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22 Commits

Author SHA1 Message Date
b0dd090a60 Multidirectional map generation 2026-02-07 15:24:11 +11:00
88017add92 Fixed zooming bug black lines again 2026-02-07 14:36:18 +11:00
72c4251fc4 Added more side rooms, 8-10 per level 2026-02-07 14:30:53 +11:00
319ce20b6a fixed vertical black line bug 2026-02-07 14:08:17 +11:00
72d0f5d576 Fixed door saying open bugs 2026-02-07 13:34:12 +11:00
da544438e1 Fixed bug with vision when standing in doorway 2026-02-07 13:04:49 +11:00
02f850da35 Fixed coprse bug 2026-02-07 12:54:25 +11:00
4b50e341a7 Half changes to switch to exit level, Ran out of credits, re added enemies 2026-01-31 14:56:53 +11:00
f6fc057e4f Double level size, fixed skitzo track path 2026-01-31 14:17:08 +11:00
43b33733e9 Added rail tracks, cart and camera movement with arrow keys, removed enemies... 4 now 2026-01-31 13:47:34 +11:00
b18e2d08ba Character sprite switching - directionality - added dragon head 2026-01-31 10:58:12 +11:00
58b3726d21 Merge branch 'master' of https://gitea.peterstockings.com/peterstockings/rogue 2026-01-30 17:49:25 +11:00
41909fd8e6 Added flamethrower with buring effects 2026-01-30 17:49:23 +11:00
Peter Stockings
3a656c46fc Fix broken tests 2026-01-28 20:18:44 +11:00
c06823e08b Provided WASD movement 2026-01-28 19:07:22 +11:00
80e82f68a0 changed visual movement speed to be slower and made diagonal movement with arrow keys work 2026-01-28 18:59:35 +11:00
f01d8de15c Auto reload last reloadble weapon when reload is triggered 2026-01-28 18:32:52 +11:00
90aebc892a Make it so you cant shoot yourself 2026-01-28 18:19:46 +11:00
5d33d0e660 Added pregress bar for reloading 2026-01-28 18:06:42 +11:00
fc18008656 Add Billys assets (WIP) 2026-01-28 17:38:46 +11:00
Peter Stockings
c105719e4a Remove use of any in PlayerInputHandler 2026-01-27 20:55:03 +11:00
Peter Stockings
34554aa051 refactor game scene 2026-01-27 20:38:48 +11:00
60 changed files with 4414 additions and 2611 deletions

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@@ -10,12 +10,12 @@ export interface AnimationConfig {
export const GAME_CONFIG = { export const GAME_CONFIG = {
player: { player: {
initialStats: { initialStats: {
maxHp: 20, maxHp: 20,
hp: 20, hp: 20,
maxMana: 20, maxMana: 20,
mana: 20, mana: 20,
attack: 5, attack: 5,
defense: 2, defense: 2,
level: 1, level: 1,
exp: 0, exp: 0,
@@ -43,8 +43,8 @@ export const GAME_CONFIG = {
}, },
map: { map: {
width: 60, width: 120,
height: 40, height: 80,
minRooms: 8, minRooms: 8,
maxRooms: 13, maxRooms: 13,
roomMinWidth: 5, roomMinWidth: 5,
@@ -52,7 +52,7 @@ export const GAME_CONFIG = {
roomMinHeight: 4, roomMinHeight: 4,
roomMaxHeight: 10 roomMaxHeight: 10
}, },
enemies: { enemies: {
rat: { rat: {
baseHp: 8, baseHp: 8,
@@ -73,12 +73,18 @@ export const GAME_CONFIG = {
}, },
enemyScaling: { enemyScaling: {
baseCount: 3, baseCount: 15,
baseCountPerFloor: 3, baseCountPerFloor: 5,
hpPerFloor: 5, hpPerFloor: 5,
attackPerTwoFloors: 1, attackPerTwoFloors: 1,
expMultiplier: 1.2
}, },
trapScaling: {
baseCount: 0,
baseCountPerFloor: 0.5
},
leveling: { leveling: {
baseExpToNextLevel: 10, baseExpToNextLevel: 10,
expMultiplier: 1.5, expMultiplier: 1.5,
@@ -97,9 +103,9 @@ export const GAME_CONFIG = {
rendering: { rendering: {
tileSize: 16, tileSize: 16,
cameraZoom: 2, cameraZoom: 2,
minZoom: 0.5, minZoom: 1,
maxZoom: 4, maxZoom: 4,
zoomStep: 0.1, zoomStep: 1,
wallColor: 0x2b2b2b, wallColor: 0x2b2b2b,
floorColor: 0x161616, floorColor: 0x161616,
exitColor: 0xffd166, exitColor: 0xffd166,
@@ -130,11 +136,12 @@ export const GAME_CONFIG = {
horizontal: 54, horizontal: 54,
vertical: 55, vertical: 55,
turning: 56 turning: 56
} },
moveDuration: 62 // Visual duration for movement in ms
}, },
ui: { ui: {
// ... rest of content ... // ... rest of content ...
minimapPanelWidth: 340, minimapPanelWidth: 340,
minimapPanelHeight: 220, minimapPanelHeight: 220,
minimapPadding: 20, minimapPadding: 20,
@@ -148,10 +155,18 @@ export const GAME_CONFIG = {
targetingLineGap: 4, targetingLineGap: 4,
targetingLineShorten: 8 targetingLineShorten: 8
}, },
gameplay: { gameplay: {
energyThreshold: 100, energyThreshold: 100,
actionCost: 100 actionCost: 100,
ceramicDragonHead: {
range: 4,
initialDamage: 7,
burnDamage: 3,
burnDuration: 5,
rechargeTurns: 20,
maxCharges: 3
}
}, },
assets: { assets: {
@@ -166,8 +181,20 @@ export const GAME_CONFIG = {
], ],
images: [ images: [
{ key: "splash_bg", path: "assets/ui/splash_bg.png" }, { key: "splash_bg", path: "assets/ui/splash_bg.png" },
{ key: "character_outline", path: "assets/ui/character_outline.png" } { key: "character_outline", path: "assets/ui/character_outline.png" },
{ key: "ceramic_dragon_head", path: "assets/sprites/items/ceramic_dragon_head.png" },
{ key: "PriestessNorth", path: "assets/sprites/priestess/PriestessNorth.png" },
{ key: "PriestessSouth", path: "assets/sprites/priestess/PriestessSouth.png" },
{ key: "PriestessEast", path: "assets/sprites/priestess/PriestessEast.png" },
{ key: "PriestessWest", path: "assets/sprites/priestess/PriestessWest.png" },
{ key: "mine_cart", path: "assets/sprites/items/mine_cart.png" },
{ key: "track_straight", path: "assets/sprites/items/track_straight.png" },
{ key: "track_corner", path: "assets/sprites/items/track_corner.png" },
{ key: "track_vertical", path: "assets/sprites/items/track_vertical.png" },
{ key: "track_switch", path: "assets/sprites/items/track_switch.png" }
] ]
}, },
animations: [ animations: [
@@ -175,7 +202,7 @@ export const GAME_CONFIG = {
{ key: "warrior-idle", textureKey: "warrior", frames: [0, 0, 0, 1, 0, 0, 1, 1], frameRate: 2, repeat: -1 }, { key: "warrior-idle", textureKey: "warrior", frames: [0, 0, 0, 1, 0, 0, 1, 1], frameRate: 2, repeat: -1 },
{ key: "warrior-run", textureKey: "warrior", frames: [2, 3, 4, 5, 6, 7], frameRate: 15, repeat: -1 }, { key: "warrior-run", textureKey: "warrior", frames: [2, 3, 4, 5, 6, 7], frameRate: 15, repeat: -1 },
{ key: "warrior-die", textureKey: "warrior", frames: [8, 9, 10, 11, 12], frameRate: 10, repeat: 0 }, { key: "warrior-die", textureKey: "warrior", frames: [8, 9, 10, 11, 12], frameRate: 10, repeat: 0 },
// Rat // Rat
{ key: "rat-idle", textureKey: "rat", frames: [0, 0, 0, 1], frameRate: 4, repeat: -1 }, { key: "rat-idle", textureKey: "rat", frames: [0, 0, 0, 1], frameRate: 4, repeat: -1 },
{ key: "rat-run", textureKey: "rat", frames: [6, 7, 8, 9, 10], frameRate: 10, repeat: -1 }, { key: "rat-run", textureKey: "rat", frames: [6, 7, 8, 9, 10], frameRate: 10, repeat: -1 },

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@@ -1,10 +1,12 @@
import type { import type {
ConsumableItem, ConsumableItem,
MeleeWeaponItem, MeleeWeaponItem,
RangedWeaponItem, RangedWeaponItem,
ArmourItem, ArmourItem,
AmmoItem AmmoItem,
CeramicDragonHeadItem
} from "../types"; } from "../types";
import { GAME_CONFIG } from "../config/GameConfig";
// ============================================================================= // =============================================================================
// Per-Type Template Lists (Immutable) // Per-Type Template Lists (Immutable)
@@ -100,28 +102,28 @@ export type ItemTemplateId = keyof typeof ALL_TEMPLATES;
// Factory Functions // Factory Functions
// ============================================================================= // =============================================================================
import { import {
ALL_VARIANTS, ALL_VARIANTS,
type ArmourVariantId, type ArmourVariantId,
type WeaponVariantId, type WeaponVariantId,
type ConsumableVariantId type ConsumableVariantId
} from "./ItemVariants"; } from "./ItemVariants";
export function createConsumable( export function createConsumable(
id: ConsumableId, id: ConsumableId,
quantity = 1, quantity = 1,
variant?: ConsumableVariantId variant?: ConsumableVariantId
): ConsumableItem { ): ConsumableItem {
const t = CONSUMABLES[id]; const t = CONSUMABLES[id];
const v = variant ? ALL_VARIANTS[variant] : null; const v = variant ? ALL_VARIANTS[variant] : null;
// Apply effect multiplier for consumables // Apply effect multiplier for consumables
const effectMult = v?.statModifiers.effectMultiplier ?? 1; const effectMult = v?.statModifiers.effectMultiplier ?? 1;
const baseHealAmount = "healAmount" in t ? t.healAmount : undefined; const baseHealAmount = "healAmount" in t ? t.healAmount : undefined;
const finalHealAmount = baseHealAmount ? Math.floor(baseHealAmount * effectMult) : undefined; const finalHealAmount = baseHealAmount ? Math.floor(baseHealAmount * effectMult) : undefined;
const name = v ? `${v.prefix} ${t.name}` : t.name; const name = v ? `${v.prefix} ${t.name}` : t.name;
return { return {
id, id,
name, name,
@@ -140,15 +142,15 @@ export function createConsumable(
} }
export function createRangedWeapon( export function createRangedWeapon(
id: RangedWeaponId, id: RangedWeaponId,
variant?: WeaponVariantId variant?: WeaponVariantId
): RangedWeaponItem { ): RangedWeaponItem {
const t = RANGED_WEAPONS[id]; const t = RANGED_WEAPONS[id];
const v = variant ? ALL_VARIANTS[variant] : null; const v = variant ? ALL_VARIANTS[variant] : null;
const name = v ? `${v.prefix} ${t.name}` : t.name; const name = v ? `${v.prefix} ${t.name}` : t.name;
const attackBonus = (v?.statModifiers as { attack?: number })?.attack ?? 0; const attackBonus = (v?.statModifiers as { attack?: number })?.attack ?? 0;
return { return {
id, id,
name, name,
@@ -176,10 +178,10 @@ export function createMeleeWeapon(
): MeleeWeaponItem { ): MeleeWeaponItem {
const t = MELEE_WEAPONS[id]; const t = MELEE_WEAPONS[id];
const v = variant ? ALL_VARIANTS[variant] : null; const v = variant ? ALL_VARIANTS[variant] : null;
const name = v ? `${v.prefix} ${t.name}` : t.name; const name = v ? `${v.prefix} ${t.name}` : t.name;
const attackBonus = (v?.statModifiers as { attack?: number })?.attack ?? 0; const attackBonus = (v?.statModifiers as { attack?: number })?.attack ?? 0;
return { return {
id, id,
name, name,
@@ -209,15 +211,15 @@ export function createAmmo(id: AmmoId, quantity = 10): AmmoItem {
} }
export function createArmour( export function createArmour(
id: ArmourId, id: ArmourId,
variant?: ArmourVariantId variant?: ArmourVariantId
): ArmourItem { ): ArmourItem {
const t = ARMOUR[id]; const t = ARMOUR[id];
const v = variant ? ALL_VARIANTS[variant] : null; const v = variant ? ALL_VARIANTS[variant] : null;
const name = v ? `${v.prefix} ${t.name}` : t.name; const name = v ? `${v.prefix} ${t.name}` : t.name;
const defenseBonus = v?.statModifiers.defense ?? 0; const defenseBonus = v?.statModifiers.defense ?? 0;
return { return {
id, id,
name, name,
@@ -244,6 +246,24 @@ export function createUpgradeScroll(quantity = 1): ConsumableItem {
}; };
} }
export function createCeramicDragonHead(): CeramicDragonHeadItem {
const config = GAME_CONFIG.gameplay.ceramicDragonHead;
return {
id: "ceramic_dragon_head",
name: "Ceramic Dragon Head",
type: "Weapon",
weaponType: "ceramic_dragon_head",
textureKey: "ceramic_dragon_head",
spriteIndex: 0,
charges: config.maxCharges,
maxCharges: config.maxCharges,
lastRechargeTurn: 0,
stats: {
attack: config.initialDamage,
range: config.range,
},
};
}
// Legacy export for backward compatibility during migration // Legacy export for backward compatibility during migration
export const ITEMS = ALL_TEMPLATES; export const ITEMS = ALL_TEMPLATES;

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@@ -8,9 +8,13 @@ export const TileType = {
EXIT: 8, EXIT: 8,
WATER: 63, // Unused but kept for safety/legacy WATER: 63, // Unused but kept for safety/legacy
DOOR_CLOSED: 5, DOOR_CLOSED: 5,
DOOR_OPEN: 6 DOOR_OPEN: 6,
TRACK: 30, // Restored to 30 to fix duplicate key error
SWITCH_OFF: 31,
SWITCH_ON: 32
} as const; } as const;
export type TileType = typeof TileType[keyof typeof TileType]; export type TileType = typeof TileType[keyof typeof TileType];
export interface TileBehavior { export interface TileBehavior {
@@ -32,9 +36,13 @@ export const TILE_DEFINITIONS: Record<number, TileBehavior> = {
[TileType.EXIT]: { id: TileType.EXIT, isBlocking: false, isDestructible: false }, [TileType.EXIT]: { id: TileType.EXIT, isBlocking: false, isDestructible: false },
[TileType.WATER]: { id: TileType.WATER, isBlocking: true, isDestructible: false }, [TileType.WATER]: { id: TileType.WATER, isBlocking: true, isDestructible: false },
[TileType.DOOR_CLOSED]: { id: TileType.DOOR_CLOSED, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: true, destructsTo: TileType.DOOR_OPEN }, [TileType.DOOR_CLOSED]: { id: TileType.DOOR_CLOSED, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: true, destructsTo: TileType.DOOR_OPEN },
[TileType.DOOR_OPEN]: { id: TileType.DOOR_OPEN, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: false, destructsTo: TileType.DOOR_CLOSED } [TileType.DOOR_OPEN]: { id: TileType.DOOR_OPEN, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: false, destructsTo: TileType.DOOR_CLOSED },
[TileType.TRACK]: { id: TileType.TRACK, isBlocking: false, isDestructible: false },
[TileType.SWITCH_OFF]: { id: TileType.SWITCH_OFF, isBlocking: true, isDestructible: false },
[TileType.SWITCH_ON]: { id: TileType.SWITCH_ON, isBlocking: true, isDestructible: false }
}; };
export function isBlocking(tile: number): boolean { export function isBlocking(tile: number): boolean {
const def = TILE_DEFINITIONS[tile]; const def = TILE_DEFINITIONS[tile];
return def ? def.isBlocking : false; return def ? def.isBlocking : false;

View File

@@ -27,7 +27,8 @@ export type SimEvent =
| { type: "orb-spawned"; orbId: EntityId; x: number; y: number } | { type: "orb-spawned"; orbId: EntityId; x: number; y: number }
| { type: "leveled-up"; actorId: EntityId; level: number; x: number; y: number } | { type: "leveled-up"; actorId: EntityId; level: number; x: number; y: number }
| { type: "enemy-alerted"; enemyId: EntityId; x: number; y: number } | { type: "enemy-alerted"; enemyId: EntityId; x: number; y: number }
| { type: "move-blocked"; actorId: EntityId; x: number; y: number }; | { type: "move-blocked"; actorId: EntityId; x: number; y: number }
| { type: "mission-complete" };
export type Stats = { export type Stats = {
@@ -64,16 +65,16 @@ export type Stats = {
}; };
export type ItemType = export type ItemType =
| "Weapon" | "Weapon"
| "Offhand" | "Offhand"
| "BodyArmour" | "BodyArmour"
| "Helmet" | "Helmet"
| "Gloves" | "Gloves"
| "Boots" | "Boots"
| "Amulet" | "Amulet"
| "Ring" | "Ring"
| "Belt" | "Belt"
| "Currency" | "Currency"
| "Consumable" | "Consumable"
| "Ammo"; | "Ammo";
@@ -93,7 +94,7 @@ export interface MeleeWeaponItem extends BaseItem {
type: "Weapon"; type: "Weapon";
weaponType: "melee"; weaponType: "melee";
stats: { stats: {
attack: number; attack: number;
}; };
} }
@@ -103,29 +104,42 @@ export interface RangedWeaponItem extends BaseItem {
currentAmmo: number; // Runtime state - moved to top level for easier access currentAmmo: number; // Runtime state - moved to top level for easier access
reloadingTurnsLeft: number; reloadingTurnsLeft: number;
stats: { stats: {
attack: number; attack: number;
range: number; range: number;
magazineSize: number; magazineSize: number;
ammoType: string; ammoType: string;
projectileSpeed: number; projectileSpeed: number;
fireSound?: string; fireSound?: string;
}; };
} }
export type WeaponItem = MeleeWeaponItem | RangedWeaponItem; export interface CeramicDragonHeadItem extends BaseItem {
type: "Weapon";
weaponType: "ceramic_dragon_head";
charges: number;
maxCharges: number;
lastRechargeTurn: number;
stats: {
attack: number;
range: number;
};
}
export type WeaponItem = MeleeWeaponItem | RangedWeaponItem | CeramicDragonHeadItem;
export interface ArmourItem extends BaseItem { export interface ArmourItem extends BaseItem {
type: "BodyArmour" | "Helmet" | "Gloves" | "Boots"; type: "BodyArmour" | "Helmet" | "Gloves" | "Boots";
stats: { stats: {
defense: number; defense: number;
}; };
} }
export interface ConsumableItem extends BaseItem { export interface ConsumableItem extends BaseItem {
type: "Consumable"; type: "Consumable";
stats?: { stats?: {
hp?: number; hp?: number;
attack?: number; attack?: number;
}; };
throwable?: boolean; throwable?: boolean;
} }
@@ -163,6 +177,8 @@ export type Inventory = {
export type RunState = { export type RunState = {
stats: Stats; stats: Stats;
inventory: Inventory; inventory: Inventory;
seed: number;
lastReloadableWeaponId?: string | null;
}; };
export interface BaseActor { export interface BaseActor {
@@ -179,12 +195,12 @@ export interface CombatantActor extends BaseActor {
stats: Stats; stats: Stats;
inventory?: Inventory; inventory?: Inventory;
equipment?: Equipment; equipment?: Equipment;
// Enemy AI state // Enemy AI state
aiState?: EnemyAIState; aiState?: EnemyAIState;
alertedAt?: number; alertedAt?: number;
lastKnownPlayerPos?: Vec2; lastKnownPlayerPos?: Vec2;
// Turn scheduling // Turn scheduling
energy: number; energy: number;
} }
@@ -196,9 +212,9 @@ export interface CollectibleActor extends BaseActor {
} }
export interface ItemDropActor extends BaseActor { export interface ItemDropActor extends BaseActor {
category: "item_drop"; category: "item_drop";
// type: string; // "health_potion", etc. or reuse Item // type: string; // "health_potion", etc. or reuse Item
item: Item; item: Item;
} }
export type Actor = CombatantActor | CollectibleActor | ItemDropActor; export type Actor = CombatantActor | CollectibleActor | ItemDropActor;
@@ -208,6 +224,7 @@ export type World = {
height: number; height: number;
tiles: Tile[]; tiles: Tile[];
exit: Vec2; exit: Vec2;
trackPath: Vec2[];
}; };
export interface UIUpdatePayload { export interface UIUpdatePayload {
@@ -216,6 +233,6 @@ export interface UIUpdatePayload {
player: CombatantActor | null; // Added for ECS Access player: CombatantActor | null; // Added for ECS Access
floorIndex: number; floorIndex: number;
uiState: { uiState: {
targetingItemId: string | null; targetingItemId: string | null;
}; };
} }

View File

@@ -0,0 +1,126 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { applyAction } from '../simulation/simulation';
import { type World, type Actor, type EntityId } from '../../core/types';
import { EntityAccessor } from '../EntityAccessor';
import { ECSWorld } from '../ecs/World';
import { TileType } from '../../core/terrain';
const createTestWorld = (): World => {
return {
width: 10,
height: 10,
tiles: new Array(100).fill(TileType.EMPTY),
exit: { x: 9, y: 9 },
trackPath: []
};
};
describe('Multi-step Door Walkthrough Bug', () => {
let ecsWorld: ECSWorld;
let world: World;
beforeEach(() => {
ecsWorld = new ECSWorld();
world = createTestWorld();
});
it('door should close after player walks through and moves away', () => {
const playerId = 1 as EntityId;
const player: Actor = {
id: playerId, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: { hp: 10, maxHp: 10 } as any, energy: 0
} as any;
ecsWorld.addComponent(playerId, "position", player.pos);
ecsWorld.addComponent(playerId, "player", {});
ecsWorld.addComponent(playerId, "stats", { hp: 10, maxHp: 10 } as any);
ecsWorld.addComponent(playerId, "actorType", { type: "player" });
ecsWorld.addComponent(playerId, "energy", { current: 0, speed: 100 });
const accessor = new EntityAccessor(world, playerId, ecsWorld);
// Place a closed door at (4,3)
const doorIdx = 3 * 10 + 4;
world.tiles[doorIdx] = TileType.DOOR_CLOSED;
// 1. Move onto the door
console.log("Step 1: Moving onto door at (4,3)");
applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
expect(player.pos).toEqual({ x: 4, y: 3 });
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
// 2. Move off the door to (5,3)
console.log("Step 2: Moving off door to (5,3)");
applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
expect(player.pos).toEqual({ x: 5, y: 3 });
// This is where it's reported to stay open sometimes
console.log("Door tile state after Step 2:", world.tiles[doorIdx]);
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_CLOSED);
// 3. Move further away to (6,3)
console.log("Step 3: Moving further away to (6,3)");
applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
expect(player.pos).toEqual({ x: 6, y: 3 });
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_CLOSED);
});
it('door should close after player walks through it diagonally', () => {
const playerId = 1 as EntityId;
const player: Actor = {
id: playerId, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: { hp: 10, maxHp: 10 } as any, energy: 0
} as any;
ecsWorld.addComponent(playerId, "position", player.pos);
ecsWorld.addComponent(playerId, "player", {});
ecsWorld.addComponent(playerId, "stats", { hp: 10, maxHp: 10 } as any);
ecsWorld.addComponent(playerId, "actorType", { type: "player" });
ecsWorld.addComponent(playerId, "energy", { current: 0, speed: 100 });
const accessor = new EntityAccessor(world, playerId, ecsWorld);
// Place a closed door at (4,4)
const doorIdx = 4 * 10 + 4;
world.tiles[doorIdx] = TileType.DOOR_CLOSED;
// 1. Move onto the door diagonally
applyAction(world, playerId, { type: "move", dx: 1, dy: 1 }, accessor);
expect(player.pos).toEqual({ x: 4, y: 4 });
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
// 2. Move off the door diagonally to (5,5)
applyAction(world, playerId, { type: "move", dx: 1, dy: 1 }, accessor);
expect(player.pos).toEqual({ x: 5, y: 5 });
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_CLOSED);
});
it('door should stay open while player is standing on it (wait action)', () => {
const playerId = 1 as EntityId;
const player: Actor = {
id: playerId, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: { hp: 10, maxHp: 10 } as any, energy: 0
} as any;
ecsWorld.addComponent(playerId, "position", player.pos);
ecsWorld.addComponent(playerId, "player", {});
ecsWorld.addComponent(playerId, "stats", { hp: 10, maxHp: 10 } as any);
ecsWorld.addComponent(playerId, "actorType", { type: "player" });
ecsWorld.addComponent(playerId, "energy", { current: 0, speed: 100 });
const accessor = new EntityAccessor(world, playerId, ecsWorld);
// Place a closed door at (4,3)
const doorIdx = 3 * 10 + 4;
world.tiles[doorIdx] = TileType.DOOR_CLOSED;
// 1. Move onto the door
applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
expect(player.pos).toEqual({ x: 4, y: 3 });
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
// 2. Wait on the door
applyAction(world, playerId, { type: "wait" }, accessor);
expect(player.pos).toEqual({ x: 4, y: 3 });
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
});
});

View File

@@ -10,6 +10,7 @@ function createMockWorld(): World {
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 }, exit: { x: 9, y: 9 },
trackPath: []
}; };
} }
@@ -93,21 +94,21 @@ describe("EntityAccessor", () => {
function syncActor(actor: Actor) { function syncActor(actor: Actor) {
ecsWorld.addComponent(actor.id, "position", actor.pos); ecsWorld.addComponent(actor.id, "position", actor.pos);
ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() }); ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") { if (actor.category === "combatant") {
const c = actor as CombatantActor; const c = actor as CombatantActor;
ecsWorld.addComponent(actor.id, "stats", c.stats); ecsWorld.addComponent(actor.id, "stats", c.stats);
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed }); ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed });
ecsWorld.addComponent(actor.id, "actorType", { type: c.type }); ecsWorld.addComponent(actor.id, "actorType", { type: c.type });
if (c.isPlayer) { if (c.isPlayer) {
ecsWorld.addComponent(actor.id, "player", {}); ecsWorld.addComponent(actor.id, "player", {});
} else { } else {
ecsWorld.addComponent(actor.id, "ai", { state: "wandering" }); ecsWorld.addComponent(actor.id, "ai", { state: "wandering" });
} }
} else if (actor.category === "collectible") { } else if (actor.category === "collectible") {
ecsWorld.addComponent(actor.id, "collectible", { type: "exp_orb", amount: (actor as CollectibleActor).expAmount }); ecsWorld.addComponent(actor.id, "collectible", { type: "exp_orb", amount: (actor as CollectibleActor).expAmount });
} else if (actor.category === "item_drop") { } else if (actor.category === "item_drop") {
ecsWorld.addComponent(actor.id, "groundItem", { item: (actor as ItemDropActor).item }); ecsWorld.addComponent(actor.id, "groundItem", { item: (actor as ItemDropActor).item });
} }
} }
@@ -129,7 +130,7 @@ describe("EntityAccessor", () => {
const pos = accessor.getPlayerPos(); const pos = accessor.getPlayerPos();
expect(pos).toEqual({ x: 3, y: 4 }); expect(pos).toEqual({ x: 3, y: 4 });
// Verify it's a copy // Verify it's a copy
if (pos) { if (pos) {
pos.x = 99; pos.x = 99;
@@ -253,11 +254,11 @@ describe("EntityAccessor", () => {
describe("updateWorld", () => { describe("updateWorld", () => {
it("updates references correctly", () => { it("updates references correctly", () => {
syncActor(createPlayer(PLAYER_ID, 1, 1)); syncActor(createPlayer(PLAYER_ID, 1, 1));
const newWorld = createMockWorld(); const newWorld = createMockWorld();
const newEcsWorld = new ECSWorld(); const newEcsWorld = new ECSWorld();
const newPlayerId = 10; const newPlayerId = 10;
const newPlayer = createPlayer(newPlayerId, 8, 8); const newPlayer = createPlayer(newPlayerId, 8, 8);
// Manually add to newEcsWorld // Manually add to newEcsWorld
newEcsWorld.addComponent(newPlayer.id, "position", newPlayer.pos); newEcsWorld.addComponent(newPlayer.id, "position", newPlayer.pos);
@@ -266,7 +267,7 @@ describe("EntityAccessor", () => {
newEcsWorld.addComponent(newPlayer.id, "player", {}); newEcsWorld.addComponent(newPlayer.id, "player", {});
accessor.updateWorld(newWorld, newPlayerId as EntityId, newEcsWorld); accessor.updateWorld(newWorld, newPlayerId as EntityId, newEcsWorld);
const player = accessor.getPlayer(); const player = accessor.getPlayer();
expect(player?.id).toBe(newPlayerId); expect(player?.id).toBe(newPlayerId);
expect(player?.pos).toEqual({ x: 8, y: 8 }); expect(player?.pos).toEqual({ x: 8, y: 8 });

