fix(skill): implement Hydra summon cap and authentic entity visuals (Fixes #436)
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@ -1509,6 +1509,8 @@ export function getSkillMana(skillId: number, hudManager?: HudManager | null): n
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}
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}
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let hydraGroupSeqCounter = 0
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export function castSkill(
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skillId: number,
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targetX: number,
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@ -1612,7 +1614,7 @@ export function castSkill(
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player.mana = Math.max(0, player.mana - manaCost)
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if (hudManager !== null) {
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hudManager.mana = Math.max(0, hudManager.mana - manaCost)
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hudManager.syncPublishedState()
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hudManager.syncPublishedState?.()
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}
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}
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}
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@ -2219,10 +2221,28 @@ export function castSkill(
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{ dx: 0, dy: -7 },
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{ dx: 4, dy: -15 },
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]
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const slvl = 1
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const slvl = Math.max(1, (hudManager as any)?.getSkillLevel?.(62) ?? 1)
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const dmgRange = calculateSkillDamage(62, slvl)
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const hydraDamage = Math.round((dmgRange.min + dmgRange.max) / 2)
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// Enforce 1.13c Hydra summon cap (MAX_ACTIVE_HYDRA_GROUPS = 6 groups, 18 heads max) with FIFO eviction
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const MAX_ACTIVE_HYDRA_GROUPS = 6
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const activeTurrets = engine.projectiles.filter(
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p => (p.isTurret || p.missileType === 'hydra_turret') && p.ttl > 0
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)
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const existingGroupIds = Array.from(new Set(
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activeTurrets.map(p => (p as any).groupId ?? 0)
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)).sort((a, b) => a - b)
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if (existingGroupIds.length >= MAX_ACTIVE_HYDRA_GROUPS) {
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const groupsToEvictCount = (existingGroupIds.length - MAX_ACTIVE_HYDRA_GROUPS) + 1
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const evictGids = new Set(existingGroupIds.slice(0, groupsToEvictCount))
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engine.projectiles = engine.projectiles.filter(
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p => !((p.isTurret || p.missileType === 'hydra_turret') && evictGids.has((p as any).groupId ?? 0))
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)
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}
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const currentGroupId = ++hydraGroupSeqCounter
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for (let i = 0; i < offsets.length; i++) {
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const off = offsets[i]!
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engine.projectiles.push({
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@ -2238,9 +2258,10 @@ export function castSkill(
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isTurret: true,
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fireCadenceTicks: 25,
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headIndex: i,
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groupId: currentGroupId,
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spawnMissileType: 'hydra',
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pierce: false,
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})
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} as any)
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}
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player.cooldown = 40
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@ -5359,16 +5380,54 @@ export function drawMissileProjectile(
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}
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if (shot.isTurret || shot.missileType === 'hydra_turret') {
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// Authentic stationary hydra head turret plume
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const wobble = Math.sin((shot.ageTicks ?? 0) * 0.3 + (shot.headIndex ?? 0) * 1.5) * 2.5
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// Soft outer fire aura
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renderer.drawSolid(x - 12, y - 12 + wobble * 0.5, 24, 24, [1.0, 0.32, 0.05, 0.35])
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// Mid fire core
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renderer.drawSolid(x - 8, y - 8 + wobble, 16, 16, [1.0, 0.65, 0.12, 0.65])
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// Inner hot core
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renderer.drawSolid(x - 4, y - 4 + wobble, 8, 8, [1.0, 0.92, 0.3, 0.9])
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// White flame peak
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renderer.drawSolid(x - 2, y - 6 + wobble, 4, 6, [1.0, 1.0, 0.85, 0.95])
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const age = shot.ageTicks ?? 0
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const wobble = Math.sin(age * 0.25 + (shot.headIndex ?? 0) * 2.1) * 3
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const swayX = Math.cos(age * 0.18 + (shot.headIndex ?? 0) * 1.7) * 2.5
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// 1. Ground magma / lava fire pit (2:1 isometric ground ellipse base)
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renderer.drawSolid(x - 14, y - 5, 28, 10, [0.8, 0.2, 0.02, 0.5])
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renderer.drawSolid(x - 9, y - 3, 18, 6, [1.0, 0.5, 0.08, 0.75])
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renderer.drawSolid(x - 4, y - 2, 8, 4, [1.0, 0.9, 0.3, 0.9])
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// 2. Serpentine segmented neck rising from the lava pit
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const seg1Y = y - 7 + wobble * 0.3
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const seg1X = x + swayX * 0.3
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renderer.drawSolid(seg1X - 5, seg1Y - 3, 10, 6, [0.85, 0.28, 0.05, 0.85])
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renderer.drawSolid(seg1X - 3, seg1Y - 2, 6, 4, [1.0, 0.6, 0.15, 0.9])
