✨feature: Initial code setup
This commit is contained in:
5
.gitignore
vendored
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.gitignore
vendored
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node_modules/
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dist/
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*.tsbuildinfo
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vite.config.js
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vite.config.d.ts
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12
index.html
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12
index.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>2D6 Dungeon Web</title>
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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1848
package-lock.json
generated
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1848
package-lock.json
generated
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File diff suppressed because it is too large
Load Diff
25
package.json
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25
package.json
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{
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"name": "d2d6-dungeon-web",
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"private": true,
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"version": "0.1.0",
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"type": "module",
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"scripts": {
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"dev": "vite",
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"build": "npm run check && vite build",
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"preview": "vite preview",
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"check": "tsc --noEmit -p tsconfig.app.json && tsc --noEmit -p tsconfig.node.json"
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},
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"dependencies": {
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"react": "^19.0.0",
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"react-dom": "^19.0.0",
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"zod": "^3.24.2"
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},
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"devDependencies": {
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"@types/node": "^22.13.10",
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"@types/react": "^19.0.12",
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"@types/react-dom": "^19.0.4",
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"@vitejs/plugin-react": "^4.4.1",
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"typescript": "^5.8.2",
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"vite": "^6.2.0"
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}
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}
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75
src/App.tsx
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75
src/App.tsx
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import { sampleContentPack } from "@/data/sampleContentPack";
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const planningDocs = [
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"Planning/PROJECT_PLAN.md",
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"Planning/GAME_SPEC.md",
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"Planning/content-checklist.json",
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"Planning/DATA_MODEL.md",
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"Planning/IMPLEMENTATION_NOTES.md",
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];
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const nextTargets = [
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"Encode Level 1 foundational tables into structured JSON.",
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"Implement dice utilities for D3, D6, 2D6, and D66.",
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"Create character creation state and validation.",
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"Build deterministic room generation for the Level 1 loop.",
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];
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function App() {
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return (
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<main className="app-shell">
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<section className="hero">
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<p className="eyebrow">2D6 Dungeon Web</p>
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<h1>Project scaffold is live.</h1>
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<p className="lede">
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The app now has a Vite + React + TypeScript foundation, shared type
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models, and Zod schemas that mirror the planning documents.
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</p>
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</section>
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<section className="panel-grid">
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<article className="panel">
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<h2>Planning Set</h2>
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<ul>
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{planningDocs.map((doc) => (
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<li key={doc}>{doc}</li>
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))}
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</ul>
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</article>
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<article className="panel">
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<h2>Immediate Build Targets</h2>
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<ol>
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{nextTargets.map((target) => (
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<li key={target}>{target}</li>
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))}
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</ol>
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</article>
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<article className="panel">
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<h2>Sample Content Pack</h2>
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<dl className="stats">
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<div>
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<dt>Tables</dt>
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<dd>{sampleContentPack.tables.length}</dd>
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</div>
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<div>
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<dt>Weapons</dt>
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<dd>{sampleContentPack.weapons.length}</dd>
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</div>
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<div>
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<dt>Manoeuvres</dt>
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<dd>{sampleContentPack.manoeuvres.length}</dd>
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</div>
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<div>
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<dt>Creatures</dt>
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<dd>{sampleContentPack.creatures.length}</dd>
