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feature/co
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132
src/rules/combatTurns.test.ts
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132
src/rules/combatTurns.test.ts
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@@ -0,0 +1,132 @@
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import { describe, expect, it } from "vitest";
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import { sampleContentPack } from "@/data/sampleContentPack";
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import { createStartingAdventurer } from "./character";
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import { startCombatFromRoom } from "./combat";
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import { resolveEnemyTurn, resolvePlayerAttack } from "./combatTurns";
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import { createRoomStateFromTemplate } from "./rooms";
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function createSequenceRoller(values: number[]) {
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let index = 0;
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return () => {
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const next = values[index];
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index += 1;
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return next;
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};
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}
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function createGuardCombat() {
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const adventurer = createStartingAdventurer(sampleContentPack, {
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name: "Aster",
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weaponId: "weapon.short-sword",
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armourId: "armour.leather-vest",
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scrollId: "scroll.lesser-heal",
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});
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const room = createRoomStateFromTemplate(
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sampleContentPack,
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"room.level1.guard-room",
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1,
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"room.level1.normal.guard-room",
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);
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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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return {
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adventurer,
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...startCombatFromRoom({
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content: sampleContentPack,
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adventurer,
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room,
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at: "2026-03-15T13:00:00.000Z",
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}),
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};
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}
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describe("combat turns", () => {
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it("lets the player hit an enemy and pass initiative", () => {
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const { adventurer, combat } = createGuardCombat();
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const targetId = combat.enemies[0]!.id;
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const result = resolvePlayerAttack({
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content: sampleContentPack,
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combat,
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adventurer,
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manoeuvreId: "manoeuvre.exact-strike",
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targetEnemyId: targetId,
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roller: createSequenceRoller([6, 6]),
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at: "2026-03-15T13:01:00.000Z",
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});
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expect(result.combat.actingSide).toBe("enemy");
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expect(result.combat.selectedManoeuvreId).toBe("manoeuvre.exact-strike");
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expect(result.combat.enemies[0]?.hpCurrent).toBeLessThan(result.combat.enemies[0]!.hpMax);
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expect(result.logEntries[0]?.text).toContain("deals");
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});
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it("marks an enemy defeated when the player deals lethal damage", () => {
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const { adventurer, combat } = createGuardCombat();
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combat.enemies[0]!.hpCurrent = 1;
