11 Commits

Author SHA1 Message Date
7fb3bd6cf5 Merge branch 'main' into staging/features 2026-03-15 19:04:06 +00:00
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 104 additions and 939 deletions

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@@ -1,344 +1,71 @@
import React from "react";
import { sampleContentPack } from "@/data/sampleContentPack"; import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "@/rules/character";
import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
travelCurrentExit,
} from "@/rules/runState";
import type { RunState } from "@/types/state";
function createDemoRun() { const planningDocs = [
const adventurer = createStartingAdventurer(sampleContentPack, { "Planning/PROJECT_PLAN.md",
name: "Aster", "Planning/GAME_SPEC.md",
weaponId: "weapon.short-sword", "Planning/content-checklist.json",
armourId: "armour.leather-vest", "Planning/DATA_MODEL.md",
scrollId: "scroll.lesser-heal", "Planning/IMPLEMENTATION_NOTES.md",
}); ];
return createRunState({ const nextTargets = [
content: sampleContentPack, "Encode Level 1 foundational tables into structured JSON.",
campaignId: "campaign.demo", "Implement dice utilities for D3, D6, 2D6, and D66.",
adventurer, "Create character creation state and validation.",
}); "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 = isCurrentRoomCombatReady(run);
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">
<div> <p className="eyebrow">2D6 Dungeon Web</p>
<p className="eyebrow">2D6 Dungeon Web</p> <h1>Project scaffold is live.</h1>
<h1>Dungeon Loop Shell</h1> <p className="lede">
<p className="lede"> The app now has a Vite + React + TypeScript foundation, shared type
Traverse generated rooms, auto-resolve room entry, and engage combat models, and Zod schemas that mirror the planning documents.
when a room reveals a real encounter. </p>
</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>
{combatReadyEncounter && !run.activeCombat ? ( <section className="panel-grid">
<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">
<h2>Adventurer</h2>
<span>Level {run.adventurerSnapshot.level}</span>
</div>
<div className="stat-strip">
<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>
<span>XP</span>
<strong>{run.adventurerSnapshot.xp}</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>
<p className="supporting-text">
Run rewards: {run.xpGained} XP earned, {run.defeatedCreatureIds.length} foes defeated.
</p>
</article>
<article className="panel"> <article className="panel">
<div className="panel-header"> <h2>Planning Set</h2>
<h2>Current Room</h2> <ul>
<span>Level {run.currentLevel}</span> {planningDocs.map((doc) => (
</div> <li key={doc}>{doc}</li>
<h3 className="room-title">
{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 className="panel">
<div className="panel-header">
<h2>Navigation</h2>
<span>{availableMoves.length} exits</span>
</div>
<div className="move-list">
{availableMoves.map((move) => (
<button
key={move.direction}
className="move-card"
onClick={() => handleTravel(move.direction)}
disabled={Boolean(run.activeCombat)}
>
<span>{move.direction}</span>
<strong>{move.leadsToRoomId ? "Travel" : "Generate"}</strong>
<em>
{move.leadsToRoomId
? getRoomTitle(run, move.leadsToRoomId)
: `${move.exitType} exit`}
</em>
</button>
))} ))}
</div> </ul>
<div className="mini-map">
{currentLevel?.discoveredRoomOrder.map((roomId) => {
const room = currentLevel.rooms[roomId];
const active = roomId === run.currentRoomId;
return (
<article
key={roomId}
className={`map-node${active ? " map-node-active" : ""}`}
>
<span>
{room.position.x},{room.position.y}
</span>
<strong>{getRoomTitle(run, roomId)}</strong>
</article>
);
})}
</div>
</article> </article>
<article className="panel"> <article className="panel">
<div className="panel-header"> <h2>Immediate Build Targets</h2>
<h2>Combat</h2> <ol>
<span>{run.activeCombat ? `Round ${run.activeCombat.round}` : "Inactive"}</span> {nextTargets.map((target) => (
</div> <li key={target}>{target}</li>
{run.activeCombat ? ( ))}
<> </ol>
<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 until a room reveals a hostile encounter,
then engage it from the banner or room panel.
</p>
)}
</article> </article>
<article className="panel panel-log"> <article className="panel">
<div className="panel-header"> <h2>Sample Content Pack</h2>
<h2>Run Log</h2> <dl className="stats">
<span>{run.log.length} entries</span> <div>
</div> <dt>Tables</dt>
<div className="log-list"> <dd>{sampleContentPack.tables.length}</dd>
{run.log.length === 0 ? ( </div>
<p className="supporting-text">No events recorded yet.</p> <div>
) : ( <dt>Weapons</dt>
run.log <dd>{sampleContentPack.weapons.length}</dd>
.slice() </div>
.reverse() <div>
.map((entry) => ( <dt>Manoeuvres</dt>
<article key={entry.id} className="log-entry"> <dd>{sampleContentPack.manoeuvres.length}</dd>
<span>{entry.type}</span> </div>
<p>{entry.text}</p> <div>
</article> <dt>Creatures</dt>
)) <dd>{sampleContentPack.creatures.length}</dd>
)} </div>
</div> </dl>
</article> </article>
</section> </section>
</main> </main>

