iv: fix layout grid rendering — screens render column divs directly

This commit is contained in:
otivm
2026-05-03 15:23:18 +00:00
parent 6745e522a7
commit f7865bb09a
4 changed files with 220 additions and 444 deletions

View File

@@ -49,11 +49,7 @@ export default function App() {
async function onSelectBackground(backgroundId) {
const bg = BACKGROUNDS.find(b => b.id === backgroundId)
if (!bg) return
const updated = {
...state,
background_id: backgroundId,
den: bg.starting_den,
}
const updated = { ...state, background_id: backgroundId, den: bg.starting_den }
setState(updated)
await saveState(token, updated)
setContext('forum')
@@ -83,86 +79,45 @@ export default function App() {
return <div className="otivm-loading"><span>Consulting the ledger...</span></div>
}
// Active context config for Shell
const activeCtx = contextsJson.find(c => c.id === context) || contextsJson[0]
const layout = activeCtx.layout
const subitems = activeCtx.subitems || []
// Context header text
const ctxHeader = (
<div className="otivm-ctx-header">
<div>
<span className="otivm-ctx-eyebrow">Context</span>
<span className="otivm-ctx-name">{activeCtx.name} {activeCtx.subtitle}</span>
</div>
</div>
)
// Screen content
let screen
if (context === 'actor') {
screen = (
<Actor
state={state}
onSelectBackground={onSelectBackground}
/>
)
} else if (context === 'forum') {
screen = (
<Forum
state={state}
onStateChange={onStateChange}
onNewGame={onNewGame}
/>
)
} else if (context === 'map') {
screen = <Map state={state} />
}
return (
<Shell
contexts={contextsJson}
activeId={context}
onContext={setContext}
subitems={subitems}
layout={activeCtx.layout}
layout={layout}
token={token}
onNewGame={onNewGame}
ctxName={activeCtx.name}
ctxSubtitle={activeCtx.subtitle}
>
{ctxHeader}
<div className="otivm-layout-wrap">
{/* ACTOR */}
{context === 'actor' && (
<div className={activeCtx.layout === 'three-col' ? 'otivm-layout-three-col' : ''}>
{activeCtx.layout === 'three-col' ? (
<>
<div>{filterCol(screen, 'left')}</div>
<div>{filterCol(screen, 'center')}</div>
<div>{filterCol(screen, 'right')}</div>
</>
) : screen}
</div>
<Actor
state={state}
onSelectBackground={onSelectBackground}
layout={layout}
/>
)}
{/* FORUM */}
{context === 'forum' && (
<div className={activeCtx.layout === 'two-col' ? 'otivm-layout-two-col' : ''}>
{activeCtx.layout === 'two-col' ? (
<>
<div>{filterCol(screen, 'left')}</div>
<div>{filterCol(screen, 'right')}</div>
</>
) : screen}
</div>
<Forum
state={state}
onStateChange={onStateChange}
onNewGame={onNewGame}
layout={layout}
/>
)}
{/* MAP */}
{context === 'map' && (
<Map state={state} layout={layout} />
)}
{context === 'map' && screen}
</div>
</Shell>
)
}
// Extract children from a screen component by their col prop.
// Actor and Forum return arrays of Section elements with col props.
function filterCol(screen, col) {
if (!screen) return null
const children = screen.props?.children
if (!children) return null
const arr = Array.isArray(children) ? children : [children]
return arr.filter(c => c?.props?.col === col)
}

View File

@@ -1,18 +1,7 @@
// Shell.jsx — OTIVM-IV
// Persistent sidebar with context dropdown and layout grid renderer.
// Persistent sidebar with context dropdown.
// Wraps screen content in the correct layout grid div.
// Built once. Never changes when new contexts are added.
// Reads src/config/contexts.json for the dropdown.
// Loads context-{id}.json and renders the appropriate screen component.
