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@ -1,194 +0,0 @@
# 需求综述
对怪物管理器 `IEnemyManager` 进行存档适配,使其能够参与游戏存档系统。
由于大多数情况下怪物模板不会被修改,不需要全量存储,
只需对比"参考状态"(游戏加载完成时的初始模板),仅保存发生了变化的模板。
为此需要:
- `IEnemy``ISpecial` 继承 `ISaveableContent` 以支持自身序列化;
- 给 `ISpecial` 添加 `deepEqualsTo` 接口用于特殊属性间的深度比较;
- `IEnemyManager` 继承 `ISaveableContent`,新增 `compareWith`、`modifyPrefabAttribute`、
`attachEnemyComparer`、`getEnemyComparer` 接口;
- `IEnemyManager` 内部维护 dirty 集合,以首次 `compareWith` 传入的参考为唯一基准;
- `getPrefab` / `getPrefabById` 返回值收窄为 `IReadonlyEnemy<TAttr>`
统一由 `modifyPrefabAttribute` 承担模板修改职责。
---
# 实现思路
## 1. 新增存档状态类型
`types.ts` 中新增如下类型,用于序列化怪物与管理器的状态:
```ts
/** 单个 IEnemy 的存档状态 */
interface IEnemySaveState<TAttr> {
readonly attrs: TAttr;
// 特殊属性按 code 映射,值为各 ISpecial.saveState() 的结果
readonly specials: ReadonlyMap<number, unknown>;
}
/** IEnemyManager 的存档状态,只保存与参考状态不同的模板 */
interface IEnemyManagerSaveState<TAttr> {
// code -> 变更后的 IEnemySaveState
readonly modified: ReadonlyMap<number, IEnemySaveState<TAttr>>;
}
```
## 2. 新增 `IEnemyComparer<TAttr>` 接口
由于管理器外部没有比较怪物属性的需求,将比较逻辑封装为独立的比较器,
附着在 `EnemyManager` 上。比较器接口如下:
```ts
interface IEnemyComparer<TAttr> {
compare(
enemyA: IReadonlyEnemy<TAttr>,
enemyB: IReadonlyEnemy<TAttr>
): boolean;
}
```
由用户在初始化时通过 `attachEnemyComparer` 提供。若未提供比较器,
在调用 `modifyPrefabAttribute``changePrefab` 时需发出警告,且视所有怪物均为脏。
## 3. `ISpecial<T>` 继承 `ISaveableContent<T>`
- `saveState` 返回 `structuredClone(this.value)`(即 `getValue()` 的深拷贝);
- `loadState` 调用 `setValue(state)`
- 新增 `deepEqualsTo(other: ISpecial<T>): boolean`:先对比 `code`
再对 `value` 进行深度比较。
各内置实现类的比较策略:
- `NonePropertySpecial`:只需比较 `code``value` 为 `void` 无需对比;
- `CommonSerializableSpecial``value` 为普通可序列化对象,
使用 `lodash-es``isEqual` 进行递归深度比较。
## 4. `IEnemy<TAttr>` 继承 `ISaveableContent<IEnemySaveState<TAttr>>`
- `saveState(compression)`:深拷贝 `attrs`,对每个 special 调用
`saveState(compression)` 收集到 `specials` Map返回 `IEnemySaveState<TAttr>`
- `loadState(state, compression)`:以 `state.attrs` 还原属性,
然后对已有的每个 special 按 code 查找存档中的对应条目并调用 `loadState`
若存档中出现当前怪物未注册的 special code发出 logger 警告并跳过。
## 5. `IEnemyManager<TAttr>` 接口修改
### 5a. 继承 `ISaveableContent<IEnemyManagerSaveState<TAttr>>`
- `saveState(compression)`:遍历 dirty 集合,对每个脏模板调用
`prefab.saveState(compression)`,汇总为 `IEnemyManagerSaveState<TAttr>` 并返回;
- `loadState(state, compression)`:遍历 `state.modified`
找到 code 对应的现有模板,调用 `prefab.loadState(enemyState, compression)` 还原;
若某 code 不在当前 prefab 表中,发出 logger 警告并跳过;
**不清空 dirty 集合**,始终以首次 `compareWith` 提供的参考为唯一基准;
`loadState` 结束后重新用比较器对每个已有脏模板进行比对,
刷新 dirty 集合(避免加载后实际已恢复初始值的模板仍停留在 dirty 中)。
### 5b. 新增 `compareWith`
```ts
compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void;
```
- 由调用方在游戏初始化完成后提供参考快照,外部传入,管理器保存引用;
- **首次调用**:直接存储参考,清空 dirty 集合;
- **非首次调用**:通过 logger 发出警告,提示此操作风险高,
请作者确认操作意图,但仍然执行覆盖(直接替换参考,重置 dirty 集合)。
### 5c. `getPrefab` / `getPrefabById` 返回值改为 `IReadonlyEnemy<TAttr>`
原来返回 `IEnemy<TAttr>`,外部可以直接修改模板。
