feat(engine): costs on start, unlock checks, queue completion advancement
This commit is contained in:
@@ -1,6 +1,6 @@
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import { describe, expect, it } from 'vitest';
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import { buildContent } from '../../content/schema';
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import { createGameState, startAction, tickGame } from '../game';
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import { createGameState, enqueueAction, tickGame } from '../game';
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import { advance, createTickLoop, TICK_MS } from '../tickLoop';
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function testContent() {
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@@ -20,7 +20,7 @@ function testContent() {
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function simulate(elapsedMs: number, chunkMs: number) {
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const content = testContent();
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const state = createGameState(content);
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startAction(state, content, 'forage');
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enqueueAction(state, content, 'forage');
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const loop = createTickLoop({ tickMs: TICK_MS, startNow: 0 });
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let now = 0;
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@@ -29,6 +29,37 @@ function queueContent() {
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});
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}
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function costContent() {
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return buildContent({
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resources: [
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{ id: 'supplies', name: 'Supplies', startAmount: 10 },
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{ id: 'coin', name: 'Coin', startAmount: 0 },
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],
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actions: [
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{
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id: 'gather',
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name: 'Gather',
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durationMs: 300,
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yields: [{ resourceId: 'supplies', amount: 2 }],
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},
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{
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id: 'trade',
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name: 'Trade',
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durationMs: 300,
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costs: [{ resourceId: 'supplies', amount: 5 }],
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yields: [{ resourceId: 'coin', amount: 3 }],
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},
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{
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id: 'scout',
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name: 'Scout',
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durationMs: 300,
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yields: [{ resourceId: 'coin', amount: 1 }],
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unlock: { minResources: { coin: 1 } },
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},
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],
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});
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}
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describe('createGameState()', () => {
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it('seeds resource amounts from their start amounts with no active action', () => {
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const state = createGameState(testContent());
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@@ -119,6 +150,85 @@ describe('clearQueue()', () => {
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});
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});
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describe('costs on start (D-0012)', () => {
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it('deducts costs when an action becomes active', () => {
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const content = costContent();
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const state = createGameState(content);
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enqueueAction(state, content, 'trade');
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expect(state.resources.supplies).toBe(5);
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});
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it('rejects enqueue when unaffordable', () => {
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const content = costContent();
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const state = createGameState(content);
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state.resources.supplies = 2;
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expect(() => enqueueAction(state, content, 'trade')).toThrow(/cannot enqueue/i);
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});
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});
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describe('unlock conditions', () => {
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it('rejects locked actions', () => {
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const content = costContent();
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const state = createGameState(content);
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expect(() => enqueueAction(state, content, 'scout')).toThrow(/cannot enqueue/i);
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});
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it('allows actions once unlock thresholds are met', () => {
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const content = costContent();
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const state = createGameState(content);
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state.resources.coin = 1;
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enqueueAction(state, content, 'scout');
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expect(state.activeActionId).toBe('scout');
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});
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});
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describe('completion advances queue', () => {
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it('starts the next queued action after the active one completes', () => {
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const content = costContent();
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const state = createGameState(content);
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enqueueAction(state, content, 'gather');
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enqueueAction(state, content, 'gather');
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tickGame(state, content, 300);
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expect(state.activeActionId).toBe('gather');
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expect(state.actionQueue).toEqual([]);
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expect(state.resources.supplies).toBe(12);
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});
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it('goes idle when the queue is empty after completion', () => {
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const content = costContent();
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const state = createGameState(content);
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enqueueAction(state, content, 'gather');
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tickGame(state, content, 300);
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expect(state.activeActionId).toBeNull();
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expect(state.actionElapsedMs).toBe(0);
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});
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it('grants all yields on completion', () => {
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const content = buildContent({
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resources: [
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{ id: 'a', name: 'A', startAmount: 0 },
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{ id: 'b', name: 'B', startAmount: 0 },
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],
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actions: [
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{
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id: 'combo',
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name: 'Combo',
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durationMs: 100,
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yields: [
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{ resourceId: 'a', amount: 2 },
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{ resourceId: 'b', amount: 3 },
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],
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},
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],
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});
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const state = createGameState(content);
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enqueueAction(state, content, 'combo');
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tickGame(state, content, 100);
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expect(state.resources.a).toBe(2);
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expect(state.resources.b).toBe(3);
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});
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});
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describe('tickGame()', () => {
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it('does nothing when no action is active', () => {
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const content = testContent();
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@@ -136,7 +246,7 @@ describe('tickGame()', () => {
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expect(state.actionElapsedMs).toBe(100);
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});
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it('grants the yield on completion and repeats, carrying the remainder', () => {
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it('grants the yield on completion then goes idle', () => {
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const content = testContent();
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const state = createGameState(content);
