fixed # 重构梦三项目结构

This commit is contained in:
2026-09-30 10:23:58 +08:00
parent 3fdaf6d218
commit f2da9bce65
53 changed files with 267 additions and 175 deletions
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export const isDialogueLineVisible = (line, run) => !line.when || run?.storyFlags?.[line.when.flag] === line.when.equals;
export const applyDialogueChoice = (run, line, choiceId) => {
const choice = line.choices?.find(item => item.id === choiceId);
if (!choice || !run || !/^story\.[\w.]+$/.test(line.flag || "")) throw new Error("梦三剧情发言选项无效");
run.storyFlags ||= {};
run.storyFlags[line.flag] = choice.id;
return choice.text;
};
export const applySkippedDialogueChoices = (lines, startIndex, run) => {
for (let index = startIndex; index < lines.length; index++) {
const line = lines[index];
if (!isDialogueLineVisible(line, run) || line.type !== "choice") continue;
applyDialogueChoice(run, line, line.defaultChoice || line.choices[0].id);
}
};
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// Candidate factory. Storage writer body reused from batch2 MODIFIED_STORAGE.js.
export function createModeStorage({lib, game, config, localStorage, alert = () => {}, console = globalThis.console}) {
const MODE_ID = config.modeId;
const copy = value => JSON.parse(JSON.stringify(value));
// Keep one mode-level writer; a failed write must not poison later retries.
let modeStorageQueue = Promise.resolve();
const writeModeStorage = storage => {
if (!lib.db) {
// Do not switch backends after an IndexedDB error: that creates two saves.
localStorage.setItem(`${lib.configprefix}${MODE_ID}`, JSON.stringify(storage));
return Promise.resolve();
}
return new Promise((resolve, reject) => {
let transaction;
let requestError;
try {
// game.putDB resolves at request success, which is before commit.
transaction = lib.db.transaction(["data"], "readwrite");
transaction.oncomplete = () => resolve();
transaction.onerror = event => {
requestError = event.target?.error;
};
transaction.onabort = () => reject(transaction.error || requestError || new Error("梦三存档事务已中止"));
transaction.objectStore("data").put(storage, MODE_ID);
}
catch (error) {
if (transaction) {
try { transaction.abort(); }
catch {} // Already inactive; keep the original failure.
}
reject(error);
}
});
};
const persistModeStorage = (update = () => {}) => {
// Hold the engine reload guard from enqueue through commit and publication.
// reload2 also drains the engine's queued database operations on release.
lib.status.reload++;
const operation = modeStorageQueue.then(async () => {
const storage = copy(lib.storage);
update(storage);
storage.version = lib.version;
await writeModeStorage(storage);
lib.storage = storage;
}).finally(() => game.reload2());
modeStorageQueue = operation.catch(() => {});
return operation;
};
const saveRun = async run => {
try {
// Capture before enqueue: subsequent gameplay mutations cannot alter this save.
const snapshot = copy(run);
await persistModeStorage(storage => {
storage[config.saveKey] = snapshot;
});
}
catch (error) {
// Neither delete the previous save nor attempt a second destructive write.