//
// Props:
// contexts — array from contexts.json
// activeId — current context id
// onContext — fn(id) called when dropdown changes
// subitems — array of subitem labels for active context
// layout — layout string from active context JSON
// token — player save token
// onNewGame — fn() called when new game is requested
// children — the screen component(s) to render in the layout grid
import { useState } from 'react'
@@ -24,6 +13,8 @@ export default function Shell({
layout = 'single',
token,
onNewGame,
ctxName,
ctxSubtitle,
children,
}) {
const [activeSubitem, setActiveSubitem] = useState(0)
@@ -33,10 +24,15 @@ export default function Shell({
setActiveSubitem(0)
}
const gridClass = {
'two-col': 'otivm-layout-two-col',
'three-col': 'otivm-layout-three-col',
'map': 'otivm-layout-map',
}[layout] || ''
return (
<div style={{ display: 'flex' }}>
{/* ── Sidebar ── */}
<aside className="otivm-sidebar">
<div className="otivm-sidebar-brand">
<div className="otivm-sidebar-title">OTIVM</div>
@@ -45,21 +41,13 @@ export default function Shell({
<div className="otivm-sidebar-nav">
<span className="otivm-nav-label">Context</span>
{/* Context dropdown — reads contexts.json */}
<select
className="otivm-context-select"
value={activeId}
onChange={handleContextChange}
>
<select className="otivm-context-select" value={activeId} onChange={handleContextChange}>
{contexts.map(ctx => (
<option key={ctx.id} value={ctx.id} disabled={ctx.disabled}>
{ctx.name}{ctx.disabled ? ' ⟨future⟩' : ''}
</option>
))}
</select>
{/* Sub-items for the active context */}
<div style={{ marginTop: '12px' }}>
{subitems.map((item, i) => (
<button
@@ -79,91 +67,27 @@ export default function Shell({
{token || '—'}
{onNewGame && (
<div style={{ marginTop: '8px' }}>
<button className="otivm-new-game-btn" onClick={onNewGame}>
new game
</button>
<button className="otivm-new-game-btn" onClick={onNewGame}>new game</button>
</div>
)}
</div>
</aside>
{/* ── Main area ── */}
<main className="otivm-main" style={{ flex: 1 }}>
<LayoutGrid layout={layout}>
{children}
</LayoutGrid>
<div className="otivm-ctx-header">
<div>
<span className="otivm-ctx-eyebrow">Context</span>
<span className="otivm-ctx-name">{ctxName}{ctxSubtitle ? `${ctxSubtitle}` : ''}</span>
</div>
</div>
<div className="otivm-layout-wrap">
{gridClass
? <div className={gridClass}>{children}</div>
: children
}
</div>
</main>
</div>
)
}
// LayoutGrid — applies the correct CSS grid based on context JSON "layout" value.
// Children are React elements. Each child declares its column via a "col" prop.
// Shell.jsx reads the col prop and places the child in the correct grid column.
//
// Layout types:
// single — one full-width column (col prop ignored)
// two-col — left (2fr) + right (3fr)
// three-col — left (1fr) + center (2fr) + right (1fr)
// map — sidebar (280px) + canvas (1fr)
function LayoutGrid({ layout, children }) {
const childArray = Array.isArray(children) ? children : [children]
if (layout === 'single') {
return (
<div className="otivm-layout-wrap">
{childArray}
</div>
)
}
if (layout === 'two-col') {
const left = childArray.filter(c => c?.props?.col === 'left')
const right = childArray.filter(c => c?.props?.col === 'right')
return (
<div className="otivm-layout-wrap">
<div className="otivm-layout-two-col">
<div>{left}</div>
<div>{right}</div>
</div>
</div>
)
}
if (layout === 'three-col') {
const left = childArray.filter(c => c?.props?.col === 'left')
const center = childArray.filter(c => c?.props?.col === 'center')
const right = childArray.filter(c => c?.props?.col === 'right')
return (
<div className="otivm-layout-wrap">
<div className="otivm-layout-three-col">
<div>{left}</div>
<div>{center}</div>
<div>{right}</div>
</div>
</div>
)
}
if (layout === 'map') {
const sidebar = childArray.filter(c => c?.props?.col === 'sidebar')
const canvas = childArray.filter(c => c?.props?.col === 'canvas')
return (
<div className="otivm-layout-wrap">
<div className="otivm-layout-map">
<div>{sidebar}</div>
<div>{canvas}</div>
</div>
</div>
)
}
// Fallback — render all children in a single column
return (
<div className="otivm-layout-wrap">
{childArray}
</div>
)
}

View File

@@ -1,31 +1,27 @@
// Actor.jsx — OTIVM-IV
// ACTOR context screen. Thin — delegates all rendering to Section.jsx.
