673 lines
24 KiB
TypeScript
673 lines
24 KiB
TypeScript
import { type LonLatPoint } from '../../utils/projection'
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import { DEFAULT_GAME_AUDIO_CONFIG } from '../audio/audioConfig'
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import { type GameControl, type GameDefinition } from '../core/gameDefinition'
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import { type GameEvent } from '../core/gameEvent'
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import { type GameEffect, type GameResult } from '../core/gameResult'
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import { type GameSessionState } from '../core/gameSessionState'
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import { type GamePresentationState } from '../presentation/presentationState'
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import { type HudPresentationState } from '../presentation/hudPresentationState'
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import { type MapPresentationState } from '../presentation/mapPresentationState'
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import { type RulePlugin } from './rulePlugin'
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type ScoreOModeState = {
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phase: 'start' | 'controls' | 'finish' | 'done'
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focusedControlId: string | null
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}
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function getApproxDistanceMeters(a: LonLatPoint, b: LonLatPoint): number {
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const avgLatRad = ((a.lat + b.lat) / 2) * Math.PI / 180
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const dx = (b.lon - a.lon) * 111320 * Math.cos(avgLatRad)
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const dy = (b.lat - a.lat) * 110540
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return Math.sqrt(dx * dx + dy * dy)
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}
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function getStartControl(definition: GameDefinition): GameControl | null {
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return definition.controls.find((control) => control.kind === 'start') || null
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}
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function getFinishControl(definition: GameDefinition): GameControl | null {
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return definition.controls.find((control) => control.kind === 'finish') || null
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}
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function getScoreControls(definition: GameDefinition): GameControl[] {
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return definition.controls.filter((control) => control.kind === 'control')
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}
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function getControlScore(control: GameControl): number {
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return control.kind === 'control' && typeof control.score === 'number' ? control.score : 0
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}
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function getRemainingScoreControls(definition: GameDefinition, state: GameSessionState): GameControl[] {
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return getScoreControls(definition).filter((control) => !state.completedControlIds.includes(control.id))
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}
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function getModeState(state: GameSessionState): ScoreOModeState {
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const rawModeState = state.modeState as Partial<ScoreOModeState> | null
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return {
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phase: rawModeState && rawModeState.phase ? rawModeState.phase : 'start',
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focusedControlId: rawModeState && typeof rawModeState.focusedControlId === 'string' ? rawModeState.focusedControlId : null,
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}
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}
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function withModeState(state: GameSessionState, modeState: ScoreOModeState): GameSessionState {
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return {
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...state,
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modeState,
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}
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}
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function canFocusFinish(definition: GameDefinition, state: GameSessionState): boolean {
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const startControl = getStartControl(definition)
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const finishControl = getFinishControl(definition)
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const completedStart = !!startControl && state.completedControlIds.includes(startControl.id)
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const completedFinish = !!finishControl && state.completedControlIds.includes(finishControl.id)
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return completedStart && !completedFinish
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}
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function getNearestRemainingControl(
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definition: GameDefinition,
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state: GameSessionState,
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referencePoint?: LonLatPoint | null,
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): GameControl | null {
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const remainingControls = getRemainingScoreControls(definition, state)
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if (!remainingControls.length) {
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return getFinishControl(definition)
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}
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if (!referencePoint) {
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return remainingControls[0]
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}
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let nearestControl = remainingControls[0]
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let nearestDistance = getApproxDistanceMeters(referencePoint, nearestControl.point)
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for (let index = 1; index < remainingControls.length; index += 1) {
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const control = remainingControls[index]
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const distance = getApproxDistanceMeters(referencePoint, control.point)
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if (distance < nearestDistance) {
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nearestControl = control
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nearestDistance = distance
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}
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}
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return nearestControl
