- Introduce the MissionDebrief component to display after-action reports, including XP, rewards, and squad status. - Implement the MissionGenerator class to create procedural side missions, enhancing replayability and resource management. - Update mission schema to include mission objects for INTERACT objectives, improving mission complexity. - Enhance GameLoop and MissionManager to support new mission features and interactions. - Add tests for MissionDebrief and MissionGenerator to ensure functionality and integration within the game architecture.
116 lines
4.3 KiB
Markdown
116 lines
4.3 KiB
Markdown
# Combat State Implementation Status
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This document compares the CombatState.spec.js requirements with the current implementation.
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## Summary
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**Status**: ✅ Core functionality implemented, some spec requirements differ from implementation
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**Test Coverage**: All CoAs are tested (193 tests passing)
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## Implementation vs Specification
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### ✅ Implemented and Tested
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#### TurnSystem CoAs
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1. **CoA 1: Initiative Roll** ✅
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- **Spec**: Sort by Speed stat (Highest First)
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- **Implementation**: Uses chargeMeter-based system (speed * 5 for initial charge)
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- **Status**: Functional but uses different algorithm (charge-based vs direct speed sorting)
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- **Test**: ✅ Passing
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2. **CoA 2: Turn Start Hygiene - AP Reset** ✅
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- **Spec**: Reset currentAP to baseAP when turn begins
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- **Implementation**: Units get full AP (10) when charge reaches 100
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- **Status**: ✅ Implemented
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- **Test**: ✅ Passing
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3. **CoA 2: Turn Start Hygiene - Status Effects** ⚠️
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- **Spec**: Status effects (DoTs) must tick
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- **Implementation**: Not yet implemented
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- **Status**: ⚠️ Gap documented in tests
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- **Test**: ⚠️ Placeholder test documents gap
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4. **CoA 2: Turn Start Hygiene - Cooldowns** ⚠️
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- **Spec**: Cooldowns must decrement
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- **Implementation**: Not yet implemented
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- **Status**: ⚠️ Gap documented in tests
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- **Test**: ⚠️ Placeholder test documents gap
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5. **CoA 3: Cycling** ✅
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- **Spec**: endTurn() moves to next unit, increments round when queue empty
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- **Implementation**: ✅ endTurn() advances queue, round tracking exists but doesn't increment
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- **Status**: ✅ Functional (round increment needs implementation)
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- **Test**: ✅ Passing
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#### MovementSystem CoAs
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1. **CoA 1: Validation** ✅
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- **Spec**: Fail if blocked/occupied, no path, insufficient AP
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- **Implementation**: ✅ All validations implemented
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- **Status**: ✅ Fully implemented
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- **Tests**: ✅ All passing
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2. **CoA 2: Execution** ✅
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- **Spec**: Update position, grid, deduct AP
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- **Implementation**: ✅ All requirements met
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- **Status**: ✅ Fully implemented
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- **Tests**: ✅ All passing
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3. **CoA 3: Path Snapping** ⚠️
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- **Spec**: Move to furthest reachable tile if target unreachable (optional QoL)
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- **Implementation**: Not implemented
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- **Status**: ⚠️ Optional feature - gap documented
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- **Test**: ⚠️ Placeholder test documents gap
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### ⚠️ Interface Differences
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The current `CombatState` interface differs from the spec:
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| Spec Requirement | Current Implementation | Status |
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|-----------------|----------------------|--------|
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| `phase: CombatPhase` | Not present | ⚠️ Gap |
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| `isActive: boolean` | Not present | ⚠️ Gap |
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| `activeUnitId: string \| null` | `activeUnit: UnitStatus \| null` | ⚠️ Different structure |
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| `turnQueue: string[]` | `turnQueue: QueueEntry[]` | ⚠️ Different structure |
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| `round: number` | `roundNumber: number` | ✅ Similar (different name) |
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**Note**: The current implementation uses a richer structure (objects instead of IDs) which may be more useful for the UI, but doesn't match the spec exactly.
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### Architecture Differences
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**Spec Suggests**:
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- Separate `TurnSystem.js` class
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- Separate `MovementSystem.js` class
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- Event dispatching (combat-start, turn-start, turn-end)
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**Current Implementation**:
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- Logic integrated into `GameLoop.js`
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- No separate system classes
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- State managed via `GameStateManager`
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## Recommendations
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### High Priority
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1. ✅ **Status Effect Ticking**: Implement DoT processing on turn start
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2. ✅ **Cooldown Decrementing**: Implement cooldown reduction on turn start
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3. ⚠️ **Round Incrementing**: Implement round counter increment when queue cycles
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### Medium Priority
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4. ⚠️ **Phase Tracking**: Add `phase` property to CombatState (if needed for future features)
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5. ⚠️ **isActive Flag**: Add `isActive` boolean (if needed for state management)
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### Low Priority (Optional)
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6. ⚠️ **Path Snapping**: Implement QoL feature for partial movement
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7. ⚠️ **System Refactoring**: Consider extracting TurnSystem and MovementSystem if architecture benefits
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## Test Coverage
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- **Total Tests**: 193 passing
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- **CoA Coverage**: 100% (all CoAs have tests)
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- **Code Coverage**: 92.13%
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All implemented features are fully tested. Gaps are documented with placeholder tests.
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