headFrame: number;
|
||||
hairFrame: number;
|
||||
handFrame: number;
|
||||
facialHairFrame?: number;
|
||||
}
|
||||
|
||||
export type MedievalNpcVisualOverride = Partial<MedievalNpcVisualSpec> & {
|
||||
race?: MedievalRace;
|
||||
};
|
||||
|
||||
export interface MedievalAtlasAssetDefinition {
|
||||
file: string;
|
||||
label: string;
|
||||
src: string;
|
||||
columns: number;
|
||||
frameCount: number;
|
||||
tileWidth: number;
|
||||
tileHeight: number;
|
||||
}
|
||||
|
||||
export interface MedievalPoseOption {
|
||||
value: number;
|
||||
label: string;
|
||||
}
|
||||
|
||||
type NpcRoleStyle = 'warrior' | 'guardian' | 'ranger' | 'mystic' | 'civilian' | 'rogue' | 'bruiser';
|
||||
|
||||
const BODY_COLORS = [
|
||||
'black',
|
||||
'blue',
|
||||
'brown',
|
||||
'gold',
|
||||
'green',
|
||||
'grey',
|
||||
'orange',
|
||||
'pink',
|
||||
'purple',
|
||||
'red',
|
||||
'silver',
|
||||
'yellow',
|
||||
] as const;
|
||||
|
||||
const RACE_SPRITE_COUNTS: Record<MedievalRace, { head: number; hair: number; facialHair: number }> = {
|
||||
human: { head: 7, hair: 8, facialHair: 8 },
|
||||
elf: { head: 8, hair: 8, facialHair: 8 },
|
||||
orc: { head: 4, hair: 8, facialHair: 8 },
|
||||
goblin: { head: 4, hair: 8, facialHair: 8 },
|
||||
};
|
||||
|
||||
const HEAD_TONE_LABELS_BY_RACE: Record<MedievalRace, string[]> = {
|
||||
human: ['象牙肤', '暖米肤', '小麦肤', '日晒肤', '古铜肤', '栗棕肤', '冷棕肤'],
|
||||
elf: ['月白肤', '晨光肤', '青杏肤', '薄金肤', '雾灰肤', '玫瑰肤', '银青肤', '古木肤'],
|
||||
orc: ['浅橄榄肤', '深橄榄肤', '岩绿色', '灰褐绿肤'],
|
||||
goblin: ['苔绿肤', '黄绿肤', '灰绿肤', '泥褐肤'],
|
||||
};
|
||||
|
||||
const CLOTH_HAT_ASSETS = {
|
||||
'hat_black.png': createAtlasAsset('cloth', 'hat_black.png', '黑布便帽', 10, 49, 32, 32),
|
||||
'hat_blue.png': createAtlasAsset('cloth', 'hat_blue.png', '靛蓝便帽', 10, 49, 32, 32),
|
||||
'hat_green.png': createAtlasAsset('cloth', 'hat_green.png', '苔绿便帽', 10, 49, 32, 32),
|
||||
'hat_orange.png': createAtlasAsset('cloth', 'hat_orange.png', '赭橙便帽', 10, 49, 32, 32),
|
||||
'hat_pink.png': createAtlasAsset('cloth', 'hat_pink.png', '胭粉便帽', 10, 49, 32, 32),
|
||||
'hat_purple.png': createAtlasAsset('cloth', 'hat_purple.png', '紫布便帽', 10, 49, 32, 32),
|
||||
'hat_red.png': createAtlasAsset('cloth', 'hat_red.png', '赤布便帽', 10, 49, 32, 32),
|
||||
'hat_straw.png': createAtlasAsset('cloth', 'hat_straw.png', '草编宽檐帽', 5, 5, 32, 32),
|
||||
'hat_yellow.png': createAtlasAsset('cloth', 'hat_yellow.png', '土黄便帽', 10, 49, 32, 32),
|
||||
} as const;
|
||||
|
||||
const LEATHER_ASSETS = {
|
||||
'leather01.png': createAtlasAsset('leather', 'leather01.png', '轻皮头帽', 10, 37, 32, 32),
|
||||
'leather02.png': createAtlasAsset('leather', 'leather02.png', '束带皮盔', 4, 4, 32, 48),
|
||||
} as const;
|
||||
|
||||
const METAL_ASSETS = {
|
||||
'metal.png': createAtlasAsset('metal', 'metal.png', '铁面头盔', 10, 47, 32, 32),
|
||||
'metal_black.png': createAtlasAsset('metal', 'metal_black.png', '黑钢重盔', 10, 23, 32, 48),
|
||||
'metal_blue.png': createAtlasAsset('metal', 'metal_blue.png', '蓝钢重盔', 10, 23, 32, 48),
|
||||
'metal_green.png': createAtlasAsset('metal', 'metal_green.png', '青钢重盔', 10, 23, 32, 48),
|
||||
'metal_orange.png': createAtlasAsset('metal', 'metal_orange.png', '铜色重盔', 10, 23, 32, 48),
|
||||
'metal_pink.png': createAtlasAsset('metal', 'metal_pink.png', '粉漆重盔', 10, 23, 32, 48),
|
||||
'metal_purple.png': createAtlasAsset('metal', 'metal_purple.png', '紫钢重盔', 10, 23, 32, 48),
|
||||
'metal_red.png': createAtlasAsset('metal', 'metal_red.png', '赤钢重盔', 10, 23, 32, 48),
|
||||
'metal_yellow.png': createAtlasAsset('metal', 'metal_yellow.png', '金黄重盔', 10, 23, 32, 48),
|
||||
} as const;
|
||||
|
||||
const MELEE_ASSETS = {
|
||||
'axe.png': createAtlasAsset('melee', 'axe.png', '单手战斧', 10, 19, 32, 32),
|
||||
'axe_big.png': createAtlasAsset('melee', 'axe_big.png', '巨刃战斧', 5, 5, 32, 48),
|
||||
'blunt.png': createAtlasAsset('melee', 'blunt.png', '钉头战锤', 10, 19, 32, 32),
|
||||
'dagger.png': createAtlasAsset('melee', 'dagger.png', '短匕首', 7, 14, 32, 32),
|
||||
'polearm.png': createAtlasAsset('melee', 'polearm.png', '长柄武器', 12, 35, 32, 64),
|
||||
'shield.png': createAtlasAsset('melee', 'shield.png', '圆盾', 10, 56, 32, 32),
|
||||
'sword.png': createAtlasAsset('melee', 'sword.png', '骑士长剑', 7, 13, 32, 32),
|
||||
'sword_big.png': createAtlasAsset('melee', 'sword_big.png', '阔身巨剑', 10, 20, 32, 48),
|
||||
} as const;
|
||||
|
||||
const MAGIC_ASSETS = {
|
||||
'staff.png': createAtlasAsset('magic', 'staff.png', '长法杖', 13, 25, 32, 64),
|
||||
'wand.png': createAtlasAsset('magic', 'wand.png', '短魔杖', 6, 12, 32, 32),
|
||||
} as const;
|
||||
|
||||
const RANGED_ASSETS = {
|
||||
'arquebus_shot.png': createAtlasAsset('ranged', 'arquebus_shot.png', '火绳枪射击组', 4, 8, 64, 32),
|
||||
'blunderbuss.png': createAtlasAsset('ranged', 'blunderbuss.png', '喇叭火枪', 5, 10, 64, 32),
|
||||
'bow.png': createAtlasAsset('ranged', 'bow.png', '短弓', 7, 7, 32, 32),
|
||||
'bow_shot.png': createAtlasAsset('ranged', 'bow_shot.png', '短弓满弦组', 12, 84, 64, 32),
|
||||
'crossbow.png': createAtlasAsset('ranged', 'crossbow.png', '十字弩', 4, 4, 32, 32),
|
||||
'crossbow_shot.png': createAtlasAsset('ranged', 'crossbow_shot.png', '十字弩发射组', 17, 68, 32, 32),
|
||||
'musket.png': createAtlasAsset('ranged', 'musket.png', '长火枪', 5, 10, 64, 32),
|
||||
'pistol.png': createAtlasAsset('ranged', 'pistol.png', '单手火枪', 4, 24, 32, 32),
|
||||
'repeater_musket.png': createAtlasAsset('ranged', 'repeater_musket.png', '连发火枪', 4, 8, 64, 32),
|
||||
'sling.png': createAtlasAsset('ranged', 'sling.png', '投石索', 10, 20, 64, 64),
|
||||
'stick_sling.png': createAtlasAsset('ranged', 'stick_sling.png', '杖式投石索', 11, 21, 64, 64),
|
||||
} as const;
|
||||
|
||||
const ATLAS_ASSET_MAPS = {
|
||||
cloth: CLOTH_HAT_ASSETS,
|
||||
leather: LEATHER_ASSETS,
|
||||
metal: METAL_ASSETS,
|
||||
melee: MELEE_ASSETS,
|
||||
magic: MAGIC_ASSETS,
|
||||
ranged: RANGED_ASSETS,
|
||||
} satisfies Record<MedievalAtlasSourceType, Record<string, MedievalAtlasAssetDefinition>>;
|
||||
|
||||
const HEADGEAR_POSE_OPTIONS: MedievalPoseOption[] = [
|
||||
{ value: 0, label: '正戴平视' },
|
||||
{ value: 1, label: '低头压檐' },
|
||||
{ value: 2, label: '抬头回正' },
|
||||
{ value: 3, label: '侧肩偏戴' },
|
||||
{ value: 10, label: '行进稳戴' },
|
||||
{ value: 11, label: '行进压檐' },
|
||||
{ value: 20, label: '疾行前压' },
|
||||
{ value: 30, label: '跃起扬帽' },
|
||||
{ value: 40, label: '骑乘稳戴' },
|
||||
];
|
||||
|
||||
const MAIN_HAND_POSE_OPTIONS: MedievalPoseOption[] = [
|
||||
{ value: 0, label: '垂手持握' },
|
||||
{ value: 1, label: '斜举备战' },
|
||||
{ value: 2, label: '横持压迫' },
|
||||
{ value: 3, label: '高举蓄力' },
|
||||
{ value: 4, label: '前伸突进' },
|
||||
{ value: 5, label: '回收护身' },
|
||||
{ value: 6, label: '终势回摆' },
|
||||
{ value: 10, label: '行进持握' },
|
||||
{ value: 11, label: '行进前压' },
|
||||
{ value: 20, label: '冲刺挥击' },
|
||||
{ value: 30, label: '腾空猛挥' },
|
||||
{ value: 40, label: '高位压制' },
|
||||
];
|
||||
|
||||
const OFF_HAND_POSE_OPTIONS: MedievalPoseOption[] = [
|
||||
{ value: 0, label: '垂手副持' },
|
||||
{ value: 1, label: '贴身护侧' },
|
||||
{ value: 2, label: '前探协防' },
|
||||
{ value: 3, label: '抬臂护肩' },
|
||||
{ value: 4, label: '低位挡格' },
|
||||
{ value: 5, label: '回收守势' },
|
||||
{ value: 10, label: '行进协防' },
|
||||
{ value: 20, label: '冲刺护身' },
|
||||
{ value: 30, label: '跃起护面' },
|
||||
];
|
||||
|
||||
const SHIELD_POSE_OPTIONS: MedievalPoseOption[] = [
|
||||
{ value: 0, label: '垂盾待机' },
|
||||
{ value: 1, label: '侧盾待命' },
|
||||
{ value: 40, label: '正面举盾' },
|
||||
{ value: 41, label: '侧身护胸' },
|
||||
{ value: 42, label: '前架格挡' },
|
||||
{ value: 43, label: '抬盾压进' },
|
||||
{ value: 44, label: '护头防守' },
|
||||
{ value: 45, label: '回盾收势' },
|
||||
{ value: 50, label: '骑乘举盾' },
|
||||
];
|
||||
|
||||
const NPC_VISUAL_OVERRIDES = npcVisualOverridesJson as Record<string, MedievalNpcVisualOverride>;
|
||||
|
||||
export const MEDIEVAL_BODY_COLORS = [...BODY_COLORS];
|
||||
export const MEDIEVAL_BODY_COLOR_LABELS: Record<string, string> = {
|
||||
black: '墨黑布袍',
|
||||
blue: '深蓝布袍',
|
||||
brown: '棕褐布袍',
|
||||
gold: '暗金布袍',
|
||||
green: '苔绿布袍',
|
||||
grey: '灰布短衣',
|
||||
orange: '赭橙短衣',
|
||||
pink: '旧粉短衣',
|
||||
purple: '暗紫长衣',
|
||||
red: '深红长衣',
|
||||
silver: '银灰短衣',
|
||||
yellow: '土黄布袍',
|
||||
};
|
||||
|
||||
export const MEDIEVAL_RACE_LABELS: Record<MedievalRace, string> = {
|
||||
human: '人类',
|
||||
elf: '精灵',
|
||||
orc: '兽人',
|
||||
goblin: '地精',
|
||||
};
|
||||
|
||||
export const MEDIEVAL_HEAD_LABELS_BY_RACE = HEAD_TONE_LABELS_BY_RACE;
|
||||
|
||||
export const MEDIEVAL_HAIR_COLOR_LABELS: string[] = ['乌黑', '浅金', '蓝黑', '浅棕', '银白', '赤铜', '深紫', '苍灰'];
|
||||
export const MEDIEVAL_FACIAL_HAIR_COLOR_LABELS: string[] = ['乌黑', '浅金', '蓝黑', '浅棕', '银白', '赤铜', '深紫', '苍灰'];
|
||||
|
||||
export const MEDIEVAL_HAIR_STYLE_LABELS: string[] = [
|
||||
'后梳短发',
|
||||
'偏分短发',
|
||||
'额前碎发',
|
||||
'束起短尾',
|
||||
'厚刘海',
|
||||
'蓬松短发',
|
||||
'短冠发束',
|
||||
'前额碎发',
|
||||
'披肩短发',
|
||||
'两侧内卷',
|
||||
'中分长发',
|
||||
'偏分垂发',
|
||||
'侧束长发',
|
||||
'齐耳短发',
|
||||
'小辫短发',
|
||||
'圆顶短发',
|
||||
'发带束发',
|
||||
'低束长发',
|
||||
'角状长发',
|
||||
'后坠卷发',
|
||||
'碎卷长发',
|
||||
'盘起短发',
|
||||
'散落短卷',
|
||||
'高束马尾',
|
||||
'披散长发',
|
||||
'双层短发',
|
||||
'弧形短刘海',
|
||||
'长辫后束',
|
||||
'半束长发',
|
||||
'短束碎发',
|
||||
];
|
||||
|
||||
export const MEDIEVAL_FACIAL_HAIR_STYLE_LABELS: string[] = [
|
||||
'短尖胡',
|
||||
'细短髭',
|
||||
'八字胡',
|
||||
'唇上短须',
|
||||
'弯弧胡',
|
||||
'短山羊胡',
|
||||
'络腮短须',
|
||||
'短圆胡',
|
||||
'下巴细须',
|
||||
'下颌短须',
|
||||
'方形短胡',
|
||||
'卷尾胡',
|
||||
'下颌垂须',
|
||||
'方口胡',
|
||||
'尖长胡',
|
||||
'细卷髭',
|
||||
'弯月胡',
|
||||
'短髯须',
|
||||
'厚嘴髭',
|
||||
'锥形胡',
|
||||
'大八字胡',
|
||||
'窄下巴须',
|
||||
'短络腮',
|
||||
'双尖胡',
|
||||
'长下巴胡',
|
||||
'卷尖胡',
|
||||
'长弯胡',
|
||||
'翼状胡',
|
||||
'细长胡',
|
||||
'短胡尾',
|
||||
];
|
||||
|
||||
export const MEDIEVAL_CLOTH_HATS = Object.keys(CLOTH_HAT_ASSETS);
|
||||
export const MEDIEVAL_LEATHER_GEAR = Object.keys(LEATHER_ASSETS);
|
||||
export const MEDIEVAL_METAL_GEAR = Object.keys(METAL_ASSETS);
|
||||
export const MEDIEVAL_MELEE_WEAPONS = Object.keys(MELEE_ASSETS);
|
||||
export const MEDIEVAL_MAGIC_WEAPONS = Object.keys(MAGIC_ASSETS);
|
||||
export const MEDIEVAL_RANGED_WEAPONS = Object.keys(RANGED_ASSETS);
|
||||
|
||||
export const MEDIEVAL_CLOTH_HAT_LABELS = toLabelMap(CLOTH_HAT_ASSETS);
|
||||
export const MEDIEVAL_LEATHER_GEAR_LABELS = toLabelMap(LEATHER_ASSETS);
|
||||
export const MEDIEVAL_METAL_GEAR_LABELS = toLabelMap(METAL_ASSETS);
|
||||
export const MEDIEVAL_MELEE_WEAPON_LABELS = toLabelMap(MELEE_ASSETS);
|
||||
export const MEDIEVAL_MAGIC_WEAPON_LABELS = toLabelMap(MAGIC_ASSETS);
|
||||
export const MEDIEVAL_RANGED_WEAPON_LABELS = toLabelMap(RANGED_ASSETS);
|
||||
|
||||
export function getRaceSpriteCounts(race: MedievalRace) {
|
||||
return RACE_SPRITE_COUNTS[race];
|
||||
}
|
||||
|
||||
export function getMedievalHeadOptions(race: MedievalRace): Array<{ value: number; label: string }> {
|
||||
return HEAD_TONE_LABELS_BY_RACE[race].map((label, index) => ({
|
||||
value: index + 1,
|
||||
label,
|
||||
}));
|
||||
}
|
||||
|
||||
export function getMedievalAtlasAsset(type: MedievalAtlasSourceType, file: string) {
|
||||
const assetMap = ATLAS_ASSET_MAPS[type] as Record<string, MedievalAtlasAssetDefinition>;
|
||||
return assetMap[file] ?? null;
|
||||
}
|
||||
|
||||
export function getMedievalAtlasOptions(type: MedievalAtlasSourceType) {
|
||||
return Object.values(ATLAS_ASSET_MAPS[type]);
|
||||
}
|
||||
|
||||
export function getMedievalPoseOptions(
|
||||
type: MedievalAtlasSourceType,
|
||||
file: string,
|
||||
usage: MedievalAtlasUsage,
|
||||
): MedievalPoseOption[] {
|
||||
const asset = getMedievalAtlasAsset(type, file);
|
||||
if (!asset) return [];
|
||||
|
||||
const baseOptions = usage === 'offHand' && file === 'shield.png'
|
||||
? SHIELD_POSE_OPTIONS
|
||||
: usage === 'headgear'
|
||||
? HEADGEAR_POSE_OPTIONS
|
||||
: usage === 'mainHand'
|
||||
? MAIN_HAND_POSE_OPTIONS
|
||||
: OFF_HAND_POSE_OPTIONS;
|
||||
|
||||
const filtered = baseOptions.filter(option => option.value < asset.frameCount);
|
||||
if (filtered.length > 0) {
|
||||
return filtered;
|
||||
}
|
||||
|
||||
return buildFallbackPoseOptions(asset.frameCount, usage);
|
||||
}
|
||||
|
||||
export function clampMedievalAtlasFrame(type: MedievalAtlasSourceType, file: string, frameIndex: number) {
|
||||
const asset = getMedievalAtlasAsset(type, file);
|
||||
if (!asset) return frameIndex;
|
||||
return Math.max(0, Math.min(frameIndex, asset.frameCount - 1));
|
||||
}
|
||||
|
||||
export function buildClothHatPath(file: string) {
|
||||
return CLOTH_HAT_ASSETS[file as keyof typeof CLOTH_HAT_ASSETS]?.src
|
||||
?? `/character/MedievalFantasyCharacters/sprites/wardrobe/cloth/${file}`;
|
||||
}
|
||||
|
||||
export function buildLeatherGearPath(file: string) {
|
||||
return LEATHER_ASSETS[file as keyof typeof LEATHER_ASSETS]?.src
|
||||
?? `/character/MedievalFantasyCharacters/sprites/wardrobe/leather/${file}`;
|
||||
}
|
||||
|
||||
export function buildMetalGearPath(file: string) {
|
||||
return METAL_ASSETS[file as keyof typeof METAL_ASSETS]?.src
|
||||
?? `/character/MedievalFantasyCharacters/sprites/wardrobe/metal/${file}`;
|
||||
}
|
||||
|
||||
export function buildMeleeWeaponPath(file: string) {
|
||||
return MELEE_ASSETS[file as keyof typeof MELEE_ASSETS]?.src
|
||||
?? `/character/MedievalFantasyCharacters/sprites/weapons/melee weapons/${file}`;
|
||||
}
|
||||
|
||||
export function buildMagicWeaponPath(file: string) {
|
||||
return MAGIC_ASSETS[file as keyof typeof MAGIC_ASSETS]?.src
|
||||
?? `/character/MedievalFantasyCharacters/sprites/weapons/magic weapons/${file}`;
|
||||
}
|
||||
|
||||
export function buildRangedWeaponPath(file: string) {
|
||||
return RANGED_ASSETS[file as keyof typeof RANGED_ASSETS]?.src
|
||||
?? `/character/MedievalFantasyCharacters/sprites/weapons/ranged weapons/${file}`;
|
||||
}
|
||||
|
||||
export function buildMedievalAtlasSpec(
|
||||
type: MedievalAtlasSourceType,
|
||||
file: string,
|
||||
frameIndex: number,
|
||||
): AtlasTileSpec | undefined {
|
||||
const asset = getMedievalAtlasAsset(type, file);
|
||||
if (!asset) return undefined;
|
||||
|
||||
return {
|
||||
src: asset.src,
|
||||
frameIndex: clampMedievalAtlasFrame(type, file, frameIndex),
|
||||
columns: asset.columns,
|
||||
tileWidth: asset.tileWidth,
|
||||
tileHeight: asset.tileHeight,
|
||||
};
|
||||
}
|
||||
|
||||
function inferAtlasSourceType(src: string | undefined): MedievalAtlasSourceType | null {
|
||||
if (!src) return null;
|
||||
if (src.includes('/wardrobe/cloth/')) return 'cloth';
|
||||
if (src.includes('/wardrobe/leather/')) return 'leather';
|
||||
if (src.includes('/wardrobe/metal/')) return 'metal';
|
||||
if (src.includes('/weapons/melee weapons/')) return 'melee';
|
||||
if (src.includes('/weapons/magic weapons/')) return 'magic';
|
||||
if (src.includes('/weapons/ranged weapons/')) return 'ranged';
|
||||
return null;
|
||||
}
|
||||
|
||||
function sanitizeCustomWorldNpcVisualGear(
|
||||
gear: CustomWorldNpcVisualGear | null | undefined,
|
||||
usage: MedievalAtlasUsage,
|
||||
): CustomWorldNpcVisualGear | null {
|
||||
if (!gear?.file) return null;
