24 Commits

Author SHA1 Message Date
967766956f Merge branch 'main' into feature/treasure-ui-and-inventory 2026-03-16 00:05:36 +00:00
9eef50e0c9 Merge pull request 'Feature: implement loot resolution system with gold and item tracking from defeated creatures' (#11) from feature/loot-resolution into main
Reviewed-on: #11
2026-03-16 00:05:14 +00:00
cbb3efafd7 Merge branch 'main' into feature/loot-resolution 2026-03-16 00:05:05 +00:00
Keith Solomon
626d5ca05c Merge branch 'feature/post-combat-rewards' 2026-03-15 19:03:37 -05:00
68654a8cc0 Merge pull request 'Feature: implement game shell UI with room navigation and combat mechanics' (#9) from feature/game-shell-ui into main
Reviewed-on: #9
2026-03-15 23:57:34 +00:00
40ce9644ab Merge branch 'main' into feature/game-shell-ui 2026-03-15 23:57:24 +00:00
Keith Solomon
71bdc6d031 Feature: enhance inventory UI with structured layout and item categorization 2026-03-15 14:29:03 -05:00
Keith Solomon
6c2257b032 Feature: implement loot resolution system with gold and item tracking from defeated creatures 2026-03-15 14:24:39 -05:00
Keith Solomon
cf98636a52 Feature: implement post-combat rewards system with XP tracking and creature defeat logging 2026-03-15 14:16:37 -05:00
473ea83cdf Merge pull request 'Feature: Implement staged backend features' (#8) from staging/features into main
Reviewed-on: #8
2026-03-15 19:06:33 +00:00
7fb3bd6cf5 Merge branch 'main' into staging/features 2026-03-15 19:04:06 +00:00
Keith Solomon
fb6cbfe9fb Feature: implement game shell UI with room navigation and combat mechanics 2026-03-15 14:02:19 -05:00
9c7acf6825 Merge pull request 'Feature: implement run state management with combat resolution and room entry' (#7) from feature/run-state-flow into staging/features
Reviewed-on: #7
2026-03-15 18:53:14 +00:00
102cbfeaad Merge branch 'staging/features' into feature/run-state-flow 2026-03-15 18:53:03 +00:00
377a533466 Merge pull request 'Feature: implement combat' (#6) from feature/combat into staging/features
Reviewed-on: #6
2026-03-15 18:52:27 +00:00
e3f90ca545 Merge branch 'staging/features' into feature/combat 2026-03-15 18:52:08 +00:00
Keith Solomon
d504008030 Feature: implement run state management with combat resolution and room entry 2026-03-15 13:50:50 -05:00
79b9e448b7 Merge pull request 'Feature: implement combat turn resolution with player and enemy actions' (#5) from feature/combat-turns into feature/combat
Reviewed-on: #5
2026-03-15 18:46:14 +00:00
Keith Solomon
50873e6989 Feature: implement combat turn resolution with player and enemy actions 2026-03-15 13:44:46 -05:00
Keith Solomon
ec0de5b0b8 Feature: add creature lookup functionality and combat state management 2026-03-15 13:35:13 -05:00
aea00d31e8 Merge pull request 'Feature: implement room entry flow with encounter resolution and logging' (#4) from feature/room-entry-flow into staging/features
Reviewed-on: #4
2026-03-15 18:30:14 +00:00
fdaa2e3135 Merge branch 'staging/features' into feature/room-entry-flow 2026-03-15 18:28:40 +00:00
Keith Solomon
4dde4bff99 Feature: implement room entry flow with encounter resolution and logging 2026-03-15 13:26:59 -05:00
5debb5bd5e Merge pull request 'Feature: Add foundational rules and mechanics' (#1) from feature/rules-foundation into main
Reviewed-on: #1
2026-03-15 17:58:14 +00:00
18 changed files with 3243 additions and 118 deletions

