Fix bug where slower enemies (ie rat) would never get scheduled a turn

This commit is contained in:
Peter Stockings
2026-01-06 10:34:23 +11:00
parent a2a1d0cc58
commit 0263495d0b
7 changed files with 282 additions and 67 deletions

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@@ -0,0 +1,154 @@
import { describe, it, expect } from 'vitest';
import { decideEnemyAction, applyAction, stepUntilPlayerTurn } from '../simulation/simulation';
import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
import { EntityManager } from '../EntityManager';
import { TileType } from '../../core/terrain';
const createTestWorld = (actors: Map<EntityId, Actor>): World => {
return {
width: 10,
height: 10,
tiles: new Array(100).fill(TileType.EMPTY),
actors,
exit: { x: 9, y: 9 }
};
};
const createTestStats = (overrides: Partial<any> = {}) => ({
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
critChance: 0, critMultiplier: 100, accuracy: 100, lifesteal: 0, evasion: 0, blockChance: 0, luck: 0,
...overrides
});
describe('AI Behavior & Scheduling', () => {
let entityManager: EntityManager;
// -------------------------------------------------------------------------
// Scheduling Fairness
// -------------------------------------------------------------------------
describe('Scheduler Fairness', () => {
it("should allow slower actors to act eventually", () => {
const actors = new Map<EntityId, Actor>();
// Player Speed 100
const player = {
id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 },
speed: 100, stats: createTestStats(), energy: 0
} as any;
// Rat Speed 80 (Slow)
const rat = {
id: 2, category: "combatant", isPlayer: false, pos: { x: 9, y: 9 },
speed: 80, stats: createTestStats(), aiState: "wandering", energy: 0
} as any;
actors.set(1, player);
actors.set(2, rat);
const world = createTestWorld(actors);
entityManager = new EntityManager(world);
let ratMoves = 0;
// Simulate 20 player turns
// With fair scheduling, Rat (80 speed) should move approx 80% as often as Player (100 speed).
// So in 20 turns, approx 16 moves. Definitley > 0.
for (let i = 0; i < 20; i++) {
const result = stepUntilPlayerTurn(world, 1, entityManager);
const enemyActs = result.events.filter(e =>
(e.type === "moved" || e.type === "waited" || e.type === "enemy-alerted") &&
((e as any).actorId === 2 || (e as any).enemyId === 2)
);
// console.log(`Turn ${i}: Events`, result.events);
if (enemyActs.length > 0) ratMoves++;
}
// console.log(`Total Rat Moves: ${ratMoves}`);
expect(ratMoves).toBeGreaterThan(0);
});
});
// -------------------------------------------------------------------------
// Vision & Perception
// -------------------------------------------------------------------------
describe('AI Vision', () => {
const terrainTypes = [
{ type: TileType.EMPTY, name: 'Empty' },
{ type: TileType.GRASS, name: 'Grass' }, // Blocks Vision normally
{ type: TileType.GRASS_SAPLINGS, name: 'Saplings' },
];
terrainTypes.forEach(({ type, name }) => {
it(`should see player when standing on ${name}`, () => {
const actors = new Map<EntityId, Actor>();
actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any);
actors.set(2, {
id: 2, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 },
stats: createTestStats(), aiState: "wandering", energy: 0
} as any);
const world = createTestWorld(actors);
world.tiles[0] = type;
// Rat at 0,0. Player at 5,0.
decideEnemyAction(world, actors.get(2) as any, actors.get(1) as any, new EntityManager(world));
expect((actors.get(2) as CombatantActor).aiState).toBe("alerted");
});
});
});
// -------------------------------------------------------------------------
// Aggression & State Machine
// -------------------------------------------------------------------------
describe('AI Aggression State Machine', () => {
it('should become pursuing when damaged by player, even if not sighting player', () => {
const actors = new Map<EntityId, Actor>();
// Player far away/invisible (simulated logic)
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any;
const enemy = {
id: 2, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 },
stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0
} as any;
actors.set(1, player);
actors.set(2, enemy);
const world = createTestWorld(actors);
const em = new EntityManager(world);
applyAction(world, 1, { type: "attack", targetId: 2 }, em);
const updatedEnemy = actors.get(2) as CombatantActor;
expect(updatedEnemy.aiState).toBe("pursuing");
expect(updatedEnemy.lastKnownPlayerPos).toEqual(player.pos);
});
it("should transition from alerted to pursuing after delay even if sight is blocked", () => {
const actors = new Map<EntityId, Actor>();
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 9, y: 9 }, stats: createTestStats(), energy: 0 } as any;
const enemy = {
id: 2,
category: "combatant",
isPlayer: false,
pos: { x: 0, y: 0 },
stats: createTestStats(),
aiState: "alerted",
alertedAt: Date.now() - 2000, // Alerted 2 seconds ago
lastKnownPlayerPos: { x: 9, y: 9 }, // Known position
energy: 0
} as any;
actors.set(1, player);
actors.set(2, enemy);
const world = createTestWorld(actors);
// Player is far away and potentially blocked
world.tiles[1] = TileType.WALL; // x=1, y=0 blocked
decideEnemyAction(world, enemy, player, new EntityManager(world));
// alerted -> pursuing (due to time) -> searching (due to no sight)
expect(enemy.aiState).toBe("searching");
});
});
});