|
||||
|
||||
const poseOptions = getMedievalPoseOptions(gear.type, gear.file, usage);
|
||||
if (poseOptions.length === 0) {
|
||||
return {
|
||||
...gear,
|
||||
frameIndex: clampMedievalAtlasFrame(gear.type, gear.file, gear.frameIndex),
|
||||
};
|
||||
}
|
||||
|
||||
const frameIndex = poseOptions.some(option => option.value === gear.frameIndex)
|
||||
? clampMedievalAtlasFrame(gear.type, gear.file, gear.frameIndex)
|
||||
: poseOptions[0]!.value;
|
||||
|
||||
return {
|
||||
...gear,
|
||||
frameIndex,
|
||||
};
|
||||
}
|
||||
|
||||
function parseCustomWorldNpcVisualGear(
|
||||
spec: AtlasTileSpec | undefined,
|
||||
usage: MedievalAtlasUsage,
|
||||
): CustomWorldNpcVisualGear | null {
|
||||
const type = inferAtlasSourceType(spec?.src);
|
||||
const file = spec?.src.split('/').pop();
|
||||
|
||||
if (!type || !file) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return sanitizeCustomWorldNpcVisualGear(
|
||||
{
|
||||
type,
|
||||
file,
|
||||
frameIndex: spec?.frameIndex ?? 0,
|
||||
},
|
||||
usage,
|
||||
);
|
||||
}
|
||||
|
||||
export function sanitizeCustomWorldNpcVisual(visual: CustomWorldNpcVisual): CustomWorldNpcVisual {
|
||||
const spriteCounts = RACE_SPRITE_COUNTS[visual.race];
|
||||
const bodyColor = BODY_COLORS.includes(visual.bodyColor as (typeof BODY_COLORS)[number])
|
||||
? visual.bodyColor
|
||||
: BODY_COLORS[0];
|
||||
|
||||
return {
|
||||
race: visual.race,
|
||||
bodyColor,
|
||||
headIndex: Math.max(1, Math.min(visual.headIndex, spriteCounts.head)),
|
||||
hairColorIndex: Math.max(1, Math.min(visual.hairColorIndex, spriteCounts.hair)),
|
||||
hairStyleFrame: Math.max(0, Math.min(visual.hairStyleFrame, MEDIEVAL_HAIR_STYLE_LABELS.length - 1)),
|
||||
facialHairEnabled: visual.facialHairEnabled,
|
||||
facialHairColorIndex: Math.max(1, Math.min(visual.facialHairColorIndex, spriteCounts.facialHair)),
|
||||
facialHairStyleFrame: Math.max(0, Math.min(visual.facialHairStyleFrame, MEDIEVAL_FACIAL_HAIR_STYLE_LABELS.length - 1)),
|
||||
headgear: sanitizeCustomWorldNpcVisualGear(visual.headgear, 'headgear'),
|
||||
mainHand: sanitizeCustomWorldNpcVisualGear(visual.mainHand, 'mainHand'),
|
||||
offHand: sanitizeCustomWorldNpcVisualGear(visual.offHand, 'offHand'),
|
||||
};
|
||||
}
|
||||
|
||||
export function parseCustomWorldNpcVisualFromSpec(spec: MedievalNpcVisualSpec): CustomWorldNpcVisual {
|
||||
const visual = {
|
||||
race: spec.race,
|
||||
bodyColor: spec.bodySrc.match(/body_(.+)\.png$/u)?.[1] ?? BODY_COLORS[0],
|
||||
headIndex: Number(spec.headSrc.match(/_(\d+)\.png$/u)?.[1] ?? '1'),
|
||||
hairColorIndex: Number(spec.hairSrc.match(/_(\d+)\.png$/u)?.[1] ?? '1'),
|
||||
hairStyleFrame: spec.hairFrame ?? 0,
|
||||
facialHairEnabled: Boolean(spec.facialHairSrc),
|
||||
facialHairColorIndex: Number(spec.facialHairSrc?.match(/_(\d+)\.png$/u)?.[1] ?? '1'),
|
||||
facialHairStyleFrame: spec.facialHairFrame ?? 0,
|
||||
headgear: parseCustomWorldNpcVisualGear(spec.headgear, 'headgear'),
|
||||
mainHand: parseCustomWorldNpcVisualGear(spec.mainHand, 'mainHand'),
|
||||
offHand: parseCustomWorldNpcVisualGear(spec.offHand, 'offHand'),
|
||||
} satisfies CustomWorldNpcVisual;
|
||||
|
||||
return sanitizeCustomWorldNpcVisual(visual);
|
||||
}
|
||||
|
||||
export function buildMedievalNpcVisualOverrideFromCustomWorldVisual(visual: CustomWorldNpcVisual): MedievalNpcVisualOverride {
|
||||
const sanitizedVisual = sanitizeCustomWorldNpcVisual(visual);
|
||||
const bodyColor = BODY_COLORS.includes(sanitizedVisual.bodyColor as (typeof BODY_COLORS)[number])
|
||||
? sanitizedVisual.bodyColor as (typeof BODY_COLORS)[number]
|
||||
: BODY_COLORS[0];
|
||||
|
||||
return {
|
||||
race: sanitizedVisual.race,
|
||||
bodySrc: buildBodyPath(bodyColor),
|
||||
headSrc: buildRaceAssetPath(sanitizedVisual.race, 'head', sanitizedVisual.headIndex),
|
||||
hairSrc: buildRaceAssetPath(sanitizedVisual.race, 'hair', sanitizedVisual.hairColorIndex),
|
||||
handSrc: buildRaceAssetPath(sanitizedVisual.race, 'hand', 1),
|
||||
facialHairSrc: sanitizedVisual.facialHairEnabled
|
||||
? buildRaceAssetPath(sanitizedVisual.race, 'facialHair', sanitizedVisual.facialHairColorIndex)
|
||||
: undefined,
|
||||
headgear: sanitizedVisual.headgear
|
||||
? buildMedievalAtlasSpec(sanitizedVisual.headgear.type, sanitizedVisual.headgear.file, sanitizedVisual.headgear.frameIndex)
|
||||
: undefined,
|
||||
mainHand: sanitizedVisual.mainHand
|
||||
? buildMedievalAtlasSpec(sanitizedVisual.mainHand.type, sanitizedVisual.mainHand.file, sanitizedVisual.mainHand.frameIndex)
|
||||
: undefined,
|
||||
offHand: sanitizedVisual.offHand
|
||||
? buildMedievalAtlasSpec(sanitizedVisual.offHand.type, sanitizedVisual.offHand.file, sanitizedVisual.offHand.frameIndex)
|
||||
: undefined,
|
||||
bodyFrames: [0, 1, 2, 3],
|
||||
headFrame: 0,
|
||||
hairFrame: sanitizedVisual.hairStyleFrame,
|
||||
handFrame: 0,
|
||||
facialHairFrame: sanitizedVisual.facialHairEnabled ? sanitizedVisual.facialHairStyleFrame : undefined,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildMedievalNpcVisualFromCustomWorldVisual(
|
||||
visual: CustomWorldNpcVisual,
|
||||
): MedievalNpcVisualSpec {
|
||||
const override = buildMedievalNpcVisualOverrideFromCustomWorldVisual(visual);
|
||||
const race = override.race ?? 'human';
|
||||
|
||||
return {
|
||||
race,
|
||||
bodySrc: override.bodySrc ?? buildBodyPath('black'),
|
||||
headSrc: override.headSrc ?? buildRaceAssetPath(race, 'head', 1),
|
||||
hairSrc: override.hairSrc ?? buildRaceAssetPath(race, 'hair', 1),
|
||||
handSrc: override.handSrc ?? buildRaceAssetPath(race, 'hand', 1),
|
||||
facialHairSrc: override.facialHairSrc,
|
||||
headgear: override.headgear,
|
||||
mainHand: override.mainHand,
|
||||
offHand: override.offHand,
|
||||
bodyFrames: override.bodyFrames ?? [0, 1, 2, 3],
|
||||
headFrame: override.headFrame ?? 0,
|
||||
hairFrame: override.hairFrame ?? 0,
|
||||
handFrame: override.handFrame ?? 0,
|
||||
facialHairFrame: override.facialHairFrame,
|
||||
};
|
||||
}
|
||||
|
||||
export function getNpcVisualOverrideById(overrideId: string) {
|
||||
return NPC_VISUAL_OVERRIDES[overrideId] ?? null;
|
||||
}
|
||||
|
||||
function getRuntimeCustomWorldNpcOverride(encounter: Encounter) {
|
||||
if (!encounter.id) return null;
|
||||
|
||||
const runtimeProfile = getRuntimeCustomWorldProfile();
|
||||
const storyNpc = runtimeProfile?.storyNpcs.find(npc => npc.id === encounter.id);
|
||||
if (!storyNpc?.visual) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return buildMedievalNpcVisualOverrideFromCustomWorldVisual(storyNpc.visual);
|
||||
}
|
||||
|
||||
function createAtlasAsset(
|
||||
type: MedievalAtlasSourceType,
|
||||
file: string,
|
||||
label: string,
|
||||
columns: number,
|
||||
frameCount: number,
|
||||
tileWidth: number,
|
||||
tileHeight: number,
|
||||
): MedievalAtlasAssetDefinition {
|
||||
return {
|
||||
file,
|
||||
label,
|
||||
src: buildAtlasAssetPath(type, file),
|
||||
columns,
|
||||
frameCount,
|
||||
tileWidth,
|
||||
tileHeight,
|
||||
};
|
||||
}
|
||||
|
||||
function buildAtlasAssetPath(type: MedievalAtlasSourceType, file: string) {
|
||||
if (type === 'cloth') return `/character/MedievalFantasyCharacters/sprites/wardrobe/cloth/${file}`;
|
||||
if (type === 'leather') return `/character/MedievalFantasyCharacters/sprites/wardrobe/leather/${file}`;
|
||||
if (type === 'metal') return `/character/MedievalFantasyCharacters/sprites/wardrobe/metal/${file}`;
|
||||
if (type === 'melee') return `/character/MedievalFantasyCharacters/sprites/weapons/melee weapons/${file}`;
|
||||
if (type === 'magic') return `/character/MedievalFantasyCharacters/sprites/weapons/magic weapons/${file}`;
|
||||
return `/character/MedievalFantasyCharacters/sprites/weapons/ranged weapons/${file}`;
|
||||
}
|
||||
|
||||
function toLabelMap(definitions: Record<string, MedievalAtlasAssetDefinition>) {
|
||||
return Object.fromEntries(
|
||||
Object.values(definitions).map(definition => [definition.file, definition.label]),
|
||||
) as Record<string, string>;
|
||||
}
|
||||
|
||||
function buildFallbackPoseOptions(frameCount: number, usage: MedievalAtlasUsage): MedievalPoseOption[] {
|
||||
const labelsByUsage: Record<MedievalAtlasUsage, string[]> = {
|
||||
headgear: ['平视佩戴', '轻压帽檐', '低头稳帽', '抬头回正', '侧身偏戴', '前行稳帽', '快步压檐', '跃起扬帽'],
|
||||
mainHand: ['基础持握', '低位收势', '中位平举', '高位抬手', '前伸出手', '横持压迫', '回收护身', '终势停稳'],
|
||||
offHand: ['副手待命', '贴身护侧', '前探协防', '抬臂护肩', '低位挡格', '回收守势', '前行护身', '高位封挡'],
|
||||
};
|
||||
|
||||
return Array.from({ length: frameCount }, (_, index) => ({
|
||||
value: index,
|
||||
label: labelsByUsage[usage][index] ?? labelsByUsage[usage][labelsByUsage[usage].length - 1] ?? `${usage}-${index}`,
|
||||
}));
|
||||
}
|
||||
|
||||
function hashString(value: string) {
|
||||
let hash = 2166136261;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
hash ^= value.charCodeAt(index);
|
||||
hash = Math.imul(hash, 16777619);
|
||||
}
|
||||
return hash >>> 0;
|
||||
}
|
||||
|
||||
function pickFromArray<T>(items: readonly T[], seed: number, salt: number): T {
|
||||
if (items.length === 0) {
|
||||
throw new Error('Cannot pick from an empty array.');
|
||||
}
|
||||
|
||||
const picked = items[(seed + salt) % items.length];
|
||||
const fallbackItem = items[0];
|
||||
if (fallbackItem === undefined) {
|
||||
throw new Error('Expected a fallback item.');
|
||||
}
|
||||
return picked ?? fallbackItem;
|
||||
}
|
||||
|
||||
function pickPoseFrame(type: MedievalAtlasSourceType, file: string, usage: MedievalAtlasUsage, seed: number, salt: number) {
|
||||
const poseOptions = getMedievalPoseOptions(type, file, usage);
|
||||
if (poseOptions.length === 0) return 0;
|
||||
return pickFromArray(poseOptions, seed, salt).value;
|
||||
}
|
||||
|
||||
export function buildRaceAssetPath(race: MedievalRace, section: 'head' | 'hair' | 'facialHair' | 'hand', index: number) {
|
||||
const base = '/character/MedievalFantasyCharacters/sprites/Characters';
|
||||
if (section === 'head') {
|
||||
return `${base}/${race}/head/${race}_head_skin_${index}.png`;
|
||||
}
|
||||
if (section === 'hair') {
|
||||
return `${base}/${race}/hair/hairstyle/${race}_hair_${index}.png`;
|
||||
}
|
||||
if (section === 'facialHair') {
|
||||
return `${base}/${race}/hair/facial hair/${race}_facialhair_${index}.png`;
|
||||
}
|
||||
return `${base}/${race}/hand/${race}_hand.png`;
|
||||
}
|
||||
|
||||
export function buildBodyPath(color: (typeof BODY_COLORS)[number]) {
|
||||
return `/character/MedievalFantasyCharacters/sprites/Characters/body/body_${color}.png`;
|
||||
}
|
||||
|
||||
function buildHeadgear(roleStyle: NpcRoleStyle, seed: number): AtlasTileSpec | undefined {
|
||||
if (roleStyle === 'civilian') {
|
||||
const file = pickFromArray(MEDIEVAL_CLOTH_HATS, seed, 7);
|
||||
return buildMedievalAtlasSpec('cloth', file, pickPoseFrame('cloth', file, 'headgear', seed, 17));
|
||||
}
|
||||
|
||||
if (roleStyle === 'rogue') {
|
||||
const file = pickFromArray(MEDIEVAL_LEATHER_GEAR, seed, 11);
|
||||
return buildMedievalAtlasSpec('leather', file, pickPoseFrame('leather', file, 'headgear', seed, 19));
|
||||
}
|
||||
|
||||
if (roleStyle === 'warrior' || roleStyle === 'guardian') {
|
||||
const file = pickFromArray(MEDIEVAL_METAL_GEAR, seed, 13);
|
||||
return buildMedievalAtlasSpec('metal', file, pickPoseFrame('metal', file, 'headgear', seed, 23));
|
||||
}
|
||||
|
||||
if (roleStyle === 'mystic') {
|
||||
const file = pickFromArray(MEDIEVAL_CLOTH_HATS, seed, 17);
|
||||
return buildMedievalAtlasSpec('cloth', file, pickPoseFrame('cloth', file, 'headgear', seed, 29));
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function buildMainHand(roleStyle: NpcRoleStyle, seed: number): AtlasTileSpec | undefined {
|
||||
if (roleStyle === 'mystic') {
|
||||
const file = pickFromArray(MEDIEVAL_MAGIC_WEAPONS, seed, 23);
|
||||
return buildMedievalAtlasSpec('magic', file, pickPoseFrame('magic', file, 'mainHand', seed, 31));
|
||||
}
|
||||
|
||||
if (roleStyle === 'ranger') {
|
||||
const preferred = ['bow.png', 'crossbow.png', 'sling.png'] as const;
|
||||
const file = pickFromArray(preferred, seed, 29);
|
||||
return buildMedievalAtlasSpec('ranged', file, pickPoseFrame('ranged', file, 'mainHand', seed, 37));
|
||||
}
|
||||
|
||||
if (roleStyle === 'guardian') {
|
||||
return buildMedievalAtlasSpec('melee', 'polearm.png', pickPoseFrame('melee', 'polearm.png', 'mainHand', seed, 41));
|
||||
}
|
||||
|
||||
if (roleStyle === 'warrior' || roleStyle === 'rogue' || roleStyle === 'bruiser') {
|
||||
const preferred = ['sword.png', 'axe.png', 'dagger.png', 'blunt.png', 'sword_big.png', 'axe_big.png'] as const;
|
||||
const file = pickFromArray(preferred, seed, 31);
|
||||
return buildMedievalAtlasSpec('melee', file, pickPoseFrame('melee', file, 'mainHand', seed, 43));
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}
|
||||
|
||||
function buildOffHand(roleStyle: NpcRoleStyle, seed: number): AtlasTileSpec | undefined {
|
||||
if (roleStyle !== 'guardian') {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
return buildMedievalAtlasSpec('melee', 'shield.png', pickPoseFrame('melee', 'shield.png', 'offHand', seed, 47));
|
||||
}
|
||||
|
||||
function inferRoleStyle(encounter: Encounter): NpcRoleStyle {
|
||||
const source = `${encounter.id ?? ''} ${encounter.characterId ?? ''} ${encounter.npcName} ${encounter.context}`.toLowerCase();
|
||||
|
||||
if (source.includes('archer-hero') || source.includes('猎') || source.includes('弓') || source.includes('巡修')) {
|
||||
return 'ranger';
|
||||
}
|
||||
if (source.includes('gate-disciple') || source.includes('门') || source.includes('守使') || source.includes('灵侍')) {
|
||||
return 'guardian';
|
||||
}
|
||||
if (source.includes('sword-princess') || source.includes('守山') || source.includes('宫人') || source.includes('舵手')) {
|
||||
return 'warrior';
|
||||
}
|
||||
if (source.includes('fighter-4') || source.includes('军需') || source.includes('铸匠') || source.includes('炼匠')) {
|
||||
return 'guardian';
|
||||
}
|
||||
if (source.includes('punch-hero') || source.includes('矿') || source.includes('匠') || source.includes('渡工')) {
|
||||
return 'bruiser';
|
||||
}
|
||||
if (source.includes('司录') || source.includes('学者') || source.includes('药师') || source.includes('书生') || source.includes('侍者')) {
|
||||
return 'mystic';
|
||||
}
|
||||
if (source.includes('girl-hero') || source.includes('侍女') || source.includes('散修') || source.includes('访客') || source.includes('琴师')) {
|
||||
return 'rogue';
|
||||
}
|
||||
return 'civilian';
|
||||
}
|
||||
|
||||
function inferRace(encounter: Encounter, roleStyle: NpcRoleStyle, seed: number): MedievalRace {
|
||||
const source = `${encounter.id ?? ''} ${encounter.characterId ?? ''} ${encounter.npcName} ${encounter.context}`.toLowerCase();
|
||||
|
||||
if (source.includes('archer-hero') || source.includes('精灵') || source.includes('琴师') || source.includes('云')) {
|
||||
return 'elf';
|
||||
}
|
||||
if (source.includes('punch-hero') || source.includes('铸匠') || source.includes('矿') || source.includes('熔')) {
|
||||
return 'orc';
|
||||
}
|
||||
