Files
interactive-story/frontend/src/pages/Play/drawers/WorldStateDrawer.jsx
T
parththakkar106andClaude Opus 5 0623dd8b78 Split Play.jsx into a directory of twelve files
`frontend/src/pages/Play.jsx` was 2280 lines holding 27 components. It is now
`frontend/src/pages/Play/`: `index.jsx` with the page component, five panels,
two drawers, the reports, the take pager, the refresh dialog, and the shared
formatting helpers.

Every line moved verbatim. A coverage check confirms every non-blank line of
the original appears exactly once, in order, across the twelve files, and a
name-resolution check confirms every identifier each file references is defined
or imported there, with no unused imports.

The line split stranded a comment at six of the boundaries. A leading comment
sits above the section it describes, so each cut left one at the end of the file
before it. All six moved to the section they describe, rewritten in the house
style.

`usePlaySession.js` is not here. The page component still owns all of the
session state. Moving eighteen `useState` calls and seven `useEffect` calls is a
rewrite rather than a move, and no frontend test would catch a mistake in it
today, so it waits for Stage 5.

Four stand-in providers under `backend/tools/` now define `last_usage = None`.
The turn engine reads that attribute after every call, and the fixtures never
defined it, so `tools.tree_fixture` crashed. That break predates this branch.

Verified by 549 passing tests, a clean `npm run lint` and `npm run build`, and
by driving the Play screen: the story view, all five panels, both drawers
including the world-state edit form, the branch map, the refresh dialog, and the
take pager stepping onto a take that lives on another branch. No console errors.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014Dix4oGV3njgWRdu7P9t6r
2026-08-29 01:33:14 +05:30

