update: talent, state props

This commit is contained in:
Vick Scarlet
2026-08-16 20:06:16 +08:00
committed by 神戸小鳥
parent 85c871cec1
commit 32f703be0f
12 changed files with 534 additions and 192 deletions
+17
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@@ -0,0 +1,17 @@
## 流程
重开
初始化
抽天赋(包含继承的天赋)
天赋选择(检测天赋冲突)
天赋替换(检测天赋冲突)
点数分配(天赋额外点数)
游戏循环
年龄增加一岁
天赋触发
事件触发(从对应年龄事件池随机事件)
判断是否结束(生命值小于 1 结束)
总评
天赋继承
存档数据
重回首页
+4 -2
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@@ -1,6 +1,8 @@
import { expect, test, describe } from 'bun:test'
import { createState } from './state'
import { trigger } from './event'
import { enableMapSet } from 'immer'
enableMapSet()
describe('Event', () => {
const profile = {
@@ -16,7 +18,7 @@ describe('Event', () => {
money: 0,
}
test('10003 branch 0 玉佩', () => {
test('branch 10003:0 [玉佩]', () => {
const result = trigger(
10003,
createState(allocation, [1001, 1002, 1003]),
@@ -27,7 +29,7 @@ describe('Event', () => {
expect(result.events).toEqual([10003, 10004])
})
test('10003 branch 1 死了', () => {
test('branch 10003:1 [死了]', () => {
const result = trigger(10003, createState(allocation, []), profile)
expect(result.state.life).toBe(0)
expect(result.state.events).toEqual(new Set([10003, 10000]))
+21 -27
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@@ -1,23 +1,10 @@
import type { EventEffect, Event } from '@remake/data/event'
import type { Event } from '@remake/data/event'
import events from '@remake/data/event'
import type { Properties, Effect } from '@/state'
import type { Properties } from '@/state'
import type { GameState, ProfileState } from '@/state'
import { stateEffect, createFlatState } from '@/state'
import { propsEffect, createFlatState } from '@/state'
import { check } from '@remake/condition'
export function convertEffect(effect: EventEffect): Effect {
const converted = {} as Effect
const properties = [] as [keyof Properties, number][]
if (effect.CHR) properties.push(['charm', effect.CHR])
if (effect.INT) properties.push(['intelligence', effect.INT])
if (effect.STR) properties.push(['strength', effect.STR])
if (effect.MNY) properties.push(['money', effect.MNY])
if (effect.SPR) properties.push(['spirit', effect.SPR])
if (properties.length > 0)
converted.properties = Object.fromEntries(properties)
if (effect.LIF) converted.life = effect.LIF
return converted
}
import { produce } from 'immer'
export interface TriggerResult {
state: GameState
@@ -29,17 +16,24 @@ export function trigger(
state: GameState,
profile: ProfileState,
): TriggerResult {
const event = events.get(eventId)
if (!event)
throw new Error(`[@remake/core][event] id:${eventId} not found.`)
const effect = event.effect ? convertEffect(event.effect) : {}
effect.events = [eventId]
const newState = stateEffect(state, effect)
const { effect, branch } = events.get(eventId)!
