feat: IEnemyHandler 引入 IStateBase 成员

This commit is contained in:
unanmed 2026-05-12 17:26:57 +08:00
parent 0da19e1697
commit 43ad3fd83e
7 changed files with 232 additions and 197 deletions

View File

@ -18,66 +18,73 @@ import { IReadonlyHeroAttribute } from '../hero';
import { IEnemy, IReadonlyEnemy, ISpecial } from '../enemy';
import { EnemyView } from './enemy';
import { ILocationIndexer, MapLocIndexer } from '../common/indexer';
import { IStateBase } from '../types';
export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
export class EnemyContext<TEnemy, THero> implements IEnemyContext<
TEnemy,
THero
> {
/** 坐标索引 -> 怪物视图 */
private readonly enemyViewMap: Map<number, EnemyView<TAttr>> = new Map();
private readonly enemyViewMap: Map<number, EnemyView<TEnemy>> = new Map();
/** 坐标索引 -> 计算前怪物对象 */
private readonly enemyMap: Map<number, IEnemy<TAttr>> = new Map();
private readonly enemyMap: Map<number, IEnemy<TEnemy>> = new Map();
/** 怪物视图 -> 坐标索引 */
private readonly locatorViewMap: Map<IEnemyView<TAttr>, number> = new Map();
private readonly locatorViewMap: Map<IEnemyView<TEnemy>, number> =
new Map();
/** 计算前怪物对象 -> 坐标索引 */
private readonly locatorEnemyMap: Map<IEnemy<TAttr>, number> = new Map();
private readonly locatorEnemyMap: Map<IEnemy<TEnemy>, number> = new Map();
/** 计算后怪物对象 -> 怪物视图 */
private readonly computedToView: Map<
IReadonlyEnemy<TAttr>,
EnemyView<TAttr>
IReadonlyEnemy<TEnemy>,
EnemyView<TEnemy>
> = new Map();
/** 当前已注册的光环转换器 */
private readonly auraConverter: Set<IAuraConverter<TAttr, THero>> =
private readonly auraConverter: Set<IAuraConverter<TEnemy, THero>> =
new Set();
/** 光环转换器是否启用 */
private readonly converterStatus: Map<
IAuraConverter<TAttr, THero>,
IAuraConverter<TEnemy, THero>,
boolean
> = new Map();
/** 所有已被转换的光环 */
private readonly convertedAura: Map<ISpecial<any>, IAuraView<TAttr>> =
private readonly convertedAura: Map<ISpecial<any>, IAuraView<TEnemy>> =
new Map();
/** 普通查询效果注册,特殊属性 -> 此特殊属性的查询效果列表,按照优先级从高到低排序 */
private readonly commonQueryMap: Map<
number,
IEnemyCommonQueryEffect<TAttr, THero>[]
IEnemyCommonQueryEffect<TEnemy, THero>[]
> = new Map();
/** 特殊查询效果注册,特殊属性 -> 此特殊属性的特殊查询效果列表,按照优先级从高到低排序 */
private readonly specialQueryEffects: Map<
number,
IEnemySpecialQueryEffect<TAttr, THero>[]
IEnemySpecialQueryEffect<TEnemy, THero>[]
> = new Map();
/** 最终效果列表,按照优先级从高到低排列 */
private readonly finalEffects: IEnemyFinalEffect<TAttr, THero>[] = [];
private readonly finalEffects: IEnemyFinalEffect<TEnemy, THero>[] = [];
/** 添加的无来源全局光环列表 */
private readonly globalAuraList: Set<IAuraView<TAttr>> = new Set();
private readonly globalAuraList: Set<IAuraView<TEnemy>> = new Set();
/** 排序后的光环视图,视图优先级 -> 光环视图列表 */
private readonly sortedAura: Map<number, Set<IAuraView<TAttr>>> = new Map();
private readonly sortedAura: Map<number, Set<IAuraView<TEnemy>>> =
new Map();
/** 当怪物更新后,需要对上下文进行全量刷新的怪物列表 */
private readonly needTotallyRefresh: Set<IEnemyView<TAttr>> = new Set();
private readonly needTotallyRefresh: Set<IEnemyView<TEnemy>> = new Set();
/** 所有实际查询了上下文的常规查询效果,这些怪物需要在上下文或其他怪物刷新时一并刷新 */
private readonly requestedCommonContext: Set<IEnemyView<TAttr>> = new Set();
private readonly requestedCommonContext: Set<IEnemyView<TEnemy>> =
new Set();
/** 所有需要被标记为脏的怪物 */
private readonly dirtyEnemy: Set<IEnemyView<TAttr>> = new Set();
private readonly dirtyEnemy: Set<IEnemyView<TEnemy>> = new Set();
/** 当前绑定的勇士属性对象 */
private bindedHero: IReadonlyHeroAttribute<THero> | null = null;
/** 地图伤害对象 */
private mapDamage: IMapDamage<TAttr, THero> | null = null;
private mapDamage: IMapDamage<TEnemy, THero> | null = null;
/** 伤害系统对象 */
private damageSystem: IDamageSystem<TAttr, THero> | null = null;
private damageSystem: IDamageSystem<TEnemy, THero> | null = null;
/** 索引工具 */
readonly indexer: ILocationIndexer = new MapLocIndexer();
@ -89,6 +96,8 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
width: number = 0;
height: number = 0;
constructor(readonly dataState: IStateBase<TEnemy, THero>) {}
resize(width: number, height: number): void {
this.clear();
this.width = width;
@ -97,20 +106,20 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
this.needUpdate = true;
}
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void {
registerAuraConverter(converter: IAuraConverter<TEnemy, THero>): void {
this.auraConverter.add(converter);
this.converterStatus.set(converter, true);
this.needUpdate = true;
}
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void {
unregisterAuraConverter(converter: IAuraConverter<TEnemy, THero>): void {
this.auraConverter.delete(converter);