// Two modes:
// 1. background_id = null → background selection UI
// 2. background_id set → parameter instrument view
//
// Props:
// state — current game state from server
// onSelectBackground — fn(id) called when player confirms a background
// col — passed through to Section for layout grid placement
// ACTOR context screen.
// Renders directly into Shell's layout grid (three-col).
// Each top-level div is one grid column — left, center, right.
// Background selection mode renders a single full-width panel.
import { useState } from 'react'
import Section from '../components/Section.jsx'
import { BACKGROUNDS } from '../constants.js'
export default function Actor({ state, onSelectBackground }) {
// Background selection mode
if (!state?.background_id || state.background_id === 'unknown') {
return <BackgroundSelection onSelectBackground={onSelectBackground} />
return (
<div style={{ gridColumn: '1 / -1' }}>
<BackgroundSelection onSelectBackground={onSelectBackground} />
</div>
)
}
// Instrument view — build section data from state
const bg = BACKGROUNDS.find(b => b.id === state.background_id)
const den = state.den ?? 0
const aut = state.aut ?? 0
const autBand = autToBand(aut)
// LEFT column — identity + liquiditas
const identityItems = [
{ key: 'Background', value: bg?.name || state.background_id, cls: '' },
{ key: 'Latin', value: bg?.latin || '—', cls: '' },
@@ -33,26 +29,20 @@ export default function Actor({ state, onSelectBackground }) {
{ key: 'Dispatches', value: `${state.dispatches || 0} complete`, cls: state.dispatches > 0 ? 'good' : '' },
]
const nextOtiumCost = 8 // OTIUM_CYCLE_TOTAL_DN — from cost-calibration-model.md
const liquiditasItems = [
{ key: 'Available', value: `${den} dn`, cls: den > 50 ? 'good' : 'warn' },
{ key: 'Committed', value: state.active_dispatch ? `${routeCost(state.active_dispatch.route_id)} dn` : '0 dn', cls: '' },
{ key: 'Next otium cost', value: `${nextOtiumCost} dn`, cls: 'bad' },
{ key: 'Next otium cost', value: '8 dn', cls: 'bad' },
]
// CENTER column — auctoritas + parameters
const auctoritas = {
faces: [
const auctoritasFaces = [
{ label: 'Value True', value: autBand, discrepant: false },
{ label: 'Perceived', value: autBand, discrepant: false },
{ label: 'Social', value: autBand, discrepant: false },
],
gap_note: '',
}
]
const parameters = buildParameterItems(state)
const parameterItems = buildParameterItems(state)
// RIGHT column — obligations + drift log
const obligationItems = [
{ label: 'OTIVM access', amount: '2.00 dn', period: 'per otium cycle', source: 'cost-calibration-model.md', conf: 'LOW', debit: true },
{ label: 'Personal maintenance', amount: '4.00 dn', period: 'per otium cycle', source: 'cost-calibration-model.md', conf: 'MEDIUM', debit: true },
@@ -63,48 +53,42 @@ export default function Actor({ state, onSelectBackground }) {
return (
<>
{/* LEFT */}
<Section col="left" title="Identity" type="status-block" items={identityItems} />
<Section col="left" title="Liquiditas" type="status-block" items={liquiditasItems} />
{/* CENTER */}
<Section col="center" title="Auctoritas — three faces" type="auctoritas"
faces={auctoritas.faces} gap_note={auctoritas.gap_note} />
<Section col="center" title="Parameters" type="parameter-list" items={parameters} />
{/* RIGHT */}
<Section col="right" title="Periodic obligations" type="cost-table"
<div>
<Section title="Identity" type="status-block" items={identityItems} />
<Section title="Liquiditas" type="status-block" items={liquiditasItems} />
</div>
<div>
<Section title="Auctoritas — three faces" type="auctoritas"
faces={auctoritasFaces}
gap_note="True and perceived standing match. The record is young." />
