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## 项目结构 ## 项目结构
`public`: mota-js 样板所在目录 - `public`: mota-js 样板所在目录
`packages`: 核心引擎代码 monorepo - `packages`: 核心引擎代码 monorepo
`packages-user`: 用户代码 monorepo - `packages-user`: 用户代码 monorepo
`src`: 游戏入口代码 - `src`: 游戏入口代码
`packages` `packages-user` 可以单独打包为库模式,`src` 单向引用 `packages-user``packages-user` 单向引用 `packages``src` 为游戏的入口代码。 依赖关系为单向:`src` → `packages-user``packages`。`packages` 与 `packages-user` 均可独立打包为库模式`src` 为游戏的入口代码。
## 开发环境 ## 开发环境
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- `pnpm >= 10.0.0` - `pnpm >= 10.0.0`
- 任意支持 `ESNext` 特性的浏览器 - 任意支持 `ESNext` 特性的浏览器
**建议使用 `vscode`,搭配 `prettier` `eslint` 插件** **建议使用 `vscode`,搭配 `prettier` `eslint` 插件**
## 开发说明 ## 开发说明
1. 将项目拉取到本地。 1. 将项目拉取到本地。
2. 运行 `pnpm i` 安装所有依赖,如有要求运行 `pnpm approve-builds`,请允许全部。 2. 运行 `pnpm i` 安装所有依赖(如提示运行 `pnpm approve-builds`,请允许全部
3. 运行 `pnpm dev` 进入开发环境。 3. 运行 `pnpm dev` 进入开发环境。
## 构建说明 ## 构建说明
- `pnpm build:packages`: 构建所有 `packages` 文件夹下的内容,使用库模式。 | 命令 | 说明 |
- `pnpm build:game`: 构建为可以直接部署的构建包。 | --------------------- | ------------------------------------------------------- |
- `pnpm build:lib`: 构建所有 `packages` `packages-user` 文件夹下的内容,使用库模式。 | `pnpm build:packages` | 以库模式构建 `packages` 下的所有内容 |
| `pnpm build:game` | 构建为可直接部署的游戏包 |
| `pnpm build:lib` | 以库模式构建 `packages``packages-user` 下的所有内容 |
| `pnpm type` | 对仓库执行类型检查 |
| `pnpm check:circular` | 对仓库执行循环引用检查 |
## 术语统一
- 方法:一般指挂载到接口 `interface` 或类 `class` 上的函数。
- 函数:一般指在文件顶层定义的函数,有时也会指方法,需要根据语境判断。
- 接口:有时指 `interface`,有时也会指方法、成员等内容,需要根据语境判断。
- 成员/属性:一般指接口 `interface`、类 `class`、对象 `object` 上的字段。
## 开发原则 ## 开发原则
- 模块无副作用原则: ### 模块原则
- 所有模块不包含副作用内容,全部由函数、类、常量的声明组成,不出现导出的变量声明、代码执行内容,允许但不建议编写类的静态块。
- 如果需要模块初始化,编写一个 `createXxx` 函数,然后在 `index.ts` 中整合,再逐级向上传递,直至遇到包含 `create` 函数的 `index.ts`,所有初始化将会统一在顶层模块中执行。 - **无副作用**:所有模块只包含函数、类、常量的声明,不允许出现导出的变量声明或顶层代码执行,允许但不建议编写类的静态块。
- 命名规则: - **模块初始化**:如需初始化,编写一个 `createXxx` 函数,在 `index.ts` 中整合后逐级向上传递,直至顶层模块统一执行。
- 变量、成员、一般常量、方法、函数使用小驼峰。 - **不转发导出**:不允许一个文件导出不属于当前 monorepo 或当前文件夹的内容。
- 类、接口、类型别名、命名空间、泛型、枚举、组件使用大驼峰。 - **无循环引用**:不允许出现循环引用。若遇到不得不循环引用的情况,应首先反思接口设计是否存在问题。
- 不变常量使用全大写命名法,单词之间使用下划线连接。
- 专有名词缩写如 `HTTP`, `URI` 全部大写。 ### 命名规则
- 会被 `implements` 的接口使用大写 `I` 开头。
- `id`, `class``HTML/CSS` 内容使用连字符命名法。 | 命名对象 | 规范 |
- 不使用下划线命名法。 | ---------------------------------------------- | ------------------------------------------ |
- 注释: | 变量、成员、一般常量、方法、函数 | 小驼峰 |
- 常用属性成员、方法、接口、类型必须添加 `jsDoc` 注释。 | 类、接口、类型别名、命名空间、泛型、枚举、组件 | 大驼峰 |
- 长文件可使用 `#region` 分段,可以写上 `#endretion` 允许折叠。 | 不变常量 | 全大写,单词间下划线分隔(如 `MAX_COUNT` |
- TODO 使用 `// TODO:``// todo:` 格式。 | 专有名词缩写(如 `HTTP`、`URI` | 全大写 |
- 单行注释的双斜杠与注释内容之间添加一个空格,多行注释只允许出现 `jsDoc` 注释,如果需要多行非 `jsDoc` 注释,使用多个单行注释。 | 需被 `implements` 的接口 | 大写 `I` 开头 |
- 注释进行合理换行,考虑到中文字符较宽,建议 40-60 个字符进行换行。不允许在句中换行,必须在标点符号后换行。 | HTML/CSS 中的 `id`、`class` 等 | 连字符命名法 |
- 单行注释结尾不添加句号,对于多行长注释,可以在结尾添加句号。 | 代码文件名 | 小驼峰 |
- 类型: | Markdown 文档文件名 | 连字符命名法 |
- 不允许出现非必要的 `any` 类型。
- 所有类的成员必须显式声明类型。 不使用下划线命名法。
- 如果有无法避免出现类型错误的地方,使用 `// @ts-expect-error` 标记,并填写原因。
- 没用到的变量、方法使用下划线开头。 ### 注释规范
- 合理运用 `readonly` `protected` `private` 关键字。
- 函数不建议使用过多可选参数,如果可选参数过多,可以考虑换用对象。 - 公共方法、接口必须在**源头处**(多数情况下为 `interface`)添加 `jsDoc` 注释;其他常用成员、方法、类型也必须添加注释(含义极为明确或极少使用的可例外,但建议全部添加)。
- 尽量少地使用 `as` 关键字进行类型断言,一般情况下不建议进行任何 `as` 类型断言,除非必要。 - 继承或 `implements` 而来的 API方法、成员等若注释说明无需变更则**不应重复添加** `jsDoc` 注释。
- 其他要求: - 不对构造器添加注释。若构造器使用了属性声明语法(`constructor(public prop: T)`)且成员需要说明,可仅对该成员添加参数注释,不写构造器描述。**在这种情况下**建议避免在构造器中使用属性声明语法,将成员单独声明并在构造器中赋值。此条建议**并非**要求不使用构造器的属性声明语法,而是仅在这一情况下不建议使用,常规情况下推荐使用此语法来缩短代码长度并提高可读性。
- 严格遵循 `eslint` 配置,不允许出现 `eslint` 报错。 - 长文件可使用 `#region` / `#endregion` 分段以支持折叠。
- 尽量不使用 `?.` 运算符,一般建议仅在副作用函数调用(如 `this.obj?.func()``this.obj.func?.()`),或对象 `Required` 化(如 `{ value: obj?.value ?? 0 }`)中使用 `?.` 运算符。 - TODO 使用 `// TODO:``// todo:` 格式。
- 只进行必要的非空判断,不必要的非空判断直接使用非空断言 `!` 实现。 - 单行注释的 `//` 与注释内容之间留一个空格;不允许出现非 jsDoc 的多行注释,如需多行注释,使用多个单行注释代替。
- 除非参数要求传入函数等情况,不建议在函数内写任何局部函数。 - 注释合理换行:考虑中文字符较宽,建议每 4060 个字符在标点符号后换行,不要频繁换行,每行长度应差不多,不允许在句中换行;参数注释换行后保持对齐。
- 单行注释结尾不加句号;较长的多行注释结尾可加句号。
- 一般不建议给接口(`inteface` 本身)、类型别名或类本身写注释(不好看),特殊情况除外。
### 类型规范
- 不允许出现非必要的 `any` 类型。
- 所有类的成员必须显式声明类型。
- 无法避免类型错误时,使用 `// @ts-expect-error` 标记并说明原因。
- 未使用的变量或方法以下划线开头命名。
- 合理使用 `readonly`、`protected`、`private` 关键字。
- 可选参数过多时(大于两个),考虑改用对象参数。
- 尽量避免 `as` 类型断言,除非必要。
### 其他要求
- 不使用字符串作为键或特殊标识符(如枚举值、事件名、状态名等),应使用枚举代替。仅当明确表示字符串本身(如字符串类型的 id 别名、文件路径等)时方可使用字符串字面量。
- 严格遵循 `eslint` 配置,不允许出现 eslint 报错。
- 尽量不使用 `?.` 运算符,仅推荐在以下两种场景中使用:
- 副作用函数调用,如 `this.obj?.func()``this.obj.func?.()`
- 对象 Required 化,如 `{ value: obj?.value ?? 0 }`
- 只进行必要的非空判断,非必要时直接使用非空断言 `!`
- 除非参数要求传入函数等情况,不建议在函数内定义局部函数。
- 语句尽量不换行,除非必要,尤其注意三元运算符与 `private readonly` 类成员。
## 双端分离
样板将渲染端与数据端彻底分离:
- **数据端**:可在 `node` 环境中单独运行,可直接用于录像验证,不负责任何渲染逻辑。
- **渲染端**:仅负责向数据端发送消息,不负责任何逻辑运算。
数据端允许调用渲染端代码,但必须使用全局接口 `Mota.r(() => {})` 包裹。除非必要,否则不建议在数据端调用渲染端代码。
### 渲染端
渲染端目前已基本制作完成,分为两层:
| 包 | 层级 | 说明 |
| ---------------------- | ------ | ------------------------------------ |
| `@user/client-base` | 系统层 | 负责渲染端核心系统 |
| `@user/client-modules` | 实现层 | 依赖系统层实现客户端的渲染与用户交互 |
### 数据端
数据端目前正在从旧引擎进行彻底性重构,分为三层:
**Layer 0 — 公共层**:包含公共接口、工具函数等内容,不依赖任何外部游戏逻辑,可被任意高层直接引用。内容较少,与 Layer 1 共同放在 `@user/data-base` 中,不单独开包。
**Layer 1 — 数据层**:包含所有会影响游戏存档与流程的数据内容,如地图、怪物、玩家属性等。本层通过统一接口 `IStateBase` 对外暴露数据访问能力,各类数据模块均以此接口为核心组织。
**Layer 2 — 执行层**:直接引用 Layer 1负责产生影响游戏进程的动作如玩家控制、战斗计算等。本层内容不会进入存档仅通过修改 Layer 1 的数据来影响游戏状态,并通过统一接口 `ICoreState` 对外暴露执行能力。
| 包 | 层级 | 说明 |
| ------------------- | ----------------- | ------------------------------------------------------------------------------- |
| `@user/data-base` | Layer 0 / Layer 1 | 公共层与数据层,定义 `IStateBase` 及各类游戏数据(地图、怪物、玩家属性等) |
| `@user/data-state` | — | 数据端的顶层模块,指导 Layer 2 的执行行为,不直接参与执行 |
| `@user/data-system` | Layer 2 | 执行层,定义 `ICoreState`,依赖数据层实现玩家控制、战斗计算等影响游戏进程的动作 |

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# 需求综述
动态图块移动功能完成后,发现 `FaceDirection` 朝向相关操作(位移、反方向、旋转方向、降级)分散在独立工具函数中(`getFaceMovement`、`nextFaceDirection`、`degradeFace` 等),缺乏统一抽象,导致调用点分散、扩展性不足(例如:四方向与八方向切换时需要手动处理,不同移动场景难以共享同一套逻辑)。
目标是设计一套统一的朝向管理接口:`IFaceHandler<T>` 代表一组朝向并提供相应操作,`IFaceManager` 作为注册中心管理多个 handler同时内置两个 handler 分别对应四方向和八方向。新接口位于 `@user/data-base/src/common/`,与 `FaceDirection` 同包,同时取代现有的 `DirectionMapper`
# 实现思路
## 1. 设计 IFaceHandler 接口
`IFaceHandler<T extends number>` 代表**一组朝向**,泛型 `T` 表示本组的朝向类型(通常为 `FaceDirection`,也可以是自定义枚举以支持拓展)。内部隐含一个该组支持的方向集合,通过 `directions` 成员暴露。对于不在集合内的输入方向,通过 `degrade` 方法将其映射到集合内最合适的方向,其余操作方法在调用时**均先执行 degrade**。
`mapDirection` 同时取代 `DirectionMapper.map()` 的功能,不再需要单独维护 `DirectionMapper`
主要成员与方法:
- `degrade(dir: number): T`:将任意朝向值(含其他枚举类型或 `FaceDirection`)降级为本组支持的方向。对于无法合理降级的方向(包括 `Unknown`),返回 `FaceDirection.Unknown`(数值 `0`,兼容所有 `T`)。
- `movement(dir: number): IFaceDescriptor`:获取指定方向的坐标偏移量,输入先经过 `degrade``Unknown` 返回 `{ x: 0, y: 0 }`
- `move(dir: number, count: number): IFaceDescriptor`:获取指定方向走 `count` 步的坐标偏移量,等价于 `movement * count`。`count` 允许为负数,表示反向位移。输入先经过 `degrade`
- `opposite(dir: number): T`:获取本组内的反方向,输入先经过 `degrade``Unknown` 返回 `Unknown`
- `next(dir: number, anticlockwise?: boolean): T`:在本组方向集合内,顺时针(默认)或逆时针旋转一步,输入先经过 `degrade``Unknown` 返回 `Unknown`
- `mapDirection(): Iterable<T>`:迭代本组支持的所有朝向,包含 `Unknown`(其与其他方向一视同仁,不作特例处理)。
- `mapMovement(): Iterable<[T, IFaceDescriptor]>`:迭代本组所有朝向及其对应的坐标描述器,包含 `Unknown`(对应 `{ x: 0, y: 0 }`)。
## 2. 设计 IFaceManager 接口
`IFaceManager` 是 handler 的注册中心,同时支持数字 key 与字符串 id 两种注册与查找方式。数字 key 适合内置组的高频调用,字符串 id 适合使用频率较低的自定义场景:
- `register(group: number, handler: IFaceHandler<number>): void`:以数字 key 注册一个 handler。
- `registerById(id: string, handler: IFaceHandler<number>): void`:以字符串 id 注册一个 handler。
- `get<T extends number>(group: number): IFaceHandler<T> | null`:按数字 key 查找 handler未找到返回 `null`
- `getById<T extends number>(id: string): IFaceHandler<T> | null`:按字符串 id 查找 handler未找到返回 `null`
内置的数字 key 组用新增的 `InternalFaceGroup` 枚举标识(与现有的 `InternalDirectionGroup` 风格一致)。
## 3. 内置 Handler 实现
### Dir8FaceHandler八方向
- `directions`:包含全部八个有效方向与 `Unknown`,共九个成员。
- `degrade`:直接返回输入(转为 `T`),无需降级。
- `next``Unknown` 返回 `Unknown`;按 45° 步进顺时针顺序Up → RightUp → Right → RightDown → Down → LeftDown → Left → LeftUp → Up。
- `opposite``Unknown` 返回 `Unknown`Up↔DownLeft↔RightLeftUp↔RightDownRightUp↔LeftDown。
- `movement`:与现有 `getFaceMovement` 一致。
### Dir4FaceHandler四方向
- `directions`:包含 Up、Down、Left、Right 四个方向与 `Unknown`,共五个成员。
- `degrade`四方向不变斜向降级为水平分量LeftUp/LeftDown → LeftRightUp/RightDown → Right`Unknown` → `Unknown`。与现有 `degradeFace` 行为一致。
- `next`:先 degrade`Unknown` 返回 `Unknown`;再按 90° 步进顺时针Up → Right → Down → Left → Up。
- `opposite`:先 degrade`Unknown` 返回 `Unknown`Up↔DownLeft↔Right。
- `movement`:先 degrade再返回偏移量。
## 4. 实现 FaceManager 类
实现 `IFaceManager`,不导出全局单例,应将实例挂载到游戏实例下。两个内置 handler`Dir8FaceHandler` 与 `Dir4FaceHandler`不在构造时注册而在游戏实例初始化阶段注册key 分别为 `InternalFaceGroup.Dir8``InternalFaceGroup.Dir4`
## 5. 现有代码处理
- 现有 `getFaceMovement`、`nextFaceDirection`、`degradeFace`、`fromDirectionString` 等工具函数**暂时保留**,不做删改;新代码直接使用新接口,旧代码的迁移视后续情况另行处理。
- `@motajs/common` 中的 `DirectionMapper``IDirectionMapper` 接口将被废弃,其调用方(如 `range.ts`)的迁移视后续情况另行处理。
# 涉及文件
## 需要修改的文件
### `@user/data-base/src/common/faceManager.ts`(新增文件)
- [ ] 新增 `InternalFaceGroup` 枚举:包含 `Dir4``Dir8` 两个成员,作为 `IFaceManager` 的内置数字 key
- [ ] 新增 `IFaceDescriptor` 接口:描述一个方向的坐标增量,包含 `x``y` 两个只读成员
- [ ] 新增 `IFaceHandler<T extends number>` 接口:包含 `degrade`、`movement`、`move`、`opposite`、`next`、`mapDirection`、`mapMovement` 七个成员
- [ ] 新增 `IFaceManager` 接口:包含 `register`、`registerById`、`get`、`getById` 四个方法
- [ ] 实现 `Dir8FaceHandler` 类(`implements IFaceHandler<FaceDirection>`
- [ ] 实现 `Dir4FaceHandler` 类(`implements IFaceHandler<FaceDirection>`
- [ ] 实现 `FaceManager` 类(`implements IFaceManager`
### `@user/data-base/src/common/index.ts`
- [ ] 导出新增的枚举、接口与类

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# 需求综述
对怪物管理器 `IEnemyManager` 进行存档适配,使其能够参与游戏存档系统。
由于大多数情况下怪物模板不会被修改,不需要全量存储,
只需对比"参考状态"(游戏加载完成时的初始模板),仅保存发生了变化的模板。
为此需要:
- `IEnemy``ISpecial` 继承 `ISaveableContent` 以支持自身序列化;
- 给 `ISpecial` 添加 `deepEqualsTo` 接口用于特殊属性间的深度比较;
- `IEnemyManager` 继承 `ISaveableContent`,新增 `compareWith`、`modifyPrefabAttribute`、
`attachEnemyComparer`、`getEnemyComparer` 接口;
- `IEnemyManager` 内部维护 dirty 集合,以首次 `compareWith` 传入的参考为唯一基准;
- `getPrefab` / `getPrefabById` 返回值收窄为 `IReadonlyEnemy<TAttr>`
统一由 `modifyPrefabAttribute` 承担模板修改职责。
---
# 实现思路
## 1. 新增存档状态类型
`types.ts` 中新增如下类型,用于序列化怪物与管理器的状态:
```ts
/** 单个 IEnemy 的存档状态 */
interface IEnemySaveState<TAttr> {
readonly attrs: TAttr;
// 特殊属性按 code 映射,值为各 ISpecial.saveState() 的结果
readonly specials: ReadonlyMap<number, unknown>;
}
/** IEnemyManager 的存档状态,只保存与参考状态不同的模板 */
interface IEnemyManagerSaveState<TAttr> {
// code -> 变更后的 IEnemySaveState
readonly modified: ReadonlyMap<number, IEnemySaveState<TAttr>>;
}
```
## 2. 新增 `IEnemyComparer<TAttr>` 接口
由于管理器外部没有比较怪物属性的需求,将比较逻辑封装为独立的比较器,
附着在 `EnemyManager` 上。比较器接口如下:
```ts
interface IEnemyComparer<TAttr> {
compare(
enemyA: IReadonlyEnemy<TAttr>,
enemyB: IReadonlyEnemy<TAttr>
): boolean;
}
```
由用户在初始化时通过 `attachEnemyComparer` 提供。若未提供比较器,
在调用 `modifyPrefabAttribute``changePrefab` 时需发出警告,且视所有怪物均为脏。
## 3. `ISpecial<T>` 继承 `ISaveableContent<T>`
- `saveState` 返回 `structuredClone(this.value)`(即 `getValue()` 的深拷贝);
- `loadState` 调用 `setValue(state)`
- 新增 `deepEqualsTo(other: ISpecial<T>): boolean`:先对比 `code`
再对 `value` 进行深度比较。
各内置实现类的比较策略:
- `NonePropertySpecial`:只需比较 `code``value` 为 `void` 无需对比;
- `CommonSerializableSpecial``value` 为普通可序列化对象,
使用 `lodash-es``isEqual` 进行递归深度比较。
## 4. `IEnemy<TAttr>` 继承 `ISaveableContent<IEnemySaveState<TAttr>>`
- `saveState(compression)`:深拷贝 `attrs`,对每个 special 调用
`saveState(compression)` 收集到 `specials` Map返回 `IEnemySaveState<TAttr>`
- `loadState(state, compression)`:以 `state.attrs` 还原属性,
然后对已有的每个 special 按 code 查找存档中的对应条目并调用 `loadState`
若存档中出现当前怪物未注册的 special code发出 logger 警告并跳过。
## 5. `IEnemyManager<TAttr>` 接口修改
### 5a. 继承 `ISaveableContent<IEnemyManagerSaveState<TAttr>>`
- `saveState(compression)`:遍历 dirty 集合,对每个脏模板调用
`prefab.saveState(compression)`,汇总为 `IEnemyManagerSaveState<TAttr>` 并返回;
- `loadState(state, compression)`:遍历 `state.modified`
找到 code 对应的现有模板,调用 `prefab.loadState(enemyState, compression)` 还原;
若某 code 不在当前 prefab 表中,发出 logger 警告并跳过;
**不清空 dirty 集合**,始终以首次 `compareWith` 提供的参考为唯一基准;
`loadState` 结束后重新用比较器对每个已有脏模板进行比对,
刷新 dirty 集合(避免加载后实际已恢复初始值的模板仍停留在 dirty 中)。
### 5b. 新增 `compareWith`
```ts
compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void;
```
- 由调用方在游戏初始化完成后提供参考快照,外部传入,管理器保存引用;
- **首次调用**:直接存储参考,清空 dirty 集合;
- **非首次调用**:通过 logger 发出警告,提示此操作风险高,
请作者确认操作意图,但仍然执行覆盖(直接替换参考,重置 dirty 集合)。
### 5c. `getPrefab` / `getPrefabById` 返回值改为 `IReadonlyEnemy<TAttr>`
原来返回 `IEnemy<TAttr>`,外部可以直接修改模板。
改为只读引用,外部不能直接修改,必须通过 `modifyPrefabAttribute` 完成。
### 5d. 新增 `modifyPrefabAttribute`
```ts
modifyPrefabAttribute(
code: number | string,
modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
): void;
```
执行流程:
1. 根据 `code`(数字或 id 字符串)找到对应的模板;
2. 将模板以可写引用传入 `modify`,获得修改结果;
3. 若 `modify` 返回的是**新引用**(与传入的不同),则将该新对象替换模板表条目
(同时更新 `prefabByCode``prefabById`
4. 将最终生效的模板与 `compareWith` 中提供的参考模板进行 `IEnemyComparer.compare` 比较:
- 若不相等,则将此 code 加入 dirty 集合;
- 若相等(改回了初始值),则从 dirty 集合中移除;
5. 若未附加比较器,则始终视为脏,并发出 logger 警告。
### 5e. 新增 `attachEnemyComparer` / `getEnemyComparer`
```ts
attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void;
getEnemyComparer(): IEnemyComparer<TAttr> | null;
```
- `attachEnemyComparer`:设置当前管理器使用的比较器;
- `getEnemyComparer`:返回当前比较器,如未设置则返回 `null`
允许外部在特殊场景下借用比较器。
### 5f. `changePrefab` 也参与 dirty 追踪
`changePrefab` 直接替换模板表,修改完成后同样与参考模板进行比较,
更新 dirty 集合(逻辑与 `modifyPrefabAttribute` 步骤 4 相同)。
`deletePrefab` 不参与 dirty 追踪,存档时直接跳过被删除的模板。
---
# 涉及文件
## 需要引用的文件
- `lodash-es``CommonSerializableSpecial.deepEqualsTo` 中使用 `isEqual` 进行深度比较
- `@motajs/common`:引用 `logger` 接口
- `@user/data-base/common/types.ts`:引用 `ISaveableContent`、`SaveCompression`
## 需要修改的文件
### `packages-user/data-base/src/enemy/types.ts`
- [ ] 新增 `IEnemySaveState<TAttr>` 类型:单个怪物的存档状态
- [ ] 新增 `IEnemyManagerSaveState<TAttr>` 类型:管理器的存档状态
- [ ] 新增 `IEnemyComparer<TAttr>` 接口:包含 `compare` 方法,由用户实现
- [ ] 修改 `ISpecial<T>`:继承 `ISaveableContent<T>`
新增 `deepEqualsTo(other: ISpecial<T>): boolean`
- [ ] 修改 `IEnemy<TAttr>`:继承 `ISaveableContent<IEnemySaveState<TAttr>>`
- [ ] 修改 `IEnemyManager<TAttr>`:继承 `ISaveableContent<IEnemyManagerSaveState<TAttr>>`
新增 `compareWith`、`modifyPrefabAttribute`、`attachEnemyComparer`、`getEnemyComparer`
修改 `getPrefab``getPrefabById` 返回类型为 `IReadonlyEnemy<TAttr>`
### `packages-user/data-base/src/enemy/enemy.ts``Enemy` 类)
- [ ] 实现 `saveState(compression): IEnemySaveState<TAttr>`
- [ ] 实现 `loadState(state, compression): void`
### `packages-user/data-base/src/enemy/manager.ts``EnemyManager` 类)
- [ ] 新增 `private readonly dirtySet: Set<number>` 成员:记录脏模板的 code
- [ ] 新增 `private referenceByCode: Map<number, IReadonlyEnemy<TAttr>>` 成员:
保存参考快照
- [ ] 新增 `private comparer: IEnemyComparer<TAttr> | null` 成员:比较器
- [ ] 新增 `private hasReference: boolean` 成员:标记是否已首次调用 `compareWith`
- [ ] 实现 `compareWith`:存储参考快照,非首次调用发出警告,重置 dirty 集合
- [ ] 实现 `modifyPrefabAttribute`:调用 modify、处理引用变化、比较、更新 dirty 集合
- [ ] 修改 `changePrefab`:替换模板后同步更新 dirty 集合
- [ ] 修改 `getPrefab` / `getPrefabById` 返回类型(仅类型,实现无需改动)
- [ ] 实现 `attachEnemyComparer` / `getEnemyComparer`
- [ ] 实现 `saveState`:遍历 dirty 集合,序列化并返回
- [ ] 实现 `loadState`:根据存档恢复脏模板,恢复后重新刷新 dirty 集合
### 引擎内置特殊属性(当前包内)
- [ ] `NonePropertySpecial`:实现 `saveState`、`loadState`、`deepEqualsTo`
`value` 为 `void``deepEqualsTo` 只比较 `code`
- [ ] `CommonSerializableSpecial`:实现 `saveState`、`loadState`、`deepEqualsTo`
`deepEqualsTo` 的 value 比较使用 `lodash-es``isEqual`

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# 怪物系统文件结构重构
**目的:** 使 `IEnemyHandler` 能持有 `IStateBase` 引用而不产生循环引用。
**循环根源:** `enemy/types.ts` 混写了两层接口,`data-base/src/types.ts` 经由 `./enemy` index 引入 `IEnemyManager`,导致无法反向引用。
## 接口归属
**`enemy/types.ts`Layer 1 — 存档/管理层,保留)**
只保留以下接口,其余全部迁出:
- `IEnemySaveState`、`IEnemyManagerSaveState`、`IEnemyComparer`
- `ISpecial`、`IReadonlyEnemy`、`IEnemy`
- `SpecialCreation`、`IEnemyLegacyBridge`、`IEnemyManager`
只允许引用 `@motajs/common`、`../common`,不得引用 `../types`
**`enemy/utils.ts`Layer 0 — 工具层,与实现类并列)**
`enemy/types.ts` 迁出以下接口(实现类 `MapLocIndexer` 已在此文件):
- `IMapLocHelper`、`IMapLocIndexer`
**`combat/types.ts`Layer 2 — 战斗/上下文层,现为空文件)**
`enemy/types.ts` 迁入以下接口:
- `IEnemyHandler`、`IReadonlyEnemyHandler`、`IEnemyView`
- `IEnemySpecialModifier`、`IAuraView`、`IEnemyAuraView`、`IAuraConverter`
- `IEnemySpecialQueryModifier`、`IEnemySpecialQueryEffect`、`IEnemyCommonQueryEffect`、`IEnemyFinalEffect`
- `IMapDamageInfoExtra`、`IMapDamageInfo`、`IMapDamageView`、`IMapDamageConverter`、`IMapDamageReducer`、`IMapDamage`
- `IEnemyDamageInfo`、`IEnemyCritical`、`CriticalableHeroStatus`、`IDamageCalculator`、`IDamageContext`、`IDamageSystem`
- `IEnemyContext`
需引用 `../enemy/types`Layer 1、`../enemy/utils`Layer 0、`../types``IStateBase`,现在无循环)。在 `IEnemyHandler``IReadonlyEnemyHandler` 中新增 `readonly state: IStateBase<TAttr, THero>`
## 文件修改清单
| 文件 | 操作 |
| ------------------------ | ----------------------------------------------------------------------------------------------------------------------------- |
| `combat/types.ts` | 迁入所有 Layer 2 接口;新增三条 import`../enemy/types`、`../enemy/utils`、`../types``IEnemyHandler` 系列加 `state` 字段 |
| `combat/context.ts` | 从 `enemy/context.ts` **移动**import 路径改为从 `./types`、`../enemy/types`、`../enemy/utils` 引入 |
| `combat/damage.ts` | 从 `enemy/damage.ts` **移动**import 路径同上 |
| `combat/mapDamage.ts` | 从 `enemy/mapDamage.ts` **移动**import 路径同上 |
| `combat/index.ts` | 新建,`export * from './types/context/damage/mapDamage'` |
| `enemy/types.ts` | 删除所有 Layer 2 接口(迁出后仅剩 Layer 1 内容) |
| `enemy/utils.ts` | 新增 `IMapLocHelper`、`IMapLocIndexer` 接口定义 |
| `enemy/index.ts` | 删除对 `context`、`damage`、`mapDamage` 的导出 |
| `data-base/src/index.ts` | 新增 `export * from './combat'` |
| `data-base/src/types.ts` | `import { IEnemyManager }` 改从 `./enemy/types` 直接引入(`enemy/types.ts` 不再引用 `../types`,无循环) |
| `enemy/enemy.ts` | import 路径无需改动(`IEnemy` 等仍在 `./types` |
| `enemy/manager.ts` | import 路径无需改动(全部 Layer 1 接口仍在 `./types` |
| `enemy/special.ts` | import 路径无需改动 |

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# 需求综述
当前勇士属性修饰器 `IHeroModifier` 是非注册式的,无法直接存档。
目标是将其改为注册式,每种修饰器在使用前需先在属性对象上注册,
并实现 `ISaveableContent` 接口以支持存档读档。
注册接口签名:`registerModifier(identifier: string, cons: () => IHeroModifier): void`
# 实现思路
## 1. 修改 `IHeroModifier` 接口
- 将 `identifier` 改为 `type`:一类修饰器可能被添加多次,
`type``identifier` 更准确地表达"修饰器类型"的含义。
- 新增泛型参数 `S = unknown` 作为存档类型,让接口继承 `ISaveableContent<S>`
`IHeroModifier<T, V, S = unknown>`
- 大多数修饰器的可变状态只有 `value`,因此 `BaseHeroModifier``S` 默认为 `V`
若修饰器需要特殊存储结构,可以不继承 `BaseHeroModifier`,自行编写实现类。
## 2. 新增 `IModifierStateSave` 类型
`IModifierStateSave` 记录单条修饰器的存档信息:
```ts
interface IModifierStateSave {
readonly name: PropertyKey; // 属性名,如 'atk'
readonly type: string; // 修饰器类型(与注册时的 key 对应)
readonly state: unknown; // 修饰器 saveState 结果
}
```
## 3. 修改 `IHeroStateSave`,新增 `modifiers` 字段
`attribute` 字段维持原来的 `THero` 只保存基础属性值,
修饰器列表单独作为顶层字段:
```ts
readonly modifiers: readonly IModifierStateSave[];
```
## 4. 修改 `IHeroAttribute`,新增 `iterateModifiers` 方法
`HeroAttribute` 不再继承 `ISaveableContent`,也不负责存读档,
保留现有的 `toStructured(): THero`
新增 `iterateModifiers` 方法,供 `HeroState` 在存档时遍历所有已挂载的修饰器:
```ts
iterateModifiers(): Iterable<[keyof THero, IHeroModifier]>;
```
## 5. 修改 `BaseHeroModifier`,新增 `S` 泛型并实现 `ISaveableContent<V>`
- 改为 `BaseHeroModifier<T, V>` 隐式以 `S = V` 实现 `ISaveableContent<V>`
- 将 `abstract readonly identifier: string` 改为 `abstract readonly type: string`
- `saveState()` 直接返回 `this.currentValue`
- `loadState(state)` 调用 `this.setValue(state)` 恢复值
## 6. 修改 `HeroState`
修饰器注册表移至 `HeroState`
- 新增 `private readonly registry: Map<string, () => IHeroModifier>` 存储工厂函数
- 实现 `registerModifier(type, cons)`:向 `registry` 写入工厂,
并同步注册到接口签名中
- 实现 `createModifier<V>(type)`:从 `registry` 取出对应工厂,
调用工厂函数创建并返回修饰器实例,类型为 `IHeroModifier<unknown, V>`
- 实现 `createAndInsertModifier<K, V>(type, name)`
调用 `createModifier` 创建实例后,自动调用 `this.attribute.addModifier(name, modifier)` 插入属性对象,
返回该修饰器实例,类型与 `createModifier` 一致
- 修改 `saveState()`
1. `attribute` 字段调用 `this.attribute.toStructured()` 获取基础属性值(与现在一致)
2. 遍历 `this.attribute.iterateModifiers()`,对每个修饰器调用
`modifier.saveState(compression)` 并拼装 `IModifierStateSave[]`
写入 `modifiers` 字段
- 修改 `loadState()`
1. 创建新的 `HeroAttribute` 实例(使用 `state.attribute` 还原基础属性值,与现在一致)
2. 遍历 `state.modifiers`,通过 `registry.get(type)` 创建修饰器实例,
调用 `modifier.loadState(state)` 恢复值,再 `addModifier(name, modifier)` 挂载
# 涉及文件
## 需要修改的文件
### `@user/data-base/hero/types.ts`
- [x] 修改 `IHeroModifier<T, V>` 接口:
改为 `IHeroModifier<T, V, S = unknown>``identifier` 改名为 `type`
继承 `ISaveableContent<S>`
- [x] 新增 `IModifierStateSave` 接口:单条修饰器的存档格式
- [x] 修改 `IHeroStateSave<THero>`:新增 `readonly modifiers: readonly IModifierStateSave[]` 字段
- [x] 修改 `IReadonlyHeroAttribute<THero>`:新增 `iterateModifiers()` 方法签名
- [x] 修改 `IHeroState<THero>`:新增以下方法签名 - `registerModifier(type: string, cons: () => IHeroModifier): void` - `createModifier<V>(type: string): IHeroModifier<unknown, V>` - `createAndInsertModifier<K extends keyof THero, V>(type: string, name: K): IHeroModifier<unknown, V>`
### `@user/data-base/hero/attribute.ts`
- [x] 修改 `BaseHeroModifier<T, V>`
`abstract readonly identifier` 改为 `abstract readonly type`
实现 `saveState` / `loadState`
- [x] 修改 `HeroAttribute<THero>`:实现 `iterateModifiers()`
### `@user/data-base/hero/state.ts`
- [x] 修改 `HeroState<THero>`:新增 `private readonly registry: Map<string, () => IHeroModifier>` 成员
- [x] 实现 `HeroState.registerModifier`:将工厂函数写入 `registry`
- [x] 实现 `HeroState.createModifier`:从 `registry` 取出工厂并调用,返回新实例;
`type` 未注册则抛出错误
- [x] 实现 `HeroState.createAndInsertModifier`:调用 `createModifier` 后,
再调用 `this.attribute.addModifier(name, modifier)`,返回同一实例
- [x] 修改 `HeroState.saveState`:遍历 `iterateModifiers()` 写入 `modifiers` 字段
- [x] 修改 `HeroState.loadState`:遍历 `state.modifiers` 重建修饰器并挂载

