Open source markdown authoring workflow
ci/woodpecker/push/woodpecker Pipeline was successful

This commit is contained in:
2026-05-13 17:59:13 -05:00
parent 7b1b5d0f6c
commit 03482693ea
57 changed files with 4181 additions and 881 deletions
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@@ -22,6 +22,28 @@ npm run dev # local dev server
npm run build # type-check + production build
```
## Make Your Own Game
Halfstreet is currently meant to be forked as a complete Astro app, not consumed
as a separate engine package. To make a new story, replace the markdown vault in
`src/world/` and keep the TypeScript runtime in place.
Start with:
- `src/world/game.md` for the title, starting room, starting inventory, ending
priority, opening art, help text, and end text.
- `src/world/parser.md` for command vocabulary and aliases.
- `src/world/rooms/`, `src/world/items/`, `src/world/encounters/`, and
`src/world/endings/` for story content.
- `src/world/mechanics/` and `src/world/actions/` for configurable rules and
interactions.
- `src/world/ui.md` for page metadata, footer links, and UI feature switches.
- `src/world/templates/` for starter files.
Run `npm test` after changing world files. The loader validates wikilinks,
required sections, frontmatter shape, and references between rooms, items,
encounters, endings, mechanics, and actions.
## Releases
The footer build number comes from Woodpecker's pipeline number and increments on each CI build.
@@ -42,7 +64,7 @@ Each release script updates `package.json` and `package-lock.json`, creates a re
- `src/engine/` — parser, dispatcher, encounter logic
- `src/ui/` — terminal renderer, theme, chips
- `src/world/`markdown content (rooms, items, encounters, endings)
- `src/world/`Obsidian-friendly authoring vault
- `src/pages/index.astro` — entry page
## Design docs
+2 -2
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@@ -1,12 +1,12 @@
{
"name": "halfstreet",
"version": "0.0.1",
"version": "0.1.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "halfstreet",
"version": "0.0.1",
"version": "0.1.0",
"license": "GPL-3.0-or-later",
"dependencies": {
"astro": "^6.1.9",
+1 -1
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@@ -1,7 +1,7 @@
{
"name": "halfstreet",
"type": "module",
"version": "0.0.1",
"version": "0.1.0",
"license": "GPL-3.0-or-later",
"engines": {
"node": ">=22.12.0"
+253
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@@ -326,6 +326,79 @@ describe('light status', () => {
maxTurns: 6,
})
})
it('uses the configured light meter length and state keys', () => {
const lightWorld: World = {
...world,
mechanics: {
light: {
enabled: true,
handler: 'light',
maxTurns: 3,
burnOn: ['wait'],
stateKeys: { lit: 'isLit', burn: 'fuel' },
ui: { meter: true, icon: 'candle' },
},
},
items: {
...world.items,
torch: {
id: 'torch',
names: ['torch', 'lamp'],
short: 'an oil lamp',
long: 'An iron oil lamp, unlit.',
initialState: { isLit: false },
takeable: true,
lightable: true,
},
},
}
const state: GameState = {
...initialStateFor(lightWorld),
inventory: [{ id: 'torch', state: { isLit: true, fuel: 2 } }],
}
expect(getLightStatus(state, lightWorld)).toEqual({
itemId: 'torch',
lit: true,
turnsLeft: 2,
maxTurns: 3,
})
})
it('hides the meter when the light mechanic is disabled', () => {
const lightWorld: World = {
...world,
mechanics: {
light: {
enabled: false,
handler: 'light',
maxTurns: 6,
burnOn: ['move', 'wait'],
stateKeys: { lit: 'lit', burn: 'burn' },
ui: { meter: true, icon: 'candle' },
},
},
items: {
...world.items,
torch: {
id: 'torch',
names: ['torch', 'lamp'],
short: 'an oil lamp',
long: 'An iron oil lamp, unlit.',
initialState: { lit: false },
takeable: true,
lightable: true,
},
},
}
const state: GameState = {
...initialStateFor(lightWorld),
inventory: [{ id: 'torch', state: { lit: true, burn: 6 } }],
}
expect(getLightStatus(state, lightWorld)).toBeNull()
})
})
describe('ambiguous → disambiguation flow', () => {
@@ -553,6 +626,100 @@ describe('light/extinguish verbs (implicit lighter)', () => {
expect(result.state.location).toBe('r2')
})
it('uses configured maxTurns when lighting and burning down', () => {
const baseWorld = w()
const world: World = {
...baseWorld,
mechanics: {
light: {
enabled: true,
handler: 'light',
maxTurns: 3,
burnOn: ['wait'],
stateKeys: { lit: 'lit', burn: 'burn' },
ui: { meter: true, icon: 'candle' },
messages: { flameDies: 'The configured light dies.' },
},
},
items: {
...baseWorld.items,
lamp: {
id: 'lamp',
names: ['lamp'],
short: 'an oil lamp',
long: '.',
initialState: { lit: false },
takeable: true,
lightable: true,
litText: 'The wick catches.',
},
},
}
let state = initialStateFor(world)
state = { ...state, inventory: [
{ id: 'lamp', state: { lit: false } },
{ id: 'matches', state: { uses: 2 } },
] }
const lit = dispatch(state, { kind: 'verb-target', verb: 'light', target: { canonical: 'lamp', raw: 'lamp' } }, world)
expect(lit.state.inventory.find((i) => i.id === 'lamp')?.state['burn']).toBe(3)
const first = dispatch(lit.state, { kind: 'verb-only', verb: 'wait' }, world)
expect(first.state.inventory.find((i) => i.id === 'lamp')?.state['burn']).toBe(2)
const second = dispatch(first.state, { kind: 'verb-only', verb: 'wait' }, world)
expect(second.state.inventory.find((i) => i.id === 'lamp')?.state['burn']).toBe(1)
const third = dispatch(second.state, { kind: 'verb-only', verb: 'wait' }, world)
expect(third.state.inventory.find((i) => i.id === 'lamp')?.state['lit']).toBe(false)
expect(third.appended.map((l) => l.text)).toContain('The configured light dies.')
})
it('does not burn down on movement when move is not configured', () => {
const world: World = {
...w(),
mechanics: {
light: {
enabled: true,
handler: 'light',
maxTurns: 3,
burnOn: ['wait'],
stateKeys: { lit: 'lit', burn: 'burn' },
ui: { meter: true, icon: 'candle' },
},
},
rooms: {
r: { id: 'r', title: '[ R ]', descriptions: { firstVisit: '.', revisit: '.', examined: '.' }, exits: { n: 'r2' }, items: [] },
r2: { id: 'r2', title: '[ R2 ]', descriptions: { firstVisit: '.', revisit: '.', examined: '.' }, exits: {}, items: [] },
},
}
let state = initialStateFor(world)
state = { ...state, inventory: [{ id: 'lamp', state: { lit: true, burn: 3 } }] }
const result = dispatch(state, { kind: 'go', direction: 'n' }, world)
expect(result.state.inventory.find((i) => i.id === 'lamp')?.state['burn']).toBe(3)
})
it('disabling the light mechanic removes burn-down behavior', () => {
const world: World = {
...w(),
mechanics: {
light: {
enabled: false,
handler: 'light',
maxTurns: 6,
burnOn: ['move', 'wait'],
stateKeys: { lit: 'lit', burn: 'burn' },
ui: { meter: true, icon: 'candle' },
},
},
}
let state = initialStateFor(world)
state = { ...state, inventory: [{ id: 'lamp', state: { lit: true, burn: 1 } }] }
const result = dispatch(state, { kind: 'verb-only', verb: 'wait' }, world)
expect(result.state.inventory.find((i) => i.id === 'lamp')?.state).toEqual({ lit: true, burn: 1 })
expect(result.appended.map((l) => l.text)).not.toContain('The flame dies.')
})
it('extinguishes a lit lamp', () => {
const world = w()
let state = initialStateFor(world)
@@ -633,6 +800,21 @@ describe('use verb routing', () => {
letter: { id: 'letter', names: ['letter'], short: 'a letter', long: '.', initialState: {}, takeable: true, readable: true, readableText: 'Read me.' },
'broken-cigarette': { id: 'broken-cigarette', names: ['cigarette', 'broken cigarette'], short: 'a broken cigarette', long: '.', initialState: { lit: false }, takeable: true, lightable: true, litText: 'The end glows once, then steadies. The smoke is bitter.' },
},
actions: {
'burn-letter': {
id: 'burn-letter',
verbs: ['use'],
requires: { allVisibleOrHeld: ['letter', 'matches'] },
consumes: { inventory: ['letter'] },
decrements: { item: 'matches', stateKey: 'uses' },
setsFlags: { letterBurned: true },
messages: {
success: 'The letter catches at one corner. In a few breaths it is ash.',
spent: 'The matchbook is empty.',
missingRequired: "You don't see the letter here.",
},
},
},
encounters: {},
endings: { true: { whenFlags: { _never: true }, narration: '' }, wrong: { whenFlags: { _never: true }, narration: '' }, bad: { whenFlags: { _never: true }, narration: '' } },
}
@@ -695,6 +877,77 @@ describe('use verb routing', () => {
})
})
describe('handler-backed drink action', () => {
function w(): World {
return {
startingRoom: 'r',
startingInventory: ['whiskey'],
rooms: {
r: { id: 'r', title: '[ R ]', descriptions: { firstVisit: '.', revisit: '.', examined: '.' }, exits: {}, items: [] },
'drunk-start': { id: 'drunk-start', title: '[ Drunk Start ]', descriptions: { firstVisit: 'The hall tips.', revisit: 'The hall tips again.', examined: '.' }, exits: { n: 'drunk-next' }, items: [] },
'drunk-next': { id: 'drunk-next', title: '[ Drunk Next ]', descriptions: { firstVisit: 'The room doubles.', revisit: 'The room doubles again.', examined: '.' }, exits: { s: 'drunk-start' }, items: [] },
vestibule: { id: 'vestibule', title: '[ Vestibule ]', descriptions: { firstVisit: '.', revisit: 'You wake somewhere else.', examined: '.' }, exits: {}, items: [] },
pantry: { id: 'pantry', title: '[ Pantry ]', descriptions: { firstVisit: '.', revisit: '.', examined: '.' }, exits: {}, items: ['whiskey'] },
},
items: {
whiskey: { id: 'whiskey', names: ['whiskey'], short: 'a bottle of whiskey', long: '.', initialState: {}, takeable: true },
},
actions: {
'drink-whiskey': {
id: 'drink-whiskey',
verbs: ['drink'],
handler: 'drunk-transition',
requires: { allHeld: ['whiskey'] },
consumes: { inventory: ['whiskey'] },
drunkTransition: {
destinationRoom: 'drunk-start',
maxMoves: 2,
wakeRoom: 'vestibule',
resetRoom: 'pantry',
},
messages: {
success: 'Custom drink text.',
missingRequired: 'Hold it first.',
tooManyMovesPassOut: 'Custom pass out.',
reset: 'Custom reset.',
},
},
},
encounters: {},
endings: { true: { whenFlags: { _never: true }, narration: '' }, wrong: { whenFlags: { _never: true }, narration: '' }, bad: { whenFlags: { _never: true }, narration: '' } },
}
}
it('uses markdown action config for destination, move cap, wake room, and reset room', () => {
const world = w()
let state = initialStateFor(world)
let result = dispatch(state, { kind: 'verb-target', verb: 'drink', target: { canonical: 'whiskey', raw: 'whiskey' } }, world)
expect(result.state.location).toBe('drunk-start')
expect(result.state.inventory.find((i) => i.id === 'whiskey')).toBeUndefined()
expect(result.appended.map((l) => l.text)).toContain('Custom drink text.')
state = {
...result.state,
roomState: {
...result.state.roomState,
pantry: { takenItems: ['whiskey'], droppedItems: ['whiskey'] },
},
}
result = dispatch(state, { kind: 'go', direction: 'n' }, world)
expect(result.state.location).toBe('drunk-next')
expect(result.state.flags['drunkMoves']).toBe(1)
result = dispatch(result.state, { kind: 'go', direction: 's' }, world)
expect(result.state.location).toBe('vestibule')
expect(result.state.flags['drunk']).toBe(false)
expect(result.state.roomState['pantry']?.['takenItems']).toEqual([])
expect(result.state.roomState['pantry']?.['droppedItems']).toEqual([])
expect(result.appended.map((l) => l.text)).toContain('Custom pass out.')
expect(result.appended.map((l) => l.text)).toContain('Custom reset.')
})
})
describe('ending detection', () => {
function makeWorld(): World {
return {
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@@ -1,10 +1,47 @@
import type { World } from '../world/types'
import type { GameState, ParsedCommand, DispatchResult, ItemInstance, TranscriptLine } from './types'
import { SCHEMA_VERSION, TRANSCRIPT_CAP } from './types'
import { DEFAULT_WORLD_MESSAGES, type DeclarativeAction, type LightMechanicMessageKey, type World, type WorldMessageKey } from '../world/types'
import type { GameState, ParsedCommand, DispatchResult, ItemInstance, TranscriptLine, ResolveLevel } from './types'
import { SCHEMA_VERSION, TRANSCRIPT_CAP, RESOLVE_LEVELS } from './types'
import { applyVerbToEncounter, maybeTriggerEncounter } from './encounters'
export const LIGHT_TURNS_MAX = 6
const DRUNK_TURNS_MAX = 20
type ActiveLightMechanic = NonNullable<NonNullable<World['mechanics']>['light']>
type ActiveResolveMechanic = NonNullable<NonNullable<World['mechanics']>['resolve']>
const DEFAULT_LIGHT_MECHANIC: ActiveLightMechanic = {
enabled: true,
handler: 'light',
maxTurns: 6,
burnOn: ['move', 'wait'],
stateKeys: { lit: 'lit', burn: 'burn' },
ui: { meter: true, icon: 'candle' },
messages: {},
}
const DEFAULT_RESOLVE_MECHANIC: ActiveResolveMechanic = {
enabled: true,
handler: 'resolve',
ladder: RESOLVE_LEVELS,
wrongVerbCost: 1,
safeRooms: { recoverySteps: 1 },
failure: { retreatAt: 'returning', afterRetreat: 'shaken' },
}
const DEFAULT_DRUNK_ACTION: DeclarativeAction = {
id: 'drink-whiskey',
verbs: ['drink'],
handler: 'drunk-transition',
requires: { allHeld: ['whiskey'] },
consumes: { inventory: ['whiskey'] },
drunkTransition: {
destinationRoom: 'drunk-hall',
maxMoves: 20,
wakeRoom: 'foyer',
resetRoom: 'kitchen',
},
messages: {
success: 'You drink from the bottle. It tastes of smoke, sugar, and rainwater left too long in a pipe.',
secretFoundPassOut: 'The faceless man steps backward into the dark. The floor rises under you, or you fall toward it.',
tooManyMovesPassOut: 'The rooms keep turning until they become one room. Then even that room is gone.',
reset: 'The bottle is not with you. Somewhere in the kitchen, it is half full again.',
},
}
export interface LightStatus {
itemId: string
@@ -13,13 +50,34 @@ export interface LightStatus {
maxTurns: number
}
const HALFSTREET_ASCII = String.raw`
_ _ _ __ ____ _ _
| | | | __ _| |/ _| / ___|| |_ _ __ ___ ___| |_
| |_| |/ _\` | | |_ \___ \| __| '__/ _ \/ _ \ __|
| _ | (_| | | _| ___) | |_| | | __/ __/ |_
|_| |_|\__,_|_|_| |____/ \__|_| \___|\___|\__|
`.trim()
function message(world: World, key: WorldMessageKey): string {
return world.messages?.[key] ?? DEFAULT_WORLD_MESSAGES[key]
}
function lightMechanic(world: World): ActiveLightMechanic {
return world.mechanics?.light ?? DEFAULT_LIGHT_MECHANIC
}
function resolveMechanic(world: World): ActiveResolveMechanic {
return world.mechanics?.resolve ?? DEFAULT_RESOLVE_MECHANIC
}
function drunkAction(world: World): DeclarativeAction {
return Object.values(world.actions ?? {}).find((action) => action.handler === 'drunk-transition') ?? DEFAULT_DRUNK_ACTION
}
function recoverResolve(level: ResolveLevel, world: World): ResolveLevel {
const mechanic = resolveMechanic(world)
if (!mechanic.enabled || mechanic.safeRooms.recoverySteps === 0) return level
const idx = mechanic.ladder.indexOf(level)
if (idx <= 0) return level
return mechanic.ladder[Math.max(0, idx - mechanic.safeRooms.recoverySteps)] ?? level
}
function lightMessage(world: World, key: LightMechanicMessageKey, fallback: WorldMessageKey): string {
const mechanic = lightMechanic(world)
return mechanic?.messages?.[key] ?? message(world, fallback)
}
export function initialStateFor(world: World): GameState {
const startingRoom = world.rooms[world.startingRoom]
@@ -32,13 +90,14 @@ export function initialStateFor(world: World): GameState {
})
const opening: TranscriptLine[] = [
{ kind: 'system', text: HALFSTREET_ASCII },
...(world.game?.openingArt ? [{ kind: 'system' as const, text: world.game.openingArt }] : []),
{ kind: 'system', text: startingRoom.title },
{ kind: 'narration', text: startingRoom.descriptions.firstVisit },
]
return {
schemaVersion: SCHEMA_VERSION,
transcriptCap: world.game?.transcriptCap,
location: world.startingRoom,
inventory,
roomState: { [world.startingRoom]: { visited: true } },
@@ -54,17 +113,20 @@ export function initialStateFor(world: World): GameState {
}
export function getLightStatus(state: GameState, world: World): LightStatus | null {
const mechanic = lightMechanic(world)
if (!mechanic?.enabled || mechanic.ui?.meter === false) return null
let fallback: LightStatus | null = null
for (const inst of state.inventory) {
const def = world.items[inst.id]
if (!def?.lightable) continue
const lit = inst.state['lit'] === true
const turnsLeft = lit ? getLightTurnsLeft(inst) : 0
const lit = inst.state[mechanic.stateKeys.lit] === true
const turnsLeft = lit ? getLightTurnsLeft(inst, world) : 0
const status = {
itemId: inst.id,
lit,
turnsLeft,
maxTurns: LIGHT_TURNS_MAX,
maxTurns: mechanic.maxTurns,
}
if (lit) return status
fallback = fallback ?? status
@@ -74,7 +136,8 @@ export function getLightStatus(state: GameState, world: World): LightStatus | nu
function append(state: GameState, lines: TranscriptLine[]): GameState {
const transcript = [...state.transcript, ...lines]
return { ...state, transcript: transcript.slice(-TRANSCRIPT_CAP) }
const cap = state.transcriptCap ?? TRANSCRIPT_CAP
return { ...state, transcript: transcript.slice(-cap) }
}
export function getItemsInRoom(state: GameState, world: World, roomId: string): string[] {
@@ -94,11 +157,10 @@ function setRoomFlag(state: GameState, roomId: string, key: string, value: strin
}
}
const ENDING_PRIORITY = ['mercy', 'true', 'replacement', 'bad', 'wrong'] as const
function evaluateEndings(state: GameState, world: World): GameState | null {
if (state.endedWith) return null
for (const id of ENDING_PRIORITY) {
const priority = world.endingPriority ?? Object.keys(world.endings)
for (const id of priority) {
const ending = world.endings[id]
if (!ending) continue
const flags = ending.whenFlags
@@ -145,11 +207,11 @@ export function dispatch(state: GameState, command: ParsedCommand, world: World,
if (command.kind === 'confirmation') {
const pending = state.pendingConfirmation
if (!pending) {
return narrate(state, [{ kind: 'narration', text: 'Nothing to confirm.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'nothing-to-confirm') }])
}
const cleared: GameState = { ...state, pendingConfirmation: null }
if (!command.confirmed) {
return narrate(cleared, [{ kind: 'narration', text: 'Cancelled.' }])
return narrate(cleared, [{ kind: 'narration', text: message(world, 'cancelled') }])
}
return dispatch(cleared, pending.command, world, true)
}
@@ -160,7 +222,7 @@ export function dispatch(state: GameState, command: ParsedCommand, world: World,
// Once the game has ended, only restart/undo (handled by the UI) can clear state.
if (state.endedWith) {
return narrate(state, [{ kind: 'narration', text: 'The story has ended. Type `restart` or `undo`.' }])
return narrate(state, [{ kind: 'narration', text: world.game?.endedText ?? 'The story has ended. Type `restart` or `undo`.' }])
}
if (!confirmed && isCriticalCommand(command)) {
@@ -173,7 +235,7 @@ export function dispatch(state: GameState, command: ParsedCommand, world: World,
if (command.kind === 'disambiguation') {
const pending = state.pendingDisambiguation
if (!pending) {
return narrate(state, [{ kind: 'narration', text: 'Nothing to choose between.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'nothing-to-choose') }])
}
const cleared: GameState = { ...state, pendingDisambiguation: null }
return dispatch(
@@ -186,9 +248,9 @@ export function dispatch(state: GameState, command: ParsedCommand, world: 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.'
command.reason === 'unknown-verb' ? message(world, 'unknown-verb')
: command.reason === 'unknown-noun' ? message(world, 'unknown-noun')
: message(world, 'malformed')
return narrate(state, [{ kind: 'narration', text }])
}
@@ -222,7 +284,7 @@ export function dispatch(state: GameState, command: ParsedCommand, world: World,
if (command.verb === 'look') return withEndingCheck(handleLook(state, world), world)
if (command.verb === 'inventory') return withEndingCheck(handleInventory(state, world), world)
if (command.verb === 'wait') return withEndingCheck(handleWait(state, world), world)
if (command.verb === 'listen') return withEndingCheck(narrate(state, [{ kind: 'narration', text: 'You listen. The house listens back.' }]), world)
if (command.verb === 'listen') return withEndingCheck(narrate(state, [{ kind: 'narration', text: message(world, 'listen') }]), world)
}
if (command.kind === 'verb-target') {
@@ -242,9 +304,9 @@ export function dispatch(state: GameState, command: ParsedCommand, world: World,
if (command.verb === 'use') {
const target = world.items[command.target.canonical]
if (target?.lighter && !target.lightable) {
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: 'Use match with what?' }]), world)
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: message(world, 'use-lighter-with-what') }]), world)
}
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: "You can't think how to use that here." }]), world)
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: message(world, 'use-unknown') }]), world)
}
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: `You're not sure how to ${command.verb} that.` }]), world)
}
@@ -260,16 +322,16 @@ export function dispatch(state: GameState, command: ParsedCommand, world: World,
return withEndingCheck(handleLight(stateWithNoun, command.target.canonical, command.indirect.canonical, world), world)
}
if (command.verb === 'use') {
const burnResult = handleBurnLetter(stateWithNoun, command.target.canonical, command.indirect.canonical, world)
if (burnResult) return withEndingCheck(burnResult, world)
const actionResult = handleDeclarativeAction(stateWithNoun, command, world)
if (actionResult) return withEndingCheck(actionResult, world)
const lightResult = handleUseAsLight(stateWithNoun, command.target.canonical, command.indirect.canonical, world)
if (lightResult) return withEndingCheck(lightResult, world)
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: "You can't think how to use that here." }]), world)
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: message(world, 'use-unknown') }]), world)
}
return withEndingCheck(narrate(stateWithNoun, [{ kind: 'narration', text: `You're not sure how to ${command.verb} that.` }]), world)
}
return narrate(state, [{ kind: 'narration', text: 'Nothing happens.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'nothing-happens') }])
}
function narrate(state: GameState, lines: TranscriptLine[]): DispatchResult {
@@ -291,11 +353,11 @@ function handleMeta(state: GameState, verb: 'restart' | 'undo' | 'hint' | 'save'
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.' }])
if (!room) return narrate(state, [{ kind: 'narration', text: message(world, 'nowhere') }])
const dest = room.exits[direction]
if (!dest) {
return narrate(state, [{ kind: 'narration', text: 'You can\'t go that way.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'no-exit') }])
}
const lock = room.lockedExits?.[direction]
@@ -307,7 +369,7 @@ function handleGo(state: GameState, direction: 'n' | 's' | 'e' | 'w' | 'u' | 'd'
}
const destRoom = world.rooms[dest]
if (!destRoom) return narrate(state, [{ kind: 'narration', text: 'The way ahead is unfinished.' }])
if (!destRoom) return narrate(state, [{ kind: 'narration', text: message(world, 'unfinished-exit') }])
const visited = !!state.roomState[dest]?.['visited']
const description = visited ? destRoom.descriptions.revisit : destRoom.descriptions.firstVisit
@@ -316,12 +378,10 @@ function handleGo(state: GameState, direction: 'n' | 's' | 'e' | 'w' | 'u' | 'd'
next = setRoomFlag(next, dest, 'visited', true)
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]! }
next = { ...next, resolveLevel: recoverResolve(state.resolveLevel, world) }
}
const lightTick = advanceLightState(next, 1, world)
const lightTick = advanceLightState(next, 'move', world)
next = lightTick.state
const arrivalLines: TranscriptLine[] = [
@@ -346,24 +406,33 @@ function handleGo(state: GameState, direction: 'n' | 's' | 'e' | 'w' | 'u' | 'd'
}
function handleDrink(state: GameState, itemId: string, world: World): DispatchResult {
if (itemId !== 'whiskey') {
return narrate(state, [{ kind: 'narration', text: "You can't drink that." }])
const action = drunkAction(world)
const targetItems = new Set([
...(action.requires?.allHeld ?? []),
...(action.requires?.allVisibleOrHeld ?? []),
...(action.consumes?.inventory ?? []),
])
if (!action.verbs.includes('drink') || !targetItems.has(itemId)) {
return narrate(state, [{ kind: 'narration', text: message(world, 'cannot-drink') }])
}
const held = state.inventory.some((i) => i.id === 'whiskey')
const requiredHeld = action.requires?.allHeld ?? [...targetItems]
const held = requiredHeld.every((requiredId) => state.inventory.some((i) => i.id === requiredId))
if (!held) {
return narrate(state, [{ kind: 'narration', text: "You'd have to be carrying it." }])
return narrate(state, [{ kind: 'narration', text: action.messages.missingRequired ?? message(world, 'need-carrying') }])
}
const dest = world.rooms['drunk-hall']
const config = action.drunkTransition ?? DEFAULT_DRUNK_ACTION.drunkTransition!
