Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
54 lines
2.0 KiB
JavaScript
54 lines
2.0 KiB
JavaScript
import { cpSync, rmSync, mkdirSync, writeFileSync, readFileSync, existsSync } from 'node:fs';
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import { join } from 'node:path';
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import { randomUUID } from 'node:crypto';
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const CACHE_DIRS = ['library', 'temp', 'local', 'build'];
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// 复制种子工程到 destDir,并清理可能残留的缓存目录
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export function copySeed(seedDir, destDir) {
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if (existsSync(destDir)) throw new Error(`目标已存在: ${destDir}`);
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cpSync(seedDir, destDir, { recursive: true });
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for (const c of CACHE_DIRS) {
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rmSync(join(destDir, c), { recursive: true, force: true });
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}
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}
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// 修改工程 package.json 的 name 并分配全新 uuid(保留 creator.version 等其它字段)
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export function setProjectIdentity(projectDir, name) {
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const pkgPath = join(projectDir, 'package.json');
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const pkg = JSON.parse(readFileSync(pkgPath, 'utf8'));
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pkg.name = name;
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pkg.uuid = randomUUID();
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writeFileSync(pkgPath, JSON.stringify(pkg, null, 2) + '\n');
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return pkg;
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}
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// 铺出子游戏私有 game/ 骨架:IGameModule 占位 + theme 占位 + override 目录
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export function scaffoldGameAssets(projectDir, name) {
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const gameDir = join(projectDir, 'assets', 'game');
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mkdirSync(join(gameDir, 'override'), { recursive: true });
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writeFileSync(join(gameDir, 'override', '.gitkeep'), '');
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writeFileSync(join(gameDir, 'GameModule.ts'), gameModuleStub(name));
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writeFileSync(join(gameDir, 'theme.ts'), themeStub(name));
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}
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function gameModuleStub(name) {
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return `/**
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* ${name} 子游戏模块骨架。
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* TODO(Plan 5): 待 framework/sdk 的 IGameModule / GameContext 接口定稿后实现
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* (route / onEnter / onReceive / onReconnect 等)。
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* 协议字段一律参见 docs/protocol/(spec §0.1:只引用、不内联复制)。
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*/
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export const GAME_ROUTE = '${name}';
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`;
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}
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function themeStub(name) {
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return `/**
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* ${name} 主题覆盖骨架。
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* TODO(Plan 4): 待 framework/ui 的皮肤变量清单定稿后填写主色/字体/图集映射等。
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*/
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export const theme = {};
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`;
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}
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