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Author SHA1 Message Date
79d06c31df refactor: 伤害计算 2026-04-17 17:49:24 +08:00
4d9c6720aa docs: 文档调整 2026-04-17 16:44:26 +08:00
eaa725553b refactor: 怪物系统与勇士属性系统联动 2026-04-17 15:34:44 +08:00
28 changed files with 776 additions and 496 deletions

62
dev.md Normal file
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@ -0,0 +1,62 @@
# 魔塔样板开发说明
## 项目结构
`public`: mota-js 样板所在目录。
`packages`: 核心引擎代码 monorepo。
`packages-user`: 用户代码 monorepo。
`src`: 游戏入口代码。
`packages` `packages-user` 可以单独打包为库模式,`src` 单向引用 `packages-user``packages-user` 单向引用 `packages``src` 为游戏的入口代码。
## 开发环境
- `node.js ^20.0.0 || >=22.0.0`
- `pnpm >= 10.0.0`
- 任意支持 `ESNext` 特性的浏览器
**建议使用 `vscode`,搭配 `prettier` `eslint` 插件**
## 开发说明
1. 将项目拉取到本地。
2. 运行 `pnpm i` 安装所有依赖,如有要求运行 `pnpm approve-builds`,请允许全部。
3. 运行 `pnpm dev` 进入开发环境。
## 构建说明
- `pnpm build:packages`: 构建所有 `packages` 文件夹下的内容,使用库模式。
- `pnpm build:game`: 构建为可以直接部署的构建包。
- `pnpm build:lib`: 构建所有 `packages` `packages-user` 文件夹下的内容,使用库模式。
## 开发原则
- 模块无副作用原则:
- 所有模块不包含副作用内容,全部由函数、类、常量的声明组成,不出现导出的变量声明、代码执行内容,允许但不建议编写类的静态块。
- 如果需要模块初始化,编写一个 `createXxx` 函数,然后在 `index.ts` 中整合,再逐级向上传递,直至遇到包含 `create` 函数的 `index.ts`,所有初始化将会统一在顶层模块中执行。
- 命名规则:
- 变量、成员、一般常量、方法、函数使用小驼峰。
- 类、接口、类型别名、命名空间、泛型、枚举、组件使用大驼峰。
- 不变常量使用全大写命名法,单词之间使用下划线连接。
- 专有名词缩写如 `HTTP`, `URI` 全部大写。
- 会被 `implements` 的接口使用大写 `I` 开头。
- `id`, `class``HTML/CSS` 内容使用连字符命名法。
- 不使用下划线命名法。
- 注释:
- 常用属性成员、方法、接口、类型必须添加 `jsDoc` 注释。
- 长文件可使用 `#region` 分段,可以写上 `#endretion` 允许折叠。
- TODO 使用 `// TODO:``// todo:` 格式。
- 单行注释的双斜杠与注释内容之间添加一个空格,多行注释只允许出现 `jsDoc` 注释,如果需要多行非 `jsDoc` 注释,使用多个单行注释。
- 类型:
- 不允许出现非必要的 `any` 类型。
- 所有类的成员必须显式声明类型。
- 如果有无法避免出现类型错误的地方,使用 `// @ts-expect-error` 标记,并填写原因。
- 没用到的变量、方法使用下划线开头。
- 合理运用 `readonly` `protected` `private` 关键字。
- 函数不建议使用过多可选参数,如果可选参数过多,可以考虑换用对象。
- 尽量少地使用 `as` 关键字进行类型断言,一般情况下不建议进行任何 `as` 类型断言。
- 其他要求:
- 严格遵循 `eslint` 配置,不允许出现 `eslint` 报错。
- 尽量不使用 `?.` 运算符,一般建议仅在副作用函数调用(如 `this.obj?.func()``this.obj.func?.()`),或对象 `Required` 化(如 `{ value: obj?.value ?? 0 }`)中使用 `?.` 运算符。
- 只进行必要的非空判断,不必要的非空判断直接使用非空断言 `!` 实现。
- 除非参数要求传入函数等情况,不建议在函数内写任何局部函数。

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@ -16,7 +16,7 @@ export async function createMainExtension() {
mainMapRenderer.useAsset(materials.trackedAsset);
const layer = state.layer.getLayerByAlias('event');
if (layer) {
mainMapExtension.addHero(state.hero, layer);
mainMapExtension.addHero(state.hero.mover, layer);
mainMapExtension.addDoor(layer);
}
mainMapExtension.addText();