const consumed = new Set(action.consumes?.inventory ?? [itemId])
const dest = world.rooms[config.destinationRoom]
const next: GameState = {
...state,
location: 'drunk-hall',
inventory: state.inventory.filter((i) => i.id !== 'whiskey'),
location: config.destinationRoom,
inventory: state.inventory.filter((i) => !consumed.has(i.id)),
flags: { ...state.flags, drunk: true, drunkMoves: 0, drunkSecretFound: false },
}
const visited = !!next.roomState['drunk-hall']?.['visited']
const withVisit = setRoomFlag(next, 'drunk-hall', 'visited', true)
const visited = !!next.roomState[config.destinationRoom]?.['visited']
const withVisit = setRoomFlag(next, config.destinationRoom, 'visited', true)
const lines: TranscriptLine[] = [
{ kind: 'narration', text: 'You drink from the bottle. It tastes of smoke, sugar, and rainwater left too long in a pipe.' },
{ kind: 'narration', text: action.messages.success },
]
if (dest) {
lines.push(
@@ -377,60 +446,74 @@ function handleDrink(state: GameState, itemId: string, world: World): DispatchRe
function maybeResolveDrunkState(result: DispatchResult, world: World): DispatchResult {
if (result.state.flags['drunk'] !== true) return result
if (result.state.flags['drunkSecretFound'] === true) {
const passed = passOutFromDrunk(result.state, world, 'The faceless man steps backward into the dark. The floor rises under you, or you fall toward it.')
const action = drunkAction(world)
const passed = passOutFromDrunk(
result.state,
world,
action.messages.secretFoundPassOut ?? DEFAULT_DRUNK_ACTION.messages.secretFoundPassOut!,
)
return { state: passed.state, appended: [...result.appended, ...passed.appended] }
}
return result
}
function advanceDrunkTurns(state: GameState, world: World): DispatchResult {
const action = drunkAction(world)
const config = action.drunkTransition ?? DEFAULT_DRUNK_ACTION.drunkTransition!
const current = typeof state.flags['drunkMoves'] === 'number' ? state.flags['drunkMoves'] : 0
const moves = current + 1
const next = { ...state, flags: { ...state.flags, drunkMoves: moves } }
if (moves < DRUNK_TURNS_MAX) return { state: next, appended: [] }
return passOutFromDrunk(next, world, 'The rooms keep turning until they become one room. Then even that room is gone.')
if (moves < config.maxMoves) return { state: next, appended: [] }
return passOutFromDrunk(
next,
world,
action.messages.tooManyMovesPassOut ?? DEFAULT_DRUNK_ACTION.messages.tooManyMovesPassOut!,
)
}
function passOutFromDrunk(state: GameState, world: World, preface: string): DispatchResult {
const foyer = world.rooms['foyer']
const kitchenState = state.roomState['kitchen'] ?? {}
const kitchenTaken = ((kitchenState['takenItems'] ?? []) as string[]).filter((id) => id !== 'whiskey')
const kitchenDropped = ((kitchenState['droppedItems'] ?? []) as string[]).filter((id) => id !== 'whiskey')
const action = drunkAction(world)
const config = action.drunkTransition ?? DEFAULT_DRUNK_ACTION.drunkTransition!
const resetItem = action.consumes?.inventory?.[0] ?? 'whiskey'
const wakeRoom = world.rooms[config.wakeRoom]
const resetRoomState = state.roomState[config.resetRoom] ?? {}
const resetTaken = ((resetRoomState['takenItems'] ?? []) as string[]).filter((id) => id !== resetItem)
const resetDropped = ((resetRoomState['droppedItems'] ?? []) as string[]).filter((id) => id !== resetItem)
const next: GameState = {
...state,
location: 'foyer',
inventory: state.inventory.filter((i) => i.id !== 'whiskey'),
location: config.wakeRoom,
inventory: state.inventory.filter((i) => i.id !== resetItem),
flags: { ...state.flags, drunk: false, drunkMoves: 0, drunkSecretFound: false },
roomState: {
...state.roomState,
kitchen: {
...kitchenState,
takenItems: kitchenTaken,
droppedItems: kitchenDropped,
[config.resetRoom]: {
...resetRoomState,
takenItems: resetTaken,
droppedItems: resetDropped,
},
foyer: { ...(state.roomState['foyer'] ?? {}), visited: true },
[config.wakeRoom]: { ...(state.roomState[config.wakeRoom] ?? {}), visited: true },
},
}
const lines: TranscriptLine[] = [
{ kind: 'narration', text: preface },
{ kind: 'system', text: foyer?.title ?? '[ Foyer ]' },
{ kind: 'narration', text: foyer?.descriptions.revisit ?? 'You wake in the foyer.' },
{ kind: 'narration', text: 'The bottle is not with you. Somewhere in the kitchen, it is half full again.' },
{ kind: 'system', text: wakeRoom?.title ?? `[ ${config.wakeRoom} ]` },
{ kind: 'narration', text: wakeRoom?.descriptions.revisit ?? `You wake in ${config.wakeRoom}.` },
{ kind: 'narration', text: action.messages.reset ?? DEFAULT_DRUNK_ACTION.messages.reset! },
]
return narrate(next, lines)
}
function handleWait(state: GameState, world: World): DispatchResult {
const lightTick = advanceLightState(state, 1, world)
const lightTick = advanceLightState(state, 'wait', world)
return narrate(lightTick.state, [
{ kind: 'narration', text: 'Time passes.' },
{ kind: 'narration', text: message(world, 'time-passes') },
...lightTick.lines,
])
}
function handleLook(state: GameState, world: World): DispatchResult {
const room = world.rooms[state.location]
if (!room) return narrate(state, [{ kind: 'narration', text: 'You see nothing.' }])
if (!room) return narrate(state, [{ kind: 'narration', text: message(world, 'see-nothing') }])
const items = getItemsInRoom(state, world, state.location)
const itemNarration = describeRoomItems(items.map((id) => world.items[id]?.short ?? id))
return narrate(state, [
@@ -459,30 +542,31 @@ function joinList(values: string[]): string {
function handleInventory(state: GameState, world: World): DispatchResult {
if (state.inventory.length === 0) {
return narrate(state, [{ kind: 'narration', text: 'You are empty-handed.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'inventory-empty') }])
}
const lines = state.inventory.map((inst) => {
const item = world.items[inst.id]
const litSuffix = inst.state['lit'] === true ? ' (lit)' : ''
const mechanic = lightMechanic(world)
const litSuffix = mechanic?.enabled && inst.state[mechanic.stateKeys.lit] === true ? ' (lit)' : ''
return ` ${item?.short ?? inst.id}${litSuffix}`
})
return narrate(state, [
{ kind: 'narration', text: 'You are carrying:' },
{ kind: 'narration', text: message(world, 'inventory-heading') },
{ 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.' }])
if (!item) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-here') }])
if (!item.takeable) return narrate(state, [{ kind: 'narration', text: message(world, 'cannot-take') }])
const itemsHere = getItemsInRoom(state, world, state.location)
if (!itemsHere.includes(itemId)) {
return narrate(state, [{ kind: 'narration', text: 'You don\'t see that here.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-here') }])
}
if (state.inventory.find((i) => i.id === itemId)) {
return narrate(state, [{ kind: 'narration', text: 'You already have it.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'already-have') }])
}
const wasInRoomBase = (world.rooms[state.location]?.items ?? []).includes(itemId)
@@ -497,17 +581,18 @@ function handleTake(state: GameState, itemId: string, world: World): DispatchRes
const dropped = (next.roomState[state.location]?.['droppedItems'] ?? []) as string[]
next = setRoomFlag(next, state.location, 'droppedItems', dropped.filter((id) => id !== itemId))
}
return narrate(next, [{ kind: 'narration', text: 'Taken.' }])
return narrate(next, [{ kind: 'narration', text: message(world, 'taken') }])
}
function handleDrop(state: GameState, itemId: string, _world: World): DispatchResult {
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.' }])
return narrate(state, [{ kind: 'narration', text: message(world, 'dont-have') }])
}
const itemDef = _world.items[itemId]
const itemDef = world.items[itemId]
const itemInst = state.inventory.find((i) => i.id === itemId) ?? null
if (itemDef?.lightable && itemInst?.state['lit'] === true) {
return narrate(state, [{ kind: 'narration', text: "Extinguish it first." }])
const mechanic = lightMechanic(world)
if (mechanic?.enabled && itemDef?.lightable && itemInst?.state[mechanic.stateKeys.lit] === true) {
return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'dropLit', 'drop-lit') }])
}
let next: GameState = {
...state,
@@ -515,17 +600,17 @@ function handleDrop(state: GameState, itemId: string, _world: World): DispatchRe
}
const dropped = (next.roomState[state.location]?.['droppedItems'] ?? []) as string[]
next = setRoomFlag(next, state.location, 'droppedItems', [...dropped, itemId])
return narrate(next, [{ kind: 'narration', text: 'Dropped.' }])
return narrate(next, [{ kind: 'narration', text: message(world, '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.' }])
if (!item) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
const inventoryInst = state.inventory.find((i) => i.id === itemId) ?? null
const visible =
inventoryInst ||
getItemsInRoom(state, world, state.location).includes(itemId)
if (!visible) return narrate(state, [{ kind: 'narration', text: 'You don\'t see anything like that.' }])
if (!visible) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
return narrate(state, [{ kind: 'narration', text: describeItem(itemId, item.long, inventoryInst) }])
}
@@ -544,46 +629,49 @@ function spellSmallCount(value: number): string {
function handleRead(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." }])
if (!item) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
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." }])
if (!visible) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
if (!item.readable || !item.readableText) {
return narrate(state, [{ kind: 'narration', text: "There's nothing to read on it." }])
return narrate(state, [{ kind: 'narration', text: message(world, 'nothing-to-read') }])
}
return narrate(state, [{ kind: 'narration', text: item.readableText }])
}
function handleLight(state: GameState, targetId: string, instrumentId: string | null, world: World): DispatchResult {
const mechanic = lightMechanic(world)
if (!mechanic?.enabled) return narrate(state, [{ kind: 'narration', text: message(world, 'nothing-happens') }])
const target = world.items[targetId]
if (!target) return narrate(state, [{ kind: 'narration', text: "You don't see anything like that." }])
if (target.lighter && !target.lightable) return narrate(state, [{ kind: 'narration', text: 'Use match with what?' }])
if (!target.lightable) return narrate(state, [{ kind: 'narration', text: "You can't light that." }])
if (!target) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
if (target.lighter && !target.lightable) return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'useLighterWithWhat', 'use-lighter-with-what') }])
if (!target.lightable) return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'cannotLight', 'cannot-light') }])
const targetInst = state.inventory.find((i) => i.id === targetId) ?? null
const visibleInRoom = getItemsInRoom(state, world, state.location).includes(targetId)
if (!targetInst && !visibleInRoom) {
return narrate(state, [{ kind: 'narration', text: "You don't see anything like that." }])
return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
}
// The 'lit' state lives on the inventory instance for inventory items, or
// (eventually) on roomState for items left in a room. For now we only
// support lighting items the player is carrying.
if (!targetInst) {
return narrate(state, [{ kind: 'narration', text: "You'd have to be carrying it." }])
return narrate(state, [{ kind: 'narration', text: message(world, 'need-carrying') }])
}
if (targetInst.state['lit'] === true) {
return narrate(state, [{ kind: 'narration', text: "It's already lit." }])
if (targetInst.state[mechanic.stateKeys.lit] === true) {
return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'alreadyLit', 'already-lit') }])
}
// Pick an instrument. If explicit, validate it; if implicit, find any.
let lighterInst = null as typeof state.inventory[number] | null
if (instrumentId) {
lighterInst = state.inventory.find((i) => i.id === instrumentId) ?? null
if (!lighterInst) return narrate(state, [{ kind: 'narration', text: "You don't have that." }])
if (!lighterInst) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-have') }])
const lighterDef = world.items[instrumentId]
if (!lighterDef?.lighter) return narrate(state, [{ kind: 'narration', text: "That isn't going to help." }])
if (!lighterDef?.lighter) return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'notHelpful', 'not-helpful') }])
if (typeof lighterInst.state['uses'] === 'number' && lighterInst.state['uses'] <= 0) {
return narrate(state, [{ kind: 'narration', text: "It is spent." }])
return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'spent', 'spent') }])
}
} else {
for (const inst of state.inventory) {
@@ -594,7 +682,7 @@ function handleLight(state: GameState, targetId: string, instrumentId: string |
break
}
if (!lighterInst) {
return narrate(state, [{ kind: 'narration', text: 'You have nothing to light it with.' }])
return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'noLighter', 'no-lighter') }])
}
}
@@ -603,64 +691,105 @@ function handleLight(state: GameState, targetId: string, instrumentId: string |
const lighterUsesField = typeof lighterInst.state['uses'] === 'number' ? lighterInst.state['uses'] : null
const newLighterUses = lighterUsesField === null ? null : lighterUsesField - 1
const newInventory = state.inventory.map((i) => {
if (i.id === targetInst.id) return { ...i, state: { ...i.state, lit: true, burn: LIGHT_TURNS_MAX } }
if (i.id === targetInst.id) return { ...i, state: { ...i.state, [mechanic.stateKeys.lit]: true, [mechanic.stateKeys.burn]: mechanic.maxTurns } }
if (i.id === lighterInst!.id && newLighterUses !== null) return { ...i, state: { ...i.state, uses: newLighterUses } }
return i
})
const lines: TranscriptLine[] = [{ kind: 'narration', text: target.litText ?? 'It catches.' }]
const lines: TranscriptLine[] = [{ kind: 'narration', text: target.litText ?? lightMessage(world, 'flameCatches', 'flame-catches') }]
if (newLighterUses === 0) {
lines.push({ kind: 'narration', text: lighterDef.lighterEmptyText ?? 'It is spent.' })
lines.push({ kind: 'narration', text: lighterDef.lighterEmptyText ?? lightMessage(world, 'spent', 'spent') })
}
return narrate({ ...state, inventory: newInventory }, lines)
}
function handleBurnLetter(state: GameState, firstId: string, secondId: string, world: World): DispatchResult | null {
const ids = [firstId, secondId]
if (!ids.includes('letter') || !ids.includes('matches')) return null
function handleDeclarativeAction(
state: GameState,
command: Extract<ParsedCommand, { kind: 'verb-target-prep' }>,
world: World,
): DispatchResult | null {
const action = findDeclarativeAction(command, world)
if (!action) return null
const matches = state.inventory.find((i) => i.id === 'matches')
if (!matches) return narrate(state, [{ kind: 'narration', text: "You don't have a match." }])
if (typeof matches.state['uses'] === 'number' && matches.state['uses'] <= 0) {
return narrate(state, [{ kind: 'narration', text: 'The matchbook is empty.' }])
for (const itemId of action.requires?.allVisibleOrHeld ?? []) {
if (!isVisibleOrHeld(state, world, itemId)) {
return narrate(state, [{ kind: 'narration', text: action.messages.missingRequired ?? message(world, 'dont-see-anything') }])
}
}
for (const itemId of action.requires?.allHeld ?? []) {
if (!state.inventory.some((i) => i.id === itemId)) {
return narrate(state, [{ kind: 'narration', text: action.messages.missingRequired ?? message(world, 'dont-have') }])
}
}
const letterHeld = state.inventory.some((i) => i.id === 'letter')
const letterInRoom = getItemsInRoom(state, world, state.location).includes('letter')
if (!letterHeld && !letterInRoom) {
return narrate(state, [{ kind: 'narration', text: "You don't see the letter here." }])
const decrement = action.decrements
const decremented = decrement ? state.inventory.find((i) => i.id === decrement.item) : null
if (decrement && !decremented) {
return narrate(state, [{ kind: 'narration', text: action.messages.missingRequired ?? message(world, 'dont-have') }])
}
const decrementStateValue = decrement ? decremented?.state[decrement.stateKey] : null
const decrementedValue: number | null = typeof decrementStateValue === 'number' ? decrementStateValue : null
if (decrementedValue !== null && decrementedValue <= 0) {
return narrate(state, [{ kind: 'narration', text: action.messages.spent ?? message(world, 'spent') }])
}
const newMatchesUses = typeof matches.state['uses'] === 'number' ? matches.state['uses'] - 1 : null
const consumed = new Set(action.consumes?.inventory ?? [])
let next: GameState = {
...state,
inventory: state.inventory
.filter((i) => i.id !== 'letter')
.map((i) => i.id === 'matches' && newMatchesUses !== null ? { ...i, state: { ...i.state, uses: newMatchesUses } } : i),
flags: { ...state.flags, letterBurned: true },
.filter((i) => !consumed.has(i.id))
.map((i) =>
decrement && i.id === decrement.item && decrementedValue !== null
? { ...i, state: { ...i.state, [decrement.stateKey]: decrementedValue - 1 } }
: i,
),
flags: { ...state.flags, ...(action.setsFlags ?? {}) },
}
if (letterInRoom) {
const baseItems = world.rooms[state.location]?.items ?? []
const dropped = (next.roomState[state.location]?.['droppedItems'] ?? []) as string[]
if (baseItems.includes('letter')) {
const taken = (next.roomState[state.location]?.['takenItems'] ?? []) as string[]
next = setRoomFlag(next, state.location, 'takenItems', [...new Set([...taken, 'letter'])])
}
if (dropped.includes('letter')) {
next = setRoomFlag(next, state.location, 'droppedItems', dropped.filter((id) => id !== 'letter'))
}
for (const itemId of consumed) {
next = removeVisibleRoomItem(next, world, itemId)
}
const lines: TranscriptLine[] = [
{ kind: 'narration', text: 'The letter catches at one corner. In a few breaths it is ash.' },
]
if (newMatchesUses === 0) {
lines.push({ kind: 'narration', text: world.items['matches']?.lighterEmptyText ?? 'The matchbook is empty.' })
const lines: TranscriptLine[] = [{ kind: 'narration', text: action.messages.success }]
if (decrementedValue === 1 && action.messages.spent) {
lines.push({ kind: 'narration', text: action.messages.spent })
}
return narrate(next, lines)
}
function findDeclarativeAction(
command: Extract<ParsedCommand, { kind: 'verb-target-prep' }>,
world: World,
): DeclarativeAction | null {
const commandItems = new Set([command.target.canonical, command.indirect.canonical])
for (const action of Object.values(world.actions ?? {})) {
if (!action.verbs.includes(command.verb)) continue
const required = [...(action.requires?.allVisibleOrHeld ?? []), ...(action.requires?.allHeld ?? [])]
if (required.length > 0 && required.every((itemId) => commandItems.has(itemId))) return action
}
return null
}
function isVisibleOrHeld(state: GameState, world: World, itemId: string): boolean {
return state.inventory.some((i) => i.id === itemId) || getItemsInRoom(state, world, state.location).includes(itemId)
}
function removeVisibleRoomItem(state: GameState, world: World, itemId: string): GameState {
if (!getItemsInRoom(state, world, state.location).includes(itemId)) return state
const baseItems = world.rooms[state.location]?.items ?? []
let next = state
if (baseItems.includes(itemId)) {
const taken = (next.roomState[state.location]?.['takenItems'] ?? []) as string[]
next = setRoomFlag(next, state.location, 'takenItems', [...new Set([...taken, itemId])])
}
const dropped = (next.roomState[state.location]?.['droppedItems'] ?? []) as string[]
if (dropped.includes(itemId)) {
next = setRoomFlag(next, state.location, 'droppedItems', dropped.filter((id) => id !== itemId))
}
return next
}
function handleUseAsLight(state: GameState, firstId: string, secondId: string, world: World): DispatchResult | null {
if (!lightMechanic(world)?.enabled) return null
const first = world.items[firstId]
const second = world.items[secondId]
if (first?.lighter && second?.lightable) return handleLight(state, secondId, firstId, world)
@@ -669,45 +798,50 @@ function handleUseAsLight(state: GameState, firstId: string, secondId: string, w
}
function handleExtinguish(state: GameState, targetId: string, world: World): DispatchResult {
const mechanic = lightMechanic(world)
if (!mechanic?.enabled) return narrate(state, [{ kind: 'narration', text: message(world, 'nothing-happens') }])
const target = world.items[targetId]
if (!target) return narrate(state, [{ kind: 'narration', text: "You don't see anything like that." }])
if (!target.lightable) return narrate(state, [{ kind: 'narration', text: "You can't extinguish that." }])
if (!target) return narrate(state, [{ kind: 'narration', text: message(world, 'dont-see-anything') }])
if (!target.lightable) return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'cannotExtinguish', 'cannot-extinguish') }])
const targetInst = state.inventory.find((i) => i.id === targetId)
if (!targetInst) return narrate(state, [{ kind: 'narration', text: "You'd have to be carrying it." }])
if (targetInst.state['lit'] !== true) {
return narrate(state, [{ kind: 'narration', text: "It isn't lit." }])
if (!targetInst) return narrate(state, [{ kind: 'narration', text: message(world, 'need-carrying') }])
if (targetInst.state[mechanic.stateKeys.lit] !== true) {
return narrate(state, [{ kind: 'narration', text: lightMessage(world, 'notLit', 'not-lit') }])
}
const newInventory = state.inventory.map((i) =>
i.id === targetId ? { ...i, state: { ...i.state, lit: false, burn: 0 } } : i,
i.id === targetId ? { ...i, state: { ...i.state, [mechanic.stateKeys.lit]: false, [mechanic.stateKeys.burn]: 0 } } : i,
)
return narrate({ ...state, inventory: newInventory }, [{ kind: 'narration', text: target.extinguishedText ?? 'The flame dies.' }])
return narrate({ ...state, inventory: newInventory }, [{ kind: 'narration', text: target.extinguishedText ?? lightMessage(world, 'flameDies', 'flame-dies') }])
}
function advanceLightState(state: GameState, cost: number, world: World): { state: GameState; lines: TranscriptLine[] } {
if (cost <= 0) return { state, lines: [] }
function advanceLightState(state: GameState, trigger: 'move' | 'wait', world: World): { state: GameState; lines: TranscriptLine[] } {
const mechanic = lightMechanic(world)
if (!mechanic?.enabled || !mechanic.burnOn.includes(trigger)) return { state, lines: [] }
let changed = false
const lines: TranscriptLine[] = []
const inventory = state.inventory.map((inst) => {
const def = world.items[inst.id]
if (!def?.lightable || inst.state['lit'] !== true) return inst
if (!def?.lightable || inst.state[mechanic.stateKeys.lit] !== true) return inst
const turnsLeft = getLightTurnsLeft(inst)
const nextTurns = Math.max(0, turnsLeft - cost)
const turnsLeft = getLightTurnsLeft(inst, world)
const nextTurns = Math.max(0, turnsLeft - 1)
changed = true
if (nextTurns === 0) {
lines.push({ kind: 'narration', text: def.extinguishedText ?? 'The flame dies.' })
return { ...inst, state: { ...inst.state, lit: false, burn: 0 } }
lines.push({ kind: 'narration', text: def.extinguishedText ?? lightMessage(world, 'flameDies', 'flame-dies') })
return { ...inst, state: { ...inst.state, [mechanic.stateKeys.lit]: false, [mechanic.stateKeys.burn]: 0 } }
}
return { ...inst, state: { ...inst.state, burn: nextTurns } }
return { ...inst, state: { ...inst.state, [mechanic.stateKeys.burn]: nextTurns } }
})
return changed ? { state: { ...state, inventory }, lines } : { state, lines }
}
function getLightTurnsLeft(inst: ItemInstance): number {
const turns = inst.state['burn']
function getLightTurnsLeft(inst: ItemInstance, world: World): number {
const mechanic = lightMechanic(world)
const turns = inst.state[mechanic.stateKeys.burn]
if (typeof turns === 'number') return Math.max(0, turns)
return inst.state['lit'] === true ? LIGHT_TURNS_MAX : 0
return inst.state[mechanic.stateKeys.lit] === true ? mechanic.maxTurns : 0
}
+45
View File
@@ -92,6 +92,23 @@ const world: World = {
},
}
function withResolveMechanic(overrides: Partial<NonNullable<NonNullable<World['mechanics']>['resolve']>>): World {
return {
...world,
mechanics: {
resolve: {
enabled: true,
handler: 'resolve',
ladder: ['steady', 'shaken', 'reeling', 'returning'],
wrongVerbCost: 1,
safeRooms: { recoverySteps: 1 },
failure: { retreatAt: 'returning', afterRetreat: 'shaken' },
...overrides,
},
},
}
}
describe('encounters — phase advancement', () => {
it('triggers an encounter on entering its room', () => {
let s = initialStateFor(world)
@@ -157,6 +174,34 @@ describe('encounters — phase advancement', () => {
expect(s.resolveLevel).toBe('steady')
})
it('uses markdown resolve config for wrong-verb cost', () => {
const configured = withResolveMechanic({ wrongVerbCost: 2 })
let s = initialStateFor(configured)
s = dispatch(s, { kind: 'go', direction: 'n' }, configured).state
const r = dispatch(s, { kind: 'verb-target', verb: 'push', target: { canonical: 'revenant', raw: 'revenant' } }, configured)
expect(r.state.resolveLevel).toBe('reeling')
})
it('uses markdown resolve config for safe-room recovery', () => {
const configured = withResolveMechanic({ safeRooms: { recoverySteps: 2 } })
let s = initialStateFor(configured)
s = { ...s, resolveLevel: 'reeling' }
s = dispatch(s, { kind: 'go', direction: 'n' }, configured).state
s = dispatch(s, { kind: 'go', direction: 's' }, configured).state
expect(s.resolveLevel).toBe('steady')
})
it('uses markdown resolve config for post-retreat level', () => {
const configured = withResolveMechanic({ failure: { retreatAt: 'returning', afterRetreat: 'reeling' } })
let s = initialStateFor(configured)
s = dispatch(s, { kind: 'go', direction: 'n' }, configured).state
s = { ...s, resolveLevel: 'returning' }
s = dispatch(s, { kind: 'verb-target', verb: 'attack', target: { canonical: 'revenant', raw: 'revenant' } }, configured).state
const r = dispatch(s, { kind: 'confirmation', confirmed: true }, configured)
expect(r.state.location).toBe('foyer')
expect(r.state.resolveLevel).toBe('reeling')
})
it('allows a required item to be the direct target in a target-preposition encounter command', () => {
let s = initialStateFor(world)
s = {
+39 -12
View File
@@ -2,6 +2,17 @@ import type { World } from '../world/types'
import type { GameState, ParsedCommand, DispatchResult, TranscriptLine, ResolveLevel } from './types'
import { TRANSCRIPT_CAP, RESOLVE_LEVELS } from './types'
type ActiveResolveMechanic = NonNullable<NonNullable<World['mechanics']>['resolve']>
const DEFAULT_RESOLVE_MECHANIC: ActiveResolveMechanic = {
enabled: true,
handler: 'resolve',
ladder: RESOLVE_LEVELS,
wrongVerbCost: 1,
safeRooms: { recoverySteps: 1 },
failure: { retreatAt: 'returning', afterRetreat: 'shaken' },
}
function append(state: GameState, lines: TranscriptLine[]): GameState {
const transcript = [...state.transcript, ...lines]
return { ...state, transcript: transcript.slice(-TRANSCRIPT_CAP) }
@@ -38,11 +49,26 @@ export function maybeTriggerEncounter(state: GameState, world: World): DispatchR
return narrate(next, [{ kind: 'narration', text: phase.description }])
}
function bumpResolve(level: ResolveLevel, cost: 0 | 1 | 2 | undefined): ResolveLevel {
if (!cost) return level
const idx = RESOLVE_LEVELS.indexOf(level)
const newIdx = Math.min(RESOLVE_LEVELS.length - 1, idx + cost)
return RESOLVE_LEVELS[newIdx]!
function resolveMechanic(world: World): ActiveResolveMechanic {
return world.mechanics?.resolve ?? DEFAULT_RESOLVE_MECHANIC
}
function bumpResolve(level: ResolveLevel, cost: 0 | 1 | 2 | undefined, world: World): ResolveLevel {
const mechanic = resolveMechanic(world)
if (!mechanic.enabled || !cost) return level
const idx = mechanic.ladder.indexOf(level)
if (idx < 0) return level
const newIdx = Math.min(mechanic.ladder.length - 1, idx + cost)
return mechanic.ladder[newIdx]!
