Auto reload last reloadble weapon when reload is triggered
This commit is contained in:
@@ -163,6 +163,7 @@ export type Inventory = {
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export type RunState = {
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stats: Stats;
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inventory: Inventory;
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lastReloadableWeaponId?: string | null;
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};
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export interface BaseActor {
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@@ -42,7 +42,8 @@ export class GameScene extends Phaser.Scene {
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public runState: RunState = {
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stats: { ...GAME_CONFIG.player.initialStats },
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inventory: { gold: 0, items: [] }
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inventory: { gold: 0, items: [] },
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lastReloadableWeaponId: null
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};
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public gameInput!: GameInput;
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@@ -388,14 +389,16 @@ export class GameScene extends Phaser.Scene {
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this.runState = {
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stats: { ...p.stats },
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inventory: { gold: p.inventory.gold, items: [...p.inventory.items] }
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inventory: { gold: p.inventory.gold, items: [...p.inventory.items] },
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lastReloadableWeaponId: this.runState.lastReloadableWeaponId
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};
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}
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public restartGame() {
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this.runState = {
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stats: { ...GAME_CONFIG.player.initialStats },
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inventory: { gold: 0, items: [] }
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inventory: { gold: 0, items: [] },
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lastReloadableWeaponId: null
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};
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this.floorIndex = 1;
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this.loadFloor(this.floorIndex);
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@@ -436,6 +439,8 @@ export class GameScene extends Phaser.Scene {
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if (item.currentAmmo > 0) {
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item.currentAmmo--;
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}
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// Track as last used reloadable weapon
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this.runState.lastReloadableWeaponId = item.id;
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}
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this.dungeonRenderer.showProjectile(
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@@ -483,6 +488,7 @@ export class GameScene extends Phaser.Scene {
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if (ammoItem && ammoItem.quantity && ammoItem.quantity > 0) {
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item.reloadingTurnsLeft = GAME_CONFIG.player.reloadDuration;
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this.runState.lastReloadableWeaponId = item.id;
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this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
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console.log(`Started reloading ${item.name}. Duration: ${item.reloadingTurnsLeft}`);
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@@ -64,6 +64,13 @@ export class PlayerInputHandler {
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}
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}
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if (!weaponToReload && this.scene.runState.lastReloadableWeaponId) {
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const item = player.inventory.items.find(it => it.id === this.scene.runState.lastReloadableWeaponId);
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if (item && item.type === "Weapon" && item.weaponType === "ranged") {
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weaponToReload = item;
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}
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}
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if (weaponToReload) {
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this.scene.startReload(player, weaponToReload);
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}
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145
src/scenes/systems/__tests__/ReloadLastWeapon.test.ts
Normal file
145
src/scenes/systems/__tests__/ReloadLastWeapon.test.ts
Normal file
@@ -0,0 +1,145 @@
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import { describe, it, expect, vi, beforeEach } from 'vitest';
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// Mock Phaser
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vi.mock('phaser', () => {
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class MockEventEmitter {
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on = vi.fn().mockReturnThis();
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once = vi.fn().mockReturnThis();
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emit = vi.fn().mockReturnThis();
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off = vi.fn().mockReturnThis();
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removeAllListeners = vi.fn().mockReturnThis();
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}
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return {
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default: {
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Events: {
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EventEmitter: MockEventEmitter
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},
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Scene: class {
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events = new MockEventEmitter();
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add = {
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graphics: vi.fn(),
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sprite: vi.fn(),
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};
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}
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}
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};
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});
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import { PlayerInputHandler } from '../PlayerInputHandler';
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import { GameScene } from '../../GameScene';
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import type { CombatantActor, RangedWeaponItem } from '../../../core/types';
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// Minimal mock for GameScene
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const createMockScene = () => {
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const scene = {
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gameInput: {
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on: vi.fn(),
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},
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targetingSystem: {
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itemId: null,
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isActive: false,
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},
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entityAccessor: {
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getPlayer: vi.fn(),
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},
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runState: {
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lastReloadableWeaponId: null,
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},
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startReload: vi.fn(),
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} as any;
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return scene;
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};
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describe('Reload Last Used Weapon Logic', () => {
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let scene: any;
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let inputHandler: PlayerInputHandler;
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let reloadCallback: Function;
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beforeEach(() => {
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scene = createMockScene();
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inputHandler = new PlayerInputHandler(scene);
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inputHandler.registerListeners();
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// Find the reload listener
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const reloadCall = scene.gameInput.on.mock.calls.find((call: any[]) => call[0] === 'reload');
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reloadCallback = reloadCall[1];
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});
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it('should reload the last reloadable weapon if nothing else is targeted or equipped', () => {
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const pistol: RangedWeaponItem = {
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id: 'pistol-1',
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name: 'Pistol',
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type: 'Weapon',
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weaponType: 'ranged',
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currentAmmo: 0,
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reloadingTurnsLeft: 0,
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stats: { attack: 1, range: 5, magazineSize: 6, ammoType: '9mm', projectileSpeed: 10 },
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textureKey: 'weapons',
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spriteIndex: 0
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};
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const player: CombatantActor = {
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id: 1,
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pos: { x: 0, y: 0 },
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category: 'combatant',
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isPlayer: true,
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type: 'player',
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inventory: { items: [pistol], gold: 0 },
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equipment: { mainHand: { type: 'Weapon', weaponType: 'melee', id: 'sword-1' } as any },
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stats: {} as any,
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energy: 100,
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speed: 100
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};
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scene.entityAccessor.getPlayer.mockReturnValue(player);
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scene.runState.lastReloadableWeaponId = 'pistol-1';
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// Trigger reload (simulating 'R' press)
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reloadCallback();
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expect(scene.startReload).toHaveBeenCalledWith(player, pistol);
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});
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it('should prioritize targeted item over last used', () => {
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const pistol1: RangedWeaponItem = { id: 'p1', name: 'P1', type: 'Weapon', weaponType: 'ranged' } as any;
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const pistol2: RangedWeaponItem = { id: 'p2', name: 'P2', type: 'Weapon', weaponType: 'ranged' } as any;
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const player: CombatantActor = {
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id: 1, inventory: { items: [pistol1, pistol2] }, equipment: {}
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} as any;
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scene.entityAccessor.getPlayer.mockReturnValue(player);
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scene.targetingSystem.itemId = 'p2';
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scene.runState.lastReloadableWeaponId = 'p1';
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reloadCallback();
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expect(scene.startReload).toHaveBeenCalledWith(player, pistol2);
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});
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it('should prioritize equipped ranged weapon over last used', () => {
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const pistol1: RangedWeaponItem = { id: 'p1', name: 'P1', type: 'Weapon', weaponType: 'ranged' } as any;
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const pistol2: RangedWeaponItem = { id: 'p2', name: 'P2', type: 'Weapon', weaponType: 'ranged' } as any;
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const player: CombatantActor = {
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id: 1, inventory: { items: [pistol1, pistol2] }, equipment: { mainHand: pistol2 }
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} as any;
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scene.entityAccessor.getPlayer.mockReturnValue(player);
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scene.runState.lastReloadableWeaponId = 'p1';
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reloadCallback();
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expect(scene.startReload).toHaveBeenCalledWith(player, pistol2);
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});
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it('should do nothing if no weapon is found', () => {
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const player: CombatantActor = { id: 1, inventory: { items: [] }, equipment: {} } as any;
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scene.entityAccessor.getPlayer.mockReturnValue(player);
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reloadCallback();
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expect(scene.startReload).not.toHaveBeenCalled();
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});
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});
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