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}
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function getFocusedTarget(
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definition: GameDefinition,
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state: GameSessionState,
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remainingControls?: GameControl[],
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): GameControl | null {
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const modeState = getModeState(state)
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if (!modeState.focusedControlId) {
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return null
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}
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const controls = remainingControls || getRemainingScoreControls(definition, state)
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for (const control of controls) {
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if (control.id === modeState.focusedControlId) {
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return control
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}
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}
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const finishControl = getFinishControl(definition)
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if (finishControl && canFocusFinish(definition, state) && finishControl.id === modeState.focusedControlId) {
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return finishControl
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}
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return null
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}
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function resolveInteractiveTarget(
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definition: GameDefinition,
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modeState: ScoreOModeState,
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primaryTarget: GameControl | null,
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focusedTarget: GameControl | null,
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): GameControl | null {
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if (modeState.phase === 'start') {
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return primaryTarget
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}
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if (definition.requiresFocusSelection) {
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return focusedTarget
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}
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return focusedTarget || primaryTarget
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}
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function getNearestInRangeControl(
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controls: GameControl[],
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referencePoint: LonLatPoint,
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radiusMeters: number,
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): GameControl | null {
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let nearest: GameControl | null = null
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let nearestDistance = Number.POSITIVE_INFINITY
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for (const control of controls) {
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const distance = getApproxDistanceMeters(control.point, referencePoint)
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if (distance > radiusMeters) {
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continue
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}
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if (!nearest || distance < nearestDistance) {
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nearest = control
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nearestDistance = distance
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}
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}
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return nearest
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}
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function getGuidanceState(definition: GameDefinition, distanceMeters: number): GameSessionState['guidanceState'] {
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if (distanceMeters <= definition.punchRadiusMeters) {
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return 'ready'
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}
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const approachDistanceMeters = definition.audioConfig ? definition.audioConfig.approachDistanceMeters : DEFAULT_GAME_AUDIO_CONFIG.approachDistanceMeters
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if (distanceMeters <= approachDistanceMeters) {
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return 'approaching'
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}
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return 'searching'
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}
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function getGuidanceEffects(
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previousState: GameSessionState['guidanceState'],
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nextState: GameSessionState['guidanceState'],
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controlId: string | null,
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): GameEffect[] {
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if (previousState === nextState) {
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return []
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}
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return [{ type: 'guidance_state_changed', guidanceState: nextState, controlId }]
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}
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function getDisplayTargetLabel(control: GameControl | null): string {
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if (!control) {
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return '目标点'
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}
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if (control.kind === 'start') {
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return '开始点'
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}
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if (control.kind === 'finish') {
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return '终点'
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}
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return '目标点'
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}
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function buildPunchHintText(
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definition: GameDefinition,
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state: GameSessionState,
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primaryTarget: GameControl | null,
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focusedTarget: GameControl | null,
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): string {
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if (state.status === 'idle') {
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return '点击开始后先打开始点'
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}