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# 动态图块移动系统
> 本文档为 [动态图块系统](./dynamic-tile.md) 的移动子系统设计文档,
> 重点描述双方向模型、`IDynamicMover` 计划式移动接口及执行流程。
> 本文档中新增的类型与接口同样需要添加至 `@user/data-base/src/map/types.ts`
---
# 背景与动机
`IDynamicLayer.moveDynamicStep` / `moveDynamicWith` 是命令式简单接口,适用于
一次性的简单移动,但对以下场景力不从心:
- **后退移动**:角色面朝上、向下移动时,朝向不变但位移反向,
单一 `FaceDirection` 参数无法同时描述朝向和移动方向;
- **连续路径中途动态追加步骤**:命令式接口执行后无法继续追加;
- **移动速度切换**:路径中途需要变速,命令式接口不支持;
- **复杂动画编排**:需要按序执行多段计划时,纯 `Promise` 链表达不够直观。
因此引入以图块为粒度绑定的 `IDynamicMover`,采用**先建计划、再执行**的设计理念,
参考 `@motajs/animate/types.ts` 的链式计划构建模式,
以及 `@user/data-state/legacy/move.ts``ObjectMoverBase` 的双方向与队列设计。
---
# 实现思路
## 1. 双方向模型
每个动态图块维护两个方向字段:
| 字段 | 含义 | 影响 |
| --------------- | ---------------------------- | --------------------------------------- |
| `faceDirection` | **朝向**,视觉上「面朝哪里」 | 通过 `IRoleFaceBinder` 决定渲染图块数字 |
| `moveDirection` | **移动方向**,「向哪边走」 | 结合 `getFaceMovement` 计算位移 |
两者分离后可以表达:
- **后退**`moveDirection = Up`,执行 `backward()` 步,
`moveDirection = Down``faceDirection = Down`,位移向下,朝向同步翻转。
- **横向移动不转身**:使用 `stepFace(move, face)` 单独指定朝向,
`moveDirection``faceDirection` 独立设置。
绝对方向步骤(传入 `FaceDirection`)默认将两者同时更新;
`forward()` 沿当前 `moveDirection` 移动并对齐 `faceDirection`
`backward()``moveDirection` 取反并同步 `faceDirection`
## 2. 方向步语义
绝对方向步(`IDynamicMoveStepDir` / `IDynamicMoveStepDirFace`)直接传入 `FaceDirection`
- `step(dir, count?: number)`:追加 `count`(默认 1个绝对方向步`moveDirection` 和 `faceDirection` 均更新为 `dir`
- `stepFace(move, face, count?: number)`:追加 `count`(默认 1个绝对方向步`moveDirection` 更新为 `move`
`faceDirection` 更新为 `face`——用于移动方向与朝向不一致的场景(如斜切移动保持正向)。
相对方向步(`IDynamicMoveStepSpecial`)通过独立方法构建:
- `forward(count?)`:沿当前 `tile.moveDirection` 移动,`moveDirection` 不变,
`faceDirection` 对齐为 `moveDirection`
- `backward(count?)`:沿 `opposite(tile.moveDirection)` 移动,`moveDirection` 取反,
`faceDirection` 同步更新为新的 `moveDirection`,自动使用逆向动画。
## 3. DynamicMoveStep 类型
步骤类型通过 `const enum` 区分,避免字符串比较。
前进/后退方向用独立的 `DynamicSpecialStep` 枚举表示;
动画播放方向用独立的 `DynamicAnimDirection` 枚举表示,两者互不依赖:
```ts
const enum DynamicMoveStepType {
/** 绝对方向步,同步更新 moveDirection 和 faceDirection */
Dir,
/** 绝对方向步,单独指定 faceDirection */
DirFace,
/** 速度步 */
Speed,
/** 纯转向步,不产生位移 */
Face,
/** 特殊步(前进或后退) */
Special,
/** 动画方向步,不影响 moveDirection/faceDirection */
AnimDir
}
/** 特殊步方向:前进或后退 */
const enum DynamicSpecialStep {
Forward,
Backward
}
/** 动画播放方向:正向或逆向 */
const enum DynamicAnimDirection {
Forward,
Backward
}
/** 绝对方向步move 方向既是移动方向也是朝向 */
interface IDynamicMoveStepDir {
type: DynamicMoveStepType.Dir;
move: FaceDirection;
}
/** 绝对方向步move 是移动方向face 是显式指定的朝向 */
interface IDynamicMoveStepDirFace {
type: DynamicMoveStepType.DirFace;
move: FaceDirection;
face: FaceDirection;
}
/** 速度步:修改后续移动的每格耗时(单位 ms越小越快 */
interface IDynamicMoveStepSpeed {
type: DynamicMoveStepType.Speed;
value: number;
}
/** 转向步:仅更新 faceDirection不产生位移等待渲染动画完成 */
interface IDynamicMoveStepFace {
type: DynamicMoveStepType.Face;
value: FaceDirection;
}
/** 特殊步前进Forward或后退Backward。`forward(n)`/`backward(n)` 构建时 n>1 会 push n 个相同步骤 */
interface IDynamicMoveStepSpecial {
type: DynamicMoveStepType.Special;
direction: DynamicSpecialStep;
}
/** 动画方向步指定后续步骤动画正向播放Forward还是逆向播放Backward */
interface IDynamicMoveAnimDir {
type: DynamicMoveStepType.AnimDir;
dir: DynamicAnimDirection;
}
type DynamicMoveStep =
| IDynamicMoveStepDir
| IDynamicMoveStepDirFace
| IDynamicMoveStepSpeed
| IDynamicMoveStepFace
| IDynamicMoveStepSpecial
| IDynamicMoveAnimDir;
```
## 4. IMoverController 接口
`IDynamicMover.start()` 返回 `IMoverController`,用于控制进行中的移动。
```ts
interface IMoverController {
/** 本次移动是否已全部完成 */
readonly done: boolean;
/** 当本次移动全部步骤完成时兑现 */
readonly onEnd: Promise<void>;
/**
* 向当前队列末尾追加步骤(仅在移动进行中有效,完成后追加无效)
*/
push(...steps: DynamicMoveStep[]): void;
/**
* 停止移动,等待当前步骤完成后停止,返回的 Promise 在停止后兑现
*/
stop(): Promise<void>;
}
```
## 5. IDynamicMover 接口
每个 `IDynamicTile` 持有一个**绑定**的 `IDynamicMover` 实例(`tile.mover`
无需单独创建或管理生命周期。
### 5.1 状态读取
```ts
// 以下状态属性来自 IObjectMover<IDynamicTile>IDynamicMover 全部继承
interface IObjectMover<T extends IObjectMovable> {
/** 是否正在移动 */
readonly moving: boolean;
/** 当前朝向(与 tile.faceDirection 同步) */
readonly faceDirection: FaceDirection;
/** 当前移动方向(与 tile.moveDirection 同步) */
readonly moveDirection: FaceDirection;
/** 所属的可移动对象 */
readonly tile: T;
// ...
}
```
### 5.2 计划构建(链式)
所有构建方法均返回 `this`,支持链式调用。
计划在调用 `start()` 前不执行,仅追加到内部队列。
```ts
interface IDynamicMover {
// ...
/** 追加 count默认 1个绝对方向步同步更新 moveDirection 和 faceDirection */
step(dir: FaceDirection, count?: number): this;
/** 追加 count默认 1个绝对方向步单独指定 faceDirection用于移动方向与朝向不一致的场景 */
stepFace(move: FaceDirection, face: FaceDirection, count?: number): this;
/** 追加前进步,沿当前 moveDirection 移动faceDirection 对齐为 moveDirection */
forward(count?: number): this;
/** 追加后退步moveDirection 取反faceDirection 同步更新,自动使用逆向动画 */
backward(count?: number): this;
/** 追加一个速度步改变后续移动的每格耗时ms */
speed(value: number): this;
/** 追加一个纯转向步,仅更新 faceDirection不产生位移 */
face(dir: FaceDirection): this;
/** 追加一个动画方向步控制后续步骤的动画播放方向Forward 正向 / Backward 逆向) */
animDir(dir: DynamicAnimDirection): this;
/** 清空尚未执行的计划队列 */
clear(): this;
// ...
}
```
**用法示例**
```ts
// 先向下走 2 步,切换为半速,再向右走 1 步
tile.mover
.step(FaceDirection.Down, 2)
.speed(200)
.step(FaceDirection.Right)
.start();
// 后退 3 步moveDirection/faceDirection 翻转,逆向动画)
tile.mover.backward(3).start();
// 向右移动但保持朝下(如横向滑步)
tile.mover.stepFace(FaceDirection.Right, FaceDirection.Down, 2).start();
```
### 5.3 执行控制
```ts
interface IDynamicMover {
// ...
/**
* 开始执行计划队列,返回控制对象。
* 若已在移动则返回 null不中断当前移动
*/
start(): IMoverController | null;
}
```
## 6. 移动执行流程
每次 `start()` 启动后,执行器按以下总流程处理队列:
触发 `onMoveStart` → 循环每步:[
`abstract onStepStart(step, tile, mover)` 执行并返回 `code: number`(子类计算本步场景)→
触发 `IObjectMoverHooks.onStepStart(code, step, tile, mover)` 钩子(渲染预处理,此时 `tile.x/y` 为**移动前坐标**)→
等待所有 Promise →
`abstract onStepEnd(code, step, tile, mover)` 执行**逻辑效果**(子类根据 code 决定如何执行)→
触发 `IObjectMoverHooks.onStepEnd(code, step, tile, mover)` 钩子(此时 `tile.x/y` 为**移动后坐标**
] → 触发 `onMoveEnd`
### 6.1 绝对方向步(`DynamicMoveStepType.Dir`
**onStepStart 阶段**`tile.x/y` 为原始坐标):
1. `abstract onStepStart(step, tile, mover)` 执行,子类计算本步 `code`(正常移动、碰墙等)并返回 `Promise<number>`
2. 父类拿到 `code`,触发 `IObjectMoverHooks.onStepStart(code, step, tile, mover)` 钩子——渲染端在此阶段播放移动动画,
可由 `step.move` 与当前 `tile.x/y` 推算目标位置。
3. `await Promise.all(promises)`——等待全部动画完成。
**onStepEnd 阶段**(逻辑效果):
1. `abstract onStepEnd(code, step, tile, mover)` 执行——子类依据 `code` 决定本步实际效果:
更新 `tile.moveDirection = step.move`
2. 计算 `{dx, dy} = getFaceMovement(step.move)`**立即**更新 `tile.x += dx`、`tile.y += dy`。
3. 同步更新 `posMap`
4. 执行转向逻辑(见 [dynamic-tile.md §8](./dynamic-tile.md#8-转向逻辑)
更新 `tile.faceDirection``tile.num`
5. 子类返回后,父类触发 `IObjectMoverHooks.onStepEnd(code, step, tile, mover)` 钩子,此时 `tile.x/y` 已为新坐标。
### 6.1.1 含显式朝向的绝对方向步(`DynamicMoveStepType.DirFace`
`Dir` 步骤相同,但步骤 5 改为直接将 `tile.faceDirection` 设为 `step.face`
并通过 `getFaceOf(tile.num, step.face)` 更新 `tile.num`,不经过 `degradeFace` 降级。
### 6.2 速度步(`DynamicMoveStepType.Speed`
更新内部速度状态,立即生效,无位移,无需等待。
### 6.3 纯转向步(`DynamicMoveStepType.Face`
经由 `onStepStart` 触发钩子(`tile.x/y` 不变,`step.type === DynamicMoveStepType.Face` 供渲染端区分);
等待渲染端动画完成后,`onStepEnd` 阶段执行转向逻辑,更新 `faceDirection``tile.num`
触发 `onStepEnd` 钩子。
### 6.4 特殊步(`DynamicMoveStepType.Special`
**语义说明**`forward`/`backward` 以**上一步的移动方向**(即当前 `tile.moveDirection`)为基准;
若无上一步,则回退到当前 `faceDirection`;若图块无朝向绑定,则抛出错误。
**Forward**`DynamicSpecialStep.Forward`
1. `actualDir = tile.moveDirection`(不改变 moveDirection
2. 执行与 `Dir` 步骤相同的位移流程;
3. 步骤 2跳过`moveDirection` 保持不变);
4. 步骤 5执行转向逻辑`actualDir` 更新 `tile.faceDirection``tile.num`
**Backward**`DynamicSpecialStep.Backward`
1. `actualDir = opposite(tile.moveDirection)`
2. 在执行前临时将逆向动画标志设为开启(步骤完成后恢复);
3. 执行与 `Dir` 步骤相同的位移流程;
4. 步骤 2`tile.moveDirection = actualDir`
5. 步骤 5执行转向逻辑`actualDir` 更新 `tile.faceDirection``tile.num`
### 6.5 动画方向步(`DynamicMoveStepType.AnimDir`
指定后续步骤动画是**正向播放**`DynamicAnimDirection.Forward`)还是**逆向播放**`DynamicAnimDirection.Backward`
与图块朝向无关(朝向始终由 `faceDirection` 决定)。
修改 mover 内部的 `currentAnimDir` 状态。
渲染端在 `onStepStart` 收到 `AnimDir` 步骤时读取并更新本地动画方向状态,后续步骤的 `onStepStart` 触发时依据此状态决定播放方向。
`onStepEnd` 阶段无逻辑操作,立即完成,不影响坐标与方向。
## 7. onStepStart / onStepEnd 钩子返回值
`IObjectMoverHooks.onStepStart``onStepEnd` 均为可选钩子(`?`),返回类型为 `Promise<void>`
执行器始终通过 `Promise.all` 等待所有订阅方完成后再继续。
关键时序:`onStepStart` 所有 Promise 兑现后才执行逻辑效果abstract onStepEnd
`onStepEnd` 全部兑现后,才进入下一步。
多个订阅方通过 `Promise.all` 并行等待,与 `forEachHook` 返回所有值的设计天然契合——
`const promises = forEachHook(hook => hook.onStepStart?.(code, step, tile, mover));`
`await Promise.all(promises);`
## 8. 与 IDynamicLayer / IDynamicTile 接口的关系
`IDynamicLayer``IDynamicTile` **仅保留 `step(dir)` 单步便捷接口**
(等价于 `tile.mover.step(dir).start()`),不再提供 `moveDynamicWith` / `moveWith` 等批量接口。
复杂移动能力(`forward`/`backward`/`animDir` 等)通过 `tile.mover` 访问。
**渲染端订阅移动事件的流程**
1. 订阅 `IDynamicLayer.onCreateDynamicTile`
2. 创建图块时获取 `tile.mover` 引用,直接向其添加钩子;
3. 移动事件从 `tile.mover` 触发,无需经过 `IDynamicLayer` 转发。
为此,`IDynamicMover` 扩展为可订阅对象,
实现 `IHookable<IObjectMoverHooks<IDynamicTile>>`(见接口定义汇总)。
---
# 涉及文件
## 需要修改的文件
### `@user/data-base/src/map/types.ts`
修改现有接口(移动相关新增类型已移至 `move/types.ts`
- [ ] `IDynamicTile` 新增 `readonly mover: IDynamicMover`
- [ ] `IDynamicTile` 已有 `readonly faceDirection: FaceDirection`
`readonly moveDirection: FaceDirection`(已在主文档确认)
- [ ] `IObjectMovable` 接口(`x`、`y`、`moveDirection`、`faceDirection` 只读属性 +
`setPos`/`setMoveDirection`/`setFaceDirection`,定义在 `dynamic-tile.md`
- [ ] `IDynamicLayer` / `IDynamicTile` 仅保留 `step(dir)` 便捷接口,
移除 `moveDynamicWith` / `moveDynamicStep` / `moveWith` / `moveStep`
(主文档接口汇总需同步更新)
#### `@user/data-base/src/map/types.ts`
- [ ] `DynamicMoveStepType` `const enum`
`Dir`/`DirFace`/`Speed`/`Face`/`Special`/`AnimDir` 六个成员
- [ ] `DynamicSpecialStep` `const enum`:含 `Forward`/`Backward` 两个成员
- [ ] `DynamicAnimDirection` `const enum`:含 `Forward`/`Backward` 两个成员
- [ ] `IDynamicMoveStepDir` 接口(`type: DynamicMoveStepType.Dir``move: FaceDirection`
- [ ] `IDynamicMoveStepDirFace` 接口(`type: DynamicMoveStepType.DirFace``move`/`face: FaceDirection`
- [ ] `IDynamicMoveStepSpeed` 接口(`type: DynamicMoveStepType.Speed`
- [ ] `IDynamicMoveStepFace` 接口(`type: DynamicMoveStepType.Face`
- [ ] `IDynamicMoveStepSpecial` 接口(`type: Special``direction: DynamicSpecialStep`;无 `count` 字段,`forward(n)`/`backward(n)` 改为 push n 个步骤对象)
- [ ] `IDynamicMoveAnimDir` 接口(`type: DynamicMoveStepType.AnimDir``dir: DynamicAnimDirection`
- [ ] `DynamicMoveStep` 联合类型(含以上六种步骤)
- [ ] `IMoverController` 接口
- [ ] `IObjectMoverHooks<T extends IObjectMovable>` 接口(含 `onMoveStart`/`onMoveEnd`/`onStepStart`/`onStepEnd`
`onStepStart`/`onStepEnd` 参数顺序为 `(code, step, tile, mover)`,按使用频率排列)
- [ ] `IObjectMover<T extends IObjectMovable>` 接口(含 `faceDirection`/`moveDirection` 只读属性及全部计划构建方法;`step`/`stepFace` 含 `count?` 参数)
- [ ] `IDynamicMover extends IObjectMover<IDynamicTile>`(无额外成员,继承基类全部能力;`IDynamicMoverHooks` 已移除,直接使用 `IObjectMoverHooks<IDynamicTile>`
#### `@user/data-base/src/map/mover.ts`
- [ ] `abstract class ObjectMover<T extends IObjectMovable>` 抽象基类:
- 实现 `IObjectMover<T>`,在此提供全部**计划构建方法**`step`/`stepFace`/`forward`/
`backward`/`speed`/`face`/`animDir`/`clear`/`start`)及队列执行调度逻辑;
- 含四个**抽象方法**,子类必须实现,组成移动核心控制流:
- `abstract onMoveStart(tile, mover): Promise<void>`: 整次移动开始时调用
- `abstract onMoveEnd(tile, mover): Promise<void>`: 整次移动结束时调用
- `abstract onStepStart(step, tile, mover): Promise<number>`: 单步逻辑执行前调用,
子类计算并**返回** `code`;父类将 `code` 传给 `IObjectMoverHooks.onStepStart` 钩子后等待
- `abstract onStepEnd(code, step, tile, mover): Promise<void>`: 单步钩子等待完成后调用,子类依据 `code` 执行本步实际逻辑效果
- [ ] `class DynamicMover extends ObjectMover<IDynamicTile> implements IDynamicMover`
持有 `tile: IDynamicTile` 引用,维护 `moveQueue`、`moving`、
`faceDirection`、`moveDirection` 状态;实现四个抽象方法(含 posMap 更新、转向逻辑等)
- [ ] `DynamicTile` 类新增 `readonly mover: DynamicMover`
在构造时以 `this` 为参数创建
---
# 接口定义汇总
```ts
const enum DynamicMoveStepType {
Dir,
DirFace,
Speed,
Face,
Special,
AnimDir
}
const enum DynamicSpecialStep {
Forward,
Backward
}
const enum DynamicAnimDirection {
Forward,
Backward
}
interface IDynamicMoveStepDir {
type: DynamicMoveStepType.Dir;
move: FaceDirection;
}
interface IDynamicMoveStepDirFace {
type: DynamicMoveStepType.DirFace;
move: FaceDirection;
face: FaceDirection;
}
interface IDynamicMoveStepSpeed {
type: DynamicMoveStepType.Speed;
value: number;
}
interface IDynamicMoveStepFace {
type: DynamicMoveStepType.Face;
value: FaceDirection;
}
/** forward(n)/backward(n) 构建时 n>1 会 push n 个相同步骤,步骤对象本身不携带 count */
interface IDynamicMoveStepSpecial {
type: DynamicMoveStepType.Special;
direction: DynamicSpecialStep;
}
interface IDynamicMoveAnimDir {
type: DynamicMoveStepType.AnimDir;
dir: DynamicAnimDirection;
}
type DynamicMoveStep =
| IDynamicMoveStepDir
| IDynamicMoveStepDirFace
| IDynamicMoveStepSpeed
| IDynamicMoveStepFace
| IDynamicMoveStepSpecial
| IDynamicMoveAnimDir;
interface IMoverController {
readonly done: boolean;
readonly onEnd: Promise<void>;
push(...steps: DynamicMoveStep[]): void;
stop(): Promise<void>;
}
interface IObjectMoverHooks<T extends IObjectMovable> extends IHookBase {
onMoveStart(mover: IObjectMover<T>, tile: T): Promise<void>;
onMoveEnd(mover: IObjectMover<T>, tile: T): Promise<void>;
/** 触发时 tile.x/y 为移动前坐标,适合渲染端在此播放动画 */
onStepStart?(
code: number,
step: DynamicMoveStep,
tile: T,
mover: IObjectMover<T>
): Promise<void>;
/** 触发时 tile.x/y 已更新为移动后坐标 */
onStepEnd?(
code: number,
step: DynamicMoveStep,
tile: T,
mover: IObjectMover<T>
): Promise<void>;
}
interface IObjectMover<T extends IObjectMovable> extends IHookable<
IObjectMoverHooks<T>
> {
readonly moving: boolean;
readonly tile: T;
readonly faceDirection: FaceDirection;
readonly moveDirection: FaceDirection;
step(dir: FaceDirection, count?: number): this;
stepFace(move: FaceDirection, face: FaceDirection, count?: number): this;
forward(count?: number): this;
backward(count?: number): this;
speed(value: number): this;
face(dir: FaceDirection): this;
animDir(dir: DynamicAnimDirection): this;
clear(): this;
start(): IMoverController | null;
}
// 这里的 onStepStart 不再接受 code 作为参数,因为这应当是其返回值 `Promise<number>`
// 具体来说,这四个方法是整个移动的核心方法而非钩子,它应当提供接口让子类实现,
// 子类应当真正执行移动效果,并进行一定的控制。显然子类是没办法知道 onStepStart 中的信息的,
// 所以才提供了一个 code用于子类向 ObjectMover 提供信息,然后父类再传递给子类,
// 从而子类了解到 onStepStart 中的信息,再进一步决定这一步真正应该如何执行。
// 而对于钩子,实际上是在子类的 onStepStart 执行完毕后进行的,所以是知道 code 的,所以才是参数。
// 你应该好好想一想这之间的关系。
// 以及子类是要求必须实现的,所以不应该会有返回 `void` 的场景,四个方法都应该返回 `Promise<void>`
// 总的来说,父类是一个“系统级”的流程控制器,它通过这四个接口来实现真正的移动控制,
// 就像 legacy ObjectMoverBase 中的 startMove 一样。
abstract class ObjectMover<
T extends IObjectMovable
> implements IObjectMover<T> {
abstract onMoveStart(tile: T, mover: IObjectMover<T>): Promise<void>;
abstract onMoveEnd(tile: T, mover: IObjectMover<T>): Promise<void>;
/** 子类计算并返回本步 code父类取得 code 后再触发 IObjectMoverHooks.onStepStart 钩子 */
abstract onStepStart(
step: DynamicMoveStep,
tile: T,
mover: IObjectMover<T>
): Promise<number>;
/** 子类依据 code 执行本步实际逻辑效果;父类在此之后触发 IObjectMoverHooks.onStepEnd 钩子 */
abstract onStepEnd(
code: number,
step: DynamicMoveStep,
tile: T,
mover: IObjectMover<T>
): Promise<void>;
// 计划构建方法step/stepFace/forward/backward/speed/face/animDir/clear/start在此实现
}
// faceDirection/moveDirection 已提升至 IObjectMoverIDynamicMover 无需额外声明
// IDynamicMoverHooks 已移除,直接使用 IObjectMoverHooks<IDynamicTile>
interface IDynamicMover extends IObjectMover<IDynamicTile> {
// 继承自 IObjectMovermoving, faceDirection, moveDirection, tile, 全部计划构建方法及钩子
}
```
---
# 问题
1. **`backward()` 的移动方向基准** ✅ 已确定
`backward()``opposite(tile.moveDirection)` 作为移动方向(基于 `moveDirection` 取反,非 `faceDirection`)。
`moveDirection` 更新为反向,`faceDirection` 通过转向逻辑跟随同步更新。
2. **`forward()` 是否更新 faceDirection** ✅ 已确定
`forward()` 沿当前 `moveDirection` 移动,`moveDirection` 不变,
`faceDirection` 通过转向逻辑对齐为 `moveDirection`
3. **转向步触发钩子方式** ✅ 已确定
统一经由 `onStepStart(code, step, tile, mover)` 钩子处理,在步骤逻辑执行前触发。
渲染端通过 `step.type === DynamicMoveStepType.Face` 区分纯转向步与位移步;
`onStepStart` 触发时 `tile.x/y` 为原始坐标,渲染端可直接读取,无需反推。
转向逻辑(`faceDirection`/`num` 更新)在 `onStepEnd` 阶段执行。
4. **`animDir` 与渲染钩子集成** ✅ 已确定
`onStepStart` 统一接收所有步骤,`IDynamicMoveAnimDir` 步骤本身即为信息载体。
渲染端在 `onStepStart` 收到 `AnimDir` 步骤时更新本地动画方向状态;
后续方向步的 `onStepStart` 触发时,渲染端依据本地状态决定动画播放方向。
5. **玩家移动与图块移动的复用** ✅ 已确定
玩家(勇士)移动逻辑与 `IDynamicMover` 高度一致,共同抽象为
`IObjectMover<T extends IObjectMovable>`(参考 legacy `ObjectMoverBase`,适配新 API
核心抽象类为 `abstract class ObjectMover<T>`,含四个抽象方法组成控制流:
- **计划构建方法**`step`/`stepFace`/`forward`/`backward`/
`speed`/`face`/`animDir`/`clear`/`start`)全部在 `ObjectMover` 基类实现,子类无需重复声明。
- **移动流程钩子**`IObjectMoverHooks<T>`,实现 `IHookable<IObjectMoverHooks<T>>`
- `onMoveStart(mover, tile)`:整次移动队列开始时触发;
- `onMoveEnd(mover, tile)`:整次移动队列结束时触发;
- `onStepStart(code, step, tile, mover)`:单步开始前触发(`tile.x/y` 为移动前坐标);
- `onStepEnd(code, step, tile, mover)`:单步完成后触发(`tile.x/y` 已更新);
其中 `code: number` 标识移动场景(如碰墙、遇敌、循环地图等),由具体实现层设置。
- **四个抽象方法**`onMoveStart`/`onMoveEnd`/`onStepStart`/`onStepEnd`):子类(`DynamicMover`/`HeroMover`
通过实现这四个方法完全控制移动行为,执行流程由 `ObjectMover` 基类统一调度。
关键:`onStepStart` 返回 `Promise<number>`code父类将此 code 传给钩子后再调用 `onStepEnd(code, ...)`
子类在 `onStepEnd` 中依据 code 执行实际状态变更。四个方法均返回 `Promise`,无 `void` 选项。
- **泛型参数** `T extends IObjectMovable``IObjectMovable` 是可移动对象的最小接口
`x`、`y`、`moveDirection`、`faceDirection` 只读属性 +
`setPos`/`setMoveDirection`/`setFaceDirection` 方法),定义在 `dynamic-tile.md`
`IDynamicTile extends IObjectMovable`,玩家侧使用 `IHeroMovable extends IObjectMovable`
- **`IDynamicMover extends IObjectMover<IDynamicTile>`**
无额外成员,直接继承基类全部能力(含 `faceDirection`/`moveDirection` 及 `IObjectMoverHooks`)。

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# 需求综述
当前地图系统仅支持静态图块(通过 `IMapLayer` / `Uint32Array` 存储),
无法支持可移动的动态图块(例如 NPC、推箱子、可交互物件等
动态图块的核心特点:
1. **允许重叠**——同一格点可同时存在多个动态图块;
2. **整数坐标**——始终处于格点整数坐标,不出现小数,便于渲染优化与交互;
3. **异步移动**——移动接口返回 `Promise`,配合渲染动画;
4. **朝向转向**——部分图块移动时需同步更新朝向(如四方向 NPC 行走图)。
---
# 实现思路
## 1. 动态图块标识方案
**采用引用标识**`createDynamicTile` 与 `transferToDynamic` 均返回
`IDynamicTile` 对象引用,调用方持有该引用作为后续操作(移动、删除、
设置朝向等)的唯一凭证。无需维护任何 ID无唯一性管理负担。
调用方可将返回的 `IDynamicTile` 引用存储在自己的数据结构中,
`tile.x`、`tile.y`、`tile.num`、`tile.direction` 等字段始终反映图块的
最新状态——内部实现类持有可变字段,接口以 `readonly` 暴露给外部,
保证外部不能直接修改,内部可通过类实例更新。
## 2. 坐标表示
使用独立的 `x: number, y: number` 参数,与现有 `IMapLayer` 接口风格
(如 `setBlock(block, x, y)`、`getBlock(x, y)`)保持一致,不引入 `ITileLocator`
## 3. 方向表示
移动方向与转向方向统一使用 `FaceDirection` 枚举:
- 语义明确,与已有 `IRoleFaceBinder`(朝向绑定)直接对接;
- 已有工具函数 `getFaceMovement(dir)` 可将其转换为坐标偏移,无需重复实现;
- 多步路径(`moveDynamicWith` 的 `steps` 参数)使用 `FaceDirection[]`
`IDirectionDescriptor` 更偏向纯数学计算(用于范围迭代等),
语义上不适合表达「图块朝向某方向移动」的含义。
**已确定**:移动方向(`moveDirection`)与朝向(`faceDirection`)分离为两个独立字段。
后退等相对移动必须依赖两者分离才能正确表达(例如面朝上、向下后退时,`faceDirection`
保持 `Up``moveDirection` 更新为 `Down`)。
移动系统另立文档独立设计,包含双方向模型、`IDynamicMover` 抽象、
计划式移动接口及执行流程等完整方案,见
[动态图块移动系统](./dynamic-tile-move.md)。
`moveDynamicStep` / `moveDynamicWith` 保留为命令式便捷接口,适用于单次简单移动;
复杂路径和计划式移动统一使用 `IDynamicMover`
## 4. 动态图块数据模型与图层归属
动态图块按**所属静态图层**组织层级关系:每个 `IMapLayer` 持有一个
`IDynamicLayer`,动态图块的渲染深度即为其所属 `IMapLayer``zIndex`
与静态图块一致。因此 `IDynamicLayer` 接口挂载在 `IMapLayer` 上,
而不是 `ILayerState` 上(见第 5 节)。
每个动态图块存储以下信息:
```ts
/** 可移动对象的最小公共接口,供 `IObjectMover` 泛型约束使用 */
interface IObjectMovable {
readonly x: number;
readonly y: number;
readonly moveDirection: FaceDirection;
readonly faceDirection: FaceDirection;
setPos(x: number, y: number): void;
setMoveDirection(dir: FaceDirection): void;
setFaceDirection(dir: FaceDirection): void;
}
interface IDynamicTile extends IObjectMovable {
readonly num: number; // 图块数字(决定渲染图像)
readonly layer: IDynamicLayer; // 所属动态图层
readonly mover: IDynamicMover; // 绑定的移动器(计划式移动)
/** 删除此图块,转发至 layer.deleteDynamic */
delete(): void;
/** 还原为静态图块,转发至 layer.transferToStatic */
toStatic(): void;
/** 还原为静态图块,如果当前位置有东西则不转换,转发只 layer.transferToStaticIfSafe */
toStaticIfSafe(): boolean;
/**
* 单步便捷移动接口,等价于 `mover.step(dir, count); return mover.start();`
* 适用于简单移动场景,复杂路径通过 `tile.mover` 访问。
*/
step(dir: FaceDirection, count?: number): IMoverController | null;
}
```
`x`、`y`、`moveDirection`、`faceDirection` 及 `setPos`/`setMoveDirection`/`setFaceDirection`
均由 `IObjectMovable` 提供,`IDynamicTile` 不再重复声明。
`IObjectMover<T extends IObjectMovable>` 以此接口为泛型约束,
使图块和玩家 mover 共享核心执行逻辑;具体渲染效果通过 `IObjectMoverHooks``onStepStart`/`onStepEnd` 钩子实现。
`DynamicLayer` 内部维护两个结构:
- `tileSet: Set<IDynamicTile>` — 所有图块的集合,用于迭代与归属判断;
- `posMap: Map<number, Map<number, Set<IDynamicTile>>>` — 按坐标索引
(外层 key = y内层 key = xvalue = 该格点所有图块对象集合),
图块移动时同步更新,支持越界坐标(见第 4.1 节)。
调用方持有 `IDynamicTile` 对象引用即可完成所有操作,
`posMap` 仅供按坐标查询(`getDynamicTilesAt`)使用,
因使用频率低,嵌套 `Map` 的开销完全可以接受。
`IDynamicTile` 上的 `moveStep`/`moveWith`/`delete`/`setDirection`/`setPos`/`toStatic`
均为便捷转发方法,内部直接调用 `tile.layer` 对应接口,不修改任何内部状态。
调用方可直接通过 `tile.xxx()` 操作,无需额外持有 `IDynamicLayer` 引用。
### 4.1 越界移动
动态图块的坐标不受楼层 `width`/`height` 约束,允许出现负值或超出地图范围的坐标。
这满足了如「图块飞出屏幕」「过场动画」等临时越界需求。
`DynamicLayer` 无需感知楼层尺寸,`resizeLayer` 也无需通知 `DynamicLayer`
## 5. IDynamicLayer 挂载在 IMapLayer 上
动态图块的存储结构与 `IMapLayer`Uint32Array本质不同独立封装为 `IDynamicLayer`
`IMapLayer` 新增 `readonly dynamicLayer: IDynamicLayer` 属性,
调用方通过具体的图层对象操作该层的动态图块z 层级天然与静态图块一致。
`IDynamicLayer` 实现 `IHookable<IDynamicLayerHooks>` 以支持渲染端订阅变更事件。
`IRoleFaceBinder` 通过 `setFaceBinder(binder)` 方法注入(见第 8 节),
不在构造时传入,使多楼层共用同一个 `binder` 实例更灵活。
`transferToDynamic(x, y)` 不需要 `layer` 参数,
因为它隶属于某个具体的 `IDynamicLayer`,直接从同级 `IMapLayer` 读写图块即可,
并返回创建的 `IDynamicTile` 引用。
## 6. 移动函数的坐标来源
`moveDynamicStep(direction, tile)``moveDynamicWith(steps, tile)` 均不接受
`ox, oy` 参数,改为直接接受 `IDynamicTile` 引用。当前坐标直接读取 `tile.x`
`tile.y`,无需调用方额外传入。
内部行为:
- 直接读取 `tile.x`、`tile.y` 作为出发点;
- **立即**将图块逻辑坐标更新为目标位置(单步 `(tile.x+dx, tile.y+dy)`
- 同步更新 `posMap`
- 触发 `onMoveTile` 钩子,收集所有钩子返回的 `Promise<void> | void`
- `await Promise.all(promises)`——
等待所有渲染动画完成后,本步才算兑现,再进入下一步。
详细多步路径与计划式移动的执行流程见
[动态图块移动系统](./dynamic-tile-move.md)。
## 7. transferToDynamic 与 transferToStatic
`transferToDynamic(x, y)` 不需要额外的 `layer` 参数。
`DynamicLayer` 在构造时持有对所属 `MapLayer` 的引用,
直接调用 `mapLayer.getBlock(x, y)` 读取图块数字,再调用 `mapLayer.setBlock(0, x, y)` 清除,
最后创建对应的动态图块并返回其引用。
若该位置图块为 0空白则发出 logger 警告并仍然创建 `num = 0` 的动态图块。
新增 `transferToStaticIfSafe(tile)` 作为安全版本:仅当目标位置静态图块为 0空白时才执行还原
否则不转换并返回 `false`;转换成功返回 `true`。适用于不确定目标格是否已有图块的场景。
新增 `transferToStatic(tile)` 作为逆操作:将动态图块还原为静态图块。
对于「只移动一次就固定」的图块(如推箱子放到指定位置后不再移动),
及时转回静态存储可以降低存档体积、简化渲染订阅。执行流程:
1. 读取 `tile.x`、`tile.y`、`tile.num`
2. 若坐标不在所属 `MapLayer` 的合法范围内(即 `x < 0`、`y < 0`、
`x >= width``y >= height`),发出 logger 警告并放弃操作;
3. 若 `mapLayer.getBlock(tile.x, tile.y) !== 0`,在开发环境下发出 logger 警告
(目标格点已有静态图块内容,将被覆盖);
调用 `mapLayer.setBlock(tile.num, tile.x, tile.y)` 写回静态图块;
4. 从 `tileSet``posMap` 中移除该图块,触发 `onDeleteTile` 钩子。
## 8. 转向逻辑
`moveDynamicStep` / `moveDynamicWith` 在每一步移动时自动更新朝向(使用双方向模型,
详见 [动态图块移动系统](./dynamic-tile-move.md)
1. 更新 `tile.moveDirection` 为本步实际移动方向;
2. 通过外部注入的 `IRoleFaceBinder` 调用 `getFaceOf(tile.num, direction)` 查询
该方向对应的图块数字;
3. 若图块无朝向绑定(返回 `null`),则不修改 `num`,仅更新 `faceDirection`
4. 若有绑定,将 `tile.num``tile.faceDirection` 更新为查询结果。
`IRoleFaceBinder` 通过 `setFaceBinder(binder: IRoleFaceBinder): void` 方法注入,
不在构造时传入;初始状态视为无朝向绑定(`getFaceOf` 始终返回 `null`)。
若多个楼层共用同一个 `RoleFaceBinder` 实例,直接对各楼层各图层分别调用 `setFaceBinder` 即可。
对于八方向移动,转向查询逻辑扩展如下:
1. 更新 `tile.moveDirection` 为本步实际移动方向;
2. 调用 `getFaceOf(tile.num, direction)` 查询;
3. 若返回 `null` 且当前方向为斜向(八方向之一),
调用 `degradeFace(direction)` 降级为四方向后再查询一次;
4. 若仍返回 `null`,不修改 `num`,仅更新 `faceDirection`
5. 若查询到结果,将 `tile.num` 更新为结果图块数字,并更新 `faceDirection`
手动设置朝向通过独立接口 `setDynamicDirection(tile, direction)` 完成,
逻辑与上述步骤 15 相同,但不触发移动。
## 9. IDynamicLayerHooks 与 ILayerStateHooks
`IDynamicLayerHooks` 定义三个钩子:
- `onCreateTile(tile: IDynamicTile)`:图块被创建(含转换)时触发;
- `onDeleteTile(tile: IDynamicTile)`:图块被删除时触发(传入删除前的快照);
- `onMoveTile(tile: IDynamicTile, fromX: number, fromY: number): Promise<void> | void`
图块移动一步时触发,`tile` 为更新后的状态,`fromX`/`fromY` 为移动前坐标。
返回 `Promise<void>` 时,移动器将等待其兑现后再进行下一步(配合 `Promise.all` 并行等待所有订阅方)。
`ILayerStateHooks` 新增对应的三个转发钩子,额外携带 `layer: IMapLayer` 参数,
与现有的 `onUpdateLayerArea`、`onResizeLayer` 等钩子风格一致:
- `onCreateDynamicTile(layer: IMapLayer, dynamicLayer: IDynamicLayer, tile: IDynamicTile)`
- `onDeleteDynamicTile(layer: IMapLayer, dynamicLayer: IDynamicLayer, tile: IDynamicTile)`
- `onMoveDynamicTile(layer: IMapLayer, dynamicLayer: IDynamicLayer, tile: IDynamicTile, fromX: number, fromY: number)`
`LayerState` 在为每个 `MapLayer` 注册 `StateMapLayerHook` 时,
同步订阅该层 `dynamicLayer` 的三个钩子,将事件加上 `layer`、`dynamicLayer` 参数后转发至楼层钩子。
---
# 涉及文件
> 移动相关的接口(`DynamicMoveDir`、`IDynamicMoveStep`、`IMoverController`、`IDynamicMover`
> 设计详情见 [动态图块移动系统](./dynamic-tile-move.md)
> 同样需要添加至 `types.ts`
## 需要引用的文件
- `@motajs/common``IHookable`, `IHookBase`, `Hookable`, `logger`
- `@user/data-base/src/common``FaceDirection`, `IRoleFaceBinder`,
`getFaceMovement`, `degradeFace`
- `@user/data-base/src/map/types.ts``IMapLayer`, `IMapLayerHooks`,
`ILayerState`, `ILayerStateHooks`
## 需要修改的文件
### `@user/data-base/src/map/types.ts`
- [ ] 新增 `IObjectMovable` 接口:
`x`、`y`、`moveDirection`、`faceDirection` 四个只读属性及
`setPos`/`setMoveDirection`/`setFaceDirection` 三个方法;
`IObjectMover<T extends IObjectMovable>` 泛型约束使用
- [ ] 新增 `IDynamicTile extends IObjectMovable` 接口:
`num`、`layer`、`mover` 三个只读属性及 `delete`/`toStatic` 两个便捷方法;
`id` 字段,坐标/方向成员由 `IObjectMovable` 提供
- [ ] 新增移动相关类型(详见移动文档接口定义汇总,已移至 `move/types.ts`
`DynamicMoveStepType`、`DynamicMoveStep`、`IMoverController`、
`IObjectMoverHooks`、`IObjectMover`、`IDynamicMover`
- [ ] 新增 `IDynamicLayerHooks extends IHookBase` 接口:
`onCreateTile`、`onDeleteTile`、`onMoveTile` 三个钩子方法
- [ ] 新增 `IDynamicLayer extends IHookable<IDynamicLayerHooks>` 接口:
- [ ] `createDynamicTile(num, x, y): IDynamicTile`: 在指定位置创建动态图块,
返回图块引用
- [ ] `transferToDynamic(x, y): IDynamicTile`: 从所属静态图层读取并清除
指定位置图块,创建对应动态图块并返回引用
- [ ] `transferToStatic(tile: IDynamicTile)`: 将动态图块还原为静态图块;
坐标越界则警告并放弃,否则写回静态图层并触发 `onDeleteTile`
- [ ] `transferToStaticIfSafe(tile: IDynamicTile): boolean`: 仅当目标位置静态图块为 0
时才还原,否则不转换;返回是否转换成功
- [ ] `deleteDynamicTile(tile: IDynamicTile)`: 删除指定图块,不在此层则警告
- [ ] `getDynamicTilesAt(x, y)`: 获取指定格点所有动态图块的可迭代对象
- [ ] `moveDynamicWith` / `moveDynamicStep` 已由 `IDynamicMover` 权其责。
`IDynamicLayer` 不再提供此两个方法,删除对应条目。
- [ ] `setDynamicDirection(tile: IDynamicTile, direction)`: 手动设置朝向,
同步更新 `direction``num`(若有朝向绑定)
- [ ] `setDynamicPos(tile: IDynamicTile, x: number, y: number)`: 直接设置图块位置,
同步更新 `posMap`,触发 `onMoveTile` 钩子,不更新朝向
- [ ] `setFaceBinder(binder: IRoleFaceBinder)`: 注入朝向绑定器
- [ ] 修改 `IMapLayer`:新增 `readonly dynamicLayer: IDynamicLayer`
- [ ] 修改 `ILayerStateHooks`:新增 `onCreateDynamicTile`、`onDeleteDynamicTile`、
`onMoveDynamicTile` 三个转发钩子,额外携带 `layer: IMapLayer`
`dynamicLayer: IDynamicLayer` 两个参数
### `@user/data-base/src/map/dynamicLayer.ts`(新文件)
- [ ] 实现 `DynamicLayer extends Hookable<IDynamicLayerHooks>` 类,
实现 `IDynamicLayer`
- [ ] 实现内部类 `DynamicTile implements IDynamicTile`
持有 `layer: IDynamicLayer` 引用,`delete`/`toStatic` 转发至 `layer`
`step(dir, count?)` 封装为便捷方法
- [ ] `DynamicTile` 构造时同步创建 `readonly mover: DynamicMover`
移动调度由 `move/dynamicMover.ts` 中的 `DynamicMover` 类实现
- [ ] `private mapLayer: IMapLayer`:构造参数,所属静态图层引用,
`transferToDynamic` / `transferToStatic` 读写使用
- [ ] `private faceBinder: IRoleFaceBinder | null = null`:朝向绑定器,
通过 `setFaceBinder` 注入
- [ ] `private tileSet: Set<IDynamicTile>`:所有图块的集合,用于迭代与归属判断
- [ ] `private posMap: Map<number, Map<number, Set<IDynamicTile>>>`
按坐标索引(外层 key = y内层 key = x支持越界坐标
- [ ] 实现全部接口方法,移动时同步更新 `tileSet``posMap`
### `@user/data-base/src/map/mapLayer.ts`
- [ ] 新增 `readonly dynamicLayer: DynamicLayer`:构造时以 `this` 为参数创建
### `@user/data-base/src/map/layerState.ts`
- [ ] 修改 `StateMapLayerHook`(或 `addLayer` 中的订阅逻辑):
在为每个 `MapLayer` 注册钩子时,同时订阅其 `dynamicLayer` 的三个钩子,
将事件加上 `layer`、`dynamicLayer` 参数后转发至楼层的 `ILayerStateHooks`
---
# 接口定义汇总
以下为本次新增与修改的完整接口签名,供实现时参考。
移动相关接口(`IObjectMoverHooks`、`IObjectMover`、`IDynamicMover`、`IMoverController`、`DynamicMoveStep` 等)
详见 [dynamic-tile-move.md](./dynamic-tile-move.md) 接口定义汇总,此处不再重复。
## 新增接口
### IObjectMovable
```ts
interface IObjectMovable {
readonly x: number;
readonly y: number;
readonly moveDirection: FaceDirection;
readonly faceDirection: FaceDirection;
setPos(x: number, y: number): void;
setMoveDirection(dir: FaceDirection): void;
setFaceDirection(dir: FaceDirection): void;
}
```
### IDynamicTile
```ts
interface IDynamicTile extends IObjectMovable {
readonly num: number;
readonly layer: IDynamicLayer;
readonly mover: IDynamicMover;
delete(): void;
toStatic(): void;
toStaticIfSafe(): boolean;
/** 等价于 mover.step(dir, count); return mover.start(); */
step(dir: FaceDirection, count?: number): IMoverController | null;
}
```
### IDynamicLayerHooks
```ts
interface IDynamicLayerHooks extends IHookBase {
onCreateTile(tile: IDynamicTile, layer: IDynamicLayer): void;
onDeleteTile(tile: IDynamicTile, layer: IDynamicLayer): void;
}
```
### IDynamicLayer
```ts
interface IDynamicLayer extends IHookable<IDynamicLayerHooks> {
createDynamic(num: number, x: number, y: number): IDynamicTile;
transferToDynamic(x: number, y: number): IDynamicTile;
transferToStatic(tile: IDynamicTile): void;
transferToStaticIfSafe(tile: IDynamicTile): boolean;
deleteDynamic(tile: IDynamicTile): void;
getDynamicTilesAt(x: number, y: number): Iterable<IDynamicTile>;
setDynamicDirection(tile: IDynamicTile, direction: FaceDirection): void;
setDynamicPos(tile: IDynamicTile, x: number, y: number): void;
setFaceBinder(binder: IRoleFaceBinder): void;
}
```
## 修改接口
### IMapLayer新增属性
```ts
interface IMapLayer {
// ...现有成员...
readonly dynamicLayer: IDynamicLayer;
}
```
---
# 问题
1. **`ox, oy` 是否为必要参数?** ✅ 已确定
已确定移除。调用方持有 `IDynamicTile` 引用,坐标直接从 `tile.x`、`tile.y` 读取,
`ox, oy` 为冗余参数,接口简化为 `moveDynamicStep(direction, tile)`
`moveDynamicWith(steps, tile)`
2. **`IRoleFaceBinder` 的注入方式** ✅ 已确定
已确定使用 `setFaceBinder(binder)` 方法注入,不在构造时传入。
实际修改 `faceBinder` 的场景极少,接口保持简单。
3. **动态图块的存档支持** ⏸ 暂缓
动态图块状态NPC 当前位置、推箱子位置等)属于游戏核心存档内容,
长期来看必须纳入存档体系。但当前设计与旧引擎完全不同,
存档格式需从头设计,建议在动态图块功能稳定后单独立项设计存档方案。
**本次实现不涉及存档,`IDynamicLayer` 暂不实现 `ISaveableContent`。**
4. **`IDynamicLayer` 是否需要感知楼层尺寸** ✅ 已确定
已确定不感知。标识方案改为引用,`posMap` 同步改为
`Map<number, Map<number, Set<IDynamicTile>>>` 嵌套结构(外层 key = y内层 key = x
彻底去掉字符串键,天然支持越界坐标,`resizeLayer` 无需通知 `DynamicLayer`
`getDynamicTilesAt` 接口保留,使用频率低,嵌套 Map 开销完全可接受。