View File

@@ -10,10 +10,11 @@ const createTestWorld = (): World => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(TileType.EMPTY), tiles: new Array(100).fill(TileType.EMPTY),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
}; };
const createTestStats = (overrides: Partial<any> = {}) => ({ const createTestStats = (overrides: Partial<any> = {}) => ({
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [], statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
@@ -43,7 +44,7 @@ describe('AI Behavior & Scheduling', () => {
if (c.isPlayer) { if (c.isPlayer) {
ecsWorld.addComponent(actor.id, "player", {}); ecsWorld.addComponent(actor.id, "player", {});
} else { } else {
ecsWorld.addComponent(actor.id, "ai", { ecsWorld.addComponent(actor.id, "ai", {
state: c.aiState || "wandering", state: c.aiState || "wandering",
alertedAt: c.alertedAt, alertedAt: c.alertedAt,
lastKnownPlayerPos: c.lastKnownPlayerPos lastKnownPlayerPos: c.lastKnownPlayerPos
@@ -61,33 +62,33 @@ describe('AI Behavior & Scheduling', () => {
it("should allow slower actors to act eventually", () => { it("should allow slower actors to act eventually", () => {
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
// Player Speed 100 // Player Speed 100
const player = { const player = {
id: 1 as EntityId, 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 as EntityId, 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 as EntityId, player); actors.set(1 as EntityId, player);
actors.set(2 as EntityId, rat); actors.set(2 as EntityId, rat);
const world = createTestWorld(); const world = createTestWorld();
syncToECS(actors); syncToECS(actors);
accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld); accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
let ratMoves = 0; let ratMoves = 0;
// Simulate 20 player turns // Simulate 20 player turns
for (let i = 0; i < 20; i++) { for (let i = 0; i < 20; i++) {
const result = stepUntilPlayerTurn(world, 1 as EntityId, accessor); 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)
); );
if (enemyActs.length > 0) ratMoves++; if (enemyActs.length > 0) ratMoves++;
} }
expect(ratMoves).toBeGreaterThan(0); expect(ratMoves).toBeGreaterThan(0);
@@ -107,20 +108,20 @@ 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 as EntityId, { id: 1 as EntityId, 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 as EntityId, { actors.set(2 as EntityId, {
id: 2 as EntityId, 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(); const world = createTestWorld();
world.tiles[0] = type; world.tiles[0] = type;
syncToECS(actors); syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld); 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, testAccessor.getCombatant(2 as EntityId) as any, testAccessor.getCombatant(1 as EntityId) as any, testAccessor); decideEnemyAction(world, testAccessor.getCombatant(2 as EntityId) as any, testAccessor.getCombatant(1 as EntityId) as any, testAccessor);
const updatedRat = testAccessor.getCombatant(2 as EntityId); const updatedRat = testAccessor.getCombatant(2 as EntityId);
expect(updatedRat?.aiState).toBe("alerted"); expect(updatedRat?.aiState).toBe("alerted");
}); });
@@ -132,56 +133,56 @@ describe('AI Behavior & Scheduling', () => {
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
describe('AI Aggression State Machine', () => { describe('AI Aggression State Machine', () => {
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 as EntityId, 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 as EntityId, 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 as EntityId, player); actors.set(1 as EntityId, player);
actors.set(2 as EntityId, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(); const world = createTestWorld();
syncToECS(actors); syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld); const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, testAccessor); applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, testAccessor);
const updatedEnemy = testAccessor.getCombatant(2 as EntityId); 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 as EntityId, 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 as EntityId, id: 2 as EntityId,
category: "combatant", category: "combatant",
isPlayer: false, isPlayer: false,
pos: { x: 0, y: 0 }, pos: { x: 0, y: 0 },
stats: createTestStats(), stats: createTestStats(),
aiState: "alerted", aiState: "alerted",
alertedAt: Date.now() - 2000, // Alerted 2 seconds ago alertedAt: Date.now() - 2000, // Alerted 2 seconds ago
lastKnownPlayerPos: { x: 9, y: 9 }, // Known position lastKnownPlayerPos: { x: 9, y: 9 }, // Known position
energy: 0 energy: 0
} as any; } as any;
actors.set(1 as EntityId, player); actors.set(1 as EntityId, player);
actors.set(2 as EntityId, enemy); actors.set(2 as EntityId, enemy);
const world = createTestWorld(); 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); syncToECS(actors);
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld); const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
const rat = testAccessor.getCombatant(2 as EntityId)!; const rat = testAccessor.getCombatant(2 as EntityId)!;
decideEnemyAction(world, rat, testAccessor.getPlayer()!, testAccessor); 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(rat.aiState).toBe("searching"); expect(rat.aiState).toBe("searching");
}); });
}); });
}); });

View File

@@ -7,11 +7,11 @@ import { ECSWorld } from "../ecs/World";
describe("CombatLogic - getClosestVisibleEnemy", () => { describe("CombatLogic - getClosestVisibleEnemy", () => {
let ecsWorld: ECSWorld; let ecsWorld: ECSWorld;
beforeEach(() => { beforeEach(() => {
ecsWorld = new ECSWorld(); ecsWorld = new ECSWorld();
}); });
// Helper to create valid default stats for testing // Helper to create valid default stats for testing
const createMockStats = () => ({ const createMockStats = () => ({
hp: 10, maxHp: 10, attack: 1, defense: 0, hp: 10, maxHp: 10, attack: 1, defense: 0,
@@ -28,7 +28,8 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
@@ -70,7 +71,8 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();
@@ -123,7 +125,8 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
const actors = new Map<EntityId, Actor>(); const actors = new Map<EntityId, Actor>();

View File

@@ -11,36 +11,36 @@ describe('World Generator', () => {
describe('generateWorld', () => { describe('generateWorld', () => {
it('should generate a world with correct dimensions', () => { it('should generate a world with correct dimensions', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world } = generateWorld(1, runState); const { world } = generateWorld(1, runState);
expect(world.width).toBe(60); expect(world.width).toBe(120);
expect(world.height).toBe(40); expect(world.height).toBe(80);
expect(world.tiles.length).toBe(60 * 40); expect(world.tiles.length).toBe(120 * 80);
}); });
it('should place player actor', () => { it('should place player actor', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId, ecsWorld } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld); const accessor = new EntityAccessor(world, playerId, ecsWorld);
expect(playerId).toBeGreaterThan(0); expect(playerId).toBeGreaterThan(0);
const player = accessor.getPlayer(); const player = accessor.getPlayer();
expect(player).toBeDefined(); expect(player).toBeDefined();
@@ -53,36 +53,36 @@ describe('World Generator', () => {
it('should create walkable rooms', () => { it('should create walkable rooms', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId, ecsWorld } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld); const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!; 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);
}); });
it('should place exit in valid location', () => { it('should place exit in valid location', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world } = generateWorld(1, runState); const { world } = generateWorld(1, runState);
expect(inBounds(world, world.exit.x, world.exit.y)).toBe(true); expect(inBounds(world, world.exit.x, world.exit.y)).toBe(true);
// Exit should be on a floor tile // Exit should be on a floor tile
expect(isWall(world, world.exit.x, world.exit.y)).toBe(false); expect(isWall(world, world.exit.x, world.exit.y)).toBe(false);
@@ -90,21 +90,21 @@ describe('World Generator', () => {
it('should create enemies', () => { it('should create enemies', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId, ecsWorld } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld); const accessor = new EntityAccessor(world, playerId, ecsWorld);
const enemies = accessor.getEnemies(); const enemies = accessor.getEnemies();
expect(enemies.length).toBeGreaterThan(0); expect(enemies.length).toBeGreaterThan(0);
// Enemies should have stats // Enemies should have stats
enemies.forEach(enemy => { enemies.forEach(enemy => {
expect(enemy.stats).toBeDefined(); expect(enemy.stats).toBeDefined();
@@ -115,25 +115,25 @@ describe('World Generator', () => {
it('should generate deterministic maps for same level', () => { it('should generate deterministic maps for same level', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world: world1, playerId: player1, ecsWorld: ecs1 } = generateWorld(1, runState); const { world: world1, playerId: player1, ecsWorld: ecs1 } = generateWorld(1, runState);
const { world: world2, playerId: player2, ecsWorld: ecs2 } = 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 accessor1 = new EntityAccessor(world1, player1, ecs1); const accessor1 = new EntityAccessor(world1, player1, ecs1);
const accessor2 = new EntityAccessor(world2, player2, ecs2); const accessor2 = new EntityAccessor(world2, player2, ecs2);
const player1Pos = accessor1.getPlayer()!.pos; const player1Pos = accessor1.getPlayer()!.pos;
const player2Pos = accessor2.getPlayer()!.pos; const player2Pos = accessor2.getPlayer()!.pos;
expect(player1Pos).toEqual(player2Pos); expect(player1Pos).toEqual(player2Pos);
@@ -141,45 +141,45 @@ describe('World Generator', () => {
it('should generate different maps for different levels', () => { it('should generate different maps for different levels', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world: world1 } = generateWorld(1, runState); const { world: world1 } = generateWorld(1, runState);
const { world: world2 } = generateWorld(2, runState); const { world: world2 } = generateWorld(2, runState);
// Different levels should have different layouts // Different levels should have different layouts
expect(world1.tiles).not.toEqual(world2.tiles); expect(world1.tiles).not.toEqual(world2.tiles);
}); });
it('should scale enemy difficulty with level', () => { it('should scale enemy difficulty with level', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world: world1, playerId: p1, ecsWorld: ecs1 } = generateWorld(1, runState); const { world: world1, playerId: p1, ecsWorld: ecs1 } = generateWorld(1, runState);
const { world: world5, playerId: p5, ecsWorld: ecs5 } = generateWorld(5, runState); const { world: world5, playerId: p5, ecsWorld: ecs5 } = generateWorld(5, runState);
const accessor1 = new EntityAccessor(world1, p1, ecs1); const accessor1 = new EntityAccessor(world1, p1, ecs1);
const accessor5 = new EntityAccessor(world5, p5, ecs5); const accessor5 = new EntityAccessor(world5, p5, ecs5);
const enemies1 = accessor1.getEnemies(); const enemies1 = accessor1.getEnemies();
const enemies5 = accessor5.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);
// Higher level enemies should have higher stats // Higher level enemies should have higher stats
const avgHp1 = enemies1.reduce((sum, e) => sum + (e.stats.hp || 0), 0) / enemies1.length; const avgHp1 = enemies1.reduce((sum, e) => sum + (e.stats.hp || 0), 0) / enemies1.length;
const avgHp5 = enemies5.reduce((sum, e) => sum + (e.stats.hp || 0), 0) / enemies5.length; const avgHp5 = enemies5.reduce((sum, e) => sum + (e.stats.hp || 0), 0) / enemies5.length;
@@ -187,11 +187,11 @@ describe('World Generator', () => {
}); });
it('should generate doors on dungeon floors', () => { it('should generate doors on dungeon floors', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
@@ -205,17 +205,17 @@ describe('World Generator', () => {
break; break;
} }
} }
expect(foundDoor).toBe(true); expect(foundDoor).toBe(true);
}); });
it('should ensure player spawns on safe tile (not grass)', () => { it('should ensure player spawns on safe tile (not grass)', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
@@ -225,7 +225,7 @@ describe('World Generator', () => {
const { world, playerId, ecsWorld } = generateWorld(1, runState); const { world, playerId, ecsWorld } = generateWorld(1, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld); const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!; 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;
const tile = world.tiles[tileIdx]; const tile = world.tiles[tileIdx];
@@ -240,7 +240,7 @@ describe('World Generator', () => {
describe('Cave Generation (Floors 10+)', () => { describe('Cave Generation (Floors 10+)', () => {
it('should generate cellular automata style maps', () => { it('should generate cellular automata style maps', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
@@ -250,17 +250,17 @@ describe('World Generator', () => {
}; };
const { world } = generateWorld(10, runState); const { world } = generateWorld(10, runState);
// Basic validity checks // Basic validity checks
expect(world.width).toBe(60); expect(world.width).toBe(120);
expect(world.height).toBe(40); expect(world.height).toBe(80);
expect(world.tiles.some(t => t === TileType.EMPTY)).toBe(true); expect(world.tiles.some(t => t === TileType.EMPTY)).toBe(true);
expect(world.tiles.some(t => t === TileType.WALL)).toBe(true); expect(world.tiles.some(t => t === TileType.WALL)).toBe(true);
}); });
it('should place enemies in caves', () => { it('should place enemies in caves', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
@@ -277,7 +277,7 @@ describe('World Generator', () => {
it('should ensure the map is connected (Player can reach Exit)', () => { it('should ensure the map is connected (Player can reach Exit)', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
@@ -301,26 +301,26 @@ describe('World Generator', () => {
pathfinder.compute(player.pos.x, player.pos.y, (x, y) => { pathfinder.compute(player.pos.x, player.pos.y, (x, y) => {
path.push([x, y]); path.push([x, y]);
}); });
expect(path.length).toBeGreaterThan(0); expect(path.length).toBeGreaterThan(0);
} }
}); });
it('should verify safe spawn logic on caves', () => { it('should verify safe spawn logic on caves', () => {
const runState = { const runState = {
stats: { stats: {
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20, maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0, critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
passiveNodes: [] passiveNodes: []
}, },
inventory: { gold: 0, items: [] } inventory: { gold: 0, items: [] }
}; };
const { world, playerId, ecsWorld } = generateWorld(12, runState); const { world, playerId, ecsWorld } = generateWorld(12, runState);
const accessor = new EntityAccessor(world, playerId, ecsWorld); const accessor = new EntityAccessor(world, playerId, ecsWorld);
const player = accessor.getPlayer()!; 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

@@ -11,15 +11,16 @@ describe('Pathfinding', () => {
width, width,
height, height,
tiles: new Array(width * height).fill(tileType), tiles: new Array(width * height).fill(tileType),
exit: { x: 0, y: 0 } exit: { x: 0, y: 0 },
trackPath: []
}); });
it('should find a path between two reachable points', () => { it('should find a path between two reachable points', () => {
const world = createTestWorld(10, 10); const world = createTestWorld(10, 10);
const seen = new Uint8Array(100).fill(1); const seen = new Uint8Array(100).fill(1);
const path = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }); const path = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 });
expect(path.length).toBe(4); // 0,0 -> 0,1 -> 0,2 -> 0,3 expect(path.length).toBe(4); // 0,0 -> 0,1 -> 0,2 -> 0,3
expect(path[0]).toEqual({ x: 0, y: 0 }); expect(path[0]).toEqual({ x: 0, y: 0 });
expect(path[3]).toEqual({ x: 0, y: 3 }); expect(path[3]).toEqual({ x: 0, y: 3 });
@@ -29,36 +30,36 @@ describe('Pathfinding', () => {
const world = createTestWorld(10, 10); const world = createTestWorld(10, 10);
world.tiles[30] = TileType.WALL; // Wall at 0,3 world.tiles[30] = TileType.WALL; // Wall at 0,3
const seen = new Uint8Array(100).fill(1); const seen = new Uint8Array(100).fill(1);
const path = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }); const path = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 });
expect(path).toEqual([]); expect(path).toEqual([]);
}); });
it('should return empty array if no path exists', () => { it('should return empty array if no path exists', () => {
const world = createTestWorld(10, 10); const world = createTestWorld(10, 10);
// Create a wall blockage // Create a wall blockage
for(let x=0; x<10; x++) world.tiles[10 + x] = TileType.WALL; for (let x = 0; x < 10; x++) world.tiles[10 + x] = TileType.WALL;
const seen = new Uint8Array(100).fill(1); const seen = new Uint8Array(100).fill(1);
const path = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 5 }); const path = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 5 });
expect(path).toEqual([]); expect(path).toEqual([]);
}); });
it('should respect ignoreBlockedTarget option', () => { it('should respect ignoreBlockedTarget option', () => {
const world = createTestWorld(10, 10); const world = createTestWorld(10, 10);
const ecsWorld = new ECSWorld(); const ecsWorld = new ECSWorld();
// Place an actor at target // Place an actor at target
ecsWorld.addComponent(1 as EntityId, "position", { x: 0, y: 3 }); ecsWorld.addComponent(1 as EntityId, "position", { x: 0, y: 3 });
ecsWorld.addComponent(1 as EntityId, "actorType", { type: "rat" }); ecsWorld.addComponent(1 as EntityId, "actorType", { type: "rat" });
ecsWorld.addComponent(1 as EntityId, "stats", { hp: 10 } as any); 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); const accessor = new EntityAccessor(world, 0 as EntityId, ecsWorld);
// With accessor, it should be blocked // With accessor, it should be blocked
const pathBlocked = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { accessor }); const pathBlocked = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { accessor });
expect(pathBlocked).toEqual([]); expect(pathBlocked).toEqual([]);
@@ -72,11 +73,11 @@ describe('Pathfinding', () => {
it('should respect ignoreSeen option', () => { it('should respect ignoreSeen option', () => {
const world = createTestWorld(10, 10); const world = createTestWorld(10, 10);
const seen = new Uint8Array(100).fill(0); // Nothing seen const seen = new Uint8Array(100).fill(0); // Nothing seen
// Without ignoreSeen, should fail because target/path is unseen // Without ignoreSeen, should fail because target/path is unseen
const pathUnseen = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }); const pathUnseen = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 });
expect(pathUnseen).toEqual([]); expect(pathUnseen).toEqual([]);
// With ignoreSeen, should succeed // With ignoreSeen, should succeed
const pathSeenIgnored = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { ignoreSeen: true }); const pathSeenIgnored = findPathAStar(world, seen, { x: 0, y: 0 }, { x: 0, y: 3 }, { ignoreSeen: true });
expect(pathSeenIgnored.length).toBe(4); expect(pathSeenIgnored.length).toBe(4);

File diff suppressed because it is too large Load Diff

View File

@@ -10,7 +10,8 @@ const createTestWorld = (): World => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), // 0 = Floor tiles: new Array(100).fill(0), // 0 = Floor
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
}; };

View File

@@ -1,5 +1,5 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from 'vitest';
import { idx, inBounds, isWall, isBlocked, tryDestructTile, isPlayerOnExit } from '../world/world-logic'; import { idx, inBounds, isWall, isBlocked, tryDestructTile } from '../world/world-logic';
import { type World, type Tile } from '../../core/types'; import { type World, type Tile } from '../../core/types';
import { TileType } from '../../core/terrain'; import { TileType } from '../../core/terrain';
@@ -9,13 +9,14 @@ describe('World Utilities', () => {
width, width,
height, height,
tiles, tiles,
exit: { x: 0, y: 0 } exit: { x: 0, y: 0 },
trackPath: []
}); });
describe('idx', () => { describe('idx', () => {
it('should calculate correct index for 2D coordinates', () => { it('should calculate correct index for 2D coordinates', () => {
const world = createTestWorld(10, 10, []); const world = createTestWorld(10, 10, []);
expect(idx(world, 0, 0)).toBe(0); expect(idx(world, 0, 0)).toBe(0);
expect(idx(world, 5, 0)).toBe(5); expect(idx(world, 5, 0)).toBe(5);
expect(idx(world, 0, 1)).toBe(10); expect(idx(world, 0, 1)).toBe(10);
@@ -26,7 +27,7 @@ describe('World Utilities', () => {
describe('inBounds', () => { describe('inBounds', () => {
it('should return true for coordinates within bounds', () => { it('should return true for coordinates within bounds', () => {
const world = createTestWorld(10, 10, []); const world = createTestWorld(10, 10, []);
expect(inBounds(world, 0, 0)).toBe(true); expect(inBounds(world, 0, 0)).toBe(true);
expect(inBounds(world, 5, 5)).toBe(true); expect(inBounds(world, 5, 5)).toBe(true);
expect(inBounds(world, 9, 9)).toBe(true); expect(inBounds(world, 9, 9)).toBe(true);
@@ -34,7 +35,7 @@ describe('World Utilities', () => {
it('should return false for coordinates outside bounds', () => { it('should return false for coordinates outside bounds', () => {
const world = createTestWorld(10, 10, []); const world = createTestWorld(10, 10, []);
expect(inBounds(world, -1, 0)).toBe(false); expect(inBounds(world, -1, 0)).toBe(false);
expect(inBounds(world, 0, -1)).toBe(false); expect(inBounds(world, 0, -1)).toBe(false);
expect(inBounds(world, 10, 0)).toBe(false); expect(inBounds(world, 10, 0)).toBe(false);
@@ -49,9 +50,9 @@ describe('World Utilities', () => {
tiles[0] = TileType.WALL; // wall at 0,0 tiles[0] = TileType.WALL; // wall at 0,0
tiles[55] = TileType.WALL; // wall at 5,5 tiles[55] = TileType.WALL; // wall at 5,5
const world = createTestWorld(10, 10, tiles); const world = createTestWorld(10, 10, tiles);
expect(isWall(world, 0, 0)).toBe(true); expect(isWall(world, 0, 0)).toBe(true);
expect(isWall(world, 5, 5)).toBe(true); expect(isWall(world, 5, 5)).toBe(true);
}); });
@@ -59,7 +60,7 @@ describe('World Utilities', () => {
it('should return false for floor tiles', () => { it('should return false for floor tiles', () => {
const tiles: Tile[] = new Array(100).fill(TileType.EMPTY); const tiles: Tile[] = new Array(100).fill(TileType.EMPTY);
const world = createTestWorld(10, 10, tiles); const world = createTestWorld(10, 10, tiles);
expect(isWall(world, 3, 3)).toBe(false); expect(isWall(world, 3, 3)).toBe(false);
expect(isWall(world, 7, 7)).toBe(false); expect(isWall(world, 7, 7)).toBe(false);
@@ -67,7 +68,7 @@ describe('World Utilities', () => {
it('should return false for out of bounds coordinates', () => { it('should return false for out of bounds coordinates', () => {
const world = createTestWorld(10, 10, new Array(100).fill(0)); const world = createTestWorld(10, 10, new Array(100).fill(0));
expect(isWall(world, -1, 0)).toBe(false); expect(isWall(world, -1, 0)).toBe(false);
expect(isWall(world, 10, 10)).toBe(false); expect(isWall(world, 10, 10)).toBe(false);
}); });
@@ -78,7 +79,7 @@ describe('World Utilities', () => {
const tiles: Tile[] = new Array(100).fill(TileType.EMPTY); const tiles: Tile[] = new Array(100).fill(TileType.EMPTY);
tiles[55] = TileType.WALL; // wall at 5,5 tiles[55] = TileType.WALL; // wall at 5,5
const world = createTestWorld(10, 10, tiles); const world = createTestWorld(10, 10, tiles);
const mockAccessor = { getActorsAt: () => [] } as any; const mockAccessor = { getActorsAt: () => [] } as any;
@@ -88,19 +89,19 @@ describe('World Utilities', () => {
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));
const mockAccessor = { const mockAccessor = {
getActorsAt: (x: number, y: number) => { getActorsAt: (x: number, y: number) => {
if (x === 3 && y === 3) return [{ category: "combatant" }]; if (x === 3 && y === 3) return [{ category: "combatant" }];
return []; return [];
} }
} as any; } as any;
expect(isBlocked(world, 3, 3, mockAccessor)).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; const mockAccessor = { getActorsAt: () => [] } as any;
expect(isBlocked(world, 3, 3, mockAccessor)).toBe(false); expect(isBlocked(world, 3, 3, mockAccessor)).toBe(false);
expect(isBlocked(world, 7, 7, mockAccessor)).toBe(false); expect(isBlocked(world, 7, 7, mockAccessor)).toBe(false);
}); });
@@ -108,7 +109,7 @@ describe('World Utilities', () => {
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; const mockAccessor = { getActorsAt: () => [] } as any;
expect(isBlocked(world, -1, 0, mockAccessor)).toBe(true); expect(isBlocked(world, -1, 0, mockAccessor)).toBe(true);
expect(isBlocked(world, 10, 10, mockAccessor)).toBe(true); expect(isBlocked(world, 10, 10, mockAccessor)).toBe(true);
}); });
@@ -120,7 +121,7 @@ describe('World Utilities', () => {
const world = createTestWorld(10, 10, tiles); const world = createTestWorld(10, 10, tiles);
const result = tryDestructTile(world, 0, 0); const result = tryDestructTile(world, 0, 0);
expect(result).toBe(true); expect(result).toBe(true);
expect(world.tiles[0]).toBe(TileType.GRASS_SAPLINGS); expect(world.tiles[0]).toBe(TileType.GRASS_SAPLINGS);
}); });
@@ -131,49 +132,14 @@ describe('World Utilities', () => {
const world = createTestWorld(10, 10, tiles); const world = createTestWorld(10, 10, tiles);
const result = tryDestructTile(world, 0, 0); const result = tryDestructTile(world, 0, 0);
expect(result).toBe(false); expect(result).toBe(false);
expect(world.tiles[0]).toBe(TileType.WALL); expect(world.tiles[0]).toBe(TileType.WALL);
}); });
it('should return false for out of bounds', () => { it('should return false for out of bounds', () => {
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
expect(tryDestructTile(world, -1, 0)).toBe(false);
});
});
describe('isPlayerOnExit', () => {
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 }; expect(tryDestructTile(world, -1, 0)).toBe(false);
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', () => {
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
world.exit = { x: 5, y: 5 };
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', () => {
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
world.exit = { x: 5, y: 5 };
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 ComponentMap } from "./components"; import { type ComponentMap } from "./components";
import { type EntityId, type Stats, type EnemyAIState, type ActorType, type Inventory, type Equipment, type Item } from "../../core/types"; import { type EntityId, type Stats, type EnemyAIState, type ActorType, type Inventory, type Equipment, type Item, type Vec2 } from "../../core/types";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
/** /**
@@ -129,10 +129,10 @@ export class EntityBuilder {
if (type === "player") { if (type === "player") {
throw new Error("Use asPlayer() for player entities"); throw new Error("Use asPlayer() for player entities");
} }
this.components.actorType = { type }; this.components.actorType = { type };
this.withAI("wandering"); this.withAI("wandering");
// Apply enemy stats from config // Apply enemy stats from config
const config = GAME_CONFIG.enemies[type as keyof typeof GAME_CONFIG.enemies]; const config = GAME_CONFIG.enemies[type as keyof typeof GAME_CONFIG.enemies];
if (config) { if (config) {
@@ -145,7 +145,7 @@ export class EntityBuilder {
}); });
this.withEnergy(speed); this.withEnergy(speed);
} }
return this; return this;
} }
@@ -167,17 +167,22 @@ export class EntityBuilder {
asTrigger(options: { asTrigger(options: {
onEnter?: boolean; onEnter?: boolean;
onExit?: boolean; onExit?: boolean;
onInteract?: boolean;
oneShot?: boolean; oneShot?: boolean;
targetId?: EntityId;
effect?: string; effect?: string;
effectDuration?: number; effectDuration?: number;
}): this { }): this {
this.components.trigger = { this.components.trigger = {
onEnter: options.onEnter ?? true, onEnter: options.onEnter ?? false,
onExit: options.onExit, onExit: options.onExit,
onInteract: options.onInteract,
oneShot: options.oneShot, oneShot: options.oneShot,
targetId: options.targetId,
effect: options.effect, effect: options.effect,
effectDuration: options.effectDuration effectDuration: options.effectDuration
}; };
return this; return this;
} }
@@ -237,11 +242,26 @@ export class EntityBuilder {
return this; return this;
} }
/**
* Configure as a mine cart.
*/
asMineCart(path: Vec2[]): this {
this.components.mineCart = {
isMoving: false,
path,
pathIndex: 0
};
this.withSprite("mine_cart", 0);
this.withName("Mine Cart");
return this;
}
/** /**
* Finalize and register all components with the ECS world. * Finalize and register all components with the ECS world.
* @returns The created entity ID * @returns The created entity ID
*/ */
build(): EntityId { build(): EntityId {
for (const [type, data] of Object.entries(this.components)) { for (const [type, data] of Object.entries(this.components)) {
if (data !== undefined) { if (data !== undefined) {
this.world.addComponent(this.entityId, type as keyof ComponentMap, data as any); this.world.addComponent(this.entityId, type as keyof ComponentMap, data as any);

View File

@@ -19,12 +19,18 @@ export type GameEvent =
// Movement & trigger events // Movement & trigger events
| { type: "stepped_on"; entityId: EntityId; x: number; y: number } | { type: "stepped_on"; entityId: EntityId; x: number; y: number }
| { type: "entity_moved"; entityId: EntityId; from: { x: number; y: number }; to: { x: number; y: number } }
| { type: "trigger_activated"; triggerId: EntityId; activatorId: EntityId } | { type: "trigger_activated"; triggerId: EntityId; activatorId: EntityId }
// Status effect events // Status effect events
| { type: "status_applied"; entityId: EntityId; status: string; duration: number } | { type: "status_applied"; entityId: EntityId; status: string; duration: number }
| { type: "status_expired"; entityId: EntityId; status: string } | { type: "status_expired"; entityId: EntityId; status: string }
| { type: "status_tick"; entityId: EntityId; status: string; remaining: number }; | { type: "status_tick"; entityId: EntityId; status: string; remaining: number }
// World events
| { type: "tile_changed"; x: number; y: number }
| { type: "mission_complete" };
export type GameEventType = GameEvent["type"]; export type GameEventType = GameEvent["type"];

View File

@@ -1,6 +1,7 @@
import { type ECSWorld } from "./World"; import { type ECSWorld } from "./World";
import { EntityBuilder } from "./EntityBuilder"; import { EntityBuilder } from "./EntityBuilder";
import { type EntityId, type Item } from "../../core/types"; import { type EntityId, type Item, type Vec2 } from "../../core/types";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
/** /**
@@ -20,7 +21,6 @@ export const Prefabs = {
return EntityBuilder.create(world) return EntityBuilder.create(world)
.withPosition(x, y) .withPosition(x, y)
.withName("Rat") .withName("Rat")
.withSprite("rat", 0)
.asEnemy("rat") .asEnemy("rat")
.withStats({ .withStats({
maxHp: config.baseHp + floorBonus, maxHp: config.baseHp + floorBonus,
@@ -40,7 +40,6 @@ export const Prefabs = {
return EntityBuilder.create(world) return EntityBuilder.create(world)
.withPosition(x, y) .withPosition(x, y)
.withName("Bat") .withName("Bat")
.withSprite("bat", 0)
.asEnemy("bat") .asEnemy("bat")
.withStats({ .withStats({
maxHp: config.baseHp + floorBonus, maxHp: config.baseHp + floorBonus,
@@ -185,6 +184,29 @@ export const Prefabs = {
.build(); .build();
}, },
/**
* Create a fire entity on a tile.
*/
fire(world: ECSWorld, x: number, y: number, duration: number = 4): EntityId {
return EntityBuilder.create(world)
.withPosition(x, y)
.withName("Fire")
.withSprite("dungeon", 19) // Reuse fire trap sprite index for fire
.with("lifeSpan", { remainingTurns: duration })
.asTrigger({
onEnter: true,
effect: "burning",
effectDuration: 5
})
.with("trigger", {
onEnter: true,
effect: "burning",
effectDuration: 5,
damage: 3
})
.build();
},
/** /**
* Create a player entity at the given position. * Create a player entity at the given position.
*/ */
@@ -193,15 +215,43 @@ export const Prefabs = {
return EntityBuilder.create(world) return EntityBuilder.create(world)
.withPosition(x, y) .withPosition(x, y)
.withName("Player") .withName("Player")
.withSprite("warrior", 0)
.asPlayer() .asPlayer()
.withStats(config.initialStats) .withStats(config.initialStats)
.withEnergy(config.speed) .withEnergy(config.speed)
.withCombat() .withCombat()
.build(); .build();
},
/**
* Create a mine cart at the start of a path.
*/
mineCart(world: ECSWorld, path: Vec2[]): EntityId {
const start = path[0];
return EntityBuilder.create(world)
.withPosition(start.x, start.y)
.asMineCart(path)
.build();
},
/**
* Create a switch that triggers the mine cart.
*/
trackSwitch(world: ECSWorld, x: number, y: number, cartId: EntityId): EntityId {
return EntityBuilder.create(world)
.withPosition(x, y)
.withName("Track Switch")
.withSprite("track_switch", 0)
.asTrigger({
onEnter: false,
onInteract: true,
oneShot: true,
targetId: cartId
})
.build();
} }
}; };
/** /**
* Type for prefab factory functions. * Type for prefab factory functions.
* Useful for creating maps of spawnable entities. * Useful for creating maps of spawnable entities.

