Files
tianshu-engine/editor/stores/editorStore.ts

267 lines
8.6 KiB
TypeScript

import { defineStore } from 'pinia'
import { shallowRef, ref, computed, triggerRef } from 'vue'
import type { GameData, SceneNode, Choice } from '@engine/types'
import { putVersion, getVersions } from '../db/editorDB'
export interface AIDiff {
added: string[]
modified: string[]
deleted: string[]
globalFields: string[]
}
interface EditorVersion {
id?: number
sourcePath: string
timestamp: number
label: string
gameData: GameData
}
export const useEditorStore = defineStore('editor', () => {
const gameData = shallowRef<GameData>({ scenes: {}, startScene: '', variables: {} })
const selectedNodeId = ref<string | null>(null)
const startSceneId = ref('')
const dirty = ref(false)
const sourcePath = ref('/scenes/demo.json')
const deepseekKey = ref(localStorage.getItem('deepseek_key') || '')
const showAIPanel = ref(true)
const aiCollapsed = ref(true)
const nodeEditorCollapsed = ref(true)
const aiSessionId = ref('')
const aiChanges = ref<AIDiff | null>(null)
const versions = ref<EditorVersion[]>([])
const selectedScene = computed(() => {
if (!selectedNodeId.value) return null
return gameData.value.scenes[selectedNodeId.value] ?? null
})
function markDirty() { dirty.value = true }
function loadJSON(json: GameData) {
gameData.value = JSON.parse(JSON.stringify(json))
triggerRef(gameData)
startSceneId.value = json.startScene || ''
selectedNodeId.value = null
dirty.value = false
}
function exportJSON(): GameData {
return JSON.parse(JSON.stringify({ ...gameData.value, startScene: startSceneId.value }))
}
function generateId(): string {
let i = Object.keys(gameData.value.scenes).length + 1
while (gameData.value.scenes[`scene_${i}`]) i++
return `scene_${i}`
}
function addScene(): string {
const id = generateId()
gameData.value = {
...gameData.value,
scenes: {
...gameData.value.scenes,
[id]: { id, videoUrl: '', choices: [], nextScene: '', subtitleUrl: '', onEnter: [] },
},
}
triggerRef(gameData)
dirty.value = true
autoSave()
return id
}
function deleteScene(id: string) {
if (startSceneId.value === id) return
const nextScenes = { ...gameData.value.scenes }
delete nextScenes[id]
for (const key of Object.keys(nextScenes)) {
const s = nextScenes[key]
if (s.choices) nextScenes[key] = { ...s, choices: s.choices.filter((c) => c.targetScene !== id) }
if (Array.isArray(s.nextScene)) {
nextScenes[key] = { ...s, nextScene: s.nextScene.filter((r) => r.targetScene !== id) }
} else if (s.nextScene === id) {
nextScenes[key] = { ...nextScenes[key], nextScene: '' }
}
if (s.qte) {
const qte = { ...s.qte }
let changed = false
if (qte.successScene === id) { qte.successScene = ''; changed = true }
if (qte.failScene === id) { qte.failScene = ''; changed = true }
if (changed) nextScenes[key] = { ...nextScenes[key], qte }
}
}
gameData.value = { ...gameData.value, scenes: nextScenes }
triggerRef(gameData)
dirty.value = true
if (selectedNodeId.value === id) selectedNodeId.value = null
autoSave()
}
function updateScene(id: string, partial: Partial<SceneNode>) {
const scene = gameData.value.scenes[id]
if (!scene) return
gameData.value = {
...gameData.value,
scenes: { ...gameData.value.scenes, [id]: { ...scene, ...partial } },
}
triggerRef(gameData)
dirty.value = true
autoSave()
}
function addChoice(sourceId: string) {
const scene = gameData.value.scenes[sourceId]
if (!scene) return
gameData.value = {
...gameData.value,
scenes: {
...gameData.value.scenes,
[sourceId]: { ...scene, choices: [...(scene.choices || []), { text: '\u65b0\u9009\u9879', targetScene: '' }] },
},
}
triggerRef(gameData)
dirty.value = true
autoSave()
}
function updateChoice(sourceId: string, index: number, partial: Partial<Choice>) {
const scene = gameData.value.scenes[sourceId]
if (!scene?.choices) return
const newChoices = scene.choices.map((c, i) => (i === index ? { ...c, ...partial } : c))
