Files
Genarrative/src/components/game-canvas/GameCanvasEntityLayer.tsx
2026-04-26 20:50:58 +08:00

634 lines
24 KiB
TypeScript

import {motion} from 'motion/react';
import {type ReactNode, useEffect, useMemo, useRef, useState} from 'react';
import {getCharacterById} from '../../data/characterPresets';
import {getFacingTowardPlayer, MONSTERS_BY_WORLD} from '../../data/hostileNpcs';
import {RESOLVED_ENTITY_X_METERS} from '../../data/sceneEncounterPreviews';
import {
AnimationState,
type Character,
type CompanionRenderState,
type Encounter,
type SceneHostileNpc,
type ScenePresetInfo,
type WorldType,
} from '../../types';
import {HostileNpcAnimator} from '../HostileNpcAnimator';
import {MedievalNpcAnimator} from '../MedievalNpcAnimator';
import {getRenderableNpcFacing} from '../npcRenderUtils';
import {ResolvedAssetImage} from '../ResolvedAssetImage';
import {
buildCombatFeedbackEvents,
type CombatFeedbackEvent,
type CombatFeedbackHealthSample,
} from './combatFeedback';
import {
CHARACTER_COMBAT_HP_TOP_PX,
DialogueBubbleIcon,
type GameCanvasEntitySelection,
GENERIC_NPC_SCENE_SCALE,
getCompanionSlotOffset,
getEncounterCharacterBottomOffsetPx,
getEncounterCharacterOpponentBottom,
getHostileNpcSceneBottomOffsetPx,
getMonsterWorldLeft,
getNpcCombatHpTop,
getSceneEntityZIndex,
getSceneNpcVisualBottomOffsetPx,
HpBar,
mapHostileNpcAnimationToCharacterState,
MONSTER_RENDER_OFFSETS,
ROLE_CHARACTER_FRAME_CLASS,
RoleCharacterSprite,
SCENE_TRANSITION_LOWER_COMPANION_DELAY_S,
SCENE_TRANSITION_UPPER_COMPANION_DELAY_S,
SceneEncounterNpcSprite,
SceneEntityButton,
} from './GameCanvasShared';
import {NpcAffinityEffectBadge} from './NpcAffinityEffectBadge';
type MonsterSpriteConfig = (typeof MONSTERS_BY_WORLD)[WorldType.WUXIA][number];
interface GameCanvasEntityLayerProps {
companions: CompanionRenderState[];
currentScenePreset: ScenePresetInfo | null;
sceneTransitionToken: number;
isSceneTransitionEntering: boolean;
isSceneTransitionExiting: boolean;
transitionSweepPx: number;
sceneTransitionExitDurationS: number;
sceneTransitionEntryDurationS: number;
companionAnchorLeft: string;
companionAnchorBottom: string;
playerBottomOffsetPx: number;
sceneTransitionPhase: 'idle' | 'exiting' | 'entering';
inBattle: boolean;
onEntitySelect?: ((entity: GameCanvasEntitySelection) => void) | null;
playerLeft: string;
playerCharacter: Character | null;
playerHp: number;
playerMaxHp: number;
effectivePlayerFacing: 'left' | 'right';
effectivePlayerAnimationState: AnimationState;
shouldShowPlayerDialogueIcon: boolean;
dialogueIndicator?: {
showPlayer: boolean;
showEncounter: boolean;
activeSpeaker?: 'player' | 'npc' | null;
} | null;
npcAffinityEffect?: {
eventId: string;
npcId: string;
delta: number;
} | null;
sceneCombatants: SceneHostileNpc[];
monsters: MonsterSpriteConfig[];
getHostileNpcOuterLeft: (hostileNpc: SceneHostileNpc) => string;
groundBottom: string;
stageLiftPx: number;
encounter: Encounter | null;
sideAnchor: string;
cameraAnchorX: number;
monsterAnchorMeters: number;
playerX: number;
}
function CombatFloatingNumber({
event,
onDone,
}: {
event: CombatFeedbackEvent;