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@@ -1,71 +1,502 @@
import React from "react";
import { sampleContentPack } from "@/data/sampleContentPack"; import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "@/rules/character";
import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
travelCurrentExit,
} from "@/rules/runState";
import type { RunState } from "@/types/state";
const planningDocs = [ function createDemoRun() {
"Planning/PROJECT_PLAN.md", const adventurer = createStartingAdventurer(sampleContentPack, {
"Planning/GAME_SPEC.md", name: "Aster",
"Planning/content-checklist.json", weaponId: "weapon.short-sword",
"Planning/DATA_MODEL.md", armourId: "armour.leather-vest",
"Planning/IMPLEMENTATION_NOTES.md", scrollId: "scroll.lesser-heal",
]; });
const nextTargets = [ return createRunState({
"Encode Level 1 foundational tables into structured JSON.", content: sampleContentPack,
"Implement dice utilities for D3, D6, 2D6, and D66.", campaignId: "campaign.demo",
"Create character creation state and validation.", adventurer,
"Build deterministic room generation for the Level 1 loop.", });
]; }
function getRoomTitle(run: RunState, roomId?: string) {
if (!roomId) {
return "Unknown Room";
}
const room = run.dungeon.levels[run.currentLevel]?.rooms[roomId];
if (!room) {
return "Unknown Room";
}
return (
sampleContentPack.roomTemplates.find((template) => template.id === room.templateId)?.title ??
room.notes[0] ??
room.templateId ??
room.id
);
}
function getDefinitionName(definitionId: string) {
const item =
sampleContentPack.items.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.weapons.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.armour.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.scrolls.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.potions.find((candidate) => candidate.id === definitionId);
return item?.name ?? definitionId;
}
function formatInventoryEntry(definitionId: string, quantity: number) {
const name = getDefinitionName(definitionId);
return quantity > 1 ? `${quantity}x ${name}` : name;
}
function getTreasureItemIds() {
return new Set(
sampleContentPack.items
.filter((item) => item.itemType === "treasure")
.map((item) => item.id),
);
}
function getSupportItemIds() {
return new Set(
sampleContentPack.items
.filter((item) => item.itemType !== "treasure")
.map((item) => item.id),
);
}
function getConsumableItemIds() {
return new Set(
sampleContentPack.items
.filter((item) => item.consumable || item.itemType === "ration")
.map((item) => item.id),
);
}
const treasureItemIds = getTreasureItemIds();
const supportItemIds = getSupportItemIds();
const consumableItemIds = getConsumableItemIds();
function App() { function App() {
const [run, setRun] = React.useState<RunState>(() => createDemoRun());
const currentLevel = run.dungeon.levels[run.currentLevel];
const currentRoom = run.currentRoomId ? currentLevel?.rooms[run.currentRoomId] : undefined;
const availableMoves = getAvailableMoves(run);
const combatReadyEncounter = isCurrentRoomCombatReady(run);
const carriedTreasure = run.adventurerSnapshot.inventory.carried.filter((entry) =>
treasureItemIds.has(entry.definitionId),
);
const carriedConsumables = run.adventurerSnapshot.inventory.carried.filter(
(entry) =>
consumableItemIds.has(entry.definitionId) ||
entry.definitionId.startsWith("potion.") ||
entry.definitionId.startsWith("scroll."),
);
const carriedGear = run.adventurerSnapshot.inventory.carried.filter(
(entry) =>
supportItemIds.has(entry.definitionId) &&
!consumableItemIds.has(entry.definitionId),
);
const equippedItems = run.adventurerSnapshot.inventory.equipped;
const latestLoot = run.lootedItems.slice(-4).reverse();
const handleReset = () => {
setRun(createDemoRun());
};
const handleEnterRoom = () => {
setRun((previous) => enterCurrentRoom({ content: sampleContentPack, run: previous }).run);
};
const handleStartCombat = () => {
setRun((previous) =>
startCombatInCurrentRoom({ content: sampleContentPack, run: previous }).run,
);
};
const handleTravel = (direction: "north" | "east" | "south" | "west") => {
setRun((previous) =>
travelCurrentExit({
content: sampleContentPack,
run: previous,
exitDirection: direction,
}).run,
);
};
const handlePlayerTurn = (manoeuvreId: string, targetEnemyId: string) => {
setRun((previous) =>
resolveRunPlayerTurn({
content: sampleContentPack,
run: previous,
manoeuvreId,
targetEnemyId,
}).run,
);
};
const handleEnemyTurn = () => {
setRun((previous) =>
resolveRunEnemyTurn({ content: sampleContentPack, run: previous }).run,
);
};
return ( return (
<main className="app-shell"> <main className="app-shell">
<section className="hero"> <section className="hero">
<div>
<p className="eyebrow">2D6 Dungeon Web</p> <p className="eyebrow">2D6 Dungeon Web</p>
<h1>Project scaffold is live.</h1> <h1>Dungeon Loop Shell</h1>
<p className="lede"> <p className="lede">
The app now has a Vite + React + TypeScript foundation, shared type Traverse generated rooms, auto-resolve room entry, and engage combat
models, and Zod schemas that mirror the planning documents. when a room reveals a real encounter.
</p> </p>
</div>
<div className="hero-actions">
<button className="button button-primary" onClick={handleReset}>
Reset Demo Run
</button>
<div className="status-chip">
<span>Run Status</span>
<strong>{run.status}</strong>
</div>
</div>
</section> </section>
<section className="panel-grid"> {combatReadyEncounter && !run.activeCombat ? (
<article className="panel"> <section className="alert-banner">
<h2>Planning Set</h2> <div>
<ul> <span className="alert-kicker">Encounter Ready</span>
{planningDocs.map((doc) => ( <strong>{currentRoom?.encounter?.resultLabel}</strong>
<li key={doc}>{doc}</li> <p>
This room contains a combat-ready encounter. Engage now to enter
tactical resolution.
</p>
</div>
<button className="button button-primary" onClick={handleStartCombat}>
Engage Encounter
</button>
</section>
) : null}
<section className="dashboard-grid">
<article className="panel panel-highlight">
<div className="panel-header">
<h2>Adventurer</h2>
<span>Level {run.adventurerSnapshot.level}</span>
</div>
<div className="stat-strip">
<div>
<span>HP</span>
<strong>
{run.adventurerSnapshot.hp.current}/{run.adventurerSnapshot.hp.max}
</strong>
</div>
<div>
<span>Shift</span>
<strong>{run.adventurerSnapshot.stats.shift}</strong>
</div>
<div>
<span>Discipline</span>
<strong>{run.adventurerSnapshot.stats.discipline}</strong>
</div>
<div>
<span>Precision</span>
<strong>{run.adventurerSnapshot.stats.precision}</strong>
</div>
<div>
<span>XP</span>
<strong>{run.adventurerSnapshot.xp}</strong>
</div>
</div>
<p className="supporting-text">
{run.adventurerSnapshot.name} is equipped with a{" "}
{sampleContentPack.weapons.find(
(weapon) => weapon.id === run.adventurerSnapshot.weaponId,
)?.name ?? "weapon"}
.
</p>
<p className="supporting-text">
Run rewards: {run.xpGained} XP, {run.goldGained} gold,{" "}
{run.defeatedCreatureIds.length} foes defeated.
</p>
</article>
<article className="panel panel-inventory">
<div className="panel-header">
<h2>Inventory</h2>
<span>{run.adventurerSnapshot.inventory.carried.length} carried entries</span>
</div>
<div className="inventory-summary">
<div className="inventory-badge">
<span>Gold</span>
<strong>{run.adventurerSnapshot.inventory.currency.gold}</strong>
</div>
<div className="inventory-badge">
<span>Rations</span>
<strong>{run.adventurerSnapshot.inventory.rationCount}</strong>
</div>
<div className="inventory-badge">
<span>Treasure</span>
<strong>{carriedTreasure.length}</strong>
</div>
<div className="inventory-badge">
<span>Latest Loot</span>
<strong>{run.lootedItems.reduce((total, entry) => total + entry.quantity, 0)}</strong>
</div>
</div>
<div className="inventory-grid">
<section className="inventory-section">
<span className="inventory-label">Equipped</span>
<div className="inventory-list">
{equippedItems.map((entry) => (
<article key={`equipped-${entry.definitionId}`} className="inventory-card inventory-card-equipped">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Ready for use</span>
</article>
))} ))}
</ul> </div>
</section>
<section className="inventory-section">
<span className="inventory-label">Consumables</span>
<div className="inventory-list">
{carriedConsumables.length === 0 ? (
<p className="supporting-text">No consumables carried.</p>
) : (
carriedConsumables.map((entry) => (
<article key={`consumable-${entry.definitionId}`} className="inventory-card">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Combat or run utility</span>
</article>
))
)}
</div>
</section>
<section className="inventory-section">
<span className="inventory-label">Pack Gear</span>
<div className="inventory-list">
{carriedGear.length === 0 ? (
<p className="supporting-text">No general gear carried.</p>
) : (
carriedGear.map((entry) => (
<article key={`gear-${entry.definitionId}`} className="inventory-card">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Travel and exploration kit</span>
</article>
))
)}
</div>
</section>
<section className="inventory-section">
<span className="inventory-label">Treasure Stash</span>
<div className="inventory-list">
{carriedTreasure.length === 0 ? (
<p className="supporting-text">No treasure recovered yet.</p>
) : (
carriedTreasure.map((entry) => (
<article key={`treasure-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Sellable dungeon spoils</span>
</article>
))
)}
</div>
</section>
</div>
<div className="loot-ribbon">
<span className="inventory-label">Recent Spoils</span>
{latestLoot.length === 0 ? (
<p className="supporting-text">Win a fight to populate the loot ribbon.</p>
) : (
<div className="loot-ribbon-list">
{latestLoot.map((entry) => (
<article key={`recent-${entry.definitionId}`} className="loot-pill">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
</article>
))}
</div>
)}
</div>
</article> </article>
<article className="panel"> <article className="panel">
<h2>Immediate Build Targets</h2> <div className="panel-header">
<ol> <h2>Current Room</h2>
{nextTargets.map((target) => ( <span>Level {run.currentLevel}</span>
<li key={target}>{target}</li> </div>
))} <h3 className="room-title">
</ol> {getRoomTitle(run, run.currentRoomId)}
</h3>
<p className="supporting-text">
{currentRoom?.notes[1] ?? "No encounter notes available yet."}
</p>
<div className="room-meta">
<span>Entered: {currentRoom?.discovery.entered ? "Yes" : "No"}</span>
<span>Cleared: {currentRoom?.discovery.cleared ? "Yes" : "No"}</span>
<span>Exits: {currentRoom?.exits.length ?? 0}</span>
</div>
<div className="button-row">
<button className="button" onClick={handleEnterRoom}>
Enter Room
</button>
<button
className="button button-primary"
onClick={handleStartCombat}
disabled={!combatReadyEncounter || Boolean(run.activeCombat)}
>
Start Combat
</button>
</div>
<div className="encounter-box">
<span className="encounter-label">Encounter</span>
<strong>{currentRoom?.encounter?.resultLabel ?? "None"}</strong>
</div>
</article> </article>
<article className="panel"> <article className="panel">
<h2>Sample Content Pack</h2> <div className="panel-header">
<dl className="stats"> <h2>Navigation</h2>
<div> <span>{availableMoves.length} exits</span>
<dt>Tables</dt>
<dd>{sampleContentPack.tables.length}</dd>
</div> </div>
<div> <div className="move-list">
<dt>Weapons</dt> {availableMoves.map((move) => (
<dd>{sampleContentPack.weapons.length}</dd> <button
key={move.direction}
className="move-card"
onClick={() => handleTravel(move.direction)}
disabled={Boolean(run.activeCombat)}
>
<span>{move.direction}</span>
<strong>{move.leadsToRoomId ? "Travel" : "Generate"}</strong>
<em>
{move.leadsToRoomId
? getRoomTitle(run, move.leadsToRoomId)
: `${move.exitType} exit`}
</em>
</button>
))}
</div> </div>
<div> <div className="mini-map">
<dt>Manoeuvres</dt> {currentLevel?.discoveredRoomOrder.map((roomId) => {
<dd>{sampleContentPack.manoeuvres.length}</dd> const room = currentLevel.rooms[roomId];
const active = roomId === run.currentRoomId;
return (
<article
key={roomId}
className={`map-node${active ? " map-node-active" : ""}`}
>
<span>
{room.position.x},{room.position.y}
</span>
<strong>{getRoomTitle(run, roomId)}</strong>
</article>
);
})}
</div> </div>
<div> </article>
<dt>Creatures</dt>
<dd>{sampleContentPack.creatures.length}</dd> <article className="panel">
<div className="panel-header">
<h2>Combat</h2>
<span>{run.activeCombat ? `Round ${run.activeCombat.round}` : "Inactive"}</span>
</div>
{run.activeCombat ? (
<>
<div className="combat-status">
<span>Acting Side</span>
<strong>{run.activeCombat.actingSide}</strong>
</div>
<div className="enemy-list">
{run.activeCombat.enemies.map((enemy) => (
<div key={enemy.id} className="enemy-card">
<div>
<strong>{enemy.name}</strong>
<span>
HP {enemy.hpCurrent}/{enemy.hpMax}
</span>
</div>
<div className="enemy-actions">
<button
className="button"
onClick={() =>
handlePlayerTurn("manoeuvre.exact-strike", enemy.id)
}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Exact Strike
</button>
<button
className="button"
onClick={() => handlePlayerTurn("manoeuvre.guard-break", enemy.id)}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Guard Break
</button>
</div>
</div>
))}
</div>
<div className="button-row">
<button
className="button button-primary"
onClick={handleEnemyTurn}
disabled={run.activeCombat.actingSide !== "enemy"}
>
Resolve Enemy Turn
</button>
</div>
</>
) : (
<p className="supporting-text">
No active combat. Travel until a room reveals a hostile encounter,
then engage it from the banner or room panel.
</p>
)}
</article>
<article className="panel panel-log">
<div className="panel-header">
<h2>Run Log</h2>
<span>{run.log.length} entries</span>
</div>
<div className="log-list">
{run.log.length === 0 ? (
<p className="supporting-text">No events recorded yet.</p>
) : (
run.log
.slice()
.reverse()
.map((entry) => (
<article key={entry.id} className="log-entry">
<span>{entry.type}</span>
<p>{entry.text}</p>
</article>
))
)}
</div> </div>
</dl>
</article> </article>
</section> </section>
</main> </main>

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@@ -2,7 +2,12 @@ import { describe, expect, it } from "vitest";
import { lookupTable } from "@/rules/tables"; import { lookupTable } from "@/rules/tables";
import { findRoomTemplateForLookup, findTableByCode } from "./contentHelpers"; import {
findCreatureByName,
findItemById,
findRoomTemplateForLookup,
findTableByCode,
} from "./contentHelpers";
import { sampleContentPack } from "./sampleContentPack"; import { sampleContentPack } from "./sampleContentPack";
function createSequenceRoller(values: number[]) { function createSequenceRoller(values: number[]) {
@@ -46,4 +51,18 @@ describe("level 1 content helpers", () => {
expect(roomTemplate.title).toBe("Slate Shrine"); expect(roomTemplate.title).toBe("Slate Shrine");
expect(roomTemplate.roomClass).toBe("large"); expect(roomTemplate.roomClass).toBe("large");
}); });
it("finds a creature definition by display name", () => {
const creature = findCreatureByName(sampleContentPack, "Guard");
expect(creature.id).toBe("creature.level1.guard");
expect(creature.hp).toBeGreaterThan(0);
});
it("finds a loot item definition by id", () => {
const item = findItemById(sampleContentPack, "item.silver-clasp");
expect(item.name).toBe("Silver Clasp");
expect(item.itemType).toBe("treasure");
});
}); });

