1
0
Fork 0

Compare commits

...

5 Commits

Author SHA1 Message Date
Pabloader b1c10e44ec Fixes 2026-06-06 17:35:33 +00:00
Pabloader 6b9a5ee2fa Fix wrong world substitution 2026-06-04 18:20:49 +00:00
Pabloader 479ebbf9b9 AABB physics 2026-05-31 12:28:52 +00:00
Pabloader b085e7ec6a Contact table refactor 2026-05-31 12:07:33 +00:00
Pabloader 8cde9818f4 Fix engine bugs 2026-05-31 11:37:33 +00:00
14 changed files with 775 additions and 211 deletions

View File

@ -10,6 +10,8 @@ typedef enum : uint8_t {
TYPE_EMPTY = 0,
TYPE_CIRCLE = 1,
TYPE_PLANE = 2,
TYPE_AABB = 3,
TYPE_COUNT,
} body_type;
////////// Types
@ -28,6 +30,9 @@ typedef struct {
struct {
vec2 normal;
} plane;
struct {
vec2 half; // half-extents along x and y
} aabb;
};
// Private
vec2 force;
@ -36,6 +41,17 @@ typedef struct {
typedef size_t rigid_body_index;
typedef void (*rigid_body_collision_callback_t)(rigid_body_index a, rigid_body_index b);
// `normal` points from body a toward body b; `overlap` is the penetration depth.
typedef struct {
bool hit;
vec2 normal;
float overlap;
} contact;
typedef contact (*contact_fn)(const rigid_body* a, const rigid_body* b);
constexpr float COLLISION_EPSILON = 1e-6f;
////////// Prototypes
void rigid_body_resolve_collision(rigid_body_index rb);
@ -49,18 +65,72 @@ static rigid_body* rigid_bodies = NULL;
static size_t rigid_bodies_cap = 0;
static rigid_body_collision_callback_t rigid_body_collision_callback = NULL;
static vec2 gravity = {0, 0};
// Queued during the solve and dispatched only after it finishes, so callbacks may
// free or create bodies (reallocating `rigid_bodies`) without invalidating the body
// pointers held mid-solve.
typedef struct {
rigid_body_index a;
rigid_body_index b;
} collision_event;
static collision_event* collision_events = NULL;
static size_t collision_events_count = 0;
static size_t collision_events_cap = 0;
////////// Functions
inline static rigid_body* rb_get(rigid_body_index idx) {
return (rigid_bodies + (idx));
}
static void collision_event_push(rigid_body_index a, rigid_body_index b) {
if (collision_events_count == collision_events_cap) {
size_t new_cap = collision_events_cap ? collision_events_cap * 2 : 16;
collision_event* grown = realloc(collision_events, new_cap * sizeof(collision_event));
if (!grown) {
return;
}
collision_events = grown;
collision_events_cap = new_cap;
}
collision_events[collision_events_count].a = a;
collision_events[collision_events_count].b = b;
collision_events_count++;
}
static void rigid_body_dispatch_collisions() {
if (rigid_body_collision_callback) {
for (size_t i = 0; i < collision_events_count; i++) {
rigid_body_collision_callback(collision_events[i].a, collision_events[i].b);
}
}
collision_events_count = 0;
}
static void rigid_body_integrate(rigid_body* rb, float dt) {
if (!isinf(rb->mass)) {
rb->vel.x += (rb->force.x / rb->mass + gravity.x) * dt;
rb->vel.y += (rb->force.y / rb->mass + gravity.y) * dt;
rb->pos.x += rb->vel.x * dt;
rb->pos.y += rb->vel.y * dt;
}
rb->force.x = 0;
rb->force.y = 0;
}
JS_EXPORT rigid_body* rigid_body_get(rigid_body_index idx) {
return rb_get(idx);
}
size_t rigid_body_new(float x, float y, float vx, float vy, float mass) {
rigid_body_index idx = rigid_body_find_empty();
if (idx == SIZE_MAX) {
return SIZE_MAX; // allocation failed
}
rigid_body* rb = rb_get(idx);
rb->type = TYPE_EMPTY;
@ -80,6 +150,9 @@ size_t rigid_body_new(float x, float y, float vx, float vy, float mass) {
JS_EXPORT rigid_body_index rigid_body_new_circle(float x, float y, float vx, float vy, float mass, float radius) {
rigid_body_index idx = rigid_body_new(x, y, vx, vy, mass);
if (idx == SIZE_MAX) {
return idx;
}
rigid_body* rb = rb_get(idx);
rb->type = TYPE_CIRCLE;
@ -90,6 +163,9 @@ JS_EXPORT rigid_body_index rigid_body_new_circle(float x, float y, float vx, flo
JS_EXPORT rigid_body_index rigid_body_new_plane(float x, float y, float nx, float ny) {
rigid_body_index idx = rigid_body_new(x, y, 0, 0, INFINITY);
if (idx == SIZE_MAX) {
return idx;
}
rigid_body* rb = rb_get(idx);
rb->type = TYPE_PLANE;
@ -98,24 +174,27 @@ JS_EXPORT rigid_body_index rigid_body_new_plane(float x, float y, float nx, floa
return idx;
}
JS_EXPORT rigid_body_index rigid_body_new_aabb(float x, float y, float vx, float vy, float mass, float hx, float hy) {
rigid_body_index idx = rigid_body_new(x, y, vx, vy, mass);
if (idx == SIZE_MAX) {
return idx;
}
rigid_body* rb = rb_get(idx);
rb->type = TYPE_AABB;
rb->aabb.half = (vec2){hx, hy};
return idx;
}
JS_EXPORT void rigid_body_free(rigid_body_index idx) {
memset(rb_get(idx), 0, sizeof(rigid_body));
}
JS_EXPORT void rigid_body_update(rigid_body_index idx, float dt) {
rigid_body_integrate(rb_get(idx), dt);
rigid_body_resolve_collision(idx);
rigid_body* rb = rb_get(idx);
if (!isinf(rb->mass)) {
rb->vel.x += rb->force.x * dt / rb->mass;
rb->vel.y += rb->force.y * dt / rb->mass;
rb->pos.x += rb->vel.x * dt;
rb->pos.y += rb->vel.y * dt;
}
rb->force.x = 0;
rb->force.y = 0;
rigid_body_dispatch_collisions();
}
JS_EXPORT void rigid_body_update_all(float dt) {
@ -124,8 +203,18 @@ JS_EXPORT void rigid_body_update_all(float dt) {
if (current->type == TYPE_EMPTY) {
continue;
}
rigid_body_update(idx, dt);
rigid_body_integrate(current, dt);
}
for (rigid_body_index idx = 0; idx < rigid_bodies_cap; idx++) {
rigid_body* current = rb_get(idx);
if (current->type == TYPE_EMPTY) {
continue;
}
rigid_body_resolve_collision(idx);
}
rigid_body_dispatch_collisions();
}
JS_EXPORT void rigid_body_add_force(rigid_body_index idx, float fx, float fy) {
@ -148,6 +237,11 @@ JS_EXPORT void rigid_body_set_collision_callback(rigid_body_collision_callback_t
rigid_body_collision_callback = callback;
}
JS_EXPORT void rigid_body_set_gravity(float gx, float gy) {
gravity.x = gx;
gravity.y = gy;
}
void rigid_body_resolve_collision(rigid_body_index idx) {
rigid_body* rb = rb_get(idx);
int is_static = isinf(rb->mass);
@ -159,79 +253,181 @@ void rigid_body_resolve_collision(rigid_body_index idx) {
}
}
void rigid_body_handle_collision(rigid_body_index idx1, rigid_body_index idx2) {
rigid_body* rb1 = rb_get(idx1);
rigid_body* rb2 = rb_get(idx2);
if (rb1->type == TYPE_CIRCLE && rb2->type == TYPE_CIRCLE) {
vec2 d = vec2_sub(rb2->pos, rb1->pos);
float distance = vec2_mag(d);
////////// Contact generators
float overlap = rb1->circle.radius + rb2->circle.radius - distance;
if (overlap < 0) {
return;
}
static contact contact_circle_circle(const rigid_body* a, const rigid_body* b) {
vec2 d = vec2_sub(b->pos, a->pos);
float distance = vec2_mag(d);
if (rigid_body_collision_callback) {
rigid_body_collision_callback(idx1, idx2);
}
vec2 n = vec2_normalize(d);
float factor = (isinf(rb1->mass) || isinf(rb2->mass)) ? 1 : 0.5;
vec2 n_overlap = vec2_mul(n, overlap * factor);
if (!isinf(rb1->mass)) {
rb1->pos = vec2_sub(rb1->pos, n_overlap);
}
if (!isinf(rb2->mass)) {
rb2->pos = vec2_add(rb2->pos, n_overlap);
}
float v1n = vec2_dot(rb1->vel, n);
float v2n = vec2_dot(rb2->vel, n);
float v1n_new = v1n;
float v2n_new = v2n;
if (!isinf(rb1->mass) && !isinf(rb2->mass)) {
v1n_new = v1n - 2.0f * (v1n - v2n) * rb1->mass / (rb1->mass + rb2->mass);
v2n_new = v2n + 2.0f * (v1n - v2n) * rb2->mass / (rb1->mass + rb2->mass);
