refactor: 触发器类型问题

This commit is contained in:
unanmed 2026-05-17 23:27:29 +08:00
parent 03dc5ea60b
commit 13e8547a37
7 changed files with 146 additions and 106 deletions

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@ -0,0 +1,44 @@
# 需求综述
触发器系统主体已经完成,下一步开始逐步补充内置触发器类型。当前第一批只先设计两个最基础的内置触发器:战斗触发器与开门触发器。
本文只确认这两个类型的职责、使用频率预期与当前待补充的设计边界,不展开实现思路,也不列涉及文件。后续如果继续新增对话、商店、自定义事件等内置触发器,再在此文档上继续补充即可。
---
# 共通约束
这两个内置触发器都只是 `ITrigger` 的内置实现。当前阶段不建议先给它们增加额外公共配置成员,怪物信息、门信息原则上应跟随当前触发位置上的图块或运行时载体,而不是在触发器实例里重复保存一份。
- `type`:预期频率**低频**。由注册表和类型定义决定,通常只在注册、调试或排查问题时关注。
- `priority`:预期频率**低频**。大多数情况下使用固定默认值即可,只有极少数“同格混合触发”场景才需要显式调整。
- `trigger(handler)`:预期频率**中频**。平时更多通过 `ITriggerCollection.trigger(...)` 间接触发,直接持有某个内置触发器并手动调用的场景相对有限。
- `collection()`:预期频率**中频**。继承 `ITrigger` 的统一包装能力,使用方式与其他触发器一致,这里不做额外语义扩展。
---
# 类型设计与预期
## 战斗触发器(暂定 `IBattleTrigger`
- 核心职责:在当前触发位置执行一次与怪物的战斗。
- `IBattleTrigger.trigger(handler)`:预期频率**中频**。典型使用场景:玩家移动到怪物格后,移动系统收集到该触发器并交给集合统一触发;或脚本手动触发某个战斗事件。
- 校验要求:触发前必须确认当前指定图块或对应的运行时载体确实是怪物。若不是怪物,发出警告并终止本次触发,不进入战斗流程。
- 数据要求:需要能从当前触发位置解析出“这是怪物”这一事实,以及后续进入战斗流程所需的怪物信息。
- 职责边界:该触发器当前只先负责“确认目标是怪物并进入战斗分支”。战斗后怪物移除、地图更新、事件派发等后续职责,先不在本文中拍死。
## 开门触发器(暂定 `IOpenDoorTrigger`
- 核心职责:在当前触发位置执行一次开门行为。
- `IOpenDoorTrigger.trigger(handler)`:预期频率**中频**。典型使用场景:玩家撞到门格或主动交互门格后,系统收集到该触发器并尝试开门;或脚本在演出中手动触发某扇门的开启。
- 校验要求:触发前必须确认当前指定图块或对应的运行时载体包含门相关信息。若不包含,发出警告并终止本次触发,不执行开门行为。
- 数据要求:需要能从当前触发位置读取门相关信息,并定位到既有的 `openDoor` 流程。
- 职责边界:该触发器当前只先负责“确认目标是门并进入开门分支”。钥匙校验、动画等待、图块替换、开门后事件等具体流程,先依附既有开门系统,不在本文中提前拆开。
---
# 当前待补充设计
1. 运行时需要一条统一路径,让触发器能从 `handler` 提供的上下文中读取当前位置对应的怪物信息或门信息;这一层目前还没有最终定稿。
2. 这两个内置触发器原则上都不应在实例上重复保存业务对象;更合理的方向是由当前位置的图块或运行时载体提供数据。若后续发现这条路线不够用,再单独讨论是否为内置触发器补配置成员。
3. 这两个触发器当前都只先定义“校验 + 进入对应系统”的第一层职责。后续如果需要细分成更多内置类型,例如强制战斗、免钥匙开门、条件开门等,再在这个基础上继续扩展。

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@ -69,23 +69,23 @@ import { logger } from '@motajs/common';
import { ISaveSystem, SaveSystem } from './save'; import { ISaveSystem, SaveSystem } from './save';
export class CoreState implements ICoreState { export class CoreState implements ICoreState {
// Layer 0 内容 // Layer 0 公共层
readonly roleFace: IRoleFaceBinder; readonly roleFace: IRoleFaceBinder;
readonly faceManager: IFaceManager; readonly faceManager: IFaceManager;
readonly tileStore: ITileStore<LegacyTileData>; readonly tileStore: ITileStore<LegacyTileData>;
// Layer 1 内容 // Layer 1 数据层,所有可存档内容都在这
readonly maps: IMapStore; readonly maps: IMapStore;
readonly hero: IHeroState<IHeroAttr>; readonly hero: IHeroState<IHeroAttr>;
readonly enemyManager: IEnemyManager<IEnemyAttr>; readonly enemyManager: IEnemyManager<IEnemyAttr>;
readonly flags: IFlagSystem; readonly flags: IFlagSystem;
// Layer 2 内容 // Layer 2 执行层,游戏逻辑对象都在这
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>; readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
readonly triggerRegistry: ITriggerRegistry; readonly triggerRegistry: ITriggerRegistry<IEnemyAttr, IHeroAttr>;
readonly triggerCollector: ITriggerCollector; readonly triggerCollector: ITriggerCollector<IEnemyAttr, IHeroAttr>;
// 用户层内容 // 用户层内容,也就是最顶层的内容,一般仅用于初始化
readonly loadProgress: ILoadProgressTotal; readonly loadProgress: ILoadProgressTotal;
readonly dataLoader: IMotaDataLoader; readonly dataLoader: IMotaDataLoader;
readonly saveSystem: ISaveSystem; readonly saveSystem: ISaveSystem;
