292 lines
9.4 KiB
Rust
292 lines
9.4 KiB
Rust
//! 战斗应用编排。
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//!
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//! 这里只返回结算结果与待处理事件,不直接写入其他上下文表。
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use crate::commands::{
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BattleStateInput, ResolveCombatActionInput, validate_resolve_combat_action_input,
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};
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use crate::domain::{
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BASIC_FIGHT_COUNTER_RATIO, BATTLE_STATE_ID_PREFIX, BattleMode, BattleStateSnapshot,
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BattleStatus, CombatOutcome, INITIAL_BATTLE_VERSION, MIN_FIGHT_COUNTER_DAMAGE, SPAR_MIN_HP,
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};
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use crate::errors::CombatFieldError;
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use serde::{Deserialize, Serialize};
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use shared_kernel::{build_prefixed_seed_id, normalize_required_string};
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#[cfg(feature = "spacetime-types")]
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use spacetimedb::SpacetimeType;
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#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
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#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct ResolveCombatActionResult {
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pub snapshot: BattleStateSnapshot,
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pub damage_dealt: i32,
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pub damage_taken: i32,
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pub outcome: CombatOutcome,
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}
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#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
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#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct BattleStateProcedureResult {
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pub ok: bool,
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pub snapshot: Option<BattleStateSnapshot>,
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pub error_message: Option<String>,
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}
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#[cfg_attr(feature = "spacetime-types", derive(SpacetimeType))]
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#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct ResolveCombatActionProcedureResult {
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pub ok: bool,
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pub result: Option<ResolveCombatActionResult>,
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pub error_message: Option<String>,
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}
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pub fn build_battle_state_snapshot(input: BattleStateInput) -> BattleStateSnapshot {
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BattleStateSnapshot {
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battle_state_id: input.battle_state_id,
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story_session_id: input.story_session_id,
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runtime_session_id: input.runtime_session_id,
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actor_user_id: input.actor_user_id,
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chapter_id: input.chapter_id,
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target_npc_id: input.target_npc_id,
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target_name: input.target_name,
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battle_mode: input.battle_mode,
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status: BattleStatus::Ongoing,
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player_hp: input.player_hp,
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player_max_hp: input.player_max_hp,
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player_mana: input.player_mana,
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player_max_mana: input.player_max_mana,
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target_hp: input.target_hp,
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target_max_hp: input.target_max_hp,
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experience_reward: input.experience_reward,
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reward_items: input.reward_items,
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turn_index: 0,
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last_action_function_id: None,
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last_action_text: None,
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last_result_text: None,
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last_damage_dealt: 0,
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last_damage_taken: 0,
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last_outcome: CombatOutcome::Ongoing,
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version: INITIAL_BATTLE_VERSION,
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created_at_micros: input.created_at_micros,
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updated_at_micros: input.created_at_micros,
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}
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}
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pub fn resolve_combat_action(
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current: BattleStateSnapshot,
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input: ResolveCombatActionInput,
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) -> Result<ResolveCombatActionResult, CombatFieldError> {
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validate_resolve_combat_action_input(&input)?;
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if current.version == 0 {
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return Err(CombatFieldError::InvalidVersion);
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}
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if current.status != BattleStatus::Ongoing {
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return Err(CombatFieldError::BattleAlreadyResolved);
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}
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if current.player_mana < input.mana_cost.max(0) {
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return Err(CombatFieldError::InsufficientMana);
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}
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let action_text = if input.action_text.trim().is_empty() {
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input.function_id.clone()
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} else {
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normalize_required_string(input.action_text).unwrap_or_else(|| input.function_id.clone())
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};
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if input.function_id == "battle_escape_breakout" {
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let next = BattleStateSnapshot {
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status: BattleStatus::Resolved,
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turn_index: current.turn_index + 1,
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last_action_function_id: Some(input.function_id),
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last_action_text: Some(action_text),
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last_result_text: Some(format!("你抓住空当摆脱了{}的压制。", current.target_name)),
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last_damage_dealt: 0,
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last_damage_taken: 0,
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last_outcome: CombatOutcome::Escaped,
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version: current.version + 1,
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updated_at_micros: input.updated_at_micros,
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..current
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};
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return Ok(ResolveCombatActionResult {
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snapshot: next,
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damage_dealt: 0,
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damage_taken: 0,
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outcome: CombatOutcome::Escaped,
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});
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}
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let mana_cost = input.mana_cost.max(0);
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let heal = input.heal.max(0);
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let mana_restore = input.mana_restore.max(0);
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let base_damage = input.base_damage.max(0);
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let mut next_player_hp = current.player_hp;
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let mut next_player_mana = (current.player_mana - mana_cost).max(0);
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let mut next_target_hp = current.target_hp;
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let mut damage_dealt = 0;
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let mut damage_taken = 0;
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next_player_hp = clamp_hp(
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current.battle_mode,
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next_player_hp + heal,
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current.player_max_hp,
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);
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next_player_mana = clamp_mana(next_player_mana + mana_restore, current.player_max_mana);
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if base_damage > 0 {
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next_target_hp =