View File

@ -8,17 +8,20 @@ import {
IEnemyCommonQueryEffect,
IEnemyContext,
IEnemyFinalEffect,
IEnemyHandler,
IEnemySpecialModifier,
IEnemySpecialQueryEffect,
IEnemyView,
IMapDamage,
IReadonlyEnemy,
IReadonlyEnemyHandler,
ISpecial
} from './types';
import { EnemyView } from './enemy';
import { MapLocIndexer } from './utils';
import { IReadonlyHeroAttribute } from '../hero';
export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
private readonly enemyViewMap: Map<number, EnemyView<TAttr>> = new Map();
private readonly enemyMap: Map<number, IEnemy<TAttr>> = new Map();
private readonly locatorViewMap: Map<IEnemyView<TAttr>, number> = new Map();
@ -28,23 +31,26 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
EnemyView<TAttr>
> = new Map();
private readonly auraConverter: Set<IAuraConverter<TAttr>> = new Set();
private readonly converterStatus: Map<IAuraConverter<TAttr>, boolean> =
new Map();
private readonly auraConverter: Set<IAuraConverter<TAttr, THero>> =
new Set();
private readonly converterStatus: Map<
IAuraConverter<TAttr, THero>,
boolean
> = new Map();
private readonly convertedAura: Map<ISpecial<any>, IAuraView<TAttr>> =
new Map();
private readonly commonQueryMap: Map<
number,
IEnemyCommonQueryEffect<TAttr>[]
IEnemyCommonQueryEffect<TAttr, THero>[]
> = new Map();
private readonly specialQueryEffects: Map<
number,
IEnemySpecialQueryEffect<TAttr>[]
IEnemySpecialQueryEffect<TAttr, THero>[]
> = new Map();
private readonly finalEffects: IEnemyFinalEffect<TAttr>[] = [];
private readonly finalEffects: IEnemyFinalEffect<TAttr, THero>[] = [];
private readonly globalAuraList: Set<IAuraView<TAttr>> = new Set();
private readonly sortedAura: Map<number, Set<IAuraView<TAttr>>> = new Map();
@ -52,10 +58,17 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
private readonly requestedCommonContext: Set<IEnemyView<TAttr>> = new Set();
private readonly dirtyEnemy: Set<IEnemyView<TAttr>> = new Set();
private mapDamage: IMapDamage<TAttr> | null = null;
private damageSystem: IDamageSystem<TAttr, unknown> | null = null;
/** 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;
/** 伤害系统对象 */
private damageSystem: IDamageSystem<TAttr, THero> | null = null;
/** 索引工具 */
readonly indexer: MapLocIndexer = new MapLocIndexer();
/** 当前是否需要全量刷新 */
private needUpdate: boolean = true;
built: boolean = false;
@ -70,20 +83,20 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
this.needUpdate = true;
}
registerAuraConverter(converter: IAuraConverter<TAttr>): void {
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void {
this.auraConverter.add(converter);
this.converterStatus.set(converter, true);
this.needUpdate = true;
}
unregisterAuraConverter(converter: IAuraConverter<TAttr>): void {
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void {
this.auraConverter.delete(converter);
this.converterStatus.delete(converter);
this.needUpdate = true;
}
setAuraConverterEnabled(
converter: IAuraConverter<TAttr>,
converter: IAuraConverter<TAttr, THero>,
enabled: boolean
): void {
if (!this.auraConverter.has(converter)) return;
@ -93,7 +106,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr>
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void {
const array = this.commonQueryMap.getOrInsert(code, []);
array.push(effect);
@ -103,7 +116,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr>
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void {
const array = this.commonQueryMap.get(code);
if (!array) return;
@ -113,14 +126,16 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
this.needUpdate = true;
}
registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void {
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void {
const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
list.push(effect);
this.needUpdate = true;
}
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr>
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void {
const list = this.specialQueryEffects.get(effect.priority);
if (!list) return;
@ -134,13 +149,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
this.needUpdate = true;
}
registerFinalEffect(effect: IEnemyFinalEffect<TAttr>): void {
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void {
this.finalEffects.push(effect);
this.finalEffects.sort((a, b) => b.priority - a.priority);
this.needUpdate = true;
}
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr>): void {
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void {
const index = this.finalEffects.indexOf(effect);
if (index !== -1) {
this.finalEffects.splice(index, 1);
@ -148,6 +163,29 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
this.needUpdate = true;
}
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void {
this.bindedHero = hero;
this.needUpdate = true;
this.damageSystem?.bindHeroStatus(hero);
this.mapDamage?.refreshAll();
}
getBindedHero(): IReadonlyHeroAttribute<THero> | null {
return this.bindedHero;
}
/**
*
* @param enemy
* @param locator
*/
private createHandler(
enemy: IEnemy<TAttr>,
locator: ITileLocator
): IEnemyHandler<TAttr, THero> {
return { enemy, locator, hero: this.bindedHero! };
}
getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null {
const index = this.locatorEnemyMap.get(enemy);
if (index === undefined) return null;
@ -177,7 +215,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param index
*/
private deleteEnemyAt(index: number) {
@ -231,14 +269,14 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param range
* @param param
*/
private *internalScanRange<T>(
range: IRange<T>,
param: T
): Iterable<EnemyView<TAttr>> {
): Iterable<[ITileLocator, EnemyView<TAttr>]> {
range.bindHost(this);
const keys = new Set(this.enemyViewMap.keys());
const matched = range.autoDetect(keys, param);
@ -246,12 +284,16 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const index of matched) {
const view = viewMap.get(index);
if (view) {
yield view;
const locator = this.indexer.indexToLocator(index);
yield [locator, view];
}
}
}
scanRange<T>(range: IRange<T>, param: T): Iterable<IEnemyView<TAttr>> {
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]> {
return this.internalScanRange(range, param);
}
@ -272,44 +314,42 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
this.needUpdate = true;
}
attachMapDamage(damage: IMapDamage<TAttr> | null): void {
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void {
this.mapDamage = damage;
if (damage) {
damage.refreshAll();
}
}
getMapDamage(): IMapDamage<TAttr> | null {
getMapDamage(): IMapDamage<TAttr, THero> | null {
return this.mapDamage;
}
attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void {
this.damageSystem = system;
if (system) {
system.markAllDirty();
system.bindHeroStatus(this.bindedHero);
}
}
getDamageSystem<THero>(): IDamageSystem<TAttr, THero> | null {
return this.damageSystem as IDamageSystem<TAttr, THero> | null;
getDamageSystem(): IDamageSystem<TAttr, THero> | null {
return this.damageSystem;
}
/**
*
*
* @param special
* @param enemy
* @param locator
*/
private convertSpecial(
special: ISpecial<any>,
enemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator
handler: IReadonlyEnemyHandler<TAttr, THero>
): IEnemyAuraView<TAttr, any, any> | null {
let matched: IAuraConverter<TAttr> | null = null;
let matched: IAuraConverter<TAttr, THero> | null = null;
for (const converter of this.auraConverter) {
if (!this.converterStatus.get(converter)) continue;
if (converter.shouldConvert(special, enemy, locator)) {
if (converter.shouldConvert(special, handler)) {
if (matched) {
logger.warn(97, special.code.toString());
return null;
@ -319,11 +359,11 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
if (!matched) return null;
return matched.convert(special, enemy, locator, this);
return matched.convert(special, handler, this);
}
/**
*
*
* @param aura
*/
private insertIntoSortedAura(aura: IAuraView<TAttr>): void {
@ -335,7 +375,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param aura
*/
private removeFromSortedAura(aura: IAuraView<TAttr>): void {
@ -349,7 +389,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param modifier
* @param enemy
* @param locator
@ -357,14 +397,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
*/
private processSpecialModifier(
modifier: IEnemySpecialModifier<TAttr>,
enemy: IEnemy<TAttr>,
locator: ITileLocator,
handler: IEnemyHandler<TAttr, THero>,
currentPriority: number
): Set<IAuraView<TAttr>> {
const toAdd = modifier.add(enemy, locator);
const toDelete = modifier.delete(enemy, locator);
const enemy = handler.enemy;
const affectedAuras = new Set<IAuraView<TAttr>>();
const toAdd = modifier.add(handler);
const toDelete = modifier.delete(handler);
if (toAdd.length > 0 && toDelete.length > 0) {
logger.warn(100);
@ -372,9 +411,9 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
for (const adding of toAdd) {
const aura = this.convertSpecial(adding, enemy, locator);
const aura = this.convertSpecial(adding, handler);
if (aura) {
// 新生成的光环只能影响之后的阶段,不能反过来影响当前优先级链
// 新生成的光环只能影响之后的阶段,不能反过来影响当前优先级链
if (import.meta.env.DEV && aura.priority > currentPriority) {
logger.warn(
99,
@ -410,7 +449,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
for (const special of enemy.iterateSpecials()) {
const success = modifier.modify(enemy, special, locator);
const success = modifier.modify(handler, special);
if (!success) continue;
const aura = this.convertedAura.get(special);
if (!aura) continue;
@ -429,12 +468,12 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param effect
* @param currentPriority
*/
private processSpecialQuery(
effect: IEnemySpecialQueryEffect<TAttr>,
effect: IEnemySpecialQueryEffect<TAttr, THero>,
currentPriority: number
): void {
const modifier = effect.for(this);
@ -442,13 +481,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const [index, view] of this.enemyViewMap) {
const locator = this.indexer.indexToLocator(index);
const enemy = view.getComputingEnemy();
const handler = this.createHandler(enemy, locator);
if (!modifier.shouldQuery(enemy, locator)) continue;
if (!modifier.shouldQuery(handler)) continue;
const affectedAuras = this.processSpecialModifier(
modifier,
enemy,
locator,
handler,
currentPriority
);
@ -461,7 +500,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param aura
* @param currentPriority
*/
@ -470,30 +509,22 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
currentPriority: number
): void {
const param = aura.getRangeParam();
const iter = this.internalScanRange(aura.range, param);
for (const enemyView of this.internalScanRange(aura.range, param)) {
const locator = this.getEnemyLocatorByView(enemyView);
if (!locator) continue;
for (const [locator, enemyView] of iter) {
const enemy = enemyView.getComputingEnemy();
const base = enemyView.getBaseEnemy();
const modifier = aura.applySpecial(enemy, base, locator);
const handler = this.createHandler(enemy, locator);
const modifier = aura.applySpecial(handler, base);
if (!modifier) continue;
this.processSpecialModifier(
modifier,
enemy,
locator,
currentPriority
);
this.processSpecialModifier(modifier, handler, currentPriority);
this.needTotallyRefresh.add(enemyView);
}
}
/**
*
*
*/
private buildupSpecials(): void {
for (const aura of this.globalAuraList) {
@ -503,9 +534,10 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const [index, view] of this.enemyViewMap) {
const enemy = view.getComputingEnemy();
const locator = this.indexer.indexToLocator(index);
const handler = this.createHandler(enemy, locator);
for (const special of enemy.iterateSpecials()) {
const aura = this.convertSpecial(special, enemy, locator);
const aura = this.convertSpecial(special, handler);
if (!aura) continue;
this.convertedAura.set(special, aura);
this.insertIntoSortedAura(aura);
@ -554,7 +586,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
*/
private buildupBase(): void {
const priorities = [...this.sortedAura.keys()].sort((a, b) => b - a);
@ -563,23 +595,25 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
if (!auras) continue;
for (const aura of auras) {
const param = aura.getRangeParam();
for (const view of this.internalScanRange(aura.range, param)) {
const iter = this.internalScanRange(aura.range, param);
for (const [locator, view] of iter) {
const enemy = view.getComputingEnemy();
const base = view.getBaseEnemy();
const locator = this.getEnemyLocatorByView(view)!;
aura.apply(enemy, base, locator);
const handler = this.createHandler(enemy, locator);
aura.apply(handler, base);
}
}
}
}
/**
*
*
*/
private buildupQuery(): void {
for (const [index, view] of this.enemyViewMap) {
const enemy = view.getComputingEnemy();
const locator = this.indexer.indexToLocator(index);
const handler = this.createHandler(enemy, locator);
let queried = false;
const query = () => {
queried = true;
@ -589,7 +623,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
const effects = this.commonQueryMap.get(special.code);
if (!effects) continue;
for (const effect of effects) {
effect.apply(enemy, special, query, locator);
effect.apply(handler, special, query);
}
}
if (queried) {
@ -599,20 +633,25 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
*/
private buildupFinal(): void {
for (const [index, view] of this.enemyViewMap) {
const enemy = view.getComputingEnemy();
const locator = this.indexer.indexToLocator(index);
const handler = this.createHandler(enemy, locator);
for (const effect of this.finalEffects) {
effect.apply(enemy, locator);
effect.apply(handler);
}
}
}
buildup(): void {
if (!this.needUpdate) return;
if (!this.bindedHero) {
logger.warn(110);
return;
}
this.needUpdate = false;
this.sortedAura.clear();
this.convertedAura.clear();
@ -650,18 +689,18 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param modifier
* @param enemy
* @param locator
*/
private refreshSpecialModifier(
modifier: IEnemySpecialModifier<TAttr>,
enemy: IEnemy<TAttr>,
locator: ITileLocator
handler: IEnemyHandler<TAttr, THero>
): void {
const toAdd = modifier.add(enemy, locator);
const toDelete = modifier.delete(enemy, locator);
const enemy = handler.enemy;
const toAdd = modifier.add(handler);
const toDelete = modifier.delete(handler);
if (toAdd.length > 0 && toDelete.length > 0) {
logger.warn(100);
@ -671,7 +710,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const adding of toAdd) {
enemy.addSpecial(adding);
if (import.meta.env.DEV) {
const aura = this.convertSpecial(adding, enemy, locator);
const aura = this.convertSpecial(adding, handler);
if (aura) {
logger.warn(101, adding.code.toString());
}
@ -681,7 +720,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const deleting of toDelete) {
enemy.deleteSpecial(deleting);
if (import.meta.env.DEV) {
const aura = this.convertSpecial(deleting, enemy, locator);
const aura = this.convertSpecial(deleting, handler);
if (aura) {
logger.warn(101, deleting.code.toString());
}
@ -689,7 +728,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
for (const special of enemy.iterateSpecials()) {
const success = modifier.modify(enemy, special, locator);
const success = modifier.modify(handler, special);
if (import.meta.env.DEV && success) {
const aura = this.convertedAura.get(special);
if (aura) {
@ -700,7 +739,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
/**
*
*
* @param view
*/
private refreshEnemy(view: EnemyView<TAttr>): void {
@ -710,6 +749,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
view.reset();
const enemy = view.getComputingEnemy();
const base = view.getBaseEnemy();
const handler = this.createHandler(enemy, locator);
const specialPriorities = new Set<number>();
for (const priority of this.sortedAura.keys()) {
@ -725,30 +765,28 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const priority of orderedSpecialPriorities) {
const auras = this.sortedAura.get(priority);
const effects = this.specialQueryEffects.get(priority);
if (auras) {
for (const aura of auras) {
if (!aura.couldApplySpecial) continue;
const param = aura.getRangeParam();
aura.range.bindHost(this);
// 局部刷新只重新判断“这个怪物是否被该光环命中”。
const inRange = aura.range.inRange(
locator.x,
locator.y,
param
);
if (!inRange) continue;
const modifier = aura.applySpecial(enemy, base, locator);
// 局部刷新只重新判断“这个怪物是否被该光环命中”
if (!aura.range.inRange(locator.x, locator.y, param)) {
continue;
}
const modifier = aura.applySpecial(handler, base);
if (!modifier) continue;
this.refreshSpecialModifier(modifier, enemy, locator);
this.refreshSpecialModifier(modifier, handler);
}
}
const effects = this.specialQueryEffects.get(priority);
if (effects) {
for (const effect of effects) {
const modifier = effect.for(this);
if (!modifier.shouldQuery(enemy, locator)) continue;
this.refreshSpecialModifier(modifier, enemy, locator);
if (!modifier.shouldQuery(handler)) continue;
this.refreshSpecialModifier(modifier, handler);
}
}
}
@ -762,10 +800,8 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
for (const aura of auras) {
const param = aura.getRangeParam();
aura.range.bindHost(this);
if (!aura.range.inRange(locator.x, locator.y, param)) {
continue;
}
aura.apply(enemy, base, locator);
if (!aura.range.inRange(locator.x, locator.y, param)) continue;
aura.apply(handler, base);
}
}
@ -779,7 +815,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
const effects = this.commonQueryMap.get(special.code);
if (!effects) continue;
for (const effect of effects) {
effect.apply(enemy, special, query, locator);
effect.apply(handler, special, query);
}
}
if (queried) {
@ -787,7 +823,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
}
for (const effect of this.finalEffects) {
effect.apply(enemy, locator);
effect.apply(handler);
}
this.dirtyEnemy.delete(view);
@ -846,5 +882,6 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
this.commonQueryMap.clear();
this.specialQueryEffects.clear();
this.finalEffects.length = 0;
this.bindedHero = null;
}
}

