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100
src/App.tsx
100
src/App.tsx
@@ -12,7 +12,6 @@ import {
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startCombatInCurrentRoom,
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startCombatInCurrentRoom,
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travelCurrentExit,
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travelCurrentExit,
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} from "@/rules/runState";
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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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import type { RunState } from "@/types/state";
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function createDemoRun() {
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function createDemoRun() {
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@@ -115,8 +114,6 @@ function App() {
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);
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);
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const equippedItems = run.adventurerSnapshot.inventory.equipped;
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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 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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|
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const handleReset = () => {
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const handleReset = () => {
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setRun(createDemoRun());
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setRun(createDemoRun());
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@@ -159,18 +156,6 @@ function App() {
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);
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);
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};
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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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|
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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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|
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const handleSellPending = () => {
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setRun((previous) => sellPendingTreasure(sampleContentPack, previous).run);
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};
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|
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return (
|
return (
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<main className="app-shell">
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<main className="app-shell">
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<section className="hero">
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<section className="hero">
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@@ -350,91 +335,6 @@ function App() {
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</div>
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</div>
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</article>
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</article>
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<article className="panel panel-town">
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<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>
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<div className="town-summary">
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<div className="inventory-badge">
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<span>Known Services</span>
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<strong>{run.townState.knownServices.length}</strong>
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</div>
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<div className="inventory-badge">
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<span>Queued Sales</span>
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<strong>{pendingSales.length}</strong>
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</div>
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<div className="inventory-badge">
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<span>Stash</span>
|
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<strong>{stash.length}</strong>
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</div>
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</div>
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<div className="town-actions">
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<button
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className="button button-primary"
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onClick={handleSellPending}
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disabled={pendingSales.length === 0}
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>
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Sell Queued Treasure
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</button>
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</div>
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<section className="town-section">
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<span className="inventory-label">Treasure In Pack</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 available for town actions.</p>
|
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) : (
|
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carriedTreasure.map((entry) => (
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<article key={`town-pack-${entry.definitionId}`} className="town-card">
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<div>
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Choose whether to sell or stash this treasure.</span>
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</div>
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<div className="enemy-actions">
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<button className="button" onClick={() => handleStashTreasure(entry.definitionId)}>
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Send To Stash
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</button>
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<button className="button button-primary" onClick={() => handleQueueSale(entry.definitionId)}>
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Queue For Sale
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</button>
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</div>
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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="town-section">
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<span className="inventory-label">Pending Sales</span>
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<div className="inventory-list">
|
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{pendingSales.length === 0 ? (
|
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<p className="supporting-text">Nothing queued at the market.</p>
|
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) : (
|
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pendingSales.map((entry) => (
|
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<article key={`pending-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
|
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Ready to convert into gold</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="town-section">
|
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<span className="inventory-label">Town Stash</span>
|
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<div className="inventory-list">
|
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{stash.length === 0 ? (
|
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<p className="supporting-text">The stash is empty.</p>
|
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) : (
|
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stash.map((entry) => (
|
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<article key={`stash-${entry.definitionId}`} className="inventory-card">
|
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Held safely in town storage</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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</article>
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|
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<article className="panel">
|
<article className="panel">
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<div className="panel-header">
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<div className="panel-header">
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<h2>Current Room</h2>
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<h2>Current Room</h2>
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@@ -269,4 +269,46 @@ describe("run state flow", () => {
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|
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expect(isCurrentRoomCombatReady(run)).toBe(true);
|
expect(isCurrentRoomCombatReady(run)).toBe(true);
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});
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});
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|
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|
it("lists available traversable exits for the current room", () => {
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const run = createRunState({
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content: sampleContentPack,
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|
campaignId: "campaign.1",
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adventurer: createAdventurer(),
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|
});
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|
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|
expect(getAvailableMoves(run)).toEqual([
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|
expect.objectContaining({
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|
direction: "north",
