Fixed coprse bug
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@@ -29,6 +29,8 @@ export function applyAction(w: World, actorId: EntityId, action: Action, accesso
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break;
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}
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checkDeaths(events, accessor);
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return events;
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}
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@@ -192,44 +194,55 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
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});
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if (target.stats.hp <= 0) {
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events.push({
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type: "killed",
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targetId: target.id,
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killerId: actor.id,
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x: target.pos.x,
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y: target.pos.y,
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victimType: target.type as ActorType
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});
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accessor.removeActor(target.id);
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// Extinguish fire at the death position
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const ecsWorld = accessor.context;
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if (ecsWorld) {
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const firesAtPos = ecsWorld.getEntitiesWith("position", "name").filter(id => {
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const p = ecsWorld.getComponent(id, "position");
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const n = ecsWorld.getComponent(id, "name");
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return p?.x === target.pos.x && p?.y === target.pos.y && n?.name === "Fire";
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});
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for (const fireId of firesAtPos) {
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ecsWorld.destroyEntity(fireId);
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}
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}
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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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if (ecsWorld) {
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const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
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events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
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}
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killActor(target, events, accessor, actor.id);
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}
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return events;
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}
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return [{ type: "waited", actorId: actor.id }];
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}
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export function killActor(target: CombatantActor, events: SimEvent[], accessor: EntityAccessor, killerId?: EntityId): void {
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events.push({
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type: "killed",
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targetId: target.id,
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killerId: killerId ?? (0 as EntityId),
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x: target.pos.x,
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y: target.pos.y,
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victimType: target.type as ActorType
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});
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accessor.removeActor(target.id);
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// Extinguish fire at the death position
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const ecsWorld = accessor.context;
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if (ecsWorld) {
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const firesAtPos = ecsWorld.getEntitiesWith("position", "name").filter(id => {
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const p = ecsWorld.getComponent(id, "position");
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const n = ecsWorld.getComponent(id, "name");
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return p?.x === target.pos.x && p?.y === target.pos.y && n?.name === "Fire";
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});
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for (const fireId of firesAtPos) {
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ecsWorld.destroyEntity(fireId);
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}
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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 = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
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events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
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}
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}
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export function checkDeaths(events: SimEvent[], accessor: EntityAccessor): void {
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const combatants = accessor.getCombatants();
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for (const c of combatants) {
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if (c.stats.hp <= 0) {
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killActor(c, events, accessor);
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}
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}
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}
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/**
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@@ -308,6 +321,7 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId, accessor: Enti
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}
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events.push(...applyAction(w, actor.id, decision.action, accessor));
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checkDeaths(events, accessor);
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if (!accessor.isPlayerAlive()) {
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return { awaitingPlayerId: null as any, events };
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