296 lines
12 KiB
React
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// The right drawer: the RPG world state, and the form that edits it.
//
// Editing builds a flat draft keyed by path, so a nested value can be edited
// without rebuilding the tree on every keystroke. `buildWorldStateDraft` makes
// it and `sliceDraft` reads one section back out.
import { useCallback, useEffect, useState } from 'react'
import { api } from '../../../api'
import { npcInitials } from '../../../components'
// Returns the word label for a value, read from the stat def's bands. This
// mirrors `worldstate.band_label` on the server.
function bandLabel(def, value) {
const bands = def?.bands
if (!Array.isArray(bands) || typeof value !== 'number') return null
for (const b of bands) {
if (Array.isArray(b) && b.length === 3 && value >= b[0] && value < b[1]) return b[2]
}
const last = bands[bands.length - 1]
if (last && value === last[1]) return last[2]
return null
}
function StatRow({ name, def, value, editing, onChange }) {
const isText = def?.type === 'text'
if (editing) {
return (
<div className="ws-stat">
<div className="ws-stat-head">
<span className="ws-stat-name" title={def?.desc || undefined}>{name}</span>
</div>
{isText ? (
<input className="ws-edit-input ws-edit-text" type="text" value={value ?? ''}
onChange={(e) => onChange(e.target.value)} />
) : (
<input className="ws-edit-input ws-edit-num" type="number" value={value ?? 0}
min={typeof def?.min === 'number' ? def.min : undefined}
max={typeof def?.max === 'number' ? def.max : undefined}
onChange={(e) => onChange(e.target.value === '' ? 0 : Number(e.target.value))} />
)}
</div>
)
}
if (isText) {
const text = typeof value === 'string' ? value : (def?.initial ?? '')
return (
<div className="ws-stat">
<div className="ws-stat-head">
<span className="ws-stat-name" title={def?.desc || undefined}>{name}</span>
<span className="ws-stat-val">{text || '(unset)'}</span>
</div>
</div>
)
}
const val = typeof value === 'number' ? value : (def?.initial ?? 0)
const { min, max } = def || {}
const hasRange = typeof min === 'number' && typeof max === 'number' && max > min
const pct = hasRange ? Math.max(0, Math.min(100, ((val - min) / (max - min)) * 100)) : null
const label = bandLabel(def, val)
return (
<div className="ws-stat">
<div className="ws-stat-head">
<span className="ws-stat-name" title={def?.desc || undefined}>{name}</span>
<span className="ws-stat-val">
{val}{typeof max === 'number' ? `/${max}` : ''}
{label ? <span className="ws-band"> · {label}</span> : null}
</span>
</div>
{pct != null && (
<div className="ws-bar"><div className="ws-bar-fill" style={{ width: `${pct}%` }} /></div>
)}
</div>
)
}
// `values`/`draft` are both plain {statName: value} maps — `draft` (edit mode)
// is a slice of the drawer's flat path->value map for this group's prefix.
// `nested` = the caller already drew a heading (an NPC card), so this drops the
// group's own spacing and says "nothing here" rather than vanishing and leaving
// that heading dangling over empty space.
function StatGroup({ title, defs, values, desc, editing, draft, onEdit, nested }) {
const entries = Object.entries(defs || {}).filter(([, d]) => d && typeof d === 'object')
if (entries.length === 0) {
return nested ? <div className="ws-none">No tracked stats.</div> : null
}
return (
<div className={nested ? 'ws-stats' : 'ws-group'}>
{title && <h3 className="ws-group-title" title={desc || undefined}>{title}</h3>}
{entries.map(([name, def]) => (
<StatRow key={name} name={name} def={def}
value={editing ? draft?.[name] : values?.[name]}
editing={editing}
onChange={editing ? (v) => onEdit(name, v) : undefined} />
))}
</div>
)
}
// Flatten a schema+state into path->value pairs ("player.hp", "npc.gwen.trust",
// "flags.has_key", "milestones.escaped") to seed an edit-mode draft.
function buildWorldStateDraft(schema, state) {
const draft = {}
const addStats = (prefix, defs, values) => {
for (const [name, def] of Object.entries(defs || {})) {
if (!def || typeof def !== 'object') continue
const fallback = def.type === 'text' ? '' : 0
draft[`${prefix}.${name}`] = values?.[name] ?? def.initial ?? fallback
}
}
addStats('world', schema.world, state.world)
addStats('player', schema.player, state.player)
const npcState = state.npc || {}
for (const [id, ndef] of Object.entries(schema.npcs || {})) {
addStats(`npc.${id}`, ndef?.stats, npcState[id])
}
const flagState = state.flags || {}
for (const [name, def] of Object.entries(schema.flags || {})) {
draft[`flags.${name}`] = flagState[name] ?? !!def?.initial
}
const reached = state.milestones || {}
for (const mid of Object.keys(schema.milestones || {})) {
draft[`milestones.${mid}`] = !!reached[mid]?.reached
}
return draft
}
// Slice a flat path->value draft down to one group's {statName: value} map.
function sliceDraft(draft, prefix) {
const out = {}
const p = `${prefix}.`
for (const [k, v] of Object.entries(draft || {})) {
if (k.startsWith(p)) out[k.slice(p.length)] = v
}
return out