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# 需求综述
本次改动目标:
1. **自动化分区激活器**:将楼层按游戏进程划分为若干"区域"
到达新区域时自动激活对应楼层、失活旧区域楼层,
从而替代目前繁琐的手动 `setActiveStatus` 调用。
2. **楼层尺寸上移至 `LayerState`**:同一楼层的所有图层尺寸应当
保持一致,因此将尺寸的权威来源从 `MapLayer` 移至 `LayerState`
---
# 实现思路
## 1. 有序地图 id 列表
当前 `IMapStore.maps``ReadonlySet<string>`,无序且随楼层创建
自动填充。区域功能需要以**下标**标识范围,因此需改为有序数组。
修改方案:
- `IMapStore.maps` 类型改为 `ReadonlyArray<string>`
- 新增 `setMapList(maps: string[]): void`,由外部显式指定有序列表
(一般在游戏初始化时调用一次);
- 新增 `useManualOrder(sort: (arr: string[]) => string[]): void`
允许自定义地图列表排序函数。调用时将当前 `maps``slice` 拷贝
传入 `sort`,再对输出做合法性校验:将新旧数组各转为 `Set`
校验 `size` 相等且新集合是旧集合的子集(利用 `Set.prototype.isSubsetOf`
校验通过后用返回值替换内部的 `maps`。这样当地图是动态生成时,
作者依然可以自定义顺序,而不必手动维护全量列表;
- `createLayerState` 不再维护 `maps``maps` 完全由 `setMapList` 管理;
- 若 `createLayerState` 传入的 id 不在 `maps` 中,仍可正常创建,
不影响存档逻辑,但该楼层不参与任何区域判断。
## 2. 区域定义与管理
### 类型定义
```ts
/** 单段闭区间 [start, end]start 和 end 均为 maps 下标 */
export interface IMapAreaInterval {
readonly start: number;
readonly end: number;
}
/** 一个区域由一个或多个独立区间组成 */
export type MapArea = IMapAreaInterval[];
```
### 接口
- `setArea(areas: Set<MapArea>): void`:一次性设置所有区域信息,
覆盖原有区域定义;每个元素代表一个区域,区域可包含多个区间,
使用 `Set<MapArea>` 表示无序区域集合;
- `activeArea(id: string): void`:手动激活指定楼层所在区域的所有楼层。
系统遍历 `areaList`,找到包含该楼层 id 的区域后,对该区域内的所有
楼层调用 `setMapActiveStatus(floor, true)`
- `deactiveArea(id: string): void`:手动取消激活指定楼层所在区域的
所有楼层,逻辑与 `activeArea` 对称;判断时遍历 `areaList`
此操作为低频调用,无需缓存;
## 3. 自动分区激活器
### 接口
- `useAutoActivitor(enable: boolean): void`:是否启用自动激活器。
### 触发接口
需要一个通知接口供玩家相关模块调用:
- `notifyEnterFloor(id: string): void`:玩家进入指定楼层时调用此接口,
通知地图管理器进行自动激活判断。
### 逻辑
`notifyEnterFloor(id)` 的执行流程(每次进入楼层均调用,内部短路):
1. 若自动激活器未启用,直接返回;
2. 若 `isMapActive(id)``true`,直接返回(楼层已激活,无需操作);
3. 遍历 `areaList`,找出包含 `id` 的区域;
4. 若未找到,直接返回(该楼层不在任何区域内);
5. 若 `lastFloorId !== null`,调用 `deactiveArea(lastFloorId)` 失活上一个区域;
6. 调用 `activeArea(id)` 激活新区域,更新 `lastFloorId = id`
### 内部状态
`MapStore` 新增:
- `private areaList: Set<MapArea>`:所有区域定义;
- `private lastFloorId: string | null = null`:上一次触发 `notifyEnterFloor`
的楼层 id用于定位并失活上一个激活区域
- `private autoActivitorEnabled: boolean = false`:自动激活器开关。
## 4. 楼层尺寸上移至 LayerState
### 动机
当前 `MapLayer.width` / `MapLayer.height` 存储在图层中,
但同一楼层的所有图层尺寸必须一致,权威来源应当是 `LayerState`
### 接口变动
**`ILayerState` 新增**
```ts
readonly width: number;
readonly height: number;
```
**`addLayer` 签名调整**
目前 `addLayer(width: number, height: number): IMapLayer`
移除 width/height 参数,改为 `addLayer(): IMapLayer`
使用 `LayerState` 内部存储的尺寸创建图层。
楼层尺寸在 `createLayerState` 创建时指定,`createLayerState` 签名改为:
```ts
createLayerState(id: string, width: number, height: number): ILayerState;
```
运行时仍可通过 `resizeLayer` 修改楼层尺寸,该方法会同步对楼层内所有
图层执行 resize保持尺寸一致。
**`resizeLayer` 签名调整**
当前 `resizeLayer(layer, width, height, keepBlock?)` 只 resize 单个图层,
但既然尺寸是楼层级的,建议改为对该楼层的所有图层同步 resize
```ts
resizeLayer(width: number, height: number, keepBlock?: boolean): void;
```
**`IMapLayer.resize` / `IMapLayer.resize2`**
`IMapLayer` 接口中移除,保留为 `MapLayer` 的内部实现,
仅由 `LayerState.resizeLayer` 调用。
**`IMapLayer.width` / `IMapLayer.height`**
保留在 `IMapLayer` 接口中,供外部通过图层对象直接获取尺寸。
其值始终与所属 `LayerState``width`/`height` 保持一致。
---
# 附加建议结论
1. **`IMapLayer.setMapRef` 可见性**:保留现有设计,偶尔有外部需求。
2. **`active` 状态管理**:不需要单独维护区域激活状态;
`activeArea(id)` / `deactiveArea(id)``setMapActiveStatus`
快捷方式,遍历区域楼层批量调用即可,无需额外的区域状态字段。
3. **`notifyEnterFloor` 返回值**:暂不添加,后续有需求再改进。
---
# 涉及文件
## 需要引用的文件
- `@user/data-base/src/map/types.ts`: 全部现有地图接口
- `@user/data-base/src/map/mapStore.ts`: `MapStore` 实现类
- `@user/data-base/src/map/layerState.ts`: `LayerState` 实现类
- `@user/data-base/src/map/mapLayer.ts`: `MapLayer` 实现类
## 需要修改的文件
### `@user/data-base/src/map/types.ts`
- [x] 新增 `IMapAreaInterval` 接口:区间定义,含 `start`、`end`
- [x] 新增 `MapArea` 类型别名:`IMapAreaInterval[]`,表示一个区域
- [x] 修改 `ILayerState`
- [x] 新增 `readonly width: number``readonly height: number`
- [x] 修改 `addLayer` 签名,移除 `width`/`height` 参数(使用 `LayerState` 自身尺寸)
- [x] 修改 `resizeLayer` 签名:移除 `layer` 参数,改为对整个楼层所有图层同步 resize
- [x] 修改 `IMapLayer`
- [x] 移除 `resize` / `resize2`(改为 `MapLayer` 内部方法)
- [x] 修改 `IMapStore`
- [x] 将 `readonly maps` 类型改为 `ReadonlyArray<string>`
- [x] 修改 `createLayerState` 签名:新增 `width: number`、`height: number` 参数
- [x] 新增 `setMapList(maps: string[]): void`
- [x] 新增 `useManualOrder(sort: (arr: string[]) => string[]): void`
- [x] 新增 `setArea(areas: Set<MapArea>): void`
- [x] 新增 `activeArea(id: string): void`
- [x] 新增 `deactiveArea(id: string): void`
- [x] 新增 `useAutoActivitor(enable: boolean): void`
- [x] 新增 `notifyEnterFloor(id: string): void`
### `@user/data-base/src/map/mapStore.ts`
- [x] 将 `maps: Set<string>` 改为 `maps: string[]`
- [x] 修改 `createLayerState`:添加 `width`/`height` 参数,不再维护 `maps`
- [x] 实现 `setMapList`
- [x] 实现 `useManualOrder`
- [x] 新增 `private areaList: Set<MapArea>`
- [x] 新增 `private lastFloorId: string | null`
- [x] 新增 `private autoActivitorEnabled: boolean`
- [x] 实现 `setArea`、`activeArea`、`deactiveArea`
- [x] 实现 `useAutoActivitor`
- [x] 实现 `notifyEnterFloor`
### `@user/data-base/src/map/layerState.ts`
- [x] 新增 `width: number``height: number` 成员(由构造参数初始化)
- [x] 修改 `addLayer`,移除 `width`/`height` 参数,使用 `this.width`/`this.height`
- [x] 修改 `resizeLayer`,移除 `layer` 参数,改为对所有图层同步 resize
### `@user/data-base/src/map/mapLayer.ts`
- [x] 将 `resize`/`resize2` 改为内部方法(从公共接口移除)
---

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# 需求综述
当前 `LayerState` 只存储当前激活地图的数据,切换地图时原地图内容彻底丢失,
无法参与存档系统。为此引入 `IMapStore`,集中管理所有楼层的 `LayerState`
并实现 `ISaveableContent` 接口以支持存档读档。
核心目标:
- 多楼层数据同时存在于内存中,通过 id 访问;
- 通过 `active` 标记区分"玩家可能到达"与"无需关注"的楼层,节省存档开销;
- 通过 `compareWith` 提供参考基准,配合分级压缩大幅减少存档体积;
- `IStateBase.layer` 类型由 `ILayerState` 改为 `IMapStore`
操作楼层必须先通过 `getLayerState(id)` 取得具体楼层。
---
# 实现思路
## 1. 给 LayerState 添加 active 成员
`ILayerState` 新增 `readonly active: boolean``setActiveStatus(active: boolean): void`
两个接口,`LayerState` 实现类中 `active` 默认为 `false`
两者的关系:
- `ILayerState.setActiveStatus`:直接操作楼层对象;
- `IMapStore.setMapActiveStatus(id, active)`:通过 id 操作,
内部查找对应楼层后调用其 `setActiveStatus`
## 2. 脏数据追踪dirty tracking
为支持 `LowCompression``HighCompression` 的差分存档,
需要知道哪些楼层相对于参考基准是否发生了修改。
**推荐方案:楼层级简单脏标记 + 存档时实际比较**
`LayerState` 内部维护 `private dirty: boolean = false`
- 当楼层内任意 `MapLayer` 触发 `onUpdateBlock`、`onUpdateArea`、`onResize`
钩子时,将 `dirty` 置为 `true`
- `dirty` 只在 `compareWith` 首次调用时根据实际数据对比结果初始化,
初始化后的 gameplay 过程中不再重置(仅置 true
`saveState` 时:
- 若 `dirty = false`,跳过该楼层(初始化后从未被触碰过);
- 若 `dirty = true`
- **LowCompression**:与参考基准进行全量比较,若完全一致则跳过
(消除"改了又改回"场景下的误判),否则存储所有行;
- **HighCompression**:逐行与参考基准比较,只存储不一致的行。
`loadState` 时:若存档中此楼层没有任何数据(即未出现在 `floors` 中),
读档后将 `dirty` 置为 `false`(视为与参考基准一致)。
**不在 `MapLayer` 内维护 `dirtyRows`**,行级比较在 `saveState` 时直接对照参考基准进行。
这避免了每次 `setBlock`/`putMapData` 都更新行级标记的热路径开销,
且存档时实际比较已能消除误判,无需 `probablyDirty` + `setInterval` 或哈希方案。
存档时比较的开销Uint32Array 内存连续,实际耗时极低,且保存操作本身是低频的,
若将来发现存档耗时问题,可考虑将比较逻辑移至 Web Worker。
## 3. compareWith 接口与参数类型
```ts
compareWith(ref: Map<string, Map<number, Uint32Array>>): void;
```
外层 `Map` 以楼层 id 为键,内层 `Map` 以图层 `zIndex` 为键,
值为对应图层的完整图块数组Uint32Array含所有行的扁平数据
使用此类型而非 `IMapStore` 的理由:接口更轻量,调用方可直接从游戏原始数据构建,
无需额外持有一个完整的 `IMapStore` 实例。
关于图层标识符:继续使用 `zIndex`,在单个楼层内 `zIndex` 是语义唯一的,
与已有 `MapLayer.zIndex` 接口保持一致。
**`compareWith` 以首次调用为唯一基准**,再次调用不更新参考(以游戏原始数据为基准,
避免存档之间产生依赖关系)。
实现步骤:
1. 若 `refData` 已存在,直接返回;
2. 保存 `ref` 引用到 `private refData`
3. 遍历当前所有楼层,对每个楼层在 `ref` 中查找对应 id
- 不存在:`dirty = true`(新楼层,视为全脏);
- 存在:对每个 `MapLayer`(按 `zIndex` 匹配)做全量比较,
若所有行与参考数据完全一致则 `dirty = false`,否则 `dirty = true`
## 4. 楼层的创建与管理
`MapStore` 内部以 `Map<string, LayerState>` 存储所有楼层。
`getLayerState(id)` 对不存在的 id 直接返回 `null`,不自动创建。
只提供一个创建接口:
- `createLayerState(id: string): ILayerState`:创建并注册一个空白楼层
(无任何 `MapLayer`,用户拿到后再调用 `addLayer` 配置图层结构),返回楼层对象。
注册时若 id 已存在,发出 logger 警告并覆盖。
`compareWith` 已调用后再通过上述接口新增楼层,新楼层直接视为全脏(`dirty = true`
因为 `refData` 中不存在对应数据。
## 5. 存档数据格式
### 类型定义
```ts
/** 单个 MapLayer 的存档数据 */
interface IMapLayerSave {
readonly width: number;
readonly height: number;
/**
* key = 行索引value = 该行完整的 Uint32Array 数据;
* NoCompression/LowCompression 时包含所有行0 到 height - 1
* HighCompression 时只包含与参考基准不同的行;
* 读档时,不在此 Map 中的行从参考基准还原。
*/
readonly rows: ReadonlyMap<number, Uint32Array>;
}
/** 单个楼层的存档数据 */
interface ILayerStateSave {
readonly background: number;
/**
* key = zIndexvalue = 对应图层存档数据;
* 使用 Map 格式以支持图层的动态增删。
*/
readonly layers: ReadonlyMap<number, IMapLayerSave>;
}
/** 整个 MapStore 的存档数据 */
interface IMapStoreSave {
/**
* key = 楼层 id只包含 active 的楼层;
* inactive 的楼层不写入,读档时无需处理。
*/
readonly floors: ReadonlyMap<string, ILayerStateSave>;
}
```
### 各压缩等级存储策略
| 压缩级别 | 楼层粒度 | 行粒度 |
| ----------------- | --------------------------------------------------------------- | ------------------------ |
| `NoCompression` | 存储所有 active 楼层 | 存储该楼层所有行 |
| `LowCompression` | 跳过 `dirty = false` 的楼层dirty 楼层全量比较后仍一致的也跳过 | 存储该楼层所有行 |
| `HighCompression` | 同 LowCompression | 只存储与参考基准不同的行 |
### 读档策略
读档时直接操作数组引用(通过 `setMapRef`),避免逐行拷贝的额外开销:
1. 若参考基准(`refData`)未设置,抛出 logger 错误,**不进行任何读档操作**
2. 遍历 `state.floors`,对每个楼层 id
- 若当前 `MapStore` 中不存在该 id发出 logger 警告并跳过;
- 对该楼层每个图层,先从参考基准取出对应 `zIndex` 的数组,
将其深拷贝为新数组作为底层(确保未存档行使用参考基准值);
- 再将 `ILayerStateSave.layers` 中对应图层的 `rows` 数据写入该数组的对应行;
- 调用 `MapLayer.setMapRef(array)` 直接替换内部引用,无需额外拷贝;
3. 对未出现在 `state.floors` 中的 active 楼层,
从参考基准深拷贝完整数组后调用 `setMapRef` 还原,并将 `dirty` 置为 `false`
## 6. saveState / loadState 实现
根据压缩等级分别编写三个存档函数和三个读档函数,
`saveState(compression)``loadState(state, compression)` 根据 `compression` 分发,
无需在每个楼层的遍历循环内部判断等级:
- `private saveNoCompression(): IMapStoreSave`
- `private saveLowCompression(): IMapStoreSave`
- `private saveHighCompression(): IMapStoreSave`
- `private loadNoCompression(state: IMapStoreSave): void`
- `private loadLowCompression(state: IMapStoreSave): void`
- `private loadHighCompression(state: IMapStoreSave): void`
`saveState` 结果需通过 `structuredClone` 深拷贝后返回。
## 7. IMapStore 接口设计(新增到 `map/types.ts`
```ts
interface IMapStore extends ISaveableContent<IMapStoreSave> {
/** 所有楼层的 id 集合 */
readonly maps: ReadonlySet<string>;
// --- 楼层访问 ---
/** 获取指定 id 的楼层状态,不存在则返回 null */
getLayerState(id: string): ILayerState | null;
/** 获取指定 id 的楼层状态,要求楼层必须是 active 的,否则返回 null */
getActiveMap(id: string): ILayerState | null;
// --- 楼层管理 ---
/** 创建并注册一个空白楼层,返回楼层状态对象 */
createLayerState(id: string): ILayerState;
// --- active 管理 ---
/** 获取指定 id 的楼层是否激活,不存在的 id 返回 false */
isMapActive(id: string): boolean;
/** 设置指定 id 楼层的激活状态 */
setMapActiveStatus(id: string, active: boolean): void;
/** 迭代所有 active 的楼层yield [id, ILayerState] */
iterateActiveMaps(): Iterable<[string, ILayerState]>;
/** 迭代所有 inactive 的楼层yield [id, ILayerState] */
iterateInactiveMaps(): Iterable<[string, ILayerState]>;
/** 迭代所有楼层yield [id, ILayerState] */
iterateAllMaps(): Iterable<[string, ILayerState]>;
// --- 差分压缩基准 ---
/**
* 设置压缩参考基准,以首次调用为唯一基准,再次调用不更新。
* @param ref 外层 key = 楼层 id内层 key = zIndexvalue = 图层完整图块数据
*/
compareWith(ref: Map<string, Map<number, Uint32Array>>): void;
}
```
## 8. ILayerState 接口修改
在现有 `ILayerState` 上新增:
```ts
/** 此楼层是否处于激活状态 */
readonly active: boolean;
/** 设置楼层激活状态 */
setActiveStatus(active: boolean): void;
```
## 9. IStateBase 修改
`IStateBase.layer: ILayerState` 改为 `IStateBase.layer: IMapStore`
---
# 涉及文件
## 需要引用的文件
- `@user/common/types.ts`: `ISaveableContent`, `SaveCompression`
- `@user/data-base/map/types.ts`: 全部现有地图接口(`IMapLayer`, `ILayerState`, 等)
## 需要修改的文件
### `@user/data-base/src/map/types.ts`
- [x] 新增 `IMapLayerSave` 接口:单个 MapLayer 存档数据格式
- [x] 新增 `ILayerStateSave` 接口:单个楼层存档数据格式
- [x] 新增 `IMapStoreSave` 接口MapStore 整体存档数据格式
- [x] 修改 `ILayerState`:新增 `readonly active: boolean`
`setActiveStatus(active: boolean): void`
- [x] 修改 `IMapLayer`:新增 `setMapRef(array: Uint32Array): void`
- [x] 新增 `IMapStore` 接口:继承 `ISaveableContent<IMapStoreSave>`
含全部接口(见第 7 节)
### `@user/data-base/src/map/mapLayer.ts`
### `@user/data-base/src/map/layerState.ts`
- [x] 新增 `active: boolean = false` 成员:楼层激活状态
- [x] 实现 `setActiveStatus(active: boolean): void`
- [x] 新增 `private dirty: boolean = false` 成员:楼层级脏标记
- [x] 修改 `StateMapLayerHook.onUpdateArea`、`onUpdateBlock`、`onResize`
在转发钩子的同时,将 `state.dirty``true`
- [x] 新增 `isDirty(): boolean` 方法:返回 `this.dirty`,供 `MapStore` 读取
- [x] 新增 `setDirty(dirty: boolean): void` 方法:
`MapStore.compareWith` 时根据实际比较结果设置
### `@user/data-base/src/map/mapLayer.ts`
- [x] 新增 `setMapRef(array: Uint32Array): void` 方法:
直接替换内部图块数组引用,跳过拷贝,供 `MapStore` 读档时使用。
需确保传入数组长度与 `width × height` 匹配,
并触发必要的钩子通知(不触发 `onResize`,应触发 `onUpdateArea` 通知全区域更新)。
在方法注释中明确标注:调用后不得再持有或修改传入的数组。
### `@user/data-base/src/map/mapStore.ts`(新文件)
- [x] 实现 `MapStore` 类,实现 `IMapStore`
- [x] `private mapData: Map<string, LayerState>`:楼层 id 到状态对象的映射
- [x] `readonly maps: ReadonlySet<string>`:所有楼层 id 的只读集合视图
- [x] `private refData: Map<string, Map<number, Uint32Array>> | null`:参考基准
- [x] 实现 `getLayerState`、`getActiveMap`、`createLayerState`
- [x] 实现 `isMapActive`、`setMapActiveStatus`、`iterateActiveMaps`、`iterateInactiveMaps`、`iterateAllMaps`
- [x] 实现 `compareWith`
- [x] 实现 `saveNoCompression`、`saveLowCompression`、`saveHighCompression`
- [x] 实现 `loadNoCompression`、`loadLowCompression`、`loadHighCompression`
- [x] 实现 `saveState(compression)``loadState(state, compression)` 分发
### `@user/data-base/src/map/index.ts`
- [x] 补充导出 `mapStore.ts`
### `@user/data-base/src/types.ts`
- [x] 将 `IStateBase.layer` 类型由 `ILayerState` 改为 `IMapStore`

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@ -0,0 +1,215 @@
# 需求综述
实现游戏引擎存档系统(`SaveSystem`)及全局事务(`GlobalTransaction`)两个类的完整逻辑。
存档系统分为两部分:
- **存档内容**:按 slot id 保存/读取游戏当前状态(`Map<string, ISaveableContent<unknown>>`
使用 Dexie 将数据存入 IndexedDB。
- **全局存储**:跨存档的 key-value 存储,用于存放存档 meta data、全局设置等。
支持事务处理,事务中的写入操作在发生错误时全部回滚。
此外,系统提供基于内存的自动存档,并支持 undo/redo 操作。
自动存档不主动写入 IndexedDB只有显式调用 `saveAutosaveToDB` 时才将 undo
栈顶存档写入数据库。
存档操作使用 `performance` 接口监控耗时,超过配置阈值时通过 logger 发出警告。
---
# 实现思路
## 1. Dexie 数据库 Schema 设计
`SaveSystem` 构造函数接收数据库名称 `name`,在其中创建如下两张表:
| 表名 | 主键 | 说明 |
| -------- | --------------- | --------------------------------------------------------- |
| `saves` | `id`number | 按 slot id 存储存档数据;`id = -1` 固定用于持久化自动存档 |
| `global` | `key`string | 全局 key-value 存储 |
- `saves` 表中每条记录结构为 `{ id: number, compression: SaveCompression, data: Map<string, unknown> }`
`ISaveRead` 对应,直接利用 IndexedDB 的结构化克隆存储,不进行 JSON 序列化。
- `global` 表中每条记录结构为 `{ key: string, value: unknown }`
同样直接存储,不进行 JSON 序列化。
## 2. 内部状态
`SaveSystem` 需要维护如下私有成员:
- `private undoStack: ISaveRead[]`undo 栈,存储 `ISaveRead` 快照
- `private redoStack: ISaveRead[]`redo 栈,存储 `ISaveRead` 快照
- `private stackSize: number`undo/redo 栈最大容量(默认 `20`
- `private autosaveLevel: SaveCompression`:默认 `SaveCompression.LowCompression`
- `private commonSaveLevel: SaveCompression`:默认 `SaveCompression.HighCompressoin`
- `private saveTimeTolerance: number`:默认 `100`ms
- `private autosaveTimeTolerance: number`:默认 `50`ms
## 3. ISaveRead 数据结构
栈与数据库读写均使用新接口 `ISaveRead`
```ts
interface ISaveRead {
readonly compression: SaveCompression;
readonly data: Map<string, unknown>;
}
```
- `compression`:存档时使用的压缩等级,读档时传回给 `loadState`,使接收方能够正确解压。
- `data`key 到每个可存档对象序列化数据的 Mapkey 与 `ISaveableContent` 注册时的 id 对应。
内存栈和数据库均直接存储 `ISaveRead`,不需要引入辅助包装层。
存档系统本身不负责将数据写回游戏对象,调用方拿到 `ISaveRead` 后自行遍历并调用
各可存档对象的 `loadState(data, compression)` 完成状态恢复。
## 4. 各方法实现
### `config(config)`
将 config 各字段写入对应私有成员,使用传入的值覆盖默认值。
### `setAutosaveStackSize(size)`
`stackSize` 更新为 `size`。如果当前 undo 栈超过新的 `size`
从栈底移除多余条目保留最新的redo 栈同理。
### `autosave(state)`
1. 遍历 `state`,对每个 `(key, content)` 调用
`content.saveState(this.autosaveLevel)` 获取序列化数据,
汇总为 `Map<string, unknown>`,构建 `ISaveRead { compression: autosaveLevel, data }` 并压入 `undoStack`
2. **清空 `redoStack`**(执行新的自动存档后无法再 redo
3. 若 `undoStack.length > stackSize`,从栈底(`[0]`)移除多余条目。
> IndexedDB 支持结构化克隆Map、Set、TypedArray 等均可直接存储,无需 JSON 序列化。
### `undoAutosave(current)`
1. 若 `undoStack` 为空,返回 `null`
2. 将 `current` 序列化为 `ISaveRead { compression: autosaveLevel, data: Map }`
压入 `redoStack`;检查 `redoStack.length > stackSize`,超长时从栈底移除多余条目;
3. 弹出 `undoStack` 栈顶(`pop()`),返回弹出的 `ISaveRead`
4. 调用方拿到返回的 `ISaveRead` 后,自行遍历并对各游戏对象调用 `loadState` 完成恢复。
### `redoAutosave(current)`
`undoAutosave` 逻辑对称:将 `current` 序列化压入 `undoStack`
弹出 `redoStack` 栈顶并返回,调用方自行恢复状态。
### `getUndoStack()` / `getRedoStack()`
使用 `slice()` 返回栈数组的浅拷贝快照,防止外部意外修改栈结构。
### `saveAutosaveToDB()`
1. 若 `undoStack` 为空,直接返回(无需写入);
2. 记录 `t0 = performance.now()`
3. 取 `undoStack` 栈顶(`ISaveRead`),将其连同 `id = -1` 一起写入 `saves` 表;
4. 记录 `t1 = performance.now()`;若 `t1 - t0 > autosaveTimeTolerance`
调用 `logger.warn(115, (t1 - t0).toFixed(0), this.autosaveTimeTolerance.toString())`
### `save(id, state)`
1. 记录 `t0 = performance.now()`
2. 遍历 `state`,对每个 `(key, content)` 调用
`content.saveState(this.commonSaveLevel)` 汇总为 `Map<string, unknown>`
构建 `{ id, compression: commonSaveLevel, data }` 写入 `saves` 表;
3. 将 `id` 写入全局存储 `'lastSlot'` 键(用于 `getLastSlot()`
4. 记录 `t1 = performance.now()`;若 `t1 - t0 > saveTimeTolerance`
调用 `logger.warn(114, (t1 - t0).toFixed(0), this.saveTimeTolerance.toString())`
### `load(id)`
1. 从 Dexie `saves` 表查询 `id`
2. 若不存在返回 `null`
3. 将读取到的记录中的 `compression``data` 字段组装成 `ISaveRead` 返回。
调用方自行遍历 `data` 并对各游戏对象调用 `loadState` 完成恢复。
> `load(-1)` 可用于读取持久化的自动存档。
### `deleteSave(id)`
直接从 Dexie `saves` 表删除对应记录。
### `getLastSlot()`
从全局存储读取 `'lastSlot'` 键对应的值并返回;若不存在则返回 `0`
### `getGlobal<T>(key)` / `setGlobal(key, value)`
- `getGlobal`:从 Dexie `global` 表读取 `key` 对应的 `value` 字段并返回,类型断言为 `T`
- `setGlobal`:将 `{ key, value }` 直接写入 Dexie `global` 表,无需 JSON 序列化。
### `startGlobalTransaction<R>(handle)`
使用 `Dexie.transaction('rw', this.db.table('global'), ...)` 包裹 `handle` 调用,
传入 `GlobalTransaction` 实例,出错时自动回滚。
### `GlobalTransaction.get<T>(key)` / `GlobalTransaction.set(key, value)`
在事务上下文中直接读写 `table`(即全局 `global` 表的引用),无需 JSON 序列化。
## 5. logger.json 新增 warn 代码
当前最大 warn 代码为 `113`,新增如下两条(写入 `packages/common/src/logger.json`
`warn` 对象,置于 `113` 之后):
| 代码 | 消息 |
| ----- | ----------------------------------------------------------------------------------------------------- |
| `114` | `Save operation took $1ms, exceeding the tolerance of $2ms. Consider reducing compression level.` |
| `115` | `Autosave operation took $1ms, exceeding the tolerance of $2ms. Consider reducing compression level.` |
---
# 涉及文件
## 需要引用的文件
- `dexie`Dexie / Table 类型,用于创建和操作 IndexedDB 数据库
- `@motajs/common``logger`,用于输出存档耗时超限警告
- `@user/data-base``ISaveableContent`、`SaveCompression`,存档接口与压缩枚举
- `./types``ISaveRead`、`IGlobalTrasaction`、`ISaveSystem`、`ISaveSystemConfig`
## 需要修改的文件
### `packages/common/src/logger.json`
- [x] 在 `warn` 对象中新增代码 `114`:普通存档耗时超限警告
- [x] 在 `warn` 对象中新增代码 `115`:自动存档耗时超限警告
### `packages-user/data-state/src/save/system.ts`
- [x] 新增 `private undoStack: ISaveRead[]` 成员:存储 undo 历史快照
- [x] 新增 `private redoStack: ISaveRead[]` 成员:存储 redo 历史快照
- [x] 新增 `private stackSize: number` 成员undo/redo 栈容量上限,默认 `20`
- [x] 新增 `private autosaveLevel: SaveCompression` 成员:
默认 `SaveCompression.LowCompression`
- [x] 新增 `private commonSaveLevel: SaveCompression` 成员:
默认 `SaveCompression.HighCompressoin`
- [x] 新增 `private saveTimeTolerance: number` 成员:普通存档耗时阈值,默认 `100`
- [x] 新增 `private autosaveTimeTolerance: number` 成员:自动存档耗时阈值,默认 `50`
- [x] 编写构造函数:初始化 Dexie 实例,定义 `saves`(主键 `id`)和
`global`(主键 `key`)两张表的 schema
- [x] 编写 `config` 方法:将配置项写入私有成员
- [x] 编写 `setAutosaveStackSize` 方法:更新 stackSize修剪超长的 undo/redo 栈
- [x] 编写 `autosave` 方法:遍历 state 序列化为 `ISaveRead` 压入 undoStack
清空 redoStack超长时修剪栈底
- [x] 编写 `undoAutosave` 方法:将 current 序列化为 `ISaveRead` 压入 redoStack
弹出 undoStack 栈顶返回 `ISaveRead`(或 null
- [x] 编写 `redoAutosave` 方法:与 undoAutosave 对称
- [x] 编写 `getUndoStack` / `getRedoStack` 方法:使用 `slice()` 返回栈的浅拷贝快照
- [x] 编写 `saveAutosaveToDB` 方法:取 undoStack 栈顶以 `id = -1` 写入 `saves` 表,
performance 监控,超限时调用 `logger.warn(115, ...)`
- [x] 编写 `save` 方法:遍历 state 序列化为 `ISaveRead` 写入 `saves` 表,
更新 `lastSlot`performance 监控,超限时调用 `logger.warn(114, ...)`
- [x] 编写 `load` 方法:从 Dexie `saves` 表读取记录组装为 `ISaveRead` 返回
(不存在返回 null`load(-1)` 可读取持久化的自动存档
- [x] 编写 `deleteSave` 方法:从 Dexie `saves` 表删除指定记录
- [x] 编写 `getLastSlot` 方法:从全局存储读取 `'lastSlot'`,不存在时返回 `0`
- [x] 编写 `getGlobal` / `setGlobal` 方法:直接读写 Dexie `global` 表,不进行 JSON 序列化
- [x] 编写 `startGlobalTransaction` 方法:
使用 Dexie 事务包裹 handle传入 GlobalTransaction 实例
### `packages-user/data-state/src/save/system.ts`GlobalTransaction 部分)
- [x] 编写 `GlobalTransaction.get` 方法:在事务上下文中直接读取 table 中 key 对应的 value
- [x] 编写 `GlobalTransaction.set` 方法:在事务上下文中直接写入 key-value不进行 JSON 序列化

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@ -114,7 +114,7 @@ export class ClientCore implements IClientCore {
// 使用分频器,用户可以在设置中调整,如果设备性能较差调高分频有助于提高性能表现 // 使用分频器,用户可以在设置中调整,如果设备性能较差调高分频有助于提高性能表现
excitaion: excitationDivider excitaion: excitationDivider
}); });
this.mainMapRenderer = new MapRenderer(this.materials, data.layer); this.mainMapRenderer = new MapRenderer(this.materials, data.maps);
this.mainMapExtension = new MapExtensionManager(this.mainMapRenderer); this.mainMapExtension = new MapExtensionManager(this.mainMapRenderer);
// 兼容层 // 兼容层
@ -133,7 +133,7 @@ export class ClientCore implements IClientCore {
await this.materials.trackedAsset.then(); await this.materials.trackedAsset.then();
this.mainMapRenderer.useAsset(this.materials.trackedAsset); this.mainMapRenderer.useAsset(this.materials.trackedAsset);
const layer = this.data.layer.getLayerByAlias('event'); const layer = this.data.maps.getLayerByAlias('event');
if (layer) { if (layer) {
this.mainMapExtension.addHero(this.data.hero.mover, layer); this.mainMapExtension.addHero(this.data.hero.mover, layer);
this.mainMapExtension.addDoor(layer); this.mainMapExtension.addDoor(layer);

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@ -1,6 +1,6 @@
import { BaseProps, TagDefine } from '@motajs/render-vue'; import { BaseProps, TagDefine } from '@motajs/render-vue';
import { ERenderItemEvent, SizedCanvasImageSource } from '@motajs/render'; import { ERenderItemEvent, SizedCanvasImageSource } from '@motajs/render';
import { ILayerState } from '@user/data-state'; import { ILayerState } from '@user/data-base';
import { IMapExtensionManager, IMapRenderer } from '../map'; import { IMapExtensionManager, IMapRenderer } from '../map';
export interface IconProps extends BaseProps { export interface IconProps extends BaseProps {

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@ -1,5 +1,5 @@
import { MotaOffscreenCanvas2D, RenderItem } from '@motajs/render'; import { MotaOffscreenCanvas2D, RenderItem } from '@motajs/render';
import { ILayerState } from '@user/data-state'; import { ILayerState } from '@user/data-base';
import { IMapRenderer } from './types'; import { IMapRenderer } from './types';
import { ElementNamespace, ComponentInternalInstance } from 'vue'; import { ElementNamespace, ComponentInternalInstance } from 'vue';
import { CELL_HEIGHT, CELL_WIDTH, MAP_HEIGHT, MAP_WIDTH } from '../../shared'; import { CELL_HEIGHT, CELL_WIDTH, MAP_HEIGHT, MAP_WIDTH } from '../../shared';

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@ -2,7 +2,7 @@ import {
IMapLayer, IMapLayer,
IMapLayerHookController, IMapLayerHookController,
IMapLayerHooks IMapLayerHooks
} from '@user/data-state'; } from '@user/data-base';
import { IMapDoorRenderer } from './types'; import { IMapDoorRenderer } from './types';
import { IMapRenderer } from '../types'; import { IMapRenderer } from '../types';
import { sleep } from 'mutate-animate'; import { sleep } from 'mutate-animate';

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@ -7,7 +7,7 @@ import {
IHeroMovingHooks, IHeroMovingHooks,
nextFaceDirection nextFaceDirection
} from '@user/data-base'; } from '@user/data-base';
import { IMapLayer, state } from '@user/data-state'; import { IMapLayer } from '@user/data-base';
import { IMapRenderer, IMapRendererTicker, IMovingBlock } from '../types'; import { IMapRenderer, IMapRendererTicker, IMovingBlock } from '../types';
import { isNil } from 'lodash-es'; import { isNil } from 'lodash-es';
import { IHookController, logger } from '@motajs/common'; import { IHookController, logger } from '@motajs/common';
@ -15,6 +15,7 @@ import { BlockCls, IMaterialFramedData } from '@user/client-base';
import { ITexture, ITextureSplitter, TextureRowSplitter } from '@motajs/render'; import { ITexture, ITextureSplitter, TextureRowSplitter } from '@motajs/render';
import { IMapHeroRenderer } from './types'; import { IMapHeroRenderer } from './types';
import { TimingFn } from 'mutate-animate'; import { TimingFn } from 'mutate-animate';
import { state } from '@user/data-state';
/** 默认的移动时长 */ /** 默认的移动时长 */
const DEFAULT_TIME = 100; const DEFAULT_TIME = 100;

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@ -1,5 +1,5 @@
import { IHeroMover } from '@user/data-base'; import { IHeroMover } from '@user/data-base';
import { IMapLayer } from '@user/data-state'; import { IMapLayer } from '@user/data-base';
import { import {
IMapDoorRenderer, IMapDoorRenderer,
IMapExtensionManager, IMapExtensionManager,

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@ -4,7 +4,7 @@ import {
HeroAnimateDirection, HeroAnimateDirection,
IHeroMover IHeroMover
} from '@user/data-base'; } from '@user/data-base';
import { IMapLayer } from '@user/data-state'; import { IMapLayer } from '@user/data-base';
import { IMapRenderResult } from '../types'; import { IMapRenderResult } from '../types';

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@ -2,7 +2,7 @@ import { linear, TimingFn } from 'mutate-animate';
import { IMapRenderer, IMapVertexGenerator, IMovingBlock } from './types'; import { IMapRenderer, IMapVertexGenerator, IMovingBlock } from './types';
import { IMaterialFramedData, IMaterialManager } from '@user/client-base'; import { IMaterialFramedData, IMaterialManager } from '@user/client-base';
import { logger } from '@motajs/common'; import { logger } from '@motajs/common';
import { IMapLayer } from '@user/data-state'; import { IMapLayer } from '@user/data-base';
import { DynamicBlockStatus } from './status'; import { DynamicBlockStatus } from './status';
export interface IMovingRenderer { export interface IMovingRenderer {

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@ -30,7 +30,7 @@ import {
MapTileBehavior, MapTileBehavior,
MapTileSizeTestMode MapTileSizeTestMode
} from './types'; } from './types';
import { ILayerState, ILayerStateHooks, IMapLayer } from '@user/data-state'; import { ILayerState, ILayerStateHooks, IMapLayer } from '@user/data-base';
import { IHookController, logger } from '@motajs/common'; import { IHookController, logger } from '@motajs/common';
import { compileProgramWith } from '@motajs/client-base'; import { compileProgramWith } from '@motajs/client-base';
import { isNil, maxBy } from 'lodash-es'; import { isNil, maxBy } from 'lodash-es';

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@ -1,4 +1,4 @@
import { IMapLayer } from '@user/data-state'; import { IMapLayer } from '@user/data-base';
import { IBlockStatus, IMapVertexStatus } from './types'; import { IBlockStatus, IMapVertexStatus } from './types';
export class StaticBlockStatus implements IBlockStatus { export class StaticBlockStatus implements IBlockStatus {

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@ -10,7 +10,7 @@ import {
IMaterialManager, IMaterialManager,
ITrackedAssetData ITrackedAssetData
} from '@user/client-base'; } from '@user/client-base';
import { ILayerState, IMapLayer } from '@user/data-state'; import { ILayerState, IMapLayer } from '@user/data-base';
import { TimingFn } from 'mutate-animate'; import { TimingFn } from 'mutate-animate';
export const enum MapBackgroundRepeat { export const enum MapBackgroundRepeat {

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@ -1,4 +1,4 @@
import { IMapLayer } from '@user/data-state'; import { IMapLayer } from '@user/data-base';
import { import {
IBlockData, IBlockData,
IBlockSplitter, IBlockSplitter,

