Ensure projectiles dont get embedded in walls or blocking tiles

This commit is contained in:
2026-01-18 13:44:48 +11:00
parent 6447f01c77
commit 064952f254
2 changed files with 59 additions and 9 deletions

View File

@@ -0,0 +1,50 @@
import { describe, it, expect } from 'vitest';
import { traceProjectile } from '../gameplay/CombatLogic';
import { EntityManager } from '../EntityManager';
import { type World, type Actor, type EntityId } from '../../core/types';
const createTestWorld = (actors: Map<EntityId, Actor>): World => {
return {
width: 10,
height: 10,
tiles: new Array(100).fill(0), // 0 = Floor
actors,
exit: { x: 9, y: 9 }
};
};
describe('Throwing Mechanics', () => {
it('should land ON the wall currently (demonstrating the bug)', () => {
const actors = new Map<EntityId, Actor>();
const world = createTestWorld(actors);
const entityManager = new EntityManager(world);
// Wall at (5, 0)
world.tiles[5] = 4; // Wall
const start = { x: 0, y: 0 };
const target = { x: 5, y: 0 }; // Target the wall directly
const result = traceProjectile(world, start, target, entityManager);
// NEW BEHAVIOR: blockedPos is the tile BEFORE the wall (4, 0)
expect(result.blockedPos).toEqual({ x: 4, y: 0 });
});
it('should land ON the wall when throwing PAST a wall (demonstrating the bug)', () => {
const actors = new Map<EntityId, Actor>();
const world = createTestWorld(actors);
const entityManager = new EntityManager(world);
// Wall at (3, 0)
world.tiles[3] = 4; // Wall
const start = { x: 0, y: 0 };
const target = { x: 5, y: 0 }; // Target past the wall
const result = traceProjectile(world, start, target, entityManager);
// NEW BEHAVIOR: Hits the wall at 3,0, stops at 2,0
expect(result.blockedPos).toEqual({ x: 2, y: 0 });
});
});

View File

@@ -13,9 +13,9 @@ export interface ProjectileResult {
* Calculates the path and impact of a projectile.
*/
export function traceProjectile(
world: World,
start: Vec2,
target: Vec2,
world: World,
start: Vec2,
target: Vec2,
entityManager: EntityManager,
shooterId?: EntityId
): ProjectileResult {
@@ -32,13 +32,13 @@ export function traceProjectile(
// Check if we hit a combatant
const actors = entityManager.getActorsAt(p.x, p.y);
const enemy = actors.find(a => a.category === "combatant" && a.id !== shooterId);
if (enemy) {
hitActorId = enemy.id;
blockedPos = p;
} else {
// Hit wall or other obstacle
blockedPos = p;
blockedPos = points[i - 1];
}
break;
}
@@ -63,13 +63,13 @@ export function getClosestVisibleEnemy(
): Vec2 | null {
let closestDistSq = Infinity;
let closestPos: Vec2 | null = null;
// Helper to check visibility
const isVisible = (x: number, y: number) => {
if (Array.isArray(seenTiles) || seenTiles instanceof Uint8Array || seenTiles instanceof Int8Array) {
// Flat array
if (!width) return false;
return (seenTiles as any)[y * width + x];
return (seenTiles as any)[y * width + x];
} else {
// Set<string>
return (seenTiles as Set<string>).has(`${x},${y}`);
@@ -78,13 +78,13 @@ export function getClosestVisibleEnemy(
for (const actor of world.actors.values()) {
if (actor.category !== "combatant" || actor.isPlayer) continue;
// Check visibility
if (!isVisible(actor.pos.x, actor.pos.y)) continue;
const dx = actor.pos.x - origin.x;
const dy = actor.pos.y - origin.y;
const distSq = dx*dx + dy*dy;
const distSq = dx * dx + dy * dy;
if (distSq < closestDistSq) {
closestDistSq = distSq;