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
+10 -9
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@@ -3,7 +3,8 @@
> **Scope:** A standalone r3f component library that renders [bgm](./bgm-format.md) > **Scope:** A standalone r3f component library that renders [bgm](./bgm-format.md)
> board games: a state store, surface mounting, part placement with stacking, > board games: a state store, surface mounting, part placement with stacking,
> and per-part meshes. Design: [`bgm-tabletop.md`](./bgm-tabletop.md). > and per-part meshes. Design: [`bgm-tabletop.md`](./bgm-tabletop.md).
> **Status:** planning — no code yet. > **Status:** items 18 implemented; web part-inspection route renders `PartView`
> from the library. Remaining: wiring the full tabletop scene into a web route.
## Goal ## Goal
@@ -42,7 +43,7 @@ packages/tabletop/
## Work items ## Work items
### 1. Package scaffold ### 1. Package scaffold
- New `packages/tabletop` workspace package (`pnpm-workspace.yaml` already - New `packages/tabletop` workspace package (`pnpm-workspace.yaml` already
globs `packages/*`). globs `packages/*`).
@@ -51,7 +52,7 @@ packages/tabletop/
`@types/three`. `@types/three`.
- `tsconfig.json` mirroring `packages/bgm`'s (strict, ESM, `dist` output). - `tsconfig.json` mirroring `packages/bgm`'s (strict, ESM, `dist` output).
### 2. Part meshes + export + web integration ### 2. Part meshes + export + web integration
First deliverable: `PartView` renders a single part's mesh from its definition, First deliverable: `PartView` renders a single part's mesh from its definition,
reusing `@tts/mesh` geometry (not the web app's viewers). This is the smallest reusing `@tts/mesh` geometry (not the web app's viewers). This is the smallest
@@ -71,7 +72,7 @@ useful slice and unblocks the web app's part inspection route immediately.
(`/bgm/:id/parts/:type/:part`) to render `PartView` from the library, proving (`/bgm/:id/parts/:type/:part`) to render `PartView` from the library, proving
it end-to-end. it end-to-end.
### 3. State store (`state.ts`) ### 3. State store (`state.ts`)
Source-of-truth game state per `bgm-tabletop.md` §2: Source-of-truth game state per `bgm-tabletop.md` §2:
@@ -89,7 +90,7 @@ interface GameState {
- **Assumption**: each piece id is unique within a path (documented in - **Assumption**: each piece id is unique within a path (documented in
`bgm-tabletop.md`); the render map is keyed by piece id. `bgm-tabletop.md`); the render map is keyed by piece id.
### 4. Setup seeding (`setup.ts`) ### 4. Setup seeding (`setup.ts`)
- `SetupLoader`: side-effect-only component that seeds the store from a - `SetupLoader`: side-effect-only component that seeds the store from a
`Setup` — enables its `surfaces` (or all when omitted) and places parts on `Setup` — enables its `surfaces` (or all when omitted) and places parts on
@@ -98,7 +99,7 @@ interface GameState {
type (documented in `bgm-format.md` §3; the loader doesn't do this — it's a type (documented in `bgm-format.md` §3; the loader doesn't do this — it's a
game-state init concern, so it lives here). game-state init concern, so it lives here).
### 5. Surface mounting (`mount.ts`) ### 5. Surface mounting (`mount.ts`)
- Resolve the surface mount tree from `Surface.mount` + `Surface.children`: - Resolve the surface mount tree from `Surface.mount` + `Surface.children`:
- `kind: table` — root, world space. - `kind: table` — root, world space.
@@ -108,13 +109,13 @@ interface GameState {
surface isn't rendered. Child surfaces mount relative to their parent's surface isn't rendered. Child surfaces mount relative to their parent's
anchor (`x`/`y`/`rotation`). anchor (`x`/`y`/`rotation`).
### 6. Part placement (`placement.ts`) ### 6. Part placement (`placement.ts`)
- `PartPlacement`: stable per-part component that positions a part on a surface - `PartPlacement`: stable per-part component that positions a part on a surface
location from the derived render state (route anchor + candidate anchor). location from the derived render state (route anchor + candidate anchor).
- Applies the route's stacking strategy via `useStacking`. - Applies the route's stacking strategy via `useStacking`.
### 7. Stacking (`stacking.ts`) ### 7. Stacking (`stacking.ts`)
- `useStacking(route.stacking, index, stackSize)` → `{ offset, rotation }`. - `useStacking(route.stacking, index, stackSize)` → `{ offset, rotation }`.
- Implements the format's positioning process (`bgm-format.md` §4): step - Implements the format's positioning process (`bgm-format.md` §4): step
@@ -122,7 +123,7 @@ interface GameState {
`center`), and `limit` (`0` all, `n` first n, `-n` last n). `center`), and `limit` (`0` all, `n` first n, `-n` last n).
- Curve length from an SVG path string (small helper; no new dep). - Curve length from an SVG path string (small helper; no new dep).
### 8. Public API (`index.ts`) ### 8. Public API (`index.ts`)
Export `SetupLoader`, `WorldSurfaceView`, `HudSurfaceView`, `PartPlacement`, Export `SetupLoader`, `WorldSurfaceView`, `HudSurfaceView`, `PartPlacement`,
`PartView`, `useStacking`, and the store hooks. The web app consumes these; the `PartView`, `useStacking`, and the store hooks. The web app consumes these; the
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@@ -29,9 +29,11 @@
"zustand": "^5.0.14" "zustand": "^5.0.14"
}, },
"devDependencies": { "devDependencies": {
"@types/node": "^22.12.0",
"@types/react": "^19.2.18", "@types/react": "^19.2.18",
"@types/three": "^0.185.4", "@types/three": "^0.185.4",
"typescript": "^5.7.2", "typescript": "^5.7.2",
"vite": "^8.2.1",
"vitest": "^4.1.10" "vitest": "^4.1.10"
} }
} }
@@ -0,0 +1,41 @@
# Harbor
A tiny example game used to exercise the tabletop library end-to-end through a
real vite build.
