This commit is contained in:
272
src/hooks/combat/battlePlan.test.ts
Normal file
272
src/hooks/combat/battlePlan.test.ts
Normal file
@@ -0,0 +1,272 @@
|
||||
import {describe, expect, it} from 'vitest';
|
||||
|
||||
import {AnimationState, type Character, type GameState, type StoryOption, WorldType} from '../../types';
|
||||
import {buildBattlePlan} from './battlePlan';
|
||||
|
||||
function createTestCharacter(): Character {
|
||||
return {
|
||||
id: 'test-hero',
|
||||
name: 'Test Hero',
|
||||
title: 'Hero',
|
||||
description: 'A test character',
|
||||
backstory: 'A test backstory',
|
||||
avatar: '/hero.png',
|
||||
portrait: '/hero-portrait.png',
|
||||
assetFolder: 'hero',
|
||||
assetVariant: 'default',
|
||||
attributes: {
|
||||
strength: 10,
|
||||
agility: 10,
|
||||
intelligence: 10,
|
||||
spirit: 10,
|
||||
},
|
||||
personality: 'calm',
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-basic',
|
||||
name: 'Basic Strike',
|
||||
animation: AnimationState.ATTACK,
|
||||
damage: 10,
|
||||
manaCost: 0,
|
||||
cooldownTurns: 1,
|
||||
range: 1,
|
||||
style: 'steady',
|
||||
},
|
||||
{
|
||||
id: 'skill-heavy',
|
||||
name: 'Heavy Strike',
|
||||
animation: AnimationState.SKILL1,
|
||||
damage: 18,
|
||||
manaCost: 4,
|
||||
cooldownTurns: 2,
|
||||
range: 1,
|
||||
style: 'burst',
|
||||
},
|
||||
],
|
||||
adventureOpenings: {},
|
||||
};
|
||||
}
|
||||
|
||||
function createBaseState(): GameState {
|
||||
return {
|
||||
worldType: WorldType.WUXIA,
|
||||
customWorldProfile: null,
|
||||
playerCharacter: createTestCharacter(),
|
||||
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: null,
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'idle',
|
||||
scrollWorld: false,
|
||||
inBattle: true,
|
||||
playerHp: 100,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 20,
|
||||
playerMaxMana: 20,
|
||||
playerSkillCooldowns: {},
|
||||
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,
|
||||
};
|
||||
}
|
||||
|
||||
function createBattleOption(): StoryOption {
|
||||
return {
|
||||
functionId: 'battle_all_in_crush',
|
||||
actionText: 'Attack',
|
||||
visuals: {
|
||||
playerAnimation: AnimationState.ATTACK,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
describe('buildBattlePlan', () => {
|
||||
it('short-circuits when there are no monsters', () => {
|
||||
const state = createBaseState();
|
||||
const plan = buildBattlePlan({
|
||||
state,
|
||||
option: createBattleOption(),
|
||||
character: createTestCharacter(),
|
||||
totalSequenceMs: 6000,
|
||||
turnVisualMs: 820,
|
||||
resetStageMs: 260,
|
||||
minTurnCount: 6,
|
||||
});
|
||||
|
||||
expect(plan.turns).toEqual([]);
|
||||
expect(plan.finalState.inBattle).toBe(false);
|
||||
expect(plan.finalState.sceneHostileNpcs).toEqual([]);
|
||||
expect(plan.finalState.animationState).toBe(AnimationState.IDLE);
|
||||
});
|
||||
|
||||
it('builds a battle plan when npc battle entry already provides sceneHostileNpcs', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
currentBattleNpcId: 'npc-opponent',
|
||||
currentNpcBattleMode: 'fight' as const,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'npc-opponent',
|
||||
name: '山道客',
|
||||
action: '摆开架势,随时准备出手',
|
||||
description: '拦路的江湖客',
|
||||
animation: 'idle' as const,
|
||||
xMeters: 3.2,
|
||||
yOffset: 0,
|
||||
facing: 'left' as const,
|
||||
attackRange: 1.8,
|
||||
speed: 7,
|
||||
hp: 12,
|
||||
maxHp: 12,
|
||||
renderKind: 'npc' as const,
|
||||
encounter: {
|
||||
id: 'npc-opponent',
|
||||
kind: 'npc' as const,
|
||||
npcName: '山道客',
|
||||
npcDescription: '拦路的江湖客',
|
||||
npcAvatar: '/npc.png',
|
||||
context: '山道客',
|
||||
xMeters: 3.2,
|
||||
},
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
const plan = buildBattlePlan({
|
||||
state,
|
||||
option: createBattleOption(),
|
||||
character: createTestCharacter(),
|
||||
totalSequenceMs: 6000,
|
||||
turnVisualMs: 820,
|
||||
resetStageMs: 260,
|
||||
minTurnCount: 6,
|
||||
});
|
||||
|
||||
expect(plan.turns.length).toBeGreaterThan(0);
|
||||
expect(plan.preparedState.sceneHostileNpcs).toHaveLength(1);
|
||||
});
|
||||
|
||||
it('uses runtimePayload skillId for local battle fallback skill resolution', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
playerMana: 20,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'monster-1',
|
||||
name: '山狼',
|
||||
action: '压低身体',
|
||||
description: '测试敌人',
|
||||
animation: 'idle' as const,
|
||||
xMeters: 3,
|
||||
yOffset: 0,
|
||||
facing: 'left' as const,
|
||||
attackRange: 1,
|
||||
speed: 1,
|
||||
hp: 80,
|
||||
maxHp: 80,
|
||||
},
|
||||
],
|
||||
};
|
||||
const option = {
|
||||
...createBattleOption(),
|
||||
functionId: 'battle_use_skill',
|
||||
runtimePayload: { skillId: 'skill-heavy' },
|
||||
};
|
||||
|
||||
const plan = buildBattlePlan({
|
||||
state,
|
||||
option,
|
||||
character: createTestCharacter(),
|
||||
totalSequenceMs: 900,
|
||||
turnVisualMs: 820,
|
||||
resetStageMs: 260,
|
||||
minTurnCount: 1,
|
||||
});
|
||||
|
||||
const playerTurn = plan.turns.find((turn) => turn.actor === 'player');
|
||||
|
||||
expect(playerTurn).toEqual(
|
||||
expect.objectContaining({
|
||||
selectedSkillId: 'skill-heavy',
|
||||
appliedCooldowns: expect.objectContaining({ 'skill-heavy': 2 }),
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it('does not turn recovery fallback into a random player attack', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
playerHp: 40,
|
||||
playerMana: 3,
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'monster-1',
|
||||
name: '山狼',
|
||||
action: '压低身体',
|
||||
description: '测试敌人',
|
||||
animation: 'idle' as const,
|
||||
xMeters: 3,
|
||||
yOffset: 0,
|
||||
facing: 'left' as const,
|
||||
attackRange: 1,
|
||||
speed: 1,
|
||||
hp: 80,
|
||||
maxHp: 80,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
const plan = buildBattlePlan({
|
||||
state,
|
||||
option: {
|
||||
...createBattleOption(),
|
||||
functionId: 'battle_recover_breath',
|
||||
},
|
||||
character: createTestCharacter(),
|
||||
totalSequenceMs: 900,
|
||||
turnVisualMs: 820,
|
||||
resetStageMs: 260,
|
||||
minTurnCount: 1,
|
||||
});
|
||||
|
||||
expect(plan.turns.some((turn) => turn.actor === 'player')).toBe(false);
|
||||
expect(plan.preparedState.playerHp).toBeGreaterThan(state.playerHp);
|
||||
expect(plan.preparedState.playerMana).toBeGreaterThan(state.playerMana);
|
||||
});
|
||||
});
|
||||
823
src/hooks/combat/battlePlan.ts
Normal file
823
src/hooks/combat/battlePlan.ts
Normal file
@@ -0,0 +1,823 @@
|
||||
import { resolveRoleCombatStats } from '../../data/attributeCombat';
|
||||
import { resolveCharacterAttributeProfile } from '../../data/attributeResolver';
|
||||
import {
|
||||
appendBuildBuffs,
|
||||
resolveCompanionOutgoingDamageResult,
|
||||
resolveMonsterOutgoingDamageResult,
|
||||
resolvePlayerOutgoingDamageResult,
|
||||
tickBuildBuffs,
|
||||
} from '../../data/buildDamage';
|
||||
import {
|
||||
getSkillDelivery,
|
||||
} from '../../data/characterCombat';
|
||||
import {
|
||||
getCharacterById,
|
||||
getCharacterMaxMana,
|
||||
} from '../../data/characterPresets';
|
||||
import { getEquipmentBonuses } from '../../data/equipmentEffects';
|
||||
import {
|
||||
getClosestHostileNpc,
|
||||
getFacingTowardPlayer,
|
||||
settleHostileNpcAnimations,
|
||||
} from '../../data/hostileNpcs';
|
||||
import { getFunctionEffect } from '../../data/stateFunctions';
|
||||
import type {
|
||||
Character,
|
||||
CharacterSkillDefinition,
|
||||
CombatDelivery,
|
||||
CompanionState,
|
||||
GameState,
|
||||
SceneHostileNpc,
|
||||
StoryOption,
|
||||
} from '../../types';
|
||||
import {
|
||||
AnimationState,
|
||||
} from '../../types';
|
||||
import {
|
||||
chooseWeightedSkill,
|
||||
chooseWeightedSkillForStyle,
|
||||
inferCombatStyle,
|
||||
normalizeSkillProbabilities,
|
||||
} from '../combatStoryUtils';
|
||||
|
||||
type TurnActor = 'player' | 'companion' | 'monster';
|
||||
|
||||
export type BattlePlanStep =
|
||||
| {
|
||||
actor: 'player';
|
||||
targetHostileNpcId: string;
|
||||
originalPlayerX: number;
|
||||
strikeX: number;
|
||||
cooledDown: Record<string, number>;
|
||||
selectedSkillId: string | null;
|
||||
appliedCooldowns: Record<string, number>;
|
||||
damage: number;
|
||||
criticalHit?: boolean;
|
||||
defeated: boolean;
|
||||
endsBattle: boolean;
|
||||
delivery: CombatDelivery;
|
||||
}
|
||||
| {
|
||||
actor: 'companion';
|
||||
companionNpcId: string;
|
||||
targetHostileNpcId: string;
|
||||
strikeOffsetX: number;
|
||||
cooledDown: Record<string, number>;
|
||||
selectedSkillId: string | null;
|
||||
appliedCooldowns: Record<string, number>;
|
||||
damage: number;
|
||||
criticalHit?: boolean;
|
||||
defeated: boolean;
|
||||
endsBattle: boolean;
|
||||
delivery: CombatDelivery;
|
||||
}
|
||||
| {
|
||||
actor: 'monster';
|
||||
monsterId: string;
|
||||
originalMonsterX: number;
|
||||
strikeX: number;
|
||||
target: 'player' | 'companion';
|
||||
targetCompanionNpcId?: string;
|
||||
targetX: number;
|
||||
damage: number;
|
||||
criticalHit?: boolean;
|
||||
endsBattle: boolean;
|
||||
selectedSkillId: string | null;
|
||||
npcCharacterId: string | null;
|
||||
delivery: CombatDelivery;
|
||||
};
|
||||
|
||||
export type BattlePlan = {
|
||||
preparedState: GameState;
|
||||
turns: BattlePlanStep[];
|
||||
finalState: GameState;
|
||||
};
|
||||
|
||||
function createEmptyCooldowns(character: Character) {
|
||||
return Object.fromEntries(character.skills.map(skill => [skill.id, 0]));
|
||||
}
|
||||
|
||||
function normalizeCooldowns(character: Character, cooldowns: Record<string, number>) {
|
||||
return Object.fromEntries(character.skills.map(skill => [skill.id, Math.max(0, cooldowns[skill.id] ?? 0)]));
|
||||
}
|
||||
|
||||
function isCompanionAlive(companion: CompanionState) {
|
||||
return companion.hp > 0;
|
||||
}
|
||||
|
||||
export function resetCompanionCombatPresentation(companions: CompanionState[]) {
|
||||
return companions.map(companion => ({
|
||||
...companion,
|
||||
animationState: companion.hp > 0 ? AnimationState.IDLE : AnimationState.DIE,
|
||||
actionMode: 'idle' as const,
|
||||
offsetX: 0,
|
||||
offsetY: 0,
|
||||
transitionMs: 0,
|
||||
}));
|
||||
}
|
||||
|
||||
export function updateCompanionState(
|
||||
companions: CompanionState[],
|
||||
npcId: string,
|
||||
updater: (companion: CompanionState) => CompanionState,
|
||||
) {
|
||||
return companions.map(companion => companion.npcId === npcId ? updater(companion) : companion);