<Section title="Parameters" type="parameter-list" items={parameterItems} />
</div>
<div>
<Section title="Periodic obligations" type="cost-table"
note="Debited per otium cycle. Source: docs/economy/cost-calibration-model.md"
items={obligationItems} />
<Section col="right" title="Drift log · recent" type="drift-log" items={driftItems} />
<Section title="Drift log · recent" type="drift-log" items={driftItems} />
</div>
</>
)
}
// ── Background selection UI ───────────────────────────────────────────────
function BackgroundSelection({ onSelectBackground }) {
const [selected, setSelected] = useState(null)
return (
<div style={{ maxWidth: '640px', margin: '0 auto', padding: '28px 0' }}>
<div style={{ maxWidth: '640px', margin: '0 auto', padding: '8px 0' }}>
<div style={{ marginBottom: '20px' }}>
<div className="otivm-nav-label">Before the first dispatch</div>
<h2 style={{ fontFamily: 'IM Fell English, serif', fontWeight: 'normal', fontSize: '1.5rem', margin: '4px 0 6px' }}>
<h2 style={{ fontFamily: "'IM Fell English', serif", fontWeight: 'normal', fontSize: '1.5rem', margin: '4px 0 6px' }}>
Who were you?
</h2>
<p style={{ fontSize: '0.82rem', fontStyle: 'italic', color: 'var(--otivm-ink-faint)' }}>
<p style={{ fontSize: '0.82rem', fontStyle: 'italic', color: 'var(--otivm-ink-faint)', margin: 0 }}>
Your background shapes your starting parameters. This choice is permanent.
</p>
</div>
<div className="otivm-bg-grid">
{BACKGROUNDS.map(bg => (
<button
key={bg.id}
className={`otivm-bg-card${selected === bg.id ? ' selected' : ''}`}
onClick={() => setSelected(bg.id)}
>
<button key={bg.id} className={`otivm-bg-card${selected === bg.id ? ' selected' : ''}`} onClick={() => setSelected(bg.id)}>
<span className="otivm-bg-card-latin">{bg.latin}</span>
<span className="otivm-bg-card-name">{bg.name}</span>
<span className="otivm-bg-card-summary">{bg.summary}</span>
@@ -112,24 +96,15 @@ function BackgroundSelection({ onSelectBackground }) {
</button>
))}
</div>
<div style={{ display: 'flex', justifyContent: 'flex-end' }}>
<button
className="btn otivm-btn-dispatch"
disabled={!selected}
onClick={() => selected && onSelectBackground(selected)}
>
{selected
? `Begin as ${BACKGROUNDS.find(b => b.id === selected)?.name}`
: 'Select a background'}
<div style={{ display: 'flex', justifyContent: 'flex-end', marginTop: '16px' }}>
<button className="btn otivm-btn-dispatch" disabled={!selected} onClick={() => selected && onSelectBackground(selected)}>
{selected ? `Begin as ${BACKGROUNDS.find(b => b.id === selected)?.name}` : 'Select a background'}
</button>
</div>
</div>
)
}
// ── Helpers ───────────────────────────────────────────────────────────────
function autToBand(aut) {
if (aut >= 30) return 'Distinguished'
if (aut >= 15) return 'High'
@@ -137,50 +112,27 @@ function autToBand(aut) {
return 'Low'
}
function toRoman(n) {
return ['I','II','III','IV','V'][Math.max(0, Math.min(4, (n || 1) - 1))]
}
function toRoman(n) { return ['I','II','III','IV','V'][Math.max(0,Math.min(4,(n||1)-1))] }
function chapterCity(c) { return ['Ostia','Capua','Brundisium','Carthago','Alexandria'][(c||1)-1]||'Ostia' }
function routeCost(id) { return {olive:8,wine:14,grain:24,linen:38}[id]||0 }
function routeNet(id) { return {olive:4,wine:8,grain:16,linen:32}[id]||'?' }
function chapterCity(chapter) {
return ['Ostia','Capua','Brundisium','Carthago','Alexandria'][(chapter || 1) - 1] || 'Ostia'
}
// Approximate route cost for committed display
function routeCost(routeId) {
const costs = { olive: 8, wine: 14, grain: 24, linen: 38 }
return costs[routeId] || 0
}
// Build parameter list from game state.
