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3 Commits
feature/ma
...
feature/ro
| Author | SHA1 | Date | |
|---|---|---|---|
| fdaa2e3135 | |||
| 67453df51e | |||
| cff5f786a0 |
@@ -2,11 +2,7 @@ import { describe, expect, it } from "vitest";
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import { lookupTable } from "@/rules/tables";
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import { lookupTable } from "@/rules/tables";
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import {
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import { findRoomTemplateForLookup, findTableByCode } from "./contentHelpers";
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findCreatureByName,
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findRoomTemplateForLookup,
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findTableByCode,
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} from "./contentHelpers";
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import { sampleContentPack } from "./sampleContentPack";
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import { sampleContentPack } from "./sampleContentPack";
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function createSequenceRoller(values: number[]) {
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function createSequenceRoller(values: number[]) {
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@@ -50,11 +46,4 @@ describe("level 1 content helpers", () => {
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expect(roomTemplate.title).toBe("Slate Shrine");
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expect(roomTemplate.title).toBe("Slate Shrine");
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expect(roomTemplate.roomClass).toBe("large");
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expect(roomTemplate.roomClass).toBe("large");
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});
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});
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it("finds a creature definition by display name", () => {
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const creature = findCreatureByName(sampleContentPack, "Guard");
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expect(creature.id).toBe("creature.level1.guard");
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expect(creature.hp).toBeGreaterThan(0);
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});
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});
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});
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@@ -1,9 +1,4 @@
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import type {
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import type { ContentPack, RoomTemplate, TableDefinition } from "@/types/content";
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ContentPack,
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CreatureDefinition,
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RoomTemplate,
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TableDefinition,
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} from "@/types/content";
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import type { TableLookupResult } from "@/rules/tables";
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import type { TableLookupResult } from "@/rules/tables";
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export function findTableByCode(content: ContentPack, code: string): TableDefinition {
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export function findTableByCode(content: ContentPack, code: string): TableDefinition {
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@@ -41,23 +36,3 @@ export function findRoomTemplateForLookup(
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return findRoomTemplateById(content, roomReference.id);
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return findRoomTemplateById(content, roomReference.id);
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}
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}
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function normalizeName(value: string) {
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return value.trim().toLowerCase().replace(/\s+/g, " ");
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}
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export function findCreatureByName(
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content: ContentPack,
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creatureName: string,
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): CreatureDefinition {
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const normalizedTarget = normalizeName(creatureName);
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const creature = content.creatures.find(
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(entry) => normalizeName(entry.name) === normalizedTarget,
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);
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if (!creature) {
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throw new Error(`Unknown creature name: ${creatureName}`);
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}
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return creature;
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}
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@@ -167,92 +167,6 @@ const samplePack = {
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traits: ["level-1", "sample"],
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traits: ["level-1", "sample"],
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mvp: true,
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mvp: true,
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},
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},
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{
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id: "creature.level1.guard",
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name: "Guard",
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level: 1,
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category: "humanoid",
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hp: 4,
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attackProfile: {
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discipline: 1,
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precision: 1,
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damage: 1,
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},
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defenceProfile: {
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armour: 1,
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},
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xpReward: 2,
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sourcePage: 102,
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traits: ["level-1", "martial"],
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mvp: true,
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},
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{
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id: "creature.level1.warrior",
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name: "Warrior",
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level: 1,
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category: "humanoid",
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hp: 5,
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attackProfile: {
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discipline: 2,
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precision: 1,
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damage: 2,
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},
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defenceProfile: {
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armour: 1,
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},
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xpReward: 3,
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sourcePage: 102,
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traits: ["level-1", "martial"],
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mvp: true,
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},
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{
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id: "creature.level1.thug",
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name: "Thug",