const newState = produce(state, draft => {
draft.events.add(eventId)
if (!effect) return
if (effect.LIF) draft.life += effect.LIF
const pe = {} as Partial<Properties>
if (effect.CHR) pe.charm = effect.CHR
if (effect.INT) pe.intelligence = effect.INT
if (effect.STR) pe.strength = effect.STR
if (effect.MNY) pe.money = effect.MNY
if (effect.SPR) pe.spirit = effect.SPR
draft.props = propsEffect(draft.props, pe)
})
const flatState = createFlatState(newState, profile)
if (event.branch) {
for (const branch of event.branch) {
if (check(flatState, branch.condition)) {
const result = trigger(branch.event, newState, profile)
if (branch) {
for (const { condition, event } of branch) {
if (check(flatState, condition)) {
const result = trigger(event, newState, profile)
return {
state: result.state,
events: [eventId, ...result.events],
+5 -4
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@@ -1,4 +1,5 @@
export interface GameEffects {
save: (profile: any) => Promise<boolean>
load: () => Promise<any>
}
import type { GameState, ProfileState } from '@/state'
import { enableMapSet } from 'immer'
enableMapSet()
export type { GameState, ProfileState }
+1
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@@ -0,0 +1 @@
export * from '@/game'
+90 -58
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@@ -5,13 +5,11 @@ import achievements from '@remake/data/achievement'
import events from '@remake/data/event'
import talents from '@remake/data/talent'
import { createFlatState } from './state'
const A = ['AGE', 'CHR', 'INT', 'STR', 'MNY', 'SPR', 'LIF', 'TLT', 'EVT', 'TMS']
const B = ['HAGE', 'HCHR', 'HINT', 'HSTR', 'HMNY', 'HSPR']
const C = ['LAGE', 'LCHR', 'LINT', 'LSTR', 'LMNY', 'LSPR']
const D = ['AEVT', 'ATLT', 'SUM']
const FlatProperties = new Set([...A, ...B, ...C, ...D])
import type { GameState, ProfileState, Properties } from './state'
import { createFlatState, createHLProperties, propsEffect } from './state'
import { SupportedFlatStateKeys } from './state'
import { enableMapSet } from 'immer'
enableMapSet()
/**
* 核心递归辅助函数:从多维语法树节点中提取所有属性名
@@ -42,8 +40,8 @@ function getPropertiesFromCondition(condition: string): Set<string> {
return properties
}
describe('FlatState', () => {
test('[Cover] event(include, exclude, branch)', () => {
describe('State', () => {
test('flat cover event(include, exclude, branch)', () => {
const unmappedKeys = new Set<string>()
for (const item of events.values()) {
const conditionsToTrack: { label: string; text: string }[] = []
@@ -68,7 +66,7 @@ describe('FlatState', () => {
for (const { label, text } of conditionsToTrack) {
const usedProperties = getPropertiesFromCondition(text)
for (const key of usedProperties) {
if (!FlatProperties.has(key)) {
if (!SupportedFlatStateKeys.has(key)) {
unmappedKeys.add(
`[事件 ID: ${item.id}] 的 "${label}" 字段使用了未定义的键名: "${key}" (完整条件: "${text}")`,
)
@@ -85,7 +83,7 @@ describe('FlatState', () => {
expect(unmappedKeys.size).toBe(0)
})
test('[Cover] talent(condition)', () => {
test('flat cover talent(condition)', () => {
const unmappedKeys = new Set<string>()
const allTalentItems = talents.values()
@@ -95,7 +93,7 @@ describe('FlatState', () => {
const usedProperties = getPropertiesFromCondition(conditionStr)
for (const key of usedProperties) {
if (!FlatProperties.has(key)) {
if (!SupportedFlatStateKeys.has(key)) {
unmappedKeys.add(
`[天赋 ID: ${item.id}] 使用了未定义的键名: "${key}" (完整条件: "${conditionStr}")`,
)
@@ -111,7 +109,7 @@ describe('FlatState', () => {
expect(unmappedKeys.size).toBe(0)
})
test('[Cover] achievement(condition)', () => {
test('flat cover achievement(condition)', () => {
const unmappedKeys = new Set<string>()
const allAchievementItems = achievements.values()
@@ -121,7 +119,7 @@ describe('FlatState', () => {
