feat(engine): costs on start, unlock checks, queue completion advancement

This commit is contained in:
ginnoir
2026-06-11 18:19:16 -05:00
parent ea2fb0afab
commit f514eeedf8
5 changed files with 232 additions and 36 deletions
+107 -24
View File
@@ -26,33 +26,121 @@ export function createGameState(content: Content): GameState {
return { resources, activeActionId: null, actionElapsedMs: 0, actionQueue: [] };
}
function assertKnownAction(content: Content, actionId: string): void {
if (!content.actionsById[actionId]) {
throw new Error(`Unknown action "${actionId}"`);
}
}
export function canAffordAction(state: GameState, content: Content, actionId: string): boolean {
const action = content.actionsById[actionId];
if (!action) return false;
return action.costs.every((cost) => (state.resources[cost.resourceId] ?? 0) >= cost.amount);
}
/** Story flags land in PR2; placeholder field keeps unlock schema honest. */
export function canUnlockAction(
state: GameState,
content: Content,
actionId: string,
storyFlags: Record<string, boolean> = {},
): boolean {
const action = content.actionsById[actionId];
if (!action) return false;
const unlock = action.unlock;
if (!unlock) return true;
if (unlock.minResources) {
for (const [resourceId, min] of Object.entries(unlock.minResources)) {
if ((state.resources[resourceId] ?? 0) < min) return false;
}
}
if (unlock.requireStoryFlags) {
for (const flag of unlock.requireStoryFlags) {
if (!storyFlags[flag]) return false;
}
}
return true;
}
export function isActionAvailable(
state: GameState,
content: Content,
actionId: string,
storyFlags: Record<string, boolean> = {},
): boolean {
return (
canAffordAction(state, content, actionId) &&
canUnlockAction(state, content, actionId, storyFlags)
);
}
function deductCosts(state: GameState, content: Content, actionId: string): void {
const action = content.actionsById[actionId];
if (!action) return;
for (const cost of action.costs) {
state.resources[cost.resourceId] -= cost.amount;
}
}
function grantYields(state: GameState, content: Content, actionId: string): void {
const action = content.actionsById[actionId];
if (!action) return;
for (const y of action.yields) {
state.resources[y.resourceId] = (state.resources[y.resourceId] ?? 0) + y.amount;
}
}
function beginAction(state: GameState, content: Content, actionId: string): void {
assertKnownAction(content, actionId);
deductCosts(state, content, actionId);
state.activeActionId = actionId;
state.actionElapsedMs = 0;
}
function startNextFromQueue(state: GameState, content: Content): void {
while (state.actionQueue.length > 0) {
const nextId = state.actionQueue.shift()!;
if (isActionAvailable(state, content, nextId)) {
beginAction(state, content, nextId);
return;
}
}
state.activeActionId = null;
state.actionElapsedMs = 0;
}
function completeActiveAction(state: GameState, content: Content): void {
const actionId = state.activeActionId;
if (!actionId) return;
grantYields(state, content, actionId);
startNextFromQueue(state, content);
}
/**
* Begin running an action, resetting its progress. Throws on an unknown id.
*
* @deprecated Prefer `enqueueAction` — it starts immediately when idle and queues otherwise.
*/
export function startAction(state: GameState, content: Content, actionId: string): void {
if (!content.actionsById[actionId]) {
throw new Error(`Unknown action "${actionId}"`);
}
assertKnownAction(content, actionId);
state.activeActionId = actionId;
state.actionElapsedMs = 0;
}
/**
* Start an action immediately when idle, otherwise append it to the queue.
* Throws on an unknown id. Cost/unlock checks are not applied yet.
* Costs deduct on start (D-0012). Throws when unknown, unaffordable, or locked.
*/
export function enqueueAction(state: GameState, content: Content, actionId: string): void {
if (!content.actionsById[actionId]) {
throw new Error(`Unknown action "${actionId}"`);
assertKnownAction(content, actionId);
if (!isActionAvailable(state, content, actionId)) {
throw new Error(`Cannot enqueue action "${actionId}"`);
}
if (state.activeActionId === null) {
state.activeActionId = actionId;
state.actionElapsedMs = 0;
return;
beginAction(state, content, actionId);
} else {
state.actionQueue.push(actionId);
}
state.actionQueue.push(actionId);
}
/** Remove a queued action by index. Throws RangeError when out of range. */
@@ -69,24 +157,19 @@ export function clearQueue(state: GameState): void {
}
/**
* Advance the active action by `tickMs`. Each time it reaches its duration it
* grants its yield and repeats, carrying the remainder — so one large tick (the
* offline catch-up path) can complete an action many times.
* Advance the active action by `tickMs`. On completion, grants yields and
* advances the queue — actions do not auto-repeat when the queue is empty.
*/
export function tickGame(state: GameState, content: Content, tickMs: number): void {
if (!state.activeActionId) {
return;
}
const action = content.actionsById[state.activeActionId];
if (!action) {
return;
}
if (!state.activeActionId) return;
state.actionElapsedMs += tickMs;
while (state.actionElapsedMs >= action.durationMs) {
while (state.activeActionId) {
const action = content.actionsById[state.activeActionId];
if (!action) return;
if (state.actionElapsedMs < action.durationMs) return;
state.actionElapsedMs -= action.durationMs;
for (const y of action.yields) {
state.resources[y.resourceId] += y.amount;
}
completeActiveAction(state, content);
}
}