Fix bug where slower enemies (ie rat) would never get scheduled a turn
This commit is contained in:
@@ -124,6 +124,9 @@ export interface CombatantActor extends BaseActor {
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aiState?: EnemyAIState;
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alertedAt?: number;
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lastKnownPlayerPos?: Vec2;
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// Turn scheduling
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energy: number;
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}
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export interface CollectibleActor extends BaseActor {
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154
src/engine/__tests__/ai_behavior.test.ts
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154
src/engine/__tests__/ai_behavior.test.ts
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@@ -0,0 +1,154 @@
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import { describe, it, expect } from 'vitest';
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import { decideEnemyAction, applyAction, stepUntilPlayerTurn } from '../simulation/simulation';
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import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
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import { EntityManager } from '../EntityManager';
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import { TileType } from '../../core/terrain';
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const createTestWorld = (actors: Map<EntityId, Actor>): World => {
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return {
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width: 10,
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height: 10,
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tiles: new Array(100).fill(TileType.EMPTY),
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actors,
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exit: { x: 9, y: 9 }
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};
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};
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const createTestStats = (overrides: Partial<any> = {}) => ({
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maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
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statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
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critChance: 0, critMultiplier: 100, accuracy: 100, lifesteal: 0, evasion: 0, blockChance: 0, luck: 0,
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...overrides
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});
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describe('AI Behavior & Scheduling', () => {
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let entityManager: EntityManager;
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// -------------------------------------------------------------------------
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// Scheduling Fairness
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// -------------------------------------------------------------------------
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describe('Scheduler Fairness', () => {
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it("should allow slower actors to act eventually", () => {
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const actors = new Map<EntityId, Actor>();
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// Player Speed 100
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const player = {
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id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 },
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speed: 100, stats: createTestStats(), energy: 0
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} as any;
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// Rat Speed 80 (Slow)
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const rat = {
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id: 2, category: "combatant", isPlayer: false, pos: { x: 9, y: 9 },
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speed: 80, stats: createTestStats(), aiState: "wandering", energy: 0
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} as any;
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actors.set(1, player);
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actors.set(2, rat);
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const world = createTestWorld(actors);
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entityManager = new EntityManager(world);
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let ratMoves = 0;
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// Simulate 20 player turns
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// With fair scheduling, Rat (80 speed) should move approx 80% as often as Player (100 speed).
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// So in 20 turns, approx 16 moves. Definitley > 0.
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for (let i = 0; i < 20; i++) {
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const result = stepUntilPlayerTurn(world, 1, entityManager);
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const enemyActs = result.events.filter(e =>
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(e.type === "moved" || e.type === "waited" || e.type === "enemy-alerted") &&
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((e as any).actorId === 2 || (e as any).enemyId === 2)
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);
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// console.log(`Turn ${i}: Events`, result.events);
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if (enemyActs.length > 0) ratMoves++;
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}
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// console.log(`Total Rat Moves: ${ratMoves}`);
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expect(ratMoves).toBeGreaterThan(0);
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});
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});
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// -------------------------------------------------------------------------
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// Vision & Perception
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// -------------------------------------------------------------------------
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describe('AI Vision', () => {
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const terrainTypes = [
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{ type: TileType.EMPTY, name: 'Empty' },
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{ type: TileType.GRASS, name: 'Grass' }, // Blocks Vision normally
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{ type: TileType.GRASS_SAPLINGS, name: 'Saplings' },
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];
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terrainTypes.forEach(({ type, name }) => {
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it(`should see player when standing on ${name}`, () => {
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const actors = new Map<EntityId, Actor>();
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actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any);
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actors.set(2, {
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id: 2, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 },
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stats: createTestStats(), aiState: "wandering", energy: 0
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} as any);
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const world = createTestWorld(actors);
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world.tiles[0] = type;
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// Rat at 0,0. Player at 5,0.
