26 Commits

Author SHA1 Message Date
cbb3efafd7 Merge branch 'main' into feature/loot-resolution 2026-03-16 00:05:05 +00:00
Keith Solomon
626d5ca05c Merge branch 'feature/post-combat-rewards' 2026-03-15 19:03:37 -05:00
68654a8cc0 Merge pull request 'Feature: implement game shell UI with room navigation and combat mechanics' (#9) from feature/game-shell-ui into main
Reviewed-on: #9
2026-03-15 23:57:34 +00:00
40ce9644ab Merge branch 'main' into feature/game-shell-ui 2026-03-15 23:57:24 +00:00
Keith Solomon
6c2257b032 Feature: implement loot resolution system with gold and item tracking from defeated creatures 2026-03-15 14:24:39 -05:00
Keith Solomon
cf98636a52 Feature: implement post-combat rewards system with XP tracking and creature defeat logging 2026-03-15 14:16:37 -05:00
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
Keith Solomon
d504008030 Feature: implement run state management with combat resolution and room entry 2026-03-15 13:50:50 -05:00
79b9e448b7 Merge pull request 'Feature: implement combat turn resolution with player and enemy actions' (#5) from feature/combat-turns into feature/combat
Reviewed-on: #5
2026-03-15 18:46:14 +00:00
Keith Solomon
50873e6989 Feature: implement combat turn resolution with player and enemy actions 2026-03-15 13:44:46 -05:00
Keith Solomon
ec0de5b0b8 Feature: add creature lookup functionality and combat state management 2026-03-15 13:35:13 -05:00
aea00d31e8 Merge pull request 'Feature: implement room entry flow with encounter resolution and logging' (#4) from feature/room-entry-flow into staging/features
Reviewed-on: #4
2026-03-15 18:30:14 +00:00
fdaa2e3135 Merge branch 'staging/features' into feature/room-entry-flow 2026-03-15 18:28:40 +00:00
Keith Solomon
4dde4bff99 Feature: implement room entry flow with encounter resolution and logging 2026-03-15 13:26:59 -05:00
67453df51e Merge pull request 'Feature: enhance encounter resolution with creature names and result labels' (#3) from feature/encounter-resolution into staging/features
Reviewed-on: #3
2026-03-15 18:19:53 +00:00
cff5f786a0 Merge pull request 'Feature: implement dungeon state management with room expansion and exit handling' (#2) from feature/dungeon-state into staging/features
Reviewed-on: #2
2026-03-15 18:19:15 +00:00
Keith Solomon
39703ce6b0 Feature: enhance encounter resolution with creature names and result labels 2026-03-15 13:11:28 -05:00
Keith Solomon
1ff20723ec Feature: implement dungeon state management with room expansion and exit handling 2026-03-15 13:05:48 -05:00
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
Keith Solomon
120e144b3f Feature: add level 1 content including room templates, encounter tables, and room generation logic
- Introduced contentHelpers for table and room template lookups.
- Created level1Rooms.ts with various room templates for level 1.
- Added level1Tables.ts containing encounter tables for animals, martial, dogs, people, fungal, guards, workers, and room types.
- Implemented room generation functions in rooms.ts to create rooms based on templates and tables.
- Added tests for room generation logic in rooms.test.ts to ensure correct functionality.
2026-03-15 12:54:46 -05:00
28 changed files with 4765 additions and 115 deletions

1
.gitignore vendored
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@@ -3,3 +3,4 @@ dist/
*.tsbuildinfo
vite.config.js
vite.config.d.ts
Notes/rendered-pages/

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@@ -1,71 +1,362 @@
import React from "react";
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";
const planningDocs = [
"Planning/PROJECT_PLAN.md",
"Planning/GAME_SPEC.md",
"Planning/content-checklist.json",
"Planning/DATA_MODEL.md",
"Planning/IMPLEMENTATION_NOTES.md",
];
function createDemoRun() {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
const nextTargets = [
"Encode Level 1 foundational tables into structured JSON.",
"Implement dice utilities for D3, D6, 2D6, and D66.",
"Create character creation state and validation.",
"Build deterministic room generation for the Level 1 loop.",
];
return createRunState({
content: sampleContentPack,
campaignId: "campaign.demo",
adventurer,
});
}
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() {
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 (
<main className="app-shell">
<section className="hero">
<div>
<p className="eyebrow">2D6 Dungeon Web</p>
<h1>Project scaffold is live.</h1>
<h1>Dungeon Loop Shell</h1>
<p className="lede">
The app now has a Vite + React + TypeScript foundation, shared type
models, and Zod schemas that mirror the planning documents.
Traverse generated rooms, auto-resolve room entry, and engage combat
when a room reveals a real encounter.
</p>
</div>
<div className="hero-actions">
<button className="button button-primary" onClick={handleReset}>
Reset Demo Run
</button>
<div className="status-chip">
<span>Run Status</span>
<strong>{run.status}</strong>
</div>
</div>
</section>
<section className="panel-grid">
<article className="panel">
<h2>Planning Set</h2>
<ul>
{planningDocs.map((doc) => (
<li key={doc}>{doc}</li>
))}
</ul>
{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">
<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, {run.goldGained} gold,{" "}
{run.defeatedCreatureIds.length} foes defeated.
</p>
<p className="supporting-text">
Carried gold: {run.adventurerSnapshot.inventory.currency.gold}. Looted items:{" "}
{run.lootedItems.length === 0
? "none yet"
: run.lootedItems
.map((entry) => {
const item = sampleContentPack.items.find(
(candidate) => candidate.id === entry.definitionId,
);
return entry.quantity > 1
? `${entry.quantity}x ${item?.name ?? entry.definitionId}`
: item?.name ?? entry.definitionId;
})
.join(", ")}
.
</p>
</article>
<article className="panel">
<h2>Immediate Build Targets</h2>
<ol>
{nextTargets.map((target) => (
<li key={target}>{target}</li>
))}
</ol>
<div className="panel-header">
<h2>Current Room</h2>
<span>Level {run.currentLevel}</span>
</div>
<h3 className="room-title">
{getRoomTitle(run, run.currentRoomId)}
</h3>
<p className="supporting-text">
{currentRoom?.notes[1] ?? "No encounter notes available yet."}
</p>
<div className="room-meta">
<span>Entered: {currentRoom?.discovery.entered ? "Yes" : "No"}</span>
<span>Cleared: {currentRoom?.discovery.cleared ? "Yes" : "No"}</span>
<span>Exits: {currentRoom?.exits.length ?? 0}</span>
</div>
<div className="button-row">
<button className="button" onClick={handleEnterRoom}>
Enter Room
</button>
<button
className="button button-primary"
onClick={handleStartCombat}
disabled={!combatReadyEncounter || Boolean(run.activeCombat)}
>
Start Combat
</button>
</div>
<div className="encounter-box">
<span className="encounter-label">Encounter</span>
<strong>{currentRoom?.encounter?.resultLabel ?? "None"}</strong>
</div>
</article>
<article className="panel">
<h2>Sample Content Pack</h2>
<dl className="stats">
<div>
<dt>Tables</dt>
<dd>{sampleContentPack.tables.length}</dd>
<div className="panel-header">
<h2>Navigation</h2>
<span>{availableMoves.length} exits</span>
</div>
<div>
<dt>Weapons</dt>
<dd>{sampleContentPack.weapons.length}</dd>
<div className="move-list">
{availableMoves.map((move) => (
<button
key={move.direction}
className="move-card"
onClick={() => handleTravel(move.direction)}
disabled={Boolean(run.activeCombat)}
>
<span>{move.direction}</span>
<strong>{move.leadsToRoomId ? "Travel" : "Generate"}</strong>
<em>
{move.leadsToRoomId
? getRoomTitle(run, move.leadsToRoomId)
: `${move.exitType} exit`}
</em>
</button>
))}
</div>
<div>
<dt>Manoeuvres</dt>
<dd>{sampleContentPack.manoeuvres.length}</dd>
<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>
<div>
<dt>Creatures</dt>
<dd>{sampleContentPack.creatures.length}</dd>
</article>
<article className="panel">
<div className="panel-header">
<h2>Combat</h2>
<span>{run.activeCombat ? `Round ${run.activeCombat.round}` : "Inactive"}</span>
</div>
{run.activeCombat ? (
<>
<div className="combat-status">
<span>Acting Side</span>
<strong>{run.activeCombat.actingSide}</strong>
</div>
<div className="enemy-list">
{run.activeCombat.enemies.map((enemy) => (
<div key={enemy.id} className="enemy-card">
<div>
<strong>{enemy.name}</strong>
<span>
HP {enemy.hpCurrent}/{enemy.hpMax}
</span>
</div>
<div className="enemy-actions">
<button
className="button"
onClick={() =>
handlePlayerTurn("manoeuvre.exact-strike", enemy.id)
}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Exact Strike
</button>
<button
className="button"
onClick={() => handlePlayerTurn("manoeuvre.guard-break", enemy.id)}
disabled={
run.activeCombat?.actingSide !== "player" ||
enemy.hpCurrent <= 0
}
>
Guard Break
</button>
</div>
</div>
))}
</div>
<div className="button-row">
<button
className="button button-primary"
onClick={handleEnemyTurn}
disabled={run.activeCombat.actingSide !== "enemy"}
>
Resolve Enemy Turn
</button>
</div>
</>
) : (
<p className="supporting-text">
No active combat. Travel until a room reveals a hostile encounter,
then engage it from the banner or room panel.
</p>
)}
</article>
<article className="panel panel-log">
<div className="panel-header">
<h2>Run Log</h2>
<span>{run.log.length} entries</span>
</div>
<div className="log-list">
{run.log.length === 0 ? (
<p className="supporting-text">No events recorded yet.</p>
) : (
run.log
.slice()
.reverse()
.map((entry) => (
<article key={entry.id} className="log-entry">
<span>{entry.type}</span>
<p>{entry.text}</p>
</article>
))
)}
</div>
</dl>
</article>
</section>
</main>

