feature: Initial code setup

This commit is contained in:
Keith Solomon
2026-03-15 10:26:20 -05:00
parent e052544989
commit e303373441
18 changed files with 3329 additions and 0 deletions

215
src/types/content.ts Normal file
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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[];
};

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src/types/rules.ts Normal file
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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[];
};

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src/types/state.ts Normal file
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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[];
};