View File

@@ -1,4 +1,10 @@
import type { ContentPack, RoomTemplate, TableDefinition } from "@/types/content"; import type {
ContentPack,
CreatureDefinition,
ItemDefinition,
RoomTemplate,
TableDefinition,
} from "@/types/content";
import type { TableLookupResult } from "@/rules/tables"; import type { TableLookupResult } from "@/rules/tables";
export function findTableByCode(content: ContentPack, code: string): TableDefinition { export function findTableByCode(content: ContentPack, code: string): TableDefinition {
@@ -36,3 +42,46 @@ export function findRoomTemplateForLookup(
return findRoomTemplateById(content, roomReference.id); return findRoomTemplateById(content, roomReference.id);
} }
function normalizeName(value: string) {
return value.trim().toLowerCase().replace(/\s+/g, " ");
}
export function findCreatureByName(
content: ContentPack,
creatureName: string,
): CreatureDefinition {
const normalizedTarget = normalizeName(creatureName);
const creature = content.creatures.find(
(entry) => normalizeName(entry.name) === normalizedTarget,
);
if (!creature) {
throw new Error(`Unknown creature name: ${creatureName}`);
}
return creature;
}
export function findCreatureById(
content: ContentPack,
creatureId: string,
): CreatureDefinition {
const creature = content.creatures.find((entry) => entry.id === creatureId);
if (!creature) {
throw new Error(`Unknown creature id: ${creatureId}`);
}
return creature;
}
export function findItemById(content: ContentPack, itemId: string): ItemDefinition {
const item = content.items.find((entry) => entry.id === itemId);
if (!item) {
throw new Error(`Unknown item id: ${itemId}`);
}
return item;
}

View File

@@ -13,6 +13,79 @@ const samplePack = {
], ],
tables: [ tables: [
...level1EncounterTables, ...level1EncounterTables,
{
id: "table.level1.humanoid-loot",
code: "L1HL",
name: "Level 1 Humanoid Loot",
category: "loot",
level: 1,
page: 122,
diceKind: "d6",
entries: [
{
key: "1-2",
min: 1,
max: 2,
label: "Scavenged coins",
effects: [{ type: "gain-gold", amount: 1, target: "self" }],
},
{
key: "3-4",
min: 3,
max: 4,
label: "Bone Charm",
references: [{ type: "item", id: "item.bone-charm" }],
},
{
key: "5",
exact: 5,
label: "Silver Clasp and coins",
references: [{ type: "item", id: "item.silver-clasp" }],
effects: [{ type: "gain-gold", amount: 2, target: "self" }],
},
{
key: "6",
exact: 6,
label: "Key Ring and coin purse",
references: [{ type: "item", id: "item.keeper-keyring" }],
effects: [{ type: "gain-gold", amount: 3, target: "self" }],
},
],
notes: ["Starter loot table for martial and humanoid encounters."],
mvp: true,
},
{
id: "table.level1.beast-loot",
code: "L1BL",
name: "Level 1 Beast Loot",
category: "loot",
level: 1,
page: 122,
diceKind: "d6",
entries: [
{
key: "1-4",
min: 1,
max: 4,
label: "Nothing useful",
},
{
key: "5",
exact: 5,
label: "Trophy Fang",
references: [{ type: "item", id: "item.trophy-fang" }],
},
{
key: "6",
exact: 6,
label: "Trophy Fang and stray coin",
references: [{ type: "item", id: "item.trophy-fang" }],
effects: [{ type: "gain-gold", amount: 1, target: "self" }],
},
],
notes: ["Starter loot table for basic animal encounters."],
mvp: true,
},
{ {
id: "table.weapon-manoeuvres-1", id: "table.weapon-manoeuvres-1",
code: "WMT1", code: "WMT1",
@@ -123,6 +196,42 @@ const samplePack = {
consumable: false, consumable: false,
mvp: true, mvp: true,
}, },
{
id: "item.bone-charm",
name: "Bone Charm",
itemType: "treasure",
stackable: false,
consumable: false,
valueGp: 2,
mvp: true,
},
{
id: "item.silver-clasp",
name: "Silver Clasp",
itemType: "treasure",
stackable: false,
consumable: false,
valueGp: 4,
mvp: true,
},
{
id: "item.keeper-keyring",
name: "Keeper Keyring",
itemType: "treasure",
stackable: false,
consumable: false,
valueGp: 5,
mvp: true,
},
{
id: "item.trophy-fang",
name: "Trophy Fang",
itemType: "treasure",
stackable: true,
consumable: false,
valueGp: 1,
mvp: true,
},
], ],
potions: [ potions: [
{ {
@@ -163,10 +272,102 @@ const samplePack = {
numberAppearing: "1-2", numberAppearing: "1-2",
}, },
xpReward: 1, xpReward: 1,
lootTableCodes: ["L1BL"],
sourcePage: 102, sourcePage: 102,
traits: ["level-1", "sample"], traits: ["level-1", "sample"],
mvp: true, mvp: true,
}, },
{
id: "creature.level1.guard",
name: "Guard",
level: 1,
category: "humanoid",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
defenceProfile: {
armour: 1,
},
xpReward: 2,
lootTableCodes: ["L1HL"],
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.warrior",
name: "Warrior",
level: 1,
category: "humanoid",
hp: 5,
attackProfile: {
discipline: 2,
precision: 1,
damage: 2,
},
defenceProfile: {
armour: 1,
},
xpReward: 3,
lootTableCodes: ["L1HL"],
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.thug",
name: "Thug",
level: 1,
category: "humanoid",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
lootTableCodes: ["L1HL"],
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.work-dog",
name: "Work Dog",
level: 1,
category: "beast",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
lootTableCodes: ["L1BL"],
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
{
id: "creature.level1.guard-dog",
name: "Guard Dog",
level: 1,
category: "beast",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
xpReward: 2,
lootTableCodes: ["L1BL"],
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
], ],
roomTemplates: [ roomTemplates: [
{ {

111
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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
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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],
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { resolveEnemyTurn, resolvePlayerAttack } from "./combatTurns";
import { createRoomStateFromTemplate } from "./rooms";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
function createGuardCombat() {
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,
};
return {
adventurer,
...startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:00:00.000Z",
}),
};
}
describe("combat turns", () => {
it("lets the player hit an enemy and pass initiative", () => {
const { adventurer, combat } = createGuardCombat();
const targetId = combat.enemies[0]!.id;
const result = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: targetId,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T13:01:00.000Z",
});
expect(result.combat.actingSide).toBe("enemy");
expect(result.combat.selectedManoeuvreId).toBe("manoeuvre.exact-strike");
expect(result.combat.enemies[0]?.hpCurrent).toBeLessThan(result.combat.enemies[0]!.hpMax);
expect(result.logEntries[0]?.text).toContain("deals");
});
it("marks an enemy defeated when the player deals lethal damage", () => {
const { adventurer, combat } = createGuardCombat();
combat.enemies[0]!.hpCurrent = 1;
const result = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.guard-break",
targetEnemyId: combat.enemies[0]!.id,
roller: createSequenceRoller([6, 5]),
at: "2026-03-15T13:02:00.000Z",
});
expect(result.defeatedEnemyIds).toEqual([combat.enemies[0]!.id]);
expect(result.logEntries.map((entry) => entry.text)).toContain("Guard is defeated.");
});
it("lets an enemy attack the player and advances the round", () => {
const { adventurer, combat } = createGuardCombat();
const afterPlayer = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: combat.enemies[0]!.id,
roller: createSequenceRoller([4, 4]),
at: "2026-03-15T13:03:00.000Z",
});
const result = resolveEnemyTurn({
content: sampleContentPack,
combat: afterPlayer.combat,
adventurer,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T13:04:00.000Z",
});
expect(result.combat.round).toBe(2);
expect(result.combat.actingSide).toBe("player");
expect(result.combat.player.hpCurrent).toBeLessThan(result.combat.player.hpMax);
expect(result.logEntries[0]?.text).toContain("attacks");
});
it("rejects player turns that target a defeated enemy", () => {
const { adventurer, combat } = createGuardCombat();
combat.enemies[0]!.hpCurrent = 0;
expect(() =>
resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: combat.enemies[0]!.id,
}),
).toThrow("Unknown or defeated target");
});
});