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@@ -0,0 +1,68 @@
import { describe, expect, it } from "vitest";
import { lookupTable } from "@/rules/tables";
import {
findCreatureByName,
findItemById,
findRoomTemplateForLookup,
findTableByCode,
} from "./contentHelpers";
import { sampleContentPack } from "./sampleContentPack";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("level 1 content helpers", () => {
it("finds encoded level 1 encounter tables by code", () => {
const table = findTableByCode(sampleContentPack, "L1A");
expect(table.name).toBe("Level 1 Animals");
expect(table.entries).toHaveLength(6);
});
it("resolves a small room template from a table lookup", () => {
const lookup = lookupTable(findTableByCode(sampleContentPack, "L1SR"), {
roller: createSequenceRoller([3, 4]),
});
const roomTemplate = findRoomTemplateForLookup(sampleContentPack, lookup);
expect(lookup.roll.total).toBe(7);
expect(roomTemplate.title).toBe("Murtayne Effigy");
expect(roomTemplate.roomClass).toBe("small");
});
it("resolves a large room template from a table lookup", () => {
const lookup = lookupTable(findTableByCode(sampleContentPack, "L1LR"), {
roller: createSequenceRoller([5, 5]),
});
const roomTemplate = findRoomTemplateForLookup(sampleContentPack, lookup);
expect(lookup.roll.total).toBe(10);
expect(roomTemplate.title).toBe("Slate Shrine");
expect(roomTemplate.roomClass).toBe("large");
});
it("finds a creature definition by display name", () => {
const creature = findCreatureByName(sampleContentPack, "Guard");
expect(creature.id).toBe("creature.level1.guard");
expect(creature.hp).toBeGreaterThan(0);
});
it("finds a loot item definition by id", () => {
const item = findItemById(sampleContentPack, "item.silver-clasp");
expect(item.name).toBe("Silver Clasp");
expect(item.itemType).toBe("treasure");
});
});

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@@ -0,0 +1,87 @@
import type {
ContentPack,
CreatureDefinition,
ItemDefinition,
RoomTemplate,
TableDefinition,
} from "@/types/content";
import type { TableLookupResult } from "@/rules/tables";
export function findTableByCode(content: ContentPack, code: string): TableDefinition {
const table = content.tables.find((entry) => entry.code === code);
if (!table) {
throw new Error(`Unknown table code: ${code}`);
}
return table;
}
export function findRoomTemplateById(
content: ContentPack,
roomTemplateId: string,
): RoomTemplate {
const roomTemplate = content.roomTemplates.find((entry) => entry.id === roomTemplateId);
if (!roomTemplate) {
throw new Error(`Unknown room template id: ${roomTemplateId}`);
}
return roomTemplate;
}
export function findRoomTemplateForLookup(
content: ContentPack,
lookup: TableLookupResult,
): RoomTemplate {
const roomReference = lookup.entry.references?.find((reference) => reference.type === "room");
if (!roomReference) {
throw new Error(`Lookup result ${lookup.tableId}:${lookup.entryKey} does not point to a room.`);
}
return findRoomTemplateById(content, roomReference.id);
}
function normalizeName(value: string) {
return value.trim().toLowerCase().replace(/\s+/g, " ");
}
export function findCreatureByName(
content: ContentPack,
creatureName: string,
): CreatureDefinition {
const normalizedTarget = normalizeName(creatureName);
const creature = content.creatures.find(
(entry) => normalizeName(entry.name) === normalizedTarget,
);
if (!creature) {
throw new Error(`Unknown creature name: ${creatureName}`);
}
return creature;
}
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;
}
export function findItemById(content: ContentPack, itemId: string): ItemDefinition {
const item = content.items.find((entry) => entry.id === itemId);
if (!item) {
throw new Error(`Unknown item id: ${itemId}`);
}
return item;
}