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generated: false,
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|
}),
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|
]);
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|
});
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|
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|
it("travels through an unresolved exit, generates a room, and enters it", () => {
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const run = createRunState({
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content: sampleContentPack,
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|
campaignId: "campaign.1",
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adventurer: createAdventurer(),
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at: "2026-03-15T14:00:00.000Z",
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|
});
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|
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|
const result = travelCurrentExit({
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content: sampleContentPack,
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|
run,
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|
exitDirection: "north",
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|
roller: createSequenceRoller([1, 1]),
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|
at: "2026-03-15T14:05:00.000Z",
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|
});
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|
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|
expect(result.run.currentRoomId).toBe("room.level1.room.002");
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|
expect(result.run.dungeon.levels["1"]!.discoveredRoomOrder).toEqual([
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|
"room.level1.start",
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|
"room.level1.room.002",
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|
]);
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|
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.room.002"]!.discovery.entered).toBe(
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|
true,
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|
);
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|
expect(result.run.log[0]?.text).toContain("Travelled north");
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|
});
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});
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});
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@@ -10,7 +10,6 @@ import { findCreatureById } from "@/data/contentHelpers";
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|
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import { startCombatFromRoom } from "./combat";
|
import { startCombatFromRoom } from "./combat";
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import { resolveCombatLoot } from "./loot";
|
import { resolveCombatLoot } from "./loot";
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import { createInitialTownState } from "./town";
|
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import {
|
import {
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resolveEnemyTurn,
|
resolveEnemyTurn,
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resolvePlayerAttack,
|
resolvePlayerAttack,
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@@ -165,13 +164,6 @@ function cloneRun(run: RunState): RunState {
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globalFlags: [...run.dungeon.globalFlags],
|
globalFlags: [...run.dungeon.globalFlags],
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},
|
},
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activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
|
activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
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townState: {
|
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...run.townState,
|
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knownServices: [...run.townState.knownServices],
|
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stash: run.townState.stash.map((entry) => ({ ...entry })),
|
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pendingSales: run.townState.pendingSales.map((entry) => ({ ...entry })),
|
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serviceFlags: [...run.townState.serviceFlags],
|
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},
|
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defeatedCreatureIds: [...run.defeatedCreatureIds],
|
defeatedCreatureIds: [...run.defeatedCreatureIds],
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xpGained: run.xpGained,
|
xpGained: run.xpGained,
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goldGained: run.goldGained,
|
goldGained: run.goldGained,
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@@ -344,7 +336,6 @@ export function createRunState(options: CreateRunOptions): RunState {
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globalFlags: [],
|
globalFlags: [],
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},
|
},
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adventurerSnapshot: options.adventurer,
|
adventurerSnapshot: options.adventurer,
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townState: createInitialTownState(),
|
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defeatedCreatureIds: [],
|
defeatedCreatureIds: [],
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xpGained: 0,
|
xpGained: 0,
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goldGained: 0,
|
goldGained: 0,
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@@ -1,74 +0,0 @@
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import { describe, expect, it } from "vitest";
|
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|
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||||||
import { sampleContentPack } from "@/data/sampleContentPack";
|
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|
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import { createStartingAdventurer } from "./character";
|
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import { createRunState } from "./runState";
|
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import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "./town";
|
|
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|
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function createAdventurer() {
|
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return createStartingAdventurer(sampleContentPack, {
|
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name: "Aster",
|
|
||||||
weaponId: "weapon.short-sword",
|
|
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armourId: "armour.leather-vest",
|
|
||||||
scrollId: "scroll.lesser-heal",
|
|
||||||
});
|
|
||||||
}
|
|
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|
|
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describe("town flow", () => {
|
|
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it("moves treasure from carried inventory into the stash", () => {
|
|
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const run = createRunState({
|
|
||||||
content: sampleContentPack,
|
|
||||||
campaignId: "campaign.1",
|
|
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adventurer: createAdventurer(),
|
|
||||||
});
|
|
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|
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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");
|
|
||||||
});
|
|
||||||
});
|
|
||||||
@@ -1,165 +0,0 @@
|
|||||||
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] };
|
|
||||||
}
|
|
||||||
@@ -214,7 +214,6 @@ export const runStateSchema = z.object({
|
|||||||
dungeon: dungeonStateSchema,
|
dungeon: dungeonStateSchema,
|
||||||
adventurerSnapshot: adventurerStateSchema,
|
adventurerSnapshot: adventurerStateSchema,
|
||||||
activeCombat: combatStateSchema.optional(),
|
activeCombat: combatStateSchema.optional(),
|
||||||
townState: townStateSchema,
|
|
||||||
defeatedCreatureIds: z.array(z.string()),
|
defeatedCreatureIds: z.array(z.string()),
|
||||||
xpGained: z.number().int().nonnegative(),
|
xpGained: z.number().int().nonnegative(),
|
||||||
goldGained: z.number().int().nonnegative(),
|
goldGained: z.number().int().nonnegative(),
|
||||||
|
|||||||
@@ -159,13 +159,6 @@ select {
|
|||||||
rgba(25, 19, 16, 0.9);
|
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 {
|
.panel-log {
|
||||||
grid-column: span 12;
|
grid-column: span 12;
|
||||||
}
|
}
|
||||||
@@ -236,14 +229,12 @@ select {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.inventory-summary,
|
.inventory-summary,
|
||||||
.inventory-grid,
|
.inventory-grid {
|
||||||
.town-summary {
|
|
||||||
display: grid;
|
display: grid;
|
||||||
gap: 0.75rem;
|
gap: 0.75rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.inventory-summary,
|
.inventory-summary {
|
||||||
.town-summary {
|
|
||||||
grid-template-columns: repeat(4, minmax(0, 1fr));
|
grid-template-columns: repeat(4, minmax(0, 1fr));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -259,36 +250,6 @@ select {
|
|||||||
linear-gradient(180deg, rgba(255, 245, 223, 0.04), rgba(255, 245, 223, 0.02));
|
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 {
|
.inventory-label {
|
||||||
display: block;
|
display: block;
|
||||||
margin-bottom: 0.7rem;
|
margin-bottom: 0.7rem;
|
||||||
@@ -520,8 +481,7 @@ select {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.inventory-summary,
|
.inventory-summary,
|
||||||
.inventory-grid,
|
.inventory-grid {
|
||||||
.town-summary {
|
|
||||||
grid-template-columns: 1fr;
|
grid-template-columns: 1fr;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -215,7 +215,6 @@ export type RunState = {
|
|||||||
dungeon: DungeonState;
|
dungeon: DungeonState;
|
||||||
adventurerSnapshot: AdventurerState;
|
adventurerSnapshot: AdventurerState;
|
||||||
activeCombat?: CombatState;
|
activeCombat?: CombatState;
|
||||||
townState: TownState;
|
|
||||||
defeatedCreatureIds: string[];
|
defeatedCreatureIds: string[];
|
||||||
xpGained: number;
|
xpGained: number;
|
||||||
goldGained: number;
|
goldGained: number;
|
||||||
|
|||||||
Reference in New Issue
Block a user