|
||||
}
|
||||
|
||||
function getCompanionSlotIndex(companions: CompanionState[], npcId: string) {
|
||||
return Math.max(0, companions.findIndex(companion => companion.npcId === npcId));
|
||||
}
|
||||
|
||||
export function getCompanionAnchorX(playerX: number, companions: CompanionState[], npcId: string) {
|
||||
const slotIndex = getCompanionSlotIndex(companions, npcId);
|
||||
return Number((playerX - (slotIndex % 2 === 0 ? 0.38 : 0.18)).toFixed(2));
|
||||
}
|
||||
|
||||
function getCompanionStrikeOffset(companions: CompanionState[], npcId: string) {
|
||||
const slotIndex = getCompanionSlotIndex(companions, npcId);
|
||||
return slotIndex % 2 === 0 ? 54 : 44;
|
||||
}
|
||||
|
||||
function getLivingPartyTargets(state: GameState) {
|
||||
const targets: Array<{ kind: 'player' } | { kind: 'companion'; npcId: string }> = [];
|
||||
if (state.playerHp > 0) {
|
||||
targets.push({ kind: 'player' });
|
||||
}
|
||||
if (state.currentNpcBattleMode === 'spar') {
|
||||
return targets;
|
||||
}
|
||||
state.companions.filter(isCompanionAlive).forEach(companion => {
|
||||
targets.push({ kind: 'companion', npcId: companion.npcId });
|
||||
});
|
||||
return targets;
|
||||
}
|
||||
|
||||
function chooseRandomPartyTarget(state: GameState) {
|
||||
const targets = getLivingPartyTargets(state);
|
||||
if (targets.length === 0) return null;
|
||||
return targets[Math.floor(Math.random() * targets.length)] ?? null;
|
||||
}
|
||||
|
||||
function getCombatActorKey(actor: TurnActor, id?: string) {
|
||||
return id ? `${actor}:${id}` : actor;
|
||||
}
|
||||
|
||||
function buildCombatTurnOrder(
|
||||
state: GameState,
|
||||
playerCharacter: Character,
|
||||
sequenceMs: number,
|
||||
turnVisualMs: number,
|
||||
resetStageMs: number,
|
||||
minTurnCount: number,
|
||||
) {
|
||||
const actorTimings = new Map<string, { actor: TurnActor; id?: string; nextAt: number; cadence: number }>();
|
||||
|
||||
actorTimings.set(getCombatActorKey('player'), {
|
||||
actor: 'player',
|
||||
nextAt: 0,
|
||||
cadence: 1400 / Math.max(
|
||||
resolveRoleCombatStats(
|
||||
resolveCharacterAttributeProfile(
|
||||
playerCharacter,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
),
|
||||
).turnSpeed,
|
||||
1,
|
||||
),
|
||||
});
|
||||
|
||||
state.companions
|
||||
.filter(companion => state.currentNpcBattleMode !== 'spar' && isCompanionAlive(companion))
|
||||
.forEach(companion => {
|
||||
const companionCharacter = getCharacterById(companion.characterId);
|
||||
if (!companionCharacter) return;
|
||||
actorTimings.set(getCombatActorKey('companion', companion.npcId), {
|
||||
actor: 'companion',
|
||||
id: companion.npcId,
|
||||
nextAt: 0,
|
||||
cadence: 1400 / Math.max(
|
||||
resolveRoleCombatStats(
|
||||
resolveCharacterAttributeProfile(
|
||||
companionCharacter,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
),
|
||||
).turnSpeed,
|
||||
1,
|
||||
),
|
||||
});
|
||||
});
|
||||
|
||||
state.sceneHostileNpcs.forEach(monster => {
|
||||
actorTimings.set(getCombatActorKey('monster', monster.id), {
|
||||
actor: 'monster',
|
||||
id: monster.id,
|
||||
nextAt: 0,
|
||||
cadence: 1400 / Math.max(monster.speed, 1),
|
||||
});
|
||||
});
|
||||
|
||||
const turnOrder: Array<{ actor: TurnActor; id?: string }> = [];
|
||||
|
||||
while (turnOrder.length < minTurnCount || turnOrder.length * (turnVisualMs + resetStageMs) < sequenceMs) {
|
||||
const availableActors = [...actorTimings.values()].filter(item => {
|
||||
if (item.actor === 'player') return state.playerHp > 0;
|
||||
if (item.actor === 'companion') {
|
||||
return state.companions.some(companion => companion.npcId === item.id && isCompanionAlive(companion));
|
||||
}
|
||||
return state.sceneHostileNpcs.some(monster => monster.id === item.id && monster.hp > 0);
|
||||
});
|
||||
|
||||
if (availableActors.length === 0) break;
|
||||
|
||||
availableActors.sort((a, b) => a.nextAt - b.nextAt || a.cadence - b.cadence);
|
||||
const nextActor = availableActors[0];
|
||||
if (!nextActor) break;
|
||||
turnOrder.push({ actor: nextActor.actor, id: nextActor.id });
|
||||
nextActor.nextAt += nextActor.cadence;
|
||||
}
|
||||
|
||||
return turnOrder;
|
||||
}
|
||||
|
||||
export function applyDamageToPartyTarget(
|
||||
state: GameState,
|
||||
target: { kind: 'player' } | { kind: 'companion'; npcId: string },
|
||||
damage: number,
|
||||
) {
|
||||
if (target.kind === 'player') {
|
||||
const adjustedDamage = Math.max(
|
||||
1,
|
||||
Math.round(damage * getEquipmentBonuses(state.playerEquipment).incomingDamageMultiplier),
|
||||
);
|
||||
|
||||
return {
|
||||
...state,
|
||||
playerHp: Math.max(0, state.playerHp - adjustedDamage),
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
...state,
|
||||
companions: updateCompanionState(
|
||||
state.companions,
|
||||
target.npcId,
|
||||
companion => ({
|
||||
...companion,
|
||||
hp: Math.max(0, companion.hp - damage),
|
||||
}),
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
function tickSkillCooldowns(character: Character, cooldowns: Record<string, number>) {
|
||||
const normalized = normalizeCooldowns(character, cooldowns);
|
||||
return Object.fromEntries(
|
||||
Object.entries(normalized).map(([skillId, turns]) => [skillId, Math.max(0, turns - 1)]),
|
||||
);
|
||||
}
|
||||
|
||||
function getRequestedSkillId(option: StoryOption) {
|
||||
return typeof option.runtimePayload?.skillId === 'string'
|
||||
? option.runtimePayload.skillId
|
||||
: null;
|
||||
}
|
||||
|
||||
function choosePlayerSkillForOption(
|
||||
character: Character,
|
||||
mana: number,
|
||||
cooldowns: Record<string, number>,
|
||||
option: StoryOption,
|
||||
) {
|
||||
const requestedSkillId = getRequestedSkillId(option);
|
||||
if (requestedSkillId) {
|
||||
const requestedSkill = character.skills.find(skill => skill.id === requestedSkillId) ?? null;
|
||||
if (!requestedSkill) return null;
|
||||
if ((cooldowns[requestedSkill.id] ?? 0) > 0 || mana < requestedSkill.manaCost) return null;
|
||||
return requestedSkill;
|
||||
}
|
||||
|
||||
return chooseWeightedSkill(character, mana, cooldowns, option);
|
||||
}
|
||||
|
||||
export function getFacingForPlayer(playerX: number, monster: SceneHostileNpc | null) {
|
||||
if (!monster) return 'right' as const;
|
||||
return monster.xMeters >= playerX ? 'right' : 'left';
|
||||
}
|
||||
|
||||
export function getMeleeStrikeX(attackerX: number, defenderX: number) {
|
||||
return defenderX > attackerX
|
||||
? Number((defenderX - 0.1).toFixed(1))
|
||||
: Number((defenderX + 0.1).toFixed(1));
|
||||
}
|
||||
|
||||
export function getSkillStrikeX(skill: CharacterSkillDefinition, attackerX: number, defenderX: number) {
|
||||
return getSkillDelivery(skill) === 'ranged'
|
||||
? attackerX
|
||||
: getMeleeStrikeX(attackerX, defenderX);
|
||||
}
|
||||
|
||||
export function resetCombatPresentation(monsters: SceneHostileNpc[], playerX: number) {
|
||||
return settleHostileNpcAnimations(monsters).map(monster => ({
|
||||
...monster,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, playerX),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
}));
|
||||
}
|
||||
|
||||
export function applyRecoveryEffectToState(
|
||||
state: GameState,
|
||||
character: Character,
|
||||
functionId: string,
|
||||
) {
|
||||
const effect = getFunctionEffect(functionId);
|
||||
if (
|
||||
(effect.healAmount ?? 0) <= 0 &&
|
||||
(effect.manaRestore ?? 0) <= 0 &&
|
||||
(effect.cooldownTickBonus ?? 0) <= 0
|
||||
) {
|
||||
return state;
|
||||
}
|
||||
|
||||
let cooldowns = state.playerSkillCooldowns;
|
||||
|
||||
for (let index = 0; index < (effect.cooldownTickBonus ?? 0); index += 1) {
|
||||
cooldowns = tickSkillCooldowns(character, cooldowns);
|
||||
}
|
||||
|
||||
return {
|
||||
...state,
|
||||
playerHp: Math.min(state.playerMaxHp, state.playerHp + (effect.healAmount ?? 0)),
|
||||
playerMana: Math.min(state.playerMaxMana, state.playerMana + (effect.manaRestore ?? 0)),
|
||||
playerSkillCooldowns: cooldowns,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildBattlePlan({
|
||||
state,
|
||||
option,
|
||||
character,
|
||||
totalSequenceMs,
|
||||
turnVisualMs,
|
||||
resetStageMs,
|
||||
minTurnCount,
|
||||
}: {
|
||||
state: GameState;
|
||||
option: StoryOption;
|
||||
character: Character;
|
||||
totalSequenceMs: number;
|
||||
turnVisualMs: number;
|
||||
resetStageMs: number;
|
||||
minTurnCount: number;
|
||||
}): BattlePlan {
|
||||
const battleState: GameState = {
|
||||
...state,
|
||||
};
|
||||
const targetMonster = getClosestHostileNpc(
|
||||
battleState.playerX,
|
||||
battleState.sceneHostileNpcs,
|
||||
);
|
||||
if (!targetMonster) {
|
||||
return {
|
||||
preparedState: battleState,
|
||||
turns: [],
|
||||
finalState: {
|
||||
...battleState,
|
||||
inBattle: false,
|
||||
sceneHostileNpcs: [],
|
||||
companions: resetCompanionCombatPresentation(state.companions),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
const functionEffect = getFunctionEffect(option.functionId);
|
||||
const isRecoveryAction = option.functionId === 'battle_recover_breath';
|
||||
const isNpcSpar = battleState.currentNpcBattleMode === 'spar';
|
||||
const sequenceMs = Math.round(totalSequenceMs * (functionEffect.turnTimeMultiplier ?? 1));
|
||||
const turnOrder = buildCombatTurnOrder(
|
||||
battleState,
|
||||
character,
|
||||
sequenceMs,
|
||||
turnVisualMs,
|
||||
resetStageMs,
|
||||
minTurnCount,
|
||||
);
|
||||
const normalizedOption = normalizeSkillProbabilities(option, character);
|
||||
const npcBattleResources = new Map<string, {
|
||||
character: Character;
|
||||
mana: number;
|
||||
cooldowns: Record<string, number>;
|
||||
}>();
|
||||
|
||||
battleState.sceneHostileNpcs.forEach(monster => {
|
||||
const npcCharacterId = monster.encounter?.characterId ?? null;
|
||||
const npcCharacter = npcCharacterId ? getCharacterById(npcCharacterId) : null;
|
||||
if (!npcCharacter) return;
|
||||
|
||||
npcBattleResources.set(monster.id, {
|
||||
character: npcCharacter,
|
||||
mana: getCharacterMaxMana(npcCharacter),
|
||||
cooldowns: createEmptyCooldowns(npcCharacter),
|
||||
});
|
||||
});
|
||||
|
||||
let simulatedState: GameState = {
|
||||
...applyRecoveryEffectToState(battleState, character, option.functionId),
|
||||
companions: resetCompanionCombatPresentation(battleState.companions),
|
||||
sceneHostileNpcs: resetCombatPresentation(
|
||||
battleState.sceneHostileNpcs,
|
||||
battleState.playerX,
|
||||
),
|
||||
activeCombatEffects: [],
|