this.converterStatus.delete(converter);
this.needUpdate = true;
}
setAuraConverterEnabled(
converter: IAuraConverter<TAttr, THero>,
converter: IAuraConverter<TEnemy, THero>,
enabled: boolean
): void {
if (!this.auraConverter.has(converter)) return;
@ -120,7 +129,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void {
const array = this.commonQueryMap.getOrInsert(code, []);
array.push(effect);
@ -130,7 +139,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void {
const array = this.commonQueryMap.get(code);
if (!array) return;
@ -141,7 +150,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
}
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void {
const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
list.push(effect);
@ -149,7 +158,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
}
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void {
const list = this.specialQueryEffects.get(effect.priority);
if (!list) return;
@ -163,13 +172,13 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
this.needUpdate = true;
}
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void {
registerFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void {
this.finalEffects.push(effect);
this.finalEffects.sort((a, b) => b.priority - a.priority);
this.needUpdate = true;
}
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void {
unregisterFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void {
const index = this.finalEffects.indexOf(effect);
if (index !== -1) {
this.finalEffects.splice(index, 1);
@ -194,37 +203,39 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param locator
*/
private createHandler(
enemy: IEnemy<TAttr>,
enemy: IEnemy<TEnemy>,
locator: ITileLocator
): IEnemyHandler<TAttr, THero> {
return { enemy, locator, hero: this.bindedHero! };
): IEnemyHandler<TEnemy, THero> {
return { enemy, locator, hero: this.bindedHero!, data: this.dataState };
}
getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null {
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null {
const index = this.locatorEnemyMap.get(enemy);
if (index === undefined) return null;
return this.indexer.indexToLocator(index);
}
getEnemyLocatorByView(
view: IEnemyView<TAttr>
view: IEnemyView<TEnemy>
): Readonly<ITileLocator> | null {
const index = this.locatorViewMap.get(view);
if (index === undefined) return null;
return this.indexer.indexToLocator(index);
}
getEnemyByLocator(locator: ITileLocator): IEnemyView<TAttr> | null {
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null {
const index = this.indexer.locToIndex(locator.x, locator.y);
return this.enemyViewMap.get(index) ?? null;
}
getEnemyByLoc(x: number, y: number): IEnemyView<TAttr> | null {
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null {
const index = this.indexer.locToIndex(x, y);
return this.enemyViewMap.get(index) ?? null;
}
getViewByComputed(enemy: IReadonlyEnemy<TAttr>): IEnemyView<TAttr> | null {
getViewByComputed(
enemy: IReadonlyEnemy<TEnemy>
): IEnemyView<TEnemy> | null {
return this.computedToView.get(enemy) ?? null;
}
@ -256,11 +267,11 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
this.locatorEnemyMap.delete(enemy);
}
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TAttr>): void {
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TEnemy>): void {
const index = this.indexer.locToIndex(locator.x, locator.y);
this.deleteEnemyAt(index);
const view = new EnemyView<TAttr>(enemy, this);
const view = new EnemyView<TEnemy>(enemy, this);
this.enemyMap.set(index, enemy);
this.enemyViewMap.set(index, view);
this.locatorEnemyMap.set(enemy, index);
@ -290,7 +301,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
private *internalScanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, EnemyView<TAttr>]> {
): Iterable<[ITileLocator, EnemyView<TEnemy>]> {
range.bindHost(this);
const keys = new Set(this.enemyViewMap.keys());
const matched = range.autoDetect(keys, param);
@ -307,46 +318,46 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]> {
): Iterable<[ITileLocator, IEnemyView<TEnemy>]> {
return this.internalScanRange(range, param);
}
*iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TAttr>]> {
*iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]> {
for (const [index, view] of this.enemyViewMap) {
const locator = this.indexer.indexToLocator(index);
yield [locator, view];
}
}
addAura(aura: IAuraView<TAttr>): void {
addAura(aura: IAuraView<TEnemy>): void {
this.globalAuraList.add(aura);
this.needUpdate = true;
}
deleteAura(aura: IAuraView<TAttr>): void {
