Feature: add level 1 content including room templates, encounter tables, and room generation logic

- Introduced contentHelpers for table and room template lookups.
- Created level1Rooms.ts with various room templates for level 1.
- Added level1Tables.ts containing encounter tables for animals, martial, dogs, people, fungal, guards, workers, and room types.
- Implemented room generation functions in rooms.ts to create rooms based on templates and tables.
- Added tests for room generation logic in rooms.test.ts to ensure correct functionality.
This commit is contained in:
Keith Solomon
2026-03-15 12:54:46 -05:00
parent 6bf48df74c
commit 120e144b3f
10 changed files with 1263 additions and 0 deletions

1
.gitignore vendored
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@@ -3,3 +3,4 @@ dist/
*.tsbuildinfo
vite.config.js
vite.config.d.ts
Notes/rendered-pages/

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import { describe, expect, it } from "vitest";
import { lookupTable } from "@/rules/tables";
import { findRoomTemplateForLookup, findTableByCode } from "./contentHelpers";
import { sampleContentPack } from "./sampleContentPack";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("level 1 content helpers", () => {
it("finds encoded level 1 encounter tables by code", () => {
const table = findTableByCode(sampleContentPack, "L1A");
expect(table.name).toBe("Level 1 Animals");
expect(table.entries).toHaveLength(6);
});
it("resolves a small room template from a table lookup", () => {
const lookup = lookupTable(findTableByCode(sampleContentPack, "L1SR"), {
roller: createSequenceRoller([3, 4]),
});
const roomTemplate = findRoomTemplateForLookup(sampleContentPack, lookup);
expect(lookup.roll.total).toBe(7);
expect(roomTemplate.title).toBe("Murtayne Effigy");
expect(roomTemplate.roomClass).toBe("small");
});
it("resolves a large room template from a table lookup", () => {
const lookup = lookupTable(findTableByCode(sampleContentPack, "L1LR"), {
roller: createSequenceRoller([5, 5]),
});
const roomTemplate = findRoomTemplateForLookup(sampleContentPack, lookup);
expect(lookup.roll.total).toBe(10);
expect(roomTemplate.title).toBe("Slate Shrine");
expect(roomTemplate.roomClass).toBe("large");
});
});

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import type { ContentPack, RoomTemplate, TableDefinition } from "@/types/content";
import type { TableLookupResult } from "@/rules/tables";
export function findTableByCode(content: ContentPack, code: string): TableDefinition {
const table = content.tables.find((entry) => entry.code === code);
if (!table) {
throw new Error(`Unknown table code: ${code}`);
}
return table;
}
export function findRoomTemplateById(
content: ContentPack,
roomTemplateId: string,
): RoomTemplate {
const roomTemplate = content.roomTemplates.find((entry) => entry.id === roomTemplateId);
if (!roomTemplate) {
throw new Error(`Unknown room template id: ${roomTemplateId}`);
}
return roomTemplate;
}
export function findRoomTemplateForLookup(
content: ContentPack,
lookup: TableLookupResult,
): RoomTemplate {
const roomReference = lookup.entry.references?.find((reference) => reference.type === "room");
if (!roomReference) {
throw new Error(`Lookup result ${lookup.tableId}:${lookup.entryKey} does not point to a room.`);
}
return findRoomTemplateById(content, roomReference.id);
}