@ -171,8 +171,10 @@ export class CoreState implements ICoreState {
this.enemyContext = enemyContext; this.enemyContext = enemyContext;
// 触发器注册与收集器 // 触发器注册与收集器
const triggerRegistry = new TriggerRegistry(); const triggerRegistry = new TriggerRegistry<IEnemyAttr, IHeroAttr>(
const triggerCollector = new TriggerCollector(); this
);
const triggerCollector = new TriggerCollector<IEnemyAttr, IHeroAttr>();
triggerCollector.attachRegistry(triggerRegistry); triggerCollector.attachRegistry(triggerRegistry);
this.triggerRegistry = triggerRegistry; this.triggerRegistry = triggerRegistry;
this.triggerCollector = triggerCollector; this.triggerCollector = triggerCollector;
@ -247,7 +249,6 @@ export class CoreState implements ICoreState {
* @param data * @param data
*/ */
private initEnemyManager(data: Record<EnemyIds, Enemy>) { private initEnemyManager(data: Record<EnemyIds, Enemy>) {
// TODO: 修改怪物模板并存入存档,即 core.setEnemy
const manager = this.enemyManager; const manager = this.enemyManager;
const reference = new Map<number, IReadonlyEnemy<IEnemyAttr>>(); const reference = new Map<number, IReadonlyEnemy<IEnemyAttr>>();
for (const [id, enemy] of Object.entries(structuredClone(data))) { for (const [id, enemy] of Object.entries(structuredClone(data))) {

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@ -1,10 +1,13 @@
import { ITrigger, ITriggerCollection, ITriggerHandler } from './types'; import { ITrigger, ITriggerCollection, ITriggerHandler } from './types';
export class TriggerCollection implements ITriggerCollection { export class TriggerCollection<
TEnemy = unknown,
THero = unknown
> implements ITriggerCollection<TEnemy, THero> {
/** 当前集合内部维护的触发器列表 */ /** 当前集合内部维护的触发器列表 */
private readonly triggerList: ITrigger[]; private readonly triggerList: ITrigger<TEnemy, THero>[];
constructor(triggers: Iterable<ITrigger>) { constructor(triggers: Iterable<ITrigger<TEnemy, THero>>) {
this.triggerList = [...triggers]; this.triggerList = [...triggers];
} }
@ -12,17 +15,19 @@ export class TriggerCollection implements ITriggerCollection {
return this.triggerList.length; return this.triggerList.length;
} }
async trigger<TEnemy = unknown, THero = unknown>( async trigger(handler: ITriggerHandler<TEnemy, THero>): Promise<void> {
handler: ITriggerHandler<TEnemy, THero>
): Promise<void> {
for (const trigger of this.triggerList) { for (const trigger of this.triggerList) {
await trigger.trigger(handler); await trigger.trigger(handler);
} }
} }
async *triggerIter<TEnemy = unknown, THero = unknown>( async *triggerIter(
handler: ITriggerHandler<TEnemy, THero> handler: ITriggerHandler<TEnemy, THero>
): AsyncGenerator<ITrigger, void, ITriggerHandler<TEnemy, THero> | null> { ): AsyncGenerator<
ITrigger<TEnemy, THero>,
void,
ITriggerHandler<TEnemy, THero> | null
> {
let currentHandler = handler; let currentHandler = handler;
for (const trigger of this.triggerList) { for (const trigger of this.triggerList) {
await trigger.trigger(currentHandler); await trigger.trigger(currentHandler);
@ -35,19 +40,21 @@ export class TriggerCollection implements ITriggerCollection {
} }
} }
iterate(): Iterable<ITrigger> { iterate(): Iterable<ITrigger<TEnemy, THero>> {
return this.triggerList.values(); return this.triggerList.values();
} }
push(trigger: ITrigger): void { push(trigger: ITrigger<TEnemy, THero>): void {
