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301
src/App.tsx
301
src/App.tsx
@@ -6,11 +6,13 @@ import {
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createRunState,
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enterCurrentRoom,
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getAvailableMoves,
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isCurrentRoomCombatReady,
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resolveRunEnemyTurn,
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resolveRunPlayerTurn,
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startCombatInCurrentRoom,
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travelCurrentExit,
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} from "@/rules/runState";
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import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "@/rules/town";
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import type { RunState } from "@/types/state";
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function createDemoRun() {
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@@ -47,16 +49,74 @@ function getRoomTitle(run: RunState, roomId?: string) {
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);
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}
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function getDefinitionName(definitionId: string) {
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const item =
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sampleContentPack.items.find((candidate) => candidate.id === definitionId) ??
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sampleContentPack.weapons.find((candidate) => candidate.id === definitionId) ??
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sampleContentPack.armour.find((candidate) => candidate.id === definitionId) ??
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sampleContentPack.scrolls.find((candidate) => candidate.id === definitionId) ??
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sampleContentPack.potions.find((candidate) => candidate.id === definitionId);
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return item?.name ?? definitionId;
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}
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function formatInventoryEntry(definitionId: string, quantity: number) {
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const name = getDefinitionName(definitionId);
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return quantity > 1 ? `${quantity}x ${name}` : name;
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}
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function getTreasureItemIds() {
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return new Set(
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sampleContentPack.items
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.filter((item) => item.itemType === "treasure")
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.map((item) => item.id),
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);
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}
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function getSupportItemIds() {
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return new Set(
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sampleContentPack.items
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.filter((item) => item.itemType !== "treasure")
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.map((item) => item.id),
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);
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}
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function getConsumableItemIds() {
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return new Set(
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sampleContentPack.items
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.filter((item) => item.consumable || item.itemType === "ration")
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.map((item) => item.id),
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);
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}
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const treasureItemIds = getTreasureItemIds();
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const supportItemIds = getSupportItemIds();
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const consumableItemIds = getConsumableItemIds();
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function App() {
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const [run, setRun] = React.useState<RunState>(() => createDemoRun());
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const currentLevel = run.dungeon.levels[run.currentLevel];
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const currentRoom = run.currentRoomId ? currentLevel?.rooms[run.currentRoomId] : undefined;
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const availableMoves = getAvailableMoves(run);
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const combatReadyEncounter = Boolean(
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currentRoom?.encounter?.resolved &&
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currentRoom.encounter.creatureNames &&
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currentRoom.encounter.creatureNames.length > 0,
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const combatReadyEncounter = isCurrentRoomCombatReady(run);
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const carriedTreasure = run.adventurerSnapshot.inventory.carried.filter((entry) =>
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treasureItemIds.has(entry.definitionId),
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);
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const carriedConsumables = run.adventurerSnapshot.inventory.carried.filter(
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(entry) =>
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consumableItemIds.has(entry.definitionId) ||
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entry.definitionId.startsWith("potion.") ||
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entry.definitionId.startsWith("scroll."),
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);
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const carriedGear = run.adventurerSnapshot.inventory.carried.filter(
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(entry) =>
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supportItemIds.has(entry.definitionId) &&
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!consumableItemIds.has(entry.definitionId),
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);
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const equippedItems = run.adventurerSnapshot.inventory.equipped;
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const latestLoot = run.lootedItems.slice(-4).reverse();
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const pendingSales = run.townState.pendingSales;
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const stash = run.townState.stash;
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const handleReset = () => {
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setRun(createDemoRun());
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@@ -99,16 +159,27 @@ function App() {
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);
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};
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const handleQueueSale = (definitionId: string) => {
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setRun((previous) => queueTreasureForSale(sampleContentPack, previous, definitionId).run);
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};
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const handleStashTreasure = (definitionId: string) => {
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setRun((previous) => sendTreasureToStash(sampleContentPack, previous, definitionId).run);
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};
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const handleSellPending = () => {
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setRun((previous) => sellPendingTreasure(sampleContentPack, previous).run);
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};
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return (
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<main className="app-shell">
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<section className="hero">
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<div>
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<p className="eyebrow">2D6 Dungeon Web</p>
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<h1>Playable Rules Shell</h1>
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<h1>Dungeon Loop Shell</h1>
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<p className="lede">
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The core loop now runs inside the app: move through generated rooms,
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resolve room state on entry, and fight when a room produces a real
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encounter.