||||
playerActionMode: 'idle' as const,
|
||||
currentNpcBattleOutcome: null,
|
||||
};
|
||||
const preparedState = simulatedState;
|
||||
const turns: BattlePlanStep[] = [];
|
||||
|
||||
for (const [turnIndex, turn] of turnOrder.entries()) {
|
||||
const currentTarget = getClosestHostileNpc(simulatedState.playerX, simulatedState.sceneHostileNpcs);
|
||||
if (!currentTarget) break;
|
||||
|
||||
if (turn.actor === 'player') {
|
||||
if (simulatedState.playerHp <= 0) continue;
|
||||
|
||||
const cooledDown = tickSkillCooldowns(character, simulatedState.playerSkillCooldowns);
|
||||
simulatedState = {
|
||||
...simulatedState,
|
||||
playerSkillCooldowns: cooledDown,
|
||||
};
|
||||
|
||||
// 后端单技能按钮通过 runtimePayload.skillId 指定技能,本地兜底也必须保持同一语义。
|
||||
const selectedSkill = isRecoveryAction
|
||||
? null
|
||||
: choosePlayerSkillForOption(character, simulatedState.playerMana, cooledDown, normalizedOption);
|
||||
if (!selectedSkill) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const originalPlayerX = simulatedState.playerX;
|
||||
const delivery = getSkillDelivery(selectedSkill);
|
||||
const strikeX = getSkillStrikeX(selectedSkill, originalPlayerX, currentTarget.xMeters);
|
||||
const appliedCooldowns = {
|
||||
...cooledDown,
|
||||
[selectedSkill.id]: selectedSkill.cooldownTurns,
|
||||
};
|
||||
const damageResult = isNpcSpar
|
||||
? null
|
||||
: resolvePlayerOutgoingDamageResult(
|
||||
simulatedState,
|
||||
character,
|
||||
selectedSkill.damage,
|
||||
functionEffect.damageMultiplier ?? 1,
|
||||
`${option.functionId}:player:${turnIndex}:${selectedSkill.id}:${currentTarget.id}`,
|
||||
);
|
||||
const damage = isNpcSpar ? 1 : damageResult!.damage;
|
||||
const wouldEndSpar = isNpcSpar && currentTarget.hp - damage <= 1;
|
||||
|
||||
const resolvedMonsters = simulatedState.sceneHostileNpcs.map(monster =>
|
||||
monster.id === currentTarget.id
|
||||
? {
|
||||
...monster,
|
||||
hp: isNpcSpar
|
||||
? Math.max(1, monster.hp - damage)
|
||||
: Math.max(0, monster.hp - damage),
|
||||
}
|
||||
: monster,
|
||||
);
|
||||
const defeated = !isNpcSpar && resolvedMonsters.some(monster => monster.id === currentTarget.id && monster.hp <= 0);
|
||||
const remainingMonsters = defeated
|
||||
? resolvedMonsters.filter(monster => !(monster.id === currentTarget.id && monster.hp <= 0))
|
||||
: resolvedMonsters;
|
||||
const nextTarget = getClosestHostileNpc(originalPlayerX, remainingMonsters);
|
||||
|
||||
simulatedState = {
|
||||
...simulatedState,
|
||||
playerX: originalPlayerX,
|
||||
playerFacing: getFacingForPlayer(originalPlayerX, nextTarget ?? null),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeBuildBuffs: appendBuildBuffs(
|
||||
tickBuildBuffs(simulatedState.activeBuildBuffs),
|
||||
selectedSkill.buildBuffs,
|
||||
),
|
||||
activeCombatEffects: [],
|
||||
playerMana: Math.max(0, simulatedState.playerMana - selectedSkill.manaCost),
|
||||
playerSkillCooldowns: appliedCooldowns,
|
||||
sceneHostileNpcs: remainingMonsters.map(monster => ({
|
||||
...monster,
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
})),
|
||||
companions: resetCompanionCombatPresentation(simulatedState.companions),
|
||||
inBattle: isNpcSpar ? !wouldEndSpar : remainingMonsters.length > 0,
|
||||
currentNpcBattleOutcome: wouldEndSpar
|
||||
? 'spar_complete'
|
||||
: (!isNpcSpar && remainingMonsters.length === 0 && simulatedState.currentBattleNpcId
|
||||
? 'fight_victory'
|
||||
: simulatedState.currentNpcBattleOutcome),
|
||||
};
|
||||
|
||||
turns.push({
|
||||
actor: 'player',
|
||||
targetHostileNpcId: currentTarget.id,
|
||||
originalPlayerX,
|
||||
strikeX,
|
||||
cooledDown,
|
||||
selectedSkillId: selectedSkill.id,
|
||||
appliedCooldowns,
|
||||
damage,
|
||||
criticalHit: damageResult?.isCritical ?? false,
|
||||
defeated,
|
||||
endsBattle: wouldEndSpar,
|
||||
delivery,
|
||||
});
|
||||
|
||||
if (!simulatedState.inBattle) {
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (turn.actor === 'companion') {
|
||||
const companion = simulatedState.companions.find(item => item.npcId === turn.id && isCompanionAlive(item));
|
||||
if (!companion) continue;
|
||||
|
||||
const companionCharacter = getCharacterById(companion.characterId);
|
||||
if (!companionCharacter) continue;
|
||||
|
||||
const companionX = getCompanionAnchorX(simulatedState.playerX, simulatedState.companions, companion.npcId);
|
||||
const targetMonster = getClosestHostileNpc(companionX, simulatedState.sceneHostileNpcs);
|
||||
if (!targetMonster) break;
|
||||
|
||||
const cooledDown = tickSkillCooldowns(companionCharacter, companion.skillCooldowns);
|
||||
simulatedState = {
|
||||
...simulatedState,
|
||||
companions: updateCompanionState(
|
||||
simulatedState.companions,
|
||||
companion.npcId,
|
||||
currentCompanion => ({
|
||||
...currentCompanion,
|
||||
skillCooldowns: cooledDown,
|
||||
}),
|
||||
),
|
||||
};
|
||||
|
||||
const selectedSkill = chooseWeightedSkillForStyle(
|
||||
companionCharacter,
|
||||
companion.mana,
|
||||
cooledDown,
|
||||
inferCombatStyle(option),
|
||||
);
|
||||
if (!selectedSkill) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const delivery = getSkillDelivery(selectedSkill);
|
||||
const strikeOffsetX = delivery === 'melee'
|
||||
? getCompanionStrikeOffset(simulatedState.companions, companion.npcId)
|
||||
: 0;
|
||||
const appliedCooldowns = {
|
||||
...cooledDown,
|
||||
[selectedSkill.id]: selectedSkill.cooldownTurns,
|
||||
};
|
||||
const damageResult = isNpcSpar
|
||||
? null
|
||||
: resolveCompanionOutgoingDamageResult(
|
||||
companionCharacter,
|
||||
selectedSkill.damage,
|
||||
functionEffect.damageMultiplier ?? 1,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
`${option.functionId}:companion:${turnIndex}:${companion.npcId}:${selectedSkill.id}:${targetMonster.id}`,
|
||||
);
|
||||
const damage = isNpcSpar ? 1 : damageResult!.damage;
|
||||
const wouldEndSpar = isNpcSpar && targetMonster.hp - damage <= 1;
|
||||
|
||||
const resolvedMonsters = simulatedState.sceneHostileNpcs.map(monster =>
|
||||
monster.id === targetMonster.id
|
||||
? {
|
||||
...monster,
|
||||
hp: isNpcSpar
|
||||
? Math.max(1, monster.hp - damage)
|
||||
: Math.max(0, monster.hp - damage),
|
||||
}
|
||||
: monster,
|
||||
);
|
||||
const defeated = !isNpcSpar && resolvedMonsters.some(monster => monster.id === targetMonster.id && monster.hp <= 0);
|
||||
const remainingMonsters = defeated
|
||||
? resolvedMonsters.filter(monster => !(monster.id === targetMonster.id && monster.hp <= 0))
|
||||
: resolvedMonsters;
|
||||
|
||||
simulatedState = {
|
||||
...simulatedState,
|
||||
companions: updateCompanionState(
|
||||
resetCompanionCombatPresentation(simulatedState.companions),
|
||||
companion.npcId,
|
||||
currentCompanion => ({
|
||||
...currentCompanion,
|
||||
skillCooldowns: appliedCooldowns,
|
||||
}),
|
||||
),
|
||||
sceneHostileNpcs: remainingMonsters.map(monster => ({
|
||||
...monster,
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
})),
|
||||
inBattle: isNpcSpar ? !wouldEndSpar : remainingMonsters.length > 0,
|
||||
currentNpcBattleOutcome: wouldEndSpar
|
||||
? 'spar_complete'
|
||||
: (!isNpcSpar && remainingMonsters.length === 0 && simulatedState.currentBattleNpcId
|
||||
? 'fight_victory'
|
||||
: simulatedState.currentNpcBattleOutcome),
|
||||
};
|
||||
|
||||
turns.push({
|
||||
actor: 'companion',
|
||||
companionNpcId: companion.npcId,
|
||||
targetHostileNpcId: targetMonster.id,
|
||||
strikeOffsetX,
|
||||
cooledDown,
|
||||
selectedSkillId: selectedSkill.id,
|
||||
appliedCooldowns,
|
||||
damage,
|
||||
criticalHit: damageResult?.isCritical ?? false,
|
||||
defeated,
|
||||
endsBattle: wouldEndSpar,
|
||||
delivery,
|
||||
});
|
||||
|
||||
if (!simulatedState.inBattle) {
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const actingMonster = simulatedState.sceneHostileNpcs.find(monster => monster.id === turn.id && monster.hp > 0);
|
||||
if (!actingMonster) continue;
|
||||
|
||||
const randomTarget = chooseRandomPartyTarget(simulatedState);
|
||||
if (!randomTarget) break;
|
||||
|
||||
const originalMonsterX = actingMonster.xMeters;
|
||||
const targetX = randomTarget.kind === 'player'
|
||||
? simulatedState.playerX
|
||||
: getCompanionAnchorX(simulatedState.playerX, simulatedState.companions, randomTarget.npcId);
|
||||
const npcCombatant = npcBattleResources.get(actingMonster.id);
|
||||
|
||||
if (npcCombatant) {
|
||||
const cooledDown = tickSkillCooldowns(npcCombatant.character, npcCombatant.cooldowns);
|
||||
const selectedSkill = chooseWeightedSkillForStyle(
|
||||
npcCombatant.character,
|
||||
npcCombatant.mana,
|
||||
cooledDown,
|
||||
inferCombatStyle(option),
|
||||
);
|
||||
|
||||
npcBattleResources.set(actingMonster.id, {
|
||||
...npcCombatant,
|
||||
cooldowns: cooledDown,
|
||||
});
|
||||
|
||||
if (selectedSkill) {
|
||||
const delivery = getSkillDelivery(selectedSkill);
|
||||
const strikeX = getSkillStrikeX(selectedSkill, originalMonsterX, targetX);
|
||||
const damageResult = isNpcSpar
|
||||
? null
|
||||
: resolveCompanionOutgoingDamageResult(
|
||||
npcCombatant.character,
|
||||
selectedSkill.damage,
|
||||
functionEffect.incomingDamageMultiplier ?? 1,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
`${option.functionId}:monster-skill:${turnIndex}:${actingMonster.id}:${selectedSkill.id}:${randomTarget.kind}:${randomTarget.kind === 'companion' ? randomTarget.npcId : 'player'}`,
|
||||
);
|
||||
const damage = isNpcSpar ? 1 : damageResult!.damage;
|
||||
const wouldEndSpar = isNpcSpar && randomTarget.kind === 'player' && simulatedState.playerHp - damage <= 1;
|
||||
|
||||
npcBattleResources.set(actingMonster.id, {
|
||||
character: npcCombatant.character,
|
||||
mana: npcCombatant.mana,
|
||||
cooldowns: {
|
||||
...cooledDown,
|
||||
[selectedSkill.id]: selectedSkill.cooldownTurns,
|
||||
},
|
||||
});
|
||||
|
||||
const damagedState = applyDamageToPartyTarget(simulatedState, randomTarget, damage);
|
||||
simulatedState = {
|
||||
...damagedState,
|
||||
companions: resetCompanionCombatPresentation(damagedState.companions),
|
||||
sceneHostileNpcs: simulatedState.sceneHostileNpcs.map(monster => ({
|
||||
...monster,
|
||||
xMeters: monster.id === actingMonster.id ? originalMonsterX : monster.xMeters,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(
|
||||
monster.id === actingMonster.id ? originalMonsterX : monster.xMeters,
|
||||
simulatedState.playerX,
|
||||
),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
