- Implement character creation functions to handle adventurer setup. - Add validation for adventurer name and selection of starting items. - Introduce new items in sample content pack: Flint and Steel, Pouch, Wax Sealing Kit, and Backpack. - Create tests for character creation functionality to ensure valid options and error handling. ✨Feature: implement dice rolling mechanics and tests - Add functions for rolling various dice types (d3, d6, 2d6, d66) with validation. - Implement modifier application with clamping for roll results. - Create tests to verify correct behavior of dice rolling functions. ✨Feature: add table lookup functionality and tests - Implement table lookup and resolution logic for defined tables. - Support for modified ranges and fallback to nearest entries. - Create tests to ensure correct table entry resolution based on roll results.
129 lines
3.4 KiB
TypeScript
129 lines
3.4 KiB
TypeScript
import type { ContentPack } from "@/types/content";
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import type { AdventurerState, InventoryEntry } from "@/types/state";
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export type CharacterCreationChoiceSet = {
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name: string;
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weaponId: string;
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armourId: string;
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scrollId: string;
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};
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const DEFAULT_STARTING_ITEM_IDS = [
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"item.flint-and-steel",
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"item.lantern",
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"item.ration",
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"item.pouch",
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"item.wax-sealing-kit",
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"item.backpack",
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];
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function requireDefinition<T extends { id: string }>(
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entries: T[],
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id: string,
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label: string,
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) {
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const entry = entries.find((candidate) => candidate.id === id);
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if (!entry) {
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throw new Error(`Unknown ${label} id: ${id}`);
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}
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return entry;
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}
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function makeInventoryEntry(definitionId: string, quantity = 1): InventoryEntry {
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return {
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definitionId,
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quantity,
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};
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}
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export function getCharacterCreationOptions(content: ContentPack) {
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return {
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weapons: content.weapons.filter((weapon) => weapon.startingOption),
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armour: content.armour.filter((armour) => armour.startingOption),
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scrolls: content.scrolls.filter((scroll) => scroll.startingOption),
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};
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}
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export function createStartingAdventurer(
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content: ContentPack,
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choices: CharacterCreationChoiceSet,
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): AdventurerState {
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const trimmedName = choices.name.trim();
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if (trimmedName.length === 0) {
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throw new Error("Adventurer name is required.");
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}
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const selectedWeapon = requireDefinition(content.weapons, choices.weaponId, "weapon");
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const selectedArmour = requireDefinition(content.armour, choices.armourId, "armour");
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const selectedScroll = requireDefinition(content.scrolls, choices.scrollId, "scroll");
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if (!selectedWeapon.startingOption) {
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throw new Error(`Weapon ${selectedWeapon.id} is not a legal starting option.`);
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}
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if (!selectedArmour.startingOption) {
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throw new Error(`Armour ${selectedArmour.id} is not a legal starting option.`);
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}
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if (!selectedScroll.startingOption) {
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throw new Error(`Scroll ${selectedScroll.id} is not a legal starting option.`);
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}
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const allowedManoeuvreIds = selectedWeapon.allowedManoeuvreIds;
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if (allowedManoeuvreIds.length === 0) {
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throw new Error(`Weapon ${selectedWeapon.id} does not define starting manoeuvres.`);
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}
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DEFAULT_STARTING_ITEM_IDS.forEach((itemId) => requireDefinition(content.items, itemId, "item"));
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requireDefinition(content.potions, "potion.healing", "potion");
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return {
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id: "adventurer.new",
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name: trimmedName,
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level: 1,
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xp: 0,
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hp: {
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current: 10,
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max: 10,
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base: 10,
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},
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stats: {
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shift: 2,
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discipline: 1,
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precision: 0,
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},
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weaponId: selectedWeapon.id,
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manoeuvreIds: allowedManoeuvreIds,
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armourId: selectedArmour.id,
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favour: {},
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statuses: [],
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inventory: {
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carried: [
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makeInventoryEntry("item.flint-and-steel"),
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makeInventoryEntry("item.lantern"),
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makeInventoryEntry("item.ration", 3),
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makeInventoryEntry("item.pouch"),
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makeInventoryEntry("item.wax-sealing-kit"),
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makeInventoryEntry("item.backpack"),
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makeInventoryEntry(selectedScroll.id),
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makeInventoryEntry("potion.healing"),
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],
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equipped: [
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makeInventoryEntry(selectedWeapon.id),
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makeInventoryEntry(selectedArmour.id),
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],
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stored: [],
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currency: {
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gold: 0,
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},
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rationCount: 3,
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lightSources: [makeInventoryEntry("item.lantern")],
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},
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progressionFlags: [],
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};
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}
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