14 Commits

Author SHA1 Message Date
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
7 changed files with 40 additions and 188 deletions

View File

@@ -6,7 +6,6 @@ import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
@@ -53,7 +52,11 @@ function App() {
const currentLevel = run.dungeon.levels[run.currentLevel];
const currentRoom = run.currentRoomId ? currentLevel?.rooms[run.currentRoomId] : undefined;
const availableMoves = getAvailableMoves(run);
const combatReadyEncounter = isCurrentRoomCombatReady(run);
const combatReadyEncounter = Boolean(
currentRoom?.encounter?.resolved &&
currentRoom.encounter.creatureNames &&
currentRoom.encounter.creatureNames.length > 0,
);
const handleReset = () => {
setRun(createDemoRun());
@@ -101,10 +104,11 @@ function App() {
<section className="hero">
<div>
<p className="eyebrow">2D6 Dungeon Web</p>
<h1>Dungeon Loop Shell</h1>
<h1>Playable Rules Shell</h1>
<p className="lede">
Traverse generated rooms, auto-resolve room entry, and engage combat
when a room reveals a real encounter.
The core loop now runs inside the app: move through generated rooms,
resolve room state on entry, and fight when a room produces a real
encounter.
</p>
</div>
@@ -119,22 +123,6 @@ function App() {
</div>
</section>
{combatReadyEncounter && !run.activeCombat ? (
<section className="alert-banner">
<div>
<span className="alert-kicker">Encounter Ready</span>
<strong>{currentRoom?.encounter?.resultLabel}</strong>
<p>
This room contains a combat-ready encounter. Engage now to enter
tactical resolution.
</p>
</div>
<button className="button button-primary" onClick={handleStartCombat}>
Engage Encounter
</button>
</section>
) : null}
<section className="dashboard-grid">
<article className="panel panel-highlight">
<div className="panel-header">
@@ -160,10 +148,6 @@ function App() {
<span>Precision</span>
<strong>{run.adventurerSnapshot.stats.precision}</strong>
</div>
<div>
<span>XP</span>
<strong>{run.adventurerSnapshot.xp}</strong>
</div>
</div>
<p className="supporting-text">
{run.adventurerSnapshot.name} is equipped with a{" "}
@@ -172,9 +156,6 @@ function App() {
)?.name ?? "weapon"}
.
</p>
<p className="supporting-text">
Run rewards: {run.xpGained} XP earned, {run.defeatedCreatureIds.length} foes defeated.
</p>
</article>
<article className="panel">
@@ -244,9 +225,7 @@ function App() {
key={roomId}
className={`map-node${active ? " map-node-active" : ""}`}
>
<span>
{room.position.x},{room.position.y}
</span>
<span>{room.position.x},{room.position.y}</span>
<strong>{getRoomTitle(run, roomId)}</strong>
</article>
);
@@ -313,8 +292,8 @@ function App() {
</>
) : (
<p className="supporting-text">
No active combat. Travel until a room reveals a hostile encounter,
then engage it from the banner or room panel.
No active combat. Travel through the dungeon until a room generates
a creature encounter, then start combat from that room.
</p>
)}
</article>

View File

@@ -61,16 +61,3 @@ export function findCreatureByName(
return creature;
}
export function findCreatureById(
content: ContentPack,
creatureId: string,
): CreatureDefinition {
const creature = content.creatures.find((entry) => entry.id === creatureId);
if (!creature) {
throw new Error(`Unknown creature id: ${creatureId}`);
}
return creature;
}

View File

@@ -7,7 +7,6 @@ import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
@@ -185,10 +184,6 @@ describe("run state flow", () => {
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
false,
);
expect(result.run.adventurerSnapshot.xp).toBe(2);
expect(result.run.xpGained).toBe(2);
expect(result.run.defeatedCreatureIds).toEqual(["creature.level1.guard"]);
expect(result.run.log.at(-1)?.text).toContain("Victory rewards");
});
it("lists available traversable exits for the current room", () => {
@@ -232,25 +227,4 @@ describe("run state flow", () => {
);
expect(result.run.log[0]?.text).toContain("Travelled north");
});
it("flags combat-ready rooms once entry resolves a hostile encounter", () => {
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", "b"],
creatureNames: ["Guard", "Warrior"],
resultLabel: "Guard and Warrior",
resolved: true,
};
expect(isCurrentRoomCombatReady(run)).toBe(true);
});
});

