Merge pull request 'Feature: implement town market functionality with treasure selling and stashing' (#13) from feature/town-sell-and-stash into main

Reviewed-on: #13
This commit was merged in pull request #13.
This commit is contained in:
2026-03-16 00:06:11 +00:00
7 changed files with 393 additions and 3 deletions

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@@ -12,6 +12,7 @@ import {
startCombatInCurrentRoom,
travelCurrentExit,
} from "@/rules/runState";
import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "@/rules/town";
import type { RunState } from "@/types/state";
function createDemoRun() {
@@ -114,6 +115,8 @@ function App() {
);
const equippedItems = run.adventurerSnapshot.inventory.equipped;
const latestLoot = run.lootedItems.slice(-4).reverse();
const pendingSales = run.townState.pendingSales;
const stash = run.townState.stash;
const handleReset = () => {
setRun(createDemoRun());
@@ -156,6 +159,18 @@ function App() {
);
};
const handleQueueSale = (definitionId: string) => {
setRun((previous) => queueTreasureForSale(sampleContentPack, previous, definitionId).run);
};
const handleStashTreasure = (definitionId: string) => {
setRun((previous) => sendTreasureToStash(sampleContentPack, previous, definitionId).run);
};
const handleSellPending = () => {
setRun((previous) => sellPendingTreasure(sampleContentPack, previous).run);
};
return (
<main className="app-shell">
<section className="hero">
@@ -335,6 +350,91 @@ function App() {
</div>
</article>
<article className="panel panel-town">
<div className="panel-header">
<h2>Town Market</h2>
<span>{run.townState.visits} town actions</span>
</div>
<div className="town-summary">
<div className="inventory-badge">
<span>Known Services</span>
<strong>{run.townState.knownServices.length}</strong>
</div>
<div className="inventory-badge">
<span>Queued Sales</span>
<strong>{pendingSales.length}</strong>
</div>
<div className="inventory-badge">
<span>Stash</span>
<strong>{stash.length}</strong>
</div>
</div>
<div className="town-actions">
<button
className="button button-primary"
onClick={handleSellPending}
disabled={pendingSales.length === 0}
>
Sell Queued Treasure
</button>
</div>
<section className="town-section">
<span className="inventory-label">Treasure In Pack</span>
<div className="inventory-list">
{carriedTreasure.length === 0 ? (
<p className="supporting-text">No treasure available for town actions.</p>
) : (
carriedTreasure.map((entry) => (
<article key={`town-pack-${entry.definitionId}`} className="town-card">
<div>
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Choose whether to sell or stash this treasure.</span>
</div>
<div className="enemy-actions">
<button className="button" onClick={() => handleStashTreasure(entry.definitionId)}>
Send To Stash
</button>
<button className="button button-primary" onClick={() => handleQueueSale(entry.definitionId)}>
Queue For Sale
</button>
</div>
</article>
))
)}
</div>
</section>
<section className="town-section">
<span className="inventory-label">Pending Sales</span>
<div className="inventory-list">
{pendingSales.length === 0 ? (
<p className="supporting-text">Nothing queued at the market.</p>
) : (
pendingSales.map((entry) => (
<article key={`pending-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Ready to convert into gold</span>
</article>
))
)}
</div>
</section>
<section className="town-section">
<span className="inventory-label">Town Stash</span>
<div className="inventory-list">
{stash.length === 0 ? (
<p className="supporting-text">The stash is empty.</p>
) : (
stash.map((entry) => (
<article key={`stash-${entry.definitionId}`} className="inventory-card">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Held safely in town storage</span>
</article>
))
)}
</div>
</section>
</article>
<article className="panel">
<div className="panel-header">
<h2>Current Room</h2>

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@@ -10,6 +10,7 @@ import { findCreatureById } from "@/data/contentHelpers";
import { startCombatFromRoom } from "./combat";
import { resolveCombatLoot } from "./loot";
import { createInitialTownState } from "./town";
import {
resolveEnemyTurn,
resolvePlayerAttack,
@@ -164,6 +165,13 @@ function cloneRun(run: RunState): RunState {
globalFlags: [...run.dungeon.globalFlags],
},
activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
townState: {
...run.townState,
knownServices: [...run.townState.knownServices],
stash: run.townState.stash.map((entry) => ({ ...entry })),
pendingSales: run.townState.pendingSales.map((entry) => ({ ...entry })),
serviceFlags: [...run.townState.serviceFlags],
},
defeatedCreatureIds: [...run.defeatedCreatureIds],
xpGained: run.xpGained,
goldGained: run.goldGained,
@@ -336,6 +344,7 @@ export function createRunState(options: CreateRunOptions): RunState {
globalFlags: [],
},
adventurerSnapshot: options.adventurer,
townState: createInitialTownState(),
defeatedCreatureIds: [],
xpGained: 0,
goldGained: 0,