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const result = resolvePlayerAttack({
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content: sampleContentPack,
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combat,
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adventurer,
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manoeuvreId: "manoeuvre.guard-break",
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targetEnemyId: combat.enemies[0]!.id,
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roller: createSequenceRoller([6, 5]),
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at: "2026-03-15T13:02:00.000Z",
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});
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expect(result.defeatedEnemyIds).toEqual([combat.enemies[0]!.id]);
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expect(result.logEntries.map((entry) => entry.text)).toContain("Guard is defeated.");
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});
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it("lets an enemy attack the player and advances the round", () => {
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const { adventurer, combat } = createGuardCombat();
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const afterPlayer = resolvePlayerAttack({
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content: sampleContentPack,
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combat,
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adventurer,
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manoeuvreId: "manoeuvre.exact-strike",
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targetEnemyId: combat.enemies[0]!.id,
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roller: createSequenceRoller([4, 4]),
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at: "2026-03-15T13:03:00.000Z",
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});
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const result = resolveEnemyTurn({
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content: sampleContentPack,
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combat: afterPlayer.combat,
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adventurer,
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roller: createSequenceRoller([6, 6]),
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at: "2026-03-15T13:04:00.000Z",
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});
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expect(result.combat.round).toBe(2);
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expect(result.combat.actingSide).toBe("player");
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expect(result.combat.player.hpCurrent).toBeLessThan(result.combat.player.hpMax);
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expect(result.logEntries[0]?.text).toContain("attacks");
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});
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it("rejects player turns that target a defeated enemy", () => {
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const { adventurer, combat } = createGuardCombat();
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combat.enemies[0]!.hpCurrent = 0;
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expect(() =>
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resolvePlayerAttack({
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content: sampleContentPack,
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combat,
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adventurer,
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manoeuvreId: "manoeuvre.exact-strike",
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targetEnemyId: combat.enemies[0]!.id,
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}),
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).toThrow("Unknown or defeated target");
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});
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});
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255
src/rules/combatTurns.ts
Normal file
255
src/rules/combatTurns.ts
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@@ -0,0 +1,255 @@
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import type {
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ArmourDefinition,
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ContentPack,
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ManoeuvreDefinition,
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WeaponDefinition,
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} from "@/types/content";
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import type { AdventurerState, CombatState, CombatantState } from "@/types/state";
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import type { LogEntry } from "@/types/rules";
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import { roll2D6, type DiceRoller } from "./dice";
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export type ResolvePlayerAttackOptions = {
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content: ContentPack;
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combat: CombatState;