255
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import type {
ArmourDefinition,
ContentPack,
ManoeuvreDefinition,
WeaponDefinition,
} from "@/types/content";
import type { AdventurerState, CombatState, CombatantState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { roll2D6, type DiceRoller } from "./dice";
export type ResolvePlayerAttackOptions = {
content: ContentPack;
combat: CombatState;
adventurer: AdventurerState;
manoeuvreId: string;
targetEnemyId: string;
roller?: DiceRoller;
at?: string;
};
export type ResolveEnemyTurnOptions = {
content: ContentPack;
combat: CombatState;
adventurer: AdventurerState;
roller?: DiceRoller;
at?: string;
};
export type CombatTurnResult = {
combat: CombatState;
logEntries: LogEntry[];
defeatedEnemyIds: string[];
combatEnded: boolean;
};
const BASE_TARGET_NUMBER = 7;
function requireWeapon(content: ContentPack, weaponId: string): WeaponDefinition {
const weapon = content.weapons.find((entry) => entry.id === weaponId);
if (!weapon) {
throw new Error(`Unknown weapon id: ${weaponId}`);
}
return weapon;
}
function requireManoeuvre(content: ContentPack, manoeuvreId: string): ManoeuvreDefinition {
const manoeuvre = content.manoeuvres.find((entry) => entry.id === manoeuvreId);
if (!manoeuvre) {
throw new Error(`Unknown manoeuvre id: ${manoeuvreId}`);
}
return manoeuvre;
}
function findArmour(content: ContentPack, armourId?: string): ArmourDefinition | undefined {
if (!armourId) {
return undefined;
}
return content.armour.find((entry) => entry.id === armourId);
}
function cloneCombatant(combatant: CombatantState): CombatantState {
return {
...combatant,
statuses: [...combatant.statuses],
traits: [...combatant.traits],
};
}
function cloneCombat(combat: CombatState): CombatState {
return {
...combat,
player: cloneCombatant(combat.player),
enemies: combat.enemies.map(cloneCombatant),
combatLog: combat.combatLog.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
};
}
function createLogEntry(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "combat",
text,
relatedIds,
};
}
function getPlayerArmourValue(content: ContentPack, adventurer: AdventurerState) {
return findArmour(content, adventurer.armourId)?.armourValue ?? 0;
}
function isAlive(combatant: CombatantState) {
return combatant.hpCurrent > 0;
}
function getLivingEnemies(combat: CombatState) {
return combat.enemies.filter(isAlive);
}
export function resolvePlayerAttack(
options: ResolvePlayerAttackOptions,
): CombatTurnResult {
if (options.combat.actingSide !== "player") {
throw new Error("It is not currently the player's turn.");
}
const combat = cloneCombat(options.combat);
const at = options.at ?? new Date().toISOString();
const weapon = requireWeapon(options.content, options.adventurer.weaponId);
const manoeuvre = requireManoeuvre(options.content, options.manoeuvreId);
if (!options.adventurer.manoeuvreIds.includes(manoeuvre.id)) {
throw new Error(`Adventurer cannot use manoeuvre ${manoeuvre.id}.`);
}
if (!manoeuvre.weaponCategories.includes(weapon.category)) {
throw new Error(`Manoeuvre ${manoeuvre.id} is not compatible with ${weapon.id}.`);
}
const target = combat.enemies.find((enemy) => enemy.id === options.targetEnemyId);
if (!target || !isAlive(target)) {
throw new Error(`Unknown or defeated target enemy: ${options.targetEnemyId}`);
}
const roll = roll2D6(options.roller);
const accuracy =
(roll.total ?? 0) +
combat.player.precision +
(manoeuvre.precisionModifier ?? 0);
const targetNumber = BASE_TARGET_NUMBER + (target.armourValue ?? 0);
const hit = accuracy >= targetNumber;
const rawDamage = hit
? weapon.baseDamage +
Math.max(0, combat.player.discipline + (manoeuvre.damageModifier ?? 0))
: 0;
const damage = hit ? Math.max(1, rawDamage) : 0;
if (hit) {
target.hpCurrent = Math.max(0, target.hpCurrent - damage);
}
combat.selectedManoeuvreId = manoeuvre.id;
combat.lastRoll = roll;
combat.actingSide = getLivingEnemies(combat).length === 0 ? "player" : "enemy";
const logEntries: LogEntry[] = [
createLogEntry(
`${combat.id}.player.${combat.combatLog.length + 1}`,
at,
hit
? `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and deals ${damage} damage.`
: `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and misses.`,
[combat.player.id, target.id],
),
];
const defeatedEnemyIds = !isAlive(target) ? [target.id] : [];
if (defeatedEnemyIds.length > 0) {
logEntries.push(
createLogEntry(
`${combat.id}.player.${combat.combatLog.length + 2}`,
at,
`${target.name} is defeated.`,
[target.id],
),
);
}
combat.combatLog.push(...logEntries);
return {
combat,
logEntries,
defeatedEnemyIds,
combatEnded: getLivingEnemies(combat).length === 0,
};
}
export function resolveEnemyTurn(
options: ResolveEnemyTurnOptions,
): CombatTurnResult {
if (options.combat.actingSide !== "enemy") {
throw new Error("It is not currently the enemy's turn.");
}
const combat = cloneCombat(options.combat);
const at = options.at ?? new Date().toISOString();
const attacker = getLivingEnemies(combat)[0];
if (!attacker) {
throw new Error("No living enemies are available to act.");
}
const roll = roll2D6(options.roller);
const armourValue = getPlayerArmourValue(options.content, options.adventurer);
const accuracy = (roll.total ?? 0) + attacker.precision;
const targetNumber = BASE_TARGET_NUMBER + armourValue;
const hit = accuracy >= targetNumber;
const rawDamage = hit ? Math.max(1, 1 + attacker.discipline) : 0;
if (hit) {
combat.player.hpCurrent = Math.max(0, combat.player.hpCurrent - rawDamage);
}
combat.lastRoll = roll;
combat.actingSide = combat.player.hpCurrent > 0 ? "player" : "enemy";
combat.round += 1;
const logEntries: LogEntry[] = [
createLogEntry(
`${combat.id}.enemy.${combat.combatLog.length + 1}`,
at,
hit
? `${attacker.name} attacks ${combat.player.name}, rolls ${roll.total}, and deals ${rawDamage} damage.`
: `${attacker.name} attacks ${combat.player.name}, rolls ${roll.total}, and misses.`,
[attacker.id, combat.player.id],
),
];
if (combat.player.hpCurrent === 0) {
logEntries.push(
createLogEntry(
`${combat.id}.enemy.${combat.combatLog.length + 2}`,
at,
`${combat.player.name} is defeated.`,
[combat.player.id],
),
);
}
combat.combatLog.push(...logEntries);
return {
combat,
logEntries,
defeatedEnemyIds: [],
combatEnded: combat.player.hpCurrent === 0,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { resolveCombatLoot } from "./loot";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
function createAdventurer() {
return createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
}
describe("loot resolution", () => {
it("awards loot from defeated creatures into carried inventory", () => {
const room = {
id: "room.level1.start",
level: 1,
position: { x: 0, y: 0 },
dimensions: { width: 4, height: 4 },
roomClass: "start" as const,
exits: [],
discovery: {
generated: true,
entered: true,
cleared: false,
searched: false,
},
encounter: {
id: "room.level1.start.encounter",
sourceTableCode: "L1G",
creatureIds: ["room.level1.start.creature.1"],
creatureNames: ["Guard"],
resultLabel: "Guard",
resolved: true,
},
objects: [],
notes: ["Entry Chamber"],
flags: [],
};
const started = startCombatFromRoom({
content: sampleContentPack,
adventurer: createAdventurer(),
room,
at: "2026-03-15T14:02:00.000Z",
});
started.combat.enemies[0]!.hpCurrent = 0;
const loot = resolveCombatLoot({
content: sampleContentPack,
combat: started.combat,
inventory: createAdventurer().inventory,
roller: createSequenceRoller([5]),
at: "2026-03-15T14:03:00.000Z",
});
expect(loot.goldAwarded).toBe(2);
expect(loot.itemsAwarded).toEqual([
{
definitionId: "item.silver-clasp",
quantity: 1,
},
]);
expect(loot.inventory.currency.gold).toBe(2);
expect(loot.inventory.carried).toEqual(
expect.arrayContaining([
expect.objectContaining({
definitionId: "item.silver-clasp",
quantity: 1,
}),
]),
);
expect(loot.logEntries.some((entry) => entry.type === "loot")).toBe(true);
});
});

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import { findCreatureById, findItemById, findTableByCode } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { CombatState, InventoryEntry, InventoryState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import type { DiceRoller } from "./dice";
import { lookupTable } from "./tables";
export type ResolveCombatLootOptions = {
content: ContentPack;
combat: CombatState;
inventory: InventoryState;
roller?: DiceRoller;
at: string;
};
export type ResolveCombatLootResult = {
inventory: InventoryState;
itemsAwarded: InventoryEntry[];
goldAwarded: number;
logEntries: LogEntry[];
};
function cloneInventory(inventory: InventoryState): InventoryState {
return {
...inventory,
carried: inventory.carried.map((entry) => ({ ...entry })),
equipped: inventory.equipped.map((entry) => ({ ...entry })),
stored: inventory.stored.map((entry) => ({ ...entry })),
currency: { ...inventory.currency },
lightSources: inventory.lightSources.map((entry) => ({ ...entry })),
};
}
function createInventoryEntry(definitionId: string, quantity = 1): InventoryEntry {
return {
definitionId,
quantity,
};
}
function mergeInventoryEntry(
content: ContentPack,
entries: InventoryEntry[],
definitionId: string,
quantity: number,
) {
const item = findItemById(content, definitionId);
if (item.stackable) {
const existing = entries.find((entry) => entry.definitionId === definitionId);
if (existing) {
existing.quantity += quantity;
return;
}
}
entries.push(createInventoryEntry(definitionId, quantity));
}
function createLootLog(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "loot",
text,
relatedIds,
};
}
function summarizeLoot(
goldAwarded: number,
itemsAwarded: InventoryEntry[],
content: ContentPack,
) {
const parts: string[] = [];
if (goldAwarded > 0) {
parts.push(`${goldAwarded} gold`);
}
for (const item of itemsAwarded) {
const itemName = findItemById(content, item.definitionId).name;
parts.push(item.quantity > 1 ? `${item.quantity}x ${itemName}` : itemName);
}
return parts.length > 0 ? parts.join(", ") : "nothing useful";
}
export function resolveCombatLoot(
options: ResolveCombatLootOptions,
): ResolveCombatLootResult {
const inventory = cloneInventory(options.inventory);
const itemsAwarded: InventoryEntry[] = [];
const logEntries: LogEntry[] = [];
let goldAwarded = 0;
const defeatedCreatures = options.combat.enemies.filter(
(enemy) => enemy.hpCurrent === 0 && enemy.sourceDefinitionId,
);
for (const enemy of defeatedCreatures) {
const creature = findCreatureById(options.content, enemy.sourceDefinitionId!);
const lootTableCodes = creature.lootTableCodes ?? [];
for (const tableCode of lootTableCodes) {
const table = findTableByCode(options.content, tableCode);
const lookup = lookupTable(table, { roller: options.roller });
const rollTotal = lookup.roll.modifiedTotal ?? lookup.roll.total;
logEntries.push({
id: `${options.combat.id}.${creature.id}.${tableCode}.roll`,
at: options.at,
type: "roll",
text: `Rolled loot ${lookup.roll.diceKind} [${lookup.roll.rolls.join(", ")}] on ${tableCode} for ${rollTotal}: ${lookup.entry.label}.`,
relatedIds: [options.combat.id, creature.id, tableCode],
});
let creatureGold = 0;
const creatureItems: InventoryEntry[] = [];
for (const effect of lookup.entry.effects ?? []) {
if (effect.type === "gain-gold" && effect.amount) {
creatureGold += effect.amount;
}
if (effect.type === "add-item" && effect.referenceId) {
mergeInventoryEntry(options.content, inventory.carried, effect.referenceId, effect.amount ?? 1);
mergeInventoryEntry(options.content, itemsAwarded, effect.referenceId, effect.amount ?? 1);
mergeInventoryEntry(options.content, creatureItems, effect.referenceId, effect.amount ?? 1);
}
}
for (const reference of lookup.entry.references ?? []) {
if (reference.type !== "item") {
continue;
}
mergeInventoryEntry(options.content, inventory.carried, reference.id, 1);
mergeInventoryEntry(options.content, itemsAwarded, reference.id, 1);
mergeInventoryEntry(options.content, creatureItems, reference.id, 1);
}
if (creatureGold > 0) {
inventory.currency.gold += creatureGold;
goldAwarded += creatureGold;
}
logEntries.push(
createLootLog(
`${options.combat.id}.${creature.id}.${tableCode}.loot`,
options.at,
`${creature.name} yielded ${summarizeLoot(creatureGold, creatureItems, options.content)}.`,
[options.combat.id, creature.id, tableCode],
),
);
}
}
return {
inventory,
itemsAwarded,
goldAwarded,
logEntries,
};
}