649
src/data/level1Rooms.ts Normal file
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import type { RoomTemplate } from "@/types/content";
export const level1RoomTemplates: RoomTemplate[] = [
{
id: "room.level1.normal.empty-room",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "2",
title: "Empty Room",
text: "A bare chamber with little more than dust and stone.",
encounterText: "Nothing here.",
exitHint: "Archways only.",
unique: false,
tags: ["human-ancestry", "empty"],
mvp: true,
},
{
id: "room.level1.normal.abandoned-guard-post",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "3",
title: "Abandoned Guard Post",
text: "A disused guard station with ruined furnishings and signs of looting.",
encounterText: "Search debris for wooden objects beneath collapsed furniture.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "search"],
mvp: true,
},
{
id: "room.level1.normal.guard-post",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "4",
title: "Guard Post",
text: "A still-used guard room with a table, benches, and simple fixtures.",
encounterText: "If occupied, use the martial encounter table.",
exitHint: "Reinforced wooden doors.",
unique: false,
tags: ["human-ancestry", "guards"],
mvp: true,
},
{
id: "room.level1.normal.storage-area",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "5",
title: "Storage Area",
text: "Crates and barrels fill the walls, with spoiled goods hidden among them.",
encounterText: "Roll for food, drink, or crate events while searching.",
exitHint: "Archways.",
unique: false,
tags: ["human-ancestry", "loot"],
mvp: true,
},
{
id: "room.level1.normal.meeting-room",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "6",
title: "Meeting Room",
text: "Simple tables and chairs suggest an old gathering place.",
encounterText: "Workers or a crazed preacher may be present depending on the table roll.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "social"],
mvp: true,
},
{
id: "room.level1.normal.blacksmith-space",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "7",
title: "Blacksmith Space",
text: "An anvil and cold forge remain in a soot-darkened workshop.",
encounterText: "Roll for weapon loot or a worker-themed encounter.",
exitHint: "Archways.",
unique: false,
tags: ["human-ancestry", "craft"],
mvp: true,
},
{
id: "room.level1.normal.holding-cell",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "8",
title: "Holding Cell",
text: "A grim cell with chains, a chamber pot, and signs of former prisoners.",
encounterText: "Check whether the cell is empty or contains a prisoner.",
exitHint: "Reinforced doors.",
unique: false,
tags: ["human-ancestry", "cell"],
mvp: true,
},
{
id: "room.level1.normal.wash-room",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "9",
title: "Wash Room",
text: "Buckets, basins, and cloths suggest a communal cleaning room.",
encounterText: "May contain slimy or fungal threats and hidden salvage.",
exitHint: "Random roll for exits.",
unique: false,
tags: ["human-ancestry", "utility"],
mvp: true,
},
{
id: "room.level1.normal.kennel",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "10",
title: "Kennel",
text: "A low room littered with straw and the stink of animals.",
encounterText: "Use the level 1 dogs table if occupied.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "animals"],
mvp: true,
},
{
id: "room.level1.normal.snake-pit",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "11",
title: "Snake Pit",
text: "A dusty pit cut into the floor houses a nest of snakes.",
encounterText: "Open the chest only if you survive the pit's occupants.",
exitHint: "Random roll for exits.",
unique: false,
tags: ["human-ancestry", "animals", "hazard"],
mvp: true,
},
{
id: "room.level1.normal.weapon-dump",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "12",
title: "Weapon Dump",
text: "Broken weapons and shields spill from a long-past discard pile.",
encounterText: "Roll for random weapons and possible fungal attackers.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "loot", "weapons"],
mvp: true,
},
{
id: "room.level1.normal.guard-room",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "2",
title: "Guard Room",
text: "A stone room with table, chairs, and signs of routine occupation.",
encounterText: "Use the guards encounter table if occupied.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "guards"],
mvp: true,
},
{
id: "room.level1.normal.pool-room",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "3",
title: "Pool Room",
text: "A raised stone pool dominates the center of this damp chamber.",
encounterText: "Investigating the pool may trigger a slimy or animal threat.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "water"],
mvp: true,
},
{
