Feature: implement post-combat rewards system with XP tracking and creature defeat logging

This commit is contained in:
Keith Solomon
2026-03-15 14:16:37 -05:00
parent d504008030
commit cf98636a52
7 changed files with 951 additions and 116 deletions

View File

@@ -1,71 +1,344 @@
import React from "react";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "@/rules/character";
import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
travelCurrentExit,
} from "@/rules/runState";
import type { RunState } from "@/types/state";
const planningDocs = [
"Planning/PROJECT_PLAN.md",
"Planning/GAME_SPEC.md",
"Planning/content-checklist.json",
"Planning/DATA_MODEL.md",
"Planning/IMPLEMENTATION_NOTES.md",
];
function createDemoRun() {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const nextTargets = [
"Encode Level 1 foundational tables into structured JSON.",
"Implement dice utilities for D3, D6, 2D6, and D66.",
"Create character creation state and validation.",
"Build deterministic room generation for the Level 1 loop.",
];
return createRunState({
content: sampleContentPack,
campaignId: "campaign.demo",
adventurer,
});
}
function getRoomTitle(run: RunState, roomId?: string) {
if (!roomId) {
return "Unknown Room";
}
const room = run.dungeon.levels[run.currentLevel]?.rooms[roomId];
if (!room) {
return "Unknown Room";
}
return (
sampleContentPack.roomTemplates.find((template) => template.id === room.templateId)?.title ??
room.notes[0] ??
room.templateId ??
room.id
);
}
function App() {
const [run, setRun] = React.useState<RunState>(() => createDemoRun());
const currentLevel = run.dungeon.levels[run.currentLevel];
const currentRoom = run.currentRoomId ? currentLevel?.rooms[run.currentRoomId] : undefined;
const availableMoves = getAvailableMoves(run);
const combatReadyEncounter = isCurrentRoomCombatReady(run);
const handleReset = () => {
setRun(createDemoRun());
};
const handleEnterRoom = () => {
setRun((previous) => enterCurrentRoom({ content: sampleContentPack, run: previous }).run);
};
const handleStartCombat = () => {
setRun((previous) =>
startCombatInCurrentRoom({ content: sampleContentPack, run: previous }).run,
);
};
const handleTravel = (direction: "north" | "east" | "south" | "west") => {
setRun((previous) =>
travelCurrentExit({
content: sampleContentPack,
run: previous,
exitDirection: direction,
}).run,
);
};
const handlePlayerTurn = (manoeuvreId: string, targetEnemyId: string) => {
setRun((previous) =>
resolveRunPlayerTurn({
content: sampleContentPack,
run: previous,
manoeuvreId,
targetEnemyId,
}).run,
);
};
const handleEnemyTurn = () => {
setRun((previous) =>
resolveRunEnemyTurn({ content: sampleContentPack, run: previous }).run,
);
};
return (
<main className="app-shell">
<section className="hero">
<p className="eyebrow">2D6 Dungeon Web</p>
<h1>Project scaffold is live.</h1>
<p className="lede">
The app now has a Vite + React + TypeScript foundation, shared type
models, and Zod schemas that mirror the planning documents.
</p>
<div>
<p className="eyebrow">2D6 Dungeon Web</p>
<h1>Dungeon Loop Shell</h1>
<p className="lede">
Traverse generated rooms, auto-resolve room entry, and engage combat
when a room reveals a real encounter.
</p>
</div>
<div className="hero-actions">
<button className="button button-primary" onClick={handleReset}>
Reset Demo Run
</button>
<div className="status-chip">
<span>Run Status</span>
<strong>{run.status}</strong>
</div>
</div>
</section>
<section className="panel-grid">
<article className="panel">
<h2>Planning Set</h2>
<ul>
{planningDocs.map((doc) => (
<li key={doc}>{doc}</li>
))}
</ul>
{combatReadyEncounter && !run.activeCombat ? (
<section className="alert-banner">
<div>
<span className="alert-kicker">Encounter Ready</span>
<strong>{currentRoom?.encounter?.resultLabel}</strong>
<p>
This room contains a combat-ready encounter. Engage now to enter
tactical resolution.
</p>
</div>
<button className="button button-primary" onClick={handleStartCombat}>
Engage Encounter
</button>
</section>
) : null}
<section className="dashboard-grid">
<article className="panel panel-highlight">
<div className="panel-header">
<h2>Adventurer</h2>
<span>Level {run.adventurerSnapshot.level}</span>
</div>
<div className="stat-strip">
<div>
<span>HP</span>
<strong>
{run.adventurerSnapshot.hp.current}/{run.adventurerSnapshot.hp.max}
</strong>
</div>
<div>
<span>Shift</span>
<strong>{run.adventurerSnapshot.stats.shift}</strong>
</div>
<div>
<span>Discipline</span>
<strong>{run.adventurerSnapshot.stats.discipline}</strong>
</div>
<div>
<span>Precision</span>
