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Author SHA1 Message Date
AncTe
43583e0e31
Merge 43ad3fd83e into 1a569804d8 2026-05-12 09:27:12 +00:00
43ad3fd83e feat: IEnemyHandler 引入 IStateBase 成员 2026-05-12 17:26:57 +08:00
0da19e1697 refactor: 战斗系统文件结构 2026-05-12 17:11:33 +08:00
8ea0c12024 refactor: 新增朝向系统 2026-05-12 15:20:50 +08:00
19 changed files with 1394 additions and 916 deletions

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@ -0,0 +1,85 @@
# 需求综述
动态图块移动功能完成后,发现 `FaceDirection` 朝向相关操作(位移、反方向、旋转方向、降级)分散在独立工具函数中(`getFaceMovement`、`nextFaceDirection`、`degradeFace` 等),缺乏统一抽象,导致调用点分散、扩展性不足(例如:四方向与八方向切换时需要手动处理,不同移动场景难以共享同一套逻辑)。
目标是设计一套统一的朝向管理接口:`IFaceHandler<T>` 代表一组朝向并提供相应操作,`IFaceManager` 作为注册中心管理多个 handler同时内置两个 handler 分别对应四方向和八方向。新接口位于 `@user/data-base/src/common/`,与 `FaceDirection` 同包,同时取代现有的 `DirectionMapper`
# 实现思路
## 1. 设计 IFaceHandler 接口
`IFaceHandler<T extends number>` 代表**一组朝向**,泛型 `T` 表示本组的朝向类型(通常为 `FaceDirection`,也可以是自定义枚举以支持拓展)。内部隐含一个该组支持的方向集合,通过 `directions` 成员暴露。对于不在集合内的输入方向,通过 `degrade` 方法将其映射到集合内最合适的方向,其余操作方法在调用时**均先执行 degrade**。
`mapDirection` 同时取代 `DirectionMapper.map()` 的功能,不再需要单独维护 `DirectionMapper`
主要成员与方法:
- `degrade(dir: number): T`:将任意朝向值(含其他枚举类型或 `FaceDirection`)降级为本组支持的方向。对于无法合理降级的方向(包括 `Unknown`),返回 `FaceDirection.Unknown`(数值 `0`,兼容所有 `T`)。
- `movement(dir: number): IFaceDescriptor`:获取指定方向的坐标偏移量,输入先经过 `degrade``Unknown` 返回 `{ x: 0, y: 0 }`
- `move(dir: number, count: number): IFaceDescriptor`:获取指定方向走 `count` 步的坐标偏移量,等价于 `movement * count`。`count` 允许为负数,表示反向位移。输入先经过 `degrade`
- `opposite(dir: number): T`:获取本组内的反方向,输入先经过 `degrade``Unknown` 返回 `Unknown`
- `next(dir: number, anticlockwise?: boolean): T`:在本组方向集合内,顺时针(默认)或逆时针旋转一步,输入先经过 `degrade``Unknown` 返回 `Unknown`
- `mapDirection(): Iterable<T>`:迭代本组支持的所有朝向,包含 `Unknown`(其与其他方向一视同仁,不作特例处理)。
- `mapMovement(): Iterable<[T, IFaceDescriptor]>`:迭代本组所有朝向及其对应的坐标描述器,包含 `Unknown`(对应 `{ x: 0, y: 0 }`)。
## 2. 设计 IFaceManager 接口
`IFaceManager` 是 handler 的注册中心,同时支持数字 key 与字符串 id 两种注册与查找方式。数字 key 适合内置组的高频调用,字符串 id 适合使用频率较低的自定义场景:
- `register(group: number, handler: IFaceHandler<number>): void`:以数字 key 注册一个 handler。
- `registerById(id: string, handler: IFaceHandler<number>): void`:以字符串 id 注册一个 handler。
- `get<T extends number>(group: number): IFaceHandler<T> | null`:按数字 key 查找 handler未找到返回 `null`
- `getById<T extends number>(id: string): IFaceHandler<T> | null`:按字符串 id 查找 handler未找到返回 `null`
内置的数字 key 组用新增的 `InternalFaceGroup` 枚举标识(与现有的 `InternalDirectionGroup` 风格一致)。
## 3. 内置 Handler 实现
### Dir8FaceHandler八方向
- `directions`:包含全部八个有效方向与 `Unknown`,共九个成员。
- `degrade`:直接返回输入(转为 `T`),无需降级。
- `next``Unknown` 返回 `Unknown`;按 45° 步进顺时针顺序Up → RightUp → Right → RightDown → Down → LeftDown → Left → LeftUp → Up。
- `opposite``Unknown` 返回 `Unknown`Up↔DownLeft↔RightLeftUp↔RightDownRightUp↔LeftDown。
- `movement`:与现有 `getFaceMovement` 一致。
### Dir4FaceHandler四方向
- `directions`:包含 Up、Down、Left、Right 四个方向与 `Unknown`,共五个成员。
- `degrade`四方向不变斜向降级为水平分量LeftUp/LeftDown → LeftRightUp/RightDown → Right`Unknown` → `Unknown`。与现有 `degradeFace` 行为一致。
- `next`:先 degrade`Unknown` 返回 `Unknown`;再按 90° 步进顺时针Up → Right → Down → Left → Up。
- `opposite`:先 degrade`Unknown` 返回 `Unknown`Up↔DownLeft↔Right。
- `movement`:先 degrade再返回偏移量。
## 4. 实现 FaceManager 类
实现 `IFaceManager`,不导出全局单例,应将实例挂载到游戏实例下。两个内置 handler`Dir8FaceHandler` 与 `Dir4FaceHandler`不在构造时注册而在游戏实例初始化阶段注册key 分别为 `InternalFaceGroup.Dir8``InternalFaceGroup.Dir4`
## 5. 现有代码处理
- 现有 `getFaceMovement`、`nextFaceDirection`、`degradeFace`、`fromDirectionString` 等工具函数**暂时保留**,不做删改;新代码直接使用新接口,旧代码的迁移视后续情况另行处理。
- `@motajs/common` 中的 `DirectionMapper``IDirectionMapper` 接口将被废弃,其调用方(如 `range.ts`)的迁移视后续情况另行处理。
# 涉及文件
## 需要修改的文件
### `@user/data-base/src/common/faceManager.ts`(新增文件)
- [ ] 新增 `InternalFaceGroup` 枚举:包含 `Dir4``Dir8` 两个成员,作为 `IFaceManager` 的内置数字 key
- [ ] 新增 `IFaceDescriptor` 接口:描述一个方向的坐标增量,包含 `x``y` 两个只读成员
- [ ] 新增 `IFaceHandler<T extends number>` 接口:包含 `degrade`、`movement`、`move`、`opposite`、`next`、`mapDirection`、`mapMovement` 七个成员
- [ ] 新增 `IFaceManager` 接口:包含 `register`、`registerById`、`get`、`getById` 四个方法
- [ ] 实现 `Dir8FaceHandler` 类(`implements IFaceHandler<FaceDirection>`
- [ ] 实现 `Dir4FaceHandler` 类(`implements IFaceHandler<FaceDirection>`
- [ ] 实现 `FaceManager` 类(`implements IFaceManager`
### `@user/data-base/src/common/index.ts`
- [ ] 导出新增的枚举、接口与类