649
src/data/level1Rooms.ts Normal file
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import type { RoomTemplate } from "@/types/content";
export const level1RoomTemplates: RoomTemplate[] = [
{
id: "room.level1.normal.empty-room",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "2",
title: "Empty Room",
text: "A bare chamber with little more than dust and stone.",
encounterText: "Nothing here.",
exitHint: "Archways only.",
unique: false,
tags: ["human-ancestry", "empty"],
mvp: true,
},
{
id: "room.level1.normal.abandoned-guard-post",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "3",
title: "Abandoned Guard Post",
text: "A disused guard station with ruined furnishings and signs of looting.",
encounterText: "Search debris for wooden objects beneath collapsed furniture.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "search"],
mvp: true,
},
{
id: "room.level1.normal.guard-post",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "4",
title: "Guard Post",
text: "A still-used guard room with a table, benches, and simple fixtures.",
encounterText: "If occupied, use the martial encounter table.",
exitHint: "Reinforced wooden doors.",
unique: false,
tags: ["human-ancestry", "guards"],
mvp: true,
},
{
id: "room.level1.normal.storage-area",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "5",
title: "Storage Area",
text: "Crates and barrels fill the walls, with spoiled goods hidden among them.",
encounterText: "Roll for food, drink, or crate events while searching.",
exitHint: "Archways.",
unique: false,
tags: ["human-ancestry", "loot"],
mvp: true,
},
{
id: "room.level1.normal.meeting-room",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "6",
title: "Meeting Room",
text: "Simple tables and chairs suggest an old gathering place.",
encounterText: "Workers or a crazed preacher may be present depending on the table roll.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "social"],
mvp: true,
},
{
id: "room.level1.normal.blacksmith-space",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "7",
title: "Blacksmith Space",
text: "An anvil and cold forge remain in a soot-darkened workshop.",
encounterText: "Roll for weapon loot or a worker-themed encounter.",
exitHint: "Archways.",
unique: false,
tags: ["human-ancestry", "craft"],
mvp: true,
},
{
id: "room.level1.normal.holding-cell",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "8",
title: "Holding Cell",
text: "A grim cell with chains, a chamber pot, and signs of former prisoners.",
encounterText: "Check whether the cell is empty or contains a prisoner.",
exitHint: "Reinforced doors.",
unique: false,
tags: ["human-ancestry", "cell"],
mvp: true,
},
{
id: "room.level1.normal.wash-room",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "9",
title: "Wash Room",
text: "Buckets, basins, and cloths suggest a communal cleaning room.",
encounterText: "May contain slimy or fungal threats and hidden salvage.",
exitHint: "Random roll for exits.",
unique: false,
tags: ["human-ancestry", "utility"],
mvp: true,
},
{
id: "room.level1.normal.kennel",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "10",
title: "Kennel",
text: "A low room littered with straw and the stink of animals.",
encounterText: "Use the level 1 dogs table if occupied.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "animals"],
mvp: true,
},
{
id: "room.level1.normal.snake-pit",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "11",
title: "Snake Pit",
text: "A dusty pit cut into the floor houses a nest of snakes.",
encounterText: "Open the chest only if you survive the pit's occupants.",
exitHint: "Random roll for exits.",
unique: false,
tags: ["human-ancestry", "animals", "hazard"],
mvp: true,
},
{
id: "room.level1.normal.weapon-dump",
level: 1,
sourcePage: 42,
roomClass: "normal",
tableCode: "L1R-P1",
tableEntryKey: "12",
title: "Weapon Dump",
text: "Broken weapons and shields spill from a long-past discard pile.",
encounterText: "Roll for random weapons and possible fungal attackers.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "loot", "weapons"],
mvp: true,
},
{
id: "room.level1.normal.guard-room",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "2",
title: "Guard Room",
text: "A stone room with table, chairs, and signs of routine occupation.",
encounterText: "Use the guards encounter table if occupied.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "guards"],
mvp: true,
},
{
id: "room.level1.normal.pool-room",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "3",
title: "Pool Room",
text: "A raised stone pool dominates the center of this damp chamber.",
encounterText: "Investigating the pool may trigger a slimy or animal threat.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "water"],
mvp: true,
},
{
id: "room.level1.normal.storage-area-2",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "4",
title: "Storage Area",
text: "Ropes, cloth, and supplies are stacked among the dust.",
encounterText: "Arms and empty chests invite a guarded search.",
exitHint: "Archways.",
unique: false,
tags: ["human-ancestry", "loot"],
mvp: true,
},
{
id: "room.level1.normal.canteen",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "5",
title: "Canteen",
text: "Rough tables and stools fill an old communal eating space.",
encounterText: "Labourers or workers may still be here.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "social"],
mvp: true,
},
{
id: "room.level1.normal.mourning-quarters",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "6",
title: "Mourning Quarters",
text: "An eerie chamber of candles, a shrouded bier, and stale grief.",
encounterText: "A corpse may be present and can trigger a level 1 corpse interaction.",
exitHint: "Random roll for exits.",
unique: true,
tags: ["human-ancestry", "ritual"],
mvp: true,
},
{
id: "room.level1.normal.holding-cell-2",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "7",
title: "Holding Cell",
text: "A bare cell cut off from the rest of the room by bars.",
encounterText: "Check for a prisoner before searching further.",
exitHint: "Reinforced doors.",
unique: false,
tags: ["human-ancestry", "cell"],
mvp: true,
},
{
id: "room.level1.normal.training-room",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "8",
title: "Training Room",
text: "Mannequins, target poles, and old practice gear fill the space.",
encounterText: "Armour and weapons training prompts a follow-up armour or item roll.",
exitHint: "Random roll for exits.",
unique: false,
tags: ["human-ancestry", "training"],
mvp: true,
},
{
id: "room.level1.normal.dorm",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "9",
title: "Dorm",
text: "Hammocks and scattered belongings suggest a once-lived-in barracks room.",
encounterText: "Use the people table if the dorm is occupied.",
exitHint: "Wooden doors.",
unique: false,
tags: ["human-ancestry", "sleeping"],
mvp: true,
},
{
id: "room.level1.normal.apothecary",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "10",
title: "Apothecary",
text: "Shelves of jars and bottles crowd a room thick with old herbs.",
encounterText: "Medicine or potion finds compete with apothecary occupants.",
exitHint: "Random roll for exits.",
unique: true,
tags: ["human-ancestry", "alchemy"],
mvp: true,
},
{
id: "room.level1.normal.damp-space",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "11",
title: "Damp Space",
text: "Moist stone and fungus overrun this clammy side room.",
encounterText: "A fungal encounter may attack when the fungus is disturbed.",
exitHint: "Reinforced doors.",
unique: false,
tags: ["human-ancestry", "fungal"],
mvp: true,
},
{
id: "room.level1.normal.chapel",
level: 1,
sourcePage: 43,
roomClass: "normal",
tableCode: "L1R-P2",
tableEntryKey: "12",
title: "Chapel",
text: "Candles, benches, and a central altar mark a room of devotion.",
encounterText: "Dark clergy or a corpse event can emerge here after the altar is examined.",
exitHint: "Curtains.",
unique: true,
tags: ["human-ancestry", "religious"],
mvp: true,
},
{
id: "room.level1.large.stone-workshop",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "2",
title: "Stone Workshop",
text: "Large tables, stone shelves, and an oversized work area dominate the room.",
encounterText: "No built-in encounter.",
exitHint: "Wooden doors.",
tags: ["human-ancestry", "large", "craft"],
mvp: true,
},
{
id: "room.level1.large.marble-hall",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "3",
title: "Marble Hall",
text: "A ceremonial hall lined with pillars and a raised seating platform.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
unique: true,
tags: ["human-ancestry", "large", "hall"],
mvp: true,
},
{
id: "room.level1.large.old-mess-hall",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "4",
title: "Old Mess Hall",
text: "Long tables and benches suggest a once-busy common dining area.",
encounterText: "No built-in encounter.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "large", "social"],
mvp: true,
},
{
id: "room.level1.large.penitentiary",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "5",
title: "Penitentiary",
text: "A chained whipping post and harsh punishments define this grim chamber.",
encounterText: "No built-in encounter.",
exitHint: "Reinforced doors.",
unique: true,
tags: ["human-ancestry", "large", "punishment"],
mvp: true,
},
{
id: "room.level1.large.fountain-room",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "6",
title: "Fountain Room",
text: "A circular fountain and polished floor lend this chamber a sacred tone.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
tags: ["human-ancestry", "large", "water"],
mvp: true,
},
{
id: "room.level1.large.temple",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "7",
title: "Temple",
text: "Benches and chandeliers frame a formal place of worship.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
unique: true,
tags: ["human-ancestry", "large", "religious"],
mvp: true,
},
{
id: "room.level1.large.sparring-chamber",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "8",
title: "Sparring Chamber",
text: "Sand, markings, and weapons racks show this room was used for training.",
encounterText: "A warrior can appear here.",
exitHint: "Wooden doors.",
tags: ["human-ancestry", "large", "training"],
mvp: true,
},
{
id: "room.level1.large.crate-store",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "9",
title: "Crate Store",
text: "Crates and stacked stone create shadows and possible hidden spaces.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
tags: ["human-ancestry", "large", "loot"],
mvp: true,
},
{
id: "room.level1.large.slate-shrine",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "10",
title: "Slate Shrine",
text: "A central slate monolith marks a room of devotion and offering.",
encounterText: "No built-in encounter.",
exitHint: "Archways.",
unique: true,
tags: ["human-ancestry", "large", "religious"],
mvp: true,
},
{
id: "room.level1.large.dormitory",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "11",
title: "Dormitory",
text: "Rows of bunks and sparse belongings line the walls.",
encounterText: "No built-in encounter.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "large", "sleeping"],
mvp: true,
},
{
id: "room.level1.large.library",
level: 1,
sourcePage: 40,
roomClass: "large",
tableCode: "L1LR",
tableEntryKey: "12",
title: "Library",
text: "Towering bookshelves and guarded knowledge define this vast archive.",
encounterText: "Two guards can be found here.",
exitHint: "Wooden doors.",
unique: true,
tags: ["human-ancestry", "large", "books"],
mvp: true,
},
{
id: "room.level1.small.empty-space",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "2",
title: "Empty Space",
text: "A bare side space with nothing of note.",
encounterText: "Nothing here.",
unique: false,
tags: ["human-ancestry", "small", "empty"],
mvp: true,
},
{
id: "room.level1.small.strange-text",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "3",
title: "Strange Text",
text: "An old message linking the corridor to ancient hunger and warning.",
encounterText: "No encounter.",
unique: false,
tags: ["human-ancestry", "small", "lore"],
mvp: true,
},
{
id: "room.level1.small.grazada-mural",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "4",
title: "Grazada Mural",
text: "A tiled image of the goddess of sacrifice fills the wall.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.intuneric-mosaic",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "5",
title: "Intuneric Mosaic",
text: "A shrine mosaic to the god of influence and gifts.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.maduva-statue",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "6",
title: "Maduva Statue",
text: "A twisted statue of Maduva stands watch in the niche.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.murtayne-effigy",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "7",
title: "Murtayne Effigy",
text: "A rotting fleshy effigy marks a place linked to disease and corruption.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.nevzator-doll",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "8",
title: "Nevzator Doll",
text: "A rope doll symbolizes hidden dealings and quiet bargains.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.radacina-tapestry",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "9",
title: "Radacina Tapestry",
text: "A tapestry of Radacina, deity of teaching, hangs in the space.",
encounterText: "A possible favour interaction.",
unique: true,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.heated-space",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "10",
title: "Heated Space",
text: "Warmth and wavering shadows suggest hidden heat behind the walls.",
encounterText: "No encounter.",
unique: false,
tags: ["human-ancestry", "small", "atmosphere"],
mvp: true,
},
{
id: "room.level1.small.wall-shrine",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "11",
title: "Wall Shrine",
text: "A small offering niche waits at the wall's edge.",
encounterText: "A possible favour interaction.",
unique: false,
tags: ["human-ancestry", "small", "religious"],
mvp: true,
},
{
id: "room.level1.small.banner-arms",
level: 1,
sourcePage: 46,
roomClass: "small",
tableCode: "L1SR",
tableEntryKey: "12",
title: "Banner Arms",
text: "Crossed spears and an old shield suggest a ceremonial martial display.",
encounterText: "No encounter.",
unique: false,
tags: ["human-ancestry", "small", "martial"],
mvp: true,
},
];