deleteAura(aura: IAuraView<TEnemy>): void {
this.globalAuraList.delete(aura);
this.needUpdate = true;
}
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void {
attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void {
this.mapDamage = damage;
if (damage) {
damage.refreshAll();
}
}
getMapDamage(): IMapDamage<TAttr, THero> | null {
getMapDamage(): IMapDamage<TEnemy, THero> | null {
return this.mapDamage;
}
attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void {
attachDamageSystem(system: IDamageSystem<TEnemy, THero> | null): void {
this.damageSystem = system;
if (system) {
system.bindHeroStatus(this.bindedHero);
}
}
getDamageSystem(): IDamageSystem<TAttr, THero> | null {
getDamageSystem(): IDamageSystem<TEnemy, THero> | null {
return this.damageSystem;
}
@ -358,9 +369,9 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
*/
private convertSpecial(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>
): IEnemyAuraView<TAttr, any, any> | null {
let matched: IAuraConverter<TAttr, THero> | null = null;
handler: IReadonlyEnemyHandler<TEnemy, THero>
): IEnemyAuraView<TEnemy, any, any> | null {
let matched: IAuraConverter<TEnemy, THero> | null = null;
for (const converter of this.auraConverter) {
if (!this.converterStatus.get(converter)) continue;
if (converter.shouldConvert(special, handler)) {
@ -380,7 +391,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
*
* @param aura
*/
private insertIntoSortedAura(aura: IAuraView<TAttr>): void {
private insertIntoSortedAura(aura: IAuraView<TEnemy>): void {
const set = this.sortedAura.getOrInsertComputed(
aura.priority,
() => new Set()
@ -392,7 +403,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
*
* @param aura
*/
private removeFromSortedAura(aura: IAuraView<TAttr>): void {
private removeFromSortedAura(aura: IAuraView<TEnemy>): void {
const set = this.sortedAura.get(aura.priority);
if (set) {
set.delete(aura);
@ -410,12 +421,12 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param currentPriority
*/
private processSpecialModifier(
modifier: IEnemySpecialModifier<TAttr>,
handler: IEnemyHandler<TAttr, THero>,
modifier: IEnemySpecialModifier<TEnemy>,
handler: IEnemyHandler<TEnemy, THero>,
currentPriority: number
): Set<IAuraView<TAttr>> {
): Set<IAuraView<TEnemy>> {
const enemy = handler.enemy;
const affectedAuras = new Set<IAuraView<TAttr>>();
const affectedAuras = new Set<IAuraView<TEnemy>>();
const toAdd = modifier.add(handler);
const toDelete = modifier.delete(handler);
@ -487,7 +498,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param currentPriority
*/
private processSpecialQuery(
effect: IEnemySpecialQueryEffect<TAttr, THero>,
effect: IEnemySpecialQueryEffect<TEnemy, THero>,
currentPriority: number
): void {
const modifier = effect.for(this);
@ -519,7 +530,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param currentPriority
*/
private processAuraSpecial(
aura: IAuraView<TAttr>,
aura: IAuraView<TEnemy>,
currentPriority: number
): void {
const param = aura.getRangeParam();
@ -694,7 +705,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
}
}
markDirty(view: IEnemyView<TAttr>): void {
markDirty(view: IEnemyView<TEnemy>): void {
if (!this.locatorViewMap.has(view)) return;
this.dirtyEnemy.add(view);
if (this.damageSystem) {
@ -709,8 +720,8 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param locator
*/
private refreshSpecialModifier(
modifier: IEnemySpecialModifier<TAttr>,
handler: IEnemyHandler<TAttr, THero>
modifier: IEnemySpecialModifier<TEnemy>,
handler: IEnemyHandler<TEnemy, THero>
): void {
const enemy = handler.enemy;
const toAdd = modifier.add(handler);
@ -756,7 +767,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
*
* @param view
*/
private refreshEnemy(view: EnemyView<TAttr>): void {
private refreshEnemy(view: EnemyView<TEnemy>): void {
const locator = this.getEnemyLocatorByView(view);
if (!locator) return;
@ -851,7 +862,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
}
}
requestRefresh(view: IEnemyView<TAttr>): void {
requestRefresh(view: IEnemyView<TEnemy>): void {
if (!this.dirtyEnemy.has(view)) return;
if (this.needTotallyRefresh.has(view)) {
this.needUpdate = true;
@ -861,11 +872,11 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
return;
}
this.refreshEnemy(view as EnemyView<TAttr>);
this.refreshEnemy(view as EnemyView<TEnemy>);
for (const requestedView of this.requestedCommonContext) {
if (requestedView === view) continue;
this.refreshEnemy(requestedView as EnemyView<TAttr>);
this.refreshEnemy(requestedView as EnemyView<TEnemy>);
}
}