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@ -0,0 +1,54 @@
# 怪物系统文件结构重构
**目的:** 使 `IEnemyHandler` 能持有 `IStateBase` 引用而不产生循环引用。
**循环根源:** `enemy/types.ts` 混写了两层接口,`data-base/src/types.ts` 经由 `./enemy` index 引入 `IEnemyManager`,导致无法反向引用。
## 接口归属
**`enemy/types.ts`Layer 1 — 存档/管理层,保留)**
只保留以下接口,其余全部迁出:
- `IEnemySaveState`、`IEnemyManagerSaveState`、`IEnemyComparer`
- `ISpecial`、`IReadonlyEnemy`、`IEnemy`
- `SpecialCreation`、`IEnemyLegacyBridge`、`IEnemyManager`
只允许引用 `@motajs/common`、`../common`,不得引用 `../types`
**`enemy/utils.ts`Layer 0 — 工具层,与实现类并列)**
`enemy/types.ts` 迁出以下接口(实现类 `MapLocIndexer` 已在此文件):
- `IMapLocHelper`、`IMapLocIndexer`
**`combat/types.ts`Layer 2 — 战斗/上下文层,现为空文件)**
`enemy/types.ts` 迁入以下接口:
- `IEnemyHandler`、`IReadonlyEnemyHandler`、`IEnemyView`
- `IEnemySpecialModifier`、`IAuraView`、`IEnemyAuraView`、`IAuraConverter`
- `IEnemySpecialQueryModifier`、`IEnemySpecialQueryEffect`、`IEnemyCommonQueryEffect`、`IEnemyFinalEffect`
- `IMapDamageInfoExtra`、`IMapDamageInfo`、`IMapDamageView`、`IMapDamageConverter`、`IMapDamageReducer`、`IMapDamage`
- `IEnemyDamageInfo`、`IEnemyCritical`、`CriticalableHeroStatus`、`IDamageCalculator`、`IDamageContext`、`IDamageSystem`
- `IEnemyContext`
需引用 `../enemy/types`Layer 1、`../enemy/utils`Layer 0、`../types``IStateBase`,现在无循环)。在 `IEnemyHandler``IReadonlyEnemyHandler` 中新增 `readonly state: IStateBase<TAttr, THero>`
## 文件修改清单
| 文件 | 操作 |
| ------------------------ | ----------------------------------------------------------------------------------------------------------------------------- |
| `combat/types.ts` | 迁入所有 Layer 2 接口;新增三条 import`../enemy/types`、`../enemy/utils`、`../types``IEnemyHandler` 系列加 `state` 字段 |
| `combat/context.ts` | 从 `enemy/context.ts` **移动**import 路径改为从 `./types`、`../enemy/types`、`../enemy/utils` 引入 |
| `combat/damage.ts` | 从 `enemy/damage.ts` **移动**import 路径同上 |
| `combat/mapDamage.ts` | 从 `enemy/mapDamage.ts` **移动**import 路径同上 |
| `combat/index.ts` | 新建,`export * from './types/context/damage/mapDamage'` |
| `enemy/types.ts` | 删除所有 Layer 2 接口(迁出后仅剩 Layer 1 内容) |
| `enemy/utils.ts` | 新增 `IMapLocHelper`、`IMapLocIndexer` 接口定义 |
| `enemy/index.ts` | 删除对 `context`、`damage`、`mapDamage` 的导出 |
| `data-base/src/index.ts` | 新增 `export * from './combat'` |
| `data-base/src/types.ts` | `import { IEnemyManager }` 改从 `./enemy/types` 直接引入(`enemy/types.ts` 不再引用 `../types`,无循环) |
| `enemy/enemy.ts` | import 路径无需改动(`IEnemy` 等仍在 `./types` |
| `enemy/manager.ts` | import 路径无需改动(全部 Layer 1 接口仍在 `./types` |
| `enemy/special.ts` | import 路径无需改动 |

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@ -3,7 +3,6 @@ import {
IAuraConverter,
IAuraView,
IDamageSystem,
IEnemy,
IEnemyAuraView,
IEnemyCommonQueryEffect,
IEnemyContext,
@ -13,76 +12,82 @@ import {
IEnemySpecialQueryEffect,
IEnemyView,
IMapDamage,
IReadonlyEnemy,
IReadonlyEnemyHandler,
ISpecial
IReadonlyEnemyHandler
} from './types';
import { EnemyView } from './enemy';
import { MapLocIndexer } from './utils';
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: MapLocIndexer = new MapLocIndexer();
readonly indexer: ILocationIndexer = new MapLocIndexer();
/** 当前是否需要全量刷新 */
private needUpdate: boolean = true;
@ -91,6 +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;
@ -99,20 +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;
@ -122,7 +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);
@ -132,7 +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;
@ -143,7 +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);
@ -151,7 +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;
@ -165,13 +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);
@ -196,37 +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;
}
@ -258,11 +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);
@ -292,7 +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);
@ -309,46 +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;
}
@ -360,9 +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)) {
@ -382,7 +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()
@ -394,7 +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);
@ -412,12 +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);
@ -489,7 +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);
@ -521,7 +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();
@ -696,7 +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) {
@ -711,8 +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);
@ -758,7 +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;
@ -853,7 +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;
@ -863,11 +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

