13 Commits

Author SHA1 Message Date
9c7acf6825 Merge pull request 'Feature: implement run state management with combat resolution and room entry' (#7) from feature/run-state-flow into staging/features
Reviewed-on: #7
2026-03-15 18:53:14 +00:00
102cbfeaad Merge branch 'staging/features' into feature/run-state-flow 2026-03-15 18:53:03 +00:00
377a533466 Merge pull request 'Feature: implement combat' (#6) from feature/combat into staging/features
Reviewed-on: #6
2026-03-15 18:52:27 +00:00
e3f90ca545 Merge branch 'staging/features' into feature/combat 2026-03-15 18:52:08 +00:00
Keith Solomon
d504008030 Feature: implement run state management with combat resolution and room entry 2026-03-15 13:50:50 -05:00
79b9e448b7 Merge pull request 'Feature: implement combat turn resolution with player and enemy actions' (#5) from feature/combat-turns into feature/combat
Reviewed-on: #5
2026-03-15 18:46:14 +00:00
Keith Solomon
50873e6989 Feature: implement combat turn resolution with player and enemy actions 2026-03-15 13:44:46 -05:00
Keith Solomon
ec0de5b0b8 Feature: add creature lookup functionality and combat state management 2026-03-15 13:35:13 -05:00
aea00d31e8 Merge pull request 'Feature: implement room entry flow with encounter resolution and logging' (#4) from feature/room-entry-flow into staging/features
Reviewed-on: #4
2026-03-15 18:30:14 +00:00
fdaa2e3135 Merge branch 'staging/features' into feature/room-entry-flow 2026-03-15 18:28:40 +00:00
Keith Solomon
4dde4bff99 Feature: implement room entry flow with encounter resolution and logging 2026-03-15 13:26:59 -05:00
67453df51e Merge pull request 'Feature: enhance encounter resolution with creature names and result labels' (#3) from feature/encounter-resolution into staging/features
Reviewed-on: #3
2026-03-15 18:19:53 +00:00
cff5f786a0 Merge pull request 'Feature: implement dungeon state management with room expansion and exit handling' (#2) from feature/dungeon-state into staging/features
Reviewed-on: #2
2026-03-15 18:19:15 +00:00
12 changed files with 1549 additions and 3 deletions

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@@ -2,7 +2,11 @@ import { describe, expect, it } from "vitest";
import { lookupTable } from "@/rules/tables"; import { lookupTable } from "@/rules/tables";
import { findRoomTemplateForLookup, findTableByCode } from "./contentHelpers"; import {
findCreatureByName,
findRoomTemplateForLookup,
findTableByCode,
} from "./contentHelpers";
import { sampleContentPack } from "./sampleContentPack"; import { sampleContentPack } from "./sampleContentPack";
function createSequenceRoller(values: number[]) { function createSequenceRoller(values: number[]) {
@@ -46,4 +50,11 @@ describe("level 1 content helpers", () => {
expect(roomTemplate.title).toBe("Slate Shrine"); expect(roomTemplate.title).toBe("Slate Shrine");
expect(roomTemplate.roomClass).toBe("large"); expect(roomTemplate.roomClass).toBe("large");
}); });
it("finds a creature definition by display name", () => {
const creature = findCreatureByName(sampleContentPack, "Guard");
expect(creature.id).toBe("creature.level1.guard");
expect(creature.hp).toBeGreaterThan(0);
});
}); });

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@@ -1,4 +1,9 @@
import type { ContentPack, RoomTemplate, TableDefinition } from "@/types/content"; import type {
ContentPack,
CreatureDefinition,
RoomTemplate,
TableDefinition,
} from "@/types/content";
import type { TableLookupResult } from "@/rules/tables"; import type { TableLookupResult } from "@/rules/tables";
export function findTableByCode(content: ContentPack, code: string): TableDefinition { export function findTableByCode(content: ContentPack, code: string): TableDefinition {
@@ -36,3 +41,23 @@ export function findRoomTemplateForLookup(
return findRoomTemplateById(content, roomReference.id); return findRoomTemplateById(content, roomReference.id);
} }
function normalizeName(value: string) {
return value.trim().toLowerCase().replace(/\s+/g, " ");
}
export function findCreatureByName(
content: ContentPack,
creatureName: string,
): CreatureDefinition {
const normalizedTarget = normalizeName(creatureName);
const creature = content.creatures.find(
(entry) => normalizeName(entry.name) === normalizedTarget,
);
if (!creature) {
throw new Error(`Unknown creature name: ${creatureName}`);
}
return creature;
}