onDone: (eventId: string) => void;
}) {
const isHealing = event.delta > 0;
const deltaText = `${isHealing ? '+' : ''}${event.delta}`;
const colorClass = isHealing ? 'text-emerald-200' : 'text-rose-200';
const glowClass = isHealing
? 'drop-shadow-[0_0_8px_rgba(52,211,153,0.9)]'
: 'drop-shadow-[0_0_8px_rgba(248,113,113,0.9)]';
return (
<motion.div
key={event.id}
initial={{opacity: 0, y: 10, scale: 0.76}}
animate={{opacity: [0, 1, 1, 0], y: [10, -12, -31, -50], scale: [0.76, 1.22, 1, 0.9]}}
transition={{duration: 0.92, ease: 'easeOut'}}
onAnimationComplete={() => onDone(event.id)}
className={`pointer-events-none absolute -top-16 left-1/2 z-[14] -translate-x-1/2 text-lg font-black leading-none ${colorClass} ${glowClass}`}
data-testid={`combat-feedback-${event.targetKey}`}
aria-label={`战斗数值 ${deltaText}`}
>
<span className="[-webkit-text-stroke:1px_rgba(24,24,27,0.76)]">
{deltaText}
</span>
</motion.div>
);
}
function CombatFeedbackNumbers({
events,
onDone,
}: {
events: CombatFeedbackEvent[];
onDone: (eventId: string) => void;
}) {
return (
<>
{events.map(event => (
<CombatFloatingNumber key={event.id} event={event} onDone={onDone} />
))}
</>
);
}
function getLatestDamageFeedback(events: CombatFeedbackEvent[]) {
for (let index = events.length - 1; index >= 0; index -= 1) {
const event = events[index];
if (event?.delta && event.delta < 0) return event;
}
return null;
}
function CombatReactiveSpriteFrame({
events,
facing,
className = ROLE_CHARACTER_FRAME_CLASS,
children,
}: {
events: CombatFeedbackEvent[];
facing: 'left' | 'right';
className?: string;
children: ReactNode;
}) {
const latestDamage = getLatestDamageFeedback(events);
const retreatX = facing === 'right' ? -12 : 12;
return (
<motion.div
className={className}
animate={latestDamage ? {x: [0, retreatX, 0]} : {x: 0}}
transition={{duration: 0.28, ease: 'easeOut'}}
>
{children}
</motion.div>
);
}
export function GameCanvasEntityLayer({
companions,
currentScenePreset,
sceneTransitionToken,
isSceneTransitionEntering,
isSceneTransitionExiting,
transitionSweepPx,
sceneTransitionExitDurationS,
sceneTransitionEntryDurationS,
companionAnchorLeft,
companionAnchorBottom,
playerBottomOffsetPx,
sceneTransitionPhase,
inBattle,
onEntitySelect = null,
playerLeft,
playerCharacter,
playerHp,
playerMaxHp,
effectivePlayerFacing,
effectivePlayerAnimationState,
shouldShowPlayerDialogueIcon,
dialogueIndicator = null,
npcAffinityEffect = null,
sceneCombatants,
monsters,
getHostileNpcOuterLeft,
groundBottom,
stageLiftPx,
encounter,
sideAnchor,
cameraAnchorX,
monsterAnchorMeters,
playerX,
}: GameCanvasEntityLayerProps) {
const [combatFeedbackEvents, setCombatFeedbackEvents] = useState<CombatFeedbackEvent[]>([]);
const previousCombatSamplesRef = useRef<Map<string, CombatFeedbackHealthSample> | null>(null);
const combatFeedbackSequenceRef = useRef(0);
const shouldRenderPeacefulEncounter =
Boolean(encounter) && (!inBattle || sceneCombatants.length === 0);
const combatHealthSamples = useMemo<CombatFeedbackHealthSample[]>(
() => {
if (!inBattle) return [];
return [
{key: 'player', kind: 'player', hp: playerHp},
...companions.map(companion => ({
