Merge pull request 'Feature: Implement staged backend features' (#8) from staging/features into main

Reviewed-on: #8
This commit was merged in pull request #8.
This commit is contained in:
2026-03-15 19:06:33 +00:00
24 changed files with 3302 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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@@ -0,0 +1,60 @@
import { describe, expect, it } from "vitest";
import { lookupTable } from "@/rules/tables";
import {
findCreatureByName,
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");
});
it("finds a creature definition by display name", () => {
const creature = findCreatureByName(sampleContentPack, "Guard");
expect(creature.id).toBe("creature.level1.guard");
expect(creature.hp).toBeGreaterThan(0);
});
});

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import type {
ContentPack,
CreatureDefinition,
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);
}
function normalizeName(value: string) {
return value.trim().toLowerCase().replace(/\s+/g, " ");
}
export function findCreatureByName(
content: ContentPack,
creatureName: string,
): CreatureDefinition {
const normalizedTarget = normalizeName(creatureName);
const creature = content.creatures.find(
(entry) => normalizeName(entry.name) === normalizedTarget,
);
if (!creature) {
throw new Error(`Unknown creature name: ${creatureName}`);
}
return creature;
}

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",
@@ -164,11 +167,98 @@ const samplePack = {
traits: ["level-1", "sample"],
mvp: true,
},
{
id: "creature.level1.guard",
name: "Guard",
level: 1,
category: "humanoid",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
defenceProfile: {
armour: 1,
},
xpReward: 2,
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.warrior",
name: "Warrior",
level: 1,
category: "humanoid",
hp: 5,
attackProfile: {
discipline: 2,
precision: 1,
damage: 2,
},
defenceProfile: {
armour: 1,
},
xpReward: 3,
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.thug",
name: "Thug",
level: 1,
category: "humanoid",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.work-dog",
name: "Work Dog",
level: 1,
category: "beast",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
{
id: "creature.level1.guard-dog",
name: "Guard Dog",
level: 1,
category: "beast",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
xpReward: 2,
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
],
roomTemplates: [
{
id: "room.level1.entry",
level: 1,
sourcePage: 42,
roomClass: "start",
tableCode: "L1R",
tableEntryKey: "entry",
@@ -182,6 +272,7 @@ const samplePack = {
tags: ["starter", "entry"],
mvp: true,
},
...level1RoomTemplates,
],
townServices: [
{

111
src/rules/combat.test.ts Normal file
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@@ -0,0 +1,111 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { createRoomStateFromTemplate } from "./rooms";
describe("combat bootstrap", () => {
it("creates a combat state from a resolved guard encounter", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const result = startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:00:00.000Z",
});
expect(result.combat.id).toBe("room.level1.guard-room.combat");
expect(result.combat.actingSide).toBe("player");
expect(result.combat.player.name).toBe("Aster");
expect(result.combat.enemies.map((enemy) => enemy.name)).toEqual(["Guard", "Warrior"]);
expect(result.combat.enemies[0]?.armourValue).toBe(1);
expect(result.room.encounter?.rewardPending).toBe(true);
expect(result.logEntries[0]?.text).toContain("Guard and Warrior");
});
it("supports single-creature combat from a crate encounter", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Bryn",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.storage-area",
1,
"room.level1.normal.storage-area",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1CE",
creatureIds: ["a"],
creatureNames: ["Giant Rat"],
resultLabel: "Giant Rat Pair",
resolved: true,
};
const result = startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:05:00.000Z",
});
expect(result.combat.enemies).toHaveLength(1);
expect(result.combat.enemies[0]?.sourceDefinitionId).toBe("creature.level1.giant-rat");
expect(result.combat.player.hpCurrent).toBe(10);
});
it("rejects rooms without combat-ready encounter names", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Cyra",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.small.empty",
1,
"room.level1.small.empty-space",
);
room.encounter = {
id: `${room.id}.encounter`,
creatureIds: [],
creatureNames: [],
resultLabel: "No encounter",
resolved: true,
};
expect(() =>
startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
}),
).toThrow("combat-ready encounter");
});
});

124
src/rules/combat.ts Normal file
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@@ -0,0 +1,124 @@
import { findCreatureByName } from "@/data/contentHelpers";
import type { ContentPack, CreatureDefinition } from "@/types/content";
import type { AdventurerState, CombatState, CombatantState, RoomState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
export type StartCombatOptions = {
content: ContentPack;
adventurer: AdventurerState;
room: RoomState;
at?: string;
};
export type StartCombatResult = {
combat: CombatState;
room: RoomState;
logEntries: LogEntry[];
};
function createLogEntry(
id: string,
at: string,
type: LogEntry["type"],
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type,
text,
relatedIds,
};
}
function createPlayerCombatant(adventurer: AdventurerState): CombatantState {
return {
id: adventurer.id,
name: adventurer.name,
hpCurrent: adventurer.hp.current,
hpMax: adventurer.hp.max,
shift: adventurer.stats.shift,
discipline: adventurer.stats.discipline,
precision: adventurer.stats.precision,
statuses: [...adventurer.statuses],
traits: ["player"],
};
}
function createEnemyCombatant(
room: RoomState,
creature: CreatureDefinition,
index: number,
): CombatantState {
return {
id: `${room.id}.enemy.${index + 1}`,
name: creature.name,
sourceDefinitionId: creature.id,
hpCurrent: creature.hp,
hpMax: creature.hp,
shift: 0,
discipline: creature.attackProfile.discipline,
precision: creature.attackProfile.precision,
armourValue: creature.defenceProfile?.armour,
statuses: [],
traits: creature.traits ?? [],
};
}
function requireEncounterNames(room: RoomState) {
const creatureNames = room.encounter?.creatureNames?.filter(Boolean);
if (!room.encounter?.resolved || !creatureNames || creatureNames.length === 0) {
throw new Error(`Room ${room.id} does not have a combat-ready encounter.`);
}
return creatureNames;
}
export function startCombatFromRoom(
options: StartCombatOptions,
): StartCombatResult {
const at = options.at ?? new Date().toISOString();
const creatureNames = requireEncounterNames(options.room);
const enemies = creatureNames.map((creatureName, index) =>
createEnemyCombatant(
options.room,
findCreatureByName(options.content, creatureName),
index,
),
);
const combat: CombatState = {
id: `${options.room.id}.combat`,
round: 1,
actingSide: "player",
player: createPlayerCombatant(options.adventurer),
enemies,
combatLog: [
createLogEntry(
`${options.room.id}.combat.start`,
at,
"combat",
`Combat begins in ${options.room.id} against ${creatureNames.join(" and ")}.`,
[options.room.id, ...enemies.map((enemy) => enemy.id)],
),
],
};
const room: RoomState = {
...options.room,
encounter: options.room.encounter
? {
...options.room.encounter,
rewardPending: true,
}
: undefined,
};
return {
combat,
room,
logEntries: [...combat.combatLog],
};
}