View File

@@ -12,7 +12,8 @@ describe('ECS Removal and Accessor', () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 0, y: 0 } exit: { x: 0, y: 0 },
trackPath: []
}; };
const accessor = new EntityAccessor(gameWorld, 999 as EntityId, ecsWorld); const accessor = new EntityAccessor(gameWorld, 999 as EntityId, ecsWorld);

View File

@@ -1,8 +1,8 @@
import { type Vec2, type Stats, type ActorType, type EnemyAIState, type EntityId, type Inventory, type Equipment, type Item } 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 { }
export interface StatsComponent extends Stats {} export interface StatsComponent extends Stats { }
export interface EnergyComponent { export interface EnergyComponent {
current: number; current: number;
@@ -15,7 +15,7 @@ export interface AIComponent {
lastKnownPlayerPos?: Vec2; lastKnownPlayerPos?: Vec2;
} }
export interface PlayerTagComponent {} export interface PlayerTagComponent { }
export interface CollectibleComponent { export interface CollectibleComponent {
type: "exp_orb"; type: "exp_orb";
@@ -46,13 +46,26 @@ export interface ActorTypeComponent {
export interface TriggerComponent { export interface TriggerComponent {
onEnter?: boolean; // Trigger when entity steps on this tile onEnter?: boolean; // Trigger when entity steps on this tile
onExit?: boolean; // Trigger when entity leaves this tile onExit?: boolean; // Trigger when entity leaves this tile
onInteract?: boolean; // Trigger when entity interacts with this
oneShot?: boolean; // Destroy/disable after triggering once oneShot?: boolean; // Destroy/disable after triggering once
triggered?: boolean; // Has already triggered (for oneShot triggers) triggered?: boolean; // Is currently triggered/active
spent?: boolean; // Has already triggered (for oneShot triggers)
targetId?: EntityId; // Target entity for this trigger (e.g., mine cart for a switch)
damage?: number; // Damage to deal on trigger (for traps) damage?: number; // Damage to deal on trigger (for traps)
effect?: string; // Status effect to apply (e.g., "poison", "slow") effect?: string; // Status effect to apply (e.g., "poison", "slow")
effectDuration?: number; // Duration of applied effect effectDuration?: number; // Duration of applied effect
} }
/**
* For the Mine Cart.
*/
export interface MineCartComponent {
isMoving: boolean;
path: Vec2[];
pathIndex: number;
}
/** /**
* Status effect instance applied to an entity. * Status effect instance applied to an entity.
*/ */
@@ -101,9 +114,16 @@ export interface GroundItemComponent {
item: Item; item: Item;
} }
export interface InventoryComponent extends Inventory {} export interface InventoryComponent extends Inventory { }
export interface EquipmentComponent extends Equipment {} export interface EquipmentComponent extends Equipment { }
/**
* For entities that should be destroyed after a certain amount of time/turns.
*/
export interface LifeSpanComponent {
remainingTurns: number;
}
export type ComponentMap = { export type ComponentMap = {
// Core components // Core components
@@ -116,7 +136,7 @@ export type ComponentMap = {
sprite: SpriteComponent; sprite: SpriteComponent;
name: NameComponent; name: NameComponent;
actorType: ActorTypeComponent; actorType: ActorTypeComponent;
// Extended gameplay components // Extended gameplay components
trigger: TriggerComponent; trigger: TriggerComponent;
statusEffects: StatusEffectsComponent; statusEffects: StatusEffectsComponent;
@@ -125,6 +145,8 @@ export type ComponentMap = {
groundItem: GroundItemComponent; groundItem: GroundItemComponent;
inventory: InventoryComponent; inventory: InventoryComponent;
equipment: EquipmentComponent; equipment: EquipmentComponent;
lifeSpan: LifeSpanComponent;
mineCart: MineCartComponent;
}; };
export type ComponentType = keyof ComponentMap; export type ComponentType = keyof ComponentMap;

View File

@@ -0,0 +1,103 @@
import { System } from "../System";
import { type ECSWorld } from "../World";
import { type ComponentType } from "../components";
import { type EntityId, type World } from "../../../core/types";
import { TileType, getDestructionResult } from "../../../core/terrain";
import { idx, inBounds } from "../../world/world-logic";
import { Prefabs } from "../Prefabs";
export class FireSystem extends System {
readonly name = "Fire";
readonly requiredComponents: readonly ComponentType[] = ["position"];
readonly priority = 15; // Run after status effects
private world: World;
constructor(world: World) {
super();
this.world = world;
}
update(entities: EntityId[], ecsWorld: ECSWorld, _dt?: number): void {
const fireEntities = entities.filter(id => ecsWorld.getComponent(id, "name")?.name === "Fire");
const spreadTargets: { x: number; y: number; duration: number }[] = [];
const entitiesToRemove: EntityId[] = [];
// Get all combatant positions to avoid spreading onto them
const combatantEntities = ecsWorld.getEntitiesWith("position").filter(id =>
ecsWorld.hasComponent(id, "player") || ecsWorld.hasComponent(id, "stats")
);
const combatantPosSet = new Set(combatantEntities.map(id => {
const p = ecsWorld.getComponent(id, "position")!;
return `${p.x},${p.y}`;
}));
// 1. Process existing fire entities
for (const fireId of fireEntities) {
const pos = ecsWorld.getComponent(fireId, "position");
const lifeSpan = ecsWorld.getComponent(fireId, "lifeSpan");
if (!pos) continue;
// Decrement lifespan
if (lifeSpan) {
lifeSpan.remainingTurns--;
// If fire expires, destroy it and the tile below it
if (lifeSpan.remainingTurns <= 0) {
entitiesToRemove.push(fireId);
const tileIdx = idx(this.world, pos.x, pos.y);
const tile = this.world.tiles[tileIdx];
const nextTile = getDestructionResult(tile);
if (nextTile !== undefined) {
this.world.tiles[tileIdx] = nextTile;
this.eventBus?.emit({ type: "tile_changed", x: pos.x, y: pos.y });
}
continue; // Fire is gone, don't spread from it anymore
}
}
// 2. Spreading logic (only if fire is still active)
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue;
const nx = pos.x + dx;
const ny = pos.y + dy;
if (!inBounds(this.world, nx, ny)) continue;
// Skip tiles occupied by any combatant
if (combatantPosSet.has(`${nx},${ny}`)) continue;
const tileIdx = idx(this.world, nx, ny);
const tile = this.world.tiles[tileIdx];
// Fire ONLY spreads to GRASS
if (tile === TileType.GRASS) {
spreadTargets.push({ x: nx, y: ny, duration: 2 });
}
}
}
}
// Cleanup expired fires
for (const id of entitiesToRemove) {
ecsWorld.destroyEntity(id);
}
// 3. Apply spreading
for (const target of spreadTargets) {
// Check if fire already there
const existing = ecsWorld.getEntitiesWith("position").find(id => {
const p = ecsWorld.getComponent(id, "position");
const n = ecsWorld.getComponent(id, "name");
return p?.x === target.x && p?.y === target.y && n?.name === "Fire";
});
if (!existing) {
Prefabs.fire(ecsWorld, target.x, target.y, target.duration);
}
}
}
}

View File

@@ -0,0 +1,47 @@
import { System } from "../System";
import { type ECSWorld } from "../World";
import { type EntityId } from "../../../core/types";
/**
* System that moves the mine cart along its fixed path.
* Moves 1 tile per update (tick).
*/
export class MineCartSystem extends System {
readonly name = "MineCart";
readonly requiredComponents = ["mineCart", "position", "sprite"] as const;
update(entities: EntityId[], world: ECSWorld) {
for (const id of entities) {
const mineCart = world.getComponent(id, "mineCart");
const pos = world.getComponent(id, "position");
if (!mineCart || !pos || !mineCart.isMoving) continue;
// Move to next path node if available
if (mineCart.pathIndex < mineCart.path.length - 1) {
mineCart.pathIndex++;
const nextPos = mineCart.path[mineCart.pathIndex];
// Update position component
pos.x = nextPos.x;
pos.y = nextPos.y;
// Emit event for visual feedback
this.eventBus?.emit({
type: "entity_moved",
entityId: id,
from: { x: pos.x, y: pos.y },
to: nextPos
});
} else {
// Reached the end
if (mineCart.isMoving) {
mineCart.isMoving = false;
this.eventBus?.emit({ type: "mission_complete" });
}
}
}
}
}

View File

@@ -31,13 +31,13 @@ export class TriggerSystem extends System {
update(entities: EntityId[], world: ECSWorld, _dt?: number): void { update(entities: EntityId[], world: ECSWorld, _dt?: number): void {
// Get all entities with positions (potential activators) // Get all entities with positions (potential activators)
const allWithPosition = world.getEntitiesWith("position"); const allWithPosition = world.getEntitiesWith("position");
for (const triggerId of entities) { for (const triggerId of entities) {
const trigger = world.getComponent(triggerId, "trigger"); const trigger = world.getComponent(triggerId, "trigger");
const triggerPos = world.getComponent(triggerId, "position"); const triggerPos = world.getComponent(triggerId, "position");
if (!trigger || !triggerPos) continue; if (!trigger || !triggerPos) continue;
if (trigger.triggered && trigger.oneShot) continue; // Already triggered one-shot if (trigger.spent && trigger.oneShot) continue; // Already spent one-shot
// Check for entities at this trigger's position // Check for entities at this trigger's position
for (const entityId of allWithPosition) { for (const entityId of allWithPosition) {
@@ -49,9 +49,14 @@ export class TriggerSystem extends System {
const isOnTrigger = entityPos.x === triggerPos.x && entityPos.y === triggerPos.y; const isOnTrigger = entityPos.x === triggerPos.x && entityPos.y === triggerPos.y;
const wasOnTrigger = this.wasEntityOnTrigger(entityId, triggerPos); const wasOnTrigger = this.wasEntityOnTrigger(entityId, triggerPos);
// Handle enter // Handle enter or manual trigger
if (trigger.onEnter && isOnTrigger && !wasOnTrigger) { if ((trigger.onEnter && isOnTrigger && !wasOnTrigger) || trigger.triggered) {
this.activateTrigger(triggerId, entityId, trigger, world); this.activateTrigger(triggerId, entityId, trigger, world);
// If it was manually triggered, we should reset the flag
if (trigger.triggered) {
trigger.triggered = false;
}
} }
// Handle exit // Handle exit
@@ -75,12 +80,15 @@ export class TriggerSystem extends System {
private activateTrigger( private activateTrigger(
triggerId: EntityId, triggerId: EntityId,
activatorId: EntityId, activatorId: EntityId,
trigger: { trigger: {
damage?: number; damage?: number;
effect?: string; effect?: string;
effectDuration?: number; effectDuration?: number;
oneShot?: boolean; oneShot?: boolean;
triggered?: boolean; triggered?: boolean;
targetId?: EntityId;
onInteract?: boolean;
spent?: boolean;
}, },
world: ECSWorld world: ECSWorld
): void { ): void {
@@ -91,12 +99,27 @@ export class TriggerSystem extends System {
activatorId activatorId
}); });
// Handle Mine Cart activation
if (trigger.targetId) {
const mineCart = world.getComponent(trigger.targetId, "mineCart");
if (mineCart) {
mineCart.isMoving = true;
// Change switch sprite if applicable (optional for now as we only have one frame)
const sprite = world.getComponent(triggerId, "sprite");
if (sprite && sprite.texture === "dungeon") {
sprite.index = 32;
}
}
}
// Apply damage if trap // Apply damage if trap
if (trigger.damage && trigger.damage > 0) { if (trigger.damage && trigger.damage > 0) {
const stats = world.getComponent(activatorId, "stats"); const stats = world.getComponent(activatorId, "stats");
if (stats) { if (stats) {
stats.hp = Math.max(0, stats.hp - trigger.damage); stats.hp = Math.max(0, stats.hp - trigger.damage);
this.eventBus?.emit({ this.eventBus?.emit({
type: "damage", type: "damage",
entityId: activatorId, entityId: activatorId,
@@ -124,11 +147,12 @@ export class TriggerSystem extends System {
// Mark as triggered for one-shot triggers and update sprite // Mark as triggered for one-shot triggers and update sprite
if (trigger.oneShot) { if (trigger.oneShot) {
trigger.triggered = true; trigger.spent = true;
trigger.triggered = false;
// Change sprite to triggered appearance (dungeon sprite 23)
// Change sprite to triggered appearance if it's a dungeon sprite
const sprite = world.getComponent(triggerId, "sprite"); const sprite = world.getComponent(triggerId, "sprite");
if (sprite) { if (sprite && sprite.texture === "dungeon") {
sprite.index = 23; // Triggered/spent trap appearance sprite.index = 23; // Triggered/spent trap appearance
} }
} }

View File

@@ -30,7 +30,7 @@ export function calculateDamage(attackerStats: Stats, targetStats: Stats, item?:
// 1. Accuracy vs Evasion Check // 1. Accuracy vs Evasion Check
const hitChance = attackerStats.accuracy - targetStats.evasion; const hitChance = attackerStats.accuracy - targetStats.evasion;
const hitRoll = Math.random() * 100; const hitRoll = Math.random() * 100;
if (hitRoll > hitChance) { if (hitRoll > hitChance) {
return result; // Miss return result; // Miss
} }
@@ -47,7 +47,7 @@ export function calculateDamage(attackerStats: Stats, targetStats: Stats, item?:
// Actually, equipmentService adds item.stats.attack to player.stats.attack. // Actually, equipmentService adds item.stats.attack to player.stats.attack.
// So baseAttack is already "player + weapon". // So baseAttack is already "player + weapon".
// BUT for projectiles/thrown, we might want to ensure we're using the right value. // BUT for projectiles/thrown, we might want to ensure we're using the right value.
// If it's a weapon item, it's likely already factored in. // If it's a weapon item, it's likely already factored in.
// If it's a CONSUMABLE (thrown), it might NOT be. // If it's a CONSUMABLE (thrown), it might NOT be.
if (item.type === "Consumable") { if (item.type === "Consumable") {
@@ -56,7 +56,7 @@ export function calculateDamage(attackerStats: Stats, targetStats: Stats, item?:
} }
let dmg = Math.max(1, baseAttack - targetStats.defense); let dmg = Math.max(1, baseAttack - targetStats.defense);
// 3. Critical Strike Check // 3. Critical Strike Check
const critRoll = Math.random() * 100; const critRoll = Math.random() * 100;
const isCrit = critRoll < attackerStats.critChance; const isCrit = critRoll < attackerStats.critChance;
@@ -68,7 +68,7 @@ export function calculateDamage(attackerStats: Stats, targetStats: Stats, item?:
// 4. Block Chance Check // 4. Block Chance Check
const blockRoll = Math.random() * 100; const blockRoll = Math.random() * 100;
if (blockRoll < targetStats.blockChance) { if (blockRoll < targetStats.blockChance) {
dmg = Math.floor(dmg * 0.5); dmg = Math.floor(dmg * 0.5);
result.isBlock = true; result.isBlock = true;
} }
@@ -101,7 +101,7 @@ export function traceProjectile(
if (accessor) { if (accessor) {
actors = accessor.getActorsAt(p.x, p.y); 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) {
@@ -123,9 +123,38 @@ export function traceProjectile(
}; };
} }
/** /**
* Finds the closest visible enemy to a given position. * Calculates tiles within a cone for area of effect attacks.
*/ */
export function getConeTiles(origin: Vec2, target: Vec2, range: number): Vec2[] {
const tiles: Vec2[] = [];
const angle = Math.atan2(target.y - origin.y, target.x - origin.x);
const halfSpread = Math.PI / 4; // 90 degree cone
for (let dy = -range; dy <= range; dy++) {
for (let dx = -range; dx <= range; dx++) {
if (dx === 0 && dy === 0) continue;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > range + 0.5) continue;
const tilePos = { x: origin.x + dx, y: origin.y + dy };
const tileAngle = Math.atan2(dy, dx);
// Normalize angle difference to [-PI, PI]
let angleDiff = tileAngle - angle;
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
if (Math.abs(angleDiff) <= halfSpread) {
tiles.push(tilePos);
}
}
}
return tiles;
}
export function getClosestVisibleEnemy( export function getClosestVisibleEnemy(
origin: Vec2, origin: Vec2,
seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures

View File

@@ -16,13 +16,14 @@ describe('CombatLogic', () => {
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;
}; };
beforeEach(() => { beforeEach(() => {
mockWorld = { mockWorld = {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(TileType.EMPTY), tiles: new Array(100).fill(TileType.EMPTY),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
ecsWorld = new ECSWorld(); ecsWorld = new ECSWorld();
// Shooter ID 1 // Shooter ID 1
@@ -44,12 +45,12 @@ describe('CombatLogic', () => {
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, accessor); 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();
expect(result.path).toHaveLength(6); expect(result.path).toHaveLength(6);
}); });
it('should stop at wall', () => { it('should stop at wall', () => {
@@ -58,7 +59,7 @@ describe('CombatLogic', () => {
setWall(3, 0); // Wall at (3,0) setWall(3, 0); // Wall at (3,0)
const result = traceProjectile(mockWorld, start, end, accessor); 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();
}); });
@@ -66,7 +67,7 @@ describe('CombatLogic', () => {
it('should stop at enemy', () => { it('should stop at enemy', () => {
const start = { x: 0, y: 0 }; const start = { x: 0, y: 0 };
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 as EntityId; const enemyId = 2 as EntityId;
const enemy = { const enemy = {
@@ -79,36 +80,36 @@ describe('CombatLogic', () => {
syncActor(enemy); syncActor(enemy);
const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId); // 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);
}); });
it('should ignore shooter position', () => { it('should ignore shooter position', () => {
const start = { x: 0, y: 0 }; const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
// Shooter at start
const shooter = {
id: 1 as EntityId,
type: 'player',
category: 'combatant',
pos: { x: 0, y: 0 },
isPlayer: true
};
syncActor(shooter);
const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId); // Shooter at start
const shooter = {
// Should not hit self id: 1 as EntityId,
expect(result.hitActorId).toBeUndefined(); type: 'player',
expect(result.blockedPos).toEqual(end); category: 'combatant',
pos: { x: 0, y: 0 },
isPlayer: true
};
syncActor(shooter);
const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId);
// Should not hit self
expect(result.hitActorId).toBeUndefined();
expect(result.blockedPos).toEqual(end);
}); });
it('should ignore non-combatant actors (e.g. items)', () => { it('should ignore non-combatant actors (e.g. items)', () => {
const start = { x: 0, y: 0 }; const start = { x: 0, y: 0 };
const end = { x: 5, y: 0 }; const end = { x: 5, y: 0 };
// Item at (3,0) // Item at (3,0)
const item = { const item = {
id: 99 as EntityId, id: 99 as EntityId,
@@ -119,10 +120,10 @@ describe('CombatLogic', () => {
syncActor(item); syncActor(item);
const result = traceProjectile(mockWorld, start, end, accessor); 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);
expect(result.hitActorId).toBeUndefined(); expect(result.hitActorId).toBeUndefined();
}); });
}); });
}); });

View File

@@ -18,12 +18,13 @@ describe("Fireable Weapons & Ammo System", () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
ecsWorld = new ECSWorld(); ecsWorld = new ECSWorld();
accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld); accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
itemManager = new ItemManager(world, accessor, ecsWorld); itemManager = new ItemManager(world, accessor, ecsWorld);
player = { player = {
id: 1 as EntityId, id: 1 as EntityId,
pos: { x: 0, y: 0 }, pos: { x: 0, y: 0 },
@@ -53,14 +54,14 @@ describe("Fireable Weapons & Ammo System", () => {
ecsWorld.addComponent(player.id, "actorType", { type: "player" }); ecsWorld.addComponent(player.id, "actorType", { type: "player" });
ecsWorld.addComponent(player.id, "inventory", player.inventory!); ecsWorld.addComponent(player.id, "inventory", player.inventory!);
ecsWorld.addComponent(player.id, "energy", { current: 0, speed: 100 }); ecsWorld.addComponent(player.id, "energy", { current: 0, speed: 100 });
// Avoid ID collisions between manually added player (ID 1) and spawned entities // Avoid ID collisions between manually added player (ID 1) and spawned entities
ecsWorld.setNextId(10); ecsWorld.setNextId(10);
}); });
it("should stack ammo correctly", () => { it("should stack ammo correctly", () => {
const playerActor = accessor.getPlayer()!; 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 });
@@ -85,7 +86,7 @@ describe("Fireable Weapons & Ammo System", () => {
// Create pistol using factory (already has currentAmmo initialized) // Create pistol using factory (already has currentAmmo initialized)
const pistol = createRangedWeapon("pistol"); const pistol = createRangedWeapon("pistol");
playerActor.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);
@@ -110,7 +111,7 @@ describe("Fireable Weapons & Ammo System", () => {
// Logic mimic from GameScene // Logic mimic from GameScene
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6 const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity!); // 6 const toTake = Math.min(needed, ammo.quantity!); // 6
pistol.currentAmmo += toTake; pistol.currentAmmo += toTake;
ammo.quantity! -= toTake; ammo.quantity! -= toTake;
@@ -121,7 +122,7 @@ 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 playerActor = accessor.getPlayer()!;
const pistol = createRangedWeapon("pistol"); const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0; pistol.currentAmmo = 0;
playerActor.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
@@ -130,32 +131,32 @@ describe("Fireable Weapons & Ammo System", () => {
// Logic mimic // Logic mimic
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6 const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity!); // 3 const toTake = Math.min(needed, ammo.quantity!); // 3
pistol.currentAmmo += toTake; pistol.currentAmmo += toTake;
ammo.quantity! -= toTake; ammo.quantity! -= toTake;
expect(pistol.currentAmmo).toBe(3); expect(pistol.currentAmmo).toBe(3);
expect(ammo.quantity).toBe(0); expect(ammo.quantity).toBe(0);
}); });
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 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(playerActor)! 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(playerActor)! 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!
// Modifying one should not affect other // Modifying one should not affect other
picked1.currentAmmo = 0; picked1.currentAmmo = 0;
expect(picked2.currentAmmo).toBe(6); expect(picked2.currentAmmo).toBe(6);
}); });
}); });

View File

@@ -0,0 +1,147 @@
import Phaser from "phaser";
import { TILE_SIZE } from "../../core/constants";
export interface GameInputEvents {
"toggle-menu": () => void;
"close-menu": () => void;
"toggle-inventory": () => void;
"toggle-character": () => void;
"toggle-minimap": () => void;
"reload": () => void;
"wait": () => void;
"zoom": (deltaY: number) => void;
"pan": (dx: number, dy: number) => void;
"cancel-target": () => void;
"confirm-target": () => void; // Left click while targeting
"tile-click": (tileX: number, tileY: number, button: number) => void;
"cursor-move": (worldX: number, worldY: number) => void;
}
export class GameInput extends Phaser.Events.EventEmitter {
private scene: Phaser.Scene;
private cursors: Phaser.Types.Input.Keyboard.CursorKeys;
private wasd: {
W: Phaser.Input.Keyboard.Key;
A: Phaser.Input.Keyboard.Key;
S: Phaser.Input.Keyboard.Key;
D: Phaser.Input.Keyboard.Key;
};
constructor(scene: Phaser.Scene) {
super();
this.scene = scene;
this.cursors = this.scene.input.keyboard!.createCursorKeys();
this.wasd = this.scene.input.keyboard!.addKeys("W,A,S,D") as any;
this.setupKeyboard();
this.setupMouse();
}
private setupKeyboard() {
if (!this.scene.input.keyboard) return;
this.scene.input.keyboard.on("keydown-I", () => this.emit("toggle-menu"));
this.scene.input.keyboard.on("keydown-ESC", () => this.emit("close-menu"));
this.scene.input.keyboard.on("keydown-M", () => this.emit("toggle-minimap"));
this.scene.input.keyboard.on("keydown-B", () => this.emit("toggle-inventory"));
this.scene.input.keyboard.on("keydown-C", () => this.emit("toggle-character"));
this.scene.input.keyboard.on("keydown-R", () => this.emit("reload"));
this.scene.input.keyboard.on("keydown-SPACE", () => this.emit("wait"));
}
private setupMouse() {
this.scene.input.on("wheel", (_p: any, _g: any, _x: any, deltaY: number) => {
this.emit("zoom", deltaY);
});
this.scene.input.mouse?.disableContextMenu();
this.scene.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
if (p.rightButtonDown()) {
this.emit("cancel-target");
}
// For general clicks, we emit tile-click
// Logic for "confirm-target" vs "move" happens in Scene for now,
// or we can distinguish based on internal state if we moved targeting here.
// For now, let's just emit generic events or specific if clear.
// Actually, GameScene has specific logic:
// "If targeting active -> Left Click = throw"
// "Else -> Left Click = move/attack"
// To keep GameInput "dumb", we just emit the click details.
// EXCEPT: Panning logic is computed from pointer movement.
const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE);
this.emit("tile-click", tx, ty, p.button);
});
this.scene.input.on("pointermove", (p: Phaser.Input.Pointer) => {
this.emit("cursor-move", p.worldX, p.worldY);
// Panning logic
if (p.isDown) {
const isRightDrag = p.rightButtonDown();
const isMiddleDrag = p.middleButtonDown();
const isShiftDrag = p.isDown && p.event.shiftKey;
if (isRightDrag || isMiddleDrag || isShiftDrag) {
const { x, y } = p.position;
const { x: prevX, y: prevY } = p.prevPosition;
const dx = (x - prevX); // Zoom factor needs to be handled by receiver or passed here
const dy = (y - prevY);
this.emit("pan", dx, dy);
}
}
});
}
public getCursorState() {
// Return simplified WASD state for movement
let dx = 0;
let dy = 0;
const left = this.wasd.A.isDown;
const right = this.wasd.D.isDown;
const up = this.wasd.W.isDown;
const down = this.wasd.S.isDown;
if (left) dx -= 1;
if (right) dx += 1;
if (up) dy -= 1;
if (down) dy += 1;
const anyJustDown = Phaser.Input.Keyboard.JustDown(this.wasd.W) ||
Phaser.Input.Keyboard.JustDown(this.wasd.A) ||
Phaser.Input.Keyboard.JustDown(this.wasd.S) ||
Phaser.Input.Keyboard.JustDown(this.wasd.D);
return {
dx, dy, anyJustDown,
isLeft: !!left,
isRight: !!right,
isUp: !!up,
isDown: !!down
};
}
public getCameraPanState() {
// Return Arrow key state for camera panning
let dx = 0;
let dy = 0;
if (this.cursors.left?.isDown) dx -= 1;
if (this.cursors.right?.isDown) dx += 1;
if (this.cursors.up?.isDown) dy -= 1;
if (this.cursors.down?.isDown) dy += 1;
return { dx, dy };
}
public cleanup() {
this.removeAllListeners();
// Determine is scene specific cleanup is needed for inputs
}
}

View File

@@ -19,11 +19,12 @@ 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),
exit: { x: 2, y: 2 } exit: { x: 2, y: 2 },
trackPath: []
}; };
// Blocking wall at (1, 0) // Blocking wall at (1, 0)
world.tiles[1] = TileType.WALL; world.tiles[1] = TileType.WALL;
player = { player = {
id: 1 as EntityId, id: 1 as EntityId,
@@ -35,7 +36,7 @@ describe('Movement Blocking Behavior', () => {
energy: 0, energy: 0,
stats: { ...GAME_CONFIG.player.initialStats } stats: { ...GAME_CONFIG.player.initialStats }
}; };
ecsWorld = new ECSWorld(); ecsWorld = new ECSWorld();
ecsWorld.addComponent(player.id, "position", player.pos); ecsWorld.addComponent(player.id, "position", player.pos);
ecsWorld.addComponent(player.id, "stats", player.stats); ecsWorld.addComponent(player.id, "stats", player.stats);
@@ -49,7 +50,7 @@ describe('Movement Blocking Behavior', () => {
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, accessor); const events = applyAction(world, player.id, action, accessor);
expect(events).toHaveLength(1); expect(events).toHaveLength(1);
expect(events[0]).toMatchObject({ expect(events[0]).toMatchObject({
type: 'move-blocked', type: 'move-blocked',
@@ -62,7 +63,7 @@ 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, accessor); const events = applyAction(world, player.id, action, accessor);
expect(events).toHaveLength(1); expect(events).toHaveLength(1);
expect(events[0]).toMatchObject({ expect(events[0]).toMatchObject({
type: 'moved', type: 'moved',