View File

@ -13,6 +13,7 @@ import {
} from './types';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
import { IReadonlyEnemy } from '../enemy';
import { IStateBase } from '../types';
interface ICriticalSearchResult {
/** 此临界点的属性值 */
@ -21,20 +22,23 @@ interface ICriticalSearchResult {
readonly info: IEnemyDamageInfo;
}
export class DamageContext<TAttr, THero> implements IDamageContext<
TAttr,
export class DamageContext<TEnemy, THero> implements IDamageContext<
TEnemy,
THero
> {
/** 当前正在使用的计算器 */
protected calculator: IDamageCalculator<TAttr, THero> | null;
protected calculator: IDamageCalculator<TEnemy, THero> | null;
/** 当前勇士属性 */
protected heroStatus: IReadonlyHeroAttribute<THero> | null;
readonly dataState: IStateBase<TEnemy, THero>;
constructor(
readonly context: IEnemyContext<TAttr, THero>,
calculator: IDamageCalculator<TAttr, THero> | null = null,
readonly context: IEnemyContext<TEnemy, THero>,
calculator: IDamageCalculator<TEnemy, THero> | null = null,
heroStatus: IReadonlyHeroAttribute<THero> | null = null
) {
this.dataState = context.dataState;
this.calculator = calculator;
this.heroStatus = heroStatus;
}
@ -46,14 +50,14 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
* @param hero
*/
private createReadonlyHandler(
enemy: IReadonlyEnemy<TAttr>,
enemy: IReadonlyEnemy<TEnemy>,
locator: ITileLocator,
hero: IReadonlyHeroAttribute<THero>
): IReadonlyEnemyHandler<TAttr, THero> {
return { enemy, locator, hero };
): IReadonlyEnemyHandler<TEnemy, THero> {
return { enemy, locator, hero, data: this.dataState };
}
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null {
getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null {
if (!this.heroStatus) {
logger.warn(107);
return null;
@ -73,7 +77,7 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
}
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null {
if (!this.heroStatus) {
logger.warn(107);
@ -96,7 +100,7 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
}
*calculateCritical(
view: IEnemyView<TAttr>,
view: IEnemyView<TEnemy>,
attribute: CriticalableHeroStatus<THero>,
precision: number = 12
): Generator<IEnemyCritical, void, void> {
@ -168,7 +172,7 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
* @param maxIterations
*/
private findNextCritical(
handler: IReadonlyEnemyHandler<TAttr, THero>,
handler: IReadonlyEnemyHandler<TEnemy, THero>,
hero: IHeroAttribute<THero>,
attribute: CriticalableHeroStatus<THero>,
currentValue: number,
@ -206,24 +210,24 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
}
}
export class DamageSystem<TAttr, THero>
extends DamageContext<TAttr, THero>
implements IDamageSystem<TAttr, THero>
export class DamageSystem<TEnemy, THero>
extends DamageContext<TEnemy, THero>
implements IDamageSystem<TEnemy, THero>
{
/** 怪物伤害缓存 */
private readonly cache: Map<IEnemyView<TAttr>, IEnemyDamageInfo> =
private readonly cache: Map<IEnemyView<TEnemy>, IEnemyDamageInfo> =
new Map();
constructor(context: IEnemyContext<TAttr, THero>) {
constructor(context: IEnemyContext<TEnemy, THero>) {
super(context);
}
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void {
useCalculator(calculator: IDamageCalculator<TEnemy, THero>): void {
this.calculator = calculator;
this.markAllDirty();
}
getCalculator(): IDamageCalculator<TAttr, THero> | null {
getCalculator(): IDamageCalculator<TEnemy, THero> | null {
return this.calculator;
}
@ -232,7 +236,7 @@ export class DamageSystem<TAttr, THero>
this.markAllDirty();
}
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null {
getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null {
const cached = this.cache.get(enemy);
if (cached) {
return cached;
@ -246,7 +250,7 @@ export class DamageSystem<TAttr, THero>
}
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null {
const view = this.context.getViewByComputed(enemy);
if (view) {
@ -264,11 +268,11 @@ export class DamageSystem<TAttr, THero>
return info;
}
markDirty(enemy: IEnemyView<TAttr>): void {
markDirty(enemy: IEnemyView<TEnemy>): void {
this.cache.delete(enemy);
}
deleteEnemy(enemy: IEnemyView<TAttr>): void {
deleteEnemy(enemy: IEnemyView<TEnemy>): void {
this.cache.delete(enemy);
}
@ -276,7 +280,7 @@ export class DamageSystem<TAttr, THero>
this.cache.clear();
}
with(hero: IHeroAttribute<THero>): IDamageContext<TAttr, THero> {
with(hero: IHeroAttribute<THero>): IDamageContext<TEnemy, THero> {
return new DamageContext(this.context, this.calculator, hero);
}
}

