✨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:
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.gitignore
vendored
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.gitignore
vendored
@@ -3,3 +3,4 @@ dist/
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*.tsbuildinfo
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vite.config.js
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vite.config.d.ts
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Notes/rendered-pages/
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49
src/data/contentHelpers.test.ts
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49
src/data/contentHelpers.test.ts
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@@ -0,0 +1,49 @@
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import { describe, expect, it } from "vitest";
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import { lookupTable } from "@/rules/tables";
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import { findRoomTemplateForLookup, findTableByCode } from "./contentHelpers";
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import { sampleContentPack } from "./sampleContentPack";
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function createSequenceRoller(values: number[]) {
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let index = 0;
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return () => {
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const next = values[index];
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index += 1;
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return next;
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};
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}
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describe("level 1 content helpers", () => {
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it("finds encoded level 1 encounter tables by code", () => {
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const table = findTableByCode(sampleContentPack, "L1A");
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expect(table.name).toBe("Level 1 Animals");
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expect(table.entries).toHaveLength(6);
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});
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it("resolves a small room template from a table lookup", () => {
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const lookup = lookupTable(findTableByCode(sampleContentPack, "L1SR"), {
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roller: createSequenceRoller([3, 4]),
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});
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const roomTemplate = findRoomTemplateForLookup(sampleContentPack, lookup);
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expect(lookup.roll.total).toBe(7);
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expect(roomTemplate.title).toBe("Murtayne Effigy");
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expect(roomTemplate.roomClass).toBe("small");
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});
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it("resolves a large room template from a table lookup", () => {
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const lookup = lookupTable(findTableByCode(sampleContentPack, "L1LR"), {
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roller: createSequenceRoller([5, 5]),
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});
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const roomTemplate = findRoomTemplateForLookup(sampleContentPack, lookup);
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expect(lookup.roll.total).toBe(10);
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expect(roomTemplate.title).toBe("Slate Shrine");
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expect(roomTemplate.roomClass).toBe("large");
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});
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});
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38
src/data/contentHelpers.ts
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38
src/data/contentHelpers.ts
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@@ -0,0 +1,38 @@
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import type { ContentPack, RoomTemplate, TableDefinition } from "@/types/content";
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import type { TableLookupResult } from "@/rules/tables";
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export function findTableByCode(content: ContentPack, code: string): TableDefinition {
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const table = content.tables.find((entry) => entry.code === code);
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if (!table) {
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throw new Error(`Unknown table code: ${code}`);
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}
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return table;
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}
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export function findRoomTemplateById(
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content: ContentPack,
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roomTemplateId: string,
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): RoomTemplate {
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const roomTemplate = content.roomTemplates.find((entry) => entry.id === roomTemplateId);
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if (!roomTemplate) {
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throw new Error(`Unknown room template id: ${roomTemplateId}`);
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}
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return roomTemplate;
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}
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export function findRoomTemplateForLookup(
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content: ContentPack,
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lookup: TableLookupResult,
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): RoomTemplate {
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const roomReference = lookup.entry.references?.find((reference) => reference.type === "room");
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if (!roomReference) {
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throw new Error(`Lookup result ${lookup.tableId}:${lookup.entryKey} does not point to a room.`);
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}
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return findRoomTemplateById(content, roomReference.id);
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}
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649
src/data/level1Rooms.ts
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649
src/data/level1Rooms.ts
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import type { RoomTemplate } from "@/types/content";
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export const level1RoomTemplates: RoomTemplate[] = [
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{
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id: "room.level1.normal.empty-room",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "2",
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title: "Empty Room",
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text: "A bare chamber with little more than dust and stone.",
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encounterText: "Nothing here.",
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exitHint: "Archways only.",
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unique: false,
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tags: ["human-ancestry", "empty"],
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mvp: true,
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},
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{
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id: "room.level1.normal.abandoned-guard-post",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "3",
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title: "Abandoned Guard Post",
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text: "A disused guard station with ruined furnishings and signs of looting.",
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encounterText: "Search debris for wooden objects beneath collapsed furniture.",
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exitHint: "Wooden doors.",
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unique: false,
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tags: ["human-ancestry", "search"],
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mvp: true,
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},
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{
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id: "room.level1.normal.guard-post",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "4",
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title: "Guard Post",
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text: "A still-used guard room with a table, benches, and simple fixtures.",
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encounterText: "If occupied, use the martial encounter table.",
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exitHint: "Reinforced wooden doors.",
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unique: false,
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tags: ["human-ancestry", "guards"],
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mvp: true,
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},
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{
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id: "room.level1.normal.storage-area",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "5",
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title: "Storage Area",
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text: "Crates and barrels fill the walls, with spoiled goods hidden among them.",
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encounterText: "Roll for food, drink, or crate events while searching.",