if (source.includes('girl-hero') || source.includes('散修') || source.includes('访客')) {
|
||||
return 'goblin';
|
||||
}
|
||||
if (roleStyle === 'bruiser') {
|
||||
return seed % 2 === 0 ? 'orc' : 'human';
|
||||
}
|
||||
return 'human';
|
||||
}
|
||||
|
||||
function shouldUseFacialHair(race: MedievalRace, roleStyle: NpcRoleStyle, seed: number) {
|
||||
if (race === 'elf') return seed % 5 === 0;
|
||||
if (race === 'goblin') return seed % 4 === 0;
|
||||
if (roleStyle === 'civilian') return seed % 2 === 0;
|
||||
return seed % 3 !== 0;
|
||||
}
|
||||
|
||||
export function buildMedievalNpcVisual(encounter: Encounter): MedievalNpcVisualSpec {
|
||||
const seed = hashString(`${encounter.id ?? encounter.npcName}:${encounter.context}:${encounter.characterId ?? ''}`);
|
||||
const override = getRuntimeCustomWorldNpcOverride(encounter) ?? (encounter.id ? NPC_VISUAL_OVERRIDES[encounter.id] : undefined);
|
||||
|
||||
if (override) {
|
||||
return {
|
||||
race: override.race ?? 'human',
|
||||
bodySrc: override.bodySrc ?? buildBodyPath('black'),
|
||||
headSrc: override.headSrc ?? buildRaceAssetPath(override.race ?? 'human', 'head', 1),
|
||||
hairSrc: override.hairSrc ?? buildRaceAssetPath(override.race ?? 'human', 'hair', 1),
|
||||
handSrc: override.handSrc ?? buildRaceAssetPath(override.race ?? 'human', 'hand', 1),
|
||||
facialHairSrc: override.facialHairSrc,
|
||||
headgear: override.headgear,
|
||||
mainHand: override.mainHand,
|
||||
offHand: override.offHand,
|
||||
bodyFrames: override.bodyFrames ?? [0, 1, 2, 3],
|
||||
headFrame: override.headFrame ?? 0,
|
||||
hairFrame: override.hairFrame ?? 0,
|
||||
handFrame: override.handFrame ?? 0,
|
||||
facialHairFrame: override.facialHairFrame,
|
||||
};
|
||||
}
|
||||
|
||||
const roleStyle = inferRoleStyle(encounter);
|
||||
const race = inferRace(encounter, roleStyle, seed);
|
||||
const counts = RACE_SPRITE_COUNTS[race];
|
||||
const bodyColor = pickFromArray(BODY_COLORS, seed, 3);
|
||||
const headIndex = (seed % counts.head) + 1;
|
||||
const hairIndex = ((seed >> 3) % counts.hair) + 1;
|
||||
const facialHairIndex = ((seed >> 5) % counts.facialHair) + 1;
|
||||
const useFacialHair = shouldUseFacialHair(race, roleStyle, seed);
|
||||
|
||||
return {
|
||||
race,
|
||||
bodySrc: buildBodyPath(bodyColor),
|
||||
headSrc: buildRaceAssetPath(race, 'head', headIndex),
|
||||
hairSrc: buildRaceAssetPath(race, 'hair', hairIndex),
|
||||
handSrc: buildRaceAssetPath(race, 'hand', 1),
|
||||
facialHairSrc: useFacialHair ? buildRaceAssetPath(race, 'facialHair', facialHairIndex) : undefined,
|
||||
headgear: buildHeadgear(roleStyle, seed),
|
||||
mainHand: buildMainHand(roleStyle, seed),
|
||||
offHand: buildOffHand(roleStyle, seed),
|
||||
bodyFrames: [0, 1, 2, 3],
|
||||
headFrame: 0,
|
||||
hairFrame: 0,
|
||||
handFrame: 0,
|
||||
facialHairFrame: useFacialHair ? 0 : undefined,
|
||||
};
|
||||
}
|
||||
1
src/data/monsterOverrides.json
Normal file
1
src/data/monsterOverrides.json
Normal file
@@ -0,0 +1 @@
|
||||
{}
|
||||
387
src/data/npcAttributeInsights.ts
Normal file
387
src/data/npcAttributeInsights.ts
Normal file
@@ -0,0 +1,387 @@
|
||||
import {
|
||||
type AttributeVector,
|
||||
type Character,
|
||||
type CustomWorldProfile,
|
||||
type Encounter,
|
||||
type InventoryItem,
|
||||
type NpcPersistentState,
|
||||
type RoleAttributeProfile,
|
||||
type WorldAttributeSchema,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import {
|
||||
buildItemAttributeResonance,
|
||||
buildRoleAttributeProfileFromLegacyData,
|
||||
} from './attributeProfileGenerator';
|
||||
import {
|
||||
buildDefaultAxisVector,
|
||||
getSortedAttributeEntries,
|
||||
resolveAttributeSchema,
|
||||
resolveCharacterAttributeProfile,
|
||||
scoreAttributeFit,
|
||||
} from './attributeResolver';
|
||||
import {normalizeAttributeVector} from './attributeValidation';
|
||||
import {getCharacterById} from './characterPresets';
|
||||
import {getRuntimeCustomWorldProfile} from './customWorldRuntime';
|
||||
import {getMonsterPresetById} from './hostileNpcPresets';
|
||||
|
||||
export type GiftAffinityInsight = {
|
||||
resonanceScore: number;
|
||||
resonanceBonus: number;
|
||||
matchedAttributes: string[];
|
||||
reasonText: string;
|
||||
};
|
||||
|
||||
export type ChatAffinityOutcome = {
|
||||
affinityGain: number;
|
||||
matchedAttributes: string[];
|
||||
summary: string;
|
||||
};
|
||||
|
||||
export type RecruitReadinessInsight = {
|
||||
readinessScore: number;
|
||||
resonanceBonus: number;
|
||||
tabooPenalty: number;
|
||||
matchedAttributes: string[];
|
||||
summary: string;
|
||||
};
|
||||
|
||||
function resolveCustomWorldProfile(profile?: CustomWorldProfile | null) {
|
||||
return profile ?? getRuntimeCustomWorldProfile();
|
||||
}
|
||||
|
||||
function resolveInteractionWorldType(
|
||||
worldType?: WorldType | null,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
encounter?: Encounter | null,
|
||||
) {
|
||||
if (worldType) {
|
||||
return worldType;
|
||||
}
|
||||
|
||||
if (customWorldProfile || getRuntimeCustomWorldProfile()) {
|
||||
return WorldType.CUSTOM;
|
||||
}
|
||||
|
||||
const schemaId = encounter?.attributeProfile?.schemaId ?? '';
|
||||
if (schemaId.includes('xianxia')) {
|
||||
return WorldType.XIANXIA;
|
||||
}
|
||||
|
||||
return WorldType.WUXIA;
|
||||
}
|
||||
|
||||
function buildSchemaContext(
|
||||
worldType?: WorldType | null,
|
||||
customWorldProfile?: CustomWorldProfile | null,
|
||||
encounter?: Encounter | null,
|
||||
) {
|
||||
const resolvedCustomWorldProfile = resolveCustomWorldProfile(customWorldProfile);
|
||||
const resolvedWorldType = resolveInteractionWorldType(
|
||||
worldType,
|
||||
resolvedCustomWorldProfile,
|
||||
encounter,
|
||||
);
|
||||
|
||||
return {
|
||||
worldType: resolvedWorldType,
|
||||
customWorldProfile: resolvedCustomWorldProfile,
|
||||
schema: resolveAttributeSchema(resolvedWorldType, resolvedCustomWorldProfile),
|
||||
};
|
||||
}
|
||||
|
||||
function resolveMonsterProfile(
|
||||
encounter: Encounter,
|
||||
worldType: WorldType,
|
||||
) {
|
||||
if (!encounter.monsterPresetId) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return getMonsterPresetById(worldType, encounter.monsterPresetId)?.attributeProfile
|
||||
?? getMonsterPresetById(WorldType.WUXIA, encounter.monsterPresetId)?.attributeProfile
|
||||
?? getMonsterPresetById(WorldType.XIANXIA, encounter.monsterPresetId)?.attributeProfile
|
||||
?? getMonsterPresetById(WorldType.CUSTOM, encounter.monsterPresetId)?.attributeProfile
|
||||
?? null;
|
||||
}
|
||||
|
||||
export function resolveEncounterAttributeProfile(
|
||||
encounter: Encounter,
|
||||
options: {
|
||||
worldType?: WorldType | null;
|
||||
customWorldProfile?: CustomWorldProfile | null;
|
||||
} = {},
|
||||
) {
|
||||
const schemaContext = buildSchemaContext(
|
||||
options.worldType,
|
||||
options.customWorldProfile,
|
||||
encounter,
|
||||
);
|
||||
|
||||
if (encounter.characterId) {
|
||||
const character = getCharacterById(encounter.characterId);
|
||||
if (character) {
|
||||
return resolveCharacterAttributeProfile(
|
||||
character,
|
||||
schemaContext.worldType,
|
||||
schemaContext.customWorldProfile,
|
||||
) ?? encounter.attributeProfile ?? null;
|
||||
}
|
||||
}
|
||||
|
||||
if (encounter.attributeProfile) {
|
||||
return encounter.attributeProfile;
|
||||
}
|
||||
|
||||
const monsterProfile = resolveMonsterProfile(encounter, schemaContext.worldType);
|
||||
if (monsterProfile) {
|
||||
return monsterProfile;
|
||||
}
|
||||
|
||||
return buildRoleAttributeProfileFromLegacyData({
|
||||
entityId: encounter.id ?? encounter.npcName,
|
||||
schema: schemaContext.schema,
|
||||
textBlocks: [
|
||||
encounter.npcName,
|
||||
encounter.context,
|
||||
encounter.npcDescription,
|
||||
],
|
||||
}).profile;
|
||||
}
|
||||
|
||||
function buildFocusVector(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
limit: number,
|
||||
direction: 'top' | 'bottom' = 'top',
|
||||
) {
|
||||
const slotIds = schema.slots.map(slot => slot.slotId);
|
||||
const sourceEntries = getSortedAttributeEntries(profile, schema);
|
||||
const orderedEntries = direction === 'bottom' ? [...sourceEntries].reverse() : sourceEntries;
|
||||
const selectedEntries = orderedEntries.slice(0, limit);
|
||||
const seed = Object.fromEntries(slotIds.map(slotId => [slotId, 0])) as AttributeVector;
|
||||
|
||||
selectedEntries.forEach(entry => {
|
||||
seed[entry.slot.slotId] = entry.value;
|
||||
});
|
||||
|
||||
return normalizeAttributeVector(seed, slotIds);
|
||||
}
|
||||
|
||||
function getTopContributionAttributeNames(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
vector: AttributeVector,
|
||||
schema: WorldAttributeSchema,
|
||||
limit = 2,
|
||||
) {
|
||||
const slotIds = schema.slots.map(slot => slot.slotId);
|
||||
const profileWeights = normalizeAttributeVector(profile?.values ?? {}, slotIds);
|
||||
const vectorWeights = normalizeAttributeVector(vector, slotIds);
|
||||
|
||||
return schema.slots
|
||||
.map(slot => ({
|
||||
name: slot.name,
|
||||
contribution: (profileWeights[slot.slotId] ?? 0) * (vectorWeights[slot.slotId] ?? 0),
|
||||
}))
|
||||
.sort((left, right) => right.contribution - left.contribution)
|
||||
.filter(entry => entry.contribution > 0)
|
||||
.slice(0, limit)
|
||||
.map(entry => entry.name);
|
||||
}
|
||||
|
||||
function uniqueNames(names: string[]) {
|
||||
return [...new Set(names.filter(Boolean))];
|
||||
}
|
||||
|
||||
function buildDialogueIntentVector(actionText: string, schema: WorldAttributeSchema) {
|
||||
const slotIds = schema.slots.map(slot => slot.slotId);
|
||||
const source = actionText.trim();
|
||||
const seed = buildDefaultAxisVector({});
|
||||
|
||||
const addWeight = (slotId: string, weight: number, pattern: RegExp) => {
|
||||
if (pattern.test(source)) {
|
||||
seed[slotId] = (seed[slotId] ?? 0) + weight;
|
||||
}
|
||||
};
|
||||
|
||||
addWeight('axis_a', 0.24, /顶|扛|硬闯|守住|挡住/u);
|
||||
addWeight('axis_b', 0.2, /快|抢|追|赶在|绕开|先一步/u);
|
||||
addWeight('axis_c', 0.34, /试探|追问|看穿|真假|真相|线索|判断|观察/u);
|
||||
addWeight('axis_d', 0.3, /直说|表态|逼|压住|摊开|决断|邀你同行|邀请/u);
|
||||
addWeight('axis_e', 0.34, /安抚|诚意|求助|关心|陪|同行|信|礼物|约定/u);
|
||||
addWeight('axis_f', 0.22, /稳|缓一缓|耐心|慢慢|调息|先稳住/u);
|
||||
|
||||
const total = slotIds.reduce((sum, slotId) => sum + (seed[slotId] ?? 0), 0);
|
||||
if (total <= 0) {
|
||||
return normalizeAttributeVector(
|
||||
buildDefaultAxisVector({
|
||||
axis_c: 0.34,
|
||||
axis_e: 0.38,
|
||||
axis_f: 0.28,
|
||||
}),
|
||||
slotIds,
|
||||
);
|
||||
}
|
||||
|
||||
return normalizeAttributeVector(seed, slotIds);
|
||||
}
|
||||
|
||||
export function buildEncounterAttributeRumors(
|
||||
encounter: Encounter,
|
||||
options: {
|
||||
worldType?: WorldType | null;
|
||||
customWorldProfile?: CustomWorldProfile | null;
|
||||
limit?: number;
|
||||
} = {},
|
||||
) {
|
||||
const schemaContext = buildSchemaContext(
|
||||
options.worldType,
|
||||
options.customWorldProfile,
|
||||
encounter,
|
||||
);
|
||||
const profile = resolveEncounterAttributeProfile(encounter, options);
|
||||
const evidence = profile?.evidence?.slice(0, options.limit ?? 2).map(entry => entry.reason) ?? [];
|
||||
|
||||
if (evidence.length > 0) {
|
||||
return evidence;
|
||||
}
|
||||
|
||||
return getSortedAttributeEntries(profile, schemaContext.schema)
|
||||
.slice(0, options.limit ?? 2)
|
||||
.map(entry => `${entry.slot.name}:${entry.slot.definition}`);
|
||||
}
|
||||
|
||||
export function buildGiftAffinityInsight(
|
||||
item: InventoryItem,
|
||||
encounter: Encounter,
|
||||
options: {
|
||||
worldType?: WorldType | null;
|
||||
customWorldProfile?: CustomWorldProfile | null;
|
||||
} = {},
|
||||
): GiftAffinityInsight {
|
||||
const schemaContext = buildSchemaContext(
|
||||
options.worldType,
|
||||
options.customWorldProfile,
|
||||
encounter,
|
||||
);
|
||||
const npcProfile = resolveEncounterAttributeProfile(encounter, options);
|
||||
const attributeResonance = item.attributeResonance ?? buildItemAttributeResonance(item);
|
||||
const resonanceScore = scoreAttributeFit(
|
||||
npcProfile,
|
||||
attributeResonance.resonanceVector,
|
||||
schemaContext.schema,
|
||||
);
|
||||
const resonanceBonus = Math.max(0, Math.min(6, Math.round(resonanceScore * 18) - 1));
|
||||
const matchedAttributes = getTopContributionAttributeNames(
|
||||
npcProfile,
|
||||
attributeResonance.resonanceVector,
|
||||
schemaContext.schema,
|
||||
);
|
||||
|
||||
return {
|
||||
resonanceScore,
|
||||
resonanceBonus,
|
||||
matchedAttributes,
|
||||
reasonText: matchedAttributes.length > 0
|
||||
? `${item.name}更对上对方看重的${matchedAttributes.join('、')}。`
|
||||
: attributeResonance.explanation ?? `${item.name}带来的属性共振暂时不够明显。`,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildChatAffinityOutcome(params: {
|
||||
playerCharacter: Character;
|
||||
encounter: Encounter;
|
||||
npcState: NpcPersistentState;
|
||||
actionText: string;
|
||||
worldType?: WorldType | null;
|
||||
customWorldProfile?: CustomWorldProfile | null;
|
||||
}): ChatAffinityOutcome {
|
||||
const schemaContext = buildSchemaContext(
|
||||
params.worldType,
|
||||
params.customWorldProfile,
|
||||
params.encounter,
|
||||
);
|
||||
const playerProfile = resolveCharacterAttributeProfile(
|
||||
params.playerCharacter,
|
||||
schemaContext.worldType,
|
||||
schemaContext.customWorldProfile,
|
||||
);
|
||||
const npcProfile = resolveEncounterAttributeProfile(params.encounter, {
|
||||
worldType: schemaContext.worldType,
|
||||
customWorldProfile: schemaContext.customWorldProfile,
|
||||
});
|
||||
const intentVector = buildDialogueIntentVector(params.actionText, schemaContext.schema);
|
||||
const actorFit = scoreAttributeFit(playerProfile, intentVector, schemaContext.schema);
|
||||
const targetFit = scoreAttributeFit(npcProfile, intentVector, schemaContext.schema);
|
||||
const sharedFocusVector = buildFocusVector(npcProfile, schemaContext.schema, 2);
|
||||
const sharedResonance = scoreAttributeFit(playerProfile, sharedFocusVector, schemaContext.schema);
|
||||
const baseGain = Math.max(4, 8 - params.npcState.chattedCount);
|
||||
const bonusGain = Math.max(
|
||||
0,
|
||||
Math.min(4, Math.round(actorFit * 8 + targetFit * 6 + sharedResonance * 8) - 2),
|
||||
);
|
||||
const matchedAttributes = uniqueNames([
|
||||
...getTopContributionAttributeNames(playerProfile, intentVector, schemaContext.schema),
|
||||
...getTopContributionAttributeNames(npcProfile, intentVector, schemaContext.schema),
|
||||
]).slice(0, 2);
|
||||
|
||||
return {
|
||||
affinityGain: baseGain + bonusGain,
|
||||
matchedAttributes,
|
||||
summary: matchedAttributes.length > 0
|
||||
? `你这番说法更对上了对方在${matchedAttributes.join('、')}上的判断方式。`
|
||||
: '这轮交谈让对方更愿意继续观察你的来意。',
|
||||
};
|
||||
}
|
||||
|
||||
export function buildRecruitmentInsight(params: {
|
||||
encounter: Encounter;
|
||||
npcState: NpcPersistentState;
|
||||
playerCharacter: Character;
|
||||
worldType?: WorldType | null;
|
||||
customWorldProfile?: CustomWorldProfile | null;
|
||||
}): RecruitReadinessInsight {
|
||||
const schemaContext = buildSchemaContext(
|
||||
params.worldType,
|