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if (state.status === 'finished') {
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return '本局已完成'
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}
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const modeState = getModeState(state)
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if (modeState.phase === 'controls' || modeState.phase === 'finish') {
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if (definition.requiresFocusSelection && !focusedTarget) {
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return modeState.phase === 'finish'
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? '点击地图选中终点后结束比赛'
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: '点击地图选中一个目标点'
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}
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const displayTarget = resolveInteractiveTarget(definition, modeState, primaryTarget, focusedTarget)
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const targetLabel = getDisplayTargetLabel(displayTarget)
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if (displayTarget && state.inRangeControlId === displayTarget.id) {
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return definition.punchPolicy === 'enter'
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? `${targetLabel}内,自动打点中`
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: `${targetLabel}内,可点击打点`
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}
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return definition.punchPolicy === 'enter'
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? `进入${targetLabel}自动打点`
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: `进入${targetLabel}后点击打点`
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}
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const targetLabel = getDisplayTargetLabel(primaryTarget)
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if (state.inRangeControlId && primaryTarget && state.inRangeControlId === primaryTarget.id) {
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return definition.punchPolicy === 'enter'
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? `${targetLabel}内,自动打点中`
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: `${targetLabel}内,可点击打点`
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}
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return definition.punchPolicy === 'enter'
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? `进入${targetLabel}自动打点`
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: `进入${targetLabel}后点击打点`
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}
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function buildCompletedEffect(control: GameControl): GameEffect {
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if (control.kind === 'start') {
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return {
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type: 'control_completed',
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controlId: control.id,
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controlKind: 'start',
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sequence: null,
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label: control.label,
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displayTitle: control.displayContent ? control.displayContent.title : '比赛开始',
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displayBody: control.displayContent ? control.displayContent.body : '已完成开始点打卡,开始自由打点。',
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displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
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displayOnce: control.displayContent ? control.displayContent.once : false,
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displayPriority: control.displayContent ? control.displayContent.priority : 1,
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}
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}
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if (control.kind === 'finish') {
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return {
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type: 'control_completed',
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controlId: control.id,
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controlKind: 'finish',
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sequence: null,
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label: control.label,
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displayTitle: control.displayContent ? control.displayContent.title : '比赛结束',
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displayBody: control.displayContent ? control.displayContent.body : '已完成终点打卡,本局结束。',
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displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
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displayOnce: control.displayContent ? control.displayContent.once : false,
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displayPriority: control.displayContent ? control.displayContent.priority : 2,
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}
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}
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const sequenceText = typeof control.sequence === 'number' ? String(control.sequence) : control.label
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return {
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type: 'control_completed',
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controlId: control.id,
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controlKind: 'control',
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sequence: control.sequence,
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label: control.label,
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displayTitle: control.displayContent ? control.displayContent.title : `收集 ${sequenceText}`,
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displayBody: control.displayContent ? control.displayContent.body : control.label,
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displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
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displayOnce: control.displayContent ? control.displayContent.once : false,
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displayPriority: control.displayContent ? control.displayContent.priority : 1,
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}
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}
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function buildPresentation(definition: GameDefinition, state: GameSessionState): GamePresentationState {
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const modeState = getModeState(state)
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const running = state.status === 'running'
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const startControl = getStartControl(definition)
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const finishControl = getFinishControl(definition)
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const completedStart = !!startControl && state.completedControlIds.includes(startControl.id)
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const completedFinish = !!finishControl && state.completedControlIds.includes(finishControl.id)
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const remainingControls = getRemainingScoreControls(definition, state)
