Split custom world generation into staged lightweight batches
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130
src/data/affinityLevels.ts
Normal file
130
src/data/affinityLevels.ts
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@@ -0,0 +1,130 @@
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import type { RoleRelationState } from '../types';
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export type AffinityLevelId =
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| 'hostile'
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| 'guarded'
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| 'eased'
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| 'friendly'
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| 'trusted'
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| 'close';
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export type AffinityLevelMeta = {
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id: AffinityLevelId;
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label: string;
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minAffinity: number;
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markerAffinity: number;
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nextAffinity: number | null;
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description: string;
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accentClassName: string;
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relationStance: RoleRelationState['stance'];
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};
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export const AFFINITY_PROGRESS_MIN = -40;
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export const AFFINITY_PROGRESS_MAX = 90;
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export const AFFINITY_LEVELS: AffinityLevelMeta[] = [
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{
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id: 'hostile',
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label: '敌对',
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minAffinity: Number.NEGATIVE_INFINITY,
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markerAffinity: AFFINITY_PROGRESS_MIN,
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nextAffinity: 0,
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description:
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'好感落入负值区间后,会按敌对关系处理,靠近时通常直接进入对战。',
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accentClassName: 'border-rose-300/28 bg-rose-500/14 text-rose-100',
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relationStance: 'hostile',
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},
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{
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id: 'guarded',
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label: '戒备',
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minAffinity: 0,
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markerAffinity: 0,
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nextAffinity: 15,
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description: '对方仍保持明显距离,只会给出谨慎而有限的回应。',
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accentClassName: 'border-white/12 bg-white/8 text-zinc-100',
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relationStance: 'guarded',
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},
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{
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id: 'eased',
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label: '缓和',
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minAffinity: 15,
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markerAffinity: 15,
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nextAffinity: 30,
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description:
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'戒备已经开始松动,愿意正常交流,也会试探性配合你的节奏。',
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accentClassName: 'border-sky-300/20 bg-sky-500/10 text-sky-100',
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relationStance: 'neutral',
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},
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{
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id: 'friendly',
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label: '友善',
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minAffinity: 30,
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markerAffinity: 30,
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nextAffinity: 60,
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description:
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'态度明显友善了许多,愿意配合行动,也会给出更真诚的反馈。',
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accentClassName:
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'border-emerald-300/20 bg-emerald-500/10 text-emerald-100',
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relationStance: 'cooperative',
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},
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{
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id: 'trusted',
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label: '信任',
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minAffinity: 60,
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markerAffinity: 60,
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nextAffinity: 90,
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description: '双方已经建立稳定信任,对方更愿意分享想法、资源和立场。',
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accentClassName: 'border-amber-300/20 bg-amber-500/10 text-amber-100',
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relationStance: 'bonded',
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},
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{
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id: 'close',
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label: '深交',
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minAffinity: 90,
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markerAffinity: 90,
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nextAffinity: null,
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description:
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'关系已经非常亲近,对方几乎把你视作可以托付后背的自己人。',
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accentClassName: 'border-rose-300/22 bg-rose-500/12 text-rose-100',
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relationStance: 'bonded',
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},
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];
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export const DEFAULT_AFFINITY_LEVEL = AFFINITY_LEVELS[0]!;
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export const AFFINITY_PROGRESS_MARKERS = AFFINITY_LEVELS.map((level) => ({
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value: level.markerAffinity,
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label: level.label,
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}));
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export const AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS = [
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getAffinityLevelMetaById('eased').minAffinity,
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getAffinityLevelMetaById('friendly').minAffinity,
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getAffinityLevelMetaById('trusted').minAffinity,
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getAffinityLevelMetaById('close').minAffinity,
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] as const satisfies readonly [number, number, number, number];
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export const DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY =
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getAffinityLevelMetaById('trusted').minAffinity;
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export function getAffinityLevelMetaById(levelId: AffinityLevelId) {
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const level = AFFINITY_LEVELS.find((entry) => entry.id === levelId);
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if (!level) {
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throw new Error(`Unknown affinity level id: ${levelId}`);
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}
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return level;
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}
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export function getAffinityLevelMeta(affinity: number) {
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return (
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[...AFFINITY_LEVELS]
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.reverse()
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.find((level) => affinity >= level.minAffinity) ?? DEFAULT_AFFINITY_LEVEL
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);
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}
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export function resolveRelationStanceFromAffinity(
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affinity: number,
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): RoleRelationState['stance'] {
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return getAffinityLevelMeta(affinity).relationStance;
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}
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108
src/data/attributeCombat.ts
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108
src/data/attributeCombat.ts
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@@ -0,0 +1,108 @@
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import type { RoleAttributeProfile } from '../types';
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const DEFAULT_ATTRIBUTE_SLOT_VALUE = 48;
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export const ATTRIBUTE_COMBAT_BONUS_LABELS = {
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axis_a: '攻击力',
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axis_b: '生命上限',
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axis_c: '生命恢复',
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axis_d: '攻击速度',
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axis_e: '暴击率',
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axis_f: '暴击伤害',
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} as const;
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export interface RoleCombatStats {
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attackPowerValue: number;
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maxHpValue: number;
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recoveryValue: number;
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attackSpeedValue: number;
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critChanceValue: number;
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critDamageValue: number;
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attackPowerMultiplier: number;
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maxHpBonus: number;
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storyRecovery: number;
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turnSpeed: number;
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critChance: number;
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critDamageMultiplier: number;
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}
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function roundNumber(value: number, digits = 4) {
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const factor = 10 ** digits;
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return Math.round(value * factor) / factor;
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}
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function clamp(value: number, min: number, max: number) {
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return Math.min(max, Math.max(min, value));
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}
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function getAttributeSlotValue(
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profile: RoleAttributeProfile | null | undefined,
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slotId: keyof typeof ATTRIBUTE_COMBAT_BONUS_LABELS,
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) {
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const value = profile?.values?.[slotId];
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if (typeof value === 'number' && Number.isFinite(value)) {
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return value;
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}
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return DEFAULT_ATTRIBUTE_SLOT_VALUE;
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}
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export function resolveRoleCombatStats(
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profile: RoleAttributeProfile | null | undefined,
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options: {
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baseSpeed?: number;
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} = {},
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): RoleCombatStats {
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const attackPowerValue = getAttributeSlotValue(profile, 'axis_a');
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const maxHpValue = getAttributeSlotValue(profile, 'axis_b');
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const recoveryValue = getAttributeSlotValue(profile, 'axis_c');
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const attackSpeedValue = getAttributeSlotValue(profile, 'axis_d');
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const critChanceValue = getAttributeSlotValue(profile, 'axis_e');
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const critDamageValue = getAttributeSlotValue(profile, 'axis_f');
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const baseSpeed = options.baseSpeed ?? 0;
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return {
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attackPowerValue,
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maxHpValue,
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recoveryValue,
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attackSpeedValue,
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critChanceValue,
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critDamageValue,
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attackPowerMultiplier: roundNumber(1 + attackPowerValue / 240),
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maxHpBonus: Math.max(1, Math.round(maxHpValue / 2)),
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storyRecovery: Math.max(3, Math.round(recoveryValue / 12)),
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turnSpeed: baseSpeed > 0
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? roundNumber(baseSpeed * (0.55 + attackSpeedValue / 100))
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: roundNumber(Math.max(1, attackSpeedValue / 12)),
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critChance: roundNumber(clamp(critChanceValue / 500, 0.04, 0.24)),
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critDamageMultiplier: roundNumber(
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Math.max(1.45, 1.25 + critDamageValue / 120),
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),
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};
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}
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export function rollDeterministicCombatValue(seed: string) {
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let hash = 2166136261;
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for (let index = 0; index < seed.length; index += 1) {
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hash ^= seed.charCodeAt(index);
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hash = Math.imul(hash, 16777619);
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}
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return ((hash >>> 0) % 10000) / 10000;
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}
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export function resolveCriticalStrike(
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profile: RoleAttributeProfile | null | undefined,
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seed: string,
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) {
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const stats = resolveRoleCombatStats(profile);
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const roll = rollDeterministicCombatValue(seed);
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return {
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isCritical: roll < stats.critChance,
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roll,
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critChance: stats.critChance,
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critDamageMultiplier: stats.critDamageMultiplier,
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};
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}
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@@ -11,15 +11,12 @@ import type {
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WorldType,
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} from '../types';
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import {WORLD_ATTRIBUTE_SLOT_IDS} from '../types';
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import { resolveRelationStanceFromAffinity } from './affinityLevels';
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import {normalizeAttributeVector, roundNumber} from './attributeValidation';
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import {getWorldAttributeSchema} from './worldAttributeSchemas';
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export function resolveRelationStance(affinity: number): RoleRelationState['stance'] {
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if (affinity <= -30) return 'hostile';
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if (affinity <= 14) return 'guarded';
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if (affinity <= 34) return 'neutral';
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if (affinity <= 59) return 'cooperative';
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return 'bonded';
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return resolveRelationStanceFromAffinity(affinity);
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}
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export function buildRelationState(affinity: number): RoleRelationState {
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@@ -1,14 +1,21 @@
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import {describe, expect, it} from 'vitest';
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import { describe, expect, it } from 'vitest';
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import {AnimationState, type Character, type EquipmentLoadout, type GameState, type InventoryItem, WorldType} from '../types';
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import {
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AnimationState,
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type Character,
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type EquipmentLoadout,
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type GameState,
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type InventoryItem,
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WorldType,
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} from '../types';
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import { buildCharacterAttributeProfile } from './attributeProfileGenerator';
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import {
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getBuildContributionAttributeRows,
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getCompanionBuildDamageBreakdown,
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getPlayerBuildDamageBreakdown,
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} from './buildDamage';
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import {getCharacterCombatTags} from './buildTags';
