mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-28 01:06:49 +08:00
update: state, event, condition, data.event.types
This commit is contained in:
@@ -0,0 +1,36 @@
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import { expect, test, describe } from 'bun:test'
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import { createState } from './state'
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import { trigger } from './event'
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describe('Event', () => {
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const profile = {
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times: 0,
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talents: new Set([]),
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achievements: new Set([]),
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events: new Set([]),
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}
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const allocation = {
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charm: 10,
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intelligence: 10,
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strength: 0,
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money: 0,
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}
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test('10003 branch 0 玉佩', () => {
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const result = trigger(
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10003,
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createState(allocation, [1001, 1002, 1003]),
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profile,
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)
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expect(result.state.life).toBe(1)
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expect(result.state.events).toEqual(new Set([10003, 10004]))
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expect(result.events).toEqual([10003, 10004])
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})
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test('10003 branch 1 死了', () => {
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const result = trigger(10003, createState(allocation, []), profile)
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expect(result.state.life).toBe(0)
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expect(result.state.events).toEqual(new Set([10003, 10000]))
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expect(result.events).toEqual([10003, 10000])
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})
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})
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@@ -0,0 +1,51 @@
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import type { EventEffect, Event } from '@remake/data/event'
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import events from '@remake/data/event'
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import type { Properties, Effect } from '@/state'
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import type { GameState, ProfileState } from '@/state'
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import { stateEffect, createFlatState } from '@/state'
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import { check } from '@remake/condition'
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export function convertEffect(effect: EventEffect): Effect {
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const converted = {} as Effect
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const properties = [] as [keyof Properties, number][]
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if (effect.CHR) properties.push(['charm', effect.CHR])
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if (effect.INT) properties.push(['intelligence', effect.INT])
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if (effect.STR) properties.push(['strength', effect.STR])
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if (effect.MNY) properties.push(['money', effect.MNY])
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if (effect.SPR) properties.push(['spirit', effect.SPR])
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if (properties.length > 0)
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converted.properties = Object.fromEntries(properties)
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if (effect.LIF) converted.life = effect.LIF
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return converted
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}
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export interface TriggerResult {
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state: GameState
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events: Event['id'][]
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}
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export function trigger(
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eventId: number,
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state: GameState,
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profile: ProfileState,
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): TriggerResult {
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const event = events.get(eventId)
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if (!event)
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throw new Error(`[@remake/core][event] id:${eventId} not found.`)
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const effect = event.effect ? convertEffect(event.effect) : {}
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effect.events = [eventId]
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const newState = stateEffect(state, effect)
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const flatState = createFlatState(newState, profile)
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if (event.branch) {
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for (const branch of event.branch) {
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if (check(flatState, branch.condition)) {
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const result = trigger(branch.event, newState, profile)
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return {
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state: result.state,
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events: [eventId, ...result.events],
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}
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}
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}
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}
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return { state: newState, events: [eventId] }
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}
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@@ -0,0 +1,4 @@
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export interface GameEffects {
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save: (profile: any) => Promise<boolean>
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load: () => Promise<any>
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}
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@@ -1,2 +0,0 @@
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import { age } from '@remake/data/age'
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import { checkCondition } from '@remake/condition'
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@@ -0,0 +1,212 @@
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import { expect, test, describe } from 'bun:test'
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import { parse, type ConditionNode } from '@remake/condition'
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import achievements from '@remake/data/achievement'
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import events from '@remake/data/event'
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import talents from '@remake/data/talent'
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import { createFlatState } from './state'