id: "room.level1.normal.storage-area-2",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "4",
title: "Storage Area",
text: "Ropes, cloth, and supplies are stacked among the dust.",
encounterText: "Arms and empty chests invite a guarded search.",
exitHint: "Archways.",
unique: false,
tags: ["human-ancestry", "loot"],
mvp: true,
},
{
id: "room.level1.normal.canteen",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "5",
title: "Canteen",
text: "Rough tables and stools fill an old communal eating space.",
encounterText: "Labourers or workers may still be here.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "social"],
mvp: true,
},
{
id: "room.level1.normal.mourning-quarters",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "6",
title: "Mourning Quarters",
text: "An eerie chamber of candles, a shrouded bier, and stale grief.",
encounterText: "A corpse may be present and can trigger a level 1 corpse interaction.",
exitHint: "Random roll for exits.",
unique: true,
tags: ["human-ancestry", "ritual"],
mvp: true,
},
{
id: "room.level1.normal.holding-cell-2",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "7",
title: "Holding Cell",
text: "A bare cell cut off from the rest of the room by bars.",
encounterText: "Check for a prisoner before searching further.",
exitHint: "Reinforced doors.",
unique: false,
tags: ["human-ancestry", "cell"],
mvp: true,
},
{
id: "room.level1.normal.training-room",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "8",
title: "Training Room",
text: "Mannequins, target poles, and old practice gear fill the space.",
encounterText: "Armour and weapons training prompts a follow-up armour or item roll.",
exitHint: "Random roll for exits.",
unique: false,
tags: ["human-ancestry", "training"],
mvp: true,
},
{
id: "room.level1.normal.dorm",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "9",
title: "Dorm",
text: "Hammocks and scattered belongings suggest a once-lived-in barracks room.",
encounterText: "Use the people table if the dorm is occupied.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "sleeping"],
mvp: true,
},
{
id: "room.level1.normal.apothecary",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "10",
title: "Apothecary",
text: "Shelves of jars and bottles crowd a room thick with old herbs.",
encounterText: "Medicine or potion finds compete with apothecary occupants.",
exitHint: "Random roll for exits.",
unique: true,
tags: ["human-ancestry", "alchemy"],
mvp: true,
},
{
id: "room.level1.normal.damp-space",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "11",
title: "Damp Space",
text: "Moist stone and fungus overrun this clammy side room.",
encounterText: "A fungal encounter may attack when the fungus is disturbed.",
exitHint: "Reinforced doors.",
unique: false,
tags: ["human-ancestry", "fungal"],
mvp: true,
},
{
id: "room.level1.normal.chapel",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "12",
title: "Chapel",
text: "Candles, benches, and a central altar mark a room of devotion.",
encounterText: "Dark clergy or a corpse event can emerge here after the altar is examined.",
exitHint: "Curtains.",
unique: true,
tags: ["human-ancestry", "religious"],
mvp: true,
},
{
id: "room.level1.large.stone-workshop",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "2",
title: "Stone Workshop",
text: "Large tables, stone shelves, and an oversized work area dominate the room.",
encounterText: "No built-in encounter.",
exitHint: "Wooden doors.",
tags: ["human-ancestry", "large", "craft"],
mvp: true,
},
{
id: "room.level1.large.marble-hall",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "3",
title: "Marble Hall",
text: "A ceremonial hall lined with pillars and a raised seating platform.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
unique: true,
tags: ["human-ancestry", "large", "hall"],
mvp: true,
},
{
id: "room.level1.large.old-mess-hall",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "4",
title: "Old Mess Hall",
text: "Long tables and benches suggest a once-busy common dining area.",
encounterText: "No built-in encounter.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "large", "social"],
mvp: true,
},
{
id: "room.level1.large.penitentiary",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "5",
title: "Penitentiary",
text: "A chained whipping post and harsh punishments define this grim chamber.",
encounterText: "No built-in encounter.",
exitHint: "Reinforced doors.",
unique: true,
tags: ["human-ancestry", "large", "punishment"],
mvp: true,
},
{
id: "room.level1.large.fountain-room",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "6",
title: "Fountain Room",
text: "A circular fountain and polished floor lend this chamber a sacred tone.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