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Traverse generated rooms, auto-resolve room entry, and engage combat
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when a room reveals a real encounter.
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</p>
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</div>
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@@ -123,6 +194,22 @@ function App() {
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</div>
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</section>
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{combatReadyEncounter && !run.activeCombat ? (
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<section className="alert-banner">
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<div>
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<span className="alert-kicker">Encounter Ready</span>
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<strong>{currentRoom?.encounter?.resultLabel}</strong>
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<p>
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This room contains a combat-ready encounter. Engage now to enter
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tactical resolution.
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</p>
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</div>
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<button className="button button-primary" onClick={handleStartCombat}>
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Engage Encounter
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</button>
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</section>
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) : null}
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<section className="dashboard-grid">
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<article className="panel panel-highlight">
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<div className="panel-header">
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@@ -148,6 +235,10 @@ function App() {
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<span>Precision</span>
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<strong>{run.adventurerSnapshot.stats.precision}</strong>
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</div>
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<div>
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<span>XP</span>
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<strong>{run.adventurerSnapshot.xp}</strong>
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</div>
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</div>
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<p className="supporting-text">
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{run.adventurerSnapshot.name} is equipped with a{" "}
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@@ -156,6 +247,192 @@ function App() {
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)?.name ?? "weapon"}
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.
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</p>
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<p className="supporting-text">
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Run rewards: {run.xpGained} XP, {run.goldGained} gold,{" "}
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{run.defeatedCreatureIds.length} foes defeated.
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</p>
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</article>
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<article className="panel panel-inventory">
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<div className="panel-header">
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<h2>Inventory</h2>
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<span>{run.adventurerSnapshot.inventory.carried.length} carried entries</span>
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</div>
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<div className="inventory-summary">
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<div className="inventory-badge">
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<span>Gold</span>
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<strong>{run.adventurerSnapshot.inventory.currency.gold}</strong>
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</div>
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<div className="inventory-badge">
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<span>Rations</span>
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<strong>{run.adventurerSnapshot.inventory.rationCount}</strong>
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</div>
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<div className="inventory-badge">
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<span>Treasure</span>
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<strong>{carriedTreasure.length}</strong>
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</div>
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<div className="inventory-badge">
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<span>Latest Loot</span>
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<strong>{run.lootedItems.reduce((total, entry) => total + entry.quantity, 0)}</strong>
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</div>
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</div>
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<div className="inventory-grid">
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<section className="inventory-section">
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<span className="inventory-label">Equipped</span>
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<div className="inventory-list">
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{equippedItems.map((entry) => (
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<article key={`equipped-${entry.definitionId}`} className="inventory-card inventory-card-equipped">
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Ready for use</span>
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</article>
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))}
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</div>
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</section>
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<section className="inventory-section">
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<span className="inventory-label">Consumables</span>
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<div className="inventory-list">
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{carriedConsumables.length === 0 ? (
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<p className="supporting-text">No consumables carried.</p>
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) : (
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carriedConsumables.map((entry) => (
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<article key={`consumable-${entry.definitionId}`} className="inventory-card">
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Combat or run utility</span>
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</article>
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))
