mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-19 18:43:53 +08:00
206 lines
6.6 KiB
TypeScript
206 lines
6.6 KiB
TypeScript
import type { Achievement, Event, Talent } from '@remake/data'
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import { produce } from 'immer'
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import { sum, keys } from '@remake/vitex'
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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 interface HLProperties {
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current: Properties // 当前属性
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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 type Allocation = Omit<Properties, 'age' | 'spirit'>
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export function createProperties(allocation: Allocation) {
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return { ...allocation, age: -1, spirit: 0 }
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}
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export function createHLProperties(allocation: Allocation) {
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const current = createProperties(allocation)
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return { current, highest: { ...current }, lowest: { ...current } }
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}
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export interface GameState {
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props: HLProperties // 本局属性
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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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talentTriggers: Map<Talent['id'], number> // 本局天赋触发次数
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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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lockedTalent?: 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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return {
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props: createHLProperties(allocation),
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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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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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INT: GameState['props']['current']['intelligence']
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STR: GameState['props']['current']['strength']
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MNY: GameState['props']['current']['money']
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SPR: GameState['props']['current']['spirit']
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HAGE: GameState['props']['highest']['age']
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HCHR: GameState['props']['highest']['charm']
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HINT: GameState['props']['highest']['intelligence']
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HSTR: GameState['props']['highest']['strength']
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HMNY: GameState['props']['highest']['money']
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HSPR: GameState['props']['highest']['spirit']
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LAGE: GameState['props']['lowest']['age']
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LCHR: GameState['props']['lowest']['charm']
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LINT: GameState['props']['lowest']['intelligence']
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LSTR: GameState['props']['lowest']['strength']
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LMNY: GameState['props']['lowest']['money']
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LSPR: GameState['props']['lowest']['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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TMS: ProfileState['times']
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AEVT: ProfileState['events']
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ATLT: ProfileState['talents']
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AACH: ProfileState['achievements']
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SUM: number
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}
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type FlatStateKey = keyof FlatState
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interface FlatTarget {
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game: GameState
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profile: ProfileState
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}
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type FlatMapper<Key extends FlatStateKey> = (
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state: FlatTarget,
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) => FlatState[Key]
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const FlatMappers: { [Key in FlatStateKey]: FlatMapper<Key> } = {
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AGE: state => state.game.props.current.age,
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CHR: state => state.game.props.current.charm,
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INT: state => state.game.props.current.intelligence,
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STR: state => state.game.props.current.strength,
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MNY: state => state.game.props.current.money,
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SPR: state => state.game.props.current.spirit,
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HAGE: state => state.game.props.highest.age,
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HCHR: state => state.game.props.highest.charm,
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HINT: state => state.game.props.highest.intelligence,
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HSTR: state => state.game.props.highest.strength,
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HMNY: state => state.game.props.highest.money,
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HSPR: state => state.game.props.highest.spirit,
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LAGE: state => state.game.props.lowest.age,
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LCHR: state => state.game.props.lowest.charm,
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LINT: state => state.game.props.lowest.intelligence,
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LSTR: state => state.game.props.lowest.strength,
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LMNY: state => state.game.props.lowest.money,
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LSPR: state => state.game.props.lowest.spirit,
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LIF: state => state.game.life,
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TLT: state => state.game.talents,
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EVT: state => state.game.events,
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TMS: state => state.profile.times,
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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 }) => summary(game),
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}
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export const SupportedFlatStateKeys = new Set(keys(FlatMappers))
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const flatStateHandle = {
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get<Key extends FlatStateKey>(target: FlatTarget, prop: Key) {
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return FlatMappers[prop]?.(target)
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},
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set: () => true,
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}
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export function createFlatState(game: GameState, profile: ProfileState) {
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return new Proxy({ game, profile }, flatStateHandle) as unknown as FlatState
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}
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export function propsEffect(hlp: HLProperties, effect: Partial<Properties>) {
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return produce(hlp, draft => {
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for (const key in effect) {
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const prop = key as keyof Properties
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const value = effect[prop]!
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draft.current[prop] += value
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draft.highest[prop] = Math.max(
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draft.highest[prop],
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draft.current[prop],
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)
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draft.lowest[prop] = Math.min(
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draft.lowest[prop],
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draft.current[prop],
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)
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}
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})
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}
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export function highestProperties(a: Properties, b?: Properties): Properties {
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if (!b) return { ...a }
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const result = {} as Properties
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for (const key of keys(a)) {
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result[key] = Math.max(a[key], b[key])
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}
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return result
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}
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export function lowestProperties(a: Properties, b?: Properties): Properties {
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if (!b) return { ...a }
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const result = {} as Properties
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for (const key of keys(a)) {
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result[key] = Math.min(a[key], b[key])
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}
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return result
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}
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export function nextProfile(
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profile: ProfileState,
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state: GameState,
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lockedTalent?: Talent['id'],
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) {
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return {
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times: profile.times + 1,
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talents: profile.talents.union(state.talents),
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events: profile.events.union(state.events),
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achievements: profile.achievements.union(state.achievements),
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highest: highestProperties(state.props.highest, profile.highest),
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lowest: lowestProperties(state.props.lowest, profile.lowest),
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lockedTalent: lockedTalent ?? profile.lockedTalent,
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}
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}
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