224
src/data/level1Tables.ts Normal file
View File

@@ -0,0 +1,224 @@
import type { TableDefinition } from "@/types/content";
export const level1EncounterTables: TableDefinition[] = [
{
id: "table.level1.animals",
code: "L1A",
name: "Level 1 Animals",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Giant Rat" },
{ key: "2", exact: 2, label: "Huge Rat" },
{ key: "3", exact: 3, label: "Work Dog" },
{ key: "4", exact: 4, label: "Guard Dog" },
{ key: "5", exact: 5, label: "Shard Rock Python" },
{ key: "6", exact: 6, label: "Giant Horned Anaconda" },
],
mvp: true,
},
{
id: "table.level1.martial",
code: "L1M",
name: "Level 1 Martial",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Guard" },
{ key: "2", exact: 2, label: "Guard" },
{ key: "3", exact: 3, label: "Warrior" },
{ key: "4", exact: 4, label: "Veteran" },
{ key: "5", exact: 5, label: "Veteran" },
{ key: "6", exact: 6, label: "Guard and Guard" },
],
mvp: true,
},
{
id: "table.level1.dogs",
code: "L1D",
name: "Level 1 Dogs",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Work Dog" },
{ key: "2", exact: 2, label: "Guard Dog" },
{ key: "3", exact: 3, label: "Guard Dog" },
{ key: "4", exact: 4, label: "Guard Hound" },
{ key: "5", exact: 5, label: "War Hound" },
{ key: "6", exact: 6, label: "Guard and Work Dog" },
],
mvp: true,
},
{
id: "table.level1.people",
code: "L1P",
name: "Level 1 People",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Labourer" },
{ key: "2", exact: 2, label: "Crazed Preacher" },
{ key: "3", exact: 3, label: "Thug" },
{ key: "4", exact: 4, label: "Guard" },
{ key: "5", exact: 5, label: "Guard and Guard Dog" },
{ key: "6", exact: 6, label: "Labourer and Guard Dog" },
],
mvp: true,
},
{
id: "table.level1.fungal",
code: "L1F",
name: "Level 1 Fungal",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Fungal Geist" },
{ key: "2", exact: 2, label: "Fungal Geist" },
{ key: "3", exact: 3, label: "Musty Bloater" },
{ key: "4", exact: 4, label: "Musty Bloater" },
{ key: "5", exact: 5, label: "Musty Bloater" },
{ key: "6", exact: 6, label: "Slimy Gorger" },
],
mvp: true,
},
{
id: "table.level1.guards",
code: "L1G",
name: "Level 1 Guards",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Thug" },
{ key: "2", exact: 2, label: "Thug" },
{ key: "3", exact: 3, label: "Guard" },
{ key: "4", exact: 4, label: "Guard" },
{ key: "5", exact: 5, label: "Guard" },
{ key: "6", exact: 6, label: "Guard and Warrior" },
],
mvp: true,
},
{
id: "table.level1.workers",
code: "L1W",
name: "Level 1 Workers",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{ key: "1", exact: 1, label: "Thug" },
{ key: "2", exact: 2, label: "Thug" },
{ key: "3", exact: 3, label: "Labourer" },
{ key: "4", exact: 4, label: "Artisan" },
{ key: "5", exact: 5, label: "Blacksmith" },
{ key: "6", exact: 6, label: "Artisan and Medic" },
],
mvp: true,
},
{
id: "table.level1.crate",
code: "L1CE",
name: "Level 1 Crate",
category: "level",
level: 1,
page: 38,
diceKind: "d6",
entries: [
{
key: "1",
exact: 1,
label: "Slimy Gorger Ambush",
text: "A slimy gorger drops from above and attacks immediately.",
},
{
key: "2",
exact: 2,
label: "Giant Rat Pair",
text: "A pair of giant rats attacks while the room is being searched.",
},
{
key: "3",
exact: 3,
label: "Huge Rat Ambush",
text: "A huge rat leaps from under the crate and attacks.",
},
{
key: "4",
exact: 4,
label: "Insect Swarm",
text: "Scuttling insects spill out from beneath a corpse during the search.",
},
{
key: "5",
exact: 5,
label: "Corpse Trap",
text: "Searching the fallen body triggers a level 1 corpse-interaction event.",
},
{
key: "6",
exact: 6,
label: "Hooked Bag",
text: "A bag fixed near the ceiling calls for a follow-up item table roll.",
},
],
mvp: true,
},
{
id: "table.level1.large-rooms",
code: "L1LR",
name: "Level 1 Large Rooms",
category: "room",
level: 1,
page: 40,
diceKind: "2d6",
entries: [
{ key: "2", exact: 2, label: "Stone Workshop", references: [{ type: "room", id: "room.level1.large.stone-workshop" }] },
{ key: "3", exact: 3, label: "Marble Hall", references: [{ type: "room", id: "room.level1.large.marble-hall" }] },
{ key: "4", exact: 4, label: "Old Mess Hall", references: [{ type: "room", id: "room.level1.large.old-mess-hall" }] },
{ key: "5", exact: 5, label: "Penitentiary", references: [{ type: "room", id: "room.level1.large.penitentiary" }] },
{ key: "6", exact: 6, label: "Fountain Room", references: [{ type: "room", id: "room.level1.large.fountain-room" }] },
{ key: "7", exact: 7, label: "Temple", references: [{ type: "room", id: "room.level1.large.temple" }] },
{ key: "8", exact: 8, label: "Sparring Chamber", references: [{ type: "room", id: "room.level1.large.sparring-chamber" }] },
{ key: "9", exact: 9, label: "Crate Store", references: [{ type: "room", id: "room.level1.large.crate-store" }] },
{ key: "10", exact: 10, label: "Slate Shrine", references: [{ type: "room", id: "room.level1.large.slate-shrine" }] },
{ key: "11", exact: 11, label: "Dormitory", references: [{ type: "room", id: "room.level1.large.dormitory" }] },
{ key: "12", exact: 12, label: "Library", references: [{ type: "room", id: "room.level1.large.library" }] },
],
mvp: true,
},
{
id: "table.level1.small-rooms",
code: "L1SR",
name: "Level 1 Small Rooms",
category: "room",
level: 1,
page: 46,
diceKind: "2d6",
entries: [
{ key: "2", exact: 2, label: "Empty Space", references: [{ type: "room", id: "room.level1.small.empty-space" }] },
{ key: "3", exact: 3, label: "Strange Text", references: [{ type: "room", id: "room.level1.small.strange-text" }] },
{ key: "4", exact: 4, label: "Grazada Mural", references: [{ type: "room", id: "room.level1.small.grazada-mural" }] },
{ key: "5", exact: 5, label: "Intuneric Mosaic", references: [{ type: "room", id: "room.level1.small.intuneric-mosaic" }] },
{ key: "6", exact: 6, label: "Maduva Statue", references: [{ type: "room", id: "room.level1.small.maduva-statue" }] },
{ key: "7", exact: 7, label: "Murtayne Effigy", references: [{ type: "room", id: "room.level1.small.murtayne-effigy" }] },
{ key: "8", exact: 8, label: "Nevzator Doll", references: [{ type: "room", id: "room.level1.small.nevzator-doll" }] },
{ key: "9", exact: 9, label: "Radacina Tapestry", references: [{ type: "room", id: "room.level1.small.radacina-tapestry" }] },
{ key: "10", exact: 10, label: "Heated Space", references: [{ type: "room", id: "room.level1.small.heated-space" }] },
{ key: "11", exact: 11, label: "Wall Shrine", references: [{ type: "room", id: "room.level1.small.wall-shrine" }] },
{ key: "12", exact: 12, label: "Banner Arms", references: [{ type: "room", id: "room.level1.small.banner-arms" }] },
],
mvp: true,
},
];

View File

@@ -1,6 +1,8 @@
import type { ContentPack } from "@/types/content";
import { contentPackSchema } from "@/schemas/content";
import { level1RoomTemplates } from "./level1Rooms";
import { level1EncounterTables } from "./level1Tables";
const samplePack = {
version: "0.1.0",
@@ -10,6 +12,80 @@ const samplePack = {
"Source/2D6 Dungeon - Play Sheet.pdf",
],
tables: [
...level1EncounterTables,
{
id: "table.level1.humanoid-loot",
code: "L1HL",
name: "Level 1 Humanoid Loot",
category: "loot",
level: 1,
page: 122,
diceKind: "d6",
entries: [
{
key: "1-2",
min: 1,
max: 2,
label: "Scavenged coins",
effects: [{ type: "gain-gold", amount: 1, target: "self" }],
},
{
key: "3-4",
min: 3,
max: 4,
label: "Bone Charm",
references: [{ type: "item", id: "item.bone-charm" }],
},
{
key: "5",
exact: 5,
label: "Silver Clasp and coins",
references: [{ type: "item", id: "item.silver-clasp" }],
effects: [{ type: "gain-gold", amount: 2, target: "self" }],
},
{
key: "6",
exact: 6,
label: "Key Ring and coin purse",
references: [{ type: "item", id: "item.keeper-keyring" }],
effects: [{ type: "gain-gold", amount: 3, target: "self" }],
},
],
notes: ["Starter loot table for martial and humanoid encounters."],
mvp: true,
},
{
id: "table.level1.beast-loot",
code: "L1BL",
name: "Level 1 Beast Loot",
category: "loot",
level: 1,
page: 122,
diceKind: "d6",
entries: [
{
key: "1-4",
min: 1,
max: 4,
label: "Nothing useful",
},
{
key: "5",
exact: 5,
label: "Trophy Fang",
references: [{ type: "item", id: "item.trophy-fang" }],
},
{
key: "6",
exact: 6,
label: "Trophy Fang and stray coin",
references: [{ type: "item", id: "item.trophy-fang" }],
effects: [{ type: "gain-gold", amount: 1, target: "self" }],
},
],
notes: ["Starter loot table for basic animal encounters."],
mvp: true,
},
{
id: "table.weapon-manoeuvres-1",
code: "WMT1",
@@ -120,6 +196,42 @@ const samplePack = {
consumable: false,
mvp: true,
},
{
id: "item.bone-charm",
name: "Bone Charm",
itemType: "treasure",
stackable: false,
consumable: false,
valueGp: 2,
mvp: true,
},
{
id: "item.silver-clasp",
name: "Silver Clasp",
itemType: "treasure",
stackable: false,
consumable: false,
valueGp: 4,
mvp: true,
},
{
id: "item.keeper-keyring",
name: "Keeper Keyring",
itemType: "treasure",
stackable: false,
consumable: false,
valueGp: 5,
mvp: true,
},
{
id: "item.trophy-fang",
name: "Trophy Fang",
itemType: "treasure",
stackable: true,
consumable: false,
valueGp: 1,
mvp: true,
},
],
potions: [
{
@@ -160,15 +272,108 @@ const samplePack = {
numberAppearing: "1-2",
},
xpReward: 1,
lootTableCodes: ["L1BL"],
sourcePage: 102,
traits: ["level-1", "sample"],
mvp: true,
},
{
id: "creature.level1.guard",
name: "Guard",
level: 1,
category: "humanoid",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
defenceProfile: {
armour: 1,
},
xpReward: 2,
lootTableCodes: ["L1HL"],
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.warrior",
name: "Warrior",
level: 1,
category: "humanoid",
hp: 5,
attackProfile: {
discipline: 2,
precision: 1,
damage: 2,
},
defenceProfile: {
armour: 1,
},
xpReward: 3,
lootTableCodes: ["L1HL"],
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.thug",
name: "Thug",
level: 1,
category: "humanoid",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
lootTableCodes: ["L1HL"],
sourcePage: 102,
traits: ["level-1", "martial"],
mvp: true,
},
{
id: "creature.level1.work-dog",
name: "Work Dog",
level: 1,
category: "beast",
hp: 3,
attackProfile: {
discipline: 0,
precision: 1,
damage: 1,
},
xpReward: 1,
lootTableCodes: ["L1BL"],
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
{
id: "creature.level1.guard-dog",
name: "Guard Dog",
level: 1,
category: "beast",
hp: 4,
attackProfile: {
discipline: 1,
precision: 1,
damage: 1,
},
xpReward: 2,
lootTableCodes: ["L1BL"],
sourcePage: 102,
traits: ["level-1", "beast"],
mvp: true,
},
],
roomTemplates: [
{
id: "room.level1.entry",
level: 1,
sourcePage: 42,
roomClass: "start",
tableCode: "L1R",
tableEntryKey: "entry",
@@ -182,6 +387,7 @@ const samplePack = {
tags: ["starter", "entry"],
mvp: true,
},
...level1RoomTemplates,
],
townServices: [
{

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

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

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

255
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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,
};
}