} else if (isinf(rb1->mass)) {
v2n_new = -v2n;
} else if (isinf(rb2->mass)) {
v1n_new = -v1n;
} else {
return;
}
vec2 v1t = vec2_sub(rb1->vel, vec2_mul(n, v1n));
vec2 v2t = vec2_sub(rb2->vel, vec2_mul(n, v2n));
if (!isinf(rb1->mass)) {
rb1->vel = vec2_add(v1t, vec2_mul(n, v1n_new));
}
if (!isinf(rb2->mass)) {
rb2->vel = vec2_add(v2t, vec2_mul(n, v2n_new));
}
} else if (rb1->type == TYPE_PLANE && rb2->type == TYPE_CIRCLE) {
float distance = point_to_line_dist(rb2->pos, rb1->pos, rb1->plane.normal) - rb2->circle.radius;
float overlap = -distance;
if (overlap < 0) {
return;
}
if (rigid_body_collision_callback) {
rigid_body_collision_callback(idx1, idx2);
}
vec2 n = rb1->plane.normal;
vec2 n_overlap = vec2_mul(n, overlap);
rb2->pos = vec2_add(rb2->pos, n_overlap);
rb2->vel = vec2_reflect(rb2->vel, n);
} else if (rb1->type == TYPE_CIRCLE && rb2->type == TYPE_PLANE) {
rigid_body_handle_collision(idx2, idx1);
float overlap = a->circle.radius + b->circle.radius - distance;
if (overlap < 0) {
return (contact){.hit = false};
}
// Coincident centres have no separation axis; pick an arbitrary one.
vec2 n = (distance > COLLISION_EPSILON) ? vec2_div(d, distance) : (vec2){1.0f, 0.0f};
return (contact){.hit = true, .normal = n, .overlap = overlap};
}
static contact contact_plane_circle(const rigid_body* a, const rigid_body* b) {
// a: plane (static), b: circle.
float distance = point_to_line_dist(b->pos, a->pos, a->plane.normal) - b->circle.radius;
float overlap = -distance;
if (overlap < 0) {
return (contact){.hit = false};
}
return (contact){.hit = true, .normal = a->plane.normal, .overlap = overlap};
}
static contact contact_aabb_circle(const rigid_body* a, const rigid_body* b) {
// a: box, b: circle.
vec2 half = a->aabb.half;
vec2 d = vec2_sub(b->pos, a->pos);
// Closest point on the box to the circle centre, expressed relative to the centre.
vec2 closest = {
fmaxf(-half.x, fminf(d.x, half.x)),
fmaxf(-half.y, fminf(d.y, half.y)),
};
vec2 diff = vec2_sub(d, closest);
float dist = vec2_mag(diff);
if (dist > COLLISION_EPSILON) {
float overlap = b->circle.radius - dist;
if (overlap < 0) {
return (contact){.hit = false};
}
// Normal points box -> circle.
return (contact){.hit = true, .normal = vec2_div(diff, dist), .overlap = overlap};
}
// Centre is inside the box; push out along the axis of least penetration.
float px = half.x - fabsf(d.x);
float py = half.y - fabsf(d.y);
if (px < py) {
vec2 n = {copysignf(1.0f, d.x), 0.0f};
return (contact){.hit = true, .normal = n, .overlap = px + b->circle.radius};
}
vec2 n = {0.0f, copysignf(1.0f, d.y)};
return (contact){.hit = true, .normal = n, .overlap = py + b->circle.radius};
}
static contact contact_aabb_plane(const rigid_body* a, const rigid_body* b) {
// a: box, b: plane (static).
vec2 normal = b->plane.normal;
// Projection of the box half-extents onto the plane normal.
float reach = a->aabb.half.x * fabsf(normal.x) + a->aabb.half.y * fabsf(normal.y);
float overlap = reach - point_to_line_dist(a->pos, b->pos, normal);
if (overlap < 0) {
return (contact){.hit = false};
}
// Normal points box -> plane, so resolution pushes the box out along +plane.normal.
return (contact){.hit = true, .normal = vec2_mul(normal, -1.0f), .overlap = overlap};
}
static contact contact_aabb_aabb(const rigid_body* a, const rigid_body* b) {
vec2 d = vec2_sub(b->pos, a->pos);
float ox = (a->aabb.half.x + b->aabb.half.x) - fabsf(d.x);
float oy = (a->aabb.half.y + b->aabb.half.y) - fabsf(d.y);
if (ox < 0 || oy < 0) {
return (contact){.hit = false};
}
// Separate along the axis of least penetration; normal points a -> b.
if (ox < oy) {
vec2 n = {copysignf(1.0f, d.x), 0.0f};
return (contact){.hit = true, .normal = n, .overlap = ox};
}
vec2 n = {0.0f, copysignf(1.0f, d.y)};
return (contact){.hit = true, .normal = n, .overlap = oy};
}
// Indexed [a->type][b->type] in canonical order (a->type >= b->type); a NULL entry
// means the pair does not collide.
static contact_fn contact_table[TYPE_COUNT][TYPE_COUNT] = {
[TYPE_CIRCLE][TYPE_CIRCLE] = contact_circle_circle,
[TYPE_PLANE][TYPE_CIRCLE] = contact_plane_circle,
[TYPE_AABB][TYPE_CIRCLE] = contact_aabb_circle,
[TYPE_AABB][TYPE_PLANE] = contact_aabb_plane,
[TYPE_AABB][TYPE_AABB] = contact_aabb_aabb,
};
// `n` points from a toward b; infinite-mass bodies are treated as immovable.
static void resolve_contact(rigid_body* a, rigid_body* b, vec2 n, float overlap) {
float factor = (isinf(a->mass) || isinf(b->mass)) ? 1 : 0.5;
vec2 n_overlap = vec2_mul(n, overlap * factor);
if (!isinf(a->mass)) {
a->pos = vec2_sub(a->pos, n_overlap);
}
if (!isinf(b->mass)) {
b->pos = vec2_add(b->pos, n_overlap);
}
float van = vec2_dot(a->vel, n);
float vbn = vec2_dot(b->vel, n);
// Skip the impulse if the bodies are already separating along the normal.
if (van - vbn <= 0) {
return;
}
float van_new = van;
float vbn_new = vbn;
if (!isinf(a->mass) && !isinf(b->mass)) {
// Elastic collision: each body weighted by the *other* body's mass.
van_new = van - 2.0f * (van - vbn) * b->mass / (a->mass + b->mass);
vbn_new = vbn + 2.0f * (van - vbn) * a->mass / (a->mass + b->mass);
} else if (isinf(a->mass)) {
vbn_new = -vbn;
} else if (isinf(b->mass)) {
van_new = -van;
} else {
return;
}
vec2 vat = vec2_sub(a->vel, vec2_mul(n, van));
vec2 vbt = vec2_sub(b->vel, vec2_mul(n, vbn));
if (!isinf(a->mass)) {
a->vel = vec2_add(vat, vec2_mul(n, van_new));
}
if (!isinf(b->mass)) {
b->vel = vec2_add(vbt, vec2_mul(n, vbn_new));
}
}
void rigid_body_handle_collision(rigid_body_index idx1, rigid_body_index idx2) {
// The greater type enum becomes `a` so each pair needs only one table entry; ties
// keep the caller's order, preserving the argument order seen by the callback.
rigid_body_index ia = idx1;
rigid_body_index ib = idx2;
if (rb_get(idx2)->type > rb_get(idx1)->type) {
ia = idx2;
ib = idx1;
}
rigid_body* a = rb_get(ia);
rigid_body* b = rb_get(ib);
contact_fn generate = contact_table[a->type][b->type];
if (!generate) {
return;
}
contact c = generate(a, b);
if (!c.hit) {
return;
}
collision_event_push(ia, ib);
resolve_contact(a, b, c.normal, c.overlap);
}
float point_to_line_dist(vec2 p, vec2 line_point, vec2 normal) {
@ -248,14 +444,23 @@ rigid_body_index rigid_body_find_empty() {
return idx;
}
}
size_t new_cap = rigid_bodies_cap * 2;
rigid_bodies = realloc(rigid_bodies, new_cap * sizeof(rigid_body));
memset(rigid_bodies + rigid_bodies_cap, 0, rigid_bodies_cap * sizeof(rigid_body));
size_t old_cap = rigid_bodies_cap;
size_t new_cap = old_cap * 2;
rigid_body* grown = realloc(rigid_bodies, new_cap * sizeof(rigid_body));
if (!grown) {
return SIZE_MAX; // keep the old buffer intact; caller handles failure
}
rigid_bodies = grown;
memset(rigid_bodies + old_cap, 0, (new_cap - old_cap) * sizeof(rigid_body));
rigid_bodies_cap = new_cap;
return rigid_body_find_empty();
return old_cap; // first slot of the freshly grown region
} else {
rigid_body* allocated = malloc(2 * sizeof(rigid_body));
if (!allocated) {
return SIZE_MAX;
}
rigid_bodies = allocated;
rigid_bodies_cap = 2;
rigid_bodies = malloc(rigid_bodies_cap * sizeof(rigid_body));
memset(rigid_bodies, 0, rigid_bodies_cap * sizeof(rigid_body));
return 0;
}