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clamp_target_hp_after_damage(current.battle_mode, current.target_hp, base_damage);
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damage_dealt = current.target_hp - next_target_hp;
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}
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let (status, outcome, result_text) = if is_target_resolved(current.battle_mode, next_target_hp)
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{
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let outcome = match current.battle_mode {
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BattleMode::Fight => CombatOutcome::Victory,
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BattleMode::Spar => CombatOutcome::SparComplete,
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};
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(
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BattleStatus::Resolved,
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outcome,
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build_resolved_result_text(&action_text, ¤t.target_name, outcome),
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)
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} else {
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damage_taken = compute_counter_damage(
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current.battle_mode,
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current.target_max_hp,
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input.counter_multiplier_basis_points,
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);
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next_player_hp = clamp_hp(
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current.battle_mode,
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next_player_hp - damage_taken,
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current.player_max_hp,
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);
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(
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BattleStatus::Ongoing,
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CombatOutcome::Ongoing,
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build_ongoing_result_text(&input.function_id, &action_text, ¤t.target_name),
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)
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};
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let next = BattleStateSnapshot {
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player_hp: next_player_hp,
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player_mana: next_player_mana,
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target_hp: next_target_hp,
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status,
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turn_index: current.turn_index + 1,
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last_action_function_id: Some(input.function_id),
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last_action_text: Some(action_text),
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last_result_text: Some(result_text),
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last_damage_dealt: damage_dealt,
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last_damage_taken: damage_taken,
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last_outcome: outcome,
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version: current.version + 1,
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updated_at_micros: input.updated_at_micros,
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..current
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};
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Ok(ResolveCombatActionResult {
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snapshot: next,
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damage_dealt,
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damage_taken,
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outcome,
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})
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}
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pub fn generate_battle_state_id(seed_micros: i64) -> String {
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build_prefixed_seed_id(BATTLE_STATE_ID_PREFIX, seed_micros)
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}
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fn clamp_hp(mode: BattleMode, value: i32, max_hp: i32) -> i32 {
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let min_hp = match mode {
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BattleMode::Fight => 0,
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BattleMode::Spar => SPAR_MIN_HP,
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};
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value.clamp(min_hp, max_hp)
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}
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fn clamp_mana(value: i32, max_mana: i32) -> i32 {
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value.clamp(0, max_mana)
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}
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fn clamp_target_hp_after_damage(mode: BattleMode, current_hp: i32, damage: i32) -> i32 {
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match mode {
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BattleMode::Fight => (current_hp - damage).max(0),
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BattleMode::Spar => (current_hp - damage).max(SPAR_MIN_HP),
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}
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}
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fn is_target_resolved(mode: BattleMode, target_hp: i32) -> bool {
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match mode {
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BattleMode::Fight => target_hp <= 0,
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BattleMode::Spar => target_hp <= SPAR_MIN_HP,
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}
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}
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fn compute_counter_damage(
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mode: BattleMode,
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target_max_hp: i32,
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counter_multiplier_basis_points: u32,
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) -> i32 {
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match mode {
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BattleMode::Spar => 1,
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BattleMode::Fight => {
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let multiplier = counter_multiplier_basis_points as f32 / 10_000.0;
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let raw =
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(target_max_hp as f32 * BASIC_FIGHT_COUNTER_RATIO * multiplier).round() as i32;
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raw.max(MIN_FIGHT_COUNTER_DAMAGE)
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}
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}
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}
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fn build_resolved_result_text(
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action_text: &str,
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target_name: &str,
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outcome: CombatOutcome,
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) -> String {
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match outcome {
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CombatOutcome::Victory => {
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format!(
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"{}命中了{},这轮战斗已经正式结束。",
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action_text, target_name
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)
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}
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CombatOutcome::SparComplete => {
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format!(
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"{}压住了{}的节奏,这场切磋已经分出高下。",
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action_text, target_name
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)
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}
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CombatOutcome::Escaped => {
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format!("{}后你成功脱离了当前战斗。", action_text)
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}
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CombatOutcome::Ongoing => format!("{}已完成结算。", action_text),
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}
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}
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fn build_ongoing_result_text(function_id: &str, action_text: &str, target_name: &str) -> String {
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match function_id {
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"battle_recover_breath" => {
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format!(
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"你先把伤势和气息稳住了一轮,但{}仍在持续逼近。",
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target_name
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)
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}
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"battle_use_skill" => {
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format!(
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"{}命中了{},这一轮技能效果已经直接结算。",
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action_text, target_name
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)
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}
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_ => format!(
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"{}命中了{},本次攻击已经完成结算。",
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action_text, target_name
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),
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}
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}
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