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</div>
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</dl>
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</article>
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</section>
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</main>
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);
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}
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export default App;
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164
src/data/sampleContentPack.ts
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164
src/data/sampleContentPack.ts
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import type { ContentPack } from "@/types/content";
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import { contentPackSchema } from "@/schemas/content";
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const samplePack = {
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version: "0.1.0",
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sourceBooks: [
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"Source/2D6 Dungeon - Core Rules.pdf",
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"Source/2D6 Dungeon - Tables Codex.pdf",
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"Source/2D6 Dungeon - Play Sheet.pdf",
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],
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tables: [
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{
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id: "table.weapon-manoeuvres-1",
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code: "WMT1",
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name: "Weapon Manoeuvres Table 1",
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category: "generic",
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page: 13,
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diceKind: "d6",
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entries: [
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{
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key: "1",
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exact: 1,
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label: "Exact Strike",
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references: [{ type: "manoeuvre", id: "manoeuvre.exact-strike" }],
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},
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],
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notes: ["Starter sample table used to validate content wiring."],
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mvp: true,
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},
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],
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weapons: [
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{
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id: "weapon.short-sword",
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name: "Short Sword",
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category: "melee",
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handedness: "one-handed",
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baseDamage: 1,
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allowedManoeuvreIds: ["manoeuvre.exact-strike", "manoeuvre.guard-break"],
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tags: ["starter"],
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startingOption: true,
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},
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],
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manoeuvres: [
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{
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id: "manoeuvre.exact-strike",
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name: "Exact Strike",
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weaponCategories: ["melee"],
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precisionModifier: 1,
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exactStrikeBonus: true,
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effectText: "Improves accuracy and benefits from exact strike bonuses.",
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mvp: true,
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},
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{
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id: "manoeuvre.guard-break",
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name: "Guard Break",
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weaponCategories: ["melee"],
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shiftCost: 1,
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damageModifier: 1,
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effectText: "Trades shift for a stronger hit.",
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mvp: true,
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},
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],
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armour: [
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{
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id: "armour.leather-vest",
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name: "Leather Vest",
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armourValue: 1,
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startingOption: true,
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valueGp: 6,
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mvp: true,
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},
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],
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items: [
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{
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id: "item.ration",
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name: "Ration",
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itemType: "ration",
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stackable: true,
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consumable: true,
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mvp: true,
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},
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{
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id: "item.lantern",
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name: "Lantern",
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itemType: "light-source",
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stackable: false,
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consumable: false,
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mvp: true,
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},
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],
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potions: [
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{
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id: "potion.healing",
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name: "Healing Potion",
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tableSource: "Magic Potions Table 1",
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useTiming: "any",
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effects: [{ type: "heal", amount: 3, target: "self" }],
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mvp: true,
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},