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exitHint: "Archways.",
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unique: false,
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tags: ["human-ancestry", "loot"],
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mvp: true,
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},
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{
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id: "room.level1.normal.meeting-room",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "6",
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title: "Meeting Room",
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text: "Simple tables and chairs suggest an old gathering place.",
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encounterText: "Workers or a crazed preacher may be present depending on the table roll.",
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exitHint: "Wooden doors.",
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unique: true,
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tags: ["human-ancestry", "social"],
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mvp: true,
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},
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{
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id: "room.level1.normal.blacksmith-space",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "7",
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title: "Blacksmith Space",
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text: "An anvil and cold forge remain in a soot-darkened workshop.",
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encounterText: "Roll for weapon loot or a worker-themed encounter.",
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exitHint: "Archways.",
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unique: false,
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tags: ["human-ancestry", "craft"],
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mvp: true,
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},
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{
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id: "room.level1.normal.holding-cell",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "8",
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title: "Holding Cell",
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text: "A grim cell with chains, a chamber pot, and signs of former prisoners.",
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encounterText: "Check whether the cell is empty or contains a prisoner.",
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exitHint: "Reinforced doors.",
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unique: false,
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tags: ["human-ancestry", "cell"],
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mvp: true,
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},
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{
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id: "room.level1.normal.wash-room",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "9",
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title: "Wash Room",
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text: "Buckets, basins, and cloths suggest a communal cleaning room.",
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encounterText: "May contain slimy or fungal threats and hidden salvage.",
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exitHint: "Random roll for exits.",
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unique: false,
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tags: ["human-ancestry", "utility"],
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mvp: true,
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},
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{
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id: "room.level1.normal.kennel",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "10",
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title: "Kennel",
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text: "A low room littered with straw and the stink of animals.",
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encounterText: "Use the level 1 dogs table if occupied.",
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exitHint: "Wooden doors.",
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unique: false,
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tags: ["human-ancestry", "animals"],
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mvp: true,
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},
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{
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id: "room.level1.normal.snake-pit",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "11",
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title: "Snake Pit",
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text: "A dusty pit cut into the floor houses a nest of snakes.",
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encounterText: "Open the chest only if you survive the pit's occupants.",
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exitHint: "Random roll for exits.",
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unique: false,
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tags: ["human-ancestry", "animals", "hazard"],
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mvp: true,
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},
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{
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id: "room.level1.normal.weapon-dump",
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level: 1,
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sourcePage: 42,
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roomClass: "normal",
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tableCode: "L1R-P1",
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tableEntryKey: "12",
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title: "Weapon Dump",
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text: "Broken weapons and shields spill from a long-past discard pile.",
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encounterText: "Roll for random weapons and possible fungal attackers.",
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exitHint: "Wooden doors.",
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unique: false,
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tags: ["human-ancestry", "loot", "weapons"],
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mvp: true,
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},
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{
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id: "room.level1.normal.guard-room",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "2",
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title: "Guard Room",
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text: "A stone room with table, chairs, and signs of routine occupation.",
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encounterText: "Use the guards encounter table if occupied.",
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exitHint: "Wooden doors.",
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unique: false,
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tags: ["human-ancestry", "guards"],
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mvp: true,
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},
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{
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id: "room.level1.normal.pool-room",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "3",
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title: "Pool Room",
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text: "A raised stone pool dominates the center of this damp chamber.",
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encounterText: "Investigating the pool may trigger a slimy or animal threat.",
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exitHint: "Wooden doors.",
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unique: true,
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tags: ["human-ancestry", "water"],
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mvp: true,
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},
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{
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id: "room.level1.normal.storage-area-2",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "4",
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title: "Storage Area",
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text: "Ropes, cloth, and supplies are stacked among the dust.",
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encounterText: "Arms and empty chests invite a guarded search.",
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exitHint: "Archways.",
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unique: false,
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tags: ["human-ancestry", "loot"],
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mvp: true,
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},
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{
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id: "room.level1.normal.canteen",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "5",
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title: "Canteen",
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text: "Rough tables and stools fill an old communal eating space.",
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encounterText: "Labourers or workers may still be here.",
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exitHint: "Wooden doors.",
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unique: false,
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tags: ["human-ancestry", "social"],
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mvp: true,
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},
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{
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id: "room.level1.normal.mourning-quarters",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "6",
