feat(ui): story tab with tree and prose log
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+33
-66
@@ -1,76 +1,43 @@
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import { gameRuntime } from '../state/runtime';
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import { useGameStore } from '../state/store';
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import { StoryProseLog } from './StoryProseLog';
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import { StoryTree } from './StoryTree';
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export function StoryView() {
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const story = useGameStore((s) => s.story);
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const storyLog = useGameStore((s) => s.storyLog);
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const tree = useGameStore((s) => s.story.tree);
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const log = useGameStore((s) => s.storyLog);
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const selectedId = useGameStore((s) => s.selectedStoryNodeId);
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const currentProse = useGameStore((s) => s.story.currentProse);
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const choicesLength = useGameStore((s) => s.story.choices.length);
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const hasChoices = story.choices.length > 0;
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// Boot intro: show Continue button when there's prose, no choices, and no tree yet
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const isBootIntro = currentProse != null && choicesLength === 0 && tree.length === 0;
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if (isBootIntro) {
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return (
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<div className="flex h-[calc(100dvh-6rem)] flex-col items-center justify-center gap-6">
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<p className="max-w-lg text-center text-lg leading-relaxed text-slate-100 whitespace-pre-wrap">
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{currentProse}
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</p>
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<button
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type="button"
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onClick={() => gameRuntime.continueStory()}
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className="cursor-pointer rounded-lg bg-amber-600 px-6 py-2.5 font-medium text-slate-100 transition-colors hover:bg-amber-500"
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>
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Continue
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</button>
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</div>
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);
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}
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return (
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<div className="flex h-full flex-col gap-8 lg:grid lg:grid-cols-3">
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{/* Story Log Section */}
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<div className="order-2 flex max-h-[30vh] flex-col overflow-y-auto border-slate-800 border-t pt-6 lg:order-1 lg:max-h-[calc(100vh-6rem)] lg:border-t-0 lg:border-r lg:pt-0 lg:pr-6">
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<h2 className="mb-4 text-xs font-semibold text-slate-400 tracking-wider uppercase">
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Story Log
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</h2>
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{storyLog.length === 0 ? (
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<p className="text-sm text-slate-500 italic">The chronicle is empty...</p>
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) : (
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<ul className="space-y-3 text-sm text-slate-300">
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{storyLog.map((entry) => (
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<li
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key={`${entry.nodeId}:${entry.choiceLabel ?? ''}:${entry.prose}`}
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className="border-slate-900 border-b pb-2 last:border-0"
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>
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{entry.choiceLabel ? (
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<span className="font-medium text-amber-400/80">[{entry.choiceLabel}] </span>
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) : null}
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<span className="leading-relaxed">{entry.prose}</span>
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</li>
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))}
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</ul>
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)}
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</div>
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{/* Active Node Section */}
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<div className="order-1 flex min-h-[300px] flex-col justify-between rounded-xl border border-slate-800/60 bg-slate-900/40 p-6 shadow-inner lg:order-2 lg:col-span-2">
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<div className="flex flex-1 flex-col justify-center">
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<p className="text-lg text-slate-100 leading-relaxed whitespace-pre-wrap">
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{story.currentProse ||
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'The path ahead is shrouded in mist. Begin an action to unveil your story.'}
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</p>
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</div>
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{story.currentProse && (
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<div className="mt-6 border-slate-800/80 border-t pt-6">
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{hasChoices ? (
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<div className="flex flex-col gap-2">
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{story.choices.map((choice) => (
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<button
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key={choice.id}
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type="button"
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disabled={choice.disabled}
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title={choice.disabled ? (choice.disabledReason ?? undefined) : undefined}
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onClick={() => gameRuntime.applyStoryChoice(choice.id)}
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className="w-full cursor-pointer rounded-lg border border-slate-700 bg-slate-950/40 px-4 py-3 text-left text-slate-200 transition-all duration-200 hover:border-amber-500/60 hover:bg-slate-900/60 disabled:cursor-not-allowed disabled:opacity-40"
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>
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{choice.label}
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</button>
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))}
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</div>
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) : (
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<button
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type="button"
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onClick={() => gameRuntime.continueStory()}
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className="cursor-pointer rounded-lg bg-amber-600 px-6 py-2.5 font-medium text-slate-100 transition-colors hover:bg-amber-500"
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>
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Continue
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</button>
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)}
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</div>
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)}
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</div>
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<div className="grid h-[calc(100dvh-6rem)] grid-cols-[3fr_2fr] gap-4">
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<StoryTree
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nodes={tree}
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selectedId={selectedId}
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onSelect={(id) => useGameStore.getState().setSelectedStoryNodeId(id)}
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/>
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<StoryProseLog log={log} selectedId={selectedId} />
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</div>
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);
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}
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