View File

@ -3,6 +3,7 @@ import E from './engine.c';
namespace Physics {
const TYPE_CIRCLE = 1;
const TYPE_PLANE = 2;
const TYPE_AABB = 3;
export function newCircle(x: number, y: number, radius: number, mass: number = 1.0): number {
const body = E.rigid_body_new_circle(x, y, 0, 0, mass, radius);
@ -14,6 +15,11 @@ namespace Physics {
return body;
}
export function newAABB(x: number, y: number, hx: number, hy: number, mass: number = 1.0): number {
const body = E.rigid_body_new_aabb(x, y, 0, 0, mass, hx, hy);
return body;
}
export function deleteBody(body: number) {
E.rigid_body_free(body);
}
@ -26,6 +32,10 @@ namespace Physics {
E.rigid_body_add_global_force(fx, fy);
}
export function setGravity(gx: number, gy: number) {
E.rigid_body_set_gravity(gx, gy);
}
export function update(dt: number) {
E.rigid_body_update_all(dt);
}
@ -48,6 +58,10 @@ namespace Physics {
const nx = E.data.getFloat32(ptr + 24, true);
const ny = E.data.getFloat32(ptr + 28, true);
return { id: ptr, type, x, y, vx, vy, mass, nx, ny };
} else if (type === TYPE_AABB) {
const hx = E.data.getFloat32(ptr + 24, true);
const hy = E.data.getFloat32(ptr + 28, true);
return { id: ptr, type, x, y, vx, vy, mass, hx, hy };
}
return { id: ptr, type, x, y, vx, vy, mass };

View File

@ -16,6 +16,7 @@ abstract class BaseEffect extends Component<{
condition: string | null; // keep effect while true; remove when it becomes false
stacking: 'stack' | 'unique' | 'replace';
tag: string | null; // discriminator for stacking; null = no stacking enforcement
active: boolean; // true while the delta is currently applied to the target stat
}> {
constructor(opts: {
target?: Class<Component<any>> | string,
@ -43,6 +44,7 @@ abstract class BaseEffect extends Component<{
condition: opts.condition ?? null,
stacking: opts.stacking ?? 'stack',
tag: opts.tag ?? null,
active: false,
});
if (opts.gradual && opts.duration == null) {
@ -62,8 +64,9 @@ abstract class BaseEffect extends Component<{
@tag(ComponentTag.Equippable)
@component
export class Effect extends BaseEffect {
/** True while the effect's delta is applied to the target stat. */
@variable('.') active: boolean = false;
/** True while the delta is applied. Backed by `state` so it survives serialize/clone. */
@variable('.') get active(): boolean { return this.state.active; }
set active(v: boolean) { this.state.active = v; }
override onAdd(): void {
const { stacking, tag } = this.state;

View File

@ -43,7 +43,8 @@ export type SlotInput = SlotDefinition | SlotDefinition[];
@component
export class Equipment extends Component<EquipmentState> {
#cachedVars: RPGVariables | null = null;
// TS `private`, not `#private`: clone/deserialize rehydrate via Object.create(), which omits #members.
private cachedVars: RPGVariables | null = null;
constructor(...slots: SlotInput[]) {
const record: Record<string, SlotRecord> = {};
@ -55,13 +56,13 @@ export class Equipment extends Component<EquipmentState> {
super({ slots: record });
}
#slot(slotName: string): SlotRecord | undefined {
private slot(slotName: string): SlotRecord | undefined {
return this.state.slots[slotName];
}
/** ItemId in the named slot, or null if empty. */
getItemId(slotName: string): string | null {
return this.#slot(slotName)?.itemId ?? null;
return this.slot(slotName)?.itemId ?? null;
}
getItem(slotName: string): Entity | undefined {
@ -103,7 +104,7 @@ export class Equipment extends Component<EquipmentState> {
*/
@action
equip({ slotName, itemId }: { slotName: string; itemId: string }): boolean {
const slot = this.#slot(slotName);
const slot = this.slot(slotName);
if (!slot) return false;
const itemEntity = this.entity.world.getEntity(itemId);
@ -117,7 +118,7 @@ export class Equipment extends Component<EquipmentState> {
this.unequip(slotName);
slot.itemId = itemId;
this.#cachedVars = null;
this.cachedVars = null;
let id = 0;
for (const [key, component] of itemEntity) {
@ -138,19 +139,19 @@ export class Equipment extends Component<EquipmentState> {
*/
@action
unequip(slotName: string): boolean {
const slot = this.#slot(slotName);
const slot = this.slot(slotName);
if (!slot || slot.itemId === null) return false;
const itemId = slot.itemId;
this.#removeEffects(slot);
this.removeEffects(slot);
slot.itemId = null;
this.#cachedVars = null;
this.cachedVars = null;
this.emit('unequip', { slotName, itemId });
return true;
}
#removeEffects(slot: SlotRecord): void {
private removeEffects(slot: SlotRecord): void {
for (const key of slot.appliedEffectKeys) {
this.entity.remove(key);
}
@ -158,7 +159,7 @@ export class Equipment extends Component<EquipmentState> {
}
override getVariables(): RPGVariables {
if (this.#cachedVars) return this.#cachedVars;
if (this.cachedVars) return this.cachedVars;
const result: RPGVariables = {};
for (const { slotName, itemId } of Object.values(this.state.slots)) {
@ -166,7 +167,7 @@ export class Equipment extends Component<EquipmentState> {
result[slotName] = itemId;
}
}
this.#cachedVars = result;
this.cachedVars = result;
return result;
}

