Files
Genarrative/src/hooks/rpg-session/useRpgSessionBootstrap.ts
2026-04-25 13:44:48 +08:00

414 lines
13 KiB
TypeScript

import { useEffect, useState } from 'react';
import {
buildCustomWorldRuntimeCharacters,
createCharacterSkillCooldowns,
getCharacterMaxHp,
getCharacterMaxMana,
setRuntimeCharacterOverrides,
} from '../../data/characterPresets';
import { setRuntimeCustomWorldProfile } from '../../data/customWorldRuntime';
import { getInitialPlayerCurrency } from '../../data/economy';
import {
applyEquipmentLoadoutToState,
buildInitialEquipmentLoadout,
createEmptyEquipmentLoadout,
} from '../../data/equipmentEffects';
import {
buildInitialNpcState,
buildInitialPlayerInventory,
} from '../../data/npcInteractions';
import { createInitialPlayerProgressionState } from '../../data/playerProgression';
import { createInitialGameRuntimeStats } from '../../data/runtimeStats';
import {
ensureSceneEncounterPreview,
RESOLVED_ENTITY_X_METERS,
} from '../../data/sceneEncounterPreviews';
import { getScenePreset, getWorldCampScenePreset } from '../../data/scenePresets';
import { createEmptyStoryEngineMemoryState } from '../../services/storyEngine/visibilityEngine';
import {
AnimationState,
Character,
CustomWorldProfile,
Encounter,
EquipmentLoadout,
GameState,
InventoryItem,
SceneNpc,
WorldType,
} from '../../types';
import type { BottomTab } from './rpgSessionTypes';
const PLAYER_BASE_MAX_HP = 180;
function mergeStarterInventoryItems<
T extends { category: string; name: string },
>(explicitItems: T[], fallbackItems: T[]) {
const merged = new Map<string, T>();
[...explicitItems, ...fallbackItems].forEach((item) => {
merged.set(`${item.category}:${item.name}`, item);
});
return [...merged.values()];
}
function normalizeExplicitStarterCategory(category: string) {
const normalized = category.trim();
return normalized === '专属物' ? '专属物品' : normalized;
}
function inferExplicitStarterSlot(category: string) {
const normalized = normalizeExplicitStarterCategory(category);
if (normalized === '武器') return 'weapon' as const;
if (normalized === '护甲') return 'armor' as const;
if (
normalized === '饰品' ||
normalized === '稀有品' ||
normalized === '专属物品'
) {
return 'relic' as const;
}
return null;
}
function buildExplicitCustomWorldRoleStarterState(
profile: CustomWorldProfile,
character: Character,
) {
const role =
profile.playableNpcs.find((entry) => entry.id === character.id) ??
profile.storyNpcs.find((entry) => entry.id === character.id) ??
profile.playableNpcs.find((entry) => entry.name === character.name) ??
profile.storyNpcs.find((entry) => entry.name === character.name) ??
null;
const inventory = role
? role.initialItems.map((item, index) => {
const category = normalizeExplicitStarterCategory(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: inferExplicitStarterSlot(category),
runtimeMetadata: {
origin: 'ai_compiled' as const,
generationChannel: 'discovery' as const,
seedKey: `${role.id}:${index + 1}`,
relationAnchor: {
type: 'npc' as const,
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。`,
},
} satisfies InventoryItem;
})
: [];
const equipment: EquipmentLoadout = createEmptyEquipmentLoadout();
inventory.forEach((item) => {
const slot = item.equipmentSlotId;
if (!slot || equipment[slot]) {
return;
}
equipment[slot] = item;
});
return {
inventory,
equipment,
};
}
function createInitialCampEncounter(
worldType: WorldType | null,
playerCharacter: Character,
): Encounter | null {
if (!worldType) return null;
const campScenePreset =
getWorldCampScenePreset(worldType) ?? getScenePreset(worldType, 0);
const npcCandidates = (campScenePreset?.npcs ?? [])
.filter((npc: SceneNpc) => Boolean(npc.characterId))
.filter((npc: SceneNpc) => npc.characterId !== playerCharacter.id);
if (npcCandidates.length === 0) return null;
const npc =
npcCandidates[Math.floor(Math.random() * npcCandidates.length)] ?? null;
if (!npc) return null;
return {
id: npc.id,
kind: 'npc',
characterId: npc.characterId,
npcName: npc.name,
npcDescription: npc.description,
npcAvatar: npc.avatar,
context: npc.role,
gender: npc.gender,
xMeters: RESOLVED_ENTITY_X_METERS,
};
}
function createInitialGameState(): GameState {
return {
worldType: null,
customWorldProfile: null,
playerCharacter: null,
runtimeStats: createInitialGameRuntimeStats(),
playerProgression: createInitialPlayerProgressionState(),
currentScene: 'Selection',
storyHistory: [],
storyEngineMemory: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
activeScenarioPackId: null,
activeCampaignPackId: null,
characterChats: {},
lastObserveSignsSceneId: null,
lastObserveSignsReport: null,
animationState: AnimationState.IDLE,
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset: null,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: PLAYER_BASE_MAX_HP,
playerMaxHp: PLAYER_BASE_MAX_HP,
playerMana: 0,
playerMaxMana: 0,
playerSkillCooldowns: {},
activeBuildBuffs: [],
activeCombatEffects: [],
playerCurrency: 0,
playerInventory: [],
