Another refactor
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@@ -214,54 +214,68 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
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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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const occupiedPositions = new Set<string>();
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for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
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for (let i = 0; i < numEnemies; i++) {
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// Pick a random room (not the starting room 0)
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const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
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const room = rooms[roomIdx];
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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 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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// Try to find an empty spot in the room
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for (let attempts = 0; attempts < 5; attempts++) {
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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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category: "combatant",
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isPlayer: false,
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type,
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pos: { x: enemyX, y: enemyY },
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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: 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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statPoints: 0,
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skillPoints: 0,
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strength: 0,
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dexterity: 0,
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intelligence: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 80,
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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const ex = room.x + 1 + Math.floor(random() * (room.width - 2));
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const ey = room.y + 1 + Math.floor(random() * (room.height - 2));
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const k = `${ex},${ey}`;
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if (!occupiedPositions.has(k)) {
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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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category: "combatant",
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isPlayer: false,
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type,
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pos: { x: ex, y: ey },
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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: 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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statPoints: 0,
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skillPoints: 0,
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strength: 0,
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dexterity: 0,
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intelligence: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 80,
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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}
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});
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occupiedPositions.add(k);
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enemyId++;
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break;
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}
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});
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enemyId++;
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}
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}
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}
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export const makeTestWorld = generateWorld;
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