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const seg2Y = y - 14 + wobble * 0.6
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const seg2X = x + swayX * 0.7
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renderer.drawSolid(seg2X - 4, seg2Y - 3, 8, 6, [0.9, 0.35, 0.05, 0.85])
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renderer.drawSolid(seg2X - 2, seg2Y - 2, 4, 4, [1.0, 0.7, 0.2, 0.9])
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// 3. Serpent head crown with flaming mane & glowing eyes
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const headY = y - 22 + wobble
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const headX = x + swayX
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// Flaming crest / mane
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renderer.drawSolid(headX - 6, headY - 8, 12, 12, [1.0, 0.35, 0.05, 0.6])
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renderer.drawSolid(headX - 4, headY - 6, 8, 9, [1.0, 0.65, 0.15, 0.85])
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renderer.drawSolid(headX - 2, headY - 4, 4, 6, [1.0, 0.95, 0.4, 0.95])
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// Dragon/serpent snout & jaw
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renderer.drawSolid(headX - 3, headY, 6, 4, [0.8, 0.2, 0.05, 0.9])
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// Glowing incandescent eye
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renderer.drawSolid(headX - 1, headY - 2, 2, 2, [1.0, 1.0, 0.9, 1.0])
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// 4. If missile sprite art is available (firebolt/hydra), render the fiery head sprite over the crest
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const art = missileArtMap?.get('hydra') ?? missileArtMap?.get('firebolt')
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if (art !== undefined) {
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const group = art.frames[0]
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const frameCount = Math.max(1, art.meta.framesPerDirection)
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const frameIndex = Math.floor((age * art.meta.animSpeed) / 16) % frameCount
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const frame = group?.[frameIndex] ?? group?.[0]
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if (frame !== undefined) {
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const drawX = frame.anchorX !== undefined ? headX + frame.anchorX : headX - frame.width / 2
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const drawY = frame.anchorY !== undefined ? headY + frame.anchorY : headY - frame.height / 2
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renderer.draw(frame, drawX, drawY, {
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atlas: art.handle,
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blendMode: 'additive',
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})
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}
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}
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return
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}
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@ -19,14 +19,14 @@ describe('Issue #435: Charged Bolt (#38) Kinematics & Random Walk', () => {
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// Launch a charged bolt moving strictly East (vx = 12, vy = 0)
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let p: Projectile = {
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missileType: 'chargedbolt',
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sourceSkillId: 38,
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skillId: '38',
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x: 500,
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y: 500,
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vx: 12,
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vy: 0,
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ttl: 50,
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damage: 10,
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radius: 8,
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fromPlayer: true,
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jitter: true,
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jitterIndex: 0,
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seed: 7,
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@ -54,14 +54,14 @@ describe('Issue #435: Charged Bolt (#38) Kinematics & Random Walk', () => {
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it('ensures distinct random seeds yield divergent trajectories', () => {
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let p1: Projectile = {
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missileType: 'chargedbolt',
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sourceSkillId: 38,
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skillId: '38',
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x: 0,
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y: 0,
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vx: 10,
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vy: 5,
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ttl: 30,
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damage: 10,
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radius: 8,
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fromPlayer: true,
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jitter: true,
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jitterIndex: 0,
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seed: 1,
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@ -69,14 +69,14 @@ describe('Issue #435: Charged Bolt (#38) Kinematics & Random Walk', () => {
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let p2: Projectile = {
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missileType: 'chargedbolt',
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sourceSkillId: 38,
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skillId: '38',
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x: 0,
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y: 0,
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vx: 10,
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vy: 5,
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ttl: 30,
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damage: 10,
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radius: 8,
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fromPlayer: true,
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jitter: true,
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jitterIndex: 5,
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seed: 29,
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@ -0,0 +1,97 @@
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/**
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* Issue #436: Hydra (#62) Summon Cap & Entity Visuals
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*
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* 1.13c Ground Truth Invariants Verification Suite:
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* 1. Summon Cap: Maximum 6 active Hydra groups (18 heads total) concurrently active.