}
function shouldRetreat(level: ResolveLevel, cost: 0 | 1 | 2 | undefined, world: World): boolean {
const mechanic = resolveMechanic(world)
return mechanic.enabled && !!cost && level === mechanic.failure.retreatAt
}
function afterRetreatResolve(world: World): ResolveLevel {
return resolveMechanic(world).failure.afterRetreat
}
export interface EncounterResolution {
@@ -103,12 +129,13 @@ export function applyVerbToEncounter(
if (!transition) {
// Wrong verb — apply default narration and resolve cost.
if (!verb || (targetId !== null && targetId !== encId)) return null // verb is unrelated to this encounter
const newResolve = bumpResolve(state.resolveLevel, 1)
if (state.resolveLevel === 'returning') {
const wrongVerbCost = resolveMechanic(world).wrongVerbCost
const newResolve = bumpResolve(state.resolveLevel, wrongVerbCost, world)
if (shouldRetreat(state.resolveLevel, wrongVerbCost, world)) {
// Retreat.
const retreat = def.onFailed
if (retreat) {
const next: GameState = { ...state, location: retreat.retreatTo, resolveLevel: 'shaken' }
const next: GameState = { ...state, location: retreat.retreatTo, resolveLevel: afterRetreatResolve(world) }
const dest = world.rooms[retreat.retreatTo]
const lines: TranscriptLine[] = [
{ kind: 'narration', text: retreat.narration },
@@ -125,10 +152,10 @@ export function applyVerbToEncounter(
}
// Right verb — but if it has a resolve cost and player is already at 'returning', retreat.
if (transition.resolveCost && transition.resolveCost > 0 && state.resolveLevel === 'returning') {
if (shouldRetreat(state.resolveLevel, transition.resolveCost, world)) {
const retreat = def.onFailed
if (retreat) {
const next: GameState = { ...state, location: retreat.retreatTo, resolveLevel: 'shaken' }
const next: GameState = { ...state, location: retreat.retreatTo, resolveLevel: afterRetreatResolve(world) }
const dest = world.rooms[retreat.retreatTo]
const lines: TranscriptLine[] = [
{ kind: 'narration', text: transition.narration },
@@ -142,7 +169,7 @@ export function applyVerbToEncounter(
// Right verb — narrate and transition.
let next: GameState = { ...state }
if (transition.resolveCost) {
next = { ...next, resolveLevel: bumpResolve(next.resolveLevel, transition.resolveCost) }
next = { ...next, resolveLevel: bumpResolve(next.resolveLevel, transition.resolveCost, world) }
}
if (transition.to === 'resolved') {
@@ -158,7 +185,7 @@ export function applyVerbToEncounter(
const dest = world.rooms[retreat.retreatTo]
const newEncState = { ...next.encounterState }
delete newEncState[encId]
next = { ...next, location: retreat.retreatTo, encounterState: newEncState, resolveLevel: 'shaken' }
next = { ...next, location: retreat.retreatTo, encounterState: newEncState, resolveLevel: afterRetreatResolve(world) }
const lines: TranscriptLine[] = [
{ kind: 'narration', text: transition.narration },
{ kind: 'narration', text: retreat.narration },
+40 -1
View File
@@ -1,6 +1,6 @@
import { describe, it, expect } from 'vitest'
import { parse } from './parser'
import type { ParserContext } from './parser'
import type { ParserContext, ParserVocabulary } from './parser'
const emptyCtx: ParserContext = {
knownItems: [],
@@ -92,6 +92,45 @@ describe('parser — unknown input', () => {
})
describe('parser — verb + target', () => {
it('uses vocabulary supplied by world markdown', () => {
const vocabulary: ParserVocabulary = {
directions: {
n: ['n', 'northward'],
s: ['s'],
e: ['e'],
w: ['w'],
u: ['u'],
d: ['d'],
},
prepositions: ['beside'],
stopWords: ['the'],
noTargetVerbs: ['look'],
metaVerbs: ['restart'],
verbs: {
go: ['go'],
look: ['look', 'observe'],
take: ['take hold of'],
},
}
const ctx: ParserContext = {
knownItems: ['lamp'],
knownEncounters: [],
visibleNouns: [{ id: 'lamp', aliases: ['lamp'] }],
inventoryItemIds: [],
lastNoun: null,
awaitingDisambiguation: null,
vocabulary,
}
expect(parse('observe', ctx)).toEqual({ kind: 'verb-only', verb: 'look' })
expect(parse('northward', ctx)).toEqual({ kind: 'go', direction: 'n' })
expect(parse('go northward', ctx)).toEqual({ kind: 'go', direction: 'n' })
expect(parse('take hold of the lamp', ctx)).toEqual({
kind: 'verb-target',
verb: 'take',
target: { canonical: 'lamp', raw: 'lamp' },
})
})
it('recognizes slice-two encounter verbs', () => {
const ctx: ParserContext = {
knownItems: [],
+130 -70
View File
@@ -1,5 +1,14 @@
import type { ParsedCommand, NounRef, Verb, MetaVerb, Direction, PendingDisambiguation } from './types'
export interface ParserVocabulary {
directions: Record<Direction, string[]>
prepositions: string[]
stopWords: string[]
noTargetVerbs: Verb[]
metaVerbs: MetaVerb[]
verbs: Partial<Record<Verb, string[]>>
}
export interface ParserContext {
/** All item ids that exist in the world (for noun matching). */
knownItems: string[]
@@ -11,64 +20,115 @@ export interface ParserContext {
inventoryItemIds: string[]
lastNoun: NounRef | null
awaitingDisambiguation: PendingDisambiguation | null
vocabulary?: ParserVocabulary
}
/** Verb synonym table: each entry maps an alias to the canonical Verb. */
const VERB_SYNONYMS: Record<string, Verb> = {
// movement
go: 'go', walk: 'go', move: 'go',
// perception
look: 'look', l: 'look',
examine: 'examine', x: 'examine', inspect: 'examine',
// inventory
inventory: 'inventory', inv: 'inventory', i: 'inventory',
// manipulation
take: 'take', get: 'take', grab: 'take', 'pick up': 'take',
drop: 'drop', put: 'drop', leave: 'drop',
use: 'use', combine: 'use',
open: 'open', close: 'close',
drink: 'drink', sip: 'drink',
read: 'read', light: 'light', extinguish: 'extinguish', douse: 'extinguish',
attack: 'attack', kill: 'attack', fight: 'attack', strike: 'attack',
hold: 'hold', show: 'hold',
push: 'push', press: 'push',
pull: 'pull',
cut: 'cut', trim: 'cut',
play: 'play',
listen: 'listen',
pour: 'pour',
uncover: 'open',
wait: 'wait', z: 'wait',
export const SUPPORTED_VERBS: Verb[] = [
'go',
'look',
'examine',
'take',
'drop',
'use',
'open',
'close',
'read',
'light',
'extinguish',
'attack',
'inventory',
'wait',
'hold',
'push',
'pull',
'cut',
'play',
'listen',
'pour',
'drink',
]
export const SUPPORTED_META_VERBS: MetaVerb[] = ['restart', 'undo', 'hint', 'save', 'quit', 'theme']
export const DEFAULT_PARSER_VOCABULARY: ParserVocabulary = {
directions: {
n: ['n', 'north'],
s: ['s', 'south'],
e: ['e', 'east'],
w: ['w', 'west'],
u: ['u', 'up'],
d: ['d', 'down'],
},
prepositions: ['with', 'on', 'in', 'to'],
stopWords: ['at', 'the', 'a', 'an'],
noTargetVerbs: ['look', 'inventory', 'wait', 'listen'],
metaVerbs: ['restart', 'undo', 'hint', 'save', 'quit', 'theme'],
verbs: {
go: ['go', 'walk', 'move'],
look: ['look', 'l'],
examine: ['examine', 'x', 'inspect'],
inventory: ['inventory', 'inv', 'i'],
take: ['take', 'get', 'grab', 'pick up'],
drop: ['drop', 'put', 'leave'],
use: ['use', 'combine'],
open: ['open', 'uncover'],
close: ['close'],
drink: ['drink', 'sip'],
read: ['read'],
light: ['light'],
extinguish: ['extinguish', 'douse'],
attack: ['attack', 'kill', 'fight', 'strike'],
hold: ['hold', 'show'],
push: ['push', 'press'],
pull: ['pull'],
cut: ['cut', 'trim'],
play: ['play'],
listen: ['listen'],
pour: ['pour'],
wait: ['wait', 'z'],
},
}
const DIRECTION_WORDS: Record<string, Direction> = {
n: 'n', north: 'n',
s: 's', south: 's',
e: 'e', east: 'e',
w: 'w', west: 'w',
u: 'u', up: 'u',
d: 'd', down: 'd',
interface CompiledVocabulary {
directionWords: Record<string, Direction>
metaVerbs: Record<string, MetaVerb>
verbSynonyms: Record<string, Verb>
multiWordVerbs: string[]
noTargetVerbs: Set<string>
stopWords: Set<string>
prepositions: Set<string>
}
const META_VERBS: Record<string, MetaVerb> = {
restart: 'restart',
undo: 'undo',
hint: 'hint',
save: 'save',
quit: 'quit',
theme: 'theme',
function normalizeAlias(value: string): string {
return value.trim().toLowerCase().replace(/\s+/g, ' ')
}
/** Verbs that legally take no target. */
const VERB_ONLY_VERBS = new Set<string>(['look', 'inventory', 'wait', 'listen'])
function compileVocabulary(vocabulary: ParserVocabulary): CompiledVocabulary {
const directionWords: Record<string, Direction> = {}
for (const [direction, aliases] of Object.entries(vocabulary.directions) as [Direction, string[]][]) {
for (const alias of aliases) directionWords[normalizeAlias(alias)] = direction
}
/** Two-word verb prefixes (e.g. "pick up X"). */
const TWO_WORD_VERBS = ['pick up']
const metaVerbs: Record<string, MetaVerb> = {}
for (const verb of vocabulary.metaVerbs) metaVerbs[normalizeAlias(verb)] = verb
/** Leading stop-words stripped from the noun phrase before matching. */
const STOP_WORDS = new Set(['at', 'the', 'a', 'an'])
const verbSynonyms: Record<string, Verb> = {}
for (const [verb, aliases] of Object.entries(vocabulary.verbs) as [Verb, string[]][]) {
for (const alias of aliases) verbSynonyms[normalizeAlias(alias)] = verb
}
const PREPOSITIONS = new Set(['with', 'on', 'in', 'to'])
return {
directionWords,
metaVerbs,
verbSynonyms,
multiWordVerbs: Object.keys(verbSynonyms)
.filter((alias) => alias.includes(' '))
.sort((a, b) => b.split(' ').length - a.split(' ').length),
noTargetVerbs: new Set(vocabulary.noTargetVerbs),
stopWords: new Set(vocabulary.stopWords.map(normalizeAlias)),
prepositions: new Set(vocabulary.prepositions.map(normalizeAlias)),
}
}
function resolveNoun(rawTokens: string[], ctx: ParserContext): { id: string; alias: string } | null {
const phrase = rawTokens.join(' ')
@@ -90,19 +150,19 @@ function tokenize(input: string): string[] {
return input.trim().toLowerCase().split(/\s+/).filter(Boolean)
}
function matchTwoWordVerb(tokens: string[]): { verb: Verb; rest: string[] } | null {
if (tokens.length < 2) return null
const head = tokens.slice(0, 2).join(' ')
for (const phrase of TWO_WORD_VERBS) {
if (phrase === head) {
const verb = VERB_SYNONYMS[phrase]
if (verb) return { verb, rest: tokens.slice(2) }
function matchMultiWordVerb(tokens: string[], vocabulary: CompiledVocabulary): { verb: Verb; rest: string[] } | null {
for (const phrase of vocabulary.multiWordVerbs) {
const phraseTokens = phrase.split(' ')
if (tokens.length >= phraseTokens.length && tokens.slice(0, phraseTokens.length).join(' ') === phrase) {
const verb = vocabulary.verbSynonyms[phrase]
if (verb) return { verb, rest: tokens.slice(phraseTokens.length) }
}
}
return null
}
export function parse(rawInput: string, ctx: ParserContext): ParsedCommand {
const vocabulary = compileVocabulary(ctx.vocabulary ?? DEFAULT_PARSER_VOCABULARY)
const trimmed = rawInput.trim()
if (!trimmed) return { kind: 'unknown', raw: '', reason: 'malformed' }
@@ -117,19 +177,14 @@ export function parse(rawInput: string, ctx: ParserContext): ParsedCommand {
}
// Meta-commands take precedence (single-word).
if (META_VERBS[head] && tokens.length === 1) {
return { kind: 'meta', verb: META_VERBS[head]! }
if (vocabulary.metaVerbs[head] && tokens.length === 1) {
return { kind: 'meta', verb: vocabulary.metaVerbs[head]! }
}
// Direction shortcuts: "n", "north", "go n", "go north".
if (DIRECTION_WORDS[head] && tokens.length === 1) {
return { kind: 'go', direction: DIRECTION_WORDS[head]! }
if (vocabulary.directionWords[head] && tokens.length === 1) {
return { kind: 'go', direction: vocabulary.directionWords[head]! }
}
if (head === 'go' && tokens.length === 2) {
const dir = DIRECTION_WORDS[tokens[1]!]
if (dir) return { kind: 'go', direction: dir }
}
// Disambiguation reply: a single-word answer matching one of the candidates.
// Must be checked before verb resolution so "brass" / "iron" etc. are caught.
if (ctx.awaitingDisambiguation && tokens.length === 1) {
@@ -144,15 +199,15 @@ export function parse(rawInput: string, ctx: ParserContext): ParsedCommand {
}
}
// Two-word verb (e.g. "pick up X").
const twoWord = matchTwoWordVerb(tokens)
// Multi-word verb aliases (e.g. "pick up X").
const twoWord = matchMultiWordVerb(tokens, vocabulary)
let verb: Verb | undefined
let rest: string[]
if (twoWord) {
verb = twoWord.verb
rest = twoWord.rest
} else {
verb = VERB_SYNONYMS[head]
verb = vocabulary.verbSynonyms[head]
rest = tokens.slice(1)
}
@@ -160,26 +215,31 @@ export function parse(rawInput: string, ctx: ParserContext): ParsedCommand {
return { kind: 'unknown', raw: trimmed, reason: 'unknown-verb' }
}
if (verb === 'go' && rest.length === 1) {
const dir = vocabulary.directionWords[rest[0]!]
if (dir) return { kind: 'go', direction: dir }
}
// Strip leading stop-words from the noun phrase (e.g. "at", "the", "a", "an").
while (rest.length > 0 && STOP_WORDS.has(rest[0]!)) {
while (rest.length > 0 && vocabulary.stopWords.has(rest[0]!)) {
rest = rest.slice(1)
}
if (rest.length === 0) {
if (VERB_ONLY_VERBS.has(verb)) {
if (vocabulary.noTargetVerbs.has(verb)) {
return { kind: 'verb-only', verb: verb as 'look' | 'inventory' | 'wait' | 'listen' }
}
return { kind: 'unknown', raw: trimmed, reason: 'malformed' }
}
// Detect a preposition splitting target | indirect.
const prepIdx = rest.findIndex((tok) => PREPOSITIONS.has(tok))
const prepIdx = rest.findIndex((tok) => vocabulary.prepositions.has(tok))
if (prepIdx > 0 && prepIdx < rest.length - 1) {
const targetTokens = rest.slice(0, prepIdx)
const prep = rest[prepIdx]!
let indirectTokens = rest.slice(prepIdx + 1)
// Strip stop-words at the head of the indirect phrase too ("on the table").
while (indirectTokens.length > 0 && STOP_WORDS.has(indirectTokens[0]!)) {
while (indirectTokens.length > 0 && vocabulary.stopWords.has(indirectTokens[0]!)) {
indirectTokens = indirectTokens.slice(1)
}
if (indirectTokens.length > 0) {
+1
View File
@@ -30,6 +30,7 @@ function ctxFor(state: GameState): ParserContext {
inventoryItemIds: state.inventory.map((i) => i.id),
lastNoun: state.lastNoun,
awaitingDisambiguation: state.pendingDisambiguation,
vocabulary: world.parser,
}
}
+2 -1
View File
@@ -40,7 +40,7 @@ export interface ItemInstance {
}
export type EncounterPhase = string // phase names are encounter-specific
export type EndingId = 'true' | 'wrong' | 'bad' | 'replacement' | 'mercy'
export type EndingId = string
export interface TranscriptLine {
kind: 'narration' | 'player' | 'system' | 'ending'
@@ -60,6 +60,7 @@ export interface PendingConfirmation {
export interface GameState {
schemaVersion: number
transcriptCap?: number
location: RoomId
inventory: ItemInstance[]
/** Per-room state: visited, items dropped, descriptive flags. */
+31 -10
View File
@@ -1,22 +1,27 @@
---
import '../ui/crt.css'
import { world } from '../world'
const buildNumber = process.env.CI_PIPELINE_NUMBER ?? 'local'
const ui = world.ui
const footerLinks = ui?.footer.links ?? []
const firstFooterLink = footerLinks[0]
const remainingFooterLinks = footerLinks.slice(1)
---
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover" />
<title>Halfstreet Ethan J Lewis</title>
<meta name="description" content="A gothic mystery." />
<meta name="robots" content="noindex" />
<title>{ui?.pageTitle ?? `${world.game?.title ?? 'Halfstreet'} - Ethan J Lewis`}</title>
<meta name="description" content={ui?.description ?? world.game?.description ?? 'A gothic mystery.'} />
<meta name="robots" content={ui?.robots ?? 'noindex'} />
<link rel="icon" href="/favicon.ico" sizes="any" />
<link rel="icon" href="/favicon.svg" type="image/svg+xml" />
<link rel="icon" href="/favicon-96x96.png" type="image/png" sizes="96x96" />
<link rel="apple-touch-icon" href="/apple-touch-icon.png" />
<link rel="manifest" href="/site.webmanifest" />
<meta name="theme-color" content="#1a0d00" />
<meta name="theme-color" content={ui?.themeColor ?? '#1a0d00'} />
</head>
<body>
<div class="mystery-root" data-mystery-root>
@@ -52,16 +57,20 @@ const buildNumber = process.env.CI_PIPELINE_NUMBER ?? 'local'
</div>
<div class="mystery-options-group" aria-label="Game">
<div class="mystery-options-label">Game</div>
{ui?.features.chips !== false && (
<>
<button type="button" data-chips-choice="on" aria-pressed="true">Chips On</button>
<button type="button" data-chips-choice="off" aria-pressed="false">Chips Off</button>
</>
)}
<button type="button" data-restart-choice>Restart</button>
</div>
</div>
</div>
<div class="mystery-transcript" data-mystery-transcript aria-live="polite" aria-atomic="false"></div>
<div class="mystery-controls">
<div class="mystery-chips" data-mystery-chips></div>
<div class="mystery-light-meter" data-mystery-light-meter aria-hidden="true"></div>
{ui?.features.chips !== false && <div class="mystery-chips" data-mystery-chips></div>}
{ui?.features.lightMeter !== false && <div class="mystery-light-meter" data-mystery-light-meter aria-hidden="true"></div>}
</div>
<div class="mystery-input-row">
<input
@@ -78,13 +87,25 @@ const buildNumber = process.env.CI_PIPELINE_NUMBER ?? 'local'
</div>
</div>
<footer class="mystery-footer">
© 2026 <a href="https://ethanjlewis.com">Ethan J Lewis</a>
{ui?.footer.copyrightHref ? <a href={ui.footer.copyrightHref}>{ui.footer.copyright}</a> : <span>{ui?.footer.copyright ?? '© 2026 Ethan J Lewis'}</span>}
{firstFooterLink && (
<>
<span aria-hidden="true">|</span>
<a href="https://half.st/ejlewis/halfstreet/src/branch/main/LICENSE">GNU 3.0</a>
<a href={firstFooterLink.href}>{firstFooterLink.label}</a>
</>
)}
{ui?.footer.showBuild !== false && (
<>
<span aria-hidden="true">|</span>
<span>Build #{buildNumber}</span>
<span>{ui?.footer.buildLabel ?? 'Build #'}{buildNumber}</span>
</>
)}
{remainingFooterLinks.map((link) => (
<>
<span aria-hidden="true">|</span>
<a href="https://half.st/ejlewis/halfstreet">Source Code</a>
<a href={link.href}>{link.label}</a>
</>
))}
</footer>
</div>
<script>
+20 -23
View File
@@ -1,8 +1,9 @@
import { parse } from '../engine/parser'
import type { ParserContext } from '../engine/parser'
import { dispatch, initialStateFor, getItemsInRoom, getLightStatus, LIGHT_TURNS_MAX } from '../engine/dispatcher'
import { dispatch, initialStateFor, getItemsInRoom, getLightStatus } from '../engine/dispatcher'
import { saveState, loadState, clearSave } from '../engine/save'
import { world } from '../world'
import { DEFAULT_WORLD_MESSAGES, type WorldMessageKey } from '../world/types'
import type { GameState, TranscriptLine } from '../engine/types'
import { TRANSCRIPT_CAP } from '../engine/types'
import { computeChips } from './chips'
@@ -14,24 +15,17 @@ const inputEl = document.querySelector<HTMLInputElement>('[data-mystery-input]')
const inputDisplayEl = document.querySelector<HTMLSpanElement>('[data-mystery-input-display]')
const lightMeterEl = document.querySelector<HTMLDivElement>('[data-mystery-light-meter]')
const HELP_TEXT = `You arrive at the address, but you do not remember what has happened. The road behind you is gone...
const HELP_TEXT = world.game?.helpText ?? `This is a text adventure. Type short commands to act.`
const UI_FEATURES = world.ui?.features ?? {
chips: true,
lightMeter: true,
typedEffect: true,
roomScroll: true,
}
This is a text adventure. Type short commands to act in the house.