View File

@ -10,6 +10,7 @@ import {
IMapDamageView
} from './types';
import { ILocationHelper } from '../common/indexer';
import { IStateBase } from '../types';
interface IPointInfo {
/** 该点所有的地图伤害 */
@ -34,9 +35,9 @@ interface IDamageStore<TAttr> {
readonly index: number;
}
export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
export class MapDamage<TEnemy, THero> implements IMapDamage<TEnemy, THero> {
/** 当前使用的地图伤害转换器 */
private converter: IMapDamageConverter<TAttr, THero> | null = null;
private converter: IMapDamageConverter<TEnemy, THero> | null = null;
/** 当前使用的地图伤害合并器 */
private reducer: IMapDamageReducer | null = null;
@ -45,14 +46,14 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
/** 有来源地图伤害,坐标 -> 点伤害信息 */
private readonly sourcedDamage: Map<number, IPointInfo> = new Map();
/** 地图伤害视图 -> 其信息对象 */
private readonly viewStore: Map<IMapDamageView<any>, IViewStore<TAttr>> =
private readonly viewStore: Map<IMapDamageView<any>, IViewStore<TEnemy>> =
new Map();
/** 地图伤害信息 -> 其信息对象 */
private readonly damageStore: Map<IMapDamageInfo, IDamageStore<TAttr>> =
private readonly damageStore: Map<IMapDamageInfo, IDamageStore<TEnemy>> =
new Map();
/** 怪物视图 -> 其影响对象 */
private readonly enemyStore: Map<
IEnemyView<TAttr>,
IEnemyView<TEnemy>,
Set<IMapDamageView<any>>
> = new Map();
/** 需要延迟刷新的坐标索引 */
@ -63,11 +64,14 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
/** 坐标索引对象 */
private readonly indexer: ILocationHelper;
constructor(readonly context: IEnemyContext<TAttr, THero>) {
readonly dataState: IStateBase<TEnemy, THero>;
constructor(readonly context: IEnemyContext<TEnemy, THero>) {
this.indexer = context.indexer;
this.dataState = context.dataState;
}
useConverter(converter: IMapDamageConverter<TAttr, THero>): void {
useConverter(converter: IMapDamageConverter<TEnemy, THero>): void {
this.converter = converter;
this.refreshAll();
}
@ -78,15 +82,16 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
* @param locator
*/
private createReadonlyHandler(
view: IEnemyView<TAttr>,
view: IEnemyView<TEnemy>,
locator: ITileLocator
): IReadonlyEnemyHandler<TAttr, THero> | null {
): IReadonlyEnemyHandler<TEnemy, THero> | null {
const hero = this.context.getBindedHero();
if (!hero) return null;
return {
enemy: view.getComputedEnemy(),
locator,
hero
hero,
data: this.context.dataState
};
}
@ -126,7 +131,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
this.markDirtyIndex(this.indexer.locaterToIndex(locator));
}
markEnemyDirty(view: IEnemyView<TAttr>): void {
markEnemyDirty(view: IEnemyView<TEnemy>): void {
const store = this.enemyStore.get(view);
const locator = this.context.getEnemyLocatorByView(view);
if (!store) {
@ -141,7 +146,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
this.refreshEnemyAndClearCache(view, locator);
}
deleteEnemy(view: IEnemyView<TAttr>): void {
deleteEnemy(view: IEnemyView<TEnemy>): void {
const store = this.enemyStore.get(view);
if (!store) return;
const collection = new Set<number>();
@ -231,7 +236,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
*
* @param view
*/
private removeEnemyAffecting(view: IEnemyView<TAttr>) {
private removeEnemyAffecting(view: IEnemyView<TEnemy>) {
const views = this.enemyStore.get(view);
if (!views) return;
views.forEach(viewItem => {
@ -253,7 +258,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
*
*/
private refreshEnemyAndClearCache(
view: IEnemyView<TAttr>,
view: IEnemyView<TEnemy>,
locator: ITileLocator
) {
this.removeEnemyAffecting(view);
@ -295,7 +300,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
/**
*
*/
private refreshEnemy(view: IEnemyView<TAttr>, locator: ITileLocator) {
private refreshEnemy(view: IEnemyView<TEnemy>, locator: ITileLocator) {
this.removeEnemyAffecting(view);
if (!this.converter) return;
const handler = this.createReadonlyHandler(view, locator);