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import {getCharacterById} from './characterPresets';
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import { getCharacterCombatTags } from './buildTags';
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import { getCharacterById } from './characterPresets';
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import { getPresetWorldAttributeSchema } from './worldAttributeSchemas';
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function requireCharacter(characterId: string) {
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@@ -17,7 +24,10 @@ function requireCharacter(characterId: string) {
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return character!;
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}
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function cloneCharacter(character: Character, overrides: Partial<Character> = {}) {
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function cloneCharacter(
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character: Character,
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overrides: Partial<Character> = {},
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) {
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const nextCharacter = {
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...character,
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...overrides,
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@@ -29,8 +39,14 @@ function cloneCharacter(character: Character, overrides: Partial<Character> = {}
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const wuxiaSchema = getPresetWorldAttributeSchema(WorldType.WUXIA);
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const xianxiaSchema = getPresetWorldAttributeSchema(WorldType.XIANXIA);
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const wuxiaProfile = buildCharacterAttributeProfile(nextCharacter, wuxiaSchema);
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const xianxiaProfile = buildCharacterAttributeProfile(nextCharacter, xianxiaSchema);
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const wuxiaProfile = buildCharacterAttributeProfile(
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nextCharacter,
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wuxiaSchema,
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);
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const xianxiaProfile = buildCharacterAttributeProfile(
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nextCharacter,
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xianxiaSchema,
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);
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return {
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...nextCharacter,
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@@ -54,7 +70,12 @@ function buildEquipmentItem(params: {
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}): InventoryItem {
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return {
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id: params.id,
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category: params.slot === 'weapon' ? 'weapon' : params.slot === 'armor' ? 'armor' : 'relic',
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category:
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params.slot === 'weapon'
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? 'weapon'
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: params.slot === 'armor'
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? 'armor'
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: 'relic',
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name: params.name,
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quantity: 1,
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rarity: 'rare',
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@@ -71,7 +92,10 @@ function buildEquipmentItem(params: {
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};
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}
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function buildGameState(loadout: EquipmentLoadout, activeBuildBuffs: GameState['activeBuildBuffs'] = []) {
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function buildGameState(
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loadout: EquipmentLoadout,
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activeBuildBuffs: GameState['activeBuildBuffs'] = [],
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) {
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return {
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worldType: WorldType.WUXIA,
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customWorldProfile: null,
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@@ -130,17 +154,25 @@ describe('buildDamage', () => {
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expect(breakdown.rows.length).toBeGreaterThan(0);
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breakdown.rows.forEach(row => {
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const contributionSum = Object.values(row.attributeContributions)
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.reduce((sum, value) => sum + value, 0);
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const modifierSum = Object.values(row.attributeModifierDeltas)
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.reduce((sum, value) => sum + value, 0);
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breakdown.rows.forEach((row) => {
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const contributionSum = Object.values(row.attributeContributions).reduce(
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(sum, value) => sum + value,
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0,
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);
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const modifierSum = Object.values(row.attributeModifierDeltas).reduce(
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(sum, value) => sum + value,
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0,
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);
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const attributeRows = getBuildContributionAttributeRows(row, schema);
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const activeSlots = Object.entries(row.attributeModifierDeltas).filter(
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([, value]) => value > 0.0001,
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);
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expect(contributionSum).toBeCloseTo(row.fitScore, 4);
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expect(modifierSum).toBeCloseTo(row.bonusDelta, 4);
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expect(attributeRows.length).toBeGreaterThan(0);
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attributeRows.forEach(attributeRow => {
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expect(activeSlots.length).toBeLessThanOrEqual(2);
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attributeRows.forEach((attributeRow) => {
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expect(attributeRow.similarity).toBeGreaterThanOrEqual(0);
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expect(attributeRow.weight).toBeGreaterThanOrEqual(0);
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expect(attributeRow.modifierDelta).toBeGreaterThanOrEqual(0);
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@@ -153,25 +185,33 @@ describe('buildDamage', () => {
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const combatTags = getCharacterCombatTags(baseCharacter);
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expect(combatTags.length).toBeGreaterThanOrEqual(3);
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const fullBreakdown = getCompanionBuildDamageBreakdown(cloneCharacter(baseCharacter, {
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combatTags,
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}));
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const trimmedBreakdown = getCompanionBuildDamageBreakdown(cloneCharacter(baseCharacter, {
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combatTags: combatTags.slice(0, 2),
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}));
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const fullBreakdown = getCompanionBuildDamageBreakdown(
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cloneCharacter(baseCharacter, {
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combatTags,
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}),
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);
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const trimmedBreakdown = getCompanionBuildDamageBreakdown(
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cloneCharacter(baseCharacter, {
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combatTags: combatTags.slice(0, 2),
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}),
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);
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const sharedLabels = combatTags.slice(0, 2);
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sharedLabels.forEach(label => {
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const fullRow = fullBreakdown.rows.find(row => row.label === label);
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const trimmedRow = trimmedBreakdown.rows.find(row => row.label === label);
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sharedLabels.forEach((label) => {
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const fullRow = fullBreakdown.rows.find((row) => row.label === label);
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const trimmedRow = trimmedBreakdown.rows.find(
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(row) => row.label === label,
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);
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expect(fullRow?.bonusDelta).toBe(trimmedRow?.bonusDelta);
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expect(fullRow?.fitScore).toBe(trimmedRow?.fitScore);
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});
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expect(trimmedBreakdown.rows.find(row => row.label === combatTags[2])).toBeUndefined();
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expect(
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trimmedBreakdown.rows.find((row) => row.label === combatTags[2]),
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).toBeUndefined();
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});
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it('gives the same loadout noticeably different build multipliers for different attribute profiles', () => {
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it('keeps the same build multiplier for different attribute profiles when tags are unchanged', () => {
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const baseCharacter = requireCharacter('sword-princess');
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const [primaryTag, secondaryTag] = getCharacterCombatTags(baseCharacter);
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@@ -214,11 +254,21 @@ describe('buildDamage', () => {
|
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},
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});
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const agileBreakdown = getPlayerBuildDamageBreakdown(buildGameState(loadout), agileCharacter);
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const mageBreakdown = getPlayerBuildDamageBreakdown(buildGameState(loadout), mageCharacter);
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const agileBreakdown = getPlayerBuildDamageBreakdown(
|
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buildGameState(loadout),
|
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agileCharacter,
|
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);
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const mageBreakdown = getPlayerBuildDamageBreakdown(
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buildGameState(loadout),
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mageCharacter,
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);
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expect(agileBreakdown.buildDamageMultiplier).toBeGreaterThan(mageBreakdown.buildDamageMultiplier);
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expect(agileBreakdown.buildDamageMultiplier - mageBreakdown.buildDamageMultiplier).toBeGreaterThan(0.02);
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expect(agileBreakdown.buildDamageMultiplier).toBe(
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mageBreakdown.buildDamageMultiplier,
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);
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expect(agileBreakdown.buildDamageBonus).toBe(
|
||||
mageBreakdown.buildDamageBonus,
|
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);
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});
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it('includes both buff tags and set tags in the final additive build bonus', () => {
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@@ -246,19 +296,22 @@ describe('buildDamage', () => {
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relic: null,
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} satisfies EquipmentLoadout;
|
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const breakdown = getPlayerBuildDamageBreakdown(buildGameState(loadout, [
|
||||
{
|
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id: 'buff-1',
|
||||
sourceType: 'skill',
|
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sourceId: 'test-skill',
|
||||
name: 'Test Buff',
|
||||
tags: [primaryTag],
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||||
durationTurns: 2,
|
||||
},
|
||||
]), character);
|
||||
const breakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState(loadout, [
|
||||
{
|
||||
id: 'buff-1',
|
||||
sourceType: 'skill',
|
||||
sourceId: 'test-skill',
|
||||
name: 'Test Buff',
|
||||
tags: [primaryTag],
|
||||
durationTurns: 2,
|
||||
},
|
||||
]),
|
||||
character,
|
||||
);
|
||||
|
||||
expect(breakdown.rows.some(row => row.source === 'buff')).toBe(true);
|
||||
expect(breakdown.rows.some(row => row.source === 'set')).toBe(true);
|
||||
expect(breakdown.rows.some((row) => row.source === 'buff')).toBe(true);
|
||||
expect(breakdown.rows.some((row) => row.source === 'set')).toBe(true);
|
||||
expect(breakdown.buildDamageBonus).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
@@ -266,50 +319,116 @@ describe('buildDamage', () => {
|
||||
const character = requireCharacter('sword-princess');
|
||||
const equipmentOnlyTag = 'balanced';
|
||||
|
||||
const weaponBreakdown = getPlayerBuildDamageBreakdown(buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'weapon-only',
|
||||
name: 'Weapon Only',
|
||||
slot: 'weapon',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
const weaponBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'weapon-only',
|
||||
name: 'Weapon Only',
|
||||
slot: 'weapon',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}), character);
|
||||
const armorBreakdown = getPlayerBuildDamageBreakdown(buildGameState({
|
||||
weapon: null,
|
||||
armor: buildEquipmentItem({
|
||||
id: 'armor-only',
|
||||
name: 'Armor Only',
|
||||
slot: 'armor',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
character,
|
||||
);
|
||||
const armorBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: null,
|
||||
armor: buildEquipmentItem({
|
||||
id: 'armor-only',
|
||||
name: 'Armor Only',
|
||||
slot: 'armor',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
}),
|
||||
relic: null,
|
||||
}),
|
||||
relic: null,
|
||||
}), character);
|
||||
const relicBreakdown = getPlayerBuildDamageBreakdown(buildGameState({
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: buildEquipmentItem({
|
||||
id: 'relic-only',
|
||||
name: 'Relic Only',
|
||||
slot: 'relic',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
character,
|
||||
);
|
||||
const relicBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: null,
|
||||
armor: null,
|
||||
relic: buildEquipmentItem({
|
||||
id: 'relic-only',
|
||||
name: 'Relic Only',
|
||||
slot: 'relic',
|
||||
role: equipmentOnlyTag,
|
||||
tags: [equipmentOnlyTag],
|
||||
}),
|
||||
}),
|
||||
}), character);
|
||||
character,
|
||||
);
|
||||
|
||||
const weaponRow = weaponBreakdown.rows.find(row => row.source === 'weapon');
|
||||
const armorRow = armorBreakdown.rows.find(row => row.source === 'armor');
|
||||
const relicRow = relicBreakdown.rows.find(row => row.source === 'relic');
|
||||
const weaponRow = weaponBreakdown.rows.find(
|
||||
(row) => row.source === 'weapon',
|
||||
);
|
||||
const armorRow = armorBreakdown.rows.find((row) => row.source === 'armor');
|
||||
const relicRow = relicBreakdown.rows.find((row) => row.source === 'relic');
|
||||
|
||||
expect(weaponRow?.sourceCoefficient).toBe(0.85);
|
||||
expect(armorRow?.sourceCoefficient).toBe(0.75);
|
||||
expect(relicRow?.sourceCoefficient).toBe(0.8);
|
||||
expect(weaponRow?.bonusDelta ?? 0).toBeGreaterThan(relicRow?.bonusDelta ?? 0);
|
||||
expect(relicRow?.bonusDelta ?? 0).toBeGreaterThan(armorRow?.bonusDelta ?? 0);
|
||||
expect(weaponRow?.bonusDelta ?? 0).toBeGreaterThan(
|
||||
relicRow?.bonusDelta ?? 0,
|
||||
);
|
||||
expect(relicRow?.bonusDelta ?? 0).toBeGreaterThan(
|
||||
armorRow?.bonusDelta ?? 0,
|
||||
);
|
||||
});
|
||||
|
||||
it('does not allow resource attributes to enter tag bonus rows', () => {
|
||||
const character = requireCharacter('sword-princess');
|
||||
const schema = getPresetWorldAttributeSchema(WorldType.WUXIA);
|
||||
const mpBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'mana-weapon',
|
||||
name: 'Mana Weapon',
|
||||
slot: 'weapon',
|
||||
role: 'mana',
|
||||
tags: ['mana'],
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}),
|
||||
character,
|
||||
);
|
||||
const hpBreakdown = getPlayerBuildDamageBreakdown(
|
||||
buildGameState({
|
||||
weapon: buildEquipmentItem({
|
||||
id: 'fortress-weapon',
|
||||
name: 'Fortress Weapon',
|
||||
slot: 'weapon',
|
||||
role: 'fortress',
|
||||
tags: ['fortress'],
|
||||
}),
|
||||
armor: null,
|
||||
relic: null,
|
||||
}),
|
||||
character,
|
||||
);
|
||||
|
||||
const mpRow = mpBreakdown.rows.find((row) => row.source === 'weapon');
|
||||
const hpRow = hpBreakdown.rows.find((row) => row.source === 'weapon');
|
||||
const mpAttributeRows = mpRow
|
||||
? getBuildContributionAttributeRows(mpRow, schema)
|
||||
: [];
|
||||
const hpAttributeRows = hpRow
|
||||
? getBuildContributionAttributeRows(hpRow, schema)
|
||||
: [];
|
||||
|
||||
expect(
|
||||
mpAttributeRows.every(
|
||||
(attribute) => !attribute.slotId.startsWith('resource_'),
|
||||
),
|
||||
).toBe(true);
|
||||
expect(
|
||||
hpAttributeRows.every(
|
||||
(attribute) => !attribute.slotId.startsWith('resource_'),
|
||||
),
|
||||
).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
|
||||
@@ -5,21 +5,21 @@ import type {
|
||||
EquipmentLoadout,
|
||||
GameState,
|
||||
InventoryItem,
|
||||
RoleAttributeProfile,
|
||||
SceneMonster,
|
||||
TimedBuildBuff,
|
||||
WorldAttributeSchema,
|
||||
} from '../types';
|
||||
import { WorldType } from '../types';
|
||||
import {
|
||||
WorldType,
|
||||
} from '../types';
|
||||
resolveCriticalStrike,
|
||||
resolveRoleCombatStats,
|
||||
} from './attributeCombat';
|
||||
import {
|
||||
getNormalizedAttributeWeights,
|
||||
resolveAttributeSchema,
|
||||
resolveCharacterAttributeProfile,
|
||||
} from './attributeResolver';
|
||||
import { normalizeAttributeVector } from './attributeValidation';
|
||||
import {getBuildTagAttributeSimilarityProfile} from './buildTagAttributeAffinity';
|
||||
import { getBuildTagAttributeSimilarityProfile } from './buildTagAttributeAffinity';
|
||||
import {
|
||||
buildSetBuildTagLabel,
|
||||
getBuildTagDefinition,
|
||||
@@ -35,6 +35,16 @@ import { getEquipmentBonuses } from './equipmentEffects';
|
||||
const MAX_ACTIVE_BUILD_TAGS = 8;
|
||||
export const BASE_TAG_BONUS = 0.12;
|
||||
export const MAX_BUILD_BONUS = 0.6;
|
||||
export type BuildContributionQuality =
|
||||
| 'common'
|
||||
| 'fine'
|
||||
| 'rare'
|
||||
| 'epic'
|
||||
| 'legendary';
|
||||
export type BuildContributionResourceLabels = {
|
||||
maxHp?: string | null;
|
||||
maxMp?: string | null;
|
||||
};
|
||||
|
||||
export type BuildTagSource =
|
||||
| 'buff'
|
||||
@@ -83,6 +93,37 @@ export type BuildContributionAttributeRow = {
|
||||
percent: number;
|
||||
};
|
||||
|
||||