改为只读引用,外部不能直接修改,必须通过 `modifyPrefabAttribute` 完成。
### 5d. 新增 `modifyPrefabAttribute`
```ts
modifyPrefabAttribute(
code: number | string,
modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
): void;
```
执行流程:
1. 根据 `code`(数字或 id 字符串)找到对应的模板;
2. 将模板以可写引用传入 `modify`,获得修改结果;
3. 若 `modify` 返回的是**新引用**(与传入的不同),则将该新对象替换模板表条目
(同时更新 `prefabByCode``prefabById`
4. 将最终生效的模板与 `compareWith` 中提供的参考模板进行 `IEnemyComparer.compare` 比较:
- 若不相等,则将此 code 加入 dirty 集合;
- 若相等(改回了初始值),则从 dirty 集合中移除;
5. 若未附加比较器,则始终视为脏,并发出 logger 警告。
### 5e. 新增 `attachEnemyComparer` / `getEnemyComparer`
```ts
attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void;
getEnemyComparer(): IEnemyComparer<TAttr> | null;
```
- `attachEnemyComparer`:设置当前管理器使用的比较器;
- `getEnemyComparer`:返回当前比较器,如未设置则返回 `null`
允许外部在特殊场景下借用比较器。
### 5f. `changePrefab` 也参与 dirty 追踪
`changePrefab` 直接替换模板表,修改完成后同样与参考模板进行比较,
更新 dirty 集合(逻辑与 `modifyPrefabAttribute` 步骤 4 相同)。
`deletePrefab` 不参与 dirty 追踪,存档时直接跳过被删除的模板。
---
# 涉及文件
## 需要引用的文件
- `lodash-es``CommonSerializableSpecial.deepEqualsTo` 中使用 `isEqual` 进行深度比较
- `@motajs/common`:引用 `logger` 接口
- `@user/data-base/common/types.ts`:引用 `ISaveableContent`、`SaveCompression`
## 需要修改的文件
### `packages-user/data-base/src/enemy/types.ts`
- [ ] 新增 `IEnemySaveState<TAttr>` 类型:单个怪物的存档状态
- [ ] 新增 `IEnemyManagerSaveState<TAttr>` 类型:管理器的存档状态
- [ ] 新增 `IEnemyComparer<TAttr>` 接口:包含 `compare` 方法,由用户实现
- [ ] 修改 `ISpecial<T>`:继承 `ISaveableContent<T>`
新增 `deepEqualsTo(other: ISpecial<T>): boolean`
- [ ] 修改 `IEnemy<TAttr>`:继承 `ISaveableContent<IEnemySaveState<TAttr>>`
- [ ] 修改 `IEnemyManager<TAttr>`:继承 `ISaveableContent<IEnemyManagerSaveState<TAttr>>`
新增 `compareWith`、`modifyPrefabAttribute`、`attachEnemyComparer`、`getEnemyComparer`
修改 `getPrefab``getPrefabById` 返回类型为 `IReadonlyEnemy<TAttr>`
### `packages-user/data-base/src/enemy/enemy.ts``Enemy` 类)
- [ ] 实现 `saveState(compression): IEnemySaveState<TAttr>`
- [ ] 实现 `loadState(state, compression): void`
### `packages-user/data-base/src/enemy/manager.ts``EnemyManager` 类)
- [ ] 新增 `private readonly dirtySet: Set<number>` 成员:记录脏模板的 code
- [ ] 新增 `private referenceByCode: Map<number, IReadonlyEnemy<TAttr>>` 成员:
保存参考快照
- [ ] 新增 `private comparer: IEnemyComparer<TAttr> | null` 成员:比较器
- [ ] 新增 `private hasReference: boolean` 成员:标记是否已首次调用 `compareWith`
- [ ] 实现 `compareWith`:存储参考快照,非首次调用发出警告,重置 dirty 集合
- [ ] 实现 `modifyPrefabAttribute`:调用 modify、处理引用变化、比较、更新 dirty 集合
- [ ] 修改 `changePrefab`:替换模板后同步更新 dirty 集合
- [ ] 修改 `getPrefab` / `getPrefabById` 返回类型(仅类型,实现无需改动)
- [ ] 实现 `attachEnemyComparer` / `getEnemyComparer`
- [ ] 实现 `saveState`:遍历 dirty 集合,序列化并返回
- [ ] 实现 `loadState`:根据存档恢复脏模板,恢复后重新刷新 dirty 集合
### 引擎内置特殊属性(当前包内)
- [ ] `NonePropertySpecial`:实现 `saveState`、`loadState`、`deepEqualsTo`
`value` 为 `void``deepEqualsTo` 只比较 `code`
- [ ] `CommonSerializableSpecial`:实现 `saveState`、`loadState`、`deepEqualsTo`
`deepEqualsTo` 的 value 比较使用 `lodash-es``isEqual`

