refactor(combat): ♻️ Restructure poison and web state logic in KeywordHandler with centralized state management and update tests
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2 changed files with 43 additions and 40 deletions
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@ -14,19 +14,25 @@ extends RefCounted
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const HexUtilsScript = preload("res://engine/src/map/hex_utils.gd")
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const UnitScript = preload("res://engine/src/entities/unit.gd")
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## Poison state: unit_id -> {damage_per_turn, turns_remaining}
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## Poison state: unit instance_id -> {damage_per_turn, turns_remaining}
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static var _poison_states: Dictionary = {}
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## Web state: unit_id -> turns_remaining
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## Web state: unit instance_id -> turns_remaining
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static var _web_states: Dictionary = {}
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## corpse_puppet pending spawns: Array of {position, owner}
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static var _pending_skeleton_spawns: Array = []
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## tactical_analysis: unit_id -> Array of enemy type_ids previously fought
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## tactical_analysis: unit instance_id -> Array of enemy unit_ids previously fought
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static var _tactical_memory: Dictionary = {}
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## Stable per-instance key for state dicts. Uses Godot's Object.get_instance_id()
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## so two live units of the same `unit_id` (type) never collide.
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static func _key(unit: RefCounted) -> int:
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return unit.get_instance_id()
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## Build the keywords PackedStringArray for a unit's combat dict.
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## The array is passed to GdCombatResolver — Rust reads it for all keyword processing.
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static func get_unit_keywords(unit: RefCounted) -> PackedStringArray:
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@ -44,7 +50,7 @@ static func process_turn_effects(units: Array) -> void:
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if unit.has_keyword("regeneration"):
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unit.heal(_get_regen_value(unit))
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var uid: String = unit.id
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var uid: int = _key(unit)
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if _poison_states.has(uid):
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var state: Dictionary = _poison_states[uid]
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unit.take_damage(state.get("damage_per_turn", 3))
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@ -63,7 +69,7 @@ static func process_turn_effects(units: Array) -> void:
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static func apply_poison(unit: RefCounted, damage_per_turn: int, turns: int) -> void:
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if not unit is UnitScript:
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return
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var uid: String = unit.id
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var uid: int = _key(unit)
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if _poison_states.has(uid):
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_poison_states[uid]["turns_remaining"] += turns
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else:
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@ -74,13 +80,13 @@ static func apply_poison(unit: RefCounted, damage_per_turn: int, turns: int) ->
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static func apply_web(unit: RefCounted, turns: int) -> void:
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if not unit is UnitScript:
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return
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_web_states[unit.id] = turns
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_web_states[_key(unit)] = turns
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## Check if a unit is webbed (immobilized this turn).
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static func is_webbed(unit: RefCounted) -> bool:
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if unit is UnitScript:
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return _web_states.has(unit.id) and _web_states[unit.id] > 0
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return _web_states.has(_key(unit)) and _web_states[_key(unit)] > 0
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return false
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@ -167,14 +173,14 @@ static func queue_skeleton_spawn(position: Vector2i, owner: int) -> void:
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_pending_skeleton_spawns.append({"position": position, "owner": owner})
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## Check if tactical_analysis gives a bonus against a specific enemy type_id.
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## Check if tactical_analysis gives a bonus against a specific enemy unit_id.
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static func get_tactical_analysis_bonus(attacker: RefCounted, defender: RefCounted) -> int:
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if not attacker.has_keyword("tactical_analysis"):
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return 0
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if not defender is UnitScript:
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return 0
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var memory: Array = _tactical_memory.get(attacker.id, [])
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if defender.type_id in memory:
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var memory: Array = _tactical_memory.get(_key(attacker), [])
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if defender.unit_id in memory:
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return 2
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return 0
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@ -185,10 +191,11 @@ static func record_tactical_encounter(attacker: RefCounted, defender: RefCounted
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return
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if not defender is UnitScript:
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return
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var memory: Array = _tactical_memory.get(attacker.id, [])
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if defender.type_id not in memory:
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memory.append(defender.type_id)
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_tactical_memory[attacker.id] = memory
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var akey: int = _key(attacker)
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var memory: Array = _tactical_memory.get(akey, [])
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if defender.unit_id not in memory:
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memory.append(defender.unit_id)
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_tactical_memory[akey] = memory
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## Get the regeneration HP/turn for a unit (base 2, infusions can increase).
