feat(players): NPC disposition types and launch-with-players session tokens

Add Hostile/Neutral/Friendly ring types with session-only inactive overrides on control, plus launch-with-players flow and live player tokens on the map.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Ivan Fontosh
2026-07-30 17:11:01 +08:00
parent 101f595bac
commit cc50e64e21
38 changed files with 1803 additions and 59 deletions
+81 -1
View File
@@ -2,8 +2,10 @@ import {
clampNpcTokenSessionScale,
DEFAULT_NPC_TOKEN_SESSION_SCALE,
type SceneNpcTokensSessionEvent,
type SceneNpcTokensSessionPlacement,
type SceneNpcTokensSessionState,
} from '../../shared/types/appPlayers';
import { normalizeNpcDisposition } from '../../shared/types/npcDisposition';
function emptyState(revision = 1): SceneNpcTokensSessionState {
return {
@@ -13,6 +15,36 @@ function emptyState(revision = 1): SceneNpcTokensSessionState {
};
}
function isEmptyPlacement(p: SceneNpcTokensSessionPlacement): boolean {
return p.nx === undefined && p.ny === undefined && !p.disposition && !p.inactive;
}
function withMove(
prev: SceneNpcTokensSessionPlacement | undefined,
nx: number,
ny: number,
): SceneNpcTokensSessionPlacement {
return {
nx,
ny,
...(prev?.disposition ? { disposition: prev.disposition } : {}),
...(prev?.inactive ? { inactive: true } : {}),
};
}
function withoutPlacement(
state: SceneNpcTokensSessionState,
placementId: string,
): SceneNpcTokensSessionState {
if (!(placementId in state.byPlacementId)) return state;
const { [placementId]: _removed, ...rest } = state.byPlacementId;
return {
revision: state.revision + 1,
byPlacementId: rest,
scale: state.scale,
};
}
export class SceneNpcTokensSessionStore {
private state: SceneNpcTokensSessionState = emptyState();
@@ -57,7 +89,55 @@ export class SceneNpcTokensSessionStore {
revision: this.state.revision + 1,
byPlacementId: {
...this.state.byPlacementId,
[placementId]: { nx, ny },
[placementId]: withMove(prev, nx, ny),
},
scale: this.state.scale,
};
return this.state;
}
case 'setDisposition': {
const placementId = String(event.placementId ?? '');
if (!placementId) return this.state;
const disposition = normalizeNpcDisposition(event.disposition);
const prev = this.state.byPlacementId[placementId];
if (prev?.disposition === disposition) return this.state;
const next: SceneNpcTokensSessionPlacement = {
...(prev?.nx !== undefined ? { nx: prev.nx } : {}),
...(prev?.ny !== undefined ? { ny: prev.ny } : {}),
disposition,
...(prev?.inactive ? { inactive: true } : {}),
};
this.state = {
revision: this.state.revision + 1,
byPlacementId: {
...this.state.byPlacementId,
[placementId]: next,
},
scale: this.state.scale,
};
return this.state;
}
case 'setInactive': {
const placementId = String(event.placementId ?? '');
if (!placementId) return this.state;
const inactive = Boolean(event.inactive);
const prev = this.state.byPlacementId[placementId];
if (Boolean(prev?.inactive) === inactive) return this.state;
const next: SceneNpcTokensSessionPlacement = {
...(prev?.nx !== undefined ? { nx: prev.nx } : {}),
...(prev?.ny !== undefined ? { ny: prev.ny } : {}),
...(prev?.disposition ? { disposition: prev.disposition } : {}),
...(inactive ? { inactive: true } : {}),
};
if (isEmptyPlacement(next)) {
this.state = withoutPlacement(this.state, placementId);
return this.state;
}
this.state = {
revision: this.state.revision + 1,
byPlacementId: {
...this.state.byPlacementId,
[placementId]: next,
},
scale: this.state.scale,
};