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@ -243,7 +243,7 @@ const MainScene = defineComponent(() => {
> >
<map-render <map-render
renderer={mainMapRenderer} renderer={mainMapRenderer}
layerState={state.layer} layerState={state.maps}
extension={mainMapExtension} extension={mainMapExtension}
loc={[0, 0, MAP_WIDTH, MAP_HEIGHT]} loc={[0, 0, MAP_WIDTH, MAP_HEIGHT]}
/> />

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@ -0,0 +1,282 @@
import { FaceDirection } from './types';
//#region 接口与枚举
export const enum InternalFaceGroup {
/** 四方向(上下左右) */
Dir4,
/** 八方向(上下左右+斜向) */
Dir8
}
export interface IFaceDescriptor {
/** 横坐标增量 */
readonly x: number;
/** 纵坐标增量 */
readonly y: number;
}
export interface IFaceHandler<T extends number> {
/**
*
* `Unknown` `FaceDirection.Unknown`
* @param dir
*/
degrade(dir: number): T;
/**
* `degrade`
* @param dir
*/
movement(dir: number): IFaceDescriptor;
/**
* `count` `movement * count`
* `count` `degrade`
* @param dir
* @param count
*/
move(dir: number, count: number): IFaceDescriptor;
/**
* `degrade``Unknown` `Unknown`
* @param dir
*/
opposite(dir: number): T;
/**
* `degrade`
* `Unknown` `Unknown`
* @param dir
* @param anticlockwise
*/
next(dir: number, anticlockwise?: boolean): T;
/**
* `Unknown`
*/
mapDirection(): Iterable<T>;
/**
* `Unknown` `{ x: 0, y: 0 }`
*/
mapMovement(): Iterable<[T, IFaceDescriptor]>;
}
export interface IFaceManager {
/**
* key handler
* @param group key
* @param handler
*/
register(group: number, handler: IFaceHandler<number>): void;
/**
* id handler
* @param id id
* @param handler
*/
registerById(id: string, handler: IFaceHandler<number>): void;
/**
* key handler `null`
* @param group key
*/
get<T extends number>(group: number): IFaceHandler<T> | null;
/**
* id handler `null`
* @param id id
*/
getById<T extends number>(id: string): IFaceHandler<T> | null;
}
//#endregion
//#region 内置 Handler
const ZERO_DESCRIPTOR: IFaceDescriptor = { x: 0, y: 0 };
const DIR8_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
[FaceDirection.Unknown, ZERO_DESCRIPTOR],
[FaceDirection.Left, { x: -1, y: 0 }],
[FaceDirection.Up, { x: 0, y: -1 }],
[FaceDirection.Right, { x: 1, y: 0 }],
[FaceDirection.Down, { x: 0, y: 1 }],
[FaceDirection.LeftUp, { x: -1, y: -1 }],
[FaceDirection.RightUp, { x: 1, y: -1 }],
[FaceDirection.LeftDown, { x: -1, y: 1 }],
[FaceDirection.RightDown, { x: 1, y: 1 }]
]);
/** 顺时针旋转顺序(不含 Unknown */
const DIR8_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.RightUp],
[FaceDirection.RightUp, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.RightDown],
[FaceDirection.RightDown, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.LeftDown],
[FaceDirection.LeftDown, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.LeftUp],
[FaceDirection.LeftUp, FaceDirection.Up]
]);
/** 逆时针旋转顺序(不含 Unknown */
const DIR8_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.LeftUp],
[FaceDirection.LeftUp, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.LeftDown],
[FaceDirection.LeftDown, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.RightDown],
[FaceDirection.RightDown, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.RightUp],
[FaceDirection.RightUp, FaceDirection.Up]
]);
const DIR8_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Up],
[FaceDirection.Left, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Left],
[FaceDirection.LeftUp, FaceDirection.RightDown],
[FaceDirection.RightDown, FaceDirection.LeftUp],
[FaceDirection.RightUp, FaceDirection.LeftDown],
[FaceDirection.LeftDown, FaceDirection.RightUp]
]);
export class Dir8FaceHandler implements IFaceHandler<FaceDirection> {
degrade(dir: number): FaceDirection {
return dir as FaceDirection;
}
movement(dir: number): IFaceDescriptor {
return DIR8_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
}
move(dir: number, count: number): IFaceDescriptor {
const { x, y } = this.movement(dir);
return { x: x * count, y: y * count };
}
opposite(dir: number): FaceDirection {
const degraded = this.degrade(dir);
return DIR8_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
}
next(dir: number, anticlockwise: boolean = false): FaceDirection {
const degraded = this.degrade(dir);
if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
const map = anticlockwise ? DIR8_CCW : DIR8_CW;
return map.get(degraded) ?? FaceDirection.Unknown;
}
mapDirection(): Iterable<FaceDirection> {
return DIR8_MOVEMENTS.keys();
}
mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
return DIR8_MOVEMENTS.entries();
}
}
const DIR4_DEGRADE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Left, FaceDirection.Left],
[FaceDirection.Up, FaceDirection.Up],
[FaceDirection.Right, FaceDirection.Right],
[FaceDirection.Down, FaceDirection.Down],
[FaceDirection.LeftUp, FaceDirection.Left],
[FaceDirection.LeftDown, FaceDirection.Left],
[FaceDirection.RightUp, FaceDirection.Right],
[FaceDirection.RightDown, FaceDirection.Right]
]);
const DIR4_MOVEMENTS: ReadonlyMap<FaceDirection, IFaceDescriptor> = new Map([
[FaceDirection.Unknown, ZERO_DESCRIPTOR],
[FaceDirection.Left, { x: -1, y: 0 }],
[FaceDirection.Up, { x: 0, y: -1 }],
[FaceDirection.Right, { x: 1, y: 0 }],
[FaceDirection.Down, { x: 0, y: 1 }]
]);
const DIR4_CW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.Up]
]);
const DIR4_CCW: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Left],
[FaceDirection.Left, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Up]
]);
const DIR4_OPPOSITE: ReadonlyMap<FaceDirection, FaceDirection> = new Map([
[FaceDirection.Up, FaceDirection.Down],
[FaceDirection.Down, FaceDirection.Up],
[FaceDirection.Left, FaceDirection.Right],
[FaceDirection.Right, FaceDirection.Left]
]);
export class Dir4FaceHandler implements IFaceHandler<FaceDirection> {
degrade(dir: number): FaceDirection {
return DIR4_DEGRADE.get(dir as FaceDirection) ?? FaceDirection.Unknown;
}
movement(dir: number): IFaceDescriptor {
return DIR4_MOVEMENTS.get(this.degrade(dir)) ?? ZERO_DESCRIPTOR;
}
move(dir: number, count: number): IFaceDescriptor {
const { x, y } = this.movement(dir);
return { x: x * count, y: y * count };
}
opposite(dir: number): FaceDirection {
const degraded = this.degrade(dir);
return DIR4_OPPOSITE.get(degraded) ?? FaceDirection.Unknown;
}
next(dir: number, anticlockwise: boolean = false): FaceDirection {
const degraded = this.degrade(dir);
if (degraded === FaceDirection.Unknown) return FaceDirection.Unknown;
const map = anticlockwise ? DIR4_CCW : DIR4_CW;
return map.get(degraded) ?? FaceDirection.Unknown;
}
mapDirection(): Iterable<FaceDirection> {
return DIR4_MOVEMENTS.keys();
}
mapMovement(): Iterable<[FaceDirection, IFaceDescriptor]> {
return DIR4_MOVEMENTS.entries();
}
}
//#endregion
//#region FaceManager
export class FaceManager implements IFaceManager {
private readonly byGroup: Map<number, IFaceHandler<number>> = new Map();
private readonly byId: Map<string, IFaceHandler<number>> = new Map();
register(group: number, handler: IFaceHandler<number>): void {
this.byGroup.set(group, handler);
}
registerById(id: string, handler: IFaceHandler<number>): void {
this.byId.set(id, handler);
}
get<T extends number>(group: number): IFaceHandler<T> | null {
return (this.byGroup.get(group) as IFaceHandler<T>) ?? null;
}
getById<T extends number>(id: string): IFaceHandler<T> | null {
return (this.byId.get(id) as IFaceHandler<T>) ?? null;
}
}
//#endregion

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@ -1,2 +1,6 @@
export * from './face';
export * from './faceManager';
export * from './indexer';
export * from './mover';
export * from './types'; export * from './types';
export * from './utils'; export * from './utils';

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@ -0,0 +1,61 @@
import { ITileLocator } from '@motajs/common';
//#region 接口定义
export interface ILocationHelper {
/**
* ->
* @param x
* @param y
*/
locToIndex(x: number, y: number): number;
/**
* ->
* @param locator
*/
locaterToIndex(locator: ITileLocator): number;
/**
* ->
* @param index
*/
indexToLocator(index: number): ITileLocator;
}
export interface ILocationIndexer extends ILocationHelper {
/**
*
* @param width
*/
setWidth(width: number): void;
}
//#endregion
//#region 默认实现
export class MapLocIndexer implements ILocationIndexer {
private width: number = 0;
setWidth(width: number): void {
this.width = width;
}
locToIndex(x: number, y: number): number {
return y * this.width + x;
}
locaterToIndex(locator: ITileLocator): number {
return locator.y * this.width + locator.x;
}
indexToLocator(index: number): ITileLocator {
return {
x: index % this.width,
y: Math.floor(index / this.width)
};
}
}
//#endregion

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@ -0,0 +1,560 @@
import {
Hookable,
HookController,
IHookable,
IHookBase,
IHookController,
ITileLocator
} from '@motajs/common';
import { FaceDirection } from './types';
import { IFaceHandler } from './faceManager';
//#region 对象移动
export const enum ObjectMoveStepType {
/** 绝对方向步,同步更新移动方向与朝向 */
Dir,
/** 绝对方向步,显式指定朝向 */
DirFace,
/** 速度步 */
Speed,
/** 纯转向步 */
Face,
/** 特殊步,如前进或后退 */
Special,
/** 动画方向步 */
AnimDir
}
export const enum ObjectSpecialStep {
/** 前进 */
Forward,
/** 后退 */
Backward
}
export const enum ObjectAnimDirection {
/** 正向播放动画 */
Forward,
/** 反向播放动画 */
Backward
}
export interface IObjectMovable {
/** 当前横坐标 */
readonly x: number;
/** 当前纵坐标 */
readonly y: number;
/**
*
* @param x
* @param y
*/
setPos(x: number, y: number): void;
/**
*
*/
getCurrentFaceDirection(): FaceDirection;
}
export interface IObjectMoveStepDir {
/** 步骤类型 */
type: ObjectMoveStepType.Dir;
/** 本步移动方向 */
move: FaceDirection;
}
export interface IObjectMoveStepDirFace {
/** 步骤类型 */
type: ObjectMoveStepType.DirFace;
/** 本步移动方向 */
move: FaceDirection;
/** 本步显式朝向 */
face: FaceDirection;
}
export interface IObjectMoveStepSpeed {
/** 步骤类型 */
type: ObjectMoveStepType.Speed;
/** 后续移动的每格耗时,单位为 ms */
value: number;
}
export interface IObjectMoveStepFace {
/** 步骤类型 */
type: ObjectMoveStepType.Face;
/** 要设置的朝向 */
value: FaceDirection;
}
export interface IObjectMoveStepSpecial {
/** 步骤类型 */
type: ObjectMoveStepType.Special;
/** 特殊步方向 */
direction: ObjectSpecialStep;
}
export interface IObjectMoveAnimDir {
/** 步骤类型 */
type: ObjectMoveStepType.AnimDir;
/** 动画播放方向 */
dir: ObjectAnimDirection;
}
export type ObjectMoveStep =
| IObjectMoveStepDir
| IObjectMoveStepDirFace
| IObjectMoveStepSpeed
| IObjectMoveStepFace
| IObjectMoveStepSpecial
| IObjectMoveAnimDir;
export interface IMoverController {
/** 本次移动是否已经全部完成 */
done: boolean;
/** 当本次移动结束时兑现 */
onEnd: Promise<void>;
/**
*
* @param steps
*/
push(...steps: ObjectMoveStep[]): void;
/**
*
* @param steps
*/
insert(...steps: ObjectMoveStep[]): void;
/**
*
*/
stop(): Promise<void>;
}
export interface IObjectMoverHooks<T extends IObjectMovable> extends IHookBase {
/**
*
* @param tile
* @param mover
*/
onMoveStart?(tile: T, mover: IObjectMover<T>): Promise<void>;
/**
*
* @param tile
* @param mover
*/
onMoveEnd?(tile: T, mover: IObjectMover<T>): Promise<void>;
/**
*
* @param code
* @param step
* @param tile
* @param mover
*/
onStepStart?(
code: number,
step: ObjectMoveStep,
tile: T,
mover: IObjectMover<T>
): Promise<void>;
/**
*
* @param code
* @param step
* @param tile
* @param mover
*/
onStepEnd?(
code: number,
step: ObjectMoveStep,
tile: T,
mover: IObjectMover<T>
): Promise<void>;
}
export interface IObjectMover<T extends IObjectMovable> extends IHookable<
IObjectMoverHooks<T>
> {
/** 当前是否正在移动 */
readonly moving: boolean;
/** 当前绑定的对象 */
readonly tile: T;
/** 当前朝向 */
readonly faceDirection: FaceDirection;
/** 当前移动方向 */
readonly moveDirection: FaceDirection;
/** 当前动画播放方向 */
readonly currAnimDir: ObjectAnimDirection;
/** 当前移动速度,单位毫秒 */
readonly currentSpeed: number;
/**
*
* @param dir
* @param count 1
*/
step(dir: FaceDirection, count?: number): this;
/**
*
* @param move
* @param face
* @param count 1
*/
stepFace(move: FaceDirection, face: FaceDirection, count?: number): this;
/**
* 沿
* @param count 1
*/
forward(count?: number): this;
/**
* 退沿
* @param count 1
*/
backward(count?: number): this;
/**
*
* @param value ms
*/
speed(value: number): this;
/**
*
* @param dir
*/
face(dir: FaceDirection): this;
/**
*
* @param dir
*/
animDir(dir: ObjectAnimDirection): this;
/**
*
*/
clear(): this;
/**
*
* @returns `null`
*/
start(): Readonly<IMoverController> | null;
}
//#endregion
//#region 移动基类
export abstract class ObjectMover<T extends IObjectMovable>
extends Hookable<IObjectMoverHooks<T>>
implements IObjectMover<T>
{
abstract readonly tile: T;
/** 尚未开始执行的移动步骤队列 */
protected readonly moveQueue: Readonly<ObjectMoveStep>[] = [];
/** 当前是否正在移动 */
moving: boolean = false;
/** 当前朝向 */
faceDirection: FaceDirection = FaceDirection.Unknown;
/** 当前移动方向 */
moveDirection: FaceDirection = FaceDirection.Unknown;
/** 当前动画播放方向 */
currAnimDir: ObjectAnimDirection = ObjectAnimDirection.Forward;
/** 当前移动速度,单位毫秒 */
currentSpeed: number = 100;
/** 是否调用了 `IMoverController.stop` 接口 */
private shouldStop: boolean = false;
/** 朝向处理 */
private readonly faceHandler: IFaceHandler<FaceDirection>;
constructor(faceHandler: IFaceHandler<FaceDirection>) {
super();
this.faceHandler = faceHandler;
}
protected createController(
hook: Partial<IObjectMoverHooks<T>>
): IHookController<IObjectMoverHooks<T>> {
return new HookController(this, hook);
}
/**
*
* @param tile
* @param controller
*/
protected abstract onMoveStart(
tile: T,
controller: Readonly<IMoverController>
): Promise<void>;
/**
*
* @param tile
* @param controller
*/
protected abstract onMoveEnd(
tile: T,
controller: Readonly<IMoverController>
): Promise<void>;
/**
* {@link onStepEnd}
* @param step
* @param tile
* @param controller
*/
protected abstract onStepStart(
step: ObjectMoveStep,
tile: T,
controller: Readonly<IMoverController>
): Promise<number>;
/**
*
* @param code {@link onStepStart}
* @param step
* @param tile
* @param controller
*/
protected abstract onStepEnd(
code: number,
step: ObjectMoveStep,
tile: T,
controller: Readonly<IMoverController>
): Promise<ITileLocator>;
/**
*
* @param step
*/
protected pushStep(step: Readonly<ObjectMoveStep>): void {
this.moveQueue.push(step);
}
/**
*
*/
private getCurrentDirection(): FaceDirection {
if (this.moveDirection !== FaceDirection.Unknown) {
return this.moveDirection;
} else {
return this.faceDirection;
}
}
/**
*
* @param step
*/
private prepareStep(step: ObjectMoveStep): void {
switch (step.type) {
case ObjectMoveStepType.Dir:
this.moveDirection = step.move;
this.faceDirection = step.move;
break;
case ObjectMoveStepType.DirFace:
this.moveDirection = step.move;
this.faceDirection = step.face;
break;
case ObjectMoveStepType.Face:
this.faceDirection = step.value;
break;
case ObjectMoveStepType.Special: {
const dir = this.getCurrentDirection();
if (step.direction === ObjectSpecialStep.Backward) {
const opposite = this.faceHandler.opposite(dir);
this.moveDirection = opposite;
this.faceDirection = opposite;
} else {
this.moveDirection = dir;
this.faceDirection = dir;
}
break;
}
case ObjectMoveStepType.AnimDir:
this.currAnimDir = step.dir;
break;
case ObjectMoveStepType.Speed:
this.currentSpeed = step.value;
break;
}
}
step(dir: FaceDirection, count: number = 1): this {
for (let i = 0; i < count; i++) {
this.pushStep({
type: ObjectMoveStepType.Dir,
move: dir
});
}
return this;
}
stepFace(
move: FaceDirection,
face: FaceDirection,
count: number = 1
): this {
for (let i = 0; i < count; i++) {
this.pushStep({
type: ObjectMoveStepType.DirFace,
move,
face
});
}
return this;
}
forward(count: number = 1): this {
for (let i = 0; i < count; i++) {
this.pushStep({
type: ObjectMoveStepType.Special,
direction: ObjectSpecialStep.Forward
});
}
return this;
}
backward(count: number = 1): this {
for (let i = 0; i < count; i++) {
this.pushStep({
type: ObjectMoveStepType.Special,
direction: ObjectSpecialStep.Backward
});
}
return this;
}
speed(value: number): this {
this.pushStep({
type: ObjectMoveStepType.Speed,
value
});
return this;
}
face(dir: FaceDirection): this {
this.pushStep({
type: ObjectMoveStepType.Face,
value: dir
});
return this;
}
animDir(dir: ObjectAnimDirection): this {
this.pushStep({
type: ObjectMoveStepType.AnimDir,
dir
});
return this;
}
clear(): this {
this.moveQueue.length = 0;
return this;
}
/**
*
* @param queue
*/
private async moveProgress(
queue: ObjectMoveStep[],
controller: Readonly<IMoverController>
) {
// 移动开始
await this.onMoveStart(this.tile, controller);
await Promise.all(
this.forEachHook(hook => {
return hook.onMoveStart?.(this.tile, this);
})
);
// 移动流程
while (queue.length > 0) {
const step = queue.shift();
if (!step || !this.moving || this.shouldStop) break;
this.prepareStep(step);
const code = await this.onStepStart(step, this.tile, controller);
const stepStartHooks = this.forEachHook(hook =>
hook.onStepStart?.(code, step, this.tile, this)
);
await Promise.all(stepStartHooks);
const loc = await this.onStepEnd(code, step, this.tile, controller);
this.tile.setPos(loc.x, loc.y);
const stepEndHooks = this.forEachHook(hook =>
hook.onStepEnd?.(code, step, this.tile, this)
);
await Promise.all(stepEndHooks);
}
// 移动结束
await this.onMoveEnd(this.tile, controller);
const moveEndHooks = this.forEachHook(hook =>
hook.onMoveEnd?.(this.tile, this)
);
await Promise.all(moveEndHooks);
}
start(): IMoverController | null {
if (this.moving) return null;
const queue = this.moveQueue.slice();
this.clear();
this.shouldStop = false;
this.faceDirection = this.tile.getCurrentFaceDirection();
this.moveDirection = FaceDirection.Unknown;
const { promise, resolve } = Promise.withResolvers<void>();
const controller: IMoverController = {
done: false,
onEnd: promise,
push: (...steps: ObjectMoveStep[]) => {
if (!this.moving || this.shouldStop || controller.done) {
return;
}
queue.push(...steps);
},
insert: (...steps: ObjectMoveStep[]) => {
if (!this.moving || this.shouldStop || controller.done) {
return;
}
queue.unshift(...steps);
},
stop: () => {
this.shouldStop = true;
return controller.onEnd;
}
};
this.moving = true;
const moving = this.moveProgress(queue, controller);
moving.then(() => {
this.moving = false;
controller.done = true;
resolve();
});
return controller;
}
}
//#endregion

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@ -16,3 +16,67 @@ export interface IFaceData {
/** 图块朝向 */ /** 图块朝向 */
readonly face: FaceDirection; readonly face: FaceDirection;
} }
export interface IRoleFaceBinder {
/**
*
* @param identifier
* @param main
*/
malloc(identifier: number, main: FaceDirection): void;
/**
* {@link malloc}
* @param identifier
* @param main
* @param face
*/
bind(identifier: number, main: number, face: FaceDirection): void;
/**
*
* @param identifier
* @param face
*/
getFaceOf(identifier: number, face: FaceDirection): IFaceData | null;
/**
*
* @param identifier
*/
getFaceDirection(identifier: number): FaceDirection | undefined;
/**
*
* @param identifier
*/
getMainFace(identifier: number): IFaceData | null;
}
//#region 功能接口
export const enum SaveCompression {
/** 不进行压缩,仅提取必要数据 */
NoCompression,
/** 进行小幅度压缩,以性能为主要考虑目标 */
LowCompression,
/** 进行大幅度压缩,以体积为主要考虑目标 */
HighCompression
}
export interface ISaveableContent<T> {
/**
* `structuedClone`
* @param compression
*/
saveState(compression: SaveCompression): T;
/**
*
* @param state
* @param compression
*/
loadState(state: T, compression: SaveCompression): void;
}
//#endregion

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@ -1,11 +1,6 @@
import { logger } from '@motajs/common'; import { logger } from '@motajs/common';
import { import { SaveCompression } from '../common';
IEnemy, import { IEnemy, IEnemySaveState, IReadonlyEnemy, ISpecial } from './types';
IEnemyContext,
IReadonlyEnemy,
ISpecial,
IEnemyView
} from './types';
export class Enemy<TAttr> implements IEnemy<TAttr> { export class Enemy<TAttr> implements IEnemy<TAttr> {
/** 怪物身上的特殊属性列表 */ /** 怪物身上的特殊属性列表 */
@ -87,44 +82,27 @@ export class Enemy<TAttr> implements IEnemy<TAttr> {
this.addSpecial(special.clone()); this.addSpecial(special.clone());
} }
} }
}
export class EnemyView<TAttr> implements IEnemyView<TAttr> { saveState(_compression: SaveCompression): IEnemySaveState<TAttr> {
/** 计算后怪物 */ const specials: Map<number, unknown> = new Map();
private readonly computedEnemy: IEnemy<TAttr>; for (const special of this.specials) {
specials.set(special.code, special.saveState(_compression));
constructor( }
readonly baseEnemy: IEnemy<TAttr>, return { attrs: structuredClone(this.attributes), specials };
readonly context: IEnemyContext<TAttr, unknown>
) {
this.computedEnemy = baseEnemy.clone();
} }
reset(): void { loadState(
this.computedEnemy.copyFrom(this.baseEnemy); state: IEnemySaveState<TAttr>,
compression: SaveCompression
): void {
this.attributes = structuredClone(state.attrs);
for (const special of this.specials) {
const saved = state.specials.get(special.code);
if (saved === undefined) {
logger.warn(120, special.code.toString(), this.id);
continue;
} }
special.loadState(saved, compression);
getBaseEnemy(): IReadonlyEnemy<TAttr> {
return this.baseEnemy;
} }
getComputedEnemy(): IReadonlyEnemy<TAttr> {
this.context.requestRefresh(this);
return this.computedEnemy;
}
/**
* EnemyContext 使
*/
getComputingEnemy(): IEnemy<TAttr> {
return this.computedEnemy;
}
getModifiableEnemy(): IEnemy<TAttr> {
return this.baseEnemy;
}
markDirty(): void {
this.context.markDirty(this);
} }
} }

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@ -1,8 +1,4 @@
export * from './enemy'; export * from './enemy';
export * from './context';
export * from './damage';
export * from './mapDamage';
export * from './manager'; export * from './manager';
export * from './special'; export * from './special';
export * from './types'; export * from './types';
export * from './utils';

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@ -2,10 +2,15 @@ import { logger } from '@motajs/common';
import { Enemy as EnemyImpl } from './enemy'; import { Enemy as EnemyImpl } from './enemy';
import { import {
IEnemy, IEnemy,
IEnemyComparer,
IEnemyManager, IEnemyManager,
IEnemyManagerSaveState,
IEnemyLegacyBridge, IEnemyLegacyBridge,
SpecialCreation IReadonlyEnemy,
SpecialCreation,
IEnemySaveState
} from './types'; } from './types';
import { SaveCompression } from '../common';
export class EnemyManager<TAttr> implements IEnemyManager<TAttr> { export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
/** 特殊属性注册表code -> 创建函数 */ /** 特殊属性注册表code -> 创建函数 */
@ -19,6 +24,18 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
private readonly prefabById: Map<string, IEnemy<TAttr>> = new Map(); private readonly prefabById: Map<string, IEnemy<TAttr>> = new Map();
/** 旧样板怪物 id 到 code 的映射,用于 fromLegacyEnemy 快速查找已有模板 */ /** 旧样板怪物 id 到 code 的映射,用于 fromLegacyEnemy 快速查找已有模板 */
private readonly legacyIdToCode: Map<string, number> = new Map(); private readonly legacyIdToCode: Map<string, number> = new Map();
/** 复用映射reusedCode -> sourceCode */
private readonly reuseByCode: Map<number, number> = new Map();
/** 复用映射reusedId -> sourceId */
private readonly reuseById: Map<string, string> = new Map();
/** 脏模板集合,存储发生了变化的模板 code */
private readonly dirtySet: Set<number> = new Set();
/** 参考快照code -> IReadonlyEnemy由 compareWith 提供 */
private referenceByCode: Map<number, IReadonlyEnemy<TAttr>> = new Map();
/** 当前附加的怪物比较器 */
private comparer: IEnemyComparer<TAttr> | null = null;
/** 是否已首次调用 compareWith */
private hasReference: boolean = false;
constructor(readonly bridge: IEnemyLegacyBridge<TAttr>) {} constructor(readonly bridge: IEnemyLegacyBridge<TAttr>) {}
@ -111,9 +128,11 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
private internalGetPrefab(code: number | string) { private internalGetPrefab(code: number | string) {
if (typeof code === 'number') { if (typeof code === 'number') {
return this.prefabByCode.get(code) ?? null; const sourceCode = this.reuseByCode.get(code) ?? code;
return this.prefabByCode.get(sourceCode) ?? null;
} else { } else {
return this.prefabById.get(code) ?? null; const sourceId = this.reuseById.get(code) ?? code;
return this.prefabById.get(sourceId) ?? null;
} }
} }
@ -127,6 +146,7 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
const cloned = enemy.clone(); const cloned = enemy.clone();
this.prefabByCode.set(enemy.code, cloned); this.prefabByCode.set(enemy.code, cloned);
this.prefabById.set(enemy.id, cloned); this.prefabById.set(enemy.id, cloned);
this.updateDirty(cloned.code, cloned);
} }
addPrefabFromLegacy(code: number, enemy: Enemy): void { addPrefabFromLegacy(code: number, enemy: Enemy): void {
@ -137,14 +157,17 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
this.prefabByCode.set(code, prefab); this.prefabByCode.set(code, prefab);
this.prefabById.set(prefab.id, prefab); this.prefabById.set(prefab.id, prefab);
this.legacyIdToCode.set(enemy.id, code); this.legacyIdToCode.set(enemy.id, code);
this.updateDirty(code, prefab);
} }
getPrefab(code: number): IEnemy<TAttr> | null { getPrefab(code: number): IReadonlyEnemy<TAttr> | null {
return this.prefabByCode.get(code) ?? null; const sourceCode = this.reuseByCode.get(code) ?? code;
return this.prefabByCode.get(sourceCode) ?? null;
} }
getPrefabById(id: string): IEnemy<TAttr> | null { getPrefabById(id: string): IReadonlyEnemy<TAttr> | null {
return this.prefabById.get(id) ?? null; const sourceId = this.reuseById.get(id) ?? id;
return this.prefabById.get(sourceId) ?? null;
} }
deletePrefab(code: number | string): void { deletePrefab(code: number | string): void {
@ -160,12 +183,126 @@ export class EnemyManager<TAttr> implements IEnemyManager<TAttr> {
// 再添加新的模板 // 再添加新的模板
this.prefabByCode.set(enemy.code, enemy); this.prefabByCode.set(enemy.code, enemy);
this.prefabById.set(enemy.id, enemy); this.prefabById.set(enemy.id, enemy);
this.updateDirty(enemy.code, enemy);
} }
reusePrefab(source: number | string, code: number, id: string): void { reusePrefab(source: number | string, code: number, id: string): void {
const prefab = this.internalGetPrefab(source); const prefab = this.internalGetPrefab(source);
if (!prefab) return; if (!prefab) return;
this.prefabByCode.set(code, prefab); this.reuseByCode.set(code, prefab.code);
this.prefabById.set(id, prefab); this.reuseById.set(id, prefab.id);
}
compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void {
const isSubsequentCall = this.hasReference;
if (isSubsequentCall) {
logger.warn(117);
}
this.referenceByCode = new Map();
reference.forEach((enemy, key) => {
this.referenceByCode.set(key, enemy.clone());
});
this.hasReference = true;
this.dirtySet.clear();
if (isSubsequentCall) {
this.refreshDirty(reference.keys());
}
}
modifyPrefabAttribute(
code: number | string,
modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
): void {
const prefab = this.internalGetPrefab(code);
if (!prefab) return;
const result = modify(prefab);
const prefabCode = prefab.code;
if (result !== prefab) {
this.prefabByCode.set(result.code, result);
this.prefabById.set(result.id, result);
if (result.code !== prefabCode) {
this.prefabByCode.delete(prefabCode);
}
if (result.id !== prefab.id) {
this.prefabById.delete(prefab.id);
}
}
this.updateDirty(result.code, result);
}
attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void {
this.comparer = comparer;
}
getEnemyComparer(): IEnemyComparer<TAttr> | null {
return this.comparer;
}
saveState(compression: SaveCompression): IEnemyManagerSaveState<TAttr> {
const modified: Map<number, IEnemySaveState<TAttr>> = new Map();
for (const code of this.dirtySet) {
const prefab = this.prefabByCode.get(code);
if (!prefab) continue;
modified.set(code, prefab.saveState(compression));
}
return { modified };
}
loadState(
state: IEnemyManagerSaveState<TAttr>,
compression: SaveCompression
): void {
for (const [code, enemyState] of state.modified) {
const prefab = this.prefabByCode.get(code);
if (!prefab) {
logger.warn(119, code.toString());
continue;
}
prefab.loadState(enemyState, compression);
}
// loadState 结束后重新刷新 dirty 集合
this.refreshDirty(state.modified.keys());
}
/**
* code
* @param code
* @param current
*/
private updateDirty(code: number, current: IEnemy<TAttr>): void {
if (!this.hasReference) return;
if (!this.comparer) {
logger.warn(118);
this.dirtySet.add(code);
return;
}
const ref = this.referenceByCode.get(code);
if (!ref || !this.comparer.compare(current, ref)) {
this.dirtySet.add(code);
} else {
this.dirtySet.delete(code);
}
}
/**
*
*/
private refreshDirty(dirties: Iterable<number>): void {
if (!this.hasReference) return;
for (const code of dirties) {
this.dirtySet.add(code);
}
if (!this.comparer) return;
for (const code of [...this.dirtySet]) {
const prefab = this.prefabByCode.get(code);
if (!prefab) {
this.dirtySet.delete(code);
continue;
}
const ref = this.referenceByCode.get(code);
if (ref && this.comparer.compare(prefab, ref)) {
this.dirtySet.delete(code);
}
}
} }
} }

View File

@ -1,3 +1,5 @@
import { isEqual } from 'lodash-es';
import { SaveCompression } from '../common';
import { ISpecial, SpecialCreation } from './types'; import { ISpecial, SpecialCreation } from './types';
// TODO: 颜色参数 // TODO: 颜色参数
@ -45,6 +47,19 @@ export class CommonSerializableSpecial<T> implements ISpecial<T> {
this.config this.config
); );
} }
saveState(_compression: SaveCompression): T {
return structuredClone(this.value);
}
loadState(state: T, _compression: SaveCompression): void {
this.setValue(state);
}
deepEqualsTo(other: ISpecial<T>): boolean {
if (this.code !== other.code) return false;
return isEqual(this.value, other.getValue());
}
} }
export class NonePropertySpecial implements ISpecial<void> { export class NonePropertySpecial implements ISpecial<void> {
@ -78,6 +93,18 @@ export class NonePropertySpecial implements ISpecial<void> {
clone(): ISpecial<void> { clone(): ISpecial<void> {
return new NonePropertySpecial(this.code, this.config); return new NonePropertySpecial(this.code, this.config);
} }
saveState(_compression: SaveCompression): void {
return undefined;
}
loadState(_state: void, _compression: SaveCompression): void {
// 无属性,无需操作
}
deepEqualsTo(other: ISpecial<void>): boolean {
return this.code === other.code;
}
} }
export function defineCommonSerializableSpecial<T, TAttr = any>( export function defineCommonSerializableSpecial<T, TAttr = any>(

View File

@ -1,9 +1,34 @@
import { IRange, ITileLocator } from '@motajs/common'; import { ISaveableContent } from '../common';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero';
//#region 怪物基础 //#region 怪物基础
export interface ISpecial<T = void> { /** 单个 IEnemy 的存档状态 */
export interface IEnemySaveState<TAttr> {
/** 怪物属性的深拷贝 */
readonly attrs: TAttr;
/** 特殊属性按 code 映射,值为各 ISpecial.saveState() 的结果 */
readonly specials: ReadonlyMap<number, unknown>;
}
/** IEnemyManager 的存档状态,只保存与参考状态不同的模板 */
export interface IEnemyManagerSaveState<TAttr> {
/** code -> 变更后的 IEnemySaveState仅包含脏模板 */
readonly modified: ReadonlyMap<number, IEnemySaveState<TAttr>>;
}
export interface IEnemyComparer<TAttr> {
/**
*
* @param enemyA A
* @param enemyB B
*/
compare(
enemyA: IReadonlyEnemy<TAttr>,
enemyB: IReadonlyEnemy<TAttr>
): boolean;
}
export interface ISpecial<T = void> extends ISaveableContent<T> {
/** 特殊属性代码 */ /** 特殊属性代码 */
readonly code: number; readonly code: number;
/** 特殊属性需要的数值 */ /** 特殊属性需要的数值 */
@ -40,6 +65,12 @@ export interface ISpecial<T = void> {
* *
*/ */
clone(): ISpecial<T>; clone(): ISpecial<T>;
/**
*
* @param other
*/
deepEqualsTo(other: ISpecial<T>): boolean;
} }
export interface IReadonlyEnemy<TAttr> { export interface IReadonlyEnemy<TAttr> {
@ -82,7 +113,8 @@ export interface IReadonlyEnemy<TAttr> {
clone(): IReadonlyEnemy<TAttr>; clone(): IReadonlyEnemy<TAttr>;
} }
export interface IEnemy<TAttr> extends IReadonlyEnemy<TAttr> { export interface IEnemy<TAttr>
extends IReadonlyEnemy<TAttr>, ISaveableContent<IEnemySaveState<TAttr>> {
/** /**
* *
* @param special * @param special
@ -138,7 +170,9 @@ export interface IEnemyLegacyBridge<TAttr> {
fromLegacyEnemy(enemy: Enemy, defaultValue: Partial<TAttr>): TAttr; fromLegacyEnemy(enemy: Enemy, defaultValue: Partial<TAttr>): TAttr;
} }
export interface IEnemyManager<TAttr> { export interface IEnemyManager<TAttr> extends ISaveableContent<
IEnemyManagerSaveState<TAttr>
> {
/** /**
* *
* @param code * @param code
@ -193,13 +227,13 @@ export interface IEnemyManager<TAttr> {
* *
* @param code * @param code
*/ */
getPrefab(code: number): IEnemy<TAttr> | null; getPrefab(code: number): IReadonlyEnemy<TAttr> | null;
/** /**
* `id` * `id`
* @param id `id` * @param id `id`
*/ */
getPrefabById(id: string): IEnemy<TAttr> | null; getPrefabById(id: string): IReadonlyEnemy<TAttr> | null;
/** /**
* *
@ -221,719 +255,34 @@ export interface IEnemyManager<TAttr> {
* @param id id * @param id id
*/ */
reusePrefab(source: number | string, code: number, id: string): void; reusePrefab(source: number | string, code: number, id: string): void;
}
//#endregion
//#region 辅助接口
export interface IMapLocHelper {
/**
* ->
* @param x
* @param y
*/
locToIndex(x: number, y: number): number;
/** /**
* -> *
* @param locator *
* @param reference code -> Map
*/ */
locaterToIndex(locator: ITileLocator): number; compareWith(reference: ReadonlyMap<number, IReadonlyEnemy<TAttr>>): void;
/** /**
* -> * dirty
* @param index * @param code `id`
* @param modify
*/ */
indexToLocator(index: number): ITileLocator; modifyPrefabAttribute(
} code: number | string,
modify: (prefab: IEnemy<TAttr>) => IEnemy<TAttr>
export interface IMapLocIndexer extends IMapLocHelper {
/**
*
* @param width
*/
setWidth(width: number): void;
}
export interface IEnemyHandler<TAttr, THero> {
/** 怪物属性信息 */
readonly enemy: IEnemy<TAttr>;
/** 怪物定位符 */
readonly locator: ITileLocator;
/** 勇士属性信息 */
readonly hero: IReadonlyHeroAttribute<THero>;
}
export interface IReadonlyEnemyHandler<TAttr, THero> {
/** 怪物属性信息 */
readonly enemy: IReadonlyEnemy<TAttr>;
/** 怪物定位符 */
readonly locator: ITileLocator;
/** 勇士属性信息 */
readonly hero: IReadonlyHeroAttribute<THero>;
}
//#endregion
//#region 怪物对象
export interface IEnemyView<TAttr> {
/** 怪物视图所属的上下文 */
readonly context: IEnemyContext<TAttr, unknown>;
/**
*
*/
reset(): void;
/**
*
*/
getBaseEnemy(): IReadonlyEnemy<TAttr>;
/**
*
*/
getComputedEnemy(): IReadonlyEnemy<TAttr>;
/**
*
* markDirty
*/
getModifiableEnemy(): IEnemy<TAttr>;
/**
*
*/
markDirty(): void;
}
//#endregion
//#region 光环与查询
export interface IEnemySpecialModifier<TAttr> {
/**
*
* @param handler
*/
add(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
/**
*
* @param handler
*/
delete(handler: IReadonlyEnemyHandler<TAttr, unknown>): ISpecial<any>[];
/**
* true false
* @param handler
* @param special
*/
modify(
handler: IEnemyHandler<TAttr, unknown>,
special: ISpecial<any>
): boolean;
}
export interface IAuraView<TAttr, T = any> {
/** 此光环视图的优先级 */
readonly priority: number;
/** 此光环视图的影响范围 */
readonly range: IRange<T>;
/** 这个光环视图是否有可能修改怪物的基本属性 */
readonly couldApplyBase: boolean;
/** 这个光环视图是否有可能修改怪物的特殊属性 */
readonly couldApplySpecial: boolean;
/**
*
*/
getRangeParam(): T;
/**
*
* @param handler
* @param baseEnemy
*/
apply(
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): void; ): void;
/** /**
* * dirty
* @param handler * @param comparer
* @param baseEnemy
*/ */
applySpecial( attachEnemyComparer(comparer: IEnemyComparer<TAttr>): void;
handler: IEnemyHandler<TAttr, unknown>,
baseEnemy: IReadonlyEnemy<TAttr>
): IEnemySpecialModifier<TAttr> | null;
}
export interface IEnemyAuraView<TAttr, R, S> extends IAuraView<TAttr, R> {
/** 此光环视图所属的怪物 */
readonly enemy: IReadonlyEnemy<TAttr>;
/** 此光环视图所属的特殊属性 */
readonly special: ISpecial<S>;
/** 此光环视图所属怪物的定位符 */
readonly locator: ITileLocator;
}
export interface IAuraConverter<TAttr, THero> {
/**
*
* @param special
* @param handler
*/
shouldConvert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>
): boolean;
/** /**
* * `null`
*/ */
convert( getEnemyComparer(): IEnemyComparer<TAttr> | null;
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IEnemyAuraView<TAttr, any, any>;
}
export interface IEnemySpecialQueryModifier<
TAttr,
THero
> extends IEnemySpecialModifier<TAttr> {
/**
*
*/
shouldQuery(handler: IReadonlyEnemyHandler<TAttr, THero>): boolean;
}
export interface IEnemySpecialQueryEffect<TAttr, THero> {
/** 效果优先级,与光环属性共用 */
readonly priority: number;
/**
*
*/
for(
ctx: IEnemyContext<TAttr, THero>
): IEnemySpecialQueryModifier<TAttr, THero>;
}
export interface IEnemyCommonQueryEffect<TAttr, THero> {
/** 优先级,越高的越先执行 */
readonly priority: number;
/**
*
*/
apply(
handler: IEnemyHandler<TAttr, THero>,
special: ISpecial<any>,
query: () => IEnemyContext<TAttr, THero>
): void;
}
export interface IEnemyFinalEffect<TAttr, THero> {
/** 效果优先级,越高会越先被执行 */
readonly priority: number;
/**
*
*/
apply(handler: IEnemyHandler<TAttr, THero>): void;
}
//#endregion
//#region 地图伤害
export interface IMapDamageInfoExtra {
/** 捕捉怪物信息 */
catch: Set<ITileLocator>;
/** 阻击怪物信息 */
repulse: Set<ITileLocator>;
}
export interface IMapDamageInfo {
/** 伤害值 */
damage: number;
/** 伤害类型 */
type: number;
/** 地图伤害额外信息 */
extra: IMapDamageInfoExtra;
}
export interface IMapDamageView<T = any> {
/**
*
*/
getRange(): IRange<T>;
/**
*
*/
getRangeParam(): T;
/**
*
* @param locator
*/
getDamageAt(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getDamageWithoutCheck(
locator: ITileLocator
): Readonly<IMapDamageInfo> | null;
}
export interface IMapDamageConverter<TAttr, THero> {
/**
*
*/
convert(
handler: IReadonlyEnemyHandler<TAttr, THero>,
context: IEnemyContext<TAttr, THero>
): IMapDamageView<any>[];
}
export interface IMapDamageReducer {
/**
*
*/
reduce(
info: Iterable<Readonly<IMapDamageInfo>>,
locator: ITileLocator
): Readonly<IMapDamageInfo>;
}
export interface IMapDamage<TAttr, THero> {
/** 当前绑定的怪物上下文 */
readonly context: IEnemyContext<TAttr, THero>;
/**
*
* @param converter
*/
useConverter(converter: IMapDamageConverter<TAttr, THero>): void;
/**
*
* @param reducer
*/
useReducer(reducer: IMapDamageReducer): void;
/**
*
* @param locator
* @param info
*/
addMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
*
* @param locator
* @param info
*/
deleteMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
* 访
* @param locator
*/
markDirty(locator: ITileLocator): void;
/**
*
* @param view
*/
markEnemyDirty(view: IEnemyView<TAttr>): void;
/**
*
*/
refreshAll(): void;
/**
*
* @param view
*/
deleteEnemy(view: IEnemyView<TAttr>): void;
/**
*
* @param locator
*/
getReducedDamage(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getSeparatedDamage(
locator: ITileLocator
): Iterable<Readonly<IMapDamageInfo>>;
}
//#endregion
//#region 伤害系统
export interface IEnemyDamageInfo {
/** 战斗伤害值 */
readonly damage: number;
/** 战斗回合数 */
readonly turn: number;
}
export interface IEnemyCritical {
/** 此临界点中指定勇士属性的值 */
readonly nextValue: number;
/** 当前勇士指定属性的值 */
readonly baseValue: number;
/** 此临界点中指定勇士数值的值与当前值的差,即 `nextValue - baseValue` */
readonly nextDiff: number;
/** 当前状态下怪物的伤害信息 */
readonly baseInfo: IEnemyDamageInfo;
/** 此临界点下怪物的伤害信息 */
readonly info: IEnemyDamageInfo;
/** 此临界点的伤害值与当前伤害值的差 */
readonly damageDiff: number;
}
export type CriticalableHeroStatus<THero> = keyof {
[P in keyof THero as THero[P] extends number ? P : never]: number;
};
export interface IDamageCalculator<TAttr, THero> {
/**
*
* @param handler
*/
calculate(handler: IReadonlyEnemyHandler<TAttr, THero>): IEnemyDamageInfo;
/**
*
* @param handler
* @param attribute
*/
getCriticalLimit(
handler: IReadonlyEnemyHandler<TAttr, THero>,
attribute: CriticalableHeroStatus<THero>
): number;
}
export interface IDamageContext<TAttr, THero> {
/**
*
* @param enemy
*/
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null;
/**
*
* @param enemy
*/
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr>
): IEnemyDamageInfo | null;
/**
*
* @param enemy
* @param attribute
* @param precision `12-16` 12
*/
calculateCritical(
enemy: IEnemyView<TAttr>,
attribute: CriticalableHeroStatus<THero>,
precision?: number
): Generator<IEnemyCritical, void, void>;
}
export interface IDamageSystem<TAttr, THero> extends IDamageContext<
TAttr,
THero
> {
/** 伤害系统所属的上下文 */
readonly context: IEnemyContext<TAttr, THero>;
/**
* 使
* @param calculator
*/
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void;
/**
* 使
*/
getCalculator(): IDamageCalculator<TAttr, THero> | null;
/**
*
* @param hero
*/
bindHeroStatus(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
* @param enemy
*/
markDirty(enemy: IEnemyView<TAttr>): void;
/**
*
* @param enemy
*/
deleteEnemy(enemy: IEnemyView<TAttr>): void;
/**
*
*/
markAllDirty(): void;
/**
*
* @param modify
*/
with(hero: IHeroAttribute<THero>): IDamageContext<TAttr, THero>;
}
//#endregion
//#region 上下文
export interface IEnemyContext<TAttr, THero> {
/** 怪物上下文宽度 */
readonly width: number;
/** 怪物上下文高度 */
readonly height: number;
/** 此上下文使用的索引对象 */
readonly indexer: IMapLocIndexer;
/**
*
* @param width
* @param height
*/
resize(width: number, height: number): void;
/**
*
* @param converter
*/
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
/**
*
* @param converter
*/
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void;
/**
*
* @param converter
* @param enabled
*/
setAuraConverterEnabled(
converter: IAuraConverter<TAttr, THero>,
enabled: boolean
): void;
/**
*
* @param effect
*/
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void;
/**
*
* @param effect
*/
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero>
): void;
/**
*
* @param code
* @param effect
*/
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void;
/**
*
* @param code
* @param effect
*/
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero>
): void;
/**
*
* @param effect
*/
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
/**
*
* @param effect
*/
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void;
/**
*
* @param hero
*/
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
*/
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
/**
*
* @param enemy
*/
getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null;
/**
*
* @param view
*/
getEnemyLocatorByView(
view: IEnemyView<TAttr>
): Readonly<ITileLocator> | null;
/**
*
* @param locator
*/
getEnemyByLocator(locator: ITileLocator): IEnemyView<TAttr> | null;
/**
*
* @param x
* @param y
*/
getEnemyByLoc(x: number, y: number): IEnemyView<TAttr> | null;
/**
*
* @param enemy
*/
getViewByComputed(enemy: IReadonlyEnemy<TAttr>): IEnemyView<TAttr> | null;
/**
*
* @param locator
* @param enemy
*/
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TAttr>): void;
/**
*
* @param locator
*/
deleteEnemy(locator: ITileLocator): void;
/**
*
* @param range
* @param param
*/
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
/**
*
*/
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TAttr>]>;
/**
*
* @param aura
*/
addAura(aura: IAuraView<TAttr>): void;
/**
*
* @param aura
*/
deleteAura(aura: IAuraView<TAttr>): void;
/**
*
* @param damage
*/
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void;
/**
*
*/
getMapDamage(): IMapDamage<TAttr, THero> | null;
/**
*
* @param system
*/
attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void;
/**
*
*/
getDamageSystem(): IDamageSystem<TAttr, THero> | null;
/**
*
*
* 1.
* 2.
* 3.
* 4.
*/
buildup(): void;
/**
*
* @param view
*/
markDirty(view: IEnemyView<TAttr>): void;
/**
*
* @param view
*/
requestRefresh(view: IEnemyView<TAttr>): void;
/**
*
*/
clear(): void;
/**
*
*/
destroy(): void;
} }
//#endregion //#endregion

