Begin refactoring GameScene

This commit is contained in:
Peter Stockings
2026-01-26 15:30:14 +11:00
parent 1d7be54fd9
commit ef7d85750f
46 changed files with 2459 additions and 1291 deletions

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@@ -206,13 +206,13 @@ export type World = {
width: number; width: number;
height: number; height: number;
tiles: Tile[]; tiles: Tile[];
actors: Map<EntityId, Actor>;
exit: Vec2; exit: Vec2;
}; };
export interface UIUpdatePayload { export interface UIUpdatePayload {
world: World; world: World;
playerId: EntityId; playerId: EntityId;
player: CombatantActor | null; // Added for ECS Access
floorIndex: number; floorIndex: number;
uiState: { uiState: {
targetingItemId: string | null; targetingItemId: string | null;

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@@ -0,0 +1,348 @@
import type {
World,
EntityId,
Actor,
CombatantActor,
CollectibleActor,
ItemDropActor,
Vec2,
EnemyAIState
} from "../core/types";
import type { ECSWorld } from "./ecs/World";
/**
* Centralized accessor for game entities.
* Provides a unified interface for querying actors from the World.
*
* This facade:
* - Centralizes entity access patterns
* - Makes it easy to migrate to ECS later
* - Reduces scattered world.actors calls
*/
export class EntityAccessor {
private _playerId: EntityId;
private ecsWorld: ECSWorld;
private actorCache: Map<EntityId, Actor> = new Map();
constructor(
_world: World,
playerId: EntityId,
ecsWorld: ECSWorld
) {
this._playerId = playerId;
this.ecsWorld = ecsWorld;
}
/**
* Updates the world reference (called when loading new floors).
*/
updateWorld(_world: World, playerId: EntityId, ecsWorld: ECSWorld): void {
this._playerId = playerId;
this.ecsWorld = ecsWorld;
this.actorCache.clear();
}
private entityToActor(id: EntityId): Actor | null {
if (!this.ecsWorld) return null;
// Check cache first
const cached = this.actorCache.get(id);
if (cached) {
// Double check it still exists in ECS
if (!this.ecsWorld.hasEntity(id)) {
this.actorCache.delete(id);
return null;
}
return cached;
}
const pos = this.ecsWorld.getComponent(id, "position");
if (!pos) return null;
// Check for combatant
const stats = this.ecsWorld.getComponent(id, "stats");
const actorType = this.ecsWorld.getComponent(id, "actorType");
if (stats && actorType) {
const energyComp = this.ecsWorld.getComponent(id, "energy");
const playerComp = this.ecsWorld.getComponent(id, "player");
const ai = this.ecsWorld.getComponent(id, "ai");
const inventory = this.ecsWorld.getComponent(id, "inventory");
const equipment = this.ecsWorld.getComponent(id, "equipment");
// Create a proxy-like object to ensure writes persist to ECS components
let localEnergy = 0;
const actor = {
id,
// Pass Reference to PositionComponent so moves persist
pos: pos,
category: "combatant",
isPlayer: !!playerComp,
type: actorType.type,
// Pass Reference to StatsComponent
stats: stats,
// Speed defaults
speed: energyComp?.speed ?? 100,
// Pass Reference (or fallback)
inventory: inventory ?? { gold: 0, items: [] },
equipment: equipment
} as CombatantActor;
// Manually define 'energy' property to proxy to component
Object.defineProperty(actor, 'energy', {
get: () => energyComp ? energyComp.current : localEnergy,
set: (v: number) => {
if (energyComp) {
energyComp.current = v;
} else {
localEnergy = v;
}
},
enumerable: true,
configurable: true
});
// Proxy AI state properties
Object.defineProperty(actor, 'aiState', {
get: () => ai?.state,
set: (v: EnemyAIState) => { if (ai) ai.state = v; },
enumerable: true,
configurable: true
});
Object.defineProperty(actor, 'alertedAt', {
get: () => ai?.alertedAt,
set: (v: number) => { if (ai) ai.alertedAt = v; },
enumerable: true,
configurable: true
});
Object.defineProperty(actor, 'lastKnownPlayerPos', {
get: () => ai?.lastKnownPlayerPos,
set: (v: Vec2) => { if (ai) ai.lastKnownPlayerPos = v; },
enumerable: true,
configurable: true
});
this.actorCache.set(id, actor);
return actor;
}
// Check for collectible
const collectible = this.ecsWorld.getComponent(id, "collectible");
if (collectible) {
const actor = {
id,
pos: pos, // Reference
category: "collectible",
type: "exp_orb",
expAmount: collectible.amount
} as CollectibleActor;
this.actorCache.set(id, actor);
return actor;
}
// Check for Item Drop
const groundItem = this.ecsWorld.getComponent(id, "groundItem");
if (groundItem) {
const actor = {
id,
pos: pos,
category: "item_drop",
item: groundItem.item
} as ItemDropActor;
this.actorCache.set(id, actor);
return actor;
}
return null;
}
// ==========================================
// Player Access
// ==========================================
/**
* Gets the player's entity ID.
*/
get playerId(): EntityId {
return this._playerId;
}
/**
* Gets the player entity.
*/
getPlayer(): CombatantActor | null {
const actor = this.entityToActor(this._playerId);
if (actor?.category === "combatant") return actor as CombatantActor;
return null;
}
/**
* Gets the player's current position.
*/
getPlayerPos(): Vec2 | null {
const player = this.getPlayer();
return player ? { ...player.pos } : null;
}
/**
* Checks if the player exists (is alive).
*/
isPlayerAlive(): boolean {
return this.ecsWorld.hasEntity(this._playerId) && (this.ecsWorld.getComponent(this._playerId, "position") !== undefined);
}
// ==========================================
// Generic Actor Access
// ==========================================
/**
* Gets any actor by ID.
*/
getActor(id: EntityId): Actor | null {
return this.entityToActor(id);
}
/**
* Gets a combatant actor by ID.
*/
getCombatant(id: EntityId): CombatantActor | null {
const actor = this.entityToActor(id);
if (actor?.category === "combatant") return actor as CombatantActor;
return null;
}
/**
* Checks if an actor exists.
*/
hasActor(id: EntityId): boolean {
return this.ecsWorld.hasEntity(id) && (this.ecsWorld.getComponent(id, "position") !== undefined);
}
// ==========================================
// Spatial Queries
// ==========================================
/**
* Gets all actors at a specific position.
*/
getActorsAt(x: number, y: number): Actor[] {
// Query ECS
return [...this.getAllActors()].filter(a => a.pos.x === x && a.pos.y === y);
}
/**
* Finds an enemy combatant at a specific position.
*/
findEnemyAt(x: number, y: number): CombatantActor | null {
const actors = this.getActorsAt(x, y);
for (const actor of actors) {
if (actor.category === "combatant" && !actor.isPlayer) {
return actor;
}
}
return null;
}
/**
* Checks if there's any enemy at the given position.
*/
hasEnemyAt(x: number, y: number): boolean {
return this.findEnemyAt(x, y) !== null;
}
/**
* Finds a collectible at a specific position.
*/
findCollectibleAt(x: number, y: number): CollectibleActor | null {
const actors = this.getActorsAt(x, y);
for (const actor of actors) {
if (actor.category === "collectible") {
return actor;
}
}
return null;
}
/**
* Finds an item drop at a specific position.
*/
findItemDropAt(x: number, y: number): ItemDropActor | null {
const actors = this.getActorsAt(x, y);
for (const actor of actors) {
if (actor.category === "item_drop") {
return actor;
}
}
return null;
}
// ==========================================
// Collection Queries
// ==========================================
/**
* Gets all enemy combatants in the world.
*/
getEnemies(): CombatantActor[] {
return [...this.getAllActors()].filter(
(a): a is CombatantActor => a.category === "combatant" && !a.isPlayer
);
}
/**
* Gets all combatants (player + enemies).
*/
getCombatants(): CombatantActor[] {
return [...this.getAllActors()].filter(
(a): a is CombatantActor => a.category === "combatant"
);
}
/**
* Gets all collectibles (exp orbs, etc.).
*/
getCollectibles(): CollectibleActor[] {
return [...this.getAllActors()].filter(
(a): a is CollectibleActor => a.category === "collectible"
);
}
/**
* Gets all item drops.
*/
getItemDrops(): ItemDropActor[] {
return [...this.getAllActors()].filter(
(a): a is ItemDropActor => a.category === "item_drop"
);
}
/**
* Iterates over all actors (for rendering, etc.).
*/
getAllActors(): IterableIterator<Actor> {
const actors: Actor[] = [];
// Get all entities with position (candidates)
const entities = this.ecsWorld.getEntitiesWith("position");
for (const id of entities) {
const actor = this.entityToActor(id);
if (actor) actors.push(actor);
}
return actors.values();
}
/**
* Removes an actor from the world.
*/
removeActor(id: EntityId): void {
this.ecsWorld.destroyEntity(id);
}
/**
* Access to the raw ECS world if needed for specialized systems.
*/
get context(): ECSWorld | undefined {
return this.ecsWorld;
}
}

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@@ -1,160 +0,0 @@
import { type World, type EntityId, type Actor, type Vec2, type CombatantActor } from "../core/types";
import { idx } from "./world/world-logic";
import { ECSWorld } from "./ecs/World";
import { MovementSystem } from "./ecs/MovementSystem";
import { AISystem } from "./ecs/AISystem";
export class EntityManager {
private grid: Map<number, EntityId[]> = new Map();
private actors: Map<EntityId, Actor>;
private world: World;
private lastId: number = 0;
private ecs: ECSWorld;
private movementSystem: MovementSystem;
private aiSystem: AISystem;
constructor(world: World) {
this.world = world;
this.actors = world.actors;
this.ecs = new ECSWorld();
this.movementSystem = new MovementSystem(this.ecs, this.world, this);
this.aiSystem = new AISystem(this.ecs, this.world, this);
this.lastId = Math.max(0, ...this.actors.keys());
this.ecs.setNextId(this.lastId + 1);
this.rebuildGrid();
}
get ecsWorld(): ECSWorld {
return this.ecs;
}
get movement(): MovementSystem {
return this.movementSystem;
}
get ai(): AISystem {
return this.aiSystem;
}
rebuildGrid() {
this.grid.clear();
// Also re-sync ECS if needed, though typically we do this once at start
for (const actor of this.actors.values()) {
this.syncActorToECS(actor);
this.addToGrid(actor);
}
}
private syncActorToECS(actor: Actor) {
const id = actor.id;
this.ecs.addComponent(id, "position", actor.pos);
this.ecs.addComponent(id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") {
const c = actor as CombatantActor;
this.ecs.addComponent(id, "stats", c.stats);
this.ecs.addComponent(id, "energy", { current: c.energy, speed: c.speed });
this.ecs.addComponent(id, "actorType", { type: c.type });
if (c.isPlayer) {
this.ecs.addComponent(id, "player", {});
} else {
this.ecs.addComponent(id, "ai", {
state: c.aiState || "wandering",
alertedAt: c.alertedAt,
lastKnownPlayerPos: c.lastKnownPlayerPos
});
}
} else if (actor.category === "collectible") {
this.ecs.addComponent(id, "collectible", { type: "exp_orb", amount: actor.expAmount });
}
}
private addToGrid(actor: Actor) {
const i = idx(this.world, actor.pos.x, actor.pos.y);
if (!this.grid.has(i)) {
this.grid.set(i, []);
}
this.grid.get(i)!.push(actor.id);
}
private removeFromGrid(actor: Actor) {
const i = idx(this.world, actor.pos.x, actor.pos.y);
const ids = this.grid.get(i);
if (ids) {
const index = ids.indexOf(actor.id);
if (index !== -1) {
ids.splice(index, 1);
}
if (ids.length === 0) {
this.grid.delete(i);
}
}
}
moveActor(actorId: EntityId, from: Vec2, to: Vec2) {
const actor = this.actors.get(actorId);
if (!actor) return;
// Remove from old position
const oldIdx = idx(this.world, from.x, from.y);
const ids = this.grid.get(oldIdx);
if (ids) {
const index = ids.indexOf(actorId);
if (index !== -1) ids.splice(index, 1);
if (ids.length === 0) this.grid.delete(oldIdx);
}
// Update position
actor.pos.x = to.x;
actor.pos.y = to.y;
// Update ECS
const posComp = this.ecs.getComponent(actorId, "position");
if (posComp) {
posComp.x = to.x;
posComp.y = to.y;
}
// Add to new position
const newIdx = idx(this.world, to.x, to.y);
if (!this.grid.has(newIdx)) this.grid.set(newIdx, []);
this.grid.get(newIdx)!.push(actorId);
}
addActor(actor: Actor) {
this.actors.set(actor.id, actor);
this.syncActorToECS(actor);
this.addToGrid(actor);
}
removeActor(actorId: EntityId) {
const actor = this.actors.get(actorId);
if (actor) {
this.removeFromGrid(actor);
this.ecs.destroyEntity(actorId);
this.actors.delete(actorId);
}
}
getActorsAt(x: number, y: number): Actor[] {
const i = idx(this.world, x, y);
const ids = this.grid.get(i);
if (!ids) return [];
return ids.map(id => this.actors.get(id)!).filter(Boolean);
}
isOccupied(x: number, y: number, ignoreType?: string): boolean {
const actors = this.getActorsAt(x, y);
if (ignoreType) {
return actors.some(a => a.type !== ignoreType);
}
return actors.length > 0;
}
getNextId(): EntityId {
this.lastId++;
return this.lastId;
}
}

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@@ -0,0 +1,275 @@
import { describe, it, expect, beforeEach } from "vitest";
import { EntityAccessor } from "../EntityAccessor";
import { ECSWorld } from "../ecs/World";
import type { World, CombatantActor, CollectibleActor, ItemDropActor, Actor, EntityId } from "../../core/types";
function createMockWorld(): World {
return {
width: 10,
height: 10,
tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 },
};
}
function createPlayer(id: number, x: number, y: number): CombatantActor {
return {
id: id as EntityId,
pos: { x, y },
category: "combatant",
isPlayer: true,
type: "player",
speed: 100,
energy: 0,
stats: {
maxHp: 20, hp: 20, maxMana: 10, mana: 10,
attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0,
evasion: 5, blockChance: 0, luck: 0,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
passiveNodes: [],
},
};
}
function createEnemy(id: number, x: number, y: number, type: "rat" | "bat" = "rat"): CombatantActor {
return {
id: id as EntityId,
pos: { x, y },
category: "combatant",
isPlayer: false,
type,
speed: 80,
energy: 0,
stats: {
maxHp: 10, hp: 10, maxMana: 0, mana: 0,
attack: 3, defense: 1, level: 1, exp: 0, expToNextLevel: 10,
critChance: 0, critMultiplier: 100, accuracy: 80, lifesteal: 0,
evasion: 0, blockChance: 0, luck: 0,
statPoints: 0, skillPoints: 0, strength: 5, dexterity: 5, intelligence: 5,
passiveNodes: [],
},
};
}
function createExpOrb(id: number, x: number, y: number): CollectibleActor {
return {
id: id as EntityId,
pos: { x, y },
category: "collectible",
type: "exp_orb",
expAmount: 5,
};
}
function createItemDrop(id: number, x: number, y: number): ItemDropActor {
return {
id: id as EntityId,
pos: { x, y },
category: "item_drop",
item: {
id: "health_potion",
name: "Health Potion",
type: "Consumable",
textureKey: "items",
spriteIndex: 0,
},
};
}
describe("EntityAccessor", () => {
let world: World;
let ecsWorld: ECSWorld;
let accessor: EntityAccessor;
const PLAYER_ID = 1;
beforeEach(() => {
world = createMockWorld();
ecsWorld = new ECSWorld();
accessor = new EntityAccessor(world, PLAYER_ID as EntityId, ecsWorld);
});
function syncActor(actor: Actor) {
ecsWorld.addComponent(actor.id, "position", actor.pos);
ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") {
const c = actor as CombatantActor;
ecsWorld.addComponent(actor.id, "stats", c.stats);
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed });
ecsWorld.addComponent(actor.id, "actorType", { type: c.type });
if (c.isPlayer) {
ecsWorld.addComponent(actor.id, "player", {});
} else {
ecsWorld.addComponent(actor.id, "ai", { state: "wandering" });
}
} else if (actor.category === "collectible") {
ecsWorld.addComponent(actor.id, "collectible", { type: "exp_orb", amount: (actor as CollectibleActor).expAmount });
} else if (actor.category === "item_drop") {
ecsWorld.addComponent(actor.id, "groundItem", { item: (actor as ItemDropActor).item });
}
}
describe("Player Access", () => {
it("getPlayer returns player when exists", () => {
const player = createPlayer(PLAYER_ID, 5, 5);
syncActor(player);
expect(accessor.getPlayer()?.id).toBe(player.id);
});
it("getPlayer returns null when player doesn't exist", () => {
expect(accessor.getPlayer()).toBeNull();
});
it("getPlayerPos returns position copy", () => {
const player = createPlayer(PLAYER_ID, 3, 4);
syncActor(player);
const pos = accessor.getPlayerPos();
expect(pos).toEqual({ x: 3, y: 4 });
// Verify it's a copy
if (pos) {
pos.x = 99;
const freshPlayer = accessor.getPlayer();
expect(freshPlayer?.pos.x).toBe(3);
}
});
it("isPlayerAlive returns true when player exists", () => {
syncActor(createPlayer(PLAYER_ID, 5, 5));
expect(accessor.isPlayerAlive()).toBe(true);
});
it("isPlayerAlive returns false when player is dead", () => {
expect(accessor.isPlayerAlive()).toBe(false);
});
});
describe("Generic Actor Access", () => {
it("getActor returns actor by ID", () => {
const enemy = createEnemy(2, 3, 3);
syncActor(enemy);
expect(accessor.getActor(2 as EntityId)?.id).toBe(enemy.id);
});
it("getActor returns null for non-existent ID", () => {
expect(accessor.getActor(999 as EntityId)).toBeNull();
});
it("getCombatant returns combatant by ID", () => {
const enemy = createEnemy(2, 3, 3);
syncActor(enemy);
expect(accessor.getCombatant(2 as EntityId)?.id).toBe(enemy.id);
});
it("getCombatant returns null for non-combatant", () => {
const orb = createExpOrb(3, 5, 5);
syncActor(orb);
expect(accessor.getCombatant(3 as EntityId)).toBeNull();
});
it("hasActor returns true for existing actor", () => {
syncActor(createEnemy(2, 3, 3));
expect(accessor.hasActor(2 as EntityId)).toBe(true);
});
it("hasActor returns false for non-existent ID", () => {
expect(accessor.hasActor(999 as EntityId)).toBe(false);
});
});
describe("Spatial Queries", () => {
it("findEnemyAt returns enemy at position", () => {
const enemy = createEnemy(2, 4, 4);
syncActor(enemy);
expect(accessor.findEnemyAt(4, 4)?.id).toBe(enemy.id);
});
it("findEnemyAt returns null when no enemy at position", () => {
syncActor(createPlayer(PLAYER_ID, 4, 4));
expect(accessor.findEnemyAt(4, 4)).toBeNull();
});
it("hasEnemyAt returns true when enemy exists at position", () => {
syncActor(createEnemy(2, 4, 4));
expect(accessor.hasEnemyAt(4, 4)).toBe(true);
});
it("findCollectibleAt returns collectible at position", () => {
const orb = createExpOrb(3, 6, 6);
syncActor(orb);
expect(accessor.findCollectibleAt(6, 6)?.id).toBe(orb.id);
});
it("findItemDropAt returns item drop at position", () => {
const drop = createItemDrop(4, 7, 7);
syncActor(drop);
expect(accessor.findItemDropAt(7, 7)?.id).toBe(drop.id);
});
});
describe("Collection Queries", () => {
beforeEach(() => {
syncActor(createPlayer(PLAYER_ID, 5, 5));
syncActor(createEnemy(2, 3, 3));
syncActor(createEnemy(3, 4, 4, "bat"));
syncActor(createExpOrb(4, 6, 6));
syncActor(createItemDrop(5, 7, 7));
});
it("getEnemies returns only non-player combatants", () => {
const enemies = accessor.getEnemies();
expect(enemies.length).toBe(2);
expect(enemies.every(e => !e.isPlayer)).toBe(true);
});
it("getCombatants returns player and enemies", () => {
const combatants = accessor.getCombatants();
expect(combatants.length).toBe(3);
});
it("getCollectibles returns only collectibles", () => {
const collectibles = accessor.getCollectibles();
expect(collectibles.length).toBe(1);
expect(collectibles[0].id).toBe(4);
});
it("getItemDrops returns only item drops", () => {
const drops = accessor.getItemDrops();
expect(drops.length).toBe(1);
expect(drops[0].id).toBe(5);
});
});
describe("updateWorld", () => {
it("updates references correctly", () => {
syncActor(createPlayer(PLAYER_ID, 1, 1));
const newWorld = createMockWorld();
const newEcsWorld = new ECSWorld();
const newPlayerId = 10;
const newPlayer = createPlayer(newPlayerId, 8, 8);
// Manually add to newEcsWorld
newEcsWorld.addComponent(newPlayer.id, "position", newPlayer.pos);
newEcsWorld.addComponent(newPlayer.id, "actorType", { type: "player" });
newEcsWorld.addComponent(newPlayer.id, "stats", newPlayer.stats);
newEcsWorld.addComponent(newPlayer.id, "player", {});
accessor.updateWorld(newWorld, newPlayerId as EntityId, newEcsWorld);
const player = accessor.getPlayer();
expect(player?.id).toBe(newPlayerId);
expect(player?.pos).toEqual({ x: 8, y: 8 });
});
});
});

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@@ -1,132 +0,0 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { EntityManager } from '../EntityManager';
import { type World, type Actor } from '../../core/types';
describe('EntityManager', () => {
let mockWorld: World;
let entityManager: EntityManager;
beforeEach(() => {
mockWorld = {
width: 10,
height: 10,
tiles: new Array(100).fill(0),
actors: new Map<number, Actor>(),
exit: { x: 9, y: 9 }
};
entityManager = new EntityManager(mockWorld);
});
it('should add an actor and update the grid', () => {
const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
entityManager.addActor(actor);
expect(mockWorld.actors.has(1)).toBe(true);
expect(entityManager.getActorsAt(2, 3).map(a => a.id)).toContain(1);
expect(entityManager.isOccupied(2, 3)).toBe(true);
});
it('should remove an actor and update the grid', () => {
const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
entityManager.addActor(actor);
entityManager.removeActor(1);
expect(mockWorld.actors.has(1)).toBe(false);
expect(entityManager.getActorsAt(2, 3).map(a => a.id)).not.toContain(1);
expect(entityManager.isOccupied(2, 3)).toBe(false);
});
it('should update the grid when an actor moves', () => {
const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
entityManager.addActor(actor);
entityManager.moveActor(1, { x: 2, y: 3 }, { x: 4, y: 5 });
expect(actor.pos.x).toBe(4);
expect(actor.pos.y).toBe(5);
expect(entityManager.isOccupied(2, 3)).toBe(false);
expect(entityManager.isOccupied(4, 5)).toBe(true);
expect(entityManager.getActorsAt(4, 5).map(a => a.id)).toContain(1);
});
it('should correctly identify occupied tiles while ignoring specific types', () => {
const orb: Actor = { id: 1, category: 'collectible', type: 'exp_orb', pos: { x: 2, y: 2 } } as any;
const enemy: Actor = { id: 2, category: 'combatant', type: 'rat', pos: { x: 5, y: 5 } } as any;
entityManager.addActor(orb);
entityManager.addActor(enemy);
expect(entityManager.isOccupied(2, 2)).toBe(true);
expect(entityManager.isOccupied(2, 2, 'exp_orb')).toBe(false);
expect(entityManager.isOccupied(5, 5)).toBe(true);
expect(entityManager.isOccupied(5, 5, 'exp_orb')).toBe(true);
});
it('should generate the next available ID by scanning current actors', () => {
mockWorld.actors.set(10, { id: 10, pos: { x: 0, y: 0 } } as any);
mockWorld.actors.set(15, { id: 15, pos: { x: 1, y: 1 } } as any);
// Create new manager to trigger scan since current one has stale lastId
const manager = new EntityManager(mockWorld);
expect(manager.getNextId()).toBe(16);
});
it('should handle multiple actors at the same position', () => {
const actor1: Actor = { id: 1, pos: { x: 1, y: 1 } } as any;
const actor2: Actor = { id: 2, pos: { x: 1, y: 1 } } as any;
entityManager.addActor(actor1);
entityManager.addActor(actor2);
const atPos = entityManager.getActorsAt(1, 1);
expect(atPos.length).toBe(2);
expect(atPos.map(a => a.id)).toContain(1);
expect(atPos.map(a => a.id)).toContain(2);
entityManager.removeActor(1);
expect(entityManager.getActorsAt(1, 1).map(a => a.id)).toEqual([2]);
});
it('should handle removing non-existent actor gracefully', () => {
// Should not throw
entityManager.removeActor(999);
});
it('should handle moving non-existent actor gracefully', () => {
// Should not throw
entityManager.moveActor(999, { x: 0, y: 0 }, { x: 1, y: 1 });
});
it('should handle moving an actor that is not in the grid at expected position (inconsistent state)', () => {
const actor: Actor = { id: 1, pos: { x: 0, y: 0 } } as any;
// Add to actors map but NOT to grid (simulating desync)
mockWorld.actors.set(1, actor);
// Attempt move
entityManager.moveActor(1, { x: 0, y: 0 }, { x: 1, y: 1 });
expect(actor.pos.x).toBe(1);
expect(actor.pos.y).toBe(1);
// Should be added to new position in grid
expect(entityManager.getActorsAt(1, 1).map(a => a.id)).toContain(1);
});
it('should handle moving an actor that is in grid but ID not found in list (very rare edge case)', () => {
// Manually pollute grid with empty array for old pos
// This forces `ids` to exist but `indexOf` to return -1
const idx = 0; // 0,0
// @ts-ignore
entityManager.grid.set(idx, [999]); // occupied by someone else
const actor: Actor = { id: 1, pos: { x: 0, y:0 } } as any;
mockWorld.actors.set(1, actor);
entityManager.moveActor(1, { x: 0, y: 0 }, { x: 1, y: 1 });
expect(actor.pos).toEqual({ x: 1, y: 1 });
});
});

View File

@@ -0,0 +1,64 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { TriggerSystem } from '../ecs/systems/TriggerSystem';
import { ECSWorld } from '../ecs/World';
import { EventBus } from '../ecs/EventBus';
import { Prefabs } from '../ecs/Prefabs';
import type { EntityId } from '../../core/types';
describe('Prefab Trap Integration', () => {
let world: ECSWorld;
let eventBus: EventBus;
let system: TriggerSystem;
beforeEach(() => {
world = new ECSWorld();
eventBus = new EventBus();
system = new TriggerSystem();
system.setEventBus(eventBus);
});
it('should trigger poison trap when player moves onto it', () => {
// Setup Player (ID 1)
const playerId = 1 as EntityId;
world.addComponent(playerId, 'position', { x: 1, y: 1 });
world.addComponent(playerId, 'stats', { hp: 10, maxHp: 10 } as any);
world.addComponent(playerId, 'player', {});
// Setup Prefab Trap (ID 100) at (2, 1)
// Use a high ID to avoid collision (simulating generator fix)
world.setNextId(100);
const trapId = Prefabs.poisonTrap(world, 2, 1, 5, 2);
// Register system (initializes entity positions)
system.onRegister(world);
const spy = vi.spyOn(eventBus, 'emit');
// === MOVE PLAYER ===
// Update Player Position to (2, 1)
const pos = world.getComponent(playerId, 'position');
if (pos) pos.x = 2; // Move reference
// Update System
system.update([trapId], world);
// Expect trigger activated
expect(spy).toHaveBeenCalledWith(expect.objectContaining({
type: 'trigger_activated',
triggerId: trapId,
activatorId: playerId
}));
// Expect damage (magnitude 2)
expect(spy).toHaveBeenCalledWith(expect.objectContaining({
type: 'damage',
amount: 2
}));
// Expect status applied
expect(spy).toHaveBeenCalledWith(expect.objectContaining({
type: 'status_applied',
status: 'poison'
}));
});
});