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@@ -167,6 +167,92 @@ const samplePack = {
traits: ["level-1", "sample"], traits: ["level-1", "sample"],
mvp: true, mvp: true,
}, },
{
id: "creature.level1.guard",
name: "Guard",
level: 1,
category: "humanoid",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
defenceProfile: {
armour: 1,
},
xpReward: 2,
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.warrior",
name: "Warrior",
level: 1,
category: "humanoid",
hp: 5,
attackProfile: {
discipline: 2,
precision: 1,
damage: 2,
},
defenceProfile: {
armour: 1,
},
xpReward: 3,
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.thug",
name: "Thug",
level: 1,
category: "humanoid",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.work-dog",
name: "Work Dog",
level: 1,
category: "beast",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
{
id: "creature.level1.guard-dog",
name: "Guard Dog",
level: 1,
category: "beast",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
xpReward: 2,
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
], ],
roomTemplates: [ roomTemplates: [
{ {

111
src/rules/combat.test.ts Normal file
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@@ -0,0 +1,111 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { createRoomStateFromTemplate } from "./rooms";
describe("combat bootstrap", () => {
it("creates a combat state from a resolved guard encounter", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
const result = startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:00:00.000Z",
});
expect(result.combat.id).toBe("room.level1.guard-room.combat");
expect(result.combat.actingSide).toBe("player");
expect(result.combat.player.name).toBe("Aster");
expect(result.combat.enemies.map((enemy) => enemy.name)).toEqual(["Guard", "Warrior"]);
expect(result.combat.enemies[0]?.armourValue).toBe(1);
expect(result.room.encounter?.rewardPending).toBe(true);
expect(result.logEntries[0]?.text).toContain("Guard and Warrior");
});
it("supports single-creature combat from a crate encounter", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Bryn",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.storage-area",
1,
"room.level1.normal.storage-area",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1CE",
creatureIds: ["a"],
creatureNames: ["Giant Rat"],
resultLabel: "Giant Rat Pair",
resolved: true,
};
const result = startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:05:00.000Z",
});
expect(result.combat.enemies).toHaveLength(1);
expect(result.combat.enemies[0]?.sourceDefinitionId).toBe("creature.level1.giant-rat");
expect(result.combat.player.hpCurrent).toBe(10);
});
it("rejects rooms without combat-ready encounter names", () => {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Cyra",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.small.empty",
1,
"room.level1.small.empty-space",
);
room.encounter = {
id: `${room.id}.encounter`,
creatureIds: [],
creatureNames: [],
resultLabel: "No encounter",
resolved: true,
};
expect(() =>
startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
}),
).toThrow("combat-ready encounter");
});
});

