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feat: 怪物及地图伤害系统
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@@ -0,0 +1,720 @@
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import { IRange, logger } from '@motajs/common';
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import {
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IAuraConverter,
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IAuraView,
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IEnemy,
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IEnemyAuraView,
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IEnemyCommonQueryEffect,
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IEnemyContext,
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IEnemyFinalEffect,
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IEnemySpecialModifier,
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IEnemySpecialQueryEffect,
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IEnemyView,
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IMapDamage,
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IReadonlyEnemy,
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ISpecial
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} from './types';
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import { EnemyView } from './enemy';
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import { MapLocIndexer } from './utils';
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import { ITileLocator } from '@user/types';
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export class EnemyContext implements IEnemyContext {
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private readonly enemyViewMap: Map<number, EnemyView> = new Map();
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private readonly enemyMap: Map<number, IEnemy> = new Map();
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private readonly locatorViewMap: Map<IEnemyView, number> = new Map();
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private readonly locatorEnemyMap: Map<IEnemy, number> = new Map();
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private readonly computedToView: Map<IReadonlyEnemy, EnemyView> = new Map();
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private readonly auraConverter: Set<IAuraConverter> = new Set();
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private readonly converterStatus: Map<IAuraConverter, boolean> = new Map();
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private readonly convertedAura: Map<ISpecial<any>, IAuraView> = new Map();
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private readonly commonQueryMap: Map<number, IEnemyCommonQueryEffect[]> =
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new Map();
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private readonly specialQueryEffects: Map<
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number,
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IEnemySpecialQueryEffect[]
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> = new Map();
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private readonly finalEffects: IEnemyFinalEffect[] = [];
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private readonly globalAuraList: Set<IAuraView> = new Set();
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private readonly sortedAura: Map<number, Set<IAuraView>> = new Map();
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private readonly needTotallyRefresh: Set<IEnemyView> = new Set();
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private readonly requestedCommonContext: Set<IEnemyView> = new Set();
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private readonly dirtyEnemy: Set<IEnemyView> = new Set();
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private mapDamage: IMapDamage | null = null;
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readonly indexer: MapLocIndexer = new MapLocIndexer();
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private needUpdate: boolean = true;
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built: boolean = false;
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width: number = 0;
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height: number = 0;
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resize(width: number, height: number): void {
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this.clear();
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this.width = width;
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this.height = height;
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this.indexer.setWidth(width);
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}
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registerAuraConverter(converter: IAuraConverter): void {
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this.auraConverter.add(converter);
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this.converterStatus.set(converter, true);
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}
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unregisterAuraConverter(converter: IAuraConverter): void {
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this.auraConverter.delete(converter);
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this.converterStatus.delete(converter);
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}
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setAuraConverterEnabled(converter: IAuraConverter, enabled: boolean): void {
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if (!this.auraConverter.has(converter)) return;
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this.converterStatus.set(converter, enabled);
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}
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registerCommonQueryEffect(
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code: number,
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effect: IEnemyCommonQueryEffect
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): void {
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const array = this.commonQueryMap.getOrInsert(code, []);
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array.push(effect);
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array.sort((a, b) => b.priority - a.priority);
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}
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unregisterCommonQueryEffect(
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code: number,
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effect: IEnemyCommonQueryEffect
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): void {
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const array = this.commonQueryMap.get(code);
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if (!array) return;
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const index = array.indexOf(effect);
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if (index === -1) return;
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array.splice(index, 1);
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}
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registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect): void {
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const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
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list.push(effect);
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}
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unregisterSpecialQueryEffect(effect: IEnemySpecialQueryEffect): void {
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const list = this.specialQueryEffects.get(effect.priority);
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if (!list) return;
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const index = list.indexOf(effect);
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if (index !== -1) {
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list.splice(index, 1);
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}
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if (list.length === 0) {
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this.specialQueryEffects.delete(effect.priority);
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}
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}
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registerFinalEffect(effect: IEnemyFinalEffect): void {
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this.finalEffects.push(effect);
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this.finalEffects.sort((a, b) => b.priority - a.priority);
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}
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unregisterFinalEffect(effect: IEnemyFinalEffect): void {
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const index = this.finalEffects.indexOf(effect);
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if (index !== -1) {
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this.finalEffects.splice(index, 1);
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}
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}
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getEnemyLocator(enemy: IEnemy): Readonly<ITileLocator> | null {
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const index = this.locatorEnemyMap.get(enemy);
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if (index === undefined) return null;
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return this.indexer.indexToLocator(index);
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}