View File

@ -1,4 +1,4 @@
import { logger } from '@motajs/common';
import { ITileLocator, logger } from '@motajs/common';
import {
CriticalableHeroStatus,
IDamageCalculator,
@ -6,9 +6,12 @@ import {
IEnemyContext,
IEnemyCritical,
IEnemyDamageInfo,
IReadonlyEnemyHandler,
IEnemyView,
IReadonlyEnemy
} from './types';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
import { clamp } from 'lodash-es';
interface ICriticalSearchResult {
/** 此临界点的属性值 */
@ -21,12 +24,12 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
/** 当前正在使用的计算器 */
private calculator: IDamageCalculator<TAttr, THero> | null = null;
/** 当前勇士属性 */
private heroStatus: Readonly<THero> | null = null;
private heroStatus: IReadonlyHeroAttribute<THero> | null = null;
/** 怪物伤害缓存 */
private readonly cache: Map<IEnemyView<TAttr>, IEnemyDamageInfo> =
new Map();
constructor(readonly context: IEnemyContext<TAttr>) {}
constructor(readonly context: IEnemyContext<TAttr, THero>) {}
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void {
this.calculator = calculator;
@ -37,35 +40,23 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
return this.calculator;
}
bindHeroStatus(hero: Readonly<THero>): void {
bindHeroStatus(hero: IReadonlyHeroAttribute<THero>): void {
this.heroStatus = hero;
this.markAllDirty();
}
/**
*
*
* @param enemy
* @param locator
* @param hero
*/
private cloneHeroStatus(): THero | null {
if (!this.heroStatus) return null;
else return structuredClone(this.heroStatus);
}
/**
*
* @param enemy
* @param attribute
* @param value
* @returns
*/
private calculateDamageWithModified(
private createReadonlyHandler(
enemy: IReadonlyEnemy<TAttr>,
attribute: CriticalableHeroStatus<THero>,
value: number
): IEnemyDamageInfo {
const hero = this.cloneHeroStatus()!;
// @ts-expect-error 之后会进行修复
hero[attribute] = value;
return this.calculator!.calculate(hero, enemy);
locator: ITileLocator,
hero: IReadonlyHeroAttribute<THero>
): IReadonlyEnemyHandler<TAttr, THero> {
return { enemy, locator, hero };
}
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null {
@ -77,15 +68,51 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
logger.warn(106);
return null;
}
const hero = this.cloneHeroStatus()!;
const hero = this.heroStatus;
const locator = this.context.getEnemyLocatorByView(enemy);
if (!hero || !locator) return null;
const cached = this.cache.get(enemy);
if (cached) {
return cached;
}
const info = this.calculator.calculate(hero, enemy.getComputedEnemy());
const computed = enemy.getComputedEnemy();
const handler = this.createReadonlyHandler(computed, locator, hero);
const info = this.calculator.calculate(handler);
this.cache.set(enemy, info);
return info;
}
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
): IEnemyDamageInfo | null {
if (!this.heroStatus) {
logger.warn(107);
return null;
}
if (!this.calculator) {
logger.warn(106);
return null;
}
const hero = this.heroStatus;
if (!hero) return null;
const view = this.context.getViewByComputed(enemy);
if (!view) return null;
const locator = this.context.getEnemyLocatorByView(view);
if (!locator) return null;
const cached = this.cache.get(view);
if (cached) {
return cached;
}
const handler = this.createReadonlyHandler(enemy, locator, hero);
const info = this.calculator.calculate(handler);
this.cache.set(view, info);
return info;
}
@ -104,7 +131,7 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
*calculateCritical(
view: IEnemyView<TAttr>,
attribute: CriticalableHeroStatus<THero>,
precision: number
precision: number = 12
): Generator<IEnemyCritical, void, void> {
if (!this.heroStatus) {
logger.warn(107);
@ -115,26 +142,32 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
return;
}
const currentInfo = this.getDamageInfo(view);
if (!currentInfo) return;
const locator = this.context.getEnemyLocatorByView(view);
if (!locator) return;
const enemy = view.getComputedEnemy();
const hero = this.cloneHeroStatus()!;
const currentValue = hero[attribute] as number;
const hero = this.heroStatus.getModifiableClone();
const handler = this.createReadonlyHandler(enemy, locator, hero);
const currentInfo = this.calculator.calculate(handler);
if (!currentInfo) return;
const currentValue = hero.getBaseAttribute(attribute) as number;
const upperLimit = Math.floor(
this.calculator.getCriticalLimit(hero, enemy, attribute)
this.calculator.getCriticalLimit(handler, attribute)
);
if (currentValue >= upperLimit) return;
const maxIterations = Math.max(0, Math.floor(precision));
// 超过 64 位的精度没有意义,所以最高设置为 64
const maxIterations = clamp(Math.floor(precision), 4, 64);
let baseValue = currentValue;
let baseInfo = currentInfo;
while (baseValue < upperLimit) {
const next = this.findNextCritical(
enemy,
handler,
hero,
attribute,
baseValue,
upperLimit,
@ -159,7 +192,8 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
/**
*
* @param enemy
* @param handler `hero` `hero`
* @param hero `handler` `hero`
* @param attribute
* @param currentValue
* @param upperLimit
@ -167,7 +201,8 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
* @param maxIterations
*/
private findNextCritical(
enemy: IReadonlyEnemy<TAttr>,
handler: IReadonlyEnemyHandler<TAttr, THero>,
hero: IHeroAttribute<THero>,
attribute: CriticalableHeroStatus<THero>,
currentValue: number,
upperLimit: number,
@ -176,36 +211,30 @@ export class DamageSystem<TAttr, THero> implements IDamageSystem<TAttr, THero> {
): ICriticalSearchResult | null {
let left = currentValue;
let right = upperLimit;
let rightInfo = this.calculateDamageWithModified(
enemy,
attribute,
right
);
if (rightInfo.damage >= referenceDamage) return null;
hero.setBaseAttribute(attribute, right as THero[typeof attribute]);
let targetInfo = this.calculator!.calculate(handler);
if (targetInfo.damage >= referenceDamage) return null;
let iter = 0;
while (iter < maxIterations) {
while (iter++ < maxIterations) {
const middle = Math.floor((left + right) / 2);
const middleInfo = this.calculateDamageWithModified(
enemy,
attribute,
middle
);
hero.setBaseAttribute(attribute, middle as THero[typeof attribute]);
const middleInfo = this.calculator!.calculate(handler);
if (middleInfo.damage < referenceDamage) {
right = middle;
rightInfo = middleInfo;
} else {
left = middle;
targetInfo = middleInfo;
}
if (right - left <= 1) break;
iter++;
}
return {
value: right,
info: rightInfo
info: targetInfo
};
}
}

View File

@ -93,7 +93,7 @@ export class EnemyView<TAttr> implements IEnemyView<TAttr> {
constructor(
readonly baseEnemy: IEnemy<TAttr>,
readonly context: IEnemyContext<TAttr>
readonly context: IEnemyContext<TAttr, unknown>
) {
this.computedEnemy = baseEnemy.clone();
}