View File

@ -57,7 +57,7 @@ export class Experience extends Component<{
/** Progress toward the next level as a 01 fraction. `1` at max level. */
@variable get progress(): number {
const needed = xpForStep(this.state.spec, this.state.level);
if (needed === null) return 1;
if (needed === null || needed <= 0) return 1; // avoid /0 → NaN at a degenerate threshold
return Math.min(this.xpInLevel / needed, 1);
}
@ -68,6 +68,7 @@ export class Experience extends Component<{
while (true) {
const needed = xpForStep(this.state.spec, this.state.level);
if (needed === null) break;
if (needed <= 0) break; // a 0 threshold would never be reached → infinite loop
if (this.xpInLevel < needed) break;
this.state.xpAtLevel += needed;
const prev = this.state.level++;

View File

@ -37,7 +37,8 @@ function buildInventoryState(input?: number | InventorySlotInput[]): InventorySt
@component
export class Inventory extends Component<InventoryState> {
#cachedVars: RPGVariables | null = null;
// TS `private`, not `#private`: clone/deserialize rehydrate via Object.create(), which omits #members.
private cachedVars: RPGVariables | null = null;
/** Infinite inventory — grows on demand, no slot cap. */
constructor();
@ -49,25 +50,25 @@ export class Inventory extends Component<InventoryState> {
super(buildInventoryState(input));
}
#slot(slotId: SlotId): SlotRecord | undefined {
private slot(slotId: SlotId): SlotRecord | undefined {
return this.state.slots[slotId];
}
#capFor(slot: SlotRecord, itemId: string): number {
private capFor(slot: SlotRecord, itemId: string): number {
const limitCap = slot.limit ?? Infinity;
const stackable = this.entity.world.getEntity(itemId)?.get(Stackable);
const stackCap = stackable ? stackable.maxStack : 1;
return Math.min(limitCap, stackCap);
}
#roomFor(slot: SlotRecord, itemId: string): number {
private roomFor(slot: SlotRecord, itemId: string): number {
if (slot.contents !== null && slot.contents.itemId !== itemId) return 0;
return this.#capFor(slot, itemId) - (slot.contents?.amount ?? 0);
return this.capFor(slot, itemId) - (slot.contents?.amount ?? 0);
}
@action
add(arg: { itemId: string; amount: number; slotId?: SlotId } | Entity): boolean {
this.#cachedVars = null;
this.cachedVars = null;
const { itemId, amount = 1, slotId } = (arg instanceof Entity) ? { itemId: arg.id } : arg;
if (amount < 0) return false;
if (amount === 0) return true;
@ -79,9 +80,9 @@ export class Inventory extends Component<InventoryState> {
// ── Direct slot ───────────────────────────────────────────────────────
if (slotId !== undefined) {
const slot = this.#slot(slotId);
const slot = this.slot(slotId);
if (!slot) return false;
if (this.#roomFor(slot, itemId) < amount) return false;
if (this.roomFor(slot, itemId) < amount) return false;
slot.contents = { itemId, amount: (slot.contents?.amount ?? 0) + amount };
this.emit('add', { itemId, amount, slotIds: [slotId] });
return true;
@ -92,7 +93,7 @@ export class Inventory extends Component<InventoryState> {
let canFit = 0;
for (const slot of Object.values(this.state.slots)) {
if (slot.contents === null || slot.contents.itemId === itemId)
canFit += this.#roomFor(slot, itemId);
canFit += this.roomFor(slot, itemId);
}
if (canFit < amount) return false;
@ -100,7 +101,7 @@ export class Inventory extends Component<InventoryState> {
const slotIds: SlotId[] = [];
for (const slot of Object.values(this.state.slots)) {
if (slot.contents?.itemId === itemId && remaining > 0) {
const take = Math.min(this.#roomFor(slot, itemId), remaining);
const take = Math.min(this.roomFor(slot, itemId), remaining);
slot.contents!.amount += take;
remaining -= take;
slotIds.push(slot.slotId);
@ -108,7 +109,7 @@ export class Inventory extends Component<InventoryState> {
}
for (const slot of Object.values(this.state.slots)) {
if (slot.contents === null && remaining > 0) {
const take = Math.min(this.#capFor(slot, itemId), remaining);
const take = Math.min(this.capFor(slot, itemId), remaining);
slot.contents = { itemId, amount: take };
remaining -= take;
slotIds.push(slot.slotId);
@ -124,7 +125,7 @@ export class Inventory extends Component<InventoryState> {
for (const slot of Object.values(this.state.slots)) {
if (slot.contents?.itemId === itemId && remaining > 0) {
const take = Math.min(this.#roomFor(slot, itemId), remaining);
const take = Math.min(this.roomFor(slot, itemId), remaining);
if (take > 0) {
slot.contents!.amount += take;
remaining -= take;
@ -134,7 +135,7 @@ export class Inventory extends Component<InventoryState> {
}
for (const slot of Object.values(this.state.slots)) {
if (slot.contents === null && remaining > 0) {
const take = Math.min(this.#capFor(slot, itemId), remaining);
const take = Math.min(this.capFor(slot, itemId), remaining);
slot.contents = { itemId, amount: take };
remaining -= take;
slotIds.push(slot.slotId);
@ -143,7 +144,7 @@ export class Inventory extends Component<InventoryState> {
while (remaining > 0) {
const newSlot: SlotRecord = { slotId: this.state.nextSlotId++, limit: undefined, contents: null };
this.state.slots[newSlot.slotId] = newSlot;
const take = Math.min(this.#capFor(newSlot, itemId), remaining);
const take = Math.min(this.capFor(newSlot, itemId), remaining);
newSlot.contents = { itemId, amount: take };
remaining -= take;
slotIds.push(newSlot.slotId);
@ -155,12 +156,12 @@ export class Inventory extends Component<InventoryState> {
@action
remove({ itemId, amount, slotId }: { itemId: string; amount: number; slotId?: SlotId }): boolean {
this.#cachedVars = null;
this.cachedVars = null;
if (amount < 0) return false;
if (amount === 0) return true;
if (slotId !== undefined) {
const slot = this.#slot(slotId);
const slot = this.slot(slotId);
if (!slot || slot.contents?.itemId !== itemId) return false;
if (slot.contents.amount < amount) return false;
slot.contents.amount -= amount;
@ -194,7 +195,7 @@ export class Inventory extends Component<InventoryState> {
*/
@action
equip(arg: string | { itemId?: string; slotId?: SlotId; slotName?: string } | Entity): boolean {
const resolved = this.#resolveItem(arg);
const resolved = this.resolveItem(arg);
if (!resolved) return false;
const { itemId, slotId } = resolved;
const slotName = typeof arg === 'object' && 'slotName' in arg ? arg.slotName : undefined;
@ -234,7 +235,7 @@ export class Inventory extends Component<InventoryState> {
*/
@action
use(arg?: string | { itemId?: string; slotId?: SlotId }): boolean {
const resolved = this.#resolveItem(arg);
const resolved = this.resolveItem(arg);
if (!resolved) return false;
const { itemId, slotId } = resolved;
@ -262,7 +263,7 @@ export class Inventory extends Component<InventoryState> {
}
/** Resolve an item reference, deriving `itemId` from slot contents if only `slotId` is given. */
#resolveItem(arg?: string | { itemId?: string; slotId?: SlotId } | Entity): { itemId: string; slotId?: SlotId } | null {
private resolveItem(arg?: string | { itemId?: string; slotId?: SlotId } | Entity): { itemId: string; slotId?: SlotId } | null {
if (!arg) return null;
if (typeof arg === 'string') return { itemId: arg };
if (arg instanceof Entity) return { itemId: arg.id };
@ -278,12 +279,12 @@ export class Inventory extends Component<InventoryState> {
}
getSlotContents(slotId: SlotId): { itemId: string; amount: number } | null {
return this.#slot(slotId)?.contents ?? null;
return this.slot(slotId)?.contents ?? null;
}
getAmount(itemId: string, slotId?: SlotId): number {
if (slotId !== undefined) {
const slot = this.#slot(slotId);
const slot = this.slot(slotId);
return slot?.contents?.itemId === itemId ? slot.contents.amount : 0;
}
let total = 0;
@ -305,7 +306,7 @@ export class Inventory extends Component<InventoryState> {
}
override getVariables(): RPGVariables {
if (this.#cachedVars) return this.#cachedVars;
if (this.cachedVars) return this.cachedVars;
const result: RPGVariables = {};
for (const [itemId, amount] of this.getItems()) {
result[itemId] = amount;
@ -316,7 +317,7 @@ export class Inventory extends Component<InventoryState> {
}
}
}
this.#cachedVars = result;
this.cachedVars = result;
return result;
}
}

