feat(mystery): mobile chip computation and rendering
Pure computeChips function (TDD, 4 tests) generates context-aware direction/item/encounter/meta chips from game state; chip-render.ts wires chips to DOM; terminal.ts calls refreshChips on init, each Enter dispatch, restart, and undo. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -0,0 +1,19 @@
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import type { Chip } from './chips'
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const CHIP_CONTAINER = '[data-mystery-chips]'
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export function renderChips(chips: Chip[], onSelect: (command: string) => void): void {
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const container = document.querySelector<HTMLDivElement>(CHIP_CONTAINER)
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if (!container) return
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container.innerHTML = ''
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for (const chip of chips) {
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const btn = document.createElement('button')
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btn.type = 'button'
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btn.className = 'mystery-chip'
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btn.dataset['chipKind'] = chip.kind
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btn.textContent = chip.label
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if (chip.disabled) btn.disabled = true
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else btn.addEventListener('click', () => onSelect(chip.command))
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container.appendChild(btn)
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}
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}
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@@ -0,0 +1,36 @@
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import { describe, it, expect } from 'vitest'
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import { computeChips } from './chips'
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import { world } from '../world'
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import { initialStateFor } from '../engine/dispatcher'
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import { dispatch } from '../engine/dispatcher'
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describe('computeChips — sample world', () => {
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it('shows valid exits as direction chips with the dim flag for invalid ones', () => {
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const s = initialStateFor(world)
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const chips = computeChips(s, world)
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const directions = chips.filter((c) => c.kind === 'direction')
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expect(directions.find((c) => c.label.includes('N'))?.disabled).toBe(false)
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expect(directions.find((c) => c.label.includes('S'))?.disabled).toBe(true)
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})
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it('adds TAKE chips for visible takeable items', () => {
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const s = initialStateFor(world)
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const chips = computeChips(s, world)
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expect(chips.find((c) => c.kind === 'item' && c.command === 'take letter')).toBeTruthy()
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})
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it('adds an encounter verb chip when an encounter is active', () => {
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let s = initialStateFor(world)
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s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
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s = dispatch(s, { kind: 'go', direction: 'e' }, world).state
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const chips = computeChips(s, world)
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expect(chips.find((c) => c.kind === 'encounter' && c.command.includes('rat'))).toBeTruthy()
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})
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it('always includes LOOK and INV', () => {
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const s = initialStateFor(world)
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const chips = computeChips(s, world)
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expect(chips.find((c) => c.command === 'look')).toBeTruthy()
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expect(chips.find((c) => c.command === 'inventory')).toBeTruthy()
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})
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})
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@@ -0,0 +1,71 @@
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import type { World } from '../world/types'
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import type { GameState, Direction } from '../engine/types'
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export type ChipKind = 'direction' | 'item' | 'encounter' | 'meta'
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export interface Chip {
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kind: ChipKind
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label: string
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command: string // the literal string to inject as input
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disabled: boolean
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}
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const DIRECTION_LABELS: Record<Direction, string> = {
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n: '↑ N', s: '↓ S', e: '→ E', w: '← W', u: '↑ U', d: '↓ D',
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}
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export function computeChips(state: GameState, world: World): Chip[] {
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const out: Chip[] = []
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const room = world.rooms[state.location]
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if (!room) return out
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// Direction chips: enabled if exit exists, dimmed otherwise.
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const dirs: Direction[] = ['n', 's', 'e', 'w', 'u', 'd']
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for (const d of dirs) {
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const present = !!room.exits[d]
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if (present || ['n', 's', 'e', 'w'].includes(d)) {
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out.push({
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kind: 'direction',
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label: DIRECTION_LABELS[d],
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command: d,
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disabled: !present,
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})
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}
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}
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// Item chips: TAKE for visible items.
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for (const itemId of room.items) {
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const item = world.items[itemId]
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if (!item || !item.takeable) continue
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out.push({
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kind: 'item',
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label: `TAKE ${item.names[0]?.toUpperCase() ?? itemId.toUpperCase()}`,
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command: `take ${item.names[0] ?? itemId}`,
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disabled: false,
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})
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}
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// Encounter chips: surface the verbs from the current phase as suggestions.
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if (room.encounter && state.encounterState[room.encounter]) {
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const def = world.encounters[room.encounter]
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const phase = def?.phases[state.encounterState[room.encounter]!]
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if (def && phase) {
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for (const t of phase.transitions) {
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const targetLabel = t.target && t.target !== '*' ? ` ${t.target.toUpperCase()}` : ''
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const command = t.target && t.target !== '*' ? `${t.verb} ${t.target}` : t.verb
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out.push({
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kind: 'encounter',
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label: `${t.verb.toUpperCase()}${targetLabel}`,
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command,
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disabled: false,
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})
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}
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}
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}
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// Persistent meta chips.
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out.push({ kind: 'meta', label: 'LOOK', command: 'look', disabled: false })
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out.push({ kind: 'meta', label: 'INV', command: 'inventory', disabled: false })
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return out
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}
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@@ -4,6 +4,8 @@ import { dispatch, initialStateFor } from '../engine/dispatcher'
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import { saveState, loadState, clearSave } from '../engine/save'
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import { world } from '../world'
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import type { GameState, TranscriptLine } from '../engine/types'
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import { computeChips } from './chips'
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import { renderChips } from './chip-render'
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const transcriptEl = document.querySelector<HTMLDivElement>('[data-mystery-transcript]')
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const inputEl = document.querySelector<HTMLInputElement>('[data-mystery-input]')
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@@ -23,6 +25,13 @@ if (!transcriptEl || !inputEl) {
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state = initialStateFor(world)
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}
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function refreshChips(): void {
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renderChips(computeChips(state, world), (command) => {
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inputEl!.value = command
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inputEl!.dispatchEvent(new KeyboardEvent('keydown', { key: 'Enter' }))
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})
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}
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const buildParserContext = (s: GameState): ParserContext => {
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const room = world.rooms[s.location]
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const visibleNouns: { id: string; aliases: string[] }[] = []
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@@ -65,6 +74,7 @@ if (!transcriptEl || !inputEl) {
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}
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renderAll(state.transcript)
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refreshChips()
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inputEl.focus()
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inputEl.addEventListener('keydown', (e) => {
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@@ -88,6 +98,7 @@ if (!transcriptEl || !inputEl) {
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transcriptEl.innerHTML = ''
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renderAll(state.transcript)
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saveState(state)
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refreshChips()
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return
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}
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if (trimmed === 'undo') {
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@@ -96,6 +107,7 @@ if (!transcriptEl || !inputEl) {
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lastState = null
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appendLines([{ kind: 'system', text: '(undone)' }])
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saveState(state)
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refreshChips()
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} else {
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appendLines([{ kind: 'system', text: 'There is no further back.' }])
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}
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@@ -120,6 +132,7 @@ if (!transcriptEl || !inputEl) {
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if (raw.trim().toLowerCase() === 'theme') {
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document.dispatchEvent(new CustomEvent('halfstreet-toggle-theme'))
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}
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refreshChips()
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} catch (err) {
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console.error('[halfstreet] dispatch error', err)
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appendLines([{ kind: 'system', text: '[ The terminal hums and resets. ]' }])
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