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const A = ['AGE', 'CHR', 'INT', 'STR', 'MNY', 'SPR', 'LIF', 'TLT', 'EVT', 'TMS']
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const B = ['HAGE', 'HCHR', 'HINT', 'HSTR', 'HMNY', 'HSPR']
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const C = ['LAGE', 'LCHR', 'LINT', 'LSTR', 'LMNY', 'LSPR']
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const D = ['AEVT', 'ATLT', 'SUM']
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const FlatProperties = new Set([...A, ...B, ...C, ...D])
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/**
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* 核心递归辅助函数:从多维语法树节点中提取所有属性名
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*/
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function extractKeysFromNode(node: ConditionNode, properties: Set<string>) {
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if (Array.isArray(node)) {
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for (const subNode of node) {
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extractKeysFromNode(subNode, properties)
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}
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} else {
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if (node === '&' || node === '|') return
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// 匹配操作符(><!?=)前面的属性名部分
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const match = node.match(/^([^><!?=]+)/)
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if (match && match) {
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properties.add(match[1]!.trim())
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}
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}
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}
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/**
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* 从条件字符串中提取所有使用到的属性键名
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*/
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function getPropertiesFromCondition(condition: string): Set<string> {
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const parsedConditions = parse(condition)
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const properties = new Set<string>()
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extractKeysFromNode(parsedConditions, properties)
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return properties
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}
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describe('策划配置条件完整覆盖率测试', () => {
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test('event [include, exclude, branch]', () => {
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const unmappedKeys = new Set<string>()
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for (const item of events.values()) {
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const conditionsToTrack: { label: string; text: string }[] = []
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if (item.include) {
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conditionsToTrack.push({ label: 'include', text: item.include })
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}
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if (item.exclude) {
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conditionsToTrack.push({ label: 'exclude', text: item.exclude })
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}
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if (item.branch && Array.isArray(item.branch)) {
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item.branch.forEach((branchObj, index) => {
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if (branchObj && branchObj.condition) {
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conditionsToTrack.push({
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label: `branch[${index}].condition (目标事件ID: ${branchObj.event})`,
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text: branchObj.condition,
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})
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}
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})
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}
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for (const { label, text } of conditionsToTrack) {
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const usedProperties = getPropertiesFromCondition(text)
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for (const key of usedProperties) {
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if (!FlatProperties.has(key)) {
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unmappedKeys.add(
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`[事件 ID: ${item.id}] 的 "${label}" 字段使用了未定义的键名: "${key}" (完整条件: "${text}")`,
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)
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}
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}
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}
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}
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if (unmappedKeys.size > 0) {
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console.error('\n❌ 发现事件配置表存在未定义的 Property 键名:')
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unmappedKeys.forEach(msg => console.error(msg))
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}
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expect(unmappedKeys.size).toBe(0)
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})
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test('talent [condition]', () => {
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const unmappedKeys = new Set<string>()
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const allTalentItems = talents.values()
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for (const item of allTalentItems) {
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const conditionStr = item.condition
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if (!conditionStr) continue
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const usedProperties = getPropertiesFromCondition(conditionStr)
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for (const key of usedProperties) {
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if (!FlatProperties.has(key)) {
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unmappedKeys.add(
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`[天赋 ID: ${item.id}] 使用了未定义的键名: "${key}" (完整条件: "${conditionStr}")`,
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)
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}
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}
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}
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if (unmappedKeys.size > 0) {
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console.error('\n❌ 发现天赋配置表存在未定义的 Property 键名:')
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unmappedKeys.forEach(msg => console.error(msg))
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}
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expect(unmappedKeys.size).toBe(0)
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})
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test('achievement [condition]', () => {
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const unmappedKeys = new Set<string>()
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const allAchievementItems = achievements.values()
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for (const item of allAchievementItems) {
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const conditionStr = item.condition
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if (!conditionStr) continue
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const usedProperties = getPropertiesFromCondition(conditionStr)
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for (const key of usedProperties) {
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if (!FlatProperties.has(key)) {
