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Genarrative/src/data/sceneEncounterPreviews.ts
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2026-04-20 11:30:19 +08:00

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import { AnimationState, Encounter, GameState, SceneNpc, WorldType } from '../types';
import { getRecruitedNpcIds } from './companionRoster';
import {
createSceneHostileNpcsFromEncounters,
createSceneHostileNpcsFromIds,
getFacingTowardPlayer,
getMonsterGroupAnchorX,
pickEncounterMonsterIds,
PLAYER_BASE_X_METERS,
} from './hostileNpcs';
import { buildInitialNpcState, createNpcBattleMonster } from './npcInteractions';
import {
buildEncounterFromSceneNpc,
getSceneFriendlyNpcs,
getSceneHostileNpcs,
getWorldCampScenePreset,
} from './scenePresets';
import {
canUseLimitedPrimaryNpcChat,
resolveActiveSceneActEncounterNpcIds,
} from '../services/customWorldSceneActRuntime';
export const EXPLORE_APPROACH_DURATION_MS = 4000;
export const PREVIEW_ENTITY_X_METERS = 12;
export const RESOLVED_ENTITY_X_METERS = 3.2;
export const CALL_OUT_ENTRY_X_METERS = 18;
export const TREASURE_ENCOUNTERS_ENABLED = false;
function getNpcEncounterKey(encounter: Encounter) {
return encounter.id ?? encounter.npcName;
}
function getResolvedNpcState(state: GameState, encounter: Encounter) {
return state.npcStates[getNpcEncounterKey(encounter)] ?? buildInitialNpcState(encounter, state.worldType, state);
}
function shouldAutoStartBattleForEncounter(state: GameState, encounter: Encounter) {
if (encounter.kind !== 'npc') return false;
const npcState = getResolvedNpcState(state, encounter);
const npcId = getNpcEncounterKey(encounter);
if (
canUseLimitedPrimaryNpcChat({
profile: state.customWorldProfile,
sceneId: state.currentScenePreset?.id ?? null,
storyEngineMemory: state.storyEngineMemory,
npcId,
affinity: npcState.affinity,
})
) {
return false;
}
return npcState.affinity < 0 || (npcState.relationState?.affinity ?? npcState.affinity) < 0;
}
function buildResolvedNpcBattleState(state: GameState, encounter: Encounter) {
const npcState = getResolvedNpcState(state, encounter);
const battleNpcId = getNpcEncounterKey(encounter);
return {
...state,
sceneHostileNpcs: [
createNpcBattleMonster(encounter, npcState, 'fight', {
worldType: state.worldType,
customWorldProfile: state.customWorldProfile,
}),
],
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
playerActionMode: 'idle' as const,
activeCombatEffects: [],
scrollWorld: false,
inBattle: true,
currentBattleNpcId: battleNpcId,
currentNpcBattleMode: 'fight' as const,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
};
}
function pickRandomItem<T>(items: T[]) {
if (items.length === 0) return null;
return items[Math.floor(Math.random() * items.length)] ?? null;
}
function createTreasureEncounter(state: GameState, treasureHint: string): Encounter {
return {
id: `treasure-${state.currentScenePreset?.id ?? 'unknown'}`,
kind: 'treasure',
npcName: '宝藏',
npcDescription: `你发现了与${treasureHint}相关的线索,看起来像是有人故意藏起的宝物。`,
npcAvatar: '/Icons/47_treasure.png',
context: 'treasure',
xMeters: PREVIEW_ENTITY_X_METERS,
};
}
function getAvailableFriendlySceneNpcs(state: GameState) {
const recruitedNpcIds = getRecruitedNpcIds(state);
const isCampScene = Boolean(
state.worldType
&& state.currentScenePreset?.id
&& getWorldCampScenePreset(state.worldType)?.id === state.currentScenePreset.id,
);
const activeActNpcIds = resolveActiveSceneActEncounterNpcIds({
profile: state.customWorldProfile,
sceneId: state.currentScenePreset?.id ?? null,
storyEngineMemory: state.storyEngineMemory,
});
const activeActNpcIdSet = new Set(activeActNpcIds);
return getSceneFriendlyNpcs(state.currentScenePreset)
.filter(candidate => !isCampScene || Boolean(candidate.characterId))
.filter(candidate => candidate.characterId !== state.playerCharacter?.id)
.filter(candidate => !recruitedNpcIds.has(candidate.id))
.filter(candidate =>
activeActNpcIdSet.size === 0
? true
: activeActNpcIdSet.has(candidate.id)
