15 Commits

Author SHA1 Message Date
68654a8cc0 Merge pull request 'Feature: implement game shell UI with room navigation and combat mechanics' (#9) from feature/game-shell-ui into main
Reviewed-on: #9
2026-03-15 23:57:34 +00:00
40ce9644ab Merge branch 'main' into feature/game-shell-ui 2026-03-15 23:57:24 +00:00
473ea83cdf Merge pull request 'Feature: Implement staged backend features' (#8) from staging/features into main
Reviewed-on: #8
2026-03-15 19:06:33 +00:00
7fb3bd6cf5 Merge branch 'main' into staging/features 2026-03-15 19:04:06 +00:00
Keith Solomon
fb6cbfe9fb Feature: implement game shell UI with room navigation and combat mechanics 2026-03-15 14:02:19 -05:00
9c7acf6825 Merge pull request 'Feature: implement run state management with combat resolution and room entry' (#7) from feature/run-state-flow into staging/features
Reviewed-on: #7
2026-03-15 18:53:14 +00:00
102cbfeaad Merge branch 'staging/features' into feature/run-state-flow 2026-03-15 18:53:03 +00:00
377a533466 Merge pull request 'Feature: implement combat' (#6) from feature/combat into staging/features
Reviewed-on: #6
2026-03-15 18:52:27 +00:00
e3f90ca545 Merge branch 'staging/features' into feature/combat 2026-03-15 18:52:08 +00:00
79b9e448b7 Merge pull request 'Feature: implement combat turn resolution with player and enemy actions' (#5) from feature/combat-turns into feature/combat
Reviewed-on: #5
2026-03-15 18:46:14 +00:00
aea00d31e8 Merge pull request 'Feature: implement room entry flow with encounter resolution and logging' (#4) from feature/room-entry-flow into staging/features
Reviewed-on: #4
2026-03-15 18:30:14 +00:00
fdaa2e3135 Merge branch 'staging/features' into feature/room-entry-flow 2026-03-15 18:28:40 +00:00
67453df51e Merge pull request 'Feature: enhance encounter resolution with creature names and result labels' (#3) from feature/encounter-resolution into staging/features
Reviewed-on: #3
2026-03-15 18:19:53 +00:00
cff5f786a0 Merge pull request 'Feature: implement dungeon state management with room expansion and exit handling' (#2) from feature/dungeon-state into staging/features
Reviewed-on: #2
2026-03-15 18:19:15 +00:00
5debb5bd5e Merge pull request 'Feature: Add foundational rules and mechanics' (#1) from feature/rules-foundation into main
Reviewed-on: #1
2026-03-15 17:58:14 +00:00
4 changed files with 804 additions and 117 deletions

View File

@@ -1,71 +1,323 @@
import React from "react";
import { sampleContentPack } from "@/data/sampleContentPack"; import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "@/rules/character";
import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
travelCurrentExit,
} from "@/rules/runState";
import type { RunState } from "@/types/state";
const planningDocs = [ function createDemoRun() {
"Planning/PROJECT_PLAN.md", const adventurer = createStartingAdventurer(sampleContentPack, {
"Planning/GAME_SPEC.md", name: "Aster",
"Planning/content-checklist.json", weaponId: "weapon.short-sword",
"Planning/DATA_MODEL.md", armourId: "armour.leather-vest",
"Planning/IMPLEMENTATION_NOTES.md", scrollId: "scroll.lesser-heal",
]; });
const nextTargets = [ return createRunState({
"Encode Level 1 foundational tables into structured JSON.", content: sampleContentPack,
"Implement dice utilities for D3, D6, 2D6, and D66.", campaignId: "campaign.demo",
"Create character creation state and validation.", adventurer,
"Build deterministic room generation for the Level 1 loop.", });
]; }
function getRoomTitle(run: RunState, roomId?: string) {
if (!roomId) {
return "Unknown Room";
}
const room = run.dungeon.levels[run.currentLevel]?.rooms[roomId];
if (!room) {
return "Unknown Room";
}
return (
sampleContentPack.roomTemplates.find((template) => template.id === room.templateId)?.title ??