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],
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scrolls: [
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{
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id: "scroll.lesser-heal",
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name: "Lesser Heal",
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tableSource: "Starting Scroll Table 1",
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castCheck: {
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diceKind: "d6",
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successMin: 3,
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},
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onSuccess: [{ type: "heal", amount: 2, target: "self" }],
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onFailureTableCode: "FTCCT1",
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startingOption: true,
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mvp: true,
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},
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],
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creatures: [
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{
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id: "creature.level1.giant-rat",
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name: "Giant Rat",
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level: 1,
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category: "beast",
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hp: 2,
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attackProfile: {
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discipline: 0,
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precision: 0,
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damage: 1,
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numberAppearing: "1-2",
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},
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xpReward: 1,
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sourcePage: 102,
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traits: ["level-1", "sample"],
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mvp: true,
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},
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],
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roomTemplates: [
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{
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id: "room.level1.entry",
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level: 1,
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roomClass: "start",
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tableCode: "L1R",
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tableEntryKey: "entry",
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title: "Entry Chamber",
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text: "A quiet starting space for the first dungeon prototype.",
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dimensions: {
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width: 4,
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height: 4,
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},
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exits: [{ direction: "north", exitType: "door" }],
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tags: ["starter", "entry"],
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mvp: true,
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},
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],
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townServices: [
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{
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id: "service.market",
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name: "Market",
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serviceType: "market",
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mvp: true,
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},
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],
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} satisfies ContentPack;
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export const sampleContentPack = contentPackSchema.parse(samplePack);
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11
src/main.tsx
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src/main.tsx
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import React from "react";
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import ReactDOM from "react-dom/client";
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import App from "./App";
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import "./styles.css";
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ReactDOM.createRoot(document.getElementById("root")!).render(
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<React.StrictMode>
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<App />
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</React.StrictMode>,
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);
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203
src/schemas/content.ts
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src/schemas/content.ts
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import { z } from "zod";
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import {
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contentReferenceSchema,
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diceKindSchema,
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ruleEffectSchema,
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} from "./rules";
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export const tableEntrySchema = z.object({
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key: z.string().min(1),
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min: z.number().int().optional(),
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max: z.number().int().optional(),
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exact: z.number().int().optional(),
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d66: z.number().int().optional(),
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label: z.string().min(1),
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text: z.string().optional(),
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effects: z.array(ruleEffectSchema).optional(),
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references: z.array(contentReferenceSchema).optional(),
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});
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export const tableDefinitionSchema = z.object({
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id: z.string().min(1),
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code: z.string().min(1),
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name: z.string().min(1),
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category: z.enum(["generic", "random-list", "loot", "level", "optional", "town", "room"]),
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level: z.number().int().positive().optional(),
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page: z.number().int().positive(),
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diceKind: diceKindSchema,
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usesModifiedRangesRule: z.boolean().optional(),
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entries: z.array(tableEntrySchema),
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notes: z.array(z.string()).optional(),
