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refactor: 新增朝向系统
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@@ -0,0 +1,282 @@
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import { FaceDirection } from './types';
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//#region 接口与枚举
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export const enum InternalFaceGroup {
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/** 四方向(上下左右) */
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Dir4,
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/** 八方向(上下左右+斜向) */
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Dir8
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}
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export interface IFaceDescriptor {
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/** 横坐标增量 */
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readonly x: number;
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/** 纵坐标增量 */
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readonly y: number;
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}
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export interface IFaceHandler<T extends number> {
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/**
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* 将任意朝向值降级为本组支持的方向。
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* 对于无法合理降级的方向(包括 `Unknown`),返回 `FaceDirection.Unknown`
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* @param dir 任意朝向值
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*/
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degrade(dir: number): T;
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/**
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* 获取指定方向的单步坐标偏移量,输入先经过 `degrade`
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* @param dir 朝向
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*/
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movement(dir: number): IFaceDescriptor;
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/**
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* 获取指定方向走 `count` 步的坐标偏移量,等价于 `movement * count`。
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* `count` 允许为负数,表示反向位移,输入先经过 `degrade`
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* @param dir 朝向
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* @param count 步数,允许为负
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*/
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move(dir: number, count: number): IFaceDescriptor;
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/**
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* 获取本组内的反方向,输入先经过 `degrade`,`Unknown` 返回 `Unknown`
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* @param dir 朝向
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*/
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opposite(dir: number): T;
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/**
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* 在本组方向集合内顺时针(默认)或逆时针旋转一步,输入先经过 `degrade`,
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* `Unknown` 返回 `Unknown`
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* @param dir 朝向
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* @param anticlockwise 是否逆时针,默认顺时针
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*/
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next(dir: number, anticlockwise?: boolean): T;
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/**
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* 迭代本组支持的所有朝向,包含 `Unknown`
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*/
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mapDirection(): Iterable<T>;
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/**
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* 迭代本组所有朝向及其对应的坐标描述器,包含 `Unknown`(对应 `{ x: 0, y: 0 }`)
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*/
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mapMovement(): Iterable<[T, IFaceDescriptor]>;
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}
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export interface IFaceManager {
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/**
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* 以数字 key 注册一个 handler
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* @param group 数字 key
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* @param handler 朝向处理器
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*/
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register(group: number, handler: IFaceHandler<number>): void;
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/**
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* 以字符串 id 注册一个 handler
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* @param id 字符串 id
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* @param handler 朝向处理器
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*/
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registerById(id: string, handler: IFaceHandler<number>): void;
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/**
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* 按数字 key 查找 handler,未找到返回 `null`
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* @param group 数字 key
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*/
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get<T extends number>(group: number): IFaceHandler<T> | null;
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/**
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* 按字符串 id 查找 handler,未找到返回 `null`
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* @param id 字符串 id
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*/
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getById<T extends number>(id: string): IFaceHandler<T> | null;
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}
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//#endregion
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//#region 内置 Handler
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const ZERO_DESCRIPTOR: IFaceDescriptor = { x: 0, y: 0 };
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const DIR8_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
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[FaceDirection.Unknown, ZERO_DESCRIPTOR],
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[FaceDirection.Left, { x: -1, y: 0 }],
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[FaceDirection.Up, { x: 0, y: -1 }],
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[FaceDirection.Right, { x: 1, y: 0 }],
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[FaceDirection.Down, { x: 0, y: 1 }],
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[FaceDirection.LeftUp, { x: -1, y: -1 }],
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[FaceDirection.RightUp, { x: 1, y: -1 }],
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[FaceDirection.LeftDown, { x: -1, y: 1 }],
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[FaceDirection.RightDown, { x: 1, y: 1 }]
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]);
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/** 顺时针旋转顺序(不含 Unknown) */
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const DIR8_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.RightUp],
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[FaceDirection.RightUp, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.RightDown],
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[FaceDirection.RightDown, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.LeftDown],
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[FaceDirection.LeftDown, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.LeftUp],
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[FaceDirection.LeftUp, FaceDirection.Up]
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]);
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/** 逆时针旋转顺序(不含 Unknown) */
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const DIR8_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.LeftUp],
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[FaceDirection.LeftUp, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.LeftDown],
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[FaceDirection.LeftDown, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.RightDown],
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[FaceDirection.RightDown, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.RightUp],
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[FaceDirection.RightUp, FaceDirection.Up]
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]);
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const DIR8_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Up],
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[FaceDirection.Left, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Left],
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[FaceDirection.LeftUp, FaceDirection.RightDown],
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[FaceDirection.RightDown, FaceDirection.LeftUp],
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[FaceDirection.RightUp, FaceDirection.LeftDown],
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[FaceDirection.LeftDown, FaceDirection.RightUp]
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]);
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export class Dir8FaceHandler implements IFaceHandler<FaceDirection> {
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degrade(dir: number): FaceDirection {
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return dir as FaceDirection;
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}
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movement(dir: number): IFaceDescriptor {
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return DIR8_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
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}
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move(dir: number, count: number): IFaceDescriptor {
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const { x, y } = this.movement(dir);