View File

@@ -0,0 +1,55 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { TriggerSystem } from '../ecs/systems/TriggerSystem';
import { ECSWorld } from '../ecs/World';
import { EventBus } from '../ecs/EventBus';
import type { EntityId } from '../../core/types';
describe('TriggerSystem Integration', () => {
let world: ECSWorld;
let eventBus: EventBus;
let system: TriggerSystem;
beforeEach(() => {
world = new ECSWorld();
eventBus = new EventBus();
system = new TriggerSystem();
system.setEventBus(eventBus);
});
it('should trigger onEnter when player moves onto trap', () => {
// Setup Player (ID 1)
const playerId = 1 as EntityId;
const playerPos = { x: 1, y: 1 };
world.addComponent(playerId, 'position', playerPos);
world.addComponent(playerId, 'player', {});
// Setup Trap (ID 100) at (2, 1)
const trapId = 100 as EntityId;
world.addComponent(trapId, 'position', { x: 2, y: 1 });
world.addComponent(trapId, 'trigger', {
onEnter: true,
damage: 10
});
// Register system (initializes entity positions)
system.onRegister(world);
// Verify initial state: Player at (1,1), Trap at (2,1)
// System tracking: Player at (1,1)
const spy = vi.spyOn(eventBus, 'emit');
// === MOVE PLAYER ===
// Simulate MovementSystem update
playerPos.x = 2; // Move to (2,1) directly (reference update)
// System Update
system.update([trapId], world);
// Expect trigger activation
expect(spy).toHaveBeenCalledWith(expect.objectContaining({
type: 'trigger_activated',
triggerId: trapId,
activatorId: playerId
}));
});
});

View File

@@ -1,16 +1,15 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { describe, it, expect } from 'vitest';
import { decideEnemyAction, applyAction, stepUntilPlayerTurn } from '../simulation/simulation'; import { decideEnemyAction, applyAction, stepUntilPlayerTurn } from '../simulation/simulation';
import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types'; import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
import { EntityManager } from '../EntityManager'; import { EntityAccessor } from '../EntityAccessor';
import { TileType } from '../../core/terrain'; import { TileType } from '../../core/terrain';
import { ECSWorld } from '../ecs/World';
const createTestWorld = (actors: Map<EntityId, Actor>): World => { const createTestWorld = (): World => {
return { return {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(TileType.EMPTY), tiles: new Array(100).fill(TileType.EMPTY),
actors,
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
}; };
}; };
@@ -23,7 +22,37 @@ const createTestStats = (overrides: Partial<any> = {}) => ({
}); });
describe('AI Behavior & Scheduling', () => { describe('AI Behavior & Scheduling', () => {
let entityManager: EntityManager; let accessor: EntityAccessor;
let ecsWorld: ECSWorld;
beforeEach(() => {
ecsWorld = new ECSWorld();
});
const syncToECS = (actors: Map<EntityId, Actor>) => {
let maxId = 0;
for (const actor of actors.values()) {
if (actor.id > maxId) maxId = actor.id;
ecsWorld.addComponent(actor.id, "position", actor.pos);
ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") {
const c = actor as CombatantActor;
ecsWorld.addComponent(actor.id, "stats", c.stats || createTestStats());
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed || 100 });
ecsWorld.addComponent(actor.id, "actorType", { type: c.type || "player" });
if (c.isPlayer) {
ecsWorld.addComponent(actor.id, "player", {});
} else {
ecsWorld.addComponent(actor.id, "ai", {
state: c.aiState || "wandering",
alertedAt: c.alertedAt,
lastKnownPlayerPos: c.lastKnownPlayerPos
});
}
}
}
ecsWorld.setNextId(maxId + 1);
};
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
// Scheduling Fairness // Scheduling Fairness
@@ -33,37 +62,34 @@ describe('AI Behavior & Scheduling', () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
// Player Speed 100 // Player Speed 100
const player = { const player = {
id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 },
speed: 100, stats: createTestStats(), energy: 0 speed: 100, stats: createTestStats(), energy: 0
} as any; } as any;
// Rat Speed 80 (Slow) // Rat Speed 80 (Slow)
const rat = { const rat = {
id: 2, category: "combatant", isPlayer: false, pos: { x: 9, y: 9 }, id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 9, y: 9 },
speed: 80, stats: createTestStats(), aiState: "wandering", energy: 0 speed: 80, stats: createTestStats(), aiState: "wandering", energy: 0
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, rat); actors.set(2 as EntityId, rat);
const world = createTestWorld(actors); const world = createTestWorld();
entityManager = new EntityManager(world); syncToECS(actors);
accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
let ratMoves = 0; let ratMoves = 0;
// Simulate 20 player turns // Simulate 20 player turns
// With fair scheduling, Rat (80 speed) should move approx 80% as often as Player (100 speed).
// So in 20 turns, approx 16 moves. Definitley > 0.
for (let i = 0; i < 20; i++) { for (let i = 0; i < 20; i++) {
const result = stepUntilPlayerTurn(world, 1, entityManager); const result = stepUntilPlayerTurn(world, 1 as EntityId, accessor);
const enemyActs = result.events.filter(e => const enemyActs = result.events.filter(e =>
(e.type === "moved" || e.type === "waited" || e.type === "enemy-alerted") && (e.type === "moved" || e.type === "waited" || e.type === "enemy-alerted") &&
((e as any).actorId === 2 || (e as any).enemyId === 2) ((e as any).actorId === 2 || (e as any).enemyId === 2)
); );
// console.log(`Turn ${i}: Events`, result.events);
if (enemyActs.length > 0) ratMoves++; if (enemyActs.length > 0) ratMoves++;
} }
// console.log(`Total Rat Moves: ${ratMoves}`);
expect(ratMoves).toBeGreaterThan(0); expect(ratMoves).toBeGreaterThan(0);
}); });
}); });
@@ -81,19 +107,22 @@ describe('AI Behavior & Scheduling', () => {
terrainTypes.forEach(({ type, name }) => { terrainTypes.forEach(({ type, name }) => {
it(`should see player when standing on ${name}`, () => { it(`should see player when standing on ${name}`, () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any); actors.set(1 as EntityId, { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any);
actors.set(2, { actors.set(2 as EntityId, {
id: 2, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 }, id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 },
stats: createTestStats(), aiState: "wandering", energy: 0 stats: createTestStats(), aiState: "wandering", energy: 0
} as any); } as any);
const world = createTestWorld(actors); const world = createTestWorld();
world.tiles[0] = type; world.tiles[0] = type;
syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
// Rat at 0,0. Player at 5,0. // Rat at 0,0. Player at 5,0.
decideEnemyAction(world, actors.get(2) as any, actors.get(1) as any, new EntityManager(world)); decideEnemyAction(world, testAccessor.getCombatant(2 as EntityId) as any, testAccessor.getCombatant(1 as EntityId) as any, testAccessor);
expect((actors.get(2) as CombatantActor).aiState).toBe("alerted"); const updatedRat = testAccessor.getCombatant(2 as EntityId);
expect(updatedRat?.aiState).toBe("alerted");
}); });
}); });
}); });
@@ -105,29 +134,30 @@ describe('AI Behavior & Scheduling', () => {
it('should become pursuing when damaged by player, even if not sighting player', () => { it('should become pursuing when damaged by player, even if not sighting player', () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
// Player far away/invisible (simulated logic) // Player far away/invisible (simulated logic)
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any; const player = { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any;
const enemy = { const enemy = {
id: 2, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 }, id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 },
stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0 stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const em = new EntityManager(world); const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
applyAction(world, 1, { type: "attack", targetId: 2 }, em); applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, testAccessor);
const updatedEnemy = actors.get(2) as CombatantActor; const updatedEnemy = testAccessor.getCombatant(2 as EntityId);
expect(updatedEnemy.aiState).toBe("pursuing"); expect(updatedEnemy?.aiState).toBe("pursuing");
expect(updatedEnemy.lastKnownPlayerPos).toEqual(player.pos); expect(updatedEnemy?.lastKnownPlayerPos).toEqual(player.pos);
}); });
it("should transition from alerted to pursuing after delay even if sight is blocked", () => { it("should transition from alerted to pursuing after delay even if sight is blocked", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 9, y: 9 }, stats: createTestStats(), energy: 0 } as any; const player = { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 9, y: 9 }, stats: createTestStats(), energy: 0 } as any;
const enemy = { const enemy = {
id: 2, id: 2 as EntityId,
category: "combatant", category: "combatant",
isPlayer: false, isPlayer: false,
pos: { x: 0, y: 0 }, pos: { x: 0, y: 0 },
@@ -138,17 +168,20 @@ describe('AI Behavior & Scheduling', () => {
energy: 0 energy: 0
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
// Player is far away and potentially blocked // Player is far away and potentially blocked
world.tiles[1] = TileType.WALL; // x=1, y=0 blocked world.tiles[1] = TileType.WALL; // x=1, y=0 blocked
syncToECS(actors);
decideEnemyAction(world, enemy, player, new EntityManager(world)); const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const rat = testAccessor.getCombatant(2 as EntityId)!;
decideEnemyAction(world, rat, testAccessor.getPlayer()!, testAccessor);
// alerted -> pursuing (due to time) -> searching (due to no sight) // alerted -> pursuing (due to time) -> searching (due to no sight)
expect(enemy.aiState).toBe("searching"); expect(rat.aiState).toBe("searching");
}); });
}); });
}); });

View File

@@ -1,9 +1,16 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect, beforeEach } from "vitest";
import { getClosestVisibleEnemy } from "../gameplay/CombatLogic"; import { getClosestVisibleEnemy } from "../gameplay/CombatLogic";
import type { World, CombatantActor } from "../../core/types"; import type { World, CombatantActor, Actor, EntityId } from "../../core/types";
import { EntityAccessor } from "../EntityAccessor";
import { ECSWorld } from "../ecs/World";
describe("CombatLogic - getClosestVisibleEnemy", () => { describe("CombatLogic - getClosestVisibleEnemy", () => {
let ecsWorld: ECSWorld;
beforeEach(() => {
ecsWorld = new ECSWorld();
});
// Helper to create valid default stats for testing // Helper to create valid default stats for testing
const createMockStats = () => ({ const createMockStats = () => ({
@@ -21,29 +28,40 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
}; };
const actors = new Map<EntityId, Actor>();
const player: CombatantActor = { const player: CombatantActor = {
id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true, id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true,
stats: createMockStats(), stats: createMockStats(),
inventory: { gold: 0, items: [] }, equipment: {}, inventory: { gold: 0, items: [] }, equipment: {},
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(0, player); actors.set(0 as EntityId, player);
const enemy: CombatantActor = { const enemy: CombatantActor = {
id: 1, category: "combatant", type: "rat", pos: { x: 6, y: 6 }, isPlayer: false, id: 1, category: "combatant", type: "rat", pos: { x: 6, y: 6 }, isPlayer: false,
stats: createMockStats(), stats: createMockStats(),
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(1, enemy); actors.set(1 as EntityId, enemy);
for (const a of actors.values()) {
ecsWorld.addComponent(a.id, "position", a.pos);
ecsWorld.addComponent(a.id, "actorType", { type: a.type as any });
if (a.category === "combatant") {
ecsWorld.addComponent(a.id, "stats", a.stats);
if (a.isPlayer) ecsWorld.addComponent(a.id, "player", {});
}
}
const accessor = new EntityAccessor(world, 0 as EntityId, ecsWorld);
// Mock seenArray where nothing is seen // Mock seenArray where nothing is seen
const seenArray = new Uint8Array(100).fill(0); const seenArray = new Uint8Array(100).fill(0);
const result = getClosestVisibleEnemy(world, player.pos, seenArray, 10); const result = getClosestVisibleEnemy(player.pos, seenArray, 10, accessor);
expect(result).toBeNull(); expect(result).toBeNull();
}); });
@@ -52,17 +70,17 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
}; };
const actors = new Map<EntityId, Actor>();
const player: CombatantActor = { const player: CombatantActor = {
id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true, id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true,
stats: createMockStats(), stats: createMockStats(),
inventory: { gold: 0, items: [] }, equipment: {}, inventory: { gold: 0, items: [] }, equipment: {},
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(0, player); actors.set(0 as EntityId, player);
// Enemy 1: Close (distance sqrt(2) ~= 1.41) // Enemy 1: Close (distance sqrt(2) ~= 1.41)
const enemy1: CombatantActor = { const enemy1: CombatantActor = {
@@ -70,7 +88,7 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
stats: createMockStats(), stats: createMockStats(),
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(1, enemy1); actors.set(1 as EntityId, enemy1);
// Enemy 2: Farther (distance sqrt(8) ~= 2.82) // Enemy 2: Farther (distance sqrt(8) ~= 2.82)
const enemy2: CombatantActor = { const enemy2: CombatantActor = {
@@ -78,14 +96,25 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
stats: createMockStats(), stats: createMockStats(),
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(2, enemy2); actors.set(2 as EntityId, enemy2);
for (const a of actors.values()) {
ecsWorld.addComponent(a.id, "position", a.pos);
ecsWorld.addComponent(a.id, "actorType", { type: a.type as any });
if (a.category === "combatant") {
ecsWorld.addComponent(a.id, "stats", a.stats);
if (a.isPlayer) ecsWorld.addComponent(a.id, "player", {});
}
}
const accessor = new EntityAccessor(world, 0 as EntityId, ecsWorld);
// Mock seenArray where both are seen // Mock seenArray where both are seen
const seenArray = new Uint8Array(100).fill(0); const seenArray = new Uint8Array(100).fill(0);
seenArray[6 * 10 + 6] = 1; // Enemy 1 visible seenArray[6 * 10 + 6] = 1; // Enemy 1 visible
seenArray[7 * 10 + 7] = 1; // Enemy 2 visible seenArray[7 * 10 + 7] = 1; // Enemy 2 visible
const result = getClosestVisibleEnemy(world, player.pos, seenArray, 10); const result = getClosestVisibleEnemy(player.pos, seenArray, 10, accessor);
expect(result).toEqual({ x: 6, y: 6 }); expect(result).toEqual({ x: 6, y: 6 });
}); });
@@ -94,17 +123,17 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
}; };
const actors = new Map<EntityId, Actor>();
const player: CombatantActor = { const player: CombatantActor = {
id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true, id: 0, category: "combatant", type: "player", pos: { x: 5, y: 5 }, isPlayer: true,
stats: createMockStats(), stats: createMockStats(),
inventory: { gold: 0, items: [] }, equipment: {}, inventory: { gold: 0, items: [] }, equipment: {},
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(0, player); actors.set(0 as EntityId, player);
// Enemy 1: Close but invisible // Enemy 1: Close but invisible
const enemy1: CombatantActor = { const enemy1: CombatantActor = {
@@ -112,7 +141,7 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
stats: createMockStats(), stats: createMockStats(),
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(1, enemy1); actors.set(1 as EntityId, enemy1);
// Enemy 2: Farther but visible // Enemy 2: Farther but visible
const enemy2: CombatantActor = { const enemy2: CombatantActor = {
@@ -120,13 +149,24 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
stats: createMockStats(), stats: createMockStats(),
speed: 1, energy: 0 speed: 1, energy: 0
}; };
world.actors.set(2, enemy2); actors.set(2 as EntityId, enemy2);
for (const a of actors.values()) {
ecsWorld.addComponent(a.id, "position", a.pos);
ecsWorld.addComponent(a.id, "actorType", { type: a.type as any });
if (a.category === "combatant") {
ecsWorld.addComponent(a.id, "stats", a.stats);
if (a.isPlayer) ecsWorld.addComponent(a.id, "player", {});
}
}
const accessor = new EntityAccessor(world, 0 as EntityId, ecsWorld);
// Mock seenArray where only Enemy 2 is seen // Mock seenArray where only Enemy 2 is seen
const seenArray = new Uint8Array(100).fill(0); const seenArray = new Uint8Array(100).fill(0);
seenArray[5 * 10 + 8] = 1; // Enemy 2 visible at (8,5) seenArray[5 * 10 + 8] = 1; // Enemy 2 visible at (8,5)
const result = getClosestVisibleEnemy(world, player.pos, seenArray, 10); const result = getClosestVisibleEnemy(player.pos, seenArray, 10, accessor);
expect(result).toEqual({ x: 8, y: 5 }); expect(result).toEqual({ x: 8, y: 5 });
}); });
}); });

View File

@@ -1,8 +1,10 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from 'vitest';
import { generateWorld } from '../world/generator'; import { generateWorld } from '../world/generator';
import { isWall, inBounds } from '../world/world-logic'; import { isWall, inBounds } from '../world/world-logic';
import { type CombatantActor } from '../../core/types';
import { TileType } from '../../core/terrain'; import { TileType } from '../../core/terrain';
import { EntityAccessor } from '../EntityAccessor';
import * as ROT from 'rot-js'; import * as ROT from 'rot-js';
describe('World Generator', () => { describe('World Generator', () => {
@@ -36,14 +38,17 @@ describe('World Generator', () => {
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld);
expect(playerId).toBe(1); expect(playerId).toBeGreaterThan(0);
const player = world.actors.get(playerId) as CombatantActor; const player = accessor.getPlayer();
expect(player).toBeDefined(); expect(player).toBeDefined();
expect(player.category).toBe("combatant"); expect(player?.category).toBe("combatant");
expect(player.isPlayer).toBe(true); expect(player?.isPlayer).toBe(true);
expect(player.stats).toEqual(runState.stats); // We expect the stats to be the same, but they are proxies now
expect(player?.stats.hp).toEqual(runState.stats.hp);
expect(player?.stats.attack).toEqual(runState.stats.attack);
}); });
it('should create walkable rooms', () => { it('should create walkable rooms', () => {
@@ -57,8 +62,9 @@ describe('World Generator', () => {
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const player = world.actors.get(playerId)!; const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!;
// Player should spawn in a walkable area // Player should spawn in a walkable area
expect(isWall(world, player.pos.x, player.pos.y)).toBe(false); expect(isWall(world, player.pos.x, player.pos.y)).toBe(false);
@@ -93,13 +99,10 @@ describe('World Generator', () => {
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld);
// Should have player + enemies const enemies = accessor.getEnemies();
expect(world.actors.size).toBeGreaterThan(1);
// All non-player actors should be enemies
const enemies = Array.from(world.actors.values()).filter(a => a.category === "combatant" && !a.isPlayer) as CombatantActor[];
expect(enemies.length).toBeGreaterThan(0); expect(enemies.length).toBeGreaterThan(0);
// Enemies should have stats // Enemies should have stats
@@ -121,15 +124,18 @@ describe('World Generator', () => {
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world: world1, playerId: player1 } = generateWorld(1, runState); const { world: world1, playerId: player1, ecsWorld: ecs1 } = generateWorld(1, runState);
const { world: world2, playerId: player2 } = generateWorld(1, runState); const { world: world2, playerId: player2, ecsWorld: ecs2 } = generateWorld(1, runState);
// Same level should generate identical layouts // Same level should generate identical layouts
expect(world1.tiles).toEqual(world2.tiles); expect(world1.tiles).toEqual(world2.tiles);
expect(world1.exit).toEqual(world2.exit); expect(world1.exit).toEqual(world2.exit);
const player1Pos = world1.actors.get(player1)!.pos; const accessor1 = new EntityAccessor(world1, player1, ecs1);
const player2Pos = world2.actors.get(player2)!.pos; const accessor2 = new EntityAccessor(world2, player2, ecs2);
const player1Pos = accessor1.getPlayer()!.pos;
const player2Pos = accessor2.getPlayer()!.pos;
expect(player1Pos).toEqual(player2Pos); expect(player1Pos).toEqual(player2Pos);
}); });
@@ -162,11 +168,14 @@ describe('World Generator', () => {
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world: world1 } = generateWorld(1, runState); const { world: world1, playerId: p1, ecsWorld: ecs1 } = generateWorld(1, runState);
const { world: world5 } = generateWorld(5, runState); const { world: world5, playerId: p5, ecsWorld: ecs5 } = generateWorld(5, runState);
const enemies1 = Array.from(world1.actors.values()).filter(a => a.category === "combatant" && !a.isPlayer) as CombatantActor[]; const accessor1 = new EntityAccessor(world1, p1, ecs1);
const enemies5 = Array.from(world5.actors.values()).filter(a => a.category === "combatant" && !a.isPlayer) as CombatantActor[]; const accessor5 = new EntityAccessor(world5, p5, ecs5);
const enemies1 = accessor1.getEnemies();
const enemies5 = accessor5.getEnemies();
// Higher level should have more enemies // Higher level should have more enemies
expect(enemies5.length).toBeGreaterThan(enemies1.length); expect(enemies5.length).toBeGreaterThan(enemies1.length);
@@ -213,8 +222,9 @@ describe('World Generator', () => {
// Generate multiple worlds to stress test spawn placement // Generate multiple worlds to stress test spawn placement
for (let i = 0; i < 10; i++) { for (let i = 0; i < 10; i++) {
const { world, playerId } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const player = world.actors.get(playerId)!; const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!;
// Check tile under player // Check tile under player
const tileIdx = player.pos.y * world.width + player.pos.x; const tileIdx = player.pos.y * world.width + player.pos.x;
@@ -259,8 +269,9 @@ describe('World Generator', () => {
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world } = generateWorld(11, runState); const { world, playerId, ecsWorld } = generateWorld(11, runState);
const enemies = Array.from(world.actors.values()).filter(a => a.category === 'combatant' && !a.isPlayer); const accessor = new EntityAccessor(world, playerId, ecsWorld);
const enemies = accessor.getEnemies();
expect(enemies.length).toBeGreaterThan(0); expect(enemies.length).toBeGreaterThan(0);
}); });
@@ -276,8 +287,9 @@ describe('World Generator', () => {
}; };
for (let i = 0; i < 5; i++) { for (let i = 0; i < 5; i++) {
const { world, playerId } = generateWorld(10 + i, runState); const { world, playerId, ecsWorld } = generateWorld(10 + i, runState);
const player = world.actors.get(playerId)!; const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!;
const exit = world.exit; const exit = world.exit;
const pathfinder = new ROT.Path.AStar(exit.x, exit.y, (x, y) => { const pathfinder = new ROT.Path.AStar(exit.x, exit.y, (x, y) => {
@@ -304,8 +316,9 @@ describe('World Generator', () => {
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId } = generateWorld(12, runState); const { world, playerId, ecsWorld } = generateWorld(12, runState);
const player = world.actors.get(playerId)!; const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!;
expect(world.tiles[player.pos.y * world.width + player.pos.x]).toBe(TileType.EMPTY); expect(world.tiles[player.pos.y * world.width + player.pos.x]).toBe(TileType.EMPTY);
}); });

View File

@@ -1,39 +1,49 @@
import { describe, it, expect, beforeEach } from "vitest"; import { describe, it, expect, beforeEach } from "vitest";
import { ItemManager } from "../../scenes/systems/ItemManager"; import { ItemManager } from "../../scenes/systems/ItemManager";
import type { World, CombatantActor, Item } from "../../core/types"; import type { World, CombatantActor, Item, EntityId } from "../../core/types";
import { EntityManager } from "../../engine/EntityManager"; import { EntityAccessor } from "../../engine/EntityAccessor";
import { ECSWorld } from "../../engine/ecs/World";
describe("ItemManager - Stacking Logic", () => { describe("ItemManager - Stacking Logic", () => {
let itemManager: ItemManager; let itemManager: ItemManager;
let entityManager: EntityManager; let accessor: EntityAccessor;
let world: World; let world: World;
let player: CombatantActor; let player: CombatantActor;
let ecsWorld: ECSWorld;
beforeEach(() => { beforeEach(() => {
world = { world = {
width: 10, width: 10,
height: 10, height: 10,
tiles: [], tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
} as any; } as any;
entityManager = new EntityManager(world); ecsWorld = new ECSWorld();
itemManager = new ItemManager(world, entityManager); accessor = new EntityAccessor(world, 0 as EntityId, ecsWorld);
itemManager = new ItemManager(world, accessor, ecsWorld);
player = { player = {
id: 0, id: 0 as EntityId,
pos: { x: 1, y: 1 }, pos: { x: 1, y: 1 },
category: "combatant", category: "combatant",
isPlayer: true, isPlayer: true,
type: "player", type: "player",
inventory: { gold: 0, items: [] }, inventory: { gold: 0, items: [] },
stats: {} as any, stats: { hp: 10, maxHp: 10 } as any,
equipment: {} as any, equipment: {} as any,
speed: 1, speed: 100,
energy: 0 energy: 0
}; };
world.actors.set(0, player);
// Sync player to ECS
ecsWorld.addComponent(player.id, "position", player.pos);
ecsWorld.addComponent(player.id, "player", {});
ecsWorld.addComponent(player.id, "stats", player.stats);
ecsWorld.addComponent(player.id, "actorType", { type: "player" });
ecsWorld.addComponent(player.id, "inventory", player.inventory!);
ecsWorld.addComponent(player.id, "energy", { current: 0, speed: 100 });
}); });
it("should stack stackable items when picked up", () => { it("should stack stackable items when picked up", () => {
@@ -47,25 +57,27 @@ describe("ItemManager - Stacking Logic", () => {
quantity: 1 quantity: 1
}; };
const playerActor = accessor.getPlayer()!;
// First potion // First potion
itemManager.spawnItem(potion, { x: 1, y: 1 }); itemManager.spawnItem(potion, { x: 1, y: 1 });
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items.length).toBe(1); expect(playerActor.inventory!.items.length).toBe(1);
expect(player.inventory!.items[0].quantity).toBe(1); expect(playerActor.inventory!.items[0].quantity).toBe(1);
// Second potion // Second potion
itemManager.spawnItem(potion, { x: 1, y: 1 }); itemManager.spawnItem(potion, { x: 1, y: 1 });
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items.length).toBe(1); expect(playerActor.inventory!.items.length).toBe(1);
expect(player.inventory!.items[0].quantity).toBe(2); expect(playerActor.inventory!.items[0].quantity).toBe(2);
}); });
it("should NOT stack non-stackable items", () => { it("should NOT stack non-stackable items", () => {
const sword: Item = { const sword: Item = {
id: "sword", id: "iron_sword",
name: "Sword", name: "Iron Sword",
type: "Weapon", type: "Weapon",
weaponType: "melee", weaponType: "melee",
textureKey: "items", textureKey: "items",
@@ -74,40 +86,44 @@ describe("ItemManager - Stacking Logic", () => {
stats: { attack: 1 } stats: { attack: 1 }
} as any; } as any;
const playerActor = accessor.getPlayer()!;
// First sword // First sword
itemManager.spawnItem(sword, { x: 1, y: 1 }); itemManager.spawnItem(sword, { x: 1, y: 1 });
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items.length).toBe(1); expect(playerActor.inventory!.items.length).toBe(1);
// Second sword // Second sword
itemManager.spawnItem(sword, { x: 1, y: 1 }); itemManager.spawnItem(sword, { x: 1, y: 1 });
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items.length).toBe(2); expect(playerActor.inventory!.items.length).toBe(2);
}); });
it("should sum quantities of stackable items correctly", () => { it("should sum quantities of stackable items correctly", () => {
const ammo: Item = { const ammo: Item = {
id: "ammo", id: "9mm_ammo",
name: "Ammo", name: "9mm Ammo",
type: "Ammo", type: "Ammo",
textureKey: "items", textureKey: "items",
spriteIndex: 2, spriteIndex: 2,
stackable: true, stackable: true,
quantity: 10, quantity: 10,
ammoType: "9mm" ammoType: "9mm"
}; } as any;
const playerActor = accessor.getPlayer()!;
itemManager.spawnItem(ammo, { x: 1, y: 1 }); itemManager.spawnItem(ammo, { x: 1, y: 1 });
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items[0].quantity).toBe(10); expect(playerActor.inventory!.items[0].quantity).toBe(10);
const moreAmmo = { ...ammo, quantity: 5 }; const moreAmmo = { ...ammo, quantity: 5 };
itemManager.spawnItem(moreAmmo, { x: 1, y: 1 }); itemManager.spawnItem(moreAmmo, { x: 1, y: 1 });
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items[0].quantity).toBe(15); expect(playerActor.inventory!.items[0].quantity).toBe(15);
}); });
}); });

