import type { ChannelPointRedemption, CommandEnvelope, CommandResult, RejectionReason, SpawnMessage } from '../../contracts/src/index.js' import type { ActionLogEntry, Clock, FloorState, GoblinState, IdGenerator, PlayerState, RandomProvider, RunState, TilePosition } from './types.js' export interface GameDependencies { clock: Clock; random: RandomProvider; ids: IdGenerator; generateFloor(seed: string): FloorState resurrectionRewardId: string } export interface SpawnResult { accepted: boolean; reason: 'NOT_FOLLOWER'|'DUPLICATE'|'DIED_THIS_FLOOR'|'PARTY_FULL'|null; message: string } export interface ResurrectionResult { accepted: boolean; reason: 'DUPLICATE'|'WRONG_REWARD'|'UNKNOWN_PLAYER'|'PLAYER_ALIVE'|null; message: string } export interface GameSnapshot extends Omit { players: PlayerState[]; serverTime: number } const copy = (value: T): T => structuredClone(value) const same = (a: TilePosition, b: TilePosition) => a.x === b.x && a.y === b.y const adjacent = (a: TilePosition, b: TilePosition) => Math.abs(a.x-b.x)+Math.abs(a.y-b.y) === 1 const phaseId = (state: RunState) => state.phase.kind === 'player' || state.phase.kind === 'enemy' ? state.phase.phaseId : null const directions = [{x:0,y:-1},{x:-1,y:0},{x:1,y:0},{x:0,y:1}] const partyColors = ['blue','green','red','yellow'] as const const playerPhaseDuration = 5_000 export class Game { private state: RunState private readonly commandResults = new Map() private readonly externalEvents = new Set() constructor(private readonly deps: GameDependencies, seed = 'twungeon-1') { if (!deps.resurrectionRewardId.trim()) throw new Error('resurrectionRewardId is required') const floor = deps.generateFloor(seed) this.state = { runId: deps.ids.next('run'), floorNumber: 1, floor, phase: {kind:'dormant'}, players: {}, goblin: this.newGoblin(floor), actionLog: [], nextEventSequence: 1 } this.log('floor-created', null, null, 'Floor 1 awaits its first adventurer.') } snapshot(): GameSnapshot { return {...copy(this.state), players:Object.values(copy(this.state.players)), serverTime:this.deps.clock.now()} } personalizedSnapshot(twitchUserId: string): GameSnapshot & { viewer: PlayerState | null } { const snapshot = this.snapshot() return {...snapshot, viewer:snapshot.players.find(p=>p.twitchUserId===twitchUserId) ?? null} } bindExtension(twitchUserId: string, connected = true): boolean { const player=this.state.players[twitchUserId]; if(!player) return false player.extensionBound=true; player.connectionState=connected?'connected':'disconnected'; return true } disconnect(twitchUserId: string): boolean { const player=this.state.players[twitchUserId] if(!player || player.connectionState==='disconnected') return false player.connectionState='disconnected' if(this.state.phase.kind==='player' && player.lifeState==='alive' && player.ap>0) this.autoGuard(player) this.finishPlayerPhaseIfReady() return true } removePlayer(twitchUserId:string):boolean { const player=this.state.players[twitchUserId] if(!player)return false delete this.state.players[twitchUserId] if(this.state.goblin.targetPlayerId===twitchUserId){this.state.goblin.mode='returning';this.state.goblin.targetPlayerId=null} this.log('player-removed',twitchUserId,null,`${player.displayName} was removed by an administrator.`) if(Object.keys(this.state.players).length===0)this.state.phase={kind:'dormant'} else this.finishPlayerPhaseIfReady() return true } forceEndPlayerPhase():boolean {if(this.state.phase.kind!