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@ -83,28 +83,28 @@ iterateModifiers(): Iterable<[keyof THero, IHeroModifier]>;
### `@user/data-base/hero/types.ts`
- [x] 修改 `IHeroModifier<T, V>` 接口:
- [ ] 修改 `IHeroModifier<T, V>` 接口:
改为 `IHeroModifier<T, V, S = unknown>``identifier` 改名为 `type`
继承 `ISaveableContent<S>`
- [x] 新增 `IModifierStateSave` 接口:单条修饰器的存档格式
- [x] 修改 `IHeroStateSave<THero>`:新增 `readonly modifiers: readonly IModifierStateSave[]` 字段
- [x] 修改 `IReadonlyHeroAttribute<THero>`:新增 `iterateModifiers()` 方法签名
- [x] 修改 `IHeroState<THero>`:新增以下方法签名 - `registerModifier(type: string, cons: () => IHeroModifier): void` - `createModifier<V>(type: string): IHeroModifier<unknown, V>` - `createAndInsertModifier<K extends keyof THero, V>(type: string, name: K): IHeroModifier<unknown, V>`
- [ ] 新增 `IModifierStateSave` 接口:单条修饰器的存档格式
- [ ] 修改 `IHeroStateSave<THero>`:新增 `readonly modifiers: readonly IModifierStateSave[]` 字段
- [ ] 修改 `IReadonlyHeroAttribute<THero>`:新增 `iterateModifiers()` 方法签名
- [ ] 修改 `IHeroState<THero>`:新增以下方法签名 - `registerModifier(type: string, cons: () => IHeroModifier): void` - `createModifier<V>(type: string): IHeroModifier<unknown, V>` - `createAndInsertModifier<K extends keyof THero, V>(type: string, name: K): IHeroModifier<unknown, V>`
### `@user/data-base/hero/attribute.ts`
- [x] 修改 `BaseHeroModifier<T, V>`
- [ ] 修改 `BaseHeroModifier<T, V>`
`abstract readonly identifier` 改为 `abstract readonly type`
实现 `saveState` / `loadState`
- [x] 修改 `HeroAttribute<THero>`:实现 `iterateModifiers()`
- [ ] 修改 `HeroAttribute<THero>`:实现 `iterateModifiers()`
### `@user/data-base/hero/state.ts`
- [x] 修改 `HeroState<THero>`:新增 `private readonly registry: Map<string, () => IHeroModifier>` 成员
- [x] 实现 `HeroState.registerModifier`:将工厂函数写入 `registry`
- [x] 实现 `HeroState.createModifier`:从 `registry` 取出工厂并调用,返回新实例;
- [ ] 修改 `HeroState<THero>`:新增 `private readonly registry: Map<string, () => IHeroModifier>` 成员
- [ ] 实现 `HeroState.registerModifier`:将工厂函数写入 `registry`
- [ ] 实现 `HeroState.createModifier`:从 `registry` 取出工厂并调用,返回新实例;
`type` 未注册则抛出错误
- [x] 实现 `HeroState.createAndInsertModifier`:调用 `createModifier` 后,
- [ ] 实现 `HeroState.createAndInsertModifier`:调用 `createModifier` 后,
再调用 `this.attribute.addModifier(name, modifier)`,返回同一实例
- [x] 修改 `HeroState.saveState`:遍历 `iterateModifiers()` 写入 `modifiers` 字段
- [x] 修改 `HeroState.loadState`:遍历 `state.modifiers` 重建修饰器并挂载
- [ ] 修改 `HeroState.saveState`:遍历 `iterateModifiers()` 写入 `modifiers` 字段
- [ ] 修改 `HeroState.loadState`:遍历 `state.modifiers` 重建修饰器并挂载