115
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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { expandLevelFromExit, initializeDungeonLevel } from "./dungeon";
import { createRoomStateFromTemplate } from "./rooms";
import { enterRoom } from "./roomEntry";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("room entry flow", () => {
it("marks a newly generated room as entered and resolves an empty encounter", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const expanded = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roller: createSequenceRoller([1, 1]),
});
const result = enterRoom({
content: sampleContentPack,
levelState: expanded.levelState,
roomId: expanded.createdRoom.id,
at: "2026-03-15T12:00:00.000Z",
});
expect(result.firstEntry).toBe(true);
expect(result.encounterResolved).toBe(true);
expect(result.room.discovery.entered).toBe(true);
expect(result.room.discovery.cleared).toBe(true);
expect(result.room.encounter?.resultLabel).toBe("No encounter");
expect(result.logEntries.map((entry) => entry.text)).toEqual([
"Entered Empty Space.",
"Empty Space is quiet.",
]);
});
it("resolves a guard encounter once and records the lookup roll", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const guardRoom = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
{ x: 0, y: -1 },
);
levelState.rooms[guardRoom.id] = guardRoom;
levelState.discoveredRoomOrder.push(guardRoom.id);
const result = enterRoom({
content: sampleContentPack,
levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([6]),
at: "2026-03-15T12:00:00.000Z",
});
expect(result.room.templateId).toBe("room.level1.normal.guard-room");
expect(result.lookup?.entry.label).toBe("Guard and Warrior");
expect(result.room.encounter?.creatureNames).toEqual(["Guard", "Warrior"]);
expect(result.room.discovery.cleared).toBe(false);
expect(result.logEntries.map((entry) => entry.type)).toEqual(["room", "roll", "room"]);
expect(result.logEntries[1]?.text).toContain("Guard and Warrior");
});
it("does not reroll an encounter when re-entering a room", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const guardRoom = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
{ x: 0, y: -1 },
);
levelState.rooms[guardRoom.id] = guardRoom;
levelState.discoveredRoomOrder.push(guardRoom.id);
const firstEntry = enterRoom({
content: sampleContentPack,
levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([4]),
at: "2026-03-15T12:00:00.000Z",
});
const secondEntry = enterRoom({
content: sampleContentPack,
levelState: firstEntry.levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([6]),
at: "2026-03-15T12:05:00.000Z",
});
expect(firstEntry.room.encounter?.resultLabel).toBe("Guard");
expect(secondEntry.room.encounter?.resultLabel).toBe("Guard");
expect(secondEntry.lookup).toBeUndefined();
expect(secondEntry.firstEntry).toBe(false);
expect(secondEntry.logEntries.map((entry) => entry.text)).toEqual([
"Re-entered Guard Room.",
"Encounter in Guard Room: Guard.",
]);
});
});

164
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import { findRoomTemplateById } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { DungeonLevelState, RoomState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import type { DiceRoller } from "./dice";
import { resolveRoomEncounter } from "./encounters";
import type { TableLookupResult } from "./tables";
export type EnterRoomOptions = {
content: ContentPack;
levelState: DungeonLevelState;
roomId: string;
roller?: DiceRoller;
at?: string;
};
export type EnterRoomResult = {
levelState: DungeonLevelState;
room: RoomState;
logEntries: LogEntry[];
lookup?: TableLookupResult;
firstEntry: boolean;
encounterResolved: boolean;
};
function cloneRoom(room: RoomState): RoomState {
return {
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
};
}
function cloneLevel(levelState: DungeonLevelState): DungeonLevelState {
return {
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [roomId, cloneRoom(room)]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
};
}
function getRoomLabel(content: ContentPack, room: RoomState) {
if (room.templateId) {
return findRoomTemplateById(content, room.templateId).title;
}
return room.notes[0] ?? room.id;
}
function createLogEntry(
id: string,
at: string,
type: LogEntry["type"],
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type,
text,
relatedIds,
};
}
function formatRollText(lookup: TableLookupResult) {
const total = lookup.roll.modifiedTotal ?? lookup.roll.total;
const rolledValues = lookup.roll.rolls.join(", ");
return `Rolled ${lookup.roll.diceKind} [${rolledValues}] on ${lookup.tableId} for ${total}: ${lookup.entry.label}.`;
}
export function enterRoom(options: EnterRoomOptions): EnterRoomResult {
const levelState = cloneLevel(options.levelState);
const room = levelState.rooms[options.roomId];
if (!room) {
throw new Error(`Unknown room id: ${options.roomId}`);
}
const at = options.at ?? new Date().toISOString();
const roomLabel = getRoomLabel(options.content, room);
const firstEntry = !room.discovery.entered;
room.discovery.entered = true;
const resolution = resolveRoomEncounter(options.content, room, options.roller);
const nextRoom = resolution.room;
const encounterResolved = Boolean(resolution.encounter);
if (resolution.encounter && resolution.encounter.creatureIds.length === 0) {
nextRoom.discovery.cleared = true;
}
levelState.rooms[nextRoom.id] = nextRoom;
const entryVerb = firstEntry ? "Entered" : "Re-entered";
const logEntries: LogEntry[] = [
createLogEntry(
`${nextRoom.id}.entry.${firstEntry ? "first" : "repeat"}`,
at,
"room",
`${entryVerb} ${roomLabel}.`,
[nextRoom.id],
),
];
if (resolution.lookup) {
logEntries.push(
createLogEntry(
`${nextRoom.id}.entry.roll`,
at,
"roll",
formatRollText(resolution.lookup),
[nextRoom.id, resolution.lookup.tableId],
),
);
}
if (resolution.encounter) {
const encounterText =
resolution.encounter.creatureIds.length === 0
? `${roomLabel} is quiet.`
: `Encounter in ${roomLabel}: ${resolution.encounter.resultLabel ?? "Unknown threat"}.`;
logEntries.push(
createLogEntry(
`${nextRoom.id}.entry.encounter`,
at,
"room",
encounterText,
[nextRoom.id, resolution.encounter.id],
),
);
}
return {
levelState,
room: nextRoom,
logEntries,
lookup: resolution.lookup,
firstEntry,
encounterResolved,
};
}

View File

@@ -136,7 +136,9 @@ export function createRoomStateFromTemplate(
}, },
encounter: undefined, encounter: undefined,
objects: [], objects: [],
notes: [template.text ?? template.title].filter(Boolean), notes: [template.text ?? template.title, template.encounterText].filter(
(note): note is string => Boolean(note),
),
flags: [ flags: [
`table:${template.tableCode}`, `table:${template.tableCode}`,
`entry:${template.tableEntryKey}`, `entry:${template.tableEntryKey}`,