tags: ["human-ancestry", "large", "water"],
mvp: true,
},
{
id: "room.level1.large.temple",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "7",
title: "Temple",
text: "Benches and chandeliers frame a formal place of worship.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
unique: true,
tags: ["human-ancestry", "large", "religious"],
mvp: true,
},
{
id: "room.level1.large.sparring-chamber",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "8",
title: "Sparring Chamber",
text: "Sand, markings, and weapons racks show this room was used for training.",
encounterText: "A warrior can appear here.",
exitHint: "Wooden doors.",
tags: ["human-ancestry", "large", "training"],
mvp: true,
},
{
id: "room.level1.large.crate-store",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "9",
title: "Crate Store",
text: "Crates and stacked stone create shadows and possible hidden spaces.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
tags: ["human-ancestry", "large", "loot"],
mvp: true,
},
{
id: "room.level1.large.slate-shrine",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "10",
title: "Slate Shrine",
text: "A central slate monolith marks a room of devotion and offering.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
unique: true,
tags: ["human-ancestry", "large", "religious"],
mvp: true,
},
{
id: "room.level1.large.dormitory",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "11",
title: "Dormitory",
text: "Rows of bunks and sparse belongings line the walls.",
encounterText: "No built-in encounter.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "large", "sleeping"],
mvp: true,
},
{
id: "room.level1.large.library",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "12",
title: "Library",
text: "Towering bookshelves and guarded knowledge define this vast archive.",
encounterText: "Two guards can be found here.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "large", "books"],
mvp: true,
},
{
id: "room.level1.small.empty-space",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "2",
title: "Empty Space",
text: "A bare side space with nothing of note.",
encounterText: "Nothing here.",
unique: false,
tags: ["human-ancestry", "small", "empty"],
mvp: true,
},
{
id: "room.level1.small.strange-text",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "3",
title: "Strange Text",
text: "An old message linking the corridor to ancient hunger and warning.",
encounterText: "No encounter.",
unique: false,
tags: ["human-ancestry", "small", "lore"],
mvp: true,
},
{
id: "room.level1.small.grazada-mural",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "4",
title: "Grazada Mural",
text: "A tiled image of the goddess of sacrifice fills the wall.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.intuneric-mosaic",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "5",
title: "Intuneric Mosaic",
text: "A shrine mosaic to the god of influence and gifts.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.maduva-statue",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "6",
title: "Maduva Statue",
text: "A twisted statue of Maduva stands watch in the niche.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.murtayne-effigy",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "7",
title: "Murtayne Effigy",
text: "A rotting fleshy effigy marks a place linked to disease and corruption.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.nevzator-doll",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "8",
title: "Nevzator Doll",
text: "A rope doll symbolizes hidden dealings and quiet bargains.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.radacina-tapestry",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "9",
title: "Radacina Tapestry",
text: "A tapestry of Radacina, deity of teaching, hangs in the space.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.heated-space",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "10",
title: "Heated Space",
text: "Warmth and wavering shadows suggest hidden heat behind the walls.",
encounterText: "No encounter.",
unique: false,
tags: ["human-ancestry", "small", "atmosphere"],
mvp: true,
},
{
id: "room.level1.small.wall-shrine",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "11",
title: "Wall Shrine",
text: "A small offering niche waits at the wall's edge.",
encounterText: "A possible favour interaction.",
unique: false,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.banner-arms",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "12",
title: "Banner Arms",
text: "Crossed spears and an old shield suggest a ceremonial martial display.",
encounterText: "No encounter.",
unique: false,
tags: ["human-ancestry", "small", "martial"],
mvp: true,
},
];