export type OutgoingDamageResult = {
|
||||
damage: number;
|
||||
isCritical: boolean;
|
||||
critChance: number;
|
||||
critDamageMultiplier: number;
|
||||
attackPowerMultiplier: number;
|
||||
};
|
||||
|
||||
type BuildContributionTarget = {
|
||||
slotId: string;
|
||||
label: string;
|
||||
definition: string;
|
||||
};
|
||||
|
||||
type ResolvedTagAffinity = {
|
||||
rawSimilarity: AttributeVector;
|
||||
};
|
||||
|
||||
const BUILD_CONTRIBUTION_QUALITY_LEVELS: Array<{
|
||||
tier: BuildContributionQuality;
|
||||
label: string;
|
||||
minimumBonus: number;
|
||||
colorRatio: number;
|
||||
}> = [
|
||||
{ tier: 'legendary', label: '传说', minimumBonus: 0.06, colorRatio: 1 },
|
||||
{ tier: 'epic', label: '史诗', minimumBonus: 0.045, colorRatio: 0.78 },
|
||||
{ tier: 'rare', label: '稀有', minimumBonus: 0.03, colorRatio: 0.56 },
|
||||
{ tier: 'fine', label: '优秀', minimumBonus: 0.018, colorRatio: 0.32 },
|
||||
{ tier: 'common', label: '普通', minimumBonus: 0, colorRatio: 0.08 },
|
||||
];
|
||||
|
||||
function clamp(value: number, min: number, max: number) {
|
||||
return Math.min(max, Math.max(min, value));
|
||||
}
|
||||
@@ -126,7 +167,8 @@ function pushTag(
|
||||
label: normalizedLabel,
|
||||
source,
|
||||
priority,
|
||||
relatedTags: relatedTags && relatedTags.length > 0 ? [...relatedTags] : undefined,
|
||||
relatedTags:
|
||||
relatedTags && relatedTags.length > 0 ? [...relatedTags] : undefined,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -142,16 +184,21 @@ function getLoadoutBuildTags(loadout: EquipmentLoadout | null | undefined) {
|
||||
if (!loadout) return [];
|
||||
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
const setPieces = new Map<string, { count: number; tags: string[]; setName: string }>();
|
||||
const setPieces = new Map<
|
||||
string,
|
||||
{ count: number; tags: string[]; setName: string }
|
||||
>();
|
||||
|
||||
([
|
||||
['weapon', loadout.weapon],
|
||||
['armor', loadout.armor],
|
||||
['relic', loadout.relic],
|
||||
] as const).forEach(([slotId, item]) => {
|
||||
(
|
||||
[
|
||||
['weapon', loadout.weapon],
|
||||
['armor', loadout.armor],
|
||||
['relic', loadout.relic],
|
||||
] as const
|
||||
).forEach(([slotId, item]) => {
|
||||
if (!item) return;
|
||||
const itemTags = getItemBuildTags(item);
|
||||
itemTags.forEach(tag => pushTag(tags, tag, slotId, 60));
|
||||
itemTags.forEach((tag) => pushTag(tags, tag, slotId, 60));
|
||||
|
||||
const setId = item.buildProfile?.setId?.trim();
|
||||
const setName = item.buildProfile?.setName?.trim();
|
||||
@@ -167,7 +214,7 @@ function getLoadoutBuildTags(loadout: EquipmentLoadout | null | undefined) {
|
||||
setPieces.set(setId, entry);
|
||||
});
|
||||
|
||||
setPieces.forEach(entry => {
|
||||
setPieces.forEach((entry) => {
|
||||
if (entry.count < 2) return;
|
||||
pushTag(
|
||||
tags,
|
||||
@@ -184,7 +231,7 @@ function getLoadoutBuildTags(loadout: EquipmentLoadout | null | undefined) {
|
||||
function dedupeAndLimitTags(tags: ResolvedBuildTag[]) {
|
||||
const bestByLabel = new Map<string, ResolvedBuildTag>();
|
||||
|
||||
tags.forEach(tag => {
|
||||
tags.forEach((tag) => {
|
||||
const existing = bestByLabel.get(tag.label);
|
||||
if (!existing || tag.priority > existing.priority) {
|
||||
bestByLabel.set(tag.label, tag);
|
||||
@@ -192,70 +239,147 @@ function dedupeAndLimitTags(tags: ResolvedBuildTag[]) {
|
||||
});
|
||||
|
||||
return [...bestByLabel.values()]
|
||||
.sort((left, right) => right.priority - left.priority || left.label.localeCompare(right.label, 'zh-CN'))
|
||||
.sort(
|
||||
(left, right) =>
|
||||
right.priority - left.priority ||
|
||||
left.label.localeCompare(right.label, 'zh-CN'),
|
||||
)
|
||||
.slice(0, MAX_ACTIVE_BUILD_TAGS);
|
||||
}
|
||||
|
||||
function averageAttributeVectors(vectors: AttributeVector[], slotIds: readonly string[]) {
|
||||
function averageAttributeVectors(
|
||||
vectors: AttributeVector[],
|
||||
slotIds: readonly string[],
|
||||
) {
|
||||
if (vectors.length === 0) {
|
||||
const evenShare = 1 / Math.max(slotIds.length, 1);
|
||||
return Object.fromEntries(slotIds.map(slotId => [slotId, evenShare]));
|
||||
return Object.fromEntries(slotIds.map((slotId) => [slotId, evenShare]));
|
||||
}
|
||||
|
||||
return Object.fromEntries(
|
||||
slotIds.map(slotId => [
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(vectors.reduce((sum, vector) => sum + (vector[slotId] ?? 0), 0) / vectors.length, 4),
|
||||
roundNumber(
|
||||
vectors.reduce((sum, vector) => sum + (vector[slotId] ?? 0), 0) /
|
||||
vectors.length,
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
}
|
||||
|
||||
function resolveTagAffinity(tag: ResolvedBuildTag, schema: WorldAttributeSchema) {
|
||||
function resolveTagAffinity(
|
||||
tag: ResolvedBuildTag,
|
||||
schema: WorldAttributeSchema,
|
||||
) {
|
||||
const definition = getBuildTagDefinition(tag.label);
|
||||
if (definition) {
|
||||
return getBuildTagAttributeSimilarityProfile(definition.id, schema);
|
||||
return {
|
||||
rawSimilarity: getBuildTagAttributeSimilarityProfile(
|
||||
definition.id,
|
||||
schema,
|
||||
).rawSimilarity,
|
||||
} satisfies ResolvedTagAffinity;
|
||||
}
|
||||
|
||||
const relatedAffinities = (tag.relatedTags ?? []).flatMap(relatedTag => {
|
||||
const relatedDefinition = getBuildTagDefinition(relatedTag);
|
||||
if (!relatedDefinition) {
|
||||
return [];
|
||||
}
|
||||
const relatedSchemaAffinities = (tag.relatedTags ?? []).flatMap(
|
||||
(relatedTag) => {
|
||||
const relatedDefinition = getBuildTagDefinition(relatedTag);
|
||||
if (!relatedDefinition) {
|
||||
return [];
|
||||
}
|
||||
|
||||
return [getBuildTagAttributeSimilarityProfile(relatedDefinition.id, schema).rawSimilarity];
|
||||
});
|
||||
|
||||
const rawSimilarity = averageAttributeVectors(relatedAffinities, schema.slots.map(slot => slot.slotId));
|
||||
return [
|
||||
getBuildTagAttributeSimilarityProfile(relatedDefinition.id, schema)
|
||||
.rawSimilarity,
|
||||
];
|
||||
},
|
||||
);
|
||||
const rawSimilarity = averageAttributeVectors(
|
||||
relatedSchemaAffinities,
|
||||
schema.slots.map((slot) => slot.slotId),
|
||||
);
|
||||
|
||||
return {
|
||||
rawSimilarity,
|
||||
normalizedSimilarity: normalizeAttributeVector(rawSimilarity, schema.slots.map(slot => slot.slotId)),
|
||||
};
|
||||
} satisfies ResolvedTagAffinity;
|
||||
}
|
||||
|
||||
function resolveContributionTargets(
|
||||
schema: WorldAttributeSchema,
|
||||
_resourceLabels?: BuildContributionResourceLabels | null,
|
||||
) {
|
||||
return schema.slots.map((slot) => ({
|
||||
slotId: slot.slotId,
|
||||
label: slot.name,
|
||||
definition: slot.definition,
|
||||
})) satisfies BuildContributionTarget[];
|
||||
}
|
||||
|
||||
function buildAttributeContributions(
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
tagAffinity: AttributeVector,
|
||||
tagAffinity: ResolvedTagAffinity,
|
||||
schema: WorldAttributeSchema,
|
||||
sourceCoefficient: number,
|
||||
resourceLabels?: BuildContributionResourceLabels | null,
|
||||
) {
|
||||
const slotIds = schema.slots.map(slot => slot.slotId);
|
||||
const attributeWeights = getNormalizedAttributeWeights(profile, schema);
|
||||
const normalizedAffinity = normalizeAttributeVector(tagAffinity ?? {}, slotIds);
|
||||
const targets = resolveContributionTargets(schema, resourceLabels);
|
||||
const slotIds = targets.map((target) => target.slotId);
|
||||
const rawSimilarity = Object.fromEntries(
|
||||
targets.map((target) => {
|
||||
return [
|
||||
target.slotId,
|
||||
roundNumber(tagAffinity.rawSimilarity[target.slotId] ?? 0, 4),
|
||||
];
|
||||
}),
|
||||
);
|
||||
const normalizedAffinity = normalizeAttributeVector(rawSimilarity, slotIds);
|
||||
const effectiveSlotIds = new Set(
|
||||
[...slotIds]
|
||||
.sort((left, right) => {
|
||||
const difference =
|
||||
(normalizedAffinity[right] ?? 0) - (normalizedAffinity[left] ?? 0);
|
||||
if (Math.abs(difference) > 0.0001) {
|
||||
return difference;
|
||||
}
|
||||
|
||||
return left.localeCompare(right, 'zh-CN');
|
||||
})
|
||||
.slice(0, 2),
|
||||
);
|
||||
const attributeContributions = Object.fromEntries(
|
||||
slotIds.map(slotId => [
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber((attributeWeights[slotId] ?? 0) * (normalizedAffinity[slotId] ?? 0), 4),
|
||||
roundNumber(
|
||||
effectiveSlotIds.has(slotId) ? (normalizedAffinity[slotId] ?? 0) : 0,
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
const attributeWeights = Object.fromEntries(
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(
|
||||
effectiveSlotIds.has(slotId) ? (normalizedAffinity[slotId] ?? 0) : 0,
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
const attributeModifierDeltas = Object.fromEntries(
|
||||
slotIds.map(slotId => [
|
||||
slotIds.map((slotId) => [
|
||||
slotId,
|
||||
roundNumber(BASE_TAG_BONUS * sourceCoefficient * (attributeContributions[slotId] ?? 0), 4),
|
||||
roundNumber(
|
||||
BASE_TAG_BONUS *
|
||||
sourceCoefficient *
|
||||
(attributeContributions[slotId] ?? 0),
|
||||
4,
|
||||
),
|
||||
]),
|
||||
);
|
||||
const fitScore = roundNumber(
|
||||
slotIds.reduce((sum, slotId) => sum + (attributeContributions[slotId] ?? 0), 0),
|
||||
slotIds.reduce(
|
||||
(sum, slotId) => sum + (attributeContributions[slotId] ?? 0),
|
||||
0,
|
||||
),
|
||||
4,
|
||||
);
|
||||
|
||||
@@ -270,8 +394,8 @@ function buildAttributeContributions(
|
||||
|
||||
function buildBreakdownFromTags(
|
||||
tags: ResolvedBuildTag[],
|
||||
profile: RoleAttributeProfile | null | undefined,
|
||||
schema: WorldAttributeSchema,
|
||||
resourceLabels?: BuildContributionResourceLabels | null,
|
||||
): BuildDamageBreakdown {
|
||||
if (tags.length === 0) {
|
||||
return {
|
||||
@@ -283,7 +407,7 @@ function buildBreakdownFromTags(
|
||||
};
|
||||
}
|
||||
|
||||
const rows = tags.map(currentTag => {
|
||||
const rows = tags.map((currentTag) => {
|
||||
const tagAffinity = resolveTagAffinity(currentTag, schema);
|
||||
const sourceCoefficient = getSourceCoefficient(currentTag.source);
|
||||
const {
|
||||
@@ -292,9 +416,17 @@ function buildBreakdownFromTags(
|
||||
normalizedAffinity,
|
||||
attributeContributions,
|
||||
attributeModifierDeltas,
|
||||
} = buildAttributeContributions(profile, tagAffinity.normalizedSimilarity, schema, sourceCoefficient);
|
||||
} = buildAttributeContributions(
|
||||
tagAffinity,
|
||||
schema,
|
||||
sourceCoefficient,
|
||||
resourceLabels,
|
||||
);
|
||||
const bonusDelta = roundNumber(
|
||||
Object.values(attributeModifierDeltas).reduce((sum, value) => sum + value, 0),
|
||||
Object.values(attributeModifierDeltas).reduce(
|
||||
(sum, value) => sum + value,
|
||||
0,
|
||||
),
|
||||
4,
|
||||
);
|
||||
|
||||
@@ -312,13 +444,17 @@ function buildBreakdownFromTags(
|
||||
});
|
||||
|
||||
const buildDamageBonus = roundNumber(
|
||||
clamp(rows.reduce((sum, row) => sum + row.bonusDelta, 0), 0, MAX_BUILD_BONUS),
|
||||
clamp(
|
||||
rows.reduce((sum, row) => sum + row.bonusDelta, 0),
|
||||
0,
|
||||
MAX_BUILD_BONUS,
|
||||
),
|
||||
4,
|
||||
);
|
||||
const buildDamageMultiplier = roundNumber(1 + buildDamageBonus, 4);
|
||||
|
||||
return {
|
||||
tags: tags.map(tag => tag.label),
|
||||
tags: tags.map((tag) => tag.label),
|
||||
baseTagCount: tags.length,
|
||||
buildDamageBonus,
|
||||
buildDamageMultiplier,
|
||||
@@ -347,68 +483,139 @@ export function getBuildSourceLabel(source: BuildTagSource) {
|
||||
}
|
||||
}
|
||||
|
||||
export function getBuildContributionQuality(
|
||||
bonusDelta: number,
|
||||
): (typeof BUILD_CONTRIBUTION_QUALITY_LEVELS)[number] {
|
||||
const fallbackLevel =
|
||||
BUILD_CONTRIBUTION_QUALITY_LEVELS[
|
||||
BUILD_CONTRIBUTION_QUALITY_LEVELS.length - 1
|
||||
] ?? BUILD_CONTRIBUTION_QUALITY_LEVELS[0]!;
|
||||
|
||||
return (
|
||||
BUILD_CONTRIBUTION_QUALITY_LEVELS.find(
|
||||
(level) => bonusDelta >= level.minimumBonus,
|
||||
) ?? fallbackLevel
|
||||
);
|
||||
}
|
||||
|
||||
export function getBuildContributionQualityLabel(bonusDelta: number) {
|
||||
return getBuildContributionQuality(bonusDelta).label;
|
||||
}
|
||||
|
||||
export function getBuildContributionQualityRatio(bonusDelta: number) {
|
||||
return getBuildContributionQuality(bonusDelta).colorRatio;
|
||||
}
|
||||
|
||||
export function formatBuildContributionPercent(value: number, digits = 1) {
|
||||
const percentValue = roundNumber(value * 100, digits);
|
||||
const normalizedDigits = Math.max(0, digits);
|
||||
return `${percentValue >= 0 ? '+' : ''}${percentValue.toFixed(normalizedDigits)}%`;
|
||||
}
|
||||
|
||||
export function getBuildContributionAttributeRows(
|
||||
row: Pick<
|
||||
BuildContributionRow,
|
||||
'attributeContributions' | 'attributeModifierDeltas' | 'attributeSimilarities' | 'attributeWeights'
|
||||
| 'attributeContributions'
|
||||
| 'attributeModifierDeltas'
|
||||
| 'attributeSimilarities'
|
||||
| 'attributeWeights'
|
||||
>,
|
||||
schema: WorldAttributeSchema,
|
||||
minimumValue = 0.0001,
|
||||
options: {
|
||||
minimumValue?: number;
|
||||
resourceLabels?: BuildContributionResourceLabels | null;
|
||||
} = {},
|
||||
) {
|
||||
const totalModifierDelta = Object.values(row.attributeModifierDeltas ?? {}).reduce((sum, value) => sum + value, 0);
|
||||
const minimumValue = options.minimumValue ?? 0.0001;
|
||||
const totalModifierDelta = Object.values(
|
||||
row.attributeModifierDeltas ?? {},
|
||||
).reduce((sum, value) => sum + value, 0);
|
||||
const targets = resolveContributionTargets(schema, options.resourceLabels);
|
||||
|
||||
return schema.slots
|
||||
.map(slot => {
|
||||
const value = roundNumber(row.attributeContributions[slot.slotId] ?? 0, 4);
|
||||
const modifierDelta = roundNumber(row.attributeModifierDeltas?.[slot.slotId] ?? 0, 4);
|
||||
const percent = totalModifierDelta > 0 ? roundNumber(modifierDelta / totalModifierDelta, 4) : 0;
|
||||
return targets
|
||||
.map((target) => {
|
||||
const value = roundNumber(
|
||||
row.attributeContributions[target.slotId] ?? 0,
|
||||
4,
|
||||
);
|
||||
const modifierDelta = roundNumber(
|
||||
row.attributeModifierDeltas?.[target.slotId] ?? 0,
|
||||
4,
|
||||
);
|
||||
const percent =
|
||||
totalModifierDelta > 0
|
||||
? roundNumber(modifierDelta / totalModifierDelta, 4)
|
||||
: 0;
|
||||
|
||||
return {
|
||||
slotId: slot.slotId,
|
||||
label: slot.name,
|
||||
definition: slot.definition,
|
||||
similarity: roundNumber(row.attributeSimilarities?.[slot.slotId] ?? 0, 4),
|
||||
weight: roundNumber(row.attributeWeights?.[slot.slotId] ?? 0, 4),
|
||||
slotId: target.slotId,
|
||||
label: target.label,
|
||||
definition: target.definition,
|
||||
similarity: roundNumber(
|
||||
row.attributeSimilarities?.[target.slotId] ?? 0,
|
||||
4,
|
||||
),
|
||||
weight: roundNumber(row.attributeWeights?.[target.slotId] ?? 0, 4),
|
||||
value,
|
||||
modifierDelta,
|
||||
percent,
|
||||
} satisfies BuildContributionAttributeRow;
|
||||
})
|
||||
.filter(entry => entry.value > minimumValue || entry.modifierDelta > minimumValue)
|
||||
.sort((left, right) => right.value - left.value || left.label.localeCompare(right.label, 'zh-CN'));
|
||||
.filter(
|
||||
(entry) =>
|
||||
entry.value > minimumValue || entry.modifierDelta > minimumValue,
|
||||
)
|
||||
.sort(
|
||||
(left, right) =>
|
||||
right.modifierDelta - left.modifierDelta ||
|
||||
left.label.localeCompare(right.label, 'zh-CN'),
|
||||
);
|
||||
}
|
||||
|
||||
export function describeBuildContribution(
|
||||
row: Pick<
|
||||
BuildContributionRow,
|
||||
'attributeContributions' | 'attributeModifierDeltas' | 'attributeSimilarities' | 'attributeWeights'
|
||||
| 'attributeContributions'
|
||||
| 'attributeModifierDeltas'
|
||||
| 'attributeSimilarities'
|
||||
| 'attributeWeights'
|
||||
>,
|
||||
schema: WorldAttributeSchema,
|
||||
limit = 2,
|
||||
options: {
|
||||
limit?: number;
|
||||
resourceLabels?: BuildContributionResourceLabels | null;
|
||||
} = {},
|
||||
) {
|
||||
const topRows = getBuildContributionAttributeRows(row, schema).slice(0, limit);
|
||||
const limit = options.limit ?? 2;
|
||||
const topRows = getBuildContributionAttributeRows(row, schema, options).slice(
|
||||
0,
|
||||
limit,
|
||||
);
|
||||
if (topRows.length === 0) {
|
||||
return '\u5f53\u524d\u5c5e\u6027\u9002\u914d\u8f83\u5f31';
|
||||
return '\u6682\u65e0\u53ef\u89c1\u5c5e\u6027\u52a0\u6210';
|
||||
}
|
||||
|
||||
if (topRows.length === 1) {
|
||||
return `${topRows[0]?.label ?? '\u4e3b\u5c5e\u6027'}\u4e3b\u5bfc`;
|
||||
}
|
||||
|
||||
return `${topRows[0]?.label ?? '\u4e3b\u5c5e\u6027'}\u4e3b\u5bfc\uff0c${topRows[1]?.label ?? '\u8f85\u52a9\u5c5e\u6027'}\u8f85\u52a9`;
|
||||
return topRows
|
||||
.map(
|
||||
(entry) =>
|
||||
`${entry.label} ${formatBuildContributionPercent(entry.modifierDelta)}`,
|
||||
)
|
||||
.join(',');
|
||||
}
|
||||
|
||||
function getPlayerBuffs(gameState: GameState) {
|
||||
return (gameState.activeBuildBuffs ?? []).filter(buff => (buff.durationTurns ?? 0) > 0);
|
||||
return (gameState.activeBuildBuffs ?? []).filter(
|
||||
(buff) => (buff.durationTurns ?? 0) > 0,
|
||||
);
|
||||
}
|
||||
|
||||
export function tickBuildBuffs(buffs: TimedBuildBuff[] | null | undefined) {
|
||||
return (buffs ?? [])
|
||||
.map(buff => ({
|
||||
.map((buff) => ({
|
||||
...buff,
|
||||
durationTurns: Math.max(0, (buff.durationTurns ?? 0) - 1),
|
||||
}))
|
||||
.filter(buff => buff.durationTurns > 0);
|
||||
.filter((buff) => buff.durationTurns > 0);
|
||||
}
|
||||
|
||||
export function appendBuildBuffs(
|
||||
@@ -417,9 +624,12 @@ export function appendBuildBuffs(
|
||||
) {
|
||||
const merged = new Map<string, TimedBuildBuff>();
|
||||
|
||||
[...(baseBuffs ?? []), ...(additions ?? [])].forEach(buff => {
|
||||
[...(baseBuffs ?? []), ...(additions ?? [])].forEach((buff) => {
|
||||
const existing = merged.get(buff.id);
|
||||
if (!existing || (buff.durationTurns ?? 0) >= (existing.durationTurns ?? 0)) {
|
||||
if (
|
||||
!existing ||
|
||||
(buff.durationTurns ?? 0) >= (existing.durationTurns ?? 0)
|
||||
) {
|
||||
merged.set(buff.id, {
|
||||
...buff,
|
||||
tags: normalizeBuildTags(buff.tags),
|
||||
@@ -427,18 +637,28 @@ export function appendBuildBuffs(
|
||||
}
|
||||
});
|
||||
|
||||
return [...merged.values()].filter(buff => buff.tags.length > 0 && buff.durationTurns > 0);
|
||||
return [...merged.values()].filter(
|
||||
(buff) => buff.tags.length > 0 && buff.durationTurns > 0,
|
||||
);
|
||||
}
|
||||
|
||||
export function getPlayerBuildDamageBreakdown(gameState: GameState, character: Character) {
|
||||
export function getPlayerBuildDamageBreakdown(
|
||||
gameState: GameState,
|
||||
character: Character,
|
||||
) {
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
getTimedBuildBuffTags(getPlayerBuffs(gameState)).forEach(tag => pushTag(tags, tag, 'buff', 100));
|
||||
getCharacterCombatTags(character).forEach(tag => pushTag(tags, tag, 'character', 90));
|
||||
getLoadoutBuildTags(gameState.playerEquipment).forEach(tag => tags.push(tag));
|
||||
getTimedBuildBuffTags(getPlayerBuffs(gameState)).forEach((tag) =>
|
||||
pushTag(tags, tag, 'buff', 100),
|
||||
);
|
||||
getCharacterCombatTags(character).forEach((tag) =>
|
||||
pushTag(tags, tag, 'character', 90),
|
||||
);
|
||||
getLoadoutBuildTags(gameState.playerEquipment).forEach((tag) =>
|
||||
tags.push(tag),
|
||||
);
|
||||
|
||||
return buildBreakdownFromTags(
|
||||
dedupeAndLimitTags(tags),
|
||||
resolveCharacterAttributeProfile(character, gameState.worldType, gameState.customWorldProfile),
|
||||
resolveAttributeSchema(gameState.worldType, gameState.customWorldProfile),
|
||||
);
|
||||
}
|
||||
@@ -449,12 +669,14 @@ export function getCompanionBuildDamageBreakdown(
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
getCharacterCombatTags(character).forEach(tag => pushTag(tags, tag, 'character', 90));
|
||||
const resolvedWorldType = worldType ?? (customWorldProfile ? WorldType.CUSTOM : WorldType.WUXIA);
|
||||
getCharacterCombatTags(character).forEach((tag) =>
|
||||
pushTag(tags, tag, 'character', 90),
|
||||
);
|
||||
const resolvedWorldType =
|
||||
worldType ?? (customWorldProfile ? WorldType.CUSTOM : WorldType.WUXIA);
|
||||
|
||||
return buildBreakdownFromTags(
|
||||
dedupeAndLimitTags(tags),
|
||||
resolveCharacterAttributeProfile(character, resolvedWorldType, customWorldProfile),
|
||||
resolveAttributeSchema(resolvedWorldType, customWorldProfile),
|
||||
);
|
||||
}
|
||||
@@ -465,13 +687,19 @@ export function getMonsterBuildDamageBreakdown(
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const tags: ResolvedBuildTag[] = [];
|
||||
getSceneMonsterCombatTags(monster).forEach(tag => pushTag(tags, tag, 'monster', 90));
|
||||
const resolvedWorldType = worldType
|
||||
?? (monster.attributeProfile?.schemaId?.includes('xianxia') ? WorldType.XIANXIA : customWorldProfile ? WorldType.CUSTOM : WorldType.WUXIA);
|
||||
getSceneMonsterCombatTags(monster).forEach((tag) =>
|
||||
pushTag(tags, tag, 'monster', 90),
|
||||
);
|
||||
const resolvedWorldType =
|
||||
worldType ??
