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Dialogs engine

This commit is contained in:
Pabloader 2026-04-24 16:53:18 +00:00
parent 9c50b5d3e9
commit 8fd0d317cf
5 changed files with 299 additions and 33 deletions

200
src/common/rpg/dialog.ts Normal file
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import { isDialog, type Dialog, type DialogChoice, type DialogNode } from "./types";
type ConditionOperator = '==' | '!=' | '>' | '<' | '>=' | '<=' | 'null' | '~null';
type ConditionValue = string | number | boolean | null;
interface ParsedCondition {
variable: string;
negate: boolean;
operator?: ConditionOperator;
value?: ConditionValue;
}
function parseCondition(s: string): ParsedCondition {
// ~variable — falsy check, nothing else allowed
if (s.startsWith('~') && !s.includes(' '))
return { variable: s.slice(1), negate: true };
const spaceIdx = s.indexOf(' ');
if (spaceIdx === -1)
return { variable: s, negate: false };
const variable = s.slice(0, spaceIdx);
const rest = s.slice(spaceIdx + 1).trim();
if (rest === 'null') return { variable, negate: false, operator: 'null' };
if (rest === '~null') return { variable, negate: false, operator: '~null' };
const opMatch = rest.match(/^(==|!=|>=|<=|>|<)\s*(.+)$/);
if (!opMatch) throw new Error(`Invalid condition: "${s}"`);
const [, operator, rawValue] = opMatch;
let value: ConditionValue;
if (rawValue === 'null') value = null;
else if (rawValue === 'true') value = true;
else if (rawValue === 'false') value = false;
else if (!isNaN(Number(rawValue))) value = Number(rawValue);
else value = rawValue.replace(/^['"]|['"]$/g, '');
return { variable, negate: false, operator: operator as ConditionOperator, value };
}
function conditionVariable(s: string): string {
if (s.startsWith('~')) return s.slice(1);
const space = s.indexOf(' ');
return space === -1 ? s : s.slice(0, space);
}
export type DialogVariables = Record<string, string | number | boolean>;
export type DialogActions = Record<string, (arg?: unknown) => Promise<void> | void>;
export interface DialogRuntimeOptions {
variables: DialogVariables;
actions: DialogActions;
}
export interface DialogNodeView {
speaker: string;
text: string;
choices?: DialogChoice[];
}
export function validateDialog(
dialog: unknown,
conditions: string[],
actions: string[],
speakers: string[],
): string[] {
if (!isDialog(dialog)) return ['invalid dialog structure'];
const errors: string[] = [];
const nodeIds = new Set(dialog.nodes.map(n => n.id));
const conditionSet = new Set(conditions);
const actionSet = new Set(actions);
const speakerSet = new Set(speakers);
if (!nodeIds.has(dialog.startNodeId))
errors.push(`startNodeId '${dialog.startNodeId}' does not match any node id`);
for (const node of dialog.nodes) {
if (!speakerSet.has(node.speaker))
errors.push(`node '${node.id}': unknown speaker '${node.speaker}'`);
if (node.nextNodeId !== undefined && !nodeIds.has(node.nextNodeId))
errors.push(`node '${node.id}': nextNodeId '${node.nextNodeId}' does not match any node id`);
for (const cond of node.conditions ?? []) {
const varName = conditionVariable(cond);
if (!conditionSet.has(varName))
errors.push(`node '${node.id}': unknown condition variable '${varName}'`);
}
for (const action of node.actions ?? [])
if (!actionSet.has(action.type))
errors.push(`node '${node.id}': unknown action type '${action.type}'`);
for (const choice of node.choices ?? [])
if (choice.nextNodeId !== undefined && !nodeIds.has(choice.nextNodeId))
errors.push(`node '${node.id}': choice '${choice.text}': nextNodeId '${choice.nextNodeId}' does not match any node id`);
}
return errors;
}
export function isValidDialog(
v: unknown,
conditions: string[],
actions: string[],
speakers: string[],
): v is Dialog {
return validateDialog(v, conditions, actions, speakers).length === 0;
}
export class DialogEngine {
private readonly nodeMap: Map<string, DialogNode>;
private readonly startNodeId: string;
private currentNode: DialogNode | null = null;
constructor(
dialog: Dialog,
private readonly options: DialogRuntimeOptions,
) {
this.nodeMap = new Map(dialog.nodes.map(n => [n.id, n]));
this.startNodeId = dialog.startNodeId;
}
async advance(nodeId?: string): Promise<DialogNodeView | null> {
let targetId = nodeId ?? this.currentNode?.nextNodeId ?? (this.currentNode === null ? this.startNodeId : undefined);
while (targetId !== undefined) {
const node = this.nodeMap.get(targetId);
if (!node) return null;
if (!this.evaluateConditions(node.conditions ?? [])) {
targetId = node.nextNodeId;
continue;
}
this.currentNode = node;
for (const action of node.actions ?? []) {
await this.options.actions[action.type]?.(action.arg);
}
const choices = this.filterChoices(node.choices);
return {
speaker: node.speaker,
text: node.text,
choices,
};
}
return null;
}
private filterChoices(choices?: DialogChoice[]): DialogChoice[] | undefined {
if (!choices) return undefined;
const filtered = choices.filter(choice => {
if (choice.nextNodeId === undefined) return true;
const target = this.nodeMap.get(choice.nextNodeId);
return target ? this.evaluateConditions(target.conditions ?? []) : false;
});
return filtered.length > 0 ? filtered : undefined;
}
private evaluateConditions(conditions: string[]): boolean {
return conditions.every(c => this.evaluateCondition(parseCondition(c)));
}
private evaluateCondition({ variable, negate, operator, value }: ParsedCondition): boolean {
const val = this.options.variables[variable];
if (operator === 'null') return val == null;
if (operator === '~null') return val != null;
if (operator === undefined)
return negate ? !Boolean(val) : Boolean(val);
if (operator === '==') return val === value;
if (operator === '!=') return val !== value;
if (typeof val !== 'number' || typeof value !== 'number') return false;
if (operator === '<') return val < value;
if (operator === '>') return val > value;
if (operator === '<=') return val <= value;
if (operator === '>=') return val >= value;
return false;
}
[Symbol.asyncIterator]() {
return this;
}
async next() {
const nextNode = await this.advance();
if (nextNode === null) return { done: true, value: null };
return { done: false, value: nextNode };
}
}