room.notes[0] ??
room.templateId ??
room.id
);
}
function App() { function App() {
const [run, setRun] = React.useState<RunState>(() => createDemoRun());
const currentLevel = run.dungeon.levels[run.currentLevel];
const currentRoom = run.currentRoomId ? currentLevel?.rooms[run.currentRoomId] : undefined;
const availableMoves = getAvailableMoves(run);
const combatReadyEncounter = Boolean(
currentRoom?.encounter?.resolved &&
currentRoom.encounter.creatureNames &&
currentRoom.encounter.creatureNames.length > 0,
);
const handleReset = () => {
setRun(createDemoRun());
};
const handleEnterRoom = () => {
setRun((previous) => enterCurrentRoom({ content: sampleContentPack, run: previous }).run);
};
const handleStartCombat = () => {
setRun((previous) =>
startCombatInCurrentRoom({ content: sampleContentPack, run: previous }).run,
);
};
const handleTravel = (direction: "north" | "east" | "south" | "west") => {
setRun((previous) =>
travelCurrentExit({
content: sampleContentPack,
run: previous,
exitDirection: direction,
}).run,
);
};
const handlePlayerTurn = (manoeuvreId: string, targetEnemyId: string) => {
setRun((previous) =>
resolveRunPlayerTurn({
content: sampleContentPack,
run: previous,
manoeuvreId,
targetEnemyId,
}).run,
);
};
const handleEnemyTurn = () => {
setRun((previous) =>
resolveRunEnemyTurn({ content: sampleContentPack, run: previous }).run,
);
};
return ( return (
<main className="app-shell"> <main className="app-shell">
<section className="hero"> <section className="hero">
<p className="eyebrow">2D6 Dungeon Web</p> <div>
<h1>Project scaffold is live.</h1> <p className="eyebrow">2D6 Dungeon Web</p>
<p className="lede"> <h1>Playable Rules Shell</h1>
The app now has a Vite + React + TypeScript foundation, shared type <p className="lede">
models, and Zod schemas that mirror the planning documents. The core loop now runs inside the app: move through generated rooms,
</p> resolve room state on entry, and fight when a room produces a real
encounter.
</p>
</div>
<div className="hero-actions">
<button className="button button-primary" onClick={handleReset}>
Reset Demo Run
</button>
<div className="status-chip">
<span>Run Status</span>
<strong>{run.status}</strong>
</div>
</div>
</section> </section>
<section className="panel-grid"> <section className="dashboard-grid">
<article className="panel"> <article className="panel panel-highlight">
<h2>Planning Set</h2> <div className="panel-header">
<ul> <h2>Adventurer</h2>
{planningDocs.map((doc) => ( <span>Level {run.adventurerSnapshot.level}</span>
<li key={doc}>{doc}</li> </div>
))} <div className="stat-strip">
</ul> <div>
<span>HP</span>
<strong>
{run.adventurerSnapshot.hp.current}/{run.adventurerSnapshot.hp.max}
</strong>
</div>
<div>
<span>Shift</span>
<strong>{run.adventurerSnapshot.stats.shift}</strong>
</div>
<div>
<span>Discipline</span>
<strong>{run.adventurerSnapshot.stats.discipline}</strong>
</div>
<div>
<span>Precision</span>
<strong>{run.adventurerSnapshot.stats.precision}</strong>
</div>
</div>
<p className="supporting-text">
{run.adventurerSnapshot.name} is equipped with a{" "}
{sampleContentPack.weapons.find(
(weapon) => weapon.id === run.adventurerSnapshot.weaponId,
)?.name ?? "weapon"}
.
