Files
2D6-Dungeon/src/schemas/state.ts
2026-03-15 10:26:20 -05:00

218 lines
6.8 KiB
TypeScript

import { z } from "zod";
import { logEntrySchema, rollResultSchema, ruleEffectSchema } from "./rules";
export const statusInstanceSchema = z.object({
id: z.string().min(1),
source: z.string().optional(),
duration: z.enum(["round", "combat", "room", "run", "permanent"]).optional(),
value: z.number().optional(),
notes: z.string().optional(),
});
export const inventoryEntrySchema = z.object({
definitionId: z.string().min(1),
quantity: z.number().int().nonnegative(),
identified: z.boolean().optional(),
charges: z.number().int().optional(),
notes: z.string().optional(),
});
export const inventoryStateSchema = z.object({
carried: z.array(inventoryEntrySchema),
equipped: z.array(inventoryEntrySchema),
stored: z.array(inventoryEntrySchema),
currency: z.object({
gold: z.number().int().nonnegative(),
}),
rationCount: z.number().int().nonnegative(),
lightSources: z.array(inventoryEntrySchema),
});
export const adventurerStateSchema = z.object({
id: z.string().min(1),
name: z.string().min(1),
level: z.number().int().positive(),
xp: z.number().int().nonnegative(),
hp: z.object({
current: z.number().int(),
max: z.number().int().positive(),
base: z.number().int().positive(),
}),
stats: z.object({
shift: z.number().int(),
discipline: z.number().int(),
precision: z.number().int(),
}),
weaponId: z.string().min(1),
manoeuvreIds: z.array(z.string()),
armourId: z.string().optional(),
favour: z.record(z.string(), z.number().int()),
statuses: z.array(statusInstanceSchema),
inventory: inventoryStateSchema,
progressionFlags: z.array(z.string()),
});
export const townStateSchema = z.object({
visits: z.number().int().nonnegative(),
knownServices: z.array(z.string()),
stash: z.array(inventoryEntrySchema),
pendingSales: z.array(inventoryEntrySchema),
serviceFlags: z.array(z.string()),
});
export const questStateSchema = z.object({
id: z.string().min(1),
title: z.string().min(1),
status: z.enum(["available", "active", "completed", "failed"]),
progressFlags: z.array(z.string()),
rewardText: z.string().optional(),
});
export const runSummarySchema = z.object({
runId: z.string().min(1),
startedAt: z.string().min(1),
endedAt: z.string().optional(),
deepestLevel: z.number().int().positive(),
roomsVisited: z.number().int().nonnegative(),
creaturesDefeated: z.array(z.string()),
xpGained: z.number().int().nonnegative(),
treasureValue: z.number().int().nonnegative(),
outcome: z.enum(["escaped", "defeated", "saved-in-progress"]),
});
export const campaignStateSchema = z.object({
id: z.string().min(1),
createdAt: z.string().min(1),
updatedAt: z.string().min(1),
rulesVersion: z.string().min(1),
contentVersion: z.string().min(1),
adventurer: adventurerStateSchema,
unlockedLevels: z.array(z.number().int().positive()),
completedLevels: z.array(z.number().int().positive()),
townState: townStateSchema,
questState: z.array(questStateSchema),
campaignFlags: z.array(z.string()),
runHistory: z.array(runSummarySchema),
});
export const roomExitStateSchema = z.object({
id: z.string().min(1),
direction: z.enum(["north", "east", "south", "west"]),
exitType: z.enum(["open", "door", "locked", "secret", "shaft", "stairs"]),
discovered: z.boolean(),
traversable: z.boolean(),
leadsToRoomId: z.string().optional(),
destinationLevel: z.number().int().optional(),
});
export const encounterStateSchema = z.object({
id: z.string().min(1),
sourceTableCode: z.string().optional(),
creatureIds: z.array(z.string()),
resolved: z.boolean(),
surprise: z.boolean().optional(),
rewardPending: z.boolean().optional(),
});
export const roomObjectStateSchema = z.object({
id: z.string().min(1),
objectType: z.enum(["container", "altar", "corpse", "hazard", "feature", "quest"]),
sourceTableCode: z.string().optional(),
interacted: z.boolean(),
hidden: z.boolean().optional(),
effects: z.array(ruleEffectSchema).optional(),
notes: z.string().optional(),
});
export const roomStateSchema = z.object({
id: z.string().min(1),
level: z.number().int().positive(),
templateId: z.string().optional(),
position: z.object({
x: z.number().int(),
y: z.number().int(),
}),
dimensions: z.object({
width: z.number().int().positive(),
height: z.number().int().positive(),
}),
roomClass: z.enum(["normal", "small", "large", "special", "start", "stairs"]),
exits: z.array(roomExitStateSchema),
discovery: z.object({
generated: z.boolean(),
entered: z.boolean(),
cleared: z.boolean(),
searched: z.boolean(),
}),
encounter: encounterStateSchema.optional(),
objects: z.array(roomObjectStateSchema),
notes: z.array(z.string()),
flags: z.array(z.string()),
});
export const dungeonLevelStateSchema = z.object({
level: z.number().int().positive(),
themeName: z.string().optional(),
rooms: z.record(z.string(), roomStateSchema),
discoveredRoomOrder: z.array(z.string()),
stairsUpRoomId: z.string().optional(),
stairsDownRoomId: z.string().optional(),
secretDoorUsed: z.boolean().optional(),
exhaustedExitSearch: z.boolean().optional(),
});
export const dungeonStateSchema = z.object({
levels: z.record(z.string(), dungeonLevelStateSchema),
revealedPercentByLevel: z.record(z.string(), z.number()),
globalFlags: z.array(z.string()),
});
export const combatantStateSchema = z.object({
id: z.string().min(1),
name: z.string().min(1),
sourceDefinitionId: z.string().optional(),
hpCurrent: z.number().int(),
hpMax: z.number().int().positive(),
shift: z.number().int(),
discipline: z.number().int(),
precision: z.number().int(),
armourValue: z.number().int().optional(),
statuses: z.array(statusInstanceSchema),
traits: z.array(z.string()),
});
export const interruptStateSchema = z.object({
source: z.enum(["player", "enemy"]),
trigger: z.string().min(1),
effectText: z.string().min(1),
resolved: z.boolean(),
});
export const combatStateSchema = z.object({
id: z.string().min(1),
round: z.number().int().positive(),
actingSide: z.enum(["player", "enemy"]),
fatigueDie: z.number().int().optional(),
player: combatantStateSchema,
enemies: z.array(combatantStateSchema),
selectedManoeuvreId: z.string().optional(),
lastRoll: rollResultSchema.optional(),
pendingInterrupt: interruptStateSchema.optional(),
combatLog: z.array(logEntrySchema),
});
export const runStateSchema = z.object({
id: z.string().min(1),
campaignId: z.string().min(1),
status: z.enum(["active", "paused", "completed", "failed"]),
startedAt: z.string().min(1),
currentLevel: z.number().int().positive(),
currentRoomId: z.string().optional(),
dungeon: dungeonStateSchema,
adventurerSnapshot: adventurerStateSchema,
activeCombat: combatStateSchema.optional(),
log: z.array(logEntrySchema),
pendingEffects: z.array(ruleEffectSchema),
});