293 lines
8.1 KiB
JavaScript
293 lines
8.1 KiB
JavaScript
// 神明系統 - 與 API 整合
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import { apiService } from './api-service.js'
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import { JIAOBEI_CONFIG } from '../data/jiaobei-config.js'
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export class TempleSystem {
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constructor(petSystem, api = apiService) {
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this.petSystem = petSystem
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this.api = api
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this.deities = []
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}
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// 初始化(從 API 載入神明資料)
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async initialize() {
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try {
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this.deities = await this.api.getDeities()
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console.log(`[TempleSystem] 載入 ${this.deities.length} 位神明`)
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} catch (error) {
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console.error('[TempleSystem] 載入神明失敗:', error)
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// 降級到本地載入
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const { DEITIES } = await import('../data/deities.js')
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this.deities = DEITIES
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}
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}
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// 獲取所有神明
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getDeities() {
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return [...this.deities]
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}
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// 獲取當前神明
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getCurrentDeity() {
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const state = this.petSystem.getState()
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return this.deities.find(d => d.id === state.currentDeityId) || this.deities[0]
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}
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// 切換神明
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async switchDeity(deityId) {
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const deity = this.deities.find(d => d.id === deityId)
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if (!deity) {
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return { success: false, message: '找不到該神明' }
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}
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await this.petSystem.updateState({ currentDeityId: deityId })
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// 重新計算屬性(新神明的加成)
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this.petSystem.calculateCombatStats()
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// 同步 effective 属性到状态
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await this.petSystem.updateState({
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effectiveStr: this.petSystem.state.effectiveStr,
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effectiveInt: this.petSystem.state.effectiveInt,
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effectiveDex: this.petSystem.state.effectiveDex,
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effectiveLuck: this.petSystem.state.effectiveLuck
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})
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return { success: true, deity }
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}
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// 祈福(每日上限 3 次)
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async pray() {
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const state = this.petSystem.getState()
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if (state.dailyPrayerCount >= 3) {
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return { success: false, message: '今日祈福次數已用完' }
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}
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try {
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const result = await this.api.prayToDeity({
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deityId: state.currentDeityId,
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petState: state
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})
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// 更新好感度
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const currentFavor = state.deityFavors[state.currentDeityId] || 0
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const newFavor = Math.min(100, currentFavor + result.favorIncrease)
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// 檢查是否等級提升或達到滿級
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const deity = this.getCurrentDeity()
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const oldLevel = deity.favorLevelBuffs ? Math.floor(currentFavor / deity.favorLevelBuffs.interval) : 0
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const newLevel = deity.favorLevelBuffs ? Math.floor(newFavor / deity.favorLevelBuffs.interval) : 0
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const levelUp = newLevel > oldLevel
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const reachedMax = currentFavor < 100 && newFavor >= 100
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await this.petSystem.updateState({
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deityFavors: {
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...state.deityFavors,
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[state.currentDeityId]: newFavor
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},
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dailyPrayerCount: state.dailyPrayerCount + 1
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})
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// 重新計算屬性(好感度變化影響加成)
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this.petSystem.calculateCombatStats()
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// 同步 effective 属性到状态
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await this.petSystem.updateState({
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effectiveStr: this.petSystem.state.effectiveStr,
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effectiveInt: this.petSystem.state.effectiveInt,
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effectiveDex: this.petSystem.state.effectiveDex,
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effectiveLuck: this.petSystem.state.effectiveLuck
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})
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// 獲取神明對話
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const dialogue = deity.dialogues[Math.floor(Math.random() * deity.dialogues.length)]
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return {
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success: true,
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favorIncrease: result.favorIncrease,
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newFavor,
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oldLevel,
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newLevel,
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levelUp,
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reachedMax,
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dialogue,
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message: result.message,
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deity
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}
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} catch (error) {
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console.error('[TempleSystem] 祈福失敗:', error)
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return { success: false, message: '祈福失敗' }
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}
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}
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// 獲取好感度星級(每 20 點一星)
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getFavorStars(deityId) {
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const state = this.petSystem.getState()
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const favor = state.deityFavors[deityId] || 0
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const stars = Math.floor(favor / 20)
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return '★'.repeat(stars) + '☆'.repeat(5 - stars)
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}
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// 抽籤
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async drawFortune() {
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try {
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const result = await this.api.drawFortune()
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// 根據籤詩等級應用效果
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const { FORTUNE_LOTS } = await import('../data/fortune-lots.js')
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const lot = FORTUNE_LOTS.find(l => l.grade === result.lot.grade) || FORTUNE_LOTS[0]
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if (lot.effects?.addBuff) {