const usedProperties = getPropertiesFromCondition(conditionStr)
for (const key of usedProperties) {
if (!FlatProperties.has(key)) {
if (!SupportedFlatStateKeys.has(key)) {
unmappedKeys.add(
`[成就 ID: ${item.id}] 使用了未定义的键名: "${key}" (完整条件: "${conditionStr}")`,
)
@@ -137,37 +135,39 @@ describe('FlatState', () => {
expect(unmappedKeys.size).toBe(0)
})
test('get', () => {
test('flat get', () => {
const game = {
lowest: {
age: 1,
charm: 2,
intelligence: 3,
strength: 4,
money: 5,
spirit: 6,
},
properties: {
age: 11,
charm: 12,
intelligence: 13,
strength: 14,
money: 15,
spirit: 16,
},
highest: {
age: 21,
charm: 22,
intelligence: 23,
strength: 24,
money: 25,
spirit: 26,
props: {
lowest: {
age: 1,
charm: 2,
intelligence: 3,
strength: 4,
money: 5,
spirit: 6,
},
current: {
age: 11,
charm: 12,
intelligence: 13,
strength: 14,
money: 15,
spirit: 16,
},
highest: {
age: 21,
charm: 22,
intelligence: 23,
strength: 24,
money: 25,
spirit: 26,
},
},
life: 31,
talents: new Set([33]),
events: new Set([34, 35]),
achievements: new Set([36]),
}
} as GameState
const profile = {
times: 41,
@@ -175,30 +175,30 @@ describe('FlatState', () => {
talents: new Set([43]),
achievements: new Set([44]),
events: new Set([45, 46]),
}
} as ProfileState
const flatState = createFlatState(game, profile)
expect(flatState['AGE']).toBe(game.properties.age)
expect(flatState['CHR']).toBe(game.properties.charm)
expect(flatState['INT']).toBe(game.properties.intelligence)
expect(flatState['STR']).toBe(game.properties.strength)
expect(flatState['MNY']).toBe(game.properties.money)
expect(flatState['SPR']).toBe(game.properties.spirit)
expect(flatState['AGE']).toBe(game.props.current.age)
expect(flatState['CHR']).toBe(game.props.current.charm)
expect(flatState['INT']).toBe(game.props.current.intelligence)
expect(flatState['STR']).toBe(game.props.current.strength)
expect(flatState['MNY']).toBe(game.props.current.money)
expect(flatState['SPR']).toBe(game.props.current.spirit)
expect(flatState['HAGE']).toBe(game.props.highest.age)
expect(flatState['HCHR']).toBe(game.props.highest.charm)
expect(flatState['HINT']).toBe(game.props.highest.intelligence)
expect(flatState['HSTR']).toBe(game.props.highest.strength)
expect(flatState['HMNY']).toBe(game.props.highest.money)
expect(flatState['HSPR']).toBe(game.props.highest.spirit)
expect(flatState['LAGE']).toBe(game.props.lowest.age)
expect(flatState['LCHR']).toBe(game.props.lowest.charm)
expect(flatState['LINT']).toBe(game.props.lowest.intelligence)
expect(flatState['LSTR']).toBe(game.props.lowest.strength)
expect(flatState['LMNY']).toBe(game.props.lowest.money)
expect(flatState['LSPR']).toBe(game.props.lowest.spirit)
expect(flatState['LIF']).toBe(game.life)
expect(flatState['TLT']).toEqual(game.talents)
expect(flatState['EVT']).toEqual(game.events)
expect(flatState['LAGE']).toBe(game.lowest.age)
expect(flatState['HAGE']).toBe(game.highest.age)
expect(flatState['LCHR']).toBe(game.lowest.charm)
expect(flatState['HCHR']).toBe(game.highest.charm)
expect(flatState['LINT']).toBe(game.lowest.intelligence)
expect(flatState['HINT']).toBe(game.highest.intelligence)
expect(flatState['LSTR']).toBe(game.lowest.strength)
expect(flatState['HSTR']).toBe(game.highest.strength)
expect(flatState['LMNY']).toBe(game.lowest.money)
expect(flatState['HMNY']).toBe(game.highest.money)
expect(flatState['LSPR']).toBe(game.lowest.spirit)
expect(flatState['HSPR']).toBe(game.highest.spirit)
expect(flatState['TMS']).toBe(profile.times)
expect(flatState['AEVT']).toEqual(profile.events)
expect(flatState['ATLT']).toEqual(profile.talents)
@@ -207,4 +207,36 @@ describe('FlatState', () => {
Math.floor((22 + 23 + 24 + 25 + 26) * 2 + 21 / 2),
)
})
