Files
2D6-Dungeon/src/App.tsx

607 lines
22 KiB
TypeScript

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 { queueTreasureForSale, sellPendingTreasure, sendTreasureToStash } from "@/rules/town";
import type { RunState } from "@/types/state";
function createDemoRun() {
const adventurer = createStartingAdventurer(sampleContentPack, {
name: "Aster",
weaponId: "weapon.short-sword",
armourId: "armour.leather-vest",
scrollId: "scroll.lesser-heal",
});
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 getDefinitionName(definitionId: string) {
const item =
sampleContentPack.items.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.weapons.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.armour.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.scrolls.find((candidate) => candidate.id === definitionId) ??
sampleContentPack.potions.find((candidate) => candidate.id === definitionId);
return item?.name ?? definitionId;
}
function formatInventoryEntry(definitionId: string, quantity: number) {
const name = getDefinitionName(definitionId);
return quantity > 1 ? `${quantity}x ${name}` : name;
}
function getTreasureItemIds() {
return new Set(
sampleContentPack.items
.filter((item) => item.itemType === "treasure")
.map((item) => item.id),
);
}
function getSupportItemIds() {
return new Set(
sampleContentPack.items
.filter((item) => item.itemType !== "treasure")
.map((item) => item.id),
);
}
function getConsumableItemIds() {
return new Set(
sampleContentPack.items
.filter((item) => item.consumable || item.itemType === "ration")
.map((item) => item.id),
);
}
const treasureItemIds = getTreasureItemIds();
const supportItemIds = getSupportItemIds();
const consumableItemIds = getConsumableItemIds();
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 carriedTreasure = run.adventurerSnapshot.inventory.carried.filter((entry) =>
treasureItemIds.has(entry.definitionId),
);
const carriedConsumables = run.adventurerSnapshot.inventory.carried.filter(
(entry) =>
consumableItemIds.has(entry.definitionId) ||
entry.definitionId.startsWith("potion.") ||
entry.definitionId.startsWith("scroll."),
);
const carriedGear = run.adventurerSnapshot.inventory.carried.filter(
(entry) =>
supportItemIds.has(entry.definitionId) &&
!consumableItemIds.has(entry.definitionId),
);
const equippedItems = run.adventurerSnapshot.inventory.equipped;
const latestLoot = run.lootedItems.slice(-4).reverse();
const pendingSales = run.townState.pendingSales;
const stash = run.townState.stash;
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,
);
};
const handleQueueSale = (definitionId: string) => {
setRun((previous) => queueTreasureForSale(sampleContentPack, previous, definitionId).run);
};
const handleStashTreasure = (definitionId: string) => {
setRun((previous) => sendTreasureToStash(sampleContentPack, previous, definitionId).run);
};
const handleSellPending = () => {
setRun((previous) => sellPendingTreasure(sampleContentPack, previous).run);
};
return (
<main className="app-shell">
<section className="hero">
<div>
<p className="eyebrow">2D6 Dungeon Web</p>
<h1>Dungeon Loop Shell</h1>
<p className="lede">
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>
{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>
</article>
<article className="panel panel-inventory">
<div className="panel-header">
<h2>Inventory</h2>
<span>{run.adventurerSnapshot.inventory.carried.length} carried entries</span>
</div>
<div className="inventory-summary">
<div className="inventory-badge">
<span>Gold</span>
<strong>{run.adventurerSnapshot.inventory.currency.gold}</strong>
</div>
<div className="inventory-badge">
<span>Rations</span>
<strong>{run.adventurerSnapshot.inventory.rationCount}</strong>
</div>
<div className="inventory-badge">
<span>Treasure</span>
<strong>{carriedTreasure.length}</strong>
</div>
<div className="inventory-badge">
<span>Latest Loot</span>
<strong>{run.lootedItems.reduce((total, entry) => total + entry.quantity, 0)}</strong>
</div>
</div>
<div className="inventory-grid">
<section className="inventory-section">
<span className="inventory-label">Equipped</span>
<div className="inventory-list">
{equippedItems.map((entry) => (
<article key={`equipped-${entry.definitionId}`} className="inventory-card inventory-card-equipped">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Ready for use</span>
</article>
))}
</div>
</section>
<section className="inventory-section">
<span className="inventory-label">Consumables</span>
<div className="inventory-list">
{carriedConsumables.length === 0 ? (
<p className="supporting-text">No consumables carried.</p>
) : (
carriedConsumables.map((entry) => (
<article key={`consumable-${entry.definitionId}`} className="inventory-card">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Combat or run utility</span>
</article>
))
)}
</div>
</section>
<section className="inventory-section">
<span className="inventory-label">Pack Gear</span>
<div className="inventory-list">
{carriedGear.length === 0 ? (
<p className="supporting-text">No general gear carried.</p>
) : (
carriedGear.map((entry) => (
<article key={`gear-${entry.definitionId}`} className="inventory-card">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Travel and exploration kit</span>
</article>
))