View File

@ -1,6 +1,7 @@
import { logger, ITileLocator } from '@motajs/common';
import {
IEnemyContext,
IReadonlyEnemyHandler,
IEnemyView,
IMapDamage,
IMapDamageConverter,
@ -33,9 +34,9 @@ interface IDamageStore<TAttr> {
readonly index: number;
}
export class MapDamage<TAttr> implements IMapDamage<TAttr> {
export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
/** 当前使用的地图伤害转换器 */
private converter: IMapDamageConverter<TAttr> | null = null;
private converter: IMapDamageConverter<TAttr, THero> | null = null;
/** 当前使用的地图伤害合并器 */
private reducer: IMapDamageReducer | null = null;
@ -62,15 +63,33 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
/** 坐标索引对象 */
private readonly indexer: IMapLocIndexer;
constructor(readonly context: IEnemyContext<TAttr>) {
constructor(readonly context: IEnemyContext<TAttr, THero>) {
this.indexer = context.indexer;
}
useConverter(converter: IMapDamageConverter<TAttr>): void {
useConverter(converter: IMapDamageConverter<TAttr, THero>): void {
this.converter = converter;
this.refreshAll();
}
/**
*
* @param view
* @param locator
*/
private createReadonlyHandler(
view: IEnemyView<TAttr>,
locator: ITileLocator
): IReadonlyEnemyHandler<TAttr, THero> | null {
const hero = this.context.getBindedHero();
if (!hero) return null;
return {
enemy: view.getComputedEnemy(),
locator,
hero
};
}
useReducer(reducer: IMapDamageReducer): void {
this.reducer = reducer;
this.reducedCache.clear();
@ -174,6 +193,7 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
const sourced = this.sourcedDamage.get(index);
if (sourceless) {
if (sourced) {
// 大集合 union 小集合会更快,一般有来源伤害更多,所以 source union sourceless
return sourced.damages.union(sourceless.damages);
} else {
return sourceless.damages;
@ -237,9 +257,11 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
locator: ITileLocator
) {
this.removeEnemyAffecting(view);
const enemy = view.getComputedEnemy();
const views = this.converter!.convert(enemy, locator, this.context);
const set = new Set(views);
if (!this.converter) return;
const handler = this.createReadonlyHandler(view, locator);
if (!handler) return;
const views = this.converter.convert(handler, this.context);
const set = new Set<IMapDamageView<any>>(views);
if (set.size === 0) return;
this.enemyStore.set(view, set);
const collection = new Set<number>();
@ -275,9 +297,11 @@ export class MapDamage<TAttr> implements IMapDamage<TAttr> {
*/
private refreshEnemy(view: IEnemyView<TAttr>, locator: ITileLocator) {
this.removeEnemyAffecting(view);
const enemy = view.getComputedEnemy();
const views = this.converter!.convert(enemy, locator, this.context);
const set = new Set(views);
if (!this.converter) return;
const handler = this.createReadonlyHandler(view, locator);
if (!handler) return;
const views = this.converter.convert(handler, this.context);
const set = new Set<IMapDamageView<any>>(views);
if (set.size === 0) return;
this.enemyStore.set(view, set);
set.forEach(viewItem => {

View File

@ -1,4 +1,5 @@
import { IRange, ITileLocator } from '@motajs/common';
import { IReadonlyHeroAttribute } from '../hero';
//#region 怪物基础
@ -246,13 +247,31 @@ export interface IMapLocIndexer extends IMapLocHelper {
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>;
readonly context: IEnemyContext<TAttr, unknown>;
/**
*
@ -288,31 +307,24 @@ export interface IEnemyView<TAttr> {
export interface IEnemySpecialModifier<TAttr> {
/**
*
* @param enemy
* @param locator
* @param handler
*/
add(enemy: IReadonlyEnemy<TAttr>, locator: ITileLocator): ISpecial<any>[];
add(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
/**
*
* @param enemy
* @param locator
* @param handler
*/
delete(
enemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator
): ISpecial<any>[];
delete(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
/**
* true false
* @param enemy
* @param handler
* @param special
* @param locator
*/
modify(
enemy: IReadonlyEnemy<TAttr>,
special: ISpecial<any>,
locator: ITileLocator
handler: IEnemyHandler<TAttr, unknown>,
special: ISpecial<any>
): boolean;
}
@ -334,26 +346,22 @@ export interface IAuraView<TAttr, T = any> {
/**
*
* @param enemy
* @param handler
* @param baseEnemy
* @param locator
*/
apply(
enemy: IEnemy<TAttr>,
baseEnemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): void;
/**
*
* @param enemy
* @param handler
* @param baseEnemy
* @param locator
*/
applySpecial(
enemy: IReadonlyEnemy<TAttr>,
baseEnemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): IEnemySpecialModifier<TAttr> | null;
}
@ -366,14 +374,15 @@ export interface IEnemyAuraView<TAttr, R, S> extends IAuraView<TAttr, R> {
readonly locator: ITileLocator;
}
export interface IAuraConverter<TAttr> {
export interface IAuraConverter<TAttr, THero> {
/**
*
* @param special
* @param handler
*/
shouldConvert(
special: ISpecial<any>,
enemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator
handler: IReadonlyEnemyHandler<TAttr, THero>
): boolean;
/**
@ -381,32 +390,34 @@ export interface IAuraConverter<TAttr> {
*/
convert(
special: ISpecial<any>,
enemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator,
context: IEnemyContext<TAttr>
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IEnemyAuraView<TAttr, any, any>;
}
export interface IEnemySpecialQueryModifier<
TAttr
TAttr,
THero
> extends IEnemySpecialModifier<TAttr> {
/**
*
*/
shouldQuery(enemy: IReadonlyEnemy<TAttr>, locator: ITileLocator): boolean;
shouldQuery(handler: IReadonlyEnemyHandler<TAttr, THero>): boolean;
}
export interface IEnemySpecialQueryEffect<TAttr> {
export interface IEnemySpecialQueryEffect<TAttr, THero> {
/** 效果优先级,与光环属性共用 */
readonly priority: number;
/**
*
*/
for(ctx: IEnemyContext<TAttr>): IEnemySpecialQueryModifier<TAttr>;
for(
ctx: IEnemyContext<TAttr, THero>
): IEnemySpecialQueryModifier<TAttr, THero>;
}
export interface IEnemyCommonQueryEffect<TAttr> {
export interface IEnemyCommonQueryEffect<TAttr, THero> {
/** 优先级,越高的越先执行 */
readonly priority: number;
@ -414,21 +425,20 @@ export interface IEnemyCommonQueryEffect<TAttr> {
*
*/
apply(
enemy: IEnemy<TAttr>,
handler: IEnemyHandler<TAttr, THero>,
special: ISpecial<any>,
query: () => IEnemyContext<TAttr>,
locator: ITileLocator
query: () => IEnemyContext<TAttr, THero>
): void;
}
export interface IEnemyFinalEffect<TAttr> {
export interface IEnemyFinalEffect<TAttr, THero> {
/** 效果优先级,越高会越先被执行 */
readonly priority: number;
/**
*
*/
apply(enemy: IEnemy<TAttr>, locator: ITileLocator): void;
apply(handler: IEnemyHandler<TAttr, THero>): void;
}
//#endregion
@ -477,14 +487,13 @@ export interface IMapDamageView<T = any> {
): Readonly<IMapDamageInfo> | null;
}
export interface IMapDamageConverter<TAttr> {
export interface IMapDamageConverter<TAttr, THero> {
/**
*
*/
convert(
enemy: IReadonlyEnemy<TAttr>,
locator: ITileLocator,
context: IEnemyContext<TAttr>
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IMapDamageView<any>[];
}
@ -498,15 +507,15 @@ export interface IMapDamageReducer {
): Readonly<IMapDamageInfo>;
}
export interface IMapDamage<TAttr> {
export interface IMapDamage<TAttr, THero> {
/** 当前绑定的怪物上下文 */
readonly context: IEnemyContext<TAttr>;
readonly context: IEnemyContext<TAttr, THero>;
/**
*
* @param converter
*/
useConverter(converter: IMapDamageConverter<TAttr>): void;
useConverter(converter: IMapDamageConverter<TAttr, THero>): void;
/**
*
@ -593,36 +602,30 @@ export interface IEnemyCritical {
}
export type CriticalableHeroStatus<THero> = keyof {
[P in keyof THero as THero[P] extends number ? P : never]: unknown;
[P in keyof THero as THero[P] extends number ? P : never]: number;
};
export interface IDamageCalculator<TAttr, THero> {
/**
*
* @param hero
* @param enemy
* @param handler
*/
calculate(
hero: Readonly<THero>,
enemy: IReadonlyEnemy<TAttr>
): IEnemyDamageInfo;
calculate(handler: IReadonlyEnemyHandler<TAttr, THero>): IEnemyDamageInfo;
/**
*
* @param hero
* @param enemy
* @param handler
* @param attribute
*/
getCriticalLimit(
hero: Readonly<THero>,
enemy: IReadonlyEnemy<TAttr>,
handler: IReadonlyEnemyHandler<TAttr, THero>,
attribute: CriticalableHeroStatus<THero>
): number;
}
export interface IDamageSystem<TAttr, THero> {
/** 伤害系统所属的上下文 */
readonly context: IEnemyContext<TAttr>;
readonly context: IEnemyContext<TAttr, THero>;
/**
* 使
@ -639,7 +642,7 @@ export interface IDamageSystem<TAttr, THero> {
*
* @param hero
*/
bindHeroStatus(hero: Readonly<THero>): void;
bindHeroStatus(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
@ -647,6 +650,14 @@ export interface IDamageSystem<TAttr, THero> {
*/
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null;
/**
*
* @param enemy
*/
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
): IEnemyDamageInfo | null;
/**
*
* @param enemy
@ -668,12 +679,12 @@ export interface IDamageSystem<TAttr, THero> {
*
* @param enemy
* @param attribute
* @param precision `12-16`
* @param precision `12-16` 12
*/
calculateCritical(
enemy: IEnemyView<TAttr>,
attribute: CriticalableHeroStatus<THero>,
precision: number
precision?: number
): Generator<IEnemyCritical, void, void>;
}
@ -681,7 +692,7 @@ export interface IDamageSystem<TAttr, THero> {
//#region 上下文
export interface IEnemyContext<TAttr> {
export interface IEnemyContext<TAttr, THero> {
/** 怪物上下文宽度 */
readonly width: number;
/** 怪物上下文高度 */
@ -700,13 +711,13 @@ export interface IEnemyContext<TAttr> {
*
* @param converter
*/
registerAuraConverter(converter: IAuraConverter<TAttr>): void;
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
/**
*
* @param converter
*/
unregisterAuraConverter(converter: IAuraConverter<TAttr>): void;
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
/**
*
@ -714,7 +725,7 @@ export interface IEnemyContext<TAttr> {
* @param enabled
*/
setAuraConverterEnabled(
converter: IAuraConverter<TAttr>,
converter: IAuraConverter<TAttr, THero>,
enabled: boolean
): void;
@ -722,13 +733,17 @@ export interface IEnemyContext<TAttr> {
*
* @param effect
*/
registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void;
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void;
/**
*
* @param effect
*/
unregisterSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void;
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void;
/**
*
@ -737,7 +752,7 @@ export interface IEnemyContext<TAttr> {
*/
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr>
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void;
/**
@ -747,20 +762,31 @@ export interface IEnemyContext<TAttr> {
*/
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr>
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void;
/**
*
* @param effect
*/
registerFinalEffect(effect: IEnemyFinalEffect<TAttr>): void;
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
/**
*
* @param effect
*/
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr>): void;
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
/**
*
* @param hero
*/
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
*/
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
/**
*
@ -813,7 +839,10 @@ export interface IEnemyContext<TAttr> {
* @param range
* @param param
*/
scanRange<T>(range: IRange<T>, param: T): Iterable<IEnemyView<TAttr>>;
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
/**
*
@ -836,12 +865,12 @@ export interface IEnemyContext<TAttr> {
*
* @param damage
*/
attachMapDamage(damage: IMapDamage<TAttr> | null): void;
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void;
/**
*
*/
getMapDamage(): IMapDamage<TAttr> | null;
getMapDamage(): IMapDamage<TAttr, THero> | null;
/**
*
@ -852,7 +881,7 @@ export interface IEnemyContext<TAttr> {
/**
*
*/
getDamageSystem<THero>(): IDamageSystem<TAttr, THero> | null;
getDamageSystem(): IDamageSystem<TAttr, THero> | null;
/**
*