View File

@@ -1,14 +1,16 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from 'vitest';
import { findPathAStar } from '../world/pathfinding'; import { findPathAStar } from '../world/pathfinding';
import { type World } from '../../core/types'; import type { World, EntityId } from '../../core/types';
import { TileType } from '../../core/terrain'; import { TileType } from '../../core/terrain';
import { ECSWorld } from '../ecs/World';
import { EntityAccessor } from '../EntityAccessor';
describe('Pathfinding', () => { describe('Pathfinding', () => {
const createTestWorld = (width: number, height: number, tileType: number = TileType.EMPTY): World => ({ const createTestWorld = (width: number, height: number, tileType: number = TileType.EMPTY): World => ({
width, width,
height, height,
tiles: new Array(width * height).fill(tileType), tiles: new Array(width * height).fill(tileType),
actors: new Map(),
exit: { x: 0, y: 0 } exit: { x: 0, y: 0 }
}); });
@@ -47,23 +49,22 @@ describe('Pathfinding', () => {
it('should respect ignoreBlockedTarget option', () => { it('should respect ignoreBlockedTarget option', () => {
const world = createTestWorld(10, 10); const world = createTestWorld(10, 10);
const ecsWorld = new ECSWorld();
// Place an actor at target // Place an actor at target
world.actors.set(1, { id: 1, pos: { x: 0, y: 3 }, type: 'rat', category: 'combatant' } as any); ecsWorld.addComponent(1 as EntityId, "position", { x: 0, y: 3 });
ecsWorld.addComponent(1 as EntityId, "actorType", { type: "rat" });
ecsWorld.addComponent(1 as EntityId, "stats", { hp: 10 } as any);
const seen = new Uint8Array(100).fill(1); const seen = new Uint8Array(100).fill(1);
const accessor = new EntityAccessor(world, 0 as EntityId, ecsWorld);
// Without option, it should be blocked (because actor is there) // With accessor, it should be blocked
// Wait, default pathfinding might treat actors as blocking unless specified. const pathBlocked = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { accessor });
// Let's check `isBlocked` usage in `pathfinding.ts`.
// It calls `isBlocked` which checks actors.
// However, findPathAStar has logic:
// if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y, options.em)) return [];
const pathBlocked = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 });
expect(pathBlocked).toEqual([]); expect(pathBlocked).toEqual([]);
const pathIgnored = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { ignoreBlockedTarget: true }); // With ignoreBlockedTarget, it should succeed
const pathIgnored = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { ignoreBlockedTarget: true, accessor });
expect(pathIgnored.length).toBeGreaterThan(0); expect(pathIgnored.length).toBeGreaterThan(0);
expect(pathIgnored[pathIgnored.length - 1]).toEqual({ x: 0, y: 3 }); expect(pathIgnored[pathIgnored.length - 1]).toEqual({ x: 0, y: 3 });
}); });

View File

@@ -1,14 +1,15 @@
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'; import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest';
import { applyAction, decideEnemyAction, stepUntilPlayerTurn } from '../simulation/simulation'; import { applyAction, decideEnemyAction, stepUntilPlayerTurn } from '../simulation/simulation';
import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types'; import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
import { EntityManager } from '../EntityManager'; import { EntityAccessor } from '../EntityAccessor';
import { ECSWorld } from '../ecs/World';
const createTestWorld = (actors: Map<EntityId, Actor>): World => { const createTestWorld = (): World => {
return { return {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
actors,
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
}; };
}; };
@@ -21,14 +22,45 @@ const createTestStats = (overrides: Partial<any> = {}) => ({
}); });
describe('Combat Simulation', () => { describe('Combat Simulation', () => {
let entityManager: EntityManager; let ecsWorld: ECSWorld;
beforeEach(() => {
ecsWorld = new ECSWorld();
});
const syncToECS = (actors: Map<EntityId, Actor>) => {
let maxId = 0;
for (const actor of actors.values()) {
if (actor.id > maxId) maxId = actor.id;
ecsWorld.addComponent(actor.id, "position", actor.pos);
ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") {
const c = actor as CombatantActor;
ecsWorld.addComponent(actor.id, "stats", c.stats || createTestStats());
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed || 100 });
ecsWorld.addComponent(actor.id, "actorType", { type: c.type || "player" });
if (c.isPlayer) {
ecsWorld.addComponent(actor.id, "player", {});
} else {
ecsWorld.addComponent(actor.id, "ai", {
state: c.aiState || "wandering",
alertedAt: c.alertedAt,
lastKnownPlayerPos: c.lastKnownPlayerPos
});
}
} else if (actor.category === "collectible") {
ecsWorld.addComponent(actor.id, "collectible", { type: "exp_orb", amount: actor.expAmount });
}
}
ecsWorld.setNextId(maxId + 1);
};
describe('applyAction', () => { describe('applyAction', () => {
it('should return empty events if actor does not exist', () => { it('should return empty events if actor does not exist', () => {
const world = createTestWorld(new Map()); const world = createTestWorld();
const events = applyAction(world, 999, { type: "wait" }); const events = applyAction(world, 999 as EntityId, { type: "wait" }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(events).toEqual([]); expect(events).toEqual([]);
}); });
}); });
@@ -36,60 +68,63 @@ describe('Combat Simulation', () => {
describe('applyAction - success paths', () => { describe('applyAction - success paths', () => {
it('should deal damage when player attacks enemy', () => { it('should deal damage when player attacks enemy', () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { actors.set(1 as EntityId, {
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0 id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0
} as any); } as any);
actors.set(2, { actors.set(2 as EntityId, {
id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 }), energy: 0 id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 }), energy: 0
} as any); } as any);
const world = createTestWorld(actors); const world = createTestWorld();
entityManager = new EntityManager(world); syncToECS(actors);
const events = applyAction(world, 1, { type: "attack", targetId: 2 }, entityManager); const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const events = applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, accessor);
const enemy = world.actors.get(2) as CombatantActor; const enemy = accessor.getCombatant(2 as EntityId);
expect(enemy.stats.hp).toBeLessThan(10); expect(enemy?.stats.hp).toBeLessThan(10);
expect(events.some(e => e.type === "attacked")).toBe(true); expect(events.some(e => e.type === "attacked")).toBe(true);
}); });
it("should kill enemy and spawn EXP orb without ID reuse collision", () => { it("should kill enemy and spawn EXP orb without ID reuse collision", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { actors.set(1 as EntityId, {
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats({ attack: 50 }), energy: 0 id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats({ attack: 50 }), energy: 0
} as any); } as any);
actors.set(2, { actors.set(2 as EntityId, {
id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 }), energy: 0 id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 }), energy: 0
} as any); } as any);
const world = createTestWorld(actors); const world = createTestWorld();
entityManager = new EntityManager(world); syncToECS(actors);
applyAction(world, 1, { type: "attack", targetId: 2 }, entityManager); const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, accessor);
// Enemy (id 2) should be gone // Enemy (id 2) should be gone
expect(world.actors.has(2)).toBe(false); expect(accessor.hasActor(2 as EntityId)).toBe(false);
// A new ID should be generated for the orb (should be 3) // A new ID should be generated for the orb (should be 3)
const orb = [...world.actors.values()].find(a => a.type === "exp_orb"); const orb = accessor.getCollectibles().find(a => a.type === "exp_orb");
expect(orb).toBeDefined(); expect(orb).toBeDefined();
expect(orb!.id).toBe(3); expect(orb!.id).toBe(3);
}); });
it("should destruction tile when walking on destructible-by-walk tile", () => { it("should destruction tile when walking on destructible-by-walk tile", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { actors.set(1 as EntityId, {
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0 id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: createTestStats(), energy: 0
} as any); } as any);
const world = createTestWorld(actors); const world = createTestWorld();
// tile at 4,3 is grass (15) which is destructible by walk // tile at 4,3 is grass (15) which is destructible by walk
const grassIdx = 3 * 10 + 4; const grassIdx = 3 * 10 + 4;
world.tiles[grassIdx] = 15; // TileType.GRASS world.tiles[grassIdx] = 15; // TileType.GRASS
entityManager = new EntityManager(world); syncToECS(actors);
applyAction(world, 1, { type: "move", dx: 1, dy: 0 }, entityManager); const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
applyAction(world, 1 as EntityId, { type: "move", dx: 1, dy: 0 }, accessor);
// Player moved to 4,3 // Player moved to 4,3
const player = world.actors.get(1); const player = accessor.getActor(1 as EntityId);
expect(player!.pos).toEqual({ x: 4, y: 3 }); expect(player!.pos).toEqual({ x: 4, y: 3 });
// Tile should effectively be destroyed (turned to saplings/2) // Tile should effectively be destroyed (turned to saplings/2)
@@ -98,28 +133,30 @@ describe('Combat Simulation', () => {
it("should handle wait action", () => { it("should handle wait action", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 } } as any); actors.set(1 as EntityId, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats(), type: "player" } as any);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const events = applyAction(world, 1, { type: "wait" }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "wait" }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(events).toEqual([{ type: "waited", actorId: 1 }]); expect(events).toEqual([{ type: "waited", actorId: 1 }]);
}); });
it("should default to wait for unknown action type", () => { it("should default to wait for unknown action type", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 } } as any); actors.set(1 as EntityId, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats(), type: "player" } as any);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const events = applyAction(world, 1, { type: "unknown_hack" } as any, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "unknown_hack" } as any, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(events).toEqual([{ type: "waited", actorId: 1 }]); expect(events).toEqual([{ type: "waited", actorId: 1 }]);
}); });
it("should NOT emit wait event for throw action", () => { it("should NOT emit wait event for throw action", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
actors.set(1, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 } } as any); actors.set(1 as EntityId, { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats(), type: "player" } as any);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const events = applyAction(world, 1, { type: "throw" }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "throw" }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(events).toEqual([]); expect(events).toEqual([]);
}); });
}); });
@@ -129,14 +166,15 @@ describe('Combat Simulation', () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats(), energy: 0 } as any; const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats(), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats(), energy: 0 } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats(), energy: 0 } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
world.tiles[3 * 10 + 4] = 4; // Wall world.tiles[3 * 10 + 4] = 4; // Wall
syncToECS(actors);
entityManager = new EntityManager(world); const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const decision = decideEnemyAction(world, enemy, player, entityManager); const decision = decideEnemyAction(world, enemy, player, accessor);
expect(decision.action.type).toBe("move"); expect(decision.action.type).toBe("move");
}); });
@@ -154,13 +192,14 @@ describe('Combat Simulation', () => {
aiState: "pursuing", aiState: "pursuing",
lastKnownPlayerPos: { x: 4, y: 3 } lastKnownPlayerPos: { x: 4, y: 3 }
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
entityManager = new EntityManager(world); syncToECS(actors);
const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const decision = decideEnemyAction(world, enemy, player, entityManager); const decision = decideEnemyAction(world, enemy, player, accessor);
expect(decision.action).toEqual({ type: "attack", targetId: 1 }); expect(decision.action).toEqual({ type: "attack", targetId: 1 });
}); });
@@ -176,13 +215,15 @@ describe('Combat Simulation', () => {
aiState: "wandering", aiState: "wandering",
energy: 0 energy: 0
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const decision = decideEnemyAction(world, enemy, player, new EntityManager(world)); const decision = decideEnemyAction(world, enemy, player, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(enemy.aiState).toBe("alerted"); const updatedEnemy = ecsWorld.getComponent(2 as EntityId, "ai");
expect(updatedEnemy?.state).toBe("alerted");
expect(decision.justAlerted).toBe(true); expect(decision.justAlerted).toBe(true);
}); });
@@ -199,14 +240,16 @@ describe('Combat Simulation', () => {
aiState: "pursuing", // Currently pursuing aiState: "pursuing", // Currently pursuing
lastKnownPlayerPos: { x: 5, y: 5 } lastKnownPlayerPos: { x: 5, y: 5 }
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Should switch to searching because can't see player // Should switch to searching because can't see player
decideEnemyAction(world, enemy, player, new EntityManager(world)); decideEnemyAction(world, enemy, player, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(enemy.aiState).toBe("searching"); const updatedEnemy = ecsWorld.getComponent(2 as EntityId, "ai");
expect(updatedEnemy?.state).toBe("searching");
}); });
it("should transition from searching to alerted when sight regained", () => { it("should transition from searching to alerted when sight regained", () => {
@@ -222,13 +265,15 @@ describe('Combat Simulation', () => {
aiState: "searching", aiState: "searching",
lastKnownPlayerPos: { x: 5, y: 5 } lastKnownPlayerPos: { x: 5, y: 5 }
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const decision = decideEnemyAction(world, enemy, player, new EntityManager(world)); const decision = decideEnemyAction(world, enemy, player, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(enemy.aiState).toBe("alerted"); const updatedEnemy = ecsWorld.getComponent(2 as EntityId, "ai");
expect(updatedEnemy?.state).toBe("alerted");
expect(decision.justAlerted).toBe(true); expect(decision.justAlerted).toBe(true);
}); });
@@ -246,13 +291,15 @@ describe('Combat Simulation', () => {
aiState: "searching", aiState: "searching",
lastKnownPlayerPos: { x: 9, y: 9 } lastKnownPlayerPos: { x: 9, y: 9 }
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
decideEnemyAction(world, enemy, player, new EntityManager(world)); decideEnemyAction(world, enemy, player, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(enemy.aiState).toBe("wandering"); const updatedEnemy = ecsWorld.getComponent(2 as EntityId, "ai");
expect(updatedEnemy?.state).toBe("wandering");
}); });
}); });
@@ -263,12 +310,13 @@ describe('Combat Simulation', () => {
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, speed: 10, stats: createTestStats(), energy: 0 } as any; const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, speed: 10, stats: createTestStats(), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, speed: 100, stats: createTestStats(), energy: 0 } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, speed: 100, stats: createTestStats(), energy: 0 } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
const em = new EntityManager(world); syncToECS(actors);
const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const result = stepUntilPlayerTurn(world, 1, em); const result = stepUntilPlayerTurn(world, 1 as EntityId, accessor);
// Enemy should have taken at least one action // Enemy should have taken at least one action
expect(result.events.length).toBeGreaterThan(0); expect(result.events.length).toBeGreaterThan(0);
@@ -290,15 +338,16 @@ describe('Combat Simulation', () => {
energy: 100 energy: 100
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
const em = new EntityManager(world); syncToECS(actors);
const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const result = stepUntilPlayerTurn(world, 1, em); const result = stepUntilPlayerTurn(world, 1 as EntityId, accessor);
expect(world.actors.has(1)).toBe(false); // Player dead expect(accessor.hasActor(1 as EntityId)).toBe(false); // Player dead
expect(result.events.some(e => e.type === "killed" && e.targetId === 1)).toBe(true); expect(result.events.some((e: any) => e.type === "killed" && e.targetId === 1)).toBe(true);
}); });
}); });
@@ -319,17 +368,22 @@ describe('Combat Simulation', () => {
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 }, stats: createTestStats({ accuracy: 100 }), energy: 0 } as any; const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 3, y: 3 }, stats: createTestStats({ accuracy: 100 }), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 50, hp: 10 }), energy: 0 } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 50, hp: 10 }), energy: 0 } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Mock random to be 51 (scale 0-100 logic uses * 100) -> 0.51 // Mock random to be 51 (scale 0-100 logic uses * 100) -> 0.51
mockRandom.mockReturnValue(0.1); // Hit roll
// Wait, hitChance is Acc (100) - Eva (50) = 50.
// Roll 0.51 * 100 = 51. 51 > 50 -> Dodge.
mockRandom.mockReturnValue(0.51); mockRandom.mockReturnValue(0.51);
const events = applyAction(world, 1, { type: "attack", targetId: 2 }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(events.some(e => e.type === "dodged")).toBe(true); expect(events.some(e => e.type === "dodged")).toBe(true);
expect(enemy.stats.hp).toBe(10); // No damage const updatedEnemy = ecsWorld.getComponent(2 as EntityId, "stats");
expect(updatedEnemy?.hp).toBe(10); // No damage
}); });
it("should crit when roll < crit chance", () => { it("should crit when roll < crit chance", () => {
@@ -343,9 +397,10 @@ describe('Combat Simulation', () => {
} as any; } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 0, defense: 0, hp: 50 }), energy: 0 } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ evasion: 0, defense: 0, hp: 50 }), energy: 0 } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Mock random: // Mock random:
// 1. Hit roll: 0.1 (Hit) // 1. Hit roll: 0.1 (Hit)
@@ -353,7 +408,7 @@ describe('Combat Simulation', () => {
// 3. Block roll: 0.9 (No block) // 3. Block roll: 0.9 (No block)
mockRandom.mockReturnValueOnce(0.1).mockReturnValueOnce(0.4).mockReturnValueOnce(0.9); mockRandom.mockReturnValueOnce(0.1).mockReturnValueOnce(0.4).mockReturnValueOnce(0.9);
const events = applyAction(world, 1, { type: "attack", targetId: 2 }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
// Damage = 10 * 2 = 20 // Damage = 10 * 2 = 20
const dmgEvent = events.find(e => e.type === "damaged") as any; const dmgEvent = events.find(e => e.type === "damaged") as any;
@@ -373,9 +428,10 @@ describe('Combat Simulation', () => {
stats: createTestStats({ evasion: 0, defense: 0, hp: 50, blockChance: 50 }), energy: 0 stats: createTestStats({ evasion: 0, defense: 0, hp: 50, blockChance: 50 }), energy: 0
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Mock random: // Mock random:
// 1. Hit roll: 0.1 // 1. Hit roll: 0.1
@@ -383,7 +439,7 @@ describe('Combat Simulation', () => {
// 3. Block roll: 0.4 (Block, since < 0.5) // 3. Block roll: 0.4 (Block, since < 0.5)
mockRandom.mockReturnValueOnce(0.1).mockReturnValueOnce(0.9).mockReturnValueOnce(0.4); mockRandom.mockReturnValueOnce(0.1).mockReturnValueOnce(0.9).mockReturnValueOnce(0.4);
const events = applyAction(world, 1, { type: "attack", targetId: 2 }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
// Damage = 10 * 0.5 = 5 // Damage = 10 * 0.5 = 5
const dmgEvent = events.find(e => e.type === "damaged") as any; const dmgEvent = events.find(e => e.type === "damaged") as any;
@@ -399,17 +455,19 @@ describe('Combat Simulation', () => {
} as any; } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ hp: 20, defense: 0 }) } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ hp: 20, defense: 0 }) } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Standard hit // Standard hit
mockRandom.mockReturnValue(0.1); mockRandom.mockReturnValue(0.1);
const events = applyAction(world, 1, { type: "attack", targetId: 2 }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
// Damage 10. Heal 50% = 5. HP -> 15. // Damage 10. Heal 50% = 5. HP -> 15.
expect(player.stats.hp).toBe(15); const updatedPlayer = ecsWorld.getComponent(1 as EntityId, "stats");
expect(updatedPlayer?.hp).toBe(15);
expect(events.some(e => e.type === "healed")).toBe(true); expect(events.some(e => e.type === "healed")).toBe(true);
}); });
@@ -421,16 +479,18 @@ describe('Combat Simulation', () => {
} as any; } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ hp: 20, defense: 0 }) } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 4, y: 3 }, stats: createTestStats({ hp: 20, defense: 0 }) } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
mockRandom.mockReturnValue(0.1); mockRandom.mockReturnValue(0.1);
applyAction(world, 1, { type: "attack", targetId: 2 }, new EntityManager(world)); applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
// Damage 10. Heal 10. HP 19+10 = 29 > 20. Should be 20. // Damage 10. Heal 10. HP 19+10 = 29 > 20. Should be 20.
expect(player.stats.hp).toBe(20); const updatedPlayer = ecsWorld.getComponent(1 as EntityId, "stats");
expect(updatedPlayer?.hp).toBe(20);
}); });
}); });
@@ -446,15 +506,17 @@ describe('Combat Simulation', () => {
id: 2, category: "collectible", type: "exp_orb", pos: { x: 4, y: 3 }, expAmount: 150 id: 2, category: "collectible", type: "exp_orb", pos: { x: 4, y: 3 }, expAmount: 150
} as any; } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, orb); actors.set(2 as EntityId, orb);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Move player onto orb // Move player onto orb
const events = applyAction(world, 1, { type: "move", dx: 1, dy: 0 }, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, { type: "move", dx: 1, dy: 0 }, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(player.stats.level).toBe(2); const updatedPlayer = ecsWorld.getComponent(1 as EntityId, "stats");
expect(player.stats.exp).toBe(50); // 150 - 100 = 50 expect(updatedPlayer?.level).toBe(2);
expect(updatedPlayer?.exp).toBe(50); // 150 - 100 = 50
expect(events.some(e => e.type === "leveled-up")).toBe(true); expect(events.some(e => e.type === "leveled-up")).toBe(true);
}); });
}); });
@@ -480,12 +542,13 @@ describe('Combat Simulation', () => {
energy: 0 energy: 0
} as any; } as any;
actors.set(1, enemy); actors.set(1 as EntityId, enemy);
actors.set(2, player); actors.set(2 as EntityId, player);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
// Enemy should decide to attack // Enemy should decide to attack
const decision = decideEnemyAction(world, enemy, player, new EntityManager(world)); const decision = decideEnemyAction(world, enemy, player, new EntityAccessor(world, 1 as EntityId, ecsWorld));
expect(decision.action.type).toBe("attack"); expect(decision.action.type).toBe("attack");
if (decision.action.type === "attack") { if (decision.action.type === "attack") {
@@ -498,12 +561,13 @@ describe('Combat Simulation', () => {
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 4, y: 4 }, stats: createTestStats(), energy: 0 } as any; const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 4, y: 4 }, stats: createTestStats(), energy: 0 } as any;
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, stats: createTestStats(), energy: 0 } as any; const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 5, y: 5 }, stats: createTestStats(), energy: 0 } as any;
actors.set(1, player); actors.set(1 as EntityId, player);
actors.set(2, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const action: any = { type: "attack", targetId: 2 }; const action: any = { type: "attack", targetId: 2 };
const events = applyAction(world, 1, action, new EntityManager(world)); const events = applyAction(world, 1 as EntityId, action, new EntityAccessor(world, 1 as EntityId, ecsWorld));
const attackEvent = events.find(e => e.type === "attacked"); const attackEvent = events.find(e => e.type === "attacked");
expect(attackEvent).toBeDefined(); expect(attackEvent).toBeDefined();
@@ -524,11 +588,12 @@ describe('Combat Simulation', () => {
} as any; } as any;
const player = { id: 2, category: "combatant", isPlayer: true, pos: { x: 4, y: 6 }, stats: createTestStats(), energy: 0 } as any; const player = { id: 2, category: "combatant", isPlayer: true, pos: { x: 4, y: 6 }, stats: createTestStats(), energy: 0 } as any;
actors.set(1, enemy); actors.set(1 as EntityId, enemy);
actors.set(2, player); actors.set(2 as EntityId, player);
const world = createTestWorld(actors); const world = createTestWorld();
syncToECS(actors);
const decision = decideEnemyAction(world, enemy, player, new EntityManager(world)); const decision = decideEnemyAction(world, enemy, player, new EntityAccessor(world, 1 as EntityId, ecsWorld));
if (decision.action.type === "move") { if (decision.action.type === "move") {
const { dx, dy } = decision.action; const { dx, dy } = decision.action;
// Should be (0, 1) or cardinal, sum of abs should be 1 // Should be (0, 1) or cardinal, sum of abs should be 1

View File

@@ -1,23 +1,24 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from 'vitest';
import { traceProjectile } from '../gameplay/CombatLogic'; import { traceProjectile } from '../gameplay/CombatLogic';
import { EntityManager } from '../EntityManager'; import { EntityAccessor } from '../EntityAccessor';
import { type World, type Actor, type EntityId } from '../../core/types'; import { ECSWorld } from '../ecs/World';
import type { World, EntityId } from '../../core/types';
const createTestWorld = (actors: Map<EntityId, Actor>): World => { const createTestWorld = (): World => {
return { return {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), // 0 = Floor tiles: new Array(100).fill(0), // 0 = Floor
actors,
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 }
}; };
}; };
describe('Throwing Mechanics', () => { describe('Throwing Mechanics', () => {
it('should land ON the wall currently (demonstrating the bug)', () => { it('should land ON the wall currently (demonstrating the bug)', () => {
const actors = new Map<EntityId, Actor>(); const world = createTestWorld();
const world = createTestWorld(actors); const ecsWorld = new ECSWorld();
const entityManager = new EntityManager(world); const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
// Wall at (5, 0) // Wall at (5, 0)
world.tiles[5] = 4; // Wall world.tiles[5] = 4; // Wall
@@ -25,16 +26,16 @@ describe('Throwing Mechanics', () => {
const start = { x: 0, y: 0 }; const start = { x: 0, y: 0 };
const target = { x: 5, y: 0 }; // Target the wall directly const target = { x: 5, y: 0 }; // Target the wall directly
const result = traceProjectile(world, start, target, entityManager); const result = traceProjectile(world, start, target, accessor);
// NEW BEHAVIOR: blockedPos is the tile BEFORE the wall (4, 0) // NEW BEHAVIOR: blockedPos is the tile BEFORE the wall (4, 0)
expect(result.blockedPos).toEqual({ x: 4, y: 0 }); expect(result.blockedPos).toEqual({ x: 4, y: 0 });
}); });
it('should land ON the wall when throwing PAST a wall (demonstrating the bug)', () => { it('should land ON the wall when throwing PAST a wall (demonstrating the bug)', () => {
const actors = new Map<EntityId, Actor>(); const world = createTestWorld();
const world = createTestWorld(actors); const ecsWorld = new ECSWorld();
const entityManager = new EntityManager(world); const accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
// Wall at (3, 0) // Wall at (3, 0)
world.tiles[3] = 4; // Wall world.tiles[3] = 4; // Wall
@@ -42,7 +43,7 @@ describe('Throwing Mechanics', () => {
const start = { x: 0, y: 0 }; const start = { x: 0, y: 0 };
const target = { x: 5, y: 0 }; // Target past the wall const target = { x: 5, y: 0 }; // Target past the wall
const result = traceProjectile(world, start, target, entityManager); const result = traceProjectile(world, start, target, accessor);
// NEW BEHAVIOR: Hits the wall at 3,0, stops at 2,0 // NEW BEHAVIOR: Hits the wall at 3,0, stops at 2,0
expect(result.blockedPos).toEqual({ x: 2, y: 0 }); expect(result.blockedPos).toEqual({ x: 2, y: 0 });

View File

@@ -9,7 +9,6 @@ describe('World Utilities', () => {
width, width,
height, height,
tiles, tiles,
actors: new Map(),
exit: { x: 0, y: 0 } exit: { x: 0, y: 0 }
}); });
@@ -81,38 +80,37 @@ describe('World Utilities', () => {
const world = createTestWorld(10, 10, tiles); const world = createTestWorld(10, 10, tiles);
const mockAccessor = { getActorsAt: () => [] } as any;
expect(isBlocked(world, 5, 5)).toBe(true); expect(isBlocked(world, 5, 5, mockAccessor)).toBe(true);
}); });
it('should return true for actor positions', () => { it('should return true for actor positions', () => {
const world = createTestWorld(10, 10, new Array(100).fill(0)); const world = createTestWorld(10, 10, new Array(100).fill(0));
world.actors.set(1, { const mockAccessor = {
id: 1, getActorsAt: (x: number, y: number) => {
category: "combatant", if (x === 3 && y === 3) return [{ category: "combatant" }];
isPlayer: true, return [];
type: "player", }
pos: { x: 3, y: 3 }, } as any;
speed: 100,
stats: { hp: 10, maxHp: 10, attack: 1, defense: 0 } as any,
energy: 100
});
expect(isBlocked(world, 3, 3)).toBe(true); expect(isBlocked(world, 3, 3, mockAccessor)).toBe(true);
}); });
it('should return false for empty floor tiles', () => { it('should return false for empty floor tiles', () => {
const world = createTestWorld(10, 10, new Array(100).fill(0)); const world = createTestWorld(10, 10, new Array(100).fill(0));
const mockAccessor = { getActorsAt: () => [] } as any;
expect(isBlocked(world, 3, 3)).toBe(false); expect(isBlocked(world, 3, 3, mockAccessor)).toBe(false);
expect(isBlocked(world, 7, 7)).toBe(false); expect(isBlocked(world, 7, 7, mockAccessor)).toBe(false);
}); });
it('should return true for out of bounds', () => { it('should return true for out of bounds', () => {
const world = createTestWorld(10, 10, new Array(100).fill(0)); const world = createTestWorld(10, 10, new Array(100).fill(0));
const mockAccessor = { getActorsAt: () => [] } as any;
expect(isBlocked(world, -1, 0)).toBe(true); expect(isBlocked(world, -1, 0, mockAccessor)).toBe(true);
expect(isBlocked(world, 10, 10)).toBe(true); expect(isBlocked(world, 10, 10, mockAccessor)).toBe(true);
}); });
}); });
describe('tryDestructTile', () => { describe('tryDestructTile', () => {
@@ -148,32 +146,34 @@ describe('World Utilities', () => {
it('should return true when player is on exit', () => { it('should return true when player is on exit', () => {
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY)); const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
world.exit = { x: 5, y: 5 }; world.exit = { x: 5, y: 5 };
world.actors.set(1, {
id: 1,
pos: { x: 5, y: 5 },
isPlayer: true
} as any);
expect(isPlayerOnExit(world, 1)).toBe(true); const mockAccessor = {
getPlayer: () => ({ pos: { x: 5, y: 5 } })
} as any;
expect(isPlayerOnExit(world, mockAccessor)).toBe(true);
}); });
it('should return false when player is not on exit', () => { it('should return false when player is not on exit', () => {
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY)); const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
world.exit = { x: 5, y: 5 }; world.exit = { x: 5, y: 5 };
world.actors.set(1, {
id: 1,
pos: { x: 4, y: 4 },
isPlayer: true
} as any);
expect(isPlayerOnExit(world, 1)).toBe(false); const mockAccessor = {
getPlayer: () => ({ pos: { x: 4, y: 4 } })
} as any;
expect(isPlayerOnExit(world, mockAccessor)).toBe(false);
}); });
it('should return false when player does not exist', () => { it('should return false when player does not exist', () => {
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY)); const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
world.exit = { x: 5, y: 5 }; world.exit = { x: 5, y: 5 };
expect(isPlayerOnExit(world, 999)).toBe(false); const mockAccessor = {
getPlayer: () => null
} as any;
expect(isPlayerOnExit(world, mockAccessor)).toBe(false);
}); });
}); });
}); });