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level: 1,
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category: "humanoid",
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hp: 3,
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attackProfile: {
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discipline: 0,
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precision: 1,
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damage: 1,
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},
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xpReward: 1,
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sourcePage: 102,
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traits: ["level-1", "martial"],
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mvp: true,
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},
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{
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id: "creature.level1.work-dog",
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name: "Work Dog",
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level: 1,
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category: "beast",
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hp: 3,
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attackProfile: {
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discipline: 0,
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precision: 1,
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damage: 1,
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},
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xpReward: 1,
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sourcePage: 102,
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traits: ["level-1", "beast"],
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mvp: true,
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},
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{
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id: "creature.level1.guard-dog",
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name: "Guard Dog",
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level: 1,
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category: "beast",
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hp: 4,
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attackProfile: {
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discipline: 1,
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precision: 1,
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damage: 1,
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},
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xpReward: 2,
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sourcePage: 102,
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traits: ["level-1", "beast"],
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mvp: true,
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},
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],
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],
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roomTemplates: [
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roomTemplates: [
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{
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{
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@@ -1,111 +0,0 @@
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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 { createRoomStateFromTemplate } from "./rooms";
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describe("combat bootstrap", () => {
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it("creates a combat state from a resolved guard encounter", () => {
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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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const result = 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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expect(result.combat.id).toBe("room.level1.guard-room.combat");
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expect(result.combat.actingSide).toBe("player");
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expect(result.combat.player.name).toBe("Aster");
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expect(result.combat.enemies.map((enemy) => enemy.name)).toEqual(["Guard", "Warrior"]);
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expect(result.combat.enemies[0]?.armourValue).toBe(1);
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expect(result.room.encounter?.rewardPending).toBe(true);
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expect(result.logEntries[0]?.text).toContain("Guard and Warrior");
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});
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it("supports single-creature combat from a crate encounter", () => {
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const adventurer = createStartingAdventurer(sampleContentPack, {
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name: "Bryn",
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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.storage-area",
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1,
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"room.level1.normal.storage-area",
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);
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room.encounter = {
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id: `${room.id}.encounter`,
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sourceTableCode: "L1CE",
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creatureIds: ["a"],
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creatureNames: ["Giant Rat"],
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resultLabel: "Giant Rat Pair",
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resolved: true,
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};
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const result = startCombatFromRoom({
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content: sampleContentPack,
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adventurer,
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room,
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at: "2026-03-15T13:05:00.000Z",
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});
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expect(result.combat.enemies).toHaveLength(1);
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expect(result.combat.enemies[0]?.sourceDefinitionId).toBe("creature.level1.giant-rat");
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expect(result.combat.player.hpCurrent).toBe(10);
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});
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it("rejects rooms without combat-ready encounter names", () => {
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const adventurer = createStartingAdventurer(sampleContentPack, {
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name: "Cyra",
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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.small.empty",
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1,
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"room.level1.small.empty-space",
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);
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room.encounter = {
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id: `${room.id}.encounter`,
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creatureIds: [],
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creatureNames: [],
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resultLabel: "No encounter",
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resolved: true,
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};
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expect(() =>
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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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}),
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).toThrow("combat-ready encounter");
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});
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});
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@@ -1,124 +0,0 @@
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import { findCreatureByName } from "@/data/contentHelpers";
