refactor: data-common/common

This commit is contained in:
AncTe committed 2026-09-23 16:04:50 +08:00
1 parent 9fb04e3129
commit 1fb92c3976
12 files changed
+51 -233

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+6 -6
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@@ -3,7 +3,7 @@ import { IFaceData, IRoleFaceBinder } from './types';
import { isNil } from 'lodash-es';
import { FaceDirection } from './types';
interface FaceInfo {
interface IFaceInfo {
/** 此图块的朝向 */
readonly face: FaceDirection;
/** 此图块对应的映射 */
@@ -12,7 +12,7 @@ interface FaceInfo {
export class RoleFaceBinder implements IRoleFaceBinder {
/** 每个图块对应的朝向信息 */
private faceMap: Map<number, FaceInfo> = new Map();
private faceMap: Map<number, IFaceInfo> = new Map();
/** 主要朝向映射 */
private mainMap: Map<number, FaceDirection> = new Map();
@@ -20,7 +20,7 @@ export class RoleFaceBinder implements IRoleFaceBinder {
this.mainMap.set(identifier, main);
const map = new Map<FaceDirection, number>();
map.set(main, identifier);
const info: FaceInfo = { face: main, map };
const info: IFaceInfo = { face: main, map };
this.faceMap.set(identifier, info);
}
@@ -36,7 +36,7 @@ export class RoleFaceBinder implements IRoleFaceBinder {
}
const { map } = this.faceMap.get(main)!;
map.set(face, identifier);
const info: FaceInfo = { face, map };
const info: IFaceInfo = { face, map };
this.faceMap.set(identifier, info);
this.mainMap.set(identifier, mainFace);
}
@@ -50,8 +50,8 @@ export class RoleFaceBinder implements IRoleFaceBinder {
return data;
}
getFaceDirection(identifier: number): FaceDirection | undefined {
return this.faceMap.get(identifier)?.face;
getFaceDirection(identifier: number): FaceDirection {
return this.faceMap.get(identifier)?.face ?? FaceDirection.Unknown;
}
getMainFace(identifier: number): IFaceData | null {
@@ -117,6 +117,13 @@ export class Dir8FaceHandler implements IFaceHandler<FaceDirection> {
return map.get(degraded) ?? FaceDirection.Unknown;
}
dirOf(dx: number, dy: number): FaceDirection {
for (const [dir, { x, y }] of DIR8_MOVEMENTS) {
if (x === dx && y === dy) return dir;
}
return FaceDirection.Unknown;
}
mapDirection(): Iterable<FaceDirection> {
return DIR8_MOVEMENTS.keys();
}
@@ -192,6 +199,13 @@ export class Dir4FaceHandler implements IFaceHandler<FaceDirection> {
return map.get(degraded) ?? FaceDirection.Unknown;
}
dirOf(dx: number, dy: number): FaceDirection {
for (const [dir, { x, y }] of DIR8_MOVEMENTS) {
if (x === dx && y === dy) return dir;
}
return FaceDirection.Unknown;
}
mapDirection(): Iterable<FaceDirection> {
return DIR4_MOVEMENTS.keys();
}
@@ -3,4 +3,3 @@ export * from './faceManager';
export * from './indexer';
export * from './mover';
export * from './types';
export * from './utils';
+1 -17
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@@ -463,20 +463,6 @@ export abstract class ObjectMover<T extends IObjectMovable>
this.moveQueue.push(step);
}
/**
* 获取相对移动(如前进)所使用的基准方向
*
* 优先取本步之前已确定的移动方向,使多步前进保持同轴;否则回退到当前朝向。
* 后退不使用此基准,一律以当前朝向为准
*/
private getCurrentDirection(): FaceDirection {
if (this.moveDirection !== FaceDirection.Unknown) {
return this.moveDirection;
} else {
return this.faceDirection;
}
}
/**
* 根据步骤内容预先同步移动器内部状态
*
@@ -498,13 +484,11 @@ export abstract class ObjectMover<T extends IObjectMovable>
this.faceDirection = step.value;
break;
case ObjectMoveType.Special: {
const dir = this.faceDirection;
if (step.direction === ObjectSpecialStep.Backward) {
// 后退基准固定为当前朝向,避免被本步写入的反方向改写后摆动
const dir = this.faceDirection;
this.moveDirection = this.faceHandler.opposite(dir);
this.faceDirection = dir;
} else {
const dir = this.getCurrentDirection();
this.moveDirection = dir;
this.faceDirection = dir;
}
@@ -48,10 +48,10 @@ export interface IRoleFaceBinder {
getFaceOf(identifier: number, face: FaceDirection): IFaceData | null;
/**
* 获取指定图块数字是哪个朝向
* 获取指定图块数字是哪个朝向,如果没有指定图块的数据,那么返回 `FaceDirection.Unknown`
* @param identifier 图块数字
*/
getFaceDirection(identifier: number): FaceDirection | undefined;
getFaceDirection(identifier: number): FaceDirection;
/**
* 获取指定图块数字绑定至的主朝向
@@ -1,186 +0,0 @@
import { FaceDirection } from './types';
/**
* @deprecated 用 `IFaceHandler` 接口
* 获取指定朝向的坐标偏移量
* @param dir 朝向