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)}
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</div>
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</section>
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<section className="inventory-section">
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<span className="inventory-label">Pack Gear</span>
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<div className="inventory-list">
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{carriedGear.length === 0 ? (
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<p className="supporting-text">No general gear carried.</p>
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) : (
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carriedGear.map((entry) => (
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<article key={`gear-${entry.definitionId}`} className="inventory-card">
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Travel and exploration kit</span>
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</article>
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))
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)}
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</div>
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</section>
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<section className="inventory-section">
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<span className="inventory-label">Treasure Stash</span>
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<div className="inventory-list">
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{carriedTreasure.length === 0 ? (
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<p className="supporting-text">No treasure recovered yet.</p>
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) : (
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carriedTreasure.map((entry) => (
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<article key={`treasure-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Sellable dungeon spoils</span>
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</article>
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||||
))
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)}
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</div>
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</section>
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</div>
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<div className="loot-ribbon">
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<span className="inventory-label">Recent Spoils</span>
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{latestLoot.length === 0 ? (
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<p className="supporting-text">Win a fight to populate the loot ribbon.</p>
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) : (
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<div className="loot-ribbon-list">
|
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{latestLoot.map((entry) => (
|
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<article key={`recent-${entry.definitionId}`} className="loot-pill">
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||||
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
|
||||
</article>
|
||||
))}
|
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</div>
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||||
)}
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||||
</div>
|
||||
</article>
|
||||
|
||||
<article className="panel panel-town">
|
||||
<div className="panel-header">
|
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<h2>Town Market</h2>
|
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<span>{run.townState.visits} town actions</span>
|
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</div>
|
||||
<div className="town-summary">
|
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<div className="inventory-badge">
|
||||
<span>Known Services</span>
|
||||
<strong>{run.townState.knownServices.length}</strong>
|
||||
</div>
|
||||
<div className="inventory-badge">
|
||||
<span>Queued Sales</span>
|
||||
<strong>{pendingSales.length}</strong>
|
||||
</div>
|
||||
<div className="inventory-badge">
|
||||
<span>Stash</span>
|
||||
<strong>{stash.length}</strong>
|
||||
</div>
|
||||
</div>
|
||||
<div className="town-actions">
|
||||
<button
|
||||
className="button button-primary"
|
||||
onClick={handleSellPending}
|
||||
disabled={pendingSales.length === 0}
|
||||
>
|
||||
Sell Queued Treasure
|
||||
</button>
|
||||
</div>
|
||||
<section className="town-section">
|
||||
<span className="inventory-label">Treasure In Pack</span>
|
||||
<div className="inventory-list">
|
||||
{carriedTreasure.length === 0 ? (
|
||||
<p className="supporting-text">No treasure available for town actions.</p>
|
||||
) : (
|
||||
carriedTreasure.map((entry) => (
|
||||
<article key={`town-pack-${entry.definitionId}`} className="town-card">
|
||||
<div>
|
||||
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
|
||||
<span>Choose whether to sell or stash this treasure.</span>
|
||||
</div>
|
||||
<div className="enemy-actions">
|
||||
<button className="button" onClick={() => handleStashTreasure(entry.definitionId)}>
|
||||
Send To Stash
|
||||
</button>
|
||||
<button className="button button-primary" onClick={() => handleQueueSale(entry.definitionId)}>
|
||||
Queue For Sale
|
||||
</button>
|
||||
</div>
|
||||
</article>
|
||||
))
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
<section className="town-section">
|
||||
<span className="inventory-label">Pending Sales</span>
|
||||
<div className="inventory-list">
|
||||
{pendingSales.length === 0 ? (
|
||||
<p className="supporting-text">Nothing queued at the market.</p>
|
||||
) : (
|
||||
pendingSales.map((entry) => (
|
||||
<article key={`pending-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
|
||||
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
|
||||
<span>Ready to convert into gold</span>
|
||||
</article>
|
||||
))
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
<section className="town-section">
|
||||
<span className="inventory-label">Town Stash</span>
|
||||
<div className="inventory-list">
|
||||
{stash.length === 0 ? (
|
||||
<p className="supporting-text">The stash is empty.</p>
|
||||
) : (
|
||||
stash.map((entry) => (
|
||||
<article key={`stash-${entry.definitionId}`} className="inventory-card">
|
||||
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
|
||||
<span>Held safely in town storage</span>
|
||||
</article>
|
||||
))
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
</article>
|
||||
|
||||
<article className="panel">
|
||||
@@ -225,7 +502,9 @@ function App() {
|
||||
key={roomId}
|
||||
className={`map-node${active ? " map-node-active" : ""}`}
|
||||
>
|
||||
<span>{room.position.x},{room.position.y}</span>
|
||||
<span>
|
||||
{room.position.x},{room.position.y}
|
||||
</span>
|
||||
<strong>{getRoomTitle(run, roomId)}</strong>
|
||||
</article>
|
||||
);
|
||||
@@ -292,8 +571,8 @@ function App() {
|
||||
</>
|
||||
) : (
|
||||
<p className="supporting-text">
|
||||
No active combat. Travel through the dungeon until a room generates
|
||||
a creature encounter, then start combat from that room.
|
||||
No active combat. Travel until a room reveals a hostile encounter,
|
||||
then engage it from the banner or room panel.