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getEnemyLocatorByView(view: IEnemyView): Readonly<ITileLocator> | null {
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const index = this.locatorViewMap.get(view);
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if (index === undefined) return null;
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return this.indexer.indexToLocator(index);
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}
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getEnemyByLocator(locator: ITileLocator): IEnemyView | null {
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const index = this.indexer.locToIndex(locator.x, locator.y);
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return this.enemyViewMap.get(index) ?? null;
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}
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getEnemyByLoc(x: number, y: number): IEnemyView | null {
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const index = this.indexer.locToIndex(x, y);
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return this.enemyViewMap.get(index) ?? null;
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}
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getViewByComputed(enemy: IReadonlyEnemy): IEnemyView | null {
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return this.computedToView.get(enemy) ?? null;
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}
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private deleteEnemyAt(index: number) {
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const view = this.enemyViewMap.get(index);
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const enemy = this.enemyMap.get(index);
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if (!view || !enemy) return;
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this.needUpdate = true;
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if (this.mapDamage) {
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this.mapDamage.deleteEnemy(view);
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}
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this.needTotallyRefresh.delete(view);
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this.dirtyEnemy.delete(view);
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this.requestedCommonContext.delete(view);
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this.computedToView.delete(view.getComputingEnemy());
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this.enemyViewMap.delete(index);
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this.enemyMap.delete(index);
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this.locatorViewMap.delete(view);
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this.locatorEnemyMap.delete(enemy);
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}
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setEnemyAt(locator: ITileLocator, enemy: IEnemy): void {
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const index = this.indexer.locToIndex(locator.x, locator.y);
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this.deleteEnemyAt(index);
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const view = new EnemyView(enemy, this);
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this.enemyMap.set(index, enemy);
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this.enemyViewMap.set(index, view);
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this.locatorEnemyMap.set(enemy, index);
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this.locatorViewMap.set(view, index);
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this.computedToView.set(view.getComputingEnemy(), view);
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this.needUpdate = true;
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}
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deleteEnemy(locator: ITileLocator): void {
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const index = this.indexer.locToIndex(locator.x, locator.y);
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this.deleteEnemyAt(index);
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}
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private *internalScanRange<T>(
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range: IRange<T>,
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param: T
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): Iterable<EnemyView> {
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range.bindHost(this);
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const keys = new Set(this.enemyViewMap.keys());
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const matched = range.autoDetect(keys, param);
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const viewMap = this.enemyViewMap;
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for (const index of matched) {
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const view = viewMap.get(index);
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if (view) {
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yield view;
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}
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}
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}
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scanRange<T>(range: IRange<T>, param: T): Iterable<IEnemyView> {
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return this.internalScanRange(range, param);
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}
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*iterateEnemy(): Iterable<[ITileLocator, IEnemyView]> {
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for (const [index, view] of this.enemyViewMap) {
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const locator = this.indexer.indexToLocator(index);
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yield [locator, view];
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}
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}
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addAura(aura: IAuraView): void {
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this.globalAuraList.add(aura);
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this.needUpdate = true;
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}
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deleteAura(aura: IAuraView): void {
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this.globalAuraList.delete(aura);
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this.needUpdate = true;
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}
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attachMapDamage(damage: IMapDamage | null): void {
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this.mapDamage = damage;
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if (damage) {
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damage.refreshAll();
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}
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}
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getMapDamage(): IMapDamage | null {
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return this.mapDamage;
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}
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private convertSpecial(
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special: ISpecial<any>,
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enemy: IReadonlyEnemy,
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locator: ITileLocator
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): IEnemyAuraView<any, any> | null {
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let matched: IAuraConverter | null = null;
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for (const converter of this.auraConverter) {
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if (!this.converterStatus.get(converter)) continue;
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if (converter.shouldConvert(special, enemy, locator)) {
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if (matched) {
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logger.warn(97, special.code.toString());
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return null;
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}
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matched = converter;
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}
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}
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if (!matched) return null;
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return matched.convert(special, enemy, locator);
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}
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private insertIntoSortedAura(aura: IAuraView): void {
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const set = this.sortedAura.getOrInsertComputed(
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aura.priority,
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() => new Set()
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);
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set.add(aura);
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}
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private removeFromSortedAura(aura: IAuraView): void {
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const set = this.sortedAura.get(aura.priority);
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if (set) {
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set.delete(aura);
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if (set.size === 0) {