74
src/rules/town.test.ts Normal file
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@@ -0,0 +1,74 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { createRunState } from "./runState";
import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "./town";
function createAdventurer() {
return createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
}
describe("town flow", () => {
it("moves treasure from carried inventory into the stash", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
});
run.adventurerSnapshot.inventory.carried.push({
definitionId: "item.silver-clasp",
quantity: 1,
});
const result = sendTreasureToStash(
sampleContentPack,
run,
"item.silver-clasp",
"2026-03-15T15:00:00.000Z",
);
expect(result.run.townState.stash).toEqual([
{ definitionId: "item.silver-clasp", quantity: 1 },
]);
expect(result.run.adventurerSnapshot.inventory.carried).not.toEqual(
expect.arrayContaining([expect.objectContaining({ definitionId: "item.silver-clasp" })]),
);
});
it("queues treasure and sells it for item value", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
});
run.adventurerSnapshot.inventory.carried.push({
definitionId: "item.keeper-keyring",
quantity: 1,
});
const queued = queueTreasureForSale(
sampleContentPack,
run,
"item.keeper-keyring",
"2026-03-15T15:05:00.000Z",
).run;
const sold = sellPendingTreasure(
sampleContentPack,
queued,
"2026-03-15T15:06:00.000Z",
).run;
expect(sold.townState.pendingSales).toEqual([]);
expect(sold.adventurerSnapshot.inventory.currency.gold).toBe(5);
expect(sold.log.at(-1)?.text).toContain("for 5 gold");
});
});

165
src/rules/town.ts Normal file
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@@ -0,0 +1,165 @@
import { findItemById } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { InventoryEntry, RunState, TownState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
export type TownActionResult = {
run: RunState;
logEntries: LogEntry[];
};
function cloneTownState(townState: TownState): TownState {
return {
...townState,
knownServices: [...townState.knownServices],
stash: townState.stash.map((entry) => ({ ...entry })),
pendingSales: townState.pendingSales.map((entry) => ({ ...entry })),
serviceFlags: [...townState.serviceFlags],
};
}
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],
},
townState: cloneTownState(run.townState),
defeatedCreatureIds: [...run.defeatedCreatureIds],
lootedItems: run.lootedItems.map((entry) => ({ ...entry })),
log: run.log.map((entry) => ({ ...entry, relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined })),
pendingEffects: run.pendingEffects.map((effect) => ({ ...effect })),
};
}
function mergeEntry(entries: InventoryEntry[], entry: InventoryEntry) {
const existing = entries.find((candidate) => candidate.definitionId === entry.definitionId);
if (existing) {
existing.quantity += entry.quantity;
return;
}
entries.push({ ...entry });
}
function extractEntry(entries: InventoryEntry[], definitionId: string) {
const index = entries.findIndex((entry) => entry.definitionId === definitionId);
if (index === -1) {
throw new Error(`No inventory entry found for ${definitionId}.`);
}
const [removed] = entries.splice(index, 1);
return removed;
}
function createTownLog(id: string, at: string, text: string, relatedIds: string[]): LogEntry {
return {
id,
at,
type: "town",
text,
relatedIds,
};
}
export function createInitialTownState(): TownState {
return {
visits: 0,
knownServices: ["service.market"],
stash: [],
pendingSales: [],
serviceFlags: [],
};
}
export function sendTreasureToStash(
content: ContentPack,
run: RunState,
definitionId: string,
at = new Date().toISOString(),
): TownActionResult {
const nextRun = cloneRun(run);
const removed = extractEntry(nextRun.adventurerSnapshot.inventory.carried, definitionId);
mergeEntry(nextRun.townState.stash, removed);
nextRun.townState.visits += 1;
const item = findItemById(content, definitionId);
const logEntry = createTownLog(
`town.stash.${definitionId}.${nextRun.log.length + 1}`,
at,
`Moved ${item.name} into the town stash.`,
[definitionId],
);
nextRun.log.push(logEntry);
return { run: nextRun, logEntries: [logEntry] };
}
export function queueTreasureForSale(
content: ContentPack,
run: RunState,
definitionId: string,
at = new Date().toISOString(),
): TownActionResult {
const nextRun = cloneRun(run);
const removed = extractEntry(nextRun.adventurerSnapshot.inventory.carried, definitionId);
mergeEntry(nextRun.townState.pendingSales, removed);
nextRun.townState.visits += 1;
const item = findItemById(content, definitionId);
const logEntry = createTownLog(
`town.queue.${definitionId}.${nextRun.log.length + 1}`,
at,
`Queued ${item.name} for sale at the market.`,
[definitionId],
);
nextRun.log.push(logEntry);
return { run: nextRun, logEntries: [logEntry] };
}
export function sellPendingTreasure(
content: ContentPack,
run: RunState,
at = new Date().toISOString(),
): TownActionResult {
const nextRun = cloneRun(run);
const soldEntries = nextRun.townState.pendingSales;
const goldEarned = soldEntries.reduce((total, entry) => {
const item = findItemById(content, entry.definitionId);
return total + (item.valueGp ?? 0) * entry.quantity;
}, 0);
nextRun.adventurerSnapshot.inventory.currency.gold += goldEarned;
nextRun.townState.pendingSales = [];
nextRun.townState.visits += 1;
const soldText =
soldEntries.length === 0
? "No treasure was queued for sale."
: `Sold ${soldEntries.reduce((total, entry) => total + entry.quantity, 0)} treasure item${soldEntries.reduce((total, entry) => total + entry.quantity, 0) === 1 ? "" : "s"} for ${goldEarned} gold.`;
const logEntry = createTownLog(
`town.sell.${nextRun.log.length + 1}`,
at,
soldText,
soldEntries.map((entry) => entry.definitionId),
);
nextRun.log.push(logEntry);
return { run: nextRun, logEntries: [logEntry] };
}

