85 lines
3.1 KiB
TypeScript
85 lines
3.1 KiB
TypeScript
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// Engine type definitions. No runtime code — these shapes are the contract
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// between the world data, the engine, and the UI.
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export type RoomId = string
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export type ItemId = string
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export type EncounterId = string
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export type Direction = 'n' | 's' | 'e' | 'w' | 'u' | 'd'
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export type Verb =
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| 'go' | 'look' | 'examine' | 'take' | 'drop' | 'use' | 'open' | 'close'
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| 'read' | 'light' | 'extinguish' | 'attack' | 'inventory' | 'wait'
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| 'hold' | 'push' | 'pull'
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export type MetaVerb = 'restart' | 'undo' | 'hint' | 'save' | 'quit' | 'theme'
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export interface NounRef {
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/** Canonical noun (matches an ItemId, EncounterId, or a directional/world noun). */
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canonical: string
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/** The raw token(s) the player typed, for narration. */
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raw: string
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}
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export type ParsedCommand =
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| { kind: 'verb-only'; verb: Verb | 'look' | 'inventory' | 'wait' }
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| { kind: 'verb-target'; verb: Verb; target: NounRef }
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| { kind: 'verb-target-prep'; verb: Verb; target: NounRef; preposition: string; indirect: NounRef }
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| { kind: 'go'; direction: Direction }
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| { kind: 'meta'; verb: MetaVerb }
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| { kind: 'disambiguation'; chosen: string }
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| { kind: 'unknown'; raw: string; reason: 'unknown-verb' | 'unknown-noun' | 'malformed' }
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export type ResolveLevel = 'steady' | 'shaken' | 'reeling' | 'returning'
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export type Theme = 'amber' | 'ansi'
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export interface ItemInstance {
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id: ItemId
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/** Per-instance state: lit/unlit, broken/whole, etc. */
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state: Record<string, string | boolean | number>
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}
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export type EncounterPhase = string // phase names are encounter-specific
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export interface TranscriptLine {
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kind: 'narration' | 'player' | 'system'
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text: string
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}
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export interface PendingDisambiguation {
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verb: Verb
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candidates: string[] // canonical noun ids the player must choose between
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prompt: string
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}
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export interface GameState {
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schemaVersion: number
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location: RoomId
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inventory: ItemInstance[]
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/** Per-room state: visited, items dropped, descriptive flags. */
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roomState: Record<RoomId, Record<string, string | boolean | number>>
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/** Story-wide flags (e.g. 'gateOpened', 'mirrorTarnished'). */
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flags: Record<string, string | boolean | number>
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resolveLevel: ResolveLevel
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/** Active encounter phase by encounter id, or null if no encounter is mid-flight. */
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encounterState: Record<EncounterId, EncounterPhase>
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/** Last referenced noun, for pronoun resolution. */
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lastNoun: NounRef | null
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/** Pending multi-word disambiguation, set when the parser cannot decide. */
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pendingDisambiguation: PendingDisambiguation | null
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/** Capped at 200 entries; older entries are dropped on append. */
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transcript: TranscriptLine[]
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theme: Theme
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/** Set true when the player has reached an ending. UI shows ending screen. */
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endedWith: 'true' | 'wrong' | 'bad' | null
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}
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export interface DispatchResult {
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state: GameState
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/** Lines to append to the transcript (already added to state.transcript). */
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appended: TranscriptLine[]
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}
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export const SCHEMA_VERSION = 1
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export const TRANSCRIPT_CAP = 200
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export const RESOLVE_LEVELS: ResolveLevel[] = ['steady', 'shaken', 'reeling', 'returning']
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