feat(state): runtime performAction and nav story signals
This commit is contained in:
@@ -1,5 +1,7 @@
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import { describe, expect, it } from 'vitest';
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import { content as gameContent } from '../../content/index';
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import { buildContent } from '../../content/schema';
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import { buildStoryContent } from '../../content/storySchema';
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import {
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cancelQueuedAction,
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canUnlockAction,
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@@ -12,8 +14,6 @@ import {
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startAction,
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tickGame,
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} from '../game';
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import { content as gameContent } from '../../content/index';
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import { buildStoryContent } from '../../content/storySchema';
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import { enterStoryNode } from '../story';
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const DEFAULT_GROUP = { id: 'test', label: 'Test' };
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@@ -37,9 +37,27 @@ function queueContent() {
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return buildContent({
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resources: [{ id: 'gold', name: 'Gold', startAmount: 0 }],
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actions: [
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{ id: 'a', name: 'A', group: DEFAULT_GROUP, durationMs: 1000, yields: [{ resourceId: 'gold', amount: 1 }] },
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{ id: 'b', name: 'B', group: DEFAULT_GROUP, durationMs: 1000, yields: [{ resourceId: 'gold', amount: 1 }] },
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{ id: 'c', name: 'C', group: DEFAULT_GROUP, durationMs: 1000, yields: [{ resourceId: 'gold', amount: 1 }] },
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{
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id: 'a',
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name: 'A',
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group: DEFAULT_GROUP,
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durationMs: 1000,
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yields: [{ resourceId: 'gold', amount: 1 }],
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},
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{
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id: 'b',
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name: 'B',
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group: DEFAULT_GROUP,
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durationMs: 1000,
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yields: [{ resourceId: 'gold', amount: 1 }],
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},
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{
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id: 'c',
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name: 'C',
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group: DEFAULT_GROUP,
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durationMs: 1000,
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yields: [{ resourceId: 'gold', amount: 1 }],
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},
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],
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});
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}
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@@ -452,26 +470,31 @@ describe('loop idle runner', () => {
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});
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describe('performAction()', () => {
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it('dispatches timed actions through enqueueAction', () => {
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it('dispatches timed actions through enqueueAction and returns empty array', () => {
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const state = createGameState(gameContent);
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performAction(state, gameContent, 'gather_supplies');
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const events = performAction(state, gameContent, 'gather_supplies');
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expect(state.activeActionId).toBe('gather_supplies');
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expect(events).toEqual([]);
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});
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it('toggles loop actions and starts them when idle', () => {
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it('toggles loop actions, starts them when idle, and returns empty array', () => {
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const state = createGameState(gameContent);
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performAction(state, gameContent, 'rest'); // enable
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const events1 = performAction(state, gameContent, 'rest'); // enable
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expect(state.enabledLoopActionIds.rest).toBe(true);
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expect(state.activeActionId).toBe('rest'); // started because idle + available
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performAction(state, gameContent, 'rest'); // disable
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expect(events1).toEqual([]);
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const events2 = performAction(state, gameContent, 'rest'); // disable
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expect(state.enabledLoopActionIds.rest).toBe(false);
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expect(events2).toEqual([]);
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});
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it('dispatches story actions through executeStoryAction', () => {
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it('dispatches story actions through executeStoryAction and returns events', () => {
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const state = createGameState(gameContent);
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enterStoryNode(state, gameContent, 'fork_choice');
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performAction(state, gameContent, 'pick_high_road');
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const events = performAction(state, gameContent, 'pick_high_road');
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expect(state.storyFlags.route_a).toBe(true);
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expect(events.length).toBeGreaterThan(0);
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expect(events[0].kind).toBe('enter');
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});
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it('executes instant actions immediately', () => {
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+14
-11
@@ -1,6 +1,6 @@
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import type { Content } from '../content/schema';
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import type { StoryContent } from '../content/storySchema';
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import { applyChoice, isStoryChoiceAvailable } from './story';
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import { applyChoice, isStoryChoiceAvailable, type StoryEvent } from './story';
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type GameContent = Content & StoryContent;
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@@ -170,7 +170,7 @@ export function clearQueue(state: GameState): void {
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*/
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export function executeInstant(state: GameState, content: Content, actionId: string): void {
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const action = content.actionsById[actionId];
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if (!action || action.kind !== 'instant') {
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if (action?.kind !== 'instant') {
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throw new Error(`Action "${actionId}" is not instant`);
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}
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if (!isActionAvailable(state, content, actionId)) {
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@@ -189,15 +189,15 @@ export function executeStoryAction(
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state: GameState,
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content: GameContent,
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actionId: string,
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): void {
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): StoryEvent[] {
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const action = content.actionsById[actionId];
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if (!action || action.kind !== 'story' || !action.storyChoiceId) {
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if (action?.kind !== 'story' || !action.storyChoiceId) {
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throw new Error(`Action "${actionId}" is not a story action`);
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}
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if (!isStoryChoiceAvailable(state, content, action.storyChoiceId)) {
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throw new Error(`Story choice "${action.storyChoiceId}" is not available`);
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}
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applyChoice(state, content, action.storyChoiceId);
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return applyChoice(state, content, action.storyChoiceId);
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}
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/**
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@@ -235,28 +235,31 @@ export function maybeStartLoopAction(state: GameState, content: Content): void {
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* re-checks each tick). Throwing on unaffordable before toggling would wrongly
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* block the player from DISABLING an active but now-unaffordable loop.
