M4 runtime story Rust migration wrap-up
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use serde_json::Value;
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use shared_contracts::runtime_story::{
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RuntimeStoryCompanionViewModel, RuntimeStoryEncounterViewModel, RuntimeStoryOptionView,
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RuntimeStoryPlayerViewModel, RuntimeStoryStatusViewModel, RuntimeStoryViewModel,
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};
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use crate::{
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read_array_field, read_bool_field, read_i32_field, read_object_field,
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read_optional_string_field, read_required_string_field,
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};
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/// 运行时故事 view-model 只依赖快照 JSON 与共享 contract,可脱离 HTTP 层独立编译。
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pub fn build_runtime_story_view_model(
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game_state: &Value,
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options: &[RuntimeStoryOptionView],
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) -> RuntimeStoryViewModel {
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RuntimeStoryViewModel {
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player: RuntimeStoryPlayerViewModel {
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hp: read_i32_field(game_state, "playerHp").unwrap_or(0),
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max_hp: read_i32_field(game_state, "playerMaxHp").unwrap_or(1),
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mana: read_i32_field(game_state, "playerMana").unwrap_or(0),
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max_mana: read_i32_field(game_state, "playerMaxMana").unwrap_or(1),
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},
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encounter: build_runtime_story_encounter(game_state),
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companions: build_runtime_story_companions(game_state),
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available_options: options.to_vec(),
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status: RuntimeStoryStatusViewModel {
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in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
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npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
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.unwrap_or(false),
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current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
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current_npc_battle_outcome: read_optional_string_field(
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game_state,
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"currentNpcBattleOutcome",
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),
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},
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}
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}
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pub fn build_runtime_story_companions(
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game_state: &Value,
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) -> Vec<RuntimeStoryCompanionViewModel> {
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read_array_field(game_state, "companions")
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.into_iter()
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.filter_map(|entry| {
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let npc_id = read_required_string_field(entry, "npcId")?;
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Some(RuntimeStoryCompanionViewModel {
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npc_id,
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character_id: read_optional_string_field(entry, "characterId"),
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joined_at_affinity: read_i32_field(entry, "joinedAtAffinity").unwrap_or(0),
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})
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})
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.collect()
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}
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pub fn build_runtime_story_encounter(
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game_state: &Value,
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) -> Option<RuntimeStoryEncounterViewModel> {
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let encounter = read_object_field(game_state, "currentEncounter")?;
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let npc_name = read_required_string_field(encounter, "npcName")
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.or_else(|| read_required_string_field(encounter, "name"))
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.unwrap_or_else(|| "当前遭遇".to_string());
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let encounter_id =
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read_required_string_field(encounter, "id").unwrap_or_else(|| npc_name.clone());
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let npc_state = resolve_current_encounter_npc_state(game_state, &encounter_id, &npc_name);
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Some(RuntimeStoryEncounterViewModel {
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id: encounter_id,
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kind: read_required_string_field(encounter, "kind").unwrap_or_else(|| "npc".to_string()),
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npc_name,
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hostile: read_bool_field(encounter, "hostile").unwrap_or(false),
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affinity: npc_state.and_then(|state| read_i32_field(state, "affinity")),
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recruited: npc_state.and_then(|state| read_bool_field(state, "recruited")),
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interaction_active: read_bool_field(game_state, "npcInteractionActive").unwrap_or(false),
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battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
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})
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}
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pub fn resolve_current_encounter_npc_state<'a>(
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game_state: &'a Value,
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encounter_id: &str,
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npc_name: &str,
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) -> Option<&'a Value> {
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let npc_states = read_object_field(game_state, "npcStates")?;
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npc_states
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.get(encounter_id)
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.or_else(|| npc_states.get(npc_name))
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}
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