|
||||
(monster.attributeProfile?.schemaId?.includes('xianxia')
|
||||
? WorldType.XIANXIA
|
||||
: customWorldProfile
|
||||
? WorldType.CUSTOM
|
||||
: WorldType.WUXIA);
|
||||
|
||||
return buildBreakdownFromTags(
|
||||
dedupeAndLimitTags(tags),
|
||||
monster.attributeProfile ?? null,
|
||||
resolveAttributeSchema(resolvedWorldType, customWorldProfile),
|
||||
);
|
||||
}
|
||||
@@ -482,25 +710,61 @@ export function calculateOutgoingDamage(
|
||||
functionMultiplier?: number;
|
||||
equipmentMultiplier?: number;
|
||||
buildMultiplier?: number;
|
||||
attackPowerMultiplier?: number;
|
||||
} = {},
|
||||
) {
|
||||
return Math.max(
|
||||
1,
|
||||
Math.round(
|
||||
baseDamage
|
||||
* (options.functionMultiplier ?? 1)
|
||||
* (options.equipmentMultiplier ?? 1)
|
||||
* (options.buildMultiplier ?? 1),
|
||||
baseDamage *
|
||||
(options.functionMultiplier ?? 1) *
|
||||
(options.equipmentMultiplier ?? 1) *
|
||||
(options.buildMultiplier ?? 1) *
|
||||
(options.attackPowerMultiplier ?? 1),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
export function calculateOutgoingDamageResult(
|
||||
baseDamage: number,
|
||||
options: {
|
||||
functionMultiplier?: number;
|
||||
equipmentMultiplier?: number;
|
||||
buildMultiplier?: number;
|
||||
attackPowerMultiplier?: number;
|
||||
criticalHit?: boolean;
|
||||
critDamageMultiplier?: number;
|
||||
critChance?: number;
|
||||
} = {},
|
||||
): OutgoingDamageResult {
|
||||
const baseResolvedDamage = calculateOutgoingDamage(baseDamage, options);
|
||||
const isCritical = options.criticalHit ?? false;
|
||||
const critDamageMultiplier = options.critDamageMultiplier ?? 1;
|
||||
|
||||
return {
|
||||
damage: Math.max(
|
||||
1,
|
||||
Math.round(baseResolvedDamage * (isCritical ? critDamageMultiplier : 1)),
|
||||
),
|
||||
isCritical,
|
||||
critChance: options.critChance ?? 0,
|
||||
critDamageMultiplier,
|
||||
attackPowerMultiplier: options.attackPowerMultiplier ?? 1,
|
||||
};
|
||||
}
|
||||
|
||||
export function resolvePlayerOutgoingDamage(
|
||||
gameState: GameState,
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
gameState.worldType,
|
||||
gameState.customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const buildBreakdown = getPlayerBuildDamageBreakdown(gameState, character);
|
||||
const equipmentBonuses = getEquipmentBonuses(gameState.playerEquipment);
|
||||
|
||||
@@ -508,6 +772,37 @@ export function resolvePlayerOutgoingDamage(
|
||||
functionMultiplier,
|
||||
equipmentMultiplier: equipmentBonuses.outgoingDamageMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolvePlayerOutgoingDamageResult(
|
||||
gameState: GameState,
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
critRollSeed?: string,
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
gameState.worldType,
|
||||
gameState.customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const criticalStrike = critRollSeed
|
||||
? resolveCriticalStrike(attributeProfile, critRollSeed)
|
||||
: null;
|
||||
const buildBreakdown = getPlayerBuildDamageBreakdown(gameState, character);
|
||||
const equipmentBonuses = getEquipmentBonuses(gameState.playerEquipment);
|
||||
|
||||
return calculateOutgoingDamageResult(baseDamage, {
|
||||
functionMultiplier,
|
||||
equipmentMultiplier: equipmentBonuses.outgoingDamageMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
criticalHit: criticalStrike?.isCritical ?? false,
|
||||
critChance: combatStats.critChance,
|
||||
critDamageMultiplier: combatStats.critDamageMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -518,11 +813,55 @@ export function resolveCompanionOutgoingDamage(
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const buildBreakdown = getCompanionBuildDamageBreakdown(character, worldType, customWorldProfile);
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const buildBreakdown = getCompanionBuildDamageBreakdown(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamage(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolveCompanionOutgoingDamageResult(
|
||||
character: Character,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
critRollSeed?: string,
|
||||
) {
|
||||
const attributeProfile = resolveCharacterAttributeProfile(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
const combatStats = resolveRoleCombatStats(attributeProfile);
|
||||
const criticalStrike = critRollSeed
|
||||
? resolveCriticalStrike(attributeProfile, critRollSeed)
|
||||
: null;
|
||||
const buildBreakdown = getCompanionBuildDamageBreakdown(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamageResult(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
criticalHit: criticalStrike?.isCritical ?? false,
|
||||
critChance: combatStats.critChance,
|
||||
critDamageMultiplier: combatStats.critDamageMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -533,10 +872,44 @@ export function resolveMonsterOutgoingDamage(
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
const buildBreakdown = getMonsterBuildDamageBreakdown(monster, worldType, customWorldProfile);
|
||||
const combatStats = resolveRoleCombatStats(monster.attributeProfile);
|
||||
const buildBreakdown = getMonsterBuildDamageBreakdown(
|
||||
monster,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamage(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
export function resolveMonsterOutgoingDamageResult(
|
||||
monster: SceneMonster,
|
||||
baseDamage: number,
|
||||
functionMultiplier = 1,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
critRollSeed?: string,
|
||||
) {
|
||||
const combatStats = resolveRoleCombatStats(monster.attributeProfile);
|
||||
const criticalStrike = critRollSeed
|
||||
? resolveCriticalStrike(monster.attributeProfile, critRollSeed)
|
||||
: null;
|
||||
const buildBreakdown = getMonsterBuildDamageBreakdown(
|
||||
monster,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
|
||||
return calculateOutgoingDamageResult(baseDamage, {
|
||||
functionMultiplier,
|
||||
buildMultiplier: buildBreakdown.buildDamageMultiplier,
|
||||
attackPowerMultiplier: combatStats.attackPowerMultiplier,
|
||||
criticalHit: criticalStrike?.isCritical ?? false,
|
||||
critChance: combatStats.critChance,
|
||||
critDamageMultiplier: combatStats.critDamageMultiplier,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -20,6 +20,11 @@ import {
|
||||
WorldTemplateType,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import {
|
||||
AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS,
|
||||
DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY,
|
||||
} from './affinityLevels';
|
||||
import { resolveRoleCombatStats } from './attributeCombat';
|
||||
import {
|
||||
buildCharacterAttributeProfile,
|
||||
buildCustomWorldPlayableNpcAttributeProfile,
|
||||
@@ -40,6 +45,13 @@ function defineSkill(skill: CharacterSkillDefinition): CharacterSkillDefinition
|
||||
return skill;
|
||||
}
|
||||
|
||||
const [
|
||||
BACKSTORY_UNLOCK_AFFINITY_EASED = 15,
|
||||
BACKSTORY_UNLOCK_AFFINITY_FRIENDLY = 30,
|
||||
BACKSTORY_UNLOCK_AFFINITY_TRUSTED = 60,
|
||||
BACKSTORY_UNLOCK_AFFINITY_CLOSE = 90,
|
||||
] = AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS;
|
||||
|
||||
function effect(definition: CharacterSkillEffectDefinition) {
|
||||
return definition;
|
||||
}
|
||||
@@ -144,16 +156,35 @@ export type CharacterPresetOverride = Partial<Omit<Character, 'attributes' | 'sk
|
||||
const CHARACTER_OVERRIDES = characterOverridesJson as Record<string, CharacterPresetOverride>;
|
||||
export const UNIVERSAL_MAX_MANA = 999;
|
||||
|
||||
function getLegacyCharacterMaxHp(character: Character) {
|
||||
function getLegacyCharacterBaseMaxHp(character: Character) {
|
||||
return Math.max(120, 90 + character.attributes.strength * 10 + character.attributes.spirit * 4);
|
||||
}
|
||||
|
||||
function getCharacterBaseResourceProfile(character: Character) {
|
||||
return character.resourceProfile ?? buildCharacterResourceProfile(character);
|
||||
}
|
||||
|
||||
export function getCharacterMaxMana(character: Character) {
|
||||
return character.resourceProfile?.maxMana ?? UNIVERSAL_MAX_MANA;
|
||||
}
|
||||
|
||||
export function getCharacterMaxHp(character: Character) {
|
||||
return character.resourceProfile?.maxHp ?? getLegacyCharacterMaxHp(character);
|
||||
export function getCharacterCombatStats(
|
||||
character: Character,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
return resolveRoleCombatStats(
|
||||
resolveCharacterAttributeProfile(character, worldType, customWorldProfile) ?? character.attributeProfile,
|
||||
);
|
||||
}
|
||||
|
||||
export function getCharacterMaxHp(
|
||||
character: Character,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
return getCharacterBaseResourceProfile(character).maxHp
|
||||
+ getCharacterCombatStats(character, worldType, customWorldProfile).maxHpBonus;
|
||||
}
|
||||
|
||||
export function createCharacterSkillCooldowns(character: Character) {
|
||||
@@ -175,7 +206,10 @@ function buildCharacterResourceProfile(character: Character) {
|
||||
: 188;
|
||||
|
||||
return {
|
||||
maxHp: baseHp + Math.min(18, character.skills.length * 4),
|
||||
maxHp: Math.max(
|
||||
getLegacyCharacterBaseMaxHp(character),
|
||||
baseHp + Math.min(18, character.skills.length * 4),
|
||||
),
|
||||
maxMana: UNIVERSAL_MAX_MANA,
|
||||
};
|
||||
}
|
||||
@@ -206,6 +240,50 @@ function hydrateCharacterRoleData(
|
||||
initialAffinity: 18,
|
||||
relationshipHooks: character.combatTags?.slice(0, 3) ?? [],
|
||||
tags: character.combatTags ?? [],
|
||||
backstoryReveal: {
|
||||
publicSummary: character.description,
|
||||
chapters: [
|
||||
{
|
||||
id: 'surface',
|
||||
title: '表层来意',
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_EASED,
|
||||
teaser: character.description,
|
||||
content: character.backstory,
|
||||
contextSnippet: character.backstory,
|
||||
},
|
||||
{
|
||||
id: 'scar',
|
||||
title: '旧事裂痕',
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_FRIENDLY,
|
||||
teaser: character.backstory,
|
||||
content: character.backstory,
|
||||
contextSnippet: character.backstory,
|
||||
},
|
||||
{
|
||||
id: 'hidden',
|
||||
title: '隐藏执念',
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_TRUSTED,
|
||||
teaser: character.personality,
|
||||
content: character.personality,
|
||||
contextSnippet: character.personality,
|
||||
},
|
||||
{
|
||||
id: 'final',
|
||||
title: '最终底牌',
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_CLOSE,
|
||||
teaser: character.skills[0]?.name ?? character.title,
|
||||
content: character.backstory,
|
||||
contextSnippet: character.backstory,
|
||||
},
|
||||
],
|
||||
},
|
||||
skills: character.skills.slice(0, 3).map((skill, index) => ({
|
||||
id: `preset-skill-${index + 1}`,
|
||||
name: skill.name,
|
||||
summary: skill.name,
|
||||
style: skill.style,
|
||||
})),
|
||||
initialItems: [],
|
||||
},
|
||||
options.customWorldProfile.attributeSchema,
|
||||
character.attributes,
|
||||
@@ -232,8 +310,10 @@ export function buildCompanionState(
|
||||
npcId: string,
|
||||
character: Character,
|
||||
joinedAtAffinity: number,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: CustomWorldProfile | null = getRuntimeCustomWorldProfile(),
|
||||
): CompanionState {
|
||||
const maxHp = Math.max(180, getCharacterMaxHp(character));
|
||||
const maxHp = Math.max(180, getCharacterMaxHp(character, worldType, customWorldProfile));
|
||||
const maxMana = getCharacterMaxMana(character);
|
||||
|
||||
return {
|
||||
@@ -1434,6 +1514,8 @@ function buildCustomWorldSkillVariant(
|
||||
index: number,
|
||||
) {
|
||||
const themeMode = detectCustomWorldThemeMode(profile);
|
||||
const generatedSkill =
|
||||
role.skills[index % Math.max(1, role.skills.length)] ?? null;
|
||||
const contextText = [
|
||||
profile.name,
|
||||
profile.settingText,
|
||||
@@ -1445,7 +1527,13 @@ function buildCustomWorldSkillVariant(
|
||||
role.backstory,
|
||||
role.personality,
|
||||
role.combatStyle,
|
||||
role.backstoryReveal.publicSummary,
|
||||
role.skills.map((item) => `${item.name} ${item.summary} ${item.style}`).join(' '),
|
||||
role.initialItems.map((item) => `${item.name} ${item.category} ${item.description}`).join(' '),
|
||||
role.tags.join(' '),
|
||||
generatedSkill?.name ?? '',
|
||||
generatedSkill?.summary ?? '',
|
||||
generatedSkill?.style ?? '',
|
||||
].join(' ');
|
||||
const seed = hashText(`${contextText}:${baseCharacter.id}:${skill.id}:${index}`);
|
||||
const isRangedSkill = skill.delivery === 'ranged' || skill.style === 'projectile';
|
||||
@@ -1469,7 +1557,9 @@ function buildCustomWorldSkillVariant(
|
||||
|
||||
return {
|
||||
...skill,
|
||||
name: buildThemedSkillName(profile, baseCharacter, skill, index, role),
|
||||
name:
|
||||
generatedSkill?.name?.trim()
|
||||
|| buildThemedSkillName(profile, baseCharacter, skill, index, role),
|
||||
damage: clampInteger(skill.damage + damageBoost, Math.max(6, skill.damage - 4), skill.damage + 12),
|
||||
manaCost: clampInteger(skill.manaCost + manaShift, 0, skill.manaCost + 5),
|
||||
cooldownTurns: clampInteger(skill.cooldownTurns + cooldownShift, 1, skill.cooldownTurns + 2),
|
||||
@@ -1523,12 +1613,16 @@ function buildCustomWorldCharacter(baseCharacter: Character, profile: CustomWorl
|
||||
title: role.title,
|
||||
description: role.description,
|
||||
backstory: role.backstory,
|
||||
backstoryReveal: role.backstoryReveal,
|
||||
personality: role.personality,
|
||||
conversationStyle: inferConversationStyleFromText([
|
||||
role.personality,
|
||||
role.description,
|
||||
role.backstory,
|
||||
role.combatStyle,
|
||||
role.backstoryReveal.publicSummary,
|
||||
role.skills.map((skill) => `${skill.name} ${skill.summary}`).join('、'),
|
||||
role.initialItems.map((item) => `${item.name} ${item.description}`).join('、'),
|
||||
role.tags.join('、'),
|
||||
].join(' ')),
|
||||
combatTags,
|
||||
@@ -1604,8 +1698,6 @@ export function getCharacterAdventureOpening(character: Character, worldType: Wo
|
||||
return character.adventureOpenings?.[worldType] ?? null;
|
||||
}
|
||||
|
||||
const DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY = 70;
|
||||
|
||||
function truncateText(text: string, maxLength = 26) {
|
||||
const normalized = text.trim().replace(/\s+/g, ' ');
|
||||
if (normalized.length <= maxLength) {
|
||||
@@ -1640,7 +1732,7 @@ function buildFallbackBackstoryRevealConfig(
|
||||
{
|
||||
id: 'surface-hook',
|
||||
title: '表层来意',
|
||||
affinityRequired: 20,
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_EASED,
|
||||
teaser: truncateText(opening?.surfaceHook ?? opening?.guardedMotive ?? backstoryLead),
|
||||
content: [
|
||||
opening?.surfaceHook ? `最先能看出来的,只是:${opening.surfaceHook}` : null,
|
||||
@@ -1655,7 +1747,7 @@ function buildFallbackBackstoryRevealConfig(
|
||||
{
|
||||
id: 'old-scars',
|
||||
title: '旧事残痕',
|
||||
affinityRequired: 40,
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_FRIENDLY,
|
||||
teaser: truncateText(backstoryLead),
|
||||
content: backstoryDetail,
|
||||
contextSnippet: `${character.name}的旧事里埋着一段尚未完全说开的经历:${truncateText(backstoryLead, 36)}`,
|
||||
@@ -1663,7 +1755,7 @@ function buildFallbackBackstoryRevealConfig(
|
||||
{
|
||||
id: 'real-reason',
|
||||
title: '真正来由',
|
||||
affinityRequired: 65,
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_TRUSTED,
|
||||
teaser: truncateText(opening?.reason ?? backstoryDetail),
|
||||
content: opening?.reason
|
||||
? `${character.name}来到此地真正的原因是:${opening.reason}`
|
||||
@@ -1675,7 +1767,7 @@ function buildFallbackBackstoryRevealConfig(
|
||||
{
|
||||
id: 'current-goal',
|
||||
title: '当前执念',
|
||||
affinityRequired: 85,
|
||||
affinityRequired: BACKSTORY_UNLOCK_AFFINITY_CLOSE,
|
||||
teaser: truncateText(opening?.goal ?? normalizedBackstory),
|
||||
content: opening?.goal
|
||||
? [
|
||||
@@ -1705,17 +1797,23 @@ export function getCharacterBackstoryRevealConfig(
|
||||
publicSummary: configured.publicSummary?.trim() || fallback.publicSummary,
|
||||
privateChatUnlockAffinity:
|
||||
configured.privateChatUnlockAffinity ?? fallback.privateChatUnlockAffinity,
|
||||
chapters:
|
||||
configured.chapters?.map((chapter, index) => ({