@ -1,3 +1,4 @@
import { clamp } from 'lodash-es';
import { ITileLocator, logger } from '@motajs/common';
import {
CriticalableHeroStatus,
@ -8,11 +9,11 @@ import {
IEnemyCritical,
IEnemyDamageInfo,
IReadonlyEnemyHandler,
IEnemyView,
IReadonlyEnemy
IEnemyView
} from './types';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
import { clamp } from 'lodash-es';
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

@ -0,0 +1,42 @@
import { IEnemy, IReadonlyEnemy } from '../enemy';
import { IEnemyView, IEnemyContext } from './types';
export class EnemyView<TAttr> implements IEnemyView<TAttr> {
/** 计算后怪物 */
private readonly computedEnemy: IEnemy<TAttr>;
constructor(
readonly baseEnemy: IEnemy<TAttr>,
readonly context: IEnemyContext<TAttr, unknown>
) {
this.computedEnemy = baseEnemy.clone();
}
reset(): void {
this.computedEnemy.copyFrom(this.baseEnemy);
}
getBaseEnemy(): IReadonlyEnemy<TAttr> {
return this.baseEnemy;
}
getComputedEnemy(): IReadonlyEnemy<TAttr> {
this.context.requestRefresh(this);
return this.computedEnemy;
}
/**
* EnemyContext 使
*/
getComputingEnemy(): IEnemy<TAttr> {
return this.computedEnemy;
}
getModifiableEnemy(): IEnemy<TAttr> {
return this.baseEnemy;
}
markDirty(): void {
this.context.markDirty(this);
}
}

View File

@ -0,0 +1,5 @@
export * from './context';
export * from './damage';
export * from './enemy';
export * from './mapDamage';
export * from './types';

View File

@ -7,9 +7,10 @@ import {
IMapDamageConverter,
IMapDamageInfo,
IMapDamageReducer,
IMapDamageView,
IMapLocIndexer
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 */
@ -61,13 +62,16 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
private readonly reducedCache: Map<number, IMapDamageInfo> = new Map();
/** 坐标索引对象 */
private readonly indexer: IMapLocIndexer;
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