=='player')return false;this.endPlayerPhase();return true} resetRunByAdmin():void {this.resetRun()} spawn(message: SpawnMessage): SpawnResult { if(this.externalEvents.has(message.externalEventId)) return {accepted:false,reason:'DUPLICATE',message:'That spawn request was already handled.'} this.externalEvents.add(message.externalEventId) if(!message.followerVerified) return {accepted:false,reason:'NOT_FOLLOWER',message:'Follow the channel before using !spawn.'} const existing=this.state.players[message.twitchUserId] if(existing) return {accepted:false,reason:existing.diedOnFloor===this.state.floorNumber?'DIED_THIS_FLOOR':'DUPLICATE',message:existing.diedOnFloor===this.state.floorNumber?'You died on this floor; reach the next floor or resurrect to return.':'Your character is already in the Twungeon.'} const occupiedSlots=new Set(Object.values(this.state.players).map(player=>player.partySlot)),partySlot=partyColors.findIndex((_,index)=>!occupiedSlots.has((index+1) as PlayerState['partySlot']))+1 if(partySlot<1)return {accepted:false,reason:'PARTY_FULL',message:'The current party is full. You can try again on the next level.'} const slot=partySlot as PlayerState['partySlot'] const p: PlayerState={twitchUserId:message.twitchUserId,displayName:safeName(message.displayName),followerVerified:true,characterCreated:true,extensionBound:false,partySlot:slot,color:partyColors[slot-1]!,connectionState:'disconnected',position:copy(this.state.floor.spawnTiles[0]!),hp:3,lifeState:'alive',ap:0,guard:0,healAvailable:true,participatingFloor:this.state.floorNumber,diedOnFloor:null,eligibleThisPhase:false} this.state.players[p.twitchUserId]=p this.log('player-spawned',p.twitchUserId,null,`${p.displayName} entered the Twungeon!`) if(this.state.phase.kind==='dormant') this.startPlayerPhase() return {accepted:true,reason:null,message:`${p.displayName} spawned.`} } resurrect(message: ChannelPointRedemption): ResurrectionResult { if(this.externalEvents.has(message.externalEventId)) return {accepted:false,reason:'DUPLICATE',message:'That Channel Points redemption was already handled.'} this.externalEvents.add(message.externalEventId) if(message.rewardId!==this.deps.resurrectionRewardId) return {accepted:false,reason:'WRONG_REWARD',message:'That Channel Points reward does not resurrect characters.'} const p=this.state.players[message.twitchUserId] if(!p) return {accepted:false,reason:'UNKNOWN_PLAYER',message:'No character is bound to that viewer.'} if(p.lifeState!=='dead') return {accepted:false,reason:'PLAYER_ALIVE',message:'That character is already alive.'} p.lifeState='alive'; p.hp=3; p.ap=0; p.guard=0; p.eligibleThisPhase=false; p.diedOnFloor=null; p.position=copy(this.state.floor.spawnTiles[0]!) this.log('player-resurrected',p.twitchUserId,null,`${p.displayName} rose again at the spawn!`) if(this.state.phase.kind==='dormant')this.startPlayerPhase() return {accepted:true,reason:null,message:`${p.displayName} resurrected.`} } command(twitchUserId: string | null, bound: boolean, envelope: CommandEnvelope, arrivedAt = this.deps.clock.now()): CommandResult { const requestKey=`${twitchUserId??'anonymous'}:${envelope.requestId}` const cached=this.commandResults.get(requestKey) if(cached) return {...cached,accepted:false,reason:'DUPLICATE',message:'Duplicate request; the original result was not applied again.'} const before=copy(this.state) let rejection: RejectionReason | null=null if(!twitchUserId) rejection='UNAUTHENTICATED' else if(!bound) rejection='IDENTITY_NOT_BOUND' else if(envelope.runId!