refactor items logic
This commit is contained in:
@@ -1,77 +1,180 @@
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import type { Item } from "../types";
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import type {
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ConsumableItem,
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MeleeWeaponItem,
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RangedWeaponItem,
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ArmourItem,
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AmmoItem
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} from "../types";
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export const ITEMS: Record<string, Item> = {
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"health_potion": {
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id: "health_potion",
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// =============================================================================
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// Per-Type Template Lists (Immutable)
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// =============================================================================
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export const CONSUMABLES = {
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health_potion: {
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name: "Health Potion",
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type: "Consumable",
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textureKey: "items",
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spriteIndex: 57,
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stats: {
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hp: 5
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},
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healAmount: 5,
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stackable: true,
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quantity: 1
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},
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"iron_sword": {
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id: "iron_sword",
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name: "Iron Sword",
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type: "Weapon",
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weaponType: "melee",
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textureKey: "items",
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spriteIndex: 2,
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stats: {
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attack: 2
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}
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},
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"leather_armor": {
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id: "leather_armor",
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name: "Leather Armor",
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type: "BodyArmour",
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textureKey: "items",
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spriteIndex: 25,
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stats: {
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defense: 2
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}
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},
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"throwing_dagger": {
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id: "throwing_dagger",
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throwing_dagger: {
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name: "Throwing Dagger",
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type: "Consumable",
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textureKey: "items",
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spriteIndex: 15,
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stats: {
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attack: 4
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},
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attack: 4,
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throwable: true,
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stackable: true,
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quantity: 1
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},
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"pistol": {
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id: "pistol",
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} as const;
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export const RANGED_WEAPONS = {
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pistol: {
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name: "Pistol",
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type: "Weapon",
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weaponType: "ranged",
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textureKey: "weapons",
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spriteIndex: 1,
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stats: {
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attack: 10,
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range: 8,
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magazineSize: 6,
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currentAmmo: 6,
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ammoType: "9mm",
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projectileSpeed: 15,
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fireSound: "shoot"
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}
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},
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"ammo_9mm": {
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id: "ammo_9mm",
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name: "9mm Ammo",
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type: "Ammo",
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attack: 10,
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range: 8,
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magazineSize: 6,
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ammoType: "9mm",
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projectileSpeed: 15,
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fireSound: "shoot",
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},
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} as const;
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export const MELEE_WEAPONS = {
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iron_sword: {
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name: "Iron Sword",
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textureKey: "items",
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spriteIndex: 2,
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attack: 2,
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},
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} as const;
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export const AMMO = {
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ammo_9mm: {
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name: "9mm Ammo",
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textureKey: "weapons",
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spriteIndex: 23,
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ammoType: "9mm",
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stackable: true,
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quantity: 10 // Finds a pack of 10
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}
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};
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},
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} as const;
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export const ARMOUR = {
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leather_armor: {
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name: "Leather Armor",
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textureKey: "items",
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spriteIndex: 25,
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defense: 2,
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},
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} as const;
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// Combined lookup for rendering (e.g., projectile sprites)
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export const ALL_TEMPLATES = {
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...CONSUMABLES,
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...RANGED_WEAPONS,
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...MELEE_WEAPONS,
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...AMMO,
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...ARMOUR,
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} as const;
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// =============================================================================