||||
params.customWorldProfile,
|
||||
params.encounter,
|
||||
);
|
||||
const playerProfile = resolveCharacterAttributeProfile(
|
||||
params.playerCharacter,
|
||||
schemaContext.worldType,
|
||||
schemaContext.customWorldProfile,
|
||||
);
|
||||
const npcProfile = resolveEncounterAttributeProfile(params.encounter, {
|
||||
worldType: schemaContext.worldType,
|
||||
customWorldProfile: schemaContext.customWorldProfile,
|
||||
});
|
||||
const preferenceVector = buildFocusVector(npcProfile, schemaContext.schema, 2);
|
||||
const tabooVector = buildFocusVector(npcProfile, schemaContext.schema, 1, 'bottom');
|
||||
const resonanceScore = scoreAttributeFit(playerProfile, preferenceVector, schemaContext.schema);
|
||||
const tabooScore = scoreAttributeFit(playerProfile, tabooVector, schemaContext.schema);
|
||||
const resonanceBonus = Math.max(0, Math.min(8, Math.round(resonanceScore * 24) - 2));
|
||||
const tabooPenalty = Math.max(0, Math.min(4, Math.round(tabooScore * 12) - 5));
|
||||
const matchedAttributes = getTopContributionAttributeNames(
|
||||
playerProfile,
|
||||
preferenceVector,
|
||||
schemaContext.schema,
|
||||
);
|
||||
const tabooAttributeName = getTopContributionAttributeNames(
|
||||
playerProfile,
|
||||
tabooVector,
|
||||
schemaContext.schema,
|
||||
1,
|
||||
)[0];
|
||||
|
||||
return {
|
||||
readinessScore: params.npcState.affinity + resonanceBonus - tabooPenalty,
|
||||
resonanceBonus,
|
||||
tabooPenalty,
|
||||
matchedAttributes,
|
||||
summary: matchedAttributes.length > 0
|
||||
? tabooPenalty > 0 && tabooAttributeName
|
||||
? `你在${matchedAttributes.join('、')}上的做派更容易被对方视为可同行,但${tabooAttributeName}这一路数仍让他保留几分。`
|
||||
: `你在${matchedAttributes.join('、')}上的做派,正是对方愿意并肩同行的那类信号。`
|
||||
: '对方主要还是在看你们当前积累下来的信任。',
|
||||
};
|
||||
}
|
||||
306
src/data/npcInteractions.test.ts
Normal file
306
src/data/npcInteractions.test.ts
Normal file
@@ -0,0 +1,306 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import type { Character, Encounter, GameState, InventoryItem } from '../types';
|
||||
import { AnimationState, WorldType } from '../types';
|
||||
import {
|
||||
buildGiftCandidateSummary,
|
||||
buildInitialNpcState,
|
||||
buildNpcEncounterStoryMoment,
|
||||
buildNpcHelpReward,
|
||||
buildNpcTradeTransactionActionText,
|
||||
syncNpcTradeInventory,
|
||||
} from './npcInteractions';
|
||||
|
||||
function createCharacter(): Character {
|
||||
return {
|
||||
id: 'hero',
|
||||
name: 'Hero',
|
||||
title: 'Wanderer',
|
||||
description: 'A reliable test hero.',
|
||||
backstory: 'Travels the land.',
|
||||
avatar: '/hero.png',
|
||||
portrait: '/hero-portrait.png',
|
||||
assetFolder: 'hero',
|
||||
assetVariant: 'default',
|
||||
attributes: {
|
||||
strength: 10,
|
||||
agility: 9,
|
||||
intelligence: 8,
|
||||
spirit: 7,
|
||||
},
|
||||
personality: 'steady',
|
||||
skills: [],
|
||||
adventureOpenings: {},
|
||||
};
|
||||
}
|
||||
|
||||
function createEncounter(): Encounter {
|
||||
return {
|
||||
id: 'npc-trader',
|
||||
kind: 'npc',
|
||||
npcName: 'Trader Lin',
|
||||
npcDescription: 'A traveling merchant.',
|
||||
npcAvatar: 'T',
|
||||
context: 'merchant',
|
||||
};
|
||||
}
|
||||
|
||||
function createInventoryItem(
|
||||
id: string,
|
||||
name: string,
|
||||
overrides: Partial<InventoryItem> = {},
|
||||
): InventoryItem {
|
||||
return {
|
||||
id,
|
||||
name,
|
||||
description: `${name} description`,
|
||||
quantity: 1,
|
||||
category: 'misc',
|
||||
rarity: 'common',
|
||||
tags: [],
|
||||
value: 1,
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
function createGameState(
|
||||
encounter: Encounter,
|
||||
overrides: Partial<GameState> = {},
|
||||
): GameState {
|
||||
return {
|
||||
worldType: WorldType.WUXIA,
|
||||
customWorldProfile: null,
|
||||
playerCharacter: createCharacter(),
|
||||
runtimeStats: {
|
||||
playTimeMs: 0,
|
||||
lastPlayTickAt: null,
|
||||
hostileNpcsDefeated: 0,
|
||||
questsAccepted: 0,
|
||||
itemsUsed: 0,
|
||||
scenesTraveled: 0,
|
||||
},
|
||||
currentScene: 'Story',
|
||||
storyHistory: [],
|
||||
characterChats: {},
|
||||
animationState: AnimationState.IDLE,
|
||||
currentEncounter: encounter,
|
||||
npcInteractionActive: true,
|
||||
currentScenePreset: {
|
||||
id: 'scene-camp',
|
||||
name: 'Camp',
|
||||
description: 'A temporary camp.',
|
||||
imageSrc: '/camp.png',
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'idle',
|
||||
scrollWorld: false,
|
||||
inBattle: false,
|
||||
playerHp: 80,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 40,
|
||||
playerMaxMana: 60,
|
||||
playerSkillCooldowns: {},
|
||||
activeBuildBuffs: [],
|
||||
activeCombatEffects: [],
|
||||
playerCurrency: 0,
|
||||
playerInventory: [],
|
||||
playerEquipment: {
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: null,
|
||||
},
|
||||
npcStates: {},
|
||||
quests: [],
|
||||
roster: [],
|
||||
companions: [],
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
describe('npcInteractions', () => {
|
||||
it('builds a readable fallback summary for empty gift candidates', () => {
|
||||
expect(buildGiftCandidateSummary([])).toBe('暂无合适礼物');
|
||||
});
|
||||
|
||||
it('includes gift candidate context in the npc gift option detail text', () => {
|
||||
const encounter = createEncounter();
|
||||
const story = buildNpcEncounterStoryMoment({
|
||||
encounter,
|
||||
npcState: buildInitialNpcState(encounter, WorldType.WUXIA),
|
||||
playerCharacter: createCharacter(),
|
||||
playerInventory: [
|
||||
createInventoryItem('jade-token', 'Jade Token', {
|
||||
rarity: 'rare',
|
||||
category: '专属',
|
||||
tags: ['merchant'],
|
||||
}),
|
||||
createInventoryItem('tea-brick', 'Tea Brick'),
|
||||
],
|
||||
activeQuests: [],
|
||||
scene: {
|
||||
id: 'scene-1',
|
||||
name: 'Camp',
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
worldType: WorldType.WUXIA,
|
||||
partySize: 0,
|
||||
});
|
||||
|
||||
const giftOption = story.options.find((option) => option.functionId === 'npc_gift');
|
||||
expect(giftOption).toBeTruthy();
|
||||
expect(giftOption?.detailText).toContain('Jade Token');
|
||||
expect(giftOption?.detailText).toContain('Tea Brick');
|
||||
});
|
||||
|
||||
it('omits the npc gift option when the player has no gift candidates', () => {
|
||||
const encounter = createEncounter();
|
||||
const story = buildNpcEncounterStoryMoment({
|
||||
encounter,
|
||||
npcState: buildInitialNpcState(encounter, WorldType.WUXIA),
|
||||
playerCharacter: createCharacter(),
|
||||
playerInventory: [],
|
||||
activeQuests: [],
|
||||
scene: {
|
||||
id: 'scene-1',
|
||||
name: 'Camp',
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
worldType: WorldType.WUXIA,
|
||||
partySize: 0,
|
||||
});
|
||||
|
||||
expect(story.options.some((option) => option.functionId === 'npc_gift')).toBe(false);
|
||||
});
|
||||
|
||||
it('uses ai-first copy for quest offers instead of prebuilding a fallback quest preview', () => {
|
||||
const encounter = createEncounter();
|
||||
const story = buildNpcEncounterStoryMoment({
|
||||
encounter,
|
||||
npcState: buildInitialNpcState(encounter, WorldType.WUXIA),
|
||||
playerCharacter: createCharacter(),
|
||||
playerInventory: [],
|
||||
activeQuests: [],
|
||||
scene: {
|
||||
id: 'scene-ruins',
|
||||
name: '遗迹外缘',
|
||||
npcs: [],
|
||||
treasureHints: ['半截封泥'],
|
||||
},
|
||||
worldType: WorldType.WUXIA,
|
||||
partySize: 0,
|
||||
});
|
||||
|
||||
const questOption = story.options.find((option) => option.functionId === 'npc_quest_accept');
|
||||
expect(questOption).toBeTruthy();
|
||||
expect(questOption?.detailText).toContain('AI 剧情引擎');
|
||||
expect(questOption?.detailText).not.toContain('完成后可获得');
|
||||
});
|
||||
|
||||
it('builds hostile npc encounters as a direct declaration dialogue with only escape and fight', () => {
|
||||
const encounter = createEncounter();
|
||||
const hostileState = {
|
||||
...buildInitialNpcState(encounter, WorldType.WUXIA),
|
||||
affinity: -12,
|
||||
};
|
||||
const story = buildNpcEncounterStoryMoment({
|
||||
encounter,
|
||||
npcState: hostileState,
|
||||
playerCharacter: createCharacter(),
|
||||
playerInventory: [],
|
||||
activeQuests: [],
|
||||
scene: {
|
||||
id: 'scene-pass',
|
||||
name: '断桥口',
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
worldType: WorldType.WUXIA,
|
||||
partySize: 0,
|
||||
});
|
||||
|
||||
expect(story.displayMode).toBe('dialogue');
|
||||
expect(story.dialogue).toEqual([
|
||||
expect.objectContaining({
|
||||
speaker: 'npc',
|
||||
speakerName: 'Trader Lin',
|
||||
}),
|
||||
]);
|
||||
expect(story.options.map((option) => option.functionId)).toEqual([
|
||||
'battle_escape_breakout',
|
||||
'npc_fight',
|
||||
]);
|
||||
expect(story.options.map((option) => option.actionText)).toEqual([
|
||||
'逃跑',
|
||||
'与他对战',
|
||||
]);
|
||||
});
|
||||
|
||||
it('builds concrete trade action text for story continuation', () => {
|
||||
const encounter = createEncounter();
|
||||
|
||||
expect(
|
||||
buildNpcTradeTransactionActionText({
|
||||
encounter,
|
||||
mode: 'buy',
|
||||
item: createInventoryItem('jade-token', 'Jade Token'),
|
||||
quantity: 2,
|
||||
}),
|
||||
).toBe('从Trader Lin手里买下Jade Token x2');
|
||||
|
||||
expect(
|
||||
buildNpcTradeTransactionActionText({
|
||||
encounter,
|
||||
mode: 'sell',
|
||||
item: createInventoryItem('tea-brick', 'Tea Brick'),
|
||||
quantity: 1,
|
||||
}),
|
||||
).toBe('把Tea Brick卖给Trader Lin');
|
||||
});
|
||||
|
||||
it('syncs generic trade stock to the current build while preserving sold-in items', () => {
|
||||
const encounter: Encounter = {
|
||||
...createEncounter(),
|
||||
context: '商贩',
|
||||
};
|
||||
const state = createGameState(encounter);
|
||||
const syncedState = syncNpcTradeInventory(state, encounter, {
|
||||
...buildInitialNpcState(encounter, WorldType.WUXIA),
|
||||
inventory: [createInventoryItem('sold-tea', 'Tea Brick')],
|
||||
tradeStockSignature: 'stale-build',
|
||||
});
|
||||
|
||||
expect(syncedState.tradeStockSignature).not.toBe('stale-build');
|
||||
expect(syncedState.inventory.some(item => item.id === 'sold-tea')).toBe(true);
|
||||
expect(
|
||||
syncedState.inventory.some(
|
||||
item => item.runtimeMetadata?.generationChannel === 'npc_trade',
|
||||
),
|
||||
).toBe(true);
|
||||
});
|
||||
|
||||
it('builds npc help rewards from the runtime director', () => {
|
||||
const encounter: Encounter = {
|
||||
...createEncounter(),
|
||||
context: '商贩',
|
||||
};
|
||||
const reward = buildNpcHelpReward(encounter, createGameState(encounter));
|
||||
|
||||
expect(reward.items.length).toBeGreaterThan(0);
|
||||
expect(reward.items[0]?.runtimeMetadata?.generationChannel).toBe('npc_reward');
|
||||
expect(reward.storyHint).toBeTruthy();
|
||||
});
|
||||
});
|
||||
2485
src/data/npcInteractions.ts
Normal file
2485
src/data/npcInteractions.ts
Normal file
File diff suppressed because it is too large
Load Diff
34
src/data/npcLayoutConfig.json
Normal file
34
src/data/npcLayoutConfig.json
Normal file
@@ -0,0 +1,34 @@
|
||||
{
|
||||
"body": {
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"head": {
|
||||
"x": 0,
|
||||
"y": 1
|
||||
},
|
||||
"facialHair": {
|
||||
"x": 0,
|
||||
"y": 1
|
||||
},
|
||||
"hair": {
|
||||
"x": 0,
|
||||
"y": 1
|
||||
},
|
||||
"headgear": {
|
||||
"x": 0,
|
||||
"y": -3
|
||||
},
|
||||
"hand": {
|
||||
"x": -7,
|
||||
"y": 7
|
||||
},
|
||||
"mainHand": {
|
||||
"x": -8,
|
||||
"y": -10
|
||||
},
|
||||
"offHand": {
|
||||
"x": 5,
|
||||
"y": 8
|
||||
}
|
||||
}
|
||||
28
src/data/npcVisualOverrides.json
Normal file
28
src/data/npcVisualOverrides.json
Normal file
@@ -0,0 +1,28 @@
|
||||
{
|
||||
"wuxia-npc-gate-disciple": {
|
||||
"race": "human",
|
||||
"bodySrc": "/character/MedievalFantasyCharacters/sprites/Characters/body/body_blue.png",
|
||||
"headSrc": "/character/MedievalFantasyCharacters/sprites/Characters/human/head/human_head_skin_1.png",
|
||||
"hairSrc": "/character/MedievalFantasyCharacters/sprites/Characters/human/hair/hairstyle/human_hair_2.png",
|
||||
"handSrc": "/character/MedievalFantasyCharacters/sprites/Characters/human/hand/human_hand.png",
|
||||
"headgear": {
|
||||
"src": "/character/MedievalFantasyCharacters/sprites/wardrobe/metal/metal_blue.png",
|
||||
"frameIndex": 15,
|
||||
"columns": 10
|
||||
},
|
||||
"mainHand": {
|
||||
"src": "/character/MedievalFantasyCharacters/sprites/weapons/melee weapons/polearm.png",
|
||||
"frameIndex": 8,
|
||||
"columns": 7
|
||||
},
|
||||
"offHand": {
|
||||
"src": "/character/MedievalFantasyCharacters/sprites/weapons/melee weapons/shield.png",
|
||||
"frameIndex": 42,
|
||||
"columns": 7
|
||||
},
|
||||
"bodyFrames": [0, 1, 2, 3],
|
||||
"headFrame": 0,
|
||||
"hairFrame": 0,
|
||||
"handFrame": 0
|
||||
}
|
||||
}
|
||||
155
src/data/playerProgression.ts
Normal file
155
src/data/playerProgression.ts
Normal file
@@ -0,0 +1,155 @@
|
||||
import type { PlayerProgressionState } from '../types';
|
||||
|
||||
export interface LevelBenchmark {
|
||||
level: number;
|
||||
xpToNextLevel: number;
|
||||
cumulativeXpRequired: number;
|
||||
referenceStrength: number;
|
||||
baseHp: number;
|
||||
baseMana: number;
|
||||
baselineDamageScale: number;
|
||||
}
|
||||
|
||||
export const MAX_PLAYER_LEVEL = 20;
|
||||
|
||||
function clampNonNegativeInteger(value: unknown) {
|
||||
if (typeof value !== 'number' || !Number.isFinite(value)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Math.max(0, Math.floor(value));
|
||||
}
|
||||
|
||||
function clampLevel(value: unknown) {
|
||||
if (typeof value !== 'number' || !Number.isFinite(value)) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
return Math.min(MAX_PLAYER_LEVEL, Math.max(1, Math.floor(value)));
|
||||
}
|
||||
|
||||
function roundMetric(value: number, digits = 3) {
|
||||
return Number(value.toFixed(digits));
|
||||
}
|
||||
|
||||
function computeXpToNextLevel(level: number) {
|
||||
const scale = Math.max(0, level - 1);
|
||||
return 60 + 20 * scale + 8 * scale * scale;
|
||||
}
|
||||
|
||||
function buildLevelBenchmarks(maxLevel: number) {
|
||||
const benchmarks: LevelBenchmark[] = [];
|
||||
let cumulativeXpRequired = 0;
|
||||
|
||||
for (let level = 1; level <= maxLevel; level += 1) {
|
||||
const scale = level - 1;
|
||||
const xpToNextLevel = level >= maxLevel ? 0 : computeXpToNextLevel(level);
|
||||
|
||||
benchmarks.push({
|
||||
level,
|
||||
xpToNextLevel,
|
||||
cumulativeXpRequired,
|
||||
referenceStrength: 100 + 16 * scale + 6 * scale * scale,
|
||||
baseHp: 180 + 24 * scale + 10 * scale * scale,
|
||||
baseMana: 80 + 14 * scale + 6 * scale * scale,
|
||||
baselineDamageScale: roundMetric(1 + 0.12 * scale + 0.03 * scale * scale),
|
||||
});
|
||||
|
||||
cumulativeXpRequired += xpToNextLevel;
|
||||
}
|
||||
|
||||
return benchmarks;
|
||||
}
|
||||
|
||||
const LEVEL_BENCHMARKS = buildLevelBenchmarks(MAX_PLAYER_LEVEL);
|
||||
const LEVEL_BENCHMARKS_BY_LEVEL = new Map(
|
||||
LEVEL_BENCHMARKS.map((benchmark) => [benchmark.level, benchmark]),
|
||||
);
|
||||
|
||||
export function getLevelBenchmark(level: number) {
|
||||
return (
|
||||
LEVEL_BENCHMARKS_BY_LEVEL.get(clampLevel(level)) ?? LEVEL_BENCHMARKS[0]!