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src/data/level1Tables.ts Normal file
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import type { TableDefinition } from "@/types/content";
export const level1EncounterTables: TableDefinition[] = [
{
id: "table.level1.animals",
code: "L1A",
name: "Level 1 Animals",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Giant Rat" },
{ key: "2", exact: 2, label: "Huge Rat" },
{ key: "3", exact: 3, label: "Work Dog" },
{ key: "4", exact: 4, label: "Guard Dog" },
{ key: "5", exact: 5, label: "Shard Rock Python" },
{ key: "6", exact: 6, label: "Giant Horned Anaconda" },
],
mvp: true,
},
{
id: "table.level1.martial",
code: "L1M",
name: "Level 1 Martial",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Guard" },
{ key: "2", exact: 2, label: "Guard" },
{ key: "3", exact: 3, label: "Warrior" },
{ key: "4", exact: 4, label: "Veteran" },
{ key: "5", exact: 5, label: "Veteran" },
{ key: "6", exact: 6, label: "Guard and Guard" },
],
mvp: true,
},
{
id: "table.level1.dogs",
code: "L1D",
name: "Level 1 Dogs",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Work Dog" },
{ key: "2", exact: 2, label: "Guard Dog" },
{ key: "3", exact: 3, label: "Guard Dog" },
{ key: "4", exact: 4, label: "Guard Hound" },
{ key: "5", exact: 5, label: "War Hound" },
{ key: "6", exact: 6, label: "Guard and Work Dog" },
],
mvp: true,
},
{
id: "table.level1.people",
code: "L1P",
name: "Level 1 People",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Labourer" },
{ key: "2", exact: 2, label: "Crazed Preacher" },
{ key: "3", exact: 3, label: "Thug" },
{ key: "4", exact: 4, label: "Guard" },
{ key: "5", exact: 5, label: "Guard and Guard Dog" },
{ key: "6", exact: 6, label: "Labourer and Guard Dog" },
],
mvp: true,
},
{
id: "table.level1.fungal",
code: "L1F",
name: "Level 1 Fungal",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Fungal Geist" },
{ key: "2", exact: 2, label: "Fungal Geist" },
{ key: "3", exact: 3, label: "Musty Bloater" },
{ key: "4", exact: 4, label: "Musty Bloater" },
{ key: "5", exact: 5, label: "Musty Bloater" },
{ key: "6", exact: 6, label: "Slimy Gorger" },
],
mvp: true,
},
{
id: "table.level1.guards",
code: "L1G",
name: "Level 1 Guards",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Thug" },
{ key: "2", exact: 2, label: "Thug" },
{ key: "3", exact: 3, label: "Guard" },
{ key: "4", exact: 4, label: "Guard" },
{ key: "5", exact: 5, label: "Guard" },
{ key: "6", exact: 6, label: "Guard and Warrior" },
],
mvp: true,
},
{
id: "table.level1.workers",
code: "L1W",
name: "Level 1 Workers",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Thug" },
{ key: "2", exact: 2, label: "Thug" },
{ key: "3", exact: 3, label: "Labourer" },
{ key: "4", exact: 4, label: "Artisan" },
{ key: "5", exact: 5, label: "Blacksmith" },
{ key: "6", exact: 6, label: "Artisan and Medic" },
],
mvp: true,
},
{
id: "table.level1.crate",
code: "L1CE",
name: "Level 1 Crate",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{
key: "1",
exact: 1,
label: "Slimy Gorger Ambush",
text: "A slimy gorger drops from above and attacks immediately.",
},
{
key: "2",
exact: 2,
label: "Giant Rat Pair",
text: "A pair of giant rats attacks while the room is being searched.",
},
{
key: "3",
exact: 3,
label: "Huge Rat Ambush",
text: "A huge rat leaps from under the crate and attacks.",
