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c22a51829d
| Author | SHA1 | Date | |
|---|---|---|---|
| c22a51829d | |||
| 89936416e1 |
@ -5,10 +5,9 @@ import {
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HeroAnimateDirection,
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IHeroState,
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IHeroStateHooks,
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IMapLayer,
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nextFaceDirection,
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state
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} from '@user/data-state';
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nextFaceDirection
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} from '@user/data-base';
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import { IMapLayer, state } from '@user/data-state';
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import { IMapRenderer, IMapRendererTicker, IMovingBlock } from '../types';
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import { isNil } from 'lodash-es';
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import { IHookController, logger } from '@motajs/common';
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@ -1,4 +1,5 @@
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import { IHeroState, IMapLayer } from '@user/data-state';
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import { IHeroState } from '@user/data-base';
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import { IMapLayer } from '@user/data-state';
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import {
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IMapDoorRenderer,
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IMapExtensionManager,
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@ -2,9 +2,9 @@ import { ITexture, Font } from '@motajs/render';
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import {
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FaceDirection,
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HeroAnimateDirection,
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IHeroState,
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IMapLayer
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} from '@user/data-state';
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IHeroState
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} from '@user/data-base';
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import { IMapLayer } from '@user/data-state';
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import { IMapRenderResult } from '../types';
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@ -67,16 +67,19 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.width = width;
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this.height = height;
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this.indexer.setWidth(width);
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this.needUpdate = true;
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}
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registerAuraConverter(converter: IAuraConverter<TAttr>): void {
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this.auraConverter.add(converter);
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this.converterStatus.set(converter, true);
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this.needUpdate = true;
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}
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unregisterAuraConverter(converter: IAuraConverter<TAttr>): void {
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this.auraConverter.delete(converter);
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this.converterStatus.delete(converter);
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this.needUpdate = true;
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}
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setAuraConverterEnabled(
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@ -85,6 +88,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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): void {
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if (!this.auraConverter.has(converter)) return;
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this.converterStatus.set(converter, enabled);
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this.needUpdate = true;
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}
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registerCommonQueryEffect(
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@ -94,6 +98,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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const array = this.commonQueryMap.getOrInsert(code, []);
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array.push(effect);
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array.sort((a, b) => b.priority - a.priority);
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this.needUpdate = true;
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}
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unregisterCommonQueryEffect(
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@ -105,11 +110,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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const index = array.indexOf(effect);
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if (index === -1) return;
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array.splice(index, 1);
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this.needUpdate = true;
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}
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registerSpecialQueryEffect(effect: IEnemySpecialQueryEffect<TAttr>): void {
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const list = this.specialQueryEffects.getOrInsert(effect.priority, []);
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list.push(effect);
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this.needUpdate = true;
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}
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unregisterSpecialQueryEffect(
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@ -124,11 +131,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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if (list.length === 0) {
