BoostFromRelayActionExecutor.kt
package io.github.lishangbu.avalon.game.battle.engine.core.runtime.action
import io.github.lishangbu.avalon.game.battle.engine.core.constant.BattleBoostRelaySelectionValues
import io.github.lishangbu.avalon.game.battle.engine.core.dsl.ActionNode
import io.github.lishangbu.avalon.game.battle.engine.core.dsl.action.BoostFromRelayActionNode
import io.github.lishangbu.avalon.game.battle.engine.core.event.EventContext
import io.github.lishangbu.avalon.game.battle.engine.core.mutation.BoostMutation
import io.github.lishangbu.avalon.game.battle.engine.core.runtime.ActionExecutor
import io.github.lishangbu.avalon.game.battle.engine.core.runtime.ActionResult
import io.github.lishangbu.avalon.game.battle.engine.core.runtime.support.BattleBoostContextSupport
import io.github.lishangbu.avalon.game.battle.engine.core.type.ActionTypeId
import io.github.lishangbu.avalon.game.battle.engine.core.type.StandardActionTypeIds
/**
* `boost_from_relay` 动作执行器。
*
* 说明:
* - 只在当前 relay 本身是 boost map 时生效;
* - 会先按统一规则规范化 boost 负载,再根据 selection 过滤;
* - 如果过滤后为空,则不生成 mutation,但也不会报错。
*/
class BoostFromRelayActionExecutor : ActionExecutor {
override val type: ActionTypeId = StandardActionTypeIds.BOOST_FROM_RELAY
override fun execute(
action: ActionNode,
context: EventContext,
): ActionResult {
require(action is BoostFromRelayActionNode) { "Action must be BoostFromRelayActionNode." }
val normalizedBoosts = BattleBoostContextSupport.normalizeBoostMap(context.relay) ?: return ActionResult()
val selectedBoosts =
when (action.selection) {
BattleBoostRelaySelectionValues.ALL -> normalizedBoosts
BattleBoostRelaySelectionValues.POSITIVE -> normalizedBoosts.filterValues { delta -> delta > 0 }
BattleBoostRelaySelectionValues.NEGATIVE -> normalizedBoosts.filterValues { delta -> delta < 0 }
else -> emptyMap()
}
if (selectedBoosts.isEmpty()) {
return ActionResult()
}
return ActionResult(
mutations = listOf(BoostMutation(action.target, selectedBoosts)),
)
}
}