mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-28 01:06:49 +08:00
add: achievement, game
This commit is contained in:
@@ -0,0 +1,33 @@
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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 './achievement'
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import { enableMapSet } from 'immer'
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enableMapSet()
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describe('Achievement', () => {
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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: 5,
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intelligence: 5,
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strength: 5,
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money: 5,
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}
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test('trigger [times:500]', () => {
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const p = { ...profile, times: 500 }
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const result = trigger('END', createState(allocation, []), p)
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expect(result.state.achievements).toContain(101) // 既视感
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expect(result.state.achievements).toContain(102) // 孟婆愁
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expect(result.state.achievements).toContain(103) // 所有人都是我
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expect(result.state.achievements).toContain(104) // Rewrite
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expect(result.triggers).toContain(101)
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expect(result.triggers).toContain(102)
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expect(result.triggers).toContain(103)
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expect(result.triggers).toContain(104)
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})
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})
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@@ -0,0 +1,33 @@
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import type {
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Achievement,
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AchievementOpportunity,
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} from '@remake/data/achievement'
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import achievements from '@remake/data/achievement'
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import type { GameState, ProfileState } from '@/state'
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import { createFlatState } from './state'
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import { check } from '@remake/condition'
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import { produce } from 'immer'
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import type { TriggerResult } from '@/game'
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const OpportunityMap = Map.groupBy(
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achievements.keys(),
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a => achievements.get(a)!.opportunity,
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)
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export function trigger(
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opportunity: AchievementOpportunity,
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state: GameState,
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profile: ProfileState,
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): TriggerResult<Achievement['id']> {
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const flatState = createFlatState(state, profile)
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const triggers = OpportunityMap.get(opportunity)!.filter(a => {
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if (state.achievements.has(a)) return false
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if (profile.achievements.has(a)) return false
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const { condition } = achievements.get(a)!
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return check(flatState, condition)
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})
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const newState = produce(state, draft => {
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draft.achievements = new Set([...draft.achievements, ...triggers])
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})
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return { state: newState, triggers }
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}
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@@ -26,13 +26,13 @@ describe('Event', () => {
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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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expect(result.triggers).toEqual([10003, 10004])
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})
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test('branch 10003:1 [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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expect(result.triggers).toEqual([10003, 10000])
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})
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})
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+20
-11
@@ -3,22 +3,31 @@ import events from '@remake/data/event'
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import type { Properties } from '@/state'
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import type { GameState, ProfileState } from '@/state'
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import { propsEffect, createFlatState } from '@/state'
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import { check } from '@remake/condition'
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import { check as checkCondition } from '@remake/condition'
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import { produce } from 'immer'
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import type { TriggerResult } from '@/game'
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export interface TriggerResult {
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state: GameState
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events: Event['id'][]
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export function check(
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event: Event['id'],
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state: GameState,
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profile: ProfileState,
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) {
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const { include, exclude, NoRandom } = events.get(event)!
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if (NoRandom) return false
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const flatState = createFlatState(state, profile)
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if (exclude && checkCondition(flatState, exclude)) return false
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if (include) return checkCondition(flatState, include)
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return true
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}
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export function trigger(
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eventId: number,
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event: number,
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state: GameState,
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profile: ProfileState,
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): TriggerResult {
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const { effect, branch } = events.get(eventId)!
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): TriggerResult<Event['id']> {
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const { effect, branch } = events.get(event)!