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// Type-Safe IDs (derived from templates)
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// =============================================================================
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export type ConsumableId = keyof typeof CONSUMABLES;
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export type RangedWeaponId = keyof typeof RANGED_WEAPONS;
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export type MeleeWeaponId = keyof typeof MELEE_WEAPONS;
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export type AmmoId = keyof typeof AMMO;
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export type ArmourId = keyof typeof ARMOUR;
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export type ItemTemplateId = keyof typeof ALL_TEMPLATES;
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// =============================================================================
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// Factory Functions
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// =============================================================================
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export function createConsumable(id: ConsumableId, quantity = 1): ConsumableItem {
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const t = CONSUMABLES[id];
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return {
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id,
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name: t.name,
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type: "Consumable",
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textureKey: t.textureKey,
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spriteIndex: t.spriteIndex,
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stackable: t.stackable ?? false,
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quantity,
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stats: {
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hp: "healAmount" in t ? t.healAmount : undefined,
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attack: "attack" in t ? t.attack : undefined,
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},
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throwable: "throwable" in t ? t.throwable : undefined,
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};
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}
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export function createRangedWeapon(id: RangedWeaponId): RangedWeaponItem {
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const t = RANGED_WEAPONS[id];
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return {
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id,
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name: t.name,
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type: "Weapon",
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weaponType: "ranged",
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textureKey: t.textureKey,
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spriteIndex: t.spriteIndex,
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currentAmmo: t.magazineSize,
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stats: {
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attack: t.attack,
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range: t.range,
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magazineSize: t.magazineSize,
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ammoType: t.ammoType,
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projectileSpeed: t.projectileSpeed,
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fireSound: t.fireSound,
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},
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};
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}
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export function createMeleeWeapon(id: MeleeWeaponId): MeleeWeaponItem {
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const t = MELEE_WEAPONS[id];
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return {
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id,
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name: t.name,
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type: "Weapon",
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weaponType: "melee",
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textureKey: t.textureKey,
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spriteIndex: t.spriteIndex,
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stats: {
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attack: t.attack,
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},
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};
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}
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export function createAmmo(id: AmmoId, quantity = 10): AmmoItem {
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const t = AMMO[id];
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return {
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id,
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name: t.name,
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type: "Ammo",
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textureKey: t.textureKey,
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spriteIndex: t.spriteIndex,
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ammoType: t.ammoType,
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stackable: true,
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quantity,
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};
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}
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export function createArmour(id: ArmourId): ArmourItem {
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const t = ARMOUR[id];
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return {
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id,
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name: t.name,
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type: "BodyArmour",
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textureKey: t.textureKey,
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spriteIndex: t.spriteIndex,
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stats: {
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defense: t.defense,
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},
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};
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}
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// Legacy export for backward compatibility during migration
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export const ITEMS = ALL_TEMPLATES;
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@@ -98,11 +98,11 @@ export interface MeleeWeaponItem extends BaseItem {
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export interface RangedWeaponItem extends BaseItem {
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type: "Weapon";
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weaponType: "ranged";
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currentAmmo: number; // Runtime state - moved to top level for easier access
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stats: {
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attack: number;
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range: number;
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magazineSize: number;
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currentAmmo: number;
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ammoType: string;
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projectileSpeed: number;
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fireSound?: string;
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@@ -2,8 +2,8 @@
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import { describe, it, expect, beforeEach } from "vitest";
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import { ItemManager } from "../../../scenes/systems/ItemManager";
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import { EntityManager } from "../../EntityManager";
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import type { World, CombatantActor, RangedWeaponItem, AmmoItem } from "../../../core/types";
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import { ITEMS } from "../../../core/config/Items";
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import type { World, CombatantActor, RangedWeaponItem } from "../../../core/types";
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import { createRangedWeapon, createAmmo } from "../../../core/config/Items";
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// Mock World and EntityManager
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const mockWorld: World = {
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@@ -50,8 +50,7 @@ describe("Fireable Weapons & Ammo System", () => {
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it("should stack ammo correctly", () => {