</p>
</article> </article>
<article className="panel"> <article className="panel">
<h2>Immediate Build Targets</h2> <div className="panel-header">
<ol> <h2>Current Room</h2>
{nextTargets.map((target) => ( <span>Level {run.currentLevel}</span>
<li key={target}>{target}</li> </div>
))} <h3 className="room-title">
</ol> {getRoomTitle(run, run.currentRoomId)}
</h3>
<p className="supporting-text">
{currentRoom?.notes[1] ?? "No encounter notes available yet."}
</p>
<div className="room-meta">
<span>Entered: {currentRoom?.discovery.entered ? "Yes" : "No"}</span>
<span>Cleared: {currentRoom?.discovery.cleared ? "Yes" : "No"}</span>
<span>Exits: {currentRoom?.exits.length ?? 0}</span>
</div>
<div className="button-row">
<button className="button" onClick={handleEnterRoom}>
Enter Room
</button>
<button
className="button button-primary"
onClick={handleStartCombat}
disabled={!combatReadyEncounter || Boolean(run.activeCombat)}
>
Start Combat
</button>
</div>
<div className="encounter-box">
<span className="encounter-label">Encounter</span>
<strong>{currentRoom?.encounter?.resultLabel ?? "None"}</strong>
</div>
</article> </article>
<article className="panel"> <article className="panel">
<h2>Sample Content Pack</h2> <div className="panel-header">
<dl className="stats"> <h2>Navigation</h2>
<div> <span>{availableMoves.length} exits</span>
<dt>Tables</dt> </div>
<dd>{sampleContentPack.tables.length}</dd> <div className="move-list">
</div> {availableMoves.map((move) => (
<div> <button
<dt>Weapons</dt> key={move.direction}
<dd>{sampleContentPack.weapons.length}</dd> className="move-card"
</div> onClick={() => handleTravel(move.direction)}
<div> disabled={Boolean(run.activeCombat)}
<dt>Manoeuvres</dt> >
<dd>{sampleContentPack.manoeuvres.length}</dd> <span>{move.direction}</span>
</div> <strong>{move.leadsToRoomId ? "Travel" : "Generate"}</strong>
<div> <em>
<dt>Creatures</dt> {move.leadsToRoomId
<dd>{sampleContentPack.creatures.length}</dd> ? getRoomTitle(run, move.leadsToRoomId)
</div> : `${move.exitType} exit`}
</dl> </em>
</button>
))}
</div>
<div className="mini-map">
{currentLevel?.discoveredRoomOrder.map((roomId) => {
const room = currentLevel.rooms[roomId];
const active = roomId === run.currentRoomId;
return (
<article
key={roomId}
className={`map-node${active ? " map-node-active" : ""}`}
>
<span>{room.position.x},{room.position.y}</span>
<strong>{getRoomTitle(run, roomId)}</strong>
</article>
);
})}
</div>
</article>
<article className="panel">
<div className="panel-header">
<h2>Combat</h2>
<span>{run.activeCombat ? `Round ${run.activeCombat.round}` : "Inactive"}</span>
</div>
{run.activeCombat ? (
<>
<div className="combat-status">
<span>Acting Side</span>
<strong>{run.activeCombat.actingSide}</strong>
</div>
<div className="enemy-list">
{run.activeCombat.enemies.map((enemy) => (
<div key={enemy.id} className="enemy-card">
<div>
<strong>{enemy.name}</strong>
<span>
HP {enemy.hpCurrent}/{enemy.hpMax}
</span>
</div>
<div className="enemy-actions">
<button
className="button"
onClick={() =>
handlePlayerTurn("manoeuvre.exact-strike", enemy.id)
}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Exact Strike
</button>
<button
className="button"
onClick={() => handlePlayerTurn("manoeuvre.guard-break", enemy.id)}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Guard Break
</button>
</div>
</div>
))}
</div>
<div className="button-row">
<button
className="button button-primary"
onClick={handleEnemyTurn}
disabled={run.activeCombat.actingSide !== "enemy"}
>
Resolve Enemy Turn
</button>
</div>
</>
) : (
<p className="supporting-text">
No active combat. Travel through the dungeon until a room generates
a creature encounter, then start combat from that room.