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this.specialQueryEffects.delete(effect.priority);
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}
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this.needUpdate = true;
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}
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registerFinalEffect(effect: IEnemyFinalEffect<TAttr>): void {
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this.finalEffects.push(effect);
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this.finalEffects.sort((a, b) => b.priority - a.priority);
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this.needUpdate = true;
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}
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unregisterFinalEffect(effect: IEnemyFinalEffect<TAttr>): void {
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@ -136,6 +145,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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if (index !== -1) {
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this.finalEffects.splice(index, 1);
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}
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this.needUpdate = true;
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}
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getEnemyLocator(enemy: IEnemy<TAttr>): Readonly<ITileLocator> | null {
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@ -166,6 +176,10 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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return this.computedToView.get(enemy) ?? null;
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}
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/**
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* 删除指定索引位置的怪物以及与之关联的所有运行时状态。
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* @param index 地图索引
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*/
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private deleteEnemyAt(index: number) {
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const view = this.enemyViewMap.get(index);
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const enemy = this.enemyMap.get(index);
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@ -201,6 +215,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.locatorViewMap.set(view, index);
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this.computedToView.set(view.getComputingEnemy(), view);
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if (this.mapDamage) {
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this.mapDamage.markEnemyDirty(view);
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}
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if (this.damageSystem) {
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this.damageSystem.markDirty(view);
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}
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this.needUpdate = true;
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}
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@ -209,6 +230,11 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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this.deleteEnemyAt(index);
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}
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/**
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* 在指定范围内筛选出当前上下文中的怪物视图。
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* @param range 范围对象
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* @param param 范围参数
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*/
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private *internalScanRange<T>(
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range: IRange<T>,
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param: T
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@ -257,15 +283,23 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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return this.mapDamage;
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}
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attachDamageSystem(system: IDamageSystem<TAttr, unknown>): void {
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attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void {
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this.damageSystem = system;
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system.markAllDirty();
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if (system) {
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system.markAllDirty();
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}
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}
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getDamageSystem<THero>(): IDamageSystem<TAttr, THero> | null {
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return this.damageSystem as IDamageSystem<TAttr, THero> | null;
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}
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/**
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* 将怪物身上的特殊属性尝试转换为光环视图。
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* @param special 特殊属性
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* @param enemy 怪物对象
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* @param locator 怪物位置
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*/
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private convertSpecial(
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special: ISpecial<any>,
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enemy: IReadonlyEnemy<TAttr>,
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@ -288,6 +322,10 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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return matched.convert(special, enemy, locator, this);
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}
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/**
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* 将光环按优先级插入到有序表中。
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* @param aura 光环视图
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*/
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private insertIntoSortedAura(aura: IAuraView<TAttr>): void {