View File

@ -22,7 +22,8 @@ interface QuestLogState {
@component
export class QuestLog extends Component<QuestLogState> {
#cachedVars: RPGVariables | null = null;
// TS `private`, not `#private`: clone/deserialize rehydrate via Object.create(), which omits #members.
private cachedVars: RPGVariables | null = null;
constructor(quests: Quest[] = []) {
const questsRecord: Record<string, Quest> = {};
@ -43,9 +44,9 @@ export class QuestLog extends Component<QuestLogState> {
this.state.runtimeStates[quest.id] = { status: 'inactive', stageIndex: 0 };
}
#invalidate() { this.#cachedVars = null; }
private invalidate() { this.cachedVars = null; }
#transition(op: string, questId: string, from: QuestStatus, to: QuestStatus, event: string): boolean {
private transition(op: string, questId: string, from: QuestStatus, to: QuestStatus, event: string): boolean {
const runtimeState = this.state.runtimeStates[questId];
if (!runtimeState) {
console.warn(`[QuestLog] ${op}: quest '${questId}' is not registered`);
@ -57,25 +58,25 @@ export class QuestLog extends Component<QuestLogState> {
}
runtimeState.status = to;
if (to === 'active' || to === 'inactive') runtimeState.stageIndex = 0;
this.#invalidate();
this.invalidate();
this.emit(event, { questId });
return true;
}
start(questId: string): boolean {
return this.#transition('start', questId, 'inactive', 'active', 'started');
return this.transition('start', questId, 'inactive', 'active', 'started');
}
complete(questId: string): boolean {
return this.#transition('complete', questId, 'active', 'completed', 'completed');
return this.transition('complete', questId, 'active', 'completed', 'completed');
}
fail(questId: string): boolean {
return this.#transition('fail', questId, 'active', 'failed', 'failed');
return this.transition('fail', questId, 'active', 'failed', 'failed');
}
abandon(questId: string): boolean {
return this.#transition('abandon', questId, 'active', 'inactive', 'abandoned');
return this.transition('abandon', questId, 'active', 'inactive', 'abandoned');
}
getState(questId: string): QuestRuntimeState | undefined {
@ -125,7 +126,7 @@ export class QuestLog extends Component<QuestLogState> {
const quest = this.state.quests[questId];
const runtimeState = this.state.runtimeStates[questId];
if (!quest || !runtimeState) return;
this.#invalidate();
this.invalidate();
if (runtimeState.stageIndex + 1 < quest.stages.length) {
runtimeState.stageIndex++;
this.emit('stage', { questId, index: runtimeState.stageIndex, stage: quest.stages[runtimeState.stageIndex] });
@ -150,13 +151,13 @@ export class QuestLog extends Component<QuestLogState> {
}
override getVariables(): RPGVariables {
if (this.#cachedVars) return this.#cachedVars;
if (this.cachedVars) return this.cachedVars;
const result: RPGVariables = {};
for (const [questId, runtimeState] of Object.entries(this.state.runtimeStates)) {
result[`${questId}.status`] = runtimeState.status;
result[`${questId}.stage`] = runtimeState.stageIndex;
}
this.#cachedVars = result;
this.cachedVars = result;
return result;
}
}

View File

@ -70,13 +70,19 @@ function deserializeComponent(data: ComponentData): Component<any> {
}
const savedVersion = data.version ?? 0;
if (savedVersion > meta.version) {
throw new Error(
`Component '${data.name}' was saved at version ${savedVersion} but this build only knows ` +
`version ${meta.version}. The save is from a newer version of the game and cannot be loaded.`
);
}
const state = savedVersion < meta.version
? migrateState(data.name, data.state as Record<string, unknown>, savedVersion)
: data.state;
// Bypass constructor: create a bare instance and restore state directly.
// Safe because constructors must only call super(state) — all initialization
// logic goes in onAdd(), which entity.add() calls after this.
// Bypass the constructor (state holds all persistent data). Components must NOT use ES #private
// members — Object.create() omits them, so any access throws; use TS `private`. Re-inserted via
// entity.restore() (not add()), so onAdd side effects are not re-applied on load.
const instance = Object.create(meta.ctor.prototype) as Component<any>;
(instance as unknown as { state: unknown }).state = state;
return instance;
@ -87,9 +93,9 @@ function deserializeEntity(data: EntityData, world: World): Entity {
for (const componentData of data.components) {
const component = deserializeComponent(componentData);
if (componentData.key === null) {
entity.add(component);
entity.restore(component);
} else {
entity.add(component, componentData.key);
entity.restore(component, componentData.key);
}
}
return entity;

