✨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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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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