feat: add upgrade scrolls

This commit is contained in:
Peter Stockings
2026-01-23 23:26:55 +11:00
parent e130e6d174
commit c415becc38
8 changed files with 412 additions and 4 deletions

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@@ -0,0 +1,64 @@
import type { Item, WeaponItem, ArmourItem } from "../../core/types";
/**
* Manages item upgrade logic for applying upgrade scrolls.
*/
export class UpgradeManager {
/**
* Checks if an item can be upgraded (weapons and armour only).
*/
static canUpgrade(item: Item): boolean {
return item.type === "Weapon" ||
item.type === "BodyArmour" ||
item.type === "Helmet" ||
item.type === "Gloves" ||
item.type === "Boots";
}
/**
* Applies an upgrade to an item, increasing all stats by +1.
* Returns true if successful.
*/
static applyUpgrade(item: Item): boolean {
if (!this.canUpgrade(item)) {
return false;
}
// Increment upgrade level
const currentLevel = item.upgradeLevel ?? 0;
item.upgradeLevel = currentLevel + 1;
// Update item name with level suffix
// Remove any existing upgrade suffix first
const baseName = item.name.replace(/\s*\+\d+$/, "");
item.name = `${baseName} +${item.upgradeLevel}`;
// Increase all numeric stats by +1
if (item.type === "Weapon") {
const weaponItem = item as WeaponItem;
if (weaponItem.stats.attack !== undefined) {
weaponItem.stats.attack += 1;
}
} else if (item.type === "BodyArmour" || item.type === "Helmet" ||
item.type === "Gloves" || item.type === "Boots") {
const armourItem = item as ArmourItem;
if (armourItem.stats.defense !== undefined) {
armourItem.stats.defense += 1;
}
}
return true;
}
/**
* Gets the display name for an item including upgrade level.
*/
static getDisplayName(item: Item): string {
if (item.upgradeLevel && item.upgradeLevel > 0) {
const baseName = item.name.replace(/\s*\+\d+$/, "");
return `${baseName} +${item.upgradeLevel}`;
}
return item.name;
}
}

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@@ -0,0 +1,66 @@
import { describe, it, expect } from 'vitest';
import { UpgradeManager } from '../UpgradeManager';
import { createMeleeWeapon, createArmour, createConsumable } from '../../../core/config/Items';
import type { WeaponItem, ArmourItem } from '../../../core/types';
describe('UpgradeManager', () => {
it('should correctly identify upgradeable items', () => {
const sword = createMeleeWeapon("iron_sword");
const armor = createArmour("leather_armor");
const potion = createConsumable("health_potion");
expect(UpgradeManager.canUpgrade(sword)).toBe(true);
expect(UpgradeManager.canUpgrade(armor)).toBe(true);
expect(UpgradeManager.canUpgrade(potion)).toBe(false);
});
it('should upgrade weapon stats and name', () => {
const sword = createMeleeWeapon("iron_sword") as WeaponItem;
const initialAttack = sword.stats.attack!;
const initialName = sword.name;
const success = UpgradeManager.applyUpgrade(sword);
expect(success).toBe(true);
expect(sword.stats.attack).toBe(initialAttack + 1);
expect(sword.upgradeLevel).toBe(1);
expect(sword.name).toBe(`${initialName} +1`);
});
it('should upgrade armour stats and name', () => {
const armor = createArmour("leather_armor") as ArmourItem;
const initialDefense = armor.stats.defense!;
const initialName = armor.name;
const success = UpgradeManager.applyUpgrade(armor);
expect(success).toBe(true);
expect(armor.stats.defense).toBe(initialDefense + 1);
expect(armor.upgradeLevel).toBe(1);
expect(armor.name).toBe(`${initialName} +1`);
});
it('should handle sequential upgrades', () => {
const sword = createMeleeWeapon("iron_sword") as WeaponItem;
const initialAttack = sword.stats.attack!;
const initialName = sword.name;
UpgradeManager.applyUpgrade(sword); // +1
UpgradeManager.applyUpgrade(sword); // +2
expect(sword.stats.attack).toBe(initialAttack + 2);
expect(sword.upgradeLevel).toBe(2);
expect(sword.name).toBe(`${initialName} +2`);
});
it('should not upgrade non-upgradeable items', () => {
const potion = createConsumable("health_potion");
const initialName = potion.name;
const success = UpgradeManager.applyUpgrade(potion);
expect(success).toBe(false);
expect(potion.upgradeLevel).toBeUndefined();
expect(potion.name).toBe(initialName);
});
});

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@@ -6,7 +6,8 @@ import {
createConsumable,
createMeleeWeapon,
createRangedWeapon,
createArmour
createArmour,
createUpgradeScroll
} from "../../core/config/Items";
import { seededRandom } from "../../core/math";
import * as ROT from "rot-js";
@@ -62,7 +63,8 @@ export function generateWorld(floor: number, runState: RunState): { world: World
createMeleeWeapon("iron_sword", "sharp"), // Sharp sword variant
createConsumable("throwing_dagger", 3),
createRangedWeapon("pistol"),
createArmour("leather_armor", "heavy") // Heavy armour variant
createArmour("leather_armor", "heavy"), // Heavy armour variant
createUpgradeScroll(2) // 2 Upgrade scrolls
] : [])
]
},