Files
wechat-minigame/js/ui/scene-store.js
2026-03-29 00:49:03 +08:00

484 lines
11 KiB
JavaScript

import { createGameSession } from '../gameplay/session/index.js'
import { generateMashupBoard } from '../gameplay/difficulty/index.js'
function createHomeSelectScene() {
return {
type: 'home-select',
}
}
function createCitySelectScene() {
return {
type: 'city-select',
continentId: 'asia',
}
}
function createGiftZoneScene(selectedTab = 'magnets') {
return {
type: 'gift-zone',
selectedTab,
}
}
function createCityTeamSelectScene(options, selectedTeamCityId) {
return {
type: 'city-team-select',
options,
selectedTeamCityId,
}
}
function createGameplayScene({
cityId,
levelId,
session,
mode = 'city',
title = null,
subtitle = null,
accentColor = null,
sourceCityIds = [],
elementDefinitions = [],
rewardSummary = null,
}) {
return {
type: 'gameplay',
cityId,
levelId,
session,
mode,
title,
subtitle,
accentColor,
sourceCityIds,
elementDefinitions,
rewardSummary,
}
}
function createLevelProgress(city, playerState) {
const cityProgress = playerState.levelProgress[city.id] ?? {}
return city.levelPresets.map((preset) => {
const levelState = cityProgress[preset.id] ?? null
const previousLevel = preset.id - 1
const previousCompleted = previousLevel <= 0 || cityProgress[previousLevel]?.completed === true
return {
levelId: preset.id,
isUnlocked: previousCompleted,
isCompleted: levelState?.completed === true,
stars: levelState?.stars ?? 0,
}
})
}
function ensureCityProgress(playerState, cityId) {
if (!playerState.levelProgress[cityId]) {
playerState.levelProgress[cityId] = {}
}
return playerState.levelProgress[cityId]
}
function ensureCollection(playerState, key) {
if (!Array.isArray(playerState[key])) {
playerState[key] = []
}
return playerState[key]
}
function createAcquiredDate(now) {
return new Date(now()).toISOString()
}
function createCityTeamOptions(contentSystem, playerState) {
return playerState.unlockedCities
.map((cityId) => {
const city = contentSystem.getCity(cityId)
if (!city) {
return null
}
return {
cityId: city.id,
cityName: city.display.name,
catName: city.cat.name,
themeColor: city.display.bgColor,
}
})
.filter(Boolean)
}
function createMashupRewardCandidates(contentSystem, playerState) {
return playerState.unlockedCities
.map((cityId) => contentSystem.getCity(cityId))
.filter(Boolean)
.flatMap((city) => city.levelPresets.map((preset) => ({
magnetId: `magnet_${city.id}_${preset.id}`,
cityId: city.id,
levelId: preset.id,
})))
}
function awardLevelMagnet(playerState, cityId, levelId, now) {
const magnets = ensureCollection(playerState, 'collectedMagnets')
const magnetId = `magnet_${cityId}_${levelId}`
if (magnets.some((entry) => entry.magnetId === magnetId)) {
return
}
magnets.push({
magnetId,
cityId,
levelId,
acquiredDate: createAcquiredDate(now),
})
}
function awardMashupReward(contentSystem, playerState, seed, now) {
const rewardCandidates = createMashupRewardCandidates(contentSystem, playerState)
const magnets = ensureCollection(playerState, 'collectedMagnets')
if (rewardCandidates.length === 0) {
playerState.inventory.shuffle = (playerState.inventory.shuffle ?? 0) + 1
return {
type: 'inventory',
itemId: 'shuffle',
amount: 1,
}
}
const reward = rewardCandidates[seed % rewardCandidates.length]
if (magnets.some((entry) => entry.magnetId === reward.magnetId)) {
playerState.inventory.shuffle = (playerState.inventory.shuffle ?? 0) + 1
return {
type: 'inventory',
itemId: 'shuffle',
amount: 1,
}
}
magnets.push({
...reward,
acquiredDate: createAcquiredDate(now),
})
return {
type: 'magnet',
...reward,
}
}
function markCityCompletion(contentSystem, playerState, cityId, now) {
if (!playerState.collectedCats.includes(cityId)) {
playerState.collectedCats.push(cityId)
}
if (!playerState.passportStamps.includes(cityId)) {
playerState.passportStamps.push(cityId)
}
const city = contentSystem.getCity(cityId)
const stamps = ensureCollection(playerState, 'collectedStamps')
const stampId = city?.passport?.stampId ?? `stamp_${cityId}`
if (!stamps.some((entry) => entry.stampId === stampId)) {
stamps.push({
stampId,
cityId,
acquiredDate: createAcquiredDate(now),
})
}
const nextCityId = city?.unlockAfterCityId
if (nextCityId && !playerState.unlockedCities.includes(nextCityId)) {
playerState.unlockedCities.push(nextCityId)
}
}
export function createSceneStore({ contentSystem, playerState, now = () => Date.now() }) {
const history = []
let currentScene = createHomeSelectScene()
function createMashupSession(seed = now()) {
const boardState = generateMashupBoard({
cityIds: playerState.unlockedCities,
seed,
contentSystem,
})
return createGameSession({
cityId: 'mashup',
levelId: 1,
seed,
contentSystem,
boardState,
restartFactory: (nextSeed) => createMashupSession(nextSeed),
})
}
