mirror of
https://github.com/motajs/template.git
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refactor: 删除污染严重的 TEnemy 和 THero,仅在战斗系统中包含
This commit is contained in:
parent
13e8547a37
commit
370f285964
@ -12,16 +12,18 @@ import {
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} from './types';
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import { SaveCompression } from '@user/data-common';
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export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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export class EnemyManager<TEnemy> implements IEnemyManager<TEnemy> {
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/** 特殊属性注册表,code -> 创建函数 */
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private readonly specialRegistry: Map<number, SpecialCreation<any, TAttr>> =
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new Map();
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private readonly specialRegistry: Map<
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number,
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SpecialCreation<any, TEnemy>
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> = new Map();
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/** 自定义怪物属性注册表,name -> 默认值 */
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private readonly attributeRegistry: Map<keyof TAttr, any> = new Map();
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private readonly attributeRegistry: Map<keyof TEnemy, any> = new Map();
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/** 怪物模板表,code -> IEnemy */
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private readonly prefabByCode: Map<number, IEnemy<TAttr>> = new Map();
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private readonly prefabByCode: Map<number, IEnemy<TEnemy>> = new Map();
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/** 怪物模板表,id -> IEnemy */
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private readonly prefabById: Map<string, IEnemy<TAttr>> = new Map();
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private readonly prefabById: Map<string, IEnemy<TEnemy>> = new Map();
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/** 旧样板怪物 id 到 code 的映射,用于 fromLegacyEnemy 快速查找已有模板 */
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private readonly legacyIdToCode: Map<string, number> = new Map();
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/** 复用映射,reusedCode -> sourceCode */
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@ -31,21 +33,21 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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/** 脏模板集合,存储发生了变化的模板 code */
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private readonly dirtySet: Set<number> = new Set();
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/** 参考快照,code -> IReadonlyEnemy,由 compareWith 提供 */
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private referenceByCode: Map<number, IReadonlyEnemy<TAttr>> = new Map();
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private referenceByCode: Map<number, IReadonlyEnemy<TEnemy>> = new Map();
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/** 当前附加的怪物比较器 */
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private comparer: IEnemyComparer<TAttr> | null = null;
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private comparer: IEnemyComparer<TEnemy> | null = null;
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/** 是否已首次调用 compareWith */
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private hasReference: boolean = false;
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constructor(readonly bridge: IEnemyLegacyBridge<TAttr>) {}
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constructor(readonly bridge: IEnemyLegacyBridge<TEnemy>) {}
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registerSpecial(code: number, cons: SpecialCreation<any, TAttr>): void {
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registerSpecial(code: number, cons: SpecialCreation<any, TEnemy>): void {
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this.specialRegistry.set(code, cons);
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}
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setAttributeDefaults<K extends keyof TAttr>(
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setAttributeDefaults<K extends keyof TEnemy>(
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name: K,
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defaultValue: TAttr[K]
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defaultValue: TEnemy[K]
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): void {
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if (
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typeof defaultValue === 'function' ||
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@ -59,7 +61,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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this.attributeRegistry.set(name, defaultValue);
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}
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fromLegacyEnemy(code: number, enemy: Enemy): IEnemy<TAttr> {
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fromLegacyEnemy(code: number, enemy: Enemy): IEnemy<TEnemy> {
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// 如果该旧样板怪物已经通过 addPrefabFromLegacy 注册为模板,直接克隆模板
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const existingCode = this.legacyIdToCode.get(enemy.id);
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if (existingCode) {
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@ -76,15 +78,15 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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* 根据旧样板怪物与注册过的默认属性构造属性对象
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* @param enemy 旧样板怪物对象
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*/
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private createAttributes(enemy: Enemy): TAttr {
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const attrs: Partial<TAttr> = {};
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private createAttributes(enemy: Enemy): TEnemy {
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const attrs: Partial<TEnemy> = {};
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for (const [name, defaultValue] of this.attributeRegistry) {
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attrs[name] = structuredClone(defaultValue);
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}
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Object.assign(attrs, this.bridge.fromLegacyEnemy(enemy, attrs));
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return attrs as TAttr;
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return attrs as TEnemy;
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}
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/**