Common commands:
look describe the room again
n, s, e, w, u, d move by direction
take lamp pick something up
examine letter inspect something nearby or held
read letter read a readable object
inventory see what you carry
light lamp with matches use one thing with another
wait let the room continue
undo step back once
restart begin again
theme change the terminal colors
Most commands are verb first, then the thing: examine gate, take lamp, use key on door.`
function message(key: WorldMessageKey): string {
return world.messages?.[key] ?? DEFAULT_WORLD_MESSAGES[key]
}
if (!transcriptEl || !inputEl || !inputDisplayEl) {
console.error('[halfstreet] terminal mount points missing')
@@ -53,6 +47,7 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
const ROOM_SCROLL_MS = 180
const syncLightMeter = (): void => {
if (!UI_FEATURES.lightMeter) return
if (!lightMeterEl) return
const status = getLightStatus(state, world)
lightMeterEl.hidden = !status
@@ -75,8 +70,8 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
const leds = document.createElement('div')
leds.className = 'mystery-light-leds'
const turnsLeft = Math.max(0, Math.min(LIGHT_TURNS_MAX, status.turnsLeft))
for (let i = 0; i < LIGHT_TURNS_MAX; i++) {
const turnsLeft = Math.max(0, Math.min(status.maxTurns, status.turnsLeft))
for (let i = 0; i < status.maxTurns; i++) {
const segment = document.createElement('span')
segment.className = 'mystery-light-segment'
const lit = i < turnsLeft
@@ -98,6 +93,7 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
}
function refreshChips(): void {
if (!UI_FEATURES.chips) return
renderChips(computeChips(state, world), (command) => {
clearIdleHint()
inputEl!.value = command
@@ -160,6 +156,7 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
inventoryItemIds: s.inventory.map((i) => i.id),
lastNoun: s.lastNoun,
awaitingDisambiguation: s.pendingDisambiguation,
vocabulary: world.parser,
}
}
@@ -274,7 +271,7 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
}
const renderAll = (lines: TranscriptLine[], options: { animate?: boolean; scroll?: boolean } = {}): void => {
const animate = options.animate ?? true
const animate = (options.animate ?? true) && UI_FEATURES.typedEffect
const shouldScroll = options.scroll ?? true
const generation = renderGeneration
renderQueue = renderQueue.then(() => renderLines(lines, animate, shouldScroll, generation)).catch((err) => {
@@ -445,7 +442,7 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
syncEndedUI()
syncDrunkEffect()
} else {
appendLines([{ kind: 'system', text: 'There is no further back.' }], { scroll: false })
appendLines([{ kind: 'system', text: message('no-undo') }], { scroll: false })
}
return
}
@@ -463,7 +460,7 @@ if (!transcriptEl || !inputEl || !inputDisplayEl) {
const previousLocation = state.location
const result = dispatch(state, command, world)
state = result.state
const shouldScrollToRoom = command.kind === 'go' && state.location !== previousLocation
const shouldScrollToRoom = UI_FEATURES.roomScroll && command.kind === 'go' && state.location !== previousLocation
renderAll(result.appended, { scroll: shouldScrollToRoom }) // dispatch already pushed these into state.transcript
saveState(state)
if (raw.trim().toLowerCase() === 'theme') {
+11
View File
@@ -0,0 +1,11 @@
{
"markdown:add-metadata-property": [],
"editor:toggle-source": [
{
"modifiers": [
"Mod"
],
"key": ";"
}
]
}
+1
View File
@@ -46,3 +46,4 @@
- [ ] BUG: It says the door closes behind you when you enter the lobby, but you can still exit S to the gate.
- [x] FEATURE: Add a short "typed" effect to the text. Make it look like it's being typed out, if that makes sense, one character at a time. The effect should be brief.
- [x] FEATURE: Whenever you change rooms, scroll the text so the name of the room you're in is at the top. Users can scroll up to see the history. This should be an effect where the old text slides up to make room for the new text, and this should happen before the "typed" effect.
- [ ] Open-source authoring architecture: follow [[open-source-authoring-roadmap]] to move as much story, parser, mechanic, action, and UI configuration as practical into markdown under `src/world` so authors can control it from Obsidian.
+27
View File
@@ -0,0 +1,27 @@
---
id: burn-letter
verbs: [use]
requires:
allVisibleOrHeld:
- "[[letter]]"
- "[[matches]]"
consumes:
inventory:
- "[[letter]]"
decrements:
item: "[[matches]]"
stateKey: uses
setsFlags:
letterBurned: true
---
# Burn Letter
## success
The letter catches at one corner. In a few breaths it is ash.
## spent
The matchbook is empty.
## missingRequired
You don't see the letter here.
+33
View File
@@ -0,0 +1,33 @@
---
id: drink-whiskey
verbs: [drink]
handler: drunk-transition
requires:
allHeld:
- "[[whiskey]]"
consumes:
inventory:
- "[[whiskey]]"
drunkTransition:
destinationRoom: "[[drunk-hall]]"
maxMoves: 20
wakeRoom: "[[foyer]]"
resetRoom: "[[kitchen]]"
---
# Drink Whiskey
## success
You drink from the bottle. It tastes of smoke, sugar, and rainwater left too long in a pipe.
## missingRequired
You'd have to be carrying it.
## secretFoundPassOut
The faceless man steps backward into the dark. The floor rises under you, or you fall toward it.
## tooManyMovesPassOut
The rooms keep turning until they become one room. Then even that room is gone.
## reset
The bottle is not with you. Somewhere in the kitchen, it is half full again.
+155
View File
@@ -0,0 +1,155 @@
# Authoring Halfstreet
Halfstreet is authored from this `src/world` vault. The TypeScript runtime loads and validates the markdown; ordinary story changes should start here.
Use wikilinks for references when you can. The loader accepts `[[foyer]]` and stores it as `foyer`, so Obsidian links stay useful without changing runtime ids.
## Forking The Game
The current open-source shape is a forkable Astro app. Keep `src/engine`, `src/ui`, and `src/pages` in place, then replace the markdown in this vault with your own rooms, items, encounters, endings, mechanics, actions, parser vocabulary, and UI labels.
For a new game, update these files first:
- `game.md`: title, starting room, starting inventory, ending priority, opening art, help text, and end text.
- `parser.md`: direction words, verb aliases, prepositions, stop words, no-target verbs, and meta verbs.
- `ui.md`: page title, meta description, footer labels and links, build label, and UI feature switches.
- `templates/`: copy these starter files when adding new world content.
After edits, run `npm test` from the repo root. Validation errors are meant to point back to the markdown field or section that needs fixing.
## Rooms
Room files live in `rooms/`. Every room needs frontmatter plus three prose sections:
- `## first-visit`
- `## revisit`
- `## examined`
Set unused exits to `null`. Set exits to `[[room-id]]` when they lead somewhere. Put item ids in `items`, and set `encounter` when a room starts an encounter.
```yaml
id: sample-room
title: "[ Sample Room ]"
exitN: "[[other-room]]"
exitS: null
exitE: null
exitW: null
exitU: null
exitD: null
items:
- "[[sample-key]]"
encounter: null
safe: true
```
Locked exits use a matching `exitXRequires` and `exitXLockedText` pair. The requirement must be an item id or a known flag.
```yaml
exitN: "[[locked-room]]"
exitNRequires: sample-key
exitNLockedText: The door will not move.
```
## Items
Item files live in `items/`. The prose before the first `##` header is the long description shown by `examine`.
Use `readable: true` only when the item has a `## read` section. Use `lightable: true` for items that can be lit, and `lighter: true` for items that can light other items.
```yaml
id: sample-key
names: ["key", "sample key"]
short: "a sample key"
takeable: true
initialState: {}
```
Allowed optional item sections are:
- `## read`
- `## lit`
- `## extinguished`
- `## lighter-empty`
## Encounters
Encounter files live in `encounters/`. Encounters are state machines: `initialPhase` points to a phase, each phase points to a description section, and each transition points to a narration section.
```yaml
id: sample-encounter
startsIn: "[[sample-room]]"
initialPhase: waiting
aliases: [figure, shape]
defaultWrongVerbNarration: wrong-verb
phases:
waiting:
description: waiting
transitions:
- verb: wait
chipLabel: WAIT
narration: waited
to: resolved
```
Use `onResolved.setFlags` for flags that endings or locked exits can read. Use `requires.item` on a transition when the player must hold a specific item.
## Endings
Ending files live in `endings/`. `whenFlags` controls when an ending is available, and the markdown body is the ending narration.
Quote ids that look like booleans:
```yaml
id: "true"
whenFlags:
familySecretKnown: true
```
Bare `id: true` is parsed as a boolean by YAML before the loader sees it.
## Mechanics
Mechanic files live in `mechanics/`. They configure named TypeScript handlers without moving the algorithms into markdown.
`mechanics/light.md` controls the light timer, burn triggers, state keys, meter setting, and fallback light prose. `mechanics/resolve.md` controls resolve levels, wrong-verb cost, safe-room recovery, and retreat behavior.
Keep `handler` set to the supported handler name. Set `enabled: false` to disable a mechanic cleanly.
## Actions
Action files live in `actions/`. Simple actions can require visible or held items, consume inventory, decrement item state, set flags, and narrate success.
```yaml
id: sample-action
verbs: [use]
requires:
allVisibleOrHeld:
- "[[sample-key]]"
setsFlags:
sampleActionDone: true
```
Every default action needs `## success`. Handler-backed actions may require extra sections. For example, the `drunk-transition` handler requires `## success`, `## secretFoundPassOut`, `## tooManyMovesPassOut`, and `## reset`.
## Game, Parser, Messages, And UI
- `game.md` controls the title, description, starting room, starting inventory, ending priority, transcript cap, opening art, help text, and ended text.
- `parser.md` controls directions, verb aliases, prepositions, stop words, no-target verbs, and meta verbs.
- `messages.md` controls common system prose.
- `ui.md` controls page metadata, footer labels and links, build label visibility, and UI feature toggles.
## Common Validation Errors
`missing required section "## first-visit"`: add the exact section header to the room file. Section names must use only letters, digits, hyphens, and underscores.
`## read section is required when readable: true`: either add `## read` to the item or remove `readable: true`.
`frontmatter references missing section`: an encounter phase, transition, or failure references a prose key that does not exist. Add the section or fix the key.
`exitNRequires is set but exitNLockedText is missing`: locked exits need both the requirement and locked narration fields.
`references unknown item` or `references unknown room`: check the wikilink/id spelling and make sure the referenced file exists in the matching folder.
`endingPriority references "true" but endings/true.md is missing`: quote boolean-like ids in YAML and make sure the ending file exists.
`unknown message section` or `unknown item section`: the loader only accepts known section keys. Rename the header to one of the allowed keys for that file type.
+418 -2
View File
@@ -1,7 +1,83 @@
import { describe, it, expect } from 'vitest'
import { world } from './index'
import { assembleWorld, world } from './index'
import type { GameManifest, Item, Room, World } from './types'
const manifest: GameManifest = {
id: 'test',
title: 'Test',
description: 'A tiny test world.',
startingRoom: 'foyer',
startingInventory: ['letter'],
endingPriority: ['true'],
}
const rooms: Record<string, Room> = {
foyer: {
id: 'foyer',
title: '[ Foyer ]',
descriptions: {
firstVisit: 'You are here.',
revisit: 'Still here.',
examined: 'A foyer.',
},
exits: {},
items: [],
},
}
const items: Record<string, Item> = {
letter: {
id: 'letter',
names: ['letter'],
short: 'a letter',
long: 'A folded letter.',
initialState: {},
takeable: true,
},
}
const endings: World['endings'] = {
true: { whenFlags: {}, narration: 'The end.' },
}
function build(overrides: Partial<Parameters<typeof assembleWorld>[0]> = {}) {
return assembleWorld({
game: manifest,
rooms,
items,
endings,
encounters: {},
encounterDocs: [],
...overrides,
})
}
describe('assembled world', () => {
it('assembles a minimal manifest-backed world', () => {
const result = build()
expect(result.startingRoom).toBe('foyer')
expect(result.startingInventory).toEqual(['letter'])
expect(result.endingPriority).toEqual(['true'])
})
it('rejects a game manifest with an unknown starting room', () => {
expect(() => build({
game: { ...manifest, startingRoom: 'missing-room' },
})).toThrow(/startingRoom references "missing-room"/)
})
it('rejects a game manifest with an unknown starting inventory item', () => {
expect(() => build({
game: { ...manifest, startingInventory: ['missing-item'] },
})).toThrow(/startingInventory references unknown item "missing-item"/)
})
it('rejects a game manifest with an unknown ending priority entry', () => {
expect(() => build({
game: { ...manifest, endingPriority: ['missing-ending'] },
})).toThrow(/endingPriority references "missing-ending"/)
})
it('contains the authored opening and main-floor rooms', () => {
expect(Object.keys(world.rooms)).toEqual(expect.arrayContaining([
'outside-gate',
@@ -88,16 +164,356 @@ describe('assembled world', () => {
})
it('startingRoom is a known room', () => {
expect(world.game?.startingRoom).toBe(world.startingRoom)
expect(world.rooms[world.startingRoom]).toBeDefined()
})
it('startingInventory items are known', () => {
expect(world.game?.startingInventory).toEqual(world.startingInventory)
for (const itemId of world.startingInventory) {
expect(world.items[itemId]).toBeDefined()
}
})
it('game manifest text is loaded from markdown', () => {
expect(world.game?.title).toBe('Halfstreet')
expect(world.game?.openingArt).toContain('____')
expect(world.game?.helpText).toContain('This is a text adventure.')
expect(world.game?.endedText).toContain('The story has ended.')
})
it('parser vocabulary is loaded from markdown', () => {
expect(world.parser?.verbs.take).toContain('pick up')
expect(world.parser?.verbs.open).toContain('uncover')
expect(world.parser?.directions.n).toContain('north')
})
it('UI config is loaded from markdown', () => {
expect(world.ui?.pageTitle).toBe('Halfstreet - Ethan J Lewis')
expect(world.ui?.footer.links.map((link) => link.label)).toEqual(['GNU 3.0', 'Source Code'])
expect(world.ui?.footer.showBuild).toBe(true)
expect(world.ui?.features.typedEffect).toBe(true)
})
it('system messages are loaded from markdown', () => {
expect(world.messages?.['unknown-verb']).toContain("don't fit this place")
expect(world.messages?.taken).toBe('Taken.')
})
it('light mechanic config is loaded from markdown', () => {
expect(world.mechanics?.light?.enabled).toBe(true)
expect(world.mechanics?.light?.maxTurns).toBe(6)
expect(world.mechanics?.light?.burnOn).toEqual(['move', 'wait'])
expect(world.mechanics?.light?.messages?.flameDies).toBe('The flame dies.')
})
it('resolve mechanic config is loaded from markdown', () => {
expect(world.mechanics?.resolve?.enabled).toBe(true)
expect(world.mechanics?.resolve?.ladder).toEqual(['steady', 'shaken', 'reeling', 'returning'])
expect(world.mechanics?.resolve?.safeRooms.recoverySteps).toBe(1)
expect(world.mechanics?.resolve?.failure.afterRetreat).toBe('shaken')
})
it('declarative actions are loaded from markdown', () => {
expect(world.actions?.['burn-letter']?.verbs).toEqual(['use'])
expect(world.actions?.['burn-letter']?.requires?.allVisibleOrHeld).toEqual(['letter', 'matches'])
expect(world.actions?.['burn-letter']?.messages.success).toContain('ash')
})
it('handler-backed actions are loaded from markdown', () => {
expect(world.actions?.['drink-whiskey']?.verbs).toEqual(['drink'])
expect(world.actions?.['drink-whiskey']?.handler).toBe('drunk-transition')
expect(world.actions?.['drink-whiskey']?.requires?.allHeld).toEqual(['whiskey'])
expect(world.actions?.['drink-whiskey']?.drunkTransition).toEqual({
destinationRoom: 'drunk-hall',
maxMoves: 20,
wakeRoom: 'foyer',
resetRoom: 'kitchen',
})
})
it('loads a markdown-owned encounter phase machine', () => {
expect(world.encounters.rat).toMatchObject({
id: 'rat',
startsIn: 'cellar-stair',
initialPhase: 'lurking',
onResolved: { setFlags: { ratGone: true } },
defaultWrongVerbNarration: 'The rat watches.',
})
const lurking = world.encounters.rat?.phases.lurking
expect(lurking).toBeDefined()
expect(lurking?.transitions).toEqual([
{
verb: 'attack',
target: 'rat',
chipLabel: 'ATTACK RAT',
chipCommand: 'attack rat',
narration: 'You stamp. The rat squeals and is gone into the dark.',
to: 'resolved',
},
{
verb: 'wait',
chipLabel: 'WAIT',
narration: 'The rat does not move. Neither do you.',
to: 'lurking',
},
])
})
it('loads the first migrated encounter batch from markdown', () => {
expect(world.encounters['window-guest']).toMatchObject({
aliases: ['guest', 'window guest', 'curtains', 'curtain', 'window'],
onResolved: { setFlags: { curtainsClosed: true } },
onFailed: { retreatTo: 'hallway' },
})
expect(world.encounters['covered-cage']).toMatchObject({
aliases: ['covered cage', 'cage', 'birdcage', 'cloth'],
onResolved: { setFlags: { cageUncovered: true } },
onFailed: { retreatTo: 'hallway' },
})
expect(world.encounters['piano-echo']).toMatchObject({
aliases: ['piano echo', 'piano', 'note', 'key'],
onResolved: { setFlags: { musicSolved: true } },
onFailed: { retreatTo: 'hallway' },
})
expect(world.encounters['window-guest']?.phases['standing-outside']?.transitions[0]?.chipCommand).toBe('close curtains')
expect(world.encounters['covered-cage']?.phases.rustling?.transitions[0]?.chipCommand).toBe('uncover cage')
expect(world.encounters['piano-echo']?.phases.listening?.transitions[0]?.chipCommand).toBe('play note')
})
it('loads the wait-resolved encounter batch from markdown', () => {
expect(world.encounters['breathing-wall']).toMatchObject({
aliases: ['breathing wall', 'wall', 'walls', 'breathing'],
onResolved: { setFlags: { breathingWallPassed: true } },
onFailed: { retreatTo: 'music-room' },
})
expect(world.encounters['linen-shape']).toMatchObject({
aliases: ['linen shape', 'shape', 'sheet', 'sheets', 'linen'],
onResolved: { setFlags: { linenShapeEmpty: true } },
onFailed: { retreatTo: 'servants-passage' },
})
expect(world.encounters['stair-sleeper']).toMatchObject({
aliases: ['stair sleeper', 'sleeper', 'figure', 'person', 'body'],
onResolved: { setFlags: { hallwayShifted: true } },
onFailed: { retreatTo: 'parlor' },
})
expect(world.encounters['breathing-wall']?.phases.audible?.transitions[0]).toMatchObject({ verb: 'wait', chipLabel: 'WAIT', to: 'resolved' })
expect(world.encounters['linen-shape']?.phases.hanging?.transitions[0]).toMatchObject({ verb: 'wait', chipLabel: 'WAIT', to: 'resolved' })
expect(world.encounters['stair-sleeper']?.phases.seated?.transitions[0]).toMatchObject({ verb: 'wait', chipLabel: 'WAIT', to: 'resolved' })
})
it('loads the item-gated encounter batch from markdown', () => {
expect(world.encounters['ivy-figure']).toMatchObject({
aliases: ['ivy figure', 'figure', 'ivy', 'vines', 'vine'],
onResolved: { setFlags: { conservatoryVinesCut: true } },
onFailed: { retreatTo: 'dining-room' },
})
expect(world.encounters['child-beneath-well']).toMatchObject({
aliases: ['child', 'well child', 'child beneath well', 'barefoot child'],
onResolved: { setFlags: { childPassedWell: true } },
onFailed: { retreatTo: 'well' },
})
expect(world.encounters['bone-keeper']).toMatchObject({
aliases: ['bone keeper', 'keeper', 'hands', 'bones', 'ribs'],
onResolved: { setFlags: { burialRingPlaced: true } },
onFailed: { retreatTo: 'tunnel' },
})
expect(world.encounters['ivy-figure']?.phases.hidden?.transitions).toEqual([
expect.objectContaining({ verb: 'cut', requires: { item: 'pruning-shears' }, chipCommand: 'cut vines' }),
expect.objectContaining({ verb: 'use', requires: { item: 'pruning-shears' }, chipCommand: 'use vines with shears' }),
])
expect(world.encounters['child-beneath-well']?.phases.climbing?.transitions).toEqual([
expect.objectContaining({ verb: 'hold', requires: { item: 'toy-dog' }, setFlags: { woofReturned: true }, chipCommand: 'hold dog' }),
expect.objectContaining({ verb: 'wait', chipLabel: 'WAIT', to: 'resolved' }),
])
expect(world.encounters['bone-keeper']?.phases.arranging?.transitions[0]).toMatchObject({
verb: 'drop',
target: 'burial-ring',
requires: { item: 'burial-ring' },
chipCommand: 'leave ring',
})
})
it('loads the garden and lower-passage encounter batch from markdown', () => {
expect(world.encounters['garden-procession']).toMatchObject({
aliases: ['garden procession', 'procession', 'lanterns', 'lantern', 'lights', 'hedge'],
onResolved: { setFlags: { gardenQuiet: true } },
onFailed: { retreatTo: 'back-door' },
})
expect(world.encounters.reflection).toMatchObject({
aliases: ['reflection', 'water', 'black water', 'face', 'reflected figure'],
onResolved: { setFlags: { reflectionObscured: true } },
onFailed: { retreatTo: 'ossuary' },
})
expect(world.encounters['root-movement']).toMatchObject({
aliases: ['root movement', 'roots', 'root', 'opening'],
onResolved: { setFlags: { rootsListenedTo: true } },
onFailed: { retreatTo: 'flooded-passage' },
})
expect(world.encounters['garden-procession']?.phases.passing?.transitions[0]).toMatchObject({
verb: 'wait',
chipLabel: 'WAIT',
to: 'resolved',
})
expect(world.encounters.reflection?.phases.following?.transitions[0]).toMatchObject({
verb: 'use',
target: 'reflection',
requires: { item: 'damp-sheet' },
chipCommand: 'use water with sheet',
})
expect(world.encounters['root-movement']?.phases.shifting?.transitions[0]).toMatchObject({
verb: 'listen',
chipCommand: 'listen',
to: 'resolved',
})
})
it('loads the final encounter batch from markdown', () => {
expect(world.encounters['portrait-woman']).toMatchObject({
aliases: ['portrait woman', 'woman', 'portrait', 'portraits', 'veil', 'funeral veil'],
onResolved: { setFlags: { familyResemblanceSeen: true } },
onFailed: { retreatTo: 'root-chamber' },
})
expect(world.encounters.basilisk).toMatchObject({
aliases: ['basilisk', 'creature', 'eye', 'altar', 'coil'],
onResolved: { setFlags: { basiliskSpared: true } },
onFailed: { retreatTo: 'vault' },
})
expect(world.encounters['vault-memory']).toMatchObject({
aliases: ['vault memory', 'memory', 'bed', 'photograph', 'photo', 'thing', 'buried thing'],
})
expect(world.encounters['creaking-floorboard']).toMatchObject({
aliases: ['creaking floorboard', 'floorboard', 'board', 'creak', 'secret door', 'faceless man', 'man', 'voice'],
})
expect(world.encounters['distant-steps']).toMatchObject({
aliases: ['distant steps', 'steps', 'footsteps', 'hallway'],
onResolved: { setFlags: { distantStepsPassed: true } },
onFailed: { retreatTo: 'parlor' },
})
expect(world.encounters['rainwater-basin']).toMatchObject({
aliases: ['rainwater basin', 'basin', 'water', 'rainwater', 'reflection'],
onResolved: { setFlags: { rainRoomEntered: true, houseAcceptedYou: true } },
onFailed: { retreatTo: 'wrong-hallway' },
})
expect(world.encounters['portrait-woman']?.phases.watching?.transitions[0]).toMatchObject({
verb: 'examine',
chipCommand: 'examine portraits',
})
expect(world.encounters.basilisk?.phases.sleeping?.transitions).toEqual([
expect.objectContaining({ verb: 'pour', requires: { item: 'silver-vial' }, chipCommand: 'pour vial on basilisk' }),
expect.objectContaining({ verb: 'use', requires: { item: 'silver-vial' }, chipCommand: 'use basilisk with vial' }),
])
expect(world.encounters['vault-memory']?.phases.buried?.transitions).toEqual([
expect.objectContaining({ verb: 'read', requires: { item: 'family-register' }, setFlags: { nameSpoken: true } }),
expect.objectContaining({ verb: 'take', setFlags: { tookPhotograph: true } }),
expect.objectContaining({ verb: 'attack', setFlags: { disturbedVault: true } }),