this.triggerList.push(trigger); this.triggerList.push(trigger);
} }
unshift(trigger: ITrigger): void { unshift(trigger: ITrigger<TEnemy, THero>): void {
this.triggerList.unshift(trigger); this.triggerList.unshift(trigger);
} }
concat(...others: ITriggerCollection[]): ITriggerCollection { concat(
...others: ITriggerCollection<TEnemy, THero>[]
): ITriggerCollection<TEnemy, THero> {
const merged = [...this.triggerList]; const merged = [...this.triggerList];
for (const other of others) { for (const other of others) {
merged.push(...other.iterate()); merged.push(...other.iterate());

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@ -8,11 +8,18 @@ import {
import { logger } from '@motajs/common'; import { logger } from '@motajs/common';
import { TriggerCollection } from './collection'; import { TriggerCollection } from './collection';
export class TriggerCollector implements ITriggerCollector { export class TriggerCollector<
TEnemy = unknown,
THero = unknown
> implements ITriggerCollector<TEnemy, THero> {
/** 当前收集器使用的注册对象 */ /** 当前收集器使用的注册对象 */
private registry: ITriggerRegistry | null = null; private registry: ITriggerRegistry<TEnemy, THero> | null = null;
collect(x: number, y: number, layer: IMapLayer): ITriggerCollection { collect(
x: number,
y: number,
layer: IMapLayer
): ITriggerCollection<TEnemy, THero> {
if (!this.registry) { if (!this.registry) {
logger.warn(135); logger.warn(135);
return new TriggerCollection([]); return new TriggerCollection([]);
@ -55,8 +62,8 @@ export class TriggerCollector implements ITriggerCollector {
const duplicate = new Set<number>(); const duplicate = new Set<number>();
if (staticTrigger) { if (staticTrigger) {
// 有静态触发器 // 有静态触发器
const lessTriggers: ITrigger[] = []; const lessTriggers: ITrigger<TEnemy, THero>[] = [];
const greaterTriggers: ITrigger[] = []; const greaterTriggers: ITrigger<TEnemy, THero>[] = [];
// 先收集所有的触发器,并记录重复情况 // 先收集所有的触发器,并记录重复情况
for (const tile of layer.dynamicLayer.getDynamicTilesAt(x, y)) { for (const tile of layer.dynamicLayer.getDynamicTilesAt(x, y)) {
const trigger = this.registry.create(tile.triggerType); const trigger = this.registry.create(tile.triggerType);
@ -85,7 +92,7 @@ export class TriggerCollector implements ITriggerCollector {
return new TriggerCollection(arr); return new TriggerCollection(arr);
} else { } else {
// 没有静态触发器 // 没有静态触发器
const triggers: ITrigger[] = []; const triggers: ITrigger<TEnemy, THero>[] = [];
for (const tile of layer.dynamicLayer.getDynamicTilesAt(x, y)) { for (const tile of layer.dynamicLayer.getDynamicTilesAt(x, y)) {
const trigger = this.registry.create(tile.triggerType); const trigger = this.registry.create(tile.triggerType);
if (trigger) { if (trigger) {
@ -106,7 +113,7 @@ export class TriggerCollector implements ITriggerCollector {
} }
} }
attachRegistry(registry: ITriggerRegistry | null): void { attachRegistry(registry: ITriggerRegistry<TEnemy, THero> | null): void {
this.registry = registry; this.registry = registry;
} }
} }

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@ -1,49 +1,31 @@
import { logger } from '@motajs/common'; import { logger } from '@motajs/common';
import { import { ITrigger, ITriggerRegistry, TriggerFactory } from './types';
ITrigger, import { IStateBase } from '@user/data-base';
ITriggerRegistry,
TriggerFactory,
TriggerStringFactory
} from './types';
