✨Feature: implement town market functionality with treasure selling and stashing #13
100
src/App.tsx
100
src/App.tsx
@@ -12,6 +12,7 @@ import {
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startCombatInCurrentRoom,
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travelCurrentExit,
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} from "@/rules/runState";
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import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "@/rules/town";
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import type { RunState } from "@/types/state";
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function createDemoRun() {
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@@ -114,6 +115,8 @@ function App() {
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);
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const equippedItems = run.adventurerSnapshot.inventory.equipped;
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const latestLoot = run.lootedItems.slice(-4).reverse();
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const pendingSales = run.townState.pendingSales;
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const stash = run.townState.stash;
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const handleReset = () => {
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setRun(createDemoRun());
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@@ -156,6 +159,18 @@ function App() {
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);
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};
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const handleQueueSale = (definitionId: string) => {
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setRun((previous) => queueTreasureForSale(sampleContentPack, previous, definitionId).run);
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};
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const handleStashTreasure = (definitionId: string) => {
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setRun((previous) => sendTreasureToStash(sampleContentPack, previous, definitionId).run);
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};
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const handleSellPending = () => {
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setRun((previous) => sellPendingTreasure(sampleContentPack, previous).run);
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};
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return (
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<main className="app-shell">
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<section className="hero">
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@@ -335,6 +350,91 @@ function App() {
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</div>
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</article>
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<article className="panel panel-town">
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<div className="panel-header">
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<h2>Town Market</h2>
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<span>{run.townState.visits} town actions</span>
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</div>
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<div className="town-summary">
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<div className="inventory-badge">
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<span>Known Services</span>
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<strong>{run.townState.knownServices.length}</strong>
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</div>
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<div className="inventory-badge">
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<span>Queued Sales</span>
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<strong>{pendingSales.length}</strong>
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</div>
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<div className="inventory-badge">
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<span>Stash</span>
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<strong>{stash.length}</strong>
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</div>
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</div>
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<div className="town-actions">
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<button
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className="button button-primary"
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onClick={handleSellPending}
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disabled={pendingSales.length === 0}
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>
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Sell Queued Treasure
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</button>
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</div>
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<section className="town-section">
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<span className="inventory-label">Treasure In Pack</span>
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<div className="inventory-list">
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{carriedTreasure.length === 0 ? (
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<p className="supporting-text">No treasure available for town actions.</p>
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) : (
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carriedTreasure.map((entry) => (
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<article key={`town-pack-${entry.definitionId}`} className="town-card">
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<div>
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Choose whether to sell or stash this treasure.</span>
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</div>
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<div className="enemy-actions">
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<button className="button" onClick={() => handleStashTreasure(entry.definitionId)}>
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Send To Stash
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</button>
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<button className="button button-primary" onClick={() => handleQueueSale(entry.definitionId)}>
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Queue For Sale
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</button>
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</div>
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</article>
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))
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)}
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</div>
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</section>
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<section className="town-section">
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<span className="inventory-label">Pending Sales</span>
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<div className="inventory-list">
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{pendingSales.length === 0 ? (
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<p className="supporting-text">Nothing queued at the market.</p>
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) : (
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pendingSales.map((entry) => (
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<article key={`pending-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Ready to convert into gold</span>
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</article>
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))
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)}
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</div>
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</section>
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<section className="town-section">
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<span className="inventory-label">Town Stash</span>
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<div className="inventory-list">
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{stash.length === 0 ? (
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<p className="supporting-text">The stash is empty.</p>
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) : (
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stash.map((entry) => (
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<article key={`stash-${entry.definitionId}`} className="inventory-card">
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<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
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<span>Held safely in town storage</span>
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</article>
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))
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)}
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</div>
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</section>
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</article>
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<article className="panel">
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<div className="panel-header">
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<h2>Current Room</h2>