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@ -92,9 +94,9 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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* @param code 怪物图块数字
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* @param enemy 旧样板怪物对象
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*/
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private convertLegacyEnemy(code: number, enemy: Enemy): IEnemy<TAttr> {
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private convertLegacyEnemy(code: number, enemy: Enemy): IEnemy<TEnemy> {
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const attrs = this.createAttributes(enemy);
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const result = new EnemyImpl<TAttr>(
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const result = new EnemyImpl<TEnemy>(
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enemy.id,
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code,
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structuredClone(attrs)
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@ -114,13 +116,13 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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return result;
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}
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createEnemy(code: number): IEnemy<TAttr> | null {
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createEnemy(code: number): IEnemy<TEnemy> | null {
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const prefab = this.prefabByCode.get(code);
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if (!prefab) return null;
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return prefab.clone();
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}
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createEnemyById(id: string): IEnemy<TAttr> | null {
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createEnemyById(id: string): IEnemy<TEnemy> | null {
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const prefab = this.prefabById.get(id);
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if (!prefab) return null;
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return prefab.clone();
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@ -136,7 +138,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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}
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}
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addPrefab(enemy: IEnemy<TAttr>): void {
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addPrefab(enemy: IEnemy<TEnemy>): void {
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if (
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this.prefabByCode.has(enemy.code) ||
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this.prefabById.has(enemy.id)
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@ -160,12 +162,12 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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this.updateDirty(code, prefab);
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}
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getPrefab(code: number): IReadonlyEnemy<TAttr> | null {
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getPrefab(code: number): IReadonlyEnemy<TEnemy> | null {
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const sourceCode = this.reuseByCode.get(code) ?? code;
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return this.prefabByCode.get(sourceCode) ?? null;
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}
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getPrefabById(id: string): IReadonlyEnemy<TAttr> | null {
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getPrefabById(id: string): IReadonlyEnemy<TEnemy> | null {
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const sourceId = this.reuseById.get(id) ?? id;
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return this.prefabById.get(sourceId) ?? null;
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}
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@ -177,7 +179,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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this.prefabById.delete(prefab.id);
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}
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changePrefab(code: number | string, enemy: IEnemy<TAttr>): void {
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changePrefab(code: number | string, enemy: IEnemy<TEnemy>): void {
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// 先删除旧的模板(如果存在)
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this.deletePrefab(code);
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// 再添加新的模板
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@ -193,7 +195,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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this.reuseById.set(id, prefab.id);
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}
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compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void {
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compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TEnemy>>): void {
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const isSubsequentCall = this.hasReference;
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if (isSubsequentCall) {
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logger.warn(117);
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@ -211,7 +213,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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modifyPrefabAttribute(
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code: number | string,
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modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
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modify: (prefab: IEnemy<TEnemy>) => IEnemy<TEnemy>
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): void {
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const prefab = this.internalGetPrefab(code);
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if (!prefab) return;
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@ -230,16 +232,16 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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this.updateDirty(result.code, result);
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}
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attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void {
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attachEnemyComparer(comparer: IEnemyComparer<TEnemy>): void {
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this.comparer = comparer;
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}
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getEnemyComparer(): IEnemyComparer<TAttr> | null {