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this.sortedAura.delete(aura.priority);
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}
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}
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}
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private processSpecialModifier(
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modifier: IEnemySpecialModifier,
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enemy: IEnemy,
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locator: ITileLocator,
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currentPriority: number
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): Set<IAuraView> {
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const toAdd = modifier.add(enemy, locator);
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const toDelete = modifier.delete(enemy, locator);
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const affectedAuras = new Set<IAuraView>();
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if (toAdd.length > 0 && toDelete.length > 0) {
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logger.warn(100);
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return affectedAuras;
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}
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for (const adding of toAdd) {
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const aura = this.convertSpecial(adding, enemy, locator);
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if (aura) {
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if (import.meta.env.DEV && aura.priority > currentPriority) {
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logger.warn(
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99,
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aura.priority.toString(),
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currentPriority.toString()
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);
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continue;
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}
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this.convertedAura.set(adding, aura);
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this.insertIntoSortedAura(aura);
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affectedAuras.add(aura);
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}
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enemy.addSpecial(adding);
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}
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for (const deleting of toDelete) {
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enemy.deleteSpecial(deleting);
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const aura = this.convertedAura.get(deleting);
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if (aura) {
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if (import.meta.env.DEV && aura.priority >= currentPriority) {
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logger.warn(
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98,
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aura.priority.toString(),
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currentPriority.toString()
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);
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continue;
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}
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this.removeFromSortedAura(aura);
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this.convertedAura.delete(deleting);
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affectedAuras.add(aura);
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}
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}
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for (const special of enemy.iterateSpecials()) {
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const success = modifier.modify(enemy, special, locator);
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if (!success) continue;
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const aura = this.convertedAura.get(special);
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if (!aura) continue;
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affectedAuras.add(aura);
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if (import.meta.env.DEV && aura.priority >= currentPriority) {
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logger.warn(
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98,
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aura.priority.toString(),
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currentPriority.toString()
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);
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}
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}
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return affectedAuras;
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}
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private processSpecialQuery(
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effect: IEnemySpecialQueryEffect,
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currentPriority: number
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): void {
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const modifier = effect.for(this);
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for (const [index, view] of this.enemyViewMap) {
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const locator = this.indexer.indexToLocator(index);
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const enemy = view.getComputingEnemy();
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if (!modifier.shouldQuery(enemy, locator)) continue;
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const affectedAuras = this.processSpecialModifier(
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modifier,
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enemy,
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locator,
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currentPriority
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);
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if (affectedAuras.size > 0) {
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this.needTotallyRefresh.add(view);
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} else {
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this.requestedCommonContext.add(view);
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}
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}
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}
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private processAuraSpecial(aura: IAuraView, currentPriority: number): void {
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const param = aura.getRangeParam();
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for (const enemyView of this.internalScanRange(aura.range, param)) {
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const locator = this.getEnemyLocatorByView(enemyView);
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if (!locator) continue;
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const enemy = enemyView.getComputingEnemy();
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const base = enemyView.getBaseEnemy();
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const modifier = aura.applySpecial(enemy, base, locator);
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if (!modifier) continue;
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this.processSpecialModifier(
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modifier,
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enemy,
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locator,
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currentPriority
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);
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this.needTotallyRefresh.add(enemyView);
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}
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}
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private buildupSpecials(): void {
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for (const aura of this.globalAuraList) {
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this.insertIntoSortedAura(aura);
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}
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for (const [index, view] of this.enemyViewMap) {
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const enemy = view.getComputingEnemy();
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const locator = this.indexer.indexToLocator(index);
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for (const special of enemy.specials) {
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const aura = this.convertSpecial(special, enemy, locator);
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if (!aura) continue;
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this.convertedAura.set(special, aura);
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this.insertIntoSortedAura(aura);
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}
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}
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const processedPriorities = new Set<number>();
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while (true) {
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let maxPriority: number | null = null;
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for (const priority of this.sortedAura.keys()) {