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@@ -0,0 +1,132 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { resolveEnemyTurn, resolvePlayerAttack } from "./combatTurns";
import { createRoomStateFromTemplate } from "./rooms";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
function createGuardCombat() {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
return {
adventurer,
...startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:00:00.000Z",
}),
};
}
describe("combat turns", () => {
it("lets the player hit an enemy and pass initiative", () => {
const { adventurer, combat } = createGuardCombat();
const targetId = combat.enemies[0]!.id;
const result = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: targetId,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T13:01:00.000Z",
});
expect(result.combat.actingSide).toBe("enemy");
expect(result.combat.selectedManoeuvreId).toBe("manoeuvre.exact-strike");
expect(result.combat.enemies[0]?.hpCurrent).toBeLessThan(result.combat.enemies[0]!.hpMax);
expect(result.logEntries[0]?.text).toContain("deals");
});
it("marks an enemy defeated when the player deals lethal damage", () => {
const { adventurer, combat } = createGuardCombat();
combat.enemies[0]!.hpCurrent = 1;
const result = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.guard-break",
targetEnemyId: combat.enemies[0]!.id,
roller: createSequenceRoller([6, 5]),
at: "2026-03-15T13:02:00.000Z",
});
expect(result.defeatedEnemyIds).toEqual([combat.enemies[0]!.id]);
expect(result.logEntries.map((entry) => entry.text)).toContain("Guard is defeated.");
});
it("lets an enemy attack the player and advances the round", () => {
const { adventurer, combat } = createGuardCombat();
const afterPlayer = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: combat.enemies[0]!.id,
roller: createSequenceRoller([4, 4]),
at: "2026-03-15T13:03:00.000Z",
});
const result = resolveEnemyTurn({
content: sampleContentPack,
combat: afterPlayer.combat,
adventurer,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T13:04:00.000Z",
});
expect(result.combat.round).toBe(2);
expect(result.combat.actingSide).toBe("player");
expect(result.combat.player.hpCurrent).toBeLessThan(result.combat.player.hpMax);
expect(result.logEntries[0]?.text).toContain("attacks");
});
it("rejects player turns that target a defeated enemy", () => {
const { adventurer, combat } = createGuardCombat();
combat.enemies[0]!.hpCurrent = 0;
expect(() =>
resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: combat.enemies[0]!.id,
}),
).toThrow("Unknown or defeated target");
});
});