|
||||
);
|
||||
}
|
||||
|
||||
export function getPlayerXpToNextLevel(level: number) {
|
||||
return getLevelBenchmark(level).xpToNextLevel;
|
||||
}
|
||||
|
||||
function resolveLevelFromTotalXp(totalXp: number) {
|
||||
let resolvedLevel = 1;
|
||||
|
||||
for (let level = 2; level <= MAX_PLAYER_LEVEL; level += 1) {
|
||||
if (totalXp < getLevelBenchmark(level).cumulativeXpRequired) {
|
||||
break;
|
||||
}
|
||||
|
||||
resolvedLevel = level;
|
||||
}
|
||||
|
||||
return resolvedLevel;
|
||||
}
|
||||
|
||||
function buildProgressionStateFromTotalXp(
|
||||
totalXp: number,
|
||||
lastGrantedSource: PlayerProgressionState['lastGrantedSource'] = null,
|
||||
): PlayerProgressionState {
|
||||
const normalizedTotalXp = clampNonNegativeInteger(totalXp);
|
||||
const level = resolveLevelFromTotalXp(normalizedTotalXp);
|
||||
const benchmark = getLevelBenchmark(level);
|
||||
|
||||
if (level >= MAX_PLAYER_LEVEL) {
|
||||
return {
|
||||
level,
|
||||
currentLevelXp: 0,
|
||||
totalXp: normalizedTotalXp,
|
||||
xpToNextLevel: 0,
|
||||
pendingLevelUps: 0,
|
||||
lastGrantedSource,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
level,
|
||||
currentLevelXp: Math.max(
|
||||
0,
|
||||
normalizedTotalXp - benchmark.cumulativeXpRequired,
|
||||
),
|
||||
totalXp: normalizedTotalXp,
|
||||
xpToNextLevel: benchmark.xpToNextLevel,
|
||||
pendingLevelUps: 0,
|
||||
lastGrantedSource,
|
||||
};
|
||||
}
|
||||
|
||||
export function createInitialPlayerProgressionState(): PlayerProgressionState {
|
||||
return buildProgressionStateFromTotalXp(0);
|
||||
}
|
||||
|
||||
export function normalizePlayerProgressionState(
|
||||
value: Partial<PlayerProgressionState> | null | undefined,
|
||||
): PlayerProgressionState {
|
||||
if (!value) {
|
||||
return createInitialPlayerProgressionState();
|
||||
}
|
||||
|
||||
const explicitLevel = clampLevel(value.level);
|
||||
const explicitCurrentLevelXp = clampNonNegativeInteger(value.currentLevelXp);
|
||||
const totalXp = clampNonNegativeInteger(value.totalXp);
|
||||
const hasExplicitProgress = explicitLevel > 1 || explicitCurrentLevelXp > 0;
|
||||
const derivedTotalXp =
|
||||
totalXp > 0 || !hasExplicitProgress
|
||||
? totalXp
|
||||
: getLevelBenchmark(explicitLevel).cumulativeXpRequired +
|
||||
Math.min(explicitCurrentLevelXp, getPlayerXpToNextLevel(explicitLevel));
|
||||
const lastGrantedSource =
|
||||
value.lastGrantedSource === 'quest' ||
|
||||
value.lastGrantedSource === 'hostile_npc'
|
||||
? value.lastGrantedSource
|
||||
: null;
|
||||
|
||||
return {
|
||||
...buildProgressionStateFromTotalXp(derivedTotalXp, lastGrantedSource),
|
||||
pendingLevelUps: clampNonNegativeInteger(value.pendingLevelUps),
|
||||
};
|
||||
}
|
||||
275
src/data/questFlow.test.ts
Normal file
275
src/data/questFlow.test.ts
Normal file
@@ -0,0 +1,275 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import type { QuestLogEntry, QuestStep, ScenePresetInfo } from '../types';
|
||||
import { WorldType } from '../types';
|
||||
import {
|
||||
applyQuestProgressFromHostileNpcDefeat,
|
||||
applyQuestProgressFromNpcTalk,
|
||||
buildChapterQuestForScene,
|
||||
buildQuestForEncounter,
|
||||
isQuestReadyToClaim,
|
||||
normalizeQuestLogEntries,
|
||||
} from './questFlow';
|
||||
|
||||
const TEST_SCENE = {
|
||||
id: 'forest_path',
|
||||
name: 'Forest Path',
|
||||
description: 'A narrow trail with fresh claw marks.',
|
||||
npcs: [
|
||||
{
|
||||
id: 'hostile-wolf-alpha',
|
||||
name: '狼王',
|
||||
description: 'A hostile wolf alpha.',
|
||||
avatar: '狼',
|
||||
role: '敌对角色',
|
||||
monsterPresetId: 'wolf_alpha',
|
||||
initialAffinity: -40,
|
||||
hostile: true,
|
||||
},
|
||||
],
|
||||
treasureHints: [],
|
||||
} satisfies Pick<
|
||||
ScenePresetInfo,
|
||||
'id' | 'name' | 'description' | 'npcs' | 'treasureHints'
|
||||
>;
|
||||
|
||||
const CHAPTER_SCENE = {
|
||||
id: 'palace_court',
|
||||
name: '宫苑内庭',
|
||||
description: '回廊深处静得过分,花木修得齐整,却处处像埋着王庭旧案。',
|
||||
npcs: [
|
||||
{
|
||||
id: 'npc-maid',
|
||||
name: '旧宫侍女',
|
||||
description: '她总知道哪条回廊最近不该过去。',
|
||||
avatar: '侍',
|
||||
role: '宫人',
|
||||
initialAffinity: 8,
|
||||
hostile: false,
|
||||
},
|
||||
{
|
||||
id: 'hostile-guard',
|
||||
name: '旧宫戍影',
|
||||
description: '巡行在回廊深处的敌影。',
|
||||
avatar: '戍',
|
||||
role: '敌对角色',
|
||||
monsterPresetId: 'monster-11',
|
||||
initialAffinity: -40,
|
||||
hostile: true,
|
||||
},
|
||||
],
|
||||
treasureHints: ['回廊暗格里的香囊', '花圃石座下的旧金牌'],
|
||||
} satisfies Pick<
|
||||
ScenePresetInfo,
|
||||
'id' | 'name' | 'description' | 'npcs' | 'treasureHints'
|
||||
>;
|
||||
|
||||
const OVERRIDDEN_SCENE = {
|
||||
id: 'wuxia-palace-court',
|
||||
name: '宫苑内庭',
|
||||
description: '回廊深处静得过分,花木修得齐整,却处处像埋着王庭旧案。',
|
||||
npcs: [
|
||||
{
|
||||
id: 'wuxia-npc-maid',
|
||||
name: '旧宫侍女',
|
||||
description: '嘴上说得少,却总知道哪条回廊最近不该过去。',
|
||||
avatar: '侍',
|
||||
role: '宫人',
|
||||
initialAffinity: 8,
|
||||
hostile: false,
|
||||
},
|
||||
{
|
||||
id: 'hostile-guard',
|
||||
name: '旧宫戍影',
|
||||
description: '巡行在回廊深处的敌影。',
|
||||
avatar: '戍',
|
||||
role: '敌对角色',
|
||||
monsterPresetId: 'monster-11',
|
||||
initialAffinity: -40,
|
||||
hostile: true,
|
||||
},
|
||||
],
|
||||
treasureHints: ['回廊暗格里的香囊', '花圃石座下的旧金牌'],
|
||||
} satisfies Pick<
|
||||
ScenePresetInfo,
|
||||
'id' | 'name' | 'description' | 'npcs' | 'treasureHints'
|
||||
>;
|
||||
|
||||
function requireStep(quest: QuestLogEntry, stepId: string): QuestStep {
|
||||
const step = quest.steps?.find((item) => item.id === stepId);
|
||||
expect(step).toBeTruthy();
|
||||
return step!;
|
||||
}
|
||||
|
||||
describe('questFlow', () => {
|
||||
it('builds a staged quest contract for an encounter preview', () => {
|
||||
const quest = buildQuestForEncounter({
|
||||
issuerNpcId: 'npc_scout',
|
||||
issuerNpcName: 'Scout Lin',
|
||||
roleText: 'tracker',
|
||||
scene: TEST_SCENE,
|
||||
worldType: WorldType.WUXIA,
|
||||
currentQuests: [],
|
||||
});
|
||||
|
||||
expect(quest).toBeTruthy();
|
||||
expect(quest?.steps).toHaveLength(2);
|
||||
expect(quest?.objective.kind).toBe('defeat_hostile_npc');
|
||||
expect(requireStep(quest!, 'step_primary').kind).toBe('defeat_hostile_npc');
|
||||
expect(requireStep(quest!, 'step_report_back').kind).toBe('talk_to_npc');
|
||||
expect(quest?.status).toBe('active');
|
||||
expect(quest?.reward.experience).toBeGreaterThan(0);
|
||||
expect(quest?.rewardText).toContain('经验 +');
|
||||
expect(quest?.reward.items[0]?.runtimeMetadata?.generationChannel).toBe(
|
||||
'quest_reward',
|
||||
);
|
||||
});
|
||||
|
||||
it('advances from primary objective to report-back step and then reward-ready', () => {
|
||||
const quest = buildQuestForEncounter({
|
||||
issuerNpcId: 'npc_scout',
|
||||
issuerNpcName: 'Scout Lin',
|
||||
roleText: 'tracker',
|
||||
scene: TEST_SCENE,
|
||||
worldType: WorldType.WUXIA,
|
||||
currentQuests: [],
|
||||
});
|
||||
expect(quest).toBeTruthy();
|
||||
|
||||
const afterBattle = applyQuestProgressFromHostileNpcDefeat(
|
||||
[quest!],
|
||||
TEST_SCENE.id,
|
||||
['wolf_alpha'],
|
||||
)[0];
|
||||
expect(afterBattle?.objective.kind).toBe('talk_to_npc');
|
||||
expect(afterBattle?.status).toBe('active');
|
||||
|
||||
const afterReport = applyQuestProgressFromNpcTalk(
|
||||
[afterBattle!],
|
||||
'npc_scout',
|
||||
)[0];
|
||||
expect(afterReport?.status).toBe('ready_to_turn_in');
|
||||
expect(isQuestReadyToClaim(afterReport!)).toBe(true);
|
||||
});
|
||||
|
||||
it('normalizes legacy single-objective quests into step-aware entries', () => {
|
||||
const normalized = normalizeQuestLogEntries([
|
||||
{
|
||||
id: 'legacy',
|
||||
issuerNpcId: 'npc_scout',
|
||||
issuerNpcName: 'Scout Lin',
|
||||
sceneId: TEST_SCENE.id,
|
||||
title: 'Legacy Quest',
|
||||
description: 'Legacy description',
|
||||
summary: 'Legacy summary',
|
||||
objective: {
|
||||
kind: 'inspect_treasure',
|
||||
targetSceneId: TEST_SCENE.id,
|
||||
requiredCount: 1,
|
||||
},
|
||||
progress: 1,
|
||||
status: 'completed',
|
||||
completionNotified: false,
|
||||
reward: {
|
||||
affinityBonus: 10,
|
||||
currency: 20,
|
||||
experience: 0,
|
||||
items: [],
|
||||
},
|
||||
rewardText: 'Legacy reward text',
|
||||
},
|
||||
])[0];
|
||||
|
||||
expect(normalized?.steps).toHaveLength(1);
|
||||
expect(normalized?.steps?.[0]?.kind).toBe('inspect_treasure');
|
||||
expect(normalized?.status).toBe('completed');
|
||||
expect(normalized?.progress).toBe(1);
|
||||
});
|
||||
|
||||
it('builds a scene chapter quest that reuses staged quest steps', () => {
|
||||
const quest = buildChapterQuestForScene({
|
||||
scene: CHAPTER_SCENE,
|
||||
worldType: WorldType.WUXIA,
|
||||
});
|
||||
|
||||
expect(quest).toBeTruthy();
|
||||
expect(quest?.chapterId).toBe('chapter:scene:palace_court');
|
||||
expect(quest?.sceneId).toBe('palace_court');
|
||||
expect(quest?.reward.experience).toBeGreaterThan(0);
|
||||
expect(quest?.steps?.map((step) => step.kind)).toEqual([
|
||||
'talk_to_npc',
|
||||
'defeat_hostile_npc',
|
||||
'talk_to_npc',
|
||||
]);
|
||||
});
|
||||
|
||||
it('uses sceneTaskDescription as first-entry chapter quest context', () => {
|
||||
const quest = buildChapterQuestForScene({
|
||||
scene: CHAPTER_SCENE,
|
||||
worldType: WorldType.WUXIA,
|
||||
sceneChapterContext: {
|
||||
sceneTaskDescription: '首次进入宫苑内庭时,追查旧宫戍影为何守住回廊暗格。',
|
||||
actEventDescriptions: ['旧宫侍女先指出回廊暗格。'],
|
||||
primaryNpcName: '旧宫侍女',
|
||||
},
|
||||
});
|
||||
|
||||
expect(quest?.description).toBe(
|
||||
'首次进入宫苑内庭时,追查旧宫戍影为何守住回廊暗格。',
|
||||
);
|
||||
expect(quest?.narrativeBinding.dramaticNeed).toBe(
|
||||
'首次进入宫苑内庭时,追查旧宫戍影为何守住回廊暗格。',
|
||||
);
|
||||
expect(quest?.narrativeBinding.playerHook).toContain('旧宫侍女');
|
||||
expect(quest?.narrativeBinding.followupHooks).toContain(
|
||||
'旧宫侍女先指出回廊暗格。',
|
||||
);
|
||||
});
|
||||
|
||||
it('lets scene chapter quests advance through npc talk and scene pressure steps', () => {
|
||||
const quest = buildChapterQuestForScene({
|
||||
scene: CHAPTER_SCENE,
|
||||
worldType: WorldType.WUXIA,
|
||||
});
|
||||
expect(quest).toBeTruthy();
|
||||
|
||||
const afterOpeningTalk = applyQuestProgressFromNpcTalk(
|
||||
[quest!],
|
||||
'npc-maid',
|
||||
)[0];
|
||||
expect(afterOpeningTalk?.objective.kind).toBe('defeat_hostile_npc');
|
||||
|
||||
const afterPressure = applyQuestProgressFromHostileNpcDefeat(
|
||||
[afterOpeningTalk!],
|
||||
CHAPTER_SCENE.id,
|
||||
['monster-11'],
|
||||
)[0];
|
||||
expect(afterPressure?.objective.kind).toBe('talk_to_npc');
|
||||
|
||||
const afterTurningTalk = applyQuestProgressFromNpcTalk(
|
||||
[afterPressure!],
|
||||
'npc-maid',
|
||||
)[0];
|
||||
expect(afterTurningTalk?.status).toBe('ready_to_turn_in');
|
||||
expect(isQuestReadyToClaim(afterTurningTalk!)).toBe(true);
|
||||
});
|
||||
|
||||
it('uses scene chapter overrides to prefer investigation beats on key scenes', () => {
|
||||
const quest = buildChapterQuestForScene({
|
||||
scene: OVERRIDDEN_SCENE,
|
||||
worldType: WorldType.WUXIA,
|
||||
});
|
||||
|
||||
expect(quest).toBeTruthy();
|
||||
expect(quest?.title).toBe('查清内庭旧痕');
|
||||
expect(requireStep(quest!, 'step_scene_pressure').kind).toBe(
|
||||
'inspect_treasure',
|
||||
);
|
||||
expect(requireStep(quest!, 'step_scene_pressure').title).toBe(
|
||||
'调查回廊暗格',
|
||||
);
|
||||
expect(requireStep(quest!, 'step_scene_turning').title).toBe(
|
||||
'拿旧金牌去对问侍女',
|
||||
);
|
||||
});
|
||||
});
|
||||
1855
src/data/questFlow.ts
Normal file
1855
src/data/questFlow.ts
Normal file
File diff suppressed because it is too large
Load Diff
277
src/data/runtimeItemCompiler.ts
Normal file
277
src/data/runtimeItemCompiler.ts
Normal file
@@ -0,0 +1,277 @@
|
||||
import type {
|
||||
InventoryItem,
|
||||
ItemBuildProfile,
|
||||
ItemRarity,
|
||||
ItemStatProfile,
|
||||
ItemUseProfile,
|
||||
RuntimeItemAiIntent,
|
||||
RuntimeItemCompileBudget,
|
||||
RuntimeItemGenerationContext,
|
||||
RuntimeItemPlan,
|
||||
TimedBuildBuff,
|
||||
} from '../types';
|
||||
import {normalizeBuildRole, normalizeBuildTags} from './buildTags';
|
||||
|
||||
const RARITY_ORDER: ItemRarity[] = ['common', 'uncommon', 'rare', 'epic', 'legendary'];
|
||||
|
||||
function clampIndex(index: number) {
|
||||
return Math.max(0, Math.min(RARITY_ORDER.length - 1, index));
|
||||
}
|
||||
|
||||
function hashText(value: string) {
|
||||
let hash = 0;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
hash = ((hash << 5) - hash) + value.charCodeAt(index);
|
||||
hash |= 0;
|
||||
}
|
||||
return Math.abs(hash);
|
||||
}
|
||||
|
||||
function buildStructuralTags(plan: RuntimeItemPlan) {
|
||||
switch (plan.itemKind) {
|
||||
case 'equipment':
|
||||
return ['weapon'];
|
||||
case 'relic':
|
||||
return ['relic'];
|
||||
case 'material':
|
||||
return ['material'];
|
||||
case 'consumable':
|
||||
return ['consumable'];
|
||||
case 'quest':
|
||||
return ['relic'];
|
||||
default:
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
function resolveEquipmentSlotId(plan: RuntimeItemPlan) {
|
||||
if (plan.itemKind === 'equipment') {
|
||||
if (plan.targetBuildDirection.includes('守御') || plan.targetBuildDirection.includes('护体')) {
|
||||
return 'armor' as const;
|
||||
}
|
||||
return 'weapon' as const;
|
||||
}
|
||||
|
||||
if (plan.itemKind === 'relic' || plan.itemKind === 'quest') {
|
||||
return 'relic' as const;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
function resolveCategory(plan: RuntimeItemPlan) {
|
||||
switch (plan.itemKind) {
|
||||
case 'equipment':
|
||||
return resolveEquipmentSlotId(plan) === 'armor' ? '护甲' : '武器';
|
||||
case 'consumable':
|
||||
return '消耗品';
|
||||
case 'material':
|
||||
return '材料';
|
||||
case 'quest':
|
||||
return '专属物';
|
||||
default:
|
||||
return '稀有品';
|
||||
}
|
||||
}
|
||||
|
||||
function buildRuntimeBudget(
|
||||
context: RuntimeItemGenerationContext,
|
||||
plan: RuntimeItemPlan,
|
||||
seedKey: string,
|
||||
): RuntimeItemCompileBudget {
|
||||
const seed = hashText(`${context.generationChannel}:${seedKey}:${plan.slot}:${plan.itemKind}`);
|
||||
const channelBaseIndex = context.generationChannel === 'quest_reward'
|
||||
? 2
|
||||
: context.generationChannel === 'treasure'
|
||||
? 1
|
||||
: context.generationChannel === 'monster_drop'
|
||||
? 0
|
||||
: 1;
|
||||
const slotBonus = plan.slot === 'primary' ? 1 : 0;
|
||||
const permanenceBonus = plan.permanence === 'permanent' ? 1 : 0;
|
||||
const rarityIndex = clampIndex(channelBaseIndex + slotBonus + permanenceBonus + (seed % 2));
|
||||
const rarity = RARITY_ORDER[rarityIndex] ?? 'common';
|
||||
|
||||
return {
|
||||
rarity,
|
||||
buildTagLimit: rarity === 'legendary' ? 2 : rarity === 'epic' || rarity === 'rare' ? 2 : 1,
|
||||
timedBuffTagLimit: rarity === 'legendary' ? 3 : rarity === 'epic' || rarity === 'rare' ? 2 : 1,
|
||||
timedBuffDuration: rarity === 'legendary' ? 3 : rarity === 'epic' ? 3 : 2,
|
||||
statBudgetTier: rarityIndex + 1,
|
||||
};
|
||||
}
|
||||
|
||||
function buildTimedBuffs(
|
||||
itemId: string,
|
||||
intent: RuntimeItemAiIntent,
|
||||
budget: RuntimeItemCompileBudget,
|
||||
): TimedBuildBuff[] {
|
||||
const tags = normalizeBuildTags(intent.desiredBuildTags, budget.timedBuffTagLimit);
|
||||
if (tags.length <= 0) return [];
|
||||
|
||||
return [{
|
||||
id: `${itemId}:buff`,
|
||||
sourceType: 'item',
|
||||
sourceId: itemId,
|
||||
name: `${tags[0]}增益`,
|
||||
tags,
|
||||
durationTurns: budget.timedBuffDuration,
|
||||
}];
|
||||
}
|
||||
|
||||
function buildUseProfile(
|
||||
plan: RuntimeItemPlan,
|
||||
intent: RuntimeItemAiIntent,
|
||||
budget: RuntimeItemCompileBudget,
|
||||
itemId: string,
|
||||
): ItemUseProfile | null {
|
||||
if (plan.itemKind !== 'consumable' && plan.permanence === 'permanent') return null;
|
||||
|
||||
const useProfile: ItemUseProfile = {};
|
||||
|
||||
if (intent.desiredFunctionalBias.includes('heal')) {
|
||||
useProfile.hpRestore = 16 + budget.statBudgetTier * 10;
|
||||
}
|
||||
if (intent.desiredFunctionalBias.includes('mana')) {
|
||||
useProfile.manaRestore = 14 + budget.statBudgetTier * 8;
|
||||
}
|
||||
if (intent.desiredFunctionalBias.includes('cooldown')) {
|
||||
useProfile.cooldownReduction = budget.rarity === 'legendary' || budget.rarity === 'epic' ? 1 : 0;
|
||||
}
|
||||
if (plan.permanence === 'timed' || plan.itemKind === 'consumable') {
|
||||
useProfile.buildBuffs = buildTimedBuffs(itemId, intent, budget);
|
||||
}
|
||||
|
||||
if (
|
||||
(useProfile.hpRestore ?? 0) <= 0
|
||||
&& (useProfile.manaRestore ?? 0) <= 0
|
||||
&& (useProfile.cooldownReduction ?? 0) <= 0
|
||||
&& (useProfile.buildBuffs?.length ?? 0) <= 0
|
||||
) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return useProfile;
|
||||
}
|
||||
|
||||
function buildStatProfile(
|
||||
plan: RuntimeItemPlan,
|
||||
intent: RuntimeItemAiIntent,
|
||||
budget: RuntimeItemCompileBudget,
|
||||
): ItemStatProfile | null {
|
||||
if (plan.itemKind === 'material') return null;