const allocation = { charm: 5, intelligence: 5, strength: 5, money: 5 }
test('createHLProperties', () => {
const props = createHLProperties(allocation)
expect(props.current.charm).toBe(allocation.charm)
expect(props.current.intelligence).toBe(allocation.intelligence)
expect(props.current.strength).toBe(allocation.strength)
expect(props.current.money).toBe(allocation.money)
expect(props.current.age).toBe(-1)
expect(props.current.spirit).toBe(0)
})
test('propsEffect', () => {
const props = createHLProperties(allocation)
const effect = {
age: 6,
charm: -2,
intelligence: 3,
strength: 4,
money: -5,
spirit: 7,
}
const effected = propsEffect(props, effect)
for (const key in effect) {
const k = key as keyof Properties
const c = props.current[k]
const be = c + effect[k]
expect(c).toBe(be)
expect(effected.highest[k]).toBe(Math.max(c, be))
expect(effected.lowest[k]).toBe(Math.min(c, be))
}
})
})
+73 -80
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@@ -1,11 +1,9 @@
import type { Talent } from '@remake/data/talent'
import type { Event } from '@remake/data/event'
import type { Achievement } from '@remake/data/achievement'
import { produce, enableMapSet } from 'immer'
import { produce } from 'immer'
import { sum } from '@remake/vitex'
enableMapSet()
/** 基础的属性 */
export interface Properties {
age: number
@@ -16,22 +14,35 @@ export interface Properties {
spirit: number
}
export interface HLProperties {
current: Properties // 当前属性
highest: Properties // 历史最高属性
lowest: Properties // 历史最低属性
}
export type Allocation = Omit<Properties, 'age' | 'spirit'>
export function createProperties(allocation: Allocation) {
return { ...allocation, age: -1, spirit: 0 }
}
export function createHLProperties(allocation: Allocation) {
const current = createProperties(allocation)
return { current, highest: { ...current }, lowest: { ...current } }
}
export interface GameState {
properties: Properties // 本局属性
highest: Properties // 本局最高属性
lowest: Properties // 本局最低属性
props: HLProperties // 本局属性
life: number // 本局生命值
talents: Set<Talent['id']> // 本局拥有的天赋
events: Set<Event['id']> // 本局触发过的事件
achievements: Set<Achievement['id']> // 本局达成的成就
talentTriggers: Map<Talent['id'], number> // 本局天赋触发次数
}
/** 持久化存储的数据 */
export interface ProfileState {
times: number // 游戏次数
external?: Talent['id'] // 继承的天赋
lockedTalent?: Talent['id'] // 继承的天赋
talents: Set<Talent['id']> // 拥有过的天赋
events: Set<Event['id']> // 触发过的事件
achievements: Set<Achievement['id']> // 达成的成就
@@ -43,39 +54,37 @@ export function createState(
allocation: Allocation,
talents?: Iterable<Talent['id']>,
): GameState {
const properties = { ...allocation, age: -1, spirit: 0 }
return {
properties,
highest: { ...properties },
lowest: { ...properties },
props: createHLProperties(allocation),
life: 1,
talents: new Set(talents),
events: new Set(),
achievements: new Set(),
talentTriggers: new Map(),
}
}
export interface FlatState {
AGE: GameState['properties']['age']
CHR: GameState['properties']['charm']
INT: GameState['properties']['intelligence']
STR: GameState['properties']['strength']
MNY: GameState['properties']['money']
SPR: GameState['properties']['spirit']
AGE: GameState['props']['current']['age']
CHR: GameState['props']['current']['charm']
INT: GameState['props']['current']['intelligence']
STR: GameState['props']['current']['strength']
MNY: GameState['props']['current']['money']
SPR: GameState['props']['current']['spirit']
HAGE: GameState['props']['highest']['age']
HCHR: GameState['props']['highest']['charm']
HINT: GameState['props']['highest']['intelligence']
HSTR: GameState['props']['highest']['strength']
HMNY: GameState['props']['highest']['money']
HSPR: GameState['props']['highest']['spirit']
LAGE: GameState['props']['lowest']['age']
