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feature/po
| Author | SHA1 | Date | |
|---|---|---|---|
|
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cf98636a52 |
45
src/App.tsx
45
src/App.tsx
@@ -6,6 +6,7 @@ import {
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createRunState,
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createRunState,
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enterCurrentRoom,
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enterCurrentRoom,
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getAvailableMoves,
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getAvailableMoves,
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isCurrentRoomCombatReady,
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resolveRunEnemyTurn,
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resolveRunEnemyTurn,
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resolveRunPlayerTurn,
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resolveRunPlayerTurn,
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startCombatInCurrentRoom,
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startCombatInCurrentRoom,
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@@ -52,11 +53,7 @@ function App() {
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const currentLevel = run.dungeon.levels[run.currentLevel];
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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 currentRoom = run.currentRoomId ? currentLevel?.rooms[run.currentRoomId] : undefined;
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const availableMoves = getAvailableMoves(run);
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const availableMoves = getAvailableMoves(run);
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const combatReadyEncounter = Boolean(
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const combatReadyEncounter = isCurrentRoomCombatReady(run);
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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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);
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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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@@ -104,11 +101,10 @@ function App() {
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<section className="hero">
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<section className="hero">
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<div>
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<div>
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<p className="eyebrow">2D6 Dungeon Web</p>
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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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<p className="lede">
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The core loop now runs inside the app: move through generated rooms,
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Traverse generated rooms, auto-resolve room entry, and engage combat
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resolve room state on entry, and fight when a room produces a real
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when a room reveals a real encounter.
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encounter.
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</p>
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</p>
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</div>
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</div>
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@@ -123,6 +119,22 @@ function App() {
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</div>
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</div>
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</section>
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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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<section className="dashboard-grid">
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<article className="panel panel-highlight">
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<article className="panel panel-highlight">
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<div className="panel-header">
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<div className="panel-header">
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@@ -148,6 +160,10 @@ function App() {
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<span>Precision</span>
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<span>Precision</span>
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<strong>{run.adventurerSnapshot.stats.precision}</strong>
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<strong>{run.adventurerSnapshot.stats.precision}</strong>
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</div>
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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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</div>
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<p className="supporting-text">
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<p className="supporting-text">
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{run.adventurerSnapshot.name} is equipped with a{" "}
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{run.adventurerSnapshot.name} is equipped with a{" "}
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@@ -156,6 +172,9 @@ function App() {
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)?.name ?? "weapon"}
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)?.name ?? "weapon"}
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.
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.
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</p>
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</p>
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<p className="supporting-text">
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Run rewards: {run.xpGained} XP earned, {run.defeatedCreatureIds.length} foes defeated.
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</p>
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</article>
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</article>
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<article className="panel">
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<article className="panel">
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@@ -225,7 +244,9 @@ function App() {
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key={roomId}
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key={roomId}
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className={`map-node${active ? " map-node-active" : ""}`}
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className={`map-node${active ? " map-node-active" : ""}`}
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>
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>
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<span>{room.position.x},{room.position.y}</span>
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<span>
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{room.position.x},{room.position.y}
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</span>
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<strong>{getRoomTitle(run, roomId)}</strong>
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<strong>{getRoomTitle(run, roomId)}</strong>
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</article>
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</article>
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);
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);
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@@ -292,8 +313,8 @@ function App() {
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</>
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</>
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) : (
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) : (
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<p className="supporting-text">
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<p className="supporting-text">
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No active combat. Travel through the dungeon until a room generates
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No active combat. Travel until a room reveals a hostile encounter,
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a creature encounter, then start combat from that room.
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then engage it from the banner or room panel.