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const newState = produce(state, draft => {
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draft.events.add(eventId)
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draft.events.add(event)
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if (!effect) return
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if (effect.LIF) draft.life += effect.LIF
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const pe = {} as Partial<Properties>
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@@ -32,14 +41,14 @@ export function trigger(
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const flatState = createFlatState(newState, profile)
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if (branch) {
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for (const { condition, event } of branch) {
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if (check(flatState, condition)) {
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if (checkCondition(flatState, condition)) {
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const result = trigger(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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triggers: [event, ...result.triggers],
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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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return { state: newState, triggers: [event] }
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}
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@@ -0,0 +1,104 @@
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import { expect, test, describe } from 'bun:test'
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import { createState, propsEffect, summary as stateSummary } from './state'
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import { talentsPicked, start, next, summary, end } from './game'
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import { produce } from 'immer'
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import { enableMapSet } from 'immer'
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enableMapSet()
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describe('Achievement', () => {
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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: 5,
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intelligence: 5,
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strength: 5,
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money: 5,
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}
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test('talentsPicked', () => {
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// 挑战者、阴间福袋、轮盘赌
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const result = talentsPicked([1122, 1145, 1146])
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expect(result.talents.chains.size).toBeGreaterThan(1)
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expect(result.additionalPoints.source).toContainEqual({
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talent: 1122,
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points: -20,
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})
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})
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test('start', () => {
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const result = start(profile, allocation, [1001, 1111, 1130])
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expect(result.state.achievements).toContain(228) // 只通一窍
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})
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test('next', () => {
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// 白色胶囊
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const state = produce(
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createState(allocation, [1001, 1002, 1103]),
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draft => {
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draft.props = propsEffect(draft.props, { age: 10 })
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},
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)
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const result = next(state, profile)
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console.debug(result)
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expect(result.state.props.current.age).toBe(10) // 十岁
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expect(result.state.events).toContain(10588) // 无事发生
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})
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test('summary', () => {
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const state = produce(
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createState(allocation, [1001, 1111, 1130]),
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draft => {
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draft.props = propsEffect(draft.props, {
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charm: 1000,
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intelligence: 1000,
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strength: 1000,
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money: 1000,
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spirit: 1000,
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age: 501,
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})
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},
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)
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const result = summary(state, profile)
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const s = stateSummary(state)
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expect(s).toBeGreaterThan(10000) // 总评大于10000
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expect(result.state.achievements).toContain(245) // 传奇人物
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expect(result.state.achievements).toContain(246) // 不可思议
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expect(result.state.achievements).toContain(247) // 大能者
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expect(result.state.achievements).toContain(248) // 无上存在
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})
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test('end', () => {
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const p = { ...profile, times: 500, talents: new Set([1002, 1003]) }
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const state = produce(
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createState(allocation, [1001, 1111, 1130]),
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draft => {
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draft.props = propsEffect(draft.props, {
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charm: 1000,
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intelligence: 1000,
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strength: 1000,
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money: 1000,
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spirit: 1000,
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age: 501,
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})
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},