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title: "Mourning Quarters",
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text: "An eerie chamber of candles, a shrouded bier, and stale grief.",
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encounterText: "A corpse may be present and can trigger a level 1 corpse interaction.",
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exitHint: "Random roll for exits.",
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unique: true,
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tags: ["human-ancestry", "ritual"],
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mvp: true,
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},
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{
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id: "room.level1.normal.holding-cell-2",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "7",
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title: "Holding Cell",
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text: "A bare cell cut off from the rest of the room by bars.",
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encounterText: "Check for a prisoner before searching further.",
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exitHint: "Reinforced doors.",
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unique: false,
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tags: ["human-ancestry", "cell"],
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mvp: true,
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},
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{
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id: "room.level1.normal.training-room",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "8",
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title: "Training Room",
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text: "Mannequins, target poles, and old practice gear fill the space.",
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encounterText: "Armour and weapons training prompts a follow-up armour or item roll.",
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exitHint: "Random roll for exits.",
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unique: false,
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tags: ["human-ancestry", "training"],
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mvp: true,
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},
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{
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id: "room.level1.normal.dorm",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "9",
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title: "Dorm",
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text: "Hammocks and scattered belongings suggest a once-lived-in barracks room.",
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encounterText: "Use the people table if the dorm is occupied.",
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exitHint: "Wooden doors.",
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unique: false,
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tags: ["human-ancestry", "sleeping"],
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mvp: true,
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},
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{
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id: "room.level1.normal.apothecary",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "10",
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title: "Apothecary",
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text: "Shelves of jars and bottles crowd a room thick with old herbs.",
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encounterText: "Medicine or potion finds compete with apothecary occupants.",
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exitHint: "Random roll for exits.",
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unique: true,
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tags: ["human-ancestry", "alchemy"],
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mvp: true,
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},
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{
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id: "room.level1.normal.damp-space",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "11",
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title: "Damp Space",
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text: "Moist stone and fungus overrun this clammy side room.",
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encounterText: "A fungal encounter may attack when the fungus is disturbed.",
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exitHint: "Reinforced doors.",
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unique: false,
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tags: ["human-ancestry", "fungal"],
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mvp: true,
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},
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{
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id: "room.level1.normal.chapel",
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level: 1,
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sourcePage: 43,
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roomClass: "normal",
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tableCode: "L1R-P2",
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tableEntryKey: "12",
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title: "Chapel",
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text: "Candles, benches, and a central altar mark a room of devotion.",
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encounterText: "Dark clergy or a corpse event can emerge here after the altar is examined.",
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exitHint: "Curtains.",
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unique: true,
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tags: ["human-ancestry", "religious"],
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mvp: true,
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},
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{
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id: "room.level1.large.stone-workshop",
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level: 1,
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sourcePage: 40,
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roomClass: "large",
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tableCode: "L1LR",
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tableEntryKey: "2",
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title: "Stone Workshop",
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text: "Large tables, stone shelves, and an oversized work area dominate the room.",
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encounterText: "No built-in encounter.",
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exitHint: "Wooden doors.",
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tags: ["human-ancestry", "large", "craft"],
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mvp: true,
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},
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{
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id: "room.level1.large.marble-hall",
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level: 1,
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sourcePage: 40,
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roomClass: "large",
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tableCode: "L1LR",
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tableEntryKey: "3",
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title: "Marble Hall",
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text: "A ceremonial hall lined with pillars and a raised seating platform.",
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encounterText: "No built-in encounter.",
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exitHint: "Archways.",
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unique: true,
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tags: ["human-ancestry", "large", "hall"],
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mvp: true,
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},
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{
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id: "room.level1.large.old-mess-hall",
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level: 1,
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sourcePage: 40,
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roomClass: "large",
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tableCode: "L1LR",
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tableEntryKey: "4",
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title: "Old Mess Hall",
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text: "Long tables and benches suggest a once-busy common dining area.",
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encounterText: "No built-in encounter.",
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exitHint: "Wooden doors.",
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unique: true,
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tags: ["human-ancestry", "large", "social"],
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mvp: true,
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},
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{
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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,
|
||||
},
|
||||
];
|
||||
224
src/data/level1Tables.ts
Normal file
224
src/data/level1Tables.ts
Normal file
@@ -0,0 +1,224 @@
|
||||
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,
|
||||
},
|
||||
];
|
||||
@@ -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
91
src/rules/rooms.test.ts
Normal 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
198
src/rules/rooms.ts
Normal 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,
|
||||
};
|
||||
}
|
||||
@@ -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(),
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user