|
||||
...chapter,
|
||||
id: chapter.id?.trim() || `chapter-${index + 1}`,
|
||||
title: chapter.title?.trim() || `背景片段 ${index + 1}`,
|
||||
teaser: chapter.teaser?.trim() || truncateText(chapter.content),
|
||||
content: chapter.content?.trim() || fallback.chapters[index]?.content || '',
|
||||
chapters: fallback.chapters.map((fallbackChapter, index) => {
|
||||
const chapter = configured.chapters?.[index];
|
||||
const content = chapter?.content?.trim() || fallbackChapter.content || '';
|
||||
return {
|
||||
...fallbackChapter,
|
||||
id: chapter?.id?.trim() || fallbackChapter.id || `chapter-${index + 1}`,
|
||||
title:
|
||||
chapter?.title?.trim() ||
|
||||
fallbackChapter.title ||
|
||||
`背景片段 ${index + 1}`,
|
||||
affinityRequired: fallbackChapter.affinityRequired,
|
||||
teaser: chapter?.teaser?.trim() || truncateText(content),
|
||||
content,
|
||||
contextSnippet:
|
||||
chapter.contextSnippet?.trim()
|
||||
|| truncateText(chapter.content || fallback.chapters[index]?.content || '', 48),
|
||||
})) ?? fallback.chapters,
|
||||
chapter?.contextSnippet?.trim() || truncateText(content, 48),
|
||||
};
|
||||
}),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,11 @@
|
||||
import { Character, CustomWorldPlayableNpc, CustomWorldProfile, EquipmentSlotId, InventoryItem } from '../types';
|
||||
import {
|
||||
Character,
|
||||
CustomWorldPlayableNpc,
|
||||
CustomWorldProfile,
|
||||
CustomWorldRoleInitialItem,
|
||||
EquipmentSlotId,
|
||||
InventoryItem,
|
||||
} from '../types';
|
||||
import {
|
||||
buildRuntimeCustomWorldInventoryItems,
|
||||
getRuntimeCustomWorldProfile,
|
||||
@@ -30,11 +37,11 @@ const STOP_PHRASES = new Set([
|
||||
'剧情关键',
|
||||
'后续冒险',
|
||||
'完整角色',
|
||||
'当å‰<EFBFBD>å±€åŠ?',
|
||||
'当前局<EFBFBD>?',
|
||||
'进入世界',
|
||||
'核心目标',
|
||||
'å<EFBFBD>¯æ‰®æ¼?',
|
||||
'主角候�',
|
||||
'可扮<EFBFBD>?',
|
||||
'主角候<EFBFBD>?',
|
||||
'主要角色',
|
||||
'当前角色',
|
||||
'这趟旅程',
|
||||
@@ -55,6 +62,65 @@ const THEME_TAG_RULES: Array<{ pattern: RegExp; tags: string[] }> = [
|
||||
{ pattern: /flora|seed|bloom|vine|root/i, tags: ['herb', 'alchemy', 'material'] },
|
||||
];
|
||||
|
||||
function normalizeExplicitItemCategory(category: string) {
|
||||
const normalized = category.trim();
|
||||
return normalized === '专属物' ? '专属物品' : normalized;
|
||||
}
|
||||
|
||||
function inferEquipmentSlotFromCategory(category: string): EquipmentSlotId | null {
|
||||
const normalized = normalizeExplicitItemCategory(category);
|
||||
if (normalized === '武器') return 'weapon';
|
||||
if (normalized === '护甲') return 'armor';
|
||||
if (
|
||||
normalized === '饰品'
|
||||
|| normalized === '稀有品'
|
||||
|| normalized === '专属物品'
|
||||
) {
|
||||
return 'relic';
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function buildExplicitRoleInventoryItem(
|
||||
role: CustomWorldPlayableNpc,
|
||||
item: CustomWorldRoleInitialItem,
|
||||
index: number,
|
||||
): InventoryItem {
|
||||
const category = normalizeExplicitItemCategory(item.category);
|
||||
return {
|
||||
id: `custom-role-item:${role.id}:${index + 1}`,
|
||||
category,
|
||||
name: item.name,
|
||||
quantity: Math.max(1, item.quantity),
|
||||
rarity: item.rarity,
|
||||
tags: [...item.tags],
|
||||
description: item.description,
|
||||
equipmentSlotId: inferEquipmentSlotFromCategory(category),
|
||||
runtimeMetadata: {
|
||||
origin: 'ai_compiled',
|
||||
generationChannel: 'discovery',
|
||||
seedKey: `${role.id}:${index + 1}`,
|
||||
relationAnchor: {
|
||||
type: 'npc',
|
||||
npcId: role.id,
|
||||
npcName: role.name,
|
||||
roleText: role.role,
|
||||
},
|
||||
sourceReason: `${role.name}在自定义世界开局时自带的初始物品。`,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function buildExplicitRoleInventoryItems(role: CustomWorldPlayableNpc | null) {
|
||||
if (!role) {
|
||||
return [] as InventoryItem[];
|
||||
}
|
||||
|
||||
return role.initialItems.map((item, index) =>
|
||||
buildExplicitRoleInventoryItem(role, item, index),
|
||||
);
|
||||
}
|
||||
|
||||
function resolveCustomWorldPlayableRole(profile: CustomWorldProfile, character: Character) {
|
||||
return profile.playableNpcs.find(role => role.id === character.id)
|
||||
?? profile.playableNpcs.find(role => role.templateCharacterId === character.id)
|
||||
@@ -79,7 +145,7 @@ function sortInventoryByCategory(items: InventoryItem[]) {
|
||||
function collectPhrases(sourceTexts: string[]) {
|
||||
return sourceTexts.flatMap(text =>
|
||||
text
|
||||
.split(/[[\]\s,。ã€<EFBFBD>“â€<EFBFBD>‘’;:?ï¼?.!?:()()ã€<EFBFBD>ã€?]+/u)
|
||||
.split(/[[\]\s,。、“”‘’;:?<EFBFBD>?.!?:()()【<EFBFBD>?]+/u)
|
||||
.map(segment => segment.trim())
|
||||
.filter(segment => segment.length >= 2 && segment.length <= 12)
|
||||
.filter(segment => !STOP_PHRASES.has(segment)),
|
||||
@@ -111,7 +177,10 @@ function buildKeywordBundle(profile: CustomWorldProfile, character: Character, r
|
||||
role?.title ?? '',
|
||||
role?.description ?? '',
|
||||
role?.backstory ?? '',
|
||||
role?.backstoryReveal.publicSummary ?? '',
|
||||
role?.combatStyle ?? '',
|
||||
...(role?.skills.map(skill => `${skill.name} ${skill.summary} ${skill.style}`) ?? []),
|
||||
...(role?.initialItems.map(item => `${item.name} ${item.category} ${item.description}`) ?? []),
|
||||
...(role?.tags ?? []),
|
||||
];
|
||||
const characterTexts = [
|
||||
@@ -140,8 +209,19 @@ function buildKeywordBundle(profile: CustomWorldProfile, character: Character, r
|
||||
.flatMap(rule => rule.tags);
|
||||
|
||||
return {
|
||||
preferredTags: dedupeStrings([...(role?.tags ?? []), ...(character.combatTags ?? []), ...heuristics], 18),
|
||||
keywords: dedupeStrings([...phrases, ...ngrams, ...heuristics], 36),
|
||||
preferredTags: dedupeStrings([
|
||||
...(role?.tags ?? []),
|
||||
...(role?.initialItems.flatMap(item => item.tags) ?? []),
|
||||
...(character.combatTags ?? []),
|
||||
...heuristics,
|
||||
], 18),
|
||||
keywords: dedupeStrings([
|
||||
...phrases,
|
||||
...ngrams,
|
||||
...(role?.skills.map(skill => skill.name) ?? []),
|
||||
...(role?.initialItems.map(item => item.name) ?? []),
|
||||
...heuristics,
|
||||
], 36),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -192,6 +272,13 @@ export function buildCustomWorldStarterEquipmentItems(
|
||||
}
|
||||
|
||||
const role = resolveCustomWorldPlayableRole(profile, character);
|
||||
const explicitItems = buildExplicitRoleInventoryItems(role);
|
||||
const explicitWeapon =
|
||||
explicitItems.find(item => item.equipmentSlotId === 'weapon') ?? null;
|
||||
const explicitArmor =
|
||||
explicitItems.find(item => item.equipmentSlotId === 'armor') ?? null;
|
||||
const explicitRelic =
|
||||
explicitItems.find(item => item.equipmentSlotId === 'relic') ?? null;
|
||||
const bundle = buildKeywordBundle(profile, character, role);
|
||||
const baseTextKeywords = bundle.keywords;
|
||||
const baseTags = bundle.preferredTags;
|
||||
@@ -225,9 +312,9 @@ export function buildCustomWorldStarterEquipmentItems(
|
||||
});
|
||||
|
||||
return {
|
||||
weapon: weapon ?? null,
|
||||
armor: armor ?? null,
|
||||
relic: relic ?? null,
|
||||
weapon: explicitWeapon ?? weapon ?? null,
|
||||
armor: explicitArmor ?? armor ?? null,
|
||||
relic: explicitRelic ?? relic ?? null,
|
||||
} satisfies Record<EquipmentSlotId, InventoryItem | null>;
|
||||
}
|
||||
|
||||
@@ -241,13 +328,20 @@ export function buildCustomWorldStarterInventoryItems(
|
||||
}
|
||||
|
||||
const role = resolveCustomWorldPlayableRole(profile, character);
|
||||
const explicitItems = buildExplicitRoleInventoryItems(role);
|
||||
const bundle = buildKeywordBundle(profile, character, role);
|
||||
const consumables = queryItems(`inventory:${character.id}:consumables`, {
|
||||
count: 2,
|
||||
quantity: 2,
|
||||
categories: ['消耗品'],
|
||||
preferredTags: dedupeStrings([...bundle.preferredTags, 'healing', 'mana', '补给', '探索']),
|
||||
keywords: dedupeStrings([...bundle.keywords, role?.combatStyle ?? '', 'è°ƒæ<C692>¯', 'ç»æˆ˜']),
|
||||
keywords: dedupeStrings([
|
||||
...bundle.keywords,
|
||||
role?.combatStyle ?? '',
|
||||
...explicitItems.map(item => item.name),
|
||||
'调息',
|
||||
'续战',
|
||||
]),
|
||||
});
|
||||
const materials = queryItems(`inventory:${character.id}:materials`, {
|
||||
count: 1,
|
||||
@@ -271,7 +365,7 @@ export function buildCustomWorldStarterInventoryItems(
|
||||
keywords: dedupeStrings([...bundle.keywords, profile.playerGoal, profile.name, '信物', '关键']),
|
||||
});
|
||||
|
||||
const merged = mergeUniqueItems(consumables, materials, rareUtility, signature);
|
||||
const merged = mergeUniqueItems(explicitItems, consumables, materials, rareUtility, signature);
|
||||
if (merged.length >= 5) {
|
||||
return sortInventoryByCategory(merged.slice(0, 5));
|
||||
}
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
import {isRecord, readStoredJson, writeStoredJson} from '../persistence/storage';
|
||||
import {generateWorldAttributeSchema} from '../services/attributeSchemaGenerator';
|
||||
import {
|
||||
normalizeCustomWorldLandmarks,
|
||||
type CustomWorldLandmarkDraft,
|
||||
} from './customWorldSceneGraph';
|
||||
import {
|
||||
CharacterBackstoryChapter,
|
||||
CharacterBackstoryRevealConfig,
|
||||
CustomWorldItem,
|
||||
CustomWorldLandmark,
|
||||
CustomWorldNpc,
|
||||
@@ -10,12 +16,18 @@ import {
|
||||
CustomWorldNpcVisualRace,
|
||||
CustomWorldPlayableNpc,
|
||||
CustomWorldProfile,
|
||||
CustomWorldRoleInitialItem,
|
||||
CustomWorldRoleSkill,
|
||||
EquipmentSlotId,
|
||||
ItemRarity,
|
||||
ItemStatProfile,
|
||||
ItemUseProfile,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import {
|
||||
AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS,
|
||||
DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY,
|
||||
} from './affinityLevels';
|
||||
import {coerceWorldAttributeSchema} from './attributeValidation';
|
||||
|
||||
const CUSTOM_WORLD_LIBRARY_STORAGE_KEY = 'tavernrealms.custom-world-library.v1';
|
||||
@@ -29,6 +41,32 @@ const ITEM_RARITIES = new Set<ItemRarity>(['common', 'uncommon', 'rare', 'epic',
|
||||
const EQUIPMENT_SLOTS = new Set<EquipmentSlotId>(['weapon', 'armor', 'relic']);
|
||||
const CUSTOM_WORLD_NPC_VISUAL_RACES = new Set<CustomWorldNpcVisualRace>(['human', 'elf', 'orc', 'goblin']);
|
||||
const CUSTOM_WORLD_NPC_VISUAL_GEAR_TYPES = new Set<CustomWorldNpcVisualGearType>(['cloth', 'leather', 'metal', 'melee', 'magic', 'ranged']);
|
||||
const CUSTOM_WORLD_ROLE_ITEM_CATEGORIES = new Set([
|
||||
'武器',
|
||||
'护甲',
|
||||
'饰品',
|
||||
'消耗品',
|
||||
'材料',
|
||||
'稀有品',
|
||||
'专属物品',
|
||||
'专属物',
|
||||
]);
|
||||
const CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES =
|
||||
AFFINITY_BACKSTORY_CHAPTER_THRESHOLDS;
|
||||
const CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES = ['表层来意', '旧事裂痕', '隐藏执念', '最终底牌'] as const;
|
||||
|
||||
type CustomWorldRoleFallbackSource = {
|
||||
name: string;
|
||||
title: string;
|
||||
role: string;
|
||||
description: string;
|
||||
backstory: string;
|
||||
personality: string;
|
||||
motivation: string;
|
||||
combatStyle: string;
|
||||
relationshipHooks: string[];
|
||||
tags: string[];
|
||||
};
|
||||
|
||||
type StoredCustomWorldLibrary = {
|
||||
version: number;
|
||||
@@ -63,6 +101,211 @@ function normalizeInitialAffinity(value: unknown, fallback: number) {
|
||||
return Math.max(MIN_CUSTOM_WORLD_AFFINITY, Math.min(MAX_CUSTOM_WORLD_AFFINITY, resolved));
|
||||
}
|
||||
|
||||
function truncateText(value: string, maxLength: number) {
|
||||
const normalized = value.trim().replace(/\s+/g, ' ');
|
||||
if (!normalized) return '';
|
||||
if (normalized.length <= maxLength) return normalized;
|
||||
return `${normalized.slice(0, Math.max(0, maxLength - 1)).trim()}…`;
|
||||
}
|
||||
|
||||
function splitNarrativeSentences(text: string) {
|
||||
const normalized = text.replace(/\s+/g, ' ').trim();
|
||||
if (!normalized) return [];
|
||||
|
||||
const matches = normalized.match(/[^。!?!?]+[。!?!?]?/gu);
|
||||
return (matches ?? [normalized]).map(item => item.trim()).filter(Boolean);
|
||||
}
|
||||
|
||||
function normalizeRoleItemCategory(value: unknown, fallback = '材料') {
|
||||
const category = toText(value);
|
||||
if (CUSTOM_WORLD_ROLE_ITEM_CATEGORIES.has(category)) {
|
||||
return category === '专属物' ? '专属物品' : category;
|
||||
}
|
||||
if (/武器|刀|剑|弓|枪|炮|锤/u.test(category)) return '武器';
|
||||
if (/甲|护|盾|衣|袍/u.test(category)) return '护甲';
|
||||
if (/饰|符|佩|坠|珠|印/u.test(category)) return '饰品';
|
||||
if (/药|食|补给|瓶|卷轴/u.test(category)) return '消耗品';
|
||||
if (/材|矿|木|石|鳞|骨/u.test(category)) return '材料';
|
||||
if (/秘|钥|图|册|录|卷/u.test(category)) return '稀有品';
|
||||
if (/信物|遗物|核心|母印|真符/u.test(category)) return '专属物品';
|
||||
return fallback;
|
||||
}
|
||||
|
||||
function buildFallbackBackstoryReveal(source: CustomWorldRoleFallbackSource): CharacterBackstoryRevealConfig {
|
||||
const normalizedBackstory = source.backstory.trim() || `${source.name}对自己的过去仍有保留。`;
|
||||
const backstorySentences = splitNarrativeSentences(normalizedBackstory);
|
||||
const backstoryLead = backstorySentences[0] ?? normalizedBackstory;
|
||||
const backstoryDetail = backstorySentences.slice(0, 2).join('') || normalizedBackstory;
|
||||
const publicSummary = source.description.trim() || truncateText(normalizedBackstory, 42);
|
||||
const fallbackContents = [
|
||||
source.description.trim() || backstoryLead,
|
||||
backstoryDetail,
|
||||
source.motivation.trim()
|
||||
? `${source.name}真正挂念的,是:${source.motivation.trim()}`
|
||||
: `${source.name}的决定与“${truncateText(backstoryLead, 24)}”直接相关。`,
|
||||
source.personality.trim()
|
||||
? `${source.name}不会轻易说出的底色,是:${source.personality.trim()}`
|
||||
: `${source.name}仍把最深的筹码藏在过去里。`,
|
||||
];
|
||||
|
||||
return {
|
||||
publicSummary,
|
||||
privateChatUnlockAffinity: DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY,
|
||||
chapters: CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.map((affinityRequired, index) => ({
|
||||
id: `saved-backstory-${index + 1}`,
|
||||
title: CUSTOM_WORLD_BACKSTORY_CHAPTER_TITLES[index] ?? `背景片段${index + 1}`,
|
||||
affinityRequired,
|
||||
teaser: truncateText(fallbackContents[index] ?? normalizedBackstory, 22),
|
||||
content: truncateText(fallbackContents[index] ?? normalizedBackstory, 72),
|
||||
contextSnippet: truncateText(
|
||||
`${source.name}的背景正在向“${fallbackContents[index] ?? normalizedBackstory}”这条线索展开。`,
|
||||
48,
|
||||
),
|
||||
}) satisfies CharacterBackstoryChapter),
|
||||
};
|
||||
}
|
||||
|
||||
function normalizeBackstoryReveal(
|
||||
value: unknown,
|
||||
fallbackSource: CustomWorldRoleFallbackSource,
|
||||
) {
|
||||
const fallback = buildFallbackBackstoryReveal(fallbackSource);
|
||||
if (!isRecord(value)) {
|
||||
return fallback;
|
||||
}
|
||||
|
||||
const rawChapters = Array.isArray(value.chapters)
|
||||
? value.chapters.filter(isRecord)
|
||||
: [];
|
||||
|
||||
return {
|
||||
publicSummary: toText(value.publicSummary, fallback.publicSummary),
|
||||
privateChatUnlockAffinity:
|
||||
typeof value.privateChatUnlockAffinity === 'number' && Number.isFinite(value.privateChatUnlockAffinity)
|
||||
? normalizeInitialAffinity(value.privateChatUnlockAffinity, DEFAULT_PRIVATE_CHAT_UNLOCK_AFFINITY)
|
||||
: fallback.privateChatUnlockAffinity,
|
||||
chapters: CUSTOM_WORLD_BACKSTORY_CHAPTER_AFFINITIES.map((defaultAffinity, index) => {
|
||||
const rawChapter = rawChapters[index];
|
||||
const fallbackChapter = fallback.chapters[index];
|
||||
return {
|
||||
id: rawChapter ? toText(rawChapter.id, fallbackChapter?.id) : fallbackChapter?.id ?? `saved-backstory-${index + 1}`,
|
||||
title: rawChapter ? toText(rawChapter.title, fallbackChapter?.title) : fallbackChapter?.title ?? `背景片段${index + 1}`,
|
||||
affinityRequired: fallbackChapter?.affinityRequired ?? defaultAffinity,
|
||||
teaser: rawChapter ? toText(rawChapter.teaser, fallbackChapter?.teaser) : fallbackChapter?.teaser ?? '',
|
||||
content: rawChapter ? toText(rawChapter.content, fallbackChapter?.content) : fallbackChapter?.content ?? '',
|
||||
contextSnippet: rawChapter ? toText(rawChapter.contextSnippet, fallbackChapter?.contextSnippet) : fallbackChapter?.contextSnippet ?? '',