```yaml file=harbor.yaml
role: package
id: harbor
title: Harbor
include: ['**/harbor/**/*.yaml']
```
```yaml file=parts/tokens.yaml
role: part
type: token
id: wood
size: [20, 20, 3]
```
```yaml file=parts/board.yaml
type: board
id: harbor
role: surface
size: [300, 200]
layout:
- route: /deck
x: -100
y: 0
rotation: 0
stacking:
curve: M 0 0 L 100 0
align: center
```
```yaml file=setup/main.yaml
role: setup
type: game
id: main
setup:
/deck: harbor:token
```
@@ -0,0 +1,10 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>tabletop build fixture</title>
</head>
<body>
<script type="module" src="/src/main.ts"></script>
</body>
</html>
@@ -0,0 +1,34 @@
import harbor from 'virtual:bgm/package/harbor';
import type { SerializedPackage } from '@tts/bgm';
import { seedFromSetup, expandSetupValue } from '@tts/tabletop';
import { computeRenderState, matchRoute } from '@tts/tabletop';
import { stackingOffset } from '@tts/tabletop';
import { resolveMountTree } from '@tts/tabletop';
// Re-export the results so the test can assert the bundled output.
const pkg = harbor as unknown as SerializedPackage;
// The setup seeds the store; a bare type expands to all parts of that type.
const setup = pkg.setups['game#main']!;
const seeded = seedFromSetup(pkg as never, setup);
// A part with a matching route is placed.
const placements = computeRenderState(pkg as never, seeded);
// Stacking spreads parts along a curve.
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', align: 'center' }, 1, 3);
// Mount resolution separates world and hud surfaces.
const tree = resolveMountTree(
new Map(Object.entries(pkg.surfaces)),
new Set(Object.keys(seeded.surfaces)),
);
export const seededPaths = Object.keys(seeded.paths);
export const expanded = expandSetupValue(pkg as never, 'harbor:token');
export const placementCount = placements.length;
export const matched = matchRoute({ route: '/dock/:seat', x: 0, y: 0, rotation: 0 }, '/dock/0');
export const offsetX = offset.x;
export const worldCount = tree.world.length;
console.log(seededPaths, expanded, placementCount, matched, offsetX, worldCount);
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@@ -9,4 +9,31 @@ export {
traceToShape, traceToShape,
traceToUvBounds, traceToUvBounds,
} from './part.js'; } from './part.js';
export { resolveAssetUrl, assetUrl, traceImage } from './http.js'; export { resolveAssetUrl, assetUrl, traceImage } from './http.js';
// State store + derived render state.
export {
useTabletopStore,
useRenderState,
matchRoute,
computeRenderState,
computeSurfacePlacements,
placementKey,
} from './state.js';
export type { GameState, Placement } from './state.js';
// Setup seeding.
export { SetupLoader, seedFromSetup, expandSetupValue } from './setup.js';
// Surface mounting.
export { resolveMountTree } from './mount.js';
export type { MountNode, MountTree } from './mount.js';
export { WorldSurfaceView, SurfaceNode } from './surfaces/WorldSurfaceView.js';
export { HudSurfaceView } from './surfaces/HudSurfaceView.js';
// Part placement.
export { PartPlacement } from './placement.js';
// Stacking.
export { useStacking, stackingOffset, parsePath, pointAt, NO_OFFSET } from './stacking.js';
export type { StackOffset } from './stacking.js';
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@@ -0,0 +1,54 @@
import { describe, expect, it } from 'vitest';
import type { Surface } from '@tts/bgm';
import { resolveMountTree } from './mount.js';
function surface(type: string, id: string, overrides: Partial<Surface> = {}): [string, Surface] {
return [`${type}#${id}`, { type, id, layout: [], ...overrides }];
}
describe('resolveMountTree', () => {
it('separates world and hud roots', () => {
const surfaces = new Map([
surface('board', 'harbor', { mount: { kind: 'table' } }),
surface('hud', 'hand', { mount: { kind: 'hud', area: 'bottom-left' } }),
]);
const tree = resolveMountTree(surfaces, new Set(['board#harbor', 'hud#hand']));
expect(tree.world).toHaveLength(1);
expect(tree.hud).toHaveLength(1);
expect(tree.hud[0]!.area).toBe('bottom-left');
});
it('attaches child surfaces to their parent', () => {
const surfaces = new Map([
surface('board', 'harbor', {
mount: { kind: 'table' },
children: ['board#player'],
}),
surface('board', 'player', { mount: { kind: 'child', x: 100, y: 50 } }),
]);
const tree = resolveMountTree(surfaces, new Set(['board#harbor', 'board#player']));
expect(tree.world).toHaveLength(1);
expect(tree.world[0]!.children).toHaveLength(1);
expect(tree.world[0]!.children[0]!.id).toBe('board#player');
expect(tree.world[0]!.children[0]!.x).toBe(100);
});
it('drops a child with no matching parent', () => {
const surfaces = new Map([
surface('board', 'player', { mount: { kind: 'child' } }),
]);
const tree = resolveMountTree(surfaces, new Set(['board#player']));
expect(tree.world).toHaveLength(0);
expect(tree.hud).toHaveLength(0);
});
it('excludes disabled surfaces', () => {
const surfaces = new Map([
surface('board', 'harbor', { mount: { kind: 'table' } }),
surface('board', 'other', { mount: { kind: 'table' } }),
]);
const tree = resolveMountTree(surfaces, new Set(['board#harbor']));
expect(tree.world).toHaveLength(1);
expect(tree.world[0]!.id).toBe('board#harbor');
});
});
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@@ -0,0 +1,94 @@
/**
* Surface mounting — resolve the surface mount tree from `Surface.mount` +
* `Surface.children` (`bgm-tabletop.md` §5).
