Files
idlegame/src/state/viewModel.ts
T

278 lines
8.5 KiB
TypeScript

import type { GameContent } from '../content/index';
import { isAutomationUnlocked } from '../engine/automation';
import {
canAffordAction,
canUnlockAction,
type GameState,
isActionAvailable,
} from '../engine/game';
import { getAvailableChoices, getCurrentNode, isStoryChoiceAvailable } from '../engine/story';
/**
* Pure mapping from engine state to the view model the React shell renders.
* No React, no store — just data shaping, so it can be unit-tested directly.
*/
export interface ResourceView {
id: string;
name: string;
amount: number;
}
export const ACTION_COLUMN_ORDER = ['instant', 'loop', 'timed', 'story', 'context'] as const;
export type ActionColumnKind = (typeof ACTION_COLUMN_ORDER)[number];
const COLUMN_LABELS: Record<ActionColumnKind, string> = {
instant: 'Instant',
loop: 'Loop',
timed: 'Timed',
story: 'Story',
context: 'Context',
};
export interface ActionView {
id: string;
name: string;
available: boolean;
disabledReason: string | null;
storyHint?: string;
storyTooltip?: string;
costsSummary: string | null;
yieldsSummary: string | null;
kind: ActionColumnKind;
loopEnabled: boolean;
automationUnlocked: boolean;
inAutomationQueue: boolean;
}
export interface ActionGroupView {
id: string;
label: string;
actions: ActionView[];
}
export interface ActionColumnView {
kind: ActionColumnKind;
label: string;
groups: ActionGroupView[];
}
export interface StoryChoiceView {
id: string;
label: string;
disabled: boolean;
disabledReason: string | null;
}
export interface StoryTreeNodeView {
id: string;
label: string;
seen: boolean;
active: boolean;
children: StoryTreeNodeView[];
}
export interface StoryView {
currentProse: string | null;
atBootIntro: boolean;
choices: StoryChoiceView[];
tree: StoryTreeNodeView[];
}
export interface GameView {
resources: ResourceView[];
activeActionId: string | null;
actionName: string | null;
/** Progress of the active action, clamped to 0..1. */
actionProgress: number;
queuedActionIds: string[];
queuedActionNames: string[];
automationQueueIds: string[];
automationQueueNames: string[];
actions: ActionView[];
story: StoryView;
actionColumns: ActionColumnView[];
}
function actionDisabledReason(
state: GameState,
content: GameContent,
actionId: string,
): string | null {
if (!canUnlockAction(state, content, actionId)) return 'Locked';
if (!canAffordAction(state, content, actionId)) return 'Not enough resources';
return null;
}
function formatResourceList(
items: { resourceId: string; amount: number }[],
content: GameContent,
): string {
return items
.map((i) => `${i.amount} ${content.resourcesById[i.resourceId]?.name ?? i.resourceId}`)
.join(', ');
}
function buildStoryTree(state: GameState, content: GameContent): StoryTreeNodeView[] {
// Edges come from choice targets and trigger targets, skipping self-edges.
const childIds = new Set<string>();
const childrenOf = new Map<string, string[]>();
for (const node of content.storyNodes) {
const targets: string[] = [];
for (const choice of node.choices ?? []) {
if (choice.targetNodeId !== node.id) targets.push(choice.targetNodeId);
}
for (const trigger of node.triggers ?? []) {
if (trigger.targetNodeId !== node.id) targets.push(trigger.targetNodeId);
}
childrenOf.set(node.id, targets);
for (const t of targets) childIds.add(t);
}
const build = (id: string, seenOnPath: Set<string>): StoryTreeNodeView => {
const children = seenOnPath.has(id)
? []
: (childrenOf.get(id) ?? []).map((c) => build(c, new Set(seenOnPath).add(id)));
return {
id,
label: id, // minimal label per spec (T3.0 ships a minimal tree)
seen: state.seenStoryNodeIds.includes(id),
active: state.currentStoryNodeId === id,
children,
};
};
return content.storyNodes
.filter((n) => !childIds.has(n.id))
.map((n) => build(n.id, new Set<string>()));
}
export function toView(state: GameState, content: GameContent): GameView {
const resources: ResourceView[] = content.resources.map((resource) => ({
id: resource.id,
name: resource.name,