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decideEnemyAction(world, actors.get(2) as any, actors.get(1) as any, new EntityManager(world));
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expect((actors.get(2) as CombatantActor).aiState).toBe("alerted");
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});
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});
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});
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// -------------------------------------------------------------------------
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// Aggression & State Machine
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// -------------------------------------------------------------------------
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describe('AI Aggression State Machine', () => {
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it('should become pursuing when damaged by player, even if not sighting player', () => {
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const actors = new Map<EntityId, Actor>();
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// Player far away/invisible (simulated logic)
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any;
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const enemy = {
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id: 2, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 },
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stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0
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} as any;
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actors.set(1, player);
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actors.set(2, enemy);
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const world = createTestWorld(actors);
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const em = new EntityManager(world);
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applyAction(world, 1, { type: "attack", targetId: 2 }, em);
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const updatedEnemy = actors.get(2) as CombatantActor;
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expect(updatedEnemy.aiState).toBe("pursuing");
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expect(updatedEnemy.lastKnownPlayerPos).toEqual(player.pos);
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});
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it("should transition from alerted to pursuing after delay even if sight is blocked", () => {
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const actors = new Map<EntityId, Actor>();
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 9, y: 9 }, stats: createTestStats(), energy: 0 } as any;
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const enemy = {
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id: 2,
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category: "combatant",
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isPlayer: false,
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pos: { x: 0, y: 0 },
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stats: createTestStats(),
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aiState: "alerted",
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alertedAt: Date.now() - 2000, // Alerted 2 seconds ago
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lastKnownPlayerPos: { x: 9, y: 9 }, // Known position
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energy: 0
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} as any;
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actors.set(1, player);
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actors.set(2, enemy);
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const world = createTestWorld(actors);
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// Player is far away and potentially blocked
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world.tiles[1] = TileType.WALL; // x=1, y=0 blocked
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decideEnemyAction(world, enemy, player, new EntityManager(world));
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// alerted -> pursuing (due to time) -> searching (due to no sight)
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expect(enemy.aiState).toBe("searching");
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});
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});
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});
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@@ -29,10 +29,10 @@ describe('Combat Simulation', () => {
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it('should deal damage when player attacks enemy', () => {
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const actors = new Map<EntityId, Actor>();
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actors.set(1, {
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats()
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0
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} as any);
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actors.set(2, {
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id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 })
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id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 }), energy: 0
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} as any);
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const world = createTestWorld(actors);
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@@ -47,10 +47,10 @@ describe('Combat Simulation', () => {
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it("should kill enemy and spawn EXP orb without ID reuse collision", () => {
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const actors = new Map<EntityId, Actor>();
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actors.set(1, {
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats({ attack: 50 })
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats({ attack: 50 }), energy: 0
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} as any);
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actors.set(2, {
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id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 })
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id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 }), energy: 0
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} as any);
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const world = createTestWorld(actors);
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@@ -69,7 +69,7 @@ describe('Combat Simulation', () => {
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it("should destruction tile when walking on destructible-by-walk tile", () => {
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const actors = new Map<EntityId, Actor>();
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actors.set(1, {
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats()
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0
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} as any);
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const world = createTestWorld(actors);
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@@ -92,8 +92,8 @@ describe('Combat Simulation', () => {
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describe("decideEnemyAction - AI Logic", () => {
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it("should path around walls", () => {
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const actors = new Map<EntityId, Actor>();
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats() } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats() } as any;
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats(), energy: 0 } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats(), energy: 0 } as any;
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actors.set(1, player);
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actors.set(2, enemy);
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@@ -138,7 +138,8 @@ describe('Combat Simulation', () => {
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isPlayer: false,
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pos: { x: 0, y: 0 },
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stats: createTestStats(),
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aiState: "wandering"
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aiState: "wandering",
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energy: 0
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} as any;
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actors.set(1, player);
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actors.set(2, enemy);
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@@ -224,8 +225,8 @@ describe('Combat Simulation', () => {
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it("should process enemy turns", () => {
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const actors = new Map<EntityId, Actor>();
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// Player is slow, enemy is fast. Enemy should move before player returns.