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*/
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export function performAction(state: GameState, content: GameContent, actionId: string): void {
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export function performAction(
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state: GameState,
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content: GameContent,
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actionId: string,
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): StoryEvent[] {
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const action = content.actionsById[actionId];
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if (!action) throw new Error(`Unknown action "${actionId}"`);
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switch (action.kind) {
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case 'instant':
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executeInstant(state, content, actionId);
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break;
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return [];
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case 'timed':
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enqueueAction(state, content, actionId);
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break;
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return [];
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case 'loop': {
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const willEnable = !state.enabledLoopActionIds[actionId];
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state.enabledLoopActionIds[actionId] = willEnable;
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if (willEnable) {
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maybeStartLoopAction(state, content);
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}
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break;
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return [];
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}
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case 'story':
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executeStoryAction(state, content, actionId);
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break;
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return executeStoryAction(state, content, actionId);
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case 'context':
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throw new Error(`Context action "${actionId}" is not implemented`);
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default:
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@@ -0,0 +1,121 @@
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import { afterEach, beforeEach, describe, expect, it, vi } from 'vitest';
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import { getPrefs } from '../prefs';
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import { GameRuntime } from '../runtime';
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import { useGameStore } from '../store';
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describe('GameRuntime', () => {
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let runtime: GameRuntime;
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beforeEach(async () => {
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// Stub localStorage
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const storage: Record<string, string> = {};
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vi.stubGlobal('localStorage', {
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getItem(key: string) {
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return storage[key] ?? null;
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},
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setItem(key: string, value: string) {
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storage[key] = value;
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},
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removeItem(key: string) {
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delete storage[key];
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},
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clear() {
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for (const k of Object.keys(storage)) {
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delete storage[k];
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}
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},
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});
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// Stub requestAnimationFrame
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vi.stubGlobal('requestAnimationFrame', vi.fn().mockReturnValue(1));
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vi.stubGlobal('cancelAnimationFrame', vi.fn());
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// Stub visibilityState and document.addEventListener
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vi.stubGlobal('document', {
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addEventListener: vi.fn(),
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removeEventListener: vi.fn(),
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visibilityState: 'visible',
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});
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// Stub window.addEventListener
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vi.stubGlobal('window', {
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addEventListener: vi.fn(),
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removeEventListener: vi.fn(),
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});
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// Setup clean store
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useGameStore.setState({
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log: [],
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storyPanelOpen: false,
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storyHasUnread: false,
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storyLog: [],
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prefs: getPrefs(),
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activePanel: 'play',
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});
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runtime = new GameRuntime();
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// Boot the runtime to initialize state
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await runtime.boot();
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});
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afterEach(() => {
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runtime.stop();
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vi.unstubAllGlobals();
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});
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it('performs timed action', () => {
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runtime.performAction('gather_supplies');
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const store = useGameStore.getState();
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expect(store.log).toContain('Started: Gather supplies.');
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});
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it('performs loop action', () => {
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// Loop actions toggle enable state
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runtime.performAction('rest');
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const view = useGameStore.getState();
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// Verify it is enabled
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expect(view.actions.find((a) => a.id === 'rest')?.loopEnabled).toBe(true);
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});
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it('performs story action and appends story log', () => {
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// Let's first move state to fork_choice node where story choices are available
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runtime.setActivePanel('story');
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// Pick the high road
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runtime.performAction('pick_high_road');
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const store = useGameStore.getState();
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// The story log should have the node we entered: route_a_beat
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expect(store.storyLog.some((entry) => entry.nodeId === 'route_a_beat')).toBe(true);
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// Should append choice label to normal log
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expect(store.log).toContain('Story: Take the high road');
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});
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it('sets active panel and handles auto-advance from boot_intro', () => {
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// Initially we boot into boot_intro. Since prefs.storyOpenMode is 'auto',
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// the boot trigger will auto-navigate to the 'story' panel immediately.
