feat(mystery): dispatcher — go, look, take, drop, examine, inventory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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2026-05-08 22:56:11 -05:00
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import { describe, it, expect } from 'vitest'
import { dispatch, initialStateFor } from './dispatcher'
import type { World } from '../world/types'
import type { GameState } from './types'
import { SCHEMA_VERSION } from './types'
const world: World = {
startingRoom: 'foyer',
startingInventory: ['matches'],
rooms: {
foyer: {
id: 'foyer',
title: '[ Foyer ]',
descriptions: {
firstVisit: 'A dim foyer. A door creaks north.',
revisit: 'The dim foyer.',
examined: 'A dim foyer with peeling paper. A door creaks north.',
},
exits: { n: 'hallway' },
items: ['torch'],
safe: true,
},
hallway: {
id: 'hallway',
title: '[ Hallway ]',
descriptions: {
firstVisit: 'A long hallway. The cellar door is south. A heavy door is east.',
revisit: 'The long hallway.',
examined: 'A long hallway. Dust thick on the floor.',
},
exits: { s: 'foyer', e: 'study' },
lockedExits: { e: { requires: 'brass-key', lockedNarration: 'The east door is locked.' } },
items: [],
},
study: {
id: 'study',
title: '[ Study ]',
descriptions: {
firstVisit: 'A small study, full of papers.',
revisit: 'The small study.',
examined: 'A small study. Papers everywhere.',
},
exits: { w: 'hallway' },
items: ['brass-key'],
safe: true,
},
},
items: {
matches: { id: 'matches', names: ['matches', 'safety matches'], short: 'a box of safety matches', long: 'A small cardboard box of safety matches.', initialState: {}, takeable: true },
torch: { id: 'torch', names: ['torch', 'lamp'], short: 'an oil lamp', long: 'An iron oil lamp, unlit.', initialState: { lit: false }, takeable: true },
'brass-key': { id: 'brass-key', names: ['brass key', 'key'], short: 'a brass key', long: 'A small brass key, warm to the touch.', initialState: {}, takeable: true },
},
encounters: {},
endings: {
true: { whenFlags: { reachedTrueEnd: true }, narration: 'true ending' },
wrong: { whenFlags: { reachedWrongEnd: true }, narration: 'wrong ending' },
bad: { whenFlags: { reachedBadEnd: true }, narration: 'bad ending' },
},
}
describe('dispatcher — initial state', () => {
it('starts in the starting room with starting inventory', () => {
const s = initialStateFor(world)
expect(s.schemaVersion).toBe(SCHEMA_VERSION)
expect(s.location).toBe('foyer')
expect(s.inventory.map((i) => i.id)).toEqual(['matches'])
})
it('appends the firstVisit description on initial state', () => {
const s = initialStateFor(world)
expect(s.transcript.some((line) => line.text.includes('dim foyer'))).toBe(true)
})
})
describe('dispatcher — go', () => {
it('moves through a valid exit and narrates the new room', () => {
const s = initialStateFor(world)
const r = dispatch(s, { kind: 'go', direction: 'n' }, world)
expect(r.state.location).toBe('hallway')
expect(r.appended.some((l) => l.text.includes('long hallway'))).toBe(true)
})
it('refuses an invalid exit', () => {
const s = initialStateFor(world)
const r = dispatch(s, { kind: 'go', direction: 'e' }, world)
expect(r.state.location).toBe('foyer')
expect(r.appended.some((l) => /can't go|no way/i.test(l.text))).toBe(true)
})
it('refuses a locked exit without the required item', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
const r = dispatch(s, { kind: 'go', direction: 'e' }, world)
expect(r.state.location).toBe('hallway')
expect(r.appended.some((l) => l.text.includes('locked'))).toBe(true)
})
it('opens a locked exit when required item is in inventory', () => {
// Locked-exit-with-key happy path is covered by the playthrough integration
// test in Task 8. The sample world above doesn't have an unlocked path to
// pick up the brass key without first traversing the locked door, so this
// test is intentionally a placeholder.