View File

@@ -61,16 +61,3 @@ export function findCreatureByName(
return creature; 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;
}

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@@ -6,12 +6,9 @@ import { createStartingAdventurer } from "./character";
import { import {
createRunState, createRunState,
enterCurrentRoom, enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn, resolveRunEnemyTurn,
resolveRunPlayerTurn, resolveRunPlayerTurn,
startCombatInCurrentRoom, startCombatInCurrentRoom,
travelCurrentExit,
} from "./runState"; } from "./runState";
function createSequenceRoller(values: number[]) { function createSequenceRoller(values: number[]) {
@@ -185,72 +182,5 @@ describe("run state flow", () => {
expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe( expect(result.run.dungeon.levels["1"]!.rooms["room.level1.start"]!.encounter?.rewardPending).toBe(
false, 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", () => {
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");
});
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);
}); });
}); });

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@@ -6,7 +6,6 @@ import type {
RunState, RunState,
} from "@/types/state"; } from "@/types/state";
import type { LogEntry } from "@/types/rules"; import type { LogEntry } from "@/types/rules";
import { findCreatureById } from "@/data/contentHelpers";
import { startCombatFromRoom } from "./combat"; import { startCombatFromRoom } from "./combat";
import { import {
@@ -15,11 +14,7 @@ import {
type ResolveEnemyTurnOptions, type ResolveEnemyTurnOptions,
type ResolvePlayerAttackOptions, type ResolvePlayerAttackOptions,
} from "./combatTurns"; } from "./combatTurns";
import { import { initializeDungeonLevel } from "./dungeon";
expandLevelFromExit,
getUnresolvedExits,
initializeDungeonLevel,
} from "./dungeon";
import type { DiceRoller } from "./dice"; import type { DiceRoller } from "./dice";
import { enterRoom } from "./roomEntry"; import { enterRoom } from "./roomEntry";
@@ -60,23 +55,6 @@ 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[];
@@ -189,37 +167,6 @@ 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: ${roomId}`);
}
return room;
}
function inferNextRoomTableCode(run: RunState) {
const room = requireCurrentRoom(run);
const levelState = requireCurrentLevel(run);
if (room.roomClass === "start") {
return "L1LR";
}
if (room.roomClass === "small") {
return "L1LR";
}
if (room.roomClass === "large") {
return "L1SR";
}
return levelState.discoveredRoomOrder.length % 2 === 0 ? "L1LR" : "L1SR";
}
function syncPlayerToAdventurer(run: RunState) { function syncPlayerToAdventurer(run: RunState) {
if (!run.activeCombat) { if (!run.activeCombat) {
return; return;
@@ -233,52 +180,6 @@ function appendLogs(run: RunState, logEntries: LogEntry[]) {
run.log.push(...logEntries); run.log.push(...logEntries);
} }
function createRewardLog(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "progression",
text,
relatedIds,
};
}
function applyCombatRewards(
content: ContentPack,
run: RunState,
completedCombat: CombatState,
at: string,
) {
const defeatedCreatureIds = completedCombat.enemies
.filter((enemy) => enemy.hpCurrent === 0 && enemy.sourceDefinitionId)
.map((enemy) => enemy.sourceDefinitionId!);
const xpAwarded = defeatedCreatureIds.reduce((total, creatureId) => {
return total + (findCreatureById(content, creatureId).xpReward ?? 0);
}, 0);
run.defeatedCreatureIds.push(...defeatedCreatureIds);
run.xpGained += xpAwarded;
run.adventurerSnapshot.xp += xpAwarded;
if (xpAwarded === 0) {
return [] as LogEntry[];
}
return [
createRewardLog(
`${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 { export function createRunState(options: CreateRunOptions): RunState {
const at = options.at ?? new Date().toISOString(); const at = options.at ?? new Date().toISOString();
const levelState = initializeDungeonLevel({ const levelState = initializeDungeonLevel({
@@ -303,8 +204,6 @@ export function createRunState(options: CreateRunOptions): RunState {
globalFlags: [], globalFlags: [],
}, },
adventurerSnapshot: options.adventurer, adventurerSnapshot: options.adventurer,
defeatedCreatureIds: [],
xpGained: 0,
log: [], log: [],
pendingEffects: [], pendingEffects: [],
}; };
@@ -333,106 +232,6 @@ 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 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 {
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 {
@@ -486,16 +285,9 @@ export function resolveRunPlayerTurn(
appendLogs(run, result.logEntries); appendLogs(run, result.logEntries);
if (result.combatEnded) { if (result.combatEnded) {
const completedCombat = result.combat;
const levelState = requireCurrentLevel(run); const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run); const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId]; const room = levelState.rooms[roomId];
const rewardLogs = applyCombatRewards(
options.content,
run,
completedCombat,
options.at ?? new Date().toISOString(),
);
if (room?.encounter) { if (room?.encounter) {
room.encounter.rewardPending = false; room.encounter.rewardPending = false;
@@ -503,7 +295,6 @@ export function resolveRunPlayerTurn(
} }
run.activeCombat = undefined; run.activeCombat = undefined;
appendLogs(run, rewardLogs);
} }
return { return {