|
||||
|
||||
const statProfile: ItemStatProfile = {};
|
||||
const tier = budget.statBudgetTier;
|
||||
|
||||
if (plan.itemKind === 'equipment' || plan.itemKind === 'relic' || plan.itemKind === 'quest') {
|
||||
if (intent.desiredFunctionalBias.includes('guard') || plan.targetBuildDirection.includes('守御')) {
|
||||
statProfile.maxHpBonus = 6 * tier + (plan.itemKind === 'equipment' ? 10 : 4);
|
||||
statProfile.incomingDamageMultiplier = Number(Math.max(0.84, 1 - tier * 0.03).toFixed(2));
|
||||
}
|
||||
if (intent.desiredFunctionalBias.includes('mana') || plan.targetBuildDirection.includes('法力')) {
|
||||
statProfile.maxManaBonus = 8 * tier + (plan.itemKind === 'relic' ? 10 : 0);
|
||||
}
|
||||
if (intent.desiredFunctionalBias.includes('damage') || plan.targetBuildDirection.length > 0) {
|
||||
statProfile.outgoingDamageBonus = Number((0.03 * tier).toFixed(2));
|
||||
}
|
||||
}
|
||||
|
||||
if (Object.keys(statProfile).length <= 0) return null;
|
||||
return statProfile;
|
||||
}
|
||||
|
||||
function buildProfile(
|
||||
plan: RuntimeItemPlan,
|
||||
intent: RuntimeItemAiIntent,
|
||||
budget: RuntimeItemCompileBudget,
|
||||
): ItemBuildProfile | null {
|
||||
if (plan.permanence !== 'permanent' || (plan.itemKind !== 'equipment' && plan.itemKind !== 'relic' && plan.itemKind !== 'quest')) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const tags = normalizeBuildTags(intent.desiredBuildTags, budget.buildTagLimit);
|
||||
if (tags.length <= 0) return null;
|
||||
|
||||
return {
|
||||
role: normalizeBuildRole(tags[0]),
|
||||
tags,
|
||||
synergy: normalizeBuildTags([
|
||||
...plan.targetBuildDirection,
|
||||
...intent.desiredBuildTags,
|
||||
], 3),
|
||||
craftTags: tags,
|
||||
forgeRank: 0,
|
||||
};
|
||||
}
|
||||
|
||||
function buildValue(
|
||||
budget: RuntimeItemCompileBudget,
|
||||
plan: RuntimeItemPlan,
|
||||
) {
|
||||
const baseValue = {
|
||||
common: 18,
|
||||
uncommon: 32,
|
||||
rare: 52,
|
||||
epic: 80,
|
||||
legendary: 118,
|
||||
}[budget.rarity];
|
||||
|
||||
if (plan.itemKind === 'material') return baseValue - 8;
|
||||
if (plan.itemKind === 'consumable') return baseValue - 4;
|
||||
if (plan.itemKind === 'quest') return baseValue + 12;
|
||||
return baseValue;
|
||||
}
|
||||
|
||||
function buildItemTags(
|
||||
plan: RuntimeItemPlan,
|
||||
intent: RuntimeItemAiIntent,
|
||||
budget: RuntimeItemCompileBudget,
|
||||
) {
|
||||
const tags = [
|
||||
...buildStructuralTags(plan),
|
||||
...normalizeBuildTags(intent.desiredBuildTags, budget.buildTagLimit + 1),
|
||||
];
|
||||
|
||||
if (intent.desiredFunctionalBias.includes('heal')) tags.push('healing');
|
||||
if (intent.desiredFunctionalBias.includes('mana')) tags.push('mana');
|
||||
if (resolveEquipmentSlotId(plan) === 'armor') tags.push('armor');
|
||||
if (resolveEquipmentSlotId(plan) === 'weapon') tags.push('weapon');
|
||||
if (resolveEquipmentSlotId(plan) === 'relic') tags.push('relic');
|
||||
|
||||
return [...new Set(tags.filter(Boolean))];
|
||||
}
|
||||
|
||||
export function compileRuntimeItem(params: {
|
||||
seedKey: string;
|
||||
context: RuntimeItemGenerationContext;
|
||||
plan: RuntimeItemPlan;
|
||||
intent: RuntimeItemAiIntent;
|
||||
}) {
|
||||
const {seedKey, context, plan, intent} = params;
|
||||
const budget = buildRuntimeBudget(context, plan, seedKey);
|
||||
const itemId = `runtime:${context.generationChannel}:${hashText(seedKey).toString(36)}`;
|
||||
const runtimeMetadata = {
|
||||
origin: 'ai_compiled' as const,
|
||||
generationChannel: context.generationChannel,
|
||||
seedKey,
|
||||
relationAnchor: plan.relationAnchor,
|
||||
sourceReason: intent.reasonToAppear,
|
||||
recentEventHook: context.recentActions[0],
|
||||
};
|
||||
|
||||
return {
|
||||
id: itemId,
|
||||
category: resolveCategory(plan),
|
||||
name: intent.shortNameSeed || '未命名秘物',
|
||||
quantity: 1,
|
||||
rarity: budget.rarity,
|
||||
tags: buildItemTags(plan, intent, budget),
|
||||
equipmentSlotId: resolveEquipmentSlotId(plan),
|
||||
statProfile: buildStatProfile(plan, intent, budget),
|
||||
useProfile: buildUseProfile(plan, intent, budget, itemId),
|
||||
buildProfile: buildProfile(plan, intent, budget),
|
||||
value: buildValue(budget, plan),
|
||||
runtimeMetadata,
|
||||
} satisfies InventoryItem;
|
||||
}
|
||||
342
src/data/runtimeItemContext.ts
Normal file
342
src/data/runtimeItemContext.ts
Normal file
@@ -0,0 +1,342 @@
|
||||
import type {QuestGenerationContext} from '../services/aiTypes';
|
||||
import {
|
||||
buildFallbackActorNarrativeProfile,
|
||||
normalizeActorNarrativeProfile,
|
||||
} from '../services/storyEngine/actorNarrativeProfile';
|
||||
import { buildThemePackFromWorldProfile } from '../services/storyEngine/themePack';
|
||||
import { buildFallbackWorldStoryGraph } from '../services/storyEngine/worldStoryGraph';
|
||||
import type {
|
||||
EquipmentLoadout,
|
||||
GameState,
|
||||
RuntimeItemGenerationChannel,
|
||||
RuntimeItemGenerationContext,
|
||||
ScenePresetInfo,
|
||||
} from '../types';
|
||||
import {getCharacterCombatTags, getTimedBuildBuffTags, normalizeBuildTags} from './buildTags';
|
||||
|
||||
type GapDefinition = {
|
||||
id: string;
|
||||
tags: string[];
|
||||
};
|
||||
|
||||
const BUILD_GAP_DEFINITIONS: GapDefinition[] = [
|
||||
{id: 'survival_gap', tags: ['守御', '护体', '回复', '续战']},
|
||||
{id: 'mana_gap', tags: ['法力', '冷却', '护持', '过载']},
|
||||
{id: 'finisher_gap', tags: ['爆发', '重击', '追击', '压制']},
|
||||
{id: 'mobility_gap', tags: ['突进', '快袭', '风行', '游击']},
|
||||
{id: 'control_gap', tags: ['控场', '符阵', '镇邪', '反击']},
|
||||
];
|
||||
|
||||
function dedupeStrings(values: Array<string | null | undefined | false>) {
|
||||
return [...new Set(
|
||||
values
|
||||
.map(value => typeof value === 'string' ? value.trim() : '')
|
||||
.filter(Boolean),
|
||||
)];
|
||||
}
|
||||
|
||||
function collectLoadoutBuildTags(loadout: EquipmentLoadout | null | undefined) {
|
||||
if (!loadout) return [] as string[];
|
||||
|
||||
return normalizeBuildTags([
|
||||
...(loadout.weapon?.buildProfile?.tags ?? []),
|
||||
loadout.weapon?.buildProfile?.role ?? '',
|
||||
...(loadout.armor?.buildProfile?.tags ?? []),
|
||||
loadout.armor?.buildProfile?.role ?? '',
|
||||
...(loadout.relic?.buildProfile?.tags ?? []),
|
||||
loadout.relic?.buildProfile?.role ?? '',
|
||||
], 6);
|
||||
}
|
||||
|
||||
function buildSceneTags(scene: Pick<ScenePresetInfo, 'name' | 'description' | 'treasureHints'> | null) {
|
||||
if (!scene) return [] as string[];
|
||||
|
||||
const seedParts = dedupeStrings([
|
||||
scene.name,
|
||||
...(scene.treasureHints ?? []),
|
||||
]);
|
||||
|
||||
return seedParts
|
||||
.flatMap(part => part.split(/[、,。;:\s/]+/u))
|
||||
.map(part => part.trim())
|
||||
.filter(part => part.length >= 2)
|
||||
.slice(0, 8);
|
||||
}
|
||||
|
||||
function buildRecentStorySummary(lines: string[]) {
|
||||
if (lines.length <= 0) return '最近没有形成稳定的事件线索。';
|
||||
return lines.join(' / ');
|
||||
}
|
||||
|
||||
function buildRecentStoryLines(storyHistory: GameState['storyHistory']) {
|
||||
return storyHistory
|
||||
.slice(-4)
|
||||
.map(moment => moment.text.trim())
|
||||
.filter(Boolean)
|
||||
.slice(-3);
|
||||
}
|
||||
|
||||
function derivePlayerBuildGaps(playerBuildTags: string[]) {
|
||||
const tagSet = new Set(playerBuildTags);
|
||||
return BUILD_GAP_DEFINITIONS
|
||||
.filter(definition => definition.tags.filter(tag => tagSet.has(tag)).length <= 0)
|
||||
.map(definition => definition.id)
|
||||
.slice(0, 3);
|
||||
}
|
||||
|
||||
function resolveRelatedNpcNarrativeProfile(params: {
|
||||
customWorldProfile: GameState['customWorldProfile'];
|
||||
encounter: GameState['currentEncounter'];
|
||||
}) {
|
||||
const { customWorldProfile, encounter } = params;
|
||||
if (!customWorldProfile || !encounter || encounter.kind !== 'npc') {
|
||||
return null;
|
||||
}
|
||||
|
||||
const role =
|
||||
customWorldProfile.storyNpcs.find((npc) =>
|
||||
npc.id === encounter.id || npc.name === encounter.npcName,
|
||||
)
|
||||
?? customWorldProfile.playableNpcs.find((npc) =>
|
||||
npc.id === encounter.id || npc.name === encounter.npcName,
|
||||
);
|
||||
if (!role) {
|
||||
return encounter.narrativeProfile ?? null;
|
||||
}
|
||||
|
||||
const themePack =
|
||||
customWorldProfile.themePack ?? buildThemePackFromWorldProfile(customWorldProfile);
|
||||
const storyGraph =
|
||||
customWorldProfile.storyGraph
|
||||
?? buildFallbackWorldStoryGraph(customWorldProfile, themePack);
|
||||
|
||||
return normalizeActorNarrativeProfile(
|
||||
role.narrativeProfile,
|
||||
buildFallbackActorNarrativeProfile(role, storyGraph, themePack),
|
||||
);
|
||||
}
|
||||
|
||||
function resolveActiveThreadIds(params: {
|
||||
customWorldProfile: GameState['customWorldProfile'];
|
||||
relatedNpcNarrativeProfile: RuntimeItemGenerationContext['relatedNpcNarrativeProfile'];
|
||||
storyEngineMemory?: GameState['storyEngineMemory'] | QuestGenerationContext['activeThreadIds'];
|
||||
}) {
|
||||
const threadSource = params.storyEngineMemory;
|
||||
if (Array.isArray(threadSource) && threadSource.length > 0) {
|
||||
return threadSource.slice(0, 4);
|
||||
}
|
||||
|
||||
if (
|
||||
threadSource &&
|
||||
!Array.isArray(threadSource) &&
|
||||
threadSource.activeThreadIds?.length
|
||||
) {
|
||||
return threadSource.activeThreadIds.slice(0, 4);
|
||||
}
|
||||
|
||||
if (params.relatedNpcNarrativeProfile?.relatedThreadIds.length) {
|
||||
return params.relatedNpcNarrativeProfile.relatedThreadIds.slice(0, 4);
|
||||
}
|
||||
|
||||
if (!params.customWorldProfile) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const themePack =
|
||||
params.customWorldProfile.themePack
|
||||
?? buildThemePackFromWorldProfile(params.customWorldProfile);
|
||||
const storyGraph =
|
||||
params.customWorldProfile.storyGraph
|
||||
?? buildFallbackWorldStoryGraph(params.customWorldProfile, themePack);
|
||||
|
||||
return storyGraph.visibleThreads.slice(0, 3).map((thread) => thread.id);
|
||||
}
|
||||
|
||||
function buildBaseRuntimeContext(params: {
|
||||
worldType: GameState['worldType'];
|
||||
customWorldProfile: GameState['customWorldProfile'];
|
||||
scene: Pick<ScenePresetInfo, 'id' | 'name' | 'description' | 'treasureHints'> | null;
|
||||
encounter: GameState['currentEncounter'];
|
||||
relatedNpcState: GameState['npcStates'][string] | null;
|
||||
storyEngineMemory?: GameState['storyEngineMemory'] | QuestGenerationContext['activeThreadIds'];
|
||||
storyHistory: GameState['storyHistory'];
|
||||
playerCharacterId: string;
|
||||
playerBuildTags: string[];
|
||||
playerEquipmentTags: string[];
|
||||
generationChannel: RuntimeItemGenerationChannel;
|
||||
}) {
|
||||
const {
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
scene,
|
||||
encounter,
|
||||
relatedNpcState,
|
||||
storyEngineMemory,
|
||||
storyHistory,
|
||||
playerCharacterId,
|
||||
playerBuildTags,
|
||||
playerEquipmentTags,
|
||||
generationChannel,
|
||||
} = params;
|
||||
const recentStoryLines = buildRecentStoryLines(storyHistory);
|
||||
const relatedNpcNarrativeProfile = resolveRelatedNpcNarrativeProfile({
|
||||
customWorldProfile,
|
||||
encounter,
|
||||
});
|
||||
const activeThreadIds = resolveActiveThreadIds({
|
||||
customWorldProfile,
|
||||
relatedNpcNarrativeProfile,
|
||||
storyEngineMemory,
|
||||
});
|
||||
|
||||
return {
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
sceneId: scene?.id ?? null,
|
||||
sceneName: scene?.name ?? null,
|
||||
sceneDescription: scene?.description ?? null,
|
||||
sceneTags: buildSceneTags(scene),
|
||||
treasureHints: [...(scene?.treasureHints ?? [])],
|
||||
encounter: encounter ?? null,
|
||||
encounterNpcId: encounter?.id ?? encounter?.characterId ?? encounter?.monsterPresetId ?? encounter?.npcName ?? null,
|
||||
encounterNpcName: encounter?.npcName ?? null,
|
||||
encounterContextText: encounter?.context ?? null,
|
||||
relatedNpcState,
|
||||
relatedNpcNarrativeProfile,
|
||||
relatedScene: scene,
|
||||
recentStorySummary: buildRecentStorySummary(recentStoryLines),
|
||||
recentActions: recentStoryLines,
|
||||
activeThreadIds,
|
||||
playerCharacterId,
|
||||
playerBuildTags,
|
||||
playerBuildGaps: derivePlayerBuildGaps(playerBuildTags),
|
||||
playerEquipmentTags,
|
||||
generationChannel,
|
||||
} satisfies RuntimeItemGenerationContext;
|
||||
}
|
||||
|
||||
export function buildLooseRuntimeItemGenerationContext(params: {
|
||||
worldType: GameState['worldType'];
|
||||
customWorldProfile?: GameState['customWorldProfile'];
|
||||
scene?: Pick<ScenePresetInfo, 'id' | 'name' | 'description' | 'treasureHints'> | null;
|
||||
encounter?: GameState['currentEncounter'];
|
||||
relatedNpcState?: GameState['npcStates'][string] | null;
|
||||
storyHistory?: GameState['storyHistory'];
|
||||
playerCharacterId?: string;
|
||||
playerBuildTags?: string[];
|
||||
playerEquipmentTags?: string[];
|
||||
generationChannel: RuntimeItemGenerationChannel;
|
||||
}) {
|
||||
return buildBaseRuntimeContext({
|
||||
worldType: params.worldType,
|
||||
customWorldProfile: params.customWorldProfile ?? null,
|
||||
scene: params.scene ?? null,
|
||||
encounter: params.encounter ?? null,
|
||||
relatedNpcState: params.relatedNpcState ?? null,
|
||||
storyEngineMemory: params.customWorldProfile?.storyGraph?.visibleThreads.map((thread) => thread.id) ?? [],
|
||||
storyHistory: params.storyHistory ?? [],
|
||||
playerCharacterId: params.playerCharacterId ?? 'runtime-loose-player',
|
||||
playerBuildTags: params.playerBuildTags ?? [],
|
||||
playerEquipmentTags: params.playerEquipmentTags ?? [],
|
||||
generationChannel: params.generationChannel,
|
||||
});
|
||||
}
|
||||
|
||||
export function buildRuntimeItemGenerationContext(params: {
|
||||
state: GameState;
|
||||
generationChannel: RuntimeItemGenerationChannel;
|
||||
encounter?: GameState['currentEncounter'];
|
||||
scene?: GameState['currentScenePreset'];
|
||||
}) {
|
||||
const {state, generationChannel} = params;
|
||||
const encounter = params.encounter ?? state.currentEncounter;
|
||||
const scene = params.scene ?? state.currentScenePreset;
|
||||
const relatedNpcState = encounter
|
||||
? state.npcStates[encounter.id ?? encounter.npcName] ?? null
|
||||
: null;
|
||||
const playerBuildTags = state.playerCharacter
|
||||
? normalizeBuildTags([
|
||||
...getCharacterCombatTags(state.playerCharacter),
|
||||
...collectLoadoutBuildTags(state.playerEquipment),
|
||||
...getTimedBuildBuffTags(state.activeBuildBuffs),
|
||||
], 6)
|
||||
: [];
|
||||
|
||||
return buildBaseRuntimeContext({
|
||||
worldType: state.worldType,
|
||||
customWorldProfile: state.customWorldProfile,
|
||||
scene,
|
||||
encounter,
|
||||
relatedNpcState,
|
||||
storyEngineMemory: state.storyEngineMemory,
|
||||
storyHistory: state.storyHistory,
|
||||
playerCharacterId: state.playerCharacter?.id ?? 'unknown-player',
|
||||
playerBuildTags,
|
||||
playerEquipmentTags: collectLoadoutBuildTags(state.playerEquipment),
|
||||
generationChannel,
|
||||
});
|
||||
}
|
||||
|
||||
export function buildQuestRuntimeItemGenerationContext(params: {
|
||||
context: QuestGenerationContext;
|
||||
generationChannel?: RuntimeItemGenerationChannel;
|
||||
issuerNpcId: string;
|
||||
issuerNpcName: string;
|
||||
roleText: string;
|
||||
scene?: Pick<ScenePresetInfo, 'id' | 'name' | 'description' | 'treasureHints'> | null;
|
||||
}) {
|
||||
const {
|
||||
context,
|
||||
issuerNpcId,
|
||||
issuerNpcName,
|
||||
roleText,
|
||||
scene,
|
||||
generationChannel = 'quest_reward',
|
||||
} = params;
|
||||
const playerBuildTags = context.playerCharacter
|
||||
? normalizeBuildTags([
|
||||
...getCharacterCombatTags(context.playerCharacter),
|
||||
...collectLoadoutBuildTags(context.playerEquipment),
|
||||
], 6)
|
||||
: [];
|
||||
|
||||
return buildBaseRuntimeContext({
|
||||
worldType: context.worldType,
|
||||
customWorldProfile: context.customWorldProfile ?? null,
|
||||
scene: scene ?? (
|
||||
context.currentSceneName
|
||||
? {
|
||||
id: context.currentSceneId ?? '',
|
||||
name: context.currentSceneName,
|
||||
description: context.currentSceneDescription ?? '',
|
||||
treasureHints: [],
|
||||
}
|
||||
: null
|
||||
),
|
||||
encounter: {
|
||||
id: issuerNpcId,
|
||||
kind: 'npc',
|
||||
npcName: issuerNpcName,
|
||||
npcDescription: roleText,
|
||||
npcAvatar: '',
|
||||
context: roleText,
|
||||
},
|
||||
relatedNpcState: context.issuerAffinity == null
|
||||
? null
|
||||
: {
|
||||
affinity: context.issuerAffinity,
|
||||
helpUsed: false,
|
||||
chattedCount: 0,
|
||||
giftsGiven: 0,
|
||||
inventory: [],
|
||||
recruited: false,
|
||||
revealedFacts: [],
|
||||
},
|
||||
storyEngineMemory: context.activeThreadIds,
|
||||
storyHistory: context.recentStoryMoments ?? [],
|
||||
playerCharacterId: context.playerCharacter?.id ?? 'quest-player',
|
||||
playerBuildTags,
|
||||
playerEquipmentTags: collectLoadoutBuildTags(context.playerEquipment),