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@@ -10,6 +10,7 @@ import { findCreatureById } from "@/data/contentHelpers";
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import { startCombatFromRoom } from "./combat";
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import { resolveCombatLoot } from "./loot";
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import { createInitialTownState } from "./town";
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import {
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resolveEnemyTurn,
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resolvePlayerAttack,
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@@ -164,6 +165,13 @@ function cloneRun(run: RunState): RunState {
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globalFlags: [...run.dungeon.globalFlags],
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},
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activeCombat: run.activeCombat ? cloneCombat(run.activeCombat) : undefined,
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townState: {
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...run.townState,
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knownServices: [...run.townState.knownServices],
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stash: run.townState.stash.map((entry) => ({ ...entry })),
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pendingSales: run.townState.pendingSales.map((entry) => ({ ...entry })),
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serviceFlags: [...run.townState.serviceFlags],
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},
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defeatedCreatureIds: [...run.defeatedCreatureIds],
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xpGained: run.xpGained,
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goldGained: run.goldGained,
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@@ -336,6 +344,7 @@ export function createRunState(options: CreateRunOptions): RunState {
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globalFlags: [],
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},
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adventurerSnapshot: options.adventurer,
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townState: createInitialTownState(),
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defeatedCreatureIds: [],
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xpGained: 0,
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goldGained: 0,
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74
src/rules/town.test.ts
Normal file
74
src/rules/town.test.ts
Normal file
@@ -0,0 +1,74 @@
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import { describe, expect, it } from "vitest";
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import { sampleContentPack } from "@/data/sampleContentPack";
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import { createStartingAdventurer } from "./character";
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import { createRunState } from "./runState";
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import { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "./town";
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function createAdventurer() {
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return createStartingAdventurer(sampleContentPack, {
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name: "Aster",
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weaponId: "weapon.short-sword",
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armourId: "armour.leather-vest",
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scrollId: "scroll.lesser-heal",
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});
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}
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describe("town flow", () => {
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it("moves treasure from carried inventory into the stash", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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});
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run.adventurerSnapshot.inventory.carried.push({
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definitionId: "item.silver-clasp",
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quantity: 1,
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});
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const result = sendTreasureToStash(
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sampleContentPack,
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run,
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"item.silver-clasp",
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"2026-03-15T15:00:00.000Z",
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);
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expect(result.run.townState.stash).toEqual([
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{ definitionId: "item.silver-clasp", quantity: 1 },
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]);
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expect(result.run.adventurerSnapshot.inventory.carried).not.toEqual(
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expect.arrayContaining([expect.objectContaining({ definitionId: "item.silver-clasp" })]),
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);
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});
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it("queues treasure and sells it for item value", () => {
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const run = createRunState({
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content: sampleContentPack,
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campaignId: "campaign.1",
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adventurer: createAdventurer(),
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});
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run.adventurerSnapshot.inventory.carried.push({
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definitionId: "item.keeper-keyring",
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quantity: 1,
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});
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const queued = queueTreasureForSale(
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sampleContentPack,
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run,
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"item.keeper-keyring",
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"2026-03-15T15:05:00.000Z",
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).run;
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const sold = sellPendingTreasure(
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sampleContentPack,
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queued,
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"2026-03-15T15:06:00.000Z",
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).run;
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expect(sold.townState.pendingSales).toEqual([]);
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expect(sold.adventurerSnapshot.inventory.currency.gold).toBe(5);
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expect(sold.log.at(-1)?.text).toContain("for 5 gold");
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});
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});
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165
src/rules/town.ts
Normal file
165
src/rules/town.ts
Normal file
@@ -0,0 +1,165 @@
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import { findItemById } from "@/data/contentHelpers";
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import type { ContentPack } from "@/types/content";
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import type { InventoryEntry, RunState, TownState } from "@/types/state";
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import type { LogEntry } from "@/types/rules";
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export type TownActionResult = {
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run: RunState;
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logEntries: LogEntry[];
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};
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function cloneTownState(townState: TownState): TownState {
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return {
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...townState,
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knownServices: [...townState.knownServices],
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stash: townState.stash.map((entry) => ({ ...entry })),
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pendingSales: townState.pendingSales.map((entry) => ({ ...entry })),
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serviceFlags: [...townState.serviceFlags],
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};
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}
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function cloneRun(run: RunState): RunState {
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return {
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...run,
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adventurerSnapshot: {
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...run.adventurerSnapshot,
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hp: { ...run.adventurerSnapshot.hp },
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stats: { ...run.adventurerSnapshot.stats },
