feat(gameplay): enforce core SRD d20 rules
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Co-authored-by: multica-agent <github@multica.ai>
This commit is contained in:
2026-08-23 18:50:55 +05:00
parent ace1e47a6d
commit 4e0c38c925
13 changed files with 230 additions and 27 deletions

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@@ -1,5 +1,5 @@
import { describe, expect, it } from 'vitest'
import { abilityModifier, applyMechanicalEvents, bindMechanicalEventsToRolls, resolveCheck, shouldCloseRound, type RandomSource } from './index'
import { abilityModifier, applyMechanicalEvents, bindMechanicalEventsToRolls, resolveCheck, resolveChecks, shouldCloseRound, type RandomSource } from './index'
import type { Character } from '@dng/shared'
const fixed: RandomSource = { integer: () => 12 }
@@ -18,7 +18,7 @@ describe('game engine', () => {
it('keeps dice server-owned and auditable', () => {
const roll = resolveCheck({ actorId: 'hero', kind: 'ability', ability: 'dex', difficulty: 15, mode: 'normal', reason: 'Leap' }, hero, fixed)
expect(roll.rolls).toEqual([12])
expect(roll.total).toBe(17)
expect(roll.total).toBe(15)
expect(roll.success).toBe(true)
expect(roll.id).toMatch(/^[0-9a-f]{8}-(?:[0-9a-f]{4}-){3}[0-9a-f]{12}$/i)
})
@@ -30,10 +30,60 @@ describe('game engine', () => {
hero,
{ integer: () => values.shift()! },
)
expect(roll.formula).toBe('2d20kl1+5')
expect(roll.formula).toBe('2d20kl1+3')
expect(roll.kept).toEqual([4])
})
it('applies proficiency only to proficient skills and saving throws', () => {
const perception = resolveCheck({
actorId: 'hero', kind: 'skill', skill: 'perception', proficient: true,
difficulty: 12, mode: 'normal', reason: 'Spot an ambush',
}, hero, fixed)
const constitutionSave = resolveCheck({
actorId: 'hero', kind: 'savingThrow', ability: 'con', proficient: false,
difficulty: 12, mode: 'normal', reason: 'Endure poison',
}, hero, fixed)
expect(perception.modifier).toBe(1)
expect(constitutionSave.modifier).toBe(1)
})
it('uses server-owned Armor Class and natural attack outcomes', () => {
const target: Character = { ...hero, id: 'target', defense: 30 }
const naturalTwenty = resolveCheck({
actorId: 'hero', targetId: 'target', kind: 'attack', ability: 'str',
difficulty: 1, mode: 'normal', reason: 'Sword strike',
}, hero, { integer: () => 20 }, target)
const naturalOne = resolveCheck({
actorId: 'hero', targetId: 'target', kind: 'attack', ability: 'str',
difficulty: 1, mode: 'normal', reason: 'Sword strike',
}, hero, { integer: () => 1 }, { ...target, defense: 1 })
expect(naturalTwenty.difficulty).toBe(30)
expect(naturalTwenty.success).toBe(true)
expect(naturalOne.difficulty).toBe(1)
expect(naturalOne.success).toBe(false)
})
it('skips damage on a miss and doubles only critical damage dice', () => {
const target: Character = { ...hero, id: 'target', defense: 14 }
const checks = [
{ actorId: 'hero', targetId: 'target', kind: 'attack' as const, ability: 'str' as const, mode: 'normal' as const, reason: 'Sword strike' },
{ actorId: 'hero', targetId: 'target', kind: 'damage' as const, dice: '1d6+2', mode: 'normal' as const, reason: 'Sword damage' },
]
const missed = resolveChecks(checks, [hero, target], { integer: () => 1 })
expect(missed).toHaveLength(1)
expect(missed[0]?.checkKind).toBe('attack')
const values = [20, 4, 5]
const critical = resolveChecks(checks, [hero, target], { integer: () => values.shift()! })
expect(critical).toHaveLength(2)
expect(critical[1]?.formula).toBe('2d6+2')
expect(critical[1]?.rolls).toEqual([4, 5])
expect(critical[1]?.total).toBe(11)
})
it('replaces model-proposed damage with the authoritative roll total', () => {
const damage = resolveCheck(
{ actorId: 'hero', targetId: 'target', kind: 'damage', dice: '1d6+2', mode: 'normal', reason: 'Strike' },

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@@ -1,5 +1,5 @@
import { randomInt, randomUUID } from 'node:crypto'
import type { AbilityKey, Character, CheckRequest, DiceRoll, ProposedEvent } from '@dng/shared'
import type { AbilityKey, Character, CheckRequest, DiceRoll, ProposedEvent, SkillKey } from '@dng/shared'
export interface RandomSource {
integer(min: number, max: number): number
@@ -51,13 +51,47 @@ export function bindMechanicalEventsToRolls(events: ProposedEvent[], rolls: Dice
})
}
const skillAbilities: Record<SkillKey, AbilityKey> = {
acrobatics: 'dex',
animalHandling: 'wis',
arcana: 'int',
athletics: 'str',
deception: 'cha',
history: 'int',
insight: 'wis',
intimidation: 'cha',
investigation: 'int',
medicine: 'wis',
nature: 'int',
perception: 'wis',
performance: 'cha',
persuasion: 'cha',
religion: 'int',
sleightOfHand: 'dex',
stealth: 'dex',
survival: 'wis',
}
function abilityForCheck(request: CheckRequest): AbilityKey {
if (request.kind === 'skill' && request.skill) return skillAbilities[request.skill]
if (request.ability) return request.ability
if (request.kind === 'initiative') return 'dex'
return 'str'
}
export function resolveCheck(request: CheckRequest, actor: Character, random: RandomSource = secureRandom): DiceRoll {
function usesProficiency(request: CheckRequest): boolean {
// The alpha treats ordinary weapon attacks as proficient unless the planner
// explicitly marks an improvised or unfamiliar attack otherwise.
