mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-29 01:36:47 +08:00
add: achievement, game
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+32
-41
@@ -6,6 +6,7 @@ import { propsEffect, createFlatState } from './state'
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import { check } from '@remake/condition'
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import { pick, pickWeight } from '@remake/vitex'
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import { produce } from 'immer'
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import type { TriggerResult } from '@/game'
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const Grades: TalentGrade[] = [0, 1, 2, 3] as const
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const GradeMap = Map.groupBy(
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@@ -19,23 +20,23 @@ export function get(talent: number) {
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return talents.get(talent)
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}
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export type TalentPullRate = Map<TalentGrade, number>
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export type TalentPullRateAddition = {
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export type PullRate = Map<TalentGrade, number>
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export type PullRateAddition = {
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mode: 'add' | 'multiply'
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value: number
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}
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export type TalentPullRateAdditions = {
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export type PullRateAdditions = {
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[key in keyof ProfileState]?: (
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value: ProfileState[key],
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) => Map<TalentGrade, TalentPullRateAddition>
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) => Map<TalentGrade, PullRateAddition>
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}
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export interface TalentRateOptions {
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base: TalentPullRate
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additions: TalentPullRateAdditions
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export interface RateOptions {
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base: PullRate
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additions: PullRateAdditions
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}
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const AddidtionInit = Grades.map(g => [g, 1]) as [TalentGrade, number][]
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function talentRateWithAddition(
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{ base, additions }: TalentRateOptions,
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{ base, additions }: RateOptions,
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profile: ProfileState,
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) {
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const rate = new Map(AddidtionInit)
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@@ -58,12 +59,12 @@ function talentRateWithAddition(
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return rate
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}
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export interface TalentPullOptions {
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export interface PullOptions {
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count: number
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rate: TalentRateOptions
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rate: RateOptions
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}
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export function pull(options: TalentPullOptions, profile: ProfileState) {
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export function pull(options: PullOptions, profile: ProfileState) {
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const rate = Array.from(
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talentRateWithAddition(options.rate, profile).entries(),
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)
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@@ -99,12 +100,6 @@ export function exclude(talent: Talent['id'], list: Iterable<Talent['id']>) {
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return null
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}
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export interface TalentReplacementResult {
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state: GameState
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chains: Map<Talent['id'], Talent['id'][]>
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changed: boolean
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}
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function chainReplace(t: Talent['id'], ts: Set<Talent['id']>) {
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const { replacement: r } = talents.get(t)!
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if (!r) return null
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@@ -126,22 +121,21 @@ function chainReplace(t: Talent['id'], ts: Set<Talent['id']>) {
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return [picked]
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}
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export function replacement(state: GameState): TalentReplacementResult {
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const chains = new Map() as TalentReplacementResult['chains']
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const newTalents = new Set(state.talents)
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let changed = false
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for (const talent of state.talents) {
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const chain = chainReplace(talent, newTalents)
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export interface ReplacementResult {
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talents: Set<Talent['id']>
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chains: Map<Talent['id'], Talent['id'][]>
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}
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export function replacement(list: Iterable<Talent['id']>): ReplacementResult {
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const set = new Set(list)
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const chains = new Map() as ReplacementResult['chains']
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for (const talent of list) {
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const chain = chainReplace(talent, set)
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if (!chain) continue
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changed = true
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chains.set(talent, chain)
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chain.forEach(t => newTalents.add(t))
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chain.forEach(t => set.add(t))
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}
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if (!changed) return { state, chains, changed }
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const newState = produce(state, draft => {
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draft.talents = newTalents
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})
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return { state: newState, chains, changed }
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return { talents: set, chains }
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}
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export interface AdditionalPoint {
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@@ -154,7 +148,9 @@ export interface AdditionalPoints {
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points: number
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}
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export function additionalPoints(list: Talent['id'][]) {
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export function additionalPoints(
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list: Iterable<Talent['id']>,
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): AdditionalPoints {
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const source: AdditionalPoint[] = []
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let total = 0
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for (const id of list) {
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@@ -166,23 +162,18 @@ export function additionalPoints(list: Talent['id'][]) {
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return { source, points: total }
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}
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const TalentEffectRandomProperties = [
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const EffectRandomProperties = [
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'money',
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'strength',
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'intelligence',
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'charm',
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'spirit',
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] as (keyof Properties)[]
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export interface TalentTriggerResult {
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state: GameState
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triggers: Talent['id'][]
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changed: boolean
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}
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export function trigger(
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state: GameState,
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profile: ProfileState,
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): TalentTriggerResult {
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): TriggerResult<Talent['id']> {
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const flatState = createFlatState(state, profile)
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const triggers: Talent['id'][] = []
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for (const talent of state.talents) {
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@@ -191,7 +182,7 @@ export function trigger(
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if (condition && !check(flatState, condition)) continue
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triggers.push(talent)
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}
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if (triggers.length === 0) return { state, triggers, changed: false }
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if (triggers.length === 0) return { state, triggers }
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const newState = produce(state, draft => {
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for (const talent of triggers) {
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const times = draft.talentTriggers.get(talent) ?? 0
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@@ -205,11 +196,11 @@ export function trigger(
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if (effect.MNY) pe.money = effect.MNY
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if (effect.SPR) pe.spirit = effect.SPR
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if (effect.RND) {
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const key = pick(TalentEffectRandomProperties)!
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const key = pick(EffectRandomProperties)!
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pe[key] = (pe[key] ?? 0) || effect.RND
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}
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draft.props = propsEffect(draft.props, pe)
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}
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})
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return { state: newState, triggers, changed: true }
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return { state: newState, triggers }
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}
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