@ -0,0 +1,703 @@
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<TEnemy, THero> {
/** 怪物属性信息 */
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<TEnemy, THero> {
/** 怪物属性信息 */
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<TEnemy> {
/** 怪物视图所属的上下文 */
readonly context: IEnemyContext<TEnemy, unknown>;
/**
*
*/
reset(): void;
/**
*
*/
getBaseEnemy(): IReadonlyEnemy<TEnemy>;
/**
*
*/
getComputedEnemy(): IReadonlyEnemy<TEnemy>;
/**
*
* markDirty
*/
getModifiableEnemy(): IEnemy<TEnemy>;
/**
*
*/
markDirty(): void;
}
//#endregion
//#region 光环与查询
export interface IEnemySpecialModifier<TEnemy> {
/**
*
* @param handler
*/
add(handler: IReadonlyEnemyHandler<TEnemy, unknown>): ISpecial<any>[];
/**
*
* @param handler
*/
delete(handler: IReadonlyEnemyHandler<TEnemy, unknown>): ISpecial<any>[];
/**
* true false
* @param handler
* @param special
*/
modify(
handler: IEnemyHandler<TEnemy, unknown>,
special: ISpecial<any>
): boolean;
}
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<TRange>;
/** 这个光环视图是否有可能修改怪物的基本属性 */
readonly couldApplyBase: boolean;
/** 这个光环视图是否有可能修改怪物的特殊属性 */
readonly couldApplySpecial: boolean;
/**
*
*/
getRangeParam(): TRange;
/**
*
* @param handler
* @param baseEnemy
*/
apply(
handler: IEnemyHandler<TEnemy, unknown>,
baseEnemy: IReadonlyEnemy<TEnemy>
): void;
/**
*
* @param handler
* @param baseEnemy
*/
applySpecial(
handler: IEnemyHandler<TEnemy, unknown>,
baseEnemy: IReadonlyEnemy<TEnemy>
): IEnemySpecialModifier<TEnemy> | null;
}
export interface IEnemyAuraView<TEnemy, TRange, TSpecial> extends IAuraView<
TEnemy,
TRange
> {
/** 此光环视图所属的怪物 */
readonly enemy: IReadonlyEnemy<TEnemy>;
/** 此光环视图所属的特殊属性 */
readonly special: ISpecial<TSpecial>;
/** 此光环视图所属怪物的定位符 */
readonly locator: ITileLocator;
}
export interface IAuraConverter<TEnemy, THero> {
/**
*
* @param special
* @param handler
*/
shouldConvert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TEnemy, THero>
): boolean;
/**
*
*/
convert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TEnemy, THero>,
context: IEnemyContext<TEnemy, THero>
): IEnemyAuraView<TEnemy, any, any>;
}
export interface IEnemySpecialQueryModifier<
TEnemy,
THero
> extends IEnemySpecialModifier<TEnemy> {
/**
*
*/
shouldQuery(handler: IReadonlyEnemyHandler<TEnemy, THero>): boolean;
}
export interface IEnemySpecialQueryEffect<TEnemy, THero> {
/** 效果优先级,与光环属性共用 */
readonly priority: number;
/**
*
*/
for(
ctx: IEnemyContext<TEnemy, THero>
): IEnemySpecialQueryModifier<TEnemy, THero>;
}
export interface IEnemyCommonQueryEffect<TEnemy, THero> {
/** 优先级,越高的越先执行 */
readonly priority: number;
/**
*
*/
apply(
handler: IEnemyHandler<TEnemy, THero>,
special: ISpecial<any>,
query: () => IEnemyContext<TEnemy, THero>
): void;
}
export interface IEnemyFinalEffect<TEnemy, THero> {
/** 效果优先级,越高会越先被执行 */
readonly priority: number;
/**
*
*/
apply(handler: IEnemyHandler<TEnemy, THero>): void;
}
//#endregion
//#region 地图伤害
export interface IMapDamageInfoExtra {
/** 捕捉怪物信息 */
catch: Set<ITileLocator>;
/** 阻击怪物信息 */
repulse: Set<ITileLocator>;
}
export interface IMapDamageInfo {
/** 伤害值 */
damage: number;
/** 伤害类型 */
type: number;
/** 地图伤害额外信息 */
extra: IMapDamageInfoExtra;
}
export interface IMapDamageView<T = any> {
/**
*
*/
getRange(): IRange<T>;
/**
*
*/
getRangeParam(): T;
/**
*
* @param locator
*/
getDamageAt(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getDamageWithoutCheck(
locator: ITileLocator
): Readonly<IMapDamageInfo> | null;
}
export interface IMapDamageConverter<TEnemy, THero> {
/**
*
*/
convert(
handler: IReadonlyEnemyHandler<TEnemy, THero>,
context: IEnemyContext<TEnemy, THero>
): IMapDamageView<any>[];
}
export interface IMapDamageReducer {
/**
*
*/
reduce(
info: Iterable<Readonly<IMapDamageInfo>>,
locator: ITileLocator
): Readonly<IMapDamageInfo>;
}
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>;
/**
*
* @param converter
*/
useConverter(converter: IMapDamageConverter<TEnemy, THero>): void;
/**
*
* @param reducer
*/
useReducer(reducer: IMapDamageReducer): void;
/**
*
* @param locator
* @param info
*/
addMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
*
* @param locator
* @param info
*/
deleteMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
* 访
* @param locator
*/
markDirty(locator: ITileLocator): void;
/**
*
* @param view
*/
markEnemyDirty(view: IEnemyView<TEnemy>): void;
/**
*
*/
refreshAll(): void;
/**
*
* @param view
*/
deleteEnemy(view: IEnemyView<TEnemy>): void;
/**
*
* @param locator
*/
getReducedDamage(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getSeparatedDamage(
locator: ITileLocator
): Iterable<Readonly<IMapDamageInfo>>;
}
//#endregion
//#region 伤害系统
export interface IEnemyDamageInfo {
/** 战斗伤害值 */
readonly damage: number;
/** 战斗回合数 */
readonly turn: number;
}
export interface IEnemyCritical {
/** 此临界点中指定勇士属性的值 */
readonly nextValue: number;
/** 当前勇士指定属性的值 */
readonly baseValue: number;
/** 此临界点中指定勇士数值的值与当前值的差,即 `nextValue - baseValue` */
readonly nextDiff: number;
/** 当前状态下怪物的伤害信息 */
readonly baseInfo: IEnemyDamageInfo;
/** 此临界点下怪物的伤害信息 */
readonly info: IEnemyDamageInfo;
/** 此临界点的伤害值与当前伤害值的差 */
readonly damageDiff: number;
}
export type CriticalableHeroStatus<THero> = keyof {
[P in keyof THero as THero[P] extends number ? P : never]: number;
};
export interface IDamageCalculator<TEnemy, THero> {
/**
*
* @param handler
*/
calculate(handler: IReadonlyEnemyHandler<TEnemy, THero>): IEnemyDamageInfo;
/**
*
* @param handler
* @param attribute
*/
getCriticalLimit(
handler: IReadonlyEnemyHandler<TEnemy, THero>,
attribute: CriticalableHeroStatus<THero>
): number;
}
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<TEnemy>): IEnemyDamageInfo | null;
/**
*
* @param enemy
*/
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null;
/**
*
* @param enemy
* @param attribute
* @param precision `12-16` 12
*/
calculateCritical(
enemy: IEnemyView<TEnemy>,
attribute: CriticalableHeroStatus<THero>,
precision?: number
): Generator<IEnemyCritical, void, void>;
}
export interface IDamageSystem<TEnemy, THero> extends IDamageContext<
TEnemy,
THero
> {
/** 伤害系统所属的上下文 */
readonly context: IEnemyContext<TEnemy, THero>;
/**
* 使
* @param calculator
*/
useCalculator(calculator: IDamageCalculator<TEnemy, THero>): void;
/**
* 使
*/
getCalculator(): IDamageCalculator<TEnemy, THero> | null;
/**
*
* @param hero
*/
bindHeroStatus(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
* @param enemy
*/
markDirty(enemy: IEnemyView<TEnemy>): void;
/**
*
* @param enemy
*/
deleteEnemy(enemy: IEnemyView<TEnemy>): void;
/**
*
*/
markAllDirty(): void;
/**
*
* @param modify
*/
with(hero: IHeroAttribute<THero>): IDamageContext<TEnemy, THero>;
}
//#endregion
//#region 上下文
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>;
/**
*
* @param width
* @param height
*/
resize(width: number, height: number): void;
/**
*
* @param converter
*/
registerAuraConverter(converter: IAuraConverter<TEnemy, THero>): void;
/**
*
* @param converter
*/
unregisterAuraConverter(converter: IAuraConverter<TEnemy, THero>): void;
/**
*
* @param converter
* @param enabled
*/
setAuraConverterEnabled(
converter: IAuraConverter<TEnemy, THero>,
enabled: boolean
): void;
/**
*
* @param effect
*/
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void;
/**
*
* @param effect
*/
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void;
/**
*
* @param code
* @param effect
*/
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void;
/**
*
* @param code
* @param effect
*/
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void;
/**
*
* @param effect
*/
registerFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void;
/**
*
* @param effect
*/
unregisterFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void;
/**
*
* @param hero
*/
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
*/
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
/**
*
* @param enemy
*/
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null;
/**
*
* @param view
*/
getEnemyLocatorByView(
view: IEnemyView<TEnemy>
): Readonly<ITileLocator> | null;
/**
*
* @param locator
*/
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null;
/**
*
* @param x
* @param y
*/
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null;
/**
*
* @param enemy
*/
getViewByComputed(enemy: IReadonlyEnemy<TEnemy>): IEnemyView<TEnemy> | null;
/**
*
* @param locator
* @param enemy
*/
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TEnemy>): void;
/**
*
* @param locator
*/
deleteEnemy(locator: ITileLocator): void;
/**
*
* @param range
* @param param
*/
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
/**
*
*/
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
/**
*
* @param aura
*/
addAura(aura: IAuraView<TEnemy>): void;
/**
*
* @param aura
*/
deleteAura(aura: IAuraView<TEnemy>): void;
/**
*
* @param damage
*/
attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void;
/**
*
*/
getMapDamage(): IMapDamage<TEnemy, THero> | null;
/**
*
* @param system
*/
attachDamageSystem(system: IDamageSystem<TEnemy, unknown> | null): void;
/**
*
*/
getDamageSystem(): IDamageSystem<TEnemy, THero> | null;
/**
*
*
* 1.
* 2.
* 3.
* 4.
*/
buildup(): void;
/**
*
* @param view
*/
markDirty(view: IEnemyView<TEnemy>): void;
/**
*
* @param view
*/
requestRefresh(view: IEnemyView<TEnemy>): void;
/**
*
*/
clear(): void;
/**
*
*/
destroy(): void;
}
//#endregion