255
src/rules/combatTurns.ts Normal file
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@@ -0,0 +1,255 @@
import type {
ArmourDefinition,
ContentPack,
ManoeuvreDefinition,
WeaponDefinition,
} from "@/types/content";
import type { AdventurerState, CombatState, CombatantState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { roll2D6, type DiceRoller } from "./dice";
export type ResolvePlayerAttackOptions = {
content: ContentPack;
combat: CombatState;
adventurer: AdventurerState;
manoeuvreId: string;
targetEnemyId: string;
roller?: DiceRoller;
at?: string;
};
export type ResolveEnemyTurnOptions = {
content: ContentPack;
combat: CombatState;
adventurer: AdventurerState;
roller?: DiceRoller;
at?: string;
};
export type CombatTurnResult = {
combat: CombatState;
logEntries: LogEntry[];
defeatedEnemyIds: string[];
combatEnded: boolean;
};
const BASE_TARGET_NUMBER = 7;
function requireWeapon(content: ContentPack, weaponId: string): WeaponDefinition {
const weapon = content.weapons.find((entry) => entry.id === weaponId);
if (!weapon) {
throw new Error(`Unknown weapon id: ${weaponId}`);
}
return weapon;
}
function requireManoeuvre(content: ContentPack, manoeuvreId: string): ManoeuvreDefinition {
const manoeuvre = content.manoeuvres.find((entry) => entry.id === manoeuvreId);
if (!manoeuvre) {
throw new Error(`Unknown manoeuvre id: ${manoeuvreId}`);
}
return manoeuvre;
}
function findArmour(content: ContentPack, armourId?: string): ArmourDefinition | undefined {
if (!armourId) {
return undefined;
}
return content.armour.find((entry) => entry.id === armourId);
}
function cloneCombatant(combatant: CombatantState): CombatantState {
return {
...combatant,
statuses: [...combatant.statuses],
traits: [...combatant.traits],
};
}
function cloneCombat(combat: CombatState): CombatState {
return {
...combat,
player: cloneCombatant(combat.player),
enemies: combat.enemies.map(cloneCombatant),
combatLog: combat.combatLog.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
};
}
function createLogEntry(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "combat",
text,
relatedIds,
};
}
function getPlayerArmourValue(content: ContentPack, adventurer: AdventurerState) {
return findArmour(content, adventurer.armourId)?.armourValue ?? 0;
}
function isAlive(combatant: CombatantState) {
return combatant.hpCurrent > 0;
}
function getLivingEnemies(combat: CombatState) {
return combat.enemies.filter(isAlive);
}
export function resolvePlayerAttack(
options: ResolvePlayerAttackOptions,
): CombatTurnResult {
if (options.combat.actingSide !== "player") {
throw new Error("It is not currently the player's turn.");
}
const combat = cloneCombat(options.combat);
const at = options.at ?? new Date().toISOString();
const weapon = requireWeapon(options.content, options.adventurer.weaponId);
const manoeuvre = requireManoeuvre(options.content, options.manoeuvreId);
if (!options.adventurer.manoeuvreIds.includes(manoeuvre.id)) {
throw new Error(`Adventurer cannot use manoeuvre ${manoeuvre.id}.`);
}
if (!manoeuvre.weaponCategories.includes(weapon.category)) {
throw new Error(`Manoeuvre ${manoeuvre.id} is not compatible with ${weapon.id}.`);
}
const target = combat.enemies.find((enemy) => enemy.id === options.targetEnemyId);
if (!target || !isAlive(target)) {
throw new Error(`Unknown or defeated target enemy: ${options.targetEnemyId}`);
}
const roll = roll2D6(options.roller);
const accuracy =
(roll.total ?? 0) +
combat.player.precision +
(manoeuvre.precisionModifier ?? 0);
const targetNumber = BASE_TARGET_NUMBER + (target.armourValue ?? 0);
const hit = accuracy >= targetNumber;
const rawDamage = hit
? weapon.baseDamage +
Math.max(0, combat.player.discipline + (manoeuvre.damageModifier ?? 0))
: 0;
const damage = hit ? Math.max(1, rawDamage) : 0;
if (hit) {
target.hpCurrent = Math.max(0, target.hpCurrent - damage);
}
combat.selectedManoeuvreId = manoeuvre.id;
combat.lastRoll = roll;
combat.actingSide = getLivingEnemies(combat).length === 0 ? "player" : "enemy";
const logEntries: LogEntry[] = [
createLogEntry(
`${combat.id}.player.${combat.combatLog.length + 1}`,
at,
hit
? `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and deals ${damage} damage.`
: `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and misses.`,
[combat.player.id, target.id],
),
];
const defeatedEnemyIds = !isAlive(target) ? [target.id] : [];
if (defeatedEnemyIds.length > 0) {
logEntries.push(
createLogEntry(
`${combat.id}.player.${combat.combatLog.length + 2}`,
at,
`${target.name} is defeated.`,
[target.id],
),
);
}
combat.combatLog.push(...logEntries);
return {
combat,
logEntries,
defeatedEnemyIds,
combatEnded: getLivingEnemies(combat).length === 0,
};
}
export function resolveEnemyTurn(
options: ResolveEnemyTurnOptions,
): CombatTurnResult {
if (options.combat.actingSide !== "enemy") {
throw new Error("It is not currently the enemy's turn.");
}
const combat = cloneCombat(options.combat);
const at = options.at ?? new Date().toISOString();
const attacker = getLivingEnemies(combat)[0];
if (!attacker) {
throw new Error("No living enemies are available to act.");
}
const roll = roll2D6(options.roller);
const armourValue = getPlayerArmourValue(options.content, options.adventurer);
const accuracy = (roll.total ?? 0) + attacker.precision;
const targetNumber = BASE_TARGET_NUMBER + armourValue;
const hit = accuracy >= targetNumber;
const rawDamage = hit ? Math.max(1, 1 + attacker.discipline) : 0;
if (hit) {
combat.player.hpCurrent = Math.max(0, combat.player.hpCurrent - rawDamage);
}
combat.lastRoll = roll;
combat.actingSide = combat.player.hpCurrent > 0 ? "player" : "enemy";
combat.round += 1;
const logEntries: LogEntry[] = [
createLogEntry(
`${combat.id}.enemy.${combat.combatLog.length + 1}`,
at,
hit
? `${attacker.name} attacks ${combat.player.name}, rolls ${roll.total}, and deals ${rawDamage} damage.`
: `${attacker.name} attacks ${combat.player.name}, rolls ${roll.total}, and misses.`,
[attacker.id, combat.player.id],
),
];
if (combat.player.hpCurrent === 0) {
logEntries.push(
createLogEntry(
`${combat.id}.enemy.${combat.combatLog.length + 2}`,
at,
`${combat.player.name} is defeated.`,
[combat.player.id],
),
);
}
combat.combatLog.push(...logEntries);
return {
combat,
logEntries,
defeatedEnemyIds: [],
combatEnded: combat.player.hpCurrent === 0,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import {
expandLevelFromExit,
getUnresolvedExits,
initializeDungeonLevel,
} from "./dungeon";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("dungeon state", () => {
it("initializes level 1 with a generated start room", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
expect(levelState.level).toBe(1);
expect(levelState.discoveredRoomOrder).toEqual(["room.level1.start"]);
expect(levelState.rooms["room.level1.start"]?.roomClass).toBe("start");
});
it("lists unresolved traversable exits in discovery order", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
expect(getUnresolvedExits(levelState)).toEqual([
expect.objectContaining({
roomId: "room.level1.start",
direction: "north",
}),
]);
});
it("expands the dungeon from a chosen exit and links both rooms", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const result = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roller: createSequenceRoller([3, 3]),
});
expect(result.createdRoom.position).toEqual({ x: 0, y: -1 });
expect(result.levelState.discoveredRoomOrder).toEqual([
"room.level1.start",
"room.level1.small.002",
]);
expect(result.fromRoom.exits[0]?.leadsToRoomId).toBe("room.level1.small.002");
expect(result.createdRoom.exits.some((exit) => exit.leadsToRoomId === "room.level1.start")).toBe(
true,
);
});
it("rejects placement into an occupied coordinate", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const expanded = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roomId: "room.level1.small.a",
roller: createSequenceRoller([3, 3]),
});
expect(() =>
expandLevelFromExit({
content: sampleContentPack,
levelState: expanded.levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roomId: "room.level1.small.b",
roller: createSequenceRoller([4, 4]),
}),
).toThrow("already connected");
});
});