key: `companion:${companion.npcId}`,
kind: 'companion' as const,
hp: companion.hp,
})),
...sceneCombatants.map(hostileNpc => ({
key: `hostile:${hostileNpc.id}`,
kind: 'hostile' as const,
hp: hostileNpc.hp,
})),
];
},
[companions, inBattle, playerHp, sceneCombatants],
);
const combatFeedbackByTarget = useMemo(() => {
const feedbackByTarget = new Map<string, CombatFeedbackEvent[]>();
combatFeedbackEvents.forEach(event => {
feedbackByTarget.set(event.targetKey, [
...(feedbackByTarget.get(event.targetKey) ?? []),
event,
]);
});
return feedbackByTarget;
}, [combatFeedbackEvents]);
const removeCombatFeedbackEvent = (eventId: string) => {
setCombatFeedbackEvents(events => events.filter(event => event.id !== eventId));
};
useEffect(() => {
if (!inBattle) {
previousCombatSamplesRef.current = null;
setCombatFeedbackEvents([]);
return;
}
const previousSamples = previousCombatSamplesRef.current;
if (previousSamples) {
const result = buildCombatFeedbackEvents(
previousSamples,
combatHealthSamples,
combatFeedbackSequenceRef.current,
);
if (result.events.length > 0) {
setCombatFeedbackEvents(events => [...events.slice(-8), ...result.events]);
}
combatFeedbackSequenceRef.current = result.nextSequence;
}
previousCombatSamplesRef.current = new Map(
combatHealthSamples.map(sample => [sample.key, sample]),
);
}, [combatHealthSamples, inBattle]);
return (
<>
{companions.map(companion => {
const slotOffset = getCompanionSlotOffset(companion.slot);
const feedbackTargetKey = `companion:${companion.npcId}`;
const feedbackEvents = combatFeedbackByTarget.get(feedbackTargetKey) ?? [];
const companionFacing = companion.facing ?? 'right';
return (
<motion.div
key={`${companion.npcId}-${companion.recruitToken ?? 'steady'}-${sceneTransitionToken}`}
className="absolute"
initial={isSceneTransitionEntering ? {x: -transitionSweepPx} : false}
animate={{x: isSceneTransitionExiting ? transitionSweepPx : 0}}
transition={{
duration: isSceneTransitionExiting
? sceneTransitionExitDurationS
: isSceneTransitionEntering
? sceneTransitionEntryDurationS
: 0.18,
ease: 'linear',
delay: isSceneTransitionEntering
? (companion.slot === 'upper'
? SCENE_TRANSITION_UPPER_COMPANION_DELAY_S
: SCENE_TRANSITION_LOWER_COMPANION_DELAY_S)
: 0,
}}
style={{
left: companionAnchorLeft,
bottom: companionAnchorBottom,
zIndex: getSceneEntityZIndex(playerBottomOffsetPx + slotOffset.bottom),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<div className="relative">
<div
className="absolute"
style={{
left: `${slotOffset.left}px`,
bottom: `${slotOffset.bottom}px`,
transform: `translate(${companion.entryOffsetX ?? 0}px, ${companion.entryOffsetY ?? 0}px)`,
transition: companion.transitionMs
? `transform ${companion.transitionMs}ms linear`
: undefined,
}}
>
<SceneEntityButton
onClick={() => onEntitySelect?.({kind: 'companion', companion})}
ariaLabel={`查看${companion.character.name}详情`}
className="relative flex w-28 flex-col items-center"
>
<CombatFeedbackNumbers events={feedbackEvents} onDone={removeCombatFeedbackEvent} />
{inBattle && (
<div
className="absolute left-1/2 -translate-x-1/2"