View File

@@ -2,7 +2,7 @@ import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, Collecti
import { calculateDamage } from "../gameplay/CombatLogic"; import { calculateDamage } from "../gameplay/CombatLogic";
import { isBlocked, tryDestructTile } from "../world/world-logic"; import { isBlocked, tryDestructTile } from "../world/world-logic";
import { isDestructibleByWalk } from "../../core/terrain"; import { isDestructibleByWalk, TileType } from "../../core/terrain";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
import { type EntityAccessor } from "../EntityAccessor"; import { type EntityAccessor } from "../EntityAccessor";
import { AISystem } from "../ecs/AISystem"; import { AISystem } from "../ecs/AISystem";
@@ -29,6 +29,8 @@ export function applyAction(w: World, actorId: EntityId, action: Action, accesso
break; break;
} }
checkDeaths(events, accessor);
return events; return events;
} }
@@ -36,22 +38,22 @@ function handleExpCollection(player: Actor, events: SimEvent[], accessor: Entity
if (player.category !== "combatant") return; if (player.category !== "combatant") return;
const actorsAtPos = accessor.getActorsAt(player.pos.x, player.pos.y); const actorsAtPos = accessor.getActorsAt(player.pos.x, player.pos.y);
const orbs = actorsAtPos.filter(a => const orbs = actorsAtPos.filter(a =>
a.category === "collectible" && a.category === "collectible" &&
a.type === "exp_orb" a.type === "exp_orb"
) as CollectibleActor[]; ) as CollectibleActor[];
for (const orb of orbs) { for (const orb of orbs) {
const amount = orb.expAmount || 0; const amount = orb.expAmount || 0;
player.stats.exp += amount; player.stats.exp += amount;
events.push({ events.push({
type: "exp-collected", type: "exp-collected",
actorId: player.id, actorId: player.id,
amount, amount,
x: player.pos.x, x: player.pos.x,
y: player.pos.y y: player.pos.y
}); });
checkLevelUp(player, events); checkLevelUp(player, events);
accessor.removeActor(orb.id); accessor.removeActor(orb.id);
} }
@@ -59,11 +61,11 @@ function handleExpCollection(player: Actor, events: SimEvent[], accessor: Entity
function checkLevelUp(player: CombatantActor, events: SimEvent[]) { function checkLevelUp(player: CombatantActor, events: SimEvent[]) {
const s = player.stats; const s = player.stats;
while (s.exp >= s.expToNextLevel) { while (s.exp >= s.expToNextLevel) {
s.level++; s.level++;
s.exp -= s.expToNextLevel; s.exp -= s.expToNextLevel;
// Growth // Growth
s.maxHp += GAME_CONFIG.leveling.hpGainPerLevel; s.maxHp += GAME_CONFIG.leveling.hpGainPerLevel;
s.hp = s.maxHp; // Heal on level up s.hp = s.maxHp; // Heal on level up
@@ -73,16 +75,16 @@ function checkLevelUp(player: CombatantActor, events: SimEvent[]) {
s.statPoints += GAME_CONFIG.leveling.statPointsPerLevel; s.statPoints += GAME_CONFIG.leveling.statPointsPerLevel;
s.skillPoints += GAME_CONFIG.leveling.skillPointsPerLevel; s.skillPoints += GAME_CONFIG.leveling.skillPointsPerLevel;
// Scale requirement // Scale requirement
s.expToNextLevel = Math.floor(s.expToNextLevel * GAME_CONFIG.leveling.expMultiplier); s.expToNextLevel = Math.floor(s.expToNextLevel * GAME_CONFIG.leveling.expMultiplier);
events.push({ events.push({
type: "leveled-up", type: "leveled-up",
actorId: player.id, actorId: player.id,
level: s.level, level: s.level,
x: player.pos.x, x: player.pos.x,
y: player.pos.y y: player.pos.y
}); });
} }
} }
@@ -98,35 +100,73 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
actor.pos.y = ny; 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;
if (isDestructibleByWalk(w.tiles[tileIdx])) { const tile = w.tiles[tileIdx];
tryDestructTile(w, nx, ny); if (isDestructibleByWalk(tile)) {
// Only open if it's currently closed.
// tryDestructTile toggles, so we must be specific for doors.
if (tile === TileType.DOOR_CLOSED) {
tryDestructTile(w, nx, ny);
} else if (tile !== TileType.DOOR_OPEN) {
// For other destructibles like grass
tryDestructTile(w, nx, ny);
}
}
// Handle "from" tile - Close door if we just left it and no one else is there
const fromIdx = from.y * w.width + from.x;
if (w.tiles[fromIdx] === TileType.DOOR_OPEN) {
const actorsLeft = accessor.getActorsAt(from.x, from.y);
if (actorsLeft.length === 0) {
console.log(`[simulation] Closing door at ${from.x},${from.y} - Actor ${actor.id} left`);
w.tiles[fromIdx] = TileType.DOOR_CLOSED;
} else {
console.log(`[simulation] Door at ${from.x},${from.y} stays open - ${actorsLeft.length} actors remain`);
}
} }
if (actor.category === "combatant" && actor.isPlayer) { if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(actor, events, accessor); handleExpCollection(actor, events, accessor);
} }
return events; return events;
} else {
// If blocked, check if we can interact with an entity at the target position
if (actor.category === "combatant" && actor.isPlayer && accessor?.context) {
const ecsWorld = accessor.context;
const interactables = ecsWorld.getEntitiesWith("position", "trigger").filter(id => {
const p = ecsWorld.getComponent(id, "position");
const t = ecsWorld.getComponent(id, "trigger");
return p?.x === nx && p?.y === ny && t?.onInteract;
});
if (interactables.length > 0) {
// Trigger interaction by marking it as triggered
// The TriggerSystem will pick this up on the next update
ecsWorld.getComponent(interactables[0], "trigger")!.triggered = true;
}
}
} }
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }]; return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
} }
function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, accessor: EntityAccessor): SimEvent[] { function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, accessor: EntityAccessor): SimEvent[] {
const target = accessor.getActor(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 }];
// 1. Calculate Damage // 1. Calculate Damage
const result = calculateDamage(actor.stats, target.stats); const result = calculateDamage(actor.stats, target.stats);
if (!result.hit) { if (!result.hit) {
events.push({ events.push({
type: "dodged", type: "dodged",
targetId: action.targetId, targetId: action.targetId,
x: target.pos.x, x: target.pos.x,
y: target.pos.y y: target.pos.y
}); });
@@ -138,13 +178,13 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
const isBlock = result.isBlock; const isBlock = result.isBlock;
target.stats.hp -= dmg; target.stats.hp -= dmg;
if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) { if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) {
target.aiState = "pursuing"; target.aiState = "pursuing";
target.alertedAt = Date.now(); target.alertedAt = Date.now();
if (actor.pos) { if (actor.pos) {
target.lastKnownPlayerPos = { ...actor.pos }; target.lastKnownPlayerPos = { ...actor.pos };
} }
} }
// 5. Lifesteal Logic // 5. Lifesteal Logic
@@ -153,19 +193,19 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
if (healAmount > 0) { if (healAmount > 0) {
actor.stats.hp = Math.min(actor.stats.maxHp, actor.stats.hp + healAmount); actor.stats.hp = Math.min(actor.stats.maxHp, actor.stats.hp + healAmount);
events.push({ events.push({
type: "healed", type: "healed",
actorId: actor.id, actorId: actor.id,
amount: healAmount, amount: healAmount,
x: actor.pos.x, x: actor.pos.x,
y: actor.pos.y y: actor.pos.y
}); });
} }
} }
events.push({ events.push({
type: "damaged", type: "damaged",
targetId: action.targetId, targetId: action.targetId,
amount: dmg, amount: dmg,
hp: target.stats.hp, hp: target.stats.hp,
x: target.pos.x, x: target.pos.x,
y: target.pos.y, y: target.pos.y,
@@ -174,32 +214,55 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
}); });
if (target.stats.hp <= 0) { if (target.stats.hp <= 0) {
events.push({ killActor(target, events, accessor, actor.id);
type: "killed",
targetId: target.id,
killerId: actor.id,
x: target.pos.x,
y: target.pos.y,
victimType: target.type as ActorType
});
accessor.removeActor(target.id);
// Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const expAmount = enemyDef?.expValue || 0;
const ecsWorld = accessor.context;
if (ecsWorld) {
const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
}
} }
return events; return events;
} }
return [{ type: "waited", actorId: actor.id }]; return [{ type: "waited", actorId: actor.id }];
} }
export function killActor(target: CombatantActor, events: SimEvent[], accessor: EntityAccessor, killerId?: EntityId): void {
events.push({
type: "killed",
targetId: target.id,
killerId: killerId ?? (0 as EntityId),
x: target.pos.x,
y: target.pos.y,
victimType: target.type as ActorType
});
accessor.removeActor(target.id);
// Extinguish fire at the death position
const ecsWorld = accessor.context;
if (ecsWorld) {
const firesAtPos = ecsWorld.getEntitiesWith("position", "name").filter(id => {
const p = ecsWorld.getComponent(id, "position");
const n = ecsWorld.getComponent(id, "name");
return p?.x === target.pos.x && p?.y === target.pos.y && n?.name === "Fire";
});
for (const fireId of firesAtPos) {
ecsWorld.destroyEntity(fireId);
}
// Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const expAmount = enemyDef?.expValue || 0;
const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
}
}
export function checkDeaths(events: SimEvent[], accessor: EntityAccessor): void {
const combatants = accessor.getCombatants();
for (const c of combatants) {
if (c.stats.hp <= 0) {
killActor(c, events, accessor);
}
}
}
/** /**
@@ -211,17 +274,17 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, accessor: EntityAccessor): { action: Action; justAlerted: boolean } { export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, accessor: EntityAccessor): { action: Action; justAlerted: boolean } {
const ecsWorld = accessor.context; const ecsWorld = accessor.context;
if (ecsWorld) { if (ecsWorld) {
const aiSystem = new AISystem(ecsWorld, w, accessor); const aiSystem = new AISystem(ecsWorld, w, accessor);
const result = aiSystem.update(enemy.id, player.id); const result = aiSystem.update(enemy.id, player.id);
const aiComp = ecsWorld.getComponent(enemy.id, "ai"); const aiComp = 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;
enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos; enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos;
} }
return result; return result;
} }
return { action: { type: "wait" }, justAlerted: false }; return { action: { type: "wait" }, justAlerted: false };
@@ -240,51 +303,52 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId, accessor: Enti
const events: SimEvent[] = []; const events: SimEvent[] = [];
if (player.energy >= THRESHOLD) { if (player.energy >= THRESHOLD) {
player.energy -= THRESHOLD; player.energy -= THRESHOLD;
} }
while (true) { while (true) {
if (player.energy >= THRESHOLD) { if (player.energy >= THRESHOLD) {
return { awaitingPlayerId: playerId, events }; return { awaitingPlayerId: playerId, events };
} }
const actors = [...accessor.getAllActors()]; const actors = [...accessor.getAllActors()];
for (const actor of actors) { for (const actor of actors) {
if (actor.category === "combatant") { if (actor.category === "combatant") {
actor.energy += actor.speed; actor.energy += actor.speed;
} }
} }
let actionsTaken = 0; let actionsTaken = 0;
while (true) { while (true) {
const eligibleActors = accessor.getEnemies().filter(a => a.energy >= THRESHOLD); const eligibleActors = accessor.getEnemies().filter(a => a.energy >= THRESHOLD);
if (eligibleActors.length === 0) break;
eligibleActors.sort((a, b) => b.energy - a.energy);
const actor = eligibleActors[0];
actor.energy -= THRESHOLD;
const decision = decideEnemyAction(w, actor, player, accessor);
if (decision.justAlerted) {
events.push({
type: "enemy-alerted",
enemyId: actor.id,
x: actor.pos.x,
y: actor.pos.y
});
}
events.push(...applyAction(w, actor.id, decision.action, accessor));
if (!accessor.isPlayerAlive()) { if (eligibleActors.length === 0) break;
return { awaitingPlayerId: null as any, events };
} eligibleActors.sort((a, b) => b.energy - a.energy);
const actor = eligibleActors[0];
actionsTaken++;
if (actionsTaken > 1000) break; actor.energy -= THRESHOLD;
const decision = decideEnemyAction(w, actor, player, accessor);
if (decision.justAlerted) {
events.push({
type: "enemy-alerted",
enemyId: actor.id,
x: actor.pos.x,
y: actor.pos.y
});
}
events.push(...applyAction(w, actor.id, decision.action, accessor));
checkDeaths(events, accessor);
if (!accessor.isPlayerAlive()) {
return { awaitingPlayerId: null as any, events };
}
actionsTaken++;
if (actionsTaken > 1000) break;
} }
} }
} }

View File

@@ -2,13 +2,14 @@ import { type World, type EntityId, type RunState, type Tile, type Vec2 } from "
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";
import { import {
createConsumable, createConsumable,
createMeleeWeapon, createMeleeWeapon,
createRangedWeapon, createRangedWeapon,
createArmour, createArmour,
createUpgradeScroll, createUpgradeScroll,
createAmmo createAmmo,
createCeramicDragonHead
} from "../../core/config/Items"; } from "../../core/config/Items";
import { seededRandom } from "../../core/math"; import { seededRandom } from "../../core/math";
import * as ROT from "rot-js"; import * as ROT from "rot-js";
@@ -17,6 +18,8 @@ import { Prefabs } from "../ecs/Prefabs";
import { EntityBuilder } from "../ecs/EntityBuilder"; import { EntityBuilder } from "../ecs/EntityBuilder";
interface Room { interface Room {
x: number; x: number;
y: number; y: number;
@@ -35,37 +38,51 @@ export function generateWorld(floor: number, runState: RunState): { world: World
const height = GAME_CONFIG.map.height; const height = GAME_CONFIG.map.height;
const tiles: Tile[] = new Array(width * height).fill(TileType.WALL); const tiles: Tile[] = new Array(width * height).fill(TileType.WALL);
const random = seededRandom(floor * 12345); const random = seededRandom(runState.seed + floor * 12345);
// Create ECS World first // Create ECS World first
const ecsWorld = new ECSWorld(); // Starts at ID 1 by default 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(runState.seed + floor * 12345);
// Replace generateRooms call with track-first logic for mine cart mechanic
const { rooms, trackPath } = generateTrackLevel(width, height, tiles, floor, random);
console.log(`[generator] Track generated with ${trackPath.length} nodes.`);
console.log(`[generator] Rooms generated: ${rooms.length}`);
if (!trackPath || trackPath.length === 0) {
throw new Error("Failed to generate track path");
}
// Place player at start of track
const playerX = trackPath[0].x;
const playerY = trackPath[0].y;
// Clear track path
for (const pos of trackPath) {
tiles[pos.y * width + pos.x] = TileType.TRACK;
}
const rooms = generateRooms(width, height, tiles, floor, random);
// Place player in first room
const firstRoom = rooms[0];
const playerX = firstRoom.x + Math.floor(firstRoom.width / 2);
const playerY = firstRoom.y + Math.floor(firstRoom.height / 2);
// Create Player Entity in ECS // Create Player Entity in ECS
const runInventory = { const runInventory = {
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"), createMeleeWeapon("iron_sword", "sharp"),
createConsumable("throwing_dagger", 3), createConsumable("throwing_dagger", 3),
createRangedWeapon("pistol"), createRangedWeapon("pistol"),
createAmmo("ammo_9mm", 10), createAmmo("ammo_9mm", 10),
createArmour("leather_armor", "heavy"), createCeramicDragonHead(),
createUpgradeScroll(2) createArmour("leather_armor", "heavy"),
] : []) createUpgradeScroll(2)
] ] : [])
]
}; };
const playerId = EntityBuilder.create(ecsWorld) const playerId = EntityBuilder.create(ecsWorld)
@@ -77,265 +94,313 @@ export function generateWorld(floor: number, runState: RunState): { world: World
.withEnergy(GAME_CONFIG.player.speed) .withEnergy(GAME_CONFIG.player.speed)
.build(); .build();
// No more legacy Actors Map // Create Mine Cart at start of track
const cartId = Prefabs.mineCart(ecsWorld, trackPath);
// Place exit in last room
const lastRoom = rooms[rooms.length - 1];
const exit: Vec2 = {
x: lastRoom.x + Math.floor(lastRoom.width / 2),
y: lastRoom.y + Math.floor(lastRoom.height / 2)
};
placeEnemies(floor, rooms, ecsWorld, random); const exit = { ...trackPath[trackPath.length - 1] };
// Place traps (using same ecsWorld)
// Place Switch adjacent to the end of the track
let switchPos = { x: exit.x, y: exit.y };
const neighbors = [
{ x: exit.x + 1, y: exit.y },
{ x: exit.x - 1, y: exit.y },
{ x: exit.x, y: exit.y + 1 },
{ x: exit.x, y: exit.y - 1 },
];
for (const n of neighbors) {
if (n.x >= 1 && n.x < width - 1 && n.y >= 1 && n.y < height - 1) {
const t = tiles[n.y * width + n.x];
if (t === TileType.EMPTY || t === TileType.EMPTY_DECO || t === TileType.GRASS || t === TileType.TRACK) {
switchPos = n;
// Don't break if it's track, try to find a real empty spot first
if (t !== TileType.TRACK) break;
}
}
}
Prefabs.trackSwitch(ecsWorld, switchPos.x, switchPos.y, cartId);
// Mark all track and room tiles as occupied for objects
const occupiedPositions = new Set<string>(); const occupiedPositions = new Set<string>();
occupiedPositions.add(`${playerX},${playerY}`); // Don't place traps on player start occupiedPositions.add(`${playerX},${playerY}`);
occupiedPositions.add(`${exit.x},${exit.y}`); // Don't place traps on exit occupiedPositions.add(`${exit.x},${exit.y}`);
placeTraps(floor, rooms, ecsWorld, tiles, width, random, occupiedPositions); for (const pos of trackPath) {
occupiedPositions.add(`${pos.x},${pos.y}`);
// Place doors for dungeon levels (Uniform/Digger)
// Caves (Floors 10+) shouldn't have manufactured doors
if (floor <= 9) {
placeDoors(width, height, tiles, rooms, random);
} }
// Place enemies
placeEnemies(floor, rooms, ecsWorld, tiles, width, random, occupiedPositions);
// Place traps
placeTraps(floor, rooms, ecsWorld, tiles, width, random, occupiedPositions);
// Decorate and finalize tiles
decorate(width, height, tiles, random, exit); decorate(width, height, tiles, random, exit);
// CRITICAL FIX: Ensure player start position is always clear! // Ensure start and end are walkable and marked
// Otherwise spawning in Grass (which blocks vision) makes the player blind.
tiles[playerY * width + playerX] = TileType.EMPTY; tiles[playerY * width + playerX] = TileType.EMPTY;
tiles[exit.y * width + exit.x] = TileType.EXIT;
return {
world: { width, height, tiles, exit }, return {
world: { width, height, tiles, exit, trackPath },
playerId, playerId,
ecsWorld ecsWorld
}; };
} }
// Update generateRooms signature to accept random
function generateRooms(width: number, height: number, tiles: Tile[], floor: number, random: () => number): Room[] {
const rooms: Room[] = [];
// Choose dungeon algorithm based on floor depth
let dungeon: any;
if (floor <= 4) {
// Floors 1-4: Uniform (organic, irregular rooms)
dungeon = new ROT.Map.Uniform(width, height, {
roomWidth: [GAME_CONFIG.map.roomMinWidth, GAME_CONFIG.map.roomMaxWidth],
roomHeight: [GAME_CONFIG.map.roomMinHeight, GAME_CONFIG.map.roomMaxHeight],
roomDugPercentage: 0.3,
});
} else if (floor <= 9) {
// Floors 5-9: Digger (traditional rectangular rooms + corridors)
dungeon = new ROT.Map.Digger(width, height, {
roomWidth: [GAME_CONFIG.map.roomMinWidth, GAME_CONFIG.map.roomMaxWidth],
roomHeight: [GAME_CONFIG.map.roomMinHeight, GAME_CONFIG.map.roomMaxHeight],
corridorLength: [2, 6],
});
} else {
// Floors 10+: Cellular (natural cave systems)
dungeon = new ROT.Map.Cellular(width, height, {
born: [4, 5, 6, 7, 8],
survive: [2, 3, 4, 5],
});
// Cellular needs randomization and smoothing
dungeon.randomize(0.5);
for (let i = 0; i < 4; i++) {
dungeon.create();
}
}
// Generate the dungeon
dungeon.create((x: number, y: number, value: number) => {
if (value === 0) {
// 0 = floor, 1 = wall
tiles[y * width + x] = TileType.EMPTY;
}
});
// Extract room information from the generated dungeon
const roomData = (dungeon as any).getRooms?.();
if (roomData && roomData.length > 0) {
// Traditional dungeons (Uniform/Digger) have explicit rooms
for (const room of roomData) {
rooms.push({
x: room.getLeft(),
y: room.getTop(),
width: room.getRight() - room.getLeft() + 1,
height: room.getBottom() - room.getTop() + 1
});
}
} else {
// Cellular caves don't have explicit rooms, so find connected floor areas
rooms.push(...extractRoomsFromCave(width, height, tiles));
// Connect the isolated cave rooms
connectRooms(width, tiles, rooms, random);
}
// Ensure we have at least 2 rooms for player/exit placement
if (rooms.length < 2) {
// Fallback: create two basic rooms
rooms.push(
{ x: 5, y: 5, width: 5, height: 5 },
{ x: width - 10, y: height - 10, width: 5, height: 5 }
);
// Connect the fallback rooms
connectRooms(width, tiles, rooms, random);
}
return rooms;
}
function connectRooms(width: number, tiles: Tile[], rooms: Room[], random: () => number) {
for (let i = 0; i < rooms.length - 1; i++) {
const r1 = rooms[i];
const r2 = rooms[i+1];
const c1x = r1.x + Math.floor(r1.width / 2);
const c1y = r1.y + Math.floor(r1.height / 2);
const c2x = r2.x + Math.floor(r2.width / 2);
const c2y = r2.y + Math.floor(r2.height / 2);
if (random() < 0.5) {
digH(width, tiles, c1x, c2x, c1y);
digV(width, tiles, c1y, c2y, c2x);
} else {
digV(width, tiles, c1y, c2y, c1x);
digH(width, tiles, c1x, c2x, c2y);
}
}
}
function digH(width: number, tiles: Tile[], x1: number, x2: number, y: number) {
const start = Math.min(x1, x2);
const end = Math.max(x1, x2);
for (let x = start; x <= end; x++) {
const idx = y * width + x;
if (tiles[idx] === TileType.WALL) {
tiles[idx] = TileType.EMPTY;
}
}
}
function digV(width: number, tiles: Tile[], y1: number, y2: number, x: number) {
const start = Math.min(y1, y2);
const end = Math.max(y1, y2);
for (let y = start; y <= end; y++) {
const idx = y * width + x;
if (tiles[idx] === TileType.WALL) {
tiles[idx] = TileType.EMPTY;
}
}
}
/** /**
* For cellular/cave maps, find clusters of floor tiles to use as "rooms" * Generates a level with a central rail track from start to end.
*/ */
function extractRoomsFromCave(width: number, height: number, tiles: Tile[]): Room[] { function generateTrackLevel(width: number, height: number, tiles: Tile[], _floor: number, random: () => number): { rooms: Room[], trackPath: Vec2[] } {
const rooms: Room[] = []; const rooms: Room[] = [];
const visited = new Set<number>(); const trackPath: Vec2[] = [];
// Find large connected floor areas // 1. Generate a winding path of "Anchor Points" for rooms
for (let y = 1; y < height - 1; y++) { const anchors: Vec2[] = [];
for (let x = 1; x < width - 1; x++) { const startDir = Math.floor(random() * 4); // 0: East, 1: West, 2: South, 3: North
const idx = y * width + x;
if (tiles[idx] === TileType.EMPTY && !visited.has(idx)) { let currA: Vec2;
const cluster = floodFill(width, height, tiles, x, y, visited); const margin = 10;
const stepSize = 12;
// Only consider clusters larger than 20 tiles
if (cluster.length > 20) { if (startDir === 0) { // East (Left to Right)
// Create bounding box for this cluster currA = { x: margin, y: margin + Math.floor(random() * (height - margin * 2)) };
let minX = width, maxX = 0, minY = height, maxY = 0; } else if (startDir === 1) { // West (Right to Left)
for (const pos of cluster) { currA = { x: width - margin, y: margin + Math.floor(random() * (height - margin * 2)) };
const cx = pos % width; } else if (startDir === 2) { // South (Top to Bottom)
const cy = Math.floor(pos / width); currA = { x: margin + Math.floor(random() * (width - margin * 2)), y: margin };
minX = Math.min(minX, cx); } else { // North (Bottom to Top)
maxX = Math.max(maxX, cx); currA = { x: margin + Math.floor(random() * (width - margin * 2)), y: height - margin };
minY = Math.min(minY, cy); }
maxY = Math.max(maxY, cy);
anchors.push({ ...currA });
const isFinished = () => {
if (startDir === 0) return currA.x >= width - margin;
if (startDir === 1) return currA.x <= margin;
if (startDir === 2) return currA.y >= height - margin;
return currA.y <= margin;
};
while (!isFinished()) {
let nextX = currA.x;
let nextY = currA.y;
if (startDir === 0) { // East
nextX += Math.floor(stepSize * (0.8 + random() * 0.4));
nextY += Math.floor((random() - 0.5) * height * 0.4);
} else if (startDir === 1) { // West
nextX -= Math.floor(stepSize * (0.8 + random() * 0.4));
nextY += Math.floor((random() - 0.5) * height * 0.4);
} else if (startDir === 2) { // South
nextY += Math.floor(stepSize * (0.8 + random() * 0.4));
nextX += Math.floor((random() - 0.5) * width * 0.4);
} else { // North
nextY -= Math.floor(stepSize * (0.8 + random() * 0.4));
nextX += Math.floor((random() - 0.5) * width * 0.4);
}
currA = {
x: Math.max(margin / 2, Math.min(width - margin / 2, nextX)),
y: Math.max(margin / 2, Math.min(height - margin / 2, nextY))
};
anchors.push({ ...currA });
}
// 2. Place Primary Rooms at anchors and connect them
let prevCenter: Vec2 | null = null;
for (const anchor of anchors) {
const rw = 7 + Math.floor(random() * 6);
const rh = 6 + Math.floor(random() * 6);
const rx = Math.floor(anchor.x - rw / 2);
const ry = Math.floor(anchor.y - rh / 2);
const room: Room = { x: rx, y: ry, width: rw, height: rh };
// Dig room interior
for (let y = ry + 1; y < ry + rh - 1; y++) {
for (let x = rx + 1; x < rx + rw - 1; x++) {
if (x >= 0 && x < width && y >= 0 && y < height) {
tiles[y * width + x] = TileType.EMPTY;
}
}
}
rooms.push(room);
const currCenter = { x: rx + Math.floor(rw / 2), y: ry + Math.floor(rh / 2) };
// 3. Connect to previous room and lay track
if (prevCenter) {
// Connect path
const segment: Vec2[] = [];
let tx = prevCenter.x;
let ty = prevCenter.y;
const dig = (x: number, y: number) => {
for (let dy = 0; dy <= 1; dy++) {
for (let dx = 0; dx <= 1; dx++) {
const nx = x + dx;
const ny = y + dy;
if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
tiles[ny * width + nx] = TileType.EMPTY;
}
} }
rooms.push({
x: minX,
y: minY,
width: maxX - minX + 1,
height: maxY - minY + 1
});
} }
if (!segment.find(p => p.x === x && p.y === y)) {
segment.push({ x, y });
}
};
// Simple L-shape for tracks within/between rooms
while (tx !== currCenter.x) {
tx += currCenter.x > tx ? 1 : -1;
dig(tx, ty);
} }
while (ty !== currCenter.y) {
ty += currCenter.y > ty ? 1 : -1;
dig(tx, ty);
}
trackPath.push(...segment);
} else {
trackPath.push(currCenter);
}
prevCenter = currCenter;
}
// 4. Branch Side Rooms off the main path
const targetSideRooms = 10;
let attempts = 0;
const maxAttempts = 300;
while (rooms.length < targetSideRooms + anchors.length && attempts < maxAttempts) {
attempts++;
const sourcePathIdx = Math.floor(random() * trackPath.length);
const source = trackPath[sourcePathIdx];
const rw = 5 + Math.floor(random() * 5); // Slightly smaller rooms to fit better
const rh = 4 + Math.floor(random() * 5);
// Try multiple offsets to find a gap
const distances = [5, 6, 7, 8];
const sides = [-1, 1];
let placed = false;
for (const dist of distances) {
for (const side of sides) {
let rx, ry;
if (random() < 0.5) { // Try horizontal offset
rx = source.x + (side * dist);
ry = source.y - Math.floor(rh / 2);
} else { // Try vertical offset
rx = source.x - Math.floor(rw / 2);
ry = source.y + (side * dist);
}
rx = Math.max(1, Math.min(width - rw - 1, rx));
ry = Math.max(1, Math.min(height - rh - 1, ry));
const room = { x: rx, y: ry, width: rw, height: rh };
// 1. Check overlap with existing rooms (strict padding)
const overlapRooms = rooms.some(r => !(room.x + room.width < r.x - 1 || room.x > r.x + r.width + 1 || room.y + room.height < r.y - 1 || room.y > r.y + r.height + 1));
if (overlapRooms) continue;
// 2. Check overlap with existing core structures (EMPTY tiles)
let overlapEmpty = false;
for (let y = ry - 1; y < ry + rh + 1; y++) {
for (let x = rx - 1; x < rx + rw + 1; x++) {
if (tiles[y * width + x] === TileType.EMPTY) {
overlapEmpty = true;
break;
}
}
if (overlapEmpty) break;
}
if (overlapEmpty) continue;
// Valid spot found!
for (let y = ry + 1; y < ry + rh - 1; y++) {
for (let x = rx + 1; x < rx + rw - 1; x++) {
tiles[y * width + x] = TileType.EMPTY;
}
}
digCorridor(width, tiles, source.x, source.y, rx + Math.floor(rw / 2), ry + Math.floor(rh / 2));
// Place door at room boundary
let ex = rx + Math.floor(rw / 2);
let ey = ry + (source.y <= ry ? 0 : rh - 1);
if (source.x < rx) {
ex = rx; ey = ry + Math.floor(rh / 2);
} else if (source.x >= rx + rw) {
ex = rx + rw - 1; ey = ry + Math.floor(rh / 2);
} else if (source.y < ry) {
ex = rx + Math.floor(rw / 2); ey = ry;
} else if (source.y >= ry + rh) {
ex = rx + Math.floor(rw / 2); ey = ry + rh - 1;
}
tiles[ey * width + ex] = TileType.DOOR_CLOSED;
rooms.push(room);
placed = true;
break;
}
if (placed) break;
} }
} }
return rooms; console.log(`[generator] Final side rooms placed: ${rooms.length - anchors.length} after ${attempts} attempts.`);
// Place visual exit at track end
const lastNode = trackPath[trackPath.length - 1];
tiles[lastNode.y * width + lastNode.x] = TileType.EXIT;
return { rooms, trackPath };
} }
/**
* Flood fill to find connected floor tiles function digCorridor(width: number, tiles: Tile[], x1: number, y1: number, x2: number, y2: number) {
*/ let currX = x1;
function floodFill(width: number, height: number, tiles: Tile[], startX: number, startY: number, visited: Set<number>): number[] { let currY = y1;
const cluster: number[] = [];
const queue: number[] = [startY * width + startX]; while (currX !== x2 || currY !== y2) {
if (currX !== x2) {
while (queue.length > 0) { currX += x2 > currX ? 1 : -1;
const idx = queue.shift()!; } else if (currY !== y2) {
if (visited.has(idx)) continue; currY += y2 > currY ? 1 : -1;
}
visited.add(idx); // Only dig if it's currently a wall
cluster.push(idx); if (tiles[currY * width + currX] === TileType.WALL) {
tiles[currY * width + currX] = TileType.EMPTY;
const x = idx % width;
const y = Math.floor(idx / width);
// Check 4 directions
const neighbors = [
{ nx: x + 1, ny: y },
{ nx: x - 1, ny: y },
{ nx: x, ny: y + 1 },
{ nx: x, ny: y - 1 },
];
for (const { nx, ny } of neighbors) {
if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
const nIdx = ny * width + nx;
if (tiles[nIdx] === TileType.EMPTY && !visited.has(nIdx)) {
queue.push(nIdx);
}
}
} }
} }
return cluster;
} }
function decorate(width: number, height: number, tiles: Tile[], random: () => number, exit: Vec2): void {
function decorate(width: number, height: number, tiles: Tile[], random: () => number, _exit: Vec2): void {
const world = { width, height }; const world = { width, height };
// Stairs removed as per user request
// Set exit tile
tiles[idx(world as any, exit.x, exit.y)] = TileType.EXIT;
// Use Simplex noise for natural-looking grass distribution // Use Simplex noise for natural-looking grass distribution
const grassNoise = new ROT.Noise.Simplex(); const grassNoise = new ROT.Noise.Simplex();
const decorationNoise = new ROT.Noise.Simplex(); const decorationNoise = new ROT.Noise.Simplex();
// Offset noise to get different patterns for grass vs decorations // Offset noise to get different patterns for grass vs decorations
const grassOffset = random() * 1000; const grassOffset = random() * 1000;
const decorOffset = random() * 1000; const decorOffset = random() * 1000;
for (let y = 0; y < height; y++) { for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) { for (let x = 0; x < width; x++) {
const i = idx(world as any, x, y); const i = idx(world as any, x, y);
if (tiles[i] === TileType.EMPTY) { if (tiles[i] === TileType.EMPTY) {
// Grass patches: use noise to create organic shapes // Grass patches: use noise to create organic shapes
const grassValue = grassNoise.get((x + grassOffset) / 15, (y + grassOffset) / 15); const grassValue = grassNoise.get((x + grassOffset) / 15, (y + grassOffset) / 15);
// Create grass patches where noise is above threshold // Create grass patches where noise is above threshold
if (grassValue > 0.35) { if (grassValue > 0.35) {
tiles[i] = TileType.GRASS; tiles[i] = TileType.GRASS;
@@ -345,12 +410,11 @@ function decorate(width: number, height: number, tiles: Tile[], random: () => nu
} else { } else {
// Floor decorations (moss/rocks): clustered distribution // Floor decorations (moss/rocks): clustered distribution
const decoValue = decorationNoise.get((x + decorOffset) / 8, (y + decorOffset) / 8); const decoValue = decorationNoise.get((x + decorOffset) / 8, (y + decorOffset) / 8);
// Dense clusters where noise is high // Dense clusters where noise is high
if (decoValue > 0.5) { if (decoValue > 0.5) {
tiles[i] = TileType.EMPTY_DECO; tiles[i] = TileType.EMPTY_DECO;
} else if (decoValue > 0.3 && random() < 0.3) { } else if (decoValue > 0.3 && random() < 0.3) {
// Sparse decorations at medium noise levels
tiles[i] = TileType.EMPTY_DECO; tiles[i] = TileType.EMPTY_DECO;
} }
} }
@@ -364,56 +428,71 @@ function decorate(width: number, height: number, tiles: Tile[], random: () => nu
const i = idx(world as any, x, y); const i = idx(world as any, x, y);
const nextY = idx(world as any, x, y + 1); const nextY = idx(world as any, x, y + 1);
if (tiles[i] === TileType.WALL && if (tiles[i] === TileType.WALL &&
tiles[nextY] === TileType.GRASS && tiles[nextY] === TileType.GRASS &&
random() < 0.25) { random() < 0.25) {
tiles[i] = TileType.WALL_DECO; tiles[i] = TileType.WALL_DECO;
} }
} }
} }
} }
function placeEnemies(floor: number, rooms: Room[], ecsWorld: ECSWorld, random: () => number): void { function placeEnemies(
const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor; floor: number,
rooms: Room[],
ecsWorld: ECSWorld,
tiles: Tile[],
width: number,
random: () => number,
occupiedPositions: Set<string>
): void {
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);
const occupiedPositions = new Set<string>();
if (rooms.length < 2) return;
for (let i = 0; i < numEnemies; i++) { for (let i = 0; i < numEnemies; i++) {
// Pick a random room (not the starting room 0) // Pick a random room (not the starting room 0)
const roomIdx = 1 + Math.floor(random() * (rooms.length - 1)); const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
const room = rooms[roomIdx]; const room = rooms[roomIdx];
// Try to find an empty spot in the room // Try to find an empty spot in the room
for (let attempts = 0; attempts < 5; attempts++) { for (let attempts = 0; attempts < 20; attempts++) {
const ex = room.x + 1 + Math.floor(random() * (room.width - 2)); const ex = room.x + 1 + Math.floor(random() * (room.width - 2));
const ey = room.y + 1 + Math.floor(random() * (room.height - 2)); const ey = room.y + 1 + Math.floor(random() * (room.height - 2));
const k = `${ex},${ey}`; const k = `${ex},${ey}`;
const tileIdx = ey * width + ex;
const isFloor = tiles[tileIdx] === TileType.EMPTY ||
tiles[tileIdx] === TileType.EMPTY_DECO ||
tiles[tileIdx] === TileType.GRASS_SAPLINGS;
if (!occupiedPositions.has(k)) { if (isFloor && !occupiedPositions.has(k)) {
const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies; const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
const enemyDef = GAME_CONFIG.enemies[type]; const enemyDef = GAME_CONFIG.enemies[type];
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;
const speed = enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)); const speed = enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed));
// Create Enemy in ECS // Create Enemy in ECS
EntityBuilder.create(ecsWorld) EntityBuilder.create(ecsWorld)
.asEnemy(type) .asEnemy(type)
.withPosition(ex, ey) .withPosition(ex, ey)
.withStats({ .withSprite(type, 0)
maxHp: scaledHp + Math.floor(random() * 4), .withName(type.charAt(0).toUpperCase() + type.slice(1))
hp: scaledHp + Math.floor(random() * 4), .withCombat()
attack: scaledAttack + Math.floor(random() * 2), .withStats({
defense: enemyDef.baseDefense, maxHp: scaledHp + Math.floor(random() * 4),
}) hp: scaledHp + Math.floor(random() * 4),
.withEnergy(speed) // Configured speed attack: scaledAttack + Math.floor(random() * 2),
// Note: Other stats like crit/evasion are defaults from EntityBuilder or BaseStats defense: enemyDef.baseDefense,
.build(); })
.withEnergy(speed) // Configured speed
.build();
occupiedPositions.add(k); occupiedPositions.add(k);
break; break;
} }
@@ -436,37 +515,39 @@ function placeTraps(
): void { ): void {
// Trap configuration // Trap configuration
const trapTypes = ["poison", "fire", "paralysis"] as const; const trapTypes = ["poison", "fire", "paralysis"] as const;
// Number of traps scales with floor (1-2 on floor 1, up to 5-6 on floor 10) // Number of traps scales with floor (1-2 on floor 1, up to 5-6 on floor 10)
const minTraps = 1 + Math.floor(floor / 3); const minTraps = 1 + Math.floor(floor / 3);
const maxTraps = minTraps + 2; const maxTraps = minTraps + 2;
const numTraps = minTraps + Math.floor(random() * (maxTraps - minTraps + 1)); const numTraps = minTraps + Math.floor(random() * (maxTraps - minTraps + 1));
if (rooms.length < 2) return;
for (let i = 0; i < numTraps; i++) { for (let i = 0; i < numTraps; i++) {
// Pick a random room (not the starting room) // Pick a random room (not the starting room)
const roomIdx = 1 + Math.floor(random() * (rooms.length - 1)); const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
const room = rooms[roomIdx]; const room = rooms[roomIdx];
// Try to find a valid position // Try to find a valid position
for (let attempts = 0; attempts < 10; attempts++) { for (let attempts = 0; attempts < 10; attempts++) {
const tx = room.x + 1 + Math.floor(random() * (room.width - 2)); const tx = room.x + 1 + Math.floor(random() * (room.width - 2));
const ty = room.y + 1 + Math.floor(random() * (room.height - 2)); const ty = room.y + 1 + Math.floor(random() * (room.height - 2));
const key = `${tx},${ty}`; const key = `${tx},${ty}`;
// Check if position is valid (floor tile, not occupied) // Check if position is valid (floor tile, not occupied)
const tileIdx = ty * width + tx; const tileIdx = ty * width + tx;
const isFloor = tiles[tileIdx] === TileType.EMPTY || const isFloor = tiles[tileIdx] === TileType.EMPTY ||
tiles[tileIdx] === TileType.EMPTY_DECO || tiles[tileIdx] === TileType.EMPTY_DECO ||
tiles[tileIdx] === TileType.GRASS_SAPLINGS; tiles[tileIdx] === TileType.GRASS_SAPLINGS;
if (isFloor && !occupiedPositions.has(key)) { if (isFloor && !occupiedPositions.has(key)) {
// Pick a random trap type // Pick a random trap type
const trapType = trapTypes[Math.floor(random() * trapTypes.length)]; const trapType = trapTypes[Math.floor(random() * trapTypes.length)];
// Scale effect duration/magnitude with floor // Scale effect duration/magnitude with floor
const duration = 3 + Math.floor(floor / 3); const duration = 3 + Math.floor(floor / 3);
const magnitude = 2 + Math.floor(floor / 2); const magnitude = 2 + Math.floor(floor / 2);
switch (trapType) { switch (trapType) {
case "poison": case "poison":
Prefabs.poisonTrap(ecsWorld, tx, ty, duration, magnitude); Prefabs.poisonTrap(ecsWorld, tx, ty, duration, magnitude);
@@ -478,7 +559,7 @@ function placeTraps(
Prefabs.paralysisTrap(ecsWorld, tx, ty, Math.max(2, Math.ceil(duration / 2))); Prefabs.paralysisTrap(ecsWorld, tx, ty, Math.max(2, Math.ceil(duration / 2)));
break; break;
} }
occupiedPositions.add(key); occupiedPositions.add(key);
break; break;
} }
@@ -489,39 +570,3 @@ function placeTraps(
export const makeTestWorld = generateWorld; export const makeTestWorld = generateWorld;
function placeDoors(width: number, height: number, tiles: Tile[], rooms: Room[], random: () => number): void {
const checkAndPlaceDoor = (x: number, y: number) => {
const i = idx({ width, height } as any, x, y);
if (tiles[i] === TileType.EMPTY) {
// Found a connection (floor tile on perimeter)
// 50% chance to place a door
if (random() < 0.5) {
// 90% chance for closed door, 10% for open
tiles[i] = random() < 0.9 ? TileType.DOOR_CLOSED : TileType.DOOR_OPEN;
}
}
};
for (const room of rooms) {
// Scan top and bottom walls
const topY = room.y - 1;
const bottomY = room.y + room.height;
// Scan horizontal perimeters (iterate x from left-1 to right+1 to cover corners too if needed,
// but usually doors are in the middle segments. Let's cover the full range adjacent to room.)
for (let x = room.x; x < room.x + room.width; x++) {
if (topY >= 0) checkAndPlaceDoor(x, topY);
if (bottomY < height) checkAndPlaceDoor(x, bottomY);
}
// Scan left and right walls
const leftX = room.x - 1;
const rightX = room.x + room.width;
for (let y = room.y; y < room.y + room.height; y++) {
if (leftX >= 0) checkAndPlaceDoor(leftX, y);
if (rightX < width) checkAndPlaceDoor(rightX, y);
}
}
}