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if (!processedPriorities.has(priority)) {
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if (maxPriority === null || priority > maxPriority) {
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maxPriority = priority;
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}
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}
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}
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for (const priority of this.specialQueryEffects.keys()) {
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if (!processedPriorities.has(priority)) {
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if (maxPriority === null || priority > maxPriority) {
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maxPriority = priority;
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}
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}
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}
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|
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if (maxPriority === null) break;
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processedPriorities.add(maxPriority);
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const auras = this.sortedAura.get(maxPriority);
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if (auras) {
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for (const aura of auras) {
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if (aura.couldApplySpecial) {
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this.processAuraSpecial(aura, maxPriority);
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}
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}
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}
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const effects = this.specialQueryEffects.get(maxPriority);
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if (effects) {
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for (const effect of effects) {
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this.processSpecialQuery(effect, maxPriority);
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}
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}
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}
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}
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private buildupBase(): void {
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const priorities = [...this.sortedAura.keys()].sort((a, b) => b - a);
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for (const p of priorities) {
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const auras = this.sortedAura.get(p);
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if (!auras) continue;
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for (const aura of auras) {
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const param = aura.getRangeParam();
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for (const view of this.internalScanRange(aura.range, param)) {
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const enemy = view.getComputingEnemy();
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const base = view.getBaseEnemy();
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const locator = this.getEnemyLocatorByView(view)!;
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aura.apply(enemy, base, locator);
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}
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}
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}
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}
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private buildupQuery(): void {
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for (const [index, view] of this.enemyViewMap) {
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const enemy = view.getComputingEnemy();
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const locator = this.indexer.indexToLocator(index);
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let queried = false;
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const query = () => {
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queried = true;
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return this;
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};
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for (const special of enemy.specials) {
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const effects = this.commonQueryMap.get(special.code);
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if (!effects) continue;
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for (const effect of effects) {
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effect.apply(enemy, special, query, locator);
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}
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}
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if (queried) {
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this.requestedCommonContext.add(view);
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}
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}
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}
|
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private buildupFinal(): void {
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for (const [index, view] of this.enemyViewMap) {
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const enemy = view.getComputingEnemy();
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||||
const locator = this.indexer.indexToLocator(index);
|
||||
for (const effect of this.finalEffects) {
|
||||
effect.apply(enemy, locator);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
buildup(): void {
|
||||
if (!this.needUpdate) return;
|
||||
this.needUpdate = false;
|
||||
this.sortedAura.clear();
|
||||
this.convertedAura.clear();
|
||||
this.dirtyEnemy.clear();
|
||||
this.needTotallyRefresh.clear();
|
||||
this.requestedCommonContext.clear();
|
||||
const hasAura = this.auraConverter.size > 0;
|
||||
const hasSpecialQuery = this.specialQueryEffects.size > 0;
|
||||
if (hasAura || hasSpecialQuery) {
|
||||
this.buildupSpecials();
|
||||
this.buildupBase();
|
||||
}
|
||||
if (this.commonQueryMap.size > 0) {
|
||||
this.buildupQuery();
|
||||
}
|
||||
if (this.finalEffects.length > 0) {
|
||||
this.buildupFinal();
|
||||
}
|
||||
|
||||
if (this.mapDamage) {
|
||||
this.mapDamage.refreshAll();
|
||||
}
|
||||
}
|
||||
|
||||
markDirty(view: IEnemyView): void {
|
||||
if (!this.locatorViewMap.has(view)) return;
|
||||
this.dirtyEnemy.add(view);
|
||||
}
|
||||
|
||||
private refreshSpecialModifier(
|
||||
modifier: IEnemySpecialModifier,
|
||||
enemy: IEnemy,
|
||||
locator: ITileLocator
|
||||
): void {
|
||||
const toAdd = modifier.add(enemy, locator);
|
||||
const toDelete = modifier.delete(enemy, locator);
|
||||
|
||||
if (toAdd.length > 0 && toDelete.length > 0) {
|
||||
logger.warn(100);
|
||||
return;
|
||||
}
|
||||
|
||||
for (const adding of toAdd) {
|
||||
enemy.addSpecial(adding);
|
||||
if (import.meta.env.DEV) {
|
||||
const aura = this.convertSpecial(adding, enemy, locator);
|
||||
if (aura) {
|
||||
logger.warn(101, adding.code.toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const deleting of toDelete) {
|
||||
enemy.deleteSpecial(deleting);
|
||||
if (import.meta.env.DEV) {
|
||||
const aura = this.convertSpecial(deleting, enemy, locator);
|
||||
if (aura) {
|
||||
logger.warn(101, deleting.code.toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const special of enemy.iterateSpecials()) {
|
||||
const success = modifier.modify(enemy, special, locator);
|
||||
if (import.meta.env.DEV && success) {
|
||||
const aura = this.convertedAura.get(special);
|
||||
if (aura) {
|
||||
logger.warn(101, special.code.toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private refreshEnemy(view: EnemyView): void {
|
||||
const locator = this.getEnemyLocatorByView(view);
|
||||
if (!locator) return;
|
||||
|
||||
view.reset();
|
||||
const enemy = view.getComputingEnemy();
|
||||
const base = view.getBaseEnemy();
|
||||
|
||||
const specialPriorities = new Set<number>();
|
||||
for (const priority of this.sortedAura.keys()) {
|
||||
specialPriorities.add(priority);
|
||||
}
|
||||
for (const priority of this.specialQueryEffects.keys()) {
|
||||
specialPriorities.add(priority);
|
||||
}
|
||||
|
||||
const orderedSpecialPriorities = [...specialPriorities].sort(
|
||||
(a, b) => b - a
|
||||
);
|
||||
|
||||
for (const priority of orderedSpecialPriorities) {
|
||||
const auras = this.sortedAura.get(priority);
|
||||
if (auras) {
|
||||
for (const aura of auras) {
|
||||
if (!aura.couldApplySpecial) continue;
|
||||
const param = aura.getRangeParam();
|
||||
aura.range.bindHost(this);
|
||||
const inRange = aura.range.inRange(
|
||||
locator.x,
|
||||
locator.y,
|
||||
param
|
||||
);
|
||||
if (!inRange) continue;
|
||||
const modifier = aura.applySpecial(enemy, base, locator);
|
||||
if (!modifier) continue;
|
||||
this.refreshSpecialModifier(modifier, enemy, locator);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const basePriorities = [...this.sortedAura.keys()].sort(
|
||||
(a, b) => b - a
|
||||
);
|
||||
for (const priority of basePriorities) {
|
||||
const auras = this.sortedAura.get(priority);
|
||||
if (!auras) continue;
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
this.requestedCommonContext.delete(view);
|
||||
let queried = false;
|
||||
const query = () => {
|
||||
queried = true;
|
||||
return this;
|
||||
};
|
||||
for (const special of enemy.specials) {
|
||||
const effects = this.commonQueryMap.get(special.code);
|
||||
if (!effects) continue;
|
||||
for (const effect of effects) {