|
||||
</p>
|
||||
)}
|
||||
</article>
|
||||
|
||||
@@ -4,6 +4,7 @@ import { lookupTable } from "@/rules/tables";
|
||||
|
||||
import {
|
||||
findCreatureByName,
|
||||
findItemById,
|
||||
findRoomTemplateForLookup,
|
||||
findTableByCode,
|
||||
} from "./contentHelpers";
|
||||
@@ -57,4 +58,11 @@ describe("level 1 content helpers", () => {
|
||||
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");
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import type {
|
||||
ContentPack,
|
||||
CreatureDefinition,
|
||||
ItemDefinition,
|
||||
RoomTemplate,
|
||||
TableDefinition,
|
||||
} from "@/types/content";
|
||||
@@ -61,3 +62,26 @@ export function findCreatureByName(
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -13,6 +13,79 @@ const samplePack = {
|
||||
],
|
||||
tables: [
|
||||
...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",
|
||||
code: "WMT1",
|
||||
@@ -123,6 +196,42 @@ const samplePack = {
|
||||
consumable: false,
|
||||
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: [
|
||||
{
|
||||
@@ -163,6 +272,7 @@ const samplePack = {
|
||||
numberAppearing: "1-2",
|
||||
},
|
||||
xpReward: 1,
|
||||
lootTableCodes: ["L1BL"],
|
||||
sourcePage: 102,
|
||||
traits: ["level-1", "sample"],
|
||||
mvp: true,
|
||||
@@ -182,6 +292,7 @@ const samplePack = {
|
||||
armour: 1,
|
||||
},
|
||||
xpReward: 2,
|
||||
lootTableCodes: ["L1HL"],
|
||||
sourcePage: 102,
|
||||
traits: ["level-1", "martial"],
|
||||
mvp: true,
|
||||
@@ -201,6 +312,7 @@ const samplePack = {
|
||||
armour: 1,
|
||||
},
|
||||
xpReward: 3,
|
||||
lootTableCodes: ["L1HL"],
|
||||
sourcePage: 102,
|
||||
traits: ["level-1", "martial"],
|
||||
mvp: true,
|
||||
@@ -217,6 +329,7 @@ const samplePack = {
|
||||
damage: 1,
|
||||
},
|
||||
xpReward: 1,
|
||||
lootTableCodes: ["L1HL"],
|
||||
sourcePage: 102,
|
||||
traits: ["level-1", "martial"],
|
||||
mvp: true,
|
||||
@@ -233,6 +346,7 @@ const samplePack = {
|
||||
damage: 1,
|
||||
},
|
||||
xpReward: 1,
|
||||
lootTableCodes: ["L1BL"],
|
||||
sourcePage: 102,
|
||||
traits: ["level-1", "beast"],
|
||||
mvp: true,
|
||||
@@ -249,6 +363,7 @@ const samplePack = {
|
||||
damage: 1,
|
||||
},
|
||||
xpReward: 2,
|
||||
lootTableCodes: ["L1BL"],
|
||||
sourcePage: 102,
|
||||
traits: ["level-1", "beast"],
|
||||
mvp: true,
|
||||
|
||||
91
src/rules/loot.test.ts
Normal file
91
src/rules/loot.test.ts
Normal file
@@ -0,0 +1,91 @@
|
||||
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);
|
||||
});
|
||||
});
|
||||
172
src/rules/loot.ts
Normal file
172
src/rules/loot.ts
Normal file
@@ -0,0 +1,172 @@
|
||||
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,
|
||||
};
|
||||
}
|
||||
@@ -7,6 +7,7 @@ import {
|
||||
createRunState,
|
||||
enterCurrentRoom,
|
||||
getAvailableMoves,
|
||||
isCurrentRoomCombatReady,
|
||||
resolveRunEnemyTurn,
|
||||
resolveRunPlayerTurn,
|
||||
startCombatInCurrentRoom,
|
||||
@@ -175,7 +176,7 @@ describe("run state flow", () => {
|
||||
run: withCombat,
|
||||
manoeuvreId: "manoeuvre.guard-break",
|
||||
targetEnemyId: withCombat.activeCombat!.enemies[0]!.id,
|
||||
roller: createSequenceRoller([6, 6]),
|
||||
roller: createSequenceRoller([6, 6, 5]),
|
||||
at: "2026-03-15T14:03:00.000Z",
|
||||
});
|
||||
|
||||
@@ -184,6 +185,89 @@ describe("run state flow", () => {
|
||||
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", () => {
|
||||
|
||||
@@ -6,8 +6,11 @@ import type {
|
||||
RunState,
|
||||
} from "@/types/state";
|
||||
import type { LogEntry } from "@/types/rules";
|
||||
import { findCreatureById } from "@/data/contentHelpers";
|