|
||||
generationChannel,
|
||||
});
|
||||
}
|
||||
123
src/data/runtimeItemDirector.test.ts
Normal file
123
src/data/runtimeItemDirector.test.ts
Normal file
@@ -0,0 +1,123 @@
|
||||
import {describe, expect, it} from 'vitest';
|
||||
|
||||
import {WorldType} from '../types';
|
||||
import {addInventoryItems} from './npcInteractions';
|
||||
import {
|
||||
buildLooseRuntimeItemGenerationContext,
|
||||
buildQuestRuntimeItemGenerationContext,
|
||||
} from './runtimeItemContext';
|
||||
import {buildDirectedRuntimeReward, buildRuntimeInventoryStock} from './runtimeItemDirector';
|
||||
|
||||
describe('runtime item director', () => {
|
||||
it('builds treasure rewards with runtime metadata and relation anchors', () => {
|
||||
const context = buildLooseRuntimeItemGenerationContext({
|
||||
worldType: WorldType.WUXIA,
|
||||
scene: {
|
||||
id: 'scene-ruins',
|
||||
name: '断碑古道',
|
||||
description: '碎碑与旧誓散落在路旁。',
|
||||
treasureHints: ['残匣', '旧祭火'],
|
||||
},
|
||||
encounter: {
|
||||
id: 'treasure-altar',
|
||||
kind: 'treasure',
|
||||
npcName: '断誓秘匣',
|
||||
npcDescription: '匣盖上留着未熄的旧印。',
|
||||
npcAvatar: '',
|
||||
context: '古道祭坛',
|
||||
},
|
||||
playerCharacterId: 'hero',
|
||||
playerBuildTags: ['快剑', '追击'],
|
||||
generationChannel: 'treasure',
|
||||
});
|
||||
|
||||
const reward = buildDirectedRuntimeReward(context, {
|
||||
seedKey: 'test:treasure',
|
||||
fixedKinds: ['relic', 'consumable'],
|
||||
fixedPermanence: ['permanent', 'timed'],
|
||||
itemCount: 2,
|
||||
});
|
||||
|
||||
expect(reward.primaryItem?.runtimeMetadata?.generationChannel).toBe('treasure');
|
||||
expect(reward.primaryItem?.runtimeMetadata?.relationAnchor?.type).toBe('npc');
|
||||
expect(reward.primaryItem?.name).not.toBe('未命名秘物');
|
||||
expect(reward.primaryItem?.runtimeMetadata?.storyFingerprint?.visibleClue).toBeTruthy();
|
||||
expect(reward.primaryItem?.runtimeMetadata?.storyFingerprint?.unresolvedQuestion).toBeTruthy();
|
||||
expect(reward.primaryItem?.description).toContain('适合当前局势里的临场构筑调整');
|
||||
});
|
||||
|
||||
it('keeps identity-sensitive runtime items separate when adding inventory', () => {
|
||||
const baseItem = buildRuntimeInventoryStock(
|
||||
buildLooseRuntimeItemGenerationContext({
|
||||
worldType: WorldType.WUXIA,
|
||||
encounter: {
|
||||
id: 'npc-blackmarket',
|
||||
kind: 'npc',
|
||||
npcName: '黑市牙人',
|
||||
npcDescription: '在阴影里兜售消息与暗器。',
|
||||
npcAvatar: '',
|
||||
context: '黑市',
|
||||
},
|
||||
playerCharacterId: 'hero',
|
||||
playerBuildTags: ['快袭', '风行'],
|
||||
generationChannel: 'npc_trade',
|
||||
}),
|
||||
{
|
||||
seedKey: 'test:stock',
|
||||
itemCount: 1,
|
||||
fixedKinds: ['relic'],
|
||||
fixedPermanence: ['permanent'],
|
||||
},
|
||||
)[0];
|
||||
|
||||
const secondItem = {
|
||||
...baseItem,
|
||||
id: `${baseItem.id}:variant`,
|
||||
runtimeMetadata: baseItem.runtimeMetadata
|
||||
? {
|
||||
...baseItem.runtimeMetadata,
|
||||
seedKey: `${baseItem.runtimeMetadata.seedKey}:variant`,
|
||||
}
|
||||
: null,
|
||||
};
|
||||
|
||||
const merged = addInventoryItems([], [baseItem, secondItem]);
|
||||
expect(merged).toHaveLength(2);
|
||||
});
|
||||
|
||||
it('can build quest-flavored runtime rewards from quest context', () => {
|
||||
const context = buildQuestRuntimeItemGenerationContext({
|
||||
context: {
|
||||
worldType: WorldType.XIANXIA,
|
||||
currentSceneId: 'scene-cloud',
|
||||
currentSceneName: '云阙旧渡',
|
||||
currentSceneDescription: '旧渡口残留着灵潮和巡守痕迹。',
|
||||
issuerNpcId: 'npc-issuer',
|
||||
issuerNpcName: '巡守使',
|
||||
issuerNpcContext: '巡守',
|
||||
issuerAffinity: 24,
|
||||
recentStoryMoments: [],
|
||||
playerCharacter: null,
|
||||
},
|
||||
issuerNpcId: 'npc-issuer',
|
||||
issuerNpcName: '巡守使',
|
||||
roleText: '巡守',
|
||||
scene: {
|
||||
id: 'scene-cloud',
|
||||
name: '云阙旧渡',
|
||||
description: '旧渡口残留着灵潮和巡守痕迹。',
|
||||
treasureHints: ['旧印'],
|
||||
},
|
||||
});
|
||||
|
||||
const reward = buildDirectedRuntimeReward(context, {
|
||||
seedKey: 'test:quest',
|
||||
fixedKinds: ['equipment', 'consumable'],
|
||||
fixedPermanence: ['permanent', 'timed'],
|
||||
itemCount: 2,
|
||||
});
|
||||
|
||||
expect(reward.primaryItem?.runtimeMetadata?.generationChannel).toBe('quest_reward');
|
||||
expect(reward.supportItems.length).toBeGreaterThanOrEqual(1);
|
||||
});
|
||||
});
|
||||
242
src/data/runtimeItemDirector.ts
Normal file
242
src/data/runtimeItemDirector.ts
Normal file
@@ -0,0 +1,242 @@
|
||||
import {generateRuntimeItemAiIntents} from '../services/runtimeItemAiDirector';
|
||||
import type {
|
||||
DirectedRuntimeReward,
|
||||
InventoryItem,
|
||||
RuntimeItemGenerationChannel,
|
||||
RuntimeItemGenerationContext,
|
||||
RuntimeItemKind,
|
||||
RuntimeItemPermanence,
|
||||
RuntimeItemPlan,
|
||||
RuntimeRelationAnchor,
|
||||
} from '../types';
|
||||
import {compileRuntimeItem} from './runtimeItemCompiler';
|
||||
import {
|
||||
applyRuntimeItemNarrative,
|
||||
buildRuntimeItemAiIntent,
|
||||
buildRuntimeRewardStoryHint,
|
||||
flattenDirectedRuntimeRewardItems,
|
||||
} from './runtimeItemNarrative';
|
||||
|
||||
type RuntimeRewardOptions = {
|
||||
seedKey: string;
|
||||
variant?: string;
|
||||
itemCount?: number;
|
||||
fixedKinds?: RuntimeItemKind[];
|
||||
fixedPermanence?: RuntimeItemPermanence[];
|
||||
baseHp?: number;
|
||||
baseMana?: number;
|
||||
baseCurrency?: number;
|
||||
storyHint?: string;
|
||||
};
|
||||
|
||||
const GAP_TO_TAGS: Record<string, string[]> = {
|
||||
survival_gap: ['守御', '护体', '回复', '续战'],
|
||||
mana_gap: ['法力', '冷却', '过载'],
|
||||
finisher_gap: ['爆发', '重击', '追击'],
|
||||
mobility_gap: ['突进', '快袭', '风行', '游击'],
|
||||
control_gap: ['控场', '符阵', '镇邪'],
|
||||
};
|
||||
|
||||
function hashText(value: string) {
|
||||
let hash = 0;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
hash = ((hash << 5) - hash) + value.charCodeAt(index);
|
||||
hash |= 0;
|
||||
}
|
||||
return Math.abs(hash);
|
||||
}
|
||||
|
||||
function resolveGapDrivenTags(context: RuntimeItemGenerationContext) {
|
||||
const gapTags = context.playerBuildGaps.flatMap(gap => GAP_TO_TAGS[gap] ?? []);
|
||||
return [...new Set([
|
||||
...gapTags,
|
||||
...context.playerBuildTags,
|
||||
])].slice(0, 3);
|
||||
}
|
||||
|
||||
function resolveRelationAnchor(context: RuntimeItemGenerationContext): RuntimeRelationAnchor {
|
||||
if (context.encounter?.monsterPresetId) {
|
||||
return {
|
||||
type: 'monster',
|
||||
monsterId: context.encounter.monsterPresetId,
|
||||
monsterName: context.encounter.npcName,
|
||||
};
|
||||
}
|
||||
|
||||
if (context.encounterNpcName) {
|
||||
return {
|
||||
type: 'npc',
|
||||
npcId: context.encounterNpcId ?? undefined,
|
||||
npcName: context.encounterNpcName,
|
||||
roleText: context.encounterContextText ?? undefined,
|
||||
};
|
||||
}
|
||||
|
||||
if (context.sceneName) {
|
||||
return {
|
||||
type: 'scene',
|
||||
sceneId: context.sceneId ?? undefined,
|
||||
sceneName: context.sceneName,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
type: 'landmark',
|
||||
landmarkName: context.customWorldProfile?.name ?? '无名之地',
|
||||
};
|
||||
}
|
||||
|
||||
function getChannelTemplate(channel: RuntimeItemGenerationChannel) {
|
||||
switch (channel) {
|
||||
case 'treasure':
|
||||
return {
|
||||
kinds: ['relic', 'consumable', 'material'] as RuntimeItemKind[],
|
||||
permanence: ['permanent', 'timed', 'resource'] as RuntimeItemPermanence[],
|
||||
defaultCount: 2,
|
||||
};
|
||||
case 'npc_trade':
|
||||
return {
|
||||
kinds: ['consumable', 'material', 'relic', 'equipment'] as RuntimeItemKind[],
|
||||
permanence: ['timed', 'resource', 'permanent', 'permanent'] as RuntimeItemPermanence[],
|
||||
defaultCount: 4,
|
||||
};
|
||||
case 'npc_reward':
|
||||
return {
|
||||
kinds: ['consumable', 'relic', 'equipment'] as RuntimeItemKind[],
|
||||
permanence: ['timed', 'permanent', 'permanent'] as RuntimeItemPermanence[],
|
||||
defaultCount: 1,
|
||||
};
|
||||
case 'monster_drop':
|
||||
return {
|
||||
kinds: ['material', 'consumable', 'relic'] as RuntimeItemKind[],
|
||||
permanence: ['resource', 'timed', 'permanent'] as RuntimeItemPermanence[],
|
||||
defaultCount: 2,
|
||||
};
|
||||
case 'quest_reward':
|
||||
return {
|
||||
kinds: ['equipment', 'relic', 'consumable'] as RuntimeItemKind[],
|
||||
permanence: ['permanent', 'permanent', 'timed'] as RuntimeItemPermanence[],
|
||||
defaultCount: 2,
|
||||
};
|
||||
default:
|
||||
return {
|
||||
kinds: ['consumable', 'material', 'relic'] as RuntimeItemKind[],
|
||||
permanence: ['timed', 'resource', 'permanent'] as RuntimeItemPermanence[],
|
||||
defaultCount: 2,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
function planRuntimeItems(
|
||||
context: RuntimeItemGenerationContext,
|
||||
options: RuntimeRewardOptions,
|
||||
): RuntimeItemPlan[] {
|
||||
const template = getChannelTemplate(context.generationChannel);
|
||||
const count = Math.max(1, options.itemCount ?? template.defaultCount);
|
||||
const relationAnchor = resolveRelationAnchor(context);
|
||||
const targetBuildDirection = resolveGapDrivenTags(context);
|
||||
const seed = hashText(`${options.seedKey}:${options.variant ?? 'default'}:${context.generationChannel}`);
|
||||
|
||||
return Array.from({length: count}, (_, index) => {
|
||||
const kinds = options.fixedKinds?.length ? options.fixedKinds : template.kinds;
|
||||
const permanences = options.fixedPermanence?.length ? options.fixedPermanence : template.permanence;
|
||||
const itemKind = kinds[(seed + index) % kinds.length] ?? 'consumable';
|
||||
const permanence = permanences[(seed + index) % permanences.length] ?? 'timed';
|
||||
|
||||
return {
|
||||
slot: index === 0 ? 'primary' : index === 1 ? 'secondary' : 'support',
|
||||
itemKind,
|
||||
permanence,
|
||||
narrativeWeight: index === 0 ? 'heavy' : 'medium',
|
||||
targetBuildDirection: targetBuildDirection.length > 0 ? targetBuildDirection : ['均衡'],
|
||||
relationAnchor,
|
||||
} satisfies RuntimeItemPlan;
|
||||
});
|
||||
}
|
||||
|
||||
function compilePlannedItem(
|
||||
context: RuntimeItemGenerationContext,
|
||||
plan: RuntimeItemPlan,
|
||||
seedKey: string,
|
||||
intentOverride?: ReturnType<typeof buildRuntimeItemAiIntent>,
|
||||
) {
|
||||
const intent = intentOverride ?? buildRuntimeItemAiIntent(context, plan);
|
||||
const compiled = compileRuntimeItem({
|
||||
seedKey,
|
||||
context,
|
||||
plan,
|
||||
intent,
|
||||
});
|
||||
|
||||
return applyRuntimeItemNarrative({
|
||||
item: compiled,
|
||||
context,
|
||||
plan,
|
||||
intent,
|
||||
});
|
||||
}
|
||||
|
||||
function buildDirectedRewardFromItems(
|
||||
compiledItems: InventoryItem[],
|
||||
options: RuntimeRewardOptions,
|
||||
): DirectedRuntimeReward {
|
||||
const reward: DirectedRuntimeReward = {
|
||||
primaryItem: compiledItems[0] ?? null,
|
||||
supportItems: compiledItems.slice(1),
|
||||
hp: options.baseHp,
|
||||
mana: options.baseMana,
|
||||
currency: options.baseCurrency,
|
||||
storyHint: options.storyHint,
|
||||
};
|
||||
|
||||
return {
|
||||
...reward,
|
||||
storyHint: buildRuntimeRewardStoryHint(reward),
|
||||
};
|
||||
}
|
||||
|
||||
export function buildDirectedRuntimeReward(
|
||||
context: RuntimeItemGenerationContext,
|
||||
options: RuntimeRewardOptions,
|
||||
): DirectedRuntimeReward {
|
||||
const plans = planRuntimeItems(context, options);
|
||||
const compiledItems = plans.map((plan, index) =>
|
||||
compilePlannedItem(context, plan, `${options.seedKey}:${plan.slot}:${index}`),
|
||||
);
|
||||
|
||||
return buildDirectedRewardFromItems(compiledItems, options);
|
||||
}
|
||||
|
||||
export async function generateDirectedRuntimeReward(
|
||||
context: RuntimeItemGenerationContext,
|
||||
options: RuntimeRewardOptions,
|
||||
): Promise<DirectedRuntimeReward> {
|
||||
const plans = planRuntimeItems(context, options);
|
||||
|
||||
try {
|
||||
const aiIntents = await generateRuntimeItemAiIntents({
|
||||
context,
|
||||
plans,
|
||||
});
|
||||
const compiledItems = plans.map((plan, index) =>
|
||||
compilePlannedItem(
|
||||
context,
|
||||
plan,
|
||||
`${options.seedKey}:${plan.slot}:${index}`,
|
||||
aiIntents[index],
|
||||
),
|
||||
);
|
||||
|
||||
return buildDirectedRewardFromItems(compiledItems, options);
|
||||
} catch (error) {
|
||||
console.warn('[RuntimeItemDirector] falling back to deterministic item intent', error);
|
||||
return buildDirectedRuntimeReward(context, options);
|
||||
}
|
||||
}
|
||||
|
||||
export function buildRuntimeInventoryStock(
|
||||
context: RuntimeItemGenerationContext,
|
||||
options: RuntimeRewardOptions,
|
||||
): InventoryItem[] {
|
||||
return flattenDirectedRuntimeRewardItems(buildDirectedRuntimeReward(context, options));
|
||||
}
|
||||
230
src/data/runtimeItemNarrative.ts
Normal file
230
src/data/runtimeItemNarrative.ts
Normal file
@@ -0,0 +1,230 @@
|
||||
import {
|
||||
buildCarrierNarrativeDescription,
|
||||
buildCarrierNarrativeName,
|
||||
buildRuntimeItemStoryFingerprint,
|
||||
} from '../services/storyEngine/carrierNarrativeCompiler';
|
||||
import type {
|
||||
DirectedRuntimeReward,
|
||||
InventoryItem,
|
||||
RuntimeItemAiIntent,
|
||||
RuntimeItemAiPromptInput,
|
||||
RuntimeItemGenerationContext,
|
||||
RuntimeItemPlan,
|
||||
RuntimeRelationAnchor,
|
||||
} from '../types';
|
||||
|
||||
function sanitizeFragment(value: string | null | undefined, maxLength = 4) {
|
||||
return (value ?? '')
|
||||
.replace(/[^\u4e00-\u9fa5a-z0-9]/giu, '')
|
||||
.slice(0, maxLength);
|
||||
}
|
||||
|
||||
function resolveAnchorLabel(anchor: RuntimeRelationAnchor) {
|
||||
switch (anchor.type) {
|
||||
case 'npc':
|
||||
return anchor.npcName;
|
||||
case 'scene':
|
||||
return anchor.sceneName;
|
||||
case 'landmark':
|
||||
return anchor.landmarkName;
|
||||
case 'monster':
|
||||
return anchor.monsterName;
|
||||
case 'faction':
|
||||
return anchor.factionName;
|
||||
case 'quest':
|
||||
return anchor.questName;
|
||||
default:
|
||||
return '无名之地';
|
||||
}
|
||||
}
|
||||
|
||||
export function buildRuntimeItemAiPromptInput(
|
||||
context: RuntimeItemGenerationContext,
|
||||
plan: RuntimeItemPlan,
|
||||
): RuntimeItemAiPromptInput {
|
||||
const storyGraph = context.customWorldProfile?.storyGraph;
|
||||
const activeThreadSummary = (context.activeThreadIds ?? [])
|
||||
.map((threadId) =>
|
||||
[...(storyGraph?.visibleThreads ?? []), ...(storyGraph?.hiddenThreads ?? [])]
|
||||
.find((thread) => thread.id === threadId)?.title ?? threadId,
|
||||
)
|
||||
.join('、');
|
||||
|
||||
return {
|
||||
worldSummary: context.customWorldProfile?.summary ?? context.worldType ?? '未知世界',
|
||||
sceneSummary: [context.sceneName, context.sceneDescription].filter(Boolean).join(' / '),
|
||||
encounterSummary: [context.encounterNpcName, context.encounterContextText].filter(Boolean).join(' / '),
|
||||
relatedNpcSummary: context.relatedNpcNarrativeProfile
|
||||
? `${context.encounterNpcName ?? '相关人物'}:公开面 ${context.relatedNpcNarrativeProfile.publicMask};当前压力 ${context.relatedNpcNarrativeProfile.immediatePressure}`
|
||||
: context.relatedNpcState
|
||||
? `${context.encounterNpcName ?? '相关人物'} 当前好感 ${context.relatedNpcState.affinity}`
|
||||
: '暂无明确人物关系',
|
||||
recentStorySummary: context.recentStorySummary,
|
||||
activeThreadSummary,
|
||||
generationChannel: context.generationChannel,
|
||||
playerBuildDirection: context.playerBuildTags,
|
||||
playerBuildGaps: context.playerBuildGaps,
|
||||
desiredItemKind: plan.itemKind,
|
||||
permanence: plan.permanence,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildRuntimeItemAiIntent(
|
||||
context: RuntimeItemGenerationContext,
|
||||
plan: RuntimeItemPlan,
|
||||
): RuntimeItemAiIntent {
|
||||
const anchorLabel = resolveAnchorLabel(plan.relationAnchor);
|
||||
const sourceSeed = sanitizeFragment(context.sceneName, 4)
|
||||
|| sanitizeFragment(context.customWorldProfile?.name, 4)
|
||||
|| sanitizeFragment(anchorLabel, 4)
|
||||
|| '旧誓';
|
||||
const functionalBias: RuntimeItemAiIntent['desiredFunctionalBias'] = [];
|
||||
|
||||
if (plan.permanence === 'timed') {
|
||||
functionalBias.push(context.playerBuildGaps.includes('survival_gap') ? 'heal' : 'cooldown');
|
||||
}
|
||||
if (context.playerBuildGaps.includes('mana_gap')) functionalBias.push('mana');
|
||||
if (context.playerBuildGaps.includes('survival_gap')) functionalBias.push('guard');
|
||||
if (
|
||||
functionalBias.length <= 0
|
||||
|| context.playerBuildGaps.includes('finisher_gap')
|
||||
|| plan.itemKind === 'equipment'
|
||||
) {
|
||||
functionalBias.push('damage');
|
||||
}
|
||||
|
||||
return {
|
||||
shortNameSeed: sourceSeed,
|
||||
sourcePhrase: anchorLabel,
|
||||
reasonToAppear: context.generationChannel === 'monster_drop'
|
||||
? `${anchorLabel}倒下后,${context.sceneName ?? '这片战场'}里最值得带走的残留被翻了出来。`
|
||||
: `${anchorLabel}与最近局势把它推到了你面前。`,
|
||||
relationHooks: [
|
||||
context.encounterContextText ?? context.sceneName ?? anchorLabel,
|