|
||||
effect.apply(enemy, special, query, locator);
|
||||
}
|
||||
}
|
||||
if (queried) {
|
||||
this.requestedCommonContext.add(view);
|
||||
}
|
||||
|
||||
for (const effect of this.finalEffects) {
|
||||
effect.apply(enemy, locator);
|
||||
}
|
||||
|
||||
this.dirtyEnemy.delete(view);
|
||||
|
||||
if (this.mapDamage) {
|
||||
this.mapDamage.markEnemyDirty(view);
|
||||
}
|
||||
}
|
||||
|
||||
requestRefresh(view: IEnemyView): void {
|
||||
if (!this.dirtyEnemy.has(view)) return;
|
||||
if (this.needTotallyRefresh.has(view)) {
|
||||
this.needUpdate = true;
|
||||
}
|
||||
if (this.needUpdate) {
|
||||
this.buildup();
|
||||
return;
|
||||
}
|
||||
|
||||
this.refreshEnemy(view as EnemyView);
|
||||
|
||||
for (const requestedView of this.requestedCommonContext) {
|
||||
if (requestedView === view) continue;
|
||||
this.refreshEnemy(requestedView as EnemyView);
|
||||
}
|
||||
}
|
||||
|
||||
clear(): void {
|
||||
this.enemyViewMap.clear();
|
||||
this.enemyMap.clear();
|
||||
this.locatorViewMap.clear();
|
||||
this.locatorEnemyMap.clear();
|
||||
this.computedToView.clear();
|
||||
this.globalAuraList.clear();
|
||||
this.sortedAura.clear();
|
||||
this.needTotallyRefresh.clear();
|
||||
this.requestedCommonContext.clear();
|
||||
this.dirtyEnemy.clear();
|
||||
if (this.mapDamage) {
|
||||
this.mapDamage.refreshAll();
|
||||
}
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.clear();
|
||||
this.attachMapDamage(null);
|
||||
this.auraConverter.clear();
|
||||
this.commonQueryMap.clear();
|
||||
this.specialQueryEffects.clear();
|
||||
this.finalEffects.length = 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import {
|
||||
IEnemy,
|
||||
IEnemyAttributes,
|
||||
IEnemyContext,
|
||||
IReadonlyEnemy,
|
||||
ISpecial,
|
||||
IEnemyView
|
||||
} from './types';
|
||||
|
||||
export class Enemy implements IEnemy {
|
||||
readonly specials: Set<ISpecial<any>> = new Set();
|
||||
/** code -> ISpecial 映射,用于快速查找 */
|
||||
private readonly specialMap: Map<number, ISpecial<any>> = new Map();
|
||||
|
||||
constructor(
|
||||
readonly id: string,
|
||||
readonly code: number,
|
||||
readonly attributes: IEnemyAttributes
|
||||
) {}
|
||||
|
||||
getSpecial<T>(code: number): ISpecial<T> | null {
|
||||
return (this.specialMap.get(code) as ISpecial<T>) ?? null;
|
||||
}
|
||||
|
||||
hasSpecial(code: number): boolean {
|
||||
return this.specialMap.has(code);
|
||||
}
|
||||
|
||||
addSpecial(special: ISpecial<any>): void {
|
||||
if (this.specialMap.has(special.code)) {
|
||||
logger.warn(96, this.id, special.code.toString());
|
||||
return;
|
||||
}
|
||||
this.specials.add(special);
|
||||
this.specialMap.set(special.code, special);
|
||||
}
|
||||
|
||||
deleteSpecial(special: number | ISpecial<any>): void {
|
||||
const code = typeof special === 'number' ? special : special.code;
|
||||
const existing = this.specialMap.get(code);
|
||||
if (!existing) return;
|
||||
this.specials.delete(existing);
|
||||
this.specialMap.delete(code);
|
||||
}
|
||||
|
||||
iterateSpecials(): Iterable<ISpecial<any>> {
|
||||
return this.specials;
|
||||
}
|
||||
|
||||
setAttribute<K extends keyof IEnemyAttributes>(
|
||||
key: K,
|
||||
value: IEnemyAttributes[K]
|
||||
): void {
|
||||
this.attributes[key] = value;
|
||||
}
|
||||
|
||||
getAttribute<K extends keyof IEnemyAttributes>(
|
||||
key: K
|
||||
): IEnemyAttributes[K] {
|
||||
return this.attributes[key];
|
||||
}
|
||||
|
||||
clone(): IEnemy {
|
||||
const cloned = new Enemy(
|
||||
this.id,
|
||||
this.code,
|
||||
structuredClone(this.attributes)
|
||||
);
|
||||
for (const special of this.specials) {
|
||||
cloned.addSpecial(special.clone());
|
||||
}
|
||||
return cloned;
|
||||
}
|
||||
|
||||
copy(enemy: IReadonlyEnemy): void {
|
||||
ATTRIBUTE_KEYS.forEach(key => {
|
||||
this.setAttribute(key, structuredClone(enemy.getAttribute(key)));
|
||||
});
|
||||
this.specials.clear();
|
||||
this.specialMap.clear();
|
||||
for (const special of enemy.iterateSpecials()) {
|
||||
this.addSpecial(special.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export class EnemyView implements IEnemyView {
|
||||
private computedEnemy: IEnemy;
|
||||
|
||||
constructor(
|
||||
readonly baseEnemy: IEnemy,
|
||||
readonly context: IEnemyContext
|
||||
) {
|
||||
this.computedEnemy = baseEnemy.clone();
|
||||
}
|
||||
|
||||
reset(): void {
|
||||
this.computedEnemy.copy(this.baseEnemy);
|
||||
}
|
||||
|
||||
getBaseEnemy(): IReadonlyEnemy {
|
||||
return this.baseEnemy;
|
||||
}
|
||||
|
||||
getComputedEnemy(): IReadonlyEnemy {
|
||||
this.context.requestRefresh(this);
|
||||
return this.computedEnemy;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取计算中怪物对象,这个接口不对外暴露,仅在系统内部的 EnemyContext 中使用。
|
||||
*/
|
||||
getComputingEnemy(): IEnemy {
|
||||
return this.computedEnemy;
|
||||
}
|
||||
|
||||
getModifiableEnemy(): IEnemy {
|
||||
return this.baseEnemy;
|
||||
}
|
||||
|
||||
markDirty(): void {
|
||||
this.context.markDirty(this);
|
||||
}
|
||||
}
|
||||
|
||||
export const ATTRIBUTE_KEYS: (keyof IEnemyAttributes)[] = [
|
||||
'hp',
|
||||
'atk',
|
||||
'def',
|
||||
'money',
|
||||
'exp',
|
||||
'point'
|
||||
];
|
||||
@@ -0,0 +1,7 @@
|
||||
export * from './enemy';
|
||||
export * from './context';
|
||||
export * from './mapDamage';
|
||||
export * from './manager';
|
||||
export * from './special';
|
||||
export * from './types';
|
||||
export * from './utils';
|
||||
@@ -0,0 +1,146 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import { Enemy as EnemyImpl } from './enemy';
|
||||
import {
|
||||
IEnemy,
|
||||
IEnemyAttributes,
|
||||
IEnemyManager,
|
||||
ISpecial,
|
||||
SpecialCreation
|
||||
} from './types';
|
||||
|
||||
export class EnemyManager implements IEnemyManager {
|
||||
/** 特殊属性注册表,code -> 创建函数 */
|
||||
private readonly specialRegistry: Map<number, SpecialCreation<any>> =
|
||||
new Map();
|
||||
/** 自定义怪物属性注册表,name -> 默认值 */
|
||||
private readonly attributeRegistry: Map<string, any> = new Map();
|
||||
/** 怪物模板表,code -> IEnemy */
|
||||
private readonly prefabByCode: Map<number, IEnemy> = new Map();
|
||||
/** 怪物模板表,id -> IEnemy */
|
||||
private readonly prefabById: Map<string, IEnemy> = new Map();
|
||||
/** 旧样板怪物 id 到 code 的映射,用于 fromLegacyEnemy 快速查找已有模板 */
|
||||
private readonly legacyIdToCode: Map<string, number> = new Map();
|
||||
|
||||
registerSpecial(
|
||||
code: number,
|
||||
cons: (enemy: IEnemy) => ISpecial<any>
|
||||
): void {
|
||||
this.specialRegistry.set(code, cons);
|
||||
}
|
||||
|
||||
registerAttribute(name: string, defaultValue: any): void {
|
||||
if (
|
||||
typeof defaultValue === 'function' ||
|
||||
typeof defaultValue === 'symbol' ||
|
||||
typeof defaultValue === 'bigint' ||
|
||||
typeof defaultValue === 'undefined'
|
||||
) {
|
||||
logger.error(53);
|
||||
return;
|
||||
}
|
||||
this.attributeRegistry.set(name, defaultValue);
|
||||
}
|
||||
|
||||
fromLegacyEnemy(enemy: Enemy): IEnemy {
|
||||
// 如果该旧样板怪物已经通过 addPrefabFromLegacy 注册为模板,直接克隆模板
|
||||
const existingCode = this.legacyIdToCode.get(enemy.id);
|
||||
if (existingCode) {
|
||||
const prefab = this.prefabByCode.get(existingCode);
|
||||
if (prefab) {
|
||||
return prefab.clone();
|
||||
}
|
||||
}
|
||||
|
||||
return this.convertLegacyEnemy(0, enemy);
|
||||
}
|
||||
|
||||
/**
|
||||
* 真正执行旧样板怪物到新怪物对象的转换
|
||||
* @param code 怪物图块数字
|
||||
* @param enemy 旧样板怪物对象
|
||||
*/
|
||||
private convertLegacyEnemy(code: number, enemy: Enemy): IEnemy {
|
||||
const attrs: IEnemyAttributes = {
|
||||
hp: enemy.hp,
|
||||
atk: enemy.atk,
|
||||
def: enemy.def,
|
||||
money: enemy.money,
|
||||
exp: enemy.exp,
|
||||
point: enemy.point
|
||||
};
|
||||
const result = new EnemyImpl(enemy.id, code, structuredClone(attrs));
|
||||
|
||||
// 转换特殊属性
|
||||
if (enemy.special) {
|
||||
for (const specialCode of enemy.special) {
|
||||
const creator = this.specialRegistry.get(specialCode);
|
||||
if (!creator) continue;
|
||||
const special = creator(result);
|
||||
special.fromLegacyEnemy(enemy);
|
||||
result.addSpecial(special);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
createEnemy(code: number): IEnemy | null {
|
||||
const prefab = this.prefabByCode.get(code);
|
||||
if (!prefab) return null;
|
||||
return prefab.clone();
|
||||
}
|
||||
|
||||
createEnemyById(id: string): IEnemy | null {
|
||||
const prefab = this.prefabById.get(id);
|
||||
if (!prefab) return null;
|
||||
return prefab.clone();
|
||||
}
|
||||
|
||||
addPrefab(enemy: IEnemy): void {
|
||||
if (
|
||||
this.prefabByCode.has(enemy.code) ||
|
||||
this.prefabById.has(enemy.id)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
const cloned = enemy.clone();
|
||||
this.prefabByCode.set(enemy.code, cloned);
|
||||
this.prefabById.set(enemy.id, cloned);
|
||||
}
|
||||
|
||||
addPrefabFromLegacy(code: number, enemy: Enemy): void {
|
||||
if (this.prefabByCode.has(code) || this.prefabById.has(enemy.id)) {
|
||||
return;
|
||||
}
|
||||
const prefab = this.convertLegacyEnemy(code, enemy);
|
||||
this.prefabByCode.set(code, prefab);
|
||||
this.prefabById.set(prefab.id, prefab);
|
||||
this.legacyIdToCode.set(enemy.id, code);
|
||||
}
|
||||
|
||||
getPrefab(code: number): IEnemy | null {
|
||||
return this.prefabByCode.get(code) ?? null;
|
||||
}
|
||||
|
||||
getPrefabById(id: string): IEnemy | null {
|
||||
return this.prefabById.get(id) ?? null;
|
||||
}
|
||||
|
||||
deletePrefab(code: number | string): void {
|
||||
const prefab =
|
||||
typeof code === 'number'
|
||||
? this.prefabByCode.get(code)
|
||||
: this.prefabById.get(code);
|
||||
if (!prefab) return;
|
||||
this.prefabByCode.delete(prefab.code);
|
||||
this.prefabById.delete(prefab.id);
|
||||
}
|
||||
|
||||
changePrefab(code: number | string, enemy: IEnemy): void {
|
||||
// 先删除旧的模板(如果存在)
|
||||
this.deletePrefab(code);
|
||||
// 再添加新的模板
|
||||