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import type { ContentPack } from "@/types/content";
import type { DungeonLevelState, RoomExitState, RoomState } from "@/types/state";
import { createLevelShell, generateLevel1StartRoom, generateRoomFromTable } from "./rooms";
import type { DiceRoller } from "./dice";
type CardinalDirection = "north" | "east" | "south" | "west";
export type InitializeLevelOptions = {
content: ContentPack;
level?: number;
startRoomId?: string;
};
export type ExpandFromExitOptions = {
content: ContentPack;
levelState: DungeonLevelState;
fromRoomId: string;
exitDirection: CardinalDirection;
roomTableCode: string;
roomId?: string;
roller?: DiceRoller;
};
export type ExpansionResult = {
levelState: DungeonLevelState;
createdRoom: RoomState;
fromRoom: RoomState;
};
const DIRECTION_VECTORS: Record<CardinalDirection, { x: number; y: number }> = {
north: { x: 0, y: -1 },
east: { x: 1, y: 0 },
south: { x: 0, y: 1 },
west: { x: -1, y: 0 },
};
const OPPOSITE_DIRECTION: Record<CardinalDirection, CardinalDirection> = {
north: "south",
east: "west",
south: "north",
west: "east",
};
function cloneRoom(room: RoomState): RoomState {
return {
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
};
}
function cloneLevel(levelState: DungeonLevelState): DungeonLevelState {
return {
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [roomId, cloneRoom(room)]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
};
}
function findExit(room: RoomState, direction: CardinalDirection): RoomExitState {
const exit = room.exits.find((candidate) => candidate.direction === direction);
if (!exit) {
throw new Error(`Room ${room.id} does not have an exit facing ${direction}.`);
}
return exit;
}
function computeNextPosition(room: RoomState, direction: CardinalDirection) {
const offset = DIRECTION_VECTORS[direction];
return {
x: room.position.x + offset.x,
y: room.position.y + offset.y,
};
}
function connectRooms(
fromRoom: RoomState,
toRoom: RoomState,
direction: CardinalDirection,
) {
const fromExit = findExit(fromRoom, direction);
fromExit.leadsToRoomId = toRoom.id;
fromExit.discovered = true;
const oppositeDirection = OPPOSITE_DIRECTION[direction];
const returnExit =
toRoom.exits.find((candidate) => candidate.direction === oppositeDirection) ?? toRoom.exits[0];
if (!returnExit) {
throw new Error(`Generated room ${toRoom.id} does not have an available return exit.`);
}
returnExit.direction = oppositeDirection;
returnExit.leadsToRoomId = fromRoom.id;
returnExit.discovered = true;
}
function getNextRoomId(levelState: DungeonLevelState, roomClass: string) {
const sequence = levelState.discoveredRoomOrder.length + 1;
return `room.level${levelState.level}.${roomClass}.${String(sequence).padStart(3, "0")}`;
}
function assertCoordinateAvailable(levelState: DungeonLevelState, position: { x: number; y: number }) {
const occupiedRoom = Object.values(levelState.rooms).find(
(room) => room.position.x === position.x && room.position.y === position.y,
);
if (occupiedRoom) {
throw new Error(
`Cannot place a new room at (${position.x}, ${position.y}); ${occupiedRoom.id} already occupies that position.`,
);
}
}
export function initializeDungeonLevel(
options: InitializeLevelOptions,
): DungeonLevelState {
const level = options.level ?? 1;
if (level !== 1) {
throw new Error("Only Level 1 initialization is currently implemented.");
}
const levelState = createLevelShell(level);
const startResult = generateLevel1StartRoom(
options.content,
options.startRoomId ?? `room.level${level}.start`,
);
levelState.rooms[startResult.room.id] = startResult.room;
levelState.discoveredRoomOrder.push(startResult.room.id);
return levelState;
}
export function getUnresolvedExits(levelState: DungeonLevelState) {
return levelState.discoveredRoomOrder.flatMap((roomId) => {
const room = levelState.rooms[roomId];
return room.exits
.filter((exit) => !exit.leadsToRoomId && exit.traversable)
.map((exit) => ({
roomId,
exitId: exit.id,
direction: exit.direction,
exitType: exit.exitType,
}));
});
}
export function expandLevelFromExit(
options: ExpandFromExitOptions,
): ExpansionResult {
const levelState = cloneLevel(options.levelState);
const fromRoom = levelState.rooms[options.fromRoomId];
if (!fromRoom) {
throw new Error(`Unknown source room id: ${options.fromRoomId}`);
}
const sourceExit = findExit(fromRoom, options.exitDirection);
if (sourceExit.leadsToRoomId) {
throw new Error(`Exit ${sourceExit.id} is already connected to ${sourceExit.leadsToRoomId}.`);
}
if (!sourceExit.traversable) {
throw new Error(`Exit ${sourceExit.id} is not traversable.`);
}
const position = computeNextPosition(fromRoom, options.exitDirection);
assertCoordinateAvailable(levelState, position);
const provisionalRoomId =
options.roomId ?? getNextRoomId(levelState, options.roomTableCode === "L1SR" ? "small" : "room");
const result = generateRoomFromTable({
content: options.content,
roomId: provisionalRoomId,
level: levelState.level,
roomTableCode: options.roomTableCode,
position,
roller: options.roller,
});
connectRooms(fromRoom, result.room, options.exitDirection);
levelState.rooms[fromRoom.id] = fromRoom;
levelState.rooms[result.room.id] = result.room;
levelState.discoveredRoomOrder.push(result.room.id);
return {
levelState,
createdRoom: result.room,
fromRoom,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createRoomStateFromTemplate } from "./rooms";
import { resolveRoomEncounter } from "./encounters";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("encounter resolution", () => {
it("marks explicitly empty rooms as having no encounter", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.small.empty",
1,
"room.level1.small.empty-space",
);
room.notes.push("Nothing here.");
const result = resolveRoomEncounter(sampleContentPack, room);
expect(result.encounter?.creatureIds).toEqual([]);
expect(result.encounter?.resultLabel).toBe("No encounter");
});
it("uses room context to resolve a guard encounter table", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.notes.push("Use the guards encounter table if occupied.");
const result = resolveRoomEncounter(
sampleContentPack,
room,
createSequenceRoller([6]),
);
expect(result.lookup?.entry.label).toBe("Guard and Warrior");
expect(result.encounter?.sourceTableCode).toBe("L1G");
expect(result.encounter?.creatureNames).toEqual(["Guard", "Warrior"]);
});
it("resolves crate events from room context when the room hints at crate rolls", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.storage-area",
1,
"room.level1.normal.storage-area",
);
room.notes.push("Roll for food, drink, or crate events while searching.");
const result = resolveRoomEncounter(
sampleContentPack,
room,
createSequenceRoller([2]),
);
expect(result.lookup?.entry.label).toBe("Giant Rat Pair");
expect(result.encounter?.sourceTableCode).toBe("L1CE");
expect(result.encounter?.creatureNames).toEqual(["Giant Rat Pair"]);
});
});