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favour: { ...run.adventurerSnapshot.favour },
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statuses: run.adventurerSnapshot.statuses.map((status) => ({ ...status })),
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inventory: {
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...run.adventurerSnapshot.inventory,
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carried: run.adventurerSnapshot.inventory.carried.map((entry) => ({ ...entry })),
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equipped: run.adventurerSnapshot.inventory.equipped.map((entry) => ({ ...entry })),
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stored: run.adventurerSnapshot.inventory.stored.map((entry) => ({ ...entry })),
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currency: { ...run.adventurerSnapshot.inventory.currency },
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lightSources: run.adventurerSnapshot.inventory.lightSources.map((entry) => ({ ...entry })),
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},
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progressionFlags: [...run.adventurerSnapshot.progressionFlags],
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manoeuvreIds: [...run.adventurerSnapshot.manoeuvreIds],
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},
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townState: cloneTownState(run.townState),
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defeatedCreatureIds: [...run.defeatedCreatureIds],
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lootedItems: run.lootedItems.map((entry) => ({ ...entry })),
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log: run.log.map((entry) => ({ ...entry, relatedIds: entry.relatedIds ? [...entry.relatedIds] : undefined })),
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pendingEffects: run.pendingEffects.map((effect) => ({ ...effect })),
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};
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}
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function mergeEntry(entries: InventoryEntry[], entry: InventoryEntry) {
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const existing = entries.find((candidate) => candidate.definitionId === entry.definitionId);
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if (existing) {
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existing.quantity += entry.quantity;
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return;
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}
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entries.push({ ...entry });
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}
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function extractEntry(entries: InventoryEntry[], definitionId: string) {
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const index = entries.findIndex((entry) => entry.definitionId === definitionId);
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if (index === -1) {
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throw new Error(`No inventory entry found for ${definitionId}.`);
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}
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const [removed] = entries.splice(index, 1);
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return removed;
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}
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function createTownLog(id: string, at: string, text: string, relatedIds: string[]): LogEntry {
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return {
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id,
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at,
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type: "town",
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text,
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relatedIds,
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};
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}
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export function createInitialTownState(): TownState {
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return {
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visits: 0,
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knownServices: ["service.market"],
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stash: [],
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pendingSales: [],
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serviceFlags: [],
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};
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}
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export function sendTreasureToStash(
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content: ContentPack,
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run: RunState,
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definitionId: string,
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at = new Date().toISOString(),
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): TownActionResult {
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const nextRun = cloneRun(run);
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const removed = extractEntry(nextRun.adventurerSnapshot.inventory.carried, definitionId);
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mergeEntry(nextRun.townState.stash, removed);
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nextRun.townState.visits += 1;
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const item = findItemById(content, definitionId);
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const logEntry = createTownLog(
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`town.stash.${definitionId}.${nextRun.log.length + 1}`,
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at,
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`Moved ${item.name} into the town stash.`,
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[definitionId],
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);
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nextRun.log.push(logEntry);
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return { run: nextRun, logEntries: [logEntry] };
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}
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export function queueTreasureForSale(
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content: ContentPack,
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run: RunState,
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definitionId: string,
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at = new Date().toISOString(),
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): TownActionResult {
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const nextRun = cloneRun(run);
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const removed = extractEntry(nextRun.adventurerSnapshot.inventory.carried, definitionId);
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mergeEntry(nextRun.townState.pendingSales, removed);
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nextRun.townState.visits += 1;
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const item = findItemById(content, definitionId);
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const logEntry = createTownLog(
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`town.queue.${definitionId}.${nextRun.log.length + 1}`,
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at,
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`Queued ${item.name} for sale at the market.`,
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[definitionId],
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);
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nextRun.log.push(logEntry);
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return { run: nextRun, logEntries: [logEntry] };
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}
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export function sellPendingTreasure(
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content: ContentPack,
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run: RunState,
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at = new Date().toISOString(),
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): TownActionResult {
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const nextRun = cloneRun(run);
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const soldEntries = nextRun.townState.pendingSales;
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const goldEarned = soldEntries.reduce((total, entry) => {
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const item = findItemById(content, entry.definitionId);
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return total + (item.valueGp ?? 0) * entry.quantity;
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}, 0);
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nextRun.adventurerSnapshot.inventory.currency.gold += goldEarned;
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nextRun.townState.pendingSales = [];
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nextRun.townState.visits += 1;
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|
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const soldText =
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soldEntries.length === 0
|
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? "No treasure was queued for sale."