alert("梦三存档失败,未覆盖上一次成功保存的进度。当前进度尚未保存,请勿刷新,并查看控制台错误。");
console.error("梦三存档失败:", error);
throw error;
}
};
const clearRun = async () => {
await persistModeStorage(storage => {
delete storage[config.saveKey];
});
};
return Object.freeze({
read: () => copy(lib.storage),
saveRun, clearRun,
async update(mutator) {
let value;
await persistModeStorage(storage => {
value = mutator(storage);
if (value && typeof value.then === "function") throw new TypeError("Storage mutator must be synchronous");
});
return value === undefined ? undefined : copy(value);
},
});
}
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import config from "../config.js";
import { nextRandom } from "./state.js";
import { canAcquireCard } from "../cards/card-definitions.js";
export const rewardCardName = reward => reward?.card?.name || ({ card_sha: "sha", card_tao: "tao" })[reward?.effectId] || null;
export const canAcquireReward = (run, reward) => {
const name = rewardCardName(reward);
return !name || canAcquireCard(run?.player?.character, name);
};
export const getRandomRewardChoices = (run, poolId, count = 3) => {
const fallbackId = "shared.pool.battle.normal";
const pool = (config.rewardPools[poolId] || config.rewardPools[fallbackId])
.filter(id => canAcquireReward(run, config.rewards[id])).slice();
for (let index = pool.length - 1; index > 0; index--) {
const target = Math.floor(nextRandom(run) * (index + 1));
[pool[index], pool[target]] = [pool[target], pool[index]];
}
return pool.slice(0, count).map(id => ({ id, ...config.rewards[id] }));
};
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import { createStartingDeck } from "../cards/starting-deck.js";
import config from "../config.js";
import { RAIDER_TRIO_ENCOUNTER, createRaiderTrioBattlePlan } from "../content/acts/act1/raider-trio.js";
const hashText = text => {
let value = 2166136261;
for (let index = 0; index < text.length; index++) {
value ^= text.charCodeAt(index);
value = Math.imul(value, 16777619);
}
return value >>> 0;
};
export const nextRandom = run => {
let value = Number(run.randomState || run.seed || Date.now()) >>> 0;
value += 0x6d2b79f5;
run.randomState = value >>> 0;
let result = value;
result = Math.imul(result ^ result >>> 15, result | 1);
result ^= result + Math.imul(result ^ result >>> 7, result | 61);
return ((result ^ result >>> 14) >>> 0) / 4294967296;
};
export const randomGet = (run, list) => list[Math.floor(nextRandom(run) * list.length)];
const weightedType = (run, weights) => {
const entries = Object.entries(weights);
const total = entries.reduce((sum, entry) => sum + entry[1], 0);
let cursor = nextRandom(run) * total;
for (const [type, weight] of entries) {
cursor -= weight;
if (cursor <= 0) return type;
}
return entries[0][0];
};
const connectFloors = (run, edges, currentFloor, nextFloor) => {
const addEdge = (source, target) => {
if (!edges.some(edge => edge[0] == source.id && edge[1] == target.id)) {
edges.push([source.id, target.id]);
}
};
currentFloor.forEach(source => {
const targets = nextFloor.slice().sort((left, right) => {
const distance = Math.abs(left.routeIndex - source.routeIndex) - Math.abs(right.routeIndex - source.routeIndex);
return distance || left.routeIndex - right.routeIndex;
});
addEdge(source, targets[0]);
if (targets.length > 1 && Math.abs(targets[1].routeIndex - source.routeIndex) <= 1 && nextRandom(run) < 0.45) {
addEdge(source, targets[1]);
}
});
nextFloor.forEach(target => {
if (!edges.some(edge => edge[1] == target.id)) {
const source = currentFloor.slice().sort((left, right) => {
const distance = Math.abs(left.routeIndex - target.routeIndex) - Math.abs(right.routeIndex - target.routeIndex);
return distance || left.routeIndex - right.routeIndex;
})[0];
addEdge(source, target);
}
});
};
const getFloorRoutes = (run, act, floor, lastFloor) => {