this.prefabByCode.set(enemy.code, enemy);
|
||||
this.prefabById.set(enemy.id, enemy);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,341 @@
|
||||
import { logger } from '@motajs/common';
|
||||
import { ITileLocator } from '@user/types';
|
||||
import {
|
||||
IEnemyContext,
|
||||
IEnemyView,
|
||||
IMapDamage,
|
||||
IMapDamageConverter,
|
||||
IMapDamageInfo,
|
||||
IMapDamageReducer,
|
||||
IMapDamageView,
|
||||
IMapLocIndexer
|
||||
} from './types';
|
||||
|
||||
interface IPointInfo {
|
||||
/** 该点所有的地图伤害 */
|
||||
readonly damages: Set<Readonly<IMapDamageInfo>>;
|
||||
/** 所有影响该点的地图伤害视图 */
|
||||
readonly affectedBy: Set<IMapDamageView<any>>;
|
||||
}
|
||||
|
||||
interface IViewStore {
|
||||
/** 该地图伤害视图所影响的伤害信息 */
|
||||
readonly damages: Map<number, Readonly<IMapDamageInfo>>;
|
||||
/** 当前视图所属的怪物视图 */
|
||||
readonly enemy: IEnemyView;
|
||||
}
|
||||
|
||||
interface IDamageStore {
|
||||
/** 该地图伤害信息的地图伤害视图来源 */
|
||||
readonly sourceView: IMapDamageView<any>;
|
||||
/** 地图伤害信息的来源怪物 */
|
||||
readonly sourceEnemy: IEnemyView;
|
||||
/** 该地图伤害信息所处的索引 */
|
||||
readonly index: number;
|
||||
}
|
||||
|
||||
export class MapDamage implements IMapDamage {
|
||||
/** 当前使用的地图伤害转换器 */
|
||||
private converter: IMapDamageConverter | null = null;
|
||||
/** 当前使用的地图伤害合并器 */
|
||||
private reducer: IMapDamageReducer | null = null;
|
||||
|
||||
/** 无来源地图伤害,坐标 -> 点伤害信息 */
|
||||
private readonly sourcelessDamage: Map<number, IPointInfo> = new Map();
|
||||
/** 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, IViewStore> = new Map();
|
||||
/** 地图伤害信息 -> 其信息对象 */
|
||||
private readonly damageStore: Map<IMapDamageInfo, IDamageStore> = new Map();
|
||||
/** 怪物视图 -> 其影响对象 */
|
||||
private readonly enemyStore: Map<IEnemyView, Set<IMapDamageView>> =
|
||||
new Map();
|
||||
/** 需要延迟刷新的坐标索引 */
|
||||
private readonly dirtyIndexes: Set<number> = new Set();
|
||||
/** 合并后伤害缓存,索引 -> 合并结果 */
|
||||
private readonly reducedCache: Map<number, IMapDamageInfo> = new Map();
|
||||
|
||||
constructor(
|
||||
readonly context: IEnemyContext,
|
||||
readonly indexer: IMapLocIndexer
|
||||
) {}
|
||||
|
||||
useConverter(converter: IMapDamageConverter): void {
|
||||
this.converter = converter;
|
||||
this.refreshAll();
|
||||
}
|
||||
|
||||
useReducer(reducer: IMapDamageReducer): void {
|
||||
this.reducer = reducer;
|
||||
this.reducedCache.clear();
|
||||
}
|
||||
|
||||
addMapDamage(locator: ITileLocator, info: IMapDamageInfo): void {
|
||||
const index = this.indexer.locaterToIndex(locator);
|
||||
const store = this.sourcelessDamage.getOrInsertComputed(index, () => ({
|
||||
affectedBy: new Set(),
|
||||
damages: new Set()
|
||||
}));
|
||||
store.damages.add(info);
|
||||
this.markDirtyIndex(index);
|
||||
}
|
||||
|
||||
deleteMapDamage(locator: ITileLocator, info: IMapDamageInfo): void {
|
||||
const index = this.indexer.locaterToIndex(locator);
|
||||
const current = this.sourcelessDamage.get(index);
|
||||
if (!current) return;
|
||||
current.damages.delete(info);
|
||||
this.markDirtyIndex(index);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将指定索引标记为脏
|
||||
* @param index 坐标索引
|
||||
*/
|
||||
private markDirtyIndex(index: number) {
|
||||
this.dirtyIndexes.add(index);
|
||||
this.reducedCache.delete(index);
|
||||
}
|
||||
|
||||
markDirty(locator: ITileLocator): void {
|
||||
this.markDirtyIndex(this.indexer.locaterToIndex(locator));
|
||||
}
|
||||
|
||||
markEnemyDirty(view: IEnemyView): void {
|
||||
const store = this.enemyStore.get(view);
|
||||
const locator = this.context.getEnemyLocatorByView(view);
|
||||
if (!store) {
|
||||
if (!locator) {
|
||||
logger.warn(104);
|
||||
} else {
|
||||
this.refreshAll();
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!locator) return;
|
||||
this.refreshEnemyAndClearCache(view, locator);
|
||||
}
|
||||
|
||||
deleteEnemy(view: IEnemyView): void {
|
||||
const store = this.enemyStore.get(view);
|
||||
if (!store) return;
|
||||
const collection = new Set<number>();
|
||||
for (const viewItem of store) {
|
||||
const affecting = this.viewStore.get(viewItem);
|
||||
if (!affecting) continue;
|
||||
affecting.damages.forEach((dam, index) => {
|
||||
this.damageStore.delete(dam);
|
||||
collection.add(index);
|
||||
});
|
||||
this.viewStore.delete(viewItem);
|
||||
}
|
||||
this.enemyStore.delete(view);
|
||||
collection.forEach(v => {
|
||||
this.markDirtyIndex(v);
|
||||
});
|
||||
}
|
||||
|
||||
getReducedDamage(locator: ITileLocator): Readonly<IMapDamageInfo> | null {
|
||||
if (!this.reducer) {
|
||||
logger.warn(103);
|
||||
return null;
|
||||
}
|
||||
|
||||
const index = this.indexer.locaterToIndex(locator);
|
||||
if (this.dirtyIndexes.has(index)) {
|
||||
this.refreshIndex(index);
|
||||
}
|
||||
|
||||
const cache = this.reducedCache.get(index);
|
||||
if (cache) return cache;
|
||||
|
||||
const separated = this.getSeparatedDamageByIndex(index);
|
||||
if (separated.size === 0) return null;
|
||||
|
||||
const reduced = this.reducer.reduce(separated, locator);
|
||||
this.reducedCache.set(index, reduced);
|
||||
return reduced;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据索引获取指定位置的合并前伤害
|
||||
* @param index 坐标索引
|
||||
*/
|
||||
private getSeparatedDamageByIndex(
|
||||
index: number
|
||||
): Set<Readonly<IMapDamageInfo>> {
|
||||
const sourceless = this.sourcelessDamage.get(index);
|
||||
const sourced = this.sourcedDamage.get(index);
|
||||
if (sourceless) {
|
||||
if (sourced) {
|
||||
return sourced.damages.union(sourceless.damages);
|
||||
} else {
|
||||
return sourceless.damages;
|
||||
}
|
||||
} else if (sourced) {
|
||||
return sourced.damages;
|
||||
} else {
|
||||
return new Set();
|
||||
}
|
||||
}
|
||||
|
||||
getSeparatedDamage(
|
||||
locator: ITileLocator
|
||||
): Iterable<Readonly<IMapDamageInfo>> {
|
||||
const index = this.indexer.locaterToIndex(locator);
|
||||
if (this.dirtyIndexes.has(index)) {
|
||||
this.refreshIndex(index);
|
||||
}
|
||||
return this.getSeparatedDamageByIndex(index);
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空所有有来源伤害的内部状态
|
||||
*/
|
||||
private clearSourceState(): void {
|
||||
this.sourcedDamage.clear();
|
||||
this.damageStore.clear();
|
||||
this.viewStore.clear();
|
||||
this.enemyStore.clear();
|
||||
this.dirtyIndexes.clear();
|
||||
this.reducedCache.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除指定怪物所产生的地图伤害
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
private removeEnemyAffecting(view: IEnemyView) {
|
||||
const views = this.enemyStore.get(view);
|
||||
if (!views) return;
|
||||
views.forEach(viewItem => {
|
||||
const store = this.viewStore.get(viewItem);
|
||||
if (!store) return;
|
||||
store.damages.forEach((dam, index) => {
|
||||
const point = this.sourcedDamage.get(index);
|
||||
if (!point) return;
|
||||
point.affectedBy.delete(viewItem);
|
||||
point.damages.delete(dam);
|
||||
this.damageStore.delete(dam);
|
||||
});
|
||||
this.viewStore.delete(viewItem);
|
||||
});
|
||||
this.enemyStore.delete(view);
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新指定位置的怪物地图伤害,并执行刷新缓存的操作
|
||||
*/
|
||||
private refreshEnemyAndClearCache(view: IEnemyView, locator: ITileLocator) {
|
||||
this.removeEnemyAffecting(view);
|
||||
const enemy = view.getComputedEnemy();
|
||||
const views = this.converter!.convert(enemy, locator, this.context);
|
||||
const set = new Set(views);
|
||||
if (set.size === 0) return;
|
||||
this.enemyStore.set(view, set);
|
||||
const collection = new Set<number>();
|
||||
set.forEach(viewItem => {
|
||||
const range = viewItem.getRange();
|
||||
const param = viewItem.getRangeParam();
|
||||
range.bindHost(this.context);
|
||||
for (const index of range.iterateLoc(param)) {
|
||||
const loc = this.indexer.indexToLocator(index);
|
||||
const point = this.sourcedDamage.getOrInsertComputed(
|
||||
index,
|
||||
() => ({
|
||||
affectedBy: new Set(),
|
||||
damages: new Set()
|
||||
})
|
||||
);
|
||||
const damage = viewItem.getDamageWithoutCheck(loc);
|
||||
if (damage) {
|
||||
point.affectedBy.add(viewItem);
|
||||
point.damages.add(damage);
|
||||
collection.add(index);
|
||||
}
|
||||
}
|
||||
});
|
||||
collection.forEach(v => {
|
||||
this.dirtyIndexes.delete(v);
|
||||
this.reducedCache.delete(v);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新指定位置的怪物地图伤害
|
||||
*/
|
||||
private refreshEnemy(view: IEnemyView, locator: ITileLocator) {
|
||||
this.removeEnemyAffecting(view);
|
||||
const enemy = view.getComputedEnemy();
|
||||
const views = this.converter!.convert(enemy, locator, this.context);
|
||||
const set = new Set(views);
|
||||
if (set.size === 0) return;
|
||||
this.enemyStore.set(view, set);
|
||||
set.forEach(viewItem => {
|
||||
const range = viewItem.getRange();
|
||||
const param = viewItem.getRangeParam();
|
||||
range.bindHost(this.context);
|
||||
for (const index of range.iterateLoc(param)) {
|
||||
const loc = this.indexer.indexToLocator(index);
|
||||
const point = this.sourcedDamage.getOrInsertComputed(
|
||||
index,
|
||||
() => ({
|
||||
affectedBy: new Set(),
|
||||
damages: new Set()
|
||||
})
|
||||
);
|
||||
const damage = viewItem.getDamageWithoutCheck(loc);
|
||||
if (damage) {
|
||||
point.affectedBy.add(viewItem);
|
||||
point.damages.add(damage);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
refreshAll(): void {
|
||||
if (!this.converter) {
|
||||
logger.warn(102);
|
||||
return;
|
||||
}
|
||||
if (!this.reducer) {
|
||||
logger.warn(103);
|
||||
return;
|
||||
}
|
||||
|
||||
this.clearSourceState();
|
||||
this.reducedCache.clear();
|
||||
|
||||
for (const [locator, view] of this.context.iterateEnemy()) {
|
||||
this.refreshEnemy(view, locator);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 重新计算指定点位的有来源伤害缓存
|
||||
*/
|
||||
private refreshIndex(index: number): void {
|
||||
this.dirtyIndexes.delete(index);
|
||||