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)
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const result = end(state, p)
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expect(result.profile.achievements).toContain(101) // 既视感
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expect(result.profile.achievements).toContain(102) // 孟婆愁
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expect(result.profile.achievements).toContain(103) // 所有人都是我
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expect(result.profile.achievements).toContain(104) // Rewrite
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expect(result.achievements).toContain(101)
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expect(result.achievements).toContain(102)
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expect(result.achievements).toContain(103)
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expect(result.achievements).toContain(104)
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expect(result.profile.talents).toContain(1001)
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expect(result.profile.talents).toContain(1002)
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expect(result.profile.talents).toContain(1003)
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expect(result.profile.talents).toContain(1111)
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expect(result.profile.talents).toContain(1130)
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})
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})
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+116
-2
@@ -1,5 +1,119 @@
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import type { GameState, ProfileState } from '@/state'
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import { enableMapSet } from 'immer'
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import ages from '@remake/data/age'
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import { propsEffect } from '@/state'
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import { enableMapSet, produce } from 'immer'
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enableMapSet()
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export type * as achievement from '@/achievement'
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export type * as event from '@/event'
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export type * as talent from '@/talent'
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export type * as state from '@/state'
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import type { GameState, ProfileState } from '@/state'
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export type { GameState, ProfileState }
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export interface TriggerResult<T> {
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state: GameState
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triggers: T[]
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}
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export { pull } from '@/talent'
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// export { summary, nextProfile } from '@/state'
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import { replacement, additionalPoints } from '@/talent'
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import type { ReplacementResult, AdditionalPoints } from '@/talent'
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export interface TalentsPickedResult {
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talents: ReplacementResult
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additionalPoints: AdditionalPoints
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}
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export function talentsPicked(talents: Iterable<Talent['id']>) {
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const r = replacement(talents)
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const ap = additionalPoints(r.talents)
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return { talents: r, additionalPoints: ap }
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}
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import { createState } from '@/state'
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export interface StartResult {
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state: GameState
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achievements: Achievement['id'][]
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}
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export function start(
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profile: ProfileState,
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...args: Parameters<typeof createState>
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): StartResult {
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const state = createState(...args)
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const ar = achievementTrigger('START', state, profile)
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return { state: ar.state, achievements: ar.triggers }
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}
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import type { Achievement } from '@remake/data/achievement'
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import type { Event } from '@remake/data/event'
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import type { Talent } from '@remake/data/talent'
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import { trigger as achievementTrigger } from '@/achievement'
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import { trigger as eventTrigger } from '@/event'
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import { trigger as talentTrigger } from '@/talent'
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import { check as eventCheck } from '@/event'
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import { pickWeight } from '@remake/vitex'
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export interface NextResult {
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state: GameState
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age: number
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achievements: Achievement['id'][]
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events: Event['id'][]
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talents: Talent['id'][]
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end: boolean
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}
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export function next(state: GameState, profile: ProfileState): NextResult {
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let s = produce(state, draft => {
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draft.props = propsEffect(state.props, { age: 1 })
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})
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const age = s.props.current.age
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const tr = talentTrigger(s, profile)
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const events = ages
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.get(age)!
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.event.filter(([e]) => eventCheck(e, tr.state, profile))