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@@ -29,10 +29,10 @@ describe('Combat Simulation', () => {
it('should deal damage when player attacks enemy', () => {
const actors = new Map<EntityId, Actor>();
actors.set(1, {
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats()
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0
} as any);
actors.set(2, {
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 })
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
} as any);
const world = createTestWorld(actors);
@@ -47,10 +47,10 @@ describe('Combat Simulation', () => {
it("should kill enemy and spawn EXP orb without ID reuse collision", () => {
const actors = new Map<EntityId, Actor>();
actors.set(1, {
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats({ attack: 50 })
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats({ attack: 50 }), energy: 0
} as any);
actors.set(2, {
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 })
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
} as any);
const world = createTestWorld(actors);
@@ -69,7 +69,7 @@ describe('Combat Simulation', () => {
it("should destruction tile when walking on destructible-by-walk tile", () => {
const actors = new Map<EntityId, Actor>();
actors.set(1, {
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats()
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0
} as any);
const world = createTestWorld(actors);
@@ -92,8 +92,8 @@ describe('Combat Simulation', () => {
describe("decideEnemyAction - AI Logic", () => {
it("should path around walls", () => {
const actors = new Map<EntityId, Actor>();
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats() } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats() } as any;
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats(), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats(), energy: 0 } as any;
actors.set(1, player);
actors.set(2, enemy);
@@ -138,7 +138,8 @@ describe('Combat Simulation', () => {
isPlayer: false,
pos: { x: 0, y: 0 },
stats: createTestStats(),
aiState: "wandering"
aiState: "wandering",
energy: 0
} as any;
actors.set(1, player);
actors.set(2, enemy);
@@ -224,8 +225,8 @@ describe('Combat Simulation', () => {
it("should process enemy turns", () => {
const actors = new Map<EntityId, Actor>();
// Player is slow, enemy is fast. Enemy should move before player returns.
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, speed: 10, stats: createTestStats() } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, speed: 100, stats: createTestStats() } as any;
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, speed: 10, stats: createTestStats(), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, speed: 100, stats: createTestStats(), energy: 0 } as any;
actors.set(1, player);
actors.set(2, enemy);
@@ -254,8 +255,8 @@ describe('Combat Simulation', () => {
it("should dodge attack when roll > hit chance", () => {
const actors = new Map<EntityId, Actor>();
// Acc 100, Eva 50. Hit Chance = 50.
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 }, stats: createTestStats({ accuracy: 100 }) } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 50, hp: 10 }) } as any;
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 }, stats: createTestStats({ accuracy: 100 }), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 50, hp: 10 }), energy: 0 } as any;
actors.set(1, player);
actors.set(2, enemy);
@@ -276,9 +277,10 @@ describe('Combat Simulation', () => {
// Crit Chance 50%.
const player = {
id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 },
stats: createTestStats({ accuracy: 100, critChance: 50, critMultiplier: 200, attack: 10 })
stats: createTestStats({ accuracy: 100, critChance: 50, critMultiplier: 200, attack: 10 }),
energy: 0
} as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 0, defense: 0, hp: 50 }) } as any;
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;
actors.set(1, player);
actors.set(2, enemy);
@@ -307,7 +309,7 @@ describe('Combat Simulation', () => {
} as any;
const enemy = {
id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 },
stats: createTestStats({ evasion: 0, defense: 0, hp: 50, blockChance: 50 })
stats: createTestStats({ evasion: 0, defense: 0, hp: 50, blockChance: 50 }), energy: 0
} as any;
actors.set(1, player);