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return { x: x * count, y: y * count };
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}
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opposite(dir: number): FaceDirection {
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const degraded = this.degrade(dir);
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return DIR8_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
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}
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next(dir: number, anticlockwise: boolean = false): FaceDirection {
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const degraded = this.degrade(dir);
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if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
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const map = anticlockwise ? DIR8_CCW : DIR8_CW;
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return map.get(degraded) ?? FaceDirection.Unknown;
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}
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mapDirection(): Iterable<FaceDirection> {
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return DIR8_MOVEMENTS.keys();
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}
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mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
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return DIR8_MOVEMENTS.entries();
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}
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}
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const DIR4_DEGRADE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Left, FaceDirection.Left],
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[FaceDirection.Up, FaceDirection.Up],
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[FaceDirection.Right, FaceDirection.Right],
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[FaceDirection.Down, FaceDirection.Down],
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[FaceDirection.LeftUp, FaceDirection.Left],
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[FaceDirection.LeftDown, FaceDirection.Left],
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[FaceDirection.RightUp, FaceDirection.Right],
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[FaceDirection.RightDown, FaceDirection.Right]
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]);
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const DIR4_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
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[FaceDirection.Unknown, ZERO_DESCRIPTOR],
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[FaceDirection.Left, { x: -1, y: 0 }],
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[FaceDirection.Up, { x: 0, y: -1 }],
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[FaceDirection.Right, { x: 1, y: 0 }],
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[FaceDirection.Down, { x: 0, y: 1 }]
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]);
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const DIR4_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.Up]
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]);
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const DIR4_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Left],
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[FaceDirection.Left, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Up]
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]);
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const DIR4_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
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[FaceDirection.Up, FaceDirection.Down],
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[FaceDirection.Down, FaceDirection.Up],
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[FaceDirection.Left, FaceDirection.Right],
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[FaceDirection.Right, FaceDirection.Left]
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]);
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export class Dir4FaceHandler implements IFaceHandler<FaceDirection> {
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degrade(dir: number): FaceDirection {
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return DIR4_DEGRADE.get(dir as FaceDirection) ?? FaceDirection.Unknown;
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}
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movement(dir: number): IFaceDescriptor {
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return DIR4_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
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}
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move(dir: number, count: number): IFaceDescriptor {
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const { x, y } = this.movement(dir);
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return { x: x * count, y: y * count };
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}
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opposite(dir: number): FaceDirection {
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const degraded = this.degrade(dir);
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return DIR4_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
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}
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next(dir: number, anticlockwise: boolean = false): FaceDirection {
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const degraded = this.degrade(dir);
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if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
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const map = anticlockwise ? DIR4_CCW : DIR4_CW;
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return map.get(degraded) ?? FaceDirection.Unknown;
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}
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mapDirection(): Iterable<FaceDirection> {
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return DIR4_MOVEMENTS.keys();
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}
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mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
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return DIR4_MOVEMENTS.entries();
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}
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}
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//#endregion
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//#region FaceManager
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export class FaceManager implements IFaceManager {
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private readonly byGroup: Map<number, IFaceHandler<number>> = new Map();
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private readonly byId: Map<string, IFaceHandler<number>> = new Map();
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register(group: number, handler: IFaceHandler<number>): void {
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this.byGroup.set(group, handler);
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}
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registerById(id: string, handler: IFaceHandler<number>): void {
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this.byId.set(id, handler);
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}
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get<T extends number>(group: number): IFaceHandler<T> | null {
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return (this.byGroup.get(group) as IFaceHandler<T>) ?? null;
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}
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getById<T extends number>(id: string): IFaceHandler<T> | null {
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return (this.byId.get(id) as IFaceHandler<T>) ?? null;
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}
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}
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//#endregion
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@@ -1,4 +1,5 @@
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export * from './face';
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export * from './faceManager';
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export * from './mover';
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export * from './types';
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export * from './utils';
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@@ -1,7 +1,7 @@
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import { IHeroFollower, IHeroState } from './hero';
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import { IEnemyManager } from './enemy';
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import { IFlagSystem } from './flag';
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import { IRoleFaceBinder, ISaveableContent } from './common';
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import { IFaceManager, IRoleFaceBinder, ISaveableContent } from './common';
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import { IMapStore } from './map';
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export interface IStateSaveData {
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@@ -12,6 +12,8 @@ export interface IStateSaveData {
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export interface IStateBase<TEnemy, THero> {
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/** 朝向绑定 */
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readonly roleFace: IRoleFaceBinder;
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/** 朝向管理 */
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readonly faceManager: IFaceManager;
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/** id 到图块数字的映射 */
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readonly idNumberMap: Map<string, number>;
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/** 图块数字到 id 的映射 */
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