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const event = pickWeight(events)!
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const er = eventTrigger(event, tr.state, profile)
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const ar = achievementTrigger('TRAJECTORY', er.state, profile)
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const end = ar.state.life < 1
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return {
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state: ar.state,
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age,
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achievements: ar.triggers,
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events: er.triggers,
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talents: tr.triggers,
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end,
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}
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}
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import { summary as stateSummary } from '@/state'
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export interface SummaryResult {
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state: GameState
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summary: number
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achievements: Achievement['id'][]
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}
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export function summary(
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state: GameState,
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profile: ProfileState,
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): SummaryResult {
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const ar = achievementTrigger('SUMMARY', state, profile)
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const s = stateSummary(ar.state)
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return { state: ar.state, summary: s, achievements: ar.triggers }
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}
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import { nextProfile } from '@/state'
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export interface EndResult {
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profile: ProfileState
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achievements: Achievement['id'][]
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}
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export function end(
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state: GameState,
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profile: ProfileState,
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lockedTalent?: Talent['id'],
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) {
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const ar = achievementTrigger('END', state, profile)
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const p = nextProfile(profile, ar.state, lockedTalent)
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return { profile: p, achievements: ar.triggers }
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}
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@@ -234,7 +234,7 @@ describe('State', () => {
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const k = key as keyof Properties
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const c = props.current[k]
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const be = c + effect[k]
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expect(c).toBe(be)
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expect(effected.current[k]).toBe(be)
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expect(effected.highest[k]).toBe(Math.max(c, be))
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expect(effected.lowest[k]).toBe(Math.min(c, be))
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}
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@@ -63,6 +63,13 @@ export function createState(
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talentTriggers: new Map(),
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}
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}
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export function summary({ props }: GameState) {
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const { age, ...others } = props.highest
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const s = sum(Object.values(others))
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return Math.floor(s * 2 + age / 2)
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}
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export interface FlatState {
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AGE: GameState['props']['current']['age']
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CHR: GameState['props']['current']['charm']
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@@ -131,11 +138,7 @@ const FlatMappers = {
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AEVT: state => state.profile.events,
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ATLT: state => state.profile.talents,
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AACH: state => state.profile.achievements,
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SUM: ({ game: { props } }) => {
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const { age, ...others } = props.highest
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const s = sum(Object.values(others))
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return Math.floor(s * 2 + age / 2)
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},
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SUM: ({ game }) => summary(game),
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} as { [Key in FlatStateKey]: FlatMapper<Key> }
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export const SupportedFlatStateKeys = new Set(Object.keys(FlatMappers))
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@@ -1,6 +1,6 @@
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import { expect, test, describe } from 'bun:test'
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import type { ProfileState } from './state'
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import type { TalentPullOptions } from './talent'
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import type { PullOptions } from './talent'
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import { pull, exclude, additionalPoints, replacement } from './talent'
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import { createState } from './state'
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import talents from '@remake/data/talent'
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@@ -27,7 +27,7 @@ describe('Talent', () => {
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]),
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additions: {},
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},
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} as TalentPullOptions
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} as PullOptions
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test('pull external', () => {
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const p = produce(profile, draft => {
