577 lines
20 KiB
TypeScript
577 lines
20 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 { EMPTY_GAME_PRESENTATION_STATE, 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 ClassicSequentialModeState = {
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mode: 'classic-sequential'
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phase: 'start' | 'course' | 'finish' | 'done'
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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 getScoringControls(definition: GameDefinition): GameControl[] {
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return definition.controls.filter((control) => control.kind === 'control')
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}
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function getSequentialTargets(definition: GameDefinition): GameControl[] {
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return definition.controls
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}
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function getCompletedControlSequences(definition: GameDefinition, state: GameSessionState): number[] {
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return getScoringControls(definition)
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.filter((control) => state.completedControlIds.includes(control.id) && typeof control.sequence === 'number')
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.map((control) => control.sequence as number)
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}
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function getSkippedControlSequences(definition: GameDefinition, state: GameSessionState): number[] {
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return getScoringControls(definition)
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.filter((control) => state.skippedControlIds.includes(control.id) && typeof control.sequence === 'number')
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.map((control) => control.sequence as number)
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}
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function getCurrentTarget(definition: GameDefinition, state: GameSessionState): GameControl | null {
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return getSequentialTargets(definition).find((control) => control.id === state.currentTargetControlId) || null
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}
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function getNextTarget(definition: GameDefinition, currentTarget: GameControl): GameControl | null {
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const targets = getSequentialTargets(definition)
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const currentIndex = targets.findIndex((control) => control.id === currentTarget.id)
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return currentIndex >= 0 && currentIndex < targets.length - 1
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? targets[currentIndex + 1]
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: null
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}
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function getCompletedLegIndices(definition: GameDefinition, state: GameSessionState): number[] {
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const targets = getSequentialTargets(definition)
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const completedLegIndices: number[] = []
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for (let index = 1; index < targets.length; index += 1) {
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if (state.completedControlIds.includes(targets[index].id)) {
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completedLegIndices.push(index - 1)
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}
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}
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return completedLegIndices
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}
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function getTargetText(control: GameControl): string {
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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 '目标圈'
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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 buildPunchHintText(definition: GameDefinition, state: GameSessionState, currentTarget: GameControl | null): 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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if (!currentTarget) {
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return '本局已完成'
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}
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const targetText = getTargetText(currentTarget)
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if (state.inRangeControlId !== currentTarget.id) {
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return definition.punchPolicy === 'enter'
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? `进入${targetText}自动打点`
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: `进入${targetText}后点击打点`
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}
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return definition.punchPolicy === 'enter'
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? `${targetText}内,自动打点中`
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: `${targetText}内,可点击打点`
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}
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function buildSkipFeedbackText(currentTarget: GameControl): string {
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if (currentTarget.kind === 'start') {
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return '开始点不可跳过'
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}
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if (currentTarget.kind === 'finish') {
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return '终点不可跳过'
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}
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return `已跳过检查点 ${typeof currentTarget.sequence === 'number' ? currentTarget.sequence : currentTarget.label}`
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}
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function resolveGuidanceForTarget(
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definition: GameDefinition,
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previousState: GameSessionState,
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target: GameControl | null,
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location: LonLatPoint | null,
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): { guidanceState: GameSessionState['guidanceState']; inRangeControlId: string | null; effects: GameEffect[] } {
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if (!target || !location) {
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const guidanceState: GameSessionState['guidanceState'] = 'searching'
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return {
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guidanceState,
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inRangeControlId: null,
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effects: getGuidanceEffects(previousState.guidanceState, guidanceState, target ? target.id : null),
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}
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}
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const distanceMeters = getApproxDistanceMeters(target.point, location)
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const guidanceState = getGuidanceState(definition, distanceMeters)
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const inRangeControlId = distanceMeters <= definition.punchRadiusMeters ? target.id : null
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return {
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guidanceState,
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inRangeControlId,
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effects: getGuidanceEffects(previousState.guidanceState, guidanceState, target.id),
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}
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}
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function buildPresentation(definition: GameDefinition, state: GameSessionState): GamePresentationState {
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const scoringControls = getScoringControls(definition)
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const sequentialTargets = getSequentialTargets(definition)
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const currentTarget = getCurrentTarget(definition, state)
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const currentTargetIndex = currentTarget ? sequentialTargets.findIndex((control) => control.id === currentTarget.id) : -1
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const completedControls = scoringControls.filter((control) => state.completedControlIds.includes(control.id))
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const running = state.status === 'running'
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const activeLegIndices = running && currentTargetIndex > 0
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? [currentTargetIndex - 1]
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: []
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const completedLegIndices = getCompletedLegIndices(definition, state)
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const punchButtonEnabled = running && !!currentTarget && state.inRangeControlId === currentTarget.id && definition.punchPolicy === 'enter-confirm'
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const activeStart = running && !!currentTarget && currentTarget.kind === 'start'
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const completedStart = definition.controls.some((control) => control.kind === 'start' && state.completedControlIds.includes(control.id))