View File

@@ -12,19 +12,19 @@ import * as ROT from "rot-js";
* - You cannot path TO an unseen target tile. * - You cannot path TO an unseen target tile.
*/ */
export function findPathAStar( export function findPathAStar(
w: World, w: World,
seen: Uint8Array, seen: Uint8Array,
start: Vec2, start: Vec2,
end: Vec2, end: Vec2,
options: { ignoreBlockedTarget?: boolean; ignoreSeen?: boolean; accessor?: EntityAccessor } = {} 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.accessor)) 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 [];
@@ -36,7 +36,7 @@ export function findPathAStar(
// Start position is always passable // Start position is always passable
if (x === start.x && y === start.y) return true; if (x === start.x && y === start.y) return true;
// Target position is passable (we already validated it above) // Target position is passable (we already validated it above)
if (x === end.x && y === end.y) return true; if (x === end.x && y === end.y) return true;
@@ -49,11 +49,11 @@ export function findPathAStar(
return true; return true;
}; };
// Use rot-js A* pathfinding with 4-directional topology // Use rot-js A* pathfinding with 8-directional topology
const astar = new ROT.Path.AStar(end.x, end.y, passableCallback, { topology: 4 }); const astar = new ROT.Path.AStar(end.x, end.y, passableCallback, { topology: 8 });
const path: Vec2[] = []; const path: Vec2[] = [];
// Compute path from start to end // Compute path from start to end
astar.compute(start.x, start.y, (x: number, y: number) => { astar.compute(start.x, start.y, (x: number, y: number) => {
path.push({ x, y }); path.push({ x, y });

View File

@@ -23,7 +23,7 @@ export function isBlockingTile(w: World, x: number, y: number): boolean {
export function tryDestructTile(w: World, x: number, y: number): boolean { export function tryDestructTile(w: World, x: number, y: number): boolean {
if (!inBounds(w, x, y)) return false; if (!inBounds(w, x, y)) return false;
const i = idx(w, x, y); const i = idx(w, x, y);
const tile = w.tiles[i]; const tile = w.tiles[i];
@@ -43,13 +43,21 @@ export function isBlocked(w: World, x: number, y: number, accessor: EntityAccess
if (!accessor) return false; if (!accessor) return false;
const actors = accessor.getActorsAt(x, y); const actors = accessor.getActorsAt(x, y);
return actors.some(a => a.category === "combatant"); if (actors.some(a => a.category === "combatant")) return true;
// Check for interactable entities (switches, etc.) that should block movement
if (accessor.context) {
const ecs = accessor.context;
const isInteractable = ecs.getEntitiesWith("position", "trigger").some(id => {
const p = ecs.getComponent(id, "position");
const t = ecs.getComponent(id, "trigger");
return p?.x === x && p?.y === y && t?.onInteract;
});
if (isInteractable) return true;
}
return false;
} }
export function isPlayerOnExit(w: World, accessor: EntityAccessor): boolean {
const p = accessor.getPlayer();
if (!p) return false;
return p.pos.x === w.exit.x && p.pos.y === w.exit.y;
}

View File

@@ -1,9 +1,10 @@
import Phaser from "phaser"; import Phaser from "phaser";
import { type World, type EntityId, type Vec2, type ActorType } from "../core/types"; import { type World, type EntityId, type Vec2, type ActorType } from "../core/types";
import { TileType } from "../core/terrain";
import { TILE_SIZE } from "../core/constants"; import { TILE_SIZE } from "../core/constants";
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";
import { ALL_TEMPLATES } from "../core/config/Items";
import { FovManager } from "./FovManager"; import { FovManager } from "./FovManager";
import { MinimapRenderer } from "./MinimapRenderer"; import { MinimapRenderer } from "./MinimapRenderer";
import { FxRenderer } from "./FxRenderer"; import { FxRenderer } from "./FxRenderer";
@@ -15,7 +16,7 @@ export class DungeonRenderer {
private scene: Phaser.Scene; private scene: Phaser.Scene;
private map?: Phaser.Tilemaps.Tilemap; private map?: Phaser.Tilemaps.Tilemap;
private layer?: Phaser.Tilemaps.TilemapLayer; private layer?: Phaser.Tilemaps.TilemapLayer;
private playerSprite?: Phaser.GameObjects.Sprite; private playerSprite?: Phaser.GameObjects.Sprite;
private enemySprites: Map<EntityId, Phaser.GameObjects.Sprite> = new Map(); private enemySprites: Map<EntityId, Phaser.GameObjects.Sprite> = new Map();
private orbSprites: Map<EntityId, Phaser.GameObjects.Arc> = new Map(); private orbSprites: Map<EntityId, Phaser.GameObjects.Arc> = new Map();
@@ -24,11 +25,12 @@ export class DungeonRenderer {
private fovManager: FovManager; private fovManager: FovManager;
private minimapRenderer: MinimapRenderer; private minimapRenderer: MinimapRenderer;
private fxRenderer: FxRenderer; private fxRenderer: FxRenderer;
private world!: World; private world!: World;
private entityAccessor!: EntityAccessor; private entityAccessor!: EntityAccessor;
private ecsWorld!: ECSWorld; private ecsWorld!: ECSWorld;
private trapSprites: Map<number, Phaser.GameObjects.Sprite> = new Map(); private trapSprites: Map<number, Phaser.GameObjects.Sprite> = new Map();
private trackSprites: Phaser.GameObjects.Sprite[] = [];
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
this.scene = scene; this.scene = scene;
@@ -49,6 +51,12 @@ export class DungeonRenderer {
} }
this.trapSprites.clear(); this.trapSprites.clear();
for (const sprite of this.trackSprites) {
sprite.destroy();
}
this.trackSprites = [];
this.trapSprites.clear();
for (const [, sprite] of this.enemySprites) { for (const [, sprite] of this.enemySprites) {
sprite.destroy(); sprite.destroy();
} }
@@ -67,39 +75,57 @@ export class DungeonRenderer {
// 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({
data: Array.from({ length: world.height }, (_, y) => tileWidth: TILE_SIZE,
Array.from({ length: world.width }, (_, x) => this.world.tiles[idx(this.world, x, y)]) tileHeight: TILE_SIZE,
), width: world.width,
tileWidth: 16, height: world.height
tileHeight: 16
}); });
const tileset = this.map.addTilesetImage("dungeon", "dungeon", 16, 16, 0, 0)!; const tileset = this.map.addTilesetImage("dungeon", "dungeon");
this.layer = this.map.createLayer(0, tileset, 0, 0)!; if (!tileset) {
this.layer.setDepth(0); console.error("[DungeonRenderer] FAILED to load tileset 'dungeon'!");
// Fallback or throw?
}
// Initial tile states (hidden) this.layer = this.map.createBlankLayer("floor", tileset || "dungeon")!;
this.layer.forEachTile(tile => { if (this.layer) {
tile.setVisible(false); this.layer.setDepth(0);
}); this.layer.setVisible(true);
console.log(`[DungeonRenderer] Layer created. Size: ${world.width}x${world.height}`);
} else {
console.error("[DungeonRenderer] FAILED to create tilemap layer!");
}
let tilesPlaced = 0;
for (let y = 0; y < world.height; y++) {
for (let x = 0; x < world.width; x++) {
const i = y * world.width + x;
const tile = world.tiles[i];
if (tile !== undefined && this.layer) {
this.layer.putTileAt(tile, x, y);
tilesPlaced++;
}
}
}
console.log(`[DungeonRenderer] Placed ${tilesPlaced} tiles.`);
this.fxRenderer.clearCorpses(); this.fxRenderer.clearCorpses();
// Ensure player sprite exists // Ensure player sprite exists
if (!this.playerSprite) { if (!this.playerSprite) {
this.playerSprite = this.scene.add.sprite(0, 0, "warrior", 0); this.playerSprite = this.scene.add.sprite(0, 0, "PriestessSouth");
this.playerSprite.setDepth(100); this.playerSprite.setDepth(100);
this.playerSprite.play('warrior-idle'); this.playerSprite.setDisplaySize(TILE_SIZE, TILE_SIZE); // Ensure it fits in 1 tile
// No animation for simple sprites for now
} }
this.minimapRenderer.positionMinimap(); this.minimapRenderer.positionMinimap();
// Reset player sprite position to prevent tween animation from old floor // Reset player sprite position to prevent tween animation from old floor
if (this.playerSprite) { if (this.playerSprite) {
// 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);
const player = this.entityAccessor.getPlayer(); const player = this.entityAccessor.getPlayer();
if (player && player.category === "combatant") { if (player && player.category === "combatant") {
this.playerSprite.setPosition( this.playerSprite.setPosition(
@@ -109,25 +135,44 @@ export class DungeonRenderer {
} }
} }
// Create sprites for ECS trap entities // Create sprites for ECS entities with sprites (traps, mine carts, etc.)
if (this.ecsWorld) { if (this.ecsWorld) {
const traps = this.ecsWorld.getEntitiesWith("trigger", "position", "sprite"); console.log(`[DungeonRenderer] Creating ECS sprites...`);
for (const trapId of traps) { const spriteEntities = this.ecsWorld.getEntitiesWith("position", "sprite");
const pos = this.ecsWorld.getComponent(trapId, "position"); for (const entId of spriteEntities) {
const spriteData = this.ecsWorld.getComponent(trapId, "sprite"); // Skip combatants as they are handled separately (player and enemies)
const player = this.ecsWorld.getComponent(entId, "player");
if (player) continue;
const actorType = this.ecsWorld.getComponent(entId, "actorType");
if (actorType) continue;
const pos = this.ecsWorld.getComponent(entId, "position");
const spriteData = this.ecsWorld.getComponent(entId, "sprite");
if (pos && spriteData) { if (pos && spriteData) {
const sprite = this.scene.add.sprite( try {
pos.x * TILE_SIZE + TILE_SIZE / 2, const isStandalone = spriteData.texture === "mine_cart" || spriteData.texture === "ceramic_dragon_head" || spriteData.texture === "track_switch";
pos.y * TILE_SIZE + TILE_SIZE / 2, const sprite = this.scene.add.sprite(
spriteData.texture, pos.x * TILE_SIZE + TILE_SIZE / 2,
spriteData.index pos.y * TILE_SIZE + TILE_SIZE / 2,
); spriteData.texture,
sprite.setDepth(5); // Below actors, above floor isStandalone ? undefined : (spriteData.index ?? 0)
sprite.setVisible(false); // Hidden until FOV reveals );
this.trapSprites.set(trapId, sprite); sprite.setDepth(5);
sprite.setVisible(true); // Force visible for diagnostics
sprite.setAlpha(1.0); // Force opaque for diagnostics
sprite.setDisplaySize(TILE_SIZE, TILE_SIZE);
console.log(`[DungeonRenderer] Created sprite for ${spriteData.texture} at ${pos.x},${pos.y}`);
this.trapSprites.set(entId, sprite);
} catch (e) {
console.error(`[DungeonRenderer] Failed to create sprite for entity ${entId}:`, e);
}
} }
} }
} }
// Render static tracks
this.renderTracks();
} }
@@ -143,7 +188,7 @@ export class DungeonRenderer {
computeFov() { computeFov() {
const player = this.entityAccessor.getPlayer(); const player = this.entityAccessor.getPlayer();
if (player && player.category === "combatant") { if (player && player.category === "combatant") {
this.fovManager.compute(this.world, player.pos); this.fovManager.compute(this.world, player.pos);
} }
} }
@@ -152,30 +197,47 @@ export class DungeonRenderer {
} }
updateTile(x: number, y: number) { updateTile(x: number, y: number) {
if (!this.map || !this.world) return; if (!this.map || !this.world) return;
const t = this.world.tiles[idx(this.world, x, y)]; const t = this.world.tiles[idx(this.world, x, y)];
this.map.putTileAt(t, x, y); this.map.putTileAt(t, x, y);
} }
get seenArray() { get seenArray() {
return this.fovManager.seenArray; return this.fovManager.seenArray;
} }
private firstRender = true;
render(_playerPath: Vec2[]) { render(_playerPath: Vec2[]) {
if (!this.world || !this.layer) return; if (!this.world || !this.layer) return;
if (this.firstRender) {
console.log(`[DungeonRenderer] First render call... World: ${this.world.width}x${this.world.height}`);
this.firstRender = false;
}
const seen = this.fovManager.seenArray; const seen = this.fovManager.seenArray;
const visible = this.fovManager.visibleArray; const visible = this.fovManager.visibleArray;
// Pre-collect fire positions for efficient tile tinting
const firePositions = new Set<string>();
if (this.ecsWorld) {
const fires = this.ecsWorld.getEntitiesWith("position", "name");
for (const fid of fires) {
if (this.ecsWorld.getComponent(fid, "name")?.name === "Fire") {
const pos = this.ecsWorld.getComponent(fid, "position")!;
firePositions.add(`${pos.x},${pos.y}`);
}
}
}
// Update Tiles // Update Tiles
this.layer.forEachTile(tile => { this.layer.forEachTile(tile => {
const i = idx(this.world, tile.x, tile.y); const i = idx(this.world, tile.x, tile.y);
const worldTile = this.world.tiles[i]; const worldTile = this.world.tiles[i];
// Sync visual tile with logical tile (e.g. if grass was destroyed) // Sync visual tile with logical tile (e.g. if grass was destroyed)
if (tile.index !== worldTile) { if (tile.index !== worldTile) {
// We can safely update the index property for basic tile switching
// If we needed to change collision properties, we'd use putTileAt
tile.index = worldTile; tile.index = worldTile;
} }
@@ -189,6 +251,13 @@ export class DungeonRenderer {
if (isVis) { if (isVis) {
tile.alpha = 1.0; tile.alpha = 1.0;
tile.tint = 0xffffff; tile.tint = 0xffffff;
// Special effect for burning grass
if (firePositions.has(`${tile.x},${tile.y}`) && worldTile === TileType.GRASS) {
const flicker = 0.8 + Math.sin(this.scene.time.now / 120) * 0.2;
tile.tint = 0xff3333; // Bright red
tile.alpha = flicker;
}
} else { } else {
tile.alpha = isWall(this.world, tile.x, tile.y) ? 0.4 : 0.2; tile.alpha = isWall(this.world, tile.x, tile.y) ? 0.4 : 0.2;
tile.tint = 0x888888; tile.tint = 0x888888;
@@ -196,28 +265,99 @@ export class DungeonRenderer {
} }
}); });
// Update track sprites visibility
for (const sprite of this.trackSprites) {
const tx = Math.floor(sprite.x / TILE_SIZE);
const ty = Math.floor(sprite.y / TILE_SIZE);
const i = idx(this.world, tx, ty);
const isSeen = seen[i] === 1;
const isVis = visible[i] === 1;
sprite.setVisible(isSeen);
sprite.alpha = isVis ? 1.0 : 0.3;
}
// Update trap sprites visibility and appearance // Update trap sprites visibility and appearance
if (this.ecsWorld) { if (this.ecsWorld) {
for (const [trapId, sprite] of this.trapSprites) { for (const [trapId, sprite] of this.trapSprites) {
const pos = this.ecsWorld.getComponent(trapId, "position"); const pos = this.ecsWorld.getComponent(trapId, "position");
const spriteData = this.ecsWorld.getComponent(trapId, "sprite"); const spriteData = this.ecsWorld.getComponent(trapId, "sprite");
if (pos && spriteData) { // Handle missing components (entity destroyed)
const i = idx(this.world, pos.x, pos.y); if (!pos || !spriteData) {
const isSeen = seen[i] === 1; sprite.destroy();
const isVis = visible[i] === 1; this.trapSprites.delete(trapId);
continue;
sprite.setVisible(isSeen); }
// Update sprite frame in case trap was triggered // Bounds check
if (sprite.frame.name !== String(spriteData.index)) { if (pos.x < 0 || pos.x >= this.world.width || pos.y < 0 || pos.y >= this.world.height) {
sprite.setFrame(spriteData.index); sprite.setVisible(false);
continue;
}
const i = idx(this.world, pos.x, pos.y);
const isSeen = seen[i] === 1;
const isVis = visible[i] === 1;
sprite.setVisible(isSeen);
// Update position (with simple smoothing)
const targetX = pos.x * TILE_SIZE + TILE_SIZE / 2;
const targetY = pos.y * TILE_SIZE + TILE_SIZE / 2;
if (sprite.x !== targetX || sprite.y !== targetY) {
// Check if it's far away (teleport) or nearby (tween)
const dist = Phaser.Math.Distance.Between(sprite.x, sprite.y, targetX, targetY);
if (dist > TILE_SIZE * 2) {
this.scene.tweens.killTweensOf(sprite);
sprite.setPosition(targetX, targetY);
} else if (!this.scene.tweens.isTweening(sprite)) {
this.scene.tweens.add({
targets: sprite,
x: targetX,
y: targetY,
duration: GAME_CONFIG.rendering.moveDuration,
ease: 'Power1'
});
} }
}
// Dim if not currently visible
if (isSeen && !isVis) {
sprite.setAlpha(0.4); // Update sprite frame in case trap was triggered
sprite.setTint(0x888888); const isStandalone = spriteData.texture === "mine_cart" || spriteData.texture === "ceramic_dragon_head";
if (!isStandalone && sprite.frame.name !== String(spriteData.index)) {
sprite.setFrame(spriteData.index);
}
// Dim if not currently visible
if (isSeen && !isVis) {
sprite.setAlpha(0.4);
sprite.setTint(0x888888);
} else {
// Flickering effect for Fire
const name = this.ecsWorld.getComponent(trapId, "name");
if (name?.name === "Fire") {
const flicker = 0.8 + Math.sin(this.scene.time.now / 100) * 0.2;
sprite.setAlpha(flicker);
sprite.setScale(0.9 + Math.sin(this.scene.time.now / 150) * 0.1);
// Tint based on underlying tile
const tileIdx = idx(this.world, pos.x, pos.y);
const worldTile = this.world.tiles[tileIdx];
if (worldTile === TileType.GRASS) {
sprite.setTint(0xff3300); // Bright red-orange for burning grass
} else if (worldTile === TileType.DOOR_CLOSED || worldTile === TileType.DOOR_OPEN) {
// Pulse between yellow and red for doors
const pulse = (Math.sin(this.scene.time.now / 150) + 1) / 2;
const r = 255;
const g = Math.floor(200 * (1 - pulse));
const b = 0;
sprite.setTint((r << 16) | (g << 8) | b);
} else {
sprite.setTint(0xffaa44); // Default orange
}
} else { } else {
sprite.setAlpha(1); sprite.setAlpha(1);
sprite.clearTint(); sprite.clearTint();
@@ -241,18 +381,38 @@ export class DungeonRenderer {
if (this.playerSprite) { if (this.playerSprite) {
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2; const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2; const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
if (this.playerSprite.x !== tx || this.playerSprite.y !== ty) { if (this.playerSprite.x !== tx || this.playerSprite.y !== ty) {
this.scene.tweens.add({ // Determine direction
targets: this.playerSprite, const dx = tx - this.playerSprite.x;
x: tx, const dy = ty - this.playerSprite.y;
y: ty,
duration: 120, if (Math.abs(dy) > Math.abs(dx)) {
ease: 'Quad.easeOut', if (dy < 0) this.playerSprite.setTexture("PriestessNorth");
overwrite: true else this.playerSprite.setTexture("PriestessSouth");
}); } else if (Math.abs(dx) > 0) {
if (dx > 0) this.playerSprite.setTexture("PriestessEast");
else this.playerSprite.setTexture("PriestessWest");
}
this.scene.tweens.add({
targets: this.playerSprite,
x: tx,
y: ty,
duration: GAME_CONFIG.rendering.moveDuration,
ease: 'Quad.easeOut',
overwrite: true
});
} }
this.playerSprite.setVisible(true); this.playerSprite.setVisible(true);
// Burning status effect
const statusEffects = this.ecsWorld.getComponent(this.entityAccessor.playerId, "statusEffects");
if (statusEffects?.effects.some(e => e.type === "burning")) {
this.playerSprite.setTint(0xff6600);
} else {
this.playerSprite.clearTint();
}
} }
continue; continue;
} }
@@ -263,10 +423,10 @@ export class DungeonRenderer {
activeEnemyIds.add(a.id); activeEnemyIds.add(a.id);
let sprite = this.enemySprites.get(a.id); let sprite = this.enemySprites.get(a.id);
const textureKey = a.type; const textureKey = a.type;
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2; const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2; const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
if (!sprite) { if (!sprite) {
sprite = this.scene.add.sprite(tx, ty, textureKey, 0); sprite = this.scene.add.sprite(tx, ty, textureKey, 0);
sprite.setDepth(99); sprite.setDepth(99);
@@ -274,22 +434,30 @@ export class DungeonRenderer {
this.enemySprites.set(a.id, sprite); this.enemySprites.set(a.id, sprite);
sprite.setVisible(true); sprite.setVisible(true);
} else { } else {
if (!sprite.visible) { if (!sprite.visible) {
// If it was hidden, snap to new position immediately // If it was hidden, snap to new position immediately
this.scene.tweens.killTweensOf(sprite); this.scene.tweens.killTweensOf(sprite);
sprite.setPosition(tx, ty); sprite.setPosition(tx, ty);
sprite.setVisible(true); sprite.setVisible(true);
} else if (sprite.x !== tx || sprite.y !== ty) { } else if (sprite.x !== tx || sprite.y !== ty) {
// Only tween if it was already visible and moved // Only tween if it was already visible and moved
this.scene.tweens.add({ this.scene.tweens.add({
targets: sprite, targets: sprite,
x: tx, x: tx,
y: ty, y: ty,
duration: 120, duration: GAME_CONFIG.rendering.moveDuration,
ease: 'Quad.easeOut', ease: 'Quad.easeOut',
overwrite: true overwrite: true
}); });
} }
}
// Burning status effect
const statusEffects = this.ecsWorld.getComponent(a.id, "statusEffects");
if (statusEffects?.effects.some(e => e.type === "burning")) {
sprite.setTint(0xff6600);
} else if (sprite) {
sprite.clearTint();
} }
} else if (a.category === "collectible") { } else if (a.category === "collectible") {
@@ -308,23 +476,23 @@ export class DungeonRenderer {
orb.setVisible(true); orb.setVisible(true);
} }
} else if (a.category === "item_drop") { } else if (a.category === "item_drop") {
if (!isVis) continue; if (!isVis) continue;
activeItemIds.add(a.id); activeItemIds.add(a.id);
let itemContainer = this.itemSprites.get(a.id); let itemContainer = this.itemSprites.get(a.id);
if (!itemContainer) { if (!itemContainer) {
// Use ItemSpriteFactory to create sprite with optional glow // Use ItemSpriteFactory to create sprite with optional glow
itemContainer = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1); itemContainer = ItemSpriteFactory.createItemSprite(this.scene, a.item, 0, 0, 1);
itemContainer.setDepth(40); itemContainer.setDepth(40);
this.itemSprites.set(a.id, itemContainer); this.itemSprites.set(a.id, itemContainer);
} }
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2; const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2; const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
itemContainer.setPosition(tx, ty); itemContainer.setPosition(tx, ty);
itemContainer.setVisible(true); itemContainer.setVisible(true);
// bobbing effect on the container // bobbing effect on the container
itemContainer.y += Math.sin(this.scene.time.now / 300) * 2; itemContainer.y += Math.sin(this.scene.time.now / 300) * 2;
} }
} }
@@ -350,13 +518,13 @@ 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.entityAccessor.hasActor(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.entityAccessor); this.minimapRenderer.render(this.world, seen, visible, this.entityAccessor);
@@ -376,7 +544,19 @@ export class DungeonRenderer {
this.fxRenderer.showHeal(x, y, amount); this.fxRenderer.showHeal(x, y, amount);
} }
spawnCorpse(x: number, y: number, type: ActorType) { spawnCorpse(x: number, y: number, type: ActorType, targetId?: EntityId) {
if (targetId !== undefined) {
if (targetId === this.entityAccessor.playerId) {
if (this.playerSprite) {
this.playerSprite.setVisible(false);
}
} else {
const sprite = this.enemySprites.get(targetId);
if (sprite) {
sprite.setVisible(false);
}
}
}
this.fxRenderer.spawnCorpse(x, y, type); this.fxRenderer.spawnCorpse(x, y, type);
} }
@@ -404,45 +584,102 @@ export class DungeonRenderer {
this.fxRenderer.showFloatingText(x, y, message, color); this.fxRenderer.showFloatingText(x, y, message, color);
} }
showProjectile(from: Vec2, to: Vec2, itemId: string, onComplete: () => void) { showProjectile(from: Vec2, to: Vec2, texture: string, frame: number, onComplete: () => void) {
// World coords // World coords
const startX = from.x * TILE_SIZE + TILE_SIZE / 2; const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
const startY = from.y * TILE_SIZE + TILE_SIZE / 2; const startY = from.y * TILE_SIZE + TILE_SIZE / 2;
const endX = to.x * TILE_SIZE + TILE_SIZE / 2; const endX = to.x * TILE_SIZE + TILE_SIZE / 2;
const endY = to.y * TILE_SIZE + TILE_SIZE / 2; const endY = to.y * TILE_SIZE + TILE_SIZE / 2;
// Create sprite // Create sprite
// Look up sprite index from config const isStandalone = frame === undefined || frame === 0;
const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES]; const sprite = isStandalone
const texture = itemConfig?.textureKey ?? "items"; ? this.scene.add.sprite(startX, startY, texture)
const frame = itemConfig?.spriteIndex ?? 0; : this.scene.add.sprite(startX, startY, texture, frame);
// Use 'items' spritesheet // Ensure all sprites fit in a single 16x16 tile.
const sprite = this.scene.add.sprite(startX, startY, texture, frame); sprite.setDisplaySize(TILE_SIZE, TILE_SIZE);
sprite.setDepth(2000);
// Rotate?
const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY); sprite.setDepth(2000);
const duration = dist * 2; // speed
this.scene.tweens.add({
targets: sprite, // Rotate?
x: endX, const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
y: endY, sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
rotation: sprite.rotation + 4 * Math.PI, // Spin effect
duration: duration, const dist = Phaser.Math.Distance.Between(startX, startY, endX, endY);
ease: 'Linear', const duration = dist * 2; // speed
onComplete: () => {
sprite.destroy(); this.scene.tweens.add({
onComplete(); targets: sprite,
} x: endX,
}); y: endY,
rotation: sprite.rotation + 4 * Math.PI, // Spin effect
duration: duration,
ease: 'Linear',
onComplete: () => {
sprite.destroy();
onComplete();
}
});
} }
shakeCamera() { shakeCamera() {
this.scene.cameras.main.shake(100, 0.01); this.scene.cameras.main.shake(100, 0.01);
}
private renderTracks() {
if (!this.world.trackPath || this.world.trackPath.length === 0) return;
const path = this.world.trackPath;
for (let i = 0; i < path.length; i++) {
const curr = path[i];
const prev = i > 0 ? path[i - 1] : null;
const next = i < path.length - 1 ? path[i + 1] : null;
let spriteKey = "track_straight";
let angle = 0;
if (prev && next) {
const dx1 = curr.x - prev.x;
const dy1 = curr.y - prev.y;
const dx2 = next.x - curr.x;
const dy2 = next.y - curr.y;
if (dx1 === dx2 && dy1 === dy2) {
// Straight
spriteKey = "track_straight";
angle = dx1 === 0 ? 0 : 90; // Asset is vertical (0 deg), rotate to 90 for horizontal
} else {
// Corner
spriteKey = "track_corner";
const p = { dx: prev.x - curr.x, dy: prev.y - curr.y };
const n = { dx: next.x - curr.x, dy: next.y - curr.y };
// Top-Right: 180, Right-Bottom: 270, Bottom-Left: 0, Left-Top: 90
if ((p.dy === -1 && n.dx === 1) || (n.dy === -1 && p.dx === 1)) angle = 180;
else if ((p.dx === 1 && n.dy === 1) || (n.dx === 1 && p.dy === 1)) angle = 270;
else if ((p.dy === 1 && n.dx === -1) || (n.dy === 1 && p.dx === -1)) angle = 0;
else if ((p.dx === -1 && n.dy === -1) || (n.dx === -1 && p.dy === -1)) angle = 90;
}
} else if (next) {
spriteKey = "track_straight";
angle = (next.x === curr.x) ? 0 : 90;
} else if (prev) {
spriteKey = "track_straight";
angle = (prev.x === curr.x) ? 0 : 90;
}
const sprite = this.scene.add.sprite(
curr.x * TILE_SIZE + TILE_SIZE / 2,
curr.y * TILE_SIZE + TILE_SIZE / 2,
spriteKey
);
sprite.setAngle(angle);
sprite.setDisplaySize(TILE_SIZE, TILE_SIZE);
sprite.setDepth(2);
sprite.setVisible(false);
this.trackSprites.push(sprite);
}
} }
} }