</p>
)}
</article>
<article className="panel panel-log">
<div className="panel-header">
<h2>Run Log</h2>
<span>{run.log.length} entries</span>
</div>
<div className="log-list">
{run.log.length === 0 ? (
<p className="supporting-text">No events recorded yet.</p>
) : (
run.log
.slice()
.reverse()
.map((entry) => (
<article key={entry.id} className="log-entry">
<span>{entry.type}</span>
<p>{entry.text}</p>
</article>
))
)}
</div>
</article> </article>
</section> </section>
</main> </main>

View File

@@ -6,9 +6,11 @@ import { createStartingAdventurer } from "./character";
import { import {
createRunState, createRunState,
enterCurrentRoom, enterCurrentRoom,
getAvailableMoves,
resolveRunEnemyTurn, resolveRunEnemyTurn,
resolveRunPlayerTurn, resolveRunPlayerTurn,
startCombatInCurrentRoom, startCombatInCurrentRoom,
travelCurrentExit,
} from "./runState"; } from "./runState";
function createSequenceRoller(values: number[]) { function createSequenceRoller(values: number[]) {
@@ -183,4 +185,46 @@ describe("run state flow", () => {
false, false,
); );
}); });
it("lists available traversable exits for the current room", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
});
expect(getAvailableMoves(run)).toEqual([
expect.objectContaining({
direction: "north",
generated: false,
}),
]);
});
it("travels through an unresolved exit, generates a room, and enters it", () => {
const run = createRunState({
content: sampleContentPack,
campaignId: "campaign.1",
adventurer: createAdventurer(),
at: "2026-03-15T14:00:00.000Z",
});
const result = travelCurrentExit({
content: sampleContentPack,
run,
exitDirection: "north",
roller: createSequenceRoller([1, 1]),
at: "2026-03-15T14:05:00.000Z",
});
expect(result.run.currentRoomId).toBe("room.level1.room.002");
expect(result.run.dungeon.levels["1"]!.discoveredRoomOrder).toEqual([
"room.level1.start",
"room.level1.room.002",
]);
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.room.002"]!.discovery.entered).toBe(
true,
);
expect(result.run.log[0]?.text).toContain("Travelled north");
});
}); });

View File

@@ -14,7 +14,11 @@ import {
type ResolveEnemyTurnOptions, type ResolveEnemyTurnOptions,
type ResolvePlayerAttackOptions, type ResolvePlayerAttackOptions,
} from "./combatTurns"; } from "./combatTurns";
import { initializeDungeonLevel } from "./dungeon"; import {
expandLevelFromExit,
getUnresolvedExits,
initializeDungeonLevel,
} from "./dungeon";
import type { DiceRoller } from "./dice"; import type { DiceRoller } from "./dice";
import { enterRoom } from "./roomEntry"; import { enterRoom } from "./roomEntry";
@@ -55,6 +59,23 @@ export type ResolveRunEnemyTurnOptions = {
at?: string; at?: string;
}; };
export type TravelCurrentExitOptions = {
content: ContentPack;
run: RunState;
exitDirection: "north" | "east" | "south" | "west";
roomTableCode?: string;
roller?: DiceRoller;
at?: string;
};
export type AvailableMove = {
direction: "north" | "east" | "south" | "west";
exitType: string;
discovered: boolean;
leadsToRoomId?: string;
generated: boolean;
};
export type RunTransitionResult = { export type RunTransitionResult = {
run: RunState; run: RunState;
logEntries: LogEntry[]; logEntries: LogEntry[];
@@ -167,6 +188,37 @@ function requireCurrentRoomId(run: RunState) {
return run.currentRoomId; return run.currentRoomId;
} }
function requireCurrentRoom(run: RunState) {
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
if (!room) {
throw new Error(`Unknown room id: ${roomId}`);
}
return room;