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import { findTableByCode } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { EncounterState, RoomState } from "@/types/state";
import { lookupTable, type TableLookupResult } from "./tables";
import type { DiceRoller } from "./dice";
export type EncounterResolutionResult = {
room: RoomState;
encounter?: EncounterState;
lookup?: TableLookupResult;
};
const ROOM_HINT_TO_TABLE: Array<{ pattern: RegExp; tableCode: string }> = [
{ pattern: /\bdogs?\b/i, tableCode: "L1D" },
{ pattern: /\bguards?\b/i, tableCode: "L1G" },
{ pattern: /\bmartial\b/i, tableCode: "L1M" },
{ pattern: /\bworkers?\b/i, tableCode: "L1W" },
{ pattern: /\blabourers?\b/i, tableCode: "L1P" },
{ pattern: /\bpreacher\b/i, tableCode: "L1P" },
{ pattern: /\banimals?\b/i, tableCode: "L1A" },
{ pattern: /\bsnakes?\b/i, tableCode: "L1A" },
{ pattern: /\bfungal\b/i, tableCode: "L1F" },
{ pattern: /\bslimy\b/i, tableCode: "L1F" },
{ pattern: /\bcrate\b/i, tableCode: "L1CE" },
];
function splitEncounterLabel(label: string) {
return label
.split(/\sand\s/i)
.map((part) => part.trim())
.filter(Boolean);
}
function inferEncounterTableCode(room: RoomState) {
const noteText = room.notes.join(" ");
const flagText = room.flags.join(" ");
const combinedText = `${noteText} ${flagText}`;
for (const mapping of ROOM_HINT_TO_TABLE) {
if (mapping.pattern.test(combinedText)) {
return mapping.tableCode;
}
}
return undefined;
}
function isNonEncounterRoom(room: RoomState) {
const noteText = room.notes.join(" ").toLowerCase();
return noteText.includes("nothing here") || noteText.includes("no encounter");
}
export function resolveRoomEncounter(
content: ContentPack,
room: RoomState,
roller?: DiceRoller,
): EncounterResolutionResult {
if (room.encounter?.resolved) {
return {
room,
encounter: room.encounter,
};
}
if (isNonEncounterRoom(room)) {
const emptyEncounter: EncounterState = {
id: `${room.id}.encounter`,
creatureIds: [],
creatureNames: [],
resultLabel: "No encounter",
resolved: true,
};
return {
room: {
...room,
encounter: emptyEncounter,
},
encounter: emptyEncounter,
};
}
const tableCode = inferEncounterTableCode(room);
if (!tableCode) {
return { room };
}
const table = findTableByCode(content, tableCode);
const lookup = lookupTable(table, { roller });
const creatureNames = splitEncounterLabel(lookup.entry.label);
const encounter: EncounterState = {
id: `${room.id}.encounter`,
sourceTableCode: tableCode,
creatureIds: creatureNames.map((_, index) => `${room.id}.creature.${index + 1}`),
creatureNames,
resultLabel: lookup.entry.label,
resolved: true,
};
return {
room: {
...room,
encounter,
},
encounter,
lookup,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { expandLevelFromExit, initializeDungeonLevel } from "./dungeon";
import { createRoomStateFromTemplate } from "./rooms";
import { enterRoom } from "./roomEntry";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("room entry flow", () => {
it("marks a newly generated room as entered and resolves an empty encounter", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const expanded = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roller: createSequenceRoller([1, 1]),
});
const result = enterRoom({
content: sampleContentPack,
levelState: expanded.levelState,
roomId: expanded.createdRoom.id,
at: "2026-03-15T12:00:00.000Z",
});
expect(result.firstEntry).toBe(true);
expect(result.encounterResolved).toBe(true);
expect(result.room.discovery.entered).toBe(true);
expect(result.room.discovery.cleared).toBe(true);
expect(result.room.encounter?.resultLabel).toBe("No encounter");
expect(result.logEntries.map((entry) => entry.text)).toEqual([
"Entered Empty Space.",
"Empty Space is quiet.",
]);
});
it("resolves a guard encounter once and records the lookup roll", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const guardRoom = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
{ x: 0, y: -1 },
);
levelState.rooms[guardRoom.id] = guardRoom;
levelState.discoveredRoomOrder.push(guardRoom.id);
const result = enterRoom({
content: sampleContentPack,
levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([6]),
at: "2026-03-15T12:00:00.000Z",
});
expect(result.room.templateId).toBe("room.level1.normal.guard-room");
expect(result.lookup?.entry.label).toBe("Guard and Warrior");
expect(result.room.encounter?.creatureNames).toEqual(["Guard", "Warrior"]);
expect(result.room.discovery.cleared).toBe(false);
expect(result.logEntries.map((entry) => entry.type)).toEqual(["room", "roll", "room"]);
expect(result.logEntries[1]?.text).toContain("Guard and Warrior");
});
it("does not reroll an encounter when re-entering a room", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const guardRoom = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
{ x: 0, y: -1 },
);
levelState.rooms[guardRoom.id] = guardRoom;
levelState.discoveredRoomOrder.push(guardRoom.id);
const firstEntry = enterRoom({
content: sampleContentPack,
levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([4]),
at: "2026-03-15T12:00:00.000Z",
});
const secondEntry = enterRoom({
content: sampleContentPack,
levelState: firstEntry.levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([6]),
at: "2026-03-15T12:05:00.000Z",
});
expect(firstEntry.room.encounter?.resultLabel).toBe("Guard");
expect(secondEntry.room.encounter?.resultLabel).toBe("Guard");
expect(secondEntry.lookup).toBeUndefined();
expect(secondEntry.firstEntry).toBe(false);
expect(secondEntry.logEntries.map((entry) => entry.text)).toEqual([
"Re-entered Guard Room.",
"Encounter in Guard Room: Guard.",
]);
});
});