LCHR: GameState['props']['lowest']['charm']
LINT: GameState['props']['lowest']['intelligence']
LSTR: GameState['props']['lowest']['strength']
LMNY: GameState['props']['lowest']['money']
LSPR: GameState['props']['lowest']['spirit']
LIF: GameState['life']
TLT: GameState['talents']
EVT: GameState['events']
LAGE: GameState['lowest']['age']
HAGE: GameState['highest']['age']
LCHR: GameState['lowest']['charm']
HCHR: GameState['highest']['charm']
LINT: GameState['lowest']['intelligence']
HINT: GameState['highest']['intelligence']
LSTR: GameState['lowest']['strength']
HSTR: GameState['highest']['strength']
LMNY: GameState['lowest']['money']
HMNY: GameState['highest']['money']
LSPR: GameState['lowest']['spirit']
HSPR: GameState['highest']['spirit']
TMS: ProfileState['times']
AEVT: ProfileState['events']
@@ -97,38 +106,40 @@ type FlatMapper<Key extends FlatStateKey> = (
) => FlatState[Key]
const FlatMappers = {
AGE: state => state.game.properties.age,
CHR: state => state.game.properties.charm,
INT: state => state.game.properties.intelligence,
STR: state => state.game.properties.strength,
MNY: state => state.game.properties.money,
SPR: state => state.game.properties.spirit,
AGE: state => state.game.props.current.age,
CHR: state => state.game.props.current.charm,
INT: state => state.game.props.current.intelligence,
STR: state => state.game.props.current.strength,
MNY: state => state.game.props.current.money,
SPR: state => state.game.props.current.spirit,
HAGE: state => state.game.props.highest.age,
HCHR: state => state.game.props.highest.charm,
HINT: state => state.game.props.highest.intelligence,
HSTR: state => state.game.props.highest.strength,
HMNY: state => state.game.props.highest.money,
HSPR: state => state.game.props.highest.spirit,
LAGE: state => state.game.props.lowest.age,
LCHR: state => state.game.props.lowest.charm,
LINT: state => state.game.props.lowest.intelligence,
LSTR: state => state.game.props.lowest.strength,
LMNY: state => state.game.props.lowest.money,
LSPR: state => state.game.props.lowest.spirit,
LIF: state => state.game.life,
TLT: state => state.game.talents,
EVT: state => state.game.events,
LAGE: state => state.game.lowest.age,
HAGE: state => state.game.highest.age,
LCHR: state => state.game.lowest.charm,
HCHR: state => state.game.highest.charm,
LINT: state => state.game.lowest.intelligence,
HINT: state => state.game.highest.intelligence,
LSTR: state => state.game.lowest.strength,
HSTR: state => state.game.highest.strength,
LMNY: state => state.game.lowest.money,
HMNY: state => state.game.highest.money,
LSPR: state => state.game.lowest.spirit,
HSPR: state => state.game.highest.spirit,
TMS: state => state.profile.times,
AEVT: state => state.profile.events,
ATLT: state => state.profile.talents,
AACH: state => state.profile.achievements,
SUM: state => {
const { age, ...others } = state.game.highest
SUM: ({ game: { props } }) => {
const { age, ...others } = props.highest
const s = sum(Object.values(others))
return Math.floor(s * 2 + age / 2)
},
} as { [Key in FlatStateKey]: FlatMapper<Key> }
export const SupportedFlatStateKeys = new Set(Object.keys(FlatMappers))
const flatStateHandle = {
get<Key extends FlatStateKey>(target: FlatTarget, prop: Key) {
return FlatMappers[prop]?.(target)
@@ -140,43 +151,25 @@ export function createFlatState(game: GameState, profile: ProfileState) {
return new Proxy({ game, profile }, flatStateHandle) 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) {
export function propsEffect(hlp: HLProperties, effect: Partial<Properties>) {
return produce(hlp, draft => {
for (const key in effect) {
const prop = key as keyof Properties
const value = effect.properties[prop]!
draft.properties[prop] += value
const value = effect[prop]!
