feat: magic system visuals, audio sfx, and ui polish
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101
src/engine/game/CombatSystem.js
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101
src/engine/game/CombatSystem.js
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import { CombatMechanics } from './CombatMechanics.js';
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export class CombatSystem {
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constructor(gameEngine) {
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this.game = gameEngine;
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}
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/**
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* Handles the complete flow of a Melee Attack request
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* @param {Object} attacker
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* @param {Object} defender
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* @returns {Object} Result object { success: boolean, result: logObject, reason: string }
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*/
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handleMeleeAttack(attacker, defender) {
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// 1. Validations
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if (!attacker || !defender) return { success: false, reason: 'invalid_target' };
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// Check Phase (Hero Phase for heroes)
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// Note: Monsters use this too, but their phase check is in AI loop.
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// We might want to enforce "Monster Phase" check here later if we pass 'source' context.
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if (attacker.type === 'hero' && this.game.turnManager.currentPhase !== 'hero') {
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return { success: false, reason: 'phase' };
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}
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// Check Action Economy (Cooldown)
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if (attacker.hasAttacked) {
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return { success: false, reason: 'cooldown' };
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}
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// Check Adjacency (Melee Range)
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// Logic: Manhattan distance == 1
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const dx = Math.abs(attacker.x - defender.x);
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const dy = Math.abs(attacker.y - defender.y);
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if (dx + dy !== 1) {
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return { success: false, reason: 'range' };
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}
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// 2. Execution (Math)
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// Calls the pure math module
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const result = CombatMechanics.resolveMeleeAttack(attacker, defender, this.game);
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// 3. Update State
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attacker.hasAttacked = true;
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// 4. Side Effects (Sound, UI Events)
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if (window.SOUND_MANAGER) {
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// Logic to choose sound could be expanded here based on Weapon Type
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window.SOUND_MANAGER.playSound('sword');
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}
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if (this.game.onCombatResult) {
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this.game.onCombatResult(result);
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}
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return { success: true, result };
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}
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/**
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* Handles the complete flow of a Ranged Attack request
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* @param {Object} attacker
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* @param {Object} defender
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* @returns {Object} Result object
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*/
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handleRangedAttack(attacker, defender) {
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if (!attacker || !defender) return { success: false, reason: 'invalid_target' };
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// 1. Validations
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if (attacker.type === 'hero' && this.game.turnManager.currentPhase !== 'hero') {
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return { success: false, reason: 'phase' };
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}
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if (attacker.hasAttacked) {
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return { success: false, reason: 'cooldown' };
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}
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// Check "Pinned" Status (Can't shoot if enemies are adjacent)
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// Using GameEngine's helper for now as it holds entity lists
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if (this.game.isEntityPinned(attacker)) {
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return { success: false, reason: 'pinned' };
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}
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// Line of Sight is assumed checked by UI/Input, but we could enforce it here if strict.
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// 2. Execution (Math)
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const result = CombatMechanics.resolveRangedAttack(attacker, defender, this.game);
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// 3. Update State
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attacker.hasAttacked = true;
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// 4. Side Effects
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if (window.SOUND_MANAGER) {
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window.SOUND_MANAGER.playSound('arrow');
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}
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if (this.game.onCombatResult) {
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this.game.onCombatResult(result);
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}
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return { success: true, result };
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}
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}
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