==this.state.runId) rejection='STALE_RUN' else if(envelope.floorId!==this.state.floor.floorId) rejection='STALE_FLOOR' else if(this.state.phase.kind!=='player') rejection='WRONG_PHASE' else if(envelope.phaseId!==this.state.phase.phaseId) rejection='STALE_PHASE' else if(arrivedAt>=this.state.phase.deadlineAt) rejection='DEADLINE_PASSED' const player=twitchUserId?this.state.players[twitchUserId]:undefined if(!rejection && !player) rejection='CHARACTER_NOT_FOUND' else if(!rejection && player?.lifeState!=='alive') rejection='CHARACTER_DEAD' else if(!rejection && (player?.ap ?? 0)<1) rejection='NO_AP' const commandPhase=this.state.phase.kind==='player'?this.state.phase:null if(!rejection && player) rejection=this.applyPlayerCommand(player,envelope) if(rejection) this.state=before else { if(player && commandPhase && this.state.phase.kind==='player' && this.state.phase.phaseId===commandPhase.phaseId && !this.state.phase.timerResetPlayerIds.includes(player.twitchUserId)){ this.state.phase.timerResetPlayerIds.push(player.twitchUserId);this.state.phase.deadlineAt=arrivedAt+playerPhaseDuration this.log('phase-timer-reset',player.twitchUserId,null,`${player.displayName}'s first action resets the Player Phase timer to 5 seconds.`) } this.finishPlayerPhaseIfReady() } const result:CommandResult={requestId:envelope.requestId,accepted:rejection===null,eventSequence:this.state.nextEventSequence-1,reason:rejection,message:rejection?reasonMessage(rejection):'Command accepted.'} this.commandResults.set(requestKey,result) return result } tick(): void { if(this.state.phase.kind==='player' && this.deps.clock.now()>=this.state.phase.deadlineAt) this.endPlayerPhase() } private applyPlayerCommand(player: PlayerState, envelope: CommandEnvelope): RejectionReason|null { const c=envelope.command if(c.type==='move'){ const delta={up:{x:0,y:-1},down:{x:0,y:1},left:{x:-1,y:0},right:{x:1,y:0}}[c.direction] const next={x:player.position.x+delta.x,y:player.position.y+delta.y} const tile=this.state.floor.tiles[next.y]?.[next.x] if(!tile || tile==='wall' || (this.state.goblin.mode!=='dead' && same(next,this.state.goblin.position))) return 'BLOCKED_TILE' player.position=next; player.ap--; this.log('player-moved',player.twitchUserId,null,`${player.displayName} moved ${c.direction}.`) if(tile==='exit') this.advanceFloor() return null } if(c.type==='attack'){ if(c.targetId!=='goblin' || this.state.goblin.mode==='dead' || !adjacent(player.position,this.state.goblin.position)) return 'INVALID_TARGET' player.ap--; const hit=this.deps.random.next()<0.65 if(this.state.goblin.mode==='guarding'){this.state.goblin.mode='pursuing';this.state.goblin.targetPlayerId=player.twitchUserId;this.log('goblin-aggro',player.twitchUserId,'goblin',`The Goblin fixes its gaze on ${player.displayName}!`)} if(hit){this.state.goblin.hp=Math.max(0,this.state.goblin.hp-1);this.log('player-hit',player.twitchUserId,'goblin',`${player.displayName} hits the Goblin for 1 damage.`);if(this.state.goblin.hp===0){this.state.goblin.mode='dead';this.state.goblin.targetPlayerId=null;this.log('goblin-died',player.twitchUserId,'goblin','The Goblin falls!')}} else this.log('player-missed',player.twitchUserId,'goblin',`${player.displayName} misses the Goblin.`) return null } if(c.type==='heal-self'){ if(!player.healAvailable) return 'HEAL_USED' player.ap--;player.hp=3;player.healAvailable=false;this.log('player-healed',player.twitchUserId,player.twitchUserId,`${player.displayName} restores their HP.