View File

@ -1,25 +0,0 @@
import { ITileLocator } from '@motajs/common';
import { IMapLocIndexer } from './types';
export class MapLocIndexer implements IMapLocIndexer {
private width: number = 0;
setWidth(width: number): void {
this.width = width;
}
locToIndex(x: number, y: number): number {
return y * this.width + x;
}
locaterToIndex(locator: ITileLocator): number {
return locator.y * this.width + locator.x;
}
indexToLocator(index: number): ITileLocator {
return {
x: index % this.width,
y: Math.floor(index / this.width)
};
}
}

View File

@ -2,7 +2,7 @@ import { IFlagCommonField, IFlagSystem, IFlagSystemSave } from './types';
import { FlagCommonField } from './field'; import { FlagCommonField } from './field';
export class FlagSystem implements IFlagSystem { export class FlagSystem implements IFlagSystem {
private readonly fieldMap: Map<PropertyKey, FlagCommonField<any>> = private readonly fieldMap: Map<PropertyKey, IFlagCommonField<any>> =
new Map(); new Map();
occupied(field: PropertyKey): boolean { occupied(field: PropertyKey): boolean {

View File

@ -1,5 +1,7 @@
//#region 字段 //#region 字段
import { ISaveableContent } from '../common';
export interface IFlagCommonField<T> { export interface IFlagCommonField<T> {
/** 此字段所处的 Flag 系统 */ /** 此字段所处的 Flag 系统 */
readonly system: IFlagSystem; readonly system: IFlagSystem;
@ -42,7 +44,7 @@ export interface IFlagSystemSave {
readonly fields: Map<PropertyKey, any>; readonly fields: Map<PropertyKey, any>;
} }
export interface IFlagSystem { export interface IFlagSystem extends ISaveableContent<IFlagSystemSave> {
/** /**
* `core.hasFlag` * `core.hasFlag`
* @param field * @param field
@ -131,17 +133,6 @@ export interface IFlagSystem {
* @param defaultValue * @param defaultValue
*/ */
getFieldValueDefaults<T>(field: PropertyKey, defaultValue: T): T; getFieldValueDefaults<T>(field: PropertyKey, defaultValue: T): T;
/**
* Flag
*/
saveState(): IFlagSystemSave;
/**
*
* @param state
*/
loadState(state: IFlagSystemSave): void;
} }
//#endregion //#endregion

View File

@ -1,7 +1,9 @@
import { logger } from '@motajs/common'; import { logger } from '@motajs/common';
import { SaveCompression } from '../common';
import { IHeroAttribute, IHeroModifier } from './types'; import { IHeroAttribute, IHeroModifier } from './types';
export abstract class BaseHeroModifier<T, V> implements IHeroModifier<T, V> { export abstract class BaseHeroModifier<T, V> implements IHeroModifier<T, V, V> {
abstract readonly type: string;
abstract readonly priority: number; abstract readonly priority: number;
owner: IHeroAttribute<unknown> | null = null; owner: IHeroAttribute<unknown> | null = null;
@ -25,6 +27,14 @@ export abstract class BaseHeroModifier<T, V> implements IHeroModifier<T, V> {
this.owner = attribute; this.owner = attribute;
} }
saveState(_compression: SaveCompression): V {
return this.currentValue;
}
loadState(state: V, _compression: SaveCompression): void {
this.setValue(state);
}
abstract modify(value: T, baseValue: T, name: string): T; abstract modify(value: T, baseValue: T, name: string): T;
abstract clone(): IHeroModifier<T, V>; abstract clone(): IHeroModifier<T, V>;
@ -161,4 +171,14 @@ export class HeroAttribute<THero> implements IHeroAttribute<THero> {
getModifiableClone(): IHeroAttribute<THero> { getModifiableClone(): IHeroAttribute<THero> {
return this.clone(); return this.clone();
} }
toStructured(): THero {
return structuredClone(this.attribute);
}
*iterateModifiers(): IterableIterator<[keyof THero, IHeroModifier]> {
for (const [modifier, name] of this.modifierName) {
yield [name, modifier];
}
}
} }

View File

@ -1,11 +1,20 @@
import { HeroAttribute } from './attribute';
import { import {
IHeroAttribute, IHeroAttribute,
IHeroModifier,
IHeroMover, IHeroMover,
IHeroState, IHeroState,
IHeroStateSave,
IModifierStateSave,
IReadonlyHeroAttribute IReadonlyHeroAttribute
} from './types'; } from './types';
import { SaveCompression } from '../common';
import { logger } from '@motajs/common';
export class HeroState<THero> implements IHeroState<THero> { export class HeroState<THero> implements IHeroState<THero> {
/** 修饰器工厂函数注册表 */
private readonly registry: Map<string, () => IHeroModifier> = new Map();
constructor( constructor(
public mover: IHeroMover, public mover: IHeroMover,
public attribute: IHeroAttribute<THero> public attribute: IHeroAttribute<THero>
@ -34,4 +43,74 @@ export class HeroState<THero> implements IHeroState<THero> {
getIsolatedAttribute(): IHeroAttribute<THero> { getIsolatedAttribute(): IHeroAttribute<THero> {
return this.attribute.getModifiableClone(); return this.attribute.getModifiableClone();
} }
registerModifier(type: string, cons: () => IHeroModifier): void {
this.registry.set(type, cons);
}
createModifier<T, V>(type: string): IHeroModifier<T, V> | null {
const cons = this.registry.get(type);
if (!cons) {
logger.warn(116, type);
return null;
} else {
return cons() as IHeroModifier<T, V>;
}
}
createAndInsertModifier<K extends keyof THero, V>(
type: string,
name: K
): IHeroModifier<THero[K], V> | null {
const modifier = this.createModifier<THero[K], V>(type);
if (!modifier) return null;
this.attribute.addModifier(name, modifier);
return modifier;
}
saveState(compression: SaveCompression): IHeroStateSave<THero> {
const modifiers: IModifierStateSave[] = [];
for (const [name, modifier] of this.attribute.iterateModifiers()) {
modifiers.push({
name,
type: modifier.type,
state: modifier.saveState(compression)
});
}
return {
attribute: this.attribute.toStructured(),
locator: {
x: this.mover.x,
y: this.mover.y,
direction: this.mover.direction
},
followers: structuredClone(this.mover.followers),
modifiers
};
}
loadState(
state: IHeroStateSave<THero>,
compression: SaveCompression
): void {
const newAttribute = new HeroAttribute<THero>(state.attribute);
for (const save of state.modifiers) {
const cons = this.registry.get(save.type);
if (!cons) continue;
const modifier = cons();
modifier.loadState(save.state as never, compression);
newAttribute.addModifier(
save.name as keyof THero,
modifier as unknown as IHeroModifier<THero[keyof THero]>
);
}
this.attribute = newAttribute;
this.mover.setPosition(state.locator.x, state.locator.y);
this.mover.turn(state.locator.direction);
this.mover.removeAllFollowers();
state.followers.forEach(follower => {
this.mover.addFollower(follower.num, follower.identifier);
this.mover.setFollowerAlpha(follower.identifier, follower.alpha);
});
}
} }

View File

@ -1,9 +1,15 @@
import { IHookBase, IHookable } from '@motajs/common'; import { IFacedTileLocator, IHookBase, IHookable } from '@motajs/common';
import { FaceDirection } from '@user/data-state'; import { FaceDirection, ISaveableContent } from '../common';
//#region 勇士属性 //#region 勇士属性
export interface IHeroModifier<T = unknown, V = unknown> { export interface IHeroModifier<
T = unknown,
V = unknown,
S = unknown
> extends ISaveableContent<S> {
/** 修饰器类型 */
readonly type: string;
/** 修饰器优先级 */ /** 修饰器优先级 */
readonly priority: number; readonly priority: number;
/** 修饰器参数值 */ /** 修饰器参数值 */
@ -42,6 +48,15 @@ export interface IHeroModifier<T = unknown, V = unknown> {
clone(): IHeroModifier<T, V>; clone(): IHeroModifier<T, V>;
} }
export interface IModifierStateSave {
/** 属性名称 */
readonly name: PropertyKey;
/** 修饰器类型 */
readonly type: string;
/** 修饰器存档数据 */
readonly state: unknown;
}
export interface IReadonlyHeroAttribute<THero> { export interface IReadonlyHeroAttribute<THero> {
/** /**
* Buff * Buff
@ -77,6 +92,16 @@ export interface IReadonlyHeroAttribute<THero> {
* *
*/ */
getModifiableClone(): IHeroAttribute<THero>; getModifiableClone(): IHeroAttribute<THero>;
/**
*
*/
toStructured(): THero;
/**
*
*/
iterateModifiers(): Iterable<[PropertyKey, IHeroModifier]>;
} }
export interface IHeroAttribute<THero> extends IReadonlyHeroAttribute<THero> { export interface IHeroAttribute<THero> extends IReadonlyHeroAttribute<THero> {
@ -332,7 +357,20 @@ export interface IHeroMover extends IHookable<IHeroMovingHooks> {
//#region 勇士状态 //#region 勇士状态
export interface IHeroState<THero> { export interface IHeroStateSave<THero> {
/** 勇士属性状态 */
readonly attribute: THero;
/** 勇士当前位置 */
readonly locator: IFacedTileLocator;
/** 勇士当前的跟随者 */
readonly followers: readonly Readonly<IHeroFollower>[];
/** 勇士属性修饰器状态 */
readonly modifiers: readonly IModifierStateSave[];
}
export interface IHeroState<THero> extends ISaveableContent<
IHeroStateSave<THero>
> {
/** 勇士移动对象 */ /** 勇士移动对象 */
readonly mover: IHeroMover; readonly mover: IHeroMover;
/** 勇士属性对象 */ /** 勇士属性对象 */
@ -369,6 +407,29 @@ export interface IHeroState<THero> {
* *
*/ */
getIsolatedAttribute(): IHeroAttribute<THero>; getIsolatedAttribute(): IHeroAttribute<THero>;
/**
*
* @param type
* @param cons
*/
registerModifier(type: string, cons: () => IHeroModifier): void;
/**
*
* @param type
*/
createModifier<T, V>(type: string): IHeroModifier<T, V> | null;
/**
*
* @param type
* @param name
*/
createAndInsertModifier<K extends keyof THero, V>(
type: string,
name: K
): IHeroModifier<THero[K], V> | null;
} }
//#endregion //#endregion

View File

@ -3,5 +3,7 @@ export * from './enemy';
export * from './flag'; export * from './flag';
export * from './hero'; export * from './hero';
export * from './load'; export * from './load';
export * from './map';
export * from './game'; export * from './game';
export * from './types';

View File

@ -0,0 +1,142 @@
import {
HookController,
Hookable,
IHookController,
ITileLocator,
logger
} from '@motajs/common';
import {
IDynamicLayer,
IDynamicLayerHooks,
IDynamicTile,
IMapLayer
} from './types';
import { FaceDirection, degradeFace } from '../common';
import { DynamicTile } from './dynamicTile';
export class DynamicLayer
extends Hookable<IDynamicLayerHooks>
implements IDynamicLayer
{
/** 坐标到动态图块集合的映射,外层 key = y内层 key = x不使用 index 是为了支持地图外图块 */
private readonly tilePosMap: Map<number, Map<number, Set<IDynamicTile>>> =
new Map();
/** 动态图块到其当前坐标的映射 */
private readonly posTileMap: Map<IDynamicTile, ITileLocator> = new Map();
constructor(public readonly layer: IMapLayer) {
super();
}
protected createController(
hook: Partial<IDynamicLayerHooks>
): IHookController<IDynamicLayerHooks> {
return new HookController(this, hook);
}
createDynamic(num: number, x: number, y: number): IDynamicTile {
const tile = new DynamicTile(num, x, y, this);
this.addTileToPosMap(tile, x, y);
this.posTileMap.set(tile, { x, y });
this.forEachHook(hook => hook.onCreateTile?.(tile, this));
return tile;
}
transferToDynamic(x: number, y: number): IDynamicTile {
const num = this.layer.getBlock(x, y);
if (num === 0) {
logger.warn(127, x.toString(), y.toString());
}
this.layer.setBlock(0, x, y);
return this.createDynamic(num, x, y);
}
transferToStatic(tile: IDynamicTile): void {
const { x, y } = tile;
const { width, height } = this.layer;
if (x < 0 || y < 0 || x >= width || y >= height) {
logger.warn(128, x.toString(), y.toString());
return;
}
if (this.layer.getBlock(x, y) !== 0) {
logger.warn(129, x.toString(), y.toString());
}
this.layer.setBlock(tile.num, x, y);
this.removeTile(tile);
this.forEachHook(hook => {
void hook.onDeleteTile?.(tile, this);
});
}
transferToStaticIfSafe(tile: IDynamicTile): boolean {
if (this.layer.getBlock(tile.x, tile.y) !== 0) return false;
this.layer.setBlock(tile.num, tile.x, tile.y);
this.deleteDynamic(tile);
return true;
}
async deleteDynamic(tile: IDynamicTile): Promise<void> {
if (!this.posTileMap.has(tile)) {
logger.warn(130);
return;
}
this.removeTile(tile);
const hooks = this.forEachHook(hook => hook.onDeleteTile?.(tile, this));
await Promise.all(hooks);
}
getDynamicTilesAt(x: number, y: number): Iterable<IDynamicTile> {
return this.tilePosMap.get(y)?.get(x) ?? new Set();
}
iterateDynamicTiles(): Iterable<IDynamicTile> {
return this.posTileMap.keys();
}
setDynamicDirection(tile: IDynamicTile, direction: FaceDirection): void {
const numBefore = tile.num;
tile.setFaceDirection(direction);
if (tile.num !== numBefore) return;
const degraded = degradeFace(direction);
if (degraded !== direction) {
tile.setFaceDirection(degraded);
}
}
updateDynamicTile(tile: IDynamicTile): void {
const oldPos = this.posTileMap.get(tile);
if (oldPos) {
this.removeTileFromPosMap(tile, oldPos.x, oldPos.y);
oldPos.x = tile.x;
oldPos.y = tile.y;
this.addTileToPosMap(tile, tile.x, tile.y);
} else {
this.addTileToPosMap(tile, tile.x, tile.y);
this.posTileMap.set(tile, { x: tile.x, y: tile.y });
}
this.forEachHook(hook => hook.onUpdateTilePosition?.(tile, this));
}
private addTileToPosMap(tile: IDynamicTile, x: number, y: number): void {
const xMap = this.tilePosMap.getOrInsertComputed(y, () => new Map());
const set = xMap.getOrInsertComputed(x, () => new Set());
set.add(tile);
}
private removeTileFromPosMap(
tile: IDynamicTile,
x: number,
y: number
): void {
this.tilePosMap.get(y)?.get(x)?.delete(tile);
}
/** 从两个内部映射中移除图块记录 */
private removeTile(tile: IDynamicTile): void {
const pos = this.posTileMap.get(tile);
if (pos) {
this.removeTileFromPosMap(tile, pos.x, pos.y);
}
this.posTileMap.delete(tile);
}
}

View File

@ -0,0 +1,72 @@
import { isNil } from 'lodash-es';
import {
FaceDirection,
IMoverController,
IObjectMover,
IRoleFaceBinder
} from '../common';
import { IDynamicLayer, IDynamicTile } from './types';
import { DynamicTileMover } from './mover';
export class DynamicTile implements IDynamicTile {
readonly mover: IObjectMover<IDynamicTile>;
/** 当前的朝向绑定对象 */
private face: IRoleFaceBinder | null = null;
constructor(
public num: number,
public x: number,
public y: number,
public readonly layer: IDynamicLayer
) {
this.mover = new DynamicTileMover(this);
}
setFaceBinder(binder: IRoleFaceBinder | null): void {
this.face = binder;
}
setFaceDirection(direction: FaceDirection): number {
if (!this.face) return this.num;
const next = this.face.getFaceOf(this.num, direction);
if (next) {
this.num = next.identifier;
}
return this.num;
}
delete(): Promise<void> {
return this.layer.deleteDynamic(this);
}
toStatic(): void {
this.layer.transferToStatic(this);
}
toStaticIfSafe(): boolean {
return this.layer.transferToStaticIfSafe(this);
}
step(dir: FaceDirection, count?: number): IMoverController | null {
if (this.mover.moving) return null;
this.mover.step(dir, count);
return this.mover.start();
}
setPos(x: number, y: number): void {
this.x = x;
this.y = y;
this.layer.updateDynamicTile(this);
}
getCurrentFaceDirection(): FaceDirection {
if (this.face) {
const face = this.face.getFaceDirection(this.num);
if (isNil(face)) return FaceDirection.Unknown;
else return face;
} else {
return FaceDirection.Down;
}
}
}

View File

@ -1,3 +1,5 @@
export * from './layerState'; export * from './layerState';
export * from './mapLayer'; export * from './mapLayer';
export * from './mapStore';
export * from './mover';
export * from './types'; export * from './types';

View File

@ -18,6 +18,8 @@ export class LayerState
implements ILayerState implements ILayerState
{ {
readonly layerList: Set<IMapLayer> = new Set(); readonly layerList: Set<IMapLayer> = new Set();
/** 具体 MapLayer 实例列表,供内部 resize 使用 */
private readonly mapLayerList: Set<MapLayer> = new Set();
/** 图层到图层别名映射 */ /** 图层到图层别名映射 */
readonly layerAliasMap: WeakMap<IMapLayer, string> = new WeakMap(); readonly layerAliasMap: WeakMap<IMapLayer, string> = new WeakMap();
/** 图层别名到图层的映射 */ /** 图层别名到图层的映射 */
@ -29,10 +31,24 @@ export class LayerState
/** 图层钩子映射 */ /** 图层钩子映射 */
private layerHookMap: Map<IMapLayer, IMapLayerHookController> = new Map(); private layerHookMap: Map<IMapLayer, IMapLayerHookController> = new Map();
addLayer(width: number, height: number): IMapLayer { /** 楼层是否处于激活状态 */
const array = new Uint32Array(width * height); active: boolean = false;
const layer = new MapLayer(array, width, height);
/** 楼层级脏标记 */
private dirty: boolean = false;
constructor(
public width: number,
public height: number
) {
super();
}
addLayer(): IMapLayer {
const array = new Uint32Array(this.width * this.height);
const layer = new MapLayer(array, this.width, this.height);
this.layerList.add(layer); this.layerList.add(layer);
this.mapLayerList.add(layer);
this.forEachHook(hook => { this.forEachHook(hook => {
hook.onUpdateLayer?.(this.layerList); hook.onUpdateLayer?.(this.layerList);
}); });
@ -44,6 +60,7 @@ export class LayerState
removeLayer(layer: IMapLayer): void { removeLayer(layer: IMapLayer): void {
this.layerList.delete(layer); this.layerList.delete(layer);
this.mapLayerList.delete(layer as MapLayer);
const alias = this.layerAliasMap.get(layer); const alias = this.layerAliasMap.get(layer);
if (alias) { if (alias) {
const symbol = Symbol.for(alias); const symbol = Symbol.for(alias);
@ -83,17 +100,20 @@ export class LayerState
} }
resizeLayer( resizeLayer(
layer: IMapLayer,
width: number, width: number,
height: number, height: number,
keepBlock: boolean = false keepBlock: boolean = false
): void { ): void {
this.width = width;
this.height = height;
for (const layer of this.mapLayerList) {
if (keepBlock) { if (keepBlock) {
layer.resize(width, height); layer.resize(width, height);
} else { } else {
layer.resize2(width, height); layer.resize2(width, height);
} }
} }
}
setBackground(tile: number): void { setBackground(tile: number): void {
this.backgroundTile = tile; this.backgroundTile = tile;
@ -106,6 +126,18 @@ export class LayerState
return this.backgroundTile; return this.backgroundTile;
} }
setActiveStatus(active: boolean): void {
this.active = active;
}
isDirty(): boolean {
return this.dirty;
}
setDirty(dirty: boolean): void {
this.dirty = dirty;
}
protected createController( protected createController(
hook: Partial<ILayerStateHooks> hook: Partial<ILayerStateHooks>
): IHookController<ILayerStateHooks> { ): IHookController<ILayerStateHooks> {
@ -120,18 +152,21 @@ class StateMapLayerHook implements Partial<IMapLayerHooks> {
) {} ) {}
onUpdateArea(x: number, y: number, width: number, height: number): void { onUpdateArea(x: number, y: number, width: number, height: number): void {
this.state.setDirty(true);
this.state.forEachHook(hook => { this.state.forEachHook(hook => {
hook.onUpdateLayerArea?.(this.layer, x, y, width, height); hook.onUpdateLayerArea?.(this.layer, x, y, width, height);
}); });
} }
onUpdateBlock(block: number, x: number, y: number): void { onUpdateBlock(block: number, x: number, y: number): void {
this.state.setDirty(true);
this.state.forEachHook(hook => { this.state.forEachHook(hook => {
hook.onUpdateLayerBlock?.(this.layer, block, x, y); hook.onUpdateLayerBlock?.(this.layer, block, x, y);
}); });
} }
onResize(width: number, height: number): void { onResize(width: number, height: number): void {
this.state.setDirty(true);
this.state.forEachHook(hook => { this.state.forEachHook(hook => {
hook.onResizeLayer?.(this.layer, width, height); hook.onResizeLayer?.(this.layer, width, height);
}); });

View File

@ -1,11 +1,13 @@
import { isNil } from 'lodash-es'; import { isNil } from 'lodash-es';
import { import {
IDynamicLayer,
IMapLayer, IMapLayer,
IMapLayerData, IMapLayerData,
IMapLayerHookController, IMapLayerHookController,
IMapLayerHooks IMapLayerHooks
} from './types'; } from './types';
import { Hookable, HookController, logger } from '@motajs/common'; import { Hookable, HookController, logger } from '@motajs/common';
import { DynamicLayer } from './dynamicLayer';
// todo: 提供 core.setBlock 等方法的替代方法,同时添加 setBlockList以及前景背景的接口 // todo: 提供 core.setBlock 等方法的替代方法,同时添加 setBlockList以及前景背景的接口
@ -23,6 +25,8 @@ export class MapLayer
/** 地图数据引用 */ /** 地图数据引用 */
private mapData: IMapLayerData; private mapData: IMapLayerData;
readonly dynamicLayer: IDynamicLayer;
constructor(array: Uint32Array, width: number, height: number) { constructor(array: Uint32Array, width: number, height: number) {
super(); super();
this.width = width; this.width = width;
@ -35,6 +39,7 @@ export class MapLayer
expired: false, expired: false,
array: this.mapArray array: this.mapArray
}; };
this.dynamicLayer = new DynamicLayer(this);
} }
resize(width: number, height: number): void { resize(width: number, height: number): void {
@ -186,14 +191,12 @@ export class MapLayer
} }
const res = new Uint32Array(width * height); const res = new Uint32Array(width * height);
const arr = this.mapArray; const arr = this.mapArray;
const nr = Math.min(r, w);
const nb = Math.min(b, h); const nb = Math.min(b, h);
for (let nx = x; nx < nr; nx++) {
for (let ny = y; ny < nb; ny++) { for (let ny = y; ny < nb; ny++) {
const origin = ny * w + nx; const lineStart = ny * w + x;
const target = (ny - y) * width + (nx - x); const lineEnd = lineStart + width;
res[target] = arr[origin]; const dy = ny - y;
} res.set(arr.subarray(lineStart, lineEnd), dy * width);
} }
return res; return res;
} }
@ -205,6 +208,27 @@ export class MapLayer
return this.mapData; return this.mapData;
} }
setMapRef(array: Uint32Array): void {
if (array.length !== this.width * this.height) {
logger.warn(
123,
array.length.toString(),
(this.width * this.height).toString()
);
return;
}
this.mapData.expired = true;
this.mapArray = array;
this.mapData = {
expired: false,
array: this.mapArray
};
this.empty = !array.some(v => v !== 0);
this.forEachHook(hook => {
hook.onUpdateArea?.(0, 0, this.width, this.height);
});
}
protected createController( protected createController(
hook: Partial<IMapLayerHooks> hook: Partial<IMapLayerHooks>
): IMapLayerHookController { ): IMapLayerHookController {

View File

@ -0,0 +1,472 @@
import { logger } from '@motajs/common';
import { SaveCompression } from '../common';
import {
ILayerState,
ILayerStateSave,
IMapLayer,
IMapLayerSave,
IMapStore,
IMapStoreSave,
MapArea
} from './types';
import { LayerState } from './layerState';
import { uniq } from 'lodash-es';
export class MapStore implements IMapStore {
/** 楼层 id 到状态对象的映射 */
private readonly mapData: Map<string, LayerState> = new Map();
/** 所有楼层 id 的有序数组 */
readonly maps: string[] = [];
/** 差分压缩参考基准,首次 compareWith 后设置,之后不再更新 */
private refData: Map<string, Map<number, Uint32Array>> | null = null;
/** 分区列表 */
private areaList: Set<MapArea> = new Set();
/** 上一次调用 notifyEnterFloor 传入的楼层 id */
private lastFloorId: string | null = null;
/** 自动分区激活器开关 */
private autoActivitorEnabled: boolean = false;
//#region 楼层管理
createLayerState(id: string, width: number, height: number): ILayerState {
if (this.mapData.has(id)) {
logger.warn(121, id);
} else {
this.maps.push(id);
}
const state = new LayerState(width, height);
// 若 refData 已存在,新楼层直接视为全脏
if (this.refData !== null) {
state.setDirty(true);
}
this.mapData.set(id, state);
return state;
}
setMapList(maps: string[]): void {
this.maps.length = 0;
this.maps.push(...uniq(maps));
}
useManualOrder(sort: (arr: string[]) => string[]): void {
const copy = this.maps.slice();
const sorted = sort(copy);
const oldSet = new Set(this.maps);
const newSet = new Set(sorted);
if (oldSet.size !== newSet.size || !newSet.isSubsetOf(oldSet)) {
logger.warn(125);
return;
}
this.maps.length = 0;
this.maps.push(...uniq(sorted));
}
getLayerState(id: string): ILayerState | null {
return this.mapData.get(id) ?? null;
}
getActiveMap(id: string): ILayerState | null {
const state = this.mapData.get(id);
if (!state || !state.active) return null;
return state;
}
//#endregion
//#region 分区管理
setArea(areas: Set<MapArea>): void {
this.areaList = areas;
}
activeArea(id: string): void {
const idx = this.maps.indexOf(id);
if (idx === -1) return;
const area = this.findAreaByIndex(idx);
if (!area) return;
this.setAreaActive(area, true);
}
deactiveArea(id: string): void {
const idx = this.maps.indexOf(id);
if (idx === -1) return;
const area = this.findAreaByIndex(idx);
if (!area) return;
this.setAreaActive(area, false);
}
useAutoActivitor(enable: boolean): void {
this.autoActivitorEnabled = enable;
}
notifyEnterFloor(id: string): void {
if (!this.autoActivitorEnabled) return;
const idx = this.maps.indexOf(id);
if (idx === -1) return;
const area = this.findAreaByIndex(idx);
if (!area) return;
if (this.lastFloorId !== null) {
this.deactiveArea(this.lastFloorId);
}
this.activeArea(id);
this.lastFloorId = id;
}
private findAreaByIndex(idx: number): MapArea | null {
for (const area of this.areaList) {
for (const interval of area) {
if (idx >= interval.start && idx <= interval.end) {
return area;
}
}
}
return null;
}
private setAreaActive(area: MapArea, active: boolean): void {
for (const interval of area) {
for (let i = interval.start; i <= interval.end; i++) {
const floorId = this.maps[i];
if (floorId !== undefined) {
this.setMapActiveStatus(floorId, active);
}
}
}
}
//#endregion
//#region active 管理
isMapActive(id: string): boolean {
return this.mapData.get(id)?.active ?? false;
}
setMapActiveStatus(id: string, active: boolean): void {
this.mapData.get(id)?.setActiveStatus(active);
}
*iterateActiveMaps(): Iterable<[string, ILayerState]> {
for (const [id, state] of this.mapData) {
if (state.active) yield [id, state];
}
}
*iterateInactiveMaps(): Iterable<[string, ILayerState]> {
for (const [id, state] of this.mapData) {
if (!state.active) yield [id, state];
}
}
iterateAllMaps(): Iterable<[string, ILayerState]> {
return this.mapData;
}
//#endregion
//#region 存档及压缩
compareWith(ref: Map<string, Map<number, Uint32Array>>): void {
if (this.refData !== null) return;
this.refData = ref;
for (const [id, state] of this.mapData) {
const refFloor = ref.get(id);
if (!refFloor) {
state.setDirty(true);
continue;
}
let dirty = false;
for (const layer of state.layerList) {
const refArray = refFloor.get(layer.zIndex);
if (!refArray) {
dirty = true;
break;
}
const cur = layer.getMapRef().array;
if (cur.length !== refArray.length) {
dirty = true;
break;
}
if (cur.some((v, i) => refArray[i] !== v)) {
dirty = true;
break;
}
}
state.setDirty(dirty);
}
}
private saveNoCompression(): IMapStoreSave {
const floors = new Map<string, ILayerStateSave>();
for (const [id, state] of this.mapData) {
if (!state.active) continue;
floors.set(id, this.saveLayerStateFull(state));
}
return { floors };
}
private saveLowCompression(): IMapStoreSave {
const floors = new Map<string, ILayerStateSave>();
for (const [id, state] of this.mapData) {
if (!state.active) continue;
// 非 dirty 或 dirty 但与参考基准完全一致 → 空 layers读档时从参考基准恢复
if (
!state.isDirty() ||
(this.refData && this.isStateEqualToRef(id, state))
) {
floors.set(id, {
background: state.getBackground(),
layers: new Map()
});
} else {
floors.set(id, this.saveLayerStateFull(state));
}
}
return { floors };
}
private saveHighCompression(): IMapStoreSave {
const floors = new Map<string, ILayerStateSave>();
for (const [id, state] of this.mapData) {
if (!state.active) continue;
if (!state.isDirty()) {
floors.set(id, {
background: state.getBackground(),
layers: new Map()
});
continue;
}
const refFloor = this.refData?.get(id);
const layersMap = new Map<number, IMapLayerSave>();
for (const layer of state.layerList) {
const refArray = refFloor?.get(layer.zIndex);
const rows = this.diffRows(layer, refArray);
if (rows.size === 0 && refArray) continue; // 与参考完全一致
layersMap.set(layer.zIndex, {
width: layer.width,
height: layer.height,
rows
});
}
floors.set(id, {
background: state.getBackground(),
layers: layersMap
});
}
return { floors };
}
/**
* NoCompression fullMap
*/
private loadNoCompression(state: IMapStoreSave): void {
for (const [id, cur] of this.mapData) {
cur.setActiveStatus(state.floors.has(id));
}
for (const [id, layerStateSave] of state.floors) {
const cur = this.mapData.get(id);
if (!cur) {
logger.warn(122, id);
continue;
}
cur.setBackground(layerStateSave.background);
for (const layer of cur.layerList) {
const layerSave = layerStateSave.layers.get(layer.zIndex);
if (!layerSave?.fullMap) continue;
layer.setMapRef(new Uint32Array(layerSave.fullMap));
}
cur.setDirty(false);
}
}
/**
* LowCompression
* - layers dirty fullMap
* - layers dirty
*/
private loadLowCompression(state: IMapStoreSave): void {
if (!this.refData) {
logger.error(55);
return;
}
for (const [id, cur] of this.mapData) {
cur.setActiveStatus(state.floors.has(id));
}
for (const [id, layerStateSave] of state.floors) {
const cur = this.mapData.get(id);
const refFloor = this.refData.get(id);
if (!cur) {
logger.warn(122, id);
continue;
}
if (!refFloor) {
logger.warn(124, id);
continue;
}
cur.setBackground(layerStateSave.background);
for (const layer of cur.layerList) {
const layerSave = layerStateSave.layers.get(layer.zIndex);
if (layerSave?.fullMap) {
layer.setMapRef(layerSave.fullMap);
} else {
const refArray = refFloor?.get(layer.zIndex);
if (!refArray) {
logger.warn(124, id);
return;
}
layer.setMapRef(new Uint32Array(refArray));
}
}
cur.setDirty(false);
}
}
/**
* HighCompression
* - layers dirty
* - layers dirty rows
*/
private loadHighCompression(state: IMapStoreSave): void {
if (!this.refData) {
logger.error(55);
return;
}
for (const [id, cur] of this.mapData) {
cur.setActiveStatus(state.floors.has(id));
}
for (const [id, layerStateSave] of state.floors) {
const cur = this.mapData.get(id);
const refFloor = this.refData.get(id);
if (!cur) {
logger.warn(122, id);
continue;
}
if (!refFloor) {
logger.warn(124, id);
continue;
}
cur.setBackground(layerStateSave.background);
let isMapDirty = true;
for (const layer of cur.layerList) {
const refArray = refFloor.get(layer.zIndex);
if (!refArray) {
logger.warn(124, id);
continue;
}
const layerSave = layerStateSave.layers.get(layer.zIndex);
if (!layerSave?.rows || layerSave.rows.size === 0) {
// 图层无变化或非 dirty 楼层,从参考基准恢复
layer.setMapRef(new Uint32Array(refArray));
} else {
// 以参考基准为底,叠加差分行
isMapDirty = false;
const size = layer.width * layer.height;
const buf = new Uint32Array(size);
if (refArray) buf.set(refArray.subarray(0, size));
for (const [rowIdx, rowData] of layerSave.rows) {
buf.set(
rowData.subarray(0, layer.width),
rowIdx * layer.width
);
}
layer.setMapRef(buf);
}
}
cur.setDirty(isMapDirty);
}
}
saveState(compression: SaveCompression): IMapStoreSave {
if (compression === SaveCompression.HighCompression) {
return this.saveHighCompression();
} else if (compression === SaveCompression.LowCompression) {
return this.saveLowCompression();
} else {
return this.saveNoCompression();
}
}
loadState(state: IMapStoreSave, compression: SaveCompression): void {
if (compression === SaveCompression.HighCompression) {
this.loadHighCompression(state);
} else if (compression === SaveCompression.LowCompression) {
this.loadLowCompression(state);
} else {
this.loadNoCompression(state);
}
}
//#region 内部方法
/**
* NoCompression / LowCompression
*/
private saveLayerStateFull(state: LayerState): ILayerStateSave {
const layersMap = new Map<number, IMapLayerSave>();
for (const layer of state.layerList) {
const arr = layer.getMapRef().array;
layersMap.set(layer.zIndex, {
width: layer.width,
height: layer.height,
fullMap: new Uint32Array(arr)
});
}
return { background: state.getBackground(), layers: layersMap };
}
/**
* HighCompression
*/
private diffRows(
layer: IMapLayer,
refArray?: Uint32Array
): Map<number, Uint32Array> {
const rows = new Map<number, Uint32Array>();
const arr = layer.getMapRef().array;
if (refArray) {
for (let row = 0; row < layer.height; row++) {
const start = row * layer.width;
const end = start + layer.width;
const slice = arr.subarray(start, end);
const refSlice = refArray.subarray(start, end);
const same = refSlice.every((v, i) => slice[i] === v);
if (!same) {
rows.set(row, new Uint32Array(slice));
}
}
} else {
for (let row = 0; row < layer.height; row++) {
const start = row * layer.width;
const end = start + layer.width;
rows.set(row, new Uint32Array(arr.subarray(start, end)));
}
}
return rows;
}
/**
* LowCompression
*/
private isStateEqualToRef(id: string, state: LayerState): boolean {
const refFloor = this.refData?.get(id);
if (!refFloor) return false;
for (const layer of state.layerList) {
const refArray = refFloor.get(layer.zIndex);
if (!refArray) return false;
const cur = layer.getMapRef().array;
if (cur.length !== refArray.length) return false;
for (let i = 0; i < cur.length; i++) {
if (cur[i] !== refArray[i]) return false;
}
}
return true;
}
//#endregion
}

