feat(engine): loop idle runner with enabledLoopActionIds
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@@ -7,6 +7,7 @@ import {
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createGameState,
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enqueueAction,
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executeInstant,
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maybeStartLoopAction,
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startAction,
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tickGame,
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} from '../game';
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@@ -402,3 +403,46 @@ describe('executeInstant()', () => {
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expect(() => executeInstant(state, instantContent, 'buy_supply')).toThrow(/Cannot/);
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});
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});
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describe('loop idle runner', () => {
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const loopContent = buildContent({
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resources: [{ id: 'supplies', name: 'Supplies', startAmount: 0 }],
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actions: [
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{
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id: 'rest',
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name: 'Rest',
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kind: 'loop',
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group: { id: 'camp_loop', label: 'Camp' },
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durationMs: 1000,
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loopPriority: 0,
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yields: [{ resourceId: 'supplies', amount: 1 }],
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},
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],
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});
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it('defaults enabledLoopActionIds to empty', () => {
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const state = createGameState(loopContent);
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expect(state.enabledLoopActionIds).toEqual({});
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});
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it('starts enabled loop action when idle', () => {
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const state = createGameState(loopContent);
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state.enabledLoopActionIds = { rest: true };
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maybeStartLoopAction(state, loopContent);
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expect(state.activeActionId).toBe('rest');
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});
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it('does not start loop when queue has items', () => {
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const state = createGameState(loopContent);
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state.enabledLoopActionIds = { rest: true };
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state.actionQueue.push('rest');
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maybeStartLoopAction(state, loopContent);
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expect(state.activeActionId).toBeNull();
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});
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it('does not start a disabled loop action', () => {
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const state = createGameState(loopContent);
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maybeStartLoopAction(state, loopContent);
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expect(state.activeActionId).toBeNull();
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});
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});
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@@ -70,6 +70,15 @@ describe('createSave()', () => {
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expect(save.state.currentStoryNodeId).toBe('route_a_beat');
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expect(save.state.seenStoryNodeIds).toHaveLength(2);
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});
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it('snapshots enabledLoopActionIds in the save payload and isolates from mutation', () => {
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const state = sampleState();
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state.enabledLoopActionIds = { rest: true };
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const save = createSave(state, 1700);
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expect(save.state.enabledLoopActionIds).toEqual({ rest: true });
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state.enabledLoopActionIds.rest = false;
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expect(save.state.enabledLoopActionIds).toEqual({ rest: true });
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});
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});
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describe('serialize / deserialize round-trip', () => {
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@@ -84,6 +93,27 @@ describe('serialize / deserialize round-trip', () => {
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const restored = fromExportString(toExportString(save));
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expect(restored).toEqual(save);
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});
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it('preserves enabledLoopActionIds through a round-trip', () => {
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const state = sampleState();
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state.enabledLoopActionIds = { rest: true, patrol: false };
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const restored = deserializeSave(serializeSave(createSave(state, 1700)));
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expect(restored.state.enabledLoopActionIds).toEqual({ rest: true, patrol: false });
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});
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it('defaults enabledLoopActionIds to {} when absent from save JSON', () => {
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const json = JSON.stringify({
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version: 1,
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savedAt: 1700,
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state: {
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resources: { gold: 0 },
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activeActionId: null,
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actionElapsedMs: 0,
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},
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});
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const restored = deserializeSave(json);
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expect(restored.state.enabledLoopActionIds).toEqual({});
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});
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});
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describe('invalid / tampered saves', () => {
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@@ -26,6 +26,8 @@ export interface GameState {
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currentStoryNodeId: string;
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/** Story node ids the player has already seen. */
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seenStoryNodeIds: string[];
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/** loop-kind action id -> whether the player has enabled it for idle running. */
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enabledLoopActionIds: Record<string, boolean>;
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}
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export function createGameState(content: Content): GameState {
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@@ -41,6 +43,7 @@ export function createGameState(content: Content): GameState {
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storyFlags: {},
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currentStoryNodeId: '',
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seenStoryNodeIds: [],
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enabledLoopActionIds: {},
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};
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}
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@@ -197,6 +200,26 @@ export function executeStoryAction(
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applyChoice(state, content, action.storyChoiceId);
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}
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/**
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* Start the highest-priority enabled, available loop action when the game is idle.
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* Invoked by the runtime AFTER each live tick — never from `tickGame`, so loop
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* actions do not run during offline catch-up (which replays `tickGame` directly).
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*/
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export function maybeStartLoopAction(state: GameState, content: Content): void {
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if (state.activeActionId !== null || state.actionQueue.length > 0) return;
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const candidates = content.actions
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.filter((a) => a.kind === 'loop' && state.enabledLoopActionIds[a.id])
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.sort((a, b) => (a.loopPriority ?? 0) - (b.loopPriority ?? 0));
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for (const action of candidates) {
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if (isActionAvailable(state, content, action.id)) {
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beginAction(state, content, action.id);
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return;
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}
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}
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}
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/**
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* Advance the active action by `tickMs`. On completion, grants yields and
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* advances the queue — actions do not auto-repeat when the queue is empty.
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@@ -32,6 +32,7 @@ export const gameStateSchema = z.object({
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storyFlags: z.record(z.string(), z.boolean()).default({}),
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currentStoryNodeId: z.string().default(''),
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seenStoryNodeIds: z.array(z.string()).default([]),
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enabledLoopActionIds: z.record(z.string(), z.boolean()).default({}),
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});
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export const saveSchema = z.object({
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@@ -55,6 +56,7 @@ export function createSave(state: GameState, now: number): SaveData {
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storyFlags: { ...state.storyFlags },
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currentStoryNodeId: state.currentStoryNodeId,
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seenStoryNodeIds: [...state.seenStoryNodeIds],
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enabledLoopActionIds: { ...state.enabledLoopActionIds },
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},
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};
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}
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@@ -98,6 +98,7 @@ describe('loadGame()', () => {
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storyFlags: {},
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currentStoryNodeId: '',
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seenStoryNodeIds: [],
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enabledLoopActionIds: {},
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},
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1000,
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),
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@@ -106,6 +106,7 @@ export async function loadGame(
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storyFlags: { ...save.state.storyFlags },
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currentStoryNodeId: save.state.currentStoryNodeId ?? '',
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seenStoryNodeIds: [...(save.state.seenStoryNodeIds ?? [])],
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enabledLoopActionIds: { ...(save.state.enabledLoopActionIds ?? {}) },
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};
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savedAt = save.savedAt;
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} catch {
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