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@ -0,0 +1,282 @@
import { FaceDirection } from './types';
//#region 接口与枚举
export const enum InternalFaceGroup {
/** 四方向(上下左右) */
Dir4,
/** 八方向(上下左右+斜向) */
Dir8
}
export interface IFaceDescriptor {
/** 横坐标增量 */
readonly x: number;
/** 纵坐标增量 */
readonly y: number;
}
export interface IFaceHandler<T extends number> {
/**
*
* `Unknown` `FaceDirection.Unknown`
* @param dir
*/
degrade(dir: number): T;
/**
* `degrade`
* @param dir
*/
movement(dir: number): IFaceDescriptor;
/**
* `count` `movement * count`
* `count` `degrade`
* @param dir
* @param count
*/
move(dir: number, count: number): IFaceDescriptor;
/**
* `degrade``Unknown` `Unknown`
* @param dir
*/
opposite(dir: number): T;
/**
* `degrade`
* `Unknown` `Unknown`
* @param dir
* @param anticlockwise
*/
next(dir: number, anticlockwise?: boolean): T;
/**
* `Unknown`
*/
mapDirection(): Iterable<T>;
/**
* `Unknown` `{ x: 0, y: 0 }`
*/
mapMovement(): Iterable<[T, IFaceDescriptor]>;
}
export interface IFaceManager {
/**
* key handler
* @param group key
* @param handler
*/
register(group: number, handler: IFaceHandler<number>): void;
/**
* id handler
* @param id id
* @param handler
*/
registerById(id: string, handler: IFaceHandler<number>): void;
/**
* key handler `null`
* @param group key
*/
get<T extends number>(group: number): IFaceHandler<T> | null;
/**
* id handler `null`
* @param id id
*/
getById<T extends number>(id: string): IFaceHandler<T> | null;
}
//#endregion
//#region 内置 Handler
const ZERO_DESCRIPTOR: IFaceDescriptor = { x: 0, y: 0 };
const DIR8_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
[FaceDirection.Unknown, ZERO_DESCRIPTOR],
[FaceDirection.Left, { x: -1, y: 0 }],
[FaceDirection.Up, { x: 0, y: -1 }],
[FaceDirection.Right, { x: 1, y: 0 }],
[FaceDirection.Down, { x: 0, y: 1 }],
[FaceDirection.LeftUp, { x: -1, y: -1 }],
[FaceDirection.RightUp, { x: 1, y: -1 }],
[FaceDirection.LeftDown, { x: -1, y: 1 }],
[FaceDirection.RightDown, { x: 1, y: 1 }]
]);
/** 顺时针旋转顺序(不含 Unknown */
const DIR8_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.RightUp],
[FaceDirection.RightUp, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.RightDown],
[FaceDirection.RightDown, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.LeftDown],
[FaceDirection.LeftDown, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.LeftUp],
[FaceDirection.LeftUp, FaceDirection.Up]
]);
/** 逆时针旋转顺序(不含 Unknown */
const DIR8_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.LeftUp],
[FaceDirection.LeftUp, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.LeftDown],
[FaceDirection.LeftDown, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.RightDown],
[FaceDirection.RightDown, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.RightUp],
[FaceDirection.RightUp, FaceDirection.Up]
]);
const DIR8_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Up],
[FaceDirection.Left, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Left],
[FaceDirection.LeftUp, FaceDirection.RightDown],
[FaceDirection.RightDown, FaceDirection.LeftUp],
[FaceDirection.RightUp, FaceDirection.LeftDown],
[FaceDirection.LeftDown, FaceDirection.RightUp]
]);
export class Dir8FaceHandler implements IFaceHandler<FaceDirection> {
degrade(dir: number): FaceDirection {
return dir as FaceDirection;
}
movement(dir: number): IFaceDescriptor {
return DIR8_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
}
move(dir: number, count: number): IFaceDescriptor {
const { x, y } = this.movement(dir);
return { x: x * count, y: y * count };
}
opposite(dir: number): FaceDirection {
const degraded = this.degrade(dir);
return DIR8_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
}
next(dir: number, anticlockwise: boolean = false): FaceDirection {
const degraded = this.degrade(dir);
if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
const map = anticlockwise ? DIR8_CCW : DIR8_CW;
return map.get(degraded) ?? FaceDirection.Unknown;
}
mapDirection(): Iterable<FaceDirection> {
return DIR8_MOVEMENTS.keys();
}
mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
return DIR8_MOVEMENTS.entries();
}
}
const DIR4_DEGRADE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Left, FaceDirection.Left],
[FaceDirection.Up, FaceDirection.Up],
[FaceDirection.Right, FaceDirection.Right],
[FaceDirection.Down, FaceDirection.Down],
[FaceDirection.LeftUp, FaceDirection.Left],
[FaceDirection.LeftDown, FaceDirection.Left],
[FaceDirection.RightUp, FaceDirection.Right],
[FaceDirection.RightDown, FaceDirection.Right]
]);
const DIR4_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
[FaceDirection.Unknown, ZERO_DESCRIPTOR],
[FaceDirection.Left, { x: -1, y: 0 }],
[FaceDirection.Up, { x: 0, y: -1 }],
[FaceDirection.Right, { x: 1, y: 0 }],
[FaceDirection.Down, { x: 0, y: 1 }]
]);
const DIR4_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.Up]
]);
const DIR4_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Up]
]);
const DIR4_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Up],
[FaceDirection.Left, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Left]
]);
export class Dir4FaceHandler implements IFaceHandler<FaceDirection> {
degrade(dir: number): FaceDirection {
return DIR4_DEGRADE.get(dir as FaceDirection) ?? FaceDirection.Unknown;
}
movement(dir: number): IFaceDescriptor {
return DIR4_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
}
move(dir: number, count: number): IFaceDescriptor {
const { x, y } = this.movement(dir);
return { x: x * count, y: y * count };
}
opposite(dir: number): FaceDirection {
const degraded = this.degrade(dir);
return DIR4_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
}
next(dir: number, anticlockwise: boolean = false): FaceDirection {
const degraded = this.degrade(dir);
if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
const map = anticlockwise ? DIR4_CCW : DIR4_CW;
return map.get(degraded) ?? FaceDirection.Unknown;
}
mapDirection(): Iterable<FaceDirection> {
return DIR4_MOVEMENTS.keys();
}
mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
return DIR4_MOVEMENTS.entries();
}
}
//#endregion
//#region FaceManager
export class FaceManager implements IFaceManager {
private readonly byGroup: Map<number, IFaceHandler<number>> = new Map();
private readonly byId: Map<string, IFaceHandler<number>> = new Map();
register(group: number, handler: IFaceHandler<number>): void {
this.byGroup.set(group, handler);
}
registerById(id: string, handler: IFaceHandler<number>): void {
this.byId.set(id, handler);
}
get<T extends number>(group: number): IFaceHandler<T> | null {
return (this.byGroup.get(group) as IFaceHandler<T>) ?? null;
}
getById<T extends number>(id: string): IFaceHandler<T> | null {
return (this.byId.get(id) as IFaceHandler<T>) ?? null;
}
}
//#endregion