|| (candidate.characterId ? activeActNpcIdSet.has(candidate.characterId) : false),
);
}
function getAvailableHostileSceneNpcs(state: GameState) {
const recruitedNpcIds = getRecruitedNpcIds(state);
return getSceneHostileNpcs(state.currentScenePreset)
.filter(candidate => !recruitedNpcIds.has(candidate.id))
.filter((candidate): candidate is SceneNpc & { monsterPresetId: string } => Boolean(candidate.monsterPresetId));
}
function pickEncounterHostileNpcs(hostileNpcs: Array<SceneNpc & { monsterPresetId: string }>) {
const selectedMonsterIds = new Set(
pickEncounterMonsterIds(hostileNpcs.map(npc => npc.monsterPresetId)),
);
return hostileNpcs.filter(npc => selectedMonsterIds.has(npc.monsterPresetId));
}
function buildHostileEncounterGroup(
state: GameState,
entryX: number,
animation: 'idle' | 'move',
) {
if (!state.worldType || !state.currentScenePreset) return [];
const selectedHostiles = pickEncounterHostileNpcs(getAvailableHostileSceneNpcs(state));
const hostileEncounters = selectedHostiles.map(npc => buildEncounterFromSceneNpc(npc));
const hostileMonsters = createSceneHostileNpcsFromEncounters(
state.worldType,
hostileEncounters,
PLAYER_BASE_X_METERS,
);
const anchorX = getMonsterGroupAnchorX(hostileMonsters);
return hostileMonsters.map(monster => {
const xMeters = Number((entryX + (monster.xMeters - anchorX)).toFixed(2));
return {
...monster,
xMeters,
facing: getFacingTowardPlayer(xMeters, PLAYER_BASE_X_METERS),
animation,
encounter: monster.encounter
? {
...monster.encounter,
xMeters,
}
: monster.encounter,
};
});
}
function buildFriendlyEncounter(npc: SceneNpc, xMeters: number) {
return {
...buildEncounterFromSceneNpc(npc, xMeters),
xMeters,
} satisfies Encounter;
}
function buildResolvedHostileBattleState(state: GameState, hostileEncounters: Encounter[]) {
if (!state.worldType) return state;
const resolvedMonsters = createSceneHostileNpcsFromEncounters(
state.worldType,
hostileEncounters,
PLAYER_BASE_X_METERS,
).map(monster => ({
...monster,
animation: 'idle' as const,
facing: getFacingTowardPlayer(monster.xMeters, PLAYER_BASE_X_METERS),
encounter: monster.encounter
? {
...monster.encounter,
xMeters: monster.xMeters,
}
: monster.encounter,
}));
return {
...state,
sceneHostileNpcs: resolvedMonsters,
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
playerActionMode: 'idle' as const,
activeCombatEffects: [],
scrollWorld: false,
inBattle: true,
};
}
export function createSceneEncounterPreview(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
const availableNpcs = getAvailableFriendlySceneNpcs(state);
const availableHostiles = getAvailableHostileSceneNpcs(state);
const availableKinds: Array<'hostile' | 'npc' | 'treasure'> = [];
if (availableHostiles.length > 0) availableKinds.push('hostile');
if (availableNpcs.length > 0) availableKinds.push('npc');
if (TREASURE_ENCOUNTERS_ENABLED && (state.currentScenePreset.treasureHints?.length ?? 0) > 0) {
availableKinds.push('treasure');
}
const kind = pickRandomItem(availableKinds);
if (!kind) {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
if (kind === 'hostile') {
return {
sceneHostileNpcs: buildHostileEncounterGroup(state, PREVIEW_ENTITY_X_METERS, 'idle'),
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
if (kind === 'npc') {
const npc = pickRandomItem(availableNpcs);
return {
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, PREVIEW_ENTITY_X_METERS) : null,
npcInteractionActive: false,
inBattle: false,
};
}
const treasureHint = pickRandomItem(state.currentScenePreset.treasureHints ?? []);
return {
sceneHostileNpcs: [],
currentEncounter: treasureHint ? createTreasureEncounter(state, treasureHint) : null,
npcInteractionActive: false,
inBattle: false,
};
}
export function createSceneCallOutEncounter(state: GameState) {
if (!state.worldType || !state.currentScenePreset) {
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
const availableKinds: Array<'hostile' | 'npc' | 'treasure'> = [];
const availableHostiles = getAvailableHostileSceneNpcs(state);
if (availableHostiles.length > 0) availableKinds.push('hostile');