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adventurer: AdventurerState;
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manoeuvreId: string;
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targetEnemyId: string;
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roller?: DiceRoller;
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at?: string;
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};
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export type ResolveEnemyTurnOptions = {
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content: ContentPack;
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combat: CombatState;
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adventurer: AdventurerState;
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roller?: DiceRoller;
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at?: string;
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};
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export type CombatTurnResult = {
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combat: CombatState;
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logEntries: LogEntry[];
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defeatedEnemyIds: string[];
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combatEnded: boolean;
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};
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const BASE_TARGET_NUMBER = 7;
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function requireWeapon(content: ContentPack, weaponId: string): WeaponDefinition {
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const weapon = content.weapons.find((entry) => entry.id === weaponId);
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if (!weapon) {
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throw new Error(`Unknown weapon id: ${weaponId}`);
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}
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return weapon;
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}
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function requireManoeuvre(content: ContentPack, manoeuvreId: string): ManoeuvreDefinition {
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const manoeuvre = content.manoeuvres.find((entry) => entry.id === manoeuvreId);
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if (!manoeuvre) {
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throw new Error(`Unknown manoeuvre id: ${manoeuvreId}`);
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}
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return manoeuvre;
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}
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function findArmour(content: ContentPack, armourId?: string): ArmourDefinition | undefined {
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if (!armourId) {
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return undefined;
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}
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return content.armour.find((entry) => entry.id === armourId);
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}
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function cloneCombatant(combatant: CombatantState): CombatantState {
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return {
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...combatant,
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statuses: [...combatant.statuses],
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traits: [...combatant.traits],
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};
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}
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function cloneCombat(combat: CombatState): CombatState {
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return {
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...combat,
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player: cloneCombatant(combat.player),
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enemies: combat.enemies.map(cloneCombatant),
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combatLog: combat.combatLog.map((entry) => ({
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...entry,
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relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
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})),
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};
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}
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function createLogEntry(
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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: "combat",
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text,
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relatedIds,
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};
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}
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function getPlayerArmourValue(content: ContentPack, adventurer: AdventurerState) {
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return findArmour(content, adventurer.armourId)?.armourValue ?? 0;
