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Diffstat (limited to 'src/LivingVillage.Desktop/TaskRuntime.fs')
| -rw-r--r-- | src/LivingVillage.Desktop/TaskRuntime.fs | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop/TaskRuntime.fs b/src/LivingVillage.Desktop/TaskRuntime.fs new file mode 100644 index 0000000..75675aa --- /dev/null +++ b/src/LivingVillage.Desktop/TaskRuntime.fs @@ -0,0 +1,64 @@ +namespace LivingVillage.Desktop + +open LivingVillage.Kernel + +/// P54 职业切片三:把 Kernel 的当日任务状态机接到 Desktop 运行时(玩家可见 / 可完成)。 +/// +/// 全部为纯函数:接受任务、按**真实世界事件/信号**推进、给出短中文反馈。 +/// 完成判定只复用 Kernel 既有 `Occupation.advanceTask` / `applySignal` +/// (其内部是 `satisfiesCompletion`),绝不按日历索引硬编码计数。 +module TaskRuntime = + + let private completionMessage (before: Occupation.DailyTask option) (after: Occupation.DailyTask option) : string option = + match before, after with + | Some previous, Some current when previous.State = Occupation.Active && current.State = Occupation.Done -> + Some(sprintf "任务完成:%s" (Occupation.taskNameOf current.TemplateId)) + | _ -> None + + /// 接受当日任务(Offered → Active);无任务 / 已在进行 / 终态时无变化、无反馈。 + let accept (state: Occupation.State) : Occupation.State * string option = + match state.Today with + | Some task when task.State = Occupation.Offered -> + { state with Today = Some { task with State = Occupation.Active } }, + Some(sprintf "已接受任务:%s" (Occupation.taskNameOf task.TemplateId)) + | _ -> state, None + + /// 用一条既有世界事件推进当日任务;Active → Done 时返回短中文反馈。 + let advanceWithEvent (event: Sim.InteractionEvent) (state: Occupation.State) : Occupation.State * string option = + let before = state.Today + let next = Occupation.advanceTask event state + next, completionMessage before next.Today + + /// 用一条已折叠的任务信号(到达瓦片 / 观察 / 夜在水边)推进当日任务。 + let advanceWithSignal (signal: Occupation.TaskSignal) (state: Occupation.State) : Occupation.State * string option = + match state.Today with + | Some task -> + let after = Occupation.applySignal signal task + { state with Today = Some after }, completionMessage (Some task) (Some after) + | None -> state, None + + /// 折叠多条信号(后面的不覆盖已得到的完成反馈)。 + let foldSignals (signals: Occupation.TaskSignal list) (state: Occupation.State) : Occupation.State * string option = + signals + |> List.fold + (fun (current, found) signal -> + let next, message = advanceWithSignal signal current + next, (match found with Some _ -> found | None -> message)) + (state, None) + + /// 由真实世界环境折叠出的任务信号:跨瓦片 → 到达;夜 + 水边 → 夜在水边。 + /// `previousTile = None`(尚未建立基线)时不产生到达信号,避免开局即误判完成。 + let environmentSignals + (isNight: bool) + (nearWater: bool) + (previousTile: (int * int) option) + (tile: int * int) + : Occupation.TaskSignal list = + [ if previousTile.IsSome && previousTile.Value <> tile then yield Occupation.ArrivedAt tile + if isNight && nearWater then yield Occupation.NightAtWater ] + + /// 比较两份职业状态,返回本次推进是否让当日任务完成(供交易等路径复用)。 + let completedMessage (before: Occupation.State option) (after: Occupation.State option) : string option = + completionMessage + (before |> Option.bind (fun state -> state.Today)) + (after |> Option.bind (fun state -> state.Today)) |