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getEnemyComparer(): IEnemyComparer<TEnemy> | null {
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return this.comparer;
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}
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saveState(compression: SaveCompression): IEnemyManagerSaveState<TAttr> {
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const modified: Map<number, IEnemySaveState<TAttr>> = new Map();
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saveState(compression: SaveCompression): IEnemyManagerSaveState<TEnemy> {
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const modified: Map<number, IEnemySaveState<TEnemy>> = new Map();
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for (const code of this.dirtySet) {
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const prefab = this.prefabByCode.get(code);
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if (!prefab) continue;
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@ -249,7 +251,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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}
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loadState(
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state: IEnemyManagerSaveState<TAttr>,
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state: IEnemyManagerSaveState<TEnemy>,
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compression: SaveCompression
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): void {
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for (const [code, enemyState] of state.modified) {
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@ -269,7 +271,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
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* @param code 怪物图块数字
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* @param current 当前模板对象
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*/
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private updateDirty(code: number, current: IEnemy<TAttr>): void {
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private updateDirty(code: number, current: IEnemy<TEnemy>): void {
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if (!this.hasReference) return;
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if (!this.comparer) {
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logger.warn(118);
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@ -2,21 +2,26 @@ import { IHeroFollower, IHeroState } from './hero';
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import { IEnemyManager } from './enemy';
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import { IFlagSystem } from './flag';
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import { IMapStore } from './map';
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import { IDataCommon, ISaveableContent } from '@user/data-common';
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import {
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IDataCommon,
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IEnemyAttr,
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IHeroAttr,
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ISaveableContent
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} from '@user/data-common';
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export interface IStateSaveData {
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/** 跟随者列表 */
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readonly followers: readonly IHeroFollower[];
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}
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export interface IStateBase<TEnemy, THero> extends IDataCommon {
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export interface IStateBase extends IDataCommon {
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/** 地图状态 */
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readonly maps: IMapStore;
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/** 勇士状态 */
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readonly hero: IHeroState<THero>;
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readonly hero: IHeroState<IHeroAttr>;
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/** 怪物管理器 */
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readonly enemyManager: IEnemyManager<TEnemy>;
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readonly enemyManager: IEnemyManager<IEnemyAttr>;
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/** Flag 系统 */
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readonly flags: IFlagSystem;
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@ -35,7 +40,7 @@ export interface IStateBase<TEnemy, THero> extends IDataCommon {
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getSaveableContent<T>(id: string): ISaveableContent<T> | null;
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}
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export interface IStateBaseExtended<TEnemy = unknown, THero = unknown> {
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export interface IStateBaseExtended {
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/** 当前对象对应的数据层对象(Layer 1 对象) */
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readonly state: IStateBase<TEnemy, THero>;
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readonly state: IStateBase;
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}
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@ -1,6 +1,47 @@
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import { ITileLocator } from '@motajs/common';
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import { IFaceManager, IRoleFaceBinder } from './common';
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import { ITileStore } from './store';
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export interface IEnemyAttr {
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/** 怪物生命值 */
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hp: number;
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/** 怪物攻击力 */
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atk: number;
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/** 怪物防御力 */
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def: number;
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/** 怪物金币 */
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money: number;
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/** 怪物经验值 */
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exp: number;
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/** 怪物加点量 */
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point: number;
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/** 支援来源怪物坐标索引列表 */
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guard: Set<ITileLocator>;
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}