|
||||
} satisfies CharacterBackstoryChapter;
|
||||
}),
|
||||
} satisfies CharacterBackstoryRevealConfig;
|
||||
}
|
||||
|
||||
function buildFallbackRoleSkills(source: CustomWorldRoleFallbackSource) {
|
||||
const nameSeed = source.title || source.role || source.name || '角色';
|
||||
return [
|
||||
{
|
||||
id: 'saved-role-skill-1',
|
||||
name: `${nameSeed}起手`,
|
||||
summary: truncateText(source.combatStyle || `${source.name}擅长稳住局面。`, 36),
|
||||
style: '起手压制',
|
||||
},
|
||||
{
|
||||
id: 'saved-role-skill-2',
|
||||
name: `${nameSeed}变招`,
|
||||
summary: truncateText(source.personality || `${source.name}习惯在周旋中找破绽。`, 36),
|
||||
style: '机动周旋',
|
||||
},
|
||||
{
|
||||
id: 'saved-role-skill-3',
|
||||
name: `${nameSeed}底牌`,
|
||||
summary: truncateText(source.motivation || `${source.name}会在关键时刻亮出压箱手段。`, 36),
|
||||
style: '爆发终结',
|
||||
},
|
||||
] satisfies CustomWorldRoleSkill[];
|
||||
}
|
||||
|
||||
function normalizeRoleSkills(
|
||||
value: unknown,
|
||||
fallbackSource: CustomWorldRoleFallbackSource,
|
||||
) {
|
||||
const normalized = Array.isArray(value)
|
||||
? value
|
||||
.filter(isRecord)
|
||||
.map((entry, index) => ({
|
||||
id: toText(entry.id, `saved-role-skill-${index + 1}`),
|
||||
name: toText(entry.name),
|
||||
summary: toText(entry.summary, toText(entry.description)),
|
||||
style: toText(entry.style, toText(entry.category, '常用')),
|
||||
} satisfies CustomWorldRoleSkill))
|
||||
.filter(entry => entry.name)
|
||||
.slice(0, 3)
|
||||
: [];
|
||||
|
||||
return normalized.length > 0 ? normalized : buildFallbackRoleSkills(fallbackSource);
|
||||
}
|
||||
|
||||
function buildFallbackRoleInitialItems(source: CustomWorldRoleFallbackSource) {
|
||||
const itemSeed = source.title || source.role || source.name || '角色';
|
||||
return [
|
||||
{
|
||||
id: 'saved-role-item-1',
|
||||
name: `${itemSeed}常备武具`,
|
||||
category: '武器',
|
||||
quantity: 1,
|
||||
rarity: 'rare',
|
||||
description: truncateText(source.combatStyle || `${source.name}随身携带的主要作战物件。`, 36),
|
||||
tags: source.tags.slice(0, 2),
|
||||
},
|
||||
{
|
||||
id: 'saved-role-item-2',
|
||||
name: `${itemSeed}补给包`,
|
||||
category: '消耗品',
|
||||
quantity: 2,
|
||||
rarity: 'uncommon',
|
||||
description: truncateText(source.personality || `${source.name}为长期行动准备的基础补给。`, 36),
|
||||
tags: source.relationshipHooks.slice(0, 2),
|
||||
},
|
||||
{
|
||||
id: 'saved-role-item-3',
|
||||
name: `${itemSeed}私人物件`,
|
||||
category: '专属物品',
|
||||
quantity: 1,
|
||||
rarity: 'rare',
|
||||
description: truncateText(source.backstory || source.motivation || `${source.name}不愿随意交出的信物。`, 36),
|
||||
tags: [...source.tags, ...source.relationshipHooks].slice(0, 3),
|
||||
},
|
||||
] satisfies CustomWorldRoleInitialItem[];
|
||||
}
|
||||
|
||||
function normalizeRoleInitialItems(
|
||||
value: unknown,
|
||||
fallbackSource: CustomWorldRoleFallbackSource,
|
||||
) {
|
||||
const normalized = Array.isArray(value)
|
||||
? value
|
||||
.filter(isRecord)
|
||||
.map((entry, index) => ({
|
||||
id: toText(entry.id, `saved-role-item-${index + 1}`),
|
||||
name: toText(entry.name),
|
||||
category: normalizeRoleItemCategory(entry.category),
|
||||
quantity:
|
||||
typeof entry.quantity === 'number' && Number.isFinite(entry.quantity)
|
||||
? Math.max(1, Math.min(99, Math.round(entry.quantity)))
|
||||
: 1,
|
||||
rarity: typeof entry.rarity === 'string' && ITEM_RARITIES.has(entry.rarity as ItemRarity)
|
||||
? entry.rarity as ItemRarity
|
||||
: 'rare',
|
||||
description: toText(entry.description),
|
||||
tags: toStringArray(entry.tags),
|
||||
} satisfies CustomWorldRoleInitialItem))
|
||||
.filter(entry => entry.name)
|
||||
.slice(0, 3)
|
||||
: [];
|
||||
|
||||
return normalized.length > 0
|
||||
? normalized
|
||||
: buildFallbackRoleInitialItems(fallbackSource);
|
||||
}
|
||||
|
||||
function normalizeEquipmentSlot(value: unknown) {
|
||||
return typeof value === 'string' && EQUIPMENT_SLOTS.has(value as EquipmentSlotId)
|
||||
? value as EquipmentSlotId
|
||||
@@ -144,9 +387,7 @@ function normalizePlayableNpc(value: unknown, index: number): CustomWorldPlayabl
|
||||
const role = toText(value.role, title);
|
||||
const relationshipHooks = toStringArray(value.relationshipHooks);
|
||||
const tags = toStringArray(value.tags);
|
||||
|
||||
return {
|
||||
id: toText(value.id, `saved-playable-${index + 1}`),
|
||||
const fallbackSource = {
|
||||
name,
|
||||
title,
|
||||
role,
|
||||
@@ -155,9 +396,26 @@ function normalizePlayableNpc(value: unknown, index: number): CustomWorldPlayabl
|
||||
personality: toText(value.personality),
|
||||
motivation: toText(value.motivation, toText(value.description)),
|
||||
combatStyle: toText(value.combatStyle),
|
||||
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_PLAYABLE_INITIAL_AFFINITY),
|
||||
relationshipHooks: relationshipHooks.length > 0 ? relationshipHooks : tags.slice(0, 3),
|
||||
tags: tags.length > 0 ? tags : relationshipHooks.slice(0, 5),
|
||||
} satisfies CustomWorldRoleFallbackSource;
|
||||
|
||||
return {
|
||||
id: toText(value.id, `saved-playable-${index + 1}`),
|
||||
name,
|
||||
title,
|
||||
role,
|
||||
description: fallbackSource.description,
|
||||
backstory: fallbackSource.backstory,
|
||||
personality: fallbackSource.personality,
|
||||
motivation: fallbackSource.motivation,
|
||||
combatStyle: fallbackSource.combatStyle,
|
||||
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_PLAYABLE_INITIAL_AFFINITY),
|
||||
relationshipHooks: fallbackSource.relationshipHooks,
|
||||
tags: fallbackSource.tags,
|
||||
backstoryReveal: normalizeBackstoryReveal(value.backstoryReveal, fallbackSource),
|
||||
skills: normalizeRoleSkills(value.skills, fallbackSource),
|
||||
initialItems: normalizeRoleInitialItems(value.initialItems, fallbackSource),
|
||||
templateCharacterId: toText(value.templateCharacterId) || undefined,
|
||||
};
|
||||
}
|
||||
@@ -171,9 +429,7 @@ function normalizeStoryNpc(value: unknown, index: number): CustomWorldNpc | null
|
||||
const role = toText(value.role, title);
|
||||
const relationshipHooks = toStringArray(value.relationshipHooks);
|
||||
const tags = toStringArray(value.tags);
|
||||
|
||||
return {
|
||||
id: toText(value.id, `saved-story-${index + 1}`),
|
||||
const fallbackSource = {
|
||||
name,
|
||||
title,
|
||||
role,
|
||||
@@ -182,9 +438,26 @@ function normalizeStoryNpc(value: unknown, index: number): CustomWorldNpc | null
|
||||
personality: toText(value.personality),
|
||||
motivation: toText(value.motivation),
|
||||
combatStyle: toText(value.combatStyle),
|
||||
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_STORY_NPC_INITIAL_AFFINITY),
|
||||
relationshipHooks: relationshipHooks.length > 0 ? relationshipHooks : tags.slice(0, 3),
|
||||
tags: tags.length > 0 ? tags : relationshipHooks.slice(0, 5),
|
||||
} satisfies CustomWorldRoleFallbackSource;
|
||||
|
||||
return {
|
||||
id: toText(value.id, `saved-story-${index + 1}`),
|
||||
name,
|
||||
title,
|
||||
role,
|
||||
description: fallbackSource.description,
|
||||
backstory: fallbackSource.backstory,
|
||||
personality: fallbackSource.personality,
|
||||
motivation: fallbackSource.motivation,
|
||||
combatStyle: fallbackSource.combatStyle,
|
||||
initialAffinity: normalizeInitialAffinity(value.initialAffinity, DEFAULT_STORY_NPC_INITIAL_AFFINITY),
|
||||
relationshipHooks: fallbackSource.relationshipHooks,
|
||||
tags: fallbackSource.tags,
|
||||
backstoryReveal: normalizeBackstoryReveal(value.backstoryReveal, fallbackSource),
|
||||
skills: normalizeRoleSkills(value.skills, fallbackSource),
|
||||
initialItems: normalizeRoleInitialItems(value.initialItems, fallbackSource),
|
||||
imageSrc: toText(value.imageSrc) || undefined,
|
||||
visual: normalizeCustomWorldNpcVisual(value.visual),
|
||||
};
|
||||
@@ -229,6 +502,49 @@ function normalizeLandmark(value: unknown, index: number): CustomWorldLandmark |
|
||||
description: toText(value.description),
|
||||
dangerLevel: toText(value.dangerLevel),
|
||||
imageSrc: toText(value.imageSrc) || undefined,
|
||||
sceneNpcIds: [],
|
||||
connections: [],
|
||||
};
|
||||
}
|
||||
|
||||
function normalizeLandmarkDraft(
|
||||
value: unknown,
|
||||
index: number,
|
||||
): CustomWorldLandmarkDraft | null {
|
||||
if (!isRecord(value)) return null;
|
||||
|
||||
const normalizedLandmark = normalizeLandmark(value, index);
|
||||
if (!normalizedLandmark) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const rawConnections = Array.isArray(value.connections)
|
||||
? value.connections.filter(isRecord)
|
||||
: [];
|
||||
|
||||
return {
|
||||
...normalizedLandmark,
|
||||
sceneNpcIds: toStringArray(value.sceneNpcIds),
|
||||
sceneNpcNames: [
|
||||
...toStringArray(value.sceneNpcNames),
|
||||
...toStringArray(value.npcNames),
|
||||
...(Array.isArray(value.npcs)
|
||||
? value.npcs
|
||||
.filter(isRecord)
|
||||
.map((item) => toText(item.name))
|
||||
.filter(Boolean)
|
||||
: []),
|
||||
],
|
||||
connections: rawConnections.map((connection) => ({
|
||||
targetLandmarkId: toText(connection.targetLandmarkId),
|
||||
targetLandmarkName:
|
||||
toText(connection.targetLandmarkName) ||
|
||||
toText(connection.target) ||
|
||||
toText(connection.sceneName),
|
||||
relativePosition:
|
||||
toText(connection.relativePosition) || toText(connection.position),
|
||||
summary: toText(connection.summary) || toText(connection.description),
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -256,6 +572,16 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
|
||||
majorFactions: [],
|
||||
coreConflicts: [summary || playerGoal || settingText || name],
|
||||
});
|
||||
const storyNpcs = Array.isArray(value.storyNpcs)
|
||||
? value.storyNpcs
|
||||
.map((entry, index) => normalizeStoryNpc(entry, index))
|
||||
.filter((entry): entry is CustomWorldNpc => Boolean(entry))
|
||||
: [];
|
||||
const landmarkDrafts = Array.isArray(value.landmarks)
|
||||
? value.landmarks
|
||||
.map((entry, index) => normalizeLandmarkDraft(entry, index))
|
||||
.filter((entry): entry is CustomWorldLandmarkDraft => Boolean(entry))
|
||||
: [];
|
||||
|
||||
return {
|
||||
id: toText(value.id, `saved-custom-world-${Date.now().toString(36)}`),
|
||||
@@ -272,21 +598,16 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
|
||||
.map((entry, index) => normalizePlayableNpc(entry, index))
|
||||
.filter((entry): entry is CustomWorldPlayableNpc => Boolean(entry))
|
||||
: [],
|
||||
storyNpcs: Array.isArray(value.storyNpcs)
|
||||
? value.storyNpcs
|
||||
.map((entry, index) => normalizeStoryNpc(entry, index))
|
||||
.filter((entry): entry is CustomWorldNpc => Boolean(entry))
|
||||
: [],
|
||||
storyNpcs,
|
||||
items: Array.isArray(value.items)
|
||||
? value.items
|
||||
.map((entry, index) => normalizeItem(entry, index))
|
||||
.filter((entry): entry is CustomWorldItem => Boolean(entry))
|
||||
: [],
|
||||
landmarks: Array.isArray(value.landmarks)
|
||||
? value.landmarks
|
||||
.map((entry, index) => normalizeLandmark(entry, index))
|
||||
.filter((entry): entry is CustomWorldLandmark => Boolean(entry))
|
||||
: [],
|
||||
landmarks: normalizeCustomWorldLandmarks({
|
||||
landmarks: landmarkDrafts,
|
||||
storyNpcs,
|
||||
}),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
422
src/data/customWorldSceneGraph.ts
Normal file
422
src/data/customWorldSceneGraph.ts
Normal file
@@ -0,0 +1,422 @@
|
||||
import type {
|
||||
CustomWorldLandmark,
|
||||
CustomWorldNpc,
|
||||
CustomWorldSceneConnection,
|
||||
CustomWorldSceneRelativePosition,
|
||||
} from '../types';
|
||||
|
||||
export type CustomWorldSceneConnectionDraft = {
|
||||
targetLandmarkId?: string;
|
||||
targetLandmarkName?: string;
|
||||
relativePosition?: unknown;
|
||||
summary?: string;
|
||||
};
|
||||
|
||||
export type CustomWorldLandmarkDraft = Omit<
|
||||
CustomWorldLandmark,
|
||||
'sceneNpcIds' | 'connections'
|
||||
> & {
|
||||
sceneNpcIds?: string[];
|
||||
sceneNpcNames?: string[];
|
||||
connections?: CustomWorldSceneConnectionDraft[];
|
||||
};
|
||||
|
||||
export const CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS: Array<{
|
||||
value: CustomWorldSceneRelativePosition;
|
||||
label: string;
|
||||
}> = [
|
||||
{ value: 'forward', label: '前方' },
|
||||
{ value: 'back', label: '后方' },
|
||||
{ value: 'left', label: '左侧' },
|
||||
{ value: 'right', label: '右侧' },
|
||||
{ value: 'north', label: '北侧' },
|
||||
{ value: 'south', label: '南侧' },
|
||||
{ value: 'east', label: '东侧' },
|
||||
{ value: 'west', label: '西侧' },
|
||||
{ value: 'up', label: '上方' },
|
||||
{ value: 'down', label: '下方' },
|
||||
{ value: 'inside', label: '内部' },
|
||||
{ value: 'outside', label: '外部' },
|
||||
{ value: 'portal', label: '传送节点' },
|
||||
] as const;
|
||||
|
||||
const RELATIVE_POSITION_ALIASES: Record<
|
||||
CustomWorldSceneRelativePosition,
|
||||
string[]
|
||||
> = {
|
||||
forward: ['forward', 'front', 'ahead', '前方', '前面', '前侧', '向前'],
|
||||
back: ['back', 'rear', 'behind', '后方', '后面', '后侧', '回程'],
|
||||
left: ['left', '左侧', '左边', '左方'],
|
||||
right: ['right', '右侧', '右边', '右方'],
|
||||
north: ['north', '北侧', '北边', '北方', '上北'],
|
||||
south: ['south', '南侧', '南边', '南方', '下南'],
|
||||
east: ['east', '东侧', '东边', '东方'],
|
||||
west: ['west', '西侧', '西边', '西方'],
|
||||
up: ['up', 'upper', 'above', '上方', '上层', '高处', '顶部'],
|
||||
down: ['down', 'lower', 'below', '下方', '下层', '低处', '底部'],
|
||||
inside: ['inside', 'inner', 'indoors', '内部', '内侧', '内里', '室内'],
|
||||
outside: ['outside', 'outer', 'outdoors', '外部', '外侧', '外围', '室外'],
|
||||
portal: ['portal', 'gate', 'path', 'junction', '传送', '门', '入口', '通道'],
|
||||
};
|
||||
|
||||
const RELATIVE_POSITION_LABELS = Object.fromEntries(
|
||||
CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS.map((option) => [
|
||||
option.value,
|
||||
option.label,
|
||||
]),
|
||||
) as Record<CustomWorldSceneRelativePosition, string>;
|
||||
|
||||
const RELATIVE_POSITION_DISPLAY_ORDER: CustomWorldSceneRelativePosition[] = [
|
||||
'forward',
|
||||
'north',
|
||||
'east',
|
||||
'right',
|
||||
'up',
|
||||
'outside',
|
||||
'portal',
|
||||
'left',
|
||||
'west',
|
||||
'south',
|
||||
'down',
|
||||
'inside',
|
||||
'back',
|
||||
];
|
||||
|
||||
function normalizeKey(value: string) {
|
||||
return value.trim().toLowerCase();
|
||||
}
|
||||
|
||||
function buildSceneNpcLookup(storyNpcs: CustomWorldNpc[]) {
|
||||
const lookup = new Map<string, string>();
|
||||
|
||||
storyNpcs.forEach((npc) => {
|
||||
const normalizedId = normalizeKey(npc.id);
|
||||
const normalizedName = normalizeKey(npc.name);
|
||||
if (normalizedId) {
|
||||
lookup.set(normalizedId, npc.id);
|
||||
}
|
||||
if (normalizedName) {
|
||||
lookup.set(normalizedName, npc.id);
|
||||
}
|
||||
});
|
||||
|
||||
return lookup;
|
||||
}
|
||||
|
||||
function buildLandmarkLookup(landmarks: Array<Pick<CustomWorldLandmarkDraft, 'id' | 'name'>>) {
|
||||
const lookup = new Map<string, string>();
|
||||
|
||||
landmarks.forEach((landmark) => {
|
||||
const normalizedId = normalizeKey(landmark.id);
|
||||
const normalizedName = normalizeKey(landmark.name);
|
||||
if (normalizedId) {
|
||||
lookup.set(normalizedId, landmark.id);
|
||||
}
|
||||
if (normalizedName) {
|
||||
lookup.set(normalizedName, landmark.id);
|
||||
}
|
||||
});
|
||||
|
||||
return lookup;
|
||||
}
|
||||
|
||||
function compactUnique(values: string[]) {
|
||||
return [...new Set(values.map((value) => value.trim()).filter(Boolean))];
|
||||
}
|
||||
|
||||
function sortConnections(connections: CustomWorldSceneConnection[]) {
|
||||
return [...connections].sort((left, right) => {
|
||||
const leftOrder = RELATIVE_POSITION_DISPLAY_ORDER.indexOf(
|
||||
left.relativePosition,
|
||||
);
|
||||
const rightOrder = RELATIVE_POSITION_DISPLAY_ORDER.indexOf(
|
||||
right.relativePosition,
|
||||
);
|
||||
if (leftOrder !== rightOrder) {
|
||||
return leftOrder - rightOrder;
|
||||
}
|
||||
return left.targetLandmarkId.localeCompare(right.targetLandmarkId);
|
||||
});
|
||||
}
|
||||
|
||||
function dedupeConnections(connections: CustomWorldSceneConnection[]) {
|
||||
const deduped = new Map<string, CustomWorldSceneConnection>();