`);return null } player.ap--;this.log('player-passed',player.twitchUserId,null,`${player.displayName} waits and keeps watch.`);return null } private startPlayerPhase(): void { const living=Object.values(this.state.players).filter(p=>p.lifeState==='alive') if(living.length===0){this.state.phase={kind:'dormant'};return} const now=this.deps.clock.now() this.state.phase={kind:'player',phaseId:this.deps.ids.next('phase'),startedAt:now,deadlineAt:now+playerPhaseDuration,initialEligiblePlayerIds:living.map(p=>p.twitchUserId),timerResetPlayerIds:[]} for(const p of Object.values(this.state.players)){ p.guard=0;p.eligibleThisPhase=p.lifeState==='alive';p.ap=p.lifeState==='alive'?2:0 if(p.lifeState==='alive' && p.extensionBound && p.connectionState==='disconnected') this.autoGuard(p) } this.log('player-phase-started',null,null,'Player Phase begins: 5 seconds.') } private finishPlayerPhaseIfReady(): void { if(this.state.phase.kind!=='player') return const done=this.state.phase.initialEligiblePlayerIds.every(id=>{const p=this.state.players[id];return !p || p.lifeState==='dead' || p.ap===0}) if(done) this.endPlayerPhase() } private endPlayerPhase(): void { if(this.state.phase.kind!=='player') return for(const p of Object.values(this.state.players)){if(p.lifeState==='alive')p.guard+=p.ap;p.ap=0;p.eligibleThisPhase=false} this.state.phase={kind:'enemy',phaseId:this.deps.ids.next('phase')};this.log('enemy-phase-started',null,null,'Enemy Phase begins.') this.runGoblin(); if(this.state.phase.kind==='enemy') this.startPlayerPhase() } private autoGuard(player:PlayerState):void { player.guard+=player.ap;player.ap=0;player.eligibleThisPhase=false this.log('player-auto-guarded',player.twitchUserId,null,`${player.displayName} is disconnected and converts unused AP to Guard.`) } private runGoblin(): void { if(this.state.goblin.mode==='dead' || this.state.goblin.mode==='guarding') return let ap=2 while(ap-->0){ const g=this.state.goblin if(g.mode==='pursuing'){ const target=g.targetPlayerId?this.state.players[g.targetPlayerId]:undefined if(!target || target.lifeState==='dead'){g.mode='returning';g.targetPlayerId=null;continue} if(adjacent(g.position,target.position)){ const hit=this.deps.random.next()<0.5 if(hit && target.guard>0){target.guard--;this.log('guard-blocked','goblin',target.twitchUserId,`${target.displayName}'s Guard blocks the hit.`)} else if(hit){target.hp--;this.log('goblin-hit','goblin',target.twitchUserId,`The Goblin hits ${target.displayName} for 1 damage.`);if(target.hp<=0){this.killPlayer(target);if(this.state.phase.kind==='dormant')return}} else this.log('goblin-missed','goblin',target.twitchUserId,`The Goblin misses ${target.displayName}.`) } else { const step=this.nextPathStep(g.position,target.position);if(!step)break;g.position=step;this.log('goblin-moved','goblin',target.twitchUserId,'The Goblin closes in.') } } else if(g.mode==='returning'){ if(same(g.position,g.guardPosition)){g.mode='guarding';break} const step=this.nextPathStep(g.position,g.guardPosition);if(!step)break;g.position=step this.log('goblin-returned','goblin',null,'The Goblin returns toward its post.') if(same(g.position,g.guardPosition))g.mode='guarding' } else break } } private killPlayer(player: PlayerState): void { player.hp=0;player.lifeState='dead';player.ap=0;player.guard=0;player.eligibleThisPhase=false;player.diedOnFloor=this.state.floorNumber this.log('player-died','goblin',player.twitchUserId,`${player.displayName} has fallen.