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, speed: 10, stats: createTestStats() } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, speed: 100, stats: createTestStats() } as any;
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, speed: 10, stats: createTestStats(), energy: 0 } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, speed: 100, stats: createTestStats(), energy: 0 } as any;
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actors.set(1, player);
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actors.set(2, enemy);
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@@ -254,8 +255,8 @@ describe('Combat Simulation', () => {
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it("should dodge attack when roll > hit chance", () => {
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const actors = new Map<EntityId, Actor>();
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// Acc 100, Eva 50. Hit Chance = 50.
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 }, stats: createTestStats({ accuracy: 100 }) } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 50, hp: 10 }) } as any;
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const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 }, stats: createTestStats({ accuracy: 100 }), energy: 0 } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 50, hp: 10 }), energy: 0 } as any;
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actors.set(1, player);
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actors.set(2, enemy);
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@@ -276,9 +277,10 @@ describe('Combat Simulation', () => {
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// Crit Chance 50%.
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const player = {
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id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 },
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stats: createTestStats({ accuracy: 100, critChance: 50, critMultiplier: 200, attack: 10 })
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stats: createTestStats({ accuracy: 100, critChance: 50, critMultiplier: 200, attack: 10 }),
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energy: 0
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} as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 0, defense: 0, hp: 50 }) } as any;
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const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 0, defense: 0, hp: 50 }), energy: 0 } as any;
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actors.set(1, player);
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actors.set(2, enemy);
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@@ -307,7 +309,7 @@ describe('Combat Simulation', () => {
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} as any;
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const enemy = {
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id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 },
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stats: createTestStats({ evasion: 0, defense: 0, hp: 50, blockChance: 50 })
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stats: createTestStats({ evasion: 0, defense: 0, hp: 50, blockChance: 50 }), energy: 0
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} as any;
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actors.set(1, player);
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@@ -94,7 +94,8 @@ describe('World Utilities', () => {
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type: "player",
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pos: { x: 3, y: 3 },
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speed: 100,
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stats: { hp: 10, maxHp: 10, attack: 1, defense: 0 } as any
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stats: { hp: 10, maxHp: 10, attack: 1, defense: 0 } as any,
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energy: 100
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});
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expect(isBlocked(world, 3, 3)).toBe(true);
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@@ -6,8 +6,6 @@ import { findPathAStar } from "../world/pathfinding";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { type EntityManager } from "../EntityManager";
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import { FOV } from "rot-js";
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import * as ROT from "rot-js";
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export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
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const actor = w.actors.get(actorId);
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@@ -168,6 +166,16 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
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target.stats.hp -= dmg;
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// Aggression on damage: if target is enemy and attacker is player (or vice versa), alert them
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if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) {
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// Switch to pursuing immediately
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target.aiState = "pursuing";
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target.alertedAt = Date.now(); // Reset alert timer if any
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if (actor.pos) {
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target.lastKnownPlayerPos = { ...actor.pos };
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}
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}
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// 5. Lifesteal Logic
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if (actor.stats.lifesteal > 0 && dmg > 0) {
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const healAmount = Math.floor(dmg * (actor.stats.lifesteal / 100));
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@@ -210,7 +218,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
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// Spawn EXP Orb
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const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
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const expAmount = enemyDef?.expValue || 0;
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const orbId = em ? em.getNextId() : Math.max(0, ...w.actors.keys(), target.id) + 1;
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const orb: CollectibleActor = {
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@@ -218,7 +225,7 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
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category: "collectible",
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type: "exp_orb",
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pos: { ...target.pos },
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expAmount
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expAmount: enemyDef?.expValue || 0
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};
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if (em) em.addActor(orb);
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@@ -243,6 +250,7 @@ function canEnemySeePlayer(w: World, enemy: CombatantActor, player: CombatantAct
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const fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
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if (!inBounds(w, x, y)) return false;
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if (x === enemy.pos.x && y === enemy.pos.y) return true; // Can always see out of own tile
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const idx = y * w.width + x;
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return !blocksSight(w.tiles[idx]);
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});
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@@ -305,6 +313,15 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
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// State transitions
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let justAlerted = false;
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// Check if alerted state has expired
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if (enemy.aiState === "alerted") {
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const alertDuration = 1000;
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if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
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enemy.aiState = "pursuing";
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}
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}
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if (canSee) {
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if (enemy.aiState === "wandering" || enemy.aiState === "searching") {
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// Spotted player (or re-spotted)! Transition to alerted state
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@@ -318,13 +335,7 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
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}
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} else {
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// Cannot see player
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if (enemy.aiState === "alerted") {
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// Check if alert period is over (1 second = 1000ms)
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const alertDuration = 1000;
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if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
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enemy.aiState = "pursuing";
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}
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} else if (enemy.aiState === "pursuing") {
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if (enemy.aiState === "pursuing") {
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// Lost sight while pursuing -> switch to searching
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enemy.aiState = "searching";
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} else if (enemy.aiState === "searching") {
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@@ -402,58 +413,99 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
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* Returns enemy events accumulated along the way.