||||
|
||||
import { startCombatFromRoom } from "./combat";
|
||||
import { resolveCombatLoot } from "./loot";
|
||||
import { createInitialTownState } from "./town";
|
||||
import {
|
||||
resolveEnemyTurn,
|
||||
resolvePlayerAttack,
|
||||
@@ -162,6 +165,17 @@ function cloneRun(run: RunState): RunState {
|
||||
globalFlags: [...run.dungeon.globalFlags],
|
||||
},
|
||||
activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
|
||||
townState: {
|
||||
...run.townState,
|
||||
knownServices: [...run.townState.knownServices],
|
||||
stash: run.townState.stash.map((entry) => ({ ...entry })),
|
||||
pendingSales: run.townState.pendingSales.map((entry) => ({ ...entry })),
|
||||
serviceFlags: [...run.townState.serviceFlags],
|
||||
},
|
||||
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,
|
||||
@@ -232,6 +246,80 @@ 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({
|
||||
@@ -256,6 +344,11 @@ export function createRunState(options: CreateRunOptions): RunState {
|
||||
globalFlags: [],
|
||||
},
|
||||
adventurerSnapshot: options.adventurer,
|
||||
townState: createInitialTownState(),
|
||||
defeatedCreatureIds: [],
|
||||
xpGained: 0,
|
||||
goldGained: 0,
|
||||
lootedItems: [],
|
||||
log: [],
|
||||
pendingEffects: [],
|
||||
};
|
||||
@@ -298,6 +391,16 @@ export function getAvailableMoves(run: RunState): AvailableMove[] {
|
||||
}));
|
||||
}
|
||||
|
||||
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 {
|
||||
@@ -427,9 +530,17 @@ export function resolveRunPlayerTurn(
|
||||
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;
|
||||
@@ -437,6 +548,7 @@ export function resolveRunPlayerTurn(
|
||||
}
|
||||
|
||||
run.activeCombat = undefined;
|
||||
appendLogs(run, rewardLogs);
|
||||
}
|
||||
|
||||
return {
|
||||
|
||||
74
src/rules/town.test.ts
Normal file
74
src/rules/town.test.ts
Normal file
@@ -0,0 +1,74 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
|
||||
import { sampleContentPack } from "@/data/sampleContentPack";
|
||||
|
||||
import { createStartingAdventurer } from "./character";
|
||||
import { createRunState } from "./runState";
|
||||
import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "./town";
|
||||
|
||||
function createAdventurer() {
|
||||
return createStartingAdventurer(sampleContentPack, {
|
||||
name: "Aster",
|
||||
weaponId: "weapon.short-sword",
|
||||
armourId: "armour.leather-vest",
|
||||
scrollId: "scroll.lesser-heal",
|
||||
});
|
||||
}
|
||||
|
||||
describe("town flow", () => {
|
||||
it("moves treasure from carried inventory into the stash", () => {
|
||||
const run = createRunState({
|
||||
content: sampleContentPack,
|
||||
campaignId: "campaign.1",
|
||||
adventurer: createAdventurer(),
|
||||
});
|
||||
|
||||
run.adventurerSnapshot.inventory.carried.push({
|
||||
definitionId: "item.silver-clasp",
|
||||
quantity: 1,
|
||||
});
|
||||
|
||||
const result = sendTreasureToStash(
|
||||
sampleContentPack,
|
||||
run,
|
||||
"item.silver-clasp",
|
||||
"2026-03-15T15:00:00.000Z",
|
||||
);
|
||||
|
||||
expect(result.run.townState.stash).toEqual([
|
||||
{ definitionId: "item.silver-clasp", quantity: 1 },
|
||||
]);
|
||||
expect(result.run.adventurerSnapshot.inventory.carried).not.toEqual(
|
||||
expect.arrayContaining([expect.objectContaining({ definitionId: "item.silver-clasp" })]),
|
||||
);
|
||||
});
|
||||
|
||||
it("queues treasure and sells it for item value", () => {
|
||||
const run = createRunState({
|
||||
content: sampleContentPack,
|
||||
campaignId: "campaign.1",
|
||||
adventurer: createAdventurer(),
|
||||
});
|
||||
|
||||