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mvp: z.boolean(),
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});
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export const weaponDefinitionSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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category: z.enum(["melee", "ranged"]),
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handedness: z.enum(["one-handed", "two-handed"]),
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baseDamage: z.number().int(),
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allowedManoeuvreIds: z.array(z.string()),
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tags: z.array(z.string()),
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startingOption: z.boolean(),
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});
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export const manoeuvreDefinitionSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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weaponCategories: z.array(z.enum(["melee", "ranged"])),
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shiftCost: z.number().int().optional(),
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disciplineModifier: z.number().int().optional(),
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precisionModifier: z.number().int().optional(),
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damageModifier: z.number().int().optional(),
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exactStrikeBonus: z.boolean().optional(),
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interruptRule: z.string().optional(),
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effectText: z.string().optional(),
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mvp: z.boolean(),
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});
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export const armourDefinitionSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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armourValue: z.number().int(),
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penalties: z
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.object({
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shift: z.number().int().optional(),
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discipline: z.number().int().optional(),
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precision: z.number().int().optional(),
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})
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.optional(),
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deflectionRule: z.string().optional(),
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startingOption: z.boolean(),
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valueGp: z.number().int().optional(),
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mvp: z.boolean(),
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});
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export const itemDefinitionSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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itemType: z.enum([
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"gear",
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"treasure",
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"quest",
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"herb",
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"rune",
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"misc",
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"ration",
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"light-source",
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]),
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stackable: z.boolean(),
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consumable: z.boolean(),
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valueGp: z.number().int().optional(),
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weight: z.number().optional(),
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rulesText: z.string().optional(),
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effects: z.array(ruleEffectSchema).optional(),
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mvp: z.boolean(),
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});
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export const potionDefinitionSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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tableSource: z.string().min(1),
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useTiming: z.enum(["combat", "exploration", "town", "any"]),
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effects: z.array(ruleEffectSchema),
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valueGp: z.number().int().optional(),
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mvp: z.boolean(),
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||||
});
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export const scrollDefinitionSchema = z.object({
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id: z.string().min(1),
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name: z.string().min(1),
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tableSource: z.string().min(1),
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castCheck: z
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.object({
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||||
diceKind: z.enum(["d6", "2d6"]),
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||||
successMin: z.number().int().optional(),
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||||
successMax: z.number().int().optional(),
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})
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.optional(),
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onSuccess: z.array(ruleEffectSchema),
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onFailureTableCode: z.string().optional(),
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||||
valueGp: z.number().int().optional(),
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startingOption: z.boolean(),
|
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mvp: z.boolean(),
|
||||
});
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||||
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||||
export const creatureDefinitionSchema = z.object({
|
||||
id: z.string().min(1),
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||||
name: z.string().min(1),
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level: z.number().int().positive(),
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||||
category: z.string().min(1),
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||||
hp: z.number().int().positive(),
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attackProfile: z.object({
|
||||
discipline: z.number().int(),
|
||||
precision: z.number().int(),
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||||
damage: z.number().int(),
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||||
numberAppearing: z.string().optional(),
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||||
}),
|
||||
defenceProfile: z
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||||
.object({
|
||||
armour: z.number().int().optional(),
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||||
specialRules: z.array(z.string()).optional(),
|
||||
})
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||||
.optional(),