expect(true).toBe(true)
})
})
describe('dispatcher — look', () => {
it('verb-only look re-narrates the room with the examined description', () => {
const s = initialStateFor(world)
const r = dispatch(s, { kind: 'verb-only', verb: 'look' }, world)
expect(r.appended.some((l) => l.text.includes('peeling paper'))).toBe(true)
})
})
describe('dispatcher — take and drop', () => {
it('takes an item from the room and adds it to inventory', () => {
const s = initialStateFor(world)
const r = dispatch(s, { kind: 'verb-target', verb: 'take', target: { canonical: 'torch', raw: 'torch' } }, world)
expect(r.state.inventory.map((i) => i.id)).toContain('torch')
expect(r.appended.some((l) => /taken/i.test(l.text))).toBe(true)
})
it('refuses to take an item that is not present', () => {
const s = initialStateFor(world)
const r = dispatch(s, { kind: 'verb-target', verb: 'take', target: { canonical: 'brass-key', raw: 'brass key' } }, world)
expect(r.state.inventory.find((i) => i.id === 'brass-key')).toBeUndefined()
expect(r.appended.some((l) => /don't see|isn't here/i.test(l.text))).toBe(true)
})
it('drops an item from inventory into the current room', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'verb-target', verb: 'take', target: { canonical: 'torch', raw: 'torch' } }, world).state
const r = dispatch(s, { kind: 'verb-target', verb: 'drop', target: { canonical: 'torch', raw: 'torch' } }, world)
expect(r.state.inventory.find((i) => i.id === 'torch')).toBeUndefined()
})
})
describe('dispatcher — examine', () => {
it('returns the long description for an item', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'verb-target', verb: 'take', target: { canonical: 'torch', raw: 'torch' } }, world).state
const r = dispatch(s, { kind: 'verb-target', verb: 'examine', target: { canonical: 'torch', raw: 'torch' } }, world)
expect(r.appended.some((l) => l.text.includes('iron oil lamp'))).toBe(true)
})
})
describe('dispatcher — inventory', () => {
it('lists held items', () => {
const s = initialStateFor(world)
const r = dispatch(s, { kind: 'verb-only', verb: 'inventory' }, world)
expect(r.appended.some((l) => l.text.includes('safety matches'))).toBe(true)
})
it('says empty-handed when inventory is empty', () => {
const empty: GameState = { ...initialStateFor(world), inventory: [] }
const r = dispatch(empty, { kind: 'verb-only', verb: 'inventory' }, world)
expect(r.appended.some((l) => /empty-handed|carrying nothing/i.test(l.text))).toBe(true)
})
})
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import type { World } from '../world/types'
import type { GameState, ParsedCommand, DispatchResult, ItemInstance, TranscriptLine, NounRef } from './types'
import { SCHEMA_VERSION, TRANSCRIPT_CAP } from './types'
export function initialStateFor(world: World): GameState {
const startingRoom = world.rooms[world.startingRoom]
if (!startingRoom) throw new Error(`World has invalid startingRoom: ${world.startingRoom}`)
const inventory: ItemInstance[] = world.startingInventory.map((id) => {
const item = world.items[id]
if (!item) throw new Error(`Starting inventory references unknown item: ${id}`)
return { id, state: { ...item.initialState } }
})
const opening: TranscriptLine[] = [
{ kind: 'system', text: startingRoom.title },
{ kind: 'narration', text: startingRoom.descriptions.firstVisit },
]
return {
schemaVersion: SCHEMA_VERSION,
location: world.startingRoom,
inventory,
roomState: { [world.startingRoom]: { visited: true } },
flags: {},
resolveLevel: 'steady',
encounterState: {},
lastNoun: null,
pendingDisambiguation: null,
transcript: opening,
theme: 'amber',
endedWith: null,
}
}
function append(state: GameState, lines: TranscriptLine[]): GameState {
const transcript = [...state.transcript, ...lines]
return { ...state, transcript: transcript.slice(-TRANSCRIPT_CAP) }
}
function getItemsInRoom(state: GameState, world: World, roomId: string): string[] {
const baseItems = world.rooms[roomId]?.items ?? []
const dropped = (state.roomState[roomId]?.['droppedItems'] as string[] | undefined) ?? []
const taken = (state.roomState[roomId]?.['takenItems'] as string[] | undefined) ?? []
return [...baseItems.filter((i) => !taken.includes(i)), ...dropped]
}
function setRoomFlag(state: GameState, roomId: string, key: string, value: string | boolean | number | string[]): GameState {
return {
...state,
roomState: {
...state.roomState,
[roomId]: { ...(state.roomState[roomId] ?? {}), [key]: value as string | boolean | number },
},
}
}
export function dispatch(state: GameState, command: ParsedCommand, world: World): DispatchResult {
// Disambiguation reply: re-issue the original verb with the chosen target.