},
{
key: "4",
exact: 4,
label: "Insect Swarm",
text: "Scuttling insects spill out from beneath a corpse during the search.",
},
{
key: "5",
exact: 5,
label: "Corpse Trap",
text: "Searching the fallen body triggers a level 1 corpse-interaction event.",
},
{
key: "6",
exact: 6,
label: "Hooked Bag",
text: "A bag fixed near the ceiling calls for a follow-up item table roll.",
},
],
mvp: true,
},
{
id: "table.level1.large-rooms",
code: "L1LR",
name: "Level 1 Large Rooms",
category: "room",
level: 1,
page: 40,
diceKind: "2d6",
entries: [
{ key: "2", exact: 2, label: "Stone Workshop", references: [{ type: "room", id: "room.level1.large.stone-workshop" }] },
{ key: "3", exact: 3, label: "Marble Hall", references: [{ type: "room", id: "room.level1.large.marble-hall" }] },
{ key: "4", exact: 4, label: "Old Mess Hall", references: [{ type: "room", id: "room.level1.large.old-mess-hall" }] },
{ key: "5", exact: 5, label: "Penitentiary", references: [{ type: "room", id: "room.level1.large.penitentiary" }] },
{ key: "6", exact: 6, label: "Fountain Room", references: [{ type: "room", id: "room.level1.large.fountain-room" }] },
{ key: "7", exact: 7, label: "Temple", references: [{ type: "room", id: "room.level1.large.temple" }] },
{ key: "8", exact: 8, label: "Sparring Chamber", references: [{ type: "room", id: "room.level1.large.sparring-chamber" }] },
{ key: "9", exact: 9, label: "Crate Store", references: [{ type: "room", id: "room.level1.large.crate-store" }] },
{ key: "10", exact: 10, label: "Slate Shrine", references: [{ type: "room", id: "room.level1.large.slate-shrine" }] },
{ key: "11", exact: 11, label: "Dormitory", references: [{ type: "room", id: "room.level1.large.dormitory" }] },
{ key: "12", exact: 12, label: "Library", references: [{ type: "room", id: "room.level1.large.library" }] },
],
mvp: true,
},
{
id: "table.level1.small-rooms",
code: "L1SR",
name: "Level 1 Small Rooms",
category: "room",
level: 1,
page: 46,
diceKind: "2d6",
entries: [
{ key: "2", exact: 2, label: "Empty Space", references: [{ type: "room", id: "room.level1.small.empty-space" }] },
{ key: "3", exact: 3, label: "Strange Text", references: [{ type: "room", id: "room.level1.small.strange-text" }] },
{ key: "4", exact: 4, label: "Grazada Mural", references: [{ type: "room", id: "room.level1.small.grazada-mural" }] },
{ key: "5", exact: 5, label: "Intuneric Mosaic", references: [{ type: "room", id: "room.level1.small.intuneric-mosaic" }] },
{ key: "6", exact: 6, label: "Maduva Statue", references: [{ type: "room", id: "room.level1.small.maduva-statue" }] },
{ key: "7", exact: 7, label: "Murtayne Effigy", references: [{ type: "room", id: "room.level1.small.murtayne-effigy" }] },
{ key: "8", exact: 8, label: "Nevzator Doll", references: [{ type: "room", id: "room.level1.small.nevzator-doll" }] },
{ key: "9", exact: 9, label: "Radacina Tapestry", references: [{ type: "room", id: "room.level1.small.radacina-tapestry" }] },
{ key: "10", exact: 10, label: "Heated Space", references: [{ type: "room", id: "room.level1.small.heated-space" }] },
{ key: "11", exact: 11, label: "Wall Shrine", references: [{ type: "room", id: "room.level1.small.wall-shrine" }] },
{ key: "12", exact: 12, label: "Banner Arms", references: [{ type: "room", id: "room.level1.small.banner-arms" }] },
],
mvp: true,
},
];