||||
...context.recentActions,
|
||||
].filter(Boolean).slice(0, 2) as string[],
|
||||
desiredBuildTags: [...new Set([
|
||||
...plan.targetBuildDirection,
|
||||
...context.playerBuildTags.slice(0, 2),
|
||||
])].slice(0, 3),
|
||||
desiredFunctionalBias: [...new Set(functionalBias)].slice(0, 2),
|
||||
tone: context.generationChannel === 'monster_drop'
|
||||
? 'grim'
|
||||
: context.generationChannel === 'quest_reward'
|
||||
? 'ritual'
|
||||
: context.playerBuildGaps.includes('survival_gap')
|
||||
? 'survival'
|
||||
: 'martial',
|
||||
visibleClue:
|
||||
context.relatedNpcNarrativeProfile?.visibleLine
|
||||
?? `${anchorLabel}身上留下的旧痕`,
|
||||
witnessMark:
|
||||
context.relatedNpcNarrativeProfile?.debtOrBurden
|
||||
?? `${anchorLabel}尚未散尽的使用痕`,
|
||||
unfinishedBusiness:
|
||||
context.relatedNpcNarrativeProfile?.contradiction
|
||||
?? `${anchorLabel}背后还有没说完的问题`,
|
||||
hiddenHook:
|
||||
context.relatedNpcNarrativeProfile?.taboo
|
||||
?? `${anchorLabel}为什么会在此刻重新出现`,
|
||||
reactionHooks: [
|
||||
...(context.relatedNpcNarrativeProfile?.reactionHooks ?? []),
|
||||
...(context.activeThreadIds ?? []),
|
||||
].slice(0, 4),
|
||||
namingPattern:
|
||||
plan.itemKind === 'quest'
|
||||
? 'quest_evidence'
|
||||
: plan.itemKind === 'material'
|
||||
? 'scene_relic'
|
||||
: plan.relationAnchor.type === 'monster'
|
||||
? 'monster_trophy'
|
||||
: plan.relationAnchor.type === 'npc'
|
||||
? 'npc_relic'
|
||||
: 'faction_issue',
|
||||
};
|
||||
}
|
||||
|
||||
export function applyRuntimeItemNarrative(params: {
|
||||
item: InventoryItem;
|
||||
context: RuntimeItemGenerationContext;
|
||||
plan: RuntimeItemPlan;
|
||||
intent: RuntimeItemAiIntent;
|
||||
}) {
|
||||
const fingerprint = buildRuntimeItemStoryFingerprint(params);
|
||||
const runtimeMetadata =
|
||||
params.item.runtimeMetadata ?? {
|
||||
origin: 'ai_compiled' as const,
|
||||
generationChannel: params.context.generationChannel,
|
||||
seedKey: `${params.context.generationChannel}:${params.item.id}`,
|
||||
sourceReason: params.intent.reasonToAppear,
|
||||
};
|
||||
|
||||
return {
|
||||
...params.item,
|
||||
name: buildCarrierNarrativeName(params),
|
||||
description: buildCarrierNarrativeDescription(params),
|
||||
runtimeMetadata: {
|
||||
...runtimeMetadata,
|
||||
storyFingerprint: fingerprint,
|
||||
},
|
||||
} satisfies InventoryItem;
|
||||
}
|
||||
|
||||
export function applyRuntimeItemNarrativeToExistingItem(params: {
|
||||
item: InventoryItem;
|
||||
context: RuntimeItemGenerationContext;
|
||||
plan: RuntimeItemPlan;
|
||||
intent: RuntimeItemAiIntent;
|
||||
preserveName?: boolean;
|
||||
}) {
|
||||
const fingerprint = buildRuntimeItemStoryFingerprint(params);
|
||||
const runtimeMetadata =
|
||||
params.item.runtimeMetadata ?? {
|
||||
origin: 'procedural' as const,
|
||||
generationChannel: params.context.generationChannel,
|
||||
relationAnchor: params.plan.relationAnchor,
|
||||
seedKey: `${params.context.generationChannel}:${params.item.id}`,
|
||||
sourceReason: params.intent.reasonToAppear,
|
||||
};
|
||||
|
||||
return {
|
||||
...params.item,
|
||||
name: params.preserveName
|
||||
? params.item.name
|
||||
: buildCarrierNarrativeName(params),
|
||||
description: buildCarrierNarrativeDescription(params),
|
||||
runtimeMetadata: {
|
||||
...runtimeMetadata,
|
||||
relationAnchor: runtimeMetadata.relationAnchor ?? params.plan.relationAnchor,
|
||||
sourceReason: params.intent.reasonToAppear,
|
||||
storyFingerprint: fingerprint,
|
||||
},
|
||||
} satisfies InventoryItem;
|
||||
}
|
||||
|
||||
export function describeRuntimeRelationAnchor(anchor: RuntimeRelationAnchor | undefined) {
|
||||
if (!anchor) return '无明确锚点';
|
||||
return `${anchor.type}:${resolveAnchorLabel(anchor)}`;
|
||||
}
|
||||
|
||||
export function flattenDirectedRuntimeRewardItems(reward: DirectedRuntimeReward) {
|
||||
return [
|
||||
...(reward.primaryItem ? [reward.primaryItem] : []),
|
||||
...reward.supportItems,
|
||||
];
|
||||
}
|
||||
|
||||
export function buildRuntimeRewardStoryHint(reward: DirectedRuntimeReward) {
|
||||
const primaryItem = reward.primaryItem;
|
||||
const fingerprint = primaryItem?.runtimeMetadata?.storyFingerprint;
|
||||
if (!primaryItem) {
|
||||
return reward.storyHint ?? '你得到了一件与当前局势相关的物品。';
|
||||
}
|
||||
if (reward.storyHint) {
|
||||
return reward.storyHint;
|
||||
}
|
||||
if (fingerprint) {
|
||||
return `${primaryItem.name}先露出的是“${fingerprint.visibleClue}”,但它背后还压着“${fingerprint.unresolvedQuestion}”。`;
|
||||
}
|
||||
return `这次得到的核心物件是 ${primaryItem.name}。`;
|
||||
}
|
||||
102
src/data/runtimeStats.ts
Normal file
102
src/data/runtimeStats.ts
Normal file
@@ -0,0 +1,102 @@
|
||||
import { GameRuntimeStats, GameState } from '../types';
|
||||
|
||||
function clampNonNegativeInteger(value: unknown) {
|
||||
if (typeof value !== 'number' || !Number.isFinite(value)) return 0;
|
||||
return Math.max(0, Math.floor(value));
|
||||
}
|
||||
|
||||
function getIsoTimestamp(now: number) {
|
||||
return new Date(now).toISOString();
|
||||
}
|
||||
|
||||
export function createInitialGameRuntimeStats(
|
||||
options: {
|
||||
isActiveRun?: boolean;
|
||||
now?: number;
|
||||
} = {},
|
||||
): GameRuntimeStats {
|
||||
const now = options.now ?? Date.now();
|
||||
|
||||
return {
|
||||
playTimeMs: 0,
|
||||
lastPlayTickAt: options.isActiveRun ? getIsoTimestamp(now) : null,
|
||||
hostileNpcsDefeated: 0,
|
||||
questsAccepted: 0,
|
||||
itemsUsed: 0,
|
||||
scenesTraveled: 0,
|
||||
};
|
||||
}
|
||||
|
||||
export function normalizeGameRuntimeStats(
|
||||
stats: Partial<GameRuntimeStats> | null | undefined,
|
||||
options: {
|
||||
isActiveRun?: boolean;
|
||||
now?: number;
|
||||
} = {},
|
||||
): GameRuntimeStats {
|
||||
const now = options.now ?? Date.now();
|
||||
|
||||
return {
|
||||
playTimeMs: typeof stats?.playTimeMs === 'number' && Number.isFinite(stats.playTimeMs)
|
||||
? Math.max(0, stats.playTimeMs)
|
||||
: 0,
|
||||
lastPlayTickAt: options.isActiveRun ? getIsoTimestamp(now) : null,
|
||||
hostileNpcsDefeated: clampNonNegativeInteger(stats?.hostileNpcsDefeated),
|
||||
questsAccepted: clampNonNegativeInteger(stats?.questsAccepted),
|
||||
itemsUsed: clampNonNegativeInteger(stats?.itemsUsed),
|
||||
scenesTraveled: clampNonNegativeInteger(stats?.scenesTraveled),
|
||||
};
|
||||
}
|
||||
|
||||
export function incrementGameRuntimeStats(
|
||||
stats: GameRuntimeStats,
|
||||
increments: Partial<Pick<GameRuntimeStats, 'hostileNpcsDefeated' | 'questsAccepted' | 'itemsUsed' | 'scenesTraveled'>>,
|
||||
): GameRuntimeStats {
|
||||
return {
|
||||
...stats,
|
||||
hostileNpcsDefeated: stats.hostileNpcsDefeated + clampNonNegativeInteger(increments.hostileNpcsDefeated),
|
||||
questsAccepted: stats.questsAccepted + clampNonNegativeInteger(increments.questsAccepted),
|
||||
itemsUsed: stats.itemsUsed + clampNonNegativeInteger(increments.itemsUsed),
|
||||
scenesTraveled: stats.scenesTraveled + clampNonNegativeInteger(increments.scenesTraveled),
|
||||
};
|
||||
}
|
||||
|
||||
export function syncGameRuntimePlayTime(stats: GameRuntimeStats, now = Date.now()): GameRuntimeStats {
|
||||
if (!stats.lastPlayTickAt) {
|
||||
return {
|
||||
...stats,
|
||||
lastPlayTickAt: getIsoTimestamp(now),
|
||||
};
|
||||
}
|
||||
|
||||
const lastTickMs = Date.parse(stats.lastPlayTickAt);
|
||||
if (Number.isNaN(lastTickMs)) {
|
||||
return {
|
||||
...stats,
|
||||
lastPlayTickAt: getIsoTimestamp(now),
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
...stats,
|
||||
playTimeMs: stats.playTimeMs + Math.max(0, now - lastTickMs),
|
||||
lastPlayTickAt: getIsoTimestamp(now),
|
||||
};
|
||||
}
|
||||
|
||||
export function getLiveGamePlayTimeMs(stats: GameRuntimeStats, now = Date.now()) {
|
||||
if (!stats.lastPlayTickAt) return stats.playTimeMs;
|
||||
|
||||
const lastTickMs = Date.parse(stats.lastPlayTickAt);
|
||||
if (Number.isNaN(lastTickMs)) return stats.playTimeMs;
|
||||
|
||||
return stats.playTimeMs + Math.max(0, now - lastTickMs);
|
||||
}
|
||||
|
||||
export function syncGameStatePlayTime(state: GameState, now = Date.now()): GameState {
|
||||
return {
|
||||
...state,
|
||||
runtimeStats: syncGameRuntimePlayTime(state.runtimeStats, now),
|
||||
};
|
||||
}
|
||||
|
||||
118
src/data/sceneBackgrounds.test.ts
Normal file
118
src/data/sceneBackgrounds.test.ts
Normal file
@@ -0,0 +1,118 @@
|
||||
import fs from 'node:fs';
|
||||
import path from 'node:path';
|
||||
|
||||
import { CustomWorldProfile, WorldType } from '../types';
|
||||
import {
|
||||
getDefaultCustomWorldSceneImage,
|
||||
resolveCustomWorldCampSceneImage,
|
||||
resolveCustomWorldLandmarkImageMap,
|
||||
} from './customWorldVisuals';
|
||||
import { getScenePresetsByWorld } from './scenePresets';
|
||||
|
||||
function resolvePublicAssetPath(assetPath: string) {
|
||||
return path.resolve(process.cwd(), 'public', assetPath.replace(/^\/+/, ''));
|
||||
}
|
||||
|
||||
describe('scene background assets', () => {
|
||||
it('ships background files for every compatibility template scene preset', () => {
|
||||
const scenes = [
|
||||
...getScenePresetsByWorld(WorldType.WUXIA),
|
||||
...getScenePresetsByWorld(WorldType.XIANXIA),
|
||||
];
|
||||
|
||||
expect(scenes.length).toBeGreaterThan(0);
|
||||
|
||||
for (const scene of scenes) {
|
||||
expect(fs.existsSync(resolvePublicAssetPath(scene.imageSrc))).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
it('returns existing default custom world backgrounds for both compatibility templates', () => {
|
||||
const wuxiaImage = getDefaultCustomWorldSceneImage('seed', 0, WorldType.WUXIA);
|
||||
const xianxiaImage = getDefaultCustomWorldSceneImage('seed', 0, WorldType.XIANXIA);
|
||||
|
||||
expect(fs.existsSync(resolvePublicAssetPath(wuxiaImage))).toBe(true);
|
||||
expect(fs.existsSync(resolvePublicAssetPath(xianxiaImage))).toBe(true);
|
||||
});
|
||||
|
||||
it('keeps ungenerated custom world scenes on independent matched backgrounds', () => {
|
||||
const generatedImage =
|
||||
'/generated-custom-world-scenes/test-world/generated-ruins.png';
|
||||
const profile: CustomWorldProfile = {
|
||||
id: 'custom-world-test',
|
||||
settingText: '荒城断碑与边关旧营并存的边城地界',
|
||||
name: '断碑边城',
|
||||
subtitle: '烽烟未熄',
|
||||
summary: '边关旧营与残城废墟彼此相望,玩家要追查旧案余烬。',
|
||||
tone: '压抑、克制、潜伏危机',
|
||||
playerGoal: '追查残城旧案背后的真相',
|
||||
templateWorldType: WorldType.WUXIA,
|
||||
majorFactions: [],
|
||||
coreConflicts: ['边关旧案复起'],
|
||||
attributeSchema: {
|
||||
id: 'schema:test',
|
||||
worldId: 'custom:test',
|
||||
schemaVersion: 1,
|
||||
generatedFrom: {
|
||||
worldType: WorldType.CUSTOM,
|
||||
worldName: '断碑边城',
|
||||
settingSummary: '边关旧案',
|
||||
tone: '压抑',
|
||||
conflictCore: '旧案复起',
|
||||
},
|
||||
slots: [],
|
||||
},
|
||||
playableNpcs: [],
|
||||
storyNpcs: [],
|
||||
items: [],
|
||||
landmarks: [
|
||||
{
|
||||
id: 'landmark-1',
|
||||
name: '残城旧营',
|
||||
description: '断墙、军帐与营火灰烬混在一起,像一处被遗弃的边关驻地。',
|
||||
imageSrc: generatedImage,
|
||||
sceneNpcIds: [],
|
||||
connections: [],
|
||||
},
|
||||
{
|
||||
id: 'landmark-2',
|
||||
name: '雾锁渡桥',
|
||||
description: '古桥横跨冷河,雾气压在水面上,只有残灯还在摇晃。',
|
||||
sceneNpcIds: [],
|
||||
connections: [],
|
||||
},
|
||||
{
|
||||
id: 'landmark-3',
|
||||
name: '地宫裂隙',
|
||||
description: '墓道向下坍塌,石阶与机关残痕一路通往地底深处。',
|
||||
sceneNpcIds: [],
|
||||
connections: [],
|
||||
},
|
||||
],
|
||||
themePack: null,
|
||||
storyGraph: null,
|
||||
creatorIntent: null,
|
||||
anchorPack: null,
|
||||
lockState: null,
|
||||
generationMode: 'full',
|
||||
generationStatus: 'complete',
|
||||
};
|
||||
|
||||
const landmarkImageMap = resolveCustomWorldLandmarkImageMap(profile);
|
||||
const secondImage = landmarkImageMap.get('landmark-2');
|
||||
const thirdImage = landmarkImageMap.get('landmark-3');
|
||||
const campImage = resolveCustomWorldCampSceneImage(profile);
|
||||
|
||||
expect(landmarkImageMap.get('landmark-1')).toBe(generatedImage);
|
||||
expect(secondImage).toBeTruthy();
|
||||
expect(thirdImage).toBeTruthy();
|
||||
expect(secondImage).not.toBe(generatedImage);
|
||||
expect(thirdImage).not.toBe(generatedImage);
|
||||
expect(secondImage).not.toBe(thirdImage);
|
||||
expect(campImage).toBeTruthy();
|
||||
expect(campImage).not.toBe(generatedImage);
|
||||
expect(fs.existsSync(resolvePublicAssetPath(secondImage!))).toBe(true);
|
||||
expect(fs.existsSync(resolvePublicAssetPath(thirdImage!))).toBe(true);
|
||||
expect(fs.existsSync(resolvePublicAssetPath(campImage))).toBe(true);
|
||||
});
|
||||
});
|
||||
154
src/data/sceneEncounterPreviews.test.ts
Normal file
154
src/data/sceneEncounterPreviews.test.ts
Normal file
@@ -0,0 +1,154 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import {
|
||||
AnimationState,
|
||||
type Character,
|
||||
type Encounter,
|
||||
type GameState,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { getMonsterPresetsByWorld } from './hostileNpcPresets';
|
||||
import { createSceneHostileNpc } from './hostileNpcs';
|
||||
import { buildInitialNpcState } from './npcInteractions';
|
||||
import {
|
||||
hasAutoBattleSceneEncounter,
|
||||
resolveSceneEncounterPreview,
|
||||
} from './sceneEncounterPreviews';
|
||||
|
||||
function createCharacter(): Character {
|
||||
return {
|
||||
id: 'hero',
|
||||
name: 'Hero',
|
||||
title: 'Wanderer',
|
||||
description: 'A reliable test hero.',
|
||||
backstory: 'Travels the land.',
|
||||
avatar: '/hero.png',
|
||||
portrait: '/hero-portrait.png',
|
||||
assetFolder: 'hero',
|
||||
assetVariant: 'default',
|
||||
attributes: {
|
||||
strength: 10,
|
||||
agility: 9,
|
||||
intelligence: 8,
|
||||
spirit: 7,
|
||||
},
|
||||
personality: 'steady',
|
||||
skills: [],
|
||||
adventureOpenings: {},
|
||||
};
|
||||
}
|
||||
|
||||
function createEncounter(): Encounter {
|
||||
return {
|
||||
id: 'npc-trader',
|
||||
kind: 'npc',
|
||||
npcName: 'Trader Lin',
|
||||
npcDescription: 'A traveling merchant.',
|
||||
npcAvatar: 'T',
|
||||
context: 'merchant',
|
||||
initialAffinity: 12,
|
||||
hostile: false,
|
||||
};
|
||||
}
|
||||
|
||||
function createBaseState(): GameState {
|
||||
const encounter = createEncounter();
|
||||
|
||||
return {
|
||||
worldType: WorldType.WUXIA,
|
||||
customWorldProfile: null,
|
||||
playerCharacter: createCharacter(),
|
||||
runtimeStats: {
|
||||
playTimeMs: 0,
|
||||
lastPlayTickAt: null,
|
||||
hostileNpcsDefeated: 0,
|
||||
questsAccepted: 0,
|
||||
itemsUsed: 0,
|
||||
scenesTraveled: 0,
|
||||
},
|
||||
currentScene: 'Story',
|
||||
storyHistory: [],
|
||||
characterChats: {},
|
||||
animationState: AnimationState.IDLE,
|
||||
currentEncounter: encounter,
|
||||
npcInteractionActive: false,
|
||||
currentScenePreset: {
|
||||
id: 'scene-1',
|
||||
name: 'Trail',
|
||||
description: 'A mountain trail.',
|
||||
imageSrc: '/trail.png',
|
||||
connectedSceneIds: [],
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'idle',
|
||||
scrollWorld: false,
|
||||
inBattle: false,
|
||||
playerHp: 100,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 20,
|
||||
playerMaxMana: 20,
|
||||
playerSkillCooldowns: {},
|
||||
activeCombatEffects: [],
|
||||
playerCurrency: 0,
|
||||
playerInventory: [],
|
||||
playerEquipment: {
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: null,
|
||||
},
|
||||
npcStates: {
|
||||
[encounter.id!]: {
|
||||
...buildInitialNpcState(encounter, WorldType.WUXIA),
|
||||
affinity: -5,
|
||||
},
|
||||
},
|
||||
quests: [],
|
||||
roster: [],
|
||||
companions: [],
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
};
|
||||
}
|
||||
|
||||
describe('sceneEncounterPreviews', () => {
|
||||
it('treats negative-affinity npc encounters as immediate battles', () => {
|
||||
const state = createBaseState();
|
||||
|
||||
expect(hasAutoBattleSceneEncounter(state)).toBe(true);
|
||||
|
||||
const resolved = resolveSceneEncounterPreview(state);
|
||||
|
||||
expect(resolved.inBattle).toBe(true);
|
||||
expect(resolved.currentEncounter).toBeNull();
|
||||
expect(resolved.currentBattleNpcId).toBe('npc-trader');
|
||||
expect(resolved.currentNpcBattleMode).toBe('fight');
|
||||
expect(resolved.sceneHostileNpcs).toHaveLength(1);
|
||||
expect(resolved.sceneHostileNpcs[0]?.encounter?.npcName).toBe('Trader Lin');
|
||||
});
|
||||
|
||||
it('attaches npc encounter metadata to regular monsters', () => {
|
||||
const monsterId = getMonsterPresetsByWorld(WorldType.WUXIA)[0]?.id;
|
||||
if (!monsterId) {
|
||||
throw new Error('Expected at least one monster preset');
|
||||
}
|
||||
|
||||
const monster = createSceneHostileNpc(WorldType.WUXIA, monsterId);
|
||||
|
||||
expect(monster).not.toBeNull();
|
||||
expect(monster?.encounter?.kind).toBe('npc');
|
||||
expect(monster?.encounter?.monsterPresetId).toBe(monsterId);
|
||||
expect(monster?.encounter?.hostile).toBe(true);
|
||||
expect(monster?.encounter?.initialAffinity).toBe(-40);
|
||||
});
|
||||
});
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user