})),
|
||||
playerHp: isNpcSpar && randomTarget.kind === 'player'
|
||||
? Math.max(1, damagedState.playerHp)
|
||||
: damagedState.playerHp,
|
||||
inBattle: isNpcSpar ? !wouldEndSpar : damagedState.inBattle,
|
||||
currentNpcBattleOutcome: wouldEndSpar ? 'spar_complete' : simulatedState.currentNpcBattleOutcome,
|
||||
};
|
||||
|
||||
turns.push({
|
||||
actor: 'monster',
|
||||
monsterId: actingMonster.id,
|
||||
originalMonsterX,
|
||||
strikeX,
|
||||
target: randomTarget.kind,
|
||||
targetCompanionNpcId: randomTarget.kind === 'companion' ? randomTarget.npcId : undefined,
|
||||
targetX,
|
||||
damage,
|
||||
criticalHit: damageResult?.isCritical ?? false,
|
||||
endsBattle: wouldEndSpar,
|
||||
selectedSkillId: selectedSkill.id,
|
||||
npcCharacterId: npcCombatant.character.id,
|
||||
delivery,
|
||||
});
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
const strikeX = getMeleeStrikeX(originalMonsterX, targetX);
|
||||
const damageResult = isNpcSpar
|
||||
? null
|
||||
: resolveMonsterOutgoingDamageResult(
|
||||
actingMonster,
|
||||
9,
|
||||
functionEffect.incomingDamageMultiplier ?? 1,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
`${option.functionId}:monster:${turnIndex}:${actingMonster.id}:${randomTarget.kind}:${randomTarget.kind === 'companion' ? randomTarget.npcId : 'player'}`,
|
||||
);
|
||||
const damage = isNpcSpar ? 1 : damageResult!.damage;
|
||||
const wouldEndSpar = isNpcSpar && randomTarget.kind === 'player' && simulatedState.playerHp - damage <= 1;
|
||||
|
||||
const damagedState = applyDamageToPartyTarget(simulatedState, randomTarget, damage);
|
||||
simulatedState = {
|
||||
...damagedState,
|
||||
companions: resetCompanionCombatPresentation(damagedState.companions),
|
||||
sceneHostileNpcs: simulatedState.sceneHostileNpcs.map(monster => ({
|
||||
...monster,
|
||||
xMeters: monster.id === actingMonster.id ? originalMonsterX : monster.xMeters,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(
|
||||
monster.id === actingMonster.id ? originalMonsterX : monster.xMeters,
|
||||
simulatedState.playerX,
|
||||
),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
})),
|
||||
playerHp: isNpcSpar && randomTarget.kind === 'player'
|
||||
? Math.max(1, damagedState.playerHp)
|
||||
: damagedState.playerHp,
|
||||
inBattle: isNpcSpar ? !wouldEndSpar : damagedState.inBattle,
|
||||
currentNpcBattleOutcome: wouldEndSpar ? 'spar_complete' : simulatedState.currentNpcBattleOutcome,
|
||||
};
|
||||
|
||||
turns.push({
|
||||
actor: 'monster',
|
||||
monsterId: actingMonster.id,
|
||||
originalMonsterX,
|
||||
strikeX,
|
||||
target: randomTarget.kind,
|
||||
targetCompanionNpcId: randomTarget.kind === 'companion' ? randomTarget.npcId : undefined,
|
||||
targetX,
|
||||
damage,
|
||||
criticalHit: damageResult?.isCritical ?? false,
|
||||
endsBattle: wouldEndSpar,
|
||||
selectedSkillId: null,
|
||||
npcCharacterId: null,
|
||||
delivery: 'melee',
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
preparedState,
|
||||
turns,
|
||||
finalState: {
|
||||
...simulatedState,
|
||||
companions: resetCompanionCombatPresentation(simulatedState.companions),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
inBattle: simulatedState.currentNpcBattleOutcome === 'spar_complete'
|
||||
? false
|
||||
: simulatedState.sceneHostileNpcs.length > 0,
|
||||
sceneHostileNpcs: resetCombatPresentation(simulatedState.sceneHostileNpcs, simulatedState.playerX),
|
||||
},
|
||||
};
|
||||
}
|
||||
188
src/hooks/combat/escapeFlow.test.ts
Normal file
188
src/hooks/combat/escapeFlow.test.ts
Normal file
@@ -0,0 +1,188 @@
|
||||
import { describe, expect, it, vi } from 'vitest';
|
||||
|
||||
vi.mock('../../data/stateFunctions', () => ({
|
||||
getFunctionEffect: () => ({
|
||||
escapeDistance: 5,
|
||||
escapeDurationMs: 5000,
|
||||
}),
|
||||
}));
|
||||
|
||||
import {
|
||||
AnimationState,
|
||||
type Character,
|
||||
type GameState,
|
||||
type SceneHostileNpc,
|
||||
type StoryOption,
|
||||
WorldType,
|
||||
} from '../../types';
|
||||
import {
|
||||
buildEscapeAfterSequence,
|
||||
playEscapeSequenceWithStorySync,
|
||||
} from './escapeFlow';
|
||||
|
||||
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 createMonster(): SceneHostileNpc {
|
||||
return {
|
||||
id: 'wolf',
|
||||
name: 'Wolf',
|
||||
action: 'Growls',
|
||||
description: 'A test wolf.',
|
||||
animation: 'idle',
|
||||
xMeters: 3.5,
|
||||
yOffset: 0,
|
||||
facing: 'left',
|
||||
attackRange: 1.2,
|
||||
speed: 1,
|
||||
hp: 10,
|
||||
maxHp: 10,
|
||||
};
|
||||
}
|
||||
|
||||
function createState(): 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: {
|
||||
id: 'npc-1',
|
||||
kind: 'npc',
|
||||
npcName: 'Bandit',
|
||||
npcDescription: 'A bandit',
|
||||
npcAvatar: 'B',
|
||||
context: 'bandit',
|
||||
},
|
||||
npcInteractionActive: false,
|
||||
currentScenePreset: null,
|
||||
sceneHostileNpcs: [createMonster()],
|
||||
playerX: 0.2,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'idle',
|
||||
scrollWorld: false,
|
||||
inBattle: true,
|
||||
playerHp: 100,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 20,
|
||||
playerMaxMana: 20,
|
||||
playerSkillCooldowns: {},
|
||||
activeCombatEffects: [],
|
||||
playerCurrency: 0,
|
||||
playerInventory: [],
|
||||
playerEquipment: {
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: null,
|
||||
},
|
||||
npcStates: {},
|
||||
quests: [],
|
||||
roster: [],
|
||||
companions: [],
|
||||
currentBattleNpcId: 'npc-1',
|
||||
currentNpcBattleMode: 'fight',
|
||||
currentNpcBattleOutcome: null,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
sparStoryHistoryBefore: null,
|
||||
};
|
||||
}
|
||||
|
||||
function createEscapeOption(): StoryOption {
|
||||
return {
|
||||
functionId: 'battle_escape_breakout',
|
||||
actionText: 'Run',
|
||||
text: 'Run',
|
||||
visuals: {
|
||||
playerAnimation: AnimationState.RUN,
|
||||
playerMoveMeters: -0.6,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'left',
|
||||
scrollWorld: true,
|
||||
monsterChanges: [],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
describe('escapeFlow', () => {
|
||||
it('builds a deterministic escape state without playback timing state', () => {
|
||||
const state = createState();
|
||||
const resolved = buildEscapeAfterSequence(state, createEscapeOption());
|
||||
|
||||
expect(resolved.inBattle).toBe(false);
|
||||
expect(resolved.currentEncounter).toBeNull();
|
||||
expect(resolved.currentBattleNpcId).toBeNull();
|
||||
expect(resolved.sceneHostileNpcs).toEqual([]);
|
||||
expect(resolved.playerFacing).toBe('right');
|
||||
expect(resolved.scrollWorld).toBe(false);
|
||||
expect(resolved.playerX).toBeLessThan(0.2);
|
||||
});
|
||||
|
||||
it('waits for the story response before settling the escape presentation', async () => {
|
||||
const state = createState();
|
||||
const option = createEscapeOption();
|
||||
const finalState = buildEscapeAfterSequence(state, option);
|
||||
const committedStates: GameState[] = [];
|
||||
let sleepCalls = 0;
|
||||
let resolveStoryResponse!: () => void;
|
||||
const waitForStoryResponse = new Promise<void>(resolve => {
|
||||
resolveStoryResponse = resolve;
|
||||
});
|
||||
|
||||
const result = await playEscapeSequenceWithStorySync({
|
||||
setGameState: (nextState: GameState) => {
|
||||
committedStates.push(nextState);
|
||||
},
|
||||
state,
|
||||
option,
|
||||
finalState,
|
||||
sync: { waitForStoryResponse },
|
||||
sleepMs: async () => {
|
||||
sleepCalls += 1;
|
||||
if (sleepCalls === 22) {
|
||||
resolveStoryResponse();
|
||||
}
|
||||
await Promise.resolve();
|
||||
},
|
||||
});
|
||||
|
||||
expect(sleepCalls).toBeGreaterThan(21);
|
||||
expect(committedStates[0]?.animationState).toBe(AnimationState.RUN);
|
||||
expect(committedStates.at(-1)?.playerFacing).toBe('right');
|
||||
expect(result.scrollWorld).toBe(false);
|
||||
expect(result.playerFacing).toBe('right');
|
||||
});
|
||||
});
|
||||
150
src/hooks/combat/escapeFlow.ts
Normal file
150
src/hooks/combat/escapeFlow.ts
Normal file
@@ -0,0 +1,150 @@
|
||||
import type { Dispatch, SetStateAction } from 'react';
|
||||
|
||||
import {
|
||||
getFacingTowardPlayer,
|
||||
settleHostileNpcAnimations,
|
||||
} from '../../data/hostileNpcs';
|
||||
import { getFunctionEffect } from '../../data/stateFunctions';
|
||||
import {
|
||||
AnimationState,
|
||||
type GameState,
|
||||
type SceneHostileNpc,
|
||||
type StoryOption,
|
||||
} from '../../types';
|
||||
|
||||
const ESCAPE_RUN_MS = 5000;
|
||||
const ESCAPE_TICK_MS = 250;
|
||||
const ESCAPE_TURN_PAUSE_MS = 180;
|
||||
|
||||
export type EscapePlaybackSync = {
|
||||
waitForStoryResponse?: Promise<void>;
|
||||
};
|
||||
|
||||
type SetGameStateFn = Dispatch<SetStateAction<GameState>> | ((state: GameState) => void);
|
||||
|
||||
function sleep(ms: number) {
|
||||
return new Promise(resolve => window.setTimeout(resolve, ms));
|
||||
}
|
||||
|
||||
function resetCombatPresentation(monsters: SceneHostileNpc[], playerX: number) {
|
||||
return settleHostileNpcAnimations(monsters).map(monster => ({
|
||||
...monster,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, playerX),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
}));
|
||||
}
|
||||
|
||||
export function getEscapeSettlePlayerX(state: GameState, option: StoryOption) {
|
||||
const escapeDistance = getFunctionEffect(option.functionId).escapeDistance ?? 5;
|
||||
const settleOffset = Math.max(1, Math.min(1.4, escapeDistance * 0.24));
|
||||
return Number(Math.max(-1.6, Math.min(state.playerX - settleOffset, -1)).toFixed(2));
|
||||
}
|
||||
|
||||
export function buildEscapeAfterSequence(
|
||||
state: GameState,
|
||||
option: StoryOption,
|
||||
) {
|
||||
const escapePlayerX = getEscapeSettlePlayerX(state, option);
|
||||
|
||||
return {
|
||||
...state,
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
currentBattleNpcId: null,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
sceneHostileNpcs: [],
|
||||
playerX: escapePlayerX,
|
||||
playerFacing: 'right' as const,
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
inBattle: false,
|
||||
sparReturnEncounter: null,
|
||||
sparPlayerHpBefore: null,
|
||||
sparPlayerMaxHpBefore: null,
|
||||
} satisfies GameState;
|
||||
}
|
||||
|
||||
export async function playEscapeSequenceWithStorySync(params: {
|
||||
setGameState: SetGameStateFn;
|
||||
state: GameState;
|
||||
option: StoryOption;
|
||||
finalState: GameState;
|
||||
sync?: EscapePlaybackSync;
|
||||
