Update ranged weapon quickslot text to match stackable items
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@@ -9,7 +9,9 @@ export const ITEMS: Record<string, Item> = {
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spriteIndex: 57,
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stats: {
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hp: 5
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}
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},
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stackable: true,
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quantity: 1
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},
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"iron_sword": {
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id: "iron_sword",
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113
src/engine/__tests__/inventory.test.ts
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113
src/engine/__tests__/inventory.test.ts
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@@ -0,0 +1,113 @@
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import { describe, it, expect, beforeEach } from "vitest";
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import { ItemManager } from "../../scenes/systems/ItemManager";
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import type { World, CombatantActor, Item } from "../../core/types";
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import { EntityManager } from "../../engine/EntityManager";
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describe("ItemManager - Stacking Logic", () => {
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let itemManager: ItemManager;
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let entityManager: EntityManager;
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let world: World;
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let player: CombatantActor;
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beforeEach(() => {
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world = {
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width: 10,
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height: 10,
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tiles: [],
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actors: new Map(),
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exit: { x: 9, y: 9 }
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} as any;
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entityManager = new EntityManager(world);
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itemManager = new ItemManager(world, entityManager);
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player = {
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id: 0,
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pos: { x: 1, y: 1 },
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category: "combatant",
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isPlayer: true,
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type: "player",
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inventory: { gold: 0, items: [] },
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stats: {} as any,
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equipment: {} as any,
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speed: 1,
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energy: 0
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};
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world.actors.set(0, player);
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});
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it("should stack stackable items when picked up", () => {
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const potion: Item = {
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id: "potion",
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name: "Potion",
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type: "Consumable",
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textureKey: "items",
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spriteIndex: 0,
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stackable: true,
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quantity: 1
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};
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// First potion
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itemManager.spawnItem(potion, { x: 1, y: 1 });
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itemManager.tryPickup(player);
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expect(player.inventory!.items.length).toBe(1);
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expect(player.inventory!.items[0].quantity).toBe(1);
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// Second potion
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itemManager.spawnItem(potion, { x: 1, y: 1 });
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itemManager.tryPickup(player);
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expect(player.inventory!.items.length).toBe(1);
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expect(player.inventory!.items[0].quantity).toBe(2);
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});
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it("should NOT stack non-stackable items", () => {
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const sword: Item = {
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id: "sword",
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name: "Sword",
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type: "Weapon",
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weaponType: "melee",
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textureKey: "items",
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spriteIndex: 1,
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stackable: false,
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stats: { attack: 1 }
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} as any;
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// First sword
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itemManager.spawnItem(sword, { x: 1, y: 1 });
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itemManager.tryPickup(player);
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expect(player.inventory!.items.length).toBe(1);
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// Second sword
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itemManager.spawnItem(sword, { x: 1, y: 1 });
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itemManager.tryPickup(player);
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expect(player.inventory!.items.length).toBe(2);
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});
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it("should sum quantities of stackable items correctly", () => {
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const ammo: Item = {
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id: "ammo",
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name: "Ammo",
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type: "Ammo",
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textureKey: "items",
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spriteIndex: 2,
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stackable: true,
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quantity: 10,
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ammoType: "9mm"
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};
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itemManager.spawnItem(ammo, { x: 1, y: 1 });
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itemManager.tryPickup(player);
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expect(player.inventory!.items[0].quantity).toBe(10);
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const moreAmmo = { ...ammo, quantity: 5 };
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itemManager.spawnItem(moreAmmo, { x: 1, y: 1 });
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itemManager.tryPickup(player);
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expect(player.inventory!.items[0].quantity).toBe(15);
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});
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});
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@@ -108,37 +108,37 @@ export class QuickSlotComponent {
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}
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bgGraphics.strokeRect(0, 0, slotSize, slotSize);
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if (foundItem) {
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const texture = foundItem.textureKey ?? "items";
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const sprite = this.scene.add.sprite(slotSize / 2, slotSize / 2, texture, foundItem.spriteIndex);
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// PD items are 16x16, slot is 48x48. Scale up slightly
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sprite.setScale(2.5);
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slot.add(sprite);
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if (foundItem) {
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const texture = foundItem.textureKey ?? "items";
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const sprite = this.scene.add.sprite(slotSize / 2, slotSize / 2, texture, foundItem.spriteIndex);
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// PD items are 16x16, slot is 48x48. Scale up slightly
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sprite.setScale(2.5);
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slot.add(sprite);
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// Add count in bottom-right corner (white with x prefix)
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const count = player.inventory.items.filter(it => it.id === desiredId).length;
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if (count > 1) {
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const countText = this.scene.add.text(slotSize - 3, slotSize - 3, `x${count}`, {
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fontSize: "11px",
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color: "#ffffff",
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fontStyle: "bold"
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}).setOrigin(1, 1);
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slot.add(countText);
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}
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// Unified Label (Bottom-Right)
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let labelText = "";
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if (foundItem.stackable) {
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// Sum quantities for stackable items
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const totalQuantity = player.inventory.items
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.filter(it => it.id === desiredId)
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.reduce((sum, it) => sum + (it.quantity || 1), 0);
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labelText = `x${totalQuantity}`;
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} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
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// Show ammo for non-stackable ranged weapons
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labelText = `${foundItem.stats.currentAmmo}/${foundItem.stats.magazineSize}`;
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}
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// Add Ammo Counter for Ranged Weapons (Top-Right)
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if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
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const ammoText = `${foundItem.stats.currentAmmo}/${foundItem.stats.magazineSize}`;
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const ammoDisplay = this.scene.add.text(slotSize - 2, 2, ammoText, {
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fontSize: "10px",
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color: "#00FF00", // Green text
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fontStyle: "bold",
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stroke: "#000000",
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strokeThickness: 2
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}).setOrigin(1, 0); // Top-right anchor
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slot.add(ammoDisplay);
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if (labelText) {
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const display = this.scene.add.text(slotSize - 3, slotSize - 3, labelText, {
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fontSize: "11px",
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color: "#ffffff",
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fontStyle: "bold",
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stroke: "#000000",
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strokeThickness: 2
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}).setOrigin(1, 1);
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slot.add(display);
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}
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}
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}
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} else {
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this.itemMap[i] = null;
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// Reset bg
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