Add in throwable items (dagger) from pixel dungeon

This commit is contained in:
Peter Stockings
2026-01-06 20:58:53 +11:00
parent 3b29180a00
commit 9b1fc78409
18 changed files with 659 additions and 155 deletions

View File

@@ -0,0 +1,125 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { traceProjectile } from '../CombatLogic';
import type { World } from '../../../core/types';
import { EntityManager } from '../../EntityManager';
import { TileType } from '../../../core/terrain';
describe('CombatLogic', () => {
// Mock World
const mockWorld: World = {
width: 10,
height: 10,
tiles: new Array(100).fill(TileType.EMPTY),
actors: new Map(),
exit: { x: 9, y: 9 }
};
// Helper to set wall
const setWall = (x: number, y: number) => {
mockWorld.tiles[y * mockWorld.width + x] = TileType.WALL;
};
// Helper to clear world
const clearWorld = () => {
mockWorld.tiles.fill(TileType.EMPTY);
mockWorld.actors.clear();
};
// Mock EntityManager
const mockEntityManager = {
getActorsAt: (x: number, y: number) => {
return [...mockWorld.actors.values()].filter(a => a.pos.x === x && a.pos.y === y);
}
} as unknown as EntityManager;
beforeEach(() => {
clearWorld();
});
describe('traceProjectile', () => {
it('should travel full path if no obstacles', () => {
const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 };
const result = traceProjectile(mockWorld, start, end, mockEntityManager);
expect(result.blockedPos).toEqual(end);
expect(result.hitActorId).toBeUndefined();
// Path should be (0,0) -> (1,0) -> (2,0) -> (3,0) -> (4,0) -> (5,0)
// But raycast implementation includes start?
// CombatLogic logic: "skip start" -> loop i=1
// So result.path is full array from raycast.
expect(result.path).toHaveLength(6);
});
it('should stop at wall', () => {
const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 };
setWall(3, 0); // Wall at (3,0)
const result = traceProjectile(mockWorld, start, end, mockEntityManager);
expect(result.blockedPos).toEqual({ x: 3, y: 0 });
expect(result.hitActorId).toBeUndefined();
});
it('should stop at enemy', () => {
const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 };
// Place enemy at (3,0)
const enemyId = 2;
mockWorld.actors.set(enemyId, {
id: enemyId,
type: 'rat',
category: 'combatant',
pos: { x: 3, y: 0 },
isPlayer: false
// ... other props mocked if needed
} as any);
const result = traceProjectile(mockWorld, start, end, mockEntityManager, 1); // Shooter 1
expect(result.blockedPos).toEqual({ x: 3, y: 0 });
expect(result.hitActorId).toBe(enemyId);
});
it('should ignore shooter position', () => {
const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 };
// Shooter at start
mockWorld.actors.set(1, {
id: 1,
type: 'player',
category: 'combatant',
pos: { x: 0, y: 0 },
isPlayer: true
} as any);
const result = traceProjectile(mockWorld, start, end, mockEntityManager, 1);
// Should not hit self
expect(result.hitActorId).toBeUndefined();
expect(result.blockedPos).toEqual(end);
});
it('should ignore non-combatant actors (e.g. items)', () => {
const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 };
// Item at (3,0)
mockWorld.actors.set(99, {
id: 99,
category: 'item_drop',
pos: { x: 3, y: 0 },
} as any);
const result = traceProjectile(mockWorld, start, end, mockEntityManager);
// Should pass through item
expect(result.blockedPos).toEqual(end);
expect(result.hitActorId).toBeUndefined();
});
});
});