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const scoreControls = getScoreControls(definition)
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const primaryTarget = definition.controls.find((control) => control.id === state.currentTargetControlId) || null
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const focusedTarget = getFocusedTarget(definition, state, remainingControls)
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const canSelectFinish = running && completedStart && !completedFinish && !!finishControl
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const activeControlIds = running && modeState.phase === 'controls'
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? remainingControls.map((control) => control.id)
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: []
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const activeControlSequences = running && modeState.phase === 'controls'
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? remainingControls
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.filter((control) => typeof control.sequence === 'number')
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.map((control) => control.sequence as number)
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: []
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const completedControls = scoreControls.filter((control) => state.completedControlIds.includes(control.id))
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const completedControlSequences = completedControls
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.filter((control) => typeof control.sequence === 'number')
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.map((control) => control.sequence as number)
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const revealFullCourse = completedStart
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const interactiveTarget = resolveInteractiveTarget(definition, modeState, primaryTarget, focusedTarget)
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const punchButtonEnabled = running
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&& definition.punchPolicy === 'enter-confirm'
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&& !!interactiveTarget
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&& state.inRangeControlId === interactiveTarget.id
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const mapPresentation: MapPresentationState = {
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controlVisualMode: modeState.phase === 'controls' ? 'multi-target' : 'single-target',
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showCourseLegs: false,
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guidanceLegAnimationEnabled: false,
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focusableControlIds: canSelectFinish
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? [...activeControlIds, finishControl!.id]
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: activeControlIds.slice(),
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focusedControlId: focusedTarget ? focusedTarget.id : null,
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focusedControlSequences: focusedTarget && focusedTarget.kind === 'control' && typeof focusedTarget.sequence === 'number'
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? [focusedTarget.sequence]
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: [],
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activeControlIds,
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activeControlSequences,
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activeStart: running && modeState.phase === 'start',
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completedStart,
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activeFinish: running && modeState.phase === 'finish',
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focusedFinish: !!focusedTarget && focusedTarget.kind === 'finish',
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completedFinish,
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revealFullCourse,
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activeLegIndices: [],
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completedLegIndices: [],
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completedControlIds: completedControls.map((control) => control.id),
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completedControlSequences,
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skippedControlIds: [],
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skippedControlSequences: [],
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}
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const hudPresentation: HudPresentationState = {
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actionTagText: modeState.phase === 'start'
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? '目标'
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: focusedTarget && focusedTarget.kind === 'finish'
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? '终点'
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: modeState.phase === 'finish'
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? '终点'
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: '自由',
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distanceTagText: modeState.phase === 'start'
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? '点距'
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: focusedTarget && focusedTarget.kind === 'finish'
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? '终点距'
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: focusedTarget
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? '选中点距'
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: modeState.phase === 'finish'
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? '终点距'
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: '最近点距',
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hudTargetControlId: focusedTarget
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? focusedTarget.id
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: primaryTarget
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? primaryTarget.id
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: null,
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progressText: `已收集 ${completedControls.length}/${scoreControls.length}`,
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punchableControlId: punchButtonEnabled && interactiveTarget ? interactiveTarget.id : null,
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punchButtonEnabled,
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punchButtonText: modeState.phase === 'start'
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? '开始打卡'
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: focusedTarget && focusedTarget.kind === 'finish'
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? '结束打卡'
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: modeState.phase === 'finish'
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? '结束打卡'
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: '打点',
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punchHintText: buildPunchHintText(definition, state, primaryTarget, focusedTarget),
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}
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return {
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map: mapPresentation,
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hud: hudPresentation,