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@ -1,6 +1,6 @@
import { BaseProps, TagDefine } from '@motajs/render-vue';
import { ERenderItemEvent, SizedCanvasImageSource } from '@motajs/render';
import { ILayerState } from '@user/data-base';
import { ILayerState } from '@user/data-state';
import { IMapExtensionManager, IMapRenderer } from '../map';
export interface IconProps extends BaseProps {

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@ -1,5 +1,5 @@
import { MotaOffscreenCanvas2D, RenderItem } from '@motajs/render';
import { ILayerState } from '@user/data-base';
import { ILayerState } from '@user/data-state';
import { IMapRenderer } from './types';
import { ElementNamespace, ComponentInternalInstance } from 'vue';
import { CELL_HEIGHT, CELL_WIDTH, MAP_HEIGHT, MAP_WIDTH } from '../../shared';

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@ -2,7 +2,7 @@ import {
IMapLayer,
IMapLayerHookController,
IMapLayerHooks
} from '@user/data-base';
} from '@user/data-state';
import { IMapDoorRenderer } from './types';
import { IMapRenderer } from '../types';
import { sleep } from 'mutate-animate';

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@ -7,7 +7,7 @@ import {
IHeroMovingHooks,
nextFaceDirection
} from '@user/data-base';
import { IMapLayer } from '@user/data-base';
import { IMapLayer, state } from '@user/data-state';
import { IMapRenderer, IMapRendererTicker, IMovingBlock } from '../types';
import { isNil } from 'lodash-es';
import { IHookController, logger } from '@motajs/common';
@ -15,7 +15,6 @@ import { BlockCls, IMaterialFramedData } from '@user/client-base';
import { ITexture, ITextureSplitter, TextureRowSplitter } from '@motajs/render';
import { IMapHeroRenderer } from './types';
import { TimingFn } from 'mutate-animate';
import { state } from '@user/data-state';
/** 默认的移动时长 */
const DEFAULT_TIME = 100;

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@ -1,5 +1,5 @@
import { IHeroMover } from '@user/data-base';
import { IMapLayer } from '@user/data-base';
import { IMapLayer } from '@user/data-state';
import {
IMapDoorRenderer,
IMapExtensionManager,

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@ -4,7 +4,7 @@ import {
HeroAnimateDirection,
IHeroMover
} from '@user/data-base';
import { IMapLayer } from '@user/data-base';
import { IMapLayer } from '@user/data-state';
import { IMapRenderResult } from '../types';

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@ -2,7 +2,7 @@ import { linear, TimingFn } from 'mutate-animate';
import { IMapRenderer, IMapVertexGenerator, IMovingBlock } from './types';
import { IMaterialFramedData, IMaterialManager } from '@user/client-base';
import { logger } from '@motajs/common';
import { IMapLayer } from '@user/data-base';
import { IMapLayer } from '@user/data-state';
import { DynamicBlockStatus } from './status';
export interface IMovingRenderer {

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@ -30,7 +30,7 @@ import {
MapTileBehavior,
MapTileSizeTestMode
} from './types';
import { ILayerState, ILayerStateHooks, IMapLayer } from '@user/data-base';
import { ILayerState, ILayerStateHooks, IMapLayer } from '@user/data-state';
import { IHookController, logger } from '@motajs/common';
import { compileProgramWith } from '@motajs/client-base';
import { isNil, maxBy } from 'lodash-es';

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@ -1,4 +1,4 @@
import { IMapLayer } from '@user/data-base';
import { IMapLayer } from '@user/data-state';
import { IBlockStatus, IMapVertexStatus } from './types';
export class StaticBlockStatus implements IBlockStatus {

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@ -10,7 +10,7 @@ import {
IMaterialManager,
ITrackedAssetData
} from '@user/client-base';
import { ILayerState, IMapLayer } from '@user/data-base';
import { ILayerState, IMapLayer } from '@user/data-state';
import { TimingFn } from 'mutate-animate';
export const enum MapBackgroundRepeat {

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@ -1,4 +1,4 @@
import { IMapLayer } from '@user/data-base';
import { IMapLayer } from '@user/data-state';
import {
IBlockData,
IBlockSplitter,