View File

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

View File

@@ -1,10 +1,9 @@
:root { :root {
font-family: "Trebuchet MS", "Segoe UI", sans-serif; font-family: "Segoe UI", "Aptos", sans-serif;
color: #f4efe3; color: #f3f1e8;
background: background:
radial-gradient(circle at top, rgba(177, 91, 29, 0.25), transparent 26%), radial-gradient(circle at top, rgba(179, 121, 59, 0.35), transparent 30%),
radial-gradient(circle at 20% 20%, rgba(227, 188, 101, 0.12), transparent 18%), linear-gradient(180deg, #17130f 0%, #0d0b09 100%);
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;
@@ -24,373 +23,108 @@ 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(1200px, calc(100% - 2rem)); width: min(1100px, calc(100% - 2rem));
margin: 0 auto; margin: 0 auto;
padding: 1.5rem 0 3rem; padding: 3rem 0 4rem;
} }
.hero { .hero {
display: flex; padding: 2rem;
justify-content: space-between; border: 1px solid rgba(243, 241, 232, 0.16);
gap: 1.5rem; background: rgba(21, 18, 14, 0.72);
align-items: end; box-shadow: 0 30px 80px rgba(0, 0, 0, 0.35);
padding: 1.75rem; backdrop-filter: blur(12px);
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 0.85rem; margin: 0 0 0.75rem;
text-transform: uppercase; text-transform: uppercase;
letter-spacing: 0.18em; letter-spacing: 0.14em;
color: #f1ba73; color: #d8b27a;
font-size: 0.76rem; font-size: 0.8rem;
} }
.hero h1 { .hero h1 {
margin: 0; margin: 0;
font-size: clamp(2.6rem, 6vw, 4.8rem); font-size: clamp(2.5rem, 7vw, 4.5rem);
line-height: 0.92; line-height: 0.95;
} }
.lede { .lede {
width: min(56ch, 100%); width: min(55ch, 100%);
margin: 1rem 0 0; margin: 1.25rem 0 0;
color: rgba(244, 239, 227, 0.78); color: rgba(243, 241, 232, 0.82);
font-size: 1.05rem;
} }
.hero-actions { .panel-grid {
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;
}
.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; display: grid;
grid-template-columns: repeat(12, minmax(0, 1fr)); grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));
gap: 1rem; gap: 1rem;
margin-top: 1rem; margin-top: 1rem;
} }
.panel { .panel {
grid-column: span 4; padding: 1.25rem;
padding: 1.2rem; border: 1px solid rgba(243, 241, 232, 0.14);
border: 1px solid rgba(255, 231, 196, 0.1); background: rgba(29, 24, 19, 0.82);
background: rgba(25, 19, 16, 0.86);
box-shadow: inset 0 1px 0 rgba(255, 231, 196, 0.03);