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const set = this.sortedAura.getOrInsertComputed(
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aura.priority,
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@ -296,6 +334,10 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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set.add(aura);
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}
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/**
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* 从优先级表中移除一个光环。
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* @param aura 光环视图
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*/
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private removeFromSortedAura(aura: IAuraView<TAttr>): void {
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const set = this.sortedAura.get(aura.priority);
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if (set) {
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@ -306,6 +348,13 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 执行特殊属性修饰器,并返回因此受到影响的光环集合。
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* @param modifier 特殊属性修饰器
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* @param enemy 目标怪物
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* @param locator 怪物位置
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* @param currentPriority 当前处理的优先级
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*/
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private processSpecialModifier(
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modifier: IEnemySpecialModifier<TAttr>,
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enemy: IEnemy<TAttr>,
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@ -325,6 +374,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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for (const adding of toAdd) {
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const aura = this.convertSpecial(adding, enemy, locator);
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if (aura) {
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// 新生成的光环只能影响之后的阶段,不能反过来影响当前优先级链。
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if (import.meta.env.DEV && aura.priority > currentPriority) {
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logger.warn(
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99,
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@ -344,6 +394,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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enemy.deleteSpecial(deleting);
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const aura = this.convertedAura.get(deleting);
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if (aura) {
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// 当前阶段不允许删除同优先级或更高优先级的已生效光环。
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if (import.meta.env.DEV && aura.priority >= currentPriority) {
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logger.warn(
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98,
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@ -377,6 +428,11 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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return affectedAuras;
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}
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/**
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* 执行单个特殊查询效果。
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* @param effect 特殊查询效果
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* @param currentPriority 当前处理的优先级
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*/
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private processSpecialQuery(
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effect: IEnemySpecialQueryEffect<TAttr>,
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currentPriority: number
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@ -404,6 +460,11 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 执行光环带来的特殊属性修饰效果。
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* @param aura 光环视图
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* @param currentPriority 当前处理的优先级
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*/
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private processAuraSpecial(
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aura: IAuraView<TAttr>,
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currentPriority: number
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@ -431,6 +492,9 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 构建所有由特殊属性衍生出的光环与特殊查询结果。
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*/
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private buildupSpecials(): void {
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for (const aura of this.globalAuraList) {
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this.insertIntoSortedAura(aura);
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@ -450,6 +514,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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const processedPriorities = new Set<number>();
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// 由于期间可能会产生新优先级的光环,所以要用 while (true) 而不是直接遍历
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while (true) {
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let maxPriority: number | null = null;
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for (const priority of this.sortedAura.keys()) {
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@ -488,6 +553,9 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 按优先级执行所有基础属性光环效果。
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*/
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private buildupBase(): void {
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const priorities = [...this.sortedAura.keys()].sort((a, b) => b - a);
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for (const p of priorities) {
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@ -505,6 +573,9 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 执行常规查询效果,并记录哪些怪物查询了上下文。
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*/
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private buildupQuery(): void {
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for (const [index, view] of this.enemyViewMap) {