*
* - `kind: table` — root, world space.
* - `kind: hud` — HUD area (`mount.area`).
* - `kind: child` — mounted relative to a parent surface that lists it in
* `children`.
*
* A child surface's own `mount.x`/`y`/`rotation` is relative to its parent's
* anchor. The tree is built from the enabled surfaces only.
*/
import type { Surface } from '@tts/bgm';
/** A node in the resolved mount tree. */
export interface MountNode {
/** The surface. */
surface: Surface;
/** The surface id (`type#id`). */
id: string;
/** The mount kind. */
kind: 'table' | 'hud' | 'child';
/** Anchor x/y/rotation (world for table, relative for child, HUD area for hud). */
x: number;
y: number;
rotation: number;
/** HUD area, when `kind: hud`. */
area?: string;
/** Child surfaces mounted relative to this one. */
children: MountNode[];
}
/** The resolved mount tree: world roots, HUD roots, and their children. */
export interface MountTree {
/** Surfaces mounted in world space (`kind: table`). */
world: MountNode[];
/** Surfaces mounted to a HUD area (`kind: hud`). */
hud: MountNode[];
}
/**
* Resolve the mount tree for the given surfaces. A `child` surface is attached
* to the first parent that lists it in `children`; a child with no matching
* parent is dropped. Surfaces not in `enabled` are excluded.
*/
export function resolveMountTree(
surfaces: Map<string, Surface>,
enabled: Set<string>,
): MountTree {
const nodes = new Map<string, MountNode>();
for (const [id, surface] of surfaces) {
if (!enabled.has(id)) continue;
const mount = surface.mount ?? { kind: 'table' };
nodes.set(id, {
surface,
id,
kind: mount.kind,
x: mount.x ?? 0,
y: mount.y ?? 0,
rotation: mount.rotation ?? 0,
area: mount.area,
children: [],
});
}
const world: MountNode[] = [];
const hud: MountNode[] = [];
const attached = new Set<string>();
// Attach children to their parents first.
for (const node of nodes.values()) {
if (node.kind !== 'child') continue;
const parent = findParent(nodes, node.id);
if (!parent) continue;
parent.children.push(node);
attached.add(node.id);
}
// Roots are world/hud surfaces; unattached children are dropped.
for (const node of nodes.values()) {
if (node.kind === 'table') world.push(node);
else if (node.kind === 'hud') hud.push(node);
// A child that wasn't attached to a parent is not rendered.
}
return { world, hud };
}
/** Find the parent surface that lists `childId` in its `children`. */
function findParent(nodes: Map<string, MountNode>, childId: string): MountNode | undefined {
for (const node of nodes.values()) {
if (node.surface.children?.includes(childId)) return node;
}
return undefined;
}
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@@ -0,0 +1,30 @@
/**
* `PartPlacement` — position a part on a surface location.
*
* A stable per-part component that places a part at its route's anchor (plus
* the candidate's anchor when there is one) and applies the route's stacking
* strategy via `useStacking`. Renders the part's mesh with `PartView`.
*/
import type { Package } from '@tts/bgm';
import { useStacking } from './stacking.js';
import type { Placement } from './state.js';
import { PartView } from './partView.js';
export function PartPlacement({ pkg, placement }: { pkg: Package; placement: Placement }) {
const { route, candidate, piece, index, stackSize } = placement;
// `piece` is `package:type#id`; the parts map is keyed by `type#id`.
const part = pkg.parts.get(piece.split(':').slice(1).join(':'));
if (!part) return null;
const { x, y, rotation } = useStacking(route.stacking, index, stackSize);
const anchorX = (candidate?.x ?? route.x ?? 0) + x;
const anchorY = (candidate?.y ?? route.y ?? 0) + y;
const anchorRotation = (candidate?.rotation ?? route.rotation ?? 0) + rotation;
return (
<group position={[anchorX, 0, anchorY]} rotation={[0, anchorRotation, 0]}>
<PartView part={part} baseUrl={part.baseUrl} />
</group>
);
}
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@@ -0,0 +1,55 @@
import { describe, expect, it } from 'vitest';
import type { Package } from '@tts/bgm';
import { expandSetupValue, seedFromSetup } from './setup.js';
const pkg: Package = {
meta: { id: 'harbor' },
parts: new Map([
['token#wood', { type: 'token', id: 'wood' }],
['token#grain', { type: 'token', id: 'grain' }],
['card#fleet', { type: 'card', id: 'fleet' }],
]),
surfaces: new Map([
['board#harbor', { type: 'board', id: 'harbor', layout: [] }],
['hud#hand', { type: 'hud', id: 'hand', layout: [] }],
]),
setups: new Map(),
};
describe('expandSetupValue', () => {
it('keeps a full part id', () => {
expect(expandSetupValue(pkg, 'harbor:card#fleet')).toEqual(['harbor:card#fleet']);
});
it('expands a bare type to all parts of that type', () => {
expect(expandSetupValue(pkg, 'harbor:token')).toEqual(['harbor:token#wood', 'harbor:token#grain']);
});
it('expands each entry of a list', () => {
expect(expandSetupValue(pkg, ['harbor:card#fleet', 'harbor:token'])).toEqual([
'harbor:card#fleet',
'harbor:token#wood',
'harbor:token#grain',
]);
});
});
describe('seedFromSetup', () => {
it('enables listed surfaces and places parts', () => {
const setup = {
type: 'game',
id: 'main',
surfaces: ['board#harbor'],
setup: { '/deck': 'harbor:card#fleet' },
};
const state = seedFromSetup(pkg, setup);
expect(state.surfaces).toEqual({ 'board#harbor': true });
expect(state.paths).toEqual({ '/deck': ['harbor:card#fleet'] });
});
it('enables all surfaces when omitted', () => {
const setup = { type: 'game', id: 'main', setup: {} };
const state = seedFromSetup(pkg, setup);
expect(state.surfaces).toEqual({ 'board#harbor': true, 'hud#hand': true });
});
});
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/**
* `SetupLoader` — seed the game state from a `Setup`.