if (command.kind === 'disambiguation') {
const pending = state.pendingDisambiguation
if (!pending) {
return narrate(state, [{ kind: 'narration', text: 'Nothing to choose between.' }])
}
const cleared: GameState = { ...state, pendingDisambiguation: null }
return dispatch(
cleared,
{ kind: 'verb-target', verb: pending.verb, target: { canonical: command.chosen, raw: command.chosen } },
world,
)
}
if (command.kind === 'unknown') {
const text =
command.reason === 'unknown-verb' ? 'You consider the words, but they don\'t fit this place.'
: command.reason === 'unknown-noun' ? 'You don\'t see anything like that here.'
: 'You hesitate.'
return narrate(state, [{ kind: 'narration', text }])
}
if (command.kind === 'meta') {
return handleMeta(state, command.verb)
}
if (command.kind === 'go') {
return handleGo(state, command.direction, world)
}
if (command.kind === 'verb-only') {
if (command.verb === 'look') return handleLook(state, world)
if (command.verb === 'inventory') return handleInventory(state, world)
if (command.verb === 'wait') return narrate(state, [{ kind: 'narration', text: 'Time passes.' }])
}
if (command.kind === 'verb-target') {
const next: NounRef = command.target
const stateWithNoun: GameState = { ...state, lastNoun: next }
if (command.verb === 'take') return handleTake(stateWithNoun, command.target.canonical, world)
if (command.verb === 'drop') return handleDrop(stateWithNoun, command.target.canonical, world)
if (command.verb === 'examine' || command.verb === 'look') return handleExamine(stateWithNoun, command.target.canonical, world)
// Other verbs (use, light, attack, hold, etc.) handled by encounters in Task 6.
return narrate(stateWithNoun, [{ kind: 'narration', text: `You're not sure how to ${command.verb} that.` }])
}
return narrate(state, [{ kind: 'narration', text: 'Nothing happens.' }])
}
function narrate(state: GameState, lines: TranscriptLine[]): DispatchResult {
return { state: append(state, lines), appended: lines }
}
function handleMeta(state: GameState, verb: 'restart' | 'undo' | 'hint' | 'save' | 'quit' | 'theme'): DispatchResult {
if (verb === 'save') return narrate(state, [{ kind: 'system', text: '(your progress is saved automatically)' }])
if (verb === 'theme') {
const newTheme = state.theme === 'amber' ? 'ansi' : 'amber'
return narrate({ ...state, theme: newTheme }, [{ kind: 'system', text: `Theme: ${newTheme}.` }])
}
// restart / undo / hint / quit are handled by the UI layer (state mutations
// require coordination with the save layer and route navigation). The
// engine acknowledges them with a no-op narration; the UI intercepts before
// calling dispatch for these.
return narrate(state, [{ kind: 'system', text: `(${verb})` }])
}
function handleGo(state: GameState, direction: 'n' | 's' | 'e' | 'w' | 'u' | 'd', world: World): DispatchResult {
const room = world.rooms[state.location]
if (!room) return narrate(state, [{ kind: 'narration', text: 'You are nowhere.' }])
const dest = room.exits[direction]
if (!dest) {
return narrate(state, [{ kind: 'narration', text: 'You can\'t go that way.' }])
}
const lock = room.lockedExits?.[direction]
if (lock) {
const hasKey = state.inventory.some((i) => i.id === lock.requires) || !!state.flags[lock.requires]
if (!hasKey) {
return narrate(state, [{ kind: 'narration', text: lock.lockedNarration }])
}
}
const destRoom = world.rooms[dest]
if (!destRoom) return narrate(state, [{ kind: 'narration', text: 'The way ahead is unfinished.' }])
const visited = !!state.roomState[dest]?.['visited']
const description = visited ? destRoom.descriptions.revisit : destRoom.descriptions.firstVisit
let next: GameState = { ...state, location: dest }
next = setRoomFlag(next, dest, 'visited', true)
// Resolve regenerates one step on entering a safe room.
