feat(engine): execute story actions via storyChoiceId

This commit is contained in:
ginnoir
2026-06-11 20:36:07 -05:00
parent b3940774c4
commit 8d9484171f
3 changed files with 58 additions and 0 deletions
+22
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@@ -0,0 +1,22 @@
import { describe, expect, it } from 'vitest';
import { content } from '../../content/index';
import { createGameState, executeStoryAction } from '../game';
import { enterStoryNode } from '../story';
describe('executeStoryAction()', () => {
it('applies the linked story choice', () => {
const state = createGameState(content);
enterStoryNode(state, content, 'fork_choice');
executeStoryAction(state, content, 'pick_high_road');
expect(state.storyFlags.route_a).toBe(true);
expect(state.currentStoryNodeId).toBe('route_a_beat');
});
it('throws when the choice is not available', () => {
const state = createGameState(content);
enterStoryNode(state, content, 'fork_choice');
executeStoryAction(state, content, 'pick_high_road');
// after taking route A, the current node has no choices, so follow_river (pick_b) is unavailable
expect(() => executeStoryAction(state, content, 'follow_river')).toThrow();
});
});
+24
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@@ -1,4 +1,8 @@
import type { Content } from '../content/schema'; import type { Content } from '../content/schema';
import type { StoryContent } from '../content/storySchema';
import { applyChoice, isStoryChoiceAvailable } from './story';
type GameContent = Content & StoryContent;
/** /**
* Core game state and per-tick simulation. * Core game state and per-tick simulation.
@@ -173,6 +177,26 @@ export function executeInstant(state: GameState, content: Content, actionId: str
grantYields(state, content, actionId); grantYields(state, content, actionId);
} }
/**
* Execute a story action by resolving its storyChoiceId and applying it.
* Throws if the action is not of kind 'story', has no storyChoiceId, or the
* choice is not currently available.
*/
export function executeStoryAction(
state: GameState,
content: GameContent,
actionId: string,
): void {
const action = content.actionsById[actionId];
if (!action || action.kind !== 'story' || !action.storyChoiceId) {
throw new Error(`Action "${actionId}" is not a story action`);
}
if (!isStoryChoiceAvailable(state, content, action.storyChoiceId)) {
throw new Error(`Story choice "${action.storyChoiceId}" is not available`);
}
applyChoice(state, content, action.storyChoiceId);
}
/** /**
* Advance the active action by `tickMs`. On completion, grants yields and * Advance the active action by `tickMs`. On completion, grants yields and
* advances the queue — actions do not auto-repeat when the queue is empty. * advances the queue — actions do not auto-repeat when the queue is empty.
+12
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@@ -165,6 +165,18 @@ export function getAvailableChoices(state: GameState, content: GameContent): Sto
return node.choices.filter((c) => meetsChoiceRequirements(state, c.requirements)); return node.choices.filter((c) => meetsChoiceRequirements(state, c.requirements));
} }
export function isStoryChoiceAvailable(
state: GameState,
content: GameContent,
storyChoiceId: string,
): boolean {
const node = getCurrentNode(state, content);
if (!node?.choices) return false;
const choice = node.choices.find((c) => c.id === storyChoiceId);
if (!choice) return false;
return meetsChoiceRequirements(state, choice.requirements);
}
export function applyChoice( export function applyChoice(
state: GameState, state: GameState,
content: GameContent, content: GameContent,