])
expect(world.encounters['creaking-floorboard']?.phases.creaking?.transitions).toEqual([
expect.objectContaining({ verb: 'listen', setFlags: { drunkSecretFound: true, facelessManMet: true, houseDebtNamed: true } }),
expect.objectContaining({ verb: 'open', setFlags: { drunkSecretFound: true, facelessManMet: true, houseDebtNamed: true } }),
])
expect(world.encounters['distant-steps']?.phases.approaching?.transitions[0]).toMatchObject({
verb: 'wait',
to: 'resolved',
})
expect(world.encounters['rainwater-basin']?.phases.reflecting?.transitions).toEqual([
expect.objectContaining({ verb: 'look', chipCommand: 'look basin' }),
expect.objectContaining({ verb: 'examine', chipCommand: 'examine basin' }),
])
})
it('rejects duplicate handler-backed action owners', () => {
expect(() => build({
actions: {
first: {
id: 'first',
verbs: ['drink'],
handler: 'drunk-transition',
requires: { allHeld: ['letter'] },
drunkTransition: {
destinationRoom: 'foyer',
maxMoves: 1,
wakeRoom: 'foyer',
resetRoom: 'foyer',
},
messages: {
success: 'ok',
secretFoundPassOut: 'secret',
tooManyMovesPassOut: 'moves',
reset: 'reset',
},
},
second: {
id: 'second',
verbs: ['drink'],
handler: 'drunk-transition',
requires: { allHeld: ['letter'] },
drunkTransition: {
destinationRoom: 'foyer',
maxMoves: 1,
wakeRoom: 'foyer',
resetRoom: 'foyer',
},
messages: {
success: 'ok',
secretFoundPassOut: 'secret',
tooManyMovesPassOut: 'moves',
reset: 'reset',
},
},
},
})).toThrow(/handler "drunk-transition" is already used by actions\/first\.md/)
})
it('reports the action field that references an unknown item', () => {
expect(() => build({
actions: {
burn: {
id: 'burn',
verbs: ['use'],
requires: { allVisibleOrHeld: ['letter', 'missing-match'] },
messages: { success: 'ok' },
},
},
})).toThrow(/actions\/burn\.md: requires\.allVisibleOrHeld references unknown item "missing-match"/)
})
it('reports the drunk transition field that references an unknown room', () => {
expect(() => build({
actions: {
drink: {
id: 'drink',
verbs: ['drink'],
handler: 'drunk-transition',
requires: { allHeld: ['letter'] },
drunkTransition: {
destinationRoom: 'missing-room',
maxMoves: 1,
wakeRoom: 'foyer',
resetRoom: 'foyer',
},
messages: {
success: 'ok',
secretFoundPassOut: 'secret',
tooManyMovesPassOut: 'moves',
reset: 'reset',
},
},
},
})).toThrow(/actions\/drink\.md: drunkTransition\.destinationRoom references unknown room "missing-room"/)
})
it('ending priority references loaded endings', () => {
expect(world.endingPriority).toEqual(world.game?.endingPriority)
for (const endingId of world.endingPriority ?? []) {
expect(world.endings[endingId], endingId).toBeDefined()
}
})
it('endings have non-empty narration where the original did', () => {
expect(world.endings.true.narration.length).toBeGreaterThan(0)
expect(world.endings['true']?.narration.length).toBeGreaterThan(0)
})
})
-517
View File
@@ -1,517 +0,0 @@
import type { EncounterDef } from './types'
import { narration } from './loader'
export const encounters: Record<string, EncounterDef> = {
rat: {
id: 'rat',
startsIn: 'cellar-stair',
initialPhase: 'lurking',
phases: {
lurking: {
description: narration('rat', 'lurking'),
transitions: [
{
verb: 'attack',
target: 'rat',
chipLabel: 'ATTACK RAT',
chipCommand: 'attack rat',
narration: narration('rat', 'attack-rat-resolved'),
to: 'resolved',
},
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('rat', 'wait-stays'),
to: 'lurking',
},
],
},
},
onResolved: { setFlags: { ratGone: true } },
defaultWrongVerbNarration: 'The rat watches.',
},
'window-guest': {
id: 'window-guest',
aliases: ['guest', 'window guest', 'curtains', 'curtain', 'window'],
startsIn: 'dining-room',
initialPhase: 'standing-outside',
phases: {
'standing-outside': {
description: narration('window-guest', 'standing-outside'),
transitions: [
{
verb: 'close',
target: 'window-guest',
chipLabel: 'CLOSE CURTAINS',
chipCommand: 'close curtains',
narration: narration('window-guest', 'close-window-guest-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { curtainsClosed: true } },
onFailed: { narration: narration('window-guest', 'failed'), retreatTo: 'hallway' },
defaultWrongVerbNarration: narration('window-guest', 'wrong-verb'),
},
'ivy-figure': {
id: 'ivy-figure',
aliases: ['ivy figure', 'figure', 'ivy', 'vines', 'vine'],
startsIn: 'conservatory',
initialPhase: 'hidden',
phases: {
hidden: {
description: narration('ivy-figure', 'hidden'),
transitions: [
{
verb: 'cut',
target: 'ivy-figure',
chipLabel: 'CUT VINES',
chipCommand: 'cut vines',
requires: { item: 'pruning-shears' },
narration: narration('ivy-figure', 'cut-ivy-figure-resolved'),
to: 'resolved',
},
{
verb: 'use',
target: 'ivy-figure',
chipLabel: 'USE SHEARS',
chipCommand: 'use vines with shears',
requires: { item: 'pruning-shears' },
narration: narration('ivy-figure', 'cut-ivy-figure-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { conservatoryVinesCut: true } },
onFailed: { narration: narration('ivy-figure', 'failed'), retreatTo: 'dining-room' },
defaultWrongVerbNarration: narration('ivy-figure', 'wrong-verb'),
},
'covered-cage': {
id: 'covered-cage',
aliases: ['covered cage', 'cage', 'birdcage', 'cloth'],
startsIn: 'smoking-room',
initialPhase: 'rustling',
phases: {
rustling: {
description: narration('covered-cage', 'rustling'),
transitions: [
{
verb: 'open',
target: 'covered-cage',
chipLabel: 'UNCOVER CAGE',
chipCommand: 'uncover cage',
narration: narration('covered-cage', 'open-covered-cage-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { cageUncovered: true } },
onFailed: { narration: narration('covered-cage', 'failed'), retreatTo: 'hallway' },
defaultWrongVerbNarration: narration('covered-cage', 'wrong-verb'),
},
'piano-echo': {
id: 'piano-echo',
aliases: ['piano echo', 'piano', 'note', 'key'],
startsIn: 'music-room',
initialPhase: 'listening',
phases: {
listening: {
description: narration('piano-echo', 'listening'),
transitions: [
{
verb: 'play',
target: 'piano-echo',
chipLabel: 'PLAY NOTE',
chipCommand: 'play note',
narration: narration('piano-echo', 'play-piano-echo-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { musicSolved: true } },
onFailed: { narration: narration('piano-echo', 'failed'), retreatTo: 'hallway' },
defaultWrongVerbNarration: narration('piano-echo', 'wrong-verb'),
},
'breathing-wall': {
id: 'breathing-wall',
aliases: ['breathing wall', 'wall', 'walls', 'breathing'],
startsIn: 'servants-passage',
initialPhase: 'audible',
phases: {
audible: {
description: narration('breathing-wall', 'audible'),
transitions: [
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('breathing-wall', 'wait-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { breathingWallPassed: true } },
onFailed: { narration: narration('breathing-wall', 'failed'), retreatTo: 'music-room' },
defaultWrongVerbNarration: narration('breathing-wall', 'wrong-verb'),
},
'linen-shape': {
id: 'linen-shape',
aliases: ['linen shape', 'shape', 'sheet', 'sheets', 'linen'],
startsIn: 'laundry',
initialPhase: 'hanging',
phases: {
hanging: {
description: narration('linen-shape', 'hanging'),
transitions: [
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('linen-shape', 'wait-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { linenShapeEmpty: true } },
onFailed: { narration: narration('linen-shape', 'failed'), retreatTo: 'servants-passage' },
defaultWrongVerbNarration: narration('linen-shape', 'wrong-verb'),
},
'stair-sleeper': {
id: 'stair-sleeper',
aliases: ['stair sleeper', 'sleeper', 'figure', 'person', 'body'],
startsIn: 'stair-up',
initialPhase: 'seated',
phases: {
seated: {
description: narration('stair-sleeper', 'seated'),
transitions: [
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('stair-sleeper', 'wait-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { hallwayShifted: true } },
onFailed: { narration: narration('stair-sleeper', 'failed'), retreatTo: 'parlor' },
defaultWrongVerbNarration: narration('stair-sleeper', 'wrong-verb'),
},
'garden-procession': {
id: 'garden-procession',
aliases: ['garden procession', 'procession', 'lanterns', 'lantern', 'lights', 'hedge'],
startsIn: 'garden',
initialPhase: 'passing',
phases: {
passing: {
description: narration('garden-procession', 'passing'),
transitions: [
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('garden-procession', 'wait-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { gardenQuiet: true } },
onFailed: { narration: narration('garden-procession', 'failed'), retreatTo: 'back-door' },
defaultWrongVerbNarration: narration('garden-procession', 'wrong-verb'),
},
'child-beneath-well': {
id: 'child-beneath-well',
aliases: ['child', 'well child', 'child beneath well', 'barefoot child'],
startsIn: 'well-shaft',
initialPhase: 'climbing',
phases: {
climbing: {
description: narration('child-beneath-well', 'climbing'),
transitions: [
{
verb: 'hold',
target: 'toy-dog',
chipLabel: 'SHOW DOG',
chipCommand: 'hold dog',
requires: { item: 'toy-dog' },
narration: narration('child-beneath-well', 'hold-toy-dog-resolved'),
setFlags: { woofReturned: true },
to: 'resolved',
},
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('child-beneath-well', 'wait-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { childPassedWell: true } },
onFailed: { narration: narration('child-beneath-well', 'failed'), retreatTo: 'well' },
defaultWrongVerbNarration: narration('child-beneath-well', 'wrong-verb'),
},
'bone-keeper': {
id: 'bone-keeper',
aliases: ['bone keeper', 'keeper', 'hands', 'bones', 'ribs'],
startsIn: 'ossuary',
initialPhase: 'arranging',
phases: {
arranging: {
description: narration('bone-keeper', 'arranging'),
transitions: [
{
verb: 'drop',
target: 'burial-ring',
chipLabel: 'LEAVE RING',
chipCommand: 'leave ring',
requires: { item: 'burial-ring' },
narration: narration('bone-keeper', 'leave-burial-ring-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { burialRingPlaced: true } },
onFailed: { narration: narration('bone-keeper', 'failed'), retreatTo: 'tunnel' },
defaultWrongVerbNarration: narration('bone-keeper', 'wrong-verb'),
},
reflection: {
id: 'reflection',
aliases: ['reflection', 'water', 'black water', 'face', 'reflected figure'],
startsIn: 'flooded-passage',
initialPhase: 'following',
phases: {
following: {
description: narration('reflection', 'following'),
transitions: [
{
verb: 'use',
target: 'reflection',
chipLabel: 'USE SHEET',
chipCommand: 'use water with sheet',
requires: { item: 'damp-sheet' },
narration: narration('reflection', 'obscure-water-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { reflectionObscured: true } },
onFailed: { narration: narration('reflection', 'failed'), retreatTo: 'ossuary' },
defaultWrongVerbNarration: narration('reflection', 'wrong-verb'),
},
'root-movement': {
id: 'root-movement',
aliases: ['root movement', 'roots', 'root', 'opening'],
startsIn: 'root-chamber',
initialPhase: 'shifting',
phases: {
shifting: {
description: narration('root-movement', 'shifting'),
transitions: [
{
verb: 'listen',
chipLabel: 'LISTEN',
chipCommand: 'listen',
narration: narration('root-movement', 'listen-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { rootsListenedTo: true } },
onFailed: { narration: narration('root-movement', 'failed'), retreatTo: 'flooded-passage' },
defaultWrongVerbNarration: narration('root-movement', 'wrong-verb'),
},
'portrait-woman': {
id: 'portrait-woman',
aliases: ['portrait woman', 'woman', 'portrait', 'portraits', 'veil', 'funeral veil'],
startsIn: 'burial-gallery',
initialPhase: 'watching',
phases: {
watching: {
description: narration('portrait-woman', 'watching'),
transitions: [
{
verb: 'examine',
target: 'portrait-woman',
chipLabel: 'EXAMINE PORTRAITS',
chipCommand: 'examine portraits',
narration: narration('portrait-woman', 'examine-portraits-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { familyResemblanceSeen: true } },
onFailed: { narration: narration('portrait-woman', 'failed'), retreatTo: 'root-chamber' },
defaultWrongVerbNarration: narration('portrait-woman', 'wrong-verb'),
},
basilisk: {
id: 'basilisk',
aliases: ['basilisk', 'creature', 'eye', 'altar', 'coil'],
startsIn: 'chapel',
initialPhase: 'sleeping',
phases: {
sleeping: {
description: narration('basilisk', 'sleeping'),
transitions: [
{
verb: 'pour',
target: 'silver-vial',
chipLabel: 'POUR VIAL',
chipCommand: 'pour vial on basilisk',
requires: { item: 'silver-vial' },
narration: narration('basilisk', 'pour-vial-resolved'),
to: 'resolved',
},
{
verb: 'use',
target: 'basilisk',
chipLabel: 'USE VIAL',
chipCommand: 'use basilisk with vial',
requires: { item: 'silver-vial' },
narration: narration('basilisk', 'pour-vial-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { basiliskSpared: true } },
onFailed: { narration: narration('basilisk', 'failed'), retreatTo: 'vault' },
defaultWrongVerbNarration: narration('basilisk', 'wrong-verb'),
},
'vault-memory': {
id: 'vault-memory',
aliases: ['vault memory', 'memory', 'bed', 'photograph', 'photo', 'thing', 'buried thing'],
startsIn: 'vault',
initialPhase: 'buried',
phases: {
buried: {
description: narration('vault-memory', 'buried'),
transitions: [
{
verb: 'read',
target: 'family-register',
chipLabel: 'READ REGISTER',
chipCommand: 'read register',
requires: { item: 'family-register' },
narration: narration('vault-memory', 'read-register-resolved'),
setFlags: { nameSpoken: true },
to: 'resolved',
},
{
verb: 'take',
target: 'vault-memory',
chipLabel: 'TAKE PHOTO',
chipCommand: 'take photograph',
narration: narration('vault-memory', 'take-photograph-resolved'),
setFlags: { tookPhotograph: true },
to: 'resolved',
},
{
verb: 'attack',
target: 'vault-memory',
chipLabel: 'ATTACK BED',
chipCommand: 'attack bed',
narration: narration('vault-memory', 'attack-bed-resolved'),
setFlags: { disturbedVault: true },
to: 'resolved',
},
],
},
},
defaultWrongVerbNarration: narration('vault-memory', 'wrong-verb'),
},
'creaking-floorboard': {
id: 'creaking-floorboard',
aliases: ['creaking floorboard', 'floorboard', 'board', 'creak', 'secret door', 'faceless man', 'man', 'voice'],
startsIn: 'drunk-landing',
initialPhase: 'creaking',
phases: {
creaking: {
description: narration('creaking-floorboard', 'creaking'),
transitions: [
{
verb: 'listen',
chipLabel: 'LISTEN',
chipCommand: 'listen',
narration: narration('creaking-floorboard', 'listen-resolved'),
setFlags: { drunkSecretFound: true, facelessManMet: true, houseDebtNamed: true },
to: 'resolved',
},
{
verb: 'open',
target: 'creaking-floorboard',
chipLabel: 'OPEN BOARD',
chipCommand: 'open floorboard',
narration: narration('creaking-floorboard', 'listen-resolved'),
setFlags: { drunkSecretFound: true, facelessManMet: true, houseDebtNamed: true },
to: 'resolved',
},
],
},
},
defaultWrongVerbNarration: narration('creaking-floorboard', 'wrong-verb'),
},
'distant-steps': {
id: 'distant-steps',
aliases: ['distant steps', 'steps', 'footsteps', 'hallway'],
startsIn: 'wrong-hallway',
initialPhase: 'approaching',
phases: {
approaching: {
description: narration('distant-steps', 'approaching'),
transitions: [
{
verb: 'wait',
chipLabel: 'WAIT',
narration: narration('distant-steps', 'wait-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { distantStepsPassed: true } },
onFailed: { narration: narration('distant-steps', 'failed'), retreatTo: 'parlor' },
defaultWrongVerbNarration: narration('distant-steps', 'wrong-verb'),
},
'rainwater-basin': {
id: 'rainwater-basin',
aliases: ['rainwater basin', 'basin', 'water', 'rainwater', 'reflection'],
startsIn: 'rain-room',
initialPhase: 'reflecting',
phases: {
reflecting: {
description: narration('rainwater-basin', 'reflecting'),
transitions: [
{
verb: 'look',
target: 'rainwater-basin',
chipLabel: 'LOOK BASIN',
chipCommand: 'look basin',
narration: narration('rainwater-basin', 'look-resolved'),
to: 'resolved',
},
{
verb: 'examine',
target: 'rainwater-basin',
chipLabel: 'EXAMINE BASIN',
chipCommand: 'examine basin',
narration: narration('rainwater-basin', 'look-resolved'),
to: 'resolved',
},
],
},
},
onResolved: { setFlags: { rainRoomEntered: true, houseAcceptedYou: true } },
onFailed: { narration: narration('rainwater-basin', 'failed'), retreatTo: 'wrong-hallway' },
defaultWrongVerbNarration: narration('rainwater-basin', 'wrong-verb'),
},
}
+28
View File
@@ -2,6 +2,34 @@
id: basilisk
startsIn: "[[chapel]]"
initialPhase: sleeping
aliases: [basilisk, creature, eye, altar, coil]
onResolved:
setFlags:
basiliskSpared: true
onFailed:
narration: failed
retreatTo: "[[vault]]"
defaultWrongVerbNarration: wrong-verb
phases:
sleeping:
description: sleeping
transitions:
- verb: pour
target: silver-vial
chipLabel: POUR VIAL
chipCommand: pour vial on basilisk
requires:
item: "[[silver-vial]]"
narration: pour-vial-resolved
to: resolved
- verb: use
target: basilisk
chipLabel: USE VIAL
chipCommand: use basilisk with vial
requires:
item: "[[silver-vial]]"
narration: pour-vial-resolved
to: resolved
---
## sleeping
+20
View File
@@ -2,6 +2,26 @@
id: bone-keeper
startsIn: "[[ossuary]]"
initialPhase: arranging
aliases: [bone keeper, keeper, hands, bones, ribs]
onResolved:
setFlags:
burialRingPlaced: true
onFailed:
narration: failed
retreatTo: "[[tunnel]]"
defaultWrongVerbNarration: wrong-verb
phases:
arranging:
description: arranging
transitions:
- verb: drop
target: "[[burial-ring]]"
chipLabel: LEAVE RING
chipCommand: leave ring
requires:
item: "[[burial-ring]]"
narration: leave-burial-ring-resolved
to: resolved
---
## arranging
+16
View File
@@ -2,6 +2,22 @@
id: breathing-wall
startsIn: "[[servants-passage]]"
initialPhase: audible
aliases: [breathing wall, wall, walls, breathing]
onResolved:
setFlags:
breathingWallPassed: true
onFailed:
narration: failed
retreatTo: "[[music-room]]"
defaultWrongVerbNarration: wrong-verb
phases:
audible:
description: audible
transitions:
- verb: wait
chipLabel: WAIT
narration: wait-resolved
to: resolved
---
## audible
@@ -2,6 +2,32 @@
id: child-beneath-well
startsIn: "[[well-shaft]]"
initialPhase: climbing
aliases: [child, well child, child beneath well, barefoot child]
onResolved:
setFlags:
childPassedWell: true
onFailed:
narration: failed
retreatTo: "[[well]]"
defaultWrongVerbNarration: wrong-verb
phases:
climbing:
description: climbing
transitions:
- verb: hold
target: "[[toy-dog]]"
chipLabel: SHOW DOG
chipCommand: hold dog
requires:
item: "[[toy-dog]]"
narration: hold-toy-dog-resolved
setFlags:
woofReturned: true
to: resolved
- verb: wait
chipLabel: WAIT
narration: wait-resolved
to: resolved
---
## climbing
+18
View File
@@ -2,6 +2,24 @@
id: covered-cage
startsIn: "[[smoking-room]]"
initialPhase: rustling
aliases: [covered cage, cage, birdcage, cloth]
onResolved:
setFlags:
cageUncovered: true
onFailed:
narration: failed
retreatTo: "[[hallway]]"
defaultWrongVerbNarration: wrong-verb
phases:
rustling:
description: rustling
transitions:
- verb: open
target: covered-cage
chipLabel: UNCOVER CAGE
chipCommand: uncover cage
narration: open-covered-cage-resolved
to: resolved
---
## rustling
@@ -2,6 +2,31 @@
id: creaking-floorboard
startsIn: "[[drunk-landing]]"
initialPhase: creaking
aliases: [creaking floorboard, floorboard, board, creak, secret door, faceless man, man, voice]
defaultWrongVerbNarration: wrong-verb
phases:
creaking:
description: creaking
transitions:
- verb: listen
chipLabel: LISTEN
chipCommand: listen
narration: listen-resolved
setFlags:
drunkSecretFound: true
facelessManMet: true
houseDebtNamed: true
to: resolved
- verb: open
target: creaking-floorboard
chipLabel: OPEN BOARD
chipCommand: open floorboard
narration: listen-resolved
setFlags:
drunkSecretFound: true
facelessManMet: true
houseDebtNamed: true
to: resolved
---
## creaking
+16
View File
@@ -2,6 +2,22 @@
id: distant-steps
startsIn: "[[wrong-hallway]]"
initialPhase: approaching
aliases: [distant steps, steps, footsteps, hallway]
onResolved:
setFlags:
distantStepsPassed: true
onFailed:
narration: failed
retreatTo: "[[parlor]]"
defaultWrongVerbNarration: wrong-verb
phases:
approaching:
description: approaching
transitions:
- verb: wait
chipLabel: WAIT
narration: wait-resolved
to: resolved
---
## approaching
+16
View File
@@ -2,6 +2,22 @@
id: garden-procession
startsIn: "[[garden]]"
initialPhase: passing
aliases: [garden procession, procession, lanterns, lantern, lights, hedge]
onResolved:
setFlags:
gardenQuiet: true
onFailed:
narration: failed
retreatTo: "[[back-door]]"
defaultWrongVerbNarration: wrong-verb
phases:
passing:
description: passing
transitions:
- verb: wait
chipLabel: WAIT
narration: wait-resolved
to: resolved
---
## passing
+28
View File
@@ -2,6 +2,34 @@
id: ivy-figure
startsIn: "[[conservatory]]"
initialPhase: hidden
aliases: [ivy figure, figure, ivy, vines, vine]
onResolved:
setFlags:
conservatoryVinesCut: true
onFailed:
narration: failed
retreatTo: "[[dining-room]]"
defaultWrongVerbNarration: wrong-verb
phases:
hidden:
description: hidden
transitions:
- verb: cut
target: ivy-figure
chipLabel: CUT VINES
chipCommand: cut vines
requires:
item: "[[pruning-shears]]"
narration: cut-ivy-figure-resolved
to: resolved
- verb: use
target: ivy-figure
chipLabel: USE SHEARS
chipCommand: use vines with shears
requires:
item: "[[pruning-shears]]"
narration: cut-ivy-figure-resolved
to: resolved
---
## hidden
+16
View File
@@ -2,6 +2,22 @@
id: linen-shape
startsIn: "[[laundry]]"
initialPhase: hanging
aliases: [linen shape, shape, sheet, sheets, linen]
onResolved:
setFlags:
linenShapeEmpty: true
onFailed:
narration: failed
retreatTo: "[[servants-passage]]"
defaultWrongVerbNarration: wrong-verb
phases:
hanging:
description: hanging
transitions:
- verb: wait
chipLabel: WAIT
narration: wait-resolved
to: resolved
---
## hanging
+18
View File
@@ -2,6 +2,24 @@
id: piano-echo
startsIn: "[[music-room]]"
initialPhase: listening
aliases: [piano echo, piano, note, key]
onResolved:
setFlags:
musicSolved: true
onFailed:
narration: failed
retreatTo: "[[hallway]]"
defaultWrongVerbNarration: wrong-verb
phases:
listening:
description: listening
transitions:
- verb: play
target: piano-echo
chipLabel: PLAY NOTE
chipCommand: play note
narration: play-piano-echo-resolved
to: resolved
---
## listening
+18
View File
@@ -2,6 +2,24 @@
id: portrait-woman
startsIn: "[[burial-gallery]]"
initialPhase: watching
aliases: [portrait woman, woman, portrait, portraits, veil, funeral veil]
onResolved:
setFlags:
familyResemblanceSeen: true
onFailed:
narration: failed
retreatTo: "[[root-chamber]]"
defaultWrongVerbNarration: wrong-verb
phases:
watching:
description: watching
transitions:
- verb: examine
target: portrait-woman
chipLabel: EXAMINE PORTRAITS
chipCommand: examine portraits
narration: examine-portraits-resolved
to: resolved
---
## watching
+25
View File
@@ -2,6 +2,31 @@
id: rainwater-basin
startsIn: "[[rain-room]]"
initialPhase: reflecting
aliases: [rainwater basin, basin, water, rainwater, reflection]
onResolved:
setFlags:
rainRoomEntered: true
houseAcceptedYou: true
onFailed:
narration: failed
retreatTo: "[[wrong-hallway]]"
defaultWrongVerbNarration: wrong-verb
phases:
reflecting:
description: reflecting
transitions:
- verb: look
target: rainwater-basin
chipLabel: LOOK BASIN
chipCommand: look basin
narration: look-resolved
to: resolved
- verb: examine
target: rainwater-basin
chipLabel: EXAMINE BASIN
chipCommand: examine basin
narration: look-resolved
to: resolved
---
## reflecting
+21
View File
@@ -2,6 +2,24 @@
id: rat
startsIn: "[[cellar-stair]]"
initialPhase: lurking
onResolved:
setFlags:
ratGone: true
defaultWrongVerbNarration: wrong-verb
phases:
lurking:
description: lurking
transitions:
- verb: attack
target: rat
chipLabel: ATTACK RAT
chipCommand: attack rat
narration: attack-rat-resolved
to: resolved
- verb: wait
chipLabel: WAIT
narration: wait-stays
to: lurking
---
## lurking
A heavy rat watches you from the third step. Its eyes catch the light.
@@ -11,3 +29,6 @@ You stamp. The rat squeals and is gone into the dark.
## wait-stays
The rat does not move. Neither do you.
## wrong-verb
The rat watches.