View File

@ -2,34 +2,39 @@ import { ITileLocator, IRange } from '@motajs/common';
import { IEnemy, IReadonlyEnemy, ISpecial } from '../enemy';
import { IReadonlyHeroAttribute, IHeroAttribute } from '../hero';
import { ILocationHelper } from '../common/indexer';
import { IStateBase } from '../types';
//#region 辅助接口
export interface IEnemyHandler<TAttr, THero> {
export interface IEnemyHandler<TEnemy, THero> {
/** 怪物属性信息 */
readonly enemy: IEnemy<TAttr>;
readonly enemy: IEnemy<TEnemy>;
/** 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>;
}
export interface IReadonlyEnemyHandler<TAttr, THero> {
export interface IReadonlyEnemyHandler<TEnemy, THero> {
/** 怪物属性信息 */
readonly enemy: IReadonlyEnemy<TAttr>;
readonly enemy: IReadonlyEnemy<TEnemy>;
/** 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>;
}
//#endregion
//#region 怪物对象
export interface IEnemyView<TAttr> {
export interface IEnemyView<TEnemy> {
/** 怪物视图所属的上下文 */
readonly context: IEnemyContext<TAttr, unknown>;
readonly context: IEnemyContext<TEnemy, unknown>;
/**
*
@ -39,18 +44,18 @@ export interface IEnemyView<TAttr> {
/**
*
*/
getBaseEnemy(): IReadonlyEnemy<TAttr>;
getBaseEnemy(): IReadonlyEnemy<TEnemy>;
/**
*
*/
getComputedEnemy(): IReadonlyEnemy<TAttr>;
getComputedEnemy(): IReadonlyEnemy<TEnemy>;
/**
*
* markDirty
*/
getModifiableEnemy(): IEnemy<TAttr>;
getModifiableEnemy(): IEnemy<TEnemy>;
/**
*
@ -62,18 +67,18 @@ export interface IEnemyView<TAttr> {
//#region 光环与查询
export interface IEnemySpecialModifier<TAttr> {
export interface IEnemySpecialModifier<TEnemy> {
/**
*
* @param handler
*/
add(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
add(handler: IReadonlyEnemyHandler<TEnemy, unknown>): ISpecial<any>[];
/**
*
* @param handler
*/
delete(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
delete(handler: IReadonlyEnemyHandler<TEnemy, unknown>): ISpecial<any>[];
/**
* true false
@ -81,16 +86,16 @@ export interface IEnemySpecialModifier<TAttr> {
* @param special
*/
modify(
handler: IEnemyHandler<TAttr, unknown>,
handler: IEnemyHandler<TEnemy, unknown>,
special: ISpecial<any>
): boolean;
}
export interface IAuraView<TAttr, T = any> {
export interface IAuraView<TEnemy, TRange = any> {
/** 此光环视图的优先级 */
readonly priority: number;
/** 此光环视图的影响范围 */
readonly range: IRange<T>;
readonly range: IRange<TRange>;
/** 这个光环视图是否有可能修改怪物的基本属性 */
readonly couldApplyBase: boolean;
@ -100,7 +105,7 @@ export interface IAuraView<TAttr, T = any> {
/**
*
*/
getRangeParam(): T;
getRangeParam(): TRange;
/**
*
@ -108,8 +113,8 @@ export interface IAuraView<TAttr, T = any> {
* @param baseEnemy
*/
apply(
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
handler: IEnemyHandler<TEnemy, unknown>,
baseEnemy: IReadonlyEnemy<TEnemy>
): void;
/**
@ -118,21 +123,24 @@ export interface IAuraView<TAttr, T = any> {
* @param baseEnemy
*/
applySpecial(
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): IEnemySpecialModifier<TAttr> | null;
handler: IEnemyHandler<TEnemy, unknown>,
baseEnemy: IReadonlyEnemy<TEnemy>
): IEnemySpecialModifier<TEnemy> | null;
}
export interface IEnemyAuraView<TAttr, R, S> extends IAuraView<TAttr, R> {
export interface IEnemyAuraView<TEnemy, TRange, TSpecial> extends IAuraView<
TEnemy,
TRange
> {
/** 此光环视图所属的怪物 */
readonly enemy: IReadonlyEnemy<TAttr>;
readonly enemy: IReadonlyEnemy<TEnemy>;
/** 此光环视图所属的特殊属性 */
readonly special: ISpecial<S>;
readonly special: ISpecial<TSpecial>;
/** 此光环视图所属怪物的定位符 */
readonly locator: ITileLocator;
}
export interface IAuraConverter<TAttr, THero> {
export interface IAuraConverter<TEnemy, THero> {
/**
*
* @param special
@ -140,7 +148,7 @@ export interface IAuraConverter<TAttr, THero> {
*/
shouldConvert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>
handler: IReadonlyEnemyHandler<TEnemy, THero>
): boolean;
/**
@ -148,22 +156,22 @@ export interface IAuraConverter<TAttr, THero> {
*/
convert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IEnemyAuraView<TAttr, any, any>;
handler: IReadonlyEnemyHandler<TEnemy, THero>,
context: IEnemyContext<TEnemy, THero>
): IEnemyAuraView<TEnemy, any, any>;
}
export interface IEnemySpecialQueryModifier<
TAttr,
TEnemy,
THero
> extends IEnemySpecialModifier<TAttr> {
> extends IEnemySpecialModifier<TEnemy> {
/**
*
*/
shouldQuery(handler: IReadonlyEnemyHandler<TAttr, THero>): boolean;
shouldQuery(handler: IReadonlyEnemyHandler<TEnemy, THero>): boolean;
}
export interface IEnemySpecialQueryEffect<TAttr, THero> {
export interface IEnemySpecialQueryEffect<TEnemy, THero> {
/** 效果优先级,与光环属性共用 */
readonly priority: number;