gameData.value = {
...gameData.value,
scenes: { ...gameData.value.scenes, [sourceId]: { ...scene, choices: newChoices } },
}
triggerRef(gameData)
dirty.value = true
autoSave()
}
function deleteChoice(sourceId: string, index: number) {
const scene = gameData.value.scenes[sourceId]
if (!scene?.choices) return
gameData.value = {
...gameData.value,
scenes: {
...gameData.value.scenes,
[sourceId]: { ...scene, choices: scene.choices.filter((_, i) => i !== index) },
},
}
triggerRef(gameData)
dirty.value = true
}
function setSourcePath(p: string) { sourcePath.value = p; localStorage.setItem('editor_last_source', p) }
function setDeepseekKey(k: string) { deepseekKey.value = k; localStorage.setItem('deepseek_key', k) }
function setAISessionId(id: string) { aiSessionId.value = id; localStorage.setItem('editor_ai_session', id) }
function clearAISession() { aiSessionId.value = ''; localStorage.removeItem('editor_ai_session') }
let saveVersionTimer: ReturnType<typeof setTimeout> | null = null
let lastSavedContent = ''
function debouncedSaveVersion() {
const current = JSON.stringify(gameData.value)
if (current === lastSavedContent) {
console.log('[版本] 内容相同,跳过')
return
}
if (saveVersionTimer) { console.log('[版本] 重置 3s 计时器'); clearTimeout(saveVersionTimer) }
else console.log('[版本] 启动 3s 计时器')
saveVersionTimer = setTimeout(async () => {
console.log('[版本] 保存到 IndexedDB')
lastSavedContent = current
await saveVersion('手动编辑')
}, 3000)
}
async function autoSave() {
try {
await fetch('/api/save', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ path: sourcePath.value, data: gameData.value }),
})
} catch { /* dev server not running */ }
debouncedSaveVersion()
}
async function saveVersion(label: string) {
try {
await putVersion({
sourcePath: sourcePath.value,
timestamp: Date.now(),
label,
gameData: JSON.parse(JSON.stringify(gameData.value)),
})
await loadVersions()
} catch {}
}
async function restoreVersion(idx: number) {
const v = versions.value[idx]
if (!v) return
gameData.value = v.gameData
startSceneId.value = v.gameData.startScene || ''
selectedNodeId.value = null
aiChanges.value = null
dirty.value = false
lastSavedContent = JSON.stringify(v.gameData)
if (saveVersionTimer) { clearTimeout(saveVersionTimer); saveVersionTimer = null }
autoSave()
}
async function loadVersions() {
try {
versions.value = await getVersions(sourcePath.value)
} catch {
versions.value = []
}
}
function clearAIMarkers() {
aiChanges.value = null
}
async function reloadFromDisk(oldGameData?: GameData) {
try {
const resp = await fetch(sourcePath.value)
const newData = await resp.json()
if (oldGameData) {
const { scenes: newScenes, ...newGlobal } = newData
const { scenes: oldScenes, ...oldGlobal } = oldGameData
const diff: AIDiff = { added: [], modified: [], deleted: [], globalFields: [] }
for (const id of Object.keys(newScenes)) {
if (!oldScenes[id]) diff.added.push(id)
else if (JSON.stringify(oldScenes[id]) !== JSON.stringify(newScenes[id])) diff.modified.push(id)
}
for (const id of Object.keys(oldScenes)) {
if (!newScenes[id]) diff.deleted.push(id)
}
for (const key of Object.keys({ ...(oldGlobal as any), ...(newGlobal as any) })) {
if (JSON.stringify((oldGlobal as any)[key]) !== JSON.stringify((newGlobal as any)[key])) {
diff.globalFields.push(key)
}
}
aiChanges.value = diff
}
gameData.value = newData
selectedNodeId.value = null
clearAISession()
} catch { /* failed to reload */ }
}
return {
gameData, selectedNodeId, selectedScene, startSceneId, dirty, sourcePath,
deepseekKey, showAIPanel, aiSessionId, aiCollapsed, nodeEditorCollapsed, aiChanges, versions,
markDirty, loadJSON, exportJSON, addScene, deleteScene,
updateScene, addChoice, updateChoice, deleteChoice, generateId,
setSourcePath, setDeepseekKey, setAISessionId, clearAISession, autoSave, reloadFromDisk,
saveVersion, restoreVersion, loadVersions, clearAIMarkers,
}
})