87
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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import {
expandLevelFromExit,
getUnresolvedExits,
initializeDungeonLevel,
} from "./dungeon";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("dungeon state", () => {
it("initializes level 1 with a generated start room", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
expect(levelState.level).toBe(1);
expect(levelState.discoveredRoomOrder).toEqual(["room.level1.start"]);
expect(levelState.rooms["room.level1.start"]?.roomClass).toBe("start");
});
it("lists unresolved traversable exits in discovery order", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
expect(getUnresolvedExits(levelState)).toEqual([
expect.objectContaining({
roomId: "room.level1.start",
direction: "north",
}),
]);
});
it("expands the dungeon from a chosen exit and links both rooms", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const result = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roller: createSequenceRoller([3, 3]),
});
expect(result.createdRoom.position).toEqual({ x: 0, y: -1 });
expect(result.levelState.discoveredRoomOrder).toEqual([
"room.level1.start",
"room.level1.small.002",
]);
expect(result.fromRoom.exits[0]?.leadsToRoomId).toBe("room.level1.small.002");
expect(result.createdRoom.exits.some((exit) => exit.leadsToRoomId === "room.level1.start")).toBe(
true,
);
});
it("rejects placement into an occupied coordinate", () => {
const levelState = initializeDungeonLevel({ content: sampleContentPack });
const expanded = expandLevelFromExit({
content: sampleContentPack,
levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roomId: "room.level1.small.a",
roller: createSequenceRoller([3, 3]),
});
expect(() =>
expandLevelFromExit({
content: sampleContentPack,
levelState: expanded.levelState,
fromRoomId: "room.level1.start",
exitDirection: "north",
roomTableCode: "L1SR",
roomId: "room.level1.small.b",
roller: createSequenceRoller([4, 4]),
}),
).toThrow("already connected");
});
});

219
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import type { ContentPack } from "@/types/content";
import type { DungeonLevelState, RoomExitState, RoomState } from "@/types/state";
import { createLevelShell, generateLevel1StartRoom, generateRoomFromTable } from "./rooms";
import type { DiceRoller } from "./dice";
type CardinalDirection = "north" | "east" | "south" | "west";
export type InitializeLevelOptions = {
content: ContentPack;
level?: number;
startRoomId?: string;
};
export type ExpandFromExitOptions = {
content: ContentPack;
levelState: DungeonLevelState;
fromRoomId: string;
exitDirection: CardinalDirection;
roomTableCode: string;
roomId?: string;
roller?: DiceRoller;
};
export type ExpansionResult = {
levelState: DungeonLevelState;
createdRoom: RoomState;
fromRoom: RoomState;
};
const DIRECTION_VECTORS: Record<CardinalDirection, { x: number; y: number }> = {
north: { x: 0, y: -1 },
east: { x: 1, y: 0 },
south: { x: 0, y: 1 },
west: { x: -1, y: 0 },
};
const OPPOSITE_DIRECTION: Record<CardinalDirection, CardinalDirection> = {
north: "south",
east: "west",
south: "north",
west: "east",
};
function cloneRoom(room: RoomState): RoomState {
return {
...room,
position: { ...room.position },
dimensions: { ...room.dimensions },
exits: room.exits.map((exit) => ({ ...exit })),
discovery: { ...room.discovery },
encounter: room.encounter
? {
...room.encounter,
creatureIds: [...room.encounter.creatureIds],
creatureNames: room.encounter.creatureNames
? [...room.encounter.creatureNames]
: undefined,
}
: undefined,
objects: room.objects.map((object) => ({
...object,
effects: object.effects ? [...object.effects] : undefined,
})),
notes: [...room.notes],
flags: [...room.flags],
};
}
function cloneLevel(levelState: DungeonLevelState): DungeonLevelState {
return {
...levelState,
rooms: Object.fromEntries(
Object.entries(levelState.rooms).map(([roomId, room]) => [roomId, cloneRoom(room)]),
),
discoveredRoomOrder: [...levelState.discoveredRoomOrder],
};
}
function findExit(room: RoomState, direction: CardinalDirection): RoomExitState {
const exit = room.exits.find((candidate) => candidate.direction === direction);
if (!exit) {
throw new Error(`Room ${room.id} does not have an exit facing ${direction}.`);
}
return exit;
}
function computeNextPosition(room: RoomState, direction: CardinalDirection) {
const offset = DIRECTION_VECTORS[direction];
return {
x: room.position.x + offset.x,
y: room.position.y + offset.y,
};
}
function connectRooms(
fromRoom: RoomState,
toRoom: RoomState,
direction: CardinalDirection,
) {
const fromExit = findExit(fromRoom, direction);
fromExit.leadsToRoomId = toRoom.id;
fromExit.discovered = true;
const oppositeDirection = OPPOSITE_DIRECTION[direction];
const returnExit =
toRoom.exits.find((candidate) => candidate.direction === oppositeDirection) ?? toRoom.exits[0];
if (!returnExit) {
throw new Error(`Generated room ${toRoom.id} does not have an available return exit.`);
}
returnExit.direction = oppositeDirection;
returnExit.leadsToRoomId = fromRoom.id;
returnExit.discovered = true;
}
function getNextRoomId(levelState: DungeonLevelState, roomClass: string) {
const sequence = levelState.discoveredRoomOrder.length + 1;
return `room.level${levelState.level}.${roomClass}.${String(sequence).padStart(3, "0")}`;
}
function assertCoordinateAvailable(levelState: DungeonLevelState, position: { x: number; y: number }) {
const occupiedRoom = Object.values(levelState.rooms).find(
(room) => room.position.x === position.x && room.position.y === position.y,
);
if (occupiedRoom) {
throw new Error(
`Cannot place a new room at (${position.x}, ${position.y}); ${occupiedRoom.id} already occupies that position.`,
);
}
}
export function initializeDungeonLevel(
options: InitializeLevelOptions,
): DungeonLevelState {
const level = options.level ?? 1;
if (level !== 1) {
throw new Error("Only Level 1 initialization is currently implemented.");
}
const levelState = createLevelShell(level);
const startResult = generateLevel1StartRoom(
options.content,
options.startRoomId ?? `room.level${level}.start`,
);
levelState.rooms[startResult.room.id] = startResult.room;
levelState.discoveredRoomOrder.push(startResult.room.id);
return levelState;
}
export function getUnresolvedExits(levelState: DungeonLevelState) {
return levelState.discoveredRoomOrder.flatMap((roomId) => {
const room = levelState.rooms[roomId];
return room.exits
.filter((exit) => !exit.leadsToRoomId && exit.traversable)
.map((exit) => ({
roomId,
exitId: exit.id,
direction: exit.direction,
exitType: exit.exitType,
}));
});
}
export function expandLevelFromExit(
options: ExpandFromExitOptions,
): ExpansionResult {
const levelState = cloneLevel(options.levelState);
const fromRoom = levelState.rooms[options.fromRoomId];
if (!fromRoom) {
throw new Error(`Unknown source room id: ${options.fromRoomId}`);
}
const sourceExit = findExit(fromRoom, options.exitDirection);
if (sourceExit.leadsToRoomId) {
throw new Error(`Exit ${sourceExit.id} is already connected to ${sourceExit.leadsToRoomId}.`);
}
if (!sourceExit.traversable) {
throw new Error(`Exit ${sourceExit.id} is not traversable.`);
}
const position = computeNextPosition(fromRoom, options.exitDirection);
assertCoordinateAvailable(levelState, position);
const provisionalRoomId =
options.roomId ?? getNextRoomId(levelState, options.roomTableCode === "L1SR" ? "small" : "room");
const result = generateRoomFromTable({
content: options.content,
roomId: provisionalRoomId,
level: levelState.level,
roomTableCode: options.roomTableCode,
position,
roller: options.roller,
});
connectRooms(fromRoom, result.room, options.exitDirection);
levelState.rooms[fromRoom.id] = fromRoom;
levelState.rooms[result.room.id] = result.room;
levelState.discoveredRoomOrder.push(result.room.id);
return {
levelState,
createdRoom: result.room,
fromRoom,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createRoomStateFromTemplate } from "./rooms";
import { resolveRoomEncounter } from "./encounters";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("encounter resolution", () => {
it("marks explicitly empty rooms as having no encounter", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.small.empty",
1,
"room.level1.small.empty-space",
);
room.notes.push("Nothing here.");
const result = resolveRoomEncounter(sampleContentPack, room);
expect(result.encounter?.creatureIds).toEqual([]);
expect(result.encounter?.resultLabel).toBe("No encounter");
});
it("uses room context to resolve a guard encounter table", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.guard-room",
1,
"room.level1.normal.guard-room",
);
room.notes.push("Use the guards encounter table if occupied.");
const result = resolveRoomEncounter(
sampleContentPack,
room,
createSequenceRoller([6]),
);
expect(result.lookup?.entry.label).toBe("Guard and Warrior");
expect(result.encounter?.sourceTableCode).toBe("L1G");
expect(result.encounter?.creatureNames).toEqual(["Guard", "Warrior"]);
});
it("resolves crate events from room context when the room hints at crate rolls", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.storage-area",
1,
"room.level1.normal.storage-area",
);
room.notes.push("Roll for food, drink, or crate events while searching.");
const result = resolveRoomEncounter(
sampleContentPack,
room,
createSequenceRoller([2]),
);
expect(result.lookup?.entry.label).toBe("Giant Rat Pair");
expect(result.encounter?.sourceTableCode).toBe("L1CE");
expect(result.encounter?.creatureNames).toEqual(["Giant Rat Pair"]);
});
});

