feat(game-loop): implement strict phase rules, exploration stops, and hero attacks

This commit is contained in:
2026-01-05 23:11:31 +01:00
parent b619e4cee4
commit 77c0c07a44
11 changed files with 591 additions and 142 deletions

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export const TO_HIT_CHART = [
// Defender WS 1 2 3 4 5 6 7 8 9 10
/* Attacker 1 */[4, 4, 5, 6, 6, 6, 6, 6, 6, 6],
/* Attacker 2 */[3, 4, 4, 4, 5, 5, 6, 6, 6, 6],
/* Attacker 3 */[2, 3, 4, 4, 4, 4, 5, 5, 5, 6],
/* Attacker 4 */[2, 3, 3, 4, 4, 4, 4, 4, 5, 5],
/* Attacker 5 */[2, 2, 3, 3, 4, 4, 4, 4, 4, 4],
/* Attacker 6 */[2, 2, 3, 3, 3, 4, 4, 4, 4, 4],
/* Attacker 7 */[2, 2, 2, 3, 3, 3, 4, 4, 4, 4],
/* Attacker 8 */[2, 2, 2, 3, 3, 3, 3, 4, 4, 4],
/* Attacker 9 */[2, 2, 2, 2, 3, 3, 3, 3, 4, 4],
/* Attacker 10*/[2, 2, 2, 2, 3, 3, 3, 3, 3, 4]
];
export class CombatMechanics {
/**
* Resolves a melee attack sequence between two entities.
* @param {Object} attacker
* @param {Object} defender
* @returns {Object} Result log
*/
static resolveMeleeAttack(attacker, defender) {
const log = {
attackerId: attacker.id,
defenderId: defender.id,
hitRoll: 0,
targetToHit: 0,
hitSuccess: false,
damageRoll: 0,
damageTotal: 0,
woundsCaused: 0,
defenderDied: false,
message: ''
};
// 1. Determine Stats
// Use stats object if available, otherwise direct property (fallback)
const attStats = attacker.stats || attacker;
const defStats = defender.stats || defender;
const attWS = Math.min(Math.max(attStats.ws || 1, 1), 10);
const defWS = Math.min(Math.max(defStats.ws || 1, 1), 10);
// 2. Roll To Hit
log.targetToHit = this.getToHitTarget(attWS, defWS);
log.hitRoll = this.rollD6();
// Debug
// console.log(`Combat: ${attacker.name} (WS${attWS}) vs ${defender.name} (WS${defWS}) -> Need ${log.targetToHit}+. Rolled ${log.hitRoll}`);
if (log.hitRoll < log.targetToHit) {
log.hitSuccess = false;
log.message = `${attacker.name} falla el ataque (Sacó ${log.hitRoll}, necesita ${log.targetToHit}+).`;
return log;
}
log.hitSuccess = true;
// 3. Roll To Damage
const attStr = attStats.str || 3;
const defTough = defStats.toughness || 3;
const damageDice = attStats.damageDice || 1; // Default 1D6
let damageSum = 0;
let rolls = [];
for (let i = 0; i < damageDice; i++) {
const r = this.rollD6();
rolls.push(r);
damageSum += r;
}
log.damageRoll = damageSum; // Just sum for simple log, or we could array it
log.damageTotal = damageSum + attStr;
// 4. Calculate Wounds
// Wounds = (Dice + Str) - Toughness
let wounds = log.damageTotal - defTough;
if (wounds < 0) wounds = 0;
log.woundsCaused = wounds;
// 5. Build Message
if (wounds > 0) {
log.message = `${attacker.name} impacta y causa ${wounds} heridas! (Daño ${log.damageTotal} - Res ${defTough})`;
} else {
log.message = `${attacker.name} impacta pero no logra herir. (Daño ${log.damageTotal} vs Res ${defTough})`;
}
// 6. Apply Damage to Defender State
this.applyDamage(defender, wounds);
if (defender.isDead) {
log.defenderDied = true;
log.message += ` ¡${defender.name} ha muerto!`;
} else if (defender.isUnconscious) {
log.message += ` ¡${defender.name} cae inconsciente!`;
}
return log;
}
static getToHitTarget(attackerWS, defenderWS) {
// Adjust for 0-index array
const row = attackerWS - 1;
const col = defenderWS - 1;
if (TO_HIT_CHART[row] && TO_HIT_CHART[row][col]) {
return TO_HIT_CHART[row][col];
}
return 6; // Fallback
}
static applyDamage(entity, amount) {
if (!entity.stats) entity.stats = {};
// If entity doesn't have current wounds tracked, init it from max
if (entity.currentWounds === undefined) {
// For Heros it is 'wounds', for Monsters typical just 'wounds' in def
// We assume entity has been initialized properly before,
// but if not, we grab max from definition
entity.currentWounds = entity.stats.wounds || 1;
}
entity.currentWounds -= amount;
// Check Status
if (entity.type === 'hero') {
if (entity.currentWounds <= 0) {
entity.currentWounds = 0;
entity.isConscious = false;
// entity.isDead is not immediate for heroes usually, but let's handle via isConscious
}
} else {
// Monsters die at 0
if (entity.currentWounds <= 0) {
entity.currentWounds = 0;
entity.isDead = true;
}
}
}
static rollD6() {
return Math.floor(Math.random() * 6) + 1;
}
}