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const enemy = view.getComputingEnemy();
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@ -527,6 +598,9 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 执行最终效果阶段。
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*/
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private buildupFinal(): void {
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for (const [index, view] of this.enemyViewMap) {
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const enemy = view.getComputingEnemy();
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@ -575,6 +649,12 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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}
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}
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/**
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* 在局部刷新期间执行特殊属性修饰器,但不重建光环拓扑。
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* @param modifier 特殊属性修饰器
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* @param enemy 目标怪物
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* @param locator 怪物位置
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*/
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private refreshSpecialModifier(
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modifier: IEnemySpecialModifier<TAttr>,
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enemy: IEnemy<TAttr>,
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@ -619,6 +699,10 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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||||
}
|
||||
}
|
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/**
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* 刷新单个怪物视图的计算结果。
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* @param view 怪物视图
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*/
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private refreshEnemy(view: EnemyView<TAttr>): void {
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const locator = this.getEnemyLocatorByView(view);
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if (!locator) return;
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@ -646,6 +730,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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if (!aura.couldApplySpecial) continue;
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const param = aura.getRangeParam();
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aura.range.bindHost(this);
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// 局部刷新只重新判断“这个怪物是否被该光环命中”。
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const inRange = aura.range.inRange(
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locator.x,
|
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locator.y,
|
||||
@ -756,7 +841,7 @@ export class EnemyContext<TAttr> implements IEnemyContext<TAttr> {
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destroy(): void {
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this.clear();
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this.attachMapDamage(null);
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this.damageSystem = null;
|
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this.attachDamageSystem(null);
|
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this.auraConverter.clear();
|
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this.commonQueryMap.clear();
|
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this.specialQueryEffects.clear();
|
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|
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@ -847,7 +847,7 @@ export interface IEnemyContext<TAttr> {
|
||||
* 绑定伤害计算系统
|
||||
* @param system 伤害系统
|
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*/
|
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attachDamageSystem(system: IDamageSystem<TAttr, unknown>): void;
|
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attachDamageSystem(system: IDamageSystem<TAttr, unknown> | null): void;
|
||||
|
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/**
|
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* 获取当前绑定的伤害计算系统
|
||||
|
||||
152
packages-user/data-base/src/hero/attribute.ts
Normal file
152
packages-user/data-base/src/hero/attribute.ts
Normal file
@ -0,0 +1,152 @@
|
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import { logger } from '@motajs/common';
|
||||
import { IHeroAttribute, IHeroModifier } from './types';
|
||||
|
||||
export abstract class BaseHeroModifier<T, V> implements IHeroModifier<T, V> {
|
||||
abstract readonly priority: number;
|
||||
|
||||
owner: IHeroAttribute<unknown> | null = null;
|
||||
|
||||
constructor(private currentValue: V) {}
|
||||
|
||||
get value(): V {
|
||||
return this.currentValue;
|
||||
}
|
||||
|
||||
setValue(value: V): void {
|
||||
this.currentValue = value;
|
||||
this.owner?.markModifierDirty(this);
|
||||
}
|
||||
|
||||
getValue(): V {
|
||||
return this.currentValue;
|
||||
}
|
||||
|
||||
bindAttribute(attribute: IHeroAttribute<unknown> | null): void {
|
||||
this.owner = attribute;
|
||||
}
|
||||
|
||||
abstract modify(value: T, baseValue: T, name: string): T;
|
||||
|
||||
abstract clone(): IHeroModifier<T, V>;
|
||||
}
|
||||
|
||||
export class HeroAttribute<THero> implements IHeroAttribute<THero> {
|
||||
/** 当前勇士属性修饰器 */
|
||||
private readonly modifier: Map<keyof THero, IHeroModifier[]> = new Map();
|
||||
/** 当前每个修饰器对应的属性值 */
|
||||
private readonly modifierName: Map<IHeroModifier, keyof THero> = new Map();
|
||||
/** 当前勇士最终属性 */
|
||||
private readonly finalAttribute: THero;
|
||||
|
||||
/**
|
||||
* @param attribute 当前勇士的基础属性
|
||||
*/
|
||||
constructor(private readonly attribute: THero) {
|
||||
this.finalAttribute = structuredClone(attribute);
|
||||
}
|
||||
|
||||
/**
|
||||
* 判定修饰器结果是否同引用
|
||||
* @param curr 当前属性值
|
||||
* @param next 修饰器修饰结果
|
||||
*/
|
||||
private isSameReference(curr: unknown, next: unknown) {
|
||||
return typeof curr === 'object' && curr !== null && curr === next;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重新计算指定属性值
|
||||
* @param name 属性名称
|
||||
*/
|
||||
private recalculateAttribute<K extends keyof THero>(name: K): void {
|
||||
const modifierList = this.modifier.get(name);
|
||||
if (!modifierList) return;
|
||||
|
||||
const baseValue = this.attribute[name];
|