draft.current[prop] += value
draft.highest[prop] = Math.max(
draft.highest[prop],
draft.properties[prop],
draft.current[prop],
)
draft.lowest[prop] = Math.min(
draft.lowest[prop],
draft.properties[prop],
draft.current[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 {
export 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)[]) {
@@ -185,7 +178,7 @@ function highestProperties(a: Properties, b?: Properties): Properties {
return result
}
function lowestProperties(a: Properties, b?: Properties): Properties {
export 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)[]) {
@@ -197,15 +190,15 @@ function lowestProperties(a: Properties, b?: Properties): Properties {
export function nextProfile(
profile: ProfileState,
state: GameState,
external?: Talent['id'],
lockedTalent?: 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,
highest: highestProperties(state.props.highest, profile.highest),
lowest: lowestProperties(state.props.lowest, profile.lowest),
lockedTalent: lockedTalent ?? profile.lockedTalent,
}
}
+98
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@@ -0,0 +1,98 @@
import { expect, test, describe } from 'bun:test'
import type { ProfileState } from './state'
import type { TalentPullOptions } from './talent'
import { pull, exclude, additionalPoints, replacement } from './talent'
import { createState } from './state'
import talents from '@remake/data/talent'
import { produce } from 'immer'
import { enableMapSet } from 'immer'
enableMapSet()
describe('Talent', () => {
const profile = {
times: 0,
talents: new Set([]),
achievements: new Set([]),
events: new Set([]),
} as ProfileState
const options = {
count: 10,
rate: {
base: new Map([
[0, 1000 - 111],
[1, 100],
[2, 10],
[3, 1],
]),
additions: {},
},
} as TalentPullOptions
test('pull external', () => {
const p = produce(profile, draft => {
draft.lockedTalent = 1001
})
const result = pull(options, p)
expect(result.length).toBe(options.count)
expect(result).toContain(p.lockedTalent!)
})
test('pull rate', () => {
const opts = produce(options, draft => {
draft.rate.additions = {
times: () =>
new Map([
[0, { mode: 'multiply', value: 0 }],
[1, { mode: 'multiply', value: 0 }],
[2, { mode: 'multiply', value: 0 }],
[3, { mode: 'multiply', value: 1 }],
]),
}
})
const result = pull(opts, profile)
expect(result.some(id => talents.get(id)?.grade === 3)).toBe(true)
})
test('exclude', () => {
expect(exclude(1003, [1004])).toBe(1004)
expect(exclude(1004, [1003])).toBe(1003)
expect(exclude(1001, [1002, 1003])).toBe(null)
})
test('additionalPoints', () => {
const result = additionalPoints([1001, 1002, 1003, 1007, 1019])
expect(result).toEqual({
source: [
{ talent: 1007, points: 2 },
{ talent: 1019, points: 4 },
],
points: 6,
})
})
const allo = { charm: 5, intelligence: 5, strength: 5, money: 5 }
test('replacement talent [阴间福袋]', () => {
const talent = 1145
const state = createState(allo, [talent])
const result = replacement(state)
expect(result.changed).toBe(true)
expect(result.state.talents.size).toBeGreaterThan(1)
expect(result.chains.get(talent)).toBeDefined()
const source = talents.get(talent)!.replacement!.talent!
const replaced = result.chains.get(talent)!.at(0)!
expect(source.map(t => t[0])).toContain(replaced)
})
test('replacement grade [橙色转盘]', () => {
const talent = 1144
const state = createState(allo, [talent])
const result = replacement(state)
expect(result.changed).toBe(true)
expect(result.state.talents.size).toBeGreaterThan(1)
expect(result.chains.get(talent)).toBeDefined()
const source = talents.get(talent)!.replacement!.grade!
const replaced = result.chains.get(talent)!.at(0)!
