mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 14:51:26 +02:00
The fair, on-theme edge lever for slow chains (from the calibration work): a run now descends `maxDepth` levels instead of one map, so cumulative run length makes the block-timer bite WITHOUT a giant single dungeon or a cheating-fast monster. Engine (game.js): - depth/maxDepth; _generateLevel(depth) builds each level (fresh dungeon + monster + FOV), _descend() steps down. Reaching a non-final exit descends (event "descend", stays active); only the final exit escapes (event "escaped"). - Treasure lives only in the vault (final level) — intermediate levels race to the stairs. Single-level (maxDepth=1) is byte-identical to before. - Provably fair per level: levelSeed(masterSeed, depth) (provablyFair.js) — level 1 = master seed, deeper levels salted; the whole descent regenerates from the one committed seed. Verified: game levels == regenerateFromSeed(levelSeed(seed,d)). Pacing (difficultyConfig.js): NETWORK_TUNING now sets LEVELS ∝ block time (GRIN 1, XMR 2, LTC 2, WOW 4, BTC 8) — replacing the size-scale hack; size + monster stay at the fair preset. DUNGEON_LEVELS operator override; NETWORK_TUNING_DISABLED → 1 level. Wiring: socketHandlers afterPlayerMove gets a "descend" branch (no game-over, no monster move on arrival). Client gameState.js clears the accumulated map/explored/ visible tiles on a depth change so the old level does not ghost through the new one. Sim: explorer bot resets fog-of-war on descent so multi-level sims stay honest (full re-calibration of the level counts is the pending follow-up). Tests: multiLevel_ultra (descent, vault-only treasure, per-level provably-fair, single-level default, DUNGEON_LEVELS) + networkTuning rewritten for the levels model. Suite 61 suites / 432 green; end-to-end 4-level WOW run descends 3x then escapes.
432 lines
16 KiB
JavaScript
432 lines
16 KiB
JavaScript
// GameState - Handles game state management and updates
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var GameState = {
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_player: null,
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_monster: null,
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_map: {},
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_items: {},
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_gameActive: false,
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_visibleTiles: {},
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_exploredTiles: {},
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_entrance: null,
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_exit: null,
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_treasure: null,
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_message: null,
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_scheduler: null,
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_engine: null,
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_lighting: {},
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_torches: [],
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init: function() {
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this.reset();
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},
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reset: function() {
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this._player = null;
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this._monster = null;
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this._map = {};
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this._items = {};
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this._gameActive = false;
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this._visibleTiles = {};
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this._exploredTiles = {};
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this._entrance = null;
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this._exit = null;
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this._treasure = null;
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this._message = null;
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this._lighting = {};
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this._torches = [];
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this._depth = 1;
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this._maxDepth = 1;
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if (this._scheduler) this._scheduler.clear();
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if (!this._scheduler) this._scheduler = new ROT.Scheduler.Simple();
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if (!this._engine) this._engine = new ROT.Engine(this._scheduler);
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},
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setGameActive: function(active) {
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this._gameActive = active;
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},
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isGameActive: function() {
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return this._gameActive;
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},
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initializePlayer: function(playerData) {
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if (playerData && typeof playerData.x === 'number' && typeof playerData.y === 'number') {
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this._player = { x: playerData.x, y: playerData.y };
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} else {
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console.warn("Invalid or missing playerData.x/y, using default player position.", playerData);
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this._player = { x: 12, y: 12 }; // Default position
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}
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// console.log("Player initialized to:", this._player);
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return this._player;
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},
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initializeMap: function(mapData, initialVisibleTiles, screenWidth, screenHeight) {
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this._map = {};
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this._visibleTiles = {};
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this._exploredTiles = this._exploredTiles || {};
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let mapInitialized = false;
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// Try to initialize from mapData.tiles
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if (mapData && mapData.tiles && typeof mapData.tiles === 'object' && Object.keys(mapData.tiles).length > 0) {
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for (var yKey in mapData.tiles) {
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const y = parseInt(yKey);
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this._map[y] = {};
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for (var xKey in mapData.tiles[y]) {
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const x = parseInt(xKey);
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this._map[y][x] = mapData.tiles[y][x];
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}
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}
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mapInitialized = true;
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}
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// Try array-based mapData
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else if (mapData && Array.isArray(mapData) && mapData.length > 0) {
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for (let y = 0; y < mapData.length; y++) {
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this._map[y] = {};
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if (mapData[y] && Array.isArray(mapData[y])) {
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for (let x = 0; x < mapData[y].length; x++) {
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this._map[y][x] = mapData[y][x];
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}
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}
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}
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mapInitialized = true;