run.adventurerSnapshot.inventory.carried.push({
|
||||
definitionId: "item.keeper-keyring",
|
||||
quantity: 1,
|
||||
});
|
||||
|
||||
const queued = queueTreasureForSale(
|
||||
sampleContentPack,
|
||||
run,
|
||||
"item.keeper-keyring",
|
||||
"2026-03-15T15:05:00.000Z",
|
||||
).run;
|
||||
const sold = sellPendingTreasure(
|
||||
sampleContentPack,
|
||||
queued,
|
||||
"2026-03-15T15:06:00.000Z",
|
||||
).run;
|
||||
|
||||
expect(sold.townState.pendingSales).toEqual([]);
|
||||
expect(sold.adventurerSnapshot.inventory.currency.gold).toBe(5);
|
||||
expect(sold.log.at(-1)?.text).toContain("for 5 gold");
|
||||
});
|
||||
});
|
||||
165
src/rules/town.ts
Normal file
165
src/rules/town.ts
Normal file
@@ -0,0 +1,165 @@
|
||||
import { findItemById } from "@/data/contentHelpers";
|
||||
import type { ContentPack } from "@/types/content";
|
||||
import type { InventoryEntry, RunState, TownState } from "@/types/state";
|
||||
import type { LogEntry } from "@/types/rules";
|
||||
|
||||
export type TownActionResult = {
|
||||
run: RunState;
|
||||
logEntries: LogEntry[];
|
||||
};
|
||||
|
||||
function cloneTownState(townState: TownState): TownState {
|
||||
return {
|
||||
...townState,
|
||||
knownServices: [...townState.knownServices],
|
||||
stash: townState.stash.map((entry) => ({ ...entry })),
|
||||
pendingSales: townState.pendingSales.map((entry) => ({ ...entry })),
|
||||
serviceFlags: [...townState.serviceFlags],
|
||||
};
|
||||
}
|
||||
|
||||
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],
|
||||
},
|
||||
townState: cloneTownState(run.townState),
|
||||
defeatedCreatureIds: [...run.defeatedCreatureIds],
|
||||
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 mergeEntry(entries: InventoryEntry[], entry: InventoryEntry) {
|
||||
const existing = entries.find((candidate) => candidate.definitionId === entry.definitionId);
|
||||
|
||||
if (existing) {
|
||||
existing.quantity += entry.quantity;
|
||||
return;
|
||||
}
|
||||
|
||||
entries.push({ ...entry });
|
||||
}
|
||||
|
||||
function extractEntry(entries: InventoryEntry[], definitionId: string) {
|
||||
const index = entries.findIndex((entry) => entry.definitionId === definitionId);
|
||||
|
||||
if (index === -1) {
|
||||
throw new Error(`No inventory entry found for ${definitionId}.`);
|
||||
}
|
||||
|
||||
const [removed] = entries.splice(index, 1);
|
||||
return removed;
|
||||
}
|
||||
|
||||
function createTownLog(id: string, at: string, text: string, relatedIds: string[]): LogEntry {
|
||||
return {
|
||||
id,
|
||||
at,
|
||||
type: "town",
|
||||
text,
|
||||
relatedIds,
|
||||
};
|
||||
}
|
||||
|
||||
export function createInitialTownState(): TownState {
|
||||
return {
|
||||
visits: 0,
|
||||
knownServices: ["service.market"],
|
||||
stash: [],
|
||||
pendingSales: [],
|
||||
serviceFlags: [],
|
||||
};
|
||||
}
|
||||
|
||||
export function sendTreasureToStash(
|
||||
content: ContentPack,
|
||||
run: RunState,
|
||||
definitionId: string,
|
||||
at = new Date().toISOString(),
|
||||
): TownActionResult {
|
||||
const nextRun = cloneRun(run);
|
||||
const removed = extractEntry(nextRun.adventurerSnapshot.inventory.carried, definitionId);
|
||||
mergeEntry(nextRun.townState.stash, removed);
|
||||
nextRun.townState.visits += 1;
|
||||
const item = findItemById(content, definitionId);
|
||||
const logEntry = createTownLog(
|
||||
`town.stash.${definitionId}.${nextRun.log.length + 1}`,
|
||||
at,
|
||||
`Moved ${item.name} into the town stash.`,
|
||||
[definitionId],
|
||||
);
|
||||
nextRun.log.push(logEntry);
|
||||
|
||||