export class TriggerRegistry implements ITriggerRegistry { export class TriggerRegistry<
TEnemy = unknown,
THero = unknown
> implements ITriggerRegistry<TEnemy, THero> {
/** 数字类型到触发器工厂的映射 */ /** 数字类型到触发器工厂的映射 */
private readonly typeMap: Map<number, TriggerFactory> = new Map(); private readonly typeMap: Map<number, TriggerFactory<TEnemy, THero>> =
new Map();
/** 字符串 id 到触发器工厂的映射 */ constructor(public readonly state: IStateBase<TEnemy, THero>) {}
private readonly stringMap: Map<string, TriggerStringFactory> = new Map();
register(type: number, factory: TriggerFactory): void { register(type: number, factory: TriggerFactory<TEnemy, THero>): void {
if (this.typeMap.has(type)) { if (this.typeMap.has(type)) {
logger.warn(132, 'type', type.toString()); logger.warn(132, 'type', type.toString());
} }
this.typeMap.set(type, factory); this.typeMap.set(type, factory);
} }
get(type: number): TriggerFactory | null { get(type: number): TriggerFactory<TEnemy, THero> | null {
return this.typeMap.get(type) ?? null; return this.typeMap.get(type) ?? null;
} }
create(num: number): ITrigger | null { create(num: number): ITrigger<TEnemy, THero> | null {
const factory = this.get(num); const factory = this.get(num);
if (!factory) return null; if (!factory) return null;
return factory(num); return factory(num, this.state);
}
registerString(id: string, factory: TriggerStringFactory): void {
if (this.stringMap.has(id)) {
logger.warn(132, 'id', id);
}
this.stringMap.set(id, factory);
}
getString(id: string): TriggerStringFactory | null {
return this.stringMap.get(id) ?? null;
}
createByString(id: string): ITrigger | null {
const factory = this.getString(id);
if (!factory) return null;
return factory();
} }
} }

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@ -1,5 +1,10 @@
import { ITileLocator } from '@motajs/common'; import { ITileLocator } from '@motajs/common';
import { ILayerState, IMapLayer, IStateBase } from '@user/data-base'; import {
ILayerState,
IMapLayer,
IStateBase,
IStateBaseExtended
} from '@user/data-base';
export interface ITriggerHandler<TEnemy = unknown, THero = unknown> { export interface ITriggerHandler<TEnemy = unknown, THero = unknown> {
/** 当前全局状态对象 */ /** 当前全局状态对象 */
@ -12,11 +17,15 @@ export interface ITriggerHandler<TEnemy = unknown, THero = unknown> {
readonly locator?: ITileLocator; readonly locator?: ITileLocator;
} }
export type TriggerFactory = (type: number) => ITrigger; export type TriggerFactory<TEnemy, THero> = (
type: number,
state: IStateBase<TEnemy, THero>
) => ITrigger<TEnemy, THero>;
export type TriggerStringFactory = () => ITrigger; export interface ITrigger<
TEnemy = unknown,
export interface ITrigger { THero = unknown
> extends IStateBaseExtended<TEnemy, THero> {
/** 触发器类型标识 */ /** 触发器类型标识 */
readonly type: number; readonly type: number;
/** 触发器优先级 */ /** 触发器优先级 */
@ -26,57 +35,39 @@ export interface ITrigger {
* 使 * 使
* @param handler * @param handler
*/ */
trigger<TEnemy = unknown, THero = unknown>( trigger(handler: ITriggerHandler<TEnemy, THero>): Promise<void>;
handler: ITriggerHandler<TEnemy, THero>
): Promise<void>;
/** /**
* *
*/ */
collection(): ITriggerCollection; collection(): ITriggerCollection<TEnemy, THero>;
} }
export interface ITriggerRegistry { export interface ITriggerRegistry<
TEnemy = unknown,
THero = unknown
> extends IStateBaseExtended<TEnemy, THero> {