View File

@@ -1,6 +1,6 @@
import { type ECSWorld } from "./World"; import { type ECSWorld } from "./World";
import { type World as GameWorld, type EntityId, type Vec2, type Action } from "../../core/types"; import { type World as GameWorld, type EntityId, type Vec2, type Action } from "../../core/types";
import { type EntityManager } from "../EntityManager"; import { type EntityAccessor } from "../EntityAccessor";
import { findPathAStar } from "../world/pathfinding"; import { findPathAStar } from "../world/pathfinding";
import { isBlocked, inBounds } from "../world/world-logic"; import { isBlocked, inBounds } from "../world/world-logic";
import { blocksSight } from "../../core/terrain"; import { blocksSight } from "../../core/terrain";
@@ -9,12 +9,12 @@ import { FOV } from "rot-js";
export class AISystem { export class AISystem {
private ecsWorld: ECSWorld; private ecsWorld: ECSWorld;
private gameWorld: GameWorld; private gameWorld: GameWorld;
private em?: EntityManager; private accessor: EntityAccessor;
constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, em?: EntityManager) { constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, accessor: EntityAccessor) {
this.ecsWorld = ecsWorld; this.ecsWorld = ecsWorld;
this.gameWorld = gameWorld; this.gameWorld = gameWorld;
this.em = em; this.accessor = accessor;
} }
update(enemyId: EntityId, playerId: EntityId): { action: Action; justAlerted: boolean } { update(enemyId: EntityId, playerId: EntityId): { action: Action; justAlerted: boolean } {
@@ -82,7 +82,11 @@ export class AISystem {
// A* Pathfinding // A* Pathfinding
const dummySeen = new Uint8Array(this.gameWorld.width * this.gameWorld.height).fill(1); const dummySeen = new Uint8Array(this.gameWorld.width * this.gameWorld.height).fill(1);
const path = findPathAStar(this.gameWorld, dummySeen, pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em: this.em }); const path = findPathAStar(this.gameWorld, dummySeen, pos, targetPos, {
ignoreBlockedTarget: true,
ignoreSeen: true,
accessor: this.accessor
});
if (path.length >= 2) { if (path.length >= 2) {
const next = path[1]; const next = path[1];
@@ -111,7 +115,7 @@ export class AISystem {
const directions = [{ dx: 0, dy: -1 }, { dx: 0, dy: 1 }, { dx: -1, dy: 0 }, { dx: 1, dy: 0 }]; const directions = [{ dx: 0, dy: -1 }, { dx: 0, dy: 1 }, { dx: -1, dy: 0 }, { dx: 1, dy: 0 }];
// Simple shuffle and try // Simple shuffle and try
for (const dir of directions.sort(() => Math.random() - 0.5)) { for (const dir of directions.sort(() => Math.random() - 0.5)) {
if (!isBlocked(this.gameWorld, pos.x + dir.dx, pos.y + dir.dy, this.em)) { if (!isBlocked(this.gameWorld, pos.x + dir.dx, pos.y + dir.dy, this.accessor)) {
return { type: "move", ...dir }; return { type: "move", ...dir };
} }
} }

View File

@@ -1,6 +1,6 @@
import { type ECSWorld } from "./World"; import { type ECSWorld } from "./World";
import { type ComponentMap } from "./components"; import { type ComponentMap } from "./components";
import { type EntityId, type Stats, type EnemyAIState, type ActorType } from "../../core/types"; import { type EntityId, type Stats, type EnemyAIState, type ActorType, type Inventory, type Equipment, type Item } from "../../core/types";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
/** /**
@@ -89,6 +89,22 @@ export class EntityBuilder {
return this; return this;
} }
/**
* Add inventory component.
*/
withInventory(inventory: Inventory): this {
this.components.inventory = inventory;
return this;
}
/**
* Add equipment component.
*/
withEquipment(equipment: Equipment): this {
this.components.equipment = equipment;
return this;
}
/** /**
* Add AI component for enemy behavior. * Add AI component for enemy behavior.
*/ */
@@ -192,8 +208,8 @@ export class EntityBuilder {
/** /**
* Configure as an item on the ground. * Configure as an item on the ground.
*/ */
asGroundItem(itemId: string, quantity: number = 1): this { asGroundItem(item: Item): this {
this.components.groundItem = { itemId, quantity }; this.components.groundItem = { item };
return this; return this;
} }

View File

@@ -1,17 +1,17 @@
import { type ECSWorld } from "./World"; import { type ECSWorld } from "./World";
import { type World as GameWorld, type EntityId } from "../../core/types"; import { type World as GameWorld, type EntityId } from "../../core/types";
import { isBlocked } from "../world/world-logic"; import { isBlocked } from "../world/world-logic";
import { type EntityManager } from "../EntityManager"; import { type EntityAccessor } from "../EntityAccessor";
export class MovementSystem { export class MovementSystem {
private ecsWorld: ECSWorld; private ecsWorld: ECSWorld;
private gameWorld: GameWorld; private gameWorld: GameWorld;
private em?: EntityManager; private accessor: EntityAccessor;
constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, em?: EntityManager) { constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, accessor: EntityAccessor) {
this.ecsWorld = ecsWorld; this.ecsWorld = ecsWorld;
this.gameWorld = gameWorld; this.gameWorld = gameWorld;
this.em = em; this.accessor = accessor;
} }
move(entityId: EntityId, dx: number, dy: number): boolean { move(entityId: EntityId, dx: number, dy: number): boolean {
@@ -21,18 +21,11 @@ export class MovementSystem {
const nx = pos.x + dx; const nx = pos.x + dx;
const ny = pos.y + dy; const ny = pos.y + dy;
if (!isBlocked(this.gameWorld, nx, ny, this.em)) { if (!isBlocked(this.gameWorld, nx, ny, this.accessor)) {
const oldPos = { ...pos };
// Update ECS Position // Update ECS Position
pos.x = nx; pos.x = nx;
pos.y = ny; pos.y = ny;
// Update grid-based EntityManager if present
if (this.em) {
this.em.moveActor(entityId, oldPos, { x: nx, y: ny });
}
return true; return true;
} }

View File

@@ -1,6 +1,6 @@
import { type ECSWorld } from "./World"; import { type ECSWorld } from "./World";
import { EntityBuilder } from "./EntityBuilder"; import { EntityBuilder } from "./EntityBuilder";
import { type EntityId } from "../../core/types"; import { type EntityId, type Item } from "../../core/types";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
/** /**
@@ -176,12 +176,12 @@ export const Prefabs = {
/** /**
* Create an item drop on the ground. * Create an item drop on the ground.
*/ */
itemDrop(world: ECSWorld, x: number, y: number, itemId: string, quantity: number = 1, spriteIndex: number = 0): EntityId { itemDrop(world: ECSWorld, x: number, y: number, item: Item, spriteIndex: number = 0): EntityId {
return EntityBuilder.create(world) return EntityBuilder.create(world)
.withPosition(x, y) .withPosition(x, y)
.withName("Item") .withName(item.name)
.withSprite("items", spriteIndex) .withSprite("items", spriteIndex)
.asGroundItem(itemId, quantity) .asGroundItem(item)
.build(); .build();
}, },

View File

@@ -12,6 +12,10 @@ export class ECSWorld {
return id; return id;
} }
hasEntity(id: EntityId): boolean {
return this.entities.has(id);
}
destroyEntity(id: EntityId) { destroyEntity(id: EntityId) {
this.entities.delete(id); this.entities.delete(id);
for (const type in this.components) { for (const type in this.components) {
@@ -20,6 +24,7 @@ export class ECSWorld {
} }
addComponent<K extends ComponentType>(id: EntityId, type: K, data: ComponentMap[K]) { addComponent<K extends ComponentType>(id: EntityId, type: K, data: ComponentMap[K]) {
this.entities.add(id); // Ensure entity is registered
if (!this.components[type]) { if (!this.components[type]) {
this.components[type] = new Map(); this.components[type] = new Map();
} }
@@ -71,4 +76,8 @@ export class ECSWorld {
setNextId(id: number) { setNextId(id: number) {
this.nextId = id; this.nextId = id;
} }
get currentNextId(): number {
return this.nextId;
}
} }

View File

@@ -0,0 +1,38 @@
import { describe, it, expect } from 'vitest';
import { ECSWorld } from '../World';
import { EntityAccessor } from '../../EntityAccessor';
import { EntityBuilder } from '../EntityBuilder';
import type { World as GameWorld, EntityId } from '../../../core/types';
describe('ECS Removal and Accessor', () => {
it('should not report destroyed entities in getAllActors', () => {
const ecsWorld = new ECSWorld();
const gameWorld: GameWorld = {
width: 10,
height: 10,
tiles: new Array(100).fill(0),
exit: { x: 0, y: 0 }
};
const accessor = new EntityAccessor(gameWorld, 999 as EntityId, ecsWorld);
// Create Entity
const id = EntityBuilder.create(ecsWorld)
.asEnemy("rat")
.withPosition(5, 5)
.withStats({ hp: 10, maxHp: 10 } as any)
.build();
// Verify it exists
let actors = [...accessor.getAllActors()];
expect(actors.length).toBe(1);
expect(actors[0].id).toBe(id);
// Destroy it
ecsWorld.destroyEntity(id);
// Verify it is gone
actors = [...accessor.getAllActors()];
expect(actors.length).toBe(0);
});
});

View File

@@ -1,4 +1,4 @@
import { type Vec2, type Stats, type ActorType, type EnemyAIState, type EntityId } from "../../core/types"; import { type Vec2, type Stats, type ActorType, type EnemyAIState, type EntityId, type Inventory, type Equipment, type Item } from "../../core/types";
export interface PositionComponent extends Vec2 {} export interface PositionComponent extends Vec2 {}
@@ -98,10 +98,13 @@ export interface DestructibleComponent {
* For items laying on the ground that can be picked up. * For items laying on the ground that can be picked up.
*/ */
export interface GroundItemComponent { export interface GroundItemComponent {
itemId: string; // Reference to item definition item: Item;
quantity: number; // Stack size
} }
export interface InventoryComponent extends Inventory {}
export interface EquipmentComponent extends Equipment {}
export type ComponentMap = { export type ComponentMap = {
// Core components // Core components
position: PositionComponent; position: PositionComponent;
@@ -120,6 +123,8 @@ export type ComponentMap = {
combat: CombatComponent; combat: CombatComponent;
destructible: DestructibleComponent; destructible: DestructibleComponent;
groundItem: GroundItemComponent; groundItem: GroundItemComponent;
inventory: InventoryComponent;
equipment: EquipmentComponent;
}; };
export type ComponentType = keyof ComponentMap; export type ComponentType = keyof ComponentMap;

View File

@@ -1,7 +1,7 @@
import { type World, type Vec2, type EntityId } from "../../core/types"; import { type World, type Vec2, type EntityId } from "../../core/types";
import { isBlocked } from "../world/world-logic"; import { isBlocked } from "../world/world-logic";
import { raycast } from "../../core/math"; import { raycast } from "../../core/math";
import { EntityManager } from "../EntityManager"; import { type EntityAccessor } from "../EntityAccessor";
export interface ProjectileResult { export interface ProjectileResult {
path: Vec2[]; path: Vec2[];
@@ -16,7 +16,7 @@ export function traceProjectile(
world: World, world: World,
start: Vec2, start: Vec2,
target: Vec2, target: Vec2,
entityManager: EntityManager, accessor: EntityAccessor | undefined,
shooterId?: EntityId shooterId?: EntityId
): ProjectileResult { ): ProjectileResult {
const points = raycast(start.x, start.y, target.x, target.y); const points = raycast(start.x, start.y, target.x, target.y);
@@ -28,9 +28,13 @@ export function traceProjectile(
const p = points[i]; const p = points[i];
// Check for blocking // Check for blocking
if (isBlocked(world, p.x, p.y, entityManager)) { if (accessor && isBlocked(world, p.x, p.y, accessor)) {
// Check if we hit a combatant // Check if we hit a combatant
const actors = entityManager.getActorsAt(p.x, p.y); let actors: any[] = [];
if (accessor) {
actors = accessor.getActorsAt(p.x, p.y);
}
const enemy = actors.find(a => a.category === "combatant" && a.id !== shooterId); const enemy = actors.find(a => a.category === "combatant" && a.id !== shooterId);
if (enemy) { if (enemy) {
@@ -56,10 +60,10 @@ export function traceProjectile(
* Finds the closest visible enemy to a given position. * Finds the closest visible enemy to a given position.
*/ */
export function getClosestVisibleEnemy( export function getClosestVisibleEnemy(
world: World,
origin: Vec2, origin: Vec2,
seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures
width?: number // Required if seenTiles is a flat array width?: number, // Required if seenTiles is a flat array
accessor?: EntityAccessor
): Vec2 | null { ): Vec2 | null {
let closestDistSq = Infinity; let closestDistSq = Infinity;
let closestPos: Vec2 | null = null; let closestPos: Vec2 | null = null;
@@ -76,7 +80,9 @@ export function getClosestVisibleEnemy(
} }
}; };
for (const actor of world.actors.values()) { const enemies = accessor ? accessor.getEnemies() : [];
for (const actor of enemies) {
if (actor.category !== "combatant" || actor.isPlayer) continue; if (actor.category !== "combatant" || actor.isPlayer) continue;
// Check visibility // Check visibility

View File

@@ -1,54 +1,54 @@
import { describe, it, expect, beforeEach } from 'vitest'; import { describe, it, expect, beforeEach } from 'vitest';
import { traceProjectile } from '../CombatLogic'; import { traceProjectile } from '../CombatLogic';
import type { World } from '../../../core/types'; import type { World, EntityId } from '../../../core/types';
import { EntityManager } from '../../EntityManager'; import { EntityAccessor } from '../../EntityAccessor';
import { TileType } from '../../../core/terrain'; import { TileType } from '../../../core/terrain';
import { ECSWorld } from '../../ecs/World';
describe('CombatLogic', () => { describe('CombatLogic', () => {
// Mock World // Mock World
const mockWorld: World = { let mockWorld: World;
width: 10, let ecsWorld: ECSWorld;
height: 10, let accessor: EntityAccessor;
tiles: new Array(100).fill(TileType.EMPTY),
actors: new Map(),
exit: { x: 9, y: 9 }
};
// Helper to set wall // Helper to set wall
const setWall = (x: number, y: number) => { const setWall = (x: number, y: number) => {
mockWorld.tiles[y * mockWorld.width + x] = TileType.WALL; 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(() => { beforeEach(() => {
clearWorld(); mockWorld = {
width: 10,
height: 10,
tiles: new Array(100).fill(TileType.EMPTY),
exit: { x: 9, y: 9 }
};
ecsWorld = new ECSWorld();
// Shooter ID 1
accessor = new EntityAccessor(mockWorld, 1 as EntityId, ecsWorld);
}); });
function syncActor(actor: any) {
ecsWorld.addComponent(actor.id as EntityId, "position", actor.pos);
if (actor.category === 'combatant') {
ecsWorld.addComponent(actor.id as EntityId, "actorType", { type: actor.type });
ecsWorld.addComponent(actor.id as EntityId, "stats", { hp: 10 } as any);
if (actor.isPlayer) ecsWorld.addComponent(actor.id as EntityId, "player", {});
} else if (actor.category === 'item_drop') {
ecsWorld.addComponent(actor.id as EntityId, "groundItem", { item: actor.item || {} });
}
}
describe('traceProjectile', () => { describe('traceProjectile', () => {
it('should travel full path if no obstacles', () => { it('should travel full path if no obstacles', () => {
const start = { x: 0, y: 0 }; const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
const result = traceProjectile(mockWorld, start, end, mockEntityManager); const result = traceProjectile(mockWorld, start, end, accessor);
expect(result.blockedPos).toEqual(end); expect(result.blockedPos).toEqual(end);
expect(result.hitActorId).toBeUndefined(); 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); expect(result.path).toHaveLength(6);
}); });
@@ -57,7 +57,7 @@ describe('CombatLogic', () => {
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
setWall(3, 0); // Wall at (3,0) setWall(3, 0); // Wall at (3,0)
const result = traceProjectile(mockWorld, start, end, mockEntityManager); const result = traceProjectile(mockWorld, start, end, accessor);
expect(result.blockedPos).toEqual({ x: 2, y: 0 }); expect(result.blockedPos).toEqual({ x: 2, y: 0 });
expect(result.hitActorId).toBeUndefined(); expect(result.hitActorId).toBeUndefined();
@@ -68,17 +68,17 @@ describe('CombatLogic', () => {
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
// Place enemy at (3,0) // Place enemy at (3,0)
const enemyId = 2; const enemyId = 2 as EntityId;
mockWorld.actors.set(enemyId, { const enemy = {
id: enemyId, id: enemyId,
type: 'rat', type: 'rat',
category: 'combatant', category: 'combatant',
pos: { x: 3, y: 0 }, pos: { x: 3, y: 0 },
isPlayer: false isPlayer: false
// ... other props mocked if needed };
} as any); syncActor(enemy);
const result = traceProjectile(mockWorld, start, end, mockEntityManager, 1); // Shooter 1 const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId); // Shooter 1
expect(result.blockedPos).toEqual({ x: 3, y: 0 }); expect(result.blockedPos).toEqual({ x: 3, y: 0 });
expect(result.hitActorId).toBe(enemyId); expect(result.hitActorId).toBe(enemyId);
@@ -89,15 +89,16 @@ describe('CombatLogic', () => {
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
// Shooter at start // Shooter at start
mockWorld.actors.set(1, { const shooter = {
id: 1, id: 1 as EntityId,
type: 'player', type: 'player',
category: 'combatant', category: 'combatant',
pos: { x: 0, y: 0 }, pos: { x: 0, y: 0 },
isPlayer: true isPlayer: true
} as any); };
syncActor(shooter);
const result = traceProjectile(mockWorld, start, end, mockEntityManager, 1); const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId);
// Should not hit self // Should not hit self
expect(result.hitActorId).toBeUndefined(); expect(result.hitActorId).toBeUndefined();
@@ -109,13 +110,15 @@ describe('CombatLogic', () => {
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
// Item at (3,0) // Item at (3,0)
mockWorld.actors.set(99, { const item = {
id: 99, id: 99 as EntityId,
category: 'item_drop', category: 'item_drop',
pos: { x: 3, y: 0 }, pos: { x: 3, y: 0 },
} as any); item: { name: 'Test Item' }
};
syncActor(item);
const result = traceProjectile(mockWorld, start, end, mockEntityManager); const result = traceProjectile(mockWorld, start, end, accessor);
// Should pass through item // Should pass through item
expect(result.blockedPos).toEqual(end); expect(result.blockedPos).toEqual(end);

View File

@@ -1,35 +1,36 @@
import { describe, it, expect, beforeEach } from "vitest"; import { describe, it, expect, beforeEach } from "vitest";
import { ItemManager } from "../../../scenes/systems/ItemManager"; import { ItemManager } from "../../../scenes/systems/ItemManager";
import { EntityManager } from "../../EntityManager"; import type { World, CombatantActor, RangedWeaponItem, EntityId } from "../../../core/types";
import type { World, CombatantActor, RangedWeaponItem } from "../../../core/types"; import { EntityAccessor } from "../../EntityAccessor";
import { ECSWorld } from "../../ecs/World";
import { createRangedWeapon, createAmmo } from "../../../core/config/Items"; import { createRangedWeapon, createAmmo } from "../../../core/config/Items";
// Mock World and EntityManager
const mockWorld: World = {
width: 10,
height: 10,
tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 }
};
describe("Fireable Weapons & Ammo System", () => { describe("Fireable Weapons & Ammo System", () => {
let entityManager: EntityManager; let accessor: EntityAccessor;
let itemManager: ItemManager; let itemManager: ItemManager;
let player: CombatantActor; let player: CombatantActor;
let ecsWorld: ECSWorld;
let world: World;
beforeEach(() => { beforeEach(() => {
entityManager = new EntityManager(mockWorld); world = {
itemManager = new ItemManager(mockWorld, entityManager); width: 10,
height: 10,
tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 }
};
ecsWorld = new ECSWorld();
accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
itemManager = new ItemManager(world, accessor, ecsWorld);
player = { player = {
id: 1, id: 1 as EntityId,
pos: { x: 0, y: 0 }, pos: { x: 0, y: 0 },
category: "combatant", category: "combatant",
type: "player", type: "player",
isPlayer: true, isPlayer: true,
speed: 1, speed: 100,
energy: 0, energy: 0,
stats: { stats: {
maxHp: 100, hp: 100, maxHp: 100, hp: 100,
@@ -43,55 +44,68 @@ describe("Fireable Weapons & Ammo System", () => {
}, },
inventory: { gold: 0, items: [] }, inventory: { gold: 0, items: [] },
equipment: {} equipment: {}
}; } as any;
mockWorld.actors.clear();
mockWorld.actors.set(player.id, player); // Sync player to ECS
ecsWorld.addComponent(player.id, "position", player.pos);
ecsWorld.addComponent(player.id, "player", {});
ecsWorld.addComponent(player.id, "stats", player.stats);
ecsWorld.addComponent(player.id, "actorType", { type: "player" });
ecsWorld.addComponent(player.id, "inventory", player.inventory!);
ecsWorld.addComponent(player.id, "energy", { current: 0, speed: 100 });
// Avoid ID collisions between manually added player (ID 1) and spawned entities
ecsWorld.setNextId(10);
}); });
it("should stack ammo correctly", () => { it("should stack ammo correctly", () => {
const playerActor = accessor.getPlayer()!;
// Spawn Ammo pack 1 // Spawn Ammo pack 1
const ammo1 = createAmmo("ammo_9mm", 10); const ammo1 = createAmmo("ammo_9mm", 10);
itemManager.spawnItem(ammo1, { x: 0, y: 0 }); itemManager.spawnItem(ammo1, { x: 0, y: 0 });
// Pickup // Pickup
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items.length).toBe(1); expect(playerActor.inventory!.items.length).toBe(1);
expect(player.inventory!.items[0].quantity).toBe(10); expect(playerActor.inventory!.items[0].quantity).toBe(10);
// Spawn Ammo pack 2 // Spawn Ammo pack 2
const ammo2 = createAmmo("ammo_9mm", 5); const ammo2 = createAmmo("ammo_9mm", 5);
itemManager.spawnItem(ammo2, { x: 0, y: 0 }); itemManager.spawnItem(ammo2, { x: 0, y: 0 });
// Pickup (should merge) // Pickup (should merge)
itemManager.tryPickup(player); itemManager.tryPickup(playerActor);
expect(player.inventory!.items.length).toBe(1); // Still 1 stack expect(playerActor.inventory!.items.length).toBe(1); // Still 1 stack
expect(player.inventory!.items[0].quantity).toBe(15); expect(playerActor.inventory!.items[0].quantity).toBe(15);
}); });
it("should consume ammo from weapon when fired", () => { it("should consume ammo from weapon when fired", () => {
const playerActor = accessor.getPlayer()!;
// Create pistol using factory (already has currentAmmo initialized) // Create pistol using factory (already has currentAmmo initialized)
const pistol = createRangedWeapon("pistol"); const pistol = createRangedWeapon("pistol");
player.inventory!.items.push(pistol); playerActor.inventory!.items.push(pistol);
// Sanity Check - currentAmmo is now top-level // Sanity Check - currentAmmo is now top-level
expect(pistol.currentAmmo).toBe(6); expect(pistol.currentAmmo).toBe(6);
expect(pistol.stats.magazineSize).toBe(6); expect(pistol.stats.magazineSize).toBe(6);
// Simulate Firing (logic mimic from GameScene) // Simulate Firing (logic mimic from GameScene)
if (pistol.currentAmmo > 0) { if (pistol.currentAmmo! > 0) {
pistol.currentAmmo--; pistol.currentAmmo!--;
} }
expect(pistol.currentAmmo).toBe(5); expect(pistol.currentAmmo).toBe(5);
}); });
it("should reload weapon using inventory ammo", () => { it("should reload weapon using inventory ammo", () => {
const playerActor = accessor.getPlayer()!;
const pistol = createRangedWeapon("pistol"); const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0; // Empty pistol.currentAmmo = 0; // Empty
player.inventory!.items.push(pistol); playerActor.inventory!.items.push(pistol);
const ammo = createAmmo("ammo_9mm", 10); const ammo = createAmmo("ammo_9mm", 10);
player.inventory!.items.push(ammo); playerActor.inventory!.items.push(ammo);
// Logic mimic from GameScene // Logic mimic from GameScene
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6 const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
@@ -105,12 +119,13 @@ describe("Fireable Weapons & Ammo System", () => {
}); });
it("should handle partial reload if not enough ammo", () => { it("should handle partial reload if not enough ammo", () => {
const playerActor = accessor.getPlayer()!;
const pistol = createRangedWeapon("pistol"); const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0; pistol.currentAmmo = 0;
player.inventory!.items.push(pistol); playerActor.inventory!.items.push(pistol);
const ammo = createAmmo("ammo_9mm", 3); // Only 3 bullets const ammo = createAmmo("ammo_9mm", 3); // Only 3 bullets
player.inventory!.items.push(ammo); playerActor.inventory!.items.push(ammo);
// Logic mimic // Logic mimic
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6 const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
@@ -124,16 +139,17 @@ describe("Fireable Weapons & Ammo System", () => {
}); });
it("should deep clone on spawn so pistols remain independent", () => { it("should deep clone on spawn so pistols remain independent", () => {
const playerActor = accessor.getPlayer()!;
const pistol1 = createRangedWeapon("pistol"); const pistol1 = createRangedWeapon("pistol");
// Spawn 1 // Spawn 1
itemManager.spawnItem(pistol1, {x:0, y:0}); itemManager.spawnItem(pistol1, {x:0, y:0});
const picked1 = itemManager.tryPickup(player)! as RangedWeaponItem; const picked1 = itemManager.tryPickup(playerActor)! as RangedWeaponItem;
// Spawn 2 // Spawn 2
const pistol2 = createRangedWeapon("pistol"); const pistol2 = createRangedWeapon("pistol");
itemManager.spawnItem(pistol2, {x:0, y:0}); itemManager.spawnItem(pistol2, {x:0, y:0});
const picked2 = itemManager.tryPickup(player)! as RangedWeaponItem; const picked2 = itemManager.tryPickup(playerActor)! as RangedWeaponItem;
expect(picked1).not.toBe(picked2); expect(picked1).not.toBe(picked2);
expect(picked1.stats).not.toBe(picked2.stats); // Critical! expect(picked1.stats).not.toBe(picked2.stats); // Critical!