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}
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// Try initialVisibleTiles
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else if (initialVisibleTiles && typeof initialVisibleTiles === 'object' && Object.keys(initialVisibleTiles).length > 0) {
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this._visibleTiles = JSON.parse(JSON.stringify(initialVisibleTiles)); // Deep copy
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for (const yKey in this._visibleTiles) {
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const y = parseInt(yKey);
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this._map[y] = this._map[y] || {};
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for (const xKey in this._visibleTiles[y]) {
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const x = parseInt(xKey);
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this._map[y][x] = this._visibleTiles[y][x];
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}
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}
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mapInitialized = true;
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}
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// Create default map if nothing worked
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if (!mapInitialized) {
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console.warn("No valid mapData or initialVisibleTiles provided. Creating default map for testing.");
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const defaultMapWidth = screenWidth;
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const defaultMapHeight = screenHeight;
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for (let y = 0; y < defaultMapHeight; y++) {
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this._map[y] = {};
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for (let x = 0; x < defaultMapWidth; x++) {
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this._map[y][x] = (x === 0 || x === defaultMapWidth - 1 || y === 0 || y === defaultMapHeight - 1) ? 1 : 0;
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}
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}
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// Adjust player position if it's in a wall of the default map
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if (this._map[this._player.y] && this._map[this._player.y][this._player.x] === 1) {
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this._player.x = Math.floor(defaultMapWidth / 2);
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this._player.y = Math.floor(defaultMapHeight / 2);
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if (this._map[this._player.y][this._player.x] === 1) {
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this._map[this._player.y][this._player.x] = 0; // Force floor
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}
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}
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}
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return mapInitialized;
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},
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validatePlayerPosition: function(screenWidth, screenHeight) {
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// Validate player position against the map
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if (!this._map[this._player.y] || this._map[this._player.y][this._player.x] === undefined) {
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console.error(`Player position (${this._player.x}, ${this._player.y}) is invalid or outside map boundaries. Attempting to find fallback.`);
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let foundFallback = false;
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for (let y_scan = 0; y_scan < screenHeight; y_scan++) {
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if (this._map[y_scan]) {
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for (let x_scan = 0; x_scan < screenWidth; x_scan++) {
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const tile = this._map[y_scan][x_scan];
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// Check for both legacy (0) and new ("'1", "'2") floor tiles
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if (tile === 0 || tile === "'1" || tile === "'2") {
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this._player.x = x_scan;
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this._player.y = y_scan;
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foundFallback = true;
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break;
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}
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}
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}
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if (foundFallback) break;
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}
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if (!foundFallback) {
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console.error("Could not find a valid fallback starting position for the player on the map.");
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return false;
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}
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}
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return true;
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},
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computeFieldOfView: function() {
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// Initialize FOV with corrected wall detection callback
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var fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
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// Return true if the tile is transparent (walkable), false if it blocks light
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if (!this._map[y] || this._map[y][x] === undefined) {
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return false; // Unknown tiles block light
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}
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const tile = this._map[y][x];
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// Check for both legacy (0) and new ("'1", "'2") floor tiles
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return tile === 0 || tile === "'1" || tile === "'2";
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}.bind(this));
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// If map was NOT built from initialVisibleTiles, compute FOV now
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if (!this._visibleTiles || Object.keys(this._visibleTiles).length === 0) {
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this._visibleTiles = {};
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fov.compute(this._player.x, this._player.y, 10, function(x, y, r, visibility) {
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if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
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if (this._map[y] && this._map[y][x] !== undefined) {
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this._visibleTiles[y][x] = this._map[y][x];
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}
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}.bind(this));
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}
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// NOTE: Don't call updateExploredTiles() here on initial game load
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// Explored tiles should only be updated when player moves, not on first FOV computation
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},
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updateExploredTiles: function() {
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// Add all currently visible tiles to explored tiles
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for (var yKey in this._visibleTiles) {
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const y = parseInt(yKey);
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if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
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for (var xKey in this._visibleTiles[y]) {