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</p>
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</p>
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)}
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)}
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</article>
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</article>
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@@ -61,3 +61,16 @@ export function findCreatureByName(
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return creature;
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return creature;
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}
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}
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export function findCreatureById(
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content: ContentPack,
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creatureId: string,
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): CreatureDefinition {
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const creature = content.creatures.find((entry) => entry.id === creatureId);
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if (!creature) {
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throw new Error(`Unknown creature id: ${creatureId}`);
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}
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return creature;
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}
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@@ -7,6 +7,7 @@ import {
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createRunState,
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createRunState,
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enterCurrentRoom,
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enterCurrentRoom,
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getAvailableMoves,
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getAvailableMoves,
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isCurrentRoomCombatReady,
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resolveRunEnemyTurn,
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resolveRunEnemyTurn,
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resolveRunPlayerTurn,
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resolveRunPlayerTurn,
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startCombatInCurrentRoom,
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startCombatInCurrentRoom,
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@@ -184,6 +185,10 @@ describe("run state flow", () => {
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expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
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expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
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false,
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false,
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);
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);
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expect(result.run.adventurerSnapshot.xp).toBe(2);
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expect(result.run.xpGained).toBe(2);
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expect(result.run.defeatedCreatureIds).toEqual(["creature.level1.guard"]);
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expect(result.run.log.at(-1)?.text).toContain("Victory rewards");
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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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it("lists available traversable exits for the current room", () => {
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@@ -227,4 +232,25 @@ describe("run state flow", () => {
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);
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);
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expect(result.run.log[0]?.text).toContain("Travelled north");
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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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it("flags combat-ready rooms once entry resolves a hostile encounter", () => {
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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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const room = run.dungeon.levels["1"]!.rooms["room.level1.start"]!;
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room.encounter = {
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id: `${room.id}.encounter`,
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sourceTableCode: "L1G",
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creatureIds: ["a", "b"],
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creatureNames: ["Guard", "Warrior"],
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resultLabel: "Guard and Warrior",
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resolved: true,
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};
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expect(isCurrentRoomCombatReady(run)).toBe(true);
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});
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});
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});
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@@ -6,6 +6,7 @@ import type {
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RunState,
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RunState,
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} from "@/types/state";
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} from "@/types/state";
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import type { LogEntry } from "@/types/rules";
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import type { LogEntry } from "@/types/rules";
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import { findCreatureById } from "@/data/contentHelpers";
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|
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import { startCombatFromRoom } from "./combat";
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import { startCombatFromRoom } from "./combat";
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import {
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import {
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@@ -232,6 +233,52 @@ function appendLogs(run: RunState, logEntries: LogEntry[]) {
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run.log.push(...logEntries);
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run.log.push(...logEntries);
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}
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}
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|
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function createRewardLog(
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id: string,
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at: string,
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text: string,
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relatedIds: string[],
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): LogEntry {
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return {
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id,
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at,
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type: "progression",
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text,
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relatedIds,
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};
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}
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function applyCombatRewards(
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content: ContentPack,
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run: RunState,
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completedCombat: CombatState,
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at: string,
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|
) {
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const defeatedCreatureIds = completedCombat.enemies
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.filter((enemy) => enemy.hpCurrent === 0 && enemy.sourceDefinitionId)
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.map((enemy) => enemy.sourceDefinitionId!);
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|
const xpAwarded = defeatedCreatureIds.reduce((total, creatureId) => {