function createMashupGameplayScene(seed = now()) {
const session = createMashupSession(seed)
const boardState = session.getBoardState()
return createGameplayScene({
cityId: 'mashup',
levelId: 1,
session,
mode: 'mashup',
title: '主题大混战',
subtitle: `${boardState.sourceCityIds.length} 城混搭`,
accentColor: '#E74C3C',
sourceCityIds: boardState.sourceCityIds ?? [],
elementDefinitions: boardState.elementDefinitions ?? [],
})
}
function getScene() {
return currentScene
}
function openHomeTile(tileId) {
const tile = contentSystem.getHomeTile(tileId, playerState)
if (!tile) {
return { opened: false, reason: 'missing' }
}
if (tile.id === 'coming_soon') {
return { opened: false, reason: 'coming-soon' }
}
if (!tile.isUnlocked) {
return { opened: false, reason: 'locked' }
}
if (tile.id === 'asia') {
history.push(currentScene)
currentScene = createCitySelectScene()
return { opened: true }
}
if (tile.id === 'mashup') {
history.push(currentScene)
currentScene = createMashupGameplayScene()
return { opened: true }
}
return { opened: false, reason: 'unavailable' }
}
function openCity(cityId) {
if (!playerState.unlockedCities.includes(cityId)) {
return false
}
const city = contentSystem.getCity(cityId)
if (!city) {
return false
}
history.push(currentScene)
currentScene = {
type: 'level-select',
cityId,
levels: createLevelProgress(city, playerState),
}
return true
}
function openGiftZone(initialTab = 'magnets') {
history.push(currentScene)
currentScene = createGiftZoneScene(initialTab)
return true
}
function selectGiftTab(tabId) {
if (currentScene.type !== 'gift-zone') {
return false
}
if (!['magnets', 'stamps', 'cats'].includes(tabId)) {
return false
}
currentScene = {
...currentScene,
selectedTab: tabId,
}
return true
}
function openCityTeamSelect() {
history.push(currentScene)
currentScene = createCityTeamSelectScene(
createCityTeamOptions(contentSystem, playerState),
playerState.cityTeam?.teamCityId ?? null,
)
return true
}
function chooseCityTeam(cityId) {
if (currentScene.type !== 'city-team-select') {
return false
}
if (playerState.cityTeam?.teamCityId) {
return false
}
if (!playerState.unlockedCities.includes(cityId)) {
return false
}
playerState.cityTeam = {
...playerState.cityTeam,
teamCityId: cityId,
joinedDate: createAcquiredDate(now),
lastSwitchDate: null,
}
currentScene = history.pop() ?? createHomeSelectScene()
return true
}
function openLevel(cityId, levelId) {
if (!playerState.unlockedCities.includes(cityId)) {
return false
}
const city = contentSystem.getCity(cityId)
if (!city) {
return false
}
const levelCards = createLevelProgress(city, playerState)
const targetLevel = levelCards.find((level) => level.levelId === levelId)
if (!targetLevel || !targetLevel.isUnlocked) {
return false
}
history.push(currentScene)
currentScene = createGameplayScene({
cityId,
levelId,
session: createGameSession({
cityId,
levelId,
contentSystem,
}),
})
return true
}
function completeLevel({ cityId, levelId, stars = 3 }) {
const city = contentSystem.getCity(cityId)
if (!city) {
return false
}
const cityProgress = ensureCityProgress(playerState, cityId)
awardLevelMagnet(playerState, cityId, levelId, now)
cityProgress[levelId] = {
...(cityProgress[levelId] ?? {}),
completed: true,
stars: Math.max(cityProgress[levelId]?.stars ?? 0, stars),
}
const allLevelsCompleted = city.levelPresets.every((preset) => cityProgress[preset.id]?.completed === true)
if (allLevelsCompleted) {
markCityCompletion(contentSystem, playerState, cityId, now)
}
return true
}
function restartCurrentLevel() {
if (currentScene.type !== 'gameplay') {
return false
}
currentScene = {
...currentScene,
session: currentScene.session.restart(),
}
return true
}
function completeGameplayVictory(stars = 3) {
if (currentScene.type !== 'gameplay') {
return null
}
if (currentScene.mode === 'mashup') {
const reward = awardMashupReward(contentSystem, playerState, currentScene.session.seed, now)
currentScene = {
...currentScene,
rewardSummary: reward,
}
return reward
}
completeLevel({
cityId: currentScene.cityId,
levelId: currentScene.levelId,
stars,
})
return {
type: 'city',
cityId: currentScene.cityId,
levelId: currentScene.levelId,
}
}
function goBack() {
if (history.length === 0) {
currentScene = createHomeSelectScene()
return currentScene
}
currentScene = history.pop()
if (currentScene.type === 'level-select') {
const city = contentSystem.getCity(currentScene.cityId)
currentScene = {
...currentScene,
levels: createLevelProgress(city, playerState),
}
}
return currentScene
}
return {
getScene,
getPlayerState() {
return playerState
},
openHomeTile,
openCity,
openGiftZone,
selectGiftTab,
openCityTeamSelect,
chooseCityTeam,
openLevel,
completeLevel,
completeGameplayVictory,
restartCurrentLevel,
goBack,
}
}
export default createSceneStore