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export interface IHeroAttr {
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/** 勇士名称 */
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name: string;
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/** 勇士生命值 */
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hp: number;
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/** 勇士生命值上限 */
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hpmax: number;
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/** 勇士攻击力 */
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atk: number;
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/** 勇士防御力 */
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def: number;
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/** 勇士护盾 */
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mdef: number;
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/** 勇士魔法值 */
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mana: number;
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/** 勇士魔法上限 */
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manamax: number;
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/** 勇士拥有的金币 */
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money: number;
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/** 勇士拥有的经验 */
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exp: number;
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}
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export interface IDataCommon {
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/** 图块定义存储 */
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readonly tileStore: ITileStore<MapDataOf<keyof NumberToId>>;
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@ -11,7 +11,9 @@ import {
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Dir4FaceHandler,
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Dir8FaceHandler,
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FaceGroup,
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FaceDirection
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FaceDirection,
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IHeroAttr,
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IEnemyAttr
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} from '@user/data-common';
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import {
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EnemyManager,
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@ -48,8 +50,7 @@ import {
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MainMapDamageConverter,
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MainMapDamageReducer,
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registerSpecials,
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MainEnemyComparer,
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IEnemyAttr
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MainEnemyComparer
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} from './enemy';
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import {
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BG2_ZINDEX,
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@ -61,7 +62,6 @@ import {
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TILE_HEIGHT,
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TILE_WIDTH
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} from './shared';
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import { IHeroAttr } from './hero';
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import { LegacyTileData, TileLegacyBridge } from './legacy';
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import { ILoadProgressTotal, LoadProgressTotal } from '@motajs/loader';
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import { isNil } from 'lodash-es';
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@ -82,8 +82,8 @@ export class CoreState implements ICoreState {
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// Layer 2 执行层,游戏逻辑对象都在这
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readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
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readonly triggerRegistry: ITriggerRegistry<IEnemyAttr, IHeroAttr>;
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readonly triggerCollector: ITriggerCollector<IEnemyAttr, IHeroAttr>;
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readonly triggerRegistry: ITriggerRegistry;
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readonly triggerCollector: ITriggerCollector;
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// 用户层内容,也就是最顶层的内容,一般仅用于初始化
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readonly loadProgress: ILoadProgressTotal;
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@ -171,10 +171,8 @@ export class CoreState implements ICoreState {
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this.enemyContext = enemyContext;
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// 触发器注册与收集器
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const triggerRegistry = new TriggerRegistry<IEnemyAttr, IHeroAttr>(
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this
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);
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const triggerCollector = new TriggerCollector<IEnemyAttr, IHeroAttr>();
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const triggerRegistry = new TriggerRegistry(this);
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const triggerCollector = new TriggerCollector();
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triggerCollector.attachRegistry(triggerRegistry);
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this.triggerRegistry = triggerRegistry;
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this.triggerCollector = triggerCollector;
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@ -18,8 +18,7 @@ import {
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} from '@user/data-system';
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import { IReadonlyEnemy, ISpecial } from '@user/data-base';
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import { IHaloValue } from './special';
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import { IEnemyAttr } from './types';
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import { IHeroAttr } from '../hero';
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import { IHeroAttr, IEnemyAttr } from '@user/data-common';
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const FULL_RANGE = new FullRange();
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const RECT_RANGE = new RectRange();
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@ -176,7 +175,7 @@ export class GuardAura implements IEnemyAuraView<
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if (locator.x === this.locator.x && locator.y === this.locator.y) {