/** /**
* *
* @param type * @param type
* @param factory * @param factory
*/ */
register(type: number, factory: TriggerFactory): void; register(type: number, factory: TriggerFactory<TEnemy, THero>): void;
/** /**
* *
* @param type * @param type
*/ */
get(type: number): TriggerFactory | null; get(type: number): TriggerFactory<TEnemy, THero> | null;
/** /**
* `null` * `null`
* @param num * @param num
*/ */
create(num: number): ITrigger | null; create(num: number): ITrigger<TEnemy, THero> | null;
/**
* id
* @param id id
* @param factory
*/
registerString(id: string, factory: TriggerStringFactory): void;
/**
* id
* @param id id
*/
getString(id: string): TriggerStringFactory | null;
/**
* id `null`
* @param id id
*/
createByString(id: string): ITrigger | null;
} }
export interface ITriggerCollection { export interface ITriggerCollection<TEnemy, THero> {
/** /**
* *
*/ */
@ -86,54 +77,62 @@ export interface ITriggerCollection {
* *
* @param handler * @param handler
*/ */
trigger<TEnemy = unknown, THero = unknown>( trigger(handler: ITriggerHandler<TEnemy, THero>): Promise<void>;
handler: ITriggerHandler<TEnemy, THero>
): Promise<void>;
/** /**
* *
* @param handler * @param handler
*/ */
triggerIter<TEnemy = unknown, THero = unknown>( triggerIter(
handler: ITriggerHandler<TEnemy, THero> handler: ITriggerHandler<TEnemy, THero>
): AsyncGenerator<ITrigger, void, ITriggerHandler<TEnemy, THero> | null>; ): AsyncGenerator<
ITrigger<TEnemy, THero>,
void,
ITriggerHandler<TEnemy, THero> | null
>;
/** /**
* *
*/ */
iterate(): Iterable<ITrigger>; iterate(): Iterable<ITrigger<TEnemy, THero>>;
/** /**
* *
* @param trigger * @param trigger
*/ */
push(trigger: ITrigger): void; push(trigger: ITrigger<TEnemy, THero>): void;
/** /**
* *
* @param trigger * @param trigger
*/ */
unshift(trigger: ITrigger): void; unshift(trigger: ITrigger<TEnemy, THero>): void;
/** /**
* *
* @param others * @param others
*/ */
concat(...others: ITriggerCollection[]): ITriggerCollection; concat(
...others: ITriggerCollection<TEnemy, THero>[]
): ITriggerCollection<TEnemy, THero>;
} }
export interface ITriggerCollector { export interface ITriggerCollector<TEnemy, THero> {
/** /**
* *
* @param x * @param x
* @param y * @param y
* @param layer * @param layer
*/ */
collect(x: number, y: number, layer: IMapLayer): ITriggerCollection; collect(
x: number,
y: number,
layer: IMapLayer
): ITriggerCollection<TEnemy, THero>;
/** /**
* collector 使 * collector 使
* @param registry * @param registry
*/ */
attachRegistry(registry: ITriggerRegistry | null): void; attachRegistry(registry: ITriggerRegistry<TEnemy, THero> | null): void;
} }

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@ -6,9 +6,9 @@ export interface IStateSystem<TEnemy, THero> extends IStateBase<TEnemy, THero> {
/** 怪物上下文 */ /** 怪物上下文 */
readonly enemyContext: IEnemyContext<TEnemy, THero>; readonly enemyContext: IEnemyContext<TEnemy, THero>;
/** 触发器注册 */ /** 触发器注册 */
readonly triggerRegistry: ITriggerRegistry; readonly triggerRegistry: ITriggerRegistry<TEnemy, THero>;
/** 触发器收集器 */ /** 触发器收集器 */
readonly triggerCollector: ITriggerCollector; readonly triggerCollector: ITriggerCollector<TEnemy, THero>;
} }
export interface IStateSystemExtended<TEnemy = unknown, THero = unknown> { export interface IStateSystemExtended<TEnemy = unknown, THero = unknown> {