*
* A side-effect-only component: it enables the setup's `surfaces` (or all when
* omitted) and places parts on the setup's paths. A setup value that is a bare
* `type` (no id) expands to all parts of that type during initialization.
*/
import { useEffect } from 'react';
import type { Package, Setup } from '@tts/bgm';
import { useTabletopStore } from './state.js';
/**
* Expand a setup value into a list of part ids (`package:type#id`). A bare
* `type` (no `#id`) expands to every part of that type in the package.
*/
export function expandSetupValue(
pkg: Package,
value: string | string[],
): string[] {
const values = Array.isArray(value) ? value : [value];
const out: string[] = [];
for (const v of values) {
// A full ref is `package:type#id`; a bare type is `package:type` (no id).
const [ref, id] = v.split('#');
if (id) {
out.push(v);
continue;
}
// Bare type: expand to all parts of that type, in package order.
const [pkgId, bareType] = ref?.split(':') ?? [];
if (pkgId !== pkg.meta.id) continue;
for (const [key, part] of pkg.parts) {
if (part.type === bareType) out.push(`${pkg.meta.id}:${key}`);
}
}
return out;
}
/** Seed the store from a setup. Returns the resulting game state. */
export function seedFromSetup(pkg: Package, setup: Setup): {
surfaces: Record<string, boolean>;
paths: Record<string, string[]>;
} {
const surfaces: Record<string, boolean> = {};
if (setup.surfaces) {
for (const id of setup.surfaces) surfaces[id] = true;
} else {
for (const key of pkg.surfaces.keys()) surfaces[key] = true;
}
const paths: Record<string, string[]> = {};
for (const [path, value] of Object.entries(setup.setup)) {
paths[path] = expandSetupValue(pkg, value);
}
return { surfaces, paths };
}
/**
* Side-effect-only: seeds the store from `setup` on mount (and whenever the
* setup changes). Renders nothing.
*/
export function SetupLoader({ pkg, setup }: { pkg: Package; setup: Setup }) {
const seed = useTabletopStore((s) => s.seed);
useEffect(() => {
seed(seedFromSetup(pkg, setup));
}, [pkg, setup, seed]);
return null;
}
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import { describe, expect, it } from 'vitest';
import { stackingOffset, parsePath, pointAt, NO_OFFSET } from './stacking.js';
describe('parsePath', () => {
it('measures a straight line', () => {
const path = parsePath('M 0 0 L 10 0');
expect(path.length).toBeCloseTo(10);
});
it('measures a cubic curve', () => {
const path = parsePath('M 0 0 C 20 -20 40 -20 60 0');
// Longer than the chord (60) but finite.
expect(path.length).toBeGreaterThan(60);
expect(path.length).toBeLessThan(80);
});
it('handles relative commands', () => {
const path = parsePath('m 0 0 l 10 0 l 0 10');
expect(path.length).toBeCloseTo(20);
});
it('supports h/v/z', () => {
const path = parsePath('M 0 0 H 10 V 10 Z');
// 10 right + 10 down + the diagonal back to the start (closes the triangle).
expect(path.length).toBeCloseTo(10 + 10 + Math.sqrt(200));
});
});
describe('pointAt', () => {
it('returns the start at distance 0 and end at full length', () => {
const path = parsePath('M 0 0 L 10 0');
expect(pointAt(path, 0)).toMatchObject({ x: 0, y: 0 });
const end = pointAt(path, path.length);
expect(end.x).toBeCloseTo(10);
expect(end.y).toBeCloseTo(0);
});
it('interpolates along the path', () => {
const path = parsePath('M 0 0 L 10 0');
const mid = pointAt(path, 5);
expect(mid.x).toBeCloseTo(5);
expect(mid.angle).toBeCloseTo(0);
});
});
describe('stackingOffset', () => {
it('returns no offset without a curve', () => {
expect(stackingOffset(undefined, 0, 3)).toBe(NO_OFFSET);
expect(stackingOffset({ limit: 5 }, 0, 3)).toBe(NO_OFFSET);
});
it('spreads parts evenly along a straight curve', () => {
const offset = stackingOffset({ curve: 'M 0 0 L 100 0' }, 1, 3);
// step = length / max(steps=1, 2) = 50; part 1 at 50.
expect(offset.x).toBeCloseTo(50);
expect(offset.y).toBeCloseTo(0);
});
it('aligns to center', () => {
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', align: 'center' }, 0, 3);
// span = 50 * 2 = 100; centered start = (100 - 100)/2 = 0.
expect(offset.x).toBeCloseTo(0);
});
it('aligns to end', () => {
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', align: 'end' }, 2, 3);
// start = 100 - 100 = 0; part 2 at 100.
expect(offset.x).toBeCloseTo(100);
});
it('respects a positive limit (first n)', () => {
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', limit: 2 }, 2, 4);
// Part 2 is beyond the first 2 shown -> not placed.
expect(offset).toBe(NO_OFFSET);
});
it('respects a negative limit (last n)', () => {
// Last 2 of 4 are indices 2,3. Part 2 is the first shown.