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||||
xpReward: z.number().int().optional(),
|
||||
lootTableCodes: z.array(z.string()).optional(),
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||||
interruptRules: z.array(z.string()).optional(),
|
||||
traits: z.array(z.string()).optional(),
|
||||
sourcePage: z.number().int().positive(),
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||||
mvp: z.boolean(),
|
||||
});
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||||
|
||||
export const exitTemplateSchema = z.object({
|
||||
direction: z.enum(["north", "east", "south", "west"]).optional(),
|
||||
exitType: z.enum(["open", "door", "locked", "secret", "shaft", "stairs"]),
|
||||
destinationLevel: z.number().int().optional(),
|
||||
});
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||||
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||||
export const roomTemplateSchema = z.object({
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||||
id: z.string().min(1),
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||||
level: z.number().int().positive(),
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||||
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(),
|
||||
dimensions: z
|
||||
.object({
|
||||
width: z.number().int().positive(),
|
||||
height: z.number().int().positive(),
|
||||
})
|
||||
.optional(),
|
||||
exits: z.array(exitTemplateSchema).optional(),
|
||||
encounterRefs: z.array(contentReferenceSchema).optional(),
|
||||
objectRefs: z.array(contentReferenceSchema).optional(),
|
||||
tags: z.array(z.string()),
|
||||
mvp: z.boolean(),
|
||||
});
|
||||
|
||||
export const townServiceDefinitionSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
name: z.string().min(1),
|
||||
serviceType: z.enum(["market", "temple", "tavern", "healer", "smith", "quest"]),
|
||||
tableCodes: z.array(z.string()).optional(),
|
||||
costRules: z.array(z.string()).optional(),
|
||||
effects: z.array(ruleEffectSchema).optional(),
|
||||
mvp: z.boolean(),
|
||||
});
|
||||
|
||||
export const contentPackSchema = z.object({
|
||||
version: z.string().min(1),
|
||||
sourceBooks: z.array(z.string()),
|
||||
tables: z.array(tableDefinitionSchema),
|
||||
weapons: z.array(weaponDefinitionSchema),
|
||||
manoeuvres: z.array(manoeuvreDefinitionSchema),
|
||||
armour: z.array(armourDefinitionSchema),
|
||||
items: z.array(itemDefinitionSchema),
|
||||
potions: z.array(potionDefinitionSchema),
|
||||
scrolls: z.array(scrollDefinitionSchema),
|
||||
creatures: z.array(creatureDefinitionSchema),
|
||||
roomTemplates: z.array(roomTemplateSchema),
|
||||
townServices: z.array(townServiceDefinitionSchema),
|
||||
});
|
||||
71
src/schemas/rules.ts
Normal file
71
src/schemas/rules.ts
Normal file
@@ -0,0 +1,71 @@
|
||||
import { z } from "zod";
|
||||
|
||||
export const diceKindSchema = z.enum(["d3", "d6", "2d6", "d66"]);
|
||||
export const contentReferenceTypeSchema = z.enum([
|
||||
"table",
|
||||
"weapon",
|
||||
"manoeuvre",
|
||||
"armour",
|
||||
"item",
|
||||
"potion",
|
||||
"scroll",
|
||||
"creature",
|
||||
"room",
|
||||
"service",
|
||||
]);
|
||||
|
||||
export const contentReferenceSchema = z.object({
|
||||
type: contentReferenceTypeSchema,
|
||||
id: z.string().min(1),
|
||||
});
|
||||
|
||||
export const ruleEffectSchema = z.object({
|
||||
type: z.enum([
|
||||
"gain-xp",
|
||||
"gain-gold",
|
||||
"heal",
|
||||
"take-damage",
|
||||
"modify-shift",
|
||||
"modify-discipline",
|
||||
"modify-precision",
|
||||
"apply-status",
|
||||
"remove-status",
|
||||
"add-item",
|
||||
"remove-item",
|
||||
"start-combat",
|
||||
"reveal-exit",
|
||||
"move-level",
|
||||
"log-only",
|
||||
]),
|
||||
amount: z.number().optional(),
|
||||
statusId: z.string().optional(),
|
||||
target: z.enum(["self", "enemy", "room", "campaign"]).optional(),
|
||||
referenceId: z.string().optional(),
|
||||
notes: z.string().optional(),
|
||||
});
|
||||
|
||||
export const rollResultSchema = z.object({
|
||||
diceKind: diceKindSchema,
|
||||
rolls: z.array(z.number().int()),
|
||||
primary: z.number().int().optional(),
|
||||
secondary: z.number().int().optional(),
|
||||
total: z.number().int().optional(),
|
||||
modifier: z.number().int().optional(),
|
||||
modifiedTotal: z.number().int().optional(),
|
||||
clamped: z.boolean().optional(),
|
||||
});
|
||||
|
||||
export const logEntrySchema = z.object({
|
||||
id: z.string().min(1),
|
||||
at: z.string().min(1),
|
||||
type: z.enum(["system", "roll", "combat", "loot", "room", "town", "progression"]),
|
||||
text: z.string().min(1),
|
||||
relatedIds: z.array(z.string()).optional(),
|
||||
});
|
||||
|
||||
export const actionResolutionSchema = z.object({
|
||||
success: z.boolean(),
|
||||
effects: z.array(ruleEffectSchema),
|
||||
logEntries: z.array(logEntrySchema),
|
||||
warnings: z.array(z.string()).optional(),
|
||||
});
|
||||
217
src/schemas/state.ts
Normal file
217
src/schemas/state.ts
Normal file
@@ -0,0 +1,217 @@
|
||||
import { z } from "zod";
|
||||
|
||||
import { logEntrySchema, rollResultSchema, ruleEffectSchema } from "./rules";
|
||||
|
||||
export const statusInstanceSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
source: z.string().optional(),
|
||||
duration: z.enum(["round", "combat", "room", "run", "permanent"]).optional(),
|
||||
value: z.number().optional(),
|
||||
notes: z.string().optional(),
|
||||
});
|
||||
|
||||
export const inventoryEntrySchema = z.object({
|
||||
definitionId: z.string().min(1),
|
||||
quantity: z.number().int().nonnegative(),
|
||||
identified: z.boolean().optional(),
|
||||
charges: z.number().int().optional(),
|
||||
notes: z.string().optional(),
|
||||
});
|
||||
|
||||
export const inventoryStateSchema = z.object({
|
||||
carried: z.array(inventoryEntrySchema),
|
||||
equipped: z.array(inventoryEntrySchema),
|
||||
stored: z.array(inventoryEntrySchema),
|
||||
currency: z.object({
|
||||
gold: z.number().int().nonnegative(),
|
||||
}),
|
||||
rationCount: z.number().int().nonnegative(),
|
||||
lightSources: z.array(inventoryEntrySchema),
|
||||
});
|
||||
|
||||
export const adventurerStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
name: z.string().min(1),
|
||||
level: z.number().int().positive(),
|
||||
xp: z.number().int().nonnegative(),
|
||||
hp: z.object({
|
||||
current: z.number().int(),
|
||||
max: z.number().int().positive(),
|
||||
base: z.number().int().positive(),
|
||||
}),
|
||||
stats: z.object({
|
||||
shift: z.number().int(),
|
||||
discipline: z.number().int(),
|
||||
precision: z.number().int(),
|
||||
}),
|
||||
weaponId: z.string().min(1),
|
||||
manoeuvreIds: z.array(z.string()),
|
||||
armourId: z.string().optional(),
|
||||
favour: z.record(z.string(), z.number().int()),
|
||||
statuses: z.array(statusInstanceSchema),
|
||||
inventory: inventoryStateSchema,
|
||||
progressionFlags: z.array(z.string()),
|
||||
});
|
||||
|
||||
export const townStateSchema = z.object({
|
||||
visits: z.number().int().nonnegative(),
|
||||
knownServices: z.array(z.string()),
|
||||
stash: z.array(inventoryEntrySchema),
|
||||
pendingSales: z.array(inventoryEntrySchema),
|
||||
serviceFlags: z.array(z.string()),
|
||||
});
|
||||
|
||||
export const questStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
title: z.string().min(1),
|
||||
status: z.enum(["available", "active", "completed", "failed"]),
|
||||
progressFlags: z.array(z.string()),
|
||||
rewardText: z.string().optional(),
|
||||
});
|
||||
|
||||
export const runSummarySchema = z.object({
|
||||
runId: z.string().min(1),
|
||||
startedAt: z.string().min(1),
|
||||
endedAt: z.string().optional(),
|
||||
deepestLevel: z.number().int().positive(),
|
||||
roomsVisited: z.number().int().nonnegative(),
|
||||