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}
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function isAlive(combatant: CombatantState) {
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return combatant.hpCurrent > 0;
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}
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function getLivingEnemies(combat: CombatState) {
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return combat.enemies.filter(isAlive);
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}
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export function resolvePlayerAttack(
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options: ResolvePlayerAttackOptions,
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): CombatTurnResult {
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if (options.combat.actingSide !== "player") {
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throw new Error("It is not currently the player's turn.");
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}
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const combat = cloneCombat(options.combat);
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const at = options.at ?? new Date().toISOString();
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const weapon = requireWeapon(options.content, options.adventurer.weaponId);
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const manoeuvre = requireManoeuvre(options.content, options.manoeuvreId);
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|
if (!options.adventurer.manoeuvreIds.includes(manoeuvre.id)) {
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|
throw new Error(`Adventurer cannot use manoeuvre ${manoeuvre.id}.`);
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|
}
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|
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|
if (!manoeuvre.weaponCategories.includes(weapon.category)) {
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|
throw new Error(`Manoeuvre ${manoeuvre.id} is not compatible with ${weapon.id}.`);
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|
}
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const target = combat.enemies.find((enemy) => enemy.id === options.targetEnemyId);
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|
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|
if (!target || !isAlive(target)) {
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throw new Error(`Unknown or defeated target enemy: ${options.targetEnemyId}`);
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|
}
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const roll = roll2D6(options.roller);
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const accuracy =
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|
(roll.total ?? 0) +
|
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|
combat.player.precision +
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|
(manoeuvre.precisionModifier ?? 0);
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const targetNumber = BASE_TARGET_NUMBER + (target.armourValue ?? 0);
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const hit = accuracy >= targetNumber;
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const rawDamage = hit
|
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|
? weapon.baseDamage +
|
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|
Math.max(0, combat.player.discipline + (manoeuvre.damageModifier ?? 0))
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|
: 0;
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|
const damage = hit ? Math.max(1, rawDamage) : 0;
|
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|
|
||||||
|
if (hit) {
|
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|
target.hpCurrent = Math.max(0, target.hpCurrent - damage);
|
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|
}
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|
|
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|
combat.selectedManoeuvreId = manoeuvre.id;
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|
combat.lastRoll = roll;
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|
combat.actingSide = getLivingEnemies(combat).length === 0 ? "player" : "enemy";
|
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|
|
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|
const logEntries: LogEntry[] = [
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|
createLogEntry(
|
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|
`${combat.id}.player.${combat.combatLog.length + 1}`,
|
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|
at,
|
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|
hit
|
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|
? `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and deals ${damage} damage.`
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|
: `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and misses.`,
|
||||||
|
[combat.player.id, target.id],
|
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|
),
|
||||||
|
];
|
||||||
|
|
||||||
|
const defeatedEnemyIds = !isAlive(target) ? [target.id] : [];
|
||||||
|
|
||||||
|
