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djupet/src/engine.ts

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import { STANDARD_EVENTS, KAOS_EVENTS, type GameEvent } from './events.ts';
import { UPGRADES } from './upgrades.ts';
export interface State {
tick: number;
troende: number;
andakt: number;
andaktRate: number; // per second
dread: number;
dreadRate: number; // per second
hemlighet: number; // 0-100, lose at 0
kaos: number; // 0-100, triggers events at 100
kaosRate: number; // per second
ritual: number; // 0-100, win at 100
ritualRate: number; // per second
ritualUnlocked: boolean;
areas: { rosengard: boolean; varnhem: boolean; torso: boolean };
upgrades: Set<string>;
log: LogEntry[];
phase: 'playing' | 'won' | 'lost';
lostReason?: string;
usedEventIds: Set<string>;
nextEventTick: number;
nextKaosTick: number;
}
export interface LogEntry {
tick: number;
text: string;
kind: 'event' | 'kaos' | 'system' | 'upgrade';
}
// Bump this when State shape changes to invalidate old saves
const SAVE_VERSION = '001';
const SAVE_KEY = `djupet_v${SAVE_VERSION}`;
const EVENT_INTERVAL_TICKS = 180; // ~6s at 30fps
const KAOS_THRESHOLD = 100;
const HEMLIGHET_DRAIN_PER_TROENDE = 0.002; // per second, per troende above 4
export function createState(): State {
return {
tick: 0,
troende: 1,
andakt: 10,
andaktRate: 0.3,
dread: 0,
dreadRate: 0,
hemlighet: 100,
kaos: 0,
kaosRate: 0.05,
ritual: 0,
ritualRate: 0,
ritualUnlocked: false,
areas: { rosengard: false, varnhem: false, torso: false },
upgrades: new Set(),
log: [{ tick: 0, text: 'Mötet började i en fuktig källare i Rosengård. Nio stolar. En av dem är alltid lite för varm.', kind: 'system' }],
phase: 'playing',
usedEventIds: new Set(),
nextEventTick: EVENT_INTERVAL_TICKS,
nextKaosTick: EVENT_INTERVAL_TICKS * 3,
};
}
function pickEvent(pool: GameEvent[], state: State): GameEvent | null {
const available = pool.filter(e => {
if (state.usedEventIds.has(e.id)) return false;
const r = e.requires;
if (!r) return true;
if (r.minTroende && state.troende < r.minTroende) return false;
if (r.minDread && state.dread < r.minDread) return false;
if (r.minRitual && state.ritual < r.minRitual) return false;
if (r.unlockedArea && !state.areas[r.unlockedArea]) return false;
return true;
});
if (!available.length) return null;
const total = available.reduce((s, e) => s + e.weight, 0);
let roll = Math.random() * total;
for (const e of available) {
roll -= e.weight;
if (roll <= 0) return e;
}
return available[available.length - 1];
}
function applyEffect(state: State, effect: GameEvent['effect']): void {
if (effect.andakt) state.andakt = Math.max(0, state.andakt + effect.andakt);
if (effect.hemlighet) state.hemlighet = Math.max(0, Math.min(100, state.hemlighet + effect.hemlighet));
if (effect.kaos) state.kaos = Math.max(0, Math.min(100, state.kaos + effect.kaos));
if (effect.dread) state.dread = Math.max(0, state.dread + effect.dread);
if (effect.troende) state.troende = Math.max(1, state.troende + effect.troende);
if (effect.ritual && state.ritualUnlocked) state.ritual = Math.min(100, state.ritual + effect.ritual);
}
const DT = 1 / 30; // 30fps
export function tick(state: State): State {
if (state.phase !== 'playing') return state;
const s = { ...state, areas: { ...state.areas }, upgrades: new Set(state.upgrades), log: [...state.log], usedEventIds: new Set(state.usedEventIds) };