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unmappedKeys.add(
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`[成就 ID: ${item.id}] 使用了未定义的键名: "${key}" (完整条件: "${conditionStr}")`,
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)
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}
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}
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}
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if (unmappedKeys.size > 0) {
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console.error('\n❌ 发现成就配置表存在未定义的 Property 键名:')
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unmappedKeys.forEach(msg => console.error(msg))
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}
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expect(unmappedKeys.size).toBe(0)
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})
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})
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describe('FlatProperties', () => {
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test('check key', () => {
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const game = {
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lowest: {
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age: 1,
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charm: 2,
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intelligence: 3,
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strength: 4,
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money: 5,
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spirit: 6,
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},
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properties: {
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age: 11,
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charm: 12,
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intelligence: 13,
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strength: 14,
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money: 15,
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spirit: 16,
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},
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highest: {
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age: 21,
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charm: 22,
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intelligence: 23,
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strength: 24,
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money: 25,
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spirit: 26,
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},
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life: 31,
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talents: new Set([33]),
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events: new Set([34, 35]),
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achievements: new Set([36]),
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}
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const profile = {
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times: 41,
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external: 42,
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talents: new Set([43]),
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achievements: new Set([44]),
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events: new Set([45, 46]),
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}
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const flatState = createFlatState(game, profile)
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expect(flatState['AGE']).toBe(game.properties.age)
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expect(flatState['CHR']).toBe(game.properties.charm)
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expect(flatState['INT']).toBe(game.properties.intelligence)
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expect(flatState['STR']).toBe(game.properties.strength)
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expect(flatState['MNY']).toBe(game.properties.money)
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expect(flatState['SPR']).toBe(game.properties.spirit)
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expect(flatState['LIF']).toBe(game.life)
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expect(flatState['TLT']).toEqual(game.talents)
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expect(flatState['EVT']).toEqual(game.events)
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expect(flatState['LAGE']).toBe(game.lowest.age)
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expect(flatState['HAGE']).toBe(game.highest.age)
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expect(flatState['LCHR']).toBe(game.lowest.charm)
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expect(flatState['HCHR']).toBe(game.highest.charm)
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expect(flatState['LINT']).toBe(game.lowest.intelligence)
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expect(flatState['HINT']).toBe(game.highest.intelligence)
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expect(flatState['LSTR']).toBe(game.lowest.strength)
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expect(flatState['HSTR']).toBe(game.highest.strength)
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expect(flatState['LMNY']).toBe(game.lowest.money)
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expect(flatState['HMNY']).toBe(game.highest.money)
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expect(flatState['LSPR']).toBe(game.lowest.spirit)
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expect(flatState['HSPR']).toBe(game.highest.spirit)
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expect(flatState['TMS']).toBe(profile.times)
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expect(flatState['AEVT']).toEqual(profile.events)
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expect(flatState['ATLT']).toEqual(profile.talents)
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expect(flatState['AACH']).toEqual(profile.achievements)
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expect(flatState['SUM']).toBe(
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Math.floor((22 + 23 + 24 + 25 + 26) * 2 + 21 / 2),
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)
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})
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})
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@@ -0,0 +1,212 @@
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import type { Talent } from '@remake/data/talent'
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import type { Event } from '@remake/data/event'
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import type { Achievement } from '@remake/data/achievement'
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import { produce, enableMapSet } from 'immer'
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import { sum } from '@remake/vitex'
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enableMapSet()
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/** 基础的属性 */
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export interface Properties {
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age: number
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charm: number
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intelligence: number
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strength: number
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money: number
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spirit: number
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}
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export type Allocation = Omit<Properties, 'age' | 'spirit'>
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export interface GameState {
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properties: Properties // 本局属性
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highest: Properties // 本局最高属性