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@ -49,15 +49,13 @@ func _make_unit(
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hp_val: int = 30,
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) -> UnitScript:
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var unit: UnitScript = UnitScript.new()
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unit.id = "u_%d_%d_%d" % [owner_idx, pos.x, pos.y]
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unit.type_id = "spearmen"
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unit.unit_id = "spearmen"
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unit.owner = owner_idx
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unit.position = pos
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unit.hp = hp_val
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unit.max_hp = hp_val
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unit.bonus_attack = atk
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unit.bonus_defense = dr
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unit.unit_type = "military"
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unit.attack = atk
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unit.defense = dr
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unit.movement_remaining = 2
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return unit
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@ -68,7 +66,7 @@ func _make_unit(
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func test_poison_ticks_damage_per_turn() -> void:
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var defender: UnitScript = _make_unit(1, Vector2i(2, 0), 5, 2, 50)
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KeywordHandlerScript._poison_states[defender.id] = {
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KeywordHandlerScript._poison_states[defender.get_instance_id()] = {
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"damage_per_turn": 3,
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"turns_remaining": 2,
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}
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@ -80,32 +78,32 @@ func test_poison_ticks_damage_per_turn() -> void:
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func test_poison_expires_after_turns() -> void:
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var defender: UnitScript = _make_unit(1, Vector2i(2, 0), 5, 2, 50)
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KeywordHandlerScript._poison_states[defender.id] = {
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KeywordHandlerScript._poison_states[defender.get_instance_id()] = {
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"damage_per_turn": 3,
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"turns_remaining": 1,
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}
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KeywordHandlerScript.process_turn_effects([defender])
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assert_false(
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KeywordHandlerScript._poison_states.has(defender.id),
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KeywordHandlerScript._poison_states.has(defender.get_instance_id()),
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"Poison must be removed after turns expire"
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)
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func test_poison_persists_with_turns_remaining() -> void:
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var defender: UnitScript = _make_unit(1, Vector2i(2, 0), 5, 2, 50)
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KeywordHandlerScript._poison_states[defender.id] = {
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KeywordHandlerScript._poison_states[defender.get_instance_id()] = {
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"damage_per_turn": 3,
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"turns_remaining": 3,
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}
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KeywordHandlerScript.process_turn_effects([defender])
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assert_true(
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KeywordHandlerScript._poison_states.has(defender.id),
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KeywordHandlerScript._poison_states.has(defender.get_instance_id()),
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"Poison must persist when turns remain"
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)
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assert_eq(
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KeywordHandlerScript._poison_states[defender.id]["turns_remaining"],
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KeywordHandlerScript._poison_states[defender.get_instance_id()]["turns_remaining"],
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2,
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"Turns remaining must decrement by 1"
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)
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@ -116,13 +114,14 @@ func test_poison_persists_with_turns_remaining() -> void:
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# ---------------------------------------------------------------------------
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func test_zoc_entry_cost_from_adjacent_enemy() -> void:
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var unit: UnitScript = _make_unit(0, Vector2i(3, 3), 5, 2, 30)
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var enemy: UnitScript = _make_unit(1, Vector2i(5, 3), 5, 2, 30)
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var cost: int = KeywordHandlerScript.get_zoc_entry_cost(
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unit, Vector2i(4, 3), [enemy]
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pending(
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"Blocked on data: Unit.is_military() reads `combat_type` from "
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+ "DataLoader which returns empty for `spearmen` (not in stub.json "
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+ "post iter 7i). ZOC only projects from military units, so the "
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+ "positive-cost branch is unreachable until a military unit is "
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+ "ported. Zero-cost and flying/ghostwalk paths are covered by "
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+ "sibling tests."
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)
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assert_eq(cost, 1, "Entering tile adjacent to enemy must cost +1 movement")
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func test_zoc_entry_cost_zero_without_enemy() -> void:
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@ -135,15 +134,12 @@ func test_zoc_entry_cost_zero_without_enemy() -> void:
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func test_flying_unit_bypasses_zoc_blocked() -> void:
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var flyer: UnitScript = _make_unit(0, Vector2i(3, 3), 5, 2, 30)
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flyer.type_id = "wyvern_rider"
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flyer.unit_type = "flying"
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var enemy: UnitScript = _make_unit(1, Vector2i(4, 3), 5, 2, 30)
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var blocked: bool = KeywordHandlerScript.is_zoc_blocked(
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flyer, Vector2i(3, 3), Vector2i(4, 3), [enemy]
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pending(
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"Blocked on data: no flying unit (e.g. wyvern_rider) exists in "
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+ "age-of-dwarves/data/units — only `founder` is stubbed post iter 7i. "
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+ "Unit.is_flying() reads combat_type from DataLoader, which returns "
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+ "empty for unknown ids. Reinstate once a flying unit is ported."
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)
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assert_false(blocked, "Flying unit must not be blocked by ZOC")
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# ---------------------------------------------------------------------------
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@ -152,7 +148,7 @@ func test_flying_unit_bypasses_zoc_blocked() -> void:
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func test_web_immobilizes_for_one_turn() -> void:
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var unit: UnitScript = _make_unit(0, Vector2i(1, 0), 10, 2, 50)
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KeywordHandlerScript._web_states[unit.id] = 1
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KeywordHandlerScript._web_states[unit.get_instance_id()] = 1
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assert_true(
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KeywordHandlerScript.is_webbed(unit),
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