View File

@ -149,4 +149,8 @@ export class HeroAttribute<THero> implements IHeroAttribute<THero> {
}
return cloned;
}
getModifiableClone(): IHeroAttribute<THero> {
return this.clone();
}
}

View File

@ -32,6 +32,6 @@ export class HeroState<THero> implements IHeroState<THero> {
}
getIsolatedAttribute(): IHeroAttribute<THero> {
return this.attribute.clone();
return this.attribute.getModifiableClone();
}
}

View File

@ -71,7 +71,12 @@ export interface IReadonlyHeroAttribute<THero> {
*
* @param cloneModifier
*/
clone(cloneModifier?: boolean): IHeroAttribute<THero>;
clone(cloneModifier?: boolean): IReadonlyHeroAttribute<THero>;
/**
*
*/
getModifiableClone(): IHeroAttribute<THero>;
}
export interface IHeroAttribute<THero> extends IReadonlyHeroAttribute<THero> {
@ -101,6 +106,12 @@ export interface IHeroAttribute<THero> extends IReadonlyHeroAttribute<THero> {
name: K,
modifier: IHeroModifier<THero[K], unknown>
): void;
/**
*
* @param cloneModifier
*/
clone(cloneModifier?: boolean): IHeroAttribute<THero>;
}
//#endregion

View File

@ -13,18 +13,19 @@ import {
HeroState,
IHeroState
} from '@user/data-base';
import { IEnemyAttributes } from './enemy/types';
import { IEnemyAttr } from './enemy/types';
import {
CommonAuraConverter,
EnemyLegacyBridge,
GuardAuraConverter,
MainDamageCalculator,
MainEnemyFinalEffect,
MainMapDamageConverter,
MainMapDamageReducer,
registerSpecials
} from './enemy';
import { HERO_DEFAULT_ATTRIBUTE, TILE_HEIGHT, TILE_WIDTH } from './shared';
import { IHeroAttributeObject } from './hero';
import { IHeroAttr } from './hero';
export class CoreState implements ICoreState {
readonly layer: ILayerState;
@ -32,10 +33,10 @@ export class CoreState implements ICoreState {
readonly idNumberMap: Map<string, number>;
readonly numberIdMap: Map<number, string>;
readonly hero: IHeroState<IHeroAttributeObject>;
readonly hero: IHeroState<IHeroAttr>;
readonly enemyManager: IEnemyManager<IEnemyAttributes>;
readonly enemyContext: IEnemyContext<IEnemyAttributes>;
readonly enemyManager: IEnemyManager<IEnemyAttr>;
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
constructor() {
this.layer = new LayerState();
@ -43,6 +44,15 @@ export class CoreState implements ICoreState {
this.idNumberMap = new Map();
this.numberIdMap = new Map();
//#region 勇士初始化
const heroMover = new HeroMover();
const heroAttribute = new HeroAttribute(HERO_DEFAULT_ATTRIBUTE);
const heroState = new HeroState(heroMover, heroAttribute);
this.hero = heroState;
//#endregion
//#region 怪物初始化
// 怪物管理器初始化
@ -56,8 +66,9 @@ export class CoreState implements ICoreState {
registerSpecials(enemyManager);
this.enemyManager = enemyManager;
// 怪物上下文初始化
const enemyContext = new EnemyContext<IEnemyAttributes>();
const enemyContext = new EnemyContext<IEnemyAttr, IHeroAttr>();
const damageSystem = new DamageSystem(enemyContext);
damageSystem.useCalculator(new MainDamageCalculator());
const mapDamage = new MapDamage(enemyContext);
mapDamage.useConverter(new MainMapDamageConverter());
mapDamage.useReducer(new MainMapDamageReducer());
@ -67,18 +78,10 @@ export class CoreState implements ICoreState {
enemyContext.registerAuraConverter(new GuardAuraConverter());
enemyContext.registerFinalEffect(new MainEnemyFinalEffect());
enemyContext.resize(TILE_WIDTH, TILE_HEIGHT);
enemyContext.bindHero(heroAttribute);
this.enemyContext = enemyContext;
//#endregion
//#region 勇士初始化
const heroMover = new HeroMover();
const heroAttribute = new HeroAttribute(HERO_DEFAULT_ATTRIBUTE);
const heroState = new HeroState(heroMover, heroAttribute);
this.hero = heroState;
//#endregion
}
saveState(): IStateSaveData {

View File

@ -9,16 +9,18 @@ import {
} from '@motajs/common';
import {
IAuraConverter,
IEnemyHandler,
IEnemyAuraView,
IEnemyContext,
IEnemySpecialModifier,
IEnemyView,
IReadonlyEnemyHandler,
IReadonlyEnemy,
ISpecial,
IEnemy
ISpecial
} from '@user/data-base';
import { IHaloValue } from './special';
import { IEnemyAttributes } from './types';
import { IEnemyAttr } from './types';
import { IHeroAttr } from '../hero';
const FULL_RANGE = new FullRange();
const RECT_RANGE = new RectRange();
@ -26,22 +28,24 @@ const MANHATTAN_RANGE = new ManhattanRange();
//#region 25-光环
export class CommonAuraConverter implements IAuraConverter<IEnemyAttributes> {
export class CommonAuraConverter implements IAuraConverter<
IEnemyAttr,
IHeroAttr
> {
shouldConvert(special: ISpecial<any>): boolean {
return special.code === 25;
}
convert(
special: ISpecial<IHaloValue>,
enemy: IReadonlyEnemy<IEnemyAttributes>,
locator: ITileLocator
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>
): CommonAura {
return new CommonAura(enemy, special, locator);
return new CommonAura(handler.enemy, special, handler.locator);
}
}
export class CommonAura implements IEnemyAuraView<
IEnemyAttributes,
IEnemyAttr,
IRectRangeParam | IManhattanRangeParam | void,
IHaloValue
> {
@ -51,7 +55,7 @@ export class CommonAura implements IEnemyAuraView<
readonly range: IRange<IRectRangeParam | IManhattanRangeParam | void>;
constructor(
readonly enemy: IReadonlyEnemy<IEnemyAttributes>,
readonly enemy: IReadonlyEnemy<IEnemyAttr>,
readonly special: ISpecial<IHaloValue>,
readonly locator: ITileLocator
) {
@ -89,9 +93,10 @@ export class CommonAura implements IEnemyAuraView<
}
apply(
enemy: IEnemy<IEnemyAttributes>,
baseEnemy: IReadonlyEnemy<IEnemyAttributes>
handler: IEnemyHandler<IEnemyAttr, unknown>,
baseEnemy: IReadonlyEnemy<IEnemyAttr>
): void {
const { enemy } = handler;
const { hpBuff, atkBuff, defBuff } = this.special.value;
if (hpBuff !== 0) {
@ -110,7 +115,7 @@ export class CommonAura implements IEnemyAuraView<
}
}
applySpecial(): IEnemySpecialModifier<IEnemyAttributes> | null {
applySpecial(): IEnemySpecialModifier<IEnemyAttr> | null {
return null;
}
}
@ -119,23 +124,25 @@ export class CommonAura implements IEnemyAuraView<
//#region 26-支援
export class GuardAuraConverter implements IAuraConverter<IEnemyAttributes> {
export class GuardAuraConverter implements IAuraConverter<
IEnemyAttr,
IHeroAttr
> {
shouldConvert(special: ISpecial<any>): boolean {
return special.code === 26;
}
convert(
special: ISpecial<void>,
enemy: IReadonlyEnemy<IEnemyAttributes>,
locator: ITileLocator,
context: IEnemyContext<IEnemyAttributes>
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>
): GuardAura {
return new GuardAura(context, enemy, special, locator);
return new GuardAura(context, handler.enemy, special, handler.locator);
}
}
export class GuardAura implements IEnemyAuraView<
IEnemyAttributes,
IEnemyAttr,
IRectRangeParam,
void
> {
@ -144,11 +151,11 @@ export class GuardAura implements IEnemyAuraView<
readonly couldApplySpecial: boolean = false;
readonly range: IRange<IRectRangeParam> = RECT_RANGE;
private readonly sourceView: IEnemyView<IEnemyAttributes> | null;
private readonly sourceView: IEnemyView<IEnemyAttr> | null;
constructor(
context: IEnemyContext<IEnemyAttributes>,
readonly enemy: IReadonlyEnemy<IEnemyAttributes>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>,
readonly enemy: IReadonlyEnemy<IEnemyAttr>,
readonly special: ISpecial<void>,
readonly locator: ITileLocator
) {
@ -164,19 +171,16 @@ export class GuardAura implements IEnemyAuraView<
};
}
apply(
enemy: IEnemy<IEnemyAttributes>,
_baseEnemy: IReadonlyEnemy<IEnemyAttributes>,
locator: ITileLocator
): void {
apply(handler: IEnemyHandler<IEnemyAttr, IHeroAttr>): void {
if (!this.sourceView) return;
const { enemy, locator } = handler;
if (locator.x === this.locator.x && locator.y === this.locator.y) {
return;
}
enemy.getAttribute('guard').add(this.sourceView);
}
applySpecial(): IEnemySpecialModifier<IEnemyAttributes> | null {
applySpecial(): IEnemySpecialModifier<IEnemyAttr> | null {
return null;
}
}