}
// Collapsible left rail showing the RPG world state (Phase 12): world/player/NPC
// stats with bands + bars, and a milestones checklist. Renders nothing unless
// the adventure's scenario defines a stat_schema. An edit mode lets the
// player/author directly override the live values (a manual correction, not
// a turn) — it never adds new stats, only edits ones the schema already defines.
function WorldStateDrawer({ advId, refreshKey }) {
const [open, setOpen] = useState(false)
const [data, setData] = useState(null) // { state, schema }
const [failed, setFailed] = useState(false)
const [editing, setEditing] = useState(false)
const [draft, setDraft] = useState(null) // flat path->value, only while editing
const [saving, setSaving] = useState(false)
const load = useCallback(() => {
api.getWorldState(advId)
.then((r) => { setData(r); setFailed(false) })
.catch(() => setFailed(true))
}, [advId])
// Load once to learn whether there's an RPG layer, then refresh after turns.
useEffect(() => { load() }, [load, refreshKey])
const schema = data?.schema
if (!schema) return null // no RPG layer for this adventure
const state = data?.state || {}
const npcState = state.npc || {}
const npcs = Object.entries(schema.npcs || {}) // [id, def] — each with its own stats
const flags = Object.entries(schema.flags || {})
const flagState = state.flags || {}
const milestones = Object.entries(schema.milestones || {})
const reached = state.milestones || {}
const startEdit = () => { setDraft(buildWorldStateDraft(schema, state)); setEditing(true) }
const cancelEdit = () => { setEditing(false); setDraft(null) }
const setPath = (path, value) => setDraft((d) => ({ ...d, [path]: value }))
const saveEdit = () => {
setSaving(true)
api.overrideWorldState(advId, draft)
.then(() => { setEditing(false); setDraft(null); load() })
.catch(() => setFailed(true))
.finally(() => setSaving(false))
}
return (
<div className={`status-drawer ws-drawer ${open ? 'open' : ''}`}>
<button className="status-toggle" onClick={() => setOpen((o) => !o)}
title="RPG world state">
{open ? '‹' : '›'}<span className="status-toggle-label">World</span>
</button>
{open && (
<div className="status-body">
<div className="side-panel-header">
<h2>World State</h2>
{editing ? (
<div className="ws-edit-actions">
<button onClick={cancelEdit} disabled={saving} title="Discard changes">Cancel</button>
<button onClick={saveEdit} disabled={saving} title="Save overrides">
{saving ? 'Saving…' : 'Save'}
</button>
</div>
) : (
<div className="ws-edit-actions">
<button onClick={startEdit} title="Edit current values">✎</button>
<button onClick={load} title="Refresh">↻</button>
</div>
)}
</div>
{failed ? (
<div className="empty">Couldn’t load world state.</div>
) : (
<>
<StatGroup title={null} defs={schema.world} values={state.world}
editing={editing} draft={sliceDraft(draft, 'world')}
onEdit={(name, v) => setPath(`world.${name}`, v)} />
<StatGroup title="You" defs={schema.player} values={state.player}
editing={editing} draft={sliceDraft(draft, 'player')}
onEdit={(name, v) => setPath(`player.${name}`, v)} />
{npcs.length > 0 && (
<div className="ws-group">
<h3 className="ws-group-title">Cast</h3>
{npcs.map(([id, def]) => (
<div key={id} className="ws-npc">
<div className="ws-npc-head" title={def.desc || undefined}>
<span className="ws-npc-avatar" aria-hidden="true">
{npcInitials(def.name, id)}
</span>
<span className="ws-npc-name">{def.name || id}</span>
</div>
<StatGroup defs={def.stats} values={npcState[id]}
editing={editing} draft={sliceDraft(draft, `npc.${id}`)}
onEdit={(name, v) => setPath(`npc.${id}.${name}`, v)}
nested />
</div>
))}
</div>
)}
{flags.length > 0 && (
<div className="ws-group">
<h3 className="ws-group-title">Flags</h3>
<ul className="ws-flags">
{flags.map(([fid, def]) => {
const on = editing ? !!draft?.[`flags.${fid}`] : (flagState[fid] ?? !!def.initial)
return (
<li key={fid} title={def.desc || undefined}>
{editing ? (
<label className="ws-flag-edit">
<input type="checkbox" checked={on}
onChange={(e) => setPath(`flags.${fid}`, e.target.checked)} />
<span className="ws-flag-name">{fid}</span>
</label>
) : (
<>
<span className={`ws-flag-dot ${on ? 'on' : ''}`} />
<span className="ws-flag-name">{fid}</span>
<span className="ws-flag-val">{on ? 'yes' : 'no'}</span>
</>
)}
</li>
)
})}
</ul>
</div>
)}
{milestones.length > 0 && (
<div className="ws-group">
<h3 className="ws-group-title">Milestones</h3>
<ul className="ws-milestones">
{milestones.map(([mid, def]) => {
const done = editing ? !!draft?.[`milestones.${mid}`] : !!reached[mid]?.reached
return (
<li key={mid} className={done ? 'done' : ''}>
{editing ? (
<label className="ws-flag-edit">
<input type="checkbox" checked={done}
onChange={(e) => setPath(`milestones.${mid}`, e.target.checked)} />
<span>{def.desc || mid}</span>
</label>
) : (
<>
<span className="ws-check">{done ? '☑' : '☐'}</span>
{def.desc || mid}
</>
)}
</li>
)
})}
</ul>
</div>
)}
</>
)}
</div>
)}
</div>
)
}
export { WorldStateDrawer }