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KateLegend2_proj/assets/scripts/data/Interfaces.ts
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2026-06-07 22:10:03 +08:00

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TypeScript

/**
* Data-driven configuration interfaces for《影之传说》MVP.
*
* Every numeric default in here traces directly back to a requirement in
* `.codebuddy/plan/kage_legend_mvp/requirements.md`. When you change a field,
* keep the inline `req` comment in sync so QA can rebuild the traceability
* matrix.
*
* NOTE: This module is platform-agnostic and MUST NOT depend on `cc`.
*/
import { PlayerColorState } from '../common/Constants';
// ---------------------------------------------------------------------------
// Enemies
// ---------------------------------------------------------------------------
/** Enum covers all enemy types required by MVP Chapter 1 (req 6.1-6.7). */
export enum EnemyType {
/** Green ninja — shuriken + sword, 2s interval (req 6.1). */
QingRen = 'qing_ren',
/** Red ninja — 120px/s + smoke bomb, proactive intercept jump (req 6.2-6.3). */
ChiRen = 'chi_ren',
/** Black ninja — drops magic flute scroll on castle stages (req 6.5). */
HeiRen = 'hei_ren',
/** Monster priest — straight-line fireball, 3.0s interval (req 6.6). */
YaoFang = 'yao_fang',
}
/** Allowed damage types (req 3.7, 3.8, 10.4-10.5). */
export type AttackType = 'shuriken' | 'sword' | 'fireball' | 'smoke_bomb';
export interface IEnemyConfig {
id: EnemyType;
displayName: string;
/** Pixel sprite size (width x height). */
size: { w: number; h: number };
/** Horizontal movement speed (px/s). 0 means stationary. */
moveSpeed: number;
/** Attack interval in seconds. */
attackIntervalSec: number;
/** Possible attack types. */
attacks: AttackType[];
/** Hit points (1 means dies to any successful hit). */
hp: number;
/** How many enemies of this type must be killed for chapter objective (optional). */
killObjective?: number;
/** Drop rules specific to this enemy type (see `IItemDropRule`). */
drops?: IItemDropRule[];
}
// ---------------------------------------------------------------------------
// Items
// ---------------------------------------------------------------------------
/** Item IDs used by MVP Chapter 1 (req 7.1-7.6, 5.1-5.6). */
export enum ItemType {
/** 水晶玉 — auto-upgrades red → green → yellow (req 5.1-5.2). */
CrystalJade = 'crystal_jade',
/** 点丸 — +50% attack power, 30s (req 7.3). */
DianWan = 'dian_wan',
/** 术丸 — +30% move speed, 20s (req 7.3). */
ShuWan = 'shu_wan',
/** 魔笛 — screen-wipe one-shot kill (req 7.4). */
MoDi = 'mo_di',
/** 增丸 — +1 permanent life (req 7.5). */
ZengWan = 'zeng_wan',
}
export interface IItemConfig {
id: ItemType;
displayName: string;
/** Icon asset path under `assets/resources/textures/items`. */
icon: string;
/** Duration in seconds for timed buffs (0 / omitted for instant items). */
durationSec?: number;
/**
* Relative strength of the effect (interpretation is per item type;
* see `IItemEffectApplier` in logic layer for the actual math).