View File

@ -0,0 +1,177 @@
import {
CriticalableHeroStatus,
IDamageCalculator,
IEnemyDamageInfo,
IReadonlyEnemyHandler
} from '@user/data-base';
import { IEnemyAttr } from './types';
import { IVampireValue } from './special';
import { IHeroAttr } from '../hero';
export class MainDamageCalculator implements IDamageCalculator<
IEnemyAttr,
IHeroAttr
> {
/** 当前是否正在计算支援怪的伤害 */
private inGuard: boolean = false;
/**
*
* @param handler
*/
calculate(
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>
): IEnemyDamageInfo {
const { enemy, locator, hero } = handler;
const hp = hero.getBaseAttribute('hp');
const atk = hero.getFinalAttribute('atk');
const def = hero.getFinalAttribute('def');
const mdef = this.inGuard ? 0 : hero.getFinalAttribute('mdef');
// 支援中魔防只会被计算一次,因此除了当前怪物,计算其他怪物伤害时魔防为 0
const monAtk = enemy.getAttribute('atk');
const monDef = enemy.getAttribute('def');
let monHp = enemy.getAttribute('hp');
// 无敌
if (enemy.hasSpecial(20) && core.itemCount('cross') < 1) {
return { damage: Infinity, turn: 0 };
}
/** 怪物会对勇士造成的总伤害 */
let damage = 0;
/** 勇士每轮造成的伤害 */
let heroPerDamage = 0;
/** 怪物每轮造成的伤害 */
let enemyPerDamage = 0;
// 勇士每轮伤害为勇士攻击减去怪物防御
heroPerDamage += atk - monDef;
if (heroPerDamage <= 0) {
return { damage: Infinity, turn: 0 };
}
// 吸血
const vampire = enemy.getSpecial<IVampireValue>(11);
if (vampire) {
const value = (vampire.value.vampire / 100) * hp;
damage += value;
// 如果吸血加到自身
if (vampire.value.add) {
monHp += value;
}
}
// 魔攻
if (enemy.hasSpecial(2)) {
enemyPerDamage = monAtk;
} else {
enemyPerDamage = monAtk - def;
}
// 连击
if (enemy.hasSpecial(4)) enemyPerDamage *= 2;
if (enemy.hasSpecial(5)) enemyPerDamage *= 3;
const multiHit = enemy.getSpecial<number>(6);
if (multiHit) {
enemyPerDamage *= multiHit.value;
}
if (enemyPerDamage < 0) enemyPerDamage = 0;
let turn = Math.ceil(monHp / heroPerDamage);
// 支援,当怪物被支援且不包含支援标记时执行,因为支援怪不能再被支援了
const guards = enemy.getAttribute('guard');
if (guards.size > 0 && !this.inGuard) {
this.inGuard = true;
// 计算支援怪的伤害,同时把打支援怪花费的回合数加到当前怪物上,因为打支援怪的时候当前怪物也会打你
// 因此回合数需要加上打支援怪的回合数
for (const guard of guards) {
// 直接把 enemy 传过去,因此支援的 enemy 会吃到其原本所在位置的光环加成
const extraInfo = this.calculate({
enemy: guard.getComputedEnemy(),
locator,
hero
});
turn += extraInfo.turn;
damage += extraInfo.damage;
}
this.inGuard = false;
}
// 先攻
if (enemy.hasSpecial(1)) {
damage += enemyPerDamage;
}
// 破甲
const breakArmor = enemy.getSpecial<number>(7);
if (breakArmor) {
damage += (breakArmor.value / 100) * def;
}
// 反击
const counterAttack = enemy.getSpecial<number>(8);
if (counterAttack) {
// 反击是每回合生效,因此加到 enemyPerDamage 上
enemyPerDamage += (counterAttack.value / 100) * atk;
}
// 净化
const purify = enemy.getSpecial<number>(9);
if (purify) {
damage += purify.value * mdef;
}
damage += (turn - 1) * enemyPerDamage;
// 魔防
damage -= mdef;
// 未开启负伤时,如果伤害为负,则设为 0
if (!core.flags.enableNegativeDamage && damage < 0) {
damage = 0;
}
// 固伤,无法被魔防减伤
const fixedDamage = enemy.getSpecial<number>(22);
if (fixedDamage) {
damage += fixedDamage.value;
}
// 仇恨,无法被魔防减伤
if (enemy.hasSpecial(17)) {
damage += core.getFlag('hatred', 0);
}
return {
damage: Math.floor(damage),
turn
};
}
/**
*
* @param handler
* @param attribute
*/
getCriticalLimit(
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>,
attribute: CriticalableHeroStatus<IHeroAttr>
): number {
switch (attribute) {
case 'atk': {
if (handler.enemy.hasSpecial(3)) {
return Infinity;
}
return (
handler.enemy.getAttribute('def') +
handler.enemy.getAttribute('hp')
);
}
}
return handler.hero.getFinalAttribute(attribute);
}
}

View File

@ -1,29 +1,28 @@
import { IEnemy, IEnemyFinalEffect } from '@user/data-base';
import { IEnemyAttributes } from './types';
import { ITileLocator } from '@motajs/common';
import { IEnemyFinalEffect, IEnemyHandler } from '@user/data-base';
import { IEnemyAttr } from './types';
import { IHeroAttr } from '../hero';
const HERO_STATUS_PLACEHOLDER = {
atk: 0,
def: 0
} as const;
export class MainEnemyFinalEffect implements IEnemyFinalEffect<IEnemyAttributes> {
export class MainEnemyFinalEffect implements IEnemyFinalEffect<
IEnemyAttr,
IHeroAttr
> {
readonly priority: number = 0;
apply(enemy: IEnemy<IEnemyAttributes>, _locator: ITileLocator): void {
apply(handler: IEnemyHandler<IEnemyAttr, IHeroAttr>): void {
const enemy = handler.enemy;
const heroAtk = handler.hero.getFinalAttribute('atk');
const heroDef = handler.hero.getFinalAttribute('def');
// 3-坚固
if (enemy.hasSpecial(3)) {
const target = Math.max(
enemy.getAttribute('def'),
HERO_STATUS_PLACEHOLDER.atk - 1
);
const target = Math.max(enemy.getAttribute('def'), heroAtk - 1);
enemy.setAttribute('def', target);
}
// 10-模仿
if (enemy.hasSpecial(10)) {
enemy.setAttribute('atk', HERO_STATUS_PLACEHOLDER.atk);
enemy.setAttribute('def', HERO_STATUS_PLACEHOLDER.def);
enemy.setAttribute('atk', heroAtk);
enemy.setAttribute('def', heroDef);
}
}
}

View File

@ -1,4 +1,5 @@
export * from './aura';
export * from './calculator';
export * from './damage';
export * from './final';
export * from './legacy';

View File

@ -1,11 +1,11 @@
import { IEnemyLegacyBridge } from '@user/data-base';
import { IEnemyAttributes } from './types';
import { IEnemyAttr } from './types';
export class EnemyLegacyBridge implements IEnemyLegacyBridge<IEnemyAttributes> {
export class EnemyLegacyBridge implements IEnemyLegacyBridge<IEnemyAttr> {
fromLegacyEnemy(
enemy: Enemy,
defaultAttr: Partial<IEnemyAttributes>
): IEnemyAttributes {
defaultAttr: Partial<IEnemyAttr>
): IEnemyAttr {
return {
hp: enemy.hp ?? defaultAttr.hp ?? 0,
atk: enemy.atk ?? defaultAttr.atk ?? 0,