View File

@ -0,0 +1,78 @@
import { ITileLocator, logger } from '@motajs/common';
import {
getFaceMovement,
ObjectMover,
ObjectMoveStep,
ObjectMoveStepType
} from '../common';
import { IDynamicTile } from './types';
//#region 动态图块
const enum DynamicMoveCode {
/** 正常执行 */
Success
}
export class DynamicTileMover extends ObjectMover<IDynamicTile> {
constructor(public readonly tile: IDynamicTile) {
super();
}
protected onMoveStart(): Promise<void> {
return Promise.resolve();
}
protected onMoveEnd(): Promise<void> {
return Promise.resolve();
}
protected onStepStart(): Promise<number> {
return Promise.resolve(DynamicMoveCode.Success);
}
protected onStepEnd(
code: number,
step: ObjectMoveStep,
tile: IDynamicTile
): Promise<ITileLocator> {
if (code !== DynamicMoveCode.Success) {
logger.warn(126, 'DynamicMoveCode.Success (0)', code.toString());
return Promise.resolve({ x: tile.x, y: tile.y });
}
const locator: ITileLocator = {
x: tile.x,
y: tile.y
};
switch (step.type) {
case ObjectMoveStepType.Dir: {
const { x, y } = getFaceMovement(step.move);
tile.setFaceDirection(step.move);
locator.x += x;
locator.y += y;
break;
}
case ObjectMoveStepType.DirFace: {
const { x, y } = getFaceMovement(step.move);
tile.setFaceDirection(step.face);
locator.x += x;
locator.y += y;
break;
}
case ObjectMoveStepType.Face: {
tile.setFaceDirection(step.value);
break;
}
case ObjectMoveStepType.Special: {
const { x, y } = getFaceMovement(this.moveDirection);
tile.setFaceDirection(this.faceDirection);
locator.x += x;
locator.y += y;
break;
}
}
return Promise.resolve(locator);
}
}
//#endregion

View File

@ -0,0 +1,596 @@
import { IHookable, IHookBase, IHookController } from '@motajs/common';
import {
FaceDirection,
IMoverController,
IObjectMovable,
IObjectMover,
IRoleFaceBinder,
ISaveableContent
} from '../common';
//#region 静态图层
export interface IMapLayerData {
/** 当前引用是否过期,当地图图层内部的地图数组引用更新时,此项会变为 `true` */
expired: boolean;
/** 地图图块数组,是对内部存储的直接引用 */
array: Uint32Array;
}
export interface IMapLayerHooks extends IHookBase {
/**
* `resize`
* @param width
* @param height
*/
onResize(width: number, height: number): void;
/**
*
* @param x
* @param y
* @param width
* @param height
*/
onUpdateArea(x: number, y: number, width: number, height: number): void;
/**
*
* @param block
* @param x
* @param y
*/
onUpdateBlock(block: number, x: number, y: number): void;
/**
* `Promise`
* @param x
* @param y
*/
onOpenDoor(x: number, y: number): Promise<void>;
/**
* `Promise`
* @param num
* @param x
* @param y
*/
onCloseDoor(num: number, x: number, y: number): Promise<void>;
}
export interface IMapLayerHookController extends IHookController<IMapLayerHooks> {
/** 拓展所属的图层对象 */
readonly layer: IMapLayer;
/**
*
*/
getMapData(): Readonly<IMapLayerData>;
}
export interface IMapLayer extends IHookable<
IMapLayerHooks,
IMapLayerHookController
> {
/** 地图宽度 */
readonly width: number;
/** 地图高度 */
readonly height: number;
/**
*
* `true` `false`
*/
readonly empty: boolean;
/** 图层纵深 */
readonly zIndex: number;
/** 此图层对应的动态图块图层z 层级与静态图块一致 */
readonly dynamicLayer: IDynamicLayer;
/**
*
* @param block
* @param x
* @param y
*/
setBlock(block: number, x: number, y: number): void;
/**
*
* @param x
* @param y
* @returns 0 -1
*/
getBlock(x: number, y: number): number;
/**
*
* @param array
* @param x
* @param y
* @param width
*/
putMapData(array: Uint32Array, x: number, y: number, width: number): void;
/**
*
*/
getMapData(): Uint32Array;
/**
*
* @param x
* @param y
* @param width
* @param height
*/
getMapData(
x: number,
y: number,
width: number,
height: number
): Uint32Array;
/**
*
*/
getMapRef(): IMapLayerData;
/**
*
* @param zIndex
*/
setZIndex(zIndex: number): void;
/**
*
* @param x
* @param y
*/
openDoor(x: number, y: number): Promise<void>;
/**
*
* @param num
* @param x
* @param y
*/
closeDoor(num: number, x: number, y: number): Promise<void>;
/**
*
* `MapStore` 使
* `width * height`
*
* @param array
*/
setMapRef(array: Uint32Array): void;
}
//#endregion
//#region 图层管理
export interface ILayerStateHooks extends IHookBase {
/**
*
* @param tile
*/
onChangeBackground(tile: number): void;
/**
*
* @param layerList
*/
onUpdateLayer(layerList: Set<IMapLayer>): void;
/**
*
* @param layer
* @param x
* @param y
* @param width
* @param height
*/
onUpdateLayerArea(
layer: IMapLayer,
x: number,
y: number,
width: number,
height: number
): void;
/**
*
* @param layer
* @param block
* @param x
* @param y
*/
onUpdateLayerBlock(
layer: IMapLayer,
block: number,
x: number,
y: number
): void;
/**
*
* @param layer
* @param width
* @param height
*/
onResizeLayer(layer: IMapLayer, width: number, height: number): void;
}
export interface ILayerState extends IHookable<ILayerStateHooks> {
/** 地图列表 */
readonly layerList: Set<IMapLayer>;
/** 此楼层是否处于激活状态 */
readonly active: boolean;
/** 此楼层的地图宽度 */
readonly width: number;
/** 此楼层的地图高度 */
readonly height: number;
/**
* 使
*/
addLayer(): IMapLayer;
/**
*
* @param layer
*/
removeLayer(layer: IMapLayer): void;
/**
*
* @param layer
*/
hasLayer(layer: IMapLayer): boolean;
/**
*
* @param layer
* @param alias
*/
setLayerAlias(layer: IMapLayer, alias: string): void;
/**
*
* @param alias
*/
getLayerByAlias(alias: string): IMapLayer | null;
/**
*
* @param layer
*/
getLayerAlias(layer: IMapLayer): string | undefined;
/**
*
* @param width
* @param height
* @param keepBlock
*/
resizeLayer(width: number, height: number, keepBlock?: boolean): void;
/**
*
* @param tile
*/
setBackground(tile: number): void;
/**
* 0
*/
getBackground(): number;
/**
*
* @param active
*/
setActiveStatus(active: boolean): void;
/**
*
*/
isDirty(): boolean;
/**
*
*/
setDirty(dirty: boolean): void;
}
//#endregion
//#region 楼层管理
/** 单个 MapLayer 的存档数据 */
export interface IMapLayerSave {
readonly width: number;
readonly height: number;
/**
* key = value = Uint32Array
* HighCompression 使
* Map
*/
readonly rows?: ReadonlyMap<number, Uint32Array>;
/** 完整地图,当使用 `NoCompression` 和 `LowCompression` 时使用此接口 */
readonly fullMap?: Uint32Array;
}
/** 单个楼层的存档数据 */
export interface ILayerStateSave {
readonly background: number;
/** key = zIndexvalue = 对应图层存档数据 */
readonly layers: ReadonlyMap<number, IMapLayerSave>;
}
/** 整个 MapStore 的存档数据 */
export interface IMapStoreSave {
/** key = 楼层 id只包含 active 的楼层inactive 的楼层不写入,读档时无需处理 */
readonly floors: ReadonlyMap<string, ILayerStateSave>;
}
/** 单段闭区间 [start, end]start 和 end 均为 maps 下标 */
export interface IMapAreaInterval {
readonly start: number;
readonly end: number;
}
/** 一个区域由一个或多个独立区间组成 */
export type MapArea = IMapAreaInterval[];
export interface IMapStore extends ISaveableContent<IMapStoreSave> {
/** 所有楼层的 id 有序数组 */
readonly maps: ReadonlyArray<string>;
/**
* id null
* @param id id
*/
getLayerState(id: string): ILayerState | null;
/**
* id active null
* @param id id
*/
getActiveMap(id: string): ILayerState | null;
/**
* id
* @param id id
* @param width
* @param height
*/
createLayerState(id: string, width: number, height: number): ILayerState;
/**
* id id false
* @param id id
*/
isMapActive(id: string): boolean;
/**
* id
* @param id id
* @param active
*/
setMapActiveStatus(id: string, active: boolean): void;
/**
* active yield [id, ILayerState]
*/
iterateActiveMaps(): Iterable<[string, ILayerState]>;
/**
* inactive yield [id, ILayerState]
*/
iterateInactiveMaps(): Iterable<[string, ILayerState]>;
/**
* yield [id, ILayerState]
*/
iterateAllMaps(): Iterable<[string, ILayerState]>;
/**
*
* @param ref key = id key = zIndexvalue =
*/
compareWith(ref: Map<string, Map<number, Uint32Array>>): void;
/**
*
* @param maps id
*/
setMapList(maps: string[]): void;
/**
* 使 maps
*
* @param sort
*/
useManualOrder(sort: (arr: string[]) => string[]): void;
/**
*
* @param areas
*/
setArea(areas: Set<MapArea>): void;
/**
*
* @param id id
*/
activeArea(id: string): void;
/**
*
* @param id id
*/
deactiveArea(id: string): void;
/**
*
* @param enable
*/
useAutoActivitor(enable: boolean): void;
/**
*
* @param id id
*/
notifyEnterFloor(id: string): void;
}
//#endregion
//#region 动态图块
export interface IDynamicLayerHooks extends IHookBase {
/**
*
* @param tile
* @param layer
*/
onCreateTile(tile: IDynamicTile, layer: IDynamicLayer): void;
/**
*
* @param tile
* @param layer
*/
onDeleteTile(tile: IDynamicTile, layer: IDynamicLayer): Promise<void>;
/**
* 使 `mover`
* @param tile
* @param layer
*/
onUpdateTilePosition(tile: IDynamicTile, layer: IDynamicLayer): void;
}
export interface IDynamicLayer extends IHookable<IDynamicLayerHooks> {
/** 当前动态图层所属的静态图层 */
readonly layer: IMapLayer;
/**
*
* @param num
* @param x
* @param y
* @returns
*/
createDynamic(num: number, x: number, y: number): IDynamicTile;
/**
*
* 0 `num = 0`
* @param x
* @param y
* @returns
*/
transferToDynamic(x: number, y: number): IDynamicTile;
/**
*
* {@link IDynamicLayerHooks.onDeleteTile}
* @param tile
*/
transferToStatic(tile: IDynamicTile): void;
/**
* 0
* @param tile
* @returns
*/
transferToStaticIfSafe(tile: IDynamicTile): boolean;
/**
* {@link IDynamicLayerHooks.onDeleteTile}
*
* @param tile
*/
deleteDynamic(tile: IDynamicTile): Promise<void>;
/**
*
* @param x
* @param y
*/
getDynamicTilesAt(x: number, y: number): Iterable<IDynamicTile>;
/**
*
*/
iterateDynamicTiles(): Iterable<IDynamicTile>;
/**
* `tile.num`
*
* @param tile
* @param direction
*/
setDynamicDirection(tile: IDynamicTile, direction: FaceDirection): void;
/**
*
* @param tile
*/
updateDynamicTile(tile: IDynamicTile): void;
}
export interface IDynamicTile extends IObjectMovable {
/** 当前图块数字 */
readonly num: number;
/** 当前图块所属的动态图层 */
readonly layer: IDynamicLayer;
/** 当前动态图块的移动器 */
readonly mover: IObjectMover<IDynamicTile>;
/**
* {@link num}
* @param direction
*/
setFaceDirection(direction: FaceDirection): number;
/**
*
*/
delete(): Promise<void>;
/**
*
*/
toStatic(): void;
/**
* 西
*/
toStaticIfSafe(): boolean;
/**
* 便 `tile.mover` 访
*
*
* ```ts
* mover.step(dir, count);
* return mover.start();
* ```
*/
step(dir: FaceDirection, count?: number): IMoverController | null;
/**
*
* @param binder
*/
setFaceBinder(binder: IRoleFaceBinder | null): void;
}
//#endregion

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@ -0,0 +1,45 @@
import { IHeroFollower, IHeroState } from './hero';
import { IEnemyManager } from './enemy';
import { IFlagSystem } from './flag';
import { IFaceManager, IRoleFaceBinder, ISaveableContent } from './common';
import { IMapStore } from './map';
export interface IStateSaveData {
/** 跟随者列表 */
readonly followers: readonly IHeroFollower[];
}
export interface IStateBase<TEnemy, THero> {
/** 朝向绑定 */
readonly roleFace: IRoleFaceBinder;
/** 朝向管理 */
readonly faceManager: IFaceManager;
/** id 到图块数字的映射 */
readonly idNumberMap: Map<string, number>;
/** 图块数字到 id 的映射 */
readonly numberIdMap: Map<number, string>;
/** 地图状态 */
readonly maps: IMapStore;
/** 勇士状态 */
readonly hero: IHeroState<THero>;
/** 怪物管理器 */
readonly enemyManager: IEnemyManager<TEnemy>;
/** Flag 系统 */
readonly flags: IFlagSystem;
/**
*
* @param id id
* @param content
*/
addSaveableContent(id: string, content: ISaveableContent<unknown>): void;
/**
* id
* @param id id
*/
getSaveableContent<T>(id: string): ISaveableContent<T> | null;
}

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@ -4,6 +4,7 @@
"@motajs/types": "workspace:*", "@motajs/types": "workspace:*",
"@motajs/common": "workspace:*", "@motajs/common": "workspace:*",
"@user/data-base": "workspace:*", "@user/data-base": "workspace:*",
"@user/data-system": "workspace:*",
"@user/data-utils": "workspace:*" "@user/data-utils": "workspace:*"
} }
} }

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@ -1,3 +0,0 @@
export * from './face';
export * from './types';
export * from './utils';

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@ -1,40 +0,0 @@
import { FaceDirection, type IFaceData } from '@user/data-base';
export { FaceDirection };
export type { IFaceData } from '@user/data-base';
export interface IRoleFaceBinder {
/**
*
* @param identifier
* @param main
*/
malloc(identifier: number, main: FaceDirection): void;
/**
* {@link malloc}
* @param identifier
* @param main
* @param face
*/
bind(identifier: number, main: number, face: FaceDirection): void;
/**
*
* @param identifier
* @param face
*/
getFaceOf(identifier: number, face: FaceDirection): IFaceData | null;
/**
*
* @param identifier
*/
getFaceDirection(identifier: number): FaceDirection | undefined;
/**
*
* @param identifier
*/
getMainFace(identifier: number): IFaceData | null;
}

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@ -1,6 +0,0 @@
export {
degradeFace,
fromDirectionString,
getFaceMovement,
nextFaceDirection
} from '@user/data-base';

View File

@ -1,6 +1,4 @@
import { ICoreState, IStateSaveData } from './types'; import { ICoreState, ISaveableExecutor } from './types';
import { ILayerState, LayerState } from './map';
import { FaceDirection, IRoleFaceBinder, RoleFaceBinder } from './common';
import { import {
DamageSystem, DamageSystem,
EnemyContext, EnemyContext,
@ -16,9 +14,21 @@ import {
FlagSystem, FlagSystem,
IMotaDataLoader, IMotaDataLoader,
MotaDataLoader, MotaDataLoader,
loading loading,
IRoleFaceBinder,
RoleFaceBinder,
FaceDirection,
ISaveableContent,
SaveCompression,
IReadonlyEnemy,
IMapStore,
MapStore,
IFaceManager,
FaceManager,
InternalFaceGroup,
Dir4FaceHandler,
Dir8FaceHandler
} from '@user/data-base'; } from '@user/data-base';
import { IEnemyAttr } from './enemy/types';
import { import {
CommonAuraConverter, CommonAuraConverter,
EnemyLegacyBridge, EnemyLegacyBridge,
@ -27,32 +37,57 @@ import {
MainEnemyFinalEffect, MainEnemyFinalEffect,
MainMapDamageConverter, MainMapDamageConverter,
MainMapDamageReducer, MainMapDamageReducer,
registerSpecials registerSpecials,
MainEnemyComparer,
IEnemyAttr
} from './enemy'; } from './enemy';
import { HERO_DEFAULT_ATTRIBUTE, TILE_HEIGHT, TILE_WIDTH } from './shared'; import {
BG2_ZINDEX,
BG_ZINDEX,
EVENT_ZINDEX,
FG2_ZINDEX,
FG_ZINDEX,
HERO_DEFAULT_ATTRIBUTE,
TILE_HEIGHT,
TILE_WIDTH
} from './shared';
import { IHeroAttr } from './hero'; import { IHeroAttr } from './hero';
import { ILoadProgressTotal, LoadProgressTotal } from '@motajs/loader'; import { ILoadProgressTotal, LoadProgressTotal } from '@motajs/loader';
import { isNil } from 'lodash-es'; import { isNil } from 'lodash-es';
import { logger } from '@motajs/common';
import { ISaveSystem, SaveSystem } from './save';
export class CoreState implements ICoreState { export class CoreState implements ICoreState {
// 全局内容
readonly roleFace: IRoleFaceBinder; readonly roleFace: IRoleFaceBinder;
readonly faceManager: IFaceManager;
readonly idNumberMap: Map<string, number>; readonly idNumberMap: Map<string, number>;
readonly numberIdMap: Map<number, string>; readonly numberIdMap: Map<number, string>;
readonly loadProgress: ILoadProgressTotal; // 可存档内容
readonly dataLoader: IMotaDataLoader; readonly maps: IMapStore;
readonly layer: ILayerState;
readonly hero: IHeroState<IHeroAttr>; readonly hero: IHeroState<IHeroAttr>;
readonly enemyManager: IEnemyManager<IEnemyAttr>; readonly enemyManager: IEnemyManager<IEnemyAttr>;
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
readonly flags: IFlagSystem; readonly flags: IFlagSystem;
// 状态内容
readonly loadProgress: ILoadProgressTotal;
readonly dataLoader: IMotaDataLoader;
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
readonly saveSystem: ISaveSystem;
/** 可存档对象映射 */
private readonly saveables: Map<string, ISaveableContent<any>> = new Map();
/** 所有已添加的可存档对象 */
private readonly addedSaveables: Set<ISaveableContent<any>> = new Set();
/** 已绑定的存档执行器 */
private readonly executors: Map<
ISaveableContent<any>,
ISaveableExecutor<any>
> = new Map();
constructor() { constructor() {
this.layer = new LayerState(); this.maps = new MapStore();
this.roleFace = new RoleFaceBinder();
this.idNumberMap = new Map(); this.idNumberMap = new Map();
this.numberIdMap = new Map(); this.numberIdMap = new Map();
@ -71,7 +106,9 @@ export class CoreState implements ICoreState {
//#region 怪物初始化 //#region 怪物初始化
// 怪物管理器初始化 // 怪物管理器初始化
const comparer = new MainEnemyComparer();
const enemyManager = new EnemyManager(new EnemyLegacyBridge()); const enemyManager = new EnemyManager(new EnemyLegacyBridge());
enemyManager.attachEnemyComparer(comparer);
enemyManager.setAttributeDefaults('hp', 0); enemyManager.setAttributeDefaults('hp', 0);
enemyManager.setAttributeDefaults('atk', 0); enemyManager.setAttributeDefaults('atk', 0);
enemyManager.setAttributeDefaults('def', 0); enemyManager.setAttributeDefaults('def', 0);
@ -98,15 +135,53 @@ export class CoreState implements ICoreState {
//#endregion //#endregion
//#region 存档系统
this.saveSystem = new SaveSystem();
// 配置存档系统,一般情况下不建议动,除非你知道你在干什么
this.saveSystem.config({
autosaveLevel: SaveCompression.LowCompression,
commonSaveLevel: SaveCompression.HighCompression,
autosaveTimeTolerance: 50,
saveTimeTolerance: 100,
autosaveStackSize: 20
});
// 初始化存档数据库,不要动
loading.once('coreInit', () => {
this.saveSystem.init(`@game/${core.firstData.name}`);
});
//#endregion
//#region 其他初始化 //#region 其他初始化
// 朝向
this.roleFace = new RoleFaceBinder();
this.faceManager = new FaceManager();
const dir4 = new Dir4FaceHandler();
const dir8 = new Dir8FaceHandler();
this.faceManager.register(InternalFaceGroup.Dir4, dir4);
this.faceManager.registerById('dir4', dir4);
this.faceManager.register(InternalFaceGroup.Dir8, dir8);
this.faceManager.registerById('dir8', dir8);
this.flags = new FlagSystem(); this.flags = new FlagSystem();
// 加载先使用兼容层实现 // 加载先使用兼容层实现
loading.once('loaded', () => { loading.once('loaded', () => {
this.initEnemyManager(enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80); this.initEnemyManager(enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80);
this.initMapStore(
core.floorIds,
core.floors as Record<FloorIds, ResolvedFloor>
);
}); });
this.addSaveableContent('@system/hero', this.hero);
this.addSaveableContent('@system/flags', this.flags);
this.addSaveableContent('@system/maps', this.maps);
this.addSaveableContent('@system/enemy', this.enemyManager);
//#endregion //#endregion
} }
@ -117,6 +192,7 @@ export class CoreState implements ICoreState {
private initEnemyManager(data: Record<EnemyIds, Enemy>) { private initEnemyManager(data: Record<EnemyIds, Enemy>) {
// TODO: 修改怪物模板并存入存档,即 core.setEnemy // TODO: 修改怪物模板并存入存档,即 core.setEnemy
const manager = this.enemyManager; const manager = this.enemyManager;
const reference = new Map<number, IReadonlyEnemy<IEnemyAttr>>();
for (const [id, enemy] of Object.entries(structuredClone(data))) { for (const [id, enemy] of Object.entries(structuredClone(data))) {
const num = this.idNumberMap.get(id); const num = this.idNumberMap.get(id);
if (isNil(num)) continue; if (isNil(num)) continue;
@ -127,7 +203,9 @@ export class CoreState implements ICoreState {
const upCode = this.idNumberMap.get(up)!; const upCode = this.idNumberMap.get(up)!;
const rightCode = this.idNumberMap.get(right)!; const rightCode = this.idNumberMap.get(right)!;
const downCode = this.idNumberMap.get(down)!; const downCode = this.idNumberMap.get(down)!;
manager.addPrefabFromLegacy(downCode, enemy); const prefab = manager.fromLegacyEnemy(downCode, enemy);
reference.set(downCode, prefab);
manager.addPrefab(prefab);
this.roleFace.malloc(downCode, FaceDirection.Down); this.roleFace.malloc(downCode, FaceDirection.Down);
this.roleFace.bind(leftCode, downCode, FaceDirection.Left); this.roleFace.bind(leftCode, downCode, FaceDirection.Left);
this.roleFace.bind(upCode, downCode, FaceDirection.Up); this.roleFace.bind(upCode, downCode, FaceDirection.Up);
@ -136,21 +214,119 @@ export class CoreState implements ICoreState {
manager.reusePrefab(num, upCode, up); manager.reusePrefab(num, upCode, up);
manager.reusePrefab(num, rightCode, right); manager.reusePrefab(num, rightCode, right);
} else { } else {
manager.addPrefabFromLegacy(num, enemy); const prefab = manager.fromLegacyEnemy(num, enemy);
reference.set(num, prefab);
manager.addPrefab(prefab);
} }
} }
manager.compareWith(reference);
} }
saveState(): IStateSaveData { private initMapStore(
return structuredClone({ floors: FloorIds[],
followers: this.hero.mover.followers data: Record<FloorIds, ResolvedFloor>
}); ) {
const reference = new Map<string, Map<number, Uint32Array>>();
for (const id of floors) {
const floor = data[id];
const state = this.maps.createLayerState(
id,
floor.width,
floor.height
);
const bg = state.addLayer();
const bg2 = state.addLayer();
const event = state.addLayer();
const fg = state.addLayer();
const fg2 = state.addLayer();
bg.setZIndex(BG_ZINDEX);
bg2.setZIndex(BG2_ZINDEX);
event.setZIndex(EVENT_ZINDEX);
fg.setZIndex(FG_ZINDEX);
fg2.setZIndex(FG2_ZINDEX);
state.setLayerAlias(bg, 'bg');
state.setLayerAlias(bg2, 'bg2');
state.setLayerAlias(event, 'event');
state.setLayerAlias(fg, 'fg');
state.setLayerAlias(fg2, 'fg2');
state.setActiveStatus(false);
const size = floor.width * floor.height;
const ref = new Map<number, Uint32Array>();
if (floor.bgmap && floor.bgmap.length > 0) {
const arr = new Uint32Array(floor.bgmap.flat());
bg.setMapRef(arr);
ref.set(BG_ZINDEX, new Uint32Array(arr));
} else {
ref.set(BG_ZINDEX, new Uint32Array(size));
} }
loadState(data: IStateSaveData): void { if (floor.bg2map && floor.bg2map.length > 0) {
this.hero.mover.removeAllFollowers(); const arr = new Uint32Array(floor.bg2map.flat());
data.followers.forEach(v => { bg2.setMapRef(arr);
this.hero.mover.addFollower(v.num, v.identifier); ref.set(BG2_ZINDEX, new Uint32Array(arr));
}); } else {
ref.set(BG2_ZINDEX, new Uint32Array(size));
}
if (floor.map && floor.map.length > 0) {
const arr = new Uint32Array(floor.map.flat());
event.setMapRef(arr);
ref.set(EVENT_ZINDEX, new Uint32Array(arr));
} else {
ref.set(EVENT_ZINDEX, new Uint32Array(size));
}
if (floor.fgmap && floor.fgmap.length > 0) {
const arr = new Uint32Array(floor.fgmap.flat());
fg.setMapRef(arr);
ref.set(FG_ZINDEX, new Uint32Array(arr));
} else {
ref.set(FG_ZINDEX, new Uint32Array(size));
}
if (floor.fg2map && floor.fg2map.length > 0) {
const arr = new Uint32Array(floor.fg2map.flat());
fg2.setMapRef(arr);
ref.set(FG2_ZINDEX, new Uint32Array(arr));
} else {
ref.set(FG2_ZINDEX, new Uint32Array(size));
}
reference.set(id, ref);
}
this.maps.compareWith(reference);
}
addSaveableContent(id: string, content: ISaveableContent<unknown>): void {
if (this.saveables.has(id)) {
logger.warn(112, id);
return;
}
this.saveables.set(id, content);
this.addedSaveables.add(content);
}
getSaveableContent<T>(id: string): ISaveableContent<T> | null {
const content = this.saveables.get(id);
return (content as ISaveableContent<T>) ?? null;
}
bindSaveableExecuter<T>(
content: ISaveableContent<T> | string,
executor: ISaveableExecutor<T>
): void {
if (typeof content === 'string') {
const saveable = this.saveables.get(content);
if (!saveable) return;
this.executors.set(saveable, executor);
} else {
if (!this.addedSaveables.has(content)) {
logger.warn(113);
return;
}
this.executors.set(content, executor);
}
} }
} }

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@ -14,10 +14,9 @@ import {
IEnemyContext, IEnemyContext,
IEnemySpecialModifier, IEnemySpecialModifier,
IEnemyView, IEnemyView,
IReadonlyEnemyHandler, IReadonlyEnemyHandler
IReadonlyEnemy, } from '@user/data-system';
ISpecial import { IReadonlyEnemy, ISpecial } from '@user/data-base';
} from '@user/data-base';
import { IHaloValue } from './special'; import { IHaloValue } from './special';
import { IEnemyAttr } from './types'; import { IEnemyAttr } from './types';
import { IHeroAttr } from '../hero'; import { IHeroAttr } from '../hero';

View File

@ -3,7 +3,7 @@ import {
IDamageCalculator, IDamageCalculator,
IEnemyDamageInfo, IEnemyDamageInfo,
IReadonlyEnemyHandler IReadonlyEnemyHandler
} from '@user/data-base'; } from '@user/data-system';
import { IEnemyAttr } from './types'; import { IEnemyAttr } from './types';
import { IVampireValue } from './special'; import { IVampireValue } from './special';
import { IHeroAttr } from '../hero'; import { IHeroAttr } from '../hero';
@ -16,10 +16,6 @@ export class MainDamageCalculator implements IDamageCalculator<
/** 当前是否正在计算支援怪的伤害 */ /** 当前是否正在计算支援怪的伤害 */
private inGuard: boolean = false; private inGuard: boolean = false;
/**
*
* @param handler
*/
calculate( calculate(
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr> handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>
): IEnemyDamageInfo { ): IEnemyDamageInfo {
@ -94,7 +90,8 @@ export class MainDamageCalculator implements IDamageCalculator<
const extraInfo = this.calculate({ const extraInfo = this.calculate({
enemy: guard.getComputedEnemy(), enemy: guard.getComputedEnemy(),
locator, locator,
hero hero,
data: handler.data
}); });
turn += extraInfo.turn; turn += extraInfo.turn;
damage += extraInfo.damage; damage += extraInfo.damage;
@ -153,11 +150,6 @@ export class MainDamageCalculator implements IDamageCalculator<
}; };
} }
/**
*
* @param handler
* @param attribute
*/
getCriticalLimit( getCriticalLimit(
handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>, handler: IReadonlyEnemyHandler<IEnemyAttr, IHeroAttr>,
attribute: CriticalableHeroStatus<IHeroAttr> attribute: CriticalableHeroStatus<IHeroAttr>

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@ -0,0 +1,31 @@
import { IEnemyComparer, IReadonlyEnemy } from '@user/data-base';
import { IEnemyAttr } from './types';
export class MainEnemyComparer implements IEnemyComparer<IEnemyAttr> {
compare(
enemyA: IReadonlyEnemy<IEnemyAttr>,
enemyB: IReadonlyEnemy<IEnemyAttr>
): boolean {
// 比较基本属性
if (
enemyA.getAttribute('hp') !== enemyB.getAttribute('hp') ||
enemyA.getAttribute('atk') !== enemyB.getAttribute('atk') ||
enemyA.getAttribute('def') !== enemyB.getAttribute('def') ||
enemyA.getAttribute('money') !== enemyB.getAttribute('money') ||
enemyA.getAttribute('exp') !== enemyB.getAttribute('exp') ||
enemyA.getAttribute('point') !== enemyB.getAttribute('point')
) {
return false;
}
// 比较特殊属性
const specialsA = [...enemyA.iterateSpecials()];
const specialsB = [...enemyB.iterateSpecials()];
if (specialsA.length !== specialsB.length) return false;
for (const special of specialsA) {
const other = enemyB.getSpecial(special.code);
if (!other || !special.deepEqualsTo(other)) return false;
}
return true;
}
}

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@ -1,4 +1,4 @@
import { IEnemyFinalEffect, IEnemyHandler } from '@user/data-base'; import { IEnemyFinalEffect, IEnemyHandler } from '@user/data-system';
import { IEnemyAttr } from './types'; import { IEnemyAttr } from './types';
import { IHeroAttr } from '../hero'; import { IHeroAttr } from '../hero';

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@ -1,7 +1,9 @@
export * from './aura'; export * from './aura';
export * from './calculator'; export * from './calculator';
export * from './comparer';
export * from './damage'; export * from './damage';
export * from './final'; export * from './final';
export * from './legacy'; export * from './legacy';
export * from './mapDamage'; export * from './mapDamage';
export * from './special'; export * from './special';
export * from './types';

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@ -1,7 +1,4 @@
import { import {
DirectionMapper,
IDirectionDescriptor,
InternalDirectionGroup,
IManhattanRangeParam, IManhattanRangeParam,
IRange, IRange,
IRayRangeParam, IRayRangeParam,
@ -9,7 +6,8 @@ import {
ManhattanRange, ManhattanRange,
RayRange, RayRange,
RectRange, RectRange,
ITileLocator ITileLocator,
IDirectionDescriptor
} from '@motajs/common'; } from '@motajs/common';
import { import {
IEnemyContext, IEnemyContext,
@ -18,10 +16,14 @@ import {
IMapDamageInfoExtra, IMapDamageInfoExtra,
IMapDamageReducer, IMapDamageReducer,
IReadonlyEnemyHandler, IReadonlyEnemyHandler,
IMapDamageView
} from '@user/data-system';
import {
IFaceHandler,
ISpecial, ISpecial,
IMapDamageView,
IReadonlyHeroAttribute, IReadonlyHeroAttribute,
IReadonlyEnemy IReadonlyEnemy,
InternalFaceGroup
} from '@user/data-base'; } from '@user/data-base';
import { IZoneValue } from './special'; import { IZoneValue } from './special';
import { IEnemyAttr, MapDamageType } from './types'; import { IEnemyAttr, MapDamageType } from './types';
@ -31,9 +33,6 @@ const RECT_RANGE = new RectRange();
const MANHATTAN_RANGE = new ManhattanRange(); const MANHATTAN_RANGE = new ManhattanRange();
const RAY_RANGE = new RayRange(); const RAY_RANGE = new RayRange();
const DIRECTION_MAPPER = new DirectionMapper();
const DIR4 = [...DIRECTION_MAPPER.map(InternalDirectionGroup.Dir4)];
//#region 地图伤害 //#region 地图伤害
abstract class BaseMapDamageView<T> implements IMapDamageView<T> { abstract class BaseMapDamageView<T> implements IMapDamageView<T> {
@ -154,13 +153,17 @@ export class RepulseDamageView extends BaseMapDamageView<IManhattanRangeParam> {
} }
export class LaserDamageView extends BaseMapDamageView<IRayRangeParam> { export class LaserDamageView extends BaseMapDamageView<IRayRangeParam> {
/** 激光方向列表 */
private readonly dirs: IDirectionDescriptor[];
constructor( constructor(
context: IEnemyContext<IEnemyAttr, IHeroAttr>, context: IEnemyContext<IEnemyAttr, IHeroAttr>,
private readonly locator: Readonly<ITileLocator>, private readonly locator: Readonly<ITileLocator>,
private readonly special: Readonly<ISpecial<number>>, private readonly special: Readonly<ISpecial<number>>,
private readonly dir: IDirectionDescriptor[] = DIR4 dir: IFaceHandler<number>
) { ) {
super(context); super(context);
this.dirs = [...dir.mapMovement()].map(v => v[1]);
} }
getRange(): IRange<IRayRangeParam> { getRange(): IRange<IRayRangeParam> {
@ -171,7 +174,7 @@ export class LaserDamageView extends BaseMapDamageView<IRayRangeParam> {
return { return {
cx: this.locator.x, cx: this.locator.x,
cy: this.locator.y, cy: this.locator.y,
dir: this.dir dir: this.dirs
}; };
} }
@ -309,7 +312,8 @@ export class MainMapDamageConverter implements IMapDamageConverter<
const laser = enemy.getSpecial<number>(24); const laser = enemy.getSpecial<number>(24);
if (laser) { if (laser) {
views.push(new LaserDamageView(context, locator, laser)); const face = handler.data.faceManager.get(InternalFaceGroup.Dir4)!;
views.push(new LaserDamageView(context, locator, laser, face));
} }
if (enemy.hasSpecial(27)) { if (enemy.hasSpecial(27)) {

View File

@ -1,4 +1,4 @@
import { IEnemyView } from '@user/data-base'; import { IEnemyView } from '@user/data-system';
export interface IEnemyAttr { export interface IEnemyAttr {
/** 怪物生命值 */ /** 怪物生命值 */

View File

@ -1,28 +1,9 @@
import { loading } from '@user/data-base'; import { FaceDirection, loading } from '@user/data-base';
import { isNil } from 'lodash-es'; import { isNil } from 'lodash-es';
import { FaceDirection } from './common';
import { ICoreState } from './types'; import { ICoreState } from './types';
import { TILE_HEIGHT, TILE_WIDTH } from './shared';
import { state } from './ins'; import { state } from './ins';
function createCoreState(state: ICoreState) { function createCoreState(state: ICoreState) {
//#region 地图部分
const width = TILE_WIDTH;
const height = TILE_HEIGHT;
const bg = state.layer.addLayer(width, height);
const bg2 = state.layer.addLayer(width, height);
const event = state.layer.addLayer(width, height);
const fg = state.layer.addLayer(width, height);
const fg2 = state.layer.addLayer(width, height);
state.layer.setLayerAlias(bg, 'bg');
state.layer.setLayerAlias(bg2, 'bg2');
state.layer.setLayerAlias(event, 'event');
state.layer.setLayerAlias(fg, 'fg');
state.layer.setLayerAlias(fg2, 'fg2');
//#endregion
//#region 图块部分 //#region 图块部分
const data = Object.entries(core.maps.blocksInfo); const data = Object.entries(core.maps.blocksInfo);
@ -62,11 +43,9 @@ export function create() {
}); });
} }
export * from './common';
export * from './enemy'; export * from './enemy';
export * from './hero'; export * from './hero';
export * from './legacy'; export * from './legacy';
export * from './map';
export * from './core'; export * from './core';
export * from './ins'; export * from './ins';

View File

@ -1,10 +1,9 @@
import EventEmitter from 'eventemitter3'; import EventEmitter from 'eventemitter3';
import { backDir, toDir } from './utils'; import { backDir, toDir } from './utils';
import { loading } from '@user/data-base'; import { fromDirectionString, loading } from '@user/data-base';
import type { RenderAdapter } from '@motajs/render';
import type { HeroKeyMover } from '@user/client-modules'; import type { HeroKeyMover } from '@user/client-modules';
import { sleep } from '@motajs/common'; import { sleep } from '@motajs/common';
import { fromDirectionString, state } from '..'; import { state } from '..';
// todo: 转身功能 // todo: 转身功能

View File

@ -1,278 +0,0 @@
import { IHookable, IHookBase, IHookController } from '@motajs/common';
export interface IMapLayerData {
/** 当前引用是否过期,当地图图层内部的地图数组引用更新时,此项会变为 `true` */
expired: boolean;
/** 地图图块数组,是对内部存储的直接引用 */
array: Uint32Array;
}
export interface IMapLayerHooks extends IHookBase {
/**
* `resize`
* @param width
* @param height
*/
onResize(width: number, height: number): void;
/**
*
* @param x
* @param y
* @param width
* @param height
*/
onUpdateArea(x: number, y: number, width: number, height: number): void;
/**
*
* @param block
* @param x
* @param y
*/
onUpdateBlock(block: number, x: number, y: number): void;
/**
* `Promise`
* @param x
* @param y
*/
onOpenDoor(x: number, y: number): Promise<void>;
/**
* `Promise`
* @param num
* @param x
* @param y
*/
onCloseDoor(num: number, x: number, y: number): Promise<void>;
}
export interface IMapLayerHookController
extends IHookController<IMapLayerHooks> {
/** 拓展所属的图层对象 */
readonly layer: IMapLayer;
/**
*
*/
getMapData(): Readonly<IMapLayerData>;
}
export interface IMapLayer
extends IHookable<IMapLayerHooks, IMapLayerHookController> {
/** 地图宽度 */
readonly width: number;
/** 地图高度 */
readonly height: number;
/**
*
* `true` `false`
*/
readonly empty: boolean;
/** 图层纵深 */
readonly zIndex: number;
/**
*
* @param width
* @param height
*/
resize(width: number, height: number): void;
/**
*
* @param width
* @param height
*/
resize2(width: number, height: number): void;
/**
*
* @param block
* @param x
* @param y
*/
setBlock(block: number, x: number, y: number): void;
/**
*
* @param x
* @param y
* @returns 0 -1
*/
getBlock(x: number, y: number): number;
/**
*
* @param array
* @param x
* @param y
* @param width
*/
putMapData(array: Uint32Array, x: number, y: number, width: number): void;
/**
*
*/
getMapData(): Uint32Array;
/**
*
* @param x
* @param y
* @param width
* @param height
*/
getMapData(
x: number,
y: number,
width: number,
height: number
): Uint32Array;
/**
*
*/
getMapRef(): IMapLayerData;
/**
*
* @param zIndex
*/
setZIndex(zIndex: number): void;
/**
*
* @param x
* @param y
*/
openDoor(x: number, y: number): Promise<void>;
/**
*
* @param num
* @param x
* @param y
*/
closeDoor(num: number, x: number, y: number): Promise<void>;
}
export interface ILayerStateHooks extends IHookBase {
/**
*
* @param tile
*/
onChangeBackground(tile: number): void;
/**
*
* @param layerList
*/
onUpdateLayer(layerList: Set<IMapLayer>): void;
/**
*
* @param layer
* @param x
* @param y
* @param width
* @param height
*/
onUpdateLayerArea(
layer: IMapLayer,
x: number,
y: number,
width: number,
height: number
): void;
/**
*
* @param layer
* @param block
* @param x
* @param y
*/
onUpdateLayerBlock(
layer: IMapLayer,
block: number,
x: number,
y: number
): void;
/**
*
* @param layer
* @param width
* @param height
*/
onResizeLayer(layer: IMapLayer, width: number, height: number): void;
}
export interface ILayerState extends IHookable<ILayerStateHooks> {
/** 地图列表 */
readonly layerList: Set<IMapLayer>;
/**
*
* @param width
* @param height
*/
addLayer(width: number, height: number): IMapLayer;
/**
*
* @param layer
*/
removeLayer(layer: IMapLayer): void;
/**
*
* @param layer
*/
hasLayer(layer: IMapLayer): boolean;
/**
*
* @param layer
* @param alias
*/
setLayerAlias(layer: IMapLayer, alias: string): void;
/**
*
* @param alias
*/
getLayerByAlias(alias: string): IMapLayer | null;
/**
*
* @param layer
*/
getLayerAlias(layer: IMapLayer): string | undefined;
/**
*
* @param layer
* @param width
* @param height
* @param keepBlock
*/
resizeLayer(
layer: IMapLayer,
width: number,
height: number,
keepBlock?: boolean
): void;
/**
*
* @param tile
*/
setBackground(tile: number): void;
/**
* 0
*/
getBackground(): number;
}