+20
View File
@@ -2,6 +2,26 @@
id: reflection
startsIn: "[[flooded-passage]]"
initialPhase: following
aliases: [reflection, water, black water, face, reflected figure]
onResolved:
setFlags:
reflectionObscured: true
onFailed:
narration: failed
retreatTo: "[[ossuary]]"
defaultWrongVerbNarration: wrong-verb
phases:
following:
description: following
transitions:
- verb: use
target: reflection
chipLabel: USE SHEET
chipCommand: use water with sheet
requires:
item: "[[damp-sheet]]"
narration: obscure-water-resolved
to: resolved
---
## following
+17
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@@ -2,6 +2,23 @@
id: root-movement
startsIn: "[[root-chamber]]"
initialPhase: shifting
aliases: [root movement, roots, root, opening]
onResolved:
setFlags:
rootsListenedTo: true
onFailed:
narration: failed
retreatTo: "[[flooded-passage]]"
defaultWrongVerbNarration: wrong-verb
phases:
shifting:
description: shifting
transitions:
- verb: listen
chipLabel: LISTEN
chipCommand: listen
narration: listen-resolved
to: resolved
---
## shifting
+16
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@@ -2,6 +2,22 @@
id: stair-sleeper
startsIn: "[[stair-up]]"
initialPhase: seated
aliases: [stair sleeper, sleeper, figure, person, body]
onResolved:
setFlags:
hallwayShifted: true
onFailed:
narration: failed
retreatTo: "[[parlor]]"
defaultWrongVerbNarration: wrong-verb
phases:
seated:
description: seated
transitions:
- verb: wait
chipLabel: WAIT
narration: wait-resolved
to: resolved
---
## seated
+32
View File
@@ -2,6 +2,38 @@
id: vault-memory
startsIn: "[[vault]]"
initialPhase: buried
aliases: [vault memory, memory, bed, photograph, photo, thing, buried thing]
defaultWrongVerbNarration: wrong-verb
phases:
buried:
description: buried
transitions:
- verb: read
target: family-register
chipLabel: READ REGISTER
chipCommand: read register
requires:
item: "[[family-register]]"
narration: read-register-resolved
setFlags:
nameSpoken: true
to: resolved
- verb: take
target: vault-memory
chipLabel: TAKE PHOTO
chipCommand: take photograph
narration: take-photograph-resolved
setFlags:
tookPhotograph: true
to: resolved
- verb: attack
target: vault-memory
chipLabel: ATTACK BED
chipCommand: attack bed
narration: attack-bed-resolved
setFlags:
disturbedVault: true
to: resolved
---
## buried
+18
View File
@@ -2,6 +2,24 @@
id: window-guest
startsIn: "[[dining-room]]"
initialPhase: standing-outside
aliases: [guest, window guest, curtains, curtain, window]
onResolved:
setFlags:
curtainsClosed: true
onFailed:
narration: failed
retreatTo: "[[hallway]]"
defaultWrongVerbNarration: wrong-verb
phases:
standing-outside:
description: standing-outside
transitions:
- verb: close
target: window-guest
chipLabel: CLOSE CURTAINS
chipCommand: close curtains
narration: close-window-guest-resolved
to: resolved
---
## standing-outside
+47
View File
@@ -0,0 +1,47 @@
---
id: halfstreet
title: Halfstreet
description: A gothic mystery.
startingRoom: "[[outside-gate]]"
startingInventory:
- "[[letter]]"
- "[[matches]]"
- "[[broken-cigarette]]"
endingPriority:
- mercy
- "true"
- replacement
- bad
- wrong
transcriptCap: 200
---
## opening-art
_ _ _ __ ____ _ _
| | | | __ _| |/ _| / ___|| |_ _ __ ___ ___| |_
| |_| |/ _` | | |_ \___ \| __| '__/ _ \/ _ \ __|
| _ | (_| | | _| ___) | |_| | | __/ __/ |_
|_| |_|\__,_|_|_| |____/ \__|_| \___|\___|\__|
## help
You arrive at the address, but you do not remember what has happened. The road behind you is gone...
This is a text adventure. Type short commands to act in the house.
Common commands:
look describe the room again
n, s, e, w, u, d move by direction
take lamp pick something up
examine letter inspect something nearby or held
read letter read a readable object
inventory see what you carry
light lamp with matches use one thing with another
wait let the room continue
undo step back once
restart begin again
theme change the terminal colors
Most commands are verb first, then the thing: examine gate, take lamp, use key on door.
## ended
The story has ended. Type `restart` or `undo`.
+190 -39
View File
@@ -1,15 +1,37 @@
import type { World, Room, Item } from './types'
import type { World, Room, Item, GameManifest, EncounterDef } from './types'
import {
parseAction,
parseGame,
parseLightMechanic,
parseMessages,
parseParser,
parseUi,
parseResolveMechanic,
parseRoom,
parseItem,
parseEnding,
parseEncounterNarration,
type ParsedEncounterNarration,
} from './loader'
// Importing loader (above) triggers auto-registration of encounter narrations.
// ESM evaluates dependencies first, so by the time encounters.ts is evaluated below,
// narration() can resolve all keys.
import { encounters } from './encounters'
const gameFiles = import.meta.glob<string>('./game.md', {
eager: true, query: '?raw', import: 'default',
})
const parserFiles = import.meta.glob<string>('./parser.md', {
eager: true, query: '?raw', import: 'default',
})
const uiFiles = import.meta.glob<string>('./ui.md', {
eager: true, query: '?raw', import: 'default',
})
const messageFiles = import.meta.glob<string>('./messages.md', {
eager: true, query: '?raw', import: 'default',
})
const mechanicFiles = import.meta.glob<string>('./mechanics/*.md', {
eager: true, query: '?raw', import: 'default',
})
const actionFiles = import.meta.glob<string>('./actions/*.md', {
eager: true, query: '?raw', import: 'default',
})
const roomFiles = import.meta.glob<string>('./rooms/*.md', {
eager: true, query: '?raw', import: 'default',
})
@@ -23,11 +45,48 @@ const encounterFiles = import.meta.glob<string>('./encounters/*.md', {
eager: true, query: '?raw', import: 'default',
})
// Re-parse encounter docs here so we can validate startsIn / initialPhase against encounters.ts.
// (The loader already auto-registered narrations from these same files at module init.)
const encounterDocs = Object.entries(encounterFiles).map(([path, raw]) =>
parseEncounterNarration(raw, path),
)
const markdownEncounters: Record<string, EncounterDef> = {}
for (const doc of encounterDocs) {
if (!doc.encounter) {
throw new Error(`encounters/${doc.id}.md is missing phases frontmatter`)
}
if (markdownEncounters[doc.id]) throw new Error(`encounters/${doc.id}.md: duplicate markdown encounter id "${doc.id}"`)
markdownEncounters[doc.id] = doc.encounter
}
const encounters: Record<string, EncounterDef> = markdownEncounters
const gameEntry = Object.entries(gameFiles)[0]
if (!gameEntry) {
throw new Error('world/game.md is missing')
}
const game = parseGame(gameEntry[1], gameEntry[0])
const parserEntry = Object.entries(parserFiles)[0]
if (!parserEntry) {
throw new Error('world/parser.md is missing')
}
const parser = parseParser(parserEntry[1], parserEntry[0])
const uiEntry = Object.entries(uiFiles)[0]
const ui = uiEntry ? parseUi(uiEntry[1], uiEntry[0]) : undefined
const messageEntry = Object.entries(messageFiles)[0]
const messages = messageEntry ? parseMessages(messageEntry[1], messageEntry[0]) : undefined
const mechanics: World['mechanics'] = {}
for (const [path, raw] of Object.entries(mechanicFiles)) {
if (path.endsWith('/light.md')) {
mechanics.light = parseLightMechanic(raw, path)
} else if (path.endsWith('/resolve.md')) {
mechanics.resolve = parseResolveMechanic(raw, path)
}
}
const actions: NonNullable<World['actions']> = {}
for (const [path, raw] of Object.entries(actionFiles)) {
const action = parseAction(raw, path)
if (actions[action.id]) throw new Error(`${path}: duplicate action id "${action.id}"`)
actions[action.id] = action
}
// Build rooms map.
const rooms: Record<string, Room> = {}
@@ -46,39 +105,65 @@ for (const [path, raw] of Object.entries(itemFiles)) {
}
// Build endings.
const endings: World['endings'] = {
true: { whenFlags: {}, narration: '' },
wrong: { whenFlags: {}, narration: '' },
bad: { whenFlags: {}, narration: '' },
replacement: { whenFlags: {}, narration: '' },
mercy: { whenFlags: {}, narration: '' },
}
const endings: World['endings'] = {}
const seenEndings = new Set<string>()
for (const [path, raw] of Object.entries(endingFiles)) {
const { id, ending } = parseEnding(raw, path)
if (seenEndings.has(id)) throw new Error(`${path}: duplicate ending id "${id}"`)
endings[id] = ending
seenEndings.add(id)
}
const requiredEndings = ['true', 'wrong', 'bad', 'replacement', 'mercy'] as const
for (const id of requiredEndings) {
if (!seenEndings.has(id)) {
throw new Error(`endings/${id}.md is missing — every ending id must have a markdown file.`)
}
interface AssembleWorldInput {
game: GameManifest
ui?: World['ui']
parser?: World['parser']
messages?: World['messages']
mechanics?: World['mechanics']
actions?: World['actions']
rooms: Record<string, Room>
items: Record<string, Item>
endings: World['endings']
encounters: Record<string, EncounterDef>
encounterDocs: ParsedEncounterNarration[]
}
// Cross-reference validation.
// Build set of all known flag names from encounter setFlags and ending whenFlags.
const knownFlags = new Set<string>()
for (const enc of Object.values(encounters)) {
export function assembleWorld({
game,
ui,
parser,
messages,
mechanics,
actions,
rooms,
items,
endings,
encounters,
encounterDocs,
}: AssembleWorldInput): World {
// Build set of all known flag names from encounter setFlags and ending whenFlags.
const knownFlags = new Set<string>()
for (const enc of Object.values(encounters)) {
if (enc.onResolved?.setFlags) {
for (const flagName of Object.keys(enc.onResolved.setFlags)) knownFlags.add(flagName)
}
}
for (const ending of Object.values(endings)) {
}
for (const action of Object.values(actions ?? {})) {
if (action.setsFlags) {
for (const flagName of Object.keys(action.setsFlags)) knownFlags.add(flagName)
}
}
for (const ending of Object.values(endings)) {
for (const flagName of Object.keys(ending.whenFlags)) knownFlags.add(flagName)
}
}
for (const room of Object.values(rooms)) {
for (const id of game.endingPriority) {
if (!endings[id]) {
throw new Error(`game.md: endingPriority references "${id}" but endings/${id}.md is missing.`)
}
}
for (const room of Object.values(rooms)) {
for (const [dir, dest] of Object.entries(room.exits)) {
if (!rooms[dest!]) {
throw new Error(`rooms/${room.id}.md: exit${dir.toUpperCase()} references "${dest}" but no such room exists.`)
@@ -106,27 +191,93 @@ for (const room of Object.values(rooms)) {
}
}
}
}
}
// Validate encounter narration registry: every encounter in TS has a markdown doc.
for (const enc of Object.values(encounters)) {
if (!rooms[game.startingRoom]) {
throw new Error(`game.md: startingRoom references "${game.startingRoom}" but no such room exists.`)
}
for (const itemId of game.startingInventory) {
if (!items[itemId]) {
throw new Error(`game.md: startingInventory references unknown item "${itemId}"`)
}
}
const actionHandlers = new Map<string, string>()
for (const action of Object.values(actions ?? {})) {
if (action.handler) {
const previous = actionHandlers.get(action.handler)
if (previous) {
throw new Error(
`actions/${action.id}.md: handler "${action.handler}" is already used by actions/${previous}.md. ` +
'Only one action may own a handler-backed behavior.',
)
}
actionHandlers.set(action.handler, action.id)
}
const referencedItems: Array<[string, string]> = [
...(action.requires?.allHeld ?? []).map((id): [string, string] => ['requires.allHeld', id]),
...(action.requires?.allVisibleOrHeld ?? []).map((id): [string, string] => ['requires.allVisibleOrHeld', id]),
...(action.consumes?.inventory ?? []).map((id): [string, string] => ['consumes.inventory', id]),
...(action.decrements ? [['decrements.item', action.decrements.item] as [string, string]] : []),
]
for (const [field, itemId] of referencedItems) {
if (!items[itemId]) {
throw new Error(`actions/${action.id}.md: ${field} references unknown item "${itemId}"`)
}
}
if (action.handler === 'drunk-transition') {
const config = action.drunkTransition
if (!config) {
throw new Error(`actions/${action.id}.md uses drunk-transition but is missing drunkTransition config`)
}
for (const [key, roomId] of Object.entries({
destinationRoom: config.destinationRoom,
wakeRoom: config.wakeRoom,
resetRoom: config.resetRoom,
})) {
if (!rooms[roomId]) {
throw new Error(`actions/${action.id}.md: drunkTransition.${key} references unknown room "${roomId}"`)
}
}
}
}
// Validate encounter narration registry: every encounter has a markdown doc.
for (const enc of Object.values(encounters)) {
const doc = encounterDocs.find(d => d.id === enc.id)
if (!doc) {
throw new Error(`encounters/${enc.id}.md: missing narration markdown for encounter "${enc.id}"`)
}
if (doc.startsIn !== enc.startsIn) {
throw new Error(`encounters/${enc.id}.md: startsIn "${doc.startsIn}" does not match encounters.ts "${enc.startsIn}"`)
}
if (doc.initialPhase !== enc.initialPhase) {
throw new Error(`encounters/${enc.id}.md: initialPhase "${doc.initialPhase}" does not match encounters.ts "${enc.initialPhase}"`)
}
}
export const world: World = {
startingRoom: 'outside-gate',
startingInventory: ['letter', 'matches', 'broken-cigarette'],
return {
game,
ui,
parser,
messages,
mechanics,
actions,
startingRoom: game.startingRoom,
startingInventory: game.startingInventory,
endingPriority: game.endingPriority,
rooms,
items,
encounters,
endings,
}
}
export const world: World = assembleWorld({
game,
ui,
parser,
messages,
mechanics,
actions,
rooms,
items,
encounters,
endings,
encounterDocs,
})
+381 -1
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@@ -1,5 +1,330 @@
import { describe, it, expect, beforeEach } from 'vitest'
import { parseRoom, parseItem, parseEnding, parseEncounterNarration, narration, registerEncounterNarrations, _resetEncounterNarrationRegistry } from './loader'
import {
parseGame,
parseAction,
parseLightMechanic,
parseResolveMechanic,
parseMessages,
parseParser,
parseUi,
parseRoom,
parseItem,
parseEnding,
parseEncounterNarration,
narration,
registerEncounterNarrations,
_resetEncounterNarrationRegistry,
} from './loader'
const GAME_MD = `---
id: halfstreet
title: Halfstreet
description: A gothic mystery.
startingRoom: "[[outside-gate]]"
startingInventory:
- "[[letter]]"
endingPriority:
- "true"
- wrong
transcriptCap: 200
---
## opening-art
HALFSTREET
## help
Help text.
## ended
The story has ended.
`
describe('parseGame', () => {
it('parses manifest frontmatter and sections', () => {
const game = parseGame(GAME_MD, 'game.md')
expect(game).toEqual({
id: 'halfstreet',
title: 'Halfstreet',
description: 'A gothic mystery.',
startingRoom: 'outside-gate',
startingInventory: ['letter'],
endingPriority: ['true', 'wrong'],
transcriptCap: 200,
openingArt: 'HALFSTREET',
helpText: 'Help text.',
endedText: 'The story has ended.',
})
})
it('throws when a required section is missing', () => {
const incomplete = GAME_MD.replace('## help\nHelp text.\n\n', '')
expect(() => parseGame(incomplete, 'game.md')).toThrow(/missing required section.*help/i)
})
})
const PARSER_MD = `---
directions:
n: [n, north]
s: [s, south]
e: [e, east]
w: [w, west]
u: [u, up]
d: [d, down]
prepositions: [with, on]
stopWords: [the]
noTargetVerbs: [look]
metaVerbs: [restart]
verbs:
go: [go]
look: [look, observe]
take: [take, pick up]
---
# Parser Vocabulary
`
describe('parseParser', () => {
it('parses parser vocabulary frontmatter', () => {
const parser = parseParser(PARSER_MD, 'parser.md')
expect(parser.verbs.look).toEqual(['look', 'observe'])
expect(parser.verbs.take).toContain('pick up')
expect(parser.directions.n).toEqual(['n', 'north'])
expect(parser.noTargetVerbs).toEqual(['look'])
})
it('rejects unsupported verb keys', () => {
const invalid = PARSER_MD.replace(' take: [take, pick up]', ' dance: [dance]')
expect(() => parseParser(invalid, 'parser.md')).toThrow()
})
})
const UI_MD = `---
pageTitle: Halfstreet - Ethan J Lewis
description: A gothic mystery.
robots: noindex
themeColor: "#1a0d00"
footer:
copyright: "© 2026 Ethan J Lewis"
copyrightHref: https://ethanjlewis.com
buildLabel: "Build #"
showBuild: true
links:
- label: GNU 3.0
href: https://half.st/ejlewis/halfstreet/src/branch/main/LICENSE
- label: Source Code
href: https://half.st/ejlewis/halfstreet
features:
chips: true
lightMeter: true
typedEffect: true
roomScroll: true
---
# UI
`
describe('parseUi', () => {
it('parses site metadata, footer config, and feature toggles', () => {
const ui = parseUi(UI_MD, 'ui.md')
expect(ui.pageTitle).toBe('Halfstreet - Ethan J Lewis')
expect(ui.footer.buildLabel).toBe('Build #')
expect(ui.footer.links.map((link) => link.label)).toEqual(['GNU 3.0', 'Source Code'])
expect(ui.features).toEqual({
chips: true,
lightMeter: true,
typedEffect: true,
roomScroll: true,
})
})
})
const LIGHT_MECHANIC_MD = `---
enabled: true
handler: light
maxTurns: 3
burnOn: [wait]
stateKeys:
lit: isLit
burn: fuel
ui:
meter: true
icon: candle
---
## noLighter
No flame.
## flameDies
Dark again.
`
describe('parseLightMechanic', () => {
it('parses configurable light mechanic frontmatter and messages', () => {
const light = parseLightMechanic(LIGHT_MECHANIC_MD, 'mechanics/light.md')
expect(light.enabled).toBe(true)
expect(light.maxTurns).toBe(3)
expect(light.burnOn).toEqual(['wait'])
expect(light.stateKeys).toEqual({ lit: 'isLit', burn: 'fuel' })
expect(light.messages?.noLighter).toBe('No flame.')
expect(light.messages?.flameDies).toBe('Dark again.')
})
it('rejects unknown light message sections', () => {
const invalid = `${LIGHT_MECHANIC_MD}
## typo
No.
`
expect(() => parseLightMechanic(invalid, 'mechanics/light.md')).toThrow(/unknown light mechanic section "## typo"/)
})
})
const RESOLVE_MECHANIC_MD = `---
enabled: true
handler: resolve
ladder: [steady, shaken, reeling, returning]
wrongVerbCost: 2
safeRooms:
recoverySteps: 2
failure:
retreatAt: returning
afterRetreat: reeling
---
# Resolve
`
describe('parseResolveMechanic', () => {
it('parses configurable resolve mechanic frontmatter', () => {
const resolve = parseResolveMechanic(RESOLVE_MECHANIC_MD, 'mechanics/resolve.md')
expect(resolve.enabled).toBe(true)
expect(resolve.ladder).toEqual(['steady', 'shaken', 'reeling', 'returning'])
expect(resolve.wrongVerbCost).toBe(2)
expect(resolve.safeRooms.recoverySteps).toBe(2)
expect(resolve.failure.afterRetreat).toBe('reeling')
})
it('rejects failure levels outside the ladder', () => {
const invalid = RESOLVE_MECHANIC_MD.replace('ladder: [steady, shaken, reeling, returning]', 'ladder: [steady, shaken]')
expect(() => parseResolveMechanic(invalid, 'mechanics/resolve.md')).toThrow(/failure\.retreatAt must be present in ladder/)
})
})
const ACTION_MD = `---
id: burn-letter
verbs: [use]
requires:
allVisibleOrHeld:
- "[[letter]]"
- "[[matches]]"
consumes:
inventory:
- "[[letter]]"
decrements:
item: "[[matches]]"
stateKey: uses
setsFlags:
letterBurned: true
---
## success
The letter catches at one corner. In a few breaths it is ash.
## spent
The matchbook is empty.
`
const HANDLER_ACTION_MD = `---
id: drink-whiskey
verbs: [drink]
handler: drunk-transition
requires:
allHeld:
- "[[whiskey]]"
consumes:
inventory:
- "[[whiskey]]"
drunkTransition:
destinationRoom: "[[drunk-hall]]"
maxMoves: 20
wakeRoom: "[[foyer]]"
resetRoom: "[[kitchen]]"
---
## success
You drink from the bottle.
## secretFoundPassOut
The faceless man steps backward.
## tooManyMovesPassOut
The rooms keep turning.
## reset
The bottle is not with you.
`
describe('parseAction', () => {
it('parses a declarative action with wikilinks and sections', () => {
const action = parseAction(ACTION_MD, 'actions/burn-letter.md')
expect(action.id).toBe('burn-letter')
expect(action.verbs).toEqual(['use'])
expect(action.requires?.allVisibleOrHeld).toEqual(['letter', 'matches'])
expect(action.consumes?.inventory).toEqual(['letter'])
expect(action.decrements).toEqual({ item: 'matches', stateKey: 'uses' })
expect(action.setsFlags).toEqual({ letterBurned: true })
expect(action.messages.success).toContain('ash')
})
it('parses a handler-backed drunk transition action', () => {
const action = parseAction(HANDLER_ACTION_MD, 'actions/drink-whiskey.md')
expect(action.id).toBe('drink-whiskey')
expect(action.handler).toBe('drunk-transition')
expect(action.requires?.allHeld).toEqual(['whiskey'])
expect(action.consumes?.inventory).toEqual(['whiskey'])
expect(action.drunkTransition).toEqual({
destinationRoom: 'drunk-hall',
maxMoves: 20,
wakeRoom: 'foyer',
resetRoom: 'kitchen',
})
expect(action.messages.tooManyMovesPassOut).toContain('turning')
})
it('requires a success section', () => {
const invalid = ACTION_MD.replace(/## success[\s\S]*?## spent/, '## spent')
expect(() => parseAction(invalid, 'actions/burn-letter.md')).toThrow(/missing required section "## success"/)
})
it('requires handler-specific sections for drunk transition actions', () => {
const invalid = HANDLER_ACTION_MD.replace(/## tooManyMovesPassOut[\s\S]*?## reset/, '## reset')
expect(() => parseAction(invalid, 'actions/drink-whiskey.md')).toThrow(
/missing required section "## tooManyMovesPassOut" for handler "drunk-transition"/,
)
})
})
const MESSAGES_MD = `## unknown-verb
No.
## inventory-empty
Nothing held.
`
describe('parseMessages', () => {
it('parses keyed message sections', () => {
expect(parseMessages(MESSAGES_MD, 'messages.md')).toEqual({
'unknown-verb': 'No.',
'inventory-empty': 'Nothing held.',
})
})
it('rejects unknown message keys', () => {
const invalid = `## typo-key
No.
`
expect(() => parseMessages(invalid, 'messages.md')).toThrow(/unknown message section "## typo-key"/)
})
})
const FOYER_MD = `---
id: foyer
@@ -251,6 +576,24 @@ const RAT_MD = `---
id: rat
startsIn: "[[cellar-stair]]"
initialPhase: lurking
onResolved:
setFlags:
ratGone: true
defaultWrongVerbNarration: wrong-verb
phases:
lurking:
description: lurking
transitions:
- verb: attack
target: rat
chipLabel: ATTACK RAT
chipCommand: attack rat
narration: attack-resolved
to: resolved
- verb: wait
chipLabel: WAIT
narration: wait-stays
to: lurking
---
## lurking
@@ -261,6 +604,9 @@ You stamp. The rat squeals and is gone into the dark.
## wait-stays
The rat does not move. Neither do you.
## wrong-verb
The rat watches.