} }
.panel-highlight { .panel h2 {
background: margin-top: 0;
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;
font-size: 1rem;
color: #f6d49e;
} }
.panel-header h2 { .panel ul,
.panel ol {
margin: 0; margin: 0;
font-size: 1rem; padding-left: 1.1rem;
color: #f8d79f;
} }
.panel-header span { .panel li + li {
color: rgba(244, 239, 227, 0.58); margin-top: 0.45rem;
font-size: 0.83rem;
text-transform: uppercase;
letter-spacing: 0.08em;
} }
.stat-strip { .stats {
display: grid; display: grid;
grid-template-columns: repeat(4, minmax(0, 1fr)); grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 0.75rem; gap: 0.75rem;
margin: 0;
} }
.stat-strip div, .stats div {
.encounter-box,
.combat-status {
padding: 0.9rem; padding: 0.9rem;
background: rgba(255, 245, 223, 0.04); background: rgba(243, 241, 232, 0.05);
border: 1px solid rgba(255, 231, 196, 0.08);
} }
.stat-strip span, .stats dt {
.encounter-label, color: rgba(243, 241, 232, 0.62);
.combat-status span, font-size: 0.8rem;
.room-meta span,
.log-entry span {
display: block;
color: rgba(244, 239, 227, 0.56);
font-size: 0.76rem;
text-transform: uppercase; text-transform: uppercase;
letter-spacing: 0.08em; letter-spacing: 0.08em;
} }
.stat-strip strong, .stats dd {
.encounter-box strong, margin: 0.3rem 0 0;
.combat-status strong { font-size: 1.7rem;
display: block; font-weight: 700;
margin-top: 0.3rem;
font-size: 1.45rem;
color: #fff2d6;
} }
.supporting-text { @media (max-width: 640px) {
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,
.enemy-list {
display: grid;
gap: 0.75rem;
}
.mini-map,
.enemy-list {
margin-top: 1rem;
}
.move-card,
.map-node,
.enemy-card {
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,
.enemy-card strong {
display: block;
margin-top: 0.3rem;
font-size: 1rem;
color: #fff2d6;
}
.move-card em,
.enemy-card span {
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);
}
.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, 1200px); width: min(100% - 1rem, 1100px);
padding-top: 0.75rem; padding-top: 1rem;
} }
.hero, .hero,
.alert-banner { .panel {
flex-direction: column; padding: 1rem;
align-items: stretch;
}
.hero-actions {
align-items: stretch;
}
.stat-strip {
grid-template-columns: repeat(2, minmax(0, 1fr));
} }
} }

View File

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