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lowest: Properties // 本局最低属性
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life: number // 本局生命值
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talents: Set<Talent['id']> // 本局拥有的天赋
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events: Set<Event['id']> // 本局触发过的事件
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achievements: Set<Achievement['id']> // 本局达成的成就
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}
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/** 持久化存储的数据 */
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export interface ProfileState {
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times: number // 游戏次数
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external?: Talent['id'] // 继承的天赋
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talents: Set<Talent['id']> // 拥有过的天赋
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events: Set<Event['id']> // 触发过的事件
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achievements: Set<Achievement['id']> // 达成的成就
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highest?: Properties // 历史最高属性
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lowest?: Properties // 历史最低属性
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}
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export function createState(
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allocation: Allocation,
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talents?: Iterable<Talent['id']>,
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): GameState {
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const properties = { ...allocation, age: -1, spirit: 0 }
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return {
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properties,
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highest: { ...properties },
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lowest: { ...properties },
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life: 1,
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talents: new Set(talents),
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events: new Set(),
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achievements: new Set(),
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}
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}
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export interface FlatState {
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AGE: GameState['properties']['age']
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CHR: GameState['properties']['charm']
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INT: GameState['properties']['intelligence']
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STR: GameState['properties']['strength']
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MNY: GameState['properties']['money']
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SPR: GameState['properties']['spirit']
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LIF: GameState['life']
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TLT: GameState['talents']
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EVT: GameState['events']
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LAGE: GameState['lowest']['age']
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HAGE: GameState['highest']['age']
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LCHR: GameState['lowest']['charm']
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HCHR: GameState['highest']['charm']
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LINT: GameState['lowest']['intelligence']
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HINT: GameState['highest']['intelligence']
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LSTR: GameState['lowest']['strength']
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HSTR: GameState['highest']['strength']
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LMNY: GameState['lowest']['money']
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HMNY: GameState['highest']['money']
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LSPR: GameState['lowest']['spirit']
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HSPR: GameState['highest']['spirit']
|
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|
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TMS: ProfileState['times']
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AEVT: ProfileState['events']
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ATLT: ProfileState['talents']
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AACH: ProfileState['achievements']
|
||||
|
||||
SUM: number
|
||||
}
|
||||
|
||||
interface FlatPropertiesTarget {
|
||||
game: GameState
|
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profile: ProfileState
|
||||
}
|
||||
|
||||
const FlatMappers = {
|
||||
AGE: (state: FlatPropertiesTarget) => state.game.properties.age,
|
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CHR: (state: FlatPropertiesTarget) => state.game.properties.charm,
|
||||
INT: (state: FlatPropertiesTarget) => state.game.properties.intelligence,
|
||||
STR: (state: FlatPropertiesTarget) => state.game.properties.strength,
|
||||
MNY: (state: FlatPropertiesTarget) => state.game.properties.money,
|
||||
SPR: (state: FlatPropertiesTarget) => state.game.properties.spirit,
|
||||
LIF: (state: FlatPropertiesTarget) => state.game.life,
|
||||
TLT: (state: FlatPropertiesTarget) => state.game.talents,
|
||||
EVT: (state: FlatPropertiesTarget) => state.game.events,
|
||||
LAGE: (state: FlatPropertiesTarget) => state.game.lowest.age,
|
||||
HAGE: (state: FlatPropertiesTarget) => state.game.highest.age,
|
||||
LCHR: (state: FlatPropertiesTarget) => state.game.lowest.charm,
|
||||
HCHR: (state: FlatPropertiesTarget) => state.game.highest.charm,
|
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LINT: (state: FlatPropertiesTarget) => state.game.lowest.intelligence,
|
||||
HINT: (state: FlatPropertiesTarget) => state.game.highest.intelligence,
|
||||
LSTR: (state: FlatPropertiesTarget) => state.game.lowest.strength,
|
||||
HSTR: (state: FlatPropertiesTarget) => state.game.highest.strength,
|
||||
LMNY: (state: FlatPropertiesTarget) => state.game.lowest.money,
|
||||
HMNY: (state: FlatPropertiesTarget) => state.game.highest.money,
|
||||
LSPR: (state: FlatPropertiesTarget) => state.game.lowest.spirit,
|
||||
HSPR: (state: FlatPropertiesTarget) => state.game.highest.spirit,
|
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TMS: (state: FlatPropertiesTarget) => state.profile.times,
|
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AEVT: (state: FlatPropertiesTarget) => state.profile.events,
|
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ATLT: (state: FlatPropertiesTarget) => state.profile.talents,
|
||||
AACH: (state: FlatPropertiesTarget) => state.profile.achievements,
|
||||
SUM: (state: FlatPropertiesTarget) => {
|
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const { age, ...others } = state.game.highest
|
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const s = sum(Object.values(others))
|
||||
return Math.floor(s * 2 + age / 2)
|
||||
},
|
||||
}
|
||||
|
||||
const flatPropertiesHandle = {
|
||||
get(target: FlatPropertiesTarget, prop: string) {
|
||||
if (prop in FlatMappers) {
|
||||
return FlatMappers[prop as keyof typeof FlatMappers](target)
|
||||
}
|
||||
},
|
||||
set() {
|
||||
return true
|
||||
},
|
||||
}
|
||||
|
||||
export function createFlatState(game: GameState, profile: ProfileState) {
|
||||
return new Proxy(
|
||||
{ game, profile },
|
||||
flatPropertiesHandle,
|
||||
) as unknown as FlatState
|
||||
}
|
||||
|
||||
export interface Effect {
|
||||
properties?: Partial<Properties>
|
||||
life?: number
|
||||
talents?: Iterable<Talent['id']>
|
||||
events?: Iterable<Event['id']>
|
||||
achievements?: Iterable<Achievement['id']>
|
||||
}
|
||||
|
||||
export function stateEffect(state: GameState, effect: Effect) {
|
||||
return produce(state, draft => {
|
||||
for (const key in effect.properties) {
|
||||
const prop = key as keyof Properties
|
||||
const value = effect.properties[prop]!
