✨Feature: implement run state management with combat resolution and room entry
This commit is contained in:
186
src/rules/runState.test.ts
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186
src/rules/runState.test.ts
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@@ -0,0 +1,186 @@
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import { describe, expect, it } from "vitest";
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import { sampleContentPack } from "@/data/sampleContentPack";
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import { createStartingAdventurer } from "./character";
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import {
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createRunState,
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enterCurrentRoom,
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resolveRunEnemyTurn,
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resolveRunPlayerTurn,
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startCombatInCurrentRoom,
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} from "./runState";
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function createSequenceRoller(values: number[]) {
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let index = 0;
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return () => {
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const next = values[index];
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index += 1;
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return next;
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};
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}
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function createAdventurer() {
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return createStartingAdventurer(sampleContentPack, {
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name: "Aster",
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weaponId: "weapon.short-sword",
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armourId: "armour.leather-vest",
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scrollId: "scroll.lesser-heal",
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});
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}
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describe("run state flow", () => {
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it("creates a run anchored in the start room", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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at: "2026-03-15T14:00:00.000Z",
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});
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expect(run.currentLevel).toBe(1);
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expect(run.currentRoomId).toBe("room.level1.start");
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expect(run.dungeon.levels["1"]?.rooms["room.level1.start"]).toBeDefined();
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});
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it("enters the current room and appends room logs", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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at: "2026-03-15T14:00:00.000Z",
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});
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const result = enterCurrentRoom({
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content: sampleContentPack,
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run,
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at: "2026-03-15T14:01:00.000Z",
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});
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expect(result.run.log).toHaveLength(1);
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expect(result.run.log[0]?.text).toContain("Re-entered Entry Chamber");
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});
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it("starts combat from the current room and stores the active combat state", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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at: "2026-03-15T14:00:00.000Z",
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});
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const levelState = run.dungeon.levels["1"]!;
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const room = levelState.rooms["room.level1.start"]!;
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room.encounter = {
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id: `${room.id}.encounter`,
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sourceTableCode: "L1G",
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creatureIds: ["a", "b"],
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creatureNames: ["Guard", "Warrior"],
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resultLabel: "Guard and Warrior",
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resolved: true,
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};
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const result = startCombatInCurrentRoom({
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content: sampleContentPack,
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run,
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at: "2026-03-15T14:02:00.000Z",
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});
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expect(result.run.activeCombat?.enemies).toHaveLength(2);
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expect(result.run.log.at(-1)?.text).toContain("Combat begins");
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});
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it("resolves player and enemy turns through run state", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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at: "2026-03-15T14:00:00.000Z",
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});
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const levelState = run.dungeon.levels["1"]!;
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const room = levelState.rooms["room.level1.start"]!;
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room.encounter = {
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id: `${room.id}.encounter`,
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sourceTableCode: "L1G",
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creatureIds: ["a", "b"],
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creatureNames: ["Guard", "Warrior"],
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resultLabel: "Guard and Warrior",
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resolved: true,
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};
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const withCombat = startCombatInCurrentRoom({
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content: sampleContentPack,
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run,
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at: "2026-03-15T14:02:00.000Z",
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}).run;
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const targetEnemyId = withCombat.activeCombat!.enemies[0]!.id;
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const afterPlayer = resolveRunPlayerTurn({
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content: sampleContentPack,
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run: withCombat,
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manoeuvreId: "manoeuvre.exact-strike",
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targetEnemyId,
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roller: createSequenceRoller([6, 6]),
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at: "2026-03-15T14:03:00.000Z",
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}).run;
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expect(afterPlayer.activeCombat?.actingSide).toBe("enemy");
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expect(afterPlayer.log.at(-1)?.text).toContain("deals");
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const afterEnemy = resolveRunEnemyTurn({
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content: sampleContentPack,
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run: afterPlayer,
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roller: createSequenceRoller([6, 6]),
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at: "2026-03-15T14:04:00.000Z",
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}).run;
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expect(afterEnemy.activeCombat?.actingSide).toBe("player");
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expect(afterEnemy.adventurerSnapshot.hp.current).toBeLessThan(
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createAdventurer().hp.current,
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);
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});
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it("clears the room and ends active combat when the last enemy falls", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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at: "2026-03-15T14:00:00.000Z",
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});
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const room = run.dungeon.levels["1"]!.rooms["room.level1.start"]!;
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room.encounter = {
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id: `${room.id}.encounter`,
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sourceTableCode: "L1G",
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creatureIds: ["a"],
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creatureNames: ["Guard"],
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resultLabel: "Guard",
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resolved: true,
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};
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const withCombat = startCombatInCurrentRoom({
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content: sampleContentPack,
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run,
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at: "2026-03-15T14:02:00.000Z",
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}).run;
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withCombat.activeCombat!.enemies[0]!.hpCurrent = 1;
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const result = resolveRunPlayerTurn({
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content: sampleContentPack,
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run: withCombat,
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manoeuvreId: "manoeuvre.guard-break",
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targetEnemyId: withCombat.activeCombat!.enemies[0]!.id,
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roller: createSequenceRoller([6, 6]),
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at: "2026-03-15T14:03:00.000Z",
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});
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expect(result.run.activeCombat).toBeUndefined();
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expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.discovery.cleared).toBe(true);