View File

@ -0,0 +1,2 @@
export * from './system';
export * from './types';

View File

@ -0,0 +1,222 @@
import Dexie, { Table } from 'dexie';
import { logger } from '@motajs/common';
import {
IGlobalTrasaction,
ISaveRead,
ISaveSystem,
ISaveSystemConfig
} from './types';
import { ISaveableContent, SaveCompression } from '@user/data-base';
import { isNil } from 'lodash-es';
interface ISaveRecord {
/** 存档 id */
readonly id: number;
/** 存档压缩级别 */
readonly compression: SaveCompression;
/** 存档内容 */
readonly data: Map<string, unknown>;
}
interface IGlobalRecord {
/** 全局存储的键名 */
readonly key: string;
/** 全局存储的内容 */
readonly value: unknown;
}
export class GlobalTransaction implements IGlobalTrasaction {
constructor(readonly table: Table<IGlobalRecord, string>) {}
async get<T>(key: string): Promise<T> {
const record = await this.table.get(key);
return record!.value as T;
}
async set(key: string, value: unknown): Promise<void> {
await this.table.put({ key, value });
}
}
export class SaveSystem implements ISaveSystem {
db!: Dexie;
/** 当前的撤回栈 */
private readonly undoStack: ISaveRead[] = [];
/** 当前的重做栈 */
private readonly redoStack: ISaveRead[] = [];
/** 撤回栈与重做栈的最大长度 */
private stackSize: number = 20;
/** 自动存档压缩级别 */
private autosaveLevel: SaveCompression = SaveCompression.LowCompression;
/** 普通存档压缩级别 */
private commonSaveLevel: SaveCompression = SaveCompression.HighCompression;
/** 普通存档容忍时长 */
private saveTimeTolerance: number = 100;
/** 自动存档容忍时长 */
private autosaveTimeTolerance: number = 50;
init(name: string) {
this.db = new Dexie(name);
this.db.version(1).stores({
saves: 'id',
global: 'key'
});
}
config(config: Readonly<Partial<ISaveSystemConfig>>): void {
if (!isNil(config.autosaveLevel)) {
this.autosaveLevel = config.autosaveLevel;
}
if (!isNil(config.commonSaveLevel)) {
this.commonSaveLevel = config.commonSaveLevel;
}
if (!isNil(config.saveTimeTolerance)) {
this.saveTimeTolerance = config.saveTimeTolerance;
}
if (!isNil(config.autosaveTimeTolerance)) {
this.autosaveTimeTolerance = config.autosaveTimeTolerance;
}
if (!isNil(config.autosaveStackSize)) {
const size = config.autosaveStackSize;
this.stackSize = size;
if (this.undoStack.length > size) {
this.undoStack.splice(0, this.undoStack.length - size);
}
if (this.redoStack.length > size) {
this.redoStack.splice(0, this.redoStack.length - size);
}
}
}
undoAutosave(
current: Map<string, ISaveableContent<unknown>>
): ISaveRead | null {
if (this.undoStack.length === 0) return null;
const data = new Map<string, unknown>();
for (const [key, content] of current) {
data.set(key, content.saveState(this.autosaveLevel));
}
this.redoStack.push({ compression: this.autosaveLevel, data });
if (this.redoStack.length > this.stackSize) {
this.redoStack.splice(0, this.redoStack.length - this.stackSize);
}
return this.undoStack.pop()!;
}
redoAutosave(
current: Map<string, ISaveableContent<unknown>>
): ISaveRead | null {
if (this.redoStack.length === 0) return null;
const data = new Map<string, unknown>();
for (const [key, content] of current) {
data.set(key, content.saveState(this.autosaveLevel));
}
this.undoStack.push({ compression: this.autosaveLevel, data });
if (this.undoStack.length > this.stackSize) {
this.undoStack.splice(0, this.undoStack.length - this.stackSize);
}
return this.redoStack.pop()!;
}
getUndoStack(): ISaveRead[] {
return this.undoStack.slice();
}
getRedoStack(): ISaveRead[] {
return this.redoStack.slice();
}
autosave(state: Map<string, ISaveableContent<unknown>>): void {
const data = new Map<string, unknown>();
for (const [key, content] of state) {
data.set(key, content.saveState(this.autosaveLevel));
}
this.undoStack.push({ compression: this.autosaveLevel, data });
this.redoStack.length = 0;
if (this.undoStack.length > this.stackSize) {
this.undoStack.splice(0, this.undoStack.length - this.stackSize);
}
}
async saveAutosaveToDB(): Promise<void> {
if (this.undoStack.length === 0) return;
const t0 = performance.now();
const top = this.undoStack[this.undoStack.length - 1];
const table = this.db.table<ISaveRecord, number>('saves');
await table.put({
id: -1,
compression: top.compression,
data: top.data
});
const t1 = performance.now();
if (t1 - t0 > this.autosaveTimeTolerance) {
logger.warn(
115,
(t1 - t0).toFixed(0),
this.autosaveTimeTolerance.toString()
);
}
}
async save(
id: number,
state: Map<string, ISaveableContent<unknown>>
): Promise<void> {
const t0 = performance.now();
const data = new Map<string, unknown>();
for (const [key, content] of state) {
data.set(key, content.saveState(this.commonSaveLevel));
}
const table = this.db.table<ISaveRecord, number>('saves');
await table.put({ id, compression: this.commonSaveLevel, data });
await this.setGlobal('lastSlot', id);
const t1 = performance.now();
if (t1 - t0 > this.saveTimeTolerance) {
logger.warn(
114,
(t1 - t0).toFixed(0),
this.saveTimeTolerance.toString()
);
}
}
async load(id: number): Promise<ISaveRead | null> {
const table = this.db.table<ISaveRecord, number>('saves');
const record = await table.get(id);
if (record === undefined) return null;
return { compression: record.compression, data: record.data };
}
async deleteSave(id: number): Promise<void> {
const table = this.db.table<ISaveRecord, number>('saves');
await table.delete(id);
}
async getLastSlot(): Promise<number> {
const value = await this.getGlobal<number | undefined>('lastSlot');
return value ?? 0;
}
async getGlobal<T>(key: string): Promise<T | null> {
const table = this.db.table<IGlobalRecord, string>('global');
const record = await table.get(key);
if (!record) return null;
else return record.value as T;
}
async setGlobal(key: string, value: unknown): Promise<void> {
const table = this.db.table<IGlobalRecord, string>('global');
await table.put({ key, value });
}
async startGlobalTransaction<R>(
handle: (transaction: IGlobalTrasaction) => PromiseLike<R>
): Promise<R> {
const globalTable = this.db.table<IGlobalRecord, string>('global');
return this.db.transaction('rw', globalTable, () => {
return handle(new GlobalTransaction(globalTable));
});
}
}

View File

@ -0,0 +1,142 @@
import { ISaveableContent, SaveCompression } from '@user/data-base';
import { Dexie, Table } from 'dexie';
export interface IGlobalTrasaction {
/** 全局存储对应的表 */
readonly table: Table<unknown, string>;
/**
*
* @param key
*/
get<T>(key: string): Promise<T>;
/**
*
* @param key
* @param value
*/
set(key: string, value: unknown): Promise<void>;
}
export interface ISaveSystemConfig {
/** 自动存档使用的压缩等级 */
autosaveLevel: SaveCompression;
/** 普通存档使用的压缩等级 */
commonSaveLevel: SaveCompression;
/** 可容忍的最大存档耗时,超过此值会抛出警告 */
saveTimeTolerance: number;
/** 可容忍的最大自动存档耗时,超过此值会抛出警告 */
autosaveTimeTolerance: number;
/** 自动存档栈最大大小 */
autosaveStackSize: number;
}
export interface ISaveRead {
/** 该存档的压缩等级 */
readonly compression: SaveCompression;
/** 该存档的数据 */
readonly data: Map<string, unknown>;
}
export interface ISaveSystem {
/** Dexie 数据库 */
readonly db: Dexie;
/**
*
* @param name
*/
init(name: string): void;
/**
*
* @param config
*/
config(config: Readonly<Partial<ISaveSystemConfig>>): void;
/**
* `undo` `redo`
* @param current `redo`
*/
undoAutosave(
current: Map<string, ISaveableContent<unknown>>
): ISaveRead | null;
/**
* `redo` `undo`
* @param current `undo`
*/
redoAutosave(
current: Map<string, ISaveableContent<unknown>>
): ISaveRead | null;
/**
*
*/
getUndoStack(): ISaveRead[];
/**
*
*/
getRedoStack(): ISaveRead[];
/**
*
* @param state
*/
autosave(state: Map<string, ISaveableContent<unknown>>): void;
/**
* `undo` `IndexedDB`
*/
saveAutosaveToDB(): Promise<void>;
/**
*
* @param id id
* @param state
*/
save(
id: number,
state: Map<string, ISaveableContent<unknown>>
): Promise<void>;
/**
* id
* @param id id
*/
load(id: number): Promise<ISaveRead | null>;
/**
*
* @param id id
*/
deleteSave(id: number): Promise<void>;
/**
*
*/
getLastSlot(): Promise<number>;
/**
*
* @param key
*/
getGlobal<T>(key: string): Promise<T | null>;
/**
*
* @param key
* @param value
*/
setGlobal(key: string, value: unknown): Promise<void>;
/**
*
* @param handle
*/
startGlobalTransaction<R>(
handle: (transaction: IGlobalTrasaction) => PromiseLike<R>
): Promise<R>;
}

View File

@ -1,10 +1,27 @@
import { IHeroAttr } from './hero'; import { IHeroAttr } from './hero';
//#region 地图相关
/** 每个地图的默认宽度 */ /** 每个地图的默认宽度 */
export const TILE_WIDTH = 13; export const TILE_WIDTH = 13;
/** 每个地图的默认高度 */ /** 每个地图的默认高度 */
export const TILE_HEIGHT = 13; export const TILE_HEIGHT = 13;
// 图层纵深,这些纵深与渲染系统的纵深没有关系,仅在地图图层之间生效
/** 背景层纵深 */
export const BG_ZINDEX = 0;
/** 背景层2纵深 */
export const BG2_ZINDEX = 10;
/** 事件层纵深 */
export const EVENT_ZINDEX = 20;
/** 前景层纵深 */
export const FG_ZINDEX = 30;
/** 前景层2纵深 */
export const FG2_ZINDEX = 40;
//#endregion
//#region 勇士相关 //#region 勇士相关
/** 默认的勇士图片 */ /** 默认的勇士图片 */

View File

@ -1,61 +1,42 @@
import { ILayerState } from './map';
import { IRoleFaceBinder } from './common';
import { import {
IEnemyContext, IEnemyContext,
IEnemyManager, IMotaDataLoader,
IHeroFollower, ISaveableContent,
IHeroState, IStateBase
IMotaDataLoader
} from '@user/data-base'; } from '@user/data-base';
import { IEnemyAttr } from './enemy/types'; import { IEnemyAttr } from './enemy';
import { IHeroAttr } from './hero'; import { IHeroAttr } from './hero';
import { IFlagSystem } from '../../data-base/src/flag/types';
import { ILoadProgressTotal } from '@motajs/loader'; import { ILoadProgressTotal } from '@motajs/loader';
import { ISaveSystem } from './save';
export interface IGameDataState { export interface ISaveableExecutor<T, TEnemy = IEnemyAttr, THero = IHeroAttr> {
/** 怪物管理器 */ /**
readonly enemyManager: IEnemyManager<IEnemyAttr>; *
* @param data
* @param state
*/
afterLoad(data: T, state: IStateBase<TEnemy, THero>): void;
} }
export interface IStateSaveData { export interface ICoreState extends IStateBase<IEnemyAttr, IHeroAttr> {
/** 跟随者列表 */
readonly followers: readonly IHeroFollower[];
}
export interface ICoreState {
/** 朝向绑定 */
readonly roleFace: IRoleFaceBinder;
/** id 到图块数字的映射 */
readonly idNumberMap: Map<string, number>;
/** 图块数字到 id 的映射 */
readonly numberIdMap: Map<number, string>;
/** 加载进度对象 */ /** 加载进度对象 */
readonly loadProgress: ILoadProgressTotal; readonly loadProgress: ILoadProgressTotal;
/** 数据端加载对象 */ /** 数据端加载对象 */
readonly dataLoader: IMotaDataLoader; readonly dataLoader: IMotaDataLoader;
/** 地图状态 */
readonly layer: ILayerState;
/** 勇士状态 */
readonly hero: IHeroState<IHeroAttr>;
/** 怪物管理器 */
readonly enemyManager: IEnemyManager<IEnemyAttr>;
/** 怪物上下文 */ /** 怪物上下文 */
readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>; readonly enemyContext: IEnemyContext<IEnemyAttr, IHeroAttr>;
/** Flag 系统 */ /** 存档系统 */
readonly flags: IFlagSystem; readonly saveSystem: ISaveSystem;
/** /**
* *
*
* @param content id
* @param executor
*/ */
saveState(): IStateSaveData; bindSaveableExecuter<T>(
content: ISaveableContent<T> | string,
/** executor: ISaveableExecutor<T>
* ): void;
* @param data
*/
loadState(data: IStateSaveData): void;
} }

View File

@ -0,0 +1,7 @@
{
"name": "@user/data-system",
"dependencies": {
"@motajs/common": "workspace:*",
"@user/data-base": "workspace:*"
}
}

View File

@ -3,7 +3,6 @@ import {
IAuraConverter, IAuraConverter,
IAuraView, IAuraView,
IDamageSystem, IDamageSystem,
IEnemy,
IEnemyAuraView, IEnemyAuraView,
IEnemyCommonQueryEffect, IEnemyCommonQueryEffect,
IEnemyContext, IEnemyContext,
@ -13,76 +12,87 @@ import {
IEnemySpecialQueryEffect, IEnemySpecialQueryEffect,
IEnemyView, IEnemyView,
IMapDamage, IMapDamage,
IReadonlyEnemy, IReadonlyEnemyHandler
IReadonlyEnemyHandler,
ISpecial
} from './types'; } from './types';
import {
IReadonlyHeroAttribute,
IEnemy,
IReadonlyEnemy,
ISpecial,
IStateBase,
ILocationIndexer,
MapLocIndexer
} from '@user/data-base';
import { EnemyView } from './enemy'; import { EnemyView } from './enemy';
import { MapLocIndexer } from './utils';
import { IReadonlyHeroAttribute } from '../hero';
export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> { export class EnemyContext<TEnemy, THero> implements IEnemyContext<
TEnemy,
THero
> {
/** 坐标索引 -> 怪物视图 */ /** 坐标索引 -> 怪物视图 */
private readonly enemyViewMap: Map<number, EnemyView<TAttr>> = new Map(); private readonly enemyViewMap: Map<number, EnemyView<TEnemy>> = new Map();
/** 坐标索引 -> 计算前怪物对象 */ /** 坐标索引 -> 计算前怪物对象 */
private readonly enemyMap: Map<number, IEnemy<TAttr>> = new Map(); private readonly enemyMap: Map<number, IEnemy<TEnemy>> = new Map();
/** 怪物视图 -> 坐标索引 */ /** 怪物视图 -> 坐标索引 */
private readonly locatorViewMap: Map<IEnemyView<TAttr>, number> = new Map(); private readonly locatorViewMap: Map<IEnemyView<TEnemy>, number> =
new Map();
/** 计算前怪物对象 -> 坐标索引 */ /** 计算前怪物对象 -> 坐标索引 */
private readonly locatorEnemyMap: Map<IEnemy<TAttr>, number> = new Map(); private readonly locatorEnemyMap: Map<IEnemy<TEnemy>, number> = new Map();
/** 计算后怪物对象 -> 怪物视图 */ /** 计算后怪物对象 -> 怪物视图 */
private readonly computedToView: Map< private readonly computedToView: Map<
IReadonlyEnemy<TAttr>, IReadonlyEnemy<TEnemy>,
EnemyView<TAttr> EnemyView<TEnemy>
> = new Map(); > = new Map();
/** 当前已注册的光环转换器 */ /** 当前已注册的光环转换器 */
private readonly auraConverter: Set<IAuraConverter<TAttr, THero>> = private readonly auraConverter: Set<IAuraConverter<TEnemy, THero>> =
new Set(); new Set();
/** 光环转换器是否启用 */ /** 光环转换器是否启用 */
private readonly converterStatus: Map< private readonly converterStatus: Map<
IAuraConverter<TAttr, THero>, IAuraConverter<TEnemy, THero>,
boolean boolean
> = new Map(); > = new Map();
/** 所有已被转换的光环 */ /** 所有已被转换的光环 */
private readonly convertedAura: Map<ISpecial<any>, IAuraView<TAttr>> = private readonly convertedAura: Map<ISpecial<any>, IAuraView<TEnemy>> =
new Map(); new Map();
/** 普通查询效果注册,特殊属性 -> 此特殊属性的查询效果列表,按照优先级从高到低排序 */ /** 普通查询效果注册,特殊属性 -> 此特殊属性的查询效果列表,按照优先级从高到低排序 */
private readonly commonQueryMap: Map< private readonly commonQueryMap: Map<
number, number,
IEnemyCommonQueryEffect<TAttr, THero>[] IEnemyCommonQueryEffect<TEnemy, THero>[]
> = new Map(); > = new Map();
/** 特殊查询效果注册,特殊属性 -> 此特殊属性的特殊查询效果列表,按照优先级从高到低排序 */ /** 特殊查询效果注册,特殊属性 -> 此特殊属性的特殊查询效果列表,按照优先级从高到低排序 */
private readonly specialQueryEffects: Map< private readonly specialQueryEffects: Map<
number, number,
IEnemySpecialQueryEffect<TAttr, THero>[] IEnemySpecialQueryEffect<TEnemy, THero>[]
> = new Map(); > = new Map();
/** 最终效果列表,按照优先级从高到低排列 */ /** 最终效果列表,按照优先级从高到低排列 */
private readonly finalEffects: IEnemyFinalEffect<TAttr, THero>[] = []; private readonly finalEffects: IEnemyFinalEffect<TEnemy, THero>[] = [];
/** 添加的无来源全局光环列表 */ /** 添加的无来源全局光环列表 */
private readonly globalAuraList: Set<IAuraView<TAttr>> = new Set(); private readonly globalAuraList: Set<IAuraView<TEnemy>> = new Set();
/** 排序后的光环视图,视图优先级 -> 光环视图列表 */ /** 排序后的光环视图,视图优先级 -> 光环视图列表 */
private readonly sortedAura: Map<number, Set<IAuraView<TAttr>>> = new Map(); private readonly sortedAura: Map<number, Set<IAuraView<TEnemy>>> =
new Map();
/** 当怪物更新后,需要对上下文进行全量刷新的怪物列表 */ /** 当怪物更新后,需要对上下文进行全量刷新的怪物列表 */
private readonly needTotallyRefresh: Set<IEnemyView<TAttr>> = new Set(); private readonly needTotallyRefresh: Set<IEnemyView<TEnemy>> = new Set();
/** 所有实际查询了上下文的常规查询效果,这些怪物需要在上下文或其他怪物刷新时一并刷新 */ /** 所有实际查询了上下文的常规查询效果,这些怪物需要在上下文或其他怪物刷新时一并刷新 */
private readonly requestedCommonContext: Set<IEnemyView<TAttr>> = new Set(); private readonly requestedCommonContext: Set<IEnemyView<TEnemy>> =
new Set();
/** 所有需要被标记为脏的怪物 */ /** 所有需要被标记为脏的怪物 */
private readonly dirtyEnemy: Set<IEnemyView<TAttr>> = new Set(); private readonly dirtyEnemy: Set<IEnemyView<TEnemy>> = new Set();
/** 当前绑定的勇士属性对象 */ /** 当前绑定的勇士属性对象 */
private bindedHero: IReadonlyHeroAttribute<THero> | null = null; private bindedHero: IReadonlyHeroAttribute<THero> | null = null;
/** 地图伤害对象 */ /** 地图伤害对象 */
private mapDamage: IMapDamage<TAttr, THero> | null = null; private mapDamage: IMapDamage<TEnemy, THero> | null = null;
/** 伤害系统对象 */ /** 伤害系统对象 */
private damageSystem: IDamageSystem<TAttr, THero> | null = null; private damageSystem: IDamageSystem<TEnemy, THero> | null = null;
/** 索引工具 */ /** 索引工具 */
readonly indexer: MapLocIndexer = new MapLocIndexer(); readonly indexer: ILocationIndexer = new MapLocIndexer();
/** 当前是否需要全量刷新 */ /** 当前是否需要全量刷新 */
private needUpdate: boolean = true; private needUpdate: boolean = true;
@ -91,6 +101,8 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
width: number = 0; width: number = 0;
height: number = 0; height: number = 0;
constructor(readonly dataState: IStateBase<TEnemy, THero>) {}
resize(width: number, height: number): void { resize(width: number, height: number): void {
this.clear(); this.clear();
this.width = width; this.width = width;
@ -99,20 +111,20 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
this.needUpdate = true; this.needUpdate = true;
} }
registerAuraConverter(converter: IAuraConverter<TAttr, THero>): void { registerAuraConverter(converter: IAuraConverter<TEnemy, THero>): void {
this.auraConverter.add(converter); this.auraConverter.add(converter);
this.converterStatus.set(converter, true); this.converterStatus.set(converter, true);
this.needUpdate = true; this.needUpdate = true;
} }
unregisterAuraConverter(converter: IAuraConverter<TAttr, THero>): void { unregisterAuraConverter(converter: IAuraConverter<TEnemy, THero>): void {
this.auraConverter.delete(converter); this.auraConverter.delete(converter);
this.converterStatus.delete(converter); this.converterStatus.delete(converter);
this.needUpdate = true; this.needUpdate = true;
} }
setAuraConverterEnabled( setAuraConverterEnabled(
converter: IAuraConverter<TAttr, THero>, converter: IAuraConverter<TEnemy, THero>,
enabled: boolean enabled: boolean
): void { ): void {
if (!this.auraConverter.has(converter)) return; if (!this.auraConverter.has(converter)) return;
@ -122,7 +134,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
registerCommonQueryEffect( registerCommonQueryEffect(
code: number, code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero> effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void { ): void {
const array = this.commonQueryMap.getOrInsert(code, []); const array = this.commonQueryMap.getOrInsert(code, []);
array.push(effect); array.push(effect);
@ -132,7 +144,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
unregisterCommonQueryEffect( unregisterCommonQueryEffect(
code: number, code: number,
effect: IEnemyCommonQueryEffect<TAttr, THero> effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void { ): void {
const array = this.commonQueryMap.get(code); const array = this.commonQueryMap.get(code);
if (!array) return; if (!array) return;
@ -143,7 +155,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
} }
registerSpecialQueryEffect( registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero> effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void { ): void {
const list = this.specialQueryEffects.getOrInsert(effect.priority, []); const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
list.push(effect); list.push(effect);
@ -151,7 +163,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
} }
unregisterSpecialQueryEffect( unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TAttr, THero> effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void { ): void {
const list = this.specialQueryEffects.get(effect.priority); const list = this.specialQueryEffects.get(effect.priority);
if (!list) return; if (!list) return;
@ -165,13 +177,13 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
this.needUpdate = true; this.needUpdate = true;
} }
registerFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void { registerFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void {
this.finalEffects.push(effect); this.finalEffects.push(effect);
this.finalEffects.sort((a, b) => b.priority - a.priority); this.finalEffects.sort((a, b) => b.priority - a.priority);
this.needUpdate = true; this.needUpdate = true;
} }
unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr, THero>): void { unregisterFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void {
const index = this.finalEffects.indexOf(effect); const index = this.finalEffects.indexOf(effect);
if (index !== -1) { if (index !== -1) {
this.finalEffects.splice(index, 1); this.finalEffects.splice(index, 1);
@ -196,37 +208,39 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param locator * @param locator
*/ */
private createHandler( private createHandler(
enemy: IEnemy<TAttr>, enemy: IEnemy<TEnemy>,
locator: ITileLocator locator: ITileLocator
): IEnemyHandler<TAttr, THero> { ): IEnemyHandler<TEnemy, THero> {
return { enemy, locator, hero: this.bindedHero! }; return { enemy, locator, hero: this.bindedHero!, data: this.dataState };
} }
getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null { getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null {
const index = this.locatorEnemyMap.get(enemy); const index = this.locatorEnemyMap.get(enemy);
if (index === undefined) return null; if (index === undefined) return null;
return this.indexer.indexToLocator(index); return this.indexer.indexToLocator(index);
} }
getEnemyLocatorByView( getEnemyLocatorByView(
view: IEnemyView<TAttr> view: IEnemyView<TEnemy>
): Readonly<ITileLocator> | null { ): Readonly<ITileLocator> | null {
const index = this.locatorViewMap.get(view); const index = this.locatorViewMap.get(view);
if (index === undefined) return null; if (index === undefined) return null;
return this.indexer.indexToLocator(index); return this.indexer.indexToLocator(index);
} }
getEnemyByLocator(locator: ITileLocator): IEnemyView<TAttr> | null { getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null {
const index = this.indexer.locToIndex(locator.x, locator.y); const index = this.indexer.locToIndex(locator.x, locator.y);
return this.enemyViewMap.get(index) ?? null; return this.enemyViewMap.get(index) ?? null;
} }
getEnemyByLoc(x: number, y: number): IEnemyView<TAttr> | null { getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null {
const index = this.indexer.locToIndex(x, y); const index = this.indexer.locToIndex(x, y);
return this.enemyViewMap.get(index) ?? null; return this.enemyViewMap.get(index) ?? null;
} }
getViewByComputed(enemy: IReadonlyEnemy<TAttr>): IEnemyView<TAttr> | null { getViewByComputed(
enemy: IReadonlyEnemy<TEnemy>
): IEnemyView<TEnemy> | null {
return this.computedToView.get(enemy) ?? null; return this.computedToView.get(enemy) ?? null;
} }
@ -258,11 +272,11 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
this.locatorEnemyMap.delete(enemy); this.locatorEnemyMap.delete(enemy);
} }
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TAttr>): void { setEnemyAt(locator: ITileLocator, enemy: IEnemy<TEnemy>): void {
const index = this.indexer.locToIndex(locator.x, locator.y); const index = this.indexer.locToIndex(locator.x, locator.y);
this.deleteEnemyAt(index); this.deleteEnemyAt(index);
const view = new EnemyView<TAttr>(enemy, this); const view = new EnemyView<TEnemy>(enemy, this);
this.enemyMap.set(index, enemy); this.enemyMap.set(index, enemy);
this.enemyViewMap.set(index, view); this.enemyViewMap.set(index, view);
this.locatorEnemyMap.set(enemy, index); this.locatorEnemyMap.set(enemy, index);
@ -292,7 +306,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
private *internalScanRange<T>( private *internalScanRange<T>(
range: IRange<T>, range: IRange<T>,
param: T param: T
): Iterable<[ITileLocator, EnemyView<TAttr>]> { ): Iterable<[ITileLocator, EnemyView<TEnemy>]> {
range.bindHost(this); range.bindHost(this);
const keys = new Set(this.enemyViewMap.keys()); const keys = new Set(this.enemyViewMap.keys());
const matched = range.autoDetect(keys, param); const matched = range.autoDetect(keys, param);
@ -309,46 +323,46 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
scanRange<T>( scanRange<T>(
range: IRange<T>, range: IRange<T>,
param: T param: T
): Iterable<[ITileLocator, IEnemyView<TAttr>]> { ): Iterable<[ITileLocator, IEnemyView<TEnemy>]> {
return this.internalScanRange(range, param); return this.internalScanRange(range, param);
} }
*iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TAttr>]> { *iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]> {
for (const [index, view] of this.enemyViewMap) { for (const [index, view] of this.enemyViewMap) {
const locator = this.indexer.indexToLocator(index); const locator = this.indexer.indexToLocator(index);
yield [locator, view]; yield [locator, view];
} }
} }
addAura(aura: IAuraView<TAttr>): void { addAura(aura: IAuraView<TEnemy>): void {
this.globalAuraList.add(aura); this.globalAuraList.add(aura);
this.needUpdate = true; this.needUpdate = true;
} }
deleteAura(aura: IAuraView<TAttr>): void { deleteAura(aura: IAuraView<TEnemy>): void {
this.globalAuraList.delete(aura); this.globalAuraList.delete(aura);
this.needUpdate = true; this.needUpdate = true;
} }
attachMapDamage(damage: IMapDamage<TAttr, THero> | null): void { attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void {
this.mapDamage = damage; this.mapDamage = damage;
if (damage) { if (damage) {
damage.refreshAll(); damage.refreshAll();
} }
} }
getMapDamage(): IMapDamage<TAttr, THero> | null { getMapDamage(): IMapDamage<TEnemy, THero> | null {
return this.mapDamage; return this.mapDamage;
} }
attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void { attachDamageSystem(system: IDamageSystem<TEnemy, THero> | null): void {
this.damageSystem = system; this.damageSystem = system;
if (system) { if (system) {
system.bindHeroStatus(this.bindedHero); system.bindHeroStatus(this.bindedHero);
} }
} }
getDamageSystem(): IDamageSystem<TAttr, THero> | null { getDamageSystem(): IDamageSystem<TEnemy, THero> | null {
return this.damageSystem; return this.damageSystem;
} }
@ -360,9 +374,9 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
*/ */
private convertSpecial( private convertSpecial(
special: ISpecial<any>, special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TAttr, THero> handler: IReadonlyEnemyHandler<TEnemy, THero>
): IEnemyAuraView<TAttr, any, any> | null { ): IEnemyAuraView<TEnemy, any, any> | null {
let matched: IAuraConverter<TAttr, THero> | null = null; let matched: IAuraConverter<TEnemy, THero> | null = null;
for (const converter of this.auraConverter) { for (const converter of this.auraConverter) {
if (!this.converterStatus.get(converter)) continue; if (!this.converterStatus.get(converter)) continue;
if (converter.shouldConvert(special, handler)) { if (converter.shouldConvert(special, handler)) {
@ -382,7 +396,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* *
* @param aura * @param aura
*/ */
private insertIntoSortedAura(aura: IAuraView<TAttr>): void { private insertIntoSortedAura(aura: IAuraView<TEnemy>): void {
const set = this.sortedAura.getOrInsertComputed( const set = this.sortedAura.getOrInsertComputed(
aura.priority, aura.priority,
() => new Set() () => new Set()
@ -394,7 +408,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* *
* @param aura * @param aura
*/ */
private removeFromSortedAura(aura: IAuraView<TAttr>): void { private removeFromSortedAura(aura: IAuraView<TEnemy>): void {
const set = this.sortedAura.get(aura.priority); const set = this.sortedAura.get(aura.priority);
if (set) { if (set) {
set.delete(aura); set.delete(aura);
@ -412,12 +426,12 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param currentPriority * @param currentPriority
*/ */
private processSpecialModifier( private processSpecialModifier(
modifier: IEnemySpecialModifier<TAttr>, modifier: IEnemySpecialModifier<TEnemy>,
handler: IEnemyHandler<TAttr, THero>, handler: IEnemyHandler<TEnemy, THero>,
currentPriority: number currentPriority: number
): Set<IAuraView<TAttr>> { ): Set<IAuraView<TEnemy>> {
const enemy = handler.enemy; const enemy = handler.enemy;
const affectedAuras = new Set<IAuraView<TAttr>>(); const affectedAuras = new Set<IAuraView<TEnemy>>();
const toAdd = modifier.add(handler); const toAdd = modifier.add(handler);
const toDelete = modifier.delete(handler); const toDelete = modifier.delete(handler);
@ -489,7 +503,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param currentPriority * @param currentPriority
*/ */
private processSpecialQuery( private processSpecialQuery(
effect: IEnemySpecialQueryEffect<TAttr, THero>, effect: IEnemySpecialQueryEffect<TEnemy, THero>,
currentPriority: number currentPriority: number
): void { ): void {
const modifier = effect.for(this); const modifier = effect.for(this);
@ -521,7 +535,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param currentPriority * @param currentPriority
*/ */
private processAuraSpecial( private processAuraSpecial(
aura: IAuraView<TAttr>, aura: IAuraView<TEnemy>,
currentPriority: number currentPriority: number
): void { ): void {
const param = aura.getRangeParam(); const param = aura.getRangeParam();
@ -696,7 +710,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
} }
} }
markDirty(view: IEnemyView<TAttr>): void { markDirty(view: IEnemyView<TEnemy>): void {
if (!this.locatorViewMap.has(view)) return; if (!this.locatorViewMap.has(view)) return;
this.dirtyEnemy.add(view); this.dirtyEnemy.add(view);
if (this.damageSystem) { if (this.damageSystem) {
@ -711,8 +725,8 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* @param locator * @param locator
*/ */
private refreshSpecialModifier( private refreshSpecialModifier(
modifier: IEnemySpecialModifier<TAttr>, modifier: IEnemySpecialModifier<TEnemy>,
handler: IEnemyHandler<TAttr, THero> handler: IEnemyHandler<TEnemy, THero>
): void { ): void {
const enemy = handler.enemy; const enemy = handler.enemy;
const toAdd = modifier.add(handler); const toAdd = modifier.add(handler);
@ -758,7 +772,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
* *
* @param view * @param view
*/ */
private refreshEnemy(view: EnemyView<TAttr>): void { private refreshEnemy(view: EnemyView<TEnemy>): void {
const locator = this.getEnemyLocatorByView(view); const locator = this.getEnemyLocatorByView(view);
if (!locator) return; if (!locator) return;
@ -853,7 +867,7 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
} }
} }
requestRefresh(view: IEnemyView<TAttr>): void { requestRefresh(view: IEnemyView<TEnemy>): void {
if (!this.dirtyEnemy.has(view)) return; if (!this.dirtyEnemy.has(view)) return;
if (this.needTotallyRefresh.has(view)) { if (this.needTotallyRefresh.has(view)) {
this.needUpdate = true; this.needUpdate = true;
@ -863,11 +877,11 @@ export class EnemyContext<TAttr, THero> implements IEnemyContext<TAttr, THero> {
return; return;
} }
this.refreshEnemy(view as EnemyView<TAttr>); this.refreshEnemy(view as EnemyView<TEnemy>);
for (const requestedView of this.requestedCommonContext) { for (const requestedView of this.requestedCommonContext) {
if (requestedView === view) continue; if (requestedView === view) continue;
this.refreshEnemy(requestedView as EnemyView<TAttr>); this.refreshEnemy(requestedView as EnemyView<TEnemy>);
} }
} }

View File

@ -1,3 +1,4 @@
import { clamp } from 'lodash-es';
import { ITileLocator, logger } from '@motajs/common'; import { ITileLocator, logger } from '@motajs/common';
import { import {
CriticalableHeroStatus, CriticalableHeroStatus,
@ -8,11 +9,14 @@ import {
IEnemyCritical, IEnemyCritical,
IEnemyDamageInfo, IEnemyDamageInfo,
IReadonlyEnemyHandler, IReadonlyEnemyHandler,
IEnemyView, IEnemyView
IReadonlyEnemy
} from './types'; } from './types';
import { IHeroAttribute, IReadonlyHeroAttribute } from '../hero'; import {
import { clamp } from 'lodash-es'; IHeroAttribute,
IReadonlyHeroAttribute,
IReadonlyEnemy,
IStateBase
} from '@user/data-base';
interface ICriticalSearchResult { interface ICriticalSearchResult {
/** 此临界点的属性值 */ /** 此临界点的属性值 */
@ -21,20 +25,23 @@ interface ICriticalSearchResult {
readonly info: IEnemyDamageInfo; readonly info: IEnemyDamageInfo;
} }
export class DamageContext<TAttr, THero> implements IDamageContext< export class DamageContext<TEnemy, THero> implements IDamageContext<
TAttr, TEnemy,
THero THero
> { > {
/** 当前正在使用的计算器 */ /** 当前正在使用的计算器 */
protected calculator: IDamageCalculator<TAttr, THero> | null; protected calculator: IDamageCalculator<TEnemy, THero> | null;
/** 当前勇士属性 */ /** 当前勇士属性 */
protected heroStatus: IReadonlyHeroAttribute<THero> | null; protected heroStatus: IReadonlyHeroAttribute<THero> | null;
readonly dataState: IStateBase<TEnemy, THero>;
constructor( constructor(
readonly context: IEnemyContext<TAttr, THero>, readonly context: IEnemyContext<TEnemy, THero>,
calculator: IDamageCalculator<TAttr, THero> | null = null, calculator: IDamageCalculator<TEnemy, THero> | null = null,
heroStatus: IReadonlyHeroAttribute<THero> | null = null heroStatus: IReadonlyHeroAttribute<THero> | null = null
) { ) {
this.dataState = context.dataState;
this.calculator = calculator; this.calculator = calculator;
this.heroStatus = heroStatus; this.heroStatus = heroStatus;
} }
@ -46,14 +53,14 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
* @param hero * @param hero
*/ */
private createReadonlyHandler( private createReadonlyHandler(
enemy: IReadonlyEnemy<TAttr>, enemy: IReadonlyEnemy<TEnemy>,
locator: ITileLocator, locator: ITileLocator,
hero: IReadonlyHeroAttribute<THero> hero: IReadonlyHeroAttribute<THero>
): IReadonlyEnemyHandler<TAttr, THero> { ): IReadonlyEnemyHandler<TEnemy, THero> {
return { enemy, locator, hero }; return { enemy, locator, hero, data: this.dataState };
} }
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null { getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null {
if (!this.heroStatus) { if (!this.heroStatus) {
logger.warn(107); logger.warn(107);
return null; return null;
@ -73,7 +80,7 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
} }
getDamageInfoByComputed( getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr> enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null { ): IEnemyDamageInfo | null {
if (!this.heroStatus) { if (!this.heroStatus) {
logger.warn(107); logger.warn(107);
@ -96,7 +103,7 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
} }
*calculateCritical( *calculateCritical(
view: IEnemyView<TAttr>, view: IEnemyView<TEnemy>,
attribute: CriticalableHeroStatus<THero>, attribute: CriticalableHeroStatus<THero>,
precision: number = 12 precision: number = 12
): Generator<IEnemyCritical, void, void> { ): Generator<IEnemyCritical, void, void> {
@ -168,7 +175,7 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
* @param maxIterations * @param maxIterations
*/ */
private findNextCritical( private findNextCritical(
handler: IReadonlyEnemyHandler<TAttr, THero>, handler: IReadonlyEnemyHandler<TEnemy, THero>,
hero: IHeroAttribute<THero>, hero: IHeroAttribute<THero>,
attribute: CriticalableHeroStatus<THero>, attribute: CriticalableHeroStatus<THero>,
currentValue: number, currentValue: number,
@ -206,24 +213,24 @@ export class DamageContext<TAttr, THero> implements IDamageContext<
} }
} }
export class DamageSystem<TAttr, THero> export class DamageSystem<TEnemy, THero>
extends DamageContext<TAttr, THero> extends DamageContext<TEnemy, THero>
implements IDamageSystem<TAttr, THero> implements IDamageSystem<TEnemy, THero>
{ {
/** 怪物伤害缓存 */ /** 怪物伤害缓存 */
private readonly cache: Map<IEnemyView<TAttr>, IEnemyDamageInfo> = private readonly cache: Map<IEnemyView<TEnemy>, IEnemyDamageInfo> =
new Map(); new Map();
constructor(context: IEnemyContext<TAttr, THero>) { constructor(context: IEnemyContext<TEnemy, THero>) {
super(context); super(context);
} }
useCalculator(calculator: IDamageCalculator<TAttr, THero>): void { useCalculator(calculator: IDamageCalculator<TEnemy, THero>): void {
this.calculator = calculator; this.calculator = calculator;
this.markAllDirty(); this.markAllDirty();
} }
getCalculator(): IDamageCalculator<TAttr, THero> | null { getCalculator(): IDamageCalculator<TEnemy, THero> | null {
return this.calculator; return this.calculator;
} }
@ -232,7 +239,7 @@ export class DamageSystem<TAttr, THero>
this.markAllDirty(); this.markAllDirty();
} }
getDamageInfo(enemy: IEnemyView<TAttr>): IEnemyDamageInfo | null { getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null {
const cached = this.cache.get(enemy); const cached = this.cache.get(enemy);
if (cached) { if (cached) {
return cached; return cached;
@ -246,7 +253,7 @@ export class DamageSystem<TAttr, THero>
} }
getDamageInfoByComputed( getDamageInfoByComputed(
enemy: IReadonlyEnemy<TAttr> enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null { ): IEnemyDamageInfo | null {
const view = this.context.getViewByComputed(enemy); const view = this.context.getViewByComputed(enemy);
if (view) { if (view) {
@ -264,11 +271,11 @@ export class DamageSystem<TAttr, THero>
return info; return info;
} }
markDirty(enemy: IEnemyView<TAttr>): void { markDirty(enemy: IEnemyView<TEnemy>): void {
this.cache.delete(enemy); this.cache.delete(enemy);
} }
deleteEnemy(enemy: IEnemyView<TAttr>): void { deleteEnemy(enemy: IEnemyView<TEnemy>): void {
this.cache.delete(enemy); this.cache.delete(enemy);
} }
@ -276,7 +283,7 @@ export class DamageSystem<TAttr, THero>
this.cache.clear(); this.cache.clear();
} }
with(hero: IHeroAttribute<THero>): IDamageContext<TAttr, THero> { with(hero: IHeroAttribute<THero>): IDamageContext<TEnemy, THero> {
return new DamageContext(this.context, this.calculator, hero); return new DamageContext(this.context, this.calculator, hero);
} }
} }