View File

@ -56,6 +56,10 @@ export abstract class Component<TState = Record<string, unknown>> {
onAdd(): void { }
onRemove(): void { }
/** Called instead of {@link onAdd} on clone/deserialize, when `state` is already consistent.
* Override to rebuild runtime-only fields; never re-apply state-mutating side effects here. */
onRestore(): void { }
getVariables(): RPGVariables {
const meta = (this.constructor as Function)[Symbol.metadata];
const keys = meta?.[VARIABLE_KEYS] as Map<string | symbol, string> | undefined;
@ -128,6 +132,19 @@ export class Entity {
return component;
}
/** Re-insert a pre-built component on clone/deserialize: fires `onRestore()`, not `onAdd()`,
* so state-mutating side effects (e.g. an Effect's delta) are not re-applied. @internal */
restore<T extends Component<any>>(component: T, k?: string): T {
if (this.#destroyed) throw new Error('Entity has been destroyed');
if (component == null) throw new Error(`Component must be an instance of Component`);
const key = k ?? Symbol();
component.entity = this;
component.key = key;
this.#components.set(key, component);
component.onRestore();
return component;
}
clone<T extends Component<any>>(component: T, key: string): T {
if (this.#destroyed) throw new Error('Entity has been destroyed');
const clone = Object.create(component.constructor.prototype) as T;
@ -224,12 +241,14 @@ export class Entity {
removeAll<T extends Component<any>>(ctor: Class<T>, filter?: ComponentFilter<T>): void {
if (this.#destroyed) throw new Error('Entity has been destroyed');
// Collect first, then remove, so onRemove() side effects can't disturb iteration.
const keys: (string | symbol)[] = [];
for (const [k, c] of this.#components) {
if (!(c instanceof ctor)) continue;
if (typeof filter === 'function' && !filter(c)) continue;
this.#removeByKey(k); return;
keys.push(k);
}
for (const k of keys) this.#removeByKey(k);
}
#removeByKey(key: string | symbol): void {
@ -282,13 +301,17 @@ export class Entity {
}
export class World {
/** Set to true to log every event emit via console.debug. Off by default (it is a hot path). */
static logEvents = false;
/** World-level variables, accessible in conditions via the $. prefix */
readonly globals: RPGVariables = {};
readonly #entities = new Map<string, Entity>();
readonly #handlers = new Map<string, Set<EntityEventHandler>>();
readonly #globalHandlers = new Map<string, Set<WorldEventHandler>>();
readonly #onceWrappers = new Map<Function, Function>();
/** Maps a handler-map key (`entityId\0event` or global `event`) → (original handler → once-wrapper). */
readonly #onceWrappers = new Map<string, Map<Function, Function>>();
readonly #systems: System[] = [];
#entityCounter = 0;
@ -325,8 +348,13 @@ export class World {
destroyEntity(entity: Entity): void {
entity._destroy();
this.#entities.delete(entity.id);
const prefix = `${entity.id}\0`;
for (const key of this.#handlers.keys()) {
if (key.startsWith(`${entity.id}\0`)) this.#handlers.delete(key);
if (key.startsWith(prefix)) this.#handlers.delete(key);
}
// release pending once-wrappers for this entity (else they leak)
for (const key of this.#onceWrappers.keys()) {
if (key.startsWith(prefix)) this.#onceWrappers.delete(key);
}
}
@ -338,10 +366,13 @@ export class World {
*/
cloneEntity(source: Entity, newId?: string): Entity {
const target = this.createEntity(newId);
for (const [key, component] of source) {
for (const [, component] of source) {
// COMPONENT_KEY (real key), not Component.key — the latter returns the class name for
// symbol keys, which would collapse anonymous components of the same type together.
const realKey = component[COMPONENT_KEY];
const clone = Object.create(component.constructor.prototype) as Component<any>;
(clone as unknown as { state: unknown }).state = structuredClone(component.state);
target.add(clone, key);
target.restore(clone, typeof realKey === 'symbol' ? undefined : realKey);
}
return target;
}
@ -398,16 +429,20 @@ export class World {
}
emit(entityId: string, event: string, data?: unknown): void {
console.debug(`Emitting event ${event} for entity ${entityId}, data:`, data);
if (World.logEvents) console.debug(`Emitting event ${event} for entity ${entityId}, data:`, data);
const entity = this.getEntity(entityId);
if (!entity) return;
this.#handlers.get(`${entityId}\0${event}`)?.forEach(h => h({ target: entity, data }));
this.#globalHandlers.get(event)?.forEach(h => h({ target: entity, data }));
// Snapshot handler sets so mutation during dispatch (off/once/destroy) is safe.
const local = this.#handlers.get(`${entityId}\0${event}`);
if (local) for (const h of [...local]) h({ target: entity, data });
const global = this.#globalHandlers.get(event);
if (global) for (const h of [...global]) h({ target: entity, data });
}
emitGlobal(event: string, data?: unknown): void {
console.debug(`Emitting global event ${event}, data:`, data);
this.#globalHandlers.get(event)?.forEach(h => h({ target: this, data }));
if (World.logEvents) console.debug(`Emitting global event ${event}, data:`, data);
const global = this.#globalHandlers.get(event);
if (global) for (const h of [...global]) h({ target: this, data });
}
on<T>(event: string, handler: WorldEventHandler<T>): () => void;
@ -423,13 +458,12 @@ export class World {
off(entityId: string, event: string, handler: EntityEventHandler): void;
off(arg1: string, arg2: WorldEventHandler | string, arg3?: EntityEventHandler): void {
if (typeof arg2 === 'string') {
const handler = (this.#onceWrappers.get(arg3!) ?? arg3!) as EntityEventHandler;
this.#handlers.get(`${arg1}\0${arg2}`)?.delete(handler);
this.#onceWrappers.delete(arg3!);
const mapKey = `${arg1}\0${arg2}`;
const handler = (this.#takeOnceWrapper(mapKey, arg3!) ?? arg3!) as EntityEventHandler;
this.#handlers.get(mapKey)?.delete(handler);
} else {
const handler = (this.#onceWrappers.get(arg2) ?? arg2) as WorldEventHandler;
const handler = (this.#takeOnceWrapper(arg1, arg2) ?? arg2) as WorldEventHandler;
this.#globalHandlers.get(arg1)?.delete(handler);
this.#onceWrappers.delete(arg2);
}
}
@ -437,17 +471,42 @@ export class World {
once<T>(entityId: string, event: string, handler: EntityEventHandler<T>): () => void;
once<T>(arg1: string, arg2: WorldEventHandler | string, arg3?: EntityEventHandler<T>): () => void {
if (typeof arg2 === 'string') {
const mapKey = `${arg1}\0${arg2}`;
const original = arg3!;
const wrapped: EntityEventHandler<T> = data => { this.#onceWrappers.delete(original); unsub(); original(data); };
this.#onceWrappers.set(original, wrapped);
const wrapped: EntityEventHandler<T> = data => { this.#deleteOnceWrapper(mapKey, original); unsub(); original(data); };
this.#setOnceWrapper(mapKey, original, wrapped);
const unsub = this.on(arg1, arg2, wrapped);
return () => { this.#onceWrappers.delete(original); unsub(); };
return () => { this.#deleteOnceWrapper(mapKey, original); unsub(); };
}
const mapKey = arg1;
const original = arg2;
const wrapped: WorldEventHandler = data => { this.#onceWrappers.delete(original); unsub(); original(data); };
this.#onceWrappers.set(original, wrapped);
const wrapped: WorldEventHandler = data => { this.#deleteOnceWrapper(mapKey, original); unsub(); original(data); };
this.#setOnceWrapper(mapKey, original, wrapped);
const unsub = this.on(arg1, wrapped);
return () => { this.#onceWrappers.delete(original); unsub(); };
return () => { this.#deleteOnceWrapper(mapKey, original); unsub(); };
}
// Scoped per handler-map key so the same handler can be once()'d on multiple events without colliding.
#setOnceWrapper(mapKey: string, original: Function, wrapped: Function): void {
let inner = this.#onceWrappers.get(mapKey);
if (!inner) { inner = new Map(); this.#onceWrappers.set(mapKey, inner); }
inner.set(original, wrapped);
}
#deleteOnceWrapper(mapKey: string, original: Function): void {
const inner = this.#onceWrappers.get(mapKey);
if (!inner) return;
inner.delete(original);
if (inner.size === 0) this.#onceWrappers.delete(mapKey);
}
#takeOnceWrapper(mapKey: string, original: Function): Function | undefined {
const inner = this.#onceWrappers.get(mapKey);
if (!inner) return undefined;
const wrapped = inner.get(original);
if (wrapped) {
inner.delete(original);
if (inner.size === 0) this.#onceWrappers.delete(mapKey);
}
return wrapped;
}
#addHandler<T extends WorldEventHandler<any> | EntityEventHandler<any>>(