View File

@@ -1,12 +1,17 @@
import { describe, it, expect, beforeEach } from 'vitest'; import { describe, it, expect, beforeEach } from 'vitest';
import { applyAction } from '../simulation'; import { applyAction } from '../simulation';
import type { World, CombatantActor, Action } from '../../../core/types'; import type { World, CombatantActor, Action, EntityId } from '../../../core/types';
import { TileType } from '../../../core/terrain'; import { TileType } from '../../../core/terrain';
import { GAME_CONFIG } from '../../../core/config/GameConfig'; import { GAME_CONFIG } from '../../../core/config/GameConfig';
import { EntityAccessor } from '../../EntityAccessor';
import { ECSWorld } from '../../ecs/World';
describe('Movement Blocking Behavior', () => { describe('Movement Blocking Behavior', () => {
let world: World; let world: World;
let player: CombatantActor; let player: CombatantActor;
let accessor: EntityAccessor;
let ecsWorld: ECSWorld;
beforeEach(() => { beforeEach(() => {
// minimalist world setup // minimalist world setup
@@ -14,7 +19,6 @@ describe('Movement Blocking Behavior', () => {
width: 3, width: 3,
height: 3, height: 3,
tiles: new Array(9).fill(TileType.GRASS), tiles: new Array(9).fill(TileType.GRASS),
actors: new Map(),
exit: { x: 2, y: 2 } exit: { x: 2, y: 2 }
}; };
@@ -22,7 +26,7 @@ describe('Movement Blocking Behavior', () => {
world.tiles[1] = TileType.WALL; world.tiles[1] = TileType.WALL;
player = { player = {
id: 1, id: 1 as EntityId,
type: 'player', type: 'player',
category: 'combatant', category: 'combatant',
isPlayer: true, isPlayer: true,
@@ -32,12 +36,19 @@ describe('Movement Blocking Behavior', () => {
stats: { ...GAME_CONFIG.player.initialStats } stats: { ...GAME_CONFIG.player.initialStats }
}; };
world.actors.set(player.id, player); ecsWorld = new ECSWorld();
ecsWorld.addComponent(player.id, "position", player.pos);
ecsWorld.addComponent(player.id, "stats", player.stats);
ecsWorld.addComponent(player.id, "actorType", { type: player.type });
ecsWorld.addComponent(player.id, "player", {});
ecsWorld.addComponent(player.id, "energy", { current: player.energy, speed: player.speed });
accessor = new EntityAccessor(world, player.id, ecsWorld);
}); });
it('should return move-blocked event when moving into a wall', () => { it('should return move-blocked event when moving into a wall', () => {
const action: Action = { type: 'move', dx: 1, dy: 0 }; // Try to move right into wall at (1,0) const action: Action = { type: 'move', dx: 1, dy: 0 }; // Try to move right into wall at (1,0)
const events = applyAction(world, player.id, action); const events = applyAction(world, player.id, action, accessor);
expect(events).toHaveLength(1); expect(events).toHaveLength(1);
expect(events[0]).toMatchObject({ expect(events[0]).toMatchObject({
@@ -50,7 +61,7 @@ describe('Movement Blocking Behavior', () => {
it('should return moved event when moving into empty space', () => { it('should return moved event when moving into empty space', () => {
const action: Action = { type: 'move', dx: 0, dy: 1 }; // Move down to (0,1) - valid const action: Action = { type: 'move', dx: 0, dy: 1 }; // Move down to (0,1) - valid
const events = applyAction(world, player.id, action); const events = applyAction(world, player.id, action, accessor);
expect(events).toHaveLength(1); expect(events).toHaveLength(1);
expect(events[0]).toMatchObject({ expect(events[0]).toMatchObject({

View File

@@ -3,24 +3,24 @@ import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, Collecti
import { isBlocked, tryDestructTile } from "../world/world-logic"; import { isBlocked, tryDestructTile } from "../world/world-logic";
import { isDestructibleByWalk } from "../../core/terrain"; import { isDestructibleByWalk } from "../../core/terrain";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
import { type EntityManager } from "../EntityManager"; import { type EntityAccessor } from "../EntityAccessor";
import { AISystem } from "../ecs/AISystem";
import { Prefabs } from "../ecs/Prefabs";
export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] { export function applyAction(w: World, actorId: EntityId, action: Action, accessor: EntityAccessor): SimEvent[] {
const actor = w.actors.get(actorId); const actor = accessor.getActor(actorId);
if (!actor) return []; if (!actor) return [];
const events: SimEvent[] = []; const events: SimEvent[] = [];
switch (action.type) { switch (action.type) {
case "move": case "move":
events.push(...handleMove(w, actor, action, em)); events.push(...handleMove(w, actor, action, accessor));
break; break;
case "attack": case "attack":
events.push(...handleAttack(w, actor, action, em)); events.push(...handleAttack(w, actor, action, accessor));
break; break;
case "throw": case "throw":
// Throwing consumes a turn but visuals are handled by the renderer/scene directly
// so we do NOT emit a "waited" event.
break; break;
case "wait": case "wait":
default: default:
@@ -28,19 +28,16 @@ export function applyAction(w: World, actorId: EntityId, action: Action, em?: En
break; break;
} }
// Note: Energy is now managed by ROT.Scheduler, no need to deduct manually
return events; return events;
} }
function handleExpCollection(w: World, player: Actor, events: SimEvent[], em?: EntityManager) { function handleExpCollection(player: Actor, events: SimEvent[], accessor: EntityAccessor) {
if (player.category !== "combatant") return; if (player.category !== "combatant") return;
const orbs = [...w.actors.values()].filter(a => const actorsAtPos = accessor.getActorsAt(player.pos.x, player.pos.y);
const orbs = actorsAtPos.filter(a =>
a.category === "collectible" && a.category === "collectible" &&
a.type === "exp_orb" && a.type === "exp_orb"
a.pos.x === player.pos.x &&
a.pos.y === player.pos.y
) as CollectibleActor[]; ) as CollectibleActor[];
for (const orb of orbs) { for (const orb of orbs) {
@@ -55,8 +52,7 @@ function handleExpCollection(w: World, player: Actor, events: SimEvent[], em?: E
}); });
checkLevelUp(player, events); checkLevelUp(player, events);
if (em) em.removeActor(orb.id); accessor.removeActor(orb.id);
else w.actors.delete(orb.id);
} }
} }
@@ -91,47 +87,26 @@ function checkLevelUp(player: CombatantActor, events: SimEvent[]) {
} }
function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }, em?: EntityManager): SimEvent[] { function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }, accessor: EntityAccessor): SimEvent[] {
const from = { ...actor.pos }; const from = { ...actor.pos };
const nx = actor.pos.x + action.dx; const nx = actor.pos.x + action.dx;
const ny = actor.pos.y + action.dy; const ny = actor.pos.y + action.dy;
if (em) { if (!isBlocked(w, nx, ny, accessor)) {
const moved = em.movement.move(actor.id, action.dx, action.dy); actor.pos.x = nx;
if (moved) { actor.pos.y = ny;
const to = { ...actor.pos }; const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }]; const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
const tileIdx = ny * w.width + nx; const tileIdx = ny * w.width + nx;
const tile = w.tiles[tileIdx]; if (isDestructibleByWalk(w.tiles[tileIdx])) {
if (isDestructibleByWalk(tile)) { tryDestructTile(w, nx, ny);
tryDestructTile(w, nx, ny);
}
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(w, actor, events, em);
}
return events;
} }
} else {
// Fallback for cases without EntityManager (e.g. tests)
if (!isBlocked(w, nx, ny)) {
actor.pos.x = nx;
actor.pos.y = ny;
const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
const tileIdx = ny * w.width + nx; if (actor.category === "combatant" && actor.isPlayer) {
if (isDestructibleByWalk(w.tiles[tileIdx])) { handleExpCollection(actor, events, accessor);
tryDestructTile(w, nx, ny);
}
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(w, actor, events);
}
return events;
} }
return events;
} }
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }]; return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
@@ -139,8 +114,8 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em?: EntityManager): SimEvent[] { function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, accessor: EntityAccessor): SimEvent[] {
const target = w.actors.get(action.targetId); const target = accessor.getActor(action.targetId);
if (target && target.category === "combatant" && actor.category === "combatant") { if (target && target.category === "combatant" && actor.category === "combatant") {
const events: SimEvent[] = [{ type: "attacked", attackerId: actor.id, targetId: action.targetId }]; const events: SimEvent[] = [{ type: "attacked", attackerId: actor.id, targetId: action.targetId }];
@@ -149,7 +124,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
const hitRoll = Math.random() * 100; const hitRoll = Math.random() * 100;
if (hitRoll > hitChance) { if (hitRoll > hitChance) {
// Miss!
events.push({ events.push({
type: "dodged", type: "dodged",
targetId: action.targetId, targetId: action.targetId,
@@ -173,17 +147,15 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
const blockRoll = Math.random() * 100; const blockRoll = Math.random() * 100;
let isBlock = false; let isBlock = false;
if (blockRoll < target.stats.blockChance) { if (blockRoll < target.stats.blockChance) {
dmg = Math.floor(dmg * 0.5); // Block reduces damage by 50% dmg = Math.floor(dmg * 0.5);
isBlock = true; isBlock = true;
} }
target.stats.hp -= dmg; target.stats.hp -= dmg;
// Aggression on damage: if target is enemy and attacker is player (or vice versa), alert them
if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) { if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) {
// Switch to pursuing immediately
target.aiState = "pursuing"; target.aiState = "pursuing";
target.alertedAt = Date.now(); // Reset alert timer if any target.alertedAt = Date.now();
if (actor.pos) { if (actor.pos) {
target.lastKnownPlayerPos = { ...actor.pos }; target.lastKnownPlayerPos = { ...actor.pos };
} }
@@ -224,28 +196,18 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
y: target.pos.y, y: target.pos.y,
victimType: target.type as ActorType victimType: target.type as ActorType
}); });
if (em) em.removeActor(target.id);
else w.actors.delete(target.id);
accessor.removeActor(target.id);
// Spawn EXP Orb // Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""]; const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const orbId = em ? em.getNextId() : Math.max(0, ...w.actors.keys(), target.id) + 1; const expAmount = enemyDef?.expValue || 0;
const orb: CollectibleActor = { const ecsWorld = accessor.context;
id: orbId, if (ecsWorld) {
category: "collectible", const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
type: "exp_orb", events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
pos: { ...target.pos }, }
expAmount: enemyDef?.expValue || 0
};
if (em) em.addActor(orb);
else w.actors.set(orbId, orb);
events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
} }
return events; return events;
} }
@@ -260,12 +222,13 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
* - Alerted: Brief period after spotting player (shows "!") * - Alerted: Brief period after spotting player (shows "!")
* - Pursuing: Chase player while in FOV or toward last known position * - Pursuing: Chase player while in FOV or toward last known position
*/ */
export function decideEnemyAction(_w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } { export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, accessor: EntityAccessor): { action: Action; justAlerted: boolean } {
if (em) { const ecsWorld = accessor.context;
const result = em.ai.update(enemy.id, player.id); if (ecsWorld) {
const aiSystem = new AISystem(ecsWorld, w, accessor);
const result = aiSystem.update(enemy.id, player.id);
// Sync ECS component state back to Actor object for compatibility with tests and old logic const aiComp = ecsWorld.getComponent(enemy.id, "ai");
const aiComp = em.ecsWorld.getComponent(enemy.id, "ai");
if (aiComp) { if (aiComp) {
enemy.aiState = aiComp.state; enemy.aiState = aiComp.state;
enemy.alertedAt = aiComp.alertedAt; enemy.alertedAt = aiComp.alertedAt;
@@ -275,8 +238,6 @@ export function decideEnemyAction(_w: World, enemy: CombatantActor, player: Comb
return result; return result;
} }
// Fallback for tests or cases without EntityManager
// [Existing decideEnemyAction logic could be kept here as fallback, or just return wait]
return { action: { type: "wait" }, justAlerted: false }; return { action: { type: "wait" }, justAlerted: false };
} }
@@ -284,81 +245,42 @@ export function decideEnemyAction(_w: World, enemy: CombatantActor, player: Comb
* Speed-based scheduler using rot-js: runs until it's the player's turn and the game needs input. * Speed-based scheduler using rot-js: runs until it's the player's turn and the game needs input.
* Returns enemy events accumulated along the way. * Returns enemy events accumulated along the way.
*/ */
export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityManager): { awaitingPlayerId: EntityId; events: SimEvent[] } { export function stepUntilPlayerTurn(w: World, playerId: EntityId, accessor: EntityAccessor): { awaitingPlayerId: EntityId; events: SimEvent[] } {
// Energy Threshold
const THRESHOLD = 100; const THRESHOLD = 100;
// Ensure player exists const player = accessor.getCombatant(playerId);
const player = w.actors.get(playerId) as CombatantActor; if (!player) throw new Error("Player missing or invalid");
if (!player || player.category !== "combatant") throw new Error("Player missing or invalid");
const events: SimEvent[] = []; const events: SimEvent[] = [];
// If player already has enough energy (from previous accumulation), return immediately to let them act
// NOTE: We do NOT deduct player energy here. The player's action will cost energy in the next turn processing or we expect the caller to have deducted it?
// Actually, standard roguelike loop:
// 1. Player acts. Deduct cost.
// 2. Loop game until Player has energy >= Threshold.
// Since this function is called AFTER user input (Player just acted), we assume Player needs to recover energy.
// BUT, we should check if we need to deduct energy first?
// The caller just applied an action. We should probably deduct energy for that action BEFORE entering the loop?
// For now, let's assume the player is at < 100 energy and needs to wait.
// Wait, if we don't deduct energy, the player stays at high energy?
// The caller doesn't manage energy. WE manage energy.
// Implicitly, the player just spent 100 energy to trigger this call.
// So we should deduct it from the player NOW.
if (player.energy >= THRESHOLD) { if (player.energy >= THRESHOLD) {
player.energy -= THRESHOLD; player.energy -= THRESHOLD;
} }
while (true) { while (true) {
// If player has enough energy to act, return control to user
if (player.energy >= THRESHOLD) { if (player.energy >= THRESHOLD) {
return { awaitingPlayerId: playerId, events }; return { awaitingPlayerId: playerId, events };
} }
// Give energy to everyone const actors = [...accessor.getAllActors()];
for (const actor of w.actors.values()) { for (const actor of actors) {
if (actor.category === "combatant") { if (actor.category === "combatant") {
actor.energy += actor.speed; actor.energy += actor.speed;
} }
} }
// Process turns for everyone who has enough energy (except player, who breaks the loop)
// We sort by energy to give priority to those who have waited longest/are fastest?
// ROT.Scheduler uses a priority queue. Here we can iterate.
// Iterating map values is insertion order.
// Ideally we'd duplicate the list to sort it, but for performance let's simple iterate.
// We need to loop multiple times if someone has A LOT of energy (e.g. speed 200 vs speed 50)
// But typically we step 1 tick.
// Simpler approach:
// Process all actors with energy >= THRESHOLD.
// If multiple have >= THRESHOLD, who goes first?
// Usually the one with highest energy.
// Let's protect against infinite loops if someone has infinite speed.
let actionsTaken = 0; let actionsTaken = 0;
while (true) { while (true) {
const eligibleActors = [...w.actors.values()].filter( const eligibleActors = accessor.getEnemies().filter(a => a.energy >= THRESHOLD);
a => a.category === "combatant" && a.energy >= THRESHOLD && !a.isPlayer
) as CombatantActor[];
if (eligibleActors.length === 0) break; if (eligibleActors.length === 0) break;
// Sort by energy descending
eligibleActors.sort((a, b) => b.energy - a.energy); eligibleActors.sort((a, b) => b.energy - a.energy);
const actor = eligibleActors[0]; const actor = eligibleActors[0];
// Actor takes a turn
actor.energy -= THRESHOLD; actor.energy -= THRESHOLD;
// Decide logic const decision = decideEnemyAction(w, actor, player, accessor);
const decision = decideEnemyAction(w, actor, player, em);
if (decision.justAlerted) { if (decision.justAlerted) {
events.push({ events.push({
@@ -369,15 +291,14 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityMan
}); });
} }
events.push(...applyAction(w, actor.id, decision.action, em)); events.push(...applyAction(w, actor.id, decision.action, accessor));
// Check if player died if (!accessor.isPlayerAlive()) {
if (!w.actors.has(playerId)) {
return { awaitingPlayerId: null as any, events }; return { awaitingPlayerId: null as any, events };
} }
actionsTaken++; actionsTaken++;
if (actionsTaken > 1000) break; // Emergency break if (actionsTaken > 1000) break;
} }
} }
} }

View File

@@ -0,0 +1,134 @@
import { type CombatantActor, type Item, type Equipment } from "../../core/types";
/**
* Equipment slot keys matching the Equipment interface.
*/
export type EquipmentSlotKey = keyof Equipment;
/**
* Map of item types to valid equipment slot keys.
*/
const ITEM_TYPE_TO_SLOTS: Record<string, EquipmentSlotKey[]> = {
Weapon: ["mainHand", "offHand"],
BodyArmour: ["bodyArmour"],
Helmet: ["helmet"],
Gloves: ["gloves"],
Boots: ["boots"],
Ring: ["ringLeft", "ringRight"],
Belt: ["belt"],
Amulet: ["amulet"],
Offhand: ["offHand"],
};
/**
* Checks if an item can be equipped in the specified slot.
*/
export function isItemValidForSlot(item: Item | undefined, slotKey: string): boolean {
if (!item || !item.type) return false;
const validSlots = ITEM_TYPE_TO_SLOTS[item.type];
return validSlots?.includes(slotKey as EquipmentSlotKey) ?? false;
}
/**
* Applies or removes item stats to/from a player.
* @param player - The player actor to modify
* @param item - The item with stats to apply
* @param isAdding - True to add stats, false to remove
*/
export function applyItemStats(player: CombatantActor, item: Item, isAdding: boolean): void {
if (!("stats" in item) || !item.stats) return;
const modifier = isAdding ? 1 : -1;
const stats = item.stats as Record<string, number | undefined>;
// Primary stats
if (stats.defense) player.stats.defense += stats.defense * modifier;
if (stats.attack) player.stats.attack += stats.attack * modifier;
// Max HP with current HP adjustment
if (stats.maxHp) {
const diff = stats.maxHp * modifier;
player.stats.maxHp += diff;
player.stats.hp = Math.min(player.stats.maxHp, player.stats.hp + (isAdding ? diff : 0));
}
// Max Mana with current mana adjustment
if (stats.maxMana) {
const diff = stats.maxMana * modifier;
player.stats.maxMana += diff;
player.stats.mana = Math.min(player.stats.maxMana, player.stats.mana + (isAdding ? diff : 0));
}
// Secondary stats
if (stats.critChance) player.stats.critChance += stats.critChance * modifier;
if (stats.accuracy) player.stats.accuracy += stats.accuracy * modifier;
if (stats.evasion) player.stats.evasion += stats.evasion * modifier;
if (stats.blockChance) player.stats.blockChance += stats.blockChance * modifier;
}
/**
* De-equips an item from the specified slot, removing stats and returning to inventory.
* @returns The de-equipped item, or null if slot was empty
*/
export function deEquipItem(
player: CombatantActor,
slotKey: EquipmentSlotKey
): Item | null {
if (!player.equipment) return null;
const item = (player.equipment as Record<string, Item | undefined>)[slotKey];
if (!item) return null;
// Remove from equipment
delete (player.equipment as Record<string, Item | undefined>)[slotKey];
// Remove stats
applyItemStats(player, item, false);
// Add back to inventory
if (!player.inventory) player.inventory = { gold: 0, items: [] };
player.inventory.items.push(item);
return item;
}
/**
* Equips an item to the specified slot, handling swaps if needed.
* @returns Object with success status and optional message
*/
export function equipItem(
player: CombatantActor,
item: Item,
slotKey: EquipmentSlotKey
): { success: boolean; swappedItem?: Item; message?: string } {
// Validate slot
if (!isItemValidForSlot(item, slotKey)) {
return { success: false, message: "Cannot equip there!" };
}
// Remove from inventory
if (!player.inventory) return { success: false, message: "No inventory" };
const itemIdx = player.inventory.items.findIndex(it => it.id === item.id);
if (itemIdx === -1) return { success: false, message: "Item not in inventory" };
// Handle swap if slot is occupied
if (!player.equipment) player.equipment = {};
const oldItem = (player.equipment as Record<string, Item | undefined>)[slotKey];
let swappedItem: Item | undefined;
if (oldItem) {
swappedItem = deEquipItem(player, slotKey) ?? undefined;
}
// Move to equipment (re-find index after potential swap)
const newIdx = player.inventory.items.findIndex(it => it.id === item.id);
if (newIdx !== -1) {
player.inventory.items.splice(newIdx, 1);
}
(player.equipment as Record<string, Item | undefined>)[slotKey] = item;
// Apply stats
applyItemStats(player, item, true);
return { success: true, swappedItem };
}

View File

@@ -0,0 +1,231 @@
import { describe, it, expect, beforeEach } from "vitest";
import {
isItemValidForSlot,
applyItemStats,
deEquipItem,
equipItem,
} from "../EquipmentService";
import type { CombatantActor, Item, WeaponItem, ArmourItem } from "../../../core/types";
// Helper to create a mock player
function createMockPlayer(overrides: Partial<CombatantActor> = {}): CombatantActor {
return {
id: 1,
pos: { x: 0, y: 0 },
category: "combatant",
isPlayer: true,
type: "player",
speed: 100,
energy: 0,
stats: {
maxHp: 20,
hp: 20,
maxMana: 10,
mana: 10,
attack: 5,
defense: 2,
level: 1,
exp: 0,
expToNextLevel: 10,
critChance: 5,
critMultiplier: 150,
accuracy: 90,
lifesteal: 0,
evasion: 5,
blockChance: 0,
luck: 0,
statPoints: 0,
skillPoints: 0,
strength: 10,
dexterity: 10,
intelligence: 10,
passiveNodes: [],
},
inventory: { gold: 0, items: [] },
equipment: {},
...overrides,
};
}
function createSword(): WeaponItem {
return {
id: "sword_1",
name: "Iron Sword",
type: "Weapon",
weaponType: "melee",
textureKey: "items",
spriteIndex: 0,
stats: { attack: 3 },
};
}
function createArmour(): ArmourItem {
return {
id: "armour_1",
name: "Leather Armor",
type: "BodyArmour",
textureKey: "items",
spriteIndex: 1,
stats: { defense: 2 },
};
}
describe("EquipmentService", () => {
describe("isItemValidForSlot", () => {
it("returns true for weapon in mainHand", () => {
expect(isItemValidForSlot(createSword(), "mainHand")).toBe(true);
});
it("returns true for weapon in offHand", () => {
expect(isItemValidForSlot(createSword(), "offHand")).toBe(true);
});
it("returns false for weapon in bodyArmour slot", () => {
expect(isItemValidForSlot(createSword(), "bodyArmour")).toBe(false);
});
it("returns true for BodyArmour in bodyArmour slot", () => {
expect(isItemValidForSlot(createArmour(), "bodyArmour")).toBe(true);
});
it("returns false for undefined item", () => {
expect(isItemValidForSlot(undefined, "mainHand")).toBe(false);
});
it("returns false for unknown slot", () => {
expect(isItemValidForSlot(createSword(), "unknownSlot")).toBe(false);
});
});
describe("applyItemStats", () => {
let player: CombatantActor;
beforeEach(() => {
player = createMockPlayer();
});
it("adds attack stat when isAdding is true", () => {
const sword = createSword();
applyItemStats(player, sword, true);
expect(player.stats.attack).toBe(8); // 5 + 3
});
it("removes attack stat when isAdding is false", () => {
const sword = createSword();
player.stats.attack = 8;
applyItemStats(player, sword, false);
expect(player.stats.attack).toBe(5);
});
it("adds defense stat when isAdding is true", () => {
const armour = createArmour();
applyItemStats(player, armour, true);
expect(player.stats.defense).toBe(4); // 2 + 2
});
it("handles items without stats", () => {
const itemWithoutStats = { id: "coin", name: "Coin", type: "Currency" } as Item;
applyItemStats(player, itemWithoutStats, true);
expect(player.stats.attack).toBe(5); // unchanged
});
});
describe("deEquipItem", () => {
let player: CombatantActor;
let sword: WeaponItem;
beforeEach(() => {
sword = createSword();
player = createMockPlayer({
equipment: { mainHand: sword },
inventory: { gold: 0, items: [] },
});
player.stats.attack = 8; // Sword already equipped
});
it("removes item from equipment slot", () => {
deEquipItem(player, "mainHand");
expect(player.equipment?.mainHand).toBeUndefined();
});
it("returns the de-equipped item", () => {
const result = deEquipItem(player, "mainHand");
expect(result?.id).toBe("sword_1");
});
it("adds item back to inventory", () => {
deEquipItem(player, "mainHand");
expect(player.inventory?.items.length).toBe(1);
expect(player.inventory?.items[0].id).toBe("sword_1");
});
it("removes item stats from player", () => {
deEquipItem(player, "mainHand");
expect(player.stats.attack).toBe(5); // Back to base
});
it("returns null for empty slot", () => {
const result = deEquipItem(player, "offHand");
expect(result).toBeNull();
});
});
describe("equipItem", () => {
let player: CombatantActor;
let sword: WeaponItem;
beforeEach(() => {
sword = createSword();
player = createMockPlayer({
inventory: { gold: 0, items: [sword] },
equipment: {},
});
});
it("equips item to valid slot", () => {
const result = equipItem(player, sword, "mainHand");
expect(result.success).toBe(true);
expect(player.equipment?.mainHand?.id).toBe("sword_1");
});
it("removes item from inventory", () => {
equipItem(player, sword, "mainHand");
expect(player.inventory?.items.length).toBe(0);
});
it("applies item stats", () => {
equipItem(player, sword, "mainHand");
expect(player.stats.attack).toBe(8); // 5 + 3
});
it("fails for invalid slot", () => {
const result = equipItem(player, sword, "bodyArmour");
expect(result.success).toBe(false);
expect(result.message).toBe("Cannot equip there!");
});
it("swaps existing item", () => {
const sword2: WeaponItem = {
id: "sword_2",
name: "Steel Sword",
type: "Weapon",
weaponType: "melee",
textureKey: "items",
spriteIndex: 0,
stats: { attack: 5 },
};
player.inventory!.items.push(sword2);
// Equip first sword
equipItem(player, sword, "mainHand");
expect(player.stats.attack).toBe(8);
// Equip second sword (should swap)
const result = equipItem(player, sword2, "mainHand");
expect(result.success).toBe(true);
expect(result.swappedItem?.id).toBe("sword_1");
expect(player.equipment?.mainHand?.id).toBe("sword_2");
expect(player.stats.attack).toBe(10); // 5 base + 5 new sword
});
});
});

View File

@@ -0,0 +1,41 @@
import { describe, it, expect } from 'vitest';
import { generateWorld } from '../generator';
import { GAME_CONFIG } from '../../../core/config/GameConfig';
describe('World Generator Stacking Debug', () => {
it('should not spawn multiple enemies on the same tile', () => {
const runState = {
stats: { ...GAME_CONFIG.player.initialStats },
inventory: { gold: 0, items: [] }
};
// Run multiple times to catch sporadic rng issues
for (let i = 0; i < 50; i++) {
const floor = 1 + (i % 10);
const { ecsWorld } = generateWorld(floor, runState);
// Get all enemies
const aiEntities = ecsWorld.getEntitiesWith("ai");
const positions = new Set<string>();
const duplicates: string[] = [];
for (const entityId of aiEntities) {
const pos = ecsWorld.getComponent(entityId, "position");
if (pos) {
const key = `${pos.x},${pos.y}`;
if (positions.has(key)) {
duplicates.push(key);
}
positions.add(key);
}
}
if (duplicates.length > 0) {
console.error(`Found duplicates on iteration ${i} (floor ${floor}):`, duplicates);
}
expect(duplicates.length).toBe(0);
}
});
});

