refactor(cb): codeblock 메서드 161개를 cb/*.mjs 17 모듈로 분리 (codeblock 바이트 동일)
writeCodeblocks의 메서드를 연속-런 17 모듈(boot/state/soul/charselect/run/ deckturn/deckview/hand/combat/jobs/runend/render/reward/items/tooltip/map/shop)로 분리, methods 배열은 spread-concat(원본 순서 보존). prop 103개는 오케스트레이터 유지. 산출물 무변경(diffcheck: SlayDeckController.codeblock IDENTICAL). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
230
tools/deck/cb/map.mjs
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230
tools/deck/cb/map.mjs
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import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
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import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const mapMethods = [
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method('ShowMap', `self:ShowState("map")
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self:RenderMap()`),
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method('GenerateMap', `-- 절차 생성 — tools/map/rogue-map.mjs(JS 미러)와 로직 동기화 유지
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self.MapNodes = {}
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self.MapStart = {}
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self.VisitedNodes = {}
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self.Depth = 0
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self.MapNodes["boss"] = { type = "boss", row = ${MAP_ROWS} + 1, col = 0, next = {} }
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local cols = { 1, 2, 3, 4 }
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for i = #cols, 2, -1 do
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local j = math.random(1, i)
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cols[i], cols[j] = cols[j], cols[i]
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end
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local starts = { cols[1], cols[2], math.random(1, ${MAP_COLS}), math.random(1, ${MAP_COLS}) }
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for p = 1, 4 do
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local c = starts[p]
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local sid = "r1c" .. tostring(c)
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if self.MapNodes[sid] == nil then
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self.MapNodes[sid] = { type = "combat", row = 1, col = c, next = {} }
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end
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local found = false
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for i = 1, #self.MapStart do
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if self.MapStart[i] == sid then found = true end
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end
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if found == false then
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table.insert(self.MapStart, sid)
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end
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for r = 1, ${MAP_ROWS} - 1 do
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local nc = c + math.random(-1, 1)
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if nc < 1 then nc = 1 end
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if nc > ${MAP_COLS} then nc = ${MAP_COLS} end
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local nid = "r" .. tostring(r + 1) .. "c" .. tostring(nc)
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if self.MapNodes[nid] == nil then
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self.MapNodes[nid] = { type = "combat", row = r + 1, col = nc, next = {} }
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end
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local fid = "r" .. tostring(r) .. "c" .. tostring(c)
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local dup = false
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for i = 1, #self.MapNodes[fid].next do
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if self.MapNodes[fid].next[i] == nid then dup = true end
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end
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if dup == false then
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table.insert(self.MapNodes[fid].next, nid)
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end
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c = nc
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end
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local lid = "r" .. tostring(${MAP_ROWS}) .. "c" .. tostring(c)
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local bdup = false
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for i = 1, #self.MapNodes[lid].next do
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if self.MapNodes[lid].next[i] == "boss" then bdup = true end
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end
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if bdup == false then
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table.insert(self.MapNodes[lid].next, "boss")
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end
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end
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for r = 3, ${MAP_ROWS} do
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for c = 1, ${MAP_COLS} do
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local id = "r" .. tostring(r) .. "c" .. tostring(c)
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local node = self.MapNodes[id]
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if node ~= nil then
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-- 부모 노드 타입 수집 (rest/shop/elite 는 부모와 같은 타입 연속 금지)
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local parentTypes = {}
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for pid, pn in pairs(self.MapNodes) do
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if pn.row == r - 1 then
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for i = 1, #pn.next do
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if pn.next[i] == id then parentTypes[pn.type] = true end
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end
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end
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end
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local w
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if r == ${MAP_ROWS} then
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w = { { "rest", 50 }, { "combat", 25 }, { "shop", 10 }, { "elite", 8 }, { "treasure", 7 } }
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elseif r >= 4 then
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w = { { "combat", 45 }, { "elite", 16 }, { "shop", 12 }, { "rest", 12 }, { "treasure", 15 } }
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else
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w = { { "combat", 45 }, { "shop", 12 }, { "rest", 12 } }
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end
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local total = 0
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for i = 1, #w do
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local t = w[i][1]
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if (t == "elite" or t == "rest" or t == "shop") and parentTypes[t] == true then
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w[i][2] = 0
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end
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total = total + w[i][2]
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end
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local roll = math.random() * total
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local acc = 0
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for i = 1, #w do
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acc = acc + w[i][2]
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if roll <= acc then
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node.type = w[i][1]
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break
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end
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end
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end
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end
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end`),
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method('IsReachable', `local list
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if self.CurrentNodeId == "" then
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list = self.MapStart
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else
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local node = self.MapNodes[self.CurrentNodeId]
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if node == nil then
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return false
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end
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list = node.next
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end
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for i = 1, #list do
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if list[i] == id then
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return true