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* 2. FIFO Eviction: When 7th group is cast, the oldest 1st group is automatically evicted (pruned to 0 ttl).
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* 3. Exact 3-Head Offsets: Offsets [(-6, -11), (0, -7), (4, -15)] correctly assigned per group.
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* 4. Slvl Scaling: Hydra damage properly respects caster skill level instead of hardcoded slvl 1.
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*/
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import { describe, expect, it } from 'vitest'
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import { GameEngine } from '../../../src/game/engine.ts'
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import { castSkill } from '../../../src/scene/act-scene.ts'
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describe('Issue #436: Hydra (#62) Summon Cap & Entity Visuals', () => {
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it('enforces maximum 6 groups (18 heads) and FIFO eviction on successive casts', () => {
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const engine = new GameEngine(
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{ widthPx: 1000, heightPx: 1000, overlap: () => 0 },
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{ spawn: { x: 200, y: 200 }, stats: [], questDefs: [], npcDefs: [] } as any,
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)
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engine.world.player.x = 200
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engine.world.player.y = 200
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engine.world.player.mana = 1000
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const statusEl = { textContent: '' } as HTMLElement
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const dummyRuntime = {
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walkable: { isWalkable: () => true },
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collision: { isWalkable: () => true },
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} as any
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// Cast Hydra 6 times (filling cap to 6 groups = 18 heads)
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for (let c = 1; c <= 6; c++) {
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engine.world.player.cooldown = 0
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const ok = castSkill(62, 300 + c * 20, 300, {
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engine,
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runtime: dummyRuntime,
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hudManager: null,
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status: statusEl,
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})
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expect(ok).toBe(true)
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expect(engine.projectiles.length).toBe(c * 3)
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}
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expect(engine.projectiles.length).toBe(18)
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const firstGroupHeadX = engine.projectiles[0]!.x
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// Cast 7th time -> triggers FIFO eviction of group 1
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engine.world.player.cooldown = 0
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const ok7 = castSkill(62, 500, 300, {
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engine,
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runtime: dummyRuntime,
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hudManager: null,
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status: statusEl,
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})
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expect(ok7).toBe(true)
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// Total active heads must be capped at 18 (6 groups * 3 heads)
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expect(engine.projectiles.length).toBe(18)
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// First group must have been evicted and no longer present in engine.projectiles
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const containsOldHead = engine.projectiles.some(p => p.x === firstGroupHeadX)
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expect(containsOldHead).toBe(false)
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})
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it('correctly reads slvl from hudManager for damage calculation', () => {
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const engine = new GameEngine(
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{ widthPx: 1000, heightPx: 1000, overlap: () => 0 },
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{ spawn: { x: 200, y: 200 }, stats: [], questDefs: [], npcDefs: [] } as any,
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)
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engine.world.player.x = 200
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engine.world.player.y = 200
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engine.world.player.mana = 1000
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engine.world.player.cooldown = 0
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const mockHudManager = {
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getSkillLevel: (skillId: number) => (skillId === 62 ? 20 : 0),
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syncPublishedState: () => {},
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}
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const statusEl = { textContent: '' } as HTMLElement
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const dummyRuntime = {
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walkable: { isWalkable: () => true },
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collision: { isWalkable: () => true },
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} as any
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castSkill(62, 350, 250, {
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engine,
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runtime: dummyRuntime,
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hudManager: mockHudManager as any,
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status: statusEl,
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})
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expect(engine.projectiles.length).toBe(3)
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// At slvl 20, damage is ~162 (150-175 range), much higher than slvl 1 (14-19)
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const head = engine.projectiles[0]!
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expect(head.damage).toBeGreaterThan(100)
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})
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})
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