View File

@@ -1,4 +1,4 @@
import { type World, type EntityId, type RunState, type Tile, type Actor, type Vec2 } from "../../core/types"; import { type World, type EntityId, type RunState, type Tile, type Vec2 } from "../../core/types";
import { TileType } from "../../core/terrain"; import { TileType } from "../../core/terrain";
import { idx } from "./world-logic"; import { idx } from "./world-logic";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
@@ -13,6 +13,7 @@ import { seededRandom } from "../../core/math";
import * as ROT from "rot-js"; import * as ROT from "rot-js";
import { ECSWorld } from "../ecs/World"; import { ECSWorld } from "../ecs/World";
import { Prefabs } from "../ecs/Prefabs"; import { Prefabs } from "../ecs/Prefabs";
import { EntityBuilder } from "../ecs/EntityBuilder";
interface Room { interface Room {
@@ -35,6 +36,9 @@ export function generateWorld(floor: number, runState: RunState): { world: World
const random = seededRandom(floor * 12345); const random = seededRandom(floor * 12345);
// Create ECS World first
const ecsWorld = new ECSWorld(); // Starts at ID 1 by default
// Set ROT's RNG seed for consistent dungeon generation // Set ROT's RNG seed for consistent dungeon generation
ROT.RNG.setSeed(floor * 12345); ROT.RNG.setSeed(floor * 12345);
@@ -45,34 +49,33 @@ export function generateWorld(floor: number, runState: RunState): { world: World
const playerX = firstRoom.x + Math.floor(firstRoom.width / 2); const playerX = firstRoom.x + Math.floor(firstRoom.width / 2);
const playerY = firstRoom.y + Math.floor(firstRoom.height / 2); const playerY = firstRoom.y + Math.floor(firstRoom.height / 2);
const actors = new Map<EntityId, Actor>(); // Create Player Entity in ECS
const playerId = 1; const runInventory = {
actors.set(playerId, {
id: playerId,
category: "combatant",
isPlayer: true,
type: "player",
pos: { x: playerX, y: playerY },
speed: GAME_CONFIG.player.speed,
stats: { ...runState.stats },
inventory: {
gold: runState.inventory.gold, gold: runState.inventory.gold,
items: [ items: [
...runState.inventory.items, ...runState.inventory.items,
// Add starting items for testing if empty // Add starting items for testing if empty
...(runState.inventory.items.length === 0 ? [ ...(runState.inventory.items.length === 0 ? [
createConsumable("health_potion", 2), createConsumable("health_potion", 2),
createMeleeWeapon("iron_sword", "sharp"), // Sharp sword variant createMeleeWeapon("iron_sword", "sharp"),
createConsumable("throwing_dagger", 3), createConsumable("throwing_dagger", 3),
createRangedWeapon("pistol"), createRangedWeapon("pistol"),
createArmour("leather_armor", "heavy"), // Heavy armour variant createArmour("leather_armor", "heavy"),
createUpgradeScroll(2) // 2 Upgrade scrolls createUpgradeScroll(2)
] : []) ] : [])
] ]
}, };
energy: 0
}); const playerId = EntityBuilder.create(ecsWorld)
.asPlayer()
.withPosition(playerX, playerY)
// RunState stats override default player stats
.withStats(runState.stats)
.withInventory(runInventory)
.withEnergy(GAME_CONFIG.player.speed)
.build();
// No more legacy Actors Map
// Place exit in last room // Place exit in last room
const lastRoom = rooms[rooms.length - 1]; const lastRoom = rooms[rooms.length - 1];
@@ -81,10 +84,10 @@ export function generateWorld(floor: number, runState: RunState): { world: World
y: lastRoom.y + Math.floor(lastRoom.height / 2) y: lastRoom.y + Math.floor(lastRoom.height / 2)
}; };
placeEnemies(floor, rooms, actors, random); placeEnemies(floor, rooms, ecsWorld, random);
// Place traps (using same ecsWorld)
// Create ECS world and place traps
const ecsWorld = new ECSWorld();
const occupiedPositions = new Set<string>(); const occupiedPositions = new Set<string>();
occupiedPositions.add(`${playerX},${playerY}`); // Don't place traps on player start occupiedPositions.add(`${playerX},${playerY}`); // Don't place traps on player start
occupiedPositions.add(`${exit.x},${exit.y}`); // Don't place traps on exit occupiedPositions.add(`${exit.x},${exit.y}`); // Don't place traps on exit
@@ -103,7 +106,7 @@ export function generateWorld(floor: number, runState: RunState): { world: World
tiles[playerY * width + playerX] = TileType.EMPTY; tiles[playerY * width + playerX] = TileType.EMPTY;
return { return {
world: { width, height, tiles, actors, exit }, world: { width, height, tiles, exit },
playerId, playerId,
ecsWorld ecsWorld
}; };
@@ -368,8 +371,7 @@ function decorate(width: number, height: number, tiles: Tile[], random: () => nu
} }
} }
function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>, random: () => number): void { function placeEnemies(floor: number, rooms: Room[], ecsWorld: ECSWorld, random: () => number): void {
let enemyId = 2;
const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor; const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor;
const enemyTypes = Object.keys(GAME_CONFIG.enemies); const enemyTypes = Object.keys(GAME_CONFIG.enemies);
@@ -394,43 +396,23 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor; const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors; const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
actors.set(enemyId, { const speed = enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed));
id: enemyId,
category: "combatant", // Create Enemy in ECS
isPlayer: false, EntityBuilder.create(ecsWorld)
type, .asEnemy(type)
pos: { x: ex, y: ey }, .withPosition(ex, ey)
speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)), .withStats({
stats: { maxHp: scaledHp + Math.floor(random() * 4),
maxHp: scaledHp + Math.floor(random() * 4), hp: scaledHp + Math.floor(random() * 4),
hp: scaledHp + Math.floor(random() * 4), attack: scaledAttack + Math.floor(random() * 2),
maxMana: 0, defense: enemyDef.baseDefense,
mana: 0, })
attack: scaledAttack + Math.floor(random() * 2), .withEnergy(speed) // Configured speed
defense: enemyDef.baseDefense, // Note: Other stats like crit/evasion are defaults from EntityBuilder or BaseStats
level: 0, .build();
exp: 0,
expToNextLevel: 0,
statPoints: 0,
skillPoints: 0,
strength: 0,
dexterity: 0,
intelligence: 0,
critChance: 0,
critMultiplier: 100,
accuracy: 80,
lifesteal: 0,
evasion: 0,
blockChance: 0,
luck: 0,
passiveNodes: []
},
energy: 0
});
occupiedPositions.add(k); occupiedPositions.add(k);
enemyId++;
break; break;
} }
} }

View File

@@ -1,6 +1,6 @@
import type { World, Vec2 } from "../../core/types"; import type { World, Vec2 } from "../../core/types";
import { inBounds, isWall, isBlocked, idx } from "./world-logic"; import { inBounds, isWall, isBlocked, idx } from "./world-logic";
import { type EntityManager } from "../EntityManager"; import { type EntityAccessor } from "../EntityAccessor";
import * as ROT from "rot-js"; import * as ROT from "rot-js";
/** /**
@@ -16,14 +16,14 @@ export function findPathAStar(
seen: Uint8Array, seen: Uint8Array,
start: Vec2, start: Vec2,
end: Vec2, end: Vec2,
options: { ignoreBlockedTarget?: boolean; ignoreSeen?: boolean; em?: EntityManager } = {} options: { ignoreBlockedTarget?: boolean; ignoreSeen?: boolean; accessor?: EntityAccessor } = {}
): Vec2[] { ): Vec2[] {
// Validate target // Validate target
if (!inBounds(w, end.x, end.y)) return []; if (!inBounds(w, end.x, end.y)) return [];
if (isWall(w, end.x, end.y)) return []; if (isWall(w, end.x, end.y)) return [];
// Check if target is blocked (unless ignoring) // Check if target is blocked (unless ignoring)
if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y, options.em)) return []; if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y, options.accessor)) return [];
// Check if target is unseen (unless ignoring) // Check if target is unseen (unless ignoring)
if (!options.ignoreSeen && seen[idx(w, end.x, end.y)] !== 1) return []; if (!options.ignoreSeen && seen[idx(w, end.x, end.y)] !== 1) return [];
@@ -44,7 +44,7 @@ export function findPathAStar(
if (!options.ignoreSeen && seen[idx(w, x, y)] !== 1) return false; if (!options.ignoreSeen && seen[idx(w, x, y)] !== 1) return false;
// Check actor blocking // Check actor blocking
if (isBlocked(w, x, y, options.em)) return false; if (options.accessor && isBlocked(w, x, y, options.accessor)) return false;
return true; return true;
}; };

View File

@@ -1,6 +1,6 @@
import type { World, EntityId } from "../../core/types"; import type { World } from "../../core/types";
import { isBlocking, isDestructible, getDestructionResult } from "../../core/terrain"; import { isBlocking, isDestructible, getDestructionResult } from "../../core/terrain";
import { type EntityManager } from "../EntityManager"; import { type EntityAccessor } from "../EntityAccessor";
export function inBounds(w: World, x: number, y: number): boolean { export function inBounds(w: World, x: number, y: number): boolean {
@@ -37,26 +37,19 @@ export function tryDestructTile(w: World, x: number, y: number): boolean {
return false; return false;
} }
export function isBlocked(w: World, x: number, y: number, em?: EntityManager): boolean { export function isBlocked(w: World, x: number, y: number, accessor: EntityAccessor | undefined): boolean {
if (!inBounds(w, x, y)) return true; if (!inBounds(w, x, y)) return true;
if (isBlockingTile(w, x, y)) return true; if (isBlockingTile(w, x, y)) return true;
if (em) { if (!accessor) return false;
const actors = em.getActorsAt(x, y); const actors = accessor.getActorsAt(x, y);
// Only combatants block movement return actors.some(a => a.category === "combatant");
return actors.some(a => a.category === "combatant");
}
for (const a of w.actors.values()) {
if (a.pos.x === x && a.pos.y === y && a.category === "combatant") return true;
}
return false;
} }
export function isPlayerOnExit(w: World, playerId: EntityId): boolean { export function isPlayerOnExit(w: World, accessor: EntityAccessor): boolean {
const p = w.actors.get(playerId); const p = accessor.getPlayer();
if (!p) return false; if (!p) return false;
return p.pos.x === w.exit.x && p.pos.y === w.exit.y; return p.pos.x === w.exit.x && p.pos.y === w.exit.y;
} }

View File

@@ -9,6 +9,7 @@ import { MinimapRenderer } from "./MinimapRenderer";
import { FxRenderer } from "./FxRenderer"; import { FxRenderer } from "./FxRenderer";
import { ItemSpriteFactory } from "./ItemSpriteFactory"; import { ItemSpriteFactory } from "./ItemSpriteFactory";
import { type ECSWorld } from "../engine/ecs/World"; import { type ECSWorld } from "../engine/ecs/World";
import { type EntityAccessor } from "../engine/EntityAccessor";
export class DungeonRenderer { export class DungeonRenderer {
private scene: Phaser.Scene; private scene: Phaser.Scene;
@@ -25,7 +26,8 @@ export class DungeonRenderer {
private fxRenderer: FxRenderer; private fxRenderer: FxRenderer;
private world!: World; private world!: World;
private ecsWorld?: ECSWorld; private entityAccessor!: EntityAccessor;
private ecsWorld!: ECSWorld;
private trapSprites: Map<number, Phaser.GameObjects.Sprite> = new Map(); private trapSprites: Map<number, Phaser.GameObjects.Sprite> = new Map();
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
@@ -35,17 +37,33 @@ export class DungeonRenderer {
this.fxRenderer = new FxRenderer(scene); this.fxRenderer = new FxRenderer(scene);
} }
initializeFloor(world: World, playerId: EntityId, ecsWorld?: ECSWorld) { initializeFloor(world: World, ecsWorld: ECSWorld, entityAccessor: EntityAccessor) {
this.world = world; this.world = world;
this.ecsWorld = ecsWorld; this.ecsWorld = ecsWorld;
this.entityAccessor = entityAccessor;
this.fovManager.initialize(world); this.fovManager.initialize(world);
// Clear old trap sprites // Clear old sprites from maps
for (const [, sprite] of this.trapSprites) { for (const [, sprite] of this.trapSprites) {
sprite.destroy(); sprite.destroy();
} }
this.trapSprites.clear(); this.trapSprites.clear();
for (const [, sprite] of this.enemySprites) {
sprite.destroy();
}
this.enemySprites.clear();
for (const [, sprite] of this.orbSprites) {
sprite.destroy();
}
this.orbSprites.clear();
for (const [, sprite] of this.itemSprites) {
sprite.destroy();
}
this.itemSprites.clear();
// Setup Tilemap // Setup Tilemap
if (this.map) this.map.destroy(); if (this.map) this.map.destroy();
this.map = this.scene.make.tilemap({ this.map = this.scene.make.tilemap({
@@ -81,8 +99,8 @@ export class DungeonRenderer {
// Kill any active tweens on the player sprite // Kill any active tweens on the player sprite
this.scene.tweens.killTweensOf(this.playerSprite); this.scene.tweens.killTweensOf(this.playerSprite);
// Get player position in new world using provided playerId
const player = world.actors.get(playerId); const player = this.entityAccessor.getPlayer();
if (player && player.category === "combatant") { if (player && player.category === "combatant") {
this.playerSprite.setPosition( this.playerSprite.setPosition(
player.pos.x * TILE_SIZE + TILE_SIZE / 2, player.pos.x * TILE_SIZE + TILE_SIZE / 2,
@@ -122,8 +140,11 @@ export class DungeonRenderer {
return this.minimapRenderer.isVisible(); return this.minimapRenderer.isVisible();
} }
computeFov(playerId: EntityId) { computeFov() {
this.fovManager.compute(this.world, playerId); const player = this.entityAccessor.getPlayer();
if (player && player.category === "combatant") {
this.fovManager.compute(this.world, player.pos);
}
} }
isSeen(x: number, y: number): boolean { isSeen(x: number, y: number): boolean {
@@ -210,7 +231,8 @@ export class DungeonRenderer {
const activeOrbIds = new Set<EntityId>(); const activeOrbIds = new Set<EntityId>();
const activeItemIds = new Set<EntityId>(); const activeItemIds = new Set<EntityId>();
for (const a of this.world.actors.values()) { const actors = this.entityAccessor.getAllActors();
for (const a of actors) {
const i = idx(this.world, a.pos.x, a.pos.y); const i = idx(this.world, a.pos.x, a.pos.y);
const isVis = visible[i] === 1; const isVis = visible[i] === 1;
@@ -310,7 +332,7 @@ export class DungeonRenderer {
for (const [id, sprite] of this.enemySprites.entries()) { for (const [id, sprite] of this.enemySprites.entries()) {
if (!activeEnemyIds.has(id)) { if (!activeEnemyIds.has(id)) {
sprite.setVisible(false); sprite.setVisible(false);
if (!this.world.actors.has(id)) { if (!this.entityAccessor.hasActor(id)) {
sprite.destroy(); sprite.destroy();
this.enemySprites.delete(id); this.enemySprites.delete(id);
} }
@@ -320,7 +342,7 @@ export class DungeonRenderer {
for (const [id, orb] of this.orbSprites.entries()) { for (const [id, orb] of this.orbSprites.entries()) {
if (!activeOrbIds.has(id)) { if (!activeOrbIds.has(id)) {
orb.setVisible(false); orb.setVisible(false);
if (!this.world.actors.has(id)) { if (!this.entityAccessor.hasActor(id)) {
orb.destroy(); orb.destroy();
this.orbSprites.delete(id); this.orbSprites.delete(id);
} }
@@ -330,14 +352,14 @@ export class DungeonRenderer {
for (const [id, item] of this.itemSprites.entries()) { for (const [id, item] of this.itemSprites.entries()) {
if (!activeItemIds.has(id)) { if (!activeItemIds.has(id)) {
item.setVisible(false); item.setVisible(false);
if (!this.world.actors.has(id)) { if (!this.entityAccessor.hasActor(id)) {
item.destroy(); item.destroy();
this.itemSprites.delete(id); this.itemSprites.delete(id);
} }
} }
} }
this.minimapRenderer.render(this.world, seen, visible); this.minimapRenderer.render(this.world, seen, visible, this.entityAccessor);
} }
// FX Delegations // FX Delegations

View File

@@ -1,6 +1,6 @@
import { FOV } from "rot-js"; import { FOV } from "rot-js";
import type ROT from "rot-js"; import type ROT from "rot-js";
import { type World, type EntityId } from "../core/types"; import { type World } from "../core/types";
import { idx, inBounds } from "../engine/world/world-logic"; import { idx, inBounds } from "../engine/world/world-logic";
import { blocksSight } from "../core/terrain"; import { blocksSight } from "../core/terrain";
import { GAME_CONFIG } from "../core/config/GameConfig"; import { GAME_CONFIG } from "../core/config/GameConfig";
@@ -28,13 +28,12 @@ export class FovManager {
}); });
} }
compute(world: World, playerId: EntityId) { compute(world: World, origin: { x: number; y: number }) {
this.visible.fill(0); this.visible.fill(0);
this.visibleStrength.fill(0); this.visibleStrength.fill(0);
const player = world.actors.get(playerId)!; const ox = origin.x;
const ox = player.pos.x; const oy = origin.y;
const oy = player.pos.y;
this.fov.compute(ox, oy, GAME_CONFIG.player.viewRadius, (x: number, y: number, r: number, v: number) => { this.fov.compute(ox, oy, GAME_CONFIG.player.viewRadius, (x: number, y: number, r: number, v: number) => {
if (!inBounds(world, x, y)) return; if (!inBounds(world, x, y)) return;

View File

@@ -1,5 +1,6 @@
import Phaser from "phaser"; import Phaser from "phaser";
import { type World, type CombatantActor } from "../core/types"; import { type World } from "../core/types";
import { type EntityAccessor } from "../engine/EntityAccessor";
import { idx, isWall } from "../engine/world/world-logic"; import { idx, isWall } from "../engine/world/world-logic";
import { GAME_CONFIG } from "../core/config/GameConfig"; import { GAME_CONFIG } from "../core/config/GameConfig";
@@ -47,7 +48,7 @@ export class MinimapRenderer {
return this.minimapVisible; return this.minimapVisible;
} }
render(world: World, seen: Uint8Array, visible: Uint8Array) { render(world: World, seen: Uint8Array, visible: Uint8Array, accessor: EntityAccessor) {
this.minimapGfx.clear(); this.minimapGfx.clear();
if (!world) return; if (!world) return;
@@ -84,20 +85,17 @@ export class MinimapRenderer {
this.minimapGfx.fillRect(offsetX + ex * tileSize, offsetY + ey * tileSize, tileSize, tileSize); this.minimapGfx.fillRect(offsetX + ex * tileSize, offsetY + ey * tileSize, tileSize, tileSize);
} }
const player = [...world.actors.values()].find(a => a.category === "combatant" && a.isPlayer) as CombatantActor; const player = accessor.getPlayer();
if (player) { if (player) {
this.minimapGfx.fillStyle(0x66ff66, 1); this.minimapGfx.fillStyle(0x66ff66, 1);
this.minimapGfx.fillRect(offsetX + player.pos.x * tileSize, offsetY + player.pos.y * tileSize, tileSize, tileSize); this.minimapGfx.fillRect(offsetX + player.pos.x * tileSize, offsetY + player.pos.y * tileSize, tileSize, tileSize);
} }
for (const a of world.actors.values()) { for (const a of accessor.getEnemies()) {
if (a.category === "combatant") { const i = idx(world, a.pos.x, a.pos.y);
if (a.isPlayer) continue; if (visible[i] === 1) {
const i = idx(world, a.pos.x, a.pos.y); this.minimapGfx.fillStyle(0xff6666, 1);
if (visible[i] === 1) { this.minimapGfx.fillRect(offsetX + a.pos.x * tileSize, offsetY + a.pos.y * tileSize, tileSize, tileSize);
this.minimapGfx.fillStyle(0xff6666, 1);
this.minimapGfx.fillRect(offsetX + a.pos.x * tileSize, offsetY + a.pos.y * tileSize, tileSize, tileSize);
}
} }
} }
} }

View File

@@ -1,6 +1,9 @@
import { describe, it, expect, vi, beforeEach } from 'vitest'; import { describe, it, expect, vi, beforeEach } from 'vitest';
import { DungeonRenderer } from '../DungeonRenderer'; import { DungeonRenderer } from '../DungeonRenderer';
import { type World } from '../../core/types'; import type { World, EntityId } from '../../core/types';
import { ECSWorld } from '../../engine/ecs/World';
import { EntityAccessor } from '../../engine/EntityAccessor';
// Mock Phaser // Mock Phaser
vi.mock('phaser', () => { vi.mock('phaser', () => {
@@ -11,6 +14,10 @@ vi.mock('phaser', () => {
setPosition: vi.fn().mockReturnThis(), setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(), setVisible: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
frame: { name: '0' },
setFrame: vi.fn(),
setAlpha: vi.fn(),
clearTint: vi.fn(),
}; };
const mockGraphics = { const mockGraphics = {
@@ -27,6 +34,7 @@ vi.mock('phaser', () => {
setVisible: vi.fn().mockReturnThis(), setVisible: vi.fn().mockReturnThis(),
setScrollFactor: vi.fn().mockReturnThis(), setScrollFactor: vi.fn().mockReturnThis(),
setDepth: vi.fn().mockReturnThis(), setDepth: vi.fn().mockReturnThis(),
y: 0
}; };
const mockRectangle = { const mockRectangle = {
@@ -41,6 +49,13 @@ vi.mock('phaser', () => {
Graphics: vi.fn(() => mockGraphics), Graphics: vi.fn(() => mockGraphics),
Container: vi.fn(() => mockContainer), Container: vi.fn(() => mockContainer),
Rectangle: vi.fn(() => mockRectangle), Rectangle: vi.fn(() => mockRectangle),
Arc: vi.fn(() => ({
setStrokeStyle: vi.fn().mockReturnThis(),
setDepth: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
destroy: vi.fn(),
})),
}, },
Scene: vi.fn(), Scene: vi.fn(),
Math: { Math: {
@@ -54,6 +69,8 @@ describe('DungeonRenderer', () => {
let mockScene: any; let mockScene: any;
let renderer: DungeonRenderer; let renderer: DungeonRenderer;
let mockWorld: World; let mockWorld: World;
let ecsWorld: ECSWorld;
let accessor: EntityAccessor;
beforeEach(() => { beforeEach(() => {
vi.clearAllMocks(); vi.clearAllMocks();
@@ -72,13 +89,25 @@ describe('DungeonRenderer', () => {
setPosition: vi.fn().mockReturnThis(), setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(), setVisible: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
frame: { name: '0' },
setFrame: vi.fn(),
setAlpha: vi.fn(),
clearTint: vi.fn(),
})), })),
circle: vi.fn().mockReturnValue({
setStrokeStyle: vi.fn().mockReturnThis(),
setDepth: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
destroy: vi.fn(),
}),
container: vi.fn().mockReturnValue({ container: vi.fn().mockReturnValue({
add: vi.fn(), add: vi.fn(),
setPosition: vi.fn(), setPosition: vi.fn(),
setVisible: vi.fn(), setVisible: vi.fn(),
setScrollFactor: vi.fn(), setScrollFactor: vi.fn(),
setDepth: vi.fn(), setDepth: vi.fn(),
y: 0
}), }),
rectangle: vi.fn().mockReturnValue({ rectangle: vi.fn().mockReturnValue({
setStrokeStyle: vi.fn().mockReturnThis(), setStrokeStyle: vi.fn().mockReturnThis(),
@@ -89,6 +118,7 @@ describe('DungeonRenderer', () => {
main: { main: {
width: 800, width: 800,
height: 600, height: 600,
shake: vi.fn(),
}, },
}, },
anims: { anims: {
@@ -110,6 +140,9 @@ describe('DungeonRenderer', () => {
add: vi.fn(), add: vi.fn(),
killTweensOf: vi.fn(), killTweensOf: vi.fn(),
}, },
time: {
now: 0
}
}; };
@@ -117,15 +150,16 @@ describe('DungeonRenderer', () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 }, exit: { x: 9, y: 9 },
}; };
ecsWorld = new ECSWorld();
accessor = new EntityAccessor(mockWorld, 1 as EntityId, ecsWorld);
renderer = new DungeonRenderer(mockScene); renderer = new DungeonRenderer(mockScene);
}); });
it('should track and clear corpse sprites on floor initialization', () => { it('should track and clear corpse sprites on floor initialization', () => {
renderer.initializeFloor(mockWorld, 1); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Spawn a couple of corpses // Spawn a couple of corpses
@@ -133,31 +167,29 @@ describe('DungeonRenderer', () => {
renderer.spawnCorpse(2, 2, 'bat'); renderer.spawnCorpse(2, 2, 'bat');
// Get the mock sprites that were returned by scene.add.sprite // Get the mock sprites that were returned by scene.add.sprite
// The player sprite is created first in initializeFloor if it doesn't exist
// Then the two corpses
const corpse1 = mockScene.add.sprite.mock.results[1].value; const corpse1 = mockScene.add.sprite.mock.results[1].value;
const corpse2 = mockScene.add.sprite.mock.results[2].value; const corpse2 = mockScene.add.sprite.mock.results[2].value;
expect(mockScene.add.sprite).toHaveBeenCalledTimes(3); expect(mockScene.add.sprite).toHaveBeenCalledTimes(3); // Player + 2 corpses
// Initialize floor again (changing level) // Initialize floor again (changing level)
renderer.initializeFloor(mockWorld, 1); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Verify destroy was called on both corpse sprites // Verify destroy was called on both corpse sprites (via fxRenderer.clearCorpses)
expect(corpse1.destroy).toHaveBeenCalledTimes(1); expect(corpse1.destroy).toHaveBeenCalledTimes(1);
expect(corpse2.destroy).toHaveBeenCalledTimes(1); expect(corpse2.destroy).toHaveBeenCalledTimes(1);
}); });
it('should render exp_orb as a circle and not as an enemy sprite', () => { it('should render exp_orb correctly', () => {
renderer.initializeFloor(mockWorld, 1); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Add an exp_orb to the world // Add an exp_orb to the ECS world
mockWorld.actors.set(2, { ecsWorld.addComponent(2 as EntityId, "position", { x: 2, y: 1 });
id: 2, ecsWorld.addComponent(2 as EntityId, "collectible", { type: "exp_orb", amount: 10 });
category: "collectible", ecsWorld.addComponent(2 as EntityId, "actorType", { type: "exp_orb" as any });
type: "exp_orb",
pos: { x: 2, y: 1 },
expAmount: 10
});
// Make the tile visible for it to render // Make the tile visible for it to render
(renderer as any).fovManager.visibleArray[1 * mockWorld.width + 2] = 1; (renderer as any).fovManager.visibleArray[1 * mockWorld.width + 2] = 1;
@@ -165,40 +197,19 @@ describe('DungeonRenderer', () => {
// Reset mocks // Reset mocks
mockScene.add.sprite.mockClear(); mockScene.add.sprite.mockClear();
// Mock scene.add.circle
mockScene.add.circle = vi.fn().mockReturnValue({
setStrokeStyle: vi.fn().mockReturnThis(),
setDepth: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
});
renderer.render([]); renderer.render([]);
// Should NOT have added an enemy sprite for the orb
const spriteCalls = mockScene.add.sprite.mock.calls;
// Any sprite added that isn't the player (which isn't in mockWorld.actors here except if we added it)
// The current loop skips a.isPlayer and then checks if type is in GAME_CONFIG.enemies
expect(spriteCalls.length).toBe(0);
// Should HAVE added a circle for the orb // Should HAVE added a circle for the orb
expect(mockScene.add.circle).toHaveBeenCalled(); expect(mockScene.add.circle).toHaveBeenCalled();
}); });
it('should render any enemy type defined in config as a sprite', () => { it('should render any enemy type as a sprite', () => {
renderer.initializeFloor(mockWorld, 1); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Add a rat (defined in config) // Add a rat
mockWorld.actors.set(3, { ecsWorld.addComponent(3 as EntityId, "position", { x: 3, y: 1 });
id: 3, ecsWorld.addComponent(3 as EntityId, "actorType", { type: "rat" });
category: "combatant", ecsWorld.addComponent(3 as EntityId, "stats", { hp: 10, maxHp: 10 } as any);
isPlayer: false,
type: "rat",
pos: { x: 3, y: 1 },
speed: 10,
stats: { hp: 10, maxHp: 10, attack: 2, defense: 0 } as any,
energy: 10
});
(renderer as any).fovManager.visibleArray[1 * mockWorld.width + 3] = 1; (renderer as any).fovManager.visibleArray[1 * mockWorld.width + 3] = 1;
mockScene.add.sprite.mockClear(); mockScene.add.sprite.mockClear();
@@ -211,21 +222,16 @@ describe('DungeonRenderer', () => {
}); });
it('should initialize new enemy sprites at target position and not tween them', () => { it('should initialize new enemy sprites at target position and not tween them', () => {
renderer.initializeFloor(mockWorld, 1); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Position 5,5 -> 5*16 + 8 = 88 // Position 5,5 -> 5*16 + 8 = 88
const TILE_SIZE = 16; const TILE_SIZE = 16;
const targetX = 5 * TILE_SIZE + TILE_SIZE / 2; const targetX = 5 * TILE_SIZE + TILE_SIZE / 2;
const targetY = 5 * TILE_SIZE + TILE_SIZE / 2; const targetY = 5 * TILE_SIZE + TILE_SIZE / 2;
mockWorld.actors.set(999, { ecsWorld.addComponent(999 as EntityId, "position", { x: 5, y: 5 });
id: 999, ecsWorld.addComponent(999 as EntityId, "actorType", { type: "rat" });
category: "combatant", ecsWorld.addComponent(999 as EntityId, "stats", { hp: 10, maxHp: 10 } as any);
isPlayer: false,
type: "rat",
pos: { x: 5, y: 5 },
stats: { hp: 10, maxHp: 10 } as any,
} as any);
(renderer as any).fovManager.visibleArray[5 * mockWorld.width + 5] = 1; (renderer as any).fovManager.visibleArray[5 * mockWorld.width + 5] = 1;
mockScene.add.sprite.mockClear(); mockScene.add.sprite.mockClear();