}
function inferNextRoomTableCode(run: RunState) {
const room = requireCurrentRoom(run);
const levelState = requireCurrentLevel(run);
if (room.roomClass === "start") {
return "L1LR";
}
if (room.roomClass === "small") {
return "L1LR";
}
if (room.roomClass === "large") {
return "L1SR";
}
return levelState.discoveredRoomOrder.length % 2 === 0 ? "L1LR" : "L1SR";
}
function syncPlayerToAdventurer(run: RunState) { function syncPlayerToAdventurer(run: RunState) {
if (!run.activeCombat) { if (!run.activeCombat) {
return; return;
@@ -232,6 +284,96 @@ export function enterCurrentRoom(
}; };
} }
export function getAvailableMoves(run: RunState): AvailableMove[] {
const room = requireCurrentRoom(run);
return room.exits
.filter((exit) => exit.traversable)
.map((exit) => ({
direction: exit.direction,
exitType: exit.exitType,
discovered: exit.discovered,
leadsToRoomId: exit.leadsToRoomId,
generated: Boolean(exit.leadsToRoomId),
}));
}
export function travelCurrentExit(
options: TravelCurrentExitOptions,
): RunTransitionResult {
const run = cloneRun(options.run);
if (run.activeCombat) {
throw new Error("Cannot travel while combat is active.");
}
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = requireCurrentRoom(run);
const exit = room.exits.find((candidate) => candidate.direction === options.exitDirection);
if (!exit) {
throw new Error(`Current room does not have an exit to the ${options.exitDirection}.`);
}
if (!exit.traversable) {
throw new Error(`Exit ${exit.id} is not traversable.`);
}
let nextLevelState = levelState;
let destinationRoomId = exit.leadsToRoomId;
const at = options.at ?? new Date().toISOString();
if (!destinationRoomId) {
const unresolvedExits = getUnresolvedExits(levelState);
const matchingExit = unresolvedExits.find(
(candidate) =>
candidate.roomId === roomId && candidate.direction === options.exitDirection,
);
if (!matchingExit) {
throw new Error(`Exit ${exit.id} is no longer available for generation.`);
}
const expansion = expandLevelFromExit({
content: options.content,
levelState,
fromRoomId: roomId,
exitDirection: options.exitDirection,
roomTableCode: options.roomTableCode ?? inferNextRoomTableCode(run),
roller: options.roller,
});
nextLevelState = expansion.levelState;
destinationRoomId = expansion.createdRoom.id;
}
run.dungeon.levels[run.currentLevel] = nextLevelState;
run.currentRoomId = destinationRoomId;
const movedLog: LogEntry = {
id: `${roomId}.travel.${options.exitDirection}.${run.log.length + 1}`,
at,
type: "room",
text: `Travelled ${options.exitDirection} from ${room.id} to ${destinationRoomId}.`,
relatedIds: [room.id, destinationRoomId],
};
appendLogs(run, [movedLog]);
const entered = enterCurrentRoom({
content: options.content,
run,
roller: options.roller,
at,
});
return {
run: entered.run,
logEntries: [movedLog, ...entered.logEntries],
};
}
export function startCombatInCurrentRoom( export function startCombatInCurrentRoom(
options: StartCurrentCombatOptions, options: StartCurrentCombatOptions,
): RunTransitionResult { ): RunTransitionResult {

View File

@@ -1,9 +1,10 @@
:root { :root {
font-family: "Segoe UI", "Aptos", sans-serif; font-family: "Trebuchet MS", "Segoe UI", sans-serif;
color: #f3f1e8; color: #f4efe3;
background: background:
radial-gradient(circle at top, rgba(179, 121, 59, 0.35), transparent 30%), radial-gradient(circle at top, rgba(177, 91, 29, 0.25), transparent 26%),
linear-gradient(180deg, #17130f 0%, #0d0b09 100%); radial-gradient(circle at 20% 20%, rgba(227, 188, 101, 0.12), transparent 18%),