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const activeFinish = running && !!currentTarget && currentTarget.kind === 'finish'
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const completedFinish = definition.controls.some((control) => control.kind === 'finish' && state.completedControlIds.includes(control.id))
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const punchButtonText = currentTarget
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? currentTarget.kind === 'start'
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? '开始打卡'
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: currentTarget.kind === 'finish'
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? '结束打卡'
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: '打点'
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: '打点'
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const revealFullCourse = completedStart
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const hudPresentation: HudPresentationState = {
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actionTagText: '目标',
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distanceTagText: '点距',
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hudTargetControlId: currentTarget ? currentTarget.id : null,
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progressText: '0/0',
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punchButtonText,
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punchableControlId: punchButtonEnabled && currentTarget ? currentTarget.id : null,
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punchButtonEnabled,
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punchHintText: buildPunchHintText(definition, state, currentTarget),
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}
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if (!scoringControls.length) {
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return {
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map: {
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...EMPTY_GAME_PRESENTATION_STATE.map,
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controlVisualMode: 'single-target',
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showCourseLegs: true,
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guidanceLegAnimationEnabled: true,
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focusableControlIds: [],
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focusedControlId: null,
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focusedControlSequences: [],
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activeStart,
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completedStart,
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activeFinish,
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focusedFinish: false,
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completedFinish,
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revealFullCourse,
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activeLegIndices,
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completedLegIndices,
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skippedControlIds: [],
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skippedControlSequences: [],
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},
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hud: hudPresentation,
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}
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}
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const mapPresentation: MapPresentationState = {
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controlVisualMode: 'single-target',
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showCourseLegs: true,
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guidanceLegAnimationEnabled: true,
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focusableControlIds: [],
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focusedControlId: null,
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focusedControlSequences: [],
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activeControlIds: running && currentTarget ? [currentTarget.id] : [],
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activeControlSequences: running && currentTarget && currentTarget.kind === 'control' && typeof currentTarget.sequence === 'number' ? [currentTarget.sequence] : [],
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activeStart,
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completedStart,
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activeFinish,
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focusedFinish: false,
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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: getCompletedControlSequences(definition, state),
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skippedControlIds: state.skippedControlIds,
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skippedControlSequences: getSkippedControlSequences(definition, state),
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}
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return {
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map: mapPresentation,
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hud: {
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...hudPresentation,
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progressText: `${completedControls.length}/${scoringControls.length}`,
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},
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}
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}
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function resolveClassicPhase(nextTarget: GameControl | null, currentTarget: GameControl, finished: boolean): ClassicSequentialModeState['phase'] {
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if (finished || currentTarget.kind === 'finish') {
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return 'done'
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}
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if (currentTarget.kind === 'start') {
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return nextTarget && nextTarget.kind === 'finish' ? 'finish' : 'course'
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}
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if (nextTarget && nextTarget.kind === 'finish') {
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return 'finish'
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}
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return 'course'
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}
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function getInitialTargetId(definition: GameDefinition): string | null {
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const firstTarget = getSequentialTargets(definition)[0]
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return firstTarget ? firstTarget.id : null
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}
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function buildCompletedEffect(control: GameControl, punchPolicy: GameDefinition['punchPolicy']): GameEffect {
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const allowAutoPopup = punchPolicy === 'enter'
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? false
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: (control.displayContent ? control.displayContent.autoPopup : true)
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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,前往 1 号点。',
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displayAutoPopup: allowAutoPopup,
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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: allowAutoPopup,
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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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const displayTitle = control.displayContent ? control.displayContent.title : `完成 ${sequenceText}`
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const displayBody = control.displayContent ? control.displayContent.body : 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,
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displayBody,
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displayAutoPopup: allowAutoPopup,
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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 applyCompletion(definition: GameDefinition, state: GameSessionState, currentTarget: GameControl, at: number): GameResult {
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const completedControlIds = state.completedControlIds.includes(currentTarget.id)
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? state.completedControlIds
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: [...state.completedControlIds, currentTarget.id]
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const nextTarget = getNextTarget(definition, currentTarget)
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const completedFinish = currentTarget.kind === 'finish'
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const finished = completedFinish || (!nextTarget && definition.autoFinishOnLastControl)
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const nextState: GameSessionState = {
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...state,
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startedAt: currentTarget.kind === 'start' && state.startedAt === null ? at : state.startedAt,
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completedControlIds,
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skippedControlIds: currentTarget.id === state.currentTargetControlId
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? state.skippedControlIds.filter((controlId) => controlId !== currentTarget.id)
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: state.skippedControlIds,
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currentTargetControlId: nextTarget ? nextTarget.id : null,
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inRangeControlId: null,