||||
let value = baseValue;
|
||||
for (const modifier of modifierList as IHeroModifier<THero[K]>[]) {
|
||||
const nextValue = modifier.modify(value, baseValue, name);
|
||||
// 部署之后就没必要弹这个警告了,额外判断反而可能会有一定的性能损失,直接 tree-shaking 优化掉
|
||||
if (import.meta.env.DEV && this.isSameReference(value, nextValue)) {
|
||||
const modiferName = modifier.constructor.name;
|
||||
logger.warn(109, modiferName, String(name));
|
||||
}
|
||||
value = nextValue;
|
||||
}
|
||||
|
||||
this.finalAttribute[name] = value;
|
||||
}
|
||||
|
||||
getBaseAttribute<K extends keyof THero>(name: K): THero[K] {
|
||||
return this.attribute[name];
|
||||
}
|
||||
|
||||
getFinalAttribute<K extends keyof THero>(name: K): THero[K] {
|
||||
return this.finalAttribute[name];
|
||||
}
|
||||
|
||||
setBaseAttribute<K extends keyof THero>(name: K, value: THero[K]): void {
|
||||
this.attribute[name] = value;
|
||||
this.markDirty(name);
|
||||
}
|
||||
|
||||
addModifier<K extends keyof THero>(
|
||||
name: K,
|
||||
modifier: IHeroModifier<THero[K], unknown>
|
||||
): void {
|
||||
if (modifier.owner) {
|
||||
const modiferName = modifier.constructor.name;
|
||||
logger.warn(108, modiferName, String(name));
|
||||
return;
|
||||
}
|
||||
|
||||
const modifierList = this.modifier.getOrInsert(name, []);
|
||||
modifierList.push(modifier);
|
||||
modifierList.sort((left, right) => right.priority - left.priority);
|
||||
|
||||
this.modifierName.set(modifier, name);
|
||||
modifier.bindAttribute(this);
|
||||
this.markDirty(name);
|
||||
}
|
||||
|
||||
deleteModifier<K extends keyof THero>(
|
||||
name: K,
|
||||
modifier: IHeroModifier<THero[K], unknown>
|
||||
): void {
|
||||
const modifierList = this.modifier.get(name);
|
||||
if (!modifierList) return;
|
||||
const index = modifierList.indexOf(modifier);
|
||||
if (index === -1) return;
|
||||
|
||||
modifier.bindAttribute(null);
|
||||
modifierList.splice(index, 1);
|
||||
this.modifierName.delete(modifier);
|
||||
|
||||
this.markDirty(name);
|
||||
}
|
||||
|
||||
markDirty(name: keyof THero): void {
|
||||
this.recalculateAttribute(name);
|
||||
}
|
||||
|
||||
markModifierDirty(modifier: IHeroModifier): void {
|
||||
const name = this.modifierName.get(modifier);
|
||||
if (name === undefined) return;
|
||||
this.markDirty(name);
|
||||
}
|
||||
|
||||
clone(cloneModifier: boolean = true): IHeroAttribute<THero> {
|
||||
const cloned = new HeroAttribute<THero>(
|
||||
structuredClone(this.attribute)
|
||||
);
|
||||
if (!cloneModifier) return cloned;
|
||||
// 拷贝修饰器
|
||||
for (const [modifier, name] of this.modifierName) {
|
||||
cloned.addModifier(
|
||||
name,
|
||||
modifier.clone() as IHeroModifier<THero[keyof THero]>
|
||||
);
|
||||
}
|
||||
return cloned;
|
||||
}
|
||||
}
|
||||
4
packages-user/data-base/src/hero/index.ts
Normal file
4
packages-user/data-base/src/hero/index.ts
Normal file
@ -0,0 +1,4 @@
|
||||
export * from './attribute';
|
||||
export * from './state';
|
||||
export * from './types';
|
||||
export * from './utils';
|
||||
@ -1,8 +1,14 @@
|
||||
import { Hookable, HookController, IHookController } from '@motajs/common';
|
||||
import { IHeroFollower, IHeroState, IHeroStateHooks } from './types';
|
||||
import { FaceDirection, getFaceMovement, nextFaceDirection } from '../common';
|
||||
import { isNil } from 'lodash-es';
|
||||
import { DEFAULT_HERO_IMAGE } from '../shared';
|
||||
import { getFaceMovement, nextFaceDirection } from './utils';
|
||||
import {
|
||||
FaceDirection,
|
||||
IHeroFollower,
|
||||
IHeroState,
|
||||
IHeroStateHooks
|
||||
} from './types';
|
||||
|
||||
const DEFAULT_HERO_IMAGE: ImageIds = 'hero.png';
|
||||
|
||||
export class HeroState extends Hookable<IHeroStateHooks> implements IHeroState {
|
||||
x: number = 0;
|
||||
330
packages-user/data-base/src/hero/types.ts
Normal file
330
packages-user/data-base/src/hero/types.ts
Normal file
@ -0,0 +1,330 @@
|
||||
import { IHookBase, IHookable } from '@motajs/common';
|
||||
|
||||
//#region 勇士属性
|
||||
|
||||
export interface IHeroModifier<T = unknown, V = unknown> {
|
||||
/** 修饰器优先级 */
|
||||
readonly priority: number;
|
||||
/** 修饰器参数值 */
|
||||
readonly value: V;
|
||||
/** 当前修饰器所属的勇士属性对象 */
|
||||
readonly owner: IHeroAttribute<unknown> | null;
|
||||
|
||||
/**
|
||||
* 设置修饰器参数值
|
||||
* @param value 参数值
|
||||
*/
|
||||
setValue(value: V): void;
|
||||
|
||||
/**
|
||||
* 获取修饰器参数值
|
||||
*/
|
||||
getValue(): V;
|
||||
|
||||
/**
|
||||
* 绑定勇士属性对象
|
||||
* @param attribute 勇士属性对象
|
||||
*/
|
||||
bindAttribute(attribute: IHeroAttribute<unknown> | null): void;
|
||||
|
||||
/**
|
||||
* 对指定属性值进行修改
|
||||
* @param value 该属性值的当前属性值,即经过了优先级更高的修饰器修饰后的属性值
|
||||
* @param baseValue 该属性值的基础属性值
|
||||
* @param name 属性名称
|
||||
*/
|
||||
modify(value: T, baseValue: T, name: PropertyKey): T;
|
||||
|
||||
/**
|
||||
* 深拷贝此修饰器
|
||||
*/
|
||||
clone(): IHeroModifier<T, V>;
|
||||
}
|
||||
|
||||
export interface IHeroAttribute<THero> {
|
||||
/**
|
||||
* 获取勇士的基础属性,即未经过任何 Buff 或装备等加成的属性
|
||||
* @param name 属性名称
|
||||
*/
|
||||
getBaseAttribute<K extends keyof THero>(name: K): THero[K];
|
||||
|
||||
/**
|
||||
* 获取勇士的最终属性,即经过了 Buff 或装备等加成的属性
|
||||
* @param name 属性名称
|
||||
*/
|
||||
getFinalAttribute<K extends keyof THero>(name: K): THero[K];
|
||||
|
||||
/**
|
||||
* 设置勇士的基础属性
|
||||
* @param name 属性名称
|
||||
* @param value 要设置为的值
|
||||
*/
|
||||
setBaseAttribute<K extends keyof THero>(name: K, value: THero[K]): void;
|
||||
|
||||
/**
|
||||
* 向一个属性添加属性修饰器
|
||||
* @param name 属性名称
|
||||
* @param modifier 属性修饰器
|
||||
*/
|
||||
addModifier<K extends keyof THero>(
|
||||
name: K,
|
||||
modifier: IHeroModifier<THero[K], unknown>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 删除指定的属性修饰器
|
||||
* @param name 属性名称
|
||||
* @param modifier 属性修饰器
|
||||
*/
|
||||
deleteModifier<K extends keyof THero>(
|
||||
name: K,
|
||||
modifier: IHeroModifier<THero[K], unknown>
|
||||
): void;
|
||||
|
||||
/**
|
||||
* 将指定属性标记为脏
|
||||
* @param name 属性名称
|
||||
*/
|
||||
markDirty(name: keyof THero): void;
|
||||
|
||||
/**
|
||||
* 将指定属性修饰器标记为脏
|
||||
* @param modifier 属性修饰器
|
||||
*/
|
||||
markModifierDirty(modifier: IHeroModifier): void;
|
||||
|
||||
/**
|
||||
* 深拷贝此勇士属性对象
|
||||
* @param cloneModifier 是否同时复制修饰器,默认复制
|
||||
*/
|
||||
clone(cloneModifier?: boolean): IHeroAttribute<THero>;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
//#region 朝向
|
||||
|
||||
export const enum FaceDirection {
|
||||
Unknown,
|
||||
Left,
|