View File

@ -1,4 +1,5 @@
export * from './face';
export * from './faceManager';
export * from './mover';
export * from './types';
export * from './utils';

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@ -0,0 +1,61 @@
import { ITileLocator } from '@motajs/common';
//#region 接口定义
export interface ILocationHelper {
/**
* ->
* @param x
* @param y
*/
locToIndex(x: number, y: number): number;
/**
* ->
* @param locator
*/
locaterToIndex(locator: ITileLocator): number;
/**
* ->
* @param index
*/
indexToLocator(index: number): ITileLocator;
}
export interface ILocationIndexer extends ILocationHelper {
/**
*
* @param width
*/
setWidth(width: number): void;
}
//#endregion
//#region 默认实现
export class MapLocIndexer implements ILocationIndexer {
private width: number = 0;
setWidth(width: number): void {
this.width = width;
}
locToIndex(x: number, y: number): number {
return y * this.width + x;
}
locaterToIndex(locator: ITileLocator): number {
return locator.y * this.width + locator.x;
}
indexToLocator(index: number): ITileLocator {
return {
x: index % this.width,
y: Math.floor(index / this.width)
};
}
}
//#endregion

View File

@ -1,13 +1,6 @@
import { logger } from '@motajs/common';
import {
IEnemy,
IEnemyContext,
IEnemySaveState,
IReadonlyEnemy,
ISpecial,
IEnemyView
} from './types';
import { SaveCompression } from '../common/types';
import { SaveCompression } from '../common';
import { IEnemy, IEnemySaveState, IReadonlyEnemy, ISpecial } from './types';
export class Enemy<TAttr> implements IEnemy<TAttr> {
/** 怪物身上的特殊属性列表 */
@ -113,43 +106,3 @@ export class Enemy<TAttr> implements IEnemy<TAttr> {
}
}
}
export class EnemyView<TAttr> implements IEnemyView<TAttr> {
/** 计算后怪物 */
private readonly computedEnemy: IEnemy<TAttr>;
constructor(
readonly baseEnemy: IEnemy<TAttr>,
readonly context: IEnemyContext<TAttr, unknown>
) {
this.computedEnemy = baseEnemy.clone();
}
reset(): void {
this.computedEnemy.copyFrom(this.baseEnemy);
}
getBaseEnemy(): IReadonlyEnemy<TAttr> {
return this.baseEnemy;
}
getComputedEnemy(): IReadonlyEnemy<TAttr> {
this.context.requestRefresh(this);
return this.computedEnemy;
}
/**
* EnemyContext 使
*/
getComputingEnemy(): IEnemy<TAttr> {
return this.computedEnemy;
}
getModifiableEnemy(): IEnemy<TAttr> {
return this.baseEnemy;
}
markDirty(): void {
this.context.markDirty(this);
}
}

View File

@ -1,8 +1,4 @@
export * from './enemy';
export * from './context';
export * from './damage';
export * from './mapDamage';
export * from './manager';
export * from './special';
export * from './types';
export * from './utils';