314
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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
travelCurrentExit,
} from "./runState";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
function createAdventurer() {
return createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
}
describe("run state flow", () => {
it("creates a run anchored in the start room", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
expect(run.currentLevel).toBe(1);
expect(run.currentRoomId).toBe("room.level1.start");
expect(run.dungeon.levels["1"]?.rooms["room.level1.start"]).toBeDefined();
});
it("enters the current room and appends room logs", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const result = enterCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:01:00.000Z",
});
expect(result.run.log).toHaveLength(1);
expect(result.run.log[0]?.text).toContain("Re-entered Entry Chamber");
});
it("starts combat from the current room and stores the active combat state", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const levelState = run.dungeon.levels["1"]!;
const room = levelState.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const result = startCombatInCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:02:00.000Z",
});
expect(result.run.activeCombat?.enemies).toHaveLength(2);
expect(result.run.log.at(-1)?.text).toContain("Combat begins");
});
it("resolves player and enemy turns through run state", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const levelState = run.dungeon.levels["1"]!;
const room = levelState.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const withCombat = startCombatInCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:02:00.000Z",
}).run;
const targetEnemyId = withCombat.activeCombat!.enemies[0]!.id;
const afterPlayer = resolveRunPlayerTurn({
content: sampleContentPack,
run: withCombat,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T14:03:00.000Z",
}).run;
expect(afterPlayer.activeCombat?.actingSide).toBe("enemy");
expect(afterPlayer.log.at(-1)?.text).toContain("deals");
const afterEnemy = resolveRunEnemyTurn({
content: sampleContentPack,
run: afterPlayer,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T14:04:00.000Z",
}).run;
expect(afterEnemy.activeCombat?.actingSide).toBe("player");
expect(afterEnemy.adventurerSnapshot.hp.current).toBeLessThan(
createAdventurer().hp.current,
);
});
it("clears the room and ends active combat when the last enemy falls", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const room = run.dungeon.levels["1"]!.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a"],
creatureNames: ["Guard"],
resultLabel: "Guard",
resolved: true,
};
const withCombat = startCombatInCurrentRoom({
content: sampleContentPack,
run,
at: "2026-03-15T14:02:00.000Z",
}).run;
withCombat.activeCombat!.enemies[0]!.hpCurrent = 1;
const result = resolveRunPlayerTurn({
content: sampleContentPack,
run: withCombat,
manoeuvreId: "manoeuvre.guard-break",
targetEnemyId: withCombat.activeCombat!.enemies[0]!.id,
roller: createSequenceRoller([6, 6, 5]),
at: "2026-03-15T14:03:00.000Z",
});
expect(result.run.activeCombat).toBeUndefined();
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.discovery.cleared).toBe(true);
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
false,
);
expect(result.run.adventurerSnapshot.xp).toBe(2);
expect(result.run.xpGained).toBe(2);
expect(result.run.adventurerSnapshot.inventory.currency.gold).toBe(2);
expect(result.run.goldGained).toBe(2);
expect(result.run.defeatedCreatureIds).toEqual(["creature.level1.guard"]);
expect(result.run.lootedItems).toEqual([
{
definitionId: "item.silver-clasp",
quantity: 1,
},
]);
expect(result.run.adventurerSnapshot.inventory.carried).toEqual(
expect.arrayContaining([
expect.objectContaining({
definitionId: "item.silver-clasp",
quantity: 1,
}),
]),
);
expect(result.run.log.at(-1)?.text).toContain("Victory rewards");
});
it("lists available traversable exits for the current room", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
});
expect(getAvailableMoves(run)).toEqual([
expect.objectContaining({
direction: "north",
generated: false,
}),
]);
});
it("travels through an unresolved exit, generates a room, and enters it", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const result = travelCurrentExit({
content: sampleContentPack,
run,
exitDirection: "north",
roller: createSequenceRoller([1, 1]),
at: "2026-03-15T14:05:00.000Z",
});
expect(result.run.currentRoomId).toBe("room.level1.room.002");
expect(result.run.dungeon.levels["1"]!.discoveredRoomOrder).toEqual([
"room.level1.start",
"room.level1.room.002",
]);
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.room.002"]!.discovery.entered).toBe(
true,
);
expect(result.run.log[0]?.text).toContain("Travelled north");
});
it("flags combat-ready rooms once entry resolves a hostile encounter", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const room = run.dungeon.levels["1"]!.rooms["room.level1.start"]!;
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
expect(isCurrentRoomCombatReady(run)).toBe(true);
});
it("lists available traversable exits for the current room", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
});
expect(getAvailableMoves(run)).toEqual([
expect.objectContaining({
direction: "north",
generated: false,
}),
]);
});
it("travels through an unresolved exit, generates a room, and enters it", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const result = travelCurrentExit({
content: sampleContentPack,
run,
exitDirection: "north",
roller: createSequenceRoller([1, 1]),
at: "2026-03-15T14:05:00.000Z",
});
expect(result.run.currentRoomId).toBe("room.level1.room.002");
expect(result.run.dungeon.levels["1"]!.discoveredRoomOrder).toEqual([
"room.level1.start",
"room.level1.room.002",
]);
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.room.002"]!.discovery.entered).toBe(
true,
);
expect(result.run.log[0]?.text).toContain("Travelled north");
});
});

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import type { ContentPack } from "@/types/content";
import type {
AdventurerState,
CombatState,
DungeonState,
RunState,
} from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { findCreatureById } from "@/data/contentHelpers";
import { startCombatFromRoom } from "./combat";
import { resolveCombatLoot } from "./loot";
import {
resolveEnemyTurn,
resolvePlayerAttack,
type ResolveEnemyTurnOptions,
type ResolvePlayerAttackOptions,
} from "./combatTurns";
import {
expandLevelFromExit,
getUnresolvedExits,
initializeDungeonLevel,
} from "./dungeon";
import type { DiceRoller } from "./dice";
import { enterRoom } from "./roomEntry";
export type CreateRunOptions = {
content: ContentPack;
campaignId: string;
adventurer: AdventurerState;
runId?: string;
at?: string;
};
export type EnterCurrentRoomOptions = {
content: ContentPack;
run: RunState;
roller?: DiceRoller;
at?: string;
};
export type StartCurrentCombatOptions = {
content: ContentPack;
run: RunState;
at?: string;
};
export type ResolveRunPlayerTurnOptions = {
content: ContentPack;
run: RunState;
manoeuvreId: string;
targetEnemyId: string;
roller?: DiceRoller;
at?: string;
};
export type ResolveRunEnemyTurnOptions = {
content: ContentPack;
run: RunState;
roller?: DiceRoller;
at?: string;
};
export type TravelCurrentExitOptions = {
content: ContentPack;
run: RunState;
exitDirection: "north" | "east" | "south" | "west";
roomTableCode?: string;
roller?: DiceRoller;
at?: string;
};
export type AvailableMove = {
direction: "north" | "east" | "south" | "west";
exitType: string;
discovered: boolean;
leadsToRoomId?: string;
generated: boolean;
};
export type RunTransitionResult = {
run: RunState;
logEntries: LogEntry[];
};
function cloneCombat(combat: CombatState): CombatState {
return {
...combat,
player: {
...combat.player,
statuses: [...combat.player.statuses],
traits: [...combat.player.traits],
},
enemies: combat.enemies.map((enemy) => ({
...enemy,
statuses: [...enemy.statuses],
traits: [...enemy.traits],
})),
combatLog: combat.combatLog.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
};
}
function cloneRun(run: RunState): RunState {
return {
...run,
adventurerSnapshot: {
...run.adventurerSnapshot,
hp: { ...run.adventurerSnapshot.hp },
stats: { ...run.adventurerSnapshot.stats },
favour: { ...run.adventurerSnapshot.favour },
statuses: run.adventurerSnapshot.statuses.map((status) => ({ ...status })),
inventory: {
...run.adventurerSnapshot.inventory,
carried: run.adventurerSnapshot.inventory.carried.map((entry) => ({ ...entry })),
equipped: run.adventurerSnapshot.inventory.equipped.map((entry) => ({ ...entry })),
stored: run.adventurerSnapshot.inventory.stored.map((entry) => ({ ...entry })),
currency: { ...run.adventurerSnapshot.inventory.currency },
lightSources: run.adventurerSnapshot.inventory.lightSources.map((entry) => ({ ...entry })),
},
progressionFlags: [...run.adventurerSnapshot.progressionFlags],
manoeuvreIds: [...run.adventurerSnapshot.manoeuvreIds],
},
dungeon: {
levels: Object.fromEntries(
Object.entries(run.dungeon.levels).map(([level, levelState]) => [
level,
{
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [
roomId,
{
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