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startAction(state, content, 'forage');
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@@ -144,15 +254,16 @@ describe('tickGame()', () => {
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tickGame(state, content, 100);
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tickGame(state, content, 100); // 300ms -> one completion, +2 gold
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expect(state.resources.gold).toBe(7);
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expect(state.activeActionId).toBeNull();
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expect(state.actionElapsedMs).toBe(0);
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});
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it('handles multiple completions within a single large tick (offline catch-up)', () => {
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it('handles a single completion within a large tick (offline catch-up)', () => {
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const content = testContent();
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const state = createGameState(content);
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startAction(state, content, 'forage');
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tickGame(state, content, 1000); // 3 completions (900ms) + 100ms remainder
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expect(state.resources.gold).toBe(11); // 5 + 3*2
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expect(state.actionElapsedMs).toBe(100);
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enqueueAction(state, content, 'forage');
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tickGame(state, content, 1000); // one completion only unless re-enqueued
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expect(state.resources.gold).toBe(7); // 5 + 2
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expect(state.activeActionId).toBeNull();
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});
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});
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@@ -86,7 +86,8 @@ describe('applyOfflineProgress()', () => {
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startAction(state, content, 'forage'); // 3000ms per gold
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const credited = applyOfflineProgress(state, content, 1000, 1000 + 9000); // 9s
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expect(credited).toBe(9000);
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expect(state.resources.gold).toBe(3); // 9000 / 3000
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expect(state.resources.gold).toBe(1); // one completion then idle
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expect(state.activeActionId).toBeNull();
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});
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it('credits nothing when the clock did not advance', () => {
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@@ -103,6 +104,7 @@ describe('applyOfflineProgress()', () => {
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startAction(state, content, 'forage');
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const credited = applyOfflineProgress(state, content, 0, 10_000_000, 6000);
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expect(credited).toBe(6000);
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expect(state.resources.gold).toBe(2); // 6000 / 3000
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expect(state.resources.gold).toBe(1); // one completion then idle
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expect(state.activeActionId).toBeNull();
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});
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});
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+107
-24
@@ -26,33 +26,121 @@ export function createGameState(content: Content): GameState {
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return { resources, activeActionId: null, actionElapsedMs: 0, actionQueue: [] };
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}
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function assertKnownAction(content: Content, actionId: string): void {
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if (!content.actionsById[actionId]) {
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throw new Error(`Unknown action "${actionId}"`);
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}
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}
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export function canAffordAction(state: GameState, content: Content, actionId: string): boolean {
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const action = content.actionsById[actionId];
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if (!action) return false;
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return action.costs.every((cost) => (state.resources[cost.resourceId] ?? 0) >= cost.amount);
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}
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/** Story flags land in PR2; placeholder field keeps unlock schema honest. */
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export function canUnlockAction(
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state: GameState,
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content: Content,
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actionId: string,
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storyFlags: Record<string, boolean> = {},
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): boolean {
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const action = content.actionsById[actionId];
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if (!action) return false;
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const unlock = action.unlock;
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if (!unlock) return true;
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if (unlock.minResources) {
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for (const [resourceId, min] of Object.entries(unlock.minResources)) {
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if ((state.resources[resourceId] ?? 0) < min) return false;
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}
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}
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if (unlock.requireStoryFlags) {
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for (const flag of unlock.requireStoryFlags) {
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if (!storyFlags[flag]) return false;
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}
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}
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return true;
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}
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export function isActionAvailable(
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state: GameState,
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content: Content,
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actionId: string,
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storyFlags: Record<string, boolean> = {},
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): boolean {
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return (
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canAffordAction(state, content, actionId) &&
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canUnlockAction(state, content, actionId, storyFlags)
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);
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}
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function deductCosts(state: GameState, content: Content, actionId: string): void {
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const action = content.actionsById[actionId];
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if (!action) return;
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for (const cost of action.costs) {
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state.resources[cost.resourceId] -= cost.amount;
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}
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}
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function grantYields(state: GameState, content: Content, actionId: string): void {
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const action = content.actionsById[actionId];
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if (!action) return;
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for (const y of action.yields) {
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state.resources[y.resourceId] = (state.resources[y.resourceId] ?? 0) + y.amount;
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}
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}
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function beginAction(state: GameState, content: Content, actionId: string): void {
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assertKnownAction(content, actionId);
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deductCosts(state, content, actionId);
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state.activeActionId = actionId;
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state.actionElapsedMs = 0;
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}
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function startNextFromQueue(state: GameState, content: Content): void {
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while (state.actionQueue.length > 0) {
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const nextId = state.actionQueue.shift()!;
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if (isActionAvailable(state, content, nextId)) {
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beginAction(state, content, nextId);
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return;
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}
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}
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state.activeActionId = null;
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state.actionElapsedMs = 0;
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}
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function completeActiveAction(state: GameState, content: Content): void {
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const actionId = state.activeActionId;
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if (!actionId) return;
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grantYields(state, content, actionId);
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startNextFromQueue(state, content);
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}
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/**
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* Begin running an action, resetting its progress. Throws on an unknown id.