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

@ -1,6 +1,4 @@
import { IRange, ITileLocator } from '@motajs/common';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
import { ISaveableContent } from '../common/types';
import { ISaveableContent } from '../common';
//#region 怪物基础
@ -288,716 +286,3 @@ export interface IEnemyManager<TAttr> extends ISaveableContent<
}
//#endregion
//#region 辅助接口
export interface IMapLocHelper {
/**
* ->
* @param x
* @param y
*/
locToIndex(x: number, y: number): number;
/**
* ->
* @param locator
*/
locaterToIndex(locator: ITileLocator): number;
/**
* ->
* @param index
*/
indexToLocator(index: number): ITileLocator;
}
export interface IMapLocIndexer extends IMapLocHelper {
/**
*
* @param width
*/
setWidth(width: number): void;
}
export interface IEnemyHandler<TAttr, THero> {
/** 怪物属性信息 */
readonly enemy: IEnemy<TAttr>;
/** 怪物定位符 */
readonly locator: ITileLocator;
/** 勇士属性信息 */
readonly hero: IReadonlyHeroAttribute<THero>;
}
export interface IReadonlyEnemyHandler<TAttr, THero> {
/** 怪物属性信息 */
readonly enemy: IReadonlyEnemy<TAttr>;
/** 怪物定位符 */
readonly locator: ITileLocator;
/** 勇士属性信息 */
readonly hero: IReadonlyHeroAttribute<THero>;
}
//#endregion
//#region 怪物对象
export interface IEnemyView<TAttr> {
/** 怪物视图所属的上下文 */
readonly context: IEnemyContext<TAttr, unknown>;
/**
*
*/
reset(): void;
/**
*
*/
getBaseEnemy(): IReadonlyEnemy<TAttr>;
/**
*
*/
getComputedEnemy(): IReadonlyEnemy<TAttr>;
/**
*
* markDirty
*/
getModifiableEnemy(): IEnemy<TAttr>;
/**
*
*/
markDirty(): void;
}
//#endregion
//#region 光环与查询
export interface IEnemySpecialModifier<TAttr> {
/**
*
* @param handler
*/
add(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
/**
*
* @param handler
*/
delete(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
/**
* true false
* @param handler
* @param special
*/
modify(
handler: IEnemyHandler<TAttr, unknown>,
special: ISpecial<any>
): boolean;
}
export interface IAuraView<TAttr, T = 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>;
/** 这个光环视图是否有可能修改怪物的基本属性 */
readonly couldApplyBase: boolean;
/** 这个光环视图是否有可能修改怪物的特殊属性 */
readonly couldApplySpecial: boolean;
/**
*
*/
getRangeParam(): T;
/**
*
* @param handler
* @param baseEnemy
*/
apply(
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): void;
/**
*
* @param handler
* @param baseEnemy
*/
applySpecial(
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): IEnemySpecialModifier<TAttr> | null;
}
export interface IEnemyAuraView<TAttr, R, S> extends IAuraView<TAttr, R> {
/** 此光环视图所属的怪物 */
readonly enemy: IReadonlyEnemy<TAttr>;
/** 此光环视图所属的特殊属性 */
readonly special: ISpecial<S>;
/** 此光环视图所属怪物的定位符 */
readonly locator: ITileLocator;
}
export interface IAuraConverter<TAttr, THero> {
/**
*
* @param special
* @param handler
*/
shouldConvert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>
): boolean;
/**
*
*/
convert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IEnemyAuraView<TAttr, any, any>;
}
export interface IEnemySpecialQueryModifier<
TAttr,
THero
> extends IEnemySpecialModifier<TAttr> {
/**
*
*/
shouldQuery(handler: IReadonlyEnemyHandler<TAttr, THero>): boolean;
}
export interface IEnemySpecialQueryEffect<TAttr, THero> {
/** 效果优先级,与光环属性共用 */
readonly priority: number;
/**
*
*/
for(
ctx: IEnemyContext<TAttr, THero>
): IEnemySpecialQueryModifier<TAttr, THero>;
}
export interface IEnemyCommonQueryEffect<TAttr, THero> {
/** 优先级,越高的越先执行 */
readonly priority: number;
/**
*
*/
apply(
handler: IEnemyHandler<TAttr, THero>,
special: ISpecial<any>,
query: () => IEnemyContext<TAttr, THero>
): void;
}
export interface IEnemyFinalEffect<TAttr, THero> {
/** 效果优先级,越高会越先被执行 */
readonly priority: number;
/**
*
*/
apply(handler: IEnemyHandler<TAttr, THero>): void;
}
//#endregion
//#region 地图伤害
export interface IMapDamageInfoExtra {
/** 捕捉怪物信息 */
catch: Set<ITileLocator>;
/** 阻击怪物信息 */
repulse: Set<ITileLocator>;
}
export interface IMapDamageInfo {
/** 伤害值 */
damage: number;
/** 伤害类型 */
type: number;
/** 地图伤害额外信息 */
extra: IMapDamageInfoExtra;
}
export interface IMapDamageView<T = any> {
/**
*
*/
getRange(): IRange<T>;
/**
*
*/
getRangeParam(): T;
/**
*
* @param locator
*/
getDamageAt(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getDamageWithoutCheck(
locator: ITileLocator
): Readonly<IMapDamageInfo> | null;
}
export interface IMapDamageConverter<TAttr, THero> {
/**
*
*/
convert(
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IMapDamageView<any>[];
}
export interface IMapDamageReducer {
/**
*
*/
reduce(
info: Iterable<Readonly<IMapDamageInfo>>,
locator: ITileLocator
): Readonly<IMapDamageInfo>;
}
export interface IMapDamage<TAttr, THero> {
/** 当前绑定的怪物上下文 */
readonly context: IEnemyContext<TAttr, THero>;
/**
*
* @param converter
*/
useConverter(converter: IMapDamageConverter<TAttr, THero>): void;
/**
*
* @param reducer
*/
useReducer(reducer: IMapDamageReducer): void;
/**
*
* @param locator
* @param info
*/
addMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
*
* @param locator
* @param info
*/
deleteMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
* 访
* @param locator
*/
markDirty(locator: ITileLocator): void;
/**
*
* @param view
*/
markEnemyDirty(view: IEnemyView<TAttr>): void;
/**
*
*/
refreshAll(): void;
/**
*
* @param view
*/
deleteEnemy(view: IEnemyView<TAttr>): void;
/**
*
* @param locator
*/
getReducedDamage(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getSeparatedDamage(
locator: ITileLocator
): Iterable<Readonly<IMapDamageInfo>>;
}
//#endregion
//#region 伤害系统
export interface IEnemyDamageInfo {
/** 战斗伤害值 */
readonly damage: number;
/** 战斗回合数 */
readonly turn: number;
}
export interface IEnemyCritical {
/** 此临界点中指定勇士属性的值 */
readonly nextValue: number;
/** 当前勇士指定属性的值 */
readonly baseValue: number;
/** 此临界点中指定勇士数值的值与当前值的差,即 `nextValue - baseValue` */
readonly nextDiff: number;
/** 当前状态下怪物的伤害信息 */
readonly baseInfo: IEnemyDamageInfo;
/** 此临界点下怪物的伤害信息 */
readonly info: IEnemyDamageInfo;
/** 此临界点的伤害值与当前伤害值的差 */
readonly damageDiff: number;
}
export type CriticalableHeroStatus<THero> = keyof {
[P in keyof THero as THero[P] extends number ? P : never]: number;
};
export interface IDamageCalculator<TAttr, THero> {
/**
*
* @param handler
*/
calculate(handler: IReadonlyEnemyHandler<TAttr, THero>): IEnemyDamageInfo;
/**
*
* @param handler
* @param attribute
*/
getCriticalLimit(
handler: IReadonlyEnemyHandler<TAttr, THero>,
attribute: CriticalableHeroStatus<THero>
): number;
}
export interface IDamageContext<TAttr, THero> {
/**
*
* @param enemy
*/
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null;
/**
*
* @param enemy
*/
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
): IEnemyDamageInfo | null;
/**
*
* @param enemy
* @param attribute
* @param precision `12-16` 12
*/
calculateCritical(
enemy: IEnemyView<TAttr>,
attribute: CriticalableHeroStatus<THero>,
precision?: number
): Generator<IEnemyCritical, void, void>;
}
export interface IDamageSystem<TAttr, THero> extends IDamageContext<
TAttr,
THero
> {
/** 伤害系统所属的上下文 */
readonly context: IEnemyContext<TAttr, THero>;
/**
* 使
* @param calculator
*/
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void;
/**
* 使
*/
getCalculator(): IDamageCalculator<TAttr, THero> | null;
/**
*
* @param hero
*/
bindHeroStatus(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
* @param enemy
*/
markDirty(enemy: IEnemyView<TAttr>): void;
/**
*
* @param enemy
*/
deleteEnemy(enemy: IEnemyView<TAttr>): void;
/**
*
*/
markAllDirty(): void;
/**
*
* @param modify
*/
with(hero: IHeroAttribute<THero>): IDamageContext<TAttr, THero>;
}
//#endregion
//#region 上下文
export interface IEnemyContext<TAttr, 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: IMapLocIndexer;
/**
*
* @param width
* @param height
*/
resize(width: number, height: number): void;
/**
*
* @param converter
*/
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
/**
*
* @param converter
*/
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
/**
*
* @param converter
* @param enabled
*/
setAuraConverterEnabled(
converter: IAuraConverter<TAttr, THero>,
enabled: boolean
): void;
/**
*
* @param effect
*/
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void;
/**
*
* @param effect
*/
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void;
/**
*
* @param code
* @param effect
*/
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void;
/**
*
* @param code
* @param effect
*/
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void;
/**
*
* @param effect
*/
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
/**
*
* @param effect
*/
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
/**
*
* @param hero
*/
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
*/
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
/**
*
* @param enemy
*/
getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null;
/**
*
* @param view
*/
getEnemyLocatorByView(
view: IEnemyView<TAttr>
): Readonly<ITileLocator> | null;
/**
*
* @param locator
*/
getEnemyByLocator(locator: ITileLocator): IEnemyView<TAttr> | null;
/**
*
* @param x
* @param y
*/
getEnemyByLoc(x: number, y: number): IEnemyView<TAttr> | null;
/**
*
* @param enemy
*/
getViewByComputed(enemy: IReadonlyEnemy<TAttr>): IEnemyView<TAttr> | null;
/**
*
* @param locator
* @param enemy
*/
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TAttr>): void;
/**
*
* @param locator
*/
deleteEnemy(locator: ITileLocator): void;
/**
*
* @param range
* @param param
*/
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
/**
*
*/
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
/**
*
* @param aura
*/
addAura(aura: IAuraView<TAttr>): void;
/**
*
* @param aura
*/
deleteAura(aura: IAuraView<TAttr>): void;
/**
*
* @param damage
*/
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void;
/**
*
*/
getMapDamage(): IMapDamage<TAttr, THero> | null;
/**
*
* @param system
*/
attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void;
/**
*
*/
getDamageSystem(): IDamageSystem<TAttr, THero> | null;
/**
*
*
* 1.
* 2.
* 3.
* 4.
*/
buildup(): void;
/**
*
* @param view
*/
markDirty(view: IEnemyView<TAttr>): void;
/**
*
* @param view
*/
requestRefresh(view: IEnemyView<TAttr>): void;
/**
*
*/
clear(): void;
/**
*
*/
destroy(): void;
}
//#endregion