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end
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end
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return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'id' }], 0, 'boolean'),
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method('RenderMapNode', `local base = "/ui/DefaultGroup/MapHud/Node_" .. id
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local e = _EntityService:GetEntityByPath(base)
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if e == nil then
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return
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end
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local node = self.MapNodes[id]
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if node == nil then
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e.Enable = false
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return
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end
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e.Enable = true
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local ruid = self.NodeIcons[node.type]
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if ruid == nil then
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ruid = self.NodeIcons["combat"]
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end
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if e.SpriteGUIRendererComponent ~= nil and ruid ~= nil then
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e.SpriteGUIRendererComponent.ImageRUID = ruid
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end
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local reachable = self:IsReachable(id)
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local visited = false
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if self.VisitedNodes ~= nil then
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for i = 1, #self.VisitedNodes do
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if self.VisitedNodes[i] == id then visited = true end
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end
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end
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if e.SpriteGUIRendererComponent ~= nil then
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if id == self.CurrentNodeId then
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e.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
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elseif visited == true then
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e.SpriteGUIRendererComponent.Color = Color(0.5, 0.5, 0.55, 0.9)
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elseif reachable == true then
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e.SpriteGUIRendererComponent.Color = Color(1, 1, 1, 1)
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else
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e.SpriteGUIRendererComponent.Color = Color(0.68, 0.68, 0.72, 0.85)
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end
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end
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if e.ButtonComponent ~= nil then
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e.ButtonComponent.Enable = reachable
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end`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'id' }]),
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method('RenderMapDots', `local node = self.MapNodes[fromId]
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local has = false
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if node ~= nil then
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for i = 1, #node.next do
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if node.next[i] == toId then has = true end
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end
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end
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for k = 1, 3 do
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local d = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud/Dot_" .. dotId .. "_" .. tostring(k))
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if d ~= nil then
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d.Enable = has
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if has == true and d.SpriteGUIRendererComponent ~= nil then
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if fromId == self.CurrentNodeId then
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d.SpriteGUIRendererComponent.Color = Color(0.95, 0.8, 0.3, 1)
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else
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d.SpriteGUIRendererComponent.Color = Color(0.5, 0.5, 0.55, 0.8)
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end
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end
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end
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end`, [
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{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'dotId' },
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{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'fromId' },
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{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'toId' },
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]),
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method('RenderMap', `for r = 1, ${MAP_ROWS} do
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for c = 1, ${MAP_COLS} do
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self:RenderMapNode("r" .. tostring(r) .. "c" .. tostring(c))
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end
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end
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self:RenderMapNode("boss")
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for r = 1, ${MAP_ROWS} - 1 do
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for c = 1, ${MAP_COLS} do
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local fid = "r" .. tostring(r) .. "c" .. tostring(c)
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for c2 = c - 1, c + 1 do
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if c2 >= 1 and c2 <= ${MAP_COLS} then
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self:RenderMapDots(fid .. "_" .. tostring(c2), fid, "r" .. tostring(r + 1) .. "c" .. tostring(c2))
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end
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end
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end
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end
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for c = 1, ${MAP_COLS} do
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local fid = "r" .. tostring(${MAP_ROWS}) .. "c" .. tostring(c)
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self:RenderMapDots(fid .. "_b", fid, "boss")
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end
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`),
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method('PickNode', `if self.RunActive ~= true then
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return
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end
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if self:IsReachable(id) ~= true then
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return
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end
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self.CurrentNodeId = id
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if self.VisitedNodes == nil then
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self.VisitedNodes = {}
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end
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table.insert(self.VisitedNodes, id)
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local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud")
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if hud ~= nil then
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hud.Enable = false
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end
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local node = self.MapNodes[id]
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self.Depth = node.row
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self:RenderRun()
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if node.type == "shop" then
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self:ShowShop()
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elseif node.type == "rest" then
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self:ShowRest()
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elseif node.type == "treasure" then
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self:ShowTreasure()
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else
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self.CurrentEnemyId = ""
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self:StartCombat()
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end`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'id' }]),
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];
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