sleepMs?: (ms: number) => Promise<void>;
|
||||
}) {
|
||||
const {
|
||||
setGameState,
|
||||
state,
|
||||
option,
|
||||
finalState,
|
||||
sync,
|
||||
sleepMs = sleep,
|
||||
} = params;
|
||||
let currentState = state;
|
||||
const functionEffect = getFunctionEffect(option.functionId);
|
||||
const escapeDurationMs = functionEffect.escapeDurationMs ?? ESCAPE_RUN_MS;
|
||||
const escapeDistance = functionEffect.escapeDistance ?? 5;
|
||||
const runTicks = Math.max(1, Math.ceil(escapeDurationMs / ESCAPE_TICK_MS));
|
||||
const playerStep = Number((-escapeDistance / runTicks).toFixed(2));
|
||||
const settlePlayerX = finalState.playerX;
|
||||
let storyResponseReady = !sync?.waitForStoryResponse;
|
||||
let elapsedMs = 0;
|
||||
|
||||
void sync?.waitForStoryResponse?.then(() => {
|
||||
storyResponseReady = true;
|
||||
});
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerFacing: 'left',
|
||||
animationState: AnimationState.RUN,
|
||||
playerActionMode: 'idle',
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: true,
|
||||
sceneHostileNpcs: resetCombatPresentation(currentState.sceneHostileNpcs, currentState.playerX),
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
while (elapsedMs < escapeDurationMs || !storyResponseReady) {
|
||||
const nextPlayerX = Number((currentState.playerX + playerStep).toFixed(2));
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerX: nextPlayerX,
|
||||
playerFacing: 'left',
|
||||
animationState: AnimationState.RUN,
|
||||
playerActionMode: 'idle' as const,
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: true,
|
||||
sceneHostileNpcs: resetCombatPresentation(currentState.sceneHostileNpcs, nextPlayerX),
|
||||
};
|
||||
setGameState(currentState);
|
||||
elapsedMs += ESCAPE_TICK_MS;
|
||||
await sleepMs(ESCAPE_TICK_MS);
|
||||
}
|
||||
|
||||
currentState = {
|
||||
...finalState,
|
||||
playerX: settlePlayerX,
|
||||
playerFacing: 'left',
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle',
|
||||
activeCombatEffects: [],
|
||||
scrollWorld: false,
|
||||
sceneHostileNpcs: resetCombatPresentation(finalState.sceneHostileNpcs, settlePlayerX),
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleepMs(ESCAPE_TURN_PAUSE_MS);
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerFacing: 'right',
|
||||
sceneHostileNpcs: resetCombatPresentation(currentState.sceneHostileNpcs, settlePlayerX),
|
||||
};
|
||||
setGameState(currentState);
|
||||
return currentState;
|
||||
}
|
||||
743
src/hooks/combat/playback.ts
Normal file
743
src/hooks/combat/playback.ts
Normal file
@@ -0,0 +1,743 @@
|
||||
import type { Dispatch, SetStateAction } from 'react';
|
||||
|
||||
import {
|
||||
appendBuildBuffs,
|
||||
tickBuildBuffs,
|
||||
} from '../../data/buildDamage';
|
||||
import {
|
||||
getCharacterAnimationDurationMs,
|
||||
getSkillCasterAnimation,
|
||||
} from '../../data/characterCombat';
|
||||
import {
|
||||
getCharacterById,
|
||||
} from '../../data/characterPresets';
|
||||
import {
|
||||
getClosestHostileNpc,
|
||||
getFacingTowardPlayer,
|
||||
MONSTERS_BY_WORLD,
|
||||
} from '../../data/hostileNpcs';
|
||||
import {
|
||||
AnimationState,
|
||||
type Character,
|
||||
type CharacterSkillDefinition,
|
||||
type GameState,
|
||||
type SceneHostileNpc,
|
||||
type StoryOption,
|
||||
type WorldType,
|
||||
} from '../../types';
|
||||
import {
|
||||
classifyCombatOption,
|
||||
} from '../combatStoryUtils';
|
||||
import { playIdleSequence } from '../idleAdventureFlow';
|
||||
import {
|
||||
applyDamageToPartyTarget,
|
||||
applyRecoveryEffectToState,
|
||||
type BattlePlan,
|
||||
getFacingForPlayer,
|
||||
resetCompanionCombatPresentation,
|
||||
updateCompanionState,
|
||||
} from './battlePlan';
|
||||
import {
|
||||
type EscapePlaybackSync,
|
||||
playEscapeSequenceWithStorySync as playEscapeSequenceWithStorySyncFromEngine,
|
||||
} from './escapeFlow';
|
||||
import type { ResolvedChoiceState } from './resolvedChoice';
|
||||
import {
|
||||
buildSkillEffects,
|
||||
getSkillReleaseDelayMs,
|
||||
} from './skillEffects';
|
||||
|
||||
function sleep(ms: number) {
|
||||
return new Promise(resolve => window.setTimeout(resolve, ms));
|
||||
}
|
||||
|
||||
function getSkillById(character: Character, skillId: string) {
|
||||
return character.skills.find(skill => skill.id === skillId) ?? null;
|
||||
}
|
||||
|
||||
function getMonsterAnimationDurationMs(
|
||||
worldType: WorldType | null,
|
||||
monsterId: string,
|
||||
animation: 'idle' | 'move' | 'attack' | 'die',
|
||||
turnVisualMs: number,
|
||||
) {
|
||||
if (!worldType) return turnVisualMs;
|
||||
const config = MONSTERS_BY_WORLD[worldType].find(monster => monster.id === monsterId);
|
||||
const clip = config?.animations[animation];
|
||||
if (!clip) return turnVisualMs;
|
||||
|
||||
const fps = clip.fps ?? 12;
|
||||
const stepCount = Math.max(1, clip.frames - 1);
|
||||
return Math.max(turnVisualMs, Math.ceil((stepCount * 1000) / fps + 120));
|
||||
}
|
||||
|
||||
function buildVisibleMonsterChanges(option: StoryOption, monsters: SceneHostileNpc[]) {
|
||||
if (option.visuals.monsterChanges.length > 0) return option.visuals.monsterChanges;
|
||||
|
||||
const fallbackMonster = monsters[0];
|
||||
if (!fallbackMonster) return [];
|
||||
|
||||
return [
|
||||
{
|
||||
id: fallbackMonster.id,
|
||||
action: classifyCombatOption(option) === 'escape'
|
||||
? `${fallbackMonster.name}立刻追了上来`
|
||||
: `${fallbackMonster.name}振身迎击玩家的进攻`,
|
||||
animation: classifyCombatOption(option) === 'escape' ? 'move' as const : 'attack' as const,
|
||||
moveMeters: classifyCombatOption(option) === 'escape' ? -0.2 : 0,
|
||||
},
|
||||
];
|
||||
}
|
||||
|
||||
type CombatPlaybackParams = {
|
||||
setGameState: Dispatch<SetStateAction<GameState>>;
|
||||
turnVisualMs: number;
|
||||
resetStageMs: number;
|
||||
};
|
||||
|
||||
async function playSkillEffects(params: {
|
||||
setGameState: Dispatch<SetStateAction<GameState>>;
|
||||
currentState: GameState;
|
||||
attacker: {
|
||||
character: Character;
|
||||
xMeters: number;
|
||||
origin: 'player' | 'monster';
|
||||
facing: 'left' | 'right';
|
||||
monsterId?: string;
|
||||
};
|
||||
target: {
|
||||
xMeters: number;
|
||||
origin: 'player' | 'monster';
|
||||
monsterId?: string;
|
||||
};
|
||||
skill: CharacterSkillDefinition;
|
||||
}) {
|
||||
const {
|
||||
setGameState,
|
||||
attacker,
|
||||
target,
|
||||
skill,
|
||||
} = params;
|
||||
let currentState = params.currentState;
|
||||
const phases = buildSkillEffects(attacker, target, skill);
|
||||
|
||||
if (phases.cast.length > 0) {
|
||||
currentState = {
|
||||
...currentState,
|
||||
activeCombatEffects: phases.cast,
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(phases.castDurationMs);
|
||||
}
|
||||
|
||||
if (phases.travel.length > 0) {
|
||||
currentState = {
|
||||
...currentState,
|
||||
activeCombatEffects: phases.travel,
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(phases.travelDurationMs);
|
||||
}
|
||||
|
||||
if (phases.impact.length > 0) {
|
||||
currentState = {
|
||||
...currentState,
|
||||
activeCombatEffects: phases.impact,
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(phases.impactDurationMs);
|
||||
}
|
||||
|
||||
if (phases.cast.length > 0 || phases.travel.length > 0 || phases.impact.length > 0) {
|
||||
currentState = {
|
||||
...currentState,
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
}
|
||||
|
||||
return currentState;
|
||||
}
|
||||
|
||||
async function playBattleSequence(params: CombatPlaybackParams & {
|
||||
state: GameState;
|
||||
option: StoryOption;
|
||||
character: Character;
|
||||
plan: BattlePlan;
|
||||
}) {
|
||||
const {
|
||||
setGameState,
|
||||
state,
|
||||
option,
|
||||
character,
|
||||
plan,
|
||||
turnVisualMs,
|
||||
resetStageMs,
|
||||
} = params;
|
||||
let currentState = state;
|
||||
|
||||
if (plan.preparedState !== state) {
|
||||
currentState = plan.preparedState;
|
||||
setGameState(currentState);
|
||||
await sleep(resetStageMs);
|
||||
}
|
||||
|
||||
for (const step of plan.turns) {
|
||||
if (step.actor === 'player') {
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerSkillCooldowns: step.cooledDown,
|
||||
companions: resetCompanionCombatPresentation(currentState.companions),
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
const skill = step.selectedSkillId ? getSkillById(character, step.selectedSkillId) : null;
|
||||
if (!skill) {
|
||||
await sleep(resetStageMs);
|
||||
continue;
|
||||
}
|
||||
|
||||
const currentTarget = currentState.sceneHostileNpcs.find(monster => monster.id === step.targetHostileNpcId);
|
||||
if (!currentTarget) {
|
||||
break;
|
||||
}
|
||||
|
||||
const casterAnimation = getSkillCasterAnimation(skill);
|
||||
const releaseDelay = (skill.effects?.length ?? 0) > 0
|
||||
? getSkillReleaseDelayMs(character, skill)
|
||||
: getCharacterAnimationDurationMs(character, casterAnimation);
|
||||
const shouldDashIntoMelee =
|
||||
step.delivery === 'melee' && Math.abs(step.strikeX - step.originalPlayerX) > 0.01;
|
||||
|
||||
if (shouldDashIntoMelee) {
|
||||
const dashDuration = Math.max(120, getCharacterAnimationDurationMs(character, AnimationState.DASH));
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerX: step.strikeX,
|
||||
playerFacing: getFacingForPlayer(step.strikeX, currentTarget),
|
||||
animationState: AnimationState.DASH,
|
||||
playerActionMode: 'melee',
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(dashDuration);
|
||||
}
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerX: step.strikeX,
|
||||
playerFacing: getFacingForPlayer(step.strikeX, currentTarget),
|
||||
animationState: casterAnimation,
|
||||
playerActionMode: step.delivery,
|
||||
activeBuildBuffs: appendBuildBuffs(
|
||||
tickBuildBuffs(currentState.activeBuildBuffs),
|
||||
skill.buildBuffs,
|
||||
),
|
||||
activeCombatEffects: [],
|
||||
playerMana: currentState.playerMana,
|
||||
playerSkillCooldowns: step.appliedCooldowns,
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(releaseDelay);
|
||||
|
||||
currentState = await playSkillEffects({
|
||||
setGameState,
|
||||
currentState,
|
||||
attacker: {
|
||||
character,
|
||||
xMeters: step.strikeX,
|
||||
origin: 'player',
|
||||
facing: currentState.playerFacing,
|
||||
},
|
||||
target: {
|
||||
xMeters: currentTarget.xMeters,
|
||||
origin: 'monster',
|
||||
monsterId: currentTarget.id,
|
||||
},
|
||||
skill,
|
||||
});
|
||||
|
||||
const resolvedMonsters = currentState.sceneHostileNpcs.map(monster =>
|
