fix(mystery): wait verb routes to encounters; chip list reflects dynamic items

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-09 00:37:45 -05:00
parent 1b7d2ce4e7
commit 33bc84e30b
4 changed files with 13 additions and 4 deletions
+1 -1
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@@ -39,7 +39,7 @@ function append(state: GameState, lines: TranscriptLine[]): GameState {
return { ...state, transcript: transcript.slice(-TRANSCRIPT_CAP) }
}
function getItemsInRoom(state: GameState, world: World, roomId: string): string[] {
export function getItemsInRoom(state: GameState, world: World, roomId: string): string[] {
const baseItems = world.rooms[roomId]?.items ?? []
const dropped = (state.roomState[roomId]?.['droppedItems'] as string[] | undefined) ?? []
const taken = (state.roomState[roomId]?.['takenItems'] as string[] | undefined) ?? []
+1 -1
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@@ -72,7 +72,7 @@ export function applyVerbToEncounter(
if (command.kind === 'verb-target') {
verb = command.verb
targetId = command.target.canonical
} else if (command.kind === 'verb-only' && command.verb !== 'inventory' && command.verb !== 'wait') {
} else if (command.kind === 'verb-only' && command.verb !== 'inventory') {
verb = command.verb
} else {
return null
+7
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@@ -19,6 +19,13 @@ describe('computeChips — sample world', () => {
expect(chips.find((c) => c.kind === 'item' && c.command === 'take letter')).toBeTruthy()
})
it('removes TAKE chip after item is taken', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'verb-target', verb: 'take', target: { canonical: 'letter', raw: 'letter' } }, world).state
const chips = computeChips(s, world)
expect(chips.find((c) => c.command === 'take letter')).toBeUndefined()
})
it('adds an encounter verb chip when an encounter is active', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
+4 -2
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@@ -1,5 +1,6 @@
import type { World } from '../world/types'
import type { GameState, Direction } from '../engine/types'
import { getItemsInRoom } from '../engine/dispatcher'
export type ChipKind = 'direction' | 'item' | 'encounter' | 'meta'
@@ -33,10 +34,11 @@ export function computeChips(state: GameState, world: World): Chip[] {
}
}
// Item chips: TAKE for visible items.
for (const itemId of room.items) {
// Item chips: TAKE for visible items (dynamic list excludes taken items).
for (const itemId of getItemsInRoom(state, world, state.location)) {
const item = world.items[itemId]
if (!item || !item.takeable) continue
if (state.inventory.find((inst) => inst.id === itemId)) continue // already held
out.push({
kind: 'item',
label: `TAKE ${item.names[0]?.toUpperCase() ?? itemId.toUpperCase()}`,