style={{top: `${CHARACTER_COMBAT_HP_TOP_PX}px`}}
>
<HpBar hp={companion.hp} maxHp={companion.maxHp} tone="emerald" />
</div>
)}
<CombatReactiveSpriteFrame events={feedbackEvents} facing={companionFacing}>
<div className={companion.hp <= 0 ? 'opacity-45 grayscale' : undefined}>
<RoleCharacterSprite
state={sceneTransitionPhase === 'idle' ? companion.animationState : AnimationState.RUN}
character={companion.character}
facing={sceneTransitionPhase === 'idle' ? companionFacing : 'right'}
/>
</div>
</CombatReactiveSpriteFrame>
</SceneEntityButton>
</div>
</div>
</motion.div>
);
})}
<motion.div
key={`player-${currentScenePreset?.id ?? 'none'}-${sceneTransitionToken}`}
className="absolute"
initial={isSceneTransitionEntering ? {x: -transitionSweepPx} : false}
animate={{x: isSceneTransitionExiting ? transitionSweepPx : 0}}
transition={{
duration: isSceneTransitionExiting
? sceneTransitionExitDurationS
: isSceneTransitionEntering
? sceneTransitionEntryDurationS
: 0.18,
ease: 'linear',
}}
style={{
left: playerLeft,
bottom: companionAnchorBottom,
zIndex: getSceneEntityZIndex(playerBottomOffsetPx),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<div className="relative">
<CombatFeedbackNumbers
events={combatFeedbackByTarget.get('player') ?? []}
onDone={removeCombatFeedbackEvent}
/>
{inBattle && (
<div
className="absolute left-1/2 -translate-x-1/2"
style={{top: `${CHARACTER_COMBAT_HP_TOP_PX}px`}}
>
<HpBar hp={playerHp} maxHp={playerMaxHp} tone="emerald" />
</div>
)}
<SceneEntityButton
onClick={playerCharacter ? () => onEntitySelect?.({kind: 'player'}) : null}
ariaLabel={playerCharacter ? `查看${playerCharacter.name}详情` : undefined}
className="relative block"
>
<div className="relative">
<CombatReactiveSpriteFrame
events={combatFeedbackByTarget.get('player') ?? []}
facing={effectivePlayerFacing}
>
{playerCharacter && (
<RoleCharacterSprite
state={effectivePlayerAnimationState}
character={playerCharacter}
facing={effectivePlayerFacing}
/>
)}
</CombatReactiveSpriteFrame>
</div>
{shouldShowPlayerDialogueIcon && (
<div className="absolute -top-9 right-1">
<DialogueBubbleIcon
active={dialogueIndicator?.activeSpeaker === 'player'}
flip={effectivePlayerFacing === 'left'}
/>
</div>
)}
</SceneEntityButton>
</div>
</motion.div>
{sceneCombatants.map(hostileNpc => {
const npcEncounter = hostileNpc.encounter;
if (!npcEncounter) return null;
const config = monsters.find(item => item.id === hostileNpc.id);
const renderOffset = MONSTER_RENDER_OFFSETS[hostileNpc.id] ?? {x: 0, y: 0};
const npcCharacter = npcEncounter?.characterId ? getCharacterById(npcEncounter.characterId) : null;
const npcMonsterConfig = !npcCharacter && npcEncounter?.monsterPresetId
? monsters.find(item => item.id === npcEncounter.monsterPresetId) ?? config ?? null
: null;
const npcSceneSpriteFacing =
npcCharacter
? hostileNpc.facing
: getRenderableNpcFacing(npcEncounter, hostileNpc.facing, {medievalVisual: true});
const npcCombatHpTop = getNpcCombatHpTop(
npcCharacter ? npcEncounter?.characterId : null,
npcCharacter ? null : npcEncounter?.monsterPresetId,
);
const feedbackTargetKey = `hostile:${hostileNpc.id}`;