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', limit: -2 }, 2, 4);
expect(offset.x).toBeCloseTo(0);
});
it('uses steps to densify the curve', () => {
// steps=4, 3 parts -> step = 100 / max(4, 2) = 25.
const offset = stackingOffset({ curve: 'M 0 0 L 100 0', steps: 4 }, 1, 3);
expect(offset.x).toBeCloseTo(25);
});
});
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/**
* Stacking — the format's positioning process (`bgm-format.md` §4).
*
* Given a route's `stacking` strategy and a piece's position in its path's
* stack, compute the offset/rotation to apply. Parts are spread along an SVG
* `curve` relative to the route's anchor, `step length` apart, aligned per the
* strategy.
*/
import { useMemo } from 'react';
import type { Stacking } from '@tts/bgm';
export interface StackOffset {
/** x offset from the anchor. */
x: number;
/** y offset from the anchor. */
y: number;
/** Rotation in radians. */
rotation: number;
}
/** The identity offset: no stacking applied. */
export const NO_OFFSET: StackOffset = { x: 0, y: 0, rotation: 0 };
/**
* Compute the offset/rotation for the piece at `index` of a `stackSize`-piece
* stack, given the route's stacking strategy. Returns `NO_OFFSET` when there's
* no curve or the stack is empty.
*/
export function stackingOffset(
stacking: Stacking | undefined,
index: number,
stackSize: number,
): StackOffset {
if (!stacking?.curve || stackSize <= 0) return NO_OFFSET;
// `limit` selects which pieces are shown; the offset is computed over the
// shown span. `0` (or absent) shows all.
const shown = applyLimit(stacking.limit, stackSize);
const shownIndex = shown.indexOf(index);
if (shownIndex < 0) return NO_OFFSET;
const curve = parsePath(stacking.curve);
const length = curve.length;
if (length <= 0) return NO_OFFSET;
// Step length: curve length / max(steps, # parts 1). A single part sits
// at the start of the curve.
const steps = stacking.steps ?? 1;
const span = Math.max(steps, shown.length - 1);
const step = length / span;
// Alignment: how far the whole span is inset from the curve's start.
const spanLength = step * (shown.length - 1);
let start = 0;
if (stacking.align === 'end') start = length - spanLength;
else if (stacking.align === 'center') start = (length - spanLength) / 2;
const distance = start + shownIndex * step;
const { x, y, angle } = pointAt(curve, distance);
return { x, y, rotation: angle };
}
/** The stacking hook: memoized `stackingOffset` for a piece. */
export function useStacking(
stacking: Stacking | undefined,
index: number,
stackSize: number,
): StackOffset {
return useMemo(() => stackingOffset(stacking, index, stackSize), [stacking, index, stackSize]);
}
/** Apply a stacking `limit` to a stack size, returning the shown indices. */
function applyLimit(limit: number | undefined, stackSize: number): number[] {
const indices = Array.from({ length: stackSize }, (_, i) => i);
if (!limit || limit === 0) return indices;
if (limit > 0) return indices.slice(0, limit);
return indices.slice(limit);
}
// --- SVG path sampling ---
/** A sampled point along a path. */
interface PathPoint {
x: number;
y: number;
/** Cumulative arc length from the path start. */
t: number;
}
/** A parsed path: a dense polyline approximation with cumulative lengths. */
interface SampledPath {
points: PathPoint[];
length: number;
}
/**
* Parse an SVG path `d` string into a dense polyline approximation. Supports
* the common commands (M/L/H/V/C/S/Q/T/A/Z, absolute and relative). This is a
* small, dependency-free helper for curve length and point-at-distance.
*/
export function parsePath(d: string): SampledPath {
const tokens = tokenize(d);
const points: PathPoint[] = [];
let cx = 0;
let cy = 0;
let startX = 0;
let startY = 0;
let i = 0;
let cmd = 'M';
const push = (x: number, y: number) => {
cx = x;
cy = y;
points.push({ x, y, t: 0 });
};
const rel = (v: number, base: number) => (cmd === cmd.toLowerCase() ? base + v : v);
while (i < tokens.length) {
const tok = tokens[i]!;
if (/[a-zA-Z]/.test(tok)) {
cmd = tok;
i++;
// `Z` closes the path and takes no arguments; handle it immediately.
if (cmd.toUpperCase() === 'Z') {
push(startX, startY);
continue;
}
continue;
}
const num = () => {
const v = parseFloat(tokens[i]!);
i++;
return v;
};
switch (cmd.toUpperCase()) {
case 'M': {
const x = rel(num(), cx);
const y = rel(num(), cy);
push(x, y);
startX = x;
startY = y;
break;
}
case 'L': {
const x = rel(num(), cx);
const y = rel(num(), cy);
push(x, y);
break;
}
case 'H': {
const x = rel(num(), cx);
push(x, cy);
break;
}
case 'V': {
const y = rel(num(), cy);
push(cx, y);
break;
}
case 'C': {
const x1 = rel(num(), cx);
const y1 = rel(num(), cy);
const x2 = rel(num(), cx);
const y2 = rel(num(), cy);
const x = rel(num(), cx);
const y = rel(num(), cy);
sampleCubic(points, cx, cy, x1, y1, x2, y2, x, y);
push(x, y);
break;
}
case 'S': {
// Reflect the previous control point; without one, use the current point.