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*/
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export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityManager): { awaitingPlayerId: EntityId; events: SimEvent[] } {
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// Energy Threshold
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const THRESHOLD = 100;
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// Ensure player exists
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const player = w.actors.get(playerId) as CombatantActor;
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if (!player || player.category !== "combatant") throw new Error("Player missing or invalid");
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const events: SimEvent[] = [];
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// Create scheduler and add all combatants
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const scheduler = new ROT.Scheduler.Speed();
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// If player already has enough energy (from previous accumulation), return immediately to let them act
|
||||
// NOTE: We do NOT deduct player energy here. The player's action will cost energy in the next turn processing or we expect the caller to have deducted it?
|
||||
// Actually, standard roguelike loop:
|
||||
// 1. Player acts. Deduct cost.
|
||||
// 2. Loop game until Player has energy >= Threshold.
|
||||
|
||||
for (const actor of w.actors.values()) {
|
||||
if (actor.category === "combatant") {
|
||||
// ROT.Scheduler.Speed expects actors to have a getSpeed() method
|
||||
// Add it dynamically if it doesn't exist
|
||||
const actorWithGetSpeed = actor as any;
|
||||
if (!actorWithGetSpeed.getSpeed) {
|
||||
actorWithGetSpeed.getSpeed = function() { return this.speed; };
|
||||
}
|
||||
scheduler.add(actorWithGetSpeed, true);
|
||||
}
|
||||
// Since this function is called AFTER user input (Player just acted), we assume Player needs to recover energy.
|
||||
// BUT, we should check if we need to deduct energy first?
|
||||
// The caller just applied an action. We should probably deduct energy for that action BEFORE entering the loop?
|
||||
// For now, let's assume the player is at < 100 energy and needs to wait.
|
||||
// Wait, if we don't deduct energy, the player stays at high energy?
|
||||
// The caller doesn't manage energy. WE manage energy.
|
||||
|
||||
// Implicitly, the player just spent 100 energy to trigger this call.
|
||||
// So we should deduct it from the player NOW.
|
||||
if (player.energy >= THRESHOLD) {
|
||||
player.energy -= THRESHOLD;
|
||||
}
|
||||
|
||||
|
||||
while (true) {
|
||||
// Get next actor from scheduler
|
||||
const actor = scheduler.next() as CombatantActor | null;
|
||||
|
||||
if (!actor || !w.actors.has(actor.id)) {
|
||||
// Actor was removed (died), continue to next
|
||||
continue;
|
||||
// If player has enough energy to act, return control to user
|
||||
if (player.energy >= THRESHOLD) {
|
||||
return { awaitingPlayerId: playerId, events };
|
||||
}
|
||||
|
||||
if (actor.isPlayer) {
|
||||
// Player's turn - return control to the user
|
||||
return { awaitingPlayerId: actor.id, events };
|
||||
// Give energy to everyone
|
||||
for (const actor of w.actors.values()) {
|
||||
if (actor.category === "combatant") {
|
||||
actor.energy += actor.speed;
|
||||
}
|
||||
}
|
||||
|
||||
// Enemy turn - decide action and apply it
|
||||
const decision = decideEnemyAction(w, actor, player, em);
|
||||
// Process turns for everyone who has enough energy (except player, who breaks the loop)
|
||||
// We sort by energy to give priority to those who have waited longest/are fastest?