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expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
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false,
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);
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});
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});
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335
src/rules/runState.ts
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335
src/rules/runState.ts
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@@ -0,0 +1,335 @@
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import type { ContentPack } from "@/types/content";
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import type {
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AdventurerState,
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CombatState,
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DungeonState,
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RunState,
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} from "@/types/state";
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import type { LogEntry } from "@/types/rules";
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import { startCombatFromRoom } from "./combat";
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import {
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resolveEnemyTurn,
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resolvePlayerAttack,
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type ResolveEnemyTurnOptions,
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type ResolvePlayerAttackOptions,
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} from "./combatTurns";
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import { initializeDungeonLevel } from "./dungeon";
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import type { DiceRoller } from "./dice";
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import { enterRoom } from "./roomEntry";
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export type CreateRunOptions = {
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content: ContentPack;
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campaignId: string;
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adventurer: AdventurerState;
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runId?: string;
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at?: string;
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};
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export type EnterCurrentRoomOptions = {
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content: ContentPack;
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run: RunState;
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roller?: DiceRoller;
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at?: string;
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};
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export type StartCurrentCombatOptions = {
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content: ContentPack;
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run: RunState;
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at?: string;
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};
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export type ResolveRunPlayerTurnOptions = {
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content: ContentPack;
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run: RunState;
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manoeuvreId: string;
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targetEnemyId: string;
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roller?: DiceRoller;
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at?: string;
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};
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export type ResolveRunEnemyTurnOptions = {
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content: ContentPack;
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run: RunState;
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roller?: DiceRoller;
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at?: string;
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};
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export type RunTransitionResult = {
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run: RunState;
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logEntries: LogEntry[];
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};
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function cloneCombat(combat: CombatState): CombatState {
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return {
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...combat,
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player: {
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...combat.player,
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statuses: [...combat.player.statuses],
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traits: [...combat.player.traits],
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},
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enemies: combat.enemies.map((enemy) => ({
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...enemy,
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statuses: [...enemy.statuses],
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traits: [...enemy.traits],
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})),
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combatLog: combat.combatLog.map((entry) => ({
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...entry,
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relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
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})),
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};
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}
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function cloneRun(run: RunState): RunState {
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return {
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...run,
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adventurerSnapshot: {
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...run.adventurerSnapshot,
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hp: { ...run.adventurerSnapshot.hp },
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stats: { ...run.adventurerSnapshot.stats },
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favour: { ...run.adventurerSnapshot.favour },
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statuses: run.adventurerSnapshot.statuses.map((status) => ({ ...status })),
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inventory: {
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...run.adventurerSnapshot.inventory,
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carried: run.adventurerSnapshot.inventory.carried.map((entry) => ({ ...entry })),
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equipped: run.adventurerSnapshot.inventory.equipped.map((entry) => ({ ...entry })),
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stored: run.adventurerSnapshot.inventory.stored.map((entry) => ({ ...entry })),
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currency: { ...run.adventurerSnapshot.inventory.currency },
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lightSources: run.adventurerSnapshot.inventory.lightSources.map((entry) => ({ ...entry })),
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},
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progressionFlags: [...run.adventurerSnapshot.progressionFlags],
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manoeuvreIds: [...run.adventurerSnapshot.manoeuvreIds],
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},
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dungeon: {
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levels: Object.fromEntries(
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Object.entries(run.dungeon.levels).map(([level, levelState]) => [
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level,
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{
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...levelState,
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rooms: Object.fromEntries(
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Object.entries(levelState.rooms).map(([roomId, room]) => [
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roomId,
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{
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...room,
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position: { ...room.position },
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dimensions: { ...room.dimensions },
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exits: room.exits.map((exit) => ({ ...exit })),
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discovery: { ...room.discovery },
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encounter: room.encounter
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? {
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...room.encounter,
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creatureIds: [...room.encounter.creatureIds],
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creatureNames: room.encounter.creatureNames
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? [...room.encounter.creatureNames]
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: undefined,
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}
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: undefined,
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objects: room.objects.map((object) => ({
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...object,
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effects: object.effects ? [...object.effects] : undefined,
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})),
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notes: [...room.notes],
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flags: [...room.flags],
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},
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]),
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),
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discoveredRoomOrder: [...levelState.discoveredRoomOrder],
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},
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]),
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) as DungeonState["levels"],
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revealedPercentByLevel: { ...run.dungeon.revealedPercentByLevel },
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globalFlags: [...run.dungeon.globalFlags],
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},
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activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
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log: run.log.map((entry) => ({
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...entry,
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relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
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})),
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pendingEffects: run.pendingEffects.map((effect) => ({ ...effect })),
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};