const feedbackEvents = combatFeedbackByTarget.get(feedbackTargetKey) ?? [];
const hostileNpcBottomOffsetPx =
npcMonsterConfig
? getHostileNpcSceneBottomOffsetPx(npcMonsterConfig)
: getSceneNpcVisualBottomOffsetPx(npcEncounter);
const opponentBottom = npcCharacter
? getEncounterCharacterOpponentBottom(groundBottom, stageLiftPx, npcEncounter, npcCharacter)
: `calc(${groundBottom} + ${stageLiftPx}px)`;
const entityBottom = `calc(${opponentBottom} + ${(hostileNpc.yOffset ?? 0) + hostileNpcBottomOffsetPx}px)`;
const entityBottomOffsetPx = npcCharacter
? getEncounterCharacterBottomOffsetPx(
stageLiftPx,
npcEncounter,
npcCharacter,
(hostileNpc.yOffset ?? 0) + hostileNpcBottomOffsetPx,
)
: stageLiftPx + (hostileNpc.yOffset ?? 0) + hostileNpcBottomOffsetPx;
return (
<div
key={hostileNpc.id}
className="absolute"
style={{
left: getHostileNpcOuterLeft(hostileNpc),
bottom: entityBottom,
zIndex: getSceneEntityZIndex(entityBottomOffsetPx),
transition: 'left 260ms linear, bottom 180ms ease',
}}
>
<SceneEntityButton
onClick={() => onEntitySelect?.({kind: 'npc', encounter: npcEncounter, battleState: hostileNpc})}
ariaLabel={`查看${hostileNpc.name}详情`}
className="relative flex w-28 flex-col items-center"
>
<CombatFeedbackNumbers events={feedbackEvents} onDone={removeCombatFeedbackEvent} />
{inBattle && (
<div
className="absolute left-1/2 -translate-x-1/2"
style={{top: `${npcCombatHpTop}px`}}
>
<HpBar hp={hostileNpc.hp} maxHp={hostileNpc.maxHp} tone="rose" />
</div>
)}
<CombatReactiveSpriteFrame events={feedbackEvents} facing={npcSceneSpriteFacing}>
{npcCharacter ? (
<RoleCharacterSprite
state={hostileNpc.characterAnimation ?? mapHostileNpcAnimationToCharacterState(hostileNpc.animation)}
character={npcCharacter}
facing={npcSceneSpriteFacing}
/>
) : npcMonsterConfig ? (
<div style={{transform: `translate(${renderOffset.x}px, ${renderOffset.y}px)`}}>
<HostileNpcAnimator
hostileNpc={npcMonsterConfig}
animation={hostileNpc.animation}
flip={hostileNpc.facing === 'right'}
className="scale-[1.82] origin-bottom"
/>
</div>
) : (
<MedievalNpcAnimator
encounter={npcEncounter}
className="origin-bottom drop-shadow-[0_8px_14px_rgba(0,0,0,0.38)]"
facing={npcSceneSpriteFacing}
scale={GENERIC_NPC_SCENE_SCALE}
/>
)}
</CombatReactiveSpriteFrame>
{dialogueIndicator?.showEncounter && hostileNpc.animation !== 'move' && (
<div className="absolute -top-9 left-1">
<DialogueBubbleIcon
active={dialogueIndicator.activeSpeaker === 'npc'}
flip={npcSceneSpriteFacing === 'left'}
/>
</div>
)}
{/* 聊天好感变化要挂在当前角色形象上,而不是消息区里。 */}
{npcAffinityEffect?.npcId === (npcEncounter.id ?? npcEncounter.npcName) ? (
<NpcAffinityEffectBadge effect={npcAffinityEffect} />
) : null}
</SceneEntityButton>
</div>
);
})}
{shouldRenderPeacefulEncounter &&
(() => {
if (!encounter) {
return null;
}
const isCampCompanionEncounter =
encounter.specialBehavior === 'initial_companion'
|| encounter.specialBehavior === 'camp_companion';
const peacefulAnchorX = RESOLVED_ENTITY_X_METERS;
const isPeacefulEncounterMoving =
(!isCampCompanionEncounter && sceneTransitionPhase !== 'idle')
|| Math.abs(peacefulAnchorX - RESOLVED_ENTITY_X_METERS) > 0.01;