|
||||
|
||||
connections.forEach((connection) => {
|
||||
const key = [
|
||||
connection.targetLandmarkId.trim(),
|
||||
connection.relativePosition,
|
||||
connection.summary.trim(),
|
||||
].join('::');
|
||||
if (!deduped.has(key)) {
|
||||
deduped.set(key, {
|
||||
targetLandmarkId: connection.targetLandmarkId,
|
||||
relativePosition: connection.relativePosition,
|
||||
summary: connection.summary,
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return [...deduped.values()];
|
||||
}
|
||||
|
||||
export function getCustomWorldSceneRelativePositionLabel(
|
||||
value: CustomWorldSceneRelativePosition,
|
||||
) {
|
||||
return RELATIVE_POSITION_LABELS[value] ?? value;
|
||||
}
|
||||
|
||||
export function normalizeCustomWorldSceneRelativePosition(
|
||||
value: unknown,
|
||||
): CustomWorldSceneRelativePosition {
|
||||
const normalizedValue =
|
||||
typeof value === 'string' ? normalizeKey(value) : '';
|
||||
|
||||
for (const option of CUSTOM_WORLD_SCENE_RELATIVE_POSITION_OPTIONS) {
|
||||
if (option.value === normalizedValue) {
|
||||
return option.value;
|
||||
}
|
||||
|
||||
if (RELATIVE_POSITION_ALIASES[option.value].includes(normalizedValue)) {
|
||||
return option.value;
|
||||
}
|
||||
}
|
||||
|
||||
return 'forward';
|
||||
}
|
||||
|
||||
export function invertCustomWorldSceneRelativePosition(
|
||||
value: CustomWorldSceneRelativePosition,
|
||||
): CustomWorldSceneRelativePosition {
|
||||
switch (value) {
|
||||
case 'forward':
|
||||
return 'back';
|
||||
case 'back':
|
||||
return 'forward';
|
||||
case 'left':
|
||||
return 'right';
|
||||
case 'right':
|
||||
return 'left';
|
||||
case 'north':
|
||||
return 'south';
|
||||
case 'south':
|
||||
return 'north';
|
||||
case 'east':
|
||||
return 'west';
|
||||
case 'west':
|
||||
return 'east';
|
||||
case 'up':
|
||||
return 'down';
|
||||
case 'down':
|
||||
return 'up';
|
||||
case 'inside':
|
||||
return 'outside';
|
||||
case 'outside':
|
||||
return 'inside';
|
||||
default:
|
||||
return 'portal';
|
||||
}
|
||||
}
|
||||
|
||||
function buildFallbackSceneNpcIds(
|
||||
storyNpcs: CustomWorldNpc[],
|
||||
currentNpcIds: string[],
|
||||
landmarkIndex: number,
|
||||
) {
|
||||
const targetCount = Math.min(3, storyNpcs.length);
|
||||
if (targetCount <= currentNpcIds.length) {
|
||||
return currentNpcIds.slice(0, targetCount);
|
||||
}
|
||||
|
||||
const resolved = [...currentNpcIds];
|
||||
for (
|
||||
let offset = 0;
|
||||
offset < storyNpcs.length && resolved.length < targetCount;
|
||||
offset += 1
|
||||
) {
|
||||
const nextNpc = storyNpcs[(landmarkIndex + offset) % storyNpcs.length];
|
||||
if (!nextNpc || resolved.includes(nextNpc.id)) {
|
||||
continue;
|
||||
}
|
||||
resolved.push(nextNpc.id);
|
||||
}
|
||||
|
||||
return resolved;
|
||||
}
|
||||
|
||||
function resolveSceneNpcIdsForLandmark(
|
||||
landmark: CustomWorldLandmarkDraft,
|
||||
storyNpcs: CustomWorldNpc[],
|
||||
lookup: Map<string, string>,
|
||||
landmarkIndex: number,
|
||||
) {
|
||||
const references = compactUnique([
|
||||
...(landmark.sceneNpcIds ?? []),
|
||||
...(landmark.sceneNpcNames ?? []),
|
||||
]);
|
||||
const resolvedIds = compactUnique(
|
||||
references
|
||||
.map((reference) => lookup.get(normalizeKey(reference)) ?? '')
|
||||
.filter(Boolean),
|
||||
);
|
||||
|
||||
return buildFallbackSceneNpcIds(storyNpcs, resolvedIds, landmarkIndex);
|
||||
}
|
||||
|
||||
function resolveConnectionsForLandmark(
|
||||
landmark: CustomWorldLandmarkDraft,
|
||||
landmarkLookup: Map<string, string>,
|
||||
) {
|
||||
return (landmark.connections ?? [])
|
||||
.map((connection) => {
|
||||
const targetReference =
|
||||
connection.targetLandmarkId ?? connection.targetLandmarkName ?? '';
|
||||
const targetLandmarkId =
|
||||
landmarkLookup.get(normalizeKey(targetReference)) ?? '';
|
||||
|
||||
if (!targetLandmarkId || targetLandmarkId === landmark.id) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
targetLandmarkId,
|
||||
relativePosition: normalizeCustomWorldSceneRelativePosition(
|
||||
connection.relativePosition,
|
||||
),
|
||||
summary: typeof connection.summary === 'string'
|
||||
? connection.summary.trim()
|
||||
: '',
|
||||
} satisfies CustomWorldSceneConnection;
|
||||
})
|
||||
.filter((connection): connection is CustomWorldSceneConnection =>
|
||||
Boolean(connection),
|
||||
);
|
||||
}
|
||||
|
||||
function ensureReverseConnections(landmarks: CustomWorldLandmark[]) {
|
||||
const connectionMap = new Map(
|
||||
landmarks.map((landmark) => [landmark.id, [...landmark.connections]]),
|
||||
);
|
||||
const nameMap = new Map(landmarks.map((landmark) => [landmark.id, landmark.name]));
|
||||
|
||||
landmarks.forEach((landmark) => {
|
||||
landmark.connections.forEach((connection) => {
|
||||
const reverseConnections = connectionMap.get(connection.targetLandmarkId);
|
||||
if (!reverseConnections) {
|
||||
return;
|
||||
}
|
||||
|
||||
const hasReverseConnection = reverseConnections.some(
|
||||
(item) => item.targetLandmarkId === landmark.id,
|
||||
);
|
||||
if (hasReverseConnection) {
|
||||
return;
|
||||
}
|
||||
|
||||
reverseConnections.push({
|
||||
targetLandmarkId: landmark.id,
|
||||
relativePosition: invertCustomWorldSceneRelativePosition(
|
||||
connection.relativePosition,
|
||||
),
|
||||
summary: nameMap.get(landmark.id)
|
||||
? `可通往${nameMap.get(landmark.id)}`
|
||||
: '',
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
return landmarks.map((landmark) => ({
|
||||
...landmark,
|
||||
connections: sortConnections(
|
||||
dedupeConnections(connectionMap.get(landmark.id) ?? []),
|
||||
),
|
||||
}));
|
||||
}
|
||||
|
||||
function ensureFallbackLandmarkConnections(landmarks: CustomWorldLandmark[]) {
|
||||
if (landmarks.length <= 1) {
|
||||
return landmarks;
|
||||
}
|
||||
|
||||
const connectionMap = new Map(
|
||||
landmarks.map((landmark) => [landmark.id, [...landmark.connections]]),
|
||||
);
|
||||
|
||||
landmarks.forEach((landmark, index) => {
|
||||
const nextLandmark = landmarks[(index + 1) % landmarks.length];
|
||||
if (!nextLandmark || nextLandmark.id === landmark.id) {
|
||||
return;
|
||||
}
|
||||
|
||||
const existingConnections = connectionMap.get(landmark.id) ?? [];
|
||||
if (
|
||||
existingConnections.some(
|
||||
(connection) => connection.targetLandmarkId === nextLandmark.id,
|
||||
)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
existingConnections.push({
|
||||
targetLandmarkId: nextLandmark.id,
|
||||
relativePosition: 'forward',
|
||||
summary: `沿主路可继续前往${nextLandmark.name}`,
|
||||
});
|
||||
connectionMap.set(landmark.id, existingConnections);
|
||||
});
|
||||
|
||||
return landmarks.map((landmark) => ({
|
||||
...landmark,
|
||||
connections: sortConnections(connectionMap.get(landmark.id) ?? []),
|
||||
}));
|
||||
}
|
||||
|
||||
export function normalizeCustomWorldLandmarks(params: {
|
||||
landmarks: CustomWorldLandmarkDraft[];
|
||||
storyNpcs: CustomWorldNpc[];
|
||||
}) {
|
||||
const { landmarks, storyNpcs } = params;
|
||||
const npcLookup = buildSceneNpcLookup(storyNpcs);
|
||||
const landmarkLookup = buildLandmarkLookup(landmarks);
|
||||
|
||||
const resolvedLandmarks = landmarks.map((landmark, index) => ({
|
||||
id: landmark.id,
|
||||
name: landmark.name,
|
||||
description: landmark.description,
|
||||
dangerLevel: landmark.dangerLevel,
|
||||
imageSrc: landmark.imageSrc,
|
||||
sceneNpcIds: resolveSceneNpcIdsForLandmark(
|
||||
landmark,
|
||||
storyNpcs,
|
||||
npcLookup,
|
||||
index,
|
||||
),
|
||||
connections: sortConnections(
|
||||
resolveConnectionsForLandmark(landmark, landmarkLookup),
|
||||
),
|
||||
}));
|
||||
|
||||
return ensureReverseConnections(
|
||||
ensureFallbackLandmarkConnections(resolvedLandmarks),
|
||||
);
|
||||
}
|
||||
|
||||
export function syncCustomWorldLandmarkConnections(
|
||||
landmarks: CustomWorldLandmark[],
|
||||
) {
|
||||
return normalizeCustomWorldLandmarks({
|
||||
landmarks: landmarks.map((landmark) => ({
|
||||
...landmark,
|
||||
sceneNpcIds: landmark.sceneNpcIds,
|
||||
connections: landmark.connections.map((connection) => ({
|
||||
targetLandmarkId: connection.targetLandmarkId,
|
||||
relativePosition: connection.relativePosition,
|
||||
summary: connection.summary,
|
||||
})),
|
||||
})),
|
||||
storyNpcs: [],
|
||||
}).map((landmark, index) => ({
|
||||
...landmark,
|
||||
sceneNpcIds: landmarks[index]?.sceneNpcIds ?? [],
|
||||
}));
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
import { Character, EquipmentLoadout, EquipmentSlotId, GameState, InventoryItem, ItemRarity } from '../types';
|
||||
import { normalizeBuildRole, normalizeBuildTags } from './buildTags';
|
||||
import type { CharacterEquipmentItem } from './characterPresets';
|
||||
import { getCharacterEquipment, getCharacterMaxMana } from './characterPresets';
|
||||
import { getCharacterEquipment, getCharacterMaxHp, getCharacterMaxMana } from './characterPresets';
|
||||
|
||||
export type EquipmentBonuses = {
|
||||
maxHpBonus: number;
|
||||
@@ -285,9 +285,14 @@ export function applyEquipmentLoadoutToState(
|
||||
state: GameState,
|
||||
nextEquipment: EquipmentLoadout,
|
||||
): GameState {
|
||||
const previousBonuses = getEquipmentBonuses(state.playerEquipment ?? createEmptyEquipmentLoadout());
|
||||
const nextBonuses = getEquipmentBonuses(nextEquipment);
|
||||
const baseMaxHp = Math.max(1, state.playerMaxHp - previousBonuses.maxHpBonus);
|
||||
const baseMaxHp = state.playerCharacter
|
||||
? getCharacterMaxHp(
|
||||
state.playerCharacter,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
)
|
||||
: Math.max(1, state.playerMaxHp);
|
||||
const nextMaxHp = baseMaxHp + nextBonuses.maxHpBonus;
|
||||
const nextMaxMana = state.playerCharacter ? getCharacterMaxMana(state.playerCharacter) : state.playerMaxMana;
|
||||
|
||||
|
||||
@@ -8,6 +8,13 @@ import type { FunctionDocumentationEntry } from '../types';
|
||||
* 向眼前 NPC 送礼的入口 function。
|
||||
* 这里直接提供 gift modal 的默认构造逻辑。
|
||||
*/
|
||||
export function buildNpcGiftModalIntroText(encounter: Encounter) {
|
||||
return [
|
||||
'你:我想送你一样东西。',
|
||||
`${encounter.npcName}:先让我看看你带了什么,我再决定该怎么收下。`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildNpcGiftModalState(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
@@ -17,6 +24,7 @@ export function buildNpcGiftModalState(
|
||||
return {
|
||||
encounter,
|
||||
actionText,
|
||||
introText: buildNpcGiftModalIntroText(encounter),
|
||||
selectedItemId,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -8,6 +8,13 @@ import type { FunctionDocumentationEntry } from '../types';
|
||||
* 邀请眼前 NPC 加入队伍的 function。
|
||||
* 这里直接收口了“队伍已满时弹窗,否则立即进入招募序列”的分流逻辑。
|
||||
*/
|
||||
export function buildNpcRecruitModalIntroText(encounter: Encounter) {
|
||||
return [
|
||||
'你:我想认真谈谈同行的事。',
|
||||
`${encounter.npcName}:先把你队伍里的位置理顺,再给我一个明确答复。`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildNpcRecruitModalState(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
@@ -16,6 +23,7 @@ export function buildNpcRecruitModalState(
|
||||
return {
|
||||
encounter,
|
||||
actionText,
|
||||
introText: buildNpcRecruitModalIntroText(encounter),
|
||||
selectedReleaseNpcId: state.companions[0]?.npcId ?? null,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -8,6 +8,13 @@ import type { FunctionDocumentationEntry } from '../types';
|
||||
* 与眼前 NPC 发起交易的入口 function。
|
||||
* 这里直接提供 trade modal 的默认构造逻辑,避免窗口初始化散落在别处。
|
||||
*/
|
||||
export function buildNpcTradeModalIntroText(encounter: Encounter) {
|
||||
return [
|
||||
'你:我想先看看你手里有什么能换。',
|
||||
`${encounter.npcName}:先看货吧,买卖和回收的价都写得清楚。`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildNpcTradeModalState(
|
||||
state: GameState,
|
||||
encounter: Encounter,
|
||||
@@ -17,6 +24,7 @@ export function buildNpcTradeModalState(
|
||||
return {
|
||||
encounter,
|
||||
actionText,
|
||||
introText: buildNpcTradeModalIntroText(encounter),
|
||||
mode: 'buy',
|
||||
selectedNpcItemId: npcInventory[0]?.id ?? null,
|
||||
selectedPlayerItemId: state.playerInventory[0]?.id ?? null,
|
||||
|
||||
@@ -10,6 +10,7 @@ import {
|
||||
StoryOption,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { resolveRoleCombatStats } from './attributeCombat';
|
||||
import { resolveRuleWorldType } from './customWorldRuntime';
|
||||
import { getHostileNpcPresetById, getHostileNpcPresetsByWorld, HOSTILE_NPC_PRESETS_BY_WORLD } from './hostileNpcPresets';
|
||||
|
||||
@@ -193,6 +194,10 @@ export function createSceneHostileNpc(
|
||||
): SceneHostileNpc | null {
|
||||
const preset = getHostileNpcPresetById(worldType, monsterId);
|
||||
if (!preset) return null;
|
||||
const combatStats = resolveRoleCombatStats(preset.attributeProfile, {
|
||||
baseSpeed: preset.baseStats.speed,
|
||||
});
|
||||
const maxHp = preset.baseStats.maxHp + combatStats.maxHpBonus;
|
||||
|
||||
const formationSlots = getHostileNpcFormationSlots(
|
||||
worldType,
|
||||
@@ -213,9 +218,9 @@ export function createSceneHostileNpc(
|
||||
yOffset: position.yOffset,
|
||||
facing: getFacingTowardPlayer(position.xMeters, playerX),
|
||||
attackRange: preset.baseStats.attackRange,
|
||||
speed: preset.baseStats.speed,
|
||||
hp: preset.baseStats.hp,
|
||||
maxHp: preset.baseStats.maxHp,
|
||||
speed: combatStats.turnSpeed,
|
||||
hp: maxHp,
|
||||
maxHp,
|
||||
renderKind: 'npc',
|
||||
combatTags: preset.combatTags,
|
||||
attributeProfile: preset.attributeProfile,
|
||||
|
||||
@@ -19,6 +19,7 @@ import {
|
||||
StoryOption,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { resolveRoleCombatStats } from './attributeCombat';
|
||||
import {
|
||||
buildRelationState,
|
||||
resolveAttributeSchema,
|
||||
@@ -26,6 +27,7 @@ import {
|
||||
} from './attributeResolver';
|
||||
import {
|
||||
getCharacterById,
|
||||
getCharacterCombatStats,
|
||||
getCharacterEquipment,
|
||||
getCharacterMaxHp,
|
||||
getInventoryItems,
|
||||
@@ -1572,29 +1574,50 @@ export function checkTradeItem(
|
||||
};
|
||||
}
|
||||
|
||||
export function getNpcSparMaxHp(character: Character | null) {
|
||||
export function getNpcSparMaxHp(
|
||||
character: Character | null,
|
||||
worldType: WorldType | null = null,
|
||||
customWorldProfile: GameState['customWorldProfile'] = getRuntimeCustomWorldProfile(),
|
||||
) {
|
||||
if (!character) return 8;
|
||||
const values = character.attributeProfile?.values ?? {};
|
||||
const sparScore =
|
||||
((values.axis_a ?? 0) + (values.axis_b ?? 0) + (values.axis_f ?? 0)) / 10;
|
||||
return Math.max(7, Math.min(12, Math.round(sparScore / 3)));
|
||||
const sparStats = getCharacterCombatStats(
|
||||
character,
|
||||
worldType,
|
||||
customWorldProfile,
|
||||
);
|
||||
return Math.max(7, Math.min(12, Math.round(sparStats.maxHpBonus / 4)));
|
||||
}
|
||||
|
||||
export function createNpcBattleMonster(
|
||||
encounter: Encounter,
|
||||
npcState: NpcPersistentState,
|
||||
mode: NpcBattleMode = 'fight',
|
||||
options: {
|
||||
worldType?: WorldType | null;
|
||||
customWorldProfile?: GameState['customWorldProfile'];
|
||||
} = {},
|
||||
) {
|
||||
const monsterPreset = getMonsterPresetForEncounter(encounter);
|
||||
const recruitCharacter = resolveEncounterRecruitCharacter(encounter);
|
||||
const resolvedWorldType = options.worldType ?? null;
|
||||
const resolvedCustomWorldProfile =
|
||||
options.customWorldProfile ?? getRuntimeCustomWorldProfile();
|
||||
if (monsterPreset) {
|
||||
const monsterCombatStats = resolveRoleCombatStats(
|
||||
monsterPreset.attributeProfile,
|
||||
{
|
||||
baseSpeed: monsterPreset.baseStats.speed,
|
||||
},
|
||||
);
|
||||
const resolvedMonsterMaxHp =
|
||||
monsterPreset.baseStats.maxHp + monsterCombatStats.maxHpBonus;
|
||||
const hostileMaxHp =
|
||||
mode === 'spar'
|
||||
? Math.max(
|
||||
8,
|
||||
Math.min(14, Math.round(monsterPreset.baseStats.maxHp / 18)),
|
||||
Math.min(14, Math.round(resolvedMonsterMaxHp / 18)),
|
||||
)
|
||||
: monsterPreset.baseStats.maxHp;
|
||||
: resolvedMonsterMaxHp;
|
||||
|
||||
return {
|
||||
id: monsterPreset.id,
|
||||
@@ -1609,7 +1632,7 @@ export function createNpcBattleMonster(
|
||||
yOffset: 0,
|
||||
facing: 'left' as const,