||||
monster.id === step.targetHostileNpcId
|
||||
? {
|
||||
...monster,
|
||||
hp: Math.max(0, monster.hp - step.damage),
|
||||
action: step.defeated
|
||||
? `${monster.name}被${skill.name}击败了`
|
||||
: `${monster.name}受到了${skill.name}的打击`,
|
||||
animation: step.defeated ? ('die' as const) : monster.animation,
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
}
|
||||
: monster,
|
||||
);
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: resolvedMonsters,
|
||||
inBattle: step.endsBattle ? false : currentState.inBattle,
|
||||
currentNpcBattleOutcome: step.endsBattle ? 'spar_complete' : currentState.currentNpcBattleOutcome,
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
if (step.defeated) {
|
||||
await sleep(getMonsterAnimationDurationMs(currentState.worldType, step.targetHostileNpcId, 'die', turnVisualMs));
|
||||
const remainingMonsters = resolvedMonsters.filter(
|
||||
monster => !(monster.id === step.targetHostileNpcId && monster.hp <= 0),
|
||||
);
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: remainingMonsters,
|
||||
inBattle: remainingMonsters.length > 0,
|
||||
};
|
||||
setGameState(currentState);
|
||||
}
|
||||
|
||||
if (step.endsBattle) {
|
||||
break;
|
||||
}
|
||||
|
||||
const nextTarget = getClosestHostileNpc(step.originalPlayerX, currentState.sceneHostileNpcs);
|
||||
currentState = {
|
||||
...currentState,
|
||||
playerX: step.originalPlayerX,
|
||||
playerFacing: getFacingForPlayer(step.originalPlayerX, nextTarget ?? null),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle',
|
||||
companions: resetCompanionCombatPresentation(currentState.companions),
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(resetStageMs);
|
||||
|
||||
if (!currentState.inBattle) {
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (step.actor === 'companion') {
|
||||
const companion = currentState.companions.find(item => item.npcId === step.companionNpcId);
|
||||
if (!companion || companion.hp <= 0) continue;
|
||||
|
||||
const companionCharacter = getCharacterById(companion.characterId);
|
||||
const currentTarget = currentState.sceneHostileNpcs.find(monster => monster.id === step.targetHostileNpcId);
|
||||
const skill = companionCharacter && step.selectedSkillId ? getSkillById(companionCharacter, step.selectedSkillId) : null;
|
||||
if (!companionCharacter || !currentTarget || !skill) {
|
||||
await sleep(resetStageMs);
|
||||
continue;
|
||||
}
|
||||
|
||||
const dashAnimation = companionCharacter.animationMap?.[AnimationState.DASH]
|
||||
? AnimationState.DASH
|
||||
: AnimationState.RUN;
|
||||
const dashDuration = Math.max(120, getCharacterAnimationDurationMs(companionCharacter, dashAnimation));
|
||||
const casterAnimation = getSkillCasterAnimation(skill);
|
||||
const releaseDelay = (skill.effects?.length ?? 0) > 0
|
||||
? getSkillReleaseDelayMs(companionCharacter, skill)
|
||||
: getCharacterAnimationDurationMs(companionCharacter, casterAnimation);
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
companions: updateCompanionState(
|
||||
resetCompanionCombatPresentation(currentState.companions),
|
||||
step.companionNpcId,
|
||||
currentCompanion => ({
|
||||
...currentCompanion,
|
||||
skillCooldowns: step.cooledDown,
|
||||
}),
|
||||
),
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
if (step.delivery === 'melee' && step.strikeOffsetX > 0) {
|
||||
currentState = {
|
||||
...currentState,
|
||||
companions: updateCompanionState(
|
||||
currentState.companions,
|
||||
step.companionNpcId,
|
||||
currentCompanion => ({
|
||||
...currentCompanion,
|
||||
animationState: dashAnimation,
|
||||
actionMode: 'melee',
|
||||
offsetX: step.strikeOffsetX,
|
||||
transitionMs: dashDuration,
|
||||
}),
|
||||
),
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(dashDuration);
|
||||
}
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
companions: updateCompanionState(
|
||||
currentState.companions,
|
||||
step.companionNpcId,
|
||||
currentCompanion => ({
|
||||
...currentCompanion,
|
||||
animationState: casterAnimation,
|
||||
actionMode: step.delivery,
|
||||
offsetX: step.delivery === 'melee' ? step.strikeOffsetX : 0,
|
||||
transitionMs: 0,
|
||||
mana: currentCompanion.mana,
|
||||
skillCooldowns: step.appliedCooldowns,
|
||||
}),
|
||||
),
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(releaseDelay);
|
||||
|
||||
const resolvedMonsters = currentState.sceneHostileNpcs.map(monster =>
|
||||
monster.id === step.targetHostileNpcId
|
||||
? {
|
||||
...monster,
|
||||
hp: Math.max(0, monster.hp - step.damage),
|
||||
action: step.defeated
|
||||
? `${monster.name}被${companionCharacter.name}当场击败了`
|
||||
: `${monster.name}被${companionCharacter.name}逼退了半步`,
|
||||
animation: step.defeated ? ('die' as const) : monster.animation,
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
}
|
||||
: monster,
|
||||
);
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: resolvedMonsters,
|
||||
inBattle: step.endsBattle ? false : currentState.inBattle,
|
||||
currentNpcBattleOutcome: step.endsBattle ? 'spar_complete' : currentState.currentNpcBattleOutcome,
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
if (step.defeated) {
|
||||
await sleep(getMonsterAnimationDurationMs(currentState.worldType, step.targetHostileNpcId, 'die', turnVisualMs));
|
||||
const remainingMonsters = resolvedMonsters.filter(
|
||||
monster => !(monster.id === step.targetHostileNpcId && monster.hp <= 0),
|
||||
);
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: remainingMonsters,
|
||||
inBattle: remainingMonsters.length > 0,
|
||||
};
|
||||
setGameState(currentState);
|
||||
}
|
||||
|
||||
if (step.endsBattle) {
|
||||
break;
|
||||
}
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
companions: resetCompanionCombatPresentation(currentState.companions),
|
||||
activeCombatEffects: [],
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(resetStageMs);
|
||||
|
||||
if (!currentState.inBattle) {
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const actingMonster = currentState.sceneHostileNpcs.find(monster => monster.id === step.monsterId);
|
||||
if (!actingMonster) continue;
|
||||
|
||||
const npcCharacter = step.npcCharacterId ? getCharacterById(step.npcCharacterId) : null;
|
||||
const npcSkill = npcCharacter && step.selectedSkillId ? getSkillById(npcCharacter, step.selectedSkillId) : null;
|
||||
|
||||
if (npcCharacter && npcSkill) {
|
||||
const casterAnimation = getSkillCasterAnimation(npcSkill);
|
||||
const releaseDelay = (npcSkill.effects?.length ?? 0) > 0
|
||||
? getSkillReleaseDelayMs(npcCharacter, npcSkill)
|
||||
: getCharacterAnimationDurationMs(npcCharacter, casterAnimation);
|
||||
|
||||
const attackedMonsters = currentState.sceneHostileNpcs.map(monster => {
|
||||
if (monster.id !== step.monsterId) {
|
||||
return {
|
||||
...monster,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, currentState.playerX),
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
...monster,
|
||||
xMeters: step.strikeX,
|
||||
animation: step.delivery === 'melee' ? ('attack' as const) : ('idle' as const),
|
||||
action: step.target === 'companion' && step.targetCompanionNpcId
|
||||
? `${monster.name}对${npcSkill.name}的目标发起突袭`
|
||||
: `${monster.name}施展了${npcSkill.name}`,
|
||||
facing: getFacingTowardPlayer(step.strikeX, step.targetX),
|
||||
characterAnimation: casterAnimation,
|
||||
combatMode: step.delivery,
|
||||
};
|
||||
});
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: attackedMonsters,
|
||||
companions: step.target === 'companion' && step.targetCompanionNpcId
|
||||
? updateCompanionState(
|
||||
currentState.companions,
|
||||
step.targetCompanionNpcId,
|
||||
companion => ({
|
||||
...companion,
|
||||
animationState: companion.hp > 0 ? AnimationState.HURT : AnimationState.DIE,
|
||||
actionMode: 'idle',
|
||||
}),
|
||||
)
|
||||
: resetCompanionCombatPresentation(currentState.companions),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle',
|
||||
activeCombatEffects: [],
|
||||
playerFacing: getFacingForPlayer(
|
||||
currentState.playerX,
|
||||
attackedMonsters.find(monster => monster.id === step.monsterId) ?? actingMonster,
|
||||
),
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(releaseDelay);
|
||||
|
||||
currentState = await playSkillEffects({
|
||||
setGameState,
|
||||
currentState,
|
||||
attacker: {
|
||||
character: npcCharacter,
|
||||
xMeters: step.strikeX,
|
||||
origin: 'monster',
|
||||
facing: getFacingTowardPlayer(step.strikeX, step.targetX),
|
||||
monsterId: step.monsterId,
|
||||
},
|
||||
target: {
|
||||
xMeters: step.targetX,
|
||||
origin: 'player',
|
||||
},
|
||||
skill: npcSkill,
|
||||
});
|
||||
|
||||
const damagedState = applyDamageToPartyTarget(
|
||||
currentState,
|
||||
step.target === 'player'
|
||||
? { kind: 'player' as const }
|
||||
: { kind: 'companion' as const, npcId: step.targetCompanionNpcId! },
|
||||
step.damage,
|
||||
);
|
||||
currentState = {
|
||||
...damagedState,
|
||||
companions: step.target === 'companion' && step.targetCompanionNpcId
|
||||
? updateCompanionState(
|
||||
resetCompanionCombatPresentation(damagedState.companions),
|
||||
step.targetCompanionNpcId,
|
||||
companion => ({
|
||||
...companion,
|
||||
animationState: companion.hp > 0 ? AnimationState.HURT : AnimationState.DIE,
|
||||
}),
|
||||
)
|
||||
: resetCompanionCombatPresentation(damagedState.companions),
|
||||
inBattle: step.endsBattle ? false : currentState.inBattle,
|
||||
currentNpcBattleOutcome: step.endsBattle ? 'spar_complete' : currentState.currentNpcBattleOutcome,
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
if (step.endsBattle) {
|
||||
break;
|
||||
}
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: attackedMonsters.map(monster =>
|
||||
monster.id === step.monsterId
|
||||
? {
|
||||
...monster,
|
||||
xMeters: step.originalMonsterX,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(step.originalMonsterX, currentState.playerX),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
}
|
||||
: {
|
||||
...monster,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, currentState.playerX),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
},
|
||||
),
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(resetStageMs);
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
companions: resetCompanionCombatPresentation(currentState.companions),
|
||||
};
|
||||
setGameState(currentState);
|
||||
continue;
|
||||
}
|
||||
|
||||
