refactor items logic

This commit is contained in:
Peter Stockings
2026-01-22 22:04:23 +11:00
parent 4129f5390f
commit d2039df8c8
8 changed files with 220 additions and 118 deletions

View File

@@ -2,8 +2,8 @@
import { describe, it, expect, beforeEach } from "vitest";
import { ItemManager } from "../../../scenes/systems/ItemManager";
import { EntityManager } from "../../EntityManager";
import type { World, CombatantActor, RangedWeaponItem, AmmoItem } from "../../../core/types";
import { ITEMS } from "../../../core/config/Items";
import type { World, CombatantActor, RangedWeaponItem } from "../../../core/types";
import { createRangedWeapon, createAmmo } from "../../../core/config/Items";
// Mock World and EntityManager
const mockWorld: World = {
@@ -50,8 +50,7 @@ describe("Fireable Weapons & Ammo System", () => {
it("should stack ammo correctly", () => {
// Spawn Ammo pack 1
const ammo1 = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo1.quantity = 10;
const ammo1 = createAmmo("ammo_9mm", 10);
itemManager.spawnItem(ammo1, { x: 0, y: 0 });
// Pickup
@@ -60,8 +59,7 @@ describe("Fireable Weapons & Ammo System", () => {
expect(player.inventory!.items[0].quantity).toBe(10);
// Spawn Ammo pack 2
const ammo2 = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo2.quantity = 5;
const ammo2 = createAmmo("ammo_9mm", 5);
itemManager.spawnItem(ammo2, { x: 0, y: 0 });
// Pickup (should merge)
@@ -71,82 +69,77 @@ describe("Fireable Weapons & Ammo System", () => {
});
it("should consume ammo from weapon when fired", () => {
// Manually Equip Pistol
const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
// Deep clone stats for test isolation
pistol.stats = { ...pistol.stats };
// Create pistol using factory (already has currentAmmo initialized)
const pistol = createRangedWeapon("pistol");
player.inventory!.items.push(pistol);
// Sanity Check
expect(pistol.stats.currentAmmo).toBe(6);
// Sanity Check - currentAmmo is now top-level
expect(pistol.currentAmmo).toBe(6);
expect(pistol.stats.magazineSize).toBe(6);
// Simulate Firing (logic mimic from GameScene)
if (pistol.stats.currentAmmo > 0) {
pistol.stats.currentAmmo--;
if (pistol.currentAmmo > 0) {
pistol.currentAmmo--;
}
expect(pistol.stats.currentAmmo).toBe(5);
expect(pistol.currentAmmo).toBe(5);
});
it("should reload weapon using inventory ammo", () => {
const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
pistol.stats = { ...pistol.stats };
pistol.stats.currentAmmo = 0; // Empty
const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0; // Empty
player.inventory!.items.push(pistol);
const ammo = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo.quantity = 10;
const ammo = createAmmo("ammo_9mm", 10);
player.inventory!.items.push(ammo);
// Logic mimic from GameScene
const needed = pistol.stats.magazineSize - pistol.stats.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity); // 6
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity!); // 6
pistol.stats.currentAmmo += toTake;
ammo.quantity -= toTake;
pistol.currentAmmo += toTake;
ammo.quantity! -= toTake;
expect(pistol.stats.currentAmmo).toBe(6);
expect(pistol.currentAmmo).toBe(6);
expect(ammo.quantity).toBe(4);
});
it("should handle partial reload if not enough ammo", () => {
const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
pistol.stats = { ...pistol.stats };
pistol.stats.currentAmmo = 0;
const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0;
player.inventory!.items.push(pistol);
const ammo = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo.quantity = 3; // Only 3 bullets
const ammo = createAmmo("ammo_9mm", 3); // Only 3 bullets
player.inventory!.items.push(ammo);
// Logic mimic
const needed = pistol.stats.magazineSize - pistol.stats.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity); // 3
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity!); // 3
pistol.stats.currentAmmo += toTake;
ammo.quantity -= toTake;
pistol.currentAmmo += toTake;
ammo.quantity! -= toTake;
expect(pistol.stats.currentAmmo).toBe(3);
expect(pistol.currentAmmo).toBe(3);
expect(ammo.quantity).toBe(0);
});
it("should deep clone stats on spawn so pistols remain independent", () => {
const pistolDef = ITEMS["pistol"] as RangedWeaponItem;
it("should deep clone on spawn so pistols remain independent", () => {
const pistol1 = createRangedWeapon("pistol");
// Spawn 1
itemManager.spawnItem(pistolDef, {x:0, y:0});
itemManager.spawnItem(pistol1, {x:0, y:0});
const picked1 = itemManager.tryPickup(player)! as RangedWeaponItem;
// Spawn 2
itemManager.spawnItem(pistolDef, {x:0, y:0});
const pistol2 = createRangedWeapon("pistol");
itemManager.spawnItem(pistol2, {x:0, y:0});
const picked2 = itemManager.tryPickup(player)! as RangedWeaponItem;
expect(picked1).not.toBe(picked2);
expect(picked1.stats).not.toBe(picked2.stats); // Critical!
// Modifying one should not affect other
picked1.stats.currentAmmo = 0;
expect(picked2.stats.currentAmmo).toBe(6);
picked1.currentAmmo = 0;
expect(picked2.currentAmmo).toBe(6);
});
});

View File

@@ -2,7 +2,12 @@ import { type World, type EntityId, type RunState, type Tile, type Actor, type V
import { TileType } from "../../core/terrain";
import { idx } from "./world-logic";
import { GAME_CONFIG } from "../../core/config/GameConfig";
import { ITEMS } from "../../core/config/Items";
import {
createConsumable,
createMeleeWeapon,
createRangedWeapon,
createArmour
} from "../../core/config/Items";
import { seededRandom } from "../../core/math";
import * as ROT from "rot-js";
@@ -53,11 +58,11 @@ export function generateWorld(floor: number, runState: RunState): { world: World
...runState.inventory.items,
// Add starting items for testing if empty
...(runState.inventory.items.length === 0 ? [
{ ...ITEMS["health_potion"], quantity: 2 },
ITEMS["iron_sword"],
{ ...ITEMS["throwing_dagger"], quantity: 3 },
ITEMS["pistol"],
ITEMS["leather_armor"]
createConsumable("health_potion", 2),
createMeleeWeapon("iron_sword"),
createConsumable("throwing_dagger", 3),
createRangedWeapon("pistol"),
createArmour("leather_armor")
] : [])
]
},