|
||||
draft.properties[prop] += value
|
||||
draft.highest[prop] = Math.max(
|
||||
draft.highest[prop],
|
||||
draft.properties[prop],
|
||||
)
|
||||
draft.lowest[prop] = Math.min(
|
||||
draft.lowest[prop],
|
||||
draft.properties[prop],
|
||||
)
|
||||
}
|
||||
if (effect.life) draft.life += effect.life
|
||||
if (effect.talents)
|
||||
draft.talents = new Set([...draft.talents, ...effect.talents])
|
||||
if (effect.events)
|
||||
draft.events = new Set([...draft.events, ...effect.events])
|
||||
if (effect.achievements)
|
||||
draft.achievements = new Set([
|
||||
...draft.achievements,
|
||||
...effect.achievements,
|
||||
])
|
||||
})
|
||||
}
|
||||
|
||||
function highestProperties(a: Properties, b?: Properties): Properties {
|
||||
if (!b) return { ...a }
|
||||
const result = {} as Properties
|
||||
for (const key of Object.keys(a) as (keyof Properties)[]) {
|
||||
result[key] = Math.max(a[key], b[key])
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
function lowestProperties(a: Properties, b?: Properties): Properties {
|
||||
if (!b) return { ...a }
|
||||
const result = {} as Properties
|
||||
for (const key of Object.keys(a) as (keyof Properties)[]) {
|
||||
result[key] = Math.min(a[key], b[key])
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
export function nextProfile(
|
||||
profile: ProfileState,
|
||||
state: GameState,
|
||||
external?: Talent['id'],
|
||||
) {
|
||||
return {
|
||||
times: profile.times + 1,
|
||||
talents: profile.talents.union(state.talents),
|
||||
events: profile.events.union(state.events),
|
||||
achievements: profile.achievements.union(state.achievements),
|
||||
highest: highestProperties(state.highest, profile.highest),
|
||||
lowest: lowestProperties(state.lowest, profile.lowest),
|
||||
external: external ?? profile.external,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
import type { TalentEffect } from '@remake/data/talent'
|
||||
import talents from '@remake/data/talent'
|
||||
import type { Properties } from './state'
|
||||
import { pick } from '@remake/vitex'
|
||||
|
||||
const TalentEffectPropertiesKeyMapper = {
|
||||
MNY: () => 'money',
|
||||
STR: () => 'strength',
|
||||
INT: () => 'intelligence',
|
||||
CHR: () => 'charm',
|
||||
SPR: () => 'spirit',
|
||||
RND: () => pick(['money', 'strength', 'intelligence', 'charm', 'spirit'])!,
|
||||
} as Record<keyof TalentEffect, () => keyof Properties>
|
||||
|
||||
export const count = talents.size
|
||||
|
||||
export function get(talent: number) {
|
||||
return talents.get(talent)
|
||||
}
|
||||
|
||||
export function random(talent: number) {}
|
||||
|
||||
Reference in New Issue
Block a user