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const x = parseInt(xKey);
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this._exploredTiles[y][x] = this._visibleTiles[y][x];
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}
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}
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},
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updateGameState: function(data) {
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if (!this._gameActive) {
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console.warn("GameState.updateGameState called, but game is not active. Ignoring update.");
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return false;
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}
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if (!data) {
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console.error("GameState.updateGameState: No update data received!");
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return false;
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}
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try {
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let needsRedraw = false;
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// Multi-level descent: a new depth means a brand-new level. The accumulated map /
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// explored / visible tiles belong to the level we just left, so clear them — otherwise
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// the old level's walls ghost through the fresh one.
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if (typeof data.depth === 'number' && data.depth !== this._depth) {
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this._depth = data.depth;
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if (typeof data.maxDepth === 'number') this._maxDepth = data.maxDepth;
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this._map = {};
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this._visibleTiles = {};
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this._exploredTiles = {};
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needsRedraw = true;
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}
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// Update player state
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if (data.player) {
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this._player = data.player;
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needsRedraw = true;
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}
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// Update monster state
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if (data.monster !== undefined) {
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this._monster = data.monster;
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needsRedraw = true;
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}
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// Update items
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if (data.items !== undefined) {
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this._items = data.items;
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needsRedraw = true;
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}
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// Update entrance, exit, treasure
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if (data.entrance !== undefined) {
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this._entrance = data.entrance;
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needsRedraw = true;
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}
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if (data.exit !== undefined) {
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this._exit = data.exit;
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needsRedraw = true;
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}
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if (data.treasure !== undefined) {
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this._treasure = data.treasure;
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needsRedraw = true;
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}
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// Update lighting and torch data
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if (data.lighting !== undefined) {
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this._lighting = data.lighting;
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needsRedraw = true;
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}
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if (data.torches !== undefined) {
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this._torches = data.torches;
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needsRedraw = true;
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}
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// Update visible tiles (most critical for movement feedback)
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if (data.visibleTiles && typeof data.visibleTiles === 'object' && Object.keys(data.visibleTiles).length > 0) {
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this._visibleTiles = data.visibleTiles;
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// Debug log for specific problematic coordinates
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if (this._visibleTiles[18] && (this._visibleTiles[18][36] !== undefined || this._visibleTiles[18][35] !== undefined)) {
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const clientDebug = `🔍 CLIENT y=18: x=35: ${this._visibleTiles[18][35]}, x=36: ${this._visibleTiles[18][36]}`;
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
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}
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if (this._visibleTiles[16] && (this._visibleTiles[16][36] !== undefined || this._visibleTiles[16][35] !== undefined)) {
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const clientDebug = `🔍 CLIENT y=16: x=35: ${this._visibleTiles[16][35]}, x=36: ${this._visibleTiles[16][36]}`;
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
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}
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this.updateExploredTiles();
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needsRedraw = true;
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}
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return needsRedraw;
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} catch (err) {
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console.error("Error in GameState.updateGameState:", err);
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return false;
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}
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},
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movePlayer: function(dx, dy, screenWidth, screenHeight) {
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if (!DisplayManager.ensureDisplay()) return;
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const newX = this._player.x + dx;
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const newY = this._player.y + dy;
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// Basic bounds checking
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if (newX < 0 || newY < 0 || newX >= screenWidth || newY >= screenHeight) {
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console.warn("Attempted to move player outside of bounds:", newX, newY);
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return;
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}
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// Check if the new position is a wall (1) or out of map bounds
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if (this._map[newY] && this._map[newY][newX] !== undefined && this._map[newY][newX] !== 1) {
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// Move the player
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this._player.x = newX;
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this._player.y = newY;
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// Update visibility and redraw
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this.updateExploredTiles();
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return true;
