23 Commits

Author SHA1 Message Date
1613acd39b Merge branch 'main' into feature/town-sell-and-stash 2026-03-16 00:06:01 +00:00
2c58c3f1a5 Merge pull request 'Feature: enhance inventory UI with structured layout and item categorization' (#12) from feature/treasure-ui-and-inventory into main
Reviewed-on: #12
2026-03-16 00:05:43 +00:00
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
8597b4fded Feature: implement town market functionality with treasure selling and stashing 2026-03-15 14:31:53 -05:00
Keith Solomon
71bdc6d031 Feature: enhance inventory UI with structured layout and item categorization 2026-03-15 14:29:03 -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
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
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
67453df51e Merge pull request 'Feature: enhance encounter resolution with creature names and result labels' (#3) from feature/encounter-resolution into staging/features
Reviewed-on: #3
2026-03-15 18:19:53 +00:00
cff5f786a0 Merge pull request 'Feature: implement dungeon state management with room expansion and exit handling' (#2) from feature/dungeon-state into staging/features
Reviewed-on: #2
2026-03-15 18:19:15 +00:00
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
8 changed files with 679 additions and 16 deletions

View File

@@ -12,6 +12,7 @@ import {
startCombatInCurrentRoom,
travelCurrentExit,
} from "@/rules/runState";
import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "@/rules/town";
import type { RunState } from "@/types/state";
function createDemoRun() {
@@ -48,12 +49,74 @@ function getRoomTitle(run: RunState, roomId?: string) {
);
}
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() {
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 pendingSales = run.townState.pendingSales;
const stash = run.townState.stash;
const handleReset = () => {
setRun(createDemoRun());
@@ -96,6 +159,18 @@ function App() {
);
};
const handleQueueSale = (definitionId: string) => {
setRun((previous) => queueTreasureForSale(sampleContentPack, previous, definitionId).run);
};
const handleStashTreasure = (definitionId: string) => {
setRun((previous) => sendTreasureToStash(sampleContentPack, previous, definitionId).run);
};
const handleSellPending = () => {
setRun((previous) => sellPendingTreasure(sampleContentPack, previous).run);
};
return (
<main className="app-shell">
<section className="hero">
@@ -176,23 +251,188 @@ function App() {
Run rewards: {run.xpGained} XP, {run.goldGained} gold,{" "}
{run.defeatedCreatureIds.length} foes defeated.
</p>
<p className="supporting-text">
Carried gold: {run.adventurerSnapshot.inventory.currency.gold}. Looted items:{" "}
{run.lootedItems.length === 0
? "none yet"
: run.lootedItems
.map((entry) => {
const item = sampleContentPack.items.find(
(candidate) => candidate.id === entry.definitionId,
);
</article>
return entry.quantity > 1
? `${entry.quantity}x ${item?.name ?? entry.definitionId}`
: item?.name ?? entry.definitionId;
})
.join(", ")}
.
</p>
<article className="panel panel-inventory">
<div className="panel-header">
<h2>Inventory</h2>
<span>{run.adventurerSnapshot.inventory.carried.length} carried entries</span>
</div>
<div className="inventory-summary">
<div className="inventory-badge">
<span>Gold</span>
<strong>{run.adventurerSnapshot.inventory.currency.gold}</strong>
</div>
<div className="inventory-badge">
<span>Rations</span>
<strong>{run.adventurerSnapshot.inventory.rationCount}</strong>
</div>
<div className="inventory-badge">
<span>Treasure</span>
<strong>{carriedTreasure.length}</strong>
</div>
<div className="inventory-badge">
<span>Latest Loot</span>
<strong>{run.lootedItems.reduce((total, entry) => total + entry.quantity, 0)}</strong>
</div>
</div>
<div className="inventory-grid">
<section className="inventory-section">
<span className="inventory-label">Equipped</span>
<div className="inventory-list">
{equippedItems.map((entry) => (
<article key={`equipped-${entry.definitionId}`} className="inventory-card inventory-card-equipped">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Ready for use</span>
</article>
))}
</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 className="panel panel-town">
<div className="panel-header">
<h2>Town Market</h2>
<span>{run.townState.visits} town actions</span>
</div>
<div className="town-summary">
<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">

View File

@@ -269,4 +269,46 @@ describe("run state flow", () => {
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");
});
});

View File

@@ -10,6 +10,7 @@ import { findCreatureById } from "@/data/contentHelpers";
import { startCombatFromRoom } from "./combat";
import { resolveCombatLoot } from "./loot";
import { createInitialTownState } from "./town";
import {
resolveEnemyTurn,
resolvePlayerAttack,
@@ -164,6 +165,13 @@ 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,
@@ -336,6 +344,7 @@ export function createRunState(options: CreateRunOptions): RunState {
globalFlags: [],
},
adventurerSnapshot: options.adventurer,
townState: createInitialTownState(),
defeatedCreatureIds: [],
xpGained: 0,
goldGained: 0,

74
src/rules/town.test.ts Normal file
View 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
View 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] };
}

View File

@@ -214,6 +214,7 @@ 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(),

View File

@@ -152,6 +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;
}
@@ -184,6 +198,7 @@ select {
}
.stat-strip div,
.inventory-badge,
.encounter-box,
.combat-status {
padding: 0.9rem;
@@ -192,6 +207,8 @@ select {
}
.stat-strip span,
.inventory-badge span,
.inventory-label,
.encounter-label,
.combat-status span,
.room-meta span,
@@ -204,6 +221,7 @@ select {
}
.stat-strip strong,
.inventory-badge strong,
.encounter-box strong,
.combat-status strong {
display: block;
@@ -217,6 +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;
@@ -393,4 +518,10 @@ select {
.stat-strip {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.inventory-summary,
.inventory-grid,
.town-summary {
grid-template-columns: 1fr;
}
}

View File

@@ -215,6 +215,7 @@ export type RunState = {
dungeon: DungeonState;
adventurerSnapshot: AdventurerState;
activeCombat?: CombatState;
townState: TownState;
defeatedCreatureIds: string[];
xpGained: number;
goldGained: number;