||||
Up,
|
||||
Right,
|
||||
Down,
|
||||
LeftUp,
|
||||
RightUp,
|
||||
LeftDown,
|
||||
RightDown
|
||||
}
|
||||
|
||||
export interface IFaceData {
|
||||
/** 图块数字 */
|
||||
readonly identifier: number;
|
||||
/** 图块朝向 */
|
||||
readonly face: FaceDirection;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
|
||||
//#region 勇士状态
|
||||
|
||||
export const enum HeroAnimateDirection {
|
||||
/** 正向播放动画 */
|
||||
Forward,
|
||||
/** 反向播放动画 */
|
||||
Backward
|
||||
}
|
||||
|
||||
export interface IHeroFollower {
|
||||
/** 跟随者的图块数字 */
|
||||
readonly num: number;
|
||||
/** 跟随者的标识符 */
|
||||
readonly identifier: string;
|
||||
/** 跟随者的不透明度 */
|
||||
alpha: number;
|
||||
}
|
||||
|
||||
export interface IHeroStateHooks extends IHookBase {
|
||||
/**
|
||||
* 当设置勇士的坐标时触发
|
||||
* @param x 勇士横坐标
|
||||
* @param y 勇士纵坐标
|
||||
*/
|
||||
onSetPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 当设置勇士朝向时触发
|
||||
* @param direction 勇士朝向
|
||||
*/
|
||||
onTurnHero(direction: FaceDirection): void;
|
||||
|
||||
/**
|
||||
* 当勇士开始移动时触发
|
||||
*/
|
||||
onStartMove(): void;
|
||||
|
||||
/**
|
||||
* 当移动勇士时触发
|
||||
* @param direction 移动方向
|
||||
* @param time 移动动画时长
|
||||
*/
|
||||
onMoveHero(direction: FaceDirection, time: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当停止移动时触发
|
||||
*/
|
||||
onEndMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当勇士跳跃时触发
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕
|
||||
*/
|
||||
onJumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time: number,
|
||||
waitFollower: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当设置勇士图片时触发
|
||||
* @param image 勇士图片 id
|
||||
*/
|
||||
onSetImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 当设置勇士不透明度时执行
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
onSetAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加跟随者时触发
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符
|
||||
*/
|
||||
onAddFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 当移除跟随者时触发
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
onRemoveFollower(identifier: string, animate: boolean): void;
|
||||
|
||||
/**
|
||||
* 当移除所有跟随者时触发
|
||||
*/
|
||||
onRemoveAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
onSetFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
|
||||
export interface IHeroState extends IHookable<IHeroStateHooks> {
|
||||
/** 勇士横坐标 */
|
||||
readonly x: number;
|
||||
/** 勇士纵坐标 */
|
||||
readonly y: number;
|
||||
/** 勇士朝向 */
|
||||
readonly direction: FaceDirection;
|
||||
/** 勇士图片 */
|
||||
readonly image?: ImageIds;
|
||||
/** 跟随者列表 */
|
||||
readonly followers: readonly IHeroFollower[];
|
||||
/** 勇士当前的不透明度 */
|
||||
readonly alpha: number;
|
||||
|
||||
/**
|
||||
* 设置勇士位置
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
setPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 设置勇士朝向
|
||||
* @param direction 勇士朝向,不填表示顺时针旋转
|
||||
*/
|
||||
turn(direction?: FaceDirection): void;
|
||||
|
||||
/**
|
||||
* 开始勇士移动,在移动前必须先调用此方法将勇士切换为移动状态
|
||||
*/
|
||||
startMove(): void;
|
||||
|
||||
/**
|
||||
* 移动勇士。能否移动的逻辑暂时不在这里,目前作为过渡作用,仅服务于渲染
|
||||
* @param dir 移动方向
|
||||
* @param time 移动动画时长,默认 100ms
|
||||
* @returns 移动的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
move(dir: FaceDirection, time?: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 结束勇士移动
|
||||
* @returns 当移动动画结束后兑现的 `Promise`
|
||||
*/
|
||||
endMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 跳跃勇士至目标点
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长,默认 500ms
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕,默认不等待
|
||||
* @returns 跳跃的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
jumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time?: number,
|
||||
waitFollower?: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 设置勇士图片
|
||||
* @param image 图片 id
|
||||
*/
|
||||
setImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 设置勇士的不透明度
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
setAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加一个跟随者
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符,可以用来移除
|
||||
*/
|
||||
addFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 移除指定的跟随者
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
removeFollower(identifier: string, animate?: boolean): void;
|
||||
|
||||
/**
|
||||
* 移除所有跟随者
|
||||
*/
|
||||
removeAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置指定跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
setFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
|
||||
//#endregion
|
||||
182
packages-user/data-base/src/hero/utils.ts
Normal file
182
packages-user/data-base/src/hero/utils.ts
Normal file
@ -0,0 +1,182 @@
|
||||
import { FaceDirection } from './types';
|
||||
|
||||
/**
|
||||
* 获取指定朝向的坐标偏移量
|
||||
* @param dir 朝向
|
||||
*/
|
||||
export function getFaceMovement(dir: FaceDirection): Loc {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return { x: -1, y: 0 };
|
||||
case FaceDirection.Right:
|
||||
return { x: 1, y: 0 };
|
||||
case FaceDirection.Up:
|
||||
return { x: 0, y: -1 };
|
||||
case FaceDirection.Down:
|
||||
return { x: 0, y: 1 };
|
||||
case FaceDirection.LeftUp:
|
||||
return { x: -1, y: -1 };
|
||||
case FaceDirection.RightUp:
|
||||
return { x: 1, y: -1 };
|
||||
case FaceDirection.LeftDown:
|
||||
return { x: -1, y: 1 };
|
||||
case FaceDirection.RightDown:
|
||||
return { x: 1, y: 1 };
|
||||
case FaceDirection.Unknown:
|
||||
return { x: 0, y: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将八方向朝向降级为四方向朝向
|
||||
* @param dir 朝向
|
||||
* @param unknown 如果朝向是 `FaceDirection.Unknown`,那么会返回什么,默认还是未知
|
||||
*/
|
||||
export function degradeFace(
|
||||
dir: FaceDirection,
|
||||
unknown: FaceDirection = FaceDirection.Unknown
|
||||
): FaceDirection {
|
||||
switch (dir) {
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Unknown:
|
||||
return unknown;
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定朝向旋转后的朝向
|
||||
* @param dir 当前朝向
|
||||
* @param anticlockwise 是否逆时针旋转,默认顺时针
|
||||
* @param face8 是否使用八朝向。为 `false` 时,旋转为九十度旋转,即 上->右->下->左,左上->右上->右下->左下。
|
||||
* 为 `true` 时,旋转为四十五度旋转,即 上->右上->右->右下->下->左下->左->左上。逆时针反过来旋转。
|
||||
*/
|
||||
export function nextFaceDirection(
|
||||
dir: FaceDirection,
|
||||
anticlockwise: boolean = false,
|
||||
face8: boolean = false
|
||||
): FaceDirection {
|
||||
if (face8) {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据朝向字符串获取朝向枚举值
|
||||
* @param dir 朝向字符串
|
||||
*/
|