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import { findRoomTemplateById } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { DungeonLevelState, RoomState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import type { DiceRoller } from "./dice";
import { resolveRoomEncounter } from "./encounters";
import type { TableLookupResult } from "./tables";
export type EnterRoomOptions = {
content: ContentPack;
levelState: DungeonLevelState;
roomId: string;
roller?: DiceRoller;
at?: string;
};
export type EnterRoomResult = {
levelState: DungeonLevelState;
room: RoomState;
logEntries: LogEntry[];
lookup?: TableLookupResult;
firstEntry: boolean;
encounterResolved: boolean;
};
function cloneRoom(room: RoomState): RoomState {
return {
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
};
}
function cloneLevel(levelState: DungeonLevelState): DungeonLevelState {
return {
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [roomId, cloneRoom(room)]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
};
}
function getRoomLabel(content: ContentPack, room: RoomState) {
if (room.templateId) {
return findRoomTemplateById(content, room.templateId).title;
}
return room.notes[0] ?? room.id;
}
function createLogEntry(
id: string,
at: string,
type: LogEntry["type"],
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type,
text,
relatedIds,
};
}
function formatRollText(lookup: TableLookupResult) {
const total = lookup.roll.modifiedTotal ?? lookup.roll.total;
const rolledValues = lookup.roll.rolls.join(", ");
return `Rolled ${lookup.roll.diceKind} [${rolledValues}] on ${lookup.tableId} for ${total}: ${lookup.entry.label}.`;
}
export function enterRoom(options: EnterRoomOptions): EnterRoomResult {
const levelState = cloneLevel(options.levelState);
const room = levelState.rooms[options.roomId];
if (!room) {
throw new Error(`Unknown room id: ${options.roomId}`);
}
const at = options.at ?? new Date().toISOString();
const roomLabel = getRoomLabel(options.content, room);
const firstEntry = !room.discovery.entered;
room.discovery.entered = true;
const resolution = resolveRoomEncounter(options.content, room, options.roller);
const nextRoom = resolution.room;
const encounterResolved = Boolean(resolution.encounter);
if (resolution.encounter && resolution.encounter.creatureIds.length === 0) {
nextRoom.discovery.cleared = true;
}
levelState.rooms[nextRoom.id] = nextRoom;
const entryVerb = firstEntry ? "Entered" : "Re-entered";
const logEntries: LogEntry[] = [
createLogEntry(
`${nextRoom.id}.entry.${firstEntry ? "first" : "repeat"}`,
at,
"room",
`${entryVerb} ${roomLabel}.`,
[nextRoom.id],
),
];
if (resolution.lookup) {
logEntries.push(
createLogEntry(
`${nextRoom.id}.entry.roll`,
at,
"roll",
formatRollText(resolution.lookup),
[nextRoom.id, resolution.lookup.tableId],
),
);
}
if (resolution.encounter) {
const encounterText =
resolution.encounter.creatureIds.length === 0
? `${roomLabel} is quiet.`
: `Encounter in ${roomLabel}: ${resolution.encounter.resultLabel ?? "Unknown threat"}.`;
logEntries.push(
createLogEntry(
`${nextRoom.id}.entry.encounter`,
at,
"room",
encounterText,
[nextRoom.id, resolution.encounter.id],
),
);
}
return {
levelState,
room: nextRoom,
logEntries,
lookup: resolution.lookup,
firstEntry,
encounterResolved,
};
}