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@@ -71,13 +71,10 @@ describe('Talent', () => {
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})
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})
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const allo = { charm: 5, intelligence: 5, strength: 5, money: 5 }
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test('replacement talent [阴间福袋]', () => {
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const talent = 1145
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const state = createState(allo, [talent])
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const result = replacement(state)
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expect(result.changed).toBe(true)
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expect(result.state.talents.size).toBeGreaterThan(1)
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const result = replacement([talent])
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expect(result.talents.size).toBeGreaterThan(1)
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expect(result.chains.get(talent)).toBeDefined()
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const source = talents.get(talent)!.replacement!.talent!
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const replaced = result.chains.get(talent)!.at(0)!
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@@ -86,10 +83,8 @@ describe('Talent', () => {
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test('replacement grade [橙色转盘]', () => {
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const talent = 1144
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const state = createState(allo, [talent])
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const result = replacement(state)
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expect(result.changed).toBe(true)
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expect(result.state.talents.size).toBeGreaterThan(1)
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const result = replacement([talent])
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expect(result.talents.size).toBeGreaterThan(1)
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expect(result.chains.get(talent)).toBeDefined()
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const source = talents.get(talent)!.replacement!.grade!
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const replaced = result.chains.get(talent)!.at(0)!
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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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||||
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||||
const Grades: TalentGrade[] = [0, 1, 2, 3] as const
|
||||
const GradeMap = Map.groupBy(
|
||||
@@ -19,23 +20,23 @@ export function get(talent: number) {
|
||||
return talents.get(talent)
|
||||
}
|
||||
|
||||
export type TalentPullRate = Map<TalentGrade, number>
|
||||
export type TalentPullRateAddition = {
|
||||
export type PullRate = Map<TalentGrade, number>
|
||||
export type PullRateAddition = {
|
||||
mode: 'add' | 'multiply'
|
||||
value: number
|
||||
}
|
||||
export type TalentPullRateAdditions = {
|
||||
export type PullRateAdditions = {
|
||||
[key in keyof ProfileState]?: (
|
||||
value: ProfileState[key],
|
||||
) => Map<TalentGrade, TalentPullRateAddition>
|
||||
) => Map<TalentGrade, PullRateAddition>
|
||||
}
|
||||
export interface TalentRateOptions {
|
||||
base: TalentPullRate
|
||||
additions: TalentPullRateAdditions
|
||||
export interface RateOptions {
|
||||
base: PullRate
|
||||
additions: PullRateAdditions
|
||||
}
|
||||
const AddidtionInit = Grades.map(g => [g, 1]) as [TalentGrade, number][]
|
||||
function talentRateWithAddition(
|
||||
{ base, additions }: TalentRateOptions,
|
||||
{ base, additions }: RateOptions,
|
||||
profile: ProfileState,
|
||||
) {
|
||||
const rate = new Map(AddidtionInit)
|
||||
@@ -58,12 +59,12 @@ function talentRateWithAddition(
|
||||
return rate
|
||||
}
|
||||
|
||||
export interface TalentPullOptions {
|
||||
export interface PullOptions {
|
||||
count: number
|
||||
rate: TalentRateOptions
|
||||
rate: RateOptions
|
||||
}
|
||||
|
||||
export function pull(options: TalentPullOptions, profile: ProfileState) {
|
||||
export function pull(options: PullOptions, profile: ProfileState) {
|
||||
const rate = Array.from(
|
||||
talentRateWithAddition(options.rate, profile).entries(),
|
||||
)
|
||||
@@ -99,12 +100,6 @@ export function exclude(talent: Talent['id'], list: Iterable<Talent['id']>) {
|
||||
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
|
||||
@@ -126,22 +121,21 @@ function chainReplace(t: Talent['id'], ts: Set<Talent['id']>) {
|
||||
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)
|
||||
export interface ReplacementResult {
|
||||
talents: Set<Talent['id']>
|
||||
chains: Map<Talent['id'], Talent['id'][]>
|
||||
}
|
||||
|
||||
export function replacement(list: Iterable<Talent['id']>): ReplacementResult {
|
||||
const set = new Set(list)
|
||||
const chains = new Map() as ReplacementResult['chains']
|
||||
for (const talent of list) {
|
||||
const chain = chainReplace(talent, set)
|
||||
if (!chain) continue
|
||||
changed = true
|
||||
chains.set(talent, chain)
|
||||
chain.forEach(t => newTalents.add(t))
|
||||
chain.forEach(t => set.add(t))
|
||||
}
|
||||
if (!changed) return { state, chains, changed }
|
||||
const newState = produce(state, draft => {
|
||||
draft.talents = newTalents
|
||||
})
|
||||
return { state: newState, chains, changed }
|
||||
return { talents: set, chains }
|
||||
}
|
||||
|
||||
export interface AdditionalPoint {
|
||||
@@ -154,7 +148,9 @@ export interface AdditionalPoints {
|
||||
points: number
|
||||
}
|
||||
|
||||
export function additionalPoints(list: Talent['id'][]) {
|
||||
export function additionalPoints(
|
||||
list: Iterable<Talent['id']>,
|
||||
): AdditionalPoints {
|
||||
const source: AdditionalPoint[] = []
|
||||
let total = 0
|
||||
for (const id of list) {
|
||||
@@ -166,23 +162,18 @@ export function additionalPoints(list: Talent['id'][]) {
|
||||
return { source, points: total }
|
||||
}
|
||||
|
||||
const TalentEffectRandomProperties = [
|
||||
const EffectRandomProperties = [
|
||||
'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 {
|
||||
): TriggerResult<Talent['id']> {
|
||||
const flatState = createFlatState(state, profile)
|
||||
const triggers: Talent['id'][] = []
|
||||
for (const talent of state.talents) {
|
||||
@@ -191,7 +182,7 @@ export function trigger(
|
||||
if (condition && !check(flatState, condition)) continue
|
||||
triggers.push(talent)
|
||||
}
|
||||
if (triggers.length === 0) return { state, triggers, changed: false }
|
||||
if (triggers.length === 0) return { state, triggers }
|
||||
const newState = produce(state, draft => {
|
||||
for (const talent of triggers) {
|
||||
const times = draft.talentTriggers.get(talent) ?? 0
|
||||
@@ -205,11 +196,11 @@ export function trigger(
|
||||
if (effect.MNY) pe.money = effect.MNY
|
||||
if (effect.SPR) pe.spirit = effect.SPR
|
||||
if (effect.RND) {
|
||||
const key = pick(TalentEffectRandomProperties)!
|
||||
const key = pick(EffectRandomProperties)!
|
||||
pe[key] = (pe[key] ?? 0) || effect.RND
|
||||
}
|
||||
draft.props = propsEffect(draft.props, pe)
|
||||
}
|
||||
})
|
||||
return { state: newState, triggers, changed: true }
|
||||
return { state: newState, triggers }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user