if (destRoom.safe) {
const ladder = ['steady', 'shaken', 'reeling', 'returning'] as const
const idx = ladder.indexOf(state.resolveLevel)
if (idx > 0) next = { ...next, resolveLevel: ladder[idx - 1]! }
}
return narrate(next, [
{ kind: 'system', text: destRoom.title },
{ kind: 'narration', text: description },
])
}
function handleLook(state: GameState, world: World): DispatchResult {
const room = world.rooms[state.location]
if (!room) return narrate(state, [{ kind: 'narration', text: 'You see nothing.' }])
const items = getItemsInRoom(state, world, state.location)
const itemNarration = items.length > 0 ? `You see here: ${items.map((id) => world.items[id]?.short ?? id).join(', ')}.` : ''
return narrate(state, [
{ kind: 'system', text: room.title },
{ kind: 'narration', text: room.descriptions.examined },
...(itemNarration ? [{ kind: 'narration' as const, text: itemNarration }] : []),
])
}
function handleInventory(state: GameState, world: World): DispatchResult {
if (state.inventory.length === 0) {
return narrate(state, [{ kind: 'narration', text: 'You are empty-handed.' }])
}
const lines = state.inventory.map((inst) => {
const item = world.items[inst.id]
const litSuffix = inst.state['lit'] === true ? ' (lit)' : ''
return ` ${item?.short ?? inst.id}${litSuffix}`
})
return narrate(state, [
{ kind: 'narration', text: 'You are carrying:' },
{ kind: 'narration', text: lines.join('\n') },
])
}
function handleTake(state: GameState, itemId: string, world: World): DispatchResult {
const item = world.items[itemId]
if (!item) return narrate(state, [{ kind: 'narration', text: 'You don\'t see that here.' }])
if (!item.takeable) return narrate(state, [{ kind: 'narration', text: 'You can\'t take that.' }])
const itemsHere = getItemsInRoom(state, world, state.location)
if (!itemsHere.includes(itemId)) {
return narrate(state, [{ kind: 'narration', text: 'You don\'t see that here.' }])
}
if (state.inventory.find((i) => i.id === itemId)) {
return narrate(state, [{ kind: 'narration', text: 'You already have it.' }])
}
const wasInRoomBase = (world.rooms[state.location]?.items ?? []).includes(itemId)
let next: GameState = {
...state,
inventory: [...state.inventory, { id: itemId, state: { ...item.initialState } }],
}
if (wasInRoomBase) {
const taken = (next.roomState[state.location]?.['takenItems'] as string[] | undefined) ?? []
next = setRoomFlag(next, state.location, 'takenItems', [...taken, itemId])
} else {
const dropped = (next.roomState[state.location]?.['droppedItems'] as string[] | undefined) ?? []
next = setRoomFlag(next, state.location, 'droppedItems', dropped.filter((id) => id !== itemId))
}
return narrate(next, [{ kind: 'narration', text: 'Taken.' }])
}
function handleDrop(state: GameState, itemId: string, world: World): DispatchResult {
if (!state.inventory.find((i) => i.id === itemId)) {
return narrate(state, [{ kind: 'narration', text: 'You don\'t have that.' }])
}
let next: GameState = {
...state,
inventory: state.inventory.filter((i) => i.id !== itemId),
}
const dropped = (next.roomState[state.location]?.['droppedItems'] as string[] | undefined) ?? []
next = setRoomFlag(next, state.location, 'droppedItems', [...dropped, itemId])
return narrate(next, [{ kind: 'narration', text: 'Dropped.' }])
}
function handleExamine(state: GameState, itemId: string, world: World): DispatchResult {
const item = world.items[itemId]
if (!item) return narrate(state, [{ kind: 'narration', text: 'You don\'t see anything like that.' }])
const visible =
state.inventory.find((i) => i.id === itemId) ||
getItemsInRoom(state, world, state.location).includes(itemId)
if (!visible) return narrate(state, [{ kind: 'narration', text: 'You don\'t see anything like that.' }])
return narrate(state, [{ kind: 'narration', text: item.long }])
}