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noname-shuying/mengsan/battle/battle-settlement.js
T
Diuse 94a2a6724b fixed # 补全部分卡牌
fixed # 修复部分已知BUG
2026-10-04 19:32:38 +08:00

199 lines
12 KiB
JavaScript

// 结算选择留在内存;玩家确认后只提交最终地图进度或结束征程。
import { applyBattleEndRelics } from "../relics/battle.js";
import { applySharedBattleEndCards } from "../cards/shared-battle-end.js";
import { settleBondBattle } from "../bonds/state.js";
import { recordNormalBattleVictory } from "../progression/encounter-progress.js";
import { stripBattleProgress } from "../progression/map-checkpoint.js";
import { prepareRewardPackage, applyRewardPackage }
from "../progression/reward-package.js";
const copy = value => JSON.parse(JSON.stringify(value));
const idFor = (run, node) => JSON.stringify([run.runId, run.actIndex, node.id]);
export function createBattleSettlement({
store, config, getRandomRewardChoices, applyReward, completeNode,
enterNextAct, createRun, now = Date.now, logRewardPackage = () => {},
}) {
let item = null, committed = null, commitPromise = null;
const readRun = () => store.read()[config.saveKey];
function current(storage, runId) {
const run = storage[config.saveKey];
if (!run || run.runId !== runId || run.status !== "running") throw new Error("Stale run: settlement refused");
return run;
}
function pending(runId, id) {
if (!item || item.id !== id || item.base.runId !== runId) throw new Error("Settlement checkpoint mismatch");
return item;
}
function validateCheckpoint(run, snapshot, nodeId) {
if (run.actIndex !== snapshot.actIndex || run.revision !== snapshot.revision ||
run.map?.nodes.find(node => node.id === nodeId)?.completed !== false) {
throw new Error("Stale node or revision");
}
}
return Object.freeze({
readRun,
// 创建内存候选不调用存档写入;阵亡弹窗等待多久都不改上次地图存档。
async prepare({run: snapshot, node, encounter, hp, outcome = "victory"}) {
if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown battle outcome");
if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.rewardPackage && (!Number.isSafeInteger(encounter.gold) || encounter.gold < 0)))) throw new Error("Invalid battle result");
const id = idFor(snapshot, node);
const run = current(store.read(), snapshot.runId);
if (item) {
if (item.id !== id || item.outcome !== outcome) throw new Error("Another settlement is pending");
return copy(item);
}
validateCheckpoint(run, snapshot, node.id);
// Battle may have changed RNG/card state since the last checkpoint.
const base = copy(snapshot); delete base.battleFlow;
applySharedBattleEndCards(base,outcome);
const bondGrowth = settleBondBattle(base, node);
if (outcome === "victory") {
recordNormalBattleVictory(base, node, encounter);
base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp));
base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1;
}
const relicRecovery = hp > 0
? applyBattleEndRelics(base, outcome) : 0;
const elite = !encounter.boss && encounter.tier === "elite";
const rewardPool = encounter.boss ? "shared.pool.boss.premium"
: elite ? "shared.pool.battle.elite" : encounter.rewardPool;
const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, rewardPool, 3, {
allowSharedCards: !encounter.boss && encounter.allowSharedCardRewards === true,
}).filter(c => c.name) : [];
const fixedRewards = [...(encounter.fixedRewards || [])];
// 同一内存候选固定这件遗物;选择或跳过卡牌均领取,不在 UI 抽取。
if (outcome === "victory" && elite) {
const [relic] = getRandomRewardChoices(base,
encounter.guaranteedRelicPool || "shared.pool.elite.relics", 1);
if (relic) fixedRewards.push(relic.id);
}
// 金币随最终结果一次性提交。
const choices = outcome === "victory" && !encounter.rewardPackage
? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : [];
const rewardPackage = outcome === "victory" && encounter.rewardPackage
? prepareRewardPackage(base, encounter.rewardPackage,
getRandomRewardChoices) : null;
item = {id, state:"awaitingChoice", nodeId:node.id, base, choices:copy(choices), fixedRewards:copy(fixedRewards), victoryDialogue:copy(encounter.victoryDialogue || []), boss:!!encounter.boss, elite, outcome, relicRecovery, bondGrowth};
item.rewardPackage = copy(rewardPackage);
if (outcome === "victory" && !rewardPackage) {
item.rewardMode = "one-or-skip";
}
return copy(item);
},
async choose(runId, id, choiceId) {
const item = pending(runId, id);
const run = current(store.read(), runId);
validateCheckpoint(run, item.base, item.nodeId);
if (item.outcome === "defeat") {
const action = choiceId;
if (!["restart", "menu"].includes(action)) throw new Error("Invalid defeat action");