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return total + (findCreatureById(content, creatureId).xpReward ?? 0);
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|
}, 0);
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|
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|
run.defeatedCreatureIds.push(...defeatedCreatureIds);
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run.xpGained += xpAwarded;
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run.adventurerSnapshot.xp += xpAwarded;
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|
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|
if (xpAwarded === 0) {
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|
return [] as LogEntry[];
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|
}
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|
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|
return [
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|
createRewardLog(
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|
`${completedCombat.id}.rewards`,
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|
at,
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|
`Victory rewards: gained ${xpAwarded} XP from ${defeatedCreatureIds.length} defeated creature${defeatedCreatureIds.length === 1 ? "" : "s"}.`,
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|
[completedCombat.id, ...defeatedCreatureIds],
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|
),
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|
];
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|
}
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|
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export function createRunState(options: CreateRunOptions): RunState {
|
export function createRunState(options: CreateRunOptions): RunState {
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const at = options.at ?? new Date().toISOString();
|
const at = options.at ?? new Date().toISOString();
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const levelState = initializeDungeonLevel({
|
const levelState = initializeDungeonLevel({
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@@ -256,6 +303,8 @@ 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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|
defeatedCreatureIds: [],
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|
xpGained: 0,
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log: [],
|
log: [],
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pendingEffects: [],
|
pendingEffects: [],
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};
|
};
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@@ -298,6 +347,16 @@ export function getAvailableMoves(run: RunState): AvailableMove[] {
|
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}));
|
}));
|
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}
|
}
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|
|
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|
export function isCurrentRoomCombatReady(run: RunState) {
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|
const room = requireCurrentRoom(run);
|
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|
|
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|
return Boolean(
|
||||||
|
room.encounter?.resolved &&
|
||||||
|
room.encounter.creatureNames &&
|
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|
room.encounter.creatureNames.length > 0,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
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export function travelCurrentExit(
|
export function travelCurrentExit(
|
||||||
options: TravelCurrentExitOptions,
|
options: TravelCurrentExitOptions,
|
||||||
): RunTransitionResult {
|
): RunTransitionResult {
|
||||||
@@ -427,9 +486,16 @@ export function resolveRunPlayerTurn(
|
|||||||
appendLogs(run, result.logEntries);
|
appendLogs(run, result.logEntries);
|
||||||
|
|
||||||
if (result.combatEnded) {
|
if (result.combatEnded) {
|
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|
const completedCombat = result.combat;
|
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const levelState = requireCurrentLevel(run);
|
const levelState = requireCurrentLevel(run);
|
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const roomId = requireCurrentRoomId(run);
|
const roomId = requireCurrentRoomId(run);
|
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const room = levelState.rooms[roomId];
|
const room = levelState.rooms[roomId];
|
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|
const rewardLogs = applyCombatRewards(
|
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|
options.content,
|
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|
run,
|
||||||
|
completedCombat,
|
||||||
|
options.at ?? new Date().toISOString(),
|
||||||
|
);
|
||||||
|
|
||||||
if (room?.encounter) {
|
if (room?.encounter) {
|
||||||
room.encounter.rewardPending = false;
|
room.encounter.rewardPending = false;
|
||||||
@@ -437,6 +503,7 @@ export function resolveRunPlayerTurn(
|
|||||||
}
|
}
|
||||||
|
|
||||||
run.activeCombat = undefined;
|
run.activeCombat = undefined;
|
||||||
|
appendLogs(run, rewardLogs);
|
||||||
}
|
}
|
||||||
|
|
||||||
return {
|
return {
|
||||||
|
|||||||
@@ -214,6 +214,8 @@ export const runStateSchema = z.object({
|
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dungeon: dungeonStateSchema,
|
dungeon: dungeonStateSchema,
|
||||||
adventurerSnapshot: adventurerStateSchema,
|
adventurerSnapshot: adventurerStateSchema,
|
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activeCombat: combatStateSchema.optional(),
|
activeCombat: combatStateSchema.optional(),
|
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|
defeatedCreatureIds: z.array(z.string()),
|
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|
xpGained: z.number().int().nonnegative(),
|
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log: z.array(logEntrySchema),
|
log: z.array(logEntrySchema),
|
||||||
pendingEffects: z.array(ruleEffectSchema),
|
pendingEffects: z.array(ruleEffectSchema),
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -98,6 +98,39 @@ select {
|
|||||||
font-size: 0.95rem;
|
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 {
|
.dashboard-grid {
|
||||||
display: grid;
|
display: grid;
|
||||||
grid-template-columns: repeat(12, minmax(0, 1fr));
|
grid-template-columns: repeat(12, minmax(0, 1fr));
|
||||||
@@ -244,17 +277,20 @@ select {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.move-list,
|
.move-list,
|
||||||
.mini-map {
|
.mini-map,
|
||||||
|
.enemy-list {
|
||||||
display: grid;
|
display: grid;
|
||||||
gap: 0.75rem;
|
gap: 0.75rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.mini-map {
|
.mini-map,
|
||||||
|
.enemy-list {
|
||||||
margin-top: 1rem;
|
margin-top: 1rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.move-card,
|
.move-card,
|
||||||
.map-node {
|
.map-node,
|
||||||
|
.enemy-card {
|
||||||
width: 100%;
|
width: 100%;
|
||||||
text-align: left;
|
text-align: left;
|
||||||
padding: 0.95rem;
|
padding: 0.95rem;
|
||||||
@@ -291,14 +327,16 @@ select {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.move-card strong,
|
.move-card strong,
|
||||||
.map-node strong {
|
.map-node strong,
|
||||||
|
.enemy-card strong {
|
||||||
display: block;
|
display: block;
|
||||||
margin-top: 0.3rem;
|
margin-top: 0.3rem;
|
||||||
font-size: 1rem;
|
font-size: 1rem;
|
||||||
color: #fff2d6;
|
color: #fff2d6;
|
||||||
}
|
}
|
||||||
|
|
||||||
.move-card em {
|
.move-card em,
|
||||||
|
.enemy-card span {
|
||||||
display: block;
|
display: block;
|
||||||
margin-top: 0.3rem;
|
margin-top: 0.3rem;
|
||||||
font-style: normal;
|
font-style: normal;
|
||||||
@@ -310,28 +348,6 @@ select {
|
|||||||
background: rgba(243, 186, 115, 0.12);
|
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 {
|
.log-list {
|
||||||
display: grid;
|
display: grid;
|
||||||
gap: 0.75rem;
|
gap: 0.75rem;
|
||||||
@@ -364,7 +380,8 @@ select {
|
|||||||
padding-top: 0.75rem;
|
padding-top: 0.75rem;
|
||||||
}
|
}
|
||||||
|
|
||||||
.hero {
|
.hero,
|
||||||
|
.alert-banner {
|
||||||
flex-direction: column;
|
flex-direction: column;
|
||||||
align-items: stretch;
|
align-items: stretch;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -215,6 +215,8 @@ export type RunState = {
|
|||||||
dungeon: DungeonState;
|
dungeon: DungeonState;
|
||||||
adventurerSnapshot: AdventurerState;
|
adventurerSnapshot: AdventurerState;
|
||||||
activeCombat?: CombatState;
|
activeCombat?: CombatState;
|
||||||
|
defeatedCreatureIds: string[];
|
||||||
|
xpGained: number;
|
||||||
log: LogEntry[];
|
log: LogEntry[];
|
||||||
pendingEffects: RuleEffect[];
|
pendingEffects: RuleEffect[];
|
||||||
};
|
};
|
||||||
|
|||||||
Reference in New Issue
Block a user