docs: document PR3 shell UI and action kinds

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ginnoir
2026-06-11 22:33:48 -05:00
parent 4d508ae77c
commit 977dd8e878
+39 -2
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@@ -25,6 +25,12 @@ storage, requestAnimationFrame, or Date scheduling.
resource and one timed action. M1 expands this into real resources, actions,
story nodes, automation unlocks, and prestige definitions.
Each action carries a behavior `kind` (`instant`, `loop`, `timed`, `story`,
`context`) and a `group` (`{ id, label }`) used for UI layout. The schema
enforces kind-specific invariants: `timed`/`loop` require `durationMs`, `timed`
requires at least one yield, and `story` requires a `storyChoiceId` linking the
action to a choice on the current story node.
## State
`src/state/` owns environment coupling:
@@ -42,8 +48,39 @@ story nodes, automation unlocks, and prestige definitions.
## UI
`src/ui/` renders the view model and calls runtime commands. Components should
not implement gameplay rules. The M0 shell includes a resource readout, action
panel, progress bar, and event log.
not implement gameplay rules.
### Shell layout
PR3 replaces the M0/PR2 single-column overlay with a three-region shell
(`AppShell.tsx`): a left **nav rail** (Play / Story / Settings / About), a
**center** panel for the active tab, and a **right rail** shown on Play
(resources, an inventory placeholder, and an optional event log gated by the
`showEventLog` pref). `store.activePanel` selects the center panel; there is no
modal overlay. New story beats raise a nav badge (`storyHasUnread`), and
`storyOpenMode: auto` switches to the Story tab instead of opening an overlay.
### Action kinds
Play organizes actions into **columns by behavior kind**, ordered
`instant → loop → timed → story → context`, with collapsible theme **groups**
inside each column (collapse state persists in `prefs.collapsedActionGroups`).
The pure engine dispatches each kind through `performAction` (`game.ts`):
`instant` applies costs/yields immediately, `timed` enqueues, `loop` toggles an
entry in `enabledLoopActionIds` (an idle runner starts the highest-priority
affordable loop only when the queue is empty and only during live ticks, never
offline), and `story` applies the linked choice. Story forks are taken **only**
through Story-kind actions; the Story tab itself is read-only.
### Story tab
`StoryView.tsx` is a read-only 60/40 split: a branching `StoryTree` built from
the story graph's choice/trigger edges (seen paths emphasized, unseen dimmed) and
a scrollable `StoryProseLog` with no choice buttons. The boot intro shows a
single Continue affordance that advances `boot_intro → fork_choice`; thereafter
progression is driven by Story-kind actions.
The full design lives in `docs/superpowers/specs/2026-06-11-m1-pr3-shell-ui-design.md`.
## Verification