amount: state.resources[resource.id] ?? 0,
}));
const action = state.activeActionId ? content.actionsById[state.activeActionId] : undefined;
const actionProgress = action?.durationMs
? Math.min(1, state.actionElapsedMs / action.durationMs)
: 0;
const queuedActionIds = [...state.actionQueue];
const queuedActionNames = queuedActionIds.map((id) => content.actionsById[id]?.name ?? id);
const automationQueueIds = [...state.automationQueue];
const automationQueueNames = automationQueueIds.map((id) => content.actionsById[id]?.name ?? id);
// Build a map of ActionView by id for column assembly
const actionViewMap = new Map<string, ActionView>();
const actions: ActionView[] = content.actions.map((a) => {
const isStory = a.kind === 'story';
const available = isStory
? isStoryChoiceAvailable(state, content, a.storyChoiceId ?? '')
: isActionAvailable(state, content, a.id);
const view: ActionView = {
id: a.id,
name: a.name,
available,
disabledReason: isStory ? null : actionDisabledReason(state, content, a.id),
storyHint: a.storyHint,
storyTooltip: a.storyTooltip,
costsSummary: a.costs.length ? formatResourceList(a.costs, content) : null,
yieldsSummary: formatResourceList(a.yields, content),
kind: a.kind,
loopEnabled: !!state.enabledLoopActionIds[a.id],
automationUnlocked: isAutomationUnlocked(state, content, a.id),
inAutomationQueue: state.automationQueue.includes(a.id),
};
actionViewMap.set(a.id, view);
return view;
});
// Build action columns: one per kind in fixed order
const actionColumns: ActionColumnView[] = ACTION_COLUMN_ORDER.map((kind) => {
// Collect actions of this kind
const kindActions = content.actions.filter((a) => a.kind === kind);
// For story kind: only include available actions (hides siblings after fork)
const includedActions =
kind === 'story'
? kindActions.filter((a) => actionViewMap.get(a.id)?.available === true)
: kindActions;
// Group by action.group, preserving first-seen order
const groupOrder: string[] = [];
const groupMap = new Map<string, { id: string; label: string; actions: ActionView[] }>();
for (const a of includedActions) {
const view = actionViewMap.get(a.id);
if (!view) continue;
if (!groupMap.has(a.group.id)) {
groupOrder.push(a.group.id);
groupMap.set(a.group.id, { id: a.group.id, label: a.group.label, actions: [] });
}
groupMap.get(a.group.id)?.actions.push(view);
}
const groups: ActionGroupView[] = groupOrder
.map((gid) => groupMap.get(gid))
.filter((g): g is ActionGroupView => g !== undefined);
return {
kind,
label: COLUMN_LABELS[kind],
groups,
};
});
const node = getCurrentNode(state, content);
const availableChoices = getAvailableChoices(state, content);
const allChoices = node?.choices ?? [];
const bootEntryNodeId = content.storyNodes.find((n) =>
n.triggers?.some((t) => t.type === 'boot'),
)?.id;
const atBootIntro = node != null && node.id === bootEntryNodeId;
const story: StoryView = {
currentProse: node?.prose ?? null,
atBootIntro,
choices: allChoices.map((choice) => {
const available = availableChoices.some((c) => c.id === choice.id);
return {
id: choice.id,
label: choice.label,
disabled: !available,
disabledReason: available ? null : 'Requirements not met',
};
}),
tree: buildStoryTree(state, content),
};
return {
resources,
activeActionId: state.activeActionId,
actionName: action ? action.name : null,
actionProgress,
queuedActionIds,
queuedActionNames,
automationQueueIds,
automationQueueNames,
actions,
story,
actionColumns,
};
}
/** Render an offline gap as `45s`, `1m 30s`, `2m`, `1h 1m`, `2h`. */
export function formatOfflineDuration(ms: number): string {
const totalSeconds = Math.floor(ms / 1000);
if (totalSeconds < 60) {
return `${totalSeconds}s`;
}
const totalMinutes = Math.floor(totalSeconds / 60);
if (totalMinutes < 60) {
const seconds = totalSeconds % 60;
return seconds === 0 ? `${totalMinutes}m` : `${totalMinutes}m ${seconds}s`;
}
const hours = Math.floor(totalMinutes / 60);
const minutes = totalMinutes % 60;
return minutes === 0 ? `${hours}h` : `${hours}h ${minutes}m`;
}