s.tick += 1;
// Resource accumulation
s.andakt += s.andaktRate * s.troende * DT;
s.dread += s.dreadRate * DT;
if (s.ritualUnlocked) s.ritual = Math.min(100, s.ritual + s.ritualRate * DT);
// Kaos accumulation — faster with more troende and more dread
const kaosScale = 1 + (s.dread / 200);
s.kaos = Math.min(100, s.kaos + s.kaosRate * kaosScale * DT);
// Hemlighet drain — more believers = harder to stay hidden
if (s.troende > 4) {
s.hemlighet = Math.max(0, s.hemlighet - HEMLIGHET_DRAIN_PER_TROENDE * (s.troende - 4) * DT);
}
// Standard event
if (s.tick >= s.nextEventTick) {
const ev = pickEvent(STANDARD_EVENTS, s);
if (ev) {
s.log.unshift({ tick: s.tick, text: ev.text, kind: 'event' });
applyEffect(s, ev.effect);
s.usedEventIds.add(ev.id);
}
s.nextEventTick = s.tick + EVENT_INTERVAL_TICKS + Math.floor(Math.random() * 60);
if (s.log.length > 40) s.log = s.log.slice(0, 40);
}
// Kaos event
if (s.kaos >= KAOS_THRESHOLD || s.tick >= s.nextKaosTick) {
const ev = pickEvent(KAOS_EVENTS, s);
if (ev) {
s.log.unshift({ tick: s.tick, text: `${ev.text}`, kind: 'kaos' });
applyEffect(s, ev.effect);
s.usedEventIds.add(ev.id);
}
s.kaos = Math.max(0, s.kaos - 80);
s.nextKaosTick = s.tick + EVENT_INTERVAL_TICKS * 5 + Math.floor(Math.random() * 120);
if (s.log.length > 40) s.log = s.log.slice(0, 40);
}
// Win / lose checks
if (s.ritual >= 100) {
s.phase = 'won';
s.log.unshift({ tick: s.tick, text: 'Det är gjort. Turning Torso pekar rakt ned nu. Havet är stilla. Alltför stilla.', kind: 'system' });
} else if (s.hemlighet <= 0) {
s.phase = 'lost';
s.lostReason = 'Utredarna slog till vid gryningen. Källaren är tom. Mattan ligger kvar. Under mattan finns fortfarande bordet.';
s.log.unshift({ tick: s.tick, text: s.lostReason, kind: 'system' });
}
return s;
}
export function saveState(state: State): void {
try {
const serial = {
...state,
upgrades: [...state.upgrades],
usedEventIds: [...state.usedEventIds],
log: state.log.slice(0, 20),
};
localStorage.setItem(SAVE_KEY, JSON.stringify(serial));
} catch (_) { /* storage full or unavailable */ }
}
export function loadState(): State | null {
try {
const raw = localStorage.getItem(SAVE_KEY);
if (!raw) return null;
const d = JSON.parse(raw);
return {
...d,
upgrades: new Set<string>(d.upgrades ?? []),
usedEventIds: new Set<string>(d.usedEventIds ?? []),
} as State;
} catch (_) {
return null;
}
}
export function clearSave(): void {
localStorage.removeItem(SAVE_KEY);
}
export function buyUpgrade(state: State, id: string): State {
const upgrade = UPGRADES.find(u => u.id === id);
if (!upgrade) return state;
if (!upgrade.available(state)) return state;
if (upgrade.cost.andakt && state.andakt < upgrade.cost.andakt) return state;
if (upgrade.cost.dread && state.dread < upgrade.cost.dread) return state;
const s = { ...state, areas: { ...state.areas }, upgrades: new Set(state.upgrades), log: [...state.log], usedEventIds: new Set(state.usedEventIds) };
if (upgrade.cost.andakt) s.andakt -= upgrade.cost.andakt;
if (upgrade.cost.dread) s.dread -= upgrade.cost.dread;
upgrade.effect(s);
if (upgrade.once) s.upgrades.add(id);
s.log.unshift({ tick: s.tick, text: `${upgrade.name}: ${upgrade.desc}`, kind: 'upgrade' });
if (s.log.length > 40) s.log = s.log.slice(0, 40);
return s;
}