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@@ -214,6 +214,7 @@ export const runStateSchema = z.object({
dungeon: dungeonStateSchema,
adventurerSnapshot: adventurerStateSchema,
activeCombat: combatStateSchema.optional(),
townState: townStateSchema,
defeatedCreatureIds: z.array(z.string()),
xpGained: z.number().int().nonnegative(),
goldGained: z.number().int().nonnegative(),

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@@ -159,6 +159,13 @@ select {
rgba(25, 19, 16, 0.9);
}
.panel-town {
grid-column: span 4;
background:
linear-gradient(180deg, rgba(32, 37, 24, 0.92), rgba(20, 22, 14, 0.92)),
rgba(25, 19, 16, 0.9);
}
.panel-log {
grid-column: span 12;
}
@@ -229,12 +236,14 @@ select {
}
.inventory-summary,
.inventory-grid {
.inventory-grid,
.town-summary {
display: grid;
gap: 0.75rem;
}
.inventory-summary {
.inventory-summary,
.town-summary {
grid-template-columns: repeat(4, minmax(0, 1fr));
}
@@ -250,6 +259,36 @@ select {
linear-gradient(180deg, rgba(255, 245, 223, 0.04), rgba(255, 245, 223, 0.02));
}
.town-section {
margin-top: 1rem;
padding-top: 1rem;
border-top: 1px solid rgba(255, 231, 196, 0.08);
}
.town-actions {
margin-top: 1rem;
}
.town-card {
display: grid;
gap: 0.75rem;
padding: 0.95rem;
border: 1px solid rgba(255, 231, 196, 0.08);
background: rgba(255, 245, 223, 0.04);
}
.town-card strong {
display: block;
color: #fff2d6;
}
.town-card span {
display: block;
margin-top: 0.25rem;
color: rgba(244, 239, 227, 0.62);
font-size: 0.84rem;
}
.inventory-label {
display: block;
margin-bottom: 0.7rem;
@@ -481,7 +520,8 @@ select {
}
.inventory-summary,
.inventory-grid {
.inventory-grid,
.town-summary {
grid-template-columns: 1fr;
}
}

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@@ -215,6 +215,7 @@ export type RunState = {
dungeon: DungeonState;
adventurerSnapshot: AdventurerState;
activeCombat?: CombatState;
townState: TownState;
defeatedCreatureIds: string[];
xpGained: number;
goldGained: number;