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return;
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}
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enemy.getAttribute('guard').add(this.sourceView);
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enemy.getAttribute('guard').add(this.locator);
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}
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applySpecial(): IEnemySpecialModifier<IEnemyAttr> | null {
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@ -4,10 +4,10 @@ import {
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IEnemyDamageInfo,
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IReadonlyEnemyHandler
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} from '@user/data-system';
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import { IEnemyAttr } from './types';
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import { IEnemyAttr, IHeroAttr } from '@user/data-common';
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import { IVampireValue } from './special';
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import { IHeroAttr } from '../hero';
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import { state } from '../ins';
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import { logger } from '@motajs/common';
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export class MainDamageCalculator implements IDamageCalculator<
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IEnemyAttr,
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@ -87,8 +87,14 @@ export class MainDamageCalculator implements IDamageCalculator<
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// 因此回合数需要加上打支援怪的回合数
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for (const guard of guards) {
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// 直接把 enemy 传过去,因此支援的 enemy 会吃到其原本所在位置的光环加成
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const view = handler.context.getEnemyByLocator(guard);
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if (!view) {
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logger.warn(137, guard.x.toString(), guard.y.toString());
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continue;
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}
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const extraInfo = this.calculate({
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enemy: guard.getComputedEnemy(),
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enemy: view.getComputedEnemy(),
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context: handler.context,
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locator,
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hero,
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data: handler.data
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@ -1,5 +1,5 @@
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import { IEnemyComparer, IReadonlyEnemy } from '@user/data-base';
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import { IEnemyAttr } from './types';
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import { IEnemyAttr } from '@user/data-common';
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export class MainEnemyComparer implements IEnemyComparer<IEnemyAttr> {
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compare(
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@ -1,6 +1,5 @@
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import { IEnemyFinalEffect, IEnemyHandler } from '@user/data-system';
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import { IEnemyAttr } from './types';
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import { IHeroAttr } from '../hero';
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import { IEnemyAttr, IHeroAttr } from '@user/data-common';
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export class MainEnemyFinalEffect implements IEnemyFinalEffect<
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IEnemyAttr,
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||||
|
||||
@ -1,5 +1,5 @@
|
||||
import { IEnemyLegacyBridge } from '@user/data-base';
|
||||
import { IEnemyAttr } from './types';
|
||||
import { IEnemyAttr } from '@user/data-common';
|
||||
|
||||
export class EnemyLegacyBridge implements IEnemyLegacyBridge<IEnemyAttr> {
|
||||
fromLegacyEnemy(
|
||||
|
||||
@ -24,8 +24,8 @@ import {
|
||||
IReadonlyEnemy
|
||||
} from '@user/data-base';
|
||||
import { IZoneValue } from './special';
|
||||
import { IEnemyAttr, MapDamageType } from './types';
|
||||
import { IHeroAttr } from '../hero';
|
||||
import { MapDamageType } from './types';
|
||||
import { IHeroAttr, IEnemyAttr } from '@user/data-common';
|
||||
import { IFaceHandler, FaceGroup } from '@user/data-common';
|
||||
|
||||
const RECT_RANGE = new RectRange();
|
||||
|
||||
@ -4,7 +4,7 @@ import {
|
||||
IEnemyManager
|
||||
} from '@user/data-base';
|
||||
import { getHeroStatusOn } from '../legacy/hero';
|
||||
import { IEnemyAttr } from './types';
|
||||
import { IEnemyAttr } from '@user/data-common';
|
||||
|
||||
//#region 复合属性值类型
|
||||
|
||||
|
||||
@ -1,5 +1,3 @@
|
||||
import { IEnemyView } from '@user/data-system';
|
||||
|
||||
export interface IEnemyAttr {
|
||||
/** 怪物生命值 */
|
||||
hp: number;
|
||||
@ -13,8 +11,8 @@ export interface IEnemyAttr {
|
||||
exp: number;
|
||||
/** 怪物加点量 */
|
||||
point: number;
|
||||
/** 支援来源怪物视图列表 */
|
||||
guard: Set<IEnemyView<IEnemyAttr>>;
|
||||
/** 支援来源怪物坐标索引列表 */
|
||||
guard: Set<number>;
|
||||
}
|
||||
|
||||
export const enum MapDamageType {
|
||||
|
||||
@ -1,26 +1,5 @@
|
||||
//#region 勇士属性
|
||||
|
||||
export interface IHeroAttr {
|
||||
/** 勇士名称 */
|
||||
name: string;
|
||||
/** 勇士生命值 */
|
||||
hp: number;
|
||||
/** 勇士生命值上限 */
|
||||
hpmax: number;
|
||||
/** 勇士攻击力 */
|
||||
atk: number;
|
||||
/** 勇士防御力 */
|
||||
def: number;
|
||||
/** 勇士护盾 */
|
||||
mdef: number;
|
||||
/** 勇士魔法值 */
|
||||
mana: number;
|
||||
/** 勇士魔法上限 */
|
||||
manamax: number;
|
||||
/** 勇士拥有的金币 */
|
||||
money: number;
|
||||
/** 勇士拥有的经验 */
|
||||
exp: number;
|
||||
}
|
||||
export interface IHeroAttr {}
|
||||
|
||||
//#endregion
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
import { IHeroAttr } from './hero';
|
||||
import { IHeroAttr } from '@user/data-common';
|
||||
|
||||
//#region 地图相关
|
||||
|
||||
|
||||
@ -1,21 +1,19 @@
|
||||
import { IMotaDataLoader, IStateBase } from '@user/data-base';
|
||||
import { IEnemyAttr } from './enemy';
|
||||
import { IHeroAttr } from './hero';
|
||||
import { ILoadProgressTotal } from '@motajs/loader';
|
||||
import { ISaveSystem } from './save';
|
||||
import { IStateSystem } from '@user/data-system';
|
||||
import { ISaveableContent } from '@user/data-common';
|
||||
|
||||
export interface ISaveableExecutor<T, TEnemy = IEnemyAttr, THero = IHeroAttr> {
|
||||
export interface ISaveableExecutor<T> {
|
||||
/**
|
||||
* 当数据读取后执行的函数,允许对其他存档对象进行读取
|
||||