linear-gradient(180deg, #160f0b 0%, #0b0807 100%);
line-height: 1.5; line-height: 1.5;
font-weight: 400; font-weight: 400;
color-scheme: dark; color-scheme: dark;
@@ -23,108 +24,356 @@ body {
min-height: 100vh; min-height: 100vh;
} }
button,
input,
textarea,
select {
font: inherit;
}
#root { #root {
min-height: 100vh; min-height: 100vh;
} }
.app-shell { .app-shell {
width: min(1100px, calc(100% - 2rem)); width: min(1200px, calc(100% - 2rem));
margin: 0 auto; margin: 0 auto;
padding: 3rem 0 4rem; padding: 1.5rem 0 3rem;
} }
.hero { .hero {
padding: 2rem; display: flex;
border: 1px solid rgba(243, 241, 232, 0.16); justify-content: space-between;
background: rgba(21, 18, 14, 0.72); gap: 1.5rem;
box-shadow: 0 30px 80px rgba(0, 0, 0, 0.35); align-items: end;
backdrop-filter: blur(12px); padding: 1.75rem;
border: 1px solid rgba(255, 231, 196, 0.12);
background:
linear-gradient(135deg, rgba(62, 34, 17, 0.92), rgba(24, 18, 15, 0.86)),
rgba(18, 14, 12, 0.9);
box-shadow: 0 24px 80px rgba(0, 0, 0, 0.42);
} }
.eyebrow { .eyebrow {
margin: 0 0 0.75rem; margin: 0 0 0.85rem;
text-transform: uppercase; text-transform: uppercase;
letter-spacing: 0.14em; letter-spacing: 0.18em;
color: #d8b27a; color: #f1ba73;
font-size: 0.8rem; font-size: 0.76rem;
} }
.hero h1 { .hero h1 {
margin: 0; margin: 0;
font-size: clamp(2.5rem, 7vw, 4.5rem); font-size: clamp(2.6rem, 6vw, 4.8rem);
line-height: 0.95; line-height: 0.92;
} }
.lede { .lede {
width: min(55ch, 100%); width: min(56ch, 100%);
margin: 1.25rem 0 0; margin: 1rem 0 0;
color: rgba(243, 241, 232, 0.82); color: rgba(244, 239, 227, 0.78);
font-size: 1.05rem;
} }
.panel-grid { .hero-actions {
display: flex;
flex-direction: column;
gap: 0.85rem;
align-items: flex-end;
}
.status-chip {
display: flex;
gap: 0.65rem;
align-items: center;
padding: 0.75rem 1rem;
border: 1px solid rgba(255, 231, 196, 0.12);
background: rgba(255, 231, 196, 0.05);
text-transform: uppercase;
letter-spacing: 0.08em;
font-size: 0.78rem;
}
.status-chip strong {
color: #f7d59d;
font-size: 0.95rem;
}
.dashboard-grid {
display: grid; display: grid;
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr)); grid-template-columns: repeat(12, minmax(0, 1fr));
gap: 1rem; gap: 1rem;
margin-top: 1rem; margin-top: 1rem;
} }
.panel { .panel {
padding: 1.25rem; grid-column: span 4;
border: 1px solid rgba(243, 241, 232, 0.14); padding: 1.2rem;
background: rgba(29, 24, 19, 0.82); border: 1px solid rgba(255, 231, 196, 0.1);
background: rgba(25, 19, 16, 0.86);
box-shadow: inset 0 1px 0 rgba(255, 231, 196, 0.03);
} }
.panel h2 { .panel-highlight {
margin-top: 0; background:
linear-gradient(180deg, rgba(101, 52, 28, 0.28), rgba(25, 19, 16, 0.92)),
rgba(25, 19, 16, 0.9);
}
.panel-log {
grid-column: span 12;
}
.panel-header {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 1rem;
margin-bottom: 0.75rem; margin-bottom: 0.75rem;
}
.panel-header h2 {
margin: 0;
font-size: 1rem; font-size: 1rem;
color: #f6d49e; color: #f8d79f;
} }
.panel ul, .panel-header span {
.panel ol { color: rgba(244, 239, 227, 0.58);
margin: 0; font-size: 0.83rem;
padding-left: 1.1rem;
}
.panel li + li {
margin-top: 0.45rem;
}
.stats {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 0.75rem;
margin: 0;
}
.stats div {
padding: 0.9rem;
background: rgba(243, 241, 232, 0.05);
}
.stats dt {
color: rgba(243, 241, 232, 0.62);
font-size: 0.8rem;
text-transform: uppercase; text-transform: uppercase;
letter-spacing: 0.08em; letter-spacing: 0.08em;