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@ -2,12 +2,10 @@ import { logger } from '@motajs/common';
import {
IEnemy,
IEnemyContext,
IEnemySaveState,
IReadonlyEnemy,
ISpecial,
IEnemyView
} 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 */
@ -89,29 +87,6 @@ export class Enemy<TAttr> implements IEnemy<TAttr> {
this.addSpecial(special.clone());
}
}
saveState(_compression: SaveCompression): IEnemySaveState<TAttr> {
const specials: Map<number, unknown> = new Map();
for (const special of this.specials) {
specials.set(special.code, special.saveState(_compression));
}
return { attrs: structuredClone(this.attributes), specials };
}
loadState(
state: IEnemySaveState<TAttr>,
compression: SaveCompression
): void {
this.attributes = structuredClone(state.attrs);
for (const special of this.specials) {
const saved = state.specials.get(special.code);
if (saved === undefined) {
logger.warn(120, special.code.toString(), this.id);
continue;
}
special.loadState(saved, compression);
}
}
}
export class EnemyView<TAttr> implements IEnemyView<TAttr> {

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@ -2,15 +2,10 @@ import { logger } from '@motajs/common';
import { Enemy as EnemyImpl } from './enemy';
import {
IEnemy,
IEnemyComparer,
IEnemyManager,
IEnemyManagerSaveState,
IEnemyLegacyBridge,
IReadonlyEnemy,
SpecialCreation,
IEnemySaveState
SpecialCreation
} from './types';
import { SaveCompression } from '../common/types';
export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
/** 特殊属性注册表code -> 创建函数 */
@ -24,18 +19,6 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
private readonly prefabById: Map<string, IEnemy<TAttr>> = new Map();
/** 旧样板怪物 id 到 code 的映射,用于 fromLegacyEnemy 快速查找已有模板 */
private readonly legacyIdToCode: Map<string, number> = new Map();
/** 复用映射reusedCode -> sourceCode */
private readonly reuseByCode: Map<number, number> = new Map();
/** 复用映射reusedId -> sourceId */
private readonly reuseById: Map<string, string> = new Map();
/** 脏模板集合,存储发生了变化的模板 code */
private readonly dirtySet: Set<number> = new Set();
/** 参考快照code -> IReadonlyEnemy由 compareWith 提供 */
private referenceByCode: Map<number, IReadonlyEnemy<TAttr>> = new Map();
/** 当前附加的怪物比较器 */
private comparer: IEnemyComparer<TAttr> | null = null;
/** 是否已首次调用 compareWith */
private hasReference: boolean = false;
constructor(readonly bridge: IEnemyLegacyBridge<TAttr>) {}
@ -128,11 +111,9 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
private internalGetPrefab(code: number | string) {
if (typeof code === 'number') {
const sourceCode = this.reuseByCode.get(code) ?? code;
return this.prefabByCode.get(sourceCode) ?? null;
return this.prefabByCode.get(code) ?? null;
} else {
const sourceId = this.reuseById.get(code) ?? code;
return this.prefabById.get(sourceId) ?? null;
return this.prefabById.get(code) ?? null;
}
}
@ -146,7 +127,6 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
const cloned = enemy.clone();
this.prefabByCode.set(enemy.code, cloned);
this.prefabById.set(enemy.id, cloned);
this.updateDirty(cloned.code, cloned);
}
addPrefabFromLegacy(code: number, enemy: Enemy): void {
@ -157,17 +137,14 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
this.prefabByCode.set(code, prefab);
this.prefabById.set(prefab.id, prefab);
this.legacyIdToCode.set(enemy.id, code);
this.updateDirty(code, prefab);
}
getPrefab(code: number): IReadonlyEnemy<TAttr> | null {
const sourceCode = this.reuseByCode.get(code) ?? code;
return this.prefabByCode.get(sourceCode) ?? null;