View File

@ -11,17 +11,21 @@ import {
RectRange,
ITileLocator
} from '@motajs/common';
import { IReadonlyEnemy, ISpecial } from '@user/data-base';
import {
IEnemyContext,
IMapDamageConverter,
IMapDamageInfo,
IMapDamageInfoExtra,
IMapDamageReducer,
IMapDamageView
IReadonlyEnemyHandler,
ISpecial,
IMapDamageView,
IReadonlyHeroAttribute,
IReadonlyEnemy
} from '@user/data-base';
import { IZoneValue } from './special';
import { IEnemyAttributes, MapDamageType } from './types';
import { IEnemyAttr, MapDamageType } from './types';
import { IHeroAttr } from '../hero';
const RECT_RANGE = new RectRange();
const MANHATTAN_RANGE = new ManhattanRange();
@ -33,7 +37,9 @@ const DIR4 = [...DIRECTION_MAPPER.map(InternalDirectionGroup.Dir4)];
//#region 地图伤害
abstract class BaseMapDamageView<T> implements IMapDamageView<T> {
constructor(protected readonly context: IEnemyContext<IEnemyAttributes>) {}
constructor(
protected readonly context: IEnemyContext<IEnemyAttr, IHeroAttr>
) {}
abstract getRange(): IRange<T>;
@ -80,7 +86,7 @@ export class ZoneDamageView extends BaseMapDamageView<
IRectRangeParam | IManhattanRangeParam
> {
constructor(
context: IEnemyContext<IEnemyAttributes>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>,
private readonly locator: Readonly<ITileLocator>,
private readonly special: Readonly<ISpecial<IZoneValue>>
) {
@ -108,16 +114,14 @@ export class ZoneDamageView extends BaseMapDamageView<
};
}
getDamageWithoutCheck(
_locator: ITileLocator
): Readonly<IMapDamageInfo> | null {
getDamageWithoutCheck(): Readonly<IMapDamageInfo> | null {
return this.createInfo(this.special.value.zone, MapDamageType.Zone);
}
}
export class RepulseDamageView extends BaseMapDamageView<IManhattanRangeParam> {
constructor(
context: IEnemyContext<IEnemyAttributes>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>,
private readonly locator: Readonly<ITileLocator>,
private readonly special: Readonly<ISpecial<number>>
) {
@ -151,7 +155,7 @@ export class RepulseDamageView extends BaseMapDamageView<IManhattanRangeParam> {
export class LaserDamageView extends BaseMapDamageView<IRayRangeParam> {
constructor(
context: IEnemyContext<IEnemyAttributes>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>,
private readonly locator: Readonly<ITileLocator>,
private readonly special: Readonly<ISpecial<number>>,
private readonly dir: IDirectionDescriptor[] = DIR4
@ -171,23 +175,17 @@ export class LaserDamageView extends BaseMapDamageView<IRayRangeParam> {
};
}
getDamageWithoutCheck(
locator: ITileLocator
): Readonly<IMapDamageInfo> | null {
if (locator.x === this.locator.x && locator.y === this.locator.y) {
return null;
}
getDamageWithoutCheck(): Readonly<IMapDamageInfo> | null {
return this.createInfo(this.special.value, MapDamageType.Layer);
}
}
export class BetweenDamageView extends BaseMapDamageView<IManhattanRangeParam> {
private static readonly DAMAGE = 1;
constructor(
context: IEnemyContext<IEnemyAttributes>,
private readonly locator: Readonly<ITileLocator>
context: IEnemyContext<IEnemyAttr, IHeroAttr>,
private readonly enemy: IReadonlyEnemy<IEnemyAttr>,
private readonly locator: Readonly<ITileLocator>,
private readonly hero: IReadonlyHeroAttribute<IHeroAttr>
) {
super(context);
}
@ -228,17 +226,34 @@ export class BetweenDamageView extends BaseMapDamageView<IManhattanRangeParam> {
if (!other) {
return null;
}
if (!other.getComputedEnemy().hasSpecial(16)) {
const otherEnemy = other.getComputedEnemy();
if (!otherEnemy.hasSpecial(16)) {
return null;
}
return this.createInfo(BetweenDamageView.DAMAGE, MapDamageType.Between);
const half = this.hero.getFinalAttribute('hp') / 2;
if (core.flags.betweenAttackMax) {
// 夹击不超伤害值,需要获取两个怪物的伤害
const sys = this.context.getDamageSystem();
if (!sys) {
return this.createInfo(half, MapDamageType.Between);
} else {
const currInfo = sys.getDamageInfoByComputed(this.enemy);
const otherInfo = sys.getDamageInfoByComputed(otherEnemy);
const currDamage = currInfo?.damage ?? Infinity;
const otherDamage = otherInfo?.damage ?? Infinity;
const min = Math.min(half, currDamage, otherDamage);
return this.createInfo(min, MapDamageType.Between);
}
} else {
return this.createInfo(half, MapDamageType.Between);
}
}
}
export class AmbushDamageView extends BaseMapDamageView<IManhattanRangeParam> {
constructor(
context: IEnemyContext<IEnemyAttributes>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>,
private readonly locator: Readonly<ITileLocator>
) {
super(context);
@ -256,13 +271,7 @@ export class AmbushDamageView extends BaseMapDamageView<IManhattanRangeParam> {
};
}
getDamageWithoutCheck(
locator: ITileLocator
): Readonly<IMapDamageInfo> | null {
if (locator.x === this.locator.x && locator.y === this.locator.y) {
return null;
}
getDamageWithoutCheck(): Readonly<IMapDamageInfo> | null {
return this.createInfo(0, MapDamageType.Unknown, {
catch: new Set([this.locator])
});
@ -273,13 +282,16 @@ export class AmbushDamageView extends BaseMapDamageView<IManhattanRangeParam> {
//#region 转换器
export class MainMapDamageConverter implements IMapDamageConverter<IEnemyAttributes> {
export class MainMapDamageConverter implements IMapDamageConverter<
IEnemyAttr,
IHeroAttr
> {
convert(
enemy: IReadonlyEnemy<IEnemyAttributes>,
locator: ITileLocator,
context: IEnemyContext<IEnemyAttributes>
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>,
context: IEnemyContext<IEnemyAttr, IHeroAttr>
): IMapDamageView<any>[] {
const views: IMapDamageView<any>[] = [];
const { enemy, locator, hero } = handler;
const zone = enemy.getSpecial<IZoneValue>(15);
if (zone) {
@ -287,7 +299,7 @@ export class MainMapDamageConverter implements IMapDamageConverter<IEnemyAttribu
}
if (enemy.hasSpecial(16)) {
views.push(new BetweenDamageView(context, locator));
views.push(new BetweenDamageView(context, enemy, locator, hero));
}
const repulse = enemy.getSpecial<number>(18);
@ -313,10 +325,7 @@ export class MainMapDamageConverter implements IMapDamageConverter<IEnemyAttribu
//#region 合并器
export class MainMapDamageReducer implements IMapDamageReducer {
reduce(
info: Iterable<Readonly<IMapDamageInfo>>,
_locator: ITileLocator
): Readonly<IMapDamageInfo> {
reduce(info: Iterable<Readonly<IMapDamageInfo>>): Readonly<IMapDamageInfo> {
let damage = 0;
let type = MapDamageType.Unknown;
let maxDamage = -Infinity;

View File

@ -4,7 +4,7 @@ import {
IEnemyManager
} from '@user/data-base';
import { getHeroStatusOn } from '../legacy/hero';
import { IEnemyAttributes } from './types';
import { IEnemyAttr } from './types';
//#region 复合属性值类型
@ -48,9 +48,7 @@ export interface IHaloValue {
* 8. changingFloor
* 9. | packages-user/legacy-plugin-data/src/enemy/checkblock.ts
*/
export function registerSpecials(
manager: IEnemyManager<IEnemyAttributes>
): void {
export function registerSpecials(manager: IEnemyManager<IEnemyAttr>): void {
manager.setAttributeDefaults('guard', new Set());
// 0 - 空

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@ -1,6 +1,6 @@
import { IEnemyView } from '@user/data-base';
export interface IEnemyAttributes {
export interface IEnemyAttr {
/** 怪物生命值 */
hp: number;
/** 怪物攻击力 */
@ -14,7 +14,7 @@ export interface IEnemyAttributes {
/** 怪物加点量 */
point: number;
/** 支援来源怪物视图列表 */
guard: Set<IEnemyView<IEnemyAttributes>>;
guard: Set<IEnemyView<IEnemyAttr>>;
}
export const enum MapDamageType {

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@ -1,6 +1,6 @@
//#region 勇士属性
export interface IHeroAttributeObject {
export interface IHeroAttr {
/** 勇士名称 */
name: string;
/** 勇士生命值 */

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@ -288,7 +288,7 @@ export class HeroMover extends ObjectMoverBase {
protected async onMoveStart(controller: IMoveController): Promise<void> {
this.beforeMoveSpeed = this.moveSpeed;
if (!core.isReplaying() || core.status.replay.speed <= 12) {
state.hero.startMove();
state.hero.mover.startMove();
}
// 这里要检查前面那一格能不能走,不能走则不触发平滑视角,以避免撞墙上视角卡住
if (!this.ignoreTerrain) {
@ -310,7 +310,7 @@ export class HeroMover extends ObjectMoverBase {
protected async onMoveEnd(controller: IMoveController): Promise<void> {
this.moveSpeed = this.beforeMoveSpeed;
this.onSetMoveSpeed(this.moveSpeed, controller);
await state.hero.endMove();
await state.hero.mover.endMove();
// viewport.sync('endMove');
core.clearContinueAutomaticRoute();
core.stopAutomaticRoute();
@ -442,19 +442,22 @@ export class HeroMover extends ObjectMoverBase {
const replaying = core.isReplaying();
if (replaying) {
if (core.status.replay.speed > 12) {
await state.hero.endMove();
await state.hero.mover.endMove();
await sleep(speed);
state.hero.setPosition(x, y);
state.hero.mover.setPosition(x, y);
} else {
state.hero.startMove();
await state.hero.move(
state.hero.mover.startMove();
await state.hero.mover.move(
fromDirectionString(moveDir),
this.moveSpeed / core.status.replay.speed
);
}
} else {
state.hero.startMove();
await state.hero.move(fromDirectionString(moveDir), this.moveSpeed);
state.hero.mover.startMove();
await state.hero.mover.move(
fromDirectionString(moveDir),
this.moveSpeed
);
}
}

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@ -1,4 +1,4 @@
import { IHeroAttributeObject } from './hero';
import { IHeroAttr } from './hero';
/** 每个地图的默认宽度 */
export const TILE_WIDTH = 13;
@ -11,7 +11,7 @@ export const TILE_HEIGHT = 13;
export const DEFAULT_HERO_IMAGE: ImageIds = 'hero.png';
/** 勇士的初始属性,数值填多少目前都无所谓,因为最终会从旧样板读取,但是必须得填 */
export const HERO_DEFAULT_ATTRIBUTE: IHeroAttributeObject = {
export const HERO_DEFAULT_ATTRIBUTE: IHeroAttr = {
name: '',
hp: 1,
hpmax: 0,