124
src/rules/combat.ts Normal file
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@@ -0,0 +1,124 @@
import { findCreatureByName } from "@/data/contentHelpers";
import type { ContentPack, CreatureDefinition } from "@/types/content";
import type { AdventurerState, CombatState, CombatantState, RoomState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
export type StartCombatOptions = {
content: ContentPack;
adventurer: AdventurerState;
room: RoomState;
at?: string;
};
export type StartCombatResult = {
combat: CombatState;
room: RoomState;
logEntries: LogEntry[];
};
function createLogEntry(
id: string,
at: string,
type: LogEntry["type"],
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type,
text,
relatedIds,
};
}
function createPlayerCombatant(adventurer: AdventurerState): CombatantState {
return {
id: adventurer.id,
name: adventurer.name,
hpCurrent: adventurer.hp.current,
hpMax: adventurer.hp.max,
shift: adventurer.stats.shift,
discipline: adventurer.stats.discipline,
precision: adventurer.stats.precision,
statuses: [...adventurer.statuses],
traits: ["player"],
};
}
function createEnemyCombatant(
room: RoomState,
creature: CreatureDefinition,
index: number,
): CombatantState {
return {
id: `${room.id}.enemy.${index + 1}`,
name: creature.name,
sourceDefinitionId: creature.id,
hpCurrent: creature.hp,
hpMax: creature.hp,
shift: 0,
discipline: creature.attackProfile.discipline,
precision: creature.attackProfile.precision,
armourValue: creature.defenceProfile?.armour,
statuses: [],
traits: creature.traits ?? [],
};
}
function requireEncounterNames(room: RoomState) {
const creatureNames = room.encounter?.creatureNames?.filter(Boolean);
if (!room.encounter?.resolved || !creatureNames || creatureNames.length === 0) {
throw new Error(`Room ${room.id} does not have a combat-ready encounter.`);
}
return creatureNames;
}
export function startCombatFromRoom(
options: StartCombatOptions,
): StartCombatResult {
const at = options.at ?? new Date().toISOString();
const creatureNames = requireEncounterNames(options.room);
const enemies = creatureNames.map((creatureName, index) =>
createEnemyCombatant(
options.room,
findCreatureByName(options.content, creatureName),
index,
),
);
const combat: CombatState = {
id: `${options.room.id}.combat`,
round: 1,
actingSide: "player",
player: createPlayerCombatant(options.adventurer),
enemies,
combatLog: [
createLogEntry(
`${options.room.id}.combat.start`,
at,
"combat",
`Combat begins in ${options.room.id} against ${creatureNames.join(" and ")}.`,
[options.room.id, ...enemies.map((enemy) => enemy.id)],
),
],
};
const room: RoomState = {
...options.room,
encounter: options.room.encounter
? {
...options.room.encounter,
rewardPending: true,
}
: undefined,
};
return {
combat,
room,
logEntries: [...combat.combatLog],
};
}

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@@ -0,0 +1,132 @@
import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { resolveEnemyTurn, resolvePlayerAttack } from "./combatTurns";
import { createRoomStateFromTemplate } from "./rooms";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
function createGuardCombat() {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.encounter = {
id: `${room.id}.encounter`,
sourceTableCode: "L1G",
creatureIds: ["a", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
return {
adventurer,
...startCombatFromRoom({
content: sampleContentPack,
adventurer,
room,
at: "2026-03-15T13:00:00.000Z",
}),
};
}
describe("combat turns", () => {
it("lets the player hit an enemy and pass initiative", () => {
const { adventurer, combat } = createGuardCombat();
const targetId = combat.enemies[0]!.id;
const result = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: targetId,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T13:01:00.000Z",
});
expect(result.combat.actingSide).toBe("enemy");
expect(result.combat.selectedManoeuvreId).toBe("manoeuvre.exact-strike");
expect(result.combat.enemies[0]?.hpCurrent).toBeLessThan(result.combat.enemies[0]!.hpMax);
expect(result.logEntries[0]?.text).toContain("deals");
});
it("marks an enemy defeated when the player deals lethal damage", () => {
const { adventurer, combat } = createGuardCombat();
combat.enemies[0]!.hpCurrent = 1;
const result = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.guard-break",
targetEnemyId: combat.enemies[0]!.id,
roller: createSequenceRoller([6, 5]),
at: "2026-03-15T13:02:00.000Z",
});
expect(result.defeatedEnemyIds).toEqual([combat.enemies[0]!.id]);
expect(result.logEntries.map((entry) => entry.text)).toContain("Guard is defeated.");
});
it("lets an enemy attack the player and advances the round", () => {
const { adventurer, combat } = createGuardCombat();
const afterPlayer = resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: combat.enemies[0]!.id,
roller: createSequenceRoller([4, 4]),
at: "2026-03-15T13:03:00.000Z",
});
const result = resolveEnemyTurn({
content: sampleContentPack,
combat: afterPlayer.combat,
adventurer,
roller: createSequenceRoller([6, 6]),
at: "2026-03-15T13:04:00.000Z",
});
expect(result.combat.round).toBe(2);
expect(result.combat.actingSide).toBe("player");
expect(result.combat.player.hpCurrent).toBeLessThan(result.combat.player.hpMax);
expect(result.logEntries[0]?.text).toContain("attacks");
});
it("rejects player turns that target a defeated enemy", () => {
const { adventurer, combat } = createGuardCombat();
combat.enemies[0]!.hpCurrent = 0;
expect(() =>
resolvePlayerAttack({
content: sampleContentPack,
combat,
adventurer,
manoeuvreId: "manoeuvre.exact-strike",
targetEnemyId: combat.enemies[0]!.id,
}),
).toThrow("Unknown or defeated target");
});
});