* @param data 对应可存档对象的存档数据
|
||||
* @param state 当前的基础状态
|
||||
*/
|
||||
afterLoad(data: T, state: IStateBase<TEnemy, THero>): void;
|
||||
afterLoad(data: T, state: IStateBase): void;
|
||||
}
|
||||
|
||||
export interface ICoreState extends IStateSystem<IEnemyAttr, IHeroAttr> {
|
||||
export interface ICoreState extends IStateSystem {
|
||||
/** 加载进度对象 */
|
||||
readonly loadProgress: ILoadProgressTotal;
|
||||
/** 数据端加载对象 */
|
||||
|
||||
@ -100,7 +100,7 @@ export class EnemyContext<TEnemy, THero> implements IEnemyContext<
|
||||
width: number = 0;
|
||||
height: number = 0;
|
||||
|
||||
constructor(readonly dataState: IStateBase<TEnemy, THero>) {}
|
||||
constructor(readonly dataState: IStateBase) {}
|
||||
|
||||
resize(width: number, height: number): void {
|
||||
this.clear();
|
||||
@ -210,7 +210,13 @@ export class EnemyContext<TEnemy, THero> implements IEnemyContext<
|
||||
enemy: IEnemy<TEnemy>,
|
||||
locator: ITileLocator
|
||||
): IEnemyHandler<TEnemy, THero> {
|
||||
return { enemy, locator, hero: this.bindedHero!, data: this.dataState };
|
||||
return {
|
||||
enemy,
|
||||
context: this,
|
||||
locator,
|
||||
hero: this.bindedHero!,
|
||||
data: this.dataState
|
||||
};
|
||||
}
|
||||
|
||||
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null {
|
||||
|
||||
@ -34,7 +34,7 @@ export class DamageContext<TEnemy, THero> implements IDamageContext<
|
||||
/** 当前勇士属性 */
|
||||
protected heroStatus: IReadonlyHeroAttribute<THero> | null;
|
||||
|
||||
readonly dataState: IStateBase<TEnemy, THero>;
|
||||
readonly dataState: IStateBase;
|
||||
|
||||
constructor(
|
||||
readonly context: IEnemyContext<TEnemy, THero>,
|
||||
@ -57,7 +57,13 @@ export class DamageContext<TEnemy, THero> implements IDamageContext<
|
||||
locator: ITileLocator,
|
||||
hero: IReadonlyHeroAttribute<THero>
|
||||
): IReadonlyEnemyHandler<TEnemy, THero> {
|
||||
return { enemy, locator, hero, data: this.dataState };
|
||||
return {
|
||||
enemy,
|
||||
context: this.context,
|
||||
locator,
|
||||
hero,
|
||||
data: this.dataState
|
||||
};
|
||||
}
|
||||
|
||||
getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null {
|
||||
|
||||
@ -64,7 +64,7 @@ export class MapDamage<TEnemy, THero> implements IMapDamage<TEnemy, THero> {
|
||||
/** 坐标索引对象 */
|
||||
private readonly indexer: ILocationHelper;
|
||||
|
||||
readonly dataState: IStateBase<TEnemy, THero>;
|
||||
readonly dataState: IStateBase;
|
||||
|
||||
constructor(readonly context: IEnemyContext<TEnemy, THero>) {
|
||||
this.indexer = context.indexer;
|
||||
@ -89,6 +89,7 @@ export class MapDamage<TEnemy, THero> implements IMapDamage<TEnemy, THero> {
|
||||
if (!hero) return null;
|
||||
return {
|
||||
enemy: view.getComputedEnemy(),
|
||||
context: this.context,
|
||||
locator,
|
||||
hero,
|
||||
data: this.context.dataState
|
||||
|
||||
@ -14,23 +14,27 @@ import { ILocationHelper } from '@user/data-common';
|
||||
export interface IEnemyHandler<TEnemy, THero> {
|
||||
/** 怪物属性信息 */
|
||||
readonly enemy: IEnemy<TEnemy>;
|
||||
/** 怪物上下文 */
|
||||
readonly context: IEnemyContext<TEnemy, THero>;
|
||||
/** 怪物定位符 */
|
||||
readonly locator: ITileLocator;
|
||||
/** 勇士属性信息 */
|
||||
readonly hero: IReadonlyHeroAttribute<THero>;
|
||||
/** 当前全局状态对象 */
|
||||
readonly data: IStateBase<TEnemy, THero>;
|
||||
readonly data: IStateBase;
|
||||
}
|
||||
|
||||
export interface IReadonlyEnemyHandler<TEnemy, THero> {
|
||||
/** 怪物属性信息 */
|
||||
readonly enemy: IReadonlyEnemy<TEnemy>;
|
||||
/** 怪物上下文 */
|
||||
readonly context: IReadonlyEnemyContext<TEnemy, THero>;
|
||||
/** 怪物定位符 */
|
||||
readonly locator: ITileLocator;
|
||||
/** 勇士属性信息 */
|
||||
readonly hero: IReadonlyHeroAttribute<THero>;
|
||||
/** 当前全局状态对象 */
|
||||
readonly data: IStateBase<TEnemy, THero>;
|
||||
readonly data: IStateBase;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
@ -282,7 +286,7 @@ export interface IMapDamage<TEnemy, THero> {
|
||||
/** 当前绑定的怪物上下文 */
|
||||
readonly context: IEnemyContext<TEnemy, THero>;
|
||||
/** 地图伤害系统绑定的全局状态对象 */
|
||||
readonly dataState: IStateBase<TEnemy, THero>;
|
||||
readonly dataState: IStateBase;
|
||||
|
||||
/**
|
||||
* 设置地图伤害转换器,并基于当前上下文重建所有地图伤害视图
|
||||
@ -398,7 +402,7 @@ export interface IDamageCalculator<TEnemy, THero> {
|
||||
|
||||
export interface IDamageContext<TEnemy, THero> {
|
||||
/** 伤害上下文所属的全局状态对象 */
|
||||
readonly dataState: IStateBase<TEnemy, THero>;
|
||||
readonly dataState: IStateBase;
|
||||
|
||||
/**
|
||||
* 获取战斗伤害信息
|
||||
@ -479,7 +483,7 @@ export interface IDamageSystem<TEnemy, THero> extends IDamageContext<
|
||||
|
||||
//#region 上下文
|
||||
|
||||
export interface IEnemyContext<TEnemy, THero> {
|
||||
export interface IReadonlyEnemyContext<TEnemy, THero> {
|
||||
/** 怪物上下文宽度 */
|
||||
readonly width: number;
|
||||
/** 怪物上下文高度 */
|
||||
@ -487,7 +491,84 @@ export interface IEnemyContext<TEnemy, THero> {
|
||||
/** 此上下文使用的索引对象 */
|
||||
readonly indexer: ILocationHelper;
|
||||
/** 当前怪物上下文绑定的全局状态对象 */
|
||||
readonly dataState: IStateBase<TEnemy, THero>;
|
||||
readonly dataState: IStateBase;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的勇士属性对象
|
||||
*/
|
||||
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
|
||||
|
||||
/**
|
||||
* 获取指定怪物对象当前所在位置
|
||||
* @param enemy 怪物对象
|
||||
*/
|
||||
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null;
|
||||
|
||||
/**
|
||||
* 获取指定怪物视图当前所在位置
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
getEnemyLocatorByView(
|
||||
view: IEnemyView<TEnemy>
|
||||
): Readonly<ITileLocator> | null;
|
||||
|
||||
/**
|
||||
* 根据定位符获取怪物视图
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null;
|
||||
|
||||
/**
|
||||
* 根据坐标获取怪物视图
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null;
|
||||
|
||||
/**
|
||||
* 根据计算后怪物对象反查怪物视图
|
||||
* @param enemy 计算后怪物对象
|
||||
*/
|
||||
getViewByComputed(enemy: IReadonlyEnemy<TEnemy>): IEnemyView<TEnemy> | null;
|
||||
|
||||
/**
|
||||
* 扫描指定范围内的怪物视图
|
||||
* @param range 范围对象
|
||||
* @param param 范围参数
|
||||
*/
|
||||
scanRange<T>(
|
||||
range: IRange<T>,
|
||||
param: T
|
||||
): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
|
||||
|
||||
/**
|
||||
* 迭代上下文中的全部怪物
|
||||
*/
|
||||
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的地图伤害管理器
|
||||
*/
|
||||
getMapDamage(): IMapDamage<TEnemy, THero> | null;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的伤害计算系统
|
||||
*/
|
||||
getDamageSystem(): IDamageSystem<TEnemy, THero> | null;
|
||||
}
|
||||
|
||||
export interface IEnemyContext<TEnemy, THero> extends IReadonlyEnemyContext<
|
||||
TEnemy,
|
||||
THero
|
||||
> {
|
||||
/** 怪物上下文宽度 */
|
||||
readonly width: number;
|
||||
/** 怪物上下文高度 */
|
||||
readonly height: number;
|
||||
/** 此上下文使用的索引对象 */
|
||||
readonly indexer: ILocationHelper;
|
||||
/** 当前怪物上下文绑定的全局状态对象 */
|
||||
readonly dataState: IStateBase;
|
||||
|
||||
/**
|
||||
* 调整上下文尺寸,并清空当前上下文中的所有怪物与状态
|
||||
@ -572,44 +653,6 @@ export interface IEnemyContext<TEnemy, THero> {
|
||||
*/
|
||||
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的勇士属性对象
|
||||
*/
|