if (item.failureAction) {
if (item.failureAction !== action) throw new Error("Defeat choice already locked");
return copy(item);
}
if (action === "restart") {
const character = item.base.player.character;
if (typeof createRun !== "function") {
throw new Error("Invalid new journey character");
}
// 当前角色从头开始;保存失败后重试沿用同一新征程,不重新生成。
const nextRun = createRun(character);
if (!nextRun || nextRun.player?.character !== character ||
nextRun.status !== "running" || nextRun.runId === runId) {
throw new Error("Invalid new journey");
}
item.nextRun = stripBattleProgress(nextRun);
}
item.result = stripBattleProgress(copy(item.base));
item.result.status = "failed";
item.state = "chosen"; item.choiceId = copy(choiceId);
item.failureAction = action; item.route = action === "restart" ? "new" : "menu"; item.completedAt = now();
return copy(item);
}
if (item.state === "chosen") {
const sameChoice = item.rewardPackage
? item.choiceId?.cardId === choiceId?.cardId &&
item.choiceId?.relicId === choiceId?.relicId
: item.choiceId === choiceId;
if (!sameChoice) throw new Error("Choice already locked");
return copy(item);
}
const result = copy(item.base);
let route = "defeat";
if (item.outcome === "victory") {
if (item.rewardPackage) {
applyRewardPackage(result, item.rewardPackage, choiceId,
applyReward);
}
if (!item.rewardPackage) {
const reward = item.choices.find(c => c.id === choiceId && c.kind !== "gold");
if (choiceId !== null && !reward) {
throw new Error("Choose one pending reward or skip");
}
// 结果只计算一次;保存失败后的重试不再次发放金币。
for (const gold of item.choices.filter(c => c.kind === "gold")) {
if (!Number.isSafeInteger(gold.amount) || gold.amount < 0) throw new Error("Invalid pending gold reward");
result.player.gold += gold.amount;
result.statistics.goldEarned += gold.amount;
}
if (reward) {
applyReward(result, reward.effectId || reward.id);
}
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
} else {
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
}
if (!completeNode(result, item.nodeId)) throw new Error("Node completion failed");
route = item.boss && !enterNextAct(result) ? "victory" : "map";
} else result.status = "failed";
// 在内存锁定最终结果(包括随机牌实例),只在 commit 写入地图进度。
item.state = "chosen"; item.choiceId = copy(choiceId); item.result = stripBattleProgress(result);
item.route = route; item.completedAt = now();
if (item.rewardPackage && item.outcome === "victory") {
logRewardPackage(item.rewardPackage, choiceId);
}
return copy(item);
},
async commit(runId, id) {
const item = pending(runId, id);
if (item.state !== "chosen") throw new Error("Player choice required before saving");
if (committed) return {...copy(committed), duplicate:true};
if (commitPromise) return commitPromise;
commitPromise = store.update(storage => {
const saved = storage[config.saveKey];
const prior = storage[config.profileKey]?.completedRuns?.find(r => r.runId === runId && r.settlementId === id);
if (prior && item.route !== "map") {
if (item.route === "new" && saved?.runId !== item.nextRun.runId) {
throw new Error("Restart checkpoint changed");
}
return {route:item.route, run:copy(item.route === "new" ? saved : item.result), duplicate:true};
}
if (item.route === "map" && saved?.runId === runId &&
saved.map?.nodes.some(node => node.id === item.nodeId && node.completed)) {
return {route:"map", run:saved, duplicate:true};
}
const run = current(storage, runId);
validateCheckpoint(run, item.base, item.nodeId);
const result = stripBattleProgress(copy(item.result));
if (item.route === "map") storage[config.saveKey] = result;
else {
const profile = storage[config.profileKey] ||= {wins:0, completedRuns:[]};
profile.completedRuns ||= [];
if (!profile.completedRuns.some(r => r.runId === runId)) {
if (item.route === "victory") profile.wins = (profile.wins || 0) + 1;
profile.completedRuns.push({runId, settlementId:id, outcome:item.outcome, character:result.player.character,
completedNodes:result.statistics.completedNodes, goldEarned:result.statistics.goldEarned, completedAt:item.completedAt});
}
if (item.route === "new") storage[config.saveKey] = stripBattleProgress(copy(item.nextRun));
else delete storage[config.saveKey]; // Same transaction as profile; never a second clear write.
}
return {route:item.route, run:item.route === "new" ? copy(item.nextRun) : result, duplicate:false};
}).then(result => {
committed = copy(result);
return copy(committed);
}).finally(() => { commitPromise = null; });
return commitPromise;
},
});
}