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@@ -94,7 +94,8 @@ describe('World Utilities', () => {
type: "player",
pos: { x: 3, y: 3 },
speed: 100,
stats: { hp: 10, maxHp: 10, attack: 1, defense: 0 } as any
stats: { hp: 10, maxHp: 10, attack: 1, defense: 0 } as any,
energy: 100
});
expect(isBlocked(world, 3, 3)).toBe(true);

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@@ -6,8 +6,6 @@ import { findPathAStar } from "../world/pathfinding";
import { GAME_CONFIG } from "../../core/config/GameConfig";
import { type EntityManager } from "../EntityManager";
import { FOV } from "rot-js";
import * as ROT from "rot-js";
export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
const actor = w.actors.get(actorId);
@@ -168,6 +166,16 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
target.stats.hp -= dmg;
// Aggression on damage: if target is enemy and attacker is player (or vice versa), alert them
if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) {
// Switch to pursuing immediately
target.aiState = "pursuing";
target.alertedAt = Date.now(); // Reset alert timer if any
if (actor.pos) {
target.lastKnownPlayerPos = { ...actor.pos };
}
}
// 5. Lifesteal Logic
if (actor.stats.lifesteal > 0 && dmg > 0) {
const healAmount = Math.floor(dmg * (actor.stats.lifesteal / 100));
@@ -210,7 +218,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
// Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const expAmount = enemyDef?.expValue || 0;
const orbId = em ? em.getNextId() : Math.max(0, ...w.actors.keys(), target.id) + 1;
const orb: CollectibleActor = {
@@ -218,7 +225,7 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
category: "collectible",
type: "exp_orb",
pos: { ...target.pos },
expAmount
expAmount: enemyDef?.expValue || 0
};
if (em) em.addActor(orb);
@@ -243,6 +250,7 @@ function canEnemySeePlayer(w: World, enemy: CombatantActor, player: CombatantAct
const fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
if (!inBounds(w, x, y)) return false;
if (x === enemy.pos.x && y === enemy.pos.y) return true; // Can always see out of own tile
const idx = y * w.width + x;
return !blocksSight(w.tiles[idx]);
});
@@ -305,6 +313,15 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
// State transitions
let justAlerted = false;
// Check if alerted state has expired
if (enemy.aiState === "alerted") {
const alertDuration = 1000;
if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
enemy.aiState = "pursuing";
}
}
if (canSee) {
if (enemy.aiState === "wandering" || enemy.aiState === "searching") {
// Spotted player (or re-spotted)! Transition to alerted state
@@ -318,13 +335,7 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
}
} else {
// Cannot see player
if (enemy.aiState === "alerted") {
// Check if alert period is over (1 second = 1000ms)
const alertDuration = 1000;
if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
enemy.aiState = "pursuing";
}
} else if (enemy.aiState === "pursuing") {
if (enemy.aiState === "pursuing") {
// Lost sight while pursuing -> switch to searching
enemy.aiState = "searching";
} else if (enemy.aiState === "searching") {
@@ -402,58 +413,99 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
* Returns enemy events accumulated along the way.
*/
export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityManager): { awaitingPlayerId: EntityId; events: SimEvent[] } {
// Energy Threshold
const THRESHOLD = 100;
// Ensure player exists
const player = w.actors.get(playerId) as CombatantActor;
if (!player || player.category !== "combatant") throw new Error("Player missing or invalid");
const events: SimEvent[] = [];
// Create scheduler and add all combatants
const scheduler = new ROT.Scheduler.Speed();
// 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
}
}
}

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@@ -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);