@ -171,11 +179,11 @@ export interface IEnemySpecialQueryEffect<TAttr, THero> {
*
*/
for(
ctx: IEnemyContext<TAttr, THero>
): IEnemySpecialQueryModifier<TAttr, THero>;
ctx: IEnemyContext<TEnemy, THero>
): IEnemySpecialQueryModifier<TEnemy, THero>;
}
export interface IEnemyCommonQueryEffect<TAttr, THero> {
export interface IEnemyCommonQueryEffect<TEnemy, THero> {
/** 优先级,越高的越先执行 */
readonly priority: number;
@ -183,20 +191,20 @@ export interface IEnemyCommonQueryEffect<TAttr, THero> {
*
*/
apply(
handler: IEnemyHandler<TAttr, THero>,
handler: IEnemyHandler<TEnemy, THero>,
special: ISpecial<any>,
query: () => IEnemyContext<TAttr, THero>
query: () => IEnemyContext<TEnemy, THero>
): void;
}
export interface IEnemyFinalEffect<TAttr, THero> {
export interface IEnemyFinalEffect<TEnemy, THero> {
/** 效果优先级,越高会越先被执行 */
readonly priority: number;
/**
*
*/
apply(handler: IEnemyHandler<TAttr, THero>): void;
apply(handler: IEnemyHandler<TEnemy, THero>): void;
}
//#endregion
@ -245,13 +253,13 @@ export interface IMapDamageView<T = any> {
): Readonly<IMapDamageInfo> | null;
}
export interface IMapDamageConverter<TAttr, THero> {
export interface IMapDamageConverter<TEnemy, THero> {
/**
*
*/
convert(
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
handler: IReadonlyEnemyHandler<TEnemy, THero>,
context: IEnemyContext<TEnemy, THero>
): IMapDamageView<any>[];
}
@ -265,15 +273,17 @@ export interface IMapDamageReducer {
): Readonly<IMapDamageInfo>;
}
export interface IMapDamage<TAttr, THero> {
export interface IMapDamage<TEnemy, THero> {
/** 当前绑定的怪物上下文 */
readonly context: IEnemyContext<TAttr, THero>;
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>;
/**
*
* @param converter
*/
useConverter(converter: IMapDamageConverter<TAttr, THero>): void;
useConverter(converter: IMapDamageConverter<TEnemy, THero>): void;
/**
*
@ -305,7 +315,7 @@ export interface IMapDamage<TAttr, THero> {
*
* @param view
*/
markEnemyDirty(view: IEnemyView<TAttr>): void;
markEnemyDirty(view: IEnemyView<TEnemy>): void;
/**
*
@ -316,7 +326,7 @@ export interface IMapDamage<TAttr, THero> {
*
* @param view
*/
deleteEnemy(view: IEnemyView<TAttr>): void;
deleteEnemy(view: IEnemyView<TEnemy>): void;
/**
*
@ -363,12 +373,12 @@ export type CriticalableHeroStatus<THero> = keyof {
[P in keyof THero as THero[P] extends number ? P : never]: number;
};
export interface IDamageCalculator<TAttr, THero> {
export interface IDamageCalculator<TEnemy, THero> {
/**
*
* @param handler
*/
calculate(handler: IReadonlyEnemyHandler<TAttr, THero>): IEnemyDamageInfo;
calculate(handler: IReadonlyEnemyHandler<TEnemy, THero>): IEnemyDamageInfo;
/**
*
@ -376,24 +386,27 @@ export interface IDamageCalculator<TAttr, THero> {
* @param attribute
*/
getCriticalLimit(
handler: IReadonlyEnemyHandler<TAttr, THero>,
handler: IReadonlyEnemyHandler<TEnemy, THero>,
attribute: CriticalableHeroStatus<THero>
): number;
}
export interface IDamageContext<TAttr, 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>;
/**
*
* @param enemy
*/
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null;
getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null;
/**
*
* @param enemy
*/
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null;
/**
@ -403,29 +416,29 @@ export interface IDamageContext<TAttr, THero> {
* @param precision `12-16` 12
*/
calculateCritical(
enemy: IEnemyView<TAttr>,
enemy: IEnemyView<TEnemy>,
attribute: CriticalableHeroStatus<THero>,
precision?: number
): Generator<IEnemyCritical, void, void>;
}
export interface IDamageSystem<TAttr, THero> extends IDamageContext<
TAttr,
export interface IDamageSystem<TEnemy, THero> extends IDamageContext<
TEnemy,
THero
> {
/** 伤害系统所属的上下文 */
readonly context: IEnemyContext<TAttr, THero>;
readonly context: IEnemyContext<TEnemy, THero>;
/**
* 使
* @param calculator
*/
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void;
useCalculator(calculator: IDamageCalculator<TEnemy, THero>): void;
/**
* 使
*/
getCalculator(): IDamageCalculator<TAttr, THero> | null;
getCalculator(): IDamageCalculator<TEnemy, THero> | null;
/**
*
@ -437,13 +450,13 @@ export interface IDamageSystem<TAttr, THero> extends IDamageContext<
*
* @param enemy
*/
markDirty(enemy: IEnemyView<TAttr>): void;
markDirty(enemy: IEnemyView<TEnemy>): void;
/**
*
* @param enemy
*/
deleteEnemy(enemy: IEnemyView<TAttr>): void;
deleteEnemy(enemy: IEnemyView<TEnemy>): void;
/**
*
@ -454,20 +467,22 @@ export interface IDamageSystem<TAttr, THero> extends IDamageContext<
*
* @param modify
*/
with(hero: IHeroAttribute<THero>): IDamageContext<TAttr, THero>;
with(hero: IHeroAttribute<THero>): IDamageContext<TEnemy, THero>;