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: `Sold ${soldEntries.reduce((total, entry) => total + entry.quantity, 0)} treasure item${soldEntries.reduce((total, entry) => total + entry.quantity, 0) === 1 ? "" : "s"} for ${goldEarned} gold.`;
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const logEntry = createTownLog(
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`town.sell.${nextRun.log.length + 1}`,
|
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at,
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soldText,
|
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soldEntries.map((entry) => entry.definitionId),
|
||||
);
|
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nextRun.log.push(logEntry);
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|
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return { run: nextRun, logEntries: [logEntry] };
|
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}
|
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@@ -214,6 +214,7 @@ export const runStateSchema = z.object({
|
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dungeon: dungeonStateSchema,
|
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adventurerSnapshot: adventurerStateSchema,
|
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activeCombat: combatStateSchema.optional(),
|
||||
townState: townStateSchema,
|
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defeatedCreatureIds: z.array(z.string()),
|
||||
xpGained: z.number().int().nonnegative(),
|
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goldGained: z.number().int().nonnegative(),
|
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|
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@@ -159,6 +159,13 @@ select {
|
||||
rgba(25, 19, 16, 0.9);
|
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}
|
||||
|
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.panel-town {
|
||||
grid-column: span 4;
|
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background:
|
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linear-gradient(180deg, rgba(32, 37, 24, 0.92), rgba(20, 22, 14, 0.92)),
|
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rgba(25, 19, 16, 0.9);
|
||||
}
|
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|
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.panel-log {
|
||||
grid-column: span 12;
|
||||
}
|
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@@ -229,12 +236,14 @@ select {
|
||||
}
|
||||
|
||||
.inventory-summary,
|
||||
.inventory-grid {
|
||||
.inventory-grid,
|
||||
.town-summary {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
}
|
||||
|
||||
.inventory-summary {
|
||||
.inventory-summary,
|
||||
.town-summary {
|
||||
grid-template-columns: repeat(4, minmax(0, 1fr));
|
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}
|
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@@ -250,6 +259,36 @@ select {
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linear-gradient(180deg, rgba(255, 245, 223, 0.04), rgba(255, 245, 223, 0.02));
|
||||
}
|
||||
|
||||
.town-section {
|
||||
margin-top: 1rem;
|
||||
padding-top: 1rem;
|
||||
border-top: 1px solid rgba(255, 231, 196, 0.08);
|
||||
}
|
||||
|
||||
.town-actions {
|
||||
margin-top: 1rem;
|
||||
}
|
||||
|
||||
.town-card {
|
||||
display: grid;
|
||||
gap: 0.75rem;
|
||||
padding: 0.95rem;
|
||||
border: 1px solid rgba(255, 231, 196, 0.08);
|
||||
background: rgba(255, 245, 223, 0.04);
|
||||
}
|
||||
|
||||
.town-card strong {
|
||||
display: block;
|
||||
color: #fff2d6;
|
||||
}
|
||||
|
||||
.town-card span {
|
||||
display: block;
|
||||
margin-top: 0.25rem;
|
||||
color: rgba(244, 239, 227, 0.62);
|
||||
font-size: 0.84rem;
|
||||
}
|
||||
|
||||
.inventory-label {
|
||||
display: block;
|
||||
margin-bottom: 0.7rem;
|
||||
@@ -481,7 +520,8 @@ select {
|
||||
}
|
||||
|
||||
.inventory-summary,
|
||||
.inventory-grid {
|
||||
.inventory-grid,
|
||||
.town-summary {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -215,6 +215,7 @@ export type RunState = {
|
||||
dungeon: DungeonState;
|
||||
adventurerSnapshot: AdventurerState;
|
||||
activeCombat?: CombatState;
|
||||
townState: TownState;
|
||||
defeatedCreatureIds: string[];
|
||||
xpGained: number;
|
||||
goldGained: number;
|
||||
|
||||
Reference in New Issue
Block a user