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expect(useGameStore.getState().activePanel).toBe('story');
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// If we call setActivePanel('story') again, it should trigger the auto-advance logic
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// from 'boot_intro' to 'fork_choice'.
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runtime.setActivePanel('story');
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expect(useGameStore.getState().activePanel).toBe('story');
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// Since we were at boot_intro and active panel set to story, it should auto-advance to fork_choice
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const store = useGameStore.getState();
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expect(store.storyLog.some((entry) => entry.nodeId === 'fork_choice')).toBe(true);
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expect(store.log.some((line) => line.includes('Story:'))).toBe(true);
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});
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it('delegates openStoryPanel and closeStoryPanel to setActivePanel', () => {
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// Force activePanel back to play first
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runtime.setActivePanel('play');
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expect(useGameStore.getState().activePanel).toBe('play');
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runtime.openStoryPanel();
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expect(useGameStore.getState().activePanel).toBe('story');
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runtime.closeStoryPanel();
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expect(useGameStore.getState().activePanel).toBe('play');
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});
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});
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+71
-26
@@ -1,20 +1,20 @@
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import { content } from '../content';
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import {
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cancelQueuedAction as engineCancelQueuedAction,
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enqueueAction as engineEnqueueAction,
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type GameState,
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isActionAvailable,
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maybeStartLoopAction,
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performAction as performActionEngine,
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tickGame,
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} from '../engine/game';
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import { applyChoice as engineApplyChoice, enterStoryNode, initStory } from '../engine/story';
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import { advance, createTickLoop, TICK_MS, type TickLoop } from '../engine/tickLoop';
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import { createDefaultBackend, loadGame, type SaveBackend, saveGame } from './persistence';
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import { getPrefs } from './prefs';
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import { useGameStore } from './store';
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import { type ActivePanel, useGameStore } from './store';
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import {
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processStoryTriggers,
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type StoryUiEffect,
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shouldAutoOpenPanel,
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shouldAutoNavigateToStory,
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storyEventsToLogEntries,
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} from './storyOrchestration';
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import { formatOfflineDuration, toView } from './viewModel';
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@@ -32,7 +32,7 @@ import { formatOfflineDuration, toView } from './viewModel';
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const PUBLISH_INTERVAL_MS = 100; // ~10 fps view refresh
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const AUTOSAVE_INTERVAL_MS = 10_000;
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class GameRuntime {
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export class GameRuntime {
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private state: GameState | null = null;
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private readonly loop: TickLoop = createTickLoop();
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private readonly backend: SaveBackend = createDefaultBackend();
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@@ -77,31 +77,68 @@ class GameRuntime {
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}
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}
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enqueueAction(actionId: string): void {
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performAction(actionId: string): void {
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const state = this.state;
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if (!state) {
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return;
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}
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if (!isActionAvailable(state, content, actionId)) {
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const actionView = toView(state, content).actions.find((a) => a.id === actionId);
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useGameStore.getState().appendLog(actionView?.disabledReason ?? 'Cannot enqueue');
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return;
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}
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try {
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engineEnqueueAction(state, content, actionId);
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if (!state) return;
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const action = content.actionsById[actionId];
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if (action) {
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const verb = state.actionQueue.includes(actionId) ? 'Queued' : 'Started';
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useGameStore.getState().appendLog(`${verb}: ${action.name}.`);
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if (!action) return;
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try {
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const isStory = action.kind === 'story';
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const events = performActionEngine(state, content, actionId);
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const store = useGameStore.getState();
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if (isStory) {
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const entries = storyEventsToLogEntries(events);
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for (const entry of entries) {
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store.appendStoryLog(entry);
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}
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const choiceLabel = entries.at(-1)?.choiceLabel;
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if (choiceLabel) {
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store.appendLog(`Story: ${choiceLabel}`);
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}
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this.runPublishTriggers();
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} else if (action.kind === 'timed') {
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const verb = state.actionQueue.includes(actionId) ? 'Queued' : 'Started';
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store.appendLog(`${verb}: ${action.name}.`);
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}
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this.publish();
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} catch (err) {