const prev = points[points.length - 2];
const x1 = prev ? 2 * cx - prev.x : cx;
const y1 = prev ? 2 * cy - prev.y : cy;
const x2 = rel(num(), cx);
const y2 = rel(num(), cy);
const x = rel(num(), cx);
const y = rel(num(), cy);
sampleCubic(points, cx, cy, x1, y1, x2, y2, x, y);
push(x, y);
break;
}
case 'Q': {
const x1 = rel(num(), cx);
const y1 = rel(num(), cy);
const x = rel(num(), cx);
const y = rel(num(), cy);
sampleQuadratic(points, cx, cy, x1, y1, x, y);
push(x, y);
break;
}
case 'T': {
const prev = points[points.length - 2];
const x1 = prev ? 2 * cx - prev.x : cx;
const y1 = prev ? 2 * cy - prev.y : cy;
const x = rel(num(), cx);
const y = rel(num(), cy);
sampleQuadratic(points, cx, cy, x1, y1, x, y);
push(x, y);
break;
}
case 'A': {
const rx = Math.abs(num());
const ry = Math.abs(num());
const rot = (num() * Math.PI) / 180;
const largeArc = num() !== 0;
const sweep = num() !== 0;
const x = rel(num(), cx);
const y = rel(num(), cy);
sampleArc(points, cx, cy, rx, ry, rot, largeArc, sweep, x, y);
push(x, y);
break;
}
default:
throw new Error(`Unsupported SVG path command: ${cmd}`);
}
}
// Compute cumulative arc length.
let t = 0;
for (let k = 1; k < points.length; k++) {
const a = points[k - 1]!;
const b = points[k]!;
t += Math.hypot(b.x - a.x, b.y - a.y);
b.t = t;
}
return { points, length: t };
}
/** Split a path `d` string into command letters and numbers. */
function tokenize(d: string): string[] {
const out: string[] = [];
const re = /([a-zA-Z])|(-?\d*\.?\d+(?:[eE][+-]?\d+)?)/g;
let m: RegExpExecArray | null;
while ((m = re.exec(d)) !== null) {
out.push(m[1] ?? m[2]!);
}
return out;
}
/** Sample a cubic Bezier into the point list (excluding the endpoint). */
function sampleCubic(
points: PathPoint[],
x0: number,
y0: number,
x1: number,
y1: number,
x2: number,
y2: number,
x3: number,
y3: number,
) {
for (let s = 1; s < SEGMENTS; s++) {
const u = s / SEGMENTS;
const v = 1 - u;
const x =
v * v * v * x0 + 3 * v * v * u * x1 + 3 * v * u * u * x2 + u * u * u * x3;
const y =
v * v * v * y0 + 3 * v * v * u * y1 + 3 * v * u * u * y2 + u * u * u * y3;
points.push({ x, y, t: 0 });
}
}
/** Sample a quadratic Bezier into the point list (excluding the endpoint). */
function sampleQuadratic(
points: PathPoint[],
x0: number,
y0: number,
x1: number,
y1: number,
x2: number,
y2: number,
) {
for (let s = 1; s < SEGMENTS; s++) {
const u = s / SEGMENTS;
const v = 1 - u;
const x = v * v * x0 + 2 * v * u * x1 + u * u * x2;
const y = v * v * y0 + 2 * v * u * y1 + u * u * y2;
points.push({ x, y, t: 0 });
}
}
/** Sample an elliptical arc into the point list (excluding the endpoint). */
function sampleArc(
points: PathPoint[],
x0: number,
y0: number,
rx: number,
ry: number,
rot: number,
largeArc: boolean,
sweep: boolean,
x1: number,
y1: number,
) {
// Convert endpoint parameterization to center parameterization.
const dx = (x0 - x1) / 2;
const dy = (y0 - y1) / 2;
const cos = Math.cos(rot);
const sin = Math.sin(rot);
const px = cos * dx + sin * dy;
const py = -sin * dx + cos * dy;
const rx2 = rx * rx;
const ry2 = ry * ry;
const px2 = px * px;
const py2 = py * py;
const radicand = Math.max(0, (rx2 * ry2 - rx2 * py2 - ry2 * px2) / (rx2 * py2 + ry2 * px2));
const sign = largeArc !== sweep ? 1 : -1;
const factor = sign * Math.sqrt(radicand);
const cx = (factor * (rx * py)) / ry;
const cy = (factor * (-ry * px)) / rx;
const cxp = cx * cos - cy * sin + (x0 + x1) / 2;
const cyp = cx * sin + cy * cos + (y0 + y1) / 2;
const angle = (ux: number, uy: number, vx: number, vy: number) => {
const dot = ux * vx + uy * vy;
const len = Math.hypot(ux, uy) * Math.hypot(vx, vy);
let a = Math.acos(Math.max(-1, Math.min(1, dot / len)));
if (ux * vy - uy * vx < 0) a = -a;
return a;
};
const ux = (px - cx) / rx;
const uy = (py - cy) / ry;
const vx = (-px - cx) / rx;
const vy = (-py - cy) / ry;
let theta1 = angle(1, 0, ux, uy);
let dtheta = angle(ux, uy, vx, vy);
if (!sweep && dtheta > 0) dtheta -= Math.PI * 2;
else if (sweep && dtheta < 0) dtheta += Math.PI * 2;
for (let s = 1; s < SEGMENTS; s++) {
const a = theta1 + (s / SEGMENTS) * dtheta;
const cosA = Math.cos(a);
const sinA = Math.sin(a);
const x = cxp + rx * cosA * cos - ry * sinA * sin;
const y = cyp + rx * cosA * sin + ry * sinA * cos;
points.push({ x, y, t: 0 });
}
}
/** Sample density per curve segment. */
const SEGMENTS = 32;
/** The point (and tangent angle) at a distance along a sampled path. */
export function pointAt(path: SampledPath, distance: number): { x: number; y: number; angle: number } {
const { points, length } = path;
if (points.length === 0) return { x: 0, y: 0, angle: 0 };
const d = Math.max(0, Math.min(distance, length));
if (points.length === 1) return { x: points[0]!.x, y: points[0]!.y, angle: 0 };
let lo = 0;
let hi = points.length - 1;
while (lo < hi) {
