feat: save games and edit scene darkness

Persist show state to local saves; author map darkness in scene editor with bake-to-scene and help updates.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Ivan Fontosh
2026-10-06 11:41:42 +08:00
parent f6c301a12b
commit 877fbaa8e7
43 changed files with 2086 additions and 72 deletions
+108
View File
@@ -0,0 +1,108 @@
import assert from 'node:assert/strict';
import fs from 'node:fs/promises';
import os from 'node:os';
import path from 'node:path';
import test from 'node:test';
import { EffectsStore } from './effectsStore';
import { GameSavesStore } from '../gameSave/gameSavesStore';
import { canonicalGameSave, emptyGameSaveBody, freezeTokenPathPlayback } from '../../shared/gameSave/buildSnapshot';
import type { EffectInstance } from '../../shared/types';
import type { TokenPath } from '../../shared/types/tokenPath';
import type { TokenPathPlaybackEntry } from '../../shared/types/tokenPathSession';
function fog(): EffectInstance {
return {
id: 'fog1',
type: 'fog',
seed: 1,
createdAtMs: 1,
points: [{ x: 0.2, y: 0.2, tMs: 1 }],
radiusN: 0.1,
opacity: 0.4,
lifetimeMs: null,
};
}
function bolt(): EffectInstance {
return {
id: 'lt1',
type: 'lightning',
seed: 2,
createdAtMs: 1,
start: { x: 0, y: 0 },
end: { x: 1, y: 1 },
widthN: 0.02,
intensity: 1,
lifetimeMs: 800,
};
}
void test('effects stay on the card and action effects do not', () => {
const store = new EffectsStore();
store.switchScene('card-a');
store.dispatch({ kind: 'instance.add', instance: fog() });
store.dispatch({ kind: 'instance.add', instance: bolt() });
store.switchScene('card-b');
assert.equal(store.getState().instances.length, 0);
store.switchScene('card-a');
assert.deepEqual(
store.getState().instances.map((i) => i.type),
['fog'],
);
store.dispatch({ kind: 'instances.clear' });
store.switchScene('card-b');
store.switchScene('card-a');
assert.equal(store.getState().instances.length, 0);
});
void test('freezeTokenPathPlayback parks a moving token', () => {
const pathLine: TokenPath = {
points: [
{ nx: 0, ny: 0.5 },
{ nx: 1, ny: 0.5 },
],
closed: false,
loopMode: 'once',
durationSec: 2,
startMode: 'onEnter',
delaySec: 0,
facingMode: 'tangentSmooth',
fixedRotationDeg: 0,
};
const entry: TokenPathPlaybackEntry = {
kind: 'token',
placementId: 't1',
phase: 'moving',
segmentStartedAtMs: 0,
baseDist: 0,
direction: 1,
rejoinDist: null,
durationSec: 2,
pathLength: 1,
};
const frozen = freezeTokenPathPlayback({ 'token:t1': entry }, () => pathLine, 1000);
const next = frozen['token:t1'];
assert.ok(next);
assert.equal(next.phase, 'stopped');
assert.ok(next.baseDist > 0.4 && next.baseDist < 0.6);
});
void test('game save file keeps id on overwrite and lists one campaign', async () => {
const root = await fs.mkdtemp(path.join(os.tmpdir(), 'dnd-saves-'));
const store = new GameSavesStore(root);
const body = emptyGameSaveBody('p_one');
const first = await store.write('p_one', body, { id: null, name: 'Вечер' });
const again = await store.write('p_one', body, { id: first.id, name: 'Вечер 2' });
assert.equal(again.id, first.id);
assert.equal(again.name, 'Вечер 2');
const list = await store.list('p_one');
assert.equal(list.length, 1);
assert.equal(list[0]?.name, 'Вечер 2');
const other = emptyGameSaveBody('p_two');
await store.write('p_two', other, { id: null, name: 'Другая' });
assert.equal((await store.list('p_one')).length, 1);
const loaded = await store.read('p_one', first.id);
const { id: _id, name: _name, savedAt: _savedAt, ...rest } = loaded;
assert.equal(canonicalGameSave(rest), canonicalGameSave(body));
});