||||
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
|
||||
|
||||
/**
|
||||
* 获取指定怪物对象当前所在位置
|
||||
* @param enemy 怪物对象
|
||||
*/
|
||||
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null;
|
||||
|
||||
/**
|
||||
* 获取指定怪物视图当前所在位置
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
getEnemyLocatorByView(
|
||||
view: IEnemyView<TEnemy>
|
||||
): Readonly<ITileLocator> | null;
|
||||
|
||||
/**
|
||||
* 根据定位符获取怪物视图
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null;
|
||||
|
||||
/**
|
||||
* 根据坐标获取怪物视图
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null;
|
||||
|
||||
/**
|
||||
* 根据计算后怪物对象反查怪物视图
|
||||
* @param enemy 计算后怪物对象
|
||||
*/
|
||||
getViewByComputed(enemy: IReadonlyEnemy<TEnemy>): IEnemyView<TEnemy> | null;
|
||||
|
||||
/**
|
||||
* 在指定位置放置一个怪物对象
|
||||
* @param locator 地图定位符
|
||||
@ -623,21 +666,6 @@ export interface IEnemyContext<TEnemy, THero> {
|
||||
*/
|
||||
deleteEnemy(locator: ITileLocator): void;
|
||||
|
||||
/**
|
||||
* 扫描指定范围内的怪物视图
|
||||
* @param range 范围对象
|
||||
* @param param 范围参数
|
||||
*/
|
||||
scanRange<T>(
|
||||
range: IRange<T>,
|
||||
param: T
|
||||
): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
|
||||
|
||||
/**
|
||||
* 迭代上下文中的全部怪物
|
||||
*/
|
||||
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
|
||||
|
||||
/**
|
||||
* 添加一个全局光环视图
|
||||
* @param aura 光环视图
|
||||
@ -656,22 +684,12 @@ export interface IEnemyContext<TEnemy, THero> {
|
||||
*/
|
||||
attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的地图伤害管理器
|
||||
*/
|
||||
getMapDamage(): IMapDamage<TEnemy, THero> | null;
|
||||
|
||||
/**
|
||||
* 绑定伤害计算系统
|
||||
* @param system 伤害系统
|
||||
*/
|
||||
attachDamageSystem(system: IDamageSystem<TEnemy, unknown> | null): void;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的伤害计算系统
|
||||
*/
|
||||
getDamageSystem(): IDamageSystem<TEnemy, THero> | null;
|
||||
|
||||
/**
|
||||
* 重建当前上下文中的全部怪物计算结果
|
||||
*
|
||||
|
||||
@ -1,13 +1,10 @@
|
||||
import { ITrigger, ITriggerCollection, ITriggerHandler } from './types';
|
||||
|
||||
export class TriggerCollection<
|
||||
TEnemy = unknown,
|
||||
THero = unknown
|
||||
> implements ITriggerCollection<TEnemy, THero> {
|
||||
export class TriggerCollection implements ITriggerCollection {
|
||||
/** 当前集合内部维护的触发器列表 */
|
||||
private readonly triggerList: ITrigger<TEnemy, THero>[];
|
||||
private readonly triggerList: ITrigger[];
|
||||
|
||||
constructor(triggers: Iterable<ITrigger<TEnemy, THero>>) {
|
||||
constructor(triggers: Iterable<ITrigger>) {
|
||||
this.triggerList = [...triggers];
|
||||
}
|
||||
|
||||
@ -15,19 +12,15 @@ export class TriggerCollection<
|
||||
return this.triggerList.length;
|
||||
}
|
||||
|
||||
async trigger(handler: ITriggerHandler<TEnemy, THero>): Promise<void> {
|
||||
async trigger(handler: ITriggerHandler): Promise<void> {
|
||||
for (const trigger of this.triggerList) {
|
||||
await trigger.trigger(handler);
|
||||
}
|
||||
}
|
||||
|
||||
async *triggerIter(
|
||||
handler: ITriggerHandler<TEnemy, THero>
|
||||
): AsyncGenerator<
|
||||
ITrigger<TEnemy, THero>,
|
||||
void,
|
||||
ITriggerHandler<TEnemy, THero> | null
|
||||
> {
|
||||
handler: ITriggerHandler
|
||||
): AsyncGenerator<ITrigger, void, ITriggerHandler | null> {
|
||||
let currentHandler = handler;
|
||||
for (const trigger of this.triggerList) {
|
||||
await trigger.trigger(currentHandler);
|
||||
@ -40,21 +33,19 @@ export class TriggerCollection<
|
||||
}
|
||||
}
|
||||
|
||||
iterate(): Iterable<ITrigger<TEnemy, THero>> {
|
||||
iterate(): Iterable<ITrigger> {
|
||||
return this.triggerList.values();
|
||||
}
|
||||
|
||||
push(trigger: ITrigger<TEnemy, THero>): void {
|
||||
push(trigger: ITrigger): void {
|
||||
this.triggerList.push(trigger);
|
||||
}
|
||||
|
||||
unshift(trigger: ITrigger<TEnemy, THero>): void {
|
||||
unshift(trigger: ITrigger): void {
|
||||
this.triggerList.unshift(trigger);
|
||||
}
|
||||
|
||||
concat(
|
||||
...others: ITriggerCollection<TEnemy, THero>[]
|
||||
): ITriggerCollection<TEnemy, THero> {
|
||||
concat(...others: ITriggerCollection[]): ITriggerCollection {
|
||||
const merged = [...this.triggerList];
|
||||
for (const other of others) {
|
||||
merged.push(...other.iterate());
|
||||
|
||||
@ -8,18 +8,11 @@ import {
|
||||
import { logger } from '@motajs/common';
|
||||
import { TriggerCollection } from './collection';
|
||||
|
||||
export class TriggerCollector<
|
||||
TEnemy = unknown,
|
||||
THero = unknown
|
||||
> implements ITriggerCollector<TEnemy, THero> {
|
||||
export class TriggerCollector implements ITriggerCollector {
|
||||
/** 当前收集器使用的注册对象 */
|
||||
private registry: ITriggerRegistry<TEnemy, THero> | null = null;
|
||||
private registry: ITriggerRegistry | null = null;
|
||||
|
||||
collect(
|
||||
x: number,
|
||||
y: number,
|
||||
layer: IMapLayer
|
||||
): ITriggerCollection<TEnemy, THero> {
|
||||
collect(x: number, y: number, layer: IMapLayer): ITriggerCollection {
|
||||
if (!this.registry) {
|
||||
logger.warn(135);
|
||||
return new TriggerCollection([]);
|
||||
@ -62,8 +55,8 @@ export class TriggerCollector<
|
||||
const duplicate = new Set<number>();
|
||||
if (staticTrigger) {
|
||||
// 有静态触发器
|
||||
const lessTriggers: ITrigger<TEnemy, THero>[] = [];
|
||||
const greaterTriggers: ITrigger<TEnemy, THero>[] = [];
|
||||
const lessTriggers: ITrigger[] = [];
|
||||
const greaterTriggers: ITrigger[] = [];
|
||||
// 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)) {
|
||||
const trigger = this.registry.create(tile.triggerType);
|
||||
@ -92,7 +85,7 @@ export class TriggerCollector<
|
||||
return new TriggerCollection(arr);
|
||||
} else {
|
||||
// 没有静态触发器
|
||||
const triggers: ITrigger<TEnemy, THero>[] = [];
|
||||
const triggers: ITrigger[] = [];
|
||||
for (const tile of layer.dynamicLayer.getDynamicTilesAt(x, y)) {
|
||||
const trigger = this.registry.create(tile.triggerType);
|
||||
if (trigger) {
|
||||
@ -113,7 +106,7 @@ export class TriggerCollector<
|
||||
}
|
||||
}
|
||||
|
||||
attachRegistry(registry: ITriggerRegistry<TEnemy, THero> | null): void {
|
||||
attachRegistry(registry: ITriggerRegistry | null): void {
|
||||
this.registry = registry;
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,28 +2,24 @@ import { logger } from '@motajs/common';
|
||||
import { ITrigger, ITriggerRegistry, TriggerFactory } from './types';
|
||||
import { IStateBase } from '@user/data-base';
|
||||
|
||||
export class TriggerRegistry<
|
||||
TEnemy = unknown,
|
||||
THero = unknown
|
||||
> implements ITriggerRegistry<TEnemy, THero> {
|
||||
export class TriggerRegistry implements ITriggerRegistry {
|
||||
/** 数字类型到触发器工厂的映射 */
|
||||
private readonly typeMap: Map<number, TriggerFactory<TEnemy, THero>> =
|
||||
new Map();
|
||||
private readonly typeMap: Map<number, TriggerFactory> = new Map();
|
||||
|
||||
constructor(public readonly state: IStateBase<TEnemy, THero>) {}
|
||||
constructor(public readonly state: IStateBase) {}
|
||||
|
||||
register(type: number, factory: TriggerFactory<TEnemy, THero>): void {
