Finding 1 (critical): atBootIntro was derived from tree.length === 0 in
StoryView.tsx, but buildStoryTree always returns all topology-root nodes,
so tree.length is always > 0 and the Continue button never rendered.
Fix: add atBootIntro: boolean to StoryView (viewModel), computed by
finding the boot-trigger node id without hardcoding the literal string,
then comparing to the current node. StoryView.tsx reads it from the store.
Also add a viewModel test covering both true and false cases.
Finding 2: onSelect in StoryView.tsx called useGameStore.getState()
directly, bypassing the runtime command layer. Fix: add
GameRuntime.selectStoryNode(id) and wire onSelect through gameRuntime.
Finding 3: aria-pressed on story tree nodes wrongly signals toggle-button
semantics. Fix: replace with aria-current={isSelected ? 'true' : undefined}.
Optional: hoist h-[calc(100dvh-6rem)] to SHELL_HEIGHT const in StoryView.tsx.
43 lines
1.4 KiB
TypeScript
43 lines
1.4 KiB
TypeScript
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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const SHELL_HEIGHT = 'h-[calc(100dvh-6rem)]';
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export function StoryView() {
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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 isBootIntro = useGameStore((s) => s.story.atBootIntro);
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if (isBootIntro) {
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return (
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<div className={`flex ${SHELL_HEIGHT} 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={`grid ${SHELL_HEIGHT} 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) => gameRuntime.selectStoryNode(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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