diff --git a/src/combat.js b/src/combat.js index 9ddd45d..f8e09e3 100644 --- a/src/combat.js +++ b/src/combat.js @@ -38,11 +38,24 @@ export function startTurn(state) { export function resolveEnemyTurn(state) { // reset block on all enemies before they act const enemies = state.enemies.map((e) => ({ ...e, block: 0 })); - let next = { ...state, enemies, enemy: enemies[0] }; + + // poison tick — damage and decrement before enemies act + const afterPoison = enemies.map((e) => { + if (e.poison > 0) { + return { + ...e, + hp: Math.max(0, e.hp - e.poison), + poison: e.poison - 1, + }; + } + return e; + }); + let next = { ...state, enemies: afterPoison, enemy: afterPoison[0] }; // each enemy acts; enemies target player 0 by default for (let i = 0; i < next.enemies.length; i++) { const enemy = next.enemies[i]; + if (enemy.hp <= 0) continue; // dead enemies don't act const action = resolveEnemyAction( enemy, next.combat.dieResult, diff --git a/src/combat.test.js b/src/combat.test.js index 996c755..c4d236c 100644 --- a/src/combat.test.js +++ b/src/combat.test.js @@ -221,4 +221,36 @@ describe("poison tick", () => { const next = resolveEnemyTurn(state); expect(next.enemies[0].poison).toBe(0); }); + + test("enemy killed by poison does not act", () => { + let state = createCombatState("ironclad", "jaw_worm"); + const poisonedEnemy = { ...state.enemies[0], poison: 10, hp: 3 }; + state = { + ...state, + enemies: [poisonedEnemy], + enemy: poisonedEnemy, + players: [{ ...state.players[0], hp: 11, block: 0 }], + player: { ...state.players[0], hp: 11, block: 0 }, + combat: { ...state.combat, dieResult: 1 }, + }; + const next = resolveEnemyTurn(state); + expect(next.enemies[0].hp).toBe(0); + expect(next.players[0].hp).toBe(11); // enemy died before acting + }); + + test("poison ignores enemy block", () => { + let state = createCombatState("ironclad", "jaw_worm"); + const blockedEnemy = { ...state.enemies[0], poison: 3, hp: 10, block: 5 }; + state = { + ...state, + enemies: [blockedEnemy], + enemy: blockedEnemy, + combat: { ...state.combat, dieResult: 1 }, + }; + const next = resolveEnemyTurn(state); + expect(next.enemies[0].hp).toBe(7); // 10 - 3, block didn't absorb poison + // block resets at turn start; enemy may regain some via action — not 5 from before + expect(next.enemies[0].block).toBeLessThan(5); + expect(next.enemies[0].poison).toBe(2); + }); }); diff --git a/src/render.js b/src/render.js index ced2d4c..b315ce8 100644 --- a/src/render.js +++ b/src/render.js @@ -23,6 +23,7 @@ function renderEnemy(state) { if (enemy.vulnerable > 0) tokens.push(`vuln ${enemy.vulnerable}`); if (enemy.weak > 0) tokens.push(`weak ${enemy.weak}`); if (enemy.strength > 0) tokens.push(`str ${enemy.strength}`); + if (enemy.poison > 0) tokens.push(`psn ${enemy.poison}`); statusEl.textContent = tokens.join(" | "); const intentEl = document.getElementById("enemy-intent");