View File

@@ -6,7 +6,6 @@ import {
type Action, type Action,
type RunState, type RunState,
type World, type World,
type CombatantActor,
type UIUpdatePayload type UIUpdatePayload
} from "../core/types"; } from "../core/types";
import { TILE_SIZE } from "../core/constants"; import { TILE_SIZE } from "../core/constants";
@@ -16,13 +15,14 @@ import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulatio
import { generateWorld } from "../engine/world/generator"; import { generateWorld } from "../engine/world/generator";
import { DungeonRenderer } from "../rendering/DungeonRenderer"; import { DungeonRenderer } from "../rendering/DungeonRenderer";
import { GAME_CONFIG } from "../core/config/GameConfig"; import { GAME_CONFIG } from "../core/config/GameConfig";
import { EntityManager } from "../engine/EntityManager"; import { EntityAccessor } from "../engine/EntityAccessor";
import { ProgressionManager } from "../engine/ProgressionManager"; import { ProgressionManager } from "../engine/ProgressionManager";
import GameUI from "../ui/GameUI"; import GameUI from "../ui/GameUI";
import { CameraController } from "./systems/CameraController"; import { CameraController } from "./systems/CameraController";
import { ItemManager } from "./systems/ItemManager"; import { ItemManager } from "./systems/ItemManager";
import { TargetingSystem } from "./systems/TargetingSystem"; import { TargetingSystem } from "./systems/TargetingSystem";
import { UpgradeManager } from "../engine/systems/UpgradeManager"; import { UpgradeManager } from "../engine/systems/UpgradeManager";
import { deEquipItem, equipItem } from "../engine/systems/EquipmentService";
import { InventoryOverlay } from "../ui/components/InventoryOverlay"; import { InventoryOverlay } from "../ui/components/InventoryOverlay";
import { ECSWorld } from "../engine/ecs/World"; import { ECSWorld } from "../engine/ecs/World";
import { SystemRegistry } from "../engine/ecs/System"; import { SystemRegistry } from "../engine/ecs/System";
@@ -30,6 +30,7 @@ import { TriggerSystem } from "../engine/ecs/systems/TriggerSystem";
import { StatusEffectSystem } from "../engine/ecs/systems/StatusEffectSystem"; import { StatusEffectSystem } from "../engine/ecs/systems/StatusEffectSystem";
import { EventBus } from "../engine/ecs/EventBus"; import { EventBus } from "../engine/ecs/EventBus";
import { generateLoot } from "../engine/systems/LootSystem"; import { generateLoot } from "../engine/systems/LootSystem";
import { renderSimEvents, getEffectColor, getEffectName, type EventRenderCallbacks } from "./systems/EventRenderer";
export class GameScene extends Phaser.Scene { export class GameScene extends Phaser.Scene {
private world!: World; private world!: World;
@@ -55,7 +56,7 @@ export class GameScene extends Phaser.Scene {
private isInventoryOpen = false; private isInventoryOpen = false;
private isCharacterOpen = false; private isCharacterOpen = false;
private entityManager!: EntityManager; private entityAccessor!: EntityAccessor;
private progressionManager: ProgressionManager = new ProgressionManager(); private progressionManager: ProgressionManager = new ProgressionManager();
private targetingSystem!: TargetingSystem; private targetingSystem!: TargetingSystem;
@@ -80,7 +81,8 @@ export class GameScene extends Phaser.Scene {
// Initialize Sub-systems // Initialize Sub-systems
this.dungeonRenderer = new DungeonRenderer(this); this.dungeonRenderer = new DungeonRenderer(this);
this.cameraController = new CameraController(this.cameras.main); this.cameraController = new CameraController(this.cameras.main);
this.itemManager = new ItemManager(this.world, this.entityManager); // Note: itemManager is temporary instantiated with undefined entityAccessor until loadFloor
this.itemManager = new ItemManager(this.world, this.entityAccessor);
this.targetingSystem = new TargetingSystem(this); this.targetingSystem = new TargetingSystem(this);
// Launch UI Scene // Launch UI Scene
@@ -147,7 +149,7 @@ export class GameScene extends Phaser.Scene {
}); });
this.events.on("allocate-stat", (statName: string) => { this.events.on("allocate-stat", (statName: string) => {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (player) { if (player) {
this.progressionManager.allocateStat(player, statName); this.progressionManager.allocateStat(player, statName);
this.emitUIUpdate(); this.emitUIUpdate();
@@ -155,7 +157,7 @@ export class GameScene extends Phaser.Scene {
}); });
this.events.on("allocate-passive", (nodeId: string) => { this.events.on("allocate-passive", (nodeId: string) => {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (player) { if (player) {
this.progressionManager.allocatePassive(player, nodeId); this.progressionManager.allocatePassive(player, nodeId);
this.emitUIUpdate(); this.emitUIUpdate();
@@ -179,7 +181,7 @@ export class GameScene extends Phaser.Scene {
this.events.on("use-item", (data: { itemId: string }) => { this.events.on("use-item", (data: { itemId: string }) => {
if (!this.awaitingPlayer) return; if (!this.awaitingPlayer) return;
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player || !player.inventory) return; if (!player || !player.inventory) return;
const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId); const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId);
@@ -232,7 +234,7 @@ export class GameScene extends Phaser.Scene {
item.id, item.id,
player.pos, player.pos,
this.world, this.world,
this.entityManager, this.entityAccessor,
this.playerId, this.playerId,
this.dungeonRenderer.seenArray, this.dungeonRenderer.seenArray,
this.world.width, this.world.width,
@@ -302,7 +304,7 @@ export class GameScene extends Phaser.Scene {
item.id, item.id,
player.pos, player.pos,
this.world, this.world,
this.entityManager, this.entityAccessor,
this.playerId, this.playerId,
this.dungeonRenderer.seenArray, this.dungeonRenderer.seenArray,
this.world.width, this.world.width,
@@ -315,7 +317,7 @@ export class GameScene extends Phaser.Scene {
this.events.on("drop-item", (data: { itemId: string, pointerX: number, pointerY: number }) => { this.events.on("drop-item", (data: { itemId: string, pointerX: number, pointerY: number }) => {
if (!this.awaitingPlayer) return; if (!this.awaitingPlayer) return;
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player || !player.inventory) return; if (!player || !player.inventory) return;
const item = this.itemManager.getItem(player, data.itemId); const item = this.itemManager.getItem(player, data.itemId);
@@ -332,7 +334,7 @@ export class GameScene extends Phaser.Scene {
const targetX = player.pos.x + dx; const targetX = player.pos.x + dx;
const targetY = player.pos.y + dy; const targetY = player.pos.y + dy;
if (inBounds(this.world, targetX, targetY) && !isBlocked(this.world, targetX, targetY, this.entityManager)) { if (inBounds(this.world, targetX, targetY) && !isBlocked(this.world, targetX, targetY, this.entityAccessor)) {
dropPos = { x: targetX, y: targetY }; dropPos = { x: targetX, y: targetY };
} }
} }
@@ -349,43 +351,31 @@ export class GameScene extends Phaser.Scene {
}); });
this.events.on("equip-item", (data: { itemId: string, slotKey: string }) => { this.events.on("equip-item", (data: { itemId: string, slotKey: string }) => {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player || !player.inventory) return; if (!player || !player.inventory) return;
const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId); const item = player.inventory.items.find(it => it.id === data.itemId);
if (itemIdx === -1) return; if (!item) return;
const item = player.inventory.items[itemIdx];
// Type check const result = equipItem(player, item, data.slotKey as any);
const isValid = this.isItemValidForSlot(item, data.slotKey); if (!result.success) {
if (!isValid) { this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, result.message ?? "Cannot equip!", "#ff0000");
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Cannot equip there!", "#ff0000");
return; return;
} }
// Handle swapping
if (!player.equipment) player.equipment = {};
const oldItem = (player.equipment as any)[data.slotKey];
if (oldItem) {
this.handleDeEquipItem(data.slotKey, player, false); // De-equip without emitting UI update yet
}
// Move to equipment
player.inventory.items.splice(itemIdx, 1);
(player.equipment as any)[data.slotKey] = item;
// Apply stats
this.applyItemStats(player, item, true);
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `Equipped ${item.name}`, "#d4af37"); this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `Equipped ${item.name}`, "#d4af37");
this.emitUIUpdate(); this.emitUIUpdate();
}); });
this.events.on("de-equip-item", (data: { slotKey: string }) => { this.events.on("de-equip-item", (data: { slotKey: string }) => {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player || !player.equipment) return; if (!player || !player.equipment) return;
this.handleDeEquipItem(data.slotKey, player, true); const removedItem = deEquipItem(player, data.slotKey as any);
if (removedItem) {
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `De-equipped ${removedItem.name}`, "#aaaaaa");
this.emitUIUpdate();
}
}); });
// Right Clicks to cancel targeting // Right Clicks to cancel targeting
@@ -411,7 +401,7 @@ export class GameScene extends Phaser.Scene {
if (this.targetingSystem.isActive) { if (this.targetingSystem.isActive) {
const tx = Math.floor(p.worldX / TILE_SIZE); const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE); const ty = Math.floor(p.worldY / TILE_SIZE);
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (player) { if (player) {
this.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos); this.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos);
} }
@@ -438,7 +428,7 @@ export class GameScene extends Phaser.Scene {
if (this.targetingSystem.isActive) { if (this.targetingSystem.isActive) {
const tx = Math.floor(p.worldX / TILE_SIZE); const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE); const ty = Math.floor(p.worldY / TILE_SIZE);
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (player) { if (player) {
this.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos); this.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos);
} }
@@ -473,21 +463,19 @@ export class GameScene extends Phaser.Scene {
if (!this.dungeonRenderer.isSeen(tx, ty)) return; if (!this.dungeonRenderer.isSeen(tx, ty)) return;
const isEnemy = [...this.world.actors.values()].some(a => const isEnemy = this.entityAccessor.hasEnemyAt(tx, ty);
a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
); const player = this.entityAccessor.getPlayer();
if (!player) return;
const player = this.world.actors.get(this.playerId) as CombatantActor;
const dx = tx - player.pos.x; const dx = tx - player.pos.x;
const dy = ty - player.pos.y; const dy = ty - player.pos.y;
const isDiagonalNeighbor = Math.abs(dx) === 1 && Math.abs(dy) === 1; const isDiagonalNeighbor = Math.abs(dx) === 1 && Math.abs(dy) === 1;
if (isEnemy && isDiagonalNeighbor) { if (isEnemy && isDiagonalNeighbor) {
const targetId = [...this.world.actors.values()].find( const enemy = this.entityAccessor.findEnemyAt(tx, ty);
a => a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer if (enemy) {
)?.id; this.commitPlayerAction({ type: "attack", targetId: enemy.id });
if (targetId !== undefined) {
this.commitPlayerAction({ type: "attack", targetId });
return; return;
} }
} }
@@ -497,7 +485,7 @@ export class GameScene extends Phaser.Scene {
this.dungeonRenderer.seenArray, this.dungeonRenderer.seenArray,
{ ...player.pos }, { ...player.pos },
{ x: tx, y: ty }, { x: tx, y: ty },
{ ignoreBlockedTarget: isEnemy } { ignoreBlockedTarget: isEnemy, accessor: this.entityAccessor }
); );
if (path.length >= 2) this.playerPath = path; if (path.length >= 2) this.playerPath = path;
@@ -511,7 +499,9 @@ export class GameScene extends Phaser.Scene {
// Auto-walk one step per turn // Auto-walk one step per turn
if (this.playerPath.length >= 2) { if (this.playerPath.length >= 2) {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player) return;
const next = this.playerPath[1]; const next = this.playerPath[1];
const dx = next.x - player.pos.x; const dx = next.x - player.pos.x;
const dy = next.y - player.pos.y; const dy = next.y - player.pos.y;
@@ -521,13 +511,11 @@ export class GameScene extends Phaser.Scene {
return; return;
} }
if (isBlocked(this.world, next.x, next.y, this.entityManager)) { if (isBlocked(this.world, next.x, next.y, this.entityAccessor)) {
const targetId = [...this.world.actors.values()].find( const enemy = this.entityAccessor.findEnemyAt(next.x, next.y);
a => a.category === "combatant" && a.pos.x === next.x && a.pos.y === next.y && !a.isPlayer
)?.id;
if (targetId !== undefined) { if (enemy) {
this.commitPlayerAction({ type: "attack", targetId }); this.commitPlayerAction({ type: "attack", targetId: enemy.id });
this.playerPath = []; this.playerPath = [];
return; return;
} else { } else {
@@ -562,16 +550,16 @@ export class GameScene extends Phaser.Scene {
this.targetingSystem.cancel(); this.targetingSystem.cancel();
this.emitUIUpdate(); this.emitUIUpdate();
} }
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player) return;
const targetX = player.pos.x + dx; const targetX = player.pos.x + dx;
const targetY = player.pos.y + dy; const targetY = player.pos.y + dy;
const targetId = [...this.world.actors.values()].find( const enemy = this.entityAccessor.findEnemyAt(targetX, targetY);
a => a.category === "combatant" && a.pos.x === targetX && a.pos.y === targetY && !a.isPlayer
)?.id;
if (targetId !== undefined) { if (enemy) {
action = { type: "attack", targetId }; action = { type: "attack", targetId: enemy.id };
} else { } else {
if (Math.abs(dx) + Math.abs(dy) === 1) { if (Math.abs(dx) + Math.abs(dy) === 1) {
action = { type: "move", dx, dy }; action = { type: "move", dx, dy };
@@ -590,6 +578,7 @@ export class GameScene extends Phaser.Scene {
const payload: UIUpdatePayload = { const payload: UIUpdatePayload = {
world: this.world, world: this.world,
playerId: this.playerId, playerId: this.playerId,
player: this.entityAccessor.getPlayer(),
floorIndex: this.floorIndex, floorIndex: this.floorIndex,
uiState: { uiState: {
targetingItemId: this.targetingSystem.itemId targetingItemId: this.targetingSystem.itemId
@@ -599,7 +588,7 @@ export class GameScene extends Phaser.Scene {
} }
private commitPlayerAction(action: Action) { private commitPlayerAction(action: Action) {
const playerEvents = applyAction(this.world, this.playerId, action, this.entityManager); const playerEvents = applyAction(this.world, this.playerId, action, this.entityAccessor);
if (playerEvents.some(ev => ev.type === "move-blocked")) { if (playerEvents.some(ev => ev.type === "move-blocked")) {
return; return;
@@ -610,47 +599,31 @@ export class GameScene extends Phaser.Scene {
// Check for pickups right after move (before enemy turn, so you get it efficiently) // Check for pickups right after move (before enemy turn, so you get it efficiently)
if (action.type === "move") { if (action.type === "move") {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player) return;
const pickedItem = this.itemManager.tryPickup(player); const pickedItem = this.itemManager.tryPickup(player);
if (pickedItem) { if (pickedItem) {
this.emitUIUpdate(); this.emitUIUpdate();
} }
// Sync player position to ECS for trap detection
const playerEcs = this.ecsWorld.getEntitiesWith("player");
if (playerEcs.length > 0) {
const playerEcsId = playerEcs[0];
const ecsPos = this.ecsWorld.getComponent(playerEcsId, "position");
if (ecsPos) {
ecsPos.x = player.pos.x;
ecsPos.y = player.pos.y;
}
}
// Process traps and status effects // Process traps and status effects
console.log(`[GameScene] Processing traps. Player Pos: ${player.pos.x},${player.pos.y}`);
this.ecsRegistry.updateAll(); this.ecsRegistry.updateAll();
// Handle trap events from ECS // Handle trap events from ECS
const trapEvents = this.ecsEventBus.drain(); const trapEvents = this.ecsEventBus.drain();
if (trapEvents.length > 0) {
console.log(`[GameScene] Traps triggered: ${trapEvents.length} events`, trapEvents);
}
for (const ev of trapEvents) { for (const ev of trapEvents) {
if (ev.type === "trigger_activated") { if (ev.type === "trigger_activated") {
// Get trap trigger data for status effect display // Get trap trigger data for status effect display
const trapTrigger = this.ecsWorld.getComponent(ev.triggerId, "trigger"); const trapTrigger = this.ecsWorld.getComponent(ev.triggerId, "trigger");
if (trapTrigger?.effect) { if (trapTrigger?.effect) {
// Show status effect text const color = getEffectColor(trapTrigger.effect);
const effectColors: Record<string, string> = { const text = getEffectName(trapTrigger.effect);
poison: "#00ff00",
burning: "#ff6600",
frozen: "#00ffff"
};
const effectNames: Record<string, string> = {
poison: "Poisoned!",
burning: "Burning!",
frozen: "Paralyzed!"
};
const color = effectColors[trapTrigger.effect] ?? "#ffffff";
const text = effectNames[trapTrigger.effect] ?? trapTrigger.effect;
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, text, color); this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, text, color);
} }
} else if (ev.type === "damage") { } else if (ev.type === "damage") {
@@ -665,12 +638,12 @@ export class GameScene extends Phaser.Scene {
} }
} }
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager); const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityAccessor);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId; this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
this.turnCount++; this.turnCount++;
if (this.turnCount % GAME_CONFIG.mana.regenInterval === 0) { if (this.turnCount % GAME_CONFIG.mana.regenInterval === 0) {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (player && player.stats.mana < player.stats.maxMana) { if (player && player.stats.mana < player.stats.maxMana) {
const regenAmount = Math.min( const regenAmount = Math.min(
GAME_CONFIG.mana.regenPerTurn, GAME_CONFIG.mana.regenPerTurn,
@@ -680,44 +653,38 @@ export class GameScene extends Phaser.Scene {
} }
} }
const allEvents = [...playerEvents, ...enemyStep.events]; const allEvents = [...playerEvents, ...enemyStep.events];
const renderCallbacks: EventRenderCallbacks = {
showDamage: (x, y, amount, isCrit, isBlock) => this.dungeonRenderer.showDamage(x, y, amount, isCrit, isBlock),
showDodge: (x, y) => this.dungeonRenderer.showDodge(x, y),
showHeal: (x, y, amount) => this.dungeonRenderer.showHeal(x, y, amount),
spawnCorpse: (x, y, type) => this.dungeonRenderer.spawnCorpse(x, y, type),
showWait: (x, y) => this.dungeonRenderer.showWait(x, y),
spawnOrb: (orbId, x, y) => this.dungeonRenderer.spawnOrb(orbId, x, y),
collectOrb: (actorId, amount, x, y) => this.dungeonRenderer.collectOrb(actorId, amount, x, y),
showLevelUp: (x, y) => this.dungeonRenderer.showLevelUp(x, y),
showAlert: (x, y) => this.dungeonRenderer.showAlert(x, y),
showFloatingText: (x, y, message, color) => this.dungeonRenderer.showFloatingText(x, y, message, color),
};
renderSimEvents(allEvents, renderCallbacks, {
playerId: this.playerId,
getPlayerPos: () => this.entityAccessor.getPlayerPos()
});
// Handle loot drops from kills (not part of renderSimEvents since it modifies world state)
for (const ev of allEvents) { for (const ev of allEvents) {
if (ev.type === "damaged") { if (ev.type === "killed" && ev.victimType && ev.victimType !== "player") {
this.dungeonRenderer.showDamage(ev.x, ev.y, ev.amount, ev.isCrit, ev.isBlock); const loot = generateLoot(Math.random, ev.victimType, this.floorIndex);
} else if (ev.type === "dodged") { if (loot) {
this.dungeonRenderer.showDodge(ev.x, ev.y); this.itemManager.spawnItem(loot, { x: ev.x, y: ev.y });
} else if (ev.type === "healed") { this.dungeonRenderer.showFloatingText(ev.x, ev.y, `${loot.name}!`, "#ffd700");
this.dungeonRenderer.showHeal(ev.x, ev.y, ev.amount); }
} else if (ev.type === "killed") { }
this.dungeonRenderer.spawnCorpse(ev.x, ev.y, ev.victimType || "rat"); }
// Try to drop loot from killed enemy
if (ev.victimType && ev.victimType !== "player") {
const loot = generateLoot(Math.random, ev.victimType, this.floorIndex);
if (loot) {
this.itemManager.spawnItem(loot, { x: ev.x, y: ev.y });
this.dungeonRenderer.showFloatingText(ev.x, ev.y, `${loot.name}!`, "#ffd700");
}
}
} else if (ev.type === "waited" && ev.actorId === this.playerId) {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player) {
this.dungeonRenderer.showWait(player.pos.x, player.pos.y);
}
} else if (ev.type === "orb-spawned") {
this.dungeonRenderer.spawnOrb(ev.orbId, ev.x, ev.y);
} else if (ev.type === "exp-collected" && ev.actorId === this.playerId) {
this.dungeonRenderer.collectOrb(ev.actorId, ev.amount, ev.x, ev.y);
} else if (ev.type === "leveled-up" && ev.actorId === this.playerId) {
this.dungeonRenderer.showLevelUp(ev.x, ev.y);
} else if (ev.type === "enemy-alerted") {
this.dungeonRenderer.showAlert(ev.x, ev.y);
}
}
if (!this.world.actors.has(this.playerId)) { if (!this.entityAccessor.isPlayerAlive()) {
this.syncRunStateFromPlayer(); this.syncRunStateFromPlayer();
const uiScene = this.scene.get("GameUI") as GameUI; const uiScene = this.scene.get("GameUI") as GameUI;
if (uiScene && 'showDeathScreen' in uiScene) { if (uiScene && 'showDeathScreen' in uiScene) {
@@ -730,17 +697,19 @@ export class GameScene extends Phaser.Scene {
return; return;
} }
if (isPlayerOnExit(this.world, this.playerId)) { if (isPlayerOnExit(this.world, this.entityAccessor)) {
this.syncRunStateFromPlayer(); this.syncRunStateFromPlayer();
this.floorIndex++; this.floorIndex++;
this.loadFloor(this.floorIndex); this.loadFloor(this.floorIndex);
return; return;
} }
this.dungeonRenderer.computeFov(this.playerId); this.dungeonRenderer.computeFov();
if (this.cameraController.isFollowing) { if (this.cameraController.isFollowing) {
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
this.cameraController.centerOnTile(player.pos.x, player.pos.y); if (player) {
this.cameraController.centerOnTile(player.pos.x, player.pos.y);
}
} }
this.dungeonRenderer.render(this.playerPath); this.dungeonRenderer.render(this.playerPath);
this.emitUIUpdate(); this.emitUIUpdate();
@@ -753,45 +722,50 @@ export class GameScene extends Phaser.Scene {
const { world, playerId, ecsWorld } = generateWorld(floor, this.runState); const { world, playerId, ecsWorld } = generateWorld(floor, this.runState);
this.world = world; this.world = world;
this.playerId = playerId; this.playerId = playerId;
this.entityManager = new EntityManager(this.world);
this.itemManager.updateWorld(this.world, this.entityManager); // Initialize or update entity accessor
if (!this.entityAccessor) {
this.entityAccessor = new EntityAccessor(this.world, this.playerId, ecsWorld);
} else {
this.entityAccessor.updateWorld(this.world, this.playerId, ecsWorld);
}
this.itemManager.updateWorld(this.world, this.entityAccessor, ecsWorld);
// Initialize ECS for traps and status effects // Initialize ECS for traps and status effects
this.ecsWorld = ecsWorld; this.ecsWorld = ecsWorld;
this.ecsEventBus = new EventBus(); this.ecsEventBus = new EventBus();
// Register systems
this.ecsRegistry = new SystemRegistry(this.ecsWorld, this.ecsEventBus); this.ecsRegistry = new SystemRegistry(this.ecsWorld, this.ecsEventBus);
this.ecsRegistry.register(new TriggerSystem()); this.ecsRegistry.register(new TriggerSystem());
this.ecsRegistry.register(new StatusEffectSystem()); this.ecsRegistry.register(new StatusEffectSystem());
// Add player to ECS for trap detection // NOTE: Entities are synced to ECS via EntityAccessor which bridges the World state.
const player = this.world.actors.get(this.playerId) as CombatantActor; // No need to manually add player here anymore.
if (player) {
const playerEcsId = this.ecsWorld.createEntity();
this.ecsWorld.addComponent(playerEcsId, "position", { x: player.pos.x, y: player.pos.y });
this.ecsWorld.addComponent(playerEcsId, "stats", player.stats);
this.ecsWorld.addComponent(playerEcsId, "player", {});
}
this.playerPath = []; this.playerPath = [];
this.awaitingPlayer = false; this.awaitingPlayer = false;
this.cameraController.setBounds(0, 0, this.world.width * TILE_SIZE, this.world.height * TILE_SIZE); this.cameraController.setBounds(0, 0, this.world.width * TILE_SIZE, this.world.height * TILE_SIZE);
this.dungeonRenderer.initializeFloor(this.world, this.playerId, this.ecsWorld); this.dungeonRenderer.initializeFloor(this.world, this.ecsWorld, this.entityAccessor);
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager); const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityAccessor);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId; this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
this.dungeonRenderer.computeFov(this.playerId); this.dungeonRenderer.computeFov();
this.cameraController.centerOnTile(player.pos.x, player.pos.y); const p = this.entityAccessor.getPlayer();
if (p) {
this.cameraController.centerOnTile(p.pos.x, p.pos.y);
}
this.dungeonRenderer.render(this.playerPath); this.dungeonRenderer.render(this.playerPath);
this.emitUIUpdate(); this.emitUIUpdate();
} }
private syncRunStateFromPlayer() { private syncRunStateFromPlayer() {
const p = this.world.actors.get(this.playerId) as CombatantActor; const p = this.entityAccessor.getPlayer();
if (!p || p.category !== "combatant" || !p.stats || !p.inventory) return; if (!p || !p.stats || !p.inventory) return;
this.runState = { this.runState = {
stats: { ...p.stats }, stats: { ...p.stats },
@@ -808,19 +782,15 @@ export class GameScene extends Phaser.Scene {
this.loadFloor(this.floorIndex); this.loadFloor(this.floorIndex);
} }
private executeThrow() { private executeThrow() {
const success = this.targetingSystem.executeThrow( const success = this.targetingSystem.executeThrow(
this.world, this.world,
this.playerId, this.playerId,
this.entityManager, this.entityAccessor,
(blockedPos, hitActorId, item) => { (blockedPos, hitActorId, item) => {
// Damage Logic // Damage Logic
if (hitActorId !== undefined) { if (hitActorId !== undefined) {
const victim = this.world.actors.get(hitActorId) as CombatantActor; const victim = this.entityAccessor.getCombatant(hitActorId);
if (victim) { if (victim) {
const stats = 'stats' in item ? item.stats : undefined; const stats = 'stats' in item ? item.stats : undefined;
const dmg = (stats && 'attack' in stats) ? (stats.attack ?? 1) : 1; const dmg = (stats && 'attack' in stats) ? (stats.attack ?? 1) : 1;
@@ -830,7 +800,8 @@ export class GameScene extends Phaser.Scene {
} }
} }
const player = this.world.actors.get(this.playerId) as CombatantActor; const player = this.entityAccessor.getPlayer();
if (!player) return;
// Projectile Visuals // Projectile Visuals
let projectileId = item.id; let projectileId = item.id;
@@ -883,63 +854,4 @@ export class GameScene extends Phaser.Scene {
}; };
} }
private isItemValidForSlot(item: any, slotKey: string): boolean {
if (!item || !item.type) return false;
if (item.type === "Weapon") return slotKey === "mainHand" || slotKey === "offHand";
if (item.type === "BodyArmour") return slotKey === "bodyArmour";
if (item.type === "Helmet") return slotKey === "helmet";
if (item.type === "Boots") return slotKey === "boots";
if (item.type === "Ring") return slotKey === "ringLeft" || slotKey === "ringRight";
if (item.type === "Belt") return slotKey === "belt";
if (item.type === "Offhand") return slotKey === "offHand";
return false;
}
private applyItemStats(player: CombatantActor, item: any, isAdding: boolean) {
if (!item.stats) return;
const modifier = isAdding ? 1 : -1;
// Apply stats from ArmourItem or MiscItem
if (item.stats.defense) player.stats.defense += item.stats.defense * modifier;
if (item.stats.attack) player.stats.attack += item.stats.attack * modifier;
if (item.stats.maxHp) {
const diff = item.stats.maxHp * modifier;
player.stats.maxHp += diff;
player.stats.hp = Math.min(player.stats.maxHp, player.stats.hp + (isAdding ? diff : 0));
}
if (item.stats.maxMana) {
const diff = item.stats.maxMana * modifier;
player.stats.maxMana += diff;
player.stats.mana = Math.min(player.stats.maxMana, player.stats.mana + (isAdding ? diff : 0));
}
// Other secondary stats
if (item.stats.critChance) player.stats.critChance += item.stats.critChance * modifier;
if (item.stats.accuracy) player.stats.accuracy += item.stats.accuracy * modifier;
if (item.stats.evasion) player.stats.evasion += item.stats.evasion * modifier;
if (item.stats.blockChance) player.stats.blockChance += item.stats.blockChance * modifier;
}
private handleDeEquipItem(slotKey: string, player: CombatantActor, emitUpdate: boolean) {
if (!player.equipment) return;
const item = (player.equipment as any)[slotKey];
if (!item) return;
// Remove from equipment
delete (player.equipment as any)[slotKey];
// Remove stats
this.applyItemStats(player, item, false);
// Add back to inventory
if (!player.inventory) player.inventory = { gold: 0, items: [] };
player.inventory.items.push(item);
if (emitUpdate) {
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `De-equipped ${item.name}`, "#aaaaaa");
this.emitUIUpdate();
}
}
} }