return { run: nextRun, logEntries: [logEntry] };
|
||||
}
|
||||
|
||||
export function queueTreasureForSale(
|
||||
content: ContentPack,
|
||||
run: RunState,
|
||||
definitionId: string,
|
||||
at = new Date().toISOString(),
|
||||
): TownActionResult {
|
||||
const nextRun = cloneRun(run);
|
||||
const removed = extractEntry(nextRun.adventurerSnapshot.inventory.carried, definitionId);
|
||||
mergeEntry(nextRun.townState.pendingSales, removed);
|
||||
nextRun.townState.visits += 1;
|
||||
const item = findItemById(content, definitionId);
|
||||
const logEntry = createTownLog(
|
||||
`town.queue.${definitionId}.${nextRun.log.length + 1}`,
|
||||
at,
|
||||
`Queued ${item.name} for sale at the market.`,
|
||||
[definitionId],
|
||||
);
|
||||
nextRun.log.push(logEntry);
|
||||
|
||||
return { run: nextRun, logEntries: [logEntry] };
|
||||
}
|
||||
|
||||
export function sellPendingTreasure(
|
||||
content: ContentPack,
|
||||
run: RunState,
|
||||
at = new Date().toISOString(),
|
||||
): TownActionResult {
|
||||
const nextRun = cloneRun(run);
|
||||
const soldEntries = nextRun.townState.pendingSales;
|
||||
const goldEarned = soldEntries.reduce((total, entry) => {
|
||||
const item = findItemById(content, entry.definitionId);
|
||||
return total + (item.valueGp ?? 0) * entry.quantity;
|
||||
}, 0);
|
||||
|
||||
nextRun.adventurerSnapshot.inventory.currency.gold += goldEarned;
|
||||
nextRun.townState.pendingSales = [];
|
||||
nextRun.townState.visits += 1;
|
||||
|
||||
const soldText =
|
||||
soldEntries.length === 0
|
||||
? "No treasure was queued for sale."
|
||||
: `Sold ${soldEntries.reduce((total, entry) => total + entry.quantity, 0)} treasure item${soldEntries.reduce((total, entry) => total + entry.quantity, 0) === 1 ? "" : "s"} for ${goldEarned} gold.`;
|
||||
|
||||
const logEntry = createTownLog(
|
||||
`town.sell.${nextRun.log.length + 1}`,
|
||||
at,
|
||||
soldText,
|
||||
soldEntries.map((entry) => entry.definitionId),
|
||||
);
|
||||
nextRun.log.push(logEntry);
|
||||
|
||||
return { run: nextRun, logEntries: [logEntry] };
|
||||
}
|
||||
@@ -214,6 +214,11 @@ export const runStateSchema = z.object({
|
||||
dungeon: dungeonStateSchema,
|
||||
adventurerSnapshot: adventurerStateSchema,
|
||||
activeCombat: combatStateSchema.optional(),
|
||||
townState: townStateSchema,
|
||||
defeatedCreatureIds: z.array(z.string()),
|
||||
xpGained: z.number().int().nonnegative(),
|
||||
goldGained: z.number().int().nonnegative(),
|
||||
lootedItems: z.array(inventoryEntrySchema),
|
||||
log: z.array(logEntrySchema),
|
||||
pendingEffects: z.array(ruleEffectSchema),
|
||||
});
|
||||
|
||||
204
src/styles.css
204
src/styles.css
@@ -98,6 +98,39 @@ select {
|
||||
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;
|
||||
grid-template-columns: repeat(12, minmax(0, 1fr));
|
||||
@@ -119,6 +152,20 @@ select {
|
||||
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-town {
|
||||
grid-column: span 4;
|
||||
background:
|
||||
linear-gradient(180deg, rgba(32, 37, 24, 0.92), rgba(20, 22, 14, 0.92)),
|
||||
rgba(25, 19, 16, 0.9);
|
||||
}
|
||||
|
||||
.panel-log {
|
||||
grid-column: span 12;
|
||||
}
|
||||
@@ -151,6 +198,7 @@ select {
|
||||
}
|
||||
|
||||
.stat-strip div,
|
||||
.inventory-badge,
|
||||
.encounter-box,
|
||||
.combat-status {
|
||||
padding: 0.9rem;
|
||||
@@ -159,6 +207,8 @@ select {
|
||||
}
|
||||
|
||||
.stat-strip span,
|
||||
.inventory-badge span,
|
||||
.inventory-label,
|
||||
.encounter-label,
|
||||
.combat-status span,
|
||||
.room-meta span,
|
||||
@@ -171,6 +221,7 @@ select {
|
||||
}
|
||||
|
||||
.stat-strip strong,