View File

@ -0,0 +1,42 @@
import { IEnemy, IReadonlyEnemy } from '@user/data-base';
import { IEnemyView, IEnemyContext } from './types';
export class EnemyView<TAttr> implements IEnemyView<TAttr> {
/** 计算后怪物 */
private readonly computedEnemy: IEnemy<TAttr>;
constructor(
readonly baseEnemy: IEnemy<TAttr>,
readonly context: IEnemyContext<TAttr, unknown>
) {
this.computedEnemy = baseEnemy.clone();
}
reset(): void {
this.computedEnemy.copyFrom(this.baseEnemy);
}
getBaseEnemy(): IReadonlyEnemy<TAttr> {
return this.baseEnemy;
}
getComputedEnemy(): IReadonlyEnemy<TAttr> {
this.context.requestRefresh(this);
return this.computedEnemy;
}
/**
* EnemyContext 使
*/
getComputingEnemy(): IEnemy<TAttr> {
return this.computedEnemy;
}
getModifiableEnemy(): IEnemy<TAttr> {
return this.baseEnemy;
}
markDirty(): void {
this.context.markDirty(this);
}
}

View File

@ -0,0 +1,5 @@
export * from './context';
export * from './damage';
export * from './enemy';
export * from './mapDamage';
export * from './types';

View File

@ -7,9 +7,9 @@ import {
IMapDamageConverter, IMapDamageConverter,
IMapDamageInfo, IMapDamageInfo,
IMapDamageReducer, IMapDamageReducer,
IMapDamageView, IMapDamageView
IMapLocIndexer
} from './types'; } from './types';
import { ILocationHelper, IStateBase } from '@user/data-base';
interface IPointInfo { interface IPointInfo {
/** 该点所有的地图伤害 */ /** 该点所有的地图伤害 */
@ -34,9 +34,9 @@ interface IDamageStore<TAttr> {
readonly index: number; readonly index: number;
} }
export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> { export class MapDamage<TEnemy, THero> implements IMapDamage<TEnemy, THero> {
/** 当前使用的地图伤害转换器 */ /** 当前使用的地图伤害转换器 */
private converter: IMapDamageConverter<TAttr, THero> | null = null; private converter: IMapDamageConverter<TEnemy, THero> | null = null;
/** 当前使用的地图伤害合并器 */ /** 当前使用的地图伤害合并器 */
private reducer: IMapDamageReducer | null = null; private reducer: IMapDamageReducer | null = null;
@ -45,14 +45,14 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
/** 有来源地图伤害,坐标 -> 点伤害信息 */ /** 有来源地图伤害,坐标 -> 点伤害信息 */
private readonly sourcedDamage: Map<number, IPointInfo> = new Map(); private readonly sourcedDamage: Map<number, IPointInfo> = new Map();
/** 地图伤害视图 -> 其信息对象 */ /** 地图伤害视图 -> 其信息对象 */
private readonly viewStore: Map<IMapDamageView<any>, IViewStore<TAttr>> = private readonly viewStore: Map<IMapDamageView<any>, IViewStore<TEnemy>> =
new Map(); new Map();
/** 地图伤害信息 -> 其信息对象 */ /** 地图伤害信息 -> 其信息对象 */
private readonly damageStore: Map<IMapDamageInfo, IDamageStore<TAttr>> = private readonly damageStore: Map<IMapDamageInfo, IDamageStore<TEnemy>> =
new Map(); new Map();
/** 怪物视图 -> 其影响对象 */ /** 怪物视图 -> 其影响对象 */
private readonly enemyStore: Map< private readonly enemyStore: Map<
IEnemyView<TAttr>, IEnemyView<TEnemy>,
Set<IMapDamageView<any>> Set<IMapDamageView<any>>
> = new Map(); > = new Map();
/** 需要延迟刷新的坐标索引 */ /** 需要延迟刷新的坐标索引 */
@ -61,13 +61,16 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
private readonly reducedCache: Map<number, IMapDamageInfo> = new Map(); private readonly reducedCache: Map<number, IMapDamageInfo> = new Map();
/** 坐标索引对象 */ /** 坐标索引对象 */
private readonly indexer: IMapLocIndexer; private readonly indexer: ILocationHelper;
constructor(readonly context: IEnemyContext<TAttr, THero>) { readonly dataState: IStateBase<TEnemy, THero>;
constructor(readonly context: IEnemyContext<TEnemy, THero>) {
this.indexer = context.indexer; this.indexer = context.indexer;
this.dataState = context.dataState;
} }
useConverter(converter: IMapDamageConverter<TAttr, THero>): void { useConverter(converter: IMapDamageConverter<TEnemy, THero>): void {
this.converter = converter; this.converter = converter;
this.refreshAll(); this.refreshAll();
} }
@ -78,15 +81,16 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
* @param locator * @param locator
*/ */
private createReadonlyHandler( private createReadonlyHandler(
view: IEnemyView<TAttr>, view: IEnemyView<TEnemy>,
locator: ITileLocator locator: ITileLocator
): IReadonlyEnemyHandler<TAttr, THero> | null { ): IReadonlyEnemyHandler<TEnemy, THero> | null {
const hero = this.context.getBindedHero(); const hero = this.context.getBindedHero();
if (!hero) return null; if (!hero) return null;
return { return {
enemy: view.getComputedEnemy(), enemy: view.getComputedEnemy(),
locator, locator,
hero hero,
data: this.context.dataState
}; };
} }
@ -126,7 +130,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
this.markDirtyIndex(this.indexer.locaterToIndex(locator)); this.markDirtyIndex(this.indexer.locaterToIndex(locator));
} }
markEnemyDirty(view: IEnemyView<TAttr>): void { markEnemyDirty(view: IEnemyView<TEnemy>): void {
const store = this.enemyStore.get(view); const store = this.enemyStore.get(view);
const locator = this.context.getEnemyLocatorByView(view); const locator = this.context.getEnemyLocatorByView(view);
if (!store) { if (!store) {
@ -141,7 +145,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
this.refreshEnemyAndClearCache(view, locator); this.refreshEnemyAndClearCache(view, locator);
} }
deleteEnemy(view: IEnemyView<TAttr>): void { deleteEnemy(view: IEnemyView<TEnemy>): void {
const store = this.enemyStore.get(view); const store = this.enemyStore.get(view);
if (!store) return; if (!store) return;
const collection = new Set<number>(); const collection = new Set<number>();
@ -231,7 +235,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
* *
* @param view * @param view
*/ */
private removeEnemyAffecting(view: IEnemyView<TAttr>) { private removeEnemyAffecting(view: IEnemyView<TEnemy>) {
const views = this.enemyStore.get(view); const views = this.enemyStore.get(view);
if (!views) return; if (!views) return;
views.forEach(viewItem => { views.forEach(viewItem => {
@ -253,7 +257,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
* *
*/ */
private refreshEnemyAndClearCache( private refreshEnemyAndClearCache(
view: IEnemyView<TAttr>, view: IEnemyView<TEnemy>,
locator: ITileLocator locator: ITileLocator
) { ) {
this.removeEnemyAffecting(view); this.removeEnemyAffecting(view);
@ -295,7 +299,7 @@ export class MapDamage<TAttr, THero> implements IMapDamage<TAttr, THero> {
/** /**
* *
*/ */
private refreshEnemy(view: IEnemyView<TAttr>, locator: ITileLocator) { private refreshEnemy(view: IEnemyView<TEnemy>, locator: ITileLocator) {
this.removeEnemyAffecting(view); this.removeEnemyAffecting(view);
if (!this.converter) return; if (!this.converter) return;
const handler = this.createReadonlyHandler(view, locator); const handler = this.createReadonlyHandler(view, locator);

View File

@ -0,0 +1,708 @@
import { ITileLocator, IRange } from '@motajs/common';
import {
IEnemy,
IReadonlyEnemy,
ISpecial,
IReadonlyHeroAttribute,
IHeroAttribute,
IStateBase,
ILocationHelper
} from '@user/data-base';
//#region 辅助接口
export interface IEnemyHandler<TEnemy, THero> {
/** 怪物属性信息 */
readonly enemy: IEnemy<TEnemy>;
/** 怪物定位符 */
readonly locator: ITileLocator;
/** 勇士属性信息 */
readonly hero: IReadonlyHeroAttribute<THero>;
/** 当前全局状态对象 */
readonly data: IStateBase<TEnemy, THero>;
}
export interface IReadonlyEnemyHandler<TEnemy, THero> {
/** 怪物属性信息 */
readonly enemy: IReadonlyEnemy<TEnemy>;
/** 怪物定位符 */
readonly locator: ITileLocator;
/** 勇士属性信息 */
readonly hero: IReadonlyHeroAttribute<THero>;
/** 当前全局状态对象 */
readonly data: IStateBase<TEnemy, THero>;
}
//#endregion
//#region 怪物对象
export interface IEnemyView<TEnemy> {
/** 怪物视图所属的上下文 */
readonly context: IEnemyContext<TEnemy, unknown>;
/**
*
*/
reset(): void;
/**
*
*/
getBaseEnemy(): IReadonlyEnemy<TEnemy>;
/**
*
*/
getComputedEnemy(): IReadonlyEnemy<TEnemy>;
/**
*
* markDirty
*/
getModifiableEnemy(): IEnemy<TEnemy>;
/**
*
*/
markDirty(): void;
}
//#endregion
//#region 光环与查询
export interface IEnemySpecialModifier<TEnemy> {
/**
*
* @param handler
*/
add(handler: IReadonlyEnemyHandler<TEnemy, unknown>): ISpecial<any>[];
/**
*
* @param handler
*/
delete(handler: IReadonlyEnemyHandler<TEnemy, unknown>): ISpecial<any>[];
/**
* true false
* @param handler
* @param special
*/
modify(
handler: IEnemyHandler<TEnemy, unknown>,
special: ISpecial<any>
): boolean;
}
export interface IAuraView<TEnemy, TRange = any> {
/** 此光环视图的优先级 */
readonly priority: number;
/** 此光环视图的影响范围 */
readonly range: IRange<TRange>;
/** 这个光环视图是否有可能修改怪物的基本属性 */
readonly couldApplyBase: boolean;
/** 这个光环视图是否有可能修改怪物的特殊属性 */
readonly couldApplySpecial: boolean;
/**
*
*/
getRangeParam(): TRange;
/**
*
* @param handler
* @param baseEnemy
*/
apply(
handler: IEnemyHandler<TEnemy, unknown>,
baseEnemy: IReadonlyEnemy<TEnemy>
): void;
/**
*
* @param handler
* @param baseEnemy
*/
applySpecial(
handler: IEnemyHandler<TEnemy, unknown>,
baseEnemy: IReadonlyEnemy<TEnemy>
): IEnemySpecialModifier<TEnemy> | null;
}
export interface IEnemyAuraView<TEnemy, TRange, TSpecial> extends IAuraView<
TEnemy,
TRange
> {
/** 此光环视图所属的怪物 */
readonly enemy: IReadonlyEnemy<TEnemy>;
/** 此光环视图所属的特殊属性 */
readonly special: ISpecial<TSpecial>;
/** 此光环视图所属怪物的定位符 */
readonly locator: ITileLocator;
}
export interface IAuraConverter<TEnemy, THero> {
/**
*
* @param special
* @param handler
*/
shouldConvert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TEnemy, THero>
): boolean;
/**
*
*/
convert(
special: ISpecial<any>,
handler: IReadonlyEnemyHandler<TEnemy, THero>,
context: IEnemyContext<TEnemy, THero>
): IEnemyAuraView<TEnemy, any, any>;
}
export interface IEnemySpecialQueryModifier<
TEnemy,
THero
> extends IEnemySpecialModifier<TEnemy> {
/**
*
*/
shouldQuery(handler: IReadonlyEnemyHandler<TEnemy, THero>): boolean;
}
export interface IEnemySpecialQueryEffect<TEnemy, THero> {
/** 效果优先级,与光环属性共用 */
readonly priority: number;
/**
*
*/
for(
ctx: IEnemyContext<TEnemy, THero>
): IEnemySpecialQueryModifier<TEnemy, THero>;
}
export interface IEnemyCommonQueryEffect<TEnemy, THero> {
/** 优先级,越高的越先执行 */
readonly priority: number;
/**
*
*/
apply(
handler: IEnemyHandler<TEnemy, THero>,
special: ISpecial<any>,
query: () => IEnemyContext<TEnemy, THero>
): void;
}
export interface IEnemyFinalEffect<TEnemy, THero> {
/** 效果优先级,越高会越先被执行 */
readonly priority: number;
/**
*
*/
apply(handler: IEnemyHandler<TEnemy, THero>): void;
}
//#endregion
//#region 地图伤害
export interface IMapDamageInfoExtra {
/** 捕捉怪物信息 */
catch: Set<ITileLocator>;
/** 阻击怪物信息 */
repulse: Set<ITileLocator>;
}
export interface IMapDamageInfo {
/** 伤害值 */
damage: number;
/** 伤害类型 */
type: number;
/** 地图伤害额外信息 */
extra: IMapDamageInfoExtra;
}
export interface IMapDamageView<T = any> {
/**
*
*/
getRange(): IRange<T>;
/**
*
*/
getRangeParam(): T;
/**
*
* @param locator
*/
getDamageAt(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getDamageWithoutCheck(
locator: ITileLocator
): Readonly<IMapDamageInfo> | null;
}
export interface IMapDamageConverter<TEnemy, THero> {
/**
*
*/
convert(
handler: IReadonlyEnemyHandler<TEnemy, THero>,
context: IEnemyContext<TEnemy, THero>
): IMapDamageView<any>[];
}
export interface IMapDamageReducer {
/**
*
*/
reduce(
info: Iterable<Readonly<IMapDamageInfo>>,
locator: ITileLocator
): Readonly<IMapDamageInfo>;
}
export interface IMapDamage<TEnemy, THero> {
/** 当前绑定的怪物上下文 */
readonly context: IEnemyContext<TEnemy, THero>;
/** 地图伤害系统绑定的全局状态对象 */
readonly dataState: IStateBase<TEnemy, THero>;
/**
*
* @param converter
*/
useConverter(converter: IMapDamageConverter<TEnemy, THero>): void;
/**
*
* @param reducer
*/
useReducer(reducer: IMapDamageReducer): void;
/**
*
* @param locator
* @param info
*/
addMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
*
* @param locator
* @param info
*/
deleteMapDamage(locator: ITileLocator, info: IMapDamageInfo): void;
/**
* 访
* @param locator
*/
markDirty(locator: ITileLocator): void;
/**
*
* @param view
*/
markEnemyDirty(view: IEnemyView<TEnemy>): void;
/**
*
*/
refreshAll(): void;
/**
*
* @param view
*/
deleteEnemy(view: IEnemyView<TEnemy>): void;
/**
*
* @param locator
*/
getReducedDamage(locator: ITileLocator): Readonly<IMapDamageInfo> | null;
/**
*
* @param locator
*/
getSeparatedDamage(
locator: ITileLocator
): Iterable<Readonly<IMapDamageInfo>>;
}
//#endregion
//#region 伤害系统
export interface IEnemyDamageInfo {
/** 战斗伤害值 */
readonly damage: number;
/** 战斗回合数 */
readonly turn: number;
}
export interface IEnemyCritical {
/** 此临界点中指定勇士属性的值 */
readonly nextValue: number;
/** 当前勇士指定属性的值 */
readonly baseValue: number;
/** 此临界点中指定勇士数值的值与当前值的差,即 `nextValue - baseValue` */
readonly nextDiff: number;
/** 当前状态下怪物的伤害信息 */
readonly baseInfo: IEnemyDamageInfo;
/** 此临界点下怪物的伤害信息 */
readonly info: IEnemyDamageInfo;
/** 此临界点的伤害值与当前伤害值的差 */
readonly damageDiff: number;
}
export type CriticalableHeroStatus<THero> = keyof {
[P in keyof THero as THero[P] extends number ? P : never]: number;
};
export interface IDamageCalculator<TEnemy, THero> {
/**
*
* @param handler
*/
calculate(handler: IReadonlyEnemyHandler<TEnemy, THero>): IEnemyDamageInfo;
/**
*
* @param handler
* @param attribute
*/
getCriticalLimit(
handler: IReadonlyEnemyHandler<TEnemy, THero>,
attribute: CriticalableHeroStatus<THero>
): number;
}
export interface IDamageContext<TEnemy, THero> {
/** 伤害上下文所属的全局状态对象 */
readonly dataState: IStateBase<TEnemy, THero>;
/**
*
* @param enemy
*/
getDamageInfo(enemy: IEnemyView<TEnemy>): IEnemyDamageInfo | null;
/**
*
* @param enemy
*/
getDamageInfoByComputed(
enemy: IReadonlyEnemy<TEnemy>
): IEnemyDamageInfo | null;
/**
*
* @param enemy
* @param attribute
* @param precision `12-16` 12
*/
calculateCritical(
enemy: IEnemyView<TEnemy>,
attribute: CriticalableHeroStatus<THero>,
precision?: number
): Generator<IEnemyCritical, void, void>;
}
export interface IDamageSystem<TEnemy, THero> extends IDamageContext<
TEnemy,
THero
> {
/** 伤害系统所属的上下文 */
readonly context: IEnemyContext<TEnemy, THero>;
/**
* 使
* @param calculator
*/
useCalculator(calculator: IDamageCalculator<TEnemy, THero>): void;
/**
* 使
*/
getCalculator(): IDamageCalculator<TEnemy, THero> | null;
/**
*
* @param hero
*/
bindHeroStatus(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
* @param enemy
*/
markDirty(enemy: IEnemyView<TEnemy>): void;
/**
*
* @param enemy
*/
deleteEnemy(enemy: IEnemyView<TEnemy>): void;
/**
*
*/
markAllDirty(): void;
/**
*
* @param modify
*/
with(hero: IHeroAttribute<THero>): IDamageContext<TEnemy, THero>;
}
//#endregion
//#region 上下文
export interface IEnemyContext<TEnemy, THero> {
/** 怪物上下文宽度 */
readonly width: number;
/** 怪物上下文高度 */
readonly height: number;
/** 此上下文使用的索引对象 */
readonly indexer: ILocationHelper;
/** 当前怪物上下文绑定的全局状态对象 */
readonly dataState: IStateBase<TEnemy, THero>;
/**
*
* @param width
* @param height
*/
resize(width: number, height: number): void;
/**
*
* @param converter
*/
registerAuraConverter(converter: IAuraConverter<TEnemy, THero>): void;
/**
*
* @param converter
*/
unregisterAuraConverter(converter: IAuraConverter<TEnemy, THero>): void;
/**
*
* @param converter
* @param enabled
*/
setAuraConverterEnabled(
converter: IAuraConverter<TEnemy, THero>,
enabled: boolean
): void;
/**
*
* @param effect
*/
registerSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void;
/**
*
* @param effect
*/
unregisterSpecialQueryEffect(
effect: IEnemySpecialQueryEffect<TEnemy, THero>
): void;
/**
*
* @param code
* @param effect
*/
registerCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void;
/**
*
* @param code
* @param effect
*/
unregisterCommonQueryEffect(
code: number,
effect: IEnemyCommonQueryEffect<TEnemy, THero>
): void;
/**
*
* @param effect
*/
registerFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void;
/**
*
* @param effect
*/
unregisterFinalEffect(effect: IEnemyFinalEffect<TEnemy, THero>): void;
/**
*
* @param hero
*/
bindHero(hero: IReadonlyHeroAttribute<THero> | null): void;
/**
*
*/
getBindedHero(): IReadonlyHeroAttribute<THero> | null;
/**
*
* @param enemy
*/
getEnemyLocator(enemy: IEnemy<TEnemy>): Readonly<ITileLocator> | null;
/**
*
* @param view
*/
getEnemyLocatorByView(
view: IEnemyView<TEnemy>
): Readonly<ITileLocator> | null;
/**
*
* @param locator
*/
getEnemyByLocator(locator: ITileLocator): IEnemyView<TEnemy> | null;
/**
*
* @param x
* @param y
*/
getEnemyByLoc(x: number, y: number): IEnemyView<TEnemy> | null;
/**
*
* @param enemy
*/
getViewByComputed(enemy: IReadonlyEnemy<TEnemy>): IEnemyView<TEnemy> | null;
/**
*
* @param locator
* @param enemy
*/
setEnemyAt(locator: ITileLocator, enemy: IEnemy<TEnemy>): void;
/**
*
* @param locator
*/
deleteEnemy(locator: ITileLocator): void;
/**
*
* @param range
* @param param
*/
scanRange<T>(
range: IRange<T>,
param: T
): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
/**
*
*/
iterateEnemy(): Iterable<[ITileLocator, IEnemyView<TEnemy>]>;
/**
*
* @param aura
*/
addAura(aura: IAuraView<TEnemy>): void;
/**
*
* @param aura
*/
deleteAura(aura: IAuraView<TEnemy>): void;
/**
*
* @param damage
*/
attachMapDamage(damage: IMapDamage<TEnemy, THero> | null): void;
/**
*
*/
getMapDamage(): IMapDamage<TEnemy, THero> | null;
/**
*
* @param system
*/
attachDamageSystem(system: IDamageSystem<TEnemy, unknown> | null): void;
/**
*
*/
getDamageSystem(): IDamageSystem<TEnemy, THero> | null;
/**
*
*
* 1.
* 2.
* 3.
* 4.
*/
buildup(): void;
/**
*
* @param view
*/
markDirty(view: IEnemyView<TEnemy>): void;
/**
*
* @param view
*/
requestRefresh(view: IEnemyView<TEnemy>): void;
/**
*
*/
clear(): void;
/**
*
*/
destroy(): void;
}
//#endregion

View File

@ -0,0 +1 @@
export * from './combat';

View File

@ -1,22 +1,3 @@
/**
*
* @param arr
* @param delta
*/
export function slide<T>(arr: T[], delta: number): T[] {
if (delta === 0) return arr;
delta %= arr.length;
if (delta > 0) {
arr.unshift(...arr.splice(arr.length - delta, delta));
return arr;
}
if (delta < 0) {
arr.push(...arr.splice(0, -delta));
return arr;
}
return arr;
}
const backDirMap: Record<Dir2, Dir2> = { const backDirMap: Record<Dir2, Dir2> = {
up: 'down', up: 'down',
down: 'up', down: 'up',
@ -38,23 +19,8 @@ export function has<T>(v: T): v is NonNullable<T> {
return v !== null && v !== void 0; return v !== null && v !== void 0;
} }
export function maxGameScale(n: number = 0) {
const index = core.domStyle.availableScale.indexOf(core.domStyle.scale);
core.control.setDisplayScale(
core.domStyle.availableScale.length - 1 - index - n
);
if (!core.isPlaying() && core.flags.enableHDCanvas) {
// @ts-ignore
core.domStyle.ratio = Math.max(
window.devicePixelRatio || 1,
core.domStyle.scale
);
core.resize();
}
}
export function ensureArray<T>(arr: T): T extends any[] ? T : T[] { export function ensureArray<T>(arr: T): T extends any[] ? T : T[] {
// @ts-ignore // @ts-expect-error 需要弃用
return arr instanceof Array ? arr : [arr]; return arr instanceof Array ? arr : [arr];
} }
@ -70,23 +36,6 @@ export function manhattan(x1: number, y1: number, x2: number, y2: number) {
return Math.abs(x1 - x2) + Math.abs(y1 - y2); return Math.abs(x1 - x2) + Math.abs(y1 - y2);
} }
/**
* v2
*/
export function checkV2(x?: number, y?: number) {
return (
has(x) &&
has(y) &&
!(
core.bigmap.v2 &&
(x < core.bigmap.posX - core.bigmap.extend ||
x > core.bigmap.posX + core._WIDTH_ + core.bigmap.extend ||
y < core.bigmap.posY - core.bigmap.extend ||
y > core.bigmap.posY + core._HEIGHT_ + core.bigmap.extend)
)
);
}
export function formatDamage(damage: number): DamageString { export function formatDamage(damage: number): DamageString {
let dam = ''; let dam = '';
let color = ''; let color = '';
@ -105,64 +54,6 @@ export function formatDamage(damage: number): DamageString {
return { damage: dam, color: color as Color }; return { damage: dam, color: color as Color };
} }
/**
*
* @param arr
*/
export function equal(arr: number[]): boolean;
/**
*
* @param arr
* @param key
*/
export function equal<T>(arr: T[], key: keyof T): boolean;
export function equal(arr: any, key?: any) {
if (has(key)) {
for (let i = 1; i < arr.length; i++) {
if (arr[i][key] !== arr[0][key]) return false;
}
return true;
} else {
for (let i = 1; i < arr.length; i++) {
if (arr[i] !== arr[0]) return false;
}
return true;
}
}
/**
*
* @param arr
*/
export function boundary(arr: number[]): [number, number];
/**
*
* @param arr
* @param key
*/
export function boundary<T>(arr: T[], key: keyof T): [number, number];
export function boundary(arr: any, key?: any) {
if (has(key)) {
let min = arr[0][key];
let max = arr[0][key];
for (let i = 1; i < arr.length; i++) {
const ele = arr[i][key];
if (ele < min) min = ele;
if (ele > max) max = ele;
}
return [min, max];
} else {
let min = arr[0];
let max = arr[0];
for (let i = 1; i < arr.length; i++) {
const ele = arr[i];
if (ele < min) min = ele;
if (ele > max) max = ele;
}
return [min, max];
}
}
/** /**
* *
* @param from * @param from

View File

@ -1,11 +1,6 @@
import type { TimingFn } from 'mutate-animate'; import type { TimingFn } from 'mutate-animate';
import { import { heroMoveCollection, MoveStep, state } from '@user/data-state';
fromDirectionString, import { fromDirectionString, hook, loading } from '@user/data-base';
heroMoveCollection,
MoveStep,
state
} from '@user/data-state';
import { hook, loading } from '@user/data-base';
import { Patch, PatchClass } from '@motajs/legacy-common'; import { Patch, PatchClass } from '@motajs/legacy-common';
import { isNil } from 'lodash-es'; import { isNil } from 'lodash-es';
@ -59,8 +54,6 @@ export function initFallback() {
Mota.r(() => { Mota.r(() => {
// ----- 引入 // ----- 引入
const { mainRenderer } = Mota.require('@user/client-modules');
const Animation = Mota.require('MutateAnimate');
const patch = new Patch(PatchClass.Control); const patch = new Patch(PatchClass.Control);
const patch2 = new Patch(PatchClass.Events); const patch2 = new Patch(PatchClass.Events);
@ -331,7 +324,7 @@ export function initFallback() {
callback?.(); callback?.();
}; };
const layer = state.layer.getLayerByAlias('event')!; const layer = state.maps.getLayerByAlias('event')!;
layer.openDoor(x, y).then(cb); layer.openDoor(x, y).then(cb);
const animate = fallbackIds++; const animate = fallbackIds++;
@ -380,7 +373,7 @@ export function initFallback() {
cb(); cb();
} else { } else {
const num = state.idNumberMap.get(id)!; const num = state.idNumberMap.get(id)!;
const layer = state.layer.getLayerByAlias('event')!; const layer = state.maps.getLayerByAlias('event')!;
layer.closeDoor(num, x, y).then(cb); layer.closeDoor(num, x, y).then(cb);
const animate = fallbackIds++; const animate = fallbackIds++;
@ -521,11 +514,11 @@ export function initFallback() {
// 先使用 mainMapRenderer 妥协 // 先使用 mainMapRenderer 妥协
const { client } = Mota.require('@user/client-modules'); const { client } = Mota.require('@user/client-modules');
const renderer = client.mainMapRenderer; const renderer = client.mainMapRenderer;
if (renderer.layerState !== state.layer) { if (renderer.layerState !== state.maps) {
callback?.(); callback?.();
return; return;
} }
const layer = state.layer.getLayerByAlias('event'); const layer = state.maps.getLayerByAlias('event');
if (!layer) { if (!layer) {
callback?.(); callback?.();
return; return;

View File

@ -54,6 +54,7 @@
"52": "To get divider payload, an excitation binding is expected.", "52": "To get divider payload, an excitation binding is expected.",
"53": "Expected serializable value set as enemy's default attribute.", "53": "Expected serializable value set as enemy's default attribute.",
"54": "Legacy '$1' API has been removed, consider using new APIs: '$2'.", "54": "Legacy '$1' API has been removed, consider using new APIs: '$2'.",
"55": "Cannot load MapStore state: reference data (compareWith) has not been set.",
"1201": "Floor-damage extension needs 'floor-binder' extension as dependency." "1201": "Floor-damage extension needs 'floor-binder' extension as dependency."
}, },
"warn": { "warn": {
@ -168,6 +169,25 @@
"109": "Expected a different object reference returned, but got a same reference at modifier '$1' for property '$2'.", "109": "Expected a different object reference returned, but got a same reference at modifier '$1' for property '$2'.",
"110": "Expected a hero attribute binding before executing any enemy context calculation.", "110": "Expected a hero attribute binding before executing any enemy context calculation.",
"111": "Cannot add value to flag field '$1', since the current value is not a number.", "111": "Cannot add value to flag field '$1', since the current value is not a number.",
"112": "Cannot add saveable content since id '$1' has already been occupied.",
"113": "Cannot bind saveable executor since target saveable content has not been added.",
"114": "Save operation took $1ms, exceeding the tolerance of $2ms. Consider reducing compression level.",
"115": "Autosave operation took $1ms, exceeding the tolerance of $2ms. Consider reducing compression level.",
"116": "Cannot construct modifier of type '$1' since no registry for it.",
"117": "EnemyManager.compareWith called more than once. The previous reference will be overridden. Please ensure you intend to do this.",
"118": "No enemy comparer attached to EnemyManager. All enemies will be treated as dirty.",
"119": "Enemy prefab with code $1 not found during loadState, skipping.",
"120": "Special with code $1 not found in enemy '$2' during loadState, skipping.",
"121": "MapStore.createLayerState: floor '$1' already exists, the existing floor will be overwritten.",
"122": "MapStore.loadState: floor '$1' not found in current map data, skipping.",
"123": "MapLayer.setMapRef: array length $1 does not match expected size $2, setMapRef will be ignored.",
"124": "MapStore.loadState: floor '$1' or its layer(s) not found in current reference data, skipping.",
"125": "Expected sorted floor id array has a same floor id set, but an array with a different floor id set is returned.",
"126": "Only move code '$1' is expected, but got '$2'.",
"127": "Block at $1,$2 is 0, the dynamic tile will have num 0.",
"128": "Position $1,$2 is out of map bounds, operation cancelled.",
"129": "Position $1,$2 is not empty, existing block will be overwritten.",
"130": "The given tile is not managed by this dynamic layer.",
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency." "1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency."
} }
} }

View File

@ -1,3 +1,5 @@
import { FaceDirection } from '@user/data-base';
export interface ISearchable4Dir { export interface ISearchable4Dir {
/** 获取上侧元素 */ /** 获取上侧元素 */
up(): ISearchable4Dir | null; up(): ISearchable4Dir | null;
@ -142,6 +144,11 @@ export interface ITileLocator {
y: number; y: number;
} }
export interface IFacedTileLocator extends ITileLocator {
/** 图块朝向 */
direction: FaceDirection;
}
export const enum InternalDirectionGroup { export const enum InternalDirectionGroup {
/** 上下左右四方向 */ /** 上下左右四方向 */
Dir4, Dir4,

View File

@ -29,8 +29,10 @@ export function getDetailedEnemy(
return typeof func === 'string' ? func : func(enemy); return typeof func === 'string' ? func : func(enemy);
}; };
const special: [string, string, string][] = [...enemy.info.special] const special: [string, string, string][] = [...enemy.info.special]
// @ts-expect-error 之后修
.filter(v => !enemy.info.specialHalo?.includes(v)) .filter(v => !enemy.info.specialHalo?.includes(v))
.map(vv => { .map(vv => {
// @ts-expect-error 之后修
const s = Mota.require('@user/data-state').specials[vv]; const s = Mota.require('@user/data-state').specials[vv];
return [ return [
fromFunc(s.name, enemy.info), fromFunc(s.name, enemy.info),

View File

@ -315,10 +315,22 @@ importers:
'@user/data-base': '@user/data-base':
specifier: workspace:* specifier: workspace:*
version: link:../data-base version: link:../data-base
'@user/data-system':
specifier: workspace:*
version: link:../data-system
'@user/data-utils': '@user/data-utils':
specifier: workspace:* specifier: workspace:*
version: link:../data-utils version: link:../data-utils
packages-user/data-system:
dependencies:
'@motajs/common':
specifier: workspace:*
version: link:../../packages/common
'@user/data-base':
specifier: workspace:*
version: link:../data-base
packages-user/data-utils: packages-user/data-utils:
dependencies: dependencies:
'@user/data-base': '@user/data-base':
@ -409,8 +421,6 @@ importers:
specifier: workspace:* specifier: workspace:*
version: link:../data-utils version: link:../data-utils
packages-user/types: {}
packages/animate: {} packages/animate: {}
packages/audio: packages/audio:
@ -447,12 +457,6 @@ importers:
specifier: workspace:* specifier: workspace:*
version: link:../common version: link:../common
packages/legacy-data:
dependencies:
'@motajs/common':
specifier: workspace:*
version: link:../common
packages/legacy-system: packages/legacy-system:
dependencies: dependencies:
'@motajs/system': '@motajs/system':

107
prompt.md
View File

@ -2,16 +2,105 @@
以下规则必须时刻遵守,任何情况下都不允许违反。 以下规则必须时刻遵守,任何情况下都不允许违反。
1. 将我已经写好的代码视为绝对正确,除非我**明确允许**,否则**不允许任何修改**,哪怕因为接口变化或其他原因导致其中出现类型错误。如果你认为我的代码中存在逻辑错误,应当在对话中提出,而不是直接修改。 1. **不擅自修改已有代码**:将我已经写好的代码视为绝对正确。除非我**明确允许**,否则**不允许任何修改**,哪怕因为接口变化或其他原因导致其中出现类型错误。若认为我的代码存在错误,应在对话中提出,而不是直接修改。
2. 我做的任何代码修改都是有原因的,如果我在两次对话期间新增、删除或修改了部分代码,不要将其恢复。 2. **不恢复我的修改**:我做的任何代码修改都是有原因的。若我在两次对话期间新增、删除或修改了部分代码,不要将其恢复。
3. 时刻以目的进行驱动,想明白我为什么要这么设计接口,这个接口设计的目的是什么,而不是简单地以实现接口为目标。 3. **以目的驱动,而非以接口驱动**:实现前先想清楚我为什么要这样设计接口、这个接口设计的目的是什么,而不是单纯地以将接口填满为目标。
4. 如果思考或实现时有任何问题,应该立刻提问,而不是按照自己的想法去写。 4. **遇到歧义立即提问**:若思考或实现时遇到任何问题——例如描述模糊、接口不清晰、某些地方存在歧义等——应立即向我提问,而不是按自己的想法去写。
5. 如果我的目标是重构某个接口,按照我说的方式进行重构,如果是彻底性的重构(接口完全没有重合),则按照正常的方式进行实现,旧代码仅做逻辑与思路上的参考;如果是结构性的重构(接口基本一致,但有一些细节上的差距),则应该将旧代码搬到新的接口上,然后进行一些微调,**不要**擅自新增任何参数、任何新的方法或接口,**不要**仅仅通过新增一个兼容层兼容旧代码来实现重构。 5. **接口缺失时停止并提问**:若完成需求所需的接口尚不存在,应立即停止实现,向我提出疑问,而不是擅自新增接口来推进。
6. **按我说的方式重构**:若目标是重构某个接口,按照我指定的方式执行:
- **彻底性重构**(新旧接口完全没有重合):按正常方式全新实现,旧代码仅作逻辑与思路上的参考。
- **结构性重构**(新旧接口基本一致,细节有差距):将旧代码搬移到新接口上后进行微调。**不要**擅自新增任何参数、方法或接口,**不要**仅通过新增兼容层的方式应对重构。
7. **不要有任何“顺手”的想法**:任何时候,都不要出现顺手的想法,包括但不限于发现了一个 bug然后**顺手**修复、发现一处类型错误,然后**顺手**修复等,这种情况下应当遵循规则 1。
# 建议规则 # 建议规则
以下规则为建议性,尽量遵守,但是一些特殊情况也可以违反,由你自己把控。 以下规则为建议性,尽量遵守,特殊情况下可灵活处理
1. 我有时会在对话中给你提出实现建议,你应该对建议内容进行合理的参考,合理运用建议内容,一定注意不要滥用。 1. **合理参考建议**:我有时会在对话中给出实现建议,应合理参考,切忌滥用。
2. 如果实现与类型标注有冲突,应当以类型标注(一般是 `types.ts`)中的内容为参考来源。 2. **以类型标注为参考依据**:实现与类型标注有冲突时,以类型标注(一般是 `types.ts`)中的内容为准。
3. 如果你认为类型标注中的接口设计有问题,或在实现中发现其缺少某些接口,应该向我提问是否添加,我同意后方可添加。 3. **发现接口问题时提问**:若认为类型标注中的接口设计有问题,或在实现中发现缺少某些接口,应向我提问是否添加,经我同意后方可添加。
4. **接口设计兼顾合理性与便捷性**:设计接口时不仅要考虑合理性,还要考虑使用便捷性。罕见场景应当被支持,但不应与常见场景共用同一接口——这只会增加常见场景的使用难度。
5. **避免多余的非空判断与类型守卫**:若某个类型已满足目标的类型约束,不应再对其添加任何判断或过滤操作。典型例子:`Promise.all` 对数组元素类型没有任何限制,传入 `(Promise<unknown> | void)[]` 完全合法,无需多此一举地写成 `Promise.all(arr.filter(v => !!v))`
**时刻谨记上述要求,避免一个需求反复修改仍无法满足预期。**
# 开发流程
当我提出需求时,若没有明确说明直接实现或有其他明确要求,则遵循如下开发流程:
1. 阅读当前代码,分析需求,将需求整理为一个 markdown 文档,放在 `docs/dev` 目录下。文档中需明确标注需求细节,以及代码实现的大体思路。此阶段需考虑全面,遇到任何问题应向我提问并确认,不得自行假设。
2. 我会对文档进行全面阅读,确认实现细节与思路无误后,方允许开始实现。我可能会对文档进行细微调整,请在实现前重新仔细阅读最终版本。实现过程中如有任何问题,应向我提问,而不是自行决定。
## 示例文档
对于新增接口/彻底性地重构接口大致按照以下格式编写其余需求按照自己的理解去写即可。如某部分需要详细描述可单独开设标题若某个接口内容较多也可以在文档中为其单独开一个章节进行讲述。我会使用引用块的形式在文档中提出建议或回答。Markdown 文档不需要刻意换行,我的编辑器有自动换行功能,正常写没有问题。
```md
# 需求综述
描述清楚需求的内容、动机与目的。
# 接口设计与预期
这是相当重要的一章。需要按接口逐一列出其方法与成员,分析每个成员和方法的预期使用频率(高 / 中 / 低)并说明判断依据;对于中频和高频成员,还需列出至少一个典型使用场景。
**命名长度原则**:频率越高,成员名应越短。高频成员以一个单词为宜,最多不超过两个单词;中频成员不超过三个单词;低频成员可以稍长,但不宜过长。
**频率的定义**:此处频率指**用户编写此调用的可能性或频率**,而非运行时的调用频率。例如某成员每秒被调用千次,但整个游戏中只在一处出现过,仍属低频。
示例如下:
## IObjectMover
- `IObjectMover.forward()`:预期频率**高频**。向前移动一格是地图行走、动画演出等场景的核心需求,在逻辑与演出中都会频繁出现,故为高频。典型使用场景:演出中玩家或 NPC 沿某方向连续移动。
- `IObjectMover.speed()`:预期频率**中频**。移动中修改移速有一定使用场景,但远不及 `forward`、`step` 等移动接口的频率通常只在特殊演出或逻辑中出现故为中频。典型使用场景NPC 逃离怪物时先定在原地,随后逐渐加速逃跑。
- `IObjectMover.stepFace()`:预期频率**低频**。移动方向与朝向不同的常见场景(后退)已由 `backward` 覆盖,只有极特殊情况才需要此接口(如角色朝向固定但沿垂直方向平移),相当罕见,故为低频。
# 实现思路
按照下面的格式分条描述实现思路。
## 1. 完成 xxx
...
## 2. 完成 xxx
...
# 涉及文件
## 需要引用的文件
按照第三方库 → 其他包 → 当前包的其他文件的顺序写。
- `xxx 库`: 引用第三方库,说明引用目的,以及需要的接口
- `@user/xxx`: 引用的目的,需要这个文件的哪些接口
- `xxx.ts`: 引用此文件的目的,需要这个文件的哪些接口
## 需要修改的文件
### `@user/package/[folder/]file.ts`
除非必要或明确提出,一般不建议擅自新增公共方法或成员,必要时可以向我提问。
- [ ] 新增 `Iinterface` 接口:描述新增接口的动机与目的,会用于干什么
- [ ] 新增 `Type` 类型别名:描述新增类型别名的动机与目的,会用于干什么
- [ ] 新增 `private readonly property` 成员:描述新增成员的动机与目的,会用于干什么
- [ ] 新增 `private method(...)` 方法:描述新增方法的动机与目的,会用于干什么
- [ ] 编写 `Class.method` 方法:描述实现的大体内容
- [ ] 修改 `Class.method` 方法中的部分内容:描述修改哪些内容,修改这些内容的目的
- [ ] 重构文件结构,将 `xxx``yyy` 修改为 `zzz``www`...
...
### `@motajs/package/[folder/]file.ts`
...
# 问题
如果描述中有歧义或比较模糊的地方,可以在此列出。
1. xxxxxx
2. xxxxxx
```