View File

@@ -1,6 +1,8 @@
import type { ContentPack } from "@/types/content";
import { contentPackSchema } from "@/schemas/content";
import { level1RoomTemplates } from "./level1Rooms";
import { level1EncounterTables } from "./level1Tables";
const samplePack = {
version: "0.1.0",
@@ -10,6 +12,7 @@ const samplePack = {
"Source/2D6 Dungeon - Play Sheet.pdf",
],
tables: [
...level1EncounterTables,
{
id: "table.weapon-manoeuvres-1",
code: "WMT1",
@@ -169,6 +172,7 @@ const samplePack = {
{
id: "room.level1.entry",
level: 1,
sourcePage: 42,
roomClass: "start",
tableCode: "L1R",
tableEntryKey: "entry",
@@ -182,6 +186,7 @@ const samplePack = {
tags: ["starter", "entry"],
mvp: true,
},
...level1RoomTemplates,
],
townServices: [
{

91
src/rules/rooms.test.ts Normal file
View File

@@ -0,0 +1,91 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import {
createLevelShell,
createRoomStateFromTemplate,
generateLevel1StartRoom,
generateRoomFromTable,
} from "./rooms";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("room generation", () => {
it("creates the level 1 start room from its template", () => {
const result = generateLevel1StartRoom(sampleContentPack);
expect(result.templateSource).toBe("direct-template");
expect(result.room.roomClass).toBe("start");
expect(result.room.position).toEqual({ x: 0, y: 0 });
expect(result.room.exits).toHaveLength(1);
expect(result.room.exits[0]?.direction).toBe("north");
});
it("generates a small room from the encoded small-room table", () => {
const result = generateRoomFromTable({
content: sampleContentPack,
roomId: "room.level1.small.001",
level: 1,
roomTableCode: "L1SR",
position: { x: 2, y: 1 },
roller: createSequenceRoller([5, 5]),
});
expect(result.lookup?.roll.total).toBe(10);
expect(result.room.templateId).toBe("room.level1.small.heated-space");
expect(result.room.dimensions).toEqual({ width: 2, height: 3 });
expect(result.room.exits).toHaveLength(1);
});
it("generates a large room from the encoded large-room table", () => {
const result = generateRoomFromTable({
content: sampleContentPack,
roomId: "room.level1.large.001",
level: 1,
roomTableCode: "L1LR",
position: { x: 4, y: 3 },
roller: createSequenceRoller([4, 4]),
});
expect(result.lookup?.roll.total).toBe(8);
expect(result.room.templateId).toBe("room.level1.large.sparring-chamber");
expect(result.room.dimensions).toEqual({ width: 6, height: 6 });
expect(result.room.exits).toHaveLength(3);
expect(result.room.flags).toContain("large");
});
it("respects explicit template exits when they are defined", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.custom.start",
1,
"room.level1.entry",
{ x: 0, y: 0 },
);
expect(room.exits).toEqual([
expect.objectContaining({
direction: "north",
exitType: "door",
discovered: true,
}),
]);
});
it("creates a clean level shell for future dungeon state", () => {
const level = createLevelShell(1);
expect(level.themeName).toBe("The Entry");
expect(level.rooms).toEqual({});
expect(level.discoveredRoomOrder).toEqual([]);
});
});