|
||||
.inventory-badge strong,
|
||||
.encounter-box strong,
|
||||
.combat-status strong {
|
||||
display: block;
|
||||
@@ -184,6 +235,113 @@ select {
|
||||
color: rgba(244, 239, 227, 0.76);
|
||||
}
|
||||
|
||||
.inventory-summary,
|
||||
.inventory-grid,
|
||||
.town-summary {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
}
|
||||
|
||||
.inventory-summary,
|
||||
.town-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));
|
||||
}
|
||||
|
||||
.town-section {
|
||||
margin-top: 1rem;
|
||||
padding-top: 1rem;
|
||||
border-top: 1px solid rgba(255, 231, 196, 0.08);
|
||||
}
|
||||
|
||||
.town-actions {
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.town-card {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
padding: 0.95rem;
|
||||
border: 1px solid rgba(255, 231, 196, 0.08);
|
||||
background: rgba(255, 245, 223, 0.04);
|
||||
}
|
||||
|
||||
.town-card strong {
|
||||
display: block;
|
||||
color: #fff2d6;
|
||||
}
|
||||
|
||||
.town-card span {
|
||||
display: block;
|
||||
margin-top: 0.25rem;
|
||||
color: rgba(244, 239, 227, 0.62);
|
||||
font-size: 0.84rem;
|
||||
}
|
||||
|
||||
.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;
|
||||
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;
|
||||
@@ -244,17 +402,20 @@ select {
|
||||
}
|
||||
|
||||
.move-list,
|
||||
.mini-map {
|
||||
.mini-map,
|
||||
.enemy-list {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
}
|
||||
|
||||
.mini-map {
|
||||
.mini-map,
|
||||
.enemy-list {
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.move-card,
|
||||
.map-node {
|
||||
.map-node,
|
||||
.enemy-card {
|
||||
width: 100%;
|
||||
text-align: left;
|
||||
padding: 0.95rem;
|
||||
@@ -291,14 +452,16 @@ select {
|
||||
}
|
||||
|
||||
.move-card strong,
|
||||
.map-node strong {
|
||||
.map-node strong,
|
||||
.enemy-card strong {
|
||||
display: block;
|
||||
margin-top: 0.3rem;
|
||||
font-size: 1rem;
|
||||
color: #fff2d6;
|
||||
}
|
||||
|
||||
.move-card em {
|
||||
.move-card em,
|
||||
.enemy-card span {
|
||||
display: block;
|
||||
margin-top: 0.3rem;
|
||||
font-style: normal;
|
||||
@@ -310,28 +473,6 @@ select {
|
||||
background: rgba(243, 186, 115, 0.12);
|
||||
}
|
||||
|
||||
.enemy-list {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.enemy-card {
|
||||
padding: 0.95rem;
|
||||
border: 1px solid rgba(255, 231, 196, 0.08);
|
||||
background: rgba(255, 245, 223, 0.04);
|
||||
}
|
||||
|
||||
.enemy-card strong {
|
||||
display: block;
|
||||
font-size: 1.05rem;
|
||||
color: #fff2d6;
|
||||
}
|
||||
|
||||
.enemy-card span {
|
||||
color: rgba(244, 239, 227, 0.66);
|
||||
}
|
||||
|
||||
.log-list {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
@@ -364,7 +505,8 @@ select {
|
||||
padding-top: 0.75rem;
|
||||
}
|
||||
|
||||
.hero {
|
||||
.hero,
|
||||
.alert-banner {
|
||||
flex-direction: column;
|
||||
align-items: stretch;
|
||||
}
|
||||
@@ -376,4 +518,10 @@ select {
|
||||
.stat-strip {
|
||||
grid-template-columns: repeat(2, minmax(0, 1fr));
|
||||
}
|
||||
|
||||
.inventory-summary,
|
||||
.inventory-grid,
|
||||
.town-summary {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -215,6 +215,11 @@ export type RunState = {
|
||||
dungeon: DungeonState;
|
||||
adventurerSnapshot: AdventurerState;
|
||||
activeCombat?: CombatState;
|
||||
townState: TownState;
|
||||
defeatedCreatureIds: string[];
|
||||
xpGained: number;
|
||||
goldGained: number;
|
||||
lootedItems: InventoryEntry[];
|
||||
log: LogEntry[];
|
||||
pendingEffects: RuleEffect[];
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user