feat(tabletop): add state, setup, mounting, and stacking

Implement the tabletop library's game state store, setup seeding with
bare-type expansion, surface mount tree resolution, part placement, and
the stacking positioning process with a dependency-free SVG path helper.
Wire the public API and add unit plus vite integration tests.
This commit is contained in:
2026-08-09 22:34:18 +08:00
parent ef0695ed04
commit cd08e6af04
20 changed files with 1281 additions and 11 deletions
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/**
* Source-of-truth game state and the derived render state.
*
* The store holds the enabled surfaces and the path -> part placement map
* (`bgm-tabletop.md` §2). The derived render state is computed from the game
* state plus a package's surface routes: a stable list of placements, one per
* (surface, piece) pair, keyed for rendering.
*/
import { useMemo } from 'react';
import { create } from 'zustand';
import type { Candidate, Package, Route, Surface } from '@tts/bgm';
/** Source-of-truth game state. */
export interface GameState {
/** Enabled per surface id (`type#id`). */
surfaces: Record<string, boolean>;
/** Path -> part list (`package:type#id`). */
paths: Record<string, string[]>;
}
/** A single placed piece on a surface, ready for rendering. */
export interface Placement {
/** Surface id (`type#id`). */
surface: string;
/** The matched route. */
route: Route;
/** The matched candidate, when the route has `:param`s. */
candidate?: Candidate;
/** The piece id (`package:type#id`). */
piece: string;
/** The piece's position in its path's stack. */
index: number;
/** The number of pieces on the path. */
stackSize: number;
}
interface TabletopState extends GameState {
setSurfaces: (surfaces: Record<string, boolean>) => void;
setPaths: (paths: Record<string, string[]>) => void;
seed: (state: GameState) => void;
enableSurface: (id: string) => void;
disableSurface: (id: string) => void;
setPath: (path: string, parts: string[]) => void;
}
export const useTabletopStore = create<TabletopState>((set) => ({
surfaces: {},
paths: {},
setSurfaces: (surfaces) => set({ surfaces }),
setPaths: (paths) => set({ paths }),
seed: (state) => set(state),
enableSurface: (id) => set((s) => ({ surfaces: { ...s.surfaces, [id]: true } })),
disableSurface: (id) => set((s) => ({ surfaces: { ...s.surfaces, [id]: false } })),
setPath: (path, parts) => set((s) => ({ paths: { ...s.paths, [path]: parts } })),
}));
// --- Route matching ---
/**
* Match a route pattern against a path key. Returns the matched candidate (or
* undefined when the route has no `:param`s), or null when the route doesn't
* match. A route with candidates matches only when a candidate's props match
* every `:param`; the first such candidate wins.
*/
export function matchRoute(route: Route, path: string): { candidate?: Candidate } | null {
const routeSegs = route.route.split('/').filter(Boolean);
const pathSegs = path.split('/').filter(Boolean);
if (routeSegs.length !== pathSegs.length) return null;
const params: Record<string, string> = {};
for (let i = 0; i < routeSegs.length; i++) {
const rs = routeSegs[i]!;
const ps = pathSegs[i]!;
if (rs.startsWith(':')) params[rs.slice(1)] = ps;
else if (rs !== ps) return null;
}
if (route.candidates) {
for (const cand of route.candidates) {
const allMatch = Object.entries(params).every(([k, v]) => cand[k] === v);
if (allMatch) return { candidate: cand };
}
return null;
}
return { candidate: undefined };
}
/** Compute the placements for a single surface from the game state's paths. */
export function computeSurfacePlacements(surface: Surface, paths: Record<string, string[]>): Placement[] {
const placements: Placement[] = [];
const surfaceId = `${surface.type}#${surface.id}`;
for (const [path, parts] of Object.entries(paths)) {
const route = surface.layout.find((r) => matchRoute(r, path));
if (!route) continue;
const match = matchRoute(route, path)!;
const stackSize = parts.length;
for (const piece of parts) {
placements.push({
surface: surfaceId,
route,
candidate: match.candidate,
piece,
index: parts.indexOf(piece),
stackSize,
});
}
}
return placements;
}
/** Compute the full render state across all enabled surfaces. */
export function computeRenderState(pkg: Package, state: GameState): Placement[] {
const out: Placement[] = [];
for (const [surfaceId, enabled] of Object.entries(state.surfaces)) {
if (!enabled) continue;
const surface = pkg.surfaces.get(surfaceId);
if (!surface) continue;
out.push(...computeSurfacePlacements(surface, state.paths));
}
return out;
}
/** A stable key for a placement, unique across surfaces and pieces. */
export function placementKey(p: Placement): string {
return `${p.surface}:${p.piece}`;
}
/** The derived render state for a package, from the current game state. */
export function useRenderState(pkg: Package): Placement[] {
const surfaces = useTabletopStore((s) => s.surfaces);
const paths = useTabletopStore((s) => s.paths);
return useMemo(() => computeRenderState(pkg, { surfaces, paths }), [pkg, surfaces, paths]);
}