`
describe('parseEncounterNarration', () => {
@@ -273,7 +619,41 @@ describe('parseEncounterNarration', () => {
lurking: 'A heavy rat watches you from the third step. Its eyes catch the light.',
'attack-resolved': 'You stamp. The rat squeals and is gone into the dark.',
'wait-stays': 'The rat does not move. Neither do you.',
'wrong-verb': 'The rat watches.',
})
expect(doc.encounter).toMatchObject({
id: 'rat',
startsIn: 'cellar-stair',
initialPhase: 'lurking',
onResolved: { setFlags: { ratGone: true } },
defaultWrongVerbNarration: 'The rat watches.',
})
const lurking = doc.encounter?.phases.lurking
expect(lurking).toBeDefined()
expect(lurking?.description).toContain('heavy rat')
expect(lurking?.transitions).toEqual([
{
verb: 'attack',
target: 'rat',
chipLabel: 'ATTACK RAT',
chipCommand: 'attack rat',
narration: 'You stamp. The rat squeals and is gone into the dark.',
to: 'resolved',
},
{
verb: 'wait',
chipLabel: 'WAIT',
narration: 'The rat does not move. Neither do you.',
to: 'lurking',
},
])
})
it('throws when encounter frontmatter points at a missing prose section', () => {
const invalid = RAT_MD.replace('narration: attack-resolved', 'narration: missing-key')
expect(() => parseEncounterNarration(invalid, 'encounters/rat.md')).toThrow(
/frontmatter references missing section "## missing-key"/,
)
})
it('throws when no sections are present', () => {
+203 -6
View File
@@ -18,9 +18,20 @@ function matter(raw: string): ParsedFile {
const data = (parsed && typeof parsed === 'object' ? parsed : {}) as Record<string, unknown>
return { data, content }
}
import type { Room, RoomDescriptions, Item } from './types'
import { DEFAULT_WORLD_MESSAGES, type DeclarativeAction, type EncounterDef, type Room, type RoomDescriptions, type Item, type WorldMessages } from './types'
import type { Direction } from '../engine/types'
import { roomFrontmatterSchema, itemFrontmatterSchema, endingFrontmatterSchema, encounterFrontmatterSchema } from './schema'
import {
gameFrontmatterSchema,
actionFrontmatterSchema,
lightMechanicFrontmatterSchema,
parserFrontmatterSchema,
resolveMechanicFrontmatterSchema,
roomFrontmatterSchema,
itemFrontmatterSchema,
endingFrontmatterSchema,
encounterFrontmatterSchema,
uiFrontmatterSchema,
} from './schema'
const WIKILINK = /^\[\[([^\]|]+)(?:\|[^\]]*)?\]\]$/
@@ -78,6 +89,139 @@ const DIR_KEYS: Record<Direction, { exit: string; requires: string; locked: stri
const REQUIRED_ROOM_SECTIONS = ['first-visit', 'revisit', 'examined'] as const
const REQUIRED_GAME_SECTIONS = ['opening-art', 'help', 'ended'] as const
export function parseGame(raw: string, sourcePath: string) {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
const fm = gameFrontmatterSchema.parse(frontmatter)
const sections = splitSections(parsed.content)
for (const key of REQUIRED_GAME_SECTIONS) {
if (!(key in sections)) {
throw new Error(`${sourcePath}: missing required section "## ${key}"`)
}
}
return {
id: fm.id,
title: fm.title,
description: fm.description,
startingRoom: fm.startingRoom,
startingInventory: fm.startingInventory,
endingPriority: fm.endingPriority,
transcriptCap: fm.transcriptCap,
openingArt: sections['opening-art']!,
helpText: sections['help']!,
endedText: sections['ended']!,
}
}
export function parseParser(raw: string, _sourcePath: string) {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
return parserFrontmatterSchema.parse(frontmatter)
}
export function parseUi(raw: string, _sourcePath: string) {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
return uiFrontmatterSchema.parse(frontmatter)
}
export function parseMessages(raw: string, sourcePath: string): WorldMessages {
const parsed = matter(raw)
const sections = splitSections(parsed.content)
const allowed = Object.keys(DEFAULT_WORLD_MESSAGES)
for (const key of Object.keys(sections)) {
if (!allowed.includes(key)) {
throw new Error(`${sourcePath}: unknown message section "## ${key}". Allowed: ${allowed.join(', ')}`)
}
}
return sections as WorldMessages
}
const LIGHT_MESSAGE_KEYS = [
'useLighterWithWhat',
'cannotLight',
'alreadyLit',
'notHelpful',
'spent',
'noLighter',
'cannotExtinguish',
'notLit',
'dropLit',
'flameCatches',
'flameDies',
] as const
export function parseLightMechanic(raw: string, sourcePath: string) {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
const fm = lightMechanicFrontmatterSchema.parse(frontmatter)
const sections = splitSections(parsed.content)
for (const key of Object.keys(sections)) {
if (!LIGHT_MESSAGE_KEYS.includes(key as typeof LIGHT_MESSAGE_KEYS[number])) {
throw new Error(`${sourcePath}: unknown light mechanic section "## ${key}". Allowed: ${LIGHT_MESSAGE_KEYS.join(', ')}`)
}
}
return {
...fm,
messages: sections,
}
}
export function parseResolveMechanic(raw: string, _sourcePath: string) {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
return resolveMechanicFrontmatterSchema.parse(frontmatter)
}
const ACTION_SECTION_KEYS = ['success', 'spent', 'missingRequired', 'secretFoundPassOut', 'tooManyMovesPassOut', 'reset'] as const
type ActionSectionKey = typeof ACTION_SECTION_KEYS[number]
const ACTION_REQUIRED_SECTIONS: Record<NonNullable<DeclarativeAction['handler']> | 'default', ActionSectionKey[]> = {
default: ['success'],
'drunk-transition': ['success', 'secretFoundPassOut', 'tooManyMovesPassOut', 'reset'],
}
export function parseAction(raw: string, sourcePath: string): DeclarativeAction {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
const fm = actionFrontmatterSchema.parse(frontmatter)
const sections = splitSections(parsed.content)
for (const key of Object.keys(sections)) {
if (!ACTION_SECTION_KEYS.includes(key as ActionSectionKey)) {
throw new Error(`${sourcePath}: unknown action section "## ${key}". Allowed: ${ACTION_SECTION_KEYS.join(', ')}`)
}
}
const requiredSections = ACTION_REQUIRED_SECTIONS[fm.handler ?? 'default']
for (const key of requiredSections) {
if (!sections[key]) {
const scope = fm.handler ? ` for handler "${fm.handler}"` : ''
throw new Error(`${sourcePath}: missing required section "## ${key}"${scope}`)
}
}
return {
id: fm.id,
verbs: fm.verbs,
handler: fm.handler,
requires: fm.requires,
consumes: fm.consumes,
decrements: fm.decrements,
setsFlags: fm.setsFlags,
drunkTransition: fm.drunkTransition,
messages: {
success: sections.success!,
spent: sections.spent,
missingRequired: sections.missingRequired,
secretFoundPassOut: sections.secretFoundPassOut,
tooManyMovesPassOut: sections.tooManyMovesPassOut,
reset: sections.reset,
},
}
}
export function parseRoom(raw: string, sourcePath: string): Room {
const parsed = matter(raw)
const frontmatter = stripWikilink(parsed.data) as Record<string, unknown>
@@ -179,7 +323,7 @@ export function parseItem(raw: string, sourcePath: string): Item {
}
export interface ParsedEnding {
id: 'true' | 'wrong' | 'bad' | 'replacement' | 'mercy'
id: string
ending: { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }
}
@@ -199,6 +343,7 @@ export interface ParsedEncounterNarration {
startsIn: string
initialPhase: string
narrations: Record<string, string>
encounter?: EncounterDef
}
export function parseEncounterNarration(raw: string, sourcePath: string): ParsedEncounterNarration {
@@ -209,14 +354,67 @@ export function parseEncounterNarration(raw: string, sourcePath: string): Parsed
if (Object.keys(narrations).length === 0) {
throw new Error(`${sourcePath}: no narration sections found`)
}
const encounter = fm.phases
? buildEncounterFromMarkdown(fm, narrations, sourcePath)
: undefined
return {
id: fm.id,
startsIn: fm.startsIn,
initialPhase: fm.initialPhase,
narrations,
encounter,
}
}
function proseSection(sections: Record<string, string>, key: string, sourcePath: string): string {
const text = sections[key]
if (text === undefined) {
const available = Object.keys(sections).join(', ') || '(none)'
throw new Error(`${sourcePath}: frontmatter references missing section "## ${key}". Available: ${available}`)
}
return text
}
function buildEncounterFromMarkdown(
fm: ReturnType<typeof encounterFrontmatterSchema.parse>,
sections: Record<string, string>,
sourcePath: string,
): EncounterDef {
const phases: EncounterDef['phases'] = {}
for (const [phaseId, phase] of Object.entries(fm.phases ?? {})) {
phases[phaseId] = {
description: proseSection(sections, phase.description, sourcePath),
transitions: phase.transitions.map((transition) => ({
...transition,
narration: proseSection(sections, transition.narration, sourcePath),
})),
}
}
if (!phases[fm.initialPhase]) {
throw new Error(`${sourcePath}: initialPhase "${fm.initialPhase}" is not defined in phases`)
}
const encounter: EncounterDef = {
id: fm.id,
startsIn: fm.startsIn,
initialPhase: fm.initialPhase,
phases,
}
if (fm.aliases) encounter.aliases = fm.aliases
if (fm.onResolved) encounter.onResolved = fm.onResolved
if (fm.onFailed) {
encounter.onFailed = {
narration: proseSection(sections, fm.onFailed.narration, sourcePath),
retreatTo: fm.onFailed.retreatTo,
}
}
if (fm.defaultWrongVerbNarration) {
encounter.defaultWrongVerbNarration = proseSection(sections, fm.defaultWrongVerbNarration, sourcePath)
}
return encounter
}
const encounterNarrationRegistry = new Map<string, Map<string, string>>()
export function registerEncounterNarrations(docs: ParsedEncounterNarration[]): void {
@@ -246,9 +444,8 @@ export function narration(encounterId: string, key: string): string {
}
// Auto-register encounter narrations from co-located markdown files at module init.
// This populates the registry BEFORE encounters.ts is evaluated (ESM evaluates dependencies first),
// so encounters.ts can call narration() at top level without explicit ordering.
// While src/mystery/world/encounters/ does not yet exist (Task 8 creates it), this is a no-op.
// This keeps the narration() helper available for tests and any remaining
// TypeScript escape hatches that need to reference encounter prose by key.
const _encounterFiles = import.meta.glob<string>('./encounters/*.md', {
eager: true, query: '?raw', import: 'default',
})
+51
View File
@@ -0,0 +1,51 @@
---
enabled: true
handler: light
maxTurns: 6
burnOn:
- move
- wait
stateKeys:
lit: lit
burn: burn
ui:
meter: true
icon: candle
---
# Light
The light mechanic controls lightable inventory items, the burn timer, and the terminal meter.
## useLighterWithWhat
Use match with what?
## cannotLight
You can't light that.
## alreadyLit
It's already lit.
## notHelpful
That isn't going to help.
## spent
It is spent.
## noLighter
You have nothing to light it with.
## cannotExtinguish
You can't extinguish that.
## notLit
It isn't lit.
## dropLit
Extinguish it first.
## flameCatches
It catches.
## flameDies
The flame dies.
+19
View File
@@ -0,0 +1,19 @@
---
enabled: true
handler: resolve
ladder:
- steady
- shaken
- reeling
- returning
wrongVerbCost: 1
safeRooms:
recoverySteps: 1
failure:
retreatAt: returning
afterRetreat: shaken
---
# Resolve
The resolve mechanic controls how encounters wear down the player, how safe rooms restore resolve, and which resolve level the player has after an encounter forces a retreat.
+113
View File
@@ -0,0 +1,113 @@
## unknown-verb
You consider the words, but they don't fit this place.
## unknown-noun
You don't see anything like that here.
## malformed
You hesitate.
## nothing-to-confirm
Nothing to confirm.
## cancelled
Cancelled.
## nothing-to-choose
Nothing to choose between.
## no-undo
There is no further back.
## use-lighter-with-what
Use match with what?
## use-unknown
You can't think how to use that here.
## nothing-happens
Nothing happens.
## nowhere
You are nowhere.
## no-exit
You can't go that way.
## unfinished-exit
The way ahead is unfinished.
## cannot-drink
You can't drink that.
## need-carrying
You'd have to be carrying it.
## time-passes
Time passes.
## listen
You listen. The house listens back.
## see-nothing
You see nothing.
## inventory-empty
You are empty-handed.
## inventory-heading
You are carrying:
## dont-see-here
You don't see that here.
## cannot-take
You can't take that.
## already-have
You already have it.
## taken
Taken.
## dont-have
You don't have that.
## drop-lit
Extinguish it first.
## dropped
Dropped.
## dont-see-anything
You don't see anything like that.
## nothing-to-read
There's nothing to read on it.
## cannot-light
You can't light that.
## already-lit
It's already lit.
## not-helpful
That isn't going to help.
## spent
It is spent.
## no-lighter
You have nothing to light it with.
## cannot-extinguish
You can't extinguish that.
## not-lit
It isn't lit.
## flame-catches
It catches.
## flame-dies
The flame dies.
+467
View File
@@ -0,0 +1,467 @@
# Open-Source Authoring Roadmap
Goal: make Halfstreet usable as a small text-adventure toolkit, where a new author can create or fork a story mostly by editing markdown inside this `src/world` Obsidian vault.
Bias: if a setting, rule, phrase, object, or workflow can reasonably live in markdown frontmatter or markdown sections, put it there. TypeScript should remain the runtime, validator, and escape hatch for genuinely executable behavior.
## Principles
- Keep `src/world` as the authoring surface. Authors should not need to hunt through `src/engine`, `src/ui`, or `src/pages` for ordinary story changes.
- Prefer markdown files with frontmatter over TypeScript config when the data is declarative.
- Preserve Obsidian-friendly wikilinks for references between rooms, items, encounters, endings, mechanics, and author notes.
- Separate generic engine behavior from Halfstreet-specific story behavior.
- Keep validation strict. Markdown should be friendly to write, but mistakes should fail loudly during dev and CI.
- Make every new abstraction prove itself against the current Halfstreet content before calling it reusable.
## Target Vault Shape
This is the rough destination, not a required first commit:
```text
src/world/
game.md
parser.md
ui.md
mechanics/
light.md
resolve.md
drunk.md
inventory.md
actions/
burn-letter.md
drink-whiskey.md
rooms/
items/
encounters/
endings/
bugs/
authoring.md
open-source-authoring-roadmap.md
```
`game.md` should become the primary manifest: title, description, starting room, starting inventory, ending priority, enabled mechanics, default UI labels, and other story-level settings.
`parser.md` should hold author-controlled vocabulary: verbs, aliases, prepositions, direction words, meta commands, and no-target verbs.
`mechanics/*.md` should describe optional rule modules in markdown. Some mechanics can be fully declarative; others can bind to a named TypeScript handler while keeping all author-facing knobs and prose in markdown.
`actions/*.md` should replace one-off hardcoded interactions where possible, especially story-specific combinations like burning the letter or drinking whiskey.
## Phase 1: Manifest in Markdown
Move story-level constants out of TypeScript and into `src/world/game.md`.
Candidate frontmatter:
```yaml
id: halfstreet
title: Half Street
description: A gothic mystery.
startingRoom: "[[outside-gate]]"
startingInventory:
- "[[letter]]"
- "[[matches]]"
- "[[broken-cigarette]]"
endingPriority:
- mercy
- "true"
- replacement
- bad
- wrong
transcriptCap: 200
```
Candidate sections:
```md
## opening-art
...
## help
...
## ended
The story has ended. Type `restart` or `undo`.
```
Implementation notes:
- Add a `parseGame` loader path beside `parseRoom`, `parseItem`, `parseEnding`, and `parseEncounterNarration`.
- Update `World` to include manifest data instead of hardcoding `startingRoom`, `startingInventory`, required endings, ending priority, ASCII art, and help copy in engine/UI files.
- Keep validation in `src/world/index.ts`: starting room must exist, starting inventory must reference real items, ending priority must reference loaded endings.
- Treat this as the first reusable boundary. A fork should be able to change the starting room and opening text without touching TypeScript.
Acceptance criteria:
- `src/world/index.ts` no longer hardcodes `outside-gate`, starting items, or ending priority.
- Opening ASCII/help text can be edited in Obsidian.
- Existing Halfstreet tests and build still pass.
## Phase 2: Parser Vocabulary in Markdown
Move parser vocabulary into `src/world/parser.md`.
Candidate frontmatter:
```yaml
directions:
n: [n, north]
s: [s, south]
e: [e, east]
w: [w, west]
u: [u, up]
d: [d, down]
prepositions: [with, on, in, to]
stopWords: [at, the, a, an]
noTargetVerbs: [look, inventory, wait, listen]
metaVerbs: [restart, undo, hint, save, quit, theme]
verbs:
go: [go, walk, move]
look: [look, l]
examine: [examine, x, inspect]
take: [take, get, grab, pick up]
drop: [drop, put, leave]
use: [use, combine]
open: [open, uncover]
close: [close]
drink: [drink, sip]
read: [read]
light: [light]
extinguish: [extinguish, douse]
attack: [attack, kill, fight, strike]
hold: [hold, show]
push: [push, press]
pull: [pull]
cut: [cut, trim]
play: [play]
listen: [listen]
pour: [pour]
wait: [wait, z]
```
Implementation notes:
- Keep the parser code generic: it should consume a parsed vocabulary object rather than owning Halfstreet's vocabulary.
- Allow multi-word verb aliases from markdown, not a separate hardcoded `TWO_WORD_VERBS` list.
- Validate that every verb key maps to an engine-supported verb or a registered custom action.
- Keep parser behavior deterministic and testable with a small synthetic vocabulary fixture.
Acceptance criteria:
- A new verb alias can be added by editing `parser.md`.
- Parser tests cover markdown-loaded vocabulary.
- Existing Halfstreet commands continue to parse.
## Phase 3: Text and System Messages in Markdown
Move generic narration strings that authors may want to tune into markdown.
Candidate file: `src/world/messages.md`
Candidate sections:
```md
## unknown-verb
You consider the words, but they don't fit this place.
## unknown-noun
You don't see anything like that here.
## malformed
You hesitate.
## nothing-to-confirm
Nothing to confirm.
## cancelled
Cancelled.
## inventory-empty
You are empty-handed.
## taken
Taken.
## dropped
Dropped.
```
Implementation notes:
- Add a small message lookup helper with fallback defaults.
- Use message keys from dispatcher and UI instead of inline strings.
- Keep heavily stateful narration in mechanics/actions, not in one giant message file.
Acceptance criteria:
- Common parser/dispatcher responses are author-editable in Obsidian.
- Missing message keys fail validation or fall back predictably.
## Phase 4: Mechanics as Markdown-Configured Modules
Move optional, reusable systems into `src/world/mechanics/*.md`.
Start with mechanics that already exist:
- `light.md`: burn duration, burn trigger policy, item state keys, meter visibility, extinguish behavior, author-facing prose keys.
- `resolve.md`: resolve ladder, safe-room recovery, failure behavior.
- `drunk.md`: special room prefix, max moves, pass-out room, item reset behavior, visual effect flag.
- `inventory.md`: carry limits later, drop policy, lit-drop restrictions.
Candidate `light.md` frontmatter:
```yaml
enabled: true
handler: light
maxTurns: 6
burnOn:
- move
- wait
stateKeys:
lit: lit
burn: burn
ui:
meter: true
icon: candle
messages:
noLighter: You have nothing to light it with.
alreadyLit: It's already lit.
notLit: It isn't lit.
dropLit: Extinguish it first.
```
Implementation notes:
- TypeScript still owns the actual light algorithm, but markdown owns the knobs and prose.
- `World` should expose enabled mechanics as parsed data.
- Dispatcher should call enabled mechanic handlers through a small registry rather than direct Halfstreet-specific functions.
- Do not overgeneralize on the first pass. Convert one mechanic, keep tests green, then repeat.
Acceptance criteria:
- The light timer can be changed from markdown.
- Disabling a mechanic in markdown removes its behavior cleanly.
- Existing light UI still works from parsed mechanic data.
## Phase 5: Declarative Actions
Move one-off item interactions into `src/world/actions/*.md` where possible.
Candidate `burn-letter.md`:
```yaml
id: burn-letter
verbs: [use, light]
requires:
allVisibleOrHeld:
- "[[letter]]"
- "[[matches]]"
consumes:
inventory:
- "[[letter]]"
decrements:
item: "[[matches]]"
stateKey: uses
setsFlags:
letterBurned: true
```
```md
## success
The letter catches at one corner. In a few breaths it is ash.
## spent
The matchbook is empty.
```
Candidate `drink-whiskey.md` may need a `handler: drunk-transition` escape hatch because it changes room, removes and resets an item, and starts a timed mode. That is acceptable: markdown should still own the item ids, destination room, max moves, and prose.
Implementation notes:
- Support a small declarative action grammar first: required items, consumed items, state decrement, flags, room transition, success narration.
- Add `handler` as an explicit escape hatch for complex behavior.
- Validate all referenced items, rooms, flags, and section keys.
Acceptance criteria:
- Burning the letter no longer lives as hardcoded ids in the dispatcher.
- At least one complex action remains supported through a named handler with markdown-owned config.
## Phase 6: Encounters Fully in Markdown
Current state: implemented. Encounter phase machines and prose now live together in `src/world/encounters/*.md`.
Destination: encounter phase machines live in `src/world/encounters/*.md`.
Candidate frontmatter:
```yaml
id: rat
startsIn: "[[cellar-stair]]"
initialPhase: lurking
aliases: [rat]
onResolved:
setFlags:
ratGone: true
defaultWrongVerbNarration: wrong-verb
phases:
lurking:
description: lurking
transitions:
- verb: attack
target: rat
chipLabel: ATTACK RAT
chipCommand: attack rat
narration: attack-rat-resolved
to: resolved
- verb: wait
chipLabel: WAIT
narration: wait-stays
to: lurking
```
Sections remain the prose:
```md
## lurking
...
## attack-rat-resolved
...
## wait-stays
...
## wrong-verb
...
```
Implementation notes:
- Replace `encounters.ts` with parsed encounter definitions from markdown.
- Validate every `description`, `narration`, and `defaultWrongVerbNarration` key points to a real section.
- Keep support for custom handler hooks later if needed, but do not start there.
Acceptance criteria:
- Adding a simple encounter requires one markdown file only.
- No duplicated `startsIn` / `initialPhase` values between markdown and TypeScript.
- Encounter transition chips still compute correctly.
## Phase 7: UI Configuration in Markdown
Move author-facing UI labels, themes, footer links, title metadata, and feature toggles into `src/world/ui.md`.
Candidate frontmatter:
```yaml
pageTitle: Halfstreet - Ethan J Lewis
description: A gothic mystery.
robots: noindex
themeColor: "#1a0d00"
footer:
copyright: "2026 Ethan J Lewis"
links:
- label: GNU 3.0
href: https://half.st/ejlewis/halfstreet/src/branch/main/LICENSE
- label: Source Code
href: https://half.st/ejlewis/halfstreet
features:
chips: true
lightMeter: true
typedEffect: true
roomScroll: true
```
Implementation notes:
- Keep layout and styling in Astro/CSS.
- Let markdown control labels, metadata, and feature switches.
- Avoid making authors edit `src/pages/index.astro` for ordinary title/footer/help changes.
Acceptance criteria:
- Site metadata and footer links are editable from `src/world/ui.md`.
- Feature toggles are validated and reflected in the UI.
## Phase 8: Authoring Docs and Starter Template
Add docs that live where authors work.
Files:
- `src/world/authoring.md`: how to create rooms, items, encounters, endings, mechanics, and actions.
- `src/world/templates/room.md`
- `src/world/templates/item.md`
- `src/world/templates/encounter.md`
- `src/world/templates/action.md`
- `src/world/templates/game.md`
Implementation notes:
- Keep docs short and example-heavy.
- Include "common validation errors" with exact fixes.
- Add a tiny sample adventure later if the repo is meant to be a toolkit, not only a Halfstreet fork.
Acceptance criteria:
- A new author can add a room, item, simple encounter, and ending by following files inside the Obsidian vault.
- Templates use wikilinks and valid frontmatter.
## Phase 9: Package Boundary
Once the markdown-driven pieces are stable, decide whether to keep this as a forkable app or extract a package.
Forkable app path:
- Keep everything in one Astro repo.
- Document "replace `src/world` to make your own game."
- Lowest maintenance burden.
Package path:
- Extract generic engine/loader/parser into a package, with Halfstreet as an example app.
- Better for reuse, but increases release and compatibility work.
Recommendation: stay forkable first. Do not package until at least two different worlds can run through the same engine without code edits.
## Suggested Implementation Order
1. Add `game.md` manifest and parse it.
2. Move opening/help/ending priority/start state into manifest-backed world data.
3. Add `parser.md` and make parser consume loaded vocabulary.
4. Add `messages.md` for common system responses.
5. Convert the light mechanic to markdown-configured runtime behavior.
6. Convert `burn-letter` into a declarative action.
7. Convert encounter state machines into markdown.
8. Add `ui.md` for metadata, footer, and UI feature toggles.
9. Add authoring docs and templates.
10. Reassess package extraction after a second sample world exists.
## Current Status
- Phase 1 is implemented: `game.md` controls the manifest, starting room, starting inventory, ending priority, transcript cap, opening art, help text, and ended text.
- Phase 2 is implemented: `parser.md` controls command vocabulary, direction aliases, prepositions, stop words, no-target verbs, and meta verbs.
- Phase 3 is implemented: `messages.md` controls common parser, dispatcher, and UI system responses with TypeScript defaults as fallback.
- Phase 4 is implemented for the first reusable mechanics: `mechanics/light.md` controls the light mechanic's enabled state, burn triggers, burn duration, state keys, meter toggle, and light prose fallbacks; `mechanics/resolve.md` controls the resolve ladder, safe-room recovery, wrong-verb cost, and retreat behavior.
- Phase 5 has its first two action patterns implemented: `actions/burn-letter.md` defines a simple declarative interaction, and `actions/drink-whiskey.md` defines a complex `drunk-transition` handler-backed action with markdown-owned item ids, destination room, move cap, reset room, wake room, and prose.
- Phase 5 validation is hardened: handler-backed actions require their handler-specific prose sections, unsupported handler config is rejected, duplicate handler ownership fails during world assembly, and missing room/item references report the exact action field authors need to fix.
- Phase 6 started with an incremental migration: encounter markdown gained full phase machine support when `phases:` is present, and `rat` became the first fully markdown-owned encounter.
- Phase 6 now has its first simple batch migrated: `window-guest`, `covered-cage`, and `piano-echo` are markdown-owned, including aliases, resolved/failed effects, wrong-verb text, transition chips, and transition commands.
- Phase 6 also has the wait-resolved batch migrated: `breathing-wall`, `linen-shape`, and `stair-sleeper` are markdown-owned, including aliases, resolved/failed effects, wrong-verb text, and wait transition chips.
- Phase 6 now has an item-gated batch migrated: `ivy-figure`, `child-beneath-well`, and `bone-keeper` are markdown-owned, including required inventory items, repeated narration keys, transition-level flags, alternate fallback transitions, and resolved/failed effects.
- Phase 6 now has a garden/lower-passage batch migrated: `garden-procession`, `reflection`, and `root-movement` are markdown-owned, including wait, item-gated, and listen transitions plus resolved/failed effects.