<strong>{run.adventurerSnapshot.stats.precision}</strong>
</div>
<div>
<span>XP</span>
<strong>{run.adventurerSnapshot.xp}</strong>
</div>
</div>
<p className="supporting-text">
{run.adventurerSnapshot.name} is equipped with a{" "}
{sampleContentPack.weapons.find(
(weapon) => weapon.id === run.adventurerSnapshot.weaponId,
)?.name ?? "weapon"}
.
</p>
<p className="supporting-text">
Run rewards: {run.xpGained} XP earned, {run.defeatedCreatureIds.length} foes defeated.
</p>
</article>
<article className="panel">
<h2>Immediate Build Targets</h2>
<ol>
{nextTargets.map((target) => (
<li key={target}>{target}</li>
))}
</ol>
<div className="panel-header">
<h2>Current Room</h2>
<span>Level {run.currentLevel}</span>
</div>
<h3 className="room-title">
{getRoomTitle(run, run.currentRoomId)}
</h3>
<p className="supporting-text">
{currentRoom?.notes[1] ?? "No encounter notes available yet."}
</p>
<div className="room-meta">
<span>Entered: {currentRoom?.discovery.entered ? "Yes" : "No"}</span>
<span>Cleared: {currentRoom?.discovery.cleared ? "Yes" : "No"}</span>
<span>Exits: {currentRoom?.exits.length ?? 0}</span>
</div>
<div className="button-row">
<button className="button" onClick={handleEnterRoom}>
Enter Room
</button>
<button
className="button button-primary"
onClick={handleStartCombat}
disabled={!combatReadyEncounter || Boolean(run.activeCombat)}
>
Start Combat
</button>
</div>
<div className="encounter-box">
<span className="encounter-label">Encounter</span>
<strong>{currentRoom?.encounter?.resultLabel ?? "None"}</strong>
</div>
</article>
<article className="panel">
<h2>Sample Content Pack</h2>
<dl className="stats">
<div>
<dt>Tables</dt>
<dd>{sampleContentPack.tables.length}</dd>
</div>
<div>
<dt>Weapons</dt>
<dd>{sampleContentPack.weapons.length}</dd>
</div>
<div>
<dt>Manoeuvres</dt>
<dd>{sampleContentPack.manoeuvres.length}</dd>
</div>
<div>
<dt>Creatures</dt>
<dd>{sampleContentPack.creatures.length}</dd>
</div>
</dl>
<div className="panel-header">
<h2>Navigation</h2>
<span>{availableMoves.length} exits</span>
</div>
<div className="move-list">
{availableMoves.map((move) => (
<button
key={move.direction}
className="move-card"
onClick={() => handleTravel(move.direction)}
disabled={Boolean(run.activeCombat)}
>
<span>{move.direction}</span>
<strong>{move.leadsToRoomId ? "Travel" : "Generate"}</strong>
<em>
{move.leadsToRoomId
? getRoomTitle(run, move.leadsToRoomId)
: `${move.exitType} exit`}
</em>
</button>
))}
</div>
<div className="mini-map">
{currentLevel?.discoveredRoomOrder.map((roomId) => {
const room = currentLevel.rooms[roomId];
const active = roomId === run.currentRoomId;
return (
<article
key={roomId}
className={`map-node${active ? " map-node-active" : ""}`}
>
<span>
{room.position.x},{room.position.y}
</span>
<strong>{getRoomTitle(run, roomId)}</strong>
</article>
);
})}
</div>
</article>
<article className="panel">
<div className="panel-header">
<h2>Combat</h2>
<span>{run.activeCombat ? `Round ${run.activeCombat.round}` : "Inactive"}</span>
</div>
{run.activeCombat ? (
<>
<div className="combat-status">
<span>Acting Side</span>
<strong>{run.activeCombat.actingSide}</strong>
</div>
<div className="enemy-list">
{run.activeCombat.enemies.map((enemy) => (
<div key={enemy.id} className="enemy-card">
<div>
<strong>{enemy.name}</strong>
<span>
HP {enemy.hpCurrent}/{enemy.hpMax}
</span>
</div>
<div className="enemy-actions">
<button
className="button"
onClick={() =>
handlePlayerTurn("manoeuvre.exact-strike", enemy.id)
}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Exact Strike
</button>
<button
className="button"
onClick={() => handlePlayerTurn("manoeuvre.guard-break", enemy.id)}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Guard Break
</button>
</div>
</div>
))}
</div>
<div className="button-row">
<button
className="button button-primary"
onClick={handleEnemyTurn}
disabled={run.activeCombat.actingSide !== "enemy"}
>
Resolve Enemy Turn
</button>
</div>
</>
) : (
<p className="supporting-text">
No active combat. Travel until a room reveals a hostile encounter,
then engage it from the banner or room panel.
</p>
)}
</article>
<article className="panel panel-log">
<div className="panel-header">
<h2>Run Log</h2>
<span>{run.log.length} entries</span>
</div>
<div className="log-list">
{run.log.length === 0 ? (
<p className="supporting-text">No events recorded yet.</p>
) : (
run.log
.slice()
.reverse()
.map((entry) => (
<article key={entry.id} className="log-entry">
<span>{entry.type}</span>
<p>{entry.text}</p>
</article>
))
)}
</div>
</article>
</section>
</main>