)}
</div>
</section>
<section className="inventory-section">
<span className="inventory-label">Treasure Stash</span>
<div className="inventory-list">
{carriedTreasure.length === 0 ? (
<p className="supporting-text">No treasure recovered yet.</p>
) : (
carriedTreasure.map((entry) => (
<article key={`treasure-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Sellable dungeon spoils</span>
</article>
))
)}
</div>
</section>
</div>
<div className="loot-ribbon">
<span className="inventory-label">Recent Spoils</span>
{latestLoot.length === 0 ? (
<p className="supporting-text">Win a fight to populate the loot ribbon.</p>
) : (
<div className="loot-ribbon-list">
{latestLoot.map((entry) => (
<article key={`recent-${entry.definitionId}`} className="loot-pill">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
</article>
))}
</div>
)}
</div>
</article>
<article className="panel panel-town">
<div className="panel-header">
<h2>Town Market</h2>
<span>{run.townState.visits} town actions</span>
</div>
<div className="town-summary">
<div className="inventory-badge">
<span>Known Services</span>
<strong>{run.townState.knownServices.length}</strong>
</div>
<div className="inventory-badge">
<span>Queued Sales</span>
<strong>{pendingSales.length}</strong>
</div>
<div className="inventory-badge">
<span>Stash</span>
<strong>{stash.length}</strong>
</div>
</div>
<div className="town-actions">
<button
className="button button-primary"
onClick={handleSellPending}
disabled={pendingSales.length === 0}
>
Sell Queued Treasure
</button>
</div>
<section className="town-section">
<span className="inventory-label">Treasure In Pack</span>
<div className="inventory-list">
{carriedTreasure.length === 0 ? (
<p className="supporting-text">No treasure available for town actions.</p>
) : (
carriedTreasure.map((entry) => (
<article key={`town-pack-${entry.definitionId}`} className="town-card">
<div>
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Choose whether to sell or stash this treasure.</span>
</div>
<div className="enemy-actions">
<button className="button" onClick={() => handleStashTreasure(entry.definitionId)}>
Send To Stash
</button>
<button className="button button-primary" onClick={() => handleQueueSale(entry.definitionId)}>
Queue For Sale
</button>
</div>
</article>
))
)}
</div>
</section>
<section className="town-section">
<span className="inventory-label">Pending Sales</span>
<div className="inventory-list">
{pendingSales.length === 0 ? (
<p className="supporting-text">Nothing queued at the market.</p>
) : (
pendingSales.map((entry) => (
<article key={`pending-${entry.definitionId}`} className="inventory-card inventory-card-treasure">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Ready to convert into gold</span>
</article>
))
)}
</div>
</section>
<section className="town-section">
<span className="inventory-label">Town Stash</span>
<div className="inventory-list">
{stash.length === 0 ? (
<p className="supporting-text">The stash is empty.</p>
) : (
stash.map((entry) => (
<article key={`stash-${entry.definitionId}`} className="inventory-card">
<strong>{formatInventoryEntry(entry.definitionId, entry.quantity)}</strong>
<span>Held safely in town storage</span>
</article>
))
)}
</div>
</section>
</article>
<article className="panel">
<div className="panel-header">
<h2>Current Room</h2>
<span>Level {run.currentLevel}</span>
</div>
<h3 className="room-title">
{getRoomTitle(run, run.currentRoomId)}
</h3>
<p className="supporting-text">
{currentRoom?.notes[1] ?? "No encounter notes available yet."}
</p>
<div className="room-meta">
<span>Entered: {currentRoom?.discovery.entered ? "Yes" : "No"}</span>
<span>Cleared: {currentRoom?.discovery.cleared ? "Yes" : "No"}</span>
<span>Exits: {currentRoom?.exits.length ?? 0}</span>
</div>
<div className="button-row">
<button className="button" onClick={handleEnterRoom}>
Enter Room
</button>
<button
className="button button-primary"
onClick={handleStartCombat}
disabled={!combatReadyEncounter || Boolean(run.activeCombat)}
>
Start Combat
</button>
</div>
<div className="encounter-box">
<span className="encounter-label">Encounter</span>
<strong>{currentRoom?.encounter?.resultLabel ?? "None"}</strong>
</div>
</article>
<article className="panel">
<div className="panel-header">
<h2>Navigation</h2>
<span>{availableMoves.length} exits</span>
</div>
<div className="move-list">
{availableMoves.map((move) => (
<button
key={move.direction}
className="move-card"
onClick={() => handleTravel(move.direction)}
disabled={Boolean(run.activeCombat)}
>
<span>{move.direction}</span>
<strong>{move.leadsToRoomId ? "Travel" : "Generate"}</strong>
<em>
{move.leadsToRoomId
? getRoomTitle(run, move.leadsToRoomId)
: `${move.exitType} exit`}
</em>
</button>
))}
</div>
<div className="mini-map">
{currentLevel?.discoveredRoomOrder.map((roomId) => {
const room = currentLevel.rooms[roomId];
const active = roomId === run.currentRoomId;
return (
<article
key={roomId}
className={`map-node${active ? " map-node-active" : ""}`}
>
<span>
{room.position.x},{room.position.y}
</span>
<strong>{getRoomTitle(run, roomId)}</strong>
</article>
);
})}
</div>
</article>
<article 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>
</article>
</section>
</main>
);
}
export default App;