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import type { ContentPack, CreatureDefinition } from "@/types/content";
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import type { AdventurerState, CombatState, CombatantState, RoomState } from "@/types/state";
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import type { LogEntry } from "@/types/rules";
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export type StartCombatOptions = {
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content: ContentPack;
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adventurer: AdventurerState;
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room: RoomState;
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at?: string;
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};
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export type StartCombatResult = {
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combat: CombatState;
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room: RoomState;
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logEntries: LogEntry[];
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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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type: LogEntry["type"],
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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,
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text,
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relatedIds,
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};
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}
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function createPlayerCombatant(adventurer: AdventurerState): CombatantState {
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return {
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id: adventurer.id,
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name: adventurer.name,
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hpCurrent: adventurer.hp.current,
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hpMax: adventurer.hp.max,
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shift: adventurer.stats.shift,
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discipline: adventurer.stats.discipline,
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precision: adventurer.stats.precision,
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statuses: [...adventurer.statuses],
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traits: ["player"],
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};
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|
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}
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|
|
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function createEnemyCombatant(
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room: RoomState,
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creature: CreatureDefinition,
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index: number,
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): CombatantState {
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return {
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id: `${room.id}.enemy.${index + 1}`,
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name: creature.name,
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sourceDefinitionId: creature.id,
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hpCurrent: creature.hp,
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|
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hpMax: creature.hp,
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shift: 0,
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|
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discipline: creature.attackProfile.discipline,
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|
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precision: creature.attackProfile.precision,
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armourValue: creature.defenceProfile?.armour,
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statuses: [],
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traits: creature.traits ?? [],
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|
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};
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|
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}
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|
||||||
|
|
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function requireEncounterNames(room: RoomState) {
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const creatureNames = room.encounter?.creatureNames?.filter(Boolean);
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|
|
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if (!room.encounter?.resolved || !creatureNames || creatureNames.length === 0) {
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|
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throw new Error(`Room ${room.id} does not have a combat-ready encounter.`);
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|
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}
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|
||||||
|
|
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return creatureNames;
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|
||||||
}
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|
||||||
|
|
||||||
export function startCombatFromRoom(
|
|
||||||
options: StartCombatOptions,
|
|
||||||
): StartCombatResult {
|
|
||||||
const at = options.at ?? new Date().toISOString();
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|
||||||
const creatureNames = requireEncounterNames(options.room);
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|
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const enemies = creatureNames.map((creatureName, index) =>
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|
||||||
createEnemyCombatant(
|
|
||||||
options.room,
|
|
||||||
findCreatureByName(options.content, creatureName),
|
|
||||||
index,
|
|
||||||
),
|
|
||||||
);
|
|
||||||
|
|
||||||
const combat: CombatState = {
|
|
||||||
id: `${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 ${creatureNames.join(" and ")}.`,
|
|
||||||
[options.room.id, ...enemies.map((enemy) => enemy.id)],
|
|
||||||
),
|
|
||||||
],
|
|
||||||
};
|
|
||||||
|
|
||||||
const room: RoomState = {
|
|
||||||
...options.room,
|
|
||||||
encounter: options.room.encounter
|
|
||||||
? {
|
|
||||||
...options.room.encounter,
|
|
||||||
rewardPending: true,
|
|
||||||
}
|
|
||||||
: undefined,
|
|
||||||
};
|
|
||||||
|
|
||||||
return {
|
|
||||||
combat,
|
|
||||||
room,
|
|
||||||
logEntries: [...combat.combatLog],
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,132 +0,0 @@
|
|||||||
import { describe, expect, it } from "vitest";
|
|
||||||
|
|
||||||
import { sampleContentPack } from "@/data/sampleContentPack";
|
|
||||||
|
|
||||||
import { createStartingAdventurer } from "./character";
|
|
||||||
import { startCombatFromRoom } from "./combat";
|
|
||||||
import { resolveEnemyTurn, resolvePlayerAttack } from "./combatTurns";
|
|
||||||
import { createRoomStateFromTemplate } from "./rooms";
|
|
||||||
|
|
||||||
function createSequenceRoller(values: number[]) {
|
|
||||||
let index = 0;
|
|
||||||
|
|
||||||
return () => {
|
|
||||||
const next = values[index];
|
|
||||||
index += 1;
|
|
||||||
return next;
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
function createGuardCombat() {
|
|
||||||
const adventurer = createStartingAdventurer(sampleContentPack, {
|
|
||||||
name: "Aster",
|
|
||||||
weaponId: "weapon.short-sword",
|
|
||||||
armourId: "armour.leather-vest",
|
|
||||||
scrollId: "scroll.lesser-heal",
|
|
||||||
});
|
|
||||||
const room = createRoomStateFromTemplate(
|
|
||||||
sampleContentPack,
|
|
||||||
"room.level1.guard-room",
|
|
||||||
1,
|
|
||||||
"room.level1.normal.guard-room",
|
|
||||||
);
|
|
||||||
room.encounter = {
|
|
||||||
id: `${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");
|
|
||||||
});
|
|
||||||
});
|
|
||||||
@@ -1,255 +0,0 @@
|
|||||||
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,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,186 +0,0 @@
|
|||||||
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,
|
|
||||||
);
|
|
||||||
});
|
|
||||||
});
|
|
||||||
@@ -1,335 +0,0 @@
|
|||||||
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