||||
export function fromDirectionString(dir: Dir2): FaceDirection {
|
||||
switch (dir) {
|
||||
case 'left':
|
||||
return FaceDirection.Left;
|
||||
case 'right':
|
||||
return FaceDirection.Right;
|
||||
case 'up':
|
||||
return FaceDirection.Up;
|
||||
case 'down':
|
||||
return FaceDirection.Down;
|
||||
case 'leftup':
|
||||
return FaceDirection.LeftUp;
|
||||
case 'rightup':
|
||||
return FaceDirection.RightUp;
|
||||
case 'leftdown':
|
||||
return FaceDirection.LeftDown;
|
||||
case 'rightdown':
|
||||
return FaceDirection.RightDown;
|
||||
default:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
@ -1,4 +1,5 @@
|
||||
export * from './enemy';
|
||||
export * from './hero';
|
||||
export * from './load';
|
||||
|
||||
export * from './game';
|
||||
|
||||
@ -1,21 +1,7 @@
|
||||
export const enum FaceDirection {
|
||||
Unknown,
|
||||
Left,
|
||||
Up,
|
||||
Right,
|
||||
Down,
|
||||
LeftUp,
|
||||
RightUp,
|
||||
LeftDown,
|
||||
RightDown
|
||||
}
|
||||
import { FaceDirection, type IFaceData } from '@user/data-base';
|
||||
|
||||
export interface IFaceData {
|
||||
/** 图块数字 */
|
||||
readonly identifier: number;
|
||||
/** 图块朝向 */
|
||||
readonly face: FaceDirection;
|
||||
}
|
||||
export { FaceDirection };
|
||||
export type { IFaceData } from '@user/data-base';
|
||||
|
||||
export interface IRoleFaceBinder {
|
||||
/**
|
||||
|
||||
@ -1,182 +1,6 @@
|
||||
import { FaceDirection } from './types';
|
||||
|
||||
/**
|
||||
* 获取指定朝向的坐标偏移量
|
||||
* @param dir 朝向
|
||||
*/
|
||||
export function getFaceMovement(dir: FaceDirection): Loc {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return { x: -1, y: 0 };
|
||||
case FaceDirection.Right:
|
||||
return { x: 1, y: 0 };
|
||||
case FaceDirection.Up:
|
||||
return { x: 0, y: -1 };
|
||||
case FaceDirection.Down:
|
||||
return { x: 0, y: 1 };
|
||||
case FaceDirection.LeftUp:
|
||||
return { x: -1, y: -1 };
|
||||
case FaceDirection.RightUp:
|
||||
return { x: 1, y: -1 };
|
||||
case FaceDirection.LeftDown:
|
||||
return { x: -1, y: 1 };
|
||||
case FaceDirection.RightDown:
|
||||
return { x: 1, y: 1 };
|
||||
case FaceDirection.Unknown:
|
||||
return { x: 0, y: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将八方向朝向降级为四方向朝向
|
||||
* @param dir 朝向
|
||||
* @param unknown 如果朝向是 `FaceDirection.Unknown`,那么会返回什么,默认还是未知
|
||||
*/
|
||||
export function degradeFace(
|
||||
dir: FaceDirection,
|
||||
unknown: FaceDirection = FaceDirection.Unknown
|
||||
): FaceDirection {
|
||||
switch (dir) {
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Unknown:
|
||||
return unknown;
|
||||
}
|
||||
return dir;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取指定朝向旋转后的朝向
|
||||
* @param dir 当前朝向
|
||||
* @param anticlockwise 是否逆时针旋转,默认顺时针
|
||||
* @param face8 是否使用八朝向。为 `false` 时,旋转为九十度旋转,即 上->右->下->左,左上->右上->右下->左下。
|
||||
* 为 `true` 时,旋转为四十五度旋转,即 上->右上->右->右下->下->左下->左->左上。逆时针反过来旋转。
|
||||
*/
|
||||
export function nextFaceDirection(
|
||||
dir: FaceDirection,
|
||||
anticlockwise: boolean = false,
|
||||
face8: boolean = false
|
||||
): FaceDirection {
|
||||
if (face8) {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (anticlockwise) {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
} else {
|
||||
switch (dir) {
|
||||
case FaceDirection.Left:
|
||||
return FaceDirection.Up;
|
||||
case FaceDirection.Up:
|
||||
return FaceDirection.Right;
|
||||
case FaceDirection.Right:
|
||||
return FaceDirection.Down;
|
||||
case FaceDirection.Down:
|
||||
return FaceDirection.Left;
|
||||
case FaceDirection.LeftUp:
|
||||
return FaceDirection.RightUp;
|
||||
case FaceDirection.RightUp:
|
||||
return FaceDirection.RightDown;
|
||||
case FaceDirection.RightDown:
|
||||
return FaceDirection.LeftDown;
|
||||
case FaceDirection.LeftDown:
|
||||
return FaceDirection.LeftUp;
|
||||
case FaceDirection.Unknown:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据朝向字符串获取朝向枚举值
|
||||
* @param dir 朝向字符串
|
||||
*/
|
||||
export function fromDirectionString(dir: Dir2): FaceDirection {
|
||||
switch (dir) {
|
||||
case 'left':
|
||||
return FaceDirection.Left;
|
||||
case 'right':
|
||||
return FaceDirection.Right;
|
||||
case 'up':
|
||||
return FaceDirection.Up;
|
||||
case 'down':
|
||||
return FaceDirection.Down;
|
||||
case 'leftup':
|
||||
return FaceDirection.LeftUp;
|
||||
case 'rightup':
|
||||
return FaceDirection.RightUp;
|
||||
case 'leftdown':
|
||||
return FaceDirection.LeftDown;
|
||||
case 'rightdown':
|
||||
return FaceDirection.RightDown;
|
||||
default:
|
||||
return FaceDirection.Unknown;
|
||||
}
|
||||
}
|
||||
export {
|
||||
degradeFace,
|
||||
fromDirectionString,
|
||||
getFaceMovement,
|
||||
nextFaceDirection
|
||||
} from '@user/data-base';
|
||||
|
||||
@ -1,11 +1,12 @@
|
||||
import { ICoreState, IStateSaveData } from './types';
|
||||
import { IHeroState, HeroState } from './hero';
|
||||
import { ILayerState, LayerState } from './map';
|
||||
import { IRoleFaceBinder, RoleFaceBinder } from './common';
|
||||
import {
|
||||
DamageSystem,
|
||||
EnemyContext,
|
||||
EnemyManager,
|
||||
HeroState,
|
||||
IHeroState,
|
||||
IEnemyContext,
|
||||
IEnemyManager,
|
||||
MapDamage
|
||||
@ -76,7 +77,7 @@ export class CoreState implements ICoreState {
|
||||
|
||||
loadState(data: IStateSaveData): void {
|
||||
this.hero.removeAllFollowers();
|
||||
data?.followers.forEach(v => {
|
||||
data.followers.forEach(v => {
|
||||
this.hero.addFollower(v.num, v.identifier);
|
||||
});
|
||||
}
|
||||
|
||||
@ -11,16 +11,16 @@ export class MainEnemyFinalEffect implements IEnemyFinalEffect<IEnemyAttributes>
|
||||
readonly priority: number = 0;
|
||||
|
||||
apply(enemy: IEnemy<IEnemyAttributes>, _locator: ITileLocator): void {
|
||||
// 3-坚固
|
||||
if (enemy.hasSpecial(3)) {
|
||||
enemy.setAttribute(
|
||||
'def',
|
||||
Math.max(
|
||||
enemy.getAttribute('def'),
|
||||
HERO_STATUS_PLACEHOLDER.atk - 1
|
||||
)
|
||||
const target = Math.max(
|
||||
enemy.getAttribute('def'),
|
||||
HERO_STATUS_PLACEHOLDER.atk - 1
|
||||
);
|
||||
enemy.setAttribute('def', target);
|
||||
}
|
||||
|
||||
// 10-模仿
|
||||
if (enemy.hasSpecial(10)) {
|
||||
enemy.setAttribute('atk', HERO_STATUS_PLACEHOLDER.atk);
|
||||
enemy.setAttribute('def', HERO_STATUS_PLACEHOLDER.def);
|
||||
|
||||
@ -1,2 +1 @@
|
||||
export * from './state';
|
||||
export * from './types';
|
||||
|
||||
@ -1,204 +1,22 @@
|
||||
import { IHookBase, IHookable } from '@motajs/common';
|
||||
import { FaceDirection } from '../common/types';
