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https://github.com/Shu-Ying/noname-shuying.git
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104 lines
5.6 KiB
JavaScript
104 lines
5.6 KiB
JavaScript
// Candidate external coordinator. Finish callbacks return a boolean, NEVER a drain promise.
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const copy = value => JSON.parse(JSON.stringify(value));
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export function createBattleFlow({settlement, chooseReward, showMap, showEnding, quiesce, releaseSkills = async () => {}, presentVictory = async () => {}}) {
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let state = "map", active = null, work = null, job = null, error = null;
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async function drive() {
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try {
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state = "draining";
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await active.session.drain();
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// Allow mode-start/parent frames and foreign pauses to unwind; never resume them.
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await quiesce();
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if (!job.pending) job.pending = await settlement.prepare(job.input);
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if (job.pending.outcome === "victory" && !job.victoryPresented) {
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await presentVictory(copy(job.pending));
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job.victoryPresented = true;
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}
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if (job.pending.state !== "chosen") {
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state = "choosing";
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if (!job.hasChoice) {
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job.choiceId = job.pending.outcome === "defeat" || !job.pending.choices.length ? null : await chooseReward(copy(job.pending.choices), { boss: job.pending.boss });
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if (job.pending.outcome !== "defeat" && job.pending.choices.length && job.choiceId !== null && !job.pending.choices.some(c => c.id === job.choiceId)) throw new Error("Invalid reward selection");
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job.hasChoice = true;
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}
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job.pending = await settlement.choose(job.input.run.runId, job.pending.id, job.choiceId);
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}
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if (!job.committed) {
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state = "committing";
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job.committed = await settlement.commit(job.input.run.runId, job.pending.id);
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}
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if (!job.skillsReleased) {
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state = "releasingSkills";
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await releaseSkills();
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job.skillsReleased = true;
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await quiesce();
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}
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state = "cleaning";
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await active.session.dispose(); // Failed cleanup retry does NOT replay a committed reward.
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await quiesce();
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if (!job.delivered) {
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state = "presenting";
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if (job.committed.route === "map") job.nextNode = await showMap(copy(job.committed.run));
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else await showEnding(job.committed.route, copy(job.committed.run));
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job.delivered = true;
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}
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state = job.committed.route === "map" ? "map" : "ended";
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return {...copy(job.committed), nextNode:copy(job.nextNode ?? null)};
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} catch (cause) {
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error = cause; state = "retryable"; throw cause;
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}
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}
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function launch() {
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error = null; state = "draining";
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work = Promise.resolve().then(drive);
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// The engine callback is fire-and-forget; keep failure observable without unhandled rejection.
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work.catch(() => {});
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}
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return Object.freeze({
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get state() { return state; },
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get error() { return error; },
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async enterBattle({session, run, node, encounter, start}) {
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if (state !== "map") throw new Error("Map handoff not ready");
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if (run.battleFlow?.pending) throw new Error("Resume pending settlement before battle");
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const saved = settlement.readRun();
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if (!saved || saved.runId !== run.runId || saved.revision !== run.revision) throw new Error("Stale battle input");
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state = "starting";
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try {
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await quiesce();
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active = {session, run, node:copy(node), encounter:copy(encounter)};job = null;work = null;
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// start MUST schedule only; it must not await the battle root's completion.
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state = "battle"; start();
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} catch (cause) { state = "blocked"; error = cause; throw cause; }
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},
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requestFinish({session, hp, outcome = "victory", defeatedEnemies = 1}) {
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if (state !== "battle" || session !== active.session) return false;
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if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown outcome");
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if (!Number.isInteger(defeatedEnemies) || defeatedEnemies < 0) throw new Error("Invalid defeated enemy count");
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job = {input:{run:copy(active.run),node:copy(active.node),encounter:{...copy(active.encounter),defeatedEnemies},hp,outcome}};
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state = "stopping";
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active.session.requestStop();
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launch();
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return true; // No game.pause/resume: stop loop, let current body unwind, then open rewards.
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},
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resumePending({session}) {
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if (state !== "map") throw new Error("Cannot resume during another operation");
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const run = settlement.readRun(), item = run?.battleFlow?.pending;
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if (!item) throw new Error("No durable pending settlement");
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active = {session};
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job = {input:{run}, pending:copy(item)};
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state = "stopping"; session.requestStop(); launch(); return work;
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},
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retry() {
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if (state !== "retryable") throw new Error("No failed settlement to retry");
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launch(); return work;
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},
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wait() { if (!work) throw new Error("No settlement requested"); return work; },
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});
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}
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// Run outside engine events. No busy poll, no global queue clearing, no pause ownership guessing.
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export async function quiesceEngine({eventManager, pauseManager}, nextTask = () => new Promise(resolve => setTimeout(resolve, 0))) {
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await nextTask();
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await pauseManager.waitPause();
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if (eventManager.eventStack.length || eventManager.tempEvent) throw new Error("Engine event stack is not idle");
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}
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