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// Spawn Ammo pack 1
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const ammo1 = { ...ITEMS["ammo_9mm"] } as AmmoItem;
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ammo1.quantity = 10;
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const ammo1 = createAmmo("ammo_9mm", 10);
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itemManager.spawnItem(ammo1, { x: 0, y: 0 });
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// Pickup
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@@ -60,8 +59,7 @@ describe("Fireable Weapons & Ammo System", () => {
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expect(player.inventory!.items[0].quantity).toBe(10);
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// Spawn Ammo pack 2
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const ammo2 = { ...ITEMS["ammo_9mm"] } as AmmoItem;
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ammo2.quantity = 5;
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const ammo2 = createAmmo("ammo_9mm", 5);
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itemManager.spawnItem(ammo2, { x: 0, y: 0 });
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// Pickup (should merge)
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@@ -71,82 +69,77 @@ describe("Fireable Weapons & Ammo System", () => {
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});
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it("should consume ammo from weapon when fired", () => {
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// Manually Equip Pistol
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const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
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// Deep clone stats for test isolation
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pistol.stats = { ...pistol.stats };
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// Create pistol using factory (already has currentAmmo initialized)
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const pistol = createRangedWeapon("pistol");
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player.inventory!.items.push(pistol);
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// Sanity Check
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expect(pistol.stats.currentAmmo).toBe(6);
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// Sanity Check - currentAmmo is now top-level
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expect(pistol.currentAmmo).toBe(6);
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expect(pistol.stats.magazineSize).toBe(6);
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// Simulate Firing (logic mimic from GameScene)
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if (pistol.stats.currentAmmo > 0) {
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pistol.stats.currentAmmo--;
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if (pistol.currentAmmo > 0) {
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pistol.currentAmmo--;
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}
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expect(pistol.stats.currentAmmo).toBe(5);
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expect(pistol.currentAmmo).toBe(5);
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});
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it("should reload weapon using inventory ammo", () => {
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const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
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pistol.stats = { ...pistol.stats };
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pistol.stats.currentAmmo = 0; // Empty
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const pistol = createRangedWeapon("pistol");
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pistol.currentAmmo = 0; // Empty
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player.inventory!.items.push(pistol);
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const ammo = { ...ITEMS["ammo_9mm"] } as AmmoItem;
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ammo.quantity = 10;
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const ammo = createAmmo("ammo_9mm", 10);
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player.inventory!.items.push(ammo);
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// Logic mimic from GameScene
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const needed = pistol.stats.magazineSize - pistol.stats.currentAmmo; // 6
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const toTake = Math.min(needed, ammo.quantity); // 6
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const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
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const toTake = Math.min(needed, ammo.quantity!); // 6
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pistol.stats.currentAmmo += toTake;
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ammo.quantity -= toTake;
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pistol.currentAmmo += toTake;
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ammo.quantity! -= toTake;
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expect(pistol.stats.currentAmmo).toBe(6);
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expect(pistol.currentAmmo).toBe(6);
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expect(ammo.quantity).toBe(4);
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});
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it("should handle partial reload if not enough ammo", () => {
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const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
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pistol.stats = { ...pistol.stats };
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pistol.stats.currentAmmo = 0;
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const pistol = createRangedWeapon("pistol");
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pistol.currentAmmo = 0;
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player.inventory!.items.push(pistol);
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const ammo = { ...ITEMS["ammo_9mm"] } as AmmoItem;
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ammo.quantity = 3; // Only 3 bullets
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const ammo = createAmmo("ammo_9mm", 3); // Only 3 bullets
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player.inventory!.items.push(ammo);
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// Logic mimic
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const needed = pistol.stats.magazineSize - pistol.stats.currentAmmo; // 6
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const toTake = Math.min(needed, ammo.quantity); // 3
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const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
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const toTake = Math.min(needed, ammo.quantity!); // 3
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pistol.stats.currentAmmo += toTake;
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ammo.quantity -= toTake;
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pistol.currentAmmo += toTake;
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ammo.quantity! -= toTake;
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expect(pistol.stats.currentAmmo).toBe(3);
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expect(pistol.currentAmmo).toBe(3);
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expect(ammo.quantity).toBe(0);
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});
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it("should deep clone stats on spawn so pistols remain independent", () => {
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const pistolDef = ITEMS["pistol"] as RangedWeaponItem;
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it("should deep clone on spawn so pistols remain independent", () => {
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const pistol1 = createRangedWeapon("pistol");
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// Spawn 1
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itemManager.spawnItem(pistolDef, {x:0, y:0});
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itemManager.spawnItem(pistol1, {x:0, y:0});
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const picked1 = itemManager.tryPickup(player)! as RangedWeaponItem;
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// Spawn 2
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itemManager.spawnItem(pistolDef, {x:0, y:0});
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const pistol2 = createRangedWeapon("pistol");
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itemManager.spawnItem(pistol2, {x:0, y:0});
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const picked2 = itemManager.tryPickup(player)! as RangedWeaponItem;
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expect(picked1).not.toBe(picked2);
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expect(picked1.stats).not.toBe(picked2.stats); // Critical!
