Rework story engine flow and reorganize project docs
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This commit is contained in:
2026-04-06 23:19:00 +08:00
parent d678929064
commit ddcb5d5c8c
241 changed files with 19805 additions and 2478 deletions

View File

@@ -1,8 +1,8 @@
import { AnimationState, Encounter, GameState, SceneNpc, WorldType } from '../types';
import { getRecruitedNpcIds } from './companionRoster';
import {
createSceneMonstersFromIds,
createSceneNpcMonstersFromEncounters,
createSceneHostileNpcsFromEncounters,
createSceneHostileNpcsFromIds,
getFacingTowardPlayer,
getMonsterGroupAnchorX,
pickEncounterMonsterIds,
@@ -42,7 +42,7 @@ function buildResolvedNpcBattleState(state: GameState, encounter: Encounter) {
return {
...state,
sceneMonsters: [
sceneHostileNpcs: [
createNpcBattleMonster(encounter, npcState, 'fight', {
worldType: state.worldType,
customWorldProfile: state.customWorldProfile,
@@ -123,7 +123,7 @@ function buildHostileEncounterGroup(
const selectedHostiles = pickEncounterHostileNpcs(getAvailableHostileSceneNpcs(state));
const hostileEncounters = selectedHostiles.map(npc => buildEncounterFromSceneNpc(npc));
const hostileMonsters = createSceneNpcMonstersFromEncounters(
const hostileMonsters = createSceneHostileNpcsFromEncounters(
state.worldType,
hostileEncounters,
PLAYER_BASE_X_METERS,
@@ -157,7 +157,7 @@ function buildFriendlyEncounter(npc: SceneNpc, xMeters: number) {
function buildResolvedHostileBattleState(state: GameState, hostileEncounters: Encounter[]) {
if (!state.worldType) return state;
const resolvedMonsters = createSceneNpcMonstersFromEncounters(
const resolvedMonsters = createSceneHostileNpcsFromEncounters(
state.worldType,
hostileEncounters,
PLAYER_BASE_X_METERS,
@@ -175,7 +175,7 @@ function buildResolvedHostileBattleState(state: GameState, hostileEncounters: En
return {
...state,
sceneMonsters: resolvedMonsters,
sceneHostileNpcs: resolvedMonsters,
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
@@ -191,7 +191,7 @@ function buildResolvedHostileBattleState(state: GameState, hostileEncounters: En
export function createSceneEncounterPreview(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -210,7 +210,7 @@ export function createSceneEncounterPreview(state: GameState) {
const kind = pickRandomItem(availableKinds);
if (!kind) {
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -219,7 +219,7 @@ export function createSceneEncounterPreview(state: GameState) {
if (kind === 'hostile') {
return {
sceneMonsters: buildHostileEncounterGroup(state, PREVIEW_ENTITY_X_METERS, 'idle'),
sceneHostileNpcs: buildHostileEncounterGroup(state, PREVIEW_ENTITY_X_METERS, 'idle'),
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -230,7 +230,7 @@ export function createSceneEncounterPreview(state: GameState) {
const npc = pickRandomItem(availableNpcs);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, PREVIEW_ENTITY_X_METERS) : null,
npcInteractionActive: false,
inBattle: false,
@@ -239,7 +239,7 @@ export function createSceneEncounterPreview(state: GameState) {
const treasureHint = pickRandomItem(state.currentScenePreset.treasureHints ?? []);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: treasureHint ? createTreasureEncounter(state, treasureHint) : null,
npcInteractionActive: false,
inBattle: false,
@@ -249,7 +249,7 @@ export function createSceneEncounterPreview(state: GameState) {
export function createSceneCallOutEncounter(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -269,7 +269,7 @@ export function createSceneCallOutEncounter(state: GameState) {
const kind = pickRandomItem(availableKinds);
if (kind === 'hostile') {
return {
sceneMonsters: buildHostileEncounterGroup(state, CALL_OUT_ENTRY_X_METERS, 'move'),
sceneHostileNpcs: buildHostileEncounterGroup(state, CALL_OUT_ENTRY_X_METERS, 'move'),
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -279,7 +279,7 @@ export function createSceneCallOutEncounter(state: GameState) {
if (kind === 'npc') {
const npc = pickRandomItem(availableNpcs);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, CALL_OUT_ENTRY_X_METERS) : null,
npcInteractionActive: false,
inBattle: false,
@@ -289,7 +289,7 @@ export function createSceneCallOutEncounter(state: GameState) {
if (kind === 'treasure') {
const treasureHint = pickRandomItem(state.currentScenePreset.treasureHints ?? []);
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: treasureHint
? {
...createTreasureEncounter(state, treasureHint),
@@ -302,7 +302,7 @@ export function createSceneCallOutEncounter(state: GameState) {
}
return {
sceneMonsters: [],
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
@@ -312,7 +312,7 @@ export function createSceneCallOutEncounter(state: GameState) {
export function ensureSceneEncounterPreview(state: GameState): GameState {
if (
state.inBattle ||
state.sceneMonsters.length > 0 ||
state.sceneHostileNpcs.length > 0 ||
state.currentEncounter ||
!state.currentScenePreset ||
!state.worldType
@@ -337,8 +337,8 @@ export function hasAutoBattleSceneEncounter(state: GameState) {
return false;
}
if (state.sceneMonsters.length > 0) {
return state.sceneMonsters.some(monster => Boolean(monster.encounter?.monsterPresetId));
if (state.sceneHostileNpcs.length > 0) {
return state.sceneHostileNpcs.some(monster => Boolean(monster.encounter?.monsterPresetId));
}
return state.currentEncounter?.kind === 'npc'
@@ -352,12 +352,12 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
}
const previewState =
state.sceneMonsters.length > 0 || state.currentEncounter
state.sceneHostileNpcs.length > 0 || state.currentEncounter
? state
: ensureSceneEncounterPreview(state);
if (previewState.sceneMonsters.length > 0) {
const hostileEncounters = previewState.sceneMonsters
if (previewState.sceneHostileNpcs.length > 0) {
const hostileEncounters = previewState.sceneHostileNpcs
.map(monster => monster.encounter)
.filter((encounter): encounter is Encounter => Boolean(encounter?.monsterPresetId));
@@ -365,9 +365,9 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
return buildResolvedHostileBattleState(previewState, hostileEncounters);
}
const resolvedMonsters = createSceneMonstersFromIds(
const resolvedMonsters = createSceneHostileNpcsFromIds(
previewState.worldType ?? WorldType.WUXIA,
previewState.sceneMonsters.map(monster => monster.id),
previewState.sceneHostileNpcs.map(monster => monster.id),
PLAYER_BASE_X_METERS,
).map(monster => ({
...monster,
@@ -377,7 +377,7 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
return {
...previewState,
sceneMonsters: resolvedMonsters,
sceneHostileNpcs: resolvedMonsters,
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
@@ -405,7 +405,7 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
xMeters: RESOLVED_ENTITY_X_METERS,
},
npcInteractionActive: false,
sceneMonsters: [],
sceneHostileNpcs: [],
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
@@ -420,7 +420,7 @@ export function resolveSceneEncounterPreview(state: GameState): GameState {
}
export function getPreviewEntityX(state: GameState) {
return state.sceneMonsters.length > 0
? getMonsterGroupAnchorX(state.sceneMonsters)
return state.sceneHostileNpcs.length > 0
? getMonsterGroupAnchorX(state.sceneHostileNpcs)
: state.currentEncounter?.xMeters ?? PREVIEW_ENTITY_X_METERS;
}