feat(m1): foundations — queue engine, costs, stub content #13
@@ -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 } from '../../engine/game';
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import { createGameState, enqueueAction, startAction } from '../../engine/game';
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import { formatOfflineDuration, toView } from '../viewModel';
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function testContent() {
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@@ -44,6 +44,22 @@ describe('toView()', () => {
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state.actionElapsedMs = 999;
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expect(toView(state, content).actionProgress).toBe(1);
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});
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it('includes queued action ids in order', () => {
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const content = buildContent({
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resources: [{ id: 'gold', name: 'Gold' }],
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actions: [
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{ id: 'a', name: 'Alpha', durationMs: 1000, yields: [{ resourceId: 'gold', amount: 1 }] },
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{ id: 'b', name: 'Bravo', durationMs: 1000, yields: [{ resourceId: 'gold', amount: 1 }] },
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],
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});
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const state = createGameState(content);
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enqueueAction(state, content, 'a');
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enqueueAction(state, content, 'b');
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const view = toView(state, content);
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expect(view.queuedActionIds).toEqual(['b']);
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expect(view.queuedActionNames).toEqual(['Bravo']);
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});
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});
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describe('formatOfflineDuration()', () => {
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+12
-6
@@ -1,5 +1,5 @@
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import { content } from '../content';
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import { startAction as engineStartAction, type GameState, tickGame } from '../engine/game';
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import { enqueueAction as engineEnqueueAction, type GameState, tickGame } from '../engine/game';
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import { advance, createTickLoop, TICK_MS, type TickLoop } from '../engine/tickLoop';
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import { createDefaultBackend, loadGame, type SaveBackend, saveGame } from './persistence';
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import { useGameStore } from './store';
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@@ -58,15 +58,21 @@ class GameRuntime {
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}
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}
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startAction(actionId: string): void {
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enqueueAction(actionId: string): void {
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const state = this.state;
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if (!state) {
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return;
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}
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engineStartAction(state, content, actionId);
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const action = content.actionsById[actionId];
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if (action) {
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useGameStore.getState().appendLog(`Started: ${action.name}.`);
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try {
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engineEnqueueAction(state, content, actionId);
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const action = content.actionsById[actionId];
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if (action) {
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const verb = state.actionQueue.includes(actionId) ? 'Queued' : 'Started';
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useGameStore.getState().appendLog(`${verb}: ${action.name}.`);
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}
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} catch (err) {
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const msg = err instanceof Error ? err.message : 'Cannot start action';
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useGameStore.getState().appendLog(msg);
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}
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this.publish();
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}
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@@ -20,6 +20,8 @@ export const useGameStore = create<GameStoreState>((set) => ({
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activeActionId: null,
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actionName: null,
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actionProgress: 0,
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queuedActionIds: [],
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queuedActionNames: [],
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log: [],
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setView: (view) => set(view),
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appendLog: (line) => set((state) => ({ log: [...state.log, line].slice(-MAX_LOG_LINES) })),
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@@ -18,6 +18,8 @@ export interface GameView {
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actionName: string | null;
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/** Progress of the active action, clamped to 0..1. */
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actionProgress: number;
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queuedActionIds: string[];
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queuedActionNames: string[];
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}
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export function toView(state: GameState, content: Content): GameView {
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@@ -29,12 +31,16 @@ export function toView(state: GameState, content: Content): GameView {
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const action = state.activeActionId ? content.actionsById[state.activeActionId] : undefined;
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const actionProgress = action ? Math.min(1, state.actionElapsedMs / action.durationMs) : 0;
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const queuedActionIds = [...state.actionQueue];
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const queuedActionNames = queuedActionIds.map((id) => content.actionsById[id]?.name ?? id);
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return {
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resources,
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activeActionId: state.activeActionId,
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actionName: action ? action.name : null,
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actionProgress,
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queuedActionIds,
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queuedActionNames,
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};
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}
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@@ -16,7 +16,7 @@ export function ActionPanel() {
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<button
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type="button"
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key={action.id}
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onClick={() => gameRuntime.startAction(action.id)}
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onClick={() => gameRuntime.enqueueAction(action.id)}
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className="relative overflow-hidden rounded-lg border border-slate-700 bg-slate-800/70 px-4 py-3 text-left transition-colors hover:border-amber-500/60 hover:bg-slate-800"
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>
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{isActive ? (
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