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// Modifying one should not affect other
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picked1.stats.currentAmmo = 0;
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expect(picked2.stats.currentAmmo).toBe(6);
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picked1.currentAmmo = 0;
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expect(picked2.currentAmmo).toBe(6);
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});
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});
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@@ -2,7 +2,12 @@ import { type World, type EntityId, type RunState, type Tile, type Actor, type V
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import { TileType } from "../../core/terrain";
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import { idx } from "./world-logic";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { ITEMS } from "../../core/config/Items";
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import {
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createConsumable,
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createMeleeWeapon,
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createRangedWeapon,
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createArmour
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} from "../../core/config/Items";
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import { seededRandom } from "../../core/math";
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import * as ROT from "rot-js";
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@@ -53,11 +58,11 @@ export function generateWorld(floor: number, runState: RunState): { world: World
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...runState.inventory.items,
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// Add starting items for testing if empty
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...(runState.inventory.items.length === 0 ? [
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{ ...ITEMS["health_potion"], quantity: 2 },
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ITEMS["iron_sword"],
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{ ...ITEMS["throwing_dagger"], quantity: 3 },
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ITEMS["pistol"],
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ITEMS["leather_armor"]
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createConsumable("health_potion", 2),
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createMeleeWeapon("iron_sword"),
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createConsumable("throwing_dagger", 3),
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createRangedWeapon("pistol"),
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createArmour("leather_armor")
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] : [])
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]
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},
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@@ -3,7 +3,7 @@ import { type World, type EntityId, type Vec2, type ActorType } from "../core/ty
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import { TILE_SIZE } from "../core/constants";
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import { idx, isWall } from "../engine/world/world-logic";
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import { GAME_CONFIG } from "../core/config/GameConfig";
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import { ITEMS } from "../core/config/Items";
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import { ALL_TEMPLATES } from "../core/config/Items";
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import { FovManager } from "./FovManager";
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import { MinimapRenderer } from "./MinimapRenderer";
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import { FxRenderer } from "./FxRenderer";
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@@ -328,7 +328,7 @@ export class DungeonRenderer {
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// Create sprite
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// Look up sprite index from config
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const itemConfig = ITEMS[itemId];
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const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
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const texture = itemConfig?.textureKey ?? "items";
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const frame = itemConfig?.spriteIndex ?? 0;
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@@ -176,16 +176,16 @@ export class GameScene extends Phaser.Scene {
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// Ranged Weapon Logic
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if (item.type === "Weapon" && item.weaponType === "ranged") {
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// Check Ammo
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if (item.stats.currentAmmo <= 0) {
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if (item.currentAmmo <= 0) {
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// Try Reload
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const ammoId = `ammo_${item.stats.ammoType}`;
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const ammoItem = player.inventory.items.find(it => it.id === ammoId); // Simple check
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if (ammoItem && ammoItem.quantity && ammoItem.quantity > 0) {
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const needed = item.stats.magazineSize - item.stats.currentAmmo;
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const needed = item.stats.magazineSize - item.currentAmmo;
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const toTake = Math.min(needed, ammoItem.quantity);
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item.stats.currentAmmo += toTake;
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item.currentAmmo += toTake;
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ammoItem.quantity -= toTake;
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if (ammoItem.quantity <= 0) {
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@@ -193,7 +193,7 @@ export class GameScene extends Phaser.Scene {
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}
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this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloaded!", "#00ff00");
|
||||
console.log("Reloaded. Ammo:", item.stats.currentAmmo);
|
||||
console.log("Reloaded. Ammo:", item.currentAmmo);
|
||||
this.commitPlayerAction({ type: "wait" });
|
||||
this.emitUIUpdate();
|
||||
} else {
|
||||
@@ -721,8 +721,8 @@ export class GameScene extends Phaser.Scene {
|
||||
projectileId = `ammo_${item.stats.ammoType}`; // Show ammo sprite
|
||||
|
||||
// Consume Ammo
|
||||
if (item.stats.currentAmmo > 0) {
|
||||
item.stats.currentAmmo--;
|
||||
if (item.currentAmmo > 0) {
|
||||
item.currentAmmo--;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -735,8 +735,9 @@ export class GameScene extends Phaser.Scene {
|
||||
const shouldDrop = item.type !== "Weapon";
|
||||
|
||||
if (shouldDrop) {
|
||||
// Drop the actual item at the landing spot
|
||||
this.itemManager.spawnItem(item, blockedPos);
|
||||
// Drop a SINGLE item at the landing spot (not the whole stack)
|
||||
const singleItem = { ...item, quantity: 1 };
|
||||
this.itemManager.spawnItem(singleItem, blockedPos);
|
||||
}
|
||||
|
||||
// Trigger destruction/interaction
|
||||
|
||||
@@ -343,7 +343,7 @@ export class InventoryOverlay extends OverlayComponent {
|
||||
if (item.stackable) {
|
||||
labelText = `x${item.quantity || 1}`;
|
||||
} else if (item.type === "Weapon" && item.weaponType === "ranged" && item.stats) {
|
||||
labelText = `${item.stats.currentAmmo}/${item.stats.magazineSize}`;
|
||||
labelText = `${item.currentAmmo}/${item.stats.magazineSize}`;
|
||||
}
|
||||
|
||||
if (labelText) {
|
||||
|
||||
@@ -236,7 +236,7 @@ export class QuickSlotComponent {
|
||||
labelText = `x${totalQuantity}`;
|
||||
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
|
||||
// Show ammo for non-stackable ranged weapons
|
||||
labelText = `${foundItem.stats.currentAmmo}/${foundItem.stats.magazineSize}`;
|
||||
labelText = `${foundItem.currentAmmo}/${foundItem.stats.magazineSize}`;
|
||||
}
|
||||
|
||||
if (labelText) {
|
||||
|
||||
Reference in New Issue
Block a user