if (defeatedEnemyIds.length > 0) {
|
||||||
|
logEntries.push(
|
||||||
|
createLogEntry(
|
||||||
|
`${combat.id}.player.${combat.combatLog.length + 2}`,
|
||||||
|
at,
|
||||||
|
`${target.name} is defeated.`,
|
||||||
|
[target.id],
|
||||||
|
),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
combat.combatLog.push(...logEntries);
|
||||||
|
|
||||||
|
return {
|
||||||
|
combat,
|
||||||
|
logEntries,
|
||||||
|
defeatedEnemyIds,
|
||||||
|
combatEnded: getLivingEnemies(combat).length === 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function resolveEnemyTurn(
|
||||||
|
options: ResolveEnemyTurnOptions,
|
||||||
|
): CombatTurnResult {
|
||||||
|
if (options.combat.actingSide !== "enemy") {
|
||||||
|
throw new Error("It is not currently the enemy's turn.");
|
||||||
|
}
|
||||||
|
|
||||||
|
const combat = cloneCombat(options.combat);
|
||||||
|
const at = options.at ?? new Date().toISOString();
|
||||||
|
const attacker = getLivingEnemies(combat)[0];
|
||||||
|
|
||||||
|
if (!attacker) {
|
||||||
|
throw new Error("No living enemies are available to act.");
|
||||||
|
}
|
||||||
|
|
||||||
|
const roll = roll2D6(options.roller);
|
||||||
|
const armourValue = getPlayerArmourValue(options.content, options.adventurer);
|
||||||
|
const accuracy = (roll.total ?? 0) + attacker.precision;
|
||||||
|
const targetNumber = BASE_TARGET_NUMBER + armourValue;
|
||||||
|
const hit = accuracy >= targetNumber;
|
||||||
|
const rawDamage = hit ? Math.max(1, 1 + attacker.discipline) : 0;
|
||||||
|
|
||||||
|
if (hit) {
|
||||||
|
combat.player.hpCurrent = Math.max(0, combat.player.hpCurrent - rawDamage);
|
||||||
|
}
|
||||||
|
|
||||||
|
combat.lastRoll = roll;
|
||||||
|
combat.actingSide = combat.player.hpCurrent > 0 ? "player" : "enemy";
|
||||||
|
combat.round += 1;
|
||||||
|
|
||||||
|
const logEntries: LogEntry[] = [
|
||||||
|
createLogEntry(
|
||||||
|
`${combat.id}.enemy.${combat.combatLog.length + 1}`,
|
||||||
|
at,
|
||||||
|
hit
|
||||||
|
? `${attacker.name} attacks ${combat.player.name}, rolls ${roll.total}, and deals ${rawDamage} damage.`
|
||||||
|
: `${attacker.name} attacks ${combat.player.name}, rolls ${roll.total}, and misses.`,
|
||||||
|
[attacker.id, combat.player.id],
|
||||||
|
),
|
||||||
|
];
|
||||||
|
|
||||||
|
if (combat.player.hpCurrent === 0) {
|
||||||
|
logEntries.push(
|
||||||
|
createLogEntry(
|
||||||
|
`${combat.id}.enemy.${combat.combatLog.length + 2}`,
|
||||||
|
at,
|
||||||
|
`${combat.player.name} is defeated.`,
|
||||||
|
[combat.player.id],
|
||||||
|
),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
combat.combatLog.push(...logEntries);
|
||||||
|
|
||||||
|
return {
|
||||||
|
combat,
|
||||||
|
logEntries,
|
||||||
|
defeatedEnemyIds: [],
|
||||||
|
combatEnded: combat.player.hpCurrent === 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
186
src/rules/runState.test.ts
Normal file
186
src/rules/runState.test.ts
Normal file
@@ -0,0 +1,186 @@
|
|||||||
|
import { describe, expect, it } from "vitest";
|
||||||
|
|
||||||
|
import { sampleContentPack } from "@/data/sampleContentPack";
|
||||||
|
|
||||||
|
import { createStartingAdventurer } from "./character";
|
||||||
|
import {
|
||||||
|
createRunState,
|
||||||
|
enterCurrentRoom,
|
||||||
|
resolveRunEnemyTurn,
|
||||||
|
resolveRunPlayerTurn,
|
||||||
|
startCombatInCurrentRoom,
|
||||||
|
} from "./runState";
|
||||||
|
|
||||||
|
function createSequenceRoller(values: number[]) {
|
||||||
|
let index = 0;
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
const next = values[index];
|
||||||
|
index += 1;
|
||||||
|
return next;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function createAdventurer() {
|
||||||
|
return createStartingAdventurer(sampleContentPack, {
|
||||||
|
name: "Aster",
|
||||||
|
weaponId: "weapon.short-sword",
|
||||||
|
armourId: "armour.leather-vest",
|
||||||
|
scrollId: "scroll.lesser-heal",
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
describe("run state flow", () => {
|
||||||
|
it("creates a run anchored in the start room", () => {
|
||||||
|
const run = createRunState({
|
||||||
|
content: sampleContentPack,
|
||||||
|
campaignId: "campaign.1",
|
||||||
|
adventurer: createAdventurer(),
|
||||||
|
at: "2026-03-15T14:00:00.000Z",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(run.currentLevel).toBe(1);
|
||||||
|
expect(run.currentRoomId).toBe("room.level1.start");
|
||||||
|
expect(run.dungeon.levels["1"]?.rooms["room.level1.start"]).toBeDefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("enters the current room and appends room logs", () => {
|
||||||
|
const run = createRunState({
|
||||||
|
content: sampleContentPack,
|
||||||
|
campaignId: "campaign.1",
|
||||||
|
adventurer: createAdventurer(),
|
||||||
|
at: "2026-03-15T14:00:00.000Z",
|
||||||
|
});
|
||||||
|
|
||||||
|
const result = enterCurrentRoom({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run,
|
||||||
|
at: "2026-03-15T14:01:00.000Z",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(result.run.log).toHaveLength(1);
|
||||||
|
expect(result.run.log[0]?.text).toContain("Re-entered Entry Chamber");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("starts combat from the current room and stores the active combat state", () => {
|
||||||
|
const run = createRunState({