expect(talents.get(replaced)?.grade).toBe(source)
})
})
+206 -12
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@@ -1,16 +1,17 @@
import type { TalentEffect } from '@remake/data/talent'
import type { Talent, TalentGrade } from '@remake/data/talent'
import talents from '@remake/data/talent'
import type { Properties } from './state'
import { pick } from '@remake/vitex'
import type { Properties } from '@/state'
import type { GameState, ProfileState } from '@/state'
import { propsEffect, createFlatState } from './state'
import { check } from '@remake/condition'
import { pick, pickWeight } from '@remake/vitex'
import { produce } from 'immer'
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>
const Grades: TalentGrade[] = [0, 1, 2, 3] as const
const GradeMap = Map.groupBy(
talents.keys().filter(t => !talents.get(t)!.exclusive),
t => talents.get(t)!.grade,
)
export const count = talents.size
@@ -18,4 +19,197 @@ export function get(talent: number) {
return talents.get(talent)
}
export function random(talent: number) {}
export type TalentPullRate = Map<TalentGrade, number>
export type TalentPullRateAddition = {
mode: 'add' | 'multiply'
value: number
}
export type TalentPullRateAdditions = {
[key in keyof ProfileState]?: (
value: ProfileState[key],
) => Map<TalentGrade, TalentPullRateAddition>
}
export interface TalentRateOptions {
base: TalentPullRate
additions: TalentPullRateAdditions
}
const AddidtionInit = Grades.map(g => [g, 1]) as [TalentGrade, number][]
function talentRateWithAddition(
{ base, additions }: TalentRateOptions,
profile: ProfileState,
) {
const rate = new Map(AddidtionInit)
for (const [key, getAddition] of Object.entries(additions)) {
const value = profile[key as keyof ProfileState]
for (const [k, v] of getAddition(value as any).entries()) {
const current = rate.get(k)!
if (v.mode === 'add') {
rate.set(k, current + v.value)
} else if (v.mode === 'multiply') {
rate.set(k, current * v.value)
}
}
}
for (const [g, addition] of rate.entries()) {
const b = base.get(g)
if (!b) throw new Error(`talent: base rate for grade ${g} is missing`)
rate.set(g, Math.max(b * addition, 0))
}
return rate
}
export interface TalentPullOptions {
count: number
rate: TalentRateOptions
}
export function pull(options: TalentPullOptions, profile: ProfileState) {
const rate = Array.from(
talentRateWithAddition(options.rate, profile).entries(),
)
const result = []
if (profile.lockedTalent) result.push(profile.lockedTalent)
const map = new Map(Grades.map(g => [g, new Set(GradeMap.get(g))]))
for (let i = options.count - result.length; i > 0; i--) {
const grade = pickWeight(rate)! ?? 0
const set = map.get(grade)!
if (set.size === 0) continue
const id = pick(Array.from(set))!
result.push(id)
set.delete(id)
}
return result
}
export function exclude(talent: Talent['id'], list: Iterable<Talent['id']>) {
const { exclude } = talents.get(talent)!
for (const t of list) {
if (exclude) {
for (const e of exclude) {
if (t == e) return t
}
}
const excludeReverse = talents.get(t)!.exclude
if (excludeReverse) {
for (const e of excludeReverse) {
if (talent == e) return t
}
}
}
return null
}
export interface TalentReplacementResult {
state: GameState
chains: Map<Talent['id'], Talent['id'][]>
changed: boolean
}
function chainReplace(t: Talent['id'], ts: Set<Talent['id']>) {
const { replacement: r } = talents.get(t)!
if (!r) return null
let picked: Talent['id'] | null = null
if (r.talent) {
const filtered = r.talent.filter(([id]) => exclude(id, ts) == null)
picked = pickWeight(filtered)
} else if (r.grade) {
const filtered = GradeMap.get(r.grade)!.filter(
id => exclude(id, ts) == null,
)
picked = pick(filtered)
}
if (!picked) return null
const nts = new Set(ts)
nts.add(picked)
const next = chainReplace(picked, nts) as Talent['id'][] | null
if (next) return [picked, ...next]
return [picked]
}
export function replacement(state: GameState): TalentReplacementResult {
const chains = new Map() as TalentReplacementResult['chains']
const newTalents = new Set(state.talents)
let changed = false
for (const talent of state.talents) {
const chain = chainReplace(talent, newTalents)
if (!chain) continue
changed = true
chains.set(talent, chain)
chain.forEach(t => newTalents.add(t))
}
if (!changed) return { state, chains, changed }
const newState = produce(state, draft => {
draft.talents = newTalents
})
return { state: newState, chains, changed }
}
export interface AdditionalPoint {
talent: Talent['id']
points: number
}
export interface AdditionalPoints {
source: AdditionalPoint[]
points: number
}
export function additionalPoints(list: Talent['id'][]) {
const source: AdditionalPoint[] = []
let total = 0
for (const id of list) {
const { points } = talents.get(id)!