|
||||
register(type: number, factory: TriggerFactory): void {
|
||||
if (this.typeMap.has(type)) {
|
||||
logger.warn(132, 'type', type.toString());
|
||||
}
|
||||
this.typeMap.set(type, factory);
|
||||
}
|
||||
|
||||
get(type: number): TriggerFactory<TEnemy, THero> | null {
|
||||
get(type: number): TriggerFactory | null {
|
||||
return this.typeMap.get(type) ?? null;
|
||||
}
|
||||
|
||||
create(num: number): ITrigger<TEnemy, THero> | null {
|
||||
create(num: number): ITrigger | null {
|
||||
const factory = this.get(num);
|
||||
if (!factory) return null;
|
||||
return factory(num, this.state);
|
||||
|
||||
@ -6,9 +6,9 @@ import {
|
||||
IStateBaseExtended
|
||||
} from '@user/data-base';
|
||||
|
||||
export interface ITriggerHandler<TEnemy = unknown, THero = unknown> {
|
||||
export interface ITriggerHandler {
|
||||
/** 当前全局状态对象 */
|
||||
readonly state: IStateBase<TEnemy, THero>;
|
||||
readonly state: IStateBase;
|
||||
/** 当前楼层状态对象 */
|
||||
readonly layer?: ILayerState;
|
||||
/** 当前参与触发的图层对象 */
|
||||
@ -17,15 +17,9 @@ export interface ITriggerHandler<TEnemy = unknown, THero = unknown> {
|
||||
readonly locator?: ITileLocator;
|
||||
}
|
||||
|
||||
export type TriggerFactory<TEnemy, THero> = (
|
||||
type: number,
|
||||
state: IStateBase<TEnemy, THero>
|
||||
) => ITrigger<TEnemy, THero>;
|
||||
export type TriggerFactory = (type: number, state: IStateBase) => ITrigger;
|
||||
|
||||
export interface ITrigger<
|
||||
TEnemy = unknown,
|
||||
THero = unknown
|
||||
> extends IStateBaseExtended<TEnemy, THero> {
|
||||
export interface ITrigger extends IStateBaseExtended {
|
||||
/** 触发器类型标识 */
|
||||
readonly type: number;
|
||||
/** 触发器优先级 */
|
||||
@ -35,39 +29,36 @@ export interface ITrigger<
|
||||
* 使用给定上下文触发当前触发器
|
||||
* @param handler 触发上下文对象
|
||||
*/
|
||||
trigger(handler: ITriggerHandler<TEnemy, THero>): Promise<void>;
|
||||
trigger(handler: ITriggerHandler): Promise<void>;
|
||||
|
||||
/**
|
||||
* 将当前触发器包装为单元素触发器集合
|
||||
*/
|
||||
collection(): ITriggerCollection<TEnemy, THero>;
|
||||
collection(): ITriggerCollection;
|
||||
}
|
||||
|
||||
export interface ITriggerRegistry<
|
||||
TEnemy = unknown,
|
||||
THero = unknown
|
||||
> extends IStateBaseExtended<TEnemy, THero> {
|
||||
export interface ITriggerRegistry extends IStateBaseExtended {
|
||||
/**
|
||||
* 注册一个按类型创建的触发器工厂
|
||||
* @param type 触发器类型
|
||||
* @param factory 触发器工厂函数
|
||||
*/
|
||||
register(type: number, factory: TriggerFactory<TEnemy, THero>): void;
|
||||
register(type: number, factory: TriggerFactory): void;
|
||||
|
||||
/**
|
||||
* 获取指定类型的触发器工厂
|
||||
* @param type 触发器类型
|
||||
*/
|
||||
get(type: number): TriggerFactory<TEnemy, THero> | null;
|
||||
get(type: number): TriggerFactory | null;
|
||||
|
||||
/**
|
||||
* 根据触发器类型创建一个触发器实例,如果对应工厂不存在则返回 `null`
|
||||
* @param num 触发器类型
|
||||
*/
|
||||
create(num: number): ITrigger<TEnemy, THero> | null;
|
||||
create(num: number): ITrigger | null;
|
||||
}
|
||||
|
||||
export interface ITriggerCollection<TEnemy, THero> {
|
||||
export interface ITriggerCollection {
|
||||
/**
|
||||
* 当前集合中的触发器数量
|
||||
*/
|
||||
@ -77,62 +68,52 @@ export interface ITriggerCollection<TEnemy, THero> {
|
||||
* 顺序触发当前集合中的所有触发器
|
||||
* @param handler 初始触发上下文对象
|
||||
*/
|
||||
trigger(handler: ITriggerHandler<TEnemy, THero>): Promise<void>;
|
||||
trigger(handler: ITriggerHandler): Promise<void>;
|
||||
|
||||
/**
|
||||
* 逐个触发当前集合中的触发器,并允许为下一次推进提供新上下文
|
||||
* @param handler 初始触发上下文对象
|
||||
*/
|
||||
triggerIter(
|
||||
handler: ITriggerHandler<TEnemy, THero>
|
||||
): AsyncGenerator<
|
||||
ITrigger<TEnemy, THero>,
|
||||
void,
|
||||
ITriggerHandler<TEnemy, THero> | null
|
||||
>;
|
||||
handler: ITriggerHandler
|
||||
): AsyncGenerator<ITrigger, void, ITriggerHandler | null>;
|
||||
|
||||
/**
|
||||
* 迭代当前集合中的所有触发器
|
||||
*/
|
||||
iterate(): Iterable<ITrigger<TEnemy, THero>>;
|
||||
iterate(): Iterable<ITrigger>;
|
||||
|
||||
/**
|
||||
* 向集合末尾追加一个触发器
|
||||
* @param trigger 要追加的触发器
|
||||
*/
|
||||
push(trigger: ITrigger<TEnemy, THero>): void;
|
||||
push(trigger: ITrigger): void;
|
||||
|
||||
/**
|
||||
* 向集合头部插入一个触发器
|
||||
* @param trigger 要插入的触发器
|
||||
*/
|
||||
unshift(trigger: ITrigger<TEnemy, THero>): void;
|
||||
unshift(trigger: ITrigger): void;
|
||||
|
||||
/**
|
||||
* 将当前集合与其他集合顺序拼接为一个新集合
|
||||
* @param others 要拼接的其他集合
|
||||
*/
|
||||
concat(
|
||||
...others: ITriggerCollection<TEnemy, THero>[]
|
||||
): ITriggerCollection<TEnemy, THero>;
|
||||
concat(...others: ITriggerCollection[]): ITriggerCollection;
|
||||
}
|
||||
|
||||
export interface ITriggerCollector<TEnemy, THero> {
|
||||
export interface ITriggerCollector {
|
||||
/**
|
||||
* 收集指定图层中某一点的所有触发器
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
* @param layer 目标图层
|
||||
*/
|
||||
collect(
|
||||
x: number,
|
||||
y: number,
|
||||
layer: IMapLayer
|
||||
): ITriggerCollection<TEnemy, THero>;
|
||||
collect(x: number, y: number, layer: IMapLayer): ITriggerCollection;
|
||||
|
||||
/**
|
||||
* 绑定或清除当前 collector 使用的注册表
|
||||
* @param registry 触发器注册表
|
||||
*/
|
||||
attachRegistry(registry: ITriggerRegistry<TEnemy, THero> | null): void;
|
||||
attachRegistry(registry: ITriggerRegistry | null): void;
|
||||
}
|
||||
|
||||
@ -1,17 +1,18 @@
|
||||
import { IStateBase } from '@user/data-base';
|
||||
import { IEnemyContext } from './combat';
|
||||
import { ITriggerCollector, ITriggerRegistry } from './trigger';
|
||||
import { IEnemyAttr, IHeroAttr } from '@user/data-common';
|
||||
|
||||
export interface IStateSystem<TEnemy, THero> extends IStateBase<TEnemy, THero> {
|
||||
export interface IStateSystem extends IStateBase {
|
||||
/** 怪物上下文 */
|
||||
readonly enemyContext: IEnemyContext<TEnemy, THero>;
|
||||
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
|
||||
/** 触发器注册 */
|
||||
readonly triggerRegistry: ITriggerRegistry<TEnemy, THero>;
|
||||
readonly triggerRegistry: ITriggerRegistry;
|
||||
/** 触发器收集器 */
|
||||
readonly triggerCollector: ITriggerCollector<TEnemy, THero>;
|
||||
readonly triggerCollector: ITriggerCollector;
|
||||
}
|
||||
|
||||
export interface IStateSystemExtended<TEnemy = unknown, THero = unknown> {
|
||||
export interface IStateSystemExtended {
|
||||
/** 当前对象对应的执行层对象(Layer 2 对象) */
|
||||
readonly state: IStateSystem<TEnemy, THero>;
|
||||
readonly state: IStateSystem;
|
||||
}
|
||||
|
||||
@ -193,6 +193,7 @@
|
||||
"133": "TileStore.addTile: tile number $1 already exists (id: '$2'), old tile data will be overridden.",
|
||||
"134": "TileStore.addTile: tile id '$1' already maps to number $2, old tile data will be overridden.",
|
||||
"135": "Expected a trigger registry attched before collect triggers.",
|
||||
"136": "Unexpected duplicate trigger priority $1, which may cause trigger executed in an unexpected order."
|
||||
"136": "Unexpected duplicate trigger priority $1, which may cause trigger executed in an unexpected order.",
|
||||
"137": "Unknown guard enemy at locator '$1,$2'."
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user