},
]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
},
]),
) as DungeonState["levels"],
revealedPercentByLevel: { ...run.dungeon.revealedPercentByLevel },
globalFlags: [...run.dungeon.globalFlags],
},
activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
defeatedCreatureIds: [...run.defeatedCreatureIds],
xpGained: run.xpGained,
goldGained: run.goldGained,
lootedItems: run.lootedItems.map((entry) => ({ ...entry })),
log: run.log.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
pendingEffects: run.pendingEffects.map((effect) => ({ ...effect })),
};
}
function requireCurrentLevel(run: RunState) {
const levelState = run.dungeon.levels[run.currentLevel];
if (!levelState) {
throw new Error(`Run is missing level ${run.currentLevel}.`);
}
return levelState;
}
function requireCurrentRoomId(run: RunState) {
if (!run.currentRoomId) {
throw new Error("Run does not have a current room.");
}
return run.currentRoomId;
}
function requireCurrentRoom(run: RunState) {
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
if (!room) {
throw new Error(`Unknown room id: ${roomId}`);
}
return room;
}
function inferNextRoomTableCode(run: RunState) {
const room = requireCurrentRoom(run);
const levelState = requireCurrentLevel(run);
if (room.roomClass === "start") {
return "L1LR";
}
if (room.roomClass === "small") {
return "L1LR";
}
if (room.roomClass === "large") {
return "L1SR";
}
return levelState.discoveredRoomOrder.length % 2 === 0 ? "L1LR" : "L1SR";
}
function syncPlayerToAdventurer(run: RunState) {
if (!run.activeCombat) {
return;
}
run.adventurerSnapshot.hp.current = run.activeCombat.player.hpCurrent;
run.adventurerSnapshot.statuses = run.activeCombat.player.statuses.map((status) => ({ ...status }));
}
function appendLogs(run: RunState, logEntries: LogEntry[]) {
run.log.push(...logEntries);
}
function createRewardLog(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "progression",
text,
relatedIds,
};
}
function applyCombatRewards(
content: ContentPack,
run: RunState,
completedCombat: CombatState,
roller: DiceRoller | undefined,
at: string,
) {
const defeatedCreatureIds = completedCombat.enemies
.filter((enemy) => enemy.hpCurrent === 0 && enemy.sourceDefinitionId)
.map((enemy) => enemy.sourceDefinitionId!);
const xpAwarded = defeatedCreatureIds.reduce((total, creatureId) => {
return total + (findCreatureById(content, creatureId).xpReward ?? 0);
}, 0);
run.defeatedCreatureIds.push(...defeatedCreatureIds);
run.xpGained += xpAwarded;
run.adventurerSnapshot.xp += xpAwarded;
const lootResult = resolveCombatLoot({
content,
combat: completedCombat,
inventory: run.adventurerSnapshot.inventory,
roller,
at,
});
run.adventurerSnapshot.inventory = lootResult.inventory;
run.goldGained += lootResult.goldAwarded;
for (const item of lootResult.itemsAwarded) {
const existing = run.lootedItems.find(
(entry) => entry.definitionId === item.definitionId,
);
if (existing) {
existing.quantity += item.quantity;
continue;
}
run.lootedItems.push({ ...item });
}
const rewardLogs = [...lootResult.logEntries];
if (xpAwarded === 0 && lootResult.goldAwarded === 0 && lootResult.itemsAwarded.length === 0) {
return rewardLogs;
}
rewardLogs.push(
createRewardLog(
`${completedCombat.id}.rewards`,
at,
`Victory rewards: gained ${xpAwarded} XP, ${lootResult.goldAwarded} gold, and ${lootResult.itemsAwarded.reduce((total, item) => total + item.quantity, 0)} loot item${lootResult.itemsAwarded.reduce((total, item) => total + item.quantity, 0) === 1 ? "" : "s"} from ${defeatedCreatureIds.length} defeated creature${defeatedCreatureIds.length === 1 ? "" : "s"}.`,
[completedCombat.id, ...defeatedCreatureIds],
),
);
return rewardLogs;
}
export function createRunState(options: CreateRunOptions): RunState {
const at = options.at ?? new Date().toISOString();
const levelState = initializeDungeonLevel({
content: options.content,
level: 1,
});
return {
id: options.runId ?? "run.active",
campaignId: options.campaignId,
status: "active",
startedAt: at,
currentLevel: 1,
currentRoomId: "room.level1.start",
dungeon: {
levels: {
1: levelState,
},
revealedPercentByLevel: {
1: 0,
},
globalFlags: [],
},
adventurerSnapshot: options.adventurer,
defeatedCreatureIds: [],
xpGained: 0,
goldGained: 0,
lootedItems: [],
log: [],
pendingEffects: [],
};
}
export function enterCurrentRoom(
options: EnterCurrentRoomOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const entry = enterRoom({
content: options.content,
levelState,
roomId,
roller: options.roller,
at: options.at,
});
run.dungeon.levels[run.currentLevel] = entry.levelState;
appendLogs(run, entry.logEntries);
return {
run,
logEntries: entry.logEntries,
};
}
export function getAvailableMoves(run: RunState): AvailableMove[] {
const room = requireCurrentRoom(run);
return room.exits
.filter((exit) => exit.traversable)
.map((exit) => ({
direction: exit.direction,
exitType: exit.exitType,
discovered: exit.discovered,
leadsToRoomId: exit.leadsToRoomId,
generated: Boolean(exit.leadsToRoomId),
}));
}
export function isCurrentRoomCombatReady(run: RunState) {
const room = requireCurrentRoom(run);
return Boolean(
room.encounter?.resolved &&
room.encounter.creatureNames &&
room.encounter.creatureNames.length > 0,
);
}
export function travelCurrentExit(
options: TravelCurrentExitOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
if (run.activeCombat) {
throw new Error("Cannot travel while combat is active.");
}
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = requireCurrentRoom(run);
const exit = room.exits.find((candidate) => candidate.direction === options.exitDirection);
if (!exit) {
throw new Error(`Current room does not have an exit to the ${options.exitDirection}.`);
}
if (!exit.traversable) {
throw new Error(`Exit ${exit.id} is not traversable.`);
}
let nextLevelState = levelState;
let destinationRoomId = exit.leadsToRoomId;
const at = options.at ?? new Date().toISOString();
if (!destinationRoomId) {
const unresolvedExits = getUnresolvedExits(levelState);
const matchingExit = unresolvedExits.find(
(candidate) =>
candidate.roomId === roomId && candidate.direction === options.exitDirection,
);
if (!matchingExit) {
throw new Error(`Exit ${exit.id} is no longer available for generation.`);
}
const expansion = expandLevelFromExit({
content: options.content,
levelState,
fromRoomId: roomId,
exitDirection: options.exitDirection,
roomTableCode: options.roomTableCode ?? inferNextRoomTableCode(run),
roller: options.roller,
});
nextLevelState = expansion.levelState;
destinationRoomId = expansion.createdRoom.id;
}
run.dungeon.levels[run.currentLevel] = nextLevelState;
run.currentRoomId = destinationRoomId;
const movedLog: LogEntry = {
id: `${roomId}.travel.${options.exitDirection}.${run.log.length + 1}`,
at,
type: "room",
text: `Travelled ${options.exitDirection} from ${room.id} to ${destinationRoomId}.`,
relatedIds: [room.id, destinationRoomId],
};
appendLogs(run, [movedLog]);
const entered = enterCurrentRoom({
content: options.content,
run,
roller: options.roller,
at,
});
return {
run: entered.run,
logEntries: [movedLog, ...entered.logEntries],
};
}
export function startCombatInCurrentRoom(
options: StartCurrentCombatOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
if (!room) {
throw new Error(`Unknown room id: ${roomId}`);
}
const started = startCombatFromRoom({
content: options.content,
adventurer: run.adventurerSnapshot,
room,
at: options.at,
});
levelState.rooms[roomId] = started.room;
run.activeCombat = started.combat;
appendLogs(run, started.logEntries);
return {
run,
logEntries: started.logEntries,
};
}
export function resolveRunPlayerTurn(
options: ResolveRunPlayerTurnOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
if (!run.activeCombat) {
throw new Error("Run does not have an active combat.");
}
const result = resolvePlayerAttack({
content: options.content,
combat: run.activeCombat,
adventurer: run.adventurerSnapshot,
manoeuvreId: options.manoeuvreId,
targetEnemyId: options.targetEnemyId,
roller: options.roller,
at: options.at,
} satisfies ResolvePlayerAttackOptions);
run.activeCombat = result.combat;
syncPlayerToAdventurer(run);
appendLogs(run, result.logEntries);
if (result.combatEnded) {
const completedCombat = result.combat;
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
const rewardLogs = applyCombatRewards(
options.content,
run,
completedCombat,
options.roller,
options.at ?? new Date().toISOString(),
);
if (room?.encounter) {
room.encounter.rewardPending = false;
room.discovery.cleared = true;
}
run.activeCombat = undefined;
appendLogs(run, rewardLogs);
}
return {
run,
logEntries: result.logEntries,
};
}
export function resolveRunEnemyTurn(
options: ResolveRunEnemyTurnOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
if (!run.activeCombat) {
throw new Error("Run does not have an active combat.");
}
const result = resolveEnemyTurn({
content: options.content,
combat: run.activeCombat,
adventurer: run.adventurerSnapshot,
roller: options.roller,
at: options.at,
} satisfies ResolveEnemyTurnOptions);
run.activeCombat = result.combat;
syncPlayerToAdventurer(run);
appendLogs(run, result.logEntries);
if (result.combatEnded) {
run.status = "failed";
}
return {
run,
logEntries: result.logEntries,
};
}