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}
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}
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function applyCompletion(
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definition: GameDefinition,
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state: GameSessionState,
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control: GameControl,
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at: number,
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referencePoint: LonLatPoint | null,
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): GameResult {
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const completedControlIds = state.completedControlIds.includes(control.id)
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? state.completedControlIds
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: [...state.completedControlIds, control.id]
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const previousModeState = getModeState(state)
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const nextStateDraft: GameSessionState = {
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...state,
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startedAt: control.kind === 'start' && state.startedAt === null ? at : state.startedAt,
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endedAt: control.kind === 'finish' ? at : state.endedAt,
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completedControlIds,
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currentTargetControlId: null,
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inRangeControlId: null,
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score: getScoreControls(definition)
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.filter((item) => completedControlIds.includes(item.id))
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.reduce((sum, item) => sum + getControlScore(item), 0),
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status: control.kind === 'finish' ? 'finished' : state.status,
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guidanceState: 'searching',
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}
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const remainingControls = getRemainingScoreControls(definition, nextStateDraft)
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let phase: ScoreOModeState['phase']
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if (control.kind === 'finish') {
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phase = 'done'
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} else if (control.kind === 'start') {
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phase = remainingControls.length ? 'controls' : 'finish'
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} else {
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phase = remainingControls.length ? 'controls' : 'finish'
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}
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const nextModeState: ScoreOModeState = {
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phase,
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focusedControlId: control.id === previousModeState.focusedControlId ? null : previousModeState.focusedControlId,
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}
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const nextPrimaryTarget = phase === 'controls'
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? getNearestRemainingControl(definition, nextStateDraft, referencePoint)
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: phase === 'finish'
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? getFinishControl(definition)
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: null
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const nextState = withModeState({
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...nextStateDraft,
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currentTargetControlId: nextPrimaryTarget ? nextPrimaryTarget.id : null,
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}, nextModeState)
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const effects: GameEffect[] = [buildCompletedEffect(control)]
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if (control.kind === 'finish') {
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effects.push({ type: 'session_finished' })
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}
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return {
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nextState,
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presentation: buildPresentation(definition, nextState),
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effects,
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}
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}
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export class ScoreORule implements RulePlugin {
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get mode(): 'score-o' {
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return 'score-o'
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}
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initialize(definition: GameDefinition): GameSessionState {
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const startControl = getStartControl(definition)
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return {
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status: 'idle',
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startedAt: null,
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endedAt: null,
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completedControlIds: [],
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skippedControlIds: [],
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currentTargetControlId: startControl ? startControl.id : null,
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inRangeControlId: null,
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score: 0,
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guidanceState: 'searching',
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modeState: {
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phase: 'start',
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focusedControlId: null,
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},
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}
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}
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buildPresentation(definition: GameDefinition, state: GameSessionState): GamePresentationState {
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return buildPresentation(definition, state)
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}
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reduce(definition: GameDefinition, state: GameSessionState, event: GameEvent): GameResult {
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if (event.type === 'session_started') {
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const startControl = getStartControl(definition)
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const nextState = withModeState({
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...state,
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status: 'running',
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startedAt: null,
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endedAt: null,