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}
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function requireCurrentLevel(run: RunState) {
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const levelState = run.dungeon.levels[run.currentLevel];
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if (!levelState) {
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throw new Error(`Run is missing level ${run.currentLevel}.`);
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}
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return levelState;
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}
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function requireCurrentRoomId(run: RunState) {
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if (!run.currentRoomId) {
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throw new Error("Run does not have a current room.");
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}
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return run.currentRoomId;
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}
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function syncPlayerToAdventurer(run: RunState) {
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if (!run.activeCombat) {
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return;
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}
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run.adventurerSnapshot.hp.current = run.activeCombat.player.hpCurrent;
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run.adventurerSnapshot.statuses = run.activeCombat.player.statuses.map((status) => ({ ...status }));
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}
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function appendLogs(run: RunState, logEntries: LogEntry[]) {
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run.log.push(...logEntries);
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}
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export function createRunState(options: CreateRunOptions): RunState {
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const at = options.at ?? new Date().toISOString();
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const levelState = initializeDungeonLevel({
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content: options.content,
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level: 1,
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});
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return {
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id: options.runId ?? "run.active",
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campaignId: options.campaignId,
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status: "active",
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startedAt: at,
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currentLevel: 1,
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currentRoomId: "room.level1.start",
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dungeon: {
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levels: {
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1: levelState,
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},
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revealedPercentByLevel: {
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1: 0,
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},
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globalFlags: [],
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},
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adventurerSnapshot: options.adventurer,
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log: [],
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pendingEffects: [],
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};
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}
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export function enterCurrentRoom(
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options: EnterCurrentRoomOptions,
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): RunTransitionResult {
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const run = cloneRun(options.run);
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const levelState = requireCurrentLevel(run);
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const roomId = requireCurrentRoomId(run);
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const entry = enterRoom({
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content: options.content,
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levelState,
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roomId,
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roller: options.roller,
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at: options.at,
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});
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run.dungeon.levels[run.currentLevel] = entry.levelState;
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appendLogs(run, entry.logEntries);
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return {
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run,
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logEntries: entry.logEntries,
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};
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}
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export function startCombatInCurrentRoom(
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options: StartCurrentCombatOptions,
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): RunTransitionResult {
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const run = cloneRun(options.run);
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const levelState = requireCurrentLevel(run);
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const roomId = requireCurrentRoomId(run);
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const room = levelState.rooms[roomId];
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if (!room) {
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throw new Error(`Unknown room id: ${roomId}`);
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}
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const started = startCombatFromRoom({
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content: options.content,
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adventurer: run.adventurerSnapshot,
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room,
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at: options.at,
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});
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levelState.rooms[roomId] = started.room;
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run.activeCombat = started.combat;
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appendLogs(run, started.logEntries);
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return {
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run,
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logEntries: started.logEntries,
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};
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}
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export function resolveRunPlayerTurn(
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options: ResolveRunPlayerTurnOptions,
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): RunTransitionResult {
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const run = cloneRun(options.run);
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if (!run.activeCombat) {
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throw new Error("Run does not have an active combat.");
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}
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const result = resolvePlayerAttack({
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content: options.content,
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combat: run.activeCombat,
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adventurer: run.adventurerSnapshot,
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manoeuvreId: options.manoeuvreId,
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targetEnemyId: options.targetEnemyId,
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roller: options.roller,
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at: options.at,
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} satisfies ResolvePlayerAttackOptions);
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run.activeCombat = result.combat;
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syncPlayerToAdventurer(run);
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appendLogs(run, result.logEntries);
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if (result.combatEnded) {
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const levelState = requireCurrentLevel(run);
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const roomId = requireCurrentRoomId(run);
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const room = levelState.rooms[roomId];
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if (room?.encounter) {
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room.encounter.rewardPending = false;
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room.discovery.cleared = true;
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}
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run.activeCombat = undefined;
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}
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return {
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run,
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logEntries: result.logEntries,
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};
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}
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export function resolveRunEnemyTurn(
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options: ResolveRunEnemyTurnOptions,
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): RunTransitionResult {
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const run = cloneRun(options.run);
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if (!run.activeCombat) {
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throw new Error("Run does not have an active combat.");
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}
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const result = resolveEnemyTurn({
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content: options.content,
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combat: run.activeCombat,
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adventurer: run.adventurerSnapshot,
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roller: options.roller,
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at: options.at,
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} satisfies ResolveEnemyTurnOptions);
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||||
|
||||
run.activeCombat = result.combat;
|
||||
syncPlayerToAdventurer(run);
|
||||
appendLogs(run, result.logEntries);
|
||||
|
||||
if (result.combatEnded) {
|
||||
run.status = "failed";
|
||||
}
|
||||
|
||||
return {
|
||||
run,
|
||||
logEntries: result.logEntries,
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user