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import { findTableByCode } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { EncounterState, RoomState } from "@/types/state";
import { lookupTable, type TableLookupResult } from "./tables";
import type { DiceRoller } from "./dice";
export type EncounterResolutionResult = {
room: RoomState;
encounter?: EncounterState;
lookup?: TableLookupResult;
};
const ROOM_HINT_TO_TABLE: Array<{ pattern: RegExp; tableCode: string }> = [
{ pattern: /\bdogs?\b/i, tableCode: "L1D" },
{ pattern: /\bguards?\b/i, tableCode: "L1G" },
{ pattern: /\bmartial\b/i, tableCode: "L1M" },
{ pattern: /\bworkers?\b/i, tableCode: "L1W" },
{ pattern: /\blabourers?\b/i, tableCode: "L1P" },
{ pattern: /\bpreacher\b/i, tableCode: "L1P" },
{ pattern: /\banimals?\b/i, tableCode: "L1A" },
{ pattern: /\bsnakes?\b/i, tableCode: "L1A" },
{ pattern: /\bfungal\b/i, tableCode: "L1F" },
{ pattern: /\bslimy\b/i, tableCode: "L1F" },
{ pattern: /\bcrate\b/i, tableCode: "L1CE" },
];
function splitEncounterLabel(label: string) {
return label
.split(/\sand\s/i)
.map((part) => part.trim())
.filter(Boolean);
}
function inferEncounterTableCode(room: RoomState) {
const noteText = room.notes.join(" ");
const flagText = room.flags.join(" ");
const combinedText = `${noteText} ${flagText}`;
for (const mapping of ROOM_HINT_TO_TABLE) {
if (mapping.pattern.test(combinedText)) {
return mapping.tableCode;
}
}
return undefined;
}
function isNonEncounterRoom(room: RoomState) {
const noteText = room.notes.join(" ").toLowerCase();
return noteText.includes("nothing here") || noteText.includes("no encounter");
}
export function resolveRoomEncounter(
content: ContentPack,
room: RoomState,
roller?: DiceRoller,
): EncounterResolutionResult {
if (room.encounter?.resolved) {
return {
room,
encounter: room.encounter,
};
}
if (isNonEncounterRoom(room)) {
const emptyEncounter: EncounterState = {
id: `${room.id}.encounter`,
creatureIds: [],
creatureNames: [],
resultLabel: "No encounter",
resolved: true,
};
return {
room: {
...room,
encounter: emptyEncounter,
},
encounter: emptyEncounter,
};
}
const tableCode = inferEncounterTableCode(room);
if (!tableCode) {
return { room };
}
const table = findTableByCode(content, tableCode);
const lookup = lookupTable(table, { roller });
const creatureNames = splitEncounterLabel(lookup.entry.label);
const encounter: EncounterState = {
id: `${room.id}.encounter`,
sourceTableCode: tableCode,
creatureIds: creatureNames.map((_, index) => `${room.id}.creature.${index + 1}`),
creatureNames,
resultLabel: lookup.entry.label,
resolved: true,
};
return {
room: {
...room,
encounter,
},
encounter,
lookup,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import { startCombatFromRoom } from "./combat";
import { resolveCombatLoot } from "./loot";
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("loot resolution", () => {
it("awards loot from defeated creatures into carried inventory", () => {
const room = {
id: "room.level1.start",
level: 1,
position: { x: 0, y: 0 },
dimensions: { width: 4, height: 4 },
roomClass: "start" as const,
exits: [],
discovery: {
generated: true,
entered: true,
cleared: false,
searched: false,
},
encounter: {
id: "room.level1.start.encounter",
sourceTableCode: "L1G",
creatureIds: ["room.level1.start.creature.1"],
creatureNames: ["Guard"],
resultLabel: "Guard",
resolved: true,
},
objects: [],
notes: ["Entry Chamber"],
flags: [],
};
const started = startCombatFromRoom({
content: sampleContentPack,
adventurer: createAdventurer(),
room,
at: "2026-03-15T14:02:00.000Z",
});
started.combat.enemies[0]!.hpCurrent = 0;
const loot = resolveCombatLoot({
content: sampleContentPack,
combat: started.combat,
inventory: createAdventurer().inventory,
roller: createSequenceRoller([5]),
at: "2026-03-15T14:03:00.000Z",
});
expect(loot.goldAwarded).toBe(2);
expect(loot.itemsAwarded).toEqual([
{
definitionId: "item.silver-clasp",
quantity: 1,
},
]);
expect(loot.inventory.currency.gold).toBe(2);
expect(loot.inventory.carried).toEqual(
expect.arrayContaining([
expect.objectContaining({
definitionId: "item.silver-clasp",
quantity: 1,
}),
]),
);
expect(loot.logEntries.some((entry) => entry.type === "loot")).toBe(true);
});
});

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import { findCreatureById, findItemById, findTableByCode } from "@/data/contentHelpers";
import type { ContentPack } from "@/types/content";
import type { CombatState, InventoryEntry, InventoryState } from "@/types/state";
import type { LogEntry } from "@/types/rules";
import type { DiceRoller } from "./dice";
import { lookupTable } from "./tables";
export type ResolveCombatLootOptions = {
content: ContentPack;
combat: CombatState;
inventory: InventoryState;
roller?: DiceRoller;
at: string;
};
export type ResolveCombatLootResult = {
inventory: InventoryState;
itemsAwarded: InventoryEntry[];
goldAwarded: number;
logEntries: LogEntry[];
};
function cloneInventory(inventory: InventoryState): InventoryState {
return {
...inventory,
carried: inventory.carried.map((entry) => ({ ...entry })),
equipped: inventory.equipped.map((entry) => ({ ...entry })),
stored: inventory.stored.map((entry) => ({ ...entry })),
currency: { ...inventory.currency },
lightSources: inventory.lightSources.map((entry) => ({ ...entry })),
};
}
function createInventoryEntry(definitionId: string, quantity = 1): InventoryEntry {
return {
definitionId,
quantity,
};
}
function mergeInventoryEntry(
content: ContentPack,
entries: InventoryEntry[],
definitionId: string,
quantity: number,
) {
const item = findItemById(content, definitionId);
if (item.stackable) {
const existing = entries.find((entry) => entry.definitionId === definitionId);
if (existing) {
existing.quantity += quantity;
return;
}
}
entries.push(createInventoryEntry(definitionId, quantity));
}
function createLootLog(
id: string,
at: string,
text: string,
relatedIds: string[],
): LogEntry {
return {
id,
at,
type: "loot",
text,
relatedIds,
};
}
function summarizeLoot(
goldAwarded: number,
itemsAwarded: InventoryEntry[],
content: ContentPack,
) {
const parts: string[] = [];
if (goldAwarded > 0) {
parts.push(`${goldAwarded} gold`);
}
for (const item of itemsAwarded) {
const itemName = findItemById(content, item.definitionId).name;
parts.push(item.quantity > 1 ? `${item.quantity}x ${itemName}` : itemName);
}
return parts.length > 0 ? parts.join(", ") : "nothing useful";
}
export function resolveCombatLoot(
options: ResolveCombatLootOptions,
): ResolveCombatLootResult {
const inventory = cloneInventory(options.inventory);
const itemsAwarded: InventoryEntry[] = [];
const logEntries: LogEntry[] = [];
let goldAwarded = 0;
const defeatedCreatures = options.combat.enemies.filter(
(enemy) => enemy.hpCurrent === 0 && enemy.sourceDefinitionId,
);
for (const enemy of defeatedCreatures) {
const creature = findCreatureById(options.content, enemy.sourceDefinitionId!);
const lootTableCodes = creature.lootTableCodes ?? [];
for (const tableCode of lootTableCodes) {
const table = findTableByCode(options.content, tableCode);
const lookup = lookupTable(table, { roller: options.roller });
const rollTotal = lookup.roll.modifiedTotal ?? lookup.roll.total;
logEntries.push({
id: `${options.combat.id}.${creature.id}.${tableCode}.roll`,
at: options.at,
type: "roll",
text: `Rolled loot ${lookup.roll.diceKind} [${lookup.roll.rolls.join(", ")}] on ${tableCode} for ${rollTotal}: ${lookup.entry.label}.`,
relatedIds: [options.combat.id, creature.id, tableCode],
});
let creatureGold = 0;
const creatureItems: InventoryEntry[] = [];
for (const effect of lookup.entry.effects ?? []) {
if (effect.type === "gain-gold" && effect.amount) {
creatureGold += effect.amount;
}
if (effect.type === "add-item" && effect.referenceId) {
mergeInventoryEntry(options.content, inventory.carried, effect.referenceId, effect.amount ?? 1);
mergeInventoryEntry(options.content, itemsAwarded, effect.referenceId, effect.amount ?? 1);
mergeInventoryEntry(options.content, creatureItems, effect.referenceId, effect.amount ?? 1);
}
}
for (const reference of lookup.entry.references ?? []) {
if (reference.type !== "item") {
continue;
}
mergeInventoryEntry(options.content, inventory.carried, reference.id, 1);
mergeInventoryEntry(options.content, itemsAwarded, reference.id, 1);
mergeInventoryEntry(options.content, creatureItems, reference.id, 1);
}
if (creatureGold > 0) {
inventory.currency.gold += creatureGold;
goldAwarded += creatureGold;
}
logEntries.push(
createLootLog(
`${options.combat.id}.${creature.id}.${tableCode}.loot`,
options.at,
`${creature.name} yielded ${summarizeLoot(creatureGold, creatureItems, options.content)}.`,
[options.combat.id, creature.id, tableCode],
),
);
}
}
return {
inventory,
itemsAwarded,
goldAwarded,
logEntries,
};
}

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

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

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import {
createLevelShell,
createRoomStateFromTemplate,
generateLevel1StartRoom,
generateRoomFromTable,
} from "./rooms";
function createSequenceRoller(values: number[]) {
let index = 0;
return () => {
const next = values[index];
index += 1;
return next;
};
}
describe("room generation", () => {
it("creates the level 1 start room from its template", () => {
const result = generateLevel1StartRoom(sampleContentPack);
expect(result.templateSource).toBe("direct-template");
expect(result.room.roomClass).toBe("start");
expect(result.room.position).toEqual({ x: 0, y: 0 });
expect(result.room.exits).toHaveLength(1);
expect(result.room.exits[0]?.direction).toBe("north");
});
it("generates a small room from the encoded small-room table", () => {
const result = generateRoomFromTable({
content: sampleContentPack,
roomId: "room.level1.small.001",
level: 1,
roomTableCode: "L1SR",
position: { x: 2, y: 1 },
roller: createSequenceRoller([5, 5]),
});
expect(result.lookup?.roll.total).toBe(10);
expect(result.room.templateId).toBe("room.level1.small.heated-space");
expect(result.room.dimensions).toEqual({ width: 2, height: 3 });
expect(result.room.exits).toHaveLength(1);
});
it("generates a large room from the encoded large-room table", () => {
const result = generateRoomFromTable({
content: sampleContentPack,
roomId: "room.level1.large.001",
level: 1,
roomTableCode: "L1LR",
position: { x: 4, y: 3 },
roller: createSequenceRoller([4, 4]),
});
expect(result.lookup?.roll.total).toBe(8);
expect(result.room.templateId).toBe("room.level1.large.sparring-chamber");
expect(result.room.dimensions).toEqual({ width: 6, height: 6 });
expect(result.room.exits).toHaveLength(3);
expect(result.room.flags).toContain("large");
});
it("respects explicit template exits when they are defined", () => {
const room = createRoomStateFromTemplate(
sampleContentPack,
"room.level1.custom.start",
1,
"room.level1.entry",
{ x: 0, y: 0 },
);
expect(room.exits).toEqual([
expect.objectContaining({
direction: "north",
exitType: "door",
discovered: true,
}),
]);
});
it("creates a clean level shell for future dungeon state", () => {
const level = createLevelShell(1);
expect(level.themeName).toBe("The Entry");
expect(level.rooms).toEqual({});
expect(level.discoveredRoomOrder).toEqual([]);
});
});