*/
export function getFaceMovement(dir: FaceDirection): Loc {
switch (dir) {
case FaceDirection.Left:
return { x: -1, y: 0 };
case FaceDirection.Right:
return { x: 1, y: 0 };
case FaceDirection.Up:
return { x: 0, y: -1 };
case FaceDirection.Down:
return { x: 0, y: 1 };
case FaceDirection.LeftUp:
return { x: -1, y: -1 };
case FaceDirection.RightUp:
return { x: 1, y: -1 };
case FaceDirection.LeftDown:
return { x: -1, y: 1 };
case FaceDirection.RightDown:
return { x: 1, y: 1 };
case FaceDirection.Unknown:
return { x: 0, y: 0 };
}
}
/**
* @deprecated 用 `IFaceHandler` 接口
* 将八方向朝向降级为四方向朝向
* @param dir 朝向
* @param unknown 如果朝向是 `FaceDirection.Unknown`,那么会返回什么,默认值是未知
*/
export function degradeFace(
dir: FaceDirection,
unknown: FaceDirection = FaceDirection.Unknown
): FaceDirection {
switch (dir) {
case FaceDirection.LeftUp:
return FaceDirection.Left;
case FaceDirection.LeftDown:
return FaceDirection.Left;
case FaceDirection.RightUp:
return FaceDirection.Right;
case FaceDirection.RightDown:
return FaceDirection.Right;
case FaceDirection.Unknown:
return unknown;
}
return dir;
}
/**
* @deprecated 用 `IFaceHandler` 接口
* 获取指定朝向旋转后的朝向
* @param dir 当前朝向
* @param anticlockwise 是否逆时针旋转,默认顺时针
* @param face8 是否使用八朝向。为 `false` 时,旋转为九十度旋转,即 上->右->下->左,左上->右上->右下->左下。
* 为 `true` 时,旋转为四十五度旋转,即 上->右上->右->右下->下->左下->左->左上。逆时针反过来旋转。
*/
export function nextFaceDirection(
dir: FaceDirection,
anticlockwise: boolean = false,
face8: boolean = false
): FaceDirection {
if (face8) {
if (anticlockwise) {
switch (dir) {
case FaceDirection.Left:
return FaceDirection.LeftDown;
case FaceDirection.LeftDown:
return FaceDirection.Down;
case FaceDirection.Down:
return FaceDirection.RightDown;
case FaceDirection.RightDown:
return FaceDirection.Right;
case FaceDirection.Right:
return FaceDirection.RightUp;
case FaceDirection.RightUp:
return FaceDirection.Up;
case FaceDirection.Up:
return FaceDirection.LeftUp;
case FaceDirection.LeftUp:
return FaceDirection.Left;
case FaceDirection.Unknown:
return FaceDirection.Unknown;
}
} else {
switch (dir) {
case FaceDirection.Left:
return FaceDirection.LeftUp;
case FaceDirection.LeftUp:
return FaceDirection.Up;
case FaceDirection.Up:
return FaceDirection.RightUp;
case FaceDirection.RightUp:
return FaceDirection.Right;
case FaceDirection.Right:
return FaceDirection.RightDown;
case FaceDirection.RightDown:
return FaceDirection.Down;
case FaceDirection.Down:
return FaceDirection.LeftDown;
case FaceDirection.LeftDown:
return FaceDirection.Left;
case FaceDirection.Unknown:
return FaceDirection.Unknown;
}
}
} else {
if (anticlockwise) {
switch (dir) {
case FaceDirection.Left:
return FaceDirection.Down;
case FaceDirection.Down:
return FaceDirection.Right;
case FaceDirection.Right:
return FaceDirection.Up;
case FaceDirection.Up:
return FaceDirection.Left;
case FaceDirection.LeftUp:
return FaceDirection.LeftDown;
case FaceDirection.LeftDown:
return FaceDirection.RightDown;
case FaceDirection.RightDown:
return FaceDirection.RightUp;
case FaceDirection.RightUp:
return FaceDirection.LeftUp;
case FaceDirection.Unknown:
return FaceDirection.Unknown;
}
} else {
switch (dir) {
case FaceDirection.Left:
return FaceDirection.Up;
case FaceDirection.Up:
return FaceDirection.Right;
case FaceDirection.Right:
return FaceDirection.Down;
case FaceDirection.Down:
return FaceDirection.Left;
case FaceDirection.LeftUp:
return FaceDirection.RightUp;
case FaceDirection.RightUp:
return FaceDirection.RightDown;
case FaceDirection.RightDown:
return FaceDirection.LeftDown;
case FaceDirection.LeftDown:
return FaceDirection.LeftUp;
case FaceDirection.Unknown:
return FaceDirection.Unknown;
}
}
}
}
/**
* @deprecated 用 `IFaceHandler` 接口
* 根据朝向字符串获取朝向枚举值
* @param dir 朝向字符串
*/
export function fromDirectionString(dir: Dir2): FaceDirection {
switch (dir) {
case 'left':
return FaceDirection.Left;
case 'right':
return FaceDirection.Right;
case 'up':
return FaceDirection.Up;
case 'down':
return FaceDirection.Down;
case 'leftup':
return FaceDirection.LeftUp;
case 'rightup':
return FaceDirection.RightUp;
case 'leftdown':
return FaceDirection.LeftDown;
case 'rightdown':
return FaceDirection.RightDown;
default:
return FaceDirection.Unknown;
}
}