if (request.kind === 'attack') return request.proficient !== false
return request.proficient === true
}
export function resolveCheck(
request: CheckRequest,
actor: Character,
random: RandomSource = secureRandom,
target?: Character,
): DiceRoll {
if (request.kind === 'damage' || request.kind === 'healing') {
const rolled = rollDice(request.dice ?? '1d6', random)
return {
@@ -82,9 +116,15 @@ export function resolveCheck(request: CheckRequest, actor: Character, random: Ra
const diceCount = request.mode === 'normal' ? 1 : 2
const rolls = Array.from({ length: diceCount }, () => random.integer(1, 20))
const keptValue = request.mode === 'advantage' ? Math.max(...rolls) : request.mode === 'disadvantage' ? Math.min(...rolls) : rolls[0]!
const modifier = abilityModifier(actor.abilities[ability]) + actor.proficiency
const modifier = abilityModifier(actor.abilities[ability]) + (usesProficiency(request) ? actor.proficiency : 0)
const total = keptValue + modifier
const difficulty = request.difficulty ?? null
if (request.kind === 'attack' && (!request.targetId || !target || target.id !== request.targetId)) {
throw new Error('Attack rolls require the active target character')
}
const difficulty = request.kind === 'attack' ? target!.defense : request.difficulty ?? null
const automaticAttackOutcome = request.kind === 'attack'
? keptValue === 20 ? true : keptValue === 1 ? false : null
: null
return {
id: randomUUID(),
checkKind: request.kind,
@@ -96,13 +136,58 @@ export function resolveCheck(request: CheckRequest, actor: Character, random: Ra
modifier,
total,
difficulty,
success: difficulty === null ? null : total >= difficulty,
success: difficulty === null ? null : automaticAttackOutcome ?? total >= difficulty,
actorId: actor.id,
targetId: request.targetId ?? null,
createdAt: new Date().toISOString(),
}
}
function criticalDamageFormula(formula: string): string {
const match = /^(\d+)d(\d+)(?:([+-])(\d+))?$/.exec(formula)
if (!match) throw new Error(`Unsupported dice formula: ${formula}`)
const modifier = match[3] ? `${match[3]}${match[4]}` : ''
return `${Number(match[1]) * 2}d${match[2]}${modifier}`
}
/**
* Resolves an ordered round plan while enforcing attack-to-damage rules.
* A missed attack never rolls damage; a natural 20 doubles only the damage
* dice and not the flat modifier.
*/
export function resolveChecks(
requests: CheckRequest[],
characters: Character[],
random: RandomSource = secureRandom,
): DiceRoll[] {
const rolls: DiceRoll[] = []
for (const originalRequest of requests) {
const actor = characters.find(character => character.id === originalRequest.actorId)
if (!actor) throw new Error(`Unknown check actor ${originalRequest.actorId}`)
const target = originalRequest.targetId
? characters.find(character => character.id === originalRequest.targetId)
: undefined
let request = originalRequest
if (request.kind === 'damage') {
const attack = [...rolls].reverse().find(roll =>
roll.checkKind === 'attack'
&& roll.actorId === request.actorId
&& roll.targetId === request.targetId,
)
if (attack?.success === false) continue
if (attack?.kept[0] === 20) {
request = { ...request, dice: criticalDamageFormula(request.dice ?? '1d6') }
}
}
rolls.push(resolveCheck(request, actor, random, target))
}
return rolls
}
export interface AppliedState {
characters: Character[]
audit: Array<{ event: ProposedEvent; before: unknown; after: unknown }>