*/
magnitude?: number;
/** Lifetime in seconds after spawning on the map (req 7.2). */
lifetimeSec: number;
}
/** Drop rule attached to an enemy type. Evaluated on enemy death. */
export interface IItemDropRule {
item: ItemType;
/** Required consecutive kills of this enemy type before drop can happen. */
afterKills?: number;
/** Probability 0~1 once `afterKills` condition is satisfied. */
probability: number;
}
// ---------------------------------------------------------------------------
// Weapons
// ---------------------------------------------------------------------------
export enum WeaponType {
Shuriken = 'shuriken',
NinjaSword = 'ninja_sword',
}
export interface IWeaponConfig {
id: WeaponType;
displayName: string;
/** Base attack interval (s). Yellow state may override for shuriken. */
baseIntervalSec: number;
/** Upgraded (green/yellow) interval (s). */
upgradedIntervalSec?: number;
/** Damage applied to standard enemies on hit. */
damage: number;
/** Supports parry (req 3.7 — only sword). */
canParry: boolean;
/** When long-pressed, max shots in a burst (req 3.5 — shuriken only). */
burstMax?: number;
}
// ---------------------------------------------------------------------------
// Levels (Chapter 1 only)
// ---------------------------------------------------------------------------
/** Scroll direction for a level (req 8.1-8.5). */
export type ScrollDirection = 'horizontal' | 'horizontal_bi' | 'vertical';
export interface ILevelObjective {
/** e.g. 'kill_yao_fang', 'reach_top', 'boss_defeated'. */
kind: 'kill_count' | 'reach_top' | 'defeat_boss';
/** For kill_count objectives — which enemy type, and how many. */
enemy?: EnemyType;
/** Required count for kill_count objectives. */
count?: number;
/** For defeat_boss objectives — boss ID. */
bossId?: string;
}
/** Reinforcement rule — enemies that jump in from screen edges during gameplay. */
export interface IReinforcementRule {
/** Which enemy type to spawn as reinforcement. */
type: EnemyType;
/** Minimum interval (seconds) between two reinforcement waves of this rule. */
intervalSec: number;
/** How many enemies to spawn per reinforcement wave. */
count: number;
/** Maximum total reinforcements of this rule per level (0 = unlimited). */
maxTotal?: number;
/** Which edge(s) the enemies appear from. */
edge: 'left' | 'right' | 'both';
/** Minimum elapsed seconds before this rule becomes active. */
delaySec?: number;
}
export interface ILevelConfig {
id: string; // e.g. '1-1'
chapter: 1 | 2 | 3;
displayName: string;
/** One of 'forest' / 'cave' / 'castle_wall' / 'demon_castle'. */
sceneTheme: string;
scrollDirection: ScrollDirection;
/** Time limit in seconds (req 8.1-8.4). */
timeLimitSec: number;
objective: ILevelObjective;
/** Scene length in pixels (landscape 16:9 baseline, req 8.8). */
levelLengthPx: number;
/** BGM bundle key under `assets/resources/audio`. */
bgm: string;
/** Enemy spawn list evaluated by the LevelMgr. */
enemySpawns: Array<{ type: EnemyType; atPx: number; count?: number }>;
/** Dynamic reinforcement rules — enemies jump in from screen edges. */
reinforcements?: IReinforcementRule[];
}
// ---------------------------------------------------------------------------
// Bosses
// ---------------------------------------------------------------------------
export interface IBossAttackPhase {
/** HP threshold at which this phase activates (1.0, 0.66, 0.33, ...). */
hpThreshold: number;
/** Human-readable mode id (e.g. 'pair_pincer', 'fireball_spread', 'clone_confuse'). */
mode: string;
/** Interval between actions in this phase (s). */
actionIntervalSec: number;
}
export interface IBossConfig {
id: string;
displayName: string;
hp: number;
/** A non-zero value means "butterfly appearance required before damage". */
butterflyReveal: boolean;
/** Ordered from highest hpThreshold to lowest. */
phases: IBossAttackPhase[];
/** Cutscene trigger (req 8.6 / 14.1): play short "princess taken" at hp<=X. */
princessCutsceneAtHpRatio?: number;
}
// ---------------------------------------------------------------------------
// Story intro (req 19)
// ---------------------------------------------------------------------------
export interface IStoryPageConfig {
/** 1-based page index. */
index: number;
/** Texture path under `assets/resources/textures/story`. */
illustration: string;
/** Pixel typewriter text to display. */
text: string;
}
export interface IStorySceneConfig {
id: string; // e.g. 'chapter_1_intro'
bgm: string; // e.g. 'bgm_story'
/** Max total duration (seconds); UI should auto-advance if exceeded. */
maxDurationSec: number;
pages: IStoryPageConfig[];
}
// ---------------------------------------------------------------------------
// Aggregate configuration table
// ---------------------------------------------------------------------------
export interface IChapter1ConfigBundle {
enemies: IEnemyConfig[];
items: IItemConfig[];
weapons: IWeaponConfig[];
levels: ILevelConfig[];
bosses: IBossConfig[];
stories: IStorySceneConfig[];
}
/**
* Describes which player-state the JSON config applies to. We explicitly
* leave **no room** for a 'casual' mode string so that future edits cannot
* silently reintroduce the removed difficulty (decision D-4, req 13.1-13.6).
*/
export type DifficultyProfile = 'hardcore';
export const ONLY_DIFFICULTY: DifficultyProfile = 'hardcore';
/** Convenience map for looking up the red/green/yellow state that unlocks each move-speed bucket. */
export const COLOR_STATE_MOVE_BUCKET: Record<PlayerColorState, number> = {
[PlayerColorState.Red]: 100,
[PlayerColorState.Green]: 100,
[PlayerColorState.Yellow]: 150,
};