`) if(this.state.goblin.targetPlayerId===player.twitchUserId){this.state.goblin.mode='returning';this.state.goblin.targetPlayerId=null} const all=Object.values(this.state.players);if(all.length>0 && all.every(p=>p.lifeState==='dead')){this.state.phase={kind:'dormant'};this.log('party-defeated',null,null,'The party has fallen. The dungeon is dormant until an adventurer returns.')} } private advanceFloor(): void { this.state.phase={kind:'transition',reason:'floor-advance'};this.state.floorNumber++ const floor=this.deps.generateFloor(`${this.state.runId}-floor-${this.state.floorNumber}`);this.state.floor=floor;this.state.goblin=this.newGoblin(floor) this.state.players={};this.log('floor-advanced',null,null,`Floor ${this.state.floorNumber} awaits a new party.`);this.state.phase={kind:'dormant'} } private resetRun(): void { this.state.phase={kind:'transition',reason:'admin-reset'};this.state.runId=this.deps.ids.next('run');this.state.floorNumber=1 const floor=this.deps.generateFloor(`${this.state.runId}-floor-1`);this.state.floor=floor;this.state.goblin=this.newGoblin(floor) this.restorePlayers();this.log('admin-reset',null,null,'An administrator reset the run.');this.startPlayerPhase() } private restorePlayers(): void { for(const p of Object.values(this.state.players)){p.hp=3;p.lifeState='alive';p.ap=0;p.guard=0;p.healAvailable=true;p.diedOnFloor=null;p.eligibleThisPhase=false;p.participatingFloor=this.state.floorNumber;p.position=copy(this.state.floor.spawnTiles[0]!)} } private nextPathStep(start:TilePosition,goal:TilePosition):TilePosition|null { const q:[TilePosition,TilePosition[]][]=[[start,[]]],seen=new Set([`${start.x},${start.y}`]) while(q.length){const [p,path]=q.shift()!;if(same(p,goal))return path[0]??null for(const d of directions){const n={x:p.x+d.x,y:p.y+d.y},k=`${n.x},${n.y}`;if(seen.has(k)||this.state.floor.tiles[n.y]?.[n.x]==='wall')continue if(Object.values(this.state.players).some(pl=>pl.lifeState==='alive'&&same(pl.position,n))&&!same(n,goal))continue seen.add(k);q.push([n,[...path,n]])}} return null } private newGoblin(floor:FloorState):GoblinState{return{hp:2,position:copy(floor.goblinGuardPosition),guardPosition:copy(floor.goblinGuardPosition),mode:'guarding',targetPlayerId:null}} private log(type:string,actorId:string|null,targetId:string|null,message:string):ActionLogEntry {const entry={sequence:this.state.nextEventSequence++,runId:this.state.runId,floorNumber:this.state.floorNumber,phaseId:phaseId(this.state),type,actorId,targetId,message,occurredAt:new Date(this.deps.clock.now()).toISOString()};this.state.actionLog.push(entry);if(this.state.actionLog.length>200)this.state.actionLog.shift();return entry} } function safeName(name:string):string{return name.replace(/[<>]/g,'').slice(0,40)||'Adventurer'} function reasonMessage(reason:RejectionReason):string{return ({UNAUTHENTICATED:'Sign in to control a character.',IDENTITY_NOT_BOUND:'This Extension identity is not bound to a character.',CHARACTER_NOT_FOUND:'Spawn through chat before using controls.',CHARACTER_DEAD:'Dead characters cannot act.',WRONG_PHASE:'Commands are only accepted during Player Phase.',STALE_RUN:'The run changed; refresh state.',STALE_FLOOR:'The floor changed; refresh state.',STALE_PHASE:'The phase changed; refresh state.',DEADLINE_PASSED:'The Player Phase deadline passed.',NO_AP:'No AP remains.',INVALID_TARGET:'That target is not valid or adjacent.',BLOCKED_TILE:'That tile cannot be entered.',HEAL_USED:'The self-heal was already used on this floor.',DUPLICATE:'That request was already handled.'})[reason]}