255
src/rules/combatTurns.ts Normal file
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@@ -0,0 +1,255 @@
import type {
ArmourDefinition,
ContentPack,
ManoeuvreDefinition,
WeaponDefinition,
} from "@/types/content";
import type { AdventurerState, CombatState, CombatantState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { roll2D6, type DiceRoller } from "./dice";
export type ResolvePlayerAttackOptions = {
content: ContentPack;
combat: CombatState;
adventurer: AdventurerState;
manoeuvreId: string;
targetEnemyId: string;
roller?: DiceRoller;
at?: string;
};
export type ResolveEnemyTurnOptions = {
content: ContentPack;
combat: CombatState;
adventurer: AdventurerState;
roller?: DiceRoller;
at?: string;
};
export type CombatTurnResult = {
combat: CombatState;
logEntries: LogEntry[];
defeatedEnemyIds: string[];
combatEnded: boolean;
};
const BASE_TARGET_NUMBER = 7;
function requireWeapon(content: ContentPack, weaponId: string): WeaponDefinition {
const weapon = content.weapons.find((entry) => entry.id === weaponId);
if (!weapon) {
throw new Error(`Unknown weapon id: ${weaponId}`);
}
return weapon;
}
function requireManoeuvre(content: ContentPack, manoeuvreId: string): ManoeuvreDefinition {
const manoeuvre = content.manoeuvres.find((entry) => entry.id === manoeuvreId);
if (!manoeuvre) {
throw new Error(`Unknown manoeuvre id: ${manoeuvreId}`);
}
return manoeuvre;
}
function findArmour(content: ContentPack, armourId?: string): ArmourDefinition | undefined {
if (!armourId) {
return undefined;
}
return content.armour.find((entry) => entry.id === armourId);
}
function cloneCombatant(combatant: CombatantState): CombatantState {
return {
...combatant,
statuses: [...combatant.statuses],
traits: [...combatant.traits],
};
}
function cloneCombat(combat: CombatState): CombatState {
return {
...combat,
player: cloneCombatant(combat.player),
enemies: combat.enemies.map(cloneCombatant),
combatLog: combat.combatLog.map((entry) => ({
...entry,
relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined,
})),
};
}
function createLogEntry(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "combat",
text,
relatedIds,
};
}
function getPlayerArmourValue(content: ContentPack, adventurer: AdventurerState) {
return findArmour(content, adventurer.armourId)?.armourValue ?? 0;
}
function isAlive(combatant: CombatantState) {
return combatant.hpCurrent > 0;
}
function getLivingEnemies(combat: CombatState) {
return combat.enemies.filter(isAlive);
}
export function resolvePlayerAttack(
options: ResolvePlayerAttackOptions,
): CombatTurnResult {
if (options.combat.actingSide !== "player") {
throw new Error("It is not currently the player's turn.");
}
const combat = cloneCombat(options.combat);
const at = options.at ?? new Date().toISOString();
const weapon = requireWeapon(options.content, options.adventurer.weaponId);
const manoeuvre = requireManoeuvre(options.content, options.manoeuvreId);
if (!options.adventurer.manoeuvreIds.includes(manoeuvre.id)) {
throw new Error(`Adventurer cannot use manoeuvre ${manoeuvre.id}.`);
}
if (!manoeuvre.weaponCategories.includes(weapon.category)) {
throw new Error(`Manoeuvre ${manoeuvre.id} is not compatible with ${weapon.id}.`);
}
const target = combat.enemies.find((enemy) => enemy.id === options.targetEnemyId);
if (!target || !isAlive(target)) {
throw new Error(`Unknown or defeated target enemy: ${options.targetEnemyId}`);
}
const roll = roll2D6(options.roller);
const accuracy =
(roll.total ?? 0) +
combat.player.precision +
(manoeuvre.precisionModifier ?? 0);
const targetNumber = BASE_TARGET_NUMBER + (target.armourValue ?? 0);
const hit = accuracy >= targetNumber;
const rawDamage = hit
? weapon.baseDamage +
Math.max(0, combat.player.discipline + (manoeuvre.damageModifier ?? 0))
: 0;
const damage = hit ? Math.max(1, rawDamage) : 0;
if (hit) {
target.hpCurrent = Math.max(0, target.hpCurrent - damage);
}
combat.selectedManoeuvreId = manoeuvre.id;
combat.lastRoll = roll;
combat.actingSide = getLivingEnemies(combat).length === 0 ? "player" : "enemy";
const logEntries: LogEntry[] = [
createLogEntry(
`${combat.id}.player.${combat.combatLog.length + 1}`,
at,
hit
? `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and deals ${damage} damage.`
: `${combat.player.name} uses ${manoeuvre.name} on ${target.name}, rolls ${roll.total}, and misses.`,
[combat.player.id, target.id],
),
];
const defeatedEnemyIds = !isAlive(target) ? [target.id] : [];
if (defeatedEnemyIds.length > 0) {
logEntries.push(
createLogEntry(
`${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,
};
}