|
||||
//#region 勇士属性
|
||||
|
||||
export const enum HeroAnimateDirection {
|
||||
/** 正向播放动画 */
|
||||
Forward,
|
||||
/** 反向播放动画 */
|
||||
Backward
|
||||
export interface IHeroAttributeObject {
|
||||
/** 勇士名称 */
|
||||
name: string;
|
||||
/** 勇士生命值 */
|
||||
hp: number;
|
||||
/** 勇士生命值上限 */
|
||||
hpmax: number;
|
||||
/** 勇士攻击力 */
|
||||
atk: number;
|
||||
/** 勇士防御力 */
|
||||
def: number;
|
||||
/** 勇士护盾 */
|
||||
mdef: number;
|
||||
/** 勇士魔法值 */
|
||||
mana: number;
|
||||
/** 勇士魔法上限 */
|
||||
manamax: number;
|
||||
}
|
||||
|
||||
export interface IHeroFollower {
|
||||
/** 跟随者的图块数字 */
|
||||
readonly num: number;
|
||||
/** 跟随者的标识符 */
|
||||
readonly identifier: string;
|
||||
/** 跟随者的不透明度 */
|
||||
alpha: number;
|
||||
}
|
||||
|
||||
export interface IHeroStateHooks extends IHookBase {
|
||||
/**
|
||||
* 当设置勇士的坐标时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param x 勇士横坐标
|
||||
* @param y 勇士纵坐标
|
||||
*/
|
||||
onSetPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 当设置勇士朝向时触发
|
||||
* @param direction 勇士朝向
|
||||
*/
|
||||
onTurnHero(direction: FaceDirection): void;
|
||||
|
||||
/**
|
||||
* 当勇士开始移动时触发
|
||||
*/
|
||||
onStartMove(): void;
|
||||
|
||||
/**
|
||||
* 当移动勇士时触发
|
||||
* @param controller 钩子控制器
|
||||
* @param direction 移动方向
|
||||
* @param time 移动动画时长
|
||||
*/
|
||||
onMoveHero(direction: FaceDirection, time: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当停止移动时触发
|
||||
*/
|
||||
onEndMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当勇士跳跃时触发
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕
|
||||
*/
|
||||
onJumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time: number,
|
||||
waitFollower: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 当设置勇士图片时触发
|
||||
* @param image 勇士图片 id
|
||||
*/
|
||||
onSetImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 当设置勇士不透明度时执行
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
onSetAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加跟随者时触发
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符
|
||||
*/
|
||||
onAddFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 当移除跟随者时触发
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
onRemoveFollower(identifier: string, animate: boolean): void;
|
||||
|
||||
/**
|
||||
* 当移除所有跟随者时触发
|
||||
*/
|
||||
onRemoveAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
onSetFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
|
||||
export interface IHeroState extends IHookable<IHeroStateHooks> {
|
||||
/** 勇士横坐标 */
|
||||
readonly x: number;
|
||||
/** 勇士纵坐标 */
|
||||
readonly y: number;
|
||||
/** 勇士朝向 */
|
||||
readonly direction: FaceDirection;
|
||||
/** 勇士图片 */
|
||||
readonly image?: ImageIds;
|
||||
/** 跟随者列表 */
|
||||
readonly followers: readonly IHeroFollower[];
|
||||
/** 勇士当前的不透明度 */
|
||||
readonly alpha: number;
|
||||
|
||||
/**
|
||||
* 设置勇士位置
|
||||
* @param x 横坐标
|
||||
* @param y 纵坐标
|
||||
*/
|
||||
setPosition(x: number, y: number): void;
|
||||
|
||||
/**
|
||||
* 设置勇士朝向
|
||||
* @param direction 勇士朝向,不填表示顺时针旋转
|
||||
*/
|
||||
turn(direction?: FaceDirection): void;
|
||||
|
||||
/**
|
||||
* 开始勇士移动,在移动前必须先调用此方法将勇士切换为移动状态
|
||||
*/
|
||||
startMove(): void;
|
||||
|
||||
/**
|
||||
* 移动勇士。能否移动的逻辑暂时不在这里,目前作为过渡作用,仅服务于渲染
|
||||
* @param dir 移动方向
|
||||
* @param time 移动动画时长,默认 100ms
|
||||
* @returns 移动的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
move(dir: FaceDirection, time?: number): Promise<void>;
|
||||
|
||||
/**
|
||||
* 结束勇士移动
|
||||
* @returns 当移动动画结束后兑现的 `Promise`
|
||||
*/
|
||||
endMove(): Promise<void>;
|
||||
|
||||
/**
|
||||
* 跳跃勇士至目标点
|
||||
* @param x 目标点横坐标
|
||||
* @param y 目标点纵坐标
|
||||
* @param time 跳跃动画时长,默认 500ms
|
||||
* @param waitFollower 是否等待跟随者跳跃完毕,默认不等待
|
||||
* @returns 跳跃的 `Promise`,当相关的移动动画结束后兑现
|
||||
*/
|
||||
jumpHero(
|
||||
x: number,
|
||||
y: number,
|
||||
time?: number,
|
||||
waitFollower?: boolean
|
||||
): Promise<void>;
|
||||
|
||||
/**
|
||||
* 设置勇士图片
|
||||
* @param image 图片 id
|
||||
*/
|
||||
setImage(image: ImageIds): void;
|
||||
|
||||
/**
|
||||
* 设置勇士的不透明度
|
||||
* @param alpha 不透明度
|
||||
*/
|
||||
setAlpha(alpha: number): void;
|
||||
|
||||
/**
|
||||
* 添加一个跟随者
|
||||
* @param follower 跟随者的图块数字
|
||||
* @param identifier 跟随者的标识符,可以用来移除
|
||||
*/
|
||||
addFollower(follower: number, identifier: string): void;
|
||||
|
||||
/**
|
||||
* 移除指定的跟随者
|
||||
* @param identifier 跟随者的标识符
|
||||
* @param animate 填 `true` 的话,如果删除了中间的跟随者,后续跟随者会使用移动动画移动到下一格,否则瞬移至下一格
|
||||
*/
|
||||
removeFollower(identifier: string, animate?: boolean): void;
|
||||
|
||||
/**
|
||||
* 移除所有跟随者
|
||||
*/
|
||||
removeAllFollowers(): void;
|
||||
|
||||
/**
|
||||
* 设置指定跟随者的不透明度
|
||||
* @param identifier 跟随者标识符
|
||||
* @param alpha 跟随者不透明度
|
||||
*/
|
||||
setFollowerAlpha(identifier: string, alpha: number): void;
|
||||
}
|
||||
//#endregion
|
||||
|
||||
@ -1,7 +1,11 @@
|
||||
import { ILayerState } from './map';
|
||||
import { IHeroFollower, IHeroState } from './hero';
|
||||
import { IRoleFaceBinder } from './common';
|
||||
import { IEnemyContext, IEnemyManager } from '@user/data-base';
|
||||
import {
|
||||
IEnemyContext,
|
||||
IEnemyManager,
|
||||
IHeroFollower,
|
||||
IHeroState
|
||||
} from '@user/data-base';
|
||||
import { IEnemyAttributes } from './enemy/types';
|
||||
|
||||
export interface IGameDataState {
|
||||
|
||||
@ -4,8 +4,7 @@ import { IHookable, IHookBase, IHookController, IHookObject } from './types';
|
||||
export abstract class Hookable<
|
||||
H extends IHookBase = IHookBase,
|
||||
C extends IHookController<H> = IHookController<H>
|
||||
> implements IHookable<H, C>
|
||||
{
|
||||
> implements IHookable<H, C> {
|
||||
/** 加载完成的钩子列表 */
|
||||
protected readonly loadedList: Set<IHookObject<H, C>> = new Set();
|
||||
|
||||
|
||||
@ -163,6 +163,8 @@
|
||||
"105": "No specific map damage view stored, which seems like an internal bug of map damage system.",
|
||||
"106": "Damage calculator is missing, damage calculation is unavailable.",
|
||||
"107": "Hero status is not bound, damage calculation is unavailable.",
|
||||
"108": "Hero modifier '$1' has already been added once. Ignore repeated add for attribute '$2'.",
|
||||
"109": "Expected a different object reference returned, but got a same reference at modifier '$1' for property '$2'.",
|
||||
"1001": "Item-detail extension needs 'floor-binder' and 'floor-damage' extension as dependency."
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user