View File

@ -1,25 +0,0 @@
import { ITileLocator } from '@motajs/common';
import { IMapLocIndexer } from './types';
export class MapLocIndexer implements IMapLocIndexer {
private width: number = 0;
setWidth(width: number): void {
this.width = width;
}
locToIndex(x: number, y: number): number {
return y * this.width + x;
}
locaterToIndex(locator: ITileLocator): number {
return locator.y * this.width + locator.x;
}
indexToLocator(index: number): ITileLocator {
return {
x: index % this.width,
y: Math.floor(index / this.width)
};
}
}

View File

@ -1,3 +1,4 @@
export * from './combat';
export * from './common';
export * from './enemy';
export * from './flag';

View File

@ -1,7 +1,7 @@
import { IHeroFollower, IHeroState } from './hero';
import { IEnemyManager } from './enemy';
import { IFlagSystem } from './flag';
import { IRoleFaceBinder, ISaveableContent } from './common';
import { IFaceManager, IRoleFaceBinder, ISaveableContent } from './common';
import { IMapStore } from './map';
export interface IStateSaveData {
@ -12,6 +12,8 @@ export interface IStateSaveData {
export interface IStateBase<TEnemy, THero> {
/** 朝向绑定 */
readonly roleFace: IRoleFaceBinder;
/** 朝向管理 */
readonly faceManager: IFaceManager;
/** id 到图块数字的映射 */
readonly idNumberMap: Map<string, number>;
/** 图块数字到 id 的映射 */

View File

@ -22,7 +22,12 @@ import {
SaveCompression,
IReadonlyEnemy,
IMapStore,
MapStore
MapStore,
IFaceManager,
FaceManager,
InternalFaceGroup,
Dir4FaceHandler,
Dir8FaceHandler
} from '@user/data-base';
import {
CommonAuraConverter,
@ -55,6 +60,7 @@ import { ISaveSystem, SaveSystem } from './save';
export class CoreState implements ICoreState {
// 全局内容
readonly roleFace: IRoleFaceBinder;
readonly faceManager: IFaceManager;
readonly idNumberMap: Map<string, number>;
readonly numberIdMap: Map<number, string>;
@ -82,7 +88,6 @@ export class CoreState implements ICoreState {
constructor() {
this.maps = new MapStore();
this.roleFace = new RoleFaceBinder();
this.idNumberMap = new Map();
this.numberIdMap = new Map();
@ -151,6 +156,16 @@ export class CoreState implements ICoreState {
//#region 其他初始化
// 朝向
this.roleFace = new RoleFaceBinder();
this.faceManager = new FaceManager();
const dir4 = new Dir4FaceHandler();
const dir8 = new Dir8FaceHandler();
this.faceManager.register(InternalFaceGroup.Dir4, dir4);
this.faceManager.registerById('dir4', dir4);
this.faceManager.register(InternalFaceGroup.Dir8, dir8);
this.faceManager.registerById('dir8', dir8);
this.flags = new FlagSystem();
// 加载先使用兼容层实现