Integrate battles with the overworld UI and validate browser flows
Checks / web (push) Canceled after 0s

- Drive wild battles through the real UI in Chromium and WebKit using a
  test-only encounter fixture: victory with level-up, escape, whiteout,
  mid-battle backup restore and unsupported-effect rollback.
- Add keyboard and on-screen D-pad navigation for battle menus.
- Accept pending stat experience in saves (awarded without CalcMonStats).
- Commit whiteout healing, money loss and destination callbacks together;
  aborted scripts restore state and map.
- Give long notices their own status-bar row on narrow screens.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Sébastien QUEROLandClaude Opus 5.5 committed 2026-09-23 16:37:07 +02:00
1 parent c08d250cf6
commit 11d1153802
11 files changed
+462 -13

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@@ -21,6 +21,8 @@ export class NativeRuntime implements GameRuntime {
private onUpdate: (world: GameWorld) => void,
private onError: (error: unknown) => void,
private player: () => { name: string; avatar: "chris" | "kris" },
/** Presentation handles menu navigation; battle rules stay in the world. */
private battleInput?: (button: Button) => boolean,
) {}
async load(bytes: Uint8Array, canvas: HTMLCanvasElement) {
this.dispose();
@@ -55,9 +57,14 @@ export class NativeRuntime implements GameRuntime {
if (this.pressed.has(button) || !this.world) return;
this.pressed.add(button);
const world = this.world;
if (world.battle && this.battleInput?.(button)) {
this.publish();
return;
}
if (button === "a") world.interact();
if (button === "b") world.advanceDialogue();
if ((button === "up" || button === "down") && world.dialogue?.choice)
if ((button === "up" || button === "down") &&
(world.dialogue?.choice || world.battle?.prompt?.kind === "yesno"))
world.moveCursor(button);
if ((button === "start" || button === "select") && !world.busy)
world.notice =