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
+2 -2
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@@ -1,6 +1,6 @@
import { describe, expect, it } from 'vitest';
import { buildContent } from '../../content/schema';
import { createGameState, startAction, tickGame } from '../game';
import { createGameState, enqueueAction, tickGame } from '../game';
import { advance, createTickLoop, TICK_MS } from '../tickLoop';
function testContent() {
@@ -20,7 +20,7 @@ function testContent() {
function simulate(elapsedMs: number, chunkMs: number) {
const content = testContent();
const state = createGameState(content);
startAction(state, content, 'forage');
enqueueAction(state, content, 'forage');
const loop = createTickLoop({ tickMs: TICK_MS, startNow: 0 });
let now = 0;
+117 -6
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@@ -29,6 +29,37 @@ function queueContent() {
});
}
function costContent() {
return buildContent({
resources: [
{ id: 'supplies', name: 'Supplies', startAmount: 10 },
{ id: 'coin', name: 'Coin', startAmount: 0 },
],
actions: [
{
id: 'gather',
name: 'Gather',
durationMs: 300,
yields: [{ resourceId: 'supplies', amount: 2 }],
},
{
id: 'trade',
name: 'Trade',
durationMs: 300,
costs: [{ resourceId: 'supplies', amount: 5 }],
yields: [{ resourceId: 'coin', amount: 3 }],
},
{
id: 'scout',
name: 'Scout',
durationMs: 300,
yields: [{ resourceId: 'coin', amount: 1 }],
unlock: { minResources: { coin: 1 } },
},
],
});
}
describe('createGameState()', () => {
it('seeds resource amounts from their start amounts with no active action', () => {
const state = createGameState(testContent());
@@ -119,6 +150,85 @@ describe('clearQueue()', () => {
});
});
describe('costs on start (D-0012)', () => {
it('deducts costs when an action becomes active', () => {
const content = costContent();
const state = createGameState(content);
enqueueAction(state, content, 'trade');
expect(state.resources.supplies).toBe(5);
});
it('rejects enqueue when unaffordable', () => {
const content = costContent();
const state = createGameState(content);
state.resources.supplies = 2;
expect(() => enqueueAction(state, content, 'trade')).toThrow(/cannot enqueue/i);
});
});
describe('unlock conditions', () => {
it('rejects locked actions', () => {
const content = costContent();
const state = createGameState(content);
expect(() => enqueueAction(state, content, 'scout')).toThrow(/cannot enqueue/i);
});
it('allows actions once unlock thresholds are met', () => {
const content = costContent();
const state = createGameState(content);
state.resources.coin = 1;
enqueueAction(state, content, 'scout');
expect(state.activeActionId).toBe('scout');
});
});
describe('completion advances queue', () => {
it('starts the next queued action after the active one completes', () => {
const content = costContent();
const state = createGameState(content);
enqueueAction(state, content, 'gather');
enqueueAction(state, content, 'gather');
tickGame(state, content, 300);
expect(state.activeActionId).toBe('gather');
expect(state.actionQueue).toEqual([]);
expect(state.resources.supplies).toBe(12);
});
it('goes idle when the queue is empty after completion', () => {
const content = costContent();
const state = createGameState(content);
enqueueAction(state, content, 'gather');
tickGame(state, content, 300);
expect(state.activeActionId).toBeNull();
expect(state.actionElapsedMs).toBe(0);
});
it('grants all yields on completion', () => {
const content = buildContent({
resources: [
{ id: 'a', name: 'A', startAmount: 0 },
{ id: 'b', name: 'B', startAmount: 0 },
],
actions: [
{
id: 'combo',
name: 'Combo',
durationMs: 100,
yields: [
{ resourceId: 'a', amount: 2 },
{ resourceId: 'b', amount: 3 },
],
},
],
});
const state = createGameState(content);
enqueueAction(state, content, 'combo');
tickGame(state, content, 100);
expect(state.resources.a).toBe(2);
expect(state.resources.b).toBe(3);
});
});
describe('tickGame()', () => {
it('does nothing when no action is active', () => {
const content = testContent();
@@ -136,7 +246,7 @@ describe('tickGame()', () => {
expect(state.actionElapsedMs).toBe(100);
});
it('grants the yield on completion and repeats, carrying the remainder', () => {
it('grants the yield on completion then goes idle', () => {
const content = testContent();
const state = createGameState(content);
startAction(state, content, 'forage');
@@ -144,15 +254,16 @@ describe('tickGame()', () => {
tickGame(state, content, 100);
tickGame(state, content, 100); // 300ms -> one completion, +2 gold
expect(state.resources.gold).toBe(7);
expect(state.activeActionId).toBeNull();
expect(state.actionElapsedMs).toBe(0);
});
it('handles multiple completions within a single large tick (offline catch-up)', () => {
it('handles a single completion within a large tick (offline catch-up)', () => {
const content = testContent();
const state = createGameState(content);
startAction(state, content, 'forage');
tickGame(state, content, 1000); // 3 completions (900ms) + 100ms remainder
expect(state.resources.gold).toBe(11); // 5 + 3*2
expect(state.actionElapsedMs).toBe(100);
enqueueAction(state, content, 'forage');
tickGame(state, content, 1000); // one completion only unless re-enqueued
expect(state.resources.gold).toBe(7); // 5 + 2
expect(state.activeActionId).toBeNull();
});
});
+4 -2
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@@ -86,7 +86,8 @@ describe('applyOfflineProgress()', () => {
startAction(state, content, 'forage'); // 3000ms per gold
const credited = applyOfflineProgress(state, content, 1000, 1000 + 9000); // 9s
expect(credited).toBe(9000);
expect(state.resources.gold).toBe(3); // 9000 / 3000
expect(state.resources.gold).toBe(1); // one completion then idle
expect(state.activeActionId).toBeNull();
});
it('credits nothing when the clock did not advance', () => {
@@ -103,6 +104,7 @@ describe('applyOfflineProgress()', () => {
startAction(state, content, 'forage');
const credited = applyOfflineProgress(state, content, 0, 10_000_000, 6000);
expect(credited).toBe(6000);
expect(state.resources.gold).toBe(2); // 6000 / 3000
expect(state.resources.gold).toBe(1); // one completion then idle
expect(state.activeActionId).toBeNull();
});
});
+107 -24
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@@ -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);
}
}
/** 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);
}
}
+2 -2
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@@ -31,8 +31,8 @@ describe('loadGame()', () => {
const result = await loadGame(content, backend, 1000 + 9000); // 9s offline
expect(result.offlineMs).toBe(9000);
expect(result.state.resources.gold).toBe(13); // 10 + 9000/3000
expect(result.state.activeActionId).toBe('forage');
expect(result.state.resources.gold).toBe(11); // 10 + one completion
expect(result.state.activeActionId).toBeNull();
});
it('falls back to a fresh game on a corrupt save instead of throwing', async () => {