if (!points) continue
source.push({ talent: id, points })
total += points
}
return { source, points: total }
}
const TalentEffectRandomProperties = [
'money',
'strength',
'intelligence',
'charm',
'spirit',
] as (keyof Properties)[]
export interface TalentTriggerResult {
state: GameState
triggers: Talent['id'][]
changed: boolean
}
export function trigger(
state: GameState,
profile: ProfileState,
): TalentTriggerResult {
const flatState = createFlatState(state, profile)
const triggers: Talent['id'][] = []
for (const talent of state.talents) {
const { condition, max } = talents.get(talent)!
if (state.talentTriggers.get(talent) ?? 0 >= max) continue
if (condition && !check(flatState, condition)) continue
triggers.push(talent)
}
if (triggers.length === 0) return { state, triggers, changed: false }
const newState = produce(state, draft => {
for (const talent of triggers) {
const times = draft.talentTriggers.get(talent) ?? 0
draft.talentTriggers.set(talent, times + 1)
const { effect } = talents.get(talent)!
if (!effect) continue
const pe = {} as Partial<Properties>
if (effect.CHR) pe.charm = effect.CHR
if (effect.INT) pe.intelligence = effect.INT
if (effect.STR) pe.strength = effect.STR
if (effect.MNY) pe.money = effect.MNY
if (effect.SPR) pe.spirit = effect.SPR
if (effect.RND) {
const key = pick(TalentEffectRandomProperties)!
pe[key] = (pe[key] ?? 0) || effect.RND
}
draft.props = propsEffect(draft.props, pe)
}
})
return { state: newState, triggers, changed: true }
}
+18 -8
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@@ -20,14 +20,21 @@ export type TalentEffect = {
/** 权重天赋 */
export type TalentWithWeight = [number, number]
/** 天赋盲盒 */
export type TalentReplacement = {
/** 指定列表盲盒 */
talent?: TalentWithWeight[]
/** 指定稀有度盲盒 */
grade?: TalentGrade[]
/** 指定列表盲盒 */
export type TalentReplacementTalent = {
talent: TalentWithWeight[]
grade?: never
}
/** 指定稀有度盲盒 */
export type TalentReplacementGrade = {
grade: TalentGrade
talent?: never
}
/** 天赋盲盒 */
export type TalentReplacement = TalentReplacementTalent | TalentReplacementGrade
/** 天赋 */
export type Talent = {
/** 序号 */
@@ -45,11 +52,13 @@ export type Talent = {
/** 专属天赋 */
readonly exclusive?: boolean
/** 初始可用属性点调整 */
readonly status?: number
readonly points?: number
/** 互斥天赋 */
readonly exclude?: number[]
/** 天赋盲盒 */
readonly replacement?: TalentReplacement
/** 天赋触发上限 */
readonly max: number
}
// @vt-types-end
@@ -80,7 +89,8 @@ export const transformers = {
)
return [talent, weight ?? 1]
})
if (val.grade) val.grade = val.grade.map(Number)
if (val.grade) val.grade = Number(val.grade)
return val
},
max: (val: any) => Number(val) || 1,
}
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+1 -1
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@@ -5,7 +5,7 @@ export function random(max: number, min: number = 0, rng?: RNG): number {
}
export function pick<T>(items: T[], rng?: RNG) {
if (items.length === 0) return null
return items[random(items.length - 1, 0, rng)]
return items[random(items.length - 1, 0, rng)] ?? null
}
export type WeightItem<T> = [T, number]
export function pickWeight<T>(items: WeightItem<T>[], rng?: RNG) {