View File

@@ -214,6 +214,10 @@ export const runStateSchema = z.object({
dungeon: dungeonStateSchema, dungeon: dungeonStateSchema,
adventurerSnapshot: adventurerStateSchema, adventurerSnapshot: adventurerStateSchema,
activeCombat: combatStateSchema.optional(), activeCombat: combatStateSchema.optional(),
defeatedCreatureIds: z.array(z.string()),
xpGained: z.number().int().nonnegative(),
goldGained: z.number().int().nonnegative(),
lootedItems: z.array(inventoryEntrySchema),
log: z.array(logEntrySchema), log: z.array(logEntrySchema),
pendingEffects: z.array(ruleEffectSchema), pendingEffects: z.array(ruleEffectSchema),
}); });

View File

@@ -1,9 +1,10 @@
:root { :root {
font-family: "Segoe UI", "Aptos", sans-serif; font-family: "Trebuchet MS", "Segoe UI", sans-serif;
color: #f3f1e8; color: #f4efe3;
background: background:
radial-gradient(circle at top, rgba(179, 121, 59, 0.35), transparent 30%), radial-gradient(circle at top, rgba(177, 91, 29, 0.25), transparent 26%),
linear-gradient(180deg, #17130f 0%, #0d0b09 100%); radial-gradient(circle at 20% 20%, rgba(227, 188, 101, 0.12), transparent 18%),
linear-gradient(180deg, #160f0b 0%, #0b0807 100%);
line-height: 1.5; line-height: 1.5;
font-weight: 400; font-weight: 400;
color-scheme: dark; color-scheme: dark;
@@ -23,108 +24,464 @@ body {
min-height: 100vh; min-height: 100vh;
} }
button,
input,
textarea,
select {
font: inherit;
}
#root { #root {
min-height: 100vh; min-height: 100vh;
} }
.app-shell { .app-shell {
width: min(1100px, calc(100% - 2rem)); width: min(1200px, calc(100% - 2rem));
margin: 0 auto; margin: 0 auto;
padding: 3rem 0 4rem; padding: 1.5rem 0 3rem;
} }
.hero { .hero {
padding: 2rem; display: flex;
border: 1px solid rgba(243, 241, 232, 0.16); justify-content: space-between;
background: rgba(21, 18, 14, 0.72); gap: 1.5rem;
box-shadow: 0 30px 80px rgba(0, 0, 0, 0.35); align-items: end;
backdrop-filter: blur(12px); padding: 1.75rem;
border: 1px solid rgba(255, 231, 196, 0.12);
background:
linear-gradient(135deg, rgba(62, 34, 17, 0.92), rgba(24, 18, 15, 0.86)),
rgba(18, 14, 12, 0.9);
box-shadow: 0 24px 80px rgba(0, 0, 0, 0.42);
} }
.eyebrow { .eyebrow {
margin: 0 0 0.75rem; margin: 0 0 0.85rem;
text-transform: uppercase; text-transform: uppercase;
letter-spacing: 0.14em; letter-spacing: 0.18em;
color: #d8b27a; color: #f1ba73;
font-size: 0.8rem; font-size: 0.76rem;
} }
.hero h1 { .hero h1 {
margin: 0; margin: 0;
font-size: clamp(2.5rem, 7vw, 4.5rem); font-size: clamp(2.6rem, 6vw, 4.8rem);
line-height: 0.95; line-height: 0.92;
} }
.lede { .lede {
width: min(55ch, 100%); width: min(56ch, 100%);
margin: 1.25rem 0 0; margin: 1rem 0 0;
color: rgba(243, 241, 232, 0.82); color: rgba(244, 239, 227, 0.78);
font-size: 1.05rem;
} }
.panel-grid { .hero-actions {
display: flex;
flex-direction: column;
gap: 0.85rem;
align-items: flex-end;
}
.status-chip {
display: flex;
gap: 0.65rem;
align-items: center;
padding: 0.75rem 1rem;
border: 1px solid rgba(255, 231, 196, 0.12);
background: rgba(255, 231, 196, 0.05);
text-transform: uppercase;
letter-spacing: 0.08em;
font-size: 0.78rem;
}
.status-chip strong {
color: #f7d59d;
font-size: 0.95rem;
}
.alert-banner {
display: flex;
justify-content: space-between;
gap: 1rem;
align-items: center;
margin-top: 1rem;
padding: 1rem 1.2rem;
border: 1px solid rgba(255, 176, 94, 0.3);
background:
linear-gradient(90deg, rgba(117, 43, 21, 0.92), rgba(48, 22, 18, 0.92)),
rgba(48, 22, 18, 0.92);
}
.alert-kicker {
display: block;
color: #ffbf78;
text-transform: uppercase;
letter-spacing: 0.12em;
font-size: 0.74rem;
}
.alert-banner strong {
display: block;
margin-top: 0.25rem;
font-size: 1.15rem;
color: #fff4de;
}
.alert-banner p {
margin: 0.35rem 0 0;
color: rgba(244, 239, 227, 0.82);
}
.dashboard-grid {
display: grid; display: grid;
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr)); grid-template-columns: repeat(12, minmax(0, 1fr));
gap: 1rem; gap: 1rem;
margin-top: 1rem; margin-top: 1rem;
} }
.panel { .panel {
padding: 1.25rem; grid-column: span 4;
border: 1px solid rgba(243, 241, 232, 0.14); padding: 1.2rem;
background: rgba(29, 24, 19, 0.82); border: 1px solid rgba(255, 231, 196, 0.1);
background: rgba(25, 19, 16, 0.86);
box-shadow: inset 0 1px 0 rgba(255, 231, 196, 0.03);
} }
.panel h2 { .panel-highlight {
margin-top: 0; background:
linear-gradient(180deg, rgba(101, 52, 28, 0.28), rgba(25, 19, 16, 0.92)),
rgba(25, 19, 16, 0.9);
}
.panel-inventory {
grid-column: span 8;
background:
linear-gradient(180deg, rgba(43, 32, 24, 0.92), rgba(22, 17, 14, 0.92)),
rgba(25, 19, 16, 0.9);
}
.panel-log {
grid-column: span 12;
}
.panel-header {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 1rem;
margin-bottom: 0.75rem; margin-bottom: 0.75rem;
}
.panel-header h2 {
margin: 0;
font-size: 1rem; font-size: 1rem;
color: #f6d49e; color: #f8d79f;
} }
.panel ul, .panel-header span {
.panel ol { color: rgba(244, 239, 227, 0.58);
margin: 0; font-size: 0.83rem;
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; text-transform: uppercase;
letter-spacing: 0.08em; letter-spacing: 0.08em;
} }
.stats dd { .stat-strip {
margin: 0.3rem 0 0; display: grid;
font-size: 1.7rem; grid-template-columns: repeat(4, minmax(0, 1fr));
font-weight: 700; gap: 0.75rem;
} }
@media (max-width: 640px) { .stat-strip div,
.app-shell { .inventory-badge,
width: min(100% - 1rem, 1100px); .encounter-box,
.combat-status {
padding: 0.9rem;
background: rgba(255, 245, 223, 0.04);
border: 1px solid rgba(255, 231, 196, 0.08);
}
.stat-strip span,
.inventory-badge span,
.inventory-label,
.encounter-label,
.combat-status span,
.room-meta span,
.log-entry span {
display: block;
color: rgba(244, 239, 227, 0.56);
font-size: 0.76rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.stat-strip strong,
.inventory-badge strong,
.encounter-box strong,
.combat-status strong {
display: block;
margin-top: 0.3rem;
font-size: 1.45rem;
color: #fff2d6;
}
.supporting-text {
margin: 0.9rem 0 0;
color: rgba(244, 239, 227, 0.76);
}
.inventory-summary,
.inventory-grid {
display: grid;
gap: 0.75rem;
}
.inventory-summary {
grid-template-columns: repeat(4, minmax(0, 1fr));
}
.inventory-grid {
grid-template-columns: repeat(2, minmax(0, 1fr));
margin-top: 1rem;
}
.inventory-section {
padding: 1rem;
border: 1px solid rgba(255, 231, 196, 0.08);
background:
linear-gradient(180deg, rgba(255, 245, 223, 0.04), rgba(255, 245, 223, 0.02));
}
.inventory-label {
display: block;
margin-bottom: 0.7rem;
}
.inventory-list,
.loot-ribbon-list {
display: grid;
gap: 0.65rem;
}
.inventory-card,
.loot-pill {
padding: 0.85rem 0.9rem;
border: 1px solid rgba(255, 231, 196, 0.08);
background: rgba(11, 8, 7, 0.32);
}
.inventory-card strong,
.loot-pill strong {
display: block;
color: #fff2d6;
}
.inventory-card span {
display: block;
margin-top: 0.25rem;
color: rgba(244, 239, 227, 0.62);
font-size: 0.84rem;
}
.inventory-card-equipped {
border-color: rgba(113, 176, 152, 0.35);
background: rgba(56, 86, 73, 0.18);
}
.inventory-card-treasure,
.loot-pill {
border-color: rgba(214, 168, 86, 0.35);
background: rgba(111, 76, 20, 0.18);
}
.loot-ribbon {
margin-top: 1rem;
padding-top: 1rem; padding-top: 1rem;
border-top: 1px solid rgba(255, 231, 196, 0.08);
}
.loot-ribbon-list {
grid-template-columns: repeat(auto-fit, minmax(180px, 1fr));
margin-top: 0.7rem;
}
.room-title {
margin: 0 0 0.35rem;
font-size: 1.5rem;
color: #fff2d6;
}
.room-meta {
display: flex;
flex-wrap: wrap;
gap: 0.9rem;
margin-top: 0.95rem;
}
.button-row,
.enemy-actions {
display: flex;
flex-wrap: wrap;
gap: 0.65rem;
margin-top: 1rem;
}
.button {
border: 1px solid rgba(255, 217, 163, 0.24);
background: rgba(255, 245, 223, 0.04);
color: #f4efe3;
padding: 0.72rem 1rem;
cursor: pointer;
transition:
transform 140ms ease,
background 140ms ease,
border-color 140ms ease;
}
.button:hover:enabled {
transform: translateY(-1px);
background: rgba(255, 217, 163, 0.09);
border-color: rgba(255, 217, 163, 0.35);
}
.button:disabled {
opacity: 0.42;
cursor: not-allowed;
}
.button-primary {
background: linear-gradient(180deg, #c36b2d, #8d4617);
border-color: rgba(255, 217, 163, 0.32);
color: #fff4e1;
}
.button-primary:hover:enabled {
background: linear-gradient(180deg, #d97833, #9f501b);
}
.encounter-box,
.combat-status {
margin-top: 1rem;
}
.move-list,
.mini-map,
.enemy-list {
display: grid;
gap: 0.75rem;
}
.mini-map,
.enemy-list {
margin-top: 1rem;
}
.move-card,
.map-node,
.enemy-card {
width: 100%;
text-align: left;
padding: 0.95rem;
border: 1px solid rgba(255, 231, 196, 0.08);
background: rgba(255, 245, 223, 0.04);
}
.move-card {
cursor: pointer;
transition:
transform 140ms ease,
background 140ms ease,
border-color 140ms ease;
}
.move-card:hover:enabled {
transform: translateY(-1px);
background: rgba(255, 217, 163, 0.09);
border-color: rgba(255, 217, 163, 0.35);
}
.move-card:disabled {
opacity: 0.42;
cursor: not-allowed;
}
.move-card span,
.map-node span {
display: block;
color: rgba(244, 239, 227, 0.56);
font-size: 0.74rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.move-card strong,
.map-node strong,
.enemy-card strong {
display: block;
margin-top: 0.3rem;
font-size: 1rem;
color: #fff2d6;
}
.move-card em,
.enemy-card span {
display: block;
margin-top: 0.3rem;
font-style: normal;
color: rgba(244, 239, 227, 0.7);
}
.map-node-active {
border-color: rgba(243, 186, 115, 0.55);
background: rgba(243, 186, 115, 0.12);
}
.log-list {
display: grid;
gap: 0.75rem;
max-height: 340px;
overflow: auto;
padding-right: 0.2rem;
}
.log-entry {
padding: 0.9rem;
border-left: 3px solid rgba(243, 186, 115, 0.7);
background: rgba(255, 245, 223, 0.04);
}
.log-entry p {
margin: 0.35rem 0 0;
color: #f4efe3;
}
@media (max-width: 980px) {
.panel,
.panel-log {
grid-column: span 12;
}
}
@media (max-width: 720px) {
.app-shell {
width: min(100% - 1rem, 1200px);
padding-top: 0.75rem;
} }
.hero, .hero,
.panel { .alert-banner {
padding: 1rem; flex-direction: column;
align-items: stretch;
}
.hero-actions {
align-items: stretch;
}
.stat-strip {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.inventory-summary,
.inventory-grid {
grid-template-columns: 1fr;
} }
} }

View File

@@ -215,6 +215,10 @@ export type RunState = {
dungeon: DungeonState; dungeon: DungeonState;
adventurerSnapshot: AdventurerState; adventurerSnapshot: AdventurerState;
activeCombat?: CombatState; activeCombat?: CombatState;
defeatedCreatureIds: string[];
xpGained: number;
goldGained: number;
lootedItems: InventoryEntry[];
log: LogEntry[]; log: LogEntry[];
pendingEffects: RuleEffect[]; pendingEffects: RuleEffect[];
}; };