|
||||
attackRange: monsterPreset.baseStats.attackRange,
|
||||
speed: monsterPreset.baseStats.speed,
|
||||
speed: monsterCombatStats.turnSpeed,
|
||||
hp: hostileMaxHp,
|
||||
maxHp: hostileMaxHp,
|
||||
renderKind: 'npc' as const,
|
||||
@@ -1624,18 +1647,33 @@ export function createNpcBattleMonster(
|
||||
} satisfies SceneMonster;
|
||||
}
|
||||
|
||||
const baseHp = recruitCharacter ? getCharacterMaxHp(recruitCharacter) : 120;
|
||||
const recruitCombatStats = recruitCharacter
|
||||
? getCharacterCombatStats(
|
||||
recruitCharacter,
|
||||
resolvedWorldType,
|
||||
resolvedCustomWorldProfile,
|
||||
)
|
||||
: null;
|
||||
const baseHp = recruitCharacter
|
||||
? getCharacterMaxHp(
|
||||
recruitCharacter,
|
||||
resolvedWorldType,
|
||||
resolvedCustomWorldProfile,
|
||||
)
|
||||
: 120;
|
||||
const baseSpeed = recruitCharacter
|
||||
? Math.max(
|
||||
6,
|
||||
Math.round(
|
||||
(recruitCharacter.attributeProfile?.values.axis_b ?? 48) / 12 + 1,
|
||||
),
|
||||
5,
|
||||
Math.round((recruitCombatStats?.turnSpeed ?? 4.5) + 1.5),
|
||||
)
|
||||
: 7;
|
||||
const maxHp =
|
||||
mode === 'spar'
|
||||
? getNpcSparMaxHp(recruitCharacter)
|
||||
? getNpcSparMaxHp(
|
||||
recruitCharacter,
|
||||
resolvedWorldType,
|
||||
resolvedCustomWorldProfile,
|
||||
)
|
||||
: Math.max(baseHp, 80 + npcState.affinity);
|
||||
|
||||
if (mode === 'spar') {
|
||||
@@ -1930,16 +1968,17 @@ export function buildNpcChatResultText(
|
||||
}
|
||||
|
||||
export function buildNpcSparResultText(
|
||||
npcName: string,
|
||||
affinityGain: number,
|
||||
nextAffinity: number,
|
||||
) {
|
||||
const sparEncounter = {
|
||||
npcName: '对方',
|
||||
npcName,
|
||||
npcDescription: '',
|
||||
npcAvatar: '',
|
||||
context: '',
|
||||
} satisfies Encounter;
|
||||
return `你们点到为止地切磋了一场,彼此都更认可对方的身手。${describeAffinityShift(affinityGain)}。${describeNpcAffinityInWords(sparEncounter, nextAffinity)}`;
|
||||
return `你和${npcName}点到为止地切磋了一场,彼此都更认可对方的身手。${describeAffinityShift(affinityGain)}。${describeNpcAffinityInWords(sparEncounter, nextAffinity)}`;
|
||||
}
|
||||
|
||||
export function buildNpcGiftResultText(
|
||||
@@ -2019,6 +2058,22 @@ export function buildNpcTradeTransactionActionText({
|
||||
return `从${encounter.npcName}手里买下${quantityText}`;
|
||||
}
|
||||
|
||||
export function buildNpcHelpCommitActionText(
|
||||
encounter: Encounter,
|
||||
reward: NpcHelpReward,
|
||||
) {
|
||||
const goals: string[] = [];
|
||||
|
||||
if ((reward.hp ?? 0) > 0) goals.push('疗伤');
|
||||
if ((reward.mana ?? 0) > 0) goals.push('回气');
|
||||
if ((reward.cooldownBonus ?? 0) > 0) goals.push('调整招式节奏');
|
||||
if (reward.items.length > 0) goals.push('补给');
|
||||
|
||||
return goals.length > 0
|
||||
? `向${encounter.npcName}请求${goals.join('、')}`
|
||||
: `向${encounter.npcName}寻求支援`;
|
||||
}
|
||||
|
||||
export function buildNpcHelpResultText(
|
||||
encounter: Encounter,
|
||||
reward: NpcHelpReward,
|
||||
|
||||
@@ -137,17 +137,23 @@ function buildQuestReward(params: {
|
||||
rewardTheme,
|
||||
narrativeType,
|
||||
});
|
||||
const runtimeScene = scene
|
||||
? {
|
||||
...scene,
|
||||
description: scene.description ?? '',
|
||||
}
|
||||
: null;
|
||||
const runtimeContext = context
|
||||
? buildQuestRuntimeItemGenerationContext({
|
||||
context,
|
||||
issuerNpcId,
|
||||
issuerNpcName,
|
||||
roleText,
|
||||
scene,
|
||||
scene: runtimeScene,
|
||||
})
|
||||
: buildLooseRuntimeItemGenerationContext({
|
||||
worldType,
|
||||
scene,
|
||||
scene: runtimeScene,
|
||||
encounter: {
|
||||
id: issuerNpcId,
|
||||
kind: 'npc',
|
||||
|
||||
@@ -42,7 +42,12 @@ function buildResolvedNpcBattleState(state: GameState, encounter: Encounter) {
|
||||
|
||||
return {
|
||||
...state,
|
||||
sceneMonsters: [createNpcBattleMonster(encounter, npcState, 'fight')],
|
||||
sceneMonsters: [
|
||||
createNpcBattleMonster(encounter, npcState, 'fight', {
|
||||
worldType: state.worldType,
|
||||
customWorldProfile: state.customWorldProfile,
|
||||
}),
|
||||
],
|
||||
currentEncounter: null,
|
||||
npcInteractionActive: false,
|
||||
playerX: 0,
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
import { buildCustomCampSceneName } from '../services/customWorldPresentation';
|
||||
import { resolveCustomWorldAnchorWorldType } from '../services/customWorldTheme';
|
||||
import { CustomWorldProfile, Encounter, SceneNpc, WorldType } from '../types';
|
||||
import {
|
||||
CustomWorldProfile,
|
||||
Encounter,
|
||||
SceneConnectionInfo,
|
||||
SceneNpc,
|
||||
WorldType,
|
||||
} from '../types';
|
||||
import { buildRoleAttributeProfileFromLegacyData } from './attributeProfileGenerator';
|
||||
import { resolveAttributeSchema } from './attributeResolver';
|
||||
import {
|
||||
@@ -24,6 +30,7 @@ export interface ScenePreset {
|
||||
worldType: WorldType;
|
||||
forwardSceneId?: string;
|
||||
connectedSceneIds: string[];
|
||||
connections: SceneConnectionInfo[];
|
||||
monsterIds: string[];
|
||||
npcs: SceneNpc[];
|
||||
treasureHints: string[];
|
||||
@@ -121,6 +128,83 @@ function collectAllImagePool() {
|
||||
return refs;
|
||||
}
|
||||
|
||||
function uniqueStrings(values: string[]) {
|
||||
return [...new Set(values.filter(Boolean))];
|
||||
}
|
||||
|
||||
function buildDefaultSceneConnections(
|
||||
connectedSceneIds: string[],
|
||||
forwardSceneId?: string,
|
||||
): SceneConnectionInfo[] {
|
||||
const uniqueSceneIds = uniqueStrings(connectedSceneIds);
|
||||
const branchPositions: Array<SceneConnectionInfo['relativePosition']> = [
|
||||
'left',
|
||||
'right',
|
||||
'back',
|
||||
'portal',
|
||||
];
|
||||
const resolvedForwardSceneId =
|
||||
forwardSceneId && uniqueSceneIds.includes(forwardSceneId)
|
||||
? forwardSceneId
|
||||
: uniqueSceneIds[0];
|
||||
const branchSceneIds = uniqueSceneIds.filter(
|
||||
(sceneId) => sceneId !== resolvedForwardSceneId,
|
||||
);
|
||||
const connections: SceneConnectionInfo[] = [];
|
||||
|
||||
if (resolvedForwardSceneId) {
|
||||
connections.push({
|
||||
sceneId: resolvedForwardSceneId,
|
||||
relativePosition: 'forward',
|
||||
summary: '沿主路继续深入前方区域',
|
||||
});
|
||||
}
|
||||
|
||||
branchSceneIds.forEach((sceneId, index) => {
|
||||
connections.push({
|
||||
sceneId,
|
||||
relativePosition: branchPositions[index] ?? 'portal',
|
||||
summary:
|
||||
index === 0
|
||||
? '这里分出一条支路'
|
||||
: index === 1
|
||||
? '这里还能转向另一条路'
|
||||
: '这里还有额外通路',
|
||||
});
|
||||
});
|
||||
|
||||
return connections;
|
||||
}
|
||||
|
||||
function pickForwardSceneIdFromConnections(connections: SceneConnectionInfo[]) {
|
||||
const preferredOrder: Array<SceneConnectionInfo['relativePosition']> = [
|
||||
'forward',
|
||||
'north',
|
||||
'east',
|
||||
'right',
|
||||
'up',
|
||||
'outside',
|
||||
'portal',
|
||||
'left',
|
||||
'west',
|
||||
'south',
|
||||
'down',
|
||||
'inside',
|
||||
'back',
|
||||
];
|
||||
|
||||
for (const relativePosition of preferredOrder) {
|
||||
const matchedConnection = connections.find(
|
||||
(connection) => connection.relativePosition === relativePosition,
|
||||
);
|
||||
if (matchedConnection?.sceneId) {
|
||||
return matchedConnection.sceneId;
|
||||
}
|
||||
}
|
||||
|
||||
return connections[0]?.sceneId;
|
||||
}
|
||||
|
||||
function hashText(value: string) {
|
||||
let hash = 0;
|
||||
for (let index = 0; index < value.length; index += 1) {
|
||||
@@ -225,7 +309,23 @@ function buildCustomSceneNpc(
|
||||
name: npc.name,
|
||||
role: npc.role,
|
||||
avatar: npc.name.slice(0, 1) || '?',
|
||||
description: `${npc.description} 动机:${npc.motivation}`,
|
||||
description: [
|
||||
npc.description,
|
||||
npc.backstoryReveal.publicSummary
|
||||
? `公开背景:${npc.backstoryReveal.publicSummary}`
|
||||
: '',
|
||||
npc.motivation ? `动机:${npc.motivation}` : '',
|
||||
npc.skills.length > 0
|
||||
? `技能:${npc.skills.map((skill) => skill.name).join('、')}`
|
||||
: '',
|
||||
npc.initialItems.length > 0
|
||||
? `随身物:${npc.initialItems
|
||||
.map((item) => `${item.name}x${item.quantity}`)
|
||||
.join('、')}`
|
||||
: '',
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join(' '),
|
||||
gender: inferCustomNpcGender(npc.id, npc.name),
|
||||
monsterPresetId: monsterPreset?.id,
|
||||
hostileNpcPresetId: monsterPreset?.id,
|
||||
@@ -254,6 +354,18 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
|
||||
const playableCharacters = buildCustomWorldPlayableCharacters(profile);
|
||||
const campSceneId = buildCustomSceneId('camp');
|
||||
const landmarkSceneIds = profile.landmarks.map((_, index) => buildCustomSceneId('landmark', index));
|
||||
const landmarkSceneIdByLandmarkId = new Map(
|
||||
profile.landmarks.map((landmark, index) => [
|
||||
landmark.id,
|
||||
buildCustomSceneId('landmark', index),
|
||||
]),
|
||||
);
|
||||
const landmarkById = new Map(
|
||||
profile.landmarks.map((landmark) => [landmark.id, landmark]),
|
||||
);
|
||||
const customStoryNpcById = new Map(
|
||||
profile.storyNpcs.map((npc) => [npc.id, npc]),
|
||||
);
|
||||
const campNpcs = playableCharacters.slice(1).map(character => {
|
||||
const npc = buildCharacterNpc(character.id, WorldType.CUSTOM, profile);
|
||||
return npc
|
||||
@@ -265,10 +377,15 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
|
||||
: null;
|
||||
}).filter(Boolean) as SceneNpc[];
|
||||
|
||||
const customStoryNpcs = profile.storyNpcs.map(npc =>
|
||||
buildCustomSceneNpc(npc, profile, anchorWorldType),
|
||||
);
|
||||
const chunkSize = Math.max(4, Math.ceil(customStoryNpcs.length / Math.max(1, profile.landmarks.length)));
|
||||
const campConnections = profile.landmarks
|
||||
.slice(0, 3)
|
||||
.map((landmark, index) => ({
|
||||
sceneId: landmarkSceneIds[index] ?? '',
|
||||
relativePosition:
|
||||
index === 0 ? 'forward' : index === 1 ? 'left' : 'right',
|
||||
summary: `从营地可直接通往${landmark.name}`,
|
||||
}))
|
||||
.filter((connection) => connection.sceneId) as SceneConnectionInfo[];
|
||||
const customScenes: ScenePreset[] = [
|
||||
{
|
||||
id: campSceneId,
|
||||
@@ -276,8 +393,9 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
|
||||
description: `你在${profile.name}的临时营地整备行装。${profile.summary}`,
|
||||
worldType: WorldType.CUSTOM,
|
||||
imageSrc: profile.landmarks[0]?.imageSrc ?? allImages[imageOffset] ?? '',
|
||||
connectedSceneIds: landmarkSceneIds.slice(0, 3),
|
||||
forwardSceneId: landmarkSceneIds[0],
|
||||
connectedSceneIds: campConnections.map((connection) => connection.sceneId),
|
||||
connections: campConnections,
|
||||
forwardSceneId: pickForwardSceneIdFromConnections(campConnections),
|
||||
monsterIds: [],
|
||||
treasureHints: [
|
||||
`${profile.name}地图残页`,
|
||||
@@ -286,14 +404,57 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
|
||||
npcs: campNpcs,
|
||||
},
|
||||
...profile.landmarks.map((landmark, index): ScenePreset => {
|
||||
const sceneNpcs = customStoryNpcs.slice(index * chunkSize, (index + 1) * chunkSize);
|
||||
const connectedSceneIds: string[] = [
|
||||
campSceneId,
|
||||
landmarkSceneIds[(index - 1 + landmarkSceneIds.length) % landmarkSceneIds.length],
|
||||
landmarkSceneIds[(index + 1) % landmarkSceneIds.length],
|
||||
]
|
||||
.filter((sceneId): sceneId is string => Boolean(sceneId))
|
||||
.filter((sceneId, sceneIndex, array) => array.indexOf(sceneId) === sceneIndex);
|
||||
const sceneNpcs = landmark.sceneNpcIds
|
||||
.map((npcId) => customStoryNpcById.get(npcId))
|
||||
.filter(Boolean)
|
||||
.map((npc) =>
|
||||
buildCustomSceneNpc(npc!, profile, anchorWorldType),
|
||||
);
|
||||
if (sceneNpcs.length < 3) {
|
||||
profile.storyNpcs
|
||||
.filter(
|
||||
(npc) => !sceneNpcs.some((sceneNpc) => sceneNpc.id === npc.id),
|
||||
)
|
||||
.slice(0, 3 - sceneNpcs.length)
|
||||
.forEach((npc) =>
|
||||
sceneNpcs.push(buildCustomSceneNpc(npc, profile, anchorWorldType)),
|
||||
);
|
||||
}
|
||||
const landmarkConnections = landmark.connections
|
||||
.map((connection) => {
|
||||
const targetSceneId = landmarkSceneIdByLandmarkId.get(
|
||||
connection.targetLandmarkId,
|
||||
);
|
||||
const targetLandmark = landmarkById.get(connection.targetLandmarkId);
|
||||
if (!targetSceneId || !targetLandmark) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
sceneId: targetSceneId,
|
||||
relativePosition: connection.relativePosition,
|
||||
summary:
|
||||
connection.summary || `可通往${targetLandmark.name}`,
|
||||
} satisfies SceneConnectionInfo;
|
||||
})
|
||||
.filter((connection): connection is SceneConnectionInfo =>
|
||||
Boolean(connection),
|
||||
);
|
||||
const shouldLinkCamp = index < 3;
|
||||
const extraCampConnection = shouldLinkCamp
|
||||
? ({
|
||||
sceneId: campSceneId,
|
||||
relativePosition: 'back',
|
||||
summary: '可回到临时营地整备',
|
||||
} satisfies SceneConnectionInfo)
|
||||
: null;
|
||||
const connections = [
|
||||
...landmarkConnections,
|
||||
...(extraCampConnection ? [extraCampConnection] : []),
|
||||
];
|
||||
const connectedSceneIds = uniqueStrings(
|
||||
connections.map((connection) => connection.sceneId),
|
||||
);
|
||||
const monsterSliceStart = (index * 2) % Math.max(1, fallbackMonsterIds.length || 1);
|
||||
const monsterIds: string[] = fallbackMonsterIds.slice(monsterSliceStart, monsterSliceStart + 2);
|
||||
const hostileNpcs = monsterIds
|
||||
@@ -307,7 +468,8 @@ function buildCustomScenePresets(profile: CustomWorldProfile): ScenePreset[] {
|
||||
worldType: WorldType.CUSTOM,
|
||||
imageSrc: landmark.imageSrc ?? allImages[(imageOffset + index + 1) % Math.max(1, allImages.length)] ?? '',
|
||||
connectedSceneIds,
|
||||
forwardSceneId: connectedSceneIds.find(sceneId => sceneId !== campSceneId) ?? campSceneId,
|
||||
connections,
|
||||
forwardSceneId: pickForwardSceneIdFromConnections(connections),
|
||||
monsterIds,
|
||||
treasureHints: [
|
||||
`${landmark.name}的旧线索`,
|
||||
@@ -745,6 +907,10 @@ function buildScenePoolFromTemplates(templates: SceneTemplate[]): ScenePreset[]
|
||||
...template,
|
||||
...sceneOverride,
|
||||
imageSrc: sceneOverride.imageSrc ?? imagePool[index] ?? imagePool[0] ?? '',
|
||||
connections: buildDefaultSceneConnections(
|
||||
sceneOverride.connectedSceneIds ?? template.connectedSceneIds,
|
||||
sceneOverride.forwardSceneId ?? template.forwardSceneId,
|
||||
),
|
||||
npcs: mergeNpcs(characterNpcs, [...hostileNpcs, ...template.extraNpcs], template.worldType),
|
||||
} satisfies ScenePreset;
|
||||
});
|
||||
|
||||
59
src/data/storyRecovery.ts
Normal file
59
src/data/storyRecovery.ts
Normal file
@@ -0,0 +1,59 @@
|
||||
import type { CompanionState, GameState } from '../types';
|
||||
import {
|
||||
getCharacterById,
|
||||
getCharacterCombatStats,
|
||||
getCharacterMaxHp,
|
||||
} from './characterPresets';
|
||||
|
||||
function recoverCompanion(
|
||||
companion: CompanionState,
|
||||
state: Pick<GameState, 'worldType' | 'customWorldProfile'>,
|
||||
) {
|
||||
if (companion.hp <= 0) {
|
||||
return companion;
|
||||
}
|
||||
|
||||
const character = getCharacterById(companion.characterId);
|
||||
if (!character) {
|
||||
return companion;
|
||||
}
|
||||
|
||||
const recovery = getCharacterCombatStats(
|
||||
character,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
).storyRecovery;
|
||||
const maxHp = Math.max(
|
||||
companion.maxHp,
|
||||
getCharacterMaxHp(character, state.worldType, state.customWorldProfile),
|
||||
);
|
||||
|
||||
return {
|
||||
...companion,
|
||||
maxHp,
|
||||
hp: Math.min(maxHp, companion.hp + recovery),
|
||||
};
|
||||
}
|
||||
|
||||
export function applyStoryReasoningRecovery(state: GameState) {
|
||||
if (!state.playerCharacter) {
|
||||
return state;
|
||||
}
|
||||
|
||||
const playerRecovery = state.playerHp > 0
|
||||
? getCharacterCombatStats(
|
||||
state.playerCharacter,
|
||||
state.worldType,
|
||||
state.customWorldProfile,
|
||||
).storyRecovery
|
||||
: 0;
|
||||
|
||||
return {
|
||||
...state,
|
||||
playerHp: state.playerHp > 0
|
||||
? Math.min(state.playerMaxHp, state.playerHp + playerRecovery)
|
||||
: state.playerHp,
|
||||
companions: state.companions.map(companion => recoverCompanion(companion, state)),
|
||||
roster: state.roster.map(companion => recoverCompanion(companion, state)),
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user