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import {
findRoomTemplateById,
findRoomTemplateForLookup,
findTableByCode,
} from "@/data/contentHelpers";
import type { ContentPack, ExitType, RoomClass } from "@/types/content";
import type { DungeonLevelState, RoomExitState, RoomState } from "@/types/state";
import { lookupTable, type TableLookupResult } from "./tables";
import type { DiceRoller } from "./dice";
export type RoomGenerationOptions = {
content: ContentPack;
roomId: string;
level: number;
roomTemplateId?: string;
roomTableCode?: string;
roomClass?: RoomClass;
position?: {
x: number;
y: number;
};
roller?: DiceRoller;
};
export type RoomGenerationResult = {
room: RoomState;
lookup?: TableLookupResult;
templateSource: "direct-template" | "table-lookup";
};
const DEFAULT_ROOM_DIMENSIONS: Record<RoomClass, { width: number; height: number }> = {
start: { width: 4, height: 4 },
normal: { width: 4, height: 4 },
small: { width: 2, height: 3 },
large: { width: 6, height: 6 },
special: { width: 4, height: 4 },
stairs: { width: 4, height: 4 },
};
const DEFAULT_DIRECTIONS = ["north", "east", "south", "west"] as const;
function inferExitType(exitHint?: string): ExitType {
const normalized = exitHint?.toLowerCase() ?? "";
if (normalized.includes("reinforced")) {
return "locked";
}
if (normalized.includes("curtain")) {
return "open";
}
if (normalized.includes("archway")) {
return "open";
}
if (normalized.includes("wooden")) {
return "door";
}
return "door";
}
function inferExitCount(roomClass: RoomClass, exitHint?: string) {
const normalized = exitHint?.toLowerCase() ?? "";
if (normalized.includes("random")) {
return roomClass === "large" ? 3 : 2;
}
if (normalized.includes("archway")) {
return roomClass === "large" ? 3 : 2;
}
if (roomClass === "small") {
return 1;
}
if (roomClass === "large") {
return 3;
}
return 2;
}
function createExits(
roomId: string,
roomClass: RoomClass,
exitHint?: string,
): RoomExitState[] {
const exitCount = inferExitCount(roomClass, exitHint);
const exitType = inferExitType(exitHint);
return DEFAULT_DIRECTIONS.slice(0, exitCount).map((direction, index) => ({
id: `${roomId}.exit.${index + 1}`,
direction,
exitType,
discovered: roomClass === "start",
traversable: true,
}));
}
export function createRoomStateFromTemplate(
content: ContentPack,
roomId: string,
level: number,
roomTemplateId: string,
position = { x: 0, y: 0 },
): RoomState {
const template = findRoomTemplateById(content, roomTemplateId);
const dimensions = template.dimensions ?? DEFAULT_ROOM_DIMENSIONS[template.roomClass];
const exits =
template.exits?.map((exit, index) => ({
id: `${roomId}.exit.${index + 1}`,
direction: exit.direction ?? DEFAULT_DIRECTIONS[index] ?? "north",
exitType: exit.exitType,
discovered: template.roomClass === "start",
traversable: exit.exitType !== "locked",
destinationLevel: exit.destinationLevel,
})) ?? createExits(roomId, template.roomClass, template.exitHint);
return {
id: roomId,
level,
templateId: template.id,
position,
dimensions,
roomClass: template.roomClass,
exits,
discovery: {
generated: true,
entered: template.roomClass === "start",
cleared: false,
searched: false,
},
encounter: undefined,
objects: [],
notes: [template.text ?? template.title, template.encounterText].filter(
(note): note is string => Boolean(note),
),
flags: [
`table:${template.tableCode}`,
`entry:${template.tableEntryKey}`,
...(template.unique ? ["unique"] : []),
...template.tags,
],
};
}
export function generateRoomFromTable(
options: RoomGenerationOptions,
): RoomGenerationResult {
if (!options.roomTableCode) {
throw new Error("Room table code is required for table-based room generation.");
}
const table = findTableByCode(options.content, options.roomTableCode);
const lookup = lookupTable(table, { roller: options.roller });
const template = findRoomTemplateForLookup(options.content, lookup);
const room = createRoomStateFromTemplate(
options.content,
options.roomId,
options.level,
template.id,
options.position,
);
return {
room,
lookup,
templateSource: "table-lookup",
};
}
export function generateLevel1StartRoom(
content: ContentPack,
roomId = "room.level1.start",
): RoomGenerationResult {
const room = createRoomStateFromTemplate(content, roomId, 1, "room.level1.entry", {
x: 0,
y: 0,
});
return {
room,
templateSource: "direct-template",
};
}
export function createLevelShell(level: number): DungeonLevelState {
return {
level,
themeName: level === 1 ? "The Entry" : undefined,
rooms: {},
discoveredRoomOrder: [],
secretDoorUsed: false,
exhaustedExitSearch: false,
};
}

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import { describe, expect, it } from "vitest";
import { sampleContentPack } from "@/data/sampleContentPack";
import { createStartingAdventurer } from "./character";
import {
createRunState,
enterCurrentRoom,
getAvailableMoves,
isCurrentRoomCombatReady,
resolveRunEnemyTurn,
resolveRunPlayerTurn,
startCombatInCurrentRoom,
travelCurrentExit,
} 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, 5]),
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,
);
expect(result.run.adventurerSnapshot.xp).toBe(2);
expect(result.run.xpGained).toBe(2);
expect(result.run.adventurerSnapshot.inventory.currency.gold).toBe(2);
expect(result.run.goldGained).toBe(2);
expect(result.run.defeatedCreatureIds).toEqual(["creature.level1.guard"]);
expect(result.run.lootedItems).toEqual([
{
definitionId: "item.silver-clasp",
quantity: 1,
},
]);
expect(result.run.adventurerSnapshot.inventory.carried).toEqual(
expect.arrayContaining([
expect.objectContaining({
definitionId: "item.silver-clasp",
quantity: 1,
}),
]),
);
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);
});
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");
});
});

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import type { ContentPack } from "@/types/content";
import type {
AdventurerState,
CombatState,
DungeonState,
RunState,
} from "@/types/state";
import type { LogEntry } from "@/types/rules";
import { findCreatureById } from "@/data/contentHelpers";
import { startCombatFromRoom } from "./combat";
import { resolveCombatLoot } from "./loot";
import {
resolveEnemyTurn,
resolvePlayerAttack,
type ResolveEnemyTurnOptions,
type ResolvePlayerAttackOptions,
} from "./combatTurns";
import {
expandLevelFromExit,
getUnresolvedExits,
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 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 = {
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,
defeatedCreatureIds: [...run.defeatedCreatureIds],
xpGained: run.xpGained,
goldGained: run.goldGained,
lootedItems: run.lootedItems.map((entry) => ({ ...entry })),
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 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) {
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);
}
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,
roller: DiceRoller | undefined,
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;
const lootResult = resolveCombatLoot({
content,
combat: completedCombat,
inventory: run.adventurerSnapshot.inventory,
roller,
at,
});
run.adventurerSnapshot.inventory = lootResult.inventory;
run.goldGained += lootResult.goldAwarded;
for (const item of lootResult.itemsAwarded) {
const existing = run.lootedItems.find(
(entry) => entry.definitionId === item.definitionId,
);
if (existing) {
existing.quantity += item.quantity;
continue;
}
run.lootedItems.push({ ...item });
}
const rewardLogs = [...lootResult.logEntries];
if (xpAwarded === 0 && lootResult.goldAwarded === 0 && lootResult.itemsAwarded.length === 0) {
return rewardLogs;
}
rewardLogs.push(
createRewardLog(
`${completedCombat.id}.rewards`,
at,
`Victory rewards: gained ${xpAwarded} XP, ${lootResult.goldAwarded} gold, and ${lootResult.itemsAwarded.reduce((total, item) => total + item.quantity, 0)} loot item${lootResult.itemsAwarded.reduce((total, item) => total + item.quantity, 0) === 1 ? "" : "s"} from ${defeatedCreatureIds.length} defeated creature${defeatedCreatureIds.length === 1 ? "" : "s"}.`,
[completedCombat.id, ...defeatedCreatureIds],
),
);
return rewardLogs;
}
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,
defeatedCreatureIds: [],
xpGained: 0,
goldGained: 0,
lootedItems: [],
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 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(
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 completedCombat = result.combat;
const levelState = requireCurrentLevel(run);
const roomId = requireCurrentRoomId(run);
const room = levelState.rooms[roomId];
const rewardLogs = applyCombatRewards(
options.content,
run,
completedCombat,
options.roller,
options.at ?? new Date().toISOString(),
);
if (room?.encounter) {
room.encounter.rewardPending = false;
room.discovery.cleared = true;
}
run.activeCombat = undefined;
appendLogs(run, rewardLogs);
}
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,
};
}