creaturesDefeated: z.array(z.string()),
|
||||
xpGained: z.number().int().nonnegative(),
|
||||
treasureValue: z.number().int().nonnegative(),
|
||||
outcome: z.enum(["escaped", "defeated", "saved-in-progress"]),
|
||||
});
|
||||
|
||||
export const campaignStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
createdAt: z.string().min(1),
|
||||
updatedAt: z.string().min(1),
|
||||
rulesVersion: z.string().min(1),
|
||||
contentVersion: z.string().min(1),
|
||||
adventurer: adventurerStateSchema,
|
||||
unlockedLevels: z.array(z.number().int().positive()),
|
||||
completedLevels: z.array(z.number().int().positive()),
|
||||
townState: townStateSchema,
|
||||
questState: z.array(questStateSchema),
|
||||
campaignFlags: z.array(z.string()),
|
||||
runHistory: z.array(runSummarySchema),
|
||||
});
|
||||
|
||||
export const roomExitStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
direction: z.enum(["north", "east", "south", "west"]),
|
||||
exitType: z.enum(["open", "door", "locked", "secret", "shaft", "stairs"]),
|
||||
discovered: z.boolean(),
|
||||
traversable: z.boolean(),
|
||||
leadsToRoomId: z.string().optional(),
|
||||
destinationLevel: z.number().int().optional(),
|
||||
});
|
||||
|
||||
export const encounterStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
sourceTableCode: z.string().optional(),
|
||||
creatureIds: z.array(z.string()),
|
||||
resolved: z.boolean(),
|
||||
surprise: z.boolean().optional(),
|
||||
rewardPending: z.boolean().optional(),
|
||||
});
|
||||
|
||||
export const roomObjectStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
objectType: z.enum(["container", "altar", "corpse", "hazard", "feature", "quest"]),
|
||||
sourceTableCode: z.string().optional(),
|
||||
interacted: z.boolean(),
|
||||
hidden: z.boolean().optional(),
|
||||
effects: z.array(ruleEffectSchema).optional(),
|
||||
notes: z.string().optional(),
|
||||
});
|
||||
|
||||
export const roomStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
level: z.number().int().positive(),
|
||||
templateId: z.string().optional(),
|
||||
position: z.object({
|
||||
x: z.number().int(),
|
||||
y: z.number().int(),
|
||||
}),
|
||||
dimensions: z.object({
|
||||
width: z.number().int().positive(),
|
||||
height: z.number().int().positive(),
|
||||
}),
|
||||
roomClass: z.enum(["normal", "small", "large", "special", "start", "stairs"]),
|
||||
exits: z.array(roomExitStateSchema),
|
||||
discovery: z.object({
|
||||
generated: z.boolean(),
|
||||
entered: z.boolean(),
|
||||
cleared: z.boolean(),
|
||||
searched: z.boolean(),
|
||||
}),
|
||||
encounter: encounterStateSchema.optional(),
|
||||
objects: z.array(roomObjectStateSchema),
|
||||
notes: z.array(z.string()),
|
||||
flags: z.array(z.string()),
|
||||
});
|
||||
|
||||
export const dungeonLevelStateSchema = z.object({
|
||||
level: z.number().int().positive(),
|
||||
themeName: z.string().optional(),
|
||||
rooms: z.record(z.string(), roomStateSchema),
|
||||
discoveredRoomOrder: z.array(z.string()),
|
||||
stairsUpRoomId: z.string().optional(),
|
||||
stairsDownRoomId: z.string().optional(),
|
||||
secretDoorUsed: z.boolean().optional(),
|
||||
exhaustedExitSearch: z.boolean().optional(),
|
||||
});
|
||||
|
||||
export const dungeonStateSchema = z.object({
|
||||
levels: z.record(z.string(), dungeonLevelStateSchema),
|
||||
revealedPercentByLevel: z.record(z.string(), z.number()),
|
||||
globalFlags: z.array(z.string()),
|
||||
});
|
||||
|
||||
export const combatantStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
name: z.string().min(1),
|
||||
sourceDefinitionId: z.string().optional(),
|
||||
hpCurrent: z.number().int(),
|
||||
hpMax: z.number().int().positive(),
|
||||
shift: z.number().int(),
|
||||
discipline: z.number().int(),
|
||||
precision: z.number().int(),
|
||||
armourValue: z.number().int().optional(),
|
||||
statuses: z.array(statusInstanceSchema),
|
||||
traits: z.array(z.string()),
|
||||
});
|
||||
|
||||
export const interruptStateSchema = z.object({
|
||||
source: z.enum(["player", "enemy"]),
|
||||
trigger: z.string().min(1),
|
||||
effectText: z.string().min(1),
|
||||
resolved: z.boolean(),
|
||||
});
|
||||
|
||||
export const combatStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
round: z.number().int().positive(),
|
||||
actingSide: z.enum(["player", "enemy"]),
|
||||
fatigueDie: z.number().int().optional(),
|
||||
player: combatantStateSchema,
|
||||
enemies: z.array(combatantStateSchema),
|
||||
selectedManoeuvreId: z.string().optional(),
|
||||
lastRoll: rollResultSchema.optional(),
|
||||
pendingInterrupt: interruptStateSchema.optional(),
|
||||
combatLog: z.array(logEntrySchema),
|
||||
});
|
||||
|
||||
export const runStateSchema = z.object({
|
||||
id: z.string().min(1),
|
||||
campaignId: z.string().min(1),
|
||||
status: z.enum(["active", "paused", "completed", "failed"]),
|
||||
startedAt: z.string().min(1),
|
||||
currentLevel: z.number().int().positive(),
|
||||
currentRoomId: z.string().optional(),
|
||||
dungeon: dungeonStateSchema,
|
||||
adventurerSnapshot: adventurerStateSchema,
|
||||
activeCombat: combatStateSchema.optional(),
|
||||
log: z.array(logEntrySchema),
|
||||
pendingEffects: z.array(ruleEffectSchema),
|
||||
});
|
||||
130
src/styles.css
Normal file
130
src/styles.css
Normal file
@@ -0,0 +1,130 @@
|
||||
:root {
|
||||
font-family: "Segoe UI", "Aptos", sans-serif;
|
||||
color: #f3f1e8;
|
||||
background:
|
||||
radial-gradient(circle at top, rgba(179, 121, 59, 0.35), transparent 30%),
|
||||
linear-gradient(180deg, #17130f 0%, #0d0b09 100%);
|
||||
line-height: 1.5;
|
||||
font-weight: 400;
|
||||
color-scheme: dark;
|
||||
font-synthesis: none;
|
||||
text-rendering: optimizeLegibility;
|
||||
-webkit-font-smoothing: antialiased;
|
||||
-moz-osx-font-smoothing: grayscale;
|
||||
}
|
||||
|
||||
* {
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
body {
|
||||
margin: 0;
|
||||
min-width: 320px;
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
#root {
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
.app-shell {
|
||||
width: min(1100px, calc(100% - 2rem));
|
||||
margin: 0 auto;
|
||||
padding: 3rem 0 4rem;
|
||||
}
|
||||
|
||||
.hero {
|
||||
padding: 2rem;
|
||||
border: 1px solid rgba(243, 241, 232, 0.16);
|
||||
background: rgba(21, 18, 14, 0.72);
|
||||
box-shadow: 0 30px 80px rgba(0, 0, 0, 0.35);
|
||||
backdrop-filter: blur(12px);
|
||||
}
|
||||
|
||||
.eyebrow {
|
||||
margin: 0 0 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.14em;
|
||||
color: #d8b27a;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
|
||||
.hero h1 {
|
||||
margin: 0;
|
||||
font-size: clamp(2.5rem, 7vw, 4.5rem);
|
||||
line-height: 0.95;
|
||||
}
|
||||
|
||||
.lede {
|
||||
width: min(55ch, 100%);
|
||||
margin: 1.25rem 0 0;
|
||||
color: rgba(243, 241, 232, 0.82);
|
||||
font-size: 1.05rem;
|
||||
}
|
||||
|
||||
.panel-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));
|
||||
gap: 1rem;
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.panel {
|
||||
padding: 1.25rem;
|
||||
border: 1px solid rgba(243, 241, 232, 0.14);
|
||||
background: rgba(29, 24, 19, 0.82);
|
||||
}
|
||||
|
||||
.panel h2 {
|
||||
margin-top: 0;
|
||||
margin-bottom: 0.75rem;
|
||||
font-size: 1rem;
|
||||
color: #f6d49e;
|
||||
}
|
||||
|
||||
.panel ul,
|
||||
.panel ol {
|
||||
margin: 0;
|
||||
padding-left: 1.1rem;
|
||||
}
|
||||
|
||||
.panel li + li {
|
||||
margin-top: 0.45rem;
|
||||
}
|
||||
|
||||
.stats {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(2, minmax(0, 1fr));
|
||||
gap: 0.75rem;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.stats div {
|
||||
padding: 0.9rem;
|
||||
background: rgba(243, 241, 232, 0.05);
|
||||
}
|
||||
|
||||
.stats dt {
|
||||