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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([]);
});
});

200
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@@ -0,0 +1,200 @@
import {
findRoomTemplateById,
findRoomTemplateForLookup,
findTableByCode,
} from "@/data/contentHelpers";
import type { ContentPack, ExitType, RoomClass } from "@/types/content";
import type { DungeonLevelState, 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, template.encounterText].filter(
(note): note is string => Boolean(note),
),
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): DungeonLevelState {
return {
level,
themeName: level === 1 ? "The Entry" : undefined,
rooms: {},
discoveredRoomOrder: [],
secretDoorUsed: false,
exhaustedExitSearch: false,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import {
createRunState,
enterCurrentRoom,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
} from "./runState";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
function createAdventurer() {
return createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
}
describe("run state flow", () => {
it("creates a run anchored in the start room", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
expect(run.currentLevel).toBe(1);
expect(run.currentRoomId).toBe("room.level1.start");
expect(run.dungeon.levels["1"]?.rooms["room.level1.start"]).toBeDefined();
});
it("enters the current room and appends room logs", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const result = enterCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:01:00.000Z",
});
expect(result.run.log).toHaveLength(1);
expect(result.run.log[0]?.text).toContain("Re-entered Entry Chamber");
});
it("starts combat from the current room and stores the active combat state", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const levelState = run.dungeon.levels["1"]!;
const room = levelState.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const result = startCombatInCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:02:00.000Z",
});
expect(result.run.activeCombat?.enemies).toHaveLength(2);
expect(result.run.log.at(-1)?.text).toContain("Combat begins");
});
it("resolves player and enemy turns through run state", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const levelState = run.dungeon.levels["1"]!;
const room = levelState.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const withCombat = startCombatInCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:02:00.000Z",
}).run;
const targetEnemyId = withCombat.activeCombat!.enemies[0]!.id;
const afterPlayer = resolveRunPlayerTurn({
content: sampleContentPack,
run: withCombat,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T14:03:00.000Z",
}).run;
expect(afterPlayer.activeCombat?.actingSide).toBe("enemy");
expect(afterPlayer.log.at(-1)?.text).toContain("deals");
const afterEnemy = resolveRunEnemyTurn({
content: sampleContentPack,
run: afterPlayer,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T14:04:00.000Z",
}).run;
expect(afterEnemy.activeCombat?.actingSide).toBe("player");
expect(afterEnemy.adventurerSnapshot.hp.current).toBeLessThan(
createAdventurer().hp.current,
);
});
it("clears the room and ends active combat when the last enemy falls", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const room = run.dungeon.levels["1"]!.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a"],
creatureNames: ["Guard"],
resultLabel: "Guard",
resolved: true,
};
const withCombat = startCombatInCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:02:00.000Z",
}).run;
withCombat.activeCombat!.enemies[0]!.hpCurrent = 1;
const result = resolveRunPlayerTurn({
content: sampleContentPack,
run: withCombat,
manoeuvreId: "manoeuvre.guard-break",
targetEnemyId: withCombat.activeCombat!.enemies[0]!.id,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T14:03:00.000Z",
});
expect(result.run.activeCombat).toBeUndefined();
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.discovery.cleared).toBe(true);
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
false,
);
});
});