this.reducedCache.delete(index);
|
||||
|
||||
const locator = this.indexer.indexToLocator(index);
|
||||
const point = this.sourcedDamage.get(index);
|
||||
if (!point) return;
|
||||
|
||||
for (const damage of point.damages) {
|
||||
const store = this.damageStore.get(damage);
|
||||
if (!store) continue;
|
||||
const viewStore = this.viewStore.get(store.sourceView);
|
||||
if (!viewStore) continue;
|
||||
viewStore.damages.delete(index);
|
||||
this.damageStore.delete(damage);
|
||||
}
|
||||
point.damages.clear();
|
||||
|
||||
point.affectedBy.forEach(view => {
|
||||
const damage = view.getDamageWithoutCheck(locator);
|
||||
if (damage) point.damages.add(damage);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
import { ISpecial, SpecialCreation } from './types';
|
||||
|
||||
export interface ICommonSerializableSpecialConfig<T> {
|
||||
/** 获取特殊属性的名称 */
|
||||
getSpecialName: (special: ISpecial<T>) => string;
|
||||
/** 获取特殊属性的描述 */
|
||||
getDescription: (special: ISpecial<T>) => string;
|
||||
/** 从旧样板怪物对象获取此特殊属性对应的属性值 */
|
||||
fromLegacyEnemy: (enemy: Enemy) => T;
|
||||
}
|
||||
|
||||
export class CommonSerializableSpecial<T> implements ISpecial<T> {
|
||||
constructor(
|
||||
readonly code: number,
|
||||
public value: T,
|
||||
readonly config: ICommonSerializableSpecialConfig<T>
|
||||
) {}
|
||||
|
||||
setValue(value: T): void {
|
||||
this.value = value;
|
||||
}
|
||||
|
||||
getValue(): T {
|
||||
return this.value;
|
||||
}
|
||||
|
||||
getSpecialName(): string {
|
||||
return this.config.getSpecialName(this);
|
||||
}
|
||||
|
||||
getDescription(): string {
|
||||
return this.config.getDescription(this);
|
||||
}
|
||||
|
||||
fromLegacyEnemy(enemy: Enemy): void {
|
||||
this.value = this.config.fromLegacyEnemy(enemy);
|
||||
}
|
||||
|
||||
clone(): ISpecial<T> {
|
||||
return new CommonSerializableSpecial(
|
||||
this.code,
|
||||
structuredClone(this.value),
|
||||
this.config
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
export class NonePropertySpecial implements ISpecial<void> {
|
||||
value: void = undefined;
|
||||
|
||||
constructor(
|
||||
readonly code: number,
|
||||
readonly config: ICommonSerializableSpecialConfig<void>
|
||||
) {}
|
||||
|
||||
setValue(_value: void): void {
|
||||
// unneeded
|
||||
}
|
||||
|
||||
getValue(): void {
|
||||
return void 0;
|
||||
}
|
||||
|
||||
getSpecialName(): string {
|
||||
return this.config.getSpecialName(this);
|
||||
}
|
||||
|
||||
getDescription(): string {
|
||||
return this.config.getDescription(this);
|
||||
}
|
||||
|
||||
fromLegacyEnemy(_enemy: Enemy): void {
|
||||
// unneeded
|
||||
}
|
||||
|
||||
clone(): ISpecial<void> {
|
||||
return new NonePropertySpecial(this.code, this.config);
|
||||
}
|
||||
}
|
||||
|
||||
export function defineCommonSerializableSpecial<T>(
|
||||
code: number,
|
||||
value: T,
|
||||
config: ICommonSerializableSpecialConfig<T>
|
||||
): SpecialCreation<T> {
|
||||
return () =>
|
||||
new CommonSerializableSpecial(code, structuredClone(value), config);
|
||||
}
|
||||
|
||||
export function defineNonePropertySpecial(
|
||||
code: number,
|
||||
config: ICommonSerializableSpecialConfig<void>
|
||||
): SpecialCreation<void> {
|
||||
return () => new NonePropertySpecial(code, config);
|
||||
}
|
||||
@@ -0,0 +1,739 @@
|
||||
import { IRange } from '@motajs/common';
|
||||
import { ITileLocator } from '@user/types';
|
||||
|
||||
export interface IEnemyAttributes {
|
||||
/** 怪物生命值 */
|
||||
hp: number;
|
||||
/** 怪物攻击力 */
|
||||
atk: number;
|
||||
/** 怪物防御力 */
|
||||
def: number;
|
||||
/** 怪物金币 */
|
||||
money: number;
|
||||
/** 怪物经验值 */
|
||||
exp: number;
|
||||
/** 怪物加点量 */
|
||||
point: number;
|
||||
}
|
||||
|
||||
export interface ISpecial<T = void> {
|
||||
/** 特殊属性代码 */
|
||||
readonly code: number;
|
||||
/** 特殊属性需要的数值 */
|
||||
readonly value: T;
|
||||
|
||||
/**
|
||||
* 设置特殊属性数值
|
||||
* @param value 特殊属性数值
|
||||
*/
|
||||
setValue(value: T): void;
|
||||
|
||||
/**
|
||||
* 获取特殊属性数值
|
||||
*/
|
||||
getValue(): T;
|
||||
|
||||
/**
|
||||
* 获取此特殊属性的名称
|
||||
*/
|
||||
getSpecialName(): string;
|
||||
|
||||
/**
|
||||
* 获取此特殊属性的描述
|
||||
*/
|
||||
getDescription(): string;
|
||||
|
||||
/**
|
||||
* 从旧样板的怪物对象中导入此特殊属性
|
||||
* @param enemy 旧样板怪物对象
|
||||
*/
|
||||
fromLegacyEnemy(enemy: Enemy): void;
|
||||
|
||||
/**
|
||||
* 深拷贝此特殊属性
|
||||
*/
|
||||
clone(): ISpecial<T>;
|
||||
}
|
||||
|
||||
export interface IReadonlyEnemy {
|
||||
/** 怪物标识符 */
|
||||
readonly id: string;
|
||||
/** 怪物在地图上的标识数字 */
|
||||
readonly code: number;
|
||||
|
||||
/**
|
||||
* 根据特殊属性代码获取对应的对象
|
||||
* @param code 特殊属性代码
|
||||
*/
|
||||
getSpecial<T>(code: number): ISpecial<T> | null;
|
||||
|
||||
/**
|
||||
* 判断怪物是否拥有指定属性
|
||||
* @param code 特殊属性代码
|
||||
*/
|
||||
hasSpecial(code: number): boolean;
|
||||
|
||||
/**
|
||||
* 迭代此怪物所包含的所有特殊属性
|
||||
*/
|
||||
iterateSpecials(): Iterable<ISpecial<any>>;
|
||||
|
||||
/**
|
||||
* 获取怪物属性值
|
||||
* @param key 属性名称
|
||||
*/
|
||||
getAttribute<K extends keyof IEnemyAttributes>(key: K): IEnemyAttributes[K];
|
||||
|
||||
/**
|
||||
* 深拷贝此怪物对象
|
||||
*/
|
||||
clone(): IReadonlyEnemy;
|
||||
}
|
||||
|
||||
export interface IEnemy extends IReadonlyEnemy {
|
||||
/** 怪物标识符 */
|
||||
readonly id: string;
|
||||
/** 怪物在地图上的标识数字 */
|
||||
readonly code: number;
|
||||
/** 怪物属性值 */
|
||||
readonly attributes: Readonly<IEnemyAttributes>;
|
||||
/** 怪物拥有的特殊属性列表 */
|
||||
readonly specials: Set<ISpecial<any>>;
|
||||
|
||||
/**
|
||||
* 添加特殊属性
|
||||
* @param special 特殊属性对象
|
||||
*/
|
||||
addSpecial(special: ISpecial<any>): void;
|
||||
|
||||
/**
|
||||
* 删除指定的特殊属性
|
||||
* @param special 特殊属性代码或对象
|
||||
*/
|
||||
deleteSpecial(special: number | ISpecial<any>): void;
|
||||
|
||||
/**
|
||||
* 设置怪物属性值
|
||||
* @param key 属性名称
|
||||
* @param value 新的属性值
|
||||
*/
|
||||
setAttribute<K extends keyof IEnemyAttributes>(
|
||||
key: K,
|
||||
value: IEnemyAttributes[K]
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 深拷贝此怪物对象
|
||||
*/
|
||||
clone(): IEnemy;
|
||||
|
||||
/**
|
||||
* 从一个怪物对象中将属性复制到当前对象
|
||||
* @param enemy 怪物对象
|
||||
*/
|
||||
copy(enemy: IReadonlyEnemy): void;
|
||||
}
|
||||
|
||||
export type SpecialCreation<T> = (enemy: IEnemy) => ISpecial<T>;
|
||||
|
||||
export interface IEnemyManager {
|
||||
/**
|
||||
* 注册一个特殊属性
|
||||
* @param code 特殊属性代码
|
||||
* @param cons 特殊属性创建函数
|
||||
*/
|
||||
registerSpecial(code: number, cons: SpecialCreation<any>): void;
|
||||
|
||||
/**
|
||||
* 注册一个怪物属性
|
||||
* @param name 属性名称
|
||||
* @param defaultValue 属性默认值
|
||||
*/
|
||||
registerAttribute(name: string, defaultValue: any): void;
|
||||
|
||||
/**
|
||||
* 根据旧样板怪物对象生成一个新的怪物对象
|
||||
* @param enemy 旧样板怪物对象
|
||||
*/
|
||||
fromLegacyEnemy(enemy: Enemy): IEnemy;
|
||||
|
||||
/**
|
||||
* 创建怪物对象,如果对应数字的怪物不存在则会返回 `null`
|
||||
* @param code 怪物图块数字
|
||||
*/
|
||||
createEnemy(code: number): IEnemy | null;
|
||||
|
||||
/**
|
||||
* 根据怪物的 `id` 创建怪物对象,如果对应的怪物不存在则会返回 `null`
|
||||
* @param id 怪物 `id`
|
||||
*/
|
||||
createEnemyById(id: string): IEnemy | null;
|
||||
|
||||
/**
|
||||
* 添加怪物模板,如果 `id` 或 `code` 与已有的冲突,则不会做任何操作,
|
||||
* 如果需要修改怪物模板,请使用 {@link changePrefab}
|
||||
* @param enemy 怪物对象
|
||||
*/
|
||||
addPrefab(enemy: IEnemy): void;
|
||||
|
||||
/**
|
||||
* 从旧样板的怪物对象中添加怪物模板
|
||||
* @param code 怪物对象对应的图块数字
|
||||
* @param enemy 旧样板怪物对象
|
||||
*/
|
||||
addPrefabFromLegacy(code: number, enemy: Enemy): void;
|
||||
|
||||
/**
|
||||
* 获取指定怪物的模板
|
||||
* @param code 怪物图块数字
|
||||
*/
|
||||
getPrefab(code: number): IEnemy | null;
|
||||
|
||||
/**
|
||||
* 根据怪物的 `id` 获取对应的怪物模板
|
||||
* @param id 怪物 `id`
|
||||
*/
|
||||
getPrefabById(id: string): IEnemy | null;
|
||||
|
||||
/**
|
||||
* 删除指定的怪物模板
|
||||
* @param code 怪物的图块数字或 `id`
|
||||
*/
|
||||
deletePrefab(code: number | string): void;
|
||||
|
||||
/**
|
||||
* 修改一个已有的怪物模板,如果不存在则会新增
|
||||
* @param code 怪物的图块数字或 `id`
|
||||
* @param enemy 新的怪物模板
|
||||
*/
|
||||
changePrefab(code: number | string, enemy: IEnemy): void;
|
||||
}
|
||||
|
||||
//#region 辅助接口
|
||||
|
||||
export interface IMapLocHelper {
|
||||
/**
|
||||
* 坐标 -> 索引
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
locToIndex(x: number, y: number): number;
|
||||
|
||||
/**
|
||||
* 定位符 -> 索引
|
||||
* @param locator 定位符
|
||||
*/
|
||||
locaterToIndex(locator: ITileLocator): number;
|
||||
|
||||
/**
|
||||
* 索引 -> 定位符
|
||||
* @param index 索引
|
||||
*/
|
||||
indexToLocator(index: number): ITileLocator;
|
||||
}
|
||||
|
||||
export interface IMapLocIndexer extends IMapLocHelper {
|
||||
/**
|
||||
* 设置地图宽度
|
||||
* @param width 地图宽度
|
||||
*/
|
||||
setWidth(width: number): void;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
//#region 怪物对象
|
||||
|
||||
export interface IEnemyView {
|
||||
/** 怪物视图所属的上下文 */
|
||||
readonly context: IEnemyContext;
|
||||
|
||||
/**
|
||||
* 重置此怪物视图的状态,将计算后怪物对象恢复至初始状态
|
||||
*/
|
||||
reset(): void;
|
||||
|
||||
/**
|
||||
* 获取基本怪物对象
|
||||
*/
|
||||
getBaseEnemy(): IReadonlyEnemy;
|
||||
|
||||
/**
|
||||
* 获取计算后的怪物对象,返回的怪物对象同引用
|
||||
*/
|
||||
getComputedEnemy(): IReadonlyEnemy;
|
||||
|
||||
/**
|
||||
* 获取可修改的怪物对象。如果修改此方法获取的怪物对象,那么怪物的真实信息是不会刷新的,
|
||||
* 需要手动调用 markDirty 方法来刷新。
|
||||
*/
|
||||
getModifiableEnemy(): IEnemy;
|
||||
|
||||
/**
|
||||
* 将此怪物标记为脏,需要更新
|
||||
*/
|
||||
markDirty(): void;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
//#region 光环与查询
|
||||
|
||||
export interface IEnemySpecialModifier {
|
||||
/**
|
||||
* 获取要添加到指定怪物身上的特殊属性
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
add(enemy: IReadonlyEnemy, locator: ITileLocator): ISpecial<any>[];
|
||||
|
||||
/**
|
||||
* 获取制定怪物身上要删除的特殊属性
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
delete(enemy: IReadonlyEnemy, locator: ITileLocator): ISpecial<any>[];
|
||||
|
||||
/**
|
||||
* 修改一个怪物的特殊属性,如果真正进行了修改则返回 true,否则返回 false
|
||||
* @param enemy 怪物对象