// In OTIVM-III+ state the server returns a schema_version and parameters are
// seeded from background_starting_values. Until full parameter API is exposed
// we derive display values from the background seed and current den/aut.
function buildParameterItems(state) {
const bg = BACKGROUNDS.find(b => b.id === state.background_id)
if (!bg) return []
// Background-derived parameter display — from BACKGROUNDS constant summaries.
// When the server exposes actor_parameters directly these will be replaced
// by real value_perceived and confidence_tag from the database.
const autBand = autToBand(state.aut || 0)
const id = state.background_id
return [
{ token: 'auctoritas', name: 'Auctoritas', true_val: autBand, perceived: autBand, conf: 'indicated' },
{ token:'auctoritas', name:'Auctoritas', true_val:autToBand(state.aut||0), perceived:autToBand(state.aut||0), conf:'indicated' },
{ token:'liquiditas', name:'Capital', true_val:`${state.den} dn`, perceived:`${state.den} dn`, conf:'measured' },
{ token: 'disciplina', name: 'Discipline', true_val: bgParam(bg.id, 'disciplina'), perceived: bgParam(bg.id, 'disciplina'), conf: 'indicated' },
{ token: 'itineris_scientia', name: 'Route Knowledge', true_val: bgParam(bg.id, 'itineris'), perceived: bgParam(bg.id, 'itineris'), conf: 'indicated' },
{ token: 'mercatus_scientia', name: 'Market Knowledge', true_val: bgParam(bg.id, 'mercatus'), perceived: bgParam(bg.id, 'mercatus'), conf: 'indicated' },
{ token: 'negotiatio', name: 'Negotiation', true_val: bgParam(bg.id, 'negotiatio'), perceived: bgParam(bg.id, 'negotiatio'), conf: 'indicated' },
{ token: 'clientela', name: 'Network', true_val: bgParam(bg.id, 'clientela'), perceived: bgParam(bg.id, 'clientela'), conf: 'indicated' },
{ token: 'periculum_tolerantia', name: 'Risk Tolerance', true_val: bgParam(bg.id, 'periculum'), perceived: bgParam(bg.id, 'periculum'), conf: 'indicated' },
{ token: 'ius_accessus', name: 'Legal Standing', true_val: bgParam(bg.id, 'ius'), perceived: bgParam(bg.id, 'ius'), conf: 'indicated' },
{ token: 'officia_burden', name: 'Social Obligations', true_val: bgParam(bg.id, 'officia'), perceived: bgParam(bg.id, 'officia'), conf: 'estimated' },
{ token:'disciplina', name:'Discipline', true_val:bgParam(id,'disciplina'), perceived:bgParam(id,'disciplina'), conf:'indicated' },
{ token:'itineris_scientia', name:'Route Knowledge', true_val:bgParam(id,'itineris'), perceived:bgParam(id,'itineris'), conf:'indicated' },
{ token:'mercatus_scientia', name:'Market Knowledge', true_val:bgParam(id,'mercatus'), perceived:bgParam(id,'mercatus'), conf:'indicated' },
{ token:'negotiatio', name:'Negotiation', true_val:bgParam(id,'negotiatio'), perceived:bgParam(id,'negotiatio'), conf:'indicated' },
{ token:'clientela', name:'Network', true_val:bgParam(id,'clientela'), perceived:bgParam(id,'clientela'), conf:'indicated' },
{ token:'periculum_tolerantia', name:'Risk Tolerance', true_val:bgParam(id,'periculum'), perceived:bgParam(id,'periculum'), conf:'indicated' },
{ token:'ius_accessus', name:'Legal Standing', true_val:bgParam(id,'ius'), perceived:bgParam(id,'ius'), conf:'indicated' },
{ token:'officia_burden', name:'Social Obligations', true_val:bgParam(id,'officia'), perceived:bgParam(id,'officia'), conf:'estimated' },
]
}
// Background starting parameter values — derived from background_starting_values seed data.
