Throwing an item shouldnt trigger wait
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@@ -11,6 +11,7 @@ export type EnemyAIState = "wandering" | "alerted" | "pursuing" | "searching";
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export type Action =
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| { type: "move"; dx: number; dy: number }
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| { type: "attack"; targetId: EntityId }
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| { type: "throw" }
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| { type: "wait" };
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export type SimEvent =
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@@ -113,6 +113,15 @@ describe('Combat Simulation', () => {
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const events = applyAction(world, 1, { type: "unknown_hack" } as any, new EntityManager(world));
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expect(events).toEqual([{ type: "waited", actorId: 1 }]);
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});
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it("should NOT emit wait event for throw action", () => {
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const actors = new Map<EntityId, Actor>();
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actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 } } as any);
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const world = createTestWorld(actors);
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const events = applyAction(world, 1, { type: "throw" }, new EntityManager(world));
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expect(events).toEqual([]);
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});
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});
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describe("decideEnemyAction - AI Logic", () => {
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@@ -20,6 +20,10 @@ export function applyAction(w: World, actorId: EntityId, action: Action, em?: En
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case "attack":
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events.push(...handleAttack(w, actor, action, em));
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break;
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case "throw":
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// Throwing consumes a turn but visuals are handled by the renderer/scene directly
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// so we do NOT emit a "waited" event.
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break;
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case "wait":
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default:
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events.push({ type: "waited", actorId });
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@@ -623,7 +623,7 @@ export class GameScene extends Phaser.Scene {
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}
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this.cancelTargeting();
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this.commitPlayerAction({ type: "wait" });
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this.commitPlayerAction({ type: "throw" });
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this.emitUIUpdate();
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}
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);
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