const baseChanges = buildVisibleMonsterChanges(option, currentState.sceneHostileNpcs);
|
||||
const attackedMonsters = currentState.sceneHostileNpcs.map(monster => {
|
||||
if (monster.id !== step.monsterId) {
|
||||
return {
|
||||
...monster,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, currentState.playerX),
|
||||
};
|
||||
}
|
||||
|
||||
const sourceChange = baseChanges.find(change => change.id === monster.id);
|
||||
return {
|
||||
...monster,
|
||||
xMeters: step.strikeX,
|
||||
animation: 'attack' as const,
|
||||
action: step.target === 'companion' && step.targetCompanionNpcId
|
||||
? `${monster.name}閻氭稒澧ら崥鎴濇倱娴肩⒒`
|
||||
: (sourceChange?.action ?? `${monster.name}閻氭稒澧ゆ稉濠冩降`),
|
||||
facing: getFacingTowardPlayer(step.strikeX, step.targetX),
|
||||
};
|
||||
});
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: attackedMonsters,
|
||||
companions: step.target === 'companion' && step.targetCompanionNpcId
|
||||
? updateCompanionState(
|
||||
currentState.companions,
|
||||
step.targetCompanionNpcId,
|
||||
companion => ({
|
||||
...companion,
|
||||
animationState: companion.hp > 0 ? AnimationState.HURT : AnimationState.DIE,
|
||||
actionMode: 'idle',
|
||||
}),
|
||||
)
|
||||
: resetCompanionCombatPresentation(currentState.companions),
|
||||
animationState: AnimationState.IDLE,
|
||||
playerActionMode: 'idle',
|
||||
activeCombatEffects: [],
|
||||
playerFacing: getFacingForPlayer(
|
||||
currentState.playerX,
|
||||
attackedMonsters.find(monster => monster.id === step.monsterId) ?? actingMonster,
|
||||
),
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(turnVisualMs);
|
||||
|
||||
const damagedState = applyDamageToPartyTarget(
|
||||
currentState,
|
||||
step.target === 'player'
|
||||
? { kind: 'player' as const }
|
||||
: { kind: 'companion' as const, npcId: step.targetCompanionNpcId! },
|
||||
step.damage,
|
||||
);
|
||||
currentState = {
|
||||
...damagedState,
|
||||
companions: step.target === 'companion' && step.targetCompanionNpcId
|
||||
? updateCompanionState(
|
||||
resetCompanionCombatPresentation(damagedState.companions),
|
||||
step.targetCompanionNpcId,
|
||||
companion => ({
|
||||
...companion,
|
||||
animationState: companion.hp > 0 ? AnimationState.HURT : AnimationState.DIE,
|
||||
}),
|
||||
)
|
||||
: resetCompanionCombatPresentation(damagedState.companions),
|
||||
inBattle: step.endsBattle ? false : currentState.inBattle,
|
||||
currentNpcBattleOutcome: step.endsBattle ? 'spar_complete' : currentState.currentNpcBattleOutcome,
|
||||
};
|
||||
setGameState(currentState);
|
||||
|
||||
if (step.endsBattle) {
|
||||
break;
|
||||
}
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
sceneHostileNpcs: attackedMonsters.map(monster =>
|
||||
monster.id === step.monsterId
|
||||
? {
|
||||
...monster,
|
||||
xMeters: step.originalMonsterX,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(step.originalMonsterX, currentState.playerX),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
}
|
||||
: {
|
||||
...monster,
|
||||
animation: 'idle' as const,
|
||||
facing: getFacingTowardPlayer(monster.xMeters, currentState.playerX),
|
||||
characterAnimation: undefined,
|
||||
combatMode: undefined,
|
||||
},
|
||||
),
|
||||
};
|
||||
setGameState(currentState);
|
||||
await sleep(resetStageMs);
|
||||
|
||||
currentState = {
|
||||
...currentState,
|
||||
companions: resetCompanionCombatPresentation(currentState.companions),
|
||||
};
|
||||
setGameState(currentState);
|
||||
}
|
||||
|
||||
setGameState(plan.finalState);
|
||||
return plan.finalState;
|
||||
}
|
||||
|
||||
export function createCombatPlayback(params: CombatPlaybackParams) {
|
||||
const {
|
||||
setGameState,
|
||||
turnVisualMs,
|
||||
resetStageMs,
|
||||
} = params;
|
||||
|
||||
const playResolvedChoice = async (
|
||||
state: GameState,
|
||||
option: StoryOption,
|
||||
character: Character,
|
||||
resolvedChoice: ResolvedChoiceState,
|
||||
sync?: EscapePlaybackSync,
|
||||
) => {
|
||||
if (resolvedChoice.optionKind === 'battle') {
|
||||
return playBattleSequence({
|
||||
setGameState,
|
||||
state,
|
||||
option,
|
||||
character,
|
||||
plan: resolvedChoice.battlePlan!,
|
||||
turnVisualMs,
|
||||
resetStageMs,
|
||||
});
|
||||
}
|
||||
|
||||
if (resolvedChoice.optionKind === 'escape') {
|
||||
return playEscapeSequenceWithStorySyncFromEngine({
|
||||
setGameState,
|
||||
state,
|
||||
option,
|
||||
finalState: resolvedChoice.afterSequence,
|
||||
sync,
|
||||
});
|
||||
}
|
||||
|
||||
return playIdleSequence({
|
||||
setGameState,
|
||||
state,
|
||||
option,
|
||||
character,
|
||||
finalState: resolvedChoice.afterSequence,
|
||||
applyRecoveryEffectToState,
|
||||
});
|
||||
};
|
||||
|
||||
return {
|
||||
playResolvedChoice,
|
||||
};
|
||||
}
|
||||
|
||||
284
src/hooks/combat/resolvedChoice.test.ts
Normal file
284
src/hooks/combat/resolvedChoice.test.ts
Normal file
@@ -0,0 +1,284 @@
|
||||
import { describe, expect, it, vi } from 'vitest';
|
||||
|
||||
const { scenes } = vi.hoisted(() => ({
|
||||
scenes: [
|
||||
{
|
||||
id: 'scene-1',
|
||||
name: 'Camp',
|
||||
description: 'A quiet camp.',
|
||||
imageSrc: '/camp.png',
|
||||
forwardSceneId: 'scene-2',
|
||||
connectedSceneIds: ['scene-2', 'scene-3'],
|
||||
connections: [],
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
{
|
||||
id: 'scene-2',
|
||||
name: 'Trail',
|
||||
description: 'A mountain trail.',
|
||||
imageSrc: '/trail.png',
|
||||
forwardSceneId: 'scene-3',
|
||||
connectedSceneIds: ['scene-3'],
|
||||
connections: [],
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
{
|
||||
id: 'scene-3',
|
||||
name: 'Ruin',
|
||||
description: 'A ruined gate.',
|
||||
imageSrc: '/ruin.png',
|
||||
connectedSceneIds: [],
|
||||
connections: [],
|
||||
npcs: [],
|
||||
treasureHints: [],
|
||||
},
|
||||
],
|
||||
}));
|
||||
|
||||
vi.mock('../../data/scenePresets', () => ({
|
||||
getForwardScenePreset: () => scenes[1],
|
||||
getScenePresetById: (_worldType: unknown, sceneId: string) =>
|
||||
scenes.find((scene) => scene.id === sceneId) ?? null,
|
||||
getScenePresetsByWorld: () => scenes,
|
||||
getSceneFriendlyNpcs: () => [],
|
||||
getSceneHostileNpcs: () => [],
|
||||
getSceneHostileNpcPresetIds: () => [],
|
||||
getTravelScenePreset: () => scenes[1],
|
||||
getWorldCampScenePreset: () => null,
|
||||
}));
|
||||
|
||||
vi.mock('../../data/stateFunctions', () => ({
|
||||
getFunctionById: (functionId: string) => ({
|
||||
id: functionId,
|
||||
state: functionId.startsWith('idle_') ? 'idle' : 'battle',
|
||||
category: functionId === 'battle_escape_breakout' ? 'escape' : functionId.startsWith('idle_') ? 'idle' : 'battle',
|
||||
}),
|
||||
getFunctionEffect: () => ({
|
||||
sceneShift: 0,
|
||||
escapeDistance: 5,
|
||||
escapeDurationMs: 5000,
|
||||
}),
|
||||
}));
|
||||
|
||||
import {
|
||||
AnimationState,
|
||||
type Character,
|
||||
type GameState,
|
||||
type StoryOption,
|
||||
WorldType,
|
||||
} from '../../types';
|
||||
import type { BattlePlan } from './battlePlan';
|
||||
import { buildResolvedChoiceState } from './resolvedChoice';
|
||||
|
||||
function createTestCharacter(): Character {
|
||||
return {
|
||||
id: 'test-hero',
|
||||
name: 'Test Hero',
|
||||
title: 'Hero',
|
||||
description: 'A test character',
|
||||
backstory: 'A test backstory',
|
||||
avatar: '/hero.png',
|
||||
portrait: '/hero-portrait.png',
|
||||
assetFolder: 'hero',
|
||||
assetVariant: 'default',
|
||||
attributes: {
|
||||
strength: 10,
|
||||
agility: 10,
|
||||
intelligence: 10,
|
||||
spirit: 10,
|
||||
},
|
||||
personality: 'calm',
|
||||
skills: [
|
||||
{
|
||||
id: 'skill-basic',
|
||||
name: 'Basic Strike',
|
||||
animation: AnimationState.ATTACK,
|
||||
damage: 10,
|
||||
manaCost: 0,
|
||||
cooldownTurns: 1,
|
||||
range: 1,
|
||||
style: 'steady',
|
||||
},
|
||||
],
|
||||
adventureOpenings: {},
|
||||
};
|
||||
}
|
||||
|
||||
function createBaseState(): GameState {
|
||||
return {
|
||||
worldType: WorldType.WUXIA,
|
||||
customWorldProfile: null,
|
||||
playerCharacter: createTestCharacter(),
|
||||
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: null,
|
||||
sceneHostileNpcs: [],
|
||||
playerX: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
playerActionMode: 'idle',
|
||||
scrollWorld: false,
|
||||
inBattle: true,
|
||||
playerHp: 100,
|
||||
playerMaxHp: 100,
|
||||
playerMana: 20,
|
||||
playerMaxMana: 20,
|
||||
playerSkillCooldowns: {},
|
||||
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,
|
||||
};
|
||||
}
|
||||
|
||||
function createOption(functionId: string): StoryOption {
|
||||
return {
|
||||
functionId,
|
||||
actionText: functionId,
|
||||
text: functionId,
|
||||
visuals: {
|
||||
playerAnimation: AnimationState.ATTACK,
|
||||
playerMoveMeters: 0,
|
||||
playerOffsetY: 0,
|
||||
playerFacing: 'right',
|
||||
scrollWorld: false,
|
||||
monsterChanges: [],
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
describe('buildResolvedChoiceState', () => {
|
||||
it('keeps battle planning in the pure resolution layer', () => {
|
||||
const state = createBaseState();
|
||||
const character = createTestCharacter();
|
||||
const battlePlan: BattlePlan = {
|
||||
preparedState: state,
|
||||
turns: [],
|
||||
finalState: {
|
||||
...state,
|
||||
inBattle: false,
|
||||
},
|
||||
};
|
||||
const buildBattlePlan = vi.fn(() => battlePlan);
|
||||
|
||||
const resolved = buildResolvedChoiceState({
|
||||
state,
|
||||
option: createOption('battle_all_in_crush'),
|
||||
character,
|
||||
buildBattlePlan,
|
||||
});
|
||||
|
||||
expect(buildBattlePlan).toHaveBeenCalledWith(state, expect.objectContaining({ functionId: 'battle_all_in_crush' }), character);
|
||||
expect(resolved.optionKind).toBe('battle');
|
||||
expect(resolved.battlePlan).toBe(battlePlan);
|
||||
expect(resolved.afterSequence.inBattle).toBe(false);
|
||||
});
|
||||
|
||||
it('builds escape results without playback timing concerns', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
sceneHostileNpcs: [
|
||||
{
|
||||
id: 'monster-1',
|
||||
name: 'Wolf',
|
||||
action: 'growls',
|
||||
description: 'A wolf',
|
||||
animation: 'idle' as const,
|
||||
xMeters: 3,
|
||||
yOffset: 0,
|
||||
facing: 'left' as const,
|
||||
attackRange: 1,
|
||||
speed: 1,
|
||||
hp: 10,
|
||||
maxHp: 10,
|
||||
renderKind: 'npc' as const,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
const resolved = buildResolvedChoiceState({
|
||||
state,
|
||||
option: createOption('battle_escape_breakout'),
|
||||
character: createTestCharacter(),