View File

@@ -13,6 +13,7 @@ export class FovManager {
private visibleStrength!: Float32Array; private visibleStrength!: Float32Array;
private worldWidth: number = 0; private worldWidth: number = 0;
private worldHeight: number = 0; private worldHeight: number = 0;
private currentOrigin: { x: number; y: number } = { x: 0, y: 0 };
initialize(world: World) { initialize(world: World) {
this.worldWidth = world.width; this.worldWidth = world.width;
@@ -22,6 +23,10 @@ export class FovManager {
this.visibleStrength = new Float32Array(world.width * world.height); this.visibleStrength = new Float32Array(world.width * world.height);
this.fov = new FOV.PreciseShadowcasting((x: number, y: number) => { this.fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
// Best practice: Origin is always transparent to itself,
// otherwise vision is blocked if standing on an opaque tile (like a doorway).
if (x === this.currentOrigin.x && y === this.currentOrigin.y) return true;
if (!inBounds(world, x, y)) return false; if (!inBounds(world, x, y)) return false;
const idx = y * world.width + x; const idx = y * world.width + x;
return !blocksSight(world.tiles[idx]); return !blocksSight(world.tiles[idx]);
@@ -29,6 +34,7 @@ export class FovManager {
} }
compute(world: World, origin: { x: number; y: number }) { compute(world: World, origin: { x: number; y: number }) {
this.currentOrigin = origin;
this.visible.fill(0); this.visible.fill(0);
this.visibleStrength.fill(0); this.visibleStrength.fill(0);

View File

@@ -47,11 +47,11 @@ export class FxRenderer {
let textStr = amount.toString(); let textStr = amount.toString();
let color = "#ff3333"; let color = "#ff3333";
let fontSize = "16px"; let fontSize = "16px";
if (isCrit) { if (isCrit) {
textStr += "!"; textStr += "!";
color = "#ffff00"; color = "#ffff00";
fontSize = "22px"; fontSize = "22px";
} }
const text = this.scene.add.text(screenX, screenY, textStr, { const text = this.scene.add.text(screenX, screenY, textStr, {
@@ -63,19 +63,19 @@ export class FxRenderer {
}).setOrigin(0.5, 1).setDepth(200); }).setOrigin(0.5, 1).setDepth(200);
if (isBlock) { if (isBlock) {
const blockText = this.scene.add.text(screenX + 10, screenY - 10, "Blocked", { const blockText = this.scene.add.text(screenX + 10, screenY - 10, "Blocked", {
fontSize: "10px", fontSize: "10px",
color: "#888888", color: "#888888",
fontStyle: "bold" fontStyle: "bold"
}).setOrigin(0, 1).setDepth(200); }).setOrigin(0, 1).setDepth(200);
this.scene.tweens.add({ this.scene.tweens.add({
targets: blockText, targets: blockText,
y: screenY - 34, y: screenY - 34,
alpha: 0, alpha: 0,
duration: 800, duration: 800,
onComplete: () => blockText.destroy() onComplete: () => blockText.destroy()
}); });
} }
this.scene.tweens.add({ this.scene.tweens.add({
@@ -132,7 +132,7 @@ export class FxRenderer {
} }
spawnCorpse(x: number, y: number, type: ActorType) { spawnCorpse(x: number, y: number, type: ActorType) {
const textureKey = type === "player" ? "warrior" : type; const textureKey = type === "player" ? "PriestessSouth" : type;
const corpse = this.scene.add.sprite( const corpse = this.scene.add.sprite(
x * TILE_SIZE + TILE_SIZE / 2, x * TILE_SIZE + TILE_SIZE / 2,
@@ -141,7 +141,18 @@ export class FxRenderer {
0 0
); );
corpse.setDepth(50); corpse.setDepth(50);
corpse.play(`${textureKey}-die`); corpse.setDisplaySize(TILE_SIZE, TILE_SIZE); // All corpses should be tile-sized
// Only play animation if it's not a priestess sprite
if (!textureKey.startsWith("Priestess")) {
corpse.play(`${textureKey}-die`);
} else {
// Maybe rotate or fade for visual interest since there's no animation
corpse.setAngle(90);
}
this.corpseSprites.push({ sprite: corpse, x, y }); this.corpseSprites.push({ sprite: corpse, x, y });
} }

View File

@@ -8,7 +8,7 @@ import { ALL_VARIANTS, type ItemVariantId } from "../core/config/ItemVariants";
* inventory, quick slots, and world drops. * inventory, quick slots, and world drops.
*/ */
export class ItemSpriteFactory { export class ItemSpriteFactory {
/** /**
* Creates an item sprite with optional glow effect for variants. * Creates an item sprite with optional glow effect for variants.
* Returns a container with the glow (if applicable) and main sprite. * Returns a container with the glow (if applicable) and main sprite.
@@ -21,7 +21,7 @@ export class ItemSpriteFactory {
scale: number = 1 scale: number = 1
): Phaser.GameObjects.Container { ): Phaser.GameObjects.Container {
const container = scene.add.container(x, y); const container = scene.add.container(x, y);
// Create glow effect if item has a variant // Create glow effect if item has a variant
if (item.variant) { if (item.variant) {
const glowColor = this.getGlowColor(item.variant as ItemVariantId); const glowColor = this.getGlowColor(item.variant as ItemVariantId);
@@ -30,21 +30,32 @@ export class ItemSpriteFactory {
container.add(glow); container.add(glow);
} }
} }
// Create main item sprite // Create main item sprite
const sprite = scene.add.sprite(0, 0, item.textureKey, item.spriteIndex); // Standalone images don't use frame indices
sprite.setScale(scale); const isStandalone = item.spriteIndex === undefined || item.spriteIndex === 0;
const sprite = isStandalone
? scene.add.sprite(0, 0, item.textureKey)
: scene.add.sprite(0, 0, item.textureKey, item.spriteIndex);
if (isStandalone) {
sprite.setDisplaySize(16 * scale, 16 * scale);
} else {
sprite.setScale(scale);
}
container.add(sprite); container.add(sprite);
// Add upgrade level badge if item has been upgraded // Add upgrade level badge if item has been upgraded
if (item.upgradeLevel && item.upgradeLevel > 0) { if (item.upgradeLevel && item.upgradeLevel > 0) {
const badge = this.createUpgradeBadge(scene, item.upgradeLevel, scale); const badge = this.createUpgradeBadge(scene, item.upgradeLevel, scale);
container.add(badge); container.add(badge);
} }
return container; return container;
} }
/** /**
* Creates just a sprite (no container) for simpler use cases like drag icons. * Creates just a sprite (no container) for simpler use cases like drag icons.
* Does not include glow - use createItemSprite for full effect. * Does not include glow - use createItemSprite for full effect.
@@ -56,11 +67,21 @@ export class ItemSpriteFactory {
y: number, y: number,
scale: number = 1 scale: number = 1
): Phaser.GameObjects.Sprite { ): Phaser.GameObjects.Sprite {
const sprite = scene.add.sprite(x, y, item.textureKey, item.spriteIndex); const isStandalone = item.spriteIndex === undefined || item.spriteIndex === 0;
sprite.setScale(scale); const sprite = isStandalone
? scene.add.sprite(x, y, item.textureKey)
: scene.add.sprite(x, y, item.textureKey, item.spriteIndex);
if (isStandalone) {
sprite.setDisplaySize(16 * scale, 16 * scale);
} else {
sprite.setScale(scale);
}
return sprite; return sprite;
} }
/** /**
* Creates a soft glow effect behind the item using graphics. * Creates a soft glow effect behind the item using graphics.
* Uses a radial gradient-like effect with multiple circles. * Uses a radial gradient-like effect with multiple circles.
@@ -72,26 +93,26 @@ export class ItemSpriteFactory {
color: number color: number
): Phaser.GameObjects.Graphics { ): Phaser.GameObjects.Graphics {
const glow = scene.add.graphics(); const glow = scene.add.graphics();
// Base size for the glow (16x16 sprite scaled) // Base size for the glow (16x16 sprite scaled)
const baseSize = 16 * scale; const baseSize = 16 * scale;
const glowRadius = baseSize * 0.8; const glowRadius = baseSize * 0.8;
// Extract RGB from hex color // Extract RGB from hex color
const r = (color >> 16) & 0xff; const r = (color >> 16) & 0xff;
const g = (color >> 8) & 0xff; const g = (color >> 8) & 0xff;
const b = color & 0xff; const b = color & 0xff;
// Draw multiple circles with decreasing alpha for soft glow effect // Draw multiple circles with decreasing alpha for soft glow effect
const layers = 5; const layers = 5;
for (let i = layers; i >= 1; i--) { for (let i = layers; i >= 1; i--) {
const layerRadius = glowRadius * (i / layers) * 1.2; const layerRadius = glowRadius * (i / layers) * 1.2;
const layerAlpha = 0.15 * (1 - (i - 1) / layers); const layerAlpha = 0.15 * (1 - (i - 1) / layers);
glow.fillStyle(Phaser.Display.Color.GetColor(r, g, b), layerAlpha); glow.fillStyle(Phaser.Display.Color.GetColor(r, g, b), layerAlpha);
glow.fillCircle(0, 0, layerRadius); glow.fillCircle(0, 0, layerRadius);
} }
// Add pulsing animation to the glow // Add pulsing animation to the glow
scene.tweens.add({ scene.tweens.add({
targets: glow, targets: glow,
@@ -103,10 +124,10 @@ export class ItemSpriteFactory {
repeat: -1, repeat: -1,
ease: 'Sine.easeInOut' ease: 'Sine.easeInOut'
}); });
return glow; return glow;
} }
/** /**
* Gets the glow color for a variant. * Gets the glow color for a variant.
*/ */
@@ -114,7 +135,7 @@ export class ItemSpriteFactory {
const variant = ALL_VARIANTS[variantId]; const variant = ALL_VARIANTS[variantId];
return variant?.glowColor ?? null; return variant?.glowColor ?? null;
} }
/** /**
* Creates a badge displaying the upgrade level (e.g., "+1"). * Creates a badge displaying the upgrade level (e.g., "+1").
*/ */
@@ -125,7 +146,7 @@ export class ItemSpriteFactory {
): Phaser.GameObjects.Text { ): Phaser.GameObjects.Text {
// Position at top-right corner, slightly inset // Position at top-right corner, slightly inset
const offset = 5 * scale; const offset = 5 * scale;
// Level text with strong outline for readability without background // Level text with strong outline for readability without background
const text = scene.add.text(offset, -offset, `+${level}`, { const text = scene.add.text(offset, -offset, `+${level}`, {
fontSize: `${9 * scale}px`, fontSize: `${9 * scale}px`,
@@ -136,7 +157,7 @@ export class ItemSpriteFactory {
strokeThickness: 3 strokeThickness: 3
}); });
text.setOrigin(0.5); text.setOrigin(0.5);
return text; return text;
} }

View File

@@ -9,10 +9,12 @@ vi.mock('phaser', () => {
play: vi.fn().mockReturnThis(), play: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(), setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(), setVisible: vi.fn().mockReturnThis(),
setDisplaySize: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
frame: { name: '0' }, frame: { name: '0' },
setFrame: vi.fn(), setFrame: vi.fn(),
setAlpha: vi.fn(), setAlpha: vi.fn(),
setAngle: vi.fn(),
clearTint: vi.fn(), clearTint: vi.fn(),
}; };
@@ -89,10 +91,12 @@ describe('DungeonRenderer', () => {
play: vi.fn().mockReturnThis(), play: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(), setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(), setVisible: vi.fn().mockReturnThis(),
setDisplaySize: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
frame: { name: '0' }, frame: { name: '0' },
setFrame: vi.fn(), setFrame: vi.fn(),
setAlpha: vi.fn(), setAlpha: vi.fn(),
setAngle: vi.fn(),
clearTint: vi.fn(), clearTint: vi.fn(),
})), })),
circle: vi.fn().mockReturnValue({ circle: vi.fn().mockReturnValue({
@@ -134,6 +138,14 @@ describe('DungeonRenderer', () => {
setDepth: vi.fn(), setDepth: vi.fn(),
forEachTile: vi.fn(), forEachTile: vi.fn(),
}), }),
createBlankLayer: vi.fn().mockReturnValue({
setDepth: vi.fn().mockReturnThis(),
forEachTile: vi.fn().mockReturnThis(),
putTileAt: vi.fn(),
setScale: vi.fn().mockReturnThis(),
setScrollFactor: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
}),
destroy: vi.fn(), destroy: vi.fn(),
}), }),
}, },
@@ -142,7 +154,7 @@ describe('DungeonRenderer', () => {
killTweensOf: vi.fn(), killTweensOf: vi.fn(),
}, },
time: { time: {
now: 0 now: 0
} }
}; };
@@ -152,6 +164,7 @@ describe('DungeonRenderer', () => {
height: 10, height: 10,
tiles: new Array(100).fill(0), tiles: new Array(100).fill(0),
exit: { x: 9, y: 9 }, exit: { x: 9, y: 9 },
trackPath: []
}; };
ecsWorld = new ECSWorld(); ecsWorld = new ECSWorld();
accessor = new EntityAccessor(mockWorld, 1 as EntityId, ecsWorld); accessor = new EntityAccessor(mockWorld, 1 as EntityId, ecsWorld);
@@ -186,7 +199,7 @@ describe('DungeonRenderer', () => {
it('should render exp_orb correctly', () => { it('should render exp_orb correctly', () => {
renderer.initializeFloor(mockWorld, ecsWorld, accessor); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Add an exp_orb to the ECS world // Add an exp_orb to the ECS world
ecsWorld.addComponent(2 as EntityId, "position", { x: 2, y: 1 }); ecsWorld.addComponent(2 as EntityId, "position", { x: 2, y: 1 });
ecsWorld.addComponent(2 as EntityId, "collectible", { type: "exp_orb", amount: 10 }); ecsWorld.addComponent(2 as EntityId, "collectible", { type: "exp_orb", amount: 10 });
@@ -206,7 +219,7 @@ describe('DungeonRenderer', () => {
it('should render any enemy type as a sprite', () => { it('should render any enemy type as a sprite', () => {
renderer.initializeFloor(mockWorld, ecsWorld, accessor); renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Add a rat // Add a rat
ecsWorld.addComponent(3 as EntityId, "position", { x: 3, y: 1 }); ecsWorld.addComponent(3 as EntityId, "position", { x: 3, y: 1 });
ecsWorld.addComponent(3 as EntityId, "actorType", { type: "rat" }); ecsWorld.addComponent(3 as EntityId, "actorType", { type: "rat" });
@@ -224,7 +237,7 @@ 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, ecsWorld, accessor); 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;
@@ -242,8 +255,47 @@ describe('DungeonRenderer', () => {
// Check spawn position // Check spawn position
expect(mockScene.add.sprite).toHaveBeenCalledWith(targetX, targetY, 'rat', 0); expect(mockScene.add.sprite).toHaveBeenCalledWith(targetX, targetY, 'rat', 0);
// Should NOT tween because it's the first spawn // Should NOT tween because it's the first spawn
expect(mockScene.tweens.add).not.toHaveBeenCalled(); expect(mockScene.tweens.add).not.toHaveBeenCalled();
}); });
it('should hide the original sprite when spawnCorpse is called with targetId', () => {
renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Add a rat
const enemyId = 100 as EntityId;
ecsWorld.addComponent(enemyId, "position", { x: 3, y: 1 });
ecsWorld.addComponent(enemyId, "actorType", { type: "rat" });
ecsWorld.addComponent(enemyId, "stats", { hp: 10, maxHp: 10 } as any);
(renderer as any).fovManager.visibleArray[1 * mockWorld.width + 3] = 1;
renderer.render([]);
// Verify sprite was created and is visible
const sprite = (renderer as any).enemySprites.get(enemyId);
expect(sprite).toBeDefined();
expect(sprite.setVisible).toHaveBeenCalledWith(true);
// Call spawnCorpse with targetId
renderer.spawnCorpse(3, 1, 'rat', enemyId);
// Verify original sprite was hidden
expect(sprite.setVisible).toHaveBeenCalledWith(false);
});
it('should hide the player sprite when spawnCorpse is called with playerId', () => {
renderer.initializeFloor(mockWorld, ecsWorld, accessor);
// Verify player sprite was created and is visible
const playerSprite = (renderer as any).playerSprite;
expect(playerSprite).toBeDefined();
playerSprite.setVisible(true); // Force visible for test
// Call spawnCorpse with playerId
renderer.spawnCorpse(1, 1, 'player', accessor.playerId);
// Verify player sprite was hidden
expect(playerSprite.setVisible).toHaveBeenCalledWith(false);
});
}); });

View File

@@ -0,0 +1,65 @@
import { describe, it, expect, beforeEach, vi } from 'vitest';
// Mock Phaser
vi.mock('phaser', () => ({
default: {
Math: {
Clamp: (v: number, min: number, max: number) => Math.min(Math.max(v, min), max)
}
}
}));
import { FovManager } from '../FovManager';
import { TileType } from '../../core/terrain';
import { type World } from '../../core/types';
describe('FovManager Repro', () => {
let fovManager: FovManager;
let world: World;
beforeEach(() => {
world = {
width: 11,
height: 11,
tiles: new Array(11 * 11).fill(TileType.EMPTY),
exit: { x: 10, y: 10 },
trackPath: []
};
fovManager = new FovManager();
});
it('should see through a doorway when standing in it (open door)', () => {
// Create a vertical wall at x=5 with a door at (5,5)
for (let y = 0; y < 11; y++) {
if (y === 5) {
world.tiles[y * 11 + 5] = TileType.DOOR_OPEN;
} else {
world.tiles[y * 11 + 5] = TileType.WALL;
}
}
fovManager.initialize(world);
fovManager.compute(world, { x: 5, y: 5 });
expect(fovManager.isVisible(4, 5)).toBe(true);
expect(fovManager.isVisible(6, 5)).toBe(true);
});
it('should NOT be blind when standing on an opaque tile (like a closed door) AFTER FIX', () => {
// Create a horizontal wall with a closed door at (5,5)
for (let x = 0; x < 11; x++) {
if (x === 5) {
world.tiles[5 * 11 + x] = TileType.DOOR_CLOSED;
} else {
world.tiles[5 * 11 + x] = TileType.WALL;
}
}
fovManager.initialize(world);
fovManager.compute(world, { x: 5, y: 5 });
// AFTER FIX: should see tiles on both sides of the door
expect(fovManager.isVisible(5, 4)).toBe(true);
expect(fovManager.isVisible(5, 6)).toBe(true);
});
});

View File

@@ -11,6 +11,7 @@ vi.mock('phaser', () => {
setAlpha: vi.fn().mockReturnThis(), setAlpha: vi.fn().mockReturnThis(),
setTint: vi.fn().mockReturnThis(), setTint: vi.fn().mockReturnThis(),
clearTint: vi.fn().mockReturnThis(), clearTint: vi.fn().mockReturnThis(),
setDisplaySize: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
}; };
@@ -42,6 +43,7 @@ describe('FxRenderer', () => {
setAlpha: vi.fn().mockReturnThis(), setAlpha: vi.fn().mockReturnThis(),
setTint: vi.fn().mockReturnThis(), setTint: vi.fn().mockReturnThis(),
clearTint: vi.fn().mockReturnThis(), clearTint: vi.fn().mockReturnThis(),
setDisplaySize: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
})), })),
text: vi.fn(() => ({ text: vi.fn(() => ({

File diff suppressed because it is too large Load Diff

View File

@@ -13,6 +13,12 @@ vi.mock('phaser', () => {
input = { input = {
keyboard: { keyboard: {
createCursorKeys: vi.fn(() => ({})), createCursorKeys: vi.fn(() => ({})),
addKeys: vi.fn(() => ({
W: { isDown: false },
A: { isDown: false },
S: { isDown: false },
D: { isDown: false }
})),
on: vi.fn(), on: vi.fn(),
}, },
on: vi.fn(), on: vi.fn(),
@@ -75,6 +81,17 @@ vi.mock('phaser', () => {
JustDown: vi.fn(), JustDown: vi.fn(),
}, },
}, },
Events: {
EventEmitter: class {
on = vi.fn();
off = vi.fn();
emit = vi.fn();
addListener = vi.fn();
removeListener = vi.fn();
removeAllListeners = vi.fn();
once = vi.fn();
}
}
} }
}; };
}); });

View File

@@ -0,0 +1,65 @@
import { DungeonRenderer } from "../../rendering/DungeonRenderer";
import { renderSimEvents, type EventRenderCallbacks } from "../systems/EventRenderer";
import { type SimEvent, type EntityId, type ActorType } from "../../core/types";
import { type EntityAccessor } from "../../engine/EntityAccessor";
export class GameRenderer implements EventRenderCallbacks {
private dungeonRenderer: DungeonRenderer;
constructor(dungeonRenderer: DungeonRenderer) {
this.dungeonRenderer = dungeonRenderer;
}
public renderEvents(events: SimEvent[], playerId: EntityId, accessor: EntityAccessor) {
renderSimEvents(events, this, {
playerId: playerId,
getPlayerPos: () => accessor.getPlayerPos()
});
}
// Delegation Methods
showDamage(x: number, y: number, amount: number, isCrit?: boolean, isBlock?: boolean): void {
this.dungeonRenderer.showDamage(x, y, amount, isCrit, isBlock);
}
showDodge(x: number, y: number): void {
this.dungeonRenderer.showDodge(x, y);
}
showHeal(x: number, y: number, amount: number): void {
this.dungeonRenderer.showHeal(x, y, amount);
}
spawnCorpse(x: number, y: number, type: ActorType, targetId?: EntityId): void {
this.dungeonRenderer.spawnCorpse(x, y, type, targetId);
}
showWait(x: number, y: number): void {
this.dungeonRenderer.showWait(x, y);
}
spawnOrb(orbId: EntityId, x: number, y: number): void {
this.dungeonRenderer.spawnOrb(orbId, x, y);
}
collectOrb(actorId: EntityId, amount: number, x: number, y: number): void {
this.dungeonRenderer.collectOrb(actorId, amount, x, y);
}
showLevelUp(x: number, y: number): void {
this.dungeonRenderer.showLevelUp(x, y);
}
showAlert(x: number, y: number): void {
this.dungeonRenderer.showAlert(x, y);
}
showFloatingText(x: number, y: number, message: string, color: string): void {
this.dungeonRenderer.showFloatingText(x, y, message, color);
}
spawnLoot(x: number, y: number, itemName: string): void {
// Optional hook if we wanted to visualize loot spawn specifically here
this.dungeonRenderer.showFloatingText(x, y, `${itemName}!`, "#ffd700");
}
}