View File

@@ -6,7 +6,6 @@ import type {
RunState,
} from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { findCreatureById } from "@/data/contentHelpers";
import { startCombatFromRoom } from "./combat";
import {
@@ -233,52 +232,6 @@ function appendLogs(run: RunState, logEntries: LogEntry[]) {
run.log.push(...logEntries);
}
function createRewardLog(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "progression",
text,
relatedIds,
};
}
function applyCombatRewards(
content: ContentPack,
run: RunState,
completedCombat: CombatState,
at: string,
) {
const defeatedCreatureIds = completedCombat.enemies
.filter((enemy) => enemy.hpCurrent === 0 && enemy.sourceDefinitionId)
.map((enemy) => enemy.sourceDefinitionId!);
const xpAwarded = defeatedCreatureIds.reduce((total, creatureId) => {
return total + (findCreatureById(content, creatureId).xpReward ?? 0);
}, 0);
run.defeatedCreatureIds.push(...defeatedCreatureIds);
run.xpGained += xpAwarded;
run.adventurerSnapshot.xp += xpAwarded;
if (xpAwarded === 0) {
return [] as LogEntry[];
}
return [
createRewardLog(
`${completedCombat.id}.rewards`,
at,
`Victory rewards: gained ${xpAwarded} XP from ${defeatedCreatureIds.length} defeated creature${defeatedCreatureIds.length === 1 ? "" : "s"}.`,
[completedCombat.id, ...defeatedCreatureIds],
),
];
}
export function createRunState(options: CreateRunOptions): RunState {
const at = options.at ?? new Date().toISOString();
const levelState = initializeDungeonLevel({
@@ -303,8 +256,6 @@ export function createRunState(options: CreateRunOptions): RunState {
globalFlags: [],
},
adventurerSnapshot: options.adventurer,
defeatedCreatureIds: [],
xpGained: 0,
log: [],
pendingEffects: [],
};
@@ -347,16 +298,6 @@ export function getAvailableMoves(run: RunState): AvailableMove[] {
}));
}
export function isCurrentRoomCombatReady(run: RunState) {
const room = requireCurrentRoom(run);
return Boolean(
room.encounter?.resolved &&
room.encounter.creatureNames &&
room.encounter.creatureNames.length > 0,
);
}
export function travelCurrentExit(
options: TravelCurrentExitOptions,
): RunTransitionResult {
@@ -486,16 +427,9 @@ export function resolveRunPlayerTurn(
appendLogs(run, result.logEntries);
if (result.combatEnded) {
const completedCombat = result.combat;
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
const rewardLogs = applyCombatRewards(
options.content,
run,
completedCombat,
options.at ?? new Date().toISOString(),
);
if (room?.encounter) {
room.encounter.rewardPending = false;
@@ -503,7 +437,6 @@ export function resolveRunPlayerTurn(
}
run.activeCombat = undefined;
appendLogs(run, rewardLogs);
}
return {

View File

@@ -214,8 +214,6 @@ export const runStateSchema = z.object({
dungeon: dungeonStateSchema,
adventurerSnapshot: adventurerStateSchema,
activeCombat: combatStateSchema.optional(),
defeatedCreatureIds: z.array(z.string()),
xpGained: z.number().int().nonnegative(),
log: z.array(logEntrySchema),
pendingEffects: z.array(ruleEffectSchema),
});

View File

@@ -98,39 +98,6 @@ select {
font-size: 0.95rem;
}
.alert-banner {
display: flex;
justify-content: space-between;
gap: 1rem;
align-items: center;
margin-top: 1rem;
padding: 1rem 1.2rem;
border: 1px solid rgba(255, 176, 94, 0.3);
background:
linear-gradient(90deg, rgba(117, 43, 21, 0.92), rgba(48, 22, 18, 0.92)),
rgba(48, 22, 18, 0.92);
}
.alert-kicker {
display: block;
color: #ffbf78;
text-transform: uppercase;
letter-spacing: 0.12em;
font-size: 0.74rem;
}
.alert-banner strong {
display: block;
margin-top: 0.25rem;
font-size: 1.15rem;
color: #fff4de;
}
.alert-banner p {
margin: 0.35rem 0 0;
color: rgba(244, 239, 227, 0.82);
}
.dashboard-grid {
display: grid;
grid-template-columns: repeat(12, minmax(0, 1fr));
@@ -277,20 +244,17 @@ select {
}
.move-list,
.mini-map,
.enemy-list {
.mini-map {
display: grid;
gap: 0.75rem;
}
.mini-map,
.enemy-list {
.mini-map {
margin-top: 1rem;
}
.move-card,
.map-node,
.enemy-card {
.map-node {
width: 100%;
text-align: left;
padding: 0.95rem;
@@ -327,16 +291,14 @@ select {
}
.move-card strong,
.map-node strong,
.enemy-card strong {
.map-node strong {
display: block;
margin-top: 0.3rem;
font-size: 1rem;
color: #fff2d6;
}
.move-card em,
.enemy-card span {
.move-card em {
display: block;
margin-top: 0.3rem;
font-style: normal;
@@ -348,6 +310,28 @@ select {
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;
@@ -380,8 +364,7 @@ select {
padding-top: 0.75rem;
}
.hero,
.alert-banner {
.hero {
flex-direction: column;
align-items: stretch;
}

View File

@@ -215,8 +215,6 @@ export type RunState = {
dungeon: DungeonState;
adventurerSnapshot: AdventurerState;
activeCombat?: CombatState;
defeatedCreatureIds: string[];
xpGained: number;
log: LogEntry[];
pendingEffects: RuleEffect[];
};