|
||||
buildBattlePlan: vi.fn(),
|
||||
});
|
||||
|
||||
expect(resolved.optionKind).toBe('escape');
|
||||
expect(resolved.battlePlan).toBeNull();
|
||||
expect(resolved.afterSequence.inBattle).toBe(false);
|
||||
expect(resolved.afterSequence.currentEncounter).toBeNull();
|
||||
expect(resolved.afterSequence.sceneHostileNpcs).toEqual([]);
|
||||
expect(resolved.afterSequence.playerFacing).toBe('right');
|
||||
});
|
||||
|
||||
it('keeps idle follow-up generation separate from combat planning', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
inBattle: false,
|
||||
};
|
||||
|
||||
const resolved = buildResolvedChoiceState({
|
||||
state,
|
||||
option: createOption('idle_observe_signs'),
|
||||
character: createTestCharacter(),
|
||||
buildBattlePlan: vi.fn(),
|
||||
});
|
||||
|
||||
expect(resolved.optionKind).toBe('idle');
|
||||
expect(resolved.battlePlan).toBeNull();
|
||||
expect(resolved.afterSequence.inBattle).toBe(false);
|
||||
expect(resolved.afterSequence.currentEncounter).toBeNull();
|
||||
});
|
||||
|
||||
it('uses explicit target scene id from travel option payload', () => {
|
||||
const state = {
|
||||
...createBaseState(),
|
||||
currentScenePreset: scenes[0] as GameState['currentScenePreset'],
|
||||
inBattle: false,
|
||||
};
|
||||
const option = {
|
||||
...createOption('idle_travel_next_scene'),
|
||||
runtimePayload: {
|
||||
targetSceneId: 'scene-3',
|
||||
},
|
||||
};
|
||||
|
||||
const resolved = buildResolvedChoiceState({
|
||||
state,
|
||||
option,
|
||||
character: createTestCharacter(),
|
||||
buildBattlePlan: vi.fn(),
|
||||
});
|
||||
|
||||
expect(resolved.afterSequence.currentScenePreset?.id).toBe('scene-3');
|
||||
});
|
||||
});
|
||||
132
src/hooks/combat/resolvedChoice.ts
Normal file
132
src/hooks/combat/resolvedChoice.ts
Normal file
@@ -0,0 +1,132 @@
|
||||
import {
|
||||
getForwardScenePreset,
|
||||
getScenePresetById,
|
||||
getScenePresetsByWorld,
|
||||
getTravelScenePreset,
|
||||
} from '../../data/scenePresets';
|
||||
import { getFunctionEffect } from '../../data/stateFunctions';
|
||||
import type {
|
||||
Character,
|
||||
GameState,
|
||||
StoryOption,
|
||||
WorldType,
|
||||
} from '../../types';
|
||||
import { classifyCombatOption } from '../combatStoryUtils';
|
||||
import { buildIdleAfterSequence } from '../idleAdventureFlow';
|
||||
import {
|
||||
applyRecoveryEffectToState,
|
||||
type BattlePlan,
|
||||
} from './battlePlan';
|
||||
import { buildEscapeAfterSequence } from './escapeFlow';
|
||||
|
||||
type OptionKind = 'battle' | 'escape' | 'idle';
|
||||
|
||||
export type ResolvedChoiceState = {
|
||||
optionKind: OptionKind;
|
||||
battlePlan: BattlePlan | null;
|
||||
afterSequence: GameState;
|
||||
};
|
||||
|
||||
function getShiftedScenePreset(
|
||||
worldType: WorldType | null,
|
||||
currentScenePreset: GameState['currentScenePreset'],
|
||||
sceneShift: number | undefined,
|
||||
): GameState['currentScenePreset'] {
|
||||
if (!worldType || sceneShift === undefined || sceneShift === 0) return currentScenePreset;
|
||||
if (!currentScenePreset) return getScenePresetsByWorld(worldType)[0] ?? null;
|
||||
|
||||
if (sceneShift > 0) {
|
||||
let nextScene = currentScenePreset;
|
||||
for (let index = 0; index < sceneShift; index += 1) {
|
||||
nextScene = getForwardScenePreset(worldType, nextScene.id) ?? nextScene;
|
||||
}
|
||||
return nextScene;
|
||||
}
|
||||
|
||||
const scenes = getScenePresetsByWorld(worldType);
|
||||
if (scenes.length === 0) return currentScenePreset;
|
||||
const currentIndex = scenes.findIndex(scene => scene.id === currentScenePreset.id);
|
||||
const safeIndex = currentIndex >= 0 ? currentIndex : 0;
|
||||
const nextIndex = ((safeIndex + sceneShift) % scenes.length + scenes.length) % scenes.length;
|
||||
return scenes[nextIndex] ?? null;
|
||||
}
|
||||
|
||||
function getSceneTargetForFunction(
|
||||
worldType: WorldType | null,
|
||||
currentScenePreset: GameState['currentScenePreset'],
|
||||
option: StoryOption,
|
||||
): GameState['currentScenePreset'] {
|
||||
if (!worldType) return currentScenePreset;
|
||||
|
||||
if (option.functionId === 'idle_travel_next_scene') {
|
||||
const targetSceneId =
|
||||
typeof option.runtimePayload?.targetSceneId === 'string'
|
||||
? option.runtimePayload.targetSceneId
|
||||
: null;
|
||||
if (targetSceneId) {
|
||||
return getScenePresetById(worldType, targetSceneId) ?? currentScenePreset;
|
||||
}
|
||||
|
||||
return getTravelScenePreset(worldType, currentScenePreset?.id) ?? currentScenePreset;
|
||||
}
|
||||
|
||||
return getShiftedScenePreset(
|
||||
worldType,
|
||||
currentScenePreset,
|
||||
getFunctionEffect(option.functionId).sceneShift,
|
||||
);
|
||||
}
|
||||
|
||||
export function buildResolvedChoiceState(params: {
|
||||
state: GameState;
|
||||
option: StoryOption;
|
||||
character: Character;
|
||||
buildBattlePlan: (state: GameState, option: StoryOption, character: Character) => BattlePlan;
|
||||
}) {
|
||||
const {
|
||||
state,
|
||||
option,
|
||||
character,
|
||||
buildBattlePlan,
|
||||
} = params;
|
||||
const nextScenePreset = getSceneTargetForFunction(
|
||||
state.worldType,
|
||||
state.currentScenePreset,
|
||||
option,
|
||||
);
|
||||
const optionKind = classifyCombatOption(option);
|
||||
|
||||
if (optionKind === 'battle') {
|
||||
const battlePlan = buildBattlePlan(state, option, character);
|
||||
const battleResult: GameState = {
|
||||
...battlePlan.finalState,
|
||||
currentScenePreset: nextScenePreset ?? battlePlan.finalState.currentScenePreset,
|
||||
};
|
||||
|
||||
return {
|
||||
optionKind,
|
||||
battlePlan,
|
||||
afterSequence: battleResult,
|
||||
} satisfies ResolvedChoiceState;
|
||||
}
|
||||
|
||||
if (optionKind === 'escape') {
|
||||
return {
|
||||
optionKind,
|
||||
battlePlan: null,
|
||||
afterSequence: buildEscapeAfterSequence(state, option),
|
||||
} satisfies ResolvedChoiceState;
|
||||
}
|
||||
|
||||
return {
|
||||
optionKind,
|
||||
battlePlan: null,
|
||||
afterSequence: buildIdleAfterSequence({
|
||||
state,
|
||||
option,
|
||||
character,
|
||||
nextScenePreset,
|
||||
applyRecoveryEffectToState,
|
||||
}),
|
||||
} satisfies ResolvedChoiceState;
|
||||
}
|
||||
105
src/hooks/combat/skillEffects.ts
Normal file
105
src/hooks/combat/skillEffects.ts
Normal file
@@ -0,0 +1,105 @@
|
||||
import {
|
||||
getCharacterAnimationDurationMs,
|
||||
getSequenceDurationMs,
|
||||
getSkillCasterAnimation,
|
||||
getSkillDelivery,
|
||||
resolveSequenceFrames,
|
||||
} from '../../data/characterCombat';
|
||||
import type {
|
||||
Character,
|
||||
CharacterSkillDefinition,
|
||||
CombatVisualEffect,
|
||||
} from '../../types';
|
||||
|
||||
const RANGED_MONSTER_FOOT_LOCK_OFFSET_Y = -56;
|
||||
|
||||
function createCombatEffectId() {
|
||||
return `combat-effect-${Math.random().toString(36).slice(2, 10)}`;
|
||||
}
|
||||
|
||||
export function getSkillReleaseDelayMs(character: Character, skill: CharacterSkillDefinition) {
|
||||
if (typeof skill.releaseDelayMs === 'number') return skill.releaseDelayMs;
|
||||
const animationDuration = getCharacterAnimationDurationMs(character, getSkillCasterAnimation(skill));
|
||||
return Math.min(260, Math.max(120, Math.round(animationDuration * 0.45)));
|
||||
}
|
||||
|
||||
export function buildSkillEffects(
|
||||
attacker: {
|
||||
character: Character;
|
||||
xMeters: number;
|
||||
origin: 'player' | 'monster';
|
||||
facing: 'left' | 'right';
|
||||
monsterId?: string;
|
||||
},
|
||||
target: {
|
||||
xMeters: number;
|
||||
origin: 'player' | 'monster';
|
||||
monsterId?: string;
|
||||
},
|
||||
skill: CharacterSkillDefinition,
|
||||
) {
|
||||
const phases = {
|
||||
cast: [] as CombatVisualEffect[],
|
||||
travel: [] as CombatVisualEffect[],
|
||||
impact: [] as CombatVisualEffect[],
|
||||
castDurationMs: 0,
|
||||
travelDurationMs: 0,
|
||||
impactDurationMs: 0,
|
||||
};
|
||||
|
||||
const deliveryRanged = getSkillDelivery(skill) === 'ranged';
|
||||
|
||||
for (const effect of skill.effects ?? []) {
|
||||
const frames = resolveSequenceFrames(attacker.character, effect.sequence);
|
||||
if (frames.length === 0) continue;
|
||||
|
||||
const durationMs = effect.durationMs ?? getSequenceDurationMs(effect.sequence, frames.length);
|
||||
const origin = effect.anchor === 'target' ? target : attacker;
|
||||
const isProjectile =
|
||||
effect.motion === 'projectile'
|
||||
|| (effect.phase === 'travel' && deliveryRanged);
|
||||
const fallbackProjectileStartOffsetX = attacker.facing === 'right' ? 18 : -18;
|
||||
const startOffsetX = effect.startOffsetX ?? (isProjectile ? fallbackProjectileStartOffsetX : 0);
|
||||
const endOffsetX = effect.endOffsetX ?? (isProjectile ? 0 : startOffsetX);
|
||||
const startAnchorOffsetY = !isProjectile
|
||||
&& deliveryRanged
|
||||
&& origin.origin === 'monster'
|
||||
? RANGED_MONSTER_FOOT_LOCK_OFFSET_Y
|
||||
: 0;
|
||||
const endAnchorOffsetY = isProjectile
|
||||
&& deliveryRanged
|
||||
&& target.origin === 'monster'
|
||||
? RANGED_MONSTER_FOOT_LOCK_OFFSET_Y
|
||||
: startAnchorOffsetY;
|
||||
const instance: CombatVisualEffect = {
|
||||
id: createCombatEffectId(),
|
||||
frames,
|
||||
fps: effect.sequence.fps ?? 10,
|
||||
startX: isProjectile ? attacker.xMeters : origin.xMeters,
|
||||
endX: isProjectile ? target.xMeters : origin.xMeters,
|
||||
startOrigin: isProjectile ? attacker.origin : origin.origin,
|
||||
endOrigin: isProjectile ? target.origin : origin.origin,
|
||||
startMonsterId: isProjectile ? attacker.monsterId : origin.monsterId,
|
||||
endMonsterId: isProjectile ? target.monsterId : origin.monsterId,
|
||||
startAnchorOffsetY,
|
||||
endAnchorOffsetY,
|
||||
startOffsetX,
|
||||
endOffsetX,
|
||||
startYOffset: effect.startYOffset ?? 56,
|
||||
endYOffset: effect.endYOffset ?? effect.startYOffset ?? 56,
|
||||
durationMs,
|
||||
sizePx: effect.sizePx ?? 96,
|
||||
scale: effect.scale ?? 1,
|
||||
facing: attacker.facing,
|
||||
zIndex: effect.phase === 'impact' ? 28 : 24,
|
||||
traveling: isProjectile,
|
||||
};
|
||||
|
||||
phases[effect.phase].push(instance);
|
||||
if (effect.phase === 'cast') phases.castDurationMs = Math.max(phases.castDurationMs, durationMs);
|
||||
if (effect.phase === 'travel') phases.travelDurationMs = Math.max(phases.travelDurationMs, durationMs);
|
||||
if (effect.phase === 'impact') phases.impactDurationMs = Math.max(phases.impactDurationMs, durationMs);
|
||||
}
|
||||
|
||||
return phases;
|
||||
}
|
||||
Reference in New Issue
Block a user