} }
.stats dd { .stat-strip {
margin: 0.3rem 0 0; display: grid;
font-size: 1.7rem; grid-template-columns: repeat(4, minmax(0, 1fr));
font-weight: 700; gap: 0.75rem;
} }
@media (max-width: 640px) { .stat-strip div,
.encounter-box,
.combat-status {
padding: 0.9rem;
background: rgba(255, 245, 223, 0.04);
border: 1px solid rgba(255, 231, 196, 0.08);
}
.stat-strip span,
.encounter-label,
.combat-status span,
.room-meta span,
.log-entry span {
display: block;
color: rgba(244, 239, 227, 0.56);
font-size: 0.76rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.stat-strip strong,
.encounter-box strong,
.combat-status strong {
display: block;
margin-top: 0.3rem;
font-size: 1.45rem;
color: #fff2d6;
}
.supporting-text {
margin: 0.9rem 0 0;
color: rgba(244, 239, 227, 0.76);
}
.room-title {
margin: 0 0 0.35rem;
font-size: 1.5rem;
color: #fff2d6;
}
.room-meta {
display: flex;
flex-wrap: wrap;
gap: 0.9rem;
margin-top: 0.95rem;
}
.button-row,
.enemy-actions {
display: flex;
flex-wrap: wrap;
gap: 0.65rem;
margin-top: 1rem;
}
.button {
border: 1px solid rgba(255, 217, 163, 0.24);
background: rgba(255, 245, 223, 0.04);
color: #f4efe3;
padding: 0.72rem 1rem;
cursor: pointer;
transition:
transform 140ms ease,
background 140ms ease,
border-color 140ms ease;
}
.button:hover:enabled {
transform: translateY(-1px);
background: rgba(255, 217, 163, 0.09);
border-color: rgba(255, 217, 163, 0.35);
}
.button:disabled {
opacity: 0.42;
cursor: not-allowed;
}
.button-primary {
background: linear-gradient(180deg, #c36b2d, #8d4617);
border-color: rgba(255, 217, 163, 0.32);
color: #fff4e1;
}
.button-primary:hover:enabled {
background: linear-gradient(180deg, #d97833, #9f501b);
}
.encounter-box,
.combat-status {
margin-top: 1rem;
}
.move-list,
.mini-map {
display: grid;
gap: 0.75rem;
}
.mini-map {
margin-top: 1rem;
}
.move-card,
.map-node {
width: 100%;
text-align: left;
padding: 0.95rem;
border: 1px solid rgba(255, 231, 196, 0.08);
background: rgba(255, 245, 223, 0.04);
}
.move-card {
cursor: pointer;
transition:
transform 140ms ease,
background 140ms ease,
border-color 140ms ease;
}
.move-card:hover:enabled {
transform: translateY(-1px);
background: rgba(255, 217, 163, 0.09);
border-color: rgba(255, 217, 163, 0.35);
}
.move-card:disabled {
opacity: 0.42;
cursor: not-allowed;
}
.move-card span,
.map-node span {
display: block;
color: rgba(244, 239, 227, 0.56);
font-size: 0.74rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.move-card strong,
.map-node strong {
display: block;
margin-top: 0.3rem;
font-size: 1rem;
color: #fff2d6;
}
.move-card em {
display: block;
margin-top: 0.3rem;
font-style: normal;
color: rgba(244, 239, 227, 0.7);
}
.map-node-active {
border-color: rgba(243, 186, 115, 0.55);
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 {
display: grid;
gap: 0.75rem;
max-height: 340px;
overflow: auto;
padding-right: 0.2rem;
}
.log-entry {
padding: 0.9rem;
border-left: 3px solid rgba(243, 186, 115, 0.7);
background: rgba(255, 245, 223, 0.04);
}
.log-entry p {
margin: 0.35rem 0 0;
color: #f4efe3;
}
@media (max-width: 980px) {
.panel,
.panel-log {
grid-column: span 12;
}
}
@media (max-width: 720px) {
.app-shell { .app-shell {
width: min(100% - 1rem, 1100px); width: min(100% - 1rem, 1200px);
padding-top: 1rem; padding-top: 0.75rem;
} }
.hero, .hero {
.panel { flex-direction: column;
padding: 1rem; align-items: stretch;
}
.hero-actions {
align-items: stretch;
}
.stat-strip {
grid-template-columns: repeat(2, minmax(0, 1fr));
} }
} }