getPrefab(code: number): IEnemy<TAttr> | null {
return this.prefabByCode.get(code) ?? null;
}
getPrefabById(id: string): IReadonlyEnemy<TAttr> | null {
const sourceId = this.reuseById.get(id) ?? id;
return this.prefabById.get(sourceId) ?? null;
getPrefabById(id: string): IEnemy<TAttr> | null {
return this.prefabById.get(id) ?? null;
}
deletePrefab(code: number | string): void {
@ -183,126 +160,12 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
// 再添加新的模板
this.prefabByCode.set(enemy.code, enemy);
this.prefabById.set(enemy.id, enemy);
this.updateDirty(enemy.code, enemy);
}
reusePrefab(source: number | string, code: number, id: string): void {
const prefab = this.internalGetPrefab(source);
if (!prefab) return;
this.reuseByCode.set(code, prefab.code);
this.reuseById.set(id, prefab.id);
}
compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void {
const isSubsequentCall = this.hasReference;
if (isSubsequentCall) {
logger.warn(117);
}
this.referenceByCode = new Map();
reference.forEach((enemy, key) => {
this.referenceByCode.set(key, enemy.clone());
});
this.hasReference = true;
this.dirtySet.clear();
if (isSubsequentCall) {
this.refreshDirty(reference.keys());
}
}
modifyPrefabAttribute(
code: number | string,
modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
): void {
const prefab = this.internalGetPrefab(code);
if (!prefab) return;
const result = modify(prefab);
const prefabCode = prefab.code;
if (result !== prefab) {
this.prefabByCode.set(result.code, result);
this.prefabById.set(result.id, result);
if (result.code !== prefabCode) {
this.prefabByCode.delete(prefabCode);
}
if (result.id !== prefab.id) {
this.prefabById.delete(prefab.id);
}
}
this.updateDirty(result.code, result);
}
attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void {
this.comparer = comparer;
}
getEnemyComparer(): IEnemyComparer<TAttr> | null {
return this.comparer;
}
saveState(compression: SaveCompression): IEnemyManagerSaveState<TAttr> {
const modified: Map<number, IEnemySaveState<TAttr>> = new Map();
for (const code of this.dirtySet) {
const prefab = this.prefabByCode.get(code);
if (!prefab) continue;
modified.set(code, prefab.saveState(compression));
}
return { modified };
}
loadState(
state: IEnemyManagerSaveState<TAttr>,
compression: SaveCompression
): void {
for (const [code, enemyState] of state.modified) {
const prefab = this.prefabByCode.get(code);
if (!prefab) {
logger.warn(119, code.toString());
continue;
}
prefab.loadState(enemyState, compression);
}
// loadState 结束后重新刷新 dirty 集合
this.refreshDirty(state.modified.keys());
}
/**
* code
* @param code
* @param current
*/
private updateDirty(code: number, current: IEnemy<TAttr>): void {
if (!this.hasReference) return;
if (!this.comparer) {
logger.warn(118);
this.dirtySet.add(code);
return;
}
const ref = this.referenceByCode.get(code);
if (!ref || !this.comparer.compare(current, ref)) {
this.dirtySet.add(code);
} else {
this.dirtySet.delete(code);
}
}
/**
*
*/
private refreshDirty(dirties: Iterable<number>): void {
if (!this.hasReference) return;
for (const code of dirties) {
this.dirtySet.add(code);
}
if (!this.comparer) return;
for (const code of [...this.dirtySet]) {
const prefab = this.prefabByCode.get(code);
if (!prefab) {
this.dirtySet.delete(code);
continue;
}
const ref = this.referenceByCode.get(code);
if (ref && this.comparer.compare(prefab, ref)) {
this.dirtySet.delete(code);
}
}
this.prefabByCode.set(code, prefab);
this.prefabById.set(id, prefab);
}
}

