feat(state): wire story triggers and choices through runtime

This commit is contained in:
ginnoir
2026-06-11 18:55:42 -05:00
parent a230a46850
commit 9a7eb3065a
+130 -2
View File
@@ -1,7 +1,25 @@
import { content } from '../content';
import { enqueueAction as engineEnqueueAction, type GameState, tickGame } from '../engine/game';
import {
cancelQueuedAction as engineCancelQueuedAction,
enqueueAction as engineEnqueueAction,
type GameState,
isActionAvailable,
tickGame,
} from '../engine/game';
import {
applyChoice as engineApplyChoice,
enterStoryNode,
initStory,
} from '../engine/story';
import { advance, createTickLoop, TICK_MS, type TickLoop } from '../engine/tickLoop';
import { createDefaultBackend, loadGame, type SaveBackend, saveGame } from './persistence';
import { getPrefs } from './prefs';
import {
processStoryTriggers,
shouldAutoOpenPanel,
storyEventsToLogEntries,
type StoryUiEffect,
} from './storyOrchestration';
import { useGameStore } from './store';
import { formatOfflineDuration, toView } from './viewModel';
@@ -45,6 +63,11 @@ class GameRuntime {
: 'A new tale begins. Choose an action.',
);
initStory(this.state, content);
const prefs = getPrefs();
store.setPrefs(prefs);
const bootEffect = processStoryTriggers(this.state, content, { reason: 'boot' }, prefs);
this.applyStoryUiEffect(bootEffect);
this.publish();
this.installLifecycleHooks();
this.rafId = requestAnimationFrame(this.frame);
@@ -63,6 +86,11 @@ class GameRuntime {
if (!state) {
return;
}
if (!isActionAvailable(state, content, actionId)) {
const actionView = toView(state, content).actions.find((a) => a.id === actionId);
useGameStore.getState().appendLog(actionView?.disabledReason ?? 'Cannot enqueue');
return;
}
try {
engineEnqueueAction(state, content, actionId);
const action = content.actionsById[actionId];
@@ -77,12 +105,112 @@ class GameRuntime {
this.publish();
}
applyStoryChoice(choiceId: string): void {
const state = this.state;
if (!state) return;
try {
const events = engineApplyChoice(state, content, choiceId);
const entries = storyEventsToLogEntries(events);
const store = useGameStore.getState();
for (const entry of entries) store.appendStoryLog(entry);
const choiceLabel = entries.at(-1)?.choiceLabel;
if (choiceLabel) store.appendLog(`Story: ${choiceLabel}`);
store.setStoryPanelOpen(false);
this.runPublishTriggers();
this.publish();
} catch (err) {
useGameStore.getState().appendLog(err instanceof Error ? err.message : 'Choice failed');
}
}
cancelQueuedAction(index: number): void {
const state = this.state;
if (!state) return;
try {
engineCancelQueuedAction(state, index);
useGameStore.getState().appendLog('Removed queued action.');
this.publish();
} catch (err) {
useGameStore.getState().appendLog(err instanceof Error ? err.message : 'Cancel failed');
}
}
openStoryPanel(): void {
useGameStore.getState().setStoryPanelOpen(true);
useGameStore.getState().setStoryHasUnread(false);
}
closeStoryPanel(): void {
useGameStore.getState().setStoryPanelOpen(false);
}
continueStory(): void {
const state = this.state;
if (!state) return;
if (state.currentStoryNodeId === 'boot_intro') {
const events = enterStoryNode(state, content, 'fork_choice');
const entries = storyEventsToLogEntries(events);
const store = useGameStore.getState();
for (const entry of entries) store.appendStoryLog(entry);
for (const entry of entries) {
store.appendLog(
`Story: ${content.storyNodesById[entry.nodeId]?.prose.slice(0, 40)}`,
);
}
const prefs = store.prefs;
if (shouldAutoOpenPanel(prefs, 'fork_choice', content)) {
store.setStoryPanelOpen(true);
store.setStoryHasUnread(false);
} else {
store.setStoryHasUnread(true);
store.setStoryPanelOpen(false);
}
this.publish();
return;
}
this.closeStoryPanel();
this.publish();
}
private applyStoryUiEffect(effect: StoryUiEffect): void {
const store = useGameStore.getState();
for (const entry of effect.logEntries) store.appendStoryLog(entry);
for (const line of effect.eventLogLines) store.appendLog(line);
if (effect.shouldOpenPanel) {
store.setStoryPanelOpen(true);
store.setStoryHasUnread(false);
} else if (effect.enteredNodeIds.length > 0) {
store.setStoryHasUnread(true);
}
}
private runPublishTriggers(): void {
const state = this.state;
if (!state) return;
const prefs = useGameStore.getState().prefs;
const effect = processStoryTriggers(state, content, { reason: 'publish' }, prefs);
this.applyStoryUiEffect(effect);
}
private readonly frame = (monoNow: number): void => {
const state = this.state;
if (state) {
advance(this.loop, monoNow, () => tickGame(state, content, TICK_MS));
advance(this.loop, monoNow, () => {
const result = tickGame(state, content, TICK_MS);
for (const actionId of result.completedActionIds) {
const prefs = useGameStore.getState().prefs;
const effect = processStoryTriggers(
state,
content,
{ reason: 'actionComplete', actionId },
prefs,
);
this.applyStoryUiEffect(effect);
}
});
if (monoNow - this.lastPublishAt >= PUBLISH_INTERVAL_MS) {
this.runPublishTriggers();
this.publish();
this.lastPublishAt = monoNow;
}