|
||||
// ROT.Scheduler uses a priority queue. Here we can iterate.
|
||||
// Iterating map values is insertion order.
|
||||
// Ideally we'd duplicate the list to sort it, but for performance let's simple iterate.
|
||||
|
||||
// Emit alert event if enemy just spotted player
|
||||
if (decision.justAlerted) {
|
||||
events.push({
|
||||
type: "enemy-alerted",
|
||||
enemyId: actor.id,
|
||||
x: actor.pos.x,
|
||||
y: actor.pos.y
|
||||
});
|
||||
}
|
||||
// We need to loop multiple times if someone has A LOT of energy (e.g. speed 200 vs speed 50)
|
||||
// But typically we step 1 tick.
|
||||
|
||||
events.push(...applyAction(w, actor.id, decision.action, em));
|
||||
// Simpler approach:
|
||||
// Process all actors with energy >= THRESHOLD.
|
||||
// If multiple have >= THRESHOLD, who goes first?
|
||||
// Usually the one with highest energy.
|
||||
|
||||
// Let's protect against infinite loops if someone has infinite speed.
|
||||
let actionsTaken = 0;
|
||||
while (true) {
|
||||
const eligibleActors = [...w.actors.values()].filter(
|
||||
a => a.category === "combatant" && a.energy >= THRESHOLD && !a.isPlayer
|
||||
) as CombatantActor[];
|
||||
|
||||
if (eligibleActors.length === 0) break;
|
||||
|
||||
// Sort by energy descending
|
||||
eligibleActors.sort((a, b) => b.energy - a.energy);
|
||||
|
||||
const actor = eligibleActors[0];
|
||||
|
||||
// Actor takes a turn
|
||||
actor.energy -= THRESHOLD;
|
||||
|
||||
// Decide logic
|
||||
const decision = decideEnemyAction(w, actor, player, em);
|
||||
|
||||
if (decision.justAlerted) {
|
||||
events.push({
|
||||
type: "enemy-alerted",
|
||||
enemyId: actor.id,
|
||||
x: actor.pos.x,
|
||||
y: actor.pos.y
|
||||
});
|
||||
}
|
||||
|
||||
events.push(...applyAction(w, actor.id, decision.action, em));
|
||||
|
||||
// Check if player was killed by this action
|
||||
if (!w.actors.has(playerId)) {
|
||||
return { awaitingPlayerId: null as any, events };
|
||||
// Check if player died
|
||||
if (!w.actors.has(playerId)) {
|
||||
return { awaitingPlayerId: null as any, events };
|
||||
}
|
||||
|
||||
actionsTaken++;
|
||||
if (actionsTaken > 1000) break; // Emergency break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,7 +46,8 @@ export function generateWorld(floor: number, runState: RunState): { world: World
|
||||
pos: { x: playerX, y: playerY },
|
||||
speed: GAME_CONFIG.player.speed,
|
||||
stats: { ...runState.stats },
|
||||
inventory: { gold: runState.inventory.gold, items: [...runState.inventory.items] }
|
||||
inventory: { gold: runState.inventory.gold, items: [...runState.inventory.items] },
|
||||
energy: 0
|
||||
});
|
||||
|
||||
// Place exit in last room
|
||||
@@ -391,7 +392,8 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
|
||||
blockChance: 0,
|
||||
luck: 0,
|
||||
passiveNodes: []
|
||||
}
|
||||
},
|
||||
energy: 0
|
||||
});
|
||||
|
||||
occupiedPositions.add(k);
|
||||
|
||||
@@ -196,7 +196,8 @@ describe('DungeonRenderer', () => {
|
||||
type: "rat",
|
||||
pos: { x: 3, y: 1 },
|
||||
speed: 10,
|
||||
stats: { hp: 10, maxHp: 10, attack: 2, defense: 0 } as any
|
||||
stats: { hp: 10, maxHp: 10, attack: 2, defense: 0 } as any,
|
||||
energy: 10
|
||||
});
|
||||
|
||||
(renderer as any).fovManager.visibleArray[1 * mockWorld.width + 3] = 1;
|
||||
|
||||
Reference in New Issue
Block a user