|
||||
* @param special 要修改的怪物特殊属性
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
modify(
|
||||
enemy: IReadonlyEnemy,
|
||||
special: ISpecial<any>,
|
||||
locator: ITileLocator
|
||||
): boolean;
|
||||
}
|
||||
|
||||
export interface IAuraView<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;
|
||||
|
||||
/**
|
||||
* 获取范围扫描参数
|
||||
*/
|
||||
getRangeParam(): T;
|
||||
|
||||
/**
|
||||
* 对指定怪物对象施加修饰器
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
apply(
|
||||
enemy: IEnemy,
|
||||
baseEnemy: IReadonlyEnemy,
|
||||
locator: ITileLocator
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 对指定怪物对象添加特殊属性修饰器
|
||||
* @param enemy 怪物对象
|
||||
* @param locator 怪物定位符
|
||||
*/
|
||||
applySpecial(
|
||||
enemy: IReadonlyEnemy,
|
||||
baseEnemy: IReadonlyEnemy,
|
||||
locator: ITileLocator
|
||||
): IEnemySpecialModifier | null;
|
||||
}
|
||||
|
||||
export interface IEnemyAuraView<T, S> extends IAuraView<T> {
|
||||
/** 此光环视图所属的怪物 */
|
||||
readonly enemy: IReadonlyEnemy;
|
||||
/** 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 {
|
||||
/**
|
||||
* 判断一个特殊属性是否应该被当前光环转换器执行转换
|
||||
*/
|
||||
shouldConvert(
|
||||
special: ISpecial<any>,
|
||||
enemy: IReadonlyEnemy,
|
||||
locator: ITileLocator
|
||||
): boolean;
|
||||
|
||||
/**
|
||||
* 将一个特殊属性转换为光环视图
|
||||
*/
|
||||
convert(
|
||||
special: ISpecial<any>,
|
||||
enemy: IReadonlyEnemy,
|
||||
locator: ITileLocator
|
||||
): IEnemyAuraView<any, any>;
|
||||
}
|
||||
|
||||
export interface IEnemySpecialQueryModifier extends IEnemySpecialModifier {
|
||||
/**
|
||||
* 判断一个怪物是否应该查询外部状态
|
||||
*/
|
||||
shouldQuery(enemy: IReadonlyEnemy, locator: ITileLocator): boolean;
|
||||
}
|
||||
|
||||
export interface IEnemySpecialQueryEffect {
|
||||
/** 效果优先级,与光环属性共用 */
|
||||
readonly priority: number;
|
||||
|
||||
/**
|
||||
* 根据传入的怪物上下文,获取对应的怪物特殊属性修饰器
|
||||
*/
|
||||
for(ctx: IEnemyContext): IEnemySpecialQueryModifier;
|
||||
}
|
||||
|
||||
export interface IEnemyCommonQueryEffect {
|
||||
/** 优先级,越高的越先执行 */
|
||||
readonly priority: number;
|
||||
|
||||
/**
|
||||
* 对怪物的某个特殊属性施加常规查询效果
|
||||
*/
|
||||
apply(
|
||||
enemy: IEnemy,
|
||||
special: ISpecial<any>,
|
||||
query: () => IEnemyContext,
|
||||
locator: ITileLocator
|
||||
): void;
|
||||
}
|
||||
|
||||
export interface IEnemyFinalEffect {
|
||||
/** 效果优先级,越高会越先被执行 */
|
||||
readonly priority: number;
|
||||
|
||||
/**
|
||||
* 向怪物施加最终修饰效果
|
||||
*/
|
||||
apply(enemy: IEnemy, locator: ITileLocator): 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> {
|
||||
/** 获取地图伤害影响范围 */
|
||||
getRange(): IRange<T>;
|
||||
|
||||
/** 获取范围参数 */
|
||||
getRangeParam(): T;
|
||||
|
||||
/**
|
||||
* 获取指定位置的地图伤害,会对坐标进行判断
|
||||
* @param locator 伤害位置
|
||||
*/
|
||||
getDamageAt(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
|
||||
|
||||
/**
|
||||
* 获取指定位置的地图伤害,但是不会对坐标进行判断
|
||||
* @param locator 伤害位置
|
||||
*/
|
||||
getDamageWithoutCheck(
|
||||
locator: ITileLocator
|
||||
): Readonly<IMapDamageInfo> | null;
|
||||
}
|
||||
|
||||
export interface IMapDamageConverter {
|
||||
/** 转换地图伤害视图 */
|
||||
convert(
|
||||
enemy: IReadonlyEnemy,
|
||||
locator: ITileLocator,
|
||||
context: IEnemyContext
|
||||
): IMapDamageView<any>[];
|
||||
}
|
||||
|
||||
export interface IMapDamageReducer {
|
||||
/** 对伤害信息进行合并 */
|
||||
reduce(
|
||||
info: Iterable<Readonly<IMapDamageInfo>>,
|
||||
locator: ITileLocator
|
||||
): Readonly<IMapDamageInfo>;
|
||||
}
|
||||
|
||||
export interface IMapDamage {
|
||||
/** 当前绑定的怪物上下文 */
|
||||
readonly context: IEnemyContext;
|
||||
|
||||
/**
|
||||
* 设置地图伤害转换器,并基于当前上下文重建所有地图伤害视图
|
||||
* @param converter 地图伤害转换器
|
||||
*/
|
||||
useConverter(converter: IMapDamageConverter): void;
|
||||
|
||||
/**
|
||||
* 设置地图伤害合并器
|
||||
* @param reducer 地图伤害合并器
|
||||
*/
|
||||
useReducer(reducer: IMapDamageReducer): void;
|
||||
|
||||
/**
|
||||
* 在指定位置添加一条无来源地图伤害
|
||||
* @param locator 地图定位符
|
||||
* @param info 地图伤害信息
|
||||
*/
|
||||
addMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
|
||||
|
||||
/**
|
||||
* 在指定位置删除一条无来源地图伤害
|
||||
* @param locator 地图定位符
|
||||
* @param info 地图伤害信息
|
||||
*/
|
||||
deleteMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
|
||||
|
||||
/**
|
||||
* 将指定位置标记为脏,后续访问时会重新计算该点的有来源伤害
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
markDirty(locator: ITileLocator): void;
|
||||
|
||||
/**
|
||||
* 将指定怪物对应的地图伤害标记为脏并刷新
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
markEnemyDirty(view: IEnemyView): void;
|
||||
|
||||
/**
|
||||
* 基于当前上下文重新刷新全部有来源地图伤害
|
||||
*/
|
||||
refreshAll(): void;
|
||||
|
||||
/**
|
||||
* 删除指定怪物带来的全部地图伤害来源
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
deleteEnemy(view: IEnemyView): void;
|
||||
|
||||
/**
|
||||
* 获取指定位置合并后的地图伤害
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
getReducedDamage(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
|
||||
|
||||
/**
|
||||
* 获取指定位置未合并的地图伤害列表
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
getSeparatedDamage(
|
||||
locator: ITileLocator
|
||||
): Iterable<Readonly<IMapDamageInfo>>;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
//#region 上下文
|
||||
|
||||
export interface IEnemyContext {
|
||||
/** 怪物上下文宽度 */
|
||||
readonly width: number;
|
||||
/** 怪物上下文高度 */
|
||||
readonly height: number;
|
||||
|
||||
/**
|
||||
* 调整上下文尺寸,并清空当前上下文中的所有怪物与状态
|
||||
* @param width 地图宽度
|
||||
* @param height 地图高度
|
||||
*/
|
||||
resize(width: number, height: number): void;
|
||||
|
||||
/**
|
||||
* 注册一个光环转换器
|
||||
* @param converter 光环转换器
|
||||
*/
|
||||
registerAuraConverter(converter: IAuraConverter): void;
|
||||
|
||||
/**
|
||||
* 注销一个光环转换器
|
||||
* @param converter 光环转换器
|
||||
*/
|
||||
unregisterAuraConverter(converter: IAuraConverter): void;
|
||||
|
||||
/**
|
||||
* 设置光环转换器的启用状态
|
||||
* @param converter 光环转换器
|
||||
* @param enabled 是否启用
|
||||
*/
|
||||
setAuraConverterEnabled(converter: IAuraConverter, enabled: boolean): void;
|
||||
|
||||
/**
|
||||
* 注册一个特殊属性查询效果
|
||||
* @param effect 特殊属性查询效果
|
||||
*/
|
||||
registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect): void;
|
||||
|
||||
/**
|
||||
* 注销一个特殊属性查询效果
|
||||
* @param effect 特殊属性查询效果
|
||||
*/
|
||||
unregisterSpecialQueryEffect(effect: IEnemySpecialQueryEffect): void;
|
||||
|
||||
/**
|
||||
* 为指定特殊属性代码注册常规查询效果
|
||||
* @param code 特殊属性代码
|
||||
* @param effect 常规查询效果
|
||||
*/
|
||||
registerCommonQueryEffect(
|
||||
code: number,
|
||||
effect: IEnemyCommonQueryEffect
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 注销指定特殊属性代码上的常规查询效果
|
||||
* @param code 特殊属性代码
|
||||
* @param effect 常规查询效果
|
||||
*/
|
||||
unregisterCommonQueryEffect(
|
||||
code: number,
|
||||
effect: IEnemyCommonQueryEffect
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 注册一个最终效果
|
||||
* @param effect 最终效果
|
||||
*/
|
||||
registerFinalEffect(effect: IEnemyFinalEffect): void;
|
||||
|
||||
/**
|
||||
* 注销一个最终效果
|
||||
* @param effect 最终效果
|
||||
*/
|
||||
unregisterFinalEffect(effect: IEnemyFinalEffect): void;
|
||||
|
||||
/**
|
||||
* 获取指定怪物对象当前所在位置
|
||||
* @param enemy 怪物对象
|
||||
*/
|
||||
getEnemyLocator(enemy: IEnemy): Readonly<ITileLocator> | null;
|
||||
|
||||
/**
|
||||
* 获取指定怪物视图当前所在位置
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
getEnemyLocatorByView(view: IEnemyView): Readonly<ITileLocator> | null;
|
||||
|
||||
/**
|
||||
* 根据定位符获取怪物视图
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
getEnemyByLocator(locator: ITileLocator): IEnemyView | null;
|
||||
|
||||
/**
|
||||
* 根据坐标获取怪物视图
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
getEnemyByLoc(x: number, y: number): IEnemyView | null;
|
||||
|
||||
/**
|
||||
* 根据计算后怪物对象反查怪物视图
|
||||
* @param enemy 计算后怪物对象
|
||||
*/
|
||||
getViewByComputed(enemy: IReadonlyEnemy): IEnemyView | null;
|
||||
|
||||
/**
|
||||
* 在指定位置放置一个怪物对象
|
||||
* @param locator 地图定位符
|
||||
* @param enemy 怪物对象
|
||||
*/
|
||||
setEnemyAt(locator: ITileLocator, enemy: IEnemy): void;
|
||||
|
||||
/**
|
||||
* 删除指定位置的怪物
|
||||
* @param locator 地图定位符
|
||||
*/
|
||||
deleteEnemy(locator: ITileLocator): void;
|
||||
|
||||
/**
|
||||
* 扫描指定范围内的怪物视图
|
||||
* @param range 范围对象
|
||||
* @param param 范围参数
|
||||
*/
|
||||
scanRange<T>(range: IRange<T>, param: T): Iterable<IEnemyView>;
|
||||
|
||||
/**
|
||||
* 迭代上下文中的全部怪物
|
||||
*/
|
||||
iterateEnemy(): Iterable<[ITileLocator, IEnemyView]>;
|
||||
|
||||
/**
|
||||
* 添加一个全局光环视图
|
||||
* @param aura 光环视图
|
||||
*/
|
||||
addAura(aura: IAuraView): void;
|
||||
|
||||
/**
|
||||
* 删除一个全局光环视图
|
||||
* @param aura 光环视图
|
||||
*/
|
||||
deleteAura(aura: IAuraView): void;
|
||||
|
||||
/**
|
||||
* 绑定地图伤害管理器
|
||||
* @param damage 地图伤害管理器
|
||||
*/
|
||||
attachMapDamage(damage: IMapDamage | null): void;
|
||||
|
||||
/**
|
||||
* 获取当前绑定的地图伤害管理器
|
||||
*/
|
||||
getMapDamage(): IMapDamage | null;
|
||||
|
||||
/**
|
||||
* 重建当前上下文中的全部怪物计算结果
|
||||
*
|
||||
* 1. 对所有光环及特殊查询进行构建操作,这一步中会决定每个怪物所拥有的特殊属性,后续不会变动
|
||||
* 2. 执行所有的普通光环效果,修改怪物的基础属性
|
||||
* 3. 执行常规查询效果,允许查询上下文状态并修改怪物自身的基础属性
|
||||
* 4. 执行最终效果,不允许查询上下文状态,仅允许修改怪物自身的基础属性
|
||||
*/
|
||||
buildup(): void;
|
||||
|
||||
/**
|
||||
* 将指定怪物视图标记为脏
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
markDirty(view: IEnemyView): void;
|
||||
|
||||
/**
|
||||
* 申请刷新指定怪物视图
|
||||
* @param view 怪物视图
|
||||
*/
|
||||
requestRefresh(view: IEnemyView): void;
|
||||
|
||||
/**
|
||||
* 清空当前上下文中的所有对象与运行状态
|
||||
*/
|
||||
clear(): void;
|
||||
|
||||
/**
|
||||
* 销毁当前上下文
|
||||
*/
|
||||
destroy(): void;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
@@ -0,0 +1,25 @@
|
||||
import { ITileLocator } from '@user/types';
|
||||
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)
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
export * from './enemy';
|
||||
export * from './load';
|
||||
|
||||
export * from './game';
|
||||
|
||||
Reference in new issue
Block a user