|
||||||
|
content: sampleContentPack,
|
||||||
|
campaignId: "campaign.1",
|
||||||
|
adventurer: createAdventurer(),
|
||||||
|
at: "2026-03-15T14:00:00.000Z",
|
||||||
|
});
|
||||||
|
const levelState = run.dungeon.levels["1"]!;
|
||||||
|
const room = levelState.rooms["room.level1.start"]!;
|
||||||
|
|
||||||
|
room.encounter = {
|
||||||
|
id: `${room.id}.encounter`,
|
||||||
|
sourceTableCode: "L1G",
|
||||||
|
creatureIds: ["a", "b"],
|
||||||
|
creatureNames: ["Guard", "Warrior"],
|
||||||
|
resultLabel: "Guard and Warrior",
|
||||||
|
resolved: true,
|
||||||
|
};
|
||||||
|
|
||||||
|
const result = startCombatInCurrentRoom({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run,
|
||||||
|
at: "2026-03-15T14:02:00.000Z",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(result.run.activeCombat?.enemies).toHaveLength(2);
|
||||||
|
expect(result.run.log.at(-1)?.text).toContain("Combat begins");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("resolves player and enemy turns through run state", () => {
|
||||||
|
const run = createRunState({
|
||||||
|
content: sampleContentPack,
|
||||||
|
campaignId: "campaign.1",
|
||||||
|
adventurer: createAdventurer(),
|
||||||
|
at: "2026-03-15T14:00:00.000Z",
|
||||||
|
});
|
||||||
|
const levelState = run.dungeon.levels["1"]!;
|
||||||
|
const room = levelState.rooms["room.level1.start"]!;
|
||||||
|
|
||||||
|
room.encounter = {
|
||||||
|
id: `${room.id}.encounter`,
|
||||||
|
sourceTableCode: "L1G",
|
||||||
|
creatureIds: ["a", "b"],
|
||||||
|
creatureNames: ["Guard", "Warrior"],
|
||||||
|
resultLabel: "Guard and Warrior",
|
||||||
|
resolved: true,
|
||||||
|
};
|
||||||
|
|
||||||
|
const withCombat = startCombatInCurrentRoom({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run,
|
||||||
|
at: "2026-03-15T14:02:00.000Z",
|
||||||
|
}).run;
|
||||||
|
const targetEnemyId = withCombat.activeCombat!.enemies[0]!.id;
|
||||||
|
|
||||||
|
const afterPlayer = resolveRunPlayerTurn({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run: withCombat,
|
||||||
|
manoeuvreId: "manoeuvre.exact-strike",
|
||||||
|
targetEnemyId,
|
||||||
|
roller: createSequenceRoller([6, 6]),
|
||||||
|
at: "2026-03-15T14:03:00.000Z",
|
||||||
|
}).run;
|
||||||
|
|
||||||
|
expect(afterPlayer.activeCombat?.actingSide).toBe("enemy");
|
||||||
|
expect(afterPlayer.log.at(-1)?.text).toContain("deals");
|
||||||
|
|
||||||
|
const afterEnemy = resolveRunEnemyTurn({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run: afterPlayer,
|
||||||
|
roller: createSequenceRoller([6, 6]),
|
||||||
|
at: "2026-03-15T14:04:00.000Z",
|
||||||
|
}).run;
|
||||||
|
|
||||||
|
expect(afterEnemy.activeCombat?.actingSide).toBe("player");
|
||||||
|
expect(afterEnemy.adventurerSnapshot.hp.current).toBeLessThan(
|
||||||
|
createAdventurer().hp.current,
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("clears the room and ends active combat when the last enemy falls", () => {
|
||||||
|
const run = createRunState({
|
||||||
|
content: sampleContentPack,
|
||||||
|
campaignId: "campaign.1",
|
||||||
|
adventurer: createAdventurer(),
|
||||||
|
at: "2026-03-15T14:00:00.000Z",
|
||||||
|
});
|
||||||
|
const room = run.dungeon.levels["1"]!.rooms["room.level1.start"]!;
|
||||||
|
|
||||||
|
room.encounter = {
|
||||||
|
id: `${room.id}.encounter`,
|
||||||
|
sourceTableCode: "L1G",
|
||||||
|
creatureIds: ["a"],
|
||||||
|
creatureNames: ["Guard"],
|
||||||
|
resultLabel: "Guard",
|
||||||
|
resolved: true,
|
||||||
|
};
|
||||||
|
|
||||||
|
const withCombat = startCombatInCurrentRoom({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run,
|
||||||
|
at: "2026-03-15T14:02:00.000Z",
|
||||||
|
}).run;
|
||||||
|
|
||||||
|
withCombat.activeCombat!.enemies[0]!.hpCurrent = 1;
|
||||||
|
|
||||||
|
const result = resolveRunPlayerTurn({
|
||||||
|
content: sampleContentPack,
|
||||||
|
run: withCombat,
|
||||||
|
manoeuvreId: "manoeuvre.guard-break",
|
||||||
|
targetEnemyId: withCombat.activeCombat!.enemies[0]!.id,
|
||||||
|
roller: createSequenceRoller([6, 6]),
|
||||||
|
at: "2026-03-15T14:03:00.000Z",
|
||||||
|
});
|
||||||
|
|
||||||
|
expect(result.run.activeCombat).toBeUndefined();
|
||||||
|
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.discovery.cleared).toBe(true);
|
||||||
|
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
|
||||||
|
false,
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
335
src/rules/runState.ts
Normal file
335
src/rules/runState.ts
Normal file
@@ -0,0 +1,335 @@
|
|||||||
|
import type { ContentPack } from "@/types/content";
|
||||||
|
import type {
|
||||||
|
AdventurerState,
|
||||||
|
CombatState,
|
||||||
|
DungeonState,
|
||||||
|
RunState,
|
||||||
|
} from "@/types/state";
|
||||||
|
import type { LogEntry } from "@/types/rules";
|
||||||
|
|
||||||
|
import { startCombatFromRoom } from "./combat";
|
||||||
|
import {
|
||||||
|
resolveEnemyTurn,
|
||||||
|
resolvePlayerAttack,
|
||||||
|
type ResolveEnemyTurnOptions,
|
||||||
|
type ResolvePlayerAttackOptions,
|
||||||
|
} from "./combatTurns";
|
||||||
|
import { initializeDungeonLevel } from "./dungeon";
|
||||||
|
import type { DiceRoller } from "./dice";
|
||||||
|
import { enterRoom } from "./roomEntry";
|
||||||
|
|
||||||
|
export type CreateRunOptions = {