// Keyed by background_id and a short token alias.
// When the server exposes actor_parameters directly, this lookup is replaced.
const BG_PARAMS = {
former_legionary: {disciplina:'High', itineris:'High', mercatus:'Low', negotiatio:'Low', clientela:'Low', periculum:'High', ius:'Medium',officia:'Low' },
freedman_trader: {disciplina:'Medium', itineris:'Medium', mercatus:'High', negotiatio:'High', clientela:'Medium', periculum:'Medium', ius:'Low', officia:'Low' },
@@ -190,30 +142,15 @@ const BG_PARAMS = {
guild_scribe: {disciplina:'Medium', itineris:'Low', mercatus:'Medium', negotiatio:'Low', clientela:'Low', periculum:'Low', ius:'Medium',officia:'Low' },
}
function bgParam(bgId, alias) {
return BG_PARAMS[bgId]?.[alias] || 'Low'
}
function bgParam(id, alias) { return BG_PARAMS[id]?.[alias]||'Low' }
// Build drift log display items from state.events
function buildDriftItems(state) {
const events = state.events || []
const recent = events
return (state.events||[])
.filter(e=>['dispatch_complete','otium','venture_complete'].includes(e.type))
.slice(-4)
.reverse()
return recent.map(e => {
if (e.type === 'dispatch_complete') {
return { param: 'Liquiditas', delta: `+${routeNet(e.route_id)} dn`, trigger: 'venture_complete', note: e.route_id, positive: true }
}
if (e.type === 'otium') {
return { param: 'Auctoritas', delta: '+1', trigger: 'interval_complete', note: 'otium rest', positive: true }
}
.slice(-4).reverse()
.map(e => {
if (e.type==='dispatch_complete') return {param:'Liquiditas',delta:`+${routeNet(e.route_id)} dn`,trigger:'venture_complete',note:e.route_id,positive:true}
if (e.type==='otium') return {param:'Auctoritas', delta:'+1', trigger:'interval_complete',note:'otium rest', positive:true}
return {param:'Event',delta:'—',trigger:e.type,note:null,positive:true}
})
}
function routeNet(routeId) {
const nets = { olive: 4, wine: 8, grain: 16, linen: 32 }
return nets[routeId] || '?'
}

View File

@@ -1,12 +1,7 @@
// Forum.jsx — OTIVM-IV
// FORUM context screen. Replaces Ledger.jsx.
// Thin wrapper — all game logic migrated from Ledger.jsx.
// Rendering delegated to Section.jsx components.
//
// Props:
// state — current game state
// onStateChange — fn(newState) saves state to server
// onNewGame — fn() called when new game is requested
// Renders two divs directly into Shell's two-col layout grid.
// All game logic migrated from Ledger.jsx.
import { useState, useEffect, useRef } from 'react'
import Section from '../components/Section.jsx'
@@ -21,7 +16,6 @@ import {
getChapter,
} from '../gameState.js'
// Periodic expenditure constants — from docs/economy/cost-calibration-model.md
const OTIUM_ACCESS_FEE_DN = 2.00
const PERSONAL_MAINTENANCE_DN = 4.00
const OFFICIA_OBLIGATION_DN = 2.00
@@ -43,11 +37,9 @@ export default function Forum({ state, onStateChange, onNewGame }) {
msgRef.current = setTimeout(() => setMessage(''), dur)
}
// Tick — dispatch and otium completion
useEffect(() => {
tickRef.current = setInterval(() => {
const now = Date.now()
if (dispatch) {
const elapsed = now - dispatch.startMs
if (elapsed >= dispatch.durationMs) {
@@ -65,7 +57,6 @@ export default function Forum({ state, onStateChange, onNewGame }) {
onStateChange(newState)
}
}
if (otium) {
const elapsed = now - otium.startMs
if (elapsed >= OTIUM_DURATION_MS) {
@@ -76,7 +67,6 @@ export default function Forum({ state, onStateChange, onNewGame }) {
}
}
}, 250)
return () => clearInterval(tickRef.current)
}, [dispatch, otium, state, onStateChange])
@@ -107,34 +97,26 @@ export default function Forum({ state, onStateChange, onNewGame }) {
showMessage('You rest. The harbour sounds fade.')