const routeCount = Math.max(1, config.routeCount);
if (floor == 0 || floor == lastFloor) return [(routeCount - 1) / 2];
const maximum = Math.max(1, Math.min(routeCount, act.floorNodes[floor] || routeCount));
const configuredMinimum = act.minFloorNodes?.[floor] ?? Math.max(2, maximum - 1);
const minimum = Math.max(1, Math.min(maximum, configuredMinimum));
const count = minimum + Math.floor(nextRandom(run) * (maximum - minimum + 1));
const routes = Array.from({ length: routeCount }, (_, index) => index);
for (let index = routes.length - 1; index > 0; index--) {
const target = Math.floor(nextRandom(run) * (index + 1));
[routes[index], routes[target]] = [routes[target], routes[index]];
}
const selectedRoutes = routes.slice(0, count);
const fixedRoutes = [...new Set((act.fixedNodes || [])
.filter(node => node.floor == floor)
.map(node => node.routeIndex)
.filter(routeIndex => Number.isInteger(routeIndex) && routeIndex >= 0 && routeIndex < routeCount))];
fixedRoutes.forEach(routeIndex => {
if (selectedRoutes.includes(routeIndex)) return;
let replaceIndex = -1;
for (let index = selectedRoutes.length - 1; index >= 0; index--) {
if (!fixedRoutes.includes(selectedRoutes[index])) {
replaceIndex = index;
break;
}
}
if (replaceIndex >= 0) selectedRoutes[replaceIndex] = routeIndex;
else if (selectedRoutes.length < routeCount) selectedRoutes.push(routeIndex);
});
return selectedRoutes.sort((left, right) => left - right);
};
export const generateActMap = (run, actIndex) => {
const act = config.acts[actIndex];
const nodes = [];
const edges = [];
const floors = [];
const lastFloor = act.floorNodes.length - 1;
act.floorNodes.forEach((count, floor) => {
const floorNodes = [];
const routes = getFloorRoutes(run, act, floor, lastFloor);
routes.forEach((routeIndex, index) => {
const fixedNode = act.fixedNodes?.find(node => {
if (node.floor != floor) return false;
if (node.position == "start") return floor == 0;
return node.routeIndex == routeIndex;
});
let type;
if (floor == lastFloor) type = "boss";
else if (fixedNode?.type) type = fixedNode.type;
else if (act.requiredFloors?.[floor + 1]) {
type = act.requiredFloors[floor + 1];
}
else if (floor == 0) type = "battle";
else type = weightedType(run, act.nodeWeights);
const id = `${act.id}_f${floor}_n${index}_${Math.floor(nextRandom(run) * 1e6)}`;
const node = {
id,
floor,
type,
contentId: fixedNode?.contentId || null,
routeIndex,
x: Math.round((routeIndex + 1) * 100 / (config.routeCount + 1)),
y: Math.round(90 - floor * 80 / Math.max(1, lastFloor)),
completed: false,
};
nodes.push(node);
floorNodes.push(node);
});
floors.push(floorNodes);
});
for (let floor = 0; floor < floors.length - 1; floor++) {
connectFloors(run, edges, floors[floor], floors[floor + 1]);
}
return {
layoutVersion: config.mapLayoutVersion,
routeCount: config.routeCount,
actIndex,
actId: act.id,
nodes,
edges,
currentNodeId: null,
completedNodeIds: [],
};
};
export const createRun = character => {
const seed = (Date.now() ^ Math.floor(Math.random() * 0x7fffffff)) >>> 0;
const run = {
schemaVersion: config.schemaVersion,
runId: `mengsan_${Date.now()}`,
seed,
randomState: seed,
status: "running",
revision: 0,
actIndex: 0,
player: {
id: "player_1",
ownerId: "local",
character,
hp: null,
maxHp: null,
gold: 0,
deck: createStartingDeck(character),
permanentSkills: [],
temporarySkills: [],
items: [],
handLimitBonus: 0,
},
statistics: {
completedNodes: 0,
defeatedEnemies: 0,
goldEarned: 0,
},
storyFlags: {},
};
run.map = generateActMap(run, 0);
return run;
};
export const getSelectableNodes = run => {
const map = run.map;
if (!map.currentNodeId) {
return map.nodes.filter(node => node.floor == 0 && !node.completed);
}
const ids = map.edges.filter(edge => edge[0] == map.currentNodeId).map(edge => edge[1]);