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const msg = err instanceof Error ? err.message : 'Cannot start action';
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useGameStore.getState().appendLog(msg);
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useGameStore.getState().appendLog(err instanceof Error ? err.message : 'Action failed');
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}
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}
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setActivePanel(panel: ActivePanel): void {
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const store = useGameStore.getState();
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store.setActivePanel(panel);
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if (panel === 'story') {
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store.setStoryHasUnread(false);
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const state = this.state;
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if (state && state.currentStoryNodeId === 'boot_intro') {
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const events = enterStoryNode(state, content, 'fork_choice');
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const entries = storyEventsToLogEntries(events);
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for (const entry of entries) {
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store.appendStoryLog(entry);
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}
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for (const entry of entries) {
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const nodeProse = content.storyNodesById[entry.nodeId]?.prose ?? '';
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store.appendLog(`Story: ${nodeProse.slice(0, 40)}…`);
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}
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this.publish();
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}
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}
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}
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enqueueAction(actionId: string): void {
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this.performAction(actionId);
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}
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applyStoryChoice(choiceId: string): void {
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const action = content.actions.find((a) => a.storyChoiceId === choiceId);
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if (action) {
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this.performAction(action.id);
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} else {
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const state = this.state;
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if (!state) return;
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try {
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@@ -118,6 +155,7 @@ class GameRuntime {
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useGameStore.getState().appendLog(err instanceof Error ? err.message : 'Choice failed');
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}
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}
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}
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cancelQueuedAction(index: number): void {
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const state = this.state;
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@@ -132,12 +170,11 @@ class GameRuntime {
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}
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openStoryPanel(): void {
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useGameStore.getState().setStoryPanelOpen(true);
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useGameStore.getState().setStoryHasUnread(false);
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this.setActivePanel('story');
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}
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closeStoryPanel(): void {
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useGameStore.getState().setStoryPanelOpen(false);
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this.setActivePanel('play');
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}
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continueStory(): void {
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@@ -152,7 +189,7 @@ class GameRuntime {
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store.appendLog(`Story: ${content.storyNodesById[entry.nodeId]?.prose.slice(0, 40)}…`);
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}
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const prefs = store.prefs;
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if (shouldAutoOpenPanel(prefs, 'fork_choice', content)) {
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if (shouldAutoNavigateToStory(prefs, 'fork_choice', content)) {
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store.setStoryPanelOpen(true);
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store.setStoryHasUnread(false);
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} else {
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@@ -168,11 +205,18 @@ class GameRuntime {
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private applyStoryUiEffect(effect: StoryUiEffect): void {
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const store = useGameStore.getState();
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const prefs = store.prefs;
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for (const entry of effect.logEntries) store.appendStoryLog(entry);
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for (const line of effect.eventLogLines) store.appendLog(line);
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if (effect.shouldOpenPanel) {
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store.setStoryPanelOpen(true);
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if (prefs.storyOpenMode === 'auto') {
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store.setActivePanel('story');
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store.setStoryHasUnread(false);
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} else {
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store.setStoryHasUnread(true);
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}
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store.setStoryPanelOpen(true);
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} else if (effect.enteredNodeIds.length > 0) {
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store.setStoryHasUnread(true);
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}
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@@ -201,6 +245,7 @@ class GameRuntime {
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);
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this.applyStoryUiEffect(effect);
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}
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maybeStartLoopAction(state, content);
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});
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if (monoNow - this.lastPublishAt >= PUBLISH_INTERVAL_MS) {
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@@ -17,7 +17,7 @@ export function storyEventsToLogEntries(events: StoryEvent[]): StoryLogEntry[] {
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.map((e) => ({ nodeId: e.nodeId, prose: e.prose, choiceLabel: e.choiceLabel }));
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}
|
||||
|
||||
export function shouldAutoOpenPanel(
|
||||
export function shouldAutoNavigateToStory(
|
||||
prefs: GamePrefs,
|
||||
nodeId: string,
|
||||
content: GameContent,
|
||||
@@ -39,7 +39,7 @@ export function processStoryTriggers(
|
||||
const logEntries = storyEventsToLogEntries(events);
|
||||
const shouldOpenPanel =
|
||||
enteredNodeIds.length > 0 &&
|
||||
enteredNodeIds.some((id) => shouldAutoOpenPanel(prefs, id, content));
|
||||
enteredNodeIds.some((id) => shouldAutoNavigateToStory(prefs, id, content));
|
||||
const eventLogLines = logEntries.map((e) =>
|
||||
e.choiceLabel
|
||||
? `Story: ${e.choiceLabel}`
|
||||
|
||||
Reference in New Issue
Block a user