115
src/rules/roomEntry.test.ts Normal file
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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { expandLevelFromExit, initializeDungeonLevel } from "./dungeon";
import { createRoomStateFromTemplate } from "./rooms";
import { enterRoom } from "./roomEntry";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("room entry flow", () => {
it("marks a newly generated room as entered and resolves an empty encounter", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const expanded = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roller: createSequenceRoller([1, 1]),
});
const result = enterRoom({
content: sampleContentPack,
levelState: expanded.levelState,
roomId: expanded.createdRoom.id,
at: "2026-03-15T12:00:00.000Z",
});
expect(result.firstEntry).toBe(true);
expect(result.encounterResolved).toBe(true);
expect(result.room.discovery.entered).toBe(true);
expect(result.room.discovery.cleared).toBe(true);
expect(result.room.encounter?.resultLabel).toBe("No encounter");
expect(result.logEntries.map((entry) => entry.text)).toEqual([
"Entered Empty Space.",
"Empty Space is quiet.",
]);
});
it("resolves a guard encounter once and records the lookup roll", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const guardRoom = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
{ x: 0, y: -1 },
);
levelState.rooms[guardRoom.id] = guardRoom;
levelState.discoveredRoomOrder.push(guardRoom.id);
const result = enterRoom({
content: sampleContentPack,
levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([6]),
at: "2026-03-15T12:00:00.000Z",
});
expect(result.room.templateId).toBe("room.level1.normal.guard-room");
expect(result.lookup?.entry.label).toBe("Guard and Warrior");
expect(result.room.encounter?.creatureNames).toEqual(["Guard", "Warrior"]);
expect(result.room.discovery.cleared).toBe(false);
expect(result.logEntries.map((entry) => entry.type)).toEqual(["room", "roll", "room"]);
expect(result.logEntries[1]?.text).toContain("Guard and Warrior");
});
it("does not reroll an encounter when re-entering a room", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const guardRoom = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
{ x: 0, y: -1 },
);
levelState.rooms[guardRoom.id] = guardRoom;
levelState.discoveredRoomOrder.push(guardRoom.id);
const firstEntry = enterRoom({
content: sampleContentPack,
levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([4]),
at: "2026-03-15T12:00:00.000Z",
});
const secondEntry = enterRoom({
content: sampleContentPack,
levelState: firstEntry.levelState,
roomId: guardRoom.id,
roller: createSequenceRoller([6]),
at: "2026-03-15T12:05:00.000Z",
});
expect(firstEntry.room.encounter?.resultLabel).toBe("Guard");
expect(secondEntry.room.encounter?.resultLabel).toBe("Guard");
expect(secondEntry.lookup).toBeUndefined();
expect(secondEntry.firstEntry).toBe(false);
expect(secondEntry.logEntries.map((entry) => entry.text)).toEqual([
"Re-entered Guard Room.",
"Encounter in Guard Room: Guard.",
]);
});
});