}
//#endregion
//#region 上下文
export interface IEnemyContext<TAttr, THero> {
export interface IEnemyContext<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<TEnemy, THero>;
/**
*
@ -480,13 +495,13 @@ export interface IEnemyContext<TAttr, THero> {
*
* @param converter
*/
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
registerAuraConverter(converter: IAuraConverter<TEnemy, THero>): void;
/**
*
* @param converter
*/
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
unregisterAuraConverter(converter: IAuraConverter<TEnemy, THero>): void;
/**
*
@ -494,7 +509,7 @@ export interface IEnemyContext<TAttr, THero> {
* @param enabled
*/
setAuraConverterEnabled(
converter: IAuraConverter<TAttr, THero>,
converter: IAuraConverter<TEnemy, THero>,
enabled: boolean
): void;
@ -503,7 +518,7 @@ export interface IEnemyContext<TAttr, THero> {
* @param effect
*/
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void;
/**
@ -511,7 +526,7 @@ export interface IEnemyContext<TAttr, THero> {
* @param effect
*/
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void;
/**
@ -521,7 +536,7 @@ export interface IEnemyContext<TAttr, THero> {
*/
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void;
/**
@ -531,20 +546,20 @@ export interface IEnemyContext<TAttr, THero> {
*/
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void;
/**
*
* @param effect
*/
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
registerFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void;
/**
*
* @param effect
*/
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
unregisterFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void;
/**
*
@ -561,41 +576,41 @@ export interface IEnemyContext<TAttr, THero> {
*
* @param enemy
*/
getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null;
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null;
/**
*
* @param view
*/
getEnemyLocatorByView(
view: IEnemyView<TAttr>
view: IEnemyView<TEnemy>
): Readonly<ITileLocator> | null;
/**
*
* @param locator
*/
getEnemyByLocator(locator: ITileLocator): IEnemyView<TAttr> | null;
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null;
/**
*
* @param x
* @param y
*/
getEnemyByLoc(x: number, y: number): IEnemyView<TAttr> | null;
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null;
/**
*
* @param enemy
*/
getViewByComputed(enemy: IReadonlyEnemy<TAttr>): IEnemyView<TAttr> | null;
getViewByComputed(enemy: IReadonlyEnemy<TEnemy>): IEnemyView<TEnemy> | null;
/**
*
* @param locator
* @param enemy
*/
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TAttr>): void;
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TEnemy>): void;
/**
*
@ -611,46 +626,46 @@ export interface IEnemyContext<TAttr, THero> {
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
/**
*
*/
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
/**
*
* @param aura
*/
addAura(aura: IAuraView<TAttr>): void;
addAura(aura: IAuraView<TEnemy>): void;
/**
*
* @param aura
*/
deleteAura(aura: IAuraView<TAttr>): void;
deleteAura(aura: IAuraView<TEnemy>): void;
/**
*
* @param damage
*/
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void;
attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void;
/**
*
*/
getMapDamage(): IMapDamage<TAttr, THero> | null;
getMapDamage(): IMapDamage<TEnemy, THero> | null;
/**
*
* @param system
*/
attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void;
attachDamageSystem(system: IDamageSystem<TEnemy, unknown> | null): void;
/**
*
*/
getDamageSystem(): IDamageSystem<TAttr, THero> | null;
getDamageSystem(): IDamageSystem<TEnemy, THero> | null;
/**
*
@ -666,13 +681,13 @@ export interface IEnemyContext<TAttr, THero> {
*
* @param view
*/
markDirty(view: IEnemyView<TAttr>): void;
markDirty(view: IEnemyView<TEnemy>): void;
/**
*
* @param view
*/
requestRefresh(view: IEnemyView<TAttr>): void;
requestRefresh(view: IEnemyView<TEnemy>): void;
/**
*

View File

@ -1,6 +1,6 @@
import { logger } from '@motajs/common';
import { SaveCompression } from '../common';
import { IEnemy, IEnemySaveState, IReadonlyEnemy, ISpecial } from './types';
import { SaveCompression } from '../common/types';
export class Enemy<TAttr> implements IEnemy<TAttr> {
/** 怪物身上的特殊属性列表 */

View File

@ -1,5 +1,5 @@
import { isEqual } from 'lodash-es';
import { SaveCompression } from '../common/types';
import { SaveCompression } from '../common';
import { ISpecial, SpecialCreation } from './types';
// TODO: 颜色参数

View File

@ -1,4 +1,4 @@
import { ISaveableContent } from '../common/types';
import { ISaveableContent } from '../common';
//#region 怪物基础