View File

@@ -8,7 +8,7 @@ import { GAME_CONFIG } from "../../core/config/GameConfig";
*/ */
export class CameraController { export class CameraController {
private camera: Phaser.Cameras.Scene2D.Camera; private camera: Phaser.Cameras.Scene2D.Camera;
private followMode: boolean = true; private followMode: boolean = false;
constructor(camera: Phaser.Cameras.Scene2D.Camera) { constructor(camera: Phaser.Cameras.Scene2D.Camera) {
this.camera = camera; this.camera = camera;
@@ -58,7 +58,7 @@ export class CameraController {
handleWheel(deltaY: number): void { handleWheel(deltaY: number): void {
const zoomDir = deltaY > 0 ? -1 : 1; const zoomDir = deltaY > 0 ? -1 : 1;
const newZoom = Phaser.Math.Clamp( const newZoom = Phaser.Math.Clamp(
this.camera.zoom + zoomDir * GAME_CONFIG.rendering.zoomStep, Math.round(this.camera.zoom + zoomDir * GAME_CONFIG.rendering.zoomStep),
GAME_CONFIG.rendering.minZoom, GAME_CONFIG.rendering.minZoom,
GAME_CONFIG.rendering.maxZoom GAME_CONFIG.rendering.maxZoom
); );

View File

@@ -8,7 +8,7 @@ export interface EventRenderCallbacks {
showDamage(x: number, y: number, amount: number, isCrit?: boolean, isBlock?: boolean): void; showDamage(x: number, y: number, amount: number, isCrit?: boolean, isBlock?: boolean): void;
showDodge(x: number, y: number): void; showDodge(x: number, y: number): void;
showHeal(x: number, y: number, amount: number): void; showHeal(x: number, y: number, amount: number): void;
spawnCorpse(x: number, y: number, type: ActorType): void; spawnCorpse(x: number, y: number, type: ActorType, targetId?: EntityId): void;
showWait(x: number, y: number): void; showWait(x: number, y: number): void;
spawnOrb(orbId: EntityId, x: number, y: number): void; spawnOrb(orbId: EntityId, x: number, y: number): void;
collectOrb(actorId: EntityId, amount: number, x: number, y: number): void; collectOrb(actorId: EntityId, amount: number, x: number, y: number): void;
@@ -40,19 +40,19 @@ export function renderSimEvents(
case "damaged": case "damaged":
callbacks.showDamage(ev.x, ev.y, ev.amount, ev.isCrit, ev.isBlock); callbacks.showDamage(ev.x, ev.y, ev.amount, ev.isCrit, ev.isBlock);
break; break;
case "dodged": case "dodged":
callbacks.showDodge(ev.x, ev.y); callbacks.showDodge(ev.x, ev.y);
break; break;
case "healed": case "healed":
callbacks.showHeal(ev.x, ev.y, ev.amount); callbacks.showHeal(ev.x, ev.y, ev.amount);
break; break;
case "killed": case "killed":
callbacks.spawnCorpse(ev.x, ev.y, ev.victimType || "rat"); callbacks.spawnCorpse(ev.x, ev.y, ev.victimType || "rat", ev.targetId);
break; break;
case "waited": case "waited":
if (ev.actorId === context.playerId) { if (ev.actorId === context.playerId) {
const pos = context.getPlayerPos(); const pos = context.getPlayerPos();
@@ -61,23 +61,23 @@ export function renderSimEvents(
} }
} }
break; break;
case "orb-spawned": case "orb-spawned":
callbacks.spawnOrb(ev.orbId, ev.x, ev.y); callbacks.spawnOrb(ev.orbId, ev.x, ev.y);
break; break;
case "exp-collected": case "exp-collected":
if (ev.actorId === context.playerId) { if (ev.actorId === context.playerId) {
callbacks.collectOrb(ev.actorId, ev.amount, ev.x, ev.y); callbacks.collectOrb(ev.actorId, ev.amount, ev.x, ev.y);
} }
break; break;
case "leveled-up": case "leveled-up":
if (ev.actorId === context.playerId) { if (ev.actorId === context.playerId) {
callbacks.showLevelUp(ev.x, ev.y); callbacks.showLevelUp(ev.x, ev.y);
} }
break; break;
case "enemy-alerted": case "enemy-alerted":
callbacks.showAlert(ev.x, ev.y); callbacks.showAlert(ev.x, ev.y);
break; break;

View File

@@ -0,0 +1,286 @@
import type { GameScene } from "../GameScene";
import { UpgradeManager } from "../../engine/systems/UpgradeManager";
import { InventoryOverlay } from "../../ui/components/InventoryOverlay";
import { equipItem, deEquipItem } from "../../engine/systems/EquipmentService";
import { inBounds, isBlocked } from "../../engine/world/world-logic";
import GameUI from "../../ui/GameUI";
export class GameEventHandler {
private scene: GameScene;
constructor(scene: GameScene) {
this.scene = scene;
}
public registerListeners() {
const events = this.scene.events;
events.on("menu-toggled", (isOpen: boolean) => {
this.scene.isMenuOpen = isOpen;
});
events.on("inventory-toggled", (isOpen: boolean) => {
this.scene.isInventoryOpen = isOpen;
});
events.on("character-toggled", (isOpen: boolean) => {
this.scene.isCharacterOpen = isOpen;
});
events.on("toggle-minimap", () => {
this.scene.dungeonRenderer.toggleMinimap();
});
events.on("request-ui-update", () => {
this.scene.emitUIUpdate();
});
events.on("restart-game", () => {
this.scene.restartGame();
});
events.on("allocate-stat", (statName: string) => {
const player = this.scene.entityAccessor.getPlayer();
if (player) {
this.scene.progressionManager.allocateStat(player, statName);
this.scene.emitUIUpdate();
}
});
events.on("allocate-passive", (nodeId: string) => {
const player = this.scene.entityAccessor.getPlayer();
if (player) {
this.scene.progressionManager.allocatePassive(player, nodeId);
this.scene.emitUIUpdate();
}
});
events.on("player-wait", () => {
if (!this.scene.awaitingPlayer) return;
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
this.scene.commitPlayerAction({ type: "wait" });
});
events.on("player-search", () => {
if (!this.scene.awaitingPlayer) return;
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
console.log("Player searching...");
this.scene.commitPlayerAction({ type: "wait" });
});
events.on("use-item", (data: { itemId: string }) => {
this.handleUseItem(data.itemId);
});
events.on("drop-item", (data: { itemId: string, pointerX: number, pointerY: number }) => {
this.handleDropItem(data);
});
events.on("equip-item", (data: { itemId: string, slotKey: string }) => {
this.handleEquipItem(data);
});
events.on("de-equip-item", (data: { slotKey: string }) => {
this.handleDeEquipItem(data);
});
}
private handleUseItem(itemId: string) {
if (!this.scene.awaitingPlayer) return;
const player = this.scene.entityAccessor.getPlayer();
if (!player || !player.inventory) return;
const itemIdx = player.inventory.items.findIndex(it => it.id === itemId);
if (itemIdx === -1) return;
const item = player.inventory.items[itemIdx];
// Ranged Weapon Logic
if (item.type === "Weapon" && (item.weaponType === "ranged" || item.weaponType === "ceramic_dragon_head")) {
if (item.weaponType === "ranged") {
// Check Ammo
if (item.currentAmmo <= 0) {
if (item.reloadingTurnsLeft > 0) {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
return;
}
// Try Reload
this.scene.startReload(player, item as any);
return;
}
// Is it already reloading?
if (item.reloadingTurnsLeft > 0) {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
return;
}
} else if (item.weaponType === "ceramic_dragon_head") {
// Check Charges
if (item.charges <= 0) {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "No charges!", "#ff6600");
return;
}
}
// Has ammo/charges, start targeting
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
// Already targeting - execute action
if (this.scene.targetingSystem.cursorPos) {
this.scene.executeThrow();
}
return;
}
const { x: tx, y: ty } = this.scene.getPointerTilePos(this.scene.input.activePointer);
this.scene.targetingSystem.startTargeting(
item.id,
player.pos,
this.scene.world,
this.scene.entityAccessor,
this.scene.playerId,
this.scene.dungeonRenderer.seenArray,
this.scene.world.width,
{ x: tx, y: ty }
);
this.scene.emitUIUpdate();
return;
}
// Upgrade Scroll Logic
if (item.id === "upgrade_scroll") {
const uiScene = this.scene.scene.get("GameUI") as GameUI;
// Access the public inventory component
const inventoryOverlay = uiScene.inventory;
if (inventoryOverlay && inventoryOverlay instanceof InventoryOverlay) {
// Trigger upgrade mode
inventoryOverlay.enterUpgradeMode((targetItem: any) => {
const success = UpgradeManager.applyUpgrade(targetItem);
if (success) {
// Consume scroll logic handling stacking
const scrollItem = player.inventory?.items.find(it => it.id === "upgrade_scroll");
if (scrollItem) {
if (scrollItem.stackable && scrollItem.quantity && scrollItem.quantity > 1) {
scrollItem.quantity--;
} else {
this.scene.itemManager.removeFromInventory(player, "upgrade_scroll");
}
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Upgraded!", "#ffd700");
}
inventoryOverlay.cancelUpgradeMode();
this.scene.emitUIUpdate();
this.scene.commitPlayerAction({ type: "wait" });
} else {
// Should technically be prevented by UI highlights, but safety check
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Cannot upgrade!", "#ff0000");
inventoryOverlay.cancelUpgradeMode();
this.scene.emitUIUpdate();
}
});
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Select Item to Upgrade", "#ffffff");
}
return;
}
const result = this.scene.itemManager.handleUse(itemId, player);
if (result.success && result.consumed) {
const healAmount = player.stats.maxHp - player.stats.hp; // Already healed by manager
const actualHeal = Math.min(healAmount, player.stats.hp);
this.scene.dungeonRenderer.showHeal(player.pos.x, player.pos.y, actualHeal);
this.scene.commitPlayerAction({ type: "wait" });
this.scene.emitUIUpdate();
} else if (result.success && !result.consumed) {
// Throwable item - start targeting
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
// Already targeting - execute throw
if (this.scene.targetingSystem.cursorPos) {
this.scene.executeThrow();
}
return;
}
const { x: tx, y: ty } = this.scene.getPointerTilePos(this.scene.input.activePointer);
this.scene.targetingSystem.startTargeting(
item.id,
player.pos,
this.scene.world,
this.scene.entityAccessor,
this.scene.playerId,
this.scene.dungeonRenderer.seenArray,
this.scene.world.width,
{ x: tx, y: ty }
);
this.scene.emitUIUpdate();
}
}
private handleDropItem(data: { itemId: string, pointerX: number, pointerY: number }) {
if (!this.scene.awaitingPlayer) return;
const player = this.scene.entityAccessor.getPlayer();
if (!player || !player.inventory) return;
const item = this.scene.itemManager.getItem(player, data.itemId);
if (!item) return;
// Determine drop position based on pointer or player pos
let dropPos = { x: player.pos.x, y: player.pos.y };
if (data.pointerX !== undefined && data.pointerY !== undefined) {
const tilePos = this.scene.getPointerTilePos({ x: data.pointerX, y: data.pointerY } as Phaser.Input.Pointer);
// Limit drop distance to 1 tile from player for balance/fairness
const dx = Math.sign(tilePos.x - player.pos.x);
const dy = Math.sign(tilePos.y - player.pos.y);
const targetX = player.pos.x + dx;
const targetY = player.pos.y + dy;
if (inBounds(this.scene.world, targetX, targetY) && !isBlocked(this.scene.world, targetX, targetY, this.scene.entityAccessor)) {
dropPos = { x: targetX, y: targetY };
}
}
// Remove from inventory and spawn in world
if (this.scene.itemManager.removeFromInventory(player, data.itemId)) {
this.scene.itemManager.spawnItem(item, dropPos);
const quantityText = (item.quantity && item.quantity > 1) ? ` x${item.quantity}` : "";
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `Dropped ${item.name}${quantityText}`, "#aaaaaa");
this.scene.emitUIUpdate();
}
}
private handleEquipItem(data: { itemId: string, slotKey: string }) {
const player = this.scene.entityAccessor.getPlayer();
if (!player || !player.inventory) return;
const item = player.inventory.items.find(it => it.id === data.itemId);
if (!item) return;
const result = equipItem(player, item, data.slotKey as any);
if (!result.success) {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, result.message ?? "Cannot equip!", "#ff0000");
return;
}
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `Equipped ${item.name}`, "#d4af37");
this.scene.emitUIUpdate();
}
private handleDeEquipItem(data: { slotKey: string }) {
const player = this.scene.entityAccessor.getPlayer();
if (!player || !player.equipment) return;
const removedItem = deEquipItem(player, data.slotKey as any);
if (removedItem) {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `De-equipped ${removedItem.name}`, "#aaaaaa");
this.scene.emitUIUpdate();
}
}
}

View File

@@ -0,0 +1,220 @@
import type { GameScene } from "../GameScene";
import { TILE_SIZE } from "../../core/constants";
import { inBounds } from "../../engine/world/world-logic";
import { findPathAStar } from "../../engine/world/pathfinding";
import type { Action, RangedWeaponItem } from "../../core/types";
export class PlayerInputHandler {
private scene: GameScene;
// Input Chording state
private pendingDx: number = 0;
private pendingDy: number = 0;
private moveChordTime: number = 0;
private readonly CHORD_WINDOW = 40; // ms to wait for diagonal chord
constructor(scene: GameScene) {
this.scene = scene;
}
public registerListeners() {
const input = this.scene.gameInput;
input.on("toggle-menu", () => {
if (this.scene.dungeonRenderer.isMinimapVisible()) {
this.scene.dungeonRenderer.toggleMinimap();
}
this.scene.events.emit("toggle-menu");
this.scene.emitUIUpdate();
});
input.on("close-menu", () => {
this.scene.events.emit("close-menu");
if (this.scene.dungeonRenderer.isMinimapVisible()) {
this.scene.dungeonRenderer.toggleMinimap();
}
});
input.on("toggle-minimap", () => {
this.scene.events.emit("close-menu");
this.scene.dungeonRenderer.toggleMinimap();
});
input.on("toggle-inventory", () => {
this.scene.events.emit("toggle-inventory");
});
input.on("toggle-character", () => {
this.scene.events.emit("toggle-character");
});
input.on("reload", () => {
const player = this.scene.entityAccessor.getPlayer();
if (!player || !player.inventory) return;
// Check active target or main hand
const activeId = this.scene.targetingSystem.itemId;
let weaponToReload: RangedWeaponItem | null = null;
if (activeId) {
const item = player.inventory.items.find(it => it.id === activeId);
if (item && item.type === "Weapon" && item.weaponType === "ranged") {
weaponToReload = item;
}
}
if (!weaponToReload && player.equipment?.mainHand) {
const item = player.equipment.mainHand;
if (item.type === "Weapon" && item.weaponType === "ranged") {
weaponToReload = item;
}
}
if (!weaponToReload && this.scene.runState.lastReloadableWeaponId) {
const item = player.inventory.items.find(it => it.id === this.scene.runState.lastReloadableWeaponId);
if (item && item.type === "Weapon" && item.weaponType === "ranged") {
weaponToReload = item;
}
}
if (weaponToReload) {
this.scene.startReload(player, weaponToReload);
}
});
input.on("wait", () => {
if (!this.scene.awaitingPlayer) return;
// Check blocking UI
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
this.scene.commitPlayerAction({ type: "wait" });
});
input.on("cancel-target", () => {
if (this.scene.targetingSystem.isActive) {
this.scene.targetingSystem.cancel();
this.scene.emitUIUpdate();
}
});
input.on("zoom", (deltaY: number) => {
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
this.scene.cameraController.handleWheel(deltaY);
});
input.on("pan", (dx: number, dy: number) => {
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
this.scene.cameraController.handlePan(dx / this.scene.cameras.main.zoom, dy / this.scene.cameras.main.zoom);
});
input.on("cursor-move", (worldX: number, worldY: number) => {
if (this.scene.targetingSystem.isActive) {
const tx = Math.floor(worldX / TILE_SIZE);
const ty = Math.floor(worldY / TILE_SIZE);
const player = this.scene.entityAccessor.getPlayer();
if (player) {
this.scene.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos);
}
}
});
input.on("tile-click", (tx: number, ty: number, button: number) => {
this.handleTileClick(tx, ty, button);
});
}
private handleTileClick(tx: number, ty: number, button: number) {
// Targeting Click
if (this.scene.targetingSystem.isActive) {
// Only Left Click throws
if (button === 0) {
if (this.scene.targetingSystem.cursorPos) {
this.scene.executeThrow();
}
}
return;
}
// Movement Click
if (button !== 0) return;
if (!this.scene.awaitingPlayer) return;
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
if (!inBounds(this.scene.world, tx, ty)) return;
if (!this.scene.dungeonRenderer.isSeen(tx, ty)) return;
const isEnemy = this.scene.entityAccessor.hasEnemyAt(tx, ty);
const player = this.scene.entityAccessor.getPlayer();
if (!player) return;
const dx = tx - player.pos.x;
const dy = ty - player.pos.y;
const isDiagonalNeighbor = Math.abs(dx) === 1 && Math.abs(dy) === 1;
if (isEnemy && isDiagonalNeighbor) {
const enemy = this.scene.entityAccessor.findEnemyAt(tx, ty);
if (enemy) {
this.scene.commitPlayerAction({ type: "attack", targetId: enemy.id });
return;
}
}
const path = findPathAStar(
this.scene.world,
this.scene.dungeonRenderer.seenArray,
{ ...player.pos },
{ x: tx, y: ty },
{ ignoreBlockedTarget: isEnemy, accessor: this.scene.entityAccessor }
);
if (path.length >= 2) this.scene.playerPath = path;
this.scene.dungeonRenderer.render(this.scene.playerPath);
}
public handleCursorMovement(): Action | null {
const { dx, dy, anyJustDown } = this.scene.gameInput.getCursorState() as any;
const now = this.scene.time.now;
if (anyJustDown) {
// Start or update chord
if (this.moveChordTime === 0) {
this.moveChordTime = now + this.CHORD_WINDOW;
}
if (dx !== 0) this.pendingDx = dx;
if (dy !== 0) this.pendingDy = dy;
}
if (this.moveChordTime > 0 && now >= this.moveChordTime) {
const finalDx = this.pendingDx;
const finalDy = this.pendingDy;
// Reset state
this.moveChordTime = 0;
this.pendingDx = 0;
this.pendingDy = 0;
if (finalDx !== 0 || finalDy !== 0) {
if (this.scene.targetingSystem.isActive) {
this.scene.targetingSystem.cancel();
this.scene.emitUIUpdate();
}
const player = this.scene.entityAccessor.getPlayer();
if (!player) return null;
const targetX = player.pos.x + finalDx;
const targetY = player.pos.y + finalDy;
const enemy = this.scene.entityAccessor.findEnemyAt(targetX, targetY);
if (enemy) {
return { type: "attack", targetId: enemy.id };
} else {
return { type: "move", dx: finalDx, dy: finalDy };
}
}
}
return null;
}
}

View File

@@ -3,7 +3,7 @@ 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, getConeTiles } from "../../engine/gameplay/CombatLogic";
import { type EntityAccessor } from "../../engine/EntityAccessor"; import { type EntityAccessor } from "../../engine/EntityAccessor";
/** /**
@@ -16,7 +16,7 @@ export class TargetingSystem {
private active: boolean = false; private active: boolean = false;
private targetingItemId: string | null = null; private targetingItemId: string | null = null;
private cursor: Vec2 | null = null; private cursor: Vec2 | null = null;
// Context for predictive visual // Context for predictive visual
private world: World | null = null; private world: World | null = null;
private accessor: EntityAccessor | null = null; private accessor: EntityAccessor | null = null;
@@ -25,7 +25,7 @@ export class TargetingSystem {
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
this.graphics = scene.add.graphics(); this.graphics = scene.add.graphics();
this.graphics.setDepth(2000); // High depth to draw over world this.graphics.setDepth(2000); // High depth to draw over world
// Create crosshair sprite but hide it initially // Create crosshair sprite but hide it initially
this.crosshairSprite = scene.add.sprite(0, 0, UI_CONFIG.targeting.crosshair.textureKey, UI_CONFIG.targeting.crosshair.frame); this.crosshairSprite = scene.add.sprite(0, 0, UI_CONFIG.targeting.crosshair.textureKey, UI_CONFIG.targeting.crosshair.frame);
this.crosshairSprite.setDepth(2001); // On top of line this.crosshairSprite.setDepth(2001); // On top of line
@@ -94,6 +94,12 @@ export class TargetingSystem {
const player = accessor.getCombatant(playerId); const player = accessor.getCombatant(playerId);
if (!player || !player.inventory) return false; if (!player || !player.inventory) return false;
// Prevent targeting self
if (this.cursor.x === player.pos.x && this.cursor.y === player.pos.y) {
console.log("Cannot target self!");
return false;
}
const itemIdx = player.inventory.items.findIndex(it => it.id === this.targetingItemId); const itemIdx = player.inventory.items.findIndex(it => it.id === this.targetingItemId);
if (itemIdx === -1) { if (itemIdx === -1) {
console.log("Item not found!"); console.log("Item not found!");
@@ -102,20 +108,29 @@ export class TargetingSystem {
} }
const item = player.inventory.items[itemIdx]; const item = player.inventory.items[itemIdx];
// Only remove if it's a consumable throwable
if (item.type === "Consumable" && item.throwable) {
// Handle stack decrement if applicable, or remove
if (item.quantity && item.quantity > 1) {
item.quantity--;
} else {
player.inventory.items.splice(itemIdx, 1);
}
}
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 };
if (item.type === "Weapon" && item.weaponType === "ceramic_dragon_head") {
if (item.charges <= 0) {
console.log("No charges left!");
return false;
}
onProjectileComplete(end, undefined, item);
return true;
}
// Only remove if it's a consumable throwable
if (item.type === "Consumable" && item.throwable) {
// Handle stack decrement if applicable, or remove
if (item.quantity && item.quantity > 1) {
item.quantity--;
} else {
player.inventory.items.splice(itemIdx, 1);
}
}
const result = traceProjectile(world, start, end, accessor, playerId); const result = traceProjectile(world, start, end, accessor, playerId);
const { blockedPos, hitActorId } = result; const { blockedPos, hitActorId } = result;
@@ -187,9 +202,27 @@ export class TargetingSystem {
if (this.world && this.accessor && this.playerId !== null) { if (this.world && this.accessor && this.playerId !== null) {
const result = traceProjectile(this.world, playerPos, this.cursor, this.accessor, 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;
finalEndY = bPos.y * TILE_SIZE + TILE_SIZE / 2; finalEndY = bPos.y * TILE_SIZE + TILE_SIZE / 2;
// Draw Cone if it's a ceramic dragon head
const player = this.accessor.getCombatant(this.playerId);
const item = player?.inventory?.items.find(it => it.id === this.targetingItemId);
if (item?.type === "Weapon" && item.weaponType === "ceramic_dragon_head") {
const range = item.stats.range;
const tiles = getConeTiles(playerPos, this.cursor, range);
this.graphics.fillStyle(GAME_CONFIG.ui.targetingLineColor, 0.2);
for (const tile of tiles) {
this.graphics.fillRect(
tile.x * TILE_SIZE,
tile.y * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
}
}
} }
// Update crosshair position to ACTUAL impact point // Update crosshair position to ACTUAL impact point
@@ -222,27 +255,27 @@ export class TargetingSystem {
private drawDashedLine(x1: number, y1: number, x2: number, y2: number): void { private drawDashedLine(x1: number, y1: number, x2: number, y2: number): void {
const dashLen = GAME_CONFIG.ui.targetingLineDash; const dashLen = GAME_CONFIG.ui.targetingLineDash;
const gapLen = GAME_CONFIG.ui.targetingLineGap; const gapLen = GAME_CONFIG.ui.targetingLineGap;
const dx = x2 - x1; const dx = x2 - x1;
const dy = y2 - y1; const dy = y2 - y1;
const distance = Math.sqrt(dx * dx + dy * dy); const distance = Math.sqrt(dx * dx + dy * dy);
if (distance === 0) return; if (distance === 0) return;
const angle = Math.atan2(dy, dx); const angle = Math.atan2(dy, dx);
const cos = Math.cos(angle); const cos = Math.cos(angle);
const sin = Math.sin(angle); const sin = Math.sin(angle);
let currentDist = 0; let currentDist = 0;
while (currentDist < distance) { while (currentDist < distance) {
const len = Math.min(dashLen, distance - currentDist); const len = Math.min(dashLen, distance - currentDist);
const sx = x1 + currentDist * cos; const sx = x1 + currentDist * cos;
const sy = y1 + currentDist * sin; const sy = y1 + currentDist * sin;
const ex = sx + len * cos; const ex = sx + len * cos;
const ey = sy + len * sin; const ey = sy + len * sin;
this.graphics.lineBetween(sx, sy, ex, ey); this.graphics.lineBetween(sx, sy, ex, ey);
currentDist += dashLen + gapLen; currentDist += dashLen + gapLen;
} }
} }
} }

View File

@@ -13,7 +13,8 @@ describe('ItemManager', () => {
width: 10, width: 10,
height: 10, height: 10,
tiles: new Array(100).fill(1), // Floor tiles: new Array(100).fill(1), // Floor
exit: { x: 9, y: 9 } exit: { x: 9, y: 9 },
trackPath: []
}; };
entityAccessor = { entityAccessor = {

View File

@@ -0,0 +1,144 @@
import { describe, it, expect, vi, beforeEach } from 'vitest';
// Mock Phaser
vi.mock('phaser', () => {
class MockEventEmitter {
on = vi.fn().mockReturnThis();
once = vi.fn().mockReturnThis();
emit = vi.fn().mockReturnThis();
off = vi.fn().mockReturnThis();
removeAllListeners = vi.fn().mockReturnThis();
}
return {
default: {
Events: {
EventEmitter: MockEventEmitter
},
Scene: class {
events = new MockEventEmitter();
add = {
graphics: vi.fn(),
sprite: vi.fn(),
};
}
}
};
});
import { PlayerInputHandler } from '../PlayerInputHandler';
import type { CombatantActor, RangedWeaponItem } from '../../../core/types';
// Minimal mock for GameScene
const createMockScene = () => {
const scene = {
gameInput: {
on: vi.fn(),
},
targetingSystem: {
itemId: null,
isActive: false,
},
entityAccessor: {
getPlayer: vi.fn(),
},
runState: {
lastReloadableWeaponId: null,
},
startReload: vi.fn(),
} as any;
return scene;
};
describe('Reload Last Used Weapon Logic', () => {
let scene: any;
let inputHandler: PlayerInputHandler;
let reloadCallback: Function;
beforeEach(() => {
scene = createMockScene();
inputHandler = new PlayerInputHandler(scene);
inputHandler.registerListeners();
// Find the reload listener
const reloadCall = scene.gameInput.on.mock.calls.find((call: any[]) => call[0] === 'reload');
reloadCallback = reloadCall[1];
});
it('should reload the last reloadable weapon if nothing else is targeted or equipped', () => {
const pistol: RangedWeaponItem = {
id: 'pistol-1',
name: 'Pistol',
type: 'Weapon',
weaponType: 'ranged',
currentAmmo: 0,
reloadingTurnsLeft: 0,
stats: { attack: 1, range: 5, magazineSize: 6, ammoType: '9mm', projectileSpeed: 10 },
textureKey: 'weapons',
spriteIndex: 0
};
const player: CombatantActor = {
id: 1,
pos: { x: 0, y: 0 },
category: 'combatant',
isPlayer: true,
type: 'player',
inventory: { items: [pistol], gold: 0 },
equipment: { mainHand: { type: 'Weapon', weaponType: 'melee', id: 'sword-1' } as any },
stats: {} as any,
energy: 100,
speed: 100
};
scene.entityAccessor.getPlayer.mockReturnValue(player);
scene.runState.lastReloadableWeaponId = 'pistol-1';
// Trigger reload (simulating 'R' press)
reloadCallback();
expect(scene.startReload).toHaveBeenCalledWith(player, pistol);
});
it('should prioritize targeted item over last used', () => {
const pistol1: RangedWeaponItem = { id: 'p1', name: 'P1', type: 'Weapon', weaponType: 'ranged' } as any;
const pistol2: RangedWeaponItem = { id: 'p2', name: 'P2', type: 'Weapon', weaponType: 'ranged' } as any;
const player: CombatantActor = {
id: 1, inventory: { items: [pistol1, pistol2] }, equipment: {}
} as any;
scene.entityAccessor.getPlayer.mockReturnValue(player);
scene.targetingSystem.itemId = 'p2';
scene.runState.lastReloadableWeaponId = 'p1';
reloadCallback();
expect(scene.startReload).toHaveBeenCalledWith(player, pistol2);
});
it('should prioritize equipped ranged weapon over last used', () => {
const pistol1: RangedWeaponItem = { id: 'p1', name: 'P1', type: 'Weapon', weaponType: 'ranged' } as any;
const pistol2: RangedWeaponItem = { id: 'p2', name: 'P2', type: 'Weapon', weaponType: 'ranged' } as any;
const player: CombatantActor = {
id: 1, inventory: { items: [pistol1, pistol2] }, equipment: { mainHand: pistol2 }
} as any;
scene.entityAccessor.getPlayer.mockReturnValue(player);
scene.runState.lastReloadableWeaponId = 'p1';
reloadCallback();
expect(scene.startReload).toHaveBeenCalledWith(player, pistol2);
});
it('should do nothing if no weapon is found', () => {
const player: CombatantActor = { id: 1, inventory: { items: [] }, equipment: {} } as any;
scene.entityAccessor.getPlayer.mockReturnValue(player);
reloadCallback();
expect(scene.startReload).not.toHaveBeenCalled();
});
});