- Phase 6 is implemented: the final legacy batch (`portrait-woman`, `basilisk`, `vault-memory`, `creaking-floorboard`, `distant-steps`, and `rainwater-basin`) is markdown-owned, `encounters.ts` has been removed, and world assembly now requires every encounter markdown file to define `phases:`.
- Phase 7 is implemented: `ui.md` controls page title, meta description, robots, theme color, footer copyright/link/build labels, and feature toggles for chips, the light meter, typed text, and room-title scrolling.
- Phase 8 is implemented: `authoring.md` explains the markdown authoring workflow, common validation errors, and current room/item/encounter/ending/mechanic/action surfaces; `templates/` includes starter room, item, encounter, action, and game files.
- Phase 9 is resolved for now in favor of the forkable app path: README and vault-local authoring docs tell authors to replace `src/world` while keeping the Astro app and TypeScript runtime intact. Package extraction is deferred until a second sample world proves the boundary.
## Near-Term Slice
The next concrete slice should stay on open-source polish without extracting a package:
- Add a short root-level contribution guide if outside authors are expected to send changes.
- Decide whether to include a tiny second sample world fixture to test the forkable boundary.
- Keep package extraction deferred until that sample world can run without Halfstreet-specific code edits.
This keeps the toolkit roadmap focused on a low-maintenance open-source shape before adding package complexity.
+40
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@@ -0,0 +1,40 @@
---
directions:
n: [n, north]
s: [s, south]
e: [e, east]
w: [w, west]
u: [u, up]
d: [d, down]
prepositions: [with, on, in, to]
stopWords: [at, the, a, an]
noTargetVerbs: [look, inventory, wait, listen]
metaVerbs: [restart, undo, hint, save, quit, theme]
verbs:
go: [go, walk, move]
look: [look, l]
examine: [examine, x, inspect]
inventory: [inventory, inv, i]
take: [take, get, grab, pick up]
drop: [drop, put, leave]
use: [use, combine]
open: [open, uncover]
close: [close]
drink: [drink, sip]
read: [read]
light: [light]
extinguish: [extinguish, douse]
attack: [attack, kill, fight, strike]
hold: [hold, show]
push: [push, press]
pull: [pull]
cut: [cut, trim]
play: [play]
listen: [listen]
pour: [pour]
wait: [wait, z]
---
# Parser Vocabulary
Edit the frontmatter above to tune the commands Halfstreet accepts.
+226 -3
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@@ -1,5 +1,202 @@
import { describe, it, expect } from 'vitest'
import { roomFrontmatterSchema, itemFrontmatterSchema, endingFrontmatterSchema, encounterFrontmatterSchema } from './schema'
import {
gameFrontmatterSchema,
actionFrontmatterSchema,
lightMechanicFrontmatterSchema,
parserFrontmatterSchema,
uiFrontmatterSchema,
roomFrontmatterSchema,
itemFrontmatterSchema,
endingFrontmatterSchema,
encounterFrontmatterSchema,
} from './schema'
describe('gameFrontmatterSchema', () => {
it('accepts a markdown game manifest', () => {
const data = {
id: 'halfstreet',
title: 'Halfstreet',
description: 'A gothic mystery.',
startingRoom: 'outside-gate',
startingInventory: ['letter', 'matches'],
endingPriority: ['true', 'wrong'],
transcriptCap: 200,
}
expect(() => gameFrontmatterSchema.parse(data)).not.toThrow()
})
it('rejects an empty ending priority', () => {
const data = {
id: 'halfstreet',
title: 'Halfstreet',
description: 'A gothic mystery.',
startingRoom: 'outside-gate',
startingInventory: [],
endingPriority: [],
}
expect(() => gameFrontmatterSchema.parse(data)).toThrow()
})
})
describe('parserFrontmatterSchema', () => {
it('accepts markdown parser vocabulary', () => {
const data = {
directions: {
n: ['n', 'north'],
s: ['s', 'south'],
e: ['e', 'east'],
w: ['w', 'west'],
u: ['u', 'up'],
d: ['d', 'down'],
},
prepositions: ['with', 'on', 'in', 'to'],
stopWords: ['at', 'the', 'a', 'an'],
noTargetVerbs: ['look', 'inventory', 'wait', 'listen'],
metaVerbs: ['restart', 'undo', 'theme'],
verbs: {
go: ['go', 'walk'],
look: ['look', 'observe'],
take: ['take', 'pick up'],
},
}
expect(() => parserFrontmatterSchema.parse(data)).not.toThrow()
})
it('rejects unsupported verb keys', () => {
const data = {
directions: {
n: ['n'],
s: ['s'],
e: ['e'],
w: ['w'],
u: ['u'],
d: ['d'],
},
prepositions: ['with'],
verbs: { dance: ['dance'] },
}
expect(() => parserFrontmatterSchema.parse(data)).toThrow()
})
})
describe('uiFrontmatterSchema', () => {
it('accepts markdown UI config', () => {
const data = {
pageTitle: 'Halfstreet - Ethan J Lewis',
description: 'A gothic mystery.',
robots: 'noindex',
themeColor: '#1a0d00',
footer: {
copyright: '© 2026 Ethan J Lewis',
copyrightHref: 'https://ethanjlewis.com',
buildLabel: 'Build #',
showBuild: true,
links: [
{ label: 'GNU 3.0', href: 'https://half.st/ejlewis/halfstreet/src/branch/main/LICENSE' },
{ label: 'Source Code', href: 'https://half.st/ejlewis/halfstreet' },
],
},
features: {
chips: true,
lightMeter: true,
typedEffect: true,
roomScroll: true,
},
}
expect(() => uiFrontmatterSchema.parse(data)).not.toThrow()
})
it('rejects invalid footer links', () => {
const data = {
pageTitle: 'Halfstreet',
description: 'A gothic mystery.',
footer: {
copyright: '© 2026 Ethan J Lewis',
links: [{ label: 'Source Code', href: '/relative' }],
},
}
expect(() => uiFrontmatterSchema.parse(data)).toThrow()
})
})
describe('lightMechanicFrontmatterSchema', () => {
it('accepts markdown light mechanic config', () => {
const data = {
enabled: true,
handler: 'light',
maxTurns: 4,
burnOn: ['move', 'wait'],
stateKeys: { lit: 'lit', burn: 'burn' },
ui: { meter: true, icon: 'candle' },
}
expect(() => lightMechanicFrontmatterSchema.parse(data)).not.toThrow()
})
it('rejects unknown burn triggers', () => {
const data = {
enabled: true,
handler: 'light',
maxTurns: 4,
burnOn: ['look'],
}
expect(() => lightMechanicFrontmatterSchema.parse(data)).toThrow()
})
})
describe('actionFrontmatterSchema', () => {
it('accepts a declarative action', () => {
const data = {
id: 'burn-letter',
verbs: ['use'],
requires: { allVisibleOrHeld: ['letter', 'matches'] },
consumes: { inventory: ['letter'] },
decrements: { item: 'matches', stateKey: 'uses' },
setsFlags: { letterBurned: true },
}
expect(() => actionFrontmatterSchema.parse(data)).not.toThrow()
})
it('accepts a handler-backed drunk transition action', () => {
const data = {
id: 'drink-whiskey',
verbs: ['drink'],
handler: 'drunk-transition',
requires: { allHeld: ['whiskey'] },
consumes: { inventory: ['whiskey'] },
drunkTransition: {
destinationRoom: 'drunk-hall',
maxMoves: 20,
wakeRoom: 'foyer',
resetRoom: 'kitchen',
},
}
expect(() => actionFrontmatterSchema.parse(data)).not.toThrow()
})
it('requires drunk transition config for handler-backed drunk actions', () => {
const data = { id: 'drink-whiskey', verbs: ['drink'], handler: 'drunk-transition' }
expect(() => actionFrontmatterSchema.parse(data)).toThrow(/drunkTransition is required/)
})
it('rejects drunk transition config without the matching handler', () => {
const data = {
id: 'drink-whiskey',
verbs: ['drink'],
drunkTransition: {
destinationRoom: 'drunk-hall',
maxMoves: 20,
wakeRoom: 'foyer',
resetRoom: 'kitchen',
},
}
expect(() => actionFrontmatterSchema.parse(data)).toThrow(/only supported when handler is drunk-transition/)
})
it('rejects unsupported action verbs', () => {
const data = { id: 'dance-letter', verbs: ['dance'] }
expect(() => actionFrontmatterSchema.parse(data)).toThrow()
})
})
describe('roomFrontmatterSchema', () => {
it('accepts a fully populated room', () => {
@@ -67,9 +264,9 @@ describe('endingFrontmatterSchema', () => {
expect(() => endingFrontmatterSchema.parse(data)).not.toThrow()
})
it('rejects unknown ending id', () => {
it('accepts custom ending ids', () => {
const data = { id: 'secret', whenFlags: {} }
expect(() => endingFrontmatterSchema.parse(data)).toThrow()
expect(() => endingFrontmatterSchema.parse(data)).not.toThrow()
})
})
@@ -78,6 +275,32 @@ describe('encounterFrontmatterSchema', () => {
const data = { id: 'rat', startsIn: 'cellar-stair', initialPhase: 'lurking' }
expect(() => encounterFrontmatterSchema.parse(data)).not.toThrow()
})
it('accepts markdown-owned encounter phases', () => {
const data = {
id: 'rat',
startsIn: 'cellar-stair',
initialPhase: 'lurking',
onResolved: { setFlags: { ratGone: true } },
defaultWrongVerbNarration: 'wrong-verb',
phases: {
lurking: {
description: 'lurking',
transitions: [
{
verb: 'attack',
target: 'rat',
chipLabel: 'ATTACK RAT',
chipCommand: 'attack rat',
narration: 'attack-rat-resolved',
to: 'resolved',
},
],
},
},
}
expect(() => encounterFrontmatterSchema.parse(data)).not.toThrow()
})
})
describe('itemFrontmatterSchema — bible additions', () => {
+202 -1
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@@ -1,7 +1,178 @@
import { z } from 'zod'
import { SUPPORTED_META_VERBS, SUPPORTED_VERBS } from '../engine/parser'
import { RESOLVE_LEVELS } from '../engine/types'
const stateValueSchema = z.union([z.string(), z.boolean(), z.number(), z.array(z.string())])
const stateRecordSchema = z.record(z.string(), stateValueSchema)
const directionSchema = z.enum(['n', 's', 'e', 'w', 'u', 'd'])
const verbSchema = z.enum(SUPPORTED_VERBS)
const metaVerbSchema = z.enum(SUPPORTED_META_VERBS)
const aliasListSchema = z.array(z.string().trim().min(1)).min(1)
const lightBurnTriggerSchema = z.enum(['move', 'wait'])
const resolveLevelSchema = z.enum(RESOLVE_LEVELS)
const resolveCostSchema = z.union([z.literal(0), z.literal(1), z.literal(2)])
export const gameFrontmatterSchema = z.object({
id: z.string().min(1),
title: z.string().min(1),
description: z.string().min(1),
startingRoom: z.string().min(1),
startingInventory: z.array(z.string().min(1)).default([]),
endingPriority: z.array(z.string().min(1)).min(1),
transcriptCap: z.number().int().positive().optional(),
})
export type GameFrontmatter = z.infer<typeof gameFrontmatterSchema>
export const parserFrontmatterSchema = z.object({
directions: z.record(directionSchema, aliasListSchema),
prepositions: aliasListSchema,
stopWords: z.array(z.string().trim().min(1)).default([]),
noTargetVerbs: z.array(verbSchema).default([]),
metaVerbs: z.array(metaVerbSchema).default([]),
verbs: z.partialRecord(verbSchema, aliasListSchema),
}).superRefine((value, ctx) => {
for (const direction of directionSchema.options) {
if (!value.directions[direction]?.length) {
ctx.addIssue({
code: 'custom',
path: ['directions', direction],
message: `directions.${direction} must define at least one alias`,
})
}
}
})
export type ParserFrontmatter = z.infer<typeof parserFrontmatterSchema>
export const uiFrontmatterSchema = z.object({
pageTitle: z.string().trim().min(1),
description: z.string().trim().min(1),
robots: z.string().trim().min(1).default('noindex'),
themeColor: z.string().trim().min(1).default('#1a0d00'),
footer: z.object({
copyright: z.string().trim().min(1),
copyrightHref: z.url().optional(),
buildLabel: z.string().trim().min(1).default('Build #'),
showBuild: z.boolean().default(true),
links: z.array(z.object({
label: z.string().trim().min(1),
href: z.url(),
})).default([]),
}),
features: z.object({
chips: z.boolean().default(true),
lightMeter: z.boolean().default(true),
typedEffect: z.boolean().default(true),
roomScroll: z.boolean().default(true),
}).default({
chips: true,
lightMeter: true,
typedEffect: true,
roomScroll: true,
}),
})
export type UiFrontmatter = z.infer<typeof uiFrontmatterSchema>
export const lightMechanicFrontmatterSchema = z.object({
enabled: z.boolean().default(true),
handler: z.literal('light').default('light'),
maxTurns: z.number().int().positive().default(6),
burnOn: z.array(lightBurnTriggerSchema).default(['move', 'wait']),
stateKeys: z.object({
lit: z.string().trim().min(1).default('lit'),
burn: z.string().trim().min(1).default('burn'),
}).default({ lit: 'lit', burn: 'burn' }),
ui: z.object({
meter: z.boolean().default(true),
icon: z.string().trim().min(1).default('candle'),
}).default({ meter: true, icon: 'candle' }),
})
export type LightMechanicFrontmatter = z.infer<typeof lightMechanicFrontmatterSchema>
export const resolveMechanicFrontmatterSchema = z.object({
enabled: z.boolean().default(true),
handler: z.literal('resolve').default('resolve'),
ladder: z.array(resolveLevelSchema).min(1).default([...RESOLVE_LEVELS]),
wrongVerbCost: resolveCostSchema.default(1),
safeRooms: z.object({
recoverySteps: z.number().int().nonnegative().default(1),
}).default({ recoverySteps: 1 }),
failure: z.object({
retreatAt: resolveLevelSchema.default('returning'),
afterRetreat: resolveLevelSchema.default('shaken'),
}).default({ retreatAt: 'returning', afterRetreat: 'shaken' }),
}).superRefine((value, ctx) => {
const seen = new Set(value.ladder)
if (seen.size !== value.ladder.length) {
ctx.addIssue({
code: 'custom',
path: ['ladder'],
message: 'ladder entries must be unique',
})
}
if (!seen.has(value.failure.retreatAt)) {
ctx.addIssue({
code: 'custom',
path: ['failure', 'retreatAt'],
message: 'failure.retreatAt must be present in ladder',
})
}
if (!seen.has(value.failure.afterRetreat)) {
ctx.addIssue({
code: 'custom',
path: ['failure', 'afterRetreat'],
message: 'failure.afterRetreat must be present in ladder',
})
}
})
export type ResolveMechanicFrontmatter = z.infer<typeof resolveMechanicFrontmatterSchema>
const actionHandlerSchema = z.enum(['drunk-transition'])
export const actionFrontmatterSchema = z.object({
id: z.string().min(1),
verbs: z.array(verbSchema).min(1),
handler: actionHandlerSchema.optional(),
requires: z.object({
allHeld: z.array(z.string().min(1)).min(1).optional(),
allVisibleOrHeld: z.array(z.string().min(1)).min(1).optional(),
}).optional(),
consumes: z.object({
inventory: z.array(z.string().min(1)).default([]),
}).optional(),
decrements: z.object({
item: z.string().min(1),
stateKey: z.string().min(1),
}).optional(),
setsFlags: stateRecordSchema.optional(),
drunkTransition: z.object({
destinationRoom: z.string().min(1),
maxMoves: z.number().int().positive(),
wakeRoom: z.string().min(1),
resetRoom: z.string().min(1),
}).optional(),
}).superRefine((value, ctx) => {
if (value.handler === 'drunk-transition' && !value.drunkTransition) {
ctx.addIssue({
code: 'custom',
path: ['drunkTransition'],
message: 'drunkTransition is required when handler is drunk-transition',
})
}
if (value.handler !== 'drunk-transition' && value.drunkTransition) {
ctx.addIssue({
code: 'custom',
path: ['drunkTransition'],
message: 'drunkTransition is only supported when handler is drunk-transition',
})
}
})
export type ActionFrontmatter = z.infer<typeof actionFrontmatterSchema>
export const roomFrontmatterSchema = z.object({
id: z.string().min(1),
@@ -46,7 +217,7 @@ export const itemFrontmatterSchema = z.object({
export type ItemFrontmatter = z.infer<typeof itemFrontmatterSchema>
export const endingFrontmatterSchema = z.object({
id: z.enum(['true', 'wrong', 'bad', 'replacement', 'mercy']),
id: z.string().min(1),
whenFlags: stateRecordSchema.default({}),
})
@@ -56,6 +227,36 @@ export const encounterFrontmatterSchema = z.object({
id: z.string().min(1),
startsIn: z.string().min(1),
initialPhase: z.string().min(1),
aliases: z.array(z.string().min(1)).optional(),
onResolved: z.object({
setFlags: z.record(z.string(), z.union([z.string(), z.boolean(), z.number()])).optional(),
unlockExits: z.array(z.object({
room: z.string().min(1),
direction: directionSchema,
})).optional(),
}).optional(),
onFailed: z.object({
narration: z.string().min(1),
retreatTo: z.string().min(1),
}).optional(),
defaultWrongVerbNarration: z.string().min(1).optional(),
phases: z.record(z.string().min(1), z.object({
description: z.string().min(1),
transitions: z.array(z.object({
verb: verbSchema,
target: z.string().min(1).optional(),
chipLabel: z.string().min(1).optional(),
chipCommand: z.string().min(1).optional(),
requires: z.object({
item: z.string().min(1),
state: z.record(z.string(), z.union([z.string(), z.boolean(), z.number()])).optional(),
}).optional(),
to: z.string().min(1),
narration: z.string().min(1),
resolveCost: resolveCostSchema.optional(),
setFlags: z.record(z.string(), z.union([z.string(), z.boolean(), z.number()])).optional(),
})).default([]),
})).optional(),
})
export type EncounterFrontmatter = z.infer<typeof encounterFrontmatterSchema>
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---
id: sample-action
verbs: [use]
requires:
allVisibleOrHeld:
- "[[sample-item]]"
setsFlags:
sampleActionDone: true
---
## success
The action succeeds.
## missingRequired
You do not see what you need.
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---
id: sample-encounter
startsIn: "[[sample-room]]"
initialPhase: waiting
aliases: [figure]
onResolved:
setFlags:
sampleEncounterResolved: true
defaultWrongVerbNarration: wrong-verb
phases:
waiting:
description: waiting
transitions:
- verb: wait
chipLabel: WAIT
chipCommand: wait
narration: waited
to: resolved
---
## waiting
The figure waits.
## waited
You wait. The figure is gone.
## wrong-verb
That does not change what waits here.
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---
id: sample-game
title: Sample Game
description: A small text adventure.
startingRoom: "[[sample-room]]"
startingInventory: []
endingPriority:
- sample-ending
transcriptCap: 200
---
## opening-art
SAMPLE GAME
## help
Type short commands to act in the world.
Common commands:
look
n, s, e, w, u, d
take item
examine item
inventory
wait
undo
restart
## ended
The story has ended. Type `restart` or `undo`.
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---
id: sample-item
names: ["sample item", "item"]
short: "a sample item"
takeable: true
initialState: {}
---
Describe the item when the player examines it.
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---
id: sample-room
title: "[ Sample Room ]"
exitN: null
exitS: null
exitE: null
exitW: null
exitU: null
exitD: null
items: []
encounter: null
safe: false
---
## first-visit
Describe what the player notices the first time they enter.
## revisit
Describe the room after it has already been seen.
## examined
Describe closer inspection of the room.
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@@ -1,7 +1,169 @@
// World data type definitions. World modules export plain data conforming to
// these shapes; the engine reads but never mutates them.
import type { RoomId, ItemId, EncounterId, Direction, Verb, EncounterPhase } from '../engine/types'
import type { RoomId, ItemId, EncounterId, Direction, Verb, EncounterPhase, ResolveLevel } from '../engine/types'
import type { ParserVocabulary } from '../engine/parser'
export const DEFAULT_WORLD_MESSAGES = {
'unknown-verb': "You consider the words, but they don't fit this place.",
'unknown-noun': "You don't see anything like that here.",
malformed: 'You hesitate.',
'nothing-to-confirm': 'Nothing to confirm.',
cancelled: 'Cancelled.',
'nothing-to-choose': 'Nothing to choose between.',
'no-undo': 'There is no further back.',
'use-lighter-with-what': 'Use match with what?',
'use-unknown': "You can't think how to use that here.",
'nothing-happens': 'Nothing happens.',
nowhere: 'You are nowhere.',
'no-exit': "You can't go that way.",
'unfinished-exit': 'The way ahead is unfinished.',
'cannot-drink': "You can't drink that.",
'need-carrying': "You'd have to be carrying it.",
'time-passes': 'Time passes.',
listen: 'You listen. The house listens back.',
'see-nothing': 'You see nothing.',
'inventory-empty': 'You are empty-handed.',
'inventory-heading': 'You are carrying:',
'dont-see-here': "You don't see that here.",
'cannot-take': "You can't take that.",
'already-have': 'You already have it.',
taken: 'Taken.',
'dont-have': "You don't have that.",
'drop-lit': 'Extinguish it first.',
dropped: 'Dropped.',
'dont-see-anything': "You don't see anything like that.",
'nothing-to-read': "There's nothing to read on it.",
'cannot-light': "You can't light that.",
'already-lit': "It's already lit.",
'not-helpful': "That isn't going to help.",
spent: 'It is spent.',
'no-lighter': 'You have nothing to light it with.',
'cannot-extinguish': "You can't extinguish that.",
'not-lit': "It isn't lit.",
'flame-catches': 'It catches.',
'flame-dies': 'The flame dies.',
} as const
export type WorldMessageKey = keyof typeof DEFAULT_WORLD_MESSAGES
export type WorldMessages = Partial<Record<WorldMessageKey, string>>
export interface GameManifest {
id: string
title: string
description: string
startingRoom: RoomId
startingInventory: ItemId[]
endingPriority: string[]
transcriptCap?: number
openingArt?: string
helpText?: string
endedText?: string
}
export interface UiConfig {
pageTitle: string
description: string
robots: string
themeColor: string
footer: {
copyright: string
copyrightHref?: string
buildLabel: string
showBuild: boolean
links: Array<{
label: string
href: string
}>
}
features: {
chips: boolean
lightMeter: boolean
typedEffect: boolean
roomScroll: boolean
}
}
export type LightBurnTrigger = 'move' | 'wait'
export type LightMechanicMessageKey =
| 'useLighterWithWhat'
| 'cannotLight'
| 'alreadyLit'
| 'notHelpful'
| 'spent'
| 'noLighter'
| 'cannotExtinguish'
| 'notLit'
| 'dropLit'
| 'flameCatches'
| 'flameDies'
export interface LightMechanicConfig {
enabled: boolean
handler: 'light'
maxTurns: number
burnOn: LightBurnTrigger[]
stateKeys: {
lit: string
burn: string
}
ui?: {
meter?: boolean
icon?: string
}
messages?: Partial<Record<LightMechanicMessageKey, string>>
}
export interface ResolveMechanicConfig {
enabled: boolean
handler: 'resolve'
ladder: ResolveLevel[]
wrongVerbCost: 0 | 1 | 2
safeRooms: {
recoverySteps: number
}
failure: {
retreatAt: ResolveLevel
afterRetreat: ResolveLevel
}
}
export interface WorldMechanics {
light?: LightMechanicConfig
resolve?: ResolveMechanicConfig
}
export interface DeclarativeAction {
id: string
verbs: Verb[]
handler?: 'drunk-transition'
requires?: {
allHeld?: ItemId[]
allVisibleOrHeld?: ItemId[]
}
consumes?: {
inventory?: ItemId[]
}
decrements?: {
item: ItemId
stateKey: string
}
setsFlags?: Record<string, string | boolean | number | string[]>
drunkTransition?: {
destinationRoom: RoomId
maxMoves: number
wakeRoom: RoomId
resetRoom: RoomId
}
messages: {
success: string
spent?: string
missingRequired?: string
secretFoundPassOut?: string
tooManyMovesPassOut?: string
reset?: string
}
}
export interface RoomDescriptions {
/** Shown the first time the player enters this room. */
@@ -100,17 +262,18 @@ export interface EncounterDef {
}
export interface World {
game?: GameManifest
ui?: UiConfig
parser?: ParserVocabulary
messages?: WorldMessages
mechanics?: WorldMechanics
actions?: Record<string, DeclarativeAction>
startingRoom: RoomId
startingInventory: ItemId[]
endingPriority?: string[]
rooms: Record<RoomId, Room>
items: Record<ItemId, Item>
encounters: Record<EncounterId, EncounterDef>
/** Story flag definitions and the endings they unlock. */
endings: {
true: { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }
wrong: { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }
bad: { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }
replacement?: { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }
mercy?: { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }
}
endings: Record<string, { whenFlags: Record<string, string | boolean | number | string[]>; narration: string }>
}
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---
pageTitle: Halfstreet - Ethan J Lewis
description: A gothic mystery.
robots: noindex
themeColor: "#1a0d00"
footer:
copyright: "© 2026 Ethan J Lewis"
copyrightHref: https://ethanjlewis.com
buildLabel: "Build #"
showBuild: true
links:
- label: GNU 3.0
href: https://half.st/ejlewis/halfstreet/src/branch/main/LICENSE
- label: Source Code
href: https://half.st/ejlewis/halfstreet
features:
chips: true
lightMeter: true
typedEffect: true
roomScroll: true
---
# UI
This file controls site metadata, footer links, and runtime UI feature switches.