return map.nodes.filter(node => ids.includes(node.id) && !node.completed);
};
export const completeNode = (run, nodeId) => {
const node = run.map.nodes.find(current => current.id == nodeId);
if (!node || node.completed) return false;
node.completed = true;
run.map.currentNodeId = node.id;
run.map.completedNodeIds.push(node.id);
run.statistics.completedNodes++;
run.revision++;
return true;
};
export const insertStoryNode = (run, sourceId) => {
const map = run.map;
const source = map.nodes.find(node => node.id == sourceId);
const outgoingEdges = map.edges.filter(edge => edge[0] == sourceId);
if (!source || !outgoingEdges.length) return null;
const targets = outgoingEdges.map(edge => map.nodes.find(node => node.id == edge[1])).filter(Boolean);
if (!targets.length) return null;
const averageTargetX = targets.reduce((sum, target) => sum + target.x, 0) / targets.length;
const averageTargetY = targets.reduce((sum, target) => sum + target.y, 0) / targets.length;
const node = {
id: `story_${hashText(`${run.runId}_${sourceId}_${run.revision}`)}`,
floor: source.floor + 0.45,
type: "story",
x: Math.max(8, Math.min(92, Math.round((source.x + averageTargetX) / 2 + (nextRandom(run) - 0.5) * 16))),
y: Math.round((source.y + averageTargetY) / 2),
completed: false,
dynamic: true,
};
map.edges = map.edges.filter(edge => edge[0] != sourceId);
map.edges.push([source.id, node.id], ...targets.map(target => [node.id, target.id]));
map.nodes.push(node);
return node;
};
export const enterNextAct = run => {
run.actIndex++;
if (run.actIndex >= config.acts.length) {
run.status = "completed";
return false;
}
run.map = generateActMap(run, run.actIndex);
run.revision++;
return true;
};
export const getNodeEncounter = (run, node, override = null) => {
const act = config.acts[run.actIndex];
const content = node.contentId ? config.nodeContents?.[node.contentId] : null;
const encounter = override || content;
let pool = encounter?.enemies || act.enemies;
if (node.type == "elite" || node.type == "story") pool = act.eliteEnemies?.length ? act.eliteEnemies : act.enemies;
if (encounter?.enemies?.length) pool = encounter.enemies;
if (node.type == "boss") {
return { battlePlan: encounter?.battlePlan || act.bossBattlePlan || null, enemy: act.boss, tier: "boss", gold: act.baseGold * 3, boss: true, rewardPool: "shared.pool.boss.premium" };
}
const enemy = randomGet(run, pool.filter(Boolean));
return {
name: encounter?.name || (enemy === RAIDER_TRIO_ENCOUNTER ? "劫掠者团伙" : ""),
requiredCharacter: encounter?.requiredCharacter || null,
openingDialogue: encounter?.openingDialogue || [],
fixedRewards: encounter?.fixedRewards || [],
skipRandomReward: encounter?.skipRandomReward === true,
victoryDialogue: encounter?.victoryDialogue || [],
battlePlan: encounter?.battlePlan || (enemy === RAIDER_TRIO_ENCOUNTER ?
createRaiderTrioBattlePlan(() => nextRandom(run)) : null),
tier: encounter?.tier || (node.type === "elite" ? "elite" : "normal"),
enemy,
gold: encounter?.gold ?? (node.type == "elite" || node.type == "story" ? act.baseGold * 2 : act.baseGold),
boss: false,
contentId: node.contentId || null,
description: encounter?.description || "",
rewardPool: encounter?.rewardPool || "shared.pool.battle.normal",
rewardTitle: encounter?.rewardTitle || "战斗奖励(三选一)",
};
};
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export const getAvailableStoryChoices = (run, content) => {
const flags = run.storyFlags || {};
return (content?.choices || []).filter(choice => {
return (choice.requires || []).every(flag => Boolean(flags[flag]))
&& (choice.excludes || []).every(flag => !flags[flag]);
});
};
export const applyStoryOutcome = (run, outcome = {}) => {
if (!run.storyFlags) run.storyFlags = {};
Object.assign(run.storyFlags, outcome.flags || {});
return outcome;
};