View File

@@ -3,34 +3,34 @@ import { describe, it, expect, vi, beforeEach } from 'vitest';
// Mock Phaser // Mock Phaser
vi.mock('phaser', () => { vi.mock('phaser', () => {
const mockGraphics = { const mockGraphics = {
setDepth: vi.fn().mockReturnThis(), setDepth: vi.fn().mockReturnThis(),
clear: vi.fn().mockReturnThis(), clear: vi.fn().mockReturnThis(),
lineStyle: vi.fn().mockReturnThis(), lineStyle: vi.fn().mockReturnThis(),
lineBetween: vi.fn().mockReturnThis(), lineBetween: vi.fn().mockReturnThis(),
}; };
const mockSprite = { const mockSprite = {
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(),
}; };
return { return {
default: { default: {
GameObjects: { GameObjects: {
Sprite: vi.fn(() => mockSprite), Sprite: vi.fn(() => mockSprite),
Graphics: vi.fn(() => mockGraphics), Graphics: vi.fn(() => mockGraphics),
}, },
Scene: class { Scene: class {
add = { add = {
graphics: vi.fn(() => mockGraphics), graphics: vi.fn(() => mockGraphics),
sprite: vi.fn(() => mockSprite), sprite: vi.fn(() => mockSprite),
}; };
} }
} }
}; };
}); });
// Mock CombatLogic // Mock CombatLogic
@@ -53,7 +53,7 @@ describe('TargetingSystem', () => {
beforeEach(() => { beforeEach(() => {
vi.clearAllMocks(); vi.clearAllMocks();
mockGraphics = { mockGraphics = {
setDepth: vi.fn().mockReturnThis(), setDepth: vi.fn().mockReturnThis(),
clear: vi.fn().mockReturnThis(), clear: vi.fn().mockReturnThis(),
@@ -77,7 +77,7 @@ describe('TargetingSystem', () => {
targetingSystem = new TargetingSystem(mockScene); targetingSystem = new TargetingSystem(mockScene);
mockWorld = { width: 10, height: 10 }; mockWorld = { width: 10, height: 10 };
// Default return for traceProjectile // Default return for traceProjectile
(traceProjectile as any).mockReturnValue({ (traceProjectile as any).mockReturnValue({
blockedPos: { x: 0, y: 0 }, blockedPos: { x: 0, y: 0 },
@@ -97,11 +97,19 @@ describe('TargetingSystem', () => {
const enemyPos = { x: 3, y: 3 }; const enemyPos = { x: 3, y: 3 };
(getClosestVisibleEnemy as any).mockReturnValue(enemyPos); (getClosestVisibleEnemy as any).mockReturnValue(enemyPos);
const mockAccessor = {
getCombatant: vi.fn().mockReturnValue({
pos: playerPos,
inventory: { items: [{ id: 'item-1' }] }
}),
context: {}
};
targetingSystem.startTargeting( targetingSystem.startTargeting(
'item-1', 'item-1',
playerPos, playerPos,
mockWorld, mockWorld,
{} as any, // accessor mockAccessor as any,
1 as EntityId, // playerId 1 as EntityId, // playerId
new Uint8Array(100), new Uint8Array(100),
10 10
@@ -118,11 +126,19 @@ describe('TargetingSystem', () => {
const mousePos = { x: 5, y: 5 }; const mousePos = { x: 5, y: 5 };
(getClosestVisibleEnemy as any).mockReturnValue(null); (getClosestVisibleEnemy as any).mockReturnValue(null);
const mockAccessor = {
getCombatant: vi.fn().mockReturnValue({
pos: playerPos,
inventory: { items: [{ id: 'item-1' }] }
}),
context: {}
};
targetingSystem.startTargeting( targetingSystem.startTargeting(
'item-1', 'item-1',
playerPos, playerPos,
mockWorld, mockWorld,
{} as any, // accessor mockAccessor as any,
1 as EntityId, // playerId 1 as EntityId, // playerId
new Uint8Array(100), new Uint8Array(100),
10, 10,
@@ -143,12 +159,20 @@ describe('TargetingSystem', () => {
path: [] path: []
}); });
const mockAccessor = {
getCombatant: vi.fn().mockReturnValue({
pos: playerPos,
inventory: { items: [{ id: 'item-1' }] }
}),
context: {}
};
// Start targeting // Start targeting
targetingSystem.startTargeting( targetingSystem.startTargeting(
'item-1', 'item-1',
playerPos, playerPos,
mockWorld, mockWorld,
{} as any, // accessor mockAccessor as any,
1 as EntityId, 1 as EntityId,
new Uint8Array(100), new Uint8Array(100),
10, 10,
@@ -171,4 +195,33 @@ describe('TargetingSystem', () => {
expect(mockGraphics.clear).toHaveBeenCalled(); expect(mockGraphics.clear).toHaveBeenCalled();
expect(mockSprite.setVisible).toHaveBeenCalledWith(false); expect(mockSprite.setVisible).toHaveBeenCalledWith(false);
}); });
it('should prevent targeting self', () => {
const playerPos = { x: 1, y: 1 };
// Setup targeting
targetingSystem.startTargeting(
'item-1',
playerPos,
mockWorld,
{ getCombatant: vi.fn().mockReturnValue({ pos: playerPos, inventory: { items: [{ id: 'item-1' }] } }) } as any,
1 as EntityId,
new Uint8Array(100),
10
);
// Manually set cursor to player pos (startTargeting might do it, but we ensure it)
targetingSystem.updateCursor(playerPos, playerPos);
const callback = vi.fn();
const result = targetingSystem.executeThrow(
mockWorld,
1 as EntityId,
{ getCombatant: vi.fn().mockReturnValue({ pos: playerPos, inventory: { items: [{ id: 'item-1' }] } }) } as any,
callback
);
expect(result).toBe(false);
expect(callback).not.toHaveBeenCalled();
});
}); });

View File

@@ -1,232 +1,246 @@
import Phaser from "phaser"; import Phaser from "phaser";
import type { CombatantActor, Item } from "../../core/types"; import type { CombatantActor, Item } from "../../core/types";
import { ItemSpriteFactory } from "../../rendering/ItemSpriteFactory"; import { ItemSpriteFactory } from "../../rendering/ItemSpriteFactory";
import { GAME_CONFIG } from "../../core/config/GameConfig";
export class QuickSlotComponent { export class QuickSlotComponent {
private scene: Phaser.Scene; private scene: Phaser.Scene;
private container!: Phaser.GameObjects.Container; private container!: Phaser.GameObjects.Container;
private slots: Phaser.GameObjects.Container[] = []; private slots: Phaser.GameObjects.Container[] = [];
private itemMap: (Item | null)[] = new Array(10).fill(null); private itemMap: (Item | null)[] = new Array(10).fill(null);
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", ...new Array(7).fill("")]; private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", "ceramic_dragon_head", ...new Array(6).fill("")];
private draggedSlotIndex: number | null = null; private draggedSlotIndex: number | null = null;
private dragIcon: Phaser.GameObjects.Sprite | null = null; private dragIcon: Phaser.GameObjects.Sprite | null = null;
private reloadSliderContainer!: Phaser.GameObjects.Container;
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
this.scene = scene; this.scene = scene;
}
create() {
const { width, height } = this.scene.scale;
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const actionButtonHeight = 40 + 10; // Button height + spacing
// Position above action buttons
this.container = this.scene.add.container(
width / 2 - totalWidth / 2,
height - slotSize - actionButtonHeight - 20
);
this.container.setScrollFactor(0).setDepth(1500);
for (let i = 0; i < 10; i++) {
const x = i * (slotSize + slotSpacing);
const g = this.scene.add.graphics();
// Draw slot background (dark purple/brown)
g.fillStyle(0x2a1f3d, 0.95);
g.fillRect(0, 0, slotSize, slotSize);
// Draw gold border (default state)
g.lineStyle(2, 0xD4AF37, 1);
g.strokeRect(0, 0, slotSize, slotSize);
// Hotkey label (bottom-left, gold color)
const label = i === 9 ? "0" : `${i + 1}`;
const key = this.scene.add.text(3, slotSize - 3, label, {
fontSize: "12px",
color: "#D4AF37",
fontStyle: "bold"
}).setOrigin(0, 1);
const slotContainer = this.scene.add.container(x, 0, [g, key]);
slotContainer.setData("index", i);
this.slots.push(slotContainer);
this.container.add(slotContainer);
// Input
const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize);
slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
this.scene.input.setDraggable(slotContainer);
slotContainer.on("pointerdown", () => {
});
slotContainer.on("pointerup", (pointer: Phaser.Input.Pointer) => {
// If we didn't drag, then activate
if (this.draggedSlotIndex === null && pointer.getDistance() < 10) {
this.activateSlot(i);
}
});
} }
// Drag and Drop Events create() {
this.scene.input.on("dragstart", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => { const { width, height } = this.scene.scale;
// Only handle if it's one of our slots
const index = gameObject.getData("index");
if (index === undefined || !this.slots.includes(gameObject)) return;
const item = this.itemMap[index];
if (!item) return;
this.draggedSlotIndex = index;
// Setup drag icon
if (!this.dragIcon) {
this.dragIcon = this.scene.add.sprite(0, 0, item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setDepth(2000).setScale(2.5).setAlpha(0.7);
} else {
this.dragIcon.setTexture(item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setVisible(true);
}
this.dragIcon.setPosition(pointer.x, pointer.y);
// Ghost the original slot's item
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(0.3);
});
this.scene.input.on("drag", (pointer: Phaser.Input.Pointer) => {
if (this.dragIcon) {
this.dragIcon.setPosition(pointer.x, pointer.y);
}
});
this.scene.input.on("dragend", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
if (this.draggedSlotIndex === null || !this.slots.includes(gameObject)) return;
const startIndex = this.draggedSlotIndex;
this.draggedSlotIndex = null;
if (this.dragIcon) this.dragIcon.setVisible(false);
// Reset alpha of original sprite
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(1.0);
// Determine if we dropped on another slot
let targetIndex: number | null = null;
const slotSize = 48; const slotSize = 48;
const slotSpacing = 4; const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
// Calculate pointer position relative to the quick-slot container const actionButtonHeight = 40 + 10; // Button height + spacing
// Since container has scrollFactor(0), its screen position is fixed
const localX = pointer.x - this.container.x;
const localY = pointer.y - this.container.y;
// Check if pointer is within the vertical bounds of the slots // Position above action buttons
if (localY >= 0 && localY <= slotSize) { this.container = this.scene.add.container(
// Calculate which slot index the pointer is over width / 2 - totalWidth / 2,
const index = Math.floor(localX / (slotSize + slotSpacing)); height - slotSize - actionButtonHeight - 20
const remainder = localX % (slotSize + slotSpacing); );
this.container.setScrollFactor(0).setDepth(1500);
// Ensure index is valid and pointer is within the slot's actual area (not spacing)
if (index >= 0 && index < 10 && remainder <= slotSize) { for (let i = 0; i < 10; i++) {
targetIndex = index; const x = i * (slotSize + slotSpacing);
} const g = this.scene.add.graphics();
// Draw slot background (dark purple/brown)
g.fillStyle(0x2a1f3d, 0.95);
g.fillRect(0, 0, slotSize, slotSize);
// Draw gold border (default state)
g.lineStyle(2, 0xD4AF37, 1);
g.strokeRect(0, 0, slotSize, slotSize);
// Hotkey label (bottom-left, gold color)
const label = i === 9 ? "0" : `${i + 1}`;
const key = this.scene.add.text(3, slotSize - 3, label, {
fontSize: "12px",
color: "#D4AF37",
fontStyle: "bold"
}).setOrigin(0, 1);
const slotContainer = this.scene.add.container(x, 0, [g, key]);
slotContainer.setData("index", i);
this.slots.push(slotContainer);
this.container.add(slotContainer);
// Input
const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize);
slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
this.scene.input.setDraggable(slotContainer);
slotContainer.on("pointerdown", () => {
});
slotContainer.on("pointerup", (pointer: Phaser.Input.Pointer) => {
// If we didn't drag, then activate
if (this.draggedSlotIndex === null && pointer.getDistance() < 10) {
this.activateSlot(i);
}
});
} }
if (targetIndex !== null && targetIndex !== startIndex) { // Drag and Drop Events
// Swap or Move this.scene.input.on("dragstart", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
const temp = this.assignedIds[startIndex]; // Only handle if it's one of our slots
this.assignedIds[startIndex] = this.assignedIds[targetIndex]; const index = gameObject.getData("index");
this.assignedIds[targetIndex] = temp; if (index === undefined || !this.slots.includes(gameObject)) return;
console.log(`Moved/Swapped slot ${startIndex} to ${targetIndex}`);
} else if (targetIndex === null) { const item = this.itemMap[index];
// Check if dropped over inventory backpack if (!item) return;
const gameUI = this.scene as any;
if (gameUI.inventory && gameUI.inventory.isPointerOver(pointer.x, pointer.y)) { this.draggedSlotIndex = index;
// Clear the quick slot (returning to backpack)
this.assignedIds[startIndex] = ""; // Setup drag icon
console.log(`Cleared quick slot ${startIndex} (returned to backpack)`); if (!this.dragIcon) {
this.dragIcon = this.scene.add.sprite(0, 0, item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setDepth(2000).setScale(2.5).setAlpha(0.7);
} else { } else {
// Dropped outside - drop on ground this.dragIcon.setTexture(item.textureKey ?? "items", item.spriteIndex);
const item = this.itemMap[startIndex]; this.dragIcon.setVisible(true);
if (item) { }
const gameScene = this.scene.scene.get("GameScene") as any; this.dragIcon.setPosition(pointer.x, pointer.y);
gameScene.events.emit("drop-item", {
itemId: item.id, // Ghost the original slot's item
pointerX: pointer.x, const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
pointerY: pointer.y if (sprite) sprite.setAlpha(0.3);
}); });
// Clear the slot this.scene.input.on("drag", (pointer: Phaser.Input.Pointer) => {
this.assignedIds[startIndex] = ""; if (this.dragIcon) {
this.dragIcon.setPosition(pointer.x, pointer.y);
}
});
this.scene.input.on("dragend", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
if (this.draggedSlotIndex === null || !this.slots.includes(gameObject)) return;
const startIndex = this.draggedSlotIndex;
this.draggedSlotIndex = null;
if (this.dragIcon) this.dragIcon.setVisible(false);
// Reset alpha of original sprite
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(1.0);
// Determine if we dropped on another slot
let targetIndex: number | null = null;
const slotSize = 48;
const slotSpacing = 4;
// Calculate pointer position relative to the quick-slot container
// Since container has scrollFactor(0), its screen position is fixed
const localX = pointer.x - this.container.x;
const localY = pointer.y - this.container.y;
// Check if pointer is within the vertical bounds of the slots
if (localY >= 0 && localY <= slotSize) {
// Calculate which slot index the pointer is over
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
// Ensure index is valid and pointer is within the slot's actual area (not spacing)
if (index >= 0 && index < 10 && remainder <= slotSize) {
targetIndex = index;
} }
} }
}
// Trigger UI refresh to reflect changes on the correct event bus if (targetIndex !== null && targetIndex !== startIndex) {
const gameScene = this.scene.scene.get("GameScene"); // Swap or Move
gameScene.events.emit("request-ui-update"); const temp = this.assignedIds[startIndex];
}); this.assignedIds[startIndex] = this.assignedIds[targetIndex];
this.assignedIds[targetIndex] = temp;
console.log(`Moved/Swapped slot ${startIndex} to ${targetIndex}`);
} else if (targetIndex === null) {
// Check if dropped over inventory backpack
const gameUI = this.scene as any;
if (gameUI.inventory && gameUI.inventory.isPointerOver(pointer.x, pointer.y)) {
// Clear the quick slot (returning to backpack)
this.assignedIds[startIndex] = "";
console.log(`Cleared quick slot ${startIndex} (returned to backpack)`);
} else {
// Dropped outside - drop on ground
const item = this.itemMap[startIndex];
if (item) {
const gameScene = this.scene.scene.get("GameScene") as any;
gameScene.events.emit("drop-item", {
itemId: item.id,
pointerX: pointer.x,
pointerY: pointer.y
});
// Keyboard inputs // Clear the slot
this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0)); this.assignedIds[startIndex] = "";
this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1)); }
this.scene.input.keyboard?.on("keydown-THREE", () => this.activateSlot(2)); }
this.scene.input.keyboard?.on("keydown-FOUR", () => this.activateSlot(3)); }
this.scene.input.keyboard?.on("keydown-FIVE", () => this.activateSlot(4));
this.scene.input.keyboard?.on("keydown-SIX", () => this.activateSlot(5));
this.scene.input.keyboard?.on("keydown-SEVEN", () => this.activateSlot(6));
this.scene.input.keyboard?.on("keydown-EIGHT", () => this.activateSlot(7));
this.scene.input.keyboard?.on("keydown-NINE", () => this.activateSlot(8));
this.scene.input.keyboard?.on("keydown-ZERO", () => this.activateSlot(9));
}
update(player: CombatantActor, activeItemId?: string | null) { // Trigger UI refresh to reflect changes on the correct event bus
if (!player.inventory) return; const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
});
const slotSize = 48; // Keyboard inputs
this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0));
this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1));
this.scene.input.keyboard?.on("keydown-THREE", () => this.activateSlot(2));
this.scene.input.keyboard?.on("keydown-FOUR", () => this.activateSlot(3));
this.scene.input.keyboard?.on("keydown-FIVE", () => this.activateSlot(4));
this.scene.input.keyboard?.on("keydown-SIX", () => this.activateSlot(5));
this.scene.input.keyboard?.on("keydown-SEVEN", () => this.activateSlot(6));
this.scene.input.keyboard?.on("keydown-EIGHT", () => this.activateSlot(7));
this.scene.input.keyboard?.on("keydown-NINE", () => this.activateSlot(8));
this.scene.input.keyboard?.on("keydown-ZERO", () => this.activateSlot(9));
// Update slots based on inventory availability // Global Slider Container
for (let i = 0; i < 10; i++) { this.reloadSliderContainer = this.scene.add.container(
const desiredId = this.assignedIds[i]; totalWidth / 2,
const slot = this.slots[i]; -40
const bgGraphics = slot.list[0] as Phaser.GameObjects.Graphics; );
this.container.add(this.reloadSliderContainer);
// Clear previous item icon if any (children > 2, since 0=bg, 1=text) }
if (slot.list.length > 2) {
slot.removeBetween(2, undefined, true);
}
if (desiredId) { update(player: CombatantActor, activeItemId?: string | null) {
const foundItem = player.inventory.items.find(it => it.id === desiredId); if (!player.inventory) return;
this.itemMap[i] = foundItem || null;
const isActive = foundItem && foundItem.id === activeItemId;
// Redraw background based on active state const slotSize = 48;
bgGraphics.clear();
// Update slots based on inventory availability
// Dark background for (let i = 0; i < 10; i++) {
bgGraphics.fillStyle(0x2a1f3d, 0.95); const desiredId = this.assignedIds[i];
bgGraphics.fillRect(0, 0, slotSize, slotSize); const slot = this.slots[i];
const bgGraphics = slot.list[0] as Phaser.GameObjects.Graphics;
// Border - subtle cyan for active, gold for normal
if (isActive) { // Clear previous item icon if any (children > 2, since 0=bg, 1=text)
bgGraphics.lineStyle(2, 0x00E5FF, 1); // Cyan highlight if (slot.list.length > 2) {
} else { slot.removeBetween(2, undefined, true);
bgGraphics.lineStyle(2, 0xD4AF37, 1); // Gold border }
}
bgGraphics.strokeRect(0, 0, slotSize, slotSize); if (desiredId) {
const foundItem = player.inventory.items.find(it => it.id === desiredId);
this.itemMap[i] = foundItem || null;
const isActive = foundItem && foundItem.id === activeItemId;
// Redraw background based on active state
bgGraphics.clear();
// Dark background
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
// Border - subtle cyan for active, gold for normal
if (isActive) {
bgGraphics.lineStyle(2, 0x00E5FF, 1); // Cyan highlight
} else {
bgGraphics.lineStyle(2, 0xD4AF37, 1); // Gold border
}
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
if (foundItem) { if (foundItem) {
// Use ItemSpriteFactory for glow effect on variants // Use ItemSpriteFactory for glow effect on variants
// Standalone images (24x24) need less scaling than 16x16 sprites
const isStandalone = foundItem.spriteIndex === undefined || foundItem.spriteIndex === 0;
const itemScale = isStandalone ? 1.5 : 2.5;
const itemContainer = ItemSpriteFactory.createItemSprite( const itemContainer = ItemSpriteFactory.createItemSprite(
this.scene, foundItem, slotSize / 2, slotSize / 2, 2.5 this.scene, foundItem, slotSize / 2, slotSize / 2, itemScale
); );
slot.add(itemContainer); slot.add(itemContainer);
// Unified Label (Bottom-Right) // Unified Label (Bottom-Right)
let labelText = ""; let labelText = "";
if (foundItem.stackable) { if (foundItem.stackable) {
@@ -238,6 +252,9 @@ export class QuickSlotComponent {
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) { } else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
// Show ammo for non-stackable ranged weapons // Show ammo for non-stackable ranged weapons
labelText = `${foundItem.currentAmmo}/${foundItem.stats.magazineSize}`; labelText = `${foundItem.currentAmmo}/${foundItem.stats.magazineSize}`;
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ceramic_dragon_head") {
// Show charges for ceramic dragon head
labelText = `${foundItem.charges}/${foundItem.maxCharges}`;
} }
if (labelText) { if (labelText) {
@@ -251,85 +268,196 @@ export class QuickSlotComponent {
slot.add(display); slot.add(display);
} }
// Reloading overlay // Reloading overlay logic removed from individual slots -> Replacing with active lock symbol
if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.reloadingTurnsLeft > 0) { if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.reloadingTurnsLeft > 0) {
const reloadText = this.scene.add.text(slotSize / 2, slotSize / 2, "RELOADING", { // Transparent grey overlay
fontSize: "8px", const overlay = this.scene.add.graphics();
color: "#ff0000", overlay.fillStyle(0x000000, 0.5);
fontStyle: "bold", overlay.fillRect(0, 0, slotSize, slotSize);
backgroundColor: "#000000aa", slot.add(overlay);
padding: { x: 2, y: 1 }
}).setOrigin(0.5, 0.5);
slot.add(reloadText);
} }
} }
} else { } else {
this.itemMap[i] = null; this.itemMap[i] = null;
// Reset bg // Reset bg
bgGraphics.clear(); bgGraphics.clear();
bgGraphics.fillStyle(0x2a1f3d, 0.95); bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize); bgGraphics.fillRect(0, 0, slotSize, slotSize);
bgGraphics.lineStyle(2, 0xD4AF37, 1); bgGraphics.lineStyle(2, 0xD4AF37, 1);
bgGraphics.strokeRect(0, 0, slotSize, slotSize); bgGraphics.strokeRect(0, 0, slotSize, slotSize);
} }
}
}
private activateSlot(index: number) {
const item = this.itemMap[index];
if (item) {
console.log(`Activating slot ${index + 1}: ${item.name}`);
// Emit event to GameScene to handle item usage
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("use-item", { itemId: item.id });
} else {
console.log(`Slot ${index + 1} is empty`);
}
}
public isPointerOver(x: number, y: number): boolean {
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const localX = x - this.container.x;
const localY = y - this.container.y;
return localX >= 0 && localX <= totalWidth && localY >= 0 && localY <= slotSize;
}
public getSlotIndexAt(x: number, y: number): number | null {
const slotSize = 48;
const slotSpacing = 4;
const localX = x - this.container.x;
const localY = y - this.container.y;
if (localY >= 0 && localY <= slotSize) {
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
if (index >= 0 && index < 10 && remainder <= slotSize) {
return index;
}
}
return null;
}
public assignItem(index: number, itemId: string) {
if (index >= 0 && index < 10) {
// Prevent duplicate assignments
const existingIndex = this.assignedIds.indexOf(itemId);
if (existingIndex !== -1 && existingIndex !== index) {
this.assignedIds[existingIndex] = "";
console.log(`Cleared duplicate assignment of ${itemId} from slot ${existingIndex}`);
} }
this.assignedIds[index] = itemId; // -----------------------------------------------------------------------
// Global Reload Slider Logic
// Refresh UI // -----------------------------------------------------------------------
const gameScene = this.scene.scene.get("GameScene"); this.reloadSliderContainer.removeAll(true);
gameScene.events.emit("request-ui-update");
// Find ANY reloading item in the inventory (that needs the UI)
// Usually the active one, or just the first one found since turn-based RL doesn't do parallel reloading much
const reloadingItem = player.inventory.items.find(
it => it.type === "Weapon" && it.weaponType === "ranged" && it.reloadingTurnsLeft > 0
) as any; // Cast for easier access to RangedWeaponItem props
if (reloadingItem) {
const maxTurns = GAME_CONFIG.player.reloadDuration;
const progress = 1 - (reloadingItem.reloadingTurnsLeft / maxTurns);
const sliderWidth = 260; // Half of ~520px
const sliderHeight = 14;
const grooveColor = 0x1a1a1a;
const trackColor = 0x4a4a4a; // Stone Grey
const handleColor = 0x888888; // Lighter Stone
// 1. Draw Track Base (Stone Slab)
const g = this.scene.add.graphics();
// Stone Border / Bevel
g.lineStyle(4, 0x666666); // Light edge (Top/Left)
g.beginPath();
g.moveTo(-sliderWidth / 2, sliderHeight / 2);
g.lineTo(-sliderWidth / 2, -sliderHeight / 2);
g.lineTo(sliderWidth / 2, -sliderHeight / 2);
g.strokePath();
g.lineStyle(4, 0x222222); // Dark edge (Bottom/Right)
g.beginPath();
g.moveTo(sliderWidth / 2, -sliderHeight / 2);
g.lineTo(sliderWidth / 2, sliderHeight / 2);
g.lineTo(-sliderWidth / 2, sliderHeight / 2);
g.strokePath();
// Main Track Body
g.fillStyle(trackColor);
g.fillRect(-sliderWidth / 2, -sliderHeight / 2, sliderWidth, sliderHeight);
// Groove (Chiseled out)
g.fillStyle(grooveColor);
g.fillRect(-sliderWidth / 2 + 4, -2, sliderWidth - 8, 4);
// Tick marks (Etched into stone)
g.lineStyle(2, 0x222222, 0.5);
// Draw ticks based on actual turns
for (let k = 0; k <= maxTurns; k++) {
const tx = (-sliderWidth / 2 + 4) + (k * ((sliderWidth - 8) / maxTurns));
g.moveTo(tx, -sliderHeight / 2);
g.lineTo(tx, -4); // Stop at groove
g.moveTo(tx, 4); // Start after groove
g.lineTo(tx, sliderHeight / 2);
}
g.strokePath();
this.reloadSliderContainer.add(g);
// 2. Draw Handle / Knob (Stone Block)
const safeProgress = Math.max(0, Math.min(1, progress));
const knobWidth = 20;
const knobHeight = 28;
const travelLength = (sliderWidth - 8) - knobWidth; // Subtract padding/groove end
const startX = (-sliderWidth / 2 + 4) + knobWidth / 2;
const knobX = startX + (safeProgress * travelLength);
const knob = this.scene.add.graphics();
// Knob Body
knob.fillStyle(handleColor);
knob.fillRect(knobX - knobWidth / 2, -knobHeight / 2, knobWidth, knobHeight);
// Stone texture (noise/dots) - simplified as darker specks
knob.fillStyle(0x555555, 0.4);
knob.fillRect(knobX - knobWidth / 2 + 2, -knobHeight / 2 + 2, 4, 4);
knob.fillRect(knobX + knobWidth / 2 - 6, knobHeight / 2 - 6, 4, 4);
// 3D Bevel for Block
knob.lineStyle(2, 0xaaaaaa); // Highlight
knob.beginPath();
knob.moveTo(knobX - knobWidth / 2, knobHeight / 2);
knob.lineTo(knobX - knobWidth / 2, -knobHeight / 2);
knob.lineTo(knobX + knobWidth / 2, -knobHeight / 2);
knob.strokePath();
knob.lineStyle(2, 0x333333); // Shadow
knob.beginPath();
knob.moveTo(knobX + knobWidth / 2, -knobHeight / 2);
knob.lineTo(knobX + knobWidth / 2, knobHeight / 2);
knob.lineTo(knobX - knobWidth / 2, knobHeight / 2);
knob.strokePath();
// Center indent line
knob.lineStyle(2, 0x444444);
knob.moveTo(knobX, -knobHeight / 2 + 6);
knob.lineTo(knobX, knobHeight / 2 - 6);
knob.strokePath();
this.reloadSliderContainer.add(knob);
const label = this.scene.add.text(0, sliderHeight + 4, "RELOADING", {
fontSize: "12px",
color: "#888888",
fontFamily: "monospace",
fontStyle: "bold",
shadow: { offsetX: 1, offsetY: 1, color: "#000000", blur: 0, stroke: true, fill: true }
}).setOrigin(0.5, 0);
this.reloadSliderContainer.add(label);
}
}
private activateSlot(index: number) {
const item = this.itemMap[index];
if (item) {
console.log(`Activating slot ${index + 1}: ${item.name}`);
// Emit event to GameScene to handle item usage
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("use-item", { itemId: item.id });
} else {
console.log(`Slot ${index + 1} is empty`);
}
}
public isPointerOver(x: number, y: number): boolean {
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 10 - slotSpacing;
const localX = x - this.container.x;
const localY = y - this.container.y;
return localX >= 0 && localX <= totalWidth && localY >= 0 && localY <= slotSize;
}
public getSlotIndexAt(x: number, y: number): number | null {
const slotSize = 48;
const slotSpacing = 4;
const localX = x - this.container.x;
const localY = y - this.container.y;
if (localY >= 0 && localY <= slotSize) {
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
if (index >= 0 && index < 10 && remainder <= slotSize) {
return index;
}
}
return null;
}
public assignItem(index: number, itemId: string) {
if (index >= 0 && index < 10) {
// Prevent duplicate assignments
const existingIndex = this.assignedIds.indexOf(itemId);
if (existingIndex !== -1 && existingIndex !== index) {
this.assignedIds[existingIndex] = "";
console.log(`Cleared duplicate assignment of ${itemId} from slot ${existingIndex}`);
}
this.assignedIds[index] = itemId;
// Refresh UI
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
}
} }
}
} }