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@ -6,12 +6,12 @@ import {
IHeroFollower,
IHeroState
} from '@user/data-base';
import { IEnemyAttributes } from './enemy/types';
import { IHeroAttributeObject } from './hero';
import { IEnemyAttr } from './enemy/types';
import { IHeroAttr } from './hero';
export interface IGameDataState {
/** 怪物管理器 */
readonly enemyManager: IEnemyManager<IEnemyAttributes>;
readonly enemyManager: IEnemyManager<IEnemyAttr>;
}
export interface IStateSaveData {
@ -23,7 +23,7 @@ export interface ICoreState {
/** 地图状态 */
readonly layer: ILayerState;
/** 勇士状态 */
readonly hero: IHeroState<IHeroAttributeObject>;
readonly hero: IHeroState<IHeroAttr>;
/** 朝向绑定 */
readonly roleFace: IRoleFaceBinder;
/** id 到图块数字的映射 */
@ -32,9 +32,9 @@ export interface ICoreState {
readonly numberIdMap: Map<number, string>;
/** 怪物管理器 */
readonly enemyManager: IEnemyManager<IEnemyAttributes>;
readonly enemyManager: IEnemyManager<IEnemyAttr>;
/** 怪物上下文 */
readonly enemyContext: IEnemyContext<IEnemyAttributes>;
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
/**
*

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@ -153,13 +153,13 @@ export function initFallback() {
core.status.hero.loc[name] = value;
if (name === 'direction') {
const dir = fromDirectionString(value as Dir);
state.hero.turn(dir);
state.hero.mover.turn(dir);
setHeroDirection(value as Dir);
} else if (name === 'x') {
// 为了防止逆天样板出问题
core.bigmap.posX = value as number;
if (!noGather) {
state.hero.setPosition(
state.hero.mover.setPosition(
value as number,
core.status.hero.loc.y
);
@ -168,7 +168,7 @@ export function initFallback() {
// 为了防止逆天样板出问题
core.bigmap.posY = value as number;
if (!noGather) {
state.hero.setPosition(
state.hero.mover.setPosition(
core.status.hero.loc.x,
value as number
);
@ -218,7 +218,7 @@ export function initFallback() {
patch2.add('setHeroIcon', function (name: ImageIds) {
core.status.hero.image = name;
state.hero.setImage(name);
state.hero.mover.setImage(name);
});
patch.add('isMoving', function () {
@ -564,7 +564,7 @@ export function initFallback() {
time /= core.status.replay.speed;
if (core.status.replay.speed === 24) time = 1;
await state.hero.jumpHero(ex, ey, time);
await state.hero.mover.jumpHero(ex, ey, time);
if (!locked) core.unlockControl();
core.setHeroLoc('x', ex);

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@ -165,6 +165,7 @@
"107": "Hero status is not bound, damage calculation is unavailable.",
"108": "Hero modifier '$1' has already been added once. Ignore repeated add for attribute '$2'.",
"109": "Expected a different object reference returned, but got a same reference at modifier '$1' for property '$2'.",
"110": "Expected a hero attribute binding before executing any enemy context calculation.",
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency."
}
}

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@ -104,19 +104,20 @@ export class ManhattanRange extends BaseRange<IManhattanRangeParam> {
protected estimatePointCount(
param: Readonly<IManhattanRangeParam>
): number {
const radius = Math.max(0, param.radius);
const radius = Math.abs(param.radius);
return 1 + 2 * radius * (radius + 1);
}
*iterateLoc(param: Readonly<IManhattanRangeParam>): Iterable<number> {
const { width, height } = this.host;
for (let dy = -param.radius; dy <= param.radius; dy++) {
const radius = Math.abs(param.radius);
for (let dy = -radius; dy <= radius; dy++) {
const y = param.cy + dy;
if (y < 0 || y >= height) {
continue;
}
const span = param.radius - Math.abs(dy);
const span = radius - Math.abs(dy);
const startX = Math.max(0, param.cx - span);
const endX = Math.min(width - 1, param.cx + span);
for (let x = startX; x <= endX; x++) {
@ -130,10 +131,10 @@ export class ManhattanRange extends BaseRange<IManhattanRangeParam> {
y: number,
param: Readonly<IManhattanRangeParam>
): boolean {
return (
this.inBound(x, y) &&
Math.abs(x - param.cx) + Math.abs(y - param.cy) <= param.radius
);
const radius = Math.abs(param.radius);
const dx = Math.abs(x - param.cx);
const dy = Math.abs(y - param.cy);
return this.inBound(x, y) && dx + dy <= radius;
}
}
@ -141,6 +142,7 @@ export class RayRange extends BaseRange<IRayRangeParam> {
protected estimatePointCount(param: Readonly<IRayRangeParam>): number {
const { width, height } = this.host;
// 考虑到这种范围的 `inRange` 判断要更加耗时,因此将返回值略微降低,更倾向于使用 `scan` 方式
// 正常情况下应该 / 2
return ((width + height) * param.dir.length) / 3;
}

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@ -1,98 +0,0 @@
## 第二章 智慧
### 怪物
[x] 同化
[x] 同化+阻击
[x] 电摇嘲讽:到同行或同列直接怼过去,门和墙撞碎,不消耗钥匙,攻击怪物,捡道具,改变 bgm可吃补给用
[x] 乾坤挪移:平移光环位置
[x] 加光环的光环
### Boss
音游,音乐为一个被遗忘的夜晚,可选简单与困难,困难可获得成就冰与火之舞
玩法一个会转动的圆盘带有一个伸出去的把手boss 从四面八方射子弹,当子弹恰好落到把手前端时,点击按键或屏幕,可以抵挡子弹,简单难度 3 条命,困难 1 条。简单难度音符密度低。困难难度为冰与火之舞的节奏。简单难度判定时间为前后各 100ms困难为 50ms
### 技能
[x] 铸剑为盾:主动技能,减少攻击,增加防御
### 机制
[x] 苍蓝之殿 1: 红蓝黄门转换
[x] 苍蓝之殿 2: 乾坤挪移、杀戮光环等
[x] 苍蓝之殿 3: 传送门
[x] 苍蓝之殿 4: 同化
[x] 苍蓝之殿中: 让我们把这些东西结合起来...
### 成就
[x] 虚惊一场:打完山洞门口的怪只剩 1 滴血
[x] 真能刷:勇气之路的刷血怪刷到 15w 以上的血
[] 冰与火之舞:通过第二章特殊战的困难难度
[x] 你是怎么做到的?!:山路地图与勇气之路地图中与若干个神秘的木牌对话
## 第三章 战争
移入飞书文档。
## 第四章 和平
移入飞书文档。
## 零散 TODO
[x] 成就系统
[] 自动宝物规划,选中两个或更多宝物后自动在本地图中规划出最优拾取路线,原则是尽量减少其余宝物的捡拾,自动切换主动技能,怪物造成的伤害最低的路线
[x] 临界显示方式,宝石数还是数值
[x] 怪物目标设定
[x] 木牌查看系统(百科全书)
[] 每个怪物加一个怪物说明
[] 歌词展示系统
[x] 小地图显示框,可以选择是否显示剩余怪物数量等
[x] 怪物死亡特效
[] 区域名称显示特效3D 粒子特效
[x] 单独的工具栏,可以自定义按键
[x] 完全 ts 化
[] 平行光(待定)
[] 视角控制系统
[x] 重构设置界面
[] 优化开头动画
[x] 玩家可以设置字体大小
[] 完全删除 functions.js
[x] 优化插件加载系统
[] 重写技能控制系统
[x] 自定义快捷键
[x] 优化 ui 控制系统
[x] 优化游戏进程与渲染进程间的通讯
[x] 优化资源分离,音乐放到 bgm 目录下
[] 一次性道具拾取与清怪
[] 重构数据统计
[] 优化路径显示,瞬移可以闪一下再熄灭
[] 勇士身上显示攻防血
[] 优化地图拖动
[x] 加入随机小贴士
[x] ui 中如果元素发生改变,那么做出背景亮一下再熄灭的效果
[] 双击怪物手册拐点可以直接在拖动条上定位
[x] 重构技能树结构
[] 技能树允许自动升级
[] 重构装备系统
[x] 弹幕系统
[x] 优化各种 ui
[] 怪物脚下加入阴影
[x] 着色器特效
[x] 完全删除 core.plugin采用 Plugin.register 的形式进行插件编写
[x] 完善加载系统
[] 不同怪物可以在怪物手册中添加一些不同的边框
[] 按住一个按键时显示怪物的攻防血
[] 新的事件系统,并丰富自定义事件
[] 事件、eval 内容预编译
[x] 渐变切 bgm
[] 新的 Flag 系统,使用 for 申请变量dispose 释放变量,可设为渲染进程与游戏进程共通变量
[] 机关门显示绑定怪物
[x] 复写 apirewrite()
[x] Box 组件右下角添加 resize 按钮
[] 被光环加成的怪显示受到了哪些加成
[x] 鼠标放到光环怪上时高亮它产生的光环
[] 删除 unplugin-vue-components 插件,换用 import 引入

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@ -1,15 +0,0 @@
## 更新记录
此处会列出每次更新的更新记录。
## 1.0.0-alpha
1. 新增第二章的前半部分,包含两个区域 - 智慧小径和冰封高原
2. 重构大部分 ui包括 怪物手册、楼层传送器、装备栏、道具栏、状态栏、开始界面、商店 等
3. 新增成就系统
4. 新增怪物标记功能
5. 新增定点查看功能与快捷查看怪物属性功能
6. 新增百科全书
7. 新增自动切换技能
8. 新增全屏游戏
9. 修复录像