}
function handleNewGame() {
if (!window.confirm('Abandon this ledger and begin a new one?')) return
onNewGame()
function handleAction(action) {
if (action === 'dispatch') handleDispatch()
if (action === 'otium') handleOtium()
}
// Progress values for active dispatch or otium
let progressPct = 0
let progressLabel = ''
let progressSub = ''
// Progress
let progressPct = 0, progressLabel = '', progressSub = ''
if (dispatch) {
const elapsed = Date.now() - dispatch.startMs
progressPct = Math.min((elapsed / dispatch.durationMs) * 100, 100)
progressPct = Math.min(((Date.now()-dispatch.startMs)/dispatch.durationMs)*100,100)
const route = ROUTES.find(r=>r.id===dispatch.routeId)
progressLabel = `${WAYPOINTS[route.from].name}${WAYPOINTS[route.to].name}`
progressSub = `${Math.round(progressPct)}%`
} else if (otium) {
const elapsed = Date.now() - otium.startMs
progressPct = Math.min((elapsed / OTIUM_DURATION_MS) * 100, 100)
progressPct = Math.min(((Date.now()-otium.startMs)/OTIUM_DURATION_MS)*100,100)
progressLabel = 'resting...'
progressSub = `${Math.round(progressPct)}%`
}
// ── Section data ─────────────────────────────────────────────────────────
// Active venture panel
const activeVentureItems = dispatch
? (() => {
// Section data
const activeVentureItems = dispatch ? (() => {
const route = ROUTES.find(r=>r.id===dispatch.routeId)
return [
{key:'Route', value:`${WAYPOINTS[route.from].name}${WAYPOINTS[route.to].name}`, cls:''},
@@ -142,16 +124,12 @@ export default function Forum({ state, onStateChange, onNewGame }) {
{key:'Progress', value:`${Math.round(progressPct)}%`, cls:'good'},
{key:'Net', value:`+${route.profit-route.cost} dn expected`, cls:''},
]
})()
: otium
? [
})() : otium ? [
{key:'Status', value:'Otium in progress', cls:'warn'},
{key:'Progress', value:`${Math.round(progressPct)}%`, cls:''},
{key:'Cost', value:`${OTIUM_CYCLE_TOTAL_DN} dn`, cls:'bad'},
]
: [{ key: 'Status', value: 'No galley at sea', cls: '' }]
] : [{key:'Status', value:'No galley at sea', cls:''}]
// Route list for Section
const routeItems = ROUTES.map(route => {
const unlocked = isRouteUnlocked(state, route)
const vectura = Math.round(route.cost*0.60*10)/10
@@ -161,23 +139,16 @@ export default function Forum({ state, onStateChange, onNewGame }) {
id: route.id,
name: `${WAYPOINTS[route.from].name}${WAYPOINTS[route.to].name}`,
goods: route.goods,
mode: route.id === 'grain' || route.id === 'linen' ? 'sea' : 'road',
mode: (route.id==='grain'||route.id==='linen')?'sea':'road',
days: Math.round(route.duration_ms/3000),
cost: route.cost,
profit: route.profit,
vectura,
portoria,
other,
vectura, portoria, other,
locked: !unlocked,
lock_reason: !unlocked
? (state.den < route.unlock_den
? `${route.unlock_den.toLocaleString()} dn`
: `Auctoritas ${route.unlock_aut}`)
: null,
lock_reason: !unlocked ? (state.den<route.unlock_den ? `${route.unlock_den.toLocaleString()} dn` : `Auctoritas ${route.unlock_aut}`) : null,
}
})
// Standing block
const chapter = getChapter(state.den, state.aut)
const standingItems = [
{key:'Denarii', value:`${Math.floor(state.den)} dn`, cls:state.den>100?'good':'warn'},
@@ -186,60 +157,49 @@ export default function Forum({ state, onStateChange, onNewGame }) {