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} else {
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return false;
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}
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},
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// Debug functions
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debugPrintMap: function(screenWidth, screenHeight) {
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// Map debugging - preserve console.log for debug function
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console.log("Current game map:");
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for (let y = 0; y < screenHeight; y++) {
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let row = "";
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for (let x = 0; x < screenWidth; x++) {
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if (this._map[y] && this._map[y][x] !== undefined) {
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row += this._map[y][x] + " ";
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} else {
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row += "? "; // Unknown/undefined area
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}
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}
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console.log(row);
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}
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},
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debugTileMapping: function() {
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// Tile mapping debugging - preserve console.log for debug function
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const testValues = [0, 1, undefined, null];
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for (const val of testValues) {
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const char = (val === 1) ? '#' : "\'";
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const debugMsg = `Test mapping: value=${val} -> char='${char}'`;
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console.log(debugMsg);
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(debugMsg);
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}
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},
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// Compute field of view for the player (LOCAL TESTING ONLY - server handles FOV)
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computeFieldOfView: function() {
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if (!this._player) {
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console.warn("Cannot compute FOV: player not initialized");
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return;
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}
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// Warning for local FOV computation (keep for debugging)
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// console.log("⚠️ LOCAL FOV COMPUTATION (should only be used for testing without server)");
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const oldVisibleTiles = JSON.parse(JSON.stringify(this._visibleTiles));
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this._visibleTiles = {};
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const fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
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const tile = this._map[y] && this._map[y][x];
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// Check for both legacy (0) and new ("'1", "'2") floor tiles
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return tile === 0 || tile === "'1" || tile === "'2";
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}.bind(this));
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fov.compute(this._player.x, this._player.y, 6, function(x, y, r, visibility) {
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if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
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this._visibleTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
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// Mark as explored
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if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
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this._exploredTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
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}.bind(this));
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},
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// Get game state data for rendering
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getGameStateForRender: function() {
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const renderState = {
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map: this._map,
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player: this._player,
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monster: this._monster,
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items: this._items,
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entrance: this._entrance,
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exit: this._exit,
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treasure: this._treasure,
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visibleTiles: this._visibleTiles,
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exploredTiles: this._exploredTiles,
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message: this._message,
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gameActive: this._gameActive,
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lighting: this._lighting,
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torches: this._torches
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};
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return renderState;
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},
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// Move player and update game state
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movePlayer: function(dx, dy, screenWidth, screenHeight) {
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if (!this._player) {
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console.warn("Cannot move player: player not initialized");
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return false;
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}
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const newX = this._player.x + dx;
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const newY = this._player.y + dy;
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// Check bounds
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if (newX < 0 || newX >= screenWidth || newY < 0 || newY >= screenHeight) {
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// console.log("Player move blocked: out of bounds");
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return false;
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}
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// Check if the new position is passable
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if (this._map[newY] && this._map[newY][newX] === 1) {
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// console.log("Player move blocked: wall at", newX, newY);
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return false;
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}
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// Update player position
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this._player.x = newX;
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this._player.y = newY;
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// console.log("Player moved to:", this._player.x, this._player.y);
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return true;
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}
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};
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// Make it available globally
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if (typeof window !== 'undefined') {
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window.GameState = GameState;
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}
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