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*
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* @deprecated Prefer `enqueueAction` — it starts immediately when idle and queues otherwise.
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*/
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export function startAction(state: GameState, content: Content, actionId: string): void {
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if (!content.actionsById[actionId]) {
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throw new Error(`Unknown action "${actionId}"`);
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}
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assertKnownAction(content, actionId);
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state.activeActionId = actionId;
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state.actionElapsedMs = 0;
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}
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/**
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* Start an action immediately when idle, otherwise append it to the queue.
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* Throws on an unknown id. Cost/unlock checks are not applied yet.
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* Costs deduct on start (D-0012). Throws when unknown, unaffordable, or locked.
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*/
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export function enqueueAction(state: GameState, content: Content, actionId: string): void {
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if (!content.actionsById[actionId]) {
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throw new Error(`Unknown action "${actionId}"`);
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assertKnownAction(content, actionId);
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if (!isActionAvailable(state, content, actionId)) {
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throw new Error(`Cannot enqueue action "${actionId}"`);
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}
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if (state.activeActionId === null) {
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state.activeActionId = actionId;
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state.actionElapsedMs = 0;
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return;
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}
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beginAction(state, content, actionId);
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} else {
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state.actionQueue.push(actionId);
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}
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}
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/** Remove a queued action by index. Throws RangeError when out of range. */
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@@ -69,24 +157,19 @@ export function clearQueue(state: GameState): void {
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}
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/**
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* Advance the active action by `tickMs`. Each time it reaches its duration it
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* grants its yield and repeats, carrying the remainder — so one large tick (the
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* offline catch-up path) can complete an action many times.
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* Advance the active action by `tickMs`. On completion, grants yields and
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* advances the queue — actions do not auto-repeat when the queue is empty.
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*/
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export function tickGame(state: GameState, content: Content, tickMs: number): void {
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if (!state.activeActionId) {
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return;
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}
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const action = content.actionsById[state.activeActionId];
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if (!action) {
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return;
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}
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if (!state.activeActionId) return;
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state.actionElapsedMs += tickMs;
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while (state.actionElapsedMs >= action.durationMs) {
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while (state.activeActionId) {
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const action = content.actionsById[state.activeActionId];
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if (!action) return;
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if (state.actionElapsedMs < action.durationMs) return;
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state.actionElapsedMs -= action.durationMs;
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for (const y of action.yields) {
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state.resources[y.resourceId] += y.amount;
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}
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completeActiveAction(state, content);
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}
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}
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@@ -31,8 +31,8 @@ describe('loadGame()', () => {
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const result = await loadGame(content, backend, 1000 + 9000); // 9s offline
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expect(result.offlineMs).toBe(9000);
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expect(result.state.resources.gold).toBe(13); // 10 + 9000/3000
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expect(result.state.activeActionId).toBe('forage');
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expect(result.state.resources.gold).toBe(11); // 10 + one completion
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expect(result.state.activeActionId).toBeNull();
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});
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it('falls back to a fresh game on a corrupt save instead of throwing', async () => {
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