View File

@ -16,6 +16,7 @@ export interface HitEvent {
export class CombatSystem extends System {
override update(world: World) {
let random: Random | undefined;
const rng = () => (random ??= getWorldRandom(world));
for (const [target] of world.query(Attacked)) {
const healths = target.getAll(Health).sort((a, b) => b.priority - a.priority);
@ -25,9 +26,7 @@ export class CombatSystem extends System {
continue;
}
let damageSum = 0;
const hitEvents: HitEvent[] = [];
let lastHit: HitEvent | null = null;
for (const attack of target.getAll(Attacked)) {
const { attackerId, sourceId } = attack.state;
@ -45,51 +44,47 @@ export class CombatSystem extends System {
continue;
}
const damage = source.get(Damage);
if (!damage) {
const damages = source.getAll(Damage);
if (damages.length === 0) {
console.warn(`[CombatSystem] No Damage on source ${source.id}`);
continue;
}
const { damageType, minDamage = 0, variance = 0 } = damage.state;
let damageAmount = damage.value;
if (variance > 0) {
if (!random) {
random = getWorldRandom(world);
}
const variedDamage = random.use(r => r.nextInt(-variance, variance + 1));
if (variedDamage > 0) {
damageAmount += variedDamage;
}
}
// Crit rolls once per attack; guard so a value < 1 can't reduce damage.
let critMult = 1;
const crit = source.get(Crit);
if (crit) {
const { chance } = crit.state;
if (!random) {
random = getWorldRandom(world);
const roll = rng().use(r => r.nextFloat());
if (roll < crit.state.chance) critMult = Math.max(1, crit.value);
}
// Each Damage component contributes its own typed hit (multi-type weapons).
for (const damage of damages) {
const { damageType, minDamage = 0, variance = 0 } = damage.state;
let damageAmount = damage.value;
// symmetric variance: [-variance, +variance]
if (variance > 0) {
damageAmount += rng().use(r => r.nextInt(-variance, variance + 1));
}
const roll = random.use(r => r.nextFloat());
if (roll < chance) {
damageAmount *= crit.value;
damageAmount *= critMult;
// sum all matching-type + general defenses, so stacked armor accumulates
let defense = 0;
for (const d of target.getAll(Defense)) {
if (d.state.damageType === damageType || d.state.damageType == null) {
defense += d.value;
}
}
damageAmount -= defense;
damageAmount = Math.max(0, minDamage, damageAmount);
hitEvents.push({ attackerId, sourceId, amount: damageAmount, damageType });
}
const typeDefense = target.get(Defense, (c) => c.state.damageType === damageType);
if (typeDefense) {
damageAmount -= typeDefense.value;
}
const generalDefense = target.get(Defense, (c) => c.state.damageType == null);
if (generalDefense) {
damageAmount -= generalDefense.value;
}
damageAmount = Math.max(0, minDamage, damageAmount);
// Apply on-hit effects from source onto target
// on-hit effects from source → target, once per attack
for (const component of source.getAll(EffectTemplate)) {
const s = component.state;
target.add(
@ -108,19 +103,16 @@ export class CombatSystem extends System {
`__hit_${source.id}_${component.key}_${hitEffectCounter++}`,
);
}
damageSum += damageAmount;
lastHit = { attackerId, sourceId, amount: damageAmount, damageType };
hitEvents.push(lastHit);
}
if (damageSum === 0) continue;
if (hitEvents.length === 0) continue;
let totalBefore = 0;
for (const pool of healths) totalBefore += pool.value;
for (const hit of hitEvents) {
let remaining = hit.amount;
let applied = 0;
if (hit.damageType) {
for (const pool of healths) {
@ -130,6 +122,7 @@ export class CombatSystem extends System {
const take = Math.min(pool.value, remaining);
pool.update(-take);
remaining -= take;
applied += take;
}
}
@ -141,10 +134,15 @@ export class CombatSystem extends System {
const take = Math.min(pool.value, remaining);
pool.update(-take);
remaining -= take;
applied += take;
}
}
hit.amount = applied; // report damage actually dealt, not pre-mitigation
}
const lastHit = hitEvents[hitEvents.length - 1] ?? null;
for (const info of hitEvents) {
target.emit('Combat.hit', info);
}

View File

@ -135,6 +135,10 @@ export function migrateState(
`[registry] No migration for '${name}' from version ${current} to ${meta.version}. ` +
`Register one with registerMigration('${name}', ${current}, ...).`
);
if (entry.toVersion <= current) throw new Error(
`[registry] Migration for '${name}' from version ${current} does not advance the version ` +
`(toVersion=${entry.toVersion}); this would loop forever. Migrations must increase the version.`
);
s = entry.fn(s);
current = entry.toVersion;
}

View File

@ -130,6 +130,7 @@ const setup = (): State => {
Physics.newPlane(0, 0, 0, 1);
Physics.newPlane(canvas.width, 0, -1, 0);
Physics.setGravity(0, 100);
Physics.setCollisionCallback((a, b) => onCollision(state, a, b));
update();
@ -137,10 +138,7 @@ const setup = (): State => {
return state;
}
const frame = (dt: number, state: State) => {
Physics.addGlobalForce(0, 100);
Physics.update(dt);
const frame = (_dt: number, state: State) => {
const { ctx, canvas } = state;
ctx.fillStyle = `#111`;
ctx.fillRect(0, 0, canvas.width, canvas.height);

View File

@ -47,6 +47,7 @@ const RenameInput = ({ value, onSubmit, onCancel, className }: RenameInputProps)
interface StoryItemProps {
story: Story;
world: World;
active: boolean;
onSelect: () => void;
onRename: (newTitle: string) => void;
@ -55,7 +56,7 @@ interface StoryItemProps {
onExport: () => void;
}
const StoryItem = ({ story, active, onSelect, onRename, onDelete, onDuplicate, onExport }: StoryItemProps) => {
const StoryItem = ({ story, world, active, onSelect, onRename, onDelete, onDuplicate, onExport }: StoryItemProps) => {
const isEditing = useBool(false);
const appState = useAppState();
@ -78,7 +79,10 @@ const StoryItem = ({ story, active, onSelect, onRename, onDelete, onDuplicate, o
onClick={onSelect}
onDblClick={isEditing.setTrue}
>
{Prompt.substituteVars(appState, story.title)}
{Prompt.substituteVars({
...appState,
currentWorld: world,
}, story.title)}
</button>
<div class={styles.actions}>
<button class={styles.actionButton} onClick={isEditing.setTrue} title="Rename">
@ -179,6 +183,7 @@ const WorldItem = ({
{world.stories.map(story => (
<StoryItem
key={story.id}
world={world}
story={story}
active={activeStoryId === story.id && activeWorldId === world.id}
onSelect={() => onSelectStory(story.id)}