|
||||||
|
content: ContentPack;
|
||||||
|
campaignId: string;
|
||||||
|
adventurer: AdventurerState;
|
||||||
|
runId?: string;
|
||||||
|
at?: string;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type EnterCurrentRoomOptions = {
|
||||||
|
content: ContentPack;
|
||||||
|
run: RunState;
|
||||||
|
roller?: DiceRoller;
|
||||||
|
at?: string;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type StartCurrentCombatOptions = {
|
||||||
|
content: ContentPack;
|
||||||
|
run: RunState;
|
||||||
|
at?: string;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type ResolveRunPlayerTurnOptions = {
|
||||||
|
content: ContentPack;
|
||||||
|
run: RunState;
|
||||||
|
manoeuvreId: string;
|
||||||
|
targetEnemyId: string;
|
||||||
|
roller?: DiceRoller;
|
||||||
|
at?: string;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type ResolveRunEnemyTurnOptions = {
|
||||||
|
content: ContentPack;
|
||||||
|
run: RunState;
|
||||||
|
roller?: DiceRoller;
|
||||||
|
at?: string;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type RunTransitionResult = {
|
||||||
|
run: RunState;
|
||||||
|
logEntries: LogEntry[];
|
||||||
|
};
|
||||||
|
|
||||||
|
function cloneCombat(combat: CombatState): CombatState {
|
||||||
|
return {
|
||||||
|
...combat,
|
||||||
|
player: {
|
||||||
|
...combat.player,
|
||||||
|
statuses: [...combat.player.statuses],
|
||||||
|
traits: [...combat.player.traits],
|
||||||
|
},
|
||||||
|
enemies: combat.enemies.map((enemy) => ({
|
||||||
|
...enemy,
|
||||||
|
statuses: [...enemy.statuses],
|
||||||
|
traits: [...enemy.traits],
|
||||||
|
})),
|
||||||
|
combatLog: combat.combatLog.map((entry) => ({
|
||||||
|
...entry,
|
||||||
|
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
|
||||||
|
})),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function cloneRun(run: RunState): RunState {
|
||||||
|
return {
|
||||||
|
...run,
|
||||||
|
adventurerSnapshot: {
|
||||||
|
...run.adventurerSnapshot,
|
||||||
|
hp: { ...run.adventurerSnapshot.hp },
|
||||||
|
stats: { ...run.adventurerSnapshot.stats },
|
||||||
|
favour: { ...run.adventurerSnapshot.favour },
|
||||||
|
statuses: run.adventurerSnapshot.statuses.map((status) => ({ ...status })),
|
||||||
|
inventory: {
|
||||||
|
...run.adventurerSnapshot.inventory,
|
||||||
|
carried: run.adventurerSnapshot.inventory.carried.map((entry) => ({ ...entry })),
|
||||||
|
equipped: run.adventurerSnapshot.inventory.equipped.map((entry) => ({ ...entry })),
|
||||||
|
stored: run.adventurerSnapshot.inventory.stored.map((entry) => ({ ...entry })),
|
||||||
|
currency: { ...run.adventurerSnapshot.inventory.currency },
|
||||||
|
lightSources: run.adventurerSnapshot.inventory.lightSources.map((entry) => ({ ...entry })),
|
||||||
|
},
|
||||||
|
progressionFlags: [...run.adventurerSnapshot.progressionFlags],
|
||||||
|
manoeuvreIds: [...run.adventurerSnapshot.manoeuvreIds],
|
||||||
|
},
|
||||||
|
dungeon: {
|
||||||
|
levels: Object.fromEntries(
|
||||||
|
Object.entries(run.dungeon.levels).map(([level, levelState]) => [
|
||||||
|
level,
|
||||||
|
{
|
||||||
|
...levelState,
|
||||||
|
rooms: Object.fromEntries(
|
||||||
|
Object.entries(levelState.rooms).map(([roomId, room]) => [
|
||||||
|
roomId,
|
||||||
|
{
|
||||||
|
...room,
|
||||||
|
position: { ...room.position },
|
||||||
|
dimensions: { ...room.dimensions },
|
||||||
|
exits: room.exits.map((exit) => ({ ...exit })),
|
||||||
|
discovery: { ...room.discovery },
|
||||||
|
encounter: room.encounter
|
||||||
|
? {
|
||||||
|
...room.encounter,
|
||||||
|
creatureIds: [...room.encounter.creatureIds],
|
||||||
|
creatureNames: room.encounter.creatureNames
|
||||||
|
? [...room.encounter.creatureNames]
|
||||||
|
: undefined,
|
||||||
|
}
|
||||||
|
: undefined,
|
||||||
|
objects: room.objects.map((object) => ({
|
||||||
|
...object,
|
||||||
|
effects: object.effects ? [...object.effects] : undefined,
|
||||||
|
})),
|
||||||
|
notes: [...room.notes],
|
||||||
|
flags: [...room.flags],
|
||||||
|
},
|
||||||
|
]),
|
||||||
|
),
|
||||||
|
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
|
||||||
|
},
|
||||||
|
]),
|
||||||
|
) as DungeonState["levels"],
|
||||||
|
revealedPercentByLevel: { ...run.dungeon.revealedPercentByLevel },
|
||||||
|
globalFlags: [...run.dungeon.globalFlags],
|
||||||
|
},
|
||||||
|
activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
|
||||||
|
log: run.log.map((entry) => ({
|
||||||
|
...entry,
|
||||||
|
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
|
||||||
|
})),
|
||||||
|
pendingEffects: run.pendingEffects.map((effect) => ({ ...effect })),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function requireCurrentLevel(run: RunState) {
|
||||||
|
const levelState = run.dungeon.levels[run.currentLevel];
|
||||||
|
|
||||||
|
if (!levelState) {
|
||||||
|
throw new Error(`Run is missing level ${run.currentLevel}.`);
|
||||||
|
}
|
||||||
|
|
||||||
|
return levelState;
|
||||||
|
}
|
||||||
|
|
||||||
|
function requireCurrentRoomId(run: RunState) {
|
||||||
|
if (!run.currentRoomId) {
|
||||||
|
throw new Error("Run does not have a current room.");
|
||||||
|
}
|
||||||
|
|
||||||
|
return run.currentRoomId;
|
||||||
|
}
|
||||||
|
|
||||||
|
function syncPlayerToAdventurer(run: RunState) {
|
||||||
|