View File

@@ -40,29 +40,29 @@ vi.mock('phaser', () => {
get: vi.fn(), get: vi.fn(),
}; };
add = { add = {
graphics: vi.fn(() => ({ graphics: vi.fn(function() { return {
setDepth: vi.fn().mockReturnThis(), setDepth: vi.fn().mockReturnThis(),
clear: vi.fn(), clear: vi.fn(),
lineStyle: vi.fn(), lineStyle: vi.fn(),
lineBetween: vi.fn(), lineBetween: vi.fn(),
strokeRect: vi.fn(), strokeRect: vi.fn(),
})), }; }),
sprite: vi.fn(() => ({ sprite: vi.fn(function() { return {
setDepth: vi.fn().mockReturnThis(), setDepth: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(), setVisible: vi.fn().mockReturnThis(),
setAlpha: vi.fn().mockReturnThis(), setAlpha: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(), setPosition: vi.fn().mockReturnThis(),
})), }; }),
text: vi.fn(() => ({})), text: vi.fn(function() { return {}; }),
rectangle: vi.fn(() => ({})), rectangle: vi.fn(function() { return {}; }),
container: vi.fn(() => ({})), container: vi.fn(function() { return {}; }),
}; };
load = { load = {
spritesheet: vi.fn(), spritesheet: vi.fn(),
}; };
anims = { anims = {
create: vi.fn(), create: vi.fn(),
exists: vi.fn(() => true), exists: vi.fn(function() { return true; }),
generateFrameNumbers: vi.fn(), generateFrameNumbers: vi.fn(),
}; };
} }
@@ -83,24 +83,37 @@ import { GameScene } from '../GameScene';
import * as simulation from '../../engine/simulation/simulation'; import * as simulation from '../../engine/simulation/simulation';
import * as generator from '../../engine/world/generator'; import * as generator from '../../engine/world/generator';
vi.mock('../../engine/EntityAccessor', () => ({
EntityAccessor: class {
getPlayer = vi.fn(() => ({
id: 1,
pos: { x: 1, y: 1 },
category: 'combatant',
stats: { hp: 10, maxHp: 10 }
}));
updateWorld = vi.fn();
isPlayerAlive = vi.fn(() => true);
getActor = vi.fn();
},
}));
// Mock other modules // Mock other modules
vi.mock('../../rendering/DungeonRenderer', () => ({ vi.mock('../../rendering/DungeonRenderer', () => ({
DungeonRenderer: vi.fn().mockImplementation(function() { DungeonRenderer: class {
return { initializeFloor = vi.fn();
initializeFloor: vi.fn(), computeFov = vi.fn();
computeFov: vi.fn(), render = vi.fn();
render: vi.fn(), showDamage = vi.fn();
showDamage: vi.fn(), spawnCorpse = vi.fn();
spawnCorpse: vi.fn(), showWait = vi.fn();
showWait: vi.fn(), isMinimapVisible = vi.fn(() => false);
isMinimapVisible: vi.fn(() => false), toggleMinimap = vi.fn();
toggleMinimap: vi.fn(), updateTile = vi.fn();
updateTile: vi.fn(), showProjectile = vi.fn();
showProjectile: vi.fn(), showHeal = vi.fn();
showHeal: vi.fn(), shakeCamera = vi.fn();
shakeCamera: vi.fn(), showFloatingText = vi.fn();
}; },
}),
})); }));
vi.mock('../../engine/simulation/simulation', () => ({ vi.mock('../../engine/simulation/simulation', () => ({
@@ -112,12 +125,33 @@ vi.mock('../../engine/world/generator', () => ({
generateWorld: vi.fn(), generateWorld: vi.fn(),
})); }));
vi.mock('../../engine/ecs/System', () => ({
SystemRegistry: class {
register = vi.fn();
updateAll = vi.fn();
},
}));
vi.mock('../../engine/ecs/EventBus', () => ({
EventBus: class {
drain = vi.fn(() => []);
},
}));
vi.mock('../../engine/ecs/systems/TriggerSystem', () => ({
TriggerSystem: class {},
}));
vi.mock('../../engine/ecs/systems/StatusEffectSystem', () => ({
StatusEffectSystem: class {},
}));
vi.mock('../../engine/world/world-logic', () => ({ vi.mock('../../engine/world/world-logic', () => ({
inBounds: vi.fn(() => true), inBounds: vi.fn(function() { return true; }),
isBlocked: vi.fn(() => false), isBlocked: vi.fn(function() { return false; }),
isPlayerOnExit: vi.fn(() => false), isPlayerOnExit: vi.fn(function() { return false; }),
idx: vi.fn((w, x, y) => y * w.width + x), idx: vi.fn(function(w: any, x: number, y: number) { return y * w.width + x; }),
tryDestructTile: vi.fn(() => false), tryDestructTile: vi.fn(function() { return false; }),
})); }));
describe('GameScene', () => { describe('GameScene', () => {
@@ -150,27 +184,18 @@ describe('GameScene', () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
actors: new Map(),
exit: { x: 9, y: 9 }, exit: { x: 9, y: 9 },
}; };
const mockPlayer = {
id: 1,
isPlayer: true,
pos: { x: 1, y: 1 },
speed: 100,
stats: { hp: 10, maxHp: 10, attack: 5, defense: 2 },
inventory: { gold: 0, items: [] },
};
mockWorld.actors.set(1, mockPlayer);
// Mock ecsWorld with required methods // Mock ecsWorld with required methods
const mockEcsWorld = { const mockEcsWorld = {
createEntity: vi.fn(() => 99), createEntity: vi.fn(function() { return 99; }),
addComponent: vi.fn(), addComponent: vi.fn(),
getComponent: vi.fn(), getComponent: vi.fn(),
hasComponent: vi.fn(() => false), hasComponent: vi.fn(function() { return false; }),
getEntitiesWith: vi.fn(() => []), getEntitiesWith: vi.fn(function() { return []; }),
removeEntity: vi.fn(), removeEntity: vi.fn(),
}; };
@@ -190,8 +215,8 @@ describe('GameScene', () => {
}); });
it('should trigger death screen when player is killed', () => { it('should trigger death screen when player is killed', () => {
(simulation.applyAction as any).mockImplementation((world: any) => { (simulation.applyAction as any).mockImplementation(() => {
world.actors.delete(1); // world.actors.delete(1);
return [{ type: 'killed', targetId: 1, victimType: 'player', x: 1, y: 1 }]; return [{ type: 'killed', targetId: 1, victimType: 'player', x: 1, y: 1 }];
}); });
@@ -200,6 +225,8 @@ describe('GameScene', () => {
events: [], events: [],
}); });
(scene as any).entityAccessor.isPlayerAlive = vi.fn(() => false);
(scene as any).commitPlayerAction({ type: 'wait' }); (scene as any).commitPlayerAction({ type: 'wait' });
expect(mockUI.showDeathScreen).toHaveBeenCalled(); expect(mockUI.showDeathScreen).toHaveBeenCalled();

View File

@@ -0,0 +1,115 @@
import type { SimEvent, ActorType, EntityId, Vec2 } from "../../core/types";
/**
* Callbacks for rendering game simulation events.
* These delegate to the actual rendering implementation.
*/
export interface EventRenderCallbacks {
showDamage(x: number, y: number, amount: number, isCrit?: boolean, isBlock?: boolean): void;
showDodge(x: number, y: number): void;
showHeal(x: number, y: number, amount: number): void;
spawnCorpse(x: number, y: number, type: ActorType): void;
showWait(x: number, y: number): void;
spawnOrb(orbId: EntityId, x: number, y: number): void;
collectOrb(actorId: EntityId, amount: number, x: number, y: number): void;
showLevelUp(x: number, y: number): void;
showAlert(x: number, y: number): void;
showFloatingText(x: number, y: number, message: string, color: string): void;
spawnLoot?(x: number, y: number, itemName: string): void;
}
/**
* Context needed for event rendering decisions.
*/
export interface EventRenderContext {
playerId: EntityId;
getPlayerPos: () => Vec2 | null;
}
/**
* Renders all simulation events using the provided callbacks.
* This is a pure function that maps events to render calls.
*/
export function renderSimEvents(
events: SimEvent[],
callbacks: EventRenderCallbacks,
context: EventRenderContext
): void {
for (const ev of events) {
switch (ev.type) {
case "damaged":
callbacks.showDamage(ev.x, ev.y, ev.amount, ev.isCrit, ev.isBlock);
break;
case "dodged":
callbacks.showDodge(ev.x, ev.y);
break;
case "healed":
callbacks.showHeal(ev.x, ev.y, ev.amount);
break;
case "killed":
callbacks.spawnCorpse(ev.x, ev.y, ev.victimType || "rat");
break;
case "waited":
if (ev.actorId === context.playerId) {
const pos = context.getPlayerPos();
if (pos) {
callbacks.showWait(pos.x, pos.y);
}
}
break;
case "orb-spawned":
callbacks.spawnOrb(ev.orbId, ev.x, ev.y);
break;
case "exp-collected":
if (ev.actorId === context.playerId) {
callbacks.collectOrb(ev.actorId, ev.amount, ev.x, ev.y);
}
break;
case "leveled-up":
if (ev.actorId === context.playerId) {
callbacks.showLevelUp(ev.x, ev.y);
}
break;
case "enemy-alerted":
callbacks.showAlert(ev.x, ev.y);
break;
}
}
}
/**
* Status effect display colors and names.
*/
const EFFECT_COLORS: Record<string, string> = {
poison: "#00ff00",
burning: "#ff6600",
frozen: "#00ffff"
};
const EFFECT_NAMES: Record<string, string> = {
poison: "Poisoned!",
burning: "Burning!",
frozen: "Paralyzed!"
};
/**
* Gets the display color for a status effect.
*/
export function getEffectColor(effect: string): string {
return EFFECT_COLORS[effect] ?? "#ffffff";
}
/**
* Gets the display name for a status effect.
*/
export function getEffectName(effect: string): string {
return EFFECT_NAMES[effect] ?? effect;
}

View File

@@ -1,5 +1,7 @@
import type { World, CombatantActor, Item, ItemDropActor, Vec2 } from "../../core/types"; import type { World, CombatantActor, Item, ItemDropActor, Vec2 } from "../../core/types";
import { EntityManager } from "../../engine/EntityManager"; import { EntityAccessor } from "../../engine/EntityAccessor";
import { type ECSWorld } from "../../engine/ecs/World";
import { EntityBuilder } from "../../engine/ecs/EntityBuilder";
/** /**
* Result of attempting to use an item * Result of attempting to use an item
@@ -16,26 +18,29 @@ export interface ItemUseResult {
*/ */
export class ItemManager { export class ItemManager {
private world: World; private world: World;
private entityManager: EntityManager; private entityAccessor: EntityAccessor;
private ecsWorld?: ECSWorld;
constructor(world: World, entityManager: EntityManager) { constructor(world: World, entityAccessor: EntityAccessor, ecsWorld?: ECSWorld) {
this.world = world; this.world = world;
this.entityManager = entityManager; this.entityAccessor = entityAccessor;
this.ecsWorld = ecsWorld;
} }
/** /**
* Update references when world changes (e.g., new floor) * Update references when world changes (e.g., new floor)
*/ */
updateWorld(world: World, entityManager: EntityManager): void { updateWorld(world: World, entityAccessor: EntityAccessor, ecsWorld?: ECSWorld): void {
this.world = world; this.world = world;
this.entityManager = entityManager; this.entityAccessor = entityAccessor;
if (ecsWorld) this.ecsWorld = ecsWorld;
} }
/** /**
* Spawn an item drop at the specified position * Spawn an item drop at the specified position
*/ */
spawnItem(item: Item, pos: Vec2): void { spawnItem(item: Item, pos: Vec2): void {
if (!this.world || !this.entityManager) return; if (!this.world || !this.ecsWorld) return;
// Deep clone item (crucial for items with mutable stats like ammo) // Deep clone item (crucial for items with mutable stats like ammo)
const clonedItem = { ...item } as Item; const clonedItem = { ...item } as Item;
@@ -43,15 +48,11 @@ export class ItemManager {
(clonedItem as any).stats = { ...clonedItem.stats }; (clonedItem as any).stats = { ...clonedItem.stats };
} }
const id = this.entityManager.getNextId(); // ECS Path: Spawn using EntityBuilder
const drop: ItemDropActor = { EntityBuilder.create(this.ecsWorld)
id, .withPosition(pos.x, pos.y)
pos: { x: pos.x, y: pos.y }, .asGroundItem(clonedItem)
category: "item_drop", .build();
item: clonedItem
};
this.entityManager.addActor(drop);
} }
/** /**
@@ -61,15 +62,19 @@ export class ItemManager {
tryPickup(player: CombatantActor): Item | null { tryPickup(player: CombatantActor): Item | null {
if (!player || !player.inventory) return null; if (!player || !player.inventory) return null;
const actors = this.entityManager.getActorsAt(player.pos.x, player.pos.y); let itemActor: ItemDropActor | null = null;
const itemActor = actors.find((a): a is ItemDropActor => a.category === "item_drop");
// Use EntityAccessor to find item on the ground
if (this.entityAccessor) {
itemActor = this.entityAccessor.findItemDropAt(player.pos.x, player.pos.y);
}
if (itemActor) { if (itemActor) {
const item = itemActor.item; const item = itemActor.item;
const result = this.addItem(player, item); const result = this.addItem(player, item);
// Remove from world // Remove from world
this.entityManager.removeActor(itemActor.id); this.entityAccessor.removeActor(itemActor.id);
console.log("Picked up:", item.name); console.log("Picked up:", item.name);
return result; return result;

View File

@@ -1,10 +1,10 @@
import Phaser from "phaser"; import Phaser from "phaser";
import type { World, CombatantActor, Item, Vec2, EntityId } from "../../core/types"; import type { World, Item, Vec2, EntityId } from "../../core/types";
import { TILE_SIZE } from "../../core/constants"; import { TILE_SIZE } from "../../core/constants";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
import { UI_CONFIG } from "../../core/config/ui"; import { UI_CONFIG } from "../../core/config/ui";
import { traceProjectile, getClosestVisibleEnemy } from "../../engine/gameplay/CombatLogic"; import { traceProjectile, getClosestVisibleEnemy } from "../../engine/gameplay/CombatLogic";
import type { EntityManager } from "../../engine/EntityManager"; import { type EntityAccessor } from "../../engine/EntityAccessor";
/** /**
* Manages targeting mode for thrown items. * Manages targeting mode for thrown items.
@@ -19,7 +19,7 @@ export class TargetingSystem {
// Context for predictive visual // Context for predictive visual
private world: World | null = null; private world: World | null = null;
private entityManager: EntityManager | null = null; private accessor: EntityAccessor | null = null;
private playerId: EntityId | null = null; private playerId: EntityId | null = null;
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
@@ -40,7 +40,7 @@ export class TargetingSystem {
itemId: string, itemId: string,
playerPos: Vec2, playerPos: Vec2,
world: World, world: World,
entityManager: EntityManager, accessor: EntityAccessor,
playerId: EntityId, playerId: EntityId,
seenArray: Uint8Array, seenArray: Uint8Array,
worldWidth: number, worldWidth: number,
@@ -48,12 +48,12 @@ export class TargetingSystem {
): void { ): void {
this.targetingItemId = itemId; this.targetingItemId = itemId;
this.world = world; this.world = world;
this.entityManager = entityManager; this.accessor = accessor;
this.playerId = playerId; this.playerId = playerId;
this.active = true; this.active = true;
// Auto-target closest visible enemy // Auto-target closest visible enemy
const closest = getClosestVisibleEnemy(world, playerPos, seenArray, worldWidth); const closest = getClosestVisibleEnemy(playerPos, seenArray, worldWidth, accessor);
if (closest) { if (closest) {
this.cursor = closest; this.cursor = closest;
@@ -84,14 +84,14 @@ export class TargetingSystem {
executeThrow( executeThrow(
world: World, world: World,
playerId: EntityId, playerId: EntityId,
entityManager: EntityManager, accessor: EntityAccessor,
onProjectileComplete: (blockedPos: Vec2, hitActorId: EntityId | undefined, item: Item) => void onProjectileComplete: (blockedPos: Vec2, hitActorId: EntityId | undefined, item: Item) => void
): boolean { ): boolean {
if (!this.active || !this.targetingItemId || !this.cursor) { if (!this.active || !this.targetingItemId || !this.cursor) {
return false; return false;
} }
const player = world.actors.get(playerId) as CombatantActor; const player = accessor.getCombatant(playerId);
if (!player || !player.inventory) return false; if (!player || !player.inventory) return false;
const itemIdx = player.inventory.items.findIndex(it => it.id === this.targetingItemId); const itemIdx = player.inventory.items.findIndex(it => it.id === this.targetingItemId);
@@ -116,7 +116,7 @@ export class TargetingSystem {
const start = player.pos; const start = player.pos;
const end = { x: this.cursor.x, y: this.cursor.y }; const end = { x: this.cursor.x, y: this.cursor.y };
const result = traceProjectile(world, start, end, entityManager, playerId); const result = traceProjectile(world, start, end, accessor, playerId);
const { blockedPos, hitActorId } = result; const { blockedPos, hitActorId } = result;
// Call the callback with throw results // Call the callback with throw results
@@ -133,7 +133,7 @@ export class TargetingSystem {
this.targetingItemId = null; this.targetingItemId = null;
this.cursor = null; this.cursor = null;
this.world = null; this.world = null;
this.entityManager = null; this.accessor = null;
this.playerId = null; this.playerId = null;
this.graphics.clear(); this.graphics.clear();
this.crosshairSprite.setVisible(false); this.crosshairSprite.setVisible(false);
@@ -184,8 +184,8 @@ export class TargetingSystem {
let finalEndX = aimEndX; let finalEndX = aimEndX;
let finalEndY = aimEndY; let finalEndY = aimEndY;
if (this.world && this.entityManager && this.playerId !== null) { if (this.world && this.accessor && this.playerId !== null) {
const result = traceProjectile(this.world, playerPos, this.cursor, this.entityManager, this.playerId); const result = traceProjectile(this.world, playerPos, this.cursor, this.accessor, this.playerId);
const bPos = result.blockedPos; const bPos = result.blockedPos;
finalEndX = bPos.x * TILE_SIZE + TILE_SIZE / 2; finalEndX = bPos.x * TILE_SIZE + TILE_SIZE / 2;

View File

@@ -0,0 +1,62 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
import { ItemManager } from '../ItemManager';
import type { World, Item, ItemDropActor, EntityId } from "../../../core/types";
describe('ItemManager', () => {
let world: World;
let entityAccessor: any;
let itemManager: ItemManager;
beforeEach(() => {
world = {
width: 10,
height: 10,
tiles: new Array(100).fill(1), // Floor
exit: { x: 9, y: 9 }
};
entityAccessor = {
findItemDropAt: vi.fn(() => null),
removeActor: vi.fn(),
context: undefined,
getEnemies: vi.fn(() => [])
};
itemManager = new ItemManager(world, entityAccessor);
});
it('should pickup an item at the player position', () => {
const player = {
id: 1 as EntityId,
pos: { x: 2, y: 2 },
inventory: { items: [], gold: 0 }
} as any;
const item: Item = {
id: 'health_potion',
name: 'Health Potion',
type: 'Consumable',
textureKey: 'items',
spriteIndex: 0
};
const itemActor: ItemDropActor = {
id: 2 as EntityId,
category: 'item_drop',
pos: { x: 2, y: 2 },
item
};
// Setup Accessor to find the item
entityAccessor.findItemDropAt.mockReturnValue(itemActor);
const result = itemManager.tryPickup(player);
expect(entityAccessor.findItemDropAt).toHaveBeenCalledWith(2, 2);
expect(result).not.toBeNull();
expect(player.inventory.items.length).toBe(1);
expect(player.inventory.items[0]).toEqual({ ...item, quantity: 1 });
expect(entityAccessor.removeActor).toHaveBeenCalledWith(2);
});
});

View File

@@ -1,3 +1,4 @@
import { describe, it, expect, vi, beforeEach } from 'vitest'; import { describe, it, expect, vi, beforeEach } from 'vitest';
// Mock Phaser // Mock Phaser
@@ -18,6 +19,10 @@ vi.mock('phaser', () => {
return { return {
default: { default: {
GameObjects: {
Sprite: vi.fn(() => mockSprite),
Graphics: vi.fn(() => mockGraphics),
},
Scene: class { Scene: class {
add = { add = {
graphics: vi.fn(() => mockGraphics), graphics: vi.fn(() => mockGraphics),
@@ -37,11 +42,11 @@ vi.mock('../../../engine/gameplay/CombatLogic', () => ({
import { TargetingSystem } from '../TargetingSystem'; import { TargetingSystem } from '../TargetingSystem';
import { traceProjectile, getClosestVisibleEnemy } from '../../../engine/gameplay/CombatLogic'; import { traceProjectile, getClosestVisibleEnemy } from '../../../engine/gameplay/CombatLogic';
import { TILE_SIZE } from '../../../core/constants'; import { TILE_SIZE } from '../../../core/constants';
import type { EntityId } from '../../../core/types';
describe('TargetingSystem', () => { describe('TargetingSystem', () => {
let targetingSystem: TargetingSystem; let targetingSystem: TargetingSystem;
let mockWorld: any; let mockWorld: any;
let mockEntityManager: any;
let mockScene: any; let mockScene: any;
let mockGraphics: any; let mockGraphics: any;
let mockSprite: any; let mockSprite: any;
@@ -72,7 +77,6 @@ describe('TargetingSystem', () => {
targetingSystem = new TargetingSystem(mockScene); targetingSystem = new TargetingSystem(mockScene);
mockWorld = { width: 10, height: 10 }; mockWorld = { width: 10, height: 10 };
mockEntityManager = {};
// Default return for traceProjectile // Default return for traceProjectile
(traceProjectile as any).mockReturnValue({ (traceProjectile as any).mockReturnValue({
@@ -97,8 +101,8 @@ describe('TargetingSystem', () => {
'item-1', 'item-1',
playerPos, playerPos,
mockWorld, mockWorld,
mockEntityManager!, {} as any, // accessor
1 as any, 1 as EntityId, // playerId
new Uint8Array(100), new Uint8Array(100),
10 10
); );
@@ -118,8 +122,8 @@ describe('TargetingSystem', () => {
'item-1', 'item-1',
playerPos, playerPos,
mockWorld, mockWorld,
mockEntityManager!, {} as any, // accessor
1 as any, 1 as EntityId, // playerId
new Uint8Array(100), new Uint8Array(100),
10, 10,
mousePos mousePos
@@ -144,8 +148,8 @@ describe('TargetingSystem', () => {
'item-1', 'item-1',
playerPos, playerPos,
mockWorld, mockWorld,
mockEntityManager!, {} as any, // accessor
1 as any, 1 as EntityId,
new Uint8Array(100), new Uint8Array(100),
10, 10,
targetPos targetPos

View File

@@ -1,5 +1,5 @@
import Phaser from "phaser"; import Phaser from "phaser";
import { type CombatantActor, type Stats, type UIUpdatePayload } from "../core/types"; import { type Stats, type UIUpdatePayload } from "../core/types";
import { HudComponent } from "./components/HudComponent"; import { HudComponent } from "./components/HudComponent";
import { MenuComponent } from "./components/MenuComponent"; import { MenuComponent } from "./components/MenuComponent";
import { InventoryOverlay } from "./components/InventoryOverlay"; import { InventoryOverlay } from "./components/InventoryOverlay";
@@ -28,7 +28,6 @@ export default class GameUI extends Phaser.Scene {
this.actionButtons = new ActionButtonComponent(this); this.actionButtons = new ActionButtonComponent(this);
} }
create() { create() {
this.hud.create(); this.hud.create();
this.menu.create(); this.menu.create();
@@ -40,7 +39,6 @@ export default class GameUI extends Phaser.Scene {
const gameScene = this.scene.get("GameScene"); const gameScene = this.scene.get("GameScene");
// Listen for updates from GameScene // Listen for updates from GameScene
gameScene.events.on("update-ui", (payload: UIUpdatePayload) => { gameScene.events.on("update-ui", (payload: UIUpdatePayload) => {
this.updateUI(payload); this.updateUI(payload);
@@ -91,14 +89,12 @@ export default class GameUI extends Phaser.Scene {
gameScene.events.emit("character-toggled", this.character.isOpen); gameScene.events.emit("character-toggled", this.character.isOpen);
} }
showDeathScreen(data: { floor: number; gold: number; stats: Stats }) { showDeathScreen(data: { floor: number; gold: number; stats: Stats }) {
this.death.show(data); this.death.show(data);
} }
private updateUI(payload: UIUpdatePayload) { private updateUI(payload: UIUpdatePayload) {
const { world, playerId, floorIndex, uiState } = payload; const { player, floorIndex, uiState } = payload;
const player = world.actors.get(playerId) as CombatantActor;
if (!player) return; if (!player) return;
this.hud.update(player.stats, floorIndex); this.hud.update(player.stats, floorIndex);

View File

@@ -615,7 +615,7 @@ export class InventoryOverlay extends OverlayComponent {
} }
const gameScene = this.scene.scene.get("GameScene") as any; const gameScene = this.scene.scene.get("GameScene") as any;
const player = gameScene.world.actors.get(gameScene.playerId); const player = gameScene.entityAccessor.getPlayer();
if (!player) return; if (!player) return;
let item: any = null; let item: any = null;
@@ -684,7 +684,7 @@ export class InventoryOverlay extends OverlayComponent {
const gameUI = this.scene as any; const gameUI = this.scene as any;
const gameScene = this.scene.scene.get("GameScene") as any; const gameScene = this.scene.scene.get("GameScene") as any;
const player = gameScene.world.actors.get(gameScene.playerId); const player = gameScene.entityAccessor.getPlayer();
const item = isFromBackpack ? player.inventory.items[startIndex!] : (player.equipment as any)[startEqKey!]; const item = isFromBackpack ? player.inventory.items[startIndex!] : (player.equipment as any)[startEqKey!];