View File

@ -1,5 +1,3 @@
import { isEqual } from 'lodash-es';
import { SaveCompression } from '../common/types';
import { ISpecial, SpecialCreation } from './types';
// TODO: 颜色参数
@ -47,19 +45,6 @@ export class CommonSerializableSpecial<T> implements ISpecial<T> {
this.config
);
}
saveState(_compression: SaveCompression): T {
return structuredClone(this.value);
}
loadState(state: T, _compression: SaveCompression): void {
this.setValue(state);
}
deepEqualsTo(other: ISpecial<T>): boolean {
if (this.code !== other.code) return false;
return isEqual(this.value, other.getValue());
}
}
export class NonePropertySpecial implements ISpecial<void> {
@ -93,18 +78,6 @@ export class NonePropertySpecial implements ISpecial<void> {
clone(): ISpecial<void> {
return new NonePropertySpecial(this.code, this.config);
}
saveState(_compression: SaveCompression): void {
return undefined;
}
loadState(_state: void, _compression: SaveCompression): void {
// 无属性,无需操作
}
deepEqualsTo(other: ISpecial<void>): boolean {
return this.code === other.code;
}
}
export function defineCommonSerializableSpecial<T, TAttr = any>(

View File

@ -1,36 +1,9 @@
import { IRange, ITileLocator } from '@motajs/common';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
import { ISaveableContent } from '../common/types';
//#region 怪物基础
/** 单个 IEnemy 的存档状态 */
export interface IEnemySaveState<TAttr> {
/** 怪物属性的深拷贝 */
readonly attrs: TAttr;
/** 特殊属性按 code 映射,值为各 ISpecial.saveState() 的结果 */
readonly specials: ReadonlyMap<number, unknown>;
}
/** IEnemyManager 的存档状态,只保存与参考状态不同的模板 */
export interface IEnemyManagerSaveState<TAttr> {
/** code -> 变更后的 IEnemySaveState仅包含脏模板 */
readonly modified: ReadonlyMap<number, IEnemySaveState<TAttr>>;
}
export interface IEnemyComparer<TAttr> {
/**
*
* @param enemyA A
* @param enemyB B
*/
compare(
enemyA: IReadonlyEnemy<TAttr>,
enemyB: IReadonlyEnemy<TAttr>
): boolean;
}
export interface ISpecial<T = void> extends ISaveableContent<T> {
export interface ISpecial<T = void> {
/** 特殊属性代码 */
readonly code: number;
/** 特殊属性需要的数值 */
@ -67,12 +40,6 @@ export interface ISpecial<T = void> extends ISaveableContent<T> {
*
*/
clone(): ISpecial<T>;
/**
*
* @param other
*/
deepEqualsTo(other: ISpecial<T>): boolean;
}
export interface IReadonlyEnemy<TAttr> {
@ -115,8 +82,7 @@ export interface IReadonlyEnemy<TAttr> {
clone(): IReadonlyEnemy<TAttr>;
}
export interface IEnemy<TAttr>
extends IReadonlyEnemy<TAttr>, ISaveableContent<IEnemySaveState<TAttr>> {
export interface IEnemy<TAttr> extends IReadonlyEnemy<TAttr> {
/**
*
* @param special
@ -172,9 +138,7 @@ export interface IEnemyLegacyBridge<TAttr> {
fromLegacyEnemy(enemy: Enemy, defaultValue: Partial<TAttr>): TAttr;
}
export interface IEnemyManager<TAttr> extends ISaveableContent<
IEnemyManagerSaveState<TAttr>
> {
export interface IEnemyManager<TAttr> {
/**
*
* @param code
@ -229,13 +193,13 @@ export interface IEnemyManager<TAttr> extends ISaveableContent<
*
* @param code
*/
getPrefab(code: number): IReadonlyEnemy<TAttr> | null;
getPrefab(code: number): IEnemy<TAttr> | null;
/**
* `id`
* @param id `id`
*/
getPrefabById(id: string): IReadonlyEnemy<TAttr> | null;
getPrefabById(id: string): IEnemy<TAttr> | null;
/**
*
@ -257,34 +221,6 @@ export interface IEnemyManager<TAttr> extends ISaveableContent<
* @param id id
*/
reusePrefab(source: number | string, code: number, id: string): void;
/**
*
*
* @param reference code -> Map
*/
compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void;
/**
* dirty
* @param code `id`
* @param modify
*/
modifyPrefabAttribute(
code: number | string,
modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
): void;
/**
* dirty
* @param comparer
*/
attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void;
/**
* `null`
*/
getEnemyComparer(): IEnemyComparer<TAttr> | null;
}
//#endregion

View File

@ -22,8 +22,7 @@ import {
FaceDirection,
ISaveableContent,
IStateSaveData,
SaveCompression,
IReadonlyEnemy
SaveCompression
} from '@user/data-base';
import { IEnemyAttr } from './enemy';
import {
@ -43,7 +42,6 @@ import { isNil } from 'lodash-es';
import { logger } from '@motajs/common';
import { ISaveSystem } from './save';
import { SaveSystem } from './save/system';
import { MainEnemyComparer } from './enemy/comparer';
export class CoreState implements ICoreState {
// 全局内容
@ -94,9 +92,7 @@ export class CoreState implements ICoreState {
//#region 怪物初始化
// 怪物管理器初始化
const comparer = new MainEnemyComparer();
const enemyManager = new EnemyManager(new EnemyLegacyBridge());
enemyManager.attachEnemyComparer(comparer);
enemyManager.setAttributeDefaults('hp', 0);
enemyManager.setAttributeDefaults('atk', 0);
enemyManager.setAttributeDefaults('def', 0);
@ -163,7 +159,6 @@ export class CoreState implements ICoreState {
private initEnemyManager(data: Record<EnemyIds, Enemy>) {
// TODO: 修改怪物模板并存入存档,即 core.setEnemy
const manager = this.enemyManager;
const reference = new Map<number, IReadonlyEnemy<IEnemyAttr>>();
for (const [id, enemy] of Object.entries(structuredClone(data))) {
const num = this.idNumberMap.get(id);
if (isNil(num)) continue;
@ -174,9 +169,7 @@ export class CoreState implements ICoreState {
const upCode = this.idNumberMap.get(up)!;
const rightCode = this.idNumberMap.get(right)!;
const downCode = this.idNumberMap.get(down)!;
const prefab = manager.fromLegacyEnemy(downCode, enemy);
reference.set(downCode, prefab);
manager.addPrefab(prefab);
manager.addPrefabFromLegacy(downCode, enemy);
this.roleFace.malloc(downCode, FaceDirection.Down);
this.roleFace.bind(leftCode, downCode, FaceDirection.Left);
this.roleFace.bind(upCode, downCode, FaceDirection.Up);
@ -185,12 +178,9 @@ export class CoreState implements ICoreState {
manager.reusePrefab(num, upCode, up);
manager.reusePrefab(num, rightCode, right);
} else {
const prefab = manager.fromLegacyEnemy(num, enemy);
reference.set(num, prefab);
manager.addPrefab(prefab);
manager.addPrefabFromLegacy(num, enemy);
}
}
manager.compareWith(reference);
}
addSaveableContent(id: string, content: ISaveableContent<unknown>): void {