198
src/rules/rooms.ts Normal file
View File

@@ -0,0 +1,198 @@
import {
findRoomTemplateById,
findRoomTemplateForLookup,
findTableByCode,
} from "@/data/contentHelpers";
import type { ContentPack, ExitType, RoomClass } from "@/types/content";
import type { RoomExitState, RoomState } from "@/types/state";
import { lookupTable, type TableLookupResult } from "./tables";
import type { DiceRoller } from "./dice";
export type RoomGenerationOptions = {
content: ContentPack;
roomId: string;
level: number;
roomTemplateId?: string;
roomTableCode?: string;
roomClass?: RoomClass;
position?: {
x: number;
y: number;
};
roller?: DiceRoller;
};
export type RoomGenerationResult = {
room: RoomState;
lookup?: TableLookupResult;
templateSource: "direct-template" | "table-lookup";
};
const DEFAULT_ROOM_DIMENSIONS: Record<RoomClass, { width: number; height: number }> = {
start: { width: 4, height: 4 },
normal: { width: 4, height: 4 },
small: { width: 2, height: 3 },
large: { width: 6, height: 6 },
special: { width: 4, height: 4 },
stairs: { width: 4, height: 4 },
};
const DEFAULT_DIRECTIONS = ["north", "east", "south", "west"] as const;
function inferExitType(exitHint?: string): ExitType {
const normalized = exitHint?.toLowerCase() ?? "";
if (normalized.includes("reinforced")) {
return "locked";
}
if (normalized.includes("curtain")) {
return "open";
}
if (normalized.includes("archway")) {
return "open";
}
if (normalized.includes("wooden")) {
return "door";
}
return "door";
}
function inferExitCount(roomClass: RoomClass, exitHint?: string) {
const normalized = exitHint?.toLowerCase() ?? "";
if (normalized.includes("random")) {
return roomClass === "large" ? 3 : 2;
}
if (normalized.includes("archway")) {
return roomClass === "large" ? 3 : 2;
}
if (roomClass === "small") {
return 1;
}
if (roomClass === "large") {
return 3;
}
return 2;
}
function createExits(
roomId: string,
roomClass: RoomClass,
exitHint?: string,
): RoomExitState[] {
const exitCount = inferExitCount(roomClass, exitHint);
const exitType = inferExitType(exitHint);
return DEFAULT_DIRECTIONS.slice(0, exitCount).map((direction, index) => ({
id: `${roomId}.exit.${index + 1}`,
direction,
exitType,
discovered: roomClass === "start",
traversable: true,
}));
}
export function createRoomStateFromTemplate(
content: ContentPack,
roomId: string,
level: number,
roomTemplateId: string,
position = { x: 0, y: 0 },
): RoomState {
const template = findRoomTemplateById(content, roomTemplateId);
const dimensions = template.dimensions ?? DEFAULT_ROOM_DIMENSIONS[template.roomClass];
const exits =
template.exits?.map((exit, index) => ({
id: `${roomId}.exit.${index + 1}`,
direction: exit.direction ?? DEFAULT_DIRECTIONS[index] ?? "north",
exitType: exit.exitType,
discovered: template.roomClass === "start",
traversable: exit.exitType !== "locked",
destinationLevel: exit.destinationLevel,
})) ?? createExits(roomId, template.roomClass, template.exitHint);
return {
id: roomId,
level,
templateId: template.id,
position,
dimensions,
roomClass: template.roomClass,
exits,
discovery: {
generated: true,
entered: template.roomClass === "start",
cleared: false,
searched: false,
},
encounter: undefined,
objects: [],
notes: [template.text ?? template.title].filter(Boolean),
flags: [
`table:${template.tableCode}`,
`entry:${template.tableEntryKey}`,
...(template.unique ? ["unique"] : []),
...template.tags,
],
};
}
export function generateRoomFromTable(
options: RoomGenerationOptions,
): RoomGenerationResult {
if (!options.roomTableCode) {
throw new Error("Room table code is required for table-based room generation.");
}
const table = findTableByCode(options.content, options.roomTableCode);
const lookup = lookupTable(table, { roller: options.roller });
const template = findRoomTemplateForLookup(options.content, lookup);
const room = createRoomStateFromTemplate(
options.content,
options.roomId,
options.level,
template.id,
options.position,
);
return {
room,
lookup,
templateSource: "table-lookup",
};
}
export function generateLevel1StartRoom(
content: ContentPack,
roomId = "room.level1.start",
): RoomGenerationResult {
const room = createRoomStateFromTemplate(content, roomId, 1, "room.level1.entry", {
x: 0,
y: 0,
});
return {
room,
templateSource: "direct-template",
};
}
export function createLevelShell(level: number) {
return {
level,
themeName: level === 1 ? "The Entry" : undefined,
rooms: {},
discoveredRoomOrder: [],
secretDoorUsed: false,
exhaustedExitSearch: false,
};
}

View File

@@ -159,11 +159,15 @@ export const exitTemplateSchema = z.object({
export const roomTemplateSchema = z.object({
id: z.string().min(1),
level: z.number().int().positive(),
sourcePage: z.number().int().positive().optional(),
roomClass: z.enum(["normal", "small", "large", "special", "start", "stairs"]),
tableCode: z.string().min(1),
tableEntryKey: z.string().min(1),
title: z.string().min(1),
text: z.string().optional(),
encounterText: z.string().optional(),
exitHint: z.string().optional(),
unique: z.boolean().optional(),
dimensions: z
.object({
width: z.number().int().positive(),

View File

@@ -165,11 +165,15 @@ export type RoomClass = "normal" | "small" | "large" | "special" | "start" | "st
export type RoomTemplate = {
id: string;
level: number;
sourcePage?: number;
roomClass: RoomClass;
tableCode: string;
tableEntryKey: string;
title: string;
text?: string;
encounterText?: string;
exitHint?: string;
unique?: boolean;
dimensions?: {
width: number;
height: number;