const availableNpcs = getAvailableFriendlySceneNpcs(state);
if (availableNpcs.length > 0) availableKinds.push('npc');
if (TREASURE_ENCOUNTERS_ENABLED && (state.currentScenePreset.treasureHints?.length ?? 0) > 0) {
availableKinds.push('treasure');
}
const kind = pickRandomItem(availableKinds);
if (kind === 'hostile') {
return {
sceneHostileNpcs: buildHostileEncounterGroup(state, CALL_OUT_ENTRY_X_METERS, 'move'),
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
if (kind === 'npc') {
const npc = pickRandomItem(availableNpcs);
return {
sceneHostileNpcs: [],
currentEncounter: npc ? buildFriendlyEncounter(npc, CALL_OUT_ENTRY_X_METERS) : null,
npcInteractionActive: false,
inBattle: false,
};
}
if (kind === 'treasure') {
const treasureHint = pickRandomItem(state.currentScenePreset.treasureHints ?? []);
return {
sceneHostileNpcs: [],
currentEncounter: treasureHint
? {
...createTreasureEncounter(state, treasureHint),
xMeters: CALL_OUT_ENTRY_X_METERS,
}
: null,
npcInteractionActive: false,
inBattle: false,
};
}
return {
sceneHostileNpcs: [],
currentEncounter: null,
npcInteractionActive: false,
inBattle: false,
};
}
export function ensureSceneEncounterPreview(state: GameState): GameState {
if (
state.inBattle ||
state.sceneHostileNpcs.length > 0 ||
state.currentEncounter ||
!state.currentScenePreset ||
!state.worldType
) {
return state;
}
return {
...state,
...createSceneEncounterPreview(state),
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
playerActionMode: 'idle' as const,
activeCombatEffects: [],
scrollWorld: false,
};
}
export function hasAutoBattleSceneEncounter(state: GameState) {
if (!state.currentScenePreset || !state.worldType || state.inBattle) {
return false;
}
if (state.sceneHostileNpcs.length > 0) {
return state.sceneHostileNpcs.some(monster => Boolean(monster.encounter?.monsterPresetId));
}
return state.currentEncounter?.kind === 'npc'
? shouldAutoStartBattleForEncounter(state, state.currentEncounter)
: false;
}
export function resolveSceneEncounterPreview(state: GameState): GameState {
if (!state.currentScenePreset || !state.worldType) {
return state;
}
const previewState =
state.sceneHostileNpcs.length > 0 || state.currentEncounter
? state
: ensureSceneEncounterPreview(state);
if (previewState.sceneHostileNpcs.length > 0) {
const hostileEncounters = previewState.sceneHostileNpcs
.map(monster => monster.encounter)
.filter((encounter): encounter is Encounter => Boolean(encounter?.monsterPresetId));
if (hostileEncounters.length > 0) {
return buildResolvedHostileBattleState(previewState, hostileEncounters);
}
const resolvedMonsters = createSceneHostileNpcsFromIds(
previewState.worldType ?? WorldType.WUXIA,
previewState.sceneHostileNpcs.map(monster => monster.id),
PLAYER_BASE_X_METERS,
).map(monster => ({
...monster,
animation: 'idle' as const,
facing: getFacingTowardPlayer(monster.xMeters, PLAYER_BASE_X_METERS),
}));
return {
...previewState,
sceneHostileNpcs: resolvedMonsters,
currentEncounter: null,
npcInteractionActive: false,
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
playerActionMode: 'idle' as const,
activeCombatEffects: [],
scrollWorld: false,
inBattle: true,
};
}
if (
previewState.currentEncounter?.kind === 'npc'
&& shouldAutoStartBattleForEncounter(previewState, previewState.currentEncounter)
) {
return buildResolvedNpcBattleState(previewState, previewState.currentEncounter);
}
if (previewState.currentEncounter) {
return {
...previewState,
currentEncounter: {
...previewState.currentEncounter,
xMeters: RESOLVED_ENTITY_X_METERS,
},
npcInteractionActive: false,
sceneHostileNpcs: [],
playerX: 0,
playerFacing: 'right' as const,
animationState: AnimationState.IDLE,
playerActionMode: 'idle' as const,
activeCombatEffects: [],
scrollWorld: false,
inBattle: false,
};
}
return previewState;
}
export function getPreviewEntityX(state: GameState) {
return state.sceneHostileNpcs.length > 0
? getMonsterGroupAnchorX(state.sceneHostileNpcs)
: state.currentEncounter?.xMeters ?? PREVIEW_ENTITY_X_METERS;
}