164
src/rules/roomEntry.ts Normal file
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@@ -0,0 +1,164 @@
import { findRoomTemplateById } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { DungeonLevelState, RoomState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import type { DiceRoller } from "./dice";
import { resolveRoomEncounter } from "./encounters";
import type { TableLookupResult } from "./tables";
export type EnterRoomOptions = {
content: ContentPack;
levelState: DungeonLevelState;
roomId: string;
roller?: DiceRoller;
at?: string;
};
export type EnterRoomResult = {
levelState: DungeonLevelState;
room: RoomState;
logEntries: LogEntry[];
lookup?: TableLookupResult;
firstEntry: boolean;
encounterResolved: boolean;
};
function cloneRoom(room: RoomState): RoomState {
return {
...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],
};
}
function cloneLevel(levelState: DungeonLevelState): DungeonLevelState {
return {
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [roomId, cloneRoom(room)]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
};
}
function getRoomLabel(content: ContentPack, room: RoomState) {
if (room.templateId) {
return findRoomTemplateById(content, room.templateId).title;
}
return room.notes[0] ?? room.id;
}
function createLogEntry(
id: string,
at: string,
type: LogEntry["type"],
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type,
text,
relatedIds,
};
}
function formatRollText(lookup: TableLookupResult) {
const total = lookup.roll.modifiedTotal ?? lookup.roll.total;
const rolledValues = lookup.roll.rolls.join(", ");
return `Rolled ${lookup.roll.diceKind} [${rolledValues}] on ${lookup.tableId} for ${total}: ${lookup.entry.label}.`;
}
export function enterRoom(options: EnterRoomOptions): EnterRoomResult {
const levelState = cloneLevel(options.levelState);
const room = levelState.rooms[options.roomId];
if (!room) {
throw new Error(`Unknown room id: ${options.roomId}`);
}
const at = options.at ?? new Date().toISOString();
const roomLabel = getRoomLabel(options.content, room);
const firstEntry = !room.discovery.entered;
room.discovery.entered = true;
const resolution = resolveRoomEncounter(options.content, room, options.roller);
const nextRoom = resolution.room;
const encounterResolved = Boolean(resolution.encounter);
if (resolution.encounter && resolution.encounter.creatureIds.length === 0) {
nextRoom.discovery.cleared = true;
}
levelState.rooms[nextRoom.id] = nextRoom;
const entryVerb = firstEntry ? "Entered" : "Re-entered";
const logEntries: LogEntry[] = [
createLogEntry(
`${nextRoom.id}.entry.${firstEntry ? "first" : "repeat"}`,
at,
"room",
`${entryVerb} ${roomLabel}.`,
[nextRoom.id],
),
];
if (resolution.lookup) {
logEntries.push(
createLogEntry(
`${nextRoom.id}.entry.roll`,
at,
"roll",
formatRollText(resolution.lookup),
[nextRoom.id, resolution.lookup.tableId],
),
);
}
if (resolution.encounter) {
const encounterText =
resolution.encounter.creatureIds.length === 0
? `${roomLabel} is quiet.`
: `Encounter in ${roomLabel}: ${resolution.encounter.resultLabel ?? "Unknown threat"}.`;
logEntries.push(
createLogEntry(
`${nextRoom.id}.entry.encounter`,
at,
"room",
encounterText,
[nextRoom.id, resolution.encounter.id],
),
);
}
return {
levelState,
room: nextRoom,
logEntries,
lookup: resolution.lookup,
firstEntry,
encounterResolved,
};
}

View File

@@ -136,7 +136,9 @@ export function createRoomStateFromTemplate(
}, },
encounter: undefined, encounter: undefined,
objects: [], objects: [],
notes: [template.text ?? template.title].filter(Boolean), notes: [template.text ?? template.title, template.encounterText].filter(
(note): note is string => Boolean(note),
),
flags: [ flags: [
`table:${template.tableCode}`, `table:${template.tableCode}`,
`entry:${template.tableEntryKey}`, `entry:${template.tableEntryKey}`,

186
src/rules/runState.test.ts Normal file
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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
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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,
};
}