color: rgba(243, 241, 232, 0.62);
|
||||
font-size: 0.8rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.08em;
|
||||
}
|
||||
|
||||
.stats dd {
|
||||
margin: 0.3rem 0 0;
|
||||
font-size: 1.7rem;
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
@media (max-width: 640px) {
|
||||
.app-shell {
|
||||
width: min(100% - 1rem, 1100px);
|
||||
padding-top: 1rem;
|
||||
}
|
||||
|
||||
.hero,
|
||||
.panel {
|
||||
padding: 1rem;
|
||||
}
|
||||
}
|
||||
215
src/types/content.ts
Normal file
215
src/types/content.ts
Normal file
@@ -0,0 +1,215 @@
|
||||
import type { ContentReference, DiceKind, RuleEffect } from "./rules";
|
||||
|
||||
export type TableCategory =
|
||||
| "generic"
|
||||
| "random-list"
|
||||
| "loot"
|
||||
| "level"
|
||||
| "optional"
|
||||
| "town"
|
||||
| "room";
|
||||
|
||||
export type TableEntry = {
|
||||
key: string;
|
||||
min?: number;
|
||||
max?: number;
|
||||
exact?: number;
|
||||
d66?: number;
|
||||
label: string;
|
||||
text?: string;
|
||||
effects?: RuleEffect[];
|
||||
references?: ContentReference[];
|
||||
};
|
||||
|
||||
export type TableDefinition = {
|
||||
id: string;
|
||||
code: string;
|
||||
name: string;
|
||||
category: TableCategory;
|
||||
level?: number;
|
||||
page: number;
|
||||
diceKind: DiceKind;
|
||||
usesModifiedRangesRule?: boolean;
|
||||
entries: TableEntry[];
|
||||
notes?: string[];
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type WeaponCategory = "melee" | "ranged";
|
||||
|
||||
export type WeaponDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
category: WeaponCategory;
|
||||
handedness: "one-handed" | "two-handed";
|
||||
baseDamage: number;
|
||||
allowedManoeuvreIds: string[];
|
||||
tags: string[];
|
||||
startingOption: boolean;
|
||||
};
|
||||
|
||||
export type ManoeuvreDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
weaponCategories: WeaponCategory[];
|
||||
shiftCost?: number;
|
||||
disciplineModifier?: number;
|
||||
precisionModifier?: number;
|
||||
damageModifier?: number;
|
||||
exactStrikeBonus?: boolean;
|
||||
interruptRule?: string;
|
||||
effectText?: string;
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type ArmourDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
armourValue: number;
|
||||
penalties?: {
|
||||
shift?: number;
|
||||
discipline?: number;
|
||||
precision?: number;
|
||||
};
|
||||
deflectionRule?: string;
|
||||
startingOption: boolean;
|
||||
valueGp?: number;
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type ItemType =
|
||||
| "gear"
|
||||
| "treasure"
|
||||
| "quest"
|
||||
| "herb"
|
||||
| "rune"
|
||||
| "misc"
|
||||
| "ration"
|
||||
| "light-source";
|
||||
|
||||
export type ItemDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
itemType: ItemType;
|
||||
stackable: boolean;
|
||||
consumable: boolean;
|
||||
valueGp?: number;
|
||||
weight?: number;
|
||||
rulesText?: string;
|
||||
effects?: RuleEffect[];
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type PotionUseTiming = "combat" | "exploration" | "town" | "any";
|
||||
|
||||
export type PotionDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
tableSource: string;
|
||||
useTiming: PotionUseTiming;
|
||||
effects: RuleEffect[];
|
||||
valueGp?: number;
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type ScrollDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
tableSource: string;
|
||||
castCheck?: {
|
||||
diceKind: Extract<DiceKind, "d6" | "2d6">;
|
||||
successMin?: number;
|
||||
successMax?: number;
|
||||
};
|
||||
onSuccess: RuleEffect[];
|
||||
onFailureTableCode?: string;
|
||||
valueGp?: number;
|
||||
startingOption: boolean;
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type CreatureDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
level: number;
|
||||
category: string;
|
||||
hp: number;
|
||||
attackProfile: {
|
||||
discipline: number;
|
||||
precision: number;
|
||||
damage: number;
|
||||
numberAppearing?: string;
|
||||
};
|
||||
defenceProfile?: {
|
||||
armour?: number;
|
||||
specialRules?: string[];
|
||||
};
|
||||
xpReward?: number;
|
||||
lootTableCodes?: string[];
|
||||
interruptRules?: string[];
|
||||
traits?: string[];
|
||||
sourcePage: number;
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type ExitType = "open" | "door" | "locked" | "secret" | "shaft" | "stairs";
|
||||
|
||||
export type ExitTemplate = {
|
||||
direction?: "north" | "east" | "south" | "west";
|
||||
exitType: ExitType;
|
||||
destinationLevel?: number;
|
||||
};
|
||||
|
||||
export type RoomClass = "normal" | "small" | "large" | "special" | "start" | "stairs";
|
||||
|
||||
export type RoomTemplate = {
|
||||
id: string;
|
||||
level: number;
|
||||
roomClass: RoomClass;
|
||||
tableCode: string;
|
||||
tableEntryKey: string;
|
||||
title: string;
|
||||
text?: string;
|
||||
dimensions?: {
|
||||
width: number;
|
||||
height: number;
|
||||
};
|
||||
exits?: ExitTemplate[];
|
||||
encounterRefs?: ContentReference[];
|
||||
objectRefs?: ContentReference[];
|
||||
tags: string[];
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type TownServiceType =
|
||||
| "market"
|
||||
| "temple"
|
||||
| "tavern"
|
||||
| "healer"
|
||||
| "smith"
|
||||
| "quest";
|
||||
|
||||
export type TownServiceDefinition = {
|
||||
id: string;
|
||||
name: string;
|
||||
serviceType: TownServiceType;
|
||||
tableCodes?: string[];
|
||||
costRules?: string[];
|
||||
effects?: RuleEffect[];
|
||||
mvp: boolean;
|
||||
};
|
||||
|
||||
export type ContentPack = {
|
||||
version: string;
|
||||
sourceBooks: string[];
|
||||
tables: TableDefinition[];
|
||||
weapons: WeaponDefinition[];
|
||||
manoeuvres: ManoeuvreDefinition[];
|
||||
armour: ArmourDefinition[];
|
||||
items: ItemDefinition[];
|
||||
potions: PotionDefinition[];
|
||||
scrolls: ScrollDefinition[];
|
||||
creatures: CreatureDefinition[];
|
||||
roomTemplates: RoomTemplate[];
|
||||
townServices: TownServiceDefinition[];
|
||||
};
|
||||
81
src/types/rules.ts
Normal file
81
src/types/rules.ts
Normal file
@@ -0,0 +1,81 @@
|
||||
export type DiceKind = "d3" | "d6" | "2d6" | "d66";
|
||||
|
||||
export type ContentReferenceType =
|
||||
| "table"
|
||||
| "weapon"
|
||||
| "manoeuvre"
|
||||
| "armour"
|
||||
| "item"
|
||||
| "potion"
|
||||
| "scroll"
|
||||
| "creature"
|
||||
| "room"
|
||||
| "service";
|
||||
|
||||
export type ContentReference = {
|
||||
type: ContentReferenceType;
|
||||
id: string;
|
||||
};
|
||||
|
||||
export type RuleEffectType =
|
||||
| "gain-xp"
|
||||
| "gain-gold"
|
||||
| "heal"
|
||||
| "take-damage"
|
||||
| "modify-shift"
|
||||
| "modify-discipline"
|
||||
| "modify-precision"
|
||||
| "apply-status"
|
||||
| "remove-status"
|
||||
| "add-item"
|
||||
| "remove-item"
|
||||
| "start-combat"
|
||||
| "reveal-exit"
|
||||
| "move-level"
|
||||
| "log-only";
|
||||
|
||||
export type RuleEffectTarget = "self" | "enemy" | "room" | "campaign";
|
||||
|
||||
export type RuleEffect = {
|
||||
type: RuleEffectType;
|
||||
amount?: number;
|
||||
statusId?: string;
|
||||
target?: RuleEffectTarget;
|
||||
referenceId?: string;
|
||||
notes?: string;
|
||||
};
|
||||
|
||||
export type RollResult = {
|
||||
diceKind: DiceKind;
|
||||
rolls: number[];
|
||||
primary?: number;
|
||||
secondary?: number;
|
||||
total?: number;
|
||||
modifier?: number;
|
||||
modifiedTotal?: number;
|
||||
clamped?: boolean;
|
||||
};
|
||||
|
||||
export type LogEntryType =
|
||||
| "system"
|
||||
| "roll"
|
||||
| "combat"
|
||||
| "loot"
|
||||
| "room"
|
||||
| "town"
|
||||
| "progression";
|
||||
|
||||
export type LogEntry = {
|
||||
id: string;
|
||||
at: string;
|
||||
type: LogEntryType;
|
||||
text: string;
|
||||
relatedIds?: string[];
|
||||
};
|
||||
|
||||
