Highlight active item slot and activate when shortcut key is pressed
This commit is contained in:
132
src/engine/__tests__/combat_logic.test.ts
Normal file
132
src/engine/__tests__/combat_logic.test.ts
Normal file
@@ -0,0 +1,132 @@
|
||||
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { getClosestVisibleEnemy } from "../gameplay/CombatLogic";
|
||||
import type { World, CombatantActor } from "../../core/types";
|
||||
|
||||
describe("CombatLogic - getClosestVisibleEnemy", () => {
|
||||
|
||||
// Helper to create valid default stats for testing
|
||||
const createMockStats = () => ({
|
||||
hp: 10, maxHp: 10, attack: 1, defense: 0,
|
||||
accuracy: 100, evasion: 0, critChance: 0, critMultiplier: 0,
|
||||
blockChance: 0, lifesteal: 0, mana: 0, maxMana: 0,
|
||||
level: 1, exp: 0, expToNextLevel: 100, luck: 0,
|
||||
statPoints: 0, skillPoints: 0,
|
||||
strength: 10, dexterity: 10, intelligence: 10,
|
||||
passiveNodes: []
|
||||
});
|
||||
|
||||
it("should return null if no enemies are visible", () => {
|
||||
const world: World = {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
actors: new Map(),
|
||||
exit: { x: 9, y: 9 }
|
||||
};
|
||||
|
||||
const player: CombatantActor = {
|
||||
id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true,
|
||||
stats: createMockStats(),
|
||||
inventory: { gold: 0, items: [] }, equipment: {},
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(0, player);
|
||||
|
||||
const enemy: CombatantActor = {
|
||||
id: 1, category: "combatant", type: "rat", pos: { x: 6, y: 6 }, isPlayer: false,
|
||||
stats: createMockStats(),
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(1, enemy);
|
||||
|
||||
// Mock seenArray where nothing is seen
|
||||
const seenArray = new Uint8Array(100).fill(0);
|
||||
|
||||
const result = getClosestVisibleEnemy(world, player.pos, seenArray, 10);
|
||||
expect(result).toBeNull();
|
||||
});
|
||||
|
||||
it("should return the closest visible enemy", () => {
|
||||
const world: World = {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
actors: new Map(),
|
||||
exit: { x: 9, y: 9 }
|
||||
};
|
||||
|
||||
const player: CombatantActor = {
|
||||
id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true,
|
||||
stats: createMockStats(),
|
||||
inventory: { gold: 0, items: [] }, equipment: {},
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(0, player);
|
||||
|
||||
// Enemy 1: Close (distance sqrt(2) ~= 1.41)
|
||||
const enemy1: CombatantActor = {
|
||||
id: 1, category: "combatant", type: "rat", pos: { x: 6, y: 6 }, isPlayer: false,
|
||||
stats: createMockStats(),
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(1, enemy1);
|
||||
|
||||
// Enemy 2: Farther (distance sqrt(8) ~= 2.82)
|
||||
const enemy2: CombatantActor = {
|
||||
id: 2, category: "combatant", type: "rat", pos: { x: 7, y: 7 }, isPlayer: false,
|
||||
stats: createMockStats(),
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(2, enemy2);
|
||||
|
||||
// Mock seenArray where both are seen
|
||||
const seenArray = new Uint8Array(100).fill(0);
|
||||
seenArray[6 * 10 + 6] = 1; // Enemy 1 visible
|
||||
seenArray[7 * 10 + 7] = 1; // Enemy 2 visible
|
||||
|
||||
const result = getClosestVisibleEnemy(world, player.pos, seenArray, 10);
|
||||
expect(result).toEqual({ x: 6, y: 6 });
|
||||
});
|
||||
|
||||
it("should ignore invisible closer enemies and select visible farther ones", () => {
|
||||
const world: World = {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
actors: new Map(),
|
||||
exit: { x: 9, y: 9 }
|
||||
};
|
||||
|
||||
const player: CombatantActor = {
|
||||
id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true,
|
||||
stats: createMockStats(),
|
||||
inventory: { gold: 0, items: [] }, equipment: {},
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(0, player);
|
||||
|
||||
// Enemy 1: Close but invisible
|
||||
const enemy1: CombatantActor = {
|
||||
id: 1, category: "combatant", type: "rat", pos: { x: 6, y: 6 }, isPlayer: false,
|
||||
stats: createMockStats(),
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(1, enemy1);
|
||||
|
||||
// Enemy 2: Farther but visible
|
||||
const enemy2: CombatantActor = {
|
||||
id: 2, category: "combatant", type: "rat", pos: { x: 8, y: 5 }, isPlayer: false,
|
||||
stats: createMockStats(),
|
||||
speed: 1, energy: 0
|
||||
};
|
||||
world.actors.set(2, enemy2);
|
||||
|
||||
// Mock seenArray where only Enemy 2 is seen
|
||||
const seenArray = new Uint8Array(100).fill(0);
|
||||
seenArray[5 * 10 + 8] = 1; // Enemy 2 visible at (8,5)
|
||||
|
||||
const result = getClosestVisibleEnemy(world, player.pos, seenArray, 10);
|
||||
expect(result).toEqual({ x: 8, y: 5 });
|
||||
});
|
||||
});
|
||||
@@ -51,3 +51,46 @@ export function traceProjectile(
|
||||
hitActorId
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the closest visible enemy to a given position.
|
||||
*/
|
||||
export function getClosestVisibleEnemy(
|
||||
world: World,
|
||||
origin: Vec2,
|
||||
seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures
|
||||
width?: number // Required if seenTiles is a flat array
|
||||
): 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];
|
||||
} else {
|
||||
// Set<string>
|
||||
return (seenTiles as Set<string>).has(`${x},${y}`);
|
||||
}
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
if (distSq < closestDistSq) {
|
||||
closestDistSq = distSq;
|
||||
closestPos = { x: actor.pos.x, y: actor.pos.y };
|
||||
}
|
||||
}
|
||||
|
||||
return closestPos;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user