View File

@@ -159,11 +159,15 @@ export const exitTemplateSchema = z.object({
export const roomTemplateSchema = z.object({
id: z.string().min(1),
level: z.number().int().positive(),
sourcePage: z.number().int().positive().optional(),
roomClass: z.enum(["normal", "small", "large", "special", "start", "stairs"]),
tableCode: z.string().min(1),
tableEntryKey: z.string().min(1),
title: z.string().min(1),
text: z.string().optional(),
encounterText: z.string().optional(),
exitHint: z.string().optional(),
unique: z.boolean().optional(),
dimensions: z
.object({
width: z.number().int().positive(),

View File

@@ -110,6 +110,8 @@ export const encounterStateSchema = z.object({
id: z.string().min(1),
sourceTableCode: z.string().optional(),
creatureIds: z.array(z.string()),
creatureNames: z.array(z.string()).optional(),
resultLabel: z.string().optional(),
resolved: z.boolean(),
surprise: z.boolean().optional(),
rewardPending: z.boolean().optional(),
@@ -212,6 +214,10 @@ export const runStateSchema = z.object({
dungeon: dungeonStateSchema,
adventurerSnapshot: adventurerStateSchema,
activeCombat: combatStateSchema.optional(),
defeatedCreatureIds: z.array(z.string()),
xpGained: z.number().int().nonnegative(),
goldGained: z.number().int().nonnegative(),
lootedItems: z.array(inventoryEntrySchema),
log: z.array(logEntrySchema),
pendingEffects: z.array(ruleEffectSchema),
});

View File

@@ -1,9 +1,10 @@
:root {
font-family: "Segoe UI", "Aptos", sans-serif;
color: #f3f1e8;
font-family: "Trebuchet MS", "Segoe UI", sans-serif;
color: #f4efe3;
background:
radial-gradient(circle at top, rgba(179, 121, 59, 0.35), transparent 30%),
linear-gradient(180deg, #17130f 0%, #0d0b09 100%);
radial-gradient(circle at top, rgba(177, 91, 29, 0.25), transparent 26%),
radial-gradient(circle at 20% 20%, rgba(227, 188, 101, 0.12), transparent 18%),
linear-gradient(180deg, #160f0b 0%, #0b0807 100%);
line-height: 1.5;
font-weight: 400;
color-scheme: dark;
@@ -23,108 +24,373 @@ body {
min-height: 100vh;
}
button,
input,
textarea,
select {
font: inherit;
}
#root {
min-height: 100vh;
}
.app-shell {
width: min(1100px, calc(100% - 2rem));
width: min(1200px, calc(100% - 2rem));
margin: 0 auto;
padding: 3rem 0 4rem;
padding: 1.5rem 0 3rem;
}
.hero {
padding: 2rem;
border: 1px solid rgba(243, 241, 232, 0.16);
background: rgba(21, 18, 14, 0.72);
box-shadow: 0 30px 80px rgba(0, 0, 0, 0.35);
backdrop-filter: blur(12px);
display: flex;
justify-content: space-between;
gap: 1.5rem;
align-items: end;
padding: 1.75rem;
border: 1px solid rgba(255, 231, 196, 0.12);
background:
linear-gradient(135deg, rgba(62, 34, 17, 0.92), rgba(24, 18, 15, 0.86)),
rgba(18, 14, 12, 0.9);
box-shadow: 0 24px 80px rgba(0, 0, 0, 0.42);
}
.eyebrow {
margin: 0 0 0.75rem;
margin: 0 0 0.85rem;
text-transform: uppercase;
letter-spacing: 0.14em;
color: #d8b27a;
font-size: 0.8rem;
letter-spacing: 0.18em;
color: #f1ba73;
font-size: 0.76rem;
}
.hero h1 {
margin: 0;
font-size: clamp(2.5rem, 7vw, 4.5rem);
line-height: 0.95;
font-size: clamp(2.6rem, 6vw, 4.8rem);
line-height: 0.92;
}
.lede {
width: min(55ch, 100%);
margin: 1.25rem 0 0;
color: rgba(243, 241, 232, 0.82);
font-size: 1.05rem;
width: min(56ch, 100%);
margin: 1rem 0 0;
color: rgba(244, 239, 227, 0.78);
}
.panel-grid {
.hero-actions {
display: flex;
flex-direction: column;
gap: 0.85rem;
align-items: flex-end;
}
.status-chip {
display: flex;
gap: 0.65rem;
align-items: center;
padding: 0.75rem 1rem;
border: 1px solid rgba(255, 231, 196, 0.12);
background: rgba(255, 231, 196, 0.05);
text-transform: uppercase;
letter-spacing: 0.08em;
font-size: 0.78rem;
}
.status-chip strong {
color: #f7d59d;
font-size: 0.95rem;
}
.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(auto-fit, minmax(260px, 1fr));
grid-template-columns: repeat(12, minmax(0, 1fr));
gap: 1rem;
margin-top: 1rem;
}
.panel {
padding: 1.25rem;
border: 1px solid rgba(243, 241, 232, 0.14);
background: rgba(29, 24, 19, 0.82);
grid-column: span 4;
padding: 1.2rem;
border: 1px solid rgba(255, 231, 196, 0.1);
background: rgba(25, 19, 16, 0.86);
box-shadow: inset 0 1px 0 rgba(255, 231, 196, 0.03);
}
.panel h2 {
margin-top: 0;
.panel-highlight {
background:
linear-gradient(180deg, rgba(101, 52, 28, 0.28), rgba(25, 19, 16, 0.92)),
rgba(25, 19, 16, 0.9);
}
.panel-log {
grid-column: span 12;
}
.panel-header {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 1rem;
margin-bottom: 0.75rem;
}
.panel-header h2 {
margin: 0;
font-size: 1rem;
color: #f6d49e;
color: #f8d79f;
}
.panel ul,
.panel ol {
margin: 0;
padding-left: 1.1rem;
}
.panel li + li {
margin-top: 0.45rem;
}
.stats {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 0.75rem;
margin: 0;
}
.stats div {
padding: 0.9rem;
background: rgba(243, 241, 232, 0.05);
}
.stats dt {
color: rgba(243, 241, 232, 0.62);
font-size: 0.8rem;
.panel-header span {
color: rgba(244, 239, 227, 0.58);
font-size: 0.83rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.stats dd {
margin: 0.3rem 0 0;
font-size: 1.7rem;
font-weight: 700;
.stat-strip {
display: grid;
grid-template-columns: repeat(4, minmax(0, 1fr));
gap: 0.75rem;
}
@media (max-width: 640px) {
.stat-strip div,
.encounter-box,
.combat-status {
padding: 0.9rem;
background: rgba(255, 245, 223, 0.04);
border: 1px solid rgba(255, 231, 196, 0.08);
}
.stat-strip span,
.encounter-label,
.combat-status span,
.room-meta span,
.log-entry span {
display: block;
color: rgba(244, 239, 227, 0.56);
font-size: 0.76rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.stat-strip strong,
.encounter-box strong,
.combat-status strong {
display: block;
margin-top: 0.3rem;
font-size: 1.45rem;
color: #fff2d6;
}
.supporting-text {
margin: 0.9rem 0 0;
color: rgba(244, 239, 227, 0.76);
}
.room-title {
margin: 0 0 0.35rem;
font-size: 1.5rem;
color: #fff2d6;
}
.room-meta {
display: flex;
flex-wrap: wrap;
gap: 0.9rem;
margin-top: 0.95rem;
}
.button-row,
.enemy-actions {
display: flex;
flex-wrap: wrap;
gap: 0.65rem;
margin-top: 1rem;
}
.button {
border: 1px solid rgba(255, 217, 163, 0.24);
background: rgba(255, 245, 223, 0.04);
color: #f4efe3;
padding: 0.72rem 1rem;
cursor: pointer;
transition:
transform 140ms ease,
background 140ms ease,
border-color 140ms ease;
}
.button:hover:enabled {
transform: translateY(-1px);
background: rgba(255, 217, 163, 0.09);
border-color: rgba(255, 217, 163, 0.35);
}
.button:disabled {
opacity: 0.42;
cursor: not-allowed;
}
.button-primary {
background: linear-gradient(180deg, #c36b2d, #8d4617);
border-color: rgba(255, 217, 163, 0.32);
color: #fff4e1;
}
.button-primary:hover:enabled {
background: linear-gradient(180deg, #d97833, #9f501b);
}
.encounter-box,
.combat-status {
margin-top: 1rem;
}
.move-list,
.mini-map,
.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 {
width: min(100% - 1rem, 1100px);
padding-top: 1rem;
width: min(100% - 1rem, 1200px);
padding-top: 0.75rem;
}
.hero,
.panel {
padding: 1rem;
.alert-banner {
flex-direction: column;
align-items: stretch;
}
.hero-actions {
align-items: stretch;
}
.stat-strip {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
}

View File

@@ -165,11 +165,15 @@ export type RoomClass = "normal" | "small" | "large" | "special" | "start" | "st
export type RoomTemplate = {
id: string;
level: number;
sourcePage?: number;
roomClass: RoomClass;
tableCode: string;
tableEntryKey: string;
title: string;
text?: string;
encounterText?: string;
exitHint?: string;
unique?: boolean;
dimensions?: {
width: number;
height: number;

View File

@@ -111,6 +111,8 @@ export type EncounterState = {
id: string;
sourceTableCode?: string;
creatureIds: string[];
creatureNames?: string[];
resultLabel?: string;
resolved: boolean;
surprise?: boolean;
rewardPending?: boolean;
@@ -213,6 +215,10 @@ export type RunState = {
dungeon: DungeonState;
adventurerSnapshot: AdventurerState;
activeCombat?: CombatState;
defeatedCreatureIds: string[];
xpGained: number;
goldGained: number;
lootedItems: InventoryEntry[];
log: LogEntry[];
pendingEffects: RuleEffect[];
};