Feature: add creature lookup functionality and combat state management

This commit is contained in:
Keith Solomon
2026-03-15 13:35:13 -05:00
parent 4dde4bff99
commit ec0de5b0b8
5 changed files with 359 additions and 2 deletions

111
src/rules/combat.test.ts Normal file
View File

@@ -0,0 +1,111 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { createRoomStateFromTemplate } from "./rooms";
describe("combat bootstrap", () => {
it("creates a combat state from a resolved guard encounter", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const result = startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:00:00.000Z",
});
expect(result.combat.id).toBe("room.level1.guard-room.combat");
expect(result.combat.actingSide).toBe("player");
expect(result.combat.player.name).toBe("Aster");
expect(result.combat.enemies.map((enemy) => enemy.name)).toEqual(["Guard", "Warrior"]);
expect(result.combat.enemies[0]?.armourValue).toBe(1);
expect(result.room.encounter?.rewardPending).toBe(true);
expect(result.logEntries[0]?.text).toContain("Guard and Warrior");
});
it("supports single-creature combat from a crate encounter", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Bryn",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.storage-area",
1,
"room.level1.normal.storage-area",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1CE",
creatureIds: ["a"],
creatureNames: ["Giant Rat"],
resultLabel: "Giant Rat Pair",
resolved: true,
};
const result = startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:05:00.000Z",
});
expect(result.combat.enemies).toHaveLength(1);
expect(result.combat.enemies[0]?.sourceDefinitionId).toBe("creature.level1.giant-rat");
expect(result.combat.player.hpCurrent).toBe(10);
});
it("rejects rooms without combat-ready encounter names", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Cyra",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.small.empty",
1,
"room.level1.small.empty-space",
);
room.encounter = {
id: `${room.id}.encounter`,
creatureIds: [],
creatureNames: [],
resultLabel: "No encounter",
resolved: true,
};
expect(() =>
startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
}),
).toThrow("combat-ready encounter");
});
});

124
src/rules/combat.ts Normal file
View File

@@ -0,0 +1,124 @@
import { findCreatureByName } from "@/data/contentHelpers";
import type { ContentPack, CreatureDefinition } from "@/types/content";
import type { AdventurerState, CombatState, CombatantState, RoomState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
export type StartCombatOptions = {
content: ContentPack;
adventurer: AdventurerState;
room: RoomState;
at?: string;
};
export type StartCombatResult = {
combat: CombatState;
room: RoomState;
logEntries: LogEntry[];
};
function createLogEntry(
id: string,
at: string,
type: LogEntry["type"],
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type,
text,
relatedIds,
};
}
function createPlayerCombatant(adventurer: AdventurerState): CombatantState {
return {
id: adventurer.id,
name: adventurer.name,
hpCurrent: adventurer.hp.current,
hpMax: adventurer.hp.max,
shift: adventurer.stats.shift,
discipline: adventurer.stats.discipline,
precision: adventurer.stats.precision,
statuses: [...adventurer.statuses],
traits: ["player"],
};
}
function createEnemyCombatant(
room: RoomState,
creature: CreatureDefinition,
index: number,
): CombatantState {
return {
id: `${room.id}.enemy.${index + 1}`,
name: creature.name,
sourceDefinitionId: creature.id,
hpCurrent: creature.hp,
hpMax: creature.hp,
shift: 0,
discipline: creature.attackProfile.discipline,
precision: creature.attackProfile.precision,
armourValue: creature.defenceProfile?.armour,
statuses: [],
traits: creature.traits ?? [],
};
}
function requireEncounterNames(room: RoomState) {
const creatureNames = room.encounter?.creatureNames?.filter(Boolean);
if (!room.encounter?.resolved || !creatureNames || creatureNames.length === 0) {
throw new Error(`Room ${room.id} does not have a combat-ready encounter.`);
}
return creatureNames;
}
export function startCombatFromRoom(
options: StartCombatOptions,
): StartCombatResult {
const at = options.at ?? new Date().toISOString();
const creatureNames = requireEncounterNames(options.room);
const enemies = creatureNames.map((creatureName, index) =>
createEnemyCombatant(
options.room,
findCreatureByName(options.content, creatureName),
index,
),
);
const combat: CombatState = {
id: `${options.room.id}.combat`,
round: 1,
actingSide: "player",
player: createPlayerCombatant(options.adventurer),
enemies,
combatLog: [
createLogEntry(
`${options.room.id}.combat.start`,
at,
"combat",
`Combat begins in ${options.room.id} against ${creatureNames.join(" and ")}.`,
[options.room.id, ...enemies.map((enemy) => enemy.id)],
),
],
};
const room: RoomState = {
...options.room,
encounter: options.room.encounter
? {
...options.room.encounter,
rewardPending: true,
}
: undefined,
};
return {
combat,
room,
logEntries: [...combat.combatLog],
};
}