const towardPeacefulPlayer = getFacingTowardPlayer(peacefulAnchorX, playerX);
const peacefulResolvedCharacter =
encounter.kind !== 'treasure' && encounter.characterId
? getCharacterById(encounter.characterId)
: null;
const peacefulMonsterConfig = !peacefulResolvedCharacter &&
encounter.kind === 'npc' && encounter.monsterPresetId
? monsters.find(item => item.id === encounter.monsterPresetId) ?? null
: null;
const peacefulHostileBottomOffsetPx =
peacefulMonsterConfig
? getHostileNpcSceneBottomOffsetPx(peacefulMonsterConfig)
: getSceneNpcVisualBottomOffsetPx(encounter);
const peacefulBottomOffsetPx = peacefulResolvedCharacter
? getEncounterCharacterBottomOffsetPx(stageLiftPx, encounter, peacefulResolvedCharacter)
: stageLiftPx + peacefulHostileBottomOffsetPx;
const peacefulNpcSpriteFacing = towardPeacefulPlayer;
return (
<div
className="absolute"
style={{
left: getMonsterWorldLeft(
sideAnchor,
peacefulAnchorX,
cameraAnchorX,
monsterAnchorMeters,
),
bottom: encounter.characterId
? getEncounterCharacterOpponentBottom(
groundBottom,
stageLiftPx,
encounter,
getCharacterById(encounter.characterId),
)
: `calc(${groundBottom} + ${stageLiftPx + peacefulHostileBottomOffsetPx}px)`,
zIndex: getSceneEntityZIndex(peacefulBottomOffsetPx),
transition: isCampCompanionEncounter
? 'bottom 180ms ease'
: 'left 260ms linear, bottom 180ms ease',
}}
>
<SceneEntityButton
onClick={encounter.kind === 'npc' ? () => onEntitySelect?.({kind: 'npc', encounter}) : null}
ariaLabel={encounter.kind === 'npc' ? `查看${encounter.npcName}详情` : undefined}
className="relative flex w-28 flex-col items-center"
>
<div className={ROLE_CHARACTER_FRAME_CLASS}>
{encounter.kind === 'treasure' ? (
<div className="flex h-20 w-20 items-center justify-center rounded-2xl border border-amber-400/30 bg-amber-500/15 shadow-[0_0_20px_rgba(255,255,255,0.12)]">
<ResolvedAssetImage
src={encounter.npcAvatar || '/Icons/47_treasure.png'}
alt={encounter.npcName}
className="h-12 w-12 object-contain"
style={{imageRendering: 'pixelated'}}
/>
</div>
) : peacefulResolvedCharacter &&
!encounter.visual &&
!encounter.imageSrc?.trim() ? (
<RoleCharacterSprite
state={AnimationState.IDLE}
character={peacefulResolvedCharacter}
facing={peacefulNpcSpriteFacing}
/>
) : peacefulMonsterConfig ? (
<HostileNpcAnimator
hostileNpc={peacefulMonsterConfig}
animation={isPeacefulEncounterMoving ? 'move' : 'idle'}
flip={towardPeacefulPlayer === 'right'}
className="scale-[1.82] origin-bottom"
/>
) : (
<SceneEncounterNpcSprite
encounter={encounter}
state={AnimationState.IDLE}
facing={peacefulNpcSpriteFacing}
className="drop-shadow-[0_8px_14px_rgba(0,0,0,0.38)]"
/>
)}
</div>
{dialogueIndicator?.showEncounter && encounter.kind === 'npc' && !isPeacefulEncounterMoving && (
<div className="absolute -top-9 left-1">
<DialogueBubbleIcon
active={dialogueIndicator.activeSpeaker === 'npc'}
flip={peacefulNpcSpriteFacing === 'left'}
/>
</div>
)}
{/* 和平相遇态同样沿用角色形象上的好感浮出特效。 */}
{npcAffinityEffect?.npcId === (encounter.id ?? encounter.npcName) ? (
<NpcAffinityEffectBadge effect={npcAffinityEffect} />
) : null}
</SceneEntityButton>
</div>
);
})()}
</>
);
}