View File

@ -0,0 +1,268 @@
// Regression tests for the engine fixes (rehydration, loop guards, event cleanup, combat).
// Each test below fails against the pre-fix engine.
import { describe, it, expect } from 'bun:test';
import { World, Component, COMPONENT_KEY } from '@common/rpg/core/world';
import { Serialization } from '@common/rpg/core/serialization';
import { component, registerMigration, migrateState } from '@common/rpg/utils/decorators';
import { resolveVariables } from '@common/rpg/utils/variables';
import { Stat, Health } from '@common/rpg/components/stat';
import { Effect } from '@common/rpg/components/effect';
import { Inventory } from '@common/rpg/components/inventory';
import { Equipment } from '@common/rpg/components/equipment';
import { QuestLog } from '@common/rpg/components/questLog';
import { Experience } from '@common/rpg/components/experience';
import { Attacked, Damage, Defense, Crit } from '@common/rpg/components/combat';
import { CombatSystem } from '@common/rpg/systems/combat';
import { EffectSystem } from '@common/rpg/systems/effect';
const roundtrip = (w: World) => Serialization.deserialize(Serialization.serialize(w)) as World;
function combatWorld() {
const w = new World();
w.addSystem(new CombatSystem());
w.addSystem(new EffectSystem());
return w;
}
describe('fix: rehydration (#private + onAdd double-apply)', () => {
it('deserialized Inventory/Equipment/QuestLog do not throw on use', () => {
const w = new World();
w.createEntity('sword');
const p = w.createEntity('player');
p.add(new Inventory(5));
p.add(new Equipment('weapon'));
p.add(new QuestLog());
const p2 = roundtrip(w).getEntity('player')!;
expect(() => p2.get(Inventory)!.add({ itemId: 'sword', amount: 1 })).not.toThrow();
expect(() => p2.get(Inventory)!.getVariables()).not.toThrow();
expect(() => p2.get(Equipment)!.getVariables()).not.toThrow();
expect(() => p2.get(Equipment)!.getItemId('weapon')).not.toThrow();
expect(() => p2.get(QuestLog)!.getVariables()).not.toThrow();
expect(() => resolveVariables(p2)).not.toThrow();
});
it('cloned Inventory does not throw on use', () => {
const w = new World();
w.createEntity('potion');
const a = w.createEntity('a');
a.add(new Inventory(3));
const b = w.cloneEntity(a, 'b');
expect(() => b.get(Inventory)!.add({ itemId: 'potion', amount: 1 })).not.toThrow();
});
it('deserialization does NOT double-apply an active Effect delta', () => {
const w = new World();
const e = w.createEntity('e');
e.add(new Stat({ value: 100 }), 'hp');
e.add(new Effect({ targetKey: 'hp', delta: -10 })); // permanent modifier
expect(e.get(Stat, 'hp')!.value).toBe(90);
const e2 = roundtrip(w).getEntity('e')!;
expect(e2.get(Stat, 'hp')!.value).toBe(90); // not 80
expect(e2.getAll(Effect).length).toBe(1);
});
it('cloneEntity does NOT double-apply an active Effect delta', () => {
const w = new World();
const src = w.createEntity('src');
src.add(new Stat({ value: 100 }), 'hp');
src.add(new Effect({ targetKey: 'hp', delta: -10 }));
const clone = w.cloneEntity(src, 'clone');
expect(clone.get(Stat, 'hp')!.value).toBe(90); // not 80
});
it('a deserialized active Effect still reverses its delta when removed', () => {
const w = new World();
const e = w.createEntity('e');
e.add(new Stat({ value: 100 }), 'hp');
e.add(new Effect({ targetKey: 'hp', delta: -10 }), 'fx');
const e2 = roundtrip(w).getEntity('e')!;
e2.remove('fx');
expect(e2.get(Stat, 'hp')!.value).toBe(100); // active survived in state → reversal works
});
});
describe('fix: Entity.removeAll removes ALL matches', () => {
it('removes every matching component, not just the first', () => {
const w = new World();
const e = w.createEntity();
e.add(new Stat({ value: 1 }));
e.add(new Stat({ value: 2 }));
e.add(new Stat({ value: 3 }));
e.removeAll(Stat);
expect(e.getAll(Stat).length).toBe(0);
});
it('respects the filter and removes all that match it', () => {
const w = new World();
const e = w.createEntity();
e.add(new Stat({ value: 5 }));
e.add(new Stat({ value: 5 }));
e.add(new Stat({ value: 9 }));
e.removeAll(Stat, s => s.value === 5);
expect(e.getAll(Stat).map(s => s.value)).toEqual([9]);
});
});
describe('fix: cloneEntity preserves anonymous (symbol) keys', () => {
it('does not collapse two anonymous components of the same type', () => {
const w = new World();
const src = w.createEntity('src');
src.add(new Stat({ value: 7 }));
src.add(new Stat({ value: 8 }));
const clone = w.cloneEntity(src, 'clone');
const stats = clone.getAll(Stat);
expect(stats.length).toBe(2);
expect(stats.map(s => s.value).sort()).toEqual([7, 8]);
for (const [, c] of clone) expect(typeof c[COMPONENT_KEY]).toBe('symbol');
});
it('preserves string keys on clone', () => {
const w = new World();
const src = w.createEntity('src');
src.add(new Stat({ value: 42 }), 'str');
const clone = w.cloneEntity(src, 'clone');
expect(clone.get(Stat, 'str')!.value).toBe(42);
});
});
describe('fix: Experience never infinite-loops on degenerate thresholds', () => {
it('award terminates when a geometric threshold floors to 0', () => {
const w = new World();
const xp = w.createEntity('p').add(new Experience({ base: 10, factor: 0.5 }));
xp.award(25); // would hang pre-fix
expect(xp.level).toBeGreaterThanOrEqual(1);
expect(Number.isNaN(xp.progress)).toBeFalse();
expect(xp.progress).toBe(1);
});
});
describe('fix: migration guards', () => {
@component({ name: 'MigTestFixes', version: 2 })
class MigTestFixes extends Component<{ x: number }> {
constructor() { super({ x: 0 }); }
}
it('throws (does not loop) on a non-advancing migration', () => {
registerMigration('MigTestFixes', 0, 0, s => s); // toVersion does not advance
expect(() => migrateState('MigTestFixes', { x: 0 }, 0)).toThrow(/advance|loop/i);
});
it('rejects a save from a newer engine version', () => {
const w = new World();
w.createEntity('e').add(new Stat({ value: 5 })); // Stat is version 0
const data = JSON.parse(Serialization.serialize(w));
data.entities[0].components[0].version = 99; // pretend it came from the future
expect(() => Serialization.deserialize(JSON.stringify(data))).toThrow(/newer version/i);
});
});
describe('fix: once() bookkeeping is scoped per event', () => {
it('off() on one event does not leave the other event armed/disarmed wrongly', () => {
const w = new World();
const e = w.createEntity('e');
const calls: unknown[] = [];
const handler = ({ data }: { data?: unknown }) => calls.push(data);
e.once('a', handler);
e.once('b', handler); // same fn, different event
e.off('a', handler); // must remove ONLY the 'a' registration
e.emit('a', 1); // disarmed → no call
e.emit('b', 2); // still armed → fires once
expect(calls).toEqual([2]);
});
it('the same handler fires once for each event it was registered on', () => {
const w = new World();
const e = w.createEntity('e');
const calls: unknown[] = [];
const handler = ({ data }: { data?: unknown }) => calls.push(data);
e.once('a', handler);
e.once('b', handler);
e.emit('a', 1);
e.emit('b', 2);
e.emit('a', 3); // already consumed
e.emit('b', 4); // already consumed
expect(calls).toEqual([1, 2]);
});
});
describe('fix: combat correctness', () => {
it('stacks multiple defenses of the same type', () => {
const w = combatWorld();
w.createEntity('sword').add(new Damage({ value: 20, damageType: 'physical' }));
w.createEntity('a');
const t = w.createEntity('t');
t.add(new Health({ value: 100, min: 0 }));
t.add(new Defense({ value: 5, damageType: 'physical' }));
t.add(new Defense({ value: 3, damageType: 'physical' }));
t.add(new Attacked({ attackerId: 'a', sourceId: 'sword' }));
w.update(1);
expect(t.get(Health)!.value).toBe(88); // 20 - (5 + 3)
});
it('applies every Damage component on a multi-type weapon', () => {
const w = combatWorld();
const sword = w.createEntity('sword');
sword.add(new Damage({ value: 10, damageType: 'physical' }));
sword.add(new Damage({ value: 5, damageType: 'fire' }));
w.createEntity('a');
const t = w.createEntity('t');
t.add(new Health({ value: 100, min: 0 }));
const types: (string | undefined)[] = [];
t.on('Combat.hit', ({ data }) => types.push((data as any).damageType));
t.add(new Attacked({ attackerId: 'a', sourceId: 'sword' }));
w.update(1);
expect(t.get(Health)!.value).toBe(85); // 10 + 5
expect(types.sort()).toEqual(['fire', 'physical']);
});
it("Combat.hit reports the damage actually applied, not the pre-mitigation amount", () => {
const w = combatWorld();
w.createEntity('sword').add(new Damage({ value: 100, damageType: 'physical' }));
w.createEntity('a');
const t = w.createEntity('t');
t.add(new Health({ value: 30, min: 0 }));
let reported = -1;
t.on('Combat.hit', ({ data }) => { reported = (data as any).amount; });
t.add(new Attacked({ attackerId: 'a', sourceId: 'sword' }));
w.update(1);
expect(reported).toBe(30); // not 100
expect(t.get(Health)!.value).toBe(0);
});
it('a crit value below 1 never reduces damage', () => {
const w = combatWorld();
const sword = w.createEntity('sword');
sword.add(new Damage({ value: 20, damageType: 'physical' }));
sword.add(new Crit({ value: 0.5, chance: 1 })); // always "crit", but multiplier < 1
w.createEntity('a');
const t = w.createEntity('t');
t.add(new Health({ value: 100, min: 0 }));
t.add(new Attacked({ attackerId: 'a', sourceId: 'sword' }));
w.update(1);
expect(t.get(Health)!.value).toBe(80); // 20, not 10
});
it('damage variance can roll below the base value (symmetric)', () => {
const w = combatWorld();
const sword = w.createEntity('sword');
sword.add(new Damage({ value: 20, damageType: 'physical', variance: 5 }));
w.createEntity('a');
const t = w.createEntity('t');
t.add(new Health({ value: 1_000_000, min: 0 }));
let min = Infinity, max = -Infinity;
t.on('Combat.hit', ({ data }) => {
const a = (data as any).amount as number;
min = Math.min(min, a); max = Math.max(max, a);
});
for (let i = 0; i < 300; i++) {
t.add(new Attacked({ attackerId: 'a', sourceId: 'sword' }));
w.update(1);
}
expect(min).toBeLessThan(20); // pre-fix: variance only ever added
expect(min).toBeGreaterThanOrEqual(15); // within [-variance, +variance]
expect(max).toBeLessThanOrEqual(25);
});
});