playerEquipment: createEmptyEquipmentLoadout(),
npcStates: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
};
}
/**
* RPG session bootstrap 主实现。
* 工作包 C 起由新域 hook 承载世界选择、选角确认与新开局初始化。
*/
export function useRpgSessionBootstrap() {
const [gameState, setGameState] = useState<GameState>(() =>
createInitialGameState(),
);
const [bottomTab, setBottomTab] = useState<BottomTab>('adventure');
const [isMapOpen, setIsMapOpen] = useState(false);
useEffect(() => {
setRuntimeCustomWorldProfile(gameState.customWorldProfile);
setRuntimeCharacterOverrides(
gameState.customWorldProfile
? buildCustomWorldRuntimeCharacters(gameState.customWorldProfile)
: null,
);
}, [gameState.customWorldProfile]);
const resetGame = () => {
setBottomTab('adventure');
setIsMapOpen(false);
setGameState(createInitialGameState());
};
const handleCustomWorldSelect = (customWorldProfile: CustomWorldProfile) => {
const resolvedWorldType = WorldType.CUSTOM;
setRuntimeCustomWorldProfile(customWorldProfile);
setRuntimeCharacterOverrides(
buildCustomWorldRuntimeCharacters(customWorldProfile),
);
const initialScenePreset = getScenePreset(resolvedWorldType, 0) ?? null;
setIsMapOpen(false);
setGameState((prev) =>
ensureSceneEncounterPreview({
...prev,
worldType: resolvedWorldType,
customWorldProfile,
currentScenePreset: initialScenePreset,
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
playerProgression: createInitialPlayerProgressionState(),
storyEngineMemory: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
activeScenarioPackId: customWorldProfile?.scenarioPackId ?? null,
activeCampaignPackId: customWorldProfile?.campaignPackId ?? null,
lastObserveSignsSceneId: null,
lastObserveSignsReport: null,
playerActionMode: 'idle',
activeCombatEffects: [],
activeBuildBuffs: [],
inBattle: false,
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
}),
);
};
const handleBackToWorldSelect = () => {
setBottomTab('adventure');
setIsMapOpen(false);
setGameState(createInitialGameState());
};
const handleCharacterSelect = (character: Character) => {
setBottomTab('adventure');
setIsMapOpen(false);
setGameState((prev) => {
const resolvedWorldType = prev.worldType;
const resolvedCustomWorldProfile = prev.customWorldProfile;
const initialScenePreset = resolvedWorldType
? (getWorldCampScenePreset(resolvedWorldType) ??
getScenePreset(resolvedWorldType, 0))
: null;
const initialEncounter = createInitialCampEncounter(
resolvedWorldType,
character,
);
const initialNpcState = initialEncounter
? buildInitialNpcState(initialEncounter, resolvedWorldType, prev)
: null;
const initialEquipment = buildInitialEquipmentLoadout(
character,
resolvedCustomWorldProfile,
);
const explicitStarterItems =
resolvedWorldType === WorldType.CUSTOM
? buildExplicitCustomWorldRoleStarterState(
resolvedCustomWorldProfile!,
character,
)
: null;
const mergedStarterEquipment = {
weapon:
explicitStarterItems?.equipment.weapon ?? initialEquipment.weapon,
armor: explicitStarterItems?.equipment.armor ?? initialEquipment.armor,
relic: explicitStarterItems?.equipment.relic ?? initialEquipment.relic,
};
const playerMaxHp = getCharacterMaxHp(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
);
return ensureSceneEncounterPreview(
applyEquipmentLoadoutToState(
{
...prev,
playerCharacter: character,
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
playerProgression: createInitialPlayerProgressionState(),
currentScene: 'Story',
storyHistory: [],
storyEngineMemory: createEmptyStoryEngineMemoryState(),
chapterState: null,
campaignState: null,
activeScenarioPackId:
prev.customWorldProfile?.scenarioPackId ?? null,
activeCampaignPackId:
prev.customWorldProfile?.campaignPackId ?? null,
characterChats: {},
currentEncounter: initialEncounter,
npcInteractionActive: false,
currentScenePreset: initialScenePreset,
lastObserveSignsSceneId: null,
lastObserveSignsReport: null,
animationState: AnimationState.IDLE,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: playerMaxHp,
playerMaxHp: playerMaxHp,
playerMana: getCharacterMaxMana(character),
playerMaxMana: getCharacterMaxMana(character),
playerSkillCooldowns: createCharacterSkillCooldowns(character),
activeBuildBuffs: [],
activeCombatEffects: [],
playerCurrency: getInitialPlayerCurrency(
resolvedWorldType,
resolvedCustomWorldProfile,
),
playerInventory: mergeStarterInventoryItems<InventoryItem>(
explicitStarterItems?.inventory ?? [],
buildInitialPlayerInventory(
character,
resolvedWorldType,
resolvedCustomWorldProfile,
),
),
playerEquipment: createEmptyEquipmentLoadout(),
npcStates:
initialEncounter && initialNpcState
? {
[initialEncounter.id!]: initialNpcState,
}
: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
},
mergedStarterEquipment,
),
);
});
};
return {
gameState,
setGameState,
bottomTab,
setBottomTab,
isMapOpen,
setIsMapOpen,
resetGame,
handleCustomWorldSelect,
handleBackToWorldSelect,
handleCharacterSelect,
};
}
export type RpgSessionBootstrapResult = ReturnType<
typeof useRpgSessionBootstrap
>;