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src/common/rpg/types.ts Normal file
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export interface DialogAction {
type: string;
arg?: string | number | boolean | null;
}
export interface DialogChoice {
text: string;
nextNodeId?: string;
}
export interface DialogNode {
id: string;
speaker: string;
text: string;
nextNodeId?: string;
choices?: DialogChoice[];
conditions?: string[];
actions?: DialogAction[];
}
export interface Dialog {
nodes: DialogNode[];
startNodeId: string;
}
function isDialogAction(v: unknown): v is DialogAction {
if (typeof v !== 'object' || v === null) return false;
return typeof (v as Record<string, unknown>).type === 'string';
}
function isDialogChoice(v: unknown): v is DialogChoice {
if (typeof v !== 'object' || v === null) return false;
const c = v as Record<string, unknown>;
return typeof c.text === 'string'
&& (c.nextNodeId === undefined || typeof c.nextNodeId === 'string');
}
function isDialogNode(v: unknown): v is DialogNode {
if (typeof v !== 'object' || v === null) return false;
const n = v as Record<string, unknown>;
return typeof n.id === 'string'
&& typeof n.speaker === 'string'
&& typeof n.text === 'string'
&& (n.nextNodeId === undefined || typeof n.nextNodeId === 'string')
&& (n.choices === undefined || (Array.isArray(n.choices) && n.choices.every(isDialogChoice)))
&& (n.conditions === undefined || (Array.isArray(n.conditions) && n.conditions.every(v => typeof v === 'string')))
&& (n.actions === undefined || (Array.isArray(n.actions) && n.actions.every(isDialogAction)));
}
export function isDialog(v: unknown): v is Dialog {
if (typeof v !== 'object' || v === null) return false;
const d = v as Record<string, unknown>;
return Array.isArray(d.nodes) && d.nodes.every(isDialogNode)
&& typeof d.startNodeId === 'string';
}

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src/common/types.ts Normal file
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export type Key<T> = keyof T;
export type Value<T, K extends Key<T> = Key<T>> = T[K];

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startNodeId: start
nodes:
- id: start
speaker: npc
text: "Ah, traveler. I sense you seek passage through my gates."
nextNodeId: sword_path
- id: sword_path
speaker: npc
text: "I see you carry a blade. Warriors are always welcome here."
nextNodeId: no_sword_path
conditions:
- hasSword
- id: no_sword_path
speaker: npc
text: "You come unarmed? Brave, or perhaps foolish. You may still pass."
nextNodeId: end
conditions:
- ~hasSword
- id: end
speaker: npc
text: "Safe travels."
choices:
- text: "Farewell."

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import { gameLoop } from "@common/game";
import Input from "@common/input";
import { DialogEngine, isValidDialog } from "@common/rpg/dialog";
import dialogYml from './dialog.yml';
const setup = () => {
let x = window.innerWidth / 2 - 16;
let y = window.innerHeight / 2 - 16;
const ball = document.createElement('div');
ball.style.display = 'block';
ball.style.width = '32px';
ball.style.height = '32px';
ball.style.borderRadius = '50%';
ball.style.backgroundColor = 'red';
ball.style.position = 'absolute';
document.body.append(ball);
const speed = Math.min(window.innerHeight, window.innerWidth);
return { x, y, speed, ball };
export default async function main() {
// console.log(dialogYml);
if (isValidDialog(dialogYml, ['hasSword'], [], ['player', 'npc'])) {
const dialog = new DialogEngine(dialogYml, {
variables: { hasSword: false },
actions: {},
});
// console.log(await dialog.advance());
for await (const node of dialog) {
console.log(node);
}
}
}
const frame = (dt: number, state: ReturnType<typeof setup>) => {
const dx = Input.getHorizontal();
const dy = Input.getVertical();
state.x += state.speed * dx * dt;
state.y += state.speed * dy * dt;
state.ball.style.left = `${state.x}px`;
state.ball.style.top = `${state.y}px`;
}
export default gameLoop(setup, frame);