const mid = (lo + hi) >> 1;
if (points[mid]!.t < d) lo = mid + 1;
else hi = mid;
}
const b = points[lo]!;
const a = points[lo - 1] ?? b;
const seg = b.t - a.t;
const u = seg > 0 ? (d - a.t) / seg : 0;
const x = a.x + (b.x - a.x) * u;
const y = a.y + (b.y - a.y) * u;
const angle = Math.atan2(b.y - a.y, b.x - a.x);
return { x, y, angle };
}
+126
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@@ -0,0 +1,126 @@
import { describe, expect, it } from 'vitest';
import type { Package, Surface } from '@tts/bgm';
import { matchRoute, computeSurfacePlacements, computeRenderState, placementKey } from './state.js';
function makeSurface(overrides: Partial<Surface> = {}): Surface {
return {
type: 'board',
id: 'harbor',
layout: [],
...overrides,
};
}
const pkg: Package = {
meta: { id: 'harbor' },
parts: new Map(),
surfaces: new Map([
['board#harbor', makeSurface()],
['hud#hand', makeSurface({ type: 'hud', id: 'hand' })],
]),
setups: new Map(),
};
describe('matchRoute', () => {
it('matches a literal path', () => {
const route = { route: '/deck', x: 0, y: 0, rotation: 0 };
expect(matchRoute(route, '/deck')).toEqual({ candidate: undefined });
expect(matchRoute(route, '/other')).toBeNull();
});
it('matches a :param against a candidate', () => {
const route = {
route: '/dock/:seat',
x: 0,
y: 0,
rotation: 0,
candidates: [
{ seat: '0', x: 40, y: 0 },
{ seat: '1', x: 40, y: 20 },
],
};
expect(matchRoute(route, '/dock/1')).toEqual({ candidate: { seat: '1', x: 40, y: 20 } });
});
it('fails when no candidate matches the param', () => {
const route = {
route: '/dock/:seat',
x: 0,
y: 0,
rotation: 0,
candidates: [{ seat: '0', x: 40, y: 0 }],
};
expect(matchRoute(route, '/dock/9')).toBeNull();
});
it('fails on length mismatch', () => {
const route = { route: '/deck', x: 0, y: 0, rotation: 0 };
expect(matchRoute(route, '/deck/extra')).toBeNull();
});
});
describe('computeSurfacePlacements', () => {
it('places parts on a matching route with index and stackSize', () => {
const surface = makeSurface({
layout: [{ route: '/deck', x: -100, y: 0, rotation: 0 }],
});
const placements = computeSurfacePlacements(surface, {
'/deck': ['harbor:card#a', 'harbor:card#b'],
});
expect(placements).toHaveLength(2);
expect(placements[0]).toMatchObject({ piece: 'harbor:card#a', index: 0, stackSize: 2 });
expect(placements[1]).toMatchObject({ piece: 'harbor:card#b', index: 1, stackSize: 2 });
});
it('drops parts with no matching route', () => {
const surface = makeSurface({ layout: [{ route: '/deck', x: 0, y: 0, rotation: 0 }] });
const placements = computeSurfacePlacements(surface, {
'/deck': ['harbor:card#a'],
'/elsewhere': ['harbor:card#b'],
});
expect(placements).toHaveLength(1);
expect(placements[0]!.piece).toBe('harbor:card#a');
});
it('uses the candidate anchor for a :param route', () => {
const surface = makeSurface({
layout: [
{
route: '/dock/:seat',
x: 0,
y: 0,
rotation: 0,
candidates: [{ seat: '0', x: 40, y: 5, rotation: 1 }],
},
],
});
const placements = computeSurfacePlacements(surface, { '/dock/0': ['harbor:boat#fleet'] });
expect(placements[0]!.candidate).toEqual({ seat: '0', x: 40, y: 5, rotation: 1 });
});
});
describe('computeRenderState', () => {
it('only includes enabled surfaces', () => {
const state = {
surfaces: { 'board#harbor': true, 'hud#hand': false },
paths: { '/deck': ['harbor:card#a'] },
};
pkg.surfaces.set(
'board#harbor',
makeSurface({ layout: [{ route: '/deck', x: 0, y: 0, rotation: 0 }] }),
);
const placements = computeRenderState(pkg, state);
expect(placements).toHaveLength(1);
expect(placements[0]!.surface).toBe('board#harbor');
});
});
describe('placementKey', () => {
it('is unique per surface and piece', () => {
const a = { surface: 'board#harbor', piece: 'harbor:card#a' } as never;
const b = { surface: 'board#harbor', piece: 'harbor:card#b' } as never;
const c = { surface: 'hud#hand', piece: 'harbor:card#a' } as never;
expect(placementKey(a)).not.toBe(placementKey(b));
expect(placementKey(a)).not.toBe(placementKey(c));
});
});
+133
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@@ -0,0 +1,133 @@
/**
* 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}:${p.piece}`;
}
/** The derived render state for a package, from the current game state. */
export function useRenderState(pkg: Package): Placement[] {
const surfaces = useTabletopStore((s) => s.surfaces);
const paths = useTabletopStore((s) => s.paths);
return useMemo(() => computeRenderState(pkg, { surfaces, paths }), [pkg, surfaces, paths]);
}
@@ -0,0 +1,34 @@
/**
* `HudSurfaceView` — mount a surface to a HUD area.
*
* Renders a `kind: hud` mount node (and its child surfaces) anchored to a HUD
* area. The default is a drei `Html` overlay so world and HUD share one scene
* (see `bgm-tabletop.md` Open decisions). Parts are placed via `PartPlacement`.
