Fix issue where killing an enemy resulted in orb being rendered with rat sprite on top
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@@ -26,17 +26,30 @@ export const GAME_CONFIG = {
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roomMaxHeight: 10
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},
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enemy: {
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baseHp: 8,
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baseAttack: 3,
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minSpeed: 80,
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maxSpeed: 130,
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baseHpPerFloor: 5,
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attackPerTwoFloors: 1,
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enemies: {
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rat: {
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baseHp: 8,
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baseAttack: 3,
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baseDefense: 0,
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minSpeed: 80,
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maxSpeed: 110,
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expValue: 5
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},
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bat: {
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baseHp: 6,
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baseAttack: 4,
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baseDefense: 0,
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minSpeed: 110,
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maxSpeed: 140,
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expValue: 8
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}
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},
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enemyScaling: {
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baseCount: 3,
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baseCountPerFloor: 3,
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ratExp: 5,
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batExp: 8
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hpPerFloor: 5,
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attackPerTwoFloors: 1,
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},
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leveling: {
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@@ -128,7 +128,8 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }): S
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w.actors.delete(target.id);
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// Spawn EXP Orb
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const expAmount = target.type === "rat" ? GAME_CONFIG.enemy.ratExp : GAME_CONFIG.enemy.batExp;
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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 = Math.max(0, ...w.actors.keys(), target.id) + 1;
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w.actors.set(orbId, {
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@@ -210,7 +210,9 @@ function generatePatch(width: number, height: number, fillChance: number, iterat
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function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>, random: () => number): void {
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let enemyId = 2;
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const numEnemies = GAME_CONFIG.enemy.baseCount + floor * GAME_CONFIG.enemy.baseCountPerFloor; // Simplified for now
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const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor;
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const enemyTypes = Object.keys(GAME_CONFIG.enemies);
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for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
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const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
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@@ -219,21 +221,24 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
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const enemyX = room.x + 1 + Math.floor(random() * (room.width - 2));
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const enemyY = room.y + 1 + Math.floor(random() * (room.height - 2));
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const baseHp = GAME_CONFIG.enemy.baseHp + floor * GAME_CONFIG.enemy.baseHpPerFloor;
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const baseAttack = GAME_CONFIG.enemy.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemy.attackPerTwoFloors;
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const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
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const enemyDef = GAME_CONFIG.enemies[type];
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const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
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const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
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actors.set(enemyId, {
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id: enemyId,
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isPlayer: false,
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type: random() < 0.5 ? "rat" : "bat",
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type,
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pos: { x: enemyX, y: enemyY },
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speed: GAME_CONFIG.enemy.minSpeed + Math.floor(random() * (GAME_CONFIG.enemy.maxSpeed - GAME_CONFIG.enemy.minSpeed)),
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speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)),
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energy: 0,
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stats: {
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maxHp: baseHp + Math.floor(random() * 4),
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hp: baseHp + Math.floor(random() * 4),
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attack: baseAttack + Math.floor(random() * 2),
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defense: 0,
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maxHp: scaledHp + Math.floor(random() * 4),
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hp: scaledHp + Math.floor(random() * 4),
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attack: scaledAttack + Math.floor(random() * 2),
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defense: enemyDef.baseDefense,
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level: 0,
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exp: 0,
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expToNextLevel: 0
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@@ -69,6 +69,8 @@ describe('DungeonRenderer', () => {
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setDepth: vi.fn().mockReturnThis(),
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setScale: vi.fn().mockReturnThis(),
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play: vi.fn().mockReturnThis(),
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setPosition: vi.fn().mockReturnThis(),
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setVisible: vi.fn().mockReturnThis(),
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destroy: vi.fn(),
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})),
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container: vi.fn().mockReturnValue({
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@@ -140,4 +142,67 @@ describe('DungeonRenderer', () => {
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expect(corpse1.destroy).toHaveBeenCalledTimes(1);
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expect(corpse2.destroy).toHaveBeenCalledTimes(1);
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});
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it('should render exp_orb as a circle and not as an enemy sprite', () => {
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renderer.initializeFloor(mockWorld);
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// Add an exp_orb to the world
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mockWorld.actors.set(99, {
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id: 99,
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isPlayer: false,
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type: 'exp_orb',
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pos: { x: 5, y: 5 },
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speed: 0,
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energy: 0
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});
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// Make the tile visible for it to render
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(renderer as any).visible[5 * mockWorld.width + 5] = 1;
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// Reset mocks
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mockScene.add.sprite.mockClear();
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// Mock scene.add.circle
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mockScene.add.circle = vi.fn().mockReturnValue({
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setStrokeStyle: vi.fn().mockReturnThis(),
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setDepth: vi.fn().mockReturnThis(),
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setPosition: vi.fn().mockReturnThis(),
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setVisible: vi.fn().mockReturnThis(),
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});
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renderer.render([]);
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// Should NOT have added an enemy sprite for the orb
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const spriteCalls = mockScene.add.sprite.mock.calls;
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// Any sprite added that isn't the player (which isn't in mockWorld.actors here except if we added it)
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// The current loop skips a.isPlayer and then checks if type is in GAME_CONFIG.enemies
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expect(spriteCalls.length).toBe(0);
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// Should HAVE added a circle for the orb
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expect(mockScene.add.circle).toHaveBeenCalled();
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});
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it('should render any enemy type defined in config as a sprite', () => {
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renderer.initializeFloor(mockWorld);
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// Add a rat (defined in config)
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mockWorld.actors.set(100, {
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id: 100,
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isPlayer: false,
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type: 'rat',
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pos: { x: 2, y: 2 },
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speed: 100,
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energy: 0,
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stats: { hp: 10, maxHp: 10, attack: 2, defense: 0, level: 1, exp: 0, expToNextLevel: 0 }
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});
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(renderer as any).visible[2 * mockWorld.width + 2] = 1;
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mockScene.add.sprite.mockClear();
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renderer.render([]);
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// Should have added a sprite for the rat
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const ratSpriteCall = mockScene.add.sprite.mock.calls.find((call: any) => call[2] === 'rat');
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expect(ratSpriteCall).toBeDefined();
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});
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});
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