View File

@ -1,31 +0,0 @@
import { IEnemyComparer, IReadonlyEnemy } from '@user/data-base';
import { IEnemyAttr } from './types';
export class MainEnemyComparer implements IEnemyComparer<IEnemyAttr> {
compare(
enemyA: IReadonlyEnemy<IEnemyAttr>,
enemyB: IReadonlyEnemy<IEnemyAttr>
): boolean {
// 比较基本属性
if (
enemyA.getAttribute('hp') !== enemyB.getAttribute('hp') ||
enemyA.getAttribute('atk') !== enemyB.getAttribute('atk') ||
enemyA.getAttribute('def') !== enemyB.getAttribute('def') ||
enemyA.getAttribute('money') !== enemyB.getAttribute('money') ||
enemyA.getAttribute('exp') !== enemyB.getAttribute('exp') ||
enemyA.getAttribute('point') !== enemyB.getAttribute('point')
) {
return false;
}
// 比较特殊属性
const specialsA = [...enemyA.iterateSpecials()];
const specialsB = [...enemyB.iterateSpecials()];
if (specialsA.length !== specialsB.length) return false;
for (const special of specialsA) {
const other = enemyB.getSpecial(special.code);
if (!other || !special.deepEqualsTo(other)) return false;
}
return true;
}
}

View File

@ -1,9 +1,10 @@
import EventEmitter from 'eventemitter3';
import { backDir, toDir } from './utils';
import { fromDirectionString, loading } from '@user/data-base';
import { loading } from '@user/data-base';
import type { RenderAdapter } from '@motajs/render';
import type { HeroKeyMover } from '@user/client-modules';
import { sleep } from '@motajs/common';
import { state } from '..';
import { fromDirectionString, state } from '..';
// todo: 转身功能

View File

@ -1,6 +1,11 @@
import type { TimingFn } from 'mutate-animate';
import { heroMoveCollection, MoveStep, state } from '@user/data-state';
import { fromDirectionString, hook, loading } from '@user/data-base';
import {
fromDirectionString,
heroMoveCollection,
MoveStep,
state
} from '@user/data-state';
import { hook, loading } from '@user/data-base';
import { Patch, PatchClass } from '@motajs/legacy-common';
import { isNil } from 'lodash-es';
@ -54,6 +59,8 @@ export function initFallback() {
Mota.r(() => {
// ----- 引入
const { mainRenderer } = Mota.require('@user/client-modules');
const Animation = Mota.require('MutateAnimate');
const patch = new Patch(PatchClass.Control);
const patch2 = new Patch(PatchClass.Events);

View File

@ -173,10 +173,6 @@
"114": "Save operation took $1ms, exceeding the tolerance of $2ms. Consider reducing compression level.",
"115": "Autosave operation took $1ms, exceeding the tolerance of $2ms. Consider reducing compression level.",
"116": "Cannot construct modifier of type '$1' since no registry for it.",
"117": "EnemyManager.compareWith called more than once. The previous reference will be overridden. Please ensure you intend to do this.",
"118": "No enemy comparer attached to EnemyManager. All enemies will be treated as dirty.",
"119": "Enemy prefab with code $1 not found during loadState, skipping.",
"120": "Special with code $1 not found in enemy '$2' during loadState, skipping.",
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency."
}
}

View File

@ -29,10 +29,8 @@ export function getDetailedEnemy(
return typeof func === 'string' ? func : func(enemy);
};
const special: [string, string, string][] = [...enemy.info.special]
// @ts-expect-error 之后修
.filter(v => !enemy.info.specialHalo?.includes(v))
.map(vv => {
// @ts-expect-error 之后修
const s = Mota.require('@user/data-state').specials[vv];
return [
fromFunc(s.name, enemy.info),