*/
import { Html } from '@react-three/drei';
import type { Package } from '@tts/bgm';
import { useRenderState } from '../state.js';
import { PartPlacement } from '../placement.js';
import type { MountNode } from '../mount.js';
import { SurfaceNode } from './WorldSurfaceView.js';
export function HudSurfaceView({ pkg, node }: { pkg: Package; node: MountNode }) {
const placements = useRenderState(pkg);
const own = placements.filter((p) => p.surface === node.id);
return (
<Html
position={[node.x, 0, node.y]}
transform
distanceFactor={1}
style={{ pointerEvents: 'none' }}
>
{own.map((p) => (
<PartPlacement key={`${p.surface}:${p.piece}`} pkg={pkg} placement={p} />
))}
{node.children.map((child) => (
<SurfaceNode key={child.id} pkg={pkg} node={child} />
))}
</Html>
);
}
@@ -0,0 +1,33 @@
/**
* `WorldSurfaceView` — mount a surface in world space.
*
* Renders a world mount node (a `kind: table` surface and its child surfaces)
* at its anchor. Parts on the surface are placed via `PartPlacement` from the
* derived render state. A disabled surface isn't part of the mount tree, so
* it's never rendered.
*/
import type { Package } from '@tts/bgm';
import { useRenderState } from '../state.js';
import { PartPlacement } from '../placement.js';
import type { MountNode } from '../mount.js';
export function WorldSurfaceView({ pkg, node }: { pkg: Package; node: MountNode }) {
return <SurfaceNode pkg={pkg} node={node} />;
}
/** Render a mount node at its anchor, placing parts and recursing into children. */
export function SurfaceNode({ pkg, node }: { pkg: Package; node: MountNode }) {
const placements = useRenderState(pkg);
const own = placements.filter((p) => p.surface === node.id);
return (
<group position={[node.x, 0, node.y]} rotation={[0, node.rotation, 0]}>
{own.map((p) => (
<PartPlacement key={`${p.surface}:${p.piece}`} pkg={pkg} placement={p} />
))}
{node.children.map((child) => (
<SurfaceNode key={child.id} pkg={pkg} node={child} />
))}
</group>
);
}
+64
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@@ -0,0 +1,64 @@
import { describe, expect, it } from 'vitest';
import * as fs from 'node:fs';
import * as os from 'node:os';
import * as path from 'node:path';
import { fileURLToPath } from 'node:url';
import { build } from 'vite';
import { bgm } from '@tts/bgm';
const fixtureRoot = path.resolve(
path.dirname(fileURLToPath(import.meta.url)),
'__fixtures__',
'vite-build',
);
const gamesRoot = path.join(fixtureRoot, 'games');
describe('tabletop vite build (integration)', () => {
it('bundles the library logic against a fixture package', async () => {
const outDir = await fs.promises.mkdtemp(path.join(os.tmpdir(), 'tabletop-build-'));
try {
await build({
root: fixtureRoot,
logLevel: 'silent',
build: {
outDir,
write: true,
emptyOutDir: true,
// Keep identifiers readable so the test can assert on them.
minify: false,
},
plugins: [bgm({ root: gamesRoot })],
});
const chunk = walk(outDir).find((f) => f.endsWith('.js'))!;
const code = fs.readFileSync(path.join(outDir, chunk), 'utf8');
// The bgm plugin serialized the package's parts and setup into the
// emitted module, and the library's logic is bundled alongside.
expect(code).toContain('token#wood');
expect(code).toContain('game#main');
// The library's pure logic (setup seeding, render state, stacking,
// mount resolution) is reachable from the fixture entry.
expect(code).toContain('placementCount');
expect(code).toContain('offsetX');
expect(code).toContain('worldCount');
} finally {
await fs.promises.rm(outDir, { recursive: true, force: true });
}
});
});
/** Recursively list files under a directory, as paths relative to it. */
function walk(dir: string): string[] {
const out: string[] = [];
const visit = (current: string) => {
for (const entry of fs.readdirSync(current, { withFileTypes: true })) {
const full = path.join(current, entry.name);
if (entry.isDirectory()) visit(full);
else out.push(path.relative(dir, full));
}
};
visit(dir);
return out;
}
+1 -1
View File
@@ -7,5 +7,5 @@
"jsx": "react-jsx" "jsx": "react-jsx"
}, },
"include": ["src"], "include": ["src"],
"exclude": ["src/**/*.test.ts"] "exclude": ["src/__fixtures__", "src/**/*.test.ts"]
} }
+6
View File
@@ -268,6 +268,9 @@ importers:
specifier: ^5.0.14 specifier: ^5.0.14
version: 5.0.14(@types/react@19.2.18)(react@19.2.8)(use-sync-external-store@1.6.0(react@19.2.8)) version: 5.0.14(@types/react@19.2.18)(react@19.2.8)(use-sync-external-store@1.6.0(react@19.2.8))
devDependencies: devDependencies:
'@types/node':
specifier: ^22.12.0
version: 22.20.1
'@types/react': '@types/react':
specifier: ^19.2.18 specifier: ^19.2.18
version: 19.2.18 version: 19.2.18
@@ -277,6 +280,9 @@ importers:
typescript: typescript:
specifier: ^5.7.2 specifier: ^5.7.2
version: 5.9.3 version: 5.9.3
vite:
specifier: ^8.2.1
version: 8.2.1(@types/node@22.20.1)(esbuild@0.28.1)(jiti@2.7.0)(tsx@4.23.11)(yaml@2.9.0)
vitest: vitest:
specifier: ^4.1.10 specifier: ^4.1.10
version: 4.1.10(@types/node@22.20.1)(vite@8.2.1(@types/node@22.20.1)(esbuild@0.28.1)(jiti@2.7.0)(tsx@4.23.11)(yaml@2.9.0)) version: 4.1.10(@types/node@22.20.1)(vite@8.2.1(@types/node@22.20.1)(esbuild@0.28.1)(jiti@2.7.0)(tsx@4.23.11)(yaml@2.9.0))