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@overworld-engine/core

v3.2.0

Published

Overworld framework core: typed event bus, condition/effect registries, persistence helpers, shared types

Readme

@overworld-engine/core

Overworld 框架的最底层。所有系统包只允许依赖本包;跨系统协作全部经由这里提供的 机制完成:类型化事件总线(系统间通信)、条件/效果注册表(数据驱动内容与 代码解耦)、统一的持久化约定(persistOptions + 存档槽位 + 云存档适配器)。 本包零 UI、零渲染依赖,可在纯 Node 环境中使用与测试。

事件总线(EventBus)

import { EventBus, gameEvents, type OverworldEventMap } from '@overworld-engine/core'

// 全局单例:所有系统的零配置默认总线
const off = gameEvents.on('quest:completed', ({ questId }) => {
  console.log('任务完成', questId)
})
gameEvents.emit('quest:started', { questId: 'welcome' })
off() // on/once/onAny 都返回退订函数

// 测试或多实例场景:自建总线,经各引擎的 events 配置注入
const bus = new EventBus<OverworldEventMap>()

框架事件表 OverworldEventMap 覆盖玩家移动、场景切换、邻近、交互、对话、任务、 物品、成就、教程;游戏通过 declaration merging 扩展:

declare module '@overworld-engine/core' {
  interface OverworldEventMap {
    'market:trade': { symbol: string; amount: number }
  }
}

行为细节:监听器抛异常会被捕获打日志、不影响其他监听器;emit 中订阅/退订不影响 本次分发;onAny 订阅全部事件(调试面板、埋点、录制回放)。

条件/效果注册表(Registry)

内容数据里只写声明式引用({ type, params }),游戏启动时注册处理函数:

import { createConditionRegistry, createEffectRegistry, runEffects, evaluateConditions } from '@overworld-engine/core'

const effects = createEffectRegistry<GameCtx>()
effects.register('wallet.addGold', (params, ctx) => ctx.wallet.add(params.amount as number))
runEffects(effects, [{ type: 'wallet.addGold', params: { amount: 100 } }], gameCtx)
  • runEffects:按序执行,未注册的 type 打 warning 跳过(内容错误不崩游戏)。
  • evaluateConditions:AND 语义,空数组为 true,未注册的条件 fail closed(返回 false)。

持久化(persistOptions)

为 zustand persist 中间件生成统一选项:key 规范为 overworld:<name>、版本号 + migrate、存储后端可替换(localStorage / createMemoryStorage() / 自定义适配器)。

create<State>()(persist(initializer, persistOptions({ name: 'inventory', version: 1 })))
  • createMemoryStorage() — 测试 / SSR 用内存存储,同时满足 StateStorageEnumerableStorage
  • createRestStorage(config) — 异步 REST 云存档适配器(按 key 尾沿防抖、404=null、flush() 关页前落盘)。
  • createSaveSlots(config) — 多存档位:live 快照/恢复与命名槽位(saveTo/loadFrom/listSlots/deleteSlot/clearCurrent),槽位存于 overworld:slots:<name>。可注入 clock(() => number,默认 Date.now)提供 savedAt 时间戳——同 seed 重放需注入 clock;引擎值层面无 Math.random

公共类型

Vec3EntityKindEntityRefEffectRef/ConditionRefOverworldPersistConfigOverworldEventName 等。

本版本新增:输入锁(inputLock)

无头、框架无关的"游戏输入是否被挂起"单一事实来源:键盘、摇杆、交互键、 相机拖拽等任意输入源都咨询它,互不 import。

import { inputLock } from '@overworld-engine/core'

inputLock.acquire('dialogue')     // 打开对话时获取具名锁(幂等)
inputLock.isLocked()              // → true,任意输入源据此挂起响应
inputLock.release('dialogue')     // 关闭对话时释放
  • inputLock — 绑定全局 gameEvents 的单例;createInputLock(bus?) 可创建 隔离实例(测试/多引擎场景)。
  • acquire(id) / release(id) 幂等;activeLocks() 返回当前持有的锁 id (稳定排序);releaseAll() 用于场景切换/测试清理。
  • subscribe(fn) 订阅锁状态变化;每次变化同时在总线上发出 input:lock-changed({ locked, active })。
  • @overworld-engine/inputuseKeyboardLayer({ lockInput: true })<VirtualJoystick respectInputLock>@overworld-engine/scenePlayer/交互键/FollowCamera orbit 均默认消费本锁。

依赖

peerDependency 仅 zustand(持久化辅助);事件总线与注册表零依赖。