if (!run.activeCombat) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
run.adventurerSnapshot.hp.current = run.activeCombat.player.hpCurrent;
|
||||||
|
run.adventurerSnapshot.statuses = run.activeCombat.player.statuses.map((status) => ({ ...status }));
|
||||||
|
}
|
||||||
|
|
||||||
|
function appendLogs(run: RunState, logEntries: LogEntry[]) {
|
||||||
|
run.log.push(...logEntries);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function createRunState(options: CreateRunOptions): RunState {
|
||||||
|
const at = options.at ?? new Date().toISOString();
|
||||||
|
const levelState = initializeDungeonLevel({
|
||||||
|
content: options.content,
|
||||||
|
level: 1,
|
||||||
|
});
|
||||||
|
|
||||||
|
return {
|
||||||
|
id: options.runId ?? "run.active",
|
||||||
|
campaignId: options.campaignId,
|
||||||
|
status: "active",
|
||||||
|
startedAt: at,
|
||||||
|
currentLevel: 1,
|
||||||
|
currentRoomId: "room.level1.start",
|
||||||
|
dungeon: {
|
||||||
|
levels: {
|
||||||
|
1: levelState,
|
||||||
|
},
|
||||||
|
revealedPercentByLevel: {
|
||||||
|
1: 0,
|
||||||
|
},
|
||||||
|
globalFlags: [],
|
||||||
|
},
|
||||||
|
adventurerSnapshot: options.adventurer,
|
||||||
|
log: [],
|
||||||
|
pendingEffects: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function enterCurrentRoom(
|
||||||
|
options: EnterCurrentRoomOptions,
|
||||||
|
): RunTransitionResult {
|
||||||
|
const run = cloneRun(options.run);
|
||||||
|
const levelState = requireCurrentLevel(run);
|
||||||
|
const roomId = requireCurrentRoomId(run);
|
||||||
|
const entry = enterRoom({
|
||||||
|
content: options.content,
|
||||||
|
levelState,
|
||||||
|
roomId,
|
||||||
|
roller: options.roller,
|
||||||
|
at: options.at,
|
||||||
|
});
|
||||||
|
|
||||||
|
run.dungeon.levels[run.currentLevel] = entry.levelState;
|
||||||
|
appendLogs(run, entry.logEntries);
|
||||||
|
|
||||||
|
return {
|
||||||
|
run,
|
||||||
|
logEntries: entry.logEntries,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function startCombatInCurrentRoom(
|
||||||
|
options: StartCurrentCombatOptions,
|
||||||
|
): RunTransitionResult {
|
||||||
|
const run = cloneRun(options.run);
|
||||||
|
const levelState = requireCurrentLevel(run);
|
||||||
|
const roomId = requireCurrentRoomId(run);
|
||||||
|
const room = levelState.rooms[roomId];
|
||||||
|
|
||||||
|
if (!room) {
|
||||||
|
throw new Error(`Unknown room id: ${roomId}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
const started = startCombatFromRoom({
|
||||||
|
content: options.content,
|
||||||
|
adventurer: run.adventurerSnapshot,
|
||||||
|
room,
|
||||||
|
at: options.at,
|
||||||
|
});
|
||||||
|
|
||||||
|
levelState.rooms[roomId] = started.room;
|
||||||
|
run.activeCombat = started.combat;
|
||||||
|
appendLogs(run, started.logEntries);
|
||||||
|
|
||||||
|
return {
|
||||||
|
run,
|
||||||
|
logEntries: started.logEntries,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function resolveRunPlayerTurn(
|
||||||
|
options: ResolveRunPlayerTurnOptions,
|
||||||
|
): RunTransitionResult {
|
||||||
|
const run = cloneRun(options.run);
|
||||||
|
|
||||||
|
if (!run.activeCombat) {
|
||||||
|
throw new Error("Run does not have an active combat.");
|
||||||
|
}
|
||||||
|
|
||||||
|
const result = resolvePlayerAttack({
|
||||||
|
content: options.content,
|
||||||
|
combat: run.activeCombat,
|
||||||
|
adventurer: run.adventurerSnapshot,
|
||||||
|
manoeuvreId: options.manoeuvreId,
|
||||||
|
targetEnemyId: options.targetEnemyId,
|
||||||
|
roller: options.roller,
|
||||||
|
at: options.at,
|
||||||
|
} satisfies ResolvePlayerAttackOptions);
|
||||||
|
|
||||||
|
run.activeCombat = result.combat;
|
||||||
|
syncPlayerToAdventurer(run);
|
||||||
|
appendLogs(run, result.logEntries);
|
||||||
|
|
||||||
|
if (result.combatEnded) {
|
||||||
|
const levelState = requireCurrentLevel(run);
|
||||||
|
const roomId = requireCurrentRoomId(run);
|
||||||
|
const room = levelState.rooms[roomId];
|
||||||
|
|
||||||
|
if (room?.encounter) {
|
||||||
|
room.encounter.rewardPending = false;
|
||||||
|
room.discovery.cleared = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
run.activeCombat = undefined;
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
run,
|
||||||
|
logEntries: result.logEntries,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function resolveRunEnemyTurn(
|
||||||
|
options: ResolveRunEnemyTurnOptions,
|
||||||
|
): RunTransitionResult {
|
||||||
|
const run = cloneRun(options.run);
|
||||||
|
|
||||||
|
if (!run.activeCombat) {
|
||||||
|
throw new Error("Run does not have an active combat.");
|
||||||
|
}
|
||||||
|
|
||||||
|
const result = resolveEnemyTurn({
|
||||||
|
content: options.content,
|
||||||
|
combat: run.activeCombat,
|
||||||
|
adventurer: run.adventurerSnapshot,
|
||||||
|
roller: options.roller,
|
||||||
|
at: options.at,
|
||||||
|
} satisfies ResolveEnemyTurnOptions);
|
||||||
|
|
||||||
|
run.activeCombat = result.combat;
|
||||||
|
syncPlayerToAdventurer(run);
|
||||||
|
appendLogs(run, result.logEntries);
|
||||||
|
|
||||||
|
if (result.combatEnded) {
|
||||||
|
run.status = "failed";
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
run,
|
||||||
|
logEntries: result.logEntries,
|
||||||
|
};
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user