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currentTargetControlId: startControl ? startControl.id : null,
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inRangeControlId: null,
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guidanceState: 'searching',
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}, {
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phase: 'start',
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focusedControlId: null,
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})
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return {
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nextState,
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presentation: buildPresentation(definition, nextState),
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effects: [{ type: 'session_started' }],
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}
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}
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if (event.type === 'session_ended') {
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const nextState = withModeState({
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...state,
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status: 'finished',
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endedAt: event.at,
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guidanceState: 'searching',
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}, {
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phase: 'done',
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focusedControlId: null,
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})
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return {
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nextState,
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presentation: buildPresentation(definition, nextState),
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effects: [{ type: 'session_finished' }],
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}
|
|
}
|
|
|
|
if (state.status !== 'running') {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [],
|
|
}
|
|
}
|
|
|
|
const modeState = getModeState(state)
|
|
const targetControl = state.currentTargetControlId
|
|
? definition.controls.find((control) => control.id === state.currentTargetControlId) || null
|
|
: null
|
|
|
|
if (event.type === 'gps_updated') {
|
|
const referencePoint = { lon: event.lon, lat: event.lat }
|
|
const remainingControls = getRemainingScoreControls(definition, state)
|
|
const focusedTarget = getFocusedTarget(definition, state, remainingControls)
|
|
let nextPrimaryTarget = targetControl
|
|
let guidanceTarget = targetControl
|
|
let punchTarget: GameControl | null = null
|
|
|
|
if (modeState.phase === 'controls') {
|
|
nextPrimaryTarget = getNearestRemainingControl(definition, state, referencePoint)
|
|
guidanceTarget = focusedTarget || nextPrimaryTarget
|
|
if (focusedTarget && getApproxDistanceMeters(focusedTarget.point, referencePoint) <= definition.punchRadiusMeters) {
|
|
punchTarget = focusedTarget
|
|
} else if (!definition.requiresFocusSelection) {
|
|
punchTarget = getNearestInRangeControl(remainingControls, referencePoint, definition.punchRadiusMeters)
|
|
}
|
|
} else if (modeState.phase === 'finish') {
|
|
nextPrimaryTarget = getFinishControl(definition)
|
|
guidanceTarget = focusedTarget || nextPrimaryTarget
|
|
if (focusedTarget && getApproxDistanceMeters(focusedTarget.point, referencePoint) <= definition.punchRadiusMeters) {
|
|
punchTarget = focusedTarget
|
|
} else if (!definition.requiresFocusSelection && nextPrimaryTarget && getApproxDistanceMeters(nextPrimaryTarget.point, referencePoint) <= definition.punchRadiusMeters) {
|
|
punchTarget = nextPrimaryTarget
|
|
}
|
|
} else if (targetControl) {
|
|
guidanceTarget = targetControl
|
|
if (getApproxDistanceMeters(targetControl.point, referencePoint) <= definition.punchRadiusMeters) {
|
|
punchTarget = targetControl
|
|
}
|
|
}
|
|
|
|
const guidanceState = guidanceTarget
|
|
? getGuidanceState(definition, getApproxDistanceMeters(guidanceTarget.point, referencePoint))
|
|
: 'searching'
|
|
const nextState: GameSessionState = {
|
|
...state,
|
|
currentTargetControlId: nextPrimaryTarget ? nextPrimaryTarget.id : null,
|
|
inRangeControlId: punchTarget ? punchTarget.id : null,
|
|
guidanceState,
|
|
}
|
|
const guidanceEffects = getGuidanceEffects(state.guidanceState, guidanceState, guidanceTarget ? guidanceTarget.id : null)
|
|
|
|
if (definition.punchPolicy === 'enter' && punchTarget) {
|
|
const completionResult = applyCompletion(definition, nextState, punchTarget, event.at, referencePoint)
|
|
return {
|
|
...completionResult,
|
|
effects: [...guidanceEffects, ...completionResult.effects],
|
|
}
|
|
}
|
|
|
|
return {
|
|
nextState,
|
|
presentation: buildPresentation(definition, nextState),
|
|
effects: guidanceEffects,
|
|
}
|
|
}
|
|
|
|
if (event.type === 'control_focused') {
|
|
if (modeState.phase !== 'controls' && modeState.phase !== 'finish') {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [],
|
|
}
|
|
}
|
|
|
|
const focusableControlIds = getRemainingScoreControls(definition, state).map((control) => control.id)
|
|
const finishControl = getFinishControl(definition)
|
|
if (finishControl && canFocusFinish(definition, state)) {
|
|
focusableControlIds.push(finishControl.id)
|
|
}
|
|
|
|
const nextFocusedControlId = event.controlId && focusableControlIds.includes(event.controlId)
|
|
? modeState.focusedControlId === event.controlId
|
|
? null
|
|
: event.controlId
|
|
: null
|
|
const nextState = withModeState({
|
|
...state,
|
|
}, {
|
|
...modeState,
|
|
focusedControlId: nextFocusedControlId,
|
|
})
|
|
return {
|
|
nextState,
|
|
presentation: buildPresentation(definition, nextState),
|
|
effects: [],
|
|
}
|
|
}
|
|
|
|
if (event.type === 'punch_requested') {
|
|
const focusedTarget = getFocusedTarget(definition, state)
|
|
if (definition.requiresFocusSelection && (modeState.phase === 'controls' || modeState.phase === 'finish') && !focusedTarget) {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{ type: 'punch_feedback', text: modeState.phase === 'finish' ? '请先选中终点' : '请先选中目标点', tone: 'warning' }],
|
|
}
|
|
}
|
|
|
|
let controlToPunch: GameControl | null = null
|
|
if (state.inRangeControlId) {
|
|
controlToPunch = definition.controls.find((control) => control.id === state.inRangeControlId) || null
|
|
}
|
|
|
|
if (!controlToPunch || (definition.requiresFocusSelection && focusedTarget && controlToPunch.id !== focusedTarget.id)) {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{
|
|
type: 'punch_feedback',
|
|
text: focusedTarget
|
|
? `未进入${getDisplayTargetLabel(focusedTarget)}打卡范围`
|
|
: modeState.phase === 'start'
|
|
? '未进入开始点打卡范围'
|
|
: '未进入目标打点范围',
|
|
tone: 'warning',
|
|
}],
|
|
}
|
|
}
|
|
|
|
return applyCompletion(definition, state, controlToPunch, event.at, this.getReferencePoint(definition, state, controlToPunch))
|
|
}
|
|
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [],
|
|
}
|
|
}
|
|
|
|
private getReferencePoint(definition: GameDefinition, state: GameSessionState, completedControl: GameControl): LonLatPoint | null {
|
|
if (completedControl.kind === 'control') {
|
|
const remaining = getRemainingScoreControls(definition, {
|
|
...state,
|
|
completedControlIds: [...state.completedControlIds, completedControl.id],
|
|
})
|
|
return remaining.length ? completedControl.point : (getFinishControl(definition) ? getFinishControl(definition)!.point : completedControl.point)
|
|
}
|
|
|
|
return completedControl.point
|
|
}
|
|
}
|