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// 應用 Buff(需要透過 eventSystem)
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return {
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success: true,
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lot: result.lot,
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buff: lot.effects.addBuff
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}
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}
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return {
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success: true,
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lot: result.lot
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}
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} catch (error) {
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console.error('[TempleSystem] 抽籤失敗:', error)
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return { success: false, message: '抽籤失敗' }
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}
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}
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// 擲筊
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async throwJiaobei(question = '') {
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const state = this.petSystem.getState()
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const deity = this.getCurrentDeity()
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try {
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// 計算實際概率
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const probabilities = this.calculateJiaobeiProbabilities()
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// 嘗試使用 API
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const apiResult = await this.api.throwJiaobei({
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petId: state.id,
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deityId: deity.id,
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question,
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probabilities
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})
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// 如果 API 回傳本地降級標記,使用本地邏輯
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if (!apiResult.localFallback) {
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return apiResult
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}
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} catch (error) {
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console.warn('[TempleSystem] 擲筊 API 失敗,使用本地邏輯', error)
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}
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// 本地邏輯
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const probabilities = this.calculateJiaobeiProbabilities()
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const result = this.rollJiaobei(probabilities)
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// 選擇訊息
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const messages = JIAOBEI_CONFIG.messages[result]
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const message = messages[Math.floor(Math.random() * messages.length)]
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// 聖筊獎勵:增加好感度
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if (result === 'holy') {
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const currentFavor = state.deityFavors[deity.id] || 0
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const bonus = JIAOBEI_CONFIG.holyFavorBonus || 1
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const newFavor = Math.min(100, currentFavor + bonus)
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await this.petSystem.updateState({
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deityFavors: {
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...state.deityFavors,
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[deity.id]: newFavor
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}
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})
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// 重新計算屬性
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this.petSystem.calculateCombatStats()
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// 同步 effective 属性
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await this.petSystem.updateState({
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effectiveStr: this.petSystem.state.effectiveStr,
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effectiveInt: this.petSystem.state.effectiveInt,
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effectiveDex: this.petSystem.state.effectiveDex,
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effectiveLuck: this.petSystem.state.effectiveLuck
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})
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}
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return {
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success: true,
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result,
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message,
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deity: deity.name,
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probabilities,
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question
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}
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}
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// 計算擲筊概率(考慮運勢和好感度)
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calculateJiaobeiProbabilities() {
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const state = this.petSystem.getState()
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const deity = this.getCurrentDeity()
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// 動態載入配置(同步)
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// 基礎概率
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let { holy, laughing, negative } = JIAOBEI_CONFIG.baseProbability
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// 運勢影響:增加聖筊概率
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const luck = state.luck || 10
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const luckBonus = Math.min(
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luck * JIAOBEI_CONFIG.luckModifier,
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JIAOBEI_CONFIG.maxModifier
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)
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// 好感度影響:減少陰筊概率
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const favor = state.deityFavors[deity.id] || 0
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const favorBonus = Math.min(
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favor * JIAOBEI_CONFIG.favorModifier,
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JIAOBEI_CONFIG.maxModifier
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)
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// 調整概率
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holy += luckBonus + favorBonus / 2
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negative -= favorBonus
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laughing -= luckBonus / 2
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// 確保非負
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holy = Math.max(0.1, holy)
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laughing = Math.max(0.1, laughing)
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negative = Math.max(0.1, negative)
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// 歸一化(確保總和為1)
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const total = holy + laughing + negative
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return {
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holy: holy / total,
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laughing: laughing / total,
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negative: negative / total
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}
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}
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// 投擲筊杯(隨機結果)
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rollJiaobei(probabilities) {
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const rand = Math.random()
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if (rand < probabilities.holy) {
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return 'holy'
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} else if (rand < probabilities.holy + probabilities.laughing) {
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return 'laughing'
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} else {
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return 'negative'
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}
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}
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// Debug: 重置每日祈福次數
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async debugResetDailyPrayer() {
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console.log('[Debug] 重置每日祈福次數')
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await this.petSystem.updateState({ dailyPrayerCount: 0 })
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return { success: true, message: '已重置祈福次數' }
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}
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}
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