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score: getScoringControls(definition).filter((control) => completedControlIds.includes(control.id)).length,
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status: finished ? 'finished' : state.status,
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endedAt: finished ? at : state.endedAt,
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guidanceState: nextTarget ? 'searching' : 'searching',
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modeState: {
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mode: 'classic-sequential',
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phase: resolveClassicPhase(nextTarget, currentTarget, finished),
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},
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}
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const effects: GameEffect[] = [buildCompletedEffect(currentTarget, definition.punchPolicy)]
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if (finished) {
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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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function applySkip(
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definition: GameDefinition,
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state: GameSessionState,
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currentTarget: GameControl,
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location: LonLatPoint | null,
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): GameResult {
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const nextTarget = getNextTarget(definition, currentTarget)
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const nextPhase = nextTarget && nextTarget.kind === 'finish' ? 'finish' : 'course'
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const nextGuidance = resolveGuidanceForTarget(definition, state, nextTarget, location)
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const nextState: GameSessionState = {
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...state,
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skippedControlIds: state.skippedControlIds.includes(currentTarget.id)
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? state.skippedControlIds
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: [...state.skippedControlIds, currentTarget.id],
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currentTargetControlId: nextTarget ? nextTarget.id : null,
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inRangeControlId: nextGuidance.inRangeControlId,
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guidanceState: nextGuidance.guidanceState,
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modeState: {
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mode: 'classic-sequential',
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phase: nextTarget ? nextPhase : 'done',
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},
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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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...nextGuidance.effects,
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{ type: 'punch_feedback', text: buildSkipFeedbackText(currentTarget), tone: 'neutral' },
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],
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}
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}
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export class ClassicSequentialRule implements RulePlugin {
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get mode(): 'classic-sequential' {
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return 'classic-sequential'
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}
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initialize(definition: GameDefinition): GameSessionState {
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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: getInitialTargetId(definition),
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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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mode: 'classic-sequential',
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phase: 'start',
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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 nextState: GameSessionState = {
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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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inRangeControlId: null,
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guidanceState: 'searching',
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modeState: {
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mode: 'classic-sequential',
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phase: 'start',
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},
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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: GameSessionState = {
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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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modeState: {
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mode: 'classic-sequential',
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phase: 'done',
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},
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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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}
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}
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if (state.status !== 'running' || !state.currentTargetControlId) {
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return {
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nextState: state,
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presentation: buildPresentation(definition, state),
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effects: [],
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}
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}
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const currentTarget = getCurrentTarget(definition, state)
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if (!currentTarget) {
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return {
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nextState: state,
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presentation: buildPresentation(definition, state),
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effects: [],
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}
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}
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if (event.type === 'gps_updated') {
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const distanceMeters = getApproxDistanceMeters(currentTarget.point, { lon: event.lon, lat: event.lat })
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const inRangeControlId = distanceMeters <= definition.punchRadiusMeters ? currentTarget.id : null
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const guidanceState = getGuidanceState(definition, distanceMeters)
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const nextState: GameSessionState = {
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...state,
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inRangeControlId,
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guidanceState,
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}
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const guidanceEffects = getGuidanceEffects(state.guidanceState, guidanceState, currentTarget.id)
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if (definition.punchPolicy === 'enter' && inRangeControlId === currentTarget.id) {
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const completionResult = applyCompletion(definition, nextState, currentTarget, event.at)
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return {
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...completionResult,
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effects: [...guidanceEffects, ...completionResult.effects],
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}
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}
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return {
|
|
nextState,
|
|
presentation: buildPresentation(definition, nextState),
|
|
effects: guidanceEffects,
|
|
}
|
|
}
|
|
|
|
if (event.type === 'punch_requested') {
|
|
if (state.inRangeControlId !== currentTarget.id) {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{ type: 'punch_feedback', text: currentTarget.kind === 'start' ? '未进入开始点打卡范围' : currentTarget.kind === 'finish' ? '未进入终点打卡范围' : '未进入目标打点范围', tone: 'warning' }],
|
|
}
|
|
}
|
|
|
|
return applyCompletion(definition, state, currentTarget, event.at)
|
|
}
|
|
|
|
if (event.type === 'skip_requested') {
|
|
if (!definition.skipEnabled) {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{ type: 'punch_feedback', text: '当前配置未开启跳点', tone: 'warning' }],
|
|
}
|
|
}
|
|
|
|
if (currentTarget.kind !== 'control') {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{ type: 'punch_feedback', text: currentTarget.kind === 'start' ? '开始点不可跳过' : '终点不可跳过', tone: 'warning' }],
|
|
}
|
|
}
|
|
|
|
if (event.lon === null || event.lat === null) {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{ type: 'punch_feedback', text: '当前无定位,无法跳点', tone: 'warning' }],
|
|
}
|
|
}
|
|
|
|
const distanceMeters = getApproxDistanceMeters(currentTarget.point, { lon: event.lon, lat: event.lat })
|
|
if (distanceMeters > definition.skipRadiusMeters) {
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [{ type: 'punch_feedback', text: `未进入跳点范围 (${Math.round(definition.skipRadiusMeters)}m)`, tone: 'warning' }],
|
|
}
|
|
}
|
|
|
|
return applySkip(
|
|
definition,
|
|
state,
|
|
currentTarget,
|
|
{ lon: event.lon, lat: event.lat },
|
|
)
|
|
}
|
|
|
|
return {
|
|
nextState: state,
|
|
presentation: buildPresentation(definition, state),
|
|
effects: [],
|
|
}
|
|
}
|
|
}
|
|
|
|
|