{key:'Dispatches', value:`${state.dispatches||0} complete`, cls:''},
]
// Expenditures (right column)
const expenditureItems = [
{label:'OTIVM access', amount:`${OTIUM_ACCESS_FEE_DN} dn`, period:'per otium cycle', source:'cost-calibration-model.md', conf:'LOW', debit:true},
{label:'Personal maintenance', amount:`${PERSONAL_MAINTENANCE_DN} dn`, period:'per otium cycle', source:'cost-calibration-model.md', conf:'MEDIUM', debit:true},
{label:'Officia obligations', amount:`${OFFICIA_OBLIGATION_DN} dn`, period:'per otium cycle', source:'cost-calibration-model.md', conf:'LOW', debit:true},
]
// Journal entries
const journalEntries = journal.length > 0 ? journal : [{
const journalEntries = (journal.length>0 ? journal : [{
day:'Day 1 · Ostia',
text: 'The harbour smells of pitch and ambition. I have fifty denarii and a single battered ledger. The factor tells me the olive route to Capua is open. I shall begin there, as merchants have begun since the first ships crossed the Tyrrhenian.',
}]
text:'The harbour smells of pitch and ambition. I have fifty denarii and a single battered ledger. The factor tells me the olive route to Capua is open.',
}]).map(e=>({date:e.day, text:e.text}))
// Action buttons
const actionButtons = [
{label:'Dispatch galley', style:'otivm-btn-dispatch', action:'dispatch', disabled:busy||!selectedRoute},
{label:'Take otium', style:'otivm-btn-otium', action:'otium', disabled:busy},
]
function handleAction(action) {
if (action === 'dispatch') handleDispatch()
if (action === 'otium') handleOtium()
}
return (
<>
{/* Notification message */}
{message && (
<div style={{
position:'fixed',bottom:'20px',right:'20px',
background:'var(--otivm-ink)',color:'var(--otivm-parch)',
padding:'10px 18px',borderRadius:'3px',
fontSize:'0.8rem',fontStyle:'italic',zIndex:300,
gridColumn:'1/-1',
}}>
{message}
</div>
)}
{/* LEFT column */}
<Section col="left" title="Active venture" type="status-block" items={activeVentureItems} />
<Section col="left" title="Actions" type="action-bar" buttons={actionButtons} onAction={handleAction} />
<Section col="left" title="Journal" type="text-block"
entries={journalEntries.map(e => ({ date: e.day, text: e.text }))}
collapsible={true}
/>
{/* LEFT */}
<div>
<Section title="Active venture" type="status-block" items={activeVentureItems} />
<Section title="Actions" type="action-bar" buttons={actionButtons} onAction={handleAction} />
<Section title="Journal" type="text-block" entries={journalEntries} collapsible={true} />
</div>
{/* RIGHT column */}
<Section col="right" title="Trade routes" type="route-list"
routes={routeItems}
selectedRoute={selectedRoute}
onSelect={handleSelectRoute}
/>
<Section col="right" title="Standing" type="status-block" items={standingItems} />
<Section col="right" title="Periodic expenditures" type="cost-table" items={expenditureItems} />
{/* RIGHT */}
<div>
<Section title="Trade routes" type="route-list" routes={routeItems} selectedRoute={selectedRoute} onSelect={handleSelectRoute} />
<Section title="Standing" type="status-block" items={standingItems} />
<Section title="Periodic expenditures" type="cost-table" items={expenditureItems} />
</div>
</>
)
}