export type ActionResolution = {
|
||||
success: boolean;
|
||||
effects: RuleEffect[];
|
||||
logEntries: LogEntry[];
|
||||
warnings?: string[];
|
||||
};
|
||||
218
src/types/state.ts
Normal file
218
src/types/state.ts
Normal file
@@ -0,0 +1,218 @@
|
||||
import type { ExitType, RoomClass } from "./content";
|
||||
import type { LogEntry, RollResult, RuleEffect } from "./rules";
|
||||
|
||||
export type StatusDuration = "round" | "combat" | "room" | "run" | "permanent";
|
||||
|
||||
export type StatusInstance = {
|
||||
id: string;
|
||||
source?: string;
|
||||
duration?: StatusDuration;
|
||||
value?: number;
|
||||
notes?: string;
|
||||
};
|
||||
|
||||
export type InventoryEntry = {
|
||||
definitionId: string;
|
||||
quantity: number;
|
||||
identified?: boolean;
|
||||
charges?: number;
|
||||
notes?: string;
|
||||
};
|
||||
|
||||
export type InventoryState = {
|
||||
carried: InventoryEntry[];
|
||||
equipped: InventoryEntry[];
|
||||
stored: InventoryEntry[];
|
||||
currency: {
|
||||
gold: number;
|
||||
};
|
||||
rationCount: number;
|
||||
lightSources: InventoryEntry[];
|
||||
};
|
||||
|
||||
export type AdventurerState = {
|
||||
id: string;
|
||||
name: string;
|
||||
level: number;
|
||||
xp: number;
|
||||
hp: {
|
||||
current: number;
|
||||
max: number;
|
||||
base: number;
|
||||
};
|
||||
stats: {
|
||||
shift: number;
|
||||
discipline: number;
|
||||
precision: number;
|
||||
};
|
||||
weaponId: string;
|
||||
manoeuvreIds: string[];
|
||||
armourId?: string;
|
||||
favour: Record<string, number>;
|
||||
statuses: StatusInstance[];
|
||||
inventory: InventoryState;
|
||||
progressionFlags: string[];
|
||||
};
|
||||
|
||||
export type TownState = {
|
||||
visits: number;
|
||||
knownServices: string[];
|
||||
stash: InventoryEntry[];
|
||||
pendingSales: InventoryEntry[];
|
||||
serviceFlags: string[];
|
||||
};
|
||||
|
||||
export type QuestState = {
|
||||
id: string;
|
||||
title: string;
|
||||
status: "available" | "active" | "completed" | "failed";
|
||||
progressFlags: string[];
|
||||
rewardText?: string;
|
||||
};
|
||||
|
||||
export type RunSummary = {
|
||||
runId: string;
|
||||
startedAt: string;
|
||||
endedAt?: string;
|
||||
deepestLevel: number;
|
||||
roomsVisited: number;
|
||||
creaturesDefeated: string[];
|
||||
xpGained: number;
|
||||
treasureValue: number;
|
||||
outcome: "escaped" | "defeated" | "saved-in-progress";
|
||||
};
|
||||
|
||||
export type CampaignState = {
|
||||
id: string;
|
||||
createdAt: string;
|
||||
updatedAt: string;
|
||||
rulesVersion: string;
|
||||
contentVersion: string;
|
||||
adventurer: AdventurerState;
|
||||
unlockedLevels: number[];
|
||||
completedLevels: number[];
|
||||
townState: TownState;
|
||||
questState: QuestState[];
|
||||
campaignFlags: string[];
|
||||
runHistory: RunSummary[];
|
||||
};
|
||||
|
||||
export type RoomExitState = {
|
||||
id: string;
|
||||
direction: "north" | "east" | "south" | "west";
|
||||
exitType: ExitType;
|
||||
discovered: boolean;
|
||||
traversable: boolean;
|
||||
leadsToRoomId?: string;
|
||||
destinationLevel?: number;
|
||||
};
|
||||
|
||||
export type EncounterState = {
|
||||
id: string;
|
||||
sourceTableCode?: string;
|
||||
creatureIds: string[];
|
||||
resolved: boolean;
|
||||
surprise?: boolean;
|
||||
rewardPending?: boolean;
|
||||
};
|
||||
|
||||
export type RoomObjectState = {
|
||||
id: string;
|
||||
objectType: "container" | "altar" | "corpse" | "hazard" | "feature" | "quest";
|
||||
sourceTableCode?: string;
|
||||
interacted: boolean;
|
||||
hidden?: boolean;
|
||||
effects?: RuleEffect[];
|
||||
notes?: string;
|
||||
};
|
||||
|
||||
export type RoomState = {
|
||||
id: string;
|
||||
level: number;
|
||||
templateId?: string;
|
||||
position: {
|
||||
x: number;
|
||||
y: number;
|
||||
};
|
||||
dimensions: {
|
||||
width: number;
|
||||
height: number;
|
||||
};
|
||||
roomClass: RoomClass;
|
||||
exits: RoomExitState[];
|
||||
discovery: {
|
||||
generated: boolean;
|
||||
entered: boolean;
|
||||
cleared: boolean;
|
||||
searched: boolean;
|
||||
};
|
||||
encounter?: EncounterState;
|
||||
objects: RoomObjectState[];
|
||||
notes: string[];
|
||||
flags: string[];
|
||||
};
|
||||
|
||||
export type DungeonLevelState = {
|
||||
level: number;
|
||||
themeName?: string;
|
||||
rooms: Record<string, RoomState>;
|
||||
discoveredRoomOrder: string[];
|
||||
stairsUpRoomId?: string;
|
||||
stairsDownRoomId?: string;
|
||||
secretDoorUsed?: boolean;
|
||||
exhaustedExitSearch?: boolean;
|
||||
};
|
||||
|
||||
export type DungeonState = {
|
||||
levels: Record<number, DungeonLevelState>;
|
||||
revealedPercentByLevel: Record<number, number>;
|
||||
globalFlags: string[];
|
||||
};
|
||||
|
||||
export type CombatantState = {
|
||||
id: string;
|
||||
name: string;
|
||||
sourceDefinitionId?: string;
|
||||
hpCurrent: number;
|
||||
hpMax: number;
|
||||
shift: number;
|
||||
discipline: number;
|
||||
precision: number;
|
||||
armourValue?: number;
|
||||
statuses: StatusInstance[];
|
||||
traits: string[];
|
||||
};
|
||||
|
||||
export type InterruptState = {
|
||||
source: "player" | "enemy";
|
||||
trigger: string;
|
||||
effectText: string;
|
||||
resolved: boolean;
|
||||
};
|
||||
|
||||
export type CombatState = {
|
||||
id: string;
|
||||
round: number;
|
||||
actingSide: "player" | "enemy";
|
||||
fatigueDie?: number;
|
||||
player: CombatantState;
|
||||
enemies: CombatantState[];
|
||||
selectedManoeuvreId?: string;
|
||||
lastRoll?: RollResult;
|
||||
pendingInterrupt?: InterruptState;
|
||||
combatLog: LogEntry[];
|
||||
};
|
||||
|
||||
export type RunState = {
|
||||
id: string;
|
||||
campaignId: string;
|
||||
status: "active" | "paused" | "completed" | "failed";
|
||||
startedAt: string;
|
||||
currentLevel: number;
|
||||
currentRoomId?: string;
|
||||
dungeon: DungeonState;
|
||||
adventurerSnapshot: AdventurerState;
|
||||
activeCombat?: CombatState;
|
||||
log: LogEntry[];
|
||||
pendingEffects: RuleEffect[];
|
||||
};
|
||||
24
tsconfig.app.json
Normal file
24
tsconfig.app.json
Normal file
@@ -0,0 +1,24 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2022",
|
||||
"useDefineForClassFields": true,
|
||||
"lib": ["ES2022", "DOM", "DOM.Iterable"],
|
||||
"module": "ESNext",
|
||||
"skipLibCheck": true,
|
||||
"moduleResolution": "Bundler",
|
||||
"allowImportingTsExtensions": false,
|
||||
"resolveJsonModule": true,
|
||||
"isolatedModules": true,
|
||||
"noEmit": true,
|
||||
"jsx": "react-jsx",
|
||||
"strict": true,
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"noFallthroughCasesInSwitch": true,
|
||||
"baseUrl": ".",
|
||||
"paths": {
|
||||
"@/*": ["./src/*"]
|
||||
}
|
||||
},
|
||||
"include": ["src"]
|
||||
}
|
||||
7
tsconfig.json
Normal file
7
tsconfig.json
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"files": [],
|
||||
"references": [
|
||||
{ "path": "./tsconfig.app.json" },
|
||||
{ "path": "./tsconfig.node.json" }
|
||||
]
|
||||
}
|
||||
11
tsconfig.node.json
Normal file
11
tsconfig.node.json
Normal file
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"composite": true,
|
||||
"skipLibCheck": true,
|
||||
"module": "ESNext",
|
||||
"moduleResolution": "Bundler",
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"types": ["node"]
|
||||
},
|
||||
"include": ["vite.config.ts"]
|
||||
}
|
||||
12
vite.config.ts
Normal file
12
vite.config.ts
Normal file
@@ -0,0 +1,12 @@
|
||||
import { defineConfig } from "vite";
|
||||
import react from "@vitejs/plugin-react";
|
||||
import path from "node:path";
|
||||
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
resolve: {
|
||||
alias: {
|
||||
"@": path.resolve(__dirname, "./src"),
|
||||
},
|
||||
},
|
||||
});
|
||||
Reference in New Issue
Block a user