335
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import type { ContentPack } from "@/types/content";
import type {
AdventurerState,
CombatState,
DungeonState,
RunState,
} from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { startCombatFromRoom } from "./combat";
import {
resolveEnemyTurn,
resolvePlayerAttack,
type ResolveEnemyTurnOptions,
type ResolvePlayerAttackOptions,
} from "./combatTurns";
import { initializeDungeonLevel } from "./dungeon";
import type { DiceRoller } from "./dice";
import { enterRoom } from "./roomEntry";
export type CreateRunOptions = {
content: ContentPack;
campaignId: string;
adventurer: AdventurerState;
runId?: string;
at?: string;
};
export type EnterCurrentRoomOptions = {
content: ContentPack;
run: RunState;
roller?: DiceRoller;
at?: string;
};
export type StartCurrentCombatOptions = {
content: ContentPack;
run: RunState;
at?: string;
};
export type ResolveRunPlayerTurnOptions = {
content: ContentPack;
run: RunState;
manoeuvreId: string;
targetEnemyId: string;
roller?: DiceRoller;
at?: string;
};
export type ResolveRunEnemyTurnOptions = {
content: ContentPack;
run: RunState;
roller?: DiceRoller;
at?: string;
};
export type RunTransitionResult = {
run: RunState;
logEntries: LogEntry[];
};
function cloneCombat(combat: CombatState): CombatState {
return {
...combat,
player: {
...combat.player,
statuses: [...combat.player.statuses],
traits: [...combat.player.traits],
},
enemies: combat.enemies.map((enemy) => ({
...enemy,
statuses: [...enemy.statuses],
traits: [...enemy.traits],
})),
combatLog: combat.combatLog.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
};
}
function cloneRun(run: RunState): RunState {
return {
...run,
adventurerSnapshot: {
...run.adventurerSnapshot,
hp: { ...run.adventurerSnapshot.hp },
stats: { ...run.adventurerSnapshot.stats },
favour: { ...run.adventurerSnapshot.favour },
statuses: run.adventurerSnapshot.statuses.map((status) => ({ ...status })),
inventory: {
...run.adventurerSnapshot.inventory,
carried: run.adventurerSnapshot.inventory.carried.map((entry) => ({ ...entry })),
equipped: run.adventurerSnapshot.inventory.equipped.map((entry) => ({ ...entry })),
stored: run.adventurerSnapshot.inventory.stored.map((entry) => ({ ...entry })),
currency: { ...run.adventurerSnapshot.inventory.currency },
lightSources: run.adventurerSnapshot.inventory.lightSources.map((entry) => ({ ...entry })),
},
progressionFlags: [...run.adventurerSnapshot.progressionFlags],
manoeuvreIds: [...run.adventurerSnapshot.manoeuvreIds],
},
dungeon: {
levels: Object.fromEntries(
Object.entries(run.dungeon.levels).map(([level, levelState]) => [
level,
{
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [
roomId,
{
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
},
]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
},
]),
) as DungeonState["levels"],
revealedPercentByLevel: { ...run.dungeon.revealedPercentByLevel },
globalFlags: [...run.dungeon.globalFlags],
},
activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
log: run.log.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
pendingEffects: run.pendingEffects.map((effect) => ({ ...effect })),
};
}
function requireCurrentLevel(run: RunState) {
const levelState = run.dungeon.levels[run.currentLevel];
if (!levelState) {
throw new Error(`Run is missing level ${run.currentLevel}.`);
}
return levelState;
}
function requireCurrentRoomId(run: RunState) {
if (!run.currentRoomId) {
throw new Error("Run does not have a current room.");
}
return run.currentRoomId;
}
function syncPlayerToAdventurer(run: RunState) {
if (!run.activeCombat) {
return;
}
run.adventurerSnapshot.hp.current = run.activeCombat.player.hpCurrent;
run.adventurerSnapshot.statuses = run.activeCombat.player.statuses.map((status) => ({ ...status }));
}
function appendLogs(run: RunState, logEntries: LogEntry[]) {
run.log.push(...logEntries);
}
export function createRunState(options: CreateRunOptions): RunState {
const at = options.at ?? new Date().toISOString();
const levelState = initializeDungeonLevel({
content: options.content,
level: 1,
});
return {
id: options.runId ?? "run.active",
campaignId: options.campaignId,
status: "active",
startedAt: at,
currentLevel: 1,
currentRoomId: "room.level1.start",
dungeon: {
levels: {
1: levelState,
},
revealedPercentByLevel: {
1: 0,
},
globalFlags: [],
},
adventurerSnapshot: options.adventurer,
log: [],
pendingEffects: [],
};
}
export function enterCurrentRoom(
options: EnterCurrentRoomOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const entry = enterRoom({
content: options.content,
levelState,
roomId,
roller: options.roller,
at: options.at,
});
run.dungeon.levels[run.currentLevel] = entry.levelState;
appendLogs(run, entry.logEntries);
return {
run,
logEntries: entry.logEntries,
};
}
export function startCombatInCurrentRoom(
options: StartCurrentCombatOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
if (!room) {
throw new Error(`Unknown room id: ${roomId}`);
}
const started = startCombatFromRoom({
content: options.content,
adventurer: run.adventurerSnapshot,
room,
at: options.at,
});
levelState.rooms[roomId] = started.room;
run.activeCombat = started.combat;
appendLogs(run, started.logEntries);
return {
run,
logEntries: started.logEntries,
};
}
export function resolveRunPlayerTurn(
options: ResolveRunPlayerTurnOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
if (!run.activeCombat) {
throw new Error("Run does not have an active combat.");
}
const result = resolvePlayerAttack({
content: options.content,
combat: run.activeCombat,
adventurer: run.adventurerSnapshot,
manoeuvreId: options.manoeuvreId,
targetEnemyId: options.targetEnemyId,
roller: options.roller,
at: options.at,
} satisfies ResolvePlayerAttackOptions);
run.activeCombat = result.combat;
syncPlayerToAdventurer(run);
appendLogs(run, result.logEntries);
if (result.combatEnded) {
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
if (room?.encounter) {
room.encounter.rewardPending = false;
room.discovery.cleared = true;
}
run.activeCombat = undefined;
}
return {
run,
logEntries: result.logEntries,
};
}
export function resolveRunEnemyTurn(
options: ResolveRunEnemyTurnOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
if (!run.activeCombat) {
throw new Error("Run does not have an active combat.");
}
const result = resolveEnemyTurn({
content: options.content,
combat: run.activeCombat,
adventurer: run.adventurerSnapshot,
roller: options.roller,
at: options.at,
} satisfies ResolveEnemyTurnOptions);
run.activeCombat = result.combat;
syncPlayerToAdventurer(run);
appendLogs(run, result.logEntries);
if (result.combatEnded) {
run.status = "failed";
}
return {
run,
logEntries: result.logEntries,
};
}

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

@@ -110,6 +110,8 @@ export const encounterStateSchema = z.object({
id: z.string().min(1),
sourceTableCode: z.string().optional(),
creatureIds: z.array(z.string()),
creatureNames: z.array(z.string()).optional(),
resultLabel: z.string().optional(),
resolved: z.boolean(),
surprise: z.boolean().optional(),
rewardPending: z.boolean().optional(),

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;

View File

@@ -111,6